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From perlman@turing.acm.org Thu Feb  2 19:01:49 2006 -0500
Date: Thu, 2 Feb 2006 19:01:48 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Mary Czerwinski <marycz@microsoft.com>
cc: codrington@hq.acm.org, Gary perlman <perlman@turing.acm.org>
Subject: Re: SIGCHI Lifetime Service Award Money Notice
In-Reply-To: <55D5C7C5743C314EBDFF102B14446D5B04EB7754@RED-MSG-32.redmond.corp.microsoft.com>
Message-ID: <Pine.LNX.4.44.0602021851290.3203-100000@turing.acm.org>
MIME-Version: 1.0
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Hi Mary and Julie,

I guess it's time for to get my award at CHI 2006,
which is in my home town of Montreal this year.
I'd like to know how to get free registration for the conference.

My ACM member number is 2463016.
I will also want to add a two day workshop:

The Many Faces of Consistency in Cross-Platform Design

I do not have the special code for the workshop,
but I know that the fee is $225, so that will
need to be factored in somehow.

Do you want my US SSN or Canadian SIN or both?

Gary

On Mon, 14 Feb 2005, Mary Czerwinski wrote:

> Dear SIGCHI Lifetime Service Award winners:
> 
> We heard that some of you would prefer some flexibility in terms of how
> you use your award money.   We agree!  For that reason, you can use your
> 525.00 (the equivalent of the CHI 2005 conference registration) in the
> following ways as you see fit.  Please email Julie Codrington (cc:'d)
> with your full contact information, your SSN and the way in which you
> would like your award applied.
> 
> Thanks very much and I hope to see you at the awards banquet!
> 
> Best,
> Mary
> 
> Here are options (at your discretion):
> 
> *	Free reg at CHI 2005
> 
> *	Free reg (and the award presentation) at any other SIGCHI
> conference instead
> 
> *	$525 either as a travel reimbursement (so no tax consequences)
> or as an award (which has tax consequences).  
> 
> 


From perlman@turing.acm.org Thu Feb  2 19:03:24 2006 -0500
Date: Thu, 2 Feb 2006 19:03:24 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Mary Czerwinski <marycz@microsoft.com>
cc: codrington@hq.acm.org
Subject: Re: SIGCHI Lifetime Service Award Money Notice
In-Reply-To: <Pine.LNX.4.44.0602021851290.3203-100000@turing.acm.org>
Message-ID: <Pine.LNX.4.44.0602021902390.3328-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 2

Hi Mary,

The email address: codrington@hq.acm.org is not a good one.

Gary

On Thu, 2 Feb 2006, Gary PERLMAN wrote:

> Hi Mary and Julie,
> 
> I guess it's time for to get my award at CHI 2006,
> which is in my home town of Montreal this year.
> I'd like to know how to get free registration for the conference.
> 
> My ACM member number is 2463016.
> I will also want to add a two day workshop:
> 
> The Many Faces of Consistency in Cross-Platform Design
> 
> I do not have the special code for the workshop,
> but I know that the fee is $225, so that will
> need to be factored in somehow.
> 
> Do you want my US SSN or Canadian SIN or both?
> 
> Gary
> 
> On Mon, 14 Feb 2005, Mary Czerwinski wrote:
> 
> > Dear SIGCHI Lifetime Service Award winners:
> > 
> > We heard that some of you would prefer some flexibility in terms of how
> > you use your award money.   We agree!  For that reason, you can use your
> > 525.00 (the equivalent of the CHI 2005 conference registration) in the
> > following ways as you see fit.  Please email Julie Codrington (cc:'d)
> > with your full contact information, your SSN and the way in which you
> > would like your award applied.
> > 
> > Thanks very much and I hope to see you at the awards banquet!
> > 
> > Best,
> > Mary
> > 
> > Here are options (at your discretion):
> > 
> > *	Free reg at CHI 2005
> > 
> > *	Free reg (and the award presentation) at any other SIGCHI
> > conference instead
> > 
> > *	$525 either as a travel reimbursement (so no tax consequences)
> > or as an award (which has tax consequences).  
> > 
> > 
> 


From perlman@turing.acm.org Thu Feb  2 19:36:05 2006 -0500
Date: Thu, 2 Feb 2006 19:36:05 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Mary Czerwinski <marycz@microsoft.com>
cc: johnson_e@hq.acm.org,  <grove_e@hq.acm.org>,  <jacko@isye.gatech.edu>
Subject: RE: SIGCHI Lifetime Service Award Money Notice
In-Reply-To: <8626BD1EBFBF114AB3EBA16465A178760182BDAD@RED-MSG-11.redmond.corp.microsoft.com>
Message-ID: <Pine.LNX.4.44.0602021934340.3751-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 3

Thanks Mary.

I did get a very nice plaque from SIGCHI, so there is no need for another.

http://www.acm.org/~perlman/images/2005-sigchi-service.jpg

Gary

On Thu, 2 Feb 2006, Mary Czerwinski wrote:

> Erica, can you help Gary Perlman?  He was awarded the Lifetime Service
> Award for CHI 2005 last year but opted to receive it this year, in his
> hometown.  See his questions below.
> 
> Elizabeth, note that we need another plaque made for Gary, unless we
> made it last year.  I don't think we did.
> 
> Best,
> Mary
> 
> -----Original Message-----
> From: Gary PERLMAN [mailto:perlman@turing.acm.org] 
> Sent: Thursday, February 02, 2006 4:02 PM
> To: Mary Czerwinski
> Cc: codrington@hq.acm.org; Gary perlman
> Subject: Re: SIGCHI Lifetime Service Award Money Notice
> 
> Hi Mary and Julie,
> 
> I guess it's time for to get my award at CHI 2006,
> which is in my home town of Montreal this year.
> I'd like to know how to get free registration for the conference.
> 
> My ACM member number is 2463016.
> I will also want to add a two day workshop:
> 
> The Many Faces of Consistency in Cross-Platform Design
> 
> I do not have the special code for the workshop,
> but I know that the fee is $225, so that will
> need to be factored in somehow.
> 
> Do you want my US SSN or Canadian SIN or both?
> 
> Gary
> 
> On Mon, 14 Feb 2005, Mary Czerwinski wrote:
> 
> > Dear SIGCHI Lifetime Service Award winners:
> > 
> > We heard that some of you would prefer some flexibility in terms of
> how
> > you use your award money.   We agree!  For that reason, you can use
> your
> > 525.00 (the equivalent of the CHI 2005 conference registration) in the
> > following ways as you see fit.  Please email Julie Codrington (cc:'d)
> > with your full contact information, your SSN and the way in which you
> > would like your award applied.
> > 
> > Thanks very much and I hope to see you at the awards banquet!
> > 
> > Best,
> > Mary
> > 
> > Here are options (at your discretion):
> > 
> > *	Free reg at CHI 2005
> > 
> > *	Free reg (and the award presentation) at any other SIGCHI
> > conference instead
> > 
> > *	$525 either as a travel reimbursement (so no tax consequences)
> > or as an award (which has tax consequences).  
> > 
> > 
> 
> 


From perlman@turing.acm.org Thu Feb  2 20:03:44 2006 -0500
Date: Thu, 2 Feb 2006 20:03:43 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Mary Czerwinski <marycz@microsoft.com>
cc: johnson_e@hq.acm.org,  <grove_e@hq.acm.org>,  <jacko@isye.gatech.edu>, 
    Gary Olson <gmo@umich.edu>
Subject: RE: SIGCHI Lifetime Service Award Money Notice
In-Reply-To: <8626BD1EBFBF114AB3EBA16465A178760182BDCE@RED-MSG-11.redmond.corp.microsoft.com>
Message-ID: <Pine.LNX.4.44.0602021955530.3751-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 4

I only heard about free conference registration, but I also got a nice plaque,
so it's more than my 1997 SIGCHI Distinguished Service Award.

Gary

On Thu, 2 Feb 2006, Mary Czerwinski wrote:

> Ok!  Great.
> 
> Elizabeth, I just got Erica's OOF message saying she was on vacation.
> Can you work with the conference chair, Gary Olsen, to see that Gary
> Perlman gets his service award "perks" taken care of?
> 
> Thanks very much.  BTW, Gary, we changed the award policy for service
> awards this year at the EC level.  So you may have to remind Gary what
> you were awarded last year, it could be different from this year's
> recipients.
> 
> Cheers,
> Mary
> 
> -----Original Message-----
> From: Gary PERLMAN [mailto:perlman@turing.acm.org] 
> Sent: Thursday, February 02, 2006 4:36 PM
> To: Mary Czerwinski
> Cc: johnson_e@hq.acm.org; grove_e@hq.acm.org; jacko@isye.gatech.edu
> Subject: RE: SIGCHI Lifetime Service Award Money Notice
> 
> Thanks Mary.
> 
> I did get a very nice plaque from SIGCHI, so there is no need for
> another.
> 
> http://www.acm.org/~perlman/images/2005-sigchi-service.jpg
> 
> Gary
> 
> On Thu, 2 Feb 2006, Mary Czerwinski wrote:
> 
> > Erica, can you help Gary Perlman?  He was awarded the Lifetime Service
> > Award for CHI 2005 last year but opted to receive it this year, in his
> > hometown.  See his questions below.
> > 
> > Elizabeth, note that we need another plaque made for Gary, unless we
> > made it last year.  I don't think we did.
> > 
> > Best,
> > Mary
> > 
> > -----Original Message-----
> > From: Gary PERLMAN [mailto:perlman@turing.acm.org] 
> > Sent: Thursday, February 02, 2006 4:02 PM
> > To: Mary Czerwinski
> > Cc: codrington@hq.acm.org; Gary perlman
> > Subject: Re: SIGCHI Lifetime Service Award Money Notice
> > 
> > Hi Mary and Julie,
> > 
> > I guess it's time for to get my award at CHI 2006,
> > which is in my home town of Montreal this year.
> > I'd like to know how to get free registration for the conference.
> > 
> > My ACM member number is 2463016.
> > I will also want to add a two day workshop:
> > 
> > The Many Faces of Consistency in Cross-Platform Design
> > 
> > I do not have the special code for the workshop,
> > but I know that the fee is $225, so that will
> > need to be factored in somehow.
> > 
> > Do you want my US SSN or Canadian SIN or both?
> > 
> > Gary
> > 
> > On Mon, 14 Feb 2005, Mary Czerwinski wrote:
> > 
> > > Dear SIGCHI Lifetime Service Award winners:
> > > 
> > > We heard that some of you would prefer some flexibility in terms of
> > how
> > > you use your award money.   We agree!  For that reason, you can use
> > your
> > > 525.00 (the equivalent of the CHI 2005 conference registration) in
> the
> > > following ways as you see fit.  Please email Julie Codrington
> (cc:'d)
> > > with your full contact information, your SSN and the way in which
> you
> > > would like your award applied.
> > > 
> > > Thanks very much and I hope to see you at the awards banquet!
> > > 
> > > Best,
> > > Mary
> > > 
> > > Here are options (at your discretion):
> > > 
> > > *	Free reg at CHI 2005
> > > 
> > > *	Free reg (and the award presentation) at any other SIGCHI
> > > conference instead
> > > 
> > > *	$525 either as a travel reimbursement (so no tax consequences)
> > > or as an award (which has tax consequences).  
> > > 
> > > 
> > 
> > 
> 
> 


From perlman@turing.acm.org Fri Feb  3 12:01:56 2006 -0500
Date: Fri, 3 Feb 2006 12:01:56 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Jeff Phillips <jeffreyp+@pitt.edu>
Subject: Re: |STAT request
In-Reply-To: <C008F45D.C4A%jeffreyp@pitt.edu>
Message-ID: <Pine.LNX.4.44.0602031201500.22730-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 5

Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.
	http://www.hcibib.org/stat/xyzzy/

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Fri, 3 Feb 2006, Jeff Phillips wrote:

> I AGREE TO ADHERE TO THE CONDITIONS OF USING |STAT.
> I AGREE NOT TO SHARE THE |STAT LOCATION WITH OTHERS.
> 
> 


From perlman@turing.acm.org Fri Feb  3 13:04:43 2006 -0500
Date: Fri, 3 Feb 2006 13:04:41 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Gary Perlman @ Yahoo" <garyperlman@yahoo.com>
Message-ID: <Pine.LNX.4.44.0602031304180.23669-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 6

Listing of files in this pack:
  INT87e.BA
  ebooks.B
  IJHCS56.BA
  BIT11.BA
  JOCEC11.BA
  BIT07.BA
  DIS00.BA
  SIGDOC23.BA
  INTER01.BA
  BCSHCI03.B
  BIT21.BA
  BIT22.BA
  CHI99-2.BA
  CSCW04.BA
  DL97.BA
  HCII03-1.B
  HCII03-2.B
  HCII03-3.B
  HCII03-4.B
  HYPER02.BA
  INT03.B
  IWC11.BA
  abooks.B
  IUI99.BA
  IJHCS52.BA
  CHI96-1.BA
  IJHCS53.BA
  SIGDOC21.BA
  CHI94-2d.BA
  SIGCHI26.BA
  JCSCW06.BA
  DL02.BA
  CHI95-2c.BA
  HFS93-2a.BA
  HYPERM05.BA
  IJHCS43.BA
  IUI00.BA
  SIGCHI31.BA
  INTER03.BA
  HCII95-1b.BA
  BCSHCI97.BA
  ESP93.BA
  IJHCS51.BA
  INTER04.BA
  HCI05.BA
  ASSETS98.BA
  CHI01-1.BA
  CHI01-2.BA
  CHI02-2.BA
  CHI03-2.BA
  CHI00-1.BA
  CHI00-2.BA
  CHI93a.BA
  CHI93b.BA
  CHI94-2b.BA
  CHI95-1.BA
  CHI95-2b.BA
  CHI96-2b.BA
  CHI96-2a.BA
  CHI97-1.BA
  CHI97-2a.BA
  CHI97-2c.BA
  CHI98-2c.BA
  CHI99-1.BA
  CSCW00.BA
  DIS02.BA
  DIS97.BA
  DL01.BA
  DOC97.BA
  DOC99.BA
  ECHT92.BA
  ECSCW89.BA
  ECSCW99.B
  EWHCI93.BA
  HCII93-2c.BA
  HCII93-3.B
  HCII95-2a.BA
  HCII97-1.B
  HCII99-2.B
  HCII01.B
  HFS90-2a.BA
  HFS92-1c.BA
  HYPER91.BA
  HYPER93X.BA
  HYPER96.BA
  HYPER98.BA
  INT01.B
  IR01.BA
  IR95a.BA
  IUI03.BA
  OCS93.BA
  OZCHI93.BA
  OZCHI95.BA
  UI4ALL97.BA
  BIT16.BA
  BIT19.BA
  IJHCI13.BA
  IJHCI05.BA
  IJHCI09.BA
  IJHCS40.BA
  IJHCS45.BA
  IJMMS32.BA
  TYPOS.TXT
  INTER09.B
  IWC03.BA
  IWC06.BA
  JCSCW08.BA
  SIGCHI28.BAC
  TOCHI10.BA
  TOCHI07.BA
  TOCHI07.BA
fpack:!@#$%^&*(): INT87e.BA
%B INTACT87
%D 1987
%M C.INT.87.953 8/11/91 pt
%P 953-957
%S 5. Forefront Systems and Techniques:
5.1 From the User's Point of View
%T GIOTTO, An Intelligent User-Assistance
%A Grazia Butera
%A Francesco Pastore
%* (c) Copyright 1987 IFIP
%X The application of AI techniques to the management of a documentation
base is a relatively new domain for AI.  This paper outlines the
problem of simulating, as far as possible, the human approach
when it needs to store or retrieve information according to the
semantics, supplying an intelligent help to the user when he is
looking for some information, but he don't know exactly what.

%B INTACT87
%D 1987
%M C.INT.87.959 8/11/91 pt
%P 959-964
%S 5. Forefront Systems and Techniques:
5.1 From the User's Point of View
%T Catalogues: A Metaphor for Computer Application Delivery
%A Stuart K. Card
%A D. Austin Henderson, Jr.
%* (c) Copyright 1987 IFIP
%X This paper presents the mail-order catalogue as a metaphor for the delivery of application
software in an integrated work environment.  It also describes, Catalogue, an adjunct to the
Rooms multiple virtual workspace environment, which employs this metaphor.  This mechanism
can be used (1) to give users "instant starts" by letting the users select a standard setup, (2) to
allow users to assemble their own environment from standard components, (3) to parameterize a
standard component, and (4) to load applications ready to run.

%B INTACT87
%D 1987
%M C.INT.87.965 8/11/91 pt
%P 965-971
%S 5. Forefront Systems and Techniques:
5.1 From the User's Point of View
%T Volunteering Information -- Enhancing the Communication Capabilities
of Knowledge-Based Systems
%A Gerhard Fischer
%A Curt Stevens
%* (c) Copyright 1987 IFIP
%X Cooperative problem solving systems support the solution of tasks which cannot be solved by the human
or the computer alone.  These systems need to be knowledge-based and require flexible communication
paradigms allowing natural communication with both experts and novice users of the system.  Natural
communication (quite different from natural language) has to support mixed-initiative dialogues where
information can be volunteered by the system and the user.
   In this paper, we present prototypical systems which assist users in rebooting a computer.  REBOOTER is a
rule-based system which guides the user with a strongly system-directed dialogue through this task.  The
use of this system has shown that the communication paradigm was too narrow to make it a worthwhile
tool (especially for the expert user).  The SYSTEMS ASSISTANT tries to overcome the noted shortcomings by
allowing the users to interact with the system in a mixed-initiative dialogue, to volunteer information and to
deviate from the system generated discourse structure.

%B INTACT87
%D 1987
%M C.INT.87.973 8/11/91 pt
%P 973-978
%S 5. Forefront Systems and Techniques:
5.1 From the User's Point of View
%T TaskMapper
%A John M. Carroll
%A Richard E. Herder
%A Don Sawtelle, III
%* (c) Copyright 1987 IFIP
%X This is a description of a prototype office information system called TaskMapper.  The key interface idea in
TaskMapper is to display the user's activity as a path in a two dimensional map.  Thus instead of working with
a "messy desk", the user works with a task-oriented layout of recently accessed data.  The key system idea in
TaskMapper is to represent applications as views on collections of objects drawn from a single database. 
Instead of working with separate bundles of function and data ("applications") that must communicate
constantly to provide even the appearance of integration, the user defines and works with relevant subsets of
a single database.

%B INTACT87
%D 1987
%M C.INT.87.981 8/11/91 pt
%P 981-987
%S 5. Forefront Systems and Techniques:
5.2 From the Designer's Point of View
%T Application Modelling for the Provision of an Adaptive User Interface:
A Knowledge Based Approach
%A E. Adhami
%A D. P. Browne
%A S. K. Mitra
%* (c) Copyright 1987 IFIP
%X In developing interactive computer systems, the logical separation of
the user interface from the application software is a well recognised
design principle.  The building of adaptive user interfaces requires
this separation to be maintained during the specification and implementation
stages.  Maintaining this separation places special requirements
on the communication between the user interface and the application
software.  This paper discusses the role of application modelling
and knowledge based system approach for supporting these requirements. 
The design and implementation of an application model for constructing
an exemplar adaptive user interface are presented and conclusions are
drawn regarding the potential benefits of application modelling.

%B INTACT87
%D 1987
%M C.INT.87.989 8/11/91 pt
%P 989-995
%S 5. Forefront Systems and Techniques:
5.2 From the Designer's Point of View
%T A Formal Design Methodology for End-User Interfaces -- A Small Case Study
Based on UNICON
%A H. E. Bez
%A D. J. Cooke
%* (c) Copyright 1987 IFIP
%X A unified design methodology [3] currently under study is applied to a small system developed some
years ago at L.U.T. [7].  Although simple, the system has been exploited commercially and hence provide
a realistic test vehicle for the new methodology.  We show how a full formal description of the required
interface is evolved by graphical and algebraic means and how it can be 'exercised' by logic
programming tools in order to permit the specification to be tested by the system designer.  The
resulting specification can be used to verify implementations or as starting point for the application of
transformational techniques aimed at producing a procedural realisation of the system.  The relationship
between our approach and other methodologies is also considered.

%B INTACT87
%D 1987
%M C.INT.87.997 8/11/91 pt
%P 997-999
%S 5. Forefront Systems and Techniques:
5.2 From the Designer's Point of View
%T Computer Aided Ergonomics Design -- A Program for Suitable Control Locations
%A Markku Mattila
%A Markku Leppanen
%* (c) Copyright 1987 IFIP
%X Computer Aided Design (CAD) has several advantages over the traditional design process. 
These advantages may be utilized also when ergonomics and safety are designed.  The aim of
this paper is i) to describe three CAD-programs with respect to ergonomics in the design
of work systems and ii) to present some experiences of the new possibilities offered by
CAD to ergonomic and safety improvements in design.  The CAD-programs developed and tested
in this study are concerning recommended location areas for controls, evaluation of
control locations and 3-dimensional man-model.  CAD-programs for ergonomic analysis are
giving to the designer a new tool to insure the high-quality of ergonomic design.

%B INTACT87
%D 1987
%M C.INT.87.1001 8/11/91 pt
%P 1001-1006
%S 5. Forefront Systems and Techniques:
5.2 From the Designer's Point of View
%T Algorithms to Transform the Formal Specification of a User-Computer Interface
%A James D. Foley
%A Won Chul Kim
%A Christina A. Gibbs
%* (c) Copyright 1987 IFIP
%X N/A

%B INTACT87
%D 1987
%M C.INT.87.1007 8/11/91 pt
%P 1007-1012
%S 5. Forefront Systems and Techniques:
5.2 From the Designer's Point of View
%T The Role of the Dialogue System in a User Interface Management System
%A J. L. Alty
%A J. Mullin
%* (c) Copyright 1987 IFIP
%X The respective roles of the Dialogue Controller and Application Model in a User
Interface Management System are discussed in the context of a process control
application, and application dependent and independent aspects of the dialogue
are identified.  A multi-channel dialogue controller is proposed which allows
concurrent interaction on the interface and dialogues are implemented as a set
of dialogue assistants.  Application independent assistants control the transfer
of information and application dependent assistants implement the task-orientated
conversations.  As far as possible the design of an assistant is independent of
any other.  This eases problems in dialogue design and allows assistants to be defined
in a specification language which can be analysed for appropriate properties. 
Assistants can be constructed using a number of paradigms.  An event-driven network
approach is given as an example.  A possible object-orientated approach is briefly
outlined.

%B INTACT87
%D 1987
%M C.INT.87.1015 8/11/91 pt
%P 1015-1020
%S 5. Forefront Systems and Techniques:
5.3 Advances in Design Techniques
%T A Requirements Specification for Next-Generation CAD Systems
%A Phil John
%* (c) Copyright 1987 IFIP
%X Current CAD systems suffer from a number of deficiencies.  They are typically
draughting tools, not design systems, and as such are the logical outcome of
bottom-up design, based on assumptions that are no longer sufficient for current
manufacturing industry.  Instead, by starting from the context in which CAD
systems will be used, it is possible to derive a requirements specification that
reflects the needs of the organisation.  The outcome of this approach is that a
great extension is needed to the functionality of CAD systems, and some of the
resulting research problems that must be solved before viable systems can be
built are outlined.  These problems include a discussion of the sorts of
organisations in which such CAD systems could be embedded with some chance of
efficient use.

%B INTACT87
%D 1987
%M C.INT.87.1021 8/11/91 pt
%P 1021-1026
%S 5. Forefront Systems and Techniques:
5.3 Advances in Design Techniques
%T Human Factors in Computer Vision Systems: Design of an Interactive User
Interface
%A Volker Haarslev
%* (c) Copyright 1987 IFIP
%X A new approach for engineering the user interfaces of image sequence analysis systems is presented. 
This approach is based on a cognitive model of potential users and on a systematic evaluation of the
man-machine communication aspects of image sequence analysis systems.  We developed an adaptive
user interface for a class of image sequence analysis systems using a data flow architecture.  The user
interface offers an object-oriented interaction model and allows the direct manipulation of graphical
representations of system components.  Finally, a corresponding prototype system is described which
has been implemented in the programming language Ada.

%B INTACT87
%D 1987
%M C.INT.87.1027 8/11/91 pt
%P 1027-1032
%S 5. Forefront Systems and Techniques:
5.3 Advances in Design Techniques
%T The Basis for User-Oriented, Context Sensitive Functions
%A James A. Carter, Jr.
%A Michael Schweighardt
%* (c) Copyright 1987 IFIP
%X N/A

%B INTACT87
%D 1987
%M C.INT.87.1033 8/11/91 pt
%P 1033-1038
%S 5. Forefront Systems and Techniques:
5.3 Advances in Design Techniques
%T A New Model for Separable Interactive Systems
%A Gilbert Cockton
%* (c) Copyright 1987 IFIP
%X Separating the user interface from the 'rest of the application' is a key goal in interactive systems design. 
The required separation goes beyond software modularity and entails user interfaces and application
functions which are both unconstrained by each other's design features.  Yet two components which know
nothing of each other cannot communicate without an intermediary.  A two component interactive system
must compromise on separability.
   A new three component model is presented.  A linkage component passes user interface information to
application functions and returns application function results to the user interface.  The second component,
the user interface can have a truly generic core.  Reconfiguration requires no direct knowledge of
application functions.  The third component, the non-interactive core, provides the application's
functionality.  Inter-component relationships are explored to identify user interface features which constrain
non-interactive core design and vice-versa.

%B INTACT87
%D 1987
%M C.INT.87.1041 8/11/91 pt
%P 1041-1046
%S 5. Forefront Systems and Techniques:
5.4 Advances in Rapid Prototyping
%T A Blackboard Architecture for the Realization of Software-Ergonomic Demands
%A Helmut Balzert
%* (c) Copyright 1987 IFIP
%X A flexible software architecture is necessary in order to allow the adaptation of the
human-computer-interface as well as the application systems to the wishes and abilities of
the individual user.  The blackboard concept used for the realization of expert systems was
modified and extended for the human-computer-interface and the application systems.  There
is a separate blackboard for the I/O layer, for the dialog layer, for the application
systems and for the information & consulting system.  The blackboards communicate with each
other by tasks.  Each blackboard consists of one control part and one domain part.  The
following knowledge bases have been grouped to the domain part: knowledge about each
domain area, user model, user intentions, established conventions, system intentions and
self-model.  One knowledge source contains local control knowledge, the other contains
global control knowledge.  The latter controls the strategy to activate one of the existing
tasks.  The architecture was evaluated in two exemplary implementations.

%B INTACT87
%D 1987
%M C.INT.87.1047 8/11/91 pt
%P 1047-1052
%S 5. Forefront Systems and Techniques:
5.4 Advances in Rapid Prototyping
%T Constructive Formal Specifications for Rapid Prototyping
%A Rainer Gimnich
%A Jurgen Ebert
%* (c) Copyright 1987 IFIP
%X The approach presented here suggests a way to translate software specifications into
an operational form which can be used as a prototype, for revising the requirements,
and for testing purposes by relating it to the actual implementation developed later.

%B INTACT87
%D 1987
%M C.INT.87.1053 8/11/91 pt
%P 1053-1058
%S 5. Forefront Systems and Techniques:
5.4 Advances in Rapid Prototyping
%T Rapid Prototyping of Man-Machine Interfaces for Telecommunications Equipment
Using Interactive Animated Computer Graphics
%A D. T. Henskes
%A J. C. Tolmie
%* (c) Copyright 1987 IFIP
%X The concept of Rapid Prototyping can be extended from software development support to simulation
of man-machine interfaces.  This approach will help meeting the challenge imposed on telecommunications
engineering by the evolution of an European broadband network system with its
subsequent need for highly acceptable user services.  Animated computer graphics is a cost
effective way for introducing simulation into the earliest possible phase of the design cycle.

%B INTACT87
%D 1987
%M C.INT.87.1059 8/11/91 pt
%P 1059-1063
%S 5. Forefront Systems and Techniques:
5.4 Advances in Rapid Prototyping
%T Evaluation of Rapid Prototyping Methodology in a Human Interface
%A J. R. Harris
%A D. W. Parker
%* (c) Copyright 1987 IFIP
%X When designing a custom-built system for a prospective user, they need to understand and relate to the
Requirements Specification in sufficient detail to imagine how they will use the system.  This has led to
the notion of "show don't tell", needing a quick working prototype.  Rapid prototyping has been
shown to be an essential tool for participative system design.
   We present experiences in developing a prototype for the human interface for a database containing
surveillance records for handicapped children, which will be used by clinicians and administrators in a
Health Board Authority.  The user requirements were: regular assessment of a child's condition;
monitoring of the child's access to, and take up of, certain special services needed; and easy
compilation of figures relating to the health of the children.  We describe the types of changes required
by the user in the early phases of the prototype and the limitations which should be imposed on the
extent of the rapid prototyping technique.  We also discuss the contributions to understanding of the
exact needs of the user and how iterative design methodologies achieve those needs.  We highlight the
benefits that speed and low investment of effort have on the design process.

%B INTACT87
%D 1987
%M C.INT.87.1067 8/11/91 pt
%P 1067-1073
%S 5. Forefront Systems and Techniques:
5.5 Advances in Knowledge Based Systems
%T Design and Implementation of Direct Manipulative and Deictic User Interfaces
to Knowledge Based Systems
%A K. H. Hanne
%A A. Grable
%* (c) Copyright 1987 IFIP
%X The basic ideas for the design and the implementation of a direct (graphical) manipulation interface
system are described.  Architecture and structure are based on layered models.  The system allows the
inclusion of deictic / natural language references to objects represented on the screen.  The system was
developed and implemented on Sun workstations in 'C' and 'Prolog' under the operating system Unix,
providing a set of modules and a communication layer for combined interfaces.  Two applications, a
direct manipulative interface to an expert system and a form query system allowing natural language /
direct manipulation interaction, are described.

%B INTACT87
%D 1987
%M C.INT.87.1075 8/11/91 pt
%P 1075-1080
%S 5. Forefront Systems and Techniques:
5.5 Advances in Knowledge Based Systems
%T X-AiD: An Adaptive and Knowledge-Based Human-Computer Interface
%A Christoph G. Thomas
%A Gert M. Kellermann
%A Hans-Werner Hein
%* (c) Copyright 1987 IFIP
%X A system will be introduced which realizes an application independent human-computer interface.  Its
surface offers the users an integrated and extendable structure of icons, windows, menus, natural
text, universal operations, and special services.  The system X-AiD is designed using AI techniques.
   The interface operates based on declarative knowledge.  X-AiD represents common sense about "working
with a computer" in general, expert knowledge about the supported applications behind it, and collected
knowledge about each of its users.  Knowledge is described using the representation language HAL.  HAL
enables comfortable declaration of object schemes with multiple inheritances and extensive
default-handling.  All HAL objects may contain specialized rulesets related to human-computer
interaction topics (e.g. syntax, semantics, display).
   The system is prepared to work in a "learning by being used"-mode where it memorizes protocols about
all occurring actions, including UNDO and REDO operations.  Later on it analyses those protocols
extracting frequent "plans of action" which the specific user mainly followed.  This learned knowledge is
applied vice versa to aid this user e.g. by preparing for him situation-dependent menus and objects for
him down the mainstream of his work or explaining to him his dialog state and how he got there.
   The working prototype will be presented on a Symbolics 3620 during the conference.

%B INTACT87
%D 1987
%M C.INT.87.1081 8/11/91 pt
%P 1081-1087
%S 5. Forefront Systems and Techniques:
5.5 Advances in Knowledge Based Systems
%T Metrics for the Building, Evaluation and Comprehension of Self-Regulating
Adaptive Systems
%A Dermot P. Browne
%A Robert Trevellyan
%A Peter Totterdell
%A Mike Norman
%* (c) Copyright 1987 IFIP
%X Experiences gained during the production of adaptive systems have demonstrated
the need for a set of terms by which elements of the system can be referenced. 
Among these elements are the data being monitored and generated for purposes of
user modelling and the control of system behaviour.  These data elements,
referred to as metrics, are categorised and described in order to provide a
terminology that has proved useful during the design, build and evaluation of
adaptive systems.  The descriptive power afforded by these metrics is discussed
by drawing on an example of building a self-regulating adaptive system.

%B INTACT87
%D 1987
%M C.INT.87.1089 8/11/91 pt
%P 1089-1093
%S 5. Forefront Systems and Techniques:
5.5 Advances in Knowledge Based Systems
%T The Graphical Representation of Knowledge as an Interface to Knowledge Based
Systems
%A Ray McAleese
%* (c) Copyright 1987 IFIP
%X This paper reports on a technique for portraying the detail and the extent of
knowledge on a graphical interface.  Research has centered on concept maps
which derive from ideas such as "hypertext".  Such maps represent the structure
and inter-connections between concept labels in knowledge structures.  A "map"
is a bounded view of one aspect of the overall knowledge-data structure.  A map
is a synonym for a browser.  Users can decompress (expand) or compress (reduce
to a minimal level) concept relationships based on selection criteria.  This
map metaphor is based on cognitive theory that supports the representation of
knowledge.  In knowledge elicitation the chosen interface gives the expert a
network metaphor of their knowledge.  Each concept (concept label) can be seen
as a label with a finite set of links.  As the knowledge structure grows a
variety of browsers allow the user to see all or part of the knowledge base. 
Users can select a topic label as the starting point for a browser, define its
limits and specify the type of links (relationships) to be included.  Such an
interface is a powerful tool as it uses the human eye, which has under used
channel capacity, to process complex data structures.  The system has been
implemented on a workstation which allows multiple windows in a WIMP environment. 
Knowledge can be entered at any level, compressed (top to down) or decompressed
(bottom to up).  The system (called KIM: Knowledge and Information Mapping)
keeps integrity between different views.  The paper reports on user trials with
the system.  It suggests that problems can arise when the user can not easily
reconcile different views and perspectives.  The paper highlights the importance
of "terrain knowledge" of knowledge based systems (global views), in addition to
"street knowledge" (local views).

%B INTACT87
%D 1987
%M C.INT.87.1097 8/17/91 pt
%P 1097-1100
%S 5. Forefront Systems and Techniques:
5.6 Novel Application Systems
%T Computer Aided Architectural Design Work
%A Lars Kjelldahl
%A Jerker Lundequist
%* (c) Copyright 1987 IFIP
%X This paper deals with the relation between the architect as a
professional CAD (Computer Aided Design) system user
and the problems of interactive computer graphics. 
Considerable efforts in R&D are today aimed at looking at
how the interaction of professional users with graphic
workstations should be designed, to present these users
with efficient tools, good working conditions and a choice
of ways of using their professional skills.
   The rapid development of computer graphics has created
new conditions for design work.  The new technology with
single user work stations, high resolution screens,
efficient tools of interaction, bitmapping, windowing,
video input, laser scanning and so on, entails new
possibilities for the design professions.  Research efforts in
the area of man-machine interaction supported by this new
technology, involves by necessity several disciplines:
computer science, cognitive psychology, linguistics,
graphics, esthetics, and design methodology.
   In our everyday language the meaning of the term "design"
is vague and complex.  Here we use the term "design" as a
synonym for "artifact determination".  Before the actual
production of an artifact can start, it is necessary to
determine its properties - of function, form, structure,
durability, cost of production and maintenance, as well as
to estimate the economic or ecological consequences which
will follow.  The designer and his client have to determine
the properties of the artifact (for example, buildings,
consumer goods, machinery, abstract or concrete systems,
graphics, that is, all kinds of artifacts or systems of
artifacts).

%B INTACT87
%D 1987
%M C.INT.87.1101 8/17/91 pt
%P 1101-1106
%S 5. Forefront Systems and Techniques:
5.6 Novel Application Systems
%T Research on Model Based Document Processing System DARWIN
%A Miwako Doi
%A Mika Fukui
%A Isamu Iwai
%* (c) Copyright 1987 IFIP
%X This paper describes a newly developed automatic document architecture extraction
system with a document entity model.  Hierarchical and anaphoric structural knowledge
for chapter and anaphora is represented as a grammar in the document entity model. 
Automatic document architecture extraction is the first phase of a model based document
processing system, DARWIN (Document Architecture Realization for Well-Informed
INterface).  The purpose of DARWIN is to provide a natural and comfortable
document processing environment for both authors and readers.  Two other models, an
author model and a reader model, are going to be embedded.  Experimental results have
shown that the automatic document architecture extraction system is sufficiently
powerful to detect hierarchical and anaphoric structures.  This paper is structured and
formatted by the current DARWIN system, in which a simple reader model is
implemented.

%B INTACT87
%D 1987
%M C.INT.87.1107 8/17/81 pt
%P 1107-1113
%S 5. Forefront Systems and Techniques:
5.6 Novel Application Systems
%T How Do We Distinguish the Hyper from the Hype in Non-Linear Text?
%A William P. Jones
%* (c) Copyright 1987 IFIP
%X The good news is that non-linear or hypertext systems may dramatically increase the accessibility of
information.  The bad news is that this increased accessibility may magnify further an already severe
problem of selection.  Whether we are sending or receiving a body of information, we must take steps to
distinguish its components on the basis of their potential importance or relevance.  Current hypertext
efforts have focused on the development of tools giving users direct control over the formation and
traversal of links connecting units of information in a network structure.  Such tools place considerable
power and a considerable burden in the hands of the users.  Information must be initially organized in
ways that prove useful later on; links leading to relevant information must subsequently be distinguished
from a potentially large number of others.  These activities may be very difficult to accomplish in an
expanding knowledge base.  In this article we look at potential selection in hypertext and we
examine some of the ways in which these problems may be remedied.

fpack:!@#$%^&*(): ebooks.B
%M E.Ackerman.90 1/1/93 lo
%0 EDITED BOOK
%T Mental Models and Human-Computer Interaction 1
%E D. Ackermann
%E M. J. Tauber
%D 1990
%C Amsterdam, The Netherlands
%I North-Holland
%G ISBN 0-444-88453-X
%Y THEORY (1-70)
Limited Theories as a Framework for Human-Computer Interaction (3-40)
	+ Thomas R. G. Green
Mental Models and the Control of Action in Complex Environments (41-70)
	+ Jens Rasmussen
MENTAL MODELS AND PSYCHOLOGY (71-130)
On the Dynamics of Mental Models (73-94)
	+ Yvonne Waern
Problem-Solving Research and Human-Computer Interaction (95-112)
	+ Uta Gumm
	+ Herbert Hagendorf
Styles, Skills and Strategies: Cognitive Variability and its Implications for the Role of Mental Models in HCI (113-129)
	+ G. Robert J. Hockey
EMPIRICAL INVESTIGATIONS (131-192)
Empirical Investigations and Simulations of Mental Models (133-150)
	+ David Ackermann
	+ Thomas Greutmann
Mental Models and Strategies in the Control of a Complex System (151-164)
	+ Olaf J. Ringelband
	+ Carlo Misiak
	+ Rainer H. Kluwe
An Experimental Study on Mental Models in Database Search (165-176)
	+ Lena Linde
	+ Monica Bergstrom
Empirical Study on the Reference Interview in Bibliographic Online Retrieval (177-192)
	+ Manfred Wettler
	+ Angelika Glockner-Rist
LEARNING (193-228)
The Role of the User Model in Learning as an Internally and Externally Directed Activity (195-208)
	+ Pamela Briggs
On the Relationship between a User's Self-Teaching and his Knowledge (209-228)
	+ Raimund Schindler
	+ Alwin Schuster
INTERDISCIPLINARY DESIGN (229-334)
Toward Adaptive User Interfaces (231-252)
	+ Elke Wetzenstein-Ollenschlager
	+ Hardtmut Wandke
Designing for the Mental Model: An Interdisciplinary Approach to the Definition of a User Interface for Electronic Mail Systems (253-288)
	+ Gerrit C. van der Veer
	+ Steve Guest
	+ Pim Haselager
	+ Peter innocent
	+ Eddy McDaid
	+ Lars Oestreicher
	+ Michael J. Tauber
	+ Ulfert Vos
	+ Yvonne Waern
GNEWS: Results of an Experiment on the Reinforcement of a Mental Communication Model by a Visual Interface (289-304)
	+ Michael L. Begeman
Mental Concepts and Direct Manipulation: Drafting a Direct Manipulation Query Language (305-320)
	+ Gabriele Rohr
Mental Models and the Design of User Models
	+ Walter Rupietta
FORMAL MODELLING (335-374)
User Modelling for a Text-Editor Coach (337-353)
	+ Michel C. Desmarais
	+ Luc Giroux
	+ Serge Larochelle
A Grammar-Based Approach to Unifying Task-Oriented and System-Oriented Interface Descriptions (353-374)
	+ Heinz Ulrich Hoppe

%M E.Adler.92
%0 EDITED BOOK
%T Usability: Turning Technologies into Tools
%E Paul S. Adler
%E Terry A. Winograd
%P 208
%D 1992
%I Oxford Univ Press
%G ISBN 0-19507510-2
%Y 1. The Usability Challenge
	+ Paul S. Adler
	+ Terry Winograd
2. Design for Usability: Crafting a Strategy for the Design of a New Generation of Xerox Copiers
	+ John J. Rheinfrank
	+ William R. Hartman
	+ Arnold Wasserman
3. Designing Effective Systems: A Tool Approach
	+ Charles D. Kukla
	+ Elizabeth Anne Clemens
	+ Robert S. Morse
	+ Debra Cash
4. Skill-Based Design: Productivity, Learning, and Organizational Effectiveness
	+ Harold Salzman
5. Scandinavian Design: On Participation and Skill
	+ Pelle Ehn
6. Work at the Interface: Advanced Manufacturing Technology and Job Design
	+ J. Martin Corbett
7. Enacting Design for the Workplace
	+ John Seely Brown
	+ Paul Duguid

%M E.Ardissono.04
%0 EDITED BOOK
%T Personalized Digital Television -
Targeting Programs to Individual Viewers
%S Human-Computer Interaction Series, Vol. 6
%I Springer-Verlag
%E Ardissono, Liliana
%E Alfred Kobsa
%E Mark T. Maybury
%D 2004
%P 331
%G ISBN 1-4020-2163-1
%Y
I: ELECTRONIC PROGRAM GUIDES
1. User Modeling and Recommendation Techniques for Personalized Electronic Program Guides
	+ L. Ardissono
	et al
2. TV Personalization System. Design of a TV Show Recommender Engine and Interface
	+ J. Zimmerman
	et al
3. Case-Studies on the Evolution of the Personalized Electronic Program Guide
	+ B. Smyth
	+ P. Cotter
4. Interactive Television Personalization. From Guides to Programs
	+ D. O'Sullivan
	et al
5. Group Modeling: Selecting a Sequence of Television Items to Suit a Group of Viewers
	+ J. Masthoff
6. Categorization of Japanese TV Viewers Based on Program Genres They Watch
	+ Y. Hara
	et al. 
II: BROADCAST NEWS AND PERSONALIZED CONTENT
7. Personalcasting: Tailored Broadcast News
	+ M. Maybury
	et al
8. Media Augmentation and Personalization through Multimedia Processing and Information Extraction
	+ M. Dimitrova
	et al
9. Contentmorphing: A Novel System for Broadcast Delivery of Personalized Content
	+ A. Rambhia
	et al. 
III: ITV USER INTERFACES
10. Designing Usable Interfaces for TV Recommender Systems
	+ J. van Barneveld
	+ M. Setten
11. The Time-Pillar World. A 3-D Paradigm for the New Enlarged TV Information Domain
	+ F. Pittarello. 


%M E.Badre.80 11/4/90 gp/bs
%0 EDITED BOOK
%T Directions in Human-Computer Interaction
%E Albert Badre
%E Ben Shneiderman
%G ISBN 0-89391144-5
%D 1980
%P 225
%C Norwood, NJ
%I Ablex Publishing

%M E.Badre.82 4/27/93 gp
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Directions in Human/Computer Interaction
%E Albert Badre
%E Ben Shneiderman
%D 1982
%P 240
%C Norwood, NJ
%I Ablex Publishing
%G ISBN 0-89391-144-5

%M E.Baecker.87 11/4/90 gp/bs
%0 EDITED BOOK
%T Readings in Human-Computer Interaction: A Multidisciplinary Approach
%E Ronald M. Baecker
%E William A. S. Buxton
%D 1987
%P 738
%C Los Altos, CA
%I Morgan Kaufmann Publishers
%W http://www.hcibib.org/ftp/baeck87.bib
%G ISBN 0-934613-24-9; QA 76.9.I58R43
%K GENERAL Lifecycle DESIGN Dialogue Psych Prototype Device Social Specification
IMPLEMENTATION UIMS Windows Guidance EVALUATION Model Empirical tools
%Y INTRODUCTION
	Case Study A: The Design of a Voice Messaging System
I:	THE CONTEXT OF HUMAN-COMPUTER INTERACTION
1	A Historical and Intellectual Perspective
2	The Socio/Political Environment
3	The Physical Environment
II:	THE USER AND THE USAGE OF INTERACTIVE COMPUTER SYSTEMS
4	Empirical Evaluation of User Interfaces
	Case Study B: The Psychology of Computer Programming
5	Models of Computer User and Usage
6	Cognition and Human Information Processing
	Case Study C: Text Editors and Word Processors
7	The Visual Channel
8	The Haptic Channel
9	The Audio Channel
III:	THE DESIGN AND IMPLEMENTATION OF INTERACTIVE COMPUTER SYSTEMS
10	Interaction Styles and Techniques
11	Design Principles and Methodologies
12	Programming Techniques and Tools
13	Enhancing System Usability
	Case Study D: The Star, the Lisa, and the Macintosh
14	Research Frontiers and Unsolved Problems Guide to Further Reading

%M E.Baecker.93
%0 EDITED BOOK
%T Readings in Groupware and Computer Supported Cooperative Work:
Assisting Human-Human Collaboration
%E Ronald M. Baecker
%D 1993
%P 882
%C Mountain View, CA
%I Morgan Kaufmann Publishers
%G ISBN 1-55860-241-0; OCLC 27108433
%Y PART I: INTRODUCTION (1)
1.	Introduction to Computer-Supported Cooperative Work (7)
2.	The Adoption, Deployment, and Use of Groupware (67)
PART II: BEHAVIORAL FOUNDATIONS AND ENABLING TECHNOLOGIES (107)
3.	Human Behavior in Groups and Organizations (109)
4.	Groupware Design and Evaluation Methodologies (187)
5.	Case Studies of Cooperative Work (235)
6.	Enabling Technologies and Theories (329)
PART III: ASYNCHRONOUS GROUPWARE (397)
7.	Electronic Mail and Computer Conferencing (399)
8.	Structured Messages, Agents, and Workflows (457)
9.	Cooperative Hypertext and Organizational Memory (519)
PART IV: SYNCHRONOUS GROUPWARE (581)
10.	Desktop Conferencing (583)
11.	System and Language Support for Desktop Conferencing (633)
12.	Electronic Meeting and Decision Rooms (691)
13.	Media Spaces (775)
PART V: SUMMARY AND CONCLUSIONS (849)
14.	The Future of Groupware for CSCW (851)
REFERENCES (855)
INDEX (873)

%M E.Baecker.95 9/25/93 gp
%0 EDITED BOOK
%T Readings in Human-Computer Interaction: Toward the Year 2000
%E Ronald M. Baecker
%E Jonathan Grudin
%E William A. S. Buxton
%E Saul Greenberg
%D 1995
%P 900
%G ISBN 1-55860-246-1; OCLC 32235999
%I Morgan Kaufmann Publishers
%O Second Edition
%Y I. INTRODUCTION TO HUMAN-COMPUTER INTERACTION
	Case A Iterative Design of an Information Kiosk
	1. A Historical and Intellectual Perspective
	Case B The Emergence of Graphical User Interfaces
II. THE PROCESS OF DEVELOPING INTERACTIVE SYSTEMS
	2. Design and Evaluation
	3. Considering Work Contexts in Design
	4. Software Development Contexts
	5. Development Tools
III. INTERACTING WITH COMPUTERS
	6. Vision, Graphic Design, and Visual Display
	7. Touch, Gesture, and Marking
	8. Speech, Language, and Audition
IV. PSYCHOLOGY AND HUMAN FACTORS
	9. Human Information Processing
	10. Designing to Fit Human Capabilities
V. RESEARCH FRONTIERS IN HUMAN-COMPUTER INTERACTION
	11. Groupware and Computer-Supported Cooperative Work
	12. From Customizable Systems to Intelligent Agents
	13. Hypertext and Multimedia
	Case C A Multimedia Communication System
	14. Cyberspace

%M B.Bajaj.99
%0 BOOK
%T Interactive Data Visualization Techniques
%S Trends in Software
%E Chandrajit Bajaj
%E Bala Krishnamurthy
%D 1999
%I John Wiley & Sons
%G ISBN 0-471-96356-9
%Y
Visualization Paradigms
	+ C. L. Bajaj
	Introduction
	Volume Rendering
	Isocontouring
	Flow Visualization
	Quantification
	Data Reduction
	Topology
	Functions on Surfaces
Efficient Techniques for Volume Rendering of Scalar Fields
	+ R. Yagel
	Introduction
	Algorithm Optimization
	Parallel and Distributed Architectures
	Commercial Graphics Hardware
	Future
Accelerated Isocontouring of Scalar Fields
	+ C. L. Bajaj
	+ V. Pascucci
	+ D. R. Schikore
	Introduction
	Cell Triangulation
	Cell Search
	Cell Traversal
	Hierarchical and Out-of-core Processing
	Summary
	Future Directions
Surface Interrogation: Visualization Techniques for Surface Analysis
	+ S. Hahmann
	Introduction
	Review of Differential Geometry
	Surface Interrogation Methods
Vector Field Visualization Techniques
	+ R. Crawfis
	+ N. Max
	Particle Advection Techniques
	Global Techniques via Texture Generation
	Classification Techniques
Applications of Texture Mapping to Volume and Flow Visualization
	+ N. Max B. Becker
	+ R. Crawfis
	Introduction
	Texture Mapping
	Volume Rendering
	Flow Visualization
	Texture Advection
	Acknowledgments
Continuous Bayesian Tissue Classification for Visualization
	+ D. H. Laidlaw
	Introduction
	A Framework for Classification Solutions
	A Family of Solutions
	Results
	Discussion
	Conclusions

%M E.Balka.2000
%0 EDITED BOOK
%T Women, Work and Computerization:
Charting a Course to the Future
%E Ellen Balka
%E Richard Smith
%D 2000
%P 320
%G ISBN 0-7923-7864-4
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-7923-7864-4
%S International Federation for Information Processing : Volume 172
%O contains selected papers from the Seventh International Conference on Women, Work and Computerization (WWC 2000)
%Y Introduction; E. Balka.
	1: The Absence of Women in Computing
	Making the Computer Masculine
		+ E. Van Oost
	Do Computers Transform People Into Women and Men?
		+ B. Torpel
	Net Gains
		+ R. Pringle
		+ S. Nielsen
		+ L. Von Hellens
		+ A. Greenhill
		+ L. Parfitt
	Women And Computing
		+ D. Ramanee Peiris
		+ P. Gregor Indigo V
2: Training and Careers
	The Globalization Of Gender in IT
		+ M. Suriya
		+ A. Panteli
	Women in Computer Science
		+ I. Miliszewska
		+ J. Horwood
	Gender Differences in Vancouver Secondary Students
		+ V. Chan
		+ K. Stafford
		+ M. Klawe
		+ G. Chen
	Why I.T. Doesn't Appeal to Young Women
		+ J. Symonds
	Computer Self Efficacy and Gender
		+ A. Durndell
		+ Z. Haag
		+ D. Asenova
		+ H. Laithwaite
	Where Are They At With IT?
		+ A. Craig
		+ A. Stein
	ARC
		+ M. Klawe
		+ I. Cavers
		+ F. Popowich
		+ G. Chen
3: The Nuts and Bolts of System Design
	Information Systems
		+ A. Adam
	Constructing Common Sense
		+ C. Sherron
	Masculine World Disguised as Gender Neutral
		+ T. Kuosa
	Doubting the Object World
		+ C. K. M. Crutzen
		+ J. F. Gerrissen
	Gendered User-Representations
		+ E. Rommes
	Information System Development Methodologies
		+ H. Abimbola Soriyan
		+ A. Mursu
		+ M. Korpela
	Will ETs Understand Us If They Make Contact?
		+ E. Turner
		+ L. Stepulevage
4: Gender Differences in Computer Use
	Considering the Gender of Your Web Audience
		+ J. Fisher
		+ A. Craig
	Gender Differences in Web Navigation
		+ S. Mcdonald
		+ L. Spencer
	Women in Computer-Mediated Discussions
		+ C. Owen.
5: Citizenship
	Electronic Democracy
		+ P. Roberts
	Discourses and Cracks
		+ A. Ekelin
		+ P. Elovaara
	Local Interpretations of Information Technology
		+ S. Tuuva
	Courting Women @ E-Com
		+ L. Regan Shade
6: Computers in Everyday Life
	Negotiating Time and Space for Every-Day Pleasure
		+ E. Green
	Young Girls On the Internet
		+ T. Hapnes
		+ B. Rasmussen
	New Technology Increasing Old Inequality?
		+ T. Hapnes
		+ B. Rasmussen
7: Women and Work
	Squeezing Librarians Out Of The Middle
		+ R. Harris
	Sleep in a Sleepless Age?
		+ A. Pugh
	`My Home Workplace is My Castle'
		+ C. Fulton
	The Cottage or the Sweatshop?
		+ S. Bryant
	Small Business Use of Electronic Networks
		+ L. Wood
8: The Use of Computers in Education
	Feminist Pedagogy and the Lap Top Computer
		+ P. Chegwidden
	Education On-Line: What's In It For Women?
		+ H. J. Richardson
		+ S. French

%M E.Baumann.01 2001-12-25
%0 BOOK
%E Konrad Baumann
%E Bruce Thomas
%T User Interface Design for Electronic Appliances
%O foreword by Brenda Laurel
%I Taylor & Francis
%D 2001
%G ISBN 0-415-24335-1
%P 424
%Y Foreword
	+ Brenda Laurel
Part One: Introduction
	1. Background
		+ Bruce Thomas
	2. Introduction
		+ Konrad Baumann
	3. The Interaction Design Process
		+ Georg Rakers
Part Two: User Interface Design
	4. Creativity Techniques
		+ Irene Mavrommati
	5. Design Principals
		+ Irene Mavrommati
		+ Adrian Martel
	6. Design of On-Screen Interfaces
		+ Irene Mavrommati
Part Three: Input Devices
	7. Controls
		+ Konrad Baumann
	8. Keyboards
		+ Konrad Baumann
	9. Advanced Interaction Techniques
		+ Christopher Baber
		+ Konrad Baumann
	10. Speech Control
		+ Christopher Baber
		+ Jan Noyes
	11. Wearable Computers
		+ Christopher Baber
Part Four: Output Devices
	12. Visual Displays
		+ Konrad Baumann
	13. Auditory Displays
		+ Othmar Schimmel
	14. Tactile Displays and Speech Output
		+ Leo Poll
Part Five: Important Issues
	15. Standards in User Interface Design
		+ Jennifer Weston
	16. Usability Evaluation
		+ Bruce Thomas
	17. Pleasure with Products - the New Human Factors
		+ Patrick E. Jordan
	18. National Cultures and Design
		+ Patrick W. Jordan
Appendix Summary of Guidelines
	+ Konrad Baumann
Guide to Further Reading
	+ Susan Coles

%M E.Beaudouin-Lafon.99
%0 EDITED BOOK
%T Computer Supported Co-operative Work
%E M. Beaudouin-Lafon
%I John Wiley & Sons
%P 258
%D 1999
%S Trends in Software
%V 7
%W http://www.daimi.au.dk/~mbl/Trends-CSCW/
%G ISBN 0-471-96736-X
%Y Designing Groupware Applications: A Work-Centered Design Approach
	+ Kate Ehrlich
Workflow Technology
	+ Clarence A. Ellis
Media Spaces: Environments for Informal Multimedia Interaction
	+ Wendy E. Mackay
Integration of Shared Workspace and Interpersonal Space for Remote Collaboration
	+ Hiroshi Ishii
Group Editors
	+ Atul Prakash
Groupware Toolkits for Synchronous Work
	+ Saul Greenberg
	+ Mark Roseman
Architectures for Collaborative Applications
	+ Prasun Dewan
Software Infrastructures
	+ Paul Dourish
Expanding the Role of Formal Methods in CSCW
	+ Chris Johnson

%M E.Bias.94 9/25/93 5/18/94
%0 EDITED BOOK
%T Cost-Justifying Usability
%E Randolph G. Bias
%E Deborah J. Mayhew
%D 1994
%N 14
%P 334
%C Boston, MA
%I Academic Press
%G ISBN 0-12-095810-4, OCLC
%Y I. A FRAMEWORK
1. Wherefore Cost Justification of Usability: Pay Me Now or Pay Me Later -- But How Much? (3)
	+ Randolph G. Bias
2. A Basic Framework for Cost-Justifying Usability Engineering (9)
	+ Deborah J. Mayhew
	+ Marilyn Mantei
3. A Business Case Approach to Usability Cost Justification (45)
	+ Clare-Marie Karat
II. APPROACHES TO COST-JUSTIFYING USABILITY (71)
4. Cost Justification of Usability Engineering: A Vendor's Perspective (73)
	+ Kate Ehrlich
	+ Janice Anne Rohn
5. Human Factors Cost Justification of an Internal Development Project (111)
	+ Susan M. Dray
	+ Clare-Marie Karat
6. Cost-Justifying Usability in a Contractor Company (123)
	+ Charles L. Mauro
PART III. CASE STUDIES (143)
7. UPAR Analysis: Dollar Measurement of a Usability Indicator for Software Products (145)
	+ Mary E. Cox
	+ Paige O'Neal
	+ Wayne L. Pendley
8. Cost-Benefit Analysis of Upgrading Computer Hardware (159)
	+ Deborah J. Mayhew
9. Reuse: A Case Study on Cost-Benefit of Adopting a Common Software Development Tool (177)
	+ Nuray Aykin
10. Design of a Human Factors Cost-Justification Tool (203)
	+ Mary C. Harrison
	+ Richard L. Henneman
	+ Louis A. Blatt
IV. SPECIAL ISSUES (243)
11. Guerrilla HCI: Using Discount Usability Engineering to Penetrate the Intimidation Barrier (245)
	+ Jakob Nielsen
12. Justifying Prepaid Human Factors for User Interfaces (273)
	+ Ruven Brooks
13. Organizational Inhibitors and Facilitators (287)
	+ Deborah J. Mayhew
	+ Randolph G. Bias
14. Summary: A Place at the Table (319)
	+ Randolph G. Bias
	+ Deborah J. Mayhew
Index (327-334)

%M E.Bergman.00
%0 EDITED BOOK
%T Information Appliances and Beyond
%E Eric Bergman
%D 2000
%I Morgan Kaufmann Publishers
%P 384
%G ISBN 1-55860-600-9
%Y
Introduction
	+ Eric Bergman
A Conversation with Don Norman
	+ Eric Bergman
	+ Don Norman
Design Considerations for Information Appliances
	+ Mike Mohageg
	+ Annette Wagner
Designing Information Appliances at Netpliance
	+ Scott Isensee
	+ Ken Kalinoski
	+ Karl Vochatzer
Designing the Palm Pilot: A Conversation with Robert Haitani
	+ Eric Bergman
	+ Robert Haitani
Interaction Design and Usability of Microsoft Windows CE
	+ Sarah Zuberec
The EPOC User Interface in the Psion Series 5
	+ Nick Healey
Designing Mobile Phones and Communicators at Nokia
	+ Kaisa Vaananen-Vainio-Mattila
	+ Satu Ruuska
Designing the User Interface for a Vehicle Navigation System: A Case Study
	+ Aaron Marcus
Interactive plush characters as social interfaces
	+ Erik Strommen
Design Lessons from Interactive Games
	+ Chuck Clanton
Interactive Persuasion with Netsmart Devices
	+ B. J. Fogg

%M E.Blackwell.01
%0 EDITED BOOK
%T Thinking with Diagrams
%E Alan F. Blackwell
%D 2001
%P 140
%I Kluwer Academic Publishers
%G ISBN 0-7923-6944-0
%O Reprinted from Artificial Intelligence Review, 15:1-2
%Y
Thinking with Diagrams
The Graphic-Linguistic Distinction: Exploring Alternatives
	+ A. Shimojima
Aligning Logical and Psychological Perspectives on Diagrammatic Reasoning
	+ K. Stenning
	+ O. Lemon
Diagrammatic Reasoning: An Artificial Intelligence Perspective
	+ P. Olivier
Cognitive Science Approaches To Understanding Diagrammatic Representations
	+ P. C.-H. Cheng
	et al
Cognitive Factors in Programming with Diagrams
	+ A. F. Blackwell
	et al
Learning to Think and Communicate with Diagrams: 14 Questions to Consider
	+ P. Brna
	et al
Thinking with Diagrams in Architectural Design
	+ E. Y.-L. Do
	+ M. D. Gross

%M E.Blaser.83 11/4/90 gp/bs
%0 EDITED BOOK
%T Enduser Systems and Their Human Factors
%E A. Blaser
%E M. Zoeppritz
%D 1983
%P 138
%G ISBN 0-38712273-7
%C Berlin
%I Springer-Verlag
%O proceedings of the scientific symposium conducted on the occasion of the 15th anniversary of the Science Center Heidelberg of IBM Germany, Heidelberg, March 18, 1983

%M E.Blattner.92 4/26/92 gp
%0 EDITED BOOK
%T Multimedia Interface Design
%E Meera Blattner
%E Roger Dannenberg
%D 1992
%P 512
%C Reading, MA
%I Addison-Wesley Publishing
%I ACM Press
%G ISBN 0-201-54981-6, OCLC 24913195; ACM Order number 704920
%Y Preface (vii-xii)
	+ Meera M. Blattner
	+ Roger B. Dannenberg
0. Introduction: The Trend Toward Multimedia Interfaces (xvii-xxv)
	+ Roger Dannenberg
	+ Meera Blattner
PART I. MODELS, METAPHORS, AND PARADIGMS
Introduction to Part I (3-6)
	+ David M. Weimer
1.	Issues in the Usability of Time-Varying Multimedia (7-38)
	+ Michael J. Muller
	+ Robert F. Farrell
	+ Kathleen D. Cebulka
	+ John G. Smith
2.	Toward a Model for Active Multimedia Documents (39-52)
	+ Polle T. Zellweger
3.	Issues in Multimedia Interface Design: Media Integration and Interface Agents (53-64)
	+ Brenda Laurel
	+ Tim Oren
	+ Abbe Don
4.	Human Computer Interaction in the Piano Tutor (65-78)
	+ Roger B. Dannenberg
	+ Robert L. Joseph
5.	Multimedia and the Art of Linking Reality (79-86)
	+ Joseph Nolthuis
6.	Listening to Turbulence: An Example of Scientific Audiolization (87-102)
	+ Meera M. Blattner
	+ Robert M. Greenberg
	+ Minao Kamegai
PART II. COMPOSITION AND COMBINATION
Introduction to Part II (105-107)
	+ Alexander I. Rudnicky
7.	Interaction Techniques Using Hand Tracking and Speech Recognition (109-126)
	+ David Weimer
	+ S. K. Ganapathy
8.	Multimodal Communication: Integrating Text and Gestures (127-138)
	+ Karl-Heinz Hanne
	+ Hans-Jorg Bullinger
9.	Application-Independent Object Selection from Inaccurate Multimodal Input (139-145)
	+ Randy Pausch
	+ Rich Gossweiler
10.	Multimodal Interaction in Speech Systems (147-171)
	+ Alexander I. Rudnicky
	+ Alexander Hauptmann
11.	Stereophonic and Surface Sound Generation for Exploratory Data Analysis (173-182)
	+ Stuart Smith
	+ Georges G. Grinstein
	+ R. Daniel Bergeron
PART III. PREREQUISITES AND ENABLING TECHNOLOGY
Introduction to Part III (185-188)
	+ Elizabeth M. Wenzel
12.	The Inferential Appropriateness of a Manipulable Inter-Medium Encoding (189-216)
	+ Alan P. Parkes
13.	The Design Space of Input Devices (217-232)
	+ Stuart K. Card
	+ Jock D. Mackinlay
	+ George G. Robertson
14.	Integration of Understanding and Synthesis Functions for Multimedia Interfaces (233-256)
	+ Yoichi Takebayashi
15.	Three-Dimensional Virtual Acoustic Displays (257-288)
	+ Elizabeth M. Wenzel
16.	Feeling and Seeing: Issues in Force Display (289-306)
	+ Margaret Minsky
	+ Ming Ouh-Young
	+ Oliver Steele
	+ Frederick P. Brooks, Jr.
	+ Max Behensky
PART IV. ARCHITECTURES
Introduction to Part IV (309-310)
	+ Lillian Ruston
	+ R. Douglas Riecken
17.	Architectural Qualities and Principles for Multimodal and Multimedia Interfaces (311-318)
	+ Will Hill
	+ David Wroblewski
	+ Tim McCandless
	+ Rich Cohen
18.	Human-Machine Interaction and Perception (319-338)
	+ R. Douglas Riecken
19.	Toward an "Operating System" for User Interface Components (339-355)
	+ Andrew J. Palay
20.	Highly Iconic Interfaces (357-372)
	+ Brian Michon
21.	A Compositional Model of Human-Computer Dialogues (373-404)
	+ Srdjan Kovacevic

%M E.Bloom.98
%0 EDITED BOOK
%E Charles P. Bloom
%E R. Bowen Loftin
%T Facilitating the Development and Use of Interactive Learning Environments
%D 1998
%I Lawrence Erlbaum Associates
%G ISBN 0-8058-1850-2 [cloth] 0-8058-1851-0 [paper]
%P 304
%Y Part I: Tools of the Trade
	Developing Learning Technology in Practice
		+ W. J. Clancey
	Using Quasi-Experimentation to Gather Design Information for Intelligent Tutoring Systems
		+ A. S. Wolff
		+ C. P. Bloom
		+ A. Shahidi
		+ K. Shahidi
		+ R. E. Rehder
	Cost-Benefits Analysis for Computer-Based Tutoring Systems
		+ A. S. Wolff
Part II: Case Studies From Industry
	Introducing Advanced Technology Applications Into Corporate Environments
		+ C. P. Bloom
		+ A. S. Wolff
		+ B. Bell
	An Observational Study of ITS Knowledge-Base Development by Non Technical Subject-Matter Experts
		+ A. McClard
	Supporting Development of Online Task Guidance for Software System Users: Lessons From the WITS Project
		+ R. Farrell
		+ L. S. Lefkowitz
	Transferring Learning Systems Technology to Corporate Training Organizations: An Examination of Acceptance Issues
		+ P. T. Bullemer
		+ C. P. Bloom
	Augmenting Intelligent Tutoring Systems With Intelligent Tutors
		+ R. Radlinski
		+ M. E. Atwood
Part III: Case Studies From Government
	"A Prophet Without Honor..." Case Histories of ITS Technology at NASA/Johnson Space Center
		+ R. B. Loftin
	Sherlock 2: An Intelligent Tutoring System Built on the LRDC Tutor Framework
		+ S. Katz
		+ A. Lesgold
		+ E. Hughes
		+ D. Peters
		+ G. Eggan
		+ M. Gordin
		+ L Greenberg
	Are Intelligent Tutoring Systems Ready for the Commercial Market?
		+ J. E. Norton
		+ J. A. Jones
		+ W. B. Johnson
		+ B. J. Wiederholt

%M E.Blythe.03
%0 EDITED BOOK
%T Funology -
From Usability to Enjoyment
%S Human-Computer Interaction Series, Vol. 3
%I Springer-Verlag
%E M. A. Blythe
%E K. Overbeeke
%E A. F. Monk
%A P. C. Wright
%D 2003
%P 320
%G ISBN 1-4020-1252-7

%M E.Bolc.86 1/31/91 gp
%0 EDITED BOOK
%T Cooperative Interfaces to Information Systems
%E L. Bolc
%E M. Jarke
%D 1986
%P 328
%C New York
%I Springer-Verlag
%G ISBN 0-387-16599-1

%M E.Boff.86 7/5/93 gp
%0 EDITED BOOK
%T Handbook of Perception and Human Performance
%G ISBN 0-471-88544-4 (v. 1) 0-471-82957-9 (v. 2) 0-471-82956-0 (set)
%E K. R. Boff
%E L. Kaufman
%E J. P. Thomas
%D 1986
%C New York
%I John Wiley & Sons
%O in two volumes

%M E.Bostrom.92 poltrock/grudin ??
%0 EDITED BOOK
%T Computer Augmented Teamwork: A Guided Tour
%G ISBN 0-44200277-7
%E R. P. Bostrom
%E R. T. Watson
%E S. T. Kinney
%D 1992
%C New York
%I Van Nostrand-Reinhold

%M E.Browne.93 9/25/93 gp
%0 EDITED BOOK
%T Adaptive User Interfaces
%E D. Browne
%E P. Totterdell
%E M. Norman
%D 1990
%I Academic Press
%G ISBN 0-12-137755-5

%M E.Bewster.01
%0 EDITED BOOK
%T Haptic human-computer interaction :
first international workshop, Glasgow, UK, August 31-September 1, 2000
%E Stephen Brewster
%E Roderick Murray-Smith
%D 2001
%P 217
%I Springer-Verlag
%G ISBN: 3-54042356-7

%M E.Brusilovsky.98
%0 EDITED BOOK
%T Adaptive Hypertext and Hypermedia
%E Peter Brusilovsky
%E Alfred Kobsa
%E Julita Vassileva
%D 1998
%P 252
%G ISBN 0-7923-4843-5
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-7923-4843-5
%O Reprinted from User Modeling and User-Adapted InteractioN
%Y
1. Methods and Techniques of Adaptive Hypermedia
	+ P. Brusilovsky
2. Adaptive Hypertext Navigation Based on User Goals and Context
	+ C. Kaplan
	et al
3. Metadoc: An Adaptive Hypertext Reading System
	+ C. Boyle
	+ A. O. Encarnacion
4. User Modelling in the Interactive Anatomy Tutoring System ANATOM-TUTOR; I.H. Beaumont. 5. Hypadapter: An Adaptive Hypertext System for Exploratory Learning and Programming
	+ H. Hohl
	et al
6. A Glass Box Approach to Adaptive Hypermedia
	+ K. Hook
	et al
7. User-Centered Indexing for Adaptive Information Access
	+ N. Mathe
	+ J. R. Chen
8. A Task-Centred Approach for User Modeling a Hypermedia Office Documentation System
	+ J. Vassileva


%M E.Bullinger.91a 9/12/92 ss
%0 EDITED BOOK
%T Human Aspects in Computing:
Design and Use of Interactive Systems and Work with Terminals
%S Advances in Human/Factors/Ergonomics, 18A
%E Hans-Jorg Bullinger
%D 1991
%V 1
%P 1-788
%C Amsterdam
%I Elsevier Science Publishers
%G ISBN 0-444-88775-X; ISSN 0921-2647
%O Proceedings of the Fourth International Conference on Human-Computer
Interaction, Stuttgart, F.R.Germany, September 1-6, 1991
%Y Plenary Sessions
CONGRESS I: WORK WITH TERMINALS
Input and Display Devices (73)
Work Place and Work Environment (129)
Health Aspects: Workload, Stress and Strain and Irregular Working Hours (173)
Psychological and Physiological Measurement (215)
CONGRESS II: DESIGN AND IMPLEMENTATION OF INTERACTIVE SYSTEMS
Dialogue Management/UIMS (251)
Hypertext and Hypermedia (315)
Distributed Information Systems (357)
Cognitive Engineering (401)
Speech Research and Technology (461)
Standardisation (531)
Software Engineering -- Methods, Techniques and Tools (549)
Usability Evaluation (607)
Interface Design (671)
Computerized Work and the Improvement of Working Conditions (739)

%M E.Bullinger.91b 9/12/92 ss
%0 EDITED BOOK
%T Human Aspects in Computing:
Design and Use of Interactive Systems and Information Management
%S Advances in Human/Factors/Ergonomics, 18B
%E Hans-Jorg Bullinger
%D 1991
%V 2
%P 789-1367
%C Amsterdam
%I Elsevier Science Publishers
%G ISBN 0-444-88775-X; ISSN 0921-2647
%O Proceedings of the Fourth International Conference on Human-Computer
Interaction, Stuttgart, F.R.Germany, September 1-6, 1991
%Y CONGRESS II: DESIGN AND IMPLEMENTATION OF INTERACTIVE SYSTEMS (Cont'd)
Intelligent Front Ends (789)
Knowledge Engineering for Expert Systems (849)
Intelligent Support and Help Systems (887)
Intelligent Training (951)
HCI -- The Future (989)
CONGRESS III: MANAGEMENT OF INFORMATION SYSTEMS
Strategic Planning of IT Systems (1019)
Uptake Strategies and User Involvement (1057)
Cooperative Work and Desktop Integration (1091)
Methods and Tools for Improving Information Systems (1133)
Application of IT Systems in Business Environments (1173)
Training and Qualification (1217)
Application of IT for the Quality of Life (1247)
Workshops
	Customer-Computer Interaction -- A Challenge for HCI (1283)
	VDT -- A Tool for a More Healthy Life (1305)
Poster Sessions (1311)
Supplement (1341)

%M E.Card.98
%0 EDITED BOOK
%T Readings in Information Visualization: Using Vision to Think
%E Stuart Card
%E Jock MacKinlay
%E Ben Shneiderman
%P 576
%G ISBN 1-55860-533-9
%I Morgan Kaufmann Publishers
%D 1998
%Y 1. Information Visualization
2. Space
3. Interaction
4. Focus + Context
5. Data Mapping: Text
6. Higher-Level Visualization
7. Using Vision to Think
8. Applications and Innovations
9. Conclusion
Bibliography

%M E.Carey.88 11/4/90 gp/bs
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Human Factors in Management Information Systems
%E Jane M. Carey
%D 1988
%P 289
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%G ISBN 0-89391-448-7;
LC T58.6
%W http://www.intellectbooks.com/authors/carey/manage.htm
%Y
	General Introduction
	A Taxonomy for the Study of Human Factors in Management Information Systems (MIS)
SECTION I THE MACHINE
	Verification of User Identity via Keyboard Characteristics
	User Computer Interfact (UCI) Guidelines Research for Keyboards and Function Keys
SECTION II HUMAN-MACHINE INTERACTION
	Adaptive General Audience Models: A Research Framework
	SmartSLIM: A DSS for Controlling Biases during Problem Formulation
SECTION III USER INTERFACE SPECIFICATION TOOLS
	Applying Software Engineering Principles to the User Application Interface
	FORMFLEX: A User Interface Tool for Forms Definition and Management
SECTION IV THE SYSTEM ANALYST
	Cognitive Styles, Project Structure, and Project Attributes: Considerations in Project Team Design
SECTION V INFORMATION PRESENTATION
	Factors Affecting Opinion and Knowledge Responses to Paper and Online Presentation of Questionaires
SECTION VI SYSTEM USER DOCUMENTATION
	Theories of Explanation: Expert Systems and Simulation
SECTION VII END USER INVOLVEMENT
	The Darkside of Office Automation: How People Resist the Introduction of Office Automation Technology
	Understanding Resistance to System Change: An Empirical Study
	A Plan for Evaluating Usability of Software Products
	End-User Computing: A Research Framework for Investigating the Training/Learning Process
SECTION VIII THE END USER
	A Human Information Processing Model of the Manegerial Mind: Some MIS Implications

%M E.Carey.91 4/27/93 gp
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Human Factors in Information Systems: An Organizational Perspective
%E Jane M. Carey
%D 1991
%P 352
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%G ISBN 0-89391-633-1;
LC QA76.9.H85
%W http://www.intellectbooks.com/authors/carey/inform2.htm
%Y Human/Computer interaction
Interface specification tools and design issues
The is professional
Information presentation
System/user communication
End-user training and involvement
The end user
The human factor is in
%O Proceedings of the 2nd Symposium, 1989-02-9/10, Sacramento, California

%M E.Carey.93 4/27/93 gp
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Human Factors in Information Systems: Emerging Theoretical Bases
%E Jane M. Carey
%D 1993
%P 320
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%G ISBN 0-89391-940-3 (cloth); 1-56750-027-7 (paper);
LC QA76.9.H85
%W http://www.intellectbooks.com/authors/carey/inform1.htm
%Y
Human Factors Information Systems: A Position Treatise
Human Factors in Management Information Systems: A Taxonomy
Transactional Use Interfaces
User Interface Design: A Methodology for the Comparative Study of Spreadsheet and Financial Modeling Programs
An Empirical Evaluation of Word Processing Task Performance Using Different Menu Styles
The Supplanting Function of Color in Human Information Processing
A Cognitive Approach to the Influence of Graphics on Information Presentation
Program Structure vs. Knowledge Structure: The Impact of Education on Program Debugging Skill
Integrating Human Factors into the Information Systems Curriculum
A User-Based Approach to Online Help for Word Processing
Integrating Related Documentation Manuals Through Hypertext
An Evaluation of Human Factors Research in Decision Support: Observations and Recommendations
The Evaluation of Usability in Interactive Information Systems
User Satisfaction with Information Systems: A Research Framework
User Learning and Decision Making: An Evaluation of Expert System Explanation Facilities
Experimental Analysis of Database Record Formats: Some Effects of Format Complexity and Grouping on User Performance
Development of a Tool for Measuring the User Friendliness of Software: The Case of Managers Learning to Use Lotus 123
Flow in Human-Computer Interactions: Test of a Model
Organizational Implications of Local Area Network Systems: A Sociotechnical Perspective
Towards a Social Engineering of Social Technologies
Human Values and the Future of Technology
%O Proceedings of the 3rd Symposium, 1991-10-17/18, Norman, Oklahoma

%M E.Carey.97
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Human Factors in Information Systems:
The Relationship between User Interface Design and Human Performance
%E Jane M. Carey
%D 1997
%P 254
%C Grenwich, CT
%I Ablex Publishing
%I Intellect
%G ISBN 1-56750-285-7; LC QA76.9.H85
%W http://www.intellectbooks.com/authors/carey/inform3.htm
%O Proceedings of the 4th Symposium, 1992-02-27-28, Phoenix, AZ
%Y
HUMAN/COMPUTER INTERACTION:
	A Synergy of Theories on Human Information Processing in the User Interface
	An Empirical Evaluation of Spreadsheet and Database Task Performance Using Different Menu Styles
	Group Interface Issues
	An Evaluation of Icon Performance Based on User Preference
INFORMATION PRESENTATION:
	Design Implications of Children's Successes and Failures in Information Retrieval: A Case Analysis
	Assessing the Value of Information in a Decision Support System (DSS) Contest: A Simulation Study
SYSTEM/USER COMMUNICATION:
	Specifying Functionality and Usability
	Assessing the Use of an SQL Minimal Manual in Self-Instruction
THE ANALYST:
	The Impact of Production Emphasis on Programmer Productivity
	Groupware, Teamwork, and Performance: Establishing the Links
	Conceptual Framework and Research Strategy Considerations: The Study of MIS Professional Ideology
END USER INVOLVEMENT:
	Importance of Familiarization for System Acceptance: The Case of Voice Mail
	A Task for Examining Information Channeling Under Time Pressure
	The Effects of Individual Differences on User Satisfaction
	The Role of User Cognitive Skills in Information Display: A Follow Up Study
METHODOLOGICAL ISSUES:
	Measurement Issues in the Study of Human Factors in Management Information Systems

%M E.Carroll.87 11/4/90 gp/bs
%0 EDITED BOOK
%T Interfacing Thought: Cognitive Aspects of Human-Computer Interaction
%E John M. Carroll
%D 1987
%P 324
%G ISBN 0-26203125-6
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262031256
%C Cambridge, MA
%I MIT Press
%K DESIGN EVALUATION
%Y 1	Relations Between Cognitive Psychology and Computer System Design
2	Learning About Computers and Learning About Mathematics
3	Goal and Plan Knowledge Representations from Stories to Text Editors and Programs
4	Cognitive Aspects of Learning and Using a Programming Language
5	Paradox of the Active User
6	Cognitive Resources and the Learning of Human-Computer Dialogs
7	Technology Transfer: On Learning a New Computer-Based System
8	A Quantitative Theory of Human-Computer Interaction
9	Effect of Practice on Knowledge and Use of Basic Lisp
10	Cognitive Analysis of Peoples Use of Software
11	Computer Support for Organizations: Toward an Organizational Science
12	Cognitive Engineering -- Cognitive Science
A1	HCI, What is it and What Research is Needed?
A2	Improving Human-Computer Interaction -- a Quest for Cognitive Science

%M E.Carroll.91 5/14/92 gp
%0 EDITED BOOK
%T Designing Interaction: Psychology at the Human-Computer Interface
%S Cambridge Series on Human-Computer Interaction
%E John M. Carroll
%D 1991
%P 333
%C Cambridge, UK
%I Cambridge University Press
%G ISBN 0-521-40056-2 (hardcover), OCLC 22119741; 0-521-40921-7 (paperback); QA 76.9 H85 D48
%Y 1	Introduction: The Kittle House Manifesto (1-16)
	+ John M. Carroll
2	Cognitive Artifacts (17-38)
	+ Donald A. Norman
3	Some Remarks on the Theory-Practice Gap (39-49)
	+ Zenon W. Plyshyn
4	Comparative Task Analysis: An Alternative Direction for Human-Computer Interaction Science (50-59)
	+ Ruven Brooks
5	Let's Get Real: A Position Paper on the Role of Cognitive Psychology in the Design of Humanly Useful and Usable Systems (60-73)
	+ Thomas K. Landauer
6	The Task-Artifact Cycle (74-102)
	+ John M. Carroll
	+ Wendy A. Kellogg
	+ Mary Beth Rosson
7	Bridging between Basic Theories and the Artifacts of Human-Computer Interaction (103-127)
	+ Philip Barnard
8	Interface Problems and Interface Resources (128-153)
	+ Stephen J. Payne
9	Inner and Outer Theory in Human-Computer Interaction (154-162)
	+ Clayton Lewis
10	Local Sciences: Viewing the Design of Human-Computer Systems as Cognitive Science (163-202)
	+ Andrea A. diSessa
11	The Role of German Work Psychology in the Design of Artifacts (203-226)
	+ Siegfried Greif
12	Beyond the Interface: Encountering Artifacts in Use (227-253)
	+ Liam J. Bannon
	+ Susanne Bodker
13	A Development Perspective on Interface, Design, and Theory (254-268)
	+ Austin Henderson
14	Working within the Design Process: Supporting Effective and Efficient Design (269-285)
	+ John Karat
	+ John L. Bennett
15	Discussion: Perspectives on Methodology in HCI Research and Practice (286-314)
	+ Linda Tetzlaff
	+ Robert L. Mack
Index (315-333)

%M E.Carroll.95
%0 EDITED BOOK
%T Scenario-Based Design: Envisioning Work and Technology in System Development
%E John M. Carroll
%I John Wiley & Sons
%D 1995
%P 408
%G ISBN 0-471-07659-7
%Y Itroduction: The Scenario Perspective on System Development
	+ John M. Carroll
1. Work Processes: Scenarios as a Preliminary Vocabulary
	+ K. Kuutti
2. Notes on Design Practice: Stories and Prototypes as Catalysts for Communication
	+ Tom Erickson
3. Scenarios in Discount Usability Engineering
	+ Jakob Nielsen
4. Creating Contexts for Design
	+ M. Kyng
5. Scenario Use in the Design of a Speech Recognition System
	+ John Karat
6. Bifocal Tools for Scenarios and Representations in Participatory Activities with Users
	+ Michael Muller
	+ L. G. Tudor
	+ D. M. Wildman
	+ E. A. White
	+ Robert W. Root
	+ T. Dayton
	+ R. Carr
	+ B. Diekmann
	+ E. Dykstra-Erickson
7. Usage Representations for Reuse of Design Insights: A Case Study of Access to On-Line Books
	+ T. Carey
	+ M. Rusli
8. Design Space Analysis and Use Representations
	+ Allan MacLean
	+ D. McKerlie
9. Rapid Prototyping of User Interfaces Driven by Task Models
	+ P. Johnson
	+ H. Johnson
	+ S. Wilson
10. Narrowing the Specification-Implementation Gap in Scenario-Based Design
	+ Mary Beth Rosson
	+ John M. Carroll
11. Generating Object-Oriented Design Representations via Scenario Queries
	+ S. P. Robertson
12. The Use-Case Construct in Object-Oriented Software Engineering
	+ I. Jacobson
13. Designing Objects and Their Interactions: A Brief Look at Responsibility-Driven Design
	+ R. Wirfs-Brock
14. Discussion: Scenarios as Engines of Design
	+ Robert L. Mack
15. Some Reflections on Scenarios
	+ Bonnie A. Nardi

%M E.Carroll.98
%0 EDITED BOOK
%S Technical Communication, Multimedia, and Information Systems Series
%T Minimalism Beyond the Nurnberg Funnel
%E John M. Carroll
%D 1998
%P 350
%C Cambridge, Massachusetts
%I MIT Press
%G ISBN 0-262-03249-X
%K minimal manual
%O Published in association with the Society for Technical Communication
%W http://mitpress.mit.edu/book-home.tcl?isbn=026203249X
%X Minimalism is an action- and task-oriented approach to instruction and
documentation that emphasizes the importance of realistic activities
and experiences for effective learning and information seeking. Since
1990, when the approach was defined in John Carroll's The Nurnberg
Funnel, much work has been done to apply, refine, and broaden the
minimalist approach to technical communication. This volume presents
fourteen major contributions to the current theory and practice of
minimalism.
   Contributors evaluate the development of minimalism up to now, analyze
the acceptance of minimalism by the mainstream technical
communications community, report on specific innovations and
investigations, and discuss future challenges and directions. The book
also includes an appendix containing a bibliography of published
research and development work on minimalism since 1990.
%Y Preface
1 Reconstructing Minimalism
	+ John M. Carroll
	1.1 Less Is More
	1.2 Iterative Design
	1.3 The Human Need for Sense Making
	1.4 Managing Design
	1.5 Scaling Up: The "Simple Domain" Challenge
	1.6 Design Rationale
	1.7 Reflections on the Future
2 Principles and Heuristics for Designing Minimalist Instruction
	+ Hans van der Meij
	+ John M. Carroll
	2.1 Principle 1: Choose an Action-Oriented Approach
	2.2 Principle 2: Anchor the Tool in the Task Domain
	2.3 Principle 3: Support Error Recognition and Recovery
	2.4 Principle 4: Support Reading to Do, Study, and Locate
	2.5 Conclusion
3 Ten Misconceptions about Minimalism
	+ John M. Carroll
	+ Hans van der Meij
	3.1 Minimalism Means Brevity
	3.2 Minimalism Means Incomplete Instructional Analyses
	3.3 Minimalism Means Trial-and-Error Learning
	3.4 Minimalism Does Not Support People Who Learn by Reading
	3.5 Minimalism Overemphasizes Errors
	3.6 Minimalism Is Just Another Word for Job Aids
	3.7 Minimalism Works Only for Simple Domains
	3.8 Minimalism Merely Reflects the Preconceptions of Users
	3.9 Minimalism Offers a Complete Documentation Solution
	3.10 Minimalism Has No Theoretical Foundation
	3.11 Conceptions of Minimalism
4 Exploring Minimalism Today: A View from the Practitioner's Window
	+ Patricia A. H. Anson
	4.1 Why Now? What Is Driving the Minimalist Initiative?
	4.2 Applying Minimalism to Meet Industry Trends
	4.3 A Minimalist Methodology for Facilitating Content and Delivery System Definition
	4.4 The Alignment Between Minimalist Methodology and Minimalist Document Design
	4.5 How Hewlett-Packard Incorporated Minimalist Methodology with Minimalist Document Design
	4.6 What Is the Future of Minimalism?
5 Follow-up on Training in Minimalism: How Are Technical Communicators Using Minimalism?
	+ Stephanie Rosenbaum
	5.1 Description of the Minimalist Design Course
	5.2 Problems People Encountered Studying Minimalism
	5.3 The Follow-up Study
	5.4 In-Depth Interviews with Participants
	5.5 Conclusions and Recommendations
	Appendix: Details of Course Topics
6 Choosing a Minimalist Approach for Expert Users
	+ JoAnn T. Hackos
	6.1 Characteristics of Expert Users in the Light of Minimalist Design
	6.2 The PVI Case Study
	6.3 A Minimalist Approach to Software Design
	6.4 Categories of Minimalist Information Design
7 Minimalism for Complex Tasks
	+ Barbara Mirel
	7.1 Representing Complex Tasks at the Appropriate Instructional Level
	7.2 Commonsense or Pragmatic Knowledge
	7.3 Cognitive Flexibility
	7.4 Advanced Learning Objectives and Obstacles to Achieving Them
	7.5 Summarizing the Relevance of Minimalism for Complex Tasks
	7.6 Complex Tasks and Minimalist Directions for the Future
8 Minimalism in Technical Communication: Some Issues to Consider
	+ Janice Redish
	8.1 Expanding the Minimalist Model of the User
	8.2 Developing User-Oriented Documentation
	8.3 Conclusion: What Now for Minimalism?
9 Layering as a Safety Net for Minimalist Documentation
	+ David K. Farkas
	9.1 The Risk in Minimalist Documentation
	9.2 Layering in Print and Electronic Documents
	9.3 Procedures
	9.4 Layering Minimalist Procedures
	9.5 Tutorials
	9.6 Performance Support Help
	9.7 Task-Based versus Interface-Based Documentation
	9.8 Ghosted Topics: A Hybrid Help Design
10 Optimizing the Joint Handling of Manual and Screen
	+ Hans van der Meij
	10.1 Coordinative Information
	10.2 Coordinative Information as Text
	10.3 Coordinative Information as Text and Picture
	10.4 Empirical Study
	10.5 Conclusion and Discussion
11 Minimalism: A Quality Strategy for Success
	+ Karl L. Smart
	11.1 Approaches to Quality and to Documentation
	11.2 Documentation as a Quality Issue
	11.3 Minimalism as a Quality Response
	11.4 Implementing Quality and Minimalism in Documentation
12 The Art of Minimalism: Constructing a Rhetorical Theory of Computer Documentation
	+ Robert R. Johnson
	12.1 Discovering Minimalism: Promises and Problems for User Documentation
	12.2 Refiguring Minimalism as a Rhetorical Art: A Theoretical Rationale
	12.3 The Rhetorical Complex of Technology: A Conceptual Framework for the Art of Minimalist Documentation
	12.4 A Minimalist-Aided Art of User-Centered Computer Documentation
	12.5 Potential Pitfalls and Places for Growth
	12.6 Conclusion
13 Practical Problems and Proposed Solutions in Designing Action-Centered Documentation
	+ Stephen W. Draper
	13.1 Practical Problems
	13.2 Identifying Underlying Principles for Minimalism
	13.3 Extending Minimalism to More Difficult Cases
	13.4 The Key Design Decisions for Action-Centered Documentation
	13.5 Conclusion
14 Minimalism: A Case of Information Transfer in Technical Communication
	+ R. John Brockmann
	14.1 Some Factors Suggesting How Minimalism Gained Entree into Technical Communication
	14.2 Problems in How the Profession Has Digested the Outside Information of Minimalism
	14.3 In Conclusion
15 Minimalism: An Agenda for Research and Practice
	+ Greg Kearsley
	15.1 The Theoretical Gaps
	15.2 Practical Concerns
	15.3 Further Questions
	15.4 Research Needed
Appendix: Reviews, General Discussions, and Applications of Minimalism Since
	+ Faith A. McCreary
	+ John M. Carroll

%M E.Carroll.2002
%0 EDITED BOOK
%T Human-Computer Interaction in the New Millennium
%E John M. Carroll
%I Addison-Wesley Publishing
%G ISBN 0-201-70447-1
%D 2002
%P 752
%W http://www.aw.com/catalog/academic/product/1,4096,0201704471,00.html
%X The ways in which humans interact with computers will change
dramatically in the coming years. In this book, the field's leading
experts preview that future, focusing on critical technical challenges
and opportunities that will define Human-Computer Interaction research
for years and decades to come. Editor John M. Carroll, a leader of the
HCI community, has assembled essays that anticipate tomorrow's
state-of-the-art -- and its implications for users, professionals, and
society. These essays cover every area of research, including models,
theories, and frameworks; usability engineering; user interface software
and tools; HCI for collaborative applications; HCI for multimedia and
hypermedia; integrating real and virtual worlds; and HCI's impact on
society. Discover advanced cognitive models for evaluating user
interfaces; preview the future of user interface software tools; and
learn how user interfaces can support innovation. Preview tomorrow's
intelligent interfaces, recommender systems, and tangible user
interfaces; as well as interface solutions for digital libraries and
ubiquitous computing systems. Carroll provides cogent introductions to
each essay, as well as a detailed preface offering an overview of the
entire field.
%Y
I. MODELS, THEORIES, AND FRAMEWORKS
	1. On the Effective Use and Reuse of HCI Knowledge
		+ Alistair Sutcliffe
	2. Systems, Interactions, and Macrotheory
		+ Philip Barnard
		+ Jon May
		+ David Duke
		+ David Duce
	3. Design in the MoRAS
		+ George W. Furnas
	4. Distributed Cognition: A New Foundation for Human-Computer Interaction
		+ James D. Hollan
		+ Edwin Hutchins
		+ Davis Kirsh
II. USABILITY ENGINEERING METHODS AND CONCEPTS
	5. The Efficient Use of Complex Computer Systems
		+ Suresh K. Bhavnani
		+ Bonnie E. John
	6. User Interface Evaluation: How Cognitive Models Can Help
		+ Frank E. Ritter
		+ Gordon D. Baxter
		+ Gary Jones
		+ Richard M. Young
	7. HCI in the Global Knowledge-Based Economy: Designing to Support Worker Adaptation
		+ Kim J. Vicente
	8. Let's Stop Pushing the Envelope and Start Addressing It: The Reference Task Agenda for HCI
		+ Steve Whittaker
		+ Loren Terveen
		+ Bonnie A. Nardi
	9. The Maturation of HCI: Moving Beyond Usability Toward Holistic Interaction
		+ Kenneth Maxwell
III. USER INTERFACE SOFTWARE AND TOOLS
	10. Past, Present, and Future of User Interface Software Tools
		+ Brad Myers
		+ Scott E. Hudson
		+ Randy Pausch
	11. Creating Creativity: User Interfaces for Supporting Innovation
		+ Ben Shneiderman
	12. Towards a Human-Centered Interaction Architecture
		+ Terry Winograd
IV. GROUPWARE AND COOPERATIVE ACTIVITY
	13. Computer Mediated Communications: Past and Future
		+ Murray Turoff
		+ Starr Roxanne Hiltz
		+ Michael Bieber
		+ Brian Whitworth
		+ Jerry Fjermestad
	14. The Intellectual Challenge of CSCW: The Gap between Social Requirements and Technical Feasibility
		+ Mark S. Ackerman
	15. Social Translucence: An Approach to Designing Systems That Support Social Processes
		+ Thomas Erickson
		+ Wendy A. Kellogg
	16. Transcending the Individual Human Mind: Creating Shared Understanding Through Collaborative Design
		+ Ernesto Arias
		+ Hal Eden
		+ Gerhard Fischer
		+ Andrew Gorman
		+ Eric Scharff
	17. The Development of Cooperation: Five Years of Participatory Design in the Virtual School
		+ John M. Carroll
		+ George Chin
		+ Mary Beth Rosson
		+ Dennis C. Neale
	18. Distance Matters
		+ Gary M. Olson
		+ Judith S. Olson
V. MEDIA AND INFORMATION
	19. Designing the User Interface for Multimodal Speech and Gesture Applications: State-of-the-Art Systems and Research Directions for 2000 and Beyond
		+ Sharon Oviatt
		+ Phil Cohen
		+ Bernhard Suhm
		+ John Bers
		+ Lizhong Wu
		+ Thomas Holzman
		+ Terry Winograd
		+ John Vergo
		+ Lisbeth Duncan
		+ James Landay
		+ Jim Larson
		+ David Ferro
	20. Technologies of Information: HCI and the Digital Library
		+ Andrew Dillon
	21. Intelligent Interfaces
		+ Henry Lieberman
	22. Human-Computer Collaboration in Recommended Systems
		+ Loren Terveen
		+ Will Hill
VI. INTEGRATING COMPUTATION AND REAL ENVIRONMENTS
	23. Ubiquitous Computing: Past, Present, and Future
		+ Gregory Abowd
		+ Elizabeth Mynatt
	24. Situated Computing: The Next Frontier for HCI Research
		+ Kevin Mills
		+ Jean Scholtz
	25. Roomware: Towards the Next Generation of Human-Computer Interactions Based on an Integrated Design of Real and Virtual Worlds
		+ Norbert A. Streitz
		+ Peter Tandler
		+ Christian Muller-Tomfelde
		+ Shin'ichi Konomi
	26. Emerging Frameworks for Tangible User Interfaces
		+ Brygg Ullmer
		+ Hiroshi Ishii
VII. HCI AND SOCIETY
	27. Learner-Centered Design: Reflections and New Directions
		+ Chris Quintana
		+ Andrew Carra
		+ Joseph Krajcik
		+ Elliot Soloway
	28. HCI Meets the "Real World": Designing Technologies for Civic Sector Use
		+ Doug Schuler
	29. Beyond Bowling Together: SocioTechnical Capital
		+ Paul Resnick

%M E.Carroll.2003
%E John M. Carroll
%T HCI Models, Theories, and Frameworks: Toward a multidisciplinary science
%C San Francisco
%I Morgan Kaufmann Publishers
%G ISBN 1-55860-808-7
%D 2003
%P 576
%Y
1. Introduction: Toward a Multidisciplinary Science of Human-Computer Interaction
	+ John M. Carroll
2. Design as Applied Perception
	+ Colin Ware
3. Motor Behavior Models for Human-Computer Interaction
	+ I. Scott MacKenzie
4. Information Processing and Skilled Behavior
	+ Bonnie E. John
5. Notational Systems--The Cognitive Dimensions of Notations Framework
	+ Alan Blackwell
	+ Thomas Green
6. Users' Mental Models: The Very Ideas
	+ Stephen J. Payne
7. Exploring and Finding Information
	+ Peter Pirolli
8. Distributed Cognition
	+ Mark Perry
9. Cognitive Work Analysis
	+ Penelope M. Sanderson
10. Common Ground in Electronically Mediated Communication: Clark's Theory of Language Use
	+ Andrew Monk
11. Activity Theory
	+ Olav W. Bertelsen
	+ Susanne Bodker
12. Applying Social Psychological Theory to the Problems of Group Work
	+ Robert E. Kraut
13. Studies of Work in Human-Computer Interaction
	+ Graham Button
14. Upside-Down Vs and Algorithms--Computational Formalisms and Theory
	+ Alan Dix
15. Design Rationale as Theory
	+ John M. Carroll
	+ Mary Beth Rosson

%M E.Cassell.98
%0 EDITED BOOK
%T From Barbie to Mortal Kombat
%E Justine Cassell
%E Henry Jenkins
%D 1998
%I MIT Press
%G ISBN 0-262-03258-9
%P 360
%Y PART ONE: THE GIRLS' GAMES MOVEMENT
1   Chess for Girls? Feminism and Computer Games
	+ Justine Cassell
	+ Henry Jenkins
2   Computer Games for Girls: What Makes Them Play?
	+ Kaveri Subrahmanyam
	+ Patricia M. Greenfield
3   Girl Games and Technological Desire
	+ Cornelia Brunner
	+ Dorothy Bennett
	+ Margaret Honey
4   Video Game Designs by Girls and Boys: Variability and Consistency of Gender Differences
	+ Yasmin B. Kafai
PART TWO: INTERVIEWS
	+ Jennifer Glos
	+ Shari Goldin
5   An Interview with Brenda Laurel (Purple Moon)
6   An Interview with Nancie S. Martin (Mattel)
7   An Interview with Heather Kelley (Girl Games)
8   Interviews with Theresa Duncan and Monica Gesue (Chop Suey)
9   An Interview with Lee McEnany Caraher (Sega)
10   An Interview with Marsha Kinder (Intertexts Multimedia)
PART THREE: RETHINKING THE GIRLS' GAMES MOVEMENT
11   Retooling Play: Dystopia, Dysphoria, and Difference
	+ Suzanne de Castell
	+ Mary Bryson
12   "Complete Freedom of Movement": Video Games as Gendered Play Spaces
	+ Henry Jenkins
13   Storytelling as a Nexus of Change in the Relationship between Gender and Technology: A Feminist Approach to Software Design
	+ Justine Cassell
14   Voices from the Combat Zone: Game Grrlz Talk Back
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262032589

%M E.Cassell.00
%0 EDITED BOOK
%T Embodied Conversational Agents
%E Justine Cassell
%E Joseph Sullivan
%E Scott Prevost
%E Elizabeth Churchill
%D 2000
%P 352
%I MIT Press
%G ISBN 0-262-03278-3
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262032783
%Y I Introduction
	1 Nudge Nudge Wink Wink: Elements of Face-to-Face Conversation for Embodied Conversational Agents
		+ Justine Cassell
II Systems
	2 Human Conversation as a System Framework: Designing Embodied Conversational Agents
		+ Justine Cassell
		+ Tim Bickmore
		+ Lee Campbell
		+ Hannes Vilhjalmsson
		+ Hao Yan
	3 "May I Help You?": Designing Embodied Conversational Agent Allies
		+ Elizabeth F. Churchill
		+ Linda Cook
		+ Peter Hodgson
		+ Scott Prevost
		+ Joseph W. Sullivan
	4 Task-Oriented Collaboration with Embodied Agents in Virtual Worlds
		+ Jeff Rickel
		+ W. Lewis Johnson
	5 Deictic and Emotive Communication in Animated Pedagogical Agents
		+ James C. Lester
		+ Stuart G. Towns
		+ Charles B. Callaway
		+ Jennifer L. Voerman
		+ Patrick J. FitzGerald
	6 Performative Facial Expressions in Animated Faces
		+ Isabella Poggi
		+ Catherine Pelachaud
	7 Emotion and Personality in a Conversational Agent
		+ Gene Ball
		+ Jack Bresse
	8 The Automated Design of Believable Dialogues for Animated Presentation Teams
		+ Elisabeth Andre
		+ Thomas Rist
		+ Susanne van Mulken
		+ Martin Klesen
		+ Stephen Baldes
	9 Parameterized Action Representation for Virtual Human Agents
		+ Norman I. Badler
		+ Rama Bindiganavale
		+ Jan Allbeck
		+ William Schuler
		+ Liwei Zhao
		+ Martha Palmer
III Evaluation
	10 Developing and Evaluating Conversational Agents
		+ Dominic W. Massaro
		+ Michael M. Cohen
		+ Jonas Beskow
		+ Ronald A. Cole
	11 Designing and Evaluating Conversational Interfaces with Animated Characters
		+ Sharon Oviatt
		+ Bridget Adams
	12 Measurement and Evaluation of Embodied Conversational Agents
		+ Gregory A. Sanders
		+ Jean Scholtz
	13 Truth Is Beauty: Researching Embodied Conversational Agents
		+ Clifford Nass
		+ Katherine Isbister
		+ Eun-Ju Lee
%X Embodied conversational agents are computer-generated cartoonlike characters
that demonstrate many of the same properties as humans in face-to-face
conversation, including the ability to produce and respond to verbal and
nonverbal communication. They constitute a type of (a) multimodal interface
where the modalities are those natural to human conversation: speech, facial
displays, hand gestures, and body stance; (b) software agent, insofar as they
represent the computer in an interaction with a human or represent their human
users in a computational environment (as avatars, for example); and (c)
dialogue system where both verbal and nonverbal devices advance and regulate
the dialogue between the user and the computer. With an embodied conversational
agent, the visual dimension of interacting with an animated character on a
screen plays an intrinsic role. Not just pretty pictures, the graphics display
visual features of conversation in the same way that the face and hands do in
face-to-face conversation among humans.
   This book describes research in all aspects of the design, implementation,
and evaluation of embodied conversational agents as well as details of specific
working systems. Many of the chapters are written by multidisciplinary teams of
psychologists, linguists, computer scientists, artists, and researchers in
interface design. The authors include Elisabeth Andre, Norm Badler, Gene Ball,
Justine Cassell, Elizabeth Churchill, James Lester, Dominic Massaro, Cliff
Nass, Sharon Oviatt, Isabella Poggi, Jeff Rickel, and Greg Sanders.

%M E.Chatty.99
%0 EDITED BOOK
%W http://www.wkap.nl/book.htm/0-412-83520-7
%T Engineering for Human-Computer Interaction
%E Stephane Chatty
%E Prasun Dewan
%D 1999
%I Kluwer Academic Publishers
%S Seventh IFIP Conference on Engineering for Human-Computer Interaction
%P 392
%C Heraklion, Greece
%G ISBN 0-412-83520-7
%Y 1: Interaction Techniques
2: Applications
3: Formal Specification
4: CSCW
5: Task Based Design
6: Evaluation
7: Software Architecture
8: Development Process
9: Tools for Design
10: Workshops

%M E.Chen.2001
%0 EDITED BOOK
%T Human Computer Interaction: Issues and Challenges
%E Qiyang Chen
%D 2001
%I Idea Group Publishing
%P 300
%G ISBN 1-878289-91-8
%Y Introduction: Designing Effective Human-Computer Interaction
1. Interface Design: an Embedded Process
2. User Interface Development Throughout the System Development Lifecycle
3. From HCI to Interaction Design
4. Intelligent Agents Supporting the Social Construction of Knowledge in a Learning Environment
5. A Modeling Methodology for Intelligent Agents: An Electronic Commerce Application
6. Courseware and its Possible Evolution Through the Use of Agent Technology
7. Intelligent Software Agents in Electronic Commerce: A Socio-Technical Perspective
8. Knowledge Engineering in Adaptive Interface and User Modeling
9. Application of a Cognitive Model of Collaboration to a User Interface
10. Structure- and Content-Based Retrieval for XML documents
11. MESH: A Model-Based Approach to Hypermedia Design
12. User Considerations in Electronic Commerce Transactions
13. Computer Supported Social Networking Based on Email Exchange
14. The Cultural Aesthetic of Virtual Reality: Simulation or Transparency?
15. HCI: the Next Step Towards Optimization of Computer Assisted Surgical Planning, Intervention and Training (CASPIT)

%M E.Chidambaram.2001
%0 EDITED BOOK
%T Our Virtual World: The Transformation of Work, Play and Life via Technology
%E Laku Chidambaram
%E Ilze Igurs
%D 2001
%I Idea Group Publishing
%P 264
%G ISBN 1-878289-92-6
%Y 1. Introduction
	2. Going Virtual: The Driving Forces and Arrangements
WORK IN THE VIRTUAL WORLD
	3. Am I Doing What's Expected? New Member Socialization in Virtual Groups
	4. How Are You Going to Keep Them in the Classroom After They've Seen MTV? Online Education in a Virtual World
	5. Meeting Current Challenges for Virtually Collocated Teams: Participation, Culture, and Integration
	6. Succeeding in the Virtual World: How Relationships Add Value on the Web
PLAY IN THE VIRTUAL WORLD
	7. Online Poker and the Individuals Who Play It
	8. Online Recreation and Play in Organizational Life: The Internet as Virtual Contested Terrain
	9. Play's the Thing...on the Web!
LIFE IN THE VIRTUAL WORLD
	10. Citizens and Spokesmen: Politics and Personal Impression on the Web
	11. The Virtual Community: Building on Social Structure, Relations and Trust to Achieve Value
	12. Sloan 2001: A Virtual Odyssey
	13. The Search for a New Identity: Post-organ Transplant Recipients and the Internet
	14. Conclusion


%M E.Christie.85 11/7/90 gp
%0 EDITED BOOK
%T Human Factors of the User-System Interface:
a report on an ESPRIT preparatory study
%E Bruce Christie
%P 272
%G ISBN 0-44487832-7
%D 1985
%C Amsterdam
%I North-Holland

%M E.Churchill.2001
%0 EDITED BOOK
%G ISBN 1-85233-244-1
%I Springer-Verlag
%D 2001
%T Collaborative Virtual Environments
%E Elizabeth F. Churchill
%E David N. Snowdon
%E Alan J. Munro
%P 304
%Y
Section 1: Collaborative Virtual Environments (CVEs): Histories, Perspectives and Issues
	Collaborative Virtual Environments: Digital Places and Spaces for Interaction
Section 2: Technical Issues and System Challenges
	Extending the Limits of Collaborative Virtual Environments
	System Challenges for Collaborative Virtual Environments
	Understanding the Network Requirements of Collaborative Virtual Environments
Section 3: Bodies, Presences and Interactions
	"He's Behind You": The Experience of Presence in Shared Virtual Environments
	All that is Solid Melts into Software: Collaborative Virtual Environments Using Symbolic Acting
	Virtually Missing the Point: Configuring CVEs for Workplace Interaction
Section 4: Sharing Context in CVEs - Or "I Know What I See, but What Do You See?"
	How Not to be Objective
	Supporting Flexible Roles in a Shared Space
Section 5: So, Now We're in a CVE, What do we Do?
	Designing Interactive Collaborative Environments
	Collaborative Scientific Research Across Distances: The Nanomanipulator Environment
	Tele-Immersive Collaboration in the CAVE Research Network
Section 6: The Emerging and Existing Cultures of CVE Communities
	Designing an Emergent Culture of Negotiation in Collaborative Virtual Communities: The Case of the DomeCity Simulation
	Waterfall Glen: Social Virtual Reality at Work
	The Role of the Personal in Social Workspaces: Experiences from Working in AlphaWorld

%M E.Cipolla.99
%0 EDITED BOOK
%D 1999
%T Computer Vision for Human-Computer Interaction
%E Roberto Cipolla
%E Alexander Pentland
%P 300
%I Cambridge University Press
%G ISBN 0-521-62253-0
%Y Foreword: Out of Sight, Out of Mind
	+ N. Negroponte
Preface
1. Smart Rooms: Machine Understanding of Human Behavior
	+ A. P. Pentland
2. GestureComputer -- History, Design and Applications
	+ C. Maggioni
	+ B. Kammerer
3. Human Reader: A Vision-Based Man-Machine Interface
	+ K. Mase
4. Visual Sensing of Humans for Active Public Interfaces
	+ K. Waters
	+ J. Rehg
	+ M. Loughlin
	et al
5. A Human-Robot Interface using Pointing with Uncalibrated Stereo Vision
	+ R. Cipolla
	+ N. J. Hollinghurst
6. Tracking Faces
	+ A. H. Gee
	+ R. Cipolla
7. Towards Automated, Real-time, Facial Animation
	+ B. Bascle
	+ A. Blake
	+ J. Morris
8. Interfacing through Visual Pointers
	+ C. Colombo
	+ A. Del Bimbo
	+ S. De Magistris
9. Monocular Tracking of the Human Arm in 3D
	+ E. Di Bernardo
	+ L. Goncalves
	+ P. Perona
10. Looking at People in Action An Overview
	+ Y. Yacoob
	+ L. Davis
	+ M. Black
	et al
11. A Framework for Gesture Generation and Interpretation
	+ J. Cassell
12. Model-Based Interpretation of Faces and Hand Gestures
	+ C. J. Taylor
	+ A. Lanitis
	+ T. F. Cootes
	et al
13. Recognition of Hand Signs from Complex Backgrounds
	+ J. J. Weng
	+ Y. Cui
14. Probabilistic Models of Verbal and Body Gestures
	+ C. Bregler
	+ S. M. Omohundro
	+ M. Covell
	et al
15. Looking at Human Gestures
	+ M. Yachida
	+ Y. Iwai
Acknowledgements
Bibliography
List of contributors

%M E.Collis.96 ?? duplicate in abooks
%0 EDITED BOOK
%T Children and Computers in School
%E Betty Collis
%E Gerald Knezek
%E Kwok-Wing Lai
%E Keiko Miyashita
%D 1996
%P 149
%I Lawrence Erlbaum Associates
%G ISBN 0-80582073-6

%M E.Coombs.81 11/4/90 gp/bs
%0 EDITED BOOK
%T Computing Skills and the User Interface
%P 499
%G ISBN 0-12186520-7
%E M. J. Coombs
%E J. L. Alty
%D 1981
%C New York, NY
%I Academic Press

%M E.Curtis.81 11/4/90 gp/bs
%0 EDITED BOOK
%T Tutorial: Human Factors in Software Development
%E Bill Curtis
%D 1981
%P 641
%C Los Angeles, CA
%I IEEE Computer Society Press

%M E.Curtis.85 4/27/92 gp/rmb
%0 EDITED BOOK
%T Tutorial: Human Factors in Software Development
%O Second Edition
%E Bill Curtis
%G ISBN 0-81860577-4
%P 730
%D 1985
%C Los Angeles, CA
%I IEEE Computer Society Press

%M E.Cypher.93 9/25/93
%0 EDITED BOOK
%T Watch What I Do: Programming by Demonstration
%E Allen Cypher
%E Daniel C. Halbert
%E David Kurlander
%E Henry Lieberman
%E David Maulsby
%E Brad A. Myers
%E Alan Turransky
%D 1993
%P 672
%C Cambridge, MA
%I MIT Press
%G ISBN 0-262-03213-9
%W http://lieber.www.media.mit.edu/people/lieber/PBE/
%Y Foreword by Alan Kay
Introduction: Bringing Programming to End Users
	+ Allen Cypher
I. SYSTEMS
1. Pygmalion: An Executable Electronic Blackboard
	+ David Canfield Smith
2. Tinker: A Programming by Demonstration System for Beginning Programmers
	+ Henry Lieberman
3. A Predictive Calculator
	+ Ian H. Witten
4. Rehearsal World: Programming by Rehearsal
	+ William F. Finzer
	+ Laura Gould
5. SmallStar: Programming by Demonstration in the Desktop Metaphor
	+ Daniel C. Halbert
6. Peridot: Creating User Interfaces by Demonstration
	+ Brad A. Myers
7. Metamouse: An Instructible Agent for Programming by Demonstration
	+ David Maulsby
	+ Ian H. Witten
8. TELS: Learning Text Editing Tasks from Examples
	+ Ian H. Witten
	+ Dan Mo
9. Eager: Programming Repetitive Tasks by Demonstration
	+ Allen Cypher
10. Garnet: Uses of Demonstrational Techniques
	+ Brad A. Myers
11. The Turvy Experience: Simulating an Instructible Interface
	+ David Maulsby
12. Chimera: Example-Based Graphical Editing
	+ David Kurlander
13. The Geometer's Sketchpad: Programming by Geometry
	+ R. Nicholas Jackiw
	+ William F. Finzer
14. Tourmaline:Text Formatting by Demonstration
	+ Brad A. Myers
15. A History-Based Macro by Example System
	+ David Kurlander
	+ Steven Feiner
16. Mondrian: A Teachable Graphical Editor
	+ Henry Lieberman
17. Triggers: Guiding Automation with Pixels to Achieve Data Access
	+ Richard Potter
18. The AIDE Project: An Application-Independent Demonstrational Environment
	+ Philippe P. Piernot
	+ Marc P. Yvon
II. COMPONENTS
19. A History of Editable Graphical Histories
	+ David Kurlander
	+ Steven Feiner
20. Graphical Representation and Feedback in a PBD System
	+ Francesmary Modugno
	+ Brad A. Myers
21. PBD Invocation Techniques: A Review and Proposal
	+ David S. Kosbie
	+ Brad A. Myers
22. A System-Wide Macro Facility Based on Aggregate Events: A Proposal
	+ David S. Kosbie
	+ Brad A. Myers
23. Making Programming Accessible to Visual Problem Solvers
	+ Henry Lieberman
24. Using Voice Input to Disambiguate Intent
	+ Alan Turransky
III. PERSPECTIVES
25. Characterizing PBD Systems
	+ Allen Cypher
	+ David S. Kosbie
	+ David Maulsby
26. Demonstrational Interfaces: A Step Beyond Direct Manipulation
	+ Brad A. Myers
27. Just-in-time Programming
	+ Richard Potter
IV. APPENDICES
A. A Programming by Demonstration Chronology: 23 Years of Examples
	+ David Maulsby
	+ Alan Turransky
B. A Test Suite for Programming by Demonstration
	+ Richard Potter
	+ David Maulsby
C. Glossary
	+ Brad A. Myers
	+ David Maulsby
Bibliography
Contributors
Index

%M E.Day.96
%0 BOOK
%T Computer, Communication and Mental Models
%E Donald L. Day
%E Diane K. Kovacs
%D 1996
%P 96
%G ISBN 0-7484-0543-7
%I Taylor & Francis
%Y
Preface: Computerised tools as intermediaries in the communication of mental maps
1: The Communication Process
	1. Human-computer-human interaction: how computers affect interpersonal communication
		+ Rodney Fuller
	2. Designing for cognitive communication: epistemic fidelity or mediating collaborative inquiry?
		+ Jeremy Roschelle
	3. Computer-mediated interpersonal communication: the HCHI approach
		+ Lajos Balint
2: Knowledge Representation
	4. Mapping the mapper John Wood
		+ Paul Taylor
	5. Mapping spatial cognition with computers
		+ Phil Moose
		+ Teri Stueland
		+ Krista Kern
		+ Tom Gentry
3: Cooperative Work
	6. The world view of collaborative tools
		+ Munir Mandviwalla
	7. Computer-based simulation models for problem-solving: communicating problem understandings
		+ Ray Paul
		+ Peter Thomas
	8. The effects of combining interactive graphics and text in computer-mediated small group decision-making
		+ Jozsef Toth
Postscript: A convergence of disciplines

%M E.Druin.98
%0 BOOK
%T The Design of Children's Technology; How We Design,
What We Design and Why
%E Allison Druin
%D 1998
%I Morgan Kaufmann Publishers
%G ISBN 1-55860-507-X
%P 270
%Y
Preface: Beginning a Discussion about Kids, Technology, and Design
	+ Allison Druin
I: The Design Process
1: The Role of Usability Research in Designing Children's Computer Products
	+ Libby Hanna
	+ Kirsten Risden
	+ Mary Czerwinski
	+ Kristin J. Alexander
2: Kids as Informants: Telling us What We Didn't Know or Confirming What We Already Knew
	+ Mike Scaife
	+ Yvonne Rogers
3: Children as Our Technology Design Partners
	+ Allison Druin
	+ Ben Bederson
	+ Angela Boltman
	+ Adrian Miura
	+ Debby Knotts-Callahan
	+ Mark Platt
4: Designing Collaborative Applications for Classroom Use: The LiNC Project
	+ Jurgen Koenemann
	+ John M. Carroll
	+ Clifford A. Shaffer
	+ Mary Beth Rosson
	+ Marc Abrams
5: The Role of the Media Researcher in the Design of Children's Media
	+ Debra Lieberman
6: Children as Designers, Testers, and Evaluators of Educational Software: HCI From a Different Perspective
	+ Yasmine B. Kafai
II: The Technology of Children
7: Constructional Design: Creating New Constructions Kits for Kids
	+ Mitchel Resnick
	+ Amy Bruckman
	+ Fred Martin
8: Children as Digital Motion Picture Authors
	+ Ronald Baecker
	+ Ilona Posner
9: Making Programming Easier for Children
	+ David Canfield Smith
	+ Allen Cypher
10: Helping Children Learn Hard Things: Computer Programming with Familiar Objects and Actions
	+ Ken Kahn
11: Middle Tech: Blurring the Division Between High and Low Tech in Education
	+ Mike Eisenberg
	+ Ann Eisenberg

%M E.Druin.2000
%0 EDITED BOOK
%T Robots for Kids: Exploring New Technologies for Learning
%E Allison Druin
%E James Hendler
%D 2000
%I Morgan Kaufmann Publishers
%P 350
%G ISBN 1-55860-597-5
%Y
I - NEW ROBOT TECHNOLOGIES FOR KIDS
1 - To Mindstorms and Beyond: Evolution of a Construction Kit for Magical Machines
2 - Robot Entertainment
3 - PETS: A Personal Electronic Teller of Stories
4 - Bolts from the Blue: How Large Dreams Can Become Real Products
II - INNOVATIVE APPROACHES TO USING ROBOTS FOR EDUCATION
5 - Teaching Diverse Learners Using Robotics
6 - Technological Prayers: Parents and Children Exploring Robotics and Values
7 - "So That'S what Pi is for!" and Other Epiphanies from Hands-on Robotics
8 - Eat, Sleep, Robotics
9 - RoboCamp: One Hands-On Week of Exploring Science Through Robotics
III - FUTURE VISIONS
10 - The Landscape of Robots for Kids

%M E.Dunlop.91 5/6/93 gp
%0 EDITED BOOK
%T Computerization and Controversy: Value Conflicts and Social Choices
%E Charles Dunlop
%E Rob Kling
%D 1991
%C San Diego, California
%I Academic Press
%G ISBN 0-12-224-356-0; QA 76.9 C66 C6377

%M E.Durrett.87 11/4/90 gp/bs
%0 EDITED BOOK
%T Color and the Computer
%E H. John Durrett
%D 1987
%P 299
%G ISBN 0-12225210-1
%C New York
%I Academic Press

%M E.Durso.99
%0 EDITED BOOK
%G ISBN 0-471-97765-9, OCLC 40142976
%T Handbook of Applied Cognition
%E Francis T. Durso
%E Raymond S. Nickerson
%E Roger W. Schvaneveldt
%E Susan T. Dumais
%E D. Stephen Lindsay
%E Michelene T. H. Chi
%I John Wiley & Sons
%P 881
%D 1999
%N 27
%Y 1. OVERVIEWS
2. BUSINESS AND INDUSTRY
3. COMPUTERS AND TECHNOLOGY
4. INFORMATION AND INSTRUCTION
5. HEALTH AND LAW

%M E.Earnshaw.01
%0 EDITED BOOK
%G ISBN 1-85233-238-7
%T Frontiers in Human-Centred Computing, Online Communities and Virtual Environment
%E Rae Earnshaw
%E Richard Guedj
%E Andries van Dam
%E John Vince
%I Springer-Verlag
%D 2001
%P 504
%Y
VIRTUAL ENVIRONMENTS:
	A Review
		+ John Vince
	The Role of Virtual Humans in Virtual Environment Technology and Interfaces
		+ Daniel Thalmann
	Perceptual User Interfaces
		+ Matthew Turk
	Guidelines for Telepresence and Shared Virtual Environments
		+ Rae Earnshaw
AUGMENTED REALITY AND MOBILE COMPUTING:
	Mobile Augmented Reality as an Example of a Complex and Demanding Human-Centred System
		+ Simon Julier
		+ Steven Feiner
		+ Larry Rosenblum
	Toward Tightly-Coupled Human Interfaces
		+ Thomas Furness
	Situation-Aware Mobile Assistance
		+ Thomas Kirste
DEVICES FOR DISPLAY AND INTERACTION:
	Devices for Display and Interaction
		+ Turner Wittted
	Technologies for Virtual Reality/Tele-Immersion Applications: Issues of Research in Image Display and Global Networking
		+ Tom DeFanti
		+ Dan Sandin
		+ Maxine Brown
		+ Dave Pape
		+ Josephine Anstey
		+ Mike Bogucki
		et al
FUTURE INTERFACES:
	Post-Wimp User Interfaces: The Human Connection
		+ Andries van Dam
	Supporting Creativity with Advanced Information-Abundant User Interfaces
		+ Ben Shneiderman
	Virtual Spaces Revive Real World Interaction
		+ Luc Julia
		+ Jehan Bing
		+ Adam Cheyer
	An HCI Agenda for the Next Millennium: Emergent Global Intelligence
		+ John Thomas
APPLICATIONS AND TOOLS: \
	The Impossible 'Killer App': Catalyst for Change
		+ David Arnold
	3D Data Visualization Components on the Web -- Results from AVS'involvement in several EC ESPRIT Research Projects
		+ Mikael Jern
	Creating a Shared Reality for Research and Education through Networked Virtual Reality
		+ Judith Brown
ONLINE COMMUNITIES:
	Usability, Sociability, Theory and Methods
		+ Jenny Preece
	Collaboration and Shared Virtual Environments -- From Metaphor to Reality
		+ David Leevers
	On the Need for Cultural Representation in Interactive Systems
		+ Sudhir Mudur
	Internet Security from Diverse Viewpoints
		+ Christoph Busch
FOUNDATIONS FOR INTERACTION:
	Why Performance Always Comes Last in Interactive Systems Design and What to do about it
		+ William Newman

%M E.Edmonds.92 1/1/93 lo
%0 EDITED BOOK
%T The Separable User Interface
%E Ernest Edmonds
%D 1992
%P 371
%C London, England
%I Academic Press
%S Computers and People Series
%G ISBN 0-12-232150-2
%Y PART 1 INTRODUCTION (5-18)
The Emergence of the Separable User Interface (5-18)
	+ E. A. Edmonds
PART 2 EARLY WORK (19-72)
A Graphical Technique for Numerical Input (21-28) (1968)
	+ W. M. Newman
A System for Interactive Graphical Programming (29-44) (1968)
	+ W. M. Newman
On the Use of Transition Diagrams in the Design of a User Interface for an Interactive Computer System (45-58) (1969)
	+ D. L. Parnas
Specification and Design of Dialogue Systems with State Diagrams (59-72) (1977)
	+ E. Denert
PART 3 FIRST GENERATION USER INTERFACE SYSTEMS (73-128)
BRIDGE: An Interactive Dialogue-Generation Facility (75-86) (1975)
	+ W. Stallings
The Man-Machine Interface -- A New Approach (87-96) (1977)
	+ P. K. C. Maher
	+ H. V. Bell
Language Facilities for Programming User-Computer Dialogues (97-128) (1978)
	+ J. M. Lafuente
	+ D. Gries
PART 4 USER INTERFACE SPECIFICATION FOR SEPARABILITY (129-182)
Adaptive Man-Computer Interfaces (131-148) (1981)
	+ E. A. Edmonds
Modelling User Interface-Application Interactions (149-166) (1989)
	+ W. D. Hurley
	+ J. L. Sibert
Propositional Production Systems for Dialogue Description (167-182) (1990)
	+ D. R. Olsen, Jr.
PART 5 ARCHITECTURES (183-280)
The Man-Machine Interface: A Note on Concept and Design (185-194) (1982)
	+ E. A. Edmonds
A Report on Dialogue Specification Tools (195-210) (1985)
	+ M. Green
The Run-Time Structure of UIMS-Supported Applications (211-226) (1987)
	+ J. R. Dance
	+ T. E. Granor
	+ R. D. Hill
	+ S. E. Hudson
	+ J. D. Meads
	+ B. A. Myers
	+ A. Schulert
Localization of Application Knowledge in Incremental Development of User Interfaces (227-238) (1990)
	+ P. D. Gray
	+ C. A. Wood
	+ A. C. Kilgour
The User interface Management System DIAMANT (239-260) (1990)
	+ B. Trefz
	+ J. Ziegler
An Architecture for Knowledge-Based Front Ends (261-270) (1990)
	+ E. A. Edmonds
	+ E. McDaid
Back-End Manager: An Interface Between a Knowledge-Based Front End and its Application Subsystem (271-280)
PART 6 PRACTICAL ISSUES OF SEPARABILITY (281-343)
Report on the Interface of the UIMS to the Application (283-294) (1985)
	+ G. Enderle
Application Modelling in a User Interface Management System (295-312) (1986)
	+ J. L. Alty
	+ P. Mckell
Implementation of a Program's Designer Model (313-330) + P. Szekely
	(1988)
A Case Study of User Interface Management System Development and Application (331-343) (1989)
	+ J. M. Mannheimer
	+ R. C. Burnett
	+ J. A. Wallers
PART 7 LOOKING BACKWARDS (AND FORWARDS) (345-356)
The Separable User Interface: A Conversation
	+ W. M. Newman
	+ E. A. Edmonds
Bibliography
Index

%M E.Ehrich.86 11/4/90 gp/bs
%0 EDITED BOOK
%S Advances in Human Factors/Ergonomics
%T Human-Computer Dialogue Design
%E R. W. Ehrich
%E R. C. Williges
%D 1986
%V 2
%C Amsterdam
%I Elsevier Science Publishers
%G ISBN 0-444-42567-5
%K DESIGN Specification IMPLEMENTATION
%Y 1	Multidisciplinary Research in Human-Computer Dialogue Design
2	Introducing Dialogue Management
3	Dialogue Management as Part of Software Engineering Methodology
4	The Dialogue Author
5	Role of Language in Human-Computer Interfaces
6	Integrated Tools for Program Construction
7	Using Speech in the Human-Computer Interface
8	Using Models of Editing Command Selection
9	User Assistance in Human-Computer Interfaces
10	Human-Computer Communication for Dynamic Task Allocation
11	Human-Computer Dialogue Design and Research Issues

%M E.Engestrom.96
%0 EDITED BOOK
%T Cognition and Communication at Work
%E Yrjo Engestrom
%E David Middleton
%D 1996
%I Cambridge University Press
%G ISBN 0-521-44104-8
%Y 1. Introduction: Studying work as mindful practice
	+ Yrjo Engestrom
	+ David Middleton
2. Distributed cognition in an airline cockpit
	+ Edwin Hutchins
	+ Tove Klausen
3. Constituting shared workspaces
	+ Lucy Suchman
4. Seeing as situated activity: Formulating planes
	+ Charles Goodwin
	+ Marjorie Harness Goodwin
5. Convergent activities: Line control and passenger information on the London Underground
	+ Christian Heath
	+ Paul Luff
6. Users and designers in mutual activity: An analysis of cooperative activities in systems design
	+ Susanne Bodker
	+ Kaj Gronboek
7. System disturbances as springboard for development of operators' expertise
	+ Leena Norros
8. Expert and novice differences in cognition and activity: A practical work activity
	+ Edith A. Laufer
	+ Joseph Glick
9. The tensions of judging: Handling cases of driving under the influence of alcohol in Finland and California
	+ Yrjo Engestrom
10. Talking work: Argument, common knowledge, and improvisation in teamwork
	+ David Middleton
11. The collective construction of scientific genius
	+ Chandra Mukerji
12. Experience and the collective nature of skill
	+ Harley Shaiken
13. Working together: Symbolic interactionism, activity theory, and information systems
	+ Susan Leigh Star
14. On the ethnography of cooperative work
	+ Arne Raeithel

%M E.Engestrom.99 todo find end of contents
%0 EDITED BOOK
%T Perspectives on Activity Theory
(Learning in Doing Social, Cognitive and Computational Perspectives)
%E Yrjo Engestrom
%E Reijo Miettinen
%E Raij Punamaki
%D 1999
%I Cambridge University Press
%G ISBN 0-52143730-X
%Y PART 1: THEORETICAL ISSUES
1. Activity Theory and Individual and Social Transformation
	+ Yrjo Engestrom
2. The Content and Unsolved Problems of Activity Theory
	+ Vassily V. Davydov
3. Knowledge as Shared Procedures
	+ Stephen Toulmin
4. Activity Theory in a New Era
	+ Vladimir A. Letkorsky
5. Society Versus Context in Individual Development: Does Theory Make a Difference
	+ Charles W. Tolman
6. Cultural Psychology: Some General Principles and a Concrete Example
	+ Michael Cole
7. Laws, Logics and Human Activity
	+ Antti Eskola
8. Collapse, Creation and Continuity in Europe -- How Do People Change
	+ Yrjo-Paavo Hayrynen
9. Activity Theory and the Concept of Integrative Levels
	+ Ethel Tobach
10 The Relevance to Psychology of Antonio Gramsci's Ideas on Activity and Common Sense
	+ Francesco Paolo Colucci
PART II: LANGUAGE AND ITS ACQUISITION
11. The Expanded Dialogic Sphere: Writing Activity and Authoring of Self in Japanese Classrooms
	+ Yuji Moro
12. Improvement of School Ch

%M E.Finn.97
%0 EDITED BOOK
%E Kathleen E. Finn
%E Abigail J. Sellen
%E Sylvia B. Wilbur
%T Video-Mediated Communication
%S Computers, Cognition, and Work
%D 1997
%G ISBN 0-8058-2288-7 [cloth]
%P 584
%I Lawrence Erlbaum Associates
%Y Part I: Foundations
	Introduction: An Overview of Video-Mediated Communication
		+ K. E. Finn
	The Role of Vision in Face-to-Face and Mediated Communication
		+ S. Whittaker
		+ B. O'Conaill
	Technology Constraints of Video-Mediated Communication
		+ J. S. Angiolillo
		+ H. E. Blanchard
		+ E. W. Israelski
		+ A. Man'e
	Making Sense of the Findings: Common Vocabulary Leads to the Synthesis Necessary for Theory Building
		+ G. M. Olson
		+ J. S. Olson
Part II: Findings
	Assessing Video-Mediated Communication: A Comparison of Different Analytic Approaches
		+ A. J. Sellen
	Characterizing, Predicting, and Measuring Video-Mediated Communication: A Conversational Approach
		+ B. O'Conaill
		+ S. Whittaker
	The Impact of VMC on Collaborative Problem Solving: An Analysis of Task Performance, Communicative Process, and User Satisfaction
		+ A. H. Anderson
		+ C. O'Malley
		+ G. Doherty-Sneddon
		+ S. Langton
		+ A. Newlands
		+ J Mullin
		+ A. M. Fleming
		+ J. Van der Velden
	Face-to-Face Group Work Compared to Remote Group Work With and Without Video
		+ J. S. Olson
		+ G. M. Olson
		+ D. Meader
	Studying Video-Based Collaboration in Context: From Small Workgroups to Large Organizations
		+ E. A. Isaacs
		+ J. C. Tang
	Channel Overload as a Driver for Adoption of Desktop Video for Distributed Group Work
		+ C. Rudman
		+ R. Hertz
		+ C. Marshall
		+ E. Dykstra-Erickson
	Video in Support of Organizational Talk
		+ A. J. Sellen
		+ R. Harper
	Rant and RAVE: Experimental and Experiential Accounts of a Media Space
		+ V. Bellotti
		+ P. Dourish
	The Media Space
		+ S. Harrison
		+ S. Bly
		+ S. Anderson
		+ S. Minneman
	Sharing Faces, Places, and Spaces: The Ontario Telepresence Project Field Studies
		+ G. Moore
	Reconfiguring Media Space: Supporting Collaborative Work
		+ C. Heath
		+ P. Luff
		+ A. J. Sellen
Part III: Design
	Models and Metaphors for Video-Mediated Communication
		+ S. B. Wilbur
	Living in Augmented Reality: Ubiquitous Media and Reactive Environments
		+ W. A. S. Buxton
	Interfaces for Multiparty Videoconferences
		+ W. A. S. Buxton
		+ A. J. Sellen
		+ M. C. Sheasby
	Group Space: The Role of Video in Multipoint Videoconferencing and Its Implications for Design
		+ A. Man'e
	Virtual Meeting Rooms
		+ J. R. Ensor
	Iterative Design of Seamless Collaboration Media
		+ H. Ishii
		+ M. Kobayashi
		+ K. Arita
		+ T. Yagi
Part IV: The Future
	Informal Communications Reexamined: New Functions for Video in Supporting Opportunistic Encounters
		+ E. A. Isaacs
		+ S. Whittaker
		+ D. Frohlich
		+ B. O'Conaill
	Video-As-Data: Technical and Social Aspects of a Collaborative Multimedia Application
		+ B. A. Nardi
		+ A. Kuchinsky
		+ S. Whittaker
		+ R. Leichner
		+ H. Schwarz
	Supporting Videoconferencing on the Internet
		+ J. Crowcroft
	Prospects for Videotelephony
		+ R. E. Kraut
		+ R. S. Fish

%M E.Forsyth.97
%0 EDITED BOOK
%T Human Factors and Web Development
%G ISBN 0-8058-2823-0 [cloth] 0-8058-2824-9 [paper]
%I Lawrence Erlbaum Associates
%D 1997
%P 288
%E Chris Forsythe
%E Eric Grose
%E Julie Ratner
%Y
Introduction
	+ Deborah J. Mayhew
Part I: Perspectives From Psychology
	The Use of Investigatory Responses as a Measure of Learning and Memory
		+ C. P. Seltzer
	Visual Information Processing on the World Wide Web
		+ W. Marks
		+ C. L. Dulaney
	Discourse Process and Its Relevance to the Web
		+ J. P. Magliano
		+ M. C. Schleich
		+ K. K. Millis
	Human Navigation
		+ Leslie A. Whitaker
Part II: Web User Populations
	Children's Online Environments
		+ Allison Druin
		+ M. Platt
	Designing Web Pages and Applications for People With Disabilities
		+ Lila Laux
	The World Wide Web as a Teaching Resource
		+ P. Burden
		+ J. Davies
	Easing the Learning Curve for Novice Web Users
		+ Julie Ratner
Part III: Web Design Guidelines and Development Processes
	Using Web and Traditional Style Guides to Design Web Interfaces
		+ Eric Grose
		+ Chris Forsythe
		+ Julie Ratner
	Page Design Guidelines Developed Through Usability Testing
		+ Jose A. Borges
		+ Israel Morales
		+ Nestor J. Rodriguez
	Human Factors Methodology for Designing Web Sites
		+ Pawan R. Vora
Part IV: Web Research and Development
	Web User Interface Development at Oracle Corporation
		+ Anna M. Wichansky
		+ Geroge Hackman, Jr.
	Web Usability Research at Microsoft Corporation
		+ A. Kanerva
		+ K. Keeker
		+ K. Risden
		+ E. Schuh
		+ Mary Czerwinski
	Creating Content for Both Paper and the Web
		+ Gavin S. Lew
		+ Robert M. Schumacher
		+ Richard C. Omanson
	The Ten Golden Rules for Providing Video Over the Web or 0% of 2.4M (at 270k/sec, 340 sec remaining)
		+ C. Johnson
Part V: Collaboration and Visualization
	Graphics Design on the Web
		+ E. N. Wiebe
		+ J. E. Howe
	Collaborative Interfaces for the Web
		+ Saul Greenberg
	A Zooming Web Browser
		+ Ben B. Bederson
		+ James D. Hollan
		+ J. Stewart
		+ D. Rogers
		+ D. Vick
		+ L. Ring
		+ Eric Grose
		+ Chris Forsythe

%M E.Frakes.92 3/22/93 gp
%0 EDITED BOOK
%T Information Retrieval: Data Structures and Algorithms
%E William B. Frakes
%E Ricardo Baeza-Yates
%D 1992
%P 504
%C Englewood-Cliffs, New Jersey
%I Prentice Hall
%G ISBN 0-13-463837-9; QA 76.9 D351543 1992
%Y INTRODUCTION
1.	Introduction to Information Storage and Retrieval Systems (1)
2.	Introduction to Data Structures and Algorithms Related to Information Retrieval (13)
FILE STRUCTURES
3.	Inverted Files (28)
4.	Signature Files (44)
5.	New Indices for Text: PAT Tree and PAT Arrays (66)
6.	File Organization for Optical Disks (83)
TERM AND QUERY OPERATIONS
7.	Lexical Analysis and Stoplists (102)
8.	Stemming Algorithms (131)
9.	Thesaurus Construction (161)
10.	String Search Algorithms (219)
11.	Relevance Feedback and Other Query Modification Techniques (241)
DOCUMENT OPERATIONS
12.	Boolean Operations (264)
13.	Hashing Algorithms (293)
14.	Ranking Algorithms (363)
15.	Extended Boolean Models (393)
16.	Clustering Algorithms (419)
HARDWARE
17.	Special-Purpose Hardware for Information Retrieval (443)
18.	Parallel Information Retrieval Algorithms (459)
Index (498-504)

%M E.Galeg.90 ?? dup in abooks
%0 EDITED BOOK
%T Intellectual Teamwork: Social and Technological Foundations of Cooperative
Work
%G ISBN 0-80580533-8; 0-80580534-6 (pbk.)
%P 542
%E Jolene Rae Galegher
%E Robert E. Kraut
%E Carmen Egido
%D 1990
%C Hillsdale, NJ
%I Lawrence Erlbaum Associates

%M E.Galer.92 9/12/92 ss
%0 EDITED BOOK
%T Methods and Tools in User-Centred Design for Information Technology
%S Human Factors in Information Technology, 9
%E Margaret Galer
%E Susan Harker
%E Jurgen Ziegler
%D 1992
%N 14
%P 437
%C Amsterdam
%I North-Holland
%I Elsevier Science Publishers
%G ISBN 0-444-89301-6; QA 76.9 S88M44 1992
%Y 1.	Introduction (1-10)
	+ Margaret Galer
	+ Susan Harker
SECTION 1 -- SUPPORTING THE DESIGN PROCESS FROM CONCEPTION TO USE
2.	Human Factors Tools for Designers of Information Technology Products (13-42)
	+ Gordon Allison
	+ Bernard Cattarall
	+ Marc Dowd
	+ Margaret Galer
	+ Martin Maguire
	+ Bronwen Taylor
3.	An Ergonomics Framework for User Activity Centred Software Design (43-92)
	+ Francois Jeffroy
	+ Isabelle Lambert
4.	The SANE Toolkit for Cognitive Modelling and User-Centred Design (93-125)
	+ Tom Bosser
	+ Elke-Maria Melchior
5.	Product Usability (127-175)
	+ Nadia Bertaggia
	+ Gianni Montagnini
	+ Francesco Novara
	+ Oronzo Parlangeli
6.	The Computer Human Factors Database (177-200)
	+ Kathryn Phillips
	+ Margaret Galer
SECTION 2 -- DEVELOPMENTS IN INTERFACE DESIGN
7.	Design of Dialogues for Human-Computer Interaction (203-236)
	+ Peter Haubner
8.	Direct Manipulation User Interface (237-279)
	+ Claus Gorner
	+ Paulus Vossen
	+ Jurgen Ziegler
9.	Design and Evaluation of Applications with Speech Interfaces -- Experimental Results and Practical Guidelines (281-297)
	+ Floris van Nes
10.	Multimedia Interfaces (299-315)
	+ Franz Koller
SECTION 3 -- SOFTWARE TOOLS TO SUPPORT USER-CENTRED DESIGN
11.	DIAMANT -- A User Interface Management System for Object-Oriented Interfaces (319-343)
	+ Bernhard Trefz
12.	INTUIT: A Computer Assisted Software Engineering Support for User-Centred Design (345-370)
	+ Fred Russell
	+ Phil Pettit
	+ Simon Elder
SECTION 4 -- EXEMPLAR OF THE APPLICATION OF USER-CENTRED DESIGN
13.	Developing Intelligent Decision Support Systems Through User-Centred Design: A Managerial Planning Application (373-412)
	+ Lambros Laios
	+ Nikos Marmaras
	+ Maria Giannacourou
SECTION 5 -- CONCLUSIONS
14.	Human Factors in the I.T. Software Design Process -- The Way Forward (415-426)
	+ Susan Harker
	+ Ken Eason
	+ Jurgen Ziegler
List of Abbreviations and Acronyms (427)
Author Index (431)
Subject Index (435)

%M E.Gardner.87 11/7/90 gp
%0 EDITED BOOK
%T Applying Cognitive Psychology to User-Interface Design
%E Margaret M. Gardner
%E Bruce Christie
%P 372
%G ISBN 0-471-91184-4
%D 1987
%C Chichester, England
%I John Wiley & Sons

%M E.Gardner-Bonneau.99
%0 EDITED BOOK
%T Human Factors and Voice Interactive Systems
%E Daryle Gardner-Bonneau
%G ISBN 0-7923-8467-9
%P 336
%D 1999
%I Kluwer Academic Publishers
%S Kluwer International Series in Engineering and Computer Science
%W http://www.wkap.nl/book.htm/0-7923-8467-9
%Y 1. Speech User Interface Evolution
	+ J. Karat
	et al
2. Spoken Natural Language Dialogue Systems: User Interface Issues for the Future
	+ S. J. Boyce
3. Evaluating the Quality of Synthetic Speech
	+ A. L. Francis
	+ H. C. Nusbaum
4. Phonological Rules for Speech Synthesis
	+ M. Divay
5. Synthesized Speech for Evaluation of Children's Hearing and Acoustic-Phonetic Perception
	+ M. Gosy
6. Universal Access and Assistive Technology
	+ J. C. Thomas
	et al
7. Guidelines for Speech-Enabled IVR Application Design
	+ D. Gardner-Bonneau
8. Limiting Factors of Automated Telephone Dialogues
	+ D. G. Novick
	et al
9. Why Do People Dial Wrong Numbers?
	+ A. M. Lund
10. Re-Engineering the Speech Menu
	+ B. Balentine
11. IVR for Banking and Residential Telephone Subscribers Using Stored Messages Combined with a New Number-to-Speech Synthesis Method
	+ G. Olaszy
	+ G. Nemeth
12. Voice Messaging User Interface
	+ H. E. Blanchard
	+ S. H. Lewis
13. A New Design Framework for Computer-Telephony Integration (CTI)
	+ M. J. Lindeman
14. The Future of Voice Interactive Applications
	+ D. Gardner-Bonneau

%M E.Giagnocavo.97
%0 EDITED BOOK
%T Child Safety on the Internet
%E Gregory Giagnocavo
%E Vince Distefano
%Q Staff of Classroom Connect
%D 1997
%P 296
%I Prentice Hall
%S Computer Books
%G ISBN 0-13-569468-X
%Y Intro: Making the Net Safe
1. The Internet's Dark Side
2. Dangerous Minds
3. Common Sense Protection
4. Netiquette
5. Acceptable Use Policies
6. Commercial Online Services
7. Information Literacy
8. Internet Town Watch
9. Become a Computer Detective
10. Police the Net
A. Acceptable Use Policies
B. Information Literacy
C. Electronic Frontier Foundation
D. Protecting Children with Surfwatch
Directory
Glossary

%M E.Gibbs.90 poltrock/grudin ?? see page 102 of Poltrock/Grudin CHI'94 tutorial
%D 1990
%0 EDITED BOOK
%T Multi-User Interfaces and Applications
%E S. Gibbs
%G ISBN 0-44488760-1
%P 389
%E A. A. Verrijn-Stuart
%C Amsterdam
%I North-Holland
%O IFIP WG8.4 Conference Proceedings

%M E.Goldberg.00
%0 EDITED BOOK
%T The Robot in the Garden -- Telerobotics and Telepistemology in the Age of
the Internet
%S Leonardo Books
%E Ken Goldberg
%D 2000
%P 330
%I MIT Press
%G ISBN 0-262-07203-3
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262072033
%Y 1. Introduction: The Unique Phenomenon of a Distance
		+ Ken Goldberg
	2. Eden by Wire: Webcameras and the Telepresent Landscape
		+ Thomas J. Campanella
I Philosophy
	3. Telepistemology: Descartes's Last Stand
		+ Hubert Dreyfus
	4. Vicariousness and Authenticity
		+ Catherine Wilson
	5. Information, Nearness, and Farness
		+ Albert Borgmann
	6. Acting at a Distance and Knowing from Afar: Agency and Knowledge on the Internet
		+ Jeff Malpas
	7. Telerobotic Knowledge: A Reliabilist Approach
		+ Alvin Goldman
II Art, History, and Critical Theory
	8. The Speed of Light and the Virtualization of Reality
		+ Martin Jay
	9. To Lie and to Act: Potemkin's Villages, Cinema, and Telepresence
		+ Lev Manovich
	10. Dialogical Telepresence and Net Ecology
		+ Eduardo Kac
	11. Presence, Absence, and Knowledge in Telerobotic Art
		+ Machiko Kusahara
	12. Exposure Time, the Aura, and Telerobotics
		+ Marina Grzinic
	13. The History of Telepresence: Automata, Illusion, and the Rejection of the Body
		+ Oliver Grau
III Engineering, Interface, and System Design
	14. Feeling Is Believing: A History of Telerobotics
		+ Blake Hannaford
	15. Tele-Embodiment and Shattered Presence: Reconstructing the Body for Online Interaction
		+ John Canny
		+ Eric Paulos
	16. Being Real: Questions of Tele-Identity
		+ Judith Donath
	17. Telepistemology, Mediation, and the Design of Transparent Interfaces
		+ Michael Idinopulos
IV Postscript
	18. The Film and the New Psychology (1945)
		+ Maurice Merleau-Ponty
%X The Robot in the Garden initiates a critical theory of telerobotics and
introduces telepistemology, the study of knowledge acquired at a distance. Many
of our most influential technologies, the telescope, telephone, and television,
were developed to provide knowledge at a distance. Telerobots, remotely
controlled robots, facilitate action at a distance. Specialists use telerobots
to explore actively environments such as Mars, the Titanic, and Chernobyl.
Military personnel increasingly employ reconnaissance drones and telerobotic
missiles. At home, we have remote controls for the garage door, car alarm, and
television (the latter a remote for the remote).
   The Internet dramatically extends our scope and reach. Thousands of cameras
and robots are now accessible online. Although the role of technical mediation
has been of interest to philosophers since the seventeenth century, the
Internet forces a reconsideration. As the public gains access to telerobotic
instruments previously restricted to scientists and soldiers, questions of
mediation, knowledge, and trust take on new significance for everyday life.
   Telerobotics is a mode of representation. But representations can
misrepresent. If Orson Welles's "War of the Worlds" was the defining moment for
radio, what will be the defining moment for the Internet? As artists have
always been concerned with how representations provide us with knowledge, the
book also looks at telerobotics' potential as an artistic medium.
   The seventeen essays, by leading figures in philosophy, art, history, and
engineering, are organized into three sections: Philosophy; Art, History, and
Critical Theory; and Engineering, Interface, and System Design.

%M E.Gram.96
%0 EDITED BOOK
%T Design Principles for Interactive Software
%E Christian Gram
%E Gilbert Cockton
%I Chapman & Hall
%G ISBN 0-41272470-7
%D 1996
%P 248
%Y Preface
1. The Context of Interactive Systems Development
2. External Properties: the User's Perspective
3. Internal Properties: The Software Developer's Perspective
4. Software Architecture Models
5. Tools and Materials
6. Example: Interface for Air Traffic Controllers
7. Conclusions
Appendix A Glossary
Appendix B Summary Tables

%M E.GreenE.93
%0 EDITED BOOK
%T Gendered by Design?
Information Technology and Office Systems
%D 1996
%E Eileen Green
%E Jenny Owes
%E Den Pain
%P 224
%I Taylor & Francis
%G ISBN 0-7484-0092-3 (paper) 0-7484-0091-5 (cloth)

%M E.Green.93 1/1/93 lo
%0 EDITED BOOK
%T The Psychology of Computer Use
%E T. R. G. Green
%E S. J. Payne
%E G. C. van der Veer
%D 1983
%P 225
%C London, England
%I Academic Press
%S Computers and People Series
%G ISBN 0-12-297420-4
%Y Introduction (1-16)
	+ T. R. G. Green
	+ S. J. Payne
	+ G. C. van der Veer
PSYCHOLOGY OF USING COMPUTERS (17-88)
Why Systems Transparency? (19-28)
	+ S. Maass
What Kind of "Dialogue" is it When Working with a Computer? (29-40)
	+ L. Pinsky
Graphs are Not Straightforward (41-56)
	+ J. Preece
Computer-Aided Problem Solving with Graphical Display of Information (57-68)
	+ B. Senach
Naming Commands: An Analysis of Designers' Naming Behaviour (69-88)
	+ A. H. Joergensen
	+ P. Barnard
	+ N. Hammond
	+ I. Clark
PSYCHOLOGY OF PROGRAMMING (89-214)
A Model of the Understanding of a Program and its Impact on the Design of the Programming Language GRADE (91-106)
	+ H. E. Sengler
Individual Differences and Aspects of Control Flow Notations (107-120)
	+ G. C. van der Veer
	+ G. J. E. van de Wolde
Problem Solving by Novice Programmers (121-142)
	+ H. Kahney
Analysis of Beginners' Problem-Solving Strategies in Programming (143-158)
	+ J.-M. Hoc
Program Development Studies Based on Diaries (159-170)
	+ P. Naur
Multi-Style Dialogues and Control Independence in Interactive Software (171-190)
	+ S. Hagglund
	+ R. Tibell
The Evaluation of a Programming Support Environment (191-214)
	+ A. T. Arblasser

%M E.Greenberg.91 poltrock/grudin ??
%0 EDITED BOOK
%T Computer Supported Cooperative Work and Groupware
%E Saul Greenberg
%P 423
%D 1991
%G ISBN 0-12299220-2
%C London
%I Academic Press

%M E.Grefenstette.98
%0 EDITED BOOK
%T Cross-Language Information Retrieval
%E Gregory Grefenstette
%S Kluwer International Series on Information Retrieval
%P 200
%I Kluwer Academic Publishers
%G ISBN 0-7923-8122-X
%D 1998
%Y 1. The Problem of Cross-Language Information Retrieval
	+ G. Grefenstette
2. On the Effective Use of Large Parallel Corpora in Cross-Language Text Retrieval
	+ M. W. Davis
3. Statistical Methods for Cross-Language Information Retrieval
	+ L. Ballesteros
	+ W .B. Croft
4. Distributed Cross-Lingual Information Retrieval
	+ C. Fluhr
	et al
5. Automatic Cross-Language Information Retrieval Using Latent Semantic Indexing
	+ M. L. Littman
	et al
6. Mapping Vocabularies Using Latent Semantics
	+ D. A. Evans
	et al
7. Cross-Language Information Retrieval: A System for Comparable Corpus Querying
	+ E. Picchi
	+ C. Peters
8. A Language Conversion Front-End for Cross-Language Information Retrieval
	+ Y. Kiyoshi
	et al
9. The SYSTRAN NLP Browser: An Application of Machine Translation Technology in Cross-Language Information Retrieval
	+ D. A. Gachot
	et al
10. A Weighted Boolean Model for Cross-Language Text Retrieval
	+ D. Hull
11. Building a Large Multilingual Test Collection from Comparable News Documents
	+ P. Sheridan
	et al
12. Evaluating Cross-Language Text Filtering Effectiveness
	+ D. W. Oard
	+ B. J. Dorr

%M E.Greif.88 4/27/92 gp/rmb
%0 EDITED BOOK
%T Computer-Supported Cooperative Work: A Book of Readings
%E Irene Greif
%D 1988
%P 793
%C San Mateo, California
%I Morgan Kaufmann Publishers
%G ISBN 0-934613-57-5, OCLC 17842050
%O Reviewed in SIGCHI Bulletin, 21:2, 1989, 125-128
%Y Early Visions
Early Research Projects
Related Technologies
Domain-Specific Coordination Support
Support for Meetings
Technology
Recent Theoretical Approaches
Empirical Studies

%M E.Guedj.80 11/4/90 gp/bs
%0 EDITED BOOK
%T Methodology of Interaction: Seillac II
%E Richard A. Guedj
%E P. J. W. Hagen
%E F. R. A. Hopgood
%E H. A. Tucker
%E D. A. Duce
%D 1980
%P 408
%G ISBN 0-44485479-7
%C Amsterdam
%I North-Holland

%M E.Haller.99
%0 EDITED BOOK
%T Computational Models of Mixed-Initiative Interaction
%E Susan Haller
%E Susan McRoy
%E Alfred Kobsa
%D 1999
%P 404
%G ISBN 0-7923-5572-5
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-7923-5572-5
%Y What is Initiative?
	+ R. Cohen
	et al
An Evidential Model for Tracking Initiative in Collaborative Dialogue Interactions
	+ J. Chu-Carroll
	+ M. K. Brown
An Analysis of Initiative Selection in Collaborative Task-Oriented Discourse
	+ C. I. Guinn
COLLAGEN: A Collaboration Manager for Software Interface Agents
	+ C. Rich
	+ C. Sidner
Lifelike Pedagogical Agents for Mixed-initiative Problem Solving in Constructivist Learning Environments
	+ J. C. Lester
	et al
Mixed-Initiative Issues in an Agent-Based Meeting Scheduler
	+ A. Cesta
	+ D. d'Aloisi
Exploring Mixed-Initiative Dialogue Using Computer Dialogue Simulation
	+ M. Ishizaki
	et al
A Computational Mechanism for Initiative in Answer Generation
	+ N. Green
	+ S. Carberry
User-Tailored Planning of Mixed Initiative Information-Seeking Dialogues
	+ A. Stein
	et al
An Approach to Mixed Initiative Spoken Information Retrieval Dialogue
	+ E. Hagen
%O Reprinted from User Modeling and User-Adapted Interaction, 8:3-4; 9:1-2

%M E.Hamilton.90
%0 EDITED BOOK
%T Simulation and the User Interface
%E Ian Hamilton
%E Andrew Life
%D 1990
%I Taylor & Francis
%P 272
%G ISBN 0-85066-803-4

%M E.Harrison.90 5/14/92 gp
%0 EDITED BOOK
%T Formal Methods in Human-Computer Interaction
%S Cambridge Series on Human-Computer Interaction
%E Michael Harrison
%E Harold Thimbleby
%D 1990
%P 323
%C Cambridge, UK
%I Cambridge University Press
%G ISBN 0-521-37202-X
%Y 1	The Role of Formal Methods in Human-Computer Interaction (1-8)
	+ Michael Harrison
	+ Harold Thimbleby
2	HCI Formalisms and Cognitive Psychology: The Case of Task-Action Grammar (9-62)
	+ Franz Schiele
	+ Thomas Green
3	Putting Design into Practice: Formal Specification and The User Interface (63-96)
	+ Roger Took
4	Non Determinism as a Paradigm for Understanding the User Interface (97-127)
	+ Alan Dix
5	A State Model of Direct Manipulation in Interactive Systems (129-151)
	+ Michael Harrison
	+ Alan Dix
6	Specification, Analysis and Refinement of Interactive Processes (153-200)
	+ Bernard Sufrin
	+ Jifeng He
7	From Abstract Models to Functional Prototypes (201-232)
	+ Colin Runciman
8	Designing Abstractions for Communication Control (233-271)
	+ Gilbert Cockton
9	Structuring Dialogues using CSP (273-295)
	+ Heather Alexander
Bibliography (297-316)
Index (317-323)

%M E.Hartson.85 11/4/90 gp/bs
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Advances in Human-Computer Interaction
%E H. Rex Hartson
%D 1985
%V 1
%N 9
%P 296
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%G ISBN 0-89391-244-1; ISSN 0748-8602
%W http://www.intellectbooks.com/authors/hartson/hci1.htm
%Y 1	Usability Specifications as a Tool in Iterative Development (1-28)
	+ John M. Carroll
	+ Mary Beth Rosson
2	Developmental Theory as a Framework for Studying Human-Computer Interaction (29-48)
	+ John Whiteside
	+ Dennis Wixon
3	Human Factors: An Exploration of the Psychology of Human-Computer Dialogues (49-104)
	+ Daniel K. Simes
	+ Patricia A. Sirsky
4	A Model Programming Environment (105-132)
	+ Ben Shneiderman
5	Voice Communication with Computers (133-160)
	+ Christopher Schmandt
6	Executable Interface Definitions Using Form-Based Interface Abstractions (161-190)
	+ Philip J. Hayes
7	The Role of Prototypes in the User Software Engineering (USE) Methodology (191-210)
	+ Anthony I. Wasserman
	+ David T. Shewmake
8	An Executable Specification Technique for Describing Human-Computer Interaction (211-242)
	+ Robert J. K. Jacob
9	A SUPERvisory Methodology And Notation (SUPERMAN) for Human-Computer System Development (243-282)
	+ Tamer Yunten
	+ H. Rex Hartson

%M E.Hartson.88 11/4/90 gp/bs
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Advances in Human-Computer Interaction
%E H. Rex Hartson
%E Deborah Hix
%D 1988
%V 2
%N 9
%P 384
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%G ISBN 0-89391-428-2; ISSN 0748-8602
%W http://www.intellectbooks.com/authors/hartson/hci2.htm
%Y 1	Human Factors and Artificial Intelligence (1-44)
	+ John C. Thomas
2	Interface Design and Evaluation -- Semiotic Implications (45-100)
	+ Mihai Nadin
3	The Problem of Levels and Automatic Response Generation in a "Let's Talk About It" Strategy (101-127)
	+ Kemal Efe
4	Measuring the Utility of Application Software (128-158)
	+ Andrew M. Cohill
	+ David M. Gilfoil
	+ John V. Pilitsis
5	The Gift of Good Design Tools (159-174)
	+ Tom Carey
6	Design and Implementation of an Object-Oriented User Interface Management System (175-213)
	+ John L. Sibert
	+ William D. Hurley
	+ Teresa W. Bleser
7	A System for Evaluating Screen Formats: Research and Application (214-286)
	+ Thomas S. Tullis
8	User Performance with Command, Menu, and Iconic Interfaces (287-315)
	+ John Whiteside
	+ Dennis Wixon
	+ Sandy Jones
9	An Examination of the Research Evidence for Computer-Based Instruction (316-367)
	+ Theodore M. Shlechter

%M E.Hartson.93 4/27/93 gp
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Advances in Human-Computer Interaction
%E H. Rex Hartson
%E Deborah Hix
%D 1993
%V 3
%N 8
%P 304
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%G ISBN 0-89391-751-6; ISSN 0748-8602
%W http://www.intellectbooks.com/authors/hartson/hci3.htm
%Y 1	A New Era for High Precision Touchscreens (1-33)
	+ Andrew Sears
	+ Catherine Plaisant
	+ Ben Shneiderman
2	The User Interface: The Poor Relation in Structured Methods (34-68)
	+ Dermot P. Browne
	+ Robert Summersgill
	+ Phil Stradling
3	Evaluating the Thinking Aloud Technique for Use by Computer Scientists (69-82)
	+ Jakob Nielsen
4	Where East Meets West: Bridging the Gap between Anthropology and Computer Science (83-104)
	+ Richard A. Wagner
	+ David Levinson
	+ David Jank
5	Designing a Scholars' Electronic Library: The Interaction of Human Factors and Computer Science Tasks (105-142)
	+ Martha J. Lindeman
	+ J. Charles Crabb
	+ John R. Bonneau
	+ Vera Fosnot Wehrli
6	Hypermedia: Design for Browsing (143-183)
	+ Bernice T. Glenn
	+ Mark H. Chignell
7	User Support: Considerations, Features, and Issues (184-228)
	+ Alison Lee
8	ITS Tools for Application Development (229-276)
	+ Stephen J. Boies
	+ William E. Bennett
	+ John D. Gould
	+ Sharon L. Greene
	+ Charles Wiecha

%M E.Hartson.93 4/27/93 gp
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Advances in Human-Computer Interaction
%E H. Rex Hartson
%E Deborah Hix
%D 1993
%V 4
%N 8
%P 304
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%W http://www.intellectbooks.com/authors/hartson/hci4.htm
%G ISBN 0-89391-934-9; ISSN 0748-8602
%Y 1	Sequential Experimentation in Human-Computer Interface Design (1-30)
	+ Robert C. Williges
	+ Beverly H. Williges
	+ Sung H. Han
2	Extending the Task-Artifact Framework: Scenario-Based Design of Smalltalk Applications (31-57)
	+ Mary Beth Rosson
	+ John M. Carroll
3	User Modeling as Machine Identification: New Design Methods for HCI (58-86)
	+ Harold Thimbleby
	+ Ian H. Witten
4	Supporting Design Rationales in User Interface Toolkits (87-109)
	+ Tom Carey
	+ Roger Spall
5	State of the Art in User Interface Software Tools (110-150)
	+ Brad A. Myers
6	Eye-Movement-Based Human-Computer Interaction Techniques: Toward Non-Command Interfaces (151-190)
	+ Robert J. K. Jacob
7	Recognition-Based User Interfaces (191-250)
	+ James R. Rhyne
	+ Catherine G. Wolf
8	From Desktop Audio to Mobile Access: Opportunities for Voice in Computing (251-284)
	+ Christopher Schmandt

%M E.Hegner.01
%0 EDITED BOOK
%T Intelligent Help Systems for UNIX
%E Stephen J. Hegner
%E Paul Mc Kevitt
%E Peter Norvig
%E Robert L. Wilensky
%D 2001
%P 424
%G ISBN 0-7923-6641-7
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-7923-6641-7
%O Reprinted from Artificial Intelligence Review, 14:1-5
%Y
Part I: Intelligent Help Systems for UNIX: Computational Models and Systems
An Intelligent Human-Computer Interface for Provision of On-Line Help
	+ J. Jerrams-Smith
Virtues and Problems of an Active Help System for UNIX
	+ M. Virvou
	et al
The Berkeley UNIX Consultant Project
	+ R. Wilensky
	et al
The OSCON Operating System Consultant
	+ P. McKevitt
USCSH: An Active Intelligent Assistance System
	+ M. Matthews
	et al
Part II: Intelligent Help Systems for UNIX: Planning and Knowledge Representation
The SINIX Consultant - Towards a Theoretical Treatment of Plan Recognition
	+ M. Hecking
Plan Realization for Complex Command Interaction in the UNIX Help Domain
	+ S. J. Hegner
An Assumption-based Truth Maintenance System in Active Aid for UNIX Users
	+ J. Jones
	et al
What Do You Know about Mail? Knowledge Representation in the SINIX Consultant
	+ C. Kemke
Part III: Intelligent Help Systems for UNIX: Natural Language Dialogue
Planning Intelligent Responses in a Natural Language System
	+ D. N. Chin
Strategies for Expressing Concise, Helpful Answers
	+ D. N. Chin
Evaluating Plan Recognition Systems: Three Properties of a Good Explanation
	+ J. Mayfield
Representing UNIX Domain Metaphors
	+ J. H. Martin
Using Justification Patterns to Advise Novice UNIX Users
	+ A. Quilici

%M E.Helander.88 11/4/90 gp/bs
%0 EDITED BOOK
%T Handbook of Human-Computer Interaction
%E Martin Helander
%D 1988
%P 1167
%C Amsterdam
%I North-Holland
%G ISBN 0-444-70536-8, OCLC 18415785; ISBN 0-444-88673-7 (paper); QA 76.9.H85H36
%W http://www.hcibib.org/ftp/helander.bib
%K Task Dialogue Device Adaptive Screen Display GENERAL Lifecycle
DESIGN Psych Guidelines Prototype Specification
IMPLEMENTATION Guidance Windows EVALUATION Empirical Model
%Y I	Models and Theories of Human-Computer Interaction
II	User Interface Design
III	Individual Differences and Training
IV	Applications of Computer Technology
V	Tools for Design and Evaluation
VI	Artificial Intelligence
VII	Psychological and Organizational Issues
Author Index
Subject Index

%M E.Helander.97
%0 EDITED BOOK
%T Handbook of Human-Computer Interaction
%E Martin Helander
%E Thomas K. Landauer
%E Prasad V. Prabhu
%D 1997
%N 62
%P 1582
%C Amsterdam
%I North-Holland
%I Elsevier Science Publishers
%G ISBN 0-444-81862-6 (cloth), OCLC 36900878; 0-444-81876-6 (paper); LC: QA76.9.H85; Dewey: 004/.01/9
%O Second Edition
%Y I Issues, Theories, Models and Methods in HCI
1 Human-Computer Interaction: Background and Issues
	+ Raymond S. Nickerson
	+ Thomas K. Landauer
2 Information Visualization
	+ James D. Hollan
	+ Benjamin B. Bederson
	+ Jonathan I. Helfman
3 Mental Models and User Models
	+ Robert B. Allen
4 Model-Based Optimization of Display Systems
	+ Misha Pavel
	+ Albert J. Ahumada, Jr.
5 Task Analysis, Task Allocation and Supervisory Control
	+ Thomas B. Sheridan
6 Models of Graphical Perception
	+ Gerald Lee Lohse
7 Using Natural Language Interfaces
	+ William C. Ogden
	+ Philip Bernick
8 Virtual Environments as Human-Computer Interfaces
	+ Stephen R. Ellis
	+ Durand R. Begault
	+ Elizabeth M. Wenzel
9 Behavioral Research Methods in Human-Computer Interaction
	+ Thomas K. Landauer
II Design and Development of Software Systems
10 How To Design Usable Systems
	+ John D. Gould
	+ Stephen J. Boies
	+ Jacob Ukelson
11 Participatory Practices in the Software Lifecycle
	+ Michael J. Muller
	+ Jean Hallewell Haslwanter
	+ Tom Dayton
12 Design for Quality-in-use: Human-Computer Interaction Meets Information Systems Development
	+ Pelle Ehn
	+ Jonas Lowgren
13 Ecological Information Systems and Support of Learning: Coupling Work Domain Information to User Characteristics
	+ Annelise Mark Pejtersen
	+ Jens Rasmussen
14 The Role of Task Analysis in the Design of Software
	+ Robin Jeffries
15 The Use of Ethnographic Methods in Design and Evaluation
	+ Bonnie A. Nardi
16 What do Prototypes Prototype?
	+ Stephanie Houde
	+ Charles Hill
17 Scenario-Based Design
	+ John M. Carroll
18 International Ergonomic HCI Standards
	+ Ahmet Cakir
	+ Wolfgang Dzida
III User Interface Design
19 Graphical User Interfaces
	+ Aaron Marcus
20 The Role of Metaphors in User Interface Design
	+ Dennis C. Neale
	+ John M. Carroll
21 Direct Manipulation and Other Lessons
	+ David M. Frohlich
22 Human Error and User-Interface Design
	+ Prasad V. Prabhu
	+ Girish V. Prabhu
23 Screen Design
	+ Thomas S. Tullis
24 Design of Menus
	+ Kenneth R. Paap
	+ Nancy J. Cooke
25 Color and Human-Computer Interaction
	+ David L. Post
26 How Not to Have to Navigate Through Too Many Displays
	+ David D. Woods
	+ Jennifer C. Watts
IV Evaluation of HCI
27 The Usability Engineering Framework for Product Design and Evaluation
	+ Dennis Wixon
	+ Chauncey Wilson
28 User-Centered Software Evaluation Methodologies
	+ John Karat
29 Usability Inspection Methods
	+ Robert A. Virzi
30 Cognitive Walkthroughs
	+ Clayton Lewis
	+ Cathleen Wharton
31 A Guide to GOMS Model Usability Evaluation using NGOMSL
	+ David Kieras
32 Cost-Justifying Usability Engineering in the Software Life Cycle
	+ Clare-Marie Karat
V Individual Differences and Training
33 From Novice to Expert
	+ Richard E. Mayer
34 Computer Technology and the Older Adult
	+ Sara J. Czaja
35 Human Computer Interfaces for People with Disabilities
	+ Alan F. Newell
	+ Peter Gregor
36 Computer-Based Instruction
	+ Ray E. Eberts
37 Intelligent Tutoring Systems
	+ Albert T. Corbett
	+ Kenneth R. Koedinger
	+ John R. Anderson
VI Multimedia, Video and Voice
38 Hypertext and its Implications for the Internet
	+ Pawan R. Vora
	+ Martin G. Helander
39 Multimedia Interaction
	+ John A. Waterworth
	+ Mark H. Chignell
40 A Practical Guide to Working with Edited Video
	+ Wendy A. Kellogg
	+ Rachel K. E. Bellamy
	+ Mary Van Deusen
41 Desktop Video Conferencing: A Systems Approach
	+ Jonathan K. Kies
	+ Robert C. Williges
	+ Beverly H. Williges
42 Auditory Interfaces
	+ William W. Gaver
43 Design Issues for Interfaces using Voice Input
	+ Candace Kamm
	+ Martin Helander
44 Applying Speech Synthesis to User Interfaces
	+ Murray F. Spiegel
	+ Lynn Streeter
45 Designing Voice Menu Applications for Telephones
	+ Monica A. Marics
	+ George Engelbeck
VII Programming, Intelligent Interface Design and Knowledge-Based Systems
46 Expertise and Instruction in Software Development
	+ Mary Beth Rosson
	+ John M. Carroll
47 End-User Programming
	+ Michael Eisenberg
48 Interactive Software Architecture
	+ Dan R. Olsen, Jr.
49 User Aspects Of Knowledge-Based Systems
	+ Yvonne Waern
	+ Sture Hagglund
50 Paradigms for Intelligent Interface Design
	+ Emilie M. Roth
	+ Jane T. Malin
	+ Debra L. Schreckenghost
51 Knowledge Elicitation for the Design of Software Agents
	+ Guy A. Boy
52 Decision Support Systems: Integrating Decision Aiding And Decision Training
	+ Wayne W. Zachary
	+ Joan M. Ryder
53 Human Computer Interaction Applications for Intelligent Transportation Systems
	+ Thomas A. Dingus
	+ Andrew W. Gellatly
	+ Stephen J. Reinach
VIII Input Devices and Design of Work Stations
54 Keys and Keyboards
	+ James R. Lewis
	+ Kathleen M. Potosnak
	+ Regis L. Magyar
55 Pointing Devices
	+ Joel S. Greenstein
56 Ergonomics of CAD Systems
	+ Holger Luczak
	+ Johannes Springer
57 Design of the Computer Workstation
	+ Karl H. E. Kroemer
58 Work-related Disorders and the Operation of Computer VDT's
	+ Mats Hagberg
	+ David Rempel
IX CSCW and Organizational Issues in HCI
59 Research on Computer Supported Cooperative Work
	+ Gary M. Olson
	+ Judith S. Olson
60 Organizational Issues in Development and Implementation of Interactive Systems
	+ Jonathan Grudin
	+ M. Lynne Markus
61 Understanding the Organisational Ramifications of Implementing Information Technology Systems
	+ Ken Eason
62 Psychosocial Aspects of Computerized Office Work
	+ Michael J. Smith
	+ Frank T. Conway

%M E.Hopgood.86 11/4/90 gp
%0 EDITED BOOK
%T Methodology of Window Management
%G ISBN 0-38716116-3
%P 250
%O proceedings of an Alvey workshop at Cosener's House, Abingdon, UK, April 1985
%E F. Hopgood
%E A. Robert
%D 1986
%C Berlin
%I Springer-Verlag
%K IMPLEMENTATION Windows Dialogue

%M E.Huhns.97
%0 EDITED BOOK
%T Readings in Agents
%E Michael N. Huhns
%E Munindar P. Singh
%I Morgan Kaufmann Publishers
%D 1997
%G ISBN 1-55860-495-2
%P 520
%Y Chapter 1 Agents and Multiagent Systems: Themes, Approaches, and Challenges
Chapter 2 Applications
Chapter 3 Architectures and Infrastructure
Chapter 4 Models of Agency

%M E.Jacobson.99
%0 EDITED BOOK
%T Information Design
%E Robert Jacobson
%D 1999
%G ISBN 0-262-10069-X
%I MIT Press
%P 373
%W http://mitpress.mit.edu/book-home.tcl?isbn=026210069X
%Y Foreword
		+ Richard Saul Wurman
	1 Introduction: Why Information Design Matters
		+ Robert Jacobson
I Theoretical Foundations of Information Design
	2 Information Design: The Emergence of a New Profession
		+ Robert E. Horn
	3 Chaos, Order, and Sense-Making: A Proposed Theory for Information Design
		+ Brenda Dervin
	4 Human-Centered Design
		+ Mike Cooley
	5 Sign-Posting Information Design
		+ Romedi Passini
II   The Practice of Information Design
	6 The Uniqueness of Individual Perception
		+ Roger Whitehouse
	7 Information Design in Informal Settings: Museums and Other Public Spaces
		+ C. G. Screven
	8 Graphic Tools for Thinking, Planning, and Problem Solving
		+ Yvonne M. Hansen
	9 Visual Design in Three Dimensions
		+ Hal Thwaites
	10 Collaborative Informaiton Design: Seattle's Modern Odyssey
		+ Judy Anderson
III   Designing for the Technologies of Information
	11 Information Interaction Design: A Unified Field Theory of Design
		+ Nathan Shedroff
	12 Interactivity and Meaning
		+ Sheryl Macy
		+ Elizabeth Anderson
		+ John Krygier
	13 The Role of Ambiguity in Multimedia Experience
		+ Jim Gasperini
	14 Sculpting in Zeros and Ones
		+ Steve Holtzman
	15 Personal Reflections on the Development of Cyberspace
		+ Simon Birrell
Epilogue
	16 Rationalizing Information Representation
		+ Jef Raskin

%M E.Jordon.96
%0 EDITED BOOK
%T Usablity Evaluation in Industry
%E Patrick W. Jordan
%E Bruce Thomas
%E Bernard A. Weerdmeester
%E Ian McClelland
%D 1996
%I Taylor & Francis
%G ISBN 0-7484-0460-0 (paper) 0-7484-0314-0 (cloth)
%W http://www.taylorandfrancis.com/BOOKS/Ergonomics/ueii.htm
%P 224
%Y Introduction.
Part One: Elements of Usability.
	A Combined Effort in the Standardization to User Interface.
	Combining Data in the Evaluation of Product Usability.
Part Two:
	Selecting Evaluation Methods.
	Factors Affecting Methods and Techniques of Usability Evaluation.
	Information Ecologies, Experience and Ergonomics.
Part Three: Field Studies.
	Service Introduction and Evaluation.
	Observation as a Technique for Usability Evaluation.
	Field Based Prototyping.
Part Four:
	Informal Methods.
	Quick and Dirty Usability Tests.
	Effective Informal Methods.
Part Five: New Evaluation Methods.
	A Cost-Effective Methods for the "In the Field" Usability Evaluation.
	Private Camera Conversation: A New Methods for Eliciting User Responses.
Part Six:
	"Off the Shelf" Evaluation Methods.
	The Usability Checklist Approach Revisited.
	FACE: A Rapid Method for Evaluation User Interfaces.
Part Seven: Task Analysis.
	Hierarchical Task Analysis: An Overview.
	Task Analysis for Error Identification.
Part Eight: Issues Relating to Usability Evaluation.
	Performance Measurement and Ecological Evaluation.
	Seminar Discussions: Issues for Usability Evaluation in Industry.

%M E.Karat.91 2/17/94 gp
%0 EDITED BOOK
%T Taking Software Design Seriously: Practical Techniques for Human-Computer
Interaction Design
%E John Karat
%D 1991
%C New York
%I Academic Press
%P 357
%G ISBN 0-12397710-X

%M E.Karat.04
%0 EDITED BOOK
%T Designing Personalized User Experiences in eCommerce
%S Human-Computer Interaction Series, Vol. 5
%I Springer-Verlag
%E Clare-Marie Karat
%E Jan O. Blom
%E John Karat
%D 2004
%P 360
%G ISBN 1-4020-2147-X
%Y
1: INTRODUCTION AND OVERVIEW
1. Introduction and Overview
2: THEORETICAL, CONCEPTUAL AND ARCHITECTURAL FRAMEWORKS OF PERSONALIZATION
2. Personalizing Interaction
3. Towards Psychological Customization of Information for Individuals and Some Groups
4. Personalization and Trust
5. "I Didn't Buy it for Myself"
6. An Information Architecture Perspective on Personalization
7. E-Commerce Personalization and Real-Time Site Monitoring
3: RESEARCH ON THE DESIGN AND EVALUATION OF PERSONALIZED USER EXPERIENCES IN DIFFERENT DOMAINS
8. Personalized Electronic Banking Services
9. Personalized Ubiquitous Commerce
10. Self-Service, Personalization and Electronic Government
11. Creating an E-Commerce Environment where Consumers are Willing to Share Personal Information
12. Buyer Behavior in Personalized Shopping Environments
4: APPROACHES TO PERSONALIZATION THROUGH RECOMMENDER SYSTEMS
13. Supporting Travel Decision Making through Personalized Recommendation
14. Improving Collaborative Recommender Systems by Means of User Profiles
15. Personalized Presentation of Policies and Processes
16. Recommending as Personalized Teaching
5: LESSONS LEARNED AND FUTURE RESEARCH QUESTIONS
17. Impacts of User Privacy Preferences on Personalized Systems
18. Challenges for User-Centric Personalization research

%M E.Kiesler.97
%0 EDITED BOOK
%P 480
%D 1997
%T Culture of the Internet
%E Sara Kiesler
%I Lawrence Erlbaum Associates
%G ISBN 0-8058-1635-6 [cloth] 0-8058-1636-4 [paper]
%Y Part I: The Net As It Was and Might Become
	The Rise and Fall of Netville: The Saga of a Cyberspace Construction Boomtown in the Great Divide
		+ J. King
		+ R. E. Grinter
		+ J. M. Pickering
	Atheism, Sex, and Databases: The Net as a Social Technology
		+ L. Sproull
		+ S. Faraj
	Pornography in Cyberspace: An Exploration of What's in USENET
		+ M. D. Mehta
		+ D. E. Plaza
	BOX: Erotica on the Internet: Early Evidence From the HomeNet Trial
		+ J. Manning
		+ W. Scherlis
		+ S. Kiesler
		+ R. Kraut
		+ T. Mukhopadhyay
	From the Couch to the Keyboard: Psychotherapy in Cyberspace
		+ Y. M. Binik
		+ J. Cantor
		+ E. Ochs
		+ M. Meana
Part II: Electronic Groups
	Interpreting Soap Operas and Creating Community: Inside an Electronic Fan Culture
		+ N. K. Baym
	Mudding: Social Phenomena in Text-Based Virtual Realities
		+ P. Curtis
	Constructions and Reconstructions of Self in Virtual Reality: Playing in the MUDs
		+ S. Turkle
	Seeking Social Support: Parents in Electronic Support Group
		+ K. D. Mickelson
	An Electronic Group Is Virtually a Social Network
		+ B. Wellman
Part III: Power and Influence
	A Brave New World or a New World Order?
		+ C. R. Kedzie
	Conflict on the Internet
		+ P. J. Carnevale
		+ T. M. Probst
	BOX: Coordination, Control, and the Intranet
		+ R. Kling
Part IV: Computer-Supported Cooperative Work
	Electronic Brainstorming: Science Meets Technology in the Group Meeting Room
		+ T. Connolly
	Email Overload: Exploring Personal Information Management of Email
		+ S. Whittaker
		+ C. Sidner
	BOX: More That We Can Know: The Attentional Economics of Internet Use
		+ W. Thorngate
Part V: Networked Organizations
	The Kindness of Strangers: On the Usefulness of Electronic Weak Ties for Technical Advice
		+ D. Constant
		+ L. Sproull
		+ S. Kiesler
	Media Use in a Global Corporation: Electronic Mail and Organizational Knowledge
		+ R. E. Kraut
		+ P. Attewell
	Organizational Dimensions of Effective Digital Library Use: Closed Rational and Open Natural Systems Models
		+ L. Covi
		+ R. Kling
	The Internet in School: A Case Study of Educator Demand and Its Precursors
		+ J. W. Schofield
		+ A. Davidson
		+ J. E. Stocks
		+ G. Futoran
Part VI: Differences in Access and Usage
	Computer Networks and Scientific Work
		+ J. P. Walsh
		+ T. Bayma
	Computers and Connectivity: Current Trends
		+ T. K. Bikson
		+ C. W. A. Panis

%M E.Klemmer.89 11/4/90 gp/bs
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Ergonomics: Harness the Power of Human Factors in Your Business
%E Edmund T. Klemmer
%D 1989
%P 224
%C Norwood, NJ
%I Ablex Publishing
%W http://www.intellectbooks.com/authors/klemmer/harness.htm
%I Intellect
%G ISBN 0-89391-559-9

%M E.Kyng.97
%0 EDITED BOOK
%T Computers and Design in Context
%E Morten Kyng
%E Lars Mathiassen
%E Kristin Braa
%D 1997
%P 464
%I MIT Press
%G ISBN 0-262-11223-X
%Y http://mitpress.mit.edu/book-home.tcl?isbn=026211223X
%Y Introduction: Design in Context
	+ Morten Kyng
	+ Lars Mathiassen
1. Evolution, Not Revolution: Participatory Design in the Toolbelt Era
	+ Tamara Sumner
	+ Markus Stolze
2. Computer Use by Artists and Designers: Some Perspectives on Two Design Traditions
	+ Colin Beardon
	+ Sue Gollifer
	+ Christopher Rose
	et al
3. Three Levels of End-User Tailoring: Customization, Integration, and Extension
	+ Anders Morch
4. Design for Heterogeneity
	+ Kari Thoresen
5. What Kind of Car Is This Sales Support System? On Styles, Artifacts, and Quality-in-Use
	+ Pelle Ehn
	+ Theis Meggerle
	+ Odd Steen
	et al
6. Accounting for System Behavior: Representation, Reflection, and Resourceful Action
	+ Paul Dourish
7. Computers in Context -- But in Which Context?
	+ Torbjorn Naslund
8. Toward a Cooperative Experimental System Development Approach
	+ Kaj Gronbaek
	+ Morten Kyng
	+ Preben Mogensen
9. Designing Stakeholder Expectations in the Implementation of New Technology: Can We Ever Learn Our Lessons?
	+ Tom McMaster
	+ Mark C. Jones
	+ Trevor Wood-Harper
10. Back to Work: Renewing Old Agendas for Cooperative Design
	+ Jeanette Blomberg
	+ Lucy Suchman
	+ Randall Trigg
11. Design in Groups -- And All That Jazz
	+ Tone Bratteteig
	+ Erik Stolterman
12. Speech Acts On Trial
	+ Jan Ljungberg
	+ Peter Holm
13. Ethnocritical Heuristics for Reflecting on Work with Users and Other Interested Parties
	+ Michael J. Muller
14. An Information Systems Research Framework for the Organizational Laboratory
	+ Kristin Braa
	+ Richard Vidgen

%M E.Landow.93
%0 EDITED BOOK
%T The Digital Word: Text-Based Computing in the Humanities
%E George P. Landow
%E Paul Delany
%I MIT Press
%D 1993
%G ISBN 0-262-12176-X
%P 374
%W http://mitpress.mit.edu/book-home.tcl?isbn=026212176X

%M E.Larson.82 11/4/90 gp/bs
%0 EDITED BOOK
%T Tutorial: End User Facilities in the 1980's
%O initially presented at November 8-12, 1982 COMPSAC 82, the IEEE Computer Society's Sixth International Computer Software & Applications Conference
%P 503
%E James A. Larson
%D 1982
%C New York, NY
%I IEEE Computer Society Press
%O EHO 198-2

%M E.Laurel.90 4/26/92 gp
%0 EDITED BOOK
%T The Art of Human-Computer Interface Design
%E Brenda Laurel
%D 1990
%P 496
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-51797-3; OCLC 21332677
%Y
Interface Agents: Metaphors with Character
	+ Brenda Laurel
Working with Interface Metaphors
	+ Tom Erickson
Through the Looking Glass
	+ John Walker
Conversation as Direct Manipulation: An Iconoclastic View
	+ Susan E. Brennan
The Cyber-Punk: The Individual as Reality Pilot
	+ Timothy Leary
The Interpersonal, Interactive, Interdimensional Interface
	+ Timothy Leary
What's the Big Deal About Cyberspace?
	+ Howard Rheingold
Virtual Interface Environments
	+ Scott S. Fisher
Virtual Reality Systems
	+ Scott S. Fisher
The Right Way to Think About Software Design
	+ Theodore Holm Nelson
Managing the Mundane
	+ Allen Cypher
Lessons from Computer Game Design
	+ Chris Crawford
The 'Natural' Language of Interaction: A Perspective on Non-Verbal Dialogues
	+ William Buxton
User Interface: A Personal View
	+ Alan Kay
Hospital Corners
	+ Nicholas Negroponte
VIDEOPLACE and the Interface of the Future
	+ Myron Krueger
Narrative and the Interface
	+ Abbe Don
Gestures in Human-Computer Interaction
	+ Gordon Kurtenbach
	+ Eric Hulteen

%M E.Lieberman.06
%0 EDITED BOOK
%T End-User Development
%S Human-Computer Interaction Series, Vol. 9
%E Henry Lieberman
%E Fabio Paterno 
%E Volker Wulf
%I Springer-Verlag
%P 495
%D 2006
%G ISBN 1-4020-4220-5
%Y 1. End-User Development: an Emerging Paradigm
	+ H. Lieberman
	+ F. Paterno
	+ V. Wulf
2. Psychological Issues in End User Programming
	+ A. Blackwell
3. More Natural Programming Languages and Environments
	+ J. F. Pane
	et al
4. What makes End-User development tick? 13 Design Guidelines
	+ A. Repenning
	et al
5. An Integrated Software Enmgineering Approach for End-User Programmers
	+ M. Burnett
	et al.

%M E.Little.01
%0 EDITED BOOK
%T Engineering for human-computer interaction :
8th IFIP International Conference, EHCI 2001, Toronto, Canada, May 11-13, 2001
%O revised papers
%E Murray Reed Little
%E Laurence Nigay
%D 2001
%P 358
%I Springer-Verlag
%G ISBN: 3-54043044-X

%M E.Long.89 5/14/92 gp
%0 EDITED BOOK
%T Cognitive Ergonomics and Human-Computer Interaction
%S Cambridge Series on Human-Computer Interaction
%E J. Long
%E A. Whitefield
%D 1989
%P 259
%C Cambridge, UK
%I Cambridge University Press
%G ISBN 0-521-37179-1
%Y 1	Cognitive Ergonomics and Human-Computer Interaction: An Introduction (1-3)
	+ John Long
2	Interfacing the Laboratory with the Real World: A Cognitive Approach to Colour Assignment in Visual Displays (35-65)
	+ John Campion
3	Constructing Appropriate Models of Computer Users: The Case of Engineering Designers (66-94)
	+ Andy Whitefield
4	Developing a Science Base for the Naming of Computer Commands (95-133)
	+ Phil Barnard
	+ Jonathan Grudin
	+ Allan MacLean
5	A Notation for Reasoning about Learning (134-165)
	+ Stephen J. Payne
6	Expressing research Findings to have a Practical Influence on Design (166-190)
	+ Paul Buckley
7	Task Analysis for Knowledge Descriptions: Theory and Application in Training (191-224)
	+ Dan Diaper
	+ Peter Johnson
8	The Life and Times of ded, Text Display Editor (225-255)
	+ Richard Bornat
	+ Harold Thimbleby
Index (256-259)

%M E.Magnenat-Thalmann.01
%0 EDITED BOOK
%T Deformable Avatars
%E Nadia Magnenat-Thalmann
%E Daniel Thalmann
%D 2001
%P 264
%G ISBN 0-7923-7446-0
%I Kluwer Academic Publishers
%S International Federation for Information Processing : Volume 196
%W http://www.wkap.nl/prod/b/0-7923-7446-0
%Y 1. Animated Heads: From 3D Motion Fields to Action Descriptions
	+ J. Neumann
	et al
2. A Muscle-based 3D Parametric Lip Model for Speech- Synchronized Facial Animation
	+ S. A. King
	et al
3. Feature Point Based Mesh Deformation Applied to MPEG-4 Facial Animation
	+ S. Kshirsagar
	et al
4. A Feature-based Deformable Model for Photo-Realistic Head Modelling
	+ Yong-Jin Liu
	et al
5. Multiresolution Modeling and Interactive Deformation of Large 3D Meshes
	+ J. Vorsatz
	+ H.-P. Seidel
6. Locally Interpolating Subdivision Surfaces Supporting Free-Form 2D Deformations
	+ J. Claes
	et al
7. Object-Oriented Reformulation and Extension of Implicit Free-Form Deformations
	+ O. Parisy
	+ C. Schlick
8. Soft Tissue Modeling from 3D Scanned Data
	+ J.-C. Nebel
9. Contextually Embodied Agents
	+ C. Pelachaud
10. On Implicit Modelling for Fitting Purposes
	+ R. Plankers
	+ P. Fua
11. Interactive Modelling of MPEG-4 Deformable Human Body Models
	+ Hyewon Seo
	et al
12. Efficient Muscle Shape Deformation
	+ A. Aubel
	+ D. Thalmann
13. Towards the Ultimate Motion Capture Technology
	+ B. Stuart
	et al
14. Delaunay Triangles Model for Image-Based Motion Retargeting
	+ Dong Hoon Lee
	+ Soonn Ki Jung
15. A Vector-Space Representation of Motion Data for Example-based Motion Synthesis
	+ Ik Soo Lim
	+ D. Thalmann
16. Parametrization and Range of Motion of the Ball-and-Socket Joint
	+ P. Baerlocher
	+ R. Boulic
17. Towards Behavioral Consistency in Animated Agents
	+ J. M. Allbeck
	+ N. I. Badler
18. PECS: A Reference Model for Human-Like Agents
	+ C. Urban
19. Communicative Autonomous Agents
	+ A. Caicedo
	et al
20. Design Issues for Conversational User Interfaces: Animating and Controlling 3D Faces
	+ W. Muller
	et al
21. Constructing Virtual Human Life Simulations
	+ M. Kallmann
	et al

%M E.Marca.92 poltrock/grudin ??
%0 EDITED BOOK
%T Groupware: Software for Computer-Supported Cooperative Work
%E David Marca
%E Geoffrey Bock
%P 575
%G ISBN 0-81862637-2 (case) 0-81862636-4 (fiche)
%D 1992
%C Los Alamitos, CA
%I IEEE Computer Society Press

%M E.Marsh.99
%0 EDITED BOOK
%T Humane Interfaces: Questions of Method and Practice in Cognitive Technology
%S Human Factors in Information Technology
%V 13
%E Jonathon P. Marsh
%E Barbara Gorayska
%E Jacob L. Mey
%D 1999
%I Elsevier Science Publishers
%G ISBN 0-444-82874-5
%Y
Introduction
	Methods and Practice in Cognitive Technology: A question of questions
		+ B. Gorayska
		+ J. Marsh
		+ J. Mey
Theoretical Perspectives. Mind Change or changed minds?
	Investigations in Cognitive Technology: Questioning perspective
		+ B. Gorayska
		+ J. Marsh
	Can We Change Our Minds? The Impact of Computer Technology on Human Cognition
		+ R. Lindsay
	Computers and Psychosis
		+ R. Janney
	The Natural and the Artificial in Language and Technology
		+ H. Haberland
	Understanding Users: The knowledge-level of analysis
		+ A. Vera
Augmentation, Mediation, Integration?
	The Cyborg's Dilemma: Progressive embodiment in virtual environments
		+ F. Biocca
	Cognitive Tools Reconsidered: From augmentation to mediation
		+ K. Kuutti
	The Meeting Place of Cognition and Technology
		+ B. Karpatschof
	Honesty of Affordance
		+ W. Fitzgerald
		+ E. Goldstein
	The Design of Cognitive Tools
		+ S. D. Tripp
	Cyberspace Bionics
		+ J. Vidal
	Cognitive Space
		+ M. Krueger
Applied Methods. How do we convert principles into valid and validated applied methods?
	On Why the Blind Leading the Blind is a Good Idea
		+ D. Good
	Between the Idea and the Reality: The case for qualitative research in education
		+ I. Hart
	Computer Environments Designed to Promote Cognitive Change through the Development of Well Reasoned Recommendations
		+ A. Kass
		+ J. Herman
	Evolution of Man's Needs and Technological Progression: Pragmatic foundations for a relational coupling
		+ C. T. Schmidt
		+ P. Ruch
	Successful Technology Must Enable People to Utilise Existing Cognitive Skills
		+ M. Kitajima
	Palmtop Reminding Devices: Capabilites and limitations
		+ D. Herrmann
		+ C. Yoder
		+ V. Sheets
		+ J. Wells
		+ B. Brubaker
	A User Designed Contextualisation Method for an Argumentation Support Tool
		+ J. Sillince
	Cognition Oriented Software Verification
		+ W. Halang

%M E.Maybury.93 9/25/93 gp
%0 EDITED BOOK
%T Intelligent Multimedia Interfaces
%E Mark T. Maybury
%D 1993
%N 15
%P 405
%I AAAI/MIT Press
%G ISBN 0-262-63150-4 MAYIP
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262631504
%X Multimedia communication is ubiquitous in daily life.  When we
converse with one another, we utilize a wide array of media to
interact including spoken language, gestures, and drawings.  We
exploit multiple human sensory systems or modes of communication
including vision, audition, and taction.  Some media and modes of
communication are more efficient or effective than others for certain
tasks, users, or contexts (e.g., the use of speech to control devices
in hand and eyes-busy contexts, the use of maps to convey terrain and
cartographic information).  Whereas humans have a natural facility for
managing and exploiting multiple input and output media, computers do
not.  Consequently, providing machines with the ability to interpret
multimedia input and generate multimedia output would be a valuable
facility for a number of key applications such as information
retrieval and analysis, training, and decision support.  This book
focuses specifically on those intelligent interfaces that exploit
multiple media and modes to facilitate human-computer communication.
   This edited collection, with contributions from
North American and Europe, will be of interest to researchers and
practitioners in computer science, artificial intelligence, human
computer interaction, cognitive science, and graphic design.

%M E.Maybury.98
%0 EDITED BOOK
%T Readings in Intelligent User Interfaces
%E Mark T. Maybury
%E Wolfgang Wahlster
%D 1998
%P 736
%I Morgan Kaufmann Publishers
%G ISBN 1-55860-444-8
%Y Intelligent User Interfaces: An Introduction
I. MULTIMEDIA INPUT ANALYSIS
"Put-That-There": Voice and Gesture at the Graphics Interface
	+ R. A. Bolt
Synergistic Use of Direct Manipulation and Natural Language
	+ P. R. Cohen
	+ M. Dalrymple
	+ D. B. Moran
Natural Language with Integrated Deictic and Graphic Gestures
	+ J. G. Neal
	+ C. Y. Thielman
	+ Z. Dobes
Integrating Simultaneous Input from Speech, Gaze, and Hand Gestures
	+ D. B. Koons
	+ C. J. Sparrell
	+ K. R. Thorisson
The Use of Eye Movements in Human-Computer Interaction Techniques: What You Look at Is What You Get
	+ R. Jacob
II. MULTIMEDIA PRESENTATION DESIGN
Automating the Generation of Coordinated Multimedia Explanations
	+ S. K. Feiner
	+ K. R. McKeown
Planning Multimedia Explanations Using Communicative Acts
	+ M. T. Maybury
Plan-Based Integration of Natural Language and Graphics Generation
	+ W. Wahlster
	+ E. Andre
	+ W. Finkler
Presentation Design Using an Integrated Knowledge Base
	+ Y. Arens
	+ L. Miller
	+ N. K. Sondheimer
Automatic Generation of Technical Documentation
	+ E. Reiter
	+ C. Mellish
	+ J. Levine
On the Knowledge Underlying Multimedia Presentations
	+ Y. Arens
	+ E. Hovy
	+ M. Vossers
III. AUTOMATED GRAPHICS DESIGN
Automating the Design of Graphical Presentations of Relational Information
	+ J. D. Mackinlay
Data Characterization for Intelligent Graphics Presentation
	+ S. F. Roth
	+ J. Mattis
A Task-Analytic Approach to the Automated Design of Graphic Presentations
	+ S. M. Casner
Automated Generation of Intent-Based 3D Illustrations
	+ D. Seligmann
	+ S. Feiner
Interactive Graphic Design Using Automatic Presentation Knowledge
	+ S. F. Roth
	+ J. Kolojejchick
	+ J. Mattis
IV. AUTOMATED LAYOUT
A Grid-Based Approach to Automating Display Layout
	+ S. K. Feiner
Automatic Generation of Formatted Text
	+ E. Hovy
	+ Y. Arens
Constraint-Based Graphical Layout of Multimodal Presentations
	+ W. H. Graf
An Empirical Study of Algorithms for Point-Feature Label Placement
	+ J. Christensen
	+ J. Marks
	+ S. Shieber
Grammar-Based Articulation for Multimedia Document Design
	+ L. Weitzman
	+ K. Wittenburg
V. USER AND DISCOURSE MODELING
User Modeling via Stereotypes
	+ E. Rich
Intelligent Interfaces as Agents
	+ D. N. Chin
User and Discourse Models for Multimodal Communication
	+ W. Wahlster
KN-AHS: An Adaptive Hypertext Client of the User Modeling System BGP-MS
	+ A. Kobsa
	+ D. Muller
	+ A. Nill
Planning Text for Advisory Dialogues: Capturing Intentional and Rhetorical Information
	+ J. D. Moore
	+ C. L. Paris
Planning Interactive Explanations
	+ A. Cawsey
Natural Language and Exploration of an Information Space: The ALFresco Interactive System
	+ O. Stock
The Application of Natural Language Models to Intelligent Multimedia
	+ J. D. Burger
	+ R. J. Marshall
VI. MODEL-BASED INTERFACES
Steamer: An Interactive Inspectable Simulation-Based Training System
	+ J. D. Hollan
	+ E. L. Hutchins
	+ L. M. Weitzman
A Knowledge-Based User Interface Management System
	+ J. Foley
	+ C. Gibbs
	+ W. Kim
ITS: A Tool for Rapidly Developing Interactive Applications
	+ C. Wiecha
	+ W. Bennett
	+ S. Boies
Beyond Interface Builders: Model-Based Interface Tools
	+ P. Szekely
	+ P. Luo
	+ R. Neches
Model-Based Automated Generation of User Interfaces
	+ A. R. Puerta
	+ H. Eriksson
	+ J. H. Gennari
Automatic Generation of a User Interface for Highly Interactive Business-Oriented Applications
	+ J. Vanderdonckt
VII. AGENT INTERFACES
Agents That Reduce Work and Information Overload
	+ P. Maes
Embedding Critics in Design Environments
	+ G. Fischer
	+ K. Nakakoji
	+ J. Ostwald
Multimodal Interaction for Distributed Interactive Simulation
	+ P. Cohen
	+ M. Johnston
	+ D. McGee
Speech Dialogue with Facial Displays: Multimodal Human-Computer Conversation
	+ K. Nagao
	+ A. Takeuchi
Animated Conversation: Rule-Based Generation of Facial Expression, Gesture and Spoken Intonation for Multiple Conversational Agents
	+ J. Cassell
	+ C. Pelachaud
	+ N. Badler
VIII. EVALUATION
A Morphological Analysis of the Design Space of Input Devices
	+ S. K. Card
	+ J. D. Mackinlay
	+ G. G. Robertson
Wizard of Oz Studies -- Why and How
	+ N. Dahlback
	+ A. Jonsson
	+ L. Ahrenberg
User-Centered Modeling for Spoken Language and Multimodal Interfaces
	+ S. L. Oviatt
PARADISE: A Framework for Evaluating Spoken Dialogue Agents
	+ M. Walker
	+ D. Litman
	+ C. Kamm

%M E.Medyckyi.93 9/25/93 gp
%0 EDITED BOOK
%T Human Factors in Geographical Information Systems
%E David Medyckyj-Scott
%E Hilary M. Hearnshaw
%D 1993
%P 288
%C London, UK
%I Belhaven Press
%G ISBN 1-85293-262-7
%Y SECTION 1: INTRODUCTION
The Use of Geographical Information System: The User Interface is the System
	+ Andrew U. Frank
The Relevance of Human Factors to Geographical Information Systems
	+ Andrew Turk
SECTION 2: THE GEOGRAPHICAL INFORMATION SYSTEM USER
How do People Use Geographical Information Systems?
	+ Timothy L. Nyerges
Human Spatial Cognition
	+ David M. Mark
Navigation and Wayfinding in Information Systems
	+ Mark Blades
Learning to Use a Geographical Information System
	+ Hilary M. Hearnshaw
	+ Eli Lilly
SECTION 3: HUMAN-COMPUTER INTERACTION IN GEOGRAPHICAL INFORMATION SYSTEMS
Designing Geographical Information Systems for Use
	+ David J. Medyckyj-Scott
Two Views of the User Interface
	+ Michael D. Gould
Interacting with Maps
	+ Michael Wood
Querying a Geographical Information System
	+ Max J. Egenhofer
	+ John R. Herring
Visualisation and Hypermedia in Geographical Information Systems
	+ Barbara P. Buttenfield
	+ Christopher R. Weber
Human Factors Considerations in Vehicle Navigation Aids
	+ Hakan Alm
Spatial Information Systems for Decision Support
	+ Conn V. Copas
SECTION 4: GEOGRAPHICAL INFORMATION SYSTEMS IN THE WORKPLACE
Geographical Information System Hardware Design
	+ Nick Parker
Geographical Information System Workplace Design
	+ David J. Oborne
SECTION 5: ORGANISATIONAL AND SOCIAL ISSUES
Planning for Change: Introducing a Geographical Information System
	+ Ken D. Eason
The Organisational Politics of Technological Change
	+ David A. Buchanan
Culture, Change, Incorporation and Geographical Information Systems
	+ George L. Benwell
SECTION 6: CONCLUDING REMARKS
The Way Forward
	+ Hilary M. Hearnshaw
	+ David J. Medyckyj-Scott
Useful Sources of Information
	+ Clare Davies

%M E.Monk.84 1/1/93 lo
%0 EDITED BOOK
%T Fundamentals of Human-Computer Interaction
%E Andrew Monk
%D 1984
%P 293
%C London
%I Academic Press
%G ISBN: 0-12504580-8
%K GENERAL DESIGN IMPLEMENTATION EVALUATION
%Y THE USER AS A PROCESSOR OF INFORMATION
1	Visual Perception: An Intelligent Syster with Limited Bandwidth (5-33)
	+ Peter Thompson
2	Reading: Extracting Information from Printed and Electronically Presented Text (35-47)
	+ Charles Hulme
3	Human Memory: Different Stores with Different Characteristics (49-56)
	+ Neil Thompson
4	Thinking and Reasoning: Why is Logic So Difficult?
	+ Neil Thompson
THE USE OF BEHAVIOURAL DATA (65-102)
5	How and When to Collect Behavioural Data (69-80)
	+ Andrew Monk
6	Statistical Evaluation of Behavioural Data (81-87)
	+ Andrew Monk
7	Example of an Experiment: Evaluating Some Speech Synthesisers for Public Announcements (89-102)
	+ John Waterworth
	+ Antony Lo
THE USER INTERFACE (103-247)
8	Work Station Design: Activities and Display Techniques (107-126)
	+ Peter Reid
9	Dialogue Design: Characteristics of User Knowledge (127-164)
	+ Nick Hammond
	+ Philip Barnard
10	User Interface Design: Generative User Engineering Principles (165-179)
	+ Harold Thimbleby
11	Future Uses of Future Offices (181-192)
	+ G. Reinhard Kofer
12	Speech Communication: The Problem and Some Solutions (193-220)
	+ Peter Bailey
13	Speech Communication: How to Use it (221-236)
	+ John Waterworth
14	Human Factors Problems in the Design and Use of Expert Systems (237-248)
	+ Alison Kidd

%M E.Moran.96 ?? get TOC
%0 EDITED BOOK
%S Computers, Cognition, and Work
%T Design Rationale: Concepts, Techniques, and Use
%E Thomas P. Moran
%E John M. Carroll
%D 1996
%P 496
%C Mahwah, New Jersey
%I Lawrence Erlbaum Associates
%G ISBN 0-8058-1567-8 (paper) 0-8058-1566-X (cloth)
%Y
Overview of Design Rationale
	+ Thomas P. Moran
	+ John M. Carroll
Part I: Different Perspectives of Design Rationale
	What's in Design Rationale?
		+ Jintae Lee
		+ Kum-Yew Lai
	Questions, Options, and Criteria: Elements of Design Space Analysis
		+ Allan MacLean
		+ Robert M. Young
		+ Victoria M. E. Bellotti
		+ Thomas P. Moran
	Deliberated Evolution: Stalking the View Matcher in Design Space
		+ John M. Carroll
		+ Mary Beth Rosson
	Problem-Centered Design for Expressiveness and Facility in a Graphical Programming System
		+ Clayton Lewis
		+ John Rieman
		+ B. Bell
Part II: Empirical Studies of Design Rationale
	Analyzing the Usability of a Design Rationale Notation
		+ Simon Buckingham Shum
	The Structure of Activity During Design Meetings
		+ Gary M. Olson
		+ Judith S. Olson
		+ M. Storrosten
		+ M. Carter
		+ J. Herbsleb
		+ H. Rueter
	Synthesis by Analysis: Five Modes of Reasoning that Guide Design
		+ Mark K. Singley
		+ John M. Carroll
Part III: Design Rationale Tools in Design Practice
	Making Argumentation Serve Design
		+ Gerhard Fischer
		+ A. C. Lemke
		+ R. McCall
		+ Anders I. Morch
	Supporting Software Design: Integrating Design Methods and Design Rationale
	Generative Design Rationale: Beyond the Record and Replay Paradigm
		+ C. Potts
		+ T. R. Gruber
		+ D. M. Russell
Part IV: Using Design Rationale for Teaching
	Rationale in Practice: Templates for Capturing and Applying Design Experience
		+ G. Casaday
	HCI Design Rationale as a Learning Resource
		+ Tom Carey
		+ D. McKerlie
		+ J. Wilson
Part V: Design Rationale in Organizational Context
	A Process-Oriented Approach to Design Rationale
		+ E. J. Conklin
		+ K-C. Burgess-Yakemovic
	Organizational Innovation and the Articulation of the Design Space
		+ W. Sharrock
		+ R. Anderson
	Evaluating Opportunities for Design Capture
		+ Jonathan Grudin

%M E.Muckler.84 11/4/90 gp/bs
%0 EDITED BOOK
%T Human Factors Review: 1984
%E Frederick A. Muckler
%D 1984
%P 345
%C Santa Monica, CA
%I Human Factors Society

%M E.Nardi.96
%0 EDITED BOOK
%D 1996
%G ISBN 0-262-14058-6
%I MIT Press
%T Context and Consciousness: Activity Theory and Human-Computer Interaction
%E Bonnie A. Nardi
%P 376
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262140586
%Y Preface
1. Activity Theory and Human-Computer Interaction
	+ Bonnie A. Nardi
2. Activity Theory as a Potential Framework for Human-Computer Interaction Research
	+ Kari Kuutti
3. Computer-Mediated Activity: Functional Organs in Social and Developmental Contexts
	+ Victor Kaptelinin
4. Studying Context: A Comparison of Activity Theory, Situated Action Models, and Distributed Cognition
	+ Bonnie A. Nardi
5. Activity Theory: Implications for Human-Computer Interaction
	+ Victor Kaptelinin
6. Designing Educational Technology: Computer-Mediated Change
	+ R. K. E. Bellamy
7. Applying Activity Theory to Video Analysis: How to Make Sense of Video Data in HCI
	+ Susanne Bodker
8. Tamed by a Rose: Computers as Tools in Human Activity
	+ Ellen Christiansen
9. Joint Attention and Co-Construction of Tasks: New Ways to Foster User-Designer Collaboration
	+ Arne Raeithel
	+ Boris M. Velichkovsky
10. Some Reflections on the Application of Activity Theory
	+ Bonnie A. Nardi
11. Activity Theory and the View from Somewhere: Team Perspectives on the Intellectual Work of Programming
	+ Dorothy Holland
	+ James R. Reeves
12. Developing Activity Theory: The Zone of Proximal Development and Beyond
	+ Vladimir P. Zinchenko
13. Mundane Tool or Object of Affection? The Rise and Fall of the Postal Buddy
	+ Yrjo Engestrom
	+ Virginia Escalante
14. Epilogue
	+ Bonnie A. Nardi

%M E.Nicolle.01
%T Inclusive Design Guidelines for Human-Computer Interaction
%E Collette Nicolle
%E Julio Abascal
%D 2001
%P 304
%G ISBN 0-74840948-3
%I Taylor & Francis
%Y
Part I: Introduction
	1. Why Inclusive Design Guidelines?
Part II: General Issues in the Design Process
	2. Training, Verification and Evaluation of Guidelines
	3. Accessibility and Usability Requirements for ITCs for Disabled and Elderly People: A Functional Classification Approach
	4. On the Validity of Design Guidelines and the Role of Standardisation
	5. Markets and Regulations
Part III: Tools for Accessing and Using Guidelines
	6. Managing Accessibilty Guidelines During User Interface Design
	7. Managing HCI Guidelines with Hypertext on the WWW
	8. Bobby: A Validation Tool for Disability Access on the WWW
Part IV: Existing Guidelines
	9. Nordic Guidlines for Computer Accessibility
	10. Guidelines for Web Accessibility
	11. Userfit: User Centred Design in Assistive Technology
	12. The ISO Approach to the Development of Ergonomics Standards for Accessibility
Part V: Guidelines for Specific Application Areas
	13. Guidelines for Telecommunications
	14. Public Access Terminals
	15. Accessible Systems for Transport
	16. Guidelines for the Development of Home Automation Products
	17. User Friendly Software for Computer-Based Instruction and Learning Materials
Part VI: The Future
	18. Telecommunications- Accessibility and Future Directions

%M E.Nielsen.89 11/4/90 gp/bs
%W http://www.useit.com/jakob/constbook.html
%0 EDITED BOOK
%T Coordinating User Interfaces for Consistency
%E Jakob Nielsen
%D 1989
%P 142
%C New York
%I Academic Press
%G ISBN 0-12-518400-X, OCLC
%G QA 76.9.U83C66
%Y Preface
Contributors
1.	Executive Summary: Coordinating User Interfaces for Consistency
	+ Jakob Nielsen
2.	The Dimensions of Consistency
	+ Wendy Kellogg
3.	A Cost Benefit Analysis for Corporate User Interface Standards
	+ Daniel J. Rosenberg
4.	Coordinating Consistency of User Interfaces, Code, Online Help, and
Documentation with Multilingual/Multitarget Software Specification
	+ Gary Perlman
	+ http://www.acm.org/~perlman/multi.html
5.	Achieving Consistency for the Macintosh
	+ Bruce Tognazzini
6.	Developing the XUI Style
	+ Michael Good
7.	The Lotus Experience
	+ Richard Wolf
8.	New Ways to Consistent Interfaces
	+ Ianne Koritzinsky
9.	Tools for Generating Consistent User Interfaces
	+ Charlie Wiecha
	+ William Bennett
	+ Stephen Boies
	+ John Gould
10.	Bibliography

%M E.Nielsen.90 2/12/91 jn
%0 EDITED BOOK
%T Designing User Interfaces for International Use
%E Jakob Nielsen
%D 1990
%P 230
%C Amsterdam, The Netherlands
%I Elsevier Science Publishers
%G ISBN 0-444-88428-9
%K Design Internationalization Translation Europe Asia
%W http://www.useit.com/jakob/intlusebook.html
%Y Preface	v
Contributors	viii
1.	Internationalization and Translation: Some Guidelines for the Design of Human-Computer Interfaces	1
	+ Elisa del Galdo
2.	Transnational Symbols: The Rule of Pictograms and Models in the Learning Process	11
	+ Jakob Ossner
3.	Usability Testing of International Interfaces	39
	+ Jakob Nielsen
4.	A European Evaluation of Three Document Formats for Hardware Installation Guides	45
	+ Elisa del Galdo
5.	Two Faces of America: Polyglot and Tongue-Tied	71
	+ Robert C. Sprung
6.	ARRIS: Redesigning a User Interface for International Use	103
	+ Matthew C. Peterson
7.	Hypertext: Towards the Single Intellectual Market	111
	+ Patricia Baird
8.	Creating International Applications: A Hands-On Approach Using the Hewlett-Packard NLS Package	123
	+ Dave Taylor
9.	International User Interface for INFOFLEX	159
	+ Jakob Peter Nielsen
10.	User Interfaces for Asia	189
	+ Piyawadee Sukaviriya and Lucy Moran
11.	International User Interfaces	219
	+ Rosalie A. Zobel-Pocock
Index

%M E.delGaldo.96 98-05-18 gp
%0 EDITED BOOK
%T International User Interfaces
%E Elisa del Galdo
%E Jakob Nielsen
%D 1996
%C New York
%I John Wiley & Sons
%G ISBN 0-471-14965-9
%K Internationalization Globalization Localization
%W http://www.useit.com/jakob/intluibook.html
%Y Preface
Contributors
1. International Usability Engineering
	+ Jakob Nielsen
2. Problems in Designing the User Interface for Systems Supporting International Human-Human Communication
	+ John Connolly
3. Developing a Cultural Model
	+ Nancy Hoft
4. Culture and Design
	+ Elisa M. del Galdo
5. Cultural Learning Differences in Software User Training
	+ Eric Krock
6. Impact of Culture on User Interface Design
	+ Masao Ito
	+ Kumiyo Nakakoji
7. Arabization of Graphical User Interfaces
	+ Fethi Amara
	+ Franck Portaneri
8. A Chinese Text Display Suported by an Algorithm for Chinese Segmentation
	+ Lei Chen
	+ Wayning Jin
9. Case Study: Managing a Multiple-Language Document System
	+ Steven Copeland
10. The Design of Multilingual Documents
	+ Elisa M. del Galdo
11. An Intelligent Lexical Management System for Multilingual Machine Translation
	+ Yong Gao
12. A Day in the Life: Studying Context across Cultures
	+ Susan Dray
	+ Deborah Mrazek
13. Icon and Symbol Design Issues for Graphical User Interfaces
	+ Aaron Marcus

%M E.Nielsen.94 5/18/94 gp
%0 EDITED BOOK
%T Usability Inspection Methods
%E Jakob Nielsen
%E Robert L. Mack
%D 1994
%N 14
%C New York
%I John Wiley & Sons
%G ISBN 0-471-01877-5, OCLC
%W http://www.useit.com/jakob/inspectbook.html
%Y 1. Executive Summary (1)
	+ Robert L. Mack
	+ Jakob Nielsen
2. Heuristic Evaluation (25)
	+ Jakob Nielsen
3. The Pluralistic Usability Walkthrough: Coordinated Empathies (63)
	+ Randolph G. Bias
4. Inspections and Design Reviews: Framework, History, and Reflection (77)
	+ Dennis Wixon
	+ Sandra Jones
	+ Linda Tse
	+ George Casaday
5. The Cognitive Walkthrough Method: A Practitioner's Guide (105)
	+ Cathleen Wharton
	+ John Rieman
	+ Clayton Lewis
	+ Peter Polson
6. Formal Usability Inspections (141)
	+ Michael J. Kahn
	+ Amanda Prail
7. Faster, Cheaper!! Are Usability Inspection Methods as Effective as Empirical Testing? (173)
	+ Heather W. Desurvire
8. A Comparison of User Interface Evaluation Methods (203)
	+ Clare-Marie Karat
9. Evaluating High-Level Design: Synergistic Use of Inspection and Usability Methods for Evaluating Early Software Designs (235)
	+ Janice S. Bradford
10. Adding Value to Usability Testing (255)
	+ Patricia Brooks
11. Usability Problem Reports: Helping Evaluators Communicate Effectively with Developers (273)
	+ Robin Jeffries
12. Observing, Predicting, and Analyzing Usability Problems (295)
	+ Robert Mack
	+ Frank Montaniz
13. The Role of Psychological Theory in Usability Inspection Methods (341)
	+ Cathleen Wharton
	+ Clayton Lewis
14. Interface Design Guidance Systems (351)
	+ Louis A. Blatt
	+ James F. Knutson
Bibliography (385)
Author Index (401)
Subject Index (407)

%M E.Norman.86 11/4/90 gp/bs
%0 EDITED BOOK
%T User Centered System Design:
New Perspectives on Human-Computer Interaction
%E Donald A. Norman
%E Stephen W. Draper
%D 1986
%P 526
%C Hillsdale, NJ
%I Lawrence Erlbaum Associates
%G ISBN 0-89859-781-1; OCLC 12665902; 0-89859-872-9 PPBK; QA 76.9.I58U73
%Y Introduction (pp. 1-6)
		+ Stephen W. Draper
		+ Donald A. Norman
I	USER CENTERED SYSTEM DESIGN (pp. 7-8)
	1	Architectural Design: An Analogy (pp. 9-23)
		+ Kristina Hooper
	2	Issues in Design: Some Notes (pp. 25-29)
		+ Liam J. Bannon
	3	Cognitive Engineering (pp. 31-61)
		+ Donald A. Norman
II	THE INTERFACE EXPERIENCE (pp. 63-65)
	4	Interface as Mimesis (pp. 67-85)
		+ Brenda K. Laurel
	5	Direct Manipulation Interfaces (pp. 87-124)
		+ Edwin L. Hutchins
		+ James D. Hollan
		+ Donald A. Norman
	6	Notes on the Future of Programming: Breaking the Utility Barrier (pp. 125-152)
		+ Andrea A. diSessa
III	USERS' UNDERSTANDINGS (pp. 153-156)
	7	User Understanding (pp. 157-169)
		+ Mary S. Riley
	8	Understanding What's Happening in System Interactions (pp. 171-185)
		+ Clayton Lewis
	9	Naive Theories of Computation (pp. 187-200)
		+ David Owen
	10	Models of Computation (pp. 201-218)
		+ Andrea A. diSessa
	11	Knowledge-Based Interface Design (pp. 219-238)
		+ William Mark
IV	USER ACTIVITIES (pp. 239-242)
	12	The Structure of Users' Activities (pp. 243-263)
		+ Allen Cypher
	13	Psychological Issues in Support of Multiple Activities (pp. 265-284)
		+ Yoshiro Miyata
		+ Donald A. Norman
	14	Communication Paradigms for a Window System (pp. 285-313)
		+ Rachel Reichman (Adar)
V	TOWARD A PRAGMATICS OF HUMAN-MACHINE COMMUNICATION (pp. 315-317)
	15	There's More to Interaction Than Meets the Eye: Some Issues in Manual Input (pp. 319-337)
		+ William Buxton
	16	Display Managers as the Basis for User-Machine Communication (pp. 339-352)
		+ Stephen W. Draper
VI	INFORMATION FLOW (pp. 353-360)
	17	Answers First, Then Questions (pp. 361-375)
		+ David Owen
	18	Helping Users Help Themselves (pp. 377-398)
		+ Claire E. O'Malley
	19	Helping Users Help Each Other (pp. 399-410)
		+ Liam J. Bannon
	20	Designing for Error (pp. 411-432)
		+ Clayton Lewis
		+ Donald A. Norman
	21	Computer-Mediated Communication (pp. 433-452)
		+ Liam J. Bannon
VII	THE CONTEXT OF COMPUTING (pp. 453-456
	22	From Cognitive to Social Ergonomics and Beyond (pp. 457-486)
		+ John Seely Brown
	Glossary (pp. 487-497)
	References (pp. 499-512)
	Index (pp. 513-526)

%M E.Ntuen.96
%0 EDITED BOOK
%T Human Interaction with Complex Systems:
Conceptual Principles and Design Practice
%E Celestine A. Ntuen
%E Eui H. Park
%D 1996
%P 448
%G ISBN 0-7923-9779-7
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-7923-9779-7
%S Kluwer International Series in Engineering and Computer Science : Volume 372
%Y Part I: Human System Interaction
Part II: Human Factors And Decision Aiding
Part III: Systems Concepts
Part IV: Theoretical Issues and Design Principles

%M E.Nyerges.95
%0 EDITED BOOK
%T Cognitive Aspects of Human-Computer Interaction for Geographic Information Systems
%E Timothy L. Nyerges
%E David M. Mark
%E Robert Laurini
%E Max J. Egenhofer
%D 1995
%P 448
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-7923-3595-3
%S NATO Science Series: d: Behavioural and Social Sciences : Volume 83
%O Proceedings of the NATO Advanced Research Workshop, Palma de Mallorca, Spain, March 20--25, 1994
%Y Section 1: Introduction
Section 2: Spatial cognition and HCI for GIS
Section 3: User behavior
Section 4: User interfaces
Section 5: Cross-cultural influences
Section 6: Collaborative GIS - computer supported cooperative work
Section 7: Task analysis and design methodologies
Section 8: Research directions: reports from the discussion groups
Appendix: NATO Advanced Research Workshop Participants

%M E.Olson.89 poltrock/grudin ?? get toc
%0 EDITED BOOK
%T Technological Support for Work Group Collaboration
%E Margrethe H. Olson
%P 208
%G ISBN 0-8058-0304-1
%D 1989
%C Hillsdale, NJ
%I Lawrence Erlbaum Associates
%Y
User Approaches to Computer-Supported Teams
	+ R. Johansen
Assumptions Underlying Systems that Support Work Group Collaboration
	+ V. Dhar
	+ M. H. Olson
How is Work Coordinated? Implications for Computer-Based Support
	+ B. M. Johnson
The Information Lens: An Intelligent System for Information Sharing and Coordination
	+ Thomas W. Malone
	+ Kevin R. Grant
	+ Kum-Yew Lai
	+ Ramana Rao
	+ David A. Rosenblitt
Flexible Interactive Technologies for Multi-Person Tasks: Current Problems and Future Prospects
	+ Tora K. Bikson
	+ J. D. Eveland
	+ B. A. Gutek
Organizational Architecture for Distributed Computing: The Next Frontier in System Design
	+ C. Pava
Developing the Management Systems of the 1990s: The Role of Collaborative Work
	+ P. M. Cashman
	+ D. Stroll
Toward Portable Ideas
	+ M. Stefik
	+ J. S. Brown
A Method for Evaluating Work Group Productivity Products
	+ B. D. Floyd
	+ J. A. Turner

%M E.Olson.2001
%0 EDITED BOOK
%T Coordination Theory and Collaboration Technology
%E Gary M. Olson
%E Thomas W. Malone
%E John B. Smith
%D 2001
%I Lawrence Erlbaum Associates
%P 350
%G ISBN 0-8058-3403-6
%Y Part I: Theoretical Approaches to Coordination & Collaboration
	The Interdisciplinary Study of Coordination (reprint)
	Communication and Collaboration in Distributed Cognition
	Coordination as Distributed Search
	Strategic Negotiation in Multi-Agent Environments
	Two Design Principles for Collaboration Technology: Examples of Semiformal Systems and Radical Tailorability (reprint)
	On Economies of Scope in Communication (reprint)
	Knowledge, Discovery, and Growth
Part II: Collaboration Technology for Specific Domains
	Infrastructure and Applications for Collaborative Software Engineering
	Cooperative Support for Distributed Supervisory Control
	Trellis: A Formally-Defined Hypertextual Basis for Integrating Task and Information
	Problems of Decentralized Control: Using Randomized Coordination to Deal With Uncertainty and Avoid Conflicts
	The Architecture and Implementation of a Distributed Hypermedia Storage System (reprint)
Part III: Studies of Collaboration
	Communication and Coordination in Reactive Robotic Teams
	Seeding, Evolutionary Growth, and Reseeding: The Incremental Development of Collaborative Design Environments
	Distributed Group Support Systems: Theory Development and Experimentation
	Transforming Coordination: The Promise and Problems of Information Technology in Coordination
	Computer Support for Distributed Collaborative Writing: A Coordination Science Perspective
	Technology Support for Collaborative Workgroups
Part IV: Organizational Modeling
	Central Coordination of Decentralized Information in Large Chains and Franchises
	Organizational Performance, Coordination, and Cognition
	Computational Enterprise Models: Toward Analysis Tools for Designing Organizations
	Extending Coordination Theory to Deal With Goal Conflicts
	Modeling Team Coordination and Decisions in a Distributed Dynamic Environment
Part V: Collaboratories
	Social Theoretical Issues in the Design of Collaboratories: Customized Software for Community Support vs. Large Scale Infrastructure
	A Path to Concept-Based Information Access: From National Collaboratories to Digital Libraries
	Technology to Support Distributed Team Science: The First Phase of the Upper Atmospheric Research Collaboratory (UARC)

%M E.Paton.99
%0 EDITED BOOK
%T Visual Representations and Interpretations
%E Ray Paton
%E Irene Neilson
%D 1999
%I Springer-Verlag
%G ISBN 1-85233082-1

%M E.Perlman.95
%0 EDITED BOOK
%T Human Factors Perspectives on Human-Computer Interaction:
Selections from the Human Factors & Ergonomics Society Annual Meetings 1983-1994
%E Gary Perlman
%E Georgia K. Green
%E Michael S. Wogalter
%D 1995
%N 79
%P 400
%C Santa Monica, California
%I Human Factors and Ergonomics Society
%G ISBN 0-945289-05-7, OCLC 33102135
%G QA 76.9.H85H868 1995
%W http://www.acm.org/~perlman/hfeshci/

%M E.Pfaff.85 11/4/90 gp
%0 EDITED BOOK
%T User Interface Management Systems: Proceedings of the Seeheim Workshop
%P 224
%G ISBN 0-38713803-X
%O proceedings of the Workshop on User Interface Management Systems, held in Seeheim, FRG, November 1-3, 1983
%E G. E. Pfaff
%D 1985
%C Berlin
%I Springer-Verlag
%K IMPLEMENTATION TOOL UIMS
%Y 1	Subgroup Reports
2	Role, Model, Structure and Construction of a UIMS
3	Dialogue Specification Tools
4	Interfaces and Implementations of UIMS
5	User's Conceptual Model

%M E.Prabhu.99
%0 EDITED BOOK
%T Designing for Global Markets
%E Girish V. Prabhu
%E Elisa M. delGaldo
%O 1st International Workshop on Internationalization of Products and Systems
%D 1999-05-20/22
%C Rochester, NY, USA
%K intercultural:books
%G ISBN 0-9656691-2-2
%I Backhouse Press
%P 226
%W http://iwips.org/ Workshop Home Page
%Y
INVITED SPEECHES
	Systems Approach to Globalization
		+ David Johnston
	Product Anxiety in the Global Village
		+ William C. Bullock
	Thinking Differently, Acting Together: A Treatise on Technology Acceptance in the Era of Internationalization
		+ Donald L. Day
	ColorTool: The Cross Cultural Meanings of Color
		+ Surya Vanka
USER INTERFACE INTERNATIONALIZATION
	Using Color to Facilitate the Internationalization and Localization of User Interfaces
		+ Chien-Hsiung Chen
	The Cross-Cultural User Interface Initiative at Honeywell
		+ Chaya Garg
		+ Tom Plotcher
	Human Computer Interface Design for Industrial Process Operators in the Coastal Provinces of Mainland China
		+ Ushnish Sengupta
		+ Jian Liu
	A Quick and Dirty User Profiling Technique
		+ Apala Lahiri Chavan
INTERNATIONAL USABILITY
	Tips for Successful International Evaluation of Localized User Interfaces
		+ Christina Modica
		+ Kelly Fiedler
	"Cross-Cultural" or "Intercultural" -- Some Findings on International Usability Testing
		+ Pia Honald
	Internationalization and Localization of Educational Software
		+ Paula Bourges-Waldegg
		+ Luis Moreno
		+ Teresa Rojano
USER INTERFACE INTERNATIONALIZATION II
	Using Design Rationale to Manage Culture-Bound Metaphors for International User Interfaces
		+ John Carroll
	Authoring Tools and Cultural Diversity
		+ Elke Duncker
		+ Yin Leng Theng
		+ Norlisa Mohd-Nazir
	Software International Architecture and User Interface Design
		+ Lynne Dunckley
		+ Pat Hall
		+ Andy Smith
	Questionnaire Development for Multicultural Data Collection
		+ Donald L. Day
		+ Venessa Evers
WEB INTERNATIONALIZATION
	Globalization and User-Interface Design for the Web
		+ Aaron Marcus
	Cross-Cultural Understanding of Interface Design: A Cross-Cultural Analysis of Icon Recognition
		+ Vanessa Evers
		+ Agnes Kukulska-Hulme
		+ Ann Jones
	Lessons Learned from Internationalizing a Global Resource
		+ Debbie Hysell
		+ Gary Perlman
		http://www.acm.org/~perlman/fstrans.html
PRODUCT INTERNATIONALIZATION
	Assigning Safety Functions to Products During Design -- A Cultural Perspective
		+ Michelle Swales
		+ Tracy Strik
		+ Sourin Dutta
		+ Jim Potvin
	Global User Experience: Honor the Past, Better the Future
		+ Dan Harel
		+ Girish Prabhu
	Mobile Communication Device for International Use -- Exploring Cultural Diversity through Contextual Inquiry
		+ Satu Ruuska

%M E.Preece.90 1/1/93 lo
%0 EDITED BOOK
%T Human-Computer Interaction
%E Jenny Preece
%E Laurie Keller
%D 1990
%P 437
%C Cambridge, England
%I Prentice Hall
%G ISBN 0-13-444910-X; QA76.9.H85H865 1989
%Y PART I: THE SCOPE OF HUMAN-COMPUTER INTERACTION (1-64)
1	An Historical and Intellectual Perspective (3-26)
	+ R. M. Baecker
	+ W. A. S. Buxton
2	Human Factors and Usability (27-41)
	+ B. Shackel
3	Four Different Perspectives on Human-Computer Interaction (42-64)
	+ John Kammersgaard
PART II: INTERACTION TASKS, DEVICES AND COMMUNICATION STYLES (65-138)
4	The Human Factors of Computer Graphics Interaction Techniques (67-121)
	+ James D. Foley
	+ Victor L. Wallace
	+ Peggy Chan
5	There's More to Interaction than Meets the Eye: Some Issues in Manual Input (122-138)
	+ William Buxton
PART III: PSYCHOLOGICAL ASPECTS (139-234)
6	Relations Between Cognitive Psychology and Computer System Design (141-160)
	+ Thomas K. Landauer
7	A Review of Human Factors Guidelines and Techniques for the Design of Graphical Human-Computer Interfaces (161-184)
	+ M. C. Maguire
8	Learning to Use Word Processors: Problems and Prospects (185-204)
	+ Robert L. Mack
	+ Clayton H. Lewis
	+ John M. Carroll
9	The Role of a Mental Model in Learning to Operate a Device (205-221)
	+ David E. Kieras
	+ Susan Bovair
10	Information Flow in a User Interface: The Effects of Experience and Context on the Recall of MacWrite Screens (222-234)
	+ J. Terry Mayes
	+ Stephen W. Draper
	+ Alison McGregor
	+ Keith Oatley
PART IV: DESIGN (234-324)
11	Designing the Star User Interface (237-259)
	+ David Canfield Smith
	+ Charles Irby
	+ Ralph Kimball
	+ Bill Verplank
	+ Eric Harslem
12	The 1984 Olympic Message System: A Test of Behavioral Principles of System Design (260-283)
	+ John D. Gould
	+ Stephen J. Boies
	+ Stephen Levy
	+ John T. Richards
	+ Jim Schoonard
13	Employing Usability Engineering in the Development of Office Products (284-295)
	+ D. A. Tyldesley
14	A Quantitative Model of the Learning and Performance of Text-Editing Knowledge (296-307)
	+ Peter G. Polson
	+ David E. Kieras
15	On Mental Models and the User Interface (308-324)
	+ Michael J. Tauber
PART V: EVALUATION (325-382)
16	The Keystroke Level Model for User Performance Time with Interactive Systems (327-356)
	+ Stuart K. Card
	+ Thomas P. Moran
	+ Allen Newell
17	Designing and Interpreting Psychological Experiments (357-367)
	+ Colin Robson
18	Human Factors Testing in the Design of Xerox's 8010 'Star' Office Workstation (368-382)
	+ William L. Bewley
	+ Teresa L. Roberts
	+ David Schroit
	+ William L. Verplank
PART VI: TOOLS FOR DESIGN (383-428)
19	The Role of Prototypes in the User Software Engineering (USE) Methodology (385-401)
	+ Anthony I. Wasserman
	+ David T. Shewmake
20	A Context for User Interface Management (402-420)
	+ Dan R. Olsen, Jr.
	+ William Buxton
	+ Rogeer Ehrich
	+ David J. Kasik
	+ James R. Rhyne
	+ John Sibert
21	Theory and Practice in User Interface Management Systems (421-428)
	+ Alistair Kilgour
Index

%M E.Preece.93 1/6/94 gp
%0 EDITED BOOK
%T A Guide to Usability: Human Factors in Computing
%E Jenny Preece
%E David Benyon
%E Gordon Davies
%E Laurie Keller
%E Yvonne Rogers
%D 1993
%P 144
%C Wokingham, England
%I Addison-Wesley Publishing
%G ISBN 0-201-62768-X, OCLC 28142651
%Y About this Guide
1	Introduction to HCI
	1.1	What is HCI?
	1.2	Why HCI is Important
	1.3	The Scope of HCI
	1.4	The Contributors to HCI
2	The Human Element: Applying Psychology
	2.1	Why Apply Psychology?
	2.2	What is Cognitive Psychology?
	2.3	Organizational and Social Aspects
	2.4	How to Apply Psychology
3	System Development and HCI
	3.1	System Development Life-Cycle
	3.2	Modern Approaches to System Development
	3.3	Early Design Stages
	3.4	Later Design Stages
	3.5	The Relationships between Methods
	3.6	Guidelines and Standards
4	System and Interface Features
	4.1	Input
	4.2	Output
	4.3	Screen Design
	4.4	Communication Styles
	4.5	User Support
	4.6	Types of System
5	Software Tools and Prototyping
	5.1	The Need for Software Tools
	5.2	General Purpose Tools
	5.3	Integrated Environments
	5.4	Prototyping
6	Evaluation
	6.1	What is Evaluation?
	6.2	When to do Evaluation
	6.3	Methods, Techniques and Tools
	6.4	Which Method and When?
	6.5	Two Approaches to Evaluation: Usability Engineering and Contextual Inquiry
7	Future Trends
Glossary
References and Further Reading
Acknowledgements
Index

%M E.Rada.96
%0 BOOK
%T Groupware and Authoring
%E Roy Rada
%D 1996
%I Academic Press
%G ISBN 0-12-575005-6
%Y 1. Introduction
2. A Review of Collaborative Authoring Tools
	+ Antonios Michailidis
	+ Roy Rada
3. Collaborative Authoring Dynamics
	+ Chaomei Chen
	+ Roy Rada
4. A Portrait of the Author as an Interacting Group
	+ Jo Ann Oravec
5. Coordination and Reuse
	+ Roy Rada
6. The Effectiveness of Simple Shared Electronic Workspaces
	+ Gary M. Olson
	+ Judith S. Olson
7. Computer-mediated Communication for Intellectual Teamwork: An Experiment in Group Writing
	+ Jolene Galegher
	+ Robert E. Kraut
8. Learning to Write Together
	+ Ilona Posner
	+ Alex Mitchell
	+ Ronald Baecker
9. Flexible Diff-ing in a Collaborative Writing System
	+ Christine M. Neuwirth
	+ Ravinder Chandhok
	+ David S. Kaufer
	+ Paul Erion
	+ James Morris
	+ Dale Miller
10. Collaborative Writing with Synchronous and Asynchronous Support Environments
	+ Martina Angela Sasse
	+ Mark James Handley
11. Using Multimedia to Support Cooperative Editing
	+ A. Santos
	+ B. Tritsch
12. SEPIA: A Cooperative Hypermedia Authoring Environment
	+ Norbert Streitz
	+ Jorg Haake
	+ Jorg Hannemann
	+ Andreas Lemke
	+ Wolfgang Schuler
	+ Helge Schutt
	+ Manfred Thuring
13. Structured and Distributed Cooperative Editing in a Large Scale Network
	+ Dominique Decouchant
	+ Vincent Quint
	+ Manuel Romero Salcedo
14. A Three-Level Binding for Collaborative Editing Semantics
	+ David Stotts
	+ Prasun Dewan
	+ Jonathan Munson
	+ Jaime Navon
15. SAGE: A High Structure System for Helping Teams Find Wisdom (within themselves)
	+ Michael Capron
	+ Jacqueline Desimone
	+ Karen Lacomis-Cote
16. Multimedia and Multi-party Desktop Conference System: MERMAID as Groupware Platform
	+ Shiro Sakata
	+ Kazutoshi Maeno
	+ Hideyuki Fukuoka
	+ Toyoko Abe
	+ Hiromi Mizuno

%M E.Redmill.97
%0 BOOK
%T Human Factors in Safety-Critical Systems
%E Felix Redmill
%E Jane Rajan
%D 1997
%I Butterworth-Heinemann
%G ISBN 0-75062715-8
%Y PART 1 SAFETY-CRITICAL SYSTEMS AND HUMAN RELIABILITY
	1 Introducing Safety-critical Systems
			+ Felix Redmill
		1.1 Introduction
		1.2 Safety and Safety-critical Systems
		1.3 The Human Element in Failure
		1.4 A Consideration of Risk
		1.5 Hazard and Risk Analysis
		1.6 Designing for Safety
		1.7 The Safety Case
		1.8 Safety Culture
		1.9 The Right Questions
	2 The Causes of Human Error
			+ Deborah Lucas
		2.1 The Aim of this Chapter
		2.2 Human Error and Major Accidents
		2.3 What Causes Human Errors?
		2.4 Some Key Concepts and Distinctions
		2.5 Cognitive Models of Human Error
		2.6 Practical Use of Models of Error Causation
		2.7 Conclusions
	3 Human Reliability Assessment: Methods and Techniques
			+ Carlo Cacciabue
		3.1 Introduction
		3.2 Criteria for Classifying Human Factors Methods
		3.3 Methodologies for Human Reliability Assessment
		3.4 Methods and Techniques for Human Reliability Analysis
		3.5 Comparison of Methods
		3.6 Conclusions
PART 2 HUMAN-COMPUTER INTERACTION
	4 Introduction to HCI in Safety-critical systems
			+ Graham Storrs
		4.1 What Makes HCI Design So Important?
		4.2 What Makes HCI Design So Difficult?
		4.3 Approaches To User Interface Design
		4.4 Where Are The Hazards In User Interfaces?
		4.5 Putting User Interfaces in Context
		4.6 People Are Not Like Other System Components
		4.7 Concluding Remarks
	5 Specification of Safety-critical Systems
			+ Jeremy Clare
		5.1 Introduction
		5.2 The Nature of Specifications
		5.3 The Life Cycle Context
		5.4 Risk Analysis in the Specification Process
		5.5 Fault Tree Analysis for Supporting the Analysis of Likelihood in Risk Evaluation
		5.6 Hazard Analysis of Human-centred Systems
		5.7 Conclusions
	6 Interface Design for Safety-critical Systems
			+ Jane Rajan
		6.1 Introduction
		6.2 The Display Design Process
		6.3 Structuring the Display System
		6.4 Representation of Displayed Information
		6.5 Abnormal and Emergency Operation
		6.6 Conclusion
	7 Training and Operator Support
			+ Andrew Shepherd
		7.1 Introduction
		7.2 Understanding the Task
		7.3 Acquisition and Application of Skill
		7.4 Making Training and Support Design Choices
		7.5 Developing Support Aids for Operators
		7.6 Ensuring Safe and Competent Operation through Training
		7.7 Assessing Performance
		7.8 Concluding Remarks
	8 Design and Support for Abnormal Situations
			+ Jonathan Berman
		8.1 Introduction
		8.2 Behaviour in Abnormal Situations
		8.3 Safety-based'Support
		8.4 Training Support
		8.5 Conclusions
PART 3 SOCIO-TECHNICAL CONSIDERATIONS
	9 Social Factors in Safety-critical Systems
			+ Ron Westrum
		9.1 Introduction
		9.2 Social Factors in the Design Process
		9.3 The Conduct of Operations
		9.4 Managing the Interfaces
		9.5 Conclusion
	10 Learning from Incidents at Work
			+ Florus Koornneef
			+ Andrew Hale
		10.1 Introduction
		10.2 Accident Models
		10.3 Accident Analysis Techniques
		10.4 The ISA System
		10.5 Discussion
	11 Procedural Violations -- Causes, Costs and Cures
			+ Steve Mason
		11.1 Introduction
		11.2 Direct Motivators
		11.3 Behaviour Modifiers
		11.4 A Work Design Approach
		11.5 Routine, Situational, Exceptional and Optimising Violations
		11.6 Controlling Procedural Violations
		11.7 The HFRG Violation Approach
		11.8 Conclusions
	12 The Treatment of Human Factors in Safety Cases
			+ David Collier
		12.1 Regulation and Safety Cases
		12.2 The Content of a Safety Case
		12.3 Writing Safety Cases and Obtaining Regulatory Approval

%M E.Roe.94
%0 BOOK
%T Voice Communication Between Humans and Machines
%E David B. Roe
%E Jay G. Wilpon
%D 1994
%P 548
%I National Academy Press
%G ISBN 0-30904988-1
%Y Dedication
Voice Communication Between Humans and Machines -- An Introduction
	+ Lawrence R. Rabiner
Scientific Bases of Human-Machine Communication by Voice
	+ Ronald W. Schafer
The Role of Voice in Human-Machine Communication
	+ Philip R. Cohen
	+ Sharon L. Oviatt
Speech Communication -- An Overview
	+ James L. Flanagan
Computer Speech Synthesis: Its Status and Prospects
	+ Mark Liberman
Models of Speech Synthesis
	+ Rolf Carlson
Linguistic Aspects of Speech Synthesis
	+ Jonathan Allen
Speech Recognition Technology: A Critique
	+ Stephen E. Levinson
State of the Art in Continuous Speech Recognition
	+ John Makhoul
	+ Richard Schwartz
Training and Search Methods for Speech Recognition
	+ Frederick Jelinek
The Roles of Language Processing in a Spoken Language Interface
	+ Lynette Hirschman
Models of Natural Language Understanding
	+ Madeleine Bates
Integration of Speech with Natural Language Understanding
	+ Robert C. Moore
A Perspective on Early Commercial Applications of Voice-Processing Technology for Telecommunications and Aids for the Handicapped
	+ Chris Seelbach
Applications of Voice-Processing Technology in Telecommunications
	+ Jay G. Wilpon
Speech Processing for Physical and Sensory Disabilities
	+ Harry Levitt
Commercial Applications of Speech Interface Technology: An Industry at the Threshold
	+ John A. Oberteuffer
Military and Government Applications of Human-Machine Communication by Voice
	+ Clifford J. Weinstein
Deployment of Human-Machine Dialogue Systems
	+ David B. Roe
What Does Voice-Processing Technology Support Today?
	+ Ryohei Nakatsu
	+ Yoshitake Suzuki
User Interfaces for Voice Applications
	+ Candace Kamm
Speech Technology in the Year 2001
	+ Stephen E. Levinson
	+ Frank Fallside
Toward the Ultimate Synthesis/Recognition System
	+ Sadaoki Furui
Speech Technology in 2001: New Research Directions
	+ Bishnu S. Atal
New Trends in Natural Language Processing: Statistical Natural Language Processing
	+ Mitchell Marcus
The Future of Voice-Processing Technology in the World of Computers and Communications
	+ Yasuo Kato

%M E.Rudisill.95
%0 EDITED BOOK
%T Human-Computer Interface Design: Success Stories, Emerging Methods,
and Real-World Context
%E Marianne Rudisill
%E Clayton Lewis
%E Peter G. Polson
%E Tim McKay
%D 1995
%P 408
%I Morgan Kaufmann Publishers
%G ISBN 1-55860-310-7, OCLC 32625632
%Y Preface
Usability for Fun and Profit: A Case Study of the Design of DEC Rally Version 2
	+ Dennis Wixon
	+ Sandy Jones
Rapid, Integrated Design of a Multimedia Communication System
	+ Ellen Francik
The Xerox Star: An Influential User Interface Design
	+ Lawrence H. Miller
	+ Jeff Johnson
Project Ernestine: Analytic and Empirical Methods Applied to a Real-World CHI Problem
	+ Michael E. Atwood
	+ Wayne D. Gray
	+ Bonnie E. John
Pioneers and Settlers: Methods Used in Successful User Interface Design
	+ Stuart K. Card
Improving User Interfaces and Application Productivity by Using the ITS Application Development Environment
	+ John D. Gould
	+ Jacob Ukelson
	+ Stephen J. Boies
Lessons in Choosing Methods for Designing Complex Graphical User Interfaces
	+ Carrie Rudman
	+ George Engelbeck
Getting Around the Task-Artifact Cycle: How to Make Claims and Design by Scenario
	+ John M. Carroll
	+ Mary Beth Rosson
Mapping the Method Muddle: Guidance in Using Methods for User Interface Design
	+ Judith S. Olson
	+ Thomas P. Moran
Organizational Obstacles to Interface Design and Development: Two Participant Observer Studies
	+ Steven E. Poltrock
	+ Jonathan Grudin
System Design Practice, Emerging Development Acceleration Strategies, and the Role of User-Centered Design
	+ R. Jay Ritchie
	+ Judith A. List
Bringing Usability Effectively into Product Development
	+ Peter F. Conklin
Accepting the Challenge
	+ John L. Bennett
Respect and Beyond
	+ Clayton Lewis
	+ Peter Polson

%M E.Rouet.96 ?? get toc
%0 EDITED BOOK
%T Hypertext and Cognition
%E Jean-Francois Rouet
%E Jarmo J. Levonen
%E Andrew Dillon
%E Rand J. Spiro
%D 1996
%P 184
%C Mahwah, New Jersey
%I Lawrence Erlbaum Associates
%G ISBN 0-8058-2144-9 (paper) 0-8058-2043-0 (cloth)
%Y
La Maison Hypertext.
	+ C. A. Perfetti
An Introduction to Hypertext and Cognition
	+ Jean-Francois Rouet
	+ Jarmo J. Levonen
	+ Andrew Dillon
	+ Rand J. Spiro
Studying and Learning With Hypertext: Empirical Studies and Their Implications.
	+ Jean-Francois Rouet
	+ Jarmo J. Levonen
Myths, Misconceptions, and an Alternative Perspective on Information Usage and the Electronic Medium.
	+ Andrew Dillon
Using Hypertext to Study and Reason About Historical Evidence
	+ M. A. Britt
	+ Jean-Francois Rouet
	+ C. A. Perfetti
Effects of Overview Structure on Study Strategies and Text Representations for Instructional Hypertext
	+ D. Dee-Lucas
Comprehension, Coherence, and Strategies in Hypertext and Linear Text
	+ Peter W. Foltz
Studying and Annotating Electronic Text
	+ H. van Oostendorp
Notes on Hypertext, Cognition, and Language
	+ E. Esperet
Text and Hypertext
	+ C. A. Perfetti

%M E.Ruttkay.04
%0 EDITED BOOK
%T From Brows to Trust -
Evaluating Embodied Conversational Agents
%S Human-Computer Interaction Series, Vol. 7
%E Zsofia Ruttkay
%E Catherine Pelachaud
%D 2004
%P 352
%G ISBN 1-4020-2729-X
%I Springer-Verlag
%Y 
PART I EVALUATION METHODOLOGY
1. The Blind Men and the Elephant Revisited
2. Embodied Conversational Agents on a Common Ground
3. Empirical Evaluation Methodology for Embodied Conversational Agents
4. Evaluating Users' Reactions to Human-Like Interfaces
PART II THE USER IN FOCUS
5. User-Centred Design and Evaluation of Affective Agents
6. 'User as Assessor' Approach to Embodied Conversational Agents
PART III EVALUATION OF ECAS
7. More about Brows
8. Evaluation of Multimodal Behaviour of Embodied Agents
9. ECA as User Interface Paradigm
PART IV EVALUATION OF APPLICATIONS
10. Talking to Digital Fish
11. Experimental Evaluation of the Use of ECAs in eCommerce Applications
12. What we can Learn from Avatar-driven Internet Communities

%M E.Salvendy-2.87 11/4/90 gp/bs
%0 EDITED BOOK
%T Cognitive Engineering in the Design of Human-Computer Interaction
and Expert Systems
%E Gavriel Salvendy
%D 1987
%P 592
%G ISBN 0-44442848-8 : 0-44442396-6 (series) 0-44442849-6 (set)
%O proceedings of the Second International Conference on Human-Computer Interaction, Honolulu, Hawaii, August 10-14, 1987, vol.II
%C Amsterdam
%I Elsevier Science Publishers

%M E.Salvendy-3.87 11/4/90 gp/bs
%0 EDITED BOOK
%T Social, Ergonomic and Stress Aspects of Work with Computers
%O proceedings of the Second International Conference on Human-Computer Interaction, Honolulu, Hawaii August 10-14, 1987, volume I
%E Gavriel Salvendy
%E Steven L. Sauter
%E Joseph J. Hurrell, Jr.
%D 1987
%G ISBN 0-44442847-X : 0-44442396-6 (series) 0-44442849-6 (set)
%P 373
%C Amsterdam
%I Elsevier Science Publishers

%M E.Salvendy.84 11/4/90 gp/bs
%0 EDITED BOOK
%G ISBN 0-44442395-8 : 0-44442396-6 (series)
%T Human-Computer Interaction
Proceedings of the First USA-Japan Conference on Human-Computer Interaction
%E Gavriel Salvendy
%D 1984-08-18/1984-08-20
%D 1984
%P 470
%C Amsterdam
%I Elsevier Science Publishers

%M E.Salvendy.87 11/4/90 gp/bs
%0 EDITED BOOK
%T Handbook of Human Factors
%E Gavriel Salvendy
%D 1987
%P 1874
%C New York
%I John Wiley & Sons
%G ISBN 0-471-88015-9; TA 166.H275; OCLC 13426477
%K GENERAL Lifecycle Task Device Dialogue Guidelines DESIGN Psych Guidance
EVALUATION Empirical Model
%Y 1	The Human Factors Function
2	Human Factors Fundamentals
3	Functional Analysis
4	Job and Organization Design
5	Equipment and Workplace Design
6	Environmental Design
7	Design for Health and Safety
8	Design of Selection and Training Systems
9	Performance Modeling
10	System Evaluation
11	Human Factors in the Design and Use of Computing Systems
12	Selected Applications of Human Factors in Computer Systems
%W http://www.hcibib.org/ftp/salvendy.bib

%M E.Salvendy.89 11/4/90 gp/bs
%0 EDITED BOOK
%S Advances in Human Factors/Ergonomics, 12B
%T Designing and Using Human-Computer Interfaces and Knowledge Based Systems
%E Gavriel Salvendy
%E Michael J. Smith
%D 1989
%V 2
%N 113
%P 900
%C Amsterdam
%I Elsevier Science Publishers
%G ISBN 0-444-88078-X (ISBN 0-444-88079-8 set)
%O Proceedings of the 3rd International Conference on Human-Computer
Interaction, Boston, USA, September 18-22, 1989
%Y I.	Future Directions
II.	Software Psychology
III.	Learning
IV.	Data Bases
V.	Graphics
VI.	Dialogue Design
VII.	Expert Systems

%M E.Salvendy.97
%0 EDITED BOOK
%T Handbook of Human Factors
%E Gavriel Salvendy
%D 1997
%P 1600
%C New York
%I John Wiley & Sons
%I Wiley-Interscience
%G ISBN 0-471-11690-4; OCLC 35986430
%O 2nd edition
%Y 1. THE HUMAN FACTORS FUNCTION
1. The Human Factors Profession
	+ Martin Helander
2. Systems Design and Evaluation
	+ Sara J. Czaja
2. THE HUMAN FACTORS FUNDAMENTALS
3. Sensation and Perception
	+ Robert W. Proctor
	+ Janet D. Proctor
4. Information Processing
	+ Christopher D. Wickens
	+ C. Melody Carswell
5. Learning
	+ Richard J. Koubek
	+ Susan A. H. Benysh
	+ Eric Tang
6. Human Error
	+ Kyung S. Park
7. Perceptual Motor Skills and Human Motion Analysis
	+ David Regan
8. Engineering Anthropometry
	+ Karl H. E. Kroemer
9. Biomechanics of the Human Body
	+ William S. Marras
10. Work Physiology -- Fatigue and Recovery
	+ Suzanne H. Rodgers
3. JOB DESIGN
11. Allocation of Functions
	+ Joseph Sharit
12. Task Analysis
	+ Holger Luczak
13. Mental Workload
	+ Pamela S. Tsang
	+ Glenn F. Wilson
14. Job and Team Design
	+ Gina J. Medsker
	+ Michael A. Campion
15. Participatory Ergonomics
	+ John R. Wilson
	+ Helen M. Haines
16. Models in Training and Instruction
	+ Robert W. Swezey
	+ Robert E. Llaneras
17. Computer-Based Instruction
	+ John F. Brock
18. Organizational Design and Macroergonomics
	+ Hal Hendrick
19. Socially Centered Design
	+ Kay M. Stanney
	+ Jeffrey L. Maxey
	+ Gavriel Salvendy
4. EQUIPMENT, WORKPLACE, AND ENVIRONMENTAL DESIGN
20. Visual Displays
	+ Kevin B. Bennett
	+ Allen L. Nagy
	+ John M. Flach
21. Controls
	+ Hans-Jorg Bullinger
	+ Peter Kern
	+ Martin Braun
22. Nonconventional Controls
	+ Grant R. McMillan
	+ Robert G. Eggleston
	+ Timothy R. Anderson
23. Biomechanical Aspects of Workplace Design
	+ Don B. Chaffin
24. Noise
	+ Malcolm J. Crocker
25. Vibration and Motion
	+ Michael J. Griffin
26. Illumination
	+ Peter R. Boyce
27. Toxicology and Thermal Comfort
	+ Stephan A. Konz
28. Climate and Clothing
	+ Carolyn K. Bensel
	+ William R. Santee
29. Design for Macrogravity and Microgravity Environments
	+ William B. Albery
	+ Barbara Woolford
30. Architecture and Interior Design
	+ John E. Harrigan
5. DESIGN FOR HEALTH AND SAFETY
31. Occupation Risk Management
	+ Bernhard Zimolong
32. Work Schedules and Sustained Performance
	+ Donald I. Tepas
	+ Michael J. Paley
	+ Stephen M. Popkin
33. Psychosocial Approach in Occupational Health
	+ Raija Kalimo
	+ Keri Lindstrom
	+ Michael J. Smith
34. Manual Materials Handling
	+ M. M. Ayoub
	+ Patrick Dempsey
	+ Waldemar Karwowski
35. Work-Related Musculoskeletal Disorders of the Upper Extremities
	+ Waldemar Karwowski
	+ William S. Marras
36. Warnings and Risk Perception
	+ Kenneth R. Laughery, Sr.
	+ Michael S. Wogalter
6. PERFORMANCE MODELING
37. Decision Making
	+ Mark R. Lehto
38. Feedback Control Models -- Manual Control and Tracking
	+ Ronald Hess
39. Supervisory Control
	+ Thomas B. Sheridan
40. Cognitive Modeling
	+ Ray Eberts
41. Computer Modeling and Simulation
	+ K. Ronald Laughery, Jr.
	+ Kevin Corker
42. Decision Support Systems
	+ Andrew P. Sage
7. EVALUATION
43. Data Collection and Evaluation of Outcome Measures
	+ Gavriel Salvendy
	+ Pascale Carayon
44. Exploratory Sequential Data Analysis: Qualitative and Quantitative Handling of Continuous Observational Data
	+ Penelope M. Sanderson
	+ Carolanne Fisher
45. Effectiveness Testing of Complex Systems
	+ Annelise Mark Pejtersen
	+ Jens Rasmussen
46. Usability Testing
	+ Jakob Nielsen
47. Maintainability
	+ Anthony E. Majoros
	+ Edward Boyle
48. Human Factors Audits
	+ Colin G. Drury
49. Assessing Cost/Benefits of Human Factors
	+ William B. Rouse
	+ Kenneth R. Boff
8. HUMAN-COMPUTER INTERACTION
50. Design of Computer Terminal Workstations
	+ Michael J. Smith
	+ William J. Cohen
51. Software-User Interface Design
	+ Yili Liu
52. Virtual Environments
	+ Hans-Jorg Bullinger
	+ Wilhelm Bauer
	+ Martin Braun
53. Social Computing: Computer Supported Cooperative Work and Groupware
	+ Anita Barua
	+ Ramnath Chellappa
	+ Andrew B. Whinston
54. Human Factors in Information Access of Distributed Systems
	+ Ray Reaux
	+ John M. Carroll
55. Multimedia
	+ Mark H. Chignell
	+ John A. Waterworth
9. SELECTED APPLICATIONS OF HUMAN FACTORS
56. Human Factors in Manufacturing
	+ Waldemar Karwowski
	+ Hans-Jurgen Warnecke
	+ Manfred Hueser
57. Automation Surprises
	+ David D. Woods
	+ Nadine Sarter
	+ Charlie Billings
58. Human Factors in Process Control
	+ Neville Moray
59. Human Factors in Transportation
	+ Patricia F. Waller
	+ Paul A. Green
60. Design for People with Functional Limitations Resulting from Disability, Aging, or Circumstance
	+ Gregg C. Vanderheiden

%M E.Schneider.93
%0 EDITED BOOK
%T Adaptive User Interfaces
%E M. Schneider-Hufschmidt
%E T. Kuhme
%E U. Malinowski
%D 1993
%P 362
%C Amsterdam
%I Elsevier Science Publishers
%G ISBN 0-444-81545-7
%Y Introduction
Part I: Setting the Stage
Part II: Modelling Users, Tasks, and Dialogs
Part III: Prototypes and Systems
Part IV: Evaluation
Discussion Results

%M E.Schuler.93 ?? get toc
%0 EDITED BOOK
%T Participatory Design: Principles and Practices
%E Douglas Schuler
%E Aki Namioka
%D 1993
%P 312
%C Mahwah, New Jersey
%I Lawrence Erlbaum Associates
%G ISBN 0-8058-9052-X (paper) 0-8058-9051-1 (cloth)

%M E.Seffah.05
%0 EDITED BOOK
%T Human-Centered Software Engineering - Integrating Usability in the Software Development Lifecycle
%S Human-Computer Interaction Series, Vol. 8
%E Ahmed Seffah
%E Jan Gulliksen
%E Michel C. Desmarais
%P 391
%D 2005
%G ISBN 1-4020-4027-X
%I Springer-Verlag

%M E.Shackel.81 11/4/90 gp/bs
%0 EDITED BOOK
%T Man-Computer Interaction: Human Factors Aspects of Computers and People
%E Brian Shackel
%D 1981
%P 560
%G ISBN 9-02860910-5
%C The Netherlands
%I Sijthoff and Noordhoof Publishers

%M E.Shackel.91 5/14/92 gp
%0 EDITED BOOK
%T Human Factors for Informatics Usability
%E B. Shackel
%E S. J. Richardson
%D 1991
%P 438
%C Cambridge, UK
%I Cambridge University Press
%G ISBN 0-521-36570-8
%Y PART 1: INFORMATICS USABILITY -- INTRODUCTION, SCOPE AND IMPORTANCE
1	Human Factors for Informatics Usability -- Background and Overview (1-19)
	+ Brian Shackel
	+ Simon Richardson
2	Usability -- Context, Framework, Definition, Design and Evaluation (21-37)
	+ Brian Shackel
3	The Business Case for Human Factors in Informatics (39-71)
	+ Alphonse Chapanis
PART 2: SYSTEM DESIGN -- ORIENTATION AND APPROACHES
4	Human Factors Contributions to the Design Process (73-96)
	+ Ken Eason
	+ Susan Harker
5	Helping the I.T. Designer to Use Human Factors (97-119)
	+ Tom Stewart
6	Interface Design Issues for the System Designer (121-131)
	+ William Newman
7	An Approach to Formalized Procedures for User-Centred System Design (133-150)
	+ Arthur Gardner
PART 3: SPECIAL TOPICS IN DEPTH
8	The Contributions of Applied Cognitive Psychology to the Study of Human-Computer Interaction (151-182)
	+ Phil Barnard
9	Formal Models and Techniques in Human-Computer Interaction (183-206)
	+ Jurgen Ziegler
	+ Hans-Jorg Bullinger
10	Designing Expert Systems for Usability (207-246)
	+ Brian Gaines
PART 4: ORGANISATIONAL ASPECTS AND DESIGN IN LARGE SYSTEMS
11	Organisational Issues and Task Analysis (247-266)
	+ Siegfried Greif
12	Participation in Systems Design -- What Can It Offer? (267-290)
	+ Enid Mumford
13	Towards a Human Factors Strategy for Information Technology Systems (291-324)
	+ Leela Damodaran
PART 5: DESIGN AND EVALUATION -- SOME SPECIFIC METHODS
14	A Taxonomy and Rule Base for the Selection of Interaction Styles (325-342)
	+ Ben Shneiderman
15	Designing and Evaluating Documentation for I.T. Users (343-358)
	+ Patricia Wright
16	Evaluating Usability (359-396)
	+ Alphonse Chapanis
References (397-422)
Author Index (423-429)
Subject Index (431-438)

%M E.Sherr.88 11/4/90 gp/bs
%0 EDITED BOOK
%T Input Devices
%G ISBN 0-12639970-0
%E Sol Sherr
%D 1988
%P 301
%C San Diego, CA
%I Academic Press

%M E.Shneiderman.93 9/25/93 gp
%0 EDITED BOOK
%T Sparks of Innovation in Human-Computer Interaction
%E Ben Shneiderman
%D 1993
%P 400
%C Norwood, NJ
%I Ablex Publishing
%W http://www.intellectbooks.com/authors/shneider/sparks.htm
%I Intellect
%G ISBN 1-56750-078-1 (Cloth); 1-56750-079-X (Paper)
%Y Preface
Overview: Fuel for a New Discipline
Introduction: Supporting the Process of Innovation
1.  Direct manipulation
	1.1  Direct manipulation: a step beyond programming languages,
		+ Ben Shneiderman
	1.2  A study of file manipulation by novices using commands vs. direct manipulation
		+ Sepeedeh Margono
		+ Ben Shneiderman
	1.3  Remote direct manipulation: a case study of a telemedicine workstation
		+ Richard Keil-Slawik
		+ Catherine Plaisant
		+ Ben Shneiderman
2.  Menu selection
	2.1  Embedded menus: selecting items in context
		+ Larry Koved
		+ Ben Shneiderman
	2.2  An empirical comparison of pie vs. linear menus
		+ Jack Callahan
		+ Don Hopkins
		+ Mark Weiser
		+ Ben Shneiderman
	2.3  Time stress effects on two menu selection systems
		+ Daniel F. Wallace
		+ Nancy S. Anderson
		+ Ben Shneiderman
3.  Hypertext
	3.1  Finding facts vs. browsing knowledge in hypertext systems
		+ Gary Marchionini
		+ Ben Shneiderman
	3.2  Restructuring knowledge for an electronic encyclopedia
		+ Charles B. Kreitzberg
		+ Ben Shneiderman
	3.3  The Electronic Teaching Theater: interactive hypermedia & mental models of the classroom
		+ Kent L. Norman
4.  Touchscreens
	4.1  Improving the accuracy of touchscreens: an experimental evaluation of three strategies
		+ Richard L. Potter
		+ Linda J. Weldon
		+ Ben Shneiderman
	4.2  High precision touchscreens: design strategies and comparisons with a mouse
		+ Andrew Sears
		+ Ben Shneiderman
	4.3  Touchscreens now offer compelling uses
		+ Ben Shneiderman
	4.4  Touchscreen interfaces for alphanumeric data entry
		+ Catherine Plaisant
		+ Andrew Sears
	4.5  Scheduling home control devices: a case study of the transition from the research project to a product
		+ Catherine Plaisant
		+ Ben Shneiderman
		+ Jim Battaglia
5.  Public access
	5.1  Guide to Opportunities in Volunteer Archaeology: case study on the use of a hypertext system, in a museum exhibit
		+ Catherine Plaisant
	5.2  Evaluating three museum installations of a hypertext system
		+ Ben Shneiderman
		+ Dorothy Brethauer
		+ Catherine Plaisant
		+ Richard Potter
	5.3  ACCESS at the Library of Congress
		+ Gary Marchionini
		+ Maryle Ashley
		+ Lois Korzendorfer
	5.4  User interface consistency: an evaluation of original and revised interfaces for a videodisk library
		+ Richard Chimera
		+ Ben Shneiderman
6.  Information visualization: dynamic queries, treemaps, and the filter/flow metaphor
	6.1  Dynamic Queries for information exploration: an implementation and evaluation
		+ Christopher Ahlberg
		+ Christopher Williamson
		+ Ben Shneiderman
	6.2  The Dynamic HomeFinder: evaluating Dynamic Queries in a real-estate information exploration system
		+ Christopher Williamson
		+ Ben Shneiderman
	6.3  Treemaps: a space-filling approach to the visualization of hierarchical information structures
		+ Brian Johnson
		+ Ben Shneiderman
7.  Essays and explorations
	7.1  A nonanthropomorphic style guide: overcoming the Humpty Dumpty syndrome
		+ Ben Shneiderman
	7.2  Human values and the future of technology: a declaration of responsibility
		+ Ben Shneiderman
	7.3  Engagement and construction: educational strategies for the post-TV era
		+ Ben Shneiderman
	7.4  Protecting rights in user interface designs
		+ Ben Shneiderman
	7.5  Declaration in Apple vs. Microsoft/Hewlett-Packard
		+ Ben Shneiderman
Appendix-HCIL publications
Appendix-videos

%M E.Sime.83 11/4/90 gp/bs
%0 EDITED BOOK
%T Designing for Human-Computer Communication
%G ISBN 012643820X
%E M. Sime
%E M. Coombs
%D 1983
%P 332
%C New York, NY
%I Academic Press

%M E.Sloan.2000
%0 EDITED BOOK
%T Home Informatics and Telematics
Information, Technology and Society
%E Andy Sloane
%E Felix van Rijn
%D 2000
%P 240
%G ISBN 0-7923-7867-9
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-7923-7867-9
%S International Federation for Information Processing : Volume 173
%Y Citizen Science Implications of Public Access to 3-D Hypermedis Editing and Interactivity in the Home
	+ K. Bjerg
Enhanced Television and Interactive Services
	+ C. Dormann
Real and Virtual Conferences
	+ D. Lawrence
	et al
Methodological Challenges in the Study of Technology at Home
	+ A. Kjaer
	et al
Direct and Mediated Interaction in the Maintenance of Social Relationships
	+ R. Ling
Using E-Mail for Social and Domestic Purposes
	+ K. Buckner
	+ M. Gillham
The Paths of Work and ICT into the Home
	+ L. Sturesson
ICT Appropriation by Small Businesses
	+ J. Pierson
Familyware
	+ K. Go
	et al
Web-Based Family Noticeboard
	+ W. Huang
	et al
Home Information Systems
	+ A. Sloane
	et al
Invisible Technologies, Invisible Boundaries?
	+ K. Oksanen-Sarela
School's Out
	+ J. M. Carroll
	+ M. B. Rosson
User-Centred Design
	+ A. Monk
Purchasing a Home Computer
	+ H. Lahtinen
A Longitudinal Analysis of Computing in the Home
	+ A. Venkatesh
	et al
%O contains selected proceedings from the
International Conference on Home Informatics and Telematics (HOIT 2000),
`IT at Home: Virtual Influences on Everyday Life',
which was sponsored by the International Federation for Information Processing (IFIP)
and held in Wolverhampton, United Kingdom, June 28-30, 2000

%M E.Smith.80 11/4/90 gp/bs
%0 EDITED BOOK
%T Human Interaction with Computers
%G ISBN 0-12652852-7 (pbk.) 0-12652850-0
%P 369
%E H. T. Smith
%E T. R. G. Green
%D 1980
%C New York, NY
%I Academic Press

%M E.Smith.89 11/4/90 gp/bs
%0 EDITED BOOK
%S Advances in Human Factors/Ergonomics, 12A
%T Work with Computers: Organizational, Management, Stress and Health Aspects
%E Michael J. Smith
%E Gavriel Salvendy
%D 1989
%V 1
%N 88
%P 698
%C Amsterdam
%I Elsevier Science Publishers
%G ISBN 0-444-88077-1 (ISBN 0-444-88079-8 set)
%O Proceedings of the 3rd International Conference on Human-Computer
Interaction, Boston, USA, September 18-22, 1989
%Y I.	Organizational
II.	Stress
III.	Health
IV.	Interface -- Speech
V.	Interface -- Displays and Controls
VI.	Interface -- Human Factors

%M E.Snodgrass.02
%0 EDITED BOOK
%T Human factors in information systems
%E Edward Szewczak
%E Coral Snodgrass
%D 2002
%P 324
%I IRM Press
%G ISBN: 1-93177710-1

%M E.SparkJones.97
%0 EDITED BOOK
%T Readings in Information Retrieval
%S Multimedia Information and Systems
%E Karen Sparck Jones
%E Peter Willett
%I Morgan Kaufmann Publishers
%G ISBN 1-55860454-5
%D 1997
%P 600
%Y 1. OVERALL INTRODUCTION
2. HISTORY
The Thesaurus Approach to Information Retrieval
	+ T. Joyce
	+ R. M. Needham
The Automatic Derivation of Information Retrieval Encodements from Machine-Readable Texts
	+ H. P. Luhn
Indexing and Abstracting by Association. Part I
	+ L. B. Doyle
On Relevance, Probabilistic Indexing and Information Retrieval
	+ M. E. Maron
	+ J. L. Kuhns
The Cranfield Tests on Index Language Devices
	+ C. W. Cleverdon
Computer Evaluation of Indexing and Text Processing
	+ G. Salton
	+ M. E. Lesk
3. KEY CONCEPTS
The Concept of "Aboutness" in Subject Indexing
	+ W. J. Hutchins
The Testing of Index Language Devices
	+ C. W. Cleverdon
	+ J. Mills
Thesaurus
	+ D. J. Foskett
Using Problem Structures for Driving Human-Computer Dialogues
	+ P. J. Daniels
	+ H. M. Brooks
	+ N. J. Belkin
Relevance: A Review of and a Framework for Thinking on the Notion in Information Science
	+ T. Saracevic
4. EVALUATION
A Study of Information Seeking and Retrieving. I. Background and Methodology
	+ T. Saracevic
	+ P. Kantor
	+ A. Y. Chamis
	et al
On Selecting a Measure of Retrieval Effectiveness, Part I
	+ W. S. Cooper
The Pragmatics of Information Retrieval Experimentation, Revisited
	+ J. Tague-Sutcliffe
Presenting Results of Experimental Retrieval Comparisons
	+ E. M. Keen
MEDLARS: Report on the Evaluation of Its Operating Efficiency
	+ F. W. Lancaster
The TREC Conferences
	+ D. K. Harman
5. MODELS
Getting Beyond Boole
	+ W. S. Cooper
A Non-Classical Logic for Information Retrieval
	+ C. J. van Rijsbergen
A Vector Space Model for Automatic Indexing
	+ G. Salton
	+ A. Wong
	+ C. S. Yang
The Probability Ranking Principle in IR
	+ S. E. Robertson
Inference Networks for Document Retrieval
	+ H. Turtle
	+ W. B. Croft
ASK for Information Retrieval. Part I. Background and Theory
	+ N. J. Belkin
	+ R. N. Oddy
	+ H. M. Brooks
6. TECHNIQUES
An Algorithm for Suffix Stripping
	+ M. F. Porter
Robust Text Processing in Automated Information Retrieval
	+ T. Strzalkowski
Term-Weighting Approaches in Automatic Text Retrieval
	+ G. Salton
	+ C. Buckley
Search Term Relevance Weighting Given Little Relevance Information
	+ K. Sparck Jones
Using Probabilistic Models of Document Retrieval without Relevance Information
	+ W. B. Croft
	+ D. J. Harper
Some Simple Effective Approximations to the 2-Poisson Model for Probabilistic Weighted Retrieval
	+ S. E. Robertson
	+ S. Walker
Improving Retrieval Performance by Relevance Feedback
	+ G. Salton
	+ C. Buckley
Using Interdocument Similarity Information in Document Retrieval Systems
	+ A. Griffiths
	+ H. C. Luckhurst
	+ P. Willett
7. SYSTEMS
The SMART and SIRE Experimental Retrieval Systems
	+ G. Salton
	+ M. J. McGill
Architecture of an Expert System for Composite Document Analysis, Representation, and Retrieval
	+ E. A. Fox
	+ R. K. France
User-Friendly Systems Instead of User-Friendly Front-Ends
	+ D. K. Harman
The Okapi Online Catalogue Research Projects
	+ S. Walker
TREC and TIPSTER Experiments with INQUERY
	+ J. P. Callan
	+ W. B. Croft
	+ J. S. Broglio
RUBRIC: A System for Rule-Based Information Retrieval
	+ B. P. McCune
	+ R. M. Tong
	+ J. Dean
TARGET and FREESTYLE: DIALOG and Mead Join the Relevance Ranks
	+ C. Tenopir
	+ P. Cahn
8. EXTENSIONS
A Hypertext Environment for Interacting with Large Databases
	+ M. Agosti
	+ G. Gradenigo
	+ P. G. Marchetti
Automatic Analysis, Theme Generation, and Summarization of Machine-Readable Texts
	+ G. Salton
	+ J. Allan
	+ C. Buckley
	et al
Querying Across Languages: A Dictionary-Based Approach to Multilingual Information Retrieval
	+ D. A. Hull
	+ G. Grefenstette
Experiments in Spoken Document Retrieval
	+ K. Sparck Jones
	+ G. J. F. Jones
	+ J. T. Foote
	et al
Video Parsing, Retrieval and Browsing: An Integrated and Content-Based Solution
	+ H. J. Zhang
	+ C. Y. Low
	+ S. W. Smoliar
	et al
The Automatic Indexing System AIR/PHYS -- From Research to Application
	+ P. Biebricher
	+ N. Fuhr
	+ G. Lustig
	et al
A News Story Categorization System
	+ P. J. Hayes
	+ L. E. Knecht
	+ M. J. Cellio
Conceptual Information Extraction and Retrieval from Natural Language Input
	+ L. F. Rau
A Production Rule System for Message Summarization
	+ E. Marsh
	+ H. Hamburger
	+ R. Grishman
The Application of Linguistic Processing to Automatic Abstract Generation
	+ F. C. Johnson
	+ C. D. Paice
	+ W. J. Black
	et al
9. ENVOI
Historical Note: Information Retrieval and the Future of an Illusion
	+ D. R. Swanson

%M E.Stephanidis.01
%0 EDITED BOOK
%T User Interfaces for All:
Concepts, Methods, and Tools
%S Human Factors and Ergonomics Series
%E Constantine Stephanidis
%D 2001
%G ISBN 0-8058-2967-9
%I Lawrence Erlbaum Associates
%P 728
%Y
Part I: Introduction
Part II: Dimensions
Part III: Design
Part IV: Software Technologies and Architectural Models
Part V: Evaluation
Part VI: Unified User Interfaces
Part VII: Support Measures
Part VIII: Looking to the Future

%M E.Stern.99
%0 EDITED BOOK
%T Digital libraries: philosophies, technical design considerations, and example scenarios : pre-publication reviews, commentaries, evaluations
%E David Stern
%D 1999
%I Haworth Press
%P 230
%G ISBN: 0-78900769-X
%Y
Introduction
	+ David Stern
PHILOSOPHIES
The Organization of Digital Libraries
	+ Michael E. Lesk
Collection Development in the Digital Library
	+ Daniel Jones
Usability Evaluation of Digital Libraries
	+ Barbara Buttenfield
New Search and Navigation Techniques in the Digital Library
	+ David Stern
TECHNICAL DESIGN CONSIDERATIONS
University of Illinois the Federation of Digital Libraries: Interoperability Among Heterogeneous Information Systems
	+ Robert Ferrer
Toward Seamlessness with XML
	+ Daniel Chudnov
Interface Design Considerations in Libraries
	+ Steve Mitchell
Grainger Engineering Library: An Object-Enhanced User Interface for Information Retrieval
	+ Eric H. Johnson
EXAMPLE SCENARIOS
MAGIC: A Connecticut Collection of Geodata for the Geo-Scientist
	+ Patrick McGlamery
Patents in the New World
	+ Timothy Lee Wherry

%M E.Strzalkowski.99
%0 EDITED BOOK
%T Natural Language Information Retrieval
%E Tomek Strzalkowski
%D 1999
%P 384
%W http://www.wkap.nl/book.htm/0-7923-5685-3
%I Kluwer Academic Publishers
%G ISBN 0-7923-5685-3
%S Text, Speech and Language Technology
%Y 1. What is the Role of NLP in Text Retrieval?
	+ K. S. Jones
2. NLP for Term Variant Extraction: Synergy Between Morphology, Lexicon, and Syntax
	+ C. Jacquemin
	+ E. Tzoukermann
3. Combining Corpus Linguistics and Human Memory Models for Automatic Term Association
	+ G. Ruge
4. Using NLP or NLP Resources for Information Retrieval Tasks
	+ A. F. Smeaton
5. Evaluating Natural Language Processing Techniques in Information Retrieval
	+ T. Strzalkowski
	et al
6. Stylistic Experiments in Information Retrieval
	+ J. Karlgren
7. Extraction-Based Text Categorization: Generating Domain-Specific Role Relationships Automatically
	+ E. Riloff
	+ J. Lorenzen
8. LaSIE Jumps the Gate
	+ Y. Wilks
	+ R. Gaizauskas
9. Phrasal Terms in Real-World IR Applications
	+ J. Zhou
10. Name Recognition and Retrieval Performance
	+ P. Thompson
	+ C. Dozier
11. Collage: An NLP Toolset to Support Boolean Retrieval
	+ J. Cowie
12. Document Classification and Routing
	+ L. Guthrie
	et al
13. Murax: Finding and Organizing Answers from Text Search
	+ J. Kupiec
14. The Use of Categories and Clusters for Organizing Retrieval Results
	+ M. Hearst

%M E.Sullivan.91 4/26/92 gp
%0 EDITED BOOK
%T Intelligent User Interfaces
%E Joseph W. Sullivan
%E Sherman W. Tyler
%D 1991
%P 560
%C Reading, MA
%I Addison-Wesley Publishing
%I ACM Press
%G ISBN 0-201-50305-0; QA 76.9 H85 A73; ACM Order number 704900
%Y 1	Introduction (1)
	+ James R. Miller
	+ Joseph W. Sullivan
	+ Sherman W. Tyler
I	MULTIMODAL COMMUNICATION
2	Intelligent Multi-Media Interface Technology (11)
	+ Jeannette G. Neal
	+ Stuart C. Shapiro
3	User and Discourse Models for Multimodal Communication (45)
	+ Wolfgang Wahlster
4	The Contributing Influence of Speech and Interaction of Human Discourse Patterns (69)
	+ Sharon L. Oviatt
	+ Philip R. Cohen
II	MODELS, PLANS, AND GOALS
5	An Intelligent Interface Architecture for Adaptive Interaction (85)
	+ Sherman W. Tyler
	+ Jon L. Schlossberg
	+ Robert A. Gargan, Jr.
	+ Linda K. Cook
	+ Joseph W. Sullivan
6	General User Modeling: A Facility to Support Intelligent Interaction (111)
	+ Robert Kass
	+ Tim Finin
7	Communicating with High-Level Plans (129)
	+ Jeffrey Bonar
	+ Blaise W. Liffick
8	A Dialogue User Interface Architecture (157)
	+ Robert L. Young
9	Intelligent Interfaces as Agents (177)
	+ David N. Chin
III	DYNAMIC PRESENTATION DESIGN
10	Graphics and Natural Language as Components of Automatic Explanation (207)
	+ Steven F. Roth
	+ Joe Mattis
	+ Xavier Mesnard
11	Presentation Design Using an Integrated Knowledge Base (241)
	+ Yigal Arens
	+ Lawrence Miller
	+ Norman Sondheimer
12	An Architecture for Knowledge-Based Graphical Interfaces (259)
	+ Stephen Feiner
13	Search Architectures for the Automatic Display of Graphical Presentations (281)
	+ Jock D. Mackinlay
IV	KNOWLEDGE-BASED TOOLS FOR INTERFACE DESIGN
14	An Introduction to HITS: Human Interface Tool Suite (293)
	+ James Hollan
	+ Elaine Rich
	+ William Hill
	+ David Wroblewski
	+ Wayne Wilner
	+ Kent Wittenburg
	+ Jonathan Grudin
15	UIDE -- An Intelligent User Interface Design Environment (339)
	+ James Foley
	+ Won Chul Kim
	+ Srdjan Kovacevic
	+ Kevin Murray
16	Using AI Techniques to Create User Interfaces by Example (385)
	+ Brad A. Myers
17	Graphical Knowledge-Based Model Editors (403)
	+ Allen Cypher
	+ Marilyn Stelzner
18	BACKBOARD: An Implementation of Specification by Reformulation (421)
	+ John Yen
	+ Robert Neches
	+ Michael DeBellis
	+ Pedro Szekely
	+ Peter Aberg
19	Structuring Programs to Support Intelligent Interfaces (445)
	+ Pedro Szekely
Index (465)

%M E.Sutcliffe.96
%0 EDITED BOOK
%T Domain Knowledge for Interactive System Design
%E A. G. Sutcliffe
%E Frans van Assche
%E David Benyon
%D 1996
%P 288
%G ISBN 0-412-78180-8
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-412-78180-8
%S International Federation for Information Processing : Volume 56
%Y Ecological studies of domain modelling
Process views of domain engineering
Role of domains in knowledge engineering
Domain modelling for user system interfaces
Formal approaches

%M E.Sutcliffe.98
%0 EDITED BOOK
%T Designing Effective and Usable Multimedia Systems
%E Alistair Sutcliffe
%E Peter Johnson
%E Jurgen Ziegler
%D 1998
%G ISBN 0-412-84270-X
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-412-84270-X
%S INTERNATIONAL FEDERATION FOR INFORMATION PROCESSING : Volume 133
%Y 1. Multimedia Design: From Tools for Skilled Designers to Intelligent Multimedia Design Systems
	+ M. Wilson
Part One: Methods, Models and Tools
2. A Framework for Hypermedia Design and Usability Evaluation
	+ F. Garzotto
	et al
3. Modeling of Hypermedia Applications with HyDev
	+ P. Pauen
	et al
4. Design Support for Hypermedia Documents
	+ M. Apperley
	+ R. Hunt
5. Developing Multimedia Principles from Design Features
	+ F. Nemetz
	+ P. Johnson
6. Media Transformations for the Representation and Communication of Multimedia Production Activities
	+ S. Morris
Part Two: Supporting Multimedia Design
7. Finding the `Right' Image: Visualizing Relationships among persons, Images and Impressions
	+ K. Nakakoji
	et al
8. Structuring Multimedia Data to Facilitate Decision Making and Reflection in Product Design
	+ S. Phillips
	+ J. T. McDonnell
9. Creating the Multimedia Project Experience Database
	+ J.-W. van Aalst
	+ C. van der Mast
10. BUILD-IT: A Brick-based integral Solution Supporting Multidisciplinary Design Tasks
	+ M. Fjeld
	et al
11. Combining Alternatives in the Multimedia presentation of Decision Support Information for Real-Time Control
	+ G. Herzog
	et al
12. So Many users - So Many Perspectives
	+ B. Schonhage
	et al
13. Developing a Multimedia Product for the World Wide Web
	+ L. Lisle
	et al
14. A Feasibility Study for a Mobile Multimedia Tourist Guide
	+ H. Eirund
	+ G. Schreiber
15. Design and Empirical Testing of a Checklist for the Evaluation of Multimedia Software for Children
	+ S. Duda
16. Performance Evaluation of Input Devices in Virtual Environments
	+ A. Roessler
	+ V. Grantz

%M E.Taylor.89 9/12/92 ss
%0 EDITED BOOK
%T The Structure of Multimodal Dialogue
%S Human Factors in Information Technology, 4
%E M. M. Taylor
%E F. Neel
%E D. G. Bouwhuis
%D 1989
%N 35
%P 539
%C Amsterdam
%I North-Holland
%I Elsevier Science Publishers
%G ISBN 0-444-87421-6; QA 76.9 H85S77 1989
%Y PROLOGUE: DIALOGUE AND USEFUL METAPHORS
1.	Introduction: Dialogue and Multimodal Dialogue (3-10)
	+ M. M. Taylor
	+ F. Neel
	+ D. G. Bouwhuis
2.	Metaphors for Interface Design (11-28)
	+ E. Hutchins
PART 1: USER MODELS AND BELIEF STRUCTURES
Introduction (31-32)
3.	Speech Acts in Multimodal Dialogues (33-46)
	+ C. R. Perrault
4.	Information Dialogues as Communicative Actions in Relation to Partner Modelling and Information Processing (47-73)
	+ H. C. Bunt
5.	Studying Arguments to Gain Insight into Discourse Structure (75-84)
	+ R. Cohen
6.	The Structure of Intelligence in Dialogue (85-105)
	+ J. L. Edwards
	+ J. A. Mason
7.	Planning and Discourse (107-113)
	+ N. R. Shadbolt
PART 2: DISCOURSE STRUCTURE AND PROCESSING
Introduction (117-120)
8.	Convention versus Intention (121-134)
	+ R. Reichman
9.	The Viability of Conversational Grammars (135-144)
	+ D. A. Good
10.	Knowledge for Communication (145-158)
	+ G. Airenti
	+ B. G. Bara
	+ M. Colombetti
11.	Response Timing in Layered Protocols: A Cybernetic View of Natural Language (159-172)
	+ M. M. Taylor
12.	A Generative Grammar for Local Discourse Structure (173-182)
	+ R. P. Fawcett
	+ M. M. Taylor
13.	Pattern Processing and Machine Intelligence Techniques for Representing Dialogues (183-188)
	+ P. J. Goillau
14.	The Adaptive, Dynamic and Associative Memory Model: A Possible Future Tool for Vocal Human-Computer Communication (189-202)
	+ D. Beroule
PART 3: PARALLEL COMMUNICATION
Introduction (205-207)
15.	Integrated Interfaces Based on a Theory of Context and Goal Tracking (209-227)
	+ R. Reichman
16.	Protocols for Group Coordination in Participant Systems (229-240)
	+ E. Chang
17.	Asynchronous Parallelism in the Formation of Non-Linear Phonology (241-247)
	+ W. Edmondson
18.	Visible Speech Signals: Investigating Their Analysis, Synthesis and Perception (249-258)
	+ N. M. Brooke
19.	Integrating Voice, Visual and Manual Transactions: Some Practical Issues from Aircrew Station Design (259-265)
	+ R. M. Taylor
PART 4: PROPERTIES OF HUMAN DIALOGUES
Introduction (269-272)
20.	Analyzing Conversation (in Three Languages) (273-286)
	+ I. Taylor
21.	Speech is More Than Just an Audible Version of Text (287-299)
	+ M. J. Hunt
22.	Intelligent Speech Synthesis as Part of an Integrated Speech Synthesis/Automatic Speech Recognition System (301-312)
	+ M. A. A. Tatham
23.	Declarative Question Acts: Two Experiments on Identification (313-321)
	+ R. J. Beun
24.	Computer-Human Communication (323-330)
	+ M. A. Morel
25.	Interactive Strategies for Conversational Computer Systems (331-340)
	+ J. A. Waterworth
PART 5: APPLICATIONS AND ARCHITECTURES
Introduction (343-346)
26.	Pragmatics in a Realization of a Dialogue Module (347-360)
	+ J. Siroux
27.	Suggestive and Corrective Answers: A Single Mechanism (361-374)
	+ M. Guyomard
	+ J. Siroux
28.	Dialogue Supervision and Error Correction Strategy for a Spoken Human-Computer Interface (375-384)
	+ J. R. Howes
29.	Dialogue Control in Conversational Speech Interfaces (385-398)
	+ C. Proctor
	+ S. Young
30.	Relevant Responses in Human-Computer Conversation (399-406)
	+ A. Vilnat
31.	LOQUI: How Flexible Can a Formal Prototype Be? (407-416)
	+ N. D. M. Ostler
32.	Architecture and Knowledge Sources in a Human-Computer Oral Dialogue System (417-429)
	+ N. Carbonell
	+ J. M. Pierrel
PART 6: OVERVIEW
Introduction (433)
33.	Flexibility versus Formality (435-453)
	+ M. M. Taylor
	+ M. J. Hunt
34.	Dialogue with a Restricted Partner (455-466)
	+ F. Neel
	+ J. Waterworth
	+ J. Howes
35.	Practical Issues in Dialogue Design (467-481)
	+ C. A. McCann
	+ W. Edmondson
	+ R. K. Moore
References (483-498)
Collected Abstracts (499-511)
List of Participants (513-515)
Author Index (517-523)
Subject Index (525-533)
Appendix: Sound Demonstrations (535-539)
	Sound recordings enclosed on inside back cover

%M E.Thomas.84 11/4/90 gp/bs
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Human Factors in Computer Systems
%E John C. Thomas
%E Michael L. Schneider
%D 1984
%P 276
%C Norwood, NJ
%I Ablex Publishing
%W http://www.intellectbooks.com/authors/thomas/human1.htm
%I Intellect
%G ISBN 0-89391-146-1; QA76.9 P75H86 1984
%Y 1	Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games (1-12)
	+ Thomas W. Malone
2	Learning to Use a Word Processor: By Doing, By Thinking, and By Knowing (1351)
	+ John M. Carroll
	+ Robert L. Mack
3	Formal Grammar as a Tool for Analyzing Ease of Use: Some Fundamental Concepts (5378)
4	Stochastic Modeling of Individual Resource Consumption during the Programming Phase of Software Development (79-111)
	+ Daniel G. McNicholl
	+ Kenneth Magel
5	An Empirical Investigation of the Tacit Plan Knowledge in Programming (113-133)
	+ Kate Ehrlich
	+ Elliot Soloway
6	An Empirical Evaluation of Software Documentation Formats (135-164)
	+ Sylvia B. Sheppard
	+ John W. Bailey
	+ Elizabeth Kruesi Baily
7	A Multilevel Menu-Driven User Interface: Design and Evaluation through Simulation (165-186)
	+ Ricky E. Savage
	+ James K. Habinek
8	Statistical Semantics: Analysis of the Potential Performance of Keyword Information Systems (187-242)
	+ G. W. Furnas
	+ T. K. Landauer
	+ L. M. Gomez
	+ S. T. Dumais
9	Facilitating Multiple-Cue Judgments with Integral Information Displays (243-270)
	+ Timothy E. Goldsmith
	+ Roger W. Schvaneveldt

%M E.Trenner.98
%0 EDITED BOOK
%T The Politics of Usability: A Practical Guide to Designing
Usable Systems in Industry
%S Practitioner Series
%I Springer-Verlag
%E Lesley Trenner
%E Joanna Bawa
%P 204
%D 1998
%G ISBN 3-54076181-0
%Y Introduction
	+ Lesley Trenner
	+ Joanna Bawa
1. The Politics of Funding: Justifying Your Existence
	1. Making a Business Case for Usability and Beyond -- the Fight for Survival
		+ Chris Nodder
	2. Selling Usability Services
		+ Dermot Browne
2. The Politics of Set Up: What to Do with the Money once You Have Got it
	3. Overcoming Inertia within a Large Organization
		+ Tasnim Kaderbhai
	4. Integrating Usability into Systems Development
		+ Alison Crerar
		+ David Benyon
	5. A Structured Approach to User Interface Design
		+ Dermot Browne
		+ John Friend
	6. Making Usability Part of the Culture
		+ Janet Saunders
		+ Alan Arnfeld
3. The Politics of Survival: Keeping Usability on the Political Map
	7. A Change is as Good as a Test
		+ Maggie Williams
	8. Consultants with Clout
		+ Cathy Thomas
	9. Cultivating an Effective Client Relationship to Promote a User-Centred Culture
		+ Nichole Simpson
4. The Politics of Expansion: How to Work Effectively on an International, Multi-Cultural Level
	10. "Oh, so That's the Way You Do it over There!"
		+ Ingrid K. Towey
	11. Spreading the Word: Introducing Usability Evaluation on an International Scale
		+ Joanna Bawa
	12. Standards and Style Guides -- A Cross-Cultural Perspective
		+ Tom Stewart
	13. Usability Practice in the United States: Perception versus Reality
		+ Patricia Dorazio
	14. Round the World in 18 Days
		+ Susan M. Dray
		+ Lawrence R. Rowland

%M E.Unger.96
%0 EDITED BOOK
%O contains all papers presented at the
Working Conference on Engineering for Human-Computer Interaction (EHCI'95)
%T Engineering for HCI
%E Claus Unger
%E Leonard J. Bass
%D 1996
%P 384
%G ISBN 0-412-72180-5
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-412-72180-5
%S International Federation for Information Processing : Volume 45
%Y Part One: New Technology
Part Two: Tools and techniques
Part Three: Formal methods
Part Four: Multi-user interface architectures and tools
Part Five: User interface design and Software engineering
Part Six: Mini-workshop reports

%M E.Unicode.2000
%0 EDITED BOOK
%T The Unicode Standard, Version 3.0
%Q Unicode Consortium
%A Joan Aliprand
%A Julie Allen
%A Rick McGowan
%A Joe Becker
%A Michael Everson
%A Mike Ksar
%A Lisa Moore
%A Michel Suignard
%A Ken Whistler
%A Mark Davis
%A Asmus Freytag
%A John Jenkins
%P 1072
%I Addison-Wesley
%G ISBN 0-201-61633-5
%D 2000

%M E.VanCott.72 11/4/90 gp/bs
%0 EDITED BOOK
%T Human Engineering Guide to Equipment Design
%E H. P. Van Cott
%E R. G. Kinkade
%D 1972
%C Washington, DC
%I U. S. Superintendent of Documents
%P 752
%G ISBN 0-47180011-2
%O Revised 1984

%M E.Vanderdonckt.99
%0 EDITED BOOK
%T Computer-Aided Design of User Interfaces II
%O Proceedings of the Third International Conference on Computer-Aided Design of User Interfaces
%D 1999-10-21/23
%C Louvain-la-Neuve, Belgium
%E Jean Vanderdonckt
%E Angel Puerta
%P 368
%D 1999
%G ISBN 0-7923-6078-8
%W http://www.wkap.nl/book.htm/0-7923-6078-8
%I Kluwer Academic Publishers
%Y Introduction to Computer-Aided Design of User Interfaces
	+ J. Vanderdonckt
	+ A. Puerta
	Program Committee Members
INVITED SPEAKERS
1. Modeling for Component Based Development in UML/Catalysis
	+ A. C. Wills
2. Theory Based Design: From Individual Users and Tasks to Collaborative Systems
	+ P. Johnson
3. Evaluating Accessibility and Usability of Web Pages
	+ M. Cooper
MODEL-BASED USER INTERFACE DEVELOPMENT ENVIRONMENTS
4. Model-Based Design of User Interfaces Using Object-Z
	+ A. Hussey
	+ D. Carrington
5. A Method Engineering Framework for Modeling and Generating Interactive Applications
	+ Ch. Martin
6. GIPSE, A Model-Based System for CAD Software
	+ G. Patry
	+ P. Girard
7. Visto: A More Declarative GUI Framework
	+ K. Aerts
8. Beyong Automatic Generation-Exploratory Approach to UI Design
	+ S. Kovacevic
9. Using Application Domain Specific Run-Time Systems and Lightweight User Interface Models -- A Novel Approach for CADUI
	+ E. Nilsson
10. XXL: A Visual+Textual Environment for Building Graphical User Interfaces
	+ E. Lecolinet
LINKING AND DERIVING MODELS
11. Semi-Automated Linking of User Interface Design Artifacts
	+ S. S. Elnaffar
	+ N. Graham
12. The Teallach Tool: Using Models for Flexible User Interface Design
	+ P. J. Barclay
	et al
13. MDL: A Language for Binding User-Interface Models
	+ R. E. K. Stirewalt
WINDOWS MANAGEMENT
14. Vanishing Windows: An Empirical Study of Adaptive Window Management
	+ T. Miah
	+ J. L. Alty
15. Adaptive Layout Calculation in Graphical User Interfaces: A Retrospective on the A2DL-Project
	+ S. Stiolle
	+ R. Ernst
16. Semantic Differences Between User Interface Platforms Relevance to Design and Re-Design of User Interface
	+ M. B. Harning
DESIGN FRAMEWORKS AND OBJECTS
17. A Framework for Management of Sophisticated User Interface's Variants in Design Process: A Case Study
	+ P. Savolainen
	+ H. Konttinen
18. Grasyla: Modelling Case Tool GUIs in Meta Cases
	+ V. Englebert
	+ J.-L. Hainaut
19. User Defined Objects are First Class Citizen
	+ G. Texier
	+ L. Guittet
SUPPORTING TASK-BASED DESIGN
20. The Visual Task Model Builder
	+ M. Biere
	et al
21. Computer-Aided Analysis of Cooperative Applications
	+ G. Ballardin
	et al
22. Methodological and Tool Support for a Task-Oriented Development of Interactive Systems
	+ A. Dittmar
	+ P. Forbrig
23. Modelling Work: Workflow and Task Modelling
	+ H. Troetteberg
COMPUTER-AIDED DESIGN OF USER INTERFACES
24. A Generic Framework based on Ergonomics Rules for Computer Aided Design of User Interface
	+ Ch. Farenc
	+ Ph. Palanque
25. CMF: A Coherent Modelling Framework for Task-Based User Interface Design
	+ B. Bomsdorf
	+ G. Szwillus
26. Towel: Real World Mobility on the Web
	+ S. Harper
	et al
27. Tool-Based Support for User-Designer Collaborattion in Distributed User Interface Design and Evaluation
	+ J. Sarkkinen
COMPUTER-AIDED EVALUATION OF USER INTERFACES
28. An Approach of Computer-Aided Choice of UI Evaluation Criteria and Methods
	+ A. N. Ella
	et al
29. Considerating Subjectivity in Software Evaluation -- Application for Teachware Evaluations
	+ O. Hu
	et al
30. KALDI: A Computer-Aided Usability Engineering Tool for Supporting Testing and Analysis of Human-Computer Interaction
	+ G. Al-Qaimari
	+ D. McRostie

%M E.vanderVeer.92 9/12/92 ss
%0 EDITED BOOK
%T Cognitive Ergonomics: Contributions from Experimental Psychology
%E Gerrit C. van der Veer
%E Sebastiano Bagnara
%E Gerard A. M. Kempen
%D 1992
%N 14
%P 337
%C Amsterdam
%I North-Holland
%I Elsevier Science Publishers
%G ISBN 0-444-89504-3; QA 76.9 H85C643 1992
%O Based on papers presented at the Fifth European Conference on
Cognitive Ergonomics, Urbino, Italy, September, 1991.
Reprinted from the journal, Acta Psychologica, Volume 78, Numbers 1-3.
%Y THEORETICAL ISSUES
Task Knowledge Structures: Psychological Basis and Integration into System Design (3-26)
	+ Hilary Johnson
	+ Peter Johnson
Formal Modelling Techniques in Human-Computer Interaction (27-67)
	+ G. de Haan
	+ G. C. van der Veer
	+ J. C. van Vliet
Errors and Theory in Human-Computer Interaction (69-96)
	+ Paul A. Booth
Knowledge Retrieval and Frequency Maps (97-110)
	+ Gill M. Brown
Event Controllability in Counterfactual Thinking (111-133)
	+ Vittorio Girotto
	+ Paulo Legrenzi
	+ Antonio Rizzo
COMPUTER PROGRAMMING AND PROGRAM DEBUGGING
Training of Pascal Novices' Error Handling Ability (137-150)
	+ Carl Martin Allwood
	+ Carl-Gustav Bjorhag
Models of Debugging (151-172)
	+ David J. Gilmore
Analogical Software Reuse: Empirical Investigations of Analogy-Based Reuse and Software Engineering Practices (173-197)
	+ Alistair Sutcliffe
	+ Neil Maiden
DATABASE INTERROGATION
An Experimental Study of the Interpretation of Logical Operators in Database Querying (201-225)
	+ Peter J. M. D. Essens
	+ Carol A. McCann
	+ Mark A. Hartevelt
Analysing the Deep Structure of Queries: Transfer Effect on Learning a Query Language (227-241)
	+ Lena Linde
	+ Monica Bergstrom
Adapting Systems to Differences between Individuals (243-256)
	+ Frances Jennings
	+ David Benyon
	+ Dianne Murray
TEXT EDITING
Interference among Text-Editing Commands: Fan-Effects and the Role of System Consistency (259-285)
	+ Martin Heydemann
	+ Rudolf Hoffmann
	+ Rainer Schmidt
On the Microstructure of Learning a Wordprocessor (287-304)
	+ Yvonne Waern
GRAPHICS DESIGN
The Constraint Satisfaction approach to Design: A Psychological Investigation (307-325)
	+ Francoise Darses
Author Index (327-332)
Subject Index (333-337)

%M E.VanHarmelen.01
%0 EDITED BOOK
%T Object modeling and user interface design
%E Mark Van Harmelen
%D 2001
%P 452
%I Addison-Wesley
%G ISBN: 0-201-65789-9
%Y
PART I. PARTICIPATORY DESIGN
1. Accelerated Business Concept Modeling: Combining User Interface Design with Object Modeling
	+ Simon McGinnes
	+ Johnny Amos
PART II. SCENARIO- AND TASK-BASED DESIGN
2. Scenarios, Objects, and Points of View in User Interface Design
	+ Mary Beth Rosson
	+ John M. Carroll
3. Designing with Idiom
	+ Mark van Harmelen
4. Entity, Task, and Presenter Classification in User Interface Architecture: An Approach to Organizing HCI Practice
	+ John M. Artim
PART III. USE CASE BASED DESIGN
5. User Interface Design in the Rational Unified Process
	+ Philippe Kruchten
	+ Stefan Ahlqvist
	+ Stefan Bylund
6. Wisdom -- Whitewater Interactive System Development with Object Models
	+ Nuno Jardim Nunes
	+ Joao Falcao e Cunha
7. Structure and Style in Use Cases for User Interface Design
	+ Larry L. Constantine
	+ Lucy A. D. Lockwood
PART IV. USER-CENTERED DESIGN
8. A User-Centered Approach to Object-Oriented User Interface Design
	+ Jan Gulliksen
	+ Bengtransson
	+ Magnus Lif
9. Toward Unified Models in User-Centered and Object-Oriented Design
	+ William Hudson
PART V. SUMMARY
10. Interactive System Design Using OO & HCI Methods
	+ Mark van Harmelen

%M E.Vassiliou.84 11/4/90 gp/bs
%0 EDITED BOOK
%S Human/Computer Interaction Series
%T Human Factors and Interactive Computer Systems
%E Yannis Vassiliou
%D 1984
%P 287
%C Norwood, NJ
%I Ablex Publishing
%W http://www.intellectbooks.com/authors/vassiliu/human2.htm
%I Intellect
%G ISBN 0-89391-182-8

%M E.Waern.97
%0 EDITED BOOK
%T Co-Operative Process Management:
Cognition and Information Technology
%E Yvonne Waern
%D 1997
%P 248
%G ISBN 0-7484-0713-8
%I Taylor & Francis
%Y PART ONE Analyses
	1 Background
		+ Yvonne Waern
	2 Analysis of a generic dynamic situation
		+ Yvonne Waern
	3 Task analysis and its relevance for team work
		+ Rob Stammers
	4 Context, cognition and control
		+ Eric Hollnagel
PART TWO Field studies
	5 Team decision-making and situation awareness in military command and control
		+ Henrik Artman
	6 Creation and loss of cognitive empathy at an emergency control centre
		+ Henrik Artman
		+ Yvonne Waern
	7 Utilization of information technology in navigational decision-making
		+ Leena Norros
		+ Kristiina Hukki
PART THREE Microworld studies
	8 The C{cubed}FIRE microworld
		+ Rego Granlund
	9 Visualized co-ordination support in distributed decision-making
		+ Peter Svenmarck
	10 Co-operation and situation awareness within and between time-scales in dynamic decision-making
		+ Henrik Artman
	11 Effects of time pressure in fully connected and hierarchical architectures of distributed decision-making
		+ Berndt Brehmer
PART FOUR Training
	12 Co-ordination training in emergency management
		+ John Dowell
		+ Walter Smith
	13 Microworld systems for emergency management training
		+ Rego Granlund
PART FIVE Computer artifacts
	14 In search of organizational memory in process control
		+ Esa Auramaki
		+ Mikko Kovalainen
	15 Knowledge management for collective learning and organizational memory
		+ Sture Hagglund
	16 Knowledge graphs in group learning
		+ Roel Popping
PART SIX Conclusions
	17 Final discussion and conclusions
		+ Yvonne Waern

%M E.Wexelblat.93 9/25/93 gp
%0 EDITED BOOK
%T Virtual Reality: Applications and Explorations
%E Alan Wexelblat
%D 1993
%P 320
%I Academic Press
%G ISBN 0-12-745045-9
%Y Foreword
	+ Pat Cadigan
Part I SOFTWHERE IN COMPUTER SCIENCE
	Artificial Realities as Data Visualization Environments: Problems and Prospects
		+ Thomas Erickson
	The Reality of Cooperation: Virtual Reality and CSCW
		+ Alan Wexelblat
	Information Management Using Virtual Reality-Based Visualizations
		+ Kim Michael Fairchild
Part II SOFTWHERE IN THE ARTS
	Writing Cyberspace: Literacy in the Age of Simularca
		+ Stuart Moulthrop
	The Creator's Toolbox
		+ Brian Gardner
	Full-Body Unencumbered Immersion in Virtual Worlds
		+ Susan Wyshynski
		+ Vincent John Vincent
Part III SOFTWHERE IN THE WORLD
	An Easy Entry Artificial Reality
		+ Myron W. Krueger
	Virtual Reality and Planetary Exploration
		+ Michael W. McGreevy
	Summer Students in Virtual Reality: A Pilot Study on Educational Applications of Virtual Reality Technology
		+ Meredith Bricken
		+ Chris M. Byrne
	Visualization of Information Flows: Virtual Reality as an Organizational Modeling Technique
		+ Charles Grantham
%X Virtual Reality: Applications and Explorations collects original essays,
including contributions from leaders in the field, that illustrate the
potentially powerful applications of virtual reality in business, science,
and the arts.  These essays examine a broad range of practical applications
of virtual reality, from entertainment and corporate planning to
teleconferencing and computer-supported cooperative work.  Researchers at
the forefront of work in this area explain the capabilities of some present
systems and outline the even more compelling possibilities they envision for
the future.  Ranging from advanced interfaces for education to visualization
of scientific data for simulated space exploration, the essays make clear
the diverse ways that virtual environments can be useful as tools and
suggest exciting directions for the future.

%M E.Widdel.92
%0 EDITED BOOK
%T Color in electronic displays
%E Heino Widdel
%E David L Post
%D 1992
%P 335
%I Plenum Press
%G ISBN: 0-306-44191-8, OCLC 25200822

%M E.Wiener.88 11/4/90 gp/bs
%0 EDITED BOOK
%T Human Factors in Aviation
%E Earl L. Wiener
%G ISBN 0-12750030-8
%E David C. Nagel
%D 1988
%P 684
%C New York, NY
%I Academic Press

%M E.Wiklund.94 5/18/94 gp
%0 EDITED BOOK
%T Usability in Practice: How Companies Develop User-Friendly Products
%E Michael E. Wiklund
%D 1994
%N 18
%P 609
%C Boston, Mass.
%I Academic Press
%G ISBN 0-12-751250-0, OCLC
%Y 1. Introduction (1)
	+ Michael E. Wiklund
2. Making Usability a Kodak Product Differentiator (21)
	+ Stanley H. Caplan
3. Behavioral and Emotional Usability: Thompson Consumer Electronics (59)
	+ Robert J. Logan
4. User-Aided Design at Apple Computer (83)
	+ Tom Gomoll
	+ Irene Wong
5. The Human Factors Group at Compaq Computer Corporation (111)
	+ Cynthia J. Joe Purvis
	+ Mary Czerwinski
	+ Paul Weiler
6. Evolution of Usability at Digital Equipment Corporation (147)
	+ Dennis R. Wixon
	+ Elizabeth M Comstock
7. Hewlett-Packard's Usability Engineering Program (195)
	+ Tom Rideout
	+ Jay Lundell
8. Usability in 3D: Silicon Graphics, Inc. (227)
	+ Anna M. Wichansky
	+ Michael F. Mohageg
9. Usability at Borland: Building Best of Breed Products (261)
	+ Daniel Rosenberg
	+ Liam Friedland
10. Usability Engineering for Lotus 1-2-3 Release 4 (293)
	+ Mary Beth Butler
	+ Kate Ehrlich
11. The Microsoft Corporation Usability Group (327)
	+ Mary Dieli
	+ Ken Dye
	+ Marshall McClintock
	+ Mark Simpson
12. American Airlines (359)
	+ Janice S. James
13. Usability Engineering at Dun & Bradstreet Software (389)
	+ Chauncey E. Wilson
	+ Beth A. Loring
	+ Len Conte
	+ Karen Stanley
14. Interchange, An Online Service for People with Special Interests (427)
	+ Ron Perkins
	+ David Rollert
15. The Evolution of Broadband Work in Ameritech's Customer Interface Systems and Human Factors Department (457)
	+ Arnold. M. Lund
16. Bellcore's User-Centered Design Approach (489)
	+ Aita Salasoo
	+ Ellen A. White
	+ Tom Dayton
	+ Brenda J. Burkhart
	+ Robert W. Root
17. GE Information Services (517)
	+ Reynold P. Stimart
18. GTE Laboratories Incorporated: The Evolution of Usability Within New Service Design (559)
	+ Robert A. Virzi
	+ James F. Sorce
Resources (591)
Index (599-609)

%M E.Wilks.99
%0 EDITED BOOK
%T Machine Conversations
%E Yorick Wilks
%D 1999
%I Kluwer Academic Publishers
%G ISBN 0-7923-8544-6
%P 232
%W http://www.wkap.nl/book.htm/0-7923-8544-6
%S Kluwer International Series in Engineering and Computer Science
%Y
1. Dialogue Programs I have Known and Loved Over 33 Years
	+ K. M. Colby
2. Comments on Human-Computer Conversation
	+ K. M. Colby
3. Human-Computer Conversation in A Cognitive Therapy Program
	+ K. M. Colby
4. Architectural Considerations for Conversational Systems
	+ G. Gorz
	et al
5. Conversational Multimedia Interaction
	+ M. T. Maybury
6. The SpeakEasy Dialogue Controller
	+ G. Ball
7. Choosing a Response Using Problem Solving Plans and Rhetorical Relations
	+ P. Barboni
	+ D. Sestero
8. Deception and Suspicion in Medical Interactions
	+ C. Castelfranchi
	et al
9. Parsing Utterances Including Self-Repairs
	+ M. Nakano
	+ A. Shimazu
10. A Synthetic Evaluation of Dialogue Systems
	+ K. Hasida
	+ Y. Den
11. Designing for Naturalness in Automated Dialogues
	+ C. Cheepen
	+ J. Monaghan
12. Turn Taking versus Discourse Structure
	+ J. Cassell
	et al
13. The BABY Project
	+ P. A. P. Rogers
	+ M. Lefley
14. A Responsive Dialog System
	+ N. Ward
	+ W. Tsukahara
15. Situated Communication with Robots
	+ J.-T. Milde
	et al
16. LEAP: Language Enabled Applications
	+ B. Alabiso
	+ A. Kronfeld
17. Converse: a Conversational Companion
	+ B. Batacharia
	et al

%M E.Wilson.99
%0 EDITED BOOK
%T The MIT Encyclopedia of the Cognitive Sciences
%E Robert A. Wilson
%E Frank Keil
%D 1999
%G ISBN 0-262-73124-X (paper) 0-262-23200-6
%P 1312
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262232006
%W http://mitpress.mit.edu/MITECS/ Web Site
%Y Neurosciences
Linguistics and Language
Philosophy
Psychology
Culture, Cognition, and Evolution
Computational Intelligence
%I MIT Press

%M E.Winograd.96
%0 EDITED BOOK
%T Bringing Design to Software
%E Terry Winograd
%E John Bennett
%E Laura De Young
%E Brad Hartfield
%D 1996
%P 321
%I Addison-Wesley Publishing
%G ISBN 0-201-85491-0; OCLC 33008895
%Y Introduction
1. A Software Design Manifesto
	+ Mitchell Kapor
2. Design of the Conceptual Model
	+ David Liddle
3. The Role of the Artist-Designer
	+ Gillian Crampton Smith
	+ Philip Tabor
4. Design Languages
	+ John Rheinfrank
	+ Shelley Evenson
5. The Consumer Spectrum
	+ Paul Saffo
6. Action-Centered Design
	+ Peter Denning
	+ Pamela Dargan
7. Keeping It Simple
	+ John Seely Brown
	+ Paul Duguid
8. The Designer's Stance
	+ David Kelley
	+ Bradley Hartfield
9. Reflective Conversation with Materials
	+ Donald Schon
	+ John Bennett
10. Cultures of Prototyping
	+ Michael Schrage
11. Footholds for Design
	+ Shahaf Gai
12. Design as Practiced
	+ Donald Norman
13. Organizational Support for Software Design
	+ Laura De Young
14. Design for People at Work
	+ Sarah Kuhn
Reflection

%M E.Wixon.96
%0 EDITED BOOK
%T Field Methods Casebook for Software Design
%E Dennis Wixon
%E Judith Ramey
%I John Wiley & Sons
%D 1996
%P 342
%G ISBN 0-471-14967-5
%Y Introduction
1. Adaption of an Ethnographic Method for Investigation of the Task Domain in Diagnostic Radiology
	+ Judith Ramey
	+ Alan H. Rowberg
	+ Carol Robinson
2. Using the CARD and PICTIVE Participatory Design Methods for Collaborative Analysis
	+ Michael J. Muller
	+ Rebecca Carr
3. The Ethnographic Interview in User-Centered Work/Task Analysis
	+ Larry E. Wood
4. Changing the Rules: A Pragmatic Approach to Product Development
	+ Dennis R. Wixon
	+ Christine M. Pietras
	+ Paul K. Huntwork
	+ Douglas W. Muzzey
5. The Delta Method -- A Way to Introduce Usability
	+ Martin Rantzer
6. Exploring the Design of a Sales Automation Workstation Using Field Research
	+ Robert C. Graf
7. Organizational Considerations in Field-Oriented Product Development: Experiences of a Cross-Functional Team
	+ David E. Rowley
8. A Day in the Life of a Family: An International Ethnographic Study
	+ Susan M. Dray
	+ Deborah Mrazek
9. The Challenges of User Based Design in a Medical Equipment Market
	+ Diane S. Brown
10. "You've Got Three Days!" Case Studies in the Field Techniques for the Time-Challenged
	+ Kristin Bauersfeld
	+ Shannon Halgren
11. User-Centered Design in a Commercial Software Company
	+ Stanley R. Page
12. Using Field-Oriented Design Techniques to Develop Consumer Software Products
	+ Dianne Juhl
13. Using Contextual Inquiry to Discover Physicians' True Needs
	+ Janette M. Coble
	+ Judy S. Maffit
	+ Matthew J. Orland
	+ Michael G. Kahn
14. Bringing the Users' Work to Us: Usability Roundtables of Lotus Development
	+ Mary Beth Butler
	+ Marie Tahir
15. An Overview of Ethnography and System Design
	+ John M. Ford
	+ Larry E. Wood
16. Introduction to Participatory Design
	+ Aki Helen Namioka
	+ Christopher Rao
17. Contextual Design: Principles and Practice
	+ Karen Holtzblatt
	+ Hugh Beyer

%M E.Wogalter.94
%0 EDITED BOOK
%T Human factors perspectives on warnings :
selections from Human Factors and Ergonomics Society annual meetings, 1980-1993
%E Kenneth R. Laughery
%E Michael S. Wogalter
%E Stephen L. Young
%D 1994
%P 282
%I Human Factors and Ergonomics Society
%G ISBN 0-945289-02-2, OCLC 30701032

%M E.Wood.97
%0 EDITED BOOK
%T User Interface Design: Bridging the Gap from User Requirements to Design
%E Larry E. Wood
%P 320
%I CRC Press
%D 1997
%G ISBN 0-84933125-0
%Y 1. Introduction: Bridging the Design Gap
	+ Larry E. Wood
2. Bridging User Needs To Object Oriented GUI Prototype Via Task Object Design
	+ Tom Dayton
	+ Al McFarland
	+ Joseph Kramer
3. Transforming Representations in User-Centered Design
	+ Thomas M. Graefe
4. Model-Based User Interface Design: Successive Transformations of a Task/Object Model
	+ Frank Ludolph
5. Lightweight Techniques to Encourage Innovative User Interface Design
	+ Andrew Monk
6. Interaction Design: Leaving The Engineering Perspective Behind
	+ Peter Nilsson
	+ Ingrid Ottersten
7. Mind the Gap: Surviving the Dangers of User Interface Design
	+ Martin Rantzer
8. Transforming User-Centered Analysis into User Interface: The Redesign of Complex Legacy Systems
	+ Sabine Rohlfs
9. Systematic Creativity: A Bridge for the Gaps in the Software Development Process
	+ Jean Scholtz
	+ Tony Salvador
10. The UI War Room and Design Prism: A User Interface Design Approach from Multiple Perspectives
	+ Kevin T. Simpson
11. Transforming User-Centered Analysis into User Interface: The Design of New-Generation Products
	+ Colin D. Smith

%M E.Zwaga.98
%0 EDITED BOOK
%T Visual Information for Everyday Use: Design and Research Perspectives
%E H. Zwaga
%D 1998-10
%P 256
%I Taylor & Francis
%G ISBN 0-7484-0670-0

fpack:!@#$%^&*(): IJHCS56.BA
%M J.IJHCS.56.1.1
%T Editorial: Awareness and the WWW
%A Olivier Liechti
%A Yasuyuki Sumi
%J IJHCS
%D 2002
%V 56
%N 1
%P 1-5
%* (c) Copyright 2002 Elsevier Science Publishers

%M J.IJHCS.56.1.7
%T Livemaps for collection awareness
%A Doron Cohen
%A Michal Jacovi
%A Yoelle S. Maarek
%A Vladimir Soroka
%J IJHCS
%D 2002
%V 56
%N 1
%P 7-23
%* (c) Copyright 2002 Elsevier Science Publishers
%X With the increasing proliferation of chat applications on the web,
the old vision of "adding people" to the web is becoming a reality.
Along with collaboration tools, more and more sites offer people
awareness mechanisms to let the site visitors know about each other.
This reflects the dual nature of the web as a place for virtual meetings
as well as an information repository. While standalone chat tools became
the killer application of the Internet, site-related awareness
applications did not quite catch on. In this work, we suggest possible
reasons for this phenomenon and propose a new paradigm for awareness and
social navigation. We identify three main obstacles to the existing
site-related awareness applications: high sensitivity to the "critical
mass" requirement, inflexible meeting place granularity and poor visitor
visibility. To address these issues, we extend the well-known "document
awareness" concept to a more general one that we call "collection
awareness", which better reflects the graph structure of the web. We
introduce a new tool for high-level awareness and collaboration, called
Livemaps, which projects live information onto a web site map. We
demonstrate how Livemaps addresses the obstacles we pointed out and
describe a user study conducted on a "fan" web site for the "Friends"
comedy series, so as to verify whether Livemaps actually improves social
awareness.

%M J.IJHCS.56.1.25
%T Look who's visiting: supporting visitor awareness in the web
%A Hans-W. Gellersen
%A Albrecht Schmidt
%J IJHCS
%D 2002
%V 56
%N 1
%P 25-46
%* (c) Copyright 2002 Elsevier Science Publishers
%X Individuals, groups and organizations host places in the World Wide
Web to attract visitors, but once they have established a web presence
they usually maintain little or no awareness of visiting activity.
However, the standard web infrastructure supports the capture of
detailed activity-related information. In the first part of this paper,
we contribute a preliminary study conducted with expert web hosts in
different domains, investigating the use of information on visiting
activity as feedback for web operation. From this study, we infer
general requirements for web awareness support, based on which we have
designed two systems aimed to promote more awareness of web activity and
visitors. The first is a system supporting ambient notification of web
events, end-user configurability, and ambient display for overview and
comparison of activity in a web place. The second system moves beyond
awareness of web activity to provide glances into the visitors' sites,
introducing reciprocity to the host-visitor relationship. Both systems
have been prototyped and deployed in work environments for an evaluation
in everyday use.

%M J.IJHCS.56.1.47
%T Supporting on-line resource discovery in the context of ongoing tasks
with proactive software assistants
%A Jay Budzik
%A Shannon Bradshaw
%A Xiaobin Fu
%A Kristian J. Hammond
%J IJHCS
%D 2002
%V 56
%N 1
%P 47-74
%* (c) Copyright 2002 Elsevier Science Publishers
%X We present ongoing work on systems aimed at improving a user's
awareness of resources available to them on the Internet and in
intranets. First, we briefly describe Watson, a system that proactively
retrieves documents from on-line repositories that are potentially
useful in the context of a task, allowing the user to quickly become
aware of document resources available in on-line information
repositories. Next, we describe I2I, an extension of Watson that builds
communities of practice on the fly, based on the work that its users do,
so that users with similar goals and interests can discover each other
and communicate both synchronously and asynchronously. Both Watson and
I2I operate given some knowledge of the user's current task, gleaned
automatically from the behavior of users in software tools. As a result,
the systems can provide users with useful resources in the context of
the work that they are performing. We argue that the systems can foster
a greater sense of awareness of the resources available, while
minimizing the effort required to discover them.

%M J.IJHCS.56.1.75
%T Design, experiences and user preferences for a web-based awareness
tool
%A Alison Lee
%A Andreas Girgensohn
%J IJHCS
%D 2002
%V 56
%N 1
%P 75-107
%* (c) Copyright 2002 Elsevier Science Publishers
%X We describe our experiences with the design, implementation,
deployment and evaluation of a Portholes tool which provides group and
collaboration awareness through the Web. The research objective was to
explore as to how such a system would improve communication and
facilitate a shared understanding among distributed development groups.
During the deployment of our Portholes system, we conducted a
naturalistic study by soliciting user feedback and evolving the system
in response. Many of the initial reactions of potential users indicated
that our system projected the wrong image so that we designed a new
version that provided explicit cues about being in public and who is
looking back to suggest a social rather than information interface. We
implemented the new design as a Java applet and evaluated design choices
with a preference study. Our experiences with different Portholes
versions and user reactions to them provide insights for designing
awareness tools beyond Portholes systems. Our approach is for the
studies to guide and to provide feedback for the design and technical
development of our system.

%M J.IJHCS.56.1.109
%T Virtual team awareness and groupware support: an evaluation of the
TeamSCOPE system
%A Chyng-Yang Jang
%A Charles Steinfield
%A Ben Pfaff
%J IJHCS
%D 2002
%V 56
%N 1
%P 109-126
%* (c) Copyright 2002 Elsevier Science Publishers
%X This paper overviews a Web-based collaborative system called
TeamSCOPE that has been designed to support awareness needs of globally
distributed teams. Four types of awareness needs of virtual teams are
defined and the awareness support features of TeamSCOPE are described.
The usage patterns of eight globally distributed engineering design
teams are outlined, and evaluation results are provided. Findings
illustrate how group process interacts with technology to create design
challenges in the support of virtual team awareness needs.

%M J.IJHCS.56.1.127
%T Supporting the awareness of shared interests and experiences in
communities
%A Yasuyuki Sumi
%A Kenji Mase
%J IJHCS
%D 2002
%V 56
%N 1
%P 127-146
%* (c) Copyright 2002 Elsevier Science Publishers
%X In this paper, we propose a notion of facilitating encounters and
knowledge sharing among people having shared interests and experiences
in museums, conferences, etc. In order to show our approach and its
current state, this paper presents our project to build a communityware
system situated in real-world contexts. The aims of the project are to
build a tour guidance system personalized according to its user's
individual contexts, and to facilitate knowledge communications among
communities by matchmaking users having shared interests and providing
real and/or virtual places for their meetings. In this paper, we first
show PalmGuide, a hand-held tour guidance system. After that, we show
two systems designed to increase the level of "community awareness". One
is called Semantic Map, a visual interface for exploring community
information, such as exhibits and people (focusing on exhibitors and
visitors). The other is called AgentSalon, a display showing
conversations between personal agents according to their users' profiles
and interests.

%M J.IJHCS.56.1.147
%T Instant messaging with WebWho
%A Ylva Hard Af Segerstad
%A Peter Ljungstrand
%J IJHCS
%D 2002
%V 56
%N 1
%P 147-171
%* (c) Copyright 2002 Elsevier Science Publishers
%X We present a study of how awareness of presence affects content of
instant messaging sent between students using WebWho, an easily
accessible web-based awareness tool. WebWho visualizes where people are
located in a large university computer lab and allows students to
virtually locate one another and communicate via an instant messaging
system. As WebWho is there to be accessed through any web browser, it
requires no programming skills or special software. It may also be used
from outside the computer lab by students located elsewhere. The
sender's user name is normally automatically added to the instant
messages, but the messages can also be sent anonymously. We were
interested in finding out if the sender's conscious hiding of his or her
identity seemed to be reflected in the content of anonymous messages,
and how these differed from those with identified senders. Awareness of
presence seems to be one of several factors influencing message
composition, both content and structural aspects. At this stage, we have
primarily focused on examining how different factors affects the content
of the messages. We cross-analysed the messages for content in relation
to parameters such as sender location (collocated, distributed and
distant) and sender status (anonymous vs. identified), in order to find
out whether awareness of presence seems to be an influencing factor.
Computer-mediated communication (CMC) is often claimed to be a sort of
hybrid between spoken and written interaction [c.f. Ferrara, Brunner &
Whittemore (1991) and and several others]. We compared the messages that
were sent using the instant messaging tool in WebWho with data from
other types of CMC (email, chat) and also with corpora of spoken
language and traditionally written language. The aim of the study was
primarily to investigate awareness of presence affects on instant
messaging, and only secondarily to investigate spoken vs. written
features of the texts. Results show that awareness of both physical and
virtual presence affects the content of the messages, and that these
factors affects the text differently. Sender status, the nature of the
computer-mediated medium, and the written mode shape the messages as
well. Results show that the students use the messaging system to support
collaborative work and coordinate social activities, and extensively for
playful behaviour.

%M J.IJHCS.56.2.173
%T A comparison of the affordances of a digital desk and tablet for
architectural image tasks
%A Ame Elliott
%A Marti A. Hearst
%J IJHCS
%D 2002
%V 56
%N 2
%P 173-197
%* (c) Copyright 2002 Elsevier Science Publishers
%X The physical context of architectural design includes large
workspaces, typically drafting tables covered with piles of images and
sketches. We are investigating if and how a large computerized workspace
can be integrated usefully into such a design environment. To this end,
we compared a large computerized desktop (digital desk) to a standard
desktop computer and a small tablet environment for two typical
architecture design tasks: sketching and image sorting. For the
sketching task, the participants' preferences were evenly divided
between the digital desk and the tablet. For the image sorting task, the
desk was the least preferred environment, and produced significantly
higher sorting times and more mistakes. Investigation into the causes of
this difference yielded several interesting findings, including: the
height of the participant was significantly associated with their speed
on the sorting task, the larger image size available on the desk
compensated for its poorer resolution in subjective preferences, and the
quality of the alignment of the pen was an important factor both for
preference and scoring results in the sketching task. Highly responsive
pen input devices seem critical for user satisfaction not only for
sketching, but also for image sorting; the effects of large display
spaces are difficult to isolate from the limitations of input device.
This paper elaborates on these findings and considers the implications
for the design of user interfaces for image manipulation, in particular
interaction techniques appropriate to using pen-input with large display
surfaces.

%M J.IJHCS.56.2.199
%T Verification and validation of the SACHEM conceptual model
%A M. Le Goc
%A C. Frydman
%A L. Torres
%J IJHCS
%D 2002
%V 56
%N 2
%P 199-223
%* (c) Copyright 2002 Elsevier Science Publishers
%X We present a method for transforming a KADS conceptual model
(informal) into an operational model (formal) based on high-level Petri
nets. The KADS model we consider specifies the functional architecture
of the knowledge-based system called SACHEM, designed for blast furnace
control. The operationalizing process we propose allows the KADS model
to be completed and validated. Upon execution of the operational model,
the dynamics of the system can be simulated. Thus the proposed
operationalizing process contributed to the validation and verification
of the SACHEM conceptual model.

%M J.IJHCS.56.2.225
%T Preventing user errors by systematic analysis of deviations from the
system task model
%A Fabio Paterno
%A Carmen Santoro
%J IJHCS
%D 2002
%V 56
%N 2
%P 225-245
%* (c) Copyright 2002 Elsevier Science Publishers
%X Interactive safety-critical applications have specific requirements
that cannot be completely captured by traditional evaluation techniques.
In this paper, we discuss how to perform a systematic inspection-based
analysis to improve both usability and safety aspects of an application.
The analysis considers a system prototype and the related task model and
aims to evaluate what could happen when interactions and behaviours
occur differently from what the system design assumes. We also provide a
description and discussion of an application of this method to a case
study in the air traffic control domain.

%M J.IJHCS.56.2.247
%T Informing the evaluation and design of technology in intentional work
environments through a focus on artefacts and implicit theories
%A Ann M. Bisantz
%A Jennifer J. Ockerman
%J IJHCS
%D 2002
%V 56
%N 2
%P 247-265
%* (c) Copyright 2002 Elsevier Science Publishers
%X Observation and analysis of work and computer systems in context can
provide valuable information for the evaluation, design and further
development of computer systems; however, there are still questions
regarding the analysis and utilization of information from field
studies. In particular, from a design viewpoint, it is necessary to be
able to move from the extensive observational data that is often
collected during a field study to information that is relevant for
design. In this paper, we discuss the use of theories and models of
human-machine interaction to guide the analysis of information gathered
during field studies, and illustrate the application of an
artefact-based theory with the results from two different and
independently conducted case studies. This approach was valuable in
structuring information collected in flexible environments, in which
models that rely on the normative procedures found in more causal
environments may be less useful. In addition to shaping the
interpretation of data from the two studies, the use of an
artefact-based theory also proved useful in integrating results across
the two field studies, to suggest more domain-independent design
criteria.

%M J.IJHCS.56.2.267
%T Corrigendum: Graphic and numerical methods to assess navigation in
hypertext
%J IJHCS
%D 2002
%V 56
%N 2
%P 267
%* (c) Copyright 2002 Elsevier Science Publishers

%M J.IJHCS.56.3.269
%T Understanding the materiality of writing from multiple sources
%A Kenton P. O'Hara
%A Alex Taylor
%A William Newman
%A Abigail J. Sellen
%J IJHCS
%D 2002
%V 56
%N 3
%P 269-305
%* (c) Copyright 2002 Elsevier Science Publishers
%X Writing research has typically focussed on the text production
elements of writing. Many everyday writing tasks, however, cannot be
characterized simply in terms of text production since they often
involve the use of source materials to support the composition process.
As such, these tasks are better thought of as hybrid tasks. Such hybrid
tasks have been given relatively little attention in the literature and
what little work has been done has taken a purely cognitive approach
that downplays the material context within which the task takes place.
Following Haas' critique of mainstream writing research which advocated
the need to consider the material tools and artefacts in theories of
writing, this paper takes a similar approach in relation to the hybrid
tasks of writing while reading from multiple sources. A study is
presented that explores a range of everyday writing from multiple
sources in their real-world contexts. The study highlights a number of
important characteristics of the interaction with the material artefacts
used during these tasks and the impact that these have on the underlying
cognitive processes. The hope is that these will begin to offer some
grounding on which future theoretical understanding of these hybrid
tasks can build, as well as providing useful insights into the design of
technologies to support these tasks.

%M J.IJHCS.56.3.307
%T Applying models of visual search to menu design
%A Baili Liu
%A Gregory Francis
%A Gavriel Salvendy
%J IJHCS
%D 2002
%V 56
%N 3
%P 307-330
%* (c) Copyright 2002 Elsevier Science Publishers
%X The Guided Search (GS) model, a quantitative model of visual search,
was used to develop menu designs in a four-step process. First, a GS
simulation model was defined for a menu search task. Second, model
parameters were estimated to provide the best fit between model
predictions and experimental data. Third, an optimization algorithm was
used to identify the menu design that minimized model predicted search
times based on predefined search frequencies of different menu items.
Fourth, the design was tested. The results indicate that the GS model
has the potential to be part of a system for predicting or automating
the design of menus.

%M J.IJHCS.56.4.331
%T An introduction to clarity: a schematic functional language for
managing the design of complex systems
%A T. R. Addis
%A J. J. Townsend Addis
%J IJHCS
%D 2002
%V 56
%N 4
%P 331-374
%* (c) Copyright 2002 Elsevier Science Publishers
%X Clarity is a functional schematic programming language currently
freely available to the community. It is a programming environment that
allows a user to draw a program as a set of directed graphs. The term
schematic is drawn from the traditions of engineering where the diagrams
that represent electronic circuits or those of physical objects are
often referred to as schematic drawings. A schema is a set of pictures
or graphs that represent a program or working model. A schematic is
taken as a system of tokens and structuring rules that expresses a
program, model or concept; it is a graphical language. This paper
introduces the principles behind design and issues to be considered when
dealing with complex systems. The reasons why a "functional"
representation provides a non-invasive approach to design and forms the
basis of "good" design are described. In particular, the advantages of
using diagrams is shown to be because the schema constructions make the
structure of complex systems explicit as well as make a functional
representation more intelligible than its sentential equivalent.

%M J.IJHCS.56.4.375
%T APECKS: using and evaluating a tool for ontology construction with
internal and external KA support
%A Jeni Tennison
%A Kieron O'Hara
%A Nigel Shadbolt
%J IJHCS
%D 2002
%V 56
%N 4
%P 375-422
%* (c) Copyright 2002 Elsevier Science Publishers
%X This paper describes Adaptive Presentation Environment for
Collaboration Knowledge Structuring (APECKS), an experimental tool for
collaborative ontology construction. APECKS takes a different line to
most ontology servers, in that it is designed for use by domain experts,
possibly in the absence of a knowledge engineer, and its aim is to
foster and support debate about domain ontologies. To that end, it does
not enforce ideals of consistency or correctness, and instead allows
different conceptualizations of a domain to coexist. The system
architecture and life cycle are introduced, and three extensive
scenarios are outlined, showing how APECKS supports ontology
construction, learning, ontology comparison and discussion. APECKS has
also been used by several subjects during an evaluation experiment, and
the results of this experiment are described. A particular factor about
APECKS is that, as well as providing internal KA support, it is designed
to interface with web-accessible KA tools, thereby allowing
theoretically unlimited KA support for users. The prototype used
WebGrid-II as external KA support, and the issues involved in
integrating APECKS and WebGrid are discussed in detail.

%M J.IJHCS.56.4.423
%T Virtual team interaction styles: assessment and effects
%A Richard E. Potter
%A Pierre A. Balthazard
%J IJHCS
%D 2002
%V 56
%N 4
%P 423-443
%* (c) Copyright 2002 Elsevier Science Publishers
%X The virtual team is an increasingly common strategic work unit of
many organizations. The virtual team, via various computer-based media
(e.g. email, groupware) and noncomputer-based media (e.g. telephone),
can interact and collaborate though separated by distance and time. One
approach to their study is determining whether factors that drive
conventional team performance also exist in the virtual environment.
Interaction style has been shown to have a great effect on conventional
teams' ability to achieve solution quality and solution acceptance on
collaborative decision tasks (Hirokawa, 1985; Watson & Michaelsen 1988;
Hirokawa & Gouran, 1989; Cooke & Szumal, 1994). Group interaction styles
affect communication and thus team performance by facilitating or
hindering the exchange of information among group members. These styles
reflect an aggregation of behavioral traits of individual team members,
rooted in their individual personalities. The interaction style of
conventional teams can be reliably assessed, and from that assessment,
performance on collaborative decision tasks can be predicted. This study
investigated whether or not virtual teams who collaborate via
computer-mediated communication also exhibit similar interaction styles,
and whether the styles have the same effects on their decision
performance and process outcomes as they do with conventional teams.
Members of 42 virtual teams completed an intellective decision first
individually and then collaboratively. Post-task measures captured
individual and team performance data (e.g. solution quality) as well as
process perceptions (individual acceptance of the team solution). An
additional post-task tool was able to accurately capture the teams'
interaction style. Results show that the interaction styles of virtual
teams affect both performance and process outcomes in ways that are
directionally consistent with those exhibited by conventional
face-to-face teams. Implications include recommending the methodology
for virtual team management, and suggestions for future research are
offered.

%M J.IJHCS.56.4.445
%T FAN : Finding Accurate iNductions
%A Jose Ranilla
%A Antonio Bahamonde
%J IJHCS
%D 2002
%V 56
%N 4
%P 445-474
%* (c) Copyright 2002 Elsevier Science Publishers
%X In this paper we present a machine-learning algorithm that computes a
small set of accurate and interpretable rules. The decisions of these
rules can be straight-forwardly explained as the conclusions drawn by a
case-based reasoner. Our system is named FAN, an acronym for Finding
Accurate iNductions. It starts from a collection of training examples
and produces propositional rules able to classify unseen cases following
a minimum-distance criterion in their evaluation procedure. In this way,
we combine the advantages of instance-based algorithms and the
conciseness of rule (or decision-tree) inducers. The algorithm followed
by FAN can be seen as the result of successive steps of pruning
heuristics. The main tool employed is that of the impurity level, a
measure of the classification quality of a rule, inspired by a similar
measure used in IB3. Finally, a number of experiments were conducted
with standard benchmark datasets of the UCI repository to test the
performance of our system, successfully comparing FAN with a wide
collection of machine-learning algorithms.

%M J.IJHCS.56.5.475
%T Learner outcomes in an asynchronous distance education environment
%A Alan D. Carswell
%A Viswanath Venkatesh
%J IJHCS
%D 2002
%V 56
%N 5
%P 475-494
%* (c) Copyright 2002 Elsevier Science Publishers
%X This research investigated student outcomes in a web-based distance
learning environment characterized by asynchronous electronic
communications between student and teacher. We employed two dominant
theories -- the theory of planned behavior and innovation diffusion
theory -- to study student reactions to web-based distance education. We
hypothesized that student perceptions of the technology are positively
related to learning outcomes and intentions to further use the
technology, and are negatively related to using alternative, synchronous
media in the learning experience. Quantitative and qualitative data were
gathered from 540 students via a web-based survey. Partial support was
found for the hypotheses. Theoretical and practical implications for
human-computer interaction, distance education and user acceptance are
discussed.

%M J.IJHCS.56.5.495
%T KJ3 -- a tool assisting formal validation of knowledge-based
systems*1
%A Chih-Hung Wu
%A Shie-Jue Lee
%J IJHCS
%D 2002
%V 56
%N 5
%P 495-524
%* (c) Copyright 2002 Elsevier Science Publishers
%X This paper presents the design and implementation of KJ3 (Knowledge
Judgment, version 3) which is an assisting tool for formal validation of
knowledge-based systems (KBSs). The KJ3 project is motivated by two main
obstacles to knowledge validation, the lack of a uniform representation
and a comprehensive validation procedure. KJ3 combines Petri Nets and
theorem proving techniques to solve these difficulties. In KJ3, the
Enhanced High-Level Petri Net (EHLPN) is employed as a meta
representation scheme to describe different KBS formalisms in a uniform
format. With EHLPN, there is only one type of problems, the reachability
problems, to be solved for all validation tasks. The kernel of KJ3 is a
hyper-linking-based theorem prover which serves as the inference engine
for checking the correctness of the transformed reachability problems.
Because of the versatility of EHLPN and the soundness and completeness
of the hyper-linking proof procedure, KJ3 is a reliable and robust
platform for formal validation. Users can apply KJ3 to validate
different types of KBSs without concerning the inference process
involved in the validation procedure. Other main features of KJ3 include
a friendly user interface for describing and transforming KBSs and
defining the validation tasks, a mechanism for explaining the validation
results, and facilities for analysing the behaviour of KBSs and defining
new types of KBSs and validation tasks.

%M J.IJHCS.56.5.525
%T A metadata filter for intranet portal organizational memory
information systems
%A Yong Gu Ji
%A Gavriel Salvendy
%J IJHCS
%D 2002
%V 56
%N 5
%P 525-537
%* (c) Copyright 2002 Elsevier Science Publishers
%X An intranet portal is proposed as an information infrastructure to
support organizational learning. Specifically, an agent-like metadata
filter for easy information/knowledge retrieval in the intranet portal
is suggested and tested. The metadata filter preserves the context of
digital objects and presents an uncluttered window by controlling the
metadata elements. An experiment using 20 participants examined whether
the metadata filter reduces search and retrieval performance time (the
dependent variable). The main results indicate that the metadata filter
significantly (36%) improved user's performance in identifying
information. The results of the study suggest that the proposed metadata
filer may be an effective interface tool to improve users' performances
in identifying information in an intranet portal organizational memory
information system.

%M J.IJHCS.56.5.539
%T An empirical study of on-line help design: features and principles
%A Helen C. Purchase
%A Joshua Worrill
%J IJHCS
%D 2002
%V 56
%N 5
%P 539-566
%* (c) Copyright 2002 Elsevier Science Publishers
%X Designers of on-line help systems have two sets of resources at their
disposal: the set of features implemented in currently available systems
(which are rapidly becoming a defacto standard), and a set of
theoretical principles suggested by researchers in the area. There is no
published evidence that either these features or principles have been
empirically tested for their suitability from the users' perspective.
This paper reports on an empirical study which aimed to assess the
usability of a set of on-line help features and principles, in the
context of users performing real application tasks. The results reveal
that the more general principles associated with understandability are
considered the most relevant, and that while users may complain about
the design of existing on-line help features, they tend to value them
more than features with which they are unfamiliar. A follow-up study
showed that only minor changes need to be made to the existing defacto
standard for users' concerns to be addressed, without sacrificing the
advantages of familiarity. The study addresses questions of context
sensitivity, obtrusiveness and the importance of definitions, and
highlights the usefulness of questioning emerging defacto standards that
have not been based on empirical studies.

%M J.IJHCS.56.6.569
%T Work domain analysis and sensors I: principles and simple example
%A Dal Vernon C. Reising
%A Penelope M. Sanderson
%J IJHCS
%D 2002
%V 56
%N 6
%P 569-596
%* (c) Copyright 2002 Elsevier Science Publishers
%X In this paper we establish a foundation for understanding the
instrumentation needs of complex dynamic systems if ecological interface
design (EID)-based interfaces are to be robust in the face of
instrumentation failures. EID-based interfaces often include configural
displays which reveal the higher-order properties of complex systems.
However, concerns have been expressed that such displays might be
misleading when instrumentation is unreliable or unavailable.
Rasmussen's abstraction hierarchy (AH) formalism can be extended to
include representations of sensors near the functions or properties
about which they provide information, resulting in what we call a
"sensor-annotated abstraction hierarchy". Sensor-annotated AHs help the
analyst determine the impact of different instrumentation engineering
policies on higher-order system information by showing how the data
provided from individual sensors propagates within and across levels of
abstraction in the AH. The use of sensor-annotated AHs with a configural
display is illustrated with a simple water reservoir example. We argue
that if EID is to be effectively employed in the design of interfaces
for complex systems, then the information needs of the human operator
need to be considered at the earliest stages of system development while
instrumentation requirements are being formulated. In this way,
Rasmussen's AH promotes a formative approach to instrumentation
engineering.

%M J.IJHCS.56.6.597
%T Work domain analysis and sensors II: Pasteurizer II case study
%A Dal Vernon C. Reising
%A Penelope M. Sanderson
%J IJHCS
%D 2002
%V 56
%N 6
%P 597-637
%* (c) Copyright 2002 Elsevier Science Publishers
%X In this paper we use sensor-annotated abstraction hierarchies
(Reising & Sanderson, 1996, 2002a , b) to show that unless appropriately
instrumented, configural displays designed according to the principles
of ecological interface design (EID) might be vulnerable to
misinterpretation when sensors become unreliable or are unavailable.
Building on foundations established in Reising and Sanderson (2002 a) we
use a pasteurization process control example to show how
sensor-annotated AHs help the analyst determine the impact of different
instrumentation engineering policies on a configural display that is
part of an ecological interface. Our analyses suggest that configural
displays showing higher-order properties of a system are especially
vulnerable under some conservative instrumentation configurations.
However, sensor-annotated AHs can be used to indicate where corrective
instrumentation might be placed. We argue that if EID is to be
effectively employed in the design of displays for complex systems, then
the information needs of the human operator need to be considered while
instrumentation requirements are being formulated. Rasmussen's
abstraction hierarchy -- and particularly its extension to the analysis
of information captured by sensors and derived from sensors -- may
therefore be a useful adjunct to up-stream instrumentation design.

%M J.IJHCS.56.6.639
%T Ontological methodology
%A Roberto Poli
%J IJHCS
%D 2002
%V 56
%N 6
%P 639-664
%* (c) Copyright 2002 Elsevier Science Publishers
%X The interest in ontology may peter out unless three problems are
addressed: What are the boundaries of ontology? What types are there of
ontology? What is the structure of ontology? After distinguishing three
main kinds of information (ontological, quasi-ontological and
non-ontological) and three types of ontologies (descriptive, formal and
formalized), the paper presents a few basic ontological sub-theories
(theory of particulars, of levels of reality, of wholes, parts and
boundaries, and the intensive-extensive opposition for determinations).
The methodology of domain analysis is further addressed and the
distinction between a domain's structure and the scheme of the canonical
item of a domain is introduced.

%M J.IJHCS.56.6.665
%T A cooperative framework for integrating ontologies
%A Jesualdo Tomas Fernandez-Breis
%A Rodrigo Martinez-Bejar
%J IJHCS
%D 2002
%V 56
%N 6
%P 665-720
%* (c) Copyright 2002 Elsevier Science Publishers
%X Nowadays, there are systems and frameworks that support Ontology
construction processes. However, ontology integration processes have not
sufficiently been specified to date. In this article, by making use of a
cooperative philosophy, we describe a real framework for the integration
of ontologies supplied by a predetermined set of (expert) users, who may
be interconnected through a communication network. This framework is
based on a set of well-defined assumptions that guarantee the
consistency of the ontology derived from the ontology integration
process. Moreover, in the approach presented here, every (expert) user
may consult the so-derived ontology constructed until a given moment in
order to refine his or her private ontology. In addition to this, the
model proposed in this work allows the experts involved in the
construction of the ontology to use their own terminology when querying
the global ontology obtained until a given instant from their own
co-operative work. The validation of the framework is also included in
this work.

fpack:!@#$%^&*(): BIT11.BA
%T Editorial
%E T. F. M. Stewart
%M J.BIT.11.1.i
%J BIT
%D 1992
%V 11
%N 1
%P i-ii
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T Designing for Diversity: The User Interface for a Hypermedia Information
System on a University Campus
%S Human Variety Adds Richness to Life
%A Joan M. Cherry
%A James M. Turner
%A Geoffrey M. Rockwell
%M J.BIT.11.1.1
%J BIT
%D 1992
%V 11
%N 1
%P 1-12
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X The University of Toronto hopes to encourage
development of a campus-wide information system consisting
of many walk-up-and-use components.  The first component to
be developed was an instructional program for users of the
library's online catalogue.  The interface had to be attractive,
usable by novices, and flexible enough to carry the content. 
Much effort was expended in ensuring that it met these criteria. 
User testing played an important role in the design of the
interface.  The design and testing of the system's entry point,
navigation aids, and templates for spatial arrangements of
information on the screen are discussed.

%T A Comparative Study of Gestural, Keyboard, and Mouse Interfaces
%S Human Variety Adds Richness to Life
%A Catherine G. Wolf
%M J.BIT.11.1.13
%J BIT
%D 1992
%V 11
%N 1
%P 13-23
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X This paper presents results from three experiments
which compared gestural, keyboard, and mouse/keyboard interfaces
to a spreadsheet program.  This is the first quantitative
comparison of these types of interfaces known to the author. 
The gestural interface employed gestures (hand-drawn marks
such as carets or brackets) for commands, and handwriting as
input techniques.  In one configuration, the input/output hardware
consisted of a transparent digitizing tablet mounted on
top of an LCD which allowed the user to interact with the
program by writing on the tablet with a stylus.  The experiments
found that participants were faster with the gestural interface
than with the keyboard or mouse/keyboard interface.  In addition,
subjects tended to prefer the gestural interface over the
keyboard interface.  Inexperienced mouse users also tended to
prefer the gestural interface over the mouse/keyboard interface,
although experienced mouse users preferred the mouse.  The
main difficulties with the gestural interface had to do with poor
display legibility and problems with the stylus.  The benefits of
the gestural interface are explained in terms of the fewer
number of steps required to carry out an operation, the greater
ease of remembering gestural commands, and the ability to
focus on a single surface for input and output.

%T A Framework to Identify Applications of Information Technology to Improve
Service Quality
%S Human Variety Adds Richness to Life
%A Ravinder Nath
%M J.BIT.11.1.24
%J BIT
%D 1992
%V 11
%N 1
%P 24-31
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X More and more organizations are seeking innovative
ways to use information technology (IT) for strategic
advantage.  One way to gain this competitive edge is by differentiating
the services provided to customers.  This paper provides
a framework to identify areas ripe for the implementation
of IT to enhance and improve customer service.  The framework
is based upon the examination of the existing service
delivery system of an organization and how applications of IT
might change the interfaces among the various players (customers,
employees, etc.) in the service delivery system.  Further,
examples are presented to illustrate how some organizations
have achieved superior service quality by creatively utilizing
simple IT tools.

%T Learning Text Editing Tasks from Examples: A Procedural Approach
%S Human Variety Adds Richness to Life
%A Dan H. Mo
%A Ian H. Witten
%M J.BIT.11.1.32
%J BIT
%D 1992
%V 11
%N 1
%P 32-45
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X Reformatting blocks of semi-structured information
is a common editing task that typically involves highly
repetitive action sequences, but ones where exceptional cases
arise constantly and must be dealt with as they arise.  This paper
describes a procedural programming-by-example approach to
repetitive text editing which allows users to construct programs
within a standard editing interface and extend them incrementally. 
Following a brief practice period during which they settle
on an editing strategy for the task at hand, users commence
editing in the normal way.  Once the first block of text has been
edited, they inform the learning system which constructs a
generalized procedure from the actions that have been recorded. 
The system then attempts to apply the procedure to the
next block of text, by predicting editing actions and displaying
them for confirmation.  If the user accepts a prediction, the
action is carried out (and the program may be generalized
accordingly); otherwise the user is asked to intervene and
supply additional information, in effect debugging the program
on the fly.  A pilot implementation is described that operates in
a simple interactive point-and-click editor (Macintosh MINI-EDIT),
along with its performance on three sample tasks.  In
one case the procedure was learned correctly from the actions
on the first text block, while in the others minor debugging was
needed on subsequent text blocks.  In each case a much smaller
number of both keystrokes and mouse-clicks was required than
with normal editing, without the system making any prior
assumptions about the structure of the text except for some
general knowledge about lexical patterns.  Although a smooth
interactive interface has not yet been constructed, the results
obtained serve to indicate the potential of this approach for
semi-structured editing tasks.

%T Technological Change and the Older Employee: Implications for Introduction
and Training
%S Older and Wiser but Not Necessarily Happier
%A Michael Staufer
%M J.BIT.11.1.46
%J BIT
%D 1992
%V 11
%N 1
%P 46-52
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X How do older employees cope with technological
change at their place of work?  To answer this question, an
exploratory study was conducted in which interviews were held
with 34 older employees in the office, 23 supervisors, personnel
managers and representatives of workers, and seven computer
trainers.  The older employees were classified into three groups
depending on their dominant form of appraisal of computers:
threat/challenge/irrelevant.  While participants who experienced
computers as a challenge favoured information-seeking
activities, older staff members who felt threatened by computers
reacted rather passively and often complained about
increasing time-pressure and health-related problems.  In contrast,
members of the group which appraised computers as
irrelevant were quite satisfied with their work and consequently
reported hardly any coping behaviour.  A further analysis
showed that organizational factors were closely connected with
the dominant form of appraisal.  Therefore recommendations
are given concerning the introductory phase of technological
change and qualificational measures.

%T Training and Experience as Predictors of Job Satisfaction and Work
Motivation when Using Computers: A Correlational Study
%S Older and Wiser but Not Necessarily Happier
%A Howard Kahn
%A Ivan T. Robertson
%M J.BIT.11.1.53
%J BIT
%D 1992
%V 11
%N 1
%P 53-60
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X This paper examines the extent to which the previous
work experience and method of training to use computer
systems augment the predictability of the motivation and
satisfaction of computer users.  A sample of 154 computer users
are studied, utilizing a version of the Job Diagnostic Survey
questionnaire (Hackman and Oldham 1975).  The job characteristics
model upon which the questionnaire is based contends
that the internal work motivation and general job satisfaction
of job holders can be predicted from core job characteristics
(task identity, task significance, skill variety, autonomy, and
feedback from the job itself).  Results show that type of training
and previous experience add little more to the job-holder's job
satisfaction and internal work motivation than is predicted by
the job characteristics model.  The implications of the results
for the management and staffing of computer-based systems
are noted.  Limitations of the data are recognized.

%T Editorial
%E T. F. M. Stewart
%M J.BIT.11.2.i
%J BIT
%D 1992
%V 11
%N 2
%P i-ii
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T A Task-Action Trace for Exploratory Learners
%S Experiments in Human-Computer Interpretation
%A Stephen J. Payne
%A Andrew Howes
%M J.BIT.11.2.63
%J BIT
%D 1992
%V 11
%N 2
%P 63-70
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X We motivate and describe the design of a tool for
exploratory learners.  A task-action trace displays a history of
user actions that collapses into verbal descriptions of task
accomplishments, derived from a task-action grammar analysis
of the interface.  Previous tasks, and the actions through
which the user achieved them, remain available for browsing;
the display of actions shows those that were strictly necessary. 
We describe the implementation of such a tool for a simulation
of the RATES line-diagnosis system.  Preliminary empirical
evaluation suggests that some users find the trace sufficiently
helpful to interact with it repeatedly during the first 4 h of
learning.

%T The Influence of Screen Size and Text Layout on the Study of Text
%S Experiments in Human-Computer Interpretation
%A David de Bruijn
%A Sjaak de Mul
%A Herre van Oostendorp
%M J.BIT.11.2.71
%J BIT
%D 1992
%V 11
%N 2
%P 71-78
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X This study investigates the effects of screen size (12
inch versus 15 inch) and text layout (well structured and ill
structured) on the learning of text presented on the monitor of
a personal computer.  Two aspects of learning are assessed.  A
summary and a multiple-choice test are employed to measure
the amount of information retained.  Efficacy of learning is
assessed by learning time and by cognitive effort, as measured
by the performance on a secondary task.  The results indicate
that neither screen size nor text layout has a significant influence
on the required cognitive effort or on the amount of
information acquired.  There is, however, a significant (main)
effect of screen size on learning time: subjects using a 15 inch
screen need less learning time than subjects using a 12 inch
screen, with no difference in learning performance.  It is suggested
that more efficient integration processes in constructing
the semantic representation are responsible for this reduction
in learning time.  Implications for future research are discussed.

%T Analogously Based Reusability
%S Experiments in Human-Computer Interpretation
%A Neil Maiden
%A Alistair Sutcliffe
%M J.BIT.11.2.79
%J BIT
%D 1992
%V 11
%N 2
%P 79-98
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X A study is reported in which 10 expert analysts were
requested to reuse a specification to develop a solution for an
analogous problem.  The study examined analytic and problem-solving
strategies used by analysts to understand and reuse the
analogous specification.  Results revealed that painstaking and
careful reuse of the specification was a critical determinant of
analytic success, although results varied by individual.  However,
the reusable specification proved less effective for evaluation
of the analyst's solution.  Analysts preferred to assimilate
and understand the analogy from a narrative describing the
underlying reusable domain rather than from the reusable
specification, hence knowledge about the problem domain
appeared to be more important than solution knowledge in
determining the analogy.  Strategies employed by expert analysts
have implications for didactic and reuse strategies incorporated
in an intelligent advisor to assist inexperienced analysts
to reuse analogous specifications.

%T The Concept and Correlates of Computer Anxiety
%S Reviews
%A Gholamreza Torkzadeh
%A Irma E. Angulo
%M J.BIT.11.2.99
%J BIT
%D 1992
%V 11
%N 2
%P 99-108
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X The introduction of computers into the lives and
workplaces of many individuals represents a dramatic change. 
Zuboff has used the term 'computer-mediated' work to describe
how the increasingly intellectual nature of work and the
availability of computers is creating a revolution in the workplace. 
There is a real concern about how individuals react both
cognitively and emotionally to the introduction of computer
technology.  The growth of the end-user computing phenomenon
has made this concern more acute.  Although many individuals
have little difficulty using computers, there remains a far
larger population of users who experience considerable difficulty
learning how to use computer systems.  Computer anxiety
is a widely occurring phenomenon for this group of users,
whose job performance and success may depend on their
interaction with computers.  Reviewing the literature, this paper
describes the nature and correlates of computer anxiety and
assesses training as a mechanism for reducing the impact of this
anxiety.  Limitations in current knowledge are noted and suggestions
for further research are described.

%T Automatic Speech Recognition in Practice
%S Reviews
%A Dylan M. Jones
%A Clive R. Frankish
%A Kevin Hapeshi
%M J.BIT.11.2.109
%J BIT
%D 1992
%V 11
%N 2
%P 109-122
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X There is a growing interest in the commercial possibilities
offered by automatic speech recognition (ASR) technology. 
Unfortunately the prospective user has little independent
guidance with respect to the potential success of any proposed
implementation.  There do exist a few general human factors
guidelines on the use of ASR, but most of the corpus of
knowledge that forms part of the lore within the ASR community
is based on the unpublished experiences of system developers
and users themselves.  The present paper attempts to
redress this balance; it is a summary of the experiences of users
and system designers at 30 research and commercial sites in the
UK and USA where ASR has been extensively used or tested. 
The application represented were classified as vehicle, office,
industrial, and aids for disabled people.  A number of important
human factors issues were identified, and the relative success of
the various applications are discussed.

%T Unheard of Working Conditions
%S Reviews
%A Heimrich Kanis
%A Frank Leopold
%A Bart Kip
%A Jan Wulffele
%M J.BIT.11.2.123
%J BIT
%D 1992
%V 11
%N 2
%P 123-124
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T "Architecture; The Story of Practice," by Dana Cuff
%S Book Review
%A Kathleen Carter
%M J.BIT.11.2.125
%J BIT
%D 1992
%V 11
%N 2
%P 125-126
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T Editorial
%E T. F. M. Stewart
%M J.BIT.11.3.i
%J BIT
%D 1992
%V 11
%N 3
%P i
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T Editorial: Collection of Papers from Symposium on 'Methods and Frameworks
for System Design'
%S Special Issue: Methods and Frameworks for System Design
%E Mike Fitter
%M J.BIT.11.3.ii
%J BIT
%D 1992
%V 11
%N 3
%P ii
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T The Process of Deriving Requirements for a Hospital Information System
%S Special Issue: Methods and Frameworks for System Design
%A Gillian Symon
%A Mike Fitter
%A Clare Radstone
%A Ian Kunkler
%A Barry Hancock
%M J.BIT.11.3.131
%J BIT
%D 1992
%V 11
%N 3
%P 131-140
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X This paper describes the process through which a
small regional oncology hospital derived information and implementation
requirements for an organization-wide information
system.  In part, this was in response to the recent changes
in the UK National Health Service.  The project was conducted
in the action research tradition, combining both practical and
theoretical goals, and took a stakeholder perspective.  A range
of methods were used to explore the issues of information and
organizational needs, including questionnaires, interviews, discussion
groups and 'tracer' studies.  As a result of the intervention,
a framework of information needs and an implementation
strategy were drawn up as a plan for the hospital's continuing
work in this area.

%T Job Design within a Human Centred (System) Design Framework
%S Special Issue: Methods and Frameworks for System Design
%A I. Franklin
%A D. Pain
%A E. Green
%A J. Owen
%M J.BIT.11.3.141
%J BIT
%D 1992
%V 11
%N 3
%P 141-150
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X This paper describes the job design research of
the Human Centred Office Systems Project (funded by the
SERC/ESRC), which is working with a local government department. 
The originality of the research involves the application of
human centred ideas, which have until recently only been used
to address the situation of male skilled workers, either in British
engineering or Scandinavian contexts.  Our approach adapts
these ideas in relation to the design of women clerical workers'
jobs.  Feminist perspectives on women in work are also drawn
upon.  This approach represents a break with other research on
job design within computerization, most of which has been
informed by socio-technical theory and human-computer interaction. 
We draw upon new case-study research involving
design groups who have tackled job design using a bottom-up
approach.  The study involves women clerical workers, both
defining their particular skills and how they would wish a new
computer system to complement and enhance them.  The
methods used were qualitative and involved: women clerical
workers, senior management and trade unionists.  Our conclusions
concentrate on the opportunities provided by the
use of human centred perspectives for tacking job design, with
particular reference to office systems and women clerical
workers.

%T Supportive Evaluation Methodology: A Method to Facilitate System Development
%S Special Issue: Methods and Frameworks for System Design
%A Dave Robinson
%A Mike Fitter
%M J.BIT.11.3.151
%J BIT
%D 1992
%V 11
%N 3
%P 151-159
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X This paper presents an overview of the 'supportive
evaluation methodology', a method of facilitating system development
in the health care domain.  Supportive evaluation
methodology has a number of defining characteristics.  Firstly,
it is a formative evaluation whose primary aim is to support
and improve the development of a prototype system.  Secondly,
it is an iterative process providing rapid feedback to designers. 
Thirdly, 'human factors' issues such as functionality, usability,
and clinical and social impact are the primary focus of the
evaluation.  Finally, the evaluation is carried out by a team
independent of the designers of the prototype.  The complete
supportive evaluation methodology involves iterative cycles in
which requirements are analysed, designs put forward and
prototypes developed.  The prototypes are then assessed in
order to refine the requirements and designs.  A key element in
the methodology is the 'formative assessment workshop' in
which potential users test the systems in simulations of their
usual environment.  Role playing is often used to simulate
doctor-patient interactions.  Users' responses to the systems are
analysed through observations, questionnaires and group discussions. 
The contexts in which the methodology has been used
and our experiences in applying it are described.

%T Human and Organizational Issues in Information Systems Development
%S Special Issue: Methods and Frameworks for System Design
%A P. Hornby
%A C. W. Clegg
%A J. I. Robson
%A C. R. R. Maclaren
%A S. C. S. Richardson
%A P. O'Brien
%M J.BIT.11.3.160
%J BIT
%D 1992
%V 11
%N 3
%P 160-174
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X The paper describes the first phase of a project
funded in the UK by the Department of Trade and Industry
and the Science and Engineering Research Council (Project
IED 1249).  The paper reviews a number of systems development
methods, examines the extent to which they incorporate
consideration of a set of relevant human and organizational
issues, and describes the findings of an exploratory study of the
ways in which systems analysts work, including their use of
methods.

%T Information Systems Design and Planned Organization Change:
Applying Unger's Theory of Social Reconstruction
%S Special Issue: Methods and Frameworks for System Design
%A Frank Blackler
%M J.BIT.11.3.175
%J BIT
%D 1992
%V 11
%N 3
%P 175-183
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X Much has been learned in recent years about how
information technologies can be introduced effectively to
established organizations.  Progress has been more limited,
however, in exploring the opportunities the technologies provide
to rethink conventional assumptions about organizing. 
Traditional approaches to planning require an early specification
of desired end results and are of limited value in the
development of unfamiliar roles and structures.  Unger's social
theory suggests a different approach.  It emphasizes how the
cognitive schemas people use in everyday life interact with
social and institutional structures to provide a set of pragmatic
assumptions which obscures recognition of alternatives.  The
approach can be used to explain why ambitions for organizational
change through the introduction of new technologies are
likely to be limited, but it suggests that techniques can be
developed to alert designers and end-users to the 'formative
contexts' within which they are working, to review their
inevitability, and to develop alternatives.

%T "Design at Work: Co-Operative Design of Computer Systems," by Joan Greenbaum
and Morten Kyng
%S Book Reviews
%A Mike Robinson
%M J.BIT.11.3.184
%J BIT
%D 1992
%V 11
%N 3
%P 184-187
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T "Cognitive Aspects of Computer-Supported Tasks," by Yvonne Waern
%S Book Reviews
%A R. H. R. Harper
%M J.BIT.11.3.184
%J BIT
%D 1992
%V 11
%N 3
%P 184-187
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T Editorial
%E T. F. M. Stewart
%M J.BIT.11.4.i
%J BIT
%D 1992
%V 11
%N 4
%P i-ii
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T Teleshopping or Going Shopping?  An Information Acquisition Perspective
%S It's Just the Same, Only Different
%A Ilan Salomon
%A Frank S. Koppelman
%M J.BIT.11.4.189
%J BIT
%D 1992
%V 11
%N 4
%P 189-198
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X Shopping is the acquisition of information that
precedes the purchase of goods and services for household or
individual consumption.  New telecommunications technologies
enable individuals to shop and purchase without leaving
the home.  Teleshopping options put the individual in a choice
situation between home-based shopping and store shopping. 
This involves a trade-off between the costs (in terms of time
and money) and benefits of making a trip or of communicating
with vendors.  Teleshopping serves as a useful case study for
examining the demand for videotex-based services and some
psychological factors involved in their adoption.  Two major
factors associated with the benefits of shopping appear to affect
that choice.  First, the direct experience of multi-sensory stimulation
of store or shopping-mall environments is superior in
terms of information quality and quantity to that obtained
through teleshopping for many products.  Thus, teleshopping
may not reduce the uncertainty involved in purchasing decision
to the extent possible in store shopping and therefore,
may not be a satisfactory substitute.  Second, the recreational
and psychological gratification (or costs) that many people
experience in store shopping activity but which do not exist in
teleshopping may affect the adoption of teleshopping.  The
relative importance of these factors varies across product or
service type and individual shopper's preferences.

%T Learning New Programming Languages: An Analysis of the Process and Problems
Encountered
%S It's Just the Same, Only Different
%A Jean Scholtz
%A Susan Wiedenbeck
%M J.BIT.11.4.199
%J BIT
%D 1992
%V 11
%N 4
%P 199-215
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X Experienced programmers transferring to a new
language have a far easier time than the novice learning a first
language.  However, they still experience considerable difficulties. 
The objective in this exploratory study was to characterize
the kinds of learning and transfer that take place in the early
stages of using a new programming language and where difficulties
develop.  'Think-aloud' protocols were videotaped as
subjects went about trying to write a program in a new
programming language.  Subjects used one of two unfamiliar
languages, one similar to their known language (Pascal) and the
other dissimilar.  Three types of analyses were done on the
recorded protocols: a procedural analysis showing the activities
the subjects engaged in as they learned the new language, a
programming knowledge analysis showing in which areas of
program development difficulties were encountered, and a
solutions analysis showing how successful the programmers
were at using unique features of the new language.  We found
that the procedures programmers used to learn a new language
were independent of the language being learned.  The slight
differences that existed in procedures were between levels of
expertise.  Programmers spent the majority of their time reading
a language textbook.  The programming knowledge analysis
showed that programmers' main area of concentration was
planning how to implement their approach given the constructs
available in the language.  We observed many iterations of
programmers trying to implement plans, failing and having to
revise their plans.  Examination of the subjects' solutions and
implementation approaches in Pascal led us to believe that
programmers learning a new language are often biased by their
implementation of algorithms in previous languages.

%T Can Speech be Used for Alarm Displays in 'Process Control' Type Tasks?
%S Experiments in Interface Design
%A C. Baber
%A N. A. Stanton
%A A. Stockley
%M J.BIT.11.4.216
%J BIT
%D 1992
%V 11
%N 4
%P 216-226
%K Alarm, Speech synthesis, Alarm-initiated actions
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X There has been much research into the feasibility of
speech in aircraft cockpits, but little in human supervisory
control tasks.  Speech displays can provide a number of benefits
over conventional, visual displays, particularly as a means of
providing alarm information.  We discuss the term 'alarm', and
suggest that different alarm situations will have different
information requirements.  Thus, a single type of alarm display
may not be suitable for the complete range of situations
encountered in the control room.  We investigated the use of
speech for different 'alarm-initiated actions'; recording, urgency
rating, location identification, and action specification. 
These tasks varied in terms of difficulty, and this affected
performance.  We also varied the quality of speech, comparing
synthesized with human speech.  While speech quality affected
performance on the recording task, we found that task difficulty
interacted with speech quality on the other tasks.  This means
that definable 'trade-offs' exist between the use of speech and
the situation in which it is to be used.

%T An Empirical Comparison of Menu-Selection (CUI) and Desktop (GUI)
Computer Programs Carried Out by Beginners and Experts
%S Experiments in Interface Design
%A Matthias Rauterberg
%M J.BIT.11.4.227
%J BIT
%D 1992
%V 11
%N 4
%P 227-236
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X As advantages and disadvantages of graphical user
interfaces are still controversial, this study focuses on an
empirical comparison of a desktop interface (GUI) and a
conventional user interface with menu selection (CUI).  A total
of 24 users (six novices and six experts with GUI; six novices
and six experts with CUI) were given 20 benchmark tasks. 
Except for an introduction given by the investigator (1.5 h)
the beginners had no or very little previous experience with
electronic data processing, while the experts had previous
experience of 3,700 h (desktop) or 7,500 h (menu selection),
respectively.  The results showed for both beginners and experts
a statistically significant superiority of GUI of the desktop user
interface with 'mouse' over the conventional user interface
with menu selection and function keys (CUI).  The experts in
GUI needed 51% less time to complete the tasks averaged
across all tasks, as compared to the experts using CUI.  Moreover
a significant interaction was found between tasks and user
interfaces in the context of GUI.

%T Information Systems Design: An Empirical Study of Feedback Effects
%S Experiments in Interface Design
%A Jane E. Humble
%A Robert T. Keim
%A James C. Hershauer
%M J.BIT.11.4.237
%J BIT
%D 1992
%V 11
%N 4
%P 237-244
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X Feedback is an important component of any dynamic
system, and should receive attention as a design issue in
information systems.  The study presents a model which shows
the function of feedback in management information systems. 
The potential effect of task-specific feedback on the judgement
of the decision-maker is tested empirically.  Both the model and
empirical results provide guidance about the role of feedback in
information systems design.  Empirical results demonstrate that
there remains a strong bias towards overconfidence even with
feedback.  However, the presence of immediate feedback does
lower confidence and raise decision quality.

%T "Computer Systems Development: History, Organization and Implementation,"
by A. Friedman with D. Cornford
%S Book Review
%A Jorgen Bansler
%M J.BIT.11.4.245
%J BIT
%D 1992
%V 11
%N 4
%P 245-246
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T Editorial
%E Tom Stewart
%M J.BIT.11.5.i
%J BIT
%D 1992
%V 11
%N 5
%P i-ii
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T Integrating Theory Development with Design Evaluation
%S Developing Theory in Human-Computer Interaction
%A John M. Carroll
%A Mark K. Singley
%A Mary Beth Rosson
%M J.BIT.11.5.247
%J BIT
%D 1992
%V 11
%N 5
%P 247-255
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X In this paper, we recruit the construct of psychological
design rationale as a framework for integrating theory
development with design evaluation in HCI.  We propose that,
in some cases, part of an artefact's psychological design rationale
can be regarded as inherited from second-order artefacts
(prescriptive design models, architectures and genres, tools and
environments, interface styles).  We show how evaluation data
pertaining to an artefact can be used to test and develop the
second-order artefact from which it inherits.

%T Human Aspects in Object-Oriented Design: An Assessment and a Methodology
%S Developing Theory in Human-Computer Interaction
%A Zhengxin Chen
%M J.BIT.11.5.256
%J BIT
%D 1992
%V 11
%N 5
%P 256-261
%K Object-oriented design, Mental model, Conceptual model, Software reuse,
Analogical reasoning
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X Object-oriented design has attractive features, but
using an object-oriented technique does not necessarily guarantee
a good design.  In this paper an assessment is made which is
concerned with human aspects in object-oriented design.  Particularly,
the important role of user's mental models in object-oriented
design is emphasized.  The relationship between analogical
reasoning and software reuse is examined.  To support the
assessment in regard to human aspects, some methodological
considerations are outlined, which are further examined
through case studies.

%T VDU Work, Contrast Adaptation, and Visual Fatigue
%S Conducting Experiments to Address Simple Issues
%A Reidulf G. Watten
%A Ivar Lie
%A Svein Magnussen
%M J.BIT.11.5.262
%J BIT
%D 1992
%V 11
%N 5
%P 262-267
%K VDU displays, Visual acuity, Contrast adaptation, Symptoms
%* (c) Copyright 1992 Taylor & Francis Ltd.
%O Short Paper
%X Prolonged VDU work leads to a number of
detrimental changes in visual performance and to frequent
complaints about asthenopic, musculoskeletal, and other
symptoms.  The relationship between changes in contrast adaptation
at five spatial frequencies and workrelated symptoms
were studied in an experimental approach with two groups, one
working 2 h (n=13) and the other 4 h (n=17).  Both groups
showed a significant reduction in visual acuity and contrast
sensitivity, but there were no significant differences between
working two or four hours.  The relationship between contrast
adaptation and symptoms showed a mixed pattern.  For the 2 h
group there was significant positive correlation between symptoms
and all spatial frequencies.  For the 4 h group there were
mixed correlations between symptoms and contrast adaptation. 
The results offer only partial support to Lunn and Bank's
hypotheses on contrast adaptation, accommodation control
and visual fatigue symptoms.  Contrast adaptation saturates
after 1-2 h and induces a short term effect on visual fatigue. 
For longer work periods posture-ergonomic and oculomotor
factors will penetrate and dilute the contrast sensitivity effect.

%T Problem-Solving Performance as a Function of Problem Type, Number
Progression, and Memory Load
%S Conducting Experiments to Address Simple Issues
%A Mary J. LaLomia
%A Michael D. Coovert
%A Eduardo Salas
%M J.BIT.11.5.268
%J BIT
%D 1992
%V 11
%N 5
%P 268-280
%K Problem-solving, Tabular displays, Graphical displays, Visual displays,
Errors, Display preference
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X Problem-solving performance with tabular and graphical
computer displays was examined as problem type,
number progression, and memory capacity were systematically
manipulated.  Participants used tables and line graphs that
depicted linear or multilinear number progressions to solve
location, interpolation, trend analysis, and forecasting problems. 
Experiment 1, in which the displayed information was
continuously available, indicated that participants' performance
for identifying specific values was better with tables than
with graphs.  For trend analysis and interpolation problems
graphs with multilinear data facilitated performance.  While the
forecasting tasks did not show any systematic effect of the
factors.  In Experiment 2, the displayed information was not
continuously available, participants performed best with the
graphical displays for most conditions.  These results are discussed
in terms of designing computer information displays.

%T The Need for a New Experimental Environment for HCI Research into
Multi-Agent, Real-Time Systems
%S Conducting Experiments to Address Simple Issues
%A Philip A. Scown
%M J.BIT.11.5.281
%J BIT
%D 1992
%V 11
%N 5
%P 281-292
%K Multi-agent, Real-time, CSCW, Critical systems, Experimental design
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X Much of the current research in HCI is carried out
using experimental environments based on word processors,
database search, or other conventional office automation. 
While this approach meets many needs it lacks the power
required for investigating many unconventional situations. 
Complex multi-agent real-time systems are not typically found
in offices and cannot easily be investigated in typical word
processing or office automation contexts.  The paper refers to
four environments where multi-agency exists in a real-time
environment: flight systems, plant control, telephone networks,
and complex office systems.  Consideration is given to the
requirements of an alternative experimental environment
which could allow HCI research to explore a wider range of
issues.

%T User Participation in Context: A Case Study in a UK Bank
%S Involving Users -- A Case Study
%A Pat Hornby
%A Chris Clegg
%M J.BIT.11.5.293
%J BIT
%D 1992
%V 11
%N 5
%P 293-307
%K Participation in decision making (PDM), User participation,
Organizational context
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X This paper describes a case study of user participation
focusing on the introduction of a new computer-based
system in a large UK bank.  We use Wall and Lischeron's (1977)
characterization of participation as consisting of three interrelated
elements (i.e., interaction, information, and influence)
and Gowler and Legge's (1978) contextual interpretation exploring
user participation as a 'dependent' rather than an
'independent' variable.  The study examines the process of
participation using a range of research methods.  We argue that
user participation in systems development can only be properly
understood through consideration of the nature of the organizational
context (e.g., structures and processes), the system and
its users, and by analysis of the interactions between these
elements.

%T Editorial
%E Tom Stewart
%M J.BIT.11.6.i
%J BIT
%D 1992
%V 11
%N 6
%P i-ii
%* (c) Copyright 1992 Taylor & Francis Ltd.

%T Imaginal Technology and Management Information Processing: A Review of the
Applied Literature
%A Joel D. Nicholson
%A Nick Maddox
%A William P. Anthony
%A Walt Wheatley
%P 309-318
%M J.BIT.11.6.309
%J BIT
%D 1992
%V 11
%N 6
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X Cognitive systems for receiving, processing, storing,
and using information are of fundamental importance
for managers.  (Ungson et al. 1981, Schank and Abelson
1977, Isenberg 1986, Axelrod 1972, 1976, Boynton and
Zmud 1984, Lord 1985).  Hogarth (1987) has demonstrated
that judgements are made in reference to other
information sources or to cues during decision-making. 
References or cues may be either induced imaginally or
perceived environmentally.  Hogarth specifies two conditions
that influence references and cues:
 1. Availability of information: If there is plenty of
    information, there is also likely to be a good cue
    context upon which the decision-maker can draw.  If
    there is information scarcity, the decision-maker will
    struggle to find salient cues and will tend to rely on
    habitual responses.
 2. Effects of data presentation: As noted, task directions
    and instructions are cues that influence decision-maker
    strategies.  Choice evolves as the individual
    references available cues, adjusts his or her strategies
    based on cues, and selects a course of action.
This paper reviews the pertinent literature on the role
that cues or symbols play in structuring and processing
information in problem-solving and decision-making.

%T Some Surprising Differences between Novice and Expert Errors in Computerized
Office Work
%A Jochen Prumper
%A Dieter Zapf
%A Felix C. Brodbeck
%A Michael Frese
%P 319-328
%M J.BIT.11.6.319
%J BIT
%D 1992
%V 11
%N 6
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X This paper investigates the impact of different
levels of expertise on errors in human-computer interaction.  In
a field study 174 clerical workers from 12 different companies
were observed during their normal office work and were
questioned on their expertise with computers.  The level of
expertise was determined by (a) the length of time an employee
had worked with a computer (computer expertise); (b) the
number of programs s/he knew (program expertise); and (c) the
daily time s/he spent working with the computer (daily work-time
expertise).  These different operationalizations of novices
and experts led to different results.  In contrast to widespread
assumptions, experts did not make fewer errors than novices
(except in knowledge errors).  On the other hand, experts spent
less time handling the errors than novices.  A cluster analysis
produced four groups in the workforce: occasional users, frequent
users, beginners, and general users.

%T The Influence of Computerized Feedback on Overconfidence in Knowledge
%A Dan Zakay
%P 329-333
%M J.BIT.11.6.329
%J BIT
%D 1992
%V 11
%N 6
%K Computerized feedback, Overconfidence, Computerized testing
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X Subjects were tested on general knowledge questions. 
They had to give their answer to each question and to
state their level of confidence in its correctness.  This was done
under four conditions: by a paper and pencil test with and
without feedback; and by computerized testing, again, with and
without feedback.  All in all, subjects demonstrated overconfidence
in their knowledge under all conditions.  However, feedback
by a computerized system was effective in reducing the
overconfidence level.  The implications of this finding to the
domain of computer-based educational systems is discussed.

%S Short Paper
%T Time Course of Contrast Adaptation to VDU-Displayed Text
%A Svein Magnussen
%A Stein Dyrnes
%A Mark W. Greenlee
%A Knut Nordby
%A Reidulf Watten
%P 334-337
%M J.BIT.11.6.334
%J BIT
%D 1992
%V 11
%N 6
%K VDU, Text editing, Contrast adaptation, Recovery
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X VDU text-editing induces contrast adaptation at
the predominant spatial frequencies (periodicity) of the text
page.  Visual contrast sensitivity was tested after 10 and 60 min
reading of VDU-displayed text of positive and negative contrast
polarity.  Contrast sensitivity impairments in the order of
0.4 to 0.7 log unit change in contrast thresholds were observed. 
This contrast threshold elevation after-effect decays as a power
function of time, with time required to recover from adaptation
approximately corresponding to the reading times.  At low
spatial frequencies (horizontal periodicity of rows), displays of
negative polarity induce stronger contrast adaptation than
displays of positive polarity at medium spatial frequencies
(vertical periodicity of characters) no effect of contrast polarity
was observed.  The results are discussed in relation to VDU-induced
visual fatigue.

%T Job Satisfaction and Visual Display Unit (VDU) Usage: An Explanatory Model
%A Jane M. Carey
%P 338-344
%M J.BIT.11.6.338
%J BIT
%D 1992
%V 11
%N 6
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X This study explores the relationship between job
satisfaction and the daily usage of visual display units (VDUs). 
A negative correlation is found to exist between job satisfaction
and utilization of the VDU.  Workers who have utilized the
VDU alone for data entry were more satisfied with their jobs
than those workers who had used the key punch for data entry
and then switched to the VDU, although they said they
preferred the VDU over the key punch.  The following model
was found to be statistically significant:
   Job satisfaction = f(-VDU Usage + Supervisor intervention +
                      Team membership + job utility - performance
                      of the task)

%S Case Study
%T What Price Usability Audits?  The Introduction of Electronic Mail
into a User Organization
%A Bharat Malde
%P 345-353
%M J.BIT.11.6.345
%J BIT
%D 1992
%V 11
%N 6
%* (c) Copyright 1992 Taylor & Francis Ltd.
%X This case study charts the course of the attempts to
introduce electronic mail into a large public sector organization. 
It outlines the main facets and findings of a usability
audit.  It discusses and interprets the main messages from the
evaluation, and offers a number of personal and organization
factors other than the strict findings of an ergonomic audit that
will influence the take-up of a major software application in a
real-life setting.

%S Book Review
%T "Human-Computer Interaction (Research Directions in Cognitive Science:
European Perspectives, Vol. 3)," edited by J. Rasmussen, H. B. Anderson,
and N. O. Bernsen
%A Liam Bannon
%P 354-355
%M J.BIT.11.6.354
%J BIT
%D 1992
%V 11
%N 6
%* (c) Copyright 1992 Taylor & Francis Ltd.

fpack:!@#$%^&*(): JOCEC11.BA
%M J.JOCEC.11.1.1
%T Decision Criteria Consolidation: A Theoretical Foundation of Pareto
Principle to Porter's Competitive Forces
%A Jason Chou-Hong Chen
%A P. Pete Chong
%A Ye-Sho Chen
%J JOCEC
%D 2001
%V 11
%N 1
%P 1-14
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Also known as the 80/20 rule, the Pareto Principle separates a class
of significant few from the trivial many. With this classification,
Pareto Principle has managerial and strategic implications in many
disciplines. A recent mathematical model of the Pareto Principle
identifies several important factors that cause such separation; the
most important 2 are the probability of new entry (can be viewed as
"entry barrier") and the recentness of usage. Because the probability of
new entry determines the upper bound of the usage concentration, it is
deemed to be the most important factor. Observing that Porter's [1] five
competitive forces are all closely related to the barrier of entry, it
is apparent that the theoretical model of Pareto Principle can be used
as the theoretical foundation for Porter's Five Competitive Forces. We
further argue that, similar to what has been described in
microeconomics, the barrier of entry is the most important factor that
determines the market structure-be it monopoly or pure competition.
Thus, the decision criteria in strategic planning can be greatly
simplified to its effect on the barrier of entry. Furthermore, we
suggest that the recentness of usage (i.e., a product not recently in
use may be forgotten by customers, thus reducing the probability of its
future usage), though not emphasized in Porter's theory, should also be
part of the strategy formation.

%M J.JOCEC.11.1.15
%T The Value of Information Integration in Meeting Delivery Dates
%A Elgar Fleisch
%A Stephen G. Powell
%J JOCEC
%D 2001
%V 11
%N 1
%P 15-30
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X In this article, we consider the value of shared information within a
business network. To make the problem concrete, we focus on a specific
operational problem: How the final supplier to the customer determines
promised delivery dates. In a traditional supply chain, the final
supplier has little or no information on the delivery performance of
intermediate suppliers and thus, has limited information with which to
set delivery dates. On the other hand, in an information-integrated
business network, the final supplier's enterprise resource planning
(ERP) system can interact with all the intermediate suppliers' ERP
systems to determine exactly how far ahead or behind schedule the
network is in meeting the needs of a specific customer. This information
should improve the final supplier's ability to set realistic delivery
dates. We attempt to quantify the value of this information and
determine precisely why it is valuable so that management can best
exploit information integration.
   We use a modeling approach in this research, beginning with simple
analytic models and progressing to more realistic simulation models. Our
analytic model establishes an important principle: Information
integration not only significantly improves the average on-time delivery
performance of a business network, but also dramatically improves its
worst-case performance. Because customer dissatisfaction is generally
associated with worst-case performance, information integration may be
highly beneficial even if its effect on average on-time delivery is
small. Simulation models allow us to compare the performance of more
realistic business networks. These models suggest, for example, that the
value of information integration is dependent on both the structure of
the network itself (whether serial or arborescent) and on the typical
customer order date in the production cycle. These insights allow us to
begin to identify the types of business networks in which information
integration will have the highest value.

%M J.JOCEC.11.1.31
%T A Conceptual Model of an Intelligent Catalog Search System
%A Chanan Glezer
%A Surya B. Yadav
%J JOCEC
%D 2001
%V 11
%N 1
%P 31-46
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X In this article, we review the role of electronic catalogs in
developing electronic commerce applications within the context of
consumer buying behavior models. These models view the customer buying
experience as a stagewise process, starting with need identification and
proceeding through product and merchant brokering to negotiation,
purchase, and service. Electronic product catalogs can be used in all of
the just mentioned stages; however, their most common use is in the
product and merchant brokering stages.
   From a customer's perspective, however, the variety and heterogeneity
of electronic catalogs create a major problem in integrating information
from various sources. There have been several attempts to overcome this
problem using architectures and protocols that enable interoperabilty of
electronic catalogs using software-agent technology. The extant
architectures and protocols emphasize semantic integration of different
catalogs as a mean for achieving interoperability.
   In this article, we expand previous work on this topic and propose a
comprehensive agent-based conceptual model of an intelligent catalog
search system (ICSS) [1]. The ICSS incorporates knowledge to analyze,
enhance, filter, and synthesize a raw query and replies provided by
various types of electronic catalogs and intercatalog brokering systems.
The main benefit of the proposed architecture is an increase in the
ability of a customer to locate, compare, and evaluate relevant product
offerings in a network of heterogeneous electronic product catalogs.

%M J.JOCEC.11.1.47
%T Consumer Costs in Electronic Commerce: An Empirical Examination of
Electronic Versus Traditional Markets
%A Ross A. Malaga
%J JOCEC
%D 2001
%V 11
%N 1
%P 47-58
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Business to consumer electronic commerce has been growing at a rapid
pace over the last few years. This growth is only sustainable in the
future if consumers feel they are receiving a good value. In this
article, I explore the costs to the consumer of participating in
electronic markets and compare those costs with traditional retail
outlets. Empirical data were collected and analyzed. The results show
that there is no significant difference in the price of goods sold via
electronic markets versus traditional markets. The results also indicate
that consumers perceive electronic commerce as more risky (as measured
by concern over credit card and personal data) than traditional markets.
The implications of these findings are discussed.

%M J.JOCEC.11.1.59
%T Interpersonal Influence Goals and Computer-Mediated Communication
%A E. Vance Wilson
%A Ilze Zigurs
%J JOCEC
%D 2001
%V 11
%N 1
%P 59-76
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Computer-mediated communication (CMC) systems have become ubiquitous
in organizations worldwide. However, much remains to be learned about
actual use of these systems and of how the CMC channel might affect a
variety of factors important to communication. Interpersonal influence
goals are one set of factors that have been reported in the general
communication literature to be important predictors of the content and
characteristics of messages. Our study applied an influence goals model
to study how system features are used in CMC. We found the model to be
robust within the CMC context and that several goal types within the
model are significant determinants of CMC system feature usage.

%M J.JOCEC.11.2.77
%T A Workflow-Based Methodology for Developing Hypermedia Information
Systems
%A Heeseok Lee
%A Woojong Suh
%J JOCEC
%D 2001
%V 11
%N 2
%P 77-106
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Recently, many enterprises have attempted to construct hypermedia
systems for electronic commerce innovation by the use of Internet
technologies. In this hypermedia-enabled environment, hypermedia
development can be considered in terms of workflow. In this article we
propose a workflow-aware hypermedia development methodology,
workflow-based hypermedia development methodology, to guide developers
in creating hypermedia information systems. The methodology employs a
workflow model based on corporate documents and is thus more likely to
utilize users' business requirements in a natural fashion. The
methodology consists of four phases: workflow analysis, document
analysis, hypermedia design, and implementation. The emphasis of each
phase is on aligning business requirements with hypermedia development
technologies. To demonstrate the practical usefulness of the
methodology, a real-life case is illustrated.

%M J.JOCEC.11.2.107
%T Factors Affecting Information Technology Usage: A Meta-Analysis of
the Empirical Literature
%A Mo Adam Mahmood
%A Laura Hall
%A Daniel Leonard Swanberg
%J JOCEC
%D 2001
%V 11
%N 2
%P 107-130
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X With an estimated investment of over 1 trillion dollars to date on
information technology (IT) products and applications, one would hope
that there exists a corresponding improvement in organizational
performance and productivity. The level of IT usage has widely been
accepted as an important indicator of IT success within organizations.
This research synthesizes and validates the construct of IT usage using
a meta-analysis. It accomplishes that by analyzing the empirical results
of various studies over a period of time covering a broad scope of
characteristics of both users and information systems (IS), and it
examines the relation between these characteristics and the level of IT
usage within organizations. In general, the results of this
meta-analysis lead to the conclusion that there exists a strong and
significant positive relation between the perception of ease of use and
the perceived usefulness of an IT system to the actual amount of usage.
Another factor that indicates a high level of IT usage is the
organizational support of IT within an enterprise. Although the factors
of education level, training level, and professional level were found to
have a substantial effect on IT usage, the magnitude of these effects
were lower than those of the perceptions of the user and organizational
support. Managers and IT professionals may have a better chance of
avoiding IT system ineffectiveness and even failure by paying attention
to the results of this research, especially in view of the fact that it
synthesized and validated the results of a significant number of
empirical studies published in some of the best IS journals. Rarely do
single research experiments provide definitive answers on which to base
policy decisions.

%M J.JOCEC.11.2.131
%T Building Electronic Trading Infrastructures: A Public or Private
Responsibility?
%A Jan Damsgaard
%A Kalle Lyytinen
%J JOCEC
%D 2001
%V 11
%N 2
%P 131-151
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X In this article we analyze the creation of electronic trading
infrastructures using electronic data interchange standards and
associated technologies. We compare the genesis and evolution of such
infrastructures in Denmark, Finland, and Hong Kong. This article
analyzes 8 specific attempts to build trading infrastructures in these 3
countries. The article probes how these initiatives support the building
efforts by analyzing them with a 2-D framework. The framework
distinguishes between the strategic intent of the initiative and the
type of initiator. In each case, the dynamics of the initiative and its
success are examined. The analysis shows that the building of trading
infrastructures can take place through multiple paths-called patterns in
this study-and it can be pulled or pushed by multiple forces. As a
result, this article draws conclusions on how each pattern can help in
building the infrastructure. The analysis demonstrates that the trading
infrastructure in Hong Kong has largely emerged through grassroot
bricolage. In Finland and Denmark, in contrast, public institutions or
state-owned monopolies have played a critical role. On a theoretical
level, this study calls for the need to expand the scope of analysis
beyond individual adopting organizations when analyzing electronic
trading infrastructures, and shows that there is also a need to probe
industries and public institutions when studying electronic
infrastructure development.

%M J.JOCEC.11.3.153
%T Introduction to the Special Issue on Organizational Learning and
Knowledge Management
%A James Y. L. Thong
%A Patrick Y. K. Chau
%A Kar Yan Tam
%J JOCEC
%D 2001
%V 11
%N 3
%P 153-154
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X This issue is based on three outstanding articles presented at the
Fourth Pacific Asia Conference on Information Systems held in Hong Kong
from June 1 through 3, 2000. The articles are concerned with various
knowledge management issues in the Internet era. To meet the quality of
this journal, expanded versions of the conference articles went through
two additional rounds of review by at least three reviewers each. We
thank the authors for their perseverance and the reviewers for
contributing their valuable time in reviewing the articles within an
expedited time frame.

%M J.JOCEC.11.3.155
%T A Conceptual Model for Virtual Organizational Learning
%A Fu-ren Lin
%A Sheng-cheng Lin
%J JOCEC
%D 2001
%V 11
%N 3
%P 155-178
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X As a trend toward virtual organizations (VOs) emerges in the era of
electronic commerce, an understanding of knowledge processing is
essential to sustain performance. Active learning is the key to
achieving flexibility in a VO; however, few studies have focused on this
dimension. In this article we attempt to assemble insights about
learning in a VO by developing a conceptual model for virtual
organizational learning (VOL). The VOL model is focused on transactive
memory, which is composed of knowledge maps, social networks, and
mnemonic functions. The initialization of modeling learning in VOs in
this article has been erecting the foundation for transactive memory
systems in a cyber community. A case study, Smart Creative Teachers
Network, is used for demonstrating the transactive memory system for a
teacher community to share and create knowledge and form VOs across
school boundaries.

%M J.JOCEC.11.3.179
%T Knowledge Sharing Through Intranet-Based Learning: A Case Study of an
Online Learning Center
%A Shan L. Pan
%A Ming-Huei Hsieh
%A Helen Chen
%J JOCEC
%D 2001
%V 11
%N 3
%P 179-195
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Recent academic and managerial interest in electronic commerce
(e-commerce) activities has created enormous interest in the world of
information technology and in many other industries. Therefore, managers
are facing new challenges. One such daunting task is the ability to
manage knowledge, as this can now be exchanged or transferred on the
Internet or Intranet without physical contact or time constraints. To
understand some of the key human resource issues related to organizing
global knowledge in the e-commerce context, an exploratory case study
was conducted. One of the key findings from this case study is the
recognition that human resource management (HRM) will play a new dual
role in organizing global knowledge sharing in the e-commerce era. One
role is to continue dealing with traditional administrative transactions
and the other is to nurture knowledge-related activities. This
contradicts simplistic prescriptions about managing knowledge, which
suggests that the implementation and utilization of a particular
information system are all that are necessary to facilitate effective
knowledge sharing. Instead, this exploratory study shows that successful
knowledge sharing is dependent not only on the use of particular
information technologies but also on the successful creation of a
knowledge-sharing environment with a knowledge management-focused HRM as
the coordinator of related activities.

%M J.JOCEC.11.3.197
%T Internet Diffusion in Creative Micro-Businesses: Identifying Change
Agent Characteristics As Critical Success Factors
%A Pascale de Berranger
%A David Tucker
%A Laurie Jones
%J JOCEC
%D 2001
%V 11
%N 3
%P 197-214
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Micro-businesses make a substantial contribution to the economic and
social well being of Europe, the Asian Pacific region, and the United
States. In Europe, for example, 30% of firms with less than 10 employees
generate 70% of turnover. This remarkable statistic has prompted the
European Union to fund novel research projects aimed at stimulating
growth within the very small businesses sector. In particular, projects
aimed at improving the adoption rate of information and communication
technology (ICT) are seen as vital. The Internet is a unique and
powerful form of ICT, which is making electronic commerce attractive to
even the smallest of businesses. These micro-businesses stand to gain
tremendous business advantages from implementing Internet technology.
For this reason, in this article we focus specifically on Internet
diffusion processes in micro-businesses.1 Through a field study within a
geographic cluster of creative micro-businesses, we identify the vital
role played by the change agents. Revealing that the unique way in which
the change agents became infused into the local community had a
significant impact on fostering mutual trust that led to successful
Internet adoption. Furthermore, we demonstrate that the provision of
customized training programs by the change agents was a critical success
factor. Finally, we reflect on the successful diffusion projects and
identify the characteristics of the change agents that were instrumental
in ensuring Internet adoption.

%M J.JOCEC.11.4.215
%T Prototyping Electronic Commerce Systems Using Esterel
%A Padmanabhan Krishnan
%J JOCEC
%D 2001
%V 11
%N 4
%P 215-228
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X In this article I present the advantages of using the synchronous
programming language Esterel to prototype electronic commerce systems. I
first outline a technique to model HTML tags, which is then specialized
to document types. A simple example illustrates the coding ideas for
both the static and dynamic aspects of behavior. This is then extended
to handle certain other features found in electronic commerce systems. I
also show how the Esterel environment can be used to formally verify
certain properties.

%M J.JOCEC.11.4.229
%T Determinants of Small Business EDI Adoption: An Empirical
Investigation
%A Patrick Y. K. Chau
%A Kai Lung Hui
%J JOCEC
%D 2001
%V 11
%N 4
%P 229-252
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Given the importance of widespread adoption for the success of
electronic data interchange (EDI) and the "much-slower-than-anticipated"
growth of EDI adoption in small businesses, in this study we aimed to
identify the key determinants of small business EDI adoption. Based on
prior research on IT/EDI adoption in large/small organizations, a model
that incorporates 7 factors that are hypothesized to have influence on
the EDI adoption decision was developed and empirically tested against
data collected from 627 small businesses, with 38% of them having
already adopted the technology. The findings suggest that in the eyes of
small businesses, EDI still is not considered as something that enables
a business to gain major strategic benefits or competitive advantages.
Although perceived costs are found to be major impediments to adoption,
small businesses tend to have an "unbalanced" treatment between direct
and indirect benefits, focusing more on those that are immediate and
direct rather than on long-term, indirect benefits. Furthermore, prior
EDI experience and perceived level of support from the vendor are also
important determinants of EDI adoption in small businesses. Implications
to Internet-based EDI systems are also discussed.

%M J.JOCEC.11.4.253
%T Achieving Fair Nonrepudiation in Electronic Transactions
%A Jianying Zhou
%J JOCEC
%D 2001
%V 11
%N 4
%P 253-267
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X The fast development of computer networks has facilitated electronic
commerce. Meanwhile, some security problems may arise in such a new
business environment. Nonrepudiation services, in which evidence is
generated, collected, and maintained to enable dispute resolution,
protect the transacting parties against any false denial that a
particular event or action has taken place. In addition, fairness is a
desirable requirement such that neither party can gain an advantage by
quitting prematurely or otherwise misbehaving during a transaction. In
this article, I investigate the techniques and protocols that use a
(trusted) third party to achieve fair nonrepudiation in electronic
transactions, and I discuss some applications of these fair
nonrepudiation protocols.

%M J.JOCEC.11.4.269
%T A System for Simulating Human Argumentation: Test Results Compared
With a Realistic Institutional Setting
%A Masoud H. Saeedi
%A John A. A. Sillince
%J JOCEC
%D 2001
%V 11
%N 4
%P 269-283
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X A prototype system is described that simulates a transcript of a business
meeting based on a computational model of argumentation using the distinction
between premises, conclusions, and warrants. The argumentation in the dialogue
is represented as a directional weighted graph. An algorithm for calculating
the strength of each conclusion is described, and the results are shown for
the business meeting transcript. These results are compared with perceptions
of the strength of the arguments in the meeting by a group of management
graduates.


%M J.JOCEC.11.4.285
%T The Building of a New Business Ecosystem: Sustaining National
Competitive Advantage Through Electronic Commerce
%A Ali F. Farhoomand
%A Pauline S. P. Ng
%A Justin K. H. Yue
%J JOCEC
%D 2001
%V 11
%N 4
%P 285-303
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Despite the high level of interest in the role of governments in building
national information infrastructure (NII) as a source of competitive
advantage, it is still not clear how major information technology initiatives
can help leverage national economies into the global marketplace. In light of
the recent rollout of one of the world's largest electronic commerce
initiatives, we examine the role of private-public partnerships in the success
of such initiative in Hong Kong. Furthermore, we trace the 3 stages of the
project-development, implementation, and competitive entrenchment-to identify
the difficulties and challenges encountered and how these were overcome. By
drawing some comparisons with the Singapore approach, we identify the kind of
government involvement appropriate to spur on national competitiveness. We
show that in building the NII, the dual aspects of private-sector leadership
and government involvement are mutually reinforcing. Government intervention
is necessary in creating the initial supply push, whereas the demand pull
engendered by the market is critical for leveraging the NII as a platform for
national competitiveness. The ramification of the study for other countries is
discussed.

fpack:!@#$%^&*(): BIT07.BA
%T Editorial
%E Tom Stewart
%M J.BIT.7.1.1 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 1
%P 1-2
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X N/A

%T Legibility of Video Display Units During Off-Angle Viewing
%A Stephen J. Morrissey
%A Rose W. Chu
%M J.BIT.7.1.3 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 1
%P 3-9
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X This research examined how off-angle or oblique viewing of a VDU
screen and the physical location of a message on the screen influenced message
legibility.  Eight trained subjects viewed five-character long common words, number
strings, and alphanumeric messages presented at 15 different combinations of
oblique viewing angle and location of message on the VDU screen for 2.5 seconds.  It
was found that common words and number strings showed little overall loss in
legibility except when oblique viewing angle exceeded {plusmn}32{deg}.  Alphanumeric
messages were found to have a significantly lower legibility than the common words
and number strings.  It was recommended that for best overall legibility of the three
types of messages studied here, that oblique viewing angles be less than {plusmn}32{deg}. 
Predictor equations were also developed to aid in predicting loss of accuracy based
on the type of message and physical features of the viewing task.

%T Colour Cues as Location Aids in Lengthy Texts on Screen and Paper
%A P. Wright
%A A. Lickorish
%M J.BIT.7.1.11 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 1
%P 11-30
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X Readers of documents on CRT displays report difficulties in
remembering whereabouts in a lengthy text they previously read something.  Four
experiments explore whether subdividing such texts, at appropriate thematic
boundaries, into five successive coloured sections can aid readers' retrieval of
information.  Experiment 1, using texts presented on coloured paper, showed that
this use of colour helped readers relocate information.  Experiment 2 presented the
same texts on a CRT, but variation in the colour of the characters on the screen did
not help readers relocate information.  Experiment 3 replicated the findings of
experiment 2, with texts differing in both content and structure from those used
previously.  Experiment 4, again using coloured text on a CRT display, showed that
giving readers a visible guide to the ordering of the coloured sections was not
sufficient to restore the advantage that coloured pages had for texts presented on
paper.  The implications of these findings for variation in the background and
foreground colouring of multi-window displays are discussed, but the main
conclusion concerns the caution needed when transferring information design
solutions across media.

%T Selected Graph Design Variables in Four Interpretation Tasks:
A Microcomputer-Based Pilot Study
%A John G. Casali
%A Kenneth B. Gaylin
%M J.BIT.7.1.31 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 1
%P 31-49
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X A pilot study was undertaken to assess the efficacy of selected graph
types and information coding schemes in producing quick and accurate graph
interpretation.  Point-plots, line graphs, bar graphs, and three-dimensional bar
graphs were constructed and displayed using an IBM-PC microcomputer with
colour monitor.  The effectiveness of each of these graph types, as well as the coding
scheme used within each (colour versus monochrome), was investigated using 32
subjects in four separate experiments involving either point-reading,
point-comparison, trend-reading, or trend-comparison tasks.  Dependent measures
including task completion time, graph interpretation error, subjective mental
workload rating, and graph preference rating were obtained.  In three of the tasks,
colour-coded graphs were associated with lower task completion time, lower rated
mental workload, and higher rated preference than monochrome graphs.  However,
there were no differences in subjects' error scores between colour and monochrome
coding for any of the tasks.  For the point-reading task, the three-dimensional bar
graphs were less effective than the other graph types, though there were no
differences among graph types for the other three tasks.  Implications for graph
design given specific data interpretation tasks are discussed, based on the results of
the four experiments and related literature.

%T The Effect of Tree Structure on Search in a Hierarchical Menu Selection
System
%A Kent L. Norman
%A John P. Chin
%M J.BIT.7.1.51 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 1
%P 51-65
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X Search processes in a hierarchical menu selection system were
investigated in a study that varied the structure of the tree.  A hierarchical data base
was composed of 256 gift items grouped into different clusters and presented using
menus.  Depth of the tree was held constant while breadth varied with level.  Five
structures were explored with the following number of alternatives at each of four
levels: constant (4 x 4 x 4 x 4), decreasing (8 x 8 x 2 x 2), increasing (2 x 2 x 8 x 8),
concave (8 x 2 x 2 x 8), and convex (2 x 8 x 8 x 2).  Subjects searched for either
specifically named gifts (explicit targets) or gifts appropriate for a scenario situation
(scenario targets).  In general, explicit targets took less time to find and fewer frames
to traverse than for scenario targets.  For explicit targets, the increasing menu was
slightly superior to the rest.  Search time was about the same across the five tree
structures for explicit targets, but differed greatly for scenario targets.  The concave
and increasing structures were faster than the constant structure and the convex and
decreasing structures were slower.  Similar results were found for the number of
frames traversed.  The patterns of search also differed greatly among the five
structures in terms of the frequency of use of the 'previous' command and the 'top'
command.  The 'previous' command was used most frequently with the convex
menu and least frequently with the concave menu.  For scenario targets, the 'top'
command was used most frequently with the decreasing menu and least frequently
with the increasing menu.  For explicit targets, the 'top' command was used most
frequently with concave menu and least frequently with increasing menu.  The
pattern of search indicated that if subjects moved back up the tree they tended to
move to a level with eight choices rather than two.  Overall, it is concluded that the
concave menu is superior when searching for scenario targets and the increasing
menu is slightly superior when searching for explicit targets.  A theory of menu
uncertainly based on information theory is proposed which helps to account for
some of the results.

%T Monitoring Computer Users' Behaviour in Office Environments
%A Alan L. Teubner
%A Jerry J. Vaske
%M J.BIT.7.1.67 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 1
%P 67-78
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X Monitoring computer users' behaviour to enhance the usability of
software has become increasingly popular among the developers of computer
products.  One objective of this paper is to compare the use of a software monitoring
technique with other field observation methods.  It is argued that when contrasted
against traditional observation techniques, the software monitor provides a more
accurate and unobtrusive approach to collecting behavioural data on larger
samples of individuals for longer periods of time than either participant observation
or Thinking Aloud methodologies.  A second objective is to demonstrate the
application of software monitors on installed multi-user systems.  Technical aspects
of software monitor design and discussed, with emphasis on specific practical
problems in monitor design and utilization when making the transition from the
laboratory to an office environment.  Data from two studies are presented.  The first
illustrates how a software monitor can be used to determine the impact and
acceptance of various software packages in an integrated office automation
product.  The second study examines how software monitor data were used to
modify the interface to a specific electronic mail facility.

%T Users' Experiences of COM -- A Computer-Mediated Communication System
%A Lillemor Adrianson
%A Erland Hjelmquist
%M J.BIT.7.1.79 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 1
%P 79-99
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X This questionnaire study reports results on some aspects of COM -- a
computer-mediated communication system.  It was found that the main reasons for
starting to use the COM system were the need for information, curiosity and use as a
complement to the telephone.  The greatest benefits were being able to obtain
information and opinions and to spread information.  The COM communication
was judged to be dominated by users with a good ability to communicate in writing. 
The subjects expressed a wish for a chairman who could organize the conference
discussions.  They experienced spontaneity in COM, but to a certain extent also
misunderstandings and aggression.  COM was generally seen as easy, friendly and
stimulating.  The general conclusion is that COM was thought of as an efficient tool
for sending and receiving information which does not involve complex
communication.

%S Book Reviews
%T "Foundations of Programming," by Jacques Arsac
%A Tom Axford
%P 101-102
%M J.BIT.7.1.101 3/31/92 gp
%J BIT
%D 1988
%V 7
%N 1
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X N/A

%S Book Reviews
%T "Information Technology and the Role of the Librarian," by William Masterson
%A Hillary Dyer
%P 101-102
%M J.BIT.7.1.101 3/31/92 gp
%J BIT
%D 1988
%V 7
%N 1
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X N/A

%T Editorial
%E Tom Stewart
%M J.BIT.7.2.107 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 107
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X N/A

%T The Knowledge Elicitation Problem: A Psychological Perspective
%A J. St B. T. Evans
%M J.BIT.7.2.111 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 111-130
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X The knowledge elicitation problem arises from the need to acquire the
knowledge of human experts in an explicit form suitable for encoding in a computer
program such as an expert system.  This is very difficult to perform successfully
because of the size and complexity of knowledge structures in the human brain, and
because much procedural knowledge is tacit and unavailable to conscious verbal
report via interview methods.  The present paper draws upon an extensive review of
research in the field of cognitive psychology in an attempt to offer a practical
approach to this problem.  First, a wide range of cognitive theories concerning the
nature of knowledge representation in humans is considered, and a synthesis of the
current state of theory is provided.  Second, attention is drawn to a number of
performance factors which may constrain the exhibition of a person's underlying
cognitive competence.  There then follows a review and discussion of a number of
alternative psychological methodologies that might be applied to the elicitation of
different types of human knowledge.  Finally, some suggestions are made for the
application of the psychological work discussed to the practical problem of
knowledge elicitation.

%T On the Memorability of Icons in an Information Retrieval Task
%A M. W. Lansdale
%M J.BIT.7.2.131 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 131-151
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X Information retrieval involves the balance of two mnemonic processes:
recognition of items presented to the user, and recall of where wanted documents
might be.  Iconic methods of human-computer interaction are seen to assist the
recognition processes by virtue of the enrichment of cues provided.  However, the
principle of cue enrichment could apply equally to the process of recall, which is
arguably a process more needing of support.  This paper reports two exploratory
experiments using icons to support the recall process in information retrieval.  The
results indicate no exceptional levels of recall.  However, some aspects of users'
performance suggest icons used in this way have some interesting and exploitable
mnemonic properties.  In particular, they may be useful in enhancing and supporting
the search process by rapidly limiting the number of documents through which a
user might be asked to search.

%T Expert-Novice Knowledge Organization: An Empirical Investigation Using
Computer Program Recall
%A Iris Vessey
%M J.BIT.7.2.153 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 153-171
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X Expertise in a given domain is regarded as being manifested in the
knowledge structures or chunks that experts possess.  This research sought to use the
chunking hypothesis of expertise, operationalized via computer program recall, to
distinguish the more expert from the less expert computer programmers in a group
of programming professionals.  Two expertise levels were required to investigate
differences in debugging processes of expert and novice programmers.  The
programmer classification produced by the recall pretest, however, explained little
variation in debug time and the number of errors subjects made, when compared
with a programmer classification based on the effectiveness of subjects' chunking
processes.
   Subjects' recalled programs were examined to determine whether the
information structures in the program used for recall matched the declarative
knowledge structures programmers could be expected to possess.  Examination of
the program suggests that programmers may not have been expected to possess two
of the knowledge structures represented in the program.  Examination of the
programmers' recalled programs suggests that those programmers classified as
experts by the process classification may have had greater difficulty in recalling this
program than those classified as novices, leading to the hypothesis that experts may
be affected more than novices by non-matching knowledge structures.

%T An Empirical Comparison of Menu Selection, Command Entry and Combined Modes
of Computer Control
%A Jonathan F. Antin
%M J.BIT.7.2.173 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 173-182
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X Command entry and menu selection control modes, along with a
combination of the two, were compared using objective performance and subjective
preference measures.  Experienced as well as novice users of an interactive
computer aided design system participated in the study.  Although command entry
produced performance that was superior to the other two modes, there was a strong
user preference for the combined mode.  Therefore, it is recommended that
combined modes of control be considered for future systems, as long as there is a
means to deactivate the menus.  These results dispel the notion that menus are
necessarily viewed as a hindrance by experienced users of a computer system.

%T The Effects of Feedback During Delays in Simulated Teletext Reception
%A Miguel A. Planas
%A William C. Treurniet
%M J.BIT.7.2.183 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 183-191
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X In a teletext service, where pages of information are retrieved from a
random sequence of pages broadcast cyclically on a video channel, the mean and
variance of system response times are directly related to the number of pages in the
cycle.  Previous experiments have shown that viewers express annoyance with delays
in system response, and that the frequency of such expressions increases non-linearly
with delay.  This paper examines possible explanations for the reported
annoyance.  A first experiment investigated the effect on annoyance of different kinds
of feedback to the viewer following a page request.  Results showed that annoyance
grew at a slower rate when continuous, rhythmic feedback was present.  Further,
knowledge of the actual duration of the delay had no effect on viewers' annoyance.  A
second experiment showed that the same continuous feedback shortened viewers'
estimates of the durations of the delays.  These results suggest that annoyance is due
to the experienced delay in system response time, and not to mere awareness of the
duration.

%T The Social Shaping of Technology: The Case of a CNC Lathe
%A P. T. Kidd
%M J.BIT.7.2.193 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 193-204
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X The design of most automated equipment is guided primarily by
technical and economic considerations.  The social science aspects of the system, if
considered at all, are usually confined to the important questions of work
organization, or man-machine interface design, or both.  Social scientists are rarely
given the opportunity to participate in the design of the often complex details of the
actual technology that lies behind the man-machine interface.  This paper gives
consideration to the social shaping of computer numerically controlled lathe
technology, which implies that social, technical and economic considerations are
used in the design of the technology.  The characteristics of a decision support
system, which was designed jointly by engineers and social scientists with the aim of
allowing the existing skills of machinists to evolve into new skills in relation to the
changed technology, are described.  The implications for the role and values of
system designers that this system implies are also discussed.

%T The Interaction between the Use of Information Technology and Organizational
Culture
%A Yves V. H. Morieux
%A Ewan Sutherland
%M J.BIT.7.2.205 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 205-213
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X The interaction between the use of information technology, (IT) in
organizations and that organization's culture is examined.  The interaction is
considered from the early stages of specification through to the regular use of the
systems.  The changes in the technological artifacts which result from the use of IT
are discussed.  Some suggestions about control of the interaction are made.

%S Human-Computer Interaction and Electronic Communication
%T Editorial Introduction
%A David J. Pullinger
%M J.BIT.7.2.215 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 215
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X N/A

%S Human-Computer Interaction and Electronic Communication
%T HICOM -- Enter a New Communications Network
%A Mark Shuttleworth
%M J.BIT.7.2.216 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 216-218
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X N/A

%S Human-Computer Interaction and Electronic Communication
%T Requirements for Mailbox Group Working
%A Paul Wilson
%M J.BIT.7.2.219 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 219-222
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X N/A

%S Human-Computer Interaction and Electronic Communication
%T The State of the COSMOS -- Current Research and Future Possibilities
%A Sylvia Wilbur
%M J.BIT.7.2.223 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 223-226
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X N/A

%S Human-Computer Interaction and Electronic Communication
%T Using an Electronic Communication System
%A D. J. Pullinger
%M J.BIT.7.2.227 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 2
%P 227-230
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X N/A

%T Editorial
%E Tom Stewart
%M J.BIT.7.3.231 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 3
%P 231-233
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X N/A

%T Evaluating Expert Created, Idiographic Command Sets for Novice, Nomothetic
Purposes
%A Perry R. Morrison
%M J.BIT.7.3.235 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 3
%P 235-261
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X Several studies have demonstrated performance benefits associated with
self-defined computer commands (aliases).  This study further investigated the
possibility of empirically establishing pools of self-generated (idiographic)
command names for novice (nomothetic) use by others.  Experiment 1 showed that
when given the commands and functions from which they were derived,
independent expert (E) and novice (N) groups were able to discriminate between
bona fide and bogus aliases at above chance levels, despite surface heterogeneity,
although Es were more able to do this than Ns.  Experiment 2 compared the
understandability of E and N created aliases for independent groups of Es and Ns. 
Results showed that E aliases were more understandable than N aliases and that Es
understood all aliases better.  That is, Es exhibited a decoding advantage (due to
experience) and an advantage in encoding semantic content in their aliases.  In
Experiment 3 Rosenberg's 'command suggestiveness' index showed that the mean
suggestiveness of E aliases was significantly higher than that of N aliases.  Moreover,
for experiments 1 and 2, subjects' confidence in matching aliases to their parent
functions was significantly correlated with suggestiveness.  To test the utility of the
suggestiveness metric, lists of high, medium and low suggestiveness aliases were
constructed and subjects learned all lists in counterbalanced order.  Recall using
command functions as cues showed that more of the higher suggestiveness aliases
were remembered.  It was concluded that despite aliases surface heterogeneity, they
possess sufficient semantic content to allow identification of their original functions. 
Moreover, Es produce more meaningful aliases and experiment 4 revealed that this
may be due to greater suggestiveness.  Generalizing from these findings, it appears
appropriate that for complex systems where novice understanding is limited,
performance may be facilitated by establishing E alias pools from which the most
efficacious are empirically selected using the methods proposed by Rosenberg.

%T Callers' Perceptions of Post-Dialling Delays: The Effects of a New Signalling
Technology
%A Stephen J. Lupker
%A Gregory J. Fleet
%A Brian R. Shelton
%M J.BIT.7.3.263 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 3
%P 263-274
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X The present paper reports an investigation of the potential impact of
introducing common-channel signalling (CCS) into the current telephone network. 
This technology would have the effect of greatly diminishing post-dialling delay
(PDD).  As such, its main benefits would be obtained by introducing it into the toll
network, in which PDDs are much longer than in the local network.  The issues
examined concerned potential 'contrast' effects, in that reducing PDDs in the toll
network may cause callers to be less patient with normal PDDs in the local network. 
Three laboratory studies were undertaken to evaluate caller impatience and
abandonment under (1) the current system, (2) the current local system with a
simulated new toll system and (3) the current toll system with a simulated new local
system.  Ratings of impatience and abandonment increased on local calls when the
new technology was implemented on the toll network, but not vice versa.  The
explanation offered is based on a 'cognitive' contrast effect resulting from callers'
expectations that toll PDDs should always be longer than local PDDs.  The
implications of this effect for caller behaviour with the introduction of CCS are
discussed.  Any negative effects on local call behaviour are outweighed by the much
shorter PDDs on the toll network and should be counteracted by the gradual
introduction of CCS.

%T Hierarchical Planning as Method for Task Analysis: The Example of Office
Task Analysis
%A Suzanne Sebillotte
%M J.BIT.7.3.275 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 3
%P 275-293
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X The paradigm of hierarchical planning from artificial intelligence
literature is used to describe 133 office tasks.  Various levels of abstraction are
described.  Their number varies with the tasks.  From several examples we
demonstrate that some of these levels can be grouped and that any task can be
broken down using a four-level model: the most abstract level of the task
formulation; the expert level, which represents specific context procedures (or
subtasks); the highest common level, these being common procedures which are
domain independent; the lowest verbalizable level, or elementary actions.  Then the
common procedures are considered as possible functions in a computer aided
system.  From a detailed analysis of some of these common procedures, we
emphasize the obligatory or optional features of certain actions.  Using an example
we propose a function description which takes these features into account.

%T The Effects of an Active Development of the Mental Model in the Training
Process: Experimental Results in a Word Processing System
%A Michael Frese
%A Karen Albrecht
%A Alexandra Altmann
%A Jutta Lang
%A Patricia Von Papstein
%A Reinhard Peyerl
%A Jochen Prumper
%A Heike Schulte-Gocking
%A Isabell Wankmuller
%A Rigas Wendel
%M J.BIT.7.3.295 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 3
%P 295-304
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X Three different training programmes for a word processing system were
experimentally compared: (1) a sequential programme, which taught low-level skills
and which did not help the user actively to develop a mental model, (2) a hierarchical
programme, which provided an explicit and integrated conceptual model of the
system to the user and (3) a programme in which the users were asked to develop
hypotheses on the functioning of the software and in which they were encouraged to
use an active and exploratory approach.  From an action theory point of view it was
hypothesized that the third group would be superior to the first group.  In an
experimental study with two training sessions each of two hours and a two-hour
testing session (n=15), this was shown to be the case for several performance criteria
(error time, transfer and experimenter rating).  Additionally, an interindividual
difference variable to measure the individual learning style was used, giving results
that could be interpreted in a similar way to the experimental results.

%T Attitudes to Computers of Managers in the Hospitality Industry
%A P. R. Gamble
%M J.BIT.7.3.305 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 3
%P 305-321
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X Service industries are an increasingly important part of most developed
economies as employers of displaced manufacturing labour.  Computers are
currently used in fewer than 30% of British service organizations and it has been
suggested that this low level of utilization is attributable to cost.  A study of
managers in the largest service industry in the United Kingdom, the hospitality
industry, shows that it is not cost attitudes but management attitudes which are the
major inhibitory factor.  Furthermore, these findings are consistent with other
studies of attitudes to computers of senior managers in British industry.  A
comparison with a study of the attitudes of some American professional persons
suggests that this is not necessarily attributable simply to educational level.  In such
circumstances it seems probable that penetration levels will increase slowly and that
creative applications of computers in service industries, which may reduce their
propensity to absorb labour, are not imminent.

%T The Contributions of Cognitive Engineering to the Design and Use of Expert
Systems
%A Chaya Garg-Janardan
%A Gavriel Salvendy
%M J.BIT.7.3.323 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 3
%P 323-342
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X The cognitive basis of several issues critical to building expert systems is
reviewed.  Required and desirable attributes of a knowledge elicitation methodology
are identified.  It is argued that knowledge should be elicited from several levels of
expertise.  Plausible contributions of research in human problem solving to
knowledge representation and design of control structure are examined. 
Implications of the literature on human learning and on expert-novice differences
for machine learning are reviewed.  The applicability of systems, which rely on user
modelling, to the design of intelligent interfaces is discussed.

%T Editorial
%E Tom Stewart
%M J.BIT.7.4.343 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 4
%P 343-344
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X N/A

%T Technology Adaptation: A Typology for Strategic Human Resource Management
%A Urs E. Gattiker
%M J.BIT.7.4.345 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 4
%P 345-359
%* (c) Copyright 1988 U. E. Gattiker
%X Organizational adjustment to technological change and its impact upon
human resources should be based on an understanding of employee perceptions
and behavioural responses to such developments.  An analytic framework which
relates strategic choice to internal labour market and employee determinism is
derived from the methods employed by organizational theorists and psychologists
to generate a set of typologies.  The framework divides variables in four classes: (1)
natural selection, with minimum choice and adaptation or selection out; (2)
differentiation, with high choice and high employee determinism and adaptation
within constraints; (3) strategic choice, with maximum choice and adaptation by
design; and (4) undifferentiated choice, with incremental choice and adaptation by
chance.  Useful in reconciling previously inconsistent or incompatible theories of
technological change, the framework is offered as a co-ordination device to
integrate the results of divergent approaches to technological adaptation studies.

%T An Empirical Investigation of Two Electronic Mail Systems
%A Frank Safayeni
%A Eric Lee
%A James MacGregor
%M J.BIT.7.4.361 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 4
%P 361-372
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X Two electronic mail systems were studied within an organization: an
executive system for upper management and a general system for all employees.  The
results from 130 interviews indicated that both systems were perceived to contribute
to productivity, a reduction in use of memos and a reduction in telephone calls. 
However, the executive system was perceived to be more satisfactory and more
effective than the general system.  The ratio of positive comments to negative
comments was used as an independent measure of satisfaction with each electronic
mail system.  The user comments were also classified and discussed in terms of types
of perceived advantages and problems with these systems.

%T A Cognitively Based Methodology for Evaluating Human Performance in the
Computer-Aided Design Task Domain
%A Joseph Sharit
%A Donna L. Cuomo
%M J.BIT.7.4.373 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 4
%P 373-397
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X This article describes a methodology for evaluating human performance
in the computer aided design (CAD) task environment.  The methodology is based
primarily on cognitive theoretic frameworks that are consistent with processes
presumed to underlie human design activities.  The motivation for its development
stems from rapid software and hardware advances in CAD systems and our relative
lack of understanding of how these enhancements affect human design performance
for (1) fundamentally different types of tasks and (2) different levels of complexity for
a particular task.  This methodology is currently being applied to computer aided
architectural design, an area where artificial intelligence (AI), enhanced geometric
modelling and other system features are being debated in terms of their usefulness in
aiding the human's design activities.

%T Problems Associated with the Off-Line Programming of Robots
%A Al Humrich
%A Iain Wilson
%M J.BIT.7.4.399 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 4
%P 399-416
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X The introduction of robots into any organization forms part of a
considerable investment in new technology over a range of applications in the
search for efficiency and increased productivity.  The greater consistency and quality
associated with robot operations compared with that of the human operator, is
regarded as an advantage both in relation to the manufacturing process and to the
product.  However, in order to make the most efficient use of robots, the ability to
generate good robot programs must be developed.  Traditional robot programming
techniques are extremely slow and laborious.  Off-line programming by textual
input alone is an equally tedious process.  In this paper, existing and potential
problems associated with off-line programming are examined.  Various commercial
and experimental robot languages and their relative important features are
described.  Opinions of manufacturers of CNC (Computer Numerically Controlled)
machines and robots concerning both user interfaces and potential candidate users
are discussed.  Both the training and the abilities of the candidate robot
programmers are important aspects of any robot programming system, although
obviously much will depend on the sophistication of the particular application. 
Recommendations are made concerning issues that should be taken into account
when developing future off-line programming systems.

%T Human Intelligence Models and Their Implications for Expert System Structure
and Research
%A John Cook
%A A. Dale Whittaker
%A Ronald H. Thieme
%A Owen R. Smith
%A Gavriel Salvendy
%M J.BIT.7.4.417 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 4
%P 417-430
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X In order to determine the features which contribute to intelligent
behaviour, several models of human intelligence were studied.  This evaluation
identified ten features present in human intelligent behaviour which may be relevant
to expert systems design.  These features were rated, by experts in the field of expert
systems, on the extent of their presence in expert systems as compared with
intelligent human behaviour.  The four features receiving the lowest ratings were
social competence, comprehension, automatization and memory management.  The
paper concludes with a discussion of these four features and outlines what needs to
be done and why in order to incorporate them into the structure of expert systems.

%T What We Know and What We Need to Know: The User Model versus the User's
Model in Human-Computer Interaction
%A Pamela Briggs
%M J.BIT.7.4.431 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 4
%P 431-442
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X An argument is made for the importance of studying the real, as opposed
to idealized, behaviour of the computer user.  Formal methods which model user
behaviour in terms of production rules are criticized because they fail to account for
the unique behaviour which results either from problems arising in the normal work
routine, or from novices who create their own patterns of interaction with the
machine.  This latter point is illustrated with reference to a study of novice users. 
How well are such users able to identify the knowledge they need when learning how
to use a new system, and what kinds of knowledge of the system do they seek?  It
seems that in the absence of a suitable, generalizable model of a word processing
system, these users structure their own learning experience badly, making poor use
of the little experience they have.  The behaviour of such users deviates markedly
from that of the 'ideal user' captured within formal task descriptions.

%T The Concept of an Information Management System and its Use within Design
Studies
%A M. A. Tainsh
%M J.BIT.7.4.443 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 4
%P 443-455
%* (c) Copyright 1988 Controller HMSO, London
%X This paper describes the concept of an information management system
(IMS) and its association with a user centered approach to the design of equipment
which acts as a medium for the user to attain a goal.  The case is taken where such
mediating devices (MDs) involve computer based processing, storage and
communications arrangements, and transactions with either a physical environment
or engineered facilities.  Particular attention is drawn to the designer's role in
defining the data transformations within an MD, and hence to information that is
available to the user and the means of carrying out transactions with it,
transforming it into knowledge and attaining a goal.  There is also special emphasis
on the usability (= operability + trainability) aspects of the user's interface with the
MD.  The means of exploring design options are described along with the possible
assessment techniques.  It is concluded that the concept of an IMS offers
considerable benefits for studying a range of design issues and matters of scientific
importance.

%T A Feature Matching Approach to the Retrieval of Graphical Information
%A James N. MacGregor
%A Eric S. Lee
%M J.BIT.7.4.457 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 4
%P 457-465
%* (c) Copyright 1988 J. N. MacGregor and E. S. Lee
%X This paper is concerned with how to provide easy and effective access to
computer databases containing pictures rather than text.  Experiences with several
types of graphic material suggested that hierarchical menu indexes were unlikely to
be effective.  What seemed to be required was a probabilistic method which could
tolerate a certain amount of error and uncertainty.  As a solution, we propose a
feature matching approach in which users describe what they want to retrieve. 
Descriptions are elicited by a set of queries.  The system then matches user
descriptions with descriptions of items in the database, and responds with the best
fitting items.
   Initial tests suggest that this type of system may have the qualities we were
looking for.  First, it appears to tolerate errors, in that the user's description may
disagree with the database's in a number of ways and still lead to the correct item. 
Second, it permits uncertainty, in that the user can choose the non-committal
response of 'maybe' without the retrieval process coming to a halt.  Third, it appears
to require no training or manuals, only a few brief instructions on screen.  It therefore
seems well suited to the non-expert user.

%T Effects of Display Format on Proof-Reading with VDUs
%A Anthony Creed
%A Ian Dennis
%A Stephen Newstead
%M J.BIT.7.4.467 6/10/91 HT
%J BIT
%D 1988
%V 7
%N 4
%P 467-478
%* (c) Copyright 1988 Taylor & Francis Ltd.
%X Two experiments are reported which compared proof-reading
performance in various VDU display formats.  Experiment 1 found that displaying
text one paragraph at a time improved the accuracy of performance, relative to a full
screen condition, but at the expense of speed.  Subject also preferred using the
paragraph format.  Display contrast (positive vs negative) had no effect on
performance.  Experiment 2 supported the findings of Experiment 1, and found
increased accuracy when text was further subdivided into sentences, but speed was
again reduced.  Possible explanations for the format effect are presented, and its
practical implications are considered.

fpack:!@#$%^&*(): DIS00.BA
%M C.DIS.2000.3
%T Design as Common Ground
%S Plenary Speakers
%A Shelley Evenson
%B DIS00
%D 2000
%P 3
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p3-evenson/p3-evenson.pdf
%X In 1945 Vannevar Bushs As We May Think envisioned a future of
networked media that would create new relationships among people, their
ideas and their activities. In the ensuing years much of our world has
been shaped by this vision. This talk will cover some the
transformations I've witnessed in my 20+ years of practice. From print
to product, pc to cell phones, design and design language have emerged
as the common ground for integrated business, technology and experience
breakthroughs.

%M C.DIS.2000.4
%T Making Use: Scenarios and Scenario-Based Design
%S Plenary Speakers
%A John M. Carroll
%B DIS00
%D 2000
%P 4
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p4-carroll/p4-carroll.pdf
%X Scenarios of human-computer interaction help us to understand and to
create computer systems and applications as artifacts of human activity
of human activity as things to learn from, as tools to use in ones work,
as media for interacting with other people. Scenario-based design offers
significant and unique leverage on some of the most characteristic and
vexing challenges of design work:
   Scenarios evoke reflection in the content of design work, helping
developers coordinate design action and reflection. Scenarios are at
once concrete and flexible, helping developers manage the fluidity of
design situations. Scenarios afford multiple views of an interaction,
diverse kinds and amounts of detailing, helping developers manage the
many consequences entailed by any given design move. Scenarios can also
be abstracted and categorized, helping designers to recognize, capture,
and reuse generalizations, and to address the challenge that technical
knowledge often lags the needs of technical design. Finally, scenarios
promote work-oriented communication among stakeholders, helping to make
design activities more accessible to the great variety of expertise that
can contribute to design, and addressing the challenge that external
constraints, designers, and clients often distract attention from the
needs and concerns of the people who will use the technology.

%M C.DIS.2000.5
%T Looking and Leaping
%S Plenary Speakers
%A Bill Gaver
%B DIS00
%D 2000
%P 5
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p5-gaver/p5-gaver.pdf
%X Having come to design from a background in experimental psychology, I
get a mischievous thrill from the way research through design can
usefully break all the rules of science. Clearly articulated theories
and analyses form the conceptual backbone of science - designers also
draw inspiration from the popular press, contemporary art, and eccentric
observations. Controlled, or at least accountable, empirical studies are
science's route to understanding people; designers improvise, provoke,
and take extreme, even imaginary, individuals as an audience. Science
lends empirical methods to test the success of new systems; as designers
we hope that our examples will seduce and stimulate those who experience
them.
   Design methods based on imagination and personal engagement may seem
frivolous or gratuitously provocative, but they are based on a long
tradition that allows us to question aesthetic, emotional, and cultural
aspects of the artefacts and systems we develop. These issues seem to
fall in sciences blindspot: difficult to theorize, analyze, or study
empirically, they tend to be ignored by approaches to technology built
on the scientific approach. This is a dangerous situation, because if
left unexamined new technologies will tend to spread the aesthetics and
values of the workplace throughout our lives. In this talk, I describe
recent projects that suggest new ways that technology might enter our
everyday lives, in order to illustrate the strengths and the blindspots
of the design approach to research.

%M C.DIS.2000.6
%T Wrapping Up: Commentary on DIS 2000
%S Plenary Speakers
%A Malcolm McCullough
%B DIS00
%D 2000
%P 6
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p6-mccullough/p6-mccullough.pdf
%X Malcolm McCullough explores digital media for the built environment.
Beginning from computer-aided design in architecture, in which he was a
pioneer in the 1980s, McCullough has consistently brought a
human-centered approach to emerging practices in design. His 1996 book,
Abstracting Craft found an interdisciplinary audience for the creative
work practices behind the new economy. Currently he is at work on a book
on location awareness.

%M C.DIS.2000.9
%T The Social Life of Engineering Authorizations
%S New Directions for Design
%A William A. Stubblefield
%A Karen S. Rogers
%B DIS00
%D 2000
%P 9-19
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design;
Information Systems -Information Storage and Retrieval - Online
Information Services (H.3.5): Web-based services; Information Systems
-Information Interfaces and Presentation - Group and Organization
Interfaces (H.5.3): Web-based interaction; community, design
ethnography, design etnography, documents, metaphor, system design
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p9-stubblefield/p9-stubblefield.pdf
%X We may view documents, not only as containers for information, but
also as active participants in organizing and sustaining communities.
This paper discusses our experiences in designing a web-based tool for
writing and managing engineering authorizations, and the social
perspectives influence on our understanding of the problem and the
design of our system. It presents observations based on our fieldwork
with users, and the evaluation of a set of prototype systems. It shows
how these observations changed our central metaphor for the system,
moving it from a machine model to a society of agents metaphor. Finally,
it illustrates the way this new metaphor changed our system
functionality and architecture.

%M C.DIS.2000.20
%T Using a Technique from Graphic Designers to Develop Innovative System
Designs
%S New Directions for Design
%A Catalina Danis
%A Stephen Boies
%B DIS00
%D 2000
%P 20-26
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems development; Information
Systems -Models and Principles - User/Machine Systems (H.1.2);
Information Systems -Information Interfaces and Presentation - Group and
Organization Interfaces (H.5.3): Web-based interaction; Information
Systems -Information Storage and Retrieval - Online Information Services
(H.3.5): Web-based services; Internet communities, design space, problem
space
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p20-danis/p20-danis.pdf
%X Rapid technological change requires that system designers explore
potential design spaces widely before committing to a local design space
in which to evolve a problem solution. We discuss an approach for doing
this, which we base on an analogy with an approach used by graphic
designers. We have observed that our colleagues in the graphic design
community begin exploring a problem space by generating multiple,
divergent design ideas. They then proceed to elaborate them --
extending, combining and discarding -- as the problem space dictates. We
illustrate our adaptation of this approach with a case study of our
initial design work on a system for supporting self-service sales of
information technology (IT).

%M C.DIS.2000.27
%T Taking the Best from a Company History -- Designing with Interaction
Styles
%S New Directions for Design
%A Trond Are Oritsland
%A Jacob Buur
%B DIS00
%D 2000
%P 27-38
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design;
Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Interaction styles; interaction design, interaction
style, quality in use, solid user interface
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p27-oritsland/p27-oritsland.pdf
%X In architecture and industrial design, the concept of style plays a
major role in education as a way of explaining the historical
inheritance and comparing alternative design expressions.
   In this article we claim that interaction design can benefit greatly
from an understanding of the concept of style. It can provide designers
with strong visions and a sense of direction in designing new
interfaces. In particular we focus on Solid User Interface design, i.e.
products with small displays and a limited number of keys, because of
the tight coupling between interaction and industrial design.
   The authors share the concern that interaction designers in
enthusiasm with new technologies fail to preserve the qualities of use
from products with outdated technologies.
   This paper attempts to formulate an aesthetics of interaction design
and reports on experiments with introducing interaction style thinking
in a user centred design practice in industry.

%M C.DIS.2000.39
%T MoMA and the Three-Legged Stool: Fostering Creative Insight in
Interactive System Design
%S New Directions for Design
%A Lauretta Jones
%A Sharon L. Greene
%B DIS00
%D 2000
%P 39-47
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design;
Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles -
User/Machine Systems (H.1.2); HCI, cognitive HCI,
discovery learning, human-computer interaction, participatory design,
prototyping, software design, software design methodology, user-centered
design
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p39-jones/p39-jones.pdf
%X We view the design of interactive systems as a three-legged stool.
The legs are: an understanding of technology, an understanding of the
users and the use context, and creative insight. As the metaphor
implies, if any of the legs is missing, the stool will not stand.
Although much work has gone into the effort to develop tools and
methodologies to enable programmers and designers to create outstanding
applications, we believe the hard truth is that good design requires
skill, and creative insight is an essential ingredient that must be
recognized and supported. Although it is difficult to manage, plan for,
and control insight and creativity, we can create an atmosphere in which
creative insight is encouraged, recognized and valued. In this design
study, we offer guidelines for creating this environment and present
some examples of their application to a project on which we are
currently working with The Museum of Modern Art in New York. The project
explores learning by discovery and grows out of our research into
cognitive HCI.

%M C.DIS.2000.48
%T Touch Me, Hit Me and I Know How You Feel: A Design Approach to
Emotionally Rich Interaction
%S New Directions for Design
%A Stephan Wensveen
%A Kees Overbeeke
%A Tom Djajadiningrat
%B DIS00
%D 2000
%P 48-52
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Interaction styles; Computing Milieux -Management of
Computing and Information Systems - Project and People Management
(K.6.1): Systems analysis and design; Information Systems -Models and
Principles - User/Machine Systems (H.1.2); emotion, product design, rich
interaction, tangibility
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p48-wensveen/p48-wensveen.pdf
%X In this paper we propose a 3-step method for designing emotionally
rich interactions, illustrated by the design of an alarm clock. By
emotionally rich interaction we understand interaction that heavily
relies on emotion expressed through action. The method addresses three
questions: What are the relevant emotional aspects for a context for
experience? How can a product recognise and express these aspects? How
should the product adapt its behaviour to the user on the basis of this
information? The essence of our approach is that a product not only
elicits emotionally expressive actions, but that the feedback is
inextricably linked to these actions. The feedback should be inherent to
the design, and not gratuitously added.

%M C.DIS.2000.55
%T Beyond the Snapshot from Speculation to Prototypes in
Audiophotography
%S Design Methods
%A Heather Martin
%A Bill Gaver
%B DIS00
%D 2000
%P 55-65
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design;
Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1); Computer Applications -
Computer-Aided Engineering (J.6); audiophoto, design methodology, design
research, prototypes
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p55-martin/p55-martin.pdf
%X In this paper we describe techniques used to move from a wide variety
of speculative concepts to three working prototypes of potentially
commercial audiophotography products. Stages in this trajectory included
illustrated workbooks, video envisionments, form models and technical
drawings, and ended with working prototypes using microprocessors to
simulate stand-alone products. These methods were useful in
communicating with our partners in a multidisciplinary collaboration. At
each stage, however, we left many details of our designs purposefully
unresolved, in order to encourage our own and our partners' imaginations
as part of the design process.

%M C.DIS.2000.66
%T Interaction Relabelling and Extreme Characters: Methods for Exploring
Aesthetic Interactions
%S Design Methods
%A J. P. Djajadiningrat
%A W. W. Gaver
%A J. W. Fres
%B DIS00
%D 2000
%P 66-71
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design;
Computer Applications - Computer-Aided Engineering (J.6); Information
Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2); Information Systems -Models and Principles - User/Machine
Systems (H.1.2); aesthetics, design techniques, interaction, product
design, roles
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p66-djajadiningrat/p66-djajadiningrat.pdf
%X Aesthetics and interaction are interwoven concepts, rather than
separate entities. An aesthetics of interaction must consider richness
in appearance, actions, and role. Moving beyond a narrow focus on
usability in this way requires new methods for understanding design
possibilities. Here we describe two: interaction relabelling, in which
possible interactions with a known mechanical device are mapped to the
functions of an electronic device to be designed; and extreme
characters, in which fictional users with exaggerated emotional
attitudes are taken as the basis of design to highlight cultural issues.
These methods may help designers in considering physical interactions
with products on the one hand, and the sociocultural role their products
will take on the other.

%M C.DIS.2000.72
%T Video Artifacts for Design: Bridging the Gap between Abstraction and
Detail
%S Design Methods
%A Wendy E. Mackay
%A Anne V. Ratzer
%A Paul Janecek
%B DIS00
%D 2000
%P 72-82
%K Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1): Video (e.g., tape, disk, DVI);
Software -Software Engineering - Design Tools and Techniques (D.2.2):
Petri nets; Information Systems -Information Interfaces and Presentation
- User Interfaces (H.5.2): Interaction styles; colored petri nets,
coloured petri nets, design abstraction, design process, marking menus,
participatory design, scenario-based design, toolglasses, video
artifacts, video brainstorming, video prototyping
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p72-mackay/p72-mackay.pdf
%X Video artifacts help bridge the gap between abstraction and detail in
the design process. This paper describes how our use and re-use of video
artifacts affected the re-design of a graphical editor for building,
simulating, and analyzing Coloured Petri Nets. The two primary goals of
the project were to create design abstractions that integrate recent
advances in graphical interaction techniques and to explicitly support
specific patterns of use of Petri nets in real-world settings.
   Using a participatory design process, we organized a series of
video-based design activities that helped us manage the tension between
finding useful design abstractions and specifying the details of the
user interface. Video artifacts resulting from one activity became the
basis for the next, facilitating communication among members of the
multi-disciplinary design team. The video artifacts provided an
efficient way of capturing and incorporating subtle aspects of Petri
Nets In Use into our design and ensured that the implementation of our
design principles was grounded in real-world work practices.

%M C.DIS.2000.83
%T Virtually Living Together
%S Design Methods
%A Konrad Tollmar
%A Stefan Junestrand
%A Olle Torgny
%B DIS00
%D 2000
%P 83-91
%K Information Systems -Information Systems Applications -
Communications Applications (H.4.3); Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2): Interaction
styles; Information Systems -Models and Principles - User/Machine
Systems (H.1.2); Computing Milieux -Management of Computing and
Information Systems - Project and People Management (K.6.1): Systems
analysis and design; Information Systems -Information Interfaces and
Presentation - Multimedia Information Systems (H.5.1); emotional
communication, blue-sky research, industrial design, inter-family
communication, interaction design, scenario-based design, telepresence
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p83-tollmar/p83-tollmar.pdf
%X In this paper, we discuss the possibility of a holistic approach in
the design of new media for interpersonal communication. The key
argument is that if we base our design on daily practice, this may
inhibit truly innovative ideas from taking form, and, on the contrary,
if we design using pure intuition and visions, the design is likely to
fail due to a lack of connection to daily practice. Scenario-based
design was hence used to makes us envision new media while field
observations such as ethnographic studies, become a tool to retain the
ties with everyday life. This duality can also be implemented, as we
will describe, in a design that makes a bi-language/bi-levelled
understanding of a product possible.

%M C.DIS.2000.95
%T Designing StoryRooms: Interactive Storytelling Spaces for Children
%S Design Cases
%A Houman Alborzi
%A Allison Druin
%A Jaime Montemayor
%A Michele Platner
%A Jessica Porteous
%A Lisa Sherman
%A Angela Boltman
%A Gustav Taxen
%A Jack Best
%A Joe Hammer
%A Alex Kruskal
%A Abby Lal
%A Thomas Plaisant Schwenn
%A Lauren Sumida
%A Rebecca Wagner
%A Jim Hendler
%B DIS00
%D 2000
%P 95-104
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design;
Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1): Artificial, augmented, and
virtual realities; Computing Methodologies -Computer Graphics -
Three-Dimensional Graphics and Realism (I.3.7): Virtual reality;
Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Computer Applications - Arts and Humanities (J.5): Literature;
Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Interaction styles; augmented environments,
children, cooperative inquiry, educational applications, participatory
design, storytelling
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p95-alborzi/p95-alborzi.pdf
%X Costly props, complicated authoring technologies, and limited access
to space are among the many reasons why children can rarely enjoy the
experience of authoring room-sized interactive stories. Typically in
these kinds of environments, children are restricted to being story
participants, rather than story authors. Therefore, we have begun the
development of StoryRooms, room-sized immersive storytelling current
technology implementation and example StoryRooms.

%M C.DIS.2000.105
%T Browsers with Changing Parts: A Catalog Explorer for Philip Glass'
Website
%S Design Cases
%A Harry Hochheiser
%B DIS00
%D 2000
%P 105-115
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Interaction styles; Information Systems -Information
Interfaces and Presentation - Sound and Music Computing (H.5.5);
Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design;
Information Systems -Information Interfaces and Presentation -
Hypertext/Hypermedia (H.5.4): Navigation; biography, catalog browsing,
interactive visualization, music, zoomable user interfaces
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p105-hochheiser/p105-hochheiser.pdf
%X The development of navigational tools for a web site devoted to a
catalog of musical compositions offers a variety of design challenges. A
combination of techniques developed from information visualization
research - including starfield displays, dynamic queries, and zoomable
user interfaces (ZUIs) - was used to construct a prototype browser for
possible use in a web site dedicated to the work of Philip Glass. After
a discussion of the goals and potential users of the site, this paper
describes several prototypes that were developed and how they informed
the design of a zoomable starfield browser. Unresolved design challenges
and possibilities for future work are also discussed.

%M C.DIS.2000.116
%T The Design of the Xi-Hu Historical Landscape and Culture in Media
%S Design Cases
%A Takashi Kiriyama
%A Ling Chen
%B DIS00
%D 2000
%P 116-121
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design;
Computer Applications - Arts and Humanities (J.5); Information Systems
-Models and Principles - User/Machine Systems (H.1.2); Information
Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2): Interaction styles; artistry, creation, entertainment,
interactivity, learning
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p116-kiriyama/p116-kiriyama.pdf
%X This paper discusses a project to reconstruct in media the lost
landscape and culture of Xi-Hu (West Lake), China. This work is intended
to educate and entertain the user as well as stimulate his or her own
creativity. We discuss the design of a user interface that enables the
user to visit different landscapes of Xi-Hu (West Lake), China, as they
appeared in different eras. We also discuss the artistry involved in the
presentation of the work's content. Finally, we discuss a design
methodology for media work based on the lessons learned from the
development of this work.

%M C.DIS.2000.122
%T Javelin: A Personal Communication Device Demo
%S Design Cases
%A Annette Wagner
%B DIS00
%D 2000
%P 122-128
%K Computer Applications - Computers in Other Systems (J.7): Consumer
products; Information Systems -Information Systems Applications -
Communications Applications (H.4.3); Information Systems -Information
Interfaces and Presentation - Group and Organization Interfaces (H.5.3);
Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Software -Programming Languages - Language
Classifications (D.3.2): Java; Computer Systems Organization
-Computer-Communication Networks - General (C.2.0); collaboration,
consumer electronics, design, highlight traversal, human interface, java
technology, navigation model, pager, personal communication device,
style guide, user interface, virtual machine
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p122-wagner/p122-wagner.pdf
%X This paper describes the creation of a set of demonstration
applications for a personal communication device for use at the JavaOne
99 Developers Conference. The major design issues encountered in the
project are described along with the resulting impact on the project.
These include defining the navigation model for the Back key, dealing
with the issues that arose when the device hardware target was changed
in mid-process, and managing the design process to leverage prior work
when major goals were altered late in the project.

%M C.DIS.2000.129
%T Design of a Social Interaction Environment for Electronic
Marketplaces
%S Design Cases
%A Younghee Jung
%A Alison Lee
%B DIS00
%D 2000
%P 129-136
%K Computing Milieux -Computers and Society - Electronic Commerce
(K.4.4); Information Systems -Information Interfaces and Presentation -
User Interfaces (H.5.2): Interaction styles; Information Systems -Models
and Principles - User/Machine Systems (H.1.2); Information Systems
-Information Interfaces and Presentation - Group and Organization
Interfaces (H.5.3); activities, crowds, e-commerce,
imageability, interaction design, map, online communities, people,
scalability, social groups, social interaction, social navigation,
social visualization, sociality, spatiality
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p129-jung/p129-jung.pdf
%X This paper presents the design of an interaction environment for
fostering social interactions in electronic marketplaces. The
environment incorporates a novel, spatially-organized, and interactive
site map. The map provides visibility of people, activities, and social
interactions and incorporates mechanisms for social interactions. Four
design constraints abstracted from prior findings in CSCW guided the
development of the map: sociality, scalability, spatiality, and
imageability. The design evolved through a process consisting of several
phases and iterations. We used HCI techniques, where appropriate, to
analyze and study the design problem, to enumerate, explore, and
reconcile a design space, and to informally evaluate a design solution.

%M C.DIS.2000.137
%T Just-in-Time Design in a Fast-Paced Product Group
%S Design Cases
%A Margo Lustig Ezekiel
%B DIS00
%D 2000
%P 137-144
%K Computer Applications - Computer-Aided Engineering (J.6); Computing
Milieux -Management of Computing and Information Systems - Project and
People Management (K.6.1): Systems analysis and design; Information
Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2): User interface management systems (UIMS); design partners,
focus groups, iterative design, multi-disciplinary teams, parallel
design, usability test, user-centered design
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p137-ezekiel/p137-ezekiel.pdf
%X In real world development environments where deadlines are fixed, a
designer must craft a process that works with the team and within the
constraints of a project. The traditional waterfall method of writing a
detailed specification for each feature before development begins is
often not realistic. Instead, by using a just-in-time design method, the
designer understands how much design direction is needed at each stage
of the development process, and delivers that. The larger components
must be well defined initially, while other parts can be left sketchy.
The designer can spread the workload over the entire length of the
project, using different steps to refine the design. Delivering the
design in stages gives the design a chance to mature.
   Often there are many developers and few (usually 1) designers on a
project. The designer is often on the critical path. To avoid being a
bottleneck, the designer should use good tools and leverage the
strengths of a multi-disciplinary team.
   The case study documented here should prove useful to other user
interface designers facing resource and time constraints. A design
process derived from this experience is summarized at the end.

%M C.DIS.2000.145
%T Two-Dimensional Spatial Positioning as a Means for Reflection in
Design
%S Design Cases
%A Kumiyo Nakakoji
%A Yasuhiro Yamamoto
%A Shingo Takada
%A Brent N. Reeves
%B DIS00
%D 2000
%P 145-154
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design;
Computing Methodologies -Artificial Intelligence - General (I.2.0):
Cognitive simulation; Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2); Information Systems -Models and
Principles - User/Machine Systems (H.1.2); an alternative to sketching,
cognitive models, reflection-in-action, theoretical framework for design
support, two-dimensional positioning, writing support
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p145-nakakoji/p145-nakakoji.pdf
%X In the realm of computer support for design, developers have focused
primarily on power and expressiveness that are important in framing a
design solution. They assume that design is a series of calculated steps
that lead to a clearly specified goal. The problem with this focus is
that the resulting tools hinder the very process that is critical in
early phases of a design task; the reflection-in-action process [15]. In
the early phases, what is required as the most important ingredient for
a design tool is the ability to interact in ways that require as little
commitment as possible. This aspect is most evident in domains where two
dimensions play a role, such as sketching in architecture. Surprisingly,
it is equally true in linear domains such as writing. In this paper, we
present our approach of using two-dimensional positioning of objects as
a means for reflection in the early phases of a design task. Taking
writing as an example, the ART (Amplifying Representational Talkback)
system uses two dimensional positioning to support the early stages of
the writing task. An eye-tracking user study illustrates important
issues in the domain of computer support for design.

%M C.DIS.2000.155
%T Tightly Coupling Authoring and Evaluation in an Integrated Tool to
Support Iterative Design of Interactive Hypermedia Educational Manuals
%S Design Cases
%A Selma Holmquist
%A N. Hari Narayanan
%B DIS00
%D 2000
%P 155-164
%K Information Systems -Information Interfaces and Presentation -
Hypertext/Hypermedia (H.5.4); Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2): Interaction
styles; Computing Milieux -Computers and Education - General (K.3.0);
Computer Applications - Administrative Data Processing (J.1): Education;
empirical study, evaluation, hypermedia authoring, interaction data
analysis and visualization, iterative design tool
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p155-holmquist/p155-holmquist.pdf
%X In this paper we present a framework for the iterative design of
interactive Hypermedia Educational Manuals, implemented in a software
tool that integrates authoring and evaluation support in order to speed
up iterative design cycles. Two unique features of our approach are the
automatic generation of a structural description of the manual being
designed and the automatic incorporation of interaction data logging
elements in the manual during the authoring phase. These are then used
by an evaluation tool to generate statistical analyses and graphical
presentations of user interactions with the manual and redesign
recommendations. Thus, the architecture of this tool embodies a tight
coupling between the design of Hypermedia Educational Manuals and the
evaluation of their instructional effectiveness. An experiment was
carried out in which a prototype manual was created, tested with a group
of students, redesigned based on analyses and recommendations provided
by the evaluation tool, and then re-evaluated using data from a second
group of students. This experiment showed that the integrated tool does
help simplify the evaluation process and improve the efficiency of
iterative design cycles.

%M C.DIS.2000.165
%T The Jam-O-Drum Interactive Music System: A Study in Interaction
Design
%S Design Cases
%A Tina Blaine
%A Tim Perkis
%B DIS00
%D 2000
%P 165-173
%K Information Systems -Information Interfaces and Presentation - Sound
and Music Computing (H.5.5); Information Systems -Information Interfaces
and Presentation - User Interfaces (H.5.2): Interaction styles;
Information Systems -Information Interfaces and Presentation - Group and
Organization Interfaces (H.5.3): Collaborative computing; Computing
Milieux -Management of Computing and Information Systems - Project and
People Management (K.6.1): Systems development; collaborative, computer
graphics, input device, interaction design, interactive music system,
multi-user, musical improvisation, novice, social interaction, velocity
sensitive
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p165-blaine/p165-blaine.pdf
%X This paper will describe the multi-user interactive music system
known as the Jam-O-Drum developed at Interval Research Corporation.1 By
combining velocity sensitive input devices and computer graphics imagery
into an integrated tabletop surface, up to six simultaneous players are
able to participate in a collaborative approach to musical
improvisation. We demonstrate that this interactive music system
embraces both the novice and musically trained participants by taking
advantage of their intuitive abilities and social interaction skills. In
this paper and accompanying video, we present conclusions from user
testing of this device along with examples of interaction design methods
and prototypes of interpretive musical and game-like development
schemes. Our research was conducted in two phases with two different
development teams and will accordingly be addressed herein as Phase One
and Phase Two development.

%M C.DIS.2000.174
%T Sound: An Emotional Element of Interactions a Case Study of a
Microwave Oven
%S Design Cases
%A Cheong-Hyun Lee
%A Soony Kim
%A Choong-Seong Chae
%A Kook-Hyun Chung
%B DIS00
%D 2000
%P 174-182
%K Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Information Systems -Information Interfaces and Presentation -
User Interfaces (H.5.2): Interaction styles; Computer Applications -
Computers in Other Systems (J.7): Consumer products; Information Systems
-Information Interfaces and Presentation - Sound and Music Computing
(H.5.5); design, element, emotions, interaction,
microwave, outdoor environment, portable, sound, taste of food, users
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p174-lee/p174-lee.pdf
%X Little attention has been given to sound as an element of interaction
although an interaction design utilizes five senses of the human being.
While designing the portable microwave oven, we selected the sound as a
topic of our study. As several sounds have already been applied to
products, such as the buzz sound in the walk signal or a warning sound
in the computer, the focus of research is that the sound may have to be
different vis-?-vis the products functionality or locations where it is
used. Conclusions have not been made a priori that a product developer
should create new sounds for new products. For this purpose, the
research has been conducted to develop the sound concept in nexus with
the product and the outdoor environment. Developed sounds were then
evaluated and analyzed by a target audience. With this analysis, we were
able to adopt proper portable microwave oven sounds that allowed
potential users to feel familiar, to respond pleasantly amid outdoor
noises, and to expect the taste of food. During the course of the
experiment, we came to the conclusion that even with the same sound and
some modifications made by applying different lengths, tones, rhythms,
and/or resonance allowed users to recognize the functions or features of
the products. The results have changed our evaluation on the sound
itself and will extend the value of sound interaction between human
beings and products.

%M C.DIS.2000.185
%T Augmented Reality as a Design Tool for Mobile Interfaces
%S Mixed Reality Design
%A Olav W. Bertelsen
%A Christina Nielsen
%B DIS00
%D 2000
%P 185-192
%K Computer Applications - Computers in Other Systems (J.7): Process
control; Information Systems -Information Interfaces and Presentation -
User Interfaces (H.5.2); Computer Applications - Physical Sciences and
Engineering (J.2): Earth and atmospheric sciences; Information Systems
-Information Interfaces and Presentation - Multimedia Information
Systems (H.5.1): Artificial, augmented, and virtual realities; Computing
Methodologies -Computer Graphics - Three-Dimensional Graphics and
Realism (I.3.7): Virtual reality; augmented reality, mobile computing,
process control, thinking tools
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p185-bertelsen/p185-bertelsen.pdf
%X This paper challenges user interface paradigms for mobile devices, by
using the technical classification of augmented reality interfaces as a
thinking tool to develop ideas for interaction with mobile devices. The
paper presents future work scenarios from a wastewater treatment plant
embodying PDA applications derived from the classification of augmented
reality interfaces. The focus on physical interaction with objects of
work and with the mobile device provides us with a range of interaction
styles, based on e.g. gestures and manipulation of objects. Furthermore,
issues of transparency and directness are addressed. The future
scenarios indicate that the concepts of augmented reality support
solving context problems in mobile design.

%M C.DIS.2000.193
%T On the Move with a Magic Thing: Role Playing in Concept Design of
Mobile Services and Devices
%S Mixed Reality Design
%A Giulio Iacucci
%A Kari Kuutti
%A Mervi Ranta
%B DIS00
%D 2000
%P 193-202
%K Computer Systems Organization -Computer-Communication Networks -
Network Architecture and Design (C.2.1): Wireless communication;
Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles -
User/Machine Systems (H.1.2); Computing Methodologies -Artificial
Intelligence - Applications and Expert Systems (I.2.1): Games; acting
out, games for design, mobility, participatory design
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p193-iacucci/p193-iacucci.pdf
%X Designing concepts for new mobile services and devices, poses several
challenges to the design. We consider user participation as a way to
address part of the challenges. We show how our effort relates to
current and past research. In particular, PD (Participatory Design) has
inspired us in developing two participatory techniques. The two
techniques are organized around situations either staged or real where
users and designers can envision and enact future scenarios: a
role-playing game with toys, and SPES (Situated and Participative
Enactment of Scenarios). They were developed in an industry-funded
project that investigates services for the nomadic Internet user of the
future. We then discuss how the techniques help in facing the design
challenges.

%M C.DIS.2000.203
%T Mapping the Physical World to Psychological Reality: Creating
Synthetic Environments
%S Mixed Reality Design
%A Ronald W. Noel
%A Claudia M. Hunter
%B DIS00
%D 2000
%P 203-207
%K design paradigms, display semantics, speed perception, synthetic
environments, telepresence, virtual reality
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p203-noel/p203-noel.pdf
%X The successful creation of telepresence and virtual environments
requires a change in design paradigm. We must move away from attempts to
recreate reality in its entirety toward the creation of environments
that are psychologically real for humans, because in fact, reality
mediated through display devices is largely subjective. The experiments
discussed in this paper show that a single intrinsic physical property,
such as the velocity or stability of a vehicle, can give rise to a
multitude of subjective perceptions-for example, that the vehicle is
moving faster than it really is, or that it is more likely to tip over
going into a turn. These perceptions can easily be manipulated through
knowledge of the variables and relationships involved, such as the
effect of camera height. Designers can use this knowledge to create
systems that promote desirable behaviors and limit dangerous or
unproductive behaviors.

%M C.DIS.2000.208
%T Bridge for Buttons -- A GUI Design Methodology Applied in Non-GUI
Consumer Product Design
%S Mixed Reality Design
%A Simo Sade
%A Katja Battarbee
%B DIS00
%D 2000
%P 208-215
%K case study, discount usability, industrial and user interface design
techniques, the bridge
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p208-sade/p208-sade.pdf
%X This paper describes the experience gained in the case study of
adapting the Bridge, a GUI design method to the design of non-GUI
interactive consumer products.
   An industrial design consultancy was looking for an efficient way of
discussing the initial design ideas for a product and its user interface
(UI) with the client and the client's software design consultant. The
Bridge, which is a fast participatory method for bridging the gap
between user requirements and the design of object-oriented graphical
user interfaces (GUI) was applied in the task of designing a smart
product - an interactive consumer electronic product. The goal was to
design a software and hardware user interface concept in a
well-structured and fruitful manner with limited time and expenses. A
further goal was to assist the industrial designers in participating in
their client's strategic design decision making and in the design of the
overall user experience, instead of conducting a plain project-level
product design.
   The solution was an application of the Bridge method, which was
user-centered, but not participatory. The approach was new to the
participating companies. The results were promising, both in getting
concrete design ideas in a very short time to support decision making,
and in facilitating new kind of communication between the participants
very early in the process.

%M C.DIS.2000.216
%T PaperButtons: Expanding a Tangible User Interface
%S Mixed Reality Design
%A Elin Ronby Pedersen
%A Tomas Sokoler
%A Les Nelson
%B DIS00
%D 2000
%P 216-223
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles -
User/Machine Systems (H.1.2); design guidelines, paper interface, tacit
interaction, tangible interface, ubiquitous computing
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p216-pedersen/p216-pedersen.pdf
%X Expanding the functionality of a successful system is always a
challenge; the initial simplicity and ease-of-use is easily lost in the
process. Experience indicates that this problem is worsened in systems
with tangible interfaces: while it might be relatively easy to suggest a
single successful tangible interaction component, it is notoriously hard
to preserve the success when expanding with more components or more
manipulation using the same component. This paper describes our approach
to creating and expanding tangible interfaces. The approach consist of
adherence to a set of guidelines for tangible interfaces, derived from
practical tangible design and general object-oriented design, and
solicitation of user requirements to the particular interaction method
in question. Finally the paper describes a prototype of PaperButtons
built in response to these requirements and designed in accordance to
the guidelines for tangible interfaces.

%M C.DIS.2000.227
%T Informing the Design of an Information Management System with
Iterative Fieldwork
%S Ethnography and Participatory Design
%A Victoria Bellotti
%A Ian Smith
%B DIS00
%D 2000
%P 227-237
%K Information Systems -Database Management - General (H.2.0);
Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles -
User/Machine Systems (H.1.2); design, field study, interview, iteration,
personal information management
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p227-bellotti/p227-bellotti.pdf
%X We report on the design process of a personal information management
system, Raton Laveur, and how it was influenced by an intimate
relationship between iterative fieldwork and design thinking. Initially,
the system was conceived as a paper-based UI to calendar, contacts,
to-dos and notes. As the fieldwork progressed, our understanding of
peoples practices and the constraints of their office infrastructures
radically shifted our design goals away from paper-based interaction to
embedded interaction with our system. By this we mean embedding
information management functionality in an existing application such as
email.

%M C.DIS.2000.239
%T The Development of Cooperation: Five Years of Participatory Design in
the Virtual School
%S Ethnography and Participatory Design
%A John M. Carroll
%A George Chin
%A Mary Beth Rosson
%A Dennis C. Neale
%B DIS00
%D 2000
%P 239-251
%K Computing Milieux -Computers and Education - Computer Uses in
Education (K.3.1); Information Systems -Information Interfaces and
Presentation - Multimedia Information Systems (H.5.1): Artificial,
augmented, and virtual realities; Computing Methodologies -Computer
Graphics - Three-Dimensional Graphics and Realism (I.3.7): Virtual
reality; cognitive development, cooperative design, educational
networks, participatory design, requirements development, requirements
engineering, school culture
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p239-carroll/p239-carroll.pdf
%X During the past five years, our research group worked with a group of
public school teachers to define, develop, and assess network-based
support for collaborative learning in middle school physical science and
high school physics. From the outset, we committed to a participatory
design approach. This design collaboration has now existed far longer
than is typical of participatory design endeavors, particularly in North
America. The nature of our interactions, and in particular the nature of
the role played by the teachers has changed significantly through the
course of the project. We suggest that there may be a long-term
developmental unfolding of roles and relationships in participatory
design.

%M C.DIS.2000.252
%T Creativity, Cooperation and Interactive Design
%S Ethnography and Participatory Design
%A Susanne Bodker
%A Christina Nielsen
%A Marianne Graves Petersen
%B DIS00
%D 2000
%P 252-261
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Computing Milieux -Management of Computing and
Information Systems - Project and People Management (K.6.1): Systems
analysis and design; Information Systems -Models and Principles -
User/Machine Systems (H.1.2); cooperative, iterative design, tools for
idea generation
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p252-bodker/p252-bodker.pdf
%X This paper focuses on ways and means of stimulating idea generation
in collaborative situations involving designers, engineers, software
developers, users and usability people. Particularly, we investigate
tools of design, i.e. tools used in design to get ideas for a new
interactive application and its use.
   Based on different studies from a research project that we have been
involved with over the past three years, we present specific examples of
such tools and discuss how they inform design. We frame this discussion
through the following (theoretical) considerations: a concern for the
past and the present in informing design, for using theory as a source
of inspiration in design and for making extremes and multiple voices
play a role in innovation.
   These considerations are used to structure and discuss the examples,
illustrating how it is important for such tools to be concrete, tangible
and even caricatured.

%M C.DIS.2000.263
%T Sitemaps, Storyboards, and Specifications: A Sketch of Web Site
Design Practice
%S Ethnography and Participatory Design
%A Mark W. Newman
%A James A. Landay
%B DIS00
%D 2000
%P 263-274
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Information Storage and
Retrieval - Online Information Services (H.3.5): Web-based services;
Information Systems -Information Interfaces and Presentation - Group and
Organization Interfaces (H.5.3): Web-based interaction; Computing
Milieux -Management of Computing and Information Systems - Software
Management (K.6.3); Software -Software Engineering - General (D.2.0);
ethnography, informal interfaces, information architecture, web site
design, work analysis
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p263-newman/p263-newman.pdf
%X Through a study of web site design practice, we observed that
designers employ multiple representations of web sites as they progress
through the design process, and that these representations allow them to
focus on different aspects of the design. Designers also employ multiple
tools during the course of a project, including graphic design, web
development, presentation, and word processing software, as well as pen
and paper. Sketching on paper is especially important during the design
exploration phase of a project, when designers wish to explore many
design possibilities quickly without focusing on low-level details. Web
site design tools intended to support the early phases of the design
process should employ informal interaction techniques, should support
multiple site representations, and should integrate well with other
applications that designers use regularly.

%M C.DIS.2000.275
%T Case Study: User Research to Inform the Design and Development of
Integrated Wearable Computers and Web-Based Services
%S Ethnography and Participatory Design
%A Jodi Forlizzi
%A Margaret McCormack
%B DIS00
%D 2000
%P 275-279
%K Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Information Systems -Information Storage and Retrieval - Online
Information Services (H.3.5): Web-based services; Information Systems
-Information Interfaces and Presentation - Group and Organization
Interfaces (H.5.3): Web-based interaction; Computer Systems Organization
-Computer System Implementation - Microcomputers (C.5.3): Portable
devices (e.g., laptops, personal digital assistants); Computing Milieux
-Management of Computing and Information Systems - Project and People
Management (K.6.1): Systems analysis and design; design process, design
research, interviews, participatory design, self-documentation, user
research, wearable computers
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p275-forlizzi/p275-forlizzi.pdf
%X The competitive playing field for startup companies often does not
allow for the time to understand how user needs can influence the
development of a new product. This paper presents a case study of
informing the design of a wearable computer with web-based services
through user research. We discuss our motivation for choosing to do user
research to address our multi-faceted design problem; present the
methodology and technique design; and summarize lessons learned in the
process of analyzing the data and communicating findings to an
interdisciplinary shareholder team.

%M C.DIS.2000.280
%T Rapid Ethnography: Time Deepening Strategies for HCI Field Research
%S Ethnography and Participatory Design
%A David R. Millen
%B DIS00
%D 2000
%P 280-286
%K Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Information Systems -Information Interfaces and Presentation -
User Interfaces (H.5.2); Information Systems -Information Interfaces and
Presentation - Group and Organization Interfaces (H.5.3); ethnography,
field research methods, qualitative methods, user studies
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p280-millen/p280-millen.pdf
%X Field research methods are useful in the many aspects of
Human-Computer Interaction research, including gathering user
requirements, understanding and developing user models, and new product
evaluation and iterative design. Due to increasingly short product
realization cycles, there has been growing interest in more time
efficient methods, including rapid prototyping methods and various
usability inspection techniques. This paper will introduce "rapid
ethnography," which is a collection of field methods intended to provide
a reasonable understanding of users and their activities given
significant time pressures and limited time in the field.. The core
elements include limiting or constraining the research focus and scope,
using key informants, capturing rich field data by using multiple
observers and interactive observation techniques, and collaborative
qualitative data analysis. A short case study illustrating the important
characteristics of rapid ethnography will also be presented.

%M C.DIS.2000.289
%T On the Contributions of Different Empirical Data in Usability Testing
%S New Perspectives on Usability
%A Maria R. Ebling
%A Bonnie E. John
%B DIS00
%D 2000
%P 289-296
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles -
User/Machine Systems (H.1.2); empirical data, usability testing, verbal
protocol
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p289-ebling/p289-ebling.pdf
%X Many sources of empirical data can be used to evaluate an interface
(e.g., time to learn, time to perform benchmark tasks, number of errors
on benchmark tasks, answers on questionnaires, comments made in verbal
protocols). This paper examines the relative contributions of both
quantitative and qualitative data gathered during a usability study.
For each usability problem uncovered by this study, we trace each
contributing piece of evidence back to its empirical source. For this
usability study, the verbal protocol provided the sole source of
evidence for more than one third of the most severe problems and more
than two thirds of the less severe problems. Thus, although the verbal
protocol provided the bulk of the evidence, other sources of data
contributed disproportionately to the more critical problems. This work
suggests that further research is required to determine the relative
value of different forms of empirical evidence.

%M C.DIS.2000.297
%T From Usability Lab to "Design Collaboratorium": Reframing Usability
Practice
%S New Perspectives on Usability
%A Jacob Buur
%A Susanne Bodker
%B DIS00
%D 2000
%P 297-307
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Evaluation/methodology; Information Systems -Models
and Principles - User/Machine Systems (H.1.2); Design, Human Factors,
Measurement, Management, Performance, Theory; collaboration, design
collaboratorium, usability work, user participation
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p297-buur/p297-buur.pdf
%X This paper presents an exploratory process in which three industrial
usability groups, in cooperation with HCI researchers, worked to reframe
their own work practice. The usability groups moved beyond a classical
usability setting towards a new way of working which we have coined the
Design Collaboratorium. This design collaboratorium is a design approach
that creates an open physical and organizational space where designers,
engineers, users and usability professionals meet and work alongside
each other. At the same time the design collaboratorium makes use of
event-driven ways of working known from participatory design. Some of
these working methods are well-documented from literature but adapted to
the needs of the particular project, others are new. This paper
illustrates how it is possible to reframe usability work and it
discusses the new usability competence required.

%M C.DIS.2000.308
%T A Case Study for Evaluating Interface Design through Communicability
%S New Perspectives on Usability
%A Raquel O. Prates
%A Simone D. J. Barbosa
%A Clarisse S. de Souza
%B DIS00
%D 2000
%P 308-316
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Evaluation/methodology; Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2):
Interaction styles; Information Systems -Models and Principles -
User/Machine Systems (H.1.2); communicability, interface design
evaluation, semiotic engineering, users' learning curves
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p308-prates/p308-prates.pdf
%X Communicability evaluation is a method based on semiotic engineering
that aims at assessing how designers communicate to users their design
intents and chosen interactive principles, and thus complements
traditional usability evaluation methods.
   In this paper, we present a case study in which we evaluate how
communicablity tagging of an application changes along users learning
curves. Our main goal was to have indications of how communicability
evaluation along a learning period helps provide valuable information
about interface designs, and identify communicative and interactive
problems, as users become more proficient in the application.

%M C.DIS.2000.319
%T Improving Electronic Guidebook Interfaces Using a Task-Oriented
Design Approach
%S New Perspectives on Usability
%A Paul M. Aoki
%A Allison Woodruff
%B DIS00
%D 2000
%P 319-325
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Evaluation/methodology; Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2):
Interaction styles; Information Systems -Models and Principles -
User/Machine Systems (H.1.2); electronic guidebooks, museum tour guides
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p319-aoki/p319-aoki.pdf
%X Item selection is a key problem in electronic guidebook design. Many
systems do not apply so-called context-awareness technologies to infer
user interest, placing the entire burden of selection on the user.
Conversely, to make selection easier, many systems automatically
eliminate information that they infer is not of interest to the user.
However, such systems often eliminate too much information, preventing
the user from finding what they want.
   To realize the full potential of electronic guidebooks, designers
must strike the right balance between automatic context-based inference
and manual selection. In this paper, we introduce a task-oriented model
of item selection for electronic guidebooks to help designers explore
this continuum. We argue that item selection contains three sub-tasks
and that these sub-tasks should be considered explicitly in system
design. We apply our model to existing systems, demonstrating pitfalls
of combining sub-tasks, and discuss how our model has improved the
design of our own guidebook prototype.

%M C.DIS.2000.326
%T Task Based Groupware Design: Putting Theory into Practice
%S New Perspectives on Usability
%A Gerrit van der Veer
%A Martijn van Welie
%B DIS00
%D 2000
%P 326-337
%K Information Systems -Information Systems Applications - Office
Automation (H.4.1): Groupware; Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2); Information
Systems -Models and Principles - User/Machine Systems (H.1.2); DUTCH,
EUTERPE, GTA, design method, groupware, task analysis, tools
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p326-van_der_veer/p326-van_der_veer.pdf
%X Designing Groupware systems requires methods and tools that cover all
aspects of Groupware systems. We present a method that utilizes known
theoretical insights and makes them usable in practice. In our method,
the design of Groupware systems is driven by an extensive task analysis
followed by structured design and iterative evaluation using usability
criteria. Using a combination of multiple complementary representations
and techniques, a wide range of aspects of Groupware design is covered.
The method is built on our experiences and is used in practice by
several companies and educational institutes in Europe. We define the
design process, the models needed and the tools that support the design
process.

%M C.DIS.2000.338
%T Designs Conducive to the Use of Efficient Strategies
%S New Perspectives on Usability
%A Suresh K. Bhavnani
%B DIS00
%D 2000
%P 338-345
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Evaluation/methodology; Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2):
Interaction styles; Computer Applications - Computer-Aided Engineering
(J.6); Information Systems -Models and Principles - User/Machine Systems
(H.1.2); design, efficiency, strategic knowledge, strategy, training
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p338-bhavnani/p338-bhavnani.pdf
%X Studies on the widespread inefficient use of complex computer
applications have suggested that users need to learn efficient
strategies in addition to learning how to use tools. This paper argues
that our growing understanding of strategic knowledge can be used to
guide designers develop systems which are conducive to the use of
efficient strategies. The paper first describes ten general strategies
which appear to be useful across three computer application domains.
Next, the paper discusses the functionalities required to execute the
ten strategies, and what makes them conducive to strategy use. An
analysis of six major computer applications in three domains reveals
that these functionalities are not consistently offered, and how their
absence directly affects the performance of complex tasks. The analysis
leads to questions related to the generality of the results, the problem
of featurism, and how strategy-conducive systems could facilitate the
transfer of knowledge across applications. The paper concludes by
briefly describing how we intend to use the strategy framework to
develop analysis methods for designers and trainers.

%M C.DIS.2000.346
%T Communicating a Task Analysis with Task Layer Maps
%S New Perspectives on Usability
%A Jonathan Arnowitz
%A Duco Fijma
%A Jouke Verlinden
%B DIS00
%D 2000
%P 346-353
%K Theory of Computation -Computation by Abstract Devices - Modes of
Computation (F.1.2): Parallelism and concurrency; Software -Programming
Techniques - Concurrent Programming (D.1.3): Parallel programming;
Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles -
User/Machine Systems (H.1.2); design methods, flow diagrams, parallel
processing, task analysis, task modeling
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p346-arnowitz/p346-arnowitz.pdf
%X Modern user interface design methods, regardless of their extremely
diverse viewpoints, all seem to agree that a document outlining a task
analysis is essential for good user interface design. However, most
representations of task analysis are difficult to understand. This
difficulty makes the transition to dialogue design difficult, especially
for multidisciplinary design teams with few shared skills and
terminology. Using techniques borrowed from the study of parallel
processing, the authors have developed a technique of task analysis
representation called Task Layer Maps. Task Layer Maps are both quick
and easy to understand. This technique helps design teams to quickly
come up with a dialogue design and also allows checking that design for
conformance with the task analysis.

%M C.DIS.2000.357
%T Lingua Francas for Design: Sacred Places and Pattern Languages
%S Pattern Languages
%A Thomas Erickson
%B DIS00
%D 2000
%P 357-368
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Software -Programming Languages - Language
Classifications (D.3.2); Software -Software Engineering - Software
Architectures (D.2.11): Patterns (e.g., client/server, pipeline,
blackboard); architecture, design methods, interaction design,
interdisciplinary design, interdsciplinary design, pattern language,
patterns, urban design
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p357-erickson/p357-erickson.pdf
%X A central challenge in interaction design has to do with its
diversity. Designers, engineers, managers, marketers, researchers and
users all have important contributions to make to the design process.
But at the same time they lack shared concepts, experiences and
perspectives. How is the process of design-which requires communication,
negotiation and compromise-to effectively proceed in the absence of a
common ground? I argue that an important role for the interaction
designer is to help stakeholders in the design process to construct
alingua franca. To explore this issue, which has received remarkably
little attention in HCI, I turn to work in urban design and
architecture. I begin by discussing a case study in community design,
reported by Hester [10], that demonstrates the power of alingua
franca for a particular design project. I then describe the concept of
pattern languages and discuss how they might be adapted to the needs of
interaction design in general, and used, in particular, as
meta-languages for generating lingua francas for particular design
projects.

%M C.DIS.2000.369
%T A Pattern Approach to Interaction Design
%S Pattern Languages
%A Jan O. Borchers
%B DIS00
%D 2000
%P 369-378
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Style guides; Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2): Theory and
methods; Information Systems -Information Interfaces and Presentation -
User Interfaces (H.5.2): Training, help, and documentation; Information
Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2): User-centered design; Information Systems -Information
Interfaces and Presentation - Sound and Music Computing (H.5.5):
Modeling; Information Systems -Information Interfaces and Presentation -
Sound and Music Computing (H.5.5): Systems; Software -Software
Engineering - Design Tools and Techniques (D.2.2): User interfaces;
Software -Software Engineering - Software Architectures (D.2.11):
Patterns (e.g., client/server, pipeline, blackboard); Software
-Programming Languages - Language Classifications (D.3.2); design
methodologies, education, exhibits, interdisciplinary design, music,
pattern languages
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p369-borchers/p369-borchers.pdf
%X To create successful interactive systems, user interface designers
need to cooperate with developers and application domain experts in an
interdisciplinary team. These groups, however, usually miss a common
terminology to exchange ideas, opinions, and values.
   This paper presents an approach that uses pattern languages to
capture this knowledge in software development, HCI, and the application
domain. A formal, domain-independent definition of design patterns
allows for computer support without sacrificing readability, and pattern
use is integrated into the usability engineering life cycle.
   As an example, experience from building an award-winning interactive
music exhibit was turned into a pattern language, which was then used to
inform follow-up projects and support HCI education.

%M C.DIS.2000.381
%T Performance Targets, Models and Innovation in Interactive System
Design
%S Design Tools
%A William M. Newman
%A Alex S. Taylor
%A Christopher R. Dance
%A Stuart A. Taylor
%B DIS00
%D 2000
%P 381-387
%K Computing Methodologies -Image Processing And Computer Vision -
Digitization and Image Capture (I.4.1): Scanning; Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2):
Interaction styles; auto-completion, camera-based scanning,
critical parameters, innovation
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p381-newman/p381-newman.pdf
%X This paper presents an approach to designing interactive systems that
enables critical performance parameters to be identified and models of
performance to be constructed. The methods described are intended to
enable designers to improve the performance of systems, and the
provision of performance targets is expected to encourage innovation in
design. An example is quoted in which digital camera technology was
applied to the support of authors using paper source documents, to
enable them to capture source text more rapidly and thus increase their
productivity, measured in terms of words per hour. A model of the
capture task was constructed, and was used to set a target time for
capturing short text segments. This target was presented to a design
team, who responded with an innovative interface incorporating
auto-completion. A prototype auto-completion tool demonstrated that the
performance target could be met.

%M C.DIS.2000.388
%T Contextual Prototyping of User Interfaces
%S Design Tools
%A Chris Stary
%B DIS00
%D 2000
%P 388-395
%K Software -Software Engineering - Design Tools and Techniques (D.2.2):
User interfaces; Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2); Information Systems -Models and
Principles - User/Machine Systems (H.1.2); contextual design,
customization, interactive work design, lifecycle management,
model-based development, object-oriented modeling, prototyping, scamless
development, seamless development, tools, usability engineering,
user-centered system design
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p388-stary/p388-stary.pdf
%X Contextual development differs from traditional user interface
development in several ways: It focuses on the context of usage and the
user population rather than on the technical features required for
interaction. However, the latter come into play when transforming
context specifications into user-interface code. Contextual development
also considers design to be a non-linear process based on activities
(re)engineering work processes rather than performing traditional
software-engineering tasks. Consequently, contextual development
requires usage-relevant (re)presentation and execution mechanisms.
Although the specification of task- and user-knowledge has been
recognized to be crucial for contextual user interface design, seamless
development support is still lacking. The reported TADEUS (Task
Analysis/Design/End User Systems) project targets toward an environment
that allows contextual and seamless design and prototyping based on user
and task knowledge. Due to its model-based nature TADEUS is open with
respect to diagrammatic notations for specification, and different
interaction platforms. As a result, different perspectives on the
context, development process and its results can be kept consistent
throughout development.

%M C.DIS.2000.396
%T Meta-Design: Design for Designers
%S Design Tools
%A Gerhard Fischer
%A Eric Scharff
%B DIS00
%D 2000
%P 396-405
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles -
User/Machine Systems (H.1.2); consumer and designer mindsets, designing
"out of the box", domain-oriented design environments, evolutionary
growth, impact of new media on design,
open evolvable systems, open source, reseeding model, seeding,
underdesigned systems
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p396-fischer/p396-fischer.pdf
%X One fundamental challenge for the design of the interactive systems
of the future is to invent and design environments and cultures in which
humans can express themselves and engage in personally meaningful
activities. Unfortunately, a large number of new media are designed from
a perspective of viewing and treating humans primarily as consumers. The
possibility for humans to be and act as designers (in cases in which
they desire to do so) should be accessible not only to a small group of
high-tech scribes, but rather to all interested individuals and groups.
Meta-design characterizes activities, processes, and objectives to
create new media and environments that allow users to act as designers
and be creative.
   In this paper we discuss problems addressed by our research on
meta-design, provide a conceptual framework for meta-design, and
illustrate our developments in the context of a particular system, the
Envisionment and Discovery Collaboratory.

%M C.DIS.2000.406
%T A Dimension Space for the Design of Interactive Systems Within their
Physical Environments
%S Design Tools
%A T. C. Nicholas Graham
%A Leon A. Watts
%A Gaelle Calvary
%A Joelle Coutaz
%A Emmanuel Dubois
%A Laurence Nigay
%B DIS00
%D 2000
%P 406-416
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Information Interfaces and
Presentation - Multimedia Information Systems (H.5.1): Artificial,
augmented, and virtual realities; Computing Methodologies -Computer
Graphics - Three-Dimensional Graphics and Realism (I.3.7): Virtual
reality; Information Systems -Information Systems Applications - Office
Automation (H.4.1): Groupware; augmented reality, dimension space,
groupware, interactive system design
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p406-graham/p406-graham.pdf
%X This paper introduces a Dimension Space describing the entities
making up richly interactive systems. The Dimension Space is intended to
help designers understand both the physical and virtual entities from
which their systems are built, and the tradeoffs involved in both the
design of the entities themselves and of the combination of these
entities in a physical space. Entities are described from the point of
view of a person carrying out a task at a particular time, in terms of
their attention received, role, manifestation, input and output capacity
and informational density. The Dimension Space is applied to two new
systems developed at Grenoble, exposing design tradeoffs and design
rules for richly interactive systems.

%M C.DIS.2000.419
%T The Building Blocks of Experience: An Early Framework for Interaction
Designers
%S User Experience
%A Jodi Forlizzi
%A Shannon Ford
%B DIS00
%D 2000
%P 419-423
%K Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Information Systems -Information Interfaces and Presentation -
User Interfaces (H.5.2); Computing Milieux -Management of Computing and
Information Systems - Project and People Management (K.6.1): Systems
analysis and design; experience, interaction design, research, theory,
user experience
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p419-forlizzi/p419-forlizzi.pdf
%X Design activity has recently attempted to embrace designing the user
experience. Designers need to demystify how we design for user
experience and how the products we design achieve specific user
experience goals. This paper proposes an initial framework for
understanding experience as it relates to user-product interactions. We
propose a system for talking about experience, and look at what
influences experience and qualities of experience. The framework is
presented as a tool to understand what kinds of experiences products
evoke.

%M C.DIS.2000.424
%T Experience Prototyping
%S User Experience
%A Marion Buchenau
%A Jane Fulton Suri
%B DIS00
%D 2000
%P 424-433
%K Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Information Systems -Information Interfaces and Presentation -
User Interfaces (H.5.2); Computing Milieux -Management of Computing and
Information Systems - Project and People Management (K.6.1): Systems
analysis and design; design, experience, methods, prototyping
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p424-buchenau/p424-buchenau.pdf
%X In this paper, we describe "Experience Prototyping" as a form of
prototyping that enables design team members, users and clients to gain
first-hand appreciation of existing or future conditions through active
engagement with prototypes. We use examples from commercial design
projects to illustrate the value of such prototypes in three critical
design activities: understanding existing experiences, exploring design
ideas and in communicating design concepts.

%M C.DIS.2000.434
%T User-Driven Design of a Tangible Awareness Landscape
%S User Experience
%A Simon Lock
%A Jennifer Allanson
%A Peter Phillips
%B DIS00
%D 2000
%P 434-440
%K Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Information Systems -Information Interfaces and Presentation -
User Interfaces (H.5.2); Computing Milieux -Management of Computing and
Information Systems - Project and People Management (K.6.1): Systems
development; Information Systems -Information Systems Applications -
Office Automation (H.4.1): Groupware; awareness landscapes, tangible
media, user-driven design
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p434-lock/p434-lock.pdf
%X This paper describes the design and evolutionary development of a
system for supporting informal interactions between
geographically-remote members of a group. Based on simple internet
technologies, the system described enables the use of novel, tangible
devices for the purpose of discrete event notification. A simple system
was initially developed for use in an office environment for providing
awareness events via a single notification device. Over a four month
period this simple system evolved into a suite of low-cost, low-tech
notification devices for public and personal use. The numerous devices
utilised by the final system constitute a physical landscape of
awareness which have been demonstrated to support group and individual
awareness of discrete events in both fixed locations and on the move.

%M C.DIS.2000.442
%T Mergers and Acquisitions: The Changing Practice of HCI and Design
%S Panel Sessions
%A Margaret McCormack
%A Nico Macdonald
%A Christopher Pacione
%B DIS00
%D 2000
%P 442-443
%K Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Computing Milieux -Management of Computing and Information
Systems - Project and People Management (K.6.1): Systems analysis and
design; HCI practice, acquisitions, design practice, design trends,
mergers
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p442-mccormack/p442-mccormack.pdf
%X This session is intended to stimulate discussion about the current
trend? of mergers and acquisitions that are changing the practice of
Design, HCI, and technology based companies. A panel of influential
leaders from the Design and HCI communities will be brought together to
debate and discuss both the benefits and consequences of acquiring,
being acquired and remaining independent. Half the panelists will
represent mega e-powerhouses (companies that have been acquired or
merged within the last 3 years) and half the panelists will represent
smaller independent design and HCI companies.

%M C.DIS.2000.444
%T Panel: Teaching Tangible Interaction Design
%S Panel Sessions
%A Keiichi Sato
%A William Verplank
%B DIS00
%D 2000
%P 444-445
%K Computing Milieux -Computers and Education - Computer and Information
Science Education (K.3.2): Curriculum; Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2); Information
Systems -Models and Principles - User/Machine Systems (H.1.2);
interaction design education, interaction paradigms, physical
interaction, prototyping
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p444-sato/p444-sato.pdf
%X How do we educate the designers and engineers who will develop the
interactive products and systems of the future? Computing functions are
moving into physical objects; networking allows us to connect objects
and spaces. As products gain more computing and information technology
for power, control and interaction, they tend to lose direct and
physical qualities; networking creates tangled webs of non-locality.
This panel addresses a question How can we increase literacy in the
physical quality of experience and enhance design students capacity for
understanding the implications of embedded technologies in product
innovation?

%M C.DIS.2000.446
%T Stories and Storytelling in the Design of Interactive Systems
%S Panel Sessions
%A Dan Gruen
%B DIS00
%D 2000
%P 446-447
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles -
User/Machine Systems (H.1.2); Computing Milieux -Management of Computing
and Information Systems - Project and People Management (K.6.1): Systems
analysis and design;
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p446-gruen/p446-gruen.pdf
%X This panel will look at how stories can be used in the design of
interactive systems from two perspectives: stories that exist as the
content or organizing theme within a system, and stories told around the
people, settings, and activities in which an interactive system is used.
Although these uses are different, they involve common themes and the
use of similar tools. Examples from actual engagements using story-based
design techniques suggest that the same elements that contribute to a
compelling story, movie, or novel are important for a successful and
compelling product or offering. Participants will discuss their use of
stories, drawing from specific projects and engagements in which
stories, storyboards, and other narrative techniques have played a role.

%M C.DIS.2000.449
%T The Trialectical Architecture of Buildings, Intranets and
Organisations
%S Panel Sessions
%A Karen Mahony
%A Andrew Yeoh
%B DIS00
%D 2000
%P 449
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design;
Computer Applications - Arts and Humanities (J.5): Architecture;
Information Systems -Models and Principles - User/Machine Systems
(H.1.2); architecture, design, intranet, organisation
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p449-mahony/p449-mahony.pdf
%X In this paper, we explore the implications of the new dimension of
the intranet to the design of organisational environments.

%M C.DIS.2000.450
%T Reflecting on Design Practice: Exploring Video Documentary of
Designers in Action
%S Panel Sessions
%A Jacob Buur
%A Thomas Binder
%A Trond Are Oritsland
%B DIS00
%D 2000
%P 450-451
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Systems analysis and design;
Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): User-centered design;
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p450-buur/p450-buur.pdf

%M C.DIS.2000.452
%T Envisioning the E-Quarium: Strategic Design Planning for the Monterey
Bay Aquarium's Web site
%S Panel Sessions
%A Lauralee Alben
%A Michael Rigsby
%B DIS00
%D 2000
%P 452-454
%K Computer Applications - Physical Sciences and Engineering (J.2):
Earth and atmospheric sciences; Computer Applications - Life and Medical
Sciences (J.3): Biology and genetics; Computing Milieux -Management of
Computing and Information Systems - Project and People Management
(K.6.1): Systems analysis and design; Computing Methodologies
-Artificial Intelligence - Problem Solving, Control Methods, and Search
(I.2.8): Plan execution, formation, and generation; Information Systems
-Information Storage and Retrieval - Online Information Services
(H.3.5): Web-based services; Information Systems -Information Interfaces
and Presentation - Group and Organization Interfaces (H.5.3): Web-based
interaction; collaborative design, competitive analysis, goal planning,
interactive design, multimedia, online surveys, scenario planning,
strategy, visitor research, web site
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/347642/p452-alben/p452-alben.pdf
%X This presentation focuses on the strategic design planning and vision
creation process for the E-Quarium, the online complement to the
Monterey Bay Aquarium. More than six months of informed investigation
and analysis resulted in an ambitious redesign of the web site, which
launched in October 1999. The aquarium and AlbenFaris worked in close
partnership in a collaborative development process that included visitor
research, establishment of a clear strategic vision, a set of goals and
content objectives, identification of target audiences, scenario
planning, competitive analysis, site definition and design. As a result,
the new E-Quarium exemplifies the relevance of grounded design practice.
   More than a design case study, this is a thoughtful weaving of the
process, perspectives and experiences the designers gained from
understanding the aquariums structure, mission and culture and the needs
of the aquariums key audiences. The inclusion of experts in marine
biology and conservation, exhibition design and technology as members of
the development team provided inspiration and insights beyond the normal
boundaries of interactive design.
   This presentation is also a journey into the wonder of kelp forests
and the deep sea-habitats showcased in the aquarium exhibits and the
online E-Quarium. Both the physical aquarium and the E-Quarium have a
profound effect on visitors, inspiring and informing them about the
wonders of the oceans. And both serve as catalysts, making visitors
aware of ocean conservation issues and encouraging them to join with the
Monterey Bay Aquarium in the cause of ocean conservation.

fpack:!@#$%^&*(): SIGDOC23.BA
%M J.SIGDOC.23.1.3
%T Information, Technical Writing, Knowledge, and Power
%A Mattio Valentino
%J SIGDOC
%D 1999
%V 23
%N 1
%P 3-18
%* (c) Copyright 1999 ACM
%X In this paper Valentino reproduces and discusses Marin County
Resolution 97-20 (protesting NASA's launch of the Cassini spacecraft on
which 72 pounds of plutonium were used to generate power) and NASA's
informal and formal responses to that resolution (in which they
summarize the technical arguments for Cassini's safety). His rhetorical
analysis of these documents concludes that those "fluent in the
privileged discourse of science" have disproportionate influence on
public policy, even when health threats are involved. Three open
commentaries accompany Valentino's article. In the first, Gregory Clark
argues that "it is not the authority of knowledge" that dominates public
policy, but rather "the authority of expertise," which comes primarily
from institutional affiliation (19-21). In the second, Regina Lundgren
contends that "their use of technical and bureaucratic language" often
actually isolates scientists from power and from influence over
democratic decision making (22-24). In the third, Larry Shuman shows by
using public documents that the facts of the Marin/Cassini safety
dispute fail to support the analysis that Valentino offers (25-27).

%M J.SIGDOC.23.1.19
%T Technical Writing and the Authority of Expertise
%A Gregory Clark
%J SIGDOC
%D 1999
%V 23
%N 1
%P 19-21
%* (c) Copyright 1999 ACM
%O [commentary]
%X In the first of three commentaries on Valentino, Gregory Clark argues
that "it is not the authority of knowledge" that dominates public
policy, but rather "the authority of expertise," which comes primarily
from institutional affiliation (19-21).

%M J.SIGDOC.23.1.22
%T Balance of Power
%A Regina Lundgren
%J SIGDOC
%D 1999
%V 23
%N 1
%P 22-24
%* (c) Copyright 1999 ACM
%O [commentary]
%X In the second of three commentaries on Valentino, Regina Lundgren
contends that "their use of technical and bureaucratic language" often
actually isolates scientists from power and from influence over
democratic decision making (22-24).

%M J.SIGDOC.23.1.25
%T Commentary on a Case Study of NASA's Cassini Project
%A Larry Shuman
%A Gerald Kayten
%J SIGDOC
%D 1999
%V 23
%N 1
%P 25-27
%* (c) Copyright 1999 ACM
%O [commentary]
%X In the third of three commentaries on Valentino, Larry Shuman and
Gerald Kayten show by using public documents that the facts of the
Marin/Cassini safety dispute fail to support the analysis that Valentino
offers (25-27).

%M J.SIGDOC.23.1.28
%T Home Sweet Home? Where Do Technical Communication Departments Belong
%A Nina Wishbow
%J SIGDOC
%D 1999
%V 23
%N 1
%P 28-34
%* (c) Copyright 1999 ACM
%O [awareness essay]
%X Wishbow takes up the influential but often neglected problem of where
technical communication departments should best be located within the
structure of large corporations or agencies. She systematically compares
six different ways to place technical communicators in an organization,
explicitly listing the varied strengths and weaknesses of each
alternative and drawing out their social, political, and financial
consequences.

%M J.SIGDOC.23.1.35
%T Looking Backward, Looking Forward
%A Kathy Haramundanis
%J SIGDOC
%D 1999
%V 23
%N 1
%P 35-36
%* (c) Copyright 1999 ACM
%O [news]
%X Notes from the SIGDOC chair.

%M J.SIGDOC.23.2.3
%T Supporting Learners as Users
%A Mark Guzdial
%J SIGDOC
%D 1999
%V 23
%N 2
%P 3-13
%* (c) Copyright 1999 ACM
%X Guzdial points out the demanding hierarchy of educational goals that
confront students whenever they "are in the position of being users of
unmodified software like that used by professionals in their field,
while they are still learning the [basic] knowledge of professionals in
the field" (7). He then explains two fairly inexpensive scaffolding
techniques that have helped compensate for these demands in his classes:
(1) sharing a case library with each case "presented at multiple levels
of detail," and (2) starting a collaborative web site where students
exchange problem-solving examples. Both techniques improved student
motivation as well as information. Three open commentaries immediately
follow Guzdial's paper. In the first, Andrea diSessa argues for a more
revolutionary "literacy model," in which students learn "one very rich
piece of software, a computational medium, and reuse that skill again
and again over many years in multiple contexts" (14-18). In the second,
Stephen Draper notes that because most software users resemble Guzdial's
educational learners in trying to do real work while learning new tools,
his example-based and learner-created documentation techniques could
have wide applicability (19-24). In the third commentary, Hans van der
Meij scrutinizes Guzdial's own assumptions and web-site features, and
contends that the alleged benefits of student collaboration deserve more
careful study (25-31). All three commentators place their remarks in the
larger context of constructivism and "minimal manuals."

%M J.SIGDOC.23.2.14
%T How Should Students Learn?
%A Andrea DiSessa
%J SIGDOC
%D 1999
%V 23
%N 2
%P 14-18
%* (c) Copyright 1999 ACM
%O [commentary]
%X In the first of three commentaries on Guzdial, Andrea diSessa argues
for a more revolutionary "literacy model," in which students learn "one
very rich piece of software, a computational medium, and reuse that
skill again and again over many years in multiple contexts."

%M J.SIGDOC.23.2.19
%T Supporting Use, Learning, and Education
%A Stephen Draper
%J SIGDOC
%D 1999
%V 23
%N 2
%P 19-24
%* (c) Copyright 1999 ACM
%O [commentary]
%X In the second of three commentaries on Guzdial, Stephen Draper notes
that because most software users resemble Guzdial's educational learners
in trying to do real work while learning new tools, his example-based
and learner-created documentation techniques could have wide
applicability.

%M J.SIGDOC.23.2.25
%T Supporting the Reader as User
%A Hans Van der Meij
%J SIGDOC
%D 1999
%V 23
%N 2
%P 25-31
%* (c) Copyright 1999 ACM
%O [commentary]
%X In the third of three commentaries on Guzdial, Hans van der Meij
scrutinizes Guzdial's own assumptions and web-site features, and contends that
the alleged benefits of student collaboration deserve more careful study.

%M J.SIGDOC.23.2.34
%T Fifteen Ways of Looking at Minimalism
%A James Dubinsky
%J SIGDOC
%D 1999
%V 23
%N 2
%P 34-47
%* (c) Copyright 1999 ACM
%O [book commentary]
%X In this first of two related, extended book commentaries on John
Carroll's Minimalism Beyond the Nurnberg Funnel, Dubinsky systematically
surveys and compares the 15 contributions to this anthology on computer
documentation theory. All the essays either clarify minimalist design
principles or critically explore how well minimalism deals with current
documentation challenges. The commentary ends with a retrospective
personal interview with John Carroll, highlighting his own hindsight
views on minimalism's development and likely future.

%M J.SIGDOC.23.2.48
%T The Proven and Potential Promises of Minimalism for Technical
Communicators
%A Eric Lodor
%J SIGDOC
%D 1999
%V 23
%N 2
%P 48-56
%* (c) Copyright 1999 ACM
%O [book commentary]
%X In this second of two related, extended book commentaries on John
Carroll's Minimalism Beyond the Nurnberg Funnel, Lodor focuses on
minimalist documentation design from the practitioner's perspective. His
comments probe especially those chapters that debate whether minimalism
is applicable to complex domains, to the needs of expert users, and to
corporate publishing environments where cost dominates quality (or at
least usability) as a documentation priority.

%M J.SIGDOC.23.2.57
%T The Engineer as Technical Writer and Document Designer
%A C. Hugh Marsh
%J SIGDOC
%D 1999
%V 23
%N 2
%P 57-61
%* (c) Copyright 1999 ACM
%O [awareness essay]
%X As corporate downsizing shrinks the professional editorial staffs
available to support many engineering departments, working engineers are
increasingly expected to handle their own technical writing and document
design. Marsh tells how UC Santa Barbara's engineering program has
responded to this trend by increasing its required writing courses, and
how those engineering writing courses are structured to meet changing
student needs.

%M J.SIGDOC.23.2.62
%T SIGDOC 1999 Program Preview
%A Stuart Selber
%J SIGDOC
%D 1999
%V 23
%N 2
%P 62-63
%* (c) Copyright 1999 ACM
%O [news]
%X Planned features and highlights of the SIGDOC 1999 conference.

%M J.SIGDOC.23.3.2
%T Introduction to this Classic Reprint and Commentaries
%A Bob Waite
%J SIGDOC
%D 1999
%V 23
%N 3
%P 2-3
%* (c) Copyright 1999 ACM
%O [introduction]
%X Waite explains why the STOP report was selected as a JCD classic
reprint and the stance each of four commentators takes in
retrospectively assessing its significance.

%M J.SIGDOC.23.3.4
%T Sequential Thematic Organization of Publications (STOP)
%A J. R. Tracey
%A D. E. Rugh
%A W. S. Starkey
%J SIGDOC
%D 1999
%V 23
%N 3
%P 4-68
%* (c) Copyright 1999 ACM
%O [classic reprint]
%X The Sequential Thematic Organization of Publications (STOP) is an
influential, controversial, highly structured method for planning and
then producing multi-author technical reports (especially proposals)
that was developed at Hughes Aircraft in the 1960s. This classic reprint
reproduces (with permission) the entire original STOP analysis (long out
of print), including the explanatory diagrams, followed by four
contemporary commentaries that discuss its impact over the last 30
years. Author Wendel Starkey also offers his own look back at STOP's
significance (102-103).

%M J.SIGDOC.23.3.69
%T STOP: Light on the History of Outlining
%A Jonathan Price
%J SIGDOC
%D 1999
%V 23
%N 3
%P 69-78
%* (c) Copyright 1999 ACM
%O [commentary]
%X By providing a detailed and thoroughly referenced review of the
history of outlining, Price argues that "the STOP team took outlining as
far as they could on paper" (76), and they even anticipated recent
developments in flexible, electronic outlining. STOP criticizes static,
classificatory outlines in favor of active, thematic outlines (presented
as storyboards), thus promoting the view (favored by Price) that
revisable outlining can be a key feature of persuasive collaborative
writing.

%M J.SIGDOC.23.3.79
%T Anticipations of Hypertext: STOP and the Literary Machine
%A Mark Bernstein
%J SIGDOC
%D 1999
%V 23
%N 3
%P 79-86
%* (c) Copyright 1999 ACM
%O [commentary]
%X "In addressing document engineering needs of the 1960s," contends
Bernstein, "STOP anticipates the [hypertext] documentation controversies
of the 1990s" (79), including debates about the importance of
information modularity, the value of "explicit hierarchical structure
and persuasive navigational cues" (81), and the role of images in
technical text. But STOP overlooked the impact of both audience
diversity and reader participation in interpreting complex publications.

%M J.SIGDOC.23.3.87
%T Two Approaches to Modularity: Comparing the STOP Approach with
Structured Writing
%A Robert Horn
%J SIGDOC
%D 1999
%V 23
%N 3
%P 87-95
%* (c) Copyright 1999 ACM
%O [commentary]
%X Both STOP and information mapping's "structured writing" reject
unmodular prose composition as ineffective. But Horn looks below the
surface to find many underlying differences: where STOP is broadly
formulaic, structured writing invokes detailed content analysis,
instructional design techniques, an elaborate scheme for creating
variable-sized modules, and similarly complex rules for text-graphics
integration.

%M J.SIGDOC.23.3.96
%T Bits, Atoms, and the Technical Writer: The Rhetoric of STOP
%A Edmond H. Weiss
%J SIGDOC
%D 1999
%V 23
%N 3
%P 96-101
%* (c) Copyright 1999 ACM
%O [commentary]
%X Weiss, for whom STOP's proposal-design technique "was the only
important innovation in technical communication since Aristotle,"
complains here that "the assertive rhetoric of STOP -- in which authors
took complete responsibility for the actual physical form of their
message -- is yielding to a passive or neutral rhetoric in which writers
create resources and the readers/receivers extract and shape the message
to suit their preferences" (96).

%M J.SIGDOC.23.3.102
%T Author's Response to Commentaries
%A Wendel S. Starkey
%J SIGDOC
%D 1999
%V 23
%N 3
%P 102-103
%* (c) Copyright 1999 ACM
%O [introduction]
%X Original STOP co-author Starkey notes in retrospect how important
STOP was in managing multi-author projects and in giving editors a key
role in guiding proposal structure.

%M J.SIGDOC.23.3.104
%T SIGDOC99 Program, Travel, and Registration News
%A Johndan Johnson-Eilola
%J SIGDOC
%D 1999
%V 23
%N 3
%P 104-108
%* (c) Copyright 1999 ACM
%O [news]
%X Program summary and registration details for the annual conference.

%M J.SIGDOC.23.4.3
%T Winograd, Terry. (1999)
%T Documentation, Interaction, and Conversation
%J SIGDOC
%D 1999
%V 23
%N 4
%P 3-7
%* (c) Copyright 1999 ACM
%X From the perspective of an artificial intelligence researcher now
acquainted with digital libraries, Winograd argues that documentation,
however well executed, is never an end in itself but always just a means
to user performance, "a part of getting something done that they care
about." He compares documentation use with other user "conversations"
(with software and other people) to contend that "there is no boundary
at which the interface stops and the documentation begins" (5). Hence an
awareness of "how people actually work in living situations" (7) is
crucial for good documentation design. Two open commentaries immediately
follow Winograd's paper. In the first, Whitney Quesenbery (8-11)
elaborates on the holistic, integrative role of documentation (which
Winograd admits near the end of his paper). Writers are often the only
staff members who see a whole product from the user's perspective, and
their insight into user mental models should have influence earlier in
the design process. In the second commentary, Dennis Wixon (12-14)
examines Winograd's examples again and finds that in designing both
documentation and product interfaces the best goal is to match user
needs in diversity as well as in grain size.

%M J.SIGDOC.23.4.8
%T Documentation's Holistic Role
%A Whitney Quesenbery
%J SIGDOC
%D 1999
%V 23
%N 4
%P 8-11
%* (c) Copyright 1999 ACM
%O [commentary]
%X In the first of two commentaries on Winograd, Whitney Quesenbery
elaborates on the holistic, integrative role of documentation (which
Winograd admits near the end of his paper). Writers are often the only
staff members who see a whole product from the user's perspective, and
their insight into user mental models should have influence earlier in
the design process.

%M J.SIGDOC.23.4.12
%T Rethinking Documentation and Interface: Reflections on Categorical
Approaches
%A Dennis Wixon
%J SIGDOC
%D 1999
%V 23
%N 4
%P 12-14
%* (c) Copyright 1999 ACM
%O [commentary]
%X In the second of two commentaries on Winograd, Dennis Wixon examines
Winograd's examples again and finds that in designing both documentation
and product interfaces the best goal is to match user needs in diversity
as well as in grain size.

%M J.SIGDOC.23.4.15
%T Assisting the Virtual User
%A John Ober
%J SIGDOC
%D 1999
%V 23
%N 4
%P 15-21
%* (c) Copyright 1999 ACM
%O [awareness essay]
%X With examples drawn from the web interface to the California Digital
Library, Ober argues in this awareness essay that a gentle return to
some of the goals of earlier artificial intelligence projects could
build flexible user assistance into otherwise confusing software
interfaces. "Confusion recognizers" that deploy help "just in time" to
overcome barriers, and "pedagogically aware" features that educate uses
as well as merely rescue them, are two promising (though seldom seen)
examples of such adaptive online assistance.

%M J.SIGDOC.23.4.23
%T Expanding English Studies to Include Workplace Writing
%A M. Ann Brady
%J SIGDOC
%D 1999
%V 23
%N 4
%P 23-26
%* (c) Copyright 1999 ACM
%O [book commentary]
%X In this first of three related, extended book commentaries on Garay
and Berhnardt's Expanding Literacies, Brady summarizes many of the
essays in this anthology on teaching technical writing in high schools
and community colleges. She then expresses her concern that "what the
collection does not offer is resistance to conventional notions of
teachers serving industry uncritically, reviewing and revising their
pedagogy without asking for what purpose..."

%M J.SIGDOC.23.4.27
%T (Ex)panding (Lit)eracies: Taking English Out of Bounds
%A Evelyn Johnson
%J SIGDOC
%D 1999
%V 23
%N 4
%P 27-29
%* (c) Copyright 1999 ACM
%O [book commentary]
%X In this second of three related, extended book commentaries on Garay
and Berhnardt's Expanding Literacies, Johnson acknowledges that "the
authors manage to make the case that English instruction must include
literacies that students will use in their work lives." But she urges
curricular reform that still leaves students with a "wide-angle lens on
the world and a critique in their hearts," and that leaves teachers
victorious in any corporate "power plays within the community of the
school."

%M J.SIGDOC.23.4.30
%T Worries About the New Literacies
%A Dale Sullivan
%J SIGDOC
%D 1999
%V 23
%N 4
%P 30-34
%* (c) Copyright 1999 ACM
%O [book commentary]
%X In this third of three related, extended book commentaries on Garay
and Berhnardt's Expanding Literacies, Sullivan as "critic of
technological society" debates with Sullivan as "practical rhetorician"
about whether this book's advice is healthy or unhealthy for schools and
their students. Reluctant to give up the usual humanistic emphasis in
writing classes, he nevertheless recognizes that "contextualized writing
in real world situations" is just what he himself advocated during his
days directing a "writing across the curriculum" university program.

%M J.SIGDOC.23.4.36
%T The HCI Bibliography and SIGDOC
%A Gary Perlman
%J SIGDOC
%D 1999
%V 23
%N 4
%P 36
%* (c) Copyright 1999 ACM
%O [news]
%X The URL, description, and coverage policy of a web site that unifies
most of the HCI literature.

%M J.SIGDOC.23.4.37
%T IPCC/SIGDOC 2000 Call for Papers
%A Susan B. Jones
%J SIGDOC
%D 1999
%V 23
%N 4
%P 37-38
%* (c) Copyright 1999 ACM
%O [news]
%X How to contribute to the joint IPCC/SIGDOC international conference
at Cambridge, MA, in September, 2000.

fpack:!@#$%^&*(): INTER01.BA
%M J.INTER.1.1.7
%T The World is Not a Desktop
%S Departments: Perspectives
%A Mark Weiser
%J INTER
%D 1994
%V 1
%N 1
%P 7-8
%* (c) Copyright 1994 Association for Computing Machinery
%X What is the
metaphor for the computer of the future?  The intelligent
agent?  The television (multimedia)?  The 3-D graphics
world (virtual reality)?  The Star Trek ubiquitous voice computer? 
The GUI desktop, honed and refined?  The machine
that magically grants our wishes?  The right answer is "none
of the above," because all of these concepts share a basic
flaw -- they make the computer visible.

%M J.INTER.1.1.10
%T Making It Macintosh: Designing the Message When the Message is Design
%S Features: Case Study
%A Lauralee Alben
%A Jim Faris
%A Harry Saddler
%J INTER
%D 1994
%V 1
%N 1
%P 10-20
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-1/p11-alben/p11-alben.pdf
%X Alben, Faris and Saddler describe the two-year development process that
included graphic and interface designers.

%M J.INTER.1.1.22
%T A WIMP No More: The Maturing of User Interface Engineering
%S Features: In Focus
%A Bill Curtis
%A Bill Hefley
%J INTER
%D 1994
%V 1
%N 1
%P 22-34
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-1/p22-curtis/p22-curtis.pdf
%X Looking to the past, present and future of interface design, the authors
review forces shaping its application and present a vision of emerging
engineering practice.

%M J.INTER.1.1.35
%T Twenty-Two Tips for a Happier, Healthier Prototype
%S Columns: Methods and Tools
%A James Rudd
%A Scott Isensee
%J INTER
%D 1994
%V 1
%N 1
%P 35-40
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-1/p35-rudd/p35-rudd.pdf
%Y 1. Obtain upper-level development management support
2. Throw away your prototype
3. Make prototypes with high fidelity
4. Take every opportunity to show the prototype
5. Don't waste time prototyping add-ons
6. Start early
7. Make the prototype the functional specification
8. Disseminate to all technical leaders and developers
9. Develop idealistic instead of realistic prototypes
10. Use the best tools
11. Grab a piece of the action
12. The customer is king
13. Look outside the US
14. Keep control of the prototype in your shop
15. Pay attention to aesthetics
16. Don't delegate the prototyping
17. Become multidisciplinary
18. Spread the word
19. Understand your corporate design guidelines
20. Research the key interface issues
21. Know the competition
22. Don't become a traditional (schedule-driven) developer
%X The success of a prototyping effort is often dependent on lessons learned
at the School of Hard Knocks.

%M J.INTER.1.1.41
%T Metaphor Mayhem: Mismanaging Expectation and Surprise
%S Columns: Design
%A Aaron Marcus
%J INTER
%D 1994
%V 1
%N 1
%P 41-43
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-1/p41-marcus/p41-marcus.pdf
%X Metaphors provide the underlying images, terms, and concepts that make
communication possible.

%M J.INTER.1.1.44 acmdl4 missing scan
%T A Conversation with Brenda Laurel
%S Highlights: Interview
%A Karen A. Frenkel
%J INTER
%D 1994
%V 1
%N 1
%P 44-53
%* (c) Copyright 1994 Association for Computing Machinery
%X Brenda Laurel, actress,
research artist and UI
pioneer is well-known for
her innovative and zestfully
expressed ideas on
UI design, interactive
media, videogames, virtual
reality, and how
computing and computer
networks can touch
our lives.  Her influential
book, Computers as
Theatre (Addison Wesley,
1991) has just been issued in paperback with
a new chapter on hype
and virtual reality.
   "I describe myself as a research artist.  I do art in the sense that I'm
really interested in representing point of view and building representations
that allow people to have feelings.  I see that as a valid way to drive
research."

%M J.INTER.1.1.55
%T A Discipline of Software Architecture
%S Features: Article
%A Peter J. Denning
%A Pamela A. Dargan
%J INTER
%D 1994
%V 1
%N 1
%P 55-65
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-1/p55-denning/p55-denning.pdf
%X The authors propose a new skill called "ontological mapping" as the basis
of a discipline of software architecture.

%M J.INTER.1.1.67 acmdl4 missing PDF link
%T "Sparks of Innovation in Human-Computer Interaction,"
edited by Ben Shneiderman
%S Departments: Book Preview
%A Ben Shneiderman
%J INTER
%D 1994
%V 1
%N 1
%P 67-71
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-1/p67-bookreview/p67-bookreview.pdf
%X Supporting the Process of Innovation: The Maryland Way. 
Innovation is a
mysterious process.  As a university community we have been
repeatedly, but not consistently, successful in research and
practical design.  However, I still don't know how to predict
when and where innovation will appear.

%M J.INTER.1.1.73
%T Challenges of HCI Design and Implementation
%S Features: Article
%A Brad A. Myers
%J INTER
%D 1994
%V 1
%N 1
%P 73-83
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-1/p73-myers/p73-myers.pdf
%X Myers reiterates that focusing on a system's user interface is important
even though difficult.

%M J.INTER.1.1.85
%T CHI'94: "Celebrating Interdependence"
%S Departments: Conference Preview
%J INTER
%D 1994
%V 1
%N 1
%P 85-87
%* (c) Copyright 1994 Association for Computing Machinery
%X As user interface design, human factors and enterprise-wide technology
planning continue to be increasingly important in the design of products
ranging from industrial controls to workstation and PC software, the annual
CHI conference continues to provide the premier venue for learning about
advances in the Human-Computer Interaction (HCI) field.

%M J.INTER.1.1.88
%T Reflections
%S Departments
%A John Rheinfrank
%A Bill Hefley
%J INTER
%D 1994
%V 1
%N 1
%P 88
%* (c) Copyright 1994 Association for Computing Machinery
%X It has been only a decade since the world was told that computing would be
made available for the "rest of us."  A handful of early explorers -- Vannevar
Bush, Doug Engelbart, and Alan Kay to name a few -- had laid the foundations
that would enable subsequent generations to continue developing new frontiers. 
Now that period of quiet exploration has ended and new generations have taken
up the challenge of defining the future by thoughtfully building it.

%M J.INTER.1.2.7
%T Designing a Language for Interactions
%S Departments: Perspectives
%A Terry Winograd
%J INTER
%D 1994
%V 1
%N 2
%P 7-9
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-2/p7-winograd/p7-winograd.pdf
%X Being a university teacher in the area of human-computer
interaction can be both exciting and frustrating.  There is
a problem in trying to gather together appropriate
materials in a field not yet mature enough to have
produced a tradition of "classics."

%M J.INTER.1.2.10
%S Departments: What's Happening
%J INTER
%D 1994
%V 1
%N 2
%P 10-12
%* (c) Copyright 1994 Association for Computing Machinery
%Y The Computer Museum Hosts First Internet Auction
ACM's Karlstrom Award for Education Achievement Goes to Andries Van Dam
Ivan Sutherland's "Sketchpad" Garners ACM Software System Award
An HCI Textbook Available On-Line

%M J.INTER.1.2.13
%T A Conversation with Alan Kay
%S Highlights: Interview
%A Karen A. Frenkel
%J INTER
%D 1994
%V 1
%N 2
%P 13-22
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-2/p13-frenkel/p13-frenkel.pdf
%X "Many five and six year olds have a theory that wind is
made by the trees moving their branches.  You should
never tell a child that is wrong.  The real question is: In
what setting is that theory really working?  Now that
theory does not work well out in the physical world.  It
works just fine as a poetic image, and it works really
well in a stage play that has some mystical elements in it,
like Snow White."

%M J.INTER.1.2.24
%T Computers and Communication Design: Exploring the Rhetoric of HCI
%S Features: Case Study
%A Daniel Boyarski
%A Richard Buchanan
%J INTER
%D 1994
%V 1
%N 2
%P 24-35
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-2/p25-boyarski/p25-boyarski.pdf
%X Boyarski and Buchanan discuss
how to convert the current
understanding of HCI into products
that engage human beings and
facilitate their activities.

%M J.INTER.1.2.36
%T Learner-Centered Design: The Challenge for HCI in The 21st Century
%S Features: In Focus
%A Elliot Soloway
%A Mark Guzdial
%A Kenneth E. Hay
%J INTER
%D 1994
%V 1
%N 2
%P 36-48
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-2/p36-soloway/p36-soloway.pdf
%X Soloway, Guzdial, and Hay
contend that the HCI community
must move from user-centered
design to learner-centered design.

%M J.INTER.1.2.49
%T New Wave Prototyping: Use and Abuse of Vacuous Prototypes
%S Columns: Design
%A Hal Berghel
%J INTER
%D 1994
%V 1
%N 2
%P 49-54
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-2/p49-berghel/p49-berghel.pdf
%X The author takes issue with Rudd and Isensee's January
1994 interactions column.  Rudd and Isensee respond.

%M J.INTER.1.2.55
%T Why GUI Panic is Good Panic
%S Columns: Methods and Tools
%A Jakob Nielsen
%J INTER
%D 1994
%V 1
%N 2
%P 55-58
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-2/p55-nielsen/p55-nielsen.pdf
%X Having to design completely new interfaces often serves as
a powerful motivator to learn more about usability and
to bring in a small amount of usability expertise.

%M J.INTER.1.2.60
%T Designing Computers with People in Mind
%S Features: Article
%A Anne Garrison
%A S. Joy Mountford
%A Greg Thomas
%J INTER
%D 1994
%V 1
%N 2
%P 60-69
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-2/p61-garrison/p61-garrison.pdf
%X The authors describe three
prototype products from the Apple
Interface Design Project.

%M J.INTER.1.2.71
%T VRST'94
%S Departments: Conference Preview
%J INTER
%D 1994
%V 1
%N 2
%P 71-72
%* (c) Copyright 1994 Association for Computing Machinery
%X The Conference on Virtual Reality Software
and Technology, is a high-quality forum for presenting
innovative virtual reality (VR) research and development. 
This conference, sponsored by ACM SIGCHI and the
Institute of Systems Science, Singapore, will be held August
23-26, 1994 in Singapore.

%M J.INTER.1.2.73
%T "Readings in Human-Computer Interaction: Toward the Year 2000," edited and
written by Ronald Baecker, Jonathan Grudin, William Buxton, and Saul Greenberg
%S Departments: Book Preview
%J INTER
%D 1994
%V 1
%N 2
%P 73-79
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-2/p73-bruer/p73-bruer.pdf

%M J.INTER.1.2.80
%S Departments: Reflections
%A John Rheinfrank
%A Bill Hefley
%J INTER
%D 1994
%V 1
%N 2
%P 80
%* (c) Copyright 1994 Association for Computing Machinery
%X There are two
kinds of cooks.  One kind slaves over recipes.  The
other has a "feel" for the preparation of food, its
presentation, and the experience of eating.

%M J.INTER.1.3.7
%S Departments: What's Happening
%J INTER
%D 1994
%V 1
%N 3
%P 7-10
%* (c) Copyright 1994 Association for Computing Machinery
%Y Multimedia, Hypermedia and Television on the Internet
	Gary Welz
Browsing HCI on the World-Wide Web
	Gary Perlman
	http://www.acm.org/~perlman/interactions/13-www.html

%M J.INTER.1.3.11
%T Holes in History
%S Departments: Perspectives
%A Jef Raskin
%J INTER
%D 1994
%V 1
%N 3
%P 11-16
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-3/p11-raskin/p11-raskin.pdf
%X A personal perspective on how and why the
early history of today's major interface paradigm has been so
often misreported.  The popular media has a poor
track record of accurately presenting the recent history of
technology.  Regarding the story of the origin of human-computer
interfaces, they have been far off the mark.

%M J.INTER.1.3.17
%T If We're a Team, Why Don't We Act Like One?
%S Columns: Design
%A Karen Holtzblatt
%J INTER
%D 1994
%V 1
%N 3
%P 17-20
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-3/p17-holtzblatt/p17-holtzblatt.pdf
%X The author addresses difficulties in communicating effectively
within design teams and outlines creative techniques
to overcome these barriers in design conversations.

%M J.INTER.1.3.21
%T Remote Usability Testing
%S Columns: Methods and Tools
%A Monty Hammontree
%A Paul Weiler
%A Nandini Nayak
%J INTER
%D 1994
%V 1
%N 3
%P 21-25
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-3/p21-hammontree/p21-hammontree.pdf
%X The authors describe strategies and technological building
blocks needed for conducting usability testing with representative
users located around the globe.

%M J.INTER.1.3.26
%T Investigating Lake Iluka: Graphic Design for the Interface
%S Features: Case Study
%A Susan E. Metros
%J INTER
%D 1994
%V 1
%N 3
%P 26-40
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-3/p28-metros/p28-metros.pdf
%X Metros discusses her experiences as a
graphic designer on the interdisciplinary
multimedia development
team that crafted "Investigating
Lake Iluka."

%M J.INTER.1.3.43
%T A Conversation with Bob Galvin
%S Highlights: Interview
%A Karen A. Frenkel
%J INTER
%D 1994
%V 1
%N 3
%P 43-52
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-3/p43-frenkel/p43-frenkel.pdf
%X Robert W. Galvin started his career at Motorola in 1940.  He held the
senior officership in the company from 1959 until January 1990,
when he became Chairman of the Executive Committee.  Galvin continues
to serve as a full-time officer of Motorola.  Here, Galvin discusses how corporations
can foster creativity among employeers, improve the quality of
their products, and become more competitive nationally and internationally. 
He relates his management philosophy, as expressed in his book The
Idea of Ideas (Motorola University Press, 1991), to design and the process
of team design.  In 1989, Motorola was the first large company-wide winner
of the Malcolm Baldridge National Quality Award.
   "If one is oriented towards purposeful, process-driven creativity,
one instinctively is always doing it.  The person
who is instinctively drawn to dynamic processing creativity
asks where else does this apply, what could it be combined
with, why is it a good idea, why don't they stop it."

%M J.INTER.1.3.54
%T Designing for Demanding Users
%S Features: In Focus
%A Michael Sellers
%J INTER
%D 1994
%V 1
%N 3
%P 54-64
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-3/p54-sellers/p54-sellers.pdf
%X Sellers presents three examples of
applying user-centered design
processes in developing highly usable
interfaces for
demanding users --
doctors, lawyers, and
learners.

%M J.INTER.1.3.65
%T User-Centered Processes and Evaluation in Product Development
%S Features: Article
%A Karen H. Kvavik
%A Shifteh Karimi
%A Allen Cypher
%A Deborah J. Mayhew
%J INTER
%D 1994
%V 1
%N 3
%P 65-71
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-3/p65-kvavik/p65-kvavik.pdf
%X The authors describe real-life cases
illustrating user-centered design
processes in different settings with
micro-, macro- and global foci.

%M J.INTER.1.3.72
%T ACM SIGGRAPH'94: The Twenty-First International Conference on Computer
Graphics and Interactive Techniques
%S Departments: Conference Previews
%J INTER
%D 1994
%V 1
%N 3
%P 72-75
%* (c) Copyright 1994 Association for Computing Machinery

%M J.INTER.1.3.75
%T ACM Multimedia'94
%S Departments: Conference Previews
%J INTER
%D 1994
%V 1
%N 3
%P 75-76
%* (c) Copyright 1994 Association for Computing Machinery
%X Bringing together those working on multimedia and providing them
a forum to learn from one another.

%M J.INTER.1.3.77
%T Participatory Design Conference
%S Departments: Conference Previews
%J INTER
%D 1994
%V 1
%N 3
%P 77-78
%* (c) Copyright 1994 Association for Computing Machinery
%X A conference on methods, experiences, and perspectives on
participatory approaches to technology design.

%M J.INTER.1.3.79
%T Innovation and Design: The Emerging Boundary Conditions
%S Departments: Reflections
%A John Rheinfrank
%A Bill Hefley
%J INTER
%D 1994
%V 1
%N 3
%P 79-80
%* (c) Copyright 1994 Association for Computing Machinery
%X All too often design is seen as styling and producing the
peripheral effect rather than as primary innovation and
the creation of significant, meaningful discontinuity. 
As designers, especially as interaction designers, we
need to remind ourselves that the intent of design is to
create wonder-full, meaning-full experiences for people.

%M J.INTER.1.4.7
%S Departments: What's Happening
%J INTER
%D 1994
%V 1
%N 4
%P 7-10
%* (c) Copyright 1994 Association for Computing Machinery
%Y Usenet Newsgroups and Frequently Asked/Answered Questions on HCI
	Gary Perlman
	http://www.acm.org/~perlman/interactions/14-faq.html
Access to ACM.ORG Information
Recent Readings on User Interface Evaluation
Video Animation Tools
	Jeremy Roschelle

%M J.INTER.1.4.11
%T Usability: The Final Frontier
%S Departments: Perspectives
%A Lon Barfield
%J INTER
%D 1994
%V 1
%N 4
%P 11-13
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-4/p11-barfield/p11-barfield.pdf

%M J.INTER.1.4.15
%T Document Interface
%S Columns: Design
%A Rob Haimes
%J INTER
%D 1994
%V 1
%N 4
%P 15-18
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-4/p15-haimes/p15-haimes.pdf
%X The author addresses document design, and asks how
designing advanced documents relate to interaction design
or graphic design (or even system design)?

%M J.INTER.1.4.19
%T As They May Work
%S Columns: Methods and Tools
%A Jakob Nielsen
%J INTER
%D 1994
%V 1
%N 4
%P 19-24
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-4/p19-nielsen/p19-nielsen.pdf
%X The author describes strategies for extending a task
analysis to suggest a number of features that users would
likely want in a new system.

%M J.INTER.1.4.26
%T Harmony on an Expanding Net
%S Features: Case Study
%A Barry Fenn
%A Hermann Mauer
%J INTER
%D 1994
%V 1
%N 4
%P 26-38
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-4/p26-fenn/p26-fenn.pdf
%X The authors discuss the growth of the Internet
and introduce Harmony, the first Hyper-G client software.

%M J.INTER.1.4.39
%T A Conversation with Fred Brooks
%S Features: Interview
%A Karen A. Frenkel
%J INTER
%D 1994
%V 1
%N 4
%P 39-45
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-4/p39-frenkel/p39-frenkel.pdf
%X Fred Brooks is knows for his pioneering
work in the visualization of molecular
models.  This year, at SIGGRAPH, he
received the Allen Newell Award, which is
given for career contributions that have
breadth within computer science, or that
bridge computer science and other disciplines. 
He is also the author of the widely
read book, The Mythical Man-Month
(1975, Addison-Wesley).  Here he discusses
tools of the present and future for scientific
visualization, remotely held meetings and
other applications.  Dr. Brooks is Professor
of Computer Science at the University of
North Carolina, Chapel Hill.
   "In contrast with many engineers who make houses, cars,
medicines, clothing for human need and enjoyment, we
make things that themselves do not meet human needs,
but serve as tools in the meeting of needs.  In a word, the
computer scientist is a toolsmith -- no more, but no less. 
It is an honorable calling."

%M J.INTER.1.4.46
%T The Interactions of Alicyn in Cyberland
%S Features: Article
%A Leila J. Johannesen
%J INTER
%D 1994
%V 1
%N 4
%P 46-57
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-4/p46-johannesen/p46-johannesen.pdf
%X This tale illustrates issues
in HCI: What are effective
paradigms for human-machine interaction? 
What constitutes good
advice?  And, what does
it mean to understand
something?

%M J.INTER.1.4.58 acmdl4 missing PDF link
%T Explicitly Modal Interfaces for Business Professionals
%S Features: Article
%A Alan Wexelblat
%J INTER
%D 1994
%V 1
%N 4
%P 58-66
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-4/p57-wexelblat/p57-wexelblat.pdf
%X Wexelblat describes lessons
learned in designing and
building a desktop interface
targeted at business
and professional users.

%M J.INTER.1.4.67
%T Infomedia: Improving Access to Digital Video
%S Features: In Focus
%A Scott Stevens
%A Michael Christel
%A Howard Wactlar
%J INTER
%D 1994
%V 1
%N 4
%P 67-71
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/journals/interactions/1994-1-4/p67-stevens/p67-stevens.pdf
%X The authors describe
intelligent, automatic
mechanisms for full-content
search and retrieval
from digital video, audio,
and text libraries.

%M J.INTER.1.4.73
%T "The McGraw-Hill Multimedia Handbook," edited by Jessica Keyes
%S Departments: Book Previews
%J INTER
%D 1994
%V 1
%N 4
%P 73-74
%* (c) Copyright 1994 Association for Computing Machinery
%X Industry experts predict that by 1995, multimedia will
explode into a 15 to 20 billion dollar industry.  These
same pundits forecast that by the year 2000 every
computer will be a multimedia machine.  The
McGraw-Hill Multimedia Handbook, has 50 chapters,
60 contributors, 800 pages and 200 images
whose sole goal is to prepare readers to ride a
tidal wave of change.

%M J.INTER.1.4.74
%T "Cost-Justifying Usability," edited by Randolph G. Bias and Deborah J. Mayhew
%S Departments: Book Previews
%J INTER
%D 1994
%V 1
%N 4
%P 74-75
%* (c) Copyright 1994 Association for Computing Machinery

%M J.INTER.1.4.76
%T "The Cross-GUI Handbook for Multiplatform User Interface Design," by
Aaron Marcus, Nick Smilonich, and Lynne Thompson
%S Departments: Book Previews
%J INTER
%D 1994
%V 1
%N 4
%P 76
%* (c) Copyright 1994 Association for Computing Machinery

%M J.INTER.1.4.76 ?? add other titles to [ae]books
%T "Multimedia Systems," by John F. Koegel Buford
%S Departments: Book Previews
%J INTER
%D 1994
%V 1
%N 4
%P 76-77
%* (c) Copyright 1994 Association for Computing Machinery

%M J.INTER.1.4.79
%T CSCW'94: ACM Conference on Computer-Supported Cooperative Work
%S Departments: Conference Previews
%J INTER
%D 1994
%V 1
%N 4
%P 79-81
%* (c) Copyright 1994 Association for Computing Machinery
%X Combining communications and computing
technologies to support work and other activities in groups
varying in task, size, permanence, and structure.

%M J.INTER.1.4.81
%T UIST'94: ACM Symposium on User Interface Software and Technology
%S Departments: Conference Previews
%J INTER
%D 1994
%V 1
%N 4
%P 81-82
%* (c) Copyright 1994 Association for Computing Machinery
%X The Seventh Annual Symposium on User Interface Software and Technology,
is the premier forum on innovative development of the human-computer interface.

%M J.INTER.1.4.84
%S Departments: Reflections
%A John Rheinfrank
%A Bill Hefley
%J INTER
%D 1994
%V 1
%N 4
%P 84
%* (c) Copyright 1994 Association for Computing Machinery
%X We have been using the word
"community" to describe the webs of connection that are forming
around computing and communication networks.  Our
belief is that these webs are not, in fact, communities, but other
forms of social organization.  We also believe that enabling the
foundation of true communities within the networking domain
should be one of our goals over the next five years.

fpack:!@#$%^&*(): BCSHCI03.B
%M C.BCSHCI.03.3
%T Understanding Task Grouping Strategies
%S Doing the Right Thing in the Right Place: Technology, Theory and Design for Multiple and Group Activities
%A P. J. Wild
%A P. Johnson
%A H. Johnson
%B BCSHCI03
%D 2003
%P 3-20
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.21
%T Two Phenomenological Studies of Place
%S Doing the Right Thing in the Right Place: Technology, Theory and Design for Multiple and Group Activities
%A P. Turner
%A S. Turner
%B BCSHCI03
%D 2003
%P 21-36
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.37
%T The Interaction Character of Computers in Co-located Collaboration
%S Doing the Right Thing in the Right Place: Technology, Theory and Design for Multiple and Group Activities
%A M. Arvola
%B BCSHCI03
%D 2003
%P 37-52
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.55
%T How Knowledge Workers Gather Information from the Web: Implications
for Peer-to-Peer File Sharing Tools
%S Information Retrieval
%A J. Hyams
%A A. Sellen
%B BCSHCI03
%D 2003
%P 55-72
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.73
%T Evaluation of a Prototype Interface for Structured Document Retrieval
%S Information Retrieval
%A J. Reid
%A M. D. Dunlop
%B BCSHCI03
%D 2003
%P 73-86
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.87
%T Comparing Speed-dependent Automatic Zooming with Traditional Scroll,
Pan and Zoom Methods
%S Information Retrieval
%A A. Cockburn
%A J. Savage
%B BCSHCI03
%D 2003
%P 87-102
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.105
%T The Application of Urban Design Principles to Navigation of
Information Spaces
%S Design Methods and Principles
%A D. Benyon
%A B. Wilmes
%B BCSHCI03
%D 2003
%P 105-126
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.127
%T A Method for Organizational Culture Analysis as a Basis for the
Implementation of User-Centred Design into Organizations
%S Design Methods and Principles
%A N. Iivari
%A K. Juntunen
%A I. Tuikkala
%B BCSHCI03
%D 2003
%P 127-142
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.145
%T Changing Analysts' Tunes: The Surprising Impact of a New Instrument
for Usability Inspection Method Assessment
%S Evaluation Methods
%A G. Cockton
%A A. Woolrych
%A L. Hall
%A M. Hindmarch
%B BCSHCI03
%D 2003
%P 145-162
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.163
%T Ontological Sketch Models: Highlighting User-System Misfits
%S Evaluation Methods
%A I. Connell
%A T. Green
%A A. Blandford
%B BCSHCI03
%D 2003
%P 163-178
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.181
%T Improving the Acquisition of Small Targets
%S Interaction Techniques: Looking, Listening, Pointing, Stroking
%A A. Cockburn
%A A. Firth
%B BCSHCI03
%D 2003
%P 181-196
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.197
%T A Directional Stroke Recognition Technique for Mobile Interaction in
a Pervasive Computing World
%S Interaction Techniques: Looking, Listening, Pointing, Stroking
%A V. Kostakos
%A E. O'Neill
%B BCSHCI03
%D 2003
%P 197-206
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.207
%T Look or Listen: Discovering Effective Techniques for Accessing Speech
Data
%S Interaction Techniques: Looking, Listening, Pointing, Stroking
%A S. Whittaker
%A J. Hirschberg
%B BCSHCI03
%D 2003
%P 207-222
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.225
%T Social and Cultural Obstacles to the (B2C) E-Commerce Experience
%S E-commerce
%A L. Dawson
%A S. Minocha
%A M. Petre
%B BCSHCI03
%D 2003
%P 225-242
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.243
%T Trust at First Sight? A Test of Users' Ability to Identify
Trustworthy E-commerce Sites
%S E-commerce
%A J. Riegelsberger
%A M. A. Sasse
%A J. D. McCarthy
%B BCSHCI03
%D 2003
%P 243-260
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.263
%T MovieLens Unplugged: Experiences with a Recommender System on Four
Mobile Devices
%S 'On the Move': Mobile Interaction
%A B. N. Miller
%A I. Albert
%A S. K. Lam
%A J. A. Konstan
%A J. Riedl
%B BCSHCI03
%D 2003
%P 263-280
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.281
%T Effective Web Searching on Mobile Devices
%S 'On the Move': Mobile Interaction
%A K. Rodden
%A N. Milic-Frayling
%A R. Sommerer
%A A. Blackwell
%B BCSHCI03
%D 2003
%P 281-296
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.297
%T M-RSVP: Mobile Web Browsing on a PDA
%S 'On the Move': Mobile Interaction
%A O. de Bruijn
%A C. H. Tong
%B BCSHCI03
%D 2003
%P 297-312
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.315
%T Fancy Graphics Can Deter Older Users: A Comparison of Two Interfaces
for Exploring Healthy Lifestyle Options
%S Accessibility
%A P. Wright
%A S. Belt
%A C. John
%B BCSHCI03
%D 2003
%P 315-326
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.327
%T Towards VoiceXML Dialogue Design for Older Adults
%S Accessibility
%A M. Zajicek
%A R. Wales
%A A. Lee
%B BCSHCI03
%D 2003
%P 327-338
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.339
%T WebTouch: An Audio-tactile Browser for Visually Handicapped People
%S Accessibility
%A M. Macias
%A A. Reinoso
%A J. Gonzalez
%A J. L. Garcia
%A J. C. Diaz
%A F. Sanchez
%B BCSHCI03
%D 2003
%P 339-348
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.349
%T Two Falls out of Three in the Automated Accessibility Assessment of
World Wide Web Sites: A-Prompt vs. Bobby
%S Accessibility
%A D. Diaper
%A L. Worman
%B BCSHCI03
%D 2003
%P 349-364
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.367
%T Expressive Image Generator for an Emotion Extraction Engine
%S 'Look at Me': Emotions, Faces and Eyes
%A A. C. Boucouvalas
%A Z. Xu
%A D. John
%B BCSHCI03
%D 2003
%P 367-382
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.383
%T An Exploration of Facial Expression Tracking in Affective HCI
%S 'Look at Me': Emotions, Faces and Eyes
%A R. Ward
%A D. Bell
%A P. Marsden
%B BCSHCI03
%D 2003
%P 383-400
%* (c) Copyright 2003 Springer

%M C.BCSHCI.03.401
%T Could I have the Menu Please? An Eye Tracking Study of Design
Conventions
%S 'Look at Me': Emotions, Faces and Eyes
%A J. D. McCarthy
%A M. A. Sasse
%A J. Riegelsberger
%B BCSHCI03
%D 2003
%P 401-414
%* (c) Copyright 2003 Springer

fpack:!@#$%^&*(): BIT21.BA
%M J.BIT.21.1.1
%T The role of children in the design of new technology
%A Allison Druin
%J BIT
%D 2002
%V 21
%N 1
%P 1-25
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X This paper suggests a framework for understanding the roles that
children can play in the technology design process, particularly in
regards to designing technologies that support learning. Each role,
user, tester, informant and design partner has been defined based upon a
review of the literature and the author's own laboratory research
experiences. This discussion does not suggest that any one role is
appropriate for all research or development needs. Instead, by
understanding this framework the reader may be able to make more
informed decisions about the design processes they choose to use with
children in creating new technologies. This paper will present for each
role a historical overview, research and development methods, as well as
the strengths, challenges and unique contributions associated with
children in the design process.

%M J.BIT.21.1.27
%T The expanding telephone number Part 1: Keying briefly presented
multiple-digit numbers
%A Knut Nordby
%A Ruth Kjaersti Raanaas
%A Svein Magnussen
%J BIT
%D 2002
%V 21
%N 1
%P 27-38
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X The aim of this study was to examine immediate memory performance for
multiple digit numbers in a practical read-and-key or listen-and-key
task, and to evaluate the most effective ways of presenting multiple
digit numbers. Variables measured were list length (4-10 digits),
presentation mode (visual simultaneously, auditory), grouping format
(1+1, 2+2, 3+3) and presentation time (0.5 sec/digit, 1.0 sec/digit). A
total of 144 subjects participated. Not surprisingly, list length is a
vital factor in recall. A longer presentation time was advantageous for
both modes, while an effect of mode was observed only for the ungrouped
numbers, where the auditory condition was inferior. The serial position
curves showed primacy and recency with auditory presentation, and
primacy and a superior performance on the middle part of the list using
visual presentation. Local serial position effects revealed that
ungrouped numbers presented visually are subjectively grouped in twos.
The results have broad implications in the human factors area.

%M J.BIT.21.1.39
%T The expanding telephone number Part 2: Age variations in immediate
memory for multiple-digit numbers
%A Ruth Kjaersti Raanaas
%A Knut Nordby
%A Svein Magnussen
%J BIT
%D 2002
%V 21
%N 1
%P 39-45
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Immediate ordered recall of multiple-digit numbers was investigated
in a practical read-and-key or listenand-key task for three age groups
whose mean ages were 25.2 years (range 23-27), 44.1 years (range 42-44)
and 63.6 years (range 61-68), all recruited from students and faculty
staff at the University of Oslo. The two younger groups performed at
comparable levels on the immediate memory task, surpassing the
performance of the older group for both visual and auditory presentation
of the digit-strings. Increasing the presentation time of the numbers
affected the young and older age groups similarly by improving the
memory performance. Analyses of the serial position curves revealed an
enhancement of the well-known modality effect in the older subjects. The
overall decline in memory performance observed at the age of 65 should
be taken into account in design of communication technology for the
general public.

%M J.BIT.21.1.47
%T Clinical acceptance of a low-cost portable system for postural
assessment
%A P. Van Schaik
%A J. A. Bettany-Saltikov
%A J. G. Warren
%J BIT
%D 2002
%V 21
%N 1
%P 47-57
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X The drive towards evidence-based practice in health-care requires
changes in work practices and supporting technology. In response to the
requirement to provide evidence, the current research proposes a new
low-cost system for 3-D postural assessment. The aims of the study were
(1) to assess the technology acceptance model (Davis 1993) for the new
system and (2) to derive user requirements with user involvement early
in the development process. A prototype system was developed and
demonstrated to physiotherapists. Technology acceptance was assessed
using standardized questions (Davis and Venkatesh 1996) and user needs
were assessed with open-ended questions. Relations between the
technology acceptance components confirmed findings of previous
research, with perceived ease of use and perceived usefulness identified
as pivotal factors in clinical acceptance, and implications for design
were drawn. Specific user requirements for system development were
derived from the qualitative results. The prospects for computer-aided
quantitative assessment of posture are discussed.

%M J.BIT.21.1.59
%T SODPM: a sequence-oriented decision process model for unstructured
group decision problems
%A Chien-Hsing Wu
%J BIT
%D 2002
%V 21
%N 1
%P 59-69
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Many approaches to the solutions of modern unstructured decision
problems mainly involve modelling, information technology and group
behaviour. The work of group decision-making can be viewed as a type of
process plan that is reflected by its problem structure within which the
thinking space is wide and innovative. This paper presents a
Sequence-Oriented Decision Process Model (SODPM) that is based on the
defined sequence of problem elements to help solve unstructured
problems. A GDSSP (Group Decision Support System for Personnel
Promotion) that embeds a predefined mechanism to perform decision
process, decision model and decision choice is developed to
experimentally demonstrate the SODPM. Empirical evaluation was conducted
to derive the results for the research problems that include efficiency
and group satisfaction. There were remarkable results: the SODPM can
serve as a facilitative vehicle for opinion convergence and group
satisfaction is highly positive. While the demonstrated domain for the
example presented is personnel promotion, the proposed SODPM can be
utilized to help solve the similar class of unstructured problems in
other domains also.

%M J.BIT.21.1.71
%T Determinants of academic use of the Internet: a structural equation
model
%A Afzaal H. Seyal
%A Mohd. Noah Abd. Rahman
%A Md. Mahbubur Rahim
%J BIT
%D 2002
%V 21
%N 1
%P 71-86
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X The last decade of the 20th century brought radical changes in
information and communication technology. Internet usage is being widely
researched in the business world. However, the use of the Internet in
academic settings in general and in vocational and technical
establishment in particular is a neglected area. Successful use of the
Internet is largely dependent upon the user's behaviour that, in turn,
affects their attitudes. Even when remarkable opportunities exist for
the deployment of technology, adverse attitude can inhibit use. Keeping
this in mind, a survey of 166 academics of four technical and vocational
colleges was conducted to study the attitudes of academics toward the
use of the Internet. This study develops a model and validates two
specific attitudinal variables -- perceived usefulness and perceived ease
of use -- which are hypothesized to be fundamental determinants of use of
the Internet. Adding two more variables -- such as task characteristics
and computer exposure -- test the parsimony of the model further. A
structural equation modelling technique is used to validate the model.
The study confirmed that 79% of academics are using the Internet.
Computer experience, perceived usefulness and perceived ease of use
remain to be fundamental determinants of attitude formation. No other
variables have been found to be significant.

%M J.BIT.21.2.87
%T Examining children's reading performance and preference for different
computer-displayed text
%A Michael L. Bernard
%A Barbara S. Chaparro
%A Melissa M. Mills
%A Charles G. Halcomb
%J BIT
%D 2002
%V 21
%N 2
%P 87-96
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X This study investigated how common online text affects reading
performance of elementary school-age children by examining the actual
and perceived readability of four computer-displayed typefaces at 12-
and 14-point sizes. Twenty-seven children, ages 9 to 11, were asked to
read eight children's passages and identify erroneous/substituted words
while reading. Comic Sans MS, Arial and Times New Roman typefaces,
regardless of size, were found to be more readable (as measured by a
reading efficiency score) than Courier New. No differences in reading
speed were found for any of the typeface combinations. In general, the
14-point size and the examined sans serif typefaces were perceived as
being the easiest to read, fastest, most attractive, and most desirable
for school-related material. In addition, participants significantly
preferred Comic Sans MS and 14-point Arial to 12-point Courier.
Recommendations for appropriate typeface combinations for children
reading on computers are discussed.

%M J.BIT.21.2.97
%T The limits of shape constancy: point-to-point mapping of perspective
projections of flat figures
%A Simone Moran
%A David Leiser
%J BIT
%D 2002
%V 21
%N 2
%P 97-104
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X The present experiments investigate point-to-point mapping of
perspective transformations of 2D outline figures under diverse viewing
conditions: binocular free viewing, monocular perspective with 2D cues
masked by an optic tunnel, and stereoptic viewing through an optic
tunnel. The first experiment involved upright figures, and served to
determine baseline point-to-point mapping accuracy, which was found to
be very good. Three shapes were used: square, circle and irregularly
round. The main experiment, with slanted figures, involved only two
shapes -- square and irregularly shaped -- showed at several slant degrees.
Despite the accumulated evidence for shape constancy when the outline of
perspective projections is considered, metric perception of the inner
structure of such projections was quite limited. Systematic distortions
were found, especially with more extreme slants, and attributed to the
joint effect of several factors: anchors, 3D information, and slant
underestimation. Contradictory flatness cues did not detract from
performance, while stereoptic information improved it.

%M J.BIT.21.2.105
%T Effects of the transition to a client-centred team organization in
administrative surveying work
%A Gunvor Gard
%A Kari Lindstrom
%A Margareta Dallner
%J BIT
%D 2002
%V 21
%N 2
%P 105-116
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X A new work organization was introduced in administrative surveying
work in Sweden during 1998. The new work organization implied a
transition to a client-centred team-based organization and required a
change in competence from specialist to generalist knowledge as well as
a transition to a new information technology, implying a greater
integration within the company. The aim of this study was to follow the
surveyors for two years from the start of the transition and investigate
how perceived consequences of the transition, job, organizational
factors, well-being and effectiveness measures changed between 1998 and
2000. The Teamwork Profile and QPS Nordic questionnaire were used. The
205 surveyors who participated in all three study phases constituted the
study group. The result showed that surveyors who perceived that they
were working as generalists rated the improvements in job and
organizational factors significantly higher than those who perceived
that they were not yet generalists. Improvements were noted in 2000 in
quality of service to clients, time available to handle a case and
effectiveness of teamwork in a transfer to a team-based work
organization group, cohesion and continuous improvement practices -- for
example, learning by doing, mentoring and guided delegation -- were
important to improve the social effectiveness of group work.

%M J.BIT.21.2.117
%T An experimental evaluation of comprehensibility aspects of knowledge
structures derived through induction techniques: a case study of
industrial fault diagnosis
%A Tom Kontogiannis
%A Vassilis Moustakis
%J BIT
%D 2002
%V 21
%N 2
%P 117-135
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Machine induction has been extensively used in order to develop
knowledge bases for decision support systems and predictive systems. The
extent to which developers and domain experts can comprehend these
knowledge structures and gain useful insights into the basis of decision
making has become a challenging research issue. This article examines
the knowledge structures generated by the C4.5 induction technique in a
fault diagnostic task and proposes to use a model of human learning in
order to guide the process of making comprehensive the results of
machine induction. The model of learning is used to generate
hierarchical representations of diagnostic knowledge by adjusting the
level of abstraction and varying the goal structures between 'shallow'
and 'deep' ones. Comprehensibility is assessed in a global way in an
experimental comparison where subjects are required to acquire the
knowledge structures and transfer to new tasks. This method of
addressing the issue of comprehensibility appears promising especially
for machine induction techniques that are rather inflexible with regard
to the number and sorts of interventions allowed to system developers.

%M J.BIT.21.2.137
%T Effectiveness of user testing and heuristic evaluation as a function
of performance classification
%A Limin Fu
%A Gavriel Salvendy
%A Lori Turley
%J BIT
%D 2002
%V 21
%N 2
%P 137-143
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X For different levels of user performance, different types of
information are processed and users will make different types of errors.
Based on the error's immediate cause and the information being
processed, usability problems can be classified into three categories.
They are usability problems associated with skill-based, rule-based and
knowledge-based levels of performance. In this paper, a user interface
for a Web-based software program was evaluated with two usability
evaluation methods, user testing and heuristic evaluation. The
experiment discovered that the heuristic evaluation with human factor
experts is more effective than user testing in identifying usability
problems associated with skill-based and rule-based levels of
performance. User testing is more effective than heuristic evaluation in
finding usability problems associated with the knowledge-based level of
performance. The practical application of this research is also
discussed in the paper.

%M J.BIT.21.2.145
%T Development and validation of user-adaptive navigation and
information retrieval tools for an intranet portal organizational memory
information system
%A Yong Gu Ji
%A Gavriel Salvendy
%J BIT
%D 2002
%V 21
%N 2
%P 145-154
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Based on previous research and properties of organizational memory, a
conceptual model for navigation and retrieval functions in an Intranet
portal organizational memory information system was proposed, and two
human-centred features (memory structure map and history-based tool)
were developed to support user's navigation and retrieval in a
well-known organizational memory. To test two hypotheses concerning the
validity of the conceptual model and two human-centred features, an
experiment was conducted with 30 subjects. Testing of the two hypotheses
indicated the following: (1) the memory structure map's users showed 29%
better performance in navigation, and (2) the history-based tool's users
outperformed by 34% in identifying information. The results of the study
suggest that a conceptual model and two human-centred features could be
used in an user-adaptive interface design to improve user's performance
in an intranet portal organizational memory information system.

%M J.BIT.21.3.155
%T New type of standard for accessibility, designed to foster the
competition and innovation of designers, developers, and project and
business management
%A Charles N. Abernethy
%J BIT
%D 2002
%V 21
%N 3
%P 155-169
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X This paper describes the many beneficiaries of accessibility to IT,
creating a multifaceted business opportunity. Evolution is underway as
some organizations and governments develop and adopt accessibility
standards and regulations. But organized planning, design and
development of technology solutions require improved tactics and
strategies. The very recent US Section 508 is a new and novel regulatory
marketing strategy in the evolution of standards. This regulatory
standard's effectiveness dependents upon the 'innovation and divergent
thinking' of those directly involved in product design. Designers,
developers and their management are most comfortable with an analytical
structure based on improved definition and measurement. Research will
improve understanding of the human performance requirements of the
client audience. Research and standards should continue but certain
areas are in need of more immediate focus, e.g. human performance
requirements in cognition.

%M J.BIT.21.3.171
%T Automated telephone answering systems and aging
%A Louise Dulude
%J BIT
%D 2002
%V 21
%N 3
%P 171-184
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Surveys about automated telephone answering systems, known as
interactive voice response systems or IVRs, report high levels of
dissatisfaction, especially among older users. To identify the problems
IVR users experience, 22 community-dwelling senior women and 22 female
university students were monitored while they performed the same six
real IVR tasks. As expected, old age had a negative impact on
performance, but seniors were polarized into very poor and very good
performers. Seniors gave lower usability ratings than young people; only
young users gave high ratings to the one voice-activated system. Users'
problems were mostly caused by design flaws in the IVR systems,
especially ambiguous choices or instructions, and too-rapid automated
voices. Young and old participants had similar complaints, but most
young users overcame all difficulties, while the majority of seniors
failed because of age-related losses in capacities. The solution is not
special products for the old, but universal design that will make IVRs
and other technological products more usable for everyone.

%M J.BIT.21.3.185
%T Critical design factors for successful e-commerce systems
%A Jinwoo Kim
%A Jungwon Lee
%J BIT
%D 2002
%V 21
%N 3
%P 185-199
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X The primary goal of this paper is to identify critical design factors
that have substantial effects on the performance of e-commerce systems.
This paper presents a theoretical model that examines the relationships
among detailed design factors, perceived quality level and final
performance of e-commerce systems. Two consecutive empirical studies
were conducted to verify the theoretical model. Results from these
studies reveal that the information phase among four transaction phases
was the most influential in the final performance of e-commerce systems.
Among the myriad design factors related to the information phase,
product-related information, depth and variety of the system structure,
variety of list view for products, consistency of product and background
presentation, and variety of presentation for product information were
all found to be closely related to the perceived quality level. This
paper ends with the theoretical and practical implications of the study
results.

%M J.BIT.21.3.201
%T Expandable indexes vs. sequential menus for searching hierarchies on
the World Wide Web
%A Panayiotis Zaphiris
%A Ben Shneiderman
%A Kent L. Norman
%J BIT
%D 2002
%V 21
%N 3
%P 201-207
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X An experiment is reported that compared expandable indexes providing
full menu context with sequential menus providing only partial context.
Menu depth was varied using hierarchies of two, three and four levels
deep in an asymmetric structure of 457 root level items. Menus were
presented on the World Wide Web within a browser. Participants searched
for specific targets. Results suggest that reducing the depth of
hierarchies improves performance in terms of speed and search
efficiency. Surprisingly, expandable indexes resulted in poorer
performance with deeper hierarchies than did sequential menus.

%M J.BIT.21.3.209
%T Technology adoption as process: a case of integrating an
information-intensive website into a patient education helpline
%A Brett E. Shelton
%A Jennifer Turns
%A Tracey S. Wagner
%J BIT
%D 2002
%V 21
%N 3
%P 209-222
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X This study followed the introduction of the Arthritis Source website
into the existing teaching practices of Arthritis Foundation Helpline
volunteers. The goal was to examine what factors may affect a particular
group of educators adopt a potentially valuable Internet tool into an
existing instructional environment. Defining the possible uses of the
website in reference to the volunteers' actual job duties helped provide
a clearer understanding of how the volunteers might use this new
technology. The researchers used qualitative techniques to focus on
three volunteers who experienced different physical, environmental and
cognitive means that impacted their use of the new tool. Each volunteer
experienced varying levels of motivation in areas of learning,
satisfaction and responses to outside influences. Each volunteer also
had varying amounts of opportunity prompts in which to interact or refer
the website. Consequently, Helpline volunteers experienced different
rates of adopting the information-intensive website into their
traditional work system.

%M J.BIT.21.3.223
%T A UK study into the potential effects of virtual education: does
online learning spell an end for on-campus learning?
%A Gurmak Singh
%A John O'Donoghue
%A Claire Betts
%J BIT
%D 2002
%V 21
%N 3
%P 223-229
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Contemporary research into virtual learning embraces the concept that
the constraints of time and place of study are eliminated. The potential
market it could therefore encapsulate is phenomenal and the subsequent
changes that threaten to ricochet through the higher education sector
can be described as evolutionary. Whilst concurrently being an
incredibly exciting prospect for future learners, online learning is
also making the traditional 'bricks and mortar' higher education
establishment extremely uneasy, arousing fears of global competition,
which would evoke a need for transformational change. The UK has
embraced technology to support virtual learning across the whole
tertiary education sector. There is an implicit assumption that the
provision of systems to support remote, independent learners will
provide learner-centred environments for all to access. This may not be
the case as evidenced by O'Donoghue et al. (2001), amongst others. This
paper aims to examine the possible metamorphosis of the organizational
structure of the higher education system, and the methods university
administrators and lecturers will need to use to adapt to this. Through
considering the impact on students, an analysis will be made of the
extent of the threat that distance learning imposes on the traditional
campus. The work centres on the UK experience, but draws heavily on the
opportunities, threats and promises of globalize learning paradigms.

%M J.BIT.21.3.231
%T Book review
%A J. G. Hollands
%J BIT
%D 2002
%V 21
%N 3
%P 231-233
%* (c) Copyright 2002 Taylor and Francis Ltd.

%M J.BIT.21.4.235
%T The effects of adverse condition warning system characteristics on
driver performance: an investigation of alarm signal type and threshold
level
%A Nitin Gupta
%A Ann M. Bisantz
%A Tarunraj Singh
%J BIT
%D 2002
%V 21
%N 4
%P 235-248
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X This study addresses the issues concerning the design of adverse
condition warning systems (ACWS). ACWS are designed to sense adverse
road and weather conditions as well as system states that can negatively
impact driving performance leading to skids or accidents, and alert
drivers to these conditions. In this case, an ACWS was designed to sense
when a car was likely to skid. A virtual-driving environment was used to
test two levels of alarm sensitivity (low and high) and two types of
auditory alarm signal (Binary ON/OFF and Graded) along with a no-alarm
control group. Dependent measures reflected driver performance, response
to the alarm signal and trust in the alerting system. Results indicated
that participants had fewer skids in the low sensitivity and graded
alarm signal condition compared to some other alerting system
configurations. Participants in the graded alarm signal condition also
had a greater degree of lateral control over the vehicle. Additionally,
trust was found to be lower for the high vs. low sensitivity alarm
condition, indicating a reduction in trust when the alerting system
activated more often, perhaps because participants did not feel the
system was accurately reflecting a dangerous condition. This
simulator-based research emphasizes the fact that while ACWS may provide
an advantage in terms of vehicle control, characteristics of both the
alerting signal and system configuration should be considered.

%M J.BIT.21.4.249
%T Human factors in the design of a personalizable EPG:
preference-indication strategies, habit watching and trust
%A J. Westerink
%A C. Bakker
%A H. De Ridder
%A H. Siepe
%J BIT
%D 2002
%V 21
%N 4
%P 249-258
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X The article describes a user study to support the design of a
personalizable EPG (Electronic TV Programme Guide), and of its user
interface for editing user preference profiles regarding TV channels and
categories. This study focuses on issues related to users' behaviour and
perceptions regarding a personalizable EPG, and especially regarding the
personalization process. Users were presented with a paper-and-pencil
procedure to indicate their TV viewing preferences, as well as with an
electronic version. Their strategies were observed and their opinions
asked, especially on trusting a system that uses this data. Moreover,
their viewing behaviour was monitored over a period of two weeks, and
recommendations for the second week were based on the viewing behaviour
of the first week. The results indicate that users are reasonably
comfortable and consistent in describing their viewing habits in terms
of preferences, both for the paper-and-pencil and electronic
preference-indication procedures, but that fine tuning this profile on
the basis of habit watching would considerably improve the efficacy of
the recommendations. It was found that subjects trust the system with
the task of preselecting their TV programmes on the basis of their
preference indications, although they are not sure whether a
habit-watching system would be capable of following their changing
habits over time.

%M J.BIT.21.4.259
%T Attitudes toward online shopping and the Internet
%A Thompson S. H. Teo
%J BIT
%D 2002
%V 21
%N 4
%P 259-271
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Since the explosion of the Web as a business medium, one of its
primary uses has been for marketing. Soon, the Web will become a
critical distribution channel for the majority of successful
enterprises. The mass media, consumer marketers and advertising agencies
seem to be in the midst of Internet discovery and exploitation. Before a
company can envision what might sell online in the coming years, it must
first understand the attitudes and behaviour of its potential customers.
Hence, this study examines attitudes toward various aspects of online
shopping and provides a better understanding of the potential of
electronic commerce for both researchers and practitioners.

%M J.BIT.21.4.273
%T Do older adults underestimate their actual computer knowledge?
%A J. C. Marquie
%A L. Jourdan-Boddaert
%A N. Huet
%J BIT
%D 2002
%V 21
%N 4
%P 273-280
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X This work examined the hypothesis that elderly people are less
confident than young people in their own computer knowledge. This was
done by having 49 young (M = 22.6 years) and 42 older (M = 68.6 years)
participants to assess their global self-efficacy beliefs and to make
item-by-item prospective (feeling-of-knowing: FOK) and retrospective
(confidence level: CL) judgments about their knowledge in the two
domains of computers and general knowledge. The latter served as a
control domain. Item difficulty was equated across age groups in each
domain. In spite of this age equivalence in actual performance,
differences were found in FOK and CL ratings for computers but not for
general knowledge, with older people being less confident than young
people in their own computer knowledge. The greater age difference in
ratings observed in the computer domain, as compared with the general
domain, was even greater for the FOK than for the CL judgments.
Statistical control of age differences in global self-efficacy beliefs
in the computer domain (poorer in the older participants, but not in the
general domain), eliminated age differences in FOK and CL judgments in
the same domain. These findings confirm earlier ones. They suggest that
underconfidence in their relevant abilities is one possible source of
the difficulties that the elderly may encounter in mastering new
computer technologies.

%M J.BIT.21.4.281
%T Effects of transition to an integrated IT technology in surveying
work
%A Gunvor Gard
%A Kari Lindstrom
%A Margareta Dallner
%J BIT
%D 2002
%V 21
%N 4
%P 281-292
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X An integrated IT technology, characterized by a change in information
support from a strong specialization towards greater integration has
been introduced within the surveying company in Sweden. The aim of this
study is to compare and describe effects of the transition to this new
information technology in relation to job and organizational
characteristics and effectiveness and well-being measures between 1998
and 2000. The results show that a positive attitude to the new IT system
increased from 1998 to 2000. The transition to a new IT technology had
negative consequences on job content and job control in 1999 but
improvements could be seen in 2000. Co-operation with clients and
service quality to clients improved each year from 1998 to 2000.
Generally, a positive attitude to IT integration was related to high
continuous improvement practices, goal clarity and job control in all
three phases. However, the relations were reduced in 1999.

%M J.BIT.21.4.293
%T Impact of national culture on information technology usage behaviour:
an exploratory study of decision making in Korea and the USA
%A Kenneth J. Calhoun
%A James T. C. Teng
%A Myun Joong Cheon
%J BIT
%D 2002
%V 21
%N 4
%P 293-302
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X The globalization of world markets has led to the introduction of
information technology, most often developed in western cultures, to
other societies. Cultural values were embedded in the design and use of
these technologies. Often, the receiving society did not embrace the
technology because of culture. Examples of such behaviour include
executive information systems and group decision support systems, which
are cited later. This study examines the use of non-specific
applications of information technology for organizational decision
making. A survey instrument was developed to measure decision makers'
perceptions of the impact of information technology on the decision
process. Decision makers in Korea and the USA indicated their
perceptions of the extent information technology use impacted their
decision making activities. The results indicated some behaviours
appeared to change to take advantage of the technology, while others,
particularly those associated with the cultural preference for
communication, did not.

%M J.BIT.21.5.303
%T The influence of user expertise and phone complexity on performance,
ease of use and learnability of different mobile phones
%A Martina Ziefle
%J BIT
%D 2002
%V 21
%N 5
%P 303-311
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X The study focuses on usability, ease of use and learnability of three
different mobile phones (Nokia 3210, Siemens C35i, Motorola P7389). The
first independent variable refers to the complexity of the menu
(depth/breadth of the menu tree) and navigation keys
(number/functionality). The Nokia phone had the lowest and the Motorola
the highest complexity, with the Siemens phone ranging between them. The
second independent variable was user expertise: 30 novices and 30
experts solved six telephone tasks. In order to assess effects of
learnability, tasks were presented twice. Differences between the mobile
phones regarding effectiveness, efficiency and learnability were found:
The best performance was shown by Nokia users. The remaining two phones
did not differ significantly, although the most complex phone was
superior to the phone of medium complexity which had the lowest
performance. Moreover, an effect of expertise was confirmed, though
suboptimal interfaces were identified as lessening the advantage of
expertise. Specific weaknesses of the tested phones are discussed.

%M J.BIT.21.5.313
%T Visibility and characteristics of the mobile phones for elderly
people
%A Masako Omori
%A Tomoyuki Watanabe
%A Jo Takai
%A Hiroki Takada
%A Masaru Miyao
%J BIT
%D 2002
%V 21
%N 5
%P 313-316
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Although mobile phones (MPs) have become important IT devices, there
are few studies on the visibility of MPs for elderly people. Using six
types of MPs, we analysed the reading performance among elderly people
who read 11 numerics on each MP. The subjects were 130 people aged 18 to
86 years, including 60 people over 60 years of age. The subjects' visual
functions of cataract cloudiness (CC) and near vision for a 50 cm
distant target (NV) were measured. In a twoway ANOVA, two kinds of
dependant variables, reading speed (RS) and the number of errors in
reading (Error) were used for the subjects' reading performance. Two
independent variables were taken from five variables. Each time one
variable was fixed as the type of MPs. The other was taken as either
age, CC, NV, individual history on MP operation or room illuminance
(RI). Eventually, 10 ANOVAs were calculated. Significant differences
were found in all ANOVAs except that for RI. We undertook a multiple
logistic regression analysis. Independent variables of CC, NV and
vertical length of characters (VL) and two kinds of dependent variables,
RS and Error, were used. Visual functions and a short VL were related to
slow RS and increased Errors.

%M J.BIT.21.5.317
%T Using mouse and keyboard under time pressure: preference, strategies
and learning
%A Anker Helms Jorgensen
%A Anne Helene Garde
%A Bjarne Laursen
%A Bente Rona Jensen
%J BIT
%D 2002
%V 21
%N 5
%P 317-319
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Visually based point-and-click user interfaces have become very
common. This increases the need to understand the mechanics in learning
and using pointing devices in order to design appropriate human-computer
interaction and thereby to help alleviate musculosketetal symptoms. The
paper reports a study of preference, strategies and learning in using
keyboard and mouse in a tracking task under time pressure. The keyboard
was preferred by 11 out of 12 subjects due primarily to comfort,
frustration, and visual strain. One of the most distinguishing features
in favour of the keyboard was the opportunity to develop a working
strategy facilitating learning.

%M J.BIT.21.5.321
%T User centred design for a digital welding machine
%A Michael Burmester
%A Andreas Beu
%A Heinz Hackl
%A Franz Niedereder
%J BIT
%D 2002
%V 21
%N 5
%P 321-326
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X The design of the user interface of a digital welding machine based
on a user centred design process is described in this paper. Due to the
iterative design process and the involvement of end users, interaction
techniques have been designed which are optimised for the mental work
model of the target user groups.

%M J.BIT.21.5.327
%T Requirements for community support systems -- modularization,
integration and ubiquitous user interfaces
%A Michael Koch
%J BIT
%D 2002
%V 21
%N 5
%P 327-332
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Community support platforms are gaining more and more interest in
areas ranging from leisure support and customer support in electronic
commerce to knowledge management in enterprises. However, current
solutions usually are built as proprietary systems or as add-ons to
systems designed for other purposes. The platforms are usually not very
customizable and interoperable and are not utilizing the full potential
of the community support idea. We have introduced community platforms in
several domains and have derived some requirements in these projects.
These requirements are mainly related to different aspects of usability.
In this paper we present the requirements and motivate an architecture
for community support systems designed to fulfil these requirements.

%M J.BIT.21.5.333
%T User-friendly visualization of object versions and archives in
collaborative computer work
%A Gert Zulch
%A Sascha Stowasser
%J BIT
%D 2002
%V 21
%N 5
%P 333-336
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Data, states, events, information, experience and knowledge are
present in all production enterprises in a vast array of forms. There is
a common trend for storage, administration and processing of these in a
distributed and connected information system for collaborative computer
work. Work objects and data in a shared computer application can be
continually changed and modified by different users working
simultaneously with this application. Due to the different versions and
the history of a common working object it becomes more and more
important to be aware of the various states of the object. Within a
recently completed comparative investigation study at the 'Laboratory
for Human-Machine-Interaction' of the ifab-Institute, different ways of
visualizing object versions and archives were evaluated. The
investigation was based on different structured visualization forms.

%M J.BIT.21.5.337
%T Designing a dynamic system traffic control of a freight railway
%A Anamaria De Moraes
%A Claudia Renata Mont'Alvao
%A Manuela Quaresma
%A Alexandre M. Dresch
%A Rosane Schonblum
%J BIT
%D 2002
%V 21
%N 5
%P 337-339
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X This paper empathizes the interface design for a new control system
for freight that was developed during the process of modernization in a
company. On one side, there are managers, intermediate decision levels,
that dialogue with the ergonomists and, on the other side, the operators
with their own opinions about the system. These last ones are rarely
asked by the managers about their opinions. The proposed system is
configured from the opinions of the operators. Other problems, such as
technology transfer and insistence of the managers about using similar
systems obliged that the final project should include some
modifications.

%M J.BIT.21.5.341
%T The development of driver assistance systems following usability
criteria
%A Kurt Landau
%J BIT
%D 2002
%V 21
%N 5
%P 341-344
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Increasing numbers of intelligent driver assistance systems are now
being installed in motor vehicles to support drivers. In order to ensure
that the stress reduction benefits obtained from these systems are not
nullified or even outweighed by new stresses at the vehicle's
man-machine interfaces, the systems' control concepts must be designed
to high ergonomic standards. This paper seeks to identify design
weaknesses in assistance systems by presenting criteria that must, on
the one hand, be observed when designing the control concept of a new
assistance system and, on the other hand, be applied when assessing the
man-machine interfaces of assistance systems already installed in a
vehicle.

%M J.BIT.21.5.345
%T Requirements for software-support in concurrent engineering teams
%A Tanja Noelle
%A Dirk Kabel
%A Holger Luczak
%J BIT
%D 2002
%V 21
%N 5
%P 345-350
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Team work is the customary type of labour organisation used in the
framework of Concurrent Engineering (CE). It requires a suitable design
of the supporting software. As a first step a model of Concurrent
Engineering Team Effectiveness (CETEM) has been developed on the basis
of a meta-analysis. Within the scope of an empirical study -- which was
actually meant to test this new model -- guidelines for software-support
in Concurrent Engineering Teams were derived. The study was designed as
participative observation and continuous process mapping of ten
different teams. Sixty-seven measurements were being conducted in team
meetings in order to show a correlation between the described variables.
Correlation and cluster analyses were utilised. On a super-ordinated
management level project contents and objectives as well as their
temporal and logical context should be mapped with the help of a
workflow-system. On a more operational level in the team itself, degrees
of freedom regarding temporal and logical sequence of activities can be
accepted. Nevertheless, detailed planning concerning the contents of
activities should take place with the assistance of groupware- or
database-solutions.

%M J.BIT.21.5.351
%T SWOF -- an open framework for shared workspaces to support different
cooperation tasks
%A Alexander Kunzer
%A Kerstin Rose
%A Ludger Schmidt
%A Holger Luczak
%J BIT
%D 2002
%V 21
%N 5
%P 351-358
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Computer supported collaborative work (CSCW) allows people to
cooperate by computers from different places and at different times. To
enable an easier integration of such collaborative components into
web-based communities and portals, a Shared Workspace Open Framework
(SWOF) was developed. This framework provides the basic features of
shared workspaces and can be customized to different cooperation cases.
High usability is an important aspect of the implementation. To achieve
these aims SWOF focuses on an information space with more task-suited
item-types that can help to pre-structure the information. Thus, on the
one hand the system can help the users to write down the needed
information in a consistent way and, on the other, could reduce the
arguments between the group members on how to structure their workspace.
As a use case for SWOF the development of a Web-based portal for the
community of man-machine interaction was chosen. In the project
MMI-Interaktiv, a portal is built with a SWOF-based shared workspace
component. An evaluation for this use case is presented.

%M J.BIT.21.5.359
%T Describing functional requirements for knowledge sharing communities
%A Sandra Garrett
%A Barrett Caldwell
%J BIT
%D 2002
%V 21
%N 5
%P 359-364
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Human collaboration in distributed knowledge sharing groups depends
on the functionality of information and communication technologies (ICT)
to support performance. Since many of these dynamic environments are
constrained by time limits, knowledge must be shared efficiently by
adapting the level of information detail to the specific situation. This
paper focuses on the process of knowledge and context sharing with and
without mediation by ICT, as well as issues to be resolved when
determining appropriate ICT channels. Both technology-rich and
non-technology examples are discussed.

%M J.BIT.21.5.365
%T Virtual communities -- a virtual session on virtual conferences
%A Ahmet E. Cakir
%J BIT
%D 2002
%V 21
%N 5
%P 365-371
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X Virtual communities supported by computers and communication
facilities have existed for about two decades. Virtual meetings around
the world became technically feasible once there was a sufficient number
of satellites to relay data communication, and became commonplace at
companies that could afford computer-mediated communication (CMC).
Today, technological advances, coupled with social changes, mean that
virtual communities can be useful to many people. The goal of this
session is to demonstrate how virtual communities can be established and
kept going using inexpensive technical means. The meeting will be held
during a scientific conference on worldwide distributed work, by
presenters who have organized and run at least one virtual event. It
will itself be a virtual event, with contributions from Philadelphia in
the west to Hong Kong in the east and South Africa in the south. The
physical auditorium will be present in Berchtesgaden, a small town in
the south of Germany; virtual participants may be anywhere.

%M J.BIT.21.6.373
%T Shopping behaviour and preferences in e-commerce of Turkish and
American university students: implications from cross-cultural design
%A Nancy J. Lightner
%A Mehmet M. Yenisey
%A A. Ant Ozok
%A Gavriel Salvendy
%J BIT
%D 2002
%V 21
%N 6
%P 373-385
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X With internationalization of commerce and business and with increased
use of e-business and e-commerce, it is important to ensure that these
systems can be effectively utilized across cultural boundaries. To
increase effectiveness, appropriate changes and modifications in the
systems may be required. With this in mind, a survey of 300 Turkish
university students was undertaken to assess their on-line shopping and
behaviour preferences, and these were compared with the results derived
from 64 US university students. The results provide guidelines for
specific design of features for the Turkish population that may not be
necessary for the US population.

%M J.BIT.21.6.387
%T Impact of website information design factors on consumer ratings of
web-based auction sites
%A O. Byung Kwon
%A Choong-Ryuhn Kim
%A Eun Jong Lee
%J BIT
%D 2002
%V 21
%N 6
%P 387-402
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X With internationalization of commerce and business and with increased
use of e-business and e-commerce, it is important to ensure that these
systems can be effectively utilized across cultural boundaries. To
increase effectiveness, appropriate changes and modifications in the
systems may be required. With this in mind, a survey of 300 Turkish
university students was undertaken to assess their on-line shopping and
behaviour preferences, and these were compared with the results derived
from 64 US university students. The results provide guidelines for
specific design of features for the Turkish population that may not be
necessary for the US population.

%M J.BIT.21.6.403
%T DEVAN: a tool for detailed video analysis of user test data
%A Arnold P. O. S. Vermeeren
%A Karin den Bouwmeester
%A Jans Aasman
%A Huib de Ridder
%J BIT
%D 2002
%V 21
%N 6
%P 403-423
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X A tool was developed for structured and detailed analysis of video
data from user tests of interactive systems. It makes use of a table
format for representing an interaction at multiple levels of
abstraction. Interactions are segmented based on threshold times for
pauses between actions. Usability problems are found using a list of
observable indications for the occurrence of problems. The tool was
evaluated by having two analysts apply it to three data sets from user
tests on two different products. The segmentation technique proved to
yield meaningful segments that helped in understanding the interaction.
The interaction table was explicit enough to discuss in detail what had
caused the differences in the analysts' lists of usability problems. The
results suggested that the majority of differences were caused by
unavoidable differences in interpretations of subjects' behaviour and
that only minor improvements should be expected by refining the tool.

%M J.BIT.21.6.425
%T Shifting knowledge from analysis to design: requirements for
contextual user interface development
%A Chris Stary
%J BIT
%D 2002
%V 21
%N 6
%P 425-440
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X There is consensus among the members of the HCI community as well as
among software developers that work tasks and user characteristics (i.e.
context) should play a leading role in the course of system development.
There seems to be less consensus on how the information about users and
work tasks should be acquired and subsequently moved to the design
process of a development project. Due to the use of unifying methods and
concepts -- such as object-orientation -- that might be used for analysis,
design and implementation, this transition seems to be facilitated.
However, few inputs have been provided to guide developers on how to
shift knowledge from analysis to design when task- and user knowledge
are considered to be inherent parts of the development knowledge. This
paper details the interface between analysis and design, reviews
existing concepts to bridge the gap between the two phases of
development, and enriches these findings with some empirical results
from a survey with respect to practical experiences. From these
findings, requirements to successfully shift knowledge in the early
phases of software development have been derived.

%M J.BIT.21.6.441
%T The use of computers among the workers in the European Union and its
impact on the quality of work
%A Frank Andries
%A Peter G. W. Smulders
%A Steven Dhondt
%J BIT
%D 2002
%V 21
%N 6
%P 441-447
%* (c) Copyright 2002 Taylor and Francis Ltd.
%X For many people it is impossible to imagine working life today
without a computer. What the increase of the use of computers means for
the quality of the work, is still under discussion. The object of this
study is to show the recent developments (1992-2000) in the use of
computers among the working population in the European Union and its
impact on the quality of working life. The data used for these analyses
were collected on a five-year basis by means of a questionnaire. Results
show that the use of computers has increased between 1992 and 2000. The
increase in computer use is almost completely the result of developments
within white-collar occupations. In general, the use of a computer
results in more qualified work and less physical strain. However, those
who work with a computer permanently, clearly show more signs of
physical and mental strain than those who use the computer only part of
the time. This could mean that adding other tasks than computer tasks
could improve the working conditions of those using the computer
permanently. These results suggest that the increase of the use of
computers will further improve the quality of work except when one
neglects the dangers connected with a permanent use of computers.

fpack:!@#$%^&*(): BIT22.BA
%M J.BIT.22.1.1
%T User involvement: a review of the benefits and challenges
%A Sari Kujala
%J BIT
%D 2003
%V 22
%N 1
%P 1-16
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X User involvement is a widely accepted principle in development of
usable systems. However, it is a vague concept covering many approaches.
This study first clarifies the nature of user involvement and its
expected benefits, and secondly reviews three streams of research, to
evaluate the benefits and problems of varied user involvement approaches
in practice. The particular focus of this study is on the early
activities in the development process. An analysis of the literature
suggests that user involvement has generally positive effects,
especially on user satisfaction, and some evidence exists to suggest
that taking users as a primary information source is an effective means
of requirements capture. However, the role of users must be carefully
considered and more cost-efficient practices are needed for gathering
users' implicit needs and requirements in real product development
contexts.

%M J.BIT.22.1.17
%T Impacts of GSS generic structures and task types on group
communication process and outcome: some expected and unexpected research
findings
%A Wayne W. Huang
%J BIT
%D 2003
%V 22
%N 1
%P 17-29
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X The contingency nature of GSS use implies that some GSS structures
may be more suitable for supporting some task types than others.
Research specifically examining effects of the GSS-task fit on group
process and outcome has been inadequate in GSS research literature. This
research, therefore, focused on the GSS-task fit. Two task types were
used to explore the fit: an intellective task that was chosen to elicit
the good fit and a preference task which was chosen to elicit the poor
fit. Half groups were provided with computer (GSS) support and the other
half was not. Research results reported some expected and unexpected
findings. The good GSS-task fit for the intellective task enhanced group
communication in group process whereas the poor fit for the preference
task reduced group communication, as expected. However, the good fit for
an intellective task failed to increase group satisfaction, relative to
the poor fit for a preference task, which was unexpected. A possible
reason for the unexpected results was suggested and discussed. The
research findings provide empirical evidences to support the argument
that GSS may not be studied as a global entity in the future. Instead,
more research needs to be done on GSS-task fit to explore matches
between specific GSS structures and specific task types.

%M J.BIT.22.1.31
%T Legitimate by design: towards trusted socio-technical systems
%A Brian Whitworth
%A Aldo de Moor
%J BIT
%D 2003
%V 22
%N 1
%P 31-51
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X Legitimacy or 'fairness' seems a key requirement for trust in
computer-mediated social environments. Trust in turn seems necessary for
productive community interactions like e-commerce. But unless legitimacy
is built into social software, achieving trust may not be possible. This
means expressing apparently vague social 'rights' as specific
information system (IS) requirements, i.e. carrying out a legitimacy
analysis. We suggest a framework for the systematic analysis of who
'owns' what in IS design, assuming basic object types and actions. This
analysis not only allows social legitimacy concepts to be expressed in
IS design terms, but could also reveal socio-technical system design
choices for public review. The technique is illustrated by case
examples. Legitimacy analysis can apply to wide variety of social
software, from chat rooms to virtual realities. It could lead to future
global standards for virtual social environment design, perhaps
necessary for the emergence of a global online community.

%M J.BIT.22.1.53
%T An investigation of volitional control in information ethics
%A Meng-Hsiang Hsu
%A Feng-Yang Kuo
%J BIT
%D 2003
%V 22
%N 1
%P 53-62
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X The main motivation of our research is how the issue of volitional
control might affect the application of the Theory of Planned Behaviour
(TPB) to research decisions related to information ethics. Specifically,
a TPB-based model provides the best fit to the sample collected for the
present study. In this model, the contribution of both the attitude and
perceived behavioural control to the intention is shown to fluctuate
depending upon the degree of volitional control concerning the targeted
behaviour. As the behaviour's degree of volitional control lessens, the
weighted influence of perceived behavioural control increases and that
of the attitude decreases. Thus, it is confirmed that degree of
volitional control concerning an ethical act indeed plays a central role
in applying the Theory of Planned Behaviour to information ethics
research.

%M J.BIT.22.1.63
%T An exploratory study of moral intensity regarding software piracy of
students in Thailand
%A Ranjan B. Kini
%A H. V. Ramakrishna
%A B. S. Vijayaraman
%J BIT
%D 2003
%V 22
%N 1
%P 63-70
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X In the business environment that is becoming increasingly global and
digital, the need for proper safeguards for protecting digital assets is
increasingly becoming critical. Specifically, software piracy is
becoming economically devastating to companies that develop and market
software. Some researchers have argued that the level of moral intensity
regarding software piracy of individuals may be related to the extent of
actual software piracy behaviour. In order to empirically study this
relationship, it is important to understand the concept of moral
intensity towards software piracy. In this research, we study the
concept in an international setting, a university in Thailand. We report
the relationship between moral intensity and some important demographic
variables and also explore the relationship between moral intensity of
individuals and the perceived moral intensity of their community, the
students, employees, and faculty. The results have implications for
developing and implementing appropriate policies to reduce software
piracy.

%M J.BIT.22.2.71
%T Graphical Web directory for Web search
%A Lingfeng Ma
%A Gavriel Salvendy
%J BIT
%D 2003
%V 22
%N 2
%P 71-77
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X This study addresses graphical Web directory, a new way to present
hierarchical structure of Web directory. An analysis of the
characteristics and problems of current Web directories is presented.
The feature graphical Web directory for supporting information
processing and decision making in Web directory browsing in Web search
is proposed to improve users' performance and satisfaction. An
experiment was conducted to test the effectiveness of the proposed
feature. The results of the experiment indicated that (a) the
enhancement of this feature improved users' initial and overall search
performance by 32.6 and 43.4%, respectively, (b) the enhancement of this
feature also improved users' satisfaction by 27.7%.

%M J.BIT.22.2.79
%T A framework for reuse of user experience in Web browsing
%A Guangfeng Song
%A Gavriel Salvendy
%J BIT
%D 2003
%V 22
%N 2
%P 79-90
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X This paper examines aspects affecting user behaviours in Web browsing
with a discussion of existing models for both the computer and human
aspects of Web browsing. Problems in Web information retrieval are
analysed and studies related to the reuse of user experience in Web
browsing are reviewed. An object-oriented model for user behaviours in
Web browsing is proposed in which both the information from the Web and
the information retained by users are modelled as objects. Thus, user
actions on the Web are described as a graph of objects or
transformations from one object to another. A framework for reuse of
user experience is provided. The possible methods of reusing Web
browsing experience are described for the scenario of reusing by oneself
(history mechanism, prediction) or reusing by others (collaborative
filtering, instructions).

%M J.BIT.22.2.91
%T Organizing for remote consultations in health care -- the production
process
%A Aas Ih Monrad
%J BIT
%D 2003
%V 22
%N 2
%P 91-100
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X In health care we find a very complex production process related to
the complexity of disease. New telecommunications have created a novel
means of contact between patient and health care worker: the remote
consultation. The remote consultation is unique, with a simultaneous
flow of services from different organizations. It is conceivable that
analysis of the production process of remote consultations may
contribute to improved organization of the work. To obtain information
on the little analysed production process of remote consultations,
qualitative interviews were performed with 30 persons working in
teledermatology, telepsychiatry, a telepathology frozen-section service,
and tele-otolaryngology. The results show that managers in organizations
planning telemedicine activity do not need to prepare the personnel by
organizing communication on goal formulation and content for the remote
consultations. For the single health care worker a remote consultation
does not require more preparation than an ordinary consultation. The
variation in type of images seen on the screen here does not seem to
play a major role. Evaluation of each step mainly shows that the
production process of remote consultations functions well. The most
frequently mentioned problems are technical problems (which should not
be exaggerated), but other problems also exist. Proposals for
improvements were given, such as wishing that a technician was
available, and improved booking systems. The main conclusion is that no
major reorganization seems to be necessary for the production process of
remote consultations. This type of telecooperation works well.

%M J.BIT.22.2.101
%T Measuring the adaptability of universal accessible systems
%A Chris Stary
%A Alex Totter
%J BIT
%D 2003
%V 22
%N 2
%P 101-116
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X Adaptability is a concept to improve access to content and navigation
for individual users of information systems in various settings of
interaction. Following the usability-engineering tradition to provide
operational definitions of principles, and subsequently to develop
techniques for evaluation based on these definitions, we revisited
adaptability concepts and designed a structured technique (Accessibility
through Adaptability, ActA) for checking user interfaces
designed to be accessible for a variety of users. ActA enables the
measurement in terms of a system's capability to provide accurate
interaction features for individual users and their (situative) needs.
In the paper we review the multiple dimensions of adaptability and
detail the ActA technique. We also exemplify the application of the
technique discussing a case study that has been performed within an
European R&D-project. The benefits of this approach for evaluation
result from the integration of different views on the interface, since
the evaluation procedure involves both users, and developers. This way,
the technique bridges the gap between developers and users, since user
interfaces might be co-constructed based on the results of an
evaluation.

%M J.BIT.22.2.117
%T Identifying managers who need ethics training in using IT at work
%A Wing S. Chow
%A Kin Y. Choi
%J BIT
%D 2003
%V 22
%N 2
%P 117-125
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X This paper identifies managers who require ethics training in using
IT at work. The identification of these managers is mainly based on
studying the impact of their individual characteristics on a set of
seven ethical issues and attitudes, which translated into IT ethical
scenarios. This paper proposes a canonical model by treating individual
characteristics of managers as predictor variables and considering
information describing their beliefs on those seven ethical issues and
attitudes as explained variables. A questionnaire survey was used for
data collection and 249 managers participated in this study. The results
show that the significant explained variables are based on a combination
of six ethical events of accountability, conflict of interest,
disclosure, personal conduct, protection of privacy, and social
responsibility. The significant predictor variables are based on a
combination of four individual characteristics of age, educational
level, organizational level, and working experience. Discussion on the
implication of the results and recommendations for remedial action are
also provided in this paper.

%M J.BIT.22.2.127
%T Trends in the use of verbal protocol analysis in software engineering
research
%A Janet Hughes
%A Steve Parkes
%J BIT
%D 2003
%V 22
%N 2
%P 127-140
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X This article reviews the technique of verbal protocol analysis and
gives a profile of its use within software engineering research over the
last two decades. An overview is given of the procedures used in verbal
protocol analysis, and commonly-found difficulties in the application of
the technique by researchers are described. The article reports on
published efforts to develop tools to automate the procedures. A review
of the literature shows trends in the use of the verbal protocol
analysis in software engineering research from the 1980s to the present.
Recurring themes of its purpose within software engineering research are
identified, including the comparison of the behaviours of subjects with
differing levels of expertise and the identification of effective
software comprehension strategies. Advances and problems with the
development of a general-purpose encoding scheme for verbal protocol
analysis appropriate to a range of domains within software engineering
are described.

%M J.BIT.22.3.141
%T An observation of adults with visual impairments carrying out
copy-typing tasks
%A Graeme Douglas
%A Rachel Long
%J BIT
%D 2003
%V 22
%N 3
%P 141-154
%* (c) Copyright 2003 Taylor and Francis Ltd.

%M J.BIT.22.3.155
%T The effect of language inconsistency on performance and satisfaction
in using the Web: results from three experiments
%A A. Ant Ozok
%A Gavriel Salvendy
%J BIT
%D 2003
%V 22
%N 3
%P 155-163
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X The objective of this study was to investigate the effects of
linguistic inconsistency on performance and satisfaction on the Web.
Three experiments were conducted, and the Interface Consistency Testing
Questionnaire (Ozok and Salvendy 2001) was used in all three
experiments to measure consistency levels. The three experiments using a
total of 100 subjects evaluated the effects of direct manipulation,
text-based, and hybrid interfaces with linguistic consistency and
inconsistency on performance and satisfaction of the Web user. The
experimental results indicated that both direct manipulation and
text-based interfaces with linguistic consistency reduced performance
time and error rates in comparison to inconsistent linguistics
interfaces. Specifically in Reading Comprehension Tasks, subjects
committed significantly fewer comprehension errors in consistent
language interfaces than in inconsistent language interfaces.

%M J.BIT.22.3.165
%T Usability in online shops: scale construction, validation and the
influence on the buyers' intention and decision
%A Udo Konradt
%A Hartmut Wandke
%A Bjorn Balazs
%A Timo Christophersen
%J BIT
%D 2003
%V 22
%N 3
%P 165-174
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X This paper describes the development and empirical validation of a
new scale for measuring usability in online shops, i.e. the Usability
Questionnaire for Online Shops (UFOS[1]). Sixty users with different
demographic characteristics were given the task of finding and ordering
products in two out of six web shops. In addition to usability, shop
response time, shop size, services, distinctiveness of products and
trust were used as predictors with intention to buy and decision to buy
as criteria. A factor analysis of UFOS revealed seven factors,
consisting of general usability, accessibility of general conditions,
product search, shopping-basket handling, process of ordering, product
overview, self-descriptiveness and product characteristics. Results on
intention to buy show that about half of the participants were not
willing to buy online, and users with more experience in online shopping
and a higher frequency of Internet use were more willing to buy online.
A regression analysis of buying intention shows that usability has the
greatest impact on buying intention, followed by the size of the shop
and trust. A discriminant analysis reveals that usability and perceived
size are the characteristics which contribute mostly to the decision to
buy and correctly classify 91% of the decision to buy.

%M J.BIT.22.3.175
%T Decision support in fighter aircraft: from expert systems to
cognitive modelling
%A Peter Svenmarck
%A Sidney Dekker
%J BIT
%D 2003
%V 22
%N 3
%P 175-184
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X This paper reviews two major programmes for support of pilot decision
making in a fighter aircraft: the US Pilot's Associate and the French
Copilote Electronique. In addressing the problem of decision support in
a highly complex and time-pressurised environment, both programmes
migrated from a traditional expert systems approach to one based on
cognitive modelling. This, however, is where most commonality ends. The
paper shows how the differences between the programmes can be explained
in terms of their assumptions of what constitutes pilot expertise. These
views explain the method for analysis of pilot activities, the model of
the pilot, what phase of the pilot's problem solving the programmes
attempt to support, and the support philosophy. The paper concludes with
a discussion on computer-based decision support in complex, dynamic
domains, and how cognitive modelling may contribute.

%M J.BIT.22.3.185
%T Comparison of 2D and 3D representations for visualising
telecommunication usage
%A Martin Hicks
%A Claire O'Malley
%A Sarah Nichols
%A Ben Anderson
%J BIT
%D 2003
%V 22
%N 3
%P 185-201
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X This paper describes an empirical evaluation of one two-dimensional
(2D), and two three-dimensional (3D) representations. These
representations were developed to present customer behaviour information
on telecommunications usage. The goal of the study was to investigate
how the properties of these different but informationally equivalent
representations supported information retrieval and problem solving
using the database. Thirty-six participants performed a number of
information retrieval and problem solving tasks, in one of three
experimental conditions: 2D graph, 3D graph and 3D helix plot. Measures
included performance time and accuracy and user attitudes concerning the
usability of the displays. Despite certain navigational problems
associated with the 2D representation, the results indicated a
performance advantage for the 2D display compared with both 3D
representations. Generally, the analyses revealed that the differences
in representational characteristics have a significant effect on the
level of cognitive effort required to perform the tasks.

%M J.BIT.22.3.203
%T Small group decision-making in face-to-face and computer-mediated
environments: the role of personality
%A Andrew Thatcher
%A Anthony de la Cour
%J BIT
%D 2003
%V 22
%N 3
%P 203-218
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X This study investigates the potential influence of personality
dimensions on the behaviour and individual processes of small group
decision-making in face-to-face and computer-mediated groups. A sample
of 90 students was divided into 16 groups, with between four and seven
students per group. The groups were randomly assigned to start with one
of two different discussion media and one of two different leaderless
group discussion problems. Measures of leadership, initiative,
judgement, and interpersonal sensitivity were obtained for each subject
from two raters working independently using video-tapes of the
face-to-face sessions and the logged interactions of the
computer-mediated sessions. Further, 'satisfaction with the process' and
'satisfaction with the outcome' were assessed using a Likert-type scale.
Personality was measured using the Myers Briggs Type Inventory (MBTI).
Using correlations and repeated measures ANOVAs across the outcome
dimensions and the psychological type scores, the findings of this
research suggest that personality plays a minor role in differentiating
between the media conditions.

%M J.BIT.22.4.219
%T Age differences in the performance of hypertext perusal as a function
of text topology
%A Dyi-Yih Michael Lin
%J BIT
%D 2003
%V 22
%N 4
%P 219-226
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X The present study examined the extent to which age had impacts on the
performance of hypertext browsing and navigation as a function of text
topology. Twenty senior adults and 20 younger adults (mean ages = 68.95
and 23.60 respectively) participated in an experiment where three levels
of text linearity were manipulated. Results showed the older adult
accessed fewer numbers of text nodes than the younger counterpart, which
suggests that the aged appear at a disadvantage in browsing breadth. The
older adult's less oriented browsing was evidenced by the larger number
of nodes repeatedly visited, particularly when the network topology was
perused. As for navigation, older people experienced greater
disorientation given that they searched more links to locate the target
node. This age difference was mainly derived from the disorientation
occurring at the hybrid and network levels, with the hybrid condition
resulting in the severest navigation confusion due to its mixed text
structure. Implications for the design of hypertext that accommodates
the age differences are discussed.

%M J.BIT.22.4.227
%T Blending scenarios of use and informal argumentation to facilitate
universal access: experience with the Universal Access Assessment
Workshop method
%A Demosthenes Akoumianakis
%A Constantine Stephanidis
%J BIT
%D 2003
%V 22
%N 4
%P 227-244
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X The accessibility of interactive computer-based products and services
has long been an issue of concern to the Assistive Technology (AT) and
Human-Computer Interaction (HCI) communities. In recent years, there
have been several efforts aiming to document the consolidated wisdom in
the form of general guidelines and examples of best practice. Despite
their sound human factors content, these guidelines require substantial
interpretation by designers, before they can generate practically useful
and context-specific recommendations. In this paper, we examine how this
task can be aided by blending scenarios of use and informal
argumentation in the context of a structured technique referred to as
Universal Access Assessment Workshop (UA{sup:2}W). The paper provides a
review of the technique and proposes two instruments, namely scenario
screening and growth scenarios, which can be used to structure the
conduct of UA{sup:2}Ws. Finally, the paper summarises recent experiences in
the use of these techniques in the context of a case study, which seeks
to provide universal access insight to the design of a ward-based
service to patient medical data.

%M J.BIT.22.4.245
%T How the Web is used to support collaborative writing
%A Sylvie Noel
%A Jean-Marc Robert
%J BIT
%D 2003
%V 22
%N 4
%P 245-262
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X We present 19 systems that have been developed over the past decade
to support collaborative writing over the Web. The aim of this article
is to present the state of the art on the use of the Web for
collaborative writing and thus (1) help designers improve current
systems or define future systems, and (2) help users choose the most
appropriate system to support their needs. Among available systems,
groups can select from tools to write a document (on- or off-line),
collect comments about a document, or maintain a Web site. The lack of
experimental data concerning Web-based applications forces designers to
use other sources of information to guide their design choices, such as
a list of functions that an ideal collaborative writing tool should
offer. This list has revealed several potential points for improvement.

%M J.BIT.22.4.263
%T Effects of organizational context and inter-group behaviour on the
success of strategic information systems planning: an empirical study
%A George G. Lee
%A Jung-Chi Pai
%J BIT
%D 2003
%V 22
%N 4
%P 263-280
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X The strategic value of information systems (IS) and the impact of
information technology (IT) on business competitiveness has increased
the need for effective strategic information systems planning (SISP).
However, numerous strategic information systems planning methodologies
stress the rational and formal aspects of organizational life, while
ignoring the complexity of actual organizational situations which are
characterized by human behaviour. Additionally, although numerous
researchers have conducted empirical studies examining the relationship
between various factors and strategic IS planning effectiveness, many
factors have received little attention. This study uses structural
equation modeling (SEM) to analyse the effects of organizational context
and inter-group behaviour on the success of SISP. A survey of senior IS
executives in Taiwan was used to test the relationships between the
constructs in the research model. The results showed that certain
factors relating to organizational context and inter-group behaviour
influenced the success of SISP. Finally, the implications of this
finding for IS practice and future research are examined.

%M J.BIT.22.4.281
%T Adoption of the Internet and WAP-enabled phones in Singapore
%A Thompson S. H. Teo
%A Siau Heong Pok
%J BIT
%D 2003
%V 22
%N 4
%P 281-289
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X The Internet, and more recently mobile phones have seen tremendous
growth over the past few years. This paper examines the adoption of the
Internet and WAP-enabled mobile phones in Singapore. Specifically, we
compare users of WAP-enabled mobile phones and non-WAP-enabled mobile
phones in terms of profile of Internet users, Internet activities and
issues relating to WAP-enabled mobile phones. The results indicate that
short messaging system (SMS) and caller ID are popular functions for
mobile phone users. Respondent also use the mobile phone for buying
cinema/concert tickets and accessing personalised news. These results
provide researchers and practitioners with some insights on the adoption
of the Internet and WAP-enabled mobile phones. For researchers, such
insights would be useful in understanding the adoption phenomenon, while
for practitioners, such insights would provide some basis for adopting
certain policies to promote adoption.

%M J.BIT.22.5.291
%T Organisational databases of personnel information: contrasting the
concerns of human resource managers and employees
%A Jeffrey M. Stanton
%A Elizabeth M. Weiss
%J BIT
%D 2003
%V 22
%N 5
%P 291-304
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X Computerisation, networking, and electronic surveillance and
monitoring have individually and conjointly affected the practises of
human resources (HR) management in work organisations. These
technologies enhance the ability of HR professionals to gather, store,
and process information about employees. We report results from two
semi-structured interview studies -- one of HR managers (n = 5) and one
of employees (n = 15) -- that contrast the concerns of these two groups
on issues of personnel data, privacy, and technology. We used
qualitative data coding techniques and quantitative analysis of code
assignments to uncover patterns in interviewees' responses. Our findings
revealed concordance between HR managers and employees in regard to the
criticality of trust and justification in relation to the collection of
personnel data through technological and non-technological means.
Results also revealed divergences between managers and employees in
knowledge of human resources policies and legal constraints as well as
in beliefs about the importance of privacy.

%M J.BIT.22.5.305
%T Motivating creativity through a computer-mediated employee suggestion
management system
%A James F. Fairbank
%A William E. Spangler
%A Scott David Williams
%J BIT
%D 2003
%V 22
%N 5
%P 305-314
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X This paper describes the requirements for an automated employee
suggestion management system (ESMS) based on expectancy theory and
computer-mediated communications. Although research has found that
suggestion systems can be a useful way to obtain and utilize employees'
creative ideas, effective suggestion management systems must also
motivate employees to think creatively and to participate in the
suggestion process. According to expectancy theory, employees are most
strongly motivated to participate when they believe that they can do so
successfully and when they know that their participation will result in
an outcome that they value. The system proposed here addresses the
requirements of expectancy theory, and the weaknesses of existing
suggestion systems, by establishing a communications infrastructure and
protocol similar to those used in group decision support systems. The
system motivates employees to submit suggestions by providing an
interactive networked forum within which employees and interested
stakeholders can openly debate their merits.

%M J.BIT.22.5.315
%T Cognitive, physical, sensory, and functional affordances in
interaction design
%A H. Rex Hartson
%J BIT
%D 2003
%V 22
%N 5
%P 315-338
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X In reaction to Norman's (1999) essay on misuse of the term affordance
in human-computer interaction literature, this article is a concept
paper affirming the importance of this powerful concept, reinforcing
Norman's distinctions of terminology, and expanding on the usefulness of
the concepts in terms of their application to interaction design and
evaluation. We define and use four complementary types of affordance in
the context of interaction design and evaluation: cognitive affordance,
physical affordance, sensory affordance, and functional affordance.
The terms cognitive affordance (Norman's perceived affordance) and
physical affordance (Norman's real affordance) refer to parallel and
equally important usability concepts for interaction design, to which
sensory affordance plays a supporting role. We argue that the concept of
physical affordance carries a mandatory component of utility or
purposeful action (functional affordance). Finally, we provide
guidelines to help designers think about how these four kinds of
affordance work together naturally in contextualized HCI design or
evaluation.

%M J.BIT.22.5.339
%T Retrospective vs. concurrent think-aloud protocols: testing the
usability of an online library catalogue
%A Maaike J. van den Haak
%A Menno D. T. De Jong
%A Peter Jan Schellens
%J BIT
%D 2003
%V 22
%N 5
%P 339-351
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X Think-aloud protocols are a dominant method in usability testing.
There is, however, only little empirical evidence on the actual validity
of the method. This paper describes an experiment that compares
concurrent and retrospective think-aloud protocols for a usability test
of an online library catalogue. There were three points of comparison:
usability problems detected, overall task performance, and participant
experiences. Results show that concurrent and retrospective think-aloud
protocols reveal comparable sets of usability problems, but that these
problems come to light in different ways. In retrospective think-aloud
protocols, more problems were detected by means of verbalisation, while
in concurrent think-aloud protocols, more problems were detected by
means of observation. Moreover, in the concurrent think-aloud protocols,
the requirement to think aloud while working had a negative effect on
the task performance. This raises questions about the reactivity of
concurrent think-aloud protocols, especially in the case of high task
complexity.

%M J.BIT.22.5.353
%T Layout attributes and recall
%A Marketta Niemela
%A Pertti Saariluoma
%J BIT
%D 2003
%V 22
%N 5
%P 353-363
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X The spatial arrangement of elements such as icons in a computer
interface may influence learning the interface. However, the effects of
layout organization on users' information processing is relatively
little studied so far. The three experiments of this paper examined two
attributes of layouts: spatial grouping by proximity and semantic
coherence. Learning was assessed by tasks in which 30 participants
recalled icon-like items' labels, locations, or both as a series of
study-recall trials. The results show that layout organization interacts
with task demands. Semantic organization improves recall of labels, and
spatial grouping supports recall of locations. When both labels and
locations are learned concurrently, the best recall performance is
associated with a simultaneously grouped and semantically coherent
layout. However, semantic and spatial organization may interact
unexpectedly on learning. The findings are discussed from the viewpoint
of information chunking in memory processes and interface design.

%M J.BIT.22.5.365
%T Measurement of information processing load and visual load on a
dynamic information processing task
%A Chia-Fen Chi
%A Yen-Hui Lin
%A Woei-Shuoh Lan
%J BIT
%D 2003
%V 22
%N 5
%P 365-374
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X A dynamic visual information processing task was designed to
investigate time-based and intensity-based factors on an operator's
information processing load as measured by reaction time, pupil
diameter, and eye movement parameters. The time-based factor was
manipulated by the target rate and scanning rate while the
intensity-based factor was manipulated by the difference between a
simple reaction task and a physical matching (choice reaction) task.
Nine participants tracked the scanning line at two different scanning
rates and were required to respond to two designated targets presented
singly at two different temporal frequencies. The results indicated that
task difficulty (the intensity-based factor) had a significant effect on
the reaction time. Target rate and scanning rate were integrated as one
time-based factor in terms of three sweeping angles. The time-based
factor was found to have a significant effect on the fixation time,
saccade amplitude, fixation frequency, eye movement speed, reaction time
and hit rate. No interaction effect was found between time-based and
intensity-based factors. The time pressure (defined by the time required
divided by the time available) based on a model human processor was
positively related to scanning rate, target rate and task difficulty. It
was found to be the most objective and reliable if time required can be
reliably predicted based on a predictive model approach.

%M J.BIT.22.6.375
%T Work environment and computer systems development
%A Bengt Sandblad
%A Jan Gulliksen
%A Carl Aborg
%A Inger Boivie
%A Jenny Persson
%A Bengt Goransson
%A Iordanis Kavathatzopoulos
%A Stefan Blomkvist
%A Asa Cajander
%J BIT
%D 2003
%V 22
%N 6
%P 375-387
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X Work environment and occupational health problems of different nature
are constantly increasing in computer supported work. Most efforts to
improve the work environment are focused primarily on physical aspects,
and to some extent on psychosocial aspects. Mental workload and
cognitive problems are of a more complex nature, more difficult to
measure and provide efficient solutions to, and are more seldom studied
or solved. Solutions to work environment problems are usually applied to
already existing work situations through improved equipment and work
place design, health programmes, education, reorganizations, etc. The
problems are seldom prevented by means of applying relevant methods
early in the systems development process, before the artefacts have been
designed and implemented. This paper, and the following papers of this
special issue, will focus on the need to integrate different
interdisciplinary methods at different phases in the development process
of computerized support systems, with the ultimate goal to prevent work
environment problems and decrease the health risks to the users.

%M J.BIT.22.6.389
%T Health effects of 'the Paperless Office' -- evaluations of the
introduction of electronic document handling systems
%A Carl Aborg
%A Anders Billing
%J BIT
%D 2003
%V 22
%N 6
%P 389-396
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X Electronic document handling (EDH) systems can result in increased
risks of work-related musculoskeletal disorders and stress-related
mental and somatic symptoms. The effects of introducing an EDH system on
the physical and psychosocial work environment, and on self-reported
health, were studied in two studies at eight Swedish work places. In the
first study data were collected on three occasions: before and 6 and 18
months after the introduction of the EDH system. In the second study
data were collected 5 months after the introduction. The methods used
were interviews, observations, questionnaires, video recordings,
technical measurements and expert observation and examination. The
results showed an important increase in time spent at a computer after
introduction of the EDH system. The findings indicated (a) an increase
in workload, (b) participants felt more constrained and controlled, (c)
a higher frequency in static work postures, (d) frequent problems with
handling the computer system and (e) an increase in health symptoms.

%M J.BIT.22.6.397
%T Key principles for user-centred systems design
%A Jan Gulliksen
%A Bengt Goransson
%A Inger Boivie
%A Stefan Blomkvist
%A Jenny Persson
%A Asa Cajander
%J BIT
%D 2003
%V 22
%N 6
%P 397-409
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X The concept of user-centred systems design (UCSD) has no agreed upon
definition. Consequently, there is a great variety in the ways it is
applied, which may lead to poor quality and poor usability in the
resulting systems, as well as misconceptions about the effectiveness of
UCSD. The purpose of this paper is to propose a definition of UCSD. We
have identified 12 key principles for the adoption of a user-centred
development process, principles that are based on existing theory, as
well as research in and experiences from a large number of software
development projects. The initial set of principles were applied and
evaluated in a case study and modified accordingly. These principles can
be used to communicate the nature of UCSD, evaluate a development
process or develop systems development processes that support a
user-centred approach. We also suggest activity lists and some tools for
applying UCSD.

%M J.BIT.22.6.411
%T Addressing users' health issues in software development -- an
exploratory study
%A Inger Boivie
%A Stefan Blomkvist
%A Jenny Persson
%A Carl Aborg
%J BIT
%D 2003
%V 22
%N 6
%P 411-420
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X In this paper we argue that occupational health expertise should be
directly involved in the software design process, and describe an
exploratory study where health experts and users participated in the
analysis, design and evaluation of a prototype. We addressed the problem
of poor overview and control in electronic case handling. We used
methods primarily from the participatory design field in combination
with a framework describing some of the main risk factors for
stress-related disorders in VDU work. We conducted observation
interviews where the questions were based on the risk factors of high
demand, low control and poor support. The interviews were the main lever
for addressing these factors and making them 'visible' in the process.
They could then be turned into requirements, design criteria and
scenarios that we used as a basis for our design.

%M J.BIT.22.6.421
%T As easy as pie
%A Margaret Rangecroft
%J BIT
%D 2003
%V 22
%N 6
%P 421-426
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X 3-D or perspective pie charts are popular graphical displays,
especially now that they are so easy to produce on computers, but they
are problematical because they distort the very features that
communicate the information about the data. This paper presents evidence
to support the hypothesis that such distortions can lead to
mis-information being obtained from such graphs. In particular the
orientation of the segments is crucial to the interpretation of the
data. This evidence comes from an experiment on a large number of
subjects from varied backgrounds and ages who were asked to identify the
largest and smallest segments in a 3-D pie chart. For some graphs the
numbers of respondents who identified the segments incorrectly far
exceeded those who identified them correctly. A control group who
carried out the same task for 2-D pie charts were all able to correctly
identify the largest and smallest segments in each graph.

%M J.BIT.22.6.427
%T Filters on computer displays -- effects on legibility, performance and
comfort
%A James E. Sheedy
%A Manoj V. Subbaram
%A John R. Hayes
%J BIT
%D 2003
%V 22
%N 6
%P 427-433
%* (c) Copyright 2003 Taylor and Francis Ltd.
%X The hypothesis is that using a contrast-enhancing filter (CEF) on a
computer display will improve display legibility, reading speed and
visual comfort. Twenty subjects performed reading tasks, letter counting
tasks, and legibility measurements on eight display conditions: a
cathode ray tube (CRT) and liquid crystal display (LCD) matched for size
and luminance -- each at high luminance, with two different CEFs and a
lower luminance to match one of the CEFs. The CEFs decreased both
luminance and contrast when applied to the displays with the brightness
set high, although the contrast was better with the filters compared to
a matched luminance display without a filter. The legibility
measurements support the positive effect of the CEFs due to improved
contrast but the larger negative effect due to reduction in luminance
results in a net loss of legibility. Performance on the reading and
letter counting tasks was not improved with the CEFs.

fpack:!@#$%^&*(): CHI99-2.BA
%M C.CHI.99.2.1
%T Specification and simulation of task models with VTMB
%S Demonstrations: tools for design
%A Matthias Biere
%A Birgit Bomsdorf
%A Gerd Szwillus
%B CHI99
%D 1999
%V 2
%P 1-2
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632718
%X In this live demonstration we present the Visual Task Model Builder
(VTMB) tool [1]. Using this tool the user can create and modify rich
task models, containing a hierarchical task structure, temporal
relations between tasks, conditions of task execution, and objects
involved while performing a task. Based on precise semantics the model
can be simulated for validation with the future user and the user
interface designer. Additionally, it provides the basis for the
transformation of the task model into a working dialogue model.

%M C.CHI.99.2.3
%T EZ interface techniques for anytime anywhere anyone interfaces
%S Demonstrations: tools for design
%A Gregg C. Vanderheiden
%A Chris Law
%A David Kelso
%B CHI99
%D 1999
%V 2
%P 3-4
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632719
%X Electronic products are being introduced at an increasingly rapid
rate into our schools, workplaces, and daily living environments. Rather
than taking the form of standard desktop systems, however, many of these
new technologies are small mobile systems which are intended to be used
in a wide variety environments. This is calling for the development of
new more flexible interface strategies which can be used at various
times in eyes free, hands free, silent and noisy situations and
environments. In addition, the ability for people with disabilities to
be able to access and use these products is an increasingly important
issue which also calls for the development of flexible user selectable
input and display approaches. Proposed is a package of interface
techniques called "EZ Access." Together, these techniques provide users
with the ability to operate in a wide range of environments and
situations. They similarly are able to accommodate individuals with a
wide range of abilities or constraints. The strategies have been
designed so that they are flexible enough to be applied to a wide range
of products from cellular phones to ATMs to pocket computers, to
microwave ovens.

%M C.CHI.99.2.5
%T Illuminating light: a casual optics workbench
%S Video demonstrations: tangible, dynamic, and accessible interfaces
%A John Underkoffler
%A Hiroshi Ishii
%B CHI99
%D 1999
%V 2
%P 5-6
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632721
%X We describe a novel system for rapid prototyping of laser-based
optical and holographic layouts. Users of this experimental direct
manipulation tool -- called Illuminating Light -- move physical
representations of various optical elements about a workspace; the
system tracks these components and projects back onto the workspace
surface the simulated propagation of laser light through the evolving
layout. This application is built atop the Luminous Room infrastructure,
an aggregate of interlinked, computer-controlled projector-camera units
called I/0 Bulbs.

%M C.CHI.99.2.7
%T Fluid links for informed and incremental hypertext browsing
%S Video demonstrations: tangible, dynamic, and accessible interfaces
%A Polle T. Zellweger
%A Bay Wei Chang
%A Jock D. Mackinlay
%B CHI99
%D 1999
%V 2
%P 7-8
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632722
%X This paper and video present a novel user interface technique for
hypertext, called fluid links, that has several advantages over current
methods. Fluid links provide additional information at a link source,
termed a gloss, to support readers in choosing among links and
understanding the structure of a hypertext. Fluid links present glosses
in a convenient location that does not obscure the content or layout of
source material. The technique uses perceptually-based animation to
provide a natural and lightweight feeling to readers. Fluid links
provide a novel hypertext navigation paradigm that blurs the boundary
between source and destination: computed glosses supply a "bring from"
approach to hypertext, while multi-way links and nested glosses allow
readers to skip through intermediate nodes while still attending to
their original source context.

%M C.CHI.99.2.9
%T Talking to the ceiling: an interface for bed-ridden manually impaired
users
%S Video demonstrations: tangible, dynamic, and accessible interfaces
%A Michael Pieper
%A Alfred Kobsa
%B CHI99
%D 1999
%V 2
%P 9-10
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632723
%X Even though computer interfaces for handicapped and elderly people
have already been investigated for quite some time, little attention has
been paid to the special access problems of bed-ridden people. In this
video and paper, we present a human-computer interface that enables a
person who is almost completely paralyzed and on an artificial
respirator to write literary texts on his own again. Many of the
observations give clues for the design of interfaces for bed-ridden
manually impaired users in general.

%M C.CHI.99.2.11
%T Mediating awareness and communication through digital but physical
surrogates
%S Video demonstrations: interfaces for group work
%A Hideaki Kuzuoka
%A Saul Greenberg
%B CHI99
%D 1999
%V 2
%P 11-12
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632725
%X Digital but physical surrogates are tangible representations of
remote people positioned within an office and under digital control.
Surrogates selectively collect and present awareness information about
the people they represent. By having them react to physical actions of
people, surrogates can control the communication capabilities of a media
space. This enables the smooth transition from awareness to casual
interaction while mitigating concerns about privacy.

%M C.CHI.99.2.13
%T CoMedi: using computer vision to support awareness and privacy in
mediaspaces
%S Video demonstrations: interfaces for group work
%A Joelle Coutaz
%A Francois Berard
%A Eric Carraux
%A William Astier
%A James L. Crowley
%B CHI99
%D 1999
%V 2
%P 13-14
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632726
%X CoMedi is a mediaspace prototype that uses computer vision to provide
new solutions to the problems of visual discontinuity and privacy.
CoMedi includes a robust face tracker based on cooperation of multiple
vision techniques, a tele-exploration tool based on a multi-resolution
fovea, and new privacy filter using eigen-space coding.

%M C.CHI.99.2.15
%T A revised human interface and educational applications on ideaboard
%S Video demonstrations: interfaces for group work
%A Masaki Nakagawa
%A Koichiro Hotta
%A Hirokazu Bandou
%A Tsuyoshi Oguni
%A Naoki Kato
%A Shin-ichi Sawada
%B CHI99
%D 1999
%V 2
%P 15-16
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632727
%X Our video demonstrates a new style of human interface with an
interactive electronic whiteboard. Its design goal is to realize easy
and natural operation of a large board from an arbitrary standing
position of the user with a reasonable amount of hand movement, with no
hiding of the board by the user's body. We have been attempting to
attain this goal by smoothly and naturally extending the current desktop
GUI rather than relying on unreliable gesture commands.

%M C.CHI.99.2.17
%T AMORE: a world-wide web image retrieval engine
%S Demonstrations: visual interfaces
%A Sougata Mukherjea
%A Kyoji Hirata
%A Yoshinori Hara
%B CHI99
%D 1999
%V 2
%P 17-18
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632729
%X Advanced Multimedia Oriented Retrieval Engine (AMORE) [2] is a
World-Wide Web image retrieval engine integrating several techniques to
facilitate effective retrieval of images from the Web. With the
explosive growth of information that is available through the WWW, it is
becoming increasingly difficult for the users to find the information of
interest. Therefore, search engines are becoming very popular and
useful. However, most of the popular search engines today are textual.
Although most Web pages have images, the current image search engines on
the WWW are primitive. For traditional text retrieval the only way to
search for relevant documents is by specifying keywords. However, for
multimedia retrieval it is essential that the user is provided with
various options for retrieving the target image. AMORE allows the user
to retrieve images of interest using various techniques. The
effectiveness of an information retrieval engine is also dependent on
the user interface to show the retrieved images. In AMORE, the retrieved
images are shown using thumbnails. Like traditional WWW search engines
the user can browse through pages of results. We also allow the user to
click on an interesting thumbnail and retrieve similar images. This
visual navigation strategy is helpful in quickly retrieving the target
images. To help the user if many images are retrieved we have also
developed a Query Result Visualization Environment. This interface
allows the search results to be organized in various ways. We believe
that the integration of information retrieval with visualization is
helpful for the user's retrieval tasks.

%M C.CHI.99.2.19
%T VIDA: (Visual Information Density Adjuster)
%S Demonstrations: visual interfaces
%A Allison Woodruff
%A James Landay
%A Michael Stonebraker
%B CHI99
%D 1999
%V 2
%P 19-20
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632730
%X Multiple studies have shown that clutter or sparsity in visual
representations can have negative effects ranging from decreased user
performance to diminished visual appeal. We have developed a system that
assists users in the construction and navigation of visualizations with
appropriate visual information density. This system, VIDA (Visual Information
Density Adjuster), applies a cartographic principle to minimize clutter and
sparsity in visual displays of information. 

%M C.CHI.99.2.21
%T HyperAudio: location-awareness + adaptivity
%S Demonstrations: free-form interaction
%A Daniela Petrelli
%A Elena Not
%A Marcello Sarini
%A Oliviero Stock
%A Carlo Strapparava
%A Massimo Zancanaro
%B CHI99
%D 1999
%V 2
%P 21-22
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632732
%X Multiple studies have shown that clutter or sparsity in visual
representations can have negative effects ranging from decreased user
performance to diminished visual appeal. We have developed a system that
assists users in the construction and navigation of visualizations with
appropriate visual information density. This system, VIDA (Visual Information
Density Adjuster), applies a cartographic principle to minimize clutter and
sparsity in visual displays of information.

%M C.CHI.99.2.23
%T A motional interface approach based on user's tempo
%S Demonstrations: free-form interaction
%A Naoko Umeki
%A Akira Morishita
%A Shunichi Numazaki
%A Yasunobu Yamauchi
%A Isao Mihara
%A Miwako Doi
%B CHI99
%D 1999
%V 2
%P 23-24
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632732
%X The HyperAudio system aims at better supporting a user while visiting
a museum by combining location awareness and information adaptation.
This mixing of information delivery and physical space proposes new
challenges for an effective human-computer-environment interaction. The
HyperAudio solution interprets the visitor's behavior (i.e. physical and
interactive) to create on the fly object presentations on the basis of
the user model, the physical context and the history of interaction.

%M C.CHI.99.2.25
%T Interstacks end-user "scripting" for hardware
%S Demonstrations: advances in graphical interaction
%A Peter Lucas
%B CHI99
%D 1999
%V 2
%P 25-26
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632735
%X More and more consumer and commercial products contain at least one
microprocessor. While efforts to develop "device bus" standards to
integrate the automation of these devices have increased the potential
for large-scale interoperability, this potential will remain largely
unfulfilled for some time. Interstacks is a modular hardware system that
empowers even non-technical users to integrate bits of specialized
hardware in order to automate and control the flow of information among
electronic products. It reinterprets the notions of component
architecture and end-user scripting in the domain of hardware devices.

%M C.CHI.99.2.27
%T Demonstrating flatland user interfaces
%S Demonstrations: advances in graphical interaction
%A Takeo Igarashi
%A Elizabeth D. Mynatt
%A W. Keith Edwards
%A Anthony LaMarca
%B CHI99
%D 1999
%V 2
%P 27-28
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632736
%X Flatland is an augmented whiteboard designed to assist informal
activities in one's office environment. Current research focus is on the
software architecture to support stroke-based interaction. This
demonstration illustrates the user interface aspects of the board,
focusing on its screen real estate management, flexible control of
various behaviors working on the surface, and context based search
mechanism. The combination of simple user interface based on strokes and
advanced stroke management architecture can greatly enhance the basic
functionality of physical whiteboards without damaging original strength
of them.

%M C.CHI.99.2.29
%T Bridging physical and virtual worlds with tagged documents, objects
and locations
%S Video demonstrations: augmenting reality
%A Beverly L. Harrison
%A Kenneth P. Fishkin
%A Anuj Gujar
%A Dmitriy Portnov
%A Roy Want
%B CHI99
%D 1999
%V 2
%P 29-30
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632738
%X A compelling and provocative vision of the future was presented in
Pierre Wellner's video and article on the Digital Desk [8, 9]. Physical
office tools such as pens, erasers, books, and paper were seamlessly
integrated (or at least almost seamlessly!) with computational
augmentation and virtual tools, using projection and image processing.
His work, and now our most recent efforts (reported in this paper and
[1, 3, 5]), are directed at more seamlessly bridging the gulf between
physical and virtual worlds; an area which we believe represents a key
future path for the design of user interfaces. A goal of this work is to
seamlessly blend the affordances and strengths of physically
manipulatable objects with virtual environments or artifacts, thereby
leveraging the particular strengths of each. The goal of this video is to
visually present scenarios of a number of working physical prototypes we
have designed and built which computationally augment everyday objects
to support casual interaction using natural manipulations. Unlike
previous work [2, 4, 8, 9], we have tried to build invisible interfaces
that have little reliance on specialized single-user environments and/or
display projection, or custom-designed objects. To this end, we start
with everyday objects and embed computation in them in the ubiquitous
computing tradition founded at PARC [6, 7]. We have combined four
technologies (RFID identifier tags and readers, RF networking, infrared
beacons, and portable computing) in a seamless and tightly integrated
way. This combination has not been discussed in the literature and is
only now being experimented with in research labs working on user
interface design.

%M C.CHI.99.2.31
%T mediaBlocks: tangible interfaces for online media
%S Video demonstrations: augmenting reality
%A Brygg Ullmer
%A Hiroshi Ishii
%B CHI99
%D 1999
%V 2
%P 31-32
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632739
%X MediaBlocks is a tangible interface for physically capturing,
transporting, and retrieving online digital media, as well as for
physically and digitally manipulating this media. We present a
description and video demonstration of mediaBlocks' function, and
consider the work as a beginning towards alleviating the abstraction and
complexity endemic to traditional computational interfaces.

%M C.CHI.99.2.33
%T Manipulative user interfaces: exploring physically embodied user
interfaces
%S Video demonstrations: augmenting reality
%A Anuj Gujar
%A Kenneth P. Fishkin
%A Beverly L. Harrison
%A Roy Want
%B CHI99
%D 1999
%V 2
%P 33-34
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632740
%X There has been wide-spread interest in augmented reality and
physically-based user interfaces [e.g., 1, 2, 3, 4, 5, 6, 7, 8] in the
past 6 years. A goal of these efforts is to seamlessly blend the
affordances and strengths of physically manipulatable objects with
virtual environments or artifacts, thereby leveraging the particular
strengths of each. This approach allows us to break free of indirectly
manipulating tiny representations trapped within a computer display by
leveraging form factor, physical motor skills, and naturalistic
associations. Our work is distinguished from previous work in that we are
not exploring separate input devices, but rather we employ sensor
technologies to make the physical artifact become the input device. In
other words we are investigating situations in which the physical
manipulations are directly integrated with the device or artifact that
is being controlled. We consider these user interfaces to be physically
embodied. Our approach has been to experiment with various form factors
of several handheld devices, implement some commonly used functions,
such as navigation, and iterate on the resulting prototypes. This video
shows three implementations of manipulative user interfaces on PDAs to
support three simple real world tasks - navigation through long
sequential lists, navigation within a book or document by pages, and
document annotation. In addition to the three tasks, this document
describes a fourth implementation not shown in the video - navigation
within a book by "chunks" or by relative location.

%M C.CHI.99.2.35
%T Making interactions visible: tools for social browsing
%S Senior CHI development consortium
%A Elisabeth Davenport
%A Reuben Connolly
%A Robert Spence
%A Kathy Buckner
%A Angus Whyte
%A Kirsty Barr
%B CHI99
%D 1999
%V 2
%P 35-36
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632742
%X The authors describe the problem of 'community myopia': a lack of
awareness of people and resources that might assist members of a
community to carry out tasks. They present a prototype social browser in
two stages: a basic computer based social network diagram using
off-the-shelf application software and an advanced social browser using
Netmap, a proprietary analytic and visualization software tool.
Tradeoffs between functional capability and ease and pleasure in use are
discussed.

%M C.CHI.99.2.37
%T Building a community of history
%S Senior CHI development consortium
%A Jason B. Ellis
%A Amy S. Bruckman
%B CHI99
%D 1999
%V 2
%P 37-38
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632743
%X This paper describes a virtual community tentatively entitled
American Timewarp, which aims to bring kids and seniors together, both
online and in person, to create shared historical artifacts. The
beginnings of the project and future directions are discussed.

%M C.CHI.99.2.39
%T Practices to encourage participation of older adults in research and
development
%S Senior CHI development consortium
%A R. Darin Ellis
%A Donna L. Cochran
%B CHI99
%D 1999
%V 2
%P 39-40
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632744
%X The authors discuss issues surrounding the involvement of older
adults in research and development in an urban setting. Transportation
and incentive structure arose as important issues in focus groups with
older adults. Experiences and insights from a participatory design
project involving older adults are also shared.

%M C.CHI.99.2.41
%T Technology and learner centered design: reaching out across the life
span
%S Senior CHI development consortium
%A Jean B. Gasen
%B CHI99
%D 1999
%V 2
%P 41-42
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632745

%M C.CHI.99.2.43
%T A modern role for the village elders
%S Senior CHI development consortium
%A Kay Hofmeester
%A Anthony Dunne
%A Bill Gaver
%A Marco Susani
%A Elena Pacenti
%B CHI99
%D 1999
%V 2
%P 43-44
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632746
%X In this paper, the Presence team describes how, by thinking of older
people as active participants in society, rather than as needy and
dependent, innovative designs have been developed for systems that help
elderly people remain part of the community. The team has done this by
involving users in the design process by, engaging them in a dialogue
with designers that has allowed both sides to influence each other.

%M C.CHI.99.2.45
%T Windows on the world: expanding the view from the nursing home
%S Senior CHI development consortium
%A Jennifer S. Kay
%A Patricia A. J. Kay
%B CHI99
%D 1999
%V 2
%P 45-46
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632747
%X About 5% of the US elderly population are institutionalized. Many of
these individuals have limited mobility and feel very isolated from the
outside world. They often have an acute sense of their loss of
independence. While not being a panacea, we believe that the ability to
access the Internet community can help to foster a feeling of self-worth
and connection to the world around them.

%M C.CHI.99.2.47
%T Learning from seniors in network communities
%S Senior CHI development consortium
%A Elizabeth D. Mynatt
%A Annette Adler
%A Mizuko Ito
%A Charlotte Linde
%A Vicki L. O'Day
%B CHI99
%D 1999
%V 2
%P 47-48
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632748
%X We conducted an ethnographic study of SeniorNet, an organization
focused on helping seniors gain access to computing technology. Our
research examines the social and cultural context of access to
computing, with a particular focus on the role of community. Our study
of SeniorNet has helped us understand the nature of seniors as a group,
as we have immersed ourselves in the uniquely supportive and cohesive
communities of SeniorNet. At the same time, our stereotypes of seniors
have been challenged as we have come to understand the diversity that
the category of "senior" so incompletely describes. This diversity has
implications for how we approach access issues for the senior population
and as we consider the benefits of computing for seniors as well as
benefits for others in interacting with seniors.

%M C.CHI.99.2.49
%T Teaching IT for seniors
%S Senior CHI development consortium
%A Bozena (Boba) Mannova
%B CHI99
%D 1999
%V 2
%P 49-50
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632749
%X This paper describes the information technology course for seniors
which was offered for 1998/99 on the Czech Technical University in
Prague. The curriculum of the course is mentioned and basic information
and statistics about participants are discussed.

%M C.CHI.99.2.51
%T Technology training for older adults
%S Senior CHI development consortium
%A Wendy A. Rogers
%B CHI99
%D 1999
%V 2
%P 51-52
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632750
%X The focus of this paper will be on the importance of providing
age-specific training for the use of computer technology. Evidence
suggests that age-related cognitive, perceptual, and motor declines may
necessitate the need for training that is designed to compensate for
these deficits. Moreover, evidence suggests that agist stereotypes that
older adults lack interest in new technologies are not well-supported.
Many older individuals, especially the healthy and well-educated are
very interested in using new technologies, provided they receive
adequate training.

%M C.CHI.99.2.53
%T Users' perception of privacy in multimedia communication
%S Doctoral consortium
%A Anne Adams
%B CHI99
%D 1999
%V 2
%P 53-54
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632752
%X Perceived infringements of privacy can cause breakdowns in
technologically mediated interactions, leading to user rejection of the
technology. This research aims to identify the impact that users'
perception of privacy has on their attitudes to, and behavior within,
multimedia communication environments. Using both qualitative and
quantitative data from various multimedia communication settings, 3
major factors have been identified (Information Sensitivity, Receiver &
Usage) and integrated into a framework. In addition, a mismatch between
perceived and actual privacy risks has been identified, which increases
perceived invasions of privacy and produces negative emotive responses.

%M C.CHI.99.2.55
%T Skill-specific spoken dialogs in a reading tutor that listens
%S Doctoral consortium
%A Gregory Aist
%B CHI99
%D 1999
%V 2
%P 55-56
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632753
%X Project LISTEN's Reading Tutor listens to children read aloud. A
controlled study indicates that the Reading Tutor helps children's
reading comprehension. However, the results for word attack (decoding)
skills and word identification skills were not statistically better than
in the control condition. Our thesis therefore proposes to develop
skill-specific dialogs based on cognitive skill models and successful
tutoring strategies. These dialogs will be dynamically assembled by the
Reading Tutor and include text, speech, illustrations, and dialog
parameters. We hypothesize that such dialogs will improve elementary
students' reading abilities.

%M C.CHI.99.2.57
%T Perceptual localization of surface normal
%S Doctoral consortium
%A Ming Hou
%B CHI99
%D 1999
%V 2
%P 57-58
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632754
%X The objective of this study is to find an effective evaluation method
for human perception of surface normal by investigating the influences
of surface features on positioning accuracy of a 3D probing tool.
Although stereoscopic displays allow enhanced depth perception and
object identification, surface contour of objects cannot be easily
determined. The research results will not only increase understanding of
human visual perception with stereoscopic display, but will also provide
insight into human-machine interaction in teleoperation tasks using
augmented reality.

%M C.CHI.99.2.59
%T Interactive touch: haptic interfaces based upon hand movement
patterns
%S Doctoral consortium
%A Arthur E. Kirkpatrick
%B CHI99
%D 1999
%V 2
%P 59-60
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632755
%X Haptic interfaces use specialized hardware to stimulate the user's
sense of touch. The haptic sense uses both purposeful movement and
sensory receptors. Previous haptic interface designs have focused
entirely on producing stimuli for the sensory receptors of the human
hand and arm, without taking into account the movements used in haptic
perception. This research explores interaction techniques that
explicitly support various movement styles used in haptic perception.
The resulting interaction techniques should support more rapid and
accurate virtual object identification and discrimination.

%M C.CHI.99.2.61
%T Evaluation of virtual reality systems for usability
%S Doctoral consortium
%A Timothy Marsh
%B CHI99
%D 1999
%V 2
%P 61-62
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632756
%X The adoption of 3D virtual interfaces is becoming more widespread.
Although design guidelines and usability evaluation methods exist for
the conventional 2 dimensional Graphical User Interface (GUI), they may
or may not however, be appropriate in the design and the evaluation of 3
dimensional virtual interfaces. This paper describes the on-going
research to find appropriate ways to evaluate virtual reality (VR)
systems for usability.

%M C.CHI.99.2.63
%T Recommending expertise in an organizational setting
%S Doctoral consortium
%A David W. McDonald
%B CHI99
%D 1999
%V 2
%P 63-64
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632757
%X This work explores how information systems can be augmented to assist
users in finding other individuals who are likely to have specialized,
expert information that they need. This paper describes a field study
that considers the social and cognitive mechanisms that people use to
find candidate sources of expertise. These mechanisms are the basis for
a recommender system that can help users find expertise.

%M C.CHI.99.2.65
%T Designing 4D contexts for construction planners
%S Doctoral consortium
%A Kathleen McKinney Liston
%B CHI99
%D 1999
%V 2
%P 65-66
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632758
%X Today, no context enables planners to communicate all the information
necessary to evaluate a schedule. This thesis work looks at how we can
use the 4D (3D + time) context to communicate and interact with
descriptive, predictive, and explanative planning content by focusing on
three aspects of the design of 4D contexts: 1) Defining the interactions
between the elements of a 4D context and between the 4D content and the
users; 2) Extending the current representation of planning content to
generate these 4D contexts; and 3) Specifying and applying performance
criteria to evaluate alternative 4D contexts.

%M C.CHI.99.2.67
%T Computer-supported inferential analysis under data overload
%S Doctoral consortium
%A Emily S. Patterson
%B CHI99
%D 1999
%V 2
%P 67-68
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632759
%X A simulation study of inferential analysis under data overload was
conducted with professional analysts. Using a process tracing
methodology, vulnerabilities in the analysis process were identified
that point to design criteria for useful support aids.

%M C.CHI.99.2.69
%T Internet search using adaptive visualization
%S Doctoral consortium
%A Dmitri Roussinov
%B CHI99
%D 1999
%V 2
%P 69-70
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632760
%X Automatically created maps of concepts improve navigation in large
collections of text documents. My research in progress on leveraging
navigation by interactively providing the ability to modify the maps
themselves has led me to believe that this functionality increases
responsiveness to the user and makes searching more effective. I
explored both what adaptive features users perceive to be most helpful
and the overall effect of adaptation on achieving information seeking
goals.

%M C.CHI.99.2.71
%T Web macros by example: users managing the WWW of applications
%S Doctoral consortium
%A Alex Safonov
%B CHI99
%D 1999
%V 2
%P 71-72
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632761
%X As the WWW moves from a web of documents to a web of interactive
applications, hypertext organization and navigation tools such as
bookmarks do not fully support user activities. I propose the concept of
Web macros - parameterized, context-aware WWW navigation programs
created by demonstration. Web macros can automate common tasks for their
author, as well as be offered for public use with personalized
parameters factored out and substituted. I am developing the model,
requirements and technology for Web macros, and will investigate
authoring by demonstration.

%M C.CHI.99.2.73
%T Active retrieval results: if a picture is worth a thousand words, how
much is a moving picture worth?
%S Doctoral consortium
%A Thomas Tan
%B CHI99
%D 1999
%V 2
%P 73-74
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632762
%X This research introduces the use of animation in retrieval results
presentation as the next step in the evolution of information retrieval
visualisation. Some of the issues of using animation in this context are
discussed. An implemented Java workbench called WebTree will be used as
a framework for the design, development and evaluation of the
visualisation interface.

%M C.CHI.99.2.75
%T Effective navigation of children in virtual 3D environments
%S Doctoral consortium
%A Sabine Volbracht
%B CHI99
%D 1999
%V 2
%P 75-76
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632763
%X The increasing development of three-dimensional environments for the
World Wide Web and of three-dimensional educational software demands a
better understanding of children's navigation in virtual 3D
environments. This work will compare navigation mechanisms between
children and adults to identify and model prerequisites which will allow
children to navigate effectively in such environments.

%M C.CHI.99.2.77
%T Developing tools for efficient collaborative web browsing
%S Doctoral consortium
%A Guillermo S. Zeballos
%B CHI99
%D 1999
%V 2
%P 77-78
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632764
%X Collaborative web browsing can provide a practical approach for
searching the vast quantities of information on the WWW. While browsers
that support group web browsing exist, their support is limited to
lockstep browsing, in which multiple clients are slaved to one browser.
They do not permit individual collaborators to navigate separate paths
while coordinating their efforts. This paper discusses my current
investigation into modeling the behavior of, and developing tools to
support, people making individual contributions to a coordinated group
search effort.

%M C.CHI.99.2.79
%T Trust me, I'm accountable: trust and accountability online
%S Panel
%A Batya Friedman
%A John C. Thomas
%A Jonathan Grudin
%A Clifford Nass
%A Helen Nissenbaum
%A Mark Schlager
%A Ben Shneiderman
%B CHI99
%D 1999
%V 2
%P 79-80
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632766
%X We live in an increasingly wired world. According to Robert Putnam,
people are spending less time in persistent personal face to face
interactions and more time in pursuits such as watching TV and using the
Internet. At the same time, independently measured "social capital" --
the extent to which we trust and work for a common good -- is declining.
In this panel, we explore: the impacts of electronic media on trust and
accountability; whether and how electronic media can be designed and
used to increase deserved trust and accountability; the relationship
between protecting privacy and increasing the efficacy of communication;
and how people's tendency to treat computers as social actors impacts
these issues. In brief, how can modern technology enhance humanity's
humanity?

%M C.CHI.99.2.81
%T Senior CHI: how can we make technology "elder-friendly?"
%S Panel
%A Beth Meyer
%A Dominic G. Bouwhuis
%A Sara J. Czaja
%A Wendy A. Rogers
%A Matthias Schneider Hufschmidt
%A James L. Fozard
%B CHI99
%D 1999
%V 2
%P 81-82
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632767
%X This panel will discuss the needs of older adults in making full use
of computers and similar advanced technology. The panelists include
representatives from both academic research and industrial
organizations; all are experts in the impact of aging on the use of
technology. Questions to be addressed by the panel include: What is the
most important thing a designer can do to ensure that older adults can
use a product? Will there still be issues associated with aging and
computer use as the current generation of computer users gets older? Are
normal good design methods enough to ensure that a product will work for
this population? If not, is it worth the extra effort?

%M C.CHI.99.2.83
%T Comparative evaluation of usability tests
%S Panel
%A Rolf Molich
%A Ann Damgaard Thomsen
%A Barbara Karyukina
%A Lars Schmidt
%A Meghan Ede
%A Wilma van Oel
%A Meeta Arcuri
%B CHI99
%D 1999
%V 2
%P 83-84
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632768
%X Seven professional usability labs and one university student team
have carried out independent, parallel usability tests of the same
state-of-the-art, live, commercial web site. The web site used for the
usability tests is www.hotmail.com, a major provider of free web-based
e-mail. The panel will discuss similarities and differences in process,
results and reporting.

%M C.CHI.99.2.85
%T Third generation computer tutors: learn from or ignore human tutors?
%S Panel
%A Albert Corbett
%A John Anderson
%A Art Graesser
%A Ken Koedinger
%A Kurt VanLehn
%B CHI99
%D 1999
%V 2
%P 85-86
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632769
%X Current "second generation or "intelligent" computer tutors are
approximately one-half as effective as human tutors. How will we develop
the next generation of computer tutors that approaches human tutor
effectiveness? Does success lie in understanding and emulating the
performance of human tutors? If so, should we focus on natural language
dialog or human tutor pedagogy? Alternatively, does computer technology
afford effective instructional interventions, unavailable to human
tutors? Can we modify learning activities and monitor student problem
solving in ways that human tutors cannot.

%M C.CHI.99.2.87
%T Counting on community in cyberspace
%S Panel
%A Marc A. Smith
%A Steven M. Drucker
%A Robert Kraut
%A Barry Wellman
%B CHI99
%D 1999
%V 2
%P 87-88
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632770
%X In this panel, a group of researchers, each of whom has either
constructed tools for communicating and community building in cyberspace
or studied the process, present their own work and critically evaluate
each other's work. Our perspective explores the relationships between
individual usage of these tools and the formation of lasting social
relationships and groups. Each panelist presents a current research
project that documents the empirical patterns of use and interaction
with existing forms of social cyberspaces. The panelists comment on the
ways in which the their findings cast new perspective on each other's
findings and on the prospects for the formation of both online
communities and physical communities augmented by online interaction.

%M C.CHI.99.2.89
%T Social navigation: what is it good for?
%S Panel
%A Alan Wexelblat
%A Andreas Dieberger
%A Paul Dourish
%A Kristina Hook
%A Paul Resnick
%B CHI99
%D 1999
%V 2
%P 89-90
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632771
%X In this panel, a group of theorists and systems builders, each of
whom has constructed a social navigation system, try to generalize
beyond their own specific work and discuss what the possible
applications and implications of social navigation will be for
human-computer interfaces. Perspectives range from the pragmatic to the
theoretical. The panelists describe ways in which future systems,
influenced by social navigation ideas, might be built.

%M C.CHI.99.2.91
%T Is ActiMates Barney ethical?: the potential good, bad, and ugly of
interactive plush toys
%S Panel
%A BJ Fogg
%A Allen Cypher
%A Allison Druin
%A Batya Friedman
%A Erik Strommen
%B CHI99
%D 1999
%V 2
%P 91-92
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632772
%X Interactive plush toys, such as ActiMates Barney, raise new ethical
concerns that we as HCI professionals need to address and understand.
This panel is designed to bring those concerns to the forefront and
allow panelists and audience members to debate key issues. The panel
includes people with expertise in creating interactive plush toys,
creating software for children, and investigating ethical issues of
technology.

%M C.CHI.99.2.93
%T What makes strategic usability fail?: lessons learned from the field
%S Panel
%A Stephanie Rosenbaum
%A Sarah Bloomer
%A Dave Rinehart
%A Janice Rohn
%A Ken Dye
%A Judee Humburg
%A Jakob Nielsen
%A Dennis Wixon
%B CHI99
%D 1999
%V 2
%P 93-94
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632773
%X This panel asks a group of well-known usability practitioners what is
keeping us from achieving the penetration of strategic usability within
organizations. Eight panelists describe the lessons they learned while
attempting to make usability pervasive in different organizational
environments.

%M C.CHI.99.2.95
%T Sci-fi @ CHI-99: science-fiction authors predict future user
interfaces
%S Plenary
%A Aaron Marcus
%A Elliot Soloway
%A Bruce Sterling
%A Michael Swanwick
%A Vernor Vinge
%B CHI99
%D 1999
%V 2
%P 95-96
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632775
%X Similar to the Sci-Fi@CHI panel of 1992, leading science fiction
authors will explore ideas about future user interfaces, their
technology support, and their social context. A commentator and the
audience will have an opportunity to comment upon the authors'
presentations.

%M C.CHI.99.2.97
%T How to become an internet felon in three easy steps: will digital
libraries become digital stores?
%S Plenary
%A Barbara Simons
%B CHI99
%D 1999
%V 2
%P 97
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632777
%X A few years ago Hollywood and the music industry discovered the
Internet and realized, much to their horror, that the technology now
exists to make arbitrary numbers of perfect copies of a digitized
object. As a result, we have seen an explosion of legislative and treaty
proposals. Legislation was recently passed that attempts to protect
intellectual property on the Net by outlawing some devices and
technologies that can be used to "circumvent" measures restricting
access. This legislation has several bad features, among them the
unintended side effect of making some legitimate computer security
research illegal. It could even criminalize some techniques that are
required to correct Y2K problems. Both the legislation that is passed
and the manner in which technology is implemented will have a major
impact on the rights and responsibilities of creators and users of
intellectual property. How will copyright he impacted? What will happen
to user rights of fair use and first sale? Are we moving from copyright
protection of books and magazines on the net to contract law, and if so,
what are the potential repercussions? Will free libraries become a thing
of the past, to be replaced by pay-per-view?The manner in which these
questions are resolved will have a significant impact on our society.

%M C.CHI.99.2.98
%T Civil rights in cyberspace: how online free speech restrictions will
inhibit online diversity
%S Closing plenary
%A Ann Beeson
%B CHI99
%D 1999
%V 2
%P 98-99
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632779
%X Federal, state and local governments continue to pass laws that
restrict online speech. These laws threaten the quality of the medium as
a true marketplace of ideas where everyone gets equal access and an
equal voice.

%M C.CHI.99.2.100
%T Human-computer interaction: introduction and overview
%S Tutorials
%A Keith A. Butler
%A Robert J. K. Jacob
%A Bonnie E. John
%B CHI99
%D 1999
%V 2
%P 100-101
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632781
%X The objective of this special introductory seminar is to provide
newcomers to Human-Computer Interaction (HCI) with an introduction and
overview of the field. The material will begin with a brief history of
the field, followed by presentation and discussion of how good
application development methods pull on the interdisciplinary
technologies of HCI. The topics will include the psychology of
human-computer interaction, usability engineering, psychologically-based
design methods and tools, user interface media and tools, and
introduction to user interface architecture.

%M C.CHI.99.2.102
%T User interface design for the web
%S Tutorials
%A David Shen
%A Irene Au
%A Brian Buschmann
%B CHI99
%D 1999
%V 2
%P 102-103
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632782
%X In this half day tutorial, we describe a variety of user interface
design principles which are characteristic of Web design. These
principles have been implemented by, experimented with, and validated
through the experiences of the Yahoo! design team.

%M C.CHI.99.2.104
%T Task analysis meets prototyping: seeking seamless UI-development
%S Tutorials
%A Chris Stary
%A Gerrit C. van der Veer
%B CHI99
%D 1999
%V 2
%P 104-105
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632783
%X This full-day tutorial introduces a seamless development approach for
user interface generation, based on the user-centered Groupware Task
Analysis GTA, and the task-based design technique and tool TADEUS (Task
Analysis / Design / End User Systems). The seamless procedure ensures
(i) for the developers consistency and semantic richness throughout
analysis and design, and (ii) for end users context-sensitive and
immediate feedback of analysis and design inputs through prototyping
from analysis/design representations. The tutorial is held in
participatory style and introduces the background, goals, experiences,
methodology to be followed, methods and tools to use. It also provides
hand-on experiences with existing tools to be used along the lines of
development. The methodology will be explained and experienced along one
or more projects the participants will identify and specify according to
their interest and profile.

%M C.CHI.99.2.106
%T Practical observation skills for understanding users and their work
in context
%S Tutorials
%A Susan M. Dray
%B CHI99
%D 1999
%V 2
%P 106-107
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632784
%X This tutorial will focus why and how to do observations of users in
their own worksite. It will introduce practitioners how to use
ethnographic tools, and how to apply what they find to design.

%M C.CHI.99.2.108
%T Innovation in design: strategies for designing together
%S Tutorials
%A Charles D. Kukla
%A Thomas Binder
%A William L. Porter
%A Jacob Buur
%B CHI99
%D 1999
%V 2
%P 108-109
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632785
%X Innovation in design is becoming increasingly important as businesses
see the limits of cost reduction strategies for improving productivity,
profit, and growth. To create innovation in design we will show that
designing in skilled practice has an inner logic: a structure that
allows it to be understood as a kind of reasoning, a form of inquiry,
but that also includes and depends upon the designer's appreciative
judgments. Through the use of a research technique called Design Games
and a real-life problem situation, participants will explore designing
with a variety of tools, techniques and methods. Participants will
reflect, analyze, and evaluate their work with others and by doing so
will learn how their designs can become more communicative, efficient,
and foster innovation through out the design process. The Space Planning
and Organizational Research Group (http://destec.mit.edu/sporg/info/) at
the Massachusetts Institute of Technology and the User Centered Design
Group at Danfoss have provided research and material for this tutorial.

%M C.CHI.99.2.110
%T Practical usability methods in website design
%S Tutorials
%A Darren Gergle
%A Tom Brinck
%A Scott Wood
%B CHI99
%D 1999
%V 2
%P 110-111
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632786
%X This tutorial presents a practical approach to applying usability
methods to website design. Website projects are usually done on tight
schedules, with limited resources, and without a well-defined approach
for achieving usability. For many developers it's easy to dismiss
usability methods as an unnecessary overhead cost. We demonstrate how
usability methods can be integrated efficiently and effectively into
each stage of the website design process. Employing this process, and by
using forms, checklists, and other tools to improve communication and
workflow, website projects can be managed successfully achieving a
highly-usable product.

%M C.CHI.99.2.112
%T Visual design for E-commerce and performance tools
%S Tutorials
%A Aaron Marcus
%A Edward Guttman
%B CHI99
%D 1999
%V 2
%P 112-113
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632787
%X User interface design requires good visual design of metaphors,
mental models, navigation, appearance, and interaction to represent
data, functions, tasks, roles, organizations, and people. Techniques of
simplicity, clarity, and consistency can improve the communication
effectiveness of user interfaces for performance (productivity) tools,
multimedia, and the Web. In particular, the use of appropriate
typography, layout, color, animation, and symbolism can assist
developers to achieve more efficient, effective o communication to more
diverse user communities.

%M C.CHI.99.2.114
%T Successful strategies for selling usability into organisations
%S Tutorials
%A Sarah Bloomer
%A Susan Wolfe
%B CHI99
%D 1999
%V 2
%P 114-115
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632788
%X Usability is successfully integrated into an organisation when a
strategy is developed which leads to key usability benefits and supports
overall business objectives. Usability is practised by a large number of
software developers, but has yet to gain wide acceptance within
organisations. Communicating the value of usability must happen across
multiple levels of an organisation, and requires speaking several
"languages". This practical, hands-on tutorial covers a step by step
approach to convincing management or potential clients of the value of
usability, in terms each group understands. It examines what is required
to develop a usability strategy for a whole organisation to finding data
to convince stakeholders of a single usability activity.

%M C.CHI.99.2.116
%T Cognitive factors in design: basic phenomena in human memory and
problem solving
%S Tutorials
%A Thomas T. Hewett
%B CHI99
%D 1999
%V 2
%P 116-117
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632789
%X This tutorial provides a "hands-on" (actually, "minds-on")
exploration of several basic processes and phenomena of human memory,
and problem solving. The emphasis is on developing both intuitive and
formal knowledge which can serve as background knowledge which will be
useful in interpreting design guidelines and in making educated design
judgments when design guidelines fail, conflict, or are nonexistent. The
demonstrations used emphasize basic general phenomena with which any
theory of memory or problem solving must deal. In addition, the tutorial
suggests some of the implications of these phenomena for designing
interactive computing systems.

%M C.CHI.99.2.118
%T Video brainstorming and prototyping: techniques for participatory
design
%S Tutorials
%A Wendy E. Mackay
%A Anne Laure Fayard
%B CHI99
%D 1999
%V 2
%P 118-119
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632790
%X This tutorial is designed for HCI designers and researchers
interested in learning specific techniques for using video to support a
range of participatory design activities. Based on a combination of
lectures, video demonstrations and hands-on exercises, the tutorial will
give participants practical experience using video to observe users in
laboratory and field settings, to analyze multimedia data, to explore
and capture design ideas (video brainstorming), to simulate interaction
techniques with users (Wizard-of-oz and video prototyping) and to
present video-based design ideas to users and managers. Participants
will gain experience shooting video and will address practical issues
such as maintaining video archives and ethical issues such as obtaining
informed consent. Although these video techniques are applicable in a
variety of design settings, the emphasis here is on participatory
design, using video as a tool to help users, researchers and designers
gather and communicate design ideas.

%M C.CHI.99.2.120
%T CSCW, groupware and workflow: experiences, state of art, and future
trends
%S Tutorials
%A Steven Poltrock
%A Jonathan Grudin
%B CHI99
%D 1999
%V 2
%P 120-121
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632791
%X Technology to support groups is rapidly coming into use and is
starting to have an impact on us, our organizations, and society. This
course addresses recent experiences, current possibilities, and future
trends and shocks. Lecture and video illustrations are accompanied by
discussions in which participants organize and present their collective
experiences with and interests in groupware and workflow technologies,
and CSCW issues and methods. The instructors summarize the current
composition of the CSCW community and the state of the art in
technology, and organize discussion of fundamental challenges that face
us as users (and developers) of these technologies.

%M C.CHI.99.2.122
%T Computer-human interaction and health care: opportunities,
roadblocks, tips, and tricks
%S Tutorials
%A John W. Gosbee
%B CHI99
%D 1999
%V 2
%P 122-123
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632792
%X More and more organizations are interested in applying human factors
(human-computer interaction -- HCI) to the development of health care
information systems. This workshop is designed to accelerate this
movement towards usable and useful health care information systems,
which will, in turn, benefit end-users in hospitals, clinics, and other
medical settings. Workshop participants will learn about: 1) issues in
health care that are important to proper HCI design; 2) opportunities
and training needed to become a specialist in HCI and healthcare; 3)
barriers to accomplishing HCI activities in health care; 4) practical
tips and tricks; and 5) hard-to-find case studies. This tutorial will be
useful to any student, practitioner, or academic who would like to
cultivate opportunities in the area of healthcare information systems
(from computerized records to telemedicine). The workshop will provide
valuable advice to those HCI personnel involved in medical domain, as
well as newcomers to the domain.

%M C.CHI.99.2.124
%T Designing speech user interfaces
%S Tutorials
%A Nicole Yankelovich
%A Jennifer Lai
%B CHI99
%D 1999
%V 2
%P 124-125
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632793
%X This tutorial focuses on techniques for designing speech interfaces.
Topics covered include an introduction to speech input and output, a
discussion of speech user interface design issues, and an exploration of
ways to involve users in the design process.

%M C.CHI.99.2.126
%T Designing interfaces for handheld computers
%S Tutorials
%A Phillip B. Shoemaker
%B CHI99
%D 1999
%V 2
%P 126-127
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632794
%X With the handheld computer finally becoming mainstream, there is a
need for designers to become informed about the tips and techniques
necessary to design effective handheld applications. Many designers are
unfamiliar with the unique requirements of handheld computers, and
therefore attempt to use desktop metaphors on their designs. This
tutorial will introduce design concepts used by the creators of the most
popular and easy-to-use handheld computers. It includes designing
screens and dialog boxes, designing for speed, using progressive
disclosure, and employing benchmarks. It will also demonstrate the
difference between designing for the consumer market and the vertical
market.

%M C.CHI.99.2.128
%T An introduction to the java foundation classes (JFC)
%S Tutorials
%A Fintan Culwin
%B CHI99
%D 1999
%V 2
%P 128-129
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632795
%X The Java event source/listener protocols are fundamental to the
construction of GUIs as the user's interactions with the interface
generate events whose listeners supply the required behaviour. The Java
1.2 Java Foundation Class (JFC) user interface toolkit supplies a
collection of interface components that have a richer visual appearance
and increased functionality compared with the Abstract Windowing Toolkit
(AWT) that it replaces. Knowledge of a widget set is necessary, but not
sufficient, for the production of artefacts that have a high degree of
usability. State Transition Diagrams (STDs) provide a notation for the
expression of required behaviour at the initial design stage. STDs can
also be used to inform the design of classes within a three
(application, presentation and translation) layer architecture; can also
be used to validate the behaviour of the completed artefact and used to
derive usability metrics.

%M C.CHI.99.2.130
%T Design issues for next generation interfaces (NGI)
%S Tutorials
%A Anne Schur
%A Scott D. Decker
%A Richard May
%B CHI99
%D 1999
%V 2
%P 130-131
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632796
%X The information explosion that has accompanied the technological age
has created a world where people are expected to deal with vast
quantities of data quickly and interact with others through technology
on a daily basis. Facilitating the ability to effectively communicate
and use this data requires a radical change in the way human computer
interface (HCI) dialogues are provided. This tutorial will introduce new
ideas, strategies, and techniques being developed around the world that
can be used to create a new generation of interfaces. The
characteristics, needs, and issues of NGIs will be identified. The
tutorial will focus on three key areas: physical interactions, social
interactions, and ambient interactions. New concepts about interaction
will be introduced and illustrated by examples. Hands-on exercises will
be used to assist participants' awareness and knowledge about how to
apply strategies and techniques that can be used to design and think
about NGIs. Emphasis will be given to efficient use of sharing
interactively distributed resources including people and data in context
of people performing activities as part of a small group.

%M C.CHI.99.2.132
%T Globalizing usability engineering: current status in Japan
%S Tutorials
%A Masaaki Kurosu
%B CHI99
%D 1999
%V 2
%P 132-133
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632797
%X This half-day tutorial outlines the current status of the usability
engineering in Japan by reviewing both the technology and cultural
characteristics of usability engineering in Japan.

%M C.CHI.99.2.134
%T Drawing on the right side of the brain
%S Tutorials
%A Brian Bomeisler
%B CHI99
%D 1999
%V 2
%P 134
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632798
%X Drawing on the Right Side of the Brain is one of the most effective
teaching techniques for drawing ever developed. Brought about by Dr.
Betty Edwards' years of research and personal experiences as a professor
of art, this technique has proven itself by teaching millions to draw,
worldwide. In this tutorial you will learn basic strategies for accessing
the visual, perceptual mode of thinking. This type of thinking is
learned through the acquisition of very basic drawing skills and the
acquisition of an understanding of the nature of drawing.

%M C.CHI.99.2.135
%T Programmable user modelling analysis in theory and in practice
%S Tutorials
%A Ann Blandford
%A Jason Good
%B CHI99
%D 1999
%V 2
%P 135-136
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632799
%X This tutorial provides a general introduction to cognitive modelling
as it relates to work in Human-Computer Interaction and, in particular,
to Programmable User Modelling Analysis (PUMA). PUMA is an approach to
predictive usability evaluation that focuses on describing the user's
knowledge and problem-solving behaviour. The tutorial covers underlying
cognitive theory as well as the method of analysis. Examples of various
sizes are used to demonstrate how PUMA can be applied within design
practice.

%M C.CHI.99.2.137
%T Planning and implementing user-centred design
%S Tutorials
%A Nigel Bevan
%A Ian Curson
%B CHI99
%D 1999
%V 2
%P 137-138
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632800
%X The tutorial presents a structured approach to user centred design,
based on the principles of the International Standard "Human centred
design processes for interactive systems" (ISO 13407) and other related
standards. A core set of practical methods which support the approach
are described. These have been selected by the European Usability
Support Centres on the basis of their applicability, maturity,
availability, and cost-effectiveness. The tutorial gives an overview of
each method, and describes criteria which can be used for selecting
appropriate methods. The benefits of demonstrating conformance to ISO
13407 are explained.

%M C.CHI.99.2.139
%T Contextual design: using customer work models to drive systems design
%S Tutorials
%A Karen Holtzblatt
%A Hugh Beyer
%B CHI99
%D 1999
%V 2
%P 139-140
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632801
%X Field data gathering techniques such as Contextual Inquiry enable a
design team to gather the detailed data they need. These techniques
produce enormous amounts of information on how the customers of a system
work. This creates a new problem--how to represent all this detail in a
coherent, comprehensible form, which can be a suitable basis for design.
An affinity diagram effectively shows the scope of the customer problem,
but is less effective at capturing and coherently representing the
details of how people work. Design teams need a way to organize this
detail so they can use it in their own development process. In this
tutorial we present our latest methods for representing detailed
information about work practice and using these representations to drive
system design. These methods have been adopted over the last few years
by major product development and information systems organizations. We
show how to represent the work of individual users in models, how to
generalize these to describe a whole market or department, and how to
use these to drive innovative design. We present the process by which we
build and use the models and practice key steps. We show how these
methods fit into the overall design process, and summarize Contextual
Design, which gathers field data and uses it to drive design through a
well-defined series of steps. The tutorial is appropriate for those who
have used field techniques, especially Contextual Inquiry, and would
like to put more structure on the process of using field data. We use
shopping as our example of work practice throughout this tutorial, since
shopping is simple and understood by everyone. We encourage participants
to go grocery shopping shortly before the tutorial, and bring any
shopping list they may have used, their store receipt, and a drawing of
the store layout and their movement through it.

%M C.CHI.99.2.141
%T Web sites that work: designing with your eyes open
%S Tutorials
%A Jared M. Spool
%A Will Schroeder
%A Tara Scanlon
%A Carolyn Snyder
%B CHI99
%D 1999
%V 2
%P 141-142
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632802
%X This tutorial is inspired by our observations of users struggling
with web sites and our consulting work with clients who face the many
challenges of web site development. We've witnessed the effects of
less-than-optimal web site design and the pain it causes users. Our
client work and research have given us insights into the causes of
unusable designs--we've seen similar patterns of behavior in the
development processes of different organizations. Many web site
designers are unaware of some of the most important factors that will
affect the success of their site. By teaching web designers to think
differently about their work, we can introduce changes in the
development process that will lead to more usable web site designs.

%M C.CHI.99.2.143
%T Java based user interface design and development
%S Tutorials
%A Manfred Tscheligi
%A Verena Giller
%A Gernot Hueller
%B CHI99
%D 1999
%V 2
%P 143-144
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632803
%X The objective of this tutorial is to introduce the Java platform from
a design rather then from a programming perspective. It provides an
exploration of key issues of the Java technology necessary to create
high quality and novel web technology based application environments.
Based on the experience of several Java based user interface projects
the specific needs of usability engineers will be addressed. User
interface potentials embedded in the Java platform will be uncovered.

%M C.CHI.99.2.145
%T Visual literacy for interface designers: tips, tools, techniques and
inspiration
%S Tutorials
%A Suzanne Watzman
%B CHI99
%D 1999
%V 2
%P 145-146
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632804
%X "To expand our ability to see means to expand our ability to
understand a visual message and, even more crucial, to make a visual
message." Donis DondisThough Donis Dondis (A Primer of Visual Literacy)
wrote this statement in 1973, it has never been more true than today.
Our world is one of non-stop messages and images. As we rapidly create
and use tools that allow us to deliver more messages and images faster,
we have not taken enough time to understand the implications. We make
countless decisions every day based on our perception and interpretation
of these things, yet we are unaware of what, why and how we respond to
visual imagery. This kind of understanding, however, can give us the
potential to deliver efficient, effective messages consistent with the
intended meaning. The problem is that no one has given us a greater
ability to use and understand all this new information. In our rush to
use enticing new tools, we have forgotten our goal: that this is all
about quality communication. We need to step back and evaluate this
visual chaos; learn to see, not just look; learn and understand what the
basic principles are to create quality communication as well as the
implications of our choices. Our education has made us verbally
literate; we must now become visually literate.

%M C.CHI.99.2.147
%T The usability engineering lifecycle
%S Tutorials
%A Deborah J. Mayhew
%B CHI99
%D 1999
%V 2
%P 147-148
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632805
%X The purpose of this tutorial is to provide a lifecycle of practical
usability tasks and techniques for structuring the process of designing
good user interfaces to either traditional software applications or Web
pages and applets. The tutorial presents techniques which can be applied
at different points in a typical product development lifecycle.
Techniques presented include not only requirements analysis, design and
testing techniques, but also organizational and managerial strategies.

%M C.CHI.99.2.149
%T Information visualization tutorial
%S Tutorials
%A Nahum Gershon
%A Stuart Card
%A Stephen G. Eick
%B CHI99
%D 1999
%V 2
%P 149-150
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632806
%X Visual representation of information requires merging of data
visualization methods, computer graphics, design, and imagination. This
course describes the emerging field of information visualization
including visualizing retrieved information from large document
collections (e.g., digital libraries), the World Wide Web, and
databases. The course highlights the process of producing effective
visualizations, making sense of information, taking users' needs into
account, and illustrating good practical visualization procedures in
specific case studies.

%M C.CHI.99.2.151
%T Variations of a theme: card-based techniques for participatory
analysis and design
%S Tutorials
%A Daniel Lafreniere
%A Tom Dayton
%A Michael Muller
%B CHI99
%D 1999
%V 2
%P 151-152
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632807
%X This full-day tutorial provides hands-on experience with three
card-based techniques for participatory analysis and design: CARD
(Collaborative Analysis of Requirements and Design), CUTA (Collaborative
Users' Task Analysis) and TOD (Task Object Design).In our tutorial, we
will provide brief theoretical backgrounds on participatory design and
tips and tricks on conducting successful workshops. We will then guide
the participants in a walking review of three work samples illustrating
the three techniques (CARD, CUTA and TOD). The participants will divide
into small groups; each group will engage in a brief workshop using one
of the three techniques. Groups will rotate through the three workshops,
so that each participant has experience with each of the three methods.
The participants will then compare and contrast their experiences in a
plenary discussion, moderated by the instructors. In our closing
section, we will compare these practices with other, related practices
(e.g., [1,2]), locate these practices in a larger space of participatory
methods (per a recent survey chapter by two of the instructors in the
new Handbook of HCI [6]), and discuss how participants can adapt the
methods to meet their own needs.

%M C.CHI.99.2.153
%T Conceptual design
%S Tutorials
%A Kathy Potosnak
%B CHI99
%D 1999
%V 2
%P 153-154
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632808
%X This full-day tutorial introduces conceptual design and a simple,
user-centered framework for creating conceptual designs as a basis for
organizing the functionality of a product and representing it in the
user interface. It covers the purpose, context, benefits, examples,
process, and hands-on application of the framework to a sample project.

%M C.CHI.99.2.155
%T Designing hands-free, eyes-free, silent (or noisy) environment, and
accessible interfaces
%S Tutorials
%A Gregg Vanderheiden
%A Shawn Lawton Henry
%B CHI99
%D 1999
%V 2
%P 155-156
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632809
%X This full-day tutorial provides attendees with a thorough
understanding of the issues and strategies for creating interfaces that
do not depend on particular sensory modalities or physical capabilities.
Knowledge gained will help attendees understand related topics, such as
the issues of mobile computing and access by intelligent agents, as well
as access by users with disabilities and older users.

%M C.CHI.99.2.157
%T Distance learning
%S Tutorials
%A Lisa Neal
%B CHI99
%D 1999
%V 2
%P 157-158
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632810
%X This tutorial covers how to design and deliver a distance learning
class. The motivation for distance learning programs is presented, along
with the selection, deployment, and use of distance learning
technologies. We examine how preparing and teaching a distance learning
class is different from a face-to-face class and how to evaluate the
effectiveness of a distance learning class. Case studies will illustrate
the use of distance learning technologies and the broad range of
situations and institutions in which distance learning is employed.

%M C.CHI.99.2.159
%T Speech user interface design for mobile devices
%S Tutorials
%A Elisa del Galdo
%A Tony Rose
%B CHI99
%D 1999
%V 2
%P 159-160
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632811
%X This half-day tutorial provides participants with an understanding of
the fundamental concepts in speech recognition and how best to use this
technology in the design of user interfaces for personal and mobile
devices. A number of guidelines and case studies are presented and
discussed. The tutorial finishes with a group exercise that allows
participants to apply the design guidelines to an actual device.

%M C.CHI.99.2.161
%T Current issues in web design: building the network economy
%S Tutorials
%A Jakob Nielsen
%A Rolf Molich
%A Bruce Tog Tognazzini
%B CHI99
%D 1999
%V 2
%P 161-162
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632812
%X On the Web, power rests with he or she who clicks the mouse. Make
your site user-focused and you will get traffic; make it bloated,
confusing, and useless and your hits will drop through the floor.

%M C.CHI.99.2.163
%T Basic research symposium
%S Workshops
%A John F. McGrew
%A Yvonne Waern
%B CHI99
%D 1999
%V 2
%P 163
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632814
%X The Basic Research Symposium is a special event with a six-year
history at CHI. It is a hybrid between a mini-conference and a workshop
that presents an opportunity for researchers from different disciplines
to share their visions by exchanging new developments and insights from
their own fields. The goal of the Symposium is to provide an interactive
forum to promote and enhance scientific discussions of developing
research issues and areas. It has been central to the BRS to encourage
the presentation of early-stage basic research to colleagues for
informed feedback and critical review.

%M C.CHI.99.2.164
%T Interacting with recommender systems
%S Workshops
%A Patrick Baudisch
%A Loren Terveen
%B CHI99
%D 1999
%V 2
%P 164
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632815
%X Many people today live in information-rich worlds, constantly facing
the question: what should I do next? Which papers should I read to learn
about a new area I am interested in? Which movie should I go to? Which
restaurant would I like? The experience of friends and colleagues is a
valuable resource for making such decisions, especially friends who are
familiar with the subject area and have similar tastes. The field of
recommender systems (or collaborative filtering) attempts to automate
this process, e.g., by supporting people in making recommendations,
finding a set of people who are likely to provide good recommendations
for a given person, or deriving recommendations from implicit behavior
such as browsing activity, buying patterns, and time on task.

%M C.CHI.99.2.165
%T Interaction in the large: developing a framework for integrating
models in HCI
%S Workshops
%A Hilary Johnson
%A Eamonn O'Neill
%A Peter Johnson
%B CHI99
%D 1999
%V 2
%P 165
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632816
%X With the continuing expansion of HCI concerns, the field encompasses
many local models. We have, for example, models of individual users and
computers; models of group settings of system use, including the
modeling of social, organizational and technological features; and
models of the context and environment of system use. In the course of
systems development, several of these models may be used. But it is in
general unclear how they are, or may be, interrelated or integrated with
each other. Understandings of how such models may be related and of the
semantics of their relationships are important both to HCI as a
discipline and to systems development practice.

%M C.CHI.99.2.166
%T Research issues in the design of online communities
%S Workshops
%A Amy Bruckman
%A Thomas Erickson
%A Wendy Kellogg
%A Lee Sproull
%A Barry Wellman
%B CHI99
%D 1999
%V 2
%P 166
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632817
%X Online communities are rapidly becoming a part of how we work, play,
and learn. But how are they designed? What is already known in this
emerging field? What are the key questions for future research? Online
communities are becoming increasingly pervasive in the personal and
professional lives of people from all strata of society; however, our
knowledge about them is not increasing apace. The purpose of this
workshop is to bring together researchers in this new area to begin to
address these questions, and to support the growth of this research
field.

%M C.CHI.99.2.167
%T Designing electronic books
%S Workshops
%A Gene Golovchinsky
%A Cathy Marshall
%A Bill Schilit
%B CHI99
%D 1999
%V 2
%P 167
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632818
%X Science fiction introduced the idea of an electronic book; some early
prototypes showed the potential of such devices (Kay and Goldberg,
1977); now we have the technology to implement these ideas (Lewis, 1998;
Schilit et al., 1998). Still missing, however, is a principled look at
interaction design and features that make electronic books useable and
useful. This workshop will bring together practitioners, researchers,
and designers to explore the future of electronic books with an emphasis
on HCI issues.

%M C.CHI.99.2.168
%T Interacting with statistics: designing interfaces to statistical
databases
%S Workshops
%A Michael D. Levi
%A Frederick G. Conrad
%B CHI99
%D 1999
%V 2
%P 168
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632819

%M C.CHI.99.2.169
%T Tool support for task-based user interface design
%S Workshops
%A Birgit Bomsdorf
%A Gerd Szwillus
%B CHI99
%D 1999
%V 2
%P 169-170
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632820
%X It is generally accepted today, that knowledge about the tasks the
user has to fulfill with a computer system, plays an important role in
the design process. The more knowledge about the user tasks is available
during design time the more it can be exploited when defining the
system's properties and features, leading to a higher degree of user
acceptance and user satisfaction. Basically, this process starts with
the analysis and modelling of the user's tasks and uses the output of
this modelling step in the subsequent system design and evaluation
phases.

%M C.CHI.99.2.171
%T An international SIGCHI research agenda
%S Workshops
%A Jean C. Scholtz
%A Michael Muller
%A David Novick
%A Dan R. Olsen, Jr.
%A Ben Shneiderman
%A Cathleen Wharton
%B CHI99
%D 1999
%V 2
%P 171
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632821
%X The goal of this workshop is to articulate an HCI research agenda
statement, along with plans for continued refinement with the greater
CHI community and plans for disseminating the information beyond the CHI
community. There are been several similar prior efforts, including:
 * 1998 Universal Access program [2]
 * European community report, "Building the European Information Society
   for Us All" [1];
 * CHI 97 workshop [5] and paper [6], "HCI Research and Practice Agenda
   based on Human Needs";
 * CHI 96 Workshop, "CHI Ten-Year View" [3];
 * 1995 US National Science Foundation report, "New Directions in
   Human-Computer Interaction" [9];
 * 1995 report from the US National Research Council [7];
 * 1991 report, "... HCI ... Serving Human Needs" [4]

%M C.CHI.99.2.172
%T Organizing web site information: principles and practical experience
%S Workshops
%A Kate Dobroth
%A Paul McInerney
%A Sharon Smith
%B CHI99
%D 1999
%V 2
%P 172
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632822
%X As web sites continue to grow in their complexity, one of the most
important usability design decisions is how to structure the web site
topic hierarchy. This decision lays the groundwork for designing other
aspects of the site, including the home page table of contents, common
navigation elements, hypertext links, and for categorizing new documents
in the topic structure over the life of the site. Organizing web sites
is a timely topic as evidenced by the recent spate of publications on
this topic and by NIST's recent release of a tool, WebCAT, to help users
participate in organizing their web site. More significantly, the
organization is probably the limiting factor on success for web sites
that provide useful information.

%M C.CHI.99.2.173
%T The hunt for usability: tracking eye movements
%S Workshops
%A Keith S. Karn
%A Steve Ellis
%A Cornell Juliano
%B CHI99
%D 1999
%V 2
%P 173
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632823
%X Usability testing methods have not changed significantly since the
origins of the practice. Usability studies typically address human
performance at a readily observable task-level, including measures like
time to complete a task, percentage of participants succeeding, type and
number of errors, and subjective ratings of ease of use [3]. Certain
types of questions are difficult to answer efficiently with these
techniques. Imagine, for example, that we observe users spending longer
than expected looking at a particular dialog of a software application
or web page without making the appropriate selection to complete the
task. Participants often have difficulty reporting their behavior and
the experimenter is clueless about what went wrong. Is it because the
user is overlooking the control? Is the user distracted by another
element in the interface -- perhaps an animated graphic? Is the user
seeing the control, but failing to comprehend its meaning? Different
answers to these questions would clearly lead to different
recommendations. If overlooking the control is a problem, increasing its
salience is appropriate. If confusion of the control's function is a
problem, changing the graphic or text label may be appropriate. If
distraction is a problem, decreasing the salience of other stimuli may
help. Without answers to these questions, design recommendations have to
be implemented by trial and error. Recording the fixation pattern of the
participant's eyes can offer additional information to help answer these
questions. While this concept is not new, it has been confined primarily
to military aircraft cockpit issues [2,4]. Only recently has eye
tracking technology advanced to make it practical in the broader
usability community. Usability studies of human-computer systems that
have included eye tracking, e.g., [1] are beginning to show benefits of
these techniques. However, important challenges remain.

%M C.CHI.99.2.174
%T End-user programming and blended-user programming
%S Workshops
%A Howie Goodell
%A Carol Traynor
%B CHI99
%D 1999
%V 2
%P 174
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632824
%X End-User Programming has not lived up to expectations: today's
computer world is dominated by "fatware" programs with hundreds of
features, not simple applications built by the users themselves. Yet a
strange convergence is taking place between the roles of programmers and
end-users. Professional programmers are now end users of complex IDEs
(Integrated Development Environments) similar to tools for
non-programmers. On the other end of the scale, end users of major
applications are gradually eased into real programming by extensive
customization, macro recorders, "wizards", and GUI builders. In between
are the informally-trained software professionals we call "blended-user
programmers" who configure computers and networks, control industrial
machines, and build active Web pages and business applications. Like
conventional programmers, they are paid to program full-time, and
develop skills in a variety of tools. Like end-users, their knowledge is
applied and experimental rather than theoretical. Many started as end
users, but moved into these software careers instead of becoming "gurus"
or "gardeners" [1] who help other users.

%M C.CHI.99.2.175
%T HCI in domains: common ground and key differences
%S Workshops
%A Guy A. Boy
%A David G. Novick
%A Cathleen Wharton
%B CHI99
%D 1999
%V 2
%P 175
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632825

%M C.CHI.99.2.176
%T Designing the user interface for pen and speech multimedia
applications
%S Workshops
%A James A. Larson
%A Sharon Oviatt
%A David L. Ferro
%B CHI99
%D 1999
%V 2
%P 176
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632826
%X This workshop will bring together a small group of researchers and
practitioners to discuss how to design applications with both a verbal
user interface (the user hears and speaks to the application) and a
visual user interface (the user draws/writes and sees the application).
Our goal is to better understand the issues that face designers of
applications with multimedia interfaces integrating both visual and
verbal interaction styles, exchange ideas and information, and increase
communication among the diverse groups involved in multimedia
interfaces.

%M C.CHI.99.2.177
%T The UI design process: planning, managing, and documenting UI design
work
%S Workshops
%A Paul McInerney
%A Rick Sobiesiak
%B CHI99
%D 1999
%V 2
%P 177
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632827
%X This workshop will examine best practices for managing and
documenting the external aspects of UI design work. Participants will
have an opportunity to share lessons learned, discuss published
literature, and identify issues that remain unresolved.

%M C.CHI.99.2.178
%T A task-oriented view of information visualization
%S Late-breaking results: seeing is understanding: new visualization techniques
%A Stacie L. Hibino
%B CHI99
%D 1999
%V 2
%P 178-179
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632829
%X Much of the research in information visualization has primarily
focused on providing new views and frameworks to aid users in exploring
or accessing data. Very little work has been done to support users
through their full analysis process--from transforming their raw data
into a set of polished final results. In this pilot study, we conducted
a task analysis on five experts' use of an existing information
visualization system when analyzing a complex data set. Our preliminary
results indicate that users conduct several tasks outside of data
exploration--tasks such as preparing the data, collecting results, and
gathering evidence for a presentation. In addition, they give these
other tasks high importance ratings with respect to the analysis
process.

%M C.CHI.99.2.180
%T TimeScape: a time machine for the desktop environment
%S Late-breaking results: seeing is understanding: new visualization techniques
%A Jun Rekimoto
%B CHI99
%D 1999
%V 2
%P 180-181
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632830
%X This paper describes a new desktop metaphor/system called TimeScape.
A user of TimeScape can spatially arrange information on the desktop.
Any desktop item can be removed at any time, and the system supports
time-travel to the past or the future of the desktop. The combination
of spatial information arrangement and chronological navigation allows
the user to organize and archive electric information without being
bothered by document folders or file classification problems.

%M C.CHI.99.2.182
%T Information management strategies using a spatial-temporal activity
structure
%S Late-breaking results: seeing is understanding: new visualization techniques
%A Koichi Hayashi
%A Eriko Tamaru
%B CHI99
%D 1999
%V 2
%P 182-183
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632831
%X This paper briefly describes our temporally threaded workspace model,
and provides experimental results on its effects on users' information
management strategies. The model provides users with a workspace to
gather, create, and organize information necessary for each of their
activities. It records a series of workspace snapshots to represent the
progress of an activity. Through experiments we observed that the
snapshot mechanism reduces the mental barrier associated with deleting
information. This leads users to represent the current state of the task
more clearly. Further, we observed a novel information management
strategy, which uses the time dimension, in addition to spatial
dimensions.

%M C.CHI.99.2.184
%T Exploring a database through interactive visualised similarity
scaling
%S Late-breaking results: seeing is understanding: new visualization techniques
%A Pieter Jan Stappers
%A Gert Pasman
%B CHI99
%D 1999
%V 2
%P 184-185
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632832
%X Databases often force users to verbalize queries in terms of
attribute values. In matters of taste or subjective judgement, as in
picking a color, or a meal from a menu, this is difficult and
distracting. In our solution, MDS-Interactive, the dialogue between user
and database is mediated through a small, evolving set of sample
objects, which are presented visually by a real-time multidimensional
scaling (MDS) algorithm. Queries are posed by indicating positions
between the samples in order to find an object having like similarities
to the displayed objects. Three prototype systems have been built and
evaluated.

%M C.CHI.99.2.186
%T Visualizing the crowds at a web site
%S Late-breaking results: seeing is understanding: new visualization techniques
%A Nelson Minar
%A Judith Donath
%B CHI99
%D 1999
%V 2
%P 186-187
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632833
%X A visualization of the crowds of people visiting a web site is
developed. Visitors are drawn as icons on a map of the web site; the
animation of people's movements conveys the crowd dynamics of visitors.
The visualization combines three pieces: a map of the web site, an
iconic representation of individual visitors, and an interpretation of
the dynamics of visitor patterns to show crowd phenomena. The effect is
to make a web site look like a social, active space.

%M C.CHI.99.2.188
%T Visualizing the stock market
%S Late-breaking results: seeing is understanding: new visualization techniques
%A Martin Wattenberg
%B CHI99
%D 1999
%V 2
%P 188-189
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632834
%X We describe a new 2-dimensional visualization algorithm capable of
presenting detailed information on hundreds of items while emphasizing
overall patterns in the data. This display method, which builds on
Shneiderman's treemap technique, makes use of both hierarchy and
similarity information. We have implemented this display in the
SmartMoney Map of the Market, a web page that reports current data on
over 500 publicly traded companies.

%M C.CHI.99.2.190
%T Agora: a remote collaboration system that enables mutual monitoring
%S Late-breaking results: novel collaborative paradigms
%A Hideaki Kuzuoka
%A Jun Yamashita
%A Keiichi Yamazaki
%A Akiko Yamazaki
%B CHI99
%D 1999
%V 2
%P 190-191
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632836
%X We introduce the video mediated remote collaboration system named
Agora. Agora is designed so that embodiment of participants'conducts can
be monitored naturally. Design principle, architecture, and initial
impressions of the system is described.

%M C.CHI.99.2.192
%T The ins and outs of collaborative walls: demonstrating the
collaborage concept
%S Late-breaking results: novel collaborative paradigms
%A Thomas P. Moran
%A Eric Saund
%A William van Melle
%A Robert Bryll
%A Anuj U. Gujar
%A Kenneth P. Fishkin
%A Beverly L. Harrison
%B CHI99
%D 1999
%V 2
%P 192-193
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632837
%X A collaborage is a collaborative collage of physically represented
information on a surface that is connected with electronic information,
such as a physical in/out board connected to a people-locator database.
The physical surface (board) contains items that are tracked by camera
and machine vision technology. Events on the board trigger electronic
services. This paper motivates this concept, sketches the system,
describes the first application, and presents some design issues.

%M C.CHI.99.2.194
%T Real world teleconferencing
%S Late-breaking results: novel collaborative paradigms
%A Mark Billinghurst
%A Hirokazu Kato
%B CHI99
%D 1999
%V 2
%P 194-195
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632838
%X We describe a prototype Augmented Reality conferencing application
which uses the overlay of virtual images on the real world to facilitate
computer supported collaborative work. Remote collaborators are
represented as live video images or virtual avatars which are attached
to tangible objects that can be freely positioned about a user in space.
The use of augmented reality overcomes some of the limitations
associated with traditional video conferencing and allows the user to
conference from anywhere in their physical environment.

%M C.CHI.99.2.196
%T A collaborative assistant for email
%S Late-breaking results: novel collaborative paradigms
%A Dan Gruen
%A Candy Sidner
%A Carolyn Boettner
%A Charles Rich
%B CHI99
%D 1999
%V 2
%P 196-197
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632839
%X Software agents which communicate and collaborate with users to
perform complex tasks constitute a new paradigm for human-computer
interaction complementing existing graphical interfaces. We have
recently completed a prototype agent of this kind for helping people
with their email, based on our studies of people working with human
assistants and Wizard-of-Oz studies. The prototype was constructed using
application-independent software for modeling collaborative discourse
(Collagen, see [4]) jointly developed by Lotus and Mitsubishi Electric
and speech understanding technology from IBM Research. Users perform
typical email tasks via a flexible combination of spoken language
conversation with the agent and graphical interface actions (which are
observed by the agent). The agent maintains a model of the user's goals
and activities, and can act on its own initiative to assist the user.
Having a high-level model of actions and goals allows speech to be used
in a more natural, conversational, and effective manner than otherwise
possible.

%M C.CHI.99.2.198
%T Writing apart and designing together
%S Late-breaking results: novel collaborative paradigms
%A Andrew L. Cohen
%A Debra Cash
%A Michael J. Muller
%A Curtis Culberson
%B CHI99
%D 1999
%V 2
%P 198-199
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632840
%X We report a qualitative study of collaboration in writing and
presentation preparation. We highlight one important difference
identified between the collaborative writing and the construction of
presentations: When collaborating on documents, co-authors seldom
constructed text synchronously. However, when collaborating on
presentations, co-authors commonly engaged in synchronous construction
of presentations. We conclude that tools supporting collaborative
writing and presentation-development should provide real-time
manipulation for presentation development, but for collaborative writing
shared viewing and annotation may be sufficient.

%M C.CHI.99.2.200
%T OwnTime: a system for timespace management
%S Late-breaking results: novel collaborative paradigms
%A Roy Rodenstein
%A Gregory Abowd
%A Richard Catrambone
%B CHI99
%D 1999
%V 2
%P 200-201
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632841
%X We describe OwnTime, a system for facilitating timespace management,
and discuss the results of a user study comparing the disruptiveness of
meeting establishment without and with the system. The study indicates
that the OwnTime system shows potential for improving users' time
management. We also raise relevant issues about computer mediation in
traditionally interpersonal tasks and note further work to be done in
areas such as context-aware and wearable computing.

%M C.CHI.99.2.202
%T The SIT book: audio as affective imagery for interactive storybooks
%S Late-breaking results: new methapors for user interfaces
%A Maribeth Back
%A Rich Gold
%A Dana Kirsch
%B CHI99
%D 1999
%V 2
%P 202-203
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632843
%X We describe a working prototype built as part of our continuing
research focus on new document genres and the crossmodal affordances of
interactive audio. Our experimental SIT (Sound-Image-Text) Book is a
personal interactive reading experience that combines the look and feel
of a real book -- a beautiful cover, paper pages and printed images and
text -- with the rich, evocative quality of a movie soundtrack. The
soundtrack is multi-track and includes music and sound effects. The SIT
Book uses electric field sensors located in the book binding to sense
the reader's casual book handling and fingering of the page; these
sensors control the ambient audio. The particular point of the SIT Book
is to explore the use of background sound to provide a sense of place,
and to add affect to the experience of reading a book without
interrupting the flow of the story.

%M C.CHI.99.2.204
%T Employing the periphery: the window as interface
%S Late-breaking results: new methapors for user interfaces
%A Roy Rodenstein
%B CHI99
%D 1999
%V 2
%P 204-205
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632844
%X This paper describes work which employs a room's window as a location
for a peripheral interface. Windows have several properties which make
them well-suited to unobtrusive display including their transparency,
their positive associations for people and natural peripheral use by
them, and their nature as a clean and pleasing interface between spaces.
We have initially explored the display of graphical weather forecasts,
of activity in the space outside the window, and of historical images of
the space outside the window, to augment users' sense of spatial and
temporal context in their daily lives.

%M C.CHI.99.2.206
%T TransWorld: paper world as avatar of electronic world
%S Late-breaking results: new methapors for user interfaces
%A Noriko Ito
%A Naotake Fujita
%A Hideo Shimazu
%A Noboru Nakajima
%A Keiji Yamada
%B CHI99
%D 1999
%V 2
%P 206-207
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632845
%X Today, most of paper documents in offices are just like avatars of
electronic documents because such paper documents are computer
print-outs of original digital data in office computers. We propose a
document management model, called TransWorld which supports integration
of the paper world and the electronic world. In the model, users'
actions to paper documents are automatically reflected to their original
electronic documents observed by desk-mounted scanners and vice versa.
An experimental system based on the TransWorld model is also described.

%M C.CHI.99.2.208
%T StuPad: integrating student notes with class lectures
%S Late-breaking results: new methapors for user interfaces
%A Khai N. Truong
%A Gregory D. Abowd
%B CHI99
%D 1999
%V 2
%P 208-209
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632846
%X A classroom environment contains both private (student-generated) and
public (teacher-generated) streams of information. This paper discusses
a system, StuPad, that integrates publicly available streams of
information, such as a lecture presented by an instructor, with notes
captured by individual students. We discuss the motivation for StuPad
within the Classroom 2000 project and present a prototype to support
capture and access/review activities.

%M C.CHI.99.2.210
%T Notable: an annotation system for networked handheld devices
%S Late-breaking results: new methapors for user interfaces
%A Michelle Baldonado
%A Steve Cousins
%A Brian Lee
%A Andreas Paepcke
%B CHI99
%D 1999
%V 2
%P 210-211
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632847
%X This paper describes Notable, an annotation system for networked
handheld devices. Notable's key features are its separation of the
annotation platform from the reading platform and its use of search to
link annotations and documents. We outline the scenario that inspired
this system, then describe its interaction design, architecture, and
prototype implementation.

%M C.CHI.99.2.212
%T Swept-frequency, magnetically-coupled resonant tags for realtime,
continuous, multiparameter control
%S Late-breaking results: new methapors for user interfaces
%A Joseph Paradiso
%A Kai Yuh Hsiao
%B CHI99
%D 1999
%V 2
%P 212-213
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632848
%X We have developed a passive tag reader optimized for applications in
human-computer interaction. It sweeps through a 50-300 kHz read
frequency, flagging any magnetically-coupled resonators in that range.
It is a minimally-complicated circuit, and is able to provide the center
frequency, resonance width, and amplitude for each detected tag over a
serial line at 30 Hz continuous updates. The tags are easily fashioned,
consisting only of an inductor and capacitor or magnetostrictor tag cut
to appropriate length. We have written an engaging musical application
to demonstrate this system, tagging over 11 different objects and
tracking their proximity and state, launching or modifying musical
sounds in accordance.

%M C.CHI.99.2.214
%T User interface of a nonvisual table navigation method
%S Late breaking results: overcoming human limitations
%A Chieko Asakawa
%A Takashi Itoh
%B CHI99
%D 1999
%V 2
%P 214-215
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632850
%X It is fervently hoped that the World Wide Web will become a new
information resource for the blind. However, although the use of tables
on the Web has been increasing, the currently available talking Web
browsers basically read tables horizontally, making it very hard for
blind users to understand them. We therefore propose a method that
allows users to navigate through a table both horizontally and
vertically. Our method is characterized by three features: a table
cursor, a table pointer, and a cell-jumping key. In this paper, we
describe the user interface of our method, report the results of our
evaluation tests, and offer some conclusions.

%M C.CHI.99.2.216
%T A web browsing interface for small-screen computers
%S Late breaking results: overcoming human limitations
%A Atsushi Sugiura
%B CHI99
%D 1999
%V 2
%P 216-217
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632851
%X This paper describes a user interface that facilitates daily Web
browsing tasks in small-screen computers. A combination of two
techniques, hyperlink prediction and Web data clipping, reduces the
number of scrolling operations necessary to display a desired hyperlink
on the small screen.

%M C.CHI.99.2.218
%T Auditory browser for blind and visually impaired users
%S Late breaking results: overcoming human limitations
%A Patrick Roth
%A Lori Petrucci
%A Thierry Pun
%A Andre Assimacopoulos
%B CHI99
%D 1999
%V 2
%P 218-219
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632852
%X This paper presents our work on the development of a multimodal
auditory interface which permits blind users to work more easily and
efficiently with GUI browsers. A macro-analysis phase, which can be
either passive or active, informs on the global layout of HTML
documents. A subsequent active micro-analysis phase allows to explore
particular elements of the document. The interface is based on : (1) a
mapping of the graphical HTML document into a 3D virtual sound space
environment, where non-speech auditory cues differentiate HTML elements;
(2) the transcription into sound not only of text, but also of images;
(3) the use of a touch-sensitive screen to facilitate user interaction.
Moreover, in order to validate the sonification model of the images, we
have created an audio "memory game", that can be used as a pedagogical
tool to help blind pupils learn spatial exploration cues.

%M C.CHI.99.2.220
%T Supporting memory for spatial location while reading from small
displays
%S Late breaking results: overcoming human limitations
%A Kenton O'Hara
%A Abigail Sellen
%A Richard Bentley
%B CHI99
%D 1999
%V 2
%P 220-221
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632853
%X Research has shown that when people read paper documents, they
develop an incidental memory for the location of information within
those documents. However, this kind of spatial memory is undermined in
conventional on-line scrolling interfaces. We report on an experiment in
which we show that careful design of the interface can reinstate memory
for spatial location. As we will show, this has particular implications
for the design of interfaces for small screen displays.

%M C.CHI.99.2.222
%T The integrated communication 2 draw (IC2D): a drawing program for the
visually impaired
%S Late breaking results: overcoming human limitations
%A Hesham M. Kamel
%A James A. Landay
%B CHI99
%D 1999
%V 2
%P 222-223
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632854
%X This paper addresses the problem of computer-aided drawing for the
visually impaired without using special purpose external devices. We
introduce the Integrated Communication 2 Draw (IC2D) system, which has a
user interface that enables navigation and drawing on the screen using
audio feedback. Navigation and point selection are done via a new
recursive scheme based on the layout of the telephone keypad.

%M C.CHI.99.2.224
%T Maximising screen-space on mobile computing devices
%S Late breaking results: overcoming human limitations
%A Stephen A. Brewster
%A Peter G. Cryer
%B CHI99
%D 1999
%V 2
%P 224-225
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632855
%X One major problem with mobile computing devices is lack of screen
space. One way to overcome this is to reduce the size of the graphical
components on screen and present information in sound. This paper
describes a small pilot study to investigate the usability of
sonically-enhanced buttons of different sizes. Results showed that
sounds improved usability for both standard and small button sizes and
that the most sophisticated sounds were the most effective.

%M C.CHI.99.2.226
%T Redirecting direct manipulation or what happens when the goal is in
front of you but the interface says to turn left?
%S Late-breaking results: exploring the frontiers of interface design
%A Wai Tat Fu
%A Wayne D. Gray
%B CHI99
%D 1999
%V 2
%P 226-227
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632857
%X The feeling of directness arises when the interface permits the user
to manipulate an interface object in a way analogous to manipulating the
real object. However, we argue here that the essence of direct
manipulation is not directness per se, but manipulation of task relevant
objects in a task relevant manner. The research reported studies users
of HyperCard after 20 hours of practice. We found that when users
deviated from taught strategies that 25% of the time they invented new
strategies that attempted a more direct manipulation of the task object
than that permitted by the design of the interface.

%M C.CHI.99.2.228
%T Developing task models from informal scenarios
%S Late-breaking results: exploring the frontiers of interface design
%A Fabio Paterno
%A Cristiano Mancini
%B CHI99
%D 1999
%V 2
%P 228-229
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632858
%X The difficulties that designers and developers often have during the
development of task models is a strong limitation to their use. Usually
the main problem is to identify what is useful for the development of
such task models from a lot of informal information. We propose a
method, with a related tool, supporting the development of task models
able to describe concurrent dynamic activities using an informal
scenario as input.

%M C.CHI.99.2.230
%T Setting the stage for improvised video scenarios
%S Late-breaking results: exploring the frontiers of interface design
%A Thomas Binder
%B CHI99
%D 1999
%V 2
%P 230-231
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632859
%X This paper presents and discusses how users in collaboration with
designers can create improvised use scenarios in their own setting. The
paper suggests that videotaping such improvisations is a way for the
users to contribute to the design process with their own design
artifacts.

%M C.CHI.99.2.232
%T Using HTML to create early prototypes
%S Late-breaking results: exploring the frontiers of interface design
%A Jaya Vaidyanathan
%A Jason E. Robbins
%A David F. Redmiles
%B CHI99
%D 1999
%V 2
%P 232-233
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632860
%X This paper discusses the use of HTML for creating early prototypes of
interactive systems. The HTML prototyping technique uses an iterative
approach for the creation of early prototypes. Low fidelity prototypes
are iteratively refined into higher fidelity versions. The prototypes
are easily accessible to project stakeholders. We evaluate the HTML
prototyping technique with respect to criteria published in the CHI
community.

%M C.CHI.99.2.234
%T Visual instruments for an interactive mural
%S Late-breaking results: exploring the frontiers of interface design
%A Terry Winograd
%A Francois Guimbretiere
%B CHI99
%D 1999
%V 2
%P 234-235
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632861
%X We present a design for interacting with a prototype device combining
a large, high-resolution wall-mounted display and an optically tracked
laser pointer. Interactions are supported by an object-based multi-layer
open-GL-based graphic system, Millefeuille. We focus here on use-based
design considerations for an experimental interface based on visual
instruments, currently being implemented.

%M C.CHI.99.2.236
%T Evaluating two-handed input techniques: rectangle editing and
navigation
%S Late-breaking results: exploring the frontiers of interface design
%A Didier Casalta
%A Yves Guiard
%A Michel Beaudouin-Lafon
%B CHI99
%D 1999
%V 2
%P 236-237
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632862
%X This paper reports our ongoing design and evaluation of two-handed
input techniques for several common tasks found in desktop interfaces:
specifying simple geometric shapes, navigating in a large document and
navigating between windows on a desktop.

%M C.CHI.99.2.238
%T Effects of the form of representation and number of computer agents
on conformity
%S Late-breaking results: HHI: bridging the gulf between humans and computers
%A Eun Ju Lee
%A Clifford Nass
%B CHI99
%D 1999
%V 2
%P 238-239
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632864
%X In this paper, we demonstrate that the form of representation
(character vs. text box) and the number (one vs. four) of computer
agents affect people's conformity as well as attitudes toward the agent.
A text box, as compared to a simple stick figure, induced more opinion
change as well as eliciting more conformity. Interestingly, one text box
was rated better than four text boxes in terms of social attractiveness,
social presence, and trustworthiness, while the opposite was true of
character.

%M C.CHI.99.2.240
%T Printertainment: printing with interactive cover sheets
%S Late-breaking results: HHI: bridging the gulf between humans and computers
%A Jason Hong
%A Morgan N. Price
%A Bill N. Schilit
%A Gene Golovchinsky
%B CHI99
%D 1999
%V 2
%P 240-241
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632865
%X We explored a new type of user interface, interactive cover sheets:
computer forms laid out on the banner pages of print jobs that people
can mark on, scan back into a multifunction printer/scanner, and use as
input to applications. Cover sheets are commonly strewn around printer
rooms; with interactivity, they can let people see what others have to
say, add their own comments, or play games, all while waiting for their
print jobs. We designed three prototype applications and deployed them
briefly in our research lab. We found that interactive cover sheets can
be very appealing, that the sheets must be designed so that people can
still identify these pages as cover sheets, and that the slow
interaction cycle favors asynchronous applications.

%M C.CHI.99.2.242
%T This computer responds to user frustration
%S Late-breaking results: HHI: bridging the gulf between humans and computers
%A Jonathan Klein
%A Youngme Moon
%A Rosalind W. Picard
%B CHI99
%D 1999
%V 2
%P 242-243
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632866
%X A human-computer interaction (HCI) agent was designed and built to
support users in their ability to recover from negative emotional
states, particularly frustration. The agent uses social-affective
feedback strategies delivered to the user with text-only interaction.
The agent's effectiveness was evaluated against two control conditions:
(1) user's emotions were ignored, and (2) users were able to report
problems and "vent" their feelings and thoughts to the computer.
Behavioral results showed that the agent was significantly more
effective than the control conditions in helping relieve frustration
levels.

%M C.CHI.99.2.244
%T Face-to-face interfaces
%S Late-breaking results: HHI: bridging the gulf between humans and computers
%A Scott Prevost
%A Peter Hodgson
%A Linda Cook
%A Elizabeth Churchill
%B CHI99
%D 1999
%V 2
%P 244-245
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632867
%X Recent work on the social nature of human-computer interactions [3]
has prompted research on animated, anthropomorphic characters in user
interfaces. Such interfaces may simplify user interactions by allowing
them to use and interpret natural face-to-face communication techniques
such as speech, gestures and facial expressions. We describe our initial
implementation, a character that controls the A/V facilities in a
state-of-the-art conference room, and outline the goals of our ongoing
project.

%M C.CHI.99.2.246
%T Presentation of personalized information using anthropomorphous
agents
%S Late-breaking results: HHI: bridging the gulf between humans and computers
%A Tomonari Kamba
%A Yuichi Koike
%B CHI99
%D 1999
%V 2
%P 246-247
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632868
%X This paper proposes a method to present personalized information
effectively using multiple anthropomorphous agents that know the user's
preferences. Conventionally, techniques such as filtering and sorting
are used to show the information customized for each user, but it is
difficult to naturally reflect human multi-dimensional preferences in
such a presentation format. In the proposed method, each agent has a
specific viewpoint and interactively points at the contents that the
user will be interested in. This technique has been applied to an
Internet-based information service for registered PC users.

%M C.CHI.99.2.248
%T Effects of computer/television convergence on users' perception of
content, equipment and affect
%S Late-breaking results: HHI: bridging the gulf between humans and computers
%A Hadyn K. Kernal
%B CHI99
%D 1999
%V 2
%P 248-249
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632869
%X This 2 x 2 between subjects experiment examined the effects of label
(computer or television) on users' evaluation of identical equipment and
content (comedy show or web page). Content was evaluated more positively
on key traits (humor and intelligence) when viewed via the traditional
medium. The "computer" was perceived as superior on picture clarity,
competence, and quality. "Computer" participants reported greater
feelings of involvement, while "television" participants reported
greater feelings of ease. "Television" participants demonstrated better
memory for traditional television content than "computer" participants.
These results extend prior research on labels and technology showing
that there are important psychological implications for digital
convergence.

%M C.CHI.99.2.250
%T Sweeping away disorder with the broom alignment tool
%S Late-breaking results: new interaction techniques
%A Jason Robbins
%A Michael Kantor
%A David Redmiles
%B CHI99
%D 1999
%V 2
%P 250-251
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632871
%X Design diagrams play an important role in many disciplines. Many
types of diagrams use spacing and alignment to communicate implicit
relationships between objects within the diagram. We describe and
evaluate a direct manipulation alignment tool based on a push-broom
metaphor.

%M C.CHI.99.2.252
%T Prosodic font: translating speech into graphics
%S Late-breaking results: new interaction techniques
%A Tara Rosenberger
%A Ronald L. MacNeil
%B CHI99
%D 1999
%V 2
%P 252-253
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632872
%X The proliferation of speech recognition as input to Computer Mediated
Communication (CMC) systems opens up new possibilities for the design of
typographic forms. Designers can use the musical expressiveness of the
speaking voice to shape letterforms in real time. Letters formed by
speech are more representative of the emotional and contextualized
person speaking than are fonts now. Prosodic Font is an object-oriented
font that assumes a dynamic, temporal form. It emulates the tonal and
rhythmic motion in the speaking voice. Preliminary user testing results
show that people are able to identify Prosodic Fonts as representative
of particular prosodic variations.

%M C.CHI.99.2.254
%T Rhythmic menus: toward interaction based on rhythm
%S Late-breaking results: new interaction techniques
%A Sebastien Maury
%A Sylvie Athenes
%A Stephane Chatty
%B CHI99
%D 1999
%V 2
%P 254-255
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632873
%X In this paper, we evaluate an interaction style based on visual and
auditory rhythms. We describe this rhythmic interactor and
experimentally compare it to the pull-down menus found in current
graphical user interfaces. The main result is that, for short and medium
length menus, sound-enhanced rhythmic menus are faster than pull-down
menus.

%M C.CHI.99.2.256
%T Amplifying spatial rotations in 3D interfaces
%S Late-breaking results: new interaction techniques
%A Ivan Poupyrev
%A Suzanne Weghorst
%A Takahiro Otsuka
%A Tadao Ichikawa
%B CHI99
%D 1999
%V 2
%P 256-257
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632874
%X We have derived the generic equations for the zero-order
control-display gain that allow for linear and non-linear amplification
of spatial rotations in 3D user interfaces. Sample 3D interaction
techniques have been implemented for 3D viewpoint control and object
manipulation.

%M C.CHI.99.2.258
%T Privacy critics: UI components to safeguard users' privacy
%S Late-breaking results: new interaction techniques
%A Mark S. Ackerman
%A Lorrie Cranor
%B CHI99
%D 1999
%V 2
%P 258-259
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632875
%X Creating usable systems to protect online privacy is an inherently
difficult problem. Privacy critics are semi-autonomous agents that help
people protect their online privacy by offering suggestions and
warnings. Two sample critics are presented.

%M C.CHI.99.2.260
%T TICLE: a tangible interface for collaborative learning environments
%S Late-breaking results: new interaction techniques
%A Lori L. Scarlatos
%A Yuliya Dushkina
%A Shalva Landy
%B CHI99
%D 1999
%V 2
%P 260-261
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632876
%X This work explores new ways that technology can enhance education. We
are developing a system that "watches" students as they play with a
Tangram puzzle on a physical tabletop, and offers help at appropriate
times. Thus instead of making the computer a central part of the
educational experience, our system acts as a "guide on the side" that
students may either turn to for occasional help or ignore completely.
This system will be installed and evaluated at the Goudreau Museum of
Mathematics in Art and Science during spring 1999.

%M C.CHI.99.2.262
%T Expression glasses: a wearable device for facial expression
recognition
%S Late-breaking results: MIT is the limit
%A Jocelyn Scheirer
%A Raul Fernandez
%A Rosalind W. Picard
%B CHI99
%D 1999
%V 2
%P 262-263
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632878
%X Expression Glasses provide a wearable "appliance-based" alternative
to general-purpose machine vision face recognition systems. The glasses
sense facial muscle movements, and use pattern recognition to identify
meaningful expressions such as confusion or interest. A prototype of the
glasses has been built and evaluated. The prototype uses piezoelectric
sensors hidden in a visor extension to a pair of glasses, providing for
compactness, user control, and anonymity. On users who received no
training or feedback, the glasses initially performed at 94% accuracy in
detecting an expression, and at 74% accuracy in recognizing whether the
expression was confusion or interest. Significant improvement beyond
these numbers appears to be possible with extended use, and with-a small
amount of feedback (letting the user see the output of the system).

%M C.CHI.99.2.264
%T TouchTags: using touch to retrieve information stored in a physical
object
%S Late-breaking results: MIT is the limit
%A Benjamin Vigoda
%A Neil Gershenfeld
%B CHI99
%D 1999
%V 2
%P 264-265
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632879
%X Information can be stored in inexpensive electronic "tag" microchips
which can be embedded in physical objects. We have invented a new tag
reader technology which allows information to be transferred into or out
of these tag microchips through the human body via touch. Our technology
has enabled us to create a novel user interface which can recognize when
physical icons are touched, and a wearable system that can inventory
packages when they are touched.

%M C.CHI.99.2.266
%T GuideShoes: navigation based on musical patterns
%S Late-breaking results: MIT is the limit
%A Paul Nemirovsky
%A Glorianna Davenport
%B CHI99
%D 1999
%V 2
%P 266-267
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632880
%X One of the most ubiquitous tasks we have to perform is the need to
find our way to unknown destinations. We are left alone to deal with
maps, ask people for directions, and understand their instructions. How
can we avoid this frustrating and time-consuming process? How can we
help all the people who can't or won't use printed or spoken
instructions (little kids, the visually-impaired, or users occupied with
other urgent tasks)?This paper describes GuideShoes, a wearable system
that uses aesthetic forms of expression for direct information delivery.
This is a first tool to utilize music as an information medium and
musical patterns as a means for navigation in an open space, such as a
street. GuideShoes provides musical navigational cues in the background,
thus reducing the problem of cognitive information overload. The system
consists of a pair of shoes, equipped with a GPS, wireless modem, MIDI
synthesizer, CPU, and a base station that acts as the central unit for
data processing.

%M C.CHI.99.2.268
%T Bringing sketching tools to keychain computers with an
acceleration-based interface
%S Late-breaking results: MIT is the limit
%A Golan Levin
%A Paul Yarin
%B CHI99
%D 1999
%V 2
%P 268-269
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632881
%X We report the use of an embedded accelerometer as a gestural
interface for an extremely small ("keychain") computer. This tilt- and
shake-sensitive interface captures the expressive nuances of
continuously varying spatio-temporal input, making possible a set of
applications heretofore difficult or impossible to implement in such a
small device. We provide examples of such applications, including a
paint program and some simple animation authoring systems.

%M C.CHI.99.2.270
%T Sensory puzzles
%S Late-breaking results: MIT is the limit
%A Tamara M. Lackner
%A Kelly Dobson
%A Roy Rodenstein
%A Luke Weisman
%B CHI99
%D 1999
%V 2
%P 270-271
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632882
%X Traditional jigsaw puzzles provide interesting visual stimulation,
but hold diminished rewards for visually impaired users. We have built a
puzzle whose pieces play portions of music and include a tangible
topology representing their contents, giving auditory and tactile
feedback about the pieces' role in the puzzle's overall solution. In
addition to providing entertainment, the puzzle pieces support learning
about music, experimentation, and social, collaborative construction. By
employing multiple senses --hearing, touch, vision-- our sensory puzzle
provides a rich interaction, play and learning space accessible to
individuals with various sensory abilities.

%M C.CHI.99.2.272
%T StoryMat: a play space for collaborative storytelling
%S Late-breaking results: MIT is the limit
%A Kimiko Ryokai
%A Justine Cassell
%B CHI99
%D 1999
%V 2
%P 272-273
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632883
%X In this paper, we present the design and prototype of StoryMat: a
soft interactive play mat that records and recalls children's
storytelling activities.

%M C.CHI.99.2.274
%T Evolving use of a system for education at a distance
%S Late breaking results: the medium is the message
%A Stephen A. White
%A Anoop Gupta
%A Jonathan Grudin
%A Harry Chesley
%A Greg Kimberly
%A Elizabeth Sanocki
%B CHI99
%D 1999
%V 2
%P 274-275
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632885
%X Networked computers increasingly support distributed, real-time audio
and video presentations. Flatland is an extensible system that provides
instructors and students a wide range of interaction capabilities [3].
We studied Flatland use over multi-session training courses. Even with
prior coaching, participants required experience to understand and
exploit the features. Effective design and use will require
understanding the complex evolution of personal and social conventions
for these new technologies.

%M C.CHI.99.2.276
%T Design lessons from deployment of on-demand video
%S Late breaking results: the medium is the message
%A Liwei He
%A Anoop Gupta
%A Stephen A. White
%A Jonathan Grudin
%B CHI99
%D 1999
%V 2
%P 276-277
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632886
%X Streaming video to the desktop is increasingly widespread. A key
application is in training, making information available over the
Internet or corporate intranets, in real time or as archived
presentations. How should a presentation be redesigned for retrieval and
viewing on demand? Detailed examination of usage logs of 6000 corporate
on-demand video sessions provides suggestions.

%M C.CHI.99.2.278
%T Annotations for streaming video on the web
%S Late breaking results: the medium is the message
%A David Bargeron
%A Anoop Gupta
%A Jonathan Grudin
%A Elizabeth Sanocki
%B CHI99
%D 1999
%V 2
%P 278-279
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632887
%X Streaming video on the World Wide Web is being widely deployed, and
workplace training and distance education are two key applications. The
ability to annotate video presentations on the Web can add significant
value by enabling "in context" note-taking and asynchronous
collaboration through annotation sharing. We present preliminary data on
the use of MRAS, a prototype collaborative video annotation system, for
personal note-taking and for sharing notes.

%M C.CHI.99.2.280
%T Managing temporal detail in virtual environments: relating system
responsiveness to feedback
%S Late breaking results: the medium is the message
%A Benjamin Watson
%A Neff Walker
%A Bill Ribarsky
%A Victoria Spaulding
%B CHI99
%D 1999
%V 2
%P 280-281
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632888
%X Recent research has enabled control of the level of graphical detail
in virtual environments, and thus system responsiveness (SR). Given such
control, what SR is appropriate? This is a preliminary report of the
first of a series of experiments addressing this question. Previous
research has demonstrated that 2D interactive tasks needing higher
levels of feedback require better SR. However, research results for 3D
tasks have not been as clear. We present an experiment confirming the
SR/feedback relationship for 3D tasks.

%M C.CHI.99.2.282
%T Multimodal interaction techniques for the virtual workbench
%S Late breaking results: the medium is the message
%A A. Fleming Seay
%A David Krum
%A Bill Ribarsky
%A Larry Hodges
%B CHI99
%D 1999
%V 2
%P 282-283
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632889
%X The present study investigated the differential levels of
effectiveness of various interaction techniques on a simple rotation and
translation task on the virtual workbench. Manipulation time and number
of collisions were measured for subjects using four device sets
(unimanual glove, bimanual glove, unimanual stick, and bimanual stick).
Participants were also asked to subjectively judge each device's
effectiveness. Performance results indicated a main effect for device
but not for number of hands. Subjective results supported these
findings, as users expressed a preference for the stick(s).

%M C.CHI.99.2.284
%T Superimposing display space on workspace in the context of endoscopic
surgery
%S Late breaking results: the medium is the message
%A Regan L. Mandryk
%A Christine L. MacKenzie
%B CHI99
%D 1999
%V 2
%P 284-285
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632890
%X An experiment was conducted to determine how performance of an
endoscopic surgery task is influenced by the location of the image
display. Two tasks were performed under two display conditions. The
endoscopic camera view of the workspace was displayed either on a
monitor in front of the subject or projected directly above the
workspace. Timing results revealed significant order by display
interactions. Overall, both tasks were faster when the superimposed
display was used first. A post-test questionnaire revealed that image
quality was perceived to be superior on the monitor. Results are
discussed in terms of the subjects' ability to calibrate the display
space with the workspace. Implications for surgical operating theatres
are discussed.

%M C.CHI.99.2.286
%T An analysis of the index finger as a pointing device
%S Late breaking results: experimental answers to interaction issues
%A Mehmet Gokturk
%A John L. Sibert
%B CHI99
%D 1999
%V 2
%P 286-287
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632892
%X We have conducted three related experiments in order to analyze the
performance of the index finger as a pointing device. The results
indicate that the performance of the index finger is significantly
better as a direct pointing device [1] than as an indirect pointing
device using an isometric finger-controlled joystick (Trackpoint). We
included a mouse as a "control" condition and in two of the three
experiments, the mouse and the finger exhibited similar performance.

%M C.CHI.99.2.288
%T Exploring the divide between two unified theories of cognition:
modeling visual attention in menu selection
%S Late breaking results: experimental answers to interaction issues
%A Erik Nilsen
%A Jake Evans
%B CHI99
%D 1999
%V 2
%P 288-289
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632893
%X Two cognitive modeling efforts (EPIC & ACT-R) have proposed
computational models of a simple menu selection task involving searching
for a single digit in an unordered, pull down menu. This paper presents
an empirical study which extends the menu selection task in two
dimensions (distance between menu items and whether the items are digits
or words). Each of these manipulations should make a difference in
selection time according to one of the models but not the other. An
analysis of response times reveals that both factors produce significant
differences in the direction predicted by the cognitive models. The
magnitude of these differences, however, are smaller than predicted (7%
for distance and only 3% for word vs. digit). Implications for future
modeling of visual attention is briefly addressed.

%M C.CHI.99.2.290
%T Natural language and direct manipulation search tools in a multimodal
information system
%S Late breaking results: experimental answers to interaction issues
%A Sheryl L. Miller
%A J. Gregory Trafton
%B CHI99
%D 1999
%V 2
%P 290-291
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632894
%X This study evaluated the usability of an existing, information-dense
workspace, which places burdensome search requirements on its users.
Direct manipulation principles were contrasted with natural language and
multimodal interaction. The results indicated that natural language was
an effective and usable search tool in a complex information workspace.

%M C.CHI.99.2.292
%T Learning where to look
%S Late breaking results: experimental answers to interaction issues
%A Brian D. Ehret
%B CHI99
%D 1999
%V 2
%P 292-293
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632895
%X Knowledge of object locations in direct manipulation interfaces
improves performance by restricting visual search. This paper explores
the effects of label representativeness and practice on the learning of
object locations. Results showed that as label representativeness
decreased, location knowledge increased. All participants were shown to
have learned locations to some extent, however, even those using an
interface which offered little benefit to doing so, indicating that such
learning is pervasive.

%M C.CHI.99.2.294
%T Secondary navigation in software wizards
%S Late breaking results: experimental answers to interaction issues
%A Mary Burton
%A Daina Pupons Wickham
%A Lori Phelps
%A Kelly Spain
%A Janna Crews
%A Nicki Rich
%B CHI99
%D 1999
%V 2
%P 294-295
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632896
%X The authors conducted a study of three approaches to secondary
navigation in software wizards. Secondary navigation refers to user
interface navigation controls that are in addition to the standard
"Back" and "Next" buttons in a software wizard. We tested three
secondary navigation controls: table of contents, tabs, and drop down
menu. The goal of this study was to assess the benefits of secondary
navigation controls in terms of user success with and user preference
for the controls in the context of a software wizard. Thirty
participants across three IBM sites tested prototypes of wizards with
secondary navigation controls. We found that study participants were
more successful with and preferred the table of contents secondary
navigation control, participants continued to rely on the Back and Next
buttons for navigation in the wizard, and participants preferred a
secondary navigation control to having no secondary navigation control
in a wizard.

%M C.CHI.99.2.296
%T Audiophotography: practice and prospects
%S Late breaking results: experimental answers to interaction issues
%A David Frohlich
%A Ella Tallyn
%B CHI99
%D 1999
%V 2
%P 296-297
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632897
%X The value and practice of recording sound with still photographs was
explored in an audiocamera field trial. The findings challenge the
current industry view that the value of sound capture lies in the voice
labelling of photos. Instead they suggest that ambient
sounds-of-the-moment have far higher value as a way of bringing photos
to life and improving human memory for events.

%M C.CHI.99.2.298
%T A visual language for a sketch-based UI prototyping tool
%S Student posters
%A James Lin
%B CHI99
%D 1999
%V 2
%P 298-299
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632899
%X We describe the design of the visual language for SILK 2.0, a
sketch-based tool for prototyping user interfaces. The new SILK visual
language has been designed to allow user interface designers to quickly
prototype the behavior of a user interface. This includes behavior that
depends on the state of certain UI elements and the ability to create
"sketchy" components to be reused in other sketches.

%M C.CHI.99.2.300
%T Quantifying human coordination in HCI
%S Student posters
%A Maurice R. Masliah
%B CHI99
%D 1999
%V 2
%P 300-301
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632900
%X This poster provides a conceptual contribution to the understanding
of how to evaluate performance for computer applications that require
users to simultaneously control multiple degrees of freedom (dofs).
Whereas previous metrics from the literature, efficiency and
integrality, are measurements in the space and time domains
respectively, coordination should be measured in both dimensions. This
poster proposes a definition of coordination and hypothesizes as to what
will be found.

%M C.CHI.99.2.302
%T Hand posture recognition in a body-face centered space
%S Student posters
%A Sebastien Marcel
%B CHI99
%D 1999
%V 2
%P 302-303
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632901
%X We propose to use a neural network model to recognize a hand posture
in an image. Hand gestures are segmented using a space discretisation
based on face location and body anthropometry.

%M C.CHI.99.2.304
%T Novice heuristic evaluations of a complex interface
%S Student posters
%A Aleksandra Slavkovic
%A Karen Cross
%B CHI99
%D 1999
%V 2
%P 304-305
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632902
%X In this paper, we describe the ability of evaluators with limited
experience to use Heuristic Evaluation (HE) in assessing a complex
interface. We analyze our results in terms of the proportion of problems
found by different sets of evaluators in different areas of the
interface. Our results illustrate that the 5-10 evaluator size advocated
by Nielsen and Molich [3] does not generalize to assessing complex
interfaces. Evaluators tend to focus on certain sections of the
interface and ignore others. Our results suggest that modification to HE
is necessary to most efficiently produce a complete set of usability
problems in an interface.

%M C.CHI.99.2.306
%T Reservations about the usability of airline web sites
%S Student posters
%A Paula Selvidge
%B CHI99
%D 1999
%V 2
%P 306-307
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632903
%X Designing effective and usable web sites is important to survival in
the e-commerce market. The focus of this study was to identify general
usability issues on major airline web sites. Seven web sites were
compared on the task of locating flight and fare information. Finding
flight information across the web sites was a difficult task for many
users in this study. Numerous usability issues were identified including
problems with logon procedures, non-descriptive and redundant links,
round-trip options, and unfamiliar technical language.

%M C.CHI.99.2.308
%T Synchronous collaborative navigation on the WWW
%S Student posters
%A Yann Laurillau
%B CHI99
%D 1999
%V 2
%P 308-309
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632904
%X We describe an ongoing research effort in designing synchronous
collaborative navigational techniques on the WWW. The goal of the
research program is to provide usable tools to collaboratively search
information on the WWW. We begin by studying collaborative navigational
techniques in the search results space defined by a WWW search engine.
We first present our design method. We then characterize four types of
collaborative navigation that are embedded in the current prototype,
Co-Vitesse.

%M C.CHI.99.2.310
%T The importance of coordination devices in text-based, task-oriented
conversations
%S Student posters
%A Jeff Hancock
%B CHI99
%D 1999
%V 2
%P 310-311
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632905
%X The present experiment compared the effects of two different
interfaces on text-based, computer-mediated communication occurring in
real time. In one condition, dyads attempted to solve a figure-matching
task while using a WYSIWIS interface in which messages are transmitted
character by character. In the other condition, dyads used a standard
IRC (Internet Relay Chat) interface in which messages are composed
privately and then sent as a message unit. Comparison of the two
conditions revealed superior task performance in the IRC condition and
more frequent use of verbal turn coordination devices in the WYSIWIS
condition. The results are interpreted as evidence for the importance of
turn coordination devices in text-based CMC.

%M C.CHI.99.2.312
%T Visualizing learning activities to support tutors
%S Student posters
%A Christian Hardless
%A Urban Nulden
%B CHI99
%D 1999
%V 2
%P 312-313
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632906
%X This paper describes difficulties when tutoring in virtual learning
environments. Activity Visualization (AV) is proposed as technology
support for greater awareness and understanding of learning processes.
Evaluations based on rich experiences from a course have been conducted.
The results are positive confirming a need for technology support and
indicating that AV is a promising approach.

%M C.CHI.99.2.314
%T Icon size as a function of display screen
%S Student posters
%A Josey Chu
%A Mikael Goldstein
%A Mikael Anneroth
%B CHI99
%D 1999
%V 2
%P 314-315
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632907
%X As wireless and mobile computing advances, user interface designers
are faced with the challenge of designing an interface for miniaturized
devices that may be capable of performing Windows applications. The
present study attempted to define the optimal icon size for small
display with a psychophysical approach -- the method of adjustment.
Participants were asked to adjust the icon size in descending and
ascending order to satisfy the operational criteria of (1) adjusting the
icon to its smallest size, and (2) maintaining recognition of the icon
image. Three display areas, 40x40 ram, 120x70 turn and 180x100 mm were
used. Results from this study show that icon =5.0 mm may be recommended
for displays with limited area.

%M C.CHI.99.2.316
%T An alternative to scrollbars on small screens
%S Student posters
%A Staffan Bjork
%A Johan Redstrom
%B CHI99
%D 1999
%V 2
%P 316-317
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632908
%X This paper describes a web-browser based on the focus+context
technique Flip Zooming. A prototype was developed and evaluated against
an ordinary web-browser that used scrollbars on a small screen with a
resolution of 160*160 pixels. A preliminary evaluation show that the
prototype provides better overview and makes searching for specific
items easier compared to the traditional browser. These findings
indicate that there are constraints that have to be acknowledged when
designing the user interface on small screens.

%M C.CHI.99.2.318
%T The BubbleBadge: a wearable public display
%S Student posters
%A Jennica Falk
%A Staffan Bjork
%B CHI99
%D 1999
%V 2
%P 318-319
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632909
%X We are exploring the design space of wearable computers by designing
"public" wearable computer displays. This paper describes our first
prototype, the BubbleBadge. By effectively turning the wearer's private
display "inside out", the BubbleBadge transforms the wearable computing
concept by making digital information public rather than private. User
tests showed that the device introduces a new way to interact with
information-providing devices, suggesting that it would be valuable to
explore the concept further.

%M C.CHI.99.2.320
%T comMotion: a context-aware communication system
%S Student posters
%A Natalia Marmasse
%B CHI99
%D 1999
%V 2
%P 320-321
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632910
%X How many times have you gone to the grocery store but left the
grocery list on the refrigerator door? Wouldn't it be more efficient to
have a reminder to buy groceries and the shopping list delivered to you
when you were in the vicinity of the store?We live in a world in which
the information overload is part of our daily life. Many of us receive
large quantities of email or voice mail messages. Yet many of these
messages are relevant only in a particular context. We can use a system
of reminders to keep up with all we have to do, but these reminders are
often relevant only to a specific location. If reminders, to-do lists,
messages and other information were delivered in the most timely and
relevant context, part of the overload would be reduced. This paper
describes comMotion, a context-aware communication system for a mobile
or wearable computing platform.

%M C.CHI.99.2.322
%T People, places and the newspilot
%S Student posters
%A Per Dahlberg
%A Johan Redstrom
%A Henrik Fagrell
%B CHI99
%D 1999
%V 2
%P 322-323
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632911
%X This paper reports from a project, called NewsPilot, where we explore
how context aware computing can be used to support mobile collaborators.
An empirical study of journalists at a local radio station in Sweden has
informed the design of a prototype system. The system is built using a
personal digital assistant (PDA) fitted with a radio transceiver and
filters information based on the users physical location in relation to
geographic places and other users.

%M C.CHI.99.2.324
%T A process for research on aging and computer use
%S Student posters
%A Sherry E. Mead
%A Victoria A. Spaulding Johnson
%B CHI99
%D 1999
%V 2
%P 324-325
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632912
%X A process is described for producing interface design and training
interventions aimed at making new technologies more accessible to older
adults. This method has been used to examine the usability of three
computerized systems that older adults are likely to encounter. One of
the three systems, automatic teller machines (ATMs), is used an as
example of how the proposed intervention design and evaluation process
has been successfully carried out.

%M C.CHI.99.2.326
%T Musbus: a personalized mouse training program for children with
autism
%S Student posters
%A Erik Eliasson
%A Anna Fredrikson
%A Martin Rybrand
%A Markus Wahl
%B CHI99
%D 1999
%V 2
%P 326-327
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632913
%X This paper presents Musbus (Mouse-fun in Swedish), a computer program
which trains basic use of a computer mouse. The program is designed and
developed for children with autism according to HCI principles adapted
to these users. We also discuss the special needs, regarding computer
programs, of children with autism and we make recommendations about how
programs should be designed for these children.

%M C.CHI.99.2.328
%T The Funki Buniz Playground: facilitating multi-cultural affective
collaborative play
%S Student posters
%A Heidy Maldonado
%A Antoine Picard
%B CHI99
%D 1999
%V 2
%P 328-329
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632914
%X The Funki Buniz Playground is an environment where children can
interact with each other simultaneously in both a virtual world --
through their avatars -- and the real world, which we built to study
cross cultural affective responses and multi-cultural empathy. This
paper describes some of the interaction design challenges we encountered
while implementing the Funki Buniz Playground, as well as the
constraints and solutions we discovered.

%M C.CHI.99.2.330
%T Virtual interaction using robust color skin detection
%S Student posters
%A David Saxe
%B CHI99
%D 1999
%V 2
%P 330-331
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632915
%X Virtual Interaction refers to a low immersion virtual reality system
that allows users to participate in a scene with computer-generated
graphics. The system's purpose is to provide interactive environments
that allow physical activity for individuals with disabilities. This
extended abstract briefly describes the current silhouette-based system
and discusses the ongoing work of improving the system with the
incorporation of a robust skin detection algorithm. Virtual Interaction
with only the user's hands is discussed with regard to both two and
three-dimensional environments.

%M C.CHI.99.2.332
%T WebStickers: using physical objects as WWW bookmarks
%S Student posters
%A Peter Ljungstrand
%A Lars Erik Holmquist
%B CHI99
%D 1999
%V 2
%P 332-333
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632916
%X We describe a low-cost distributed method for associating web pages
with physical objects, thus making the objects act as physical bookmarks
to the World Wide Web. By doing this, we can inherit the physical
properties of the objects, such as persistency and availability. The
system utilizes stickers with pre-printed barcodes -- WebStickers -- to
associate URLs with physical objects. Users can return to a desired web
page by scanning the barcode attached to an object. The associations are
stored in a networked server, making it easy to move and share physical
bookmarks between users. Preliminary evaluations show that the system is
easy to use, even for novice users.

%M C.CHI.99.2.334
%T Design support for interactive 3D illustrations
%S Student posters
%A Volker Paelke
%B CHI99
%D 1999
%V 2
%P 334-335
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632917
%X Interactive 3D illustrations of spatial and dynamic properties have
many promising applications in presentation, teaching and training. The
goal of this research is to analyze their design process, identify the
problems that currently prevent widespread use and develop a system of
techniques and tools to support their effective development.

%M C.CHI.99.2.336
%T The goms sig: troubleshooting lessons learned novel applications
teaching techniques, & future research
%S Special interest group
%A Wayne D. Gray
%A Bonnie E. John
%A David E. Kieras
%A Deborah A. Boehm-Davis
%B CHI99
%D 1999
%V 2
%P 336
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632919
%X GOMS is many things to many people. It is the only validated analytic
usability evaluation method (UEM) in the field of human-computer
interaction. It is being used by practitioners at some of the world's
largest and some of the smallest software companies. It is a research
agenda that is being pursued at universities the world over. It is a
task analysis technique with roots in both cognitive psychology and
artificial intelligence. It is a flexible tool that can be used with
protocol analysis. It is a technique that makes detailed profiling
possible. It is an important adjunct to usability testing. It is
something that can be done at the early stages of the design process. It
is a way of intelligently playing what if games with interface
possibilities. It is all of these things and more.

%M C.CHI.99.2.337
%T Making minds meet in your local chapter: the case of SIGCHI.NL
%S Special interest group
%A Peter Boersma
%A Eddy Boeve
%A Boyd de Groot
%B CHI99
%D 1999
%V 2
%P 337
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632920
%X SIGCHI.NL, the local chapter of SIGCHI in the Netherlands, decided at
its first conference in January 1998 that most, if not all,
communication to and between members should take place electronically.
This also meant that the website should play a vital role in supporting
the local HCI community in Holland. The newly appointed website
committee was given the tough job of building the 'perfect' website for
an opiniated audience of 500 usability experts. The website committee
soon learned that in this case 'designing by committee' didn't prove
effective enough. A 'surgical team' of two members was formed, joined by
a member of the board to generate enough momentum to build the site in
just a few months time. Despite the fact that the site had to be designed
and built in the scarce free hours of its members, the surgical team
managed to introduce the new website at the second SIGCHI.NL conference
on September 7th, 1998.The website (http://sigchi.nl) was well received
by the members and is visited by approximately 40 people per day with
only mouth-to-mouth (or better: mail-to-mail) promotion. Here is what we
feel worked good when we designed and built the website
 * Rapid (online) prototyping to quickly get feedback from all of the
   committees of SIGCHI.NL
 * The surgical team did the 'cutting' while other members gave comments
   and support
 * Community support = adding 'real' interactivity to a website
 * Frequent updates: at this moment 4-6 updates a month
Soon to be introduced are password-protected area's for internal reports
and documentation and a password-protected update system, where
committees can change pages when necessary, meanwhile enforcing the
necessary layout and navigational guidelines.

%M C.CHI.99.2.338
%T Visual interaction design SIG
%S Special interest group
%A Karen Graham
%B CHI99
%D 1999
%V 2
%P 338
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632921
%X The purpose of this Special Interest Group is to provide a forum for
visual interaction designers and other interested CHI attendees to meet
others with similar interests. This SIG provides for informal discussions
and presentations on the following:
 * Ideas and happenings within the field of visual interaction design
 * Issues for the future of our SIG
 * Current applied works and the lessons learned
The Visual Interaction Design SIG has been meeting at CHI since 1992
(excepting 1998). The attendees represent many aspects of visual
interaction design such as: graphical user interface designers, human
factors professionals, multimedia and web designers, industrial and
graphic designers, design educators and students, and other CHI
attendees interested in the visual representation of interactive
software applications and presentations. The Visual Interaction Design
SIG's discussions continue through out the year on our email
distribution list:VISUAL-L DISCUSSION LIST at VISUAL-L@VTVM1.CC.VT.EDU.

%M C.CHI.99.2.339
%T Computer supported co-operative design: towards effective solutions
%S Special interest group
%A Andree Woodcock
%A Paul Rodgers
%B CHI99
%D 1999
%V 2
%P 339
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632922
%X Many stages in the product design and development process,
particularly the latter stages, are well supported by computers.
Computer Supported Co-operative Design (CSCD), however, embraces the use
of computers to support a greater number of various tasks such as
relationships (e.g. designer to designer communications), processes
(e.g. CAD/CAM) and specific design tasks (e.g. concept generation). CSCD
has been developed as a means of helping organizations produce higher
quality and more diverse products in the light of several significant
pressures. It should be noted, however, that no one system can support
the diversity of design tasks which form the fundamental basis of
creative design activity.

%M C.CHI.99.2.340
%T The impact of unified messaging on the user
%S Special interest group
%A Hans de Graaff
%A Angelien Sanderman
%B CHI99
%D 1999
%V 2
%P 340
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632923
%X In the last few years the topic Unified Messaging (UM) has become
important. UM means that users can deal with messages of all kinds
regardless of their location, the communication device and medium used,
or the connection used. Until now much of the discussion has focused on
the technical feasibility of integrating different types of messages in
a single messaging box. The perspective of the user has not been given
as much attention. It is often assumed that users will appreciate the
fact that all their messages are handled by a single institution, and
are presented in a uniform way. We do not believe that this is
necessarily the case, and we want to explore this issue based on several
scenarios.

%M C.CHI.99.2.341
%T Examining computer-mediated interactions: tasks, measures and
featured information
%S Special interest group
%A Simon Bee
%A Caroline Gale
%B CHI99
%D 1999
%V 2
%P 341
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632924
%X A number of conventions exist regarding how best to empirically study
computer-mediated interactions. These conventions are spread across a
range of disciplines. Within the general field of group communication we
find sociologists studying group dynamics, psychologists investigating
the structure and meaning of communication and technologists devising
new platforms for multi-participant interaction. The purpose of this SIG
is to bring together a diverse group of people currently studying
computer-mediated interactions (CMI) with a view to discussing a variety
of pertinent issues in this field.

%M C.CHI.99.2.342
%T SIG on one size fits all?: cultural diversity in user interface
design
%S Special interest group
%A Aaron Marcus
%A Nuray Aykin
%A Apala Lahiri Chavan
%A Girish V. Prabhu
%A Massaki Kurosu
%B CHI99
%D 1999
%V 2
%P 342
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632925
%X This SIG discusses cultural diversity in user-interface design,
especially in the light of international products, new laws, and
universal access to the Web. The panelists will debate whether/how to
alter conventional user-interface paradigms and the tradeoffs among
design tactics gained by professionals who carefully researched and/or
engaged in designing cross-cultural user interfaces.

%M C.CHI.99.2.343
%T User interfaces for electronic product catalogs
%S Special interest group
%A Markus Stolze
%A Jurgen Koenemann
%B CHI99
%D 1999
%V 2
%P 343
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632926
%X The number of Internet users and goods sold over the Internet is
increasing rapidly. To keep this momentum user interfaces for electronic
shops have to adapt to and anticipate the changing needs of buyers and
merchants on the Internet. A CHI98 workshop on future interfaces for
e-commerce [1] confirmed that electronic product catalogs are a a
rapidly evolving area where advanced HCI techniques can play an
important role in the creation of successful product catalogs. Only
recently these catalogs have started to evolve from a static set of
inter-linked web-pages into dynamic interfaces that better exploit the
possibilities of the computational and networked medium. There are a
number of driving forces for this development:
 * Increased competition between catalog operators makes it important to
   design catalogs in such a way that they attract customers, keep
   customers exploring, and make customers return.
 * Marketing new types of products requires new types of interfaces. For
   example selling complex products electronically will require
   additional support for buyers to make them confident in their choice.
 * The increased number of products, product options, product reviews,
   and supplier evaluations create the challenge of organizing this
   information in a way that is useful for the needs of individual
   buyers.
 * With the increased number of Internet users, new classes of buyers
   with very different needs and expectations become apparent. For
   example, a catalog that wants to attract shoppers that mainly come
   for entertainment will be different from a catalog that wants to
   attract bargain hunters. Some of these buyers might also be
   interested in new ways of buying like auctions and
   request-for-proposals, that were traditionally only available for
   professionals. A number of HCI techniques have been applied to
   electronic product catalogs. Among them direct manipulation,
   information visualization, personalization, user modeling, and
   anthropomorphic interface agents. The goal of this SIG is to deepen
   the understanding of the challenges that have to be approached by
   electronic product catalogs, collect information about prototypical
   systems, and to share experiences gained with applying HCI techniques
   to improve electronic product catalogs.

%M C.CHI.99.2.344
%T The consultants' forum
%S Special interest group
%A Austin Henderson
%A Jeff Johnson
%A Aaron Marcus
%B CHI99
%D 1999
%V 2
%P 344
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632927
%X The proposed SIG will provide the subcommunity of culsltants
attending CHI 99 with the opportunity to share and discuss issue
concerning HCI consulting.

%M C.CHI.99.2.345
%T Consolidating a new HCI community: the brazilian experience
%S Special interest group
%A Raquel O. Prates
%A Clarisse S. de Souza
%A Juliana P. Salles
%B CHI99
%D 1999
%V 2
%P 345
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632928
%X In 1996 many people in Brazil were working with HCI, but most of them
did not have any interaction with others. During CHI'96 in Vancouver,
Brazilian participants realized the benefits of joining a wider HCI
community and started thinking about creating our own national
community. We started out by sending messages to the Brazilian Computing
Society discussion list reporting our experience in CHI'96 and proposing
to publish the names of people working with HCI in Brazil and their main
area of interests. We were surprised to find out how many people were
working with HCI in Brazil. This list soon turned into a discussion list
and we started making plans on how to turn this group into a community.

%M C.CHI.99.2.346
%T Current issues in assessing and improving documentation usability
%S Special interest group
%A Stephanie Rosenbaum
%B CHI99
%D 1999
%V 2
%P 346
%K documentation, documentation standards, documentation usability,
information design, information development, product development,
usability testing
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632929

%M C.CHI.99.2.347
%T Universal web access: delivering services to everyone
%S Special interest group
%A Gary Perlman
%B CHI99
%D 1999
%V 2
%P 347
%K CHIkids, SIGCAPH, accessibility, aging, assistive technology,
character set, children, disabilities, disabled, diversity, elderly,
female, global, globalisation, globalization, group and individual
differences, handicapped, i18n, impaired, impairment, intercultural,
international, internationalisation, internationalization, male,
multilingual, software localisation, software localization, special
needs, translation, universal access
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632930
%X To deliver services to more users, developers can try to reach more
diverse users (language / culture, handicapped / disabled, gender, age,
etc.). By developing and sharing methods and resources to address many
dimensions of diversity, developers may improve accessibility for all.

%M C.CHI.99.2.348
%T HCI journals: valuable reading or wasted paper?
%S Special interest group
%A John Karat
%B CHI99
%D 1999
%V 2
%P 348
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632931
%X Because it is the leading conference in the field of human-computer
interaction, researchers and practitioners devote considerable attention
to presenting their work at the ACM SIGCHI Conference. However, CHI
papers are not the only forum for disseminating interesting work related
to the broad field of human-computer interaction. While conference
papers are intended to be brief and timely, journals can provide for
more in depth consideration of theory and practice. However, this model
of synergy between conference proceedings and journal articles seems far
from accurate in describing the world of HCI publications. Academic work
and concerns (e.g., tenure) dominate journal content, and practitioners
have little incentive to develop ideas beyond conference proceedings
page limits. This SIG will bring together representatives of the
editorial boards of the leading human-computer interaction journals for
an overview of each journals view of its role in the community and their
acquisition and review policies. The session will provide a forum for
discussion of the roles of various kinds of publications in the
dissemination of information in the diverse HCI community.

%M C.CHI.99.2.349
%T SIGCHI's role in influencing technology policy
%S Special interest group
%A Jeff Johnson
%A Ben Shneiderman
%A Elliot Soloway
%A Austin Henderson
%A Barbara Simons
%B CHI99
%D 1999
%V 2
%P 349
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632932
%X Computer technology is having a pervasive influence on the lives of
people in the developed world. The Internet is rapidly becoming
mainstream. Both are having a growing impact on people's privacy,
security, health, education, transportation, financial well-being, and
even family life. Technology policy is therefore becoming a more
important part of overall social policy. This trend will continue into
the 21st Century.

%M C.CHI.99.2.350
%T Usability in on-line/distance education S.I.G.
%S Special interest group
%A Matthew Tarpy
%A Teresa Arnold
%A Matt LaSaine
%B CHI99
%D 1999
%V 2
%P 350
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632933
%X As the Internet becomes ubiquitous, institutions of higher learning
and major corporations are turning to this "new" medium to in the hopes
that it can help them deliver high quality, on-line and distance
education products. Shifting towards this new product delivery model
challenges fundamental assumptions about instructional design,
usability, and human-machine interaction. Today's on-line/distance
education usability professional is in a desert of information hiding.
This is caused by the facts that these professionals primarily work in
other domains and the recent advent of this area has not provided a
great deal of practical knowledge that the professional can draw upon. It
must therefore follow that there are not a large number of resources
that the usability professional has access to, either on the Internet
(such as a research report from a University or research consortium) or
through other, more traditional means, of information distribution
(books or journals). The method of information "passing" is akin to oral
histories: passed along by word of mouth. This S.I.G. would seek to
remedy this situation by providing a forum where ideas, methodologies,
and anecdotal evidence can be shared.

%M C.CHI.99.2.351
%T CHI 99 special interest group on natural language in computer-human
interaction
%S Special interest group
%A Nancy Green
%A David G. Novick
%B CHI99
%D 1999
%V 2
%P 351
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632934
%X With the growing interest in human-computer interfaces that use
natural language in some way, researchers and practitioners who work on
these interfaces are finding that two general fields of research, CHI
and natural language processing (NLP), are complementary and converging.
In the CHI research community, there have been investigations on a
number of related issues such as usability of text and graphics in
on-line documentation, hypertext, spoken-dialogue interfaces, and
language/audio resources. In the NLP research community, there is
increasing interest in use of natural language, both spoken and written,
in intelligent multimodal and multimedia interfaces, e.g., International
Symposium on Spoken Dialogue (ISSD-96), COOP 98 Workshop on The Use of
Herbert H. Clark's Models of Language Use for the Design of Cooperative
Systems, 1998 AAAI Workshop on Representations for Multi-Modal
Human-Computer Interaction, and Coling-ACL'98 Workshop on Content
Visualizations and Intermedia Representations (CVIR'98).Some technical
issues of possible interest to both communities are: 1. For what and
under what conditions is NL effective in the human-computer interface?
For what types of tasks or communication? How does modality influence
its effectiveness? How does its effectiveness in computer media differ
from that in traditional forms of communication such as face-to-face
conversation and print media? How do performance limitations of NLP
technologies (e.g., .speech recognition errors) influence
effectiveness? 2. What are the critical technical requirements for NLP to
be effective in the human-computer interface, e.g., coordination of
generated text and graphics, incremental and robust interpretation, and
modeling turn-taking and initiative in dialogue? What technical
requirements arise in transferring technology developed for one language
to systems for users of another language (e.g., languages using
different writing systems)? How should effectiveness of NLP technologies
be evaluated?

%M C.CHI.99.2.352
%T Use cases in task modeling and user interface design
%S Special interest group
%A Larry L. Constantine
%A Lucy A. D. Lockwood
%B CHI99
%D 1999
%V 2
%P 352
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632935
%X Use cases are increasingly recognized as a particularly versatile
form of task model. Use cases are related to scenarios, which have a
long history of application to computer-human interaction [2], but may
offer distinct advantages. A use case comprises a single case of use of
a system that is complete, well-defined, and meaningful from the
perspective of an external user [5,8]. Concrete instances of multiple
use cases can be combined into plausible sequences to form the narrative
vignettes usually associated with scenario-based design, but because use
cases are a finer-grained formal construct at a higher level of
abstraction, they lend themselves to more rigorous definition and more
systematic and structured expression. The structured narratives of use
cases can be interrelated through formally defined constructs [6,8] to
form a comprehensive model of the tasks to be supported by a system
under design.

%M C.CHI.99.2.353
%T Encouraging CHI collaboration in Latin America
%S Special interest group
%A Cleotilde Gonzalez
%A Alfredo Sanchez
%A Raquel O. Prates
%B CHI99
%D 1999
%V 2
%P 353
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632936
%X Designing truly international interfaces requires the participation
of a representative international community. The perception of
ACM-SIGCHI as an "American" conference is starting to change. ACM-SIGCHI
has taken initial action to increase participation from international
audiences by creating the International Issues Committee (IIC) (Novick,
98). However, differences in cultures, languages, and traditions, make
real international collaboration a very challenging endeavor. Some
differences among international research communities were originally
identified in CHI '97 (Boy and Novick, 1997): language, style for
writing and reviewing papers, economic disparities, lack of awareness,
among others. We believe that, one way to foster international
cooperation is to create "cultural clusters," that is, groups that share
similar culture, problems and other characteristics.

%M C.CHI.99.2.354
%T Measuring website usability
%S Special interest group
%A Jared M. Spool
%A Tara Scanlon
%A Carolyn Snyder
%A Will Schroeder
%B CHI99
%D 1999
%V 2
%P 354
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632937
%X Web design is still primarily an artistic endeavor. However, we are
beginning to see empirical research results that tell us what pitfalls
to avoid in order to create successful websites. In this SIG, we will
discuss the latest research results available. Individuals designing
websites can share successful strategies, and discuss questions still
unanswered. This SIG also will be a forum for researchers to discuss
methods and share objectives. Researchers will have an opportunity to
interact with website designers to understand the research still
required to identify the keys to successful design. Following the
session, we intend to consolidate the discussion into a 4-to-5 page
summary and send it to all participants.

%M C.CHI.99.2.355
%T Automated data collection for evaluating collaborative systems
%S Special interest group
%A Jill Drury
%A Tari Fanderclai
%A Frank Linton
%B CHI99
%D 1999
%V 2
%P 355
%* (c) Copyright 1999 ACM
%W http://doi.acm.org/10.1145/632716.632938
%X The purpose of this Special Interest Group (SIG) session is to share
lessons learned about using automated logging techniques to collect data
for evaluating collaborative (multi-user) systems. Automated logging
techniques are frequently used in evaluating the human-computer
interaction of single-user systems. There has been much less experience
in using logging techniques for evaluating collaborative systems. We
will discuss logging to collect data that are useful for evaluating
collaborative systems.

fpack:!@#$%^&*(): CSCW04.BA
%M C.CSCW.04.1
%T Towards dynamic collaboration architectures
%S Dynamic architectures
%A Goopeel Chung
%A Prasun Dewan
%B CSCW04
%D 2004
%P 1-10
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031609
%X In this paper, we introduce the concept of dynamically changing
between centralized, replicated, and hybrid collaboration architectures.
It is implemented by providing users a function that dynamically changes
the mapping between user-interface and program components. We decompose
the function into more primitive commands that are executed autonomously
by individual users. These commands require a mechanism to dynamically
replicate user-interface and program components on a user's site. We
present a logging approach for implementing the mechanism that records
input (output) messages sent to one incarnation of a program
(user-interface) component, and replays the recorded messages to a
different incarnation of the component. Preliminary experiments with an
implementation of the mechanism show that response and completion times
can improve by dynamically changing the architecture to adapt to changes
to the set of users in a collaboration session involving a mix of mobile
and stationary devices.

%M C.CSCW.04.11
%T Separating data and control: support for adaptable consistency
protocols in collaborative systems
%S Dynamic architectures
%A Yi Yang
%A Du Li
%B CSCW04
%D 2004
%P 11-20
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031610
%X Consistency control is critical for the correct functioning of
distributed collaboration support systems. A large number of consistency
control methods have appeared in the literature with different design
tradeoffs and usability implications. However, there has been relatively
little work on how to accommodate different protocols and variations in
one framework to address the dynamic needs of collaboration. In this
paper, we propose a novel approach for supporting adaptable consistency
protocols in collaborative systems. Our approach cleanly separates data
and control, allowing consistency protocols to be dynamically attached
to shared data at the object level. Protocols can be switched at run
time without modifying source code.

%M C.CSCW.04.21
%T Introducing collaboration into an application development environment
%S Dynamic architectures
%A Susanne Hupfer
%A Li-Te Cheng
%A Steven Ross
%A John Patterson
%B CSCW04
%D 2004
%P 21-24
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031611
%X We present contextual collaboration, an approach to building
collaborative systems that embeds collaborative capabilities into core
applications, and discuss its advantages. We describe the Jazz
collaborative application development environment that we are using to
explore this concept and discuss design guidelines that have emerged
from our experience.

%M C.CSCW.04.25
%T Retrofitting collaboration into UIs with aspects
%S Dynamic architectures
%A Li-Te Cheng
%A Steven L. Rohall
%A John Patterson
%A Steven Ross
%A Susanne Hupfer
%B CSCW04
%D 2004
%P 25-28
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031612
%X Mission critical applications and legacy systems may be difficult to
revise and rebuild, and yet it is sometimes desirable to retrofit their
user interfaces with new collaborative features without modifying and
recompiling the original code. We describe the use of Aspect-Oriented
Programming as a lightweight technique to accomplish this, present an
example of incorporating presence awareness deeply into an application's
user interface, and discuss the implications of this technique for
developing CSCW software.

%M C.CSCW.04.29
%T Collaborative knowledge management supporting mars mission scientists
%S Collaboration involving large displays
%A Irene Tollinger
%A Michael McCurdy
%A Alonso H. Vera
%A Preston Tollinger
%B CSCW04
%D 2004
%P 29-38
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031614
%X This paper describes the design and deployment of a collaborative
software tool, designed for and presently in use on the Mars Exploration
Rovers (MER) 2003 mission. Two central questions are addressed. Does
collaborative content like that created on easels and whiteboards have
persistent value? Can groups of people jointly manage collaboratively
created content? Based on substantial quantitative and qualitative data
collected during mission operations, it remains difficult to
conclusively answer the first question while there is some positive
support for the second question. The MER mission provides a uniquely
rich data set on the use of collaborative tools.

%M C.CSCW.04.39
%T Augmenting the social space of an academic conference
%S Collaboration involving large displays
%A Joseph F. McCarthy
%A David W. McDonald
%A Suzanne Soroczak
%A David H. Nguyen
%A Al M. Rashid
%B CSCW04
%D 2004
%P 39-48
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031615
%X Academic conferences provide a social space for people to present
their work, learn about others' work, and interact informally with one
another. However, opportunities for interaction are unevenly distributed
among the attendees. We seek to extend these opportunities by allowing
attendees to easily reveal something about their background and
interests in different settings through the use of proactive displays:
computer displays coupled with sensors that can sense and respond to the
people nearby. We designed, implemented and deployed a suite of
proactive display applications at a recent academic conference:
AutoSpeakerID augmented formal conference paper sessions; Ticket2Talk
augmented informal coffee breaks. A mixture of qualitative observation
and survey response data are used to frame the impacts of these
applications from both individual and group perspectives, highlighting
the creation of new opportunities for both interaction and distraction.
We end with a discussion of how these social space augmentations relate
to the concepts of focus and nimbus as well as the problem of shared
interaction models.

%M C.CSCW.04.49
%T The introduction of a shared interactive surface into a communal
space
%S Collaboration involving large displays
%A Harry Brignull
%A Shahram Izadi
%A Geraldine Fitzpatrick
%A Yvonne Rogers
%A Tom Rodden
%B CSCW04
%D 2004
%P 49-58
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031616
%X We describe a user study of a large multi-user interactive surface
deployed for an initial period within a real world setting. The surface
was designed to enable the sharing and exchange of a wide variety of
digital media. The setting for the study was the common room of a high
school where students come together to mix, socialize, and collaborate
throughout the day. We report on how the students use the new technology
within their own established communal space. Findings show that the
system was used extensively by the students in a variety of ways,
including sharing of photos, video clips, and websites, and for
facilitating social interaction. We discuss how the interactive shared
surface was appropriated by the students and introduced into their
everyday lives in ways that both mirrored and extended their existing
practices within the communal space.

%M C.CSCW.04.59
%T Online political organizing: lessons from the field
%S Panel
%A Keri Carpenter
%A Bonnie Nardi
%A James Moore
%A Scott Robertson
%A Daniel Drezner
%A Ian Benson
%A Kirsten Foot
%A Quintus Jett
%B CSCW04
%D 2004
%P 59-62
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031618
%X In this panel, a group of practitioners and researchers in the area
of online political organizing will present their own research in this
area and discuss the relevance of online political organizing to the
current political scene - including the U.S. general presidential
election, which has just been completed. Panelists come from across the
political spectrum and also represent views of the political process in
countries other than the United States. What are the tools used in
online political organizing? What role do each of these new tools bring
to the campaign/election process? How effective have they proven in this
election cycle? What is their utility outside the scope of the
presidential election cycle? Are they merely "teaser" tools to get
people in the door or do they have the potential to facilitate lasting
political change in all political arenas large and small? In addition,
electronic voting is a current open research area. What do systems need
to take into account to assure voters' confidence that their votes are
being collected and tallied correctly and securely? What information
needs to be presented to the voter at the time of polling to ensure the
most effective voting systems available? What do we know at this point
and where are the future research areas that need scrutiny? Each
panelist will present their current research related to this area and
comment on the ways in which their findings add to the current body of
knowledge. Particular attention will be paid to articulating research
streams that currently need to be addressed and positing methods to
address these open research questions.

%M C.CSCW.04.63
%T Sometimes you need to see through walls: a field study of application
programming interfaces
%S Knowledge sharing in software engineering
%A Cleidson R. B. de Souza
%A David Redmiles
%A Li-Te Cheng
%A David Millen
%A John Patterson
%B CSCW04
%D 2004
%P 63-71
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031620
%X Information hiding is one of the most important and influential
principles in software engineering. It prescribes that software modules
hide implementation details from other modules in order to decrease the
dependency between them. This separation also decreases the dependency
among software developers implementing modules, thus simplifying some
aspects of collaboration. A common instantiation of this principle is in
the form of application programming interfaces (APIs). We performed a
field study of the use of APIs and observed that they served many roles.
We observed that APIs were successful indeed in supporting collaboration
by serving as contracts among stakeholders as well as by reifying
organizational boundaries. However, the separation that they
accomplished also hindered other forms of collaboration, particularly
among members of different teams. Therefore, we think argue that API's
do not only have beneficial purposes. Based on our results, we discuss
implications for collaborative software development tools.

%M C.CSCW.04.72
%T Group awareness in distributed software development
%S Knowledge sharing in software engineering
%A Carl Gutwin
%A Reagan Penner
%A Kevin Schneider
%B CSCW04
%D 2004
%P 72-81
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031621
%X Open-source software development projects are almost always
collaborative and distributed. Despite the difficulties imposed by
distance, these projects have managed to produce large, complex, and
successful systems. However, there is still little known about how
open-source teams manage their collaboration. In this paper we look at
one aspect of this issue: how distributed developers maintain group
awareness. We interviewed developers, read project communication, and
looked at project artifacts from three successful open source projects.
We found that distributed developers do need to maintain awareness of
one another, and that they maintain both a general awareness of the
entire team and more detailed knowledge of people that they plan to work
with. Although there are several sources of information, this awareness
is maintained primarily through text-based communication (mailing lists
and chat systems). These textual channels have several characteristics
that help to support the maintenance of awareness, as long as developers
are committed to reading the lists and to making their project
communication public.

%M C.CSCW.04.82
%T Learning from project history: a case study for software development
%S Knowledge sharing in software engineering
%A Davor CubraniC
%A Gail C. Murphy
%A Janice Singer
%A Kellogg S. Booth
%B CSCW04
%D 2004
%P 82-91
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031622
%X The lack of lightweight communication channels and other technical
and sociological difficulties make it hard for new members of a
non-collocated software development team to learn effectively from their
more experienced colleagues while they are coming up-to-speed on a
project. To address this situation, we have developed a tool, named
Hipikat, that provides developers with efficient and effective access to
the group memory for a software development project that is implicitly
formed by all of the artifacts produced during the development. This
project memory is built automatically with little or no change to
existing work practices. We report an exploratory case study evaluating
whether software developers who are new to a project can benefit from
the artifacts that Hipikat recommends from the project memory. To assess
the appropriateness of the recommendations, we investigated when and how
developers queried the project memory, how the evaluated the recommended
artifacts, and the process by which they utilized the artifacts. We
found that newcomers did use the recommendations and their final
solutions exploited the recommended artifacts, although most of the
Hipikat queries came in the early stages of a change task. We describe
the case study, present qualitative observations, and suggest
implications of using project memory as a learning aid for project
newcomers.

%M C.CSCW.04.92
%T Situating evaluation in scenarios of use
%S Evaluation methods
%A Steven R. Haynes
%A Sandeep Purao
%A Amie L. Skattebo
%B CSCW04
%D 2004
%P 92-101
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031624
%X We report on the use of scenario-based methods for evaluating
collaborative systems. We describe the method, the case study where it
was applied, and provide results of its efficacy in the field. The
results suggest that scenario-based evaluation is effective in helping
to focus evaluation efforts and in identifying the range of technical,
human, organizational and other contextual factors that impact system
success. The method also helps identify specific actions, for example,
prescriptions for design to enhance system effectiveness. However, we
found the method somewhat less useful for identifying the measurable
benefits gained from a CSCW implementation, which was one of our primary
goals. We discuss challenges faced applying the technique, suggest
recommendations for future research, and point to implications for
practice.

%M C.CSCW.04.102
%T Physiological indicators for the evaluation of co-located
collaborative play
%S Evaluation methods
%A Regan L. Mandryk
%A Kori M. Inkpen
%B CSCW04
%D 2004
%P 102-111
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031625
%X Emerging technologies offer new ways of using entertainment
technology to foster interactions between players and connect people.
Evaluating collaborative entertainment technology is challenging because
success is not defined in terms of productivity and performance, but in
terms of enjoyment and interaction. Current subjective methods are not
sufficiently robust in this context. This paper describes an experiment
designed to test the efficacy of physiological measures as evaluators of
collaborative entertainment technologies. We found evidence that there
is a different physiological response in the body when playing against a
computer versus playing against a friend. These physiological results
are mirrored in the subjective reports provided by the participants. We
provide an initial step towards using physiological responses to
objectively evaluate a user's experience with collaborative
entertainment technology.

%M C.CSCW.04.112
%T Evaluating computer-supported cooperative work: models and frameworks
%S Evaluation methods
%A Dennis C. Neale
%A John M. Carroll
%A Mary Beth Rosson
%B CSCW04
%D 2004
%P 112-121
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031626
%X Evaluating distributed CSCW applications is a difficult endeavor.
Frameworks and methodologies for structuring this type of evaluation
have become a central concern for CSCW researchers. In this paper we
describe the problems involved in evaluating remote collaborations, and
we review some of the more prominent conceptual frameworks of group
interaction that have driven CSCW evaluation in the past. A multifaceted
evaluation framework is presented that approaches the problem from the
relationships underlying joint awareness, communication, collaboration,
coordination, and work coupling. Finally, recommendations for carrying
out multifaceted evaluations of remote interaction are provided.

%M C.CSCW.04.122
%T Does CSCW need organization theory?
%S Panel
%A Stephen R. Barley
%A William H. Dutton
%A Sara Kiesler
%A Paul Resnick
%A Robert E. Kraut
%A JoAnne Yates
%B CSCW04
%D 2004
%P 122-124
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031628
%X CSCW as a field has been driven primarily by researchers' desire to
solve real world problems of groups and organizations, and to use new
technology to solve these problems. The field has accumulated a set of
empirically-based interdisciplinary studies and many interesting new
applications. The question to be addressed in this panel is whether CSCW
as a field is ready for theory--whether theory is needed to move the
field along, or on the contrary, whether the problems and the technology
are still too new or are changing too fast to accommodate theory. The
panelists will describe some of the organization theories that could be
applied to CSCW, and debate their usefulness, taking both sides of the
question.

%M C.CSCW.04.125
%T Accountability in an alarming environment
%S Medical applications
%A Rebecca Randell
%B CSCW04
%D 2004
%P 125-131
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031630
%X This paper considers how adjustable alarms support collaborative
monitoring work within the intensive care unit. Drawing on examples from
an observational study, it hopes to stimulate new ways of thinking about
the role that alarms play in supporting awareness of not only changes in
the environment but also awareness of colleagues' actions. Adjustable
alarms allow nurses to fit the alarm limits to both the patient state
and the nurse's level of experience. The setting of alarm limits is an
accountable activity, being visible to and observed by colleagues.

%M C.CSCW.04.132
%T Maintaining redundancy in the coordination of medical emergencies
%S Medical applications
%A Aksel Tjora
%B CSCW04
%D 2004
%P 132-141
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031631
%X This paper reports from a study of Norwegian medical emergency call
(AMK) centres, in which advanced radio and telephone communication
technologies are handled by a team of nurses and ambulance personnel to
coordinate medical emergency resources (ambulances, doctors,
helicopters, and so on). The AMK centres have made use of a range of
technologies since they were established 15-20 years ago. During the
last 5 years, several of the centres have implemented an information
system, AMIS to integrate several functions that before were handled by
using separate specialised systems. By observation in seven medical
emergency call centres and a survey covering 38 of 43 such centres in
Norway in the period 1996-2002, this study focuses on collaboration and
use of communication technologies in a teamwork setting. It is found
that important aspects of the AMK centre teamwork include redundancy of
communication, competence and technologies, as well as a well-developed
overall attention from the operators. These aspects support a
transparent social integration of technologies in use. The use of
integrated systems, such as the AMIS, may challenge this transparency,
by which one operator may follow the other operator's actions. It is
concluded that serious care must be taken to introduce larger
information systems, so that basic principles, which have emerged during
the teamwork practice to secure high service reliability, are
maintained.

%M C.CSCW.04.142
%T Supporting informality: team working and integrated care records
%S Medical applications
%A Gillian Hardstone
%A Mark Hartswood
%A Rob Procter
%A Roger Slack
%A Alex Voss
%A Gwyneth Rees
%B CSCW04
%D 2004
%P 142-151
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031632
%X This paper reports findings from an ethnographic study of the work of
Adult and Care of the Elderly Community Mental Health Teams in the
context of the deployment of an Electronic Medical Record. Our findings
highlight the importance of informal discussions and provisional
judgments as part of the process by which teams achieve consensual
clinical management decisions over time. We show how paper-based
documentation supports this collaborative work by affording both the
revision of preliminary clinical management options and the accretion of
contributions by team members with different clinical perspectives and
expertise. Finally, we consider the implications both for teamwork and
the Integrated Care Record (ICR) as clinical documentation becomes
increasingly held and distributed electronically.

%M C.CSCW.04.152
%T Lessons from the reMail prototypes
%S Systems
%A Daniel Gruen
%A Steven L. Rohall
%A Suzanne Minassian
%A Bernard Kerr
%A Paul Moody
%A Bob Stachel
%A Martin Wattenberg
%A Eric Wilcox
%B CSCW04
%D 2004
%P 152-161
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031634
%X Electronic mail has become the most widely-used application for
business productivity and communication, yet many people are frustrated
with their email. Though email usage has changed, our email clients
largely have not. In this paper, we describe a prototype email client
developed out of a multi-year iterative design process aimed at
providing those who "live in their email" with an improved, integrated
email experience. We highlight innovative features and describe the user
trials for each version of the prototype with resulting modifications.
Finally, we discuss how these studies have recast our understanding of
the email "habitat" and user needs.

%M C.CSCW.04.162
%T Leveraging single-user applications for multi-user collaboration: the
coword approach
%S Systems
%A Steven Xia
%A David Sun
%A Chengzheng Sun
%A David Chen
%A Haifeng Shen
%B CSCW04
%D 2004
%P 162-171
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031635
%X Single-user interactive computer applications are pervasive in our
daily lives and work. Leveraging single-user applications for multi-user
collaboration has the potential to significantly increase the
availability and improve the usability of collaborative applications. In
this paper, we report an innovative transparent adaptation approach for
this purpose. The basic idea is to adapt the single-user application
programming interface to the data and operational models of the
underlying collaboration supporting technique, namely Operational
Transformation. Distinctive features of this approach include: (1)
Application transparency: it does not require access to the source code
of the single-user application; (2) Unconstrained collaboration: it
supports concurrent and free interaction and collaboration among
multiple users; and (3) Reusable collaborative software components:
collaborative software components developed with this approach can be
reused in adapting a wide range of single-user applications. This
approach has been applied to transparently convert MS Word into a
real-time collaborative word processor, called CoWord, which supports
multiple users to view and edit any objects in the same Word document at
the same time over the Internet. The generality of this approach has
been tested by re-applying it to convert MS PowerPoint into
CoPowerPoint.

%M C.CSCW.04.172
%T High-performance telepointers
%S Systems
%A Jeff Dyck
%A Carl Gutwin
%A Sriram Subramanian
%A Christopher Fedak
%B CSCW04
%D 2004
%P 172-181
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031636
%X Although telepointers are valuable for supporting real-time
collaboration, they are rarely seen in commercial groupware applications
that run on the Internet. One reason for their absence is that current
telepointer implementations perform poorly on real-world networks with
varying traffic, congestion, and loss. In this paper, we report on a new
implementation of telepointers (HPT) that is designed to provide smooth,
timely, and accurate telepointers in real-world groupware: on busy
networks, on cable and dialup connections, and on wireless channels. HPT
maintains performance at usable levels with a combination of techniques
from multimedia and distributed systems research, including UDP
transport, message compression, motion prediction, adaptive rate
control, and adaptive forward error correction. Although these
techniques have been seen before, they have never been combined and
tailored to the specific requirements of telepointers. Tests of the new
implementation show that HPT provides good performance in a number of
network situations where other implementations do not work at all - we
can provide usable telepointers even over a lossy 28K modem connection.
HPT sets a new standard for telepointers, and allows designers to
greatly improve the support that groupware provides for real-time
interaction over distance.

%M C.CSCW.04.182
%T Controlling interruptions: awareness displays and social motivation
for coordination
%S Social awareness and availability
%A Laura Dabbish
%A Robert E. Kraut
%B CSCW04
%D 2004
%P 182-191
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031638
%X Spontaneous communication is common in the workplace but can be
disruptive. Such communication usually benefits the initiator more than
the target of the disruption. Previous research has indicated that
awareness displays showing the workload of a target can reduce the harm
interruptions inflict, but can increase the cognitive load on
interrupters. This paper describes an experiment testing whether team
membership influences interrupters' motivation to use awareness displays
and whether the informational-intensity of a display influences its
utility and cost. Results indicate interrupters use awareness displays
to time communication only when they and their partners are rewarded as
a team and that this timing improves the target's performance on a
continuous attention task. Eye-tracking data shows that monitoring an
information-rich display imposes a substantial attentional cost on the
interrupters, and that an abstract display provides similar benefit with
less distraction.

%M C.CSCW.04.192
%T The AWARE architecture: supporting context-mediated social awareness
in mobile cooperation
%S Social awareness and availability
%A Jakob E. Bardram
%A Thomas R. Hansen
%B CSCW04
%D 2004
%P 192-201
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031639
%X Maintaining social awareness of the working context of fellow
co-workers is crucial to successful cooperation. For mobile, non
co-located workers, however, this social awareness is hard to maintain.
In this paper we present the concept of Context-Mediated Social
Awareness to denote how context-aware computing can be used to
facilitate social awareness. We illustrate the concept in a case study
of mobile collaboration in a hospital and present the 'AwarePhone',
which is designed to support context-mediated social awareness among
hospital clinicians. Based on this conceptual and empirical basis, the
paper presents the AWARE architecture, which is a generic platform for
supporting context-mediated social awareness.

%M C.CSCW.04.202
%T Putting systems into place: a qualitative study of design
requirements for location-aware community systems
%S Social awareness and availability
%A Quentin Jones
%A Sukeshini A. Grandhi
%A Steve Whittaker
%A Keerti Chivakula
%A Loren Terveen
%B CSCW04
%D 2004
%P 202-211
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031640
%X We present a conceptual framework for location-aware community
systems and results from two studies of how socially-defined places
influence people's information sharing and communication needs.
   The first study identified a relationship between people's
familiarity with a place and their desire for either stable or dynamic
place-related information. The second study explored the utility of
various system features highlighted by our conceptual framework. It
clarified the role of place information in informal social interaction;
it also showed that people valued, and were willing to provide
information such as ratings, comments, and event records relevant to a
place.
   These preliminary findings have important implications for the design
of location-aware community systems. In particular, they suggest that
such systems must integrate information about places with data about
users' personal routines and social relationships.

%M C.CSCW.04.212
%T Using social psychology to motivate contributions to online
communities
%S Communities
%A Gerard Beenen
%A Kimberly Ling
%A Xiaoqing Wang
%A Klarissa Chang
%A Dan Frankowski
%A Paul Resnick
%A Robert E. Kraut
%B CSCW04
%D 2004
%P 212-221
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031642
%X Under-contribution is a problem for many online communities. Social
psychology theories of social loafing and goal-setting can provide
mid-level design principles to address this problem. We tested the
design principles in two field experiments. In one, members of an online
movie recommender community were reminded of the uniqueness of their
contributions and the benefits that follow from them. In the second,
they were given a range of individual or group goals for contribution.
As predicted by theory, individuals contributed when they were reminded
of their uniqueness and when they were given specific and challenging
goals, but other predictions were not borne out. The paper ends with
suggestions and challenges for mining social science theories as well as
implications for design.

%M C.CSCW.04.222
%T Blogging as social activity, or, would you let 900 million people
read your diary?
%S Communities
%A Bonnie A. Nardi
%A Diane J. Schiano
%A Michelle Gumbrecht
%B CSCW04
%D 2004
%P 222-231
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031643
%X "Blogging" is a Web-based form of communication that is rapidly
becoming mainstream. In this paper, we report the results of an
ethnographic study of blogging, focusing on blogs written by individuals
or small groups, with limited audiences. We discuss motivations for
blogging, the quality of social interactivity that characterized the
blogs we studied, and relationships to the blogger's audience. We
consider the way bloggers related to the known audience of their
personal social networks as well as the wider "blogosphere" of unknown
readers. We then make design recommendations for blogging software based
on these findings.

%M C.CSCW.04.232
%T Flash forums and forumReader: navigating a new kind of large-scale
online discussion
%S Communities
%A Kushal Dave
%A Martin Wattenberg
%A Michael Muller
%B CSCW04
%D 2004
%P 232-241
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031644
%X We describe a popular kind of large, topic-centered, transient
discussion, which we term a flash forum. These occur in settings ranging
from web-based bulletin boards to corporate intranets, and they display
a conversational style distinct from Usenet and other online discussion.
Notably, authorship is more diffuse, and threads are less deep and
distinct. To help orient users and guide them to areas of interest
within flash forums, we designed ForumReader, a tool combining data
visualization with automatic topic extraction. We describe lessons
learned from deployment to thousands of users in a real world setting.
We also report a laboratory experiment to investigate how interface
components affect behavior, comprehension, and information retrieval.
The ForumReader interface is well-liked by users, and our results
suggest it can lead to new navigation patterns. We also find that, while
both visualization and text analytics are helpful individually,
combining them may be counterproductive.

%M C.CSCW.04.242
%T Individual audio channels with single display groupware: effects on
communication and task strategy
%S Interactions with shared displays
%A Meredith Ringel Morris
%A Dan Morris
%A Terry Winograd
%B CSCW04
%D 2004
%P 242-251
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031646
%X We introduce a system that allows four users to each receive sound
from a private audio channel while using a shared tabletop display. In
order to explore how private audio channels affect a collaborative work
environment, we conducted a user study with this system. The results
reveal differences in work strategies when groups are presented with
individual versus public audio, and suggest that the use of private
audio does not impede group communication and may positively impact
group dynamics. We discuss the findings, as well as their implications
for the design of future audio-based "single display privacyware"
systems.

%M C.CSCW.04.252
%T Avoiding interference: how people use spatial separation and
partitioning in SDG workspaces
%S Interactions with shared displays
%A Edward Tse
%A Jonathan Histon
%A Stacey D. Scott
%A Saul Greenberg
%B CSCW04
%D 2004
%P 252-261
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031647
%X Single Display Groupware (SDG) lets multiple co-located people, each
with their own input device, interact simultaneously over a single
communal display. While SDG is beneficial, there is risk of
interference: when two people are interacting in close proximity, one
person can raise an interface component (such as a menu, dialog box, or
movable palette) over another person's working area, thus obscuring and
hindering the other's actions. Consequently, researchers have developed
special purpose interaction components to mitigate interference
techniques. Yet is interference common in practice? If not, then SDG
versions of conventional interface components could prove more suitable.
We hypothesize that collaborators spatially separate their activities to
the extent that they partition their workspace into distinct areas when
working on particular tasks, thus reducing the potential for
interference. We tested this hypothesis by observing co-located people
performing a set of collaborative drawing exercises in an SDG workspace,
where we paid particular attention to the locations of their
simultaneous interactions. We saw that spatial separation and
partitioning occurred consistently and naturally across all
participants, rarely requiring any verbal negotiation. Particular
divisions of the space varied, influenced by seating position and task
semantics. These results suggest that people naturally avoid interfering
with one another by spatially separating their actions. This has design
implications for SDG interaction techniques, especially in how
conventional widgets can be adapted to an SDG setting.

%M C.CSCW.04.262
%T Beyond "social protocols": multi-user coordination policies for
co-located groupware
%S Interactions with shared displays
%A Meredith Ringel Morris
%A Kathy Ryall
%A Chia Shen
%A Clifton Forlines
%A Frederic Vernier
%B CSCW04
%D 2004
%P 262-265
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031648
%X The status quo for co-located groupware is to assume that "social
protocols" (standards of polite behavior) are sufficient to coordinate
the actions of a group of users; however, prior studies of groupware use
as well as our own observations of groups using a shared tabletop
display suggest potential for improving groupware interfaces by
incorporating coordination policies - direct manipulation mechanisms for
avoiding and resolving conflicts. We discuss our observations of group
tabletop usage and present our coordination framework. We conclude with
example usage scenarios and discuss future research suggested by this
framework.

%M C.CSCW.04.266
%T Toward universal mobile interaction for shared displays
%S Interactions with shared displays
%A Tim Paek
%A Maneesh Agrawala
%A Sumit Basu
%A Steve Drucker
%A Trausti Kristjansson
%A Ron Logan
%A Kentaro Toyama
%A Andy Wilson
%B CSCW04
%D 2004
%P 266-269
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031649
%X Researchers have noted conflicting trends in collaboration
technologies between delivering more information on larger displays and
exploiting mobility on smaller devices. Large, shared displays provide
greater choice in the presentation of information, but mobile devices
offer greater flexibility in the access of information. We describe a
platform that leverages the best of both worlds by allowing multiple
users to access and interact with a large, shared display using their
own personal mobile devices, such as a cell phone, laptop, or wireless
PDA. We highlight three applications built on top of the platform that
demonstrate its generality and utility in a variety of group settings:
namely, web browsing, polling, and entertainment.

%M C.CSCW.04.270
%T CSCW and cyberinfrastructure: opportunities and challenges
%S Panel
%A Guy Almes
%A Jonathon Cummings
%A Jeremy P. Birnholtz
%A Ian Foster
%A Tony Hey
%A Bill Spencer
%B CSCW04
%D 2004
%P 270-273
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031651
%X This panel will provide a forum for a discussion of important and
timely issues surrounding the global deployment of cyberinfrastructure
to support science and engineering research activities. Representatives
of funding agencies, existing cyberinfrastructure projects, specific
technologies and social scientists involved in the evaluation of these
technologies will be brought together to address questions about the key
obstacles to the operational deployment of cyberinfrastructure, whether
or not cyberinfrastructure will improve research, and what the role of
the CSCW community is and can or should be in this deployment.

%M C.CSCW.04.274
%T Lumisight table: a face-to-face collaboration support system that
optimizes direction of projected information to each stakeholder
%S Tabletop design
%A Mitsunori Matsushita
%A Makoto Iida
%A Takeshi Ohguro
%A Yoshinari Shirai
%A Yasuaki Kakehi
%A Takeshi Naemura
%B CSCW04
%D 2004
%P 274-283
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031653
%X The goal of our research is to support cooperative work performed by
stakeholders sitting around a table. To support such cooperation,
various table-based systems with a shared electronic display on the
tabletop have been developed. These systems, however, suffer the common
problem of not recognizing shared information such as text and images
equally because the orientation of their view angle is not favorable. To
solve this problem, we propose the Lumisight Table. This is a system
capable of displaying personalized information to each required
direction on one horizontal screen simultaneously by multiplexing them
and of capturing stakeholders' gestures to manipulate the information.

%M C.CSCW.04.284
%T Exploring the effects of group size and table size on interactions
with tabletop shared-display groupware
%S Tabletop design
%A Kathy Ryall
%A Clifton Forlines
%A Chia Shen
%A Meredith Ringel Morris
%B CSCW04
%D 2004
%P 284-293
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031654
%X Interactive tabletops have been previously proposed and studied in
the domain of co-located group applications. However, little fundamental
research has been done to explore the issue of size. In this paper we
identify a number of size considerations for tabletop design, and
present an experiment to explore some of these issues, in particular the
effects of group size and table size on the speed at which the task was
performed, the distribution of work among group members, issues of
shared resources, and user preference for table size. Our findings shed
light on (1) how work strategies are affected by group size, (2) how
social interaction varies with respect to table size, and (3) how the
speed of task performance is influenced by group size but not by table
size. In addition, our experiments revealed that for larger groups,
designers might need to add additional vertical displays for shared
information. This finding opens the door for extending single-display
groupware to shared-display groupware settings that involve multiple,
shared displays.

%M C.CSCW.04.294
%T Territoriality in collaborative tabletop workspaces
%S Tabletop design
%A Stacey D. Scott
%A M. Sheelagh
%A T. Carpendale
%A Kori M. Inkpen
%B CSCW04
%D 2004
%P 294-303
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031655
%X Researchers seeking alternatives to traditional desktop computers
have begun exploring the potential collaborative benefits of digital
tabletop displays. However, there are still many open issues related to
the design of collaborative tabletop interfaces, such as whether these
systems should automatically orient workspace items or enforce ownership
of workspace content. Understanding the natural interaction practices
that people use during tabletop collaboration with traditional media
(e.g., pen and paper) can help to address these issues. Interfaces that
are modeled on these practices will have the additional advantage of
supporting the interaction skills people have developed over years of
collaborating at traditional tables. To gain a deeper understanding of
these interaction practices we conducted two observational studies of
traditional tabletop collaboration in both casual and formal settings.
Our results reveal that collaborators use three types of tabletop
territories to help coordinate their interactions within the shared
tabletop workspace: personal, group, and storage territories. Findings
from a spatial analysis of collaborators' tabletop interactions reveal
important properties of these tabletop territories. In order to provide
a comprehensive picture of the role of tabletop territoriality in
collaboration, we conclude with a synthesis of our findings and previous
research findings and with several relevant design implications.

%M C.CSCW.04.304
%T Behind the help desk: evolution of a knowledge management system in a
large organization
%S Organizational issues
%A Christine A. Halverson
%A Thomas Erickson
%A Mark S. Ackerman
%B CSCW04
%D 2004
%P 304-313
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031657
%X This paper examines the way in which a knowledge management system
(KMS)-by which we mean the people, processes and software-came into
being and evolved in response to a variety of shifting social, technical
and organizational pressures. We draw upon data from a two year
ethnographic study of a sophisticated help desk to trace the KMS from
its initial conception as a "Common Problems" database for help desk
personnel, to its current instantiation as a set of Frequently Asked
Questions published on an intranet for help desk clients. We note how
shifts in management, organizational structure, incentives, software
technologies, and other factors affected the development of the system.
This study sheds light on some of the difficulties that accompany the
implementation of CSCW systems, and provides an analysis of how such
systems are often designed by bricolage.

%M C.CSCW.04.314
%T The diffusion of reachOut: analysis and framework for the successful
diffusion of collaboration technologies
%S Organizational issues
%A Vladimir Soroka
%A Michal Jacovi
%B CSCW04
%D 2004
%P 314-323
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031658
%X While virtual communities become more and more dominant, little
attention has been directed towards understanding the conditions for
creating a successful community. Significant progress has been made in
understanding the diffusion of collaborative tools in the workplace. We
read stories about the extraordinary success of some communities, and
about the harsh failure of others. This paper argues that lessons learnt
from these stories should be analyzed using the theoretical foundations
of Diffusion of Innovations theories, and systematized to create a set
of guidelines for community creators to make their efforts more
efficient. We begin by presenting a theoretical background for analyzing
technology diffusion. We then analyze the stories of diffusion of
ReachOut - a tool for peer support and community building developed in
our Research Lab - in two different communities, using this theory.
Finally, we propose a framework for planning for successful diffusion of
collaborative tools, using our experiences with ReachOut.

%M C.CSCW.04.324
%T Return on investment and organizational adoption
%S Organizational issues
%A Jonathan Grudin
%B CSCW04
%D 2004
%P 324-327
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031659
%X This paper considers the complexity of measuring the return on
investment for technology adoption. A brief case study of technology
adoption in a large design and construction firm provides a clear view
of factors that came into play. The technology considered is simple; the
apparent costs and benefits are relatively clear. Four parties are
involved: diverse employees interested in using dual monitors, the
information technology support group in the organization, an executive
who had worked his way up from drafting, and employees of a software
company that is considering expanding their support for dual monitor
use. In the construction company, a seemingly logical and inexpensive
hardware upgrade was subject to a wide range of technical and social
pressures, some obstructing and others promoting adoption. Decisions are
made in a manner that did not fit the model held by the product planners
and designers in the software company.

%M C.CSCW.04.328
%T Leveraging social networks for information sharing
%S Organizational issues
%A Jeremy Goecks
%A Elizabeth D. Mynatt
%B CSCW04
%D 2004
%P 328-331
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031660
%X Saori is a computation infrastructure that enables users and end-user
applications to leverage social networks to mediate information
dissemination. Saori provides users with awareness of and control over
the information dissemination process within social networks; Saori
enables users to employ both technological and social methods to manage
information sharing. Saori users can create policies that mediate
sharing by exploiting social network structures. Saori also provides
social data to users; this data encourages users to be accountable for
how they share information. We integrated Saori into a Wiki Wiki Web to
demonstrate a concrete use of the infrastructure.

%M C.CSCW.04.332
%T Assembling the senses: towards the design of cooperative interfaces
for visually impaired users
%S Distilling knowledge
%A Fredrik Winberg
%A John Bowers
%B CSCW04
%D 2004
%P 332-341
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031662
%X The needs of blind and visually impaired users are seriously
under-investigated in CSCW. We review work on assistive interfaces
especially concerning how collaboration between sighted and blind users
across different modalities might be supported. To examine commonly
expressed design principles, we present a study where blind and sighted
persons play a game to which the former has an auditory interface, the
latter a visual one. Interaction analyses are presented highlighting
features of interface design, talk and gesture which are important to
the participants' abilities to collaborate. Informed by these analyses,
we reconsider design principles for cooperative interfaces for the
blind.

%M C.CSCW.04.342
%T I know my network: collaboration and expertise in intrusion detection
%S Distilling knowledge
%A John R. Goodall
%A Wayne G. Lutters
%A Anita Komlodi
%B CSCW04
%D 2004
%P 342-345
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031663
%X The work of intrusion detection (ID) in accomplishing network
security is complex, requiring highly sought-after expertise. While
limited automation exists, the role of human ID analysts remains
crucial. This paper presents the results of an exploratory field study
examining the role of expertise and collaboration in ID work. Through an
analysis of the common and situated expertise required in ID work, our
results counter basic assumptions about its individualistic character,
revealing significant distributed collaboration. Current ID support
tools provide no support for this collaborative problem solving. The
results of this research highlight ID as an engaging CSCW work domain,
one rich with organizational insights, design challenges, and practical
import.

%M C.CSCW.04.346
%T Cutting to the chase: improving meeting effectiveness by focusing on
the agenda
%S Distilling knowledge
%A Ana Cristina Bicharra Garcia
%A John Kunz
%A Martin Fischer
%B CSCW04
%D 2004
%P 346-349
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031664
%X We propose an agenda planning technique with a built-in incentive
mechanism, based on the VCG (Vickrey-Clarke-Groves) method from game
theory, to help project managers in the engineering construction
industry create a more effective agenda. Preliminary results have shown
an improvement in both instrumented and perceived meeting quality.

%M C.CSCW.04.350
%T CSCW at play: 'there' as a collaborative virtual environment
%S Gaming
%A Barry Brown
%A Marek Bell
%B CSCW04
%D 2004
%P 350-359
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031666
%X Video games are of increasing importance, both as a cultural
phenomenon and as an application of collaborative technology. In
particular, many recent online games feature persistent collaborative
virtual environments (CVEs), with complex social organisation and strong
social bonds between players. This paper presents a study of 'There',
one such game, focusing on how There has been appropriated by its
players. In particular we describe how its flexibility has allowed
players to develop their own forms of play within the game. Three
aspects of There are discussed: first, how the environment supports a
range of social activities around objects. Second, how the chat
environment is used to produce overlapping chat and how the game itself
provides topics for conversation. Lastly, how the 'place' of There is a
fluid interaction space that supports safe interactions between
strangers. The paper concludes by drawing design lessons concerning the
importance of supporting shared online activity, interaction between
strangers, and the difficulties of designing for play.

%M C.CSCW.04.360
%T The social side of gaming: a study of interaction patterns in a
massively multiplayer online game
%S Gaming
%A Nicolas Ducheneaut
%A Robert J. Moore
%B CSCW04
%D 2004
%P 360-369
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031667
%X Playing computer games has become a social experience. Hundreds of
thousands of players interact in massively multiplayer online games
(MMORPGs), a recent and successful genre descending from the pioneering
multi-user dungeons (MUDs). These new games are purposefully designed to
encourage interactions among players, but little is known about the
nature and structure of these interactions. In this paper, we analyze
player-to-player interactions in two locations in the game Star Wars
Galaxies. We outline different patterns of interactivity, and discuss
how they are affected by the structure of the game. We conclude with a
series of recommendations for the design and support of social
activities within multiplayer games.

%M C.CSCW.04.370
%T Hiding and revealing in online poker games
%S Gaming
%A Scott A. Golder
%A Judith Donath
%B CSCW04
%D 2004
%P 370-373
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031668
%X Poker is largely a game of social and psychological information.
However, online card room interfaces do not support the subtle
communication between players that is integral to the psychological
aspect of the game, making the games less authentic and less enjoyable
than they could be. We explore how card room interfaces can better
support the psychological aspects of the game by critiquing the dominant
methods of visualizing players: with generic avatars, and with text-only
handles.

%M C.CSCW.04.374
%T FishPong: encouraging human-to-human interaction in informal social
environments
%S Gaming
%A Jennifer Yoon
%A Jun Oishi
%A Jason Nawyn
%A Kazue Kobayashi
%A Neeti Gupta
%B CSCW04
%D 2004
%P 374-377
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031669
%X In this paper we introduce FishPong, an interactive system designed
to stimulate informal computer-supported cooperative play (CSCP) in
public spaces such as coffeehouses and cafes. FishPong consists of a
tabletop tangible user interface (TUI) that allows users to control a
fish-themed video game using magnetically tagged coffee cups. FishPong
has been designed as an "icebreaker" technology to encourage spontaneous
social interaction among coffeehouse patrons. This work serves as an
example of how environments might be subtly and unobtrusively augmented
in order to facilitate informal human-to-human interaction.

%M C.CSCW.04.378
%T Where am I and who am I?: issues in collaborative technical help
%S Cases from the field
%A Michael Twidale
%A Karen Ruhleder
%B CSCW04
%D 2004
%P 378-387
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031671
%X In a study of collaborative help-giving within several organizations
settings, we identified two forms of trouble and bewilderment that we
explore further in this paper. In one case, the user is confused about
where they, their files, or other resources are within a larger
technical infrastructure (Where am I?). In the second case, the user
isn't sure which login is needed and which actions are allowed (Who am
I?). We believe that these issues carry important implications for the
design of interfaces that can explicitly support repair and
problem-solving, and that they are essential to consider in the
development of CSCW and ubiquitous computing applications.

%M C.CSCW.04.388
%T Field studies of computer system administrators: analysis of system
management tools and practices
%S Cases from the field
%A Rob Barrett
%A Eser Kandogan
%A Paul P. Maglio
%A Eben M. Haber
%A Leila A. Takayama
%A Madhu Prabaker
%B CSCW04
%D 2004
%P 388-395
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031672
%X Computer system administrators are the unsung heroes of the
information age, working behind the scenes to configure, maintain, and
troubleshoot the computer infrastructure that underlies much of modern
life. However, little can be found in the literature about the practices
and problems of these highly specialized computer users. We conducted a
series of field studies in large corporate data centers, observing
organizations, work practices, tools, and problem-solving strategies of
system administrators. We found system administrators operate within
large-scale, complex environments that present significant technical,
social, cognitive, and business challenges. In this paper, we describe
system administrator tool use in critical, high-cost, labor-intensive
work through observational, survey, and interview data. We discuss our
findings concerning administrator needs for coordinating work,
maintaining situation awareness, planning and rehearsing complex
procedures, building tools, and supporting complicated interleaved
workflows.

%M C.CSCW.04.396
%T Collaborating around collections: informing the continued development
of photoware
%S Cases from the field
%A Andy Crabtree
%A Tom Rodden
%A John Mariani
%B CSCW04
%D 2004
%P 396-405
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031673
%X This paper explores the embodied interactional ways in which people
naturally collaborate around and share collections of photographs. We
employ ethnographic studies of paper-based photograph use to consider
requirements for distributed collaboration around digital photographs.
Distributed sharing is currently limited to the 'passing on' of
photographs to others, by email, webpages, or mobile phones. To move
beyond this, a fundamental challenge for photoware consists of
developing support for the practical achievement of sharing 'at a
distance'. Specifically, this entails augmenting the natural production
of accounts or 'photo-talk' to support the distributed achievement of
sharing.

%M C.CSCW.04.406
%T Communities and technologies: an approach to foster social capital?
%S Panel
%A Mark Ackerman
%A Marlene Huysman
%A John M. Carroll
%A Barry Wellman
%A Giorgio DeMichelis
%A Volker Wulf
%B CSCW04
%D 2004
%P 406-408
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031675
%X Communities are social entities whose actors share common needs,
interests, or practices: they constitute the basic units of social
experience. With regard to communities, social capital captures the
structural, relational and cognitive aspects of the relationships among
their members. Social capital is defined as a set of properties of a
social entity (e.g. norms, level of trust, and intensive social
networking) which enables joint activities and cooperation for mutual
benefit. It can be understood as the glue which holds communities
together. On this panel we will discuss whether and how information
technology can strengthen communities by fostering social capital.

%M C.CSCW.04.409
%T Capturing and supporting contexts for scientific data sharing via the
biological sciences collaboratory
%S Distributed teams
%A George Chin, Jr.
%A Carina S. Lansing
%B CSCW04
%D 2004
%P 409-418
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031677
%X Scientific collaboration is largely focused on the sharing and joint
analysis of scientific data and results. Today, a movement is afoot
within the scientific computing community to shift "collaboratory"
development from traditional tool-centric approaches to more
data-centric ones. Yet, to effectively support data sharing means more
than providing a common repository for storing and retrieving shared
data sets. In order to reasonably comprehend and apply another
researcher's data set, the scientist must grasp the various contexts of
the data as it relates to the overall data space, applications,
experiments, projects, and the scientific community. Under development
at the Pacific Northwest National Laboratory, the Biological Sciences
Collaboratory (BSC) enables the sharing of biological data and analyses
through diverse capabilities such as metadata capture, electronic
laboratory notebooks, data organization views, data provenance tracking,
analysis notes, task management, and scientific workflow management.
Overall, BSC strives to identify and capture the various social and
scientific contexts in which data sharing collaborations in biology take
place and to provide collaboration tools and capabilities that can
effectively support and facilitate these important data sharing
contexts.

%M C.CSCW.04.419
%T Meeting central: making distributed meetings more effective
%S Distributed teams
%A Nicole Yankelovich
%A William Walker
%A Patricia Roberts
%A Mike Wessler
%A Jonathan Kaplan
%A Joe Provino
%B CSCW04
%D 2004
%P 419-428
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031678
%X The Meeting Central prototype is a suite of collaboration tools
designed to support distributed meetings. The tools' minimalist design
provides only those features that have the most impact on distributed
meeting effectiveness. The collaboration suite is built on top of a
distributed, extensible, and scalable framework.

%M C.CSCW.04.429
%T In-group/out-group effects in distributed teams: an experimental
simulation
%S Distributed teams
%A Nathan Bos
%A N. Sadat Shami
%A Judith S. Olson
%A Arik Cheshin
%A Ning Nan
%B CSCW04
%D 2004
%P 429-436
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031679
%X Modern workplaces often bring together virtual teams where some
members are collocated, and some participate remotely. We are using a
simulation game to study collaborations of 10-person groups, with five
collocated members and five isolates (simulated 'telecommuters').
Individual players in this game buy and sell 'shapes' from each other in
order to form strings of shapes, where strings represent joint projects,
and each individual players' shapes represent their unique skills. We
found that the collocated people formed an in-group, excluding the
isolates. But, surprisingly, the isolates also formed an in-group,
mainly because the collocated people ignored them and they responded to
each other.

%M C.CSCW.04.437
%T Operational transformation for collaborative word processing
%S Operational transformation
%A David Sun
%A Steven Xia
%A Chengzheng Sun
%A David Chen
%B CSCW04
%D 2004
%P 437-446
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031681
%X Operational Transformation (OT) is a technique originally invented
for supporting consistency maintenance in collaborative text editors.
Word processors have much richer data types and more comprehensive
operations than plain text editors. Among others, the capability of
updating attributes of any types of object is an essential feature of
all word processors. In this paper, we report an extension of OT for
supporting a generic Update operation, in addition to Insert and Delete
operations, for collaborative word processing. We focus on technical
issues and solutions involved in transforming Updates for both
consistency maintenance and group undo. A novel technique, called
Multi-Version Single-Display (MVSD), has been devised to resolve
conflict between concurrent Updates, and integrated into the framework
of OT. This work has been motivated by and conducted in the CoWord
project, which aims to convert MS Word into a real-time collaborative
word processor without changing its source code. This OT extension is
relevant not only to word processors but also to a range of interactive
applications that can be modelled as editors.

%M C.CSCW.04.447
%T Grouping in collaborative graphical editors
%S Operational transformation
%A Claudia-Lavinia Ignat
%A Moira C. Norrie
%B CSCW04
%D 2004
%P 447-456
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031682
%X Often collaborative graphical systems lag behind well accepted
single-user applications in terms of features supported. The frequently
used operations of group/ungroup offered by almost every single-user
graphical editor have not been considered by the collaborative graphical
editing systems that try to preserve the intentions of the users
involved in the concurrent editing. In this paper we present a novel
algorithm based on operation serialisation for consistency maintenance
in collaborative graphical editing dealing not only with simple
operations such as create, delete, move, change colour or position, but
also with group/ungroup operations. Based on the classification of
conflicts into real and resolvable, an undo/redo mechanism is used in
order to re-execute the operations in an imposed serialisation order.

%M C.CSCW.04.457
%T Preserving operation effects relation in group editors
%S Operational transformation
%A Du Li
%A Rui Li
%B CSCW04
%D 2004
%P 457-466
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031683
%X Consistency maintenance is a critical and challenging issue in many
interactive groupware applications that can be modeled as group editors.
This paper addresses two open consistency problems: divergence and
operation effects relation violation. While the former has been partly
solved, the latter has never been addressed in any published work. We
propose a novel approach to solving both problems in the same framework.
Particularly it preserves the effects relation of concurrent operations
so that convergence is achieved automatically. Our work provides a new
perspective into group editors and operational transformation
algorithms.

%M C.CSCW.04.467
%T Shadow communication: system for embodied interaction with remote
partners
%S Gesturing, moving and talking together
%A Yoshiyuki Miwa
%A Chikara Ishibiki
%B CSCW04
%D 2004
%P 467-476
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031685
%X "Shadow Communication" system has been developed allowing others to
communicate by means of their "shadows" in remote space. This is
designed so that each participant's shadow enters into a space through a
semi-transparent screen and interacts with another subject's shadow.
This interaction occurs at a common 'stage' (a co-existing space) that
can be self-organized. The interaction takes place in a spatial
relationship ("ma"- perceptive distance or "Maai" in Japanese) and
generates a situation where, seemingly, the participants are actually
talking to each other in a face-to-face manner. Experiments on
collaborative drawings or remote lecturing conducted with various
subjects resulted in the different groups being properly positioned in
their co-existing space, thus suggesting that the co-creative activities
between the groups were successfully established.

%M C.CSCW.04.477
%T Mediating dual ecologies
%S Gesturing, moving and talking together
%A Hideaki Kuzuoka
%A Jun'ichi Kosaka
%A Keiichi Yamazaki
%A Yasuko Suga
%A Akiko Yamazaki
%A Paul Luff
%A Christian Heath
%B CSCW04
%D 2004
%P 477-486
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031686
%X In this paper we investigated systems for supporting remote
collaboration using mobile robots as communication media. It is argued
that the use of a remote-controlled robot as a device to support
communication involves two distinct ecologies: an ecology at the remote
(instructor's) site and an ecology at the operator's (robot) site. In
designing a robot as a viable communication medium, it is essential to
consider how these ecologies can be mediated and supported. In this
paper, we propose design guidelines to overcome the problems inherent in
dual ecologies, and describe the development of a robot named
GestureMan-3 based on these guidelines. Our experiments with
GestureMan-3 showed that the system supports sequential aspects of the
organization of communication.

%M C.CSCW.04.487
%T Action as language in a shared visual space
%S Gesturing, moving and talking together
%A Darren Gergle
%A Robert E. Kraut
%A Susan R. Fussell
%B CSCW04
%D 2004
%P 487-496
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031687
%X A shared visual workspace allows multiple people to see similar views
of objects and environments. Prior empirical literature demonstrates
that visual information helps collaborators understand the current state
of their task and enables them to communicate and ground their
conversations efficiently. We present an empirical study that
demonstrates how action replaces explicit verbal instruction in a shared
visual workspace. Pairs performed a referential communication task with
and without a shared visual space. A detailed sequential analysis of the
communicative content reveals that pairs with a shared workspace were
less likely to explicitly verify their actions with speech. Rather, they
relied on visual information to provide the necessary communicative and
coordinative cues.

%M C.CSCW.04.497
%T Predictors of availability in home life context-mediated
communication
%S May I interrupt?
%A Kristine S. Nagel
%A James M. Hudson
%A Gregory D. Abowd
%B CSCW04
%D 2004
%P 497-506
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031689
%X A number of studies have explored issues of interruption and
availability in workplace environments, but few have examined how
attitudes toward availability play out in home life. In this paper, we
begin to explore factors in the home that might be useful for signaling
availability to close friends and family. In particular, we use the
Experience Sampling Method (ESM) to measure subjects' current activities
and self-reported availability to interruption. Based on follow-up
interviews, we develop a number of hypotheses that we test through a
hierarchical linear regression analysis. Results indicate that
individual differences, certain home locations, and leisure activities
play an important role in determining patterns of availability. This
study has implications for the development of CSCW systems with
automatic sensing of activity to deal with interruption and activity
recognition both inside and out of the home.

%M C.CSCW.04.507
%T BusyBody: creating and fielding personalized models of the cost of
interruption
%S May I interrupt?
%A Eric Horvitz
%A Paul Koch
%A Johnson Apacible
%B CSCW04
%D 2004
%P 507-510
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031690
%X Interest has been growing in opportunities to build and deploy
statistical models that can infer a computer user's current
interruptability from computer activity and relevant contextual
information. We describe a system that intermittently asks users to
assess their perceived interruptability during a training phase and that
builds decision-theoretic models with the ability to predict the cost of
interrupting the user. The models are used at run-time to compute the
expected cost of interruptions, providing a mediator for incoming
notifications, based on a consideration of a user's current and recent
history of computer activity, meeting status, location, time of day, and
whether a conversation is detected.

%M C.CSCW.04.511
%T Lilsys: Sensing Unavailability
%S May I interrupt?
%A James Bo Begole
%A Nicholas E. Matsakis
%A John C. Tang
%B CSCW04
%D 2004
%P 511-514
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031691
%X As communications systems increasingly gather and propagate
information about people's reachability or "presence", users need
better tools to minimize undesired interruptions while allowing desired
ones. We review the salient elements of presence and availability that
people use when initiating face-to-face communication. We discuss
problems with current strategies for managing one's availability in
telecommunication media. We describe a prototype system called Lilsys
which passively collects availability cues gathered from users' actions
and environment using ambient sensors and provides machine inferencing
of unavailability. We discuss observations and design implications from
deploying Lilsys.

%M C.CSCW.04.515
%T QnA: augmenting an instant messaging client to balance user
responsiveness and performance
%S May I interrupt?
%A Daniel Avrahami
%A Scott E. Hudson
%B CSCW04
%D 2004
%P 515-518
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031692
%X The growing use of Instant Messaging for social and work-related
communication has created a situation where incoming messages often
become a distraction to users while they are performing important tasks.
Staying on task at the expense of responsiveness to IM buddies may
portray the users as impolite or even rude. Constantly attending to IM,
on the other hand, may prevent users from performing tasks efficiently,
leaving them frustrated. In this paper we present a tool that augments a
commercial IM client by automatically increasing the salience of
incoming messages that may deserve immediate attention, helping users
decide whether or not to stay on task.

%M C.CSCW.04.519
%T Instant messages: a framework for reading between the lines
%S May I interrupt?
%A Jeffrey D. Campbell
%B CSCW04
%D 2004
%P 519-522
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031693
%X A framework is described for analyzing keystroke level data from
instant messages (IM). This is unlike other analyses of IM which employ
server-based logs of messages. This framework can be used to identify
metrics for evaluating the usability of IM during message composition.
The current objective is evaluating awareness features. The model also
identifies quantifiable factors that can be computed automatically
during IM usage that could allow the system to adapt to different styles
of IM usage. Data from a representative usability evaluation scenario is
utilized to illustrate some results of using this framework.
Computational aspects of the framework have been implemented in GLogger.

%M C.CSCW.04.523
%T Only touching the surface: creating affinities between digital
content and paper
%S Bridging the physical and the digital
%A Paul Luff
%A Christian Heath
%A Moira Norrie
%A Beat Signer
%A Peter Herdman
%B CSCW04
%D 2004
%P 523-532
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031695
%X Despite the wide-ranging recognition that paper remains a pervasive
resource for human conduct and collaboration, there has been uncertain
progress in developing technologies to bridge the paper-digital divide.
In this essay we discuss the design of a technology that interweaves
developments in new materials, electronics and software, and seeks to
provide a cheap and accessible solution to creating new affinities
between digital content, in whatever form, and ordinary paper. The
technology and its design draws from a broad range of field studies,
including research in classrooms and museums. These delineate the
requirements and considerations that inform solutions to enhancing paper
whilst preserving its integrity. The paper also discusses a naturalistic
experiment, an evaluation in a museum, where we assessed the technology
and the solution. We also chart the progressive development of this
solution and the ways in which seemingly simple actions and issues
became reconstituted as highly complex technical and analytic problems.

%M C.CSCW.04.533
%T Where the wild things work: capturing shared physical design
workspaces
%S Bridging the physical and the digital
%A Wendy Ju
%A Arna Ionescu
%A Lawrence Neeley
%A Terry Winograd
%B CSCW04
%D 2004
%P 533-541
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031696
%X We have built and tested WorkspaceNavigator, which supports knowledge
capture and reuse for teams engaged in unstructured, dispersed, and
prolonged collaborative design activity in a dedicated physical
workspace. It provides a coherent unified interface for post-facto
retrieval of multiple streams of data from the work environment,
including overview snapshots of the workspace, screenshots of in-space
computers, whiteboard images, and digital photos of physical objects.
This paper describes the design of WorkspaceNavigator and identifies key
considerations for knowledge capture tools for design workspaces, which
differ from those of more structured meeting or classroom environments.
Iterative field tests in workspace environments for student teams in two
graduate Mechanical Engineering design courses helped to identify
features that augment the work of both course participants and design
researchers.

%M C.CSCW.04.542
%T List making in the home
%S Bridging the physical and the digital
%A Alex S. Taylor
%A Laurel Swan
%B CSCW04
%D 2004
%P 542-545
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031697
%X This paper presents research on the use of household lists. Drawing
on an ethnographic study of mothers' work, it focuses on the centrality
of paper lists in home- and child-care arrangements, and reveals that
they provide a useful means for organizing the complex interrelations
between a household's people, activities and tasks. However, paper lists
are also shown to be poor at handling the separation, or classification,
of these things. In conclusion, both these positive and negative aspects
of list making are used to raise broad pointers for CSCW and system
design.

%M C.CSCW.04.546
%T Concepts that support collocated collaborative work inspired by the
specific context of industrial designers
%S Bridging the physical and the digital
%A H. Wang
%A E. Blevis
%B CSCW04
%D 2004
%P 546-549
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031698
%X Based on a naturalistic study of industrial designers engaged in
collocated collaborative design work in a technologically
unsophisticated environment, we observed a number of interactions that
lead to a number of insights, namely, (1) seating and the shape and
orientation of the working surface has an effect on line of sight and
eye-contact behaviors, (2) being able to reach objects on the working
surface effects an individual collaborator's ability to become the focus
of attention, (3) in collaborative work, people may work on the same
document or divide labors to work on different documents simultaneously,
(4) supporting the use of conventional artifacts that users are familiar
with is as important as supporting the use of informational devices, (5)
large workspaces with different privacy levels support both the needs of
sharing information and the needs of keeping information private, (6)
changes of document orientation socially represents a corresponding
change of control and privacy level. From these insights and from other
sources in the literature, we describe and illustrate a number of
concepts for integrated technologies and environments that can support
collocated collaborative work specifically in the context of design
work. These concepts are intended as an exercise in divergent design
thinking that owes to carefully constructed insights based on
observations.

%M C.CSCW.04.550
%T Digital backchannels in shared physical spaces: attention, intention
and contention
%S Panel
%A Joseph F. McCarthy
%A danah boyd
%A Elizabeth F. Churchill
%A William G. Griswold
%A Elizabeth Lawley
%A Melora Zaner
%B CSCW04
%D 2004
%P 550-553
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031700
%X There are a variety of digital tools for enabling people who are
separated by time and space to communicate and collaborate on shared
interests and tasks. The widespread use of some of these tools, such as
instant messaging and group chat, coupled with the increasingly
widespread availability of wireless access to the Internet (WiFi), have
created new opportunities for using these collaboration tools by people
sharing physical spaces in real time. The use of these tools to augment
face-to-face meetings has created benefits for some participants and
distractions-and detractions-for others. Our panelists will discuss some
of the advantages and disadvantages of these emerging uses of
collaborative tools.

%M C.CSCW.04.554
%T End-user controlled group formation and access rights management in a
shared workspace system
%S Information sharing and access
%A Joerg M. Haake
%A Anja Haake
%A Till Schummer
%A Mohamed Bourimi
%A Britta Landgraf
%B CSCW04
%D 2004
%P 554-563
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031702
%X Group formation and access rights management become crucial issues
when shared workspaces are used to support flexible, emerging group
work. End-Users should be able to form groups and adapt access rights
for changing groups and workspaces. Current shared workspace systems do
not support this sufficiently. Our approach combines a room
metaphor-based shared workspace with the key-metaphor for facilitating
both, end-user controlled flexible group formation and access rights
management. An evaluation of this approach during four month of use has
indicated that end-users can form groups and manage the access rights of
their shared spaces.

%M C.CSCW.04.564
%T The multiple views of inter-organizational authoring
%S Information sharing and access
%A David W. McDonald
%A Chunhua Weng
%A John H. Gennari
%B CSCW04
%D 2004
%P 564-573
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031703
%X Collaborative authoring is a common workplace task. Yet, despite
improvements in word processors, communication software, and file
sharing, many problems continue to plague co-authors. We conducted a
qualitative study in a setting where participants are loosely connected,
physically separated, and work together over a period of 4-9 months to
author a complex technical document-a clinical trial protocol. Our study
differs from most prior work in that the collaboration is longer-lived,
and that the collaborators do not share equivalent status, background,
nor domains of expertise. Our data demonstrates that the participants do
not share the same view or representation of the authoring process, even
though it has a long organizational history. Nonetheless, the
participants can still coordinate their activity while maintaining only
partially consistent representations of what they are doing. We contend
that partial consistency in the participants' concept of the
collaborative process is a feature for their asynchronous collaboration
at a distance. Based on our findings we suggest a number of improvements
for both tools and tool usage that have direct impact on support for
collaborative authoring.

%M C.CSCW.04.574
%T Collaborative modeling: hiding UML and promoting data examples in
NEMo
%S Information sharing and access
%A Patricia Schank
%A Lawrence Hamel
%B CSCW04
%D 2004
%P 574-577
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031704
%X Domain experts are essential for successful software development, but
these experts may not recognize their ideas when abstracted into Unified
Modeling Language (UML) or ontologies. We describe a Web-based tool for
modeling that creates and manipulates a simple data model without
representing it in UML, while promoting collaboration and the use of
examples to compare and validate the model. The open-source tool,
"NEMo," is a by-product of a team effort to invent and refine a complex
data model and library of examples.

%M C.CSCW.04.578
%T Asynchronous collaborative writing through annotations
%S Information sharing and access
%A Chunhua Weng
%A John H. Gennari
%B CSCW04
%D 2004
%P 578-581
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031705
%X Annotation is central to iterative reviewing and revising activities
in asynchronous collaborative writing. Currently most digital annotation
models and systems assume static context information and provide far
less functionality than physical annotations. We extend prior annotation
research by Marshall and Cadiz and design an activity-oriented
annotation model to mimic the rich functionality of physical annotations
for an enhanced collaborative writing process. In this model, we define
an annotation life cycle and support annotation version control. We
implement a collaborative writing system that supports improved in-situ
communication and cross-role feedback based on our annotation model.

%M C.CSCW.04.582
%T Six degrees of Jonathan Grudin: a social network analysis of the
evolution and impact of CSCW research
%S Understanding CSCW: looking from above
%A Daniel B. Horn
%A Thomas A. Finholt
%A Jeremy P. Birnholtz
%A Dheeraj Motwani
%A Swapnaa Jayaraman
%B CSCW04
%D 2004
%P 582-591
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031707
%X In this paper, we describe the evolution and impact of
computer-supported cooperative work (CSCW) research through social
network analysis of coauthorship data. A network of authors as nodes and
shared papers as links is used to compare patterns of growth and
collaboration in CSCW with other domains, such as high-energy physics
and computer science. Further, the coauthorship network data are used to
depict dynamic changes in the structure of CSCW collaborations over
time. Examination of these changes shows high volatility in the
composition of the CSCW research community over decade-long time spans.
These data are augmented by a brief citation analysis of recent CSCW
conferences. We discuss the implications of the CSCW findings in terms
of the influence of CSCW research on the larger field of HCI research as
well as the general utility of social network analysis for understanding
patterns of collaboration.

%M C.CSCW.04.592
%T Emergent networks, locus of control, and the pursuit of social
capital
%S Understanding CSCW: looking from above
%A Michael Stefanone
%A Jeffery Hancock
%A Geri Gay
%A Anthony Ingraffea
%B CSCW04
%D 2004
%P 592-595
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031708
%X In this paper we examine the relationship between emergent social
network characteristics in a computer-supported collaborative learning
course and locus of control. An emergent communication network of
engineering students that took place in a distributed distance learning
environment was examined. Three measures of an actor's social network,
density, brokerage, and reach, and participants' locus of control,
internal vs. external, were assessed. The data suggest that, relative to
participants with external locus of control, participants with internal
locus of control decreased their network density over time but increased
their brokerage and reach. The results are discussed in the context of
instrumental action, through which participants are assumed to develop
personal networks in pursuit of maximizing potential social capital.

%M C.CSCW.04.596
%T Student social graphs: visualizing a student's online social network
%S Understanding CSCW: looking from above
%A Jeffrey S. Saltz
%A Starr Roxanne Hiltz
%A Murray Turoff
%B CSCW04
%D 2004
%P 596-599
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031709
%X Most research applying Social Network Analysis (SNA) to online
learning has been focused on understanding the social network of the
class as an entity. This work, on the other hand, explores student
specific analysis (i.e. analyzing each student individually). This
student-centered analysis uses a graphical metaphor to provide the
instructor an intuitive understanding of the student's interactions
within the class. The paper presents a prototype of the visual metaphor
and reports on a pilot study of the application of the prototype to
students within a web-based course.

%M C.CSCW.04.600
%T A framework for real-world software system evaluations
%S Understanding CSCW: looking from above
%A Jean Scholtz
%A Michelle Potts Steves
%B CSCW04
%D 2004
%P 600-603
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031710
%X This paper introduces an evaluation method that provides the
capability of comparing results of like-structured evaluations that
occur over time and with changing toolsets or environmental conditions.
This makes use of the framework ideal for comparison of collaboration
tools. The framework helps to structure evaluations by mapping system
goals to evaluation objectives, metrics, and measures. The upper-most
levels of the framework are conceptual in nature, while the bottom level
is implementation-specific, i.e., evaluation-specific. Careful attention
during construction of the conceptual elements for an evaluation
template allows for its reuse in a series of like-structured evaluations
and comparison of those results.

%M C.CSCW.04.604
%T Taking it out of context: collaborating within and across cultures in
face-to-face settings and via instant messaging
%S Synchronous collaboration
%A Leslie D. Setlock
%A Susan R. Fussell
%A Christine Neuwirth
%B CSCW04
%D 2004
%P 604-613
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031712
%X As new communications media foster international collaborations, we
would be remiss in overlooking cultural differences when assessing them.
In this study, 24 pairs in three cultural groupings--American-American
(AA), Chinese-Chinese (CC) and American-Chinese (AC) --worked on two
decision-making tasks, one face-to-face and the other via IM. Drawing
upon prior research, we predicted differences in conversational
efficiency, conversational content, interaction quality, persuasion, and
performance. The quantitative results combined with conversation
analysis suggest that the groups viewed the task differently--AA pairs
as an exercise in situation-specific compromise; CC as
consensus-reaching. Cultural differences were reduced but not eliminated
in the IM condition.

%M C.CSCW.04.614
%T Influencing group participation with a shared display
%S Synchronous collaboration
%A Joan Morris DiMicco
%A Anna Pandolfo
%A Walter Bender
%B CSCW04
%D 2004
%P 614-623
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031713
%X During face-to-face interactions, groups frequently overly rely on
the dominant viewpoint to lead the group in its decision-making process.
We begin with a discussion of this phenomenon and the possibility for
technology to assist in addressing it. We then present findings from a
behavioral study that examines how a shared display of individual
speaker-participation rates can impact the behavior of the group during
a collaboration task. The results from the study indicate that the
presence of such a display influences the behavior of group participants
in the extremes of over and under participation. While influencing the
quantity of time someone speaks is not directly equivalent to
influencing the topics discussed, we suggest that this approach of
providing peripheral displays of social information is promising for
improving certain types of group interactions.

%M C.CSCW.04.624
%T Remote meetings between farmers and researchers: a case study on
asymmetry
%S Synchronous collaboration
%A Stefanie Kethers
%A Dean Hargreaves
%A Ross Wilkinson
%B CSCW04
%D 2004
%P 624-627
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031714
%X In this Note, we describe the preliminary analysis of the use of
NetMeeting (NM) to share outputs of a simulation model between farmers
and researchers at a distance. We mainly describe issues relating to the
asymmetries between the two groups, which lead to different technology
preferences and needs.

fpack:!@#$%^&*(): DL97.BA
%M C.DL.97.1
%T Digital Libraries in the Media Industry
%S Keynote Address
%A Jim Reimer
%B DL97
%D 1997
%P 1
%* (c) Copyright 1997 ACM

%M C.DL.97.3
%T Finding Text in Images
%S Images and Multimedia
%A Victor Wu
%A R. Manmatha
%A Edward M. Riseman
%B DL97
%D 1997
%P 3-12
%K Text reading system, Character recognition,
Multimedia indexing, Text detection, Texture segmentation,
Filters, Hierarchical processing, Binarization, Background removal,
Connected-components analysis
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p3-wu/p3-wu.pdf
%X There are many applications in which the automatic detection
and recognition of text embedded in images is useful. 
These applications include digital libraries, multimedia systems,
and Geographical Information Systems.  When machine
generated text is printed against clean backgrounds
it can be converted to a computer readable form (ASCII)
using current Optical Character Recognition (OCR) technology. 
However, text is often printed against shaded or
textured backgrounds or is embedded in images.  Examples
include maps, advertisements, photographs, videos and stock
certificates.  Current document segmentation and recognition
technologies cannot handle these situations well.
   In this paper, a four-step system which automatically detects
and extracts text in images is proposed.  First, a texture
segmentation scheme is used to focus attention on regions
where text may occur.  Second, strokes are extracted from
the segmented text regions.  Using reasonable heuristics on
text strings such as height similarity, spacing and alignment,
the extracted strokes are then processed to form rectangular
boxes surrounding the corresponding text strings.  To detect
text over a wide range of font sizes, the above steps are first
applied to a pyramid of images generated from the input image,
and then the boxes formed at each resolution level of
the pyramid are fused at the image in the original resolution
level.  Third, text is extracted by cleaning up the background
and binarizing the detected text strings.  Finally, better text
bounding boxes are generated by using the binarized text as
strokes.  Text is then cleaned and binarized from these new
boxes, and can then be passed through a commercial OCR
engine for recognition if the text is of an OCR-recognizable
font.  The system is stable, robust, and works well on images
(with or without structured layouts) from a wide variety
of sources, including digitized video frames, photographs,
newspapers, advertisements, stock certificates, and personal
checks.  All parameters remain the same for all the experiments.

%M C.DL.97.13
%T Organization and Retrieval in a Pictorial Digital Library
%S Images and Multimedia
%A Yuri Quintana
%B DL97
%D 1997
%P 13-20
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p13-quintana/p13-quintana.pdf
%X This paper describes a knowledge based approach
to organizing and retrieving pictures. 
Methods are described for using the human perceptions
of pictures to create a frame knowledge
base that represents the semantic content
of pictures.  A pictorial knowledge base management
system is described that uses a conceptual
clustering algorithm to learn new conceptual
categories of pictures.  A comparison
is done between machine and human created
conceptual categories.  The paper shows how a
frame knowledge based system can be used for
intelligent picture retrieval using learned categories.

%M C.DL.97.21
%T Multimedia Abstractions for a Digital Video Library
%S Images and Multimedia
%A Michael G. Christel
%A David B. Winkler
%A C. Roy Taylor
%B DL97
%D 1997
%P 21-29
%K Multimedia abstraction, Digital video library, Video
abstraction, Video browsing
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p21-christel/p21-christel.pdf
%X Multimedia abstractions form essential components of
digital video libraries because they enable a user to
determine a video's distinguishing content without
investing long viewing times or requiring high network-transfer
speeds.  This paper presents usage and evaluation
data for abstractions implemented the Informedia Digital
Video Library, and discusses implications for video
delivery over the Web.

%M C.DL.97.30
%T Using Words and Phonetic Strings for Efficient Information Retrieval from
Imperfectly Transcribed Spoken Documents
%S Images and Multimedia
%A Michael J. Witbrock
%A Alexander G. Hauptmann
%B DL97
%D 1997
%P 30-35
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p30-witbrock/p30-witbrock.pdf
%X Searching for relevant material in documents containing
transcription errors presents new challenges for Information
Retrieval.  This paper examines information retrieval
effectiveness on a corpus of spoken broadcast news documents. 
For documents transcribed using speech recognition, a substantial
number of retrieval errors are due to query terms that occur in the
spoken document, but are not transcribed because they are not
within the speech recognition system's lexicon, even if that
lexicon contains twenty thousand words.  It has been shown that a
phonetic lattice search in conjunction with full word search
regains some of the information lost due to out-of-vocabulary
words.  In this paper an efficient alternative to this search is
proposed that does not require a complete search of the phoneme
lattices for all documents at run-time.  By using fixed length
strings of phonemes instead of phonetic lattices, an information
retrieval system can search the phoneme space of a spoken
document just as efficiently as a normal word document
collection.  Experimental evidence is presented that this technique
permits the system to recapture some of the information lost due
to out-of-vocabulary words in the speech recognition transcripts.

%M C.DL.97.37
%T Evaluating Dewey Concepts as a Knowledge Base for Automatic Subject
Assignment
%S Knowledge Representation
%A Roger Thompson
%A Keith Shafer
%A Diane Vizine-Goetz
%B DL97
%D 1997
%P 37-46
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p37-thompson/p37-thompson.pdf
%X This article presents the results of our exploration of
the Dewey Decimal Classification (Dewey) as a concept
definition source for the Scorpion project.  Particularly,
we show that Dewey demonstrates a high degree of class
integrity and thus is a good knowledge base for an
automatic subject assignment tool.

%M C.DL.97.47
%T Metadata for Digital Libraries: Architecture and Design Rationale
%S Knowledge Representation
%A Michelle Baldonado
%A Chen-Chuan K. Chang
%A Luis Gravano
%A Andreas Paepcke
%B DL97
%D 1997
%P 47-56
%K Metadata architecture, Interoperability,
Attribute model, Attribute model translation, Metadata
Repository, InfoBus, Proxy architecture, Heterogeneity,
Digital libraries, CORBA
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p47-baldonado/p47-baldonado.pdf
%X In a distributed, heterogeneous, proxy-based digital library,
autonomous services and collections are accessed
indirectly via proxies.  To facilitate metadata compatibility
and interoperability in such a digital library, we
have designed a metadata architecture that includes
four basic component classes: attribute model proxies,
attribute model translators, metadata facilities for
search proxies, and metadata repositories.  Attribute
model proxies elevate both attribute sets and the attributes
they define to first-class objects.  They also allow
relationships among attributes to be captured.  Attribute
model translators map attributes and attribute
values from one attribute model to another (where possible). 
Metadata facilities for search proxies provide
structured descriptions both of the collections to which
the search proxies provide access and of the search capabilities
of the proxies.  Finally, metadata repositories
accumulate selected metadata from local instances of
the other three component classes in order to facilitate
global metadata queries and local metadata caching.  In
this paper, we outline further the roles of these component
classes, discuss our design rationale, and analyze
related work.

%M C.DL.97.57
%T Hypertext Construction using Statistical and Semantic Similarity
%S Knowledge Representation
%A Dongwook Shin
%A Sejin Nam
%A Munseok Kim
%B DL97
%D 1997
%P 57-63
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p57-shin/p57-shin.pdf
%X Automatic construction of hypertext has been gaining growing
attention recently in that a number of documents being
produced is beginning to be made in the form of hypertext,
which calls for an enormous amount of intellectual work by
experts.  In this decade, several studies have been carried
out, employing techniques mainly developed for retrieving
relevant documents to user needs.  Among these, most studies
underlie the vector space model and well-known weighting
schemes, from which the notion of similarity (statistical
similarity) has been devised and applied for creating hypertexts.
   However, in order to create well-organized hypertexts,
semantics of the contents should be also investigated, since
generating hypertexts involves highly intellectual works -- understanding
contents, splitting them into nodes, finding keywords,
and making links between entities that are supposed
to be related.
   This paper addresses how to create good hypertexts,
combining the notion of statistical and semantic similarity
in an appropriate manner.  The notion of statistical similarity
is based on a weighting scheme by tf x idf and inner
vector product, whereas the notion of semantic similarity
underlies thesaurus and partial match.
   We carry out an experiment with several theses and technical
reports written in Korean, measuring how the method
proposed here creates hypertext well, compared to the result
made by human experts.  The result shows that the
method makes hypertexts closer to those by human experts
than that using only statistical method does.

%M C.DL.97.65
%T Shopping Models: A Flexible Architecture for Information Commerce
%S Agents
%A Steven P. Ketchpel
%A Hector Garcia-Molina
%A Andreas Paepcke
%B DL97
%D 1997
%P 65-74
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p65-ketchpel/p65-ketchpel.pdf
%X In a digital library, there are many different interaction models
between customers and information providers or merchants. 
Subscriptions, sessions, pay-per-view, shareware,
and pre-paid vouchers are different models that each have
different properties.  A single merchant may use several of
them.  Yet if a merchant wants to support multiple models,
there is a substantial amount of work to implement each
one.  In this paper, we formalize the shopping models which
represent these different modes of consumer to merchant
interaction.  In addition to developing the overall architecture,
we define the application program interfaces (API) to
interact with the models.  We show how a small number of
primitives can be used to construct a wide range of shopping
models that a digital library can support, and provide examples
of the shopping models in operation, demonstrating
their flexibility.  Two models have been implemented as part
of the Stanford Digital Library Project, to begin validating
re-usability of key architectural components.

%M C.DL.97.75
%T AGS: Introducing Agents as Services Provided by Digital Libraries
%S Agents
%A J. Alfredo Sanchez
%A John J. Leggett
%A John L. Schnase
%B DL97
%D 1997
%P 75-82
%K User agents, Interface agents, Digital library interfaces,
Digital library architectures, Open architectures, AGS, TAGS
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p75-sanchez/p75-sanchez.pdf
%X This paper presents an architecture for digital libraries that
introduces user agents as one of the services available to
publishers, librarians and patrons.  User agents are the
fundamental component of an emerging style of human-computer
interaction based on the concept of delegation and indirect
management of tasks.  In the agent-enabled digital library
architecture, termed "AGS", service providers define classes of
agents that describe helpful tasks for patrons.  Patrons, in turn,
delegate work by selecting agents from the available agent classes
and assigning specific tasks to be performed.  AGS enables the
development of agents that rely on a wide variety of construction
approaches while maintaining a unified view of an active
environment.  AGS is intended to serve as a testbed to investigate
alternative user interfaces to digital libraries and, in particular, a
host of unexplored issues raised by the introduction of user agents.

%M C.DL.97.83
%T Seed Ontologies: Growing Digital Libraries as Distributed, Intelligent
Systems
%S Agents
%A Peter Weinstein
%A Gene Alloway
%B DL97
%D 1997
%P 83-91
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p83-weinstein/p83-weinstein.pdf
%X Ontologies are more than a particularly elaborate approach to
the description and classification of information.  They can be
used to support the operation and growth of a new kind of
digital library, implemented as a distributed, intelligent
system.  We describe the design and use of ontologies in the
University of Michigan Digital Library.  These ontologies will
model all aspects of the digital library, including content,
services, and licenses.  We have refined and extended the IFLA
hierarchy for the realization of work, and are starting to use
ontologies to support reasoning about content search.  We have
also used the ontologies to classify the capabilities of
computational elements of the system (agents), in a dynamic
way that sustains functionality as new agents are added to the
system.

%M C.DL.97.93
%T Multiple Search Engines in Database Merging
%S System Issues
%A Ellen M. Voorhees
%A Richard M. Tong
%B DL97
%D 1997
%P 93-102
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p93-voorhees/p93-voorhees.pdf
%X A database merging technique is a strategy for combining
the results of multiple independent searches into a single cohesive
response.  While a variety of techniques have been
developed to address a range of problem characteristics,
our work focuses on environments in which search engines
work in isolation.  This paper shows that the behavior of
two previously developed isolated techniques is indeed independent
of the particular search engines that participate in
the search.  Two very different search engines, SMART and
TOPIC, were each used to retrieve documents from five
subcollections.  The relative effectiveness of the merged result
compared to the effectiveness of a corresponding single
collection run is comparable for both engines.
   The effectiveness of the merged result is improved when
both search engines search the same five subcollections but
participate in a single merging.  The improvement is such
that this 10-collection merge is sometimes more effective
than the single collection run.  This last finding suggests
that these methods may be able to improve the effectiveness
of World Wide Web searches by merging the output
from several engines.

%M C.DL.97.103
%T Evaluating the Cost of Boolean Query Mapping
%S System Issues
%A Chen-Chuan K. Chang
%A Hector Garcia-Molina
%B DL97
%D 1997
%P 103-112
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p103-chang/p103-chang.pdf
%X Non-uniform query languages make searching over heterogeneous
information sources difficult.  Our approach is to allow a user to
compose Boolean queries in one rich front-end language.  For each
user query and target source, we transform the user query into a
subsuming query that can be supported by the source but that may
return extra documents.  The results are then processed by a filter
query to yield the correct final results.  This post-filtering approach
may involve significant cost because the documents that the users
will not see may have to be retrieved and filtered.  There are generally
two ways to implement post-filtering: batch post-filtering and
incremental post-filtering.  In this paper we evaluate the costs of
both methods for different search features such as proximity operators. 
The experimental results show that in many cases incremental
post-filtering cost may be acceptable, while the batch post-filtering
cost may sometimes be extremely large.

%M C.DL.97.113
%T Copyright and Digital Libraries
%S Plenary Session
%A Pamela Samuelson
%B DL97
%D 1997
%P 113
%* (c) Copyright 1997 ACM

%M C.DL.97.115
%T Citation Linking: Improving Access to Online Journals
%S Digital Scholarship
%A S. Hitchcock
%A L. Carr
%A S. Harris
%A J. M. N. Hey
%A W. Hall
%B DL97
%D 1997
%P 115-122
%K Electronic journals, Hypertext, Hypermedia, Citation
linking, Link services
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p115-hitchcock/p115-hitchcock.pdf
%X The most innovative online journals are maturing rapidly and
distinctive new features are emerging.  Foremost among these
features is the hypertext link, popularised by the World Wide
Web and which will form the basis of a new, highly integrated
scholarly literature.  Journal integration in this instance seeks to
recognise, extend and exploit relationships at the level of journal
content -- the papers -- while maintaining some of the familiar
contexts, in some cases journal identities, that define the content
hierarchy and inform decision-making by readers.  Links are a
powerful tool for journal integration, most immediately in the
form of citation linking.  The paper reviews examples of citation
linking in practice, and describes a new system, a link service,
which is being developed to support novel and flexible linking
mechanisms on the Web.  One application of this link service is
the Open Journal project, which is working with journal
publishers to investigate the most effective ways of applying these
powerful link types to enhance online journals.

%M C.DL.97.123
%T Secure Distribution of Watermarked Images for a Digital Library of Ancient
Papers
%S Digital Scholarship
%A Christian Rauber
%A Joe O. Ruanaidh
%A Thierry Pun
%B DL97
%D 1997
%P 123-130
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p123-rauber/p123-rauber.pdf
%X The electronic publishing, storage and distribution
of documents is growing increasingly important and
will have profound implications for our economy, culture
and society.  The multimedia digitalisation of libraries
and the distribution of the contents of museums
is revolutionising these organisations and will make
these resources available to a much wider audience than
was previously possible.
   The main goal of our MEDIA project (Mobile Electronic
Documents with Interacting Agents) is the development
of a system for the archival, retrieval, and
distribution of electronic documents.  For this purpose,
a mobile agent platform is used to securely distribute
these documents.  Information is accessed by a search
mechanism that allows the retrieval of text and images
according to their content.
   An important feature of the system is a digital watermarking
tool which embeds hidden signatures in images. 
This provides copyright protection and helps to
ensure that the image will not be copied and sold and
without proper authorisation.
   The management of the database of documents and
images is accomplished by an extensible object relational
database management system.  In addition, documents
and data can be accessed through the World
Wide Web network.

%M C.DL.97.131
%T Annotation: From Paper Books to the Digital Library
%S Digital Scholarship
%A Catherine C. Marshall
%B DL97
%D 1997
%P 131-140
%K Annotation, Markings, Study, Digital library
reading tools, Annotation systems design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p131-marshall/p131-marshall.pdf
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p137-marshall/p137-marshall.pdf
%X Readers annotate paper books as a routine part of their
engagement with the materials; it is a useful practice,
manifested through a wide variety of markings made in
service of very different purposes.  This paper examines the
practice of annotation in a particular situation: the markings
students make in university-level textbooks.  The study
focuses on the form and function of these annotations, and
their status within a community of fellow textbook readers. 
Using this study as a basis, I discuss issues and implications
for the design of annotation tools for a digital library setting.

%M C.DL.97.142
%T The Digital Library Integrated Task Environment (DLITE)
%S Digital Library Workstyles
%A Steve B. Cousins
%A Andreas Paepcke
%A Terry Winograd
%A Eric A. Bier
%A Ken Pier
%B DL97
%D 1997
%P 142-151
%K Digital library, User interface, Direct-manipulation,
World-Wide Web, Holophrasting
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p142-cousins/p142-cousins.pdf
%X We describe a case study in the design of a user interface to
a digital library.  Our design stems from a vision of a library
as a channel to the vast array of digital information and document
services that are becoming available.  Based on published
studies of library use and on scenarios, we developed
a metaphor called workcenters, which are customized for
users' tasks.  Due to our scenarios and to prior work in the
CHI community, we chose a direct-manipulation realization
of the metaphor.  Our system, called DLITE, is designed to
make it easy for users to interact with many different services
while focusing on a task.  Users have reacted favorably
to the interface design in pilot testing.  We conclude by
describing our approaches to this problem.

%M C.DL.97.152
%T Web-Based Collaborative Library Research
%S Digital Library Workstyles
%A Scott Robertson
%A Sherif Jitan
%A Kathy Reese
%B DL97
%D 1997
%P 152-160
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p152-robertson/p152-robertson.pdf
%X The U S WEST Research & Information Group, the corporate
research library, has recently moved many of its resources and
services to the company's intranet.  Principle among the
group's functions is conducting information searches and
research analyses for employees.  This paper describes a web-based
system that employees can use to interact with library
researchers.  The system also automates tracking of research
service usage and indexing and archiving of research requests
and actions.  Library clients initiate research requests using a
personal web page.  Each request generates its own web page on
which interaction between client and researcher takes place. 
Researchers and clients can post comments, record actions, use
e-mail, and upload and download files through the request web
page.  When the interaction is over, the client may record an
evaluation using the same web page and all actions are saved
for administrative purposes.  Research interactions are
maintained in a searchable archive which can be viewed by all
employees.

%M C.DL.97.161
%T Understanding Complex Information Environments: A Social Analysis of
Watershed Planning
%S Digital Library Workstyles
%A Lisa R. Schiff
%A Nancy A. Van House
%A Mark H. Butler
%B DL97
%D 1997
%P 161-168
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p161-schiff/p161-schiff.pdf
%X This paper presents an approach to social analysis for the development
of digital libraries.  If digital libraries are viewed
as both social and technological artifacts, then effective design
requires that we must understand the social world in
which each functions.  The theoretical framework of Pierre
Bourdieu and the situated action approach are suggested as
sound bases for this understanding.  Initial findings of our
work in the arena of watershed planning, as part of the UC
Berkeley Digital Library Project, are reported.

%M C.DL.97.170
%T LDC Online: A Digital Library for Linguistic Research and Development
%S Digital Library Collections
%A Zhibiao Wu
%A Mark Liberman
%B DL97
%D 1997
%P 170-174
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p170-wu/p170-wu.pdf
%X The Linguistic Data Consortium (LDC), an open consortium
of universities, companies and government research
laboratories, creates, collects and distributes speech and text
databases, lexicons, and other resources for research and development
purposes.  The LDC has published more than 200
CD-ROMs for use by speech recognition engineers, natural
language processing researchers, and linguists, at more than
130 member organizations and 300 non-member sites.  The
volume of LDC data roughly doubles every year.  Few organizations
have been able to afford to store and index all
LDC data, or to develop the software needed for efficient
search and retrieval.  Therefore, we have established a web-accessible
digital library (accessible via
http://www.ldc.upenn.edu), containing all LDC data, including
data not yet published on CD-ROM, accessible through
a variety of sophisticated and efficient search and display algorithms.

%M C.DL.97.175 acmdl3 missing pdf link 1999-07-31 corrected
%T Managing a Digital Library of Legislation
%S Digital Library Collections
%A Timothy Arnold-Moore
%A Philip Anderson
%A Ron Sacks-Davis
%B DL97
%D 1997
%P 175-183
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p175-arnold-moore/p175-arnold-moore.pdf
%X We provide an overview of the Themis system, a commercial
implementation of a digital library of legislation.  Themis
uses SGML to store legislation.  This allows a single source
document to be exported in a number of different formats
and presentations.  Themis also allows access to different
versions of legislation by specifying a point-in-time at which
the law is required.  We discuss how this is achieved in
Themis and how versioning impacts the storage of fragments
of documents and management of references within and between
documents.

%M C.DL.97.185
%T CONTENT: A Practical, Scalable, High-Performance Multimedia Database
%S Databases
%A Lawrence Yapp
%A Craig Yamashita
%A Gregory Zick
%B DL97
%D 1997
%P 185-192
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p185-yapp/p185-yapp.pdf
%X This paper describes Content, a practical, scalable, and high-performance
text-indexed multimedia database system.  The novelty
of Content is in its approach of integrating high-volume storage,
fast searching and browsing, easy multimedia acquisition,
effective updates, scalability, extendibility, and an API based on
HTTP.  Content is also a low-cost solution for large multimedia
databases that is available today.  Standard Web-based browsers
such as Netscape can query the Content server.  The API is flexible
so that different and unique Content clients on multiple platforms
can be built to access multiple Content servers.  The Content
architecture permits any multimedia type to be stored.  Text
descriptions are used as indices for images and videos.  Content
includes an easy-to-use Windows-based acquisition station for
acquiring images and video.  Currently, Content is being used in
a real library setting and contains more than 25,000 multimedia
objects that span two different collections of valuable historical
photographs.  In terms of performance, Content can access a
single image in a database of over one million images in less than
a second.

%M C.DL.97.193 acmdl3 missing PDF because incorrectly listed as starting on p 192 1999-07-31 corrected
%T TINTIN: A System for Retrieval in Text Tables
%S Databases
%A Pallavi Pyreddy
%A W. Bruce Croft
%B DL97
%D 1997
%P 193-200
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p193-pyreddy/p193-pyreddy.pdf
%X Tables form an important kind of data element in text retrieval. 
Often, the gist of an entire news article or other
exposition can be concisely captured in tabular form.  In
this paper, we examine the utility of exploiting information
other than the key words in a digital document to provide
the users with more flexible and powerful query capabilities. 
More specifically, we exploit the structural information in a
document to identify tables and their component fields and
let the users query based on these fields.  Our empirical results
have demonstrated that heuristic method based table
extraction and component tagging can be performed effectively
and efficiently.  Moreover, our experiments in retrieval
using the TINTIN system have strongly indicated that such
structural decomposition can facilitate better representation
of user's information needs and hence more effective retrieval
of tables.

%M C.DL.97.202
%T I Read the News Today, Oh Boy: Reading and Attention in Digital Libraries
%S User Communities
%A David M. Levy
%B DL97
%D 1997
%P 202-211
%K Digital library, Reading, Attention, Hypertext
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p202-levy/p202-levy.pdf
%X This is a paper at the intersection of two topics now
receiving considerable attention.  The question of reading --
of what it is to read and how reading has changed over time
-- has been attracting some interest in recent days, no
doubt due in part to the very visible transformation of
technology now under way.  To a lesser but still substantial
extent, the topic of human attention is also the subject of
increasing discussion.  There is growing awareness of
attention as a highly limited resource, stemming in part
from the realization that an abundance of information, good
though it is in many ways, is also a tax on our attention. 
This paper examines current assumptions about what it
means (or will mean) to read digital documents and to read
"in" digital libraries.  It suggests that current work in digital
library design and development is participating in a general
societal trend toward shallower, more fragmented, and less
concentrated reading and, by calling attention to this
phenomenon, offers an opportunity to question this
movement.

%M C.DL.97.212
%T Content + Connectivity => Community: Digital Resources for a Learning
Community
%S User Communities
%A Gary Marchionini
%A Victor Nolet
%A Hunter Williams
%A Wei Ding
%A Josephus Beale, Jr.
%A Anne Rose
%A Allison Gordon
%A Ernestine Enomoto
%A Lynn Harbinson
%B DL97
%D 1997
%P 212-220
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p212-marchionini/p212-marchionini.pdf
%X Digital libraries offer new opportunities to provide access to
diverse resources beyond those held in school buildings and to
allow teachers and learners to reach beyond classroom walls to
other people to build distributed learning communities.  Creating
learning communities requires that teachers change their
behaviors and the Baltimore Learning Community Project
described here is based on the premise that access to resources
should be tied to the assessment outcomes that increasingly drive
curricula and classroom activity.  Based on examination of
curriculum guides and discussions with project teachers, an
interface for the BLC digital library was prototyped.  Three
components (explore, construct, and present) of this user
interface that allows teachers to find text, video, images, web
sites, and instructional modules and create their own modules are
described.  Although the technological challenges of building
learning communities are significant, the greater challenges are
mainly social and political.

%M C.DL.97.221
%T Talking in the Library: Implications for the Design of Digital Libraries
%S User Communities
%A Andy Crabtree
%A Michael B. Twidale
%A Jon O'Brien
%A David M. Nichols
%B DL97
%D 1997
%P 221-228
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p221-crabtree/p221-crabtree.pdf
%X We describe the use of ethnomethodologically-informed
ethnography as a means of informing the requirements elicitation,
design, development and evaluation of digital libraries.  We
present the case for the contribution of such studies to the
development of digital library technology to support the practices
of information-searching.  This is illustrated by a particular study
of the help desk at a university library, examining the
implications it has for designing appropriate functionality for a
digital library.  This requires us to address the problems of using
ethnographic data in systems design.

%M C.DL.97.230 acmdl3 missing pdf link 1999-07-31 corrected
%T Browsing in Digital Libraries: A Phrase-Based Approach
%S Navigation and Browsing
%A Craig G. Nevill-Manning
%A Ian H. Witten
%A Gordon W. Paynter
%B DL97
%D 1997
%P 230-236
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p230-nevill-manning/p230-nevill-manning.pdf
%X The thrust of this research is to build systems that let users
become familiar with the content of a digital library by browsing
a hierarchical structure of phrases that are repeated frequently
within the collection.  Despite our syntactic approach to phrase
identification, the structures that are obtained in practice
frequently correspond to plausible conceptual hierarchies.  This
permits large corpora of text to be browsed efficiently, with access
to a particular document requiring a number of steps that varies
with the logarithm of the size of the corpus.
   The method shows promise for collections of up to 50 Mbyte, but
still poses significant practical problems before it can be adopted
on a wider scale.  We plan to investigate ways to scale the
hierarchical inference by building multiple hierarchies and
merging them.  On the browsing side, we are developing a disk --
rather than memory-based system that can run efficiently on
client-class machines.
   We believe that in the context of large information bases such as
the New Zealand Digital Library, this interface will obviate the
"query and hope" approach to browsing, and allow users to
develop an intuition that would otherwise be very difficult to
acquire.

%M C.DL.97.237
%T Lexical Navigation: Visually Prompted Query Expansion and Refinement
%S Navigation and Browsing
%A James W. Cooper
%A Roy J. Byrd
%B DL97
%D 1997
%P 237-246
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p237-cooper/p237-cooper.pdf
%X We have designed a document search and retrieval system,
termed Lexical Navigation, which provides an interface allowing
a user to expand or refine a query based on the actual content of
the collection.  In this work we have designed a client-server
system written in Java to allow users to issue queries, have
additional terms suggested to them, explore lexical relationships,
and view documents based on keywords they contain.  Lexical
networks containing domain-specific vocabularies and
relationships are automatically extracted from the collection and
play an important role in this navigation process.  The Lexical
Navigation methodology constitutes a powerful set of tools for
searching large text collections.

%M C.DL.97.247
%T Auto-Adaptive Illustration through Conceptual Evocation
%S Navigation and Browsing
%A Michel Crampes
%B DL97
%D 1997
%P 247-254
%K Hypertext, Conceptual graphs, Conceptual evocation,
Conceptual evocative links, Conceptual evocative engine,
Auto-adaptivity
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p247-crampes/p247-crampes.pdf
%X When engaged in reading, a reader is permanently building up
associations of ideas either freely, or guided by the evocative
power of the text and his imagination.  This paper finds its
inspiration in this natural mechanism to consider a formal
model of Conceptual Evocation that could be used for automatic
adaptative illustration or, more generally, dynamic and auto-adaptative
hypernavigation in hypermedia applications.  We
borrow from Sowa's Conceptual Graphs a theoretical
framework for node conceptual modelling.  In search of more
creative mechanisms, we introduce Conceptual State Vectors
to tag the nodes, and a Conceptual Evocative Engine to
dynamically create Conceptual Evocative Links between nodes. 
Finally a mock-up is presented that shows the operationality of
all the concepts in the context of a TV program composition.

%M C.DL.97.256 acmdl3 missing pdf because it is attached to the previous paper 1999-07-31 still broken
%T Quantitative Analysis and Visualization Regarding Interactive Learning with
a Digital Library in Computer Science
%S Posters
%A Ghaleb Abdulla
%A Winfield S. Heagy
%A Edward A. Fox
%B DL97
%D 1997
%P 256
%* (c) Copyright 1997 ACM

%M C.DL.97.257
%T GeoScience Self-Organizing Map and Concept Space
%S Posters
%A Hsinchun Chen
%A Terry R. Smith
%A Tobun Dorbin Ng
%B DL97
%D 1997
%P 257
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p257-chen/p257-chen.pdf

%M C.DL.97.257
%T Internet Browsing and Searching: User Evaluations of Category Map and
Concept Space Techniques
%S Posters
%A Hsinchun Chen
%A Bruce R. Schatz
%A Andrea L. Houston
%A Robin R. Sewell
%A Tobun Dorbin Ng
%A Chienting Lin
%B DL97
%D 1997
%P 257
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p257-chen/p257-chen.pdf

%M C.DL.97.258
%T The Itsy Bitsy Spider
%S Posters
%A Hsinchun Chen
%A Bruce R. Schatz
%A Marshall Ramsey
%A Y-Ming Chung
%B DL97
%D 1997
%P 258
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p258-chen/p258-chen.pdf

%M C.DL.97.258
%T Medical Information Retrieval
%S Posters
%A Hsinchun Chen
%A Bruce R. Schatz
%A Susan M. Hubbard
%A Tamas E. Doszkocs
%A Andrea L. Houston
%A Robin R. Sewell
%A Kristin M. Tolle
%A Tobun D. Ng
%B DL97
%D 1997
%P 258
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p258-chen/p258-chen.pdf

%M C.DL.97.258
%T LIBClient: A Tool for Legal Research on the Web
%S Posters
%A Bert J. Dempsey
%A Robert C. Vreeland
%B DL97
%D 1997
%P 258-259
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p259-jansen/p259-jansen.pdf

%M C.DL.97.259
%T An Information Retrieval Application for Simulated Annealing
%S Posters
%A Bernard J. Jansen
%B DL97
%D 1997
%P 259-260
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p258-chen/p258-chen.pdf
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p259-jansen/p259-jansen.pdf

%M C.DL.97.260
%T Cognitive Load Effects and Design of Computer Based Instruction
%S Posters
%A Slava Kalyuga
%B DL97
%D 1997
%P 260
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p260-kalyuga/p260-kalyuga.pdf

%M C.DL.97.260
%T Packaging Digitized Images for Access from an OPAC
%S Posters
%A Virginia Kerr
%A Claire Dougherty
%B DL97
%D 1997
%P 260-261
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p260-kalyuga/p260-kalyuga.pdf
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p261-krichhoff/p261-krichhoff.pdf

%M C.DL.97.261
%T Storage Structures in Digital Libraries: JSTOR
%S Posters
%A Amy J. Kirchhoff
%A Mark Ratliff
%B DL97
%D 1997
%P 261
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p261-krichhoff/p261-krichhoff.pdf

%M C.DL.97.261
%T Branch Libraries for Multimedia Repositories
%S Posters
%A Michael Kozuch
%A Wayne Wolf
%A Andrew Wolfe
%A Don McKay
%B DL97
%D 1997
%P 261-262
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p261-krichhoff/p261-krichhoff.pdf
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p262-meyer/p262-meyer.pdf

%M C.DL.97.262
%T Exporting a BRS/Search Structured Database to an Access Database on a Web
Accessible Windows NT Server
%S Posters
%A Jeffrey Meyer
%A Charles Cooper
%A Stephanie Normann
%B DL97
%D 1997
%P 262
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p262-meyer/p262-meyer.pdf

%M C.DL.97.262
%T Building Multi-Discipline Digital Libraries
%S Posters
%A Michael L. Nelson
%A Kurt Maly
%A Stewart N. T. Shen
%B DL97
%D 1997
%P 262-263
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p262-meyer/p262-meyer.pdf
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p263-rowe/p263-rowe.pdf

%M C.DL.97.263
%T Distinguishing the Picture Captions on the World Wide Web
%S Posters
%A Neil C. Rowe
%A Brian Frew
%B DL97
%D 1997
%P 263
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p263-rowe/p263-rowe.pdf

%M C.DL.97.263
%T On Page Coherence for Dynamic HTML Pages
%S Posters
%A Antonio Si
%A Hong Va Leong
%B DL97
%D 1997
%P 263-264
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p263-rowe/p263-rowe.pdf
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p264-song/p264-song.pdf

%M C.DL.97.264
%T Neighboring Graphs as Alternative Organizations for Information Retrieval
%S Posters
%A Fei Song
%B DL97
%D 1997
%P 264
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p264-song/p264-song.pdf

%M C.DL.97.264
%T Bibliographic Integration in Digital Document Libraries
%S Posters
%A Atsuhiro Takasu
%B DL97
%D 1997
%P 264-265
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p264-song/p264-song.pdf
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p265-thompson/p265-thompson.pdf

%M C.DL.97.265
%T Connecting Citizens to the National Spatial Data Infrastructure via Local
Libraries
%S Posters
%A Derek Thompson
%A Jeffrey Burka
%A Gary Marchionini
%B DL97
%D 1997
%P 265
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p265-thompson/p265-thompson.pdf

%M C.DL.97.266
%T Multilingual Newspaper Clippings Image Database
%S Posters
%A Susanna S. Y. Tsang
%B DL97
%D 1997
%P 266
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/263690/p266-tsang/p266-tsang.pdf

%M C.DL.97.267
%T HELIOS
%S Demonstrations
%A Edward Galloway
%B DL97
%D 1997
%P 267
%* (c) Copyright 1997 ACM

%M C.DL.97.267
%T Lexical Navigation System
%S Demonstrations
%A James Cooper
%B DL97
%D 1997
%P 267
%* (c) Copyright 1997 ACM

%M C.DL.97.267
%T USIA Digital Library
%S Demonstrations
%A Cynthia Borys
%B DL97
%D 1997
%P 267
%* (c) Copyright 1997 ACM

%M C.DL.97.267
%T Accessing Statistical Information Via the Internet
%S Demonstrations
%A Cathryn Dipp
%B DL97
%D 1997
%P 267
%* (c) Copyright 1997 ACM

%M C.DL.97.268
%T Digital Libraries in Museums and Galleries
%S Panels
%A Joseph A. Busch
%A Jim Blackaby
%A Robin Dowden
%A Joseph Busch
%A Beth Sandore
%B DL97
%D 1997
%P 268
%* (c) Copyright 1997 ACM
%X Museums and galleries have been investigating a range of technical challenges in user
interface design and information retrieval that are key items on the digital libraries research
agenda.  Presentations by this panel will include discussion of issues related to:
 * access to content-rich photographic archive and related source materials;
 * contextualization and re-purposing of research materials;
 * evaluation of instructional uses of images;
 * relevance judgments based on image properties such as color, shape, and texture;
 * authentication and control of intellectual property;
 * distributed participation in data collection; and
 * search redirection and knowledge discovery.
This panel will illustrate how these challenges are being met today through demonstrations
of exemplary applications.

%M C.DL.97.269
%T NCSTRL: Experience with a Global Digital Library
%S D-Lib Panels on Interoperability
%A Carl Lagoze
%B DL97
%D 1997
%P 269
%* (c) Copyright 1997 ACM

%M C.DL.97.269
%T NDLF: A Shared Architecture for Research Libraries
%S D-Lib Panels on Interoperability
%Q National Digital Library Federation
%B DL97
%D 1997
%P 269
%* (c) Copyright 1997 ACM

%M C.DL.97.269
%T Issues in Metadata
%S D-Lib Panels on Interoperability
%A Stuart Weibel
%B DL97
%D 1997
%P 269
%* (c) Copyright 1997 ACM

%M C.DL.97.269
%T Infobus: Experience in Linking Heterogeneous Systems
%S D-Lib Panels on Interoperability
%Q Stanford University Digital Library Initiative
%B DL97
%D 1997
%P 269
%* (c) Copyright 1997 ACM

%M C.DL.97.271
%T Thesauri and Metadata
%S Workshops
%A Joseph A. Busch
%B DL97
%D 1997
%P 271
%* (c) Copyright 1997 ACM
%X During the past two years consensus has been growing on the Dublin Core, a core set
of extensible metadata elements to describe document-like objects.  The impetus for
reaching this agreement has been to improve the performance of Inter- and intranet
searching generally through the use of proprietary text search engines such as AltaVista,
Lycos, etc.  This workshop will focus on the development and application of thesauri and
related tools (such as cross-reference and authority files) as mechanisms for coordinating
resource discovery through the searching and processing of metadata attribute data values. 
The goal of the workshop will be to develop an agenda of issues related to metadata
attribute data values including, for example, a proposed mechanism for developing
guidelines on the creation and use of thesauri for networked resource discovery.

%M C.DL.97.271
%T Education and Curriculum Development for Multimedia, Hypertext and
Information Access: Focus on Digital Libraries and Information Retrieval
%S Workshops
%A Edward Fox
%B DL97
%D 1997
%P 271
%* (c) Copyright 1997 ACM
%X This workshop is part of a series of meetings that began in 1995 to develop guidelines
for curricula and courses in the broad area of "information"; see about Multimedia,
Hypertext and Information Access at http://ei.cs.vt.edu/~fox/MHIA/.  Attendees will help
draft guidelines (similar to those by SIGGRAPH, SIGCHI) for curricula, courses and
training programs in this area.  Educators will present syllabi and describe courseware for
courses or training programs about digital libraries or information retrieval.  Employers will
describe knowledge and skills they seek when recruiting in these areas.  Researchers will
explain testbeds that can be used by learners.  Workshop results will be disseminated over
WWW and later through ACM publications, and also will be made available through
online courseware for undergraduate and graduate students.

%M C.DL.97.272
%T Collaboration in the Digital Library
%A Michael Twidale
%A David Nichols
%A Jon O'Brien
%A Bob Sandusky
%B DL97
%D 1997
%P 272
%* (c) Copyright 1997 ACM
%X This workshop will explore collaboration in digital libraries.  It will: assess and
compare studies of collaborative activity in information searching; attempt to spot
emerging themes across the different studies; and consider recommendations for
improving collaboration.

fpack:!@#$%^&*(): HCII03-1.B
%M C.HCII.03.1.3
%T Use Case Maps: A Visual Notation for Scenario-Based User Requirements
%S Human factors and ergonomics
%A A. Alsumait
%A A. Seffah
%A T. Radhakrishnan
%B HCII03
%D 2003
%V 1
%P 3-7
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.8
%T A Socio-centric Model of User Interactions
%S Human factors and ergonomics
%A D. Ambaye
%B HCII03
%D 2003
%V 1
%P 8-12
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.13
%T Tools for task-based interaction and collaboration analysis
%S Human factors and ergonomics
%A N. Avouris
%A G. Fiotakis
%A N. Tselios
%A V. Komis
%B HCII03
%D 2003
%V 1
%P 13-17
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.18
%T The Semiotic Engineering Use of Models for Supporting
Reflection-in-Action
%S Human factors and ergonomics
%A S. Barbosa
%A C. S. de Souza
%A M. G. de Paula
%B HCII03
%D 2003
%V 1
%P 18-22
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.23
%T Levels of Guidance
%S Human factors and ergonomics
%A A. Basden
%B HCII03
%D 2003
%V 1
%P 23-27
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.28
%T Guidelines and Freedom in Proximal User Interfaces
%S Human factors and ergonomics
%A A. Basden
%B HCII03
%D 2003
%V 1
%P 28-32
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.33
%T It's all in a days work of a software engineer
%S Human factors and ergonomics
%A I. Boivie
%A J. Gulliksen
%A B. Goransson
%B HCII03
%D 2003
%V 1
%P 33-37
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.38
%T Semiotic Conference: Work Signs and Participatory Design
%S Human factors and ergonomics
%A R. Bonacin
%A M. C. Baranauskas
%B HCII03
%D 2003
%V 1
%P 38-42
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.43
%T Creative Design of Interactive Products and Use of Usability
Guidelines - a Contradiction?
%S Human factors and ergonomics
%A M. Burmester
%A J. Machate
%B HCII03
%D 2003
%V 1
%P 43-47
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.48
%T Study of Spatial Biological Systems using a Graphical User Interface
%S Human factors and ergonomics
%A N. Burroughs
%A G. Tsibidis
%A W. Gaze
%A L. Wellington
%B HCII03
%D 2003
%V 1
%P 48-52
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.53
%T The use of Metaphors for Interaction between Children and Children's
sites
%S Human factors and ergonomics
%A A. Carusi
%A V. Nojima
%B HCII03
%D 2003
%V 1
%P 53-57
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.58
%T Can novice designers apply usability criteria and recommendations to
make web sites easier to use?
%S Human factors and ergonomics
%A A. Chevalier
%A M. Ivory
%B HCII03
%D 2003
%V 1
%P 58-62
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.63
%T Learning from Museum Visits: Shaping Design Sensitivities
%S Human factors and ergonomics
%A L. Ciolfi
%A L. Bannon
%B HCII03
%D 2003
%V 1
%P 63-67
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.68
%T Scenarios in the model-based process for design and evolution of
cooperative applications
%S Human factors and ergonomics
%A B. David
%A R. Chalon
%A O. Delotte
%A G. Vaisman
%B HCII03
%D 2003
%V 1
%P 68-72
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.73
%T Configuring the Design Process - Applying the JIET Design Process
Framework
%S Human factors and ergonomics
%A H. Degen
%A S. Pedell
%A S. Schoen
%B HCII03
%D 2003
%V 1
%P 73-77
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.78
%T Finding Decisions Through Artefacts
%S Human factors and ergonomics
%A A. Dix
%A D. Ramduny-Ellis
%A P. Rayson
%A V. Onditi
%A I. Sommerville
%A A. Mackenzie
%B HCII03
%D 2003
%V 1
%P 78-82
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.83
%T The Constrained Ink Metaphor
%S Human factors and ergonomics
%A B. Eiderback
%A S. Lindquist
%A B. Westerlund
%B HCII03
%D 2003
%V 1
%P 83-87
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.88
%T Meta-Design: Beyond User-Centered and Participatory Design
%S Human factors and ergonomics
%A G. Fischer
%B HCII03
%D 2003
%V 1
%P 88-92
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.93
%T Usability Patterns in Software Architecture
%S Human factors and ergonomics
%A E. Folmer
%A J. Bosch
%B HCII03
%D 2003
%V 1
%P 93-97
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.98
%T Bridging the Gap between Scenarios and Formal Models
%S Human factors and ergonomics
%A P. Forbrig
%A A. Dittmar
%B HCII03
%D 2003
%V 1
%P 98-102
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.103
%T A Layered Approach for Designing Multiple User Interfaces from Task
and Domain Models
%S Human factors and ergonomics
%A E. Furtado
%A J. J. a. Furtado
%A Q. Limbourg
%A J. Vanderdonckt
%A W. B. Silva
%A D. W. T. Rodrigues
%A L. da Silva Taddeo
%B HCII03
%D 2003
%V 1
%P 103-107
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.108
%T A Pattern Framework for Eliciting and Delivering UCD Knowledge and
Practices
%S Human factors and ergonomics
%A A. Gaffar
%A H. Javahery
%A A. Seffah
%B HCII03
%D 2003
%V 1
%P 108-112
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.113
%T Towards virtual intuitive tools for computer aided design
%S Human factors and ergonomics
%A Y. Gardan
%A E. Malik
%A E. Perrin
%B HCII03
%D 2003
%V 1
%P 113-117
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.118
%T Engineering the HCI profession or softening development processes
%S Human factors and ergonomics
%A J. Gulliksen
%A S. Blomkvist
%A B. Goransson
%B HCII03
%D 2003
%V 1
%P 118-122
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.123
%T Experiences with User Centered Development (UCD) for the Front End of
the Virtual Medical Campus Graz
%S Human factors and ergonomics
%A A. Holzinger
%B HCII03
%D 2003
%V 1
%P 123-127
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.128
%T Interface Metaphors for Automated Mobile Phone Services
%S Human factors and ergonomics
%A M. Howell
%A S. Love
%A M. Turner
%A D. Van Laar
%B HCII03
%D 2003
%V 1
%P 128-132
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.133
%T Ecological Interface Design in Practice: A Design for Petrochemical
Processing Operations
%S Human factors and ergonomics
%A G. Jamieson
%A W. Ho
%A D. V. Reising
%B HCII03
%D 2003
%V 1
%P 133-137
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.138
%T Lightweight Contextual Design - a Case Study in Process Control
Environment
%S Human factors and ergonomics
%A K. Kontio
%A J. Rauhamaa
%A M. Nieminen
%A T. Koskinen
%B HCII03
%D 2003
%V 1
%P 138-142
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.143
%T Process Snapshots Supporting Operators' Expertise Management
%S Human factors and ergonomics
%A T. Koskinen
%A M. Nieminen
%A H. Paunonen
%A J. Oksanen
%B HCII03
%D 2003
%V 1
%P 143-147
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.148
%T Aspect Model-Based Methods for Scenarios and Prototype Development
%S Human factors and ergonomics
%A Y.-k. Lim
%A K. Sato
%B HCII03
%D 2003
%V 1
%P 148-152
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.153
%T DESK-H: Building Meaningful Histories in an Editor of Dynamic Web
Pages
%S Human factors and ergonomics
%A J. A. M. Iglesias
%A P. C. Azpilicueta
%B HCII03
%D 2003
%V 1
%P 153-157
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.158
%T MetroWeb: a Tool to Support Guideline-Based Web Evaluation
%S Human factors and ergonomics
%A C. Mariage
%A J. Vanderdonckt
%B HCII03
%D 2003
%V 1
%P 158-162
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.163
%T Deriving Manuals from Formal Specifications
%S Human factors and ergonomics
%A M. Massink
%A D. Latella
%B HCII03
%D 2003
%V 1
%P 163-167
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.168
%T Towards a Systematic Empirical Validation of HCI Knowledge Captured
as Patterns
%S Human factors and ergonomics
%A E. Metzker
%A A. Seffah
%A A. Gaffar
%B HCII03
%D 2003
%V 1
%P 168-172
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.173
%T User-centered Design in the Software Engineering Lifecycle:
Organizational, Cultural and Educational Obstacles to a Successful
Integration
%S Human factors and ergonomics
%A E. Metzker
%A A. Seffah
%B HCII03
%D 2003
%V 1
%P 173-177
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.178
%T Delegation Systems: Staying in Charge of Highly Flexible Automation
%S Human factors and ergonomics
%A C. Miller
%A R. Goldman
%A H. Funk
%A R. Parasuraman
%B HCII03
%D 2003
%V 1
%P 178-182
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.183
%T Designing for Proficient Users: Drawing from the Realities of
Practice
%S Human factors and ergonomics
%A D. Nathanael
%A N. Marmaras
%A B. Papantoniou
%B HCII03
%D 2003
%V 1
%P 183-187
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.188
%T Mindtape - a Technique in Verbal Protocol Analysis
%S Human factors and ergonomics
%A J. Nielsen
%A N. Christiansen
%A T. Clemmensen
%A C. Yssing
%B HCII03
%D 2003
%V 1
%P 188-192
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.193
%T Development of GUI Design Consistency Auto-Scoring System
%S Human factors and ergonomics
%A H. Okada
%A T. Asahi
%B HCII03
%D 2003
%V 1
%P 193-197
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.198
%T Automatic Generation of Interactive Systems: Why A Task Model is not
Enough
%S Human factors and ergonomics
%A P. Palanque
%A R. Bastide
%A M. Winckler
%B HCII03
%D 2003
%V 1
%P 198-202
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.203
%T Loosing Reality in the Modeling Process
%S Human factors and ergonomics
%A J. Persson
%B HCII03
%D 2003
%V 1
%P 203-207
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.208
%T Metaphors in Design - out of date?
%S Human factors and ergonomics
%A A. Pirhonen
%B HCII03
%D 2003
%V 1
%P 208-212
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.213
%T A Theory of Information Scent
%S Human factors and ergonomics
%A P. Pirolli
%B HCII03
%D 2003
%V 1
%P 213-217
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.218
%T Social Network Analysis of a Participatory Designed Online Foreign
Language Course
%S Human factors and ergonomics
%A M. S. Rajasekaran
%A P. Zaphiris
%B HCII03
%D 2003
%V 1
%P 218-222
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.223
%T A Comprehensive Process Model for Usable Information Architecture
Systems: Integrating Top-down and Bottom-up Information Architecture
%S Human factors and ergonomics
%A A. Reichenauer
%A T. Komischke
%B HCII03
%D 2003
%V 1
%P 223-227
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.228
%T A New Approach to Software Reuse Based on Interpretative Approach to
Analogical Reasoning
%S Human factors and ergonomics
%A N. Reyhani
%A K. Badie
%B HCII03
%D 2003
%V 1
%P 228-232
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.233
%T MenuSelector: Automated Generation of Dynamic Menus with Guidelines
Support
%S Human factors and ergonomics
%A J. Spoidenne
%A J. Vanderdonckt
%B HCII03
%D 2003
%V 1
%P 233-237
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.238
%T From Scenarios to Interactive Workflow Specifications
%S Human factors and ergonomics
%A C. Stary
%B HCII03
%D 2003
%V 1
%P 238-242
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.243
%T Synthesising Creativity: Systems to support interactive human
processes for aesthetic product design
%S Human factors and ergonomics
%A M. Stavrakis
%A T. Spyrou
%A J. Darzentas
%B HCII03
%D 2003
%V 1
%P 243-247
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.248
%T Task-Object Models for the Development of Interactive Web Sites
%S Human factors and ergonomics
%A G. Szwillus
%A B. Bomsdorf
%B HCII03
%D 2003
%V 1
%P 248-252
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.253
%T Coordination Patterns -Towards Declarative Modeling of Coordination
Requirements within Cooperative Work Arrangements
%S Human factors and ergonomics
%A P. Thies
%B HCII03
%D 2003
%V 1
%P 253-257
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.258
%T System Development Influenced by Rituals and Taboos
%S Human factors and ergonomics
%A K. T. Levinsen
%B HCII03
%D 2003
%V 1
%P 258-262
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.263
%T TOMBOLA: Simulation and User-Specific Presentation of Executable Task
Models
%S Human factors and ergonomics
%A H. Uhr
%B HCII03
%D 2003
%V 1
%P 263-267
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.268
%T Development of a Crew Station Design Tool
%S Human factors and ergonomics
%A B. Walters
%A S. Archer
%A S. Pray
%B HCII03
%D 2003
%V 1
%P 268-272
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.273
%T A Methodology for the Component-Based Development of Web Applications
%S Human factors and ergonomics
%A M. Wissen
%A J. Ziegler
%B HCII03
%D 2003
%V 1
%P 273-280
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.281
%T Eighteen Classes of Functionality: The D.EU.PS. Model of Information
Systems Use
%S Human factors and ergonomics
%A P. Agerfalk
%A E. Eliason
%B HCII03
%D 2003
%V 1
%P 281-285
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.286
%T Use Cases and User Interface Artefacts
%S Human factors and ergonomics
%A T. Balfe
%A F. O'Connor
%B HCII03
%D 2003
%V 1
%P 286-290
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.291
%T Delta: Modelling Cognitive Performance
%S Human factors and ergonomics
%A L. Bayssie
%A L. Chaudron
%B HCII03
%D 2003
%V 1
%P 291-295
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.296
%T Expanding HCI Methodologies to Incorporate Motivational Evaluation
%S Human factors and ergonomics
%A W. Burleson
%B HCII03
%D 2003
%V 1
%P 296-300
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.301
%T Event Cycle and Knowledge Development in NASA Mission Control Center
%S Human factors and ergonomics
%A B. Caldwell
%A E. Wang
%B HCII03
%D 2003
%V 1
%P 301-305
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.306
%T Need for Action Oriented Design and Evaluation of Information Systems
%S Human factors and ergonomics
%A S. Cronholm
%B HCII03
%D 2003
%V 1
%P 306-310
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.311
%T Interaction Literacy: Form, Function and Fitness at the Interface
%S Human factors and ergonomics
%A E. Davenport
%B HCII03
%D 2003
%V 1
%P 311-315
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.316
%T Web Design, Interface Design, Usability, Software Ergonomics: Mixing
All Those Approaches
%S Human factors and ergonomics
%A A. de Moraes
%A R. Santos
%B HCII03
%D 2003
%V 1
%P 316-320
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.321
%T Integrating Data Analysis, Navigation and Knowledge Transfer by
Visualizing Conceptual Models
%S Human factors and ergonomics
%A M. Eibl
%B HCII03
%D 2003
%V 1
%P 321-325
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.326
%T The Copernican Shift: HCI Education & the Design Enterprise
%S Human factors and ergonomics
%A A. Faiola
%B HCII03
%D 2003
%V 1
%P 326-330
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.331
%T Conceptualising an Experience Framework for HCI
%S Human factors and ergonomics
%A S. Fiore
%B HCII03
%D 2003
%V 1
%P 331-335
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.336
%T Improving Knowledge Transfer Through Ubiquitous Multimedia
Applications
%S Human factors and ergonomics
%A S. Giff
%B HCII03
%D 2003
%V 1
%P 336-340
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.341
%T The New Demographic: Transforming the HCI Curriculum
%S Human factors and ergonomics
%A W. Gribbons
%B HCII03
%D 2003
%V 1
%P 341-345
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.346
%T A Tentative Model for Procuring Usable Systems
%S Human factors and ergonomics
%A S. Holmlid
%A H. Artman
%B HCII03
%D 2003
%V 1
%P 346-350
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.351
%T Conceptual Modeling for Interaction Design
%S Human factors and ergonomics
%A Q. Hua
%A H. Wang
%A M. Hemmje
%B HCII03
%D 2003
%V 1
%P 351-355
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.356
%T The HCI landscape: a historical perspective
%S Human factors and ergonomics
%A A. Jorgensen
%B HCII03
%D 2003
%V 1
%P 356-360
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.361
%T Interaction and Distance Education
%S Human factors and ergonomics
%A S. Levialdi
%A M. De Marsico
%B HCII03
%D 2003
%V 1
%P 361-365
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.366
%T The Etiquette Perspective on Human-Computer Interaction
%S Human factors and ergonomics
%A C. Miller
%B HCII03
%D 2003
%V 1
%P 366-370
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.371
%T The Imaginative Powers of the User'S Mind - a prerequisite in
human-computer interaction
%S Human factors and ergonomics
%A J. Nielsen
%B HCII03
%D 2003
%V 1
%P 371-375
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.376
%T CII: A Taxonomic Model of Innovations in Human-Computer Interaction
%S Human factors and ergonomics
%A T. Partala
%B HCII03
%D 2003
%V 1
%P 376-380
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.381
%T End-User Requirements for Seamless and Transparent Middleware
%S Human factors and ergonomics
%A P. Poyry
%A L. Repokari
%B HCII03
%D 2003
%V 1
%P 381-385
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.386
%T The Role of Voluntary Attention in HCI
%S Human factors and ergonomics
%A G. Pravettoni
%A S. Bagnara
%B HCII03
%D 2003
%V 1
%P 386-390
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.391
%T The Challenges of Teaching HCI Online: It's Mostly About Creating
Community
%S Human factors and ergonomics
%A J. J. Preece
%A C. Abras
%B HCII03
%D 2003
%V 1
%P 391-395
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.396
%T "A Role With No Edges": The Work Practices of Information Architects
%S Human factors and ergonomics
%A T. Robertson
%A C. Hewlett
%A S. Harvey
%A J. Edwards
%B HCII03
%D 2003
%V 1
%P 396-400
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.401
%T Problem-Based Learning in New Media Education: The Case for
Human-Computer Interaction
%S Human factors and ergonomics
%A H. Rosenbaum
%A M. Swan
%B HCII03
%D 2003
%V 1
%P 401-405
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.406
%T Human-system Interaction Container Paradigm
%S Human factors and ergonomics
%A C. Sedogbo
%A P. Bisson
%A O. Grisvard
%A T. Poibeau
%B HCII03
%D 2003
%V 1
%P 406-410
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.411
%T Measuring the Immeasurable: System Usability, User Satisfaction and
Quality Management
%S Human factors and ergonomics
%A M. Sikorski
%B HCII03
%D 2003
%V 1
%P 411-418
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.419
%T Coping with Increasing SW Complexity - Stepwise Feature Introduction
and User-Centred Design
%S Human factors and ergonomics
%A H. Anttila
%A R.-J. Back
%A P. Ketola
%A K. Konkka
%A J. Leskela
%A E. Rysa
%B HCII03
%D 2003
%V 1
%P 419-423
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.424
%T User-Centered Software Design and Development: Ensuring Customer
Satisfaction
%S Human factors and ergonomics
%A N. Aykin
%B HCII03
%D 2003
%V 1
%P 424-428
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.429
%T Accreditation of Usability Professionals
%S Human factors and ergonomics
%A N. Bevan
%B HCII03
%D 2003
%V 1
%P 429-433
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.434
%T Usability Net Methods for User Centred Design
%S Human factors and ergonomics
%A N. Bevan
%B HCII03
%D 2003
%V 1
%P 434-438
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.439
%T Usability Design for the Home Media Station
%S Human factors and ergonomics
%A K. Chorianopoulos
%A D. Spinellis
%B HCII03
%D 2003
%V 1
%P 439-443
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.444
%T Usability Support for Managers
%S Human factors and ergonomics
%A N. Claridge
%B HCII03
%D 2003
%V 1
%P 444-448
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.449
%T Usage-Centered Design: Scalability and Integration with Software
Engineering
%S Human factors and ergonomics
%A L. Constantine
%A H. Windl
%B HCII03
%D 2003
%V 1
%P 449-453
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.454
%T User Research at Adobe: Establishing a User-Centered Culture
%S Human factors and ergonomics
%A S. Ehrlich
%B HCII03
%D 2003
%V 1
%P 454-458
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.459
%T Usability Evaluation as a Component of the OPEN Development Framework
%S Human factors and ergonomics
%A J. Eklund
%A M. Baker
%A D. Lowe
%B HCII03
%D 2003
%V 1
%P 459-463
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.464
%T How to Integrate Usability and Functional Requirements: A Usability
Requirements Model
%S Human factors and ergonomics
%A J. Fransson
%A E. Bosson
%A E. Svensson
%B HCII03
%D 2003
%V 1
%P 464-468
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.469
%T ObSys - a Tool for Visualizing Usability Evaluation Patterns with
Mousemaps
%S Human factors and ergonomics
%A M. Gellner
%A P. Forbrig
%B HCII03
%D 2003
%V 1
%P 469-473
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.474
%T Lightweight Usability Engineering Scaling Usability-Evaluation to a
Minimum?
%S Human factors and ergonomics
%A R. Hartwig
%A C. Darolti
%A M. Herczeg
%B HCII03
%D 2003
%V 1
%P 474-478
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.479
%T State of the Art: Approaches to Behaviour Coding in Usability
Laboratories in German-Speaking Countries
%S Human factors and ergonomics
%A B. Hofmann
%A M. Hummer
%A P. Blachani
%B HCII03
%D 2003
%V 1
%P 479-483
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.484
%T Communication across the HCI/SE divide: ISO 13407 and the Rational
Unified Process
%S Human factors and ergonomics
%A B. John
%A L. Bass
%A R. J. Adams
%B HCII03
%D 2003
%V 1
%P 484-488
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.489
%T Systematic Determination of Quantitative Usability Requirements
%S Human factors and ergonomics
%A T. Jokela
%A N. Iivari
%B HCII03
%D 2003
%V 1
%P 489-493
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.494
%T Diary as a Usability Testing Method
%S Human factors and ergonomics
%A E. Kangas
%A J. Sinisammal
%A S. Paihonen
%B HCII03
%D 2003
%V 1
%P 494-498
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.499
%T Usability of Ergonomics Softwares in the Design Process
%S Human factors and ergonomics
%A S. Kaygin
%A C. Erbug
%A M. Alibaba
%B HCII03
%D 2003
%V 1
%P 499-503
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.504
%T Why Can't Software Engineers and HCI Practitioners Work Together?
%S Human factors and ergonomics
%A R. Kazman
%A J. Gunaratne
%A B. Jerome
%B HCII03
%D 2003
%V 1
%P 504-508
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.509
%T Usability Support for EU Projects Experiences and Actions
%S Human factors and ergonomics
%A J. Kirakowski
%A M. Tscheligi
%A V. Giller
%A P. Froehlich
%B HCII03
%D 2003
%V 1
%P 509-513
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.514
%T Designing the UsabilityNet Web Site: A Case Study
%S Human factors and ergonomics
%A J. Kirakowski
%B HCII03
%D 2003
%V 1
%P 514-518
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.519
%T Usability Testing on All Products (UTAP): how it was incorporated
into software development process
%S Human factors and ergonomics
%A T. Kobayashi
%B HCII03
%D 2003
%V 1
%P 519-523
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.524
%T Usability in India - An Uneven Journey
%S Human factors and ergonomics
%A A. L. Chavan
%B HCII03
%D 2003
%V 1
%P 524-528
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.529
%T An Account of Factors that Determine HCI Design Uptake in a
Techno-Centered Country Like Singapore
%S Human factors and ergonomics
%A K. Y. Lim
%B HCII03
%D 2003
%V 1
%P 529-533
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.534
%T Promoting Usability Engineering in China
%S Human factors and ergonomics
%A Z. Liu
%A H. Zhang
%A J. Chen
%A L. Zhang
%B HCII03
%D 2003
%V 1
%P 534-538
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.539
%T Usability Metrics in Adaptive Agent-based Tutoring Systems
%S Human factors and ergonomics
%A V. Lopez-Jaquero
%A F. Montero
%A A. Fernandez-Caballero
%A M. L. Perez
%B HCII03
%D 2003
%V 1
%P 539-543
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.544
%T Procuring Usable Systems - An Analysis of a Commercial Procurement
Project
%S Human factors and ergonomics
%A E. Markensten
%B HCII03
%D 2003
%V 1
%P 544-548
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.549
%T Usability of Software Online Documentation: A User Study
%S Human factors and ergonomics
%A A. Moallem
%B HCII03
%D 2003
%V 1
%P 549-553
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.554
%T The Common Industry Format: A Way for Vendors and Customers to Talk
about Software Usability
%S Human factors and ergonomics
%A J. Scholtz
%A E. Morse
%A S. Laskowski
%A A. Wichansky
%A K. Butler
%A K. Sullivan
%B HCII03
%D 2003
%V 1
%P 554-558
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.559
%T Ten Factors Affecting Adobe's Overseas Research
%S Human factors and ergonomics
%A L. Shade
%B HCII03
%D 2003
%V 1
%P 559-563
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.564
%T Usability and HCI in India: cultural and technological determinants
%S Human factors and ergonomics
%A A. Smith
%A K. Ghosh
%A A. Joshi
%B HCII03
%D 2003
%V 1
%P 564-568
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.569
%T Usability Challenges in Social Projects in Brazil: Lessons Learned
about the Digital Divide
%S Human factors and ergonomics
%A C. S. de Souza
%A S. Barbosa
%A R. O. Prates
%B HCII03
%D 2003
%V 1
%P 569-573
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.574
%T Example of a motorcycle manufacturer's approaches to usability
%S Human factors and ergonomics
%A M. Sugizaki
%B HCII03
%D 2003
%V 1
%P 574-578
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.579
%T Scenarios, Models and the Design Process in Software Engineering and
Interactive Systems Design
%S Human factors and ergonomics
%A A. Sutcliffe
%B HCII03
%D 2003
%V 1
%P 579-583
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.584
%T A European Usability Forum Collaborating on Strategic Initiatives
%S Human factors and ergonomics
%A M. Tscheligi
%A V. Giller
%A P. Froehlich
%B HCII03
%D 2003
%V 1
%P 584-588
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.589
%T A Usability Study of an Object-Based Undo Facility
%S Human factors and ergonomics
%A I. Vargas
%A J. Borges
%A M. Perez-Quinones
%B HCII03
%D 2003
%V 1
%P 589-593
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.594
%T Usability Engineering in South Africa Today: Challenges and
Opportunities
%S Human factors and ergonomics
%A J. Wesson
%A D. Van Greunen
%B HCII03
%D 2003
%V 1
%P 594-598
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.599
%T Usability of Usability Engineers: Usability Activities in Developing
Office Products
%S Human factors and ergonomics
%A M. Yamasaki
%A R. Shimamura
%A T. Inagaki
%B HCII03
%D 2003
%V 1
%P 599-603
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.604
%T User Interface Design in Korea: Research Directions for a Digital
Society
%S Human factors and ergonomics
%A W. C. Yoon
%A S.-H. Yoo
%A D.-S. Lee
%B HCII03
%D 2003
%V 1
%P 604-610
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.611
%T Establishing user requirements in HCI - a case-study in medical
informatics
%S Human factors and ergonomics
%A H. Andersen
%A V. Andersen
%B HCII03
%D 2003
%V 1
%P 611-615
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.616
%T Too Many Hierarchies? The Daily Struggle for Control of the Workspace
%S Human factors and ergonomics
%A R. Boardman
%A R. Spence
%A M. A. Sasse
%B HCII03
%D 2003
%V 1
%P 616-620
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.621
%T Do Interrupted Users Work Faster or Slower? The Micro-analysis of
Computerized Text Editing Task
%S Human factors and ergonomics
%A I. Burmistrov
%A A. Leonova
%B HCII03
%D 2003
%V 1
%P 621-625
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.626
%T Experimental evaluation of the effectiveness of expert online help
strategies
%S Human factors and ergonomics
%A A. Capobianco
%B HCII03
%D 2003
%V 1
%P 626-630
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.631
%T Automatic vs. Intellectual Document Clustering: Evaluating 2D
Topographic Maps
%S Human factors and ergonomics
%A M. Eibl
%A T. Mandl
%B HCII03
%D 2003
%V 1
%P 631-635
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.636
%T Evaluation of Story-Based Content Structure and Navigation for a
Learning Module in SCORM
%S Human factors and ergonomics
%A B. Gauss
%A C. Hausmanns
%A R. Zerry
%A G. Wozny
%A L. Urbas
%B HCII03
%D 2003
%V 1
%P 636-640
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.641
%T Assessment and Improvement of the Integrated Hazard Avoidance System
for General Aviation Interface
%S Human factors and ergonomics
%A S.-L. Hwang
%A W.-Y. Chen
%B HCII03
%D 2003
%V 1
%P 641-645
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.646
%T Usability Evaluation for the Commercial Aircraft Cockpit
%S Human factors and ergonomics
%A D. Kaber
%A M. Clamann
%B HCII03
%D 2003
%V 1
%P 646-650
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.651
%T A <<Combinatory Evaluation>> Approach in the Case of CBL Environment:
The <<Orestis>> Experience
%S Human factors and ergonomics
%A A. Karoulis
%A S. Demetriadis
%A A. Pombortsis
%B HCII03
%D 2003
%V 1
%P 651-655
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.656
%T A Comparative Study of Design Solutions for Industrial Process
Control Systems
%S Human factors and ergonomics
%A T. Komischke
%A G. Govindaraj
%A K. Rose
%A M. Takahashi
%B HCII03
%D 2003
%V 1
%P 656-660
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.661
%T Multimodal interfaces evaluation with virtual reality simulation
%S Human factors and ergonomics
%A L. Le Bodic
%A P. Deloor
%A J. Kahn
%B HCII03
%D 2003
%V 1
%P 661-665
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.666
%T A Remote Camera Control Interface to Decrease the Influence of the
Delay Time
%S Human factors and ergonomics
%A K. Murata
%A Y. Shibuya
%A I. Kuramoto
%A Y. Tsujino
%B HCII03
%D 2003
%V 1
%P 666-670
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.671
%T Mobile and Stationary User Interfaces - Differences and Similarities
Based on Two Examples
%S Human factors and ergonomics
%A E. G. Nilsson
%A O.-W. Rahlff
%B HCII03
%D 2003
%V 1
%P 671-675
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.676
%T Understanding the tradeoffs of Interface Evaluation Methods
%S Human factors and ergonomics
%A J. L. Nogueira
%A A. C. B. Garcia
%B HCII03
%D 2003
%V 1
%P 676-680
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.681
%T Live the Vision character- and plot-driven scenarios in case-based
material
%S Human factors and ergonomics
%A R. Orngreen
%B HCII03
%D 2003
%V 1
%P 681-685
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.686
%T A Comparison of Four New Communication Technologies
%S Human factors and ergonomics
%A R. Rettie
%B HCII03
%D 2003
%V 1
%P 686-690
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.691
%T Design Process for Product Families - a case study of a software
application package for hearing acousticians
%S Human factors and ergonomics
%A N. Sandweg
%A H. Bergmeier
%A S. Pedell
%A B. Knapp
%A E. Kaiser
%B HCII03
%D 2003
%V 1
%P 691-695
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.696
%T Impact of Cognitive Style upon Sense of Presence
%S Human factors and ergonomics
%A C. Sas
%A G. O'Hare
%B HCII03
%D 2003
%V 1
%P 696-700
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.701
%T 3D Modelling Is Not for WIMPs
%S Human factors and ergonomics
%A S. Scali
%A M. Wright
%A A. M. Shillito
%B HCII03
%D 2003
%V 1
%P 701-705
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.706
%T PICK - A Scenario-based Approach to Sensor Selection for Interactive
Applications
%S Human factors and ergonomics
%A J. Sheridan
%A J. Allanson
%B HCII03
%D 2003
%V 1
%P 706-710
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.711
%T A proposal of guideline for colour arrangement on screen design used
in VDT works
%S Human factors and ergonomics
%A M. Takemoto
%A Y. Okada
%B HCII03
%D 2003
%V 1
%P 711-715
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.716
%T Development and Validation of a Tool for Measuring Online Trust
%S Human factors and ergonomics
%A C. Thomas
%A C. Corritore
%A B. Kracher
%A S. Wiedenbeck
%B HCII03
%D 2003
%V 1
%P 716-720
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.721
%T User Interface Evaluation Methods for Internet Banking Web Sites: A
Review, Evaluation and Case Study
%S Human factors and ergonomics
%A D. Wenham
%A P. Zaphiris
%B HCII03
%D 2003
%V 1
%P 721-725
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.726
%T Analysis of interaction for shape modification during conceptual
design
%S Human factors and ergonomics
%A T. Wiegers
%A R. Dumitrescu
%A J. Vergeest
%A C. Wang
%B HCII03
%D 2003
%V 1
%P 726-732
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.733
%T A Fuzzy Model to Measure Colour Contrast as an aspect of Web
Usability
%S Human factors and ergonomics
%A M. Abulkhair
%A S. North
%B HCII03
%D 2003
%V 1
%P 733-737
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.738
%T Brazil: Corporate Web Sites and Human-Computer Interaction, a Case
Study
%S Human factors and ergonomics
%A L. Agner
%A A. de Moraes
%B HCII03
%D 2003
%V 1
%P 738-742
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.743
%T Usability Evaluation of Architecture Based Web Sites
%S Human factors and ergonomics
%A C. Akoglu
%A O. Ozcan
%B HCII03
%D 2003
%V 1
%P 743-747
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.748
%T MiLE: a reuse-oriented usability evaluation method for the web
%S Human factors and ergonomics
%A D. Bolchini
%A L. Triacca
%A M. Speroni
%B HCII03
%D 2003
%V 1
%P 748-752
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.753
%T Evaluation of Tourism Website Effectiveness: Methodological Issues
and Survey Results
%S Human factors and ergonomics
%A A. Corfu
%A L. Manuel
%A C. Costa
%B HCII03
%D 2003
%V 1
%P 753-757
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.758
%T At the Right Time: when to sort web history and bookmarks
%S Human factors and ergonomics
%A A. Dix
%A J. Marshall
%B HCII03
%D 2003
%V 1
%P 758-762
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.763
%T ANTS: An Automatic Navigability Testing System for Web Sites
%S Human factors and ergonomics
%A M. G. Gallego
%A M. del Puerto Paule Ruiz
%A J. R. P. Perez
%A M. G. Rodriguez
%B HCII03
%D 2003
%V 1
%P 763-767
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.768
%T Presenting Results of a Search Engine for Recorded Lectures in order
to Support Relevance Decisions by the User
%S Human factors and ergonomics
%A W. Huerst
%B HCII03
%D 2003
%V 1
%P 768-772
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.773
%T Characteristics of Web Site Designs: Reality vs. Recommendations
%S Human factors and ergonomics
%A M. Ivory
%B HCII03
%D 2003
%V 1
%P 773-777
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.778
%T The Effects of Expertise in Web Searching
%S Human factors and ergonomics
%A C. Jenkins
%A C. Corritore
%A S. Wiedenbeck
%B HCII03
%D 2003
%V 1
%P 778-782
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.783
%T Web-site quality evaluation,a case study on European cultural
web-sites
%S Human factors and ergonomics
%A S. Z. Karagiorgoudi
%A E. G. Karatzas
%A T. S. Papatheodorou
%B HCII03
%D 2003
%V 1
%P 783-787
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.788
%T Improving web site usability through a clustering approach
%S Human factors and ergonomics
%A M. Koutri
%A S. Daskalaki
%B HCII03
%D 2003
%V 1
%P 788-792
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.793
%T Web Usability: Its Impact on Human Factors and Consumer Search
Behaviour
%S Human factors and ergonomics
%A B. Lydon
%A T. Fennell
%B HCII03
%D 2003
%V 1
%P 793-797
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.798
%T Deconstructing Web Pages
%S Human factors and ergonomics
%A A. Maidou
%A H. Polatoglou
%B HCII03
%D 2003
%V 1
%P 798-802
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.803
%T A Quality Model For Testing the Usability of Web Sites
%S Human factors and ergonomics
%A F. Montero
%A V. Lopez-Jaquero
%A M. L. Perez
%A P. G. Lopez
%B HCII03
%D 2003
%V 1
%P 803-807
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.808
%T Usability Evaluation of a Web-based Authoring Tool for Building
Intelligent Tutoring Systems
%S Human factors and ergonomics
%A M. Moundridou
%A M. Virvou
%B HCII03
%D 2003
%V 1
%P 808-812
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.813
%T WebTracer: Evaluating Web Usability with Browsing History and Eye
Movement
%S Human factors and ergonomics
%A N. Nakamichi
%A M. Sakai
%A J. Hu
%A K. Shima
%A M. Nakamura
%A K. Matsumoto
%B HCII03
%D 2003
%V 1
%P 813-817
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.818
%T IOWA Intuitive-use Oriented Webtool for the creation of Adapted
contents
%S Human factors and ergonomics
%A S. O. Barriales
%A M. del Puerto Paule Ruiz
%A M. G. Rodriguez
%A J. R. P. Perez
%B HCII03
%D 2003
%V 1
%P 818-822
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.823
%T From Web Usability to Web Comfortability: A Paradigm Shift
%S Human factors and ergonomics
%A R. Okada
%A Y. Watanabe
%B HCII03
%D 2003
%V 1
%P 823-827
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.828
%T Tools for Remote Web Usability Evaluation
%S Human factors and ergonomics
%A F. Paterno
%B HCII03
%D 2003
%V 1
%P 828-832
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.833
%T Feijoo.net: An Approach to Adapted Learning Using Learning Styles
%S Human factors and ergonomics
%A M. del Puerto Paule Ruiz
%A J. R. P. Perez
%A M. G. Rodriguez
%A S. O. Barriales
%B HCII03
%D 2003
%V 1
%P 833-837
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.838
%T WebSCORE Expert Screening - a low-budget method for optimizing web
applications
%S Human factors and ergonomics
%A M. Peissner
%A F. Heidmann
%A I. Wagner
%B HCII03
%D 2003
%V 1
%P 838-842
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.843
%T Interactive Design Elements to Improve Information Presentation on
Web Pages
%S Human factors and ergonomics
%A C. Rathke
%A V. Schreiweis
%B HCII03
%D 2003
%V 1
%P 843-847
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.848
%T Usability evaluation of e-commerce sites based on design patterns and
heuristic criteria
%S Human factors and ergonomics
%A M. Sartzetaki
%A Y. Psaromiligkos
%A S. Retalis
%A P. Avgeriou
%B HCII03
%D 2003
%V 1
%P 848-852
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.853
%T A Web Agent for Automatic Extraction of Language Resources from
Hypermedia Environments
%S Human factors and ergonomics
%A K. Sgarbas
%A G. E. Londos
%A N. D. Fakotakis
%A G. K. Kokkinakis
%B HCII03
%D 2003
%V 1
%P 853-857
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.858
%T Supporting Novices in Detecting Web Site Usability Problems: A
Comparison of the Think-Aloud and Questionnaire Methods
%S Human factors and ergonomics
%A M. Skov
%A J. Stage
%B HCII03
%D 2003
%V 1
%P 858-862
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.863
%T Web Browsing Activity Visualization System For Administrator
Assistance using Browsing Information
%S Human factors and ergonomics
%A S. Togawa
%A K. Kanenishi
%A Y. Yano
%B HCII03
%D 2003
%V 1
%P 863-867
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.868
%T Creating sophisticated web sites using well-known interfaces
%S Human factors and ergonomics
%A F. Vitali
%B HCII03
%D 2003
%V 1
%P 868-872
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.873
%T The Effectiveness of the Common Industry Format for Reporting
Usability Testing: A Case Study on an Online Shopping Website
%S Human factors and ergonomics
%A C. Y. Wong
%A M. Maguire
%B HCII03
%D 2003
%V 1
%P 873-877
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.878
%T An Ergonomical Analysis of the Information Architecture of Websites:
Developers vs Users; a Case Study of Brazilian University's Websites
%S Human factors and ergonomics
%A R. Zilse
%A A. de Moraes
%B HCII03
%D 2003
%V 1
%P 878-882
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.883
%T Automatic Web Resource Discovery for Subject Gateways
%S Human factors and ergonomics
%A K. Zygogiannis
%A C. Papatheodorou
%A K. Chandrinos
%A K. Makropoulos
%B HCII03
%D 2003
%V 1
%P 883-890
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.891
%T Social mechanisms for content quality control in web-based learning:
An agent approach
%S Human factors and ergonomics
%A N. Avouris
%A K. Solomos
%B HCII03
%D 2003
%V 1
%P 891-895
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.896
%T Reinventing the Lecture: Webcasting Made Interactive
%S Human factors and ergonomics
%A R. Baecker
%A G. Moore
%A A. Zijdemans
%B HCII03
%D 2003
%V 1
%P 896-900
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.901
%T Development of an Instructional Training Model and Diagnostics in
Support of e-Learning
%S Human factors and ergonomics
%A P. Callahan
%B HCII03
%D 2003
%V 1
%P 901-905
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.906
%T Rapid Development of IMS compliant - E-Learning Content
%S Human factors and ergonomics
%A J. Caumanns
%A H. Elmasgunes
%B HCII03
%D 2003
%V 1
%P 906-910
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.911
%T Context-Based Autonomous Monitoring Module for Web Educational
Environments
%S Human factors and ergonomics
%A T. Despotakis
%A G. Palaigeorgiou
%A P. Siozos
%B HCII03
%D 2003
%V 1
%P 911-915
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.916
%T Shared 3D Internet environments for education: usability,
educational, psychological and cognitive issues
%S Human factors and ergonomics
%A N. Di Blas
%A P. Paolini
%A C. Poggi
%B HCII03
%D 2003
%V 1
%P 916-920
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.921
%T Main Features of a CBIR Prototype supporting Cartoon Production
%S Human factors and ergonomics
%A T. Di Mascio
%A L. Tarantino
%B HCII03
%D 2003
%V 1
%P 921-925
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.926
%T Instructional Use of Engineering Visualization: Interaction-Design in
e-Learning for Civil Engineering
%S Human factors and ergonomics
%A M. Ebner
%A A. Holzinger
%B HCII03
%D 2003
%V 1
%P 926-930
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.931
%T Multimedia in Education: Myths and Realities
%S Human factors and ergonomics
%A A. Evaggelatos
%A M. Constantopoulou
%B HCII03
%D 2003
%V 1
%P 931-935
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.936
%T Innovating Web Based Collaborative Learning by Applying the Case
Method
%S Human factors and ergonomics
%A C. Frank
%A L. Suhl
%B HCII03
%D 2003
%V 1
%P 936-940
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.941
%T A prototype application for helping to teach how to read numbers
%S Human factors and ergonomics
%A D. Freitas
%A H. Ferreira
%A V. Carvalho
%A D. Fernandes
%A F. Pedrosa
%B HCII03
%D 2003
%V 1
%P 941-945
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.946
%T Usability Engineering in Computer Aided Learning Contexts Results
from usability tests and questionnaires
%S Human factors and ergonomics
%A R. Hartwig
%A I. Schon
%A M. Herczeg
%B HCII03
%D 2003
%V 1
%P 946-950
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.951
%T Developing Context- and User Groups Sensitive Learning Scenarios with
XML Configuration
%S Human factors and ergonomics
%A M. Hellenschmidt
%A N. Braun
%B HCII03
%D 2003
%V 1
%P 951-955
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.956
%T Integrating Shared and Personal Spaces to Support Collaborative
Learning
%S Human factors and ergonomics
%A K. Hosoi
%A M. Sugimoto
%B HCII03
%D 2003
%V 1
%P 956-960
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.961
%T Exploring Medium-Tool Relations: Field Trials in Construction of
Hypermedia in Schools
%S Human factors and ergonomics
%A A. Kluge
%B HCII03
%D 2003
%V 1
%P 961-965
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.966
%T Learning to Dance via Multiple Representations
%S Human factors and ergonomics
%A L. Kolleros
%A A. Parkes
%B HCII03
%D 2003
%V 1
%P 966-970
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.971
%T Educational Software Interfaces and Teacher's Use
%S Human factors and ergonomics
%A W. C.-B. Lins
%A A. S. Gomes
%B HCII03
%D 2003
%V 1
%P 971-975
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.976
%T Mindshifts - An adventure journey into the land of learning
%S Human factors and ergonomics
%A C. Merkel
%B HCII03
%D 2003
%V 1
%P 976-980
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.981
%T Designing Appropriate Technology for Group Learning
%S Human factors and ergonomics
%A I. Mulder
%A J. Swaak
%A J. Kessels
%B HCII03
%D 2003
%V 1
%P 981-985
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.986
%T Visual Knowledge Construction Algorithms for Supporting
Learner-Instructor Interaction
%S Human factors and ergonomics
%A S. Nakamura
%A K. Sato
%A Y. Miyadera
%A A. Koyama
%A Z. Cheng
%B HCII03
%D 2003
%V 1
%P 986-990
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.991
%T Bringing History Online: Plimoth Plantation's Online Learning Center
%S Human factors and ergonomics
%A L. Neal
%B HCII03
%D 2003
%V 1
%P 991-995
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.996
%T User-Centered Design of Workflows in E-Learning
%S Human factors and ergonomics
%A G. Neto
%A A. S. Gomes
%B HCII03
%D 2003
%V 1
%P 996-1000
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1001
%T A case-study application of tour & time travel metaphors to structure
an e-learning software
%S Human factors and ergonomics
%A W. L. Ng
%A K. Y. Lim
%B HCII03
%D 2003
%V 1
%P 1001-1005
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1006
%T Making the Network Visible to the User in Virtual Environments and
Online Games
%S Human factors and ergonomics
%A M. Oliveira
%A M. Slater
%A J. Crowcroft
%B HCII03
%D 2003
%V 1
%P 1006-1010
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1011
%T Dream3D: Design and Implementation of an Online 3D Game Engine
%S Human factors and ergonomics
%A T.-J. Park
%A S. H. Pyo
%A C. W. Chu
%A S. W. Ryu
%A D. Kim
%A K. H. Shim
%A B. T. Choi
%B HCII03
%D 2003
%V 1
%P 1011-1015
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1016
%T Added-Value Functionality for Learning Management Systems: the
selection process within a German insurance company
%S Human factors and ergonomics
%A N. Reckmann
%A P. Swatman
%B HCII03
%D 2003
%V 1
%P 1016-1020
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1021
%T Effects of WWW Cooperative Learning on Children Education
%S Human factors and ergonomics
%A T. Roselli
%A E. Faggiano
%A A. Grasso
%A P. Plantamura
%B HCII03
%D 2003
%V 1
%P 1021-1025
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1026
%T DSTool: A Reflection-based debugger for data structures comprehension
in Computing Science Learning
%S Human factors and ergonomics
%A S. S. Villanueva
%A J. R. P. Perez
%A S. O. Barriales
%A M. G. Rodriguez
%B HCII03
%D 2003
%V 1
%P 1026-1030
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1031
%T Artificial Ant Colonies and E-Learning: An Optimisation of
Pedagogical Paths
%S Human factors and ergonomics
%A Y. Semet
%A Y. Jamont
%A R. Biojout
%A E. Lutton
%A P. Collet
%B HCII03
%D 2003
%V 1
%P 1031-1035
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1036
%T The electronic bulletin board system "IS-Board" which supports the
information education
%S Human factors and ergonomics
%A Y. Shinozawa
%A T. Uetake
%A S. Takao
%B HCII03
%D 2003
%V 1
%P 1036-1040
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1041
%T MARILYN: A Novel Platform For Intelligent Interactive TV (IITV)
%S Human factors and ergonomics
%A M. Soha
%B HCII03
%D 2003
%V 1
%P 1041-1045
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1046
%T Speech Interaction for Networked Video Games
%S Human factors and ergonomics
%A E. Spyridou
%A I. Palmer
%A E. Williams
%B HCII03
%D 2003
%V 1
%P 1046-1050
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1051
%T Is every kid having fun? A gender crossover approach to interactive
toy design
%S Human factors and ergonomics
%A M. Stienstra
%A J. Hoonhout
%B HCII03
%D 2003
%V 1
%P 1051-1055
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1056
%T Investigating the Role of User Cognitive Style in an Adaptive
Educational System
%S Human factors and ergonomics
%A E. Triantafillou
%A A. Karoulis
%A A. Pombortsis
%B HCII03
%D 2003
%V 1
%P 1056-1060
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1061
%T A system for e-learning via annotated audio/video clips and
asynchronous collaboration
%S Human factors and ergonomics
%A N. Tsoutsias
%A S. Retalis
%B HCII03
%D 2003
%V 1
%P 1061-1065
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1066
%T Lecture Enhancement by Community Portal
%S Human factors and ergonomics
%A H. Tsuji
%B HCII03
%D 2003
%V 1
%P 1066-1070
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1071
%T SpyCam and RoboCam: An Application of the Future Technology Workshop
Method to the Design of New Technology for Children
%S Human factors and ergonomics
%A G. Vavoula
%A M. Sharples
%A J. Cross
%A C. Baber
%B HCII03
%D 2003
%V 1
%P 1071-1075
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1076
%T Enriching the Pedagogical Value of an Asynchronous HCI Course: Adding
Value Through Synchronous Collaborative Knowledge Building
%S Human factors and ergonomics
%A R. Vick
%A B. Auernheimer
%A M. Crosby
%A M. Iding
%B HCII03
%D 2003
%V 1
%P 1076-1080
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1081
%T Learning to Learn: HCI-Methods for personalised eLearning
%S Human factors and ergonomics
%A C. Voigt
%A P. Swatman
%B HCII03
%D 2003
%V 1
%P 1081-1085
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1086
%T Saccadic Processes in Listening-Comprehension Processing as Cognitive
Interactions between Listeners and Texts in a Computer-Based Learning
Environment
%S Human factors and ergonomics
%A S. Wakabayashi
%A K. Kurahasi
%B HCII03
%D 2003
%V 1
%P 1086-1090
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1091
%T Designing A Tool for Taking Class Notes
%S Human factors and ergonomics
%A N. Ward
%A H. Tatsukawa
%B HCII03
%D 2003
%V 1
%P 1091-1095
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1096
%T Satisfaction and Learnability in Edutainment: A usability study of
the knowledge game Laser Challenge' at the Nobel e-museum
%S Human factors and ergonomics
%A C. Wiberg
%A K. Jegers
%B HCII03
%D 2003
%V 1
%P 1096-1102
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1103
%T Improving Interaction in an Augmented Reality System using Multiple
Cameras
%S Human factors and ergonomics
%A I. D. Baetge
%A G. Baratoff
%A H. Regenbrecht
%B HCII03
%D 2003
%V 1
%P 1103-1107
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1108
%T Non-Zero-Sum Gaze in Immersive Virtual Environments
%S Human factors and ergonomics
%A A. Beall
%A J. Bailenson
%A J. Loomis
%A J. Blascovich
%A C. S. Rex
%B HCII03
%D 2003
%V 1
%P 1108-1112
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1113
%T Augmented Reality on Handheld Computers to Flight Displays
%S Human factors and ergonomics
%A R. Behringer
%A J. Molineros
%A V. Sundareswaran
%A M. Vassiliou
%B HCII03
%D 2003
%V 1
%P 1113-1117
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1118
%T Interacting with Hierarchical Information Structures in Immersive
Environments
%S Human factors and ergonomics
%A R. Blach
%A H. Hoffmann
%A O. Stefani
%A M. Dangelmaier
%B HCII03
%D 2003
%V 1
%P 1118-1122
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1123
%T Virtual Reality - Ergonomic Solutions for Overcoming the Complexity
Trap
%S Human factors and ergonomics
%A A. Bullinger
%A M. F. Kuntze
%A F. Mueller-Spahn
%A A. Amditis
%A R. Mager
%B HCII03
%D 2003
%V 1
%P 1123-1127
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1128
%T Crossing from Physical Workplace to Virtual Workspace: be AWARE!
%S Human factors and ergonomics
%A N. Christiansen
%A K. Maglaughlin
%B HCII03
%D 2003
%V 1
%P 1128-1132
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1133
%T Automatic Behavioral Responses as a Measure of Immersion in Virtual
Environments
%S Human factors and ergonomics
%A J. Cohn
%A C. Balaban
%A E. Muth
%A K. Brendley
%A R. Stripling
%B HCII03
%D 2003
%V 1
%P 1133-1137
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1138
%T Interaction with Human Models in Virtual Environments
%S Human factors and ergonomics
%A M. Dangelmaier
%A O. Stefani
%A A. Amditis
%B HCII03
%D 2003
%V 1
%P 1138-1142
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1143
%T Developing a mixed reality co-visiting experience for local and
remote museum companions
%S Human factors and ergonomics
%A A. Galani
%A M. Chalmers
%A B. Brown
%A I. MacColl
%A C. Randell
%A A. Steed
%B HCII03
%D 2003
%V 1
%P 1143-1147
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1148
%T Development of a Mixed-Mock-Up-Simulator for Work Science Related
Studies
%S Human factors and ergonomics
%A L. Hagenmeyer
%A M. Braun
%A D. Spath
%B HCII03
%D 2003
%V 1
%P 1148-1152
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1153
%T Collaborative City-Planning System based on Augmented Reality
%S Human factors and ergonomics
%A H. Kato
%A K. Tachibana
%A T. Nakajima
%A Y. Fukuda
%A M. Tanabe
%A A. Cheok
%B HCII03
%D 2003
%V 1
%P 1153-1157
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1158
%T No Silver Bullet but Basic Rules User Interface Design for Virtual
Environments
%S Human factors and ergonomics
%A C. Knopfle
%B HCII03
%D 2003
%V 1
%P 1158-1162
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1163
%T Comparison of Hand- and Wand Related Navigation in Virtual
Environments
%S Human factors and ergonomics
%A M. Laakso
%B HCII03
%D 2003
%V 1
%P 1163-1167
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1168
%T Phobia Treatment Using a Virtual Reality System
%S Human factors and ergonomics
%A M. Leitao
%A V. Cunha
%B HCII03
%D 2003
%V 1
%P 1168-1172
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1173
%T Being Confident - Development of a TV-based Tele-Assistance System
%S Human factors and ergonomics
%A J. Machate
%A I. Karaseitanidis
%A M. F. Gabrera
%B HCII03
%D 2003
%V 1
%P 1173-1177
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1178
%T Cognitive Ergonomics in the Development of Virtual Reality: A
Neurophysiological approach
%S Human factors and ergonomics
%A R. Mager
%A R. Stoermer
%A M. F. Kuntze
%A F. Mueller-Spahn
%A A. Amditis
%A E. Bekiaris
%A A. Bullinger
%B HCII03
%D 2003
%V 1
%P 1178-1182
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1183
%T A User Interface for Virtual Maintainability in Immersive
Environments
%S Human factors and ergonomics
%A L. Marcelino
%A N. Murray
%A T. Fernando
%B HCII03
%D 2003
%V 1
%P 1183-1187
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1188
%T Interactivity, Control of Movement and Realism: Establishing the
Factors Influencing Virtual Reality Training
%S Human factors and ergonomics
%A E. Marshall
%A S. Nichols
%A J. Wilson
%B HCII03
%D 2003
%V 1
%P 1188-1192
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1193
%T Developing 3D UIs using the IDEAS Tool: A case of study
%S Human factors and ergonomics
%A J. P. M. Masso
%A P. G. Lopez
%A M. L. Perez
%B HCII03
%D 2003
%V 1
%P 1193-1197
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1198
%T Visual Tracking for a Virtual Environment
%S Human factors and ergonomics
%A N. Murray
%A J. Y. Goulermas
%A T. Fernando
%B HCII03
%D 2003
%V 1
%P 1198-1202
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1203
%T Mixed Systems: Combining Physical and Digital Worlds
%S Human factors and ergonomics
%A L. Nigay
%A E. Dubois
%A P. Renevier
%A L. Pasqualetti
%A J. Troccaz
%B HCII03
%D 2003
%V 1
%P 1203-1207
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1208
%T Virtual Assembly Based on Stereo Vision and Haptic Force Feedback
Virtual Reality
%S Human factors and ergonomics
%A G. Nikolakis
%A G. Fergadis
%A D. Tzovaras
%B HCII03
%D 2003
%V 1
%P 1208-1212
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1213
%T Virtual Environment Design for Gene Selection Using Gene Expression
Data
%S Human factors and ergonomics
%A K. Nishimura
%A S. Ishikawa
%A K. Abe
%A S. Tsutsumi
%A H. Aburatani
%A K. Hirota
%A M. Hirose
%B HCII03
%D 2003
%V 1
%P 1213-1217
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1218
%T RTSA - Reaction Time Sensitivity Analysis: A Methodology to Design an
Augmented Reality User Interface for a Head Based Virtual Retinal
Display
%S Human factors and ergonomics
%A O. Oehme
%A B. Sommer
%A H. Luczak
%B HCII03
%D 2003
%V 1
%P 1218-1222
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1223
%T ThumbsUp: Integrated Command and Pointer Interactions for Mobile
Outdoor Augmented Reality Systems
%S Human factors and ergonomics
%A W. Piekarski
%A B. H. Thomas
%B HCII03
%D 2003
%V 1
%P 1223-1227
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1228
%T When a house controls its master - Universal design for smart living
environments
%S Human factors and ergonomics
%A B. Ringbauer
%A F. Heidmann
%A J. Biesterfeldt
%B HCII03
%D 2003
%V 1
%P 1228-1232
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1233
%T Immersive HMD-Delivered 360 Degree Panoramic Video Environments:
Research on Creating Useful and Usable Applications
%S Human factors and ergonomics
%A A. Rizzo
%A K. Ghahremani
%A L. Pryor
%A S. Gardner
%B HCII03
%D 2003
%V 1
%P 1233-1237
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1238
%T Multimodal Interaction Techniques for Astronaut Training in Virtual
Environments
%S Human factors and ergonomics
%A J. Ronkko
%A R. Launonen
%A S. Laukkanen
%A E. Gaia
%B HCII03
%D 2003
%V 1
%P 1238-1242
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1243
%T The improvement of the perception of space and depth by the help of
virtual reality (programmed by VRML and HTML)
%S Human factors and ergonomics
%A C. S. Lanyi
%A A. Tilinger
%A Z. Kosztyan
%A Z. Lanyi
%B HCII03
%D 2003
%V 1
%P 1243-1247
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1248
%T Developing Virtual Environments Using Speech as an Input Device
%S Human factors and ergonomics
%A A. Stedmon
%B HCII03
%D 2003
%V 1
%P 1248-1252
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1253
%T Methodologies and Evidence in Support of a Human-Centred Approach to
Virtual Environment Systems Design
%S Human factors and ergonomics
%A R. Stone
%B HCII03
%D 2003
%V 1
%P 1253-1257
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1258
%T Contribution to task representation in Model-Based user interface
Design: application to new people-organization interactions
%S Human factors and ergonomics
%A D. Tabary
%A M. Abed
%A C. Kolski
%B HCII03
%D 2003
%V 1
%P 1258-1262
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1263
%T User-Centred Evaluation Criteria for a Mixed Reality Authoring
Application
%S Human factors and ergonomics
%A M. Traskback
%A T. Koskinen
%A M. Nieminen
%B HCII03
%D 2003
%V 1
%P 1263-1267
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1268
%T Continuity as a Usability Property
%S Human factors and ergonomics
%A D. Trevisan
%A J. Vanderdonckt
%A B. Macq
%B HCII03
%D 2003
%V 1
%P 1268-1272
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1273
%T Model-Based Approach and Augmented Reality Systems
%S Human factors and ergonomics
%A D. Trevisan
%A J. Vanderdonckt
%A B. Macq
%B HCII03
%D 2003
%V 1
%P 1273-1277
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1278
%T Flexible Force Grid Field for Three Dimensional Modeling
%S Human factors and ergonomics
%A D. Tsubouchi
%A T. Ogi
%A T. Yamada
%A H. Noguchi
%B HCII03
%D 2003
%V 1
%P 1278-1282
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1283
%T Anticipation in a VR-based Anthropomorphic Construction Assistant
%S Human factors and ergonomics
%A I. Voss
%A I. Wachsmuth
%B HCII03
%D 2003
%V 1
%P 1283-1287
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1288
%T SR:DistoPointer using a tracked laser-range-meter as an
augmented-reality ray-pick interaction device
%S Human factors and ergonomics
%A M. Wagner
%B HCII03
%D 2003
%V 1
%P 1288-1292
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1293
%T Embedding Public Displays in Non-technical Artifacts: Critical Issues
and Lessons Learned From Augmenting a Traditional Office Door Whiteboard
With Ubiquitous Computing Technology
%S Human factors and ergonomics
%A M. Wiberg
%B HCII03
%D 2003
%V 1
%P 1293-1297
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1298
%T Integration of 3D Sound Feedback into Virtual Assembly Environment
%S Human factors and ergonomics
%A Y. Zhang
%A N. Murray
%A T. Fernando
%B HCII03
%D 2003
%V 1
%P 1298-1302
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.1.1303
%T A Bayesian Framework for Real-Time 3D Hand Tracking in High Clutter
Background
%S Human factors and ergonomics
%A H. Zhou
%A T. Huang
%B HCII03
%D 2003
%V 1
%P 1303-1308
%* (c) Copyright 2003 Lawrence Erlbaum Associates

fpack:!@#$%^&*(): HCII03-2.B
%M C.HCII.03.2.3
%T MobiGuiding, an European Multimodal and Multilingual System for
Ubiquitous Access to Leisure and Cultural Contents
%S Human factors and ergonomics
%A C. Aliprandi
%A M. Athenour
%A S. C. Martinez
%A N. Patsis
%B HCII03
%D 2003
%V 2
%P 3-7
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.8
%T Advanced User Interface for the SAFEGUARD professional driver seat
%S Human factors and ergonomics
%A A. Amditis
%A I. Karaseitanidis
%A O. Stefani
%A S. Sartor
%B HCII03
%D 2003
%V 2
%P 8-12
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.13
%T Key Issues in Automotive HMI for Elderly and Disabled Drivers - The
CONSENSUS Approach
%S Human factors and ergonomics
%A G. Baten
%A M. Panou
%B HCII03
%D 2003
%V 2
%P 13-17
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.18
%T Developing In-Car PDA-Based Tour Guides
%S Human factors and ergonomics
%A F. Bellotti
%A R. Berta
%A M. Margarone
%A A. De Gloria
%B HCII03
%D 2003
%V 2
%P 18-22
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.23
%T Providing Traffic and Route Guidance Information to Tourists
%S Human factors and ergonomics
%A S. Breker
%A K. Brookhuis
%A P. Rama
%B HCII03
%D 2003
%V 2
%P 23-27
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.28
%T Delivery of Services on Any Device From Java Code to User Interface
%S Human factors and ergonomics
%A D. Carboni
%A A. Piras
%A S. Sanna
%A G. Paddeu
%A S. Giroux
%B HCII03
%D 2003
%V 2
%P 28-32
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.33
%T Function analysis and control panel design of in-car computer systems
(E-Car)
%S Human factors and ergonomics
%A J.-K. Chiu
%A S.-L. Hwang
%B HCII03
%D 2003
%V 2
%P 33-37
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.38
%T Architecture for a full-dynamical Interaction in Pervasive Computing
%S Human factors and ergonomics
%A M. Courant
%A S. Maffioletti
%A B. Hirsbrunner
%A S. Le Peutrec
%B HCII03
%D 2003
%V 2
%P 38-42
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.43
%T Effective Warning of a Drowsy Driver - the AWAKE Experience
%S Human factors and ergonomics
%A M. Dangelmaier
%A D. Spath
%A E. Bekiaris
%A C. Marberger
%B HCII03
%D 2003
%V 2
%P 43-47
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.48
%T Pen-based Ubiquitous Computing System for visually Impaired Person
%S Human factors and ergonomics
%A N. Ezaki
%A K. Kiyota
%A H. Takizawa
%A S. Yamamoto
%B HCII03
%D 2003
%V 2
%P 48-52
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.53
%T Design Principles For A Collaborative Hypervideo User Interface
Concept In Mobile Environments
%S Human factors and ergonomics
%A M. Finke
%A M. Grimm
%A M.-R. Tazari
%B HCII03
%D 2003
%V 2
%P 53-57
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.58
%T Developing a Ubiquitous reception-hall using the User-Centred design
Usability Engineering Process Model
%S Human factors and ergonomics
%A T. Granollers
%A J. Lores
%A J. Sola
%A X. Rubio
%B HCII03
%D 2003
%V 2
%P 58-62
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.63
%T User Interface Techniques for Mobile Agents
%S Human factors and ergonomics
%A M. Grimm
%A M.-R. Tazari
%A M. Finke
%B HCII03
%D 2003
%V 2
%P 63-67
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.68
%T Ambient Interfaces: Design Challenges and Recommendations
%S Human factors and ergonomics
%A T. Gross
%B HCII03
%D 2003
%V 2
%P 68-72
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.73
%T Interacting with Mobile Intelligence
%S Human factors and ergonomics
%A L. Hall
%A A. Gordon
%A R. James
%A L. Newall
%B HCII03
%D 2003
%V 2
%P 73-77
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.78
%T Embedded versus portable interfaces for personalizing shared
ubiquitous devices
%S Human factors and ergonomics
%A D. Hilbert
%A J. Trevor
%B HCII03
%D 2003
%V 2
%P 78-82
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.83
%T Supporting ubiquitous information on very small devices is harder
than you think
%S Human factors and ergonomics
%A D. Hilbert
%A J. Trevor
%A B. Schilit
%B HCII03
%D 2003
%V 2
%P 83-87
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.88
%T COMUNICAR: Subjective Mental Effort when driving with an Information
Management System
%S Human factors and ergonomics
%A M. Hoedemaeker
%A R. Schindhelm
%A C. Gelau
%A F. Bellotti
%A A. Amditis
%A R. Montanari
%A S. Mattes
%B HCII03
%D 2003
%V 2
%P 88-92
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.93
%T Destination entry while driving: The benefit of constrained options
to act in multitask situations exemplified by two route guidance systems
%S Human factors and ergonomics
%A G. Jahn
%A A. Keinath
%A J. Krems
%A C. Gelau
%B HCII03
%D 2003
%V 2
%P 93-97
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.98
%T Interface or Interspace? Mediated Communication for Nomadic Knowledge
Workers
%S Human factors and ergonomics
%A S. Kammas
%A S. Foley
%A D. Rosenberg
%B HCII03
%D 2003
%V 2
%P 98-102
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.103
%T Telemurals: catalytic connections for remote public spaces
%S Human factors and ergonomics
%A K. Karahalios
%A J. Donath
%B HCII03
%D 2003
%V 2
%P 103-107
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.108
%T Visual Interfaces for Mobile Handhelds
%S Human factors and ergonomics
%A B. Karstens
%A R. Rosenbaum
%A H. Schumann
%B HCII03
%D 2003
%V 2
%P 108-112
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.113
%T Collaborative Visual Jockey using Mobile Phones
%S Human factors and ergonomics
%A H. Katayose
%A T. Miyamichi
%A N. Mitsuda
%B HCII03
%D 2003
%V 2
%P 113-117
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.118
%T A Circular Fashion Menu System Based on Human Motor Control Knowledge
for the Pen-based Computer
%S Human factors and ergonomics
%A K. Kiyota
%A N. Ezaki
%A H. Takizawa
%A S. Yamamoto
%B HCII03
%D 2003
%V 2
%P 118-122
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.123
%T Evaluating the Usability of Mobile Systems: Exploring Different
Laboratory Approaches
%S Human factors and ergonomics
%A J. Kjeldskov
%A M. Skov
%B HCII03
%D 2003
%V 2
%P 123-127
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.128
%T Towards a model for an Internet content pre-caching agent for small
computing devices
%S Human factors and ergonomics
%A A. Komninos
%A M. Dunlop
%B HCII03
%D 2003
%V 2
%P 128-132
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.133
%T Adaptive Smart Home System
%S Human factors and ergonomics
%A V. Lauruska
%A P. Serafinavicius
%B HCII03
%D 2003
%V 2
%P 133-137
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.138
%T Effects of Chinese Character Font and Size on Visual Performance
between Different Age Groups
%S Human factors and ergonomics
%A T.-Z. Lee
%A J.-Z. Huang
%B HCII03
%D 2003
%V 2
%P 138-142
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.143
%T Pitfalls in International User Testing, and How to Avoid (some of)
Them - A Case Study
%S Human factors and ergonomics
%A M. Lif
%B HCII03
%D 2003
%V 2
%P 143-147
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.148
%T Browsing and Visualisation of Recorded Collaborative Meetings on
Small Devices
%S Human factors and ergonomics
%A S. Luz
%A M. Masoodian
%A G. Weng
%B HCII03
%D 2003
%V 2
%P 148-152
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.153
%T User-Interface Design and Culture
%S Human factors and ergonomics
%A A. Marcus
%A V.-J. Baumgartner
%A E. Chen
%B HCII03
%D 2003
%V 2
%P 153-157
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.158
%T Vehicle UI and Information-Visualization Design
%S Human factors and ergonomics
%A A. Marcus
%B HCII03
%D 2003
%V 2
%P 158-162
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.163
%T User Requirements and Customer Benefit Analysis in the Design of a
Novel Driver Support System for Night Vision
%S Human factors and ergonomics
%A M. Mariani
%A S. Palmieri
%A L. Andreone
%A F. Tango
%B HCII03
%D 2003
%V 2
%P 163-167
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.168
%T ARK: Augmented Reality Kiosk
%S Human factors and ergonomics
%A N. Matos
%A P. Pereira
%A A. Marcos
%B HCII03
%D 2003
%V 2
%P 168-172
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.173
%T End-user programming tools in ubiquitous computing applications
%S Human factors and ergonomics
%A I. Mavrommati
%A A. Kameas
%B HCII03
%D 2003
%V 2
%P 173-177
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.178
%T Visibility and accessibility of a component-based approach for
Ubiquitous Computing applications: the e-Gadgets case
%S Human factors and ergonomics
%A I. Mavrommati
%A A. Kameas
%A P. Markopoulos
%B HCII03
%D 2003
%V 2
%P 178-182
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.183
%T Vehicle navigation systems: case studies from VDO Dayton
%S Human factors and ergonomics
%A I. Mavrommati
%B HCII03
%D 2003
%V 2
%P 183-187
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.188
%T Off Board Networking of Car Navigation Systems & Services
%S Human factors and ergonomics
%A F. McKimm
%B HCII03
%D 2003
%V 2
%P 188-192
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.193
%T GUI for graphical data retrieval by means of semantic filtering
%S Human factors and ergonomics
%A Z. Mikovec
%A M. Klima
%A R. Foldyna
%B HCII03
%D 2003
%V 2
%P 193-197
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.198
%T A Framework for Transferring Desktop Images and Remote Operations in
Multiple Computer Environments
%S Human factors and ergonomics
%A M. Miura
%A B. Shizuki
%A J. Tanaka
%B HCII03
%D 2003
%V 2
%P 198-202
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.203
%T The Effects of Display Orientation and Target Position on Target
Pointing Tasks on a PDA
%S Human factors and ergonomics
%A M. Ogasawara
%A S. Mizobuchi
%A X. Ren
%B HCII03
%D 2003
%V 2
%P 203-207
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.208
%T An Evaluation of Text Entry Methods in a Standing Posture for
Application to an Immersive Virtual Environment
%S Human factors and ergonomics
%A N. Osawa
%A X. Ren
%A M. Suzuki
%B HCII03
%D 2003
%V 2
%P 208-212
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.213
%T A Simple Learning Procedure for Gesture Based Control of Robot Arm
Movement
%S Human factors and ergonomics
%A P. Pandiyan
%A G. Sainarayanan
%A R. Nagarajan
%A S. Yaacob
%B HCII03
%D 2003
%V 2
%P 213-217
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.218
%T Novice Drivers Training in ADAS HMI The TRAINER Results
%S Human factors and ergonomics
%A M. Panou
%A E. Bekiaris
%A J. F. Dolls
%A C. Knoll
%A T. Falkmer
%B HCII03
%D 2003
%V 2
%P 218-222
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.223
%T Wireless Input Devices and Their Communication Module for Wearable
Computers
%S Human factors and ergonomics
%A K. H. Park
%A J. W. Jeon
%B HCII03
%D 2003
%V 2
%P 223-227
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.228
%T Development of Ergonomic Mock-Ups for Usability Testing of In-Vehicle
Communicating Systems
%S Human factors and ergonomics
%A A. Pauzie
%B HCII03
%D 2003
%V 2
%P 228-232
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.233
%T Travel Planning on the Web: A Cross-Cultural Case Study of Where
Differences Become Evident Within the Design Process
%S Human factors and ergonomics
%A S. Pedell
%A H. Degen
%A K.-L. Lubin
%A J. Zheng
%B HCII03
%D 2003
%V 2
%P 233-237
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.238
%T Warning Strategies Adaptation in a collision avoidance/vision
enhancement system
%S Human factors and ergonomics
%A A. Polychronopoulos
%A D. Kempf
%A M. Martinetto
%A A. Amditis
%A H. Widlroither
%A P. C. Cacciabue
%A L. Andreone
%B HCII03
%D 2003
%V 2
%P 238-242
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.243
%T A Study of Navigation Support Tools for Mobile Devices
%S Human factors and ergonomics
%A P.-L. P. Rau
%A Y.-J. Wang
%B HCII03
%D 2003
%V 2
%P 243-247
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.248
%T Short Span Interaction in Mobile Phone Answering Situations
%S Human factors and ergonomics
%A L. Repokari
%B HCII03
%D 2003
%V 2
%P 248-252
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.253
%T Cross Cultural Usability: An International Study on Driver
Information Systems
%S Human factors and ergonomics
%A P. Roessger
%A J. Hofmeister
%B HCII03
%D 2003
%V 2
%P 253-257
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.258
%T Designing a Speech Operated Calendar Application for Mobile Users
%S Human factors and ergonomics
%A S. Ronkainen
%A J. Kela
%A J. Marila
%B HCII03
%D 2003
%V 2
%P 258-262
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.263
%T Basics of Intercultural Engineering: Analysis of User Requirements in
Mainland China
%S Human factors and ergonomics
%A K. Rose
%B HCII03
%D 2003
%V 2
%P 263-267
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.268
%T Web-based applications using pen-based interfaces and network-based
on-line handwriting recognition
%S Human factors and ergonomics
%A T. Sakurada
%A M. Yorifuji
%A M. Onuma
%A M. Nakagawa
%B HCII03
%D 2003
%V 2
%P 268-272
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.273
%T Information Hiding with a Handwritten Message on PDA
%S Human factors and ergonomics
%A N. Segawa
%A Y. Murayama
%A M. Miyazaki
%B HCII03
%D 2003
%V 2
%P 273-277
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.278
%T An Intuitive Information Space Navigation Method based on the Window
Metaphor
%S Human factors and ergonomics
%A Y. Shibuya
%A T. Narita
%A T. Yoshida
%A I. Kuramoto
%A Y. Tsujino
%B HCII03
%D 2003
%V 2
%P 278-282
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.283
%T Optical Stain: Amplifying vestiges of a real environment by light
projection
%S Human factors and ergonomics
%A Y. Shirai
%A T. Owada
%A K. Kamei
%A K. Kuwabara
%B HCII03
%D 2003
%V 2
%P 283-287
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.288
%T Evaluation of a Text Entry Method for Mobile Devices
%S Human factors and ergonomics
%A P. Tarasewich
%B HCII03
%D 2003
%V 2
%P 288-292
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.293
%T Modelling User Context
%S Human factors and ergonomics
%A M.-R. Tazari
%A M. Grimm
%A M. Finke
%B HCII03
%D 2003
%V 2
%P 293-297
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.298
%T Mobile contexts of use: Socio-spatial attributes
%S Human factors and ergonomics
%A K. Toiskallio
%A S. Tamminen
%B HCII03
%D 2003
%V 2
%P 298-302
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.303
%T Blind-handwriting Interface for Wearable Computing
%S Human factors and ergonomics
%A J. Tokuno
%A N. Akira
%A M. Nakai
%A H. Shimodaira
%A S. Sagayama
%B HCII03
%D 2003
%V 2
%P 303-307
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.308
%T A Run-time System for Context-Aware Multi-Device User Interfaces
%S Human factors and ergonomics
%A J. Van den Bergh
%A K. Luyten
%A K. Coninx
%B HCII03
%D 2003
%V 2
%P 308-312
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.313
%T Location-Transparent User Interaction for Heterogenous Environments
%S Human factors and ergonomics
%A C. Vandervelpen
%A K. Luyten
%A K. Coninx
%B HCII03
%D 2003
%V 2
%P 313-317
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.318
%T An Event-Based Communication Mechanism to Realize a Mobile
Collaborative AR Environment
%S Human factors and ergonomics
%A R. Wichert
%A M. Finke
%A M. Hamadou
%B HCII03
%D 2003
%V 2
%P 318-322
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.323
%T On designing automotive HMIs for elderly drivers: the AGILE
initiative
%S Human factors and ergonomics
%A H. Widlroither
%A L. Hagenmeyer
%A S. Breker
%A M. Panou
%B HCII03
%D 2003
%V 2
%P 323-327
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.328
%T A Human-Computer-Interface Concept for Mobile Devices to support
Service & Maintenance Staff in Industrial Domains
%S Human factors and ergonomics
%A C. Wittenberg
%A B. Otto
%B HCII03
%D 2003
%V 2
%P 328-332
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.333
%T What Tasks are Suitable for Handheld Devices?
%S Human factors and ergonomics
%A S. Xu
%A X. Fang
%A S. Chan
%A J. Brzezinski
%B HCII03
%D 2003
%V 2
%P 333-337
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.338
%T SAMIR: A Jack of all Trades Clerk
%S Human factors and ergonomics
%A F. Zambetta
%A G. Catucci
%A F. Abbattista
%A G. Semeraro
%B HCII03
%D 2003
%V 2
%P 338-344
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.345
%T Using context information to generate dynamic user interfaces
%S Human factors and ergonomics
%A X. Alaman
%A R. Cabello
%A F. Gomez-Arriba
%A P. Haya
%A A. Martinez
%A J. Martinez
%A G. Montoro
%B HCII03
%D 2003
%V 2
%P 345-349
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.350
%T Web site adaptation: a model-based approach
%S Human factors and ergonomics
%A N. Avouris
%A M. Koutri
%A S. Daskalaki
%B HCII03
%D 2003
%V 2
%P 350-354
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.355
%T User Modelling Based on Topic Maps
%S Human factors and ergonomics
%A W. Beinhauer
%A F. Koller
%B HCII03
%D 2003
%V 2
%P 355-359
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.360
%T Practice of Gathering Requirements with Focus Group in China
%S Human factors and ergonomics
%A B. Chen
%A W. Yang
%B HCII03
%D 2003
%V 2
%P 360-364
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.365
%T Use-centered interface design for an adaptable administration system
for chemical process design
%S Human factors and ergonomics
%A C. Foltz
%A B. Westfechtel
%A L. Schmidt
%A H. Luczak
%B HCII03
%D 2003
%V 2
%P 365-369
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.370
%T A Toolkit for Exploring Affective Interface Adaptation in Videogames
%S Human factors and ergonomics
%A K. M. Gilleade
%A J. Allanson
%B HCII03
%D 2003
%V 2
%P 370-374
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.375
%T Envisioning Systems Using a Photo-Essay Technique and a
Scenario-Based Inquiry
%S Human factors and ergonomics
%A K. Go
%A Y. Takamoto
%A J. M. Carrol
%A A. Imamiya
%A H. Masuda
%B HCII03
%D 2003
%V 2
%P 375-379
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.380
%T User Learning Modeling in Learnware Design - Case Study with Dynamic
Geometry Software
%S Human factors and ergonomics
%A A. S. Gomes
%A A. E. de Melo Queiroz
%A F. de Assis Tenorio de Carvalho
%A F. Alves
%B HCII03
%D 2003
%V 2
%P 380-384
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.385
%T Incorporating Adaptivity in User Interface for Computerized
Educational Systems
%S Human factors and ergonomics
%A A. Granic
%A V. Glavinic
%B HCII03
%D 2003
%V 2
%P 385-389
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.390
%T Model of Intention Inference Using Bayesian Network
%S Human factors and ergonomics
%A N. Hatakeyama
%A K. Furuta
%A K. Nakata
%B HCII03
%D 2003
%V 2
%P 390-394
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.395
%T User Centred Design Utilizing Sensory Analysis
%S Human factors and ergonomics
%A N. Hosono
%A H. Inoue
%A Y. Tomita
%A Y. Yamamoto
%B HCII03
%D 2003
%V 2
%P 395-399
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.400
%T Adaptive Fuzzy Inference Neural Network
%S Human factors and ergonomics
%A H. Iyatomi
%A M. Hagiwara
%B HCII03
%D 2003
%V 2
%P 400-404
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.405
%T Adaptive Help for e-mail Users
%S Human factors and ergonomics
%A K. Kabassi
%A M. Virvou
%B HCII03
%D 2003
%V 2
%P 405-409
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.410
%T A Kansei-based Color Conspicuity Model and Its Application to the
Design of Road Signs
%S Human factors and ergonomics
%A K. Kamei
%A E. Cooper
%A N. Fujiiwara
%B HCII03
%D 2003
%V 2
%P 410-414
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.415
%T A design and evaluation of the user authentication system by using
characteristics of mouse movements on a soft keyboard
%S Human factors and ergonomics
%A K. Kotani
%A K. Horii
%B HCII03
%D 2003
%V 2
%P 415-419
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.420
%T Field Methods Applied to the Development of e-Learning System
%S Human factors and ergonomics
%A M. Kurosu
%B HCII03
%D 2003
%V 2
%P 420-424
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.425
%T A Framework for Dynamic Adaptation in Information Systems
%S Human factors and ergonomics
%A T. Mandl
%A M. Schudnagis
%A C. Womser-Hacker
%B HCII03
%D 2003
%V 2
%P 425-429
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.430
%T Constructing the user
%S Human factors and ergonomics
%A L. Nielsen
%B HCII03
%D 2003
%V 2
%P 430-434
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.435
%T UISB - The User Interface Specification Browser
%S Human factors and ergonomics
%A M. Nieminen
%A T. Koskinen
%A M. Johnson
%B HCII03
%D 2003
%V 2
%P 435-439
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.440
%T Development of Radiological Emergency Assistance System "MEASURES" -
Situation Awareness Support Tool for Nuclear Emergency Response
Activities -
%S Human factors and ergonomics
%A S. Nukatsuka
%A O. Watanabe
%B HCII03
%D 2003
%V 2
%P 440-444
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.445
%T GUI Navigator/Cover: GUI Transformation Systems for PC Novice Users
%S Human factors and ergonomics
%A H. Okada
%A T. Asahi
%B HCII03
%D 2003
%V 2
%P 445-449
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.450
%T On the Role of User Models and User Modeling in Knowledge Management
Systems
%S Human factors and ergonomics
%A L. Razmerita
%A A. Angehrn
%A T. Nabeth
%B HCII03
%D 2003
%V 2
%P 450-454
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.455
%T An Adaptive Human-Computer Design Method Led By Objectives
%S Human factors and ergonomics
%A C. Santoni
%A P. Aubert
%B HCII03
%D 2003
%V 2
%P 455-459
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.460
%T Mutual Awareness as a Basis for Defining and Assessing Team Situation
Awareness in Cooperative Work
%S Human factors and ergonomics
%A Y. Shu
%A K. Furuta
%A K. Nakata
%B HCII03
%D 2003
%V 2
%P 460-464
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.465
%T The Role of Adaptable Context Representations in Computer Aided
Design Activities
%S Human factors and ergonomics
%A M. Stellingwerff
%B HCII03
%D 2003
%V 2
%P 465-469
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.470
%T Scenario-Based Acceptability Research
%S Human factors and ergonomics
%A H. Tahira
%A H. Urokohara
%B HCII03
%D 2003
%V 2
%P 470-474
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.475
%T Integrating Machine Learning Methods throughout the Temporal Extent
of a Web-based Student Model
%S Human factors and ergonomics
%A V. Tsiriga
%A M. Virvou
%B HCII03
%D 2003
%V 2
%P 475-479
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.480
%T Relating Error Diagnosis and Performance Characteristics for Affect
Perception and Empathy in an Educational Software Application
%S Human factors and ergonomics
%A M. Virvou
%A G. Katsionis
%B HCII03
%D 2003
%V 2
%P 480-484
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.485
%T Acting User Scenario for User Centered Design Team
%S Human factors and ergonomics
%A K. Yamazaki
%B HCII03
%D 2003
%V 2
%P 485-492
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.493
%T Walkable shared virtual space with avatar animation for remote
communication
%S Human factors and ergonomics
%A K. Fujita
%A T. Shimoji
%B HCII03
%D 2003
%V 2
%P 493-497
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.498
%T "Moving" Avatars: Emotion Synthesis in Virtual Worlds
%S Human factors and ergonomics
%A K. Karpouzis
%A A. Raouzaiou
%A S. Kollias
%B HCII03
%D 2003
%V 2
%P 498-502
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.503
%T Personality Engineering for Emotional Interactive Avatars
%S Human factors and ergonomics
%A S. Lock
%A P. Rayson
%A J. Allanson
%B HCII03
%D 2003
%V 2
%P 503-507
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.508
%T Design of Co-existing space by Shoji interface showing Shadow
%S Human factors and ergonomics
%A Y. Miwa
%A C. Ishibiki
%A T. Watanabe
%A S. Itai
%B HCII03
%D 2003
%V 2
%P 508-512
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.513
%T Co-creation in Human-Computer Interaction
%S Human factors and ergonomics
%A Y. Miyake
%B HCII03
%D 2003
%V 2
%P 513-517
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.518
%T Anthropomorphic Dialog Agent Development Tool Using Facial Image
Synthesis and Lip Synchronization
%S Human factors and ergonomics
%A S. Morishima
%B HCII03
%D 2003
%V 2
%P 518-522
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.523
%T Developing life-like Agent and Personality that is Familiar with the
User-Comic strip for child-
%S Human factors and ergonomics
%A M. Mushiake
%B HCII03
%D 2003
%V 2
%P 523-527
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.528
%T The Implementation of RobotPHONE
%S Human factors and ergonomics
%A D. Sekiguchi
%A M. Inami
%A S. Tachi
%B HCII03
%D 2003
%V 2
%P 528-532
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.533
%T 2.5D Video Avatar for Networked VRPhoto System
%S Human factors and ergonomics
%A Y. Suh
%A D. Hong
%A W. Woo
%B HCII03
%D 2003
%V 2
%P 533-537
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.538
%T Social Influence of Agent's Presence in Desktop Interaction
%S Human factors and ergonomics
%A Y. Takeuchi
%A K. Watanabe
%A Y. Katagiri
%B HCII03
%D 2003
%V 2
%P 538-542
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.543
%T Construction of Meaning Acquisition Model Using Prosodic Information:
Toward a Smooth Human-Agent Interaction
%S Human factors and ergonomics
%A A. Utsunomiya
%A T. Komatsu
%A K. Suzuki
%A K. Ueda
%A K. Hiraki
%A N. Oka
%B HCII03
%D 2003
%V 2
%P 543-547
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.548
%T Anthropomorphic characteristics of Interface agents
%S Human factors and ergonomics
%A M. V. Cea
%A E. E. Izquierdo
%A J. Canas
%B HCII03
%D 2003
%V 2
%P 548-552
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.553
%T AVICE: Evolving Avatar's Movements
%S Human factors and ergonomics
%A H. Wakaki
%A H. Iba
%B HCII03
%D 2003
%V 2
%P 553-557
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.558
%T SAKURA: Voice-Driven Embodied Group-Entrained Communication System
%S Human factors and ergonomics
%A T. Watanabe
%A M. Okubo
%B HCII03
%D 2003
%V 2
%P 558-562
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.563
%T Intimate virtual communication place supported with networked "lazy
Susan"
%S Human factors and ergonomics
%A S. Wesugi
%A K. Ishikawa
%A Y. Miwa
%B HCII03
%D 2003
%V 2
%P 563-570
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.571
%T Keyboard Encoding of Hand Gestures
%S Human factors and ergonomics
%A N. Adamo-Villani
%A G. Beni
%B HCII03
%D 2003
%V 2
%P 571-575
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.576
%T Multimodality and learning: linking science to everyday activities
%S Human factors and ergonomics
%A S. Anastopoulou
%A M. Sharples
%A C. Baber
%B HCII03
%D 2003
%V 2
%P 576-580
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.581
%T Making Machines Understand Facial Motion & Expressions Like Humans Do
%S Human factors and ergonomics
%A A. A. del Valle
%A J.-L. Dugelay
%B HCII03
%D 2003
%V 2
%P 581-585
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.586
%T Human Information Retrieval Based on Face Recognition in Video Image
through Multi-modal Interaction Using Speech and Hand Pointing Action
%S Human factors and ergonomics
%A Y. Ariki
%A M. Fujimoto
%A N. Yamamoto
%A M. Kumano
%B HCII03
%D 2003
%V 2
%P 586-590
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.591
%T Arbitrating Multimodal Outputs: Using Ambient Displays as
Interruptions
%S Human factors and ergonomics
%A E. Arroyo
%A T. Selker
%B HCII03
%D 2003
%V 2
%P 591-595
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.596
%T Parallel Versus Sequential Grammar Systems for Modelling Dialogues
%S Human factors and ergonomics
%A S. Aydin
%A H. Jurgensen
%B HCII03
%D 2003
%V 2
%P 596-600
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.601
%T Non Hierarchical Mergeable Dialogs
%S Human factors and ergonomics
%A E. Blechschmitt
%A C. Strodecke
%B HCII03
%D 2003
%V 2
%P 601-605
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.606
%T The Development of 'Hybrid' Multimodal Shopping Systems Within a
'Rapid Ethnographic' Methodology
%S Human factors and ergonomics
%A S. Booth
%A S. Westerman
%A K. Khakzar
%A T. Berger
%A H.-M. Pohl
%A K. Dubracova
%B HCII03
%D 2003
%V 2
%P 606-610
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.611
%T A rhetorical model to augment the functionality of adaptive
interfaces
%S Human factors and ergonomics
%A L. Calvi
%B HCII03
%D 2003
%V 2
%P 611-615
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.616
%T Designing Auditory Spaces: The Role of Expectation
%S Human factors and ergonomics
%A P. Chueng
%A P. Marsden
%B HCII03
%D 2003
%V 2
%P 616-620
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.621
%T Blending Speech and Touch Together to facilitate Modelling
Interactions
%S Human factors and ergonomics
%A J. De Boeck
%A C. Raymaekers
%A K. Coninx
%B HCII03
%D 2003
%V 2
%P 621-625
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.626
%T When Marketing meets HCI: multi-channel customer relationships and
multi-modality in the personalization perspective
%S Human factors and ergonomics
%A A. Derycke
%A J. Rouillard
%A V. Chevrin
%A Y. Bayart
%B HCII03
%D 2003
%V 2
%P 626-630
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.631
%T Temporal Context and the Recognition of Emotion from Facial
Expression
%S Human factors and ergonomics
%A R. El Kaliouby
%A P. Robinson
%A S. Keates
%B HCII03
%D 2003
%V 2
%P 631-635
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.636
%T Tablet PC - Using Field Trials to Define Product Design
%S Human factors and ergonomics
%A E. Feldman
%A E. Pennington
%A J. Ireland
%B HCII03
%D 2003
%V 2
%P 636-640
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.641
%T Using Confidence Scores to Improve Hands-Free Speech-Based Navigation
%S Human factors and ergonomics
%A J. Feng
%A A. Sears
%B HCII03
%D 2003
%V 2
%P 641-645
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.646
%T Foresight Scope: An Interaction Tool for Quickly and Efficiently
Browsing Linked Contents
%S Human factors and ergonomics
%A S. Fukatsu
%A A. Akutsu
%A Y. Tonomura
%B HCII03
%D 2003
%V 2
%P 646-650
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.651
%T Magic Pages - Providing Added Value to Electronic Documents
%S Human factors and ergonomics
%A M. Gotze
%A S. Schlechtweg
%B HCII03
%D 2003
%V 2
%P 651-655
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.656
%T Interface Issues for Accessing and Skimming Speech Documents in
Context with Recorded Lectures and Presentations
%S Human factors and ergonomics
%A W. Huerst
%A L. S. K. A. Venkata
%B HCII03
%D 2003
%V 2
%P 656-660
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.661
%T TOOL DEVICE: Handy Haptic Feedback Devices Imitating Everyday Tools
%S Human factors and ergonomics
%A Y. Ikeda
%A A. Kimura
%A K. Sato
%B HCII03
%D 2003
%V 2
%P 661-665
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.666
%T Tangible Media Player with embedded RF tags
%S Human factors and ergonomics
%A S. Jang
%A N. Zhang
%A W. Woo
%B HCII03
%D 2003
%V 2
%P 666-670
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.671
%T Multi-Modal Fusion Model, a design based on D.A.I.M. the Decoupled
Application Interaction Model
%S Human factors and ergonomics
%A I.-M. Jonsson
%B HCII03
%D 2003
%V 2
%P 671-675
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.676
%T Multi-Session Group Scenarios for Speech Interface Design
%S Human factors and ergonomics
%A K. Kanto
%A M. Cheadle
%A B. Gamback
%A P. Hansen
%A K. Jokinen
%A H. Keranen
%A J. Rissanen
%B HCII03
%D 2003
%V 2
%P 676-680
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.681
%T Speech-based cursor control: Understanding the effects of variable
cursor speed on target selection
%S Human factors and ergonomics
%A A. Karimullah
%A A. Sears
%A M. Lin
%A R. Goldman
%B HCII03
%D 2003
%V 2
%P 681-685
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.686
%T The Optimal Sizes for Pen-Input Character Boxes on PDAs
%S Human factors and ergonomics
%A T. Kato
%A X. Ren
%A Y. Sakai
%A Y. Machi
%B HCII03
%D 2003
%V 2
%P 686-690
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.691
%T A User Study On Advanced Interaction Techniques in the Virtual
Dressmaker Application
%S Human factors and ergonomics
%A M. Keckeisen
%A S. Stoev
%A M. Wacker
%A M. Feurer
%A W. Strasser
%B HCII03
%D 2003
%V 2
%P 691-695
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.696
%T Visually Supported Design of Auditory User Interfaces
%S Human factors and ergonomics
%A P. Klante
%B HCII03
%D 2003
%V 2
%P 696-700
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.701
%T VRIO: A Speech Processing Unit for Virtual Reality and Real-World
Scenarios - An Experience Report
%S Human factors and ergonomics
%A D. Kranzlmueller
%A A. Ferscha
%A P. Heinzlreiter
%A M. Pitra
%A J. Volkert
%B HCII03
%D 2003
%V 2
%P 701-705
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.706
%T Flow of action in mixed interaction modalities
%S Human factors and ergonomics
%A E. Kruijff
%A S. Conrad
%A A. Mueller
%B HCII03
%D 2003
%V 2
%P 706-710
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.711
%T Clues for the Identification of Implicit Information in Multimodal
Referring Actions
%S Human factors and ergonomics
%A F. Landragin
%B HCII03
%D 2003
%V 2
%P 711-715
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.716
%T Specifying the User Interface as an Interactive Message
%S Human factors and ergonomics
%A J. Leite
%B HCII03
%D 2003
%V 2
%P 716-720
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.721
%T Gesture-based Interaction in Digital Museum
%S Human factors and ergonomics
%A Z. Li
%A X. Meng
%A H. Xiang
%A C. Yang
%B HCII03
%D 2003
%V 2
%P 721-725
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.726
%T Sivit ShopWindow - a video-based interaction system
%S Human factors and ergonomics
%A M. Lutzeler
%A J. Racky
%A H. Rottger
%B HCII03
%D 2003
%V 2
%P 726-730
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.731
%T Pointing Gesture Recognition and Indicated Object Detection
%S Human factors and ergonomics
%A T. Mashita
%A Y. Iwai
%A M. Yachida
%B HCII03
%D 2003
%V 2
%P 731-735
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.736
%T Laser Pointer Interaction with Hand Tremor Elimination
%S Human factors and ergonomics
%A S. Matveyev
%A M. Goebel
%A P. Frolov
%B HCII03
%D 2003
%V 2
%P 736-740
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.741
%T Influential Words: Natural Language in Interactive Storytelling
%S Human factors and ergonomics
%A S. Mead
%A M. Cavazza
%A F. Charles
%B HCII03
%D 2003
%V 2
%P 741-745
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.746
%T Interactive Sight: A New Interaction Method For Real World
Environment
%S Human factors and ergonomics
%A Y. Mitsudo
%A K. Mogi
%B HCII03
%D 2003
%V 2
%P 746-750
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.751
%T Sounds@Work - Auditory Displays for Interaction in Cooperative and
Hybrid Environments
%S Human factors and ergonomics
%A C. Mueller-Tomfelde
%A N. Streitz
%A R. Steinmetz
%B HCII03
%D 2003
%V 2
%P 751-755
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.756
%T Human Cognitive Characteristics in Speech Control for Virtual 3D
Simulation on 2D Screen
%S Human factors and ergonomics
%A M. Nakanishi
%A Y. Okada
%B HCII03
%D 2003
%V 2
%P 756-760
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.761
%T An XML Based Interactive Multimedia News System
%S Human factors and ergonomics
%A I. Pandzic
%B HCII03
%D 2003
%V 2
%P 761-765
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.766
%T Speech-based Text Entry for Mobile Devices
%S Human factors and ergonomics
%A K. Price
%A A. Sears
%B HCII03
%D 2003
%V 2
%P 766-770
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.771
%T Proposal of Grasping Force Interface as Realtime Mickey Ratio
Adjuster for Pointing Tasks of Mouse
%S Human factors and ergonomics
%A S. Sato
%A M. Kitajima
%A Y. Fukui
%B HCII03
%D 2003
%V 2
%P 771-775
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.776
%T Novel Interaction Techniques for Virtual Heritage Applications using
Chinese Calligraphy Brush and Virtual Avatar
%S Human factors and ergonomics
%A M. Song
%A T. Elias
%A W. Mueller-Wittig
%A T. Chan
%B HCII03
%D 2003
%V 2
%P 776-780
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.781
%T DynaGraffiti: Hand-written Annotation System for Interactive and
Dynamic Digital Information
%S Human factors and ergonomics
%A S. Tano
%A D. Ogisawa
%A M. Iwata
%A Y. Sasaki
%B HCII03
%D 2003
%V 2
%P 781-785
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.786
%T EDEMO-Gesture Based Interaction with Future Environments
%S Human factors and ergonomics
%A J. Vehmas
%A S. Kallio
%A J. Kela
%A J. Plomp
%A E. Tuulari
%A H. Ailisto
%B HCII03
%D 2003
%V 2
%P 786-790
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.791
%T Malleable Paper: A User Interface for Reading and Browsing
%S Human factors and ergonomics
%A J. Wang
%A C. Jiang
%B HCII03
%D 2003
%V 2
%P 791-795
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.796
%T FreeDraw: a Drawing System with Multimodal User Interface
%S Human factors and ergonomics
%A Y. Wang
%A W. Yue
%A J. Tan
%A H. Wang
%A S. Dong
%B HCII03
%D 2003
%V 2
%P 796-800
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.801
%T Enhancing Tangible User Interfaces with Physically Based Modeling
%S Human factors and ergonomics
%A J. Weidenhausen
%B HCII03
%D 2003
%V 2
%P 801-805
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.806
%T Modelling Emphatic Events from Non-Speech Aware Documents in Speech
Based User Interfaces
%S Human factors and ergonomics
%A G. Xydas
%A D. Spiliotopoulos
%A G. Kouroupetroglou
%B HCII03
%D 2003
%V 2
%P 806-810
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.811
%T A Direct Manipulation Interface with Vision-based Human Figure
Control
%S Human factors and ergonomics
%A S. Yonemoto
%A R.-i. Taniguchi
%B HCII03
%D 2003
%V 2
%P 811-815
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.816
%T Combining Usability with Field Research: Designing an Application for
the Tablet PC
%S Human factors and ergonomics
%A W. Zhu
%A L. Birtley
%A N. Burgess-Whitman
%B HCII03
%D 2003
%V 2
%P 816-820
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.821
%T A Universal Approach to Multimodal User Interfaces
%S Human factors and ergonomics
%A P. Zikovsky
%A Z. Mikovec
%A P. Slavik
%B HCII03
%D 2003
%V 2
%P 821-828
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.829
%T Evaluating an Online Academic Community: 'Purpose' is the Key
%S Human factors and ergonomics
%A C. Abras
%A D. Maloney-Krichmar
%A J. J. Preece
%B HCII03
%D 2003
%V 2
%P 829-833
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.834
%T Socio-Technical Evaluation of Computer Supported Work and Learning
Systems
%S Human factors and ergonomics
%A E. Akar
%A J. H. E. Andriessen
%A J. Attema
%A B. Tuncer
%B HCII03
%D 2003
%V 2
%P 834-838
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.839
%T FLIRT: Social services for the urban context
%S Human factors and ergonomics
%A D. Bell
%A B. Hooker
%A F. Raby
%B HCII03
%D 2003
%V 2
%P 839-843
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.844
%T Approaches to the Design and Measurement of Social and Information
Awareness in Augmented Reality Systems
%S Human factors and ergonomics
%A F. Biocca
%A J. Rolland
%A G. Plantegenest
%A C. Reddy
%A C. Harms
%A C. Owen
%A W. Mou
%A A. Tang
%B HCII03
%D 2003
%V 2
%P 844-848
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.849
%T An interface for supporting versioning in a cooperative editor
%S Human factors and ergonomics
%A M. Borges
%A A. Meire
%A J. Pino
%B HCII03
%D 2003
%V 2
%P 849-853
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.854
%T Suspenseful User Experiences in Collaborative Virtual Spaces, Enabled
by Interactive Narration
%S Human factors and ergonomics
%A N. Braun
%A O. Schneider
%B HCII03
%D 2003
%V 2
%P 854-858
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.859
%T Collaboration and Core Competence in the Virtual Enterprise
%S Human factors and ergonomics
%A R. Breite
%A H. Vanharanta
%B HCII03
%D 2003
%V 2
%P 859-863
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.864
%T Supporting Operations-Reference Knowledge Development Cycles for
Collaborative, Distributed Research
%S Human factors and ergonomics
%A B. Caldwell
%A S. Ghosh
%B HCII03
%D 2003
%V 2
%P 864-868
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.869
%T Data Analysis and Visualization for Usability Evaluation for
Collaborative Systems
%S Human factors and ergonomics
%A J. Campbell
%A E. Stanziola
%A A. Sears
%B HCII03
%D 2003
%V 2
%P 869-873
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.874
%T Capillary CSCW
%S Human factors and ergonomics
%A B. David
%A R. Chalon
%A G. Vaisman
%A O. Delotte
%B HCII03
%D 2003
%V 2
%P 874-878
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.879
%T Man Machine Cooperation
%S Human factors and ergonomics
%A B. David
%A A. Skaf
%B HCII03
%D 2003
%V 2
%P 879-883
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.884
%T Requirements for Intelligent Access to Mankind's Collective Memory in
I-Mass
%S Human factors and ergonomics
%A G. de Haan
%B HCII03
%D 2003
%V 2
%P 884-888
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.889
%T Creating social presence through peripheral awareness
%S Human factors and ergonomics
%A B. De Ruyter
%A C. Huijnen
%A P. Markopoulos
%A W. Ijsselstein
%B HCII03
%D 2003
%V 2
%P 889-893
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.894
%T Shared displays to increase social presence
%S Human factors and ergonomics
%A M. Divitini
%A B. A. Farshchian
%B HCII03
%D 2003
%V 2
%P 894-898
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.899
%T An Interactive Ontology-Based Query Formulation Approach for
Exploratory Styles of Interaction
%S Human factors and ergonomics
%A E. Garcia
%A M. A. Sicilia
%A P. Diaz
%A I. Aedo
%B HCII03
%D 2003
%V 2
%P 899-903
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.904
%T Modeling Collaborative Environment
%S Human factors and ergonomics
%A M. Gea
%A F. Gutierrez
%A J. L. Garrido
%A J. Canas
%B HCII03
%D 2003
%V 2
%P 904-908
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.909
%T Ontology Based Search for Distributed Agent Platforms
%S Human factors and ergonomics
%A V. Glavinic
%A M. Cupic
%B HCII03
%D 2003
%V 2
%P 909-913
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.914
%T The Treatment of Collaboration in the Usability Evaluation Models for
Collaborative Virtual Environments
%S Human factors and ergonomics
%A I. Heldal
%B HCII03
%D 2003
%V 2
%P 914-918
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.919
%T A Support System for Collaborative Decision Making by People of
Different Countries
%S Human factors and ergonomics
%A Y. Hong
%A M. Nagata
%A T.-S. Kim
%B HCII03
%D 2003
%V 2
%P 919-923
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.924
%T Staying in Touch Social Presence and Connectedness through
Synchronous and Asynchronous Communication Media
%S Human factors and ergonomics
%A W. Ijsselstein
%A J. Van Baren
%A F. van Lanen
%B HCII03
%D 2003
%V 2
%P 924-928
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.929
%T Development of an Education System for Surface Mount Work of a
Printed Circuit Board
%S Human factors and ergonomics
%A H. Ishii
%A T. Kobayashi
%A H. Fujino
%A Y. Nishimura
%A H. Shimoda
%A H. Yoshikawa
%A W. Wei
%A N. Terashita
%B HCII03
%D 2003
%V 2
%P 929-933
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.934
%T Virtual manufacturing approach to collaborative design and production
for hard-tissue implants
%S Human factors and ergonomics
%A T. Ito
%A T. Sato
%B HCII03
%D 2003
%V 2
%P 934-938
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.939
%T MetaChart - Using Creativity Methods in a CSCW Environment
%S Human factors and ergonomics
%A D. Janssen
%A T. Schlegel
%A M. Wissen
%A J. Ziegler
%B HCII03
%D 2003
%V 2
%P 939-943
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.944
%T Designing Online Communities: Community-Centered Development for
Intensively Focused User Groups
%S Human factors and ergonomics
%A E. Kalaitzakis
%A G. A. Dafoulas
%A L. A. Macaulay
%B HCII03
%D 2003
%V 2
%P 944-948
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.949
%T Collaborative searching and browsing with a large interactive display
%S Human factors and ergonomics
%A C. Knowles
%A S. J. Cunningham
%B HCII03
%D 2003
%V 2
%P 949-953
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.954
%T CoVitesse: A Groupware Interface for Collaborative Navigation on the
WWW
%S Human factors and ergonomics
%A Y. Laurillau
%A L. Nigay
%B HCII03
%D 2003
%V 2
%P 954-958
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.959
%T Engineering and Evaluation of Community Support in useworld.net
%S Human factors and ergonomics
%A S. Leuchter
%A L. Urbas
%A K. Rose
%B HCII03
%D 2003
%V 2
%P 959-963
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.964
%T An End Users Dedicated New Language for Geographical Information
Retrieval
%S Human factors and ergonomics
%A M. Limam
%A M. Gaio
%A J. Madelaine
%B HCII03
%D 2003
%V 2
%P 964-968
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.969
%T Study on A Retrieval Method which Reflects Individual Preferences by
Preference Analysis with Mediation Variables
%S Human factors and ergonomics
%A T. Mitsuishi
%B HCII03
%D 2003
%V 2
%P 969-973
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.974
%T Developing of an Interactive Virtual Space Station
%S Human factors and ergonomics
%A T. Mujber
%A T. Szecsi
%A M. S. J. Hashmi
%B HCII03
%D 2003
%V 2
%P 974-978
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.979
%T A Tsunami Hazard Mitigation System from the Viewpoint of Human
Interface
%S Human factors and ergonomics
%A Y. Nakatani
%B HCII03
%D 2003
%V 2
%P 979-983
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.984
%T Investigating Intra-Family Communication Using Photo Diaries
%S Human factors and ergonomics
%A H. Nassla
%A D. Carr
%B HCII03
%D 2003
%V 2
%P 984-988
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.989
%T Teaching Teamwork Online
%S Human factors and ergonomics
%A L. Neal
%A E. Entin
%A F. Lai
%B HCII03
%D 2003
%V 2
%P 989-993
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.994
%T Providing Access to Humour Manipulation for Individuals with Complex
Communication Needs
%S Human factors and ergonomics
%A D. O. Mara
%A A. Waller
%A J. Todman
%B HCII03
%D 2003
%V 2
%P 994-998
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.999
%T GraphSQL: a Visual Query Specification Language for Relational
Databases
%S Human factors and ergonomics
%A M. Porta
%B HCII03
%D 2003
%V 2
%P 999-1003
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1004
%T Sociality of an Interface Agent for Sharing Mutual Beliefs in
Collaborative Monitoring of Complex Artifact Systems with a Human
Operator
%S Human factors and ergonomics
%A T. Sawaragi
%A Y. Horiguchi
%A Y. Nishimoto
%B HCII03
%D 2003
%V 2
%P 1004-1008
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1009
%T Integration of Heterogeneous Multi-Agent Systems
%S Human factors and ergonomics
%A H. Suguri
%A E. Kodama
%A M. Miyazaki
%B HCII03
%D 2003
%V 2
%P 1009-1013
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1014
%T Transparent Community: Creating a Novel Community Framework Using P2P
Technologies
%S Human factors and ergonomics
%A H. Tamura
%A T. Hidaka
%A T. Oishi
%A K. Kikuma
%B HCII03
%D 2003
%V 2
%P 1014-1018
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1019
%T A Proposal for Under-the-Door Communications on the Network
%S Human factors and ergonomics
%A T. Tomita
%A Y. Murayama
%B HCII03
%D 2003
%V 2
%P 1019-1023
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1024
%T CMS: A Collaborative Work Environment for the Assurance of Conference
Proceedings Quality
%S Human factors and ergonomics
%A D. T. Fernandez
%A S. O. Barriales
%A M. G. Rodriguez
%A J. R. P. Perez
%B HCII03
%D 2003
%V 2
%P 1024-1028
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1029
%T Collaboration Table: An Alternative Medium for Multi-user Multi-site
Cooperation
%S Human factors and ergonomics
%A H. Umemuro
%B HCII03
%D 2003
%V 2
%P 1029-1033
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1034
%T The Design of a Recollection Supporting Device A Study into
Triggering Personal Recollections
%S Human factors and ergonomics
%A E. van den Hoven
%A B. Eggen
%B HCII03
%D 2003
%V 2
%P 1034-1038
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1039
%T Evaluating technologies in domestic contexts: extending diary
techniques with field testing of prototypes
%S Human factors and ergonomics
%A H. van Vugt
%A P. Markopoulos
%B HCII03
%D 2003
%V 2
%P 1039-1043
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1044
%T A Collective of Smart Artefacts Hopes for Collaboration with the
Owner
%S Human factors and ergonomics
%A E. Vildjiounaite
%A E.-J. Malm
%A J. Kaartinen
%A P. Alahuhta
%B HCII03
%D 2003
%V 2
%P 1044-1048
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1049
%T Integrated Information System for Supporting Maintenance Activities
of Nuclear Power Plants
%S Human factors and ergonomics
%A W. Wei
%A T. Ohi
%A Y. Ozaki
%A Y. Zhou
%A H. Yoshikawa
%B HCII03
%D 2003
%V 2
%P 1049-1053
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1054
%T Advanced methods of search query refinement in web environment
%S Human factors and ergonomics
%A P. Zikovsky
%A P. Slavik
%B HCII03
%D 2003
%V 2
%P 1054-1060
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1061
%T A Training System for Coronary Stent Implant Simulation
%S Human factors and ergonomics
%A G. Aloisio
%A L. De Paolis
%A L. Provenzano
%A M. Cafaro
%B HCII03
%D 2003
%V 2
%P 1061-1065
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1066
%T prototyping.ppt - Power Point for interface - simulation of complex
machines
%S Human factors and ergonomics
%A B. Bonisch
%A J. Held
%A H. Krueger
%B HCII03
%D 2003
%V 2
%P 1066-1070
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1071
%T Computer simulations according to different learning theories
%S Human factors and ergonomics
%A G. Broder
%B HCII03
%D 2003
%V 2
%P 1071-1075
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1076
%T Simulation Supported Learning of Soft Computing Models
%S Human factors and ergonomics
%A B. D. Basic
%A V. Glavinic
%A M. Cupic
%B HCII03
%D 2003
%V 2
%P 1076-1080
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1081
%T Experimental Interfaces for Visual Browsing of Large Collections of
Images
%S Human factors and ergonomics
%A G. Demontis
%A M. Mosconi
%A M. Porta
%B HCII03
%D 2003
%V 2
%P 1081-1085
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1086
%T The relationship between simulator sickness and presence: positive,
negative, none?
%S Human factors and ergonomics
%A H. Duh
%A J. Lin
%A D. Parker
%A T. Furness
%B HCII03
%D 2003
%V 2
%P 1086-1090
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1091
%T Synergistic Use of Visualisation Technique and Web Navigation Model
for Information Space Exploration
%S Human factors and ergonomics
%A C. Freitas
%A R. Cava
%A M. Winckler
%A P. Palanque
%B HCII03
%D 2003
%V 2
%P 1091-1095
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1096
%T Visualizing Activity in Shared Information Spaces
%S Human factors and ergonomics
%A W. Grather
%A W. Prinz
%B HCII03
%D 2003
%V 2
%P 1096-1100
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1101
%T The Development from Physical to Interaction based Simulation
Procedures on the Example of Virtual Cables or Hose Simulations
%S Human factors and ergonomics
%A E. Hergenrother
%B HCII03
%D 2003
%V 2
%P 1101-1105
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1106
%T Visualizing Metadata: LevelTable vs. GranularityTable in the
SuperTable/Scatterplot Framework
%S Human factors and ergonomics
%A T. Limbach
%A P. Klein
%A F. Muller
%A H. Reiterer
%B HCII03
%D 2003
%V 2
%P 1106-1110
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1111
%T 'SnapShots' - A Household Visualisation and Planning Tool
%S Human factors and ergonomics
%A J. Matthews
%B HCII03
%D 2003
%V 2
%P 1111-1115
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1116
%T Development of an OS Visualization System for Learning Systems
Programming
%S Human factors and ergonomics
%A Y. Nishino
%A E. Hayakawa
%B HCII03
%D 2003
%V 2
%P 1116-1120
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1121
%T Lessons Learned in Designing a 3D Interface for Collaborative Inquiry
in Scientific Visualization
%S Human factors and ergonomics
%A S. Olbrich
%A N. Jensen
%B HCII03
%D 2003
%V 2
%P 1121-1125
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1126
%T Visualizing Social Navigation in Scientific Literature
%S Human factors and ergonomics
%A P. Pu
%A P. Gupta
%B HCII03
%D 2003
%V 2
%P 1126-1130
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1131
%T Visual Interfaces for Opportunistic Information Seeking
%S Human factors and ergonomics
%A P. Pu
%A P. Janecek
%B HCII03
%D 2003
%V 2
%P 1131-1135
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1136
%T Visualization and interaction in a SCADA throughout GIS components
%S Human factors and ergonomics
%A M. S. Touza
%A J. T. Gonzalez
%A J. F. Gonzalez
%A J. Del Rio Cumbreno
%B HCII03
%D 2003
%V 2
%P 1136-1140
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1141
%T Hybrid Visualization of Manufacturing Management Information for the
Shop Floor
%S Human factors and ergonomics
%A S. Stowasser
%B HCII03
%D 2003
%V 2
%P 1141-1145
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1146
%T Visualizing aircraft properties: An empirical study
%S Human factors and ergonomics
%A M. Tavanti
%A G. Flynn
%B HCII03
%D 2003
%V 2
%P 1146-1152
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1153
%T Usability Tests with Interactive Maps
%S Human factors and ergonomics
%A N. Andrienko
%A G. Andrienko
%B HCII03
%D 2003
%V 2
%P 1153-1157
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1158
%T Supporting the Evocation Process in Creative Design
%S Human factors and ergonomics
%A N. Bonnardel
%A E. Marmeche
%B HCII03
%D 2003
%V 2
%P 1158-1162
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1163
%T The Use of m-Commerce Services and Technologies as an Instrument of
Personnel Marketing - Conceptual Considerations and Empirical Studies
%S Human factors and ergonomics
%A I. Bruns
%A O. Oehme
%A H. Luczak
%B HCII03
%D 2003
%V 2
%P 1163-1167
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1168
%T Developing a Framework for HCI Influences on Creativity
%S Human factors and ergonomics
%A W. Burleson
%B HCII03
%D 2003
%V 2
%P 1168-1172
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1173
%T Direct Manipulation for E-commerce Sites: a New Approach
%S Human factors and ergonomics
%A G. Capozzo
%A M. Mosconi
%A M. Porta
%B HCII03
%D 2003
%V 2
%P 1173-1177
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1178
%T A Prototype of a Graphical Guiding System
%S Human factors and ergonomics
%A Y.-T. Chen
%A Y.-n. Lai
%A Z.-Y. Xua
%A W.-L. Jian
%B HCII03
%D 2003
%V 2
%P 1178-1182
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1183
%T Developing Interactive Art Using Visual Programming
%S Human factors and ergonomics
%A E. Edmonds
%A L. Candy
%A M. Fell
%A R. Knott
%A S. Pauletto
%A A. Weakley
%B HCII03
%D 2003
%V 2
%P 1183-1187
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1188
%T Persistent Cart Design: A Review of Implementations
%S Human factors and ergonomics
%A D. Fletcher
%A M. Fletcher
%B HCII03
%D 2003
%V 2
%P 1188-1192
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1193
%T Adaptive Plant Human-Machine Interface Based on State Recognition and
Machine Learning
%S Human factors and ergonomics
%A K. Furuta
%A I. Kataoka
%A K. Nakata
%B HCII03
%D 2003
%V 2
%P 1193-1197
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1198
%T Development of a Dynamic Operation Permission System for CRT-based
operation interfaces
%S Human factors and ergonomics
%A A. Gofuku
%A Y. Ozaki
%A T. Ohi
%A K. Ito
%B HCII03
%D 2003
%V 2
%P 1198-1202
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1203
%T Optimization of Instrument Calibration Intervals by On-line Sensor
Monitoring Techniques
%S Human factors and ergonomics
%A N. Hayashi
%A M. Nomura
%B HCII03
%D 2003
%V 2
%P 1203-1207
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1208
%T Development of Maintenance Knowledge Management System for Power
Plant
%S Human factors and ergonomics
%A K. Hirai
%A T. Ohi
%B HCII03
%D 2003
%V 2
%P 1208-1212
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1213
%T Customer Relationship Management in E-business
%S Human factors and ergonomics
%A D. Horn
%A R. Feinberg
%A G. Salvendy
%B HCII03
%D 2003
%V 2
%P 1213-1217
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1218
%T A Computerized Graphic Interface on Emergency Operating Procedure
(EOP)
%S Human factors and ergonomics
%A F.-H. Hwang
%A S.-L. Hwang
%B HCII03
%D 2003
%V 2
%P 1218-1222
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1223
%T Usability of Spatial Decision Support Tools for Collaborative Water
Resource Planning
%S Human factors and ergonomics
%A P. Jankowski
%B HCII03
%D 2003
%V 2
%P 1223-1227
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1228
%T An Interface for Mapping Spatio-Temporal Elements of Urban Air
Pollution
%S Human factors and ergonomics
%A A. Koussoulakou
%A D. Sarafidis
%B HCII03
%D 2003
%V 2
%P 1228-1232
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1233
%T Attitudes Towards Technology Use in Public Areas: The Influence of
External Factors on ATM use
%S Human factors and ergonomics
%A L. Little
%A P. Briggs
%A D. Knight
%A L. Coventry
%B HCII03
%D 2003
%V 2
%P 1233-1237
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1238
%T The Interface Design of Alarm Signals for Improving the Performance
of the Second Vigilance
%S Human factors and ergonomics
%A C.-L. Liu
%B HCII03
%D 2003
%V 2
%P 1238-1242
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1243
%T Incorporating graphical interface technique into development of a
training system for emergency response center
%S Human factors and ergonomics
%A H. Liu
%A Y.-M. Gu
%A S.-L. Hwang
%B HCII03
%D 2003
%V 2
%P 1243-1247
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1248
%T The automated construction of relevance maps using spatial data
mining
%S Human factors and ergonomics
%A M. May
%B HCII03
%D 2003
%V 2
%P 1248-1252
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1253
%T Information Support for Annual Maintenance with Wearable Device
%S Human factors and ergonomics
%A T. Nagamatsu
%A T. Ohtuji
%A H. Ishii
%A H. Shimoda
%A H. Yoshikawa
%A W. Wei
%B HCII03
%D 2003
%V 2
%P 1253-1257
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1258
%T Toward A Taxonomy of Interaction Design Techniques for Externalizing
in Creative Work
%S Human factors and ergonomics
%A K. Nakakoji
%A Y. Yamamoto
%B HCII03
%D 2003
%V 2
%P 1258-1262
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1263
%T Dynamic Query Choropleth Maps for Information Seeking and Decision
Making
%S Human factors and ergonomics
%A K. L. Norman
%A H. Zhao
%A B. Shneiderman
%A E. Golub
%B HCII03
%D 2003
%V 2
%P 1263-1267
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1268
%T Design and Prototype Development of Building Energy Management Agent
System
%S Human factors and ergonomics
%A F. Obayashi
%A Y. Tokunaga
%A J. Nomura
%B HCII03
%D 2003
%V 2
%P 1268-1272
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1273
%T Development of an Advanced Human-machine Interface System to Enhance
Operating Availability of Nuclear Power Plants
%S Human factors and ergonomics
%A T. Ohi
%A W. Wei
%A Y. Ozaki
%A H. Yoshikawa
%A T. Sawaragi
%A M. Kitamura
%A K. Furuta
%A A. Gofuku
%A K. Ito
%B HCII03
%D 2003
%V 2
%P 1273-1277
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1278
%T Supporting Creative Work
%S Human factors and ergonomics
%A D. Oppenheim
%B HCII03
%D 2003
%V 2
%P 1278-1282
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1283
%T Cell Phone vs. Computer: A Comparison of Electronic Commerce and
Mobile Commerce from the User's Perspective
%S Human factors and ergonomics
%A A. A. Ozok
%B HCII03
%D 2003
%V 2
%P 1283-1287
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1288
%T How to Treat Your Customers: Guidelines for Consistency in E-Commerce
%S Human factors and ergonomics
%A A. A. Ozok
%A G. Salvendy
%A K. Oldenburger
%B HCII03
%D 2003
%V 2
%P 1288-1292
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1293
%T A Study of Culture Differences for Browsing Hypertext on Handheld
Devices
%S Human factors and ergonomics
%A P.-L. P. Rau
%A Y.-J. Chen
%B HCII03
%D 2003
%V 2
%P 1293-1297
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1298
%T When Computers Fade... Pervasive Computing and Situationally-Induced
Impairments and Disabilities
%S Human factors and ergonomics
%A A. Sears
%A M. Lin
%A J. Jacko
%A Y. Xiao
%B HCII03
%D 2003
%V 2
%P 1298-1302
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1303
%T Fostering Motivation and Creativity for Computer Users
%S Human factors and ergonomics
%A T. Selker
%B HCII03
%D 2003
%V 2
%P 1303-1307
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1308
%T Inspection and Condition Monitoring Service on the Web for Nuclear
Power Plants
%S Human factors and ergonomics
%A Y. Sonoda
%A Y. Hirose
%B HCII03
%D 2003
%V 2
%P 1308-1312
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1313
%T Implication of Cognitive Style Questionnaire-MBTI in User Interface
Design
%S Human factors and ergonomics
%A K.-W. Su
%A S.-L. Hwang
%A S.-H. Lee
%B HCII03
%D 2003
%V 2
%P 1313-1317
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1318
%T Information Provision for Maintenance Work with Distributed DB
Framework
%S Human factors and ergonomics
%A M. Takahashi
%A Y. Ito
%A H. Sato
%A M. Kitamura
%A W. Wei
%A T. Ohi
%B HCII03
%D 2003
%V 2
%P 1318-1322
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1323
%T Navigating Data - Selections, Scales, Multiples
%S Human factors and ergonomics
%A M. Theus
%B HCII03
%D 2003
%V 2
%P 1323-1327
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1328
%T The Advanced Main Control Board for Next Japanese PWR Plants
%S Human factors and ergonomics
%A A. Tsuchiya
%A T. Yano
%A K. Ito
%A M. Kitamura
%B HCII03
%D 2003
%V 2
%P 1328-1332
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1333
%T The Evaluation of the Graphical User Interfaces of Four B2C
E-commerce Websites in Taiwan
%S Human factors and ergonomics
%A S.-T. Uang
%B HCII03
%D 2003
%V 2
%P 1333-1337
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1338
%T Perception of E-commerce: A View from an Industrial Engineer's
Perspective
%S Human factors and ergonomics
%A M. M. Yenisey
%B HCII03
%D 2003
%V 2
%P 1338-1342
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1343
%T An evaluation of Turkish e-commerce sites according to several
guidelines: An empirical study
%S Human factors and ergonomics
%A M. M. Yenisey
%A C. E. Bozdag
%A P. Nisari
%B HCII03
%D 2003
%V 2
%P 1343-1350
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1351
%T Ergonomic Analysis of a Distributed System
%S Human factors and ergonomics
%A A. Cakir
%B HCII03
%D 2003
%V 2
%P 1351-1355
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1356
%T A Training System for Maintenance Personnel in Nuclear Power Plants
%S Human factors and ergonomics
%A M. Fukuda
%A Y. Ohga
%B HCII03
%D 2003
%V 2
%P 1356-1360
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1361
%T Evaluation of Workplace for People with Alternative Abilities
%S Human factors and ergonomics
%A E. Gorska
%A J. Lewandowski
%B HCII03
%D 2003
%V 2
%P 1361-1365
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1366
%T Symptoms of depression in the VDT - operators
%S Human factors and ergonomics
%A A. Janocha
%A E. Salomon
%A L. Borodulin-Nadzieja
%A R. Skalik
%A M. Sobieszczanska
%B HCII03
%D 2003
%V 2
%P 1366-1370
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1371
%T Human Factors as a Determinant of Quality of Work
%S Human factors and ergonomics
%A A. Kawecka-Endler
%B HCII03
%D 2003
%V 2
%P 1371-1375
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1376
%T Technostress, Quality of Work Life, and Locus of Control
%S Human factors and ergonomics
%A K. Khan
%A J. Fisher
%B HCII03
%D 2003
%V 2
%P 1376-1380
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1381
%T The Framework for Indirect Management Features of Process Control
User Interfaces
%S Human factors and ergonomics
%A T. Koskinen
%A M. Nieminen
%A H. Paunonen
%A J. Oksanen
%B HCII03
%D 2003
%V 2
%P 1381-1385
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1386
%T The Assessment of the Working Computer Systems in the Enterprise Made
by Computer Operators
%S Human factors and ergonomics
%A K. Lis
%A J. Olszewski
%A M. Szczubelek
%B HCII03
%D 2003
%V 2
%P 1386-1390
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1391
%T Operator's Contribution to the Success of Control Board Renewal
Project of Genkai 1&2 of Japanese PWR Nuclear Power Plant
%S Human factors and ergonomics
%A S. Miyanari
%A k. Tomita
%A K. Hattori
%B HCII03
%D 2003
%V 2
%P 1391-1395
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1396
%T Definition and prototyping of ErgoMonitor - an online monitoring
system for ergonomic evaluation of human-computer interaction in a Web
environment
%S Human factors and ergonomics
%A M. Morandini
%A W. de Abreu Cybis
%B HCII03
%D 2003
%V 2
%P 1396-1400
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1401
%T The State of Ergonomic Consciousness of Employees as An Index of
Safety Quality of the Organisation
%S Human factors and ergonomics
%A T. Musiol
%B HCII03
%D 2003
%V 2
%P 1401-1405
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1406
%T The Adaptation to Main Control Room of a New Human Machine Interface
Design
%S Human factors and ergonomics
%A Y. Niwa
%A H. Yoshikawa
%B HCII03
%D 2003
%V 2
%P 1406-1410
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1411
%T A Phenomenon of Computer in Human Life
%S Human factors and ergonomics
%A P. Nowakowski
%A J. Charytonowicz
%B HCII03
%D 2003
%V 2
%P 1411-1415
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1416
%T Have Operators to Forget the Old System in Order to Acquire the New
One? A Case Study in the Health Care Context
%S Human factors and ergonomics
%A F. Rizzo
%A O. Parlangeli
%A S. Bagnara
%B HCII03
%D 2003
%V 2
%P 1416-1420
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1421
%T An Operator Training System based on Man Machine Simulator
%S Human factors and ergonomics
%A K. Sasou
%A K. Takano
%A M. Ebisu
%B HCII03
%D 2003
%V 2
%P 1421-1425
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.2.1426
%T Experimental Studies of Computerized Support System from
Human-Centered Aspect
%S Human factors and ergonomics
%A H. Yoshikawa
%A T. Ozawa
%B HCII03
%D 2003
%V 2
%P 1426-1430
%* (c) Copyright 2003 Lawrence Erlbaum Associates

fpack:!@#$%^&*(): HCII03-3.B
%M C.HCII.03.3.3
%T Position of the arm and the musculoskeletal disorders
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Aaras
%A G. Horgen
%B HCII03
%D 2003
%V 3
%P 3-7
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.8
%T Physical Environments for Human Computer Interaction in Scandinavia
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. E. Andersen
%B HCII03
%D 2003
%V 3
%P 8-12
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.13
%T Engineering Workplaces: Advanced Workplace Concept
%S Human-centred computing : cognitive, social and ergonomic aspects
%A W. Baumeister
%B HCII03
%D 2003
%V 3
%P 13-17
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.18
%T Interactions of Visual and Motor Demands on Reaching Actions at
Workstations
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. J. Dainoff
%A L. Mark
%A D. Gardner
%B HCII03
%D 2003
%V 3
%P 18-22
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.23
%T Two Field Trials of Brief Rest Breaks to Reduce Musculoskeletal
Symptoms
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Faucett
%A J. Meyers
%A J. Miles
%A I. Janowitz
%A F. Fathallah
%B HCII03
%D 2003
%V 3
%P 23-27
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.28
%T VDU-work and the preferred line-of-sight after long term exposure to
different monitor placements
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. I. Fostervold
%B HCII03
%D 2003
%V 3
%P 28-32
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.33
%T Anisotropic characteristics of LCD TFTs and their impact on visual
performance: "Everything's superior with TFTs?"
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Groeger
%A M. Ziefle
%A D. Sommer
%B HCII03
%D 2003
%V 3
%P 33-37
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.38
%T Reduced productivity due to musculoskeletal symptoms: Associations
with workplace and individual factors among white collar computer users
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Hagberg
%A E. W. Tornqvist
%A A. Toomingas
%B HCII03
%D 2003
%V 3
%P 38-42
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.43
%T Support of Creative Knowledge Workers in Flexible Office Environments
Through a Positioning System
%S Human-centred computing : cognitive, social and ergonomic aspects
%A U.-E. Haner
%A A. Greisle
%B HCII03
%D 2003
%V 3
%P 43-47
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.48
%T Use of Electronic Performance Monitoring to Promote Individual and
Team-managed Rest Breaks: a Summary of Laboratory Research
%S Human-centred computing : cognitive, social and ergonomic aspects
%A R. Henning
%B HCII03
%D 2003
%V 3
%P 48-52
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.53
%T Visual Discomfort Among VDU-users wearing Single Vision Lenses
compared to VDU-progressive Lenses?
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Horgen
%A A. Aaras
%A M. Thoresen
%B HCII03
%D 2003
%V 3
%P 53-57
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.58
%T Effect of Bezel Reflectance on People Using a Computer Monitor
%S Human-centred computing : cognitive, social and ergonomic aspects
%A C. Hunter
%A P. R. Boyce
%A J. Watt H
%B HCII03
%D 2003
%V 3
%P 58-62
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.63
%T Stress in the Office: the Influence of Software-Ergonomic Quality
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Hurtienne
%A J. Prumper
%B HCII03
%D 2003
%V 3
%P 63-67
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.68
%T Flexible Working Hours, Stress Factors and Well-being among IT
Professionals
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Huuhtanen
%A M. Kivisto
%B HCII03
%D 2003
%V 3
%P 68-72
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.73
%T The effect of mental demand on performance and muscle activity during
computer use
%S Human-centred computing : cognitive, social and ergonomic aspects
%A B. Jensen
%A B. Laursen
%A A. H. Garde
%A A. Jorgensen
%B HCII03
%D 2003
%V 3
%P 73-77
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.78
%T Information Technology and Moral Stress - How to Avoid Moral Stress
and How to Promote Health
%S Human-centred computing : cognitive, social and ergonomic aspects
%A I. Kavathatzopoulos
%A J. Persson
%A C. Aborg
%B HCII03
%D 2003
%V 3
%P 78-82
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.83
%T Can Computer Work Retard Aging?
%S Human-centred computing : cognitive, social and ergonomic aspects
%A U. Kristijuhan
%B HCII03
%D 2003
%V 3
%P 83-87
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.88
%T Effects of data system changes on job characteristics and well-being
of hospital personnel - A longitudinal study
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Lindstrom
%A M. Turpeinen
%A J. Kinnunen
%B HCII03
%D 2003
%V 3
%P 88-92
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.93
%T An Observational and Interview Study on Personal Digital Assistant
(PDA) Uses by Clinicians in Different Contexts
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y.-C. Lu
%A Y. Xiao
%A A. Sears
%A J. Jacko
%B HCII03
%D 2003
%V 3
%P 93-97
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.98
%T Task Performance with a Wearable Augmented Reality Interface for
Welding
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Luczak
%A M. Park
%A B. Balazs
%A S. Wiedenmaier
%A L. Schmidt
%B HCII03
%D 2003
%V 3
%P 98-102
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.103
%T The effect of alternative keyboards on musculoskeletal symptoms and
disorders
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Moore
%A N. Swanson
%B HCII03
%D 2003
%V 3
%P 103-107
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.108
%T Human Characteristics of Pointing an Object on Small Screen of
Personal Digital Assistant by Pen Based Interface
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Morimoto
%A T. Kurokawa
%A A. Mukae
%B HCII03
%D 2003
%V 3
%P 108-112
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.113
%T Changing Requirements of Laboratory Design
%S Human-centred computing : cognitive, social and ergonomic aspects
%A I. M. Muller
%A C. Heinekamp
%B HCII03
%D 2003
%V 3
%P 113-117
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.118
%T What is the Most Beneficial Type of Recreation for Computer
Operators?
%S Human-centred computing : cognitive, social and ergonomic aspects
%A I. Ogawa
%A T. Sakamoto
%B HCII03
%D 2003
%V 3
%P 118-122
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.123
%T Computer Input with Gesture Recognition: Comfort and Pain Ratings of
Hand Postures
%S Human-centred computing : cognitive, social and ergonomic aspects
%A D. Rempel
%A E. Hertzer
%A R. Brewer
%B HCII03
%D 2003
%V 3
%P 123-127
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.128
%T Impact of Information Technology on Work Processes and Job
Characteristics in the Printing Industry
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Seppala
%B HCII03
%D 2003
%V 3
%P 128-132
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.133
%T Situated Interaction with Ambient Information: Facilitating Awareness
and Communication in Ubiquitous Work Environments
%S Human-centred computing : cognitive, social and ergonomic aspects
%A N. Streitz
%A C. Rocker
%A T. Prante
%A R. Stenzel
%A D. van Alphen
%B HCII03
%D 2003
%V 3
%P 133-137
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.138
%T Quantitative Evaluation of Emotional Reaction Induced by Visual
Stimulation Based on Cross-Correlation between Blood Pressure and Heart
Rate
%S Human-centred computing : cognitive, social and ergonomic aspects
%A N. Sugita
%A M. Yoshizawa
%A A. Tanaka
%A K.-i. Abe
%A T. Yambe
%A S.-i. Nitta
%B HCII03
%D 2003
%V 3
%P 138-142
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.143
%T World Wide Web and Sustainable Workplaces with Visual Display Units
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Taal
%B HCII03
%D 2003
%V 3
%P 143-147
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.148
%T The User-Computer Relation as an Anticipator of Musculoskeletal
Strain in VDU Work
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Tuomivaara
%A R. Ketola
%A P. Huuhtanen
%A R. Toivonen
%B HCII03
%D 2003
%V 3
%P 148-152
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.153
%T Lighting of VDT Workstands and Users' Visual Discomfort - Results of
an Experimental Study
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Wolska
%B HCII03
%D 2003
%V 3
%P 153-157
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.158
%T Is the trackball a serious alternative to the mouse? A comparison of
trackball and mouse with regard to cursor movement performance in
manipulation tasks
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Ziefle
%B HCII03
%D 2003
%V 3
%P 158-164
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.165
%T Human Performance in Cognitive Tasks Involving Multimodal Speech
Interfaces
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Ali
%A P. Marsden
%B HCII03
%D 2003
%V 3
%P 165-169
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.170
%T Performance on Mobile Phones: Does it Depend on Proper Cognitive
Mapping?
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Bay
%A M. Ziefle
%B HCII03
%D 2003
%V 3
%P 170-174
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.175
%T Developments in the Area of Cognitive Systems: Reducing the Gap
Between Production Systems and Naturalistic Decision Making
%S Human-centred computing : cognitive, social and ergonomic aspects
%A N. Brannon
%A R. Koubek
%B HCII03
%D 2003
%V 3
%P 175-179
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.180
%T A road-based evaluation of a Head-Up Display for presenting
navigation information
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Burnett
%B HCII03
%D 2003
%V 3
%P 180-184
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.185
%T Analysis and Verification of Human-Automation Interfaces
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Degani
%A M. Heymann
%B HCII03
%D 2003
%V 3
%P 185-189
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.190
%T GHOST: experimenting countermeasures to cure pilots from the
perseveration syndrome
%S Human-centred computing : cognitive, social and ergonomic aspects
%A F. Dehais
%B HCII03
%D 2003
%V 3
%P 190-194
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.195
%T Source Recommendation System for Information Search and Retrieval
%S Human-centred computing : cognitive, social and ergonomic aspects
%A N. Edala
%A L. Koppaka
%A S. Narayanan
%A D. Loritz
%A R. Daley
%B HCII03
%D 2003
%V 3
%P 195-199
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.200
%T Symbols, Signs, Messages in Ergonomics of Social Space
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Foltarz
%B HCII03
%D 2003
%V 3
%P 200-204
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.205
%T The automated measurement of icon complexity; a feasibility study
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Forsythe
%A N. Sheehy
%A M. Sawey
%B HCII03
%D 2003
%V 3
%P 205-209
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.210
%T Improving System Usability Through the Automation of User's Routine
Intentions: an Image Edition Tool Case Study
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Frery
%A A. Leitao
%A A. Furtado
%A F. da CA. Neto
%A F. De Souza
%A G. Andrade
%A J. E. de AFilho
%B HCII03
%D 2003
%V 3
%P 210-214
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.215
%T Self-Organized Criticality of Color Information of Impressionist's
Art Works
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Fukumoto
%A D. S. Cai
%A M. Yasumura
%B HCII03
%D 2003
%V 3
%P 215-219
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.220
%T Cognitive Aspects of Computer Aided Planning Tasks
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Giannacourou
%A L. Laios
%B HCII03
%D 2003
%V 3
%P 220-224
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.225
%T Technology as an Equalizer: Can it be Used to Improve Novice
Inspection Performance?
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Gramopadhye
%A A. Duchowski
%A J. Greenstein
%A S. Kaewkuekool
%A M. Khasawneh
%A S. Bowling
%A N. Cournia
%B HCII03
%D 2003
%V 3
%P 225-229
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.230
%T Measuring Team Situation Awareness by means of Eye Movement Data
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Hauland
%B HCII03
%D 2003
%V 3
%P 230-234
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.235
%T Difference Presentation: A Method for Facilitating Users' Adaptation
to Software Upgrade
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Hayama
%A K. Ueda
%B HCII03
%D 2003
%V 3
%P 235-239
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.240
%T Generating Insights from Agent-Model Emergent Behavior
%S Human-centred computing : cognitive, social and ergonomic aspects
%A R. Hill
%B HCII03
%D 2003
%V 3
%P 240-244
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.245
%T A Case Study of two experiences of group-based student projects:
Cognitive model vs. Situated learning
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K.-H. Huang
%A K. Wang
%A S. Y. Chiu
%B HCII03
%D 2003
%V 3
%P 245-249
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.250
%T Design and Implementation of Steganography based on 2-Tier File
Encryption Algorithm
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. S. Kim
%A Y.-M. Kim
%A S. G. Min
%A D.-K. Baik
%B HCII03
%D 2003
%V 3
%P 250-254
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.255
%T Situation Awareness and Situation Dependent Behaviour Adjustment in
the Maritime Work Domain
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Koester
%B HCII03
%D 2003
%V 3
%P 255-259
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.260
%T Optimizing Text Layout for Small-screens: the Effect of Hyphenation
and Centering
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Laarni
%B HCII03
%D 2003
%V 3
%P 260-264
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.265
%T Evaluating Situation Awareness in Different Levels of Fidelity of
Synthetic Environments: Virtual Cockpit Versus Conventional Flight
Simulator
%S Human-centred computing : cognitive, social and ergonomic aspects
%A U. Laptaned
%A S. Nichols
%A J. Wilson
%B HCII03
%D 2003
%V 3
%P 265-269
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.270
%T Developing a Testbed for Studying Human-Robot Interaction in Urban
Search and Rescue
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Lewis
%A K. Sycara
%A I. Nourbakhsh
%B HCII03
%D 2003
%V 3
%P 270-274
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.275
%T Using symbol size and colour to effect performance confidence
%S Human-centred computing : cognitive, social and ergonomic aspects
%A F. Lichacz
%A G. Craig
%A L. Bridgman
%B HCII03
%D 2003
%V 3
%P 275-279
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.280
%T User Studies on Tactile Perception of Vibrating Alert
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Linjama
%A M. Puhakka
%A T. Kaaresoja
%B HCII03
%D 2003
%V 3
%P 280-284
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.285
%T Identifying and Refining the Tasks in a Cockpit Data Link Model
%S Human-centred computing : cognitive, social and ergonomic aspects
%A L. Martin
%A S. Verma
%A A. Jadhav
%A V. Raghavan
%A S. Lozito
%B HCII03
%D 2003
%V 3
%P 285-289
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.290
%T Use of a Computer Simulation Model to Predict Survival from
Metastatic Cancer
%S Human-centred computing : cognitive, social and ergonomic aspects
%A L. Mehl-Madrona
%B HCII03
%D 2003
%V 3
%P 290-294
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.295
%T A SPN-Agents based model for Functional Modeling of Brain Regions
Interaction
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Mertoguno
%A D. Kavraki
%A N. Bourbakis
%B HCII03
%D 2003
%V 3
%P 295-299
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.300
%T Multimodal Interface for Remote Vehicles Command and Control
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Narakesari
%A S. Narayanan
%A J. Gallimore
%A M. Draper
%B HCII03
%D 2003
%V 3
%P 300-304
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.305
%T Applying an eye-tracking based process measure for analysing team
situation awareness in aviation
%S Human-centred computing : cognitive, social and ergonomic aspects
%A R. Pedersen
%A H. Andersen
%B HCII03
%D 2003
%V 3
%P 305-309
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.310
%T Enhancing Human-Computer-Cooperation by Grounding the Engineering
Process on a Uniform, Cognitive Model
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Putzer
%A R. Onken
%B HCII03
%D 2003
%V 3
%P 310-314
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.315
%T A Methodology for Reengineering Courses for the Web
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J.-M. Robert
%A L. Gamez
%A W. de Abreu Cybis
%B HCII03
%D 2003
%V 3
%P 315-319
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.320
%T Explorations in Modeling Human Decision Making in Dynamic Contexts
%S Human-centred computing : cognitive, social and ergonomic aspects
%A L. Rothrock
%A A. Kirlik
%B HCII03
%D 2003
%V 3
%P 320-324
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.325
%T Analyzing Emotional Human-Computer Interaction as Distributed
Cognition: The Affective Resources model
%S Human-centred computing : cognitive, social and ergonomic aspects
%A I. Tarnanas
%A A. Karoulis
%A I. Tsoukalas
%B HCII03
%D 2003
%V 3
%P 325-329
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.330
%T Cognition and Autonomy in Distributed Intelligent Systems
%S Human-centred computing : cognitive, social and ergonomic aspects
%A R. Taylor
%B HCII03
%D 2003
%V 3
%P 330-334
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.335
%T Bring Out Creativity!
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Tedjasaputra
%A E. R. Sari
%B HCII03
%D 2003
%V 3
%P 335-339
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.340
%T An Aircraft Preference Study on the Application of Vector Maps in
U.S. Navy Tactical Aircraft
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Trenchard
%A M. Lohrenz
%A S. Edwards
%B HCII03
%D 2003
%V 3
%P 340-344
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.345
%T Task Decomposition: Why do Some Novice Users Have Difficulties in
Manipulating the User-interfaces of Daily Electronic Appliances?
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Ueda
%A M. Endo
%A H. Suzuki
%B HCII03
%D 2003
%V 3
%P 345-349
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.350
%T Study of Wearable Computer for Subjective Visual Recording
%S Human-centred computing : cognitive, social and ergonomic aspects
%A R. Ueoka
%A K. Hirota
%A M. Hirose
%B HCII03
%D 2003
%V 3
%P 350-354
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.355
%T Intelligent Agents as Cognitive Team Members
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Urlings
%A J. Tweedale
%A C. Sioutis
%A N. Ichalkaranje
%A L. Jain
%B HCII03
%D 2003
%V 3
%P 355-359
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.360
%T The Influence of Colour Coding on Information Extraction from
Computer-Presented Tables
%S Human-centred computing : cognitive, social and ergonomic aspects
%A D. Van Laar
%A K. Chapman
%A M. Turner
%B HCII03
%D 2003
%V 3
%P 360-364
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.365
%T Emergence of Shared Mental Models During Distributed Teamwork:
Integration of Distributed Cognition Traces
%S Human-centred computing : cognitive, social and ergonomic aspects
%A R. Vick
%A M. Crosby
%A B. Auernheimer
%A M. Iding
%B HCII03
%D 2003
%V 3
%P 365-369
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.370
%T Learning and Forgetting Aspects in Student Models of Educational
Software
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Virvou
%A K. Manos
%B HCII03
%D 2003
%V 3
%P 370-374
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.375
%T Biologically Inspired Analysis of Complex Systems:Back to Nature
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Wheatly
%A S. Narayanan
%A R. Koubek
%A C. Harvey
%A L. Rothrock
%A P. Smith
%A M. Haas
%A W. Nanry
%B HCII03
%D 2003
%V 3
%P 375-379
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.380
%T Location of the Titles Matters in Performance with Tables and Graphs
%S Human-centred computing : cognitive, social and ergonomic aspects
%A L. Zhang
%A X. Fu
%A Y. Xuan
%A X. Yuan
%B HCII03
%D 2003
%V 3
%P 380-386
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.387
%T Assessment and Training Using a Low Cost Driving Simulator
%S Human-centred computing : cognitive, social and ergonomic aspects
%A R. W. Allen
%A T. Rosenthal
%A G. Park
%A D. Fiorentino
%A E. Viirre
%B HCII03
%D 2003
%V 3
%P 387-391
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.392
%T Clinical System User Interface derived from cognitive task analysis
of the physicians' diagnostic process
%S Human-centred computing : cognitive, social and ergonomic aspects
%A N. Alshebel
%A P. Dew
%B HCII03
%D 2003
%V 3
%P 392-396
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.397
%T Task Analysis Method of Advertising Design Process Using Computer
Media Based on Cognitive Behaviour Description and Eye Tracking
Technique
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Aoki
%B HCII03
%D 2003
%V 3
%P 397-401
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.402
%T Remote Web Usability Testing: a Proxy Approach
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Baravalle
%A V. Lanfranchi
%B HCII03
%D 2003
%V 3
%P 402-406
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.407
%T Development of an Error Management Taxonomy in ATC
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Bove
%A H. Andersen
%B HCII03
%D 2003
%V 3
%P 407-411
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.412
%T Use of a Train Signal Control Simulator to Develop a Valid Measure of
Shared Mental Models
%S Human-centred computing : cognitive, social and ergonomic aspects
%A N. Bristol
%A S. Nichols
%B HCII03
%D 2003
%V 3
%P 412-416
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.417
%T Scenario Development for Testing Safety Devices in Automotive
Environments
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. C. Cacciabue
%A M. Martinetto
%A S. Montagna
%A A. Re
%B HCII03
%D 2003
%V 3
%P 417-421
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.422
%T Designing a Pleasurable Web Pad User Interface with the Participatory
Function Analysis
%S Human-centred computing : cognitive, social and ergonomic aspects
%A C.-H. Chen
%A H.-T. Wang
%A H. L. Hsu
%B HCII03
%D 2003
%V 3
%P 422-426
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.427
%T Incorporating Cognitive Usability into Software Design Processes
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Feary
%A L. Sherry
%A P. Polson
%A K. Fennel
%B HCII03
%D 2003
%V 3
%P 427-431
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.432
%T Usability Laboratories - Quantitative and Qualitative Approaches
%S Human-centred computing : cognitive, social and ergonomic aspects
%A R. Freitag
%A W. Dzida
%A B. Majonica
%A K. Nebe
%A N. Woletz
%B HCII03
%D 2003
%V 3
%P 432-436
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.437
%T Perceptual Distributed Multimedia Quality: A Cognitive Style
Perspective
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Ghinea
%A S. Chen
%B HCII03
%D 2003
%V 3
%P 437-441
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.442
%T Definition of a Common Work Space
%S Human-centred computing : cognitive, social and ergonomic aspects
%A B. Guiost
%A S. Debernard
%A P. Millot
%B HCII03
%D 2003
%V 3
%P 442-446
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.447
%T A Multidimensional Scale for Road Vehicle Handling Qualities
%S Human-centred computing : cognitive, social and ergonomic aspects
%A D. Harris
%A J. Chan-Pensley
%A S. McGarry
%B HCII03
%D 2003
%V 3
%P 447-451
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.452
%T From Browsing Behavior to Usability Matters
%S Human-centred computing : cognitive, social and ergonomic aspects
%A E. Herder
%A B. Van Dijk
%B HCII03
%D 2003
%V 3
%P 452-456
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.457
%T A Formal Method for Analysing Field Data and Setting the Design
Requirements for Scheduling Tools
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Higgins
%B HCII03
%D 2003
%V 3
%P 457-461
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.462
%T Evaluating Crew Interaction via Task Performance and Eye Tracking
Measures: Evidence from a Simulated Flightdeck Task
%S Human-centred computing : cognitive, social and ergonomic aspects
%A B. Hilburn
%A P. Hoogeboom
%B HCII03
%D 2003
%V 3
%P 462-466
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.467
%T Input Requirements to a Performance Monitoring System
%S Human-centred computing : cognitive, social and ergonomic aspects
%A E. Hollnagel
%A Y. Niwa
%B HCII03
%D 2003
%V 3
%P 467-471
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.472
%T Requirements Analysis and Task Design in Dynamic Environments
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Hoorn
%A G. van der Veer
%B HCII03
%D 2003
%V 3
%P 472-476
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.477
%T Human Factors in Web-assisted Personal Finance
%S Human-centred computing : cognitive, social and ergonomic aspects
%A I. Juvina
%A H. Van Oostendorp
%B HCII03
%D 2003
%V 3
%P 477-481
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.482
%T An Evaluation Framework of Human Factors in ODL Programs
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Karoulis
%A I. Tarnanas
%A A. Pombortsis
%B HCII03
%D 2003
%V 3
%P 482-486
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.487
%T Making Instructions 'Visible' on the Interface: An Instructional
Approach to the Acquisition and Retention of Fault-finding Skills
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Kontogiannis
%A N. Linou
%B HCII03
%D 2003
%V 3
%P 487-491
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.492
%T Reading News from a Pocket Computer: an Eye-movement Study
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Laarni
%A I. Kojo
%A L. Karkkainen
%A P. Isotalus
%B HCII03
%D 2003
%V 3
%P 492-496
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.497
%T Personal Assistant for onLine Services: Addressing human factors
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Lindenberg
%A S. Nagata
%A M. Neerincx
%B HCII03
%D 2003
%V 3
%P 497-501
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.502
%T The Use of Haptic Cues Within a Control Interface
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Lomas
%A G. Burnett
%A M. Porter
%A S. Summerskill
%B HCII03
%D 2003
%V 3
%P 502-506
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.507
%T Hazard Perception training in the BSM Driver-Training Simulator
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. McCormack
%B HCII03
%D 2003
%V 3
%P 507-511
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.512
%T Scenario-based drama as a tool for investigating user requirements
with application to home monitoring for elderly people
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. McKenna
%A F. Marquis-Faulkes
%A P. Gregor
%A A. Newell
%B HCII03
%D 2003
%V 3
%P 512-516
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.517
%T A Human Interface for In-Vehicle Information Space Using Drivers' Eye
Movements
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Mori
%B HCII03
%D 2003
%V 3
%P 517-521
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.522
%T Different Ways of Data-Reduction for Driver Simulator Validation
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Mulder-Helliesen
%A L. Dorn
%B HCII03
%D 2003
%V 3
%P 522-526
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.527
%T The Development of a Bus Simulator for Bus Driver Training
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Muncie
%A L. Dorn
%B HCII03
%D 2003
%V 3
%P 527-531
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.532
%T An Analysis of Potential of Human Error in Hospital Work
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Okada
%B HCII03
%D 2003
%V 3
%P 532-536
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.537
%T Reducing Interaction Style Errors in Task-Switching
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Oulasvirta
%A H. Kuoppala
%B HCII03
%D 2003
%V 3
%P 537-541
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.542
%T Pupil Dilation as an Indicator of Cognitive Workload in
Human-Computer Interaction
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Pomplun
%A S. Sunkara
%B HCII03
%D 2003
%V 3
%P 542-546
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.547
%T Locating Relevant Categories in Web Menus: Effects of Menu Structure,
Aging and Task Complexity
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J.-F. Rouet
%A C. Ros
%A G. Jegou
%A S. Metta
%B HCII03
%D 2003
%V 3
%P 547-551
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.552
%T Measuring Driver Fatigue and Establishing KOLINTANG Music Treatment
for Decreasing Fatigue in Driver: A Preliminary Study to Develop Smart
Sensor of Fatigue for Car Driver
%S Human-centred computing : cognitive, social and ergonomic aspects
%A I. Rozmi
%A Y. Kurniawan
%A I. Maakip
%A M. S. A. Ghani
%A M. J. M. Nor
%A D. Sulaiman
%B HCII03
%D 2003
%V 3
%P 552-556
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.557
%T Designing for Psychological Effects: Towards Mind-Based Media and
Communications Technologies
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Saari
%B HCII03
%D 2003
%V 3
%P 557-561
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.562
%T Effects of perceptual and semantic grouping on the acquisition of
hypertext conceptual models
%S Human-centred computing : cognitive, social and ergonomic aspects
%A L. Salmeron
%A J. Canas
%A I. Fajardo
%A M. Gea
%B HCII03
%D 2003
%V 3
%P 562-566
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.567
%T Predicting Design Induced Pilot Error: A comparison of SHERPA, Human
Error HAZOP, HEIST and HET, a newly developed aviation specific HEI
method
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Salmon
%A N. Stanton
%A M. Young
%A D. Harris
%A J. Demagalski
%A A. Marshall
%A T. Waldmann
%A S. Dekker
%B HCII03
%D 2003
%V 3
%P 567-571
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.572
%T The Presentation of Conflict Resolution Advisories to Air Traffic
Controllers - A Human Factors Perspective
%S Human-centred computing : cognitive, social and ergonomic aspects
%A D. Schaefer
%A M. Flynn
%A G. Skraaning
%B HCII03
%D 2003
%V 3
%P 572-576
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.577
%T The Man without a Face, and other Stories about Human-Centred
Automation in Nuclear Process Control
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Skraaning
%A A. B. M. Skjerve
%B HCII03
%D 2003
%V 3
%P 577-581
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.582
%T Situational Awareness Displays in Driving
%S Human-centred computing : cognitive, social and ergonomic aspects
%A N. Stanton
%B HCII03
%D 2003
%V 3
%P 582-586
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.587
%T Predicting Pilot Error: Assessing the Performance of SHERPA
%S Human-centred computing : cognitive, social and ergonomic aspects
%A N. Stanton
%A P. Salmon
%A D. Harris
%A J. Demagalski
%A A. Marshall
%A T. Waldmann
%A S. Dekker
%B HCII03
%D 2003
%V 3
%P 587-591
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.592
%T Assessing the Effect of New Technology on Driver Behavior - a
Theoretical Model
%S Human-centred computing : cognitive, social and ergonomic aspects
%A R. Stewart
%A D. Harris
%B HCII03
%D 2003
%V 3
%P 592-596
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.597
%T Modeling of Knowledge Structure Transformation with First-Order
Clauses in Dynamic Systems
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K.-H. Tang
%B HCII03
%D 2003
%V 3
%P 597-601
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.602
%T Mental models of search engines: How does a WWW search engine work?
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Thatcher
%A M. Greyling
%B HCII03
%D 2003
%V 3
%P 602-606
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.607
%T Generation of Cognitive Ergonomic Dynamic Hypertext for E-Learning
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Trausan-Matu
%A A. Marhan
%A G. Iosif
%A I. Juvina
%B HCII03
%D 2003
%V 3
%P 607-611
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.612
%T Operational barrier to control human error
%S Human-centred computing : cognitive, social and ergonomic aspects
%A F. Van Der Haegen
%B HCII03
%D 2003
%V 3
%P 612-616
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.617
%T E-TRACKING: eye tracking analysis in the evaluation of e-learning
systems
%S Human-centred computing : cognitive, social and ergonomic aspects
%A D. Zambarbieri
%B HCII03
%D 2003
%V 3
%P 617-621
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.622
%T A systematic barrier removal methodology: application for
transportation system
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Z. Zhang
%A F. Van der haegen
%A P. Polet
%B HCII03
%D 2003
%V 3
%P 622-628
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.629
%T Web Interfaces between users and a centralized MAS for the
technological watch
%S Human-centred computing : cognitive, social and ergonomic aspects
%A E. Adam
%A M. Lecomte
%B HCII03
%D 2003
%V 3
%P 629-633
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.634
%T Semantically Enhanced Hypermedia: A First Step
%S Human-centred computing : cognitive, social and ergonomic aspects
%A I. Alfaro
%A M. Zancanaro
%A A. Cappelletti
%A M. Nardon
%A A. Guerzoni
%B HCII03
%D 2003
%V 3
%P 634-638
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.639
%T A Methodology for the Administration of a Web-Based Questionnaire
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Antunes
%A E. Castro
%A O. Mealha
%B HCII03
%D 2003
%V 3
%P 639-643
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.644
%T Properties of Controlling Models for Expressions Linked to Visual
Knowledge
%S Human-centred computing : cognitive, social and ergonomic aspects
%A E. Bamba
%B HCII03
%D 2003
%V 3
%P 644-648
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.649
%T Are Users Ready for Electronic Prescription Processing?
%S Human-centred computing : cognitive, social and ergonomic aspects
%A D. Bell
%A P. Marsden
%A M. Kirby
%B HCII03
%D 2003
%V 3
%P 649-653
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.654
%T Assuring Information Quality in Industrial Enterprises: Experiments
in an ERP Environment
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Bellocci
%A M. Lehto
%A S. Nof
%B HCII03
%D 2003
%V 3
%P 654-658
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.659
%T Visualization Techniques for Personal Tasks on Mobile Computers
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Bieber
%A C. Tominski
%B HCII03
%D 2003
%V 3
%P 659-663
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.664
%T Agent-Based User Interface Customization in a System-Mediated
Collaboration Environment
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Brocks
%A U. Thiel
%A A. Stein
%B HCII03
%D 2003
%V 3
%P 664-668
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.669
%T Organisational Learning: An Investigation of Response to Rapid Change
in a Traditional Environment
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Buckner
%A E. Davenport
%B HCII03
%D 2003
%V 3
%P 669-673
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.674
%T Explication and Legitimisation of Arguments and Outcomes in
Sense-making and Innovation by Groups: Some Implications for Group
Support Systems
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Coetzee
%A J. Phahlamohlaka
%B HCII03
%D 2003
%V 3
%P 674-678
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.679
%T Users driven optimization for a web-based university Management
Information System
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Del Rio Cumbreno
%A J. T. Gonzalez
%A J. F. Gonzalez
%A M. G. Sobradelo
%B HCII03
%D 2003
%V 3
%P 679-683
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.684
%T A learning companion - design of personal assistance in an adaptive
information and learning ambience
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Englemeier
%A J. Pereira
%A N. Cerpa
%B HCII03
%D 2003
%V 3
%P 684-688
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.689
%T Design of ICT support for Communities of Practice: Case study of a
Trade union information system
%S Human-centred computing : cognitive, social and ergonomic aspects
%A L. Ericson
%A N. Hallberg
%A T. Timpka
%B HCII03
%D 2003
%V 3
%P 689-693
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.694
%T Human Computer Interaction and Cooperative Learning in Mobile
Environments
%S Human-centred computing : cognitive, social and ergonomic aspects
%A B. Essmann
%A T. Hampel
%B HCII03
%D 2003
%V 3
%P 694-698
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.699
%T Modeling Business Information in Virtual Environment
%S Human-centred computing : cognitive, social and ergonomic aspects
%A D. Folinas
%A V. Manthou
%A M. Vlachopoulou
%B HCII03
%D 2003
%V 3
%P 699-703
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.704
%T Cyber Crime Advisory Tool - C{*CAT: a holistic approach to electronic
evidence processing
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Frings
%A M. Stanisic-Petrovic
%A J. Falkner
%A R. Urry
%A N. Mitchison
%B HCII03
%D 2003
%V 3
%P 704-708
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.709
%T Discussion over a shared file system
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Furui
%A K. Matsunaga
%A K. Shidoji
%B HCII03
%D 2003
%V 3
%P 709-713
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.714
%T The Competence Card  A Tool to improve Service
%S Human-centred computing : cognitive, social and ergonomic aspects
%A W. Ganz
%A A.-S. Tombeil
%B HCII03
%D 2003
%V 3
%P 714-718
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.719
%T A Group Development System for Improving Motivation, Performance and
Team Climate in Virtual Teams
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Geister
%A U. Konradt
%A G. Hertel
%B HCII03
%D 2003
%V 3
%P 719-723
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.724
%T Intercultural virtual cooperation: Psychological challenges for
coordination
%S Human-centred computing : cognitive, social and ergonomic aspects
%A E. Grant
%A H. Schulze
%A S. Haasis
%B HCII03
%D 2003
%V 3
%P 724-728
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.729
%T Self-Administered Cooperative Knowledge Areas - Evaluation of the WWW
Interface in Terms of Software Ergonomics -
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Hampel
%A B. Essmann
%B HCII03
%D 2003
%V 3
%P 729-733
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.734
%T Changing Technology - Equal Opportunities?
%S Human-centred computing : cognitive, social and ergonomic aspects
%A N. Helminen
%B HCII03
%D 2003
%V 3
%P 734-738
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.739
%T Group Knowledge Acquisition System Using Two or More Domain Knowledge
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Hijikata
%A T. Takenaka
%A Y. Kusumura
%A S. Nishida
%B HCII03
%D 2003
%V 3
%P 739-743
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.744
%T Auditory Pointing for Interaction with Wearable Systems
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Hirota
%A M. Hirose
%B HCII03
%D 2003
%V 3
%P 744-748
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.749
%T Audience of Local Online Newspapers in Sweden, Slovakia and Spain - a
comparative study
%S Human-centred computing : cognitive, social and ergonomic aspects
%A C. Ihlstrom
%A J. Lundberg
%A F. P. Sapina
%B HCII03
%D 2003
%V 3
%P 749-753
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.754
%T iFlashBack: A Wearable System for Reinforcing Memorization Using
Interaction Records
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Ikei
%A Y. Hirose
%A K. Hirota
%A M. Hirose
%B HCII03
%D 2003
%V 3
%P 754-758
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.759
%T Retrieval System for CAD Data on the Internet
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H.-S. Jung
%A B.-G. Lee
%A C.-M. Joo
%B HCII03
%D 2003
%V 3
%P 759-763
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.764
%T Knowledge Management: An Essential Ingredient for Learning
Organisations
%S Human-centred computing : cognitive, social and ergonomic aspects
%A B. Kayis
%A A. Ahmed
%A C. Reidsema
%A O. Webster
%B HCII03
%D 2003
%V 3
%P 764-768
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.769
%T Approaching Online Self-Representation in a Community of Practice
%S Human-centred computing : cognitive, social and ergonomic aspects
%A C. Kremer
%A J. Ramey
%A C. S. de Souza
%B HCII03
%D 2003
%V 3
%P 769-773
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.774
%T Management of Information and Knowledge in Human Computer Interaction
using System for Cusp Surface Analysis
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Kume
%A C.-Y. Liu
%A L. Cobb
%B HCII03
%D 2003
%V 3
%P 774-778
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.779
%T Contextualizing Search Results in Networked Directories
%S Human-centred computing : cognitive, social and ergonomic aspects
%A C. Kunz
%A V. Botsch
%A J. Ziegler
%A S. Dieter
%B HCII03
%D 2003
%V 3
%P 779-783
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.784
%T Methods for Estimating the Person's Busyness as Awareness Information
in the Medium-sized Laboratory Environment
%S Human-centred computing : cognitive, social and ergonomic aspects
%A I. Kuramoto
%A Y. Shibuya
%A T. Takeuchi
%A Y. Tsujino
%B HCII03
%D 2003
%V 3
%P 784-788
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.789
%T A Design that Meets User's Goals Creates Usable Security
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Latva-Koivisto
%A Y. Kortesniemi
%B HCII03
%D 2003
%V 3
%P 789-793
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.794
%T Integrating and Evolving a Mob: The Growth of a Smart Mob into a
Wireless Community of Practice
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Lester
%B HCII03
%D 2003
%V 3
%P 794-798
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.799
%T Fruitful Collaborations: Integrating Research and Practice
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Levi
%A G. Marchionini
%B HCII03
%D 2003
%V 3
%P 799-803
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.804
%T Practices of KM for high-tech industry: Empirical study in Taiwan's
industries
%S Human-centred computing : cognitive, social and ergonomic aspects
%A C.-Y. Liu
%A T.-H. Lo
%A Y. Kume
%A B. J. C. Yuan
%B HCII03
%D 2003
%V 3
%P 804-808
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.809
%T Quality Assurance in the National Institute for Occupational Safety
and Health (NIOSH) Publications Office
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. McGlothlin
%A V. P. Anderson
%B HCII03
%D 2003
%V 3
%P 809-813
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.814
%T Human oriented Intelligence Image Processing System for Integrated
Visual Inspection
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Nakagawa
%A H. Nakayasu
%B HCII03
%D 2003
%V 3
%P 814-818
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.819
%T TV Viewing and Internet Use:Experiences from a Large-Scale Broadband
Field Trial in Norway
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Nilsen
%A K. Hamnes
%A K. Thrane
%A R. Ling
%A M. Jensen
%B HCII03
%D 2003
%V 3
%P 819-823
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.824
%T Web LogVisualizer: a Tool for Communication and Information
Management
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Nunes
%A F. Zamfir
%A O. Mealha
%A B. Santos
%B HCII03
%D 2003
%V 3
%P 824-828
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.829
%T Innovative UI Concepts for Mobile Devices
%S Human-centred computing : cognitive, social and ergonomic aspects
%A B. Otto
%A F. Kaiser
%B HCII03
%D 2003
%V 3
%P 829-833
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.834
%T Observations from the Introduction of an awareness Tool into a
Workplace, and from the Use of its 'Status'-field
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Pekkola
%A N. Kaarilahti
%A P. Pohjola
%B HCII03
%D 2003
%V 3
%P 834-838
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.839
%T Making Privacy Protocols Usable for Mobile Internet Environments
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. S. Pettersson
%A C. Thoren
%A S. Fischer-Hubner
%B HCII03
%D 2003
%V 3
%P 839-843
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.844
%T The Conceptual Model for E-Learning Meta-Data Structure
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Poyry
%A L. Repokari
%A H. Kautonen
%B HCII03
%D 2003
%V 3
%P 844-848
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.849
%T Col*Leccio: Collective Bookmark Discussion Applying Social Navigation
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Rodriguez
%A N. Sylvie
%B HCII03
%D 2003
%V 3
%P 849-853
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.854
%T Cognitive Strategies and the Process of Teaching and Learning
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Silva
%A V. Almeida
%A R. Orbolato
%B HCII03
%D 2003
%V 3
%P 854-858
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.859
%T Towards an understanding of Common Information Spaces in Distributed
and Mobile Work
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Spinelli
%A J. Brodie
%B HCII03
%D 2003
%V 3
%P 859-863
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.864
%T Adaptive and Context-Aware Information Environments based on ODIN -
Using Semantic and Task Knowledge for User Interface Adaptation in
Information Systems
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Stempfhuber
%B HCII03
%D 2003
%V 3
%P 864-868
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.869
%T Use of the Kansei Engineering Approach in a Decision Support System
for the Improvement of Medium-sized Supermarket Chains
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Taguchi
%A T. Tabe
%B HCII03
%D 2003
%V 3
%P 869-873
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.874
%T A Simple Representation of Socio-emotional Interactions to Promote
On-line Community Involvement for Knowledge Sharing
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Takao
%A M. Nagata
%B HCII03
%D 2003
%V 3
%P 874-878
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.879
%T Mobile communication, image messaging and photo sharing: A
preliminary comparison of Japanese and Finnish teenagers
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Tamminen
%A S. Hari
%A K. Toiskallio
%B HCII03
%D 2003
%V 3
%P 879-883
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.884
%T Designing and evaluating Government Websites within the context of
the Electronic Democracy
%S Human-centred computing : cognitive, social and ergonomic aspects
%A B. van der Vyver
%B HCII03
%D 2003
%V 3
%P 884-888
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.889
%T The Use and Usability of Communication, Collaboration and Knowledge
Management Tools in Virtual Organizations
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Vartiainen
%A M. Hakonen
%A N. Kokko
%B HCII03
%D 2003
%V 3
%P 889-893
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.894
%T Putting Order to Episodic and Semantic Learning Memories:The Case for
KLeOS
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Vavoula
%A M. Sharples
%B HCII03
%D 2003
%V 3
%P 894-898
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.899
%T Automated Identification and Correction of Coding Errors in an
Accident Narrative Database
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Wellman
%A M. Lehto
%A G. Sorock
%B HCII03
%D 2003
%V 3
%P 899-903
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.904
%T Estimation of Useful Field of View on the Situation of Driving Work
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Yamanaka
%A H. Nakayasu
%A K. Maeda
%B HCII03
%D 2003
%V 3
%P 904-910
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.911
%T An automated system for studying brain function and brain
connectivity in a clinical setting
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Arfanakis
%A I. Heaton
%B HCII03
%D 2003
%V 3
%P 911-915
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.916
%T The Clinical Perspective of Large Scale Projects: A Case Study with
Pediatric Brain Tumors & Multiparametric MR Imaging
%S Human-centred computing : cognitive, social and ergonomic aspects
%A L. Astrakas
%A A. Tzika
%A F. Makedon
%A S. Kapidakis
%A S. Ye
%A J. Ford
%B HCII03
%D 2003
%V 3
%P 916-920
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.921
%T Theories on the impact of Information and Communication Technology
and Psychosocial Life Environment
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Bradley
%B HCII03
%D 2003
%V 3
%P 921-925
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.926
%T "Stressors of organizational conditions" - a new design-oriented work
analysis instrument
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Buch
%B HCII03
%D 2003
%V 3
%P 926-930
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.931
%T Breaking New Ground in Interactive Configuration of Production
Environments by the Use of Intelligent Computer Tool
%S Human-centred computing : cognitive, social and ergonomic aspects
%A F. Butke
%A T. Rist
%A W. Sihn
%B HCII03
%D 2003
%V 3
%P 931-935
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.936
%T A System to Manage the Information Related to the Reinforced Concrete
Decay
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Colajanni
%A R. Corrao
%A A. de Vecchi
%A A. Giammanco
%B HCII03
%D 2003
%V 3
%P 936-940
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.941
%T Young urban knowledge workers - Relationship between ICT and
psychosocial life environment
%S Human-centred computing : cognitive, social and ergonomic aspects
%A U. Danielsson
%B HCII03
%D 2003
%V 3
%P 941-945
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.946
%T Combining Virtual Reality with an Easy to Use and Learn Interface in
a tool for Planning and Simulating Interventions in Radiologically
Controlled Areas
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. de Antonio
%A X. Ferre
%A J. Ramirez
%B HCII03
%D 2003
%V 3
%P 946-950
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.951
%T Empowering the User in Product Design with Virtual Reality
%S Human-centred computing : cognitive, social and ergonomic aspects
%A O. Demirbilek
%A A. Aurum
%B HCII03
%D 2003
%V 3
%P 951-955
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.956
%T A Strategy for Formal Service Product Model Specification
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K.-P. Fahnrich
%A S. Auer
%B HCII03
%D 2003
%V 3
%P 956-960
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.961
%T State of the Art in Service Engineering and Management
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K.-P. Fahnrich
%A W. Ganz
%A T. Meiren
%B HCII03
%D 2003
%V 3
%P 961-965
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.966
%T Holistic development of new services
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Freitag
%A T. Meiren
%A H. Wurps
%B HCII03
%D 2003
%V 3
%P 966-970
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.971
%T "Job redesign" - still between work organization and work
rationalization
%S Human-centred computing : cognitive, social and ergonomic aspects
%A E. Frieling
%A S. Stormer
%B HCII03
%D 2003
%V 3
%P 971-975
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.976
%T Successful Business Models of Telemedical Services
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. G. Gemuenden
%A C. Schultz
%A K. Salomo
%A S. Salomon
%B HCII03
%D 2003
%V 3
%P 976-980
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.981
%T Visualization of Interaction Patterns in Collaborative Knowledge
Networks for Medical Applications
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Gloor
%A R. Laubacher
%A S. Dynes
%A Y. Zhao
%B HCII03
%D 2003
%V 3
%P 981-985
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.986
%T The usage of CRM system at modelling quality of products(CRM FQ -
Customer Relationship Management for Quality)
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Golinski
%A J. Kalkowska
%B HCII03
%D 2003
%V 3
%P 986-990
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.991
%T Designing a Data Management System for Monitoring Camera in Emergency
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Hijikata
%A Y. Wang
%A S. Nishida
%B HCII03
%D 2003
%V 3
%P 991-995
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.996
%T New Interaction Concept toward Reestablishing the Human Bonds in
Daily Life
%S Human-centred computing : cognitive, social and ergonomic aspects
%A N. Hirasawa
%B HCII03
%D 2003
%V 3
%P 996-1000
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1001
%T The Computer Human Interface as a Partner in the Doctor Patient
Relationship
%S Human-centred computing : cognitive, social and ergonomic aspects
%A D. Hoch
%A S. Prady
%A Y. Finegan
%A L. Daly
%A J. Lester
%B HCII03
%D 2003
%V 3
%P 1001-1005
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1006
%T Communicating the Company Brand in the Investor Market: The
Collocational Analysis of the Case Company's Quarterly Reports
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Jarvi
%A H. Vanharanta
%A C. Magnusson
%A A. Arppe
%B HCII03
%D 2003
%V 3
%P 1006-1010
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1011
%T The Development of a CAD System for Carbon Fishing Rod
%S Human-centred computing : cognitive, social and ergonomic aspects
%A C.-M. Joo
%A H.-S. Jung
%A B.-G. Lee
%A Y. Kume
%B HCII03
%D 2003
%V 3
%P 1011-1015
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1016
%T Virtual museum of informatics history in Siberia
%S Human-centred computing : cognitive, social and ergonomic aspects
%A V. Kasyanov
%A G. Nesgovorova
%A T. Volyanskaya
%B HCII03
%D 2003
%V 3
%P 1016-1020
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1021
%T The Impact of Flexibility Management on Total Chain of Manufacturing
%S Human-centred computing : cognitive, social and ergonomic aspects
%A B. Kayis
%A S. Kara
%A K. Skutalakul
%B HCII03
%D 2003
%V 3
%P 1021-1025
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1026
%T Interaction in a Relaxed Attitude
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Kinoe
%A T. Hama
%B HCII03
%D 2003
%V 3
%P 1026-1030
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1031
%T Comprehension-Based Approach to HCI for Designing Interaction in
Information Space
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Kitajima
%B HCII03
%D 2003
%V 3
%P 1031-1035
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1036
%T The Concept of New Interface Design for Elder Persons
%S Human-centred computing : cognitive, social and ergonomic aspects
%A D. Kobayashi
%A S. Yamamoto
%B HCII03
%D 2003
%V 3
%P 1036-1040
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1041
%T Managing industrial service portfolios using a platform approach
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. R. Kuster
%A V. Liestmann
%A V. Stich
%B HCII03
%D 2003
%V 3
%P 1041-1045
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1046
%T Enhancing Remote Control Performance: Enabling Tele-Presence Via a 3D
Stereoscopic Display
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Y. Lim
%A R. Quek
%B HCII03
%D 2003
%V 3
%P 1046-1050
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1051
%T Intelligent Human Interface for Road Tunnel Fire Ventilation Control
System
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Maeda
%A I. Nakahori
%B HCII03
%D 2003
%V 3
%P 1051-1055
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1056
%T Multi-Functional Data Collection Interfaces for Biomedical Research
Collaboration
%S Human-centred computing : cognitive, social and ergonomic aspects
%A F. Makedon
%A T. Steinberg
%A L. Rahme
%A A. Tzika
%A H. Wishart
%A Y. Wang
%B HCII03
%D 2003
%V 3
%P 1056-1060
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1061
%T Maintenance Support of Corporate Directories with Social-filtering
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Misue
%A T. Ugai
%B HCII03
%D 2003
%V 3
%P 1061-1065
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1066
%T SeL-Mixer: A Music Authoring Environment Fusing Virtual and Physical
Activities
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Mori
%A K. Azuma
%B HCII03
%D 2003
%V 3
%P 1066-1070
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1071
%T Coordinated Interfaces for Real-time Decision Making in Hierarchical
Structures
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Nakatani
%A S. Yamazaki
%A S. Nishida
%B HCII03
%D 2003
%V 3
%P 1071-1075
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1076
%T Future Trends of Human Interfaces for Public Facilities in Japan
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Nishikawa
%A S. Nishida
%B HCII03
%D 2003
%V 3
%P 1076-1080
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1081
%T Visualizing Medical Imagery in Situ: Augmented Reality as X-Ray
Vision
%S Human-centred computing : cognitive, social and ergonomic aspects
%A C. Owen
%A A. Tang
%B HCII03
%D 2003
%V 3
%P 1081-1085
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1086
%T Implementation Studies with GUIs utilizing Fisheye Lens - Application
for CCTV based Surveillance and Interactive TV -
%S Human-centred computing : cognitive, social and ergonomic aspects
%A N. Ozaki
%B HCII03
%D 2003
%V 3
%P 1086-1090
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1091
%T New Heuristics for Improving Heuristic Evaluation
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Patsula
%B HCII03
%D 2003
%V 3
%P 1091-1095
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1096
%T Towards a Unified Model of Simple Physical and Virtual Environments
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Pederson
%B HCII03
%D 2003
%V 3
%P 1096-1100
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1101
%T Monitoring and Control of Systems by Interactive Virtual Environments
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. M. Quick
%B HCII03
%D 2003
%V 3
%P 1101-1105
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1106
%T Web-based Toolkits for the Management of Customer Integrated
Innovation
%S Human-centred computing : cognitive, social and ergonomic aspects
%A R. Reichwald
%A S. Seifert
%A D. Walcher
%B HCII03
%D 2003
%V 3
%P 1106-1110
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1111
%T Work and Off-the-Job Acticities: An Important New Field of Work
Analysis
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Resch
%B HCII03
%D 2003
%V 3
%P 1111-1115
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1116
%T New technology driven processes for the construction sector - the
research project ViBaL
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Rieck
%A W. Bauer
%B HCII03
%D 2003
%V 3
%P 1116-1120
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1121
%T Training and Assistance to Maintenance in an Augmented Reality
environment
%S Human-centred computing : cognitive, social and ergonomic aspects
%A B. Schwald
%A B. de Laval
%B HCII03
%D 2003
%V 3
%P 1121-1125
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1126
%T The Internet in the home: Changing the domestic landscape
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Sloane
%B HCII03
%D 2003
%V 3
%P 1126-1130
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1131
%T Framing the Flightdeck of the Future: Human Factors Issues in
Freeflight and Datalink
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Stedmon
%A S. Nichols
%A G. Cox
%A H. Neale
%A S. Jackson
%A J. Wilson
%A T. Milne
%B HCII03
%D 2003
%V 3
%P 1131-1135
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1136
%T Asymmetric Communication Mode to Realize Collaboration between
Remotely Located Participants for Dealing with Failures
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Tanaka
%A H. Yajima
%B HCII03
%D 2003
%V 3
%P 1136-1140
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1141
%T Interrogating Search Engine Design using Claims Analysis and General
Design Heuristics
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y.-L. Theng
%B HCII03
%D 2003
%V 3
%P 1141-1145
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1146
%T Overview of Process Trend Analysis
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Triki
%A B. Riera
%B HCII03
%D 2003
%V 3
%P 1146-1150
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1151
%T A Study of a Southern California Wired Community: Where Technology
Meets Social Utopianism
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Venkatesh
%A S. Chen
%A V. M. Gonzales
%B HCII03
%D 2003
%V 3
%P 1151-1155
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1156
%T Collaborative Architectural Design Supported by an Information and
Knowledge Pump
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Verbeke
%A M. Stellingwerff
%B HCII03
%D 2003
%V 3
%P 1156-1160
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1161
%T Communicating in the Home: A Research Agenda for the Emerging Area of
Home Informatics
%S Human-centred computing : cognitive, social and ergonomic aspects
%A V. Vimarlund
%A S. Hagglund
%B HCII03
%D 2003
%V 3
%P 1161-1165
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1166
%T Knowledge Management Systems: Issues concerning collaboration
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Vouros
%B HCII03
%D 2003
%V 3
%P 1166-1170
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1171
%T Usability Testing in Chinese Industries
%S Human-centred computing : cognitive, social and ergonomic aspects
%A X. Yuan
%A X. Fu
%B HCII03
%D 2003
%V 3
%P 1171-1175
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1176
%T Reliability Analysis and Design in Computer-Assisted Surgery
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Zimolong
%A K. Rademacher
%A M. Stockheim
%A B. Zimolong
%A G. Rau
%B HCII03
%D 2003
%V 3
%P 1176-1180
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1181
%T Constraint-Based Teamwork Analysis in the Software Industry
%S Human-centred computing : cognitive, social and ergonomic aspects
%A B. Zimolong
%A T. Uhle
%A S. Kolominski
%A P. Wiederhake
%B HCII03
%D 2003
%V 3
%P 1181-1185
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1186
%T Prognostic Work Analysis Using a Simulation Approach
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Zulch
%A S. Stowasser
%A R. Schwarz
%B HCII03
%D 2003
%V 3
%P 1186-1192
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1193
%T Mining Network Quality of Service with Neural Networks
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Abraham
%A J. Thomas
%A G. Ghinea
%B HCII03
%D 2003
%V 3
%P 1193-1197
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1198
%T Testing Software Packages Using Mouse Clicks Controls
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. A. Aburas
%B HCII03
%D 2003
%V 3
%P 1198-1202
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1203
%T Nine Principles for Actable Systems Design
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Agerfalk
%B HCII03
%D 2003
%V 3
%P 1203-1207
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1208
%T Holistic Communication Modelling: Enhancing Human-Centred Design
through Empowerment
%S Human-centred computing : cognitive, social and ergonomic aspects
%A E. Berki
%A H. Isomaki
%A M. Jakala
%B HCII03
%D 2003
%V 3
%P 1208-1212
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1213
%T The Context Quintet: Narrative Elements Applied to Context Awareness
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Brooks
%B HCII03
%D 2003
%V 3
%P 1213-1217
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1218
%T Software evaluation by the ergonomic assessment tool EKIDES
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Bubb
%A I. Jastrzebska-Fraczek
%B HCII03
%D 2003
%V 3
%P 1218-1222
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1223
%T Researches on Pen-Based User Interface
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Dai
%A T. Feng
%A L. Jie
%A Q. Yanyan
%A A. Xiang
%A W. Weixin
%B HCII03
%D 2003
%V 3
%P 1223-1227
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1228
%T On the relevance of 3D shapes for use as interfaces to architectural
heritage data
%S Human-centred computing : cognitive, social and ergonomic aspects
%A I. Dudek
%A J.-Y. Blaise
%A P. Benistant
%B HCII03
%D 2003
%V 3
%P 1228-1232
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1233
%T Designing a box of inspirations: a story about intecreation from an
information portal for puppetry
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Englmeier
%B HCII03
%D 2003
%V 3
%P 1233-1237
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1238
%T Comparing Presentation Styles of Help for Shoppers on the Web
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Q. Gao
%A P.-L. P. Rau
%A Z. Wei
%B HCII03
%D 2003
%V 3
%P 1238-1242
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1243
%T Grid Transparent Windows
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. G. Lorente
%A J. R. Iglesias
%B HCII03
%D 2003
%V 3
%P 1243-1247
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1248
%T Methods for exploring workplace activities and user contexts
employing intermediate objects - self-photos, personal view records, and
skit performance
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Hasuike
%A E. Tamaru
%A M. Tozaki
%B HCII03
%D 2003
%V 3
%P 1248-1252
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1253
%T An examination method of human interface using physiological
information
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Hayasaka
%A T. Kimura
%A S. Ogawa
%A N. Segawa
%A K. Yamazaki
%A M. Miyazaki
%B HCII03
%D 2003
%V 3
%P 1253-1257
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1258
%T Interactive Maps on Mobile, Location-Based Systems: Design Solutions
and Usability Testing
%S Human-centred computing : cognitive, social and ergonomic aspects
%A F. Hermann
%A F. Heidmann
%B HCII03
%D 2003
%V 3
%P 1258-1262
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1263
%T Searching for Patient Educational Information Using Electronic
Resources: An Exploration of Nurses' Search Behavior
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Jones
%A M. J. Smith
%B HCII03
%D 2003
%V 3
%P 1263-1267
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1268
%T InfoSky: Visual Exploration of Large Hierarchical Document
Repositories
%S Human-centred computing : cognitive, social and ergonomic aspects
%A F. Kappe
%A G. Droschl
%A W. Kienreich
%A V. Sabol
%A J. Becker
%A K. Andrews
%A M. Granitzer
%A K. Tochtermann
%A P. Auer
%B HCII03
%D 2003
%V 3
%P 1268-1272
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1273
%T VisJex - a Tool for Interactive Information Visualization
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Kleindienst
%A C. Rathke
%B HCII03
%D 2003
%V 3
%P 1273-1277
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1278
%T Qualitative Evaluation of TT-Net Project
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Kruckeberg
%A S. Goll
%A M. Behrends
%A I. Koster
%A H. Matthies
%B HCII03
%D 2003
%V 3
%P 1278-1282
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1283
%T Computer-Supported Design Tools for Incorporating Multiple Levels of
Cultural Context
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K.-P. Lee
%B HCII03
%D 2003
%V 3
%P 1283-1287
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1288
%T Towards a methodology for DSS user-centered design
%S Human-centred computing : cognitive, social and ergonomic aspects
%A S. Lepreux
%A C. Kolski
%A G. Queric
%B HCII03
%D 2003
%V 3
%P 1288-1292
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1293
%T Concept Design of Mobile Phone for Chinese Deaf Mutes
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Li
%A W. Yang
%A R. Yang
%A X. Li
%B HCII03
%D 2003
%V 3
%P 1293-1297
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1298
%T Computer Mediated Communication: A Study of Student Interaction with
the Resources
%S Human-centred computing : cognitive, social and ergonomic aspects
%A L. Morris
%A L. Genua
%A G. Wood
%B HCII03
%D 2003
%V 3
%P 1298-1302
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1303
%T Text comprehension processes and hypertext design
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Naumann
%A J. Waniek
%A A. Brunstein
%A J. Krems
%B HCII03
%D 2003
%V 3
%P 1303-1307
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1308
%T A method for compression of three dimensional bi-level image
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Nishio
%A K. Kobori
%B HCII03
%D 2003
%V 3
%P 1308-1312
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1313
%T Human-Human Collaborative Intentions in Learning Environment through
Computer Graphics Interactions
%S Human-centred computing : cognitive, social and ergonomic aspects
%A C. Osuna-Gomez
%A L. Sheremetov
%A M. Romero-Salcedo
%B HCII03
%D 2003
%V 3
%P 1313-1317
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1318
%T Experiments Using Combinations of Auditory Stimuli to Communicate
E-mail Data
%S Human-centred computing : cognitive, social and ergonomic aspects
%A D. Rigas
%A D. Memery
%B HCII03
%D 2003
%V 3
%P 1318-1322
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1323
%T Context Sensitive Interactive Systems Design: A Framework for
Representation of contexts
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Sato
%B HCII03
%D 2003
%V 3
%P 1323-1327
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1328
%T Filter Effects of Mediating Technologies
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Svendsen
%A B. Evjemo
%B HCII03
%D 2003
%V 3
%P 1328-1332
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1333
%T Technical and Social Standards to support Appropriate Use of Digital
Everyday Appliances
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Tamura
%B HCII03
%D 2003
%V 3
%P 1333-1337
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1338
%T A Method of Volume Metamorphosis by Using Mathematical Morphology
%S Human-centred computing : cognitive, social and ergonomic aspects
%A Y. Teshima
%A K. Kobori
%B HCII03
%D 2003
%V 3
%P 1338-1342
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1343
%T Designing Self-directed Learning Environments in Museum Settings: A
Context Sensitive Approach
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Tichy
%B HCII03
%D 2003
%V 3
%P 1343-1347
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1348
%T On the Statistical Distribution of Features in Content-Based Image
Retrieval
%S Human-centred computing : cognitive, social and ergonomic aspects
%A G. Tsihrintzis
%A A. Theodossi
%B HCII03
%D 2003
%V 3
%P 1348-1352
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1353
%T Dying Link
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Tsukada
%A S. Takabayashi
%A T. Masui
%B HCII03
%D 2003
%V 3
%P 1353-1357
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1358
%T Redesign the Data Dump - Statistical Vector Field
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. von Hellberg
%B HCII03
%D 2003
%V 3
%P 1358-1362
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1363
%T The Mars Exploration Rover / Collaborative Information Portal
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Walton
%A R. Filman
%A J. Schreiner
%B HCII03
%D 2003
%V 3
%P 1363-1367
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1368
%T The Application of User-Centered Interaction Concepts to the Design
of a Wireless Signal Strength Test Analyzer - A Case Study
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H.-T. Wang
%A C.-H. Chen
%A H. L. Hsu
%B HCII03
%D 2003
%V 3
%P 1368-1372
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1373
%T The WWW of Information Structures Design for Chinese Users
%S Human-centred computing : cognitive, social and ergonomic aspects
%A C. Zhao
%A K. Zhang
%B HCII03
%D 2003
%V 3
%P 1373-1380
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1381
%T Evaluation Consolidation of Virtual Reality Tools and Applications
within VIEW project
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Amditis
%A I. Karaseitanidis
%A N. Boutsikaki
%A E. Bekiaris
%A J. Wilson
%B HCII03
%D 2003
%V 3
%P 1381-1385
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1386
%T Networked VR for Virtual Heritage
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. Ando
%B HCII03
%D 2003
%V 3
%P 1386-1390
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1391
%T Co-located interaction in virtual environments via de-coupled
interfaces
%S Human-centred computing : cognitive, social and ergonomic aspects
%A V. Bayon
%A G. Griffiths
%B HCII03
%D 2003
%V 3
%P 1391-1395
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1396
%T Building Virtual Environments using the Virtual Environment
Development Structure: A Case Study
%S Human-centred computing : cognitive, social and ergonomic aspects
%A M. D. Cruz
%A A. Stedmon
%A J. Wilson
%A P. Modern
%A G. Sharples
%B HCII03
%D 2003
%V 3
%P 1396-1400
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1401
%T Haptics in Museum Exhibitions
%S Human-centred computing : cognitive, social and ergonomic aspects
%A K. Hirota
%A M. Hirose
%B HCII03
%D 2003
%V 3
%P 1401-1405
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1406
%T Wearable Computers and Field Museum
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Hiyama
%A M. Hirose
%B HCII03
%D 2003
%V 3
%P 1406-1410
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1411
%T Towards i-dove, an interactive support tool for building and using
virtual environments with guidelines
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Karampelas
%A D. Grammenos
%A A. Mourouzis
%A C. Stephanidis
%B HCII03
%D 2003
%V 3
%P 1411-1415
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1416
%T GestureMan PS: Effect of a Head and a Pointing Stick on Robot
Mediated Communication
%S Human-centred computing : cognitive, social and ergonomic aspects
%A H. Kuzuoka
%A J. Kosaka
%A S. Oyama
%A K. Yamazaki
%B HCII03
%D 2003
%V 3
%P 1416-1420
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1421
%T The Factory of the Future? The Integration of Virtual Reality for
Advanced Industrial Applications
%S Human-centred computing : cognitive, social and ergonomic aspects
%A P. Modern
%A A. Stedmon
%A M. D. Cruz
%A J. Wilson
%A G. Sharples
%B HCII03
%D 2003
%V 3
%P 1421-1425
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1426
%T Virtual Prints: An Empowering Tool for Virtual Environments
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Mourouzis
%A D. Grammenos
%A M. Filou
%A P. Papadakos
%A C. Stephanidis
%B HCII03
%D 2003
%V 3
%P 1426-1430
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1431
%T Avatar Communication: Virtual Instructor in the Demonstration Exhibit
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Ogi
%A T. Yamada
%A T. Kayahara
%A Y. Kurita
%B HCII03
%D 2003
%V 3
%P 1431-1435
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1436
%T Two Methods and a Case Study: Human Factors Evaluations for Virtual
Environments
%S Human-centred computing : cognitive, social and ergonomic aspects
%A A. Stedmon
%A M. D. Cruz
%A J. Tromp
%A J. Wilson
%B HCII03
%D 2003
%V 3
%P 1436-1440
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1441
%T Design of Interaction Devices for Optical Tracking in Immersive
Environments
%S Human-centred computing : cognitive, social and ergonomic aspects
%A O. Stefani
%A H. Hoffmann
%A J. Rauschenbach
%B HCII03
%D 2003
%V 3
%P 1441-1445
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1446
%T Implementation of a Scalable Virtual Environment
%S Human-centred computing : cognitive, social and ergonomic aspects
%A T. Tanikawa
%B HCII03
%D 2003
%V 3
%P 1446-1450
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1451
%T VIEW-IT: A VR/CAD Inspection Tool for use in Industry
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Tromp
%A S. Nichols
%B HCII03
%D 2003
%V 3
%P 1451-1455
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.3.1456
%T Another small step for real use of virtual environments?: the VIEW of
the Future project
%S Human-centred computing : cognitive, social and ergonomic aspects
%A J. Wilson
%B HCII03
%D 2003
%V 3
%P 1456-1460
%* (c) Copyright 2003 Lawrence Erlbaum Associates

fpack:!@#$%^&*(): HCII03-4.B
%M C.HCII.03.4.3
%T Teaching design for all in HCI
%S Universal access in HCI : inclusive design in the information society
%A J. Abascal
%A N. Garay
%B HCII03
%D 2003
%V 4
%P 3-7
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.8
%T CoU: Context of Use Model for User Interface Designing
%S Universal access in HCI : inclusive design in the information society
%A R. Abi-Aad
%A D. Sinnig
%A T. Radhakrishnan
%A A. Seffah
%B HCII03
%D 2003
%V 4
%P 8-12
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.13
%T SIMPLEX: a simple user check-model for Inclusive Design
%S Universal access in HCI : inclusive design in the information society
%A R. Adams
%A P. Langdon
%B HCII03
%D 2003
%V 4
%P 13-17
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.18
%T Universal Access Heuristics for Blind and Visually Impaired People
Who Use ICT
%S Universal access in HCI : inclusive design in the information society
%A R. Adams
%A G. Whitney
%A P. Langdon
%B HCII03
%D 2003
%V 4
%P 18-22
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.23
%T The Synergies between Universal Design and User-Centred Design
%S Universal access in HCI : inclusive design in the information society
%A G. Astbrink
%A J. Beekhuyzen
%B HCII03
%D 2003
%V 4
%P 23-27
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.28
%T I2BN: Exemplified Best Practice for Access to Internet Resources for
Handicapped User Groups
%S Universal access in HCI : inclusive design in the information society
%A J. Baum
%B HCII03
%D 2003
%V 4
%P 28-32
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.33
%T Task Modeling for Customization of Web Applications
%S Universal access in HCI : inclusive design in the information society
%A B. Bomsdorf
%B HCII03
%D 2003
%V 4
%P 33-37
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.38
%T Addressing Print Disabilities in Adult Foreign-language Acquisition
%S Universal access in HCI : inclusive design in the information society
%A S. Brown
%A P. Robinson
%B HCII03
%D 2003
%V 4
%P 38-42
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.43
%T Disability Participation to Design an Assistive Product for Cerebral
Palsy Patient
%S Universal access in HCI : inclusive design in the information society
%A C.-H. Chen
%A H.-T. Ke
%A F.-G. Wu
%B HCII03
%D 2003
%V 4
%P 43-47
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.48
%T Stiftung Digitale Chancen - Digital Opportunities Foundation and
Aktionsbundnis fur barrierefreie Informationstechnik - Alliance for
barrier free Information Technology
%S Universal access in HCI : inclusive design in the information society
%A J. Croll
%A C. Buhler
%B HCII03
%D 2003
%V 4
%P 48-52
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.53
%T Design for All Key Knowledge and Skill Sets for Information and
Communication Products, Services and Systems
%S Universal access in HCI : inclusive design in the information society
%A J. Darzentas
%A J. Darzentas
%B HCII03
%D 2003
%V 4
%P 53-57
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.58
%T Usability and Accessibility Investigation of E-Banking Registration
Processes
%S Universal access in HCI : inclusive design in the information society
%A J. Dodd
%A R. Stevens
%A P. Langdon
%B HCII03
%D 2003
%V 4
%P 58-62
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.63
%T An Assessment of Braided Learning: An Including Educational
Philosophy for IT-related Education
%S Universal access in HCI : inclusive design in the information society
%A A. Donnelly
%A R. McGuirk
%A B. Holmes
%B HCII03
%D 2003
%V 4
%P 63-67
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.68
%T The Emotional Hearing Aid: An Assistive Tool for Autism
%S Universal access in HCI : inclusive design in the information society
%A R. El Kaliouby
%A P. Robinson
%B HCII03
%D 2003
%V 4
%P 68-72
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.73
%T Teaching design for all: the needs and expectations of industry from
a DfA curriculum
%S Universal access in HCI : inclusive design in the information society
%A J. Engelen
%A C. Strobbe
%A J. Darzentas
%B HCII03
%D 2003
%V 4
%P 73-77
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.78
%T Distributed Cognition: A Conceptual Framework for Design-for-All
%S Universal access in HCI : inclusive design in the information society
%A G. Fischer
%B HCII03
%D 2003
%V 4
%P 78-82
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.83
%T Interfacing Business Object and User Models with Action Models
%S Universal access in HCI : inclusive design in the information society
%A P. Forbrig
%A A. Dittmar
%B HCII03
%D 2003
%V 4
%P 83-87
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.88
%T A Framework to Ensure Continuous Accessibility, Acceptability and,
Usability of Systems
%S Universal access in HCI : inclusive design in the information society
%A E. Furtado
%A O. C. Junior
%B HCII03
%D 2003
%V 4
%P 88-92
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.93
%T Multimedia Courses for Social Work Students - More than Reading a
Book Online
%S Universal access in HCI : inclusive design in the information society
%A S. Goll
%A J. Kruckeberg
%B HCII03
%D 2003
%V 4
%P 93-97
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.98
%T Technology, Society and Mind
%S Universal access in HCI : inclusive design in the information society
%A T. Ilmonen
%A J. Kontkanen
%B HCII03
%D 2003
%V 4
%P 98-102
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.103
%T Goal-Oriented vs. Open-Ended Applications
%S Universal access in HCI : inclusive design in the information society
%A T. Ilmonen
%A J. Kontkanen
%B HCII03
%D 2003
%V 4
%P 103-107
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.108
%T Investigating Mobile Use for Wearable Product Concept Design
%S Universal access in HCI : inclusive design in the information society
%A K. Karvonen
%A J. Parkkinen
%A L. Poropudas
%B HCII03
%D 2003
%V 4
%P 108-112
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.113
%T Cognitive Capability Scales for Design for Participation
%S Universal access in HCI : inclusive design in the information society
%A P. Langdon
%A R. Adams
%A P. J. Clarkson
%B HCII03
%D 2003
%V 4
%P 113-117
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.118
%T A comparison between Universal design practical guidelines and
participatory design
%S Universal access in HCI : inclusive design in the information society
%A T. Matsunobe
%A T. Yamaoka
%A K. Adachi
%A C. Tanaka
%B HCII03
%D 2003
%V 4
%P 118-122
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.123
%T A structured approach to the interaction in 3D
%S Universal access in HCI : inclusive design in the information society
%A Z. Mikovec
%A P. Slavik
%B HCII03
%D 2003
%V 4
%P 123-127
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.128
%T BIKA - Competence Center Barrier-Free Information and Communication
Technologies for All
%S Universal access in HCI : inclusive design in the information society
%A Y. Mohamad
%A H. Gappa
%A G. Nordbrock
%A D. Stegemann
%A C. Velasco
%B HCII03
%D 2003
%V 4
%P 128-132
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.133
%T IDCnet - A thematic network for Inclusive Design Curricula: aims and
objectives
%S Universal access in HCI : inclusive design in the information society
%A Y. Mohamad
%A C. Velasco
%B HCII03
%D 2003
%V 4
%P 133-137
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.138
%T Universal Design for Information Technology: Application to Research
and Development
%S Universal access in HCI : inclusive design in the information society
%A Y. Motomiya
%B HCII03
%D 2003
%V 4
%P 138-142
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.143
%T Empathic Modelling in Teaching Design for All
%S Universal access in HCI : inclusive design in the information society
%A C. Nicolle
%A M. Maguire
%B HCII03
%D 2003
%V 4
%P 143-147
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.148
%T Current Status of Universal Design for Information Technology in
Japan
%S Universal access in HCI : inclusive design in the information society
%A C. Sekine
%A N. Sakakibara
%B HCII03
%D 2003
%V 4
%P 148-152
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.153
%T Towards a framework for creating design support environments for
adaptive systems
%S Universal access in HCI : inclusive design in the information society
%A T. Spyrou
%A E. Vlachogiannis
%A A. Arnellos
%A J. Darzentas
%B HCII03
%D 2003
%V 4
%P 153-157
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.158
%T Observation Threshold of Cellular Phone Represented Angles and Its
Related Factors
%S Universal access in HCI : inclusive design in the information society
%A F.-G. Wu
%A E. Chang
%A C.-H. Chen
%A R. Chen
%B HCII03
%D 2003
%V 4
%P 158-162
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.163
%T A concept and method of proposed Universal Design Practical Guideline
%S Universal access in HCI : inclusive design in the information society
%A T. Yamaoka
%A K. Yamazaki
%A A. Okada
%A S. Saitoh
%A M. Nomura
%A K. Yanagida
%B HCII03
%D 2003
%V 4
%P 163-167
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.168
%T Proposal for design process and user segments table for universal
practical guidelines
%S Universal access in HCI : inclusive design in the information society
%A K. Yamazaki
%A A. Okada
%A S. Saitoh
%A K. Yanagida
%A T. Yamaoka
%A M. Nomura
%B HCII03
%D 2003
%V 4
%P 168-172
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.173
%T Using the UD matrix to extract problems of an application form
%S Universal access in HCI : inclusive design in the information society
%A H. Yoshioka
%A T. Matsunobe
%A T. Yamaoka
%B HCII03
%D 2003
%V 4
%P 173-180
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.181
%T Automated Vocabulary Collection to Allow Topical Conversation for
Non-Speaking People
%S Universal access in HCI : inclusive design in the information society
%A S. Ashraf
%A I. Ricketts
%B HCII03
%D 2003
%V 4
%P 181-185
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.186
%T Accessibility of web applications: different approaches for different
fields
%S Universal access in HCI : inclusive design in the information society
%A L. Burzagli
%A P. Graziani
%B HCII03
%D 2003
%V 4
%P 186-190
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.191
%T Technology in the Workplace: Implications for Older Workers
%S Universal access in HCI : inclusive design in the information society
%A S. Czaja
%B HCII03
%D 2003
%V 4
%P 191-195
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.196
%T Will the interfaces be more human in the future?
%S Universal access in HCI : inclusive design in the information society
%A J. Ekberg
%B HCII03
%D 2003
%V 4
%P 196-200
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.201
%T Evaluating the Usability of Joystick Control of a Screen Magnifier
with Visually Impaired Users
%S Universal access in HCI : inclusive design in the information society
%A G. Evans
%A H. Kurniawan
%A A. King
%A P. Blenkhorn
%B HCII03
%D 2003
%V 4
%P 201-205
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.206
%T Eye tracking approach for gerontechnology
%S Universal access in HCI : inclusive design in the information society
%A R. Fukuda
%A H. Bubb
%B HCII03
%D 2003
%V 4
%P 206-210
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.211
%T A Sign Language Interface for Web-Based Bilingual / Bicultural
Education of Deaf Children
%S Universal access in HCI : inclusive design in the information society
%A V. Hanson
%B HCII03
%D 2003
%V 4
%P 211-215
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.216
%T Non-Manual Signals in Japanese Sign Language
%S Universal access in HCI : inclusive design in the information society
%A K. Kanda
%A A. Ichikawa
%A Y. Nagashima
%A M. Terauchi
%A D. Hara
%B HCII03
%D 2003
%V 4
%P 216-220
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.221
%T Intelligent Wheelchair Looking at Pedestrians and the Caregiver
%S Universal access in HCI : inclusive design in the information society
%A Y. Kuno
%B HCII03
%D 2003
%V 4
%P 221-225
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.226
%T A Web Browser for People with Quadrip legia
%S Universal access in HCI : inclusive design in the information society
%A H. Larson
%A J. Gips
%B HCII03
%D 2003
%V 4
%P 226-230
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.231
%T Distance Training for the Inclusion of Low-incidence Groups
%S Universal access in HCI : inclusive design in the information society
%A L. Moniz-Pereira
%A C. Espadinha
%A E. Saragoca
%B HCII03
%D 2003
%V 4
%P 231-235
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.236
%T An Investigation into the performance of a Virtual Mirror Box for the
treatment of Phantom Limb Pain in Amputees using Augmented Reality
Technology
%S Universal access in HCI : inclusive design in the information society
%A K. O'Neill
%A A. de Paor
%A M. MacLachlan
%A G. McDarby
%B HCII03
%D 2003
%V 4
%P 236-240
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.241
%T Problems in Healthcare Website Designs: Implications for Usability
and Comprehension in the Elderly
%S Universal access in HCI : inclusive design in the information society
%A R. Ownby
%A S. Czaja
%A J. T. Gray
%A C. N. Carmin
%B HCII03
%D 2003
%V 4
%P 241-245
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.246
%T Technology -based Caregiver Intervention Research
%S Universal access in HCI : inclusive design in the information society
%A R. Schulz
%B HCII03
%D 2003
%V 4
%P 246-250
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.251
%T Enabling Access to the Graphical User Interface for People with
Vision Impairments
%S Universal access in HCI : inclusive design in the information society
%A R. Sinclair
%B HCII03
%D 2003
%V 4
%P 251-255
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.256
%T Issues in Human Computer Interaction seen from an Assistive
Technology perspective
%S Universal access in HCI : inclusive design in the information society
%A M. Soede
%B HCII03
%D 2003
%V 4
%P 256-260
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.261
%T A Research on JSL Conversation Process
%S Universal access in HCI : inclusive design in the information society
%A M. Terauchi
%A Y. Nagashima
%A K. Kanda
%B HCII03
%D 2003
%V 4
%P 261-265
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.266
%T Better accessibility to promote human-computer interaction for all
%S Universal access in HCI : inclusive design in the information society
%A C. Tjader
%B HCII03
%D 2003
%V 4
%P 266-270
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.271
%T Design for Older People: Standardization vs. Personal Fit
%S Universal access in HCI : inclusive design in the information society
%A H. Umemuro
%A H. Ogi
%B HCII03
%D 2003
%V 4
%P 271-275
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.276
%T e-AAC: Making Internet-based Interpersonal Communication and WWW
Content Accessible for AAC Symbol Users
%S Universal access in HCI : inclusive design in the information society
%A C. Viglas
%A G. Kouroupetroglou
%B HCII03
%D 2003
%V 4
%P 276-280
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.281
%T A Proposal for a Communication Device with a Finger and a Palm for
the Deaf-blind
%S Universal access in HCI : inclusive design in the information society
%A C. Wada
%A Y. Wada
%B HCII03
%D 2003
%V 4
%P 281-288
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.289
%T Mobile interfaces for people with severe motor restrictions
%S Universal access in HCI : inclusive design in the information society
%A J. Abascal
%A D. Cagigas
%A N. Garay
%A L. Gardeazabal
%B HCII03
%D 2003
%V 4
%P 289-293
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.294
%T Service Adaptation and Personalisation in the PALIO Project
%S Universal access in HCI : inclusive design in the information society
%A A. Andreadis
%A P. Fedele
%A G. Giambene
%A J. Santoro
%B HCII03
%D 2003
%V 4
%P 294-298
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.299
%T Traveling Narrative and Mediated Instruments
%S Universal access in HCI : inclusive design in the information society
%A A. Bationo
%A F. Decortis
%A J. Kahn
%B HCII03
%D 2003
%V 4
%P 299-303
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.304
%T User-friendly interaction/interface control of intelligent home for
movement-disabled people
%S Universal access in HCI : inclusive design in the information society
%A Z. Z. Bien
%A J.-H. Do
%A J.-B. Kim
%A D. Stefanov
%A K.-H. Park
%B HCII03
%D 2003
%V 4
%P 304-308
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.309
%T "In the pocket": an Empirical Study of Multimodal Devices for Mobile
Activities
%S Universal access in HCI : inclusive design in the information society
%A G. Calvet
%A J. Kahn
%A P. Salembier
%A M. Zouinar
%B HCII03
%D 2003
%V 4
%P 309-313
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.314
%T Technology for people localization in smart homes
%S Universal access in HCI : inclusive design in the information society
%A R. Casas
%A J. Falco
%A J. I. Artigas
%A J. Falco
%A A. Gallego
%B HCII03
%D 2003
%V 4
%P 314-318
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.319
%T Supporting Access to Museum Information for Mobile Visitors
%S Universal access in HCI : inclusive design in the information society
%A C. Ciavarella
%A F. Paterno
%B HCII03
%D 2003
%V 4
%P 319-323
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.324
%T Standard Buses for Domotics: Technology & Convergence
%S Universal access in HCI : inclusive design in the information society
%A A. Civit
%A G. Jimenez
%A J. L. Sevillano
%A S. Vicente
%A F. Diaz
%B HCII03
%D 2003
%V 4
%P 324-328
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.329
%T Cultural Probes: Eliciting Requirements for Dependable Ubiquitous
Computing in the Home
%S Universal access in HCI : inclusive design in the information society
%A K. Clarke
%A K. Cheverst
%A G. Dewsbury
%A D. Fitton
%A J. Hughes
%A M. Rouncefield
%A I. Sommerville
%A T. Hemmings
%A T. Rodden
%B HCII03
%D 2003
%V 4
%P 329-333
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.334
%T Components for a ubiquitous learning environment
%S Universal access in HCI : inclusive design in the information society
%A D. Cuartielles
%A L. Malmborg
%A P. Schlaucher
%B HCII03
%D 2003
%V 4
%P 334-338
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.339
%T A user evaluation study of a multi-modal mobile navigation aid
%S Universal access in HCI : inclusive design in the information society
%A J. de Heer
%A M. Eisenhauer
%A V. Siochos
%B HCII03
%D 2003
%V 4
%P 339-343
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.344
%T 3D audio news presentations modeling for mobile environment
%S Universal access in HCI : inclusive design in the information society
%A S. Djennane
%A S. Goose
%B HCII03
%D 2003
%V 4
%P 344-348
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.349
%T Accessible User Interfaces for Smart Homes
%S Universal access in HCI : inclusive design in the information society
%A D. Eguzkiza
%A N. Garay
%A L. Gardeazabal
%B HCII03
%D 2003
%V 4
%P 349-353
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.354
%T Mobile information systems for all
%S Universal access in HCI : inclusive design in the information society
%A M. Eisenhauer
%A R. Oppermann
%A B. Schmidt-Belz
%B HCII03
%D 2003
%V 4
%P 354-358
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.359
%T Real World Object Annotation for See-Through Displays
%S Universal access in HCI : inclusive design in the information society
%A A. Ferscha
%A M. Keller
%B HCII03
%D 2003
%V 4
%P 359-363
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.364
%T Intelligent User Interface for Integrated Alert System in
Tele-homecare
%S Universal access in HCI : inclusive design in the information society
%A E. Fugger
%A M. Asslaber
%A A. Hochgatterer
%A B. Prazak
%B HCII03
%D 2003
%V 4
%P 364-368
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.369
%T Evaluating the Double-Deck Desk
%S Universal access in HCI : inclusive design in the information society
%A W. Gaver
%A A. Boucher
%A H. Martin
%B HCII03
%D 2003
%V 4
%P 369-373
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.374
%T Ubiquitous Access to Documents: Using Storytelling to Alleviate
Cognitive Problems
%S Universal access in HCI : inclusive design in the information society
%A D. Goncalves
%A J. Jorge
%B HCII03
%D 2003
%V 4
%P 374-378
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.379
%T Mobile 3D Visualization and Interaction in an Industrial Environment
%S Universal access in HCI : inclusive design in the information society
%A S. Goose
%A S. Guven
%A X. Zhang
%A S. Sudarsky
%A N. Navab
%B HCII03
%D 2003
%V 4
%P 379-383
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.384
%T A new approach to Interoperability of Distributed Devices
%S Universal access in HCI : inclusive design in the information society
%A J. Gutknecht
%B HCII03
%D 2003
%V 4
%P 384-388
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.389
%T Building the Brief: Action and Audience in Augmented Reality
%S Universal access in HCI : inclusive design in the information society
%A M. Halkia
%A G. Local
%B HCII03
%D 2003
%V 4
%P 389-393
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.394
%T Facing the future: Including elderly users when considering universal
access
%S Universal access in HCI : inclusive design in the information society
%A V. Hanson
%B HCII03
%D 2003
%V 4
%P 394-398
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.399
%T Sentinel: Universal Access to Ambient Devices
%S Universal access in HCI : inclusive design in the information society
%A S. Harper
%A C. Goble
%A S. Pettitt
%B HCII03
%D 2003
%V 4
%P 399-403
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.404
%T Universal Design for Mobile Electronic Health Records
%S Universal access in HCI : inclusive design in the information society
%A E. Hofvenschiold
%A F. Heidmann
%A S. Eiblmaier
%B HCII03
%D 2003
%V 4
%P 404-408
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.409
%T Service Challenges of Wireless Composite Networks
%S Universal access in HCI : inclusive design in the information society
%A D. Ikonomou
%B HCII03
%D 2003
%V 4
%P 409-413
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.414
%T Re-appearing interfaces of objects
%S Universal access in HCI : inclusive design in the information society
%A A. Kameas
%A I. Mavrommati
%B HCII03
%D 2003
%V 4
%P 414-418
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.419
%T Architectures for Multimodal Interactive Assistant Systems
%S Universal access in HCI : inclusive design in the information society
%A T. Kirste
%A S. Rapp
%B HCII03
%D 2003
%V 4
%P 419-423
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.424
%T A Reference Framework for Multi-Surface Interaction
%S Universal access in HCI : inclusive design in the information society
%A C. Lachenal
%A J. Coutaz
%B HCII03
%D 2003
%V 4
%P 424-428
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.429
%T Discovery in a Dynamically Composable Personal System
%S Universal access in HCI : inclusive design in the information society
%A S. Lalis
%B HCII03
%D 2003
%V 4
%P 429-433
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.434
%T Decreasing the Annoyance of Your Mobile Device A Case Study in
Context Awareness
%S Universal access in HCI : inclusive design in the information society
%A T. Lashina
%A F. Vignoli
%A V. Buil
%A S. van de Wijdeven
%A J. Hoonhout
%A G. Hollemans
%B HCII03
%D 2003
%V 4
%P 434-438
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.439
%T Designing for older and inexperienced mobile phone users
%S Universal access in HCI : inclusive design in the information society
%A M. Maguire
%A Z. Osman
%B HCII03
%D 2003
%V 4
%P 439-443
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.444
%T Ubiquitous-computing enabled wireless devices
%S Universal access in HCI : inclusive design in the information society
%A D. Majoe
%B HCII03
%D 2003
%V 4
%P 444-448
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.449
%T Levels of design: from usability to experience
%S Universal access in HCI : inclusive design in the information society
%A P. Marti
%A A. Rizzo
%B HCII03
%D 2003
%V 4
%P 449-453
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.454
%T Adaptive Brain Interfaces for Communication and Control
%S Universal access in HCI : inclusive design in the information society
%A J. del RMillan
%B HCII03
%D 2003
%V 4
%P 454-458
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.459
%T A conceptual model to support device-independent and accessible
authoring and publishing by a next generation Web Publishing Framework
%S Universal access in HCI : inclusive design in the information society
%A Y. Mohamad
%A C. Velasco
%B HCII03
%D 2003
%V 4
%P 459-463
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.464
%T Human-smart environment interaction in case of severe disability
%S Universal access in HCI : inclusive design in the information society
%A M. Mokhtari
%A M. A. Feki
%A B. Abdulrazak
%B HCII03
%D 2003
%V 4
%P 464-468
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.469
%T The Ubiquitous Interactor - Universal Access to Mobile Services
%S Universal access in HCI : inclusive design in the information society
%A S. Nylander
%A M. Bylund
%B HCII03
%D 2003
%V 4
%P 469-473
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.474
%T Moving Target: Designing for Evolving Practice
%S Universal access in HCI : inclusive design in the information society
%A B. Papantoniou
%A D. Nathanael
%A N. Marmaras
%B HCII03
%D 2003
%V 4
%P 474-478
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.479
%T Ubiquitous Computing and the Elderly
%S Universal access in HCI : inclusive design in the information society
%A J. Riekki
%A J. Roning
%B HCII03
%D 2003
%V 4
%P 479-483
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.484
%T Conceptual Architecture for Mobility Context
%S Universal access in HCI : inclusive design in the information society
%A E. Rubegni
%A M. Caporali
%B HCII03
%D 2003
%V 4
%P 484-488
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.489
%T Dynamic environment-adapted mobile interfaces: the Voyager Toolkit
%S Universal access in HCI : inclusive design in the information society
%A A. Savidis
%A C. Stephanidis
%B HCII03
%D 2003
%V 4
%P 489-493
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.494
%T Needs of the Active Elderly for Mobile Phones
%S Universal access in HCI : inclusive design in the information society
%A K. Tuomainen
%A S. Haapanen
%B HCII03
%D 2003
%V 4
%P 494-498
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.499
%T A Standard for Controlling Ubiquitous Computing and Environmental
Resources from Any Personal Device
%S Universal access in HCI : inclusive design in the information society
%A G. C. Vanderheiden
%A G. Zimmermann
%A S. Trewin
%B HCII03
%D 2003
%V 4
%P 499-506
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.507
%T Animated Chatting -Universal access by Converting Text Information
into Animation,Symbols, and Background Pictures
%S Universal access in HCI : inclusive design in the information society
%A H. Ando
%A S. Hori
%A J. Matsuda
%B HCII03
%D 2003
%V 4
%P 507-511
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.512
%T Learning Affective Behavior
%S Universal access in HCI : inclusive design in the information society
%A E. Andre
%A M. Mueller
%B HCII03
%D 2003
%V 4
%P 512-516
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.517
%T Applying Logic Inference Techniques for Gaining Flexibility and
Adaptivity in Tutoring Systems
%S Universal access in HCI : inclusive design in the information society
%A M. Baldoni
%A C. Baroglio
%A V. Patti
%B HCII03
%D 2003
%V 4
%P 517-521
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.522
%T Improving Web Interaction through Personalization
%S Universal access in HCI : inclusive design in the information society
%A P. Buono
%A M. F. Costabile
%A S. P. Guida
%A R. Lanzilotti
%A A. Piccinno
%B HCII03
%D 2003
%V 4
%P 522-526
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.527
%T Network Shared Knowledge, Veridiction and Support to Trusted Network
Relationships in an Interpretative-Semiotics Framework
%S Universal access in HCI : inclusive design in the information society
%A P. Bussotti
%A M. C. Pettenati
%B HCII03
%D 2003
%V 4
%P 527-531
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.532
%T Domain-Expert Users and their Needs of Software Development
%S Universal access in HCI : inclusive design in the information society
%A M. F. Costabile
%A D. Fogli
%A C. Letondal
%A P. Mussio
%A A. Piccinno
%B HCII03
%D 2003
%V 4
%P 532-536
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.537
%T Dynamic Adaptation of Navigation Models in Hypermedia: Project
Tirsus, a case of Study
%S Universal access in HCI : inclusive design in the information society
%A A. De la Puente Salan
%A J. R. Perez
%A S. O. Barriales
%A M. G. Rodriguez
%B HCII03
%D 2003
%V 4
%P 537-541
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.542
%T Challenges for End-User Development in CE devices
%S Universal access in HCI : inclusive design in the information society
%A B. De Ruyter
%B HCII03
%D 2003
%V 4
%P 542-546
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.547
%T PALIO as an enabling platform for disabled and elderly people
%S Universal access in HCI : inclusive design in the information society
%A P. L. Emiliani
%A A. Paramythis
%A L. Burzagli
%A C. Stephanidis
%B HCII03
%D 2003
%V 4
%P 547-551
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.552
%T Addressing User Interaction Requirements in Real Time using Adaptive
Interactive Dialogs
%S Universal access in HCI : inclusive design in the information society
%A M. G. Rodriguez
%A M. del Puerto Paule Ruiz
%A J. R. P. Perez
%A S. O. Barriales
%B HCII03
%D 2003
%V 4
%P 552-556
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.557
%T User Modeling with Sequential Data
%S Universal access in HCI : inclusive design in the information society
%A N. Jacobs
%A H. Blockeel
%B HCII03
%D 2003
%V 4
%P 557-561
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.562
%T Shared initiative:Cross-fertilisation between system adaptivity and
adaptability
%S Universal access in HCI : inclusive design in the information society
%A M. Klann
%A M. Eisenhauer
%A R. Oppermann
%A V. Wulf
%B HCII03
%D 2003
%V 4
%P 562-566
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.567
%T Ontology Switching as Interaction Technique for the Semantic Web
%S Universal access in HCI : inclusive design in the information society
%A T. Mandl
%A C. Womser-Hacker
%B HCII03
%D 2003
%V 4
%P 567-571
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.572
%T Building Adaptive Training and Therapeutic Systems by Considering the
User's Affective States
%S Universal access in HCI : inclusive design in the information society
%A Y. Mohamad
%A C. Velasco
%A H. Tebarth
%A T. Berlage
%B HCII03
%D 2003
%V 4
%P 572-576
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.577
%T User-Centered Point of View to End-User Development
%S Universal access in HCI : inclusive design in the information society
%A P. Palanque
%A R. Bastide
%B HCII03
%D 2003
%V 4
%P 577-581
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.582
%T Personalisable, Context-aware Services: The PALIO approach
%S Universal access in HCI : inclusive design in the information society
%A A. Paramythis
%A C. Alexandraki
%A I. Segkos
%A N. Maou
%A C. Stephanidis
%B HCII03
%D 2003
%V 4
%P 582-586
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.587
%T The PALIO Framework for Hypermedia Adaptations
%S Universal access in HCI : inclusive design in the information society
%A A. Paramythis
%A C. Alexandraki
%A I. Segkos
%A N. Maou
%A C. Stephanidis
%B HCII03
%D 2003
%V 4
%P 587-591
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.592
%T From Model-based to Natural Development
%S Universal access in HCI : inclusive design in the information society
%A F. Paterno
%B HCII03
%D 2003
%V 4
%P 592-596
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.597
%T An Intelligent Agent-Based Personalized Information System
%S Universal access in HCI : inclusive design in the information society
%A C. Petit-Roze
%A E. G.-L. Strugeon
%A G. Uster
%A C. Kolski
%B HCII03
%D 2003
%V 4
%P 597-601
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.602
%T Pipelined Filter Combination in Product Personalization
%S Universal access in HCI : inclusive design in the information society
%A V. Renneberg
%A U. M. Borghoff
%B HCII03
%D 2003
%V 4
%P 602-606
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.607
%T Towards a Next Generation of Embodied Conversational Characters -
Making them Learn
%S Universal access in HCI : inclusive design in the information society
%A T. Rist
%B HCII03
%D 2003
%V 4
%P 607-611
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.612
%T Plastic ML and its toolkit
%S Universal access in HCI : inclusive design in the information society
%A J. Rouillard
%B HCII03
%D 2003
%V 4
%P 612-616
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.617
%T Exploiting supervised learning techniques to model user preferences:
personalized e-salespersons for personalized e-stores
%S Universal access in HCI : inclusive design in the information society
%A G. Semeraro
%A M. Degemmis
%A P. Lops
%B HCII03
%D 2003
%V 4
%P 617-621
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.622
%T Contributions, Costs and Prospects for End-User Development
%S Universal access in HCI : inclusive design in the information society
%A A. Sutcliffe
%A D. Lee
%A N. Mehandjiev
%B HCII03
%D 2003
%V 4
%P 622-626
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.627
%T RepairML: Linking Tools for Web Accessibility
%S Universal access in HCI : inclusive design in the information society
%A H. Takagi
%A K. Fukuda
%A C. Asakawa
%B HCII03
%D 2003
%V 4
%P 627-631
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.632
%T Extensions to the Method of Using Conceptual Graphs for User Modeling
%S Universal access in HCI : inclusive design in the information society
%A A. Tzanavari
%A P. Paulson
%B HCII03
%D 2003
%V 4
%P 632-636
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.637
%T An Approach for Personalisation and Content Adaptation for Accessible
Internet Services Based on User and Device Profiles
%S Universal access in HCI : inclusive design in the information society
%A N. Viorres
%A P. Koutsabasis
%A A. Arnellos
%A J. Darzentas
%A C. Velasco
%A Y. Mohamad
%A T. Spyrou
%A J. Darzentas
%B HCII03
%D 2003
%V 4
%P 637-641
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.642
%T Services and Methods for Personalized Customer Interaction
%S Universal access in HCI : inclusive design in the information society
%A J. Vlachakis
%A H. Beckmann
%B HCII03
%D 2003
%V 4
%P 642-646
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.647
%T How game- like tests can be used in the development of a user model
for a Universal Access interface
%S Universal access in HCI : inclusive design in the information society
%A L. White
%A J. Jerrams-Smith
%A D. Heathcote
%B HCII03
%D 2003
%V 4
%P 647-651
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.652
%T Can a web page layout be optimized?
%S Universal access in HCI : inclusive design in the information society
%A M. M. Yenisey
%B HCII03
%D 2003
%V 4
%P 652-656
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.657
%T An Influence Diagrams-Based Approach to Location Aware Mobile
Computing
%S Universal access in HCI : inclusive design in the information society
%A V. Zarikas
%A C. Stephanidis
%B HCII03
%D 2003
%V 4
%P 657-664
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.665
%T Towards an Informatics System enabling Disabled people universal
access to information and assistance services
%S Universal access in HCI : inclusive design in the information society
%A A. Amditis
%A I. Karaseitanidis
%A M. F. Gabrera
%A E. Bekiaris
%A J. Machate
%A J. C. Naranjo
%B HCII03
%D 2003
%V 4
%P 665-669
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.670
%T Paralle Coordinates for Interactive Exploration of Association Rules
%S Universal access in HCI : inclusive design in the information society
%A D. Bruzzese
%A C. Davino
%A D. Vistocco
%B HCII03
%D 2003
%V 4
%P 670-674
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.675
%T Analysing Association Rules with an Interactive Graph-Based Technique
%S Universal access in HCI : inclusive design in the information society
%A P. Buono
%B HCII03
%D 2003
%V 4
%P 675-679
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.680
%T Spoken Books: Multimodal Interaction and Information Repurposing
%S Universal access in HCI : inclusive design in the information society
%A L. Carrico
%A N. Guimaraes
%A C. Duarte
%A T. Chambel
%A H. Simoes
%B HCII03
%D 2003
%V 4
%P 680-684
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.685
%T Robust Semantic Analysis for Adaptive Speech Interfaces
%S Universal access in HCI : inclusive design in the information society
%A M. Cheadle
%A B. Gamback
%B HCII03
%D 2003
%V 4
%P 685-689
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.690
%T Distributed Multimedia Content with P2P JXTA Technology
%S Universal access in HCI : inclusive design in the information society
%A P. Contreras
%A S. Johnstone
%A F. Murtagh
%A K. Englmeier
%B HCII03
%D 2003
%V 4
%P 690-694
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.695
%T NLP-based knowledge markup
%S Universal access in HCI : inclusive design in the information society
%A T. Declerck
%A P. Buitelaar
%B HCII03
%D 2003
%V 4
%P 695-699
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.700
%T Setting the scene for context-aware information providing
%S Universal access in HCI : inclusive design in the information society
%A K. Englmeier
%B HCII03
%D 2003
%V 4
%P 700-704
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.705
%T Language Independent Querying for Information Discovery (LIQUID)
%S Universal access in HCI : inclusive design in the information society
%A J. Esteban
%A A. S. Valderrabanos
%B HCII03
%D 2003
%V 4
%P 705-709
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.710
%T Visual User Interaction in Three Dimensional Environments
%S Universal access in HCI : inclusive design in the information society
%A M. Farid
%A F. Murtagh
%B HCII03
%D 2003
%V 4
%P 710-714
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.715
%T Modeling the information contained in an organizational memory to
facilitate its access
%S Universal access in HCI : inclusive design in the information society
%A J.-Y. Fortier
%A G. Kassel
%B HCII03
%D 2003
%V 4
%P 715-719
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.720
%T Towards a General Theory for Information Supply
%S Universal access in HCI : inclusive design in the information society
%A B. Gils
%A E. Proper
%A P. van Bommel
%B HCII03
%D 2003
%V 4
%P 720-724
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.725
%T New Perspectives on Accessible Information for Visually Impaired
People
%S Universal access in HCI : inclusive design in the information society
%A K. Gladstone
%A C. Rundle
%A S. King
%B HCII03
%D 2003
%V 4
%P 725-729
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.730
%T Natural Interaction in Spoken Dialogue Systems
%S Universal access in HCI : inclusive design in the information society
%A K. Jokinen
%B HCII03
%D 2003
%V 4
%P 730-734
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.735
%T Visual Data Mining: An Experience with the Users
%S Universal access in HCI : inclusive design in the information society
%A S. Kimani
%A T. Catarci
%A G. Santucci
%B HCII03
%D 2003
%V 4
%P 735-739
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.740
%T Abductive retrieval for multimedia information seeking
%S Universal access in HCI : inclusive design in the information society
%A M. Lalmas
%A T. Rolleke
%A I. Ruthven
%B HCII03
%D 2003
%V 4
%P 740-744
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.745
%T Technology Survey on Knowledge Based Multilinguality
%S Universal access in HCI : inclusive design in the information society
%A A. Leger
%A M. Boualem
%B HCII03
%D 2003
%V 4
%P 745-749
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.750
%T Intelligent Human Language Query Processing in Mkbeem
%S Universal access in HCI : inclusive design in the information society
%A A. Lehtola
%A J. Heinecke
%A C. Bounsaythip
%B HCII03
%D 2003
%V 4
%P 750-754
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.755
%T A Component-Based Architecture Supporting Visual Data Mining
Applications
%S Universal access in HCI : inclusive design in the information society
%A M. Leissler
%A G. Jaeschke
%A M. Hemmje
%B HCII03
%D 2003
%V 4
%P 755-759
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.760
%T The Usability and Content Accessibility of the E-government in the UK
%S Universal access in HCI : inclusive design in the information society
%A T. H.-Y. Ma
%A P. Zaphiris
%B HCII03
%D 2003
%V 4
%P 760-764
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.765
%T Information mining and information retrieval: methods and
applications
%S Universal access in HCI : inclusive design in the information society
%A J. Mothe
%A C. Chrisment
%B HCII03
%D 2003
%V 4
%P 765-769
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.770
%T An automatic system to build resource databases for researchers
%S Universal access in HCI : inclusive design in the information society
%A C. Orasan
%A R. Evans
%A R. Mitkov
%B HCII03
%D 2003
%V 4
%P 770-774
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.775
%T Collaborative Filtering of User Profiles using MPEG-7/MPEG-21
%S Universal access in HCI : inclusive design in the information society
%A M. Parmar
%A D. Knight
%A M. Angelides
%B HCII03
%D 2003
%V 4
%P 775-779
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.780
%T Multimedia Content Personalisation using MPEG-7/MPEG-21
%S Universal access in HCI : inclusive design in the information society
%A M. Parmar
%A D. Knight
%A M. Angelides
%B HCII03
%D 2003
%V 4
%P 780-784
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.785
%T Ontology integration in a multilingual e-retail system
%S Universal access in HCI : inclusive design in the information society
%A M. T. Pazienza
%A A. Stellato
%A M. Vindigni
%A A. Valarakos
%A V. Karkaletsis
%B HCII03
%D 2003
%V 4
%P 785-789
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.790
%T Helping users get started with visual interfaces: multi-layered
interfaces, integrated initial guidance and video demonstrations
%S Universal access in HCI : inclusive design in the information society
%A C. Plaisant
%A H. Kang
%A B. Shneiderman
%B HCII03
%D 2003
%V 4
%P 790-794
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.795
%T Supporting Population Centered Medical Decision Making: Design
Recommendations and Preliminary Assessment
%S Universal access in HCI : inclusive design in the information society
%A G. Potamias
%A L. Koumakis
%A G. Charissis
%A V. Moustakis
%A M. Tsiknakis
%A S. Orphanoudakis
%B HCII03
%D 2003
%V 4
%P 795-799
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.800
%T Television and Visual Impairment: Prospects for the Accessibility of
Interactive Television
%S Universal access in HCI : inclusive design in the information society
%A M. Rice
%B HCII03
%D 2003
%V 4
%P 800-804
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.805
%T Interactive Retrieval and Visualization of Semantically Complex Data
in Domain-Specific Information Systems
%S Universal access in HCI : inclusive design in the information society
%A M. Stempfhuber
%B HCII03
%D 2003
%V 4
%P 805-809
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.810
%T Rapid Serial Visual Presentation Techniques for Visualizing a 3rd
Data Dimension
%S Universal access in HCI : inclusive design in the information society
%A K. Wittenburg
%A T. Lanning
%A C. Forlines
%A A. Esenther
%B HCII03
%D 2003
%V 4
%P 810-816
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.817
%T Usability for those with cognitive Impairments: A Case Study and
Preliminary Experimental Findings with dysphasic Subjects
%S Universal access in HCI : inclusive design in the information society
%A S. Abbott
%A C. Davies
%A M. Mourtzoukos
%B HCII03
%D 2003
%V 4
%P 817-821
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.822
%T How Age Can Inform the Future Design of the Mobile Phone Experience
%S Universal access in HCI : inclusive design in the information society
%A J. Brodie
%A J. Chattratichart
%A M. Perry
%A R. Scane
%B HCII03
%D 2003
%V 4
%P 822-826
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.827
%T Domesticating technology - In-home requirements gathering with frail
older people
%S Universal access in HCI : inclusive design in the information society
%A A. Dickinson
%A J. Goodman
%A A. Syme
%A R. Eisma
%A L. Tiwari
%A O. Mival
%A A. Newell
%B HCII03
%D 2003
%V 4
%P 827-831
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.832
%T Primary school pupils with Attention Deficit Hyperactivity Disorder
(ADHD) symptoms working with ICT: the role of educational software,
learning activities, and collaborative work
%S Universal access in HCI : inclusive design in the information society
%A F. Garagouni-Areou
%A C. Solomonidou
%B HCII03
%D 2003
%V 4
%P 832-836
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.837
%T Identifying the Needs and Expectations of Users with Learning
Disabilities
%S Universal access in HCI : inclusive design in the information society
%A L. Hall
%A G. Mallalieu
%B HCII03
%D 2003
%V 4
%P 837-841
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.842
%T The VISTA project: universal access to Electronic Programme Guides
for digital TV
%S Universal access in HCI : inclusive design in the information society
%A F. Hamilton
%A H. Petrie
%A A. Carmichael
%B HCII03
%D 2003
%V 4
%P 842-846
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.847
%T Speech Based Subtitles for Live Performance
%S Universal access in HCI : inclusive design in the information society
%A J. Hewitt
%A C. Lyon
%A R. Ahmed
%A A. Lambourne
%B HCII03
%D 2003
%V 4
%P 847-851
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.852
%T The Design of Kiosks for Providing Access to E-Information for Older
Adults
%S Universal access in HCI : inclusive design in the information society
%A S. Keates
%A J. Clarkeson
%A P. Robinson
%B HCII03
%D 2003
%V 4
%P 852-856
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.857
%T Age-Related Differences in Subjective Ratings of Hierarchical
Information
%S Universal access in HCI : inclusive design in the information society
%A H. Kurniawan
%A P. Zaphiris
%A R. D. Ellis
%B HCII03
%D 2003
%V 4
%P 857-861
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.862
%T Older Adults' Comprehension of Speech as Interactive Domestic Alarm
System Output: A Field Study
%S Universal access in HCI : inclusive design in the information society
%A L. Lines
%A K. Hone
%B HCII03
%D 2003
%V 4
%P 862-866
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.867
%T User needs for Digital TV services among older users
%S Universal access in HCI : inclusive design in the information society
%A M. Maguire
%B HCII03
%D 2003
%V 4
%P 867-871
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.872
%T The Web accessible for all: guidelines for seniors
%S Universal access in HCI : inclusive design in the information society
%A G. Michel
%A U. Benoit
%B HCII03
%D 2003
%V 4
%P 872-876
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.877
%T Designing for Older Adults - Are they a Special Group?
%S Universal access in HCI : inclusive design in the information society
%A J. Noyes
%A M. Sheard
%B HCII03
%D 2003
%V 4
%P 877-881
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.882
%T Usability Evaluation Techniques for Interactive Television
%S Universal access in HCI : inclusive design in the information society
%A L. Pemberton
%A R. N. Griffiths
%B HCII03
%D 2003
%V 4
%P 882-886
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.887
%T Studying the Usability of a web site focused on children
%S Universal access in HCI : inclusive design in the information society
%A F. P. Sapina
%A T. G. Saltiveri
%A M. Gonzalez
%B HCII03
%D 2003
%V 4
%P 887-891
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.892
%T Adapting the Web for Older Users
%S Universal access in HCI : inclusive design in the information society
%A J. Richards
%A V. Hanson
%A S. Trewin
%B HCII03
%D 2003
%V 4
%P 892-896
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.897
%T The Development of Control Devices for Virtual Environments for Use
by People with Intellectual Disabilities
%S Universal access in HCI : inclusive design in the information society
%A P. Standen
%A D. Brown
%A N. Anderton
%A S. Battersby
%B HCII03
%D 2003
%V 4
%P 897-901
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.902
%T A memory aid with remote communication for elderly and
memory-impaired users
%S Universal access in HCI : inclusive design in the information society
%A A. Szymkowiak
%A K. Morrison
%A E. Inglis
%A P. Gregor
%A P. Shah
%A J. Evans
%A B. Wilson
%B HCII03
%D 2003
%V 4
%P 902-906
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.907
%T Investigating Digital TV design issues: A usability test of
Interactive Advertising
%S Universal access in HCI : inclusive design in the information society
%A K. Vassilopoulou
%A G. Lekakos
%B HCII03
%D 2003
%V 4
%P 907-911
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.912
%T Voice XML: a New Opportunity for Older Adults
%S Universal access in HCI : inclusive design in the information society
%A M. Zajicek
%A A. Lee
%A R. Wales
%B HCII03
%D 2003
%V 4
%P 912-916
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.917
%T Mathematical Formulation of Age Related Differences in Mouse Movement
Tasks
%S Universal access in HCI : inclusive design in the information society
%A P. Zaphiris
%A H. Kurniawan
%A R. D. Ellis
%B HCII03
%D 2003
%V 4
%P 917-924
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.925
%T A Web Service for Automatic Accessibility Analysis of Web Pages Based
on the Use of XML Structures
%S Universal access in HCI : inclusive design in the information society
%A J. Abascal
%A M. Arrue
%A N. Garay
%A J. Tomas
%B HCII03
%D 2003
%V 4
%P 925-929
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.930
%T Application of Barrier free Internet in German Legislation
%S Universal access in HCI : inclusive design in the information society
%A C. Buhler
%B HCII03
%D 2003
%V 4
%P 930-934
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.935
%T How will mobile devices contribute to an accessible ubiquitous iTV
scenario
%S Universal access in HCI : inclusive design in the information society
%A A. C. Roibas
%A R. Sala
%A S. Simola
%A A. Hill
%B HCII03
%D 2003
%V 4
%P 935-939
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.940
%T Table of Heuristic Evaluation for Communication of the Multimedia
Systems
%S Universal access in HCI : inclusive design in the information society
%A F. C. Ficarra
%B HCII03
%D 2003
%V 4
%P 940-944
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.945
%T Use of Card Sorting for Cultural Web-Preferences Data Elicitation:
The Case of Egyptian Internet Users
%S Universal access in HCI : inclusive design in the information society
%A G. El Said
%A K. Hone
%B HCII03
%D 2003
%V 4
%P 945-949
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.950
%T Towards a Cognitive Accessibility Guideline based on Empirical
Evidences of Deaf Users Web Interaction
%S Universal access in HCI : inclusive design in the information society
%A I. Fajardo
%A J. Canas
%A L. Salmeron
%A J. Abascal
%B HCII03
%D 2003
%V 4
%P 950-954
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.955
%T On the application of W3C Guidelines in Website Design from scratch
%S Universal access in HCI : inclusive design in the information society
%A D. Freitas
%A H. Ferreira
%B HCII03
%D 2003
%V 4
%P 955-959
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.960
%T An assist method for realizing a Web page structure for blind people
%S Universal access in HCI : inclusive design in the information society
%A K. Fukuda
%A H. Takagi
%A J. Maeda
%A C. Asakawa
%B HCII03
%D 2003
%V 4
%P 960-964
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.965
%T Usability Engineering Process Model. Integration with Software
Engineering
%S Universal access in HCI : inclusive design in the information society
%A T. Granollers
%A J. Lores
%A F. Perdrix
%B HCII03
%D 2003
%V 4
%P 965-969
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.970
%T Multimedia Clip Type: Quality of Perception Impact on Users With and
Without Hearing Loss
%S Universal access in HCI : inclusive design in the information society
%A S. R. Gulliver
%A G. Ghinea
%B HCII03
%D 2003
%V 4
%P 970-974
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.975
%T Specifying Usability Requirements for e-Government Portals: Processes
and Target Groups as Key Criteria
%S Universal access in HCI : inclusive design in the information society
%A U. Holler
%A M. A. Wimmer
%B HCII03
%D 2003
%V 4
%P 975-979
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.980
%T An investigation to the searching strategies for the information on
foreign web sites
%S Universal access in HCI : inclusive design in the information society
%A K.-H. Huang
%B HCII03
%D 2003
%V 4
%P 980-984
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.985
%T On Expert-Based Interface Evaluation of Web Resources Regarding
Accessibility Issues: A Preliminary Investigation
%S Universal access in HCI : inclusive design in the information society
%A A. Karoulis
%A A. Polyxenidou
%A A. Pombortsis
%B HCII03
%D 2003
%V 4
%P 985-989
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.990
%T Detour Ahead: Current Roadblocks to Web Accessibility
%S Universal access in HCI : inclusive design in the information society
%A J. Lazar
%A C. Schroeder-Thomas
%A A. Jones
%A K. Greenidge
%A P. Beere
%A J. Clements
%B HCII03
%D 2003
%V 4
%P 990-994
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.995
%T Extension of W3C Standards for Real Web Accessibility
%S Universal access in HCI : inclusive design in the information society
%A F. Maurel
%A M. Raynal
%A B. Oriola
%A N. Vigouroux
%B HCII03
%D 2003
%V 4
%P 995-999
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1000
%T Evaluating the Accessibility of Course Design Software and Online
Learning Portals
%S Universal access in HCI : inclusive design in the information society
%A G. Meiselwitz
%A J. Lazar
%A J. Clements
%B HCII03
%D 2003
%V 4
%P 1000-1004
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1005
%T Evaluating User Interfaces for Accommodation of Individual
Differences in Spatial Abilities and Way-Finding Strategies
%S Universal access in HCI : inclusive design in the information society
%A E. D. Murphy
%A S. M. Nusser
%B HCII03
%D 2003
%V 4
%P 1005-1009
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1010
%T A Study of Web Accessibility for the Hearing Impaired
%S Universal access in HCI : inclusive design in the information society
%A M. Namatame
%A M. Kobayashi
%A A. Harada
%B HCII03
%D 2003
%V 4
%P 1010-1014
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1015
%T High Quality Scenarios for Raising Web Content Accessibility
Awareness
%S Universal access in HCI : inclusive design in the information society
%A L. Nevile
%A O. Burmeister
%A C. McCathieNevile
%B HCII03
%D 2003
%V 4
%P 1015-1019
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1020
%T Aphasiahelp: Developing an Accessible Website for People with
Communication Disabilities
%S Universal access in HCI : inclusive design in the information society
%A J. Newbery
%A S. Parr
%A B. Moss
%A B. Petheram
%A S. Byng
%B HCII03
%D 2003
%V 4
%P 1020-1024
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1025
%T Prospectives of the Benefits of Agent and Semantic Web-Based Wireless
Applications for the Elderly User
%S Universal access in HCI : inclusive design in the information society
%A T. A. O'Connell
%A J. L. Burgett
%A C. M. Jonker
%A K. Silz
%B HCII03
%D 2003
%V 4
%P 1025-1029
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1030
%T A User-Centered Quality Model for Web Applications
%S Universal access in HCI : inclusive design in the information society
%A F. Paganelli
%A M. C. Pettenati
%B HCII03
%D 2003
%V 4
%P 1030-1034
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1035
%T Enhancing Usability Testing Skills of Novice Testers:A Longitudinal
Study
%S Universal access in HCI : inclusive design in the information society
%A M. Skov
%A J. Stage
%B HCII03
%D 2003
%V 4
%P 1035-1039
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1040
%T Automatic Accessibility Guideline Validation of XML Documents Based
on a Specification Language
%S Universal access in HCI : inclusive design in the information society
%A Y. Takata
%A T. Nakamura
%A H. Seki
%B HCII03
%D 2003
%V 4
%P 1040-1044
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1045
%T The computerized method for heuristic aiding of ergonomic design
process
%S Universal access in HCI : inclusive design in the information society
%A E. Tytyk
%A A. Lasota
%B HCII03
%D 2003
%V 4
%P 1045-1049
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1050
%T Computer Aiding Method of Decision Making for Ergonomic Design of
Man-Machine Systems
%S Universal access in HCI : inclusive design in the information society
%A E. Tytyk
%A K. Ragin-Skorecka
%A K. Siemieniak
%B HCII03
%D 2003
%V 4
%P 1050-1054
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1055
%T Universal Interface Sockets and Virtual AT as Access Approaches for
People with Severe, Extreme, and Multiple Disabilities
%S Universal access in HCI : inclusive design in the information society
%A G. C. Vanderheiden
%B HCII03
%D 2003
%V 4
%P 1055-1062
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1063
%T A Validated Code of Practice for Universal Access in Health
Telematics
%S Universal access in HCI : inclusive design in the information society
%A D. Akoumianakis
%A C. Stephanidis
%B HCII03
%D 2003
%V 4
%P 1063-1067
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1068
%T MIAU - Supporting Group Decisions in E-Commerce Applications
%S Universal access in HCI : inclusive design in the information society
%A S. Baldes
%A M. Bauer
%A D. Dengler
%A D. Kudenko
%A G. Paul
%A T. Rist
%A C. Schmitt
%B HCII03
%D 2003
%V 4
%P 1068-1072
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1073
%T Universal Design for Learning: Accessing the Curriculum through
Digitized Text
%S Universal access in HCI : inclusive design in the information society
%A D. Bauder
%A T. Simmons
%B HCII03
%D 2003
%V 4
%P 1073-1077
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1078
%T W3C-WAI Content Guidelines: application in a health scenario
%S Universal access in HCI : inclusive design in the information society
%A L. Burzagli
%A P. L. Emiliani
%B HCII03
%D 2003
%V 4
%P 1078-1082
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1083
%T Mayo Clinic/IBM Computational Biology Collaboration: A Simple User
Interface for Complex Queries
%S Universal access in HCI : inclusive design in the information society
%A P. C. de Groen
%A R. Dettinger
%A P. Johnson
%B HCII03
%D 2003
%V 4
%P 1083-1087
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1088
%T TeleTendo: a New Multimedia and Web Based Interface for e-Learning
and e-Testing in Medical Imaging
%S Universal access in HCI : inclusive design in the information society
%A G. De Moor
%A B. Claerhout
%A B. Van Grimbergen
%A G. Thienpont
%A K. Verstraete
%A H. Buysse
%B HCII03
%D 2003
%V 4
%P 1088-1092
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1093
%T Considerations on Universal Access and Universal Design as concerns
Educational Software
%S Universal access in HCI : inclusive design in the information society
%A G. Dettori
%A M. Ott
%B HCII03
%D 2003
%V 4
%P 1093-1097
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1098
%T Lessons Learned from Multilingual Collaboration in Global Virtual
Teams
%S Universal access in HCI : inclusive design in the information society
%A K. Funakoshi
%A A. Yamamoto
%A S. Nomura
%A T. Ishida
%B HCII03
%D 2003
%V 4
%P 1098-1102
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1103
%T Providing ICT/IST professionals with access to resources in Special
Educational Needs (SEN) and vice versa - a European network approach
%S Universal access in HCI : inclusive design in the information society
%A J. Greve
%A V. Soriano
%A H. Weber
%B HCII03
%D 2003
%V 4
%P 1103-1107
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1108
%T Universal Access to Groupware with Multimodal Interfaces
%S Universal access in HCI : inclusive design in the information society
%A T. Gross
%B HCII03
%D 2003
%V 4
%P 1108-1112
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1113
%T Collaborative Virtual Environments Based on Real Work Spaces
%S Universal access in HCI : inclusive design in the information society
%A L. Guerrero
%A C. Collazos
%A J. Pino
%A S. Ochoa
%A F. Aguilera
%B HCII03
%D 2003
%V 4
%P 1113-1117
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1118
%T The teaching wheel: an agent for site viewing and subsite building
%S Universal access in HCI : inclusive design in the information society
%A M.-C. Haton
%B HCII03
%D 2003
%V 4
%P 1118-1122
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1123
%T Accessibility and Usability of Learning Environments for Disabled: an
Example
%S Universal access in HCI : inclusive design in the information society
%A H. Ileana
%A J. Terstriep
%A S. Engert
%B HCII03
%D 2003
%V 4
%P 1123-1127
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1128
%T Using Cultural Differences in Educational Program Design and
Approaches to Computers for Adaptation Concepts of Multimedia Learning
%S Universal access in HCI : inclusive design in the information society
%A E. Kamentz
%A C. Womser-Hacker
%B HCII03
%D 2003
%V 4
%P 1128-1132
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1133
%T Libraries as Social Spaces
%S Universal access in HCI : inclusive design in the information society
%A N. Kings
%A D. Alsmeyer
%A F. Owston
%B HCII03
%D 2003
%V 4
%P 1133-1137
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1138
%T Building Adaptive Learning Material with Distinct Authors
%S Universal access in HCI : inclusive design in the information society
%A J. Kurhila
%B HCII03
%D 2003
%V 4
%P 1138-1142
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1143
%T Facilitating VR Museums Web Presence
%S Universal access in HCI : inclusive design in the information society
%A G. Lepouras
%A A. Katifori
%A C. Vassilakis
%A A. Harissi
%B HCII03
%D 2003
%V 4
%P 1143-1147
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1148
%T Video-based Interaction for a Mixed Reality Kiosk System
%S Universal access in HCI : inclusive design in the information society
%A C. Malerczyk
%A M. Schnaider
%A T. Gleue
%B HCII03
%D 2003
%V 4
%P 1148-1152
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1153
%T ECDL PD: Access to a Standard Certificate Based on Universal Access
to HCI
%S Universal access in HCI : inclusive design in the information society
%A K. Miesenberger
%A A. Petz
%A D. Leahy
%B HCII03
%D 2003
%V 4
%P 1153-1157
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1158
%T AmbieSense - interactive information channels in the surroundings of
the mobile user
%S Universal access in HCI : inclusive design in the information society
%A H. Myrhaug
%A A. Goker
%B HCII03
%D 2003
%V 4
%P 1158-1162
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1163
%T Open Source Software Development with Your Mother Language:
Intercultural Collaboration Experiment 2002
%S Universal access in HCI : inclusive design in the information society
%A S. Nomura
%A T. Ishida
%A M. Yasuoka
%A N. Yamashita
%A K. Funakoshi
%B HCII03
%D 2003
%V 4
%P 1163-1167
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1168
%T The Integrated Electronic Health Record: Accessibility, Usability and
Security Issues
%S Universal access in HCI : inclusive design in the information society
%A S. Orphanoudakis
%A M. Tsiknakis
%A D. Anthoulakis
%A C. Stephanidis
%B HCII03
%D 2003
%V 4
%P 1168-1172
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1173
%T TransSMS: A Multi-Lingual SMS Tool
%S Universal access in HCI : inclusive design in the information society
%A M. Othman
%A B. Lakhmichand
%B HCII03
%D 2003
%V 4
%P 1173-1177
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1178
%T Electronic Behavior Settings in Distributed Cooperation
%S Universal access in HCI : inclusive design in the information society
%A U. Pankoke-Babatz
%A E. Raybourn
%B HCII03
%D 2003
%V 4
%P 1178-1182
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1183
%T Evolving Multimedia Systems in Education
%S Universal access in HCI : inclusive design in the information society
%A G. Patterson
%A S. Moffett
%B HCII03
%D 2003
%V 4
%P 1183-1187
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1188
%T Focus on Content: helping Irish teachers to access, identify and
customize educational software for classroom use
%S Universal access in HCI : inclusive design in the information society
%A A. Phelan
%B HCII03
%D 2003
%V 4
%P 1188-1192
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1193
%T Nonresponse Bias of Non-Native Speakers in Web-Based Research
%S Universal access in HCI : inclusive design in the information society
%A D. Pyle
%A S. Giff
%B HCII03
%D 2003
%V 4
%P 1193-1197
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1198
%T Towards the design of an advanced cooperative system: Adaptive Cruise
Control
%S Universal access in HCI : inclusive design in the information society
%A B. Rajaonah
%A N. Tricot
%A M.-P. Pacaux
%A F. Anceaux
%A J.-C. Popieul
%B HCII03
%D 2003
%V 4
%P 1198-1202
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1203
%T 3D Interactive Augmented Reality in Early Stages of Product Design
%S Universal access in HCI : inclusive design in the information society
%A P. Santos
%A H. Graf
%A T. Fleisch
%A A. Stork
%B HCII03
%D 2003
%V 4
%P 1203-1207
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1208
%T Model-Based Role-Adapted Interaction - A Health-Care Case
%S Universal access in HCI : inclusive design in the information society
%A C. Stary
%B HCII03
%D 2003
%V 4
%P 1208-1212
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1213
%T Participatory Approaches towards Universal Access - Results of a Case
Study in the Healthcare Domain
%S Universal access in HCI : inclusive design in the information society
%A K. Stroetmann
%A M. Pieper
%B HCII03
%D 2003
%V 4
%P 1213-1217
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1218
%T Group Storytelling to Support Tacit Knowledge Externalization
%S Universal access in HCI : inclusive design in the information society
%A C. Valle
%A E. Raybourn
%A W. Prinz
%A M. Borges
%B HCII03
%D 2003
%V 4
%P 1218-1222
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1223
%T Realizing Human Centered Systems via Socially Deliberating Agents
%S Universal access in HCI : inclusive design in the information society
%A G. Vouros
%A I. Partsakoulakis
%A V. Kourakos-Mavromichalis
%B HCII03
%D 2003
%V 4
%P 1223-1227
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1228
%T ICT enabling access to the curriculum: UK initiatives
%S Universal access in HCI : inclusive design in the information society
%A T. Waller
%B HCII03
%D 2003
%V 4
%P 1228-1237
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1238
%T Tools for Second Language Support
%S Universal access in HCI : inclusive design in the information society
%A G. Weir
%A G. Lepouras
%B HCII03
%D 2003
%V 4
%P 1238-1244
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1245
%T INSIGHT: A Comprehensive System for Converting Braille based
Mathematical Documents to Latex
%S Universal access in HCI : inclusive design in the information society
%A N. Annamalai
%A D. Gopal
%A G. Gupta
%A H. Guo
%A A. I. Karshmer
%B HCII03
%D 2003
%V 4
%P 1245-1249
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1250
%T A Proposal for a Dial-based Interface for Voice Output Based on Blind
Users' Cognitive Listening Abilities
%S Universal access in HCI : inclusive design in the information society
%A C. Asakawa
%A H. Takagi
%A S. Ino
%A T. Ifukube
%B HCII03
%D 2003
%V 4
%P 1250-1254
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1255
%T Towards an improvement of the accessibility of Brazilian Federal
Government websites to people with low vision
%S Universal access in HCI : inclusive design in the information society
%A E. M. Barboza
%A E. Nunes
%B HCII03
%D 2003
%V 4
%P 1255-1259
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1260
%T Parser for the Marburg Mathematical Braille Notation NIDRR Project:
Universal Math Converter
%S Universal access in HCI : inclusive design in the information society
%A M. Batusic
%A K. Miesenberger
%A B. Stoger
%B HCII03
%D 2003
%V 4
%P 1260-1264
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1265
%T Ergonomic evaluation of computer games for visually impaired children
%S Universal access in HCI : inclusive design in the information society
%A A. Buaud
%A D. Archambault
%A B. Roussel
%B HCII03
%D 2003
%V 4
%P 1265-1269
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1270
%T TACTOS: A Special Computer Interface for the Reading and Writing of
2D Forms in Blind People
%S Universal access in HCI : inclusive design in the information society
%A O. Gapenne
%A A. A. Ammar
%A C. Lenay
%A K. Rovira
%B HCII03
%D 2003
%V 4
%P 1270-1274
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1275
%T Neural Implants for Artificially Generated Sensation and Feedback
Control
%S Universal access in HCI : inclusive design in the information society
%A M. Gasson
%A P. Kyberd
%A B. Hutt
%A I. Goodhew
%A K. Warwick
%B HCII03
%D 2003
%V 4
%P 1275-1279
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1280
%T Accessibility, Usability and Cognitive Considerations in Evaluating
Systems with Users who are Blind
%S Universal access in HCI : inclusive design in the information society
%A H. Graupp
%A K. Gladstone
%A C. Rundle
%B HCII03
%D 2003
%V 4
%P 1280-1284
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1285
%T GUI Objects Represented by New Localized Sounds using HRTF
%S Universal access in HCI : inclusive design in the information society
%A K. Itoh
%A M. Shimizu
%B HCII03
%D 2003
%V 4
%P 1285-1289
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1290
%T How Well Can We Read Equations to Blind Mathematics Students: Some
Answers from Psychology
%S Universal access in HCI : inclusive design in the information society
%A A. I. Karshmer
%A D. Gillan
%B HCII03
%D 2003
%V 4
%P 1290-1294
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1295
%T Evaluating the Usability of a Screen Reader with Blind Users
%S Universal access in HCI : inclusive design in the information society
%A H. Kurniawan
%A A. Sutcliffe
%B HCII03
%D 2003
%V 4
%P 1295-1299
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1300
%T A Haptics Experiment in Assistive Technology for Undergraduate HCI
Students
%S Universal access in HCI : inclusive design in the information society
%A B. Liffick
%B HCII03
%D 2003
%V 4
%P 1300-1304
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1305
%T A Shared Interface Model for Services Dedicated to Visual Impaired
Pupils
%S Universal access in HCI : inclusive design in the information society
%A C. Moulin
%A C. Lai
%A A. Pintus
%B HCII03
%D 2003
%V 4
%P 1305-1309
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1310
%T Interaction of Visually Impaired Users in Virtual Environment with
Spatial Sound Enhancement
%S Universal access in HCI : inclusive design in the information society
%A V. Nemec
%A A. J. Sporka
%A P. Slavik
%B HCII03
%D 2003
%V 4
%P 1310-1314
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1315
%T Mental-Map Creation Support System for Blind Person-Fusion of Verbal
Message and Somesthetic Sense-
%S Universal access in HCI : inclusive design in the information society
%A Y. Nomura
%A H. Kakehashi
%A T. Sugiura
%A N. Kato
%B HCII03
%D 2003
%V 4
%P 1315-1319
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1320
%T Experiments in Translating and Navigating Digital Formats for
Mathematics (A Progress Report)
%S Universal access in HCI : inclusive design in the information society
%A B. Palmer
%A E. Pontelli
%B HCII03
%D 2003
%V 4
%P 1320-1324
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1325
%T Access to Mathematical Expressions in MathML for the Blind
%S Universal access in HCI : inclusive design in the information society
%A M. Rotard
%A K. Bosse
%A W. Schweikhardt
%A T. Ertl
%B HCII03
%D 2003
%V 4
%P 1325-1329
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1330
%T Haptic help for orientation in unknown environments
%S Universal access in HCI : inclusive design in the information society
%A P. Sodren
%A S. Semwal
%B HCII03
%D 2003
%V 4
%P 1330-1334
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1335
%T Automatic translator for mathematical Braille
%S Universal access in HCI : inclusive design in the information society
%A M. Victor
%A D. Archambault
%B HCII03
%D 2003
%V 4
%P 1335-1339
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1340
%T The Use of Design for All to Support Elderly Blind and Partially
Sighted Users to Retain their Independence
%S Universal access in HCI : inclusive design in the information society
%A G. Whitney
%B HCII03
%D 2003
%V 4
%P 1340-1346
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1347
%T A Framework for Speech and Multimodal Interaction on Mobile Devices
%S Universal access in HCI : inclusive design in the information society
%A T. Anastasakos
%A A. Gupta
%A H. Bliss
%A W. Thompson
%B HCII03
%D 2003
%V 4
%P 1347-1351
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1352
%T Embodied Conversational Agents Research Questions and Applications
%S Universal access in HCI : inclusive design in the information society
%A G. Bente
%A N. Kramer
%A H. Blens
%B HCII03
%D 2003
%V 4
%P 1352-1356
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1357
%T Counting Fingers in Real Time: A Webcam-Based Human-Computer
Interface with Game Applications
%S Universal access in HCI : inclusive design in the information society
%A S. Crampton
%A M. Betke
%B HCII03
%D 2003
%V 4
%P 1357-1361
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1362
%T Experiences with and lessons learned from working with a modular
natural language dialogue architecture
%S Universal access in HCI : inclusive design in the information society
%A N. Dahlback
%A A. Jonsson
%B HCII03
%D 2003
%V 4
%P 1362-1366
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1367
%T A Virtual Showcase with Intuitive Hands-Free View Control
%S Universal access in HCI : inclusive design in the information society
%A H. Dohi
%A M. Ishizuka
%B HCII03
%D 2003
%V 4
%P 1367-1371
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1372
%T Emotionally-rich Man-machine Interaction Based on Ges-ture Analysis
%S Universal access in HCI : inclusive design in the information society
%A A. Drosopoulos
%A T. Balomenos
%A S. Ioannou
%A K. Karpouzis
%A S. Kollias
%B HCII03
%D 2003
%V 4
%P 1372-1376
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1377
%T Talking Tactile Diagrams
%S Universal access in HCI : inclusive design in the information society
%A M. Eramian
%A H. Jurgensen
%A H. Li
%A C. Power
%B HCII03
%D 2003
%V 4
%P 1377-1381
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1382
%T Multimodal Control Interface of a Nanohandling Robot in a Scanning
Electron Microscope
%S Universal access in HCI : inclusive design in the information society
%A S. Fatikow
%A A. Shirinov
%B HCII03
%D 2003
%V 4
%P 1382-1386
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1387
%T Investigations into a Dual Modality P300 Based Brain-Computer
Interface
%S Universal access in HCI : inclusive design in the information society
%A C. Finucane
%A D. Burke
%A A. de Paor
%B HCII03
%D 2003
%V 4
%P 1387-1391
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1392
%T Designing Systems that Make Use of Analogous Communication:a
Distributed Cognition Perspective
%S Universal access in HCI : inclusive design in the information society
%A D. Giordano
%B HCII03
%D 2003
%V 4
%P 1392-1396
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1397
%T Artificial Intelligence to Enhance a Brain Computer Interface
%S Universal access in HCI : inclusive design in the information society
%A P. Gnanayutham
%A C. Bloor
%A G. Cockton
%B HCII03
%D 2003
%V 4
%P 1397-1401
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1402
%T Multimodal Interactions on Mobile Devices and Users' Behavioral and
Attitudinal Preferences
%S Universal access in HCI : inclusive design in the information society
%A L. Gong
%B HCII03
%D 2003
%V 4
%P 1402-1406
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1407
%T Towards a Probabilistic Framework for Analogous Multi-Modal
Human-Computer Interaction
%S Universal access in HCI : inclusive design in the information society
%A O.-C. Granmo
%A V. Oleshchuk
%A M. Snaprud
%B HCII03
%D 2003
%V 4
%P 1407-1411
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1412
%T Evaluation of User Responses to Partial Success of Multimodal Natural
Language Interaction for Mobile Enterprise Applications
%S Universal access in HCI : inclusive design in the information society
%A D. Grenville
%A C. Lu
%A A. Wichansky
%B HCII03
%D 2003
%V 4
%P 1412-1416
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1417
%T Wearable Finger-Braille Interface for Navigation of Deaf-Blind in
Ubiquitous Barrier-Free Space
%S Universal access in HCI : inclusive design in the information society
%A M. Hirose
%A T. Amemiya
%B HCII03
%D 2003
%V 4
%P 1417-1421
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1422
%T Iterative Statistical Language Model Generation for Use with an
Agent-Oriented Natural Language Interface
%S Universal access in HCI : inclusive design in the information society
%A B. Hodjat
%A H. Franco
%A H. Bratt
%A K. Precoda
%A A. Stolcke
%A A. Venkataraman
%A D. Vergyri
%A J. Zheng
%B HCII03
%D 2003
%V 4
%P 1422-1426
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1427
%T What are the benefits of analogous communication in human computer
interaction?
%S Universal access in HCI : inclusive design in the information society
%A G. Kempter
%A K.-H. Weidmann
%A P. Roux
%B HCII03
%D 2003
%V 4
%P 1427-1431
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1432
%T Facial expression analysis and synthesis: A survey
%S Universal access in HCI : inclusive design in the information society
%A S. Krinidis
%A I. Buciu
%A I. Pitas
%B HCII03
%D 2003
%V 4
%P 1432-1436
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1437
%T Information theoretic bit-rate optimization for average trial
protocol Brain-Computer Interfaces
%S Universal access in HCI : inclusive design in the information society
%A J. Kronegg
%A T. Alecu
%A T. Pun
%B HCII03
%D 2003
%V 4
%P 1437-1441
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1442
%T Adaptation of Multimedia eBooks
%S Universal access in HCI : inclusive design in the information society
%A I. Langer
%B HCII03
%D 2003
%V 4
%P 1442-1446
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1447
%T Effects of grouping thumbnail images in visual search
%S Universal access in HCI : inclusive design in the information society
%A H. Masuda
%A K. Go
%A A. Imamiya
%B HCII03
%D 2003
%V 4
%P 1447-1451
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1452
%T Gaze-Based Interaction for Anyone, Anytime
%S Universal access in HCI : inclusive design in the information society
%A T. Ohno
%A N. Mukawa
%B HCII03
%D 2003
%V 4
%P 1452-1456
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1457
%T Navigation in multimedia documents for print disabled readers
%S Universal access in HCI : inclusive design in the information society
%A H. Petrie
%A W. Fisher
%A A.-M. O'Neill
%A Y. di Segni
%A K. Gladstone
%A C. Rundle
%A L. Pyfers
%A O. van den Eijnde
%A G. Weber
%B HCII03
%D 2003
%V 4
%P 1457-1461
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1462
%T Brain Computer Interface Cursor Measures for Motion-impaired and
Able-bodied Users
%S Universal access in HCI : inclusive design in the information society
%A A. Pino
%A E. Kalogeros
%A E. Salemis
%A G. Kouroupetroglou
%B HCII03
%D 2003
%V 4
%P 1462-1466
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1467
%T Acceptable Download Times in the Mobile Internet
%S Universal access in HCI : inclusive design in the information society
%A V. Roto
%A A. Kaikkonen
%B HCII03
%D 2003
%V 4
%P 1467-1471
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1472
%T Immersive VR System "D-vision" for Universal Design
%S Universal access in HCI : inclusive design in the information society
%A M. Sato
%A J. Ryu
%A H. Maruta
%A K. Akahane
%A M. Iwashita
%A N. Hashimoto
%A S. Hasegawa
%B HCII03
%D 2003
%V 4
%P 1472-1476
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1477
%T Design Issues of Relief Maps for Haptic Displays
%S Universal access in HCI : inclusive design in the information society
%A C. Springsguth
%A G. Weber
%B HCII03
%D 2003
%V 4
%P 1477-1481
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1482
%T Using a Bicycle Interface for Interaction and Games
%S Universal access in HCI : inclusive design in the information society
%A H. Thomas
%A R. White
%B HCII03
%D 2003
%V 4
%P 1482-1486
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1487
%T Modeling Users with Special Reading Needs
%S Universal access in HCI : inclusive design in the information society
%A K. Weimann
%B HCII03
%D 2003
%V 4
%P 1487-1491
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1492
%T Instructing an Assembly Robot in Situated Natural Language and
Gestures
%S Universal access in HCI : inclusive design in the information society
%A J. Zhang
%A T. Baier
%A M. Huser
%B HCII03
%D 2003
%V 4
%P 1492-1498
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1499
%T A software engineering workbench for modeling groupware activities
%S Universal access in HCI : inclusive design in the information society
%A E. Adam
%A C. Kolski
%A R. Mandiau
%A E. Vergison
%B HCII03
%D 2003
%V 4
%P 1499-1503
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1504
%T KWARESMI - Knowledge-based Web Automated Evaluation Tool with
Reconfigurable Guidelines Optimization
%S Universal access in HCI : inclusive design in the information society
%A A. Beirekdar
%A J. Vanderdonckt
%A M. Noirhomme-Fraiture
%B HCII03
%D 2003
%V 4
%P 1504-1508
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1509
%T User Interface Reverse Engineering
%S Universal access in HCI : inclusive design in the information society
%A L. Bouillon
%A J. Vanderdonckt
%B HCII03
%D 2003
%V 4
%P 1509-1513
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1514
%T Euterpe revised
%S Universal access in HCI : inclusive design in the information society
%A C. Chisalita
%A G. van der Veer
%A A. Malchanau
%A V. Braeckman
%B HCII03
%D 2003
%V 4
%P 1514-1518
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1519
%T Moments of Significance - the meanings of event: enablement,
initiation, completion
%S Universal access in HCI : inclusive design in the information society
%A A. Dix
%A C. Chisalita
%A G. van der Veer
%B HCII03
%D 2003
%V 4
%P 1519-1523
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1524
%T A Pattern-based Approach to User Interface Development
%S Universal access in HCI : inclusive design in the information society
%A C. Pribeanu
%A J. Vanderdonckt
%B HCII03
%D 2003
%V 4
%P 1524-1528
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1529
%T Localization Issues in Automated Usability Engineering
%S Universal access in HCI : inclusive design in the information society
%A P. Rejmer
%A J. Vanderdonckt
%B HCII03
%D 2003
%V 4
%P 1529-1533
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1534
%T A-Prompt: Promoting the Habituation of Accessible Web Authoring
%S Universal access in HCI : inclusive design in the information society
%A C. Ridpath
%A J. Treviranus
%B HCII03
%D 2003
%V 4
%P 1534-1538
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1539
%T Integration of Human-Computer Interaction in a Software Development
Process
%S Universal access in HCI : inclusive design in the information society
%A K. Sousa
%A E. Furtado
%B HCII03
%D 2003
%V 4
%P 1539-1543
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1544
%T The impact of internationalisation on guidelines contents and usage
%S Universal access in HCI : inclusive design in the information society
%A J. Vanderdonckt
%A A. Beirekdar
%B HCII03
%D 2003
%V 4
%P 1544-1548
%* (c) Copyright 2003 Lawrence Erlbaum Associates

%M C.HCII.03.4.1549
%T Who does what with whom in Web Development?
%S Universal access in HCI : inclusive design in the information society
%A M. Winckler
%A P. Palanque
%A C. Farenc
%A M. S. Pimenta
%B HCII03
%D 2003
%V 4
%P 1549-1554
%* (c) Copyright 2003 Lawrence Erlbaum Associates

fpack:!@#$%^&*(): HYPER02.BA
%M C.HYPER.02.10
%T Map-based horizontal navigation in educational Hypertext
%S Adaptive Hypermedia
%A Peter Brusilovsky
%A Riccardo Rizzo
%B HYPER02
%D 2002
%P 10
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513345
%X This paper discusses the problem of horizontal (non-hierarchical)
navigation in modern educational courseware. We will look at why
horizontal links disappear, how to support horizontal navigation in
modern hyper-courseware, and our earlier attempts to provide horizontal
navigation in Web-based electronic textbooks. Here, we present map-based
navigation -- a new approach to support horizontal navigation in open
corpus educational courseware that we are currently investigating. We
will describe the mechanism behind this approach, present a system
KnowledgeSea that implements this approach, and provide some results of
a classroom study of this system.

%M C.HYPER.02.11
%T The hypercontext framework for adaptive Hypertext
%S Adaptive Hypermedia
%A Christopher D. Staff
%B HYPER02
%D 2002
%P 11-20
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513346
%X We present HyperContext, a framework for adaptive and adaptable
hypertext. Our fundamental premise is that when people encounter the
same document, each may interpret the information it contains
differently. Usually, the interpretations are not available to future
users of the same information. HyperContext permits users to make these
interpretations explicit, and provides support to structure hyperspace
around interpretations of documents, rather than around the documents
themselves. When a user browses through hyperspace, a document's context
is used to determine which interpretation to present to the user. We
also derive a user model of the user's short-term interests, by first
representing the user's interest in the current document as a salient
interpretation before combining it with the salient interpretations of
other documents accessed by the user on the same path of traversal. This
paper describes the adaptive features of the HyperContext framework, and
presents the results of an initial evaluation of one of the features.

%M C.HYPER.02.21
%T AHA! the next generation
%S Adaptive Hypermedia
%A Paul De Bra
%A Ad Aerts
%A David Smits
%A Natalia Stash
%B HYPER02
%D 2002
%P 21-22
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513347
%X AHA! is a simple Web-based adaptation engine that was originally
developed to support an on-line course. This paper describes AHA!
version 2.0, a new major release that aims to significantly increase the
adaptive versatility of AHA! without sacrificing AHA!'s simplicity that
makes it easy to use. The new features in AHA! are inspired by AHAM [4],
a Dexter [6] based reference model for adaptive hypermedia systems.

%M C.HYPER.02.23
%T Applying programmable browsing semantics within the context of the
World-Wide Web
%S Adaptive Hypermedia
%A Richard Furuta
%A Jin-Cheon Na
%B HYPER02
%D 2002
%P 23-24
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513348
%X We discuss application of \caT\ (context-aware Trellis), which
extends the Trellis Petri-net-based model of hypertext, towards
specification of Web-browsable hypertexts that respond to factors that
occur during their use. In addition to characteristics such as a
reader's role (e.g., student, teacher, administrator, or parent) and the
reader's browsing history, we also include factors that may not have
been incorporated as directly before, such as measures of the external
environment and the attributes/actions of other simultaneous readers. We
use the term "responsive" hypertext to reflect the wide range of
relevant factors.

%M C.HYPER.02.25
%T Semantics happen: knowledge building in spatial hypertext
%S Spatial Hypertext
%A Frank Shipman
%A J. Michael Moore
%A Preetam Maloor
%A Haowei Hsieh
%A Raghu Akkapeddi
%B HYPER02
%D 2002
%P 25-34
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513350
%X Hypertext represents ideas through chunks of text or other media
interconnected by relations, typically navigational links. The
similarity to knowledge representations such as frames and semantic nets
has led to much effort in using hypertext systems for knowledge
representation and extending hypertext systems to make them able to
express more. This work has met with limited success due to difficulties
including the tacit and situated nature of much knowledge. Instead of
viewing knowledge expression as an all at once event, we view it as a
constructive process, i.e. knowledge building. The Visual Knowledge
Builder (VKB) lets users express content via visual or textual means and
later formalize that content in the form of attributes, values, types,
and relations. VKB proactively supports this process through a set of
suggestion agents whose interaction with the user is mediated by the
suggestion manager. Preliminary evaluation of the suggestion manager and
suggestion agents yields positive results but further confirms that
there is no "silver bullet" for knowledge engineering -- semantic
expression is most likely to happen during, and is driven by, task
performance.

%M C.HYPER.02.35
%T Spatial Hypertext for linear-information authoring: Interaction
design and system development based on the ART Design principle
%S Spatial Hypertext
%A Yasuhiro Yamamoto
%A Kumiyo Nakakoji
%A Atsushi Aoki
%B HYPER02
%D 2002
%P 35-44
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513351
%X We have developed a series of spatial hypertext systems that support
early stages of linear-information authoring, such as paper writing and
movie editing. They are designed based on the ART (Amplifying
Representational Talkback) principle, which emphasizes the importance of
visual interaction and the power of external representations. The
systems use spatial hypertext not as a medium for representing final
artifacts but as a means of interacting with linear information during
an authoring process. This paper first describes the role and the effect
of the spatial hypertext representation plays in support of early stages
of authoring linear information, and explains the ART interaction model
for the approach. The ART#001 system, which supports early stages of
writing, is described in detail and the other three ART systems are used
to illustrate the essential aspects of our approach. The paper concludes
with a discussion on the semiotic interpretation of spatial hypertext as
a representation, and on the innovative use of spatial hypertext as an
instrument to compose information, rather than as an information medium.

%M C.HYPER.02.45
%T Reading and writing fluid Hypertext Narratives
%S Narratives and Literary Hypertext
%A Polle T. Zellweger
%A Anne Mangen
%A Paula Newman
%B HYPER02
%D 2002
%P 45-54
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513353
%X We describe a new way to present and author hypertext narratives. The
Fluid Reader constructs a unified interactive text from the content of
multiple nodes and allows a reader to explore alternative paths within
it. The Fluid Reader has been available as a hands-on museum exhibit for
nearly a year to date, where it has been enjoyed by readers of all ages.
Its success has prompted further interest and development in Fluid
hypertexts. We have designed and implemented an authoring tool called
the Fluid Writer that uses a new treetable visualization to help authors
construct and manage alternative paths in a Fluid hypertext. Finally, an
exploration of the narrative implications of Fluid hypertext suggests
that it may be more suitable than conventional hypertext for formulaic
fictions such as mystery stories.

%M C.HYPER.02.55
%T Graphical notations, narratives and persuasion: a Pliant Systems
approach to Hypertext Tool Design
%S Narratives and Literary Hypertext
%A Luke Emmet
%A George Cleland
%B HYPER02
%D 2002
%P 55-64
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513354
%X The Adelard Safety Case Editor (ASCE) is a hypertext tool for
constructing and reviewing structured arguments. ASCE is used in the
safety industry, and can be used in many other contexts when graphical
presentation can make argument structure, inference or other
dependencies explicit. ASCE supports a rich hypertext narrative mode for
documenting traditional argument fragments. In this paper we document
the motivation for developing the tool and describe its operation and
novel features. Since usability and technology adoption issues are
critical for software and hypertext tool uptake, our approach has been
to develop a system that is highly usable and sufficiently "pliant" to
support and integrate with a wide range of working practices and styles.
We discuss some industrial application experience to date, which has
informed the design and is informing future requirements. We draw from
this some of the perhaps not so obvious characteristics of hypertext
tools which are important for successful uptake in practical
environments.

%M C.HYPER.02.65
%T On writing sculptural Hypertext
%S Narratives and Literary Hypertext
%A Mark Bernstein
%A David E. Millard
%A Mark J. Weal
%B HYPER02
%D 2002
%P 65-66
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513355
%X Sculptural hypertext is proposed as an alternative domain for
hypertext writing, proceeding chiefly by the removal of links rather
than by adding links to an initially unlinked text. Relatively little is
known about authoring sculptural hypertexts. This paper examines some
issues that arise in the course of composing sculptural hypertexts and
proposes tools which might help support such designs.

%M C.HYPER.02.67
%T How do interactive texts reflect interactive functions?
%S Narratives and Literary Hypertext
%A Paivo Laine
%B HYPER02
%D 2002
%P 67-68
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513356
%X The purpose of strings of text that are embedded in hyperlinks,
buttons and other interactive elements on Web pages is to inform the
user of the interactive function and its effects. The explicitness of
these i-texts, such as link anchors or button labels, depends on their
linguistic structure. I-texts that profile a process and contain a verb
are more explicit than labels with a nominal profile. Clicking an
i-text, an acteme, may have different interactive effects. The
explicitness of the i-text seems to correlate with the impact of the
interactive function, but the degree of interaction that the target page
requires is not reflected clearly in the linguistic form of the i-text.

%M C.HYPER.02.69
%T Peer-to-peer Hypertext
%S 
%A Uffe K. Wiil
%A Niels Olof Bouvin
%A Deena Larsen
%A David C. De Roure
%A Mark K. Thompson
%B HYPER02
%D 2002
%P 69-71
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513339

%M C.HYPER.02.72
%T Links and power: the political economy of linking on the Web
%S Links
%A Jill Walker
%B HYPER02
%D 2002
%P 72-73
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513358
%X Search engines like Google interpret links to a web page as
objective, peer-endorsed and machine-readable signs of value. Links have
become the currency of the Web. With this economic value they also have
power, affecting accessibility and knowledge on the Web.

%M C.HYPER.02.74
%T Evidence of Hypertext in the scholarly archive
%S Links
%A Tim Brody
%A Leslie Carr
%A Stevan Harnad
%B HYPER02
%D 2002
%P 74-75
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513359
%X This paper attempts to substantiate recent observations about the
development of hypertext rhetoric in scholarly archives by reporting the
results of some simple quantitative studies of the use by researchers of
a major scholarly archive.

%M C.HYPER.02.76
%T Looking for linking: associative links on the Web
%S Links
%A Timothy Miles-Board
%A Leslie Carr
%A Wendy Hall
%B HYPER02
%D 2002
%P 76-77
%K associative linking, internet archive, link taxonomies
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513360

%M C.HYPER.02.78
%T On the characteristics of scholarly annotations
%S Links
%A Richard Furuta
%A Eduardo Urbina
%B HYPER02
%D 2002
%P 78-79
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513361
%X We report on our observations of annotations for use in scholarly
communication, rather than for use as personal artifact. Scholarly
annotations reflect uses that predate digital representations and
benefit from formalized structure. Scholarly annotations may originate
from a broader set of sources than personal annotations, and their
association with texts may result from inferences rather than from
explicit specifications.

%M C.HYPER.02.80
%T Microsoft smart tags: support, ignore or condemn them?
%S Links
%A Gareth Hughes
%A Leslie Carr
%B HYPER02
%D 2002
%P 80-81
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513362
%X This paper describes the latest instantiation of the open hypermedia
concept of the generic link as it appears in Microsoft&153; Office
products -- the Smart Tag. We review the background to generic linking
and the technology involved in Smart Tags and discuss the reaction to
this application in the computing press. Recommendations are made on how
the system design could be improved for our purposes.

%M C.HYPER.02.82
%T Going back in Hypertext
%S Links
%A Gene Golovchinsky
%B HYPER02
%D 2002
%P 82-83
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513363
%X Hypertext interfaces typically involve navigation, the act (and
interaction) of moving from one piece of information to another.
Navigation can be exploratory, or it may involve backtracking to some
previously-visited node. While backtracking interfaces are common, they
may not reflect differences in readers' purposes and mental models. This
paper draws on some empirical evidence regarding navigation between and
within documents to suggest improvements on traditional hypertext
navigation, and proposes a time-based view of backtracking.

%M C.HYPER.02.85
%T Context perception in video-based hypermedia spaces
%S MultiMedia
%A Teresa Chambel
%A Nuno Guimaraes
%B HYPER02
%D 2002
%P 85-94
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513365
%X Multimedia hypertext has grown from the basic addition of dynamic
media only at "leaf" nodes of the hypertext, to higher structured
attempts to compose and integrate the different media. One of the core
problems in this evolution has been, and still is, the construction and
perception of context, making explicit which part of a presentation is
relevant when media elements are integrated. The search for
contextualized integration of video material with other sources of
information has emerged from the work in several domains and from
mutually reinforcing needs. The work presented here is centered on this
problem: how to provide the perception of context to users or readers,
when navigating through a space of heterogeneous media elements, where
video plays an important role.

%M C.HYPER.02.95
%T On hyperstructure and musical structure
%S MultiMedia
%A David C. De Roure
%A Don G. Cruickshank
%A Danius T. Michaelides
%A Kevin R. Page
%A Mark J. Weal
%B HYPER02
%D 2002
%P 95-104
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513366
%X In this paper we report on an ongoing investigation into the
relationship between musical structure and hyperstructure, based on a
series of open hypermedia systems research projects that have featured
case studies involving musical content. We provide a general overview of
the intersection between hypermedia and musical structure, drawing also
on ideas from narrative structure. Through the example systems we
consider techniques for building hyperstructure from musical structure
and, conversely, building musical structure from hyperstructure.
Additionally we describe an experiment in the sonification of
hyperstructure.

%M C.HYPER.02.105
%T Semi-automated Hyperlink markup for archived video
%S MultiMedia
%A David Stotts
%A Jason McC. Smith
%B HYPER02
%D 2002
%P 105-106
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513367

%M C.HYPER.02.107
%T An infrastructure for open latent semantic linking
%S Next-Gen Open Hypermedia, Part One
%A Alessandra Alaniz Macedo
%A Maria da Graca Campos Pimentel
%A Jose Antonio Camacho-Guerrero
%B HYPER02
%D 2002
%P 107-116
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513369
%X The more the web grows, the harder it is for users to find the
information they need. As a result, it is even more difficult to
identify when documents are related. To find out that two or more
documents are in fact related, users have to navigate by the documents
in carry out an analysis about their content. This paper presents an
infrastructure allowing the use of latent semantic analysis and open
hypermedia concepts in the automatic identification of relationships
among web pages. Latent Semantic Analysis has been proposed by the
information retrieval community as an attempt to organize automatically
text objects into a semantic structure appropriate for matching. In open
hypermedia systems, links are managed and stored in a special database,
a linkbase, which allows the addition of hypermedia functionality to a
document without changing the original structure and format of the
document. We first present two complementary link-related efforts: an
extensible latent semantic indexing service and an open linkbase
service. Leveraging off those efforts, we present an infrastructure that
identifying latent semantic links within web repositories and makes them
available in an open linkbase. To demonstrate by example the utility of
our open infrastructure, we built an application presenting a directory
of semantic links extracted from web sites.

%M C.HYPER.02.117
%T Towards geo-spatial hypermedia: Concepts and prototype implementation
%S Next-Gen Open Hypermedia, Part One
%A Kaj Gronbaek
%A Peter Posselt Vestergaard
%A Peter Orbaek
%B HYPER02
%D 2002
%P 117-126
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513370
%X This paper combines spatial hypermedia with techniques from
Geographical Information Systems and location based services. We
describe the Topos 3D Spatial Hypermedia system and how it has been
developed to support geo-spatial hypermedia coupling hypermedia
information to model representations of real world buildings and
landscapes. The prototype experiments are primarily aimed at supporting
architects and landscape architects in their work on site. Here it is
useful to be able to superimpose and add different layers of information
to, e.g. a landscape depending on the task being worked on. We introduce
a number of central concepts to understand the relation between
hypermedia and spatial information management. The distinction between
metaphorical (and abstract) versus literal (and concrete) spaces is
introduced together with a workspace composition semantics and a
distinction between direct and indirect navigation. Finally, we conclude
with a number of research issues which are central to the future
development of geo-spatial hypermedia, including design issues in
combining metaphorical and literal hypermedia space, as well as a
discussion of the role of spatial parsing in a geo-spatial context.

%M C.HYPER.02.127
%T Links in the palm of your hand: tangible hypermedia using augmented
reality
%S Next-Gen Open Hypermedia, Part One
%A Patrick Sinclair
%A Kirk Martinez
%A David E. Millard
%A Mark J. Weal
%B HYPER02
%D 2002
%P 127-136
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513371
%X Contextualised Open Hypermedia can be used to provide added value to
document collections or artefacts. However, transferring the underlying
hyper structures into a users conceptual model is often a problem.
Augmented reality provides a mechanism for presenting these structures
in a visual and tangible manner, translating the abstract action of
combining contextual linkbases into physical gestures of real
familiarity to users of the system. This paper examines the use of
augmented reality in hypermedia and explores some possible modes of
interaction that embody the functionality of open hypermedia and
contextual linking using commonplace and easily understandable real
world metaphors.

%M C.HYPER.02.137
%T Chain saws for sculptural Hypertext
%S 
%A Jim Rosenberg
%A Mark Bernstein
%A Cathy Marshall
%A Paul de Bra
%A David Millard
%A Frank Shipman
%B HYPER02
%D 2002
%P 137
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513341
%X The term "Sculptural Hypertext", coined by Mark Bernstein in his
Hypertext '01 paper "Card Shark and Thespis," refers to a style of
writing hypertext where the document author starts with a massively
connected structure, and the task of authoring links consists of cutting
away those links that are not wanted, much as someone sculpting in stone
in the traditional way starts with a block of stone and forms an image
by cutting away the "excess" material. The opposing term, "Calligraphic
Hypertext," refers to the more familiar method of finely authoring each
link. This panel seeks to address questions pertaining to authorship and
tools for the sculptural approach to hypertext. Among the questions we
want to address are: How does one write a sculptural hypertext? How does
this concept scale -- or is it only suited to small works? What
differences are there for the reader of a sculptural hypertext vs. a
calligraphic hypertext? How does the "subtractive" concept work with
other models of hypertext than the node-link model, e.g. spatial
hypertext? What are the differences in requirements for tool designers
of sculptural vs. calligraphic hypertext systems.

%M C.HYPER.02.138
%T Open hypermedia in a peer-to-peer context
%S Next-Gen Open Hypermedia, Part Two
%A Niels Olof Bouvin
%B HYPER02
%D 2002
%P 138-139
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513373
%X This paper revisits the general hypermedia architecture based on a
perspective of peer-to-peer (P2P) networking and pervasive computing,
and argues that P2P has much to offer open hypermedia.

%M C.HYPER.02.140
%T Policies for cooperative hypermedia systems: concepts and prototype
implementation
%S Next-Gen Open Hypermedia, Part Two
%A Samir Tata
%A Claude Godart
%A Uffe K. Wiil
%B HYPER02
%D 2002
%P 140-141
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513374
%X The objective of this work is to develop a cooperative hypermedia
framework that enables actors to cooperatively create, use, and modify
versioned hypermedia documents. A rich set of cooperation policies,
based on hypermedia documents, access rights, and synchronization
contracts, have been defined to support flexible cooperation control.

%M C.HYPER.02.142
%T Goate: XLink and beyond
%S Next-Gen Open Hypermedia, Part Two
%A Duncan Martin
%A Helen Ashman
%B HYPER02
%D 2002
%P 142-143
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513375
%X In this paper, we introduce a platform independent mechanism for
implementing both XLink and bespoke linking standards. The paper
considers HTML linking as a low-level linking language, and how it can
be used to provide a base for high-level linking services. Finally, the
paper describes Goate, a HTTP proxy that allows high-level linking to be
used with ordinary HTML browsers.

%M C.HYPER.02.145
%T Two implementations of XPointer
%S Next-Gen Open Hypermedia, Part Two
%A Fabio Vitali
%A Federico Folli
%A Claudio Tasso
%B HYPER02
%D 2002
%P 145-146
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513376
%X We report on two different projects being developed at the University
of Bologna, both of which make use of the new XPointer language, for
which two different implementations were deemed necessary. The first
project is an HTTP proxy for providing external linkbases expressed in
XLink. The second is an extension to XSLT to express transformations on
string patterns as well as node patterns. Both libraries have been
implemented with ease and efficiency, demonstrating the usefulness and
reasonableness of the language.

%M C.HYPER.02.147
%T Supporting distributed meetings using cooperative, visual,
process-enabled hypermedia
%S Next-Gen Open Hypermedia, Part Two
%A Weigang Wang
%A Joerg M. Haake
%B HYPER02
%D 2002
%P 147-148
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513377
%X This work tries to bring hypermedia out of our multiple
research-oriented cooperative hypermedia systems into the kinds of
systems people in the real world can use. Meeting support for
distributed teams is one of these and process support is another. The
practical challenges include how to develop a (whiteboard-like)
structure-rich visual hypermedia space that is accessible from the Web,
how to integrate Microsoft office applications into the system for
managing documents in a (visual hypermedia represented) meeting process,
and how to set up A/V and application sharing connections easily for all
the meeting participants. The system described in this paper has been
used in three use cases and initial feedback indicates that it has
successfully addressed several such practical challenges.

%M C.HYPER.02.149
%T Self-assembling hypertexts, weblogs, and wikis
%S 
%A Stuart Moulthrop
%A Mark Bernstein
%A Sean Carton
%B HYPER02
%D 2002
%P 149
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513342
%X Although most theory and research in the hypertext community has been
directed toward systems and implementations with fairly conventional
patterns of authorship, hypertext as it has evolved on the Internet
contains a number of stranger species: Web logs (or "blogs") that
consist largely of citations or pointers to other Web content;
reader-writeable text spaces sometimes called "Wikis"; and in spaces
outside the Web, shared writing environments like MUDs and MOOs. This
panel brings together several writer/designers who have experience in
one or more of these areas. The panelists will consider how open-form
and self-assembling texts fit and stretch the hypertext paradigm, and
what contribution these writing practices might make to the future of
writing on the Net.

%M C.HYPER.02.150
%T Contextualized preview of image map links
%S World Wide Web
%A Wallace Chigona
%A Thomas Strothotte
%B HYPER02
%D 2002
%P 150-158
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513379
%X Previewing links in hypertext navigation helps reduce the cognitive
overhead associated with deciding whether or not to follow a link. In
this paper we introduce a new concept called Dual-Use of Image Space
(DUIS) and we show how it is used provide preview information of image
map links. In DUIS the pixels in the image space are used both as
shading information as well as characters which can be read. This
concept provides a mechanism for placing the text information related to
images in context, that is, the text is placed within the corresponding
objects. Prior to DUIS contextualized preview of links was only possible
with text links. The following are the advantages of contextualized
preview image map links: (1) Readers can benefit from both the text and
the image without making visual saccades between the two. (2) The text
does not obstruct the image as is the case in the existing techniques.
(3) It is easy for the readers to associate the image and its
corresponding image since the two are presented close to each other. The
text in the image space may also contain links, and for this reason, it
is possible to introduce multiple links for image maps.

%M C.HYPER.02.159
%T Predicting web actions from HTML content
%S World Wide Web
%A Brian D. Davison
%B HYPER02
%D 2002
%P 159-168
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513380
%X Most proposed Web prefetching techniques make predictions based on
the historical references to requested objects. In contrast, this paper
examines the accuracy of predicting a user's next action based on
analysis of the content of the pages requested recently by the user.
Predictions are made using the similarity of a model of the user's
interest to the text in and around the hypertext anchors of recently
requested Web pages. This approa22ch can make predictions of actions
that have never been taken by the user and potentially make predictions
that reflect current user interests. We evaluate this technique using
data from a full-content log of Web activity and find that textual
similarity-based predictions outperform simpler approaches.

%M C.HYPER.02.169
%T Using Markov models for web site link prediction
%S World Wide Web
%A Jianhan Zhu
%A Jun Hong
%A John G. Hughes
%B HYPER02
%D 2002
%P 169-170
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513381
%X Markov models have been extensively used to model Web users'
navigation behaviors on Web sites. The link structure of a Web site can
be seen as a citation network. By applying bibliographic co-citation and
coupling analysis to a Markov model constructed from a Web log file on a
Web site, we propose a clustering algorithm called CitationCluster to
cluster conceptually related pages. The clustering results are used to
construct a conceptual hierarchy of the Web site. Markov model based
link prediction is integrated with the hierarchy to assist users'
navigation on the Web site.

%M C.HYPER.02.171
%T Seven Issues, Revisited
%S 
%A Jim Whitehead
%A Paul De Bra
%A Kaj Gronbaek
%A Deena Larsen
%A John Leggett
%A monica m. c. schraefel
%B HYPER02
%D 2002
%P 171
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513343
%X It has been 15 years since the original presentation by Frank Halasz
at Hypertext'87 on seven issues for the next generation of hypertext
systems. These issues are:
 * Search and Query
 * Composites
 * Virtual Structures
 * Computation in/over hypertext network
 * Versioning
 * Collaborative Work
 * Extensibility and Tailorability
Since that time, these issues have formed the nucleus of multiple
research agendas within the Hypertext community. Befitting this
direction-setting role, the issues have been revisited several times, by
Halasz in his 1991 Hypertext keynote talk, and by Randy Trigg in his
1996 Hypertext keynote five years later. Additionally, over the
intervening 15 years, many research systems have addressed the original
seven issues, and new research avenues have opened up. The goal of this
panel is to begin the process of developing a new set of seven issues
for the next generation of hypertext system. Toward this end, we have
convened seven experts on hypertext, and charged them with determining
one issue, something deserving significant focus by the research
community, and one non-issue, a red herring no longer worthy of
consideration. At the end of the panel, the panelists and the audience
will vote on which issues they consider to be the most important, and
which non-issue is the least important.

%M C.HYPER.02.172
%T Storyspace 1
%S Hypermedia Systems and Data Models
%A Mark Bernstein
%B HYPER02
%D 2002
%P 172-181
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513383
%X Storyspace, a hypertext writing environment, has been widely used for
writing, reading, and research for nearly fifteen years. The appearance
of a new implementation provides a suitable occasion to review the
design of Storyspace, both in its historical context and in the context
of contemporary research. Of particular interest is the opportunity to
examine its use in a variety of published documents, all created within
one system, but spanning the most of the history of literary hypertext.

%M C.HYPER.02.182
%T Uniform comparison of data models using containment modeling
%S Hypermedia Systems and Data Models
%A E. James Whitehead, Jr.
%B HYPER02
%D 2002
%P 182-191
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513384
%X Containment data models are a subset of entity relationship models in
which the allowed relationships are either a type of containment,
storage, or inheritance. This paper describes containment relationships,
and containment data models, applying them to model a broad range of
monolithic, link server, and hyperbase systems, as well as the Dexter
reference model, and the WWW with WebDAV extensions. A key quality of
containment data models is their ability to model systems uniformly,
allowing a broad range of systems to be compared consistently.

%M C.HYPER.02.192
%T Versioned Hypermedia can improve software document management
%S Hypermedia Systems and Data Models
%A Tien Nguyen
%A Satish Chandra Gupta
%A Ethan V. Munson
%B HYPER02
%D 2002
%P 192-193
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513385
%X This research was supported by the U. S. Department of Defense and by
NSF CAREER award CCR-9734102. The Software Concordance project is
addressing the software document management problem by providing a
fine-grained version control model for software documents and their
relationships using hypermedia versioning. A set of tools needed to
maintain, visualize and analyze software documents is being constructed.
This short paper presents research issues, initial results and a scheme
for using hypermedia versioning and time stamps to automate detection of
possible semantic non-conformance among software artifacts.

%M C.HYPER.02.194
%T Freenet-like GUIDs for implementing xanalogical hypertext
%S Hypermedia Systems and Data Models
%A Tuomas J. Lukka
%A Benja Fallenstein
%B HYPER02
%D 2002
%P 194-195
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513386
%X We discuss the use of Freenet-like content hash GUIDs as a primitive
for implementing the Xanadu model in a peer-to-peer framework. Our
current prototype is able to display the implicit connection
(transclusion) between two different references to the same permanent
ID. We discuss the next layers required in the implementation of the
Xanadu model on a world-wide peer-to-peer network.

%M C.HYPER.02.196
%T Hypermedia and multimedia
%S 
%A Stuart Moulthrop
%A Diana Slattery
%A Jim Rosenberg
%A Mark Bernstein
%A Nick Montfort
%B HYPER02
%D 2002
%P 196
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/513338.513340
%X Though Nelson gave us "hypermedia" practically in the same breath as
"hypertext," initial literary explorations of hypermedia stuck fairly
closely to verbal models. Over the last five years this bias has begun
notably to decay. As poets, graphic, and narrative artists become more
familiar with powerful end-user tools like Macromedia Flash, and as
these tools evolve more sophisticated scripting support, the old line
between multi-dimensional hypertext and more linear multimedia has
considerably blurred. This process raises important questions both for
artists and for hypertext theorists. What is the place of verbal forms
in a context of dynamic images? How can the spatial agenda of hypertext
navigation be reconciled with animation, simulation, and other primarily
temporal techniques? What can creators of hypertext systems learn from
aesthetic encounters between word and image.

fpack:!@#$%^&*(): INT03.B
%M C.INT.03.3
%T Mobile Multimodal Dialogue Systems
%S 1: Keynotes
%A Wolfgang Wahlster
%B INTERACT2003
%D 2003
%P 3
%* (c) Copyright 2003 IFIP

%M C.INT.03.4
%T Logitech: the Interface Company
%S 1: Keynotes
%A Daniel Borel
%B INTERACT2003
%D 2003
%P 4
%* (c) Copyright 2003 IFIP

%M C.INT.03.5
%T Human Design: Building Computation around Human Networks
%S 1: Keynotes
%A Alex Pentland
%B INTERACT2003
%D 2003
%P 5
%* (c) Copyright 2003 IFIP

%M C.INT.03.9
%T Toward Characterizing the Productivity Benefits of Very Large
Displays
%S 2: Very large displays
%A Mary Czerwinski
%A Greg Smith
%A Tim Regan
%A Brian Meyers
%A George Robertson
%A Gary Starkweather
%B INTERACT2003
%D 2003
%P 9
%* (c) Copyright 2003 IFIP

%M C.INT.03.17
%T Enticing People to Interact with Large Public Displays in Public
Spaces
%S 2: Very large displays
%A Harry Brignull
%A Yvonne Rogers
%B INTERACT2003
%D 2003
%P 17
%* (c) Copyright 2003 IFIP

%M C.INT.03.25
%T What Makes a Good Answer? The Role of Context in Question Answering
%S 2: UI design
%A Jimmy Lin
%A Dennis Quan
%A Vineet Sinha
%A Karun Bakshi
%A David Huynh
%A Boris Katz
%A David Karger
%B INTERACT2003
%D 2003
%P 25
%* (c) Copyright 2003 IFIP

%M C.INT.03.33
%T Hyper-Hitchcock: Towards the Easy Authoring of Interactive Video
%S 2: UI design
%A Frank Shipman
%A Andreas Girgensohn
%A Lynn Wilcox
%B INTERACT2003
%D 2003
%P 33
%* (c) Copyright 2003 IFIP

%M C.INT.03.41
%T Interface Design for MyInfo: a Personal News Demonstrator Combining
Web and TV Content
%S 2: UI design
%A John Zimmerman
%A Nevenka Dimitrova
%A Lalitha Agnihotri
%A Angel Janevski
%A Lira Nikolovska
%B INTERACT2003
%D 2003
%P 41
%* (c) Copyright 2003 IFIP

%M C.INT.03.49
%T Bimanual Interaction on the Microsoft Office Keyboard
%S 2: UI design
%A Hugh McLoone
%A Ken Hinckley
%A Edward Cutrell
%B INTERACT2003
%D 2003
%P 49
%* (c) Copyright 2003 IFIP

%M C.INT.03.65
%T Drag-and-Pop and Drag-and-Pick: Techniques for Accessing Remote
Screen Content on Touch- and Pen-Operated Systems
%S 2: UI design
%A Patrick Baudisch
%A Edward Cutrell
%A Dan Robbins
%A Mary Czerwinski
%A Peter Tandler
%A Benjamin Bederson
%A Alex Zierlinger
%B INTERACT2003
%D 2003
%P 65
%* (c) Copyright 2003 IFIP

%M C.INT.03.65
%T Questioning the Effectiveness of Contextual Online Help: Some
Alternative Propositions
%S 2: UI design
%A Antonio Capobianco
%B INTERACT2003
%D 2003
%P 65
%* (c) Copyright 2003 IFIP

%M C.INT.03.73
%T Software to Sketch Interface Designs
%S 2: UI design
%A Beryl Plimmer
%A Mark Apperley
%B INTERACT2003
%D 2003
%P 73
%* (c) Copyright 2003 IFIP

%M C.INT.03.81
%T TetraTetris: A Study of Multi-User Touch-Based Interaction Using
DiamondTouch
%S 2: Touch feedback
%A Stephen Kobourov
%A Christian Collberg
%A Steven Kobes
%A Ben Smith
%A S. Trush
%A G. Yee
%B INTERACT2003
%D 2003
%P 81
%* (c) Copyright 2003 IFIP

%M C.INT.03.89
%T Effective Vibrotactile Cueing in a Visual Search Task
%S 2: Touch feedback
%A Robert Lindeman
%A Yasuyuki Yanagida
%A John Sibert
%A Robert Lavine
%B INTERACT2003
%D 2003
%P 89
%* (c) Copyright 2003 IFIP

%M C.INT.03.97
%T Collaboration Meets Fitts' Law: Passing Virtual Objects with and
without Haptic Force Feedback
%S 2: Touch feedback
%A Eva-Lotta Sallnas
%A Shumin Zhai
%B INTERACT2003
%D 2003
%P 97
%* (c) Copyright 2003 IFIP

%M C.INT.03.105
%T Error Resolution Strategies for Interactive Television Speech
Interfaces
%S 2: Spoken language interface
%A Aseel Berglund
%A Pernilla Qvarfordt
%B INTERACT2003
%D 2003
%P 105
%* (c) Copyright 2003 IFIP

%M C.INT.03.113
%T InterActor for Human Interaction and Communication Support
%S 2: Spoken language interface
%A Tomio Watanabe
%A Masashi Okubo
%A Ryusei Danbara
%B INTERACT2003
%D 2003
%P 113
%* (c) Copyright 2003 IFIP

%M C.INT.03.121
%T Command Without a Click: Dwell Time Typing by Mouse and Gaze
Selections
%S 2: Eye tracking
%A John Paulin Hansen
%A Anders Sewerin Johansen
%A Dan Witzner Hansen
%A Kenji Ito
%A Satoru Mashino
%B INTERACT2003
%D 2003
%P 121
%* (c) Copyright 2003 IFIP

%M C.INT.03.129
%T Proactive Response to Eye Movements
%S 2: Eye tracking
%A Aulikki Hyrskykari
%A Paivi Majaranta
%A Kari-Jouko Raiha
%B INTERACT2003
%D 2003
%P 129
%* (c) Copyright 2003 IFIP

%M C.INT.03.137
%T Symbol Creator: An Alternative Eye-based Text Entry Technique with
Low Demand for Screen Space
%S 2: Eye tracking
%A Darius Miniotas
%A Oleg Spakov
%A Grigori Evreinov
%B INTERACT2003
%D 2003
%P 137
%* (c) Copyright 2003 IFIP

%M C.INT.03.144
%T Designing for Visual Influence: an Eye Tracking Study of the
Usability of Graphical Management Information
%S 2: Eye tracking
%A James Renshaw
%A Janet Finlay
%A David Tyfa
%A Robert Ward
%B INTERACT2003
%D 2003
%P 144
%* (c) Copyright 2003 IFIP

%M C.INT.03.152
%T Programmorphosis: a Knowledge-Based Approach to End-User Programming
%S 2: Agent design
%A Andri Ioannidou
%B INTERACT2003
%D 2003
%P 152
%* (c) Copyright 2003 IFIP

%M C.INT.03.160
%T Human and Humanoid Don't Match: Consistency Preference and Impact on
Users' Trust
%S 2: Agent design
%A Li Gong
%B INTERACT2003
%D 2003
%P 160
%* (c) Copyright 2003 IFIP

%M C.INT.03.168
%T Experimental Evaluation of Bi-directional Multimodal Interaction with
Conversational Agents
%S 2: Agent design
%A Stephanie Buisine
%A Jean-Claude Martin
%B INTERACT2003
%D 2003
%P 168
%* (c) Copyright 2003 IFIP

%M C.INT.03.176
%T Confidence Displays and Training in Recommender Systems
%S 2: Agent design
%A Sean McNee
%A Shyong Lam
%A Catherine Guetzlaff
%A Joseph Konstan
%A John Riedl
%B INTERACT2003
%D 2003
%P 176
%* (c) Copyright 2003 IFIP

%M C.INT.03.184
%T Milestones in Time: The Value of Landmarks in Retrieving Information
from Personal Stores
%S 2: Search & retrieval
%A Meredith Ringel
%A Edward Cutrell
%A Susan Dumais
%A Eric Horvitz
%B INTERACT2003
%D 2003
%P 184
%* (c) Copyright 2003 IFIP

%M C.INT.03.192
%T Listen to the Music: Audio Preview Cues for Exploration of Online
Music
%S 2: Search & retrieval
%A Monica Schraefel
%A Maria Karam
%A Shengdong Zhao
%B INTERACT2003
%D 2003
%P 192
%* (c) Copyright 2003 IFIP

%M C.INT.03.196
%T Simplifying the Management of Large Photo Collections
%S 2: Search & retrieval
%A Andreas Girgensohn
%A John Adcock
%A Matthew Cooper
%A Jonathan Foote
%A Lynn Wilcox
%B INTERACT2003
%D 2003
%P 196
%* (c) Copyright 2003 IFIP

%M C.INT.03.204
%T Desktop History: Time-based Interaction Summaries to Restore Context
and Improve Data Access
%S 2: Search & retrieval
%A Sean Uberoi Kelly
%A John P. Davis
%B INTERACT2003
%D 2003
%P 204
%* (c) Copyright 2003 IFIP

%M C.INT.03.212
%T The Pragmatic Web: Agent-Based Multimodal Web Interaction with no
Browser in Sight
%S 2: Search & retrieval
%A Alexander Repenning
%A James Sullivan
%B INTERACT2003
%D 2003
%P 212
%* (c) Copyright 2003 IFIP

%M C.INT.03.220
%T A Granular Approach to Web Search Result Presentation
%S 2: Search & retrieval
%A Ryen White
%A Joemon Jose
%A Ian Ruthven
%B INTERACT2003
%D 2003
%P 220
%* (c) Copyright 2003 IFIP
%O this most outstanding contribution got the Brian Shackel Award

%M C.INT.03.228
%T User Interfaces for Supporting Multiple Categorization
%S 2: Search & retrieval
%A Dennis Quan
%A Karun Bakshi
%A David Huynh
%A David Karger
%B INTERACT2003
%D 2003
%P 228
%* (c) Copyright 2003 IFIP

%M C.INT.03.236
%T High-Density Cursor: a Visualization Technique that Helps Users Keep
Track of Fast-moving Mouse Cursors
%S 2: Display I/O
%A Patrick Baudisch
%A Edward Cutrell
%A George Robertson
%B INTERACT2003
%D 2003
%P 236
%* (c) Copyright 2003 IFIP

%M C.INT.03.244
%T Reactive Information Displays
%S 2: Display I/O
%A Hari Narayanan
%A Daesub Yoon
%B INTERACT2003
%D 2003
%P 244
%* (c) Copyright 2003 IFIP

%M C.INT.03.252
%T Effects of Visual Separation and Physical Discontinuities when
Distributing Information across Multiple Displays
%S 2: Display I/O
%A Desney Tan
%A Mary Czerwinski
%B INTERACT2003
%D 2003
%P 252
%* (c) Copyright 2003 IFIP

%M C.INT.03.256
%T User Interface Transformation Method for PC Remote Control with Small
Mobile Devices
%S 2: UI for mobile systems
%A Hidehiko Okada
%A Toshiyuki Asahi
%B INTERACT2003
%D 2003
%P 256
%* (c) Copyright 2003 IFIP

%M C.INT.03.264
%T The Process of Developing a Mobile Device for Communication in a
Safety-Critical Domain
%S 2: UI for mobile systems
%A Jesper Kjeldskov
%A Jan Stage
%B INTERACT2003
%D 2003
%P 264
%* (c) Copyright 2003 IFIP

%M C.INT.03.272
%T Multimodal Menu Interface for Mobile Web Browsing
%S 2: UI for mobile systems
%A Xiaochuan Ma
%A Paul Maglio
%A Hui Su
%B INTERACT2003
%D 2003
%P 272
%* (c) Copyright 2003 IFIP

%M C.INT.03.279
%T Tangible Query Interfaces: Physically Constrained Tokens for
Manipulating Database Queries
%S 2: Tangible bits
%A Brygg Ullmer
%A Hiroshi Ishii
%A Robert Jacob
%B INTERACT2003
%D 2003
%P 279
%* (c) Copyright 2003 IFIP

%M C.INT.03.287
%T Chemistry Education: A Tangible Interaction Approach
%S 2: Tangible bits
%A Morten Fjeld
%A Patrick Juchli
%A Benedikt Voegtli
%B INTERACT2003
%D 2003
%P 287
%* (c) Copyright 2003 IFIP

%M C.INT.03.295
%T Measuring the Coordination in 2D Positioning Tasks
%S 2: Tangible bits
%A Sriram Subramanian
%A Dzmitry Aliakseyeu
%A Jean-Bernard Martens
%B INTERACT2003
%D 2003
%P 295
%* (c) Copyright 2003 IFIP

%M C.INT.03.303
%T The YoYo: A Handheld Device Combining Elastic and Isotonic Input
%S 2: 3D input device
%A Andreas Simon
%A Bernd Froehlich
%B INTERACT2003
%D 2003
%P 303
%* (c) Copyright 2003 IFIP

%M C.INT.03.311
%T Godzilla: Seamless 2D and 3D Sketch Environment for Reflective and
Creative Design Work
%S 2: 3D input device
%A S. Tano
%A T. Kodera
%A T. Nakashima
%A I. Kawano
%A K. Nakanishi
%A G. Hamagishi
%A M. Inoue
%A A. Watanabe
%A T. Okamoto
%A K. Kawagoe
%A K. Kaneko
%A T. Hotta
%A M. Tatsuoka
%B INTERACT2003
%D 2003
%P 311
%* (c) Copyright 2003 IFIP

%M C.INT.03.319
%T Intelligent Manipulation Techniques for Conceptual 3D Design
%S 2: 3D input device
%A Ji-Young Oh
%A Wolfgang Stuerzlinger
%B INTERACT2003
%D 2003
%P 319
%* (c) Copyright 2003 IFIP

%M C.INT.03.327
%T Manipulation of Viewpoints in 3D Environment Using Interlocked Motion
of Coordinate Pairs
%S 2: 3D input device
%A Shinji Fukatsu
%A Yoshifumi Kitamura
%A Fumio Kishino
%B INTERACT2003
%D 2003
%P 327
%* (c) Copyright 2003 IFIP

%M C.INT.03.335
%T Integrating Customer Relationship Management Strategies in (B2C)
E-Commerce Environments
%S 2: E-commerce
%A Shailey Minocha
%A Nicola Millard
%A Liisa Dawson
%B INTERACT2003
%D 2003
%P 335
%* (c) Copyright 2003 IFIP

%M C.INT.03.343
%T Storyboarding Form-Based Interfaces
%S 2: E-commerce
%A Dirk Draheim
%A Gerald Weber
%B INTERACT2003
%D 2003
%P 343
%* (c) Copyright 2003 IFIP

%M C.INT.03.351
%T Supporting Unconstrained Interaction with Application Sharing Systems
%S 2: E-commerce
%A Du Li
%A Rui Li
%A Prabhu Inbarajan
%B INTERACT2003
%D 2003
%P 351
%* (c) Copyright 2003 IFIP

%M C.INT.03.359
%T Field Studies in Practice: Making it Happen
%S 2: Empirical studies
%A Sari Kujala
%A Marjo Kauppinen
%A Pia Nakari
%A Sanna Rekola
%B INTERACT2003
%D 2003
%P 359
%* (c) Copyright 2003 IFIP

%M C.INT.03.367
%T The Misapplication of Engineering Models to Business Decisions
%S 2: Empirical studies
%A Gitte Lindgaard
%B INTERACT2003
%D 2003
%P 367
%* (c) Copyright 2003 IFIP

%M C.INT.03.375
%T Programming in the Kitchen
%S 2: Empirical studies
%A Olav W. Bertelsen
%A Toke Eskildsen
%A Werner Sperschneider
%B INTERACT2003
%D 2003
%P 375
%* (c) Copyright 2003 IFIP

%M C.INT.03.383
%T Be Quiet? Evaluating Proactive and Reactive User Interface Assistants
%S 2: Empirical studies
%A Jun Xiao
%A Richard Catrambone
%A John Stasko
%B INTERACT2003
%D 2003
%P 383
%* (c) Copyright 2003 IFIP

%M C.INT.03.391
%T Redefining Digital Audience: Models and Actions
%S 2: Fun and Aesthetics
%A Paul Nemirovsky
%B INTERACT2003
%D 2003
%P 391
%* (c) Copyright 2003 IFIP

%M C.INT.03.399
%T In Search of Resonant Human Computer Interaction: Building and
Testing Aesthetic Installations
%S 2: Fun and Aesthetics
%A Caroline Hummels
%A Philip Ross
%A Kees Overbeeke
%B INTERACT2003
%D 2003
%P 399
%* (c) Copyright 2003 IFIP

%M C.INT.03.407
%T Motion and Spatiality in a Gaming Situation - Enhancing Mobile
Computer Games with the Highway Experience
%S 2: Fun and Aesthetics
%A Liselott Brunnberg
%A Oskar Juhlin
%B INTERACT2003
%D 2003
%P 407
%* (c) Copyright 2003 IFIP

%M C.INT.03.415
%T Layering a Minimal Interface
%S 2: E-learning
%A Frank Vetere
%A Steve Howard
%B INTERACT2003
%D 2003
%P 415
%* (c) Copyright 2003 IFIP

%M C.INT.03.423
%T Attentional Effect of Animated Character
%S 2: E-learning
%A Cholyeun Hongpaisanwiwat
%A Michael Lewis
%B INTERACT2003
%D 2003
%P 423
%* (c) Copyright 2003 IFIP

%M C.INT.03.431
%T User Centred Design through the Keyhole: Video Design Case
%S 2: E-learning
%A Ole Sejer Iversen
%A Jacob Buur
%B INTERACT2003
%D 2003
%P 431
%* (c) Copyright 2003 IFIP

%M C.INT.03.439
%T Learning Objects: the question of "to be or not to be"?
%S 2: E-learning
%A Zayera Khan
%A Sissel Guttormsen Schar
%B INTERACT2003
%D 2003
%P 439
%* (c) Copyright 2003 IFIP

%M C.INT.03.447
%T Ontology for Multi-surface Interaction
%S 2: HCI methods
%A Joelle Coutaz
%A Christophe Lachenal
%A Sophie Dupuy-Chessa
%B INTERACT2003
%D 2003
%P 447
%* (c) Copyright 2003 IFIP

%M C.INT.03.455
%T Deriving the Navigational Structure of a User Interface
%S 2: HCI methods
%A Jean Vanderdonckt
%A Quentin Limbourg
%A Murielle Florins
%B INTERACT2003
%D 2003
%P 455
%* (c) Copyright 2003 IFIP

%M C.INT.03.463
%T A Study of Familiarity
%S 2: HCI methods
%A Guy Van de Walle
%A Phil Turner
%A Elisabeth Davenport
%B INTERACT2003
%D 2003
%P 463
%* (c) Copyright 2003 IFIP

%M C.INT.03.471
%T Testing the Use of Egocentric Interactive Techniques in Immersive
Virtual Environments
%S 2: HCI methods
%A Luciana Porcher Nedel
%A Carla Maria Dal Sasso Freitas
%A L. J. Jacob
%A M. S. Pimenta
%B INTERACT2003
%D 2003
%P 471
%* (c) Copyright 2003 IFIP

%M C.INT.03.479
%T Creating New User Experiences to Enhance Collaboration
%S 2: Ubiquitous computing
%A John Halloran
%A Yvonne Rogers
%A Tom Rodden
%A Ian Taylor
%B INTERACT2003
%D 2003
%P 479
%* (c) Copyright 2003 IFIP

%M C.INT.03.487
%T Visually-tracked Flashlights as Interaction Devices
%S 2: Ubiquitous computing
%A Ahmed Ghali
%A Steve Benford
%A Sahar Bayoumi
%A Johnathan Green
%A Tony Pridmore
%B INTERACT2003
%D 2003
%P 487
%* (c) Copyright 2003 IFIP

%M C.INT.03.495
%T Pointing in Intelligent Environments with the WorldCursor
%S 2: Ubiquitous computing
%A Andrew Wilson
%A Hubert Pham
%B INTERACT2003
%D 2003
%P 495
%* (c) Copyright 2003 IFIP

%M C.INT.03.503
%T MyTeam: Availability Awareness Through the Use of Sensor Data
%S 2: Ubiquitous computing
%A Jennifer Lai
%A Sachiko Yoshihama
%A Thomas Bridgman
%A Mark Podlaseck
%A Paul Chou
%A Danny Wong
%B INTERACT2003
%D 2003
%P 503
%* (c) Copyright 2003 IFIP

%M C.INT.03.511
%T Proximal Interactions: A Direct Manipulation technique for wireless
networking
%S 2: Ubiquitous computing
%A Jun Rekimoto
%A Yuji Ayatsuka
%A Michimune Kohno
%A Hauro Oba
%B INTERACT2003
%D 2003
%P 511
%* (c) Copyright 2003 IFIP

%M C.INT.03.519
%T Embedding Interactions in a Retail Store Environment: The Design and
Lessons Learned
%S 2: Ubiquitous computing
%A Noi Sukaviriya
%A Mark Podlaseck
%A Rick Kjeldsen
%A Anthony Levas
%A Gopal Pingali
%A Claudio Pinhanez
%B INTERACT2003
%D 2003
%P 519
%* (c) Copyright 2003 IFIP

%M C.INT.03.527
%T Pattern Languages in Interaction Design
%S 2: Model-based design
%A Martijn van Welie
%A Gerrit van der Veer
%B INTERACT2003
%D 2003
%P 527
%* (c) Copyright 2003 IFIP

%M C.INT.03.535
%T Using Ontologies in Design of Multimodal User Interfaces
%S 2: Model-based design
%A Zeljko Obrenovic
%A Dusan Starcevic
%A Vladan Devedzic
%B INTERACT2003
%D 2003
%P 535
%* (c) Copyright 2003 IFIP

%M C.INT.03.543
%T A Model-Based Approach for Engineering Multimodal Interactive Systems
%S 2: Model-based design
%A Philippe Palanque
%A Amelie Schyn
%B INTERACT2003
%D 2003
%P 543
%* (c) Copyright 2003 IFIP

%M C.INT.03.551
%T Managing one's social network: Does age make a difference?
%S 2: Social context
%A Hilary Smith
%A Yvonne Rogers
%A Mark Brady
%B INTERACT2003
%D 2003
%P 551
%* (c) Copyright 2003 IFIP

%M C.INT.03.559
%T Engaging in Email Discussion: Conversational Context and Social
Identity in Computer-Mediated Communication
%S 2: Social context
%A Leon Watts
%A Yanuar Nugroho
%A Martin Lea
%B INTERACT2003
%D 2003
%P 559
%* (c) Copyright 2003 IFIP

%M C.INT.03.567
%T Personal Map: Automatically Modeling the User's Online Social Network
%S 2: Social context
%A Shelly Farnham
%A Will Portnoy
%A Andrzej Turski
%A Lili Cheng
%A Dave Vronay
%B INTERACT2003
%D 2003
%P 567
%* (c) Copyright 2003 IFIP

%M C.INT.03.575
%T Segmentation of display space interferes with multitasking
%S 2: Shared displays
%A Christopher Campbell
%A Paul Maglio
%B INTERACT2003
%D 2003
%P 575
%* (c) Copyright 2003 IFIP

%M C.INT.03.583
%T Manipulating and Annotating Slides in a Multi-Display Environment
%S 2: Shared displays
%A Patrick Chiu
%A Qiong Liu
%A John Boreczky
%A Jonathan Foote
%A Tohru Fuse
%A Don Kimber
%A Surapong Lertsithichai
%A Chunyuan Liao
%B INTERACT2003
%D 2003
%P 583
%* (c) Copyright 2003 IFIP

%M C.INT.03.591
%T Display-Based Activity in the Workplace
%S 2: Shared displays
%A Mark Perry
%A Kenton O'Hara
%B INTERACT2003
%D 2003
%P 591
%* (c) Copyright 2003 IFIP

%M C.INT.03.599
%T The Plasma Poster Network: Posting Multimedia Content in Public
Places
%S 2: Shared displays
%A Elizabeth Churchill
%A Les Nelson
%A Laurent Denoue
%A Andreas Girgensohn
%B INTERACT2003
%D 2003
%P 599
%* (c) Copyright 2003 IFIP

%M C.INT.03.607
%T Design and Evaluation of multimodal system for the non-visual
exploration of digital pictures
%S 2: Special needs
%A Patrick Roth
%A Thierry Pun
%B INTERACT2003
%D 2003
%P 607
%* (c) Copyright 2003 IFIP

%M C.INT.03.615
%T SeeWord: Rethinking Interfaces, Insights from word processing
software for dyslexic readers
%S 2: Special needs
%A Anna Dickinson
%A Peter Gregor
%A Lucy Dickinson
%B INTERACT2003
%D 2003
%P 615
%* (c) Copyright 2003 IFIP

%M C.INT.03.623
%T Does an Individual's Myers-Briggs Type Indicator Preference Influence
Task-Oriented Technology Use?
%S 2: Special needs
%A Pamela Ludford
%A Loren Terveen
%B INTERACT2003
%D 2003
%P 623
%* (c) Copyright 2003 IFIP

%M C.INT.03.631
%T How Blind Users' Mental Models Affect Their Perceived Usability of an
Unfamiliar Screen Reader
%S 2: Special needs
%A Sri Kurniawan
%A Alistair Sutcliffe
%A Paul Blenkhorn
%B INTERACT2003
%D 2003
%P 631
%* (c) Copyright 2003 IFIP

%M C.INT.03.639
%T Usability Professionals' Personal Interest in Basic HCI theory
%S 2: Usability testing
%A Torkil Clemmensen
%B INTERACT2003
%D 2003
%P 639
%* (c) Copyright 2003 IFIP

%M C.INT.03.647
%T Managing the 'Evaluator Effect' in User Testing
%S 2: Usability testing
%A Arnold Vermeeren
%A Ilse van Kesteren
%A Mathilde Bekker
%B INTERACT2003
%D 2003
%P 647
%* (c) Copyright 2003 IFIP

%M C.INT.03.655
%T Classification of Usability Problems (CUP) Scheme
%S 2: Usability testing
%A Ebba Thora Hvannberg
%A Lai-Chong Law
%B INTERACT2003
%D 2003
%P 655
%* (c) Copyright 2003 IFIP

%M C.INT.03.663
%T Creating Realistic Laboratory Settings: Comparative Studies of Three
Think-Aloud Usability Evaluations of a Mobile System
%S 2: Usability testing
%A Jesper Kjeldskov
%A Mikael Skov
%B INTERACT2003
%D 2003
%P 663
%* (c) Copyright 2003 IFIP

%M C.INT.03.673
%T Understanding Awareness Information
%S 3: Doctoral consortium
%A Todd Miller
%B INTERACT2003
%D 2003
%P 673
%* (c) Copyright 2003 IFIP

%M C.INT.03.676
%T Improving Usability of E-Commerce Sites by Tracking Eye Movements
%S 3: Doctoral consortium
%A Ekaterini Tzanidou
%B INTERACT2003
%D 2003
%P 676
%* (c) Copyright 2003 IFIP

%M C.INT.03.679
%T Interaction with Context-Aware Mobile Hand-Held Devices
%S 3: Doctoral consortium
%A Jonna Hakkila
%B INTERACT2003
%D 2003
%P 679
%* (c) Copyright 2003 IFIP

%M C.INT.03.682
%T Ad Hoc Coach System: Supporting Task-oriented Teaching and Learning
under Time Pressure
%S 3: Doctoral consortium
%A Johannes Farmer
%B INTERACT2003
%D 2003
%P 682
%* (c) Copyright 2003 IFIP

%M C.INT.03.685
%T Developing Usable Context-Aware Mobile Computing: Three Levels of
Interactivity
%S 3: Doctoral consortium
%A Louise Barkhuus
%B INTERACT2003
%D 2003
%P 685
%* (c) Copyright 2003 IFIP

%M C.INT.03.688
%T The Interactive Stardinates
%S 3: Doctoral consortium
%A Monika Lanzenberger
%B INTERACT2003
%D 2003
%P 688
%* (c) Copyright 2003 IFIP

%M C.INT.03.691
%T Interaction Design Patterns in the Context of Interactive TV
Applications
%S 3: Doctoral consortium
%A Tibor Kunert
%B INTERACT2003
%D 2003
%P 691
%* (c) Copyright 2003 IFIP

%M C.INT.03.697
%T Future Telecommunications: Exploring Actual Use
%S 4: Short papers
%A Lynne Baillie
%B INTERACT2003
%D 2003
%P 697
%* (c) Copyright 2003 IFIP

%M C.INT.03.701
%T Facial Orientation During Multi-party Interaction with Information
Kiosks
%S 4: Short papers
%A Ilse Bakx
%A Koen van Turnhout
%A Jacques Terken
%B INTERACT2003
%D 2003
%P 701
%* (c) Copyright 2003 IFIP

%M C.INT.03.705
%T Empirical evaluation of usability and fun in computer games for
children
%S 4: Short papers
%A Wolmet Barendregt
%A Mathilde Bekker
%A Mathilde Speerstra
%B INTERACT2003
%D 2003
%P 705
%* (c) Copyright 2003 IFIP

%M C.INT.03.709
%T Location-Based Services for Mobile Telephony: a study of users'
privacy concerns
%S 4: Short papers
%A Louise Barkhuus
%A Anind Dey
%B INTERACT2003
%D 2003
%P 709
%* (c) Copyright 2003 IFIP

%M C.INT.03.713
%T An analysis of participation structure in conversation based on
Interaction Corpus of ubiquitous sensor data
%S 4: Short papers
%A Mayumi Bono
%A Noriko Suzuki
%A Yasuhiro Katagiri
%B INTERACT2003
%D 2003
%P 713
%* (c) Copyright 2003 IFIP

%M C.INT.03.717
%T Designing and Prototyping Multimodal Commands
%S 4: Short papers
%A Marie-Luce Bourguet
%B INTERACT2003
%D 2003
%P 717
%* (c) Copyright 2003 IFIP

%M C.INT.03.721
%T Simulating 'Lived' User Experience - Virtual Immersion and Inclusive
Design
%S 4: Short papers
%A Jarinee Chattratichart
%A Patrick Jordan
%B INTERACT2003
%D 2003
%P 721
%* (c) Copyright 2003 IFIP

%M C.INT.03.725
%T Envisioning a Mobile Phone for 'All' Age
%S 4: Short papers
%A Jarinee Chattratichart
%A Jacqueline Brodie
%B INTERACT2003
%D 2003
%P 725
%* (c) Copyright 2003 IFIP

%M C.INT.03.729
%T Weaving Between Online & Offline Community Participation
%S 4: Short papers
%A Elizabeth Churchill
%A Andreas Girgensohn
%A Les Nelson
%A Alison Lee
%B INTERACT2003
%D 2003
%P 729
%* (c) Copyright 2003 IFIP

%M C.INT.03.733
%T Can Audio Help Navigating in Virtual Environments? An Experimental
Ecaluation
%S 4: Short papers
%A M. F. Costabile
%A A. De Angeli
%A F. Pittarello
%A C. Ardito
%B INTERACT2003
%D 2003
%P 733
%* (c) Copyright 2003 IFIP

%M C.INT.03.737
%T Navigation in Hypermedia and Geographic Space, Same or Different?
%S 4: Short papers
%A Nils Dahlback
%B INTERACT2003
%D 2003
%P 737
%* (c) Copyright 2003 IFIP

%M C.INT.03.741
%T The Effects of Cognitive Abilities and Geographic Orientation Ability
on Navigation in Verbal and Graphical Interfaces
%S 4: Short papers
%A Nils Dahlback
%B INTERACT2003
%D 2003
%P 741
%* (c) Copyright 2003 IFIP

%M C.INT.03.745
%T Function of Social Browsing in Integration into a Workplace
%S 4: Short papers
%A Catalina Danis
%A Alison Lee
%A Unmil Karadkar
%B INTERACT2003
%D 2003
%P 745
%* (c) Copyright 2003 IFIP

%M C.INT.03.749
%T IRIS: Implementing an Open Environment supporting Inclusive Design of
Internet Applications
%S 4: Short papers
%A John Darzentas
%A Argyris Arnellos
%A Jenny Darzentas
%A Panayiotis Koutsabasis
%A Thomas Spyrou
%A Nikos Viorres
%A Evangelos Vlachogiannis
%A Carlos Velasco
%A Yehya Mohamad
%A Julio Abascal
%A Jorge Tomas-Guerra
%A Myriam Arrue-Recondo
%A Nikitas Tsopelas
%A Nikos Floratos
%B INTERACT2003
%D 2003
%P 749
%* (c) Copyright 2003 IFIP

%M C.INT.03.753
%T Rapid prototyping collaborative dialogue interfaces
%S 4: Short papers
%A Elyon DeKoven
%A Marc de Hoogh
%A David Keyson
%B INTERACT2003
%D 2003
%P 753
%* (c) Copyright 2003 IFIP

%M C.INT.03.757
%T Towards Guidelines for Touch Screen Design: Perception of Button Form
and Extension
%S 4: Short papers
%A Morten Fjeld
%A Hans-Jorg Zuberbuhler
%A Sissel Guttormsen
%A Fred Voorhorst
%A Helmut Krueger
%B INTERACT2003
%D 2003
%P 757
%* (c) Copyright 2003 IFIP

%M C.INT.03.761
%T Requirements Engineering with Contextual Design and RUP
%S 4: Short papers
%A Markus Fluckiger
%B INTERACT2003
%D 2003
%P 761
%* (c) Copyright 2003 IFIP

%M C.INT.03.765
%T A Television Control System based on Spoken Natural Language Dialogue
%S 4: Short papers
%A Jun Goto
%A Katzuteru Komine
%A Yeun-Bae Kim
%A Noriyoshi Uratani
%B INTERACT2003
%D 2003
%P 765
%* (c) Copyright 2003 IFIP

%M C.INT.03.769
%T A Hierarchical Keyframe User Interface for Browsing Video over the
Internet
%S 4: Short papers
%A Maria Guillemot
%A Pierre Wellner
%A Daniel Gatica-Perez
%A Jean-Marc Odobez
%B INTERACT2003
%D 2003
%P 769
%* (c) Copyright 2003 IFIP

%M C.INT.03.773
%T Like Solving a Giant Puzzle: Supporting Collaborative Scheduling at a
Film Festival
%S 4: Short papers
%A Maria Hakansson
%A Sara Ljungblad
%A Lars Erik Holmquist
%B INTERACT2003
%D 2003
%P 773
%* (c) Copyright 2003 IFIP

%M C.INT.03.777
%T Interaction and Usability of Simulations & Animations: A case study
of the Flash Technology
%S 4: Short papers
%A Andreas Holzinger
%A Martin Ebner
%B INTERACT2003
%D 2003
%P 777
%* (c) Copyright 2003 IFIP

%M C.INT.03.781
%T Metaphors of Human Thinking: A New Tool in User Interface Design and
Evaluation
%S 4: Short papers
%A Kasper Hornbaek
%A erik Frokjaer
%B INTERACT2003
%D 2003
%P 781
%* (c) Copyright 2003 IFIP

%M C.INT.03.785
%T Toward Creative 3D Modeling: an Architects' Sketches Study
%S 4: Short papers
%A Stephane Huot
%A Cedric Dumas
%A Gerard Hegron
%B INTERACT2003
%D 2003
%P 785
%* (c) Copyright 2003 IFIP

%M C.INT.03.789
%T Distribution of Attention and Failure to Save Computer Work
%S 4: Short papers
%A Gregory Jones
%A Maryanne Martin
%B INTERACT2003
%D 2003
%P 789
%* (c) Copyright 2003 IFIP

%M C.INT.03.793
%T How Do People Get Back to Information on the Web? How Can They Do It
Better?
%S 4: Short papers
%A William Jones
%A Harry Bruce
%A Susan Dumais
%B INTERACT2003
%D 2003
%P 793
%* (c) Copyright 2003 IFIP

%M C.INT.03.797
%T Emotional Responses to Single-Voice Melodies: Implications for Mobile
Ringtones
%S 4: Short papers
%A Kari Kallinen
%B INTERACT2003
%D 2003
%P 797
%* (c) Copyright 2003 IFIP

%M C.INT.03.801
%T Vision-Speech System Becoming Efficient and Friendly through
Experience
%S 4: Short papers
%A Yoshinori Kuno
%A Mitsutoshi Yoshizaki
%A Akio Nakamura
%B INTERACT2003
%D 2003
%P 801
%* (c) Copyright 2003 IFIP

%M C.INT.03.805
%T Wearable Auto-Event-Recording of Medical Nursing
%S 4: Short papers
%A Noriaki Kuwahara
%A Haruo Noma
%A Nobuji Tetsutani
%A Kiyoshi Kogure
%A Norihiro Hagita
%A Hiroshi Iseki
%B INTERACT2003
%D 2003
%P 805
%* (c) Copyright 2003 IFIP

%M C.INT.03.809
%T VEWL: A Framework for Building a Windowing Interface in a Virtual
Environment
%S 4: Short papers
%A Daniel Larimer
%A Doug Bowman
%B INTERACT2003
%D 2003
%P 809
%* (c) Copyright 2003 IFIP

%M C.INT.03.813
%T DriftCatcher: The Implicit Social Context of Email
%S 4: Short papers
%A Andrea Lockerd
%A Ted Selker
%B INTERACT2003
%D 2003
%P 813
%* (c) Copyright 2003 IFIP

%M C.INT.03.817
%T Messaging And Formality: Will IM Follow in the Footsteps of Email?
%S 4: Short papers
%A Tracey Lovejoy
%A Jonathan Grudin
%B INTERACT2003
%D 2003
%P 817
%* (c) Copyright 2003 IFIP

%M C.INT.03.821
%T Managing Multiple Passwords and Multiple Logins: MiFA
Minimal-Feedback Hints for Remote Authentication
%S 4: Short papers
%A Bo Lu
%A Michael Twidale
%B INTERACT2003
%D 2003
%P 821
%* (c) Copyright 2003 IFIP

%M C.INT.03.825
%T The Ultrasound Image of the Tongue Surface as Input for Man/Machine
Interface
%S 4: Short papers
%A Konrad Lukaszewicz
%B INTERACT2003
%D 2003
%P 825
%* (c) Copyright 2003 IFIP

%M C.INT.03.829
%T Mapping Fabrics to Music: Lessons Learned
%S 4: Short papers
%A Sus Lundgren
%A Sara Johansson
%A Fredrik Nilsson
%A Par Stenberg
%A Paula Thorin
%B INTERACT2003
%D 2003
%P 829
%* (c) Copyright 2003 IFIP

%M C.INT.03.833
%T Photography Based Artefact Analysis
%S 4: Short papers
%A Petri Mannonen
%A Hannu Kuoppala
%A Mika Nieminen
%B INTERACT2003
%D 2003
%P 833
%* (c) Copyright 2003 IFIP

%M C.INT.03.837
%T Effect of Information Modality on Geographic Cognition in Car
Navigation Systems
%S 4: Short papers
%A Maxim Moldenhauer
%A Scott McCrickard
%B INTERACT2003
%D 2003
%P 837
%* (c) Copyright 2003 IFIP

%M C.INT.03.841
%T SAP Community: Source for Business Interaction, Education, and
Discussion
%S 4: Short papers
%A Raimund Mollenhauer
%B INTERACT2003
%D 2003
%P 841
%* (c) Copyright 2003 IFIP

%M C.INT.03.845
%T Attention Tracking - Measuring the Focus of Attention
%S 4: Short papers
%A Andy Disler
%A Christopher Mueller
%A Daniel Felix
%B INTERACT2003
%D 2003
%P 845
%* (c) Copyright 2003 IFIP

%M C.INT.03.848
%T Online Form Validation: Don't Show Errors Right Away
%S 4: Short papers
%A Javier Bargas-Avila
%A Glenn Oberholzer
%B INTERACT2003
%D 2003
%P 848
%* (c) Copyright 2003 IFIP

%M C.INT.03.852
%T Usability Evaluation Applied to a Children's Website
%S 4: Short papers
%A Ferran Perdrix
%A Toni Granollers
%A Jesus Lores
%A Ainara Zubillaga
%B INTERACT2003
%D 2003
%P 852
%* (c) Copyright 2003 IFIP

%M C.INT.03.856
%T The Ears Have It: A Task by Information Structure Taxonomy for Voice
Access to Web Pages
%S 4: Short papers
%A Manuel A. Perez-Quinones
%A Robert G. Capra,
%A Zhiyan Shao
%B INTERACT2003
%D 2003
%P 856
%* (c) Copyright 2003 IFIP

%M C.INT.03.860
%T A Design System based on Architectural Representations
%S 4: Short papers
%A Sviataslau Pranovich
%A Jarke  van Wijk
%B INTERACT2003
%D 2003
%P 860
%* (c) Copyright 2003 IFIP

%M C.INT.03.864
%T Project InfoSpace: From Information Managing to Information
Representation
%S 4: Short papers
%A Pamela Ravasio
%A Ljiljana Vukelja
%A Gabrio Rivera
%A Moira C. Norrie
%B INTERACT2003
%D 2003
%P 864
%* (c) Copyright 2003 IFIP

%M C.INT.03.868
%T Candidate Display Styles in Japanese Input
%S 4: Short papers
%A Xiangshi Ren
%A Kinya Tamura
%A Jing Kong
%A Shumin Zhai
%B INTERACT2003
%D 2003
%P 868
%* (c) Copyright 2003 IFIP

%M C.INT.03.872
%T The New Text and Graphical Input Device: Compact Biometrical Data
Acquisition Pen
%S 4: Short papers
%A Ondrej Rohlik
%A Pavel Mautner
%A Vaclav Matousek
%A Juergen Kempf
%B INTERACT2003
%D 2003
%P 872
%* (c) Copyright 2003 IFIP

%M C.INT.03.876
%T The Intelligent E-Sales Clerk: the Basic Ideas
%S 4: Short papers
%A Giovanni Sacco
%B INTERACT2003
%D 2003
%P 876
%* (c) Copyright 2003 IFIP

%M C.INT.03.880
%T Adaptation of Ergonomic Criteria to Human-Virtual Environments
Interactions
%S 4: Short papers
%A Cedric Bach
%A Dominique Scapin
%B INTERACT2003
%D 2003
%P 880
%* (c) Copyright 2003 IFIP

%M C.INT.03.884
%T Implementing Learning Content Management
%S 4: Short papers
%A Samuel Schluep
%A Pamela Ravasio
%A Sissel Guttormsen Schar
%B INTERACT2003
%D 2003
%P 884
%* (c) Copyright 2003 IFIP

%M C.INT.03.888
%T Experimental Evaluation of Semantic Depth of Field, a Preattentive
Method for Focus+Context Visualization
%S 4: Short papers
%A Johann Schrammel
%A Verena Giller
%A Manfred Tscheligi
%A Robert Kosara
%A Helwig Hauser
%A Silvia Miksch
%B INTERACT2003
%D 2003
%P 888
%* (c) Copyright 2003 IFIP

%M C.INT.03.892
%T Evaluation of an Advisor Tool for Scenario Generation
%S 4: Short papers
%A Jae Eun Shin
%A Alistar Sutcliffe
%A Andreas Gregoriades
%B INTERACT2003
%D 2003
%P 892
%* (c) Copyright 2003 IFIP

%M C.INT.03.896
%T Messages for Environmental Collaborative Monitoring: The Development
of a Multi-sensory Clipart
%S 4: Short papers
%A Maria Joao Silva
%A Joana Hipolito
%A Cristina Gouveia
%B INTERACT2003
%D 2003
%P 896
%* (c) Copyright 2003 IFIP

%M C.INT.03.900
%T The Socio-Political Culture of Users
%S 4: Short papers
%A Shawren Singh
%A Paula Kotze
%B INTERACT2003
%D 2003
%P 900
%* (c) Copyright 2003 IFIP

%M C.INT.03.904
%T Usability Heuristics for Large Screen Information Exhibits
%S 4: Short papers
%A Jacob Somervell
%A Shahtab Wahid
%A D. Scott McCrickard
%B INTERACT2003
%D 2003
%P 904
%* (c) Copyright 2003 IFIP

%M C.INT.03.908
%T Developing and Experiencing Mobile Video Communication
%S 4: Short papers
%A Anne Soronen
%A Petri Packaleb
%A Anu Jappinen
%A Veijo Tuomisto
%B INTERACT2003
%D 2003
%P 908
%* (c) Copyright 2003 IFIP

%M C.INT.03.912
%T Perception of Human-Centred Stories and Technical Descriptions when
Analyzing and Negotiating Requirements
%S 4: Short papers
%A Georg Strom
%B INTERACT2003
%D 2003
%P 912
%* (c) Copyright 2003 IFIP

%M C.INT.03.916
%T Empirical Evaluation of Performance in Hybrid 3D and 2D Interfaces
%S 4: Short papers
%A Sriram Subramanian
%A Dzmitry Aliakseyeu
%A Jean-Bernard Martens
%B INTERACT2003
%D 2003
%P 916
%* (c) Copyright 2003 IFIP

%M C.INT.03.920
%T Implicit Referring as an Indication of Familiarity in Face-to-Face
and Phone Conversations
%S 4: Short papers
%A Gunnvald Svendsen
%A Bente Evjemo
%B INTERACT2003
%D 2003
%P 920
%* (c) Copyright 2003 IFIP

%M C.INT.03.924
%T Looking for Help? Supporting Older Adults' Use of Computer Systems
%S 4: Short papers
%A Audrey Syme
%A Anna Dickinson
%A Rosine Eisma
%A Peter Gregor
%B INTERACT2003
%D 2003
%P 924
%* (c) Copyright 2003 IFIP

%M C.INT.03.928
%T Clustering the Information Space Using Top-Ranking Sentences: A Study
of User Interaction
%S 4: Short papers
%A Anastasios Tombros
%A Joemon Jose
%A Ian Ruthven
%A Ryen White
%B INTERACT2003
%D 2003
%P 928
%* (c) Copyright 2003 IFIP

%M C.INT.03.932
%T Patch-based Video Browsing
%S 4: Short papers
%A Ynze van Houten
%A Mark van Setten
%A Jan-Gerrit Schuurman
%B INTERACT2003
%D 2003
%P 932
%* (c) Copyright 2003 IFIP

%M C.INT.03.936
%T Interaction as enquiry -- learning with layered dynamic media
%S 4: Short papers
%A Peter Whalley
%B INTERACT2003
%D 2003
%P 936
%* (c) Copyright 2003 IFIP

%M C.INT.03.940
%T Designing a Football Experience for a Mobile Device
%S 4: Short papers
%A Greger Wikstrand
%A Staffan Eriksson
%A Frida Ostberg
%B INTERACT2003
%D 2003
%P 940
%* (c) Copyright 2003 IFIP

%M C.INT.03.947
%T A High Immersive Tele- directing System Using CyberDome
%S 5: Posters
%A Tomoaki Adachi
%A Takefumi Ogawa
%A Kiyoshi Kiyokawa
%A Haruo Takemura
%B INTERACT2003
%D 2003
%P 947
%* (c) Copyright 2003 IFIP

%M C.INT.03.948
%T Establishing Design Principles for Diagrammatic VPLs
%S 5: Posters
%A Jarinee Chattratichart
%B INTERACT2003
%D 2003
%P 948
%* (c) Copyright 2003 IFIP

%M C.INT.03.949
%T The Photo Pyramid: A Device with a Graspable User-Interface for
Shared Viewing of Digital Images
%S 5: Posters
%A Nishchal Deshpande
%A A. Panas
%A A. Bondaryeva
%A N. Kirillova
%A Y. Bondareva
%B INTERACT2003
%D 2003
%P 949
%* (c) Copyright 2003 IFIP

%M C.INT.03.950
%T Real Time Head Gesture Recognition in Affective Interfaces
%S 5: Posters
%A Rana El Kaliouby
%A Peter Robinson
%B INTERACT2003
%D 2003
%P 950
%* (c) Copyright 2003 IFIP

%M C.INT.03.954
%T Touch&Type - a Novel Input Method for Portable Computers
%S 5: Posters
%A Wolfgang Fallot-Burghardt
%A Helmut Krueger
%A Thomas Laubli
%A C. Speirs
%A S. Ziegenspeck
%B INTERACT2003
%D 2003
%P 954
%* (c) Copyright 2003 IFIP

%M C.INT.03.958
%T An EMG-Controlled Graphic Interface Considering Wearability
%S 5: Posters
%A Hyuk Jeong
%A JinSung Choi
%B INTERACT2003
%D 2003
%P 958
%* (c) Copyright 2003 IFIP

%M C.INT.03.962
%T Interactive Party Textiles
%S 5: Posters
%A Linda Melin
%A Henrik Jernstrom
%A Peter Ljungstrand
%A Johan Redstrom
%B INTERACT2003
%D 2003
%P 962
%* (c) Copyright 2003 IFIP

%M C.INT.03.966
%T The WANDerful Alcove: Encouraging constructive social interaction
with a socially transforming interface
%S 5: Posters
%A Marije Kanis
%A Stefan Agamanolis
%A Cati Vaucelle
%A Glorianna Davenport
%B INTERACT2003
%D 2003
%P 966
%* (c) Copyright 2003 IFIP

%M C.INT.03.970
%T GITK in Comparison with other Adaptive Interface Toolkits
%S 5: Posters
%A Stefan Kost
%B INTERACT2003
%D 2003
%P 970
%* (c) Copyright 2003 IFIP

%M C.INT.03.971
%T Interactive Immersive Design Application: Analysis of Requirements
%S 5: Posters
%A Urs Kunzler
%A Roger Wetzel
%A Martin Iseli
%B INTERACT2003
%D 2003
%P 971
%* (c) Copyright 2003 IFIP

%M C.INT.03.975
%T FMS - Flying Message Service: The Comeback of Carrier Pigeons
%S 5: Posters
%A Magnus Nilsson
%A Magnus Johansson
%A Linda Sjodin
%A Christina Wisser
%B INTERACT2003
%D 2003
%P 975
%* (c) Copyright 2003 IFIP

%M C.INT.03.979
%T Gender Differences in Mental Workload during two Computer-based Tasks
%S 5: Posters
%A Nozomi Sato
%A Shinji Miyake
%A Yasufumi Kume
%B INTERACT2003
%D 2003
%P 979
%* (c) Copyright 2003 IFIP

%M C.INT.03.983
%T Zazu - Investigating the Difference between Interaction Approaches in
Advisory Support Systems for Curriculum
%S 5: Posters
%A Judy van Biljon
%A Karen Renaud
%B INTERACT2003
%D 2003
%P 983
%* (c) Copyright 2003 IFIP

%M C.INT.03.989
%T Ada: a Playful Interactive Space
%S 6: Video papers
%A T. Delbruck
%A K. Eng
%A A. Babler
%A U. Bernardet
%A M. Blanchard
%A A. Briska
%A M. Costa
%A R. Douglas
%A K. Hepp
%A D. Klein
%A J. Manzolli
%A M. Mintz
%A F. Roth
%A U. Rutishauser
%A K. Wassermann
%A A. Wittmann
%A A. M. Whatley
%A R. Wyss
%A P. F. M. J. Verschure
%B INTERACT2003
%D 2003
%P 989
%* (c) Copyright 2003 IFIP
%O [video 24.7 MB]

%M C.INT.03.993
%T VisMeB: A Visual Metadata Browser
%S 6: Video papers
%A Tobias Limbach
%A Harald Reiterer
%A Peter Klein
%A Frank Muller
%B INTERACT2003
%D 2003
%P 993
%* (c) Copyright 2003 IFIP
%O [video 21.4 MB]

%M C.INT.03.997
%T Intuitive Storytelling Interaction: ZENetic Computer
%S 6: Video papers
%A Naoko Tosa
%A Seigo Matsuoka
%B INTERACT2003
%D 2003
%P 997
%* (c) Copyright 2003 IFIP
%O [video 100.5 MB]

%M C.INT.03.1000
%T Digital Photo Browsing with Souvenirs
%S 6: Video papers
%A Elise van den Hoven
%A Berry Eggen
%B INTERACT2003
%D 2003
%P 1000
%* (c) Copyright 2003 IFIP
%O [video 73.6 MB]

%M C.INT.03.1004?
%T Tangible Query Interfaces: Physically Constrained Tokens for
Manipulating Database Queries
%S 6: Video papers
%A Brygg Ullmer
%A Hiroshi Ishii
%A Robert Jacob
%B INTERACT2003
%D 2003
%P 1004?
%* (c) Copyright 2003 IFIP
%O [video 24.8 MB]

%M C.INT.03.1007
%T Virtual Variation of Earth Seasons: The 3D Java Solution
%S 7: Interactive experiences
%A Said Boutiche
%B INTERACT2003
%D 2003
%P 1007
%* (c) Copyright 2003 IFIP

%M C.INT.03.1009
%T Gudar - A Novel Group Music Instrument
%S 7: Interactive experiences
%A Nick Bryan-Kinns
%A Partick Healey
%A Mike Thirlwell
%B INTERACT2003
%D 2003
%P 1009
%* (c) Copyright 2003 IFIP

%M C.INT.03.1011
%T One Measure of Happiness - a dynamically updated interactive video
narrative using gestures
%S 7: Interactive experiences
%A Amnon Dekel
%A Noam Knoller
%A Udi Ben-Arie
%A Maya Lotan
%A Mirit Tal
%B INTERACT2003
%D 2003
%P 1011
%* (c) Copyright 2003 IFIP

%M C.INT.03.1013
%T Constructed Narratives: Using Play to Breakdown Social
%S 7: Interactive experiences
%A Pamela Jennings
%A Peter Scupelli
%B INTERACT2003
%D 2003
%P 1013
%* (c) Copyright 2003 IFIP

%M C.INT.03.1015
%T The Fly's Eye: Interactive Installation using Video Tracking and
Analysis
%S 7: Interactive experiences
%A Andrea Polli
%B INTERACT2003
%D 2003
%P 1015
%* (c) Copyright 2003 IFIP

%M C.INT.03.1017
%T Extended Moments
%S 7: Interactive experiences
%A Paul St George
%B INTERACT2003
%D 2003
%P 1017
%* (c) Copyright 2003 IFIP

%M C.INT.03.1021
%T Ontological Sketch Modelling (OSM): Concept-based Usability Analysis
%S 8: Tutorials
%A Ann Blandford
%A Iain Connell
%B INTERACT2003
%D 2003
%P 1021
%* (c) Copyright 2003 IFIP

%M C.INT.03.1023
%T Collaboration Technology in Teams, Organizations, and Communities
%S 8: Tutorials
%A Jonathan Grudin
%A Steven Poltrock
%B INTERACT2003
%D 2003
%P 1023
%* (c) Copyright 2003 IFIP

%M C.INT.03.1025
%T Usability Design: Integrating User Centered System Design in the
Software Development Process
%S 8: Tutorials
%A Jan Gulliksen
%A Bengt Goransson
%B INTERACT2003
%D 2003
%P 1025
%* (c) Copyright 2003 IFIP

%M C.INT.03.1027
%T Evaluating Interactive Products for and with Children
%S 8: Tutorials
%A Stuart MacFarlane
%A Janet Read
%A Johanna Hoysniemi
%A Panos Markopoulos
%B INTERACT2003
%D 2003
%P 1027
%* (c) Copyright 2003 IFIP

%M C.INT.03.1029
%T Advanced Usability Testing Methodology
%S 8: Tutorials
%A Rolf Molich
%B INTERACT2003
%D 2003
%P 1029
%* (c) Copyright 2003 IFIP

%M C.INT.03.1031
%T Methods and Tools for Design of Multi-Platform Applications and
Remote Usability Evaluation
%S 8: Tutorials
%A Fabio Paterno
%B INTERACT2003
%D 2003
%P 1031
%* (c) Copyright 2003 IFIP

%M C.INT.03.1033
%T Multimedia Design for the Web
%A Alistair Sutcliffe
%A Leon Watts
%B INTERACT2003
%D 2003
%P 1033
%* (c) Copyright 2003 IFIP

%M C.INT.03.1037
%T Teaching HCI - Looking at Other Disciplines
%S 9: Workshops
%A Konrad Baumann
%A Paula Kotze
%A Lars Oestreicher
%A Matthias Rauterberg
%B INTERACT2003
%D 2003
%P 1037
%* (c) Copyright 2003 IFIP
%O Workshop of IFIP WG 13.1 on Education in HCI and HCI Curriculum. [all position papers]

%M C.INT.03.1039
%T Software and Usability Cross-Pollination - The Role of Usability
Patterns
%S 9: Workshops
%A Peter Forbrig
%A Jan Gulliksen
%A Amed Seffah
%A Martijn van Welie
%A Jan Borchers
%B INTERACT2003
%D 2003
%P 1039
%* (c) Copyright 2003 IFIP
%O 2nd IFIP WG 13.2 Workshop on Software and Usability

%M C.INT.03.1041
%T Experiences with Usability Labs
%S 9: Workshops
%A Franz Kurfess
%A Erika Rogers
%B INTERACT2003
%D 2003
%P 1041
%* (c) Copyright 2003 IFIP

%M C.INT.03.1043
%T Exploring the Total Customer Experience: Usability Evaluations of
(B2C) E-Commerce Environments
%S 9: Workshops
%A Shailey Minocha
%A Liisa Dawson
%B INTERACT2003
%D 2003
%P 1043
%* (c) Copyright 2003 IFIP

%M C.INT.03.1045
%T Methods for Applying Activity Theory to HCI Design
%S 9: Workshops
%A Daisy Mwanza
%A Olav Bertelsen
%B INTERACT2003
%D 2003
%P 1045
%* (c) Copyright 2003 IFIP

%M C.INT.03.1047
%T Including Accessibility and Inclusive Design in the Curriculum for
Human-Computer Interaction
%S 9: Workshops
%A Joint Workshop of IFIP WG 13.1 Education in HCI
%A WG 13.3 on HCI
%A Disability:
%A Monique Noirhomme-Fraiture
%A Colette Nicolle
%A Paula Kotze
%A Julio Abascal
%B INTERACT2003
%D 2003
%P 1047
%* (c) Copyright 2003 IFIP

%M C.INT.03.1049
%T The Business Case of HCI
%S 9: Workshops
%A Patrick Steiger
%A Gitte Lindgaard
%A Daniel Felix
%A Nicola Millard
%B INTERACT2003
%D 2003
%P 1049
%* (c) Copyright 2003 IFIP

%M C.INT.03.1051
%T Putting Theory into Practice: How to apply cross-Cultural differences
to user interface design?
%S 9: Workshops
%A Christian Sturm
%A Christopher Mueller
%B INTERACT2003
%D 2003
%P 1051
%* (c) Copyright 2003 IFIP

%M C.INT.03.1053
%T Closing the Gaps: Software Engineering and HCI
%S 9: Workshops
%A Morten Borup Harning
%A Jean Vanderdonckt
%A Murielle Florins
%B INTERACT2003
%D 2003
%P 1053
%* (c) Copyright 2003 IFIP
%O [all position papers]

%M C.INT.03.1057
%T Interaction Engineering and Design
%S 10: Panel
%A Guy Boy
%B INTERACT2003
%D 2003
%P 1057
%* (c) Copyright 2003 IFIP

%M C.INT.03.1061
%T Center for Human-Computer Interaction at Virginia Tech
%S 11: Organizational overview
%A John M. Carroll
%A Doug Bowman
%A Scott McCrickard
%A Chris North
%A Manuel A. Perez-Quinones
%A Mary Beth Rosson
%B INTERACT2003
%D 2003
%P 1061
%* (c) Copyright 2003 IFIP

%M C.INT.03.1063
%T Space and Virtuality Studio: A Participatory Design Lab
%S 11: Organizational overview
%A Thomas Binder
%A Jorn Messeter
%B INTERACT2003
%D 2003
%P 1063
%* (c) Copyright 2003 IFIP

%M C.INT.03.1065
%T Nita - Swedish IT User Centre
%S 11: Organizational overview
%A Anders Hektor
%A Jan Gulliksen
%B INTERACT2003
%D 2003
%P 1065
%* (c) Copyright 2003 IFIP

%M C.INT.03.1067
%T HCI Education in the Czech Republic
%S 11: Organizational overview
%A Vaclav Matousek
%A Pavel Slavic
%B INTERACT2003
%D 2003
%P 1067
%* (c) Copyright 2003 IFIP

%M C.INT.03.1069
%T User-System-Interaction Design Program: an Overview
%S 11: Organizational overview
%A Matthias Rauterberg
%A Maddy Janse
%A Patricia Vinken
%B INTERACT2003
%D 2003
%P 1069
%* (c) Copyright 2003 IFIP

%M C.INT.03.1071
%T The good old Styleguide in a new light: enabling a user-oriented
development process
%S 11: Organizational overview
%A Michael Richter
%A Siegrun Heberle
%B INTERACT2003
%D 2003
%P 1071
%* (c) Copyright 2003 IFIP

%M C.INT.03.1073
%T Fostering the Strategic Value of Usability: The European Usability
Forum
%S 11: Organizational overview
%A Manfred Tscheligi
%A Verena Giller
%A Peter Frolich
%B INTERACT2003
%D 2003
%P 1073
%* (c) Copyright 2003 IFIP

%M C.INT.03.1077
%T HCI in Spain
%S 12: HCI societies worldwide
%A Julio Abascal
%A Jesus Lores
%B INTERACT2003
%D 2003
%P 1077
%* (c) Copyright 2003 IFIP

%M C.INT.03.1079
%T State of the Art: HCI in New Zealand
%S 12: HCI societies worldwide
%A Mark Apperley
%A P. Carter
%A C. Churcher
%A A. Cockburn
%A M. Jones
%A B. Lobb
%A K. Novins
%A C. Phillips
%A W. Wong
%B INTERACT2003
%D 2003
%P 1079
%* (c) Copyright 2003 IFIP

%M C.INT.03.1081
%T HCI in Brazil: Prospects and Challenges
%S 12: HCI societies worldwide
%A Cecilia Baranauskas
%B INTERACT2003
%D 2003
%P 1081
%* (c) Copyright 2003 IFIP

%M C.INT.03.1083
%T HCI in Switzerland
%S 12: HCI societies worldwide
%A Daniel Felix,Patrick Steiger
%A Markus Stolze
%B INTERACT2003
%D 2003
%P 1083
%* (c) Copyright 2003 IFIP

%M C.INT.03.1085
%T HCI Research in the Czech Republic
%S 12: HCI societies worldwide
%A Vaclav Matousek
%A Pavel Slavik
%B INTERACT2003
%D 2003
%P 1085
%* (c) Copyright 2003 IFIP

%M C.INT.03.1087
%T The British Human-Computer Interaction Group
%S 12: HCI societies worldwide
%A Tom McEwan
%A Nico MacDonald
%A Gilbert Cockton
%B INTERACT2003
%D 2003
%P 1087
%* (c) Copyright 2003 IFIP

%M C.INT.03.1089
%T Gesellschaft fur Informatik (Germany)
%S 12: HCI societies worldwide
%A Horst Oberquelle
%B INTERACT2003
%D 2003
%P 1089
%* (c) Copyright 2003 IFIP

%M C.INT.03.1091
%T New Horizons for HCI in South Africa
%S 12: HCI societies worldwide
%A Janet Wesson
%A Darelle van Greunen
%B INTERACT2003
%D 2003
%P 1091
%* (c) Copyright 2003 IFIP

%M C.INT.03.1095
%T Semiotics of interaction
%S 13: SIGS: Special Interests Groups
%A Cecilia Baranauskas
%A Carlos Alberto Scolari
%B INTERACT2003
%D 2003
%P 1095
%* (c) Copyright 2003 IFIP

%M C.INT.03.1096
%T End-user development
%S 13: SIGS: Special Interests Groups
%A Fabio Paterno
%A Alexander Repenning
%A Alistair Sutcliffe
%B INTERACT2003
%D 2003
%P 1096
%* (c) Copyright 2003 IFIP

%M C.INT.03.1097
%T The role of cultural theories within international usability
%S 13: SIGS: Special Interests Groups
%A Andy Smith
%A Tim French
%A Karen Gunter
%B INTERACT2003
%D 2003
%P 1097
%* (c) Copyright 2003 IFIP

%M C.INT.03.1098
%T The usability lab of the future
%S 13: SIGS: Special Interests Groups
%A R. D. Beer
%A W. M. Lehmann
%A L. P. J. J. Noldus
%A F. Paterno
%A E. H. Schmidt
%A W. J. ten Hove
%A J. J. M. Theuws
%B INTERACT2003
%D 2003
%P 1098
%* (c) Copyright 2003 IFIP

%M C.INT.03.1101
%T The Visual Interaction Platform
%S 14: System demonstrations
%A Dzmitry Aliakseyeu
%A Bernard Champoux
%A Jean-Bernard Martens
%A Matthias Rauterberg
%A Sriram Subramanian
%B INTERACT2003
%D 2003
%P 1101
%* (c) Copyright 2003 IFIP

%M C.INT.03.1103
%T The Augmented Round Table - a New Interface to Urban Planning and
Architectural Design
%S 14: System demonstrations
%A Wolfgang Broll
%A Moritz Stoerring
%A Chiron Mottram
%B INTERACT2003
%D 2003
%P 1103
%* (c) Copyright 2003 IFIP

%M C.INT.03.1105
%T Interactive Trip Planning with Trip@dvise
%S 14: System demonstrations
%A Dario Cavada
%A Nader Mirzadeh
%A Francesco Ricci
%A Adriano Venturini
%B INTERACT2003
%D 2003
%P 1105
%* (c) Copyright 2003 IFIP

%M C.INT.03.1107
%T 3D Model Viewer with Real-time Viewpoint Tracking System
%S 14: System demonstrations
%A Jun Iio
%A Tomoyuki Yatabe
%A Kazuo Hiyane
%B INTERACT2003
%D 2003
%P 1107
%* (c) Copyright 2003 IFIP

%M C.INT.03.1109
%T Key Functionalities of SAP Community
%S 14: System demonstrations
%A Raimund Mollenhauer
%B INTERACT2003
%D 2003
%P 1109
%* (c) Copyright 2003 IFIP

%M C.INT.03.1109
%T MAI: An Authoring System for Designing Interactive Learning Modules
%S 14: System demonstrations
%A M. N. Mukuna
%A J. Vancleve
%A P. Calmant
%A C. Pirotte
%A I. Housen
%A A. de Baenst-Vandenbroucke
%A D. Rousselet
%A J. Vandenhaute
%A E. Depiereux
%A M. Noirhomme-Fraiture
%B INTERACT2003
%D 2003
%P 1109
%* (c) Copyright 2003 IFIP

%M C.INT.03.1113
%T Visualization and Analysis of Formula One Racing Results with
InfoZoom - the Demo
%S 14: System demonstrations
%A Michael Spenke
%A Christian Beilken
%B INTERACT2003
%D 2003
%P 1113
%* (c) Copyright 2003 IFIP

fpack:!@#$%^&*(): IWC11.BA
%M J.IWC.11.1.1
%T Introduction to the Special Issue on Temporal Aspects of Usability
%A Alan Dix
%A John Fabre
%A Steve Howard
%J IWC
%D 1998
%V 11
%N 1
%P 1-7
%* (c) Copyright 1999 Elsevier Science

%M J.IWC.11.1.9
%T Interaction in the Large
%S Temporal Aspects of Usability
%A Alan Dix
%A Devina Ramduny
%A Julie Wilkinson
%J IWC
%D 1998
%V 11
%N 1
%P 9-32
%K Pace, Interruptions, Reminders, Events, Long-term interaction, CSCW,
Cooperative work, Workflow, To-be-done-to lists, Paper documents
%* (c) Copyright 1998 Elsevier Science
%X Most work in HCI focuses on interaction in the small: where tasks take a
few minutes or hours and individual actions receive feedback within seconds.
In contrast, many collaborative activities occur over weeks or months and the
turnaround of individual messages may take hours, days or even weeks.  This
slow pace of interaction brings its own problems, especially when expected
responses do not occur.  This paper analyses these problems, focusing on the
triggers which initiate activities and the way processes recover when triggers
are missed or misinterpreted.  Furthermore, we are able to consider processes
which cross organisational boundaries.  We draw on theoretical analysis, an
exploratory case study of conference organisation and recent application of
the techniques to a student placement office.  During the studies, a pattern
of recurrent activities was discovered, the 4Rs (request, receipt, response
and release), which we believe to be generic to this class of collaborative
process.

%M J.IWC.11.1.33
%T Designing a Real-Time Telepathology Workstation to Mitigate Communication Delays
%S Temporal Aspects of Usability
%A David Carr
%A Catherine Plaisant
%A Hiroaki Hasegawa
%J IWC
%D 1998
%V 11
%N 1
%P 33-52
%K Iterative design, Predictive displays, Remote control, Supervisory control,
Telepathology, Time delays
%* (c) Copyright 1998 Elsevier Science
%X Dynamic telepathology uses a teleoperated microscope to allow pathologists
to view samples at a remote location.  However, time delays introduced by
remote operation have made use of a commercial dynamic telepathology system
difficult and frustrating.  This paper describes the iterative redesign of the
user interface.  We redesigned the interface, conducted experiments to
evaluate the improvements, and then redesigned the user interface based on the
results.
   Our work shows that predictive displays and local maps improve user control
of the microscope and increase user comfort with the system.  It also
indicates that some degree of automation is necessary to support the
navigation process and increase the overall usefulness of the system.
Therefore, we also make recommendations for further automation to support the
telepathology process and increase the usefulness of the system.
   While performed on a specific device using a dedicated communications
system, the same problems would be encountered in other environments.  For
example, Internet-based systems that enable remote control or require browsing
of large images will need to compensate for time delays and can benefit from
our experience with the telepathology application.

%M J.IWC.11.1.53
%T Representing the Impact of Time on Human Error and Systems Failure
%S Temporal Aspects of Usability
%A Chris Johnson
%J IWC
%D 1998
%V 11
%N 1
%P 53-86
%K Safety-critical interfaces, Notations
%* (c) Copyright 1998 Elsevier Science
%X Time plays a central role in our understanding of human 'error' and system
'failure'.  Without a detailed knowledge of the flow of events, investigators
cannot hope to arrive at well founded conclusions about the causes of major
accidents.  This paper argues that formal and semi-formal notations can be
used to build time-lines that show the ordering of events leading to a
failure.  These time-lines help to improve the quality of an accident report
by identifying the temporal inconsistencies that often arise between human
factors and system engineering accounts of the same accident.  This, in turn,
can help to ensure that any recommendations for the future design of
interactive systems are based upon coherent accounts of previous failures.

%M J.IWC.11.1.87
%T Temporal Aspects of Interaction in Shared Virtual Worlds
%S Temporal Aspects of Usability
%A David England
%A Philip Gray
%J IWC
%D 1998
%V 11
%N 1
%P 87-105
%K Temporal aspects, Usability, Shared virtual worlds, Virtual reality, Formal
specification, Temporal specification, UAN, XUAN
%* (c) Copyright 1998 Elsevier Science
%X In this paper we examine the problems of usability and related temporal
issues in shared virtual environments.  Shared virtual environments involve
physically distributed users interacting with each other and with distributed
objects via complex highly graphical user interfaces.  These factors can
result in interaction which suffers from serious and unpredictable delays in
system response times.  Careful interaction design can alleviate the problems
resulting from such delays.  We look at several areas of shared virtual world
design, including object interaction, avatars and scene rendering,
investigating ways of dealing with communicating information, preserving world
coherence and providing users with effective real-time interaction.  Our
medium of analysis is the Extended User Action Notation (XUAN), a variant of
the User Action Notation that enables us to express explicitly and clearly the
temporal features of our examples.  Finally, we discuss the implications of
our temporal analysis for further research and development of shared virtual
worlds, and the implications for the further development and use of XUAN.

%M J.IWC.11.2.109
%T Integrating Natural Language Generation and Hypertext to Produce Dynamic Documents
%A Robert Dale
%A Jon Oberlander
%A Maria Milosavljevic
%A Alistair Knott
%J IWC
%D 1998
%V 11
%N 2
%P 109-135
%K Hypermedia, Natural language generation, Information presentation,
Discourse coherence, Adaptive hypertext
%* (c) Copyright 1998 Elsevier Science
%X We discuss a task requiring the coherent presentation of heterogeneous
information about objects recorded in electronic catalogues.  We consider the
advantages of combining hypermedia delivery with natural language generation
technology, so as to allow us to view a session with such a system as a
coherent conversation or dialogue.  We describe two prototype systems we have
built which make use of these combined techniques, and focus on those aspects
of the systems which attempt to provide coherence.  Although the techniques
themselves are not novel, their combination is relatively recent, and promises
to help forge useful tools for accomplishing our specific information
retrieval task.

%M J.IWC.11.2.137
%T The Attribute Explorer: Information Synthesis via Exploration
%A Robert Spence
%A Lisa Tweedie
%J IWC
%D 1998
%V 11
%N 2
%P 137-146
%K Attribute Explorer, Qualitative exploration, Quantitative decision making
%* (c) Copyright 1998 Elsevier Science
%X The Attribute Explorer is a visualization tool in which the graphical and
interactive presentation of data supports the human acquisition of insight
into that data.  The underlying concept employed is that of interactive linked
histograms.  The advantage of the Attribute Explorer derives from its ability
to support both qualitative exploration and quantitative design decisions, as
well as a smooth transition between these two activities.

%M J.IWC.11.2.147
%T The Effect of Interaction Style and Training Method on End User Learning of
Software Packages
%A Sid Davis
%A Susan Wiedenbeck
%J IWC
%D 1998
%V 11
%N 2
%P 147-172
%K Interface style, Exploration-based training, Instruction-based training,
End users
%* (c) Copyright 1998 Elsevier Science
%X This paper reports two studies of software learning by individuals who use
packages as a tool but never become experts.  Using assimilation theory, we
studied the effect of three interaction styles (direct manipulation, menu, and
command) and two training methods (instruction and exploration) on the initial
learning of a package and the subsequent learning of functionally equivalent
packages.  Results suggest that direct manipulation aids initial learning and
that previous experience is a moderate aid in learning a subsequent package,
but only when the interaction styles are similar.  Exploration training does
not appear to aid learners in a short training period.

%M J.IWC.11.2.173
%T The HOMER UIMS for Dual User Interface Development: Fusing Visual and Non-Visual Interactions
%A Anthony Savidis
%A Constantine Stephanidis
%J IWC
%D 1998
%V 11
%N 2
%P 173-209
%K Dual interface, Non-visual interaction, Abstract interaction objects, User
interface specification, User interface management systems
%* (c) Copyright 1998 Elsevier Science
%X Existing systems which enable accessibility to graphical user interfaces
(GUIs) by blind people follow an 'adaptation strategy'; each system adopts its
own hard-coded policy for reproducing visual dialogues in a non-visual form,
without knowledge about the application domain or the particular dialogue
characteristics.  It is argued that non-visual user interfaces should be more
than automatically generated adaptations of visual dialogues.  Tools are
required to facilitate purposeful non-visual interface construction, allowing
iterative design and implementation.  Such tools should cater for the
construction of 'integrated' user interfaces, which are concurrently
accessible by sighted and blind users.  Thus, the concept of dual user
interfaces is introduced, arguably as the most appropriate basis to address
this important issue of concurrent accessibility, in order to prevent
segregation of blind people in computer-based working environments.  A user
interface management system (UIMS) has been developed, called HOMER, which
facilitates the development of dual user interfaces.  HOMER supports the
integration of visual and non-visual toolkits of interaction elements; a
non-visual toolkit, called COMONKIT, has been also implemented for building
non-visual user interfaces, and has been incorporated in HOMER.

%M J.IWC.11.2.211
%T The Design of Sonically-Enhanced Widgets
%A Stephen Brewster
%J IWC
%D 1998
%V 11
%N 2
%P 211-235
%K Earcons, Auditory interfaces, Widgets, Non-speech audio, Interface
sonification, Interface toolkits
%* (c) Copyright 1998 Elsevier Science
%X This paper describes the design of user-interface widgets that include
non-speech sound.  Previous research has shown that the addition of sound can
improve the usability of human-computer interfaces.  However, there is little
research to show where the best places are to add sound to improve usability.
The approach described here is to integrate sound into widgets, the basic
components of the human-computer interface.  An overall structure for the
integration of sound is presented.  There are many problems with current
graphical widgets and many of these are difficult to correct by using more
graphics.  This paper presents many of the standard graphical widgets and
describes how sound can be added.  It describes in detail usability problems
with the widgets and then the non-speech sounds to overcome them.  The
non-speech sounds used are earcons.  These sonically-enhanced widgets allow
designers who are not sound experts to create interfaces that effectively
improve usability and have coherent and consistent sounds.

%M J.IWC.11.3.237
%T Wanted: Psychologically Relevant, Device- and Event-Independent Work
Analysis Techniques
%A Kim J. Vicente
%J IWC
%D 1999
%V 11
%N 3
%P 237-254
%K Task analysis; Systems analysis; Human-computer interaction; Cognitive
engineering; Process control
%* (c) Copyright 1999 Elsevier Science
%X This article offers a commentary on Richardson, Ormerod, and Shepherd (in
press) while building on the previous discussion in this journal of the
relative merits of task analysis and systems analysis in human-computer
interface design [1,2,7]. The SGT scheme described by Richardson et al.
represents a valuable contribution to the work analyst's toolkit. However, it
is limited in the extent to which it can identify the information requirements
associated with unanticipated events. The abstraction hierarchy [23] is an
event-independent work domain analysis technique that can be used to overcome
this limitation while still satisfying the criteria of device-independence and
psychological relevance. Future research should integrate the complementary
advantages of SGT and the abstraction hierarchy into a single, unified
framework for work analysis.

%M J.IWC.11.3.255
%T A Comparison of the Comprehension of Object-Oriented and Procedural
Programs by Novice Programmers
%A Susan Wiedenbeck
%A Vennila Ramalingam
%A Suseela Sarasamma
%A Cynthia L. Corritore
%J IWC
%D 1999
%V 11
%N 3
%P 255-282
%K Object-oriented programming; Empirical studies of programming; Novice
programmers; Learning to program
%* (c) Copyright 1999 Elsevier Science
%X This paper reports on two experiments comparing mental representations and
program comprehension by novices in the object-oriented and procedural styles.
The subjects were novice programmers enrolled in a second course in
programming which taught either the object-oriented or the procedural
paradigm. The first experiment compared the mental representations and
comprehension of short programs written in the procedural and object-oriented
styles. The second experiment extended the study to a larger program
incorporating more advanced language features. For the short programs there
was no significant difference between the two groups with respect to the total
number of questions answered correctly, but the object-oriented subjects were
superior to the procedural subjects at answering questions about program
function. This suggests that function information was more readily available
in their mental representations of the programs and supports an argument that
the object-oriented notation highlights function at the level of the
individual class. For the long program a corresponding effect was not found.
The comprehension of procedural subjects was superior to object-oriented
subjects on all types of question. The difficulties experienced by the
object-oriented subjects in answering questions in a larger program suggest
that they faced problems in marshaling information and drawing inferences from
it. We suggest that this result may be related to a longer learning curve for
novices of the object-oriented style, as well as to features of the OO style
and the particular OO language notation.

%M J.IWC.11.3.283
%T A Performance Comparison of Two Handwriting Recognizers
%A I. Scott MacKenzie
%A Larry Chang
%J IWC
%D 1999
%V 11
%N 3
%P 283-297
%K Pen-based computing; Text entry; Hand-printing; Mobile computing; Character
recognition; Handwriting recognition
%* (c) Copyright 1999 Elsevier Science
%X An experiment is described comparing two commercial handwriting recognizers
with discrete hand-printed characters. Each recognizer was tested at two
levels of constraint, one using lowercase letters (which were the only symbols
included in the input text) and the other using both uppercase and lowercase
letters. Two factors -- recognizer and constraint -- with two levels each,
resulted in four test conditions. A total of 32 subjects performed text-entry
tasks for each condition. Recognition accuracy differed significantly among
conditions. Furthermore, the accuracy observed (87%-93%) was below the walk-up
accuracy claimed by the developers of the recognizers. Entry speed was
affected not only by recognition conditions but by users' adaptation to the
idiosyncrasies of the recognizers. In an extensive error analysis, numerous
weaknesses of the recognizers are revealed, in that certain characters are
error prone and are misrecognized in a predictable way. This analysis, and the
procedure for such, is a useful tool for designers of handwriting-recognition
systems. User satisfaction results showed that recognition accuracy greatly
affects the impression of walk-up users.

%M J.IWC.11.3.299
%T The Ergonomic Criteria and the ISO/DIS 9241-10 Dialogue Principles: A Pilot
Comparison in an Evaluation Task
%A J. M. C. Bastien
%A D. L. Scapin
%A C. Leulier
%J IWC
%D 1999
%V 11
%N 3
%P 299-322
%K User interface evaluation; Inspection methods; Ergonomic criteria;
Standards; Dialogue principles; Usability problems; Ergonomic quality
%* (c) Copyright 1999 Elsevier Science
%X This study compared the relative effectiveness of the Ergonomic Criteria
and the ISO/DIS 9241-10 Dialogue Principles in an evaluation task. Three
groups of participants (Criteria, n=6; ISO, n=5; Control, n=6) conducted an
ergonomic inspection of a musical database application. Participants in the
Control group relied solely on their individual judgement to conduct their
evaluation. No significant correlation was found between the time spent
conducting the evaluation and the number of problems uncovered (Kendall'
Tau=0.324; Z corrected for ties= 1.853; p=0.0638). The median time spent
evaluating the application was 52.5 (Mean rank=3.5), 89 (Mean rank=10.6), and
124min (Mean rank=13.167), in the Control, ISO, and Criteria groups
respectively (Kruskal-Wallis' H corrected for ties=11.762; p=0.0028). Multiple
comparisons between groups revealed that only the Control and the Criteria
groups differed significantly. The median number of usability problems
uncovered by the participants in the Control, ISO and Criteria groups was 56.5
(Mean rank=6.25), 56 (Mean rank=7), and 85.5 (Mean rank=13.417) respectively
(Kruskal-Wallis' H corrected for ties=7.18; p=0.0276). Again, multiple
comparisons between groups revealed that only the Control and the Criteria
groups differed significantly. The percentages of problems uncovered as a
function of the number of evaluation reports cumulated showed similar trends
for both the Control and the ISO groups. For the Criteria group, the
percentage of problems uncovered with respect to the number of evaluation
reports cumulated was higher. To summarise, participants using the Ergonomic
Criteria spent significantly more time evaluating the application than the
participants of the Control group. They also uncovered significantly more
usability problems. However no significant differences appeared between the
Control and the ISO groups as well as between the ISO and the Criteria groups.

%M J.IWC.11.3.323
%T Managing the Use of Style Guides in an Organisational Setting: Practical
Lessons in Ensuring UI Consistency
%A Nichole Simpson
%J IWC
%D 1999
%V 11
%N 3
%P 323-351
%K Corporate style guide; User-interface design; Cost-benefit analysis;
Consistency of design; Conformancy checking
%* (c) Copyright 1999 Elsevier Science
%X This paper explores the use of Corporate Style Guides as a mechanism for
managing consistency at the user interface. The software design community is
becoming increasingly aware of the value of Style Guides in promoting
consistency and usability in designs. Style Guides form a valuable reference
point and management tool, and can offer particular advantage in cases where
distributed or outsourced design and development groups exist. Style Guides
also fill a gap in the development process, providing advice more specific
than the guidance contained in published standards, and more general than the
design specifications of a single system. They provide opportunities for the
improvement of group design activities and overcoming the limitations of an
individualistic approach. Style Guides can be shown to deliver tangible
financial benefits to organisations through the promotion of consistency of
design. However, it is recognised that the process of managing the use of
Style Guides is not well defined. This paper draws on lessons learned from a
range of projects concerned with providing Style Guides and Style Guide
management processes in commercial and industrial settings.

%M J.IWC.11.4.355
%T Supporting the Group Creation of Formal and Informal Graphics During
Business Process Modeling
%A Mark Pendergast
%A Kregg Aytes
%A James D. Lee
%J IWC
%D 1999
%V 11
%N 4
%P 355-373
%K Groupware; Collaborative drawing; IDEF; Computer-supported cooperative
work; Enterprise analysis; Collaborative applications; Electronic meeting
systems; Group support systems
%* (c) Copyright 1999 Elsevier Science
%X Since the 1960s, research in systems analysis and design has been performed
along two distinct tracts: the automation of software design, implementation,
and verification; and the elicitation of high level systems requirements.
Computer-aided software engineering, rapid prototyping, and more recently,
visual programming have been the tools developed for the automation of
software development. Enterprise Analysis, in the form of process and
information modeling, has been a primary area of focus for requirements
development research. The application of Electronic Meeting Systems technology
to Enterprise Analysis is a promising technology for the timely elicitation of
requirements from groups of subject matter experts. However, Electronic
Meeting Systems do not explicitly support the development of graphical models -- a
requirement for many process modeling techniques. This paper describes a
research effort to provide support for the creation of graphical business
models by groups. Design decisions were made based on use of the tools by
real-world groups, as well as a result of laboratory studies. One of the most
interesting findings was that users found it particularly efficient to be able
to enter model definitions through a textual interface and view computer
generated graphical views of the model.

%M J.IWC.11.4.375
%T Virtual Reality: An Overview of User-Related Design Issues
%S Editorial: Virtual Reality and User's Issues
%A Stella Mills
%A Jan Noyes
%J IWC
%D 1999
%V 11
%N 4
%P 375-386
%K Virtual Reality; Virtual environments; Human-computer interaction;
Usability; Applications
%* (c) Copyright 1999 Elsevier Science
%X Within the last couple of decades, Virtual Reality (VR) has emerged from
its early beginnings in simulators, and is now a realistic option in a number
of applications, the range and number of which are increasing annually. It has
also been heralded as the new future interface for allowing humans to
communicate with computers. Hence, given the continuing developments and rapid
advances in this area, it is timely to produce a Special Issue in Interacting
With Computers focusing on the user issues relating to the successful
employment of this technology.

%M J.IWC.11.4.387
%T CLIMATE: A Framework for Developing Holistic Requirements Analysis in
Virtual Environments
%S Virtual Reality and User's Issues
%A T. Conkar
%A J. M. Noyes
%A C. Kimble
%J IWC
%D 1999
%V 11
%N 4
%P 387-402
%K Computer-mediated communications; Virtual environment; System design;
Requirements analysis
%* (c) Copyright 1999 Elsevier Science
%X Personal ([2] C Barnatt, Cyber Business Mindsets for a Wired Age, Wiley,
New York, 1995) computers and networks have transformed communications in the
workplace over the last decade. Tomorrow's society is likely to revolve around
the use of Computer Mediated Communication (CMCs) to eschew the geographical
distance between individuals ([27] N. Negroponte, Being Digital, Hodder and
Stoughton, 1995; [28] D. Norfolk, The virtual enterprise, Information Age
November Issue (1995) 32-39). A new dilemma for designers of this technology
will be discovering ways of humanising systems development and design. This
paper develops a framework called CLIMATE (Community, Language, Interaction,
and Medium in the Analysis of Telepresence Environments) which may ultimately
be used for capturing user and environment requirements. The virtual
environment that forms as a result of this CMC is rich in social nuances, such
as on-line friendships, communities and so on, that sometimes reflect the
elaborate cultures of real life ([37] H. Rheingold, The Virtual Community,
Minerva, 1995). CLIMATE is intended to help in capturing a more holistic
picture of requirements, in terms of the users, task, and environment. The
approach is inductivist, relying on gathering rich data from log transcripts,
participant observation and questionnaire surveys. It is intended that CLIMATE
will provide a step further towards integrating social and technical design
requirements in the application of CMCs.

%M J.IWC.11.4.403
%T Interacting with Virtual Environments: An Evaluation of a Model of
Interaction
%S Virtual Reality and User's Issues
%A Kulwinder Kaur
%A Neil Maiden
%A Alistair Sutcliffe
%J IWC
%D 1999
%V 11
%N 4
%P 403-426
%K Virtual environments; Interaction modelling; Usability
%* (c) Copyright 1999 Elsevier Science
%X There is a need for interface design guidance for virtual environments, in
order to avoid common usability problems. To develop such guidance an
understanding of user interaction is required. Theoretical models of
interaction with virtual environments are proposed, which consist of stages of
interaction for task/goal oriented, exploratory and reactive modes of
behaviour. The models have been evaluated through user studies and results
show the models to be reasonably complete in their predictions about modes and
stages of interaction. Particular stages were found to be more predominant
than others. The models were shown to be less accurate about the exact flow of
interaction between stages. Whilst the general organisation of stages in the
models remained the same, stages were often skipped and there was backtracking
to previous stages. Results have been used to refine the theoretical models
for use in informing interface design guidance for virtual environments.

%M J.IWC.11.4.427
%T Physicians in Virtual Environments Multimodal Human-Computer Interaction
%S Virtual Reality and User's Issues
%A Christian Krapichler
%A Michael Haubner
%A Andreas Losch
%A Dietrich Schuhmann
%A Marcus Seemann
%A Karl-Hans Englmeier
%J IWC
%D 1999
%V 11
%N 4
%P 427-452
%K Virtual reality; Man-machine communication; Human-computer interaction;
Multimodal interface; Medical imaging
%* (c) Copyright 1999 Elsevier Science
%X Modern tomography technologies like CT or MRI produce high-quality scans of
the human anatomy. While conventional computer-aided image analysis falls back
upon editing tomograms layer by layer, virtual environments offer enhanced
visualization, image analysis and manipulation of the three-dimensional data
sets. In this paper, the application of multimodal, user-oriented
human-computer interaction is presented, facilitating and accelerating work
with the tomographical data of individual patients. Hand gesture recognition
is a major component of the interface, completed by speech understanding and
further units like a 6-DOF mouse or acoustic feedback. Three-dimensional image
segmentation, virtual bronchoscopy and virtual angioscopy are typical examples
that illustrate the benefits of virtual environments for the realm of
medicine.

%M J.IWC.11.4.453
%T Learning through Virtual Reality: A Preliminary Investigation
%S Virtual Reality and User's Issues
%A Stella Mills
%A Maria Madalena T. de Araujo
%J IWC
%D 1999
%V 11
%N 4
%P 453-462
%K Virtual Reality; VR Systems Design; Learning through VR
%* (c) Copyright 1999 Elsevier Science
%X Our understanding of learning through the use of Virtual Reality (VR) is
still in its infancy but a small core of work is emerging that is of growing
importance. The literature is utilised to derive three design principles that
are pertinent to VR systems used for learning. These principles form the basis
for the design of a small VR world which was used for teaching a managment
technique to students in Higher Education (HE). Thus, this project naturally
divided into two stages: first, software was developed for Portuguese HE
students to learn the basic concept of apportioning resources subject to
constraints, while Stage 2 comprised a formative experiment to test for
differences in the learning of the technique. The conclusion was that overall
the traditionally taught group faired better, but not statistically
significantly better, than the software based group. Issues of enjoyment and
learning were also raised. More studies are needed before any generalities can
be drawn.

%M J.IWC.11.5.463
%T Usability and Educational Software Design
%A David Squires
%J IWC
%D 1999
%V 11
%N 5
%P 463-466
%* (c) Copyright 1999 Elsevier Science

%M J.IWC.11.5.467
%T Predicting Quality in Educational Software: Evaluating For Learning,
Usability and the Synergy between Them
%S Usability and Educational Software Design
%A David Squires
%A Jenny Preece
%J IWC
%D 1999
%V 11
%N 5
%P 467-483
%K Educational software evaluation; Usability; Constructivism; Checklists;
Heuristics
%* (c) Copyright 1999 Elsevier Science
%X Teachers need to be able to evaluate predictively educational software so
that they can make decisions about what software to purchase and how to use
software in classrooms. The conventional approach to predictive evaluation is
to use a checklist. We argue that checklists are seriously flawed in principle
because they do not encompass a consideration of learning issues. More
particularly they fail to adopt a socio-constructivist view of learning. We
propose an approach that adapts the idea of usability heuristics by taking
account of a socio-constructivist learning perspective. This leads to a set of
'learning with software' heuristics. A notable feature of these heuristics is
that they attend to the integration of usability and learning issues.

%M J.IWC.11.5.485
%T Learning Technology and Usability: A Framework for Understanding Courseware
%S Usability and Educational Software Design
%A J. T. Mayes
%A C. J. Fowler
%J IWC
%D 1999
%V 11
%N 5
%P 485-497
%K Educational software; Reusable courseware; Vicarious learning; Tertiary
courseware
%* (c) Copyright 1999 Elsevier Science
%X This paper argues that the usability of educational software cannot be
measured in the same terms as other work contexts. This is because learning is
a by-product of understanding rather than an activity which can be supported
directly. Although it is best achieved through the performance of meaningful
tasks, these tasks need to be designed to support different kinds of learning.
We approach the problem through an attempt to derive a framework for
understanding courseware. Conceptual learning is characterized as a cycle,
involving the three stages which we term conceptualization, construction and
dialogue. These are mapped onto primary, secondary and tertiary courseware.
Each kind of courseware is discussed in terms of efficiency, effectiveness and
usability.

%M J.IWC.11.5.499
%T Contexts for Evaluating Educational Software
%S Usability and Educational Software Design
%A A. Jones
%A E. Scanlon
%A C. Tosunoglu
%A E. Morris
%A S. Ross
%A P. Butcher
%A J. Greenberg
%J IWC
%D 1999
%V 11
%N 5
%P 499-516
%K Educational software evaluation; Contextual evaluation; CIAO! evaluation
framework
%* (c) Copyright 1999 Elsevier Science
%X The evaluation of educational software is of concern to two particular
academic communities: HCI and educational technology. There is a danger that
usability features are considered at the expense of educational issues (and
the converse of this is of course equally true). This paper considers how the
notion and practice of evaluation in the educational community differs from
that in HCI and also identifies areas of overlap. It then describes how
particular influences and contexts have led one group of evaluators from the
educational community to develop a context, interactions, attitudes and
outcomes (CIAO!) model of evaluation for computer assisted learning (CAL)
evaluation in distance education. The application of this model is illustrated
by case studies from a recent evaluation project and related research. The
paper concludes with a discussion of the issues raised for both communities by
this model for evaluation.

%M J.IWC.11.5.517
%T Why Human Error Modeling has Failed to Help Systems Development
%S Editorial: Human Error and Systems Development
%A Chris Johnson
%J IWC
%D 1999
%V 11
%N 5
%P 517-524
%K Human error; System failure; Management weakness
%* (c) Copyright 1999 Elsevier Science
%X Until the 1980s, human reliability analysis focused upon individual
erroneous actions. More recently, attention has shifted to the managerial and
organizational contexts that create the latent conditions for such failures.
Unfortunately, these developments have had little impact upon many industries.
The problems of technology transfer are less due to commercial neglect than to
the failure of human-factors' research to seriously consider the problems of
systems development. For example, most error-modeling techniques are poorly
documented. In consequence, errors are likely to be made when designers apply
error modeling techniques. There are further ironies. Many of these techniques
depend entirely upon the skill and intuition of human factors' experts. The
lack of professional accreditation procedures prevents companies from
assessing the quality both of those experts and their advice. Until these
practical problems are addressed, increasingly esoteric models of human and
organizational failure will be of little practical benefit. Over the last
5years, a number of researchers have become increasingly concerned to support
technology transfer between human error modeling and constructive systems
development [1]. As a result, workshops were staged in Glasgow (1997), Seattle
(1998) and Liege (1999). This special edition presents a collection of papers
from these meetings.

%M J.IWC.11.5.525
%T A Case Study of a Human Error in a Dynamic Environment
%S Human Error and Systems Development
%A Marie-odile Bes
%J IWC
%D 1999
%V 11
%N 5
%P 525-543
%K: Human Error; Dynamic environment; Verbal protocol analysis; Human
reliability; Human-machine system; Air Traffic Control
%* (c) Copyright 1999 Elsevier Science
%X This joint project between C.E.N.A., L.A.M.I.H. and Percotec consisted in
evaluating various implementations of a principle of distribution of workload,
called dynamic allocation of tasks, between air traffic controllers and an
expert-system. Our work focuses on the analysis of a human error intervening
during these simulations. We present this case study in order to highlight the
specific difficulties encountered by operators in managing the temporal
aspects of a dynamic environment, such as they were unveiled in the work of De
Keyser [6] and relate it to Reason's [13] contribution exposed in his Generic
Error Modelling System. In conclusion we emphasise some parts of this model
that should be refined and enriched in order to encompass the temporal
characteristics of dynamic environments.

%M J.IWC.11.5.545
%T Automatic Reasoning and Help about Human Errors in Using an Operating
System
%S Human Error and Systems Development
%A Maria Virvou
%J IWC
%D 1999
%V 11
%N 5
%P 545-573
%K User-modelling; Error diagnosis; Human Plausible Reasoning; User
interfaces; Intelligent Help Systems
%* (c) Copyright 1999 Elsevier Science
%X Human errors occur frequently in the interaction of a user with an
operating system. However, current user interfaces of operating systems lack
some reasoning ability about user's intentions and beliefs. Intelligent Help
Systems (IHS) can provide additional reasoning and help. This paper presents a
discussion of the features of IHSs and a review of a few IHSs for users of
operating systems. Then it describes the research and results of employing a
cognitive theory of Human Plausible Reasoning Theory in error diagnosis for
users interacting with an operating system. This theory has formalized the
reasoning based on similarities, generalizations and specializations that
people use to make plausible guesses about questions. Here we exploit the fact
that plausible guesses can be incorrect and thus turned into human errors. The
error diagnosis is performed by the user modelling component of an IHS, called
RESCUER.

%M J.IWC.11.5.575
%T Toward a Model of Unreliability to Study Error Prevention Supports
%S Human Error and Systems Development
%A F. Vanderhaegen
%J IWC
%D 1999
%V 11
%N 5
%P 575-595
%K Air traffic control; Error prevention support; Human reliability; Model of
unreliability; Safety analysis; System specification
%* (c) Copyright 1999 Elsevier Science
%X The paper reviews aspects of system development. It focuses on system
specification which aims at defining off-line error prevention supports such
as training programme, ergonomic improvement or rules modification and at
defining on-line error prevention supports such as assistance tools, automated
tools or human-machine interfaces. A model of unreliability is proposed to
describe both human and machine dysfunctions and to guide the specification of
error prevention supports. One of its uses is illustrated by an application in
air traffic control. The project is an experimental feasibility study which
aims at assessing the impact of automation on human behaviour. This study
consists of sharing tasks dynamically between a human air traffic controller
and a computer based tool. Results are analysed in the light of workload,
safety and unreliability.

%M J.IWC.11.6.597
%T A Study of Incidents Involving Programmable Electronic Safety-Related
systems
%S Human Error and Systems Development
%A C. Chambers
%A P. R. Croll
%A M. Bowell
%J IWC
%D 1999
%V 11
%N 6
%P 597-609
%K Safety-related systems; Computer control systems; Fault schema; Small
manufacturing enterprises; Accident analysis; Health and safety
%* (c) Copyright 1999 Elsevier Science
%X This paper presents a study of 21 incidents in small manufacturing
enterprises involving electrical/electronic/programmable electronic (E/E/PE)
safety-related systems, originally investigated by the Health and Safety
Laboratory (HSL). The aim of this study is to highlight the causes of these
incidents and suggest common solutions to those causes. A fault schema
suitable for the classification of incidents of this nature is proposed. For
each incident, identified faults are labelled according to the fault schema
and are also denoted as primary, secondary or incidental. Examples of
particular causes are given. The prominent faults are further discussed with
the goal of highlighting the categories of faults most prominent in E/E/PE
safety-related systems. This pinpoints the areas where future work on incident
prevention should focus. Finally, mitigation techniques which could form part
of an E/E/PE safety-related system development methodology suitable for small
manufacturing enterprises are suggested.

%M J.IWC.11.6.611
%T A Classification and Analysis of Erroneous Actions in Computer Supported
Co-Operative Work Environment
%S Human Error and Systems Development
%A David Trepess
%A Tony Stockman
%J IWC
%D 1999
%V 11
%N 6
%P 611-622
%K Computer supported co-operative work; Framework; Human error; Human error
classifications; Social context
%* (c) Copyright 1999 Elsevier Science
%X In the past, CSCW systems have been studied with little consideration of
the social context in which they will be used (see Ref. [1]). A framework of
social context has been proposed [1] that takes the social aspects of a
collaborating community to be a vital consideration in the design of CSCW
systems. This paper aims to extend Mantovani's framework to deal with the
issues of human error. The social context plays a large part in the cause,
detection, level of consequence and recovery of erroneous actions in CSCW.
This paper considers how current classification of human errors might be
adapted for application in CSCW. A framework has been proposed which can be
used in the analysis of the social context of CSCW.

%M J.IWC.11.6.623
%T Work Process Analysis: A Necessary Step in the Development of Decision
Support Systems. An Aviation Safety Case Study
%S Human Error and Systems Development
%A H. W. Allen
%A M. L. Abate
%J IWC
%D 1999
%V 11
%N 6
%P 623-643
%K Work process analysis; Decision support systems; Aviation safety; Human
computer interface design; Task analysis; System design
%* (c) Copyright 1999 Elsevier Science
%X This paper demonstrates the importance of work process modeling and
supporting data analysis in system development. To illustrate the process of
modeling for system development, we describe how traditional task analysis was
used in our effort to understand the work processes associated with the
Federal Aviation Administration's (FAA's) airworthiness and operations
surveillance inspection activities. Further, the integration of risk
assessment techniques resulted in a validated task analysis providing a review
of the as-is state of surveillance activities. It is also shown how the as-is
surveillance work processes that resulted from these studies were used as the
foundation for a re-engineered (re-eng) surveillance work process model. We
conclude by describing a follow-on activity, the development of a safety
critical work process model, which reflects an integration of the as-is and
re-engineered work process descriptions, the human factors literature,
inspection data analysis, federal aviation regulations and identified areas of
safety criticality.

%M J.IWC.11.6.645
%T A Co-Operative Scenario Based Approach to Acquisition and Validation of
System Requirements: How Exceptions Can Help!
%S Human Error and Systems Development
%A Neil Maiden
%A Shailey Minocha
%A Alistair Sutcliffe
%A Darrel Manuel
%A Michele Ryan
%J IWC
%D 1999
%V 11
%N 6
%P 645-664
%K Socio-technical system; Co-operative requirements engineering;
Scenario-based requirements engineering; Scenario generation; Exceptions
%* (c) Copyright 1999 Elsevier Science
%X Scenarios, in most situations, are descriptions of required interactions
between a desired system and its environment, which detail normative system
behaviour. Our studies of current scenario use in requirements engineering
have revealed that there is considerable interest in the use of scenarios for
acquisition, elaboration and validation of system requirements. However,
scenarios have seldom been used to study inappropriate or exceptional system
behaviour. To account for non-normative or undesired system behaviour, it is
vital to predict ('what can go wrong') and explore the existence or occurrence
of 'exceptions' in a scenario when the system might be prevented from
delivering the required service. Identification of exceptions and inclusion of
additional requirements to prevent their occurrence or mitigate their effects
yield robust and fault-tolerant design solutions.
   In this article, we present a prototype software tool called CREWS-SAVRE
for systematic scenario generation and use. We describe the innovative
features of the tool and demonstrate them with an example of tool's use.
Further, we have identified three kinds of exceptions: generic, permutation
and problem exceptions, and have derived complex taxonomies of problem
exceptions. We have populated SAVRE with the taxonomies of generic,
permutation and problem exceptions. The exceptions can be chosen by the
requirements engineer to include them in the generated scenarios to explore
the correctness and completeness of requirements. In addition, the taxonomies
of problem exceptions can also serve as checklists and help a requirements
engineer to predict non-normative system behaviour in a scenario.

%M J.IWC.11.6.665
%T Human Factors in Requirements Engineering: A Survey of Human Sciences
Literature Relevant to the Improvement of Dependable Systems Development
Processes
%S Human Error and Systems Development
%A Stephen Viller
%A John Bowers
%A Tom Rodden
%J IWC
%D 1999
%V 11
%N 6
%P 665-698
%K Human error; Group performance; Process losses; Organizational failure;
Process improvement; Dependable systems development
%* (c) Copyright 1999 Elsevier Science
%X Requirements engineering (RE) is an inherently social process, involving
the contribution of individuals working in an organizational context. Further,
failures in the RE process will potentially lead to systematic failures in the
products that are produced as a result. Consequently, the RE process for
dependable systems development should itself be considered as a dependable
process, and therefore subject to greater scrutiny for vulnerabilities to
error. Research on human error has typically focused on the work of individual
actors from a cognitive perspective. This paper presents a survey which
broadens the view on what contributes to human error by also examining work
from the social and organizational literature. This review was conducted to
inform efforts to improve the systems development process for dependable
systems, and in particular their requirements engineering process.

%M J.IWC.11.6.699
%T Human Error and Information Systems Failure: The Case of the London
Ambulance Service Computer-Aided Despatch System Project
%S Human Error and Systems Development
%A Paul Beynon-Davies
%J IWC
%D 1999
%V 11
%N 6
%P 699-720
%K Human error; Information systems failure; Risk; Safety critical systems
%* (c) Copyright 1999 Elsevier Science
%X Human error and systems failure have been two constructs that have become
linked in many contexts. In this paper we particularly focus on the issue of
failure in relation to that group of software systems known as information
systems. We first review the extant theoretical and empirical work on this
topic. Then we discuss one particular well-known case -- that of the London
ambulance service computer-aided despatch system (LASCAD) project -- and use
it as a particularly cogent example of the features of information systems
failure. We maintain that the tendency to analyse information systems failure
solely from a technological standpoint is limiting, that the nature of
information systems failure is multi-faceted, and hence cannot be adequately
understood purely in terms of the immediate problems of systems construction.
Our purpose is also to use the generic material on IS failure and the specific
details of this particular case study to critique the issues of safety,
criticality, human error and risk in relation to systems not currently well
considered in relation to these areas.

fpack:!@#$%^&*(): abooks.B

%M B.ackerman.03
%D 2003
%0 BOOK
%W http://mitpress.mit.edu/0262011956
%T Sharing Expertise : Beyond Knowledge Management
%A Mark Ackerman
%A Volkmar Pipek
%A Volker Wulf
%X
The field of knowledge management focuses on how organizations can most
effectively store, manage, retrieve, and enlarge their intellectual
properties. The repository view of knowledge management emphasizes the
gathering, providing, and filtering of explicit knowledge. The information in
a repository has the advantage of being easily transferable and reusable. But
it is not easy to use decontextualized information, and users often need
access to human experts.
   This book describes a more recent approach to knowledge management, which the
authors call "expertise sharing." Expertise sharing emphasizes the human
aspects--cognitive, social, cultural, and organizational--of knowledge
management, in addition to information storage and retrieval. Rather than
focusing on the management level of an organization, expertise sharing
focuses on the self-organized activities of the organization's members. The
book addresses the concerns of both researchers and practitioners, describing
current literature and research as well as offering information on
implementing systems. It consists of three parts: an introduction to
knowledge sharing in large organizations; empirical studies of expertise
sharing in different types of settings; and detailed descriptions of computer
systems that can route queries, assemble people and work, and augment
naturally occurring social networks within organizations.
%P 426
%G ISBN 0-262-01195-6
%I MIT Press

%M B.ACM.90 8/12/92
%0 BOOK
%T Resources in Human-Computer Interaction
%Q ACM
%D 1990
%P 1100
%C New York, NY
%I ACM Press
%G ISBN 0-89791-373-6; ACM Order number 219901

%M B.AERA.85 2/2/91 gp
%0 BOOK
%T Standards for Educational and Psychological Testing
%Q AERA, APA, and NCEA
%D 1985
%P 100
%C Washington, DC
%I American Psychological Association
%G ISBN 0-912704-95-0
%K EVALUATION Empirical
%Y I	TECHNICAL STANDARDS FOR TEST CONSTRUCTION AND EVALUATION
1	Validity
2	Reliability and Errors of Measurement
3	Test Development and Revision
4	Scaling, Norming, Score Comparability, and Equating
5	Test Publication: Technical Manuals and User's Guides
II	PROFESSIONAL STANDARDS FOR TEST USE
6	General Principles of Test Use
7	Clinical Testing
8	Educational Testing and Psychological Testing in the Schools
9	Test Use In Counseling
10	Employment Testing
11	Professional and Occupational Licensure and Certification
12	Program Evaluation
III	STANDARDS FOR PARTICULAR APPLICATIONS
13	Testing Linguistic Minorities
14	Testing People Who Have Handicapping Conditions
IV	Standards for Administrative Procedures
15	Test Administration, Scoring, and Reporting
16	Protecting the Rights of Test Takers
Glossary

%M B.Aftab.97
%0 BOOK
%T Parents Guide to the Internet: And How to Protect Your Children in Cyberspace
%A Parry Aftab
%D 1997
%P 328
%I Sc Pr Inc
%G ISBN 0-96604910-1

%M B.Aiken.96
%0 BOOK
%T Rating Scales and Checklists: Evaluating Behavior, Personality, and Attitudes
%A Lewis R. Aiken
%G ISBN 0-471-12787-6
%P 320
%I John Wiley & Sons
%D 1996
%Y Conceptual and Historical Background
Constructing and Scoring Rating Scales and Checklists
Item Analysis, Standardization, and Reliability
Validity and Statistical Methods for Research
Assessment in Business and Industry
Educational and Developmental Assessment
Personality and Clinical Assessment
Assessment of Attitudes and Values
Appendices

%M B.ATA.2000
%0 BOOK
%T Computer and Web Resources for People With Disabilities:
A Guide to Exploring Today's Assistive Technology
%Q Alliance for Technology Access
%D 2000
%P 384
%I Hunter House
%O 3rd Edition
%G ISBN: 0-89793301-X (spiral) 0-89793300-1 (paper)
%Y
	Introduction
Part I: The Search for Solutions
	A Millennium Vision
	Real People and Their Success Stories
	Setting Your Goals
	A Review of the Technology Tools
	Current Laws and Legislation
	Exploring Your Local Resources
	Building a Circle of Support
	Developing Your Funding Strategy
	Selecting Your Equipment
	Tips on Buying Your Equipment
	As You Become More Expert
	Sharing What You Learn
	More Thoughts about the Future
Part II: The Technology Toolbox
	Using the Technology Toolbox
	Ask Yourself... Charts to Determine Your Technology Needs
	Software Features
	Product Descriptions: Alternate Input
	Product Descriptions: Processing Aids
	Product Descriptions: Alternate Output
	Specialized Products
Part III: Helpful Resources and References
	Alliance for Technology Access Resource
	Centers
	State Tech Act Programs
	Americans with Disabilities Act
	Organizations
	National Conferences
	Publications
	Internet Resources
	Technology Vendors

%M B.Amiga.91 9/30/93 Samu Mielonen f1sami@uta.fi Univ. of Tampere, Finland
%0 BOOK
%T Amiga User Interface Style Guide
%Q Commodore-Amiga, Inc
%D 1991
%C Reading, Mass.
%I Addison-Wesley Publishing
%G ISBN 0-201-57757-7
%K Amiga Style Guidelines

%M B.Alesso.01
%0 BOOK
%T The Intelligent Wireless Web
%G ISBN 0-201-73063-4
%A H. Peter Alesso
%A Craig F. Smith
%I Addison-Wesley Publishing
%D 2001
%P 416
%Y
	Introduction
	The Purpose of this Book
	Who Should Read this Book
	The Organization of this Book
I. PEOPLE TO DEVICES
	1. Developing a Framework for the Intelligent Wireless Web
	2. Speech Recognition & Understanding
II. DEVICES TO DEVICES
	3. Wireless Personal Area Networks
	4. Merging Wired and Wireless Networks
	5. Merging Wireless Devices with the Web
	6. Artificial Intelligence
	7. Merging AI and the Web
III. DEVICES TO PEOPLE
	8. Speech Synthesis & Translation
	9. Technological Revolution
	10. Progress Developing the Intelligent Wireless Web
IV. APPENDIXES
	Appendix A. Standards Organizations
	Appendix B. Mobile Protocol
	Appendix C. Graphs
	Appendix D. Dynamic Languages
	Appendix E. Security
	Appendix F. Visual Prolog
	Appendix G. Knowledge Management: A Case Study of Convera Software
	Appendix H. List of Acronyms
Glossary

%M B.Andersen.90 5/14/92 gp
%0 BOOK
%T A Theory of Computer Semiotics
%S Cambridge Series on Human-Computer Interaction
%A P. B. Andersen
%D 1990
%P 416
%C Cambridge, UK
%I Cambridge University Press
%G ISBN 0-521-39336-1
%Y Prologue
Introduction: Scope and Setting
Part I. Theory
Part II. Computers
Part III. Language, Work, and Design
Epilogue

%M B.Andersen.97
%0 BOOK
%T The Theory of Computer Semiotics: Semiotic Approaches to Construction
and Assessment of Computer Systems
%S Cambridge Series on Human-Computer Interaction
%A Peter Bogh Andersen
%D 1997
%O Updated Edition
%I Cambridge University Press
%G ISBN 0-52144868-9
%Y Preface to second edition
PART I. THEORY
I.1. The structuralist heritage
	I.1.1. Empirical characteristics of two work languages
		The car repair shop
		The Postal Giro
		Technological and organizational change at the Giro
	I.1.2. Other work languages
	I.1.3. Adapting the structuralist framework
		I.1.3.1. Integrating descriptions of symbolic and non-symbolic acts
		I.1.3.2. Integrating the context in linguistic description
		I.1.3.3. Linking linguistic theory with a theory of organizations
		I.1.3.4. The national language should not be taken as the sole basis of linguistic form
		I.1.3.5. Situations and registers as the objects of research
		I.1.3.6. Connect descriptions of language states and language changes
		I.1.3.7. A materialistic view of language
I.2. Adapting and extending structuralist methods
	I.2.1. Basic concepts for describing symbolic acts
		I.2.1.1. Functions and functives
		I.2.1.2. Form/substance, expression/content
		I.2.1.3. The commutation test
		I.2.1.4. Parts and wholes
		I.2.1.5. System and process
		I.2.1.6. Systemic nets: combining process and system
	I.2.2. Adapting and extending the concepts
		I.2.2.1. The work process
		I.2.2.2. Perspectives -- selection, articulation and role
		I.2.2.3. Organizational change
		I.2.2.4. Functions between work context and language
	I.2.3. Computer systems
		I.2.3.1. The concept of system in linguistics
		I.2.3.2. The concept of system in computer science
		I.2.3.3. Differences between the informatic and linguistic concept of system
	I.2.4. Interface and register
		I.2.4.1. Formal and real meaning
		I.2.4.2. Comparing interface and work language
		I.2.4.3. Design as language politics
	I.2.5. Computers as media
PART II. COMPUTERS
Introduction
II.1. The basic means of expression
	II.1.1. Computer-based signs
		II.1.1.1. Handling, transient, and permanent features
		II.1.1.2. Objects as signs
	II.1.2. Analysis of computer-based signs
		II.1.2.1. A typology of computer-based signs
		II.1.2.2. Genres
		II.1.2.3. Direction and scenography of computer-based signs
		II.1.2.4. Using the concepts
	II.1.3. Semiotic aspects of programming
		II.1.3.1. Programming as a meta-semiology
		II.1.3.2. Levels of description: handling features
II.2. Composite computer-based signs
	II.2.1. The structure of composite computer-based signs
		II.2.1.1. The glossematic analytical procedure
		II.2.1.2. Sequential syntagms
		II.2.1.3. Concurrent syntagms
	II.2.2. Styles
		II.2.2.1. Are objects or actions most important?
		II.2.2.2. Who controls the work process?
		II.2.2.3. Cast-iron illusions?
		II.2.2.4. Computer stylistics. Conclusion
PART III. LANGUAGE, WORK, AND DESIGN
Introduction
III.1. Language as interpretation. Semantic fields in the Postal Giro
	III.1.1. Perspective differences at the Postal Giro
		III.1.1.1. C-slips
		III.1.1.2. Perspective on change and time
	III.1.2. Definition of semantic fields
	III.1.3. Using semantic fields for analysis
		III.1.3.1. Systems specification, interface and work language
		III.1.3.2. Changes of semantic fields
	III.1.4. Using semantic fields for design
III.2. Language as action. Language games in the Postal Giro
	III.2.1. A psychological definition of language games
	III.2.2. A linguistic definition of language games
		III.2.2.1. Internal structure of language games
		III.2.2.2. External function of language games
	III.2.3. Using language games for analysis
		III.2.3.1. Language games at the Postal Giro
		III.2.3.2. Language game changes
	III.2.4. Using language games in design
		III.2.4.1. Support for problem-solving
		III.2.4.2. Presence is not enough
		III.2.4.3. Support for mystery-solving: logging the past
		III.2.4.4. Support for forecasting: simulating the future
		III.2.4.5. Support for internal reporting: cooperation and division of labor
III.3. Task analysis. Controlling control
References

%M B.Anderson.83 2/10/91 gp
%0 BOOK
%T The Architecture of Cognition
%A John R. Anderson
%D 1983
%C Cambridge, MA
%I Harvard University Press
%G ISBN 0-67404425-8

%M B.Anderson.96
%0 BOOK
%T The Architecture of Cognition
%A John R. Anderson
%D 1996
%O Reprint Edition
%I Lawrence Erlbaum Associates
%G ISBN 0-80582233-X
%Y 1. Production Systems and ACT
2. Knowledge Representation
3. Spread of Activation
4. Control of Cognition
5. Memory for Facts
6. Procedural Learning
7. Language Acquisition

%M B.Andriole.95
%0 BOOK
%T Cognitive Systems Engineering for User-Computer Interface Design,
Prototyping, and Evaluation: Interface Design, Prototyping, and Evaluation
%A Stephen Andriole
%A Leonard Adelman
%D 1995
%I Lawrence Erlbaum Associates
%G ISBN 0-80581244-X
%Y 1. Cognitive Systems Engineering in Perspective
2. The Cognitive Bases of Design
3. Information Processing Technology for Cognitive Systems Engineering
4. Case Studies in Context
5. Displays and Interaction Routines for Enhanced Weapons Direction
6. Real-Time Expert System Interfaces, Cognitive Processes, and Task Performance
	+ Leonard Adelman
	+ Marvin S. Cohen
	+ Terry A. Bresnick
	+ James O. Chinnis
	+ Kathryn B. Laskey
7. Information Order Effects on Expert Judgment
	+ Leonard Adelman
	+ Terry A. Bresnick
	+ Paul K. Black
	+ F. Freeman Marvin
	+ Steven G. Sak
8. Cognitive Redesign of Submarine Displays
	+ Jill Gerhardt-Powals
	+ Helen Iavecchia
	+ Stephen J. Andriole
	+ Ralph Miller, III
9. Issues, Trends, and Opportunities

%M B.Angelides.97
%0 BOOK
%T Multimedia Information Systems
%A Marios C. Angelides
%A Schahram Dustdar
%D 1997
%P 224
%G ISBN 0-7923-9915-3
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-7923-9915-3
%S Kluwer International Series in EnGineering and Computer Science : Volume 398
%Y 1. The Multimedia Information Systems Revolution: The Unfolding of a Reality
2. Architectures of Multimedia Information Systems
3. Networked Multimedia Information Systems
4. Multimedia on the Information Superhighway
5. Application Frameworks for Multimedia Information Systems
6. Organisational Impacts of Multimedia Information Systems
7. Multimedia Authoring Systems
8. The Challenge of Multimedia Information Systems to the MIS Manager
9. Epilogue

%M B.Anshel.97
%0 BOOK
%T Visual Ergonomics in the Workplace
%D 1997
%P 160
%G ISBN 0-7484-0658-1
%I Taylor & Francis
%A Jeffery Anshel
%Y Introduction
1. Windows to the World
2. The Eye and Visual System
3. Your Workspace and Your Eyes
4. Visual Perception and VDTs
5. Computer Vision Syndrome
6. Vision Examinations
7. Vision in Industry
8. Computing for the Visually Impaired
9. Remedies
10. General Eye Care Tips
11. The Economics of Visual Ergonomics
12. Ergonomic Standards
13. Epilogue
A. VDT Workplace Questionnaire
B. Occupational Vision Requirements Questionnaire
C. Resources for the Blind and Visually Impaired
D. Computer Access Products for Blind and Visually Impaired Users
E. Anti-Glare Screens
F. Additional Resources
G. California Ergonomic Standard
Glossary

%M B.APA.82 2/2/91 gp
%0 BOOK
%T Ethical Principles in the Conduct of Research with Human Participants
%G ISBN 0-91270482-9
%Q APA
%D 1982
%P 76
%C Washington, DC
%I American Psychological Association
%K EVALUATION Empirical
%Y APA Ethical Principle 9: Research with Human Participants
I	Background and Methodology of the Development of the Ethical Principles
II	Introduction and Summary Statement
III	Explication of the Principles

%M B.Apple.87 11/4/90 gp/bs
%0 BOOK
%T Human Interface Guidelines: The Apple Desktop Interface
%Q Apple Computer, Inc.
%D 1987
%P 144
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-17753-6, OCLC 17424669
%K DESIGN Guidelines Macintosh
%Y 1	Philosophy
2	Elements of the Desktop Interface
3	Specifications
A	Roots of the Apple Desktop Interface
B	Software for International Markets
C	Recommended Reading

%M B.Apple.92 3/23/93 gp 1/17/94
%0 BOOK
%T Macintosh Human Interface Guidelines
%Q Apple Computer, Inc.
%D 1992
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-62216-5, OCLC 27820109
%Y Preface: About this Book
Part 1: Fundamentals
	1. Human Interface Principles
	2. General Design Considerations
	3. Human Interface Design and the Development Process
Part 2: The Interface Elements
	4. Menus
	5. Windows
	6. Dialog Boxes
	7. Controls
	8. Icons
	9. Color
	10. Behaviors
	11. Language
Appendixes
	Appendix A: Resources
	Appendix B: Bibliography
	Appendix C: Checklist
	Glossary
	Index

%M B.Apple.loc.92 98-05-18 gp
%0 BOOK
%T Guide to Macintosh Software Localization
%Q Apple Computer Inc.
%D 1992
%P 330
%C Reading, Massachusetts
%I Addison-Wesley Publishing
%G ISBN 0-201-60856-1
%K internationalization; software localization

%M B.Apple.93 9/25/93
%0 BOOK
%T Demystifying Multimedia: A Guide for Multimedia Developers
%Q Apple Computer, Inc.
%D 1993
%P 288
%C San Francisco, CA
%I Apple Computer, Inc. and vivid publishing, inc.
%Y Introduction
	Multimedia Defined
	Different Markets and Different Processes
	Multimedia Industry Participants
	Why This Book?
	A Call to Arms
1: Prototypical Roles
	Audience
	Clients
	Business and Legal Professionals
	Project Managers
	Marketing and Sales Managers
	Content Experts
	Writers, Editors, and Researchers
	Graphics Professionals
	Sound Professionals
	Animators
	Video Professionals
	Information Designers, Interface Designers, and Programmers
2: Prototypical Projects
	Electronic Books
	Electronic Magazines
	Kiosks
	Multimedia Databases
	Corporate Training
	Interactive Education
	Interactive Games
	Interactive Music
	Interactive Art and Performance
	Interactive Sales and Marketing
	Presentation and Communications
	Productivity and Authoring Tools
3: Management
	Business Management
	Project Management
	Finances
	People
	Resources
	Legal Concerns
	Working with Clients
	Marketing and Sales
	Management Tips
4: Concept and Planning
	Project Types
	Development Process
	Interactivity
	Target Audience
	Designing for Reuse
	Content Experts
	Content
	Comparing Media
	Combining Media
	Legal Issues
	Market Research
	Early Visualization
	Concept and Planning Tips
5: Design and Prototype
	Kickoff Meeting
	Working Content
	Design Goals
	Brainstorming
	Information Design
	Interface Design
	Group Interactions
	Storyboards
	Prototype
	Tools and Engines
	Text
	Graphics, Illustrations, and Photographs
	Time-based Media
	Sound
	Animation
	Video
	Integration
	Programming
	User Testing
	Product Specifications and Standards
	Design and Prototyping Tips
6: Production
	Production Methods
	Organizing the Production Schedule
	Organizing the Production Personnel
	Organizing the Production Resources
	Repurposing Source Materials
	Generating New Content
	Text Production
	Graphic Production
	Sound Production
	Animation Production
	Video Production
	Programming Production
	Production Integration
	Documentation
	Product Packaging
	Production Tips
7: Testing
	Multimedia Testing Issues
	When to Test
	When to Stop Testing
	What to Test
	User Testing
	Functional Testing
	Content Testing
	Collateral Materials
	Market Testing
	Creating a Test Plan
	Resources for Testing
	Evaluating Test Results
	Testing Tips
8: Mastering, Duplication, and Distribution
	The Importance of Distribution
	Preparation of Physical Media
	Choosing Vendors
	Distribution Options
	Distribution Channels
	Marketing
	Sales
	Distribution Tips
9: Follow-up
	Development Wrap-Up
	Maintenance
	Training
	Documentation
	Customer Relations
	Repurposing Work
	Follow-up Tips
Resources
	Books, Periodicals, Pamphlets, Organizations, Foundations,
	Training and Schools, Conferences, Software and Hardware
	Tools
Glossary/Index

%M B.Apple.93 2/17/94 gp
%0 BOOK
%T Making it Macintosh
%Q Apple Computer, Inc.
%D 1993
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-62626-8
%O CD-ROM companion to Macintosh Human Interface Guidelines
%W http://developer.apple.com/techpubs/mac/HIGuidelines/HIGuidelines-2.html
%Y Figures and Tables
Preface - About This Book
1 - Fundamentals
	1 - Human Interface Principles
	2 - General Design Considerations
	3 - Human Interface Design and the Development Process
2 - The Interface Elements
	4 - Menus
	5 - Windows
	6 - Dialog Boxes
	7 - Controls
	8 - Icons
	9 - Color
	10 - Behaviors
	11 - Language
Appendixes
	A - Resources
	B - Bibliography
	C - Checklist
Glossary

%M B.Apple.96
%0 BOOK
%T Newton 2.0 User Interface Guidelines
%Q Apple Computer , Inc.
%D 1996
%I Addison-Wesley Publishing
%G ISBN 0-201-48838-8
%Y Preface: About This Book
1. Newton and Its Users
2. Container Views
3. Controls
4. Pickers
5. Icons
6. Data Input
7. Routing and Communications
8. Newton Services
Appendix: Avoiding Common Mistakes
Glossary

%M B.Arlov.97
%0 BOOK
%T GUI Design for Dummies
%S For Dummies
%D 1997
%A Laura Arlov
%I IDG Books
%G ISBN 0-76450213-1
%P 392
%O Includes CD-Rom
%Y Introduction
I: IDENTIFYING GOALS AND CONSTRAINTS
	1: Deciding Where You're Going
	2: Asking the Right Questions
	3: Organizing the Work
II: SURVIVING THE EARLY DESIGN STAGE
	4: Choosing Type and Structure
	5: Pin Up Those Super Models
	6: How Users Get Around: Navigation Models
	7: The GUI Standard
III: DESIGNING GUIS THAT WORK
	8: Learning How Users Work
	9: Task-Oriented Application Design
	10: Task-Oriented Window Design
	11: Making Your GUI Easy to Understand
	12: Making Your GUI Effective to Use
IV: DESIGNING WINDOWS
	13: The ABCs of Visual Design
	14: Color Is Communication
	15: Icons and Graphics
	16: The Right Widget for the Job
V: DOING REALITY CHECKS
	17: A Cookbook for Testing with Users
	18: Testing Stories from True Life
	19: Other Paths to Enlightenment
VI: THE PART OF TENS
	20: Murphy's Laws of GUI Design
	21: Ten Ways to Tell Whether Your GUI Is Good
	22: Ten Things a Project Leader Can Do
	23: Ten Resources for GUI Designers
Appendix: About the CD

%M B.Baber.97
%0 BOOK
%T Beyond the Desktop: Designing and Using Interaction Devices
%S Computers and People
%A Christopher Baber
%I Academic Press
%G ISBN 0-12069550-2
%P 384
%D 1997
%Y 1. Introduction
2. Keyboards
3. Pointing devices
4. Alternative interaction devices
5. Classifying devices
6. Modeling device use
7. Typing
8. Writing and drawing
9. Pointing
10. Speaking
11. Devices for restricted environments
12. Physical aspects of interaction device use
13. Interaction devices at work
14. Multimodal human-computer interaction

%M B.Badre.02
%0 BOOK
%T Shaping Web Usability: Interaction Design in Context
%A Albert N. Badre
%G ISBN: 0-201-72993-8
%I Addison-Wesley Publishing
%D 2002
%P 304
%W http://www.aw.com/cseng/titles/0-201-72993-8/
%Y
1. Human Computer Interaction for the Web
	From Human Factors to Usability: A Short History of HCI
	Origins
	Focus on the User Interface
	User Interface Software
	Usability
	Focusing on the Web
	HCI Principles for the Web
	User-Centered Design
	Early Human Factors Input
	Task Environment Analysis
	Iterative Design and Continuous Testing
	Web Usability
	Themes
	Designing for Context
	Designing for the User Experience
2. Web Usability Strategy
	Scenarios
	Context
	The Userview Process
	Goals and Requirements
	User Culture
	Web Interface Guidelines Specialization
	Constructing Storyboards and Interactive Prototypes
3. The Web Environment
	The User Environment
	The Physical Space
	The Cognitive Space
	The Site Environment
	Scenarios
	Designing from Scenarios
	Simple versus Enriched Site Environments
4. The Web User, Part 1: The Audience
	Understanding the Web User
	Defining an Audience
	Individual Differences
	Cognitive Processing Capabilities and Limits
	Generating an Audience Profile
5. The Web User, Part 2: Older Adults
	Older Adults and the World Wide Web
	Characteristics of Older Users
	Movement Control
	Perception
	Cognition
	Web Design Features to Avoid
	Design Guidelines
	Usability Testing with Older Adults
6. Designing for Web Genres
	Genre Content
	Genre Expression
	Genre Form
	Genre Evolution
	Genre Mixing
7. The Web Site
	Conceptualizing the Site with a Visitor-Centered Focus
	Positioning the Content
	Speeding Up the Response
	Smoothing the Navigation
	Links
	Buttons and Controls
	Site Maps, Content Lists, and Indexes
	Landmarks and History Trails
	Keywords and Site Search Engines
	Assuring Reasonable Confidence in the Site's Privacy and Security
	Making the Site Visible
	Maintaining Quality
8. The Web Page
	General Page Design Issues
	Consistency
	Coherence
	Placement of Information
	Information Coding
	Color
	Text Clarity
	Home, Content, and Transaction Pages
	The Home Page
	The Content Page
	The Transaction Page
9. The Aesthetic Factor
	Usability and Aesthetics
	Simplicity and Enrichment
	The Use of Graphics
10. From Desktops to Handhelds
	The Technology of Wireless Devices
	The Usability of Wireless Devices
	The Role of Context
	Small-Size Effects
	Effective Functionality and Task Preferences
	Information Presentation
	Interaction and Navigation
	Designer's Palette: Guidelines for Hand Web Design
11. The Cultural Context
	Cultural Usability
	Culture-Specific Designs
	Designing for the Localized Web
	Genre-Localized Attributes
	Behaviors and Practices
	Icons, Symbols, Pictorials, and Artifacts
	Conventions and Formats
	Intangible Values and Dimensions
	Preferred Content
12. Evaluating Web Usability
	Traditional Usability Testing
	Usability Testing for the Web
	Web-Focused Issues and Testing
	Web-Specific Test Plan Issues
	Web-Specific Evaluation Issues
	The Process of Web Evaluation
	Usability Evaluation Goal Setting
	Early Paper Testing
	Storyboard Testing
	Interactive Prototype Testing
	Frequently Asked Questions about Usability Evaluation

%M B.Baker.2000
%0 BOOK
%T Virtual reality :
experiencing illusion
%A Christopher W. Baker
%D 2000
%P 48
%I Millbrook Press
%G ISBN: 0-76131350-8

%M B.Baecker.90 4/26/92 gp
%0 BOOK
%T Human Factors and Typography for More Readable Programs
%A Ronald M. Baecker
%A Aaron Marcus
%D 1990
%P 366
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-10745-7, OCLC 19513113; ACM Order number 706890

%M B.Bailey.82 11/4/90 gp/bs
%0 BOOK
%T Human Performance Engineering: A Guide for System Designers
%A Robert W. Bailey
%D 1982
%P 656
%C Englewood Cliffs, NJ
%I Prentice Hall
%G ISBN 0-13-445320-4, OCLC 8399247; TA 166.B33
%K GENERAL DESIGN Task Psych EVALUATION
%Y Introduction
1	Psychology and Systems
2	History of Human Performance
The Human (User)
3	Human Limits and Differences
4	Sensing
5	The Body and Performance
6	Cognitive Processing and Performance
7	Perception, Problem Solving and Decision Making
8	Memory
9	Motivation
The Activity -- Basic Design
10	Designing for People
11	Basic Design
The Activity -- Interface Design
12	Displays, Controls, and Workplace Design
13	Speech Communication
14	Human/Computer Interface
15	Forms and CRT Screen Design
16	Code Design
The Activity -- Facilitator Design
17	Supporting Human Performance
18	Selection Criteria
19	Printed Instructions
20	Performance Aids
21	Training Development
The Context (Environment)
22	Physical and Social Environments
Tests and Studies
23	Data Collection
24	Performance Testing
25	Conducting Comparison Studies

%M B.Bailey.83 2/2/91 gp
%0 BOOK
%T Human Error in Computer Systems
%A Robert W. Bailey
%D 1983
%C Englewood Cliffs, NJ
%I Prentice Hall
%G ISBN 0-13445056-6
%K DESIGN
%Y 1	Designing to Reduce Errors
2	Measuring Errors
3	Error Sources
4	Error Prevention
5	System Design Factors
6	Written Instruction
7	Training Factors
8	Human/Computer Interface Factors
9	Environmental Factors
10	Organizational Accuracy Requirements
11	Personal Factors
12	Error Detection
13	Error Correction

%M B.Bailey.89 1/31/91 gp
%0 BOOK
%T Human Performance Engineering: Using Human Factors/Ergonomics
to Achieve Computer System Usability
%A Robert W. Bailey
%D 1989
%P 563
%C Englewood-Cliffs, NJ
%I Prentice Hall
%G ISBN 0-13-445180-5
%O Second edition

%M B.Bailey.96
%0 BOOK
%T Human Performance Engineering: Designing High Quality, Professional
User Interfaces for Computer Products, Applications, and Systems
%A Robert W. Bailey
%D 1996
%I Prentice Hall
%G ISBN 0-13-149634-4
%O 3rd edition
%Y 1. Human Engineering Acceptable Performance
2. Human Limits and Differences
3. Sensing and Responding
4. Cognitive Processing and Performance
5. Memory
6. Motivation
7. Iterative Design and Prototyping
8. Usability Studies and Usability Testing
9. Product Analysis and Definition
10. Input and Output Devices
11. Task Analysis
12. Interaction Issues
13. Presentation Issues and User Guidance
14. Written Instructions
15. Training Development
16. Usability Optimization
17. Physical and Social Environment
18. Conducting Comparison Studies Using Statistics
A: Human Performance Engineering (Usability) Resources
B: Guidelines for Developing Questionnaires
C: Guidelines for Designing Forms
D: Workplace Design

%M B.Banks.92
%0 BOOK
%T Effective Computer Display Design
%A William W. Banks
%G ISBN 0-13-401027-2
%D 1992
%C Englewood Cliffs, NJ
%I Prentice Hall

%M B.Bardini.2000
%0 BOOK
%T Bootstrapping :
Douglas Engelbart, coevolution, and the origins of personal computing
%A Thierry Bardini
%D 2000
%P 284
%I Stanford University Press
%G ISBN 0-80473723-1
%Y
Introduction: Douglas Engelbart's Crusade for the Augmentation of Human Intellect
1. Language and the Body
2. The Chord Keyset and the QWERTY Keyboard
3. The Invention of the Mouse
4. Inventing the Virtual User
5. SRI and the oN-Line System
6. The Arrival of the Real User and the Beginning of the End
7. "Of Mice and Man": ARPANET, E-mail, and est
Coda: Where Hand and Memory Can Meet Again
Appendix Personnel at Engelbart's SRI Lab

%M B.Barfield.93 4/26/92 gp
%0 BOOK
%T The User Interface: Concepts and Design
%A Lon Barfield
%D 1993
%P 400
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-54441-5 0-80473871-8

%M B.Barnum.02
%0 BOOK
%T Usability testing and research
%A Carol M. Barnum
%D 2002
%P 428
%I Longman
%G ISBN: 0-20531519-4

%M B.Bass.91
%0 BOOK
%T Developing Software for the User Interface
%S The SEI Series in Software Engineering
%A Len Bass
%A Joelle Coutaz
%D 1991
%P 256
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-51046-4, OCLC
%G QA 76.9.U83B37
%Y 1	The Elements of User Interface Development
	1.1	The Software Engineering Life Cycle
	1.2	Roles
	1.3	User Interface Life Cycle
		1.3.1	Requirements Definition
		1.3.2	Specifications
		1.3.3	Implementation
	1.4	Mobile Robot Example
	1.5	Functional Core of the Mobile Robot Software
2	In Search of a Design Method
	2.1	An Overview of the Design Stages
	2.2	Define the Problem
	2.3	Model the Operator
		2.3.1	Semantic and Syntactic Knowledge
		2.3.2	Techniques for Identifying the Operator's Characteristics
		2.3.3	General Classification of Operators
	2.4	Perform Task Analysis
		2.4.1	Task Decomposition
		2.4.2	Task Decomposition Analysis
	2.5	Define Computer Objects and Functions
		2.5.1	Making the Task Objects Correspond to Computer Objects
		2.5.2	Providing General Services
		2.5.3	Deciding Who Drives the Interaction
	2.6	Design the User Interface
		2.6.1	Choosing Interaction Objects
		2.6.2	Making the System State Explicit
	2.7	Evaluate the Design
	2.8	Engineering Considerations
		2.8.1	Cost and Schedule Considerations
		2.8.2	Iterative Refinement
		2.8.3	Configuration Management
3	Window Systems
	3.1	Device Independence and Device Sharing
		3.1.1	Device Independence
		3.1.2	Window System Events
		3.1.3	Device Sharing
		3.1.4	Example
	3.2	Imaging Model
		3.2.1	Color
		3.2.2	Pixels as an Imaging Model
		3.2.3	PostScript
		3.2.4	PHIGS
		3.2.5	Fonts
	3.3	Resource Management
	3.4	Managing a Single Window
		3.4.1	Resizing a Window
		3.4.2	Shape of Windows
	3.5	Managing Multiple Windows
		3.5.1	Input Management
	3.6	Multimedia
		3.6.1	Full Motion Video
		3.6.2	Audio
	3.7	Human Considerations
		3.7.1	Unselected Window Problem
		3.7.2	Button Overload Problem
		3.7.3	Behavior Consistency Problem
		3.7.4	Window Tiling
		3.7.5	The Rooms Model
	3.8	Engineering Considerations
		3.8.1	Software Architecture
		3.8.2	Programming Style
		3.8.3	Performance Issues
		3.8.4	Evaluation Issues
	3.9	Window System Used in the Mobile Robot
	3.10	Future
4	Interaction Objects
	4.1	Interaction Objects as Abstractions
		4.1.1	Sample Interaction Objects
		4.1.2	Appearance and Behavior of Interaction Objects
		4.1.3	Relationship between Interaction Objects and the Underlying Window System
	4.2	Interaction Object Architecture
		4.2.1	Principles of the Object-Oriented Paradigm
		4.2.2	Architecture of the X Toolkit Intrinsics
		4.2.3	The Benefits of the Object-Oriented Approach
		4.2.4	The Drawbacks of the Object-Oriented Approach
		4.2.5	Non-Object-Oriented Construction Models
	4.3	Composite Objects
		4.3.1	Simple Composition
		4.3.2	Geometry Management
		4.3.3	Constraints
		4.3.4	Garnet
		4.3.5	Abstract Imaging
	4.4	Multimedia
	4.5	Human Considerations
		4.5.1	Restrictions Imposed by Toolkits
		4.5.2	Combining Different Toolkits
	4.6	Engineering Considerations
		4.6.1	Standardization
		4.6.2	Customization
		4.6.3	Application Programming Interface
		4.6.4	Evaluation Criteria
	4.7	Mobile Robot Example
	4.8	Future
5	Dialogue Control
	5.1	Definitions
		5.1.1	Dialogue Controller
		5.1.2	Application Skeletons
		5.1.3	User Interface Generators
	5.2	Requirements for Dialogue Controllers
		5.2.1	Requirements for Interleaving
		5.2.2	Requirements for the Protocol with Functional Core: API
		5.2.3	Support for General Services
	5.3	Abstract Basis of Dialogue Control
		5.3.1	Formal Grammar Models
		5.3.2	Transition Networks
		5.3.3	Production Models
	5.4	Architectural Models
		5.4.1	Monolithic Sequential Architectures
		5.4.2	Multiagent Architectures
	5.5	Human Issues
	5.6	Engineering Issues
		5.5.1	Diversity of Functionality
		5.5.2	Run-time Support
		5.5.3	From Architectural Models to Implementation
	5.7	Future
		5.7.1	Cooperative Dialogue
		5.7.2	Groupware
		5.7.3	Multimodal Interaction
6	User Interface Management Systems
	6.1	Types of Services
		6.1.1	Design Services
		6.1.2	Construction Services
		6.1.3	Evaluation Services
		6.1.4	Maintenance Services
	6.2	User Interface Generators
		6.2.1	Presentation Specification Tools
		6.2.2	Dialogue Control Specification Tools
		6.2.3	Semantic Specification Tools
	6.3	An Example: Serpent
		6.3.1	Serpent's Dialogue Specification Mechanism
		6.3.2	Serpent's Interface with the Functional Core
		6.3.3	Serpent and Toolkits
		6.3.4	Serpent with the Life Cycle
		6.3.5	Serpent and Abstract Models
	6.4	Human Issues
	6.5	Engineering Issues
	6.6	Future
		6.6.1	Interdisciplinary Efforts
		6.6.2	Improvement of Computer Science Techniques
Appendix A: A Simple Draw Program Using Xlib
	A.1	The User Interface
	A.2	Comments
Appendix B: A Simple Draw Program Using the HP Toolkit
	B.1	The User Interface
	B.2	Comments
Appendix C: A Simple Draw Program Using HyperCard
	C.1	The User Interface
	C.2	Constructing the User Interface Interactively
	C.3	Scripts
Bibliography
Index

%M B.Bauersfeld.94
%0 BOOK
%G ISBN 1-55828296-3
%T Software by Design: Creating People Friendly Software for the MacIntosh
%S New Technology Building Blocks
%A Penny Bauersfeld
%D 1994
%I M&T Books
%P 329

%M B.Beaumont.02
%0 BOOK
%T Constructing Usable Web Menus
%A Andy Beaumont
%A Dave Gibbons
%A Jody Kerr
%A Jon Stephens
%I Wrox Press
%D 2002
%P 200
%G ISBN 1-90415102-7

%M E.Beaumont.02f
%0 BOOK
%T Usable Forms for the Web
%E Andy Beaumont
%E Jon Stephens
%E Jon James
%E Chris Ullman
%D 2002
%I glasshaus
%G ISBN 1-90415109-4
%P 400
%Y
Chapter 1: HTML Forms
Chapter 2: Designing Usable Forms
Chapter 3: Flash Forms
Chapter 4: Using Forms with ASP
Chapter 5: Using Forms with PHP and MySQL
Chapter 6: Form Validation Techniques
Chapter 7: Advanced Client-side Form Scripting
Chapter 8: Forms in ASP.NET
Resources

%M B.Becchtti.99
%0 BOOK
%T Speech Recognition: Theory and C++ Implementation
%A Claudio Becchetti
%A Lucio Prina Ricotti
%O Includes CD-ROM
%D 1999
%I John Wiley & Sons
%G ISBN 0-471-97730-6
%Y 1. Introduction
2. Speech Database
3. Speech Signal Analysis
4. Hidden Markov Models
5. HMM Training
6. Language Model
7. Recognition
8. Evaluation and Parameter Setting
Econometric Appendix: The behaviour of Financial Time Series

%M B.Benyon.96
%0 BOOK
%T Critical Issues in User Interface Systems Engineering
%S Applied Computing
%A David Benyon
%A Philippe Palanque
%I Springer-Verlag
%G ISBN 3-54019964-0
%D 1996

%M B.Benyon.99
%0 BOOK
%T Conceptual Modeling for User Interface Development
%A David Benyon
%A Diana Bental
%A Thomas Green
%P 200
%D 1999
%I Springer-Verlag
%G ISBN 1-85233009-0

%M B.Bergman.2000
%0 BOOK
%T Information appliances and beyond :
interaction design for consumer products
%A Eric Bergman
%D 2000
%P 385
%I Morgan Kaufmann Publishers
%G ISBN: 1-55860600-9

%M B.Bernsen.98
%0 BOOK
%T Designing Interactive Speech Systems: From First Ideas to User Testing
%A Niels Ole Bernsen
%A Hans Dybkjr
%A Laila Dybkjaer
%P 200
%D 1998
%I Springer-Verlag
%G ISBN 3-540-76048-2
%Y 1. Interactive Speech Systems
	1.1 Introduction
	1.2 Background and Scope of This Book
	1.3 State of the Art
	1.4 Unsolved Problems
2. Speech Interaction Theory
	2.1 Introduction
	2.2 Elements of Interactive Speech Theory
	2.3 Context
	2.4 Interaction Control
	2.5 Language
	2.6 Speech
	2.7 Performance
	2.8 Characterizing Systems
3. Developing Interactive Speech Systems
	3.1 Introduction
	3.2 The Development and Evaluation Process
	3.3 Supporting Completeness and Consistency of Requirement Specifications
	3.4 Representing Design Space and Design Reasoning
	3.5 Speech Functionality
4. Interaction Model Analysis and Design
	4.1 Introduction
	4.2 Guidelines for Co-operative Interaction Design
	4.3 Guidelines Illustrated and Explained
	4.4 Development and Justification of the Guidelines
5. Wizard of Oz Simulation
	5.1 Introduction
	5.2 Wizard of Oz for Interaction Model Development
	5.3 Planning Wizard of Oz Simulations
	5.4 Developing the First Interaction Model
	5.5 Iterating the Interaction Model
	5.6 Uses of WOZ
6. Implementational Issues
	6.1 The Overall Dialogue System
	6.2 Dialogue Control
	6.3 Debugging
7. Corpus Handling
	7.1 Introduction
	7.2 Transcription
	7.3 Mark-up
	7.4 Coding
	7.5 Corpus Tools
8. Evaluation
	8.1 Introduction
	8.2 Performance Evaluation
	8.3 Diagnostic Evaluation
	8.4 A By-product: User Errors
	8.5 Adequacy Evaluation
9. Next Steps in Interactive Speech Systems
	9.1 Introduction
	9.2 Advanced Mixed Initiative Interactive Speech Systems
	9.3 Intelligent Multimodal Systems Using Advanced Interactive Speech


%M B.Beyer.98
%0 BOOK
%T Contextual Design: Defining Customer-Centered Systems
%A Hugh Beyer
%A Karen Holtzblatt
%P 472
%C San Francisco
%D 1998
%I Morgan Kaufmann Publishers
%G ISBN 1-55860-411-1, OCLC
%G QA76.9.S88B493
%Y 1 Introduction
2 Gathering Customer Data
3 Principles of Contextual Inquiry
4 Contextual Inquiry in Practice
5 A Language of Work
6 Work Models
7 The Interpretation Session
8 Consolidation
9 Creating One View of the Customer
10 Communicating to the Organization
11 Work Redesign
12 Using Data to Drive Design
13 Design from Data
14 System Design
15 The User Environment Design
16 Project Planning and Strategy
17 Prototyping as a Design Tool
18 From Structure to User Interface
19 Iterating with a Prototype

%M B.Bickford.97
%0 BOOK
%T Interface Design: the Art of Developing Easy-to-Use Software
%A Peter Bickford
%I Academic Press
%S Professional
%G ISBN 0-12095860-0
%D 1997
%P 306
%Y Acknowledgments
About the Author
Introduction
A Failure to Communicate
Easy to Use
Part I Designing for a Complex World
	Chapter 1 Constraints
		Designing for a Complex World, Part I
		Constraints Reduce Complexity
		Moving from the General to the Specific
	Chapter 2 Intelligence
		Designing for a Complex World, Part 2
		"Stupid Computer!"
		Basic Intelligence
		Delight the User
		Help the Computer Know Itself
		Intelligent Agents: Computerized Assistants
		Be Specific and Don't Go Too Far
	Chapter 3 In Search of Elegance: Designing for the Mass Market
		Designing for a Complex World, Part 3
		Back to the Feature
		Everything to All People
		Feature Creep Carefully
		The 80/20 Solution
		Dealing with Offers You Can't Refuse
	Chapter 4 Details! Details!
		Designing for a Complex World, Part 4
		The Illusion of Interface Design
		If It's Not All Right, It's All Wrong
	Chapter 5 Transparency, or Death Comes to Bob the Waiter
		Designing for a Complex World, Part 5
		"Hi, I'm Bob! I'll Be Your Waiter for This Evening!"
		The Extra HI Design Mile
Part II General Design Issues
	Chapter 6 Error Messages
		Ban the Bomb
		Minimize the Damage
		Prevent Errors
		Know Your Audience
		What Do I Do Now?
		Building a Better Error Message
	Chapter 7 Preferences
		Preferences, Persistence, and the Soft Machine
		Make Your Own Design Decisions
		Setup Choices
		Default Settings and the Soft Machine
		Hard Machines, Persistent Preferences
		Disappearing Preferences
	Chapter 8 Toolbars
		Toolbars
		On the Strengths of Button-Driven Interfaces
		But on the Other Hand
		And the Magic Number Is
		Some Guidelines
	Chapter 9 Tabbed Dialogs and Progressive
		Disclosure
		Tabs
		Limiting Complexity
		Progressive Disclosure in Practice
		"More Choices"/"Fewer Choices" Buttons,
		Disclosure Triangles
		Spring-Loaded Dialog Boxes
		Pop-Ups
		Icon Lists
		And Then There Were Tabs
	Chapter 10 Icons
		Comics, Icons, and Interface
		The Strange Power of Icons
		Icons Are a Canvas for Your Experience
		Clear Pictures for Clear Communication
		Learning from Comics
	Chapter 11 Speed and Feedback
		Speed
		Real Speed and Perceived Speed
		Maximizing Real Speed
		Do Visible Work First
		Faking Out the User
	Chapter 12 Localization
		Fluent Interfaces, Part One: Speaking the Language
		The Tyranny of the Typewriter
		Growing Up
		Great Expectations
	Chapter 13 Cross-Platform Development
		Fluent Interfaces, Part Two: Ports
		A Cautionary Tale
		When in Rome
		Travel Guides to Foreign Platforms
		Coding for Cross-Platform Products
		Beware the Least Common Denominator
	Chapter 14 Cultural Issues of Cross-Platform
		Development
		Culture Clash
		Cross-Platform/Cross-Culture
		Understanding the Other Side
		Avoid the Red Flags
Part III Web Design, Networks, and Corporate Computing
	Welcome to the Wild West of Human Interface
	Chapter 15 Usability in the Business World
		A Few Tips on Designing for Enterprise Computing
		Mainframes and the Menu Bar
		Designing for Data Entry, Part 1: Keyboard Shortcuts Revisited
		Designing for Data Entry, Part 2: Return,
		Enter, and Default
		Fun with Feedback
	Chapter 16 Database Interface Design
		Designing Databases That Don't Torture the
		User. Saving Your Database's Interface in Eight Easy Steps
		Design for Data Entry, Revisited
		Make the Menus Make Sense
		Design for the User, Not the Database
		Put a Real, Native Interface on Your Database
		Feedback and Speed
		Avoid Toolbar Overkill
		Practice Good Visual Design
		Try It Out on Real Users
		The Rewards of Good Database Design
	Chapter 17 Menus and Large Systems
		Menu Bar Madness
		Menus Are the Map to the Application
		The File Menu and Documentless Applications
	Chapter 18 Forms Layout and Status Messages
		The Eyes Have It
		Follow the Reading Path
		Tunnel Vision
		Warning! Warning!
	Chapter 19 Information Systems
		House-hunting in the Information Age
		Data vs. Information
		Sins of Omission: Information Arbitrage
		Data Corruption: When What You See Is Not What You Get
		Flexible Searching: Getting the
		Information the User Really Wants
		Visualizing the Results
	Chapter 20 Network and Network Applications
		Network Nirvana
		Get the User Out of the Network
		Configuration Business
		Shopping the 'Net: Three Types of Navigation
		The Basics Still Apply--They're Just More Advanced
	Chapter 21 Designing for the World Wide Web
		If You Build It, Will They Come?
		Find a Metaphor
		It's In Here Somewhere
		Make the Experience Enjoyable
Part IV Multimedia
	Chapter 22 The Role of Multimedia
		I've Seen the Future
		State of the Art
		I've Seen the Future
		Back at Work--The Shape of Things to Come
	Chapter 23 Game Design
		Addictive Interfaces/Building Interfaces
		Your Users Can't Stop Using
		Secrets of Successful Games
	Chapter 24 Sound
		Sound + Vision, Part 1: Things That Go
		"Boop!" in the Night
		Theory and Reality
		Use Different Sounds to Indicate
		Different Meanings
		Use Different Volume Levels for Different Messages
		Characteristics of "Good" Sounds
		Calling In the Pros
	Chapter 25 Animation and Movies
		Sound + Vision, Part 2: Moving Objects and Motion Pictures
		Animation Zen
		Better Than the Real World?
		Telling Tales with Video
		Storytelling 101
		Text, Hypertext, and Video
	Chapter 26 Interactivity and Design Philosophy
		Headhunters and Multimedia
		The Phone Call
		The Problem
		Beauty Isn't Everything
		Learning from Video Games, Part 2
		Make Your Products Usable, Not Just Appealing
Part V Beyond the Guidelines: Tips for the
	Practicing Designer
	Chapter 27 Guerrilla Usability Testing
		Usability Testing
		Testing Code Instead of Software
		Lab Coat Not Required
		A Brief Lesson in Conducting a Usability Test
		Win Friends and Change Minds
		The All-Important Paradox of Usability Testing
		Keeping Us Honest
	Chapter 28 Prototyping
		Murder Your Children
		Rapid Prototyping versus Quick-Dry Mental Cement
		Egoless Programming and the Value of Mistakes
		It May Be Your Best Idea, But It Won't Be
		Your Last Idea
	Chapter 29 Extending the Guidelines
		Rules for Breaking the Rules
		Going Beyond the Guidelines
	Chapter 30 Product Updates
		This Old Interface
		Repair, Remodel, or Renovate?
		Interface Repair--Getting Visible Results for Little Effort
		Interface Remodeling--Major Attacks on a Few Bad Problems
		Renovation--Cracks in the Foundation
	Chapter 31 Avoiding Interface Fads
		Fad Gadgets
		1989: The NeXT Computer, and All Things Dark and Beveled
		1990: Tear-Offs
		1992: The Rise of the Toolbar
		1993: Fade to Gray
		1994 and Beyond: Collaboration
		Building the Next Big Thing
	Chapter 32 Case Study: Interfaces that Work, and Why
		A Few of My Favorite Things
		Adobe Photoshop--Making Novices Look Good
		MacWrite Pro--Elegance and Attention to Detail
		Help!--Taking the Terror Out of Errors
		Norton Utilities--Keeping Problems from Being the User's Problem
		TouchBase--Making Life Easier for the User
		SoftPolish--A Power Tool for Getting the Details Right
		It's Not All Bad
	Chapter 33 Case Study:

%M B.Braun.02
%0 BOOK
%T Usability: The Site Speaks for Itself
%A Kelly Braun
%A Max Gadney
%A Matthew Haughey
%A Adrian Roselli
%A Don Synstelien
%A Tom Walter
%A David Wertheimer
%A Molly E. Holzschlag
%A Bruce Lawson
%D 2003
%P 300
%I glasshaus
%G ISBN 1-90415103-5

%M B.Brockman.86 11/4/90 gp/bs
%0 BOOK
%T Writing Better Computer User Documentation: From Paper to Online
%G ISBN 0-471-88472-3
%A R. John Brockmann
%D 1986
%P 289
%C New York, NY
%I John Wiley & Sons

%M B.Brockman.90
%0 BOOK
%T Writing Better Computer User Documentation
%A R. John Brockmann
%O Second Edition
%D 1990
%C New York, NY
%G ISBN 0-471-88472-3
%I John Wiley & Sons

%M B.Bodker.91 4/26/92
%0 BOOK
%T Through the Interface: A Human Activity Approach to User Interface Design
%A Susanne Bodker
%D 1991
%P 169+ii+A17
%C Hillsdale, NJ
%I Lawrence Erlbaum Associates
%G ISBN 0-8058-0570-2, 0-8058-0571-0 (pbk.); QA 76.9 H85 B63 1990
%Y 1.	Introduction
2.	Human Activity and Human-Computer Interaction
3.	User Interface Design: The Empirical Cases
4.	User Interfaces
5.	Methods for User Interface Design
6	User Interface Design: Advice to the Designer
Acknowledgements
Bibliography
Index
Author Index
Appendix. A Brief Description of MacWrite and Microsoft WORD

%M B.Bolt.84 11/4/90 gp/bs
%0 BOOK
%T The Human Interface: Where People and Computers Meet
%A Richard A. Bolt
%G ISBN 0-53403380-6 (hdbk) 0-53403387-3 (pbk)
%D 1984
%P 113
%C Belmont, CA
%I Lifelong Learning Publications

%M B.Booth.89 11/3/93 gp
%0 BOOK
%T An Introduction to Human-Computer Interaction
%A Paul Booth
%D 1989
%C Hove, UK
%I Lawrence Erlbaum Associates
%G ISBN 0-86377-123-8
%O Reviewed in IJHCI, 3:1, 1991, 113-114

%M B.Borchers.01
%0 BOOK
%T A Pattern Approach to Interaction Design
%A Jan Borchers
%G ISBN: 0-471-49828-9
%P 268
%Y Introduction
Design Pattern Languages
An Interdisciplinary Pattern Framework
A Pattern Language for Interactive Music Exhibits
Evaluation anf Tool Support
Summary and Further Research
Bibliography
Appendix A: Online Resources
Appendix B: WorldBeat Sample Run
%I John Wiley & Sons
%D 2001

%M B.Borenstein.92 3/22/93 gp
%0 BOOK
%T Programming as if People Mattered:
Friendly Programs, Software Engineering, and Other Noble Delusions
%A Nathaniel S. Borenstein
%D 1992
%P 200
%C Princeton, New Jersey
%I Princeton University Press
%G ISBN 0-691-08762-0
%Y PART ONE. The Journey to the East: Can Software Engineers Build User Interfaces?
1.	The Hostile Beast
PART TWO. The Dark Night of the Soul: The State of the Art in User-Interface Design
2.	Who Are All These People?
3.	Stopwatches, Videotapes, and Human Nature
4.	That Reminds Me of the Time...
5.	The Quest for the Perfect Line Editor
6.	The Men in Suits
7.	Information Wants to Be Free
PART THREE. The Ten Commandments: Principles for User-Interface Design
8.	Never Underestimate Your Users
9.	Pretend That Small is Beautiful, but Don't Believe It
10.	Tune Defaults to the Novice
11.	Don't Neglect the Experts
12.	Your Program Stinks, and So Do You
13.	Listen to Your Users, but Ignore What They Say
14.	Lie to Your Managers
15.	Cut Corners Proudly
16.	Remember Your Ignorance
17.	Dabble in Mysticism
18.	Break All the Rules
PART FOUR. The Golden Path: The Road to Human-Oriented Software Engineering
19.	The Tools of the Trade
20.	The Ivory Tower
21.	People Are Perverse: Designing for the Fickle User
EPILOGUE. Programming, Humility, and the Eclipse of the Self

%M B.Brice.97
%0 BOOK
%O Includes CD-Rom
%T Multimedia and Virtual Reality Engineering
%A Richard Brice
%I Newnes
%G ISBN 0-75062987-8
%P 320
%D 1997
%Y Preface
PART I Media: Sound, Image and Text
1 Introduction to Multimedia and Virtual Reality
	1.1 Multimedia and virtual reality: a brave new world
	1.2 Disciplines: the interdisciplinary nature of multimedia and VR development
	1.3 The senses
2 Sound
	2.1 The physics of sound
	2.2 The physiology of hearing
	2.3 The psychology of hearing
	2.4 Spatial hearing
	2.5 Recording technology
		2.5.1 Microphones
		2.5.2 Microphone pre-amplifiers
		2.5.3 Mix amplifiers
		2.5.4 Equalizers and tone-controls
		2.5.5 Power amplifiers
		2.5.6 Loudspeakers and enclosures
3 Waveform Generation and Synthesis
	3.1 Function Generation
	3.2 Additive synthesis
	3.3 FM synthesis
	3.4 Sampling
	3.5 Wavetable synthesis
	3.6 MIDI
	3.7 Speech synthesis
4 Image
	4.1 The physics of light
	4.2 The physiology of the eye
	4.3 Psychology of vision
		4.3.1 Colour perception
		4.3.2 Persistence of vision
		4.3.3 Depth
	4.4 Film and television
	4.4.1 Television signals
	4.4.2 Colour television
	4.5 Switching and combining of video signals
	4.6 Computer video standards
	4.7 Vector and bitmap graphics: What's the difference?
	4.7.1 Graphics file formats
5 Text, Hypertext
	5.1 Text in the electronic world
	5.2 Text files and the ASCII standard
	5.3 Word processors, their uses, file formats and importability/exportability
	5.4 Fonts, typefaces and layout
	5.5 Hypertext
6 Digital Audio and Digital Video
	6.1 Being Digital
	6.2 Sampling theory: A to D and D to A conversion
	6.3 Description of digital audio and digital video standard interfaces
		6.3.1 Introduction to digital audio interfacing
		6.3.2 Practical digital audio interface
		6.3.3 Introduction to digital video and the digital video interfaces
		6.3.4 Protocol description: general
		6.3.5 Serial digital video interface
		6.3.6 Embedding digital audio in the digital video interface
	6.4 Digital image processing
		6.4.1 Point operations
		6.4.2 Window operations
	6.5 Data compression techniques
		6.5.1 Image data compression
		6.5.2 Audio data compression
7 Computers
	7.1 Hardware platforms
	7.2 Capture and playback hardware
	7.3 Peripheral hardware and software tools
PART II Media Production and Hardware
8 Audio Production
	8.1 Production tools and concepts
		8.1.1 Multitrack recording and mixers
		8.1.2 Delay
		8.1.3 Reverb
		8.1.4 Stereo panning
		8.1.5 Distortion
		8.1.6 Noise gates and compressors
		8.1.7 Audio enhancers
	8.2 Digital audio production
		8.2.1 Hard-disk editing
		8.2.2 MIDI sequencing
		8.2.3 A practical look at sampling rates and audio compromises required for CD-ROM
	8.3 A typical mixed-media audio production
9 Video Production
	9.1 Stage 1: Pre-production planning
		9.1.1 Scripting
		9.1.2 Storyboarding
		9.1.3 Writing the production schedule
	9.2 Stage 2: Production shoot
		9.2.1 Camera
		9.2.2 Lighting
		9.2.3 Sound
	9.3 Stage 3: Video post-production
		9.3.1 What is a video transition?
		9.3.2 The cut
		9.3.3 The dissolve
		9.3.4 The fade
		9.3.5 Wipes and reverse wipes
		9.3.6 Keys
		9.3.7 Preview
	9.4 Working with a computer
		9.4.1 Keying-in computer graphics
		9.4.2 The computer as editor
	9.5 Advanced video production techniques
		9.5.1 Introduction
		9.5.2 Monochrome
		9.5.3 Split-screens
		9.5.4 Posterize
		9.5.5 Chroma-key
	9.6 Notes on audio in video post-production
10 Computer Graphics and Animation
	10.1 The role of the computer
		10.1.1 Types of animation
		10.1.2 Software
	10.2 2D graphics and animation
		10.2.1 Paint functions
		10.2.2 Compositing
		10.2.3 Video effects
		10.2.4 Rotorscoping
	10.3 3D graphics and animation
11 Multimedia Authoring
	11.1 Interactive multimedia authoring
	11.2 Windows and OLE
		11.2.1 WAV files
		11.2.2 BMP files
		11.2.3 MID files
		11.2.4 AVI files
	11.3 Macromedia Authorware Professional as an authoring environment
		11.3.1 Incorporating files
		11.3.2 Design of buttons/hot-spots
		11.3.3 Animation
		11.3.4 Packaging: generation of EXE files
	11.4 Graphical browsers
	11.5 HTML files and the Internet
PART III Virtual Reality
12 Realistic Auditory Stimulation
	12.1 Spatial hearing theory revisited
	12.2 Binaural techniques
		12.2.1 Binaural microphone technique
		12.2.2 Synthetic binaural soundfields
		12.2.3 Limitations of binaural technique
	12.3 Creation of sound-fields using loudspeakers
		12.3.1 Binaural cancellation techniques and their limitations
		12.3.2 Blumlein's technique for stereophony
		12.3.3 FRANCINSTIEN stereophonic image enhancement technique
	12.4 Creation of synthetic, realistic sound fields using loudspeakers
		12.4.1 Dolby surround
		12.4.2 Ambisonics
	12.5 Commercial 3D from two loudspeakers
		12.5.1 Roland RSS system and Thorn EMI Sensaura
		12.5.2 OM 3D sound processor
13 Realistic Visual Stimulation
	13.1 Stereoscopy and display of stereoscopic television images
		13.1.1 Colour analglyph displays
		13.1.2 Polarized displays
		13.1.3 Field sequential displays
		13.1.4 Head-mounted displays
		13.1.5 Autostereoscopy: stereoscopic displays not requiring glasses
	13.2 Depth enhancement techniques
14 Cyberspace
	14.1 What is virtual reality?
	14.2 The other senses
	14.3 Physical interaction
	14.4 Practical virtual reality systems
	14.5 'Cyberatmosphere' -- stepping stones to cyberspace
Appendix 1: The Fourier transform
Appendix 2: A top-down, non-linear model of the binaural and monaural signal processing for auditory localization

%M B.Bringhurst.97
%O Second Edition
%T The Elements of Typographic Style
%A Robert Bringhurst
%0 BOOK
%I Hartley & Marks
%P 320
%G ISBN 0-88179132-6 (hdbk) 0-88179133-4 (pbk)
%D 1997
%Y Foreword
Historical Synopsis
1 The Grand Design
2 Rhythm & Proportion
3 Harmony & Counterpoint
4 Structural Forms & Devices
5 Analphabetic Symbols
6 Choosing & Combining Type
7 Historical Interlude
8 Shaping the Page
9 The State of the Art
10 Prowling on Specimen Books
A: Sorts & Characters
B: Glossary of Terms
C: Type Designers
D: Typefoundries
E: Recapitulation
F: Further Reading
Afterword to the Second Edition

%M B.Brinck.01
%0 BOOK
%T Usability for the Web: Designing Web Sites that Work
%A Tom Brinck
%A Darren Gergle
%A Scott D. Wood
%D 2001
%I Morgan Kaufmann Publishers
%P 432
%G ISBN 1-55860-658-0
%S Interactive Technologies
%Y Introduction
Pervasive Usability
Requirements Analysis
Task Analysis
Principles of Page Layout
Envisioning Design - Mockups and Prototypes
Writing for the Web
Production
Launching the Web Site

%M B.Brown.88 11/4/90 gp/bs
%0 BOOK
%T Human-Computer Interface Design Guidelines
%S Human/Computer Interaction Series
%A C. Marlin "Lin" Brown
%D 1988
%P 236
%I Ablex Publishing
%C Norwood, NJ
%I Intellect
%G ISBN 1-871516-54-4 Intellect; 0-89391-332-4 Ablex, OCLC
%W http://www.intellectbooks.com/authors/brown/hci.htm
%K DESIGN Guidelines Dialogue
%Y 1	General human-Computer Interface Concepts
2	Designing Display Formats
3	Effective Wording
4	Color
5	Graphics
6	Dialogue Design
7	Data Entry
8	Control and Display Devices
9	Error Messages and Online Assistance
10	Implementation of Human-Computer Interface Guidelines
11	References
12	Author Index
13	Subject Index
14	Guideline Checklist

%M B.Brown.89 11/4/90 gp/bs
%0 BOOK
%T Programming the User Interface: Principles and Examples
%A Judith R. Brown
%A Steve Cunningham
%G ISBN 0-471-63843-9
%D 1989
%P 371
%C New York, NY
%I John Wiley & Sons

%M B.Browne.94
%0 BOOK
%T STUDIO: Structured User Interface Design for Interaction Optimization
%A Dermot P. Browne
%I Prentice Hall
%G ISBN 0-13-014721-4
%D 1994
%Y I. Introduction
	I.1. User interface design: the issue of the 1990s?
	I.2. STUDIO
	I.3. User interface development and the software life cycle
	I.4. Case study
	I.5. Structure of this book
	I.6. Summary
1. Project proposing and planning (Stage 1)
	1.1. Cost-benefit analysis (Step 101)
	1.2. Quality planning (Step 102)
2. User requirements analysis (Stage 2)
	2.1. Preparing the groundwork (Step 201)
	2.2. Evidence collection (Step 202)
	2.3. Task analysis (Step 203)
	2.4. Validation (Step 204)
	2.5. Reporting of findings (Step 205)
3. Task synthesis (Stage 3)
	3.1. Task synthesis (Step 301)
	3.2. Style guide (Step 302)
	3.3. Design specification (Step 303)
	3.4. User support (Step 304)
	3.5. Formative evaluation (Step 305)
4. Usability engineering (Stage 4)
	4.1. Usability engineering planning (Step 401)
	4.2. Prototype build (Step 402)
	4.3. Design audit (Step 403)
	4.4. Prepare evaluation materials (Step 404)
	4.5. Prototype Evaluation (Step 405)
	4.6. Impact analysis (Step 406)
	4.7. Update specifications (Step 407)
5. User interface development (Stage 5)
	5.1. Hand over specification (Step 501)
	5.2. Integration/interfacing (Step 502)
	5.3. Acceptance testing (Step 503)
	5.4. Termination reporting (Step 504)
6. Conclusion
Appendix A: Documents produced
Appendix B: Quick reference guide
Appendix C: Testing/auditing
Appendix D: Standards organisations
Glossary

%M B.Cakir.80 11/4/90 gp/bs
%0 BOOK
%T Visual Display Terminals: A Manual Covering Ergonomics
Workplace Design, Health and Safety, Task Organization
%A A. Cakir
%A D. J. Hart
%A T. F. M. Stewart
%G ISBN 0-471-27793-2, OCLC 5793141
%P 253
%D 1980
%C New York, NY
%I John Wiley & Sons

%M B.Campbell.63 4/27/92 gp/rmb
%0 BOOK
%T Experimental and Quasi-Experimental Designs for Research
%A D. Campbell
%A J. Stanley
%P 84
%D 1963
%C Chicago
%I Rand-McNally
%G ISBN 0-39530787-2

%M B.Campbell.74 11/4/90 gp
%0 BOOK
%T Flaws and Fallacies in Statistical Thinking
%A S. K. Campbell
%G ISBN 0-13-322214-4
%D 1974
%P 200
%C Englewood Cliffs, NJ
%I Prentice Hall
%K EVALUATION Empirical
%Y 1	Dangers of Statistical Ignorance
2	Some Basic Measurement and Definition Problems
3	Meaningless Statistics
4	Far Fetched Estimates
5	Cheating Charts
6	Accommodating Averages
7	Ignoring Dispersion
8	Puffing up a Point with Percents
9	Improper Comparisons
10	Jumping to Conclusions
11	Faulty Thinking About Probability
12	Faulty Induction
13	Relationships: Causal and Casual
14	Leftovers
15	Assorted Examples to Think About

%M B.Card.83 11/4/90 gp/bs
%0 BOOK
%T The Psychology of Human-Computer Interaction
%A Stuart K. Card
%A Thomas P. Moran
%A Allen Newell
%D 1983
%P 469
%G ISBN 0-89859243-7 (pbk) 0-89859859-1 (hdbk); OCLC 9042220
%C Hillsdale, NJ
%I Lawrence Erlbaum Associates
%K GENERAL DESIGN Psych EVALUATION Model Theory
%Y 1	An Applied Information-Processing Psychology
SCIENCE BASE
2	The Human Information-Processor
TEXT-EDITING
3	System and User Variability
4	An Exercise in Task Analysis
5	The GOMS Model of Manuscript Editing
6	Extensions of the GOMS Analysis
7	Models of Devices for Text Selection
ENGINEERING MODELS
8	The Keystroke-Level Model
9	The Unit-Task Level of Analysis
EXTENSIONS AND GENERALIZATIONS
10	An Exploration into Circuit Design
11	Cognitive Skill
12	Applying Psychology to Design
13	Reprise

%M B.Carroll.90
%0 BOOK
%T The Nurnberg Funnel: Designing Minimalist Instruction for Practical Computer Skill
%A John M. Carroll
%D 1990
%G ISBN 0-262-03163-9
%P 360
%I MIT Press
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262031639

%M B.Carroll.2000
%0 BOOK
%T Making Use: Scenario-Based Design of Human-Computer Interactions
%A John M. Carroll
%D 2000
%I MIT Press
%G ISBN 0-262-03279-1
%P 382
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262032791
%X
Difficult to learn and awkward to use, today's information systems often
change our activities in ways that we do not need or want. The problem lies
in the software development process. In this book John Carroll shows how a
pervasive but underused element of design practice, the scenario, can
transform information systems design.
   Traditional textbook approaches manage the complexity of the design process
via abstraction, treating design problems as if they were composites of
puzzles. Scenario-based design uses concretization. A scenario is a
concrete story about use. For example: "A person turned on a computer; the
screen displayed a button labeled Start; the person used the mouse to
select the button." Scenarios are a vocabulary for coordinating the central
tasks of system development--understanding people's needs, envisioning new
activities and technologies, designing effective systems and software, and
drawing general lessons from systems as they are developed and used.
Instead of designing software by listing requirements, functions, and code
modules, the designer focuses first on the activities that need to be
supported and then allows descriptions of those activities to drive
everything else.
   In addition to a comprehensive discussion of the principles of
scenario-based design, the book includes in-depth examples of its
application.
%Y
1 The Sorcerer's Apprentice
	Example: Designing a Multimedia System
	Guiding and Coordinating Discovery
	Example: Designing a Library System
	Identifying the Real Problem
	Thriving on Design
2 What is Design?
	Clarifying the Problem
	Identifying Design Moves
	Envisioning the Solution
	Recognizing Trade-offs and Dependncies
	Integrating Diverse Knowledge and Skill
	Anticipating Impacts on Human Activity
	Design Is Hard
3 Scenario-Based Design
	What Are Scenarios?
	Challenge: Design Action Competes with Reflection
	Scenarios Evoke Reflection in Design
	Challenge: Design Situations Are Fluid
	Scenarios Are at Once Concrete and Flexible
	Challenge: External Factors Constrain Design
	Scenarios Promote Work Orientation
	Challenge: Design Moves Have Many Consequences
	Scenarios Have Many Views
	Challenge: Technical Knowledge Lags Design
	Scenarios Can Be Abstracted and Categorized
	Toward a Scenario-Based Framework for Design
4 Example: Video Information System
	Raison d'Etre
	Clarifying Design Concerns and Objectives
	Envisioning Alternative Situations
	Managing Consequences and Trade-offs
	Creating and Using Design Knowledge
	Staying Focused on People and Use
5 Example: Programming Tutorial and Tools
	Design Context
	Design Analysis
	Environment: Bittitalk Browser
	Environment: View Matcher
	Development:MiTTS
	Deployment and Evaluation
6 Usability Rationale
	Claims and Requirements for the Touchstone Scenario
	Designing and Analyzing a New Touchstone Scenario
	Identifying Appropriate Goals
	Sustained Learning
	Consequences for Work Groups
	The Place of Claims Analysis in Scenario-Based Design
7 Cumulative Design
	A View Matcher for Reuse
	Principled Emulation of a View Matcher
	Activity Modeling in the MoleHill Guru
	Genre Specialization in the MoleHill Goalposter
	Envisioning and Refining the Goalposter
	Design Patterns and Design Models
8 Evaluation and Theory Building
	Evaluation Goals and Methods
	Evaluating and Developing Design Genres
	Attributions to Multiple Theories
	Remote and Distributed Causes
	Thread-Level Claims
	Evaluation-Driven Design
9 Software Development
	Object-Oriented Software
	Responsibility-Driven Design
	Developing Object Models from Scenarios
	The Scenario Browser
	The Specification-Implementation Gap
10 Finding Scenarios and Making Claims
	Where Do Scenarios Come From?
	How to Make Claims
	Managing Scenarios and Claims
11 Getting Around the Task-Artifact Cycle
	Scenario-Based System Development
	MiTTS Again
	Requirements Development in LiNC
	Toward a Scenario-Based Methodology
12 The Scenario Dilemma
	Some Status on Scenario-Based Design
	Challenges for the Future
	No More Sorcerers

%M B.Casey.98
%0 BOOK
%T Set Phasers on Stun: And Other True Tales of Design,
Technology, and Human Error
%A Steven Casey
%I Aegean Pub Co.
%G ISBN 0-96361788-5
%P 251
%D 1998

%M B.Cassell.2000
%0 BOOK
%T Embodied conversational agents
%A Justine Cassell
%D 2000
%P 430
%P MIT Press
%G ISBN: 0-26203278-3

%M B.Cato.01
%0 BOOK
%T User-centered web design
%A John Cato
%D 2001
%I Addison-Wesley Publishing
%P 320
%G ISBN 0-201-39860-5
%Y
1. Design for Use
	Awareness, Understanding, Action (AUA)
	What is Design?
	What is Useability?
	Why Design for Use?
	A Pragmatic Viewpoint
2. Discover, Design, Use
	Design Frameworks
	The Iterative Process of Design
	Overview of the Design Process
	The Mindset You Bring to Design
	When to Involve Users
3. Discovery
	Discovery Foundations
	The Organization
	The System
	The Users -- Roles
	The Use -- Actions
	The Information -- Objects
4. Designing the System
	From Discovery to Design
	Areas
	What are the Pages? -- the Action Process
	What's on a Page? -- the Information Objects
	Interaction Design -- the AUA Model
5. Visual Design
	Style
	Screen
	Areas
	What are the Pages? -- the Action Process
	What's on a Page? -- the Information Objects
	Action and Interaction
	Realization -- Making it Work
6. Use
	Useability Evaluation
	Use is Design
	Lessons from Useability Evaluation
7. Side Trips
	Creativity -- Breaking the Blocks and Thinking Anew
	Brainstorming
	Six Hats Technique
	City Image, Narrative and Interaction Design
	Designing for WAP Phones

%M B.Chapanis.96
%0 BOOK
%T Human Factors in Systems Engineering
%S Wiley Series in Systems Engineering
%A Alphonse Chapanis
%D 1996
%I John Wiley & Sons
%G ISBN 0-471-13782-0
%Y 1. Introduction
2. Systems and Systems Engineering
3. Standards, Codes, Specifications, and Other Work Products
4. Human-Factors Methods
5. Human Physical Characteristics
6. Human Mental Characteristics
7. Personnel Selection and Training
8. System Requirements
9. Postscript
A. Acronyms and Abbreviations
B. Some ANSI and International Standards

%M B.Chen.2001
%0 BOOK
%T Human Computer Interaction: Issues and Challenges
%A Qiyang Chen
%G ISBN: 1-878289-91-8
%D 2001
%P 265
%I Idea Group Publishing
%W http://www.idea-group.com/Human_Computer_Interaction_Issues_and_Challenges.htm
%Y
Designing Effective Human-Computer Interaction
Interface Design: an Embedded Process
User Interface Development Throughout the System Development Lifecycle
From HCI to Interaction Design
Intelligent Agents Supporting the Social Construction of Knowledge in a Learning Environment
A Modeling Methodology for Intelligent Agents: An Electronic Commerce Application
Courseware and its Possible Evolution Through the Use of Agent Technology
Intelligent Software Agents in Electronic Commerce: A Socio-Technical Perspective
Knowledge Engineering in Adaptive Interface and User Modeling
Application of a Cognitive Model of Collaboration to a User Interface
Structure- and Content-Based Retrieval for XML documents
MESH: A Model-Based Approach to Hypermedia Design
User Considerations in Electronic Commerce Transactions
Computer Supported Social Networking Based on Email Exchange
The Cultural Aesthetic of Virtual Reality: Simulation or Transparency?
HCI: the Next Step Towards Optimization of Computer Assisted Surgical Planning, Intervention and Training (CASPIT)

%M B.Chi.02
%0 BOOK
%T A Framework for Visualizing Information
%S Human-Computer Interaction Series, Vol. 1
%I Springer-Verlag
%A E. H. Chi
%D 2002
%P 176
%G ISBN 1-4020-0589-X
%Y
1. Introduction
2. Data State Reference Model
3. Validation of Model
4. Expressiveness of Data State Model
5. Visualization Spreadsheet Illustrated
6. Detailed Case Study: Web Analysis Visualization Spreadsheet
7. Implementation Experience
8. Related Work
9. Conclusion

%M B.Choo.2000
%0 BOOK
%T Web Work: Information Seeking and Knowledge Work on the World Wide Web
%A Chun Wei Choo
%A Brian Detlor
%A Don Turnbull
%D 2000
%G ISBN 0-7923-6460-0
%I Kluwer Academic Publishers
%P 236
%W http://www.wkap.nl/prod/b/0-7923-6460-0
%S Information Science & Knowledge Management : Volume 1
%Y SECTION I: INFORMATION SEEKING AND KNOWLEDGE WORK
1. Information Seeking
2. The Structure and Dynamics of Organizational Knowledge
SECTION II: KNOWLEDGE WORK ON INTRANETS
3. The Intranet as Infrastructure for Knowledge Work
4. Designing Intranets to Support Knowledge Work
SECTION III: INFORMATION SEEKING ON THE WORLD WIDE WEB
5. Models of Information Seeking on the World Wide Web
6. Understanding Organizational Web Use
Coda

%M B.Clabby.02
%0 BOOK
%T Visualize this :
collaboration, communication, and commerce in the 21st century
%A Joe Clabby
%D 2002
%P 343
%I Prentice Hall
%G ISBN: 0-13-066255-0
%Y
I The Premise
	1 Take a Virtual Journey
	2 The Opening Argument
	3 Virtual Worlds: Today's State of the Art
II Technology Roadmap
	4 The Sensor Virtual Internet Roadmap
III Human Interfaces
	5 Speech Recognition and Artificial Intelligence
	6 Navigation/Manipulation
	7 Receiving Sensory Data from Your Computer
	8 3D Graphics
	9 Sound, Scent, Touch, and Taste
IV Infrastructure
	10 Networking: Overcoming the Biggest Obstacle to Realizing the Sensory Virtual Internet
	11 Personal Computing Devices
	12 Back-End "Peer-to-Peer" Systems
	13 The Role of Data Compression
V Web Services
	14 Web Services
VI Collaboration
	15 The New Age Virtual Applications
VII Where Do We Go from Here?
	16 Summary Observations

%M B.Clegg.88 11/7/90 gp
%0 BOOK
%T People and Computers -- How to Evaluate Your Company's New Technology
%G ISBN 0-47021207-1
%A C. W. Clegg
%A P. B. Warr
%A T. R. G. Green
%A A. Monk
%A N. Kemp
%A G. Allison
%A M. Lansdale
%D 1988
%C Chichester, England
%I Ellis Horwood

%M B.Cleveland.85 11/4/90 gp
%0 BOOK
%T The Elements of Graphing Data
%A William S. Cleveland
%D 1985
%P 323
%C Monterey, California
%I Wadsworth Publishing
%G ISBN 0-534-03730-5; QA 90.C54
%K EVALUATION Empirical
%Y 1	Introduction
2	Principles of Graph Construction
3	Graphical Methods
4	Graphical Perception

%M B.Cleveland.93
%0 BOOK
%T Visualizing Data
%A William S. Cleveland
%D 1994
%I Hobart Press
%G ISBN 0-96348840-6

%M B.Cleveland.94
%0 BOOK
%T The Elements of Graphing Data
%A William S. Cleveland
%D 1994
%I Hobart Press
%G ISBN 0-96348841-4
%K EVALUATION Empirical
Graph Construction
Graphical Methods
Graphical Perception
%O Revised Edition

%M B.Coats.87 11/4/90 gp/bs
%G ISBN 0-63201542-X
%0 BOOK
%T Man-Computer Interfaces:
An Introduction to Software Design and Implementation
%A R. B. Coats
%A I. Vlaeminke
%D 1987
%P 381
%C Oxford, UK
%I Blackwell Scientific Publications

%M B.Coe.96
%0 BOOK
%T Human Factors for Technical Communicators
%S Wiley Technical Communication Library
%A Marlana Coe
%I John Wiley & Sons
%G ISBN 0-471-03530-0
%D 1996
%Y 1. Introduction
2. Sensation and Perception
3. Learning
4. Memory
5. Problem Solving
6. Accessing Information
7. Actions
8. User Partnerships
9. Choosing a Medium
10. Building the Navigational Infrastructure
11. Presenting Information
12. Designing and Developing Content
A: Writing for Other Cultures
B: Human Factors Resources
Glossary

%M B.Cohill.97
%0 BOOK
%T Community Networks: Lessons from Blacksburg, Virginia
%A Andrew Cohill
%A Andrea Kavanaugh
%D 1997
%G ISBN 0-89006-896-8
%P 346
%D 1997
%I Artech House
%Y
1. Welcome to Blacksburg:
	Just Hook People Up
	The BEV is Intensely Personal
	We Write More than Ever in Blacksburg
	Storytelling
	Sense and Sensibility
	Education
	Blacksburg and the Net
	About the Book
2. A Brief History of the Blacksburg Electronic Village:
	Getting Started
	Unique Features of the BEV
	Growth of the BEV
	The Future of the BEV
3. The Architecture of a Community Network:
	Access and Services
	A Typical Community Network
	Summary of Network Services
	The BEV Software Tools
	Service Models for Community Networks
	Why Direct Connections are Important
	Network Administration
4. Evaluating the Blacksburg Electronic Village:
	The Assumptions of an Evaluation System
	A Model for the Evaluation of the BEV
	Research Activities in the Four Nodes
	Lessons Learned
5. Town Government in Cyberspace:
	The Key Players in the Town's Involvement in the BEV
	Providing Local Government Information in Cyberspace
	Email Overload? Elements of the Journey into Cyberspace
	Supporting Economic Development
	Cyberspace and the Town's Mission of "Citizen First"
	In Summary -- Lessons Learned
6. Managing the Evolution of a Virtual School:
	Context for a Virtual School
	Early Objectives
	Engaging the Schools
	Managing the Evolution
	Integrating Networking into the Community and the Schools
	Usability Concerns
	Assessment and Prospects
7. Learning and Teaching in a Virtual School:
	Technology and Education
	Constructivist Theory
	Constructivist Practice -- BEV + MCPS = Constructivist Classroom
	Can My School System Do This
8. Conducting Business in a Community Network:
	Engaging the Business Community
	Examples of Use
	Local Economic Development Grants
	Business Needs and Interests
	Successful Business Practices
9. Community Network Technology:
	Basic Internet Technology
	A Concentrated Dose of LAN, WAN, and TCP/IP Fundamentals
	Bringing the Internet to Your Town
	Local delivery
	High-Speed Local Delivery
	Serving the Public -- Required and Optional Internet Servers
	What the BEV Used
	Fiber on Main Street -- New Technology Opportunities
	Technology Planning Summary
	Recommended Resources
10. Managing Information in a Community Network:
	Step 1 - Develop and Distribute the Tools
	Step 2 - Identify Project Champions
	Step 3 - Educate, Educate, Educate
	Step 4: Foster a Rich Information Space
	Step 5: Deliver the Message Effectively
	Step 6: Link the Real and Virtual Communities
	Checklist for Managing Information in a Community Network
11. Building an Online History Database:
	Overview
	System Architecture
	Interface
	Usage
	Issues
	Summary
12. Success Factors of the Blacksburg Electronic Village:
	Education, Not Technology
	Low-Cost Direct Connections
	Show, Don't Tell
	Find a Project Evangelist
	The Golden Age of Libraries
	Breadth and Depth of Content Drive Use
	Keep Modem Pool Access in the Private Sector
	Community Support
	Community, Not Technology

%M B.Collins.95
%0 BOOK
%T Designing Object-Oriented User Interfaces
%S Addison-Wesley Object Technology Series
%I Addison-Wesley Publishing
%G ISBN 0-80535350-X
%D 1995
%A Dave Collins
%P 590
%Y Preface
1. Introduction
I. FOUNDATIONS
2. Evolution of the OOUI
3. Two User Interface Styles
4. Applying Object-Orientation to User Interfaces
II. EXTERNAL DESIGN
5. Three Domains of OO Design for the User Interface
6. OOUI Design: Process and Team
7. Users, Tasks, and Task Analysis
8. The User's Conceptual Model
9. Information Presentation
10. Interaction and Control Mechanisms
III. INTERNAL DESIGN
11. Object-Oriented System Architectures
12. Information Models
13. Presentation and Interaction Objects
14. Tools for Prototyping and Implementation
15. Design Examples
16. Summary and Directions
Appendix 1: Fax Case Study
Appendix 2: Introduction to Object-Orientation
Glossary

%M B.Collis.96
%0 BOOK
%T Children and Computers in School
%A Betty A. Collis
%A Gerald A. Knezek
%A Kwok-Wing Lai
%A Keiko T. Miyahita
%A Willem J. Pelgrum
%A Tjeerd Plomp
%A Takashi Sakamoto
%D 1996
%P 166
%C Mahwah, New Jersey
%I Lawrence Erlbaum Associates
%G ISBN 0-8058-2074-4 (paper) 0-8058-2073-6 (cloth)
%Y Children in the Information Age
Three Multinational Studies
Information Technology and Children From a Global Perspective
Information Technology and Children from a Classroom Perspective
Information Technology From the Child's Perspective
Reflections

%M B.Constantine.99
%0 BOOK
%T Software for Use: A Practical Guide to the Models and Methods of Usage-Centered Design
%I Addison-Wesley Publishing
%I ACM Press
%A Larry L. Constantine
%A Lucy A. D. Lockwood
%P 579
%D 1999
%G ISBN 0-201-92478-1
%W http://cseng.aw.com/bookdetail.qry?ISBN=0-201-92478-1&ptype=0
%Y I: TOWARD MORE USABLE SOFTWARE
	Chapter 1: Software for Use: Usage, Usability, and User Interfaces
		Upgrading Usability
		Approaching Usability
		Changing Contexts
	Chapter 2: Built-in Usability: A Usage-Centered Design Approach
		Interfacing with Users
		Elements of a Usage-Centered Approach
		Driving Models
		Coordinated Activity
	Chapter 3: In Principle: Rules and Principles of Usage-Centered Design
		Design as Dialogue
		Rules and Principles
		Usability Rules
		User Interface Design Principles
		Other Rules
		Details, Details, Details
II: ESSENTIAL MODELS FOR USABILITY
	Chapter 4: Users and Related Species: Understanding Users and User Roles
		Of Use and Users
		Real Users and Others
		User Role Models
		User Role Maps
		User Roles in Action
		Structured Role Models
	Chapter 5 Working Structures: Task Modeling with Essential Use Cases
		Work, Work, Work
		Task Modeling
		The Use Case Map
		Building Essential Use Case Models
		Application
	Chapter 6: Interface Architecture: Interface Contents and Navigation
		Workplaces
		Interface Contents
		The Context Navigation Map
		Application
III: CREATING THE VISUAL DESIGN
	Chapter 7: Designing the Dialogue: Layout and Communication
		From Abstraction to Expression
		Communication Channels
		Screen Real Estate
	Chapter 8: Practical Widgetry: Choosing and Designing Visual Components
		Buy or Build
		Iconic Communication
		Menus
		Selecting Selection Widgets
	Chapter 9 Innovative Interfaces: Creative Interface Engineering and Custom Components
		Creative Engineering
		The Process of Innovation
		Instructive Interfaces
		Applied Innovation
IV: COMPLETING THE DESIGN
	Chapter 10: Expressing Solutions: Implementation Modeling and Prototypes
		Fun Stuff
		Prototypes and Prototyping
		Mapping the Models
		Implementation Modeling Illustrated
	Chapter 11: Help Me If You Can: Designing Help and Helpful Messages
		Even Experts Need a Lift
		Use Cases for Help
		Access and Presentation Techniques
		Special Techniques and Modalities
		Helpful Writing
		Helpful Messages
	Chapter 12: Once a Beginner: Supporting Evolving Usage Patterns
		Beyond Beginners
		Skiing the Interface
		Progressive Usage
		Supportive Interfaces
		Designing for Progressive Usage
		Progressive Usage Applied
	Chapter 13: In Place: Fitting the Operational Context
		Unsound Context
		Operational Modeling
		Environmental Adaptation
		Binding Context
		Environment Profile
		Putting Context in Place
	Chapter 14: Same Game, Different Fields: Special Applications, Special Issues
		Theme and Variation, Again
		Web Design for Use
		Web Wisdom Applied
		Embedded Systems Applications
		Other Special Interfaces
	Chapter 15: Usage-Centered Design Applied: The TeleGuida Case
		Scaling Up
		Telephone Tag
		Gathering Requirements
		TeleGuida Users and Uses
		Toward a TeleGuida Prototype
V: ASSESSMENT AND IMPROVEMENT
	Chapter 16: Better Next Time: Improvement by Inspection and Review
		Assessing Usability
		Inspection Methods
		Collaborative Usability Inspections
		Focused Inspections
	Chapter 17: By the Numbers: Measuring Usability in Practice
		Comparison Shopping
		Measured Quality
		User Interface Design Metrics
		Essential Usability Metrics Suite
		Metrics in Practice
	Chapter 18: Test Scores: Laboratory and Field Testing of
		Usability
		History Testing
		Testing, One, Two
		Test Protocol
		Testing Tactics
		Why Test, Why Not
VI: ORGANIZING AND MANAGING THE PROCESS
	Chapter 19: Code and You're Done: Implementing Interfaces
		Objects and Interfaces
		Accelerated Development
		Visual Development of Visual Designs
	Chapter 20: Using Your Users: Users in the Development Process
		Use or Abuse of Users
		Requirements Dialogue, Requirements Dance
		Going to the Source
		Using Users
		Joint Essential Modeling
	Chapter 21: Getting Organized: Usability in the Larger Context
		Organizational Units
		Standards and Style Guides
		Competing Constituencies
		Experts and Expertise
		Cultural Fit
A: Suggested Readings
B: Eleven Ways to Make Software More Usable: General Principles of Software Usability
C: Glossary
D: Forms for Usage-Centered Design
E: Subjective Usability Scales for Software (SUSS)

%M B.constantine.01
%0 BOOK
%T Peopleware Papers, The: Notes on the Human Side of Software
%A Larry L. Constantine
%D 2001
%I Prentice Hall
%G ISBN 0-13-060123-3
%P 300
%Y
I. GROUP DEVELOPMENT
	1. Decisions, Decisions
	2. Consensus and Compromise
	3. Negotiating Consensus
	4. The Lowly and Exalted Scribe
	5. Official Space
	6. Irksome Interruptions
II. COWBOYS AND COWGIRLS
	7. Cowboy Coders
	8. Cowboy Homecoming
	9. Unity in Diversity
	10. Coding Cowboys and Software Sages
III. WORK ORGANIZATION
	11. Traditional Tactics
	12. Chaos Manners
	13. Open Architects
	14. Synchronized Swimming
	15. Team Politics
	16. Having It All
	17. Contrarion Conspiracy
IV. TOOLS, MODELS AND METHODS
	18. CASE and Cognition
	19. Modeling Matters
	20. Mirror, Mirror
	21. Methodical Madness
	22. Essentially Speaking
	23. Shapes to Come
	24. Software Objectives
	25. The Seams Are Showing
V. PROCESS IMPROVEMENTS
	26. The Benefits of Visibility
	27. Rewards and Reuse
	28. Superlearning
	29. Up the Waterfall
	30. In-Time Delivery
	31. Under Pressure
	32. Re: Architecture
	33. Quality by Increments
VI. SOFTWARE USABILITY
	34. Consistency and Conventions
	35. Complexity and Creeping Featurism
	36. Going to the Source
	37. Colorful Language
	38. Improving Intermediates
	39. Unusable You
	40. Editing Interfaces
	41. In Service
VII. USABLE OBJECTS
	42. Objects in Your Face
	43. Getting the Message
	44. Abstract Objects
	45. New Media
	46. Useful Cases
	47. Efficient Objects
	48. Coherent Objects
VIII. BRAVE NEW SOFTWARE
	49. Arrogant Programming
	50. Interfaces Diversified
	51. Wizard Widgets
	52. Future Faces
IX. CULTURE AND QUALITY
	53. Culture Change
	54. Change Agents
	55. Embedded with the Best
	56. Columns from an Italian Restaurant
	57. Mentored Out
	58. In Training
	59. Gifted Programmers
	60. Industry Icons
	61. Impresario
Appendix: Registered Peopleware

%M B.Cook.95
%0 BOOK
%T Assistive Technologies: Principles and Practice
%A Albert M. Cook
%A Susan M. Hussey
%A Hussey Cook
%D 1995
%P 712
%I Mosby Year Book
%G ISBN: 0-80161038-9

%M B.Cooper.95
%0 BOOK
%T About Face: The Essentials of User Interface Design
%A Alan Cooper
%D 1995
%P 580
%C Foster City, CA
%I IDG Books
%G ISBN 1-56884-322-4, OCLC
%W http://www.cooper.com/aboutface/about_about_face.html
%Y Foreword, by Andrew Singer
Acknowledgments and Dedication
Introduction
Part I. The Goal; Designing for Users
Chapter 1: Goal-Directed Design
Chapter 2: Software Design
Chapter 3: The Three Models
Chapter 4: Visual Interface Design
Part II. The Form; The March of Paradigms
Chapter 5: Idioms and Affordances
Chapter 6: An Irreverent History of Rectangles on the Screen
Chapter 7: Windows-with-a-Small-w
Chapter 8: Lord of the Files
Chapter 9: Storage and Retrieval Systems
Chapter 10: Choosing Platforms
Part III. The Behavior; The Program's Presentation of Self
Chapter 11: Orchestration and Flow
Chapter 12: Posture and State
Chapter 13: Overhead and Idiocy
Chapter 14: The Secret Weapon of Interface Design
Part IV. The Interaction; Pointing and Clicking
Chapter 15: Elephants, Mice and Minnies
Chapter 16: Selection
Chapter 17: Direct Manipulation
Chapter 18: Drag and Drop
Part V. The Cast; The Actors in the Drama
Chapter 19: The Meaning Of Menus
Chapter 20: Menus
Chapter 21: Dialog Boxes
Chapter 22: Dialog Box Etiquette
Chapter 23: Toolbars
Chapter 24: Roll the Credits, Please
Part VI. The Gizmos; Canned Visual Design
Chapter 25: Imperative and Selection Gizmos
Chapter 26: Entry and Display Gizmos
Chapter 27: New Gizmos
Part VII. The Guardian; Protecting the User
Chapter 28: The End of Errors
Chapter 29: Managing Exceptions
Chapter 30: Undo
Part VIII. The Teacher; Education on Demand
Chapter 31: Good at What You Do
Chapter 32: Installation, Configuration and Personalization
Chapter 33: Shouldering the Burden
Chapter 34: Where Do We Go from Here?
List of Axioms
Index

%M B.Cooper.99
%0 BOOK
%D 1999
%P 300
%A Alan Cooper
%T The Inmates Are Running the Asylum:
Why High Tech Products Drive Us Crazy
and How to Restore the Sanity
%I Sams
%G ISBN 0-67231649-8
%Y I COMPUTER OBLITERACY
	1 Riddles for the Information Age
	2 Cognitive Friction
II IT COSTS YOU BIG TIME
	3 Wasting Money
	4 The Dancing Bear
	5 Customer Disloyalty
III EATING SOUP WITH A FORK
	6 The Inmates Are Running the Asylum
	7 Homo Logicus
	8 An Obsolete Culture
IV INTERACTION DESIGN IS GOOD BUSINESS
	9 Designing for Pleasure
	10 Designing for Power
	11 Designing for People
V GETTING BACK INTO THE DRIVER'S SEAT
	12 Desperately Seeking Usability
	13 A Managed Process
	14 Power and Pleasure

%M B.Cox.93 2/17/94 gp
%0 BOOK
%T User Interface Design
%A Kevin Cox
%A David Walter
%D 1993
%I Prentice Hall
%G ISBN 0-13-952888-1
%O 2nd Edition
%Y 1. What Makes a Good Computer System?
2. Systems Development
3. Usability Testing
4. Objects and Actions
5. Guide-lines for User-Interfaces
6. Designing a Dialogue Model
7. User Documentation
8. Forms of Documentation
9. Implementation

%M B.Cozby.89 3/22/93 gp
%0 BOOK
%T Methods in Behavioral Research
%A Paul C. Cozby
%D 1989
%P 302 + xii
%C Mountain View, California
%I Mayfield Publishing Company
%G ISBN 0-97484-897-0; BF76.5.C67
%O Fourth Edition
%Y 1. The Scientific Method
2. Where to Start
3. Studying Behavior
4. Descriptive Methods
5. Experimental Design: Purpose and Pitfalls
6. Types of Experimental Design
7. Complex Experimental Designs
8. Conducting Research
9. Understanding Research Results
10. Correlation Coefficients
11. Generalizing Results
12. Ethical Concerns
A. Writing Research Reports
B. Statistical Tests
C. Statistical Tables
Glossary
References
Index

%M B.Czaja.95
%0 BOOK
%T Designing Surveys: A Guide to Decisions and Procedures
%I Pine Forge Press
%S Research Methods and Statistics
%A Ronald Czaja
%A Johnny Blair
%G ISBN 0-8039-9056-1
%P 288
%D 1995
%Y
1. An Introduction to Surveys and to This Book
2. Stages of a Survey
3. Selecting the Method of Data Collection
4. Questionnaire Design: Writing the Questions
5. Questionnaire Design: Organizing the Questions
6. Questionnaire Design: Testing the Questions
7. Designing the Sample
8. Selecting a Sample
9. Reducing Sources of Error in Sampling and Data Collection
10. The Methodology Report
Appendixes
References
Glossary/Index

%M B.Damer.97
%0 BOOK
%T Avatars!: Exploring and Building Virtual Worlds on the Internet
%A Bruce Damer
%I Addison-Wesley Publishing
%G ISBN 0-201-68840-9
%D 1997
%P 522

%M B.Deitsch.01
%0 BOOK
%T Java Internationalization
%S Java Series
%A Andrew Deitsch
%A David Czarnecki
%D 2001
%I O'Reilly & Associates
%P 445
%G ISBN 0-59600019-7

%M B.Dertouzos.97
%0 BOOK
%T What Will Be: How the New World of Information Will Change Our Lives
%A Michael L. Dertouzos
%P 320
%D 1997
%I Harper & Row
%C San Francisco
%G ISBN: 0-06251479-2
%Y I. Shaping the Future
1. Vision
2. The Revolution Unfolds
3. Where Person Meets Machine
4. New Tools
II. How Your Life Will Change
5. Daily Life
6. Pleasure
7. Health
8. Learning
9. Business and Organizations
10. Government
III. Reuniting Technology and Humanity
11. The Value of Information
12. Electronic Bulldozers
13. Electronic Proximity
14. Ancient Humans
Appendix. The Five Pillars of the Information Age

%M B.Dertouzos.01
%0 BOOK
%T The unfinished revolution :
human-centered computers and what they can do for us
%A Michael L. Dertouzos
%D 2001
%I HarperCollins
%P 224
%G ISBN 0-06662067-8
%Y
1. Why Change
	Charting New Terrain
	Rise of the Information Marketplace
	Integrate Computers into Our Lives
	Give Us a Gas Pedal and Steering Wheel
	Reach All People
2. Let's Talk
	Elusive Intelligence
	Speech and Vision: Different Roles
	Let's Talk
	Show Me
	A New Metaphor
	Brain Chips
3. Do It for Me
	The Ascent to Meaning: E-Forms
	Meaning on the Web: Metadata
	Bring Things under Control
	Hundreds of Dumb Servants
	Start the Ball Rolling
	Automation and Society
4. Get Me What I Want
	Organize or Search?
	Discovering What Your Information Means
	The Semantic Web Conspiracy
	A New Information Model
	Call to Action
5. Help Us Work Together
	The Challenge
	Messages and Packages
	Collaboration Systems
	Information Work
	Privacy
	More Social Consequences
	Distance Education
6. Adapt to Me
	A Growing Need
	Pushing the OS Upward
	Nomadic Software
7. Applying the New Forces
	Health
	Commerce
	Disaster Control
	Medicine in the Bush
	Total Financial Services
	Play
	Sundials
	Why These Five Forces?
	Dovetailing People with the Forces
8. Oxygen
	Putting It All Together
	The Handy 21
	The Enviro 21
	The N21 Network
	Speech
	Automation
	Individualized Information Access
	Collaboration
	Customization
	The Oxygen Software System
	Turning on a Dime
9. Finishing the Unfinished Revolution
	Info Royalty
	Global Reach
	Monoculture and Overload
	The Technology Fountain
	No Machines beyond This Point
	Greater Humanity?
	Beyond the Information Revolution

%M B.DeVellis.91
%0 BOOK
%G ISBN 0-8039-3776-8
%T Scale Development: Theory and Applications
%S Applied Social Research Methods
%N Vol. 26
%A Robert F. Devellis
%D 1991
%I Sage Publications

%M B.Diaper.89 2/17/94 gp
%0 BOOK
%T Task Analysis for Human-Computer Interaction
%G ISBN 0-47021606-9
%P 258
%A Dan Diaper
%D 1989
%C Chichester, UK
%I Ellis Horwood

%M B.Dillon.94
%0 BOOK
%T Designing Usable Electronic Text:
Ergonomic Aspects of Human Information Usage
%D 1994
%A Andrew Dillon
%P 220
%G ISBN 0-7484-0113-X (paper) 0-7484-0112-1 (cloth)
%I Taylor & Francis

%M B.Dittrich.02
%0 BOOK
%T Social thinking-software practice
%A Yvonne Dittrich
%A Christiane Floyd
%A Ralf Klischewski
%D 2002
%P 481
%I MIT Press
%G ISBN: 0-26204204-5

%M B.Dix.93
%0 BOOK
%T Human-Computer Interaction
%A Alan Dix
%A Janet Finlay
%A Gregory Abowd
%A Russell Beale
%D 1993
%N 15 chapters
%P 570
%I Prentice Hall
%G ISBN 0-13-458266-7 (hardback); 0-13-437211-5 (paperback) only outside USA
%Y Introduction
Part 1: Foundations
1: The Human
1.1 Introduction
1.2 Input-Output Channels
1.3 Human Memory
1.4 Thinking: Reasoning and Problem-solving
1.5 Individual Differences
1.6 Psychology and the Design of Interactive Systems
1.7 Summary
	Exercises
	Recommended Reading
2: The Computer
2.1 Introduction
2.2 Text Entry Devices
2.3 Positioning and Pointing Devices
2.4 Output Devices
2.5 Alternatives
2.6 Paper: Printing and Scanning
2.7 Memory
2.8 Processing
2.9 Summary
	Exercises
	Recommended Reading
3: The Interaction
3.1 Introduction
3.2 Models of Interaction
3.3 Frameworks and HCI
3.4 Ergonomics
3.5 Interaction Styles
3.6 The Context of the Interaction
3.7 Summary
	Exercises
	Recommended Reading
Part II: Design Practice
4: Usability Paradigms and Principles
4.1 Introduction
4.2 Paradigms for Interaction
4.3 Principles to Support Usability
4.4 Summary
	Exercises
	Recommended Reading
5: The Design Process
5.1 Introduction
5.2 The Software Life Cycle
5.3 Using Design Rules
5.4 Usability Engineering
5.5 Iterative Design and Prototyping
5.6 Design Rationale
5.7 Summary
	Exercises
	Recommended Reading
6: Models of the User in Design
6.1 Introduction
6.2 Cognitive Models
6.3 Goal and Task Hierarchies
6.4 Linguistic Models
6.5 The Challenge of Display Based Systems
6.6 Physical and Device Models
6.7 Cognitive Architectures
6.8 Summary
	Exercises
	Recommended Reading
7: Task Analysis
7.1 Introduction
7.2 Differences between Task Analysis and Other Techniques
7.3 Task Decomposition
7.4 Knowledge Based Analysis
7.5 Entity-Relationship Based Techniques
7.6 Sources of Information and Data Collection
7.7 Uses of Task Analysis
7.8 Summary
	Exercises
	Recommended Reading
8: Dialogue Notations and Design
8.1 What is Dialogue?
8.2 Dialogue Design Notations
8.3 Diagrammatic Notations
8.4 Textual Dialogue Notations
8.5 Dialogue Semantics
8.6 Dialogue Analysis and Design
8.7 Summary
	Exercises
	Recommended Reading
9: Models of the System
9.1 Introduction
9.2 Standard Formalisms
9.3 Interaction Models
9.4 Status/Event Analysis
	Exercises
	Recommended Reading
10: Implementation Support
10.1 Introduction
10.2 Elements of Windowing Systems
10.3 Programming the Application
10.4 Using Toolkits
10.5 User Interface Management Systems
10.6 Summary
	Exercises
	Recommended Reading
11: Evaluation Techniques
11.1 What is Evaluation?
11.2 Goals of Evaluation
11.3 Styles of Evaluation
11.4 Evaluating the Design
11.5 Evaluating the Implementation
11.6 Choosing an Evaluation Method
11.7 Summary
	Exercises
	Recommended Reading
12: Help and Documentation
12.1 Introduction
12.2 Requirements of User Support
12.3 Approaches to User Support
12.4 Intelligent Help Systems
12.5 Designing User Support Systems
12.6 Summary
	Exercises
	Recommended Reading
Part III: Advanced Topics
13: Groupware
13.1 Introduction
13.2 Groupware Systems
13.3 Computer-mediated Communication
13.4 Meeting and Decision Support Systems
13.5 Shared Applications and Artefacts
13.6 Frameworks for Groupware
13.7 Implementing Synchronous Groupware
13.8 Summary
	Exercises
	Recommended Reading
14: CSCW Issues and Theories
14.1 Introduction
14.2 Face-to-face Communication
14.3 Conversation
14.4 Text Based Communication
14.5 Group Working
14.6 Organizational Issues
14.7 Summary
	Exercises
	Recommended Reading
15: Multi-sensory Systems
15.1 Introduction
15.2 Usable Sensory Inputs
15.3 Multi-modal and Multi-media Systems
15.4 Speech in the Interface
15.5 Non-speech Sound
15.6 Handwriting Recognition
15.7 Text, Hypertext and Hypermedia
15.8 Animation and Video
15.9 Gesture Recognition
15.10 Computer Vision
15.11 Applications of Multi-media Systems
15.12 Summary
	Exercises
	Recommended Reading
References
Index

%M B.Dix.98
%0 BOOK
%T Human-Computer Interaction
%D 1998
%A Alan J. Dix
%A Janet E. Finlay
%A Gregory D. Abowd
%A Russell Beale
%P 650
%O 2nd Edition
%I Prentice Hall
%G ISBN 0-13-239864-8
%W http://www.hcibook.com/
%Y Preface to the second edition
Preface to the first edition
Introduction
I. FOUNDATIONS
1. The human
2. The computer
3. The interaction
II. DESIGN PRACTICE
4. Usability paradigms and principles
5. The design process
6. Models of the user in design
7. Task analysis
8. Dialog notations and design
9. Models of the system
10. Implementation support
11. Evaluation techniques
12. Help and documentation
III. APPLICATION AREAS
13. Groupware
14. CSCW and social issues
15. Out of the glass box
16. Hypertext, multimedia and the World Wide Web

%M B.Douglas.97
%0 BOOK
%T The Ergonomics of Computer Pointing Devices
%S Advanced Perspectives in Applied Computing
%A Sarah A. Douglas
%A Anant Kartik Mithal
%P 233
%D 1997
%I Springer-Verlag
%G ISBN 3-540-19986-1
%Y
1. Introduction
1.1 Approach
1.2 The Organization of This Book
1.3 Importance and Future of Pointing Device Ergonomics
2. Human Motor Performance
2.1 Fitts' Law
2.2 Psychomotor Models
2.3 Other Aspects of Motor Behavior
2.4 Summary
2.5 Endnotes
3. Factors in Applying Psychomotor Studies to Pointing Devices
3.1 Devices: Operation, Features and Types
3.2 Limb Control
3.3 Tasks
3.4 Summary
4. A Survey of Ergonomic Studies
4.1 Studies by Device
4.2 Comparison Between Devices
4.3 Summary
4.4 Endnotes
5. Evaluating New Devices: A Case Study
5.1 Overview
5.2 Introduction
5.3 Previous Research
5.4 Method
5.5 Results
5.6 Discussion
5.7 Conclusions
5.8 Endnotes
6. Using the Microstructure of Movement to Understand Device Performance
6.1 Introduction
6.2 Research Questions
6.3 Method
6.4 Results
6.5 Discussion
6.6 Summary and Conclusions
6.7 Endnotes
7. Performance Models
7.1 Historical Background
7.2 GOMS
7.3 Keystroke Level Model
7.4 Stochastic Network Models
7.5 Extensions to the GOMS Model Research
7.6 Summary
7.7 Endnotes
8. Challenges of the Present and Future
8.1 Review of Pointing Device Research Findings
8.2 Integrating Ergonomics Research into Design
8.3 Innovations in Pointing Device Technology and Interfaces
8.4 Future Research Directions
8.5 Conclusions
8.6 Endnotes
9. Bibliography

%M B.Dourish.01
%0 BOOK
%T Where the Action Is: The Foundations of Embodied Interaction
%A Paul Dourish
%W http://mitpress.mit.edu/0262041960
%D 2001
%P 256
%G ISBN 0-262-04196-0
%I MIT Press
%Y 1 History of Interaction
2 Getting in Touch
3 Social Computing
4 "Being-in-the-World": Embodied Interaction
5 Foundations
6 Moving Toward Design
7 Conclusions and Directions
%X
Computer science as an engineering discipline has been spectacularly
successful. Yet it is also a philosophical enterprise in the way it
represents the world and creates and manipulates models of reality, people,
and action. In this book Paul Dourish addresses the philosophical bases of
human-computer interaction. He looks at how what he calls "embodied
interaction" -- an approach to interacting with software systems that
emphasizes skilled, engaged practice rather than disembodied
rationality -- reflects the phenomenological approaches of Martin Heidegger,
Ludwig Wittgenstein, and other twentieth-century philosophers. The
phenomenological tradition emphasizes the primacy of natural practice over
abstract cognition in everyday activity. Dourish shows how this perspective
can shed light on the foundational underpinnings of current research on
embodied interaction. He looks in particular at how tangible and social
approaches to interaction are related, how they can be used to analyze and
understand embodied interaction, and how they could affect the design of
future interactive systems.

%M B.Dreyfus.67 11/4/90 gp/bs
%0 BOOK
%T The Measure of Man: Human Factors in Design
%A W. Dreyfus
%G ISBN 0-82307370-X
%P 54
%D 1967
%C New York, NY
%I Whitney Library of Design
%O Second Edition

%M B.Druin.96
%0 BOOK
%T Designing Multimedia Environments for Children
%A Allison Druin
%A Cynthia Solomon
%D 1996
%I John Wiley & Sons
%G ISBN 0-471-11688-2
%P 288
%O Includes CD-ROM
%Y An Introduction: The Multimedia Landscape
1. Origins of Educational Multimedia Environments
2. CD-ROM Edutainment
3. Videodisc Problem-Solving Simulations
4. Children's Multimedia Authoring Tools
5. On-Line Multimedia Environments
6. Physical Multimedia Environments
7. The Activity of Innovation
8. Thoughts About Tomorrow

%M B.Duffy.93 4/27/93
%0 BOOK
%T Online Help: Design and Evaluation
%S Human/Computer Interaction Series
%A Thomas M. Duffy
%A James E. Palmer
%A Brad Mehlenbacher
%D 1983
%P 272
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%W http://www.intellectbooks.com/authors/duffy/online1.htm
%G ISBN 0-89391-858-X (cloth); 0-89391-848-2 (paper)
%Y 1. Online Help in Context
2. Medium of Delivery and the Design Process
3. A Task Model for Online Help
4. Designing Interactive Help Systems
5. Understanding the Design Process
6. An Overview of Evaluation Requirements and Options
7. The Help Design Evaluation Questionnaire (HDEQ)
8. Findings from the Evaluation of Help Systems
Appendix: The Help Design Evaluation Questionnaire


%M B.Dumas.88 11/4/90 gp/bs
%0 BOOK
%T Designing User Interfaces for Software
%A Joseph S. Dumas
%D 1988
%G ISBN 0-13201971-X
%P 174
%C Englewood Cliffs, NJ
%I Prentice Hall

%M B.Dumas.93 4/27/93 gp
%0 BOOK
%T A Practical Guide to Usability Testing
%A Joseph S. Dumas
%A Janice C. Redish
%D 1993
%P 412
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%G ISBN 1-84150-020-8 (1999 revised edition)
ISBN 0-89391-990-X (cloth); 0-89391-991-8 (paper)
%Y I. CONCERNING USABILITY (1)
1 Introducing Usability (3)
2 Introducing Usability Testing (21)
3 Uncovering Usability Needs Before You Design (39)
4 Basing Designs on Expertise in Human-Computer Interaction (51)
5 Evaluating Usability Throughout Design and Development (63)
6 Establishing a Usability Program in Your Organization (83)
II. PLANNING AND PREPARING FOR A USABILITY TEST (97)
7 Planning a Usability Test (99)
8 Defining Goals and Concerns (109)
9 Deciding who Should be Participants (119)
10 Recruiting Participants (135)
11 Selecting and Organizing Tasks to Test (159)
12 Creating Task Scenarios (171)
13 Deciding How to Measure Usability (183)
14 Preparing Test Materials (203)
15 Preparing the Test Environment (221)
16 Preparing the Test Team (233)
17 Conducting a Pilot Test (263)
III. CONDUCTING AND USING THE RESULTS OF A USABILITY TEST (271)
18 Caring for the Test Participants (273)
19 Conducting the Test (287)
20 Tabulating and Analyzing Data (309)
21 Recommending Changes (331)
22 Communicating the Results (339)
23 Preparing a Highlight Tape (355)
24 Changing the Product and the Process (367)
References (375)
Appendix A: Setting Up a Usability Lab (383)
Appendix B: Relevant Organizations and Journals (397)
Author Index (407)
Subject Index (409)

%M B.Dustin.02
%0 BOOK
%T Quality Web systems : performance, security, and usability
%A Elfriede Dustin
%A Jeff Rashka
%A Douglas McDiarmid
%D 2002
%P 318
%I Addison-Wesley Publishing
%G ISBN 0-201-71936-3
%Y
1. Overview of Web Systems and Technologies
	Quality Web Systems
	Success Criteria
	Assigning Priorities Based on Risks
	Web System Engineering
	Web System Architecture
2. Web Engineering Using the RSI Approach
	Use Cases Analysis
	Goal Oriented Use Cases Analysis
	RSI Approach
	RSI Model Development
	Non-Functional Requirements
	Technology Selection
	Test Procedures From RSI Use Cases
	Chapter Summary
	References
3. Security
	Overview
	Web and Application Servers
	Database Server
	Client Computer
	Secure Communications
	Network Security
	Verifying Site Security
	TBS Case Study
	Chapter Summary
	References
4. Performance
	Overview
	Performance and Scalability Requirements
	Verifying Site Performance and Scalability
	Verification Phases
	Interpreting the Test Results
	Improving Performance and Scalability
	Analyzing Scalability and Cost
	TBS Case Study
	Chapter Summary
	References
5. Compatibility
	Client-Side Compatibility Issues
	Verifying Site Compatibility
	TBS Case Study
	Chapter Summary
	References
6. Usability and Accessibility
	Usability Engineering
	Accessibility
	Usability Evaluation
	Automating Usability Evaluation
	TBS Case Study
	Chapter Summary
	References
7. Tools
	Engineering
	Security
	Performance and Scalability
	Compatibility
	Usability
	Other Tools
	Chapter Summary
Appendixes
	A. Evaluation Checklists
	B. Test Tool Evaluations
	C. Technology Book Store Case Study

%M B.Dyson.97
%0 BOOK
%T Release 2.0: A Design for Living in the Digital Age
%A Esther Dyson
%P 224
%D 1997
%I Broadway Books
%G ISBN: 0-76790011-1
%Y 1. How I got the story and learned to love markets
2. Communities
3. Work
4. Education
5. Governance
6. Intellectual property
7. Content control
8. Privacy
9. Anonymity
10. Security
11. A design for living

%M B.Earnshaw.01
%0 BOOK
%T Frontiers of human-centered computing, online communities and virtual environments
%A Rae A. Earnshaw
%D 2001
%P 482
%I Springer-Verlag
%G ISBN: 1-85233238-7

%M B.Eberts.94 4/21/94 weh@sei.cmu.edu
%0 BOOK
%T User Interface Design
%A Ray E. Eberts
%D 1994
%C Englewood Cliffs, NJ
%I Prentice Hall
%G ISBN 0-13-140328-1
%Y I - INTRODUCTION
1. Interacting with Computers
2. Interface Widgets
3. Four Approaches to Human-Computer Interaction
II - EMPIRICAL APPROACH
4. Experimental Methodology
5. Experimental Design and Analysis
6. Hazards to Conducting and Interpreting HCI Experiments
III - COGNITIVE APPROACH
7. Mental Models
8. Human Information Processing
9. Neural Network Models
10. Metaphors and Analogies
11. Spatial Reasoning and Graphics
12. Workload Assessment
IV - PREDICTIVE MODELING APPROACH
13. The Model Human Processor
14. GOMS
15. NGOMSL
16. Production Systems
17. Grammar Representations
V - ANTHROPOMORPHIC APPROACH
18. Human-Human Communication
19. Natural Interface Design: Alternative Input Methods
20. Natural Interface Design: Perceptual and Cognitive Mismatches
21. Affordances, Constraints and World Knowledge
VI - ISSUES IN HCI (APPLICATION OF APPROACHES)
22. Feedback and Help Messages
23. Menu Displays
24. Database Applications
25. Groupware
References
Author Index
Subject Index

%M B.Ericsson.84 11/4/90 gp
%0 BOOK
%T Protocol Analysis: Verbal Reports as Data
%A K. A. Ericsson
%A H. A. Simon
%D 1984
%P 426
%C Cambridge, MA
%I MIT Press
%G ISBN 0-262-55012-1; BF 455.E68
%G ISBN 0-262-05029-3, OCLC 10207167
%K EVALUATION Empirical
%Y 1	Introduction and Summary
2	Effects of Verbalization
3	Completeness of Reports
4	Inferences From Verbal Data
5	Model of Verbalization
6	Methods for Protocol Analysis
7	Techniques of Protocol Analysis

%M B.Ericsson.93
%0 BOOK
%T Protocol Analysis: Verbal Reports as Data
%A K. Anders Ericsson
%A Herbert A. Simon
%D 1993
%O Revised Edition
%C Cambridge, MA
%I MIT Press
%P 496
%G ISBN 0-262-55023-7 (paper) 0-262-05047-1 (cloth)
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262550237
%K EVALUATION Empirical

%M B.Esselink.2000
%0 BOOK
%T A Practical Guide to Localization
%A Bert Esselink
%P 490
%I John Benjamins Publishing
%G ISBN 1-58811006-0 paperback; 1-58811005-2 hardcover
%D 2000

%M B.farkas.02
%0 BOOK
%T Principles of Web Design
%A David K. Farkas
%A Jean B. Farkas
%I Longman
%S Allyn & Bacon Series in Technical Communication
%D 2002
%G ISBN: 0-205-30291-2
%P 377
%X
This is a university-level textbook that teaches Web design skills within a
framework of information-design principles, rhetoric, and hypertext theory.
The book emphasizes the importance of the underlying node-link structure in
designing the navigational interface and creating content.
%Y
1. Understanding the Web: A Designer's View
2. Planning the Project
3. Designing and Building the Project
4. Using Content Types Effectively
5. Societal Implications and Ethical Choices
6. Hypertext Theory and Node-Link Diagrams
7. Hierarchies and Organizing Content
8. The Navigational Interface
9. Designing Effective Links
10. Writing for the Web
11. Graphic Design
12. Site Maps, Search, and Indexes
13. Non-Hierarchical Information Structures
Appendixes
A. Twenty-Five Guidelines for Getting Started
B. An Introduction to Copyright Law
C. Project Reports
D. Implementation Resources
%W http://www.uwtc.washington.edu/pwd/ Companion Website
%W http://www.ablongman.com/catalog/academic/product/1,4096,0205302912,00.html

%M B.Faulkner.98
%0 BOOK
%T The Essence of Human-Computer Interaction
%S Essence of Computing Series
%A Christine Faulkner
%D 1998
%I Prentice Hall
%S Computer Books
%G ISBN 0-13-751975-3
%P 240
%Y Preface
1 An overview of human-computer interaction
1.1 The background to HCI
1.2 The relationship of HCI to other disciplines
1.3 The importance of HCI
1.4 The role of HCI in the development of software
1.5 Summary
1.6 Exercises
1.7 References
1.8 Further reading
1.9 Electronic resources
2 The user's physical capabilities
2.1 Cognition
2.2 The senses
2.3 Vision
2.4 Design considerations
2.5 Hearing
2.6 Touch -- the haptic channel
2.7 Taste and smell
2.8 Summary
2.9 Self test list
2.10 Exercises
2.11 References
2.12 Further reading
2.13 Electronic resources
3 The user's mental capabilities
3.1 Background
3.2 An overview of memory
3.3 Memory in action
3.4 Memory experiments
3.5 Guidelines for interfaces
3.6 Memory and learning
3.7 Computer-human systems?
3.8 Summary
3.9 Self test list
3.10 Exercises
3.11 References
3.12 Further reading
4 The interface
4.1 Background
4.2 The principles of interface design
4.3 The classification of interaction styles
4.4 Direct versus linguistic manipulation
4.5 Some design considerations
4.6 Summary
4.7 Self test list
4.8 Exercises
4.9 References
4.10 Further reading
5 Designing systems for people
5.1 Background
5.2 User classification
5.3 User types
5.4 The design process
5.5 Collection of data about the system
5.6 The purpose of task analysis
5.7 Strategies for representing design
5.8 Conclusions
5.9 Summary
5.10 Self test list
5.11 Exercises
5.12 References
5.13 Further reading
6 Evaluation and testing
6.1 The importance of evaluation
6.2 Problem areas in evaluation
6.3 When and what to evaluate
6.4 Evaluation techniques
6.5 Experiments
6.6 Questionnaires
6.7 Recommendations for questionnaire design
6.8 Questionnaire types
6.9 Interviews
6.10 Observation
6.11 Activity sampling and activity logging
6.12 Co-operative evaluation
6.13 Summary
6.14 Self test list
6.15 Exercises
6.16 References
6.17 Further reading
7 Making systems that people can use
7.1 Usability engineering
7.2 Defining objectives in usability engineering
7.3 Usability engineering as a process
7.4 Extensions to the usability specification
7.5 Checklist for developing a usability specification
7.6 Usability metrics
7.7 Socio-technical design
7.8 Problems caused by the introduction of computers
7.9 Managing computerization using socio-technical design
7.10 Dialogue design guidelines
7.11 General principles for system design
7.12 Summary
7.13 Self test list
7.14 Exercises
7.15 References
7.16 Further reading
8 Ergonomics, health and safety
8.1 Health and safety
8.2 Postural fatigue and repetitive strain injury
8.3 Ergonomics
8.4 The office environment
8.5 Summary
8.6 Self test list
8.7 Exercises
8.8 References
8.9 Further reading
8.10 Electronic resources
9 Social implications and the future of HCI
9.1 The workplace
9.2 The home
9.3 Society
9.4 Hypertext and the Web
9.5 Computer systems and the law
9.6 Summary
9.7 Self test list
9.8 Exercises
9.9 References
9.10 Further reading
9.11 Electronic resources
Glossary

%M B.Felker.81 11/4/90 gp
%0 BOOK
%T Guidelines for Document Designers
%A Daniel B. Felker
%A Frances Pickering
%A Veda Charrow
%A V. Melissa Holland
%A Janice Redish
%P 117
%G Report CS 207 188
%D 1981
%C 1055 Thomas Jefferson Street, NW, Washington, DC 20007
%I American Institutes for Research
%K IMPLEMENTATION Guidance
%Y I	Introduction
II	Document Design Guidelines
A	Principles of Organizing Text
B	Principles of Writing Sentences
C	Typographic Principles
D	Graphic Principles
III	Document Design Research

%M B.Fernandez.95
%0 BOOK
%T Global Interface Design:
A Guide to Designing International User Interfaces
%A Tony Fernandes
%D 1995
%I Academic Press
%S Professional
%P 191
%C Boston
%G ISBN 0-12-253790-4; QA 76.9.U83F47
%K internationalization, globalization, localization,
international user interfaces, cultural differences
%O Includes CD-ROM
%Y 1	Terminology
2	Globalization: Laying the Groundwork
3	National Language
4	Visual Language
5	National Formats
6	The Physical World
7	Introduction to Culture
8	Symbols and Taboos
9	Cultural Aesthetics
10	Usability Testing
11	Business Justification
A	Resources
B	Code
C	Multimedia

%M B.Fink.95
%0 BOOK
%T The Survey Handbook (The Survey Kit, Vol 1)
%A Arlene Fink
%A Eve P. Fielder
%A James H. Frey
%I Sage Publicaitions
%D 1995
%G ISBN: 0-8039-5934-6

%M B.Fink.99
%0 BOOK
%T Cyberseduction :
reality in the age of psychotechnology
%A Jeri Fink
%D 1999
%P 308
%I Prometheus Books
%G ISBN: 1-57392743-0

%M B.Fisher.94
%0 BOOK
%T Multimedia Authoring: Building and Developing Documents
%A Scott Fisher
%I Academic Press
%S Professional
%D 1994
%G ISBN 0-12257560-1  0-12784811-8 (pbk)
%P 286
%Y Introduction: Learning to Think Multimedia
The Restrictions of Linearity
Interactive Documents before Multimedia: Hypertext
Goals of This Book
Terminology Used in This Book
Applicability: Who Needs Multimedia?
Is There Anything Multimedia Can't Do?
What Makes Multimedia Special?
Making Music: How Many Tunes from Only 88 Keys?
The Author as Composer
Pace, Volume, and Tempo
Storyboards: Visual Outlines
Storyboard History
How Do You Start?
Storyboarding for Interactive Media
Different Kinds of Stories, Different Kinds of Boards
Components: Modules and Links
What Is a Module?
What Is a Link?
Restrictions of Tools and Media
How the Brain Retains Information
Moving Modules
In Our Last Episode...
Open-Ended Links
Structure: Analyzing the Information in Your Database
What Is an Information Database?
What Comes First?
Profiling User Information
The Nature of the Information Database
Information Hierarchies
Flat Versus Structured Information Layout
Assumptions: Right Ones and Wrong Ones
The Myth of Prerequisite Information
Is There Such a Thing as a Valid Assumption?
How Information Is Used
Building Assumptions into the Document
In the Audience's Shoes
Preparing Paper and Online Documents from Common Source
Road Maps: How To Get Around In Cyberspace
What is Cyberspace, Anyway?
Orienting the Reader: The Table of Contents
Directory Listings
"You Are Here"
Is That All There Is?
Guided Interactive Navigation
Document Structure: Islands and Streams
Document Conversion Versus Document Creation
From Text to Hypertext
From Hypertext to Hypermedia
Advantages of Conversion
Advantages of Modular Design
Creating or Adapting - Common Needs
Adapting an Existing Document
Creating a New Document
Multimedia Projects: Checklists, Issues, and Questions
Integrating System Components
Using the Checklists
Checklist - Document Analysis
Checklist - Roles of Development Staff
Checklist - Authoring System Analysis
Checklist - Delivery System Analysis
Checklist - Understanding your Resources
Timeline - Project Overview
Conclusion - New Technology, New Information, New Aesthetics
Appendix A - Online Examples
Appendix B - Glossary
Appendix C - Bibliography

%M B.Fitts.67 11/4/90 gp
%0 BOOK
%T Human Performance
%A Paul Fitts
%A Michael I. Posner
%G ISBN 0-31321245-7
%D 1967
%P 162
%C Belmont, CA
%I Brooks/Cole Publishing
%K DESIGN Psych Device
%Y 1	Skills of Civilized Man
2	Learning and Skilled Performance
3	Motivation and Performance
4	Component Processes and Performance Capabilities
5	The Measurement of Skills
6	Human Capacities in Perceptual-Motor Skills
7	Language Skills
8	Applications

%M B.Flanagan.98
%0 BOOK
%T JavaScript: The Definitive Guide
%A David Flanagan
%A Dan Shafer
%D 1998
%P 776
%I O'Reilly & Associates
%G ISBN 1-56592-392-8
%Y Preface
1. Introduction to JavaScript
I. CORE JAVASCRIPT
2. Lexical Structure
3. Data Types and Values
4. Variables
5. Expressions and Operators
6. Statements
7. Functions
8. Objects
9. Arrays
10. Pattern Matching with Regular Expressions
11. Further Topics in JavaScript
II. CLIENT-SIDE JAVASCRIPT
12. JavaScript in Web Browsers
13. Windows and Frames
14. The Document Object Model
15. Events and Event Handling
16. Forms and Form Elements
17. Dynamic HTML
18. Saving State with Cookies
19. Compatibility Techniques
20. LiveConnect: JavaScript and Java
21. JavaScript Security
III. REFERENCE

%M B.Fleishman.84 11/4/90 gp
%0 BOOK
%T Taxonomies of Human Performance: The Description of Human Tasks
%A E. A. Fleishman
%A M. K. Quaintance
%D 1984
%P 514
%C New York
%I Academic Press
%G ISBN 0-12-260450-4; OCLC 10737935
%K DESIGN Task
%Y 1	The Need for Taxonomic Development in the Field of Human Performance
2	Role of Taxonomics in Scientific Development
3	Conceptual Bases for Classifying Human Task Performance
4	Methodological Issues in Developing and Evaluating Classificatory Systems
5	Classificatory Systems for Describing Human Tasks: Behavior Description
6	Classificatory Systems for Describing Human Tasks: Behavior Requirements
7	Classificatory Systems for Describing Human Tasks: Abilities and Task Characteristics
8	Data Bases and Taxonomic Development
9	The Criterion Measures Approach
10	The Information-Theoretic Approach
11	The Task Strategies Approach
12	The Ability Requirements Approach
13	The Task Characteristics Approach
14	Taxonomic Developments in Related Areas
15	Conclusions
A	Miller's Terminology: Definitions for the 25 Task Functions Involved in a Generalized Information-Processing System
B	Updated Definitions for the Ability Categories in Recent Forms of the Manual for the Ability Requirements Scales (MARS)
C	Tasks Representing Different Ability Categories
D	Task Characteristic Rating Scales

%M B.Fleming.98
%0 BOOK
%T Web Navigation: Designing the User Experience
%A Jennifer Fleming
%P 253
%O includes CD-Rom
%D 1998
%I O'Reilly & Associates
%G ISBN 1-56592-351-0
%Y 1. Getting Started
2. Ten Qualities of Successful Navigation
3. Designing for Users
4. Site Architecture
5. Interface and Interaction Design
6. Looking at Process
7. Navigation Design for Shopping Sites
8. Navigation Design for Community Sites
9. Navigation Design for Entertainment Sites
10. Navigation Design for Identity Sites
11. Navigation Design for Learning Sites
12. Navigation Design for Information Sites
A Technical Tips
B Glossary
C Netography
D Bibliography

%M B.Foley.82 11/4/90 gp/bs
%0 BOOK
%T Fundamentals of Interactive Computer Graphics
%A James D. Foley
%A Andries Van Dam
%D 1982
%P 664
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-14468-9; T 385.F63
%K DESIGN IMPLEMENTATION
%Y 1	What is Interactive Graphics?
2	Basic Interactive Graphics Programming
3	Graphics Hardware
4	Implementation of a Simple Graphics Package
5	Interaction Devices and Techniques
6	The Design of User-Computer Graphic Conversations
7	Geometrical Transformations
8	Viewing in Three Dimensions
9	Modeling and Object Hierarchy
10	Advanced Display Architecture
11	Raster Algorithms and Software
12	Display Architecture
13	Representation of 3D Shapes
14	The Quest for Visual Realism
15	Algorithms for Removing Hidden Edges and Surfaces
16	Shading Models
17	Intensity and Color

%M B.Foley.90 1/22/91 gp
%0 BOOK
%T Computer Graphics: Principles and Practice
%A James D. Foley
%A Andries van Dam
%A Steven K. Feiner
%A John F. Hughes
%D 1990
%P 1174
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-12110-7; T 385.C587
%O 2nd Edition
%Y 1	Introduction
2	Programming in the Simple Raster Graphics Package (SRGP)
3	Basic Raster Graphics Algorithms for Drawing 2D Primitives
4	Graphics Hardware
4.1	Hardcopy Technologies
4.2	Display Technologies
4.3	Raster-Scan Display Systems
4.4	The Video Controller
4.5	Random-Scan Display Processor
4.6	Input Devices for Operator Interaction
4.7	Image Scanners
	Exercises
5	Geometrical Transformations
6	Viewing in 3D
7	Object Hierarchy and Simple PHIGS (SPHIGS)
8	Input Devices, Interaction Techniques, and Interaction Tasks
8.1	Interaction Hardware
8.2	Basic Interaction Tasks
8.3	Composite Interaction Tasks
	Exercises
9	Dialogue Design
9.1	The Form and Content of User-Computer Dialogues
9.2	User-Interface Styles
9.3	Important Design Considerations
9.4	Modes and Syntax
9.5	Visual Design
9.6	The Design Methodology
	Exercises
10	User Interface Software
10.1	Basic Interaction-Handling Models
10.2	Window-Management Systems
10.3	Output Handling in Window Systems
10.4	Input Handling in Window Systems
10.5	Interaction-Technique Toolkits
10.6	User-Interface Management Systems
	Exercises
11	Representing Curves and Surfaces
12	Solid Modeling
13	Achromatic and Colored Light
14	The Quest for Visual Realism
15	Visible-Surface Determination
16	Illumination and Shading
17	Image Manipulation and Storage
18	Advanced Raster Graphics Architecture
19	Advanced Geometric and Raster Algorithms
20	Advanced Modeling Techniques
21	Animation
Appendix: Mathematics for Computer Graphics

%M B.Fowler.97
%0 BOOK
%T GUI Design Handbook
%I McGraw-Hill
%A Susan L. Fowler
%D 1997
%G ISBN 0-07-059274-8
%P 320
%Y Preface
GUI Design from A to Z
Check Box
Combo Box
Command Line
Cursor
Dialog Box, Expanding
Dialog Box, Standard
Dialog Box, Tabbed
Drop-Down List Box
Field, Entry
Field, Protected
Field, Required
Graph
Icon, Desktop
Iconic Label
Keyboard Shortcuts: Mnemonic, Accelerator
Label
List Box, Multiple-Selection
List Box, Single-Selection
Menubar
Menu, Drop-Down
Menu, Pop-Up
Message Box
Online Help, Context-Sensitive
Online Help, Procedural
Online Help, Reference
Palette
Pointer
Progress Indicator
Pushbutton
Radio Button
Scroll Bar
Slide Bar
Slider
Spin Box
Status Bar
Table
Toolbar
Tooltip
Window
Wizard
Appendix A: How to Design a Good GUI
Appendix B: Usability Tests
Bibliography

%M B.Frascara.97
%0 BOOK
%T User-Centred Graphic Design:
Mass Communication and Social Change
%A Jorge Frascara
%D 1997
%P 176
%G ISBN 0-7484-0672-7
%I Taylor & Francis
%Y
1 Mapping the terrain
	1.1 Visual communication design: a working profile
	1.2 Discipline and interdiscipline
	1.3 The audience
	1.4 The designer
	1.5 Design, meaning, order and freedom
	1.6 Summary
2 Design methods
	2.1 The quantifiable and the human dimension
	2.2 The insufficiency of semiotics
	2.3 Some markers in the field
	2.4 The visualization of strategies
	2.5 Sorting requirements
	2.6 The question of validity in data collection Zoe Strickler
3 Targeting communications: traffic safety project report
	3.1 Introduction
	3.2 Creating a background
	3.3 Profile of the target group
	3.4 The focus group sessions
	3.5 Narrowing down the target group
	3.6 Recommendations for a communication campaign strategy
	3.7 Future action
	3.8 The campaign concept: focus and choices
	3.9 Visualizing ideas
4 Case histories
	4.1 Introduction
	4.2 Australia's Transport Accident Commission Campaign
	4.3 Britain's Health and Social Security forms
	4.4 Australia's Capita Insurance Company forms
	4.5 British Telecom: the telephone book project
5 Profiling the communication designer
	5.1 Introduction
	5.2 The transformation of design Bernd Meurer
	5.3 Deschooling and learning in design education Jan van Toorn
	5.4 Design practice and education: moving beyond the Bauhaus model
		Dietmar Winkler

%M B.Galegher.90 4/27/92 gp/rmb
%0 BOOK
%T Intellectual Teamwork: Social and Technological Foundations of Cooperative
Work
%A J. Galegher
%A R. E. Kraut
%A C. Egido
%D 1990
%C Hillsdale, New Jersey
%I Lawrence Erlbaum Associates
%G ISBN 0-80580534-6 (pbk) 0-80580533-8 (hdbk)

%M B.Galitz.80 11/4/90 gp/bs
%0 BOOK
%T Human Factors in Office Automation
%A Wilbert O. Galitz
%D 1980
%P 237
%C 100 Colony Square, Atlanta, GA 30361
%I Life Office Management Association

%M B.Galitz.85 11/4/90 gp/bs
%0 BOOK
%T Handbook of Screen Format Design
%A Wilbert O. Galitz
%D 1985
%G ISBN 0-89435-119-2
%P 250
%C P. O. Box 181, Wellesley, MA 02181
%I Q. E. D. Information Sciences Inc.
%K DESIGN Display Prototype
%O Revised Edition
%O Superseded by "User-Interface Screen Design," 1993
%Y 1	Introduction
2	Important General Considerations
3	Considerations in Screen Design
4	Data Entry Screens
5	Inquiry Screens
6	Interactive Screens
7	Menu Screens
8	Color in Screen Design
9	Source Documents
10	Screen Design Steps

%M B.Galitz.93 1/23/93 gp
%0 BOOK
%T User-Interface Screen Design
%A Wilbert O. Galitz
%D 1993
%G ISBN 0-471-56156-8; OCLC 30742052
%G ISBN 0-89435-406-X; OCLC 24954590; paper
%P 532
%I John Wiley & Sons
%I Q. E. D. Information Sciences Inc.
%K DESIGN Display Prototype
%Y 1	Introduction (1)
2	The System User (9)
3	System Considerations (21)
4	Considerations in Screen Design (59)
5	Data Entry Screens (129)
6	Inquiry Screens (183)
7	Multipurpose Screens (203)
8	Question and Answer Screens (205)
9	Menu Screens (209)
10	Graphical Screens (243)
11	Iconic Screens (387)
12	Statistical Graphics (403)
13	Color in Screen Design (425)
14	Source Documents (453)
15	Screen Design Steps (475)
References (503)
Index (521-532)

%M B.Galitz.94
%0 BOOK
%T It's Time to Clean Your Windows: Designing GUIs That Work
%A Wilbert O. Galitz
%I Q. E. D. Information Sciences Inc.
%D 1994
%G ISBN: 0-47160668-5; 0-89435469-8
%Y Foreword
Preface
1. Introduction
2. Characteristics of the Graphical User Interface
3. Principles of Graphical User Interface Design
4. The Graphical User Interface Screen Design Process - Overview
5. User Considerations
6. General Screen Design Considerations
7. Application Considerations
8. Windows
9. Menus
10. Device-Based Controls
11. Screen-Based Controls
12. Organizing and Layout Out Windows
13. Color
14. Icons
15. Other Screen Design Considerations
16. Testing

%M B.Galitz.96
%0 BOOK
%T The Essential Guide to User Interface Design:
An Introduction to GUI Design Principles and Techniques
%A Wilbert O. Galitz
%P 626
%D 1996
%I John Wiley & Sons
%G ISBN 0-471-15755-4
%Y Preface
I. INTRODUCTION TO SCREEN DESIGN FOR THE GRAPHICAL USER INTERFACE
1. The Importance of Good Screen Design
2. Characteristics of a Graphical User Interface
II. THE GUI SCREEN DESIGN PROCESS
Step 1. Know Your User or Client
Step 2. Understand the Business Function
Step 3. Understand the Principles of Good Screen Design
Step 4. Select the Proper Kinds of Windows
Step 5. Develop System Menus
Step 6. Select the Proper Device-Based Controls
Step 7. Choose the Proper Screen-Based Controls
Step 8. Organize and Lay Out Windows
Step 9. Choose the Proper Colors
Step 10. Create Meaningful Icons
Step 11. Provide Effective Messages, Feedback, Guidance, and Language Translation
Step 12. Test, Test, and Retest

%M B.Garlock.99
%T Designing Web interfaces to library services and resources
%A Kristen L. Garlock
%A Sherry Piontek
%D 1999
%G ISBN: 0-83890742-3
%I American Library Association
%P 103
%0 BOOK
%Y
PREFACE
Chapter 1 Web Interface Design for Libraries
	What Is Web Design?
	What Do Web Users Want?
	Creating a Good User Interface in the Web Environment
Chapter 2 Content
	Ideas for a Content-Rich Site
	Presenting Content
	Format
	Access
	Delivery
	User Assistance
	Presenting Services
Chapter 3 The Display of Your Library Web Site
	Why Using Color Is Important
	Plan Your Color Scheme
	Monitors and Browsers
	How to Use Color in Your Pages
Chapter 4 Library Web Page Layout
	Tables As Design Tools
	Frames As Design Tools
	Navigation
	HTML Editors and Validators
Chapter 5 Accessible Design
	Accessible Design and Assistive Technology
	Future Developments
Chapter 6 Incorporating User Feedback into
	Design
	Iterative Design
	Gathering User Feedback
	Making Use of Web Statistics
	Things to Keep in Mind
Chapter 7 Looking Ahead
	New Developments
APPENDIX Online Resources
INDEX

%M B.Gentner.83 2/10/91 gp
%0 BOOK
%T Mental Models
%A Dedre Gentner
%A Al Stevens
%D 1983
%C Hillsdale, NJ
%I Lawrence Erlbaum Associates
%G ISBN 0-89859242-9

%M B.Gilmore.89 11/4/90 gp/bs
%0 BOOK
%T User-Computer Interface in Process Control:
A Human Factors Engineering Handbook
%G ISBN 0-12283965-X
%A Walter E. Gilmore
%A David I. Gertman
%A Harold S. Blackman
%D 1989
%P 436
%C San Diego, CA
%I Academic Press

%M B.Gloor.96
%0 BOOK
%T Elements of Hypermedia Design: Techniques for Navigation &
Visualization in Cyberspace
%A Peter A. Gloor
%P 400
%D 1996
%I Springer-Verlag
%G ISBN 0-81763911-X

%M B.GO.92 9/30/93 Samu Mielonen f1sami@uta.fi Univ. of Tampere, Finland
%0 BOOK
%T PenPoint User Interface Design Reference
%Q GO Corporation
%D 1992
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-60858-8
%K PenPoint Style Guidelines

%M B.Goodman.87 2/2/91 gp
%0 BOOK
%T The Complete HyperCard Handbook
%A Danny Goodman
%D 1987
%P 720
%C New York
%I Bantam
%G ISBN 0-553-34391-2
%K DESIGN IMPLEMENTATION TOOL Prototype Macintosh
%Y I	Browsing Through HyperCard
II	HyperCard's Authoring Environment
III	HyperCard's Programming Environment
IV	Applying HyperCard and HyperTalk

%M B.Graham.2000
%0 BOOK
%T Unicode: A Primer
%A Tony Graham
%P 528
%I John Wiley & Sons
%G ISBN 0-76454625-2
%D 2000

%M B.Grantham.93 9/25/93
%0 BOOK
%T The Digital Workplace: Designing Groupware
%A Charles E. Grantham
%A Larry Nichols
%D 1993
%P 248
%C New York, New York
%I Van Nostrand-Reinhold
%G ISBN 0-442-01123-7
%Y 1. Introduction (Development of appreciation for why you need to
plan for introduction of new technologies)
The Future of Work: Prologue
	Decreasing Organizational Size
	Return of Work to the Home and Community
The Purpose of this Book
	Increased Decision Effectiveness
	Technology Diffusion Creates Change
The Plan of this Book
	The Enneagram Model: History and Applications
	Difference Between Thinking and Doing Processes
2. Communication: The Matrix of Interaction (Interpersonal Communication)
Theories of Communication
	Temporal Aspects
	Levels of Communication
	Pragmatics
Flow versus Particle Perspectives: The Competing World Views
Creation of Shared Realities
	Social Construction of Realities
Technology Impacts on Mediated Communication
	Communication Patterns and Affect
	Role Relationships and Organizational Behavior
		CASE STUDY
Computer Supported Cooperative Work: The Phenomenological Approach
3. Designing the Organization (How to plan the design process)
Principles of Design
	Design as Opposed to Engineering
	History of Technology Design
	Six Principles for Organizational Technology Design
A Model of Organizational Health: The Six Factors
	Relationship of Elements to Information Flows
	Function--Information Flow--Diagnostics
Organizational Intervention Strategies and Evolution
	How to Correct Imbalances in Organizational Process
4. Customer Service and Quality: External Relationships (Building teams with technology)
Strategic Customer Service
	Elements of Customer Satisfaction
	Assessment
	Where you are?
	Your Business Issues
Partnerships
	External-Internal
	Permeable Boundaries
Customers-End-Users-and Customer's Customer's
		CASE STUDY
Development and Operating Functions: Strategic Customer Service
5. Engineering Your Business: Internal Influences (Getting More Effective with Less)
Business Process Analysis
	The Methodology of Analysis
Social Roles and Business Functions
	Technology, Teamwork and Business Process
	Relationships Between Employee Attitude, Customer Satisfaction and Business Success
The Six Steps of Process Management
	Quality Improvement and Technology
6. Organizational Structure and Technology Impacts (Re-Engineering your Business Enterprise)
Theories of Organizations and Technology
	The Structural Approach
	Socio-Technical Systems
Matrix of System Complexity and Issues of Managerial Concern
	The Relationship of Information Technologies and Organizational Issues
Managing the Change Process: Practical Advice
		CASE STUDY
Integrating Customer Service Support: What Went Wrong
7. New Models of Thinking (Taking a Larger View)
Systems: Closed, Open and Evolving
	Viable Systems Model
	Generative Rationality
Visual Thinking and Information Flows
Systems Through Time: Simulation Models:
	The Dialectic Model
	Technology Integration: Computers-Telecommunications and Education-Entertainment
8. Continuous Learning as an Institution (Getting Better at Getting Better)
Difference between Learning and Training
"Just in Time Learning"
Managing Value Shifts
Systems to Support Learning
The Emerging Technologies of Learning: Multimedia and Virtual Reality
		CASE STUDY
Video and Computer Arts and Organizational Learning
9. Epilogue: Improving the Self (Guiding the Process)
Self-Knowledge: Opening the Door
	Moving Beyond Right and Left Brain Thinking
Blending Mind, Body and Spirit
Metamorphosis
Meetings with Yourself
The Quest
Index

%M B.Green.01
%0 BOOK
%T Pleasure With Products: Beyond Usability
%A William S. Green
%A Patrick W. Jordan
%D 2001
%I Taylor & Francis
%P 392
%G ISBN 0-41523704-1
%Y
Introduction. Pleasure with Products: Beyond Usability 'Human Factors and Design'
1. Beauty in Usability: Forget Ease of Use
2. The Personalities of Products
3. Beyond Usability, Computer Playfulness
4. The Basis of Product Emotions
5. Product Appearance and Consumer Pleasure
6. Product Design for Consumer Taste
7. Pleasure versus Efficiency in User Interfaces: Towards an Involvement Framework
8. The Scenario of Sensory Encounter: Cultural Factors in Sensory-Aesthetic Experience
9. Emergence of Pleasure: Communities of Interest and New Luxury Products
10. Carrying the Pleasure of Books into the Design of the Electronic Book
11. Difficulties and Pleasure?
12. Envisioning Future Needs: from Pragmatics to Pleasure
13. Designing Experience: Whether to Measure Pleasure of Just Tune In?
14. Using Video Ethnography to Inform and Inspire User Centred Design
15. Linking Product Properties to Pleasure. The Sensorial Quality Assessment Method
16. Design Based on Kansei
17. Participative Image-based Research as a Basis for New Product Development
18. Emotional Responses to Virtual Prototypes in the Design Evaluation of a Product Design
19. Understanding Attributes that Contribute to Pleasure in Product Use
20. Measuring Experience of Interactive Characters
21. Understanding People and Pleasure-Based Human Factors
22. Mapping the User-Product-Relationship (in Product Design)
23. Cooking Up Pleasurable Products: Understanding Designers
24. Prolonging the Pleasure
25. Comfort and Pleasure
26. Collecting Stories on User Experiences to Inspire Design - A Pilot
27. Usability Perception
28. Applying Evaluation Methods to Future Digital TV Services
29. Activity and Designing Pleasurable Interaction with Everyday Artifacts
Conclusion

%M B.Greenbaum.91 4/27/92 gp/rmb
%0 BOOK
%T Design at Work: Cooperative Design of Computer Systems
%A J. Greenbaum
%A M. Kyng
%G ISBN 0-80580611-3 (hdbk) 0-80580612-1 (pbk)
%P 294
%D 1991
%C Hillsdale, New Jersey
%I Lawrence Erlbaum Associates

%M B.Greenberg.93 11/25/93 gp
%0 BOOK
%T The Computer User as Toolsmith: The Use, Reuse, and Organization of
Computer-Based Tools
%S Cambridge Series on Human-Computer Interaction
%A Saul Greenberg
%D 1993
%I Cambridge University Press
%G ISBN 0-521-40430-4; QA76.9H85G73
%Y 1. Introduction
1.1. Using physical tools
1.2. Soft tools in general-purpose computing environments
1.3. Outline
2. Studying UNIX
2.1. Choosing UNIX
2.2. Techniques for analyzing activities of UNIX users
2.3. Data collection for the current study
3. Using commands in UNIX
3.1. Frequency distributions of commands for large groups
3.2. Usage frequency of particular commands between groups
3.3. Frequency distributions and command overlap between individuals
3.4. Growth of the command vocabulary
3.5. Relations in command sequences
4. Techniques for reusing activities
4.1. History mechanisms
4.2. Adaptive systems
4.3. Reuse through programming by example
5. Recurrent systems
5.1. A definition of recurrent systems
5.2. Recurrent systems in the non-computer world
5.3. Recurrent systems in information retrieval
5.4. UNIX csh as a recurrent system
6. Reuse opportunities in UNIX csh - potential and actual
6.1. Conditioning the distribution
6.2. Actual use of UNIX history
7. Principles, corroboration, and justification
7.1. Principles and guidelines
7.2. Corroboration
7.3. Stepping back
7.4. Concluding remarks
8. Organizing activities through workspaces
8.1. Relating activities
8.2. Implications: suggestions workspaces
8.3. Implementations
9. A workspace system: description and issues
9.1. The WORKBENCH system
9.2. Pragmatic concerns and research questions
10. Conclusion
10.1. Argument of the book
10.2. Contributions
10.3. Looking to the future
	Appendix A: A sample trace
	Appendix B: Summary statistics for each subject

%M B.Grossman.98
%0 BOOK
%I Kluwer Academic Publishers
%T Information Retrieval: Algorithms and Heuristics
%D 1998
%G ISBN 0-7923-8271-4
%P 272
%A David A. Grossman
%A Ophir Frieder
%Y 1. Introduction
2. Retrieval Strategies
3. Retrieval Utilities
4. Efficiency Issues pertaining to Sequential IR Systems
5. Integrating Structured Data and Text
6. Parallel Information Retrieval Systems
7. Distributed Information Retrieval
8. The Text Retrieval Conference (TREC)
9. Future Directions

%M B.Guilford.78 11/4/90 gp
%0 BOOK
%T Fundamental Statistics in Psychology and Education
%A J. P. Guilford
%A B. Fruchter
%D 1978
%P 545
%C New York
%I McGraw-Hill
%G ISBN 0-07-125150-9; HA 29.G9
%K EVALUATION Empirical
%O 6th Edition
%Y 1	Introduction for Students
BASIC DESCRIPTIVE STATISTICS
2	Counting and Measuring
3	Frequency Distributions
4	Measures of Central Value
5	Measures of Variability
6	Correlation
STATISTICAL TESTS AND DECISIONS
7	Probability and Mathematical Distributions
8	Statistical Estimations and Inferences
9	Significance of Differences
10	Hypothesis Testing
11	Chi Square
12	Nonparametric, or Distribution Free, Statistics
13	Analysis of Variance
RELATIONS AND PREDICTIONS
14	Special Correlation Methods and Problems
15	Prediction and Accuracy of Prediction
16	Multiple Prediction
PSYCHOLOGICAL MEASUREMENTS
17	Reliability of Measurements
18	Validity of Measurements
19	Test Scales and Norms

%M B.Hafner.01
%0 BOOK
%T The Well :
a story of love, death, and real life in the seminal online community
%A Katie Hafner
%D 2001
%P 196
%I Carroll & Graf
%G ISBN 0-78670846-8

%M B.Hackos.94
%0 BOOK
%T Managing Your Documentation Projects
%S Wiley Technical Communication Library
%A JoAnn T. Hackos
%P 656
%D 1994
%I John Wiley & Sons
%G ISBN 0-471-59099-1
%Y 1. Managing for Quality - An Introduction to Publications Project Management
1. Managing for Quality - A Process Model
2. A Model of the Publications-Development Life Cycle
3. A Process-Maturity Model for Publications Organizations
4. The Roles of the Project Manager
2. Starting the Project - The Information-Planning Phase
5. Starting Projects on Time
6. Defining the Need for Information
7. Creating the Information Plan
8. Creating the Project Plan
9. Managing the Phase 1 Review Process
3. Establishing the Specifics - The Content-Specification Phase
10. Creating the Content Specifications
11. Revising the Project Plan
12. Creating a Tracking System
13. Creating Project Standards
14. Conducting the Content-Specification Reviews
4. Keeping the Project Running - The Implementation Phase
15. Managing Phase 3: Implementation Activities
16. Keeping the Project Operating Smoothly
17. Tracking Progress
18. Managing Change
19. Developing Prototypes
20. Introducing Usability Assessment
21. Anticipating Changes in the Development Life Cycle
5. Managing the Production Phase
22. Managing Production Activities
23. Managing Indexing
24. Scheduling Copyediting
25. Managing the Translation and Localization Process
6. Ending the Project - The Evaluation Phase
26. Evaluating the Publications Project
27. Evaluating the Publications Process
28. Evaluating the Publications Team
29. Preparing for the Project's Future
Appendix A Information-Plan Template
Appendix B Audience-Analysis Checklist
Appendix C Environment-Analysis Checklist
Appendix D Content-Specifications Template
Appendix E Project Wrap-Up Report

%M B.Hackos.97
%0 BOOK
%T Standards for Online Communication: Publishing Information for the
Internet/World Wide Web/Help Systems/Corporate Intranets
%A JoAnn T. Hackos
%A Dawn M. Stevens
%P 380
%D 1997
%O Includes CD-ROM
%I John Wiley & Sons
%G ISBN 0-471-15695-7
%Y 1. Defining the Process
2. Learning About Your Users' Information Needs
3. Determining the Stages of Use
4. Categorizing Information Needs
5. Recognizing the Implications of Design Research
6. Structuring Your Online System
7. Adding Hypertext Links
8. Structuring Your Topics
9. Testing Your Design and Implementation
10. the Right Tools
11. Designing the Information Interface
12. Ensuring Accessibility
13. Providing Navigation Aids
14. Composing Your Topics
15. Writing for Readability
16. Adding Graphics
17. Moving Forward with Multimedia
A List of Guidelines
B Bibliography
C Using the CD-ROM

%M B.Hackos.98
%0 BOOK
%T User and Task Analysis for Interface Design
%A JoAnn T. Hackos
%A Janice C. Redish
%D 1998
%G ISBN 0-471-17831-4
%P 488
%I John Wiley & Sons
%Y Preface
1. Introducing User and Task
	Analysis for Interface Design
	What is this book about?
	What is interface design?
	What makes an interface usable?
	What is user and task analysis?
	When should you do user and task analysis?
	Why do user and task analysis at all?
	Why isn't this done all the time already?
	Where does user and task analysis come from?
PART 1. UNDERSTANDING THE CONTEXT OF USER AND TASK ANALYSIS
2. Thinking About Users
	Why study users?
	Who are your users?
	Starting a user and task analysis
	What do you want to know about your users?
	Jobs, tasks, tools, and mental models: How users define themselves
	Individual differences
	What are the trade-offs?
3. Thinking About Tasks
	What is task analysis?
	Starting with users' goals
	Identifying different types and levels of task analysis
	Combining workflow analysis and job analysis
	Task analysis to develop a task list or task inventory
	Process analysis, task sequences
	Task hierarchies
	Procedural analysis
	Thinking of users according to their stages of use
4. Thinking About the Users' Environment
	Why is environment important?
	What aspects of the environment are important?
	What should you look for in the physical environment?
	What should you look for in the social and cultural environment?
	What are the trade-offs?
5. Making the Business Case for Site Visits
	Challenging or verifying your assumptions
	Countering objections to doing user and task analysis
	Preparing a business proposal
PART 2. GETTING READY FOR SITE VISITS
6. Selecting Techniques
	Observing, listening to, and talking with users
	Interviewing users and others
	Working with users away from their work sites
	Using more traditional market research techniques
	Using more traditional systems development techniques
7. Setting Up Site Visits
	Issues and objectives
	Participants
	Locations
	Schedule
	Recruiting
	Data collection techniques
8. Preparing for the Site Visits
	Issues to consider as you prepare
	Organizing the team
	Training the team
	Materials for the site visits
	What materials will you need for the team to use during the site visits?
	What materials will you need to facilitate information gathering?
	Will you videotape? Audiotape?
	Deciding what you will do with the data
	Staying organized (building in record keeping)
	Site Visit Plan
	Site visit plan for SuperSales
PART 3. CONDUCTING THE SITE VISIT
9. Conducting the Site Visit-Honing Your Observation Skills
	Handling the site visit
	Learning more about the user
	Taking notes on the user's environment
	Understanding the users' goals
	Understanding the users' tasks
	Asking the user to talk to you and to think aloud
	Noting where the user starts the task
	Noting what triggers the task
	Taking down the level of detail you need for your issues
	Capturing interactions with other resources: people, paper, programs
	Separating observations and inferences as you watch users
	Noting where the user ends the task (what happens next)
	Noting whether the user successfully met the goal
	Going on to the next observation or the next part of the site visit
	Thanking the user, distributing presents, and taking your leave
10. Conducting the Site Visit-Honing
	Your Interviewing Skills
	Listening-the most important part of interviewing
	Setting expectations about roles and knowledge
	Planning the questions or issues for site visit interviews
	Knowing what you are trying to learn
	Realizing the power of different types of questions
	Asking neutral questions
	Respecting silence
	Watching body language and other signals from users
	Capturing exactly what the user says
	Staying close to your site visit plan
	Being flexible
	Giving users opportunities to answer the questions you didn't ask
	Handling questions from users
PART 4. MAKING THE TRANSITION FROM ANALYSIS TO DESIGN
11. Analyzing and Presenting the
	Data You Have Collected
	Methods for organizing and analyzing your data
	Other methods for analyzing your data
	Methods of enhancing your presentations
	Selecting the best methods for your analysis
	Selecting the right methods for analysis depends on team issues
12. Working toward the Interface Design
	Designing from what you've learned
	Qualitative usability goals and measurable objectives
	Objects/Actions: Nouns/Verbs
	Metaphors for the interface design
	Use scenarios
	Use sequences
	Use flow diagrams
	Use workflows
	Use hierarchies
	Storyboarding and sketching
	Video dramatizations
13. Prototyping the Interface Design
	Setting the background
	Building prototypes
	Evaluating prototypes
	Continuing the process
14. User and Task Analysis for
	Documentation and Training
	What types of documents and training materials need user and task analysis?
	What counts as documentation or training in a software application?
	Why are there so many types of communication in software?
	Who should prepare documentation and training materials?
	Why should you do user and task analysis for documentation and training?
	What might you do during site visits if your focus is documentation or training?
	What can you do with the information you gather during site visits?
	How do you move from decisions to prototypes?
	User's manuals: Why is organizing by users' tasks so important?
	Getting started manuals: What is minimalism?
	Online help: What do people want to know?
	On the screen: What is an embedded performance support system?
	What about the Web?
	What about computer-based and Web-based training?
Appendix A. Template for a Site Visit Plan
	Issues and objectives
	Participants
	Locations
	Schedule for the field study project
	Recruiting
	Data collection techniques and schedule for each site visit
	Teams
	Materials
	Media
	Data analysis and reporting
Appendix B. Resources
Appendix C. Guidelines for User-Interface Design

%M B.Harter.86 1/31/91 gp
%0 BOOK
%T Online Information Retrieval: Concepts, Principles, and Techniques
%A Stephen P. Harter
%D 1986
%P 259
%C San Diego, CA
%I Academic Press
%G ISBN 0-12-328456-2

%M B.Head.99
%0 BOOK
%T Design Wise: A Guide to Evaluating the Interface Design of Information Resources
%A Alison J. Head
%P 196
%D 1999
%I CyberAge Books
%G ISBN 0-91096531-5 (paperback) 0-91096539-0 (hardcover)
%Y
1 Interface Design Basics
	1 Why Design Matters
	2 Secret Shame
	3 Deconstructing Evaluation
2 Interface Design Analyses
	4 CD-ROMs: Treasure Trove or Wasteland?
	5 Web Sites: Weaving Deceit?
	6 Online Commercial Databases: Power Tools Unplugged?
	7 Four Predictions

%M B.Heckel.84 11/4/90 gp/bs
%0 BOOK
%T The Elements of Friendly Software Design
%A Paul Heckel
%G ISBN 0-44638040-7
%D 1984
%P 205
%C New York
%I Warner Books

%M B.Heckel.91
%0 BOOK
%T The Elements of Friendly Software Design: The New Edition
%A Paul Heckel
%D 1991
%P 319
%C Alameda, CA
%I Sybex Inc.
%G ISBN 0-89588-768-1, OCLC 23997264
%Y 1	An Historical Perspective
2	Our Counterproductive Instincts
3	The Elements of Friendly Software Design
4	Designing for Innovation Acceptance
5	Seeing and Friendly Software Design
6	Prototype, Revise, and Rewrite
7	Advice to the Beginning Designer
8	The Craft of Friendly Software Design
9	The Moment of Truth
10	Works in Progress
11	Roses and Cabbages: Familiarizing and Transporting User Interface Metaphors
12	Animation, Imagination, and Friendly Software Design
13	Final Words
Afterword
Epilogue	The Wright Brothers and Software Invention
Bibliography
Index

%M B.Heim.93
%0 BOOK
%T The metaphysics of virtual reality
%A Michael Heim
%D 1993
%P 175
%I Oxford University Press
%G ISBN: 0-19508178-1, OCLC 26855275
%Y 1 Infomania
2 Logic and intuition
3 Hypertext heaven
4 Thought processing
5 Heidegger and McLuhan: the computer as component
6 From interface to cyberspace
7 The erotic ontology of cyberspace
8 The essence of VR
9 Virtual-reality check
10 The electronic cafe lecture

%M B.Heinle.97
%0 BOOK
%T Designing With JavaScript: Creating Dynamic Web Pages (Web Review Studio Series)
%A Nick Heinle
%I O'Reilly & Associates
%D 1997
%P 256
%G ISBN 1-56592-300-6
%Y Foreword
Preface
1. Diving into JavaScript
2. Doing Windows
3. Controlling Frames
4. Forms and Functions
5. Getting in Line with Arrays
6. Too Many Browsers? Not Really
7. Dynamic Images
8. Customizing a Site with Cookies
9. Dynamic HTML
10. Getting Acquainted with Layers
11. The Show: Dynamic HTML Applied
12. Advanced Applications
Epilogue
A. The Document Object Model
B. Event Handlers
C. Which Browser Supports What?
D. JavaScript Syntax

%M B.henderson.98
%0 BOOK
%T On Line and on Paper: Visual Representations, Visual Culture,
and Computer Graphics in Design Engineering
%S Inside Technology Series
%A Kathryn Henderson
%P 256
%D 1998
%I MIT Press
%G ISBN 0-262-08269-1
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262082691

%M B.Hendler.88 4/27/93 gp
%0 BOOK
%T Expert Systems: The User Interface
%S Human/Computer Interaction Series
%A James A. Hendler
%D 1988
%P 336
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%W http://www.intellectbooks.com/authors/hendler/expert.htm
%G ISBN 0-89391-429-0

%M B.Henry.98
%0 BOOK
%T User-Centered Information Design for Improved Software Usability
%S Artech House Computer Science Library
%I Artech House
%A Pradeep Henry
%D 1998
%P 254
%G ISBN 0-89006-946-8
%Y 1. Information: Its Role in Software Usability
2. What is UCID?
3. The UCID Process
4. Managing UCID
5. Analyzing Users and Tasks
6. Goal Setting for Software Usability and Information Quality
7. Designing the Information Architecture
8. Designing the Specifications and Prototypes
9. Designing Labels
10. Designing Messages
11. Designing Online Support Elements
12. Designing Printed Support Elements
13. Achieving Information Design Goals
14. Evaluating Information: Two-Level Approach
Glossary

%M B.Hills.96
%0 BOOK
%T Intranet As Groupware
%A Mellanie Hills
%I John Wiley & Sons
%G ISBN 0-471-16373-2
%P 308
%D 1996
%Y Introduction
1. What Is an Intranet?
2. What Have Organizations Created Intranets and What Are the Advantages and Disadvantages?
3. How Will Intranets Change You and Your Organization?
4. What Is Groupware and Why Do You Need It?
5. How Do You Use Groupware?
6. Intranet Groupware and Workflow Products
7. How Do You Choose Intranet Groupware and What Are the Advantages and Disadvantages?
8. Building Your Intranet
9. What's So Hard about Groupware?
10. Two Approaches to Implementing Groupware
11. The Impact of Groupware and Workflow
Appendix. Groupware and Intranet Resources

%M B.Hillis.99
%0 BOOK
%T Digital sensations :
space, identity, and embodiment in virtual reality
%A Ken Hillis
%D 1999
%P 271
%I University of Minnesota Press
%G ISBN: 0-81663250-2 (hc) 0-81663251-0 (pb)
%Y
Introduction: Digital Relations
1. A Critical History of Virtual Reality
2. Precursive Cultural and Material Technologies Informing Contemporary Virtual Reality
3. The Sensation of Ritual Space
4. Sight and Space
5. Space, Language, and Metaphor
6. Identity, Embodiment, and Place--VR as Postmodern Technology
Epilogue: Digital Sensations


%M B.Hiltz.78 11/4/90 gp/bs
%0 BOOK
%T The Network Nation: Human Communication via Computer
%A Starr Roxanne Hiltz
%A Murray Turoff
%G ISBN 0-20103140-X 0-20103141-8
%D 1978
%P 528
%C Reading, MA
%I Addison-Wesley Publishing

%M B.Hiltz.84 11/4/90 gp/bs
%0 BOOK
%T Online Communities: A Case Study of the Office of the Future
%S Human/Computer Interaction Series
%A Starr Roxanne Hiltz
%D 1984
%P 256
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%W http://www.intellectbooks.com/authors/hiltz/online2.htm
%G ISBN 0-89391-145-3 (cloth); 0-89391-374-X (paper)

%M B.Hiltz.93 4/27/93 gp
%0 BOOK
%T The Virtual Classroom: Learning Without Limits via Computer Networks
%S Human/Computer Interaction Series
%A Starr Roxanne Hiltz
%D 1993
%P 304
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%G ISBN 0-89391-928-4 (cloth); 1-56750-055-2 (paper)
%W http://www.intellectbooks.com/authors/hiltz/virtual.htm

%M B.Hiltz.93b
%0 BOOK
%T The Network Nation: Human Communication via Computer
%A Starr Roxanne Hiltz
%A Murray Turoff
%O Revised Edition
%G ISBN 0-262-58120-5 (pbk)
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262581205
%D 1993
%P 557
%I MIT Press

%M B.Hix.93 9/25/93
%0 BOOK
%T Developing User Interfaces: Ensuring Usability Through Product and Process
%A Deborah Hix
%A H. Rex Hartson
%D 1993
%P 381
%C New York, New York
%I John Wiley & Sons
%G ISBN 0-471-57813-4, OCLC
%G QA 76.9 U83 H59
%Y INTRODUCTION
What is this book about?
Who should read this book?
Why is this book different?
What are the objectives of this book?
What are the organization and content of this book?
How do you use the exercises?
Where did this book come from?
1. ENSURING USABILITY IN HUMAN-COMPUTER INTERACTION (1)
1.1  The Ubiquitous User Interface
1.2  What Is Usability?
1.3  Everyone Is An Expert
1.4  Developing Human-Computer Interaction
1.5  Behavioral and Constructional Domains
1.6  Roles in User Interface Development
1.7  Design Versus Development
1.8  The Value of Usability
I: THE PRODUCT (13)
2. USER INTERACTION DESIGN GUIDANCE: STANDARDS, GUIDELINES, & STYLE GUIDES (15)
2.1  What Is Human Factors?
2.2  Kinds of Human Factors Information
2.3  Guidelines
3. INTERACTION STYLES (57)
3.1  What Are Interaction Styles?
3.2  Windows
3.3  Menus
3.4  Forms
3.5  Boxes
3.6  Typed-command Languages
3.7  Graphical Interfaces
3.8  Other Interaction Styles
II: THE PROCESS
4. ITERATIVE EVALUATION-CENTERED USER INTERACTION DEVELOPMENT (95)
4.1  Principles for the Process of User Interaction Development and Its Management
4.2  Life Cycle Concepts for Software Development
4.3  Observing How Developers Work:  Alternating Waves of Activity
4.4  A Life Cycle for User Interaction Development
4.5  Usability Management
4.6  Connections to Software Engineering
4.7  Summary
5. AN OVERVIEW OF SYSTEMS ANALYSIS & DESIGN (117)
5.1  Early Analysis Activities
5.2  Design
5.3  Summary
6. TECHNIQUES FOR REPRESENTING USER INTERACTION DESIGN (147)
6.1  Design Representation as a Development Activity
6.2  The Need for Behavioral Representation
6.3  Some Existing Representation Techniques
6.4  Introducing the User Action Notation (UAN)
6.5  Introducing a Simple Example
6.6  Devices and Primitive User Actions
6.7  Objects and Their Contexts
6.8  Interface Feedback
6.9  State Information
6.10  Conditions of Viability
6.11  Extensibility of the UAN
6.12  Task Repetition
6.13  More Exercises
6.14  Conclusions about Use of the UAN
7. MORE ON USING THE USER ACTION NOTATION (185)
7.1  Introducing Temporal Relations
7.2  Sequence
7.3  Combining Smaller Tasks into Larger Ones
7.4  Task Names, Macros, and Levels of Abstraction
7.5  Choice
7.6  Repeating Choice
7.7  Order Independence
7.8  Interruption
7.9  Interleavability
7.10  Concurrency
7.11  Intervals and Waiting
7.12  Summary of UAN Symbols
7.13  Exercises on Using UAN
7.14  Supplementary Representation Techniques
7.15  Final UAN Exercise
7.16  Extensions to the UAN
7.17  Software Tools for UAN Support
7.18  Experiences with the UAN
8. USABILITY SPECIFICATION TECHNIQUES (221)
8.1  What Are Usability Specifications?
8.2  Example of a Usability Specification Table
8.3  Setting Levels in the Usability Specification Table
8.4  Another Example
8.5  Hints to Help Create Usability Specification Tables
8.6  Cautions on Use of Usability Specifications
8.7  Summary
8.8  Exercise on Usability Specifications
9. RAPID PROTOTYPING OF INTERACTION DESIGN (249)
9.1  What is Rapid Prototyping?
9.2  Types of Prototyping
9.3  Weighing Rapid Prototyping
9.4  What to Put in a Prototype
9.5  Rapid Prototyping Tools
9.6  Examples From a Development Project
9.7  Summary and Future
9.8  Exercise on Rapid Prototyping
10. FORMATIVE EVALUATION (283)
10.1  What is Formative Evaluation?
10.2  Developing the Experiment
10.3  Directing the Evaluation Session
10.4  Generating and Collecting the Data
10.5  Analyzing the Data
10.6  Drawing Conclusions to Form a Resolution for Each Problem
10.7  Redesigning and Implementing the Revised Interface
10.8  Setting Up a Usability Lab
10.9  Conclusions
10.10  Exercise on Formative Evaluation
11. USER INTERFACE DEVELOPMENT TOOLS (341)
11.1  Classes of User Interface Development Tools
11.2  About User Interface Development Tools
11.3  Interaction Style Support Tools
11.4  Toolkits
11.5  User Interface Management Systems
11.6  Status of User Interface Development Tools
11.7  Evaluation of User Interface Development Tools
12. MAKING IT WORK: ENSURING USABILITY IN YOUR DEVELOPMENT ENVIRONMENT (361)
12.1  What Have We Covered in This Book?
12.2  But I Can't Possibly Do All This...
12.3  So Where Do I Begin?
12.4  Where Should Responsibility for Ensuring Usability Reside?
12.5  Developing a Plan to Ensure Usability
12.6  Parting Words
INDEX

%M B.Hollands.99
%0 BOOK
%T Engineering Psychology and Human Performance
%A Justin Hollands
%A Christopher D. Wickens
%D 1999
%P 573
%I Prentice Hall
%G ISBN 0-32-104711-7
%O 3rd Edition
%Y 1. Introduction to Engineering Psychology and Human Performance
2. Signal Detection, Information Theory, and Absolute Judgment
3. Attention in Perception and Display Space
4. Spatial Displays
5. Navigation and Interaction in Real and Virtual Environments
6. Language and Communications
7. Memory and Training
8. Decision Making
9. Selection of Action
10. Manual Control
11. Attention, Time-Sharing, and Workload
12. Stress and Human Error
13. Complex Systems, Process Control, and Automation


%M B.Horn.89
%0 BOOK
%A Robert E. Horn
%T Mapping Hypertext: Analysis, Linking and Display of
Knowledge for the Next Generation of On-line Text and Graphics
%C Lexington, MA
%I Lexington Institute
%D 1989
%G ISBN: 0-96255650-5
%P 289

%M B.Horton.90 11/4/90 gp/bs
%0 BOOK
%T Designing and Writing Online Documentation: Help Files to Hypertext
%A William K. Horton
%G ISBN 0-471-51399-7 0-471-50772-5 (pbk), OCLC
%D 1990
%P 372
%C New York, NY
%I John Wiley & Sons

%M B.Horton.91
%0 BOOK
%T Illustrating Computer Documentation: The Art of Presenting Information
Graphically on Paper and Online
%A William K. Horton
%G ISBN 0-471-53845-0
%D 1991
%P 336
%C New York, NY
%I John Wiley & Sons
%Y
The Need to Show
Visual Thinking and Creativity
Language of Graphics
Planning Graphics
Good Graphics
Showing What Things Look Like
Showing Processes and Procedures
Showing Organization
Labeling with Icons and Visual Symbols
Displaying Graphics Online
The Affective Effect of Graphics
Global Graphics
Color
Enriching Graphics
Page as Picture

%M B.Horton.94b
%0 BOOK
%T The Icon Book: Visual Symbols for Computer Systems and Documentation
%O Book and Disk
%A William K. Horton
%D 1994
%P 432
%G ISBN 0-471-59901-8, OCLC 28962614
%I John Wiley & Sons
%Y Icons in Perspective
How Icons Work
Representing Ideas Graphically
Showing Relationships
Designing an Iconic Language
Drawing Icons
Color in Icons
Standard Parts of the Icon
Icons for Specific Purposes
Icons for International Products
Managing Development
Testing Icons
Editing Icons
Forms, Formulas, and Checklists
Case Study in Icon Design
Icon Starter Set

%M B.Horton.94
%0 BOOK
%T Designing and Writing Online Documentation: Hypermedia for
Self-Supporting Products
%A William K. Horton
%D 1994
%P 464
%G ISBN 0-471-30635-5
%S Wiley Technical Communication Library
%C New York, NY
%I John Wiley & Sons
%Y 1. Going Online
The Deluge ... and the Trickle
What Is Online Documentation?
Should Your Document Go Online?
Myths About Online Documentation
Types of Online Documentation
2. Planning
Develop Documents Systematically
Learn Who Uses the Product and Why
Set Clear Objectives
Observe What Questions Users Ask
Use State-Of-The-Art Peopleware
Select Software Carefully
Wean Users from Paper Documents
Convert Or Redesign?
Design for Efficient Production
3. Access
Access Uber Alles
Automatic Access
Semiautomatic Access
Manual Access
Combining Access Strategies
Improving Context Sensitivity
Improving Search Systems
4. Topics
What Are Topics?
Why Discrete Topics?
How to Create a Good Topic
Chunking Strategies
What Goes Into a Topic?
5. Links
Why Create Links?
Links in Paper Documents
Scope of Links
Direction of Links
Actions Triggered by Links
Transitions Introduce the Destination
Link Triggers
Define Specific Types of Links
Ways of Creating Links
Before You Link...
6. Organization
Standard Organizational Structures
What Organization Is Best?
Organize to Meet Users' Needs
Layer Documents
Avoid Common Organizational Problems
Engineer a Reading Sequence
Standardize Common Topic Clusters
7. Dialog
Engineer Effective Dialogs
Let Users Do More Than Read
Use Familiar Metaphors
Answer Questions Quickly
The "Lost in Hyperspace" Problem
Maps in Online Documents
Touchscreen-Kiosk Design
8. Display
A Screen Is Not a Page
Design Screens Methodically
Decide Where Documents Appear
Do Not Pack Information Too Tightly
Arrange the Display Logically
Use Color to Communicate
Make Text Legible
Size Type for Prominence and Legibility
Emphasize Scanning Targets
9. Words
Use Short, Simple, Familiar Words
Ensure Accurate Reading
Speak Simply, Directly, and Accurately
Apply a Consistent Style Throughout
Assume Nonsequential Scanning
Write Globally
Indexing Large Documents
10. Pictures
Use Pictures to Show Rather Than Tell
Include Graphics in All Documents
Design for the Screen, Not Paper
Keep Pictures Simple
Handle Large Graphics With Care
Electronically Link Text and Graphics
11. New Media
Onward to Multimedia
Sound
Music
Voice
Interactive Pictures
Visual Transitions
Mixing Media
12. Help
What Is Help?
Types of Help Facilities
Make It Easy to Get Help
Include Information the User Needs
Fit Smoothly Into the User's Work Flow
Integrate Help With Other Documents
13. Computer-Based Training
Where to Use Computer-Based Training
Types of Computer-Based Training
Learn from Learning Theory
Design Complete Learning Programs
Provide Helpful Feedback
Share Control With the Learner
Design Standard Lesson Sequences
14. The Future
Barriers Remain
More Study Is Needed
Authoring Will Never Be the Same
Will Online Documents Replace Paper?
Out of the Old Invent the New

%M B.Howlett.96
%0 BOOK
%T Visual Interface Design for Windows:
Effective User Interfaces for Windows 95, Windows Nt, and Windows 3.1
%A Virginia Howlett
%I John Wiley & Sons
%G ISBN 0-471-13419-8, OCLC 33898004
%D 1996
%P 230
%Y Preface
1. An Introduction to Visual Interface Design
2. The Effects of Visual Impact
3. The Process for Designing Visual Interfaces
4. Developing a Visual Interface Design Strategy
5. Universal Design Principles
6. Graphic Information Design Principles
7. An Introduction to the Psychology of Perception
8. Affordances, Realism, and Dimensions
9. Design for the Screen
10. Color
11. Icons and Imagery
12. Fonts
13. Interface Makeovers
14. Great Windows Interfaces I Have Met
15. Common Pitfalls and How to Avoid Them

%M B.HP.93 9/30/93 Samu Mielonen f1sami@uta.fi Univ. of Tampere, Finland
%0 BOOK
%T Common Desktop Environment: Functional Specification
%Q Hewlett-Packard
%Q IBM
%Q Sunsoft Inc.
%Q USL
%D 1993
%N X/Open document no: S306
%I X/Open Company Ltd.
%G ISBN 1-85912-001-6
%K X/Open Style Guidelines
%O Preliminary Draft
%W ftp://XOPEN.CO.UK/pub/cdespec1/cde1_ps.Z

%M B.Huff.54 2/2/91 gp
%0 BOOK
%T How to Lie with Statistics
%A Darrell Huff
%D 1954
%P 142
%C New York
%I Norton
%G ISBN 0-39309426-X 0-39331072-8 (reissue)
%K EVALUATION Empirical
%Y 1	The Sample with the Built-in Bias
2	The Well-Chosen Average
3	The Little Figures That Are Not There
4	Much Ado about Practically Nothing
5	The Gee-Whiz Graph
6	The One-Dimensional Picture
7	The Semiattached Figure
8	Post Hoc Rides Again
9	How to Statisticulate
10	How to Talk Back to a Statistic

%M B.IBM.92 9/30/93 Samu Mielonen f1sami@uta.fi Univ. of Tampere, Finland
%0 BOOK
%T Object-Oriented Interface Design: IBM Common User Access Guidelines
%Q IBM
%D 1992
%N SC34-4399
%C Carmel, Indiana
%I Que
%G ISBN 1-56529-170-0; OCLC 28166156
%K SAA/CUA, Systems application architecture, Common user access,
Style Guidelines
%O Supersedes the original CUA 91 books:
The SAA CUA Guide to User Interface Design (SC34-4289)
The SAA CUA Advanced Interface Design Reference (SC34-4290)
%X Brochure and Diskette:
The CUA Vision: Bringing the Future Into Focus (G242-0215).
The diskette has an animation of how IBM sees some of the
future of user interface.
There are some non-IBM systems that also hold copies of this.
The known places are:
* hobbes.nmsu.edu (128.123.35.151) pub/os2/info directory.
(IBMCUA-1.ZOO and IBMCUA-2.ZOO)
* BIX: IBM.OS2/LISTINGS (CUAVD.TXT AND CUAVDn.ZIP:n=1 to 7)
* Compuserv: IBM FILES data library of the IBMOS2 forum.
* Icaro BBS, in Madrid, Spain.  Phone 34-1-519-4645.
(8,n,1, speed up to V32bis)
* The Hub BBS (203-663-1147).  File area 55 ... OS/2 - Text
(IBMCUAn.LZH n=1 to 5)
VHS Videocassette:
The CUA Vision: Bringing the Future Into Focus.
The video talks about the CUA interface, why it is the way it is
and how it might develop.
* GV26-1003-00 Tape: VHS  Signal: NTSC
* GV26-1004-00 Tape: VHS  Signal: PAL
* GV26-1005-00 Tape: VHS  Signal: SECAM

%M B.International.02
%0 BOOK
%T Developing International Software
%A Dr. International
%P 1040
%D 2002
%G ISBN 0-7356-1583-7
%I Microsoft Press
%Y
PART I  INTRODUCTION
1  Understanding Internationalization
2  Designing a World-Ready Program
PART II  GLOBALIZATION
3  Unicode
4  Locale and Cultural Awareness
5  Text Input, Output, and Display
6  Multilingual User Interface (MUI)
PART III  LOCALIZABILITY
7  Software Localizability Guidelines
8  Mirroring
9  Content Localizability Guidelines
PART IV  LOCALIZATION
10  Localization
PART V  TESTING
11  Testing for World-Readiness
12  Testing Localizability with Pseudo-Localization
PART VI  TOOLS AND TECHNOLOGY
13  Graphics Device Interface Plus (GDI+)
14  Hypertext Markup Language (HTML)
15  Microsoft Internet Information Services (IIS) and Microsoft Active Server Pages (ASP)
16  Microsoft Office
17  MLang
18  Microsoft Layer for Unicode (MSLU)
19  The Microsoft .NET Framework
20  OpenType Fonts
21  Rich Edit
22  Microsoft SQL Server
23  Microsoft Windows Text Services Framework (TSF)
24  Uniscribe
25  Microsoft Visual Studio .NET
26  Extensible Markup Language (XML)
%W http://www.microsoft.com/MSPress/books/5717.asp

%M B.Isaacs.02
%0 BOOK
%T Designing from both sides of the screen :
how designers and engineers can collaborate to build cooperative technology
%A Ellen Isaacs
%A Alan Walendowski
%D 2002
%P 336
%I New Riders
%G ISBN: 0-67232151-3
%Y
The Goal
    1 On Being a Butler
    2 Don't Impose: Respect Physical Effort
    3 Don't Impose: Respect Mental Effort
    4 Be Helpful
The Process
    5 Setting Up: Understanding Users' Needs
    6 Structuring the User Interface
    7 Laying Out the User Interface
    8 Architecting with the UI in Mind
    9 Initial Development
    10 Iterative Development: Observing Use
    11 Conclusion
Appendixes
    A Guidelines
    B Recommended Readings

%M B.Isensee.96
%0 BOOK
%T The Art of Rapid Prototyping: User Interface Design for Windows and OS/2
%A Scott Isensee
%A James Rudd
%A Michael Heck
%D 1996
%I International Thomson Publishing
%G ISBN 1-85032215-5
%Y Preface
1. What Is Rapid Prototyping?
2. Why Prototype?
3. The Rapid Prototyping Process
4. Secrets of Success
5. Tools for Rapid Prototyping
6. Prototyping Examples

%M B.Ivory.04
%0 BOOK
%T Automated Web Site Evaluation -
Researchers' and Practitioners' Perspectives
%S Human-Computer Interaction Series, Vol. 4 
%A M. Y. Ivory
%D 2004
%P 225
%G ISBN 1-4020-1672-7
%I Springer-Verlag

%M B.Jackson.94
%0 BOOK
%T Computer Generated Colour: A Practical Guide to Presentation and Display
%A Richard Jackson
%A Lindsay MacDonald
%A Ken Freeman
%D 1994
%P 256
%I John Wiley & Sons
%G ISBN 0-471-93378-3
%Y Light and Vision
Colour Response and Modelling
Colour Displays
Generating the Image
Designing Coloured Text
Colour in Graphics and Visualization
From Display to Print
Glossary

%M B.Johnson.93 2/17/94 gp
%0 BOOK
%T Human-Computer Interaction
%A P. Johnson
%D 1992
%C Maidenhead, Berkshire, UK
%I McGraw-Hill

%M B.Johnson.97
%0 BOOK
%T Interface Culture: How New Technology Transforms the Way We Create
and Communicate
%A Steven A. Johnson
%P 272
%D 1997
%I Harper & Row
%C San Francisco
%G ISBN: 0-06251482-2
%Y Preface: Electric Speed
1 Bitmapping: An Introduction
2 The Desktop
3 Windows
4 Links
5 Text
6 Agents
Conclusion: Infinity Imagined

%M B.Johnson.2000
%0 BOOK
%T GUI Bloopers Don'ts and Do's for Software Developers and Web Designers
%A Jeff Johnson
%D 2000
%I Morgan Kaufmann Publishers
%P 584
%G ISBN 1-55860-582-7
%Y 1: First Principles
2: GUI Component Bloopers
3: Layout and Appearance Bloopers
4: Textual Bloopers
5: Interaction Bloopers
6: Web Bloopers
7: Responsiveness Bloopers
8: Management Bloopers
9: Software Reviews
10: War Stories of a User-Interface Consultant

%M B.Jonassen.91 1/31/91 gp
%0 BOOK
%T Hypertext/Hypermedia
%A David H. Jonassen
%D 1989
%P 91
%C Englewood Cliffs, NJ
%I Educational Technology Publications
%G ISBN 0-87778-217-2

%M B.Jones.89 1/31/91 gp
%0 BOOK
%T Human-Computer Interaction: A Design Guide
%A Mark S. Jones
%D 1989
%P 150
%C Englewood Cliffs, NJ
%I Educational Technology Publications
%G ISBN 0-87778-207-5
%Y

%M B.Jordan.98
%0 BOOK
%T An Introduction to Usability
%A Patrick W. Jordan
%D 1998
%I Taylor & Francis
%G ISBN 0-7484-0762-6 (paper) 0-7484-0794-4 (cloth)
%Y 1 Introduction
2 What is Usability?
3 Principles of Usable Design
4 Designing for Usability
5 Methods for Usability Evaluation
6 Conducting a Usability Evaluation
7 Conclusions

%M B.Kaasgaard.01
%0 BOOK
%T Software Design & Usability : Talks with Bonnie Nardi, Jakob Nielsen, David Smith, Austin Henderson & Jed Harris, Terry Winograd and Stephanie Rosenbaum
%A Klaus Kaasgaard
%D 2000
%P 188
%G ISBN 8-71613495-8
%I Copenhagen Business School Press
%Y
Introduction: Designing for Use
The Professional Stranger - A Talk with Bonnie Nardi
The Unbearable Lightness of Web Design - A Talk with Jakob Nielsen
The Art of Programming - A Talk with David Smith
Beyond Formalisms - A Talk with Austin Henderson and Jed Harris
On Hermeneutics and Software Design - A Talk with Terry Winograd
Making Usability Research Usable - A Talk with Stephanie Rosenbaum

%M B.Kantowitz.83 11/4/90 gp/bs
%0 BOOK
%T Human Factors: Understanding People-System Relationships
%A Barry H. Kantowitz
%A Robert D. Sorkin
%D 1983
%P 699
%C New York, NY
%I John Wiley & Sons
%G ISBN 0-471-09594-X; TA 166.K365; OCLC 8866672
%K GENERAL Task DESIGN Psych EVALUATION
%Y INTRODUCTION
1	Systems and People
2	Error and Reliability
HUMAN CAPABILITIES
3	Hearing and Signal Detection Theory
4	Vision
5	Psychomotor Skill
6	Human Information Processing
HUMAN-MACHINE INTERFACES
7	Visual Displays (by J. R. Buck)
8	Auditory and Tactile Displays
9	Speech Communication
10	Controls and Tools
11	Data Entry (by H. E. Dunsmore)
HUMAN-MACHINE SYSTEM PROPERTIES
12	Feedback and Control (by B. H. Kantowitz and J. R. Buck)
13	Human Factors in Computer Programming (by H. E. Dunsmore)
14	Decision Making with Applications to Inspection and Maintainability (by J. R. Buck and B. H. Kantowitz)
15	Workspace Design
ENVIRONMENT
16	Noise
17	Microenvironments
18	Macroenvironments
19	Environmental Stressors
20	Legal Aspects of Human Factors

%M B.Kaplan.2000
%0 BOOK
%T Internationalization With Visual Basic
%S Sams White Book Series
%A Michael S. Kaplan
%D 2000
%P 650
%I Sams
%G ISBN 0-67231977-2

%M B.Kearsley.88 11/4/90 gp/bs
%0 BOOK
%T Online Help Systems: Design and Implementation
%S Human/Computer Interaction Series
%A Greg Kearsley
%D 1988
%P 128
%C Norwood, NJ
%I Ablex Publishing
%G ISBN 0-89391-472-X
%I Intellect
%W http://www.intellectbooks.com/authors/kearsley/online3.htm

%M B.Kearsley.93 4/27/93 gp
%0 BOOK
%T Public Access Systems: Bringing Computer Power to the People
%S Human/Computer Interaction Series
%A Greg Kearsley
%D 1993
%P 192
%C Norwood, NJ
%I Ablex Publishing
%G ISBN 0-89391-947-0 (cloth); 0-89391-948-9 (paper)
%I Intellect
%W http://www.intellectbooks.com/authors/kearsley/public.htm

%M B.Khosla.2000
%0 BOOK
%T Intelligent multimedia multi-agent systems : a human-centered approach
%A Rajiv Khosla
%A Ishwar K. Sethi
%A Ernesto Damiani
%D 2001
%I Kluwer Academic Publishers
%G ISBN 0-7923-7979-9
%W http://www.wkap.nl/prod/b/0-7923-7979-9
%P 333
%O Kluwer International Series in Engineering and Computer Science : Volume 582
%Y Part I: Motivation, Technologies, Enabling Theories and Human Centered Virtual Machine
1. Successful Systems or Successful Technologies?
2. Technologies
3. Pragmatic Considerations and Enabling Theories
4. Human-Centered System Development Framework
5. Human-Centered Virtual Machine
Part II: HCVM Applications in Health Informatics, Face Detection, Net Euchre and Sales Recruitment
6. Intelligent Multimedia Multi-Agent Clinical Diagnosis and Treatment Support System
7. A Multi-Agent System for Face Detection and Annotation
8. Modeling Human Dynamics and Breakdowns - Intelligent Agents for Internet Games and Recruitment
Part III: HCVM Applications in Internet and E-Commerce
9. Intelligent Multimedia Information Management
10. Brokerage System for Electronic Commerce Based on HCVM
11. User-Centered Approach to Content-Based Retrieval of medical Images
12. HCVM Revisited

%M B.King.98
%0 BOOK
%T Assistive Technology: Essential Human Factors
%A Thomas W. King
%D 1998
%P 305
%G ISBN: 0-20527326-2
%I Allyn & Bacon
%Y
1.  Why a Book on Human Factors in Assistive Technology?
	"Jim" -- A Case Example to Begin
	The Importance of Human Factors
	Resources in Human Factors
2.  Tools, Transparency, and Assistive Technology
	Who Are Tool Users?
	Transparent, Translucent, and Opaque Assistive Technologies
	Assistive Technology: Special Tools for Special People?
	A Brief History of Assistive Technology
	Component Areas of Assistive Technology
	Who Are the Primary Users of Assistive Technology?
	The Professionals and Others Who Work with Assistive Technology
	Who Uses Assistive Technology? Case Examples
3.  What Are Human Factors?
	Background
	Human Factors in Assistive Technology
	Human Factors in Daily Life
	A Quick Human Factors Quiz -- Some Practical Realities
	Essential Areas of Human Factors in AT: Details and Case Examples
	A Framework for Understanding Human Factors in AT: Baker's Basic Ergonomic Equation
4.  Human Factors and Assistive Technology Goals
	Human Factors and Intents of Assistive Technology
	Details and Applications of Baker's Basic Ergonomic Equation
5.  Essential Human Factors in Assistive Technology
	Specific Human Factors is AT
6.  Switches and Controls: The Pass Keys to Assistive Technology
	Switches and Controls: Definitions and Examples
	Specific Human Factors Regarding Switches and Controls
	A Brief International Perspective on Switches and Controls
	Assistive Technology and Fitts' Law
7.  CRT, LCD, and LED Screens: The Gateways to Assistive Technology
	How Screens Work -- A Brief Overview
	Screens in Everyday Life
	Essential Human Factors Related to Screens
8.	AT Levels, Technological Literacy, and Life Span Issues
	Levels of Assistive Technology
	Toward Technological Literacy
	Components of AT Diagnosis and Intervention
	Technology Issues Across the Life Span
9.	Why AT Fails: A Human Factors Perspective
	Factors Related to the People Who Surround the AT User
	Factors Related to the AT User
	Factors Related to the AT Device Itself
Appendix: Resources for More Information on Human Factors and Assistive Technology
Glossary
References

%M B.King.03
%0 BOOK
%T Speed Up Your Site: Web Site Optimization
%A Andrew B. King
%A Konstantin Balashov
%A Jason Wolf
%D 2003
%G ISBN 0-7357-1324-3
%P 496
%I New Riders Publishing
%W http://www.websiteoptimization.com/
%Y Part I - The Psychology of Performance
	Chapter 1 - Response Time: Eight Seconds, Plus or Minus Two
	Chapter 2 - Flow in Web Design (PDF)
Part II - Optimizing Markup: HTML and XHTML
	Chapter 3 - HTML Optimization
	Chapter 4 - Advanced HTML Optimization
	Chapter 5 - Extreme XHTML
	Chapter 6 - Case Study: PopularMechanics.com
Part III - DHTML Optimization: CSS and JavaScript
	Chapter 7 - CSS Optimization
	Chapter 8 - Advanced CSS Optimization
	Chapter 9 - Optimizing JavaScript for Download Speed
	Chapter 10 - Optimizing JavaScript for Execution Speed (HTML)
	Chapter 11 - Case Study: DHTML.com
Part IV - Graphics and Multimedia Optimization
	Chapter 12 - Optimizing Web Graphics
	Chapter 13 - Minimizing Multimedia
	Chapter 14 - Case Study: Apple.com
Part V - Search Engine Optimization
	Chapter 15 - Keyword Optimization
	Chapter 16 - Case Studies: PopularMechanics.com and iProspect.com
Part VI - Advanced Optimization Techniques
	Chapter 17 - Server-Side Techniques
	Chapter 18 - Compressing the Web
	Chapter 19 - Case Studies: Yahoo.com and WebReference.com

%M B.Kirakowski.90 9/12/92 ss
%0 BOOK
%T Effective Methodology for the Study of HCI
%S Human Factors in Information Technology, 5
%A Jurek Kirakowski
%A Mary Corbett
%D 1990
%P 363
%C Amsterdam
%I North-Holland
%I Elsevier Science Publishers
%G ISBN 0-444-88447-5
%Y 1: THE PROBLEM OF METHODOLOGY (1)
1: What is Effective Methodology? (5)
2: CONCEPTUALISING THE INTERFACE (37)
2: Studying the User (41)
3: User to Interface (83)
3: INFORMED CHOICES (123)
4: Structural Framework (127)
5: Towards an Informed Choice of Method (167)
4: TECHNIQUES FOR HCI RESEARCH (201)
6: The Questionnaire (205)
7: Content Analysis (245)
8: Analysing the Data (275)
5: EMPIRICAL HCI (311)
9: The Way Forward (315)

%M B.Kletz.95
%0 BOOK
%T Computer Control and Human Error
%A Trevor A. Kletz
%I Gulf Pub Co.
%G ISBN 0-88415269-3
%D 1995
%P 125

%M B.Kommers.96
%0 BOOK
%T Hypermedia learning environments : instructional design and integration
%A Piet A. M. Kommers
%A R. Scott Grabinger
%A Joanna C. Dunlap
%D 1996
%P 276
%I Lawrence Erlbaum Associates
%G ISBN: 0-8058-1828-6 (paperback) 0-8058-1828-6 (hardcover)
%Y
Preface
	Purpose
	Goals
	Audience
	Content and Parts
	Limitations
	How to Use this Book
	Acknowledgments
	Software Examples
	Contributors
Part I: Hypermedia and Multimedia Concepts
1. Definitions
		Piet A. M. Kommers
	New Media: Are they Essential to Learning and Teaching
	Definitions
	The Family of New Media
	References
2. Multimedia Environments
		Piet A.M. Kommers
	Hypermedia as Information Resources for Learning
	Three Metaphors underlying Hypermedia
	Learning Through CD-ROM-based Hypermedia
	Conclusion
	References
3. Research on the Use of Hypermedia Piet A.M. Kommers
	Multimedia in the Landscape of Teaching and Learning
	Didactic, Physical, and Epistemic
	Navigation in Hypertext
	Research Line 1: Can hypertext essentially assist in complex mental tasks, such as learning and knowledge acquisition?
	Research Line 2: Which is the best way of interacting between users and a hypertext system?
	Research Line 3: What user interfaces are appropriate for navigation and collaboration in hypertext?
	Research Line 4: Which Is the right granularity to represent knowledge beyond the level of associative links?
	Conclusion
	References
Part II: Developing Hypermedia and Multimedia Applications
4. Nodes and Organization
		Joanna C. Dunlap
		Scott Grabinger
	Node Characteristics
	Guidelines
	Conclusion
5. Links
		Scott Grabinger
		Joanna C. Dunlap
	Characteristics of Links
	Kinds of Links: Contextual Links
	Kinds of Links: Support Links
	Guidelines
	Conclusion
6. Human-Computer Interface Design
		Rose Marra
	HCI Definition
	Basic HCI Principles
	Production Bias
	Assimilation Bias
	Intuitiveness
	Computer as Tool
	Conclusion
	References
7. Screen Design
		Scott Grabinger
	Legibility
	Aesthetic Quality Guidelines
	Basic Typography Guidelines
	Macrolevel Design Guidelines
	Microlevel Design Guidelines
	Conclusion
	References
8. User Support Strategies
		Joanna C. Dunlap
	Orienting Users to the Application
	Facilitating Navigation
	Feedback to Keep Users Informed
	General User Support
	Conclusion
9. Evolution and Maintenance
		Rose Marra
	Definitions
	Rationale for Evolution and Maintenance
	Creating Procedures
	Guidelines
	Conclusion
	References
10. Formative Evaluation
		Martin Tessmer
	Front-end and Formative Evaluation Purposes
	Multimedia Evaluation Needs
	Front-end Evaluation Questions
	Formative Evaluation Questions
	Evaluating the Multimedia Experience and Outcomes
	Conclusion
	References
Part III: Rich Environments for Active Learning
11. Encourage Student Responsibility
		Scott Grabinger
		Joanna C. Dunlap
	REALs
	Guidelines
	Conclusion
	References
12. Make Learning Meaningful
		Joanna C. Dunlap
		Scott Grabinger
	Generative Learning
	Anchored Instruction
	Cooperative Learning and Generativity
	Guidelines
	Conclusion
	References
13. Active Knowledge Construction
		Joanna C. Dunlap
		Scott Grabinger
	Guidelines
	Conclusion
	References
14. Learner Assessment
		Thomas A. Cyr
	Tests versus Assessment
	Basic Premises
	Assessment Guidelines
	Lifelong Learning Competencies and Assessment
	Conclusion
	References
Index

%M B.Korghage.97
%0 BOOK
%T Information Storage and Retrieval
%A Robert R. Korfhage
%D 1997
%I John Wiley & Sons
%G ISBN 0-471-14338-3
%Y Overview
Document and Query Forms
Query Structures
The Matching Process
Text Analysis
User Profiles and Their Use
Multiple Reference Point Systems
Retrieval Effectiveness Measures
Effectiveness Improvement Techniques
Alternative Retrieval Techniques
Output Presentation
Document Access
The Ectosystem and Policy Issues
Appendices
Glossary

%M B.Kosslyn.93
%0 BOOK
%T Elements of Graph Design
%A Stephen Michael Kosslyn
%P 309
%D 1993
%I W H Freeman & Co.
%G ISBN 0-71672362-X

%M B.Kowalski.97
%0 BOOK
%S Kluwer International Series on Information Retrieval
%T Information Retrieval Systems
%A Gerald Kowalski
%I Kluwer Academic Publishers
%G ISBN 0-7923-9926-9
%D 1979
%P 296
%Y 1 Introduction to Information Processing Systems
	1.1 Definition of Information Retrieval System
	1.2 Objectives of Information Retrieval Systems
	1.3 Functional Overview
		1.3.1 Item Normalization
		1.3.2 Selective Dissemination of Information
		1.3.3 Document Database Search
		1.3.4 Index Database Search
	1.4 Relationship to Database: Management System
	1.5 Digital Libraries and Data Warehouses
	1.6 Summary
2 Information Retrieval System Capabilities
	2.1 Search Capabilities
		2.1.1 Boolean Logic
		2.1.2 Proximity
		2.1.3 Contiguous Word Phrases
		2.1.4 Fuzzy Searches
		2.1.5 Term Masking
		2.1.6 Numeric and Date Ranges
		2.1.7 Concept and Thesaurus Expansions
		2.1.8 Natural Language Queries
	2.2 Browse Capabilities
		2.2.1 Ranking
		2.2.2 Zoning
		2.2.3 Highlighting
	2.3 Miscellaneous Capabilities
		2.3.1 Vocabulary Browse
		2.3.2 Iterative Search and Search History Logs
		2.3.3 Canned Query
	2.4 Standards
		2.4.1 Z39.50 Standard and WAIS
		2.4.2 Architecture Standards
	2.5 Summary
3. Cataloging and Indexing
	3.1 History and Objectives of Indexing
		3.1.1 History
		3.1.2 Objectives
	3.2 Indexing Process
		3.2.1 Scope of Indexing
		3.2.2 Precoordination and Linkages
	3.3 Automatic Indexing
		3.3.1 Indexing by Term
		3.3.2 Indexing by Concept
	3.4 Information Extraction
	3.5 Summary
4. Data Structures
	4.1 Introduction to Data Structure
	4.2 Stemming Algorithms
		4.1.1 Introduction to the Stemming Process
		4.1.2 Porter Algorithm
		4.1.3 Dictionary Look-up Stemmers
		4.1.4 Successor Stemmers
		4.1.5 Conclusions
	4.3 Inverted File Structure
	4.4 N-Gram Data Structure
		4.4.1 History
		4.4.2 N-Gram Architecture
	4.5 PAT Data Structure
	4.6 Signature File Structure
	4.7 Hypertext Data Structure
		4.7.1 Definition of Hypertext Structure
		4.7.2 Hypertext History
	4.8 Summary
5. Automatic Indexing
	5.1 Classes of Automatic Indexing
	5.2 Statistical Indexing
		5.2.1 Probabilistic Weighting
		5.2.2 Vector Weighting
			5.2.2.1 Simple Term Frequency Algorithm
			5.2.2.2 Inverse Document Frequency
			5.2.2.3 Signal Weighting
			5.2.2.4 Discrimination Value
			5.2.2.5 Problems With Weighting Schemes
			5.2.2.6 Problems With the Vector Model
		5.2.3 Baysean Model
	5.3 Natural Language
		5.3.1 Index Phrase Generation
		5.3.2 Natural Language Processing
	5.4 Concept Indexing
	5.5 Hypertext Linkages
	5.6 Summary
6. Document and Term Clustering
	6.1 Introduction to Clustering
	6.2 Thesaurus Generation
		6.2.1 Manual Clustering
		6.2.2 Automatic Term Clustering
			6.2.2.1 Complete Term Relation Method
			6.2.2.2 Clustering Using Existing Clusters
		6.2.2.3 One Pass Assignments
	6.3 Item Clustering
	6.4 Hierarchy of Clusters
	6.5 Summary
7. User Search Techniques
	7.1 Search Statements and Binding
	7.2 Similarity Measures and Ranking
		7.2.1 Similarity Measures
		7.2.2 Ranking Algorithms
	7.3 Relevance Feedback
	7.4 Selective Dissemination of Information Search
	7.5 Weighted Searches of Boolean Systems
	7.6 Searching the Internet and Hypertext
	7.7 Summary
8. Information Visualization
	8.1 Introduction to Information Visualization
	8.2 Cognition and Perception
		8.2.1 Background
		8.2.2 Aspects of Visualization Process
	8.3 Information Visualization Technologies
	8.4 Summary
9. Text Search Algorithms
	9.1 Introduction to Text Search Techniques
	9.2 Software Text Search Algorithms
	9.3 Hardware Text Search Systems
	9.4 Summary
10. Information System Evaluation
	10.1 Introduction to Information System Evaluation
	10.2 Measures Used in System Evaluations
	10.3 Measurement Example - TREC Results
	10.4 Summary

%M B.Kress.95
%0 BOOK
%T Reading Images: The Grammar of Visual Design
%A Gunther R. Kress
%A Theo Van Leeuwen
%A Gunther R. Gress
%I Routledge
%G ISBN 0-41510600-1 (pbk) 0-41510599-4 (hdbk)
%D 1995

%M B.Kristof.95
%0 BOOK
%A Ray Kristof, Amy Satran 
%D 1995
%G 1568302215 
%I Pearson Education
%P 144
%T Interactivity By Design 

%M B.Krug.2000
%0 BOOK
%A Steve Krug
%T Don't Make Me Think! A Common Sense Approach to Web Usability
%D 2000
%P 224
%G ISBN 0-7897-2310-7
%I Que
%I Circle.com Library
%Y I. GUIDING PRINCIPLES
	1. Don't Make Me Think!
	2. How We Really Use the Web
	3. Billboard Design 101
	4. Animal, Vegetable, or Mineral?
	5. Omit Needless Words
II. THINGS YOU NEED TO GET RIGHT
	6. Street Signs and Breadcrumbs
	7. The First Step in Recovery is Admitting That the Home Page is Beyond Your Control
III. MAKING SURE YOU GOT THEM RIGHT
	8. "The Farmer and the Cowman Should Be Friends"
	9. Usability Testing on 10 Cents a Day
	10. Usability Testing: The Movie
	11. On Not Throwing the Baby out With the Dishes
APPENDIXES
Recommended Reading

%M B.Krueger.91 1/1/93 lo
%0 BOOK
%T Artificial Reality II
%A Myron W. Krueger
%D 1991
%P 288
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-52260-8; NX 180 T4 K7 1990
%Y 1	Antecedents in Art and Technology (1-10)
2	Early Work: GLOWFLOW, METAPLAY, and PSYCHIC SPACE (11-32)
3	VIDEOPLACE (33-64)
4	Goggles and Gloves (65-82)
5	Artificial Reality: A New Aesthetic Medium (83-100)
6	Perception (101-122)
7	Reality Responds (123-150)
8	Controlling the Experience (151-168)
9	Applications (169-208)
10	Artificial Reality and the Arts (209-228)
11	Cybernetic Society (229-260)
Conclusion (261-266)
Glossary (267-280)
Index

%M B.Kukulska.99
%A Agnes Kukulska-Hulme
%0 BOOK
%T Language and Communication : Essential Concepts for User Interface and Documentation Design
%D 1999
%P 162
%G ISBN: 0-19510838-8
%Y Part I. Introduction and Foundation
	1. Introduction
	2. Foundation Concepts
Part II. Essential Language Concepts and the User Interface
	3. Language Varieties
	4. Language Changes
	5. Language Correspondences
	6. The Effect of Context
	7. The Effect of Medium and Interaction
Part III. Languages for Special Purposes and Functions
	8. Labeling and Abbreviation
	9. Explanation and Assistance
Part IV. Summary and Recommendations
	10. Making It Work
Appendix: Language Resources and Further Readings

%M B.Landauer.96
%0 BOOK
%T The Trouble With Computers: Usefulness, Usability, and Productivity
%A Thomas K. Landauer
%I MIT Press
%D 1996
%P 440
%G ISBN 0-262-62108-8 (paper) 0-262-12186-7 (cloth)
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262621088

%M B.Lansdale.94
%0 BOOK
%T Understanding Interfaces: A Handbook of Human-Computer Dialogue
%S Computer and People Series
%A Mark W. Lansdale
%A Thomas C. Ormerod
%D 1994
%I Academic Press
%G ISBN 0-12528390-3
%Y 1. INTERFACES IN CONTEXT
1. The context of interface use
2. UNDERSTANDING DIALOGUE
2. Fitting dialogues to the task
3. Fitting dialogues to the medium
4. The structure of dialogues
5. Maintaining dialogues
3. UNDERSTANDING USER SKILLS
6. Skill as procedures
7. Skill as understanding
8. Skill as exploration
4. UNDERSTANDING INTERFACE DESIGN
9. Designing interfaces
10. Evaluating interfaces

%M B.Lazar.2006
%M B.Lazar.2005
%0 BOOK
%T Web Usability: A User-Centered Design Approach
%A Jonathan Lazar
%I Addison-Wesley Publishing
%I Pearson Addison Wesley
%D 2006
%P 394
%G ISBN 0-321-32135-9
%Y Introduction to Web usability
Defining the mission and target user population
Requirements gathering: what information is needed?
Methods for requirements gathering
Information architecture and site navigation
Page design
Designing for universal usability
Physical design
Usability testing
Implementation and marketing
Maintaining and evaluating Web sites

%M B.Laurel.91 1/1/93 lo
%0 BOOK
%T Computers as Theatre
%A Brenda Laurel
%D 1991
%P 256
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-51048-0, OCLC 30699099; QA 76.9 H85 L38
%Y 1	The Nature of the Beast (1-33)
	Representing Action
	Interface Evolution
	Interface Interdisciplines
	Throw the Baggage Out
	A Definitional Digression
	Models of the Interface
	The World's a Stage
	Theatre as an Interface Metaphor
	Interactivity and Human Activity
	Is Drama Serious Enough?
	An Artistic Perspective
2	Dramatic Foundations, Part I: Elements of Qualitative Structure (35-65)
	Delayed Gratification
	Hoary Poetics
	The Cultural Backdrop
	The Four Causes, or Why Things Are the Way They Are
	The Four Causes of Human-Computer Activity
	The Six Elements and Causal Relations Among Them
3	Dramatic Foundations, Part II: Orchestrating Action (67-92)
	Dramatic Potential: The "Flying" Wedge
	Dramatic Anatomy
4	Dramatic Techniques for Orchestrating Human Response (93-123)
	Form and Experience
	Constraints
	Engagement: The First-Person Imperative
5	Design Principles for Human-Computer Activity (125-165)
	Designing Action
	Designing Character and Thought
	Designing Language and Communication
	Designing Enactment
6	New Directions in Human-Computer Activity (167-198)
	Building a Better Mousetrap
	An Environment for Writing
	The Smart House: Actions in Search of Characters
	Multimedia
	Virtual Reality
	Beyond the Yellow Brick Road
	A New Opposable Thumb
References (199-206)
Index

%M B.Lazar.2001
%0 BOOK
%T User-Centered Web Development
%A Jonathan Lazar
%D 2001
%I Jones & Bartelett Publishers
%P 224
%G ISBN: 0-7637-1431-3
%W http://catalog.jbpub.com/detail.cfm?i=1431-3
%Y 1: Introduction
2: User-Centered Web Development Lifecycle
3: Defining the Site Mission and the Target User Population
4: What Information Need to be Collected from Users?
5: Methods of Gathering Requirements
6: Conceptual Design of the Web Site- Site Architecture and Navigation
7: Conceptual Design and the Web Site-Page Layout
8: Conceptual Design- Designing for Multiple Browsers
9: Physical Design
10: Usability Design
11: Implementation and Marketing
12: Maintenance and Evaluation
%X Frequently, web sites are designed without considering the needs of the
users.  As a result, the web site often fails to fulfill its intended purpose.
User-Centered Web Development guides readers through the process of designing
web-based resources based on the needs of the user.  This text will take the
reader from the initial idea of developing a web site, through determining the
mission of the web site, collecting the requirements, designing the pages,
performing usability testing, and implementing and managing a web site.
Further, large case studies will assist readers in comprehending how these
user-centered design concepts can be applied to real-world settings.

%M B.Lazzaro.93
%0 BOOK
%T Adaptive Technologies for Learning and Work Environments
%A Joseph J. Lazzaro
%D 1993
%P 251
%I The American Library Association
50 East Huron Street
Chicago, IL 60611
Phone: 312-280-5108, 800-545-2433
%G ISBN 0-8389-0615-x
%Y Figures
Preface
Introduction
1 Breaking Barriers with Adaptive Technology
Blindness and Visual Impairment
Deafness and Hearing Impairment
Motor and/or Speech Impairment
The Americans with Disabilities Act
Conclusion
2 The Personal Computer
From Abacus to Apple
Computer Hardware
Software
Personal Computer Manufacturers
Selecting a Personal Computer
3  Technology for Persons with Vision Impairments
Speech Synthesis
Magnification Systems
Braille Systems
Optical Character Recognition Systems
Products for Persons with Vision Impairments
4  Technology for Persons with Hearing Impairments
Text Telephones
Facsimile Communication
Computer-Assisted Access
Signaling Systems
Captioning Systems
Electronic Amplification Systems
Products for Persons Who Are Deaf or Hearing Impaired
5 Technology for Persons with Motor and/or Speech Impairments
Adapted Keyboards
Keyboard Modification Software
Alternative Input Systems
Voice Recognition Systems
Alternative Communications Devices
Environmental Control Systems
Products for Persons with Motor and/or Speech Impairments
6 Applications for Adaptive Technology
Local Area Networks
The Online World
Compact Disks
Telecommunications Services and CD-ROM Products
7 Rehabilitation Engineering and Training
Rehabilitation Engineering
Training
Technical Support
8 Funding Adaptive Technology
Cost-Savings Ideas
Personal Funding Sources
Government-Sponsored Funding Sources
Private-Sector Funding Sources
Financial Aid Resources
Appendixes
A    Organizational Resources for Persons with Disabilities
B    Assistive Technology Conferences
C    Journals and Newsletters on Assistive Technology
D    Technology Assistance States
Index
Figures
1 Personal Computer Checklist
2 Rehabilitation Engineering Checklist

%M B.Lee.93
%0 BOOK
%T Object-Oriented GUI Application Development
%A Geoff Lee
%D 1993
%P 180 paperback
%C Englewood Cliffs, NJ
%I Prentice Hall
%G ISBN 0-13-363086-2
%X MindFrame for Windows 1.0 Release Note (November 17, 1993)
* INTERNET ACCESS:
mndframe.zip (MindFrame for Windows) is available for anonymous ftp
ftp://ftp.cica.indiana.edu/pub/pc/win3/programr and its mirror sites.
* CompuServe ACCESS:
It is also in the library of the following forums: IBMAPP, WINUSER,
and RELIGION. Do a search on user ID 76460,2760 to locate the file
(different file names in different forum library).
Please send any comment or suggestion to Geoff Lee ("gcl@netcom.com" on
Internet, or 76460,2760 on CompuServe).
"MindFrame for Windows" is a freeware application developed to
teach an object modeling approach presented in the
book: "Object-Oriented GUI Application Development" Geoff Lee,
Prentice Hall, 1993, ISBN 0-13-363086-2.
This application is useful in many other areas as well, for
example, in Bible studying (metaphors, parables, prophecies,
types), neural modeling, ecological modeling, and task modeling.
There are 20 sample applications covering these areas. There
are also description of each of the sample application in the
on-line Help. Read "About MindFrame..." help topic for more
information.
This is a copyrighted software, but you can freely redistribute if
you keep the release intact.
The following is the content of mdnframe.txt file in the .zip file:
1 Installation Procedure:
DOS> mkdir MndFrame
DOS> cd MndFrame
DOS> copy b:MndFrame.zip   (or where you kept the mndframe.zip file)
DOS> unzip -d mndframe.zip  (extract files into subdirectories)
DOS> copy grid.vbx \windows\systems (your local Windows system directory)
2 Running the application:
. In Windows, open your "File Manager"
. Go to \MndFrame directory
. Find the MndFrame.exe file
. Drag the MndFrame.exe file icon into a "Program Manager" window
. Open the MndFrame.exe program
3 Sample applications:
Once you are in the MindFrame application, open files in the
\MndFrame\Samples subdirectories. There are 20 sample files organized
according to areas of application (e.g., object modeling, neural
modeling, bible studying). You can also find description of each of
these samples in the On-Line Help file.
4 On-line help:
Use the "About MindFrame..." menu item in the "Help" menu to learn more
about this application. There is an on-line help provided for this
application. Read through the help topics to learn about using this
application.
5 Files in this release:
mndframe.txt: this file
mdnframe.exe: the executable file of "MindFrame for Windows" freeware
mndframe.hlp: the on-line help file for "MindFrame for Windows"
biblnote.ps:  the PostScript file of help text on using this application
	   to study metaphors, parables, types, and prophecies in the
	   Holy Bible.
grid.vbx:     the visual basic grid control that is necessary to run this
	   application. It must be copied into your local "system"
	   directory for Windows (\windows\system in most cases).
samples\*:    in this directory, there are 20 samples (*.frm files) in
	   the subdirectories for each application area
	   (e.g., objmodel, ecology, neural, parable).
%Y 1  Introduction
	Overview of graphical user interface applications and this book
PART I	Software Development Life Cycle
2  Software Development Life Cycle Activities
	Structured Software Development Life Cycle
	Structured Rapid Prototyping Approach
	Object-Oriented Software Development
3  Life Cycle Activities of GUI Application Development
	GUI Application Development
	Preliminary Requirements Specification
	GUI Application Analysis
	GUI Design
	GUI Prototyping
	GUI Evaluation
	GUI Application Integration
PART II	Analysis Activities of GUI Application Development
4  Analyzing Users
	Overview
	User Analysis Factors
	Procedure for Conducting User Analysis
	Case Study: A Personnel Recruiting Application
5  Analyzing User Tasks
	Modeling Human-Computer Interaction
	Simplified Task Model
	Task Modeling for Multiple User-Role Applications
	A Textual Notation for Task Modeling
	Case Study: A Personnel Recruiting Application
6  Constructing User Interface Object Model
	Object Model
	User-Interface Level Object-Modeling Procedure
	Notation for User Interface Level Object Model
	Case Study: A Personnel Recruiting Application
PART III	Graphical User Interface Design Activities
7 User Interface System-Level Design
	System Partitioning on User-Group Boundaries
	Dynamic Behavior in a Task Model
	Prioritizing Object-Model Elements
	Logical Grouping of Object-Model Elements
	Error-Prevention and -Recovery Behavior
	Case Study: A Personnel Recruiting Application
8  User Interface Metaphor Design
	Why User Interface Metaphors?
	Criteria of User Interface Metaphors
	Limitations of User Interface Metaphors
	User Interface Metaphor Design Procedure
	Notation for Metaphor-Mapped Object Model
	GUI Representation of Metaphors
	Case Study: A Personnel Recruiting Application
9  Object-Oriented Graphical User Interface Design
	GUI Design Mapping of the Object Model
	GUI Design Mapping of User Interface Metaphor
	User Interaction Models
	Style-Specific GUI Interaction Components
	User Interface Design Guidelines
	Presenting Application Objects
	Presenting the Relationships
	Presenting the Operations, Attributes, and Facets
10 Contextual Graphical User Interface Design
	States and Their Dependencies in GUI
	Temporal and Spatial Modes
	Visual Cues in Various Style Guides
	Contextual Messages in Style Guides
PART IV	Graphical User Interface Software Implementation
11 Software Architectural Design of GUI Applications
	Decomposing a Software System
	Subsystem Interfacing Mechanisms
	Dialog-Independent Software Architecture
	Software Mapping of the Object-Oriented Design
	Software Mapping of the Contextual GUI Design
	Integrating the Application
	Style-Independent Architecture
	Toolkit-Independent Software Architecture
	Locale-Independent Architecture
12 Implementing Graphical User Interface Software with Reusable Toolkits
	Graphical User Interface Environments
	User Interface Software Development Environments
	Object-Oriented Graphical User Interface Toolkits
	User Interface Rapid-Prototyping Tools
	Bibliography
%X Software programmers developing GUI applications across a variety of platforms
face a number of challenges. "Object-oriented GUI Application Development"
addresses these challenges by presenting an object-oriented life-cycle
methodology that integrates the process of developing an application with the
development of the application's graphical user interface. Rather than focusing
on the API level, Lee shows how the high level abstractions of user task model,
application object model, and metaphor mental model can be used to guide the
development of graphical user interfaces for a variety of graphical
environments. The first part of the book examines various software development
approaches and their life-cycle activities. The second part focuses on analysis
activities, including analyzing users and construct the user task model and
application object model. The third part presents user interface metaphor
design, as well as object-oriented and contextual GUI design following Apple
Macintosh, Microsoft Windows, Motif, OPEN LOOK, and NeXTSTEP styles. The fourth
part examines GUI implementation on a number of graphical environments with
various object-oriented toolkits or application frameworks.
   Key Features:
 * Presents an object-oriented life-cycle approach universally applicable to
   various standard style guides and windowing environments.
 * Examines GUI application development from the perspective of the higher
   level abstractions of user task model, application object model, and
   metaphor mental model.
 * Deals specifically with object-oriented GUI applications, and covers a
   number of object-oriented toolkits and application frameworks.

%M B.Lesk.97
%0 BOOK
%T Practical Digital Libraries: Books, Bytes, and Bucks
%S Multimedia Information and Systems
%I Morgan Kaufmann Publishers
%G ISBN 1-55860459-6
%D 1997
%P 300
%Y 1 Evolution of Libraries
1.1 Why Digital Libraries?
1.2 History and Change
1.3 Advantages of Digital Libraries
1.4 Rise of Printing and Libraries
1.5 Vannevar Bush
1.6 Computer Technology
1.6.1 Processors
1.6.2 Memory Technology
1.6.3 Software
1.7 Information and Software
1.8 Summary
2 Text Access Methods
2.1 Computer Typesetting and Online Databases
2.2 Text Formats
2.3 Linear Text Searching
2.4 Inverted Files
2.5 Hash Coding
2.6 Other Text Search Issues
2.7 Thesauri
2.8 Document Conversion
2.9 Summary
3 Images of Pages
3.1 Scanning and Fax Machines
3.2 Image Formats for Scanned Printed Pages
3.3 Display Requirements
3.4 PostScript, Acrobat, and Reprinting
3.5 Indexing Images of Pages
3.6 Shared Text/Image Systems
3.7 Image Storage vs. Book Storage
3.8 Summary
4 Multimedia Storage and Access
4.1 Sound Formats: Vinyl, Tape, and CD
4.2 Pictures: GIF and JPEG
4.3 Automatic Speech Recognition
4.4 Moving Images: MPEG and Motion JPEG
4.5 Indexing Images: Motion Segmentation
4.6 Summary
5 Knowledge Representation Methods
5.1 Library Classification
5.2 Indexing Words and Thesauri
5.3 Artificial Intelligence Structures
5.4 Hypertext
5.5 Vector Models
5.6 History-Based Information Resources
5.7 New Information Techniques
5.8 Summary
6 Distribution
6.1 Physical Objects: Books and CD-ROMs
6.2 Computer Network Technologies
6.2.1 Packets vs. Circuits
6.2.2 Stars vs. Buses
6.2.3 Ethernet
6.2.4 Arpanet and Addressing
6.3 Security on the Net
6.4 Cryptography
6.5 Summary
7 Usability and Retrieval Evaluation
7.1 General Human Factors Considerations
7.2 Text Displays: Fonts and Highlighting
7.3 Image Displays and Compression Systems
7.3.1 Text
7.3.2 Speech
7.3.3 Images
7.4 Interface Controls: Menus and Keywords
7.5 Access Methods
7.6 Retrieval Evaluation
7.7 Summary
8 Collections and Preservation
8.1 Traditional Paper Collections
8.2 Traditional Preservation Problems: Acid Paper and Perfect Binding
8.3 Digitizing Special Collections and Archives
8.4 Sharing of Collections among Libraries
8.5 New Kinds of Material and Their Durability
8.6 Summary and Responsibilities to the Future
9 Economics
9.1 Traditional Economics and Economies of Scale
9.2 Scholarly Publications Today
9.3 Models for Library Funding
9.4 Paying for Electronic Information
9.5 Access versus Ownership
9.6 Importance of Administrative Costs
9.7 Electronic Commerce
9.8 The Future of Quality Information
9.9 Summary
10 Intellectual Property Rights
10.1 History of Copyright Law
10.2 History of Patent Law
10.3 Other Legal Risks
10.4 National Information Infrastructure Dangers
10.5 Intellectual Property Protection
10.5.1 Fractional Access
10.5.2 Control of Interface
10.5.3 Hardware Locks ("Dongles")
10.5.4 Repositories
10.5.5 Steganography
10.5.6 Cryptolopes, or Secret Envelopes
10.5.7 Special Hardware
10.5.8 Economic Approaches
10.5.9 Flickering
10.6 Summary: Future Research and Law
11 International Activities
11.1 Information Policy, Not Industrial Policy
11.2 United States
11.2.1 University of California at Berkeley
11.2.2 University of Michigan
11.2.3 University of Illinois
11.2.4 Stanford University
11.2.5 University of California at Santa Barbara
11.2.6 Carnegie Mellon University
11.2.7 Other U.S. Projects
11.3 United Kingdom
11.4 France
11.5 Other EU Efforts
11.6 Japan
11.7 Australia
11.8 Elsewhere
11.9 International Cooperation
11.10 Summary
12 Future: Ubiquity, Diversity, Creativity, and Public Policy
12.1 Dream to Be Realized
12.2 Future Roles in Information Handling
12.3 Effect of Digital Technology on Universities
12.4 Society and Creativity
12.5 Public Policy Questions
12.6 Projections

%M B.Lindgaard.94
%0 BOOK
%T Usability Testing and System Evaluation: A Guide for Designing
Useful Computing Systems
%S Chapman & Hall Computing
%A Gitte Lindgaard
%D 1994
%I Chapman & Hall
%G ISBN 0-41246100-5

%M B.Lindsay.77 11/4/90 gp
%0 BOOK
%T Human Information Processing: An Introduction to Psychology
%A P. H. Lindsay
%A D. A. Norman
%D 1977
%P 777
%C New York
%I Academic Press
%G ISBN 0-12-540960-6; BF 455.L494
%K DESIGN Psych
%O 2nd Edition
%Y PERCEPTION
1	Human Perception
2	The Visual System
3	The Dimensions of Vision
4	The Auditory System
5	The Dimensions of Sound
6	Neural Information Processing
7	Pattern Recognition and Attention
MEMORY
8	The Memory Systems
9	Using Memory
10	The Representation of Knowledge
11	The Neural Basis of Memory
THINKING
12	Language
13	Learning and Cognitive Development
14	Problem Solving and Decision Making
15	The Mechanisms of Thought
SOCIAL & PERSONALITY
16	Social Interactions
17	Stress and Emotion
A	Measuring Psychological Variables
B	Operating Characteristics

%M B.Liungman.91 followup to get related books from amazon
%0 BOOK
%T Dictionary of Symbols
%A Carl G. Liungman
%K icons graphics
%D 1991
%I Abc-Clio
%G ISBN 0-87436610-0

%M B.Liungman.94 followup to get related books from amazon
%0 BOOK
%T Dictionary of Symbols
%A Carl G. Liungman
%K icons graphics
%D 1994
%O Reprint Edition
%I W.W. Norton & Company
%G ISBN 0-39331236-4

%M B.Losee.98
%0 BOOK
%A Robert M. Losee
%T Text Retrieval and Filtering: Analytic Models of Performance
%D 1998
%I Kluwer Academic Publishers
%G ISBN 0-7923-8177-7
%S Kluwer International Series on Information Retrieval
%P 356
%Y 1. Introduction
2. Quantitative Reasoning
3. Similarity and Retrieval Decisions
4. Measuring Performance
5. The Quality of A Ranking Method
6. Performance with One Term
7. Multivariate Probabilities
8. Performance with Multiple Terms
9. Logics and Rules
10. Linguistic Knowledge

%M B.Lunde.99
%0 BOOK
%T CJKV Information Processing
%A Ken Lunde
%K Chinese, Japanese, Korean, Vietnamese,
China, Japan, Korea, Vietnam,
East Asian Language
%D 1999
%I O'Reilly & Associates
%P 1001
%G ISBN 1-56592224-7

%M B.Luong.95
%0 BOOK
%T Internationalization Developing Software for Global Markets
%A Tuoc V. Luong
%A James S. H. Lok
%A S. H. Lok
%A Kevin Driscoll
%D 1995
%P 293
%I John Wiley & Sons
%G ISBN 0-471-07661-9
%Y Foreword
1. What Is Internationalization?
2. Components of Internationalization
3. Corporate Support for Internationalization
4. Internationalization and Development
5. Internationalization and Documentation
6. International Enabling Quality Assurance
7. Defining a Locale
8. Localization Decisions
9. Localization Enabling
10. Managing Localization
11. Performing Localization
12. European Localization QA
13. Asian Localization
14. Asian QA
Appendix A: International Tables
Appendix B: International Date Formats
Appendix C: Internationalizing Microsoft Windows 3.X Applications
Appendix D: International Functional Requirements Document (IFRD)
Appendix E: Sample Locale
Appendix F: Sample Character Map

%M B.MacAulay.99
%0 BOOK
%T Web Style Guide: Basic Design Principles for Creating Web Sites
%A Patrick J. Lynch
%A Sarah Horton
%D 1999
%P 164
%I Yale University Press
%G ISBN 0-30007675-4
%Y Process
Interface Design
Site Design
Page Design
Typography
Editorial Style
Web Graphics
Multimedia
%W http://info.med.yale.edu/caim/manual/

%M B.MacAulay.95
%0 BOOK
%T Human-Computer Interaction for Software Designers
%S Tutorial Gudies in Computing and Information Systems
%A Linda MacAulay
%D 1995
%I International Thomson Publishing
%G ISBN 1-85032177-9
%Y Preface and acknowledgements
1. HCI and the software designer
2. Understanding user needs and requirements
3. Designing the user interface
4. Designing graphical user interfaces
5. Designing user interfaces to CSCW systems
6. Usability
7. HCI standards
Appendix A: Answers to exercises

%M B.Mandel.97
%0 BOOK
%T The Elements of User Interface Design
%A Theo Mandel
%D 1997
%P 440
%I John Wiley & Sons
%G ISBN 0-471-16267-1
%Y 1. Designing Quality Software User Interfaces
2. What Is a User Interface?
3. User Interface Models
4. The Psychology of Humans and Computers
5. The Golden Rules of User Interface Design
6. Computer Standards and User Interface Guidelines
7. Software Usability Testing
8. User Interface Evolution: Command-Lines and Menus
9. User Interface Evolution: Graphical User Interfaces
10. Object-Oriented User Interfaces: The New World
11. Object-Oriented User Interfaces: Meeting User Needs
12. An Iterative User Interface Design Process
13. The Interface Designer's Toolkit
14. Help, Advisors, Wizards, and Multimedia
15. Social User Interfaces and Intelligent Agents
16. The New World of PC-Internet User Interfaces

%M B.Mander.02
%0 BOOK
%T Web usability for dummies
%A Richard Mander
%A Bud E. Smith
%D 2002
%I Hungry Minds
%P 318
%G ISBN 0-76451546-2

%M B.Marca.92
%0 BOOK
%T Groupware: Software for Computer Supported Cooperative Work
%A David Marca
%A Geoffrey Bock
%D 1992
%C Los Alamitos, California
%I IEEE Computer Society Press
%G ISBN 0-81862637-2

%M B.Marcus.92 4/26/92 gp
%0 BOOK
%T Graphic Design for Electronic Documents and User Interfaces
%A Aaron Marcus
%D 1992
%P 266
%C Reading, MA
%I Addison-Wesley Publishing
%I ACM Press
%G ISBN 0-201-54364-8, OCLC 23462016; ACM Order number 703900
%Y 1	Layout
1.1	Proportion and Grids: Invisible Keys to Successful Layout
1.2	Graphic Design of Spatial Metaphors, Displays, and Tools
1.3	An Annotated Bibliography for Graphic Design of Spatial Displays
2	Typography
2.1	Making Type Decisions
2.2	Forms Design
2.3	The Typography of Complex Documentation: Computer Programs
3	Symbolism
3.1	Clarity and Consistency in Icon Design
3.2	Icon Design Tips
3.3	Icon Design in a CAD/CAM Graphical User Interface: A Case Study
3.4	An Annotated Bibliography of Signs, Icons, and Symbols
4	Color
4.1	The Ten Commandments of Color
4.2	An Annotated Bibliography of Color
5	Visualizing Knowledge: Charts, Diagrams, and Maps
5.1	Chart Design
5.2	An Annotated Bibliography of Chart and Diagram Design
5.3	An Annotated Bibliography of Map Design
6	Screen Design for User Interfaces
6.1	Common User-Interface Design
6.2	The User-Interface Standards Manual as a Tool for Effective Management
7	A Comparison of Graphical User Interfaces
7.1	Windowing Systems
7.2	Windowing-System Overview
7.3	Windows
7.4	Menus
7.5	Controls and Control Panels
7.6	Query and Message Boxes
7.7	Mouse/Keyboard Interface
7.8	Analysis of Common Tasks
7.9	Advantages and Disadvantages
A	Windowing-System Dependent Terminology
B	Detailed System Descriptions and Comparisons

%M B.Martin.73 11/4/90 gp/bs
%0 BOOK
%T Design of Man-Computer Dialogues
%A James Martin
%D 1973
%P 559
%C Englewood Cliffs, NJ
%I Prentice Hall
%G ISBN 0-13-201251-0
%Y I.	INTRODUCTION
1.	The Information Windows
2.	Design Methodology
3.	Categories of Terminal Operators
II.	ALPHANUMERIC DIALOGUES
4.	Natural Language Dialogue
5.	Dialogue with Programming
6.	Man-Machine Dialogues on Commercial Systems
7.	Twenty-Three Techniques for Alphanumeric Keyboard Displays
8.	Control Functions
9.	Should it be Built into the Hardware?
10.	Dialogue with a Light Pen
11.	Computer Data Entry
III. DIALOGUES WITH SOUND AND GRAPHICS
12.	The Use of Pictures
13.	Interactive Graphics
14.	Graphics for Design Work
15.	Symbolic Representation in Graphics
16.	Voice Answerback Systems
IV.	PSYCHOLOGICAL CONSIDERATIONS
17.	User Psychology
18.	Response Time Requirements
19.	Human Channel and Buffer Capacity
20.	The Creative Operator
21.	Display Encoding
V. OPERATORS WITHOUT TRAINING
22.	The Totally Naive Operator
23.	The Untrained Operator
24.	Computer Assisted Instruction
25.	Information Control Rooms
26.	Terminals for Management
VI. IMPLEMENTATION CONSIDERATIONS
27.	Control of User Errors
28.	When Failures Occur
29.	Severity and Privacy
30.	Dialogue Program Generators
31.	Bullet-Proofing
32.	Simulation of the Man-Machine Interface
Appendix. A Psychiatrist Talks to Eliza
Class Problems
Index

%M B.Martin.91 3/22/93 gp
%0 BOOK
%T Doing Psychology Experiments
%A David W. Martin
%D 1991
%P 288 + xiv
%C Pacific Grove, California
%I Brooks/Cole Publishing
%G ISBN 0-534-14490-X; BF181.M315 1990
%O Third Edition
%Y 1. How to Make Observations
2. How to Get an Experimental Idea
3. How to Find Out What's Been Done
4. How to Decide Which Variables to Manipulate and Measure
5. How to Decide on a Within-Subject versus Between-Subjects Design
6. How to Plan a Single-Variable Experiment
7. How to Plan a Multiple-Variable Experiment
8. How to Plan Quasi-Experiments
9. How to Interpret Experimental Results
10. How to Report Experimental Results
11. How to Use Theory
12. How to Tell When You are Ready to Begin
13. How to Be Fair with Subjects
14. How to Be Fair with Science
A. How to Do Basic Statistics
B. Statistical Tables
Glossary
Index

%M B.Martin.91 9/30/93 Samu Mielonen f1sami@uta.fi Univ. of Tampere, Finland
%0 BOOK
%T Systems Application Architecture: Common User Access
%A James Martin
%A Kathleen Kavanagh Chapman
%A Joe Leben
%D 1991
%C Englewood Cliffs, NJ
%I Prentice Hall
%G ISBN 0-13-785023-9
%K IBM SAA/CUA Style Guidelines

%M B.Martin.96
%0 BOOK
%T The User Interface Design Book for the Applications Programmer
%A Alexander Martin
%A David Eastman
%D 1996
%P 316
%I John Wiley & Sons
%G ISBN 0-471-95371-7
%Y How to find your way around this book
1. First Steps
1. Introduction to Design
2. How to Start the Design
3. Tools For the Job
4. The Design Specification
2. Designed to Use
1. Computer Literate versus The Rest
2. GUI versus Text
3. The Fundamentals of Input
4. WIMP and Controls
5. Context Switching
6. Graphics, Animation and Screen Presentation
7. Sound
8. Presenting Text
9. Being Intelligent
10. Learning Curve
11. Little Helpers
12. Documentation and Support Materials
3. Development Issues
1. Basic Program Structure
2. Program versus Data
3. Tools and Productivity
4. List Processing
Further Reading

%M B.Mates.2000
%0 BOOK
%T Adaptive Technology for the Internet : Making Electronic Resources Accessible to All
%A Barbara T. Mates
%A Doug Wakefield
%A Judith M. Dixon
%D 2000
%P 192
%G ISBN: 0-83890752-0
%I American Library Association
%Y
Could Helen Keller Use Your Library?
Click (W) Here(?)!---Basic Document Design
Large-Print Access to the Internet
Hearing the Internet
Touching the Internet with Braille
Adaptive Technology for Hearing Impairments
Surfing the Internet with a ``Different'' Board
Computers Reading and Speaking---``Stand-Alone'' Systems
Funding Adaptive Technology
Making It All Work---Staff Training
Announcing Improved Access
Working in the Real World APPENDIXES
A Websites Helpful for Information on Accessibility
B Selected Vendors, Manufacturers, and Consultants
C Special Libraries with Adaptive Technology Programs
Glossary
Bibliography and Reading Resources

%M B.Mayhew.92 3/29/93 gp
%0 BOOK
%T Principles and Guidelines in Software User Interface Design
%A Deborah J. Mayhew
%D 1992
%P 619
%C Englewood Cliffs, NJ
%I Prentice Hall
%G ISBN 0-13-721929-6
%Y 1. Introduction
2. The User Profile
3. Conceptual Models
4. Menus
5. Fill-in Forms
6. Question and Answer
7. Command Languages
8. Function Keys
9. Direct Manipulation
10. Natural Language
11. Dialog Styles Summary
12. Input and Output Devices
13. Organization of Functionality
14. Screen Layout and Design
15. Response Time
16. Error Handling
17. User Documentation
18. Summary and Conclusions


%M B.Mayhew.99
%0 BOOK
%T The Usability Engineering Lifecycle:
A Practitioner's Guide to User Interface Design
%A Deborah J. Mayhew
%D 1999
%I Morgan Kaufmann Publishers
%G ISBN 1-55860-561-4
%P 560
%Y Preface
1: Introduction
REQUIREMENTS ANALYSIS
2: User Profiles
3: Contextual Task Analysis
4: Usability Goal Setting
5: Platform Capabilities and Constraints
6: General Design Principles
DESIGN/TESTING/DEVELOPMENT
Design Level 1
7: Work Reengineering
8: Conceptual Model Design
9: Conceptual Model Mockups
10: Iterative Conceptual Model Evaluation
Design Level 2
11: Screen Design Standards
12: Screen Design Standards Prototyping
13: Iterative Screen Design Standards Evaluation
14: Style Guide Development
Design Level 3
15: Detailed User Interface Design
16: Iterative Detailed User Interface Design Evaluation
INSTALLATION
17: User Feedback
ORGANIZATIONAL ISSUES
18: Promoting and Implementing The Usability Engineering Lifecycle
19: Usability Project Planning
20: Cost-Justification
21: Organizational Roles and Structures

%M B.McAlester.02
%0 BOOK
%T Skip Intro: Flash Usability and Interface Design
%A Duncan McAlester
%A Michelangelo Capraro
%D 2002
%G ISBN 0-7357-1178-X
%P 272
%I New Riders Publishing
%Y
	1 Bad Flashers Anonymous
	2 Basic Training
Section I: Hopart Bothur Exhibit Site
	3 Overview -- A Comfortable Situation
	4 A Good Experience from the Start
	5 Scrolling Without Boundaries
	6 Less Cluttered and More Usable
	7 A Point of Flexibility
Section II: GroceryClick.com Site Design
	8 Overview -- Convenience in a Flash
	9 Tabbed Windows -- Convenient Access to Supplementary Information
	10 Needles and Haystacks -- Site Searches
Section III: Wind-Automata Developer Site
	11 Overview -- A Familiar Setting
	12 A Simple Hierarchy
	13 Tool Tips -- Know Before You Go
	14 The End...
Appendixes
	A What Every Interface Designer Should Know
	B Usability Resources
	C Flash and Design Resources

%M B.McCormick.82 11/4/90 gp/bs
%0 BOOK
%T Human Factors in Engineering and Design
%A Ernest J. McCormick
%A M. S. Sanders
%D 1982
%C New York, NY
%I McGraw-Hill
%O Superseded by Sanders & McCormick, 1993
%G ISBN 0-07044902-3

%M B.McCracken.03
%0 BOOK
%A Daniel D. McCracken
%A Rosalee J. Wolfe
%A Jared M. Spool
%D 2003
%G 0130411612
%I Prentice Hall
%P 336
%T User-Centered Website Development: A Human-Computer Interaction Approach

%M B.McGraw.97
%0 BOOK
%T User-Centered Requirements: The Scenario-Based Engineering Process Approach
%I Lawrence Erlbaum Associates
%D 1997
%A Karen L. McGraw
%A Karan Harbison
%G ISBN 0-8058-2064-7 [cloth] 0-8058-2065-5
%P 392
%Y Part I: Introduction to the Scenario-based Engineering Process
Engineering Activities and Artifacts
Part II: Process & Techniques
Planning and Managing Effective Requirements Activities
Selecting the Right Techniques
Scenario Elicitation, Analysis, and Generation
Conducting and Analyzing Interactive Observation Sessions
Conducting and Using the Interview Effectively
Defining Work Processes and Conducting Task Analysis
Eliciting and Analyzing Domain Concepts
Using Process Tracing to Analyze the Problem-Solving Process
Conducting and Analyzing Group Sessions
Evaluating and Refining Requirements

%M B.McKay.99
%0 BOOK
%T Developing User Interfaces for Microsoft Windows
%P 640
%O Includes CD-ROM
%D 1999
%I Microsoft Press
%A Everett N. McKay
%W http://mspress.microsoft.com/books/2493.htm
%G ISBN 0-7356-0586-6, OCLC
%Y Part I - The Basics
	1 - Know the Standards
	2 - Read Other User Interface Design Books
	3 - Establish Consistent Terminology
	4 - Establish a Consistent User Interface Style
	5 - Pay Attention to Other Programs
Part II - Understanding Users
	6 - Beginning vs. Advanced Users
	7 - Using Applications vs. Utilities
	8 - Users Aren't Designers
	9 - Users Aren't You
Part III - Design Concepts
	10 - Good User Interfaces Are Visible
	11 - Good User Interfaces Are Invisible
	12 - Learn from The Design of Everyday Things
	13 - Learn from the Web
	14 - Prototype with Caution
	15 - Keep It Simple
Part IV - Design Details
	16 - Prefer the Standard Controls
	17 - Direct Manipulation Is Cool
	18 - Appropriate Defaults Are Cool
	19 - Configurability Is Cool
	20 - Previews Are Cool
	21 - Tooltips Are Cool
	22 - Unnecessary Dialog Boxes Are Evil
	23 - Unnecessary Message Boxes Are Pure Evil
	24 - Unnecessary Repetitive Tasks Are Evil
	25 - Speed Is a User Interface Issue
Part V - Testing and QA
	26 - Programmer Testing
	27 - User Testing
	28 - Talk to Your Other Team Members
	29 - Check Your Dialog Boxes
	30 - Check Your Error Messages
	31 - Check Your Printing
	32 - Check Your Help System and Documentation
	33 - Check Your Setup Program
	34 - Use System Colors
	35 - Handle All Video Modes
	36 - Learn How to Play QA Gefahren
	37 - Keep Looking for Improvements
Appendix

%M B.McKnight.91
%0 BOOK
%T Hypertext in Context
%S Cambridge Series on Electronic Publishing
%A Cliff McKnight
%A Andrew Dillon
%A John Richardson
%D 1991
%I Cambridge University Press
%G ISBN 0-52137488-X
%P 166

%M B.Meadow.92 3/22/93 gp
%0 BOOK
%T Text Information Retrieval Systems
%A Charles T. Meadow
%D 1992
%P 302
%C San Diego, California
%I Academic Press
%G ISBN 0-12-487410-X; Z699 M413 1991
%Y 1	Introduction
2	Data, Information, and Knowledge
3	Representation of Information
4	Attribute Content and Values
5	Logical Models of Data Structure
6	The Physical Structure of Data
7	Querying the Information Retrieval System
8	Interpretation and Execution of Query Statements
9	Text Searching
10	Multi-Database Searching and Mapping
11	Search Feedback and Iteration
12	Search Strategy
13	The Information Retrieval System Interface
14	Measurement and Evaluation
Index (295-302)

%M B.Mehlmann.81 11/4/90 gp/bs
%0 BOOK
%T When People Use Computers: An Approach to Developing an Interface
%A Marilyn Mehlmann
%P 142
%G ISBN 0-13-956219-2
%D 1981
%C Englewood Cliffs, NJ
%I Prentice Hall

%M B.Meister.85 2/17/94 gp
%0 BOOK
%T Behavioral Analysis and Measurement Methods
%A D. Meister
%D 1985
%G ISBN 0-471-89640-3
%P 509
%C New York
%I John Wiley & Sons

%M B.Meister.86 11/7/90 gp
%0 BOOK
%T Human Factors Evaluation and Testing
%A D. Meister
%D 1986
%G ISBN 0-44442701-5
%P 424
%C Amsterdam
%I Elsevier Science Publishers

%M B.Menzel.2000
%0 BOOK
%T Robo sapiens -- Evolution of a New Species
%A Peter Menzel
%A Faith D'Aluisio
%D 2000
%P 240
%I MIT Press
%G ISBN 0-262-13382-2
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262133822
%Y Introduction
	Peter Menzel
Electric dreams
Robo sapiens
Bio logical
Remote possibilities
Work mates
Serious fun
Methodology
	Faith D'Aluisio
Glossary
%X Around the world, scientists and engineers are participating in a
high-stakes race to build the first intelligent robot. Many robots already
exist--automobile factories are full of them. But the new generation of robots
will be something else: smart machines that act like living creatures. When
they are brought into existence, science fiction will have become fact.
   What will happen then? With our prosthetic limbs, titanium hips, and
artificial eyes, we are already beginning to resemble our machines. Equally
important, our machines are beginning to resemble us. Robots already walk,
talk, and dance; they can react to our facial expressions and obey verbal
commands. When they take the next step and become fully autonomous, what will
they do? Will we be partners or rivals? Could we meld into a single
species--Robo sapiens?
   In Robo sapiens, Peter Menzel and Faith D'Aluisio present the next
generation of intelligent robots and their makers. Accompanying brilliant
photographs of more than one hundred robots is an account of the little-known,
yet vitally important scientific competition to build an autonomous robot.
Containing extensive interviews with robotics pioneers, anecdotal "field notes"
with behind-the-scenes information, and easy-to-understand technical data about
the machines, Robo sapiens is a field guide to our mechanical future.

%M B.Microsoft.92 9/30/93 Samu Mielonen f1sami@uta.fi Univ. of Tampere, Finland
%0 BOOK
%T The Windows Interface: An Application Design Guide
%Q Microsoft Corporation
%D 1992
%C Redmond, WA
%I Microsoft Press
%G ISBN 1-55615-439-9, OCLC 27148664
%K Microsoft Windows Style Guidelines

%M B.Microsoft.92 9/30/93 Samu Mielonen f1sami@uta.fi Univ. of Tampere, Finland
%0 BOOK
%T The GUI Guide: International Terminology for the Windows Interface
%Q Microsoft Corporation
%D 1993
%C Redmond, WA
%I Microsoft Press
%G ISBN 1-55615-538-7
%K Microsoft Windows Style Guidelines
%K internationalization, localization, globalization

%M B.Microsoft.95
%0 BOOK
%T The Windows Interface Guidelines for Software Design
%A Tandy Trower
%Q Microsoft Corporation
%D 1995
%C Redmond, WA
%I Microsoft Press
%G ISBN 1-55615-679-0; OCLC 32590068
%Y Introduction
PT. I. FUNDAMENTALS OF DESIGNING USER INTERACTION
Ch. 1. Principles and Methodology
Ch. 2. Basic Concepts
Ch. 3. The Windows Environment
Ch. 4. Input Basics
Ch. 5. General Interaction Techniques
PT. II. WINDOWS INTERFACE COMPONENTS
Ch. 6. Windows
Ch. 7. Menus, Controls, and Toolbars
Ch. 8. Secondary Windows
PT. III. DESIGN SPECIFICATIONS AND GUIDELINES
Ch. 9. Window Management
Ch. 10. Integrating with the System
Ch. 11. Working with OLE Embedded and OLE Linked Objects
Ch. 12. User Assistance
Ch. 13. Visual Design
Ch. 14. Special Design Considerations
IV. APPENDIXES
Appendix A Mouse Interface Summary
Appendix B Keyboard Interface Summary
Appendix C Guidelines Summary
Appendix D Supporting Specific Versions of Microsoft Windows
Appendix E International Word Lists
Glossary

%M B.Microsoft.95
%0 BOOK
%T Developing International Software for Windows 95 and Windows NT
%A Nadine Kano
%Q Microsoft Corporation
%D 1995
%C Redmond, WA
%I Microsoft Press
%G ISBN 1-55615-840-8, OCLC
%W http://www.microsoft.com/globaldev/dis_v1/disv1.asp
%Y Preface
1. Understanding Internationalization
2. Designing a Global Program
3. Encoding Character Sets
4. Preparing the User Interface for Localization
5. Supporting Local Conventions
6. Accommodating Multilingual I/O on Microsoft Windows
7. Processing Far Eastern Writing Systems
Appendix A: Glossary
Appendix B: Common Latin Diacritics and Ligatures
Appendix C: Selected International Punctuation Symbols
Appendix D: Sort Order for Selected Languages
Appendix E: Code-Page Support in Microsoft Windows
Appendix F: Locale-Specific Code-Page Information
Appendix G: DBCS/Unicode Mapping Tables
Appendix H: Code Pages
Appendix I: Microsoft Win32 Country-Specific and Language-Specific Information
Appendix J: Platform Support for the Win32 NLSAPI
Appendix K: Locale Support in Microsoft Windows
Appendix L: Multilingual API Functions and Structures
Appendix M: Font Signature Bit-Field Assignments
Appendix N: Windows 95 Input Method Manager API Functions
Appendix O: Windows 95 Input Method Manager API Messages and Parameters
Appendix P: Localized Editions of Microsoft Windows
Appendix Q: International Keyboard Layouts
Appendix R: Dead-Key Combinations on International Keyboard Layouts
Appendix S: Weights and Measures
Appendix T: International Currency, Date, and Time Formats
Appendix U: Paper and Envelope Types and Sizes
Appendix V: International Address Formats
Appendix W: Microsoft Subsidiaries
Additional Reading

%M B.Microsoft.99
%0 BOOK
%T Microsoft Windows User Experience
%S Microsoft Professional Series
%Q Microsoft Corp
%P 594
%D 1999
%I Microsoft Press
%G ISBN 0-7356-0566-1
%W http://mspress.microsoft.com/books/2466.htm
%W http://msdn.microsoft.com/library/books/winguide/welcome.htm
%Y PART 1 FUNDAMENTALS OF DESIGNING USER INTERACTION
	1 Getting Started
	2 Design Principles and Methodology
	3 Basic Concepts
	4 The Windows Environment
	5 Input Basics
	6 General Interaction Techniques
PART 2 WINDOWS INTERFACE COMPONENTS
	7 Windows
	8 Menus, Controls, and Toolbars
	9 Secondary Windows
PART 3 DESIGN SPECIFICATIONS AND GUIDELINES
	10 Window Management
	11 Integrating with the System
	12 Working with OLE Embedded and Linked Objects
	13 User Assistance
	14 Visual Design
	15 Special Design Considerations
PART 4 APPENDIXES AND REFERENCES
	APPENDIX A Mouse Interface Summary
	APPENDIX B Keyboard Interface Summary
	Glossary
	Bibliography

%M B.Mijksenaar.97
%0 BOOK
%T Visual Function: An Introduction to Information Design
%A Paul Mijksenaar
%D 1997
%P 56
%I Princeton Architectural Press
%G ISBN 1-56898-118-X

%M B.Minasi.94
%0 BOOK
%T Secrets of Effective GUI Design
%A Mark Minasi
%D 1994
%I SYBEX
%G ISBN 0-78211495-4
%P 225

%M B.MorrisAnne.98
%0 BOOK
%T Human aspects of library automation
%A Anne Morris
%A Hilary Dyer
%D 1998
%O 2nd ed.
%P 400
%I Gower
%G ISBN: 0056607504-0
%Y
PART I HUMAN CHARACTERISTICS
	1 Human Characteristics
PART II HEALTH AND SAFETY CHARACTERISTICS
	2 The Importance of Health and Safety
	3 Musculoskeletal and Postural Problems
	4 Work-related Upper Limb Disorders
	5 Eye and Vision Problems
	6 Stress
	7 Reproductive Hazards
	8 Other Alleged Health Hazards
PART III WORKPLACE DESIGN: WORKSTATION CONSIDERATIONS
	9 Basic Considerations
	10 Workstation Components
PART IV WORKPLACE DESIGN: ENVIRONMENTAL CONSIDERATIONS
	11 Lighting
	12 Noise
	13 Heating and Ventilation
PART V WORKPLACE DESIGN: WORKSTATION DESIGN
	14 Workstation Layout and Design
	15 Workstation Layouts for Library Functions
PART VI THE HUMAN -- COMPUTER INTERFACE
	16 The Software Interface
	17 User Needs
	18 Dialogue Design
	19 Screen Design
	20 Interaction
	21 Software Evaluation
PART VII JOB DESIGN
	22 Job Design
PART VIII PLANNING AUTOMATED SYSTEMS
	23 Technological Change
	24 Training
References
Subject Index

%M B.Morris.98
%0 BOOK
%T Web Page Design: A Different Multimedia
%A Mary E. S. Morris
%A Randy J. Hinrichs
%I Prentice Hall
%G ISBN 0-13-239880-X
%D 1998
%Y 1. Web - A Different Multimedia
2. Content Design
3. Cognitive Design
4. Audience Considerations
5. Navigational Design
6. Layout
7. Designing Graphical Elements
8. Adding Meta-Information
9. Interactivity Design
10. Designing for Time
11. Experiential Design
12. Testing the Design
13. Sun and Java, Case Study No. 1
14. Point Communications, Case Study No. 2
15. GolfWeb, Case Study No. 3

%M B.Moulton.02
%0 BOOK
%T Accessible technology in today's business :
case studies for success
%A Gary Moulton
%D 2002
%P 235
%I Microsoft Press
%G ISBN: 0-73561501-2

%M B.Mullet.95
%0 BOOK
%T Designing Visual Interfaces: Communication Oriented Techniques
%A Kevin Mullet
%A Darrell Sano
%D 1995
%P 273
%I Sunsoft Press
%G ISBN 0-13-303389-9
%Y Introduction
The Mess We're In
What Visual Designers Do
Art and Design
Functional vs. Aesthetic Concerns
Form, Function, and the Question of a Universal Aesthetic
Design and Rationality
Elegance and Simplicity
Principles
	Unity
	Refinement
	Fitness
Common Errors
	Clutter and Visual Noise
	Interference Between Competing Elements
	Using Explicit Structure as a Crutch
	Belaboring the Obvious
	Overly Literal Translation
	Excessive Detail and Embellishment
	Gratuitous Dimensionality
	All of the Above
Techniques
	Reducing a Design to Its Essence
	Regularizing the Elements of a Design
	Combining Elements for Maximum Leverage
Scale, Contrast, and Proportion
Background: Visual Variables
Principles
	Clarity
	Harmony
	Activity
	Restraint
Common Errors
	Insufficient Contrast
	Excessive Contrast
	Visual Interference
	Spatial Tension
	Overextension
	Awkward Dimensions
Techniques
	The Squint Test
	Establishing Perceptual Layers
	Sharpening Visual Distinctions
	Integrating Figure and Ground
Organization and Visual Structure
Background: Perceptual Organization
Principles
	Grouping
	Hierarchy
	Relationship
	Balance
Common Errors
	Haphazard Layout
	Conflicting Symmetries
	Ambiguous Internal Relationships
	Aligning Labels but not Controls
	Alignment Within but not Across Controls
	False Structure
	Excessive Display Density
	All of the Above
Techniques
	Using Symmetry to Ensure Balance
	Using Alignment to Establish Visual Relationships
	Optical Adjustment for Human Vision
	Shaping the Display with Negative Space
Module and Program
Background: Grid-Based Design
Principles
	Focus
	Flexibility
	Consistent Application
Common Errors
	Arbitrary Component Positions
	Arbitrary Component Dimensions
	Random Window Sizes and Layouts
	Unrelated Icon Sizes and Imagery
	Inconsistent Control Presentations
	Inconsistent Visual Language
Techniques
	Reinforcing Structure through Repetition
	Establishing Modular Units
	Creating Grid-Based Layout Programs
Image and Representation
Background: Semiotics
Principles
	Immediacy
	Generality
	Cohesiveness
	Characterization
	Communicability
Common Errors
	Misleading Syntax
	Poorly Integrated Structure
	Dominant Secondary Elements
	Using Type as Image
	Using Images for Abstract Concepts
	Images Based on Obscure Allusions
	Culture or Language Dependencies
	Offensive or Suggestive Imagery
Techniques
	Selecting the Right Vehicle
	Refinement through Progressive Abstraction
	Coordination to Ensure Visual Consistency
So What About Style?
Principles
	Distinctiveness
	Integrity
	Comprehensiveness
	Appropriateness
Common Errors
	Unwarranted Innovation
	Combining Unrelated Elements
	Partial Fulfillment
	Internal and External Inconsistency
	Incompatible Concepts
Techniques
	Mastering the Style
	Working Across Styles
	Extending and Evolving the Style
Conclusion
Further Information

%M B.Mumford.83 11/4/90 gp/bs
%0 BOOK
%T Designing Human Systems for New Technology
%A Enid Mumford
%G ISBN 0-90380828-5
%D 1983
%P 108
%C Booth Street West, Manchester M15 6PB, England
%I Manchester Business School

%M B.Musciano.98
%0 BOOK
%T HTML: The Definitive Guide
%A Chuck Musciano
%D 1998
%A Bill Kennedy
%I O'Reilly & Associates
%G ISBN 1-56592-492-4
%P 500
%O 3rd Edition

%M B.Myers.88 11/4/90 gp/bs
%0 BOOK
%T Creating User Interfaces by Demonstration
%A Brad A. Myers
%G ISBN 0-12512305-1
%D 1988
%P 320
%C New York
%I Academic Press

%M B.Nardi.93
%0 BOOK
%T A Small Matter of Programming: Perspectives on End User Computing
%A Bonnie A. Nardi
%D 1993
%P 184 + 16 illus.
%C Cambridge, Massachusetts
%I MIT Press
%G ISBN 0-262-14053-5  NARSH
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262140535
%X A SMALL MATTER OF PROGRAMMING asks why it has been so difficult for
end users to command programming power and explores the problems of end
user-driven application development that must be solved to afford end
users greater computational power.
   Drawing on empirical research on existing end user systems, A SMALL
MATTER OF PROGRAMMING analyzes cognitive, social, and technical issues
of end user programming. In particular, it examines the importance of
task-specific programming languages, visual application frameworks, and
collaborative work practices for end user computing, with the goal of
helping designers and programmers understand and better satisfy the
needs of end users who want the capability to create, customize, and
extend their applications software.
   The ideas in the book are based on the author's research on two
successful end user programming systems -- spreadsheets and CAD systems --
as well as other empirical research. Nardi concentrates on broad issues
in end user programming, especially end users' strengths and problems,
introducing tools and techniques as they are related to higher-level
user issues.
%Y 1. Introduction
2. Conversation and Computers
3. Task-specific Programming Languages
4. Interaction Techniques for End User Application Development
5. Application Frameworks
6. Collaborative Work Practices
7. Scenarios of End User Programming

%M B.Nardi.99
%0 BOOK
%A Bonnie A. Nardi
%A Vicki O'Day
%T Information Ecologies: Using Technology with Heart
%D 1999
%I MIT Press
%P 246
%G ISBN 0-262-14066-7
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262140667
%Y I   Information Ecologies: Concepts and Reflections
1. Rotwang the Inventor
2. Framing Conversations about Technology
3. A Matter of Metaphor: Technology as Tool, Text, System, Ecology
4. Information Ecologies
5. Values and Technology
6. How to Evolve Information Ecologies
II   Case Studies
7. Librarians: A Keystone Species
8. Wolf, Batgirl, and Starlight: Finding a Real Community in a Virtual World
9. Cultivating Gardeners: The Importance of Homegrown Expertise
10. Digital Photography at Lincoln High School
11. A Dysfunctional Ecology: Privacy Issues at a Teaching Hospital
12. Diversity on the Internet
13. Conclusion

%M B.NASA.88 11/4/90 gp/bs
%0 BOOK
%T Space Station Freedom Program: Human-Computer Interface Guide
%Q NASA
%D 1988-12
%C Houston, TX
%I Johnson Space Center
%O Version 2.1

%M B.Newman.95
%0 BOOK
%T Interactive System Design
%A William M. Newman
%A Michael G. Lamming
%D 1995
%P 468
%C Wokingham, England
%I Addison-Wesley Publishing
%G ISBN 0-201-63162-8, OCLC 31971415
%W http://www.rxrc.xerox.com/publis/isd/home.htm
%Y The Framework
Chapter 1: Introduction
Chapter 2: Defining the problem
Chapter 3: The Human Virtual Machine
Chapter 4: Design processes and representations
System design
Chapter 5: User study methods
Chapter 6: Systems analysis and design
Chapter 7: Requirements definition
System evaluation
Chapter 8: Usability analysis and inspection
Chapter 9: Prototyping and evaluation
Chapter 10: Experiments in support of design
Case Study A: Evaluation and analysis of a telephone operator's workstation
User interface design
Chapter 11: User interface notations
Chapter 12: Interaction styles
Chapter 13: Conceptual design: The user's mental model
Chapter 14: Conceptual design: Methods
Chapter 15: Designing to guidelines
Case Study B: Designing a human memory aid

%M B.Newman.2000
%0 BOOK
%T Talk to your computer : speech recognition made easy
%A Dan Newman
%D 2000
%P 191
%I Waveside
%G ISBN: 0-96703893-6

%M B.NeXT.92 9/30/93 Samu Mielonen f1sami@uta.fi Univ. of Tampere, Finland
%0 BOOK
%T NeXTSTEP User Interface Guidelines
%Q NeXT Computer, Inc.
%D 1992
%I Addison-Wesley Publishing
%G ISBN 0-201-63250-0
%K NeXT Style Guidelines
%O Release 3
%Y Introduction
1. A Visual Guide to the User Interface
An Application's Windows
Controls
2. Design Philosophy
Basic Principles
Action Paradigms
Extensions
Testing User Interfaces
3. User Actions: The Keyboard and Mouse
How the Keyboard and Mouse Work
Implementing Special Keys
Implementing Mouse Actions
Managing the Cursor
Implementing Selection
4. The Window Interface to Applications
How Windows Work
Implementing Windows
Implementing Standard Windows
Implementing Window and Application Status
5. Panels
How Panels Work
Implementing Ordinary Panels
Implementing Attention Panels
Standard Panels
6. Menus
How Menus Work
Implementing Menus
Standard Menus and Commands
7. Controls
Buttons
Text Fields
Sliders
Color Wells
Scrollers
Browsers and Selection Lists
Choosing the Appropriate Control
8. The Interface to the File System
How the File System Is Organized
Using Paths
Using File Name Extensions
Using File Packages
Creating Unrequested Files and Folders
Displaying File Names
Suggested Reading
Glossary

%M B.Nickerson.87 11/4/90 gp/bs
%0 BOOK
%T Using Computers: Human Factors in Information Systems
%A Raymond S. Nickerson
%D 1987
%P 434
%C Cambridge, MA
%I MIT Press
%G ISBN 0-262-64022-8 (paper) 0-262-14040-3 (cloth), 12692789; QA 76.N497
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262640228
%K GENERAL DESIGN
%O A Bradford Book
%Y 1	Introduction
2	Backdrop
3	Uses and Users of Information Systems
4	Anticipated Developments
5	The Study of Person-Computer Interaction
6	The Physical Interface
7	The Cognitive Interface
8	Software Tools
9	Communication and Information Services
10	Information Technology and Jobs
11	Information Systems in the Office
12	Designing Interactive Systems
13	Some User Issues
14	Programming
15	Artificial Intelligence and Expert Systems
16	Some Research Challenges
17	Quality of Life: The Fundamental Issue
18	A Perspective

%M B.Nicolle.01
%0 BOOK
%T Inclusive design guidelines for HCI
%A Colette Nicolle
%A Julio Abascal
%D 2001
%P 285
%I Taylor & Francis
%G ISBN: 0-74840948-3

%M B.Nielsen.90 2/11/91 jn
%0 BOOK
%T Hypertext and Hypermedia
%A Jakob Nielsen
%D 1990
%P 263
%C San Diego, CA
%I Academic Press
%G ISBN 0-12-518410-7; 0-12-518411-5 (pbk), OCLC 28148201; 4-8337-8583-8 (Japanese translation)
%W http://www.useit.com/jakob/hthmbook.html
%K Hypertext Hypermedia
%Y Preface
1.	Defining Hypertext and Hypermedia
2.	An Example of a Hypertext System
3.	The History of Hypertext
4.	Applications of Hypertext
5.	Major Current Hypertext Systems
6.	The Architecture of Hypertext Systems
7.	Hardware Support for Hypertext
8.	Navigating Large Information Spaces
9.	Hypertext Usability
10.	Writing Hypertexts
11.	Converting Existing Text to Hypertext
12.	The Future of Hypertext
Appendix A.	Some Hypertext Products and Vendors
Appendix B.	Annotated Bibliography
Index

%M B.Nielsen.93 9/25/93 gp
%0 BOOK
%T Usability Engineering
%A Jakob Nielsen
%D 1993
%P xiv + 358
%C Boston, MA
%I Academic Press
%G ISBN 0-12-518405-0 (hardcover), OCLC 27640655; 0-12-518406-9 (paperback)
%Y Preface
Audience
Teaching Usability Engineering
1	Executive Summary
1.1	Cost Savings
1.2	Usability Now!
1.3	Usability Slogans
	Your Best Guess Is Not Good Enough
	The User Is Always Right
	The User Is Not Always Right
	Users Are Not Designers
	Designers Are Not Users
	Vice Presidents Are Not Users
	Less Is More
	Details Matter
	Help Doesn't
	Usability Engineering Is Process
1.4	Discount Usability Engineering
	Scenarios
	Simplified Thinking Aloud
	Heuristic Evaluation
1.5	Recipe For Action
2	What Is Usability?
2.1	Usability and Other Considerations
2.2	Definition of Usability
	Learnability
	Efficiency of Use
	Memorability
	Few and Noncatastrophic Errors
	Subjective Satisfaction
2.3	Example: Measuring the Usability of Icons
2.4	Usability Trade-Offs
2.5	Categories of Users and Individual User Differences
3	Generations of User Interfaces
3.1	Batch Systems
3.2	Line-Oriented Interfaces
3.3	Full-Screen Interfaces
	Menu Hierarchies
3.4	Graphical User Interfaces
3.5	Next-Generation Interfaces
3.6	Long-Term Trends in Usability
4	The Usability Engineering Lifecycle
4.1	Know the User
	Individual User Characteristics
	Task Analysis
	Functional Analysis
	The Evolution of the User
4.2	Competitive Analysis
4.3	Goal Setting
	Financial Impact Analysis
4.4	Parallel Design
4.5	Participatory Design
4.6	Coordinating the Total Interface
4.7	Guidelines and Heuristic Evaluation
4.8	Prototyping
	Scenarios
4.9	Interface Evaluation
	Severity Ratings
4.10	Iterative Design
	Capture the Design Rationale
4.11	Follow-Up Studies of Installed Systems
4.12	Meta-Methods
4.13	Prioritizing Usability Activities
4.14	Be Prepared
5	Usability Heuristics
5.1	Simple and Natural Dialogue
	Graphic Design and Color
	Less Is More
5.2	Speak the Users' Language
	Mappings and Metaphors
5.3	Minimize User Memory Load
5.4	Consistency
5.5	Feedback
	Response Time
	System Failure
5.6	Clearly Marked Exits
5.7	Shortcuts
5.8	Good Error Messages
	Multiple-Level Messages
5.9	Prevent Errors
	Avoid Modes
5.10	Help and Documentation
	A Model of Documentation Use
	The Minimal Manual
5.11	Heuristic Evaluation
	Effect of Evaluator Expertise
6	Usability Testing
	Reliability
	Validity
6.1	Test Goals and Test Plans
	Test Plans
	Test Budget
	Pilot Tests
6.2	Getting Test Users
	Novice versus Expert Users
	Between-Subjects versus Within-Subjects Testing
6.3	Choosing Experimenters
6.4	Ethical Aspects of Tests with Human Subjects
6.5	Test Tasks
6.6	Stages of a Test
	Preparation
	Introduction
	Running the Test
	Debriefing
6.7	Performance Measurement
6.8	Thinking Aloud
	Constructive Interaction
	Retrospective Testing
	Coaching Method
6.9	Usability Laboratories
	To Videotape or Not
	Cameraless Videotaping
	Portable Usability Laboratories
	Usability Kiosks
7	Usability Assessment Methods beyond Testing
7.1	Observation
7.2	Questionnaires and Interviews
7.3	Focus Groups
7.4	Logging Actual Use
	Combining Logging with Follow-Up Interviews
7.5	User Feedback
7.6	Choosing Usability Methods
	Combining Usability Methods
8	Interface Standards
	User Benefits from Consistency and Standards
	Vendor Benefits from Consistency and Standards
	The Dangers of Standards
8.1	National, International and Vendor Standards
8.2	Producing Usable In-House Standards
9	International User Interfaces
9.1	International Graphical Interfaces
	Gestural Interfaces
9.2	International Usability Engineering
9.3	Guidelines for Internationalization
	Characters
	Numbers and Currency
	Time and Measurement Units
	Don't Despair
9.4	Resource Separation
9.5	Multilocale Interfaces
10	Future Developments
10.1	Theoretical Solutions
10.2	Technological Solutions
10.3	CAUSE Tools: Computer-Aided Usability Engineering
10.4	Technology Transfer
Appendix A	Exercises
	Hints
Appendix B	Bibliography
B.1	Conference Proceedings
B.2	Journals
B.3	Introductions and Textbooks
B.4	Handbook
B.5	Reprint Collections
B.6	Important Monographs and Collections of Original Papers
B.7	Guidelines
	Style Guides
B.8	Videotapes
B.9	Other Bibliographies
	Bibliographic Databases
%W http://www.useit.com/jakob/useengbook.html

%M B.Nielsen.95
%0 BOOK
%T Multimedia and Hypertext: The Internet and Beyond
%A Jakob Nielsen
%D 1995
%P 480
%I Academic Press
%S Professional
%G ISBN 0-12518408-5
%Y Preface
1. Defining Hypertext, Hypermedia, and Multimedia
2. An Example of a Hypertext System
3. The History of Hypertext
4. Applications of Hypertext
5. The Architecture of Hypertext Systems
6. Hardware Support for Hypertext
7. Hypertext on the Internet
8. Coping with Information Overload
9. Navigating Large Information Spaces
10. Hypertext Usability
11. Multimedia Authoring
12. Repurposing Existing Content
13. The Future of Multimedia and Hypertext
Appendix: Annotated Bibliography
%W http://www.useit.com/jakob/mmhtbook.html

%M B.Nielsen.99
%0 BOOK
%T Designing Web Usability: The Practice of Simplicity
%A Jakob Nielsen
%I New Riders Publishing
%G ISBN 1-56205-810-X
%D 1999
%P 432
%W http://www.useit.com/jakob/webusability/
%Y
Introduction: Why Web Usability?
Page Design
Content Design
Site Design
Intranet Design
Accessibility for Users with Disabilities
International Use: Serving a Global Audience
Future Predictions: The Only Web Constant Is Change
Conclusion: Simplicity in Web Design
Recommended Readings

%M B.Nielsen.02
%0 BOOK
%T Homepage usability : 50 websites deconstructed
%A Jakob Nielsen
%A Marie Tahir
%D 2002
%P 315
%I New Riders
%G ISBN 0-7357-1102-X

%M B.Ninness.2000
%0 BOOK
%T School and Behavioral Psychology :
Applied Research in Human-Computer Interactions, Functional Assessment and Treatment
%A H. A. Chris Ninness
%A Glen McCuller
%A Lisa Ozenne
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-7923-7975-6
%D 2000
%P 199
%Y 1. Autonomic Learning
2. Lucy in the Sky: Learning Without Language
3. The Evolution of Language and Rule-Governed Behavior
4. An Experimental Analysis of Rule-Governed Behavior and Human-Computer Interactions
5. Computer-Interactive Functional Assessments
6. Learning to Behave Yourself

%M B.Nogier.01
%0 BOOK
%A Jean-Francois Nogier
%T De l'ergonomie du logiciel au design des sites web
(Software ergonomics for the design of Web sites)
%G ISBN 2-10005833-9
%I Dunod
%P 250
%D 2001
%O French language book
%Y 1 : Critiques Ergonomiques
2 : L'Ecran
3 : Le dialogue homme-machine
4 : Les erreurs et l'aide en ligne
5 : Conception des sites web
6 : La navigation web
7 : La page web
8 : Pratique de l'utilisabilie
Conclusion
Annexes
	A. L'etre humain en situation de travail
	B. Check-list de conception d'un site web

%M B.Norlin.02
%0 BOOK
%T Usability testing for library websites :
a hands-on guide
%A Elaina Norlin
%A C. M. Winters
%P 112
%G ISBN 0-83893511-7
%I American Library Association
%D 2002

%M B.Norman.88 11/4/90 gp/bs
%0 BOOK
%T The Psychology of Everyday Things
%A Donald A. Norman
%D 1988
%P 257
%C New York
%I Basic Books
%G ISBN 0-465-06709-3, OCLC
%G TS 171.4.N67
%O Reissued as The Design of Everyday Things, 1990,
Doubleday ISBN 0-385-26774-6 (paperback)
%Y 1	The Psychopathology of Everyday Things
2	The Psychology of Everyday Actions
3	Knowledge in the Head and in the World
4	Knowing What to Do
5	To Err Is Human
6	The Design Challenge
7	User-Centered Design
Notes
Suggested Readings

%M B.Norman.90
%0 BOOK
%T The Design of Everyday Things
%A Donald A. Norman
%D 1990
%P 257
%C New York
%I Doubleday
%G ISBN 0-385-26774-6
%O Previously published as The Psychology of Everyday Things, 1988.
%Y 1	The Psychopathology of Everyday Things
2	The Psychology of Everyday Actions
3	Knowledge in the Head and in the World
4	Knowing What to Do
5	To Err Is Human
6	The Design Challenge
7	User-Centered Design
Notes
Suggested Readings

%M B.Norman.91 4/27/93 gp
%0 BOOK
%T The Psychology of Menu Selection: Designing Cognitive Control
of the Human/Computer Interface
%S Human/Computer Interaction Series
%A Kent L. Norman
%D 1991
%P 352
%C Norwood, NJ
%I Ablex Publishing
%G ISBN 0-89391-553-X, OCLC 22275113
%K hci-sites:books
%W http://lap.umd.edu/POMSfolder/pomsHome.html
%I Intellect
%W http://www.intellectbooks.com/authors/norman/menu.htm
%Y I: THE THEORY AND IMPLEMENTATION OF MENU SELECTION SYSTEMS (1)
1.	Introduction to the Theory of Control at the Human/Computer Interface (3)
2.	Types of Menus and Cognitive Structures (25)
3.	Tasks and Flow of Control (47)
4.	Cognitive Elements of Menu Selection (77)
II. DESIGN GUIDELINES FROM EMPIRICAL RESEARCH (113)
5.	Research Issues and Methods in Menu Selection (115)
6.	Formatting and Phrasing the Menu (126)
7.	Performance, Acquisition, and Training Methods (159)
8.	Depth versus Breadth in Hierarchical Menu Trees (189)
9.	Search Behavior in Hierarchical Menu Structures (214)
10.	Rapid Access Menus (237)
III: IMPLEMENTATION AND EVALUATION OF MENU SYSTEMS (259)
11.	Clustering of Menus (261)
12.	Prototyping and Evaluation of Menu Selection Systems (281)
13.	The Future of Menu Selection (305)
References (323)
Appendix: Checklist for Menu Design with Cross-References to Sections in the Text (334)
Author Index (341)
Subject Index (345)

%M B.Norman.92
%0 BOOK
%T Turn Signals Are the Facial Expressions of Automobiles
%A Donald A. Norman
%D 1992
%C Reading, Massachusetts
%I Addison-Wesley Publishing
%G ISBN 0-201-58124-8 hdbk; 0-201-62236-X ppbk, OCLC 24671087
%Y 1.	I Go to a Sixth Grade Play
2.	Design Follies
3.	The Home Magazine Kitchen
4.	Refrigerator Doors and Message Centers
5.	High-Technology Gadgets
6.	The Teddy
7.	How Long is Noon?
8.	Real Time
9.	Nature's Packaging
10.	Evolution versus Design
11.	Turn Signals are the Facial Expressions of Automobiles
12.	Book Jackets and Science
13.	Brain Power
14.	Hofstadter's Law
15.	One Chance in a Million
16.	Coffee Cups in the Cockpit
17.	Writing as Design, Design as Writing

%M B.Norman.93 10/1/93 gp
%0 BOOK
%T Things That Make Us Smart: Defending Human Attributes in the Age
of the Machine
%A Donald A. Norman
%D 1993
%C Reading, Massachusetts
%I Addison-Wesley Publishing
%G ISBN 0-201-58129-9
%I Perseus
%G ISBN 0-201-62695-0

%M B.Norman.98
%A Donald A. Norman
%0 BOOK
%T The Invisible Computer: Why Good Products Can Fail, the Personal Computer
Is So Complex and Information Appliances Are the Solution
%I MIT Press
%G ISBN 0-26214065-9
%D 1998
%P 340
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262140659
%Y 1   Drop Everything You're Doing
2   Growing Up: Moving from Technology-Centered to Human-Centered Products
3   The Move to Information Appliances
4   What's Wrong with the PC?
5   There Is No Magical Cure
6   The Power of Infrastructure
7   Being Analog
8   Why Is Everything So Difficult to Use?
9   Human-Centered Development
10   Want Human-Centered Development? Reorganize the Company
11   Disruptive Technologies
12   A World of Information Appliances
Appendix   Examples of Information Appliances

%M B.Noyes.99
%0 BOOK
%T User-centered design of systems
%A Janet M. Noyes
%A Christopher Baber
%D 1999
%P 222
%I Springer-Verlag
%G ISBN: 3-54076007-5

%M B.Noyes.01
%0 BOOK
%T Designing for humans
%A Janet M. Noyes
%D 2001
%P 215
%I Psychology Press
%G ISBN: 0-41522721-6; 0-41522722-4 (pbk.)

%M B.NRC.83 11/4/90 gp/bs
%0 BOOK
%T Research Needs for Human Factors
%Q National Research Council, Committee on Human Factors
%D 1983
%P 160
%C Washington, DC
%I National Academy Press

%M B.Oborne.85 11/4/90 gp/bs
%0 BOOK
%T Computers at Work: A Behavioural Approach
%A David J. Oborne
%D 1985
%P 420
%C Chichester, England
%I John Wiley & Sons
%G ISBN 0-47190410-4

%M B.ODonnell.94 98-05-18 gp
%0 BOOK
%T Programming for the World: A guide to Internationalization
%A Sandra Martin O'Donnell
%D 1994
%P 440
%C Englewood Cliffs, NJ
%I PTR Prentice Hall
%G ISBN 0-13-722190-8
%K software localization; internationalization; globalization
%Y 1. Introducing the World
2. A World of Differences
3. Designing for the World
4. Encoding Characters
5. Locales
6. Supporting Multiple Encodings
7. Input and Output
8. Processing International Data
9. Program Messages
10. What Doesn't Change
11. Documenting the World
12. Multilingual and Distributed Computing
Appendix A: Defining a Locale
Appendix B: Input Methods
Appendix C: For More Information
Appendix D: Acronyms
Appendix E: Standard Control Characters

%M B.Olsen.92 4/27/93 gp
%0 BOOK
%T User Interface Management Systems: Models and Algorithms
%A Dan R. Olsen, Jr.
%D 1992
%P 231
%C Mountain View, CA
%I Morgan Kaufmann Publishers
%G ISBN 1-55860-220-8, OCLC 24701052
%Y 1. Introduction
2. UIMS Architectures
3. State Machine UIMSs
4. Grammar UIMSs
5. Event-based UIMSs
6. Production Systems
7. Dialog Trees
8. Language UIMS Models
9. Constraint Systems for Visual Presentation
10. Editing Dialog Models
11. Interface Quality

%M B.Olsen.98
%0 BOOK
%T Developing User Interfaces
%A Dan R. Olsen, Jr.
%D 1998
%P 414
%C Mountain View, California
%I Morgan Kaufmann Publishers
%G ISBN 1-55860-418-9, OCLC
%Y 1 Introduction
2 Designing the Functional Model
3 Basic Computer Graphics
4 Basics of Event Handling
5 Basic Interaction
6 Widget Tool Kits
7 Interfaces from Widgets
8 Input Syntax
9 Geometry of Shapes
10 Geometric Transformations
11 Interacting with Geometry
12 Drawing Architectures
13 Cut, Copy, Paste
14 Monitoring the Interface: Undo, Groupware, and Macros

%M B.Oravec.96
%0 BOOK
%T Virtual Individuals, Virtual Groups: Human Dimensions of Groupware
and Computer Networking
%S Cambridge Series on Human-Computer Interaction, 11
%A Jo Ann Oravec
%D 1996
%P 389
%I Cambridge University Press
%G ISBN 0-52145493-X
%Y Introduction
1. Evolution of computer application genres: Groupware and other network-based system applications
2. On the infinite variety of virtual entities
3. The shape of groups to come: Efforts to define, label, explain, and model collaborative activity
4. Shaped resources and spaces: Lessons from the use of desks, tables, whiteboards, office settings, and video
5. Cultural objects and technological dreams: Dependence, autonomy, and intellectual augmentation
6. Privacy, anonymity, and agency: Applications of computer networking and the development of social analogues
7. Toward a genre-responsive design approach for computing applications

%M B.OSF.91 9/30/93 Samu Mielonen f1sami@uta.fi Univ. of Tampere, Finland
%0 BOOK
%T OSF/Motif Style Guide
%Q Open Software Foundation
%D 1991
%N revision 1.1 (for OSF/Motif release 1.1)
%C Englewood Cliffs, NJ
%I Prentice Hall
%G ISBN 0-13-640616-5
%K OFS/Motif Style Guidelines
%O Superseded by revision 1.2

%M B.OSF.93 1/9/94 gp
%0 BOOK
%T OSF/Motif Style Guide
%Q Open Software Foundation
%D 1993
%N revision 1.2 (for OSF/Motif release 1.2)
%C Englewood Cliffs, NJ
%I Prentice Hall
%G ISBN 0-13-643123-2, OCLC 27405726
%K OFS/Motif Style Guidelines

%M B.Paciello.2000
%0 BOOK
%T Web Accessibility for People With Disabilities
%A Michael G. Paciello
%D 2000
%P 392
%I CMP Books
%G ISBN: 1-92962908-7

%M B.Paterno.99
%0 BOOK
%I Springer-Verlag
%D 1999
%P 208
%G ISBN 1-85233-155-0
%T Model-Based Design and Evaluation of Interactive Applications
%A Fabio Paterno
%S Applied Computing
%W http://www.springer.co.uk/com_pubs/ct_mbde.htm
%W http://giove.cnuce.cnr.it/~fabio/mbde.html
%K User Interfaces; Software Engineering; System Performance and Evaluation
%Y 1. Introduction: Why Model-Based Design and Evaluation of Interactive Applications?
	Basic Concepts
	Structure of the book and intended audience
	Other sources of information
2.	Model-Based Approaches: Task-Oriented Approaches
	GOMS
	The cycle of Norman
	Task Analysis methods UAN
	Petri Nets
	UML
	Exercises
3.	Task Elicitation: Scenarios
	Use Cases
	Task Analysis
	Support for task identification in informal scenarios
	Task and errors
	Exercises
4.	The ConcurTaskTrees Notation: Introduction to ConcurTaskTrees
	Task Allocation
	Temporal Relationships
	Task Types
	Additional Information Associated with Tasks
	Structuring the Task Model
	Example of ConcurTaskTrees Specification
	Tool Support
	Task Models for Co-operative Applications
	Exercises
5.	Task-Based Design: Approaches to Designing Presentations
	Criteria for Designing User Interfaces
	Criteria to Group Tasks to be Supported by the Same Presentation
	Designing User Interfaces with the Support of the Task Model
	An Example
	Tasks for Accessing Databases
	Task-Oriented Help
	Adaptability
	Adaptivity
	Concluding Remarks
	Exercises
6.	Architectural Models of Interactive Applications: Software Architectures for User Interfaces
	The Interactor Model
	Composition Operators for Interactors
	From the Task Model to the User Interface Architecture Model
	The Transformation Algorithm
	Creations of Connections among Interactors to Support the Information Flow
	Example of Application of the Transformation
	Exercises
7.	Patterns in Interactive Applications: Introduction
	Patterns
	How to Represent a Task Pattern
	An Example of Task Pattern
	Architectural Patterns
	An Example of Architectural Pattern
	Relationships between Tasks and Architectural Patterns
	Tool Support for Patterns
	Comments on Patterns
	Exercises
8.	Usability Evaluation: Criteria for User Interface Evaluation
	Introduction to Approaches to Usability Evaluation
	Examples of Methods for Usability Evaluation
	Remote Usability Evaluation
	The RemUsine Method
	Evaluation of RemUsine
	Exercises
9.	Conclusions: Summarising the Results described
	Suggestions for Open Areas of Interest
	References
	Index

%M B.Parker.96 1998-10-28
%0 BOOK
%T Looking Good in Print
%A Roger C. Parker
%A Carrie Beverly
%D 1996
%O Includes CD-ROM
%I Ventana Communications Group Inc.
%G ISBN: 1-566044-71-5
%Y Introduction
1. Getting Started
2. Tools of Organization
3. The Architecture of Type
4. Building Blocks of Design
5. The Art of Illustration
6. Information Graphics
7. Communicating With Photographs
8. Working With Color
9. Working With Service Bureaus
10. Distribution Media: Newsletters, Tabloids & Newspapers
11. Sales Materials
12. Business Communication
13. Advertising Materials: Response & Collection
14. Common Design Pitfalls
15. Redesign
A. About the Companion CD-ROM
B. Clip Art, Photographs & Font Resources
C. Resources for Desktop Publishers

%M B.Pearrow.2000
%0 BOOK
%T Web Site Usability Handbook
%A Mark Pearrow
%D 2000
%I Charles River Media
%G ISBN: 1-58450026-3
%P 350
%O with DS-ROM
%Y Getting Started
Introduction to Usability
Human Factors
User Centered Design
Usability and the Web
Usability Toolbox
Usability Tools and Techniques
Heuristic Evaluation
Scientific Approach
Usability Testing
Putting It All Together
Creating a Usability Program
Transforming Data into Change
Web Site Usability Lifecycle

%M B.Peters.99
%0 BOOK
%T Computerized monitoring and online privacy
%A Thomas A. Peters
%D 1999
%P 402
%I McFarland & Co.
%G ISBN: 0-78640706-9

%M B.Pfaffenberger.97
%0 BOOK
%T The Elements of Hypertext Style
%A Bryan Pfaffenberger
%I Academic Press
%S Professional
%G ISBN 0-12553142-7
%D 1997
%P 297

%M B.Picard.97
%0 BOOK
%T Affective Computing
%A Rosalind W. Picard
%P 275
%D 1997
%I MIT Press
%G ISBN 0-262-16170-2
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262161702
%Y Introduction
I ENVISIONING AFFECTIVE COMPUTING
1 Emotions Are Physical and Cognitive
2 Affective Computers
3 Applications of Affective Computing
4 Potential Concerns
II BUILDING AFFECTIVE COMPUTING
5 Affective Signals and Systems
6 Recognizing and Expressing Affect
7 Emotion Synthesis
8 Affective Wearables
Summary

%M B.Powazek.01
%0 BOOK
%T Design for Community: The Art of Connecting Real People in Virtual Places
%A Derek M. Powazek
%D 2001
%P 336
%I New Riders Publishing
%G ISBN 0-7357-1075-9
%Y
1. Is This Trip Really Necessary? ... What to Know Before You Begin
2. Content Comes First ... Give Your Community Something to Talk About
3. Design Matters ... Architectural and Visual Design for Successful Communities
4. Tools for Doing the Heavy Lifting ... How to Power Your Community
5. Policies and Policing ... Setting, Communicating, and Enforcing the Rules
6. Moderation, Karma, and Flame Bait ... How to Survive Your Own Users
7. Chat, Cams, and Virtual Intimacy ... Seeing Computers as Intimacy Devices
8. Barriers to Entry ... Making Them Work for It
9. Email Keeps the Conversation Alive ... Community That Comes to You
10. Commerce Communities ... How to Keep Money from Screwing Everything Up
11. Killing Your Community ... Nothing Gold Can Stay
12. What's Next? ... Back to the Future
Postscript. Where Do We Go from Here?

%M B.Powell.90
%0 BOOK
%T Designing user interfaces
%A James E. Powell
%D 1990
%P 390
%I Microtrend Books
%G 0-915391-40-6, OCLC 22382313

%M B.Preece.94 4/22/94 gp
%0 BOOK
%T Human-Computer Interaction
%A Jenny Preece
%A Yvonne Rogers
%A Helen Sharp
%A David Benyon
%A Simon Holland
%A Tom Carey
%D 1994
%P 773
%C Reading, Mass.
%I Addison-Wesley Publishing
%G ISBN 0-201-62769-8, OCLC 35598754
%Y I. INTRODUCTION (1)
1.	What is HCI? (3)
2.	Components of HCI (29)
Interview with Terry Winograd (53)
II. HUMANS AND TECHNOLOGY: HUMANS (55)
Interview with Donald Norman (59)
3. Cognitive Frameworks for HCI (61)
4. Perception and Representation (75)
5. Attention and Memory Constraints (99)
6. Knowledge and Mental Models (123)
7. Interface Metaphors and Conceptual Models (141)
8. Learning in Context (155)
9. Social Aspects (173)
10. Organizational Aspects (185)
Interview with Marilyn Mantei (201)
III. HUMANS AND TECHNOLOGY: TECHNOLOGY (203)
Interview with Ben Shneiderman (207)
11. Input (211)
12. Output (237)
13. Interaction Styles (261)
14. Designing Window Systems (285)
15. User Support and On-Line Information (307)
16. Designing for Collaborative Work and Virtual Environments (325)
Interview with Roy Kalawsky (343)
IV. INTERACTION DESIGN: METHODS AND TECHNIQUES (345)
Interview with Tom Moran (349)
17. Principles of User-Centred Design (351)
18. Methods for User-Centred Design (371)
19. Requirements Gathering (383)
20. Task Analysis (409)
21. Structured HCI Design (431)
22. Envisioning Design (451)
V. INTERACTION DESIGN: SUPPORT FOR DESIGNERS (465)
Interview with Bill Verplank (467)
23. Supporting Design (469)
24. Guidelines: Principles and Rules (487)
25. Standards and Metrics (501)
26. Design Rationale (523)
27. Prototyping (537)
28. Software Support (565)
Interview with Deborah Hix (593)
VI. INTERACTION DESIGN: EVALUATION (595)
Interview with Brian Shackel (599)
29. The Role of Evaluation (601)
30. Usage Data: Observations, Monitoring, Users' Opinions (615)
31. Experiments and Benchmarking (641)
32. Interpretive Evaluation (657)
33. Predictive Evaluation (671)
34. Comparing Methods (691)
Glossary (709)
Solutions to Questions (725)
References (745)
Index (761)
%W http://www.acm.org/~perlman/preece.html Review from SIGCHI Bulletin

%M B.Preece.2000
%0 BOOK
%T Online Communities: Designing Usability and Supporting Sociability
%A Jenny Preece
%D 2000
%G ISBN 0-471-80599-8
%I John Wiley & Sons
%P 464
%W http://www.ifsm.umbc.edu/onlinecommunities/
%Y PART ONE: GETTING ACQUAINTED
	1	Introduction
	2	Community Tours
	3	Sociability: Purpose, People and Polices
	4	Usability: Tasks, Users, Software
	5	Research Speaks to Practice: Interpersonal Communication
	6	Research Speaks to Practice: Groups
PART TWO: DEVELOPING ONLINE COMMUNITIES
	7	Community-Centered Development
	8	Selecting Software
	9	Guidelines: Sociability and Usability
	10	Assessing Needs and Evaluating Communities
	11	Development Case Studies
	12	Looking to the Future

%M B.Price.84 11/4/90 gp/bs
%0 BOOK
%T How to Write a Computer Manual
%A Jonathan Price
%D 1984
%P 295
%G ISBN 0-80536870-1
%C Menlo Park, CA
%I Benjamin/Cummings Publishing

%M B.Preece.02
%0 BOOK
%W http://www.wiley.co.uk/interactiondesign/ Publisher Information
%W http://www.ID-Book.com/ Companion Website (February 2002)
%T Interaction Design: Beyond Human-Computer Interaction
%A Jenny Preece
%A Yvonne Rogers
%A Helen Sharp
%G ISBN 0-471-49278-7, OCLC 48265540
%P 544
%D 2002
%I John Wiley & Sons
%Y
Preface
	+ Gary Perlman
1. What is interaction design?
	Interview with Gitta Saloman
2. Understanding conceptualizing interaction
	Interview with Terry Winograd
3. Understanding users
4. Designing for collaboration and communication
	Interview with Abigail Sellen
5. Understanding how interfaces affect users
6. The process of interaction design
	Interview with Gillian Crampton Smith
7. Identifying needs and establishing requirements
	Interview with Suzanne Robertson
8. Design, prototyping and construction
9. User-centred approaches to interaction design
	Interview with Karen Holtzblatt
10. Introducing evaluation
11. An evaluation framework
12. Observing users
	Interview with Sara Bly
13. Asking users and experts
	Interview with Jakob Nielsen
14. Testing and modeling users
	Interview with Ben Shneiderman
15. Doing design and evaluation in the real world: communicators and advisory systems

%M B.Price.93 9/25/93 gp
%0 BOOK
%T How to Communicate Technical Information: A Handbook of Software
and Hardware Documentation
%A Jonathan Price
%A Henry Korman
%D 1993
%P 325
%O Second Edition
%I Addison-Wesley Publishing
%I Benjamin/Cummings Publishing
%G ISBN 0-80536829-9 (pbk)
%Y 1. PLANNING
1. The Project Cycle - What You Do at Each Stage
2. Gathering Information
3. Understanding Your Audience and Their Work
4. Learning the Product
5. Planning the Documentation
6. Developing a Schedule and Estimating Costs
7. As You Work
2. WRITING
8. Openers - Tables of Contents and Introductions
9. Getting Users Started
10. Tutorials
11. Computer-Based Training
12. Procedures
13. Reference Materials
14. Indexes and Glossaries
15. Job Aids or Quick Reference Cards
16. Online Help
3. REVISING
17. Getting feedback
18. Rewriting Drafts
19. Refining Your Style
20. Updating a Manual
21. Reviewing Someone Else's Manual

%M B.Proctor.94
%0 BOOK
%T Human Factors in Simple and Complex Systems
%A Robert W. Proctor
%A Trisha Van Zandt
%D 1994
%C Boston, MA
%I Allyn & Bacon
%G ISBN 0-205-13999-X; OCLC 27814490
%Y Foreword
1. FOUNDATIONS OF HUMAN FACTORS
1. Historical Foundations of Human Factors
2. Research Methods in Human Factors
3. Reliability and Human Error in Systems
4. Human Information Processing
2. PERCEPTUAL FACTORS AND THEIR APPLICATIONS
5. Sensory Input
6. Perception of Basic Properties
7. Perception of Objects in the World
8. The Display of Visual, Auditory, and Tactile Information
3. COGNITIVE FACTORS AND THEIR APPLICATIONS
9. Attention and the Assessment of Mental Workload
10. Retention and Comprehension of Information
11. Solving Problems and Making Decisions
12. Experts and Expert Systems
4. MOVEMENT FACTORS AND THEIR APPLICATIONS
13. Response Selection and Principles of Compatibility
14. Control of Movement
15. The Acquisition of Motor Skill
16. Controls and Controlling Actions
5. ENVIRONMENTAL FACTORS AND THEIR APPLICATIONS
17. Anthropometrics and Workspace Design
18. The Physical Environment
19. Human Resource Management
20. Human-Computer Interaction
21. The Practice of Human Factors
Appendix 1 Areas under the Standard Normal Curve from the z to Infinity
Appendix 2 Values of log{sub:2}n and -p log{sub:2}p
Glossary

%M B.Rada.95
%D 1995
%0 BOOK
%T Interactive Media
%A Roy Rada
%I Springer-Verlag
%G ISBN 0-38794485-0
%P 242
%Y Preface
1. Introduction
2. Human-Computer Interaction
3. Hypertext
4. Multimedia
5. Hypermedia
6. Group and Groupware Principles
7. Groupware Applications
8. The Organization
9. Networks and their Applications
10. Organizational Case Studies
11. Conclusion
12. Exercises
13. Selected Abbreviations

%M B.Raman.97
%0 BOOK
%T Auditory User Interfaces: Toward the Speaking Computer
%A T. V. Raman
%D 1997
%P 168
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-7923-9984-6
%G ISBN 0-7923-9984-6
%Y Preface
Acknowledgements
1. SPEECH-ENABLED APPLICATIONS
1.1 Introduction
1.2 What Is UI?
1.3 Alternative Modes of Interaction
1.4 Retrofitting Spoken Interaction
1.5 The Speech-enabling Approach
1.6 Separating Computation From User Interface
2. NUTS AND BOLTS OF AUDITORY INTERFACES
2.1 Introduction
2.2 Speech Synthesis
2.3 Speech Recognition
2.4 Digital Signal Processing Techniques
2.5 Auditory Displays And Audio Formatting
2.6 Interactive User Interface Development
3. THE AUDIO DESKTOP
3.1 Introduction
3.2 The Visual Desktop
3.3 Conversational Gestures
3.4 Choosing Abstractions For The Audio Desktop
4. CONCRETE IMPLEMENTATION OF AN AUDIO DESKTOP
4.1 Introduction
4.2 Basic Services For Speech-enabling The Desktop
4.3 The Emacspeak Desktop
4.4 Speech-enabled Editing Tools
4.5 Structured Editing And Templates
4.6 Browsing Structured Information
4.7 Information Management On The Audio Desktop
4.8 Speech-enabled Messaging Tools
4.9 Editing Program Source
4.10 Software Development Environment
4.11 Technique Used To Speech-enable Emacs
4.12 Thanking The Emacs Community
5. SPEECH-ENABLING THE WWW
5.1 Introduction
5.2 Aural Information Access
5.3 Web Surfing Without A Monitor

%M B.raskin.2000
%0 BOOK
%T Humane Interface: New Directions for Designing Interactive Systems
%A Jef Raskin
%D 2000
%P 256
%I Addison-Wesley Publishing
%G ISBN 0-201-37937-6
%W http://www.awl.com/product/0,2627,0201379376,00.html
%Y Cognetics and the Locus of Attention
Meanings, Modes, Monotony, and Myths
Quantification
Unification
Navigation and Other Aspects of Humane Interfaces
Interface Issues Outside the User Interface
Appendix A: The One-Button Mouse History
Appendix B: SwyftCard Interface Theory of Operation

%M B.Ravden.89 11/7/90 gp
%0 BOOK
%T Evaluating Usability of Human-Computer Interfaces: A Practical Method
%G ISBN 0-47021496-1; 0-74580614-7
%A Susannah J. Ravden
%A Graham I. Johnson
%D 1989
%P 126
%C Chichester, England
%I John Wiley & Sons
%Y I INTRODUCTION AND BACKGROUND TO THE METHOD
1	The Ideas Behind the Method
2	Overview of the Method
II THE EVALUATION CHECKLIST IN DETAIL
3	The Evaluation Checklist
4	Detailed Explanations of Criterion-Based Sections
III HOW TO EVALUATE A USER INTERFACE USING THE METHOD
5	How to Construct Tasks for the Evaluation
6	How to Conduct the Evaluation
7	How to Analyse the Results of the Evaluation
Appendix: Case Studies

%M B.Ray.85 4/27/92 gp/rmb
%0 BOOK
%T Methods Toward a Science of Behavior and Experience
%O Second Edition
%A W. J. Ray
%A R. Ravizza
%D 1985
%P 414
%G ISBN 0-53404041-1
%C Belmont, California
%I Wadsworth Publishing

%M B.Ray.88
%0 BOOK
%T Methods Toward a Science of Behavior and Experience
%O Third Edition
%A William J. Ray
%A Richard Ravizza
%D 1988
%G ISBN 0-53408778-7
%P 373
%C Belmont, California
%I Wadsworth Publishing

%M B.Ray.93
%0 BOOK
%T Methods Toward a Science of Behavior and Experience
%O Fourth Edition
%A William J. Ray
%D 1993
%G ISBN 0-53417838-3
%P 471
%C Pacific Grove, California
%I Brooks/Cole Publishing Company

%M B.Ray.97
%0 BOOK
%T Methods Toward a Science of Behavior and Experience
%O Fifth Edition
%A William J. Ray
%D 1997
%G ISBN 0-53420346-9
%P 476
%C Pacific Grove, California
%I Brooks/Cole Publishing Company

%M B.Ray.99
%0 BOOK
%T Methods Toward a Science of Behavior and Experience
%O Sixth Edition
%A William J. Ray
%D 1999
%G ISBN 0-53435721-0
%P 496
%C Belmont, California
%I Wadsworth

%M B.Ray.95
%0 BOOK
%T Technology, Computers, and the Special Needs Learner
%A John R. Ray
%A M. Kathleen Warden
%A Kathleen Warden
%D 1995
%P 240
%I Delmar Pub
%G ISBN 0-82736476-8

%M B.Reason.90 1/1/93 lo
%0 BOOK
%T Human Error
%A James Reason
%D 1990
%P 302
%C New York, NY
%I Cambridge University Press
%G ISBN 0-521-31419-4
%Y 1	The Nature of Error (1-18)
2	Studies of Human Error (19-52)
3	Performance Levels and Error Types (53-96)
4	Cognitive Underspecification and Error Forms (97-124)
5	A Design for a Fallible Machine (125-147)
6	The Detection of Errors (148-172)
7	Latent Errors and Systems Disasters (173-216)
8	Assessing and Reducing the Human Error Risk (217-250)
Appendix (251-257)
References (258-290)
Name Index
Subject Index

%M B.Redmill.97
%0 BOOK
%T Human Factors in Safety-Critical Systems
%A Felix Redmill
%A Jane Rajan
%I Butterworth-Heinemann
%G ISBN 0-75062715-8
%D 1997
%Y Preface
PART 1 SAFETY-CRITICAL SYSTEMS AND HUMAN RELIABILITY
1 Introducing Safety-critical Systems
Felix Redmill
1.1 Introduction
1.2 Safety and Safety-critical Systems
1.3 The Human Element in Failure
1.4 A Consideration of Risk
1.5 Hazard and Risk Analysis
1.6 Designing for Safety
1.7 The Safety Case
1.8 Safety Culture
1.9 The Right Questions
2 The Causes of Human Error
Deborah Lucas
2.1 The Aim of this Chapter
2.2 Human Error and Major Accidents
2.3 What Causes Human Errors?
2.4 Some Key Concepts and Distinctions
2.5 Cognitive Models of Human Error
2.6 Practical Use of Models of Error Causation
2.7 Conclusions
3 Human Reliability Assessment: Methods and Techniques
Carlo Cacciabue
3.1 Introduction
3.2 Criteria for Classifying Human Factors Methods
3.3 Methodologies for Human Reliability Assessment
3.4 Methods and Techniques for Human Reliability Analysis
3.5 Comparison of Methods
3.6 Conclusions
PART 2 HUMAN-COMPUTER INTERACTION
4 Introduction to HCI in Safety-critical systems
Graham Storrs
4.1 What Makes HCI Design So Important?
4.2 What Makes HCI Design So Difficult?
4.3 Approaches To User Interface Design
4.4 Where Are The Hazards In User Interfaces?
4.5 Putting User Interfaces in Context
4.6 People Are Not Like Other System Components
4.7 Concluding Remarks
5 Specification of Safety-critical Systems
Jeremy Clare
5.1 Introduction
5.2 The Nature of Specifications
5.3 The Life Cycle Context
5.4 Risk Analysis in the Specification Process
5.5 Fault Tree Analysis for Supporting the Analysis of Likelihood in Risk Evaluation
5.6 Hazard Analysis of Human-centred Systems
5.7 Conclusions
6 Interface Design for Safety-critical Systems
Jane Rajan
6.1 Introduction
6.2 The Display Design Process
6.3 Structuring the Display System
6.4 Representation of Displayed Information
6.5 Abnormal and Emergency Operation
6.6 Conclusion
7 Training and Operator Support
Andrew Shepherd
7.1 Introduction
7.2 Understanding the Task
7.3 Acquisition and Application of Skill
7.4 Making Training and Support Design Choices
7.5 Developing Support Aids for Operators
7.6 Ensuring Safe and Competent Operation through Training
7.7 Assessing Performance
7.8 Concluding Remarks
8 Design and Support for Abnormal Situations
Jonathan Berman
8.1 Introduction
8.2 Behaviour in Abnormal Situations
8.3 Safety-based Support
8.4 Training Support
8.5 Conclusions
PART 3 SOCIO-TECHNICAL CONSIDERATIONS
9 Social Factors in Safety-critical Systems
Ron Westrum
9.1 Introduction
9.2 Social Factors in the Design Process
9.3 The Conduct of Operations
9.4 Managing the Interfaces
9.5 Conclusion
10 Learning from Incidents at Work
Florus Koornneef
Andrew Hale
10.1 Introduction
10.2 Accident Models
10.3 Accident Analysis Techniques
10.4 The ISA System
10.5 Discussion
11 Procedural Violations - Causes, Costs and Cures
Steve Mason
11.1 Introduction
11.2 Direct Motivators
11.3 Behaviour Modifiers
11.4 A Work Design Approach
11.5 Routine, Situational, Exceptional and Optimising Violations
11.6 Controlling Procedural Violations
11.7 The HFRG Violation Approach
11.8 Conclusions
12 The Treatment of Human Factors in Safety Cases
David Collier
12.1 Regulation and Safety Cases
12.2 The Content of a Safety Case
12.3 Writing Safety Cases and Obtaining Regulatory Approval

%M B.Redmond-Pyle.95
%0 BOOK
%T Graphical User Interface Design and Evaluation: A Practical Process
%K GUIDE
%A David Redmond-Pyle
%A Alan Moore
%I Prentice Hall
%G ISBN 0-13315193-X
%D 1995

%M B.Reilly.96
%0 BOOK
%T Rapid Prototyping; Moving to Business-Centric Development
%G ISBN: 1-85032193-0
%P 286
%A John P. Reilly
%D 1996
%I Thomson Computer Press
%Y Introduction
I. Rapid Application Prototyping
1. Introduction to RAP
2. Conceptualization
3. Visualization
4. Development, Transition, and Production
II. RAP Techniques
5. Business Event Analysis
6. Parallel Decomposition
7. User Task Analysis
8. Evolutionary Prototyping
A. RAP Work Breakdown Structure
B. RAP and Business Process Reengineering (BPR)
Glossary
Select Bibliography

%M B.Reiss.2000
%0 BOOK
%T Practical Information Architecture: A Hands-On Approach to Structuring Successful Websites
%A Eric L. Reiss
%D 2000
%I Addison-Wesley Publishing
%G ISBN: 0-201-72590-8
%P 224
%Y
PART I. CONSIDERATIONS
1. Setting the Scene
	Defining Information Architecture
	We All Learned The Basics Long Ago
	Who Needs to Know?
	So Who Is the Information Architect?
	What Skills Are Needed?
	Size Doesn't Matter (Much)
	You Have Both a Product and a Customer
	About Common Sense
	Structuring a Website Can't Be Learned in a Linear Fashion
	Heard All This Before (A Note to Experienced Information Architects)
	Defining a Few Terms
2. Defining the Task
	A Brief Introduction to the Site Development Process
	Setting Your Goals
	New Direct Sales Channel
	Streamline Existing Sales Routine
	Reduce the Need for Live Sales and Service Reps
	Reduce the Need for Pre-Printed Documentation
	Create Web Presence for Lead Generation
	Build Better Customer/Investor/Press Relationships
	Rescuing the Service Sector
	Keep Your Main Goal in Focus
	Defining Your Target Audience
	Chicken or Egg: Goals or Audience?
	Goals and Audience Must Be in Harmony
	Don't Take Goals for Granted
	Your Target Audience Also Has Goals
	Researching the Organization
3. Measuring Your Success
	Measuring Time and Money
	And When You're Up and Running ...
	Customer Satisfaction Surveys
	Cannibalization of Existing Sales Channels
4. Defining the Content
	Information Chunking
	Wish Lists
	A Structure Starts to Develop
	Role Playing
	Retain Your Primary Point of View
	Reviewing Competing Websites
	Teamwork or Lonely Nights
	The Post-It Technique
	Process or Outcome
5. Providing Useful Services
	User Experience and Online Brand-Building
	The Battle for Share of Mind
	Why People Visit in the First Place
	Why People Come Back
	A Review of Basic Computer Capabilities
	A Note to Technically Minded Readers
	And for Everybody Else
	A (Very) Short History of the Computer Revolution
	Make Your Product the "Hero"
6. Ensuring Successful Online Sales
	Building Shared References
	Putting Things in Perspective (Literally)
	... and Figuratively
	The Shared Reference Test
	Establishing Trust
	A Few Common Tricks of the Trade
	The Ebay Feedback System
	Keep the Sales Process Moving
	Keep It Simple for Users
	Objections to Online Sales
	Different Prices from Market to Market
	Prices Vary from Customer to Customer
	Not All Products Are Available in All Markets
7. Deciding on the Type of Site
	Generic Types
	Functional Sites
	Topical Sites
	Generic Techniques
	Multi-Target Sites
	Associative Sites
	Generic Styles
	Newsletter Sites
	Image Sites
	Tile Sites
	Traditional Sites
	Search Sites
	Hobby Sites
	Evolution on the Web
	On a Related Note ...
II. MECHANICS
8. Putting Together the First Structure
	What You Want to Accomplish
	What Are You Going to Put on the First Page?
	Getting Started
	Menu Length: The Myth of "Seven, Plus or Minus Two"
	So What's the Proper Number of Menu Items?
	Sets of Menu Items and Completeness
	Developing Homogeneous Systems
	An Example of Main Page and Menu Considerations
	Wide and Narrow?
	Good Structures Are Invisible
	One Step at a Time
	Structuring from the Bottom Up
9. Getting It Down on Paper
	Post-Its -- Again
	Written Outlines
	Mindmapping
	Electronic Applications
	Numbering Systems
	Making Notes About Specific Content
10. Calling Things by Their Right Name
	Speak Your Audience's Language
	Be Consistent
	IA Snafus
	Eliminating Doubt
	Improving the Scent
	Cute Labels
	The Graphic Designer's (I)Con Game
	You Can't Brainstorm Labels
11. Structuring the Lower Levels
	The Pros and Cons of Shell Structures
	Ensuring You Have Editorial Content on Each Page
	Levels of Detail
	Visitors Should Be Able to Anticipate Levels of Detail
	Optimum Editorial Content Length
	One Final Note
12. Getting the Most Out of Hyperlinks
	Contextual Navigation
	Dynamic Billboards
	Getting Lost Through Hypertext
	Visitors Like Hyperlinks
	Orphaned Subsites
	Avoid Run-On Hyperlinks
	Short Links
	Orphaned Links
	Splashes and Other Eyecatchers
	Recommended Reading
13. Adding Secondary Features
	Home (Main Menu)
	Contact
	Feedback
	Site Maps
	Site Indexes
	Disclaimers
	What's New
	About This Site
	First-Time Visitors
	Frequently Asked Questions (FAQs)
	Quick Links
	Search
	Search Engine Options
	Typical Search Engine Problems
III. FINE-TUNING
14. Refining the First Structure
	Input from the Team
	Reviewing the Structure
	Language
	Content
	Navigation and Links
	Individual Pages
	Goals and Growth
	A Final Note
15. Building a Subsite
	Typical Subsites
	When Do You Need a Subsite?
	Accessing the Subsite
	Reusing Information
	Reusing Design and Navigation
	When to Create New Design and Navigation
	Adapting Existing Information from a CD-ROM
	Guided Tours
	Providing Real Value
16. Talking to a Specific Audience
	Building One-to-One Relationships
	Creating a Depth-Segmented Sites
	Profiled Subsites
	Asking Questions
	Adaptive Navigation
17. Moving on to the Production Phase
	The Production Phase
	Where Designers and Architects Clash: Labels
	Working With Content Providers
18. Testing the Usability
	What It's All About
	Heuristic Evaluations
	Testing With Pencil and Paper
	Testing a Simple Navigational Interface
	Testing a Structural Prototype
	Testing a Complex Navigational Interface
	Full-Blown Beta-Testing
19. Looking Forward
	The Advent of WAP
	What Is WAP
	What Can WAP Do?
	How Does WAP Work?
	Why Surf on a Five-Line Screen?
	What's the New Role of the Information Architect?
	The Death of the PC?
	The Future of Traditional Websites
	Easier Content-Management Interfaces
	Better Electronic Tools for Information Architects
	Better Window Shopping
	The Value of External Links
	More Effective Use of Metadata
	Keeping Websites Legal
	Increased Emphasis on Personalization
	A Final Thought
Appendix: Sample Editorial Content Forms
Glossary
Further Reading List
Index

%M B.Rheingold.2000
%0 BOOK
%T Tools for Thought -- The History and Future of Mind-Expanding Technology
%A Howard Rheingold
%D 2000
%P 336
%I MIT Press
%G ISBN 0-262-68115-3
%Y 1 The Computer Revolution Hasn't Happened Yet
2 The First Programmer Was a Lady
3 The First Hacker and his Imaginary Machine
4 Johnny Builds Bombs and Johnny Builds Brains
5 Ex-Prodigies and Antiaircraft Guns
6 Inside Information
7 Machines to Think With
8 Witness to History: The Mascot of Project Mac
9 The Loneliness of a Long-Distance Thinker
10 The New Old Boys from the ARPAnet
11 The Birth of the Fantasy Amplifier
12 Brenda and the Future Squad
13 Knowledge Engineers and Epistemological Entrepreneurs
14 Xanadu, Network Culture, and Beyond
Afterword
%X The digital revolution did not begin with the teenage millionaires of
Silicon Valley, claims Howard Rheingold, but with such early intellectual
giants as Charles Babbage, George Boole, and John von Neumann. In a highly
engaging style, Rheingold tells the story of what he calls the patriarchs,
pioneers, and infonauts of the computer, focusing in particular on such
pioneers as J. C. R. Licklider, Doug Engelbart, Bob Taylor, and Alan Kay.
Taking the reader step by step from nineteenth-century mathematics to
contemporary computing, he introduces a fascinating collection of eccentrics,
mavericks, geniuses, and visionaries.
   The book was originally published in 1985, and Rheingold's attempt to
envision computing in the 1990s turns out to have been remarkably prescient.
This edition contains an afterword, in which Rheingold interviews some of the
pioneers discussed in the book. As an exercise in what he calls "retrospective
futurism," Rheingold also looks back at how he looked forward.

%M B.Roebuck.75 11/4/90 gp/bs
%0 BOOK
%T Engineering Anthropometry Methods
%A John A. Roebuck
%A K. H. E. Kroemer
%A Walter Gary Thomson
%D 1975
%P 459
%G ISBN 0-471-72975-2
%C New York, NY
%I John Wiley & Sons

%M B.Rosenfeld.98
%0 BOOK
%T Information Architecture for the World Wide Web
%A Louis Rosenfeld
%A Peter Morville
%D 1998
%P 202
%I O'Reilly & Associates
%G ISBN 1-56592-282-4
%W http://www.argus-acia.com/ Argus Center for Information Architecture
%Y 1. What Makes a Web Site Work
2. Introduction to Information Architecture
3. Organizing Information
4. Designing Navigation Systems
5. Labeling Systems
6. Searching Systems
7. Research
8. Conceptual Design
9. Production and Operations
10. Information Architecture in Action
Selected Bibliography

%M B.Rosenfeld.02
%0 BOOK
%T Information Architecture for the World Wide Web
%O Second Edition
%A Louis Rosenfeld
%A Peter Morville
%D 2002
%P 486
%I O'Reilly & Associates
%G ISBN 0-596-00035-9
%W http://www.oreilly.com/catalog/infotecture2/
%Y
Part I. Introducing Information Architecture
1. Defining Information Architecture
      A Definition
      Tablets, Scrolls, Books, and Libraries
      Explaining IA to Others
      What Isn't Information Architecture?
      Why Information Architecture Matters
      Bringing Our Work to Life
2. Practicing Information Architecture
      Do We Need Information Architects?
      Who's Qualified to Practice Information Architecture?
      Information Architecture Specialists
      Practicing Information Architecture in the Real World
      Information Ecologies
      What Lies Ahead
3. User Needs and Behaviors
      The "Too-Simple" Information Model
      Information Needs
      Information Seeking Behaviors
Part II. Basic Principles of Information Architecture
4. The Anatomy of an Information Architecture
      Visualizing Information Architecture
      Information Architecture Components
5. Organization Systems
      Challenges of Organizing Information
      Organizing Web Sites and Intranets
      Organization Schemes
      Organization Structures
      Creating Cohesive Organization Systems
6. Labeling Systems
      Why You Should Care About Labeling
      Varieties of Labels
      Designing Labels
7. Navigation Systems
      Types of Navigation Systems
      Gray Matters
      Browser Navigation Features
      Building Context
      Improving Flexibility
      Embedded Navigation Systems
      Supplemental Navigation Systems
      Advanced Navigation Approaches
8. Search Systems
      Does Your Site Need Search?
      Basic Search System Anatomy
      Choosing What to Search
      Search Algorithms
      Presenting Results
      Designing the Search Interface
      Where to Learn More
9. Thesauri, Controlled Vocabularies, and Metadata
      Metadata
      Controlled Vocabularies
      Technical Lingo
      A Thesaurus in Action
      Types of Thesauri
      Thesaurus Standards
      Semantic Relationships
      Preferred Terms
      Polyhierarchy
      Faceted Classification
Part III. Process and Methodology
10. Research
      Process Overview
      A Research Framework
      Context
      Content
      Users
      Participant Definition and Recruiting
      User Research Sessions
      In Defense of Research
11. Strategy
      What Is an Information Architecture Strategy?
      Strategies Under Attack
      From Research to Strategy
      Developing the Strategy
      Work Products and Deliverables
      The Strategy Report
      The Project Plan
      Presentations
12. Design and Documentation
      Guidelines for Diagramming an Information Architecture
      Blueprints
      Wireframes
      Content Mapping and Inventory
      Content Modeling
      Controlled Vocabularies
      Design Sketches
      Web-Based Prototypes
      Architecture Style Guides
      Point-of-Production Architecture
      Administration
Part IV. Information Architecture in Practice
13. Education
      Chaos in Education
      A World of Choice
      But Do I Need a Degree?
14. Ethics
      Ethical Considerations
      Shaping the Future
15. Building an Information Architecture Team
      Destructive Acts of Creation
      Fast and Slow Layers
      Project Versus Program
      Buy or Rent
      Do We Really Need to Hire Professionals?
      The Dream Team
16. Tools and Software
      A Time of Change
      Categories in Chaos
      Questions to Ask
Part V. Information Architecture in the Organization
17. Making the Case for Information Architecture
      You Must Sell
      The Two Kinds of People in the World
      Running the Numbers
      Talking to the Reactionaries
      Other Case-Making Techniques
      The Information Architecture Value Checklist
      A Final Note
18. Business Strategy
      The Origins of Strategy
      Defining Business Strategy
      Strategic Fit
      Exposing Gaps in Business Strategy
      One Best Way
      Many Good Ways
      Understanding Our Elephant
      Competitive Advantage
      The End of the Beginning
19. Information Architecture for the Enterprise
      Economies Don't Always Scale
      "Think Different"
      The Ultimate Goal
      A Framework for Centralization
      Timing Is Everything: A Phased Rollout
      Strategy Versus Tactics: Who Does What
      A Framework for Moving Forward
Part VI. Case Studies
20. MSWeb: An Enterprise Intranet
      Challenges for the User
      Challenges for the Information Architect
      We Like Taxonomies, Whatever They Are
      Benefits to Users
      What's Next
      MSWeb's Achievement
21. evolt.org: An Online Community
      evolt.org in a Nutshell
      Architecting an Online Community
      The Participation Economy
      How Information Architecture Fits In
      Trouble Spots for Online Communities
      The "Un-Information Architecture"
Appendix: Essential Resources

%M B.Rosson.01
%0 BOOK
%T Usability Engineering: Scenario-Based Development of Human Computer Interaction
%A Mary Beth Rosson
%A John M. Carroll
%P 448
%D 2001
%I Morgan Kaufmann Publishers
%G ISBN 1-55860-712-9
%Y 1: Scenario-Based Usability Engineering
2: Analyzing Requirements
3: Activity Design
4: Information Design
5: Interaction Design
6: Prototyping
7: Usability Evaluation
8: User Documentation
9: Emerging Paradigms for User Interaction
10: Usability Engineering in Practice
Appendix: Inferential Statistics
Glossary

%M B.Rubin.88 11/7/90 gp
%0 BOOK
%T User Interface Design for Computer Systems
%A Tony Rubin
%D 1988
%C Chichester, England
%I Ellis Horwood
%G ISBN 0-74580299-0
%P 195

%M B.Rubin.94
%0 BOOK
%T Handbook of Usability Testing: How to Plan, Design,
and Conduct Effective Tests
%A Jeffrey Rubin
%D 1994
%C New York
%I John Wiley & Sons
%G ISBN 0-471-59403-2, OCLC
%Y I. INTRODUCTION TO USABILITY TESTING
1. The Problem of Unusable Products and Systems
2. Overview of Usability Testing
II. PREPARING FOR USABILITY TESTING
3. Setting Up a Testing Environment
4. Testing Roles with Special Emphasis on the Test Monitor
III. SIX STAGES OF CONDUCTING A TEST
5. Developing the Test Plan
6. Selecting and Acquiring Participants
7. Preparing the Test Materials
8. Conducting the Test
9. Debriefing the Participant
10. Transforming Data into Findings and Recommendations
IV. EXPANDING USABILITY
11. Establishing a Usability Program: Strategies and Tactics

%M B.Rubinstein.84 11/4/90 gp/bs
%0 BOOK
%T The Human Factor: Designing Computer Systems for People
%A Richard Rubinstein
%A Harry Hersh
%D 1984
%P 249
%C Maynard, MA
%I Digital Press
%G ISBN 0-932376-44-4; QA 76.9 S88 R83 1984
%K DESIGN Task
%O With the Assistance of Henry Ledgard
%Y 1	Why Human Factors?
2	Design Philosophy
3	Task Analysis and Use Models
4	Starting a Design
5	Conceptual Models
6	Language
7	The Other Kind of Software
8	Human Interface Styles
9	Responding to Users
10	Presentation and Representation
11	Testing Systems
12	Parting Thoughts

%M B.Rubinstein.88 4/26/92 gp
%0 BOOK
%T Digital Typography: An Introduction to Type and Composition for
Computer System Design
%A Richard Rubinstein
%D 1988
%P 353
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-17633-5

%M B.Salant.94
%0 BOOK
%T How to Conduct Your Own Survey
%A Priscilla Salant
%A Don A. Dillman
%D 1994
%P 232
%I John Wiley & Sons
%G ISBN 0-471-01273-4
%X "Leading professionals give you proven techniques for getting reliable results
* Accurate sampling
* Effective questionnaires
* Convincing presentations
* Telephone, mail, and face-to-face surveys"
(from the book cover)
%Y Practical Surveys
Cornerstones of a Quality Survey
Deciding What Information You Need
Choosing a Survey Method
When and How to Select a Sample
Writing Good Questions
Questionnaire Design
Setting Your Survey in Motion and Getting It Done
From Questionnaires to Survey Results
Reporting Survey Results
Advice, Resources, and Maintaining Perspective

%M B.Salkind.91 3/22/93 gp
%0 BOOK
%T Exploring Research
%A Neil J. Salkind
%D 1991
%P 361 + xxii
%C New York
%I Macmillan Publishing Company
%G ISBN 0-02-405283-3; BF76.5.S24
%Y 1. The Role and Importance of Research
2. The Research Process
3. Reviewing the Literature and Selecting a Problem
4. Measuring Behavior
5. Sampling and Generalizability
6. Methods of Measuring Behavior
7. Data Collection and Data Analysis
8. Inferential Statistics
9. Using the Personal Computer in Data Analysis
10. Historical Research
11. Conducting Descriptive Research
12. Experimental and Causal Comparative Research
13. The Process of Evaluation
14. Being a Researcher
Appendices
References
Index

%M B.Salton.83 3/22/93 gp
%0 BOOK
%T Introduction to Modern Information Retrieval
%A Gerard Salton
%A Michael J. McGill
%D 1983
%C New York
%I McGraw-Hill
%G ISBN 0-07-054484-0; Z699 S313
%Y 1	Information Retrieval: An Introduction
0	Preview
1	Overview
2	Changing Technology
3	Information System Types
4	Functional Approach to Information Retrieval
5	Simple File Structures
2	Systems Based on Inverted Files
0	Preview
1	General Considerations
2	Adjacency and Term Frequency Features
3	Commercial Inverted File Systems
4	Enhancements of Basic Retrieval Strategy
3	Text Analysis and Automatic Indexing
0	Preview
1	Indexing Environment
2	Manual and Automatic Indexing
3	Automatic term Extraction and Weighting
4	A Simple Automatic Indexing Process
5	Automatic Term Association and Use of Context
6	Some Theoretical Approaches
7	Automatic Indexing Experiments
4	The SMART and SIRE Experimental Retrieval Systems
0	Preview
1	Introduction
2	The SMART System Environment
3	SMART System Procedures
4	Automatic Enhancements of Conventional Retrieval
5	Retrieval Evaluation
0	Preview
1	Introduction
2	Evaluation of Retrieval Effectiveness
3	Measures of Retrieval Effectiveness
4	Evaluation of System Cost and Efficiency
6	Retrieval Refinements
0	Preview
1	Introduction
2	Vector Similarity Functions
3	Term Weighting Systems
4	File Clustering
5	Dynamic Query Adjustment
6	Citation Processing
7	Natural Language Processing
0	Preview
1	Components of Natural Language Systems
2	Language Processing and Information Retrieval
3	Syntactic Analysis Systems
4	Syntactic Analysis in Information Retrieval
5	Linguistic Methods in Question Answering
8	Access to Information: Hardware and Software Approaches
0	Preview
1	Conventional Storage Devices
2	Hardware Enhancements to Retrieval
3	Text Access Methods
9	Data Management Systems
0	Preview
1	Types of Information Systems
2	The Structure of Data Base Management Systems
3	Query Processing
4	Data Quality
10	Future Directions in Information Retrieval
0	Preview
1	Introduction
2	Technological Development
3	Information Theories and Models
4	Advanced Information System
5	Conclusion
Indexes
Name Index
Subject Index

%M B.Salton.89 3/22/93 gp
%0 BOOK
%T Automatic Text Processing:
The Transformation, Analysis, and Retrieval of Information by Computer
%A Gerard Salton
%D 1989
%C Reading, Mass.
%I Addison-Wesley Publishing
%G ISBN 0-201-12227-8; QA 76.9 T48 S25 1989
%Y PART 1: THE INFORMATION-PROCESSING ENVIRONMENT
1	The Information Environment
1.1	Automatic Information Processing
1.2	Types of Information
2	The Computer Environment
2.1	Computer Architecture
2.2	Storage Technology
2.3	Input-Output and Peripheral Equipment
2.4	Computer Networks
2.5	Integrated Computing Systems
3	The Automated Office
3.1	The Office Environment
3.2	Analyzing Office Systems
3.3	File-management Systems
3.4	Office Display Systems
3.5	Office-Information Retrieval
PART 2: WORD PROCESSING AND FILE ACCESS
4	Text Editing and Formatting
4.1	Introduction
4.2	Approaches to Word Processing
4.3	Text Editing and Formatting
4.4	Typical Processing Systems
4.5	Automatic Typesetting Systems
5	Text Compression
5.1	Statistical Language Characteristics
5.2	Rationale for Text Compression
5.3	Text Compression Methods
6	Text Encryption
6.1	Basic Cryptographic Concepts
6.2	Conventional Cryptographic Systems
6.3	Sample Cryptographic Ciphers
6.4	The Data Encryption Standard (DES)
6.5	Ciphers Based on Computationally Difficult Problems
7	File-Accessing Systems
7.1	Basic Concepts
7.2	Single-Key Searching: Sequential Search
7.3	Single-Key Indexed Searches
7.4	Tree Searching
7.5	Balanced Search Trees
7.6	Multiway Search Trees
7.7	Hash-Table Access
7.8	Indexed Searches for Multikey Access
7.9	Bitmap Encoding for Multikey Access
7.10	Multidimensional Access Structures
PART 3: INFORMATION RETRIEVAL SYSTEMS
8	Conventional Text-Retrieval Systems
8.1	Database Management and Information Retrieval
8.2	Text Retrieval Using Inverted Indexing Methods
8.3	Extensions to the Inverted Index Operations
8.4	Typical File Organization
8.5	Optimization of Inverted-List Procedures
8.6	Text-Scanning Systems
8.7	Hardware Aids to Text Searching
9	Automatic Indexing
9.1	Indexing Environment
9.2	Indexing Aims
9.3	Single-term Indexing Theories
9.4	Term Relationships in Indexing
9.5	Term-phrase Formation
9.6	Thesaurus-Group Generation
9.7	A Blueprint for Automatic Indexing
10	Advanced Information-Retrieval Models
10.1	The Vector Space Model
10.2	Automatic Document Classification
10.3	Probabilistic Retrieval Model
10.4	Extended Boolean Retrieval Model
10.5	Integrated System for Processing Text and Data
10.6	Advanced Interface Systems
PART 4: TEXT ANALYSIS AND LANGUAGE PROCESSING
11	Language Analysis and Understanding
11.1	The Linguistic Approach
11.2	Dictionary Operations
11.3	Syntactic Analysis
11.4	Knowledge-based Processing
11.5	Specialized Language Processing
12	Automatic Text Transformations
12.1	Text Transformations
12.2	Automatic Writing Aids
12.3	Automatic Abstracting Systems
12.4	Automatic Text Generation
12.5	Automatic Translation
13	Paperless Information Systems
1.1	Paperless Processing
1.2	Processing Complex Documents
1.3	Graphics Processing
1.4	Speech Processing
1.5	Automatic Teleconferencing Systems
1.6	Electronic Mail and Messages
1.7	Electronic Information Services
1.8	Electronic Publications and the Electronic Library
Author Index
Subject Index

%M B.Salzman.94
%0 BOOK
%T Software by Design: Shaping Technology and the Workplace
%A Harold Salzman
%A Stephen R. Rosenthal
%D 1994
%I Oxford Univ Press
%G ISBN 0-19508340-7
%Y I. Structuring Technology and The Workplace
Introduction
1. Social Shaping of Technology
2. Software in the Workplace
3. The Structure of Software Design
II. Case Studies of Software Design
4. Banking and a Tale of Two Systems
5. Keeping the Customer Satisfied: Field Service and the Art of Automation
6. The Computer System and the Hospital
7. Software Design, Social Choices, and the Workplace
III. Implications for Management and for Further Research on Technology Design
8. Understanding and Managing Software Acquisition
9. Social Dimensions of Software Design: Challenges of Effective Design for the Workplace
A: Outline of the Research Project
B: Teaching Cases on Software Design and Use

%M B.Sanders.87 4/27/92 gp/rmb
%0 BOOK
%T Human Factors in Engineering and Design
%O Sixth Edition
%A M. S. Sanders
%A Ernest J. McCormick
%D 1987
%C New York
%I McGraw-Hill
%O Superseded by Sanders & McCormick, 1993
%G ISBN 0-07-044903-1

%M B.Sanders.93
%0 BOOK
%T Human Factors in Engineering and Design (7th Edition)
%A Mark S. Sanders
%A Ernest J. McCormick
%D 1993
%P 790
%C New York
%I McGraw-Hill
%G ISBN 0-07-054901-X; TA 166.S33; OCLC 25245564
%Y 1: INTRODUCTION
1. Human Factors and Systems (3)
2. Human Factors Research Methodologies (23)
2: INFORMATION INPUT
3. Information Input and Processing (47)
4. Text, Graphics, Symbols, and Codes (91)
5. Visual Displays of Dynamic Information (132)
6. Auditory, Tactual, and Olfactory Displays (160)
7. Speech Communications (197)
3: HUMAN OUTPUT AND CONTROL
8. Physical Work and Manual Materials Handling (225)
9. Motor Skills (273)
10. Human Control of Systems (301)
11. Controls and Data Entry Devices (334)
12. Hand Tools and Devices (383)
4: WORKPLACE DESIGN
13. Applied Anthropometry, Work-Space Design, and Seating (415)
14. Arrangement of Components within a Physical Space (456)
15. Interpersonal Aspects of Workplace Design (485)
5: ENVIRONMENTAL CONDITIONS
16. Illumination (511)
17. Climate (551)
18. Noise (589)
19. Motion (622)
6: HUMAN FACTORS APPLICATIONS
20. Human Error, Accidents, and Safety (655)
21. Human Factors and the Automobile (696)
22. Human Factors in Systems Design (726)
APPENDIXES
A. List of Abbreviations (759)
B. Control Devices (764)
C. NIOSH Recommended Action Limit Formula for Lifting Tasks (769)
INDEXES
Name Index (771)
Subject Index (781)

%M B.Sano.96
%0 BOOK
%T Designing Large-Scale Web Sites: A Visual Design Methodology
%A Darrell Sano
%I John Wiley & Sons
%G ISBN 0-471-14276-X
%D 1996
%Y Preliminary Design Preparation
Designing the Organizational Framework
Applying Visual Design for the Web
Visual Design Workshop

%M B.Savourel.
%0 BOOK
%T XML Internationalization and Localization
%A Yves Savourel
%D 2001
%P 544
%G ISBN 0-67232096-7
%I Sams

%M B.Scherer.2000
%0 BOOK
%T Living in the State of Stuck:
How Assistive Technology Impacts the Lives of People with Disabilities
%O 3rd Edition
%A Marcia J. Scherer
%D 2000
%I Brookline Books
%G ISBN: 1-57129079-6
%P 212

%M B.Schiff.80 11/4/90 gp/bs
%0 BOOK
%T Perception: An Applied Approach
%A W. Schiff
%D 1980
%C New York, NY
%I Houghton Mifflin
%G ISBN 0-39527054-5
%P 493

%M B.Schmitt.2000
%0 BOOK
%T International Programming for Microsoft Windows
%S Microsoft Programming Series
%I Microsoft Press
%A David A. Schmitt
%P 350
%D 2000
%G ISBN 1-57231956-9

%M B.Schreck.03
%0 BOOK
%T Security and Privacy in User Modeling
%S Human-Computer Interaction Series, Vol. 2
%I Springer-Verlag
%A J. Schreck
%D 2003
%P 232
%G ISBN 1-4020-1130-X

%M B.Schriver.96
%0 BOOK
%T Dynamics in Document Design: Creating Texts for Readers
%A Karen A. Schriver
%I John Wiley & Sons
%G ISBN 0-471-30636-3
%P 592
%D 1996
%Y Preface
1. What Is Document Design?
2. Evolution of the Field: Contextual Dynamics
3. How Documents Engage Readers' Thinking and Feeling
4. The Impact of Poor Design: Thinking about Ourselves as Users of Texts and Technology
5. Seeing the Text: The Role of Typography and Space
6. The Interplay of Words and Pictures
7. What Document Designers Can Learn from Readers
A. Publications of Interest to Document Designers
B. Common Typographic Symbols
C. Guidelines for Designing Online Displays
Bibliography
Index
Colophon

%M B.Sheridan.74 11/4/90 gp/bs
%0 BOOK
%T Man-Machine Systems: Information, Control, and Decision Models
of Human Performance
%A Thomas B. Sheridan
%A William R. Ferrel
%D 1974
%C Cambridge, MA
%I MIT Press
%G ISBN 0-26219118-0; 0-26269072-1
%P 452

%M B.Shneiderman.80 11/4/90 gp/bs
%0 BOOK
%T Software Psychology: Human Factors in Computer and Information Systems
%A Ben Shneiderman
%D 1980
%P 320
%C Cambridge, MA
%I Winthrop
%G ISBN 0-87626-816-5, OCLC
%G QA 76.6.S543
%K DESIGN EVALUATION Empirical
%Y 1	Motivation for a Psychological Approach
2	Research Methods
3	Programming as Human Performance
4	Programming Style
5	Software Quality Evaluation
6	Team Organization and Group Processes
7	Database Systems and Data Models
8	Database Query and Manipulation Languages
9	Natural Language
10	Interactive Interface Issues
11	Designing Interactive Systems
12	Computer Power To, Of, and By the People

%M B.Shneiderman.87 11/4/90 gp/bs
%0 BOOK
%T Designing the User Interface:
Strategies for Effective Human-Computer Interaction
%A Ben Shneiderman
%D 1987
%P 464
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-16505-8; QA 76.9.I58S47
%K GENERAL Lifecycle DESIGN Task Device Psych Prototype Guidance Model
EVALUATION Empirical Dialogue Guidelines
%Y MOTIVATIONS AND FOUNDATIONS
1	Human Factors of Interactive Software
2	Theories, Principles, and Guidelines
INTERACTION STYLES
3	Menu Selection Systems
4	Command Languages
5	Direct Manipulation
CONSIDERATIONS AND AUGMENTATIONS
6	Interaction Devices
7	Response Time and Display Rate
8	System Messages
9	Printed Manuals, Online Help, and Tutorials
ASSESSMENT AND REFLECTION
10	Iterative Design, Testing, and Evaluation
11	Social and Individual Impact

%M B.Shneiderman.89 11/4/90 gp/bs
%0 BOOK
%T Hypertext Hands-On!
An Introduction to a New Way of Organizing and Accessing Information
%A Ben Shneiderman
%A Greg Kearsley
%G ISBN 0-201-15171-5
%D 1989
%P 192
%C Reading, MA
%I Addison-Wesley Publishing
%O includes two disks
%Y 1	Essential Concepts
2	Applications
3	System Design Issues
4	Implementation Issues
5	Authoring
6	Systems
7	Personalities
8	Possibilities
9	The End is Just the Beginning
Appendix/Using the Software Version
Bibliography
Epilog/The Making of Hypertext Hands-On!
Hyper Glossary
Index

%M B.Shneiderman.92 4/26/92 gp
%0 BOOK
%T Designing the User Interface:
Strategies for Effective Human-Computer Interaction (Second Edition)
%A Ben Shneiderman
%D 1992
%P 592
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-57286-9, OCLC
%Y 1	Human Factors of Interactive Software
2	Theories, Principles, and Guidelines
3	Menu Selection and Form Fillin
4	Command Languages
5	Direct Manipulation
6	Interaction Devices
7	Response Time and Display Rate
8	System Messages, Screen Design, and Color
9	Multiple-Window Strategies
10	Computer-Supported Cooperative Work
11	Information Exploration Tools
12	Printed Manuals, Online Help, and Tutorials
13	Iterative Design, Testing, and Evaluation
14	User-Interface Development Environments
Social and Individual Impact of User Interfaces

%0 BOOK
%M B.Shneiderman.97
%T Designing the User Interface:
Strategies for Effective Human-Computer Interaction
%A Ben Shneiderman
%D 1997
%P 638
%I Addison-Wesley Publishing
%G ISBN 0-201-69497-2
%O Third Edition
%W http://www.aw.com/DTUI
%Y 1. Human Factors of Interactive Software
2. Theories, Principles, and Guidelines
3. Managing Design Processes
4. Expert Reviews, Usability Testing, Surveys, and Continuing Assessments
5. Software Tools
6. Direct Manipulation and Virtual Environments
7. Menu Selection, Form Fillin, and Dialog Boxes
8. Command and Natural Languages
9. Interaction Devices
10. Response Time and Display Rate
11. Presentation Styles: Balancing Function and Fashion
12. Printed Manuals, Online Help, and Tutorials
13. Multiple-Window Strategies
14. Computer-Supported Cooperative Work
15. Information Search and Visualization
Ch. 16. Hypermedia and the World Wide Web
Afterword: Societal and Individual Impact of User Interfaces

%0 BOOK
%M B.Shneiderman.02
%T Leonardo's laptop :
human needs and the new computing technologies /
%A Ben Shneiderman
%D 2002
%P 269
%I MIT Press
%G ISBN: 0-26219476-7
%W http://mitpress.mit.edu/main/feature/leonardoslaptop/
%Y 1. Learning from Leonardo
2. Unusable at any bandwidth
3. The quest for universal usability
4. New methods, new goals
5. Understanding human activities and relationships
6. The New Education: E-learning
7. The New Business: E-commerce
8. The New Medicine: E-healthcare
9. The New Politics: E-government
10. The quest for mega-creativity
11. Grander goals

%M B.Shneiderman.04
%0 BOOK
%A Ben Shneiderman
%A Catherine Plaisant
%D 2004
%G ISBN 0-32-119786-0
%I Addison-Wesley Publishing
%O 4th edition
%P 672
%T Designing the User Interface : Strategies for Effective Human-Computer Interaction

%M B.Sinclair.98
%0 BOOK
%T Typography on the Web
%A Joseph T. Sinclair
%D 1998
%P 350
%O Includes CD-ROM
%G ISBN 0-12645-545-7
%Y Introduction
Part I: Fundamentals of Typography: Readability: The Historical Objective
It's All in the Face
Principles of Typography
The Santa Clara System
Part II: Digital Typography: How Typography Works on a Computer
Part III: Typesetting for the Web: Typesetting with HTML
Special HTML Techniques
Web Text Layout Techniques
Part IV: Cascading Style Sheets: Introduction to Cascading Style Sheets
Using Cascading Style Sheets
Part V: Bitstream TrueDoc: Introduction to TrueDoc
Using TrueDoc in Web Pages
Web Authoring Software Featuring TrueDoc
Hedging Your Bets
Part VI: Advanced Techniques for Web Typography: Advanced HTML Techniques
Using Typesetting with Dynamic HTML
Using Special Techniques for Large Volume Publishing
Typography for Net-TV
What's Your Type?
Appendix
Glossary

%M B.Smilonich.96
%0 BOOK
%T The Cross-GUI Handbook: For Multiplatform User Interface Design
%A Nick Smilonich
%A Lynne Thompson
%A Aaron R. Marcus
%D 1996
%I Addison-Wesley Publishing
%G ISBN 0-201-57592-2
%Y 1. Design Principles
2. Desktop
3. Windows
4. Menus
5. Controls
6. Dialog Boxes
7. Interaction and Feedback
A. Comparison of Windowing System Component Terminology
B. Comparison of Windowing System Components - Graphical Representations
Selected Bibliography

%M B.Smith.96
%0 BOOK
%T ISO and ANSI Ergonomic Standards for Computer Products:
A Guide to Implementation and Compliance
%A Wanda J. Smith
%D 1996
%G ISBN 0-13-151119-X
%P 352
%Y 1. Standards and Standards Organizations
2. History of Ergonomic Computer Standards
3. ISO 9241
4. European Ergonomic Requirements
5. North American Ergonomic Standards
6. U.S. Ergonomic Requirements for Special Circumstances
7. Ergonomic Standards in Other Countries
8. Ergonomic Checklists
9. Usability Testing
10. The Impact and Future of Ergonomic Standards
Glossaries
Appendix
Bibliography

%M B.Solso.84 11/4/90 gp
%0 BOOK
%T An Introduction to Experimental Design in Psychology: A Case Approach
%A R. L. Solso
%A H. H. Johnson
%D 1984
%P 285
%C New York
%I Harper & Row
%G ISBN 0-06-043414-7; BF 191.S65
%K EVALUATION Empirical
%O 3rd Edition
%Y 1	An Introduction to Scientific Inquiry
2	Anatomy of Experimental Design: Design Strategies
3	Anatomy of Experimental Design: Control
4	Design Critiques
5	Control of Subject Variables
6	Design Critiques
7	Ethics of Experimental Research

%M B.Solso.89 3/22/93 gp
%0 BOOK
%T An Introduction to Experimental Design in Psychology: A Case Approach
%A Robert L. Solso
%A Homer H. Johnson
%D 1989
%P 363 + xiv
%C New York
%I Harper & Row
%G ISBN 0-06-046436-4; BF191.S65, BF181J67i
%O Fourth Edition
%Y Part One: Basic Principles in Experimental Design
1. An Introduction to Scientific Inquiry
2. Anatomy of Experimental Design: Design Strategies
3. Anatomy of Experimental Design: Control
4. Design Critiques I
5. Control of Subject Variables
6. Design Critiques II
7. Ethics of Experimental Research
8. The Psychological Literature: Reading for Understanding and as a Source for Research Ideas
9. Conducting Research and Writing a Research Paper
Part Two: Analysis of Experiments
10. Cola Tasting
11. Picture Memory
12. Distance and Rank
13. Long-Term Memory
14. Creative Porpoise
15. Maternal Behavior
16. Humor
17. Alcohol and Perception
18. Russian Vocabulary
19. Therapy for Anger
20. Office Environments
21. Prosocial Behavior
22. Birdsong Learning
23. Note Taking
24. Weight Loss
25. Parents' Views
A. Computational Procedures for Basic Statistics
B. Statistical Tables
References
Name Index
Subject Index

%M B.Spencer.85 1/31/91 gp
%0 BOOK
%T Computer Usability Testing and Evaluation
%A Richard H. Spencer
%D 1985
%P 224
%C Englewood-Cliffs, NJ
%I Prentice Hall
%G ISBN 0-13-164088-7
%Y 1 Introduction
2 Usability Mission
3 Product, User, and Evaluator
4 Product and Evaluation Planning Cycles
5 Usability Documentation
6 Criteria -- Qualitative and Quantitative
7 Evaluating Usability
8 Data and Reporting
A Checklist of Usability Considerations for Computer Design Evaluations
B Usability Test Plan -- Example
C Human Factors Considerations -- Examples
D Standards

%M B.Spolsky.01
%0 BOOK
%T User interface design for programmers
%A Joel Spolsky
%D 2001
%P 144
%I Apress
%I Springer-Verlag
%G ISBN: 1-89311594-1
%Y 1. Controlling Your Environment Makes You Happy
2. Figuring Out What They Expected
3. Choices
4. Affordances and Metaphors
5. Broken Metaphors
6. Consistency and Other Hobgoblins
7. Putting the User in Charge
8. Design for Extremes
9. People Can't Read
10. People Can't Control the Mouse
11. People Can't Remember
12. The Process of Designing a Product
13. Those Pesky Usability Tests
14. Relativity: Understanding UI Time Warps
15. But...How Does It Know?
16. Tricks of the Trade
17. Designing for the Web
18. Programming for Humans

%M B.Spool.97
%0 BOOK
%T Web Site Usability: A Designer's Guide
%A Jared M. Spool
%A Tara Scanlon
%A Will Schroeder
%A Carolyn Snyder
%D 1997
%I User Interface Engineering
%G ISBN 0-96606410-0

%M B.Spool.98
%0 BOOK
%T Web Site Usability: A Designer's Guide
%A Jared M. Spool
%A Tara Scanlon
%A Will Schroeder
%A Carolyn Snyder
%A Terri DeAngelo
%D 1998
%P 156
%I Morgan Kaufmann Publishers
%G ISBN 1-55860-569-X
%Y Part 1: Research Results
1. Web Site Usability: The Big Picture
2. Getting Around: Navigation
3. Getting Around: Links
4. Within-Site Searching
5. The Difficulty of Comparisons
6. Readability and Page Layout
7. Graphic Design on the Web
8. User Preference
Part 2: Site Scrapbook
9. Edmund's
10. Hewlett Packard
11. WebSaver
12. Travelocity
13. Inc
14. C|net
15. Fidelity
16. Disney
Part 3: Testing Sites
17. How We Tested Web Sites

%M B.Sproull.92
%0 BOOK
%T Connections: New Ways of Working in the Networked Organization
%A Lee Sproull
%A Sara Kiesler
%P 300
%D 1992
%G ISBN 0-262-69158-2
%W http://mitpress.mit.edu/book-home.tcl?isbn=0262691582
%I MIT Press

%M B.Stephens.02
%0 BOOK
%T Usable Shopping Carts
%A Jon Stephens
%A Jody Kerr
%A Clifton Evans
%D 2002
%P 200
%G ISBN 1-90415114-0
%I glasshaus

%M B.Stone.05
%0 BOOK
%A Debbie Stone
%A Caroline Jarrett
%A Mark Woodroffe
%A Shailey Minocha
%D 2005
%G ISBN 0120884364
%I Morgan Kaufmann
%P 704
%S Interactive Technologies
%T User Interface Design and Evaluation

%M B.Strunk.79 2/2/91 gp
%0 BOOK
%T The Elements of Style
%A William Strunk, Jr.
%A E. B. White
%D 1979
%P 92+xvii
%C New York
%I Macmillan Publishing Company
%G ISBN 0-02-418190-0 0-02-418200-1 (pbk); PE 1408.S772
%K IMPLEMENTATION Guidance
%O 3rd Edition

%M B.Stuart.96
%0 BOOK
%T The Design of Virtual Environments
%S McGraw-Hill Series on Visual Technology
%A Rory Stuart
%D 1996
%I McGraw-Hill
%G ISBN 0-07063299-5
%Y
Introduction
1. Defining the User, Task, and Environment
2. Human Capabilities and Performance
3. Requirements for VE Applications
4. Input Technologies
5. Output Technologies
6. Computational and Supporting Technologies
7. Objects, Behaviors, and Interactions
8. Design Trade-Offs
9. System Performance
10. Usability
11. Value for Task and Application
12. Using the Results of the Evaluation
13. Conclusion
Appendix
Glossary
Bibliography

%M B.Suchman.87 1/31/91 gp
%0 BOOK
%T Plans and Situated Actions: The Problem of Human-Computer Communication
%A Lucy A. Suchman
%D 1987
%P 203+xiv
%C New York
%I Cambridge University Press
%G ISBN 0-521-33137-4 0-521-33739-9 (pbk), OCLC 15429358; T 59.7.S83
%Y 1 Introduction
2 Interactive Artifacts
3 Plans
4 Situated Actions
5 Communicative Resources
6 Case and Methods
7 Human-Machine Communication
8 Conclusion

%M B.Sun.89 9/30/93 Samu Mielonen f1sami@uta.fi Univ. of Tampere, Finland
%0 BOOK
%T OPEN LOOK Graphical User Interface Functional Specification
%Q Sun Microsystems, Inc.
%D 1989
%C Reading, Mass.
%I Addison-Wesley Publishing
%G ISBN 0-201-52365-5
%K Open Look Style Guidelines

%M B.Sun.89 9/30/93 Samu Mielonen f1sami@uta.fi Univ. of Tampere, Finland
%0 BOOK
%T OPEN LOOK Graphical User Interface Application Style Guidelines
%Q Sun Microsystems, Inc.
%D 1989
%C Reading, Mass.
%I Addison-Wesley Publishing
%G ISBN 0-201-52364-7
%K Open Look Style Guidelines

%M B.Sun.99
%0 BOOK
%T Java Look and Feel Design Guidelines
%Q Sun Microsystems, Inc.
%D 1999
%C Reading, Mass.
%I Addison-Wesley Publishing
%G ISBN 0-201-61585-1
%K Style Guidelines
%W http://java.sun.com/products/jlf/ed1/dg/index.htm Version 1.0.2 December 1999
%W http://java.sun.com/products/jlf/ Version 2.0 February 2001 (supersedes above)

%M B.Sun.01 Arne@c3po.in-berlin.de Arne Burmeister
%0 BOOK
%T Java Look and Feel Design Guidelines
%O Second Edition
%Q Sun Microsystems, Inc.
%D 2002
%C Reading, Mass.
%I Addison-Wesley Publishing
%K Style Guidelines
%W http://java.sun.com/products/jlf/ Version 2.0 February 2001

%M B.Sureth.97
%0 BOOK
%T Developing Natural Language Interfaces: Processing Human Conversations
%A Russell Suereth
%I McGraw-Hill
%G ISBN 0-07913017-8
%D 1997
%Y Preface
1. A Basic Conversation Processor
	The Processes in a Conversation Processor
	Knowledge in a Conversation Processor
	Conversation Processors and Natural Language Processors
	An Overview of a Basic Conversation Processor
	Reading the Input Sentence and Extracting the Words
	Looking Up Words in the Dictionary
	Word Types in the Input Sentence
	Identifying the Sentence Structure in the Input Sentence
	Identifying Semantic Items in the Input Sentence
	Generating a Response
	Developing a Conversation Processor
2. Knowledge about Grammatical Sentences
	Knowledge in a Conversation Processor
	Representing Knowledge
	Limitations when Representing Knowledge
	Grammatical Sentence Knowledge
	Explaining Grammar Errors
	Generating a Grammatical Response
	Incorporating Knowledge into Your Conversation Processor
3. Appearing to Understand Time
	Problems in Language Understanding
	Problems in Language Understanding for Language Processors
	Understanding in a Conversation Processor
	The Meaning of Input Sentence Words
	Resolving Ambiguous Meaning
	Resolving Incomplete Meaning
	Resolving Inconsistent Meaning
	Generating the Response to Appear to Understand
	Incorporating Understanding into Your Conversation Processor
4. Syntactic Analysis of Phrases
	Syntactic Analysis in Natural Language Processors
	Identifying Phrases in a Conversation Processor
	Resolving Grammar Problems
	Incorporating Phrase Identification into Your Conversation Processor
5. Semantic Analysis of Semantic Items
	Semantic Analysis in Natural Language Processing
	Identifying Semantic Items in Your Conversation Processor
	Incorporating Semantic-Item Identification into Your Conversation Processor
6. Appearing to Understand Idioms and Synonyms
	Idioms and Synonyms
	Processing Idioms in a Conversation Processor
	Processing Synonyms in a Conversation Processor
	Incorporating Idiom Processing into Your Conversation Processor
	Incorporating Synonym Processing into Your Conversation Processor
7. Generating Questions
	Appearing to Have Needs and a Purpose
	Pragmatic Analysis
	Generating Questions in a Conversation Processor
	Limitations of the Conversation Processor in This Chapter
	Incorporating Question Generation into Your Conversation Processor
8. Semantic Constraints
	Constraints
	Semantic Constraints in a Conversation Processor
	Action and Subject Constraints
	Determiner and Noun Constraints
	Adjective Position Constraints
	Counting Constraints
	Incorporating Semantic Constraints into Your Conversation Processor
9. Handling Diverse Types of Input Sentences
	Types of Sentences
	Semantic Features of Diverse Sentences
	Handling Diverse Sentences in a Conversation Processor
	Identifying Multiple Actions
	Identifying Multiple Subject Descriptions
	Identifying Multiple Manners
	Copying Semantic Information
	Incorporating Diverse Sentence Processing into Your Conversation Processor
10. Appearing to Understand a Text
	Processing Texts
	Processing Texts in a Natural Language Processor
	Processing Texts in a Conversation Processor
	Incorporating Text Understanding into Your Conversation Processor
	Conclusion

%M B.Sutcliffe.89 1/31/91 gp
%0 BOOK
%T Human-Computer Interface Design
%A A. Sutcliffe
%D 1989
%P 205
%C New York
%I Springer-Verlag
%G ISBN 0-387-91339-4

%M B.Suter.89 9/25/93 gp
%0 BOOK
%T Experimentation in Psychology: A Guided Tour
%G ISBN
%A W. Newton Suter
%A Henry Clay Lindgren
%A Sarah J. Hiebert
%D 1989
%C Boston
%P 507
%G ISBN 0-20511691-4
%I Allyn & Bacon

%M B.Symmonds.02
%0 BOOK
%T Internationalization and Localization Using Microsoft .Net
%A Nick Symmonds
%P 376
%D 2002
%I APress
%G ISBN 1-59059002-3
%Y 1. Localization concepts
	Multilanguage support
	What the user expects
	Resource files
2. Localization aspects
	GUI design
	Unicode
	Time & date
	Numbers
	Calendars
	Sort orders
	Help files
3. Resource files in VB6
4. System.Globalization namespace
5. System.Resources namespace
6. Resource file tools
7. Creating a resource editor in C# and VB .NET
8. Localizing your new resource editor
9. An ASP.NET example designed with localization from the start
10. Resource file versioning in .NET
11. The software development plan

%M B.Taylor.92 98-05-18 gp
%0 BOOK
%T Global Software: Developing Applications for the International Market
%A Dave Taylor
%D 1992
%C New York
%I Springer-Verlag
%G ISBN 0-38797706-6
%P 319
%K internationalization

%M B.Thatcher.02
%0 BOOK
%T Constructing accessible web sites
%A Jim Thatcher
%A Cynthia Waddell
%A Shawn Henry
%A Sarah Swierenga
%A Mark Urban
%A Michael Burks
%A Bob Regan
%A Paul Bohman
%D 2002
%P 415
%I glasshaus
%G ISBN: 1-90415100-0
%W http://www.glasshaus.com/bookInfo.asp?bookId=44
%Y 1  Understanding Web Accessibility
2  Overview of Law and Guidelines
3  Assistive Technology, Browsers and Accessibility
4  Creating Accessible Content
5  Accessible Navigation
6  Accessible Data Input
7  Testing for Section 508 Compliance
8  Web Development Tools and Accessibility
9  Separating Content from Presentation
10  Accessibility and Macromedia Flash
11  Implementing Accessibility in Enterprise
12  Emerging Technologies
13  US Web Accessibility Law in Depth
A  Quick Reference Guide
B  Glossary of Terms
C  Section 508 Guidelines

%M B.Thimbleby.90 1/1/93 lo
%0 BOOK
%T User Interface Design
%A Harold Thimbleby
%D 1990
%P 470
%C Reading, MA
%I Addison-Wesley Publishing
%I ACM Press
%G ISBN 0-201-41618-2; ACM Order number 704907; QA76.9.U83T48 1990
%Y 1	Introduction (1-16)
2	Interaction (17-30)
3	From the User (31-52)
4	Through the Interface (53-82)
5	To the Computer (83-110)
6	Easy to Use? (110-132)
7	Basic Design Problems (133-148)
8	Attitudes to Design (149-168)
9	Science (169-196)
10	Principles for Principles (197-226)
11	Modes and WYSIWYG (227-260)
12	Undo (261-286)
13	A Formal Model for Interactive Systems (287-314)
14	Mathematics (315-344)
15	Equal Opportunity (344-364)
16	An Example Design (365-390)
17	Good by Design (391-412)
18	Epilogue: What of the Future? (413-428)
19	Carrying on (429-441)
References (443-447)

%M B.Thomas.98
%0 BOOK
%A Richard C. Thomas
%T Long Term Human-Computer Interaction: An Exploratory Perspective
%I Springer-Verlag
%C London
%G ISBN 3-540-76209-4
%P 216
%P 1998
%Y Preface
Foreword by Alan Dix
1 Setting The Scene
1.1 Evidence for Continuous Change
1.2 A Changing Focus in HCI
1.3 Framework for Long Term Interaction
1.4 The Costs of Longitudinal Studies
1.5 The Sydney Study
1.6 Outline of the Book
2 The Long Haul From Novice to Expert
2.1 Skill Acquisition
2.2 The Problems of Novices
2.3 Experienced Performance
2.4 Longitudinal Studies
2.5 Conclusion
3 Data Collection
3.1 Approaches to Longitudinal Data Collection in HCI
3.2 The White Rat of HCI
3.3 Monitoring at Sydney
3.4 Cohorts
3.5 Drop Out Rates
3.6 Summary
4 Learning and Transfer
4.1 The First Lab
4.2 Task Descriptions
4.3 Initial Learning in 1991
4.4 Initial Learning in 1992 and 1993
4.5 Typing Speeds
4.6 Performance Improvements in Editing
4.7 Conclusions
5 A Fresh Look at Vocabulary
5.1 Previous Work
5.2 Frequencies in the Sydney Study
5.3 The Type Token Ratio
5.4 Trends in TTR
5.5 Transitions in the TTR
5.6 Other Behaviours
5.7 Discussion
5.8 Conclusions
6 Exploration
6.1 Previous Field Studies of Exploration
6.2 Operational Definition of Exploration
6.3 Early Exploration
6.4 Continuous Exploration
6.5 Serendipity
6.6 The Importance of Chance
6.7 Conclusions
7 Crossovers
7.1 A Classification of Temporal Effects
7.3 File Write Methods
7.4 Visualisation Technique
7.5 File Write Crossover Results
7.6 Discussion
7.7 The Zone of Exploration Model
7.8 Conclusion
8 Conclusions
8.1 Methodologies
8.2 Process Dynamics
8.3 Implications for Design
8.4 Training, Education and Job Design
References
A. Command Codes and Ranks
B. A Model of the Command Distribution

%M B.Thorell.90
%0 BOOK
%T Using Computer Color Effectively: An Illustrated Reference
%A Lisa G. Thorell
%A Wanda J. Smith
%I Prentice Hall
%D 1990
%G ISBN 0-13-939878-3, OCLC 18321247
%P 258
%Y I. COMPUTER COLOR
1. The Benefits of Computer Color
2. Displaying Computer Color
3. Transferring Color to Hard Copy
4. Color Coding
5. Computer Color Applications
II. Technical Aspects of Vision and Computer Color
6. Color Vision
7. Color Image Quality
8. Color, Visual Comfort, and Performance
9. Specification of Color
10. Manipulating Color on Displays
III. Color Application Guidelines
11. Computer Color Guidelines
Glossary

%M B.Tichauer.78 11/4/90 gp/bs
%0 BOOK
%T The Biomechanical Basis of Ergonomics
%G ISBN 0-471-03644-7
%P 99
%A E. R. Tichauer
%D 1978
%C New York, NY
%I John Wiley & Sons

%M B.Tilley.93 11/4/90 gp/bs
%0 BOOK
%T The Measure of Man: Human Factors in Design
%P 96
%A Alvin R. Tilley
%A Henry Dreyfus
%O Revised Edition
%D 1967
%C New York, NY
%I Whitney Library of Design
%G ISBN 0-82303031-8

%M B.Tognazzini.92 4/26/92 gp
%0 BOOK
%T Tog on Interface
%A Bruce Tognazzini
%D 1992
%P 352
%C Reading, MA
%I Addison-Wesley Publishing
%G ISBN 0-201-60842-1, OCLC 26158736
%Y PART I: THE EARLY YEARS (1)
1	Closing the Window of Vulnerability
2	The Creeping Learning Curve
3	Making Your First Macintosh Application a Success
4	The Lowdown on Layers and the Finder
5	Make the Most of Modes
6	Command Keys vs. the Mouse
7	Hiding the Menu Bar
8	HyperCard and the Apple Human Interface
9	Short Subjects
10	Take Out the Papers and the Trash
PART II: THE PROCESS OF DESIGN (57)
11	Three Key Players
12	Field Analysis
13	Brainstorming and Scenarios
14	User Testing on the Cheap
PART III: THE GOLDILOCKS THEORIES (91)
15	Carl Jung and the Macintosh
16	Information Theory
17	Conceptual Models
PART IV: THE NATURAL INTERFACE: PRINCIPLES TO DESIGN BY (143)
18	Natural Law
19	The Evolving, Adaptive, Consistent Environment
20	The Advent of Agents
21	Designing "Natural" Multimedia
PART V: MORE MAIL! (177)
22	The Holy Interface, or Command Keys Revisited
23	How to Make an Extra Couple Million in the 1990s
24	The Troof about Moof
25	The "3-D" Look in the Interface
26	The Cure for Trash Can Madness
27	Fitts' Law: Why Pull-Down Menus Work Best
28	More Short Subjects
29	OOP is All Greek to Me
30	Freedom, Rules, and the Illusion of Control
31	Three Corners for Reform
32	Watch Out for Those Loose Floorboards
33	Making an Interface Articulate
PART VI: OVERCOMING BARRIERS TO SUCCESS (253)
34	Rationalization, Assumption, and Denial
35	Second Release Software
36	Case Study: One-Or-More Buttons
37	A Glimpse of the Future
38	A Final Word
Appendix A: References (295)
Appendix B: Index of Principles and Guidelines (301)
Appendix C: Index of Letter Writers (317)
Index (319)

%M B.Tognazzini.95
%0 BOOK
%T Tog on Software Design
%A Bruce Tognazzini
%I Addison-Wesley Publishing
%G ISBN 0-201-48917-1, OCLC
%D 1995
%P 407
%Y Introduction
1. Trends
2. Future Computing
3. Managing the Future
4. From Quality to Kansei
5. Starfire Applied
6. Understanding Users
7. A Garden of Design
8. Beyond the Horizon
Appendix A: Behind the Scenarios
Appendix B: Designing With Video Prototypes

%M B.Rorres.02
%0 BOOK
%T Practitioners handbook for user interface design and development
%A R. J. Torres
%D 2002
%P 375
%I Prentice Hall
%G ISBN: 0-13-091296-4
%Y
Part 1 Preliminaries
	1 Introduction
	2 User-Centered Design Through Delivery
	3 Understanding People
	4 A User-Centered Product Team
	5 Popular UI Styles
	6 Participatory Methods
	7 A Word About Tools
Part 2 Getting Started
	8 Planning a UI Design and Development Effort
	9 Requirements
	10 Users, Their Work Environment, and Tasks
	11 Conceptual Design and Architecture
	12 Principles, Guidelines, and Style Guides
	13 Mockups, Simulations, and Prototypes
	14 Usability Evaluation
	15 Iteration
Part 3 Getting Serious
	16 High Level Design
	17 Specification Techniques
	18 Low-Level Design
	19 Product Construction, Test, and Deployment
Part 4 Wrapping Up
	20 Looking Back and Beyond

%M B.Tufte.83 11/4/90 gp
%0 BOOK
%T The Visual Display of Quantitative Information
%A Edward R. Tufte
%D 1983
%P 197
%C Cheshire, CT
%I Graphics Press
%G ISBN 0-9613921-0-X
%K EVALUATION Empirical
%Y I	GRAPHICAL PRACTICE
1	Graphical Excellence
2	Graphical Integrity
3	Source of Graphical Integrity and Sophistication
II	THEORY OF DATA GRAPHICS
4	Data-Ink and Graphical Redesign
5	Chartjunk: Vibrations, Grids, and Ducks
6	Data-Ink Maximization and Graphical Design
7	Multifunctioning Graphical Elements
8	Data Density and Small Multiples
9	Aesthetics and Technique in Data Graphical Design
Epilogue: Designs for the Display of Information

%M B.Tufte.90 4/26/92 gp
%0 BOOK
%T Envisioning Information
%A Edward R. Tufte
%D 1990
%P 126
%C Cheshire, Connecticut
%I Graphics Press
%G ISBN 0-9613921-1-8
%Y Escaping Flatland
Micro/Macro Readings
Layering and Separation
Small Multiples
Color and Imagination
Narratives of Space and Time
Epilogue

%M B.Tufte.97
%0 BOOK
%T Visual Explanations: Images and Quantities, Evidence
and Narrative
%A Edward R. Tufte
%D 1997
%P 156
%C Cheshire, Connecticut
%I Graphics Press
%G ISBN 0-9613921-2-6
%Y Images and Quantities
Visual and Statistical Thinking: Displays of
Evidence for Making Decisions
Explaining Magic: Pictorial Instructions and
Disinformation Design
The Smallest Effective Difference
Parallelism: Repetition and Change, Comparison and Surprise
Multiples in Space and Time
Visual Confections: Juxtapositions from the Ocean of the Streams of Story

%M B.Turkle.84 11/4/90 gp/bs
%0 BOOK
%T The Second Self: Computers and the Human Spirit
%A Sherry Turkle
%G ISBN 0-67146848-0; 0-67160602-6
%P 362
%D 1984
%C New York, NY
%I Simon and Schuster

%M B.Tuthill.97
%0 BOOK
%T Creating Worldwide Software: Solaris International Developer's Guide
%O 2nd Edition
%A Bill Tuthill
%A David Smallberg
%K Sun Solaris, Unix
%P 416
%D 1997
%I Prentice Hall
%G ISBN 0-13-494493-3
%Y
1. Winning in Global Markets
2. Understanding Linguistic and Cultural
3. Encoding Character Sets
4. Establishing Your Locale Environment
5. Messaging for Program Translation
6. Displaying Localized Text
7. Handling Language Input
8. Working with CDE
9. Motif Programming
10. X11 Programming
11. Communicating Network Data
12. Writing International Documentation
13. Product Localization
14. Standards Organizations
15. Internationalization Checklist
A. Languages, Territories, and Locale Names
B. Locale Summaries and Keyboard Layouts


%M B.Uren.93
%0 BOOK
%T Software Internationalization and Localization: An Introduction
%A Emmanuel Uren
%A Robert Howard
%A Tiziana Perinotti
%D 1993
%P 300
%C New York
%I Van Nostrand-Reinhold
%G ISBN 0-44-201498-8
%K software localization; internationalization; globalization
%Y Preface
1. Introduction
1. ISSUES
2. Issues in Software Internationalization and Localization
2. INTERNATIONALIZATION AND LOCALIZATION FOR WESTERN EUROPEAN LANGUAGES ON THE IBM PC
3. General Topics
4. Specific Topics
3. OTHER COMPUTERS AND OTHER LANGUAGES
5. Other Computers
6. Other Languages
7. Standards and Standards Organizations
4. BUSINESS ASPECTS
8. Logistics, Roles, and Responsibilities
9. Cost Considerations
10. Going the Other Way: Europe to America
Appendix A Paper Sizes
Appendix B UNIX
Appendix C Macintosh
Appendix D The Basic Concepts of Computers: Software
Appendix E The Basic Concepts of Computers: Hardware
Appendix F Alphabetic List of Localizers with Experience in Western European Languages
Appendix G Names and Addresses of Standards Organizations
Appendix H Wordperfect 5.1 Character Sets
Appendix I DOS Code Pages
Appendix J ISO Character Sets
Appendix K Macintosh Character Sets
Appendix L HP-UX Character Sets
Appendix M DOS National Language Support System Functions
Glossary

%M B.VanSomeren
%0 BOOK
%T The Think Aloud Method: A Practical Guide to Modelling Cognitive
Processes (Knowledge-Based Systems)
%A Maarten W. Van Someren
%A Yvonne F. Barnard
%A Jacobijn Sandberg
%D 1994
%I Academic Press
%G ISBN 0-12714270-3
%Y 1. Thinking aloud
2. Studying the content of cognitive processes
3. The think aloud method
4. Practical procedures in obtaining think aloud protocols
5. Building models of problem-solving
6. Languages for task analysis and psychological modelling
7. Analysing the protocols
8. Examples
A: Exercises
B: Instructions for two problem-solving tasks
C: Protocols of 'learning word meanings'
D: Analysing expert problem-solving
E: Coding scheme architectural design
F: Protocol of novice problem-solving in physics

%M B.Varhol.95
%0 BOOK
%T User-centered application design with Visual Basic
%A Peter Varhol
%D 1995
%P 325
%I John Wiley & Sons
%G ISBN: 0-471-11522-3

%M B.Vaske.90 11/4/90 gp/bs
%0 BOOK
%T Socializing the Human-Computer Environment
%S Human/Computer Interaction Series
%A Jerry Vaske
%A Charles Grantham
%D 1990
%P 312
%C Norwood, NJ
%I Ablex Publishing
%I Intellect
%G ISBN 0-89391-471-1
%W http://www.intellectbooks.com/authors/vaske/social.htm

%M B.Vincente.99
%0 BOOK
%T Cognitive Work Analysis: Toward Safe,
Productive, and Healthy Computer-Based Work
%A Kim J. Vicente
%I Lawrence Erlbaum Associates
%D 1999
%G ISBN 0-8058-2397-2 paper 0-8058-2396-4 cloth
%P 408
%Y I: Introduction
	What's in a Word? (Glossary)
	What's the Problem? Scope and Criteria for Success
	Why Work Analysis? An Ecological Perspective
II: Three Approaches to Work Analysis
	Normative Approaches to Work Analysis: ``The One Best Way?''
	Descriptive Approaches to Work Analysis:
	"What Workers Really Do"
	Toward a Formative Approach to Work Analysis:
	"Workers Finish the Design"
III: Cognitive Work Analysis in Action
	Case Study: Process Control
	Phase 1: Work Domain Analysis
	Phase 2: Control Task Analysis
	Phase 3: Strategies Analysis
	Phase 4: Social Organization and Cooperation Analysis
	Phase 5: Worker Competencies Analysis
	Implications for Design and Research
IV: Final Words
	Designing for Adaptation: Safety, Productivity, and Health and the Global
	Knowledge-Based Economy
	Appendix: Historical Addendum

%M B.Vredenburg.02
%0 BOOK
%T User-centered design :
an integrated approach
%A Karel Vredenburg
%A Scott Isensee
%I Carol Righi
%D 2002
%P 246
%I Prentice Hall
%G ISBN: 0-13-091295-6

%M B.Waern.90 1/1/93 lo
%0 BOOK
%T Cognitive Aspects of Computer Supported Tasks
%A Yvonne Waern
%D 1990
%P 327
%C Chichester, England
%I John Wiley & Sons
%G ISBN 0-471-91141-0
%Y 1.	General Introduction (1-4)
PART I: THE COGNITIVE PERSPECTIVE (5-120)
Introduction (5-9)
2.	Some Basics of Cognition (10-30)
3.	Long-Term and Working Memory (31-43)
4.	Complex Information Processing (44-67)
5.	Learning Computerized Tasks (68-112)
6.	Individual Differences (113-120)
PART II: THE TASK PERSPECTIVE (121-236)
7.	A General Frame of Reference (123-144)
8.	From Ideas to Text (145-167)
9.	From Question to Answer (168-182)
10.	From Problem to Solution (183-202)
11.	From Function to Form on Computer Support in Design Engineering (203-236)
PART III: THE INTERFACE PERSPECTIVE (237-274)
Introduction (237-238)
12.	Communication Styles (241-248)
13.	Lexical and Syntactical Aspects of Communication (249-255)
14.	Physical Aspects of Communication (256-266)
15.	Metacommunication (267-274)
PART IV: THE EFFECTS PERSPECTIVE (275-306)
Introduction (277-278)
16.	Effects on Cognitive Performance (279-293)
17.	Conceptual Effects (294-306)
Refences (307-320)

%M B.Wainer.97
%0 BOOK
%T Visual Revelations: Graphical Tales of Fate and Deception
from Napoleon Bonaparte to Ross Perot
%A Howard Wainer
%D 1997
%P 180
%I Copernicus Books
%G ISBN 0-38794902-X
%Y I. Graphical Failures
1. How to Display Data Badly
2. Graphical Mysteries
II. Graphical Triumphs
3. Graphical Answers to Scientific Questions
4. Three Graphic Memorials
5. A Nobel Graph
6. Todai Moto Kurashi
7. Picturing an L.A. Bus Schedule
III. Graphical Forms
8. Humble Pie
9. Double Y-Axis Graphs
10. Tabular Presentation
11. A Rose by Another Name
12. Trilinear Plots
13. Implicit Graphs
IV. Using Graphical Methods
14. Measuring Graphicacy
15. Graphs in the Presidential Campaign: Why Weren't They Used More Broadly?
16. Visual Aids When Comparing an Apple to the Stars
V. Improving Graphical Presentations
17. Integrating Figures and Text
18. Elegance, Grace, Impact, and Graphical Displays
19. Sense-Lining
20. Making Readable Overhead Displays
Finally

%M B.Wall.96
%0 BOOK
%T Programming Perl
%S Nutshell Handbook
%A Larry Wall
%A Randal L. Schwartz
%A Tom Christiansen
%A Stephen Potter
%D 1996
%P 670
%O 2nd Edition
%I O'Reilly & Associates
%G ISBN 1-56592-149-6
%Y Preface
1. An Overview of Perl
2. The Gory Details
3. Functions
4. References and Nested Data Structures
5. Packages, Modules, and Object Classes
6. Social Engineering
7. The Standard Perl Library
8. Other Oddments
9. Diagnostic Messages
Glossary

%M B.Ware.2000
%T Information Visualization: Perception for Design
%A Colin Ware
%D 2000
%I Morgan Kaufmann Publishers
%P 384
%G ISBN 1-55860-511-8
%Y 1: Foundation for a Science of Data Visualization
2: The Environment, Optics, Resolution and the Display
3: Lightness, Brightness, Contrast and Constancy
4: Color
5: Visual Attention and Information that Pops Out
6: Static and Moving Patterns
7: Visual Objects and Data Objects
8: Space Perception and 3D Data Display
9: Images and Words
10: Visually Mediated Interaction with Data

%M B.Waters.97 1998-10-28
%0 BOOK
%T Universal Web Design
%A Crystal Waters
%O Includes CD-ROM
%P 450
%D 1997
%I New Riders Publishing
%G ISBN: 1-56205-738-3
%Y Introduction
1 elements of the web experience
2 navigational rules & options
3 graphic enhancements
4 page sizes
5 text transformations
6 forms & functionality
7 putting it on the table
8 frames
9 sound bytes
10 movin' & shakin'
11 color & contrast
12 the importance of HTML
13 the text-only option
14 downloadables
15 accessibility review & resources
16 WebTV
17 assistive technology & legislation
i connections

%M B.Webster.89 2/2/91 gp
%0 BOOK
%T The NeXT Book
%G ISBN 0-201-15851-5, OCLC 19630859
%A Bruce F. Webster
%D 1989
%P 387
%C Reading, MA
%I Addison-Wesley Publishing
%K IMPLEMENTATION TOOL Windows Prototype

%M B.Weinberg.71 11/4/90 gp/bs
%0 BOOK
%T The Psychology of Computer Programming
%A Gerald M. Weinberg
%D 1971
%P 288
%C New York, NY
%I Van Nostrand-Reinhold
%G ISBN 0-442-29264-3; ISBN 0-442-20764-6 (PPBK)
%Y I	PROGRAMMING AS HUMAN PERFORMANCE
1	Reading Programs
2	What Makes a Good Program?
3	How Can We Study Programming?
II	PROGRAMMING AS A SOCIAL ACTIVITY
4	The Programming Group
5	The Programming Team
6	The Programming Project
III	PROGRAMMING AS AN INDIVIDUAL ACTIVITY
7	Variations in the Programming Task
8	Personality Factors
9	Intelligence, or Problem-Solving Ability
10	Motivation, Training, and Experience
IV	PROGRAMMING TOOLS
11	Programming Languages
12	Some Principles for Programming Language Design
13	Other Programming Tools
V	EPILOGUE
Index

%M B.Weinschenk.95
%T Guidelines for Enterprise-Wide GUI Design
%A Susan Weinschenk
%A Sarah C. Yeo
%I John Wiley & Sons
%G ISBN 0-471-11845-1 (book) 0-471-12633-0 (CD-ROM)
%P 222
%D 1995
%Y
Controls
Data Fields
Dialog Boxes and Windows
Menus
Messages
Color
Icons and Toolbars
Metaphors
Fonts
Visual Coding
Graphing
Navigation and Interaction
Online Help
Customization Guide
Appendices

%M B.Weinschenk.97
%0 BOOK
%T GUI Design Essentials
%A Susan Weinschenk
%A Pamela Jamar
%A Sarah C. Yeo
%D 1997
%I John Wiley & Sons
%P 344
%O Includes CD-Rom
%G ISBN 0-471-17549-8
%Y Preface
PART I THE PROCESS OF INTELLIGENT INTERFACE DESIGN
1 An Overview of Intelligent Interface Design
	A Tale of Two Software Projects
	What Is an Interface?
	Why Intelligent Interface Design?
	Why an Interface Design Process?
	The Three Phases of Interface Design
	Interface Design Is not a Search for the Holy Grail
2 Analysis
	Purpose
	Deliverables
	Preparation
	Process
3 Design
	Purpose
	Deliverables
	Preparation
	Process
4 Construction
	Purpose
	Deliverables
	Preparation
	Process
5 Usability Testing
	Identify the Scope of the Test
	Plan and Prepare for the Test
	Conduct the Test
	Analyze and Report Test Results
6 Designing for the Web
	Analysis for Web Sites
	Design for Web Sites
	Construction of Web Sites
	Testing of Web Sites
PART II DESIGN GUIDELINES
7 Designing for People
	Cognitive Considerations
	Visual Considerations
	Physical Considerations
	Environmental and Social Issues
	The Purpose of the Interface
	About Guidelines
8 Structure
	Primary and Secondary Windows
	Dialog Boxes
	Tabs
	Menus
	Menu Bars
	Drop-Down Menus
	Pop-Up Menus
	Roll-Up Menus
	Toolbars
	Relationship between Toolbars, Command Buttons, and Menus
9 Interaction
	Command Buttons
	Option Buttons
	Check Boxes
	Text Boxes
	List Boxes
	Multiple Selection List Boxes
	Tables and Grids
	Spin Boxes
	Sliders
	Tree Views
10 Presentation
	Screen Layout
	Fonts
	Color Choices and Combinations
	Designing or Choosing Graphics
	Charts and Graphs
11 Internet and Intranet
	Site Design
	Navigation
	Page Layout
	Page Titles and Headings
	Frames and Windows
	Graphics
	Backgrounds
	Color
	Fonts
	Readability
	Netiquette
	Multimedia
	International Issues
12 Online Support
	Online Help
	Wizards
13 Best Practices for Customizing, Implementing, and Maintaining Guidelines
	Whom to Involve
	What to Customize
	Project Planning for Customizing Guidelines
	Implementing and Maintaining Guidelines
Appendix A List of Guidelines
	Structure
	Interaction
	Presentation
	Internet and Intranet
	Online Support
	Appendix B For More Information
	Interface Design
	Guidelines
	Online Help and Documentation
	Web Design
Appendix C Forms, Tables, and Checklists
Appendix D How to Use the Files on CD-ROM

%M B.Weinschenk.2000
%0 BOOK
%T Designing Effective Speech Interfaces
%A Susan Weinschenk
%A Dean T. Barker
%I John Wiley & Sons
%D 2000
%P 406
%G ISBN 0-471-37545-4
%Y
INTRODUCTION TO SPEECH INTERFACES
	Basic Concepts
	Human Factors in Speech Technology
	The Nature of Sound
	The Nature of Language
SPEECH TECHNOLOGY
	Speech Technologies
	Computer Software
	Hardware
	Application of Speech Technology
LAWS AND GUIDELINES FOR SPEECH INTERFACE DESIGN
	Laws of Interface Design
	Speech Guidelines
BEST PRACTICES
	Usability Processes and Techniques
	Universal Design
Appendices

%M B.Weiss.85 11/4/90 gp/bs
%0 BOOK
%T How to Write a Usable User Manual
%G ISBN 0-89495052-5 (paper) 0-89495051-7 (hard)
%A Edmond H. Weiss
%D 1985
%P 197
%C Philadelphia, PA
%I ISI Press

%M B.Weiss.94
%0 BOOK
%T Making Computers People-Literate
%S The Jossey-Bass Management
%A Elaine Weiss
%I Jossey-Bass Publishers
%G ISBN 1-55542622-0
%D 1994
%P 281
%Y 1. How the Interface Between User and Computer Affects Performance
1. What Makes Systems Easy to Learn and Easy to Use
2. Techniques for Improving Interactions Between People and Computers
2. Finding the Source of Performance Problems
3. The Presentation Interface: Improving the Visual Display of Information
4. The Conversation Interface: Improving the Visual of Information
5. The Navigation Interface: Making It Easy for Users to Get Around in the System
6. The Explanation Interface: Incorporating Features That Help Users Learn About the System
7. Ensuring Successful Implementation of Solutions
3. Techniques in Action
8. When Training Stops Working: Case Study of First Atlantic Bank
4. Resources
A. User Satisfaction Survey
B. Evaluation Task Selection Worksheet
C. Presentation Interface Checklists
D. Conversation Interface Checklists
E. Navigation Interface Checklists
F. Explanation Interface Checklists
G. Glossary

%M B.Weiss.02
%0 BOOK
%T Handheld Usability
%A Scott Weiss
%D 2002
%P 271
%I John Wiley & Sons
%G ISBN: 0-470-84446-9
%W http://handheldusability.info/
%Y
1: Handheld vs. Desktop
2: Handheld Devices
3: Information Architecture: Process
4: Information Architecture: Practice
5: Prototyping
6: Usability Testing
A: Paper Prototyping the Palm OS
B: Sample Respondent Screener
C: Sample Discussion Guide
D: Usability Testing Case Study
E: Handheld History

%M B.Weizenbaum.76 11/4/90 gp/bs
%0 BOOK
%T Computer Power and Human Reason
%A Joseph Weizenbaum
%D 1976
%P 300
%C San Francisco, CA
%I Freeman
%G ISBN 0-71670463-3

%M B.Wickens.84 11/4/90 gp/bs
%0 BOOK
%T Engineering Psychology and Human Performance
%A Christopher D. Wickens
%G ISBN 0-67520156-X; 0-67318663-6
%D 1984
%P 513
%C Columbus, OH
%I Charles E. Merrill Publishing Co.
%K DESIGN Psych
%Y 1	Introduction to Engineering Psychology and Human Performance
2	Signal Detection and Absolute Judgment
3	Decision Making
4	Perception of Verbal Material
5	Nonverbal Perception
6	Memory
7	Attention and Perception
8	Attention, Time-Sharing, and Workload
9	Selection of Action
10	Serial Reaction Time, Transcriptions, and Errors
11	Continuous Manual Control
12	Process Control and Automation

%M B.Wickens.92
%0 BOOK
%T Engineering Psychology and Human Performance
%A Christopher D. Wickens
%O Second Edition
%G ISBN 0-67346161-0
%D 1992
%P 560
%I HarperCollins

%M B.Wickens.2000
%0 BOOK
%T Engineering Psychology and Human Performance
%A Christopher D. Wickens
%A Justin G. Hollands
%O third Edition
%G ISBN 0-32104711-7 0-32101343-3
%D 2000
%P 573
%I Prentice Hall

%M B.Wickens.97
%0 BOOK
%T An Introduction to Human Factors Engineering
%A Christopher D. Wickens
%A Sallie E. Gordon
%A Yili Liu
%D 1997
%P 750
%G ISBN 0-32-101229-1
%I Addison-Wesley Publishing
%Y 1 Introduction to Human Factors
2 Research Methods
3 Design and Evaluation Methods
4 Visual Sensory Systems
5 Auditory, Tactile, and Vestibular System
6 Cognition
7 Decision Making
8 Displays
9 Control
10 Engineering Anthropometry and Work-Space Design
11 Biomechanics of Work
12 Work Physiology
13 Stress and Workload
14 Safety, Accidents, and Human Error
15 Human-Computer Interaction
16 Automation
17 Transportation Human Factors
18 Selection and Training
19 Social Factors

%M B.Wilton.02
%0 BOOK
%T Practical JavaScript for the Usable Web
%A Paul Wilton
%A Stephen Williams
%A Sing Li
%D 2002
%P 400
%I glasshaus
%G ISBN 1-90415105-1
%Y
Chapter 1: Getting Started with JavaScript
Chapter 2: Data and Decisions
Chapter 3: Functions and Code Design
Chapter 4: Interacting with the Web Browser
Chapter 5: Windows and Frames
Chapter 6: DHTML for IE4 and NN4
Chapter 7: The DOM: DHTML for the Latest Browsers
Chapter 8: Advanced Form Techniques
Chapter 9: Passing Information Between Web Pages and Data Storage
Chapter 10: Data Validation Techniques

%M B.Winograd.86 11/4/90 gp/bs
%0 BOOK
%T Understanding Computers and Cognition
%A Terry Winograd
%A Fernando Flores
%D 1986
%P 207
%C Norwood, NJ
%I Ablex Publishing
%W http://www.intellectbooks.com/authors/winograd/design2.htm
%I Intellect
%G ISBN 0-89391-050-3, OCLC 11727403

%M B.Winograd.95
%0 BOOK
%T Understanding Computers and Cognition: A New Foundation for Design
%A Terry Winograd
%A Fernando Flores
%D 1995
%O Reissue Edition
%P 207
%I Addison-Wesley Publishing
%G ISBN 0-201-11297-3

%M B.Wood.98
%0 BOOK
%T User interface design :
bridging the gap from user requirements to design
%A Larry E. Wood
%D 1998
%P 312
%I CRC Press
%G ISBN: 0-84933125-0

%M B.Woodson.87 11/4/90 gp
%0 BOOK
%T Human Factors Reference Guide for Electronics and Computer Professionals
%A W. E. Woodson
%G ISBN 0-07071766-4
%P 204
%D 1987
%C New York
%I McGraw-Hill
%K DESIGN Psych

%M B.Wurman.97
%0 BOOK
%T Information Architects
%A Richard Saul Wurman
%P 240
%I Watson-Guptill
%G ISBN 1-88800138-0
%D 1997

%M B.Yang.01
%0 BOOK
%T Face Detection and Gesture Recognition for Human-Computer Interaction
%A Ming-Hsuan Yang
%A Narendra Ahuja
%D 2001
%P 200
%G ISBN 0-7923-7409-6
%I Kluwer Academic Publishers
%W http://www.wkap.nl/prod/b/0-7923-7409-6
%S Kluwer International Series in Video Computing : Volume 1
%Y 1. Introduction
2. Detecting Faces in Still Images
3. Recognizing Hand Gestures Using Motion Trajectories
4. Skin Color Model
5. Face Detection Using Multimodal Density Models
6. Learning to Detect Faces with SNoW
7. Conclusion and Future Work
Appendices

%M B.Yunker.02
%0 BOOK
%T Beyond Borders: Web Globalization Strategies
%A John Yunker
%D 2002
%I New Riders Publishing
%W http://www.bytelevel.com/beyondborders/
%P 576
%G ISBN 0-7357-1208-5
%Y PART I THINKING GLOBALLY
	1 One Internet; Many Voices
	2 Navigating the Multilingual Internet
PART II PREPARATION
	3 First Steps -- and Missteps
	4 Are You Ready to Go Global?
PART III IMPLEMENTATION
	5 Web Globalization Workflow
	6 Let's Talk Budget
	7 Internationalization and Localization
PART IV TEXT AND TRANSLATION
	8 Translation Management
	9 Computer-Aided Translation (CAT)
	10 Writing for a Global Audience
PART V DESIGN, DEVELOPMENT, AND MANAGEMENT
	11 World Wide Design
	12 Creating Multilingual Content
	13 Global Content Management
PART VI BEYOND THE WEB
	14 Mastering Your (Country) Domain
	15 Supporting International Customers
	16 Promoting Your Site Globally
	17 The Future of Web Globalization
PART VII APPENDIXES
	A Glossary
	B Global Color Chart
	C Character Entities
	D Language and Country Codes
	E Encodings
	F International Notation Standards



%M B.Zelanski.96
%0 BOOK
%T Design Principles and Problems
%A Paul Zelanski
%D 1996
%O 2nd Edition
%I Holt Rinehart & Winston
%G ISBN 0-15501615-6

%M B.Zetie.95
%0 BOOK
%T Practical User Interface Design: Making GUIs Work
%A Carl Zetie
%I McGraw-Hill
%G ISBN 0-07709167-1
%O Includes Disk
%D 1995
%Y Introduction
1. Fundamental principles
2. Conceptual models
3. Taskflow
4. Dialog design
5. Detailed design
6. Errors and help
A. Choosing a design tool
B. The demonstration disk
References and further reading

%M B.Zuboff.88 11/4/90 gp/bs
%0 BOOK
%T In the Age of the Smart Machine: The Future of Work and Power
%A Shoshana Zuboff
%D 1988
%G ISBN 0-46503211-7
%P 468
%C New York, NY
%I Basic Books

fpack:!@#$%^&*(): IUI99.BA
%S Tutorials
%M C.IUI.99.3
%T Intelligent User Interfaces: An Introduction
%A Mark Maybury
%B IUI99
%D 1999
%P 3-4
%K Intelligent user interfaces, Intelligent multimedia interpretation
and generation, User and discourse modelling, Agent-based
interfaces, Model-based interfaces
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p3-maybury/p3-maybury.pdf
%X Intelligent user interfaces promise to improve the interaction
for all.  Drawing upon material from the recently completed
Readings in Intelligent User Interfaces (IUI) (Maybury
and Wahlster, 1998), this tutorial will define terms,
outline the history, describe key subfields, and exemplify
and demonstrate intelligent user interfaces in action.

%S Tutorials
%M C.IUI.99.5
%T Designing and Evaluating Intelligent User Interfaces
%A Kristina Hook
%B IUI99
%D 1999
%P 5-6
%K Intelligent user interfaces, Usability, Design methods,
Evaluation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p5-hook/p5-hook.pdf
%X Intelligent user interfaces have been proposed as a means to
overcome some of the problems that direct-manipulation
interfaces cannot handle, such as: information overflow
problems; providing help on how to use complex systems;
or real-time cognitive overload problems.  Intelligent user
interfaces are also being proposed as a means to make systems
individualised or personalised, thereby increasing the
systems flexibility and appeal.
   But in order for intelligent user interface to gain ground and
be of real use to their users, more attention has to be given
to usability issues.  In this tutorial we shall discuss methods
for design and evaluation of intelligent user interfaces from
a usability perspective.

%M C.IUI.99.7
%T Intelligent Interface Agents
%S Tutorials
%A Henry Lieberman
%B IUI99
%D 1999
%P 7
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p7-lieberman/p7-lieberman.pdf
%X N/A

%S Plenary Address
%M C.IUI.99.11
%T Agent-Based Multimedia Interaction for Virtual Web Pages
%A Wolfgang Wahlster
%B IUI99
%D 1999
%P 11
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p11-wahlster/p11-wahlster.pdf
%X N/A

%S Information Retrieval Agents
%M C.IUI.99.15
%T Collapsible User Interfaces for Information Retrieval Agents
%A Martin Frank
%A Pedro Szekely
%B IUI99
%D 1999
%P 15-22
%K Software agents, Information retrieval, Model-based user
interfaces, Graphical user interfaces, Human-computer
interaction
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p15-frank/p15-frank.pdf
%X This paper presents an architecture for information retrieval
agents in which each agent declaratively describes its
domain, input, output, and user interface.  A mediating piece
of software can then assemble software agents for a given
information retrieval task, and produce a single, unified user
interface for that task from the individual agents'
descriptions.

%S Information Retrieval Agents
%M C.IUI.99.23
%T Multi-Agent Learning Approach to WWW Information Retrieval using Neural Network
%A Yong S. Choi
%A Suk I. Yoo
%B IUI99
%D 1999
%P 23-30
%K Agent, Learning, Information retrieval, World Wide Web,
Relevance feedback, Neural network, Search service
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p23-choi/p23-choi.pdf
%X In this paper, we propose a multi-agent learning approach
to information retrieval on the World Wide Web where
each agent collaboratively learns its environment from
user's relevance feedback using a neural network
mechanism.  Our approach makes it possible to discover
information sources that will give the desired information,
and retrieve that information efficiently and effectively.
First, we present a framework for our multi-agent learning
approach and introduce a training procedure for capturing
knowledge about user's interests and preferences in the
information retrieval domain.  Secondly, we mathematically
analyze the performance of our approach.  Finally, to show
the utility of our approach, we present the experimental
results of our approach and compare them to those obtained.

%S Information Retrieval Agents
%M C.IUI.99.31
%T IBOTS: Agent Control Through the User Interface
%A Luke S. Zettlemoyer
%A Robert St. Amant
%A Martin S. Dulberg
%B IUI99
%D 1999
%P 31-37
%K Agents, Intelligent assistants, User interface
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p31-zettlemoyer/p31-zettlemoyer.pdf
%X This paper describes an ibot, a specialized software agent
that exists in the environment of the user interface.  Such an
agent interacts with applications through the same medium
as a human user.  Its sensors process screen contents and
mouse/keyboard events to monitor the user's actions and
the responses of the environment, while its effecters can
generate such events for its own contributions to the
interaction.  We describe the architecture of our agent and
* its algorithms for image processing, event management, and
state representation.  We illustrate the use of the agent with
a small feasibility study in the area of software logging;
results are promising for future progress.

%S Information Retrieval Agents
%M C.IUI.99.39
%T Butterfly: A Conversation-Finding Agent for Internet Relay Chat
%A Neil W. Van Dyke
%A Henry Lieberman
%A Pattie Maes
%B IUI99
%D 1999
%P 39-41
%K Agents, Internet, Conversation, Information filtering
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p39-van_dyke/p39-van_dyke.pdf
%X The Internet enables groups of people throughout the
world to interact to discuss issues, get assistance, learn,
and socialize.  However, when there are thousands of
loosely defined groups in which a user could potentially
participate, the problem becomes finding the groups of
most interest.  In this paper we focus on the domain of
Internet Relay Chat real-time text messaging, and describe
a "social butterfly" agent called Butterfly that samples
available conversational groups and recommends ones of
interest.  We discuss Butterfly's motivation, usage, real-world
design constraints, implementation, and results.
Finally, we introduce work in progress on a multi-agent
approach that has grown out of our experience with
Butterfly.

%M C.IUI.99.45
%T Bridging Science and Applications
%A Jude Shavlik
%A Lawrence Birnbaum
%A William Swartout
%A Eric Horvitz
%A Barbara Hayes-Roth
%B IUI99
%D 1999
%S Panels
%P 45-46
%K Technology transfer, Intelligent interfaces, Commercialization
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p45-shavlik/p45-shavlik.pdf
%X The members of this panel will discuss their experiences
and lessons learned transferring research on intelligent user
interfaces to the "marketplace."  They will also discuss the
influence applications-oriented work should have on defining
basic research issues.  Panelists are from leading
industrial and academic institutions.  They will address
questions such as the following:
 1. Which basic research issues in intelligent user interfaces
    are most relevant to their work?
 2. Which intelligent-interfaces technique proved most
    useful in their projects?
 3. Which intelligent-interfaces technique least met what
    was expected of it when their projects began?
 4. What "major breakthrough" in intelligent-interfaces
    research would have the largest impact on their current
    and future projects?
 5. Which basic research topic appears to be most over
    emphasized, in terms of its expected practical impact?
 6. Which basic research topic appears to be most under
    emphasized, in terms of its expected practical impact?
 7. How important is it that users are aware of the "true"
    level of intelligence of their interfaces?  Did users expect
	too much or too little of the intelligent interfaces,
    especially compared to their expectations for traditional
    interfaces?
 8. In hindsight, how should they have restructured their
    initial expectations about the role of automated intelligence
	in the development of advanced user interfaces?

%S Collaborative Filtering and Collaborative Interfaces
%M C.IUI.99.49
%T Documentation Know-How Sharing by Automatic Process Tracking
%A Kenji Satoh
%A Akitoshi Okumura
%B IUI99
%D 1999
%P 49-56
%K Know-how, Documentation support, Document sharing,
Citation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p49-satoh/p49-satoh.pdf
%X Some groupware products support office jobs by providing
cooperative functions such as workflow management.
However, they cannot support documentation jobs because
the jobs need individual creativity which is difficult to
share.  This paper proposes a 'Know-how Sharing Agent'
which allows individual creativity used for documentation
jobs to be shared.  The Know-how Sharing Agent supports
document creation by preparing the most exemplary
document and its documentation operations.  The
documentation operations were also saved by the agent
automatically when the document was created.  This type of
agent thus promotes documentation activities by sharing the
know-how needed for documentation.

%S Collaborative Filtering and Collaborative Interfaces
%M C.IUI.99.57
%T Collecting User Access Patterns for Building User Profiles and Collaborative Filtering
%A Ahmad M. Ahmad Wasfi
%B IUI99
%D 1999
%P 57-64
%K Autonomous agent, Classical information theory, Finite
context-model, Content-based filtering, Collaborative
filtering
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p57-ahmad_wasfi/p57-ahmad_wasfi.pdf
%X The paper proposes a new learning mechanism to extract
user preferences transparently for a World Wide Web
recommender system.  The general idea is that we use the
entropy of the page being accessed to determine its
interestingness based on its occurrence probability
following a sequence of pages accessed by the user.  The
probability distribution of the pages is obtained by
collecting the access patterns of users navigating on the
Web.  A finite context-model is used to represent the usage
information.  Based on our proposed model, we have
developed an autonomous agent, named ProfBuilder, that
works as an online recommender system for a Web site.
ProfBuilder uses the usage information as a base for
content-based and collaborative filtering.

%S Collaborative Filtering and Collaborative Interfaces
%M C.IUI.99.65
%T Let's Browse: A Collaborative Web Browsing Agent
%A Henry Lieberman
%A Neil W. Van Dyke
%A Adriana S. Vivacqua
%B IUI99
%D 1999
%P 65-68
%K Browsing, Collaboration, Agents, User profiles
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p65-lieberman/p65-lieberman.pdf
%X Web browsing, like most of today's desktop applications, is
usually a solitary activity.  Other forms of media, such as
watching television, are often done by groups of people,
such as families or friends.  What would it be like to do
collaborative Web browsing?  Could the computer provide
assistance to group browsing by trying to help find mutual
interests among the participants?  Let's Browse is an
experiment in building an agent to assist a group of people
in browsing, by suggesting new material likely to be of
common interest.  It is built as an extension to the single-user
Web browsing agent Letizia.  Let's Browse features
automatic detection of the presence of users, automated
"channel surfing" browsing, and dynamic display of the
user profiles and explanation of recommendations.

%S Reactive and Adaptive Interfaces
%M C.IUI.99.71
%T Generating Mixed-Initiative Hypertexts: A Reactive Approach
%A Berardina De Carolis
%B IUI99
%D 1999
%P 71-78
%K Dynamic hypertext generation, Mixed-initiative
interaction, Automated presentation of information
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p71-de_carolis/p71-de_carolis.pdf
%X Interaction with an adaptive hypertext can be seen as a
form of "goal-oriented" dialogue, where the user asks for
information through a set of predefined queries and the
system answers ensuring that the global communicative
goal of the information process is achieved through a
sequence of dialogue sections (hypermedia nodes).  The
system establishes what to say to the user at every turn of
the dialogue based on the user model settings and on the
interaction history.  Planning on demand the information
content of a hypertext node that responds to a particular
link selection in a particular context requires a "reactive"
approach; this differs from common hypertext planning in
that it applies local adjustment criteria to an overall plan
and, in mixed-initiative situations, tries to tit together the
system's and the user's points of view.

%S Reactive and Adaptive Interfaces
%M C.IUI.99.79
%T Making Systems Sensitive to the User's Time and Working Memory Constraints
%A Anthony Jameson
%A Ralph Schafer
%A Thomas Weis
%A Andre Berthold
%A Thomas Weyrath
%B IUI99
%D 1999
%P 79-86
%K Adaptive systems, User modeling, Bayesian networks, Time
pressure, Working memory, Natural language
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p79-jameson/p79-jameson.pdf
%X Recent advances in user modeling technology have brought
within reach the goal of having systems adapt to temporary
limitations of the user's available time and working memory
capacity.  We first summarize empirical research by ourselves
and others that sheds light on the causes and consequences of
these (continually changing) resource limitations.  We then
present a decision-theoretic approach that allows a system to
assess a user's resource limitations and to adapt its behavior
accordingly.  This approach is illustrated with reference to
the performance of the prototype assistance system READY.

%S Reactive and Adaptive Interfaces
%M C.IUI.99.87
%T Adapting to User Preferences in Crisis Response
%A Wayne Iba
%A Melinda Gervasio
%B IUI99
%D 1999
%P 87-90
%K Adaptive interfaces, Collaborative scheduling, User modeling
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p87-iba/p87-iba.pdf
%X The domain of crisis planning and scheduling taxes human
response managers due to high levels of urgency and uncertainty.
Such applications require assistant technologies
(in contrast to automation technologies) and provide special
challenges for interface design.  We present INCA, the INteractive
Crisis Assistant, that helps users develop effective
crisis response plans and schedules in a timely manner.  INCA
also adapts to the individual users by anticipating their preferred
responses to a given crisis and their intended repairs to
a candidate response.  We evaluate our system in HAZMAT,
a synthetic domain involving hazardous material incidents.
The results show that INCA provides effective support for
the timely generation of effective responses and tailors itself
to individual users.

%M C.IUI.99.93
%T IUI and Agents for the New Millennium
%A Henry Lieberman
%A Jeffrey M. Bradshaw
%A Yolanda Gil
%A Ted Selker
%B IUI99
%D 1999
%S Panels
%P 93-94
%K Agents, Intelligent interfaces, Personalization
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p93-lieberman/p93-lieberman.pdf
%X Advocates of intelligent user interfaces are used to fighting
an uphill battle against more conventional approaches.
Skeptics have been reluctant to accept intelligent tutoring
systems, adaptive user interfaces, machine learning, predictive
user models, anthropomorphic interaction, etc. as
part of everyday interfaces because they have been suspicious
of the feasibility of such techniques and fearful of the
risk of possible mistakes.
   The good news is that we seem to be making progress in
gaining acceptance.  Past IUI conferences abound with examples
of intelligent interface experiments that clearly
demonstrate their feasibility.  Limited examples of intelligent
interfaces are actually starting to make their ways into
commercial products.  There is considerable evidence that
opposition is softening.
   However, we're not out of the woods yet.  Many of the early
examples of commercial IUI and agent software are positioned
as "add-ons" to the more familiar direct-manipulation
interfaces, rather than playing a central role.
We haven't yet reached the point where a new application
is simply assumed, as a matter of course, to require all the
representation, reasoning and learning features that IUI
attendees advocate.
   But suppose we do?  Suppose intelligence becomes such an
integral part of the interface in the 21st century that we
couldn't imagine applications without it?  How will our
software environment and the software industry change as a
result?
   Will knowledge bases, inference engines, and learning algorithms
become as much a part of the operating system as
windows and menus?  Will the idea of an "application", as
a standalone, shrink-wrapped single-purpose interface, disappear?
Once the interface is intelligent, is there any point
to having present-day concepts like "files" or "directories"?
   Will all interfaces become personalized to the extent that
there won't be any more "generic" interfaces that remain
the same across millions of users?  Will all information
sources be interactive and customized, obsoleting paper
books and linear movies?  Will that lead to a loss of shared
context among users?  How will different intelligent user
interfaces interoperate and co-operate?  What, if anything,
will be the next step beyond IUIs and agents?
   The panel will ask participants to speculate on how the
widespread acceptance of intelligent user interfaces that we
expect for the next millennium will transform our computing
environments.

%S Plenary Address
%M C.IUI.99.97
%T Collaborative, Spoken-Language Interface Agents
%A Candace L. Sidner
%A Daniel M. Coffman
%B IUI99
%D 1999
%P 97
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p97-sidner/p97-sidner.pdf
%X First, the day of the GUI is drawing to a close.  Second,
many visionaries have argued that the new user interface
will be a direct and delegate interface.  But that's wrong.
   The coming interface is one in which the user collaborates
with the computer.  The computer understands what the
user is doing, can take part in those activities and is able to
respond conversationally to the user's activities.  This
requires an interface that not only understands the user's
individual utterances but also can participate in a
conversation.  Because conversations are fundamentally
about the purposes for which people participate in the
conversation, this new interface will also require that the
machine understand and model purposes behind
conversation.
   During this talk we will demonstrate new interfaces, some
with speech, that participate with users in collaborations
about doing email.  We will use these demonstrations to
illustrate how conversation and tasks can play a role in user
interfaces.  We will also demonstrate instances where
spoken conversational interaction is more efficient than
GUI interaction.

%S Intelligent Multimedia Interfaces
%M C.IUI.99.101
%T Mixing Scripted Interaction with Task-Oriented Language Processing in a Conversational Interface
%A Gene Ball
%B IUI99
%D 1999
%P 101-103
%K Conversational interfaces, Dialogue, Scripting, Speech
recognition
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p101-ball/p101-ball.pdf
%X Natural conversational interaction with computers will
require systems that can successfully process
unconstrained spoken input.  Within the domain of its
competency, such a system must be able to process an
utterance in a "deep" fashion, extracting the detailed
information necessary to carry out a useful task.  When
users stray outside the supported domain, the system must
still be able to respond to a "broad" range of plausible
inputs to maintain basic conversational competency.  This
paper reports on an effort to combine simple pattern
matching techniques which can provide broad coverage
with deep processing based on robust natural language
template matching.

%S Intelligent Multimedia Interfaces
%M C.IUI.99.105
%T A Robust Selection System using Real-Time Multi-Modal User-Agent Interactions
%A Katsumi Tanaka
%B IUI99
%D 1999
%P 105-108
%K Multi-modal interface, Uncertainty, Real-time interaction,
Gaze, Speech, Agent model
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p105-tanaka/p105-tanaka.pdf
%X This paper presents a real-time object selection system
which can deal with gaze and speech inputs that include
uncertainty.  Although much research has focused on
integration of multi-modal information, most of it assumes
that each input is accurately symbolized in advance.  In
addition, real-time interaction with the user is an
important and desirable feature which most systems have
overlooked.  Unlike those systems, our system is intended
to satisfy these two requirements.  In our system, target
objects are modeled by agents which react to user's action
in real-time.  The agent's reactions are based on integration
of multi-modal inputs.  We use gaze input which enables
real-time detection of focus-of-attention but has low
accuracy, whereas speech input has high accuracy but non-real-time
feature.  Highly accurate selection with robustness
is achieved by complementary effect through probabilistic
integration of these two modalities.  Our first experiment
shows that it is possible to select target object successfully
in most cases, even if either of the modalities includes
great uncertainty.

%S Intelligent Multimedia Interfaces
%M C.IUI.99.109
%T User Acceptance of an Intelligent User Interface: A Rotorcraft Pilot's Associate Example
%A Christopher A. Miller
%A Matthew D. Hannen
%B IUI99
%D 1999
%P 109-116
%K Cockpit information management, Rotorcraft Pilot's Associate,
Associate Systems, Page selection, Symbol selection/declutter,
Automated task allocation, Pan & zoom,
Window location, Intent estimation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p109-miller/p109-miller.pdf
%X The U.S. Army's Rotorcraft Pilot's Associate (RPA) program
is developing an advanced, intelligent "associate"
system for flight demonstration in a future attack/scout
helicopter.  A significant RPA component is the intelligent
user interface known as the Cockpit Information Manager
(CIM).  This paper describes the high level architecture of
the CIM, with emphasis on its pilot-perceptible behaviors:
Crew Intent Estimation, Page Selection, Symbol Selection/Declutter,
Intelligent Window Location, Automated
Pan and Zoom, and Task Allocation.  We then present the
subjective results of recent full mission simulation studies
using the CIM to illustrate pilots' attitudes toward these
behaviors and their perceived effectiveness.

%S Visual and Plan-Based Interfaces
%M C.IUI.99.119
%T Intelligent Multi-Shot Visualization Interfaces for Dynamic 3D Worlds
%A William H. Bares
%A James C. Lester
%B IUI99
%D 1999
%P 119-126
%K Intelligent 3D visualization, Adaptive and customizable user
interfaces
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p119-bares/p119-bares.pdf
%X In next-generation virtual 3D simulation, training, and
entertainment environments, intelligent visualization
interfaces must respond to user-specified viewing requests
so users can follow salient points of the action and monitor
the relative locations of objects.  Users should be able to
indicate which object(s) to view, how each should be
viewed, cinematic style and pace, and how to respond when
a single satisfactory view is not possible.  When constraints
fail, weak constraints can be relaxed or multi-shot solutions
can be displayed in sequence or as composite shots with
simultaneous viewports.  To address these issues, we have
developed CONSTRAINTCAM, a real-time camera
visualization interface for dynamic 3D worlds.  It has been
studied in an interactive testbed in which users can issue
viewing goals to monitor multiple autonomous characters
navigating through a virtual cityscape.  CONSTRAINTCAM's
real-time performance in this testbed is encouraging.

%S Visual and Plan-Based Interfaces
%M C.IUI.99.127
%T Integrating Organizational Memory and Performance Support
%A Christopher Johnson
%A Larry Birnbaum
%A Ray Bareiss
%A Tom Hinrichs
%B IUI99
%D 1999
%P 127-134
%K Intelligent performance support, Task models, Organizational
memory, Hypermedia
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p127-johnson/p127-johnson.pdf
%X We describe an approach to building integrated performance
support systems by using model-based task tracking to link
performance support tools to video-based organizational
memory systems, enabling contextually appropriate help
and advice as well as proactive critiquing.

%S Visual and Plan-Based Interfaces
%M C.IUI.99.135
%T Planning and User Interface Affordances
%A Robert St. Amant
%B IUI99
%D 1999
%P 135-142
%K Planning, Affordances
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p135-st__amant/p135-st__amant.pdf
%X This paper takes a first step toward formalizing the concept
of affordance in user interfaces.  Using a simple example of
an AI planning domain, we show how different types of
affordance can be described in terms of the costs associated
with plan execution.  We identify a number of similarities
between executing plans and interacting with a graphical
user interface, and argue that affordances for planning
environments apply equally well to user interface
environments.  We support our argument with examples of
common user interface mechanisms, described in affordance
terms.

%S Programmable/Instructable Interfaces
%M C.IUI.99.145
%T Programming by Demonstration: An Inductive Learning Formulation
%A Tessa A. Lau
%A Daniel S. Weld
%B IUI99
%D 1999
%P 145-152
%K Programming by demonstration, Machine learning, Inductive
logic programming, Version spaces
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p145-lau/p145-lau.pdf
%X Although Programming by Demonstration (PBD) has
the potential to improve the productivity of unsophisticated
users, previous PBD systems have used brittle,
heuristic, domain-specific approaches to execution-trace
generalization.  In this paper we define two application-independent
methods for performing generalization that
are based on well-understood machine learning technology.
TGENVS uses version-space generalization, and
TGENFOIL is based on the FOIL inductive logic programming
algorithm.  We analyze each method both
theoretically and empirically, arguing that TGENVS has
lower sample complexity, but TGENFOIL can learn a
much more interesting class of programs.

%S Programmable/Instructable Interfaces
%M C.IUI.99.153
%T InfoBeams -- Configuration of Personalized Information Assistants
%A Mathias Bauer
%A Dietmar Dengler
%B IUI99
%D 1999
%P 153-156
%K Information assistants, Wrapper induction, Programming by
demonstration, Information integration
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p153-bauer/p153-bauer.pdf
%X With the enormous amount of data contained in the WWW,
one of the crucial tasks a user has to face is the
identification and aggregation of relevant pieces of
information to satisfy her current information needs.  This
paper presents an approach to the system-supported
configuration of individualized information services.  The
programming-by-demonstration approach pursued by the
InfoBeans releases the user from learning a programming
language or dealing with technical subtleties.  The first
version of this system will be released this fall.

%S Programmable/Instructable Interfaces
%M C.IUI.99.157
%T An Instructable, Adaptive Interface for Discovering and Monitoring Information on the World-Wide Web
%A Jude Shavlik
%A Susan Calcari
%A Tina Eliassi-Rad
%A Jack Solock
%B IUI99
%D 1999
%P 157-160
%K Intelligent Web interfaces, Instructable software agents,
Machine learning, Neural networks, Information retrieval
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p157-shavlik/p157-shavlik.pdf
%X We are creating a customizable, intelligent interface to
the World-Wide Web that assists a user in locating specific,
current, and relevant information.  The Wisconsin
Adaptive Web Assistant (WAWA) is capable of accepting
instructions regarding what type of information
that users are seeking and how to go about looking for
it.  WAWA compiles these instructions into neural networks,
which means that the system's behavior can be
modified via training examples.  Users can create these
training examples by rating pages retrieved by WAWA,
but more importantly the system uses techniques from
reinforcement learning to internally create its own examples
(users can also later provide additional instructions).
WAWA uses these neural networks to guide its
autonomous navigation of the Web, thereby producing
an interface to the Web that users periodically instruct
and which in the background searches the Web for relevant
information, including periodically revisiting pages
that change regularly.

%S Model-Based Interfaces
%M C.IUI.99.163
%T Developing Adaptable Hypermedia
%A Fabio Paterno
%A Cristiano Mancini
%B IUI99
%D 1999
%P 163-170
%K Task models, Model-based design,
Hypermedia, Adaptable user interfaces, Museum
applications
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p163-paterno/p163-paterno.pdf
%X In this paper we discuss the design and implementation of
hypermedia able to adapt to different types of usage.  Our
work is based on a method whose main elements are: a
strong user involvement, the identification of different
types of users, and the application of task models to
support the design and development of hypermedia.
Different task models are associated with different types of
users.  We show examples of the approach proposed taken
from a case study where museum information is
considered.

%S Model-Based Interfaces
%M C.IUI.99.171
%T Towards a General Computational Framework for Model-Based Interface Development Systems
%A Angel Puerta
%A Jacob Eisenstein
%B IUI99
%D 1999
%P 171-178
%K Model-based interface development, Interface models,
Knowledge-based user interface design, User interface
development tools
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p171-puerta/p171-puerta.pdf
%X Model-based interface development systems have not
been able to progress beyond producing narrowly focused
interface designs of restricted applicability.  We identify a
level-of-abstraction mismatch in interface models, which
we call the mapping problem, as the cause of the
limitations in the usefulness of model-based systems.  We
propose a general computational framework for solving
the mapping problem in model-based systems.  We show
an implementation of the framework within the MOBI-D
(Model-Based Interface Designer) interface development
environment.  The MOBI-D approach to solving the
mapping problem enables for the first time with model-based
technology the design of a wide variety of types of
user interfaces.

%S Plenary Address
%M C.IUI.99.181
%T Anticipating User's Needs: Redeeming Big Brother in the Information Age
%A Kristian J. Hammond
%B IUI99
%D 1999
%P 181-182
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p181-hammond/p181-hammond.pdf
%X N/A

%S Posters/Demonstrations
%M C.IUI.99.185
%T ConCall: Edited and Adaptive Information Filtering
%A Annika Waern
%A Mark Tierney
%A Asa Rudsstrom
%A Jarmo Laaksolahti
%B IUI99
%D 1999
%P 185
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p185-waern/p185-waern.pdf
%X N/A

%S Posters/Demonstrations
%M C.IUI.99.186
%T Adaptive Support: The Intelligent Tour Guide
%A Marc Rossel
%B IUI99
%D 1999
%P 186
%K Adaptive navigation support, User models, Guided tours
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p186-rossel/p186-rossel.pdf
%X This paper presents the Intelligent Tour Guide realized in
an Adaptive Multimedia Presentation System which is
called AMPreS [1].  It supports an individual learning
process by establishing user-tailored guided tours in real-time.
Furthermore, different kinds of tours are developed to
meet different users' needs.

%S Posters/Demonstrations
%M C.IUI.99.187
%T Evaluating Adaptive Navigation Support
%A Kristina Hook
%A Martin Svensson
%B IUI99
%D 1999
%P 187
%K Adaptive, Navigation, Evaluation, Hypermedia
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p187-hook/p187-hook.pdf
%X "Lost in hyperspace" is a feeling that is familiar to almost
anyone using a computer.  After a few actions, we do not
know where we are, how we got there, or what our original
goal was.  Adaptive navigation systems has been proposed
as a means to aid users in finding their way through information
spaces.  Several systems have been designed that
adapts the navigation to users' knowledge (e.g 11), to users'
preferences and goals (9), to users' tasks (8), or to
users' spatial ability (1,6).  The hope is that if user characteristics
are considered the cognitive workload can be reduced,
or users' learning may be improved, etc., but will
they?

%S Posters/Demonstrations
%M C.IUI.99.188
%T STARzoom -- An Interactive Visual Database Interface
%A Per Bruno
%A Viktor Ehrenberg
%A Lars Erik Holmquist
%B IUI99
%D 1999
%P 188
%K Information retrieval, WordNet, Hypernyms, Semantic
clustering, Visual information seeking
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p188-bruno/p188-bruno.pdf
%X STARzoom is a visualisation of a semantic hierarchical
database utilising the hypemym structure from WordNet.
It is also the search tool for that same database with which
the user interacts in trying to visually chisel out a search
query.

%S Posters/Demonstrations
%M C.IUI.99.189
%T Visual Querying and Explanation of Recommendations from Collaborative Filtering Systems
%A Junichi Tatemura
%B IUI99
%D 1999
%P 189
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p189-tatemura/p189-tatemura.pdf
%X Collaborative filtering is a technique that makes use of
knowledge from other users to find useful information by
computing similarity of the users based on their rating
patterns [2].  Although this technique can deal with a user's
subjective "taste" for data such as movies and music, one
of its problems is that a user's taste is diverse and
changing; the filter might fit only a portion of the user's
taste or fail to satisfy her or his temporary needs.  We
claim that the system should explain how filtered items
match the user's taste and give users control so that they
can explore the information space to find what they want.
We have developed a visual interface of a collaborative
filtering system that supports querying and explanation of
recommendations.

%S Posters/Demonstrations
%M C.IUI.99.190
%T Stack Search -- A Graphical Search Model
%A Ted Skolnick
%B IUI99
%D 1999
%P 190
%K Search, Boolean, Stack, Paper, News, Graphical, Model,
Keyword, Wall Street Journal Interactive Edition (WSJIE)
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p190-skolnick/p190-skolnick.pdf
%X Most text-searching user interfaces (UIs) are made of
standard UI components arranged in text-based forms.
This approach to searching has some shortcomings.  Text
based UIs can be difficult to understand, seem
unpredictable or lack the control needed to find
information quickly.  Stack Search is a graphical search
tool created at The Wall Street Journal Interactive Edition
that provides a different model of searching.  It gives
feedback that allows users to see the affects of their actions
as well as the control needed to precisely isolate
information.

%S Posters/Demonstrations
%M C.IUI.99.191
%T Opportunistic Exploration of Large Consumer Product Spaces
%A Doug Bryan
%A Anatole Gershman
%B IUI99
%D 1999
%P 191
%K Information retrieval, Visual navigation, Visual metaphor,
Browsing, Searching
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p191-bryan/p191-bryan.pdf
%X We have identified a user behavior called opportunistic
exploration that is significantly different than both
browsing and searching.  A novel visual metaphor for opportunistic
exploration, an aquarium, is presented.  In an
aquarium users may explore a corpus at any level of
granularity.  The aquarium automatically controls granularity
based on the history of operations performed by a
user.  We will demonstrate the metaphor on a collection of
12,000 consumer products.

%S Posters/Demonstrations
%M C.IUI.99.192
%T A Software Agent for Performance Improvement of Existing Information Retrieval Systems
%A Bernard J. Jansen
%B IUI99
%D 1999
%P 192
%K Software agents, Information retrieval, Adaptive interfaces,
Interface agents, Software integration
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p192-jansen/p192-jansen.pdf
%X This paper describes a software agent developed
specifically for integration with existing information
retrieval interfaces and search engines.  The software
agent assists the user with query reformulation.  The agent
assistance is based on characteristics of the user
population, user actions during the search process,
information from retrieved documents, and historical
information from past queries.  With minor modification,
the software agent can be integrated with a variety of
interfaces and search engines.

%S Posters/Demonstrations
%M C.IUI.99.193
%T Multilingual "Worldtrek" for Authoring and Comprehension
%A Marie-Luce Picard
%A Eric Boudaillier
%B IUI99
%D 1999
%P 193
%K Graph, Semantic networks, tcl/tk, Hypertextual navigation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p193-picard/p193-picard.pdf
%X WORLDTREK offers an interactive graphical visualization
of multilingual terminologies within authoring systems
and comprehension assistance tools.  It will be customized
for browsing of dependencies in data-mining applications.

%S Posters/Demonstrations
%M C.IUI.99.194
%T WordView: Understanding Words in Context
%A Lorraine Normore
%A Mark Bendig
%A Carol Jean Godby
%B IUI99
%D 1999
%P 194
%K Information retrieval, Information visualization, Natural
language processing, Compound nominals
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p194-normore/p194-normore.pdf
%X WordView is a tool that shows how words are used in
naturally occurring phrases to support the intelligent
parsing of such phrases.  It embodies an easy to understand
graphic summary and a user-controllable inspection
facility.

%S Posters/Demonstrations
%M C.IUI.99.195
%T PESCE: A Visual Generator for Software Understanding
%A Rogelio Adobbati
%A W. Lewis Johnson
%A Stacy Marsella
%B IUI99
%D 1999
%P 195
%K Software visualization, Knowledge-based user interfaces,
Presentation generation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p195-adobbati/p195-adobbati.pdf
%X We present a short overview of PESCE, a system that
addresses the problem of automatically generating
consistent visual explanations of software.

%S Posters/Demonstrations
%M C.IUI.99.196
%T Visual Presentation Agents for 3D Environments
%A Volker Paelke
%B IUI99
%D 1999
%P 196
%K Visual presentation techniques, 3D user interfaces,
Interactive 3D animation, Agents, 3D illustrations
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p196-paelke/p196-paelke.pdf
%X We describe a platform independent system that provides
reusable visual presentation techniques for use in highly
interactive 3D environments like 3D interfaces.

%S Posters/Demonstrations
%M C.IUI.99.197
%T A High-Level "Tasking" Interface for Uninhabited Combat Air Vehicles
%A Christopher A. Miller
%A Michael Pelican
%A Robert Goldman
%B IUI99
%D 1999
%P 197
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p197-miller/p197-miller.pdf
%X N/A

%S Posters/Demonstrations
%M C.IUI.99.198
%T Mobile Communication and Interaction in Context
%A Jo Herstad
%A Do Van Thanh
%A Jan Arild Audestad
%B IUI99
%D 1999
%P 198
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p198-herstad/p198-herstad.pdf
%X Current mobile communication solutions leave out
information about the context in which the communication
takes place.  Context is, however, a key factor for the
success of interpersonal communication.  The contextual
communication system described in this paper enhances
existing mobile multimedia communication systems by
introducing a feedback loop to convey contextual
information.  This information can be used either by the
communication system or the addressee to select the most
appropriate communication media, or to adjust and
optimize the interaction mechanisms.  Our claim is that to
make useful, functional and powerful new tools for
supporting human-human communication and interaction
at a distance, the context has to be considered in the design
of communication and information solutions.

%S Posters/Demonstrations
%M C.IUI.99.199
%T A Contextual Analysis of Referring Gestures
%A Frederic Wolff
%A Laurent Romary
%B IUI99
%D 1999
%P 199
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p199-wolff/p199-wolff.pdf
%X N/A

%S Posters/Demonstrations
%M C.IUI.99.200
%T The Optimization Assistant -- Helping Engineers Explore Designs through Collaboration
%A Ted Long
%B IUI99
%D 1999
%P 200
%K Intelligent assistant, Advisor, Collaboration
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p200-long/p200-long.pdf
%X In this paper, we discuss an intelligent assistant that was placed into
Engineous Software's iSIGHT product.  It helps mechanical engineers
design optimization plans for discovering optimal product designs.  It was
determined that an intelligent assistant was a better solution than providing
data filters or a wizard.

%S Posters/Demonstrations
%M C.IUI.99.201
%T StoryMat: A Play Space with Narrative Memories
%A Kimiko Ryokai
%A Justine Cassell
%B IUI99
%D 1999
%P 201
%K Storytelling, Recording and recalling stories, Soft interface
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p201-ryokai/p201-ryokai.pdf
%X In this paper, we present the design and the prototype of a
work-in-progress, StoryMat: a soft intelligent play mat that
records and recalls children's storytelling activities.

%S Posters/Demonstrations
%M C.IUI.99.202
%T Programming Constraint System by Demonstration
%A Takashi Hattori
%B IUI99
%D 1999
%P 202
%K Constraints, Programming by demonstration, End user
programming
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/uist/291080/p202-hattori/p202-hattori.pdf
%X The executable constraint system aims to maintain the
integrity of structures that users create during an edit
session.  When the users modify a part of the structures,
other parts are modified accordingly, based on instructions
given by the users.  The instructions are presented by
demonstration, and form a constraint that is satisfied when
the current state is its fixed point.  The users can
dynamically control a set of executable constraints to be
satisfied.

fpack:!@#$%^&*(): IJHCS52.BA
%M J.IJHCS.52.1.1
%T The Impact of Animated Interface Agents: A Review of Empirical Research
%A Doris M. Dehn
%A Susanne Van Mulken
%J IJHCS
%D 2000
%V 52
%N 1
%P 1-22
%* (c) Copyright 2000 Academic Press
%X Over the last years, the animation of interface agents has been the
target of increasing interest. Largely, this increase in attention is
fuelled by speculated effects on human motivation and cognition.
However, empirical investigations on the effect of animated agents are
still small in number and differ with regard to the measured effects.
Our aim is two-fold. First, we provide a comprehensive and systematic
overview of the empirical studies conducted so far in order to
investigate effects of animated agents on the user's experience,
behaviour and performance. Second, by discussing both implications and
limitations of the existing studies, we identify some general
requirements and suggestions for future studies.

%M J.IJHCS.52.1.23
%T Evaluating Focus Theories for Dialogue Management
%A Renaud Lecuche
%A Dave Robertson
%A Catherine Barry
%A Chris Mellish
%J IJHCS
%D 2000
%V 52
%N 1
%P 23-76
%* (c) Copyright 2000 Academic Press
%X Interactive reasoning tools are usually driven by an agenda of tasks
to perform, rather than by conventions of human dialogue. On the other
hand, theories of dialogue in natural language tend to ignore the
constraints imposed by reasoning tools. This paper presents a system
composed of a reasoning module and a dialogue manager which cooperate to
produce dialogues that are suitable for reasoning and follow human
dialogue conventions. The dialogue manager is driven by focus rules.
Various competing focus theories exist but there have been few
comparative studies of their use in non-trivial tasks. We make a
comparative study of the use of focus theories, which requires us to be
precise about our interpretation of our chosen focus theories, and to
develop an innovative means of empirical testing for them. We evaluate
the theories on an example of combined dialogue and reasoning from the
domain of requirements elicitation.

%M J.IJHCS.52.1.77
%T On the Use of Shared Task Models in Knowledge Acquisition, Strategic User Interaction and Clarification Agents
%A Frances M. T. Brazier
%A Catholijn M. Jonker
%A Jan Treur
%A Niek J. E. Wijngaards
%J IJHCS
%D 2000
%V 52
%N 1
%P 77-110
%* (c) Copyright 2000 Academic Press
%X In this paper, three different roles of a shared task model as an
intermediate representation of a task are presented and illustrated by
applications developed in cooperation with industry. First the role of a
shared task model in knowledge acquisition is discussed. In one of the
two applications, decision support in the domain of soil sanitation, one
of the existing generic task models for diagnostic reasoning provided a
means to structure knowledge acquisition. In the second application,
diagnosis of chemical processes, the acquisition process resulted in a
shared task model for diagnostic reasoning on Nylon-6 production.
Secondly, the role of a shared task model in designing user interaction
is addressed. Three levels of interaction are considered of importance:
interaction at the object level, at the level of strategic preferences,
and at the level of task modification. In an application in the domain
of environmental decision making, this led to the design of a user
interface based on the acquired shared task model, within which all
three levels of interaction were available to users. Finally, the role
of shared task models within a multi-agent system including a
clarification agent is addressed. Two software agents were designed that
each share a task model with the user: one for a diagnosis task, and one
for a clarification task. The shared model of the clarification task
reflects the shared task model of diagnosis; clarification includes
clarification of the overall diagnostic reasoning process. The
multi-agent architecture presented has been developed to support a user
both at the level of the diagnostic task he or she is performing and at
the level of clarification. The architecture has been applied to the
diagnosis of chemical processes.

%M J.IJHCS.52.1.111
%T Navigation Strategies with Ecological Displays
%A Catherine M. Burns
%J IJHCS
%D 2000
%V 52
%N 1
%P 111-129
%* (c) Copyright 2000 Academic Press
%X Ecological interface design (EID) has shown success as an approach
for interface design in the case of a process control microworld.
However, in applying the EID approach to larger systems, questions arise
as how to support the navigation and integration of abstract
information. In this study, three ecological displays were developed for
a simulated power plant from the same abstraction hierarchy. The
displays differed in the integration of abstract information,
demonstrating high-space low-time, low-space high-time, and high-space
high-time integration. While using the displays, the screen actions of
subjects were recorded and their navigation movements studied through
maps of navigation trajectories. Distinct differences were apparent
between the temporally integrated and the temporally separated displays.
In the temporally separated displays, clear scanning patterns emerged
and these scanning patterns were correlated with improved performance on
the display. This suggests that scanning patterns are an adaptation to
needed but separated information. It also suggests that functional
integration is an important characteristic to support when designing
large ecological displays.

%M J.IJHCS.52.1.131
%T A Framework for Understanding Human Factors in Web-Based Electronic Commerce
%A Gareth E. Miles
%A Andrew Howes
%A Anthony Davies
%J IJHCS
%D 2000
%V 52
%N 1
%P 131-163
%* (c) Copyright 2000 Academic Press
%X The World Wide Web and email are used increasingly for purchasing and
selling products. The use of the internet for these functions represents
a significant departure from the standard range of information retrieval
and communication tasks for which it has most often been used.
Electronic commerce should not be assumed to be information retrieval,
it is a separate task-domain, and the software systems that support it
should be designed from the perspective of its goals and constraints. At
present there are many different approaches to the problem of how to
support seller and buyer goals using the internet. They range from
standard, hierarchically arranged, hyperlink pages to "electronic sales
assistants", and from text-based pages to 3D virtual environments. In
this paper, we briefly introduce the electronic commerce task from the
perspective of the buyer, and then review and analyse the technologies.
A framework is then proposed to describe the design dimensions of
electronic commerce. We illustrate how this framework may be used to
generate additional, hypothetical technologies that may be worth further
exploration.

%M J.IJHCS.52.1.165
%T Video Data and Video Links in Mediated Communication: What Do Users Value?
%A Anne H. Anderson
%A Lucy Smallwood
%A Rory Macdonald
%A Jim Mullin
%A Annemarie Fleming
%A Claire O'Malley
%J IJHCS
%D 2000
%V 52
%N 1
%P 165-187
%* (c) Copyright 2000 Academic Press
%X Most studies of video-mediated, computer-supported cooperative work
have investigated the impact of video conference communication links
between users. Fewer studies have explored the use of multimedia systems
which provide video data. In our study, the perceived benefits of these
two sorts of video provision have been directly compared. We explored
how users rate the value and usefulness of video links and video data in
the same collaborative task, where the video links and data were
delivered at different frame rates. Our comparisons of the perceived
relative values of teledata and telepresence are based on the responses
of 117 users each of whom took part in a session lasting around 45 min
in one of the two simulations. Both studies manipulated the quality of
multimedia delivery for telepresence and teledata in the same way. The
simulations were: (i) the Travel Service Simulation where participants
plan a holiday itinerary and (ii) the Financial Service Simulation where
participants choose a property and arrange an appropriate mortgage.
Participants produced very similar ratings for the perceived quality of
the telepresence and the teledata. Subjects across both studies were
also in broad agreement on the relative usefulness of the various kinds
of multimedia data, teledata being regarded as generally more useful
than telepresence. Subjects in both studies tended to rank teledata high
in terms of (a) what was most useful, (b) what was the most important
feature to preserve and (c) what was the most important to improve. For
these multimedia customer services, teledata is more highly valued by
users than telepresence. Within such complex multimedia applications,
the indication for service delivery then is that, if bandwidth is
limited, it would be better assigned to teledata services than to
telepresence.

%M J.IJHCS.52.2.191
%T Dialogues on Function Allocation
%A John C. McCarthy
%A Enda Fallon
%A Liam Bannon
%J IJHCS
%D 2000
%V 52
%N 2
%P 191-201
%* (c) Copyright 2000 Academic Press
%X Irish poet Seamus Heaney, reflecting on the co-existence of industry
and agriculture, the acorn and the rusted bolt, the engine shunting and
the trotting horse in Derry when he was growing up, asks:
   Is it any wonder when I thought I would have second thoughts?
   His dialogical sensibility to "both-and", Derry as both industrial
and agricultural, modern and traditional, left Heaney "suffering the
limits of each claim" (Heaney, 1998, p. 295). This discomfort with
limiting "either-or" claims on descriptions of a personal history
reminds us of the dialogicality of people's meaning making (McCarthy &
O'Connor, 1999). Given that dialogicality, is it any wonder that
thoughts steal second thoughts?

%M J.IJHCS.52.2.203
%T Function Allocation: Algorithm, Alchemy or Apostasy?
%A T. B. Sheridan
%J IJHCS
%D 2000
%V 52
%N 2
%P 203-216
%* (c) Copyright 2000 Academic Press
%X Fitts gave us our list, the function allocation counterpart of Moses'
10 commandments, or Luther's 95 theses. Based on the qualitative axioms
of Fitts, we have sought to evolve function allocation into a science.
But can usable algorithms or procedures be attained? Thus far the logic
has eluded us, in spite of valiant efforts. Some have declared in
disgust that function allocation can never be more than black art. Must
we admit that function allocation is mostly art, judgement based on
experience, with little prospect for rigorous science? Or in the end
must we become apostates, and abandon our hopes for rational function
allocation according to those scientific principles we have held so dear
in practicing our profession?
   The paper discusses the following problems of function allocation:
(1) computers, automation and robotics offer ever greater capability,
but at the cost of greater system complexity and designer bewilderment,
making the stakes for function allocation ever higher than before; (2)
proper function allocation differs by process stage; (3) automation
appears most promising at intermediate complexity, but the bounds of
"intermediate" are undefined; (4) "human-centered design", while an
appealing slogan, is fraught with inconsistencies in definition and
generalizability; (5) "naturalistic decision-making" and "ecological"
design are incompatible with normative decision theory; (6) function
allocation is design, and therefore extends beyond science; and (7)
living with the technological imperative, letting our evolving machines
show us what they can do, acceding or resisting as the evidence becomes
clear, appears inevitable.
   In spite of our best efforts to cope with these and other problems of
function allocation, error and dispute over allocation criteria are
human nature. Perhaps that is part of the Darwinian reality, the
requisite variety, the progenitor of progress. At least we have it in
our power to say no to new technology, or do we?

%M J.IJHCS.52.2.217
%T The Fiction of Function Allocation, Revisited
%A Robert B. Fuld
%J IJHCS
%D 2000
%V 52
%N 2
%P 217-233
%* (c) Copyright 2000 Academic Press
%X In the human factors engineering literature, the function allocation
concept has been a source of debate for decades, particularly in terms
of its practical utility for general design. The present article
revisits some fundamental criticisms of the hypothesized function
allocation process, reviews related experience in the US nuclear power
industry and draws parallels to the histories of modern philosophy and
science.

%M J.IJHCS.52.2.235
%T The "Charge of the Byte Brigade" and a Socio-Technical Response
%A Chris W. Clegg
%A Melanie Older Gray
%A Patrick E. Waterson
%J IJHCS
%D 2000
%V 52
%N 2
%P 235-251
%* (c) Copyright 2000 Academic Press
%X We discuss the "Charge of the Byte Brigade", manifest in the
over-emphasis on technological solutions to system design and a set of
criticisms levied against humans. Function allocation is central to
these issues. We identify a number of different perspectives on the
meaning and status of function allocation and outline our own position.
This is critical of the field generally, and we argue for a number of
actions, not least for a change in name in an attempt to capture a more
integrative perspective on socio-technical allocations. Much of what we
recommend is concerned with re-branding and re-positioning the content
and underlying mindsets of this field of endeavour, and with extending
the roles of people working in it. In particular, we argue that
socio-technical allocations are central to system design, that we need a
more integrated approach to the design and use of systems and that this
process should be owned by system managers and users. We argue the need
for more research and development, for the development of improved tools
to support design, for raising public awareness and for developing new
partnerships with relevant stakeholders. In the final part of the paper,
we describe our own approach to the development and use of a set of
interrelated tools to support socio-technical allocations. Finally, we
comment on the existing marginalization of these issues.

%M J.IJHCS.52.2.253
%T Principles for Modelling Function Allocation
%A Erik Hollnagel
%A Andreas Bye
%J IJHCS
%D 2000
%V 52
%N 2
%P 253-265
%* (c) Copyright 2000 Academic Press
%X Automation is the key element in safety, reliability of industrial
processes. Selecting the right type and level of automation requires
careful consideration of how to allocate tasks between operators and
automation. This is important in order that the joint system, human and
machine as seen together, perform in the intended manner. The Halden
Reactor Project is currently engaged in a project to study this topic,
with an emphasis on maximizing the operator's ability to maintain
control and handle unexpected events. Functional models can be used to
study this in a process control environment, because they explicitly
describe the functions that must be provided by the process or the
operator. This paper describes how functional modelling of the joint
system can be used to provide a basis for how functions should be
allocated.

%M J.IJHCS.52.2.267
%T KOMPASS: A Method for Complementary Function Allocation in Automated Work Systems
%A Gudela Grote
%A Cornelia Ryser
%A Toni Waler
%A Anna Windischer
%A Steffen Weik
%J IJHCS
%D 2000
%V 52
%N 2
%P 267-287
%* (c) Copyright 2000 Academic Press
%X A method supporting complementary function allocation in automated
work systems called KOMPASS will be presented. KOMPASS supports
interdisciplinary design teams in deciding about function allocation in
automated systems, taking into account the need for an integral
consideration of people-related, technological and organizational
factors in the design of work systems in order to satisfy the demands
for effectiveness and safety of the overall work system as well as for
motivating jobs for the human operators. A set of empirically tested
criteria for the evaluation of the complementarity of system design
forms the basis of guidelines for the analysis of work systems,
individual tasks and human-machine systems as well as for a heuristic
for system design. The method is described, including a practical
example of an automation project to which it was applied.

%M J.IJHCS.52.2.289
%T Allocation of Function: Scenarios, Context and the Economics of Effort
%A Andy Dearden
%A Michael Harrison
%A Peter Wright
%J IJHCS
%D 2000
%V 52
%N 2
%P 289-318
%* (c) Copyright 2000 Academic Press
%X In this paper, we describe an approach to allocation of function that
makes use of scenarios as its basic unit of analysis. Our use of
scenarios is driven by a desire to ensure that allocation decisions are
sensitive to the context in which the system will be used and by
insights from economic utility theory. We use the scenarios to focus the
attention of decision makers on the relative costs and benefits of
developing automated support for the activities of the scenario, the
relative impact of functions on the performance of the operator's
primary role and on the relative demands placed on an operator within
the scenario. By focussing on relative demands and relative costs, our
method seeks to allocate the operator's limited resources to the most
important and most productive tasks within the work system, and to
direct the effort of the design organization to the development of
automated support for those functions that deliver the greatest benefit
for the effective operation of the integrated human-machine system.

%M J.IJHCS.52.2.319
%T Exploring the Implications of Allocation of Function for Human Resource Management in the Royal Navy
%A John Strain
%A Ken Eason
%J IJHCS
%D 2000
%V 52
%N 2
%P 319-334
%* (c) Copyright 2000 Academic Press
%X Automation changes the allocation of function between machines and
people and there can be many concerns about the effects on individual
human performance. However, these changes also have wider consequences
because the number of people in the system may be reduced and the skills
they require may be different with consequential impact upon manning,
recruitment and training policies. These wider implications are rarely
considered in a systematic manner when a new technical system is being
developed. This paper presents a method for the assessment of these
wider implications during the system development process. This method
has been developed and demonstrated in a Royal Navy context to explore
the impact of automation in a new class of warships on the manning of
the warship and on human resource planning in the Navy. The paper
describes the method and the results of applying it in the naval
context. The method utilizes the approach of organisational requirements
definition for information technology systems (ORDIT) to determine the
responsibilities within the planned socio-technical system and a
scenario-based workshop approach for establishing the implications and
options at each stage of the analysis. The results demonstrate that it
is possible to trace the implications of a technical change of this kind
for a major organization but that it is a multi-stage and multi-layered
process. There are within the process many options with different
implications which reveals where the organization has leverage to plan
for the future.

%M J.IJHCS.52.2.335
%T Function Allocation: A Perspective from Studies of Work Practice
%A Peter Wright
%A Andy Dearden
%A Bob Fields
%J IJHCS
%D 2000
%V 52
%N 2
%P 335-355
%* (c) Copyright 2000 Academic Press
%X Function allocation is a central component of systems engineering and
its main aim is to provide a rational means of determining which
system-level functions should be carried out by humans and which by
machines. Such allocation, it is assumed, can take place early in design
life cycle. Such a rational approach to work design sits uneasily with
studies of work practice reported in the ACI and CSCW literature. In
this paper we present two case studies of work in practice. The first
highlights the difference between functional abstractions used for
function allocation decision making and what is required to make those
functions work in practice. The second highlights how practice and
technology can co-evolve in ways that change the meanings of functions
allocated early in design. The case studies raise a number of
implications for function allocation. One implication is that there is a
need for richer representations of the work context in function
allocation methods. Although some progress has been made in function
allocation methodologies, it is suggested that the method of Contextual
Design might offer useful insights. A second implication is that there
is a need for better theories of work to inform function allocation
decision making. Activity Theory is considered as a possible candidate
since it incorporates a cultural-historical view of work evolution. Both
Contextual Design and Activity Theory challenge assumptions that are
deeply embedded in the human factors and systems engineering
communities. In particular, that functions and tasks are an appropriate
unit of analysis for function allocation.

%M J.IJHCS.52.2.357
%T Cooperation, Reliability of Socio-Technical Systems and Allocation of Function
%A Laurence Rognin
%A Pascal Salembier
%A Moustapha Zouinar
%J IJHCS
%D 2000
%V 52
%N 2
%P 357-379
%* (c) Copyright 2000 Academic Press
%X When (re)designing a work environment, tasks or functions are
allocated more or less explicitly among humans and between humans and
machines. After a brief review and discussion of issues related to task
allocation, we argue that an important aspect to be addressed when
(re)designing socio-technical systems is the systematic evaluation of
the impact of allocation decisions on the overall reliability of such
systems. It is contended that the cooperative dimension of such systems
is one of the main elements that contribute to this reliability. This
claim leads us to present a conceptual framework for modelling the human
contribution to the overall reliability of complex cooperative work
systems. The framework is characterized here as a set of notions, mainly
regulation and shared context, used to discuss and reason about this
role of humans in the error tolerance properties of such systems. These
notions are demonstrated with different examples derived from empirical
studies of work practices in two complex cooperative work settings (air
traffic and nuclear reactor control). We then show how this conceptual
framework can be used for the evaluation of allocation decisions and
more generally to inform design.

%M J.IJHCS.52.3.385
%T The Role of Knowledge Modelling Techniques in Software Development: A General Approach Based on a Knowledge Management Tool
%A J. Cuena
%A M. Molina
%J IJHCS
%D 2000
%V 52
%N 3
%P 385-421
%* (c) Copyright 2000 Academic Press
%X The aim of the paper is to discuss the use of knowledge models to
formulate general applications. First, the paper presents the recent
evolution of the software field where increasing attention is paid to
conceptual modelling. Then, the current state of knowledge modelling
techniques is described where increased reliability is available through
the modern knowledge-acquisition techniques and supporting tools. The
knowledge structure manager (KSM) tool is described next. First, the
concept of knowledge area is introduced as a building block where
methods to perform a collection of tasks are included together with the
bodies of knowledge providing the basic methods to perform the basic
tasks. Then, the CONCEL language to define vocabularies of domains and
the LINK language for methods formulation are introduced. Finally, the
object-oriented implementation of a knowledge area is described and a
general methodology for application design and maintenance supported by
KSM is proposed. To illustrate the concepts and methods, an example of
system for intelligent traffic management in a road network is
described. This example is followed by a proposal of generalization for
reuse of the resulting architecture. Finally, some concluding comments
are made regarding the feasibility of using the knowledge modelling
tools and methods for general application design.

%M J.IJHCS.52.3.423
%T Understanding and Facilitating the Browsing of Electronic Text
%A Elaine G. Toms
%J IJHCS
%D 2000
%V 52
%N 3
%P 423-452
%* (c) Copyright 2000 Academic Press
%X Browsing tends to be used in two distinctive ways, alternatively
associated with the goal of the activity and with the method by which
the goal is achieved. In this study, the definition of browsing combines
aspects of both concepts to define browsing as an activity in which one
gathers information while scanning an information space without an
explicit purpose. The objective of this research was to examine how
browsers interact with their browsing environment while manipulating two
types of interface tools constructed from the content.
 * Menus: these were considered a stable device facilitating navigation,
   orientation and route finding. One version was presented in
   traditional hierarchical form while the other displayed all levels of
   the hierarchy simultaneously.
 * "Items-to-browse" tools: these were meant to encourage meandering and
   diversion and to prime the browsing activity. One version displayed
   automatically a set of Suggestions while the second was a typical
   Search Tool.
Forty-seven adults (24 males) performed the two types of tasks (one with
no purpose and the second, a control, purposeful) in four sessions over
a period of four weeks. Participants scanned and/or searched the textual
content of current issue plus three months of back issues of the Halifax
Chronicle Herald/Mail Star using a system designed specifically for this
research. At any one time only one of each type of tool was available.
   Those with no assigned goal examined significantly more articles and
explored more menu options. They made quick decisions about which
articles to examine, spending twice as much time reading the content.
They tended not to explore the newspaper to a great extent, examining
only 24% of the articles in a single issue. About three-quarters of what
they examined was new information on topics that they had not known
about before being exposed to the paper. The type of menu had no impact
on performance, but differences were discovered between the two
items-to-browse tools. Those with no goal selected more articles from
the Suggestions and found more interesting articles when the Suggestions
were available.

%M J.IJHCS.52.3.453
%T Assessing Word-Processing Skills by Event Stream Analysis
%A R. D. Dowsing
%J IJHCS
%D 2000
%V 52
%N 3
%P 453-469
%* (c) Copyright 2000 Academic Press
%X This paper derives the algorithms required to process the stream of
textual events collected from a candidate's interaction with a word
processor to produce an assessment of their word-processing skills. The
information that can be extracted from the textual event stream is
compared to that which can be deduced from a comparison of the
candidate's submitted answer with the model answer(s) generated by the
examiner. For many examinations, document comparison is simpler and more
efficient than event stream analysis but it is not always possible to
fully analyse errors from document comparison; hence a mixture of
document comparison and event stream analysis is desirable for
computer-based word-processing assessment.

%M J.IJHCS.52.3.471
%T Measurement of Presence and its Consequences in Virtual Environments
%A Sarah Nichols
%A Clovissa Haldane
%A John R. Wilson
%J IJHCS
%D 2000
%V 52
%N 3
%P 471-491
%* (c) Copyright 2000 Academic Press
%X A sense of presence is one of the critical components required by any
effective virtual environment (VE). In contrast, side effects such as
sickness may be produced in some virtual environments, detracting from
the enjoyment or usefulness of the VE and from subsequent performance of
the participant. Both presence and sickness in virtual environments are
multifactorial phenomena not easily amenable to understanding or
measurement. The first experiment reported here compares use of direct
performance measures and rating scales to assess presence, whilst
varying the VE display medium (head mounted and desktop displays) and
whether or not sound was used in the VE. The second experiment addresses
associations between presence, sickness and enjoyment of virtual
environment participation. There was enough comparability between a
reflex response within the VE and the rating scales to justify future
exploration of the former measure of presence. A number of explanations
are given for the partial association found between presence and
sickness.

%M J.IJHCS.52.3.493
%T Incremental Acquisition of Search Knowledge
%A Ghassan Beydoun
%A Achim Hoffmann
%J IJHCS
%D 2000
%V 52
%N 3
%P 493-530
%* (c) Copyright 2000 Academic Press
%X The development of highly effective heuristics for search problems is
a difficult and time-consuming task. We present a knowledge acquisition
approach to incrementally model expert search processes. Though, experts
do not normally have complete introspective access to that knowledge,
their explanations of actual search considerations seem very valuable in
constructing a knowledge-level model of their search processes.
   Furthermore, for the basis of our knowledge acquisition approach, we
substantially extend the work done on Ripple-down rules which allows
knowledge acquisition and maintenance without analysis or a knowledge
engineer. This extension allows the expert to enter his domain terms
during the KA process; thus the expert provides a knowledge-level model
of his search process. We call this framework nested ripple-down rules.
   Our approach targets the implicit representation of the less clearly
definable quality criteria by allowing the expert to limit his input to
the system to explanations of the steps in the expert search process.
These explanations are expressed in our search knowledge interactive
language. These explanations are used to construct a knowledge base
representing search control knowledge. We are acquiring the knowledge in
the context of its use, which substantially supports the knowledge
acquisition process. Thus, in this paper, we will show that it is
possible to build effective search heuristics efficiently at the
knowledge level. We will discuss how our system SmS1.3 (SmS for Smart
Searcher) operates at the knowledge level as originally described by
Newell. We complement our discussion by employing SmS for the
acquisition of expert chess knowledge for performing a highly pruned
tree search. These experimental results in the chess domain are evidence
for the practicality of our approach.

%M J.IJHCS.52.3.531
%T Toward the Optimal Link Structure of the Cyber Shopping Mall
%A Jinwoo Kim
%A Byunggon Yoo
%J IJHCS
%D 2000
%V 52
%N 3
%P 531-551
%* (c) Copyright 2000 Academic Press
%X This study aims at identifying the optimal link structure, which is
an essential requirement for convenient and pleasant cyber shopping. To
achieve the goal, this paper presents a research framework in which
different types of links are hypothesized to cause different patterns of
customer navigation, which in turn is expected to influence cognitive
convenience and emotional pleasure of cyber shopping. Based on two
dimensions of links, link direction and link target, various links are
classified into five types; NBR (Neighbourhood), PAR (Parent), TOP, NEP
(Nephew), and IND (Index). Two consecutive experiments were conducted in
order to evaluate the cognitive and emotional usability of various
combinations of the five link types. Experimental results clearly
indicated that different combinations of link types influenced
customers' navigation patterns, which in turn had effects on the
convenience and pleasure of shopping. It was found that the combination
of NBR, TOP and IND generated the optimal link structure, whereas PAR
and NEP rather decreased the degree of shopping pleasure and
convenience. This paper concludes with its limitations and implications
on the construction of effective cyber shopping malls.

%M J.IJHCS.52.3.553
%T The Reuse of Knowledge: A User-Centred Approach
%A Debbie Richards
%J IJHCS
%D 2000
%V 52
%N 3
%P 553-579
%* (c) Copyright 2000 Academic Press
%X The motivation for the work reported in this paper is the belief that
not only is it beneficial to reuse knowledge but it is essential if we
wish to build knowledge-based systems (KBS) that meet the needs of
users. The focus of most KBS research is on complex modelling at the
knowledge level which requires a knowledge engineer to act as the
intermediary between the expert and the system. The type of reuse
primarily considered is the reuse of ontologies or problem-solving
methods so that improvements can be made in system quality and
development time. However, there is little focus on the needs of users
to access the knowledge in a variety of ways according to the
individual's decision style or situation. The system described in this
paper seeks to support the user in a number of different activities
including knowledge acquisition, inferencing, maintenance, tutoring,
critiquing, "what-if" analysis, explanation and modelling. The ability
to ask different types of questions and to explore the knowledge in
alternative ways is a different type of knowledge reuse. The knowledge
acquisition and representation technique used as the foundation is known
as ripple-down rules (RDR). To support the exploration activities, RDR
have been combined with formal concept analysis which automatically
generates an abstraction hierarchy from the low-level RDR assertions.
The paper suggests that rapid and incremental KA together with
retrospective modelling can be used to provide the user with a system
that they can own, build and explore without the difficulties associated
with capturing and validating the conceptual models of experts via the
mediation of a knowledge engineer.

%M J.IJHCS.52.4.583
%T A Plan-Based Agent Architecture for Interpreting Natural Language Dialogue
%A Liliana Ardissono
%A Guido Boella
%A Leonardo Lesmo
%J IJHCS
%D 2000
%V 52
%N 4
%P 583-635
%K dialogue processing; plan and goal recognition; agent modelling;
natural language interpretation.
%* (c) Copyright 2000 Academic Press
%X This paper describes a plan-based agent architecture for modelling NL
cooperative dialogue; in particular, the paper focuses on the
interpretation of dialogue and on the explanation of its coherence by
means of the recognition of the speakers' underlying intentions. The
approach we propose makes it possible to analyze an explain in a uniform
way several apparently unrelated linguistic phenomena, which have been
often studied separately and treated via ad-hoc methods in the models of
dialogue presented in the literature. Our model of linguistic
interaction is based on the idea that dialogue can be seen as any other
interaction among agents: therefore, domain-level and linguistic actions
are treated in a similar way.
   Our agent architecture is based on a two-level representation of the
knowledge about acting: at the metalevel, the agent modelling (AM) plans
describe the recipes for plan formation and execution (they are a
declarative representation of a reactive planner); at the object level,
the domain and communicative actions are defined. The AM plans are used
to identify the goals underlying the actions performed by an observed
agent; the recognized plans constitute the dialogue context, where the
intentions of all participants are stored in a structured way, in order
to be used in the interpretation of the subsequent dialogue turns.

%M J.IJHCS.52.4.637
%T Speech Recognition for Command Entry in Multimodal Interaction
%A David A. Tyfa
%A Mark Howes
%J IJHCS
%D 2000
%V 52
%N 4
%P 637-667
%K speech recognition; multiple resources; multimodal interaction;
command entry; hands-busy; eyes-busy; verbal interference.
%* (c) Copyright 2000 Academic Press
%X Two experiments investigated the cognitive efficiency of using speech
recognition in combination with the mouse and keyboard for a range of
word processing tasks. The first experiment examined the potential of
this multimodal combination to increase performance by engaging
concurrent multiple resources. Speech and mouse responses were compared
when using menu and direct (toolbar icon) commands, making for a fairer
comparison than in previous research which has been biased against the
mouse. Only a limited basis for concurrent resource use was found, with
speech leading to poorer task performance with both command types. Task
completion times were faster with direct commands for both speech and
mouse responses, and direct commands were preferred. In the second
experiment, participants were free to choose command type, and nearly
always chose to use direct commands with both response modes. Speech
performance was again worse than mouse, except for tasks which involved
a large amount of hand and eye movement, or where direct speech was used
but mouse commands were made via menus. In both experiments recognition
errors were low, and although they had some detrimental effect on speech
use, problems in combining speech and manual modes were highlighted.
Potential verbal interference effects when using speech are discussed.

%M J.IJHCS.52.4.669
%T The Collaborative Production of Computer Commands in Command and Control
%A Paul Luff
%A Christian Heath
%J IJHCS
%D 2000
%V 52
%N 4
%P 669-699
%K command and control; CSCW; workplace studies; interaction analysis;
ethnography.
%* (c) Copyright 2000 Academic Press
%X The division of labour, in its turn, implies interaction; for it
consists not in the sheer difference of one man's kind of work from that
another, but in the fact that the different tasks and accomplishments
are parts of a whole to whose product all, in some degree, contribute.
And wholes, in the human social realm as in the rest of the biological
and in the physical realm, have their essence in interaction. Work as
social interaction is the central theme of sociological and social
psychological study of work.
   Hughes (1958)
   In an interaction with a computer the user receives information that
is output by the computer, and responds by providing input to the
computer - the user's output becomes the computer's input and vice
versa.
   Dix, Finlay, Abowd and Beale (1993, p. 11)
   In this paper, we examine the details of the use of a computer system
in situ. Drawing from recent developments in the social sciences, we
adopt an analytic orientation that is distinctive from much current work
in human-computer interaction and cognitive engineering. Rather than
focusing on a circumscribed activity of an individual at a computer
system, we explore how the production of computer-based activities is
sensitive to the ongoing work and interaction of the participants in the
setting. The study utilizes materials including fieldwork and
audio-visual recordings to explore how one particular technology is
used, a system for automatically controlling trains on an urban
transportation system. We focus on the "uses" of this system, a fairly
conventional command-and-control system, in the Control Room, and
examine how the technology is immersed within the action and interaction
of the participants. In particular, we explore how the entry of commands
into the system by one controller is coordinated with the conduct of
colleagues, and how their conduct is inextricably embedded in their
colleague's use of the system. It also reveals how the activities of
controllers are managed from moment to moment, so that a division of
labour emerges through the course of their interaction. Although in
drawing upon naturalistic materials, this study contributes to the
growing corpus of "workplace studies" within the field of
computer-supported cooperative work, by examining the details of
computer-based activities it continues the tradition within
human-computer interaction of being concerned with the detailed use of
technologies. Indeed, the emerging distinction between the two fields,
one considered as focusing on matters associated with the individual
"user", and the other on the "group", may be false.

%M J.IJHCS.52.4.701
%T Accountability and Automation Bias
%A Linda J. Skitka
%A Kathleen Mosier
%A Mark D. Burdick
%J IJHCS
%D 2000
%V 52
%N 4
%P 701-717
%K automation; accountability; vigilance; decision making; bias.
%* (c) Copyright 2000 Academic Press
%X Although generally introduced to guard against human error, automated
devices can fundamentally change how people approach their work, which
in turn can lead to new and different kinds of error. The present study
explored the extent to which errors of omission (failures to respond to
system irregularities or events because automated devices fail to detect
or indicate them) and commission (when people follow an automated
directive despite contradictory information from other more reliable
sources of information because they either fail to check or discount
that information) can be reduced under conditions of social
accountability. Results indicated that making participants accountable
for either their overall performance or their decision accuracy led to
lower rates of "automation bias". Errors of omission proved to be the
result of cognitive vigilance decrements, whereas errors of commission
proved to be the result of a combination of a failure to take into
account information and a belief in the superior judgement of automated
aids.

%M J.IJHCS.52.4.719
%T A Theoretical Model of Differential Social Attributions Toward Computing Technology: When the Metaphor becomes the Model
%A George M. Marakas
%A Richard D. Johnson
%A Jonathan W. Palmer
%J IJHCS
%D 2000
%V 52
%N 4
%P 719-750
%K anthropomorphism; symbolic computing; social acts; laws of control;
computer self-efficiency.
%* (c) Copyright 2000 Academic Press
%X This paper explores the use of metaphorical personification
(anthropomorphism) as an aid to describing and understanding the
complexities of computing technologies. This common and seemingly
intuitive practice (it "reads", "writes", "thinks", "is friendly",
"catches and transmits viruses", etc.) has become the standard by which
we formulate our daily communications, and often our formal training
mechanisms, with regard to the technology. Both anecdotal and empirical
sources have reported numerous scenarios in which computers have played
a noticeably social role, thus being positioned more as a social actor
than as a machine or "neutral tool." In these accounts, human behavior
has ranged from making social reference to the device ("It's really much
smarter than me,"), to more overt social interactions including
conversational interplay and display of common human emotions in
response to an interaction. Drawing from behavioral psychology and
attribution theory, a theoretical model of the phenomenon is offered
from which several propositions are advanced regarding the nature of the
behavior, positive and negative implications associated with extended
use of this metaphor, and recommendations for research into this
ubiquitous social phenomena.
   ... I have encountered these situations before, and in every case
they were the result of human error.
   - HAL 9000 from Arthur C. Clarke's 2001: A Space Odyssey

%M J.IJHCS.52.4.751
%T Variables Affecting Information Technology End-User Satisfaction: A Meta-Analysis of the Empirical Literature
%A Mo Adam Mahmood
%A Janice M. Burn
%A Leopoldo A. Gemoets
%A Carmen Jacquez
%J IJHCS
%D 2000
%V 52
%N 4
%P 751-771
%K end-user satisfaction; information technology; meta-analysis.
%* (c) Copyright 2000 Academic Press
%X The level of end-user satisfaction with information technology (IT)
has widely been accepted as an indicator of IT success. The present
research synthesizes and validates the construct of IT end-user
satisfaction using a meta-analysis. It accomplishes this by analysing
the empirical results of 45 end-user satisfaction studies published
between 1986 and 1998 and by focusing on relationships between end-user
satisfaction and nine variables: perceived usefulness, ease of use, user
expectations, user experience, user skills, user involvement in system
development, organizational support, perceived attitude of top
management toward the project and user attitude toward information
systems (IS) in widely divergent settings. The present analysis found
positive support for the influence of all nine variables on end-user IT
satisfaction but to varying degrees. The most significant relationships
were found to be user involvement in systems development, perceived
usefulness, user experience, organizational support and user attitude
toward the IS. This has implications for IS analysis and design as well
as user training and the development of training support packages.

%M J.IJHCS.52.5.775
%T Self-Instructive Spreadsheets: An Environment for Automatic Knowledge Acquisition and Tutor Generation
%A M. Lentini
%A D. Nardi
%A A. Simonetta
%J IJHCS
%D 2000
%V 52
%N 5
%P 775-803
%* (c) Copyright 2000 Academic Press
%X Typically, spreadsheet applications are difficult to use for casual
users (different from developers), mainly because of lack of support. In
fact, building a tutoring facility for such applications is a
time-consuming task. Our aim is the realization of a tool for the
automatic generation of Intelligent Tutors for conventional spreadsheet
applications. We have developed a system that works in two steps. In the
first one, it extracts an explicit representation of the problem-solving
pattern coded in a programmed spreadsheet. In the second step, it
generates a hypertextual guide and an interactive tutor that can
effectively support, in the native environment, the casual user of the
spreadsheet with the specific application it is designed for. We have
successfully tested our system on a class of students using an
application for budget analysis.

%M J.IJHCS.52.5.805
%T Consumer Web Search Behaviour: Diagrammatic Illustration of Wayfinding on the Web
%A Chris Hodkinson
%A Geoffrey Kiel
%A Janet R. McColl-Kennedy
%J IJHCS
%D 2000
%V 52
%N 5
%P 805-830
%K consumer behaviour: information search; WWW; wayfinding.
%* (c) Copyright 2000 Academic Press
%X External information search behaviour has long been of interest to
consumer researchers. Experimental and post hoc survey research
methodologies have typically used a large number of variables to record
search activity. However, as these are usually considered in aggregate,
there is little opportunity for the researcher to overview the search
style of a consumer. To date, the diagrammatic illustration of search
behaviour has been limited to experimental environments in which the
available information was strictly bounded, for example, within
databases or when information display boards have been used. This paper,
which focuses largely on inter-site world wide web (WWW) search
behaviour, discusses web search paradigms and the variables used to
capture WWW search. It also provides a conceptual framework for the
representation of external information search behaviour in diagrammatic
form. The technique offers researchers an opportunity to holistically
interpret information search data and search styles. The benefits
include the identification of particular search styles, more precise
interpretation of web search activity numeric data and the potential
application for the training of web users to improve their search
effectiveness.

%M J.IJHCS.52.5.831
%T The Impact of Data Models and Task Complexity on End-User Performance: An Experimental Investigation
%A Chechen Liao
%A Prashant C. Palvia
%J IJHCS
%D 2000
%V 52
%N 5
%P 831-845
%K data models; end user performance; data representation; conceptual
modeling.
%* (c) Copyright 2000 Academic Press
%X The purpose of this study was to investigate similarities and
differences in the quality of data representations produced by end-users
using the relational model (RM), the extended entity-relationship model
(EERM), and the object-oriented model (OOM). By performing laboratory
experiments using MIS major students, quality was evaluated on five
constructs of a data model (i.e. entity/object, descriptor, identifier,
relationship and generalization hierarchy) and six facets of a
relationship (i.e. unary one-to-one, unary one-to-many, binary
one-to-one, binary one-to-many, binary many-to-many and ternary
many-to-many-to-many).
   The research focused on two major issues: data model design and data
model conversion. The first issue investigated the differences in user
performance between the RM, the EERM and the OOM. The second
investigated the differences in user performance between the RM and the
relational conversions of the EERM and the OOM models. For the first
issue, EERM and OOM scored much higher than the RM in correctness scores
of binary one-to-many and binary many-to-many relationships, but only
the EERM led to significance. The RM and OOM scored much higher than
EERM for unary one-to-one relationships, however, only the RM resulted
in significance. The OOM required significantly less time for task
completion than EERM. For the second issue, RM and the relational
conversion of OOM scored significantly higher than the relational
conversion of EERM for unary one-to-one relationships.

%M J.IJHCS.52.5.847
%T Evaluating Environments for Functional Programming
%A Jon Whittle
%A Andrew Cumming
%J IJHCS
%D 2000
%V 52
%N 5
%P 847-878
%K functional programming; transformational programming; structure
editors.
%* (c) Copyright 2000 Academic Press
%X Functional programming presents new challenges in the design of
programming environments. In a strongly typed functional language, such
as ML, much conventional debugging of runtime errors is replaced by
dealing with compile-time error reports. On the other hand, the
cleanness of functional programming opens up new possibilities for
incorporating sophisticated correctness-checking techniques into such
environments. CYNTHIA is a novel editor for ML that both addresses the
challenges and explores the possibilities. It uses an underlying proof
system as a framework for automatically checking for semantic errors
such as non-termination. In addition, CYNTHIA embodies the idea of
programming by analogy-whereby users write programs by applying abstract
transformations to existing programs. This paper investigates CYNTHIA's
potential as a novice ML programming environment. We report on two
studies in which it was found that students using CYNTHIA commit fewer
errors and correct errors more quickly than when using a compiler/text
editor approach.

%M J.IJHCS.52.5.879
%T An Efficient Camera Calibration Method for Vision-Based Head Tracking
%A K. S. Parka
%A C. J. Lim
%J IJHCS
%D 2000
%V 52
%N 5
%P 879-898
%K vision-based head tracking; eye-controlled human/computer interface;
camera calibration.
%* (c) Copyright 2000 Academic Press
%X The aim of this study is to develop and evaluate an efficient camera
calibration method for vision-based head tracking. Tracking head
movements is important in the design of an eye-controlled human/computer
interface. A vision-based head tracking system is proposed to allow the
user's head movements in the design of the eye-controlled human/computer
interface. We propose an efficient camera calibration method to track
the three-dimensional position and orientation of the user's head
accurately. We also evaluate the performance of the proposed method and
the influence of the configuration of calibration points on the
performance. The experimental error analysis results showed that the
proposed method can provide more accurate and stable pose (i.e. position
and orientation) of the camera than the direct linear transformation
method which has been used in camera calibration. The results for this
study can be applied to the tracking of head movements related to the
eye-controlled human/computer interface and the virtual reality
technology.

%M J.IJHCS.52.5.899
%T Some Human Dimensions of Computer Virus Creation and Infection
%A Andy Bissett
%A Geraldine Shipton
%J IJHCS
%D 2000
%V 52
%N 5
%P 899-913
%K virus-maker; psychoanalysis; motivation.
%* (c) Copyright 2000 Academic Press
%X Infection of computer systems by destructive computer viruses is a
commonplace occurrence. Consequently, an extensive literature exists
concerning the technical means of virus prevention, detection and
disinfection. By contrast, in this paper we consider the human
dimensions and implications behind the invention and release of computer
viruses. We examine and discuss some possible conscious motivations:
these include political, commercial and malicious. However, the paper is
also concerned with unconscious motivations and goes on to look at
possible meanings for these disruptive activities from within a
psychodynamic framework based on the work of Melanie Klein. The paper
draws upon previously published information about viruses and their
makers in order to furnish material for these discussions. Of equal
import in understanding the effect that virus infection has upon
computer users. A personal anecdote illustrates the disruption to peace
of mind brought about simply by the fear of virus infection. We conclude
that virus creation means different things for different perpetrators,
but that generally it is a destructive act aimed at dismantling what is
apparently 'whole' and satisfactory. This reflects the reality that
human life involves a constant struggle with processes of
destructiveness as well as creativity. Paradoxically, the orderly,
constructed world may become stronger through the process of learning
and defending against each new virus, but this strengthening of defences
may itself inflame the problem. We conclude by considering some concrete
consequences for computer users, and areas for future investigation.

%M J.IJHCS.52.5.915
%T Keyword Comparison: A User-Centered Feature for Improving Web Search Tools
%A Xiaowen Fang
%A Gavriel Salvendy
%J IJHCS
%D 2000
%V 52
%N 5
%P 915-931
%K keyword comparison; search engines; www.
%* (c) Copyright 2000 Academic Press
%X Current web search tools are examined. Human cognitive limitations in
working memory, text processing and comprehension, problem solving, and
decision-making in a search process are analysed. Based on the
literature review, a user-centered feature, keyword comparison, was
proposed to help users review the search results and extract useful
information. Experimental search engines and browsers were developed
using Visual Basic, Java and Common Gateway Interface (CGI) programming
languages. An experiment was conducted to test the effectiveness of this
feature. The dependent variables were the number of relevant web sites
identified during the 1-hour period and satisfaction. The independent
variable was the interface type of the search tools. A between-subject t
-test experimental design was utilized with 20 subjects. Testing of the
hypothesis, by contrasting the user-centered feature against the current
search engine, indicated that feature keyword comparison improved users'
search performance by 77% and satisfaction in using the feature by 35%.

%M J.IJHCS.52.5.933
%T Peripheral Participation in Video-Mediated Communication
%A Andrew Monk
%A Leon Watts
%J IJHCS
%D 2000
%V 52
%N 5
%P 933-958
%* (c) Copyright 2000 Academic Press
%X The importance of overhearing, and other ways of monitoring
communicative behaviour not explicitly directed at oneself, has been
illustrated in numerous ethnographic studies of computer-supported
cooperative work. This paper is concerned with a particular form of
monitoring. A "peripheral participant" is defined as someone who has a
legitimate interest in monitoring a joint task (being carried out by
some "primary participants") but who is not actively involved in
carrying out the task themselves. The concept is illustrated through
field studies of telemedical consultation and related to other analyses
of overhearing. Two experiments are reported where participatory status
was manipulated using a role-play task. Ratings of interpersonal
awareness, measures of gaze direction and recall of the conversation all
indicate that the task successfully operationalized the distinction
between primary and peripheral participation. In addition, the
experiment manipulated the visibility of the peripheral participant to a
remote primary participant. This was shown to have an effect on the
remote primary participant's interpersonal awareness of the peripheral
participant. Potential mechanisms for this effect are considered. It is
concluded that peripheral participation is a potentially important form
of involvement that needs to be considered when designing and
configuring equipment for video-mediated cooperative work.

%M J.IJHCS.52.6.961
%T Evaluating a Domain-Specialist-Oriented Knowledge Management System
%A Timothy C. Lethbridge
%J IJHCS
%D 2000
%V 52
%N 6
%P 961-990
%K software evaluation; knowledge management; creative task assistant.
%* (c) Copyright 2000 Academic Press
%X We discuss the evaluation of software tools whose purpose is to
assist humans to perform complex creative tasks. We call these creative
task assistants (CTAs) and use as a case study CODE4, a CTA designed to
allow domain specialists to manage their own knowledge base. We present
an integrated process involving evaluation of usability, attractiveness
and feature contribution, the latter two being the focus. To illustrate
attractiveness evaluation, we assess whether CODE4 has met its objective
of having users not trained in logical formalisms choose the tool to
represent and manipulate knowledge in a computer. By studying use of the
tool by its intended users, we conclude that it has met this objective.
To illustrate feature contribution evaluation, we assess what aspects of
CODE4 have in fact led to its success. To do this, we study what tasks
are performed by users, and what features of both knowledge
representation and user interface are exercised. We find that features
for manipulating the inheritance hierarchy and naming concepts are
considered the most valuable. Our overall conclusion is that those
developing or researching CTAs would benefit from using the three types
of evaluation in order to make effective decisions about the evolution
of their products.

%M J.IJHCS.52.6.991
%T Creating an Effective Training Environment for Enhancing Telework
%A Viswanath Venkatesh
%A Cheri Speier
%J IJHCS
%D 2000
%V 52
%N 6
%P 991-1005
%K game-based training; intrinsic motivation; telework.
%* (c) Copyright 2000 Academic Press
%X There is a growing need for research examining the effective
implementation and management of teleworking as it is increasingly being
used as an organizational work structure. The enhanced functionality of
many information technologies facilitates the completion of work across
geographically dispersed teleworkers while simultaneously providing a
vehicle to overcome social isolation that has been viewed as an
inhibitor of teleworker effectiveness. This research assesses two
training methods that can be used to help teleworkers develop skill sets
for using these technologies. The results suggest that using a
game-based training method facilitates the training process by
increasing users' intrinsic motivation resulting in increased intention
to use the technology. This can be particularly important in enhancing
the effective completion of team and individual telework while at the
same time providing a mechanism to minimize teleworkers social
isolation.

%M J.IJHCS.52.6.1007
%T Using Intentional Models for the Interface Design of Multi-Level Systems
%A Alan W. Colman
%A Ying K. Leung
%J IJHCS
%D 2000
%V 52
%N 6
%P 1007-1029
%K intentional models; user interface design; multi-layered systems;
object-oriented methodology; human-computer interaction.
%* (c) Copyright 2000 Academic Press
%X In this paper, it is argued that the design of computer interfaces
for complex, multi-layered systems needs to take into account the
differing intentional models that are held by different types of users
of such systems, and that there is a strong correlation between the job
roles of individuals and the level of abstraction of the mental models
held by such users. An approach to the analysis and design of complex
multi-layered systems based on the analysis of job roles to elicit such
models is suggested and linked with other techniques of task analysis
and object-oriented analysis and design. The methodology is illustrated
with the interface analysis for an automatic environmental chemical
analyser.

%M J.IJHCS.52.6.1031
%T Calculators are Needlessly Bad
%A Harold Thimbleby
%J IJHCS
%D 2000
%V 52
%N 6
%P 1031-1069
%K consumer product user interfaces; feature interaction; feature
incoherence; calculator and calculator user interfaces.
%* (c) Copyright 2000 Academic Press
%X In the two decades hand-held calculators have been readily available,
there has been ample time to develop a usable design and to educate the
consumer public into choosing quality devices. This article reviews a
representative calculator that is "state of the art" and shows it has an
execrable design. The design is shown to be confusing and essentially
non-mathematical. Substantial evidence is presented that illustrates the
inadequate documentation, bad implementation, feature interaction, and
feature incoherence. These problems are shown to be typical of
calculators generally. Despite the domain (arithmetic) being well
defined, the design problems are profound, widespread, confusing-and
needless. Worrying questions are begged: about design quality control,
about consumer behaviour, and about the role of education-both at school
level (training children to acquiesce to bad design) and at university
level (training professionals to design unusable products). The article
concludes with recommendations.
   "The problem of efficient and uniform notations is perhaps the most
serious one facing the mathematical public." Florian Cajori (1993)
   "[. . .] contrivances adapted to peculiar purposes [. . .] and what
is worse than all, a profusion of notations (when we regard the whole
science) which threaten, if not duly corrected, to multiply our
difficulties instead of promoting our progress." Charles Babbage, quoted
in Cajori (1993).

%M J.IJHCS.52.6.1071
%T Ontology-Driven Document Enrichment: Principles, Tools and Applications
%A Enrico Motta
%A Simon Buckingham Shum
%A John Domingue
%J IJHCS
%D 2000
%V 52
%N 6
%P 1071-1109
%K semantic web; ontologies; knowledge modelling; digital documents;
document retrieval; intelligent news servers; scholarly discourse;
medical informatics
%* (c) Copyright 2000 Academic Press
%X In this paper, we present an approach to document enrichment, which
consists of developing and integrating formal knowledge models with
archives of documents, to provide intelligent knowledge retrieval and
(possibly) additional knowledge-intensive services, beyond what is
currently available using "standard" information retrieval and search
facilities. Our approach is ontology-driven, in the sense that the
construction of the knowledge model is carried out in a top-down
fashion, by populating a given ontology, rather than in a bottom-up
fashion, by annotating a particular document. In this paper, we give an
overview of the approach and we examine the various types of issues
(e.g. modelling, organizational and user interface issues) which need to
be tackled to effectively deploy our approach in the workplace. In
addition, we also discuss a number of technologies we have developed to
support ontology-driven document enrichment and we illustrate our ideas
in the domains of electronic news publishing, scholarly discourse and
medical guidelines.

%M J.IJHCS.52.6.1111
%T WonderTools? A Comparative Study of Ontological Engineering Tools
%A A. J. Duineveld
%A R. Stoter
%A M. R. Weiden
%A B. Kenepa
%A V. R. Benjamins
%J IJHCS
%D 2000
%V 52
%N 6
%P 1111-1133
%K ontology tools.
%* (c) Copyright 2000 Academic Press
%W http://www.swi.psy.uva.nl/wondertools/ WonderTools website
%X Ontologies are becoming increasingly important in a variety of
different fields, such as intelligent searching on the web, knowledge
sharing and reuse, knowledge management, etc. Therefore, we expect that
the need for tools to support the construction of ontologies will
increase significantly in the coming years. In this paper, we
investigate several of these tools. We evaluate the tools using two
different ontologies: a simple one about university employees, and a
second, more complex one, about the structure of a university study. The
evaluation was conducted using a framework, which incorporates aspects
of ontology buildings and testing, as well as cooperation with other
users. Our conclusions are that the usefulness of the tools depends on
the level of the users and the stage of development of the ontology.

fpack:!@#$%^&*(): CHI96-1.BA
%M C.CHI.96.1.3
%T Self Disclosure on Computer Forms: Meta-Analysis and Implications
%S PAPERS: Learning From Users
%A Suzanne Weisband
%A Sara Kiesler
%B CHI96
%D 1996
%V 1
%P 3-10
%K Computer forms, Computer interviews, Electronic surveys, Measurement,
Disclosure, Response bias, Electronic communication
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Weisband/sw_txt.htm
%X Do people disclose more on a computer form than they do in an interview or
on a paper form?  We report a statistical meta-analysis of the literature from
1969 to 1994.  Across 39 studies using 100 measures, computer administration
increased self-disclosure.  Effect sizes were larger comparing computer
administration with face-to-face interviews, when forms solicited sensitive
information, and when medical or psychiatric patients were the subjects. 
Effect sizes were smaller but had not disappeared in recent studies, which we
attribute in part to changes in computer interfaces.  We discuss research,
ethical, policy, and design implications.

%M C.CHI.96.1.11
%T The Design and Long-Term Use of a Personal Electronic Notebook: A
Reflective Analysis
%S PAPERS: Learning From Users
%A Thomas Erickson
%B CHI96
%D 1996
%V 1
%P 11-18
%K Electronic notebooks, Personal information management, Customization,
Tailoring, Longitudinal study, Reflective analysis, Co-evolution of design and
practice
%* (c) Copyright 1996 ACM
%X This article describes the design and use of a personal electronic
notebook.  The findings provide a useful data point for those interested in
the issue of how to design highly customizable systems for managing personal
information.  After a description of the notebook's interface and the usage
practices that have co-evolved with the interface, I discuss some of the
features that have made the notebook useful over the long term, and trends in
the evolution of the design.

%M C.CHI.96.1.19
%T Technomethodology: Paradoxes and Possibilities
%S PAPERS: Learning From Users
%A Graham Button
%A Paul Dourish
%B CHI96
%D 1996
%V 1
%P 19-26
%K Ethnography, Ethnomethodology, Design practice, Methodology, Accounts,
Abstraction
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Button/jpd_txt.htm
%X The design of CSCW systems has often had its roots in ethnomethodological
understandings of work and investigations of working settings.  Increasingly,
we are also seeing these ideas applied to critique and inform HCI design more
generally.  However, the attempt to design from the basis of ethnomethodology
is fraught with methodological dangers.  In particular, ethnomethodology's
overriding concern with the detail of practice poses some serious problems
when attempts are made to design around such understandings.  In this paper,
we discuss the range and application of ethnomethodological investigations of
technology in working settings, describe how ethnomethodologically-affiliated
work has approached system design and discuss ways that ethnomethodology can
move from design critique to design practice: the advent of technomethodology.

%M C.CHI.96.1.27
%T Does Animation in User Interfaces Improve Decision Making?
%S PAPERS: Empirical Studies of Graphics and Visual Design
%A Cleotilde Gonzalez
%B CHI96
%D 1996
%V 1
%P 27-34
%K Animation, Decision making
%* (c) Copyright 1996 ACM
%X This paper reports a laboratory experiment that investigated the relative
effects of images, transitions, and interactivity styles used in animated
interfaces in two decision making domains.  Interfaces used either realistic
or abstract images, smooth or abrupt transitions, and parallel or sequential
interactivity.  Results suggest that decision making performance is influenced
by the task domain, the user experience, the image, transition, and
interactivity styles used in animated interfaces.  Subjects performed better
with animated interfaces based on realistic rather than abstract images. 
Subjects were more accurate with smooth rather than abrupt animation. Subjects
were more accurate and enjoyed more the animation with parallel rather than
sequential interactivity.  Implications on the design of animated interfaces
for decision making are provided.

%M C.CHI.96.1.35
%T Assessing the Effect of Non-Photorealistic Rendered Images in CAD
%S PAPERS: Empirical Studies of Graphics and Visual Design
%A Jutta Schumann
%A Thomas Strothotte
%A Andreas Raab
%A Stefan Laser
%B CHI96
%D 1996
%V 1
%P 35-41
%K Non-photorealistic rendering, Architectural presentation, Preliminary
drafts, Sketches, CAD
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Schumann/chi96fi.html
%X Recent work in computer graphics has resulted in new techniques for
rendering so-called non-photorealistic images.  While such features are now
already appearing in commercially available software, little is known about
the effect of non-photorealistic images on users and their usefulness in
specific contexts.
   In this paper we report on an empirical study with 54 architects who
compared the output of a sketch-renderer for producing pencil-like drawings
with standard output of CAD systems for architectural designs.  The results
show that the different kinds of renditions actually have a very different
effect on viewers and that non-photorealistic images actually do deserve their
place in the repertoire of CAD systems.

%M C.CHI.96.1.42
%T Gratuitous Graphics?  Putting Preferences in Perspective
%S PAPERS: Empirical Studies of Graphics and Visual Design
%A Ellen Levy
%A Jeff Zacks
%A Barbara Tversky
%A Diane Schiano
%B CHI96
%D 1996
%V 1
%P 42-49
%K Visualization, Spatial representation, 3-D graphics, User interface design
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Levy/lev_txt.htm
%X Rapid growth in 3-D rendering technologies has deluged us with glitzy
graphical representations.  In what contexts do people find 3-D graphs of 2-D
data both attractive and useful?
   We examine students' preferences for graphical display formats under
several use scenarios.  Line graphs were preferred more for conveying trends
than details, and more for promoting memorability than for immediate use; bar
graphs showed the opposite pattern.  3-D graphs were preferred more for
depicting details than trends, more for memorability than immediate use, and
more for showing others than oneself.  The reverse held for 2-D graphs.

%M C.CHI.96.1.50
%T Beating the Limitations of Camera-Monitor Mediated Telepresence with Extra
Eyes
%S PAPERS: Collaborative Systems
%A Kimiya Yamaashi
%A Jeremy R. Cooperstock
%A Tracy Narine
%A William Buxton
%B CHI96
%D 1996
%V 1
%P 50-57
%K Telepresence, Teleconferencing, CSCW, Multimedia
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Yamaashi/ky_txt.htm
%X In physical presence, you are most aware of your immediate surroundings,
such as what is at your feet or who is beside you, and less aware of objects
further away.  In telepresence, almost the opposite is true.  Due to the
nature of the medium, you are most aware of what is in front, often at a
distance, as dictated by the limited view of the camera.  Even where remote
camera control is possible, the range of exploration is limited and the
logistics of control are typically awkward and slow.  All of this adds up to a
pronounced loss of awareness of the periphery in telepresence.
   The research described here attempts to compensate for these problems
through two mechanisms.  First, we provide telepresence users with two
separate views, one wide-angle and the other, a controllable, detailed view. 
To simplify navigation, the two views are seamlessly linked together, so that
selecting a region of one will have an effect in the other.  Second, we
utilize sensor information from the remote location to provide the user with
notification of relevant events that may require attention.  Together, these
tools significantly enhance users' awareness of their telepresence
surroundings.

%M C.CHI.96.1.58
%T Talk and Embodiment in Collaborative Virtual Environments
%S PAPERS: Collaborative Systems
%A John Bowers
%A James Pycock
%A Jon O'Brien
%B CHI96
%D 1996
%V 1
%P 58-65
%K Conversation analysis, Interaction analysis, Body movement, Embodiment,
Virtual reality, CSCW
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Bowers/jb_txt.htm
%X This paper presents some qualitative, interpretative analyses of social
interaction in an internationally distributed, real-time, multi-party meeting
held within a collaborative virtual environment (CVE).  The analyses reveal
some systematic problems with turn taking and participation in such
environments.  We also examine how the simple polygonal shapes by means of
which users were represented and embodied in the environment are deployed in
social interaction.  Strikingly, some familiar coordinations of body movement
are observed even though such embodiments are very minimal shapes.  The paper
concludes with some suggestions for technical development, derived from the
empirical analyses, which might enhance interactivity in virtual worlds for
collaboration and cooperative work.

%M C.CHI.96.1.66
%T Emacspeak -- A Speech Interface
%S PAPERS: Alternative Methods of Interaction
%A T. V. Raman
%B CHI96
%D 1996
%V 1
%P 66-71
%K Speech interface, Direct access, Spoken feedback, Audio formatting, Speech
as a first-class I/O medium
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Raman/paper.html
%X Screen-readers -- computer software that enables a visually impaired user
to read the contents of a visual display -- have been available for more than
a decade.  Screen-readers are separate from the user application. 
Consequently, they have little or no contextual information about the contents
of the display.  The author has used traditional screen-reading applications
for the last five years.  The design of the speech-enabling approach described
here has been implemented in Emacspeak to overcome many of the shortcomings he
has encountered with traditional screen-readers.
   The approach used by Emacspeak is very different from that of traditional
screen-readers.  Screen-readers allow the user to listen to the contents
appearing in different parts of the display; but the user is entirely
responsible for building a mental model of the visual display in order to
interpret what an application is trying to convey.  Emacspeak, on the other
hand, does not speak the screen.  Instead, applications provide both visual
and speech feedback, and the speech feedback is designed to be sufficient by
itself.
   This approach reduces cognitive load on the user and is relevant to
providing general spoken access to information.  Producing spoken output from
within the application, rather than speaking the visually displayed
information, vastly improves the quality of the spoken feedback.  Thus, an
application can display its results in a visually pleasing manner; the
speech-enabling component renders the same in an aurally pleasing way.

%M C.CHI.96.1.72
%T Audio Enhanced 3D Interfaces for Visually Impaired Users
%S PAPERS: Alternative Methods of Interaction
%A Stephen W. Mereu
%A Rick Kazman
%B CHI96
%D 1996
%V 1
%P 72-78
%K User interface, Auditory interface, Disability access, 3D interface
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Mereu/rnk-txt.htm
%X Three dimensional computer applications such as CAD packages are often
difficult to use because of inadequate depth feedback to the user.  It has,
however, been shown that audio feedback can help improve a user's sense of
depth perception.  This paper describes an experiment which evaluates the use
of three different audio environments in a 3D task undertaken by visually
impaired users.  The three audio environments map tonal, musical, and
orchestral sounds to an (x, y, z) position in a 3D environment.  In each
environment the user's task is to locate a target in three dimensions as
accurately and quickly as possible.  This experiment has three important
results: that audio feedback improves performance in 3D applications for all
users; that visually impaired users can use 3D applications with the accuracy
of sighted users; and that visually impaired users can attain greater target
accuracy than sighted users in a sound-only environment.

%M C.CHI.96.1.79
%T Dual Device User Interface Design: PDAs and Interactive Television
%S PAPERS: Multi-Modal Applications
%A Scott Robertson
%A Cathleen Wharton
%A Catherine Ashworth
%A Marita Franzke
%B CHI96
%D 1996
%V 1
%P 79-86
%K Personal digital assistants (PDA), Interactive television (ITV), Ubiquitous
computing, Mobile computing, Multiple devices
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Robertson/spr_txt.htm
%X Computing environments which involve many interacting devices are a
challenge for system and user interface designers.  A prototype of a
multiple-device application consisting of a personal digital assistant (PDA)
that operates in conjunction with interactive television (ITV) was developed
from user requirements for a real estate information service.  The application
is used both as a stand-alone service and in conjunction with a television. 
Users interact exclusively with the PDA.  The television responds to PDA
output and is used for the presentation of visual images and videos.  In this
paper the application is described and user interface design issues that arise
in the context of multiple device systems are discussed.

%M C.CHI.96.1.87
%T Pen Computing for Air Traffic Control
%S PAPERS: Multi-Modal Applications
%A Stephane Chatty Patrick Lecoanet
%B CHI96
%D 1996
%V 1
%P 87-94
%K Air traffic control, Gesture recognition, Mark-based input, Pen computing,
Touch-screen, Direct manipulation, Prototyping
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Chatty/sc_txt.htm
%X Modernizing workstations for air traffic controllers is a challenge:
designers must increase efficiency without affecting safety in any way.  Air
traffic control is a time-intensive and safety-critical activity, and thus
interaction efficiency and low error rates are crucial.  Classical interaction
techniques have been used in prototype workstations, but the resulting
efficiency is not always satisfactory.  This leads designers to consider more
advanced interaction techniques.  This paper reports on the design and a
preliminary evaluation of the first prototype of project IMAGINE, which
represents the second generation of graphical interfaces for air traffic
control.  This prototype, GRIGRI, uses a high resolution touch screen and
provides mark based input through the screen.  The use of gestures, as well as
the use of multi-modal techniques, make interaction faster, and closer to the
controllers' habits.

%M C.CHI.96.1.95
%T Multimodal Interfaces for Dynamic Interactive Maps
%S PAPERS: Multi-Modal Applications
%A Sharon Oviatt
%B CHI96
%D 1996
%V 1
%P 95-102
%K Multimodal interface design, Dynamic interactive maps, Spoken, Pen-based,
and multimodal input, Predictive modeling, Robust processing
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Oviatt/slo_txt.htm
%X Dynamic interactive maps with transparent but powerful human interface
capabilities are beginning to emerge for a variety of geographical information
systems, including ones situated on portables for travelers, students,
business and service people, and others working in field settings.  In the
present research, interfaces supporting spoken, pen-based, and multimodal
input were analyze for their potential effectiveness in interacting with this
new generation of map systems.  Input modality (speech, writing, multimodal)
and map display format (highly versus minimally structured) were varied in a
within-subject factorial design as people completed realistic tasks with a
simulated map system.  The results identified a constellation of performance
difficulties associated with speech-only map interactions, including elevated
performance errors, spontaneous disfluencies, and lengthier task completion
time -- problems that declined substantially when people could interact
multimodally with the map.  These performance advantages also mirrored a
strong user preference to interact multimodally.  The error-proneness and
unacceptability of speech-only input to maps was attributed in large part to
people's difficulty generating spoken descriptions of spatial location. 
Analyses also indicated that map display format can be used to minimize
performance errors and disfluencies, and map interfaces that guide users'
speech toward brevity can nearly eliminate disfluencies.  Implications of this
research are discussed for the design of high-performance multimodal
interfaces for future map systems.

%M C.CHI.96.1.103
%T Using the Web Instead of a Window System
%S PAPERS: World Wide Web
%A James Rice
%A Adam Farquhar
%A Philippe Piernot
%A Thomas Gruber
%B CHI96
%D 1996
%V 1
%P 103-110
%K Internet application, Remote user interface, Active document, CSCW, World
Wide Web, Hypertext, HTML, HTTP, Java
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Rice/jpr_txt.htm
%X We show how to deliver a sophisticated, yet intuitive, interactive
application over the web using off-the-shelf web browsers as the interaction
medium.  This attracts a large user community, improves the rate of user
acceptance, and avoids many of the pitfalls of software distribution.
   Web delivery imposes a novel set of constraints on user interface design. 
We outline the tradeoffs in this design space, motivate the choices necessary
to deliver an application, and detail the lessons learned in the process.
   These issues are crucial because the growing popularity of the web
guarantees that software delivery over the web will become ever more
wide-spread.
   This application is publicly available at:
http://www-ksl-svc.stanford.edu:5915/

%M C.CHI.96.1.111
%T The WebBook and the Web Forager: An Information Workspace for the
World-Wide Web
%S PAPERS: World Wide Web
%A Stuart K. Card
%A George G. Robertson
%A William York
%B CHI96
%D 1996
%V 1
%P 111-117
%K 3D graphics, User interfaces, Information access, World-Wide Web,
Information workspace, Workspace
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Card/skc1txt.html
%X The World-Wide Web has achieved global connectivity stimulating the
transition of computers from knowledge processors to knowledge sources.  But
the Web and its client software are seriously deficient for supporting users'
interactive use of this information.  This paper presents two related designs
with which to evolve the Web and its clients.  The first is the WebBook, a 3D
interactive book of HTML pages.  The WebBook allows rapid interaction with
objects at a higher level of aggregation than pages.  The second is the Web
Forager, an application that embeds the WebBook and other objects in a
hierarchical 3D workspace.  Both designs are intended as exercises to play off
against analytical studies of information workspaces.

%M C.CHI.96.1.118
%T Silk from a Sow's Ear: Extracting Usable Structure from the Web
%S PAPERS: World Wide Web
%A Peter Pirolli
%A James Pitkow
%A Ramana Rao
%B CHI96
%D 1996
%V 1
%P 118-125
%K Information visualization, World Wide Web, Hypertext
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Pirolli_2/pp2.html
%X In its current implementation, the World-Wide Web lacks much of the
explicit structure and strong typing found in many closed hypertext systems. 
While this property probably relates to the explosive acceptance of the Web,
it further complicates the already difficult problem of identifying usable
structures and aggregates in large hypertext collections.  These reduced
structures, or localities, form the basis for simplifying visualizations of
and navigation through complex hypertext systems.  Much of the previous
research into identifying aggregates utilize graph theoretic algorithms based
upon structural topology, i.e., the linkages between items.  Other research
has focused on content analysis to form document collections.  This paper
presents our exploration into techniques that utilize both the topology and
textual similarity between items as well as usage data collected by servers
and page meta-information lke title and size.  Linear equations and spreading
activation models are employed to arrange Web pages based upon functional
categories, node types, and relevancy.

%M C.CHI.96.1.126
%T A Palmtop Display for Dextrous Manipulation with Haptic Sensation
%S PAPERS: Virtual and Computer-Augmented Environments
%A Haruo Noma
%A Tsutomu Miyasato
%A Fumio Kishino
%B CHI96
%D 1996
%V 1
%P 126-133
%K Palmtop display, Haptic sensation, Force display, Virtual reality,
Teleconference, User interface
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Noma/nh_txt.html
%X Palmtop displays have been extensively studied, but most of them simply
refocus information in the real or virtual world.  The palmtop display for
dextrous manipulation (PDDM) proposed in this paper allows the users to
manipulate a remote object as if they were holding it in their hands.  The
PDDM system has a small LCD, a 3D mouse and a mechanical linkage (force
display). When the user locks onto an object in the center of the palmtop
display, s/he can manipulate the object through motion input on the palmtop
display with haptic sensation.  In this paper, the features of a PDDM with
haptic sensation are described, then four operating methods and the haptic
representation methods for a trial model are proposed and evaluated.

%M C.CHI.96.1.134
%T BrightBoard: A Video-Augmented Environment
%S PAPERS: Virtual and Computer-Augmented Environments
%A Quentin Stafford-Fraser
%A Peter Robinson
%B CHI96
%D 1996
%V 1
%P 134-141
%K Augmented reality, Image processing, Machine vision, Pattern recognition,
Ubiquitous computing
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Stafford-Fraser/qsf_txt.htm
%X The goal of 'Computer Augmented Environments' is to bring computational
power to everyday objects with which users are already familiar, so that the
user interface to this computational power becomes almost invisible.  Video is
a very important tool in creating Augmented Environments and recent
camera-manufacturing techniques make it an economically viable proposition in
the general marketplace.  BrightBoard is an example system which uses a video
camera and audio feedback to enhance the facilities of an ordinary whiteboard,
allowing a user to control a computer through simple marks made on the board. 
We describe its operation in some detail, and discuss how it tackles some of
the problems common to these 'Video-Augmented Environments'.

%M C.CHI.96.1.142
%T Wayfinding Strategies and Behaviors in Large Virtual Worlds
%S PAPERS: Virtual and Computer-Augmented Environments
%A Rudolph P. Darken
%A John L. Sibert
%B CHI96
%D 1996
%V 1
%P 142-149
%K Virtual worlds, Wayfinding, Navigation, Environmental design, Spatial
orientation, Cognitive maps
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Darken/Rpd_txt.htm
%X People have severe problems wayfinding in large virtual worlds.  However,
current implementations of virtual worlds provide little support for effective
wayfinding.  We assert that knowledge about human wayfinding in the physical
world can be applied to construct aids for wayfinding in virtual worlds.  An
experiment was conducted to determine whether people use physical world
wayfinding strategies in large virtual worlds.  The study measures subject
performance on a complex searching task in a number of virtual worlds with
differing environmental cues.  The results show that subjects in the treatment
without any additional cues were often disoriented and had extreme difficulty
completing the task.  In general, subjects' wayfinding strategies and
behaviors were strongly influenced by the environmental cues in ways suggested
by the underlying design principles.

%M C.CHI.96.1.150
%T An Empirical Evaluation of Design Rationale Documents
%S PAPERS: Design Methodology
%A Laurent Karsenty
%B CHI96
%D 1996
%V 1
%P 150-156
%K Design rationale, Design methodology, Reuse
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Karsenty/lk_txt.htm
%X While several studies propose methods and notations for "capturing" design
rationale (DR), there is to date little data available on how useful this
information is when a designer needs to reuse a previous design.  This paper
presents the results of an empirical evaluation of DR documents, carried out
with six experienced professional designers who were asked to understand and
to assess a past design.  These designers were provided with documents that
described the solution and documents describing the DR.  These DR documents
were constructed using the QOC method.  To determine the usefulness of DR
documents, we attempt to answer the three following questions: (1) Do
designers confronted with an unknown design need to know the design
rationales? (2) How designers use design rationale documents? (3) Do we
succeed in capturing the rationales looked for by designers?  The results
provided by this study lead us to conclude that DR should be useful, at least
for some designers who use it as a support to their reasoning, but not
sufficient.  Indeed, this study exhibits some limitations of the traditional
approaches for recording DR.  We discuss these limitations and some solutions
needed to go beyond them.

%M C.CHI.96.1.157
%T Systematic Design of Spoken Prompts
%S PAPERS: Design Methodology
%A Brian Hansen
%A David G. Novick
%A Stephen Sutton
%B CHI96
%D 1996
%V 1
%P 157-164
%K Interaction design, Auditory I/O, Dialog analysis, Design techniques,
Evaluation, Toolkits
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Hansen/hb_txt.html
%X Designers of system prompts for interactive spoken-language systems
typically seek 1) to constrain users so that they say things that the system
can understand accurately and 2) to produce "natural" interaction that
maximizes users' satisfaction.  Unfortunately, these goals are often at odds.
   We present a set of heuristics for choosing appropriate prompt styles and
show that a set of dimensions can be formulated from these heuristics.  A
point (or region) in the space formed by these dimensions is a "style" for
prompts.  We develop and apply metrics for empirically testing different
prompt styles.  Finally, we describe a toolkit that automatically generates
prompts in a variety of styles for spoken-language dialogues.

%M C.CHI.96.1.165
%T MailCall: Message Presentation and Navigation in a Nonvisual Environment
%S PAPERS: News and Mail
%A Matthew Marx
%A Chris Schmandt
%B CHI96
%D 1996
%V 1
%P 165-172
%K Auditory I/O, Interaction design, Mobile computing, Speech recognition,
Speech interface design
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Marx/mtm_txt.htm
%X MailCall is a telephone-based messaging system using speech recognition and
synthesis.  Its nonvisual interaction approaches the usability of visual
systems through a combination of intelligent message categorization, efficient
presentation, and random-access navigation.  MailCall offers improved
feedback, error-correction, and online help by considering the conversational
context of the current session.  Studies suggest that its nonvisual approach
to handling messages is especially effective when the user has a large number
of messages.

%M C.CHI.96.1.173
%T NewsComm: A Hand-Held Interface for Interactive Access to Structured Audio
%S PAPERS: News and Mail
%A Deb K. Roy
%A Chris Schmandt
%B CHI96
%D 1996
%V 1
%P 173-180
%K Audio interfaces, Hand-held computers, Structured audio
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Roy/paper.html
%X The NewsComm system delivers personalized news and other program material
as audio to mobile users through a hand-held playback device.  This paper
focuses on the iterative design and user testing of the hand-held interface. 
The interface was first designed and tested in a software-only environment and
then ported to a custom hardware platform.  The hand-held device enables
navigation through audio recordings based on structural information which is
extracted from the audio using digital signal processing techniques.  The
interface design addresses the problems of designing a hand-held and primarily
non-visual interface for accessing large amounts of structured audio
recordings.

%M C.CHI.96.1.181
%T The Thin Glass Line: Designing Interfaces to Algorithms
%S PAPERS: Educational Applications
%A Michael Eisenberg
%B CHI96
%D 1996
%V 1
%P 181-188
%K Algorithms, Human-computer interaction, Polyhedra, Folding nets
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Eisenberg/me_txt.htm
%X Modern application software often includes operations that are performed by
complex mathematical algorithms.  These algorithms -- far from being the
"black boxes" typically portrayed in computer science courses -- may instead
be viewed as interactive processes, each presenting its own particular
"interface" to the user.  This paper, then, offers a number of interface
guidelines for mathematical algorithms -- principles whose purpose is to
suggest ways in which users may employ algorithms with greater control and
expressiveness.  As a source of examples, we illustrate the guidelines through
a particular complex mathematical problem -- that of generating a "folding
net" for a three-dimensional solid.

%M C.CHI.96.1.189
%T Learning Theory in Practice: Case Studies of Learner-Centered Design
%S PAPERS: Educational Applications
%A Elliot Soloway
%A Shari L. Jackson
%A Jonathan Klein
%A Chris Quintana
%A James Reed
%A Jeff Spitulnik
%A Steven J. Stratford
%A Scott Studer
%A Jim Eng
%A Nancy Scala
%B CHI96
%D 1996
%V 1
%P 189-196
%K Learner-centered design, Educational applications, Science applications,
Socioculturalism, Constructivism, Case study, Scaffolding
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Soloway/es_txt.htm
%X The design of software for learners must be guided by educational theory. 
We present a framework for learner-centered design (LCD) that is theoretically
motivated by sociocultural and constructivist theories of learning.  LCD
guides the design of software in order to support the unique needs of
learners: growth, diversity, and motivation.  To address these needs, we
incorporate scaffolding into the context, tasks, tools, and interface of
software learning environments.  We demonstrate the application of our
methodology by presenting two case studies of LCD in practice.

%M C.CHI.96.1.197
%T Assessing Dynamics in Computer-Based Instruction
%S PAPERS: Educational Applications
%A John F. Pane
%A Albert T. Corbett
%A Bonnie E. John
%B CHI96
%D 1996
%V 1
%P 197-204
%K Animation, Simulation, Multimedia, Computer-based learning
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Pane/jfp_txt.htm
%X We present an evaluation of a multimedia educational software system that
includes text, graphics, animations, and simulations.  When compared with an
informationally equivalent control environment that used text and carefully
selected still images, we found little evidence that the dynamic presentations
enhanced student understanding of the declarative information in this lesson. 
Furthermore, students cannot be relied on to take full advantage of
exploratory opportunities in computer-based instruction.  These results
prescribe further investigation of whether and how computer-based multimedia
can be used effectively in education and training.

%M C.CHI.96.1.205
%T A Case for Interaction: A Study of Interactive Information Retrieval
Behavior and Effectiveness
%S PAPERS: Interactive Information Retrieval
%A Jurgen Koenemann
%A Nicholas J. Belkin
%B CHI96
%D 1996
%V 1
%P 205-212
%K Information retrieval, User interfaces, Evaluation, Empirical studies,
Relevance feedback
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Koenemann/jk1_txt.htm
%X This study investigates the use and effectiveness of an advanced
information retrieval (IR) system (INQUERY).  64 novice IR system users were
studied in their use of a baseline version of INQUERY compared with one of
three experimental versions, each offering a different level of interaction
with a relevance feedback facility for automatic query reformulation. 
Results, in an information filtering task, indicate that: these subjects,
after minimal training, were able to use the baseline system reasonably
effectively; availability and use of relevance feedback increased retrieval
effectiveness; and increased opportunity for user interaction with and control
of relevance feedback made the interactions more efficient and usable while
maintaining or increasing effectiveness.

%M C.CHI.96.1.213
%T Scatter/Gather Browsing Communicates the Topic Structure of a Very Large
Text Collection
%S PAPERS: Interactive Information Retrieval
%A Peter Pirolli
%A Patricia Schank
%A Marti Hearst
%A Christine Diehl
%B CHI96
%D 1996
%V 1
%P 213-220
%K Information retrieval, Scatter/gather, Clustering, Browsing
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Pirolli/pp_txt.htm
%X Scatter/Gather is a cluster-based browsing technique for large text
collections.  Users are presented with automatically computed summaries of the
contents of clusters of similar documents and provided with a method for
navigating through these summaries at different levels of granularity.  The
aim of the technique is to communicate information about the topic structure
of very large collections.  We tested the effectiveness of Scatter/Gather as a
simple pure document retrieval tool, and studied its effects on the incidental
learning of topic structure.  When compared to interactions involving simple
keyword-based search, the results suggest that Scatter/Gather induces a more
coherent conceptual image of a text collection, a richer vocabulary for
constructing search queries, and communicates the distribution of relevant
documents over clusters of documents in the collection.

%M C.CHI.96.1.221
%T LifeLines: Visualizing Personal Histories
%S PAPERS: Interactive Information Retrieval
%A Catherine Plaisant
%A Brett Milash
%A Anne Rose
%A Seth Widoff
%A Ben Shneiderman
%B CHI96
%D 1996
%V 1
%P 221-227
%K Visualization, History, Timeline, Personal record, Justice, Medical record,
Screen design, Overview, Screen management
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Plaisant/cps1txt.htm
%X LifeLines provide a general visualization environment for personal
histories that can be applied to medical and court records, professional
histories and other types of biographical data.  A one screen overview shows
multiple facets of the records.  Aspects, for example medical conditions or
legal cases, are displayed as individual time lines, while icons indicate
discrete events, such as physician consultations or legal reviews.  Line color
and thickness illustrate relationships or significance, rescaling tools and
filters allow users to focus on part of the information.  LifeLines reduce the
chances of missing information, facilitate spotting anomalies and trends,
streamline access to details, while remaining tailorable and easily
transferable between applications.  The paper describes the use of LifeLines
for youth records of the Maryland Department of Juvenile Justice and also for
medical records.  User's feedback was collected using a Visual Basic prototype
for the youth record.

%M C.CHI.96.1.228
%T Remote Evaluation: The Network as an Extension of the Usability Laboratory
%S PAPERS: Evaluation
%A H. Rex Hartson
%A Jose C. Castillo
%A John Kelso
%A Wayne C. Neale
%B CHI96
%D 1996
%V 1
%P 228-235
%K Remote evaluation, Formative evaluation, Usability testing, Usability
method, Usability engineering, Semi-instrumented, Empirical, Critical
incident, Video conferencing
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Hartson/hrh_txt.htm
%X Traditional user interface evaluation usually is conducted in a laboratory
where users are observed directly by evaluators.  However, the remote and
distributed location of users on the network precludes the opportunity for
direct observation in usability testing.  Further, the network itself and the
remote work setting have become intrinsic parts of usage patterns, difficult
to reproduce in a laboratory setting, and developers often have limited access
to representative users for usability testing in the laboratory.  In all of
these cases, the cost of transporting users or developers to remote locations
can be prohibitive.
   These barriers have led us to consider methods for remote usability
evaluation wherein the evaluator, performing observation and analysis, is
separated in space and/or time from the user.  The network itself serves as a
bridge to take interface evaluation to a broad range of networked users, in
their natural work settings.
   Several types of remote evaluation are defined and described in terms of
their advantages and disadvantages to usability testing.  The initial results
of two case studies show potential for remote evaluation.  Remote evaluation
using video teleconferencing uses the network as a mechanism to transport
video data in real time, so that the observer can evaluate user interfaces in
remote locations as they are being used.  Semi-instrumented remote evaluation
is based on critical incident gathering by the user within the normal work
context.  Additionally, both methods can take advantage of automating data
collection through questionnaires and instrumented applications.

%M C.CHI.96.1.236
%T Usability Problem Identification Using Both Low- and High-Fidelity
Prototype
%S PAPERS: Evaluation
%A Robert A. Virzi
%A Jeffrey L. Sokolov
%A Demetrios Karis
%B CHI96
%D 1996
%V 1
%P 236-243
%K Method, Usability testing, Low-fidelity prototyping
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Virzi/RAVtext.htm
%X In two experiments, each using a different product (either a CD-ROM based
electronic book or an interactive voice response system), we compared the
usability problems uncovered using low- and high-fidelity prototypes.  One
group of subjects performed a series of tasks using a paper-based low-fidelity
prototype, while another performed the same tasks using either a high-fidelity
prototype or the actual product.  In both experiments, substantially the same
sets of usability problems were found in the low- and high-fidelity
conditions.  Moreover, there was a significant correlation between the
proportion of subjects detecting particular problems in the low- and
high-fidelity groups.  In other words, individual problems were detected by a
similar proportion of subjects in both the low- and high-fidelity conditions. 
We conclude that the use of low-fidelity prototypes can be effective
throughout the product development cycle, not just during the initial stages
of design.

%M C.CHI.96.1.244
%T Toward Automatic Generation of Novice User Test Scripts
%S PAPERS: Evaluation
%A David J. Kasik
%A Harry G. George
%B CHI96
%D 1996
%V 1
%P 244-251
%K Automated test generation, Dialog model specification, Genetic algorithms,
Software engineering test process
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Kasik/djk_txt.htm
%X Graphical user interfaces (GUI's) make applications easier to learn and
use.  At the same time, they make application design, construction, and
especially test more difficult because user-directed dialogs increase the
number of potential execution paths.  This paper considers a subset of
GUI-based application testing: how to exercise an application like a novice
user.  We discuss different solutions and a specific implementation that uses
genetic algorithms to automatically generate user events in an unpredictable
yet controlled manner to produce novice-like test scripts.

%M C.CHI.96.1.252
%T Pavlov: Programming by Stimulus-Response Demonstration
%S PAPERS: Development Tools
%A David Wolber
%B CHI96
%D 1996
%V 1
%P 252-259
%K End user programming, UIMS, Programming by demonstration, Programming by
example, Prototyping
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Wolber/dww_txt.htm
%X Pavlov is a Programming By Demonstration (PBD) system that allows animated
interfaces to be created without programming.  Using a drawing editor and a
clock, designers specify the behavior of a target interface by demonstrating
stimuli (end-user actions or time) and the (time-stamped) graphical
transformations that should be executed in response.  This stimulus-response
model allows interaction and animation to be defined in a uniform manner, and
it allows for the demonstration of interactive animation, i.e., game-like
behaviors in which the end-user (player) controls the speed and direction of
object movement.

%M C.CHI.96.1.260
%T Reusable Hierarchical Command Objects
%S PAPERS: Development Tools
%A Brad A. Myers
%A David S. Kosbie
%B CHI96
%D 1996
%V 1
%P 260-267
%K Amulet, User interface development environment, Toolkits, Command objects,
Undo, Redo
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Myers/bam_com.htm
%X The Amulet user interface development environment uses hierarchical command
objects to support the creation of highly-interactive graphical user
interfaces.  When input arrives or a widget is operated by the user, instead
of invoking a call-back procedure as in most other toolkits, Amulet allocates
a command object and calls its DO method.  Unlike previous uses of command
objects, Amulet organizes the commands into a hierarchy, so that low-level
operations like dragging or selection invoke low-level commands, which in turn
might invoke widget-level commands, which invoke high-level,
application-specific commands, and so on.  The top-level commands correspond
to semantic actions of the program.  The result is better modularization
because different levels of the user interface are independent, and better
code reuse because the lower-level commands, and even many high-level commands
such as cut, copy, paste, text edit, and change-color, can be reused from the
library. Furthermore, the commands in Amulet support a new form of Undo, where
the user can select any previous operation and selectively undo it, repeat it
on the same objects, or repeat it on new objects.  In addition, operations
like scrolling and selections can be undone or repeated, which can be very
useful. Thus, the command objects in Amulet make it easier for developers by
providing more reusable components, while at the same time providing new
capabilities for users.

%M C.CHI.96.1.268
%T The Zephyr Help Instance: Promoting Ongoing Activity in a CSCW System
%S PAPERS: Collaborative Systems
%A Mark S. Ackerman
%A Leysia Palen
%B CHI96
%D 1996
%V 1
%P 268-275
%K Computer-supported cooperative work, CSCW, Help, Computer-mediated
communications, CMC, Norms, Organizational interfaces, Social maintenance,
Electronic social spaces
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Ackerman/ack_txt.htm
%X If Computer-Supported Cooperative Work (CSCW) systems are to be successful
over time, it will be necessary to promote ongoing and continuing activity,
not just initial adoption.  In this paper, we consider what technical and
social affordances are required to encourage the continued use of a CSCW
system.
   To explore these issues, we examine a chat-like system, the Zephyr Help
Instance, which is used extensively at MIT.  The Help Instance facilitates
users asking questions of one another, and is an example of a distributed help
and problem-solving system.  We provide an overview of the system's use as
well as those mechanisms, both technical and social, that facilitate
continuing its use over time.

%M C.CHI.96.1.276
%T Email Overload: Exploring Personal Information Management of Email
%S PAPERS: Collaborative Systems
%A Steve Whittaker
%A Candace Sidner
%B CHI96
%D 1996
%V 1
%P 276-283
%K Email, Information overload, Personal information management, Asynchronous
communication, Filing, Task management, Interpersonal communication,
Ethnography, Empirical studies
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Whittaker/sw_txt.htm
%X Email is one of the most successful computer applications yet devised.  Our
empirical data show however, that although email was originally designed as a
communications application, it is now being used for additional functions,
that it was not designed for, such as task management and personal archiving. 
We call this email overload.  We demonstrate that email overload creates
problems for personal information management: users often have cluttered
inboxes containing hundreds of messages, including outstanding tasks,
partially read documents and conversational threads.  Furthermore, user
attempts to rationalise their inboxes by filing are often unsuccessful, with
the consequence that important messages get overlooked, or "lost" in archives. 
We explain how email overloading arises and propose technical solutions to the
problem.

%M C.CHI.96.1.284
%T HomeNet: A Field Trial of Residential Internet Services
%S PAPERS: Collaborative Systems
%A Robert Kraut
%A William Scherlis
%A Tridas Mukhopadhyay
%A Jane Manning
%A Sara Kiesler
%B CHI96
%D 1996
%V 1
%P 284-291
%K Human factors, Communication applications, Empirical studies, Internet,
Electronic mail, World Wide Web, Social impact
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Kraut/rek_txt.htm
%X HomeNet is a field trial of residential Internet use with lowered barriers
to use.  We use multiple longitudinal data collection techniques, including
server-side instrumentation.  This paper is an initial description of how
diverse families used the Internet in the first five months of the trial, and
of variables that predicted this usage.  The results have implications for
design (e.g., provide more help for adults to get started), for marketing
(e.g., lower income people have as much desire for on-line services as do
upper income people), and for research (e.g., understand why teenagers' lead
family computing).

%M C.CHI.96.1.292
%T Physical Versus Virtual Pointing
%S PAPERS: Fingers
%A Evan D. Graham
%A Christine L. MacKenzie
%B CHI96
%D 1996
%V 1
%P 292-299
%K Analysis methods, Fitts' law, Human performance modelling, Input devices,
Pointing, Virtual environments
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Graham/edg_txt.htm
%X An experiment was conducted to investigate differences in performance
between virtual pointing, where a 2-D computer image representing the hand and
targets was superimposed on the workspace, and physical pointing with vision
of the hand and targets painted on the work surface.  A detailed examination
of movement kinematics revealed no differences in the initial phase of the
movement, but that the final phase of homing in on smaller targets was more
difficult in the virtual condition.  These differences are summarised by a
two-part model of movement time which also captures the effects of scaling
distances to, and sizes of targets.  The implications of this model for
design, analysis, and classification of pointing devices and positioning tasks
are discussed.

%M C.CHI.96.1.300
%T Differences in Movement Microstructure of the Mouse and the
Finger-Controlled Isometric Joystick
%S PAPERS: Fingers
%A Anant Kartik Mithal
%A Sarah A. Douglas
%B CHI96
%D 1996
%V 1
%P 300-307
%K Fitts' law, Pointing devices, Mouse, Isometric joystick, Psychomotor
models, Movement microstructure, Characteristics of movement, Performance
differences
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Mithal/Akm_txt.htm
%X This paper describes a study comparing the movement characteristics of the
mouse and the velocity-control isometric joystick.  These characteristics are
called the microstructure of movement.  The comparison found random variations
in the velocity of the isometric joystick that make it hard to control.  The
study shows that the microstructure of movement can explain differences in
performance among devices.

%M C.CHI.96.1.308
%T The Influence of Muscle Groups on Performance of Multiple Degree-of-Freedom
Input
%S PAPERS: Fingers
%A Shumin Zhai
%A Paul Milgram
%A William Buxton
%B CHI96
%D 1996
%V 1
%P 308-315
%K Input devices, 3-D interface, 6 DOF input, Motor control, Muscle group
differences, Hand, Fingers, Arm, Homunculus model
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Zhai/sz_txt.htm
%X The literature has long suggested that the design of computer input devices
should make use of the fine, smaller muscle groups and joints in the fingers,
since they are richly represented in the human motor and sensory cortex and
they have higher information processing bandwidth than other body parts.  This
hypothesis, however, has not been conclusively verified with empirical
research.  The present work studied such a hypothesis in the context of
designing 6 degree-of-freedom (DOF) input devices.  The work attempts to
address both a practical need -- designing efficient 6 DOF input devices --
and the theoretical issue of muscle group differences in input control.  Two
alternative 6 DOF input devices, one including and the other excluding the
fingers from the 6 DOF manipulation, were designed and tested in a 3D object
docking experiment.  Users' task completion times were significantly shorter
with the device that utilised the fingers.  The results of this study strongly
suggest that the shape and size of future input device designs should
constitute affordances that invite finger participation in input control.

%M C.CHI.96.1.316
%T A Collaborative Model of Feedback in Human-Computer Interaction
%S PAPERS: Models
%A Manuel A. Perez Quinones
%A John L. Sibert
%B CHI96
%D 1996
%V 1
%P 316-323
%K Human-computer dialogues, Feedback, Conversational dialogues, States of
understanding, Collaborative view of conversations
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Perez/map1txt.htm
%X Feedback plays an important role in human-computer interaction.  It
provides the user with evidence of closure, thus satisfying the communication
expectations that users have when engaging in a dialogue.  In this paper we
present a model identifying five feedback states that must be communicated to
the user to fulfill the communication expectations of a dialogue.  The model
is based on a linguistics theory of conversation, but is applied to a
graphical user interface.  An experiment is described in which we test users'
expectations and their behavior when those expectations are not met.  The
model subsumes some of the temporal requirements for feedback previously
reported in the human-computer interaction literature.

%M C.CHI.96.1.324
%T A Comprehension-Based Model of Exploration
%S PAPERS: Models
%A Muneo Kitajima
%A Peter G. Polson
%B CHI96
%D 1996
%V 1
%P 324-331
%K Cognitive theory, Display-based systems, Exploration
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Kitajima/mk_txt.htm
%X This paper describes a comprehension-based model of how experienced
Macintosh users learn a new application by doing a task presented as a series
of exercises.  A comprehension mechanism transforms written instructions into
goals that control an action planning process proposed by Kitajima and Polson
[11].  The transformation process is based on a theory of solving word
problems developed by Kintsch [8,9].  The comprehension and action planning
processes define constraints on the wording of effective instructions.  The
combined model is evaluated using data from Franzke [3].  We discuss
implications of these results for Minimalist Instructions [1] and Cognitive
Walkthroughs [17].

%M C.CHI.96.1.332
%T Exploring the Unrealized Potential of Computer-Aided Drafting
%S PAPERS: Real World Usage Patterns
%A Suresh K. Bhavnani
%A Bonnie E. John
%B CHI96
%D 1996
%V 1
%P 332-339
%K CAD, Task decomposition, Learning
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Bhavnani/bs_txt.htm
%X Despite huge investments by vendors and users, CAD productivity remains
disappointing.  Our analysis of real-world CAD usage shows that even after
many years of experience, users tend to use suboptimal strategies to perform
complex CAD tasks.  Additionally, some of these strategies have a marked
resemblance to manual drafting techniques.  Although this phenomenon has been
previously reported, this paper explores explanations for its causes and
persistence.  We argue that the strategic knowledge to use CAD effectively is
neither defined nor explicitly taught.  In the absence of a well-formed
strategy, users often develop a synthetic mental model of CAD containing a
mixture of manual and CAD methods.  As these suboptimal strategies do not
necessarily prevent users from producing clean, accurate drawings, the
inefficiencies tend to remain unrecognized and users have little motivation to
develop better strategies.  To reverse this situation we recommend that the
strategic knowledge to use CAD effectively should be made explicit and
provided early in training.  We use our analysis to begin the process of
making this strategic knowledge explicit.  We conclude by discussing the
ramifications of this research in training as well as in the development of
future computer aids for drawing and design.

%M C.CHI.96.1.340
%T User Customization of a Word Processor
%S PAPERS: Real World Usage Patterns
%A Stanley R. Page
%A Todd J. Johnsgard
%A Uhl Albert
%A C. Dennis Allen
%B CHI96
%D 1996
%V 1
%P 340-346
%K Adaptability, Adaptable, Customization, Customize, Tailor
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Page/srp_txt.htm
%X The purpose of the study was to identify the customization changes users
typically make to their word processor.  Ninety-two percent of the
participants customized their software in some way.  Participants who used the
software most heavily also did the most customization (p < .05).  Most of the
customization was done to facilitate the participants' work practices.  The
most common changes involved providing easier access to custom or often-used
functionality.  Button Bars seemed to provide an easy and effective means for
participants to customize access to the functionality they wanted.  Few
participants customized the visual appearance of the interface.

%M C.CHI.96.1.347
%T Multiagent Model of Dynamic Design: Visualization as an Emergent Behavior
of Active Design Agents
%S PAPERS: Agents
%A Suguru Ishizaki
%B CHI96
%D 1996
%V 1
%P 347-354
%K Visual design, Visualization, Dynamic information, Automatic design,
Multiagent systems
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Ishizaki/si_bdy.htm
%X This research has been motivated by the lack of models and languages in the
visual design field that are able to address design solutions, which
continuously adapt in response to the dynamic changes both in the information
itself and in the goals or intentions of the information recipient.  This
paper postulates a multiagent model of dynamic design -- a theoretical
framework of design that provides a model with which the visual designer can
think during the course of designing.  The model employs a decentralized model
of design as a premise, and borrows its conceptual model from the
improvisational performance, such as dance and music, and bases its
theoretical and technical framework on the field of multiagent systems.  A
design solution is considered an emergent behavior of a collection of active
design agents, or performers, each of which is responsible for presenting a
particular segment of information.  The graphical behaviors of design agents
are described by their dynamic activities -- rather than by the traditional
method of fixed attributes.  The model is illustrated with two design
projects, Dynamic News Display System and E-Mail Reader, both of which were
implemented using a multiagent design simulation system, perForm, along with
an agent description language, persona.

%M C.CHI.96.1.355
%T Helping Users Program Their Personal Agents
%S PAPERS: Agents
%A Loren G. Terveen
%A La Tondra Murray
%B CHI96
%D 1996
%V 1
%P 355-361
%K Agents, End-user programming, Intelligent systems
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Terveen/lgt_txt.htm
%X Software agents are computer programs that act on behalf of users to
perform routine, tedious, and time-consuming tasks.  To be useful to an
individual user, an agent must be personalized to his or her goals, habits,
and preferences.  We have created an end-user programming system that makes it
easy for users to state rules for their agents to follow.  The main advance
over previous approaches is that the system automatically determines conflicts
between rules and guides users in resolving the conflicts.  Thus, user and
system collaborate in developing and managing a set of rules that embody the
user's preferences for handling a wide variety of situations.

%M C.CHI.96.1.362
%T A Collaborative Approach to Developing Style Guides
%S PAPERS: Usability in Organizations
%A Stephen Gale
%B CHI96
%D 1996
%V 1
%P 362-367
%K Style guides, Graphical user interfaces, User interface design, Standards
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Gale/srg_txt.htm
%X A vital element in exploiting the benefits of Graphical User Interfaces
(GUIs) is the use of an appropriate Style Guide.  This paper outlines a
collaborative approach to the development of Style Guides and highlights the
associated benefits and pitfalls.

%M C.CHI.96.1.368
%T Integrating Human Factors in Customer Support Systems Development Using a
Multi-Level Organisational Approach
%S PAPERS: Usability in Organizations
%A Anne Miller
%B CHI96
%D 1996
%V 1
%P 368-375
%K Human factors, Usability, Corporate mandate, Graphical user interface,
Systems development life cycle, Standards and guidelines, Resourcing
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Miller/am_txt.htm
%X Integrating usability into software development projects involves working
across multiple organisational levels.  Aligning the Customer Support Platform
Usability (CSPU) Teams objectives with those of the organisation allowed more
effective integration of usability activities within project teams. 
Primarily, corporate alignment provided a legitimate mandate for the CSPU Team
to develop standards and guidelines, and to require that usability activities
be undertaken by project teams.  However, at the project team level,
integration was achieved by definition of roles, activities and processes
according to the objectives, constraints and processes of project teams. 
Achieving common ground in project teams involved a willingness to work with,
and to actively adapt to both organisational and project based needs.

%M C.CHI.96.1.376
%T Making a Difference -- The Impact of Inspections
%S PAPERS: Usability in Organizations
%A Paul Sawyer
%A Alicia Flanders
%A Dennis Wixon
%B CHI96
%D 1996
%V 1
%P 376-382
%K Formal inspections, Heuristic evaluations, Usability metrics, User testing,
Walkthroughs, Impact ratio usability problems
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Sawyer/ps_txt.htm
%X In this methodology paper we define a metric we call impact ratio.  We use
this ratio to measure the effectiveness of inspections and other evaluative
techniques in getting usability improvements into products.  We inspected ten
commercial software products and achieved an average impact ratio of 78%.  We
discuss factors affecting this ratio and its value in helping us to appraise
usability engineering's impact on products.

%M C.CHI.96.1.383
%T Using Small Screen Space More Efficiently
%S PAPERS: Color and Transparency
%A Tomonari Kamba
%A Shawn Elson
%A Terry Harpold
%A Tim Stamper
%A Piyawadee "Noi" Sukaviriya
%B CHI96
%D 1996
%V 1
%P 383-390
%K PDAs, Icons, Transparency, Usability study
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Kamba/tk_txt.htm
%X This paper describes techniques for maximizing the efficient use of small
screen space by combining delayed response with semi-transparency of control
objects ("widgets") and on-screen text.  Most research on the limitations of
small display screens has focused on methods for optimizing concurrent display
of text and widgets at the same level of transparency (that is, both are
equally opaque).  Prior research which proposes that widgets may be made
semi-transparent is promising, but it does not, we feel, adequately address
problems associated with user interaction with text that is partially obscured
by the widgets.  In this paper, we will propose that a variable delay in the
response of overlapping widgets and text improves the effectiveness of the
semi-transparent widget/text model.  Our conclusions are based on usability
studies of a prototype of an online newspaper that combined transparency and
delayed-response techniques.

%M C.CHI.96.1.391
%T An Experimental Evaluation of Transparent Menu Usage
%S PAPERS: Color and Transparency
%A Beverly L. Harrison
%A Kim J. Vicente
%B CHI96
%D 1996
%V 1
%P 391-398
%K Display design, Evaluation, Transparency, User interface design,
Interaction technology, Toolglass
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Harrison/blh_txt.htm
%X This paper reports a systematic evaluation of transparent user interfaces. 
It reflects our progression from theoretically-based experiments in focused
attention to more representative application-based experiments on selection
response times and error rates.  We outline how our previous research relates
to both the design and the results reported here.  For this study, we used a
variably-transparent, text menu superimposed over different backgrounds: text
pages, wire-frame images, and solid images.  We compared "standard" text
(Motif style, Helvetica, 14 point) and a proposed font enhancement technique
("Anti-Interference" outlining).  More generally, this experimental evaluation
provides information about the interaction between transparency and text
legibility.

%M C.CHI.96.1.399
%T Do Color Models Really Make a Difference?
%S PAPERS: Color and Transparency
%A Sarah Douglas
%A Ted Kirkpatrick
%B CHI96
%D 1996
%V 1
%P 399-405
%K Color models, Color selection, RGB, HSV, User interfaces
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Douglas/sad_txt.htm
%X User interfaces for color selection are based upon an underlying color
model.  There is widespread belief, and some evidence, that color models
produce significant differences in human performance.  We performed a
color-matching experiment using an interface with high levels of feedback. 
With this interface, we observed no differences in speed or accuracy between
the RGB and HSV color models, but found that increasing feedback improved
accuracy of matching.  We suggest that feedback may be an important factor in
usability of a color selection interface.

%M C.CHI.96.1.406
%T Externalising Abstract Mathematical Models
%S PAPERS: Information Structure
%A Lisa Tweedie
%A Robert Spence
%A Huw Dawkes
%A Hua Su
%B CHI96
%D 1996
%V 1
%P 406-412
%K Interactive graphics, Visualization
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Tweedie/lt1txt.htm
%X Abstract mathematical models play an important part in engineering design,
economic decision making and other activities.  Such models can be
externalised in the form of Interactive Visualisation Artifacts (IVAs).  These
IVAs display the data generated by mathematical models in simple graphs which
are interactively linked.  Visual examination of these graphs enables users to
acquire insight into the complex relations embodied in the model.  In the
engineering context this insight can be exploited to aid design.  The paper
describes two IVAs for engineering design: The Influence Explorer and The
Prosection Matrix.  Formative evaluation studies are briefly discussed.

%M C.CHI.96.1.413
%T Structuring Information with Mental Models: A Tour of Boston
%S PAPERS: Information Structure
%A Ishantha Lokuge
%A Stephen A. Gilbert
%A Whitman Richards
%B CHI96
%D 1996
%V 1
%P 413-419
%K Cognitive models, Multidimensional scaling, Visualization, Interaction
design, Evaluation
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Lokuge/sag_txt.htm
%X We present a new systematic method of structuring information using mental
models.  This method can be used both to evaluate the efficiency of an
information structure and to build user-centered information structures.  In
this paper we present the method using Boston tourist attractions as an
example domain.  We describe several interfaces that take advantage of our
mental models with an activation spreading network.  Multidimensional Scaling
and Trajectory Mapping are used to build our mental models.  Because of the
robustness of the technique, it is easy to compare individual difference in
mental models and to customize interfaces for individual models.

%M C.CHI.96.1.420
%T Embed User Values in System Architecture: The Declaration of System
Usability
%S PAPERS: Usability Issues
%A Elizabeth M. Comstock
%A William M. Duane
%B CHI96
%D 1996
%V 1
%P 420-427
%K System usability, Complexity, System architecture, Software architecture,
Design techniques, Networks
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/papers/Comstock/Emc_txt.htm
%X The underlying architecture of complex software products profoundly
influences their direction and usability.  This paper shares an effort to
embed usability within the architecture of complex network products.  We began
by attempting to build a conceptual model, but we ended by representing
customers' and users' values in a Declaration of System Usability to guide
product direction and system architecture decisions.

%M C.CHI.96.1.428
%T Sensuality in Product Design: A Structured Approach
%S DESIGN BRIEFINGS: Small Objects of Desire
%A G. H. Hofmeester
%A J. A. M. Kemp
%A A. C. M. Blankendaal
%B CHI96
%D 1996
%V 1
%P 428-435
%K Sensuality, Eroticism, Product design, Pager, Communication, Pleasure,
Emotion, Market research, Early user involvement
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Hofmeester/ghh_txt.htm
%X This paper describes a user-centred process for designing a product which
induces a sensual feeling.  It is assumed that in the design of consumer
products feelings are an essential part of human-product interaction.  The
objective of the graduation project discussed here was to pro-actively design
a pager which the target user group (women aged 18-30 years) perceived as
sensual.
   Users were involved at an early stage of the design process.  Based on
information gathered in a series of interviews two pagers were designed.  In
an evaluation both models were perceived as significantly more sensual than a
reference model.

%M C.CHI.96.1.436
%T Designing the muse: A Digital Music Stand for the Symphony Musician
%S DESIGN BRIEFINGS: Small Objects of Desire
%A Christopher Graefe
%A Derek Wahila
%A Justin Maguire
%A Orya Dasna
%B CHI96
%D 1996
%V 1
%P 436-441
%K Iterative design process, Music stand, Industrial design, Interaction
design, Coordination support, Annotation, Tuning
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Wahila/djw_txt.htm
%X As part of the 1995 Apple Design Project, we designed and prototyped the
muse, a digital music stand for the symphony musician.  Our group consisted of
four students from Carnegie Mellon University.  We worked closely with members
of the Pittsburgh Symphony Orchestra during the development of our product. 
By observing their practice, rehearsal, and performance habits, we studied the
symphony culture and generated the concept of a product that would replace a
number of conventional tools and processes with a single digital device.  The
integration of the interface and industrial design resulted in a cohesive look
and feel to the muse.  The muse contains a metronome with audio and visual
feedback, a pitch-generating tuner, stylus-based on-screen annotation,
inter-symphony communication capabilities, a music library, and manual or
automatic page turning with indexing.  The muse is fashioned from mahogany,
aluminum, and steel to reflect the timeless beauty of the instruments with
which it shares the stage.

%M C.CHI.96.1.442
%T Rapid Scout: Bridging the Gulf Between Physical and Virtual Environments
%S DESIGN BRIEFINGS: Small Objects of Desire
%A David S. Ranson
%A Emily S. Patterson
%A Daniel L. Kidwell
%A Gavin A. Renner
%A Mike L. Matthews
%A Jim M. Corban
%A Emil Seculov
%A Constantine S. Souhleris
%B CHI96
%D 1996
%V 1
%P 442-449
%K Visualization, Representation aiding, Groupware, Decision support, Portable
computing, Ethnography
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Ranson/dsr_txt.htm
%X We explored how to bridge the gulf between physical and virtual
environments for the sport of whitewater paddling.  Field observations,
critical incident analysis, exploratory prototyping, and field and lab
evaluations were used to make discoveries.  Lessons learned in this
ethnographic process led to the design of a guiding, communication, and
navigation aid for kayakers and canoeists.  In designing "Rapid Scout", we
gained insights on making virtual representations context-sensitive, coupling
multiple perspectives, dealing with uncertainty, and extending human views. 
Ways to facilitate collaboration through shared graphic frames of reference
were also explored.

%M C.CHI.96.1.450
%T Interaction Design and Human Factors Support in the Development of a
Personal Communicator for Children
%S DESIGN BRIEFINGS: Design for Communication and Communication for Design
%A Ron Oosterholt
%A Mieko Kusano
%A Govert de Vries
%B CHI96
%D 1996
%V 1
%P 450-457
%K Children, Communicator, User interface, Interaction, Design, Development
process, Qualitative research, Methods and techniques
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Oosterholt/rho_txt.htm
%X Today's computer games for children are primarily focused on boys.  Two
years ago Philips started the development of a new 'personal communication'
product that addresses the needs of young children and especially the needs of
young girls.  This article is focused on the interaction design and human
factors support provided throughout the development of this product.  It
illustrates the involvement of the interaction design discipline, ranging from
the initial generation and visualization of interface ideas to the final
transfer to the software engineering team of detailed user interface
specifications.  The article also describes how human factors support ensured
that potential users were involved on continuously in the design process, as
well as how this involvement influenced the development of the final product. 
The article concludes with a discussion of the lessons learned in designing
products for children.

%M C.CHI.96.1.458
%T Demo or Die: User Interface as Marketing Theatre
%S DESIGN BRIEFINGS: Design for Communication and Communication for Design
%A Annette Wagner
%A Maria Capucciati
%B CHI96
%D 1996
%V 1
%P 458-465
%K Human interface design, Objects, NEO, NeXT, Demonstration, Presentation,
Visual language, Storyboards, Graphic design, Theatre
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Wagner/aw_txt.htm
%X This design briefing describes the design and development of a
demonstration which simultaneously utilizes and illustrates the use of
SunSoft's distributed object technology, NEO. The design is notable in that
the demo is primarily a marketing tool, not a product.  We discuss the factors
that made the NEO demo different from a typical project, and how we created a
successful user experience through the visual design and story of the NEO
demo.

%M C.CHI.96.1.466
%T A User Interface for Accessing 3D Content on the World Wide Web
%S DESIGN BRIEFINGS: Design for Communication and Communication for Design
%A Mike Mohageg
%A Rob Myers
%A Chris Marrin
%A Jim Kent
%A David Mott
%A Paul Isaacs
%B CHI96
%D 1996
%V 1
%P 466-472
%K User interface design, Three dimensional (3D) navigation, World Wide Web
(WWW), Virtual Reality Modeling Language (VRML)
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Mohageg/mfm_txt.htm
%X A strategy for accessing and viewing three dimensional data on the World
Wide Web is introduced.  Factors driving the user interface design of a 3D web
browser are presented.  The interface for the initial implementation of
Silicon Graphics' WebSpaceNavigator, the first commercially available 3D Web
browser, is given.  Close attention is paid to design issues. Usability
lessons learned from this interface are described and it is shown how they
affected the second generation browser interface design.

%M C.CHI.96.1.473
%T The Windows 95 User Interface: A Case Study in Usability Engineering
%S DESIGN BRIEFINGS: User Interfaces for Large Markets
%A Kent Sullivan
%B CHI96
%D 1996
%V 1
%P 473-480
%K Iterative design, Microsoft Windows, Problem tracking, Rapid prototyping,
Usability engineering, Usability testing
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Sullivan/kds_txt.htm
%X The development of the user interface for a large commercial software
product like Microsoft Windows 95 involves many people, broad design goals,
and an aggressive work schedule. This design briefing describes how the
usability engineering principles of iterative design and problem tracking were
successfully applied to make the development of the UI more manageable. 
Specific design problems and their solutions are also discussed.

%M C.CHI.96.1.481
%T Usability Improvements in Lotus cc:Mail for Windows
%S DESIGN BRIEFINGS: User Interfaces for Large Markets
%A Stacey Ashlund
%A Karen J. Horwitz
%B CHI96
%D 1996
%V 1
%P 481-488
%K User interface design, User-centered design, Design process, Usability
engineering, Usability testing, E-mail
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Ashlund/sla1txt.htm
%X This is a case study about a commercial software design and development
process.  The highly successful product contained some usability problems that
were apparent from a usability perspective, but were to be delayed in the
upcoming release.  A Lotus Notes database was used to record usability issues,
UI design recommendations, and decision rationale.  This database was the key
strategy that helped convince the team to make changes.  The processes and UI
design solutions described are not new; rather this design briefing focuses on
how they were deployed to effect change that wouldn't have happened otherwise. 
"Before" and "After" screen shots illustrate this success story.

%M C.CHI.96.1.489
%T Real World Design in the Corporate Environment: Designing an Interface for
the Technically Challenged
%S DESIGN BRIEFINGS: User Interfaces for Large Markets
%A Susan Hopper
%A Harold Hambrose
%A Paul Kanevsky
%B CHI96
%D 1996
%V 1
%P 489-495
%K User interface, Corporate environment, Hierarchy, Tab metaphor, Iterative
design, Book, Shell
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Hopper/Hwh_txt.html
%X The development of a graphical user interface for Merrill Lynch's Trusted
Global Advisor (TGA) system is a major endeavor to bring enhanced information
access and updated technology to the desktops of more than 15,000 financial
consultants and industry professionals firmwide.
   The TGA development team's goals and challenges are two-fold.  The business
goal is to create a comprehensive, integrated computing environment that is
unique and would identify Merrill Lynch as the technology pioneer in the
financial services industry.
   The technological challenge included the design of a graphical user
interface that could be easily learned and understood by all users in the
Firm-the majority of which are PC illiterate. In order to have acceptance from
the users, this new system has to appeal to both the first-time GUI user and
mouse aficionados alike.

%M C.CHI.96.1.496
%T New Technological Windows into Mind: There is More in Eyes and Brains for
Human-Computer Interaction
%S INVITED CONTRIBUTION
%A Boris M. Velichkovsky
%A John Paulin Hansen
%B CHI96
%D 1996
%V 1
%P 496-503
%K Attention, Eye movements, Human-computer interaction (HCI),
Neuroinformatics, Levels-of-processing, Noncommand interfaces, Computer
supported cooperative work (CSCW)
%* (c) Copyright 1996 ACM
%X This is an overview of the recent progress leading towards a full
subject-centered paradigm in human-computer interaction.  At this new phase in
the evolution of computer technologies it will be possible to take into
account no just characteristics of average human beings, but create systems
sensitive to the actual states of attention and intentions of interacting
persons.  We discuss some of these methods concentrating on the use of
eye-tracking and brain imaging.  The development is based on the use of eye
movement data for a control of output devices, for gaze-contingent image
processing and for disambiguating verbal as well as nonverbal information.

%M C.CHI.96.1.504
%T The Virtual Library: A New Common Ground
%S INVITED CONTRIBUTION
%A Andrew Magpantay
%B CHI96
%D 1996
%V 1
%P 504-505
%* (c) Copyright 1996 ACM
%X The American Library Association (ALA), a nonprofit educational and service
organization based in Chicago, Illinois is the world's oldest and largest
professional library association. Founded in 1876, it currently has over
56,000 members -- primarily librarians, but also trustees, publishers, and
library supporters.  Its mission is to provide leadership and information
services and the profession of librarianship in order to enhance learning and
ensure access to information for all.
   In 1995, APA embarked on a five year strategic initiative -- ALA Goal 2000
-- to advocate for the public's right to a free and open information society. 
As part of this initiative ALA has expanded its Washington Office, now
celebrating its 50th anniversary, to increase its ability to influence
national issues, policy and legislation.  Additionally, ALA established an
Office of Information Technology Policy, also in Washington, D.C., to address
complex technology policy issues and promote the development and utilization
of electronic access to information as a means to ensure the public's right to
a free and open information society.

%M C.CHI.96.1.506
%T CHIKids: A Common Ground for Kids and Adults
%S INVITED CONTRIBUTION
%A Allison Druin
%B CHI96
%D 1996
%V 1
%P 506-507
%K CHIkids, Children, Educational applications, Desktop publishing,
Multimedia, World Wide Web, CD-ROMs, Social impact, Childcare
%* (c) Copyright 1996 ACM
%X CHIkids challenges the traditional notion of childcare and rolls summer
camp, technology, and CHI into a new hands-on experience for children.  This
is an opportunity for the next generation to explore computers, technology,
and user interface design at the CHI 96 conference.  Children (3-12 years of
age) will have the opportunity to create multimedia stories, try the latest
educational multimedia titles, test emerging software technologies with CHI
researchers, and to be conference reporters using desktop publishing tools and
the World Wide Web.  These activities will be reported on and presented by
CHIkids leaders at the close of the CHI 96 conference.

fpack:!@#$%^&*(): IJHCS53.BA
%M J.IJHCS.53.1.1
%T Editorial: Understanding Work and Designing Artefacts
%E Robert Fields
%E Peter Wright
%J IJHCS
%D 2000
%V 53
%N 1
%P 1-4
%* (c) Copyright 2000 Academic Press

%M J.IJHCS.53.1.5
%T Activity Theory, Cognitive Ergonomics and Distributed Cognition:
Three Views of a Transport Company
%A Francoise Decortis
%A Samuel Noirfalise
%A Berthe Saudelli
%J IJHCS
%D 2000
%V 53
%N 1
%P 5-33
%* (c) Copyright 2000 Academic Press
%X Activity theory, cognitive ergonomics and distributed cognition are
three theoretical frameworks used to understand cooperative work
settings. In the past, each has used case studies to describe and defend
its point of view. However, comparisons are made difficult by the fact
that these studies are usually based on different work settings. This
paper describes the application of each framework to exactly the same
setting. We believe our approach shows the features that are emphasized
and those that are ignored in each framework, enabling us to
differentiate their relevant questions. We discuss the effects of a
theoretical filter on understanding the work setting, the differences in
the concept of activity, the tools and interactions between humans and
tools, the concept of representation, and we look at how a plurality of
viewpoints may broaden any interpretation.

%M J.IJHCS.53.1.35
%T Ethnography, Theory and Systems Design: From Intuition to Insight
%A Catriona Macaulay
%A David Benyon
%A Alison Crerar
%J IJHCS
%D 2000
%V 53
%N 1
%P 35-60
%* (c) Copyright 2000 Academic Press
%X The idea for this paper came from a debate at the 1998 ISCRAT
conference in Denmark on cultural-historical activity theory (CHAT). A
leading activist in the movement to bring CHAT into systems design,
Bonnie Nardi, asked the question; would design not benefit more from
training better ethnographers than from burdening them with such a
complex set of theoretical concepts and debates as CHAT? This paper
seeks to answer that question on the basis of our experiences applying
CHAT concepts in a long-term design ethnography at a UK newspaper. It
examines the history of the often controversial triadic relationship
between ethnography, theory and systems design and argues that the CHAT
framework provided us with the opportunity to move from ethnographic
intuition to design insight, and that therefore the answer to Nardi's
question is no-simply training good ethnographers is unlikely to be
enough for a number of reasons (not least of which is the problem of how
inexperienced fieldworkers become design ethnographers). The explicit
use of theoretical frameworks, at least those such as CHAT which are
particularly suited to design issues, discourages the tendency for
ethnographers to see themselves as "proxy users" by encouraging greater
reflexivity about the researcher's role in constructing the object of
study. At a more pragmatic level, it helps the fieldworker navigate the
apparently never-ending mass of "potentially interesting material" any
field experience throws up.

%M J.IJHCS.53.1.61
%T Measurement in Action: AN Activity-Theoretical Perspective on
Producer-User Interaction
%A Mervi Hasu
%A Yrjo Engestrom
%J IJHCS
%D 2000
%V 53
%N 1
%P 61-89
%* (c) Copyright 2000 Academic Press
%X Why are developers, in many cases, unable to identify user problems,
even when the information is ready and available? How do such
miscommunication situations actually emerge and how could research and
information technology help developers and users to overcome this
problem? To tackle these questions, we examine a critical phase in the
lifespan of a technological innovation: the transfer of a new medical
technology from developers to users. Such a phase emerges especially in
the early stages of implementation and diffusion, prior to the
stabilization and expansion of user networks, and presupposes
collaborative performance between otherwise loosely connected actors and
activity systems. The innovation under scrutiny is a neuromagnetic
measuring system (MEG), developed and manufactured by a Finnish start-up
company. We use an activity-theoretical perspective in which the unit of
analysis is a collective object-oriented activity system, a community of
practitioners sharing a common object. Based on an analysis of a
breakdown situation and the ensuing interactions between the users and
the developers of the device, we present an enriched model of
developmental contradictions in the implementation phase of the
neuromagnetometer device. We argue that the anticipated outcome of the
critical phase of the innovation process, the shift toward a mature
customer-intelligent product driven by co-configuration work, will
require a major effort to resolve developmental contradictions within
and between the parties of the implementation process. As part of this
re-mediation effort, shared meta-tools for dialogical diagnosis, problem
solving and system redesign are needed. We suggest that these functions
could conceivably be delegated to intelligent software agents, built
into the MEG computer system, which would operate as boundary-crossing
agents that facilitate interaction and mutual intelligibility between
the perspectives of users and developers.

%M J.IJHCS.53.1.91
%T Design Guidelines for Dealing with Breakdowns and Repairs in
Collaborative Work Settings
%A Mark Hartswood
%A Rob Procter
%J IJHCS
%D 2000
%V 53
%N 1
%P 91-120
%* (c) Copyright 2000 Academic Press
%X We present the results of an investigation into collaborative work
within UK breast screening centres. In particular, we focus on the ways
in which the organization of breast screening work and the design of
artefacts such as report forms afford the detection of breakdowns-i.e.
situations calling for departures from the "standard" procedures-and
their safe and efficient repair. We use this to devise a framework for
classifying different breakdown-repair scenarios. These scenarios are
distinctive in their repair costs and impacts and can be used to
highlight the implications of design decisions in collaborative work
settings. Finally, we show how, via a set of derived guidelines, the
results of this analysis were applied to the design of artefacts,
including a user interface and computer-generated documents, for a
computer-aided image analysis system intended for application in the UK
breast screening programme.

%M J.IJHCS.53.1.121
%T Building Bridges: Negotiating the Gap between Work Practice and
Technology Design
%A Toni Robertson
%J IJHCS
%D 2000
%V 53
%N 1
%P 121-146
%* (c) Copyright 2000 Academic Press
%X The underlying premise of this paper is that the defining constraint
in the design of technology to enable people in different physical
spaces to work together is the essential corporeality of human
cognition. Its empirical basis is a long-term field study of cooperative
design in a small distributed company. The paper is not a descriptive
account of the work practices of the designers but instead structures
the results of a field study in such a way that they might bridge, or
reduce, the gap between the description of the work and the design of
technology to support that work. The central conclusion from the field
study was that the cooperative design of a software product was enabled
and achieved by the work the designers did communicating with each
other. The basic argument of this paper is that what needs to be
supported, mediated and enabled by CSCW technology used to support
cooperative design over distance is the mutual perception, for the actor
and others, of the embodied actions of the participants in the process.
These actions are considered as classes of cognitive practices that are
simultaneously available to perceptions of the actor and others in a
shared physical workspace. The public availability of these actions to
the perceptions of the participants in a cooperative process enables
their communicative functions. A taxonomy of embodied actions is defined
that identifies and describes the embodied actions of the designers that
enabled a cooperative design process. It is presented as a bridging
structure between the field study of cooperative work and the design of
technology that might support that work over distance.

%M J.IJHCS.53.1.147
%T Putting Ethnography to Work: The Case for a Cognitive Ethnography of
Design
%A Linden J. Ball
%A Thomas C. Ormerod
%J IJHCS
%D 2000
%V 53
%N 1
%P 147-168
%* (c) Copyright 2000 Academic Press
%X The methods of ethnography and cognitive psychology are frequently
set in opposition to each other. Whilst such a view may be appropriate
in defining pure, or prototypical, classes of each activity, the value
and necessity of such a distinction is broken down when researchers are
goal-directed to study complex work domains in order to foster
technological change. In this paper, we outline a rapprochement of these
methods, which we term cognitive ethnography. The value of qualifying
ethnography in this way is to emphasize systematically the differences
between ethnography as a radial category and the kinds of legitimate
method used to study work practices which are often referred to as
ethnographic, but which in practice differ in important ways from
prototypical ethnographic studies. Features of cognitive ethnography
such as observational specificity, verifiability and purposivenes
challenge many of the tenets of a pure ethnographic method, yet they are
essential for studies that are undertaken to inform technological
change. We illustrate our arguments with reference to a project to
develop a tool for supporting design re-use in innovative design
environments.

%M J.IJHCS.53.1.169
%T Ethnographically Informed Analysis for Software Engineers  
%A Stephen Viller
%A Ian Sommerville
%J IJHCS
%D 2000
%V 53
%N 1
%P 169-196
%* (c) Copyright 2000 Academic Press
%X It is increasingly recognized that human, social, and political
factors have a significant impact on software systems design. To address
this, ethnographic studies of work have been used to inform the systems
design process, especially in cooperative work settings where systems
support several users working together. Based on our experience of these
studies, we have investigated the integration of social analysis into
the systems design process by developing an integrated approach to
social and object-oriented analysis. New methods are unlikely to be
adopted in industry unless they can be integrated with existing
practice. Our approach, called Coherence, addresses this issue by
helping identify use cases, generating initial use case models, and by
using the Unified Modelling Language (UML) to represent social aspects
of work that may have an impact on the design of computer-based systems.
Coherence is the fusion of two well-established strands of research on
ethnographically informed design and viewpoint-oriented requirements
engineering. This paper introduces Coherence, and focuses on the support
provided for social analysis. We have identified three social
viewpoints, namely a distributed coordination viewpoint, a plans and
procedures viewpoint and an awareness of work viewpoint. Coherence is
illustrated using a case study based on an air traffic control system.

%M J.IJHCS.53.1.197
%T The Paradox of Understanding Work for Design
%A John McCarthy
%J IJHCS
%D 2000
%V 53
%N 1
%P 197-219
%* (c) Copyright 2000 Academic Press
%X Studying the organization of work has become an important element in
the design of systems and artefacts for work settings. However, although
studies of work have had an influence on design, there is still some
concern about the nature of the relationship between the study of work
and design. Concern has been variously expressed in terms of gaps
between social science and systems engineering, formality and
informality, prescription and negotiation and there have been a number
of attempts to bridge those gaps. In contrast, the aim of this paper is
to re-view the gap and to characterize it in such a way that bridging
may not be an issue. This requires a reconceptualization of the
relationship between designing artefacts and understanding work. Using
Bateson's levels of analysis, an account of the paradox of framing the
study of work by the norms and expectations of a rationalist approach to
design, exemplified by software engineering, is developed. The study of
work is characterized as inevitably involving self-referential
observation and inscription, characteristics which create paradox when
framed by the demands of rationalist design. However, Bateson's
treatment of paradox allows us to see this relationship, not as a gap to
be bridged, but as an opportunity to create new forms of punctuation for
design, studying work, and relations between them. Many current attempts
to reconceptualize design and its relationship with understanding work
emphasize the dialogical aspects of practice and theory. Bakhtin's
philosophy is used here to advance consideration of the dialogical
aspects of "understanding work for design" with particular reference to
the use of representations such as scenarios. A critique of exemplar
representations is used to exemplify dimensions, such as addressivity
and unfinalisability, that would characterize a dialogical punctuation
of understanding work and design.

%M J.IJHCS.53.2.223
%T Cognitive and Gender Factors Influencing Navigation in a Virtual
Environment
%A Tim R. H. Cutmore
%A Trevor J. Hine
%A Kerry J. Maberly
%A Nicole M. Langford
%A Grant Hawgood
%J IJHCS
%D 2000
%V 53
%N 2
%P 223-249
%* (c) Copyright 2000 Academic Press
%X Virtual environments (VEs) are becoming popular as media for
training, modelling and entertainment. Little is known, however, about
the factors that affect efficient and rapid acquisition of knowledge
using this technology. Five experiments examined the influence of
gender, passive/active navigation, cognitive style, hemispheric
activation measured by electroencephalography and display information on
the acquisition of two types of navigational knowledge using a VE: route
and survey knowledge. Males acquired route knowledge from landmarks
faster than females. In situations where survey knowledge must be used,
proficiency in visual-spatial cognition is associated with better
performance. The right cerebral hemisphere appears to be more activated
than the left during navigational learning in a VE. In identifying
cognitive factors that influence VE navigation, these results have a
number of implications in the use of VEs for training purposes and may
assist in linking processes involved in navigation to a more general
framework of visual-spatial processing and mental imagery.

%M J.IJHCS.53.2.251
%T Consistency of Personality in Interactive Characters: Verbal Cues,
Non-Verbal Cues, and User Characteristics
%A Katherine Isbister
%A Clifford Nass
%J IJHCS
%D 2000
%V 53
%N 2
%P 251-267
%K interactive characters; non-verbal cues; personality; consistency.
%* (c) Copyright 2000 Academic Press
%X This study examined whether people would interpret and respond to
verbal (text) and non-verbal cues (posture) of personality in
interactive characters just as they interpret cues from a person. In a
balanced, between-subjects experiment (N=40), introverted and
extroverted participants were randomly paired with one of two types of
consistent computer characters: (1) matched participants' personality
with both verbal and non-verbal cues or (2) completely mismatched the
participant, or one of two types of inconsistent characters: (3) matched
with verbal cues but not with non-verbal cues or (4) matched with
non-verbal but not with verbal cues. Participants accurately identified
the character's personality type in their assessment of its verbal and
non-verbal cues. Preference was for consistent characters, regardless of
participant personality. Consistent characters also had greater
influence over peoples' behavior-interaction with consistent characters
led to greater changes in people's answers than interaction with
inconsistent characters. Finally, contrary to previous research,
participants tended to prefer a character whose personality was
complementary, rather than similar, with their own. This study
demonstrates the importance of orchestrating the overall set of cues
that an interactive computer character presents to the computer user,
and emphasizes the need for consistency among these cues.

%M J.IJHCS.53.2.269
%T Structure, Causality, Visibility and Interaction: Propositions for
Evaluating Engagement in Narrative Multimedia
%A Bride Mallon
%A Brian Webb
%J IJHCS
%D 2000
%V 53
%N 2
%P 269-287
%K narrative; evaluation; multimedia; games; engagement.
%* (c) Copyright 2000 Academic Press
%X Within the field of multimedia there are few methods, criteria or
standards for evaluating the experiential impact of a design. This paper
offers six propositions for structure, causality, visibility and
interaction, which appear to produce cognitive, emotive and sensory
engagement in users' reactions to a narrative multimedia design. The
developmental approach was phenomenological. The propositions derive
from a focus group study in which 12 users played with four commercial
computer games, then we (and they) analysed their reactions. Two
observations from the study inform the morphology of narrative. Firstly,
there is a fundamental conflict between narrative in its traditional
form and interactivity, and secondly, the primal features of
narrative-causality, temporality and linearity-are disrupted within a
hyper structure. The first set of propositions suggests solutions for
such conflicts. These are spatial containment, causality, and demands on
user's skills. Further propositions for engaging interaction are
causality of dialogue, apparent intelligence of the program and hiding
the delivery medium.

%M J.IJHCS.53.2.289
%T The Coding Principle and Method for Automatic Recognition of Jia Gu
Wen Characters
%A Feng Li
%A Peng-Yung Woo
%J IJHCS
%D 2000
%V 53
%N 2
%P 289-299
%* (c) Copyright 2000 Academic Press
%X Jia Gu Wen characters carved on turtle backs or animal bones with the
features of drawings are the most ancient Chinese characters used about
3000 years ago. This paper proposes a theory and technique for Jia Gu
Wen character recognition based on coding. The key idea is to treat a
Jia Hu Wen character as a non-directed graph. Its topological features
are extracted to be the basis of recognition. The approach proposed in
this paper is also applicable to character recognition of other
languages such as Japanese, Korean, Mongolian or Tibetan.

%M J.IJHCS.53.2.301
%T World Wide Web Navigation Aid
%A Milena Head
%A Norm Archer
%A Yufei Yuan
%J IJHCS
%D 2000
%V 53
%N 2
%P 301-330
%K World Wide Web; navigation; interaction history; interface;
information retrieval; browser.
%* (c) Copyright 2000 Academic Press
%X The challenge for the World Wide Web user is to discover and
rediscover useful information from very rich but also very diversified
sources in the Web environment. The Web browser is a key interface to
facilitate Web information access. In this paper, a framework is
proposed to identify and investigate key factors that determine the Web
browser's ability to assist users in performing various
information-retrieval tasks. Design guidelines to help overcome the
limitations associated with human information processing and the Web
environment are introduced. Based on these guidelines, an on-line
history tool (MEMOS) is developed to support user browsing,
organization, and rediscovery tasks in both intra- and inter-sessional
information retrieval. Empirical tests of user performance with the
MEMOS tool are analysed in the context of our framework. We show that
the MEMOS tool was perceived to be more useful than the history
mechanisms used in popular Web browsers, but its benefit was most
significant for inter-sessional support. Using sessions previously saved
through the MEMOS tool to tackle specific retrieval questions was
significantly faster and more accurate than trying to use standard
rediscovery methods.

%M J.IJHCS.53.3.333
%T Introduction/Editorial: Machine Discovery
%A Derek Sleeman
%A Vincent Corruble
%A Raul Valdes-Perez
%J IJHCS
%D 2000
%V 53
%N 3
%P 333-334
%* (c) Copyright 2000 Academic Press

%M J.IJHCS.53.3.335
%T Experimental Design Heuristics for Scientific Discovery: The Use of
"Baseline" and "Known Standard" Controls
%A Lisa M. Baker
%A Kevin Dunbar
%J IJHCS
%D 2000
%V 53
%N 3
%P 335-349
%* (c) Copyright 2000 Academic Press
%X What type of heuristics do scientists use when they design
experiments? In this paper, we analysed the ways biological scientists
designed complex experiments at their weekly laboratory meetings. In two
studies, we found that one of the key components of experimental design
is that specific types of control conditions are used in the service of
different goals that are important in scientific discovery. "Baseline"
control conditions are identical to the experimental manipulation,
except that a key feature, such as a reagent, is absent from the control
condition and present in the experimental condition. "Known standard"
control conditions involve performing the experimental technique on
materials where the expected result is already well known; if the
expected result is obtained, the scientist can have confidence that the
procedure is working. In Study 1, which analysed transcripts of
real-world biology laboratory meetings, we found that scientists used
baseline controls when testing hypotheses and known standard controls
when focusing on possible error. In Study 2, undergraduate science
students were asked to address the goals of hypothesis testing and
dealing with potential error as they designed experiments. Like the
real-world scientists, science majors proposed baseline controls to test
hypotheses and known standard controls to deal with potential error. We
argue that baseline control conditions play an important role in
hypothesis testing: unexpected results obtained on baseline control
conditions can alert scientists that their hypotheses are incorrect, and
hence should encourage the scientists to reformulate their hypotheses.
We further argue that use of known standard controls is a heuristic that
enables scientists to solve an important problem in real-world science:
when to trust their data. Both of these heuristics can be incorporated
into experimental design programs, thus making it more likely that
scientific discoveries will be made.

%M J.IJHCS.53.3.351
%T On the Notion of Interestingness in Automated Mathematical Discovery
%A Simon Colton
%A Alan Bundy
%A Toby Walsh
%J IJHCS
%D 2000
%V 53
%N 3
%P 351-375
%* (c) Copyright 2000 Academic Press
%X We survey five mathematical discovery programs by looking in detail
at the discovery processes they illustrate and the success they had. We
focus on how they estimate the interestingness of concepts and
conjectures and extract some common notions about interestingness in
automated mathematical discovery. We detail how empirical evidence is
used to give plausibility to conjectures, and the different ways in
which a result can be thought of as novel. We also look at the ways in
which the programs assess how surprising and complex a conjecture
statement is, and the different ways in which the applicability of a
concept or conjecture is used. Finally, we note how a user can set tasks
for the program to achieve and how this affects the calculation of
interestingness. We conclude with some hints on the use of
interestingness measures for future developers of discovery programs in
mathematics.

%M J.IJHCS.53.3.377
%T Computer Generation of Process Explanations in Nuclear Astrophysics
%A Sakir Kocabas
%A Pat Langley
%J IJHCS
%D 2000
%V 53
%N 3
%P 377-392
%* (c) Copyright 2000 Academic Press
%X In this paper we describe ASTRA, a computational aid for generating
process explanations in nuclear astrophysics. The system operates in two
stages, the first using knowledge of quantum theory to produce a set of
legal reactions among elements and the second searching for pathways of
such reactions that explain the construction of some element from
lighter ones. ASTRA has found apparently novel reactions that involve
proton and neutron capture, as well as novel fusion reactions that
produce neutrons and deuterium. The system has also generated reaction
pathways for helium, carbon and oxygen that do not appear in the
scientific literature. However, ASTRA also finds many other reaction
pathways that are less interesting and that suggest priorities for
future research.

%M J.IJHCS.53.3.393
%T The Computational Support of Scientific Discovery
%A Pat Langley
%J IJHCS
%D 2000
%V 53
%N 3
%P 393-410
%* (c) Copyright 2000 Academic Press
%X In this paper, we review AI research on computational discovery and
its recent application to the discovery of new scientific knowledge. We
characterize five historical stages of the scientific discovery process,
which we use as an organizational framework in describing applications.
We also identify five distinct steps during which developers or users
can influence the behavior of a computational discovery system. Rather
than criticizing such intervention, as done in the past, we recommend it
as the preferred approach to using discovery software. As evidence for
the advantages of such human-computer cooperation, we report seven
examples of novel, computer-aided discoveries that have appeared in the
scientific literature. We consider briefly the role that humans played
in each case, then examine one such interaction in more detail. We close
by recommending that future systems provide more explicit support for
human intervention in the discovery process.

%M J.IJHCS.53.3.411
%T Concise, Intelligible, and Approximate Profiling of Multiple Classes
%A Raul E. Valdes-Perez
%A Francisco Pereira
%A Vladimir Pericliev
%J IJHCS
%D 2000
%V 53
%N 3
%P 411-436
%* (c) Copyright 2000 Academic Press
%X When a dataset involves multiple classes, there is often a need to
express the key contrasting features among these classes in humanly
understandable terms, that is, to profile the classes. Commonly, one
class is contrasted from the rest by aggregating the latter into a
pseudo-class; alternatively, classes are treated separately without
coordinating their profiles with those of the other classes. We
introduce the concise all pairs profiling (CAPP) method for concise,
intelligible, and approximate profiling of large classifications. The
method compares all classes pairwise and then minimizes the overall
number of features needed to guarantee that each pair of classes is
contrasted by at least one feature. Then each class profile gets its own
minimized list of features, annotated with how these features contrast
the class from the others. Significant applications to social and
natural science are demonstrated.

%M J.IJHCS.53.4.439
%T Natural Language Querying of Databases: An Information Extraction
Approach in the Conceptual Query Language
%A Vesper Owei
%J IJHCS
%D 2000
%V 53
%N 4
%P 439-492
%K Concept-based query languages; Conceptual query language; Database
interface; Intelligent query tool; Natural language query; Information
extraction; Natural language processing; Natural language generation;
Semantic grammar; Message understanding.
%* (c) Copyright 2000 Academic Press
%X Natural language (NL) interfaces for database (DB) query formulation
have always been recognized as a much-needed enhancement for DB
end-users. NL systems, however, have shortcomings that have led some DB
researchers to question their practicality. The drawbacks stem primarily
from their weak interpretative power. This weakness is, to a large
extent, due to their inability to deal with the nuances in human use of
natural language. Some studies, however, show that NL database systems
are practical and useful in narrow domains like DB querying. One way of
addressing the difficulty with NL database query languages (DBQLs) is to
combine concept-based DBQL paradigms with NL approaches to enhance the
overall ease-of-use of the query interface. In this study, the
conceptual query language-with-natural language (CQL/NL) is proposed.
CQL/NL uses information extraction methods to filter NL query statements
for search predicates that are derived from constructs on conceptual
schemas. In this way, it avoids the computational difficulty with
full-fledged NL parsing. In the main, we draw on certain concepts in
natural language processing and computational linguistics to develop
CQL/NL.

%M J.IJHCS.53.4.493
%T Qualitative Modelling of Unknown Interface Behaviour
%A M. H. Lee
%A S. M. Garrett
%J IJHCS
%D 2000
%V 53
%N 4
%P 493-515
%* (c) Copyright 2000 Academic Press
%X When faced with an interface to an unknown system or device humans
adopt exploratory interactive behaviour in order to gain information and
insight. This paper describes a computer program which probes, observes
and models the input-output space of unknown systems. We use a schema
concept as the memory structure for recording events and adopt a
constructive approach that avoids preprocessing the raw data. We believe
qualitative assessments are important in early analysis and employ
techniques from qualitative reasoning research in order to capture
correlation behaviour. The aim is to gain insight into the nature of an
unknown system for guidance in future model selection. A series of
experiments and their results are discussed, together with the
assumptions and limitations of the method. We suggest further
developments for future experiments that appear promising.

%M J.IJHCS.53.4.517
%T Skill-Based Interpretation of Noisy Probe Signals Enhanced with a
Genetic Algorithm
%A Bogdan Filipi
%A Iztok Un
%A Matja Perpar
%J IJHCS
%D 2000
%V 53
%N 4
%P 517-535
%* (c) Copyright 2000 Academic Press
%X The paper presents the design and evaluation of an adaptive signal
processing procedure based on human skill. The focus is on interpreting
probe signals detected in gas-liquid flow in the presence of noise where
existing signal interpretation techniques may encounter difficulties.
Interpretation of a probe signal requires construction of a
corresponding two-state signal that denotes the presence of the phases,
i.e. gas and liquid, at the probe tip. To develop a computer procedure
that would imitate a skilled operator in probe signal interpretation,
manual knowledge acquisition and evolutionary optimization were
employed. First, a prototype signal interpretation procedure based on
operator skill was designed, and the procedure parameters were then
optimized with a genetic algorithm. In the optimization process, a
two-state signal reconstructed from the probe signal by an operator was
used as a reference. The robustness of the approach was tested in a
series of numerical experiments. They included local evaluation on
training and test signals, calculation of global void fraction values,
and an assessment of variability among different experts. The results
showed that the developed technique is highly consistent with the
operator way of signal interpretation and represents a reliable
prerequisite for gas-liquid flow measurements.

%M J.IJHCS.53.4.537
%T Potential Determinants of Heavier Internet Usage
%A Lynette Armstrong
%A James G. Phillips
%A Lauren L. Saling
%J IJHCS
%D 2000
%V 53
%N 4
%P 537-550
%K internet; addiction; self-esteem; gambling.
%* (c) Copyright 2000 Academic Press
%X Despite its uses, the Internet is liable to be abused. "Internet
Addiction" is a newly proposed construct, derived form DSM-IV criteria
for substance abuse. As a very recent phenomenon, excess internet use
probably arises through pre-existing mechanisms. The addictive element
may be the search for stimulation through interactive services, or the
Internet may serve the purpose of an escape from real-life difficulties.
We therefore considered the extent to which sensation seeking or poor
self-esteem predicts heavier Internet use. Fifty participants, recruited
through the Internet or the Internet Addiction Support Group, completed
an Internet Related Problem Scale, the MMPI-2 Addiction Potential Scale,
the Coopersmith Self-Esteem Inventory and the Sensation Seeking Scale.
The Internet Related Problem Scale showed a moderate level of internal
consistency and demonstrated construct validity, predicting hours of
Internet use and having a relationship with the Addiction Potential
Scale. While poorer self-esteem predicted greater scores on the Internet
Related Problem Scale, impulsivity did not. Researchers need to
re-assess previous conceptualizations of the typical "computer addict"
as a highly educated, male introvert with a constant need for
intellectual stimulation (Shotton, 1991).

%M J.IJHCS.53.4.551
%T The Effects of Hyperlinks on Navigation in Virtual Environments
%A Roy A. Ruddle
%A Andrew Howes
%A Stephen J. Payne
%A Dylan M. Jones
%J IJHCS
%D 2000
%V 53
%N 4
%P 551-581
%K navigation; virtual environments; hyperlinks; spatial cognition.
%* (c) Copyright 2000 Academic Press
%X Hyperlinks introduce discontinuities of movement to 3-D virtual
environments (VEs). Nine independent attributes of hyperlinks are
defined and their likely effects on navigation in VEs are discussed.
Four experiments are described in which participants repeatedly
navigated VEs that were either conventional (i.e. obeyed the laws of
Euclidean space), or contained hyperlinks. Participants learned spatial
knowledge slowly in both types of environment, echoing the findings of
previous studies that used conventional VEs. The detrimental effects on
participants' spatial knowledge of using hyperlinks for movement were
reduced when a time-delay was introduced, but participants still
developed less accurate knowledge than they did in the conventional VEs.
Visual continuity had a greater influence on participants' rate of
learning than continuity of movement, and participants were able to
exploit hyperlinks that connected together disparate regions of a VE to
reduce travel time.

%M J.IJHCS.53.4.583
%T An Experiment in Agent Teaching by Subject Matter Experts
%A Gheorghe Tecuci
%A Mihai Boicu
%A Michael Bowman
%A Dorin Marcu
%A Ping Shyr
%A Cristina Cascaval
%J IJHCS
%D 2000
%V 53
%N 4
%P 583-610
%K instructable agents; knowledge acquisition; machine learning; course
of action critiquing; experimentation.
%* (c) Copyright 2000 Academic Press
%X This paper presents a successful knowledge-acquisition experiment in
which subject matter experts who did not have any prior
knowledge-engineering experience succeeded in teaching the Disciple- COA
agent how to critique courses of action, a challenge problem addressed
by the DARPA's High-Performance Knowledge Bases program. We first
present the COA challenge problem and the architecture of Disciple- COA,
a learning agent shell from the Disciple family. Then we present the
knowledge acquisition experiment, detailing both the expert-Disciple
interactions, and the automatic knowledge-base development processes
that take place as a result of these interactions. The results of this
experiment provide strong evidence that the Disciple approach is a
viable solution to the knowledge acquisition bottleneck.

%M J.IJHCS.53.4.611
%T From the User Interface to the Consumer Interface: Results from a
Global Experiment
%A Robert M. O'Keefe
%A Melissa Cole
%A Patrick Y. K. Chau
%A Ann Massey
%A Mitzi Montoya-Weiss
%A Mark Perry
%J IJHCS
%D 2000
%V 53
%N 4
%P 611-628
%K interface; human-computer interaction; electronic commerce; cultural
differences.
%* (c) Copyright 2000 Academic Press
%X The consumer interface, whereby consumers interact through the World
Wide Web to transact consumer commerce, is a vital component of
electronic commerce. We are attempting to understand this interface from
a perspective that combines concepts from marketing, human-computer
interaction and culture.
   We have conducted an extensive experiment comparing the reactions of
subjects in the United Kingdom, United States and Hong Kong to web
sites. We used the web sites for the automobile manufacturers VW, Ford
and Toyota so we could vary the origin of the site. We used well-known
constructs from advertising and marketing research to measure various
aspects of the subjects and their reactions to the web site.
   Our basic finding is that there are fewer differences between
subjects than have typically been observed by paper-based marketing
experiments. There is no evidence that the origin of the site interacts
with the individual. However, after performing a factor analysis on how
subjects reported their purpose for using the Internet, we found
considerable differences in purpose of use between US and Hong Kong
subjects. American subjects are inclined to use the Internet for
information search purposes, and the Hong Kong subjects are more
inclined to use the Internet for social communication purposes. Further,
in both countries there is a relationship between these purposes and
subjects having their views on the product transformed.

%M J.IJHCS.53.5.631
%T Empirical Evaluation of Information Visualizations: An Introduction
%A Chaomei Chen
%A Mary P. Czerwinski
%J IJHCS
%D 2000
%V 53
%N 5
%P 631-635
%* (c) Copyright 2000 Academic Press

%M J.IJHCS.53.5.637
%T Evaluating Visualizations: Using a Taxonomic Guide
%A E. Morse
%A M. Lewis
%A K. A. Olsen
%J IJHCS
%D 2000
%V 53
%N 5
%P 637-662
%* (c) Copyright 2000 Academic Press
%X Although visualizations are components of many information
interfaces, testing of these visual elements is rarely undertaken except
as a part of overall usability testing. For this reason, it is unclear
what role, if any, visualizations actually perform. Our method involves
the creation of simple visual prototypes and task sets based on a visual
taxonomy which allows testing of the visualization in isolation from the
rest of the system. By defining tests using a visual taxonomy rather
than customary tasks from the application domain, our method circumvents
the problems of restricting evaluation of newer more capable systems to
only those tasks which might be accomplished with older, less capable
ones. This paper will discuss methods for exhaustively testing the
capabilities of a visualization by mapping from a domain-independent
taxonomy of visual tasks to a specific domain, i.e. information
retrieval. Experimental results are presented illustrating this approach
to determining the role visualizations may play in supporting users in
information-seeking environments. Our methods could easily be extended
to other domains including data visualization.

%M J.IJHCS.53.5.663
%T An Evaluation of Space-Filling Information Visualizations for
Depicting Hierarchical Structures
%A John Stasko
%A Richard Catrambone
%A Mark Guzdial
%A Kevin Mcdonald
%J IJHCS
%D 2000
%V 53
%N 5
%P 663-694
%* (c) Copyright 2000 Academic Press
%X A variety of information visualization tools have been developed
recently, but relatively little effort has been made to evaluate the
effectiveness and utility of the tools. This article describes results
from two empirical studies of two visualization tools for depicting
hierarchies, in particular, computer file and directory structures. The
two tools examined implement space-filling methodologies, one
rectangular, the Treemap method, and one circular, the Sunburst method.
Participants performed typical file/directory search and analysis tasks
using the two tools. In general, performance trends favored the Sunburst
tool with respect to correct task performance, particularly on initial
use. Performance with Treemap tended to improve over time and use,
suggesting a greater learning cost that was partially recouped over
time. Each tool afforded somewhat different search strategies, which
also appeared to influence performance. Finally, participants strongly
preferred the Sunburst tool, citing better ability to convey structure
and hierarchy.

%M J.IJHCS.53.5.695
%T An Initial Examination of Ease of Use for 2D and 3D Information
Visualizations of Web Content
%A Kirsten Risden
%A Mary P. Czerwinski
%A Tamara Munzner
%A Daniel B. Cook
%J IJHCS
%D 2000
%V 53
%N 5
%P 695-714
%* (c) Copyright 2000 Academic Press
%X We present a discussion and initial empirical investigation of
user-interface designs for a set of three Web browsers. The target
end-user population we identified were experienced software engineers
who maintained large Web sites or portals. The user study demonstrated
the strengths and weaknesses of two conventional 2D browsers for this
target user, as well as that of XML3D, a novel browser that integrates
an interactive 3D hyperbolic graph view with a more traditional 2D list
view of the data. A standard collapse/expand tree browser and a
Web-based hierarchical categorization similar to Yahoo!, were
competitively evaluated against XML3D. No reliable difference between
the two 2D browsers was observed. However, the results showed clear
differences between XML3D and the 2D user interfaces combined. With
XML3D, participants performed search tasks within existing categories
reliably faster with no decline in the quality of their responses. It
was informally observed that integrating the ability to view the overall
structure of the information space with the ability to easily assess
local and global relationships was key to successful search performance.
XML3D was the only tool of the three that efficiently showed the overall
structure within one visualization. The XML3D browser accomplished this
by combining a 3D graph layout view as well as an accompanying 2D list
view. Users did opt to use the 2D user-interface components of XML3D
during new category search tasks, and the XML3D performance advantage
was no longer obtained in those conditions. In addition, there were no
reliable differences in overall user satisfaction across the three
user-interface designs. Since we observed subjects using the XML3D
features differently depending on the kind of search task, future
studies should explore optimal ways of integrating the use of novel
focus+context visualizations and 2D lists for effective information
retrieval. The contribution of this paper is that it includes empirical
data to demonstrate where novel focus+context views might benefit
experienced users over and above more conventional user-interface
techniques, in addition to where design improvements are warranted.

%M J.IJHCS.53.5.715
%T Snap-Together Visualization: Can Users Construct and Operate
Coordinated Visualizations?
%A Chris North
%A Ben Shneiderman
%J IJHCS
%D 2000
%V 53
%N 5
%P 715-739
%* (c) Copyright 2000 Academic Press
%X Multiple coordinated visualizations enable users to rapidly explore
complex information. However, users often need unforeseen combinations
of coordinated visualizations. Snap-together visualization (Snap)
enables users to rapidly and dynamically construct
coordinated-visualization interfaces, customized for their data, without
programming. Users U001load data into desired visualizations, then
construct coordinations between them for brushing and linking, overview
and detail view, drill down, etc. Snap formalizes a conceptual model of
visualization coordination based on the relational data model.
Visualization developers can easily Snap-enable their independent
visualizations using a simple API.
   Empirical evaluation reveals benefits, cognitive issues and usability
concerns with coordination concepts and Snap. Two user studies explore
coordination construction and operation. Data-savvy users successfully,
enthusiastically and rapidly constructed powerful
coordinated-visualization interfaces of their own. Operating an
overview-and-detail coordination reliably improved user performance by
30-80% over detail-only and uncoordinated interfaces for most tasks.

%M J.IJHCS.53.5.741
%T Evaluating the Effectiveness of Visual User Interfaces for
Information Retrieval
%A A. G. Sutcliffe
%A M. Ennis
%A J. Hu
%J IJHCS
%D 2000
%V 53
%N 5
%P 741-763
%* (c) Copyright 2000 Academic Press
%X An integrated visual thesaurus and results browser to support
information retrieval was designed using a task model of information
searching. The system provided a hierarchical thesaurus with a results
cluster display representing similarity between retrieved documents and
relevance ranking using a bullseye metaphor. Latent semantic indexing
(LSI) was used as the retrieval engine and to calculate the similarity
between documents. The design was tested with two information retrieval
tasks. User behaviour, performance and attitude were recorded as well as
usability problems. The system had few usability problems and users
liked the visualizations, but recall performance was poor. The reasons
for poor/good performance were investigated by examining user behaviour
and search strategies. Better searchers used the visualizations more
effectively and spent longer on the task, whereas poorer performances
were attributable to poor motivation, difficulty in assessing article
relevance and poor use of system visualizations. The bullseye browser
display appeared to encourage limited evaluation of article relevance on
titles, leading to poor performance. The bullseye display metaphor for
article relevance was understood by users; however, they were confused
by the concept of similarity searching expressed as visual clusters. The
conclusions from the study are that while visual user interfaces for
information searching might seem to be usable, they may not actually
improve performance. Training and advisor facilities for effective
search strategies need to be incorporated to enhance the effectiveness
of visual user interfaces for information retrieval.

%M J.IJHCS.53.5.765
%T Mapping Semantic Information in Virtual Space: Dimensions, Variance
and Individual Differences
%A S. J. Westerman
%A T. Cribbin
%J IJHCS
%D 2000
%V 53
%N 5
%P 765-787
%* (c) Copyright 2000 Academic Press
%X This paper reports two studies investigating the computer-based
representation of the semantic information content of databases using
object location in two- and three-dimensional virtual space. In the
first study, the cognitive demands associated with performing an
information search task were examined under conditions where the
"goodness of fit" of the spatial-semantic "mapping" was manipulated. The
effects of individual differences in spatial ability and associative
memory ability also were considered. Results indicated that performance
equivalence, between two- and three-dimensional interfaces, could be
achieved when the two-dimensional interface accounted for between 50 and
70% of the semantic variance accounted for by the three-dimensional
solution. A second study, in which automatic text analysis was used to
generate two- and three-dimensional solutions for document sets of
varying sizes and types, supported the conclusion that, for the purpose
of information search, the amount of additional semantic information
that can be conveyed by a three-dimensional solution does not outweigh
the associated additional cognitive demands.

%M J.IJHCS.53.5.789
%T Towards a Methodology for Developing Visualizations
%A Martin Graham
%A Jessie Kennedy
%A David Benyon
%J IJHCS
%D 2000
%V 53
%N 5
%P 789-807
%* (c) Copyright 2000 Academic Press
%X This paper presents a case study of the development of a
visualization to represent and explore the relationships between
multiple hierarchical structures, specifically botanical taxonomies. The
case study outlines the visualization's development from initial
meetings with taxonomists, through the early visual sketches of their
activities, and through to the prototype as it exists now after two
rounds of usability testing. Qualitative user feedback was elicited from
taxonomists who used the system, using standard techniques, taken from
traditional usability methodologies such as direct observation,
concurrent verbal protocols, video recording and software logs. Some
difficulties and differences in the testing and stages of development
arising from the information visualization (IV) approach to the
graphical display, as contrasted to a more standard graphical user
interface (GUI), are noted and solutions proposed.

%M J.IJHCS.53.5.809
%T Hypertext Authoring and Visualization
%A Margit Pohl
%A Peter Purgathofer
%J IJHCS
%D 2000
%V 53
%N 5
%P 809-825
%* (c) Copyright 2000 Academic Press
%X Visualizing information structure plays an increasing role in
hypertext systems. Empirical evidence shows that such visualizations
support the users or readers of hypertext systems. The following study
investigates whether such information visualizations in the form of
two-dimensional graphical overview maps also support the writers of
hypertext documents. It also seems plausible to assume that the process
of writing text changes when graphical overview maps integrated into
hypertext systems are used. We also analysed the relationship between
the authoring process and the character of the finished documents. In
general, it can be said that visualizing the information structure
inherent in a document plays an important role in hypertext authoring.
It was the only innovative feature of the hypertext authoring system we
developed which was used intensively by almost all the authors. In
contrast to that, the finished documents were rather traditional.
Authors did not exploit the novel features of hypertext/hypermedia
systems like, e.g. introducing pictures, movies or sounds. On the basis
of the analysis of the hypertext authoring process guidelines can be
formulated to support writers of hypertext documents.

%M J.IJHCS.53.5.827
%T Turning Pictures Into Numbers: Extracting and Generating Information
from Complex Visualizations
%A J. Gregory Trafton
%A Susan S. Kirschenbaum
%A Ted L. Tsui
%A Robert T. Miyamoto
%A James A. Ballas
%A Paula D. Raymond
%J IJHCS
%D 2000
%V 53
%N 5
%P 827-850
%* (c) Copyright 2000 Academic Press
%X We present a study of complex visualization usage by expert
meteorological forecasters. We performed a protocol analysis and
examined the types of visualizations they examined. We present evidence
for how experts are able to make use of complex visualizations. Our
findings suggest that users of complex visualizations create qualitative
mental models from which they can then generate quantitative
information. In order to build their qualitative mental models,
forecasters integrated information across multiple visualizations and
extracted primarily qualitative information from visualizations in a
goal-directed manner. We discuss both theoretical and practical
implications of this study.

%M J.IJHCS.53.5.851
%T Empirical Studies of Information Visualization: A Meta-Analysis
%A Chaomei Chen
%A Yue Yu
%J IJHCS
%D 2000
%V 53
%N 5
%P 851-866
%* (c) Copyright 2000 Academic Press
%X A meta-analysis is conducted on a set of empirical studies of
information visualization. To be included in the meta-analysis, a study
must meet a set of selection criteria. The meta-analysis synthesizes
significant levels and effect sizes, tests the heterogeneity of findings
from individual studies included and tests the linear trends over a
range of information visualization features with ascending
visual-spatial complexity. Recommendations for future experimental
studies of information visualizations are included.

%M J.IJHCS.53.6.867
%T Introduction to Special Issue on Collaboration, Cooperation and
Conflict in Dialogue Systems
%A Kristiina Jokinen
%A David Sadek
%A David Traum
%J IJHCS
%D 2000
%V 53
%N 6
%P 867-870
%* (c) Copyright 2000 Academic Press

%M J.IJHCS.53.6.871
%T Cooperation, Dialogue and Ethics
%A Jens Allwood
%A David Traum
%A Kristiina Jokinen
%J IJHCS
%D 2000
%V 53
%N 6
%P 871-914
%* (c) Copyright 2000 Academic Press
%X This paper describes some of the basic cooperative mechanisms of
dialogue. Ideal cooperation is seen as consisting of four features
(cognitive consideration, joint purpose, ethical consideration and
trust), which can also to some extent be seen as requirements building
on each other. Weaker concepts such as "coordination" and
"collaboration" have only some of these features or have them to lesser
degrees. We point out the central role of ethics and trust in
cooperation, and contrast the result with popular AI accounts of
collaboration. Dialogue is also seen as associated with social
activities, in which certain obligations and rights are connected with
particular roles. Dialogue is seen to progress through the written,
vocal or gestural contributions made by participants. Each of the
contributions has associated with it both expressive and evocative
functions, as well as specific obligations for participants. These
functions are dependent on the surface form of a contribution, the
activity and the local context, for their interpretation. We illustrate
the perspective by analysing dialogue extracts from three different
activity types (a travel dialogue, a quarrel and a dialogue with a
computer system). Finally, we consider what kind of information is
shared in dialogue, and the ways in which dialogue participants manifest
this sharing to each other through linguistic and other communicative
behaviour. The paper concludes with a comparison to other accounts of
dialogue and prospects for integration of these ideas within dialogue
systems.

%M J.IJHCS.53.6.915
%T Cooperative Requests and Replies in a Collaborative Dialogue Model
%A Cecile Balkanski
%A Martine Hurault-Plantet
%J IJHCS
%D 2000
%V 53
%N 6
%P 915-968
%* (c) Copyright 2000 Academic Press
%X In this paper, we present a computational model of dialogue, and an
underlying theory of action, which supports the representation of,
reasoning about and execution of communicative and non-communicative
actions. This model rests on a theory of collaborative discourse, and
allows for cooperative human-machine communication in written dialogues.
We show how cooperative behaviour, illustrated by the analysis of a
dialogue corpus and formalized by an underlying theory of cooperation,
is interpreted and produced in our model. We describe and illustrate in
detail the main algorithms used to model the reasoning processes
necessary for interpretation, planning, generation, as well as for
determining which actions to perform and when. Finally, we present our
implemented system.
   Our data are drawn from a corpus of human-human dialogues, selected
and transcribed from a day-long recording of phone calls at a phone desk
in an industrial setting (Castaing, 1993). We present an analysis of
this corpus, focusing on dialogues which require, in order to succeed,
helpful behaviour on the part of both the caller and the operator.
   The theoretical framework of our model rests on the theory of
collaborative discourse developed by Grosz and Sidner (1986, 1990),
Grosz and Kraus (1993, 1996), and further extended by Lochbaum (1994,
1995). An important objective guiding the design of our dialogue model
was to allow the agent being modelled to interpret and manifest a type
of cooperative behaviour which follows Grosz and Kraus's formalization
of the commitment of each collaborative agent towards the actions of the
other collaborative agents. The model we propose extends Lochbaum's
approach to discourse processing in extending her interpretation
algorithm to allow for the treatment of a wider range of dialogues, and
in providing an algorithm of task advancement which guides the
generation process and allows for the interleaving of execution and
planning, thereby facilitating cooperation among agents. The cooperative
behaviour of the agent being modelled rests on the use of communicative
actions allowing agents to share additional knowledge and assist each
other in performing their actions.

%M J.IJHCS.53.6.969
%T Conflict Resolution in Collaborative Planning Dialogs
%A Jennifer Chu-Carroll
%A Sandra Carberry
%J IJHCS
%D 2000
%V 53
%N 6
%P 969-1015
%* (c) Copyright 2000 Academic Press
%X In a collaborative planning environment in which the agents are
autonomous and heterogeneous, it is inevitable that discrepancies in the
agents' beliefs result in conflicts during the planning process. In such
cases, it is important that the agents engage in collaborative
negotiation to resolve the detected conflicts in order to determine what
should constitute their shared plan of actions and shared beliefs. This
paper presents a plan-based model for conflict detection and resolution
in collaborative planning dialogs. Our model specifies how a
collaborative system should detect conflicts that arise between the
system and its user during the planning process. If the detected
conflicts warrant resolution, our model initiates collaborative
negotiation in an attempt to resolve the conflicts in the agent's
beliefs. In addition, when multiple conflicts arise, our model
identifies and addresses the most effective aspect in its pursuit of
conflict resolution. Furthermore, by capturing the collaborative
planning process in a recursive Propose-Evaluate-Modify cycle of
actions, our model is capable of handling embedded negotiation during
conflict resolution.

%M J.IJHCS.53.6.1017
%T The Agreement Process: An Empirical Investigation of Human-Human
Computer-Mediated Collaborative Dialogs
%A Barbara Di Eugenio
%A Pamela W. Jordan
%A Richmond H. Thomason
%A Johanna D. Moore
%J IJHCS
%D 2000
%V 53
%N 6
%P 1017-1076
%* (c) Copyright 2000 Academic Press
%X In this paper, we investigate the empirical correlates of the
agreement process. Informally, the agreement process is the dialog
process by which collaborators achieve joint commitment on a joint
action. We propose a specific instantiation of the agreement process,
derived from our theoretical model, that integrates the IRMA framework
for rational problem solving (Bratman, Israel & Pollack, 1988) with
Clark's (1992, 1996) work on language as a collaborative activity; and
from the characteristics of our task, a simple design problem
(furnishing a two-room apartment) in which knowledge is equally
distributed among agents, and needs to be shared. The main contribution
of our paper is an empirical study of some of the components of the
agreement process. We first discuss why we believe the findings from our
corpus of computer-mediated dialogs are applicable to human-human
collaborative dialogs in general. We then present our theoretical model,
and apply it to make predictions about the components of the agreement
process. We focus on how information is exchanged in order to arrive at
a proposal, and on what constitutes a proposal and its
acceptance/rejection. Our corpus study makes use of features of both the
dialog and the domain reasoning situation, and led us to discover that
the notion of commitment is more useful to model the agreement process
than that of acceptance/rejection, as it more closely relates to the
unfolding of negotiation.

%M J.IJHCS.53.6.1077
%T Dialectical Argumentation to Solve Conflicts in Advice Giving: A Case
Study in the Promotion of Healthy Nutrition
%A Floriana Grasso
%A Alison Cawsey
%A Ray Jones
%J IJHCS
%D 2000
%V 53
%N 6
%P 1077-1115
%* (c) Copyright 2000 Academic Press
%X Conflict situations do not only arise from misunderstandings,
erroneous perceptions, partial knowledge, false beliefs, etc., but also
from differences in "opinions" and in the different agents' value
systems. It is not always possible, and maybe not even desirable, to
"solve" this kind of conflict, as the sources are subjective. The
communicating agents can, however, use knowledge of the opponent's
preferences, to try and convince the partner of a point of view which
they wish to promote. To deal with these situations requires an
argumentative capacity, able to handle not only "demonstrative"
arguments but also "dialectic" ones, which may not necessarily be based
on rationality and valid premises. This paper presents a formalization
of a theory of informal argumentation, focused on techniques to change
attitudes of the interlocutor, in the domain of health promotion.

%M J.IJHCS.53.6.1117
%T Tailoring Inference-Rich Descriptions through Making Compromises
between Conflicting Cooperation Principles
%A Helmut Horacek
%J IJHCS
%D 2000
%V 53
%N 6
%P 1117-1146
%* (c) Copyright 2000 Academic Press
%X Acting cooperatively in a communicative situation requires the
computer agents to behave collaboratively. This activity is complicated
by many sorts of conflicts that may arise in complex interaction
environments. In order to capture essential forces driving dialogues in
these environments, a number of formal models have been proposed, which
focus on choosing among action and reaction types in comparably simple
sequences. In this paper, we propose a method to enhance these models by
the capability to produce longer dialogue contributions, which is done
through tailoring variations in richly structured system actions and
choosing among them, guided by quantitative and partially conflicting
cooperativity principles based on the Gricean conversation maxims. We
have elaborated this model in the context of an interactive, formal
proof presentation system. Acting cooperatively for that system means
collaborating with the human user by considerably manipulating a proof
as produced by a theorem prover to obtain a human-adequate form, and to
resolve conflicts between completeness of detail, length of the
descriptions given and degree of explicitness required. Our approach
complements models of cooperativity and collaboration that are grounded
in basic principles of rationality by mediating between partially
conflicting conversation goals in producing more complex dialogue
contributions.

%M J.IJHCS.53.6.1147
%T Erratum: Collaboration, Cooperation and Conflict in Dialogue Systems
%A Sakir Kocabas
%A Pat Langley
%J IJHCS
%D 2000
%V 53
%N 6
%P 1147

%M J.IJHCS.53.6.1149
%T Computer Generation of Process Explanations in Nuclear Astrophysics
%A Sakir Kocabas
%A Pat Langley
%J IJHCS
%D 2000
%V 53
%N 6
%P 1149-1164
%* (c) Copyright 2000 Academic Press
%X In this paper we describe ASTRA, a computational aid for generating
process explanations in nuclear astrophysics. The system operates in two
stages, the first using knowledge of quantum theory to produce a set of
legal reactions among elements, and the second searching for pathways of
such reactions that explain the construction of some element from
lighter ones. ASTRA has found apparently novel reactions that involve
proton and neutron capture, as well as novel fusion reactions that
produce neutrons and deuterium. The system has also generated reaction
pathways for helium, carbon and oxygen that do not appear in the
scientific literature. However, ASTRA also finds many other reaction
pathways that are less interesting and that suggest priorities for
future research.

fpack:!@#$%^&*(): SIGDOC21.BA
%A Chris Hallgren
%T Using Problem Analysis to Support Decisions and Planning in Complex
Processes
%J SIGDOC
%V 21
%N 1
%P 3-14
%X Hallgren argues that besides addressing the routine tasks users perform,
adequate documentation must also anticipate the problems they will face when
deciding which tasks to perform or when planning complex tasks. He illustrates
the extra explanatory features of problem-centered documentation with three
before-and-after comparative miniature case studies based on actual
documentation passages. Accompanying Hallgren's article are 10 pages of
detailed analytical commentary on his claims, in three evaluative essays by
Stephen W. Draper, Arthur G. Elser, and Bob Waite.
%M J.SIGDOC.21.1.3
%D 1997

%A Stephen W. Draper
%T New Guises for Recurring Problems in Documentation
%S Commentary
%J SIGDOC
%V 21
%N 1
%P 15-18
%M J.SIGDOC.21.1.15
%D 1997

%A Authur G. Elser
%T Complex Problems: What's the Next Step?
%S Commentary
%J SIGDOC
%V 21
%N 1
%P 19-22
%M J.SIGDOC.21.1.19
%D 1997

%A Bob Waite
%T Documenting Complex Processes: Educating the User and Simplifying the Task
%S Commentary
%J SIGDOC
%V 21
%N 1
%P 23-25
%M J.SIGDOC.21.1.23
%D 1997

%A Emmanuel Uren
%T Annotated Bibliography on Internationalization and Localization
%S Awareness essay
%J SIGDOC
%V 21
%N 1
%P 26-33
%X Summarizing years of practical experience in his notes and commentary, Uren
systematically reviews the recent literature about internationalization and
localization, briefly evaluating over 4 dozen articles and books along with
many relevant standards (all grouped by operating system or platform where
appropriate). "Localizing software," he explains with astute examples,
"requires more than translating documentation and the [user] interface" into
another language.
%M J.SIGDOC.21.1.26
%D 1997

%A Karl Smart
%T SIGDOC97 Conference Call for Papers
%S News
%J SIGDOC
%V 21
%N 1
%P 34-35
%M J.SIGDOC.21.1.34
%D 1997

%A T. R. Girill
%T News of the Profession: Thanks and WWW Usability Too
%S News
%J SIGDOC
%V 21
%N 1
%P 36-37
%M J.SIGDOC.21.1.36
%D 1997

%A Scott DeLoach
%T Computerized Workplace Writing
%S Book commentary
%J SIGDOC
%V 21
%N 2
%P 2-9
%X DeLoach critically analyzes every essay in the 1996 anthology by Patricia
Sullivan and Jeannie Dautermann called Electronic Literacies in the Workplace,
looking for insights on how academic training intersects with writing in
industry. He finds that schools need to teach about time and budget
constraints as well as drafting techniques if students are to be adequately
prepared for work life. And he concludes that the open, egalitarian
environment that writers seek when they move from school to work must be
justified in economic terms if business practice is to change.
%M J.SIGDOC.21.2.2
%D 1997

%A Nancy C. Mulvany
%T What's Going on in Indexing?
%S Awareness essay
%J SIGDOC
%V 21
%N 2
%P 10-15
%X While summarizing and evaluating the recent literature on indexing and its
relevance to computer documentation, Mulvany defends three claims: (1) An
index is one of the most important features of a manual. (2) Adequate indexes
are produced by skilled professionals; they are not just computer-generated
word lists. (3) Even in online documentation, professionally constructed
indexes add value that cannot be duplicated by summarization software or
text-search programs.
%M J.SIGDOC.21.2.10
%D 1997

%A David W. Norton
%T The Linguistics of Links: Hyperphoric Grammar Markups for HTML Documents
%J SIGDOC
%V 21
%N 2
%P 16-21
%X Just as linguistic clarity about traditional referencing features in text
improves that text's usefulness, argues Norton, so can linguistic analysis of
between-document ("hyperphoric") interactive links improve the usefulness of
HTML documents. Norton undertakes that analysis and finds four distinct kinds
of link. He then suggests how HTML browsers could exploit those link types to
alter their labels and prompts to present more useful displays of online text.
%M J.SIGDOC.21.2.16
%D 1997

%A T. R. Girill
%T Table of Contents Service for Instructional Science
%J SIGDOC
%V 21
%N 2
%P 22-32
%M J.SIGDOC.21.2.22
%D 1997

%A Karl Smart
%T SIGDOC97 Conference: The Theme, The Venue, and How to Learn More
%S News
%J SIGDOC
%V 21
%N 2
%P 33-34
%M J.SIGDOC.21.2.33
%D 1997

%A Steven J. DeRose
%A David G. Durand
%A Elli Mylonas
%A Allen H. Renear
%T What is Text Really?
%S Classic reprint
%J SIGDOC
%V 21
%N 3
%P 1-25
%X Document processing software always assumes one or another "model of text."
The authors of this reprinted classic paper, originally published in the
Journal of Computing in Higher Education in 1990, compare six different text
models to argue that the intellectually strongest as well as the most
practical is an "ordered hierarchy of content objects" (OHCO). This model also
supports SGML. Accompanying this reprint are three commentaries that explore
its assumptions and weaknesses. S. Selber contends that the OHCO model is
"arhetorical" (pp. 26-31). C. Hill notes that HTML confuses the style and
content issues raised here (pp. 32-35). And R. S. Dicks thinks the OHCO
approach ignores the graphical aspects of text (pp. 36-39). In a closing
response, the original authors retrospectively review their earlier claims and
reply to each commentator's suggestions (pp. 40-44).
%M J.SIGDOC.21.3.1
%D 1997

%A Stuart A. Selber
%T The OHCO Model of Text: Merits and Concerns
%S Commentary
%J SIGDOC
%V 21
%N 3
%P 26-31
%M J.SIGDOC.21.3.26
%D 1997

%A Charles Hill
%T Markup Meets the Mainstream: The Future of Content-Based Processing
%S Commentary
%J SIGDOC
%V 21
%N 3
%P 32-35
%M J.SIGDOC.21.3.32
%D 1997

%A R. Stanley Dicks
%T Third Commentary on "What is Text Really?"
%S Commentary
%J SIGDOC
%V 21
%N 3
%P 36-39
%M J.SIGDOC.21.3.36
%D 1997

%A Steven J. DeRose
%A David G. Durand
%A Elli Mylonas
%A Allen H. Renear
%T Further Context for "What is Text Really?"
%S Commentary
%J SIGDOC
%V 21
%N 3
%P 40-44
%M J.SIGDOC.21.3.40
%D 1997

%A Gloria A. Reece
%T Performance Systems Technology and Computer-Based Instruction (Part I)
%S Awareness essay
%J SIGDOC
%V 21
%N 3
%P 45-55
%X Although performance support and computer-aided training are not the same,
they share many goals, techniques, design criteria, and research publications.
In this comprehensive literature-awareness essay, Reece uses a careful
conceptual survey (and comparison) of these fields as the means to review the
professional societies, annual conferences, web sites, published case studies,
and prime reference material relevant to both areas.
%M J.SIGDOC.21.3.45
%D 1997

%A Karl Smart
%T SIGDOC97: Lodging and Registration Details
%S News
%J SIGDOC
%V 21
%N 3
%P 56-63
%M J.SIGDOC.21.3.56
%D 1997

%A Bob Johnson
%T The Wired Neighborhood: An Extended Multimedia Conversation
%J SIGDOC
%V 21
%N 4
%P 1
%M J.SIGDOC.21.4.1
%D 1997

%A Becky Graham
%T A Descriptive Summary of The Wired Neighborhood
%J SIGDOC
%V 21
%N 4
%P 2-3
%M J.SIGDOC.21.4.2
%D 1997

%A Becky Graham
%T Hitting Home: Communication Technologies and the Everyday
%S Book commentary
%J SIGDOC
%V 21
%N 4
%P 4-7
%X This is the first of three related, comparative review essays in which
students or teachers of rhetoric analyze Stephen Doheny-Farina's book The
Wired Neighborhood (Yale, 1996). Graham focuses on the social implications of
networked computing, giving special attention to Doheny-Farina's claims about
the possible negative effects of networking on local schools (because of
distance education) and on work-place organization (because of telecommuting).
%M J.SIGDOC.21.4.4
%D 1997

%A Mike Rubingh
%T What Computer Networks Can't Do
%S Book commentary
%J SIGDOC
%V 21
%N 4
%P 8-10
%X In this second of three related, comparative review essays, Rubingh draws
many striking parallels between Doheny-Farina's skeptical claims about
computer networks and the similarly skeptical claims about artificial
intelligence presented by philosopher Hubert Dreyfus in his 1972 book on What
Computers Can't Do. Both authors argue that overlooking the importance of
geography and physical place leads to serious conceptual problems with
computers and with their simulations of real-life activities.
%M J.SIGDOC.21.4.8
%D 1997

%A Nancy Allen
%A Ann Blakeslee
%T The Wired Neighborhood: An Online Conversation
%S Book commentary
%J SIGDOC
%V 21
%N 4
%P 11-15
%X Allen and Blakeslee construct this third in a series of three comparative
review essays in dialog format, so they can conversationally undermine some of
Doheny-Farina's pessimism about computer networks. They contend that not only
do networks promote geographically scattered professional communities whose
members could not otherwise collaborate easily, but networks also sometimes
reinforce natural, local communities (towns or school districts) as well.
%M J.SIGDOC.21.4.11
%D 1997

%A Stephen Doheny-Farina
%T Interview with Stephen Doheny-Farina
%S Book commentary
%J SIGDOC
%V 21
%N 4
%P 16-19
%X Author Doheny-Farina comments on all his Wired Neighborhood commentators in
an interview that immediately follows the three review essays.
%M J.SIGDOC.21.4.16
%D 1997

%A Gloria A. Reece
%T Performance Systems Technology and Computer-Based Instruction (Part II)
%S Awareness essay
%J SIGDOC
%V 21
%N 4
%P 20-25
%X In this second part of her comprehensive literature-awareness essay (Part I
appeared in the August issue), Reece completes her comparison of the two title
topics by summarizing several decades in their parallel literature. One
detailed table surveys the history of hypertext systems. A second catalogs
dozens of journals related to instructional technology. And two other tables
graphically summarize key PST and CBI functions and roles.
%M J.SIGDOC.21.4.20
%D 1997

%A Danny Dowhal
%T A Seven-Dimensional Approach to Graphics
%S Awareness essay
%J SIGDOC
%V 21
%N 4
%P 26-37
%X In the course of this introductory conceptual tour for documentation
professionals, Dowhal perceptively and systematically explains, contrasts, and
illustrates the design value of points (pixels), lines (vectors), shapes, 2-D
graphics that simulate 3-D graphics, true 3-D models, simulated motion, actual
animated graphics, and visual material enhanced with emotion, sound, or human
interaction.
%M J.SIGDOC.21.4.26
%D 1997

%A T. R. Girill
%T Table of Contents Service for Journal of Business and Technical
Communication
%J SIGDOC
%V 21
%N 4
%P 38-44
%M J.SIGDOC.21.4.38
%D 1997

%A Phyllis Galt
%T SIGDOC98 Call for Participation
%J SIGDOC
%V 21
%N 4
%P 45-49
%M J.SIGDOC.21.4.45
%D 1997

fpack:!@#$%^&*(): CHI94-2d.BA
%M C.CHI.94.2.237
%T The Coming of Age of Software Design
%S PLENARIES
%A Mitchell Kapor
%B CHI94
%D 1994
%V 2
%P 237
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p237-kapor/p237-kapor.pdf
%X The recognition of software design as a profession is long
overdue.  For too long the act of conceiving a new program,
that is, seething its distinctive behavior and appearance
apart from the mechanism of its implementation, has been
unrecognized as a distinct professional activity of paramount
importance.
   Software design is in the early stages of coming into its own. 
It is not an area of research, nor is it a branch of science or a
field of engineering.  Rather, it is a design discipline within
the domain of computing.
   This talk will make the case for these propositions through
reflection on personal experience as well as the history of
other design professions.

%M C.CHI.94.2.239
%T Constructing New Interface Frameworks
%S PLENARIES
%A S. Joy Mountford
%B CHI94
%D 1994
%V 2
%P 239-240
%K Design, Design methodology, Future interfaces
%K Design, Design methodology, Future interfaces
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p239-mountford/p239-mountford.pdf
%X The design frameworks used successfully in the past
by the interface community are largely becoming
outmoded.  Given current trends toward more
personal, portable, media-based products the CHI
community needs to revise their design frameworks
to help shape a new cycle of interaction design.  This
talk will use media-based examples to show how the
past has been influenced and present some new
interface frameworks to help guide future interface
design directions.

%M C.CHI.94.2.243
%T Keeping Viewers in the Picture: Real-World Usability Procedures in the
Development of a Television Control Interface
%S SHORT PAPERS: Design in the Workplace
%A Alison Black
%A Oliver Bayley
%A Colin Burns
%A Ilkka Kuuluvainen
%A John Stoddard
%B CHI94
%D 1994
%V 2
%P 243-244
%K Consumer products, Television, Design
methods, Usability, Observation, Scenarios, User testing
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p243-black/p243-black.pdf
%X This paper describes practical techniques used to ensure user
oriented design of a TV control interface.  Key issues were the
early involvement of usability specialists, the use of different
techniques throughout the design process to ensure the
whole project team had direct contact with users, and ensuring
usability principles were communicated effectively.  The
paper emphasizes the importance of usability procedures in
the design of consumer products, and of taking usability 'out
of the lab' to the environments in which products will be
used.

%M C.CHI.94.2.245 acmdl missing pdf link -- author name spelled wrong
%T A Comparison of Methods for Teaching Information Systems Design
%S SHORT PAPERS: Design in the Workplace
%A Penny Collings
%A David Walker
%A Frank Hicks
%A Anne McMahon
%A Errol Martin
%B CHI94
%D 1994
%V 2
%P 245-246
%K Design process, HCI education, Behavioural simulation,
Role-playing
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p245-collings/p245-collings.pdf
%X For some years now, we have been experimenting at the
University of Canberra with a range of different
approaches to the teaching of information systems design,
and in particular the problem of providing a realistic
context for the development of user requirements.  Three
alternative strategies of teaching information systems
design, involving traditional written problem
specifications, staff role-playing users, and behavioural
simulations in which students play both user and IT
professional roles are compared, and their areas of
applicability identified.

%M C.CHI.94.2.247
%T Graphical Interfaces for Young Children in a Software-Based Mathematics
Curriculum
%S SHORT PAPERS: Multimedia in Use
%A Joe Berkovitz
%B CHI94
%D 1994
%V 2
%P 247-248
%K User interfaces, Ergonomics, Interaction styles, Computer
uses in education, Children, Direct manipulation,
Graphics editors, Marquee selection
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p247-berkovitz/p247-berkovitz.pdf
%X In designing a software-based elementary mathematics
curriculum, we have created a family of graphical interfaces
for manipulating mathematical objects.  This case study
describes part of our design, highlighting some issues of
interest to the HCI community.  We designed a small but
flexible set of general interface mechanisms, adapting them
to various instructional contexts.  A design goal was to
meet the needs of both young and adult users without
reinventing familiar styles of interaction.  User testing then
helped us identify a parsimonious set of adaptations needed
for children.  Among other results this led to a significantly
improved form of marquee selection.

%M C.CHI.94.2.249
%T ScienceWorks Modeler: Scaffolding the Doing of Science
%S SHORT PAPERS: Multimedia in Use
%A Shari L. Jackson
%A Jiannchuan Tony Hu
%A Elliot Soloway
%B CHI94
%D 1994
%V 2
%P 249-250
%K Model, Simulation, Science, Visualization
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p249-jackson/p249-jackson.pdf
%X At the heart of a working science literacy is the ability to
create models that explain real-world phenomena.  However,
constructing, simulating, verifying and validating models
poses a serious challenge for students.  Just as professional
computational scientists rely on technology in their model
creation activities, we are developing the ScienceWorks
Modeler to provide comparable technological support for
students and teachers.  With the Modeler, students can
easily construct dynamic, photo-realistic, visualizable
models, and compare predictions made by their
computational models with actual data collected in the field. 
Students build their models using an easy-to-use object-oriented
visual language -- not traditional programming.

%M C.CHI.94.2.251
%T Device Comparisons for Goal-Directed Drawing Tasks
%S SHORT PAPERS: Modeling I/O
%A Shawna Meyer
%A Oryx Cohen
%A Erik Nilsen
%B CHI94
%D 1994
%V 2
%P 251-252
%K Input devices, Input tasks
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p251-meyer/p251-meyer.pdf
%X This study compares five input devices (mouse, mousepen,
trackball, stylus, and touchscreen) on a series of goal directed
tasks using a drawing program.  Striking performance
differences are found for the touchscreen when compared
with a previous study using a standard, isolated, laboratory
task.  The study also looks at the impact of device to screen
mapping (absolute vs. relative) and device orientation
(horizontal vs. vertical).  Performance and preference data
point towards an advantage for horizontal relative input
devices.

%M C.CHI.94.2.253
%T Issues and Experience in Designing Two-Handed Interaction
%S SHORT PAPERS: Modeling I/O
%A Stephane Chatty
%B CHI94
%D 1994
%V 2
%P 253-254
%K Two-handed interaction, Interaction style, Multimodal
interaction, Air-traffic control
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p253-chatty/p253-chatty.pdf
%X Considering that direct manipulation interfaces using a pointing
device could be more efficient with the addition of a
second pointing device, we are designing and implementing
two-handed interfaces for air traffic controllers.  This paper
describes the interaction styles we imagined for such interfaces,
and some issues raised by their implementation.

%M C.CHI.94.2.255
%T Passive Force Feedback for Velocity Control
%S SHORT PAPERS: Modeling I/O
%A Mark Paton
%A Colin Ware
%B CHI94
%D 1994
%V 2
%P 255-256
%K Input device, Force feedback, Haptics, Human performance
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p255-paton/p255-paton.pdf
%X This paper introduces the Bungee Bat as a 3D passive force
feedback device for velocity control for exploring 3D
graphical environments.  A qualitative study was carried out
to compare a freehand velocity control device with the
Bungee Bat for several navigation tasks in a graphical world
consisting of a digital terrain map.

%M C.CHI.94.2.257
%T Design of a Virtual Rigid Surface: Haptic/Audio Registration
%S SHORT PAPERS: Modeling I/O
%A Louis B. Rosenberg
%B CHI94
%D 1994
%V 2
%P 257-258
%K Haptic display, Force reflection,
Virtual reality, Design for perception, Audio
registration, Force reflecting joystick
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p257-rosenberg/p257-rosenberg.pdf
%X Few design parameters have been
developed for the display of virtual percepts. 
This is particularly true for complex virtual
constructs that include haptic information
displayed through a force reflecting interface. 
This study looks at a fundamental virtual percept
for haptic display, the representation of a virtual
rigid surface, and empirically derives a design
parameter for the registration of the haptic and
audio perceptual content.  Results of subject
testing have revealed that a delay as high as
100 ms can exist between the presentation of
haptic and audio sensations in display of a virtual
rigid surface before users notice any perceptual
distortion.

%M C.CHI.94.2.259
%T Anthropomorphic Model for Hand Gesture Interface
%S SHORT PAPERS: Modeling I/O
%A Annelies Braffort
%A Christophe Collet
%A Daniel Teil
%B CHI94
%D 1994
%V 2
%P 259-260
%K Gesture interface, Gesture production, Gesture recognition,
Anthropomorphic model, Filtering, Reconstruction
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p259-braffort/p259-braffort.pdf
%X This paper presents an anthropomorphic computer model of
the human hand, with the aim of improving the results of
hand gesture recognition algorithms.  Cinematic knowledge
allows us to filter the data provided by gesture transducers
and to reconstruct the hand, even when all the respective
position values of its different components are not known. 
Moreover, such a model provides a representation of the
hand which is independent of the transducers used to capture
gestures.

%M C.CHI.94.2.261
%T A System for Application-Independent Time-Critical Rendering
%S SHORT PAPERS: Modeling I/O
%A Rich Gossweiler
%A Randy Pausch
%B CHI94
%D 1994
%V 2
%P 261-262
%K Virtual reality, Virtual environments, Time-critical rendering,
Rendering scheduler, Image degradation, Real-time, Application-independence,
Interactive graphics
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p261-gossweiler/p261-gossweiler.pdf
%X We are developing a rendering system which supports
automatic, application-independent time-critical rendering
for 3D graphics.  When the scenes being generated overload
the rendering engine, a rendering scheduler employs
perception-based techniques to reduce the scene complexity
at run-time.  Perception-based degradation mechanisms are
used because they are based on characteristics of the human,
not characteristics of the application.  Since the human is the
one element guaranteed to exist across all interactive
applications, this rendering system is application-independent.

%M C.CHI.94.2.263
%T User Interfaces for Hypermedia: How to Find Good Metaphors?
%S SHORT PAPERS: Multimedia Interfaces
%A Kaisa Vaananen
%A Jens Schmidt
%B CHI94
%D 1994
%V 2
%P 263-264
%K Hypermedia, User interface metaphors
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p263-vaananen/p263-vaananen.pdf
%X Users of hypermedia are known to suffer from confusion
and loss of overview when navigating within the
hyperspace.  This is especially serious problem in public
information systems where instant acceptance by non-computer-experts
must be ensured.  Concrete real-world
user interface metaphors can help solve these problems by
imposing familiar structures and interaction possibilities
and visualizing them to the user.  This paper gives guidance
to the hypermedia user interface designer in the task of
selecting an appropriate metaphor.

%M C.CHI.94.2.265
%T A Geographically-Based Multimedia Approach to City Planning
%S SHORT PAPERS: Multimedia Interfaces
%A Michael J. Shiffer
%B CHI94
%D 1994
%V 2
%P 265-266
%K Geographic, Direct manipulation, Noise,
Multimedia, Maps, Implementation, Group, Decision
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p265-shiffer/p265-shiffer.pdf
%X This paper explores an implementation of a multimedia
information system to aid geographically-oriented city
planning situations.  The implementation provides a method
of interacting with city planning analysis tools using direct
manipulation graphical interfaces.  The technology
combines maps, interactive video, text, sound, and other
forms of data with analytic tools and an associative
information structure using a city map as a central
metaphor.  This allows immediate navigation amongst
chunks of related information during city planning
meetings.  The technology also makes it possible to link
descriptive images, such as digital video and sound, to
information that would normally be represented
quantitatively.

%M C.CHI.94.2.267
%T Multimodal Interfaces: New Solutions to the Problem of Computer
Accessibility for the Blind
%S SHORT PAPERS: Auditory Information Interfaces
%A Yacine Bellik
%A Dominique Burger
%B CHI94
%D 1994
%V 2
%P 267-268
%K User interface, Multimodal interface, Non visual interface
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p267-bellik/p267-bellik.pdf
%X This paper examines how multimodal interfaces can improve the
accessibility of software application for blind users.  The
approach, which consists of translating visual interaction forms
through non visual modalities, can't be successfully applied to
graphical interfaces.  Optimising interface for the blind involves
rethinking paradigms and building the application interface on
another base.  Multimodal interfaces open new avenues for
research and development into this area.  This paper discusses
these promising perspectives through a concrete example: a
prototype multimodal text editor that has been developed in a
research project between INSERM and CNRS.

%M C.CHI.94.2.269
%T Designing with Auditory Icons: How Well Do We Identify Auditory Cues?
%S SHORT PAPERS: Auditory Information Interfaces
%A Elizabeth D. Mynatt
%B CHI94
%D 1994
%V 2
%P 269-270
%K Auditory interfaces, Auditory icons, Design
methodology, Audio, User interfaces
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p269-mynatt/p269-mynatt.pdf
%X Despite the increased use of auditory icons in computer
interfaces, a methodology for designing with auditory icons
has not been demonstrated.  This methodology should be
based on factors which commonly affect the usability of
auditory icons in computer interfaces.  One step in this methodology
is determining how well people can identify auditory
cues.  In the first of a series of experiments, subjects
were asked to describe a collection of short everyday
sounds.  The content and accuracy of their identifications
offers guidelines for the use of auditory cues.

%M C.CHI.94.2.271
%T Communicating HCI Modelling to Practitioners
%S SHORT PAPERS: Social Aspects of Design
%A Simon Buckingham Shum
%A Anker Helms Jorgensen
%A Annette Aboulafia
%A Nick Hammond
%B CHI94
%D 1994
%V 2
%P 271-272
%K HCI modelling, HCI theory, Design practice
%* (c) Copyright 1994 Association for Computing Machinery
%W ftp://ftp.mrc-apu.cam.ac.uk/pub/amodeus/
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p271-shum/p271-shum.pdf
%X The human-computer interaction (HCI) community is
generating a large number of analytic, usability-oriented
approaches such as cognitive models and user-centred
design representations.  However, critical factors for their
eventual application are their intelligibility, utility and
usability for practitioners.  In this paper, we present ongoing
research into the transfer of analytic HCI approaches to
designers.  We outline our research strategy, three empirical
studies, and some key results.  We then highlight measures
which respond to designers' requirements by making
modelling product and process accessible to practitioners.

%M C.CHI.94.2.273
%T Using Electronic Group Decision-Making Technology for Usability
Walkthroughs: An Initial Qualitative Cost/Benefit Analysis
%S SHORT PAPERS: Social Aspects of Design
%A Lauren Weisberg Zack
%B CHI94
%D 1994
%V 2
%P 273-274
%K Usability, Cognitive walkthroughs, Electronic brainstorming,
GUI, User interface design team
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p273-zack/p273-zack.pdf
%X Today's business climate mandates that all application
development methods be cost-effective as well as user-centered. 
An alternative to costly, traditional Usability
laboratory testing is discussed.  By employing advanced
technologies such as electronic group decision-making
tools, development teams may experience a reduction in
cycle-time while retaining the ability to focus on end-user
performance and preference information in order to
improve customer satisfaction.

%M C.CHI.94.2.275
%T Talking vs Taking: Speech Access to Remote Computers
%S SHORT PAPERS: Designing Spoken Language Systems
%A Nicole Yankelovich
%B CHI94
%D 1994
%V 2
%P 275-276
%K Speech user interface, Speech recognition,
Electronic calendar, Natural language processing
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p275-yankelovich/p275-yankelovich.pdf
%X The telephone also has its share of problems.  It seems
everywhere we call these days we are greeted by a voice
asking us to press 1 for this, 2 for that, and 3 for who
knows what.  Why are these systems so frustrating to use? 
Is it their inflexibility?  Perhaps it's because people expect
to engage in a conversation when they pick up the phone.

%M C.CHI.94.2.277
%T Storywriter: A Speech Oriented Editor
%S SHORT PAPERS: Designing Spoken Language Systems
%A Catalina Danis
%A Liam Comerford
%A Eric Janke
%A Ken Davies
%A Jackie DeVries
%A Alex Bertrand
%B CHI94
%D 1994
%V 2
%P 277-278
%K Speech recognition, Editing, RSI,
Dictation, Pointing
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p277-danis/p277-danis.pdf
%X Repetitive Stress Injury (RSI), a disorder that curtails
repetitive movements such as typing and poses a
potentially career-ending problem for people who
write for a living, motivated our development of the
StoryWriter editor.  This editor accepts speech and
keyboard input for text creation and six types of input
for application control functions (speech, keyboard,
mouse, foot pedal and two novel techniques,
pointer touch and point and speak).  The variability
of RSI symptomatology dictated that several input
methods be integrated seamlessly.  The system can
also be used efficiently by unimpaired individuals.

%M C.CHI.94.2.279
%T A Survey on User Expectations for Interface Builders
%S SHORT PAPERS: HCI Research?
%A M. C. Desmarais
%A C. Hayne
%A S. Jagannath
%A R. Keller
%B CHI94
%D 1994
%V 2
%P 279-280
%K GUI tools, Survey, Evaluation
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p279-desmarais/p279-desmarais.pdf
%X This study provides many insights into the features that users
look for in interface building tools, as well as those that can
hinder their use.  The results suggest that users are willing
to pay a high price for a reliable tool that will combine both
fast prototyping and fully operational target interfaces and at
the same time provide high functionality.  Yet users want a
tool that is easy to use and to learn.  This is a great challenge
for developers of interface builders since there is currently a
compromise to make between tools that allow fast and easy
prototyping, and toolkits which provide high functionality
and good execution speed.

%M C.CHI.94.2.281
%T Effects of Message Style on Users' Attributions toward Agents
%S SHORT PAPERS: HCI Research?
%A Susan E. Brennan
%A Justina O. Ohaeri
%B CHI94
%D 1994
%V 2
%P 281-282
%K Natural language interfaces, Error
messages, Agents, Anthropomorphism, Mental models
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p281-brennan/p281-brennan.pdf
%X We used a Wizard-of-Oz paradigm to study effects of
message style on dialog and on people's mental models
of computer agents.  People made airline reservations
using a simulated reservation agent from which they
received one of three message styles: Telegraphic,
Fluent, or Anthropomorphic.  The agent accepted any
kind of language or command input people typed. 
When people took the initiative, they tended to model
their inputs on the computer's messages.  They
expended more effort in the Anthropomorphic than in
the Fluent or Telegraphic conditions.  We found no
evidence that natural language messages led to higher
expectations of intelligence than telegraphic messages.

%M C.CHI.94.2.283
%T When Users Do and Don't Rely on Icon Shape
%S SHORT PAPERS: HCI Research?
%A Jackie Moyes
%B CHI94
%D 1994
%V 2
%P 283-284
%K Icon design, Position, Representation
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p283-moyes/p283-moyes.pdf
%X It is expected that users learn to associate commands with
an icon's shape, and eventually learn to associate its
position.  The experiment reported suggests that if the
icon's shape is hard see as meaningful then subjects rely
on position rather than shape in order to identify the
appropriate icon.  The experiment had four conditions,
manipulating the abstractness of icon shape and constancy
of icon position.  After a training period, conditions
changed without warning and the conclusions depend on
whether or not performance was disrupted by the change. 
The effects were large: ranging from zero to four-fold
worsening of performance.

%M C.CHI.94.2.285
%T Toward a Deeper Comparison of Methods: A Reaction to Nielsen & Phillips and
New Data
%S SHORT PAPERS: HCI Research?
%A Bonnie E. John
%B CHI94
%D 1994
%V 2
%P 285-286
%K Heuristic evaluation, GOMS, KLM, User
testing, Usability, Inspection techniques
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p285-john/p285-john.pdf
%X This paper critiques the design and interpretation of the
Nielsen and Phillips INTERCHI'93 study comparing three
evaluation techniques.  In addition, this paper presents new
data illustrating that it is as important to ask what analysts
do when using these techniques as it is to ask how well
they predict performance.

%M C.CHI.94.2.287
%T Electronic Proceedings (Eprocs) for IWANNT'93
%S SHORT PAPERS: Access to Organized Data Structures
%A Robert B. Allen
%B CHI94
%D 1994
%V 2
%P 287-288
%K Electronic proceedings, Information retrieval,
Information systems, Internet, Hypertext
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p287-allen/p287-allen.pdf
%W email:iwannt_instr@bellcore.com
%X An electronic proceedings for the 1993 International
Workshop on Applications of Neural Networks to
Telecommunications (IWANNT) was presented in the
SuperBook text browsing system.  The proceedings were
available on workstations during the workshop and they
are now available via the Internet.  In the one month
following the workshop, 285 logins were recorded from
28 countries.  Respondents to an email questionnaire
were generally favorable with 87% stating they would
like Eprocs to be available for future conferences.

%M C.CHI.94.2.289
%T Navigational View Builder: A Tool for Building Navigational Views of
Information Spaces
%S SHORT PAPERS: Access to Organized Data Structures
%A Sougata Mukherjea
%A James D. Foley
%B CHI94
%D 1994
%V 2
%P 289-290
%K Hypermedia, Information visualization, Binding
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p289-mukherjea/p289-mukherjea.pdf
%X Overview node and link diagrams are one of the best tools
for context and orientation in hypermedia systems.  To be
really effective these need to show not only the node and
link topology but more information about the underlying information
space.  The Navigational View Builder allows the
designer or the user to control the dynamic binding between
the visual properties of the overview diagrams and the underlying
information.  Dynamic binding can also be used for
forming fish-eye views.  Finally, by combining this method
with force-based graph-drawing algorithms, visual clusters
of related nodes based on various similarity metrics can be
formed.

%M C.CHI.94.2.291
%T Knurls: Effective 3D Intra-Molecular Manipulation with a 2D Device
%S SHORT PAPERS: Visual Interaction Techniques
%A Scott D. Kahn
%A Gary A. Chappell
%A Andrew Smellie
%A Michael Shantz
%A Steven Teig
%B CHI94
%D 1994
%V 2
%P 291-292
%K Computer graphics, Methodology and techniques,
Interaction techniques, Software engineering, Tools
and techniques, User interfaces, Models and principles,
User/machine systems, Human factors,
Input/output devices, Input devices, Virtual controllers,
I/O devices, Knurls, Mouse, Direct manipulation, Three dimensional
graphics, Molecular modeling
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p291-kahn/p291-kahn.pdf
%X A number of interaction models and techniques have been
designed and developed for using a 2D device to explore
and/or deliver direct user manipulation of 3D objects presented
on a 2D display.  While existing approaches work
well for rotating and translating self-contained objects, they
are not effective enough in supporting dynamic manipulation
of intra-object components, such as the atoms and
bonds within a 3D molecule.  Our explorations of this
domain have led to the design and development of manipulation
"knurls," which are transient 3D interaction highlights/controls
rendered directly on the atoms/bonds of the
molecule.  In appearance rather like thumbwheels or dials,
knurls allow the user to center all of his focus on the object
actually being manipulated.  Knurls very effectively support
the use of 2D control devices for direct 3D intra-molecular
manipulations, such as atom translations, bond rotations,
and ring flexing.  High quality 3D molecule displays give
users the 'look' of familiar plastic models; knurls give them
the 'feel' of plastic models.  The knurls manipulation concept
is broader than our domain-specific implementation,
and could readily be extended to other domains such as
mechanical CAD or CAE.

%M C.CHI.94.2.293
%T What You See Is What You Get -- But Do You Get What You See?
%S SHORT PAPERS: Visual Interaction Techniques
%A Hermina J. M. Tabachneck
%A Herbert A. Simon
%B CHI94
%D 1994
%V 2
%P 293-294
%K Visualization, Multiple representations,
Graphs, Diagrams, Empirical studies, Cognitive models
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p293-tabachneck/p293-tabachneck.pdf
%X Visualization can be very powerful.  But can
we over-visualize?  This paper describes three experiments
that show that visualization without proper grounding in
the underlying knowledge base could be detrimental to
understanding.  Although we concentrate on graphs, the
conclusions should hold for diagrams and icons as well. 
Visualization needs to be seen as but one aspect of what is
needed to understand a concept.  The visual aspect of a
concept can be extremely helpful and enlightening -- but
without thorough connections to its non-visual aspects,
such as verbally expressed causal mechanisms, it can be but
so many lines on paper.

%M C.CHI.94.2.295
%T Alice: A Rapid Prototyping System for Building Virtual Environments
%S SHORT PAPERS: Designing Interaction Objects
%A Matthew Conway
%A Randy Pausch
%A Rich Gossweiler
%A Tommy Burnette
%B CHI94
%D 1994
%V 2
%P 295-296
%K Virtual reality, Rapid prototyping, Interpreted languages
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p295-conway/p295-conway.pdf
%X Alice is a rapid prototyping system used to create three
dimensional graphics simulations like those seen in virtual
reality applications.  Alice uses an interpreted language
called Python to implement the semantics of user actions. 
This interactive development environment allows users to
explore many more design options than is possible in a
compiled language environment.

%M C.CHI.94.2.297
%T Sage: Creating Reusable, Modularized Interactive Behaviors by Demonstration
%S SHORT PAPERS: Designing Interaction Objects
%A Gurminder Singh
%A Zhao Cuie
%B CHI94
%D 1994
%V 2
%P 297-298
%K UIMSs, Programming by demonstration,
Interactive behaviors, Behavior inferencing, Visual
programming
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p297-singh/p297-singh.pdf
%X Sage allows interactive behaviors (or command sequences)
used in graphical user interfaces to be stored as templates
and reused.  These behaviors are specified by demonstration
by using Sage's companion system called Druid.  A
collection of related behaviors can be stored as a library and
shared within and across development teams to facilitate
faster and bug-free interface development.  By providing
libraries of interactive behaviors, Sage facilitates the
development of behaviorally consistent interfaces within
and across applications.

%M C.CHI.94.2.299
%T Acquisition of Display-Based Skill
%S SHORT PAPERS: Cognitive Models
%A Stephen J. Payne
%B CHI94
%D 1994
%V 2
%P 299-300
%K Cognitive skills, Menus, Exploratory learning
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p299-payne/p299-payne.pdf
%X Two experiments are reported that track the development
of skill and the nature of errors in a menu-traversal task. 
Three findings challenge models of skill acquisition.  First,
there is a great deal of transfer from practised to
unpractised tasks, suggesting an important role for
incidental acquisition of declarative knowledge.  Second,
working memory load affects error rates and acquisition of
declarative knowledge but has no effect on the shape of
learning curves.  Third, errors in skilled performance are
more likely if identical errors have already been made.

%M C.CHI.94.2.301
%T A Model-Based Analysis of Errors in Display-Based HCI
%S SHORT PAPERS: Cognitive Models
%A Muneo Kitajima
%A Peter G. Polson
%B CHI94
%D 1994
%V 2
%P 301-302
%K Errors, Action cycle model, Graphical user
interface, Display-based human-computer interaction
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p301-kitajima/p301-kitajima.pdf
%X This paper describes a model-based analysis of errors in
expert use of graphical user interfaces.  Two
mechanisms, speed-accuracy tradeoffs and attention
failures, were simulated by a model consisting of
processes for display elaboration, selection of objects to
be operated on, and selection of a next action.  Both
selection processes are performed in a context defined
by the elaboration process, simulated by a sampling
mechanism which uses knowledge in long-term memory
for display comprehension.  The model provides a well
motivated account of errors made by expert users. 
Finally, the use of the model in interface evaluation is
discussed.

%M C.CHI.94.2.303 acmdl missing pdf link
%T DeskSlate: A Shared Workspace for Telephone Partners
%S SHORT PAPERS: Enhancing Interaction
%A Brid O'Conaill
%A Erik Geelhoed
%A Peter Toft
%B CHI94
%D 1994
%V 2
%P 303-304
%K CSCW, Shared electronic workspace,
Telephone, Field trials, Laboratory experiments
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p303-oconaill/p303-oconaill.pdf
%X Research has shown that adding a shared workspace to an
audio channel benefits a complex text editing or a
graphical task but not a simple summary task.  This
laboratory based work did not test the additional benefit of
having a permanent record of activity (not normally
provided by audio alone).  DeskSlate is a laboratory
prototype which provides the ability to annotate documents
or use a shared whiteboard while maintaining voice contact
over a single telephone line.  When we introduced the
system into people's real work environments, shared
workspace plus audio provided benefit over a broader range
of tasks than was found in the laboratory experiments.

%M C.CHI.94.2.305
%T Towards the Interactive Office
%S SHORT PAPERS: Enhancing Interaction
%A Steve Hodges
%A Gifford Louie
%B CHI94
%D 1994
%V 2
%P 305-306
%K Context based interaction, Ubiquitous computing,
Computer augmented environments, Office automation
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p305-hodges/p305-hodges.pdf
%X We describe a prototype system, the Interactive Office,
which supports the occupant's daily activities in an office. 
Discrete sensors embedded in an office detect the
occupant's movements whilst a number of actuators allow
computer control of the environment.  Integrating inputs
from many sensors places the user in a context, which,
combined with the actuators, can be used to automate
simple tasks.  Using this system, an occupant need not
change their normal actions or directly interact with an
interface.  We describe the underlying technology for this
type of indirect interaction and illustrate the potential of
augmenting an office to support a user's daily tasks.

%M C.CHI.94.2.307 acmdl missing pdf link
%T A Groupware Environment for Complete Meetings
%S SHORT PAPERS: Enhancing Interaction
%A Ted O'Grady
%A Saul Greenberg
%B CHI94
%D 1994
%V 2
%P 307-308
%K Groupware, CSCW, Desktop conferencing
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p307-ogrady/p307-ogrady.pdf
%X Meetings have different phases: a pre-meeting setup
phase, a during meeting phase and a post-meeting
teardown phase.  Additionally, meetings are individual,
each requiring a different set of tools and applications. 
We are developing a prototype groupware environment
that addresses the different phases of meetings as well as
providing for customizable meetings.

%M C.CHI.94.2.309
%T TeleCSILE: Facilitating Collaboration Between Teachers in Different Schools
%S SHORT PAPERS: Enhancing Interaction
%A Peter Rowley
%B CHI94
%D 1994
%V 2
%P 309-310
%K Computer conferencing, Group and
organization interfaces, Evaluation/methodology &
organizational design, Computer uses in education, Design
(cognitively based design of educational software),
Computer-supported cooperative learning
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p309-rowley/p309-rowley.pdf
%X CSILE is a Computer-Supported Intentional Learning
Environment designed to support a learning model in
which students explicitly set group learning goals and
teachers focus on facilitating expert pursuit of those
goals.  We constructed TeleCSILE to support reflective
collaboration between teachers in different schools via
low-cost e-mail links, facilitating their elaboration of a
practical model for implementing this desired, but
difficult to achieve, shift in their classrooms.  We report
on the design considerations behind TeleCSILE and
conclude with a user interface case study that illustrates
the impact of translating a collaborative facility into a
distributed context.

%M C.CHI.94.2.311
%T Synthesis of Sign Language Gestures
%S SHORT PAPERS: Enhancing Interaction
%A Sylvie Gibet
%B CHI94
%D 1994
%V 2
%P 311-312
%K Natural movement synthesis, Sign language
communication, Gesture animation, Computer animation
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p311-gibet/p311-gibet.pdf
%X Communication with the hearing-impaired can be improved
by an interface that is capable of translating natural
language into animated sign-language.  This short-paper
presents a model that simulates natural hand-arm
movements.  A simple command, specified in terms of
successive target end-points is translated through the control
model into a complete movement trajectory.  The main
issues of this model are:
 - the synthesized gestures are very natural,
 - the command is very efficient since it
   straightforwardly translates sign language specification into
   joint angles or positions.

%M C.CHI.94.2.313 DC
%T Gestural Human-Machine Interaction for People with Severe Speech and Motor
Impairment Due to Cerebral Palsy
%S SHORT PAPERS: Enhancing Interaction
%A David M. Roy
%A Marilyn Panayi
%A Roman Erenshteyn
%A Richard Foulds
%A Robert Fawcus
%B CHI94
%D 1994
%V 2
%P 313-314
%K Gesture recognition, Disability, Cerebral palsy, Performance
art, Electromyogram, EMG, Artificial neural networks
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p313-roy/p313-roy.pdf
%X The objective of the research is to develop a new method of
human-machine interaction that reflects and harnesses the
abilities of people with severe speech and motor impairment
due to cerebral palsy (SSMICP).  Human-human interaction
within the framework of drama and mime was used to elicit
120 gestures from twelve students with SSMICP.  27
dynamic arm gestures were monitored using biomechanical
and bioelectric sensors.  Neural networks are being used to
analyze the data and to realize the gestural human-machine
interface.  Preliminary results show that two visually similar
gestures can be differentiated by neural networks.

%M C.CHI.94.2.315
%T Pad++: Advances in Multiscale Interfaces
%S SHORT PAPERS: Virtual and Visual Environments
%A Benjamin B. Bederson
%A Larry Stead
%A James D. Hollan
%B CHI94
%D 1994
%V 2
%P 315-316
%K Interactive user interfaces, Multiscale interfaces, Multimedia
authoring, Information navigation, Hypertext,
Information visualization
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p315-bederson/p315-bederson.pdf
%X We have implemented an infinite resolution multimedia
sketchpad as a base for exploring a stream-of-consciousness
model of computation where information creating,
sharing and retrieval becomes so intuitive that the interface
becomes invisible.  Motivation to pursue this came
from work on Pad [4], which can be thought of as a kind
of traditional sketchpad or windows environment in the
sense that it is a general-purpose substrate for visualizing
two dimensional graphics and text.  But Pad also supports
the radical notion of being infinite in extent and resolution.

%M C.CHI.94.2.317
%T An Approach for Designing Virtual Environment Training Systems
%S SHORT PAPERS: Virtual and Visual Environments
%A Mark S. Schlager
%B CHI94
%D 1994
%V 2
%P 317-318
%K Virtual environment, Training simulation
systems, Design requirements, Cost-effectiveness
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p317-schlager/p317-schlager.pdf
%X We have developed a set of analytic tools to identify and
develop virtual environment (VE) simulation training
applications.  Task selection criteria help identify tasks that
might benefit from VE training; VE requirements matrices
are used to derive VE training system requirements; and
cost-effectiveness factors are used to judge the relative
merits of VE and other training delivery technologies.  The
tools have been applied successfully in aircraft and space
maintenance domains, and work is in progress to extend
them to nuclear power plant maintenance.

%M C.CHI.94.2.319
%T VR Management Tools: Beyond Spatial Presence
%S SHORT PAPERS: Virtual and Visual Environments
%A John A. Waterworth
%A Luis Serra
%B CHI94
%D 1994
%V 2
%P 319-320
%K Virtual reality, VR, Interface management
tools, 3D, Information dimensionality, Menus
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p319-waterworth/p319-waterworth.pdf
%X We have created three types of user-controlled
management tool for use in virtual reality environments:
the 3DMenu, the M-Cube, and the SuperCube. 
3DMenus are equivalent to the menu systems found in
two dimensional interactive environments, but have the
necessary spatial presence for the immersive 3D world
of a VR application.  M-Cubes are directly equivalent to
3DMenus but, by using all six available surfaces to
present selection alternatives, occupy significantly less
space.  SuperCubes, in contrast to both these approaches,
reflect a move beyond spatial presence by the
attachment of meaning to their manipulation; the
dimensions of space are also dimensions of information.

%M C.CHI.94.2.321
%T OPOSSUM: A Flexible Schema Visualization and Editing Tool
%S SHORT PAPERS: Virtual and Visual Environments
%A Eban M. Haber
%A Yannis E. Ioannidis
%A Miron Livny
%B CHI94
%D 1994
%V 2
%P 321-322
%K Model-based interface tools, Metaphors, Database, Schema
visualization
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p321-haber/p321-haber.pdf
%X In the spirit of interdependence of the different areas of CHI
research, we present a description of OPOSSUM, a visualization
tool inspired by concepts from heterogeneous databases. 
OPOSSUM is a tool for visualizing and editing
structured data; we use it to view and modify object-oriented
database schemes.  OPOSSUM is based on a
formalism that allows declarative descriptions of the
following: 1) a model describing the schema to be
visualized, 2) a model describing visualizations, and 3) a
mapping between the two models.  The formal approach
makes OPOSSUM very flexible, and promises solutions to
several problems of schema visualization.

%M C.CHI.94.2.323
%T Analyzing Graphic and Textual Layouts with GOMS: Results of a Preliminary
Analysis
%S SHORT PAPERS: Virtual and Visual Environments
%A Mei C. Chuah
%A Bonnie E. John
%A John Pane
%B CHI94
%D 1994
%V 2
%P 323-324
%K GOMS, Cognitive modeling, Graphic
layout, Textual layout
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p323-chuah/p323-chuah.pdf
%X We combined previous research on GOMS modeling with
some simple assumptions about visual search strategies to
make zero-parameter predictions of the time necessary to
perform a task on four different graphic and textual
displays.  We compared these predictions to empirical
measures of performance time and obtained an absolute
average percent difference of 8%.  These results indicate
that GOMS may be extended to be a useful tool for
analyzing different layouts.

%M C.CHI.94.2.325
%T Immersive Environments: A Physical Approach to the Computer Interface
%S SHORT PAPERS: Virtual and Visual Environments
%A Allison Druin
%A Ken Perlin
%B CHI94
%D 1994
%V 2
%P 325-326
%K Immersive environments, Physical multimedia,
Interdisciplinary research
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p325-druin/p325-druin.pdf
%X Every year we spend a greater proportion of our daily
lives, at home, in business, in education, and in entertainment,
in front of a computer screen.  As networking
becomes commonplace, this increasingly includes our
activities with other people.  We want to aim at a richer
interaction.
   How can technology become a seamless extension of our
real world physical surroundings?  This is a focus of
research at the NYU Media Research Laboratory.  We are
developing new approaches to large-scale physically
immersive, multimedia environments.  Recently we collaborated
with film students and faculty from the NYU
Tisch School of the Arts to create three room-sized computer-mediated
immersive environments.  This short
paper will summarize our approach to interdisciplinary
research in the context of developing new technologies
for immersive environments.

%M C.CHI.94.2.329
%T Current Issues in Assessing and Improving Documentation Usability
%S SPECIAL INTEREST GROUPS (SIGs)
%A Stephanie Rosenbaum
%A Judith Ramey
%B CHI94
%D 1994
%V 2
%P 329
%K Documentation, Documentation usability,
Information development, Documentation standards,
Usability testing, Product development
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p329-rosenbaum/p329-rosenbaum.pdf
%X User documentation, whether in print or "built-in" to the
online user interface, is now a vital element of
successful computer products.  Managers and developers
recognize that the common model of documentation as
remediation for deficient design must not persist, but
they often don't know how to build documentation
usability into an ongoing product-development effort.
   Therefore, this meeting is a forum on human factors in
computer documentation.  With the growth of online user
support and the increasing integration of documentation
with the user interface, this SIG provides CHI'94
attendees with a specific opportunity to discuss recent
developments in documentation usability.  Topics
include:
 * Addressing documentation usability early in
   the product design process;
 * Qualitative and quantitative methods for collecting
   documentation usability data;
 * Roles and relationships among documentation
   specialists, user-interface designers, and software
   developers;
 * Schedule and budget issues relating to documentation
   usability.

%M C.CHI.94.2.330
%T Usability Lab Tools: One Year Later
%S SPECIAL INTEREST GROUPS (SIGs)
%A Paul Weiler
%A Monty Hammontree
%B CHI94
%D 1994
%V 2
%P 330
%K Usability, Tools, Data collection, Laboratory, Testing,
Logging, Video, Analysis
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p330-weiler/p330-weiler.pdf
%X This Special Interest Group (SIG) is a follow-up to panels
from last year's CHI and the Usability Professionals
Association conferences.  The intent of the SIG is to provide
a forum for the exchange of new ideas and technologies
in the area of usability laboratory tools.  Experts in
the area will meet to discuss and demonstrate recent
developments in tools and talk about future plans.  Topics
for discussion include, but are not limited to, event logging,
observation logging, video tape analysis, highlight
tape production, remote usability testing, and new technologies. 
Anyone involved or interested in usability testing
is invited to attend.

%M C.CHI.94.2.331
%T Ergonomic Standards for Software: Update for 1994
%S SPECIAL INTEREST GROUPS (SIGs)
%A Patricia A. Billingsley
%B CHI94
%D 1994
%V 2
%P 331
%K Software ergonomics, Software user
interface standards, ISO, ANSI, IEEE
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p331-billingsley/p331-billingsley.pdf
%X As of January 1993, the member nations of the
European Community have been required to adopt
minimum health and safety standards for office-based
computer systems, including the user interfaces to
those systems.  This European initiative continues to
drive the efforts of many standards committees, both
in the United States and abroad, as they attempt to
develop reasonable and meaningful ergonomic
standards for software user interfaces.
   In this SIG session, a panel of user interface
standards experts will describe the latest developments
in the national and international arenas, and discuss
the impact of emerging ergonomic standards on
members of the CHI community and software
development in general.  The panel will include
representatives of the most active standards
committees, including CEN TC122/WG5, ISO-IEC
JTC1/SC18/WG9, ISO TC159/SC4/WG5, ANSI
X3V1.9, HFES-HCI, and IEEE P1201.2.  The final
half-hour of the session will be set aside for an open
discussion with the audience.

%M C.CHI.94.2.332
%T Educating the Next Generation of Information Systems Specialists: Report on
a US National Science Foundation Task Force
%S SPECIAL INTEREST GROUPS (SIGs)
%A Michael J. Muller
%A Anita LaSalle
%A Michael C. Mulder
%B CHI94
%D 1994
%V 2
%P 332
%K Information engineering, Systems,
Design, Curriculum, Education, Development, Team
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p332-muller/p332-muller.pdf
%X We present results from a US
National Science Foundation Task Force on
Information Engineering.  The task force combined
academic and industry views on the expertise
required to support team work for the design and
development of software systems.  The information
systems specialist who has been "designed" by the
task force would be a critical member of such
teams.  For comment by CHI participants, we
present a profile of the knowledge, skills and
expertise needed by the new specialist, and draft
curricula to educate such specialists.

%M C.CHI.94.2.333
%T Issues in Human Factors Organization and Practices
%S SPECIAL INTEREST GROUPS (SIGs)
%A Barry Beith
%A Thyra L. Rauch
%A Thomas D. Wilson
%B CHI94
%D 1994
%V 2
%P 333
%K Human factors, Organization, Process
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p333-beith/p333-beith.pdf
%X We invite human factors professionals (and anyone
with a vested interest) from development and testing
organizations to come together discuss strategies,
tactics, and tools for achieving user-centered product
development.
   We expect participants to be willing to work together
in an environment of openness about their working
environment, specific problems that they need to
solve, and the solutions they have achieved for past
problems.
   Our goals include:
 * Identifying current difficulties in affecting the
   course of product development.
 * Outlining alternative solutions, along with the
   associated benefits, costs, difficulties in reaching
   these solutions, and potential new problems that
   may result.
 * Availability of resources.
 * Political solutions, strategies, and tactics.
 * Success stories, with analyses of what key
   changes made each solution work.

%M C.CHI.94.2.334
%T SIGCHI Vision: Linking Research and Practice
%S SPECIAL INTEREST GROUPS (SIGs)
%A Vivienne Begg
%B CHI94
%D 1994
%V 2
%P 334
%K Research, Practice, Conference, Meeting, Publication, Membership, Quality
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p334-begg/p334-begg.pdf
%Y Introduction
Themes
	The Relevance of "Research" to "Practice"
	The "Clique" or "CHI Mafia" Perception
	The Changing Face of Publications
	"Research" Happens in "Practice" and Vice Versa
	Technology Transfer: How Does It Happen?
	What is Quality?
	What is Our Model for Technology Transfer?
SIG Structure
%X This SIG is proposed as a result of the Vision process in
which ACM SIGCHI has been engaged.  This process is
designed to help the leadership of SIGCHI to rethink our
mission as an ACM SIG.  In order to open the discussion to
the membership, an email discussion list, vision.chi, was
opened up last year, and this topic, "Linking Research and
Practice" was one which emerged as being of importance
to the participants.  This proposal consists of two parts, the
themes which emerged in discussion, and a structure for
further discussion in the context of CHI '94.  The goal of
the SIG is to get some answers to the questions raised in
the "Themes".

%M C.CHI.94.2.335
%T Visual Interaction Design Special Interest Area Annual Meeting
%S SPECIAL INTEREST GROUPS (SIGs)
%A Loretta Staples
%A Andy Cargile
%B CHI94
%D 1994
%V 2
%P 335
%K Design, Graphic design, Visual design, Interaction design,
Product design, Industrial design, Special interest group
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p335-staples/p335-staples.pdf
%X In the past, our attendees have included graphic and industrial
design professionals, educators, and students, as well as those
interested in knowing more about or lending support to the area
of visual/product design.  This year's meeting will focus on the
visual design community's presence within the larger CHI
organization, with an emphasis on developing an agenda of
activities for the coming year.

%M C.CHI.94.2.336
%T Reflective Practitioners: Connecting Research and Practice
%S SPECIAL INTEREST GROUPS (SIGs)
%A George Casaday
%A Cynthia Rainis
%A Dennis Wixon
%B CHI94
%D 1994
%V 2
%P 336
%K HCI, Human computer interaction, Research, Practice
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p336-casaday/p336-casaday.pdf
%X Our purpose is to establish an ongoing community of
practitioners who will support each other in applying
knowledge gained from research and practice in HCI. 
Reflective practitioners value dialog with the research
community, ideas from published reports of successful
practice, individual discussions with other practitioners,
and careful evaluation of the results of their own work. 
They are interested in articulating design rationale as
well as in producing design results.  They are interested
in sharing the results of their practice with others.
   At this meeting, we plan to follow up on the IC'93
workshop, Reflective Practitioners, by welcoming a
larger group of participants, identifying our common
needs and problems, and developing ideas for an action
plan for cooperation.  The three main outcomes of this
years meeting are to articulate a shared understanding of
who we are, what we need, and how we can help each
other; to create an e-mail distribution list that we can use
to stay in communication between SIGCHI conferences;
and to plan activities for the coming year, including
organizing the SIG meeting at CHI'95.

%M C.CHI.94.2.337
%T HCI Challenges in Government Contracting
%S SPECIAL INTEREST GROUPS (SIGs)
%A Elizabeth Buie
%A Ira Winkler
%A Christopher Norloff
%A Michael Shafto
%A Nigel Bevan
%A Andrew Cohen
%A Bonnie Hawkins
%A Deborah Hix
%B CHI94
%D 1994
%V 2
%P 337
%K Government, Military, Contracts, User interfaces, Systems
development, Interactive systems, Organizational impacts
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p337-buie/p337-buie.pdf
%X Governments spend huge resources on custom computer
systems, developed by contractors to government specifications
under government monitoring.  HCI development
faces challenges from this environment's constraints and
the HCI community's virtual neglect.  This SIG will
identify common HCI challenges and will explore ways of
addressing them.  An extended audience discussion will
follow brief statements by government clients, contractors,
and consultants on HCI issues in U.S. and European
government contracts.  The SIG will focus on potential
solutions to identified challenges.

%M C.CHI.94.2.338
%T International Usability Testing: How Can We Do It Early, Often, &
Cost-Effectively
%S SPECIAL INTEREST GROUPS (SIGs)
%A Marta A. Miller
%A Catherine O'Donnell
%B CHI94
%D 1994
%V 2
%P 338
%K Evaluation, Usability, Internationalization, User testing
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p338-miller/p338-miller.pdf
%X The problem (and focus of this SIG) is: How do you do
usability testing, especially using discount methods, when
the usability staff is 3000+ miles from the user population?
   SIG participants will be called on to raise and define the
issues.  A sampling of issues might include:
 * Do you need usability staff in international locations to
   execute a successful usability test?  Are there existing
   labs and universities that could be used?
 * Do language and cultural differences between staff and
   participants negate the outcome of usability tests?
 * Are foreign nationals good representatives of users in
   their home country?
 * How do we get backing from the business to conduct
   testing in international locations?
 * What ways exist to control costs?
 * What are the logistics involved in taking the staff and
   equipment to international locations?
 * Do testing techniques exist that collect good data
   without requiring travel (e.g., Video-conferencing)?

%M C.CHI.94.2.339
%T New Directions in HCI Education and Research
%S SPECIAL INTEREST GROUPS (SIGs)
%A Gary W. Strong
%B CHI94
%D 1994
%V 2
%P 339
%K HCI education, HCI research, Funding
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p339-strong/p339-strong.pdf
%X A workshop entitled "New Directions in Human-Computer
Interaction Education and Research" was conducted during
February 5th and 6th in Washington DC.  It was sponsored
by the Interactive Systems Program and the Applications
of Advanced Technology Program of the National Science
Foundation and by the Software and Intelligent Systems
Technology Office of the Advanced Research Projects
Agency.  The purpose was to identify a relationship
between HCI research and HCI education and to make
recommendations on how to improve the quality of HCI
education.  A draft of the report from this workshop on
"New Directions in HCI Education and Research" will be
presented and opened to discussion by interested parties.

%M C.CHI.94.2.340
%T The SIGCHI Identity Visioning Project
%S SPECIAL INTEREST GROUPS (SIGs)
%A Michael E. Atwood
%B CHI94
%D 1994
%V 2
%P 340
%K SIGCHI, EEC, Visioning, Identity
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p340-atwood/p340-atwood.pdf
%Y Introduction
SIGCHI Development Fund Process
Local SIG Development
Newsletter Sharing
Review of "Identity" Plans with Membership
SIGCHI Awards
Logo
Conclusion
%X For the past few years, the SIGCHI Extended Executive
Committee (EEC) has engaged in a visioning exercise that
considered what SIGCHI would become in the near future. 
This activity identified areas that are important to address
now.  Currently, these areas consider membership and the
process of volunteering, the links between research and
practice, electronic publishing, and identity.  In this SIG,
we focus on identity; other SIGs focus on the other areas.
   During the next 18 months, the EEC will work on projects
that will refine our identity as a society and strengthen the
common bonds that led us to associate with SIGCHI.  We
will explore how the EEC and other SIGCHI members can
work together to create new programs that are of benefit to
the individuals involved, to our SIGCHI society, and to the
HCI community at large.
   In this SIG, we will present plans for projects suggested by
the EEC, solicit your comments on these projects, ask for
your ideas for new projects, and invite your participation
on these projects.

%M C.CHI.94.2.341
%T East-West Human Computer Interaction
%S SPECIAL INTEREST GROUPS (SIGs)
%A Eddy Boeve
%A Steven Pemberton
%B CHI94
%D 1994
%V 2
%P 341
%K Russia, Conference, HCI
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p341-boeve/p341-boeve.pdf
%X This SIG will provide information about EWHCI '94: the
fourth East-West International Conference on Human-Computer
Interaction, to be held in St. Petersburg from 2-6
August 1994.
   The Logistics Team and attendees of the previous conferences
will be on hand to answer questions for those interested
in attending.

%M C.CHI.94.2.342
%T Usability Professionals Association Meeting
%S SPECIAL INTEREST GROUPS (SIGs)
%A Mary Beth Butler
%B CHI94
%D 1994
%V 2
%P 342
%K Usability, Usability testing, Usability labs
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p342-butler/p342-butler.pdf
%X The Usability Professionals Association (UPA) meets
annually at CHI to discuss issues of common concern to
people involved with usability.  The UPA's emphasis is
on practical ideas for implementing usability
engineering and testing programs.
   All levels of usability professionals are invited to come
share their experience, ask questions, and meet other
people facing similar challenges.
   At this year's SIG, we'll be reviewing plans for the UPA
annual summer conference; discuss activities to
formalize the activities of the UPA, and review issues of
common interest raised at CHI '94.

%M C.CHI.94.2.343
%T War Stories and Experience Designing with Contextual Techniques
%S SPECIAL INTEREST GROUPS (SIGs)
%A Karen Holtzblatt
%B CHI94
%D 1994
%V 2
%P 343
%K Ethnography, Design, Usability
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p343-holtzblatt/p343-holtzblatt.pdf
%X Field research and ethnographic techniques have
increasingly been used to drive product and system
development in software development organizations.  This
SIG gives practitioners and researchers the opportunity to
discuss their own experience using ethnographic techniques
in the development process.  The session will also be of
interest to those who wish to introduce such techniques into
their organization and to those who have had difficulty
using them in the past.
   The discussion will start with practitioners from
WordPerfect, Microsoft, and elsewhere presenting their
experience.  This will be followed by discussion of issues
and possible solutions to problems raised by participants.
   We will talk about issues such as: different ways of
defining a software development problem and how to
define an appropriate data gathering technique for it; how
people without special skill can successfully use these
techniques; how to ensure the data is reflected in the final
design; and how the process can fit to the time scale of a
real development process.

%M C.CHI.94.2.344
%T Electronic Resources in Human-Computer Interaction
%S SPECIAL INTEREST GROUPS (SIGs)
%A Gary Perlman
%A John "Scooter" Morris
%A Jakob Nielsen
%A Brian Shackel
%B CHI94
%D 1994
%V 2
%P 344
%K Information networks,
Online information services, Electronic publishing,
Human-computer interaction, SIGCHI Vision
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p344-perlman/p344-perlman.pdf
%W http://www.acm.org/~perlman/hci-resources.html
%X At CHI'91 there was a SIG meeting on Resources in HCI
in which the HCI Bibliography [Perl91] and the HILITES
database [Shack92] were featured.  Since that time, the
resources in HCI have expanded dramatically, almost all of
which are available online, many of which are available
free of charge.  The topics of this SIG meeting are:
 * identifying current resources in HCI;
 * identifying as yet unknown resources;
 * identifying useful resources to develop;
 * soliciting input on acceptable formats and how
   resources should be made accessible.

%M C.CHI.94.2.345
%T Issues in End User Software Internationalization
%S SPECIAL INTEREST GROUPS (SIGs)
%A Tracy M. Jennings
%B CHI94
%D 1994
%V 2
%P 345
%K Internationalization, Usability testing
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p345-jennings/p345-jennings.pdf
%X There has been increasing discussion in the CHI
community about internationalizing end user software. 
One model suggests that feedback from international users
should be included before a product is released.  One source
of feedback would be usability testing.  The model also
suggests that text translations and date, time, and number
format conversions may not be sufficient to internationalize
a product; other elements to be considered include images,
symbols, color, now and function [1].  The purpose of this
meeting is to discuss three issues related to this model.
   One issue is whether this is a good model for
internationalization.  Are there other models?  Are there
different models for different products?
   We will also address the assumption of this model that
early user feedback and increasing the number of interface
components to be internationalized will increase user
acceptance and add value to a product.  Are there cases
where this assumption does not apply?
   Finally, if we assume that early testing is important, what
techniques and technologies are available and which are
most cost effective?  Some testing technologies include
remote testing, video conferences, mobile labs, and using
existing translation centers.
   I hope that through our discussion we can learn more about
how international concerns impact our work.

%M C.CHI.94.2.346
%T SIGCHI Vision: Membership & Volunteers Action Proposal
%S SPECIAL INTEREST GROUPS (SIGs)
%A Stacey Ashlund
%A John Bennett
%B CHI94
%D 1994
%V 2
%P 346
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p346-ashlund/p346-ashlund.pdf
%Y Introduction
Volunteer Process
Volunteer Opportunities
Volunteer Support
Volunteer Recognition
%X This report summarizes the possible actions
under consideration by the SIGCHI Extended
Executive Committee with respect to membership
and volunteers as part of an ongoing visioning
process.  The purpose of this CHI'94 SIG is to
gather membership feedback on these actions.
   The charter of the Membership & Volunteers
program is as follows:
 * To contribute to the goals and objectives of
   SIGCHI members.
 * To recruit new members.
 * To ensure the volunteer process is mutually
   beneficial to the volunteers and SIGCHI.

%M C.CHI.94.2.347
%T Meeting Federal Accessibility/Disability Requirements in Interface Design
%S SPECIAL INTEREST GROUPS (SIGs)
%A Gary W. Strong
%B CHI94
%D 1994
%V 2
%P 347
%K Accessibility, Disabilities, Americans with
Disabilities Act, Federal regulations, Social inclusion,
Information highway
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p347-strong/p347-strong.pdf
%X IFIP Working Group 13.3, "Human Computer Interaction
and People with Disabilities" was formed in 1993 and
announces itself with this SIG session devoted to US
regulations and interface design.  The Americans with
Disabilities Act and recent Federal Acquisition
Regulations have alerted software developers to the need
to accommodate people with disabilities in the design of
interfaces.  Efforts that have been made will be discussed
and assistance will be provided to help those needing to
make accommodations to get started.

%M C.CHI.94.2.-
%T Tools for Working with Guidelines
%S SPECIAL INTEREST GROUPS (SIGs)
%A Iris Dilli
%A Peter Gorny
%A Harald Reiterer
%A Kaori Ueno
%A Jean Vanderdonckt
%B CHI94
%D 1994
%P --
%K Computer-aided software engineering, Guidelines, Human factors,
Hypermedia, Usability engineering
%X This SIG will focus on existing and planned tools for helping the
designer working with guidelines.  Up to now, many discussions have been
oriented to the guideline contents and little has been paid to
computer-aided activities
involving guidelines: learning, understanding, teaching, illustration,
documentation, standard compliance, usability assessment, guideline
evaluation, computer-aided generation of user-interface explicitly based on
guidelines, advice-giving systems, ...  Some tools emerge today, but it is not
clear enough what type of tool they consist of, what kind of help they
provide, for what purpose they are made for.  DIADES-II (I. Dilli), EXPOSE (P.
Gorny), IDA (H. Reiterer), GuideBook (K. Ueno), and SIERRA (J. Vanderdonckt)
have been presented to foster the discussion. 
This SIG will try to clarify the purposes of such tools.  It also will
examine the gap existing between the demand and the supply in the area of
guideline tools, i.e. what the designer wants to have and what facilities are
provided by tools.

fpack:!@#$%^&*(): SIGCHI26.BA
%M J.SIGCHI.26.1.1
%T From the Editor
%A Steven Pemberton
%J SIGCHI
%D 1994
%V 26
%N 1
%P 1
%W http://www.acm.org/sigchi/bulletin/1994.1/editorial.html

%M J.SIGCHI.26.1.2
%T From the Chairs
%S COLUMNS
%A Jim Miller
%A Mike Atwood
%J SIGCHI
%D 1994
%V 26
%N 1
%P 2-3

%M J.SIGCHI.26.1.4
%T International Perspectives: Multinational or International: Menagerie or
Melting Pot?
%S COLUMNS
%A Gilbert Cockton
%J SIGCHI
%D 1994
%V 26
%N 1
%P 4-6

%M J.SIGCHI.26.1.7
%T Visual Interaction Design: Design as a Way of Life
%S COLUMNS
%A Maria G. Wadlow
%J SIGCHI
%D 1994
%V 26
%N 1
%P 7-8

%M J.SIGCHI.26.1.9
%T Education: Advances in Teaching the HCI Design Process
%S COLUMNS
%A Jean B. Gasen
%A Jenny Preece
%A Peter Gorny
%A Tom Hewett
%J SIGCHI
%D 1994
%V 26
%N 1
%P 9-12

%M J.SIGCHI.26.1.13
%T Standards: Standardized Medical Icons may be Beneficial to your Health
%S COLUMNS
%A Pat Billingsley
%J SIGCHI
%D 1994
%V 26
%N 1
%P 13-16

%M J.SIGCHI.26.1.17
%T Usability Foresight: Strategic Usability Planning
%S REPORTS
%A Alan J. Happ
%J SIGCHI
%D 1994
%V 26
%N 1
%P 17-21

%M J.SIGCHI.26.1.22
%T Advances Derived from Real-World Experiences
%S REPORTS
%A Michael E. Atwood
%J SIGCHI
%D 1994
%V 26
%N 1
%P 22-24

%M J.SIGCHI.26.1.25
%T Computer-aided Adaptation of User Interfaces
%S REPORTS
%A David Benyon
%A Thomas Kuhme
%A Uwe Malinowsi
%A Piyawadee "Noi" Sukaviriya
%J SIGCHI
%D 1994
%V 26
%N 1
%P 25-27

%M J.SIGCHI.26.1.28
%T Rethinking Theoretical Frameworks for HCI
%S REPORTS
%A Yvonne Rogers
%A Liam Bannon
%A Graham Button
%J SIGCHI
%D 1994
%V 26
%N 1
%P 28-30

%M J.SIGCHI.26.1.31
%T EWHCI '93
%S REPORTS
%A Keith Instone
%A Allen Cypher
%A Claus Unger
%J SIGCHI
%D 1994
%V 26
%N 1
%P 31-34

%M J.SIGCHI.26.1.35
%T HCI '93: People and Computers VIII
%S REPORTS
%A Donald Day
%J SIGCHI
%D 1994
%V 26
%N 1
%P 35

%M J.SIGCHI.26.1.36
%T Cultural Diversity in User Interface Design: Are Intuitions Enough?
%S PAPERS
%A Barbee Teasley
%A Laura Leventhal
%A Brad Blumenthal
%A Keith Instone
%A Daryl Stone
%J SIGCHI
%D 1994
%V 26
%N 1
%P 36-40

%M J.SIGCHI.26.1.41
%T Remembering While Mousing: The Cognitive Costs of Mouse Clicks
%S PAPERS
%A Patricia Wright
%A Ann Lickorish
%A Robert Milroy
%J SIGCHI
%D 1994
%V 26
%N 1
%P 41-45

%M J.SIGCHI.26.1.46
%T The Grapheur: An Original Concept of Curve Drawing Page Maker,
%S PAPERS
%A M. Hassenforder
%A G. Gissinger
%J SIGCHI
%D 1994
%V 26
%N 1
%P 46-50

%M J.SIGCHI.26.1.51
%T Effective Video Screen Displays: Cognitive Style and Cuing Effectiveness
%S PAPERS
%A Kenneth A. Cory
%J SIGCHI
%D 1994
%V 26
%N 1
%P 51-55

%M J.SIGCHI.26.1.56
%T An Experiential Approach to Teaching Students About Usability and HCI
%S PAPERS
%A George Hackman, Jr.
%A Thomas W. Ferratt
%A Fantine M. Kerckaert
%J SIGCHI
%D 1994
%V 26
%N 1
%P 56-59

%M J.SIGCHI.26.1.60
%T HCI and ACM News
%S NEWS
%J SIGCHI
%D 1994
%V 26
%N 1
%P 60-63

%M J.SIGCHI.26.1.64
%T Publication News
%S PUBLICATIONS
%J SIGCHI
%D 1994
%V 26
%N 1
%P 64-72

%M J.SIGCHI.26.1.73
%T "Defying Gravity: The Making of Newton," by Doug Menuez and Markos Kounalakis
%S PUBLICATIONS: Book Reviews
%A Jakob Nielsen
%J SIGCHI
%D 1994
%V 26
%N 1
%P 73

%M J.SIGCHI.26.1.74
%T "Developing User Interfaces: Ensuring Usability Through Product and
Process," by Deborah Hix and H. Rex Hartson
%S PUBLICATIONS: Book Reviews
%G ISBN 0-471-57813-4
%A Jenny Preece
%J SIGCHI
%D 1994
%V 26
%N 1
%P 74-77

%M J.SIGCHI.26.1.78
%T CHI '94 A Conference Preview
%S CALENDAR
%A Rosemary Wick
%J SIGCHI
%D 1994
%V 26
%N 1
%P 78-79

%M J.SIGCHI.26.1.80
%T CHI '94 Workshops
%S CALENDAR
%J SIGCHI
%D 1994
%V 26
%N 1
%P 80-83

%M J.SIGCHI.26.2.1
%T From the Editor
%A Steven Pemberton
%J SIGCHI
%D 1994
%V 26
%N 2
%P 1
%W http://www.acm.org/sigchi/bulletin/1994.2/editorial.html

%M J.SIGCHI.26.2.2
%T From the Chairs: Turning Vision into Action
%S COLUMNS
%A Jim Miller
%A Mike Atwood
%J SIGCHI
%D 1994
%V 26
%N 2
%P 2-3

%M J.SIGCHI.26.2.4
%T International Perspectives: Joe's Diner, McDonald's, and SIGCHI
%S COLUMNS
%A John Karat
%J SIGCHI
%D 1994
%V 26
%N 2
%P 4-5

%M J.SIGCHI.26.2.6
%T The Work of IFIP Working Group 2.7
%S COLUMNS
%A Christian Gram
%J SIGCHI
%D 1994
%V 26
%N 2
%P 6-7

%M J.SIGCHI.26.2.8
%T Education: Update on the HCI Education Survey
%S COLUMNS
%A Jean B. Gasen
%A Gary Perlman
%A Michelle Attaya-Kelo
%J SIGCHI
%D 1994
%V 26
%N 2
%P 8-10

%M J.SIGCHI.26.2.11
%T SIGCHI Email Addresses
%S COLUMNS
%A Don Patterson
%J SIGCHI
%D 1994
%V 26
%N 2
%P 11
%W http://www.acm.org/sigchi/bulletin/1994.2/email.html
%Y Open Distribution Lists
	SIGCHI Committee Distribution Lists
	Discussion groups
Fixed Distribution Lists and Aliases
	List Management Support
	SIGCHI Officers and Committees Support
	Publications Support
	Special Projects Support
	Local SIGs Support
	Related Societies Support
	Conference Committee Support

%M J.SIGCHI.26.2.12
%T Standards: ANSI/HFES Software User Interface Standardization: Critical
Issues
%S COLUMNS
%A Paul Reed
%J SIGCHI
%D 1994
%V 26
%N 2
%P 12-15

%M J.SIGCHI.26.2.16
%T Visual Interaction Design: The Zen of Interface Design
%S COLUMNS
%A Maria G. Wadlow
%J SIGCHI
%D 1994
%V 26
%N 2
%P 16-17

%M J.SIGCHI.26.2.18
%T How Can Human and Design Sciences Cooperate in CSCW?
%S REPORTS
%A Yvonne Waern
%J SIGCHI
%D 1994
%V 26
%N 2
%P 18-20

%M J.SIGCHI.26.2.21
%T Defining the Requirements for HCI Design Methods
%S REPORTS
%A Alistair Sutcliffe
%J SIGCHI
%D 1994
%V 26
%N 2
%P 21-23

%M J.SIGCHI.26.2.24
%T Human Factors in IS
%S REPORTS
%A Dov Te'eni
%A Katrine Kirk
%A Ulrike Schultze
%A Donald Day
%J SIGCHI
%D 1994
%V 26
%N 2
%P 24-25

%M J.SIGCHI.26.2.26
%T Technological Trends, Applications and Markets
%S REPORTS
%A Manfred Thuring
%A Anja Haake
%A Joerg M. Haake
%J SIGCHI
%D 1994
%V 26
%N 2
%P 26-28

%M J.SIGCHI.26.2.29
%T UPA93
%S REPORTS
%A Jakob Nielsen
%J SIGCHI
%D 1994
%V 26
%N 2
%P 29-33

%M J.SIGCHI.26.2.34
%T Developing a Natural Language Interface for the Unix Operating System
%S PAPERS
%A Bill Z. Manaris
%A Jason W. Pritchard
%A Wayne D. Dominick
%J SIGCHI
%D 1994
%V 26
%N 2
%P 34-40

%M J.SIGCHI.26.2.41
%T The Kitchen Interface -- a Lateral Approach to GUI
%S PAPERS
%A Duncan Langford
%A Ceinwen Jones
%J SIGCHI
%D 1994
%V 26
%N 2
%P 41-45

%M J.SIGCHI.26.2.46
%T Software Engineering for Human Computer Interaction
Papers from a Workshop on Formal Methods for the Design of Interactive
Systems
%S PAPERS
%A Christopher Johnson
%A Michael Harrison
%J SIGCHI
%D 1994
%V 26
%N 2
%P 46-47

%M J.SIGCHI.26.2.48
%T Modelling Adaptive Interaction of OPADE by Petri Nets
%S PAPERS
%A Berardina De Carolis
%A Fiorella de Rosis
%J SIGCHI
%D 1994
%V 26
%N 2
%P 48-52

%M J.SIGCHI.26.2.53
%T Specifying User Interfaces in DisCo
%S PAPERS
%A Kari Systa
%J SIGCHI
%D 1994
%V 26
%N 2
%P 53-58

%M J.SIGCHI.26.2.59
%T Formulating Usability
%S PAPERS
%A Harold Thimbleby
%J SIGCHI
%D 1994
%V 26
%N 2
%P 59-64

%M J.SIGCHI.26.2.65
%T From Informal Requirements to Agent-Based Specification
%S PAPERS
%A B. Fields
%A M. Harrison
%A P. Wright
%J SIGCHI
%D 1994
%V 26
%N 2
%P 65-68

%M J.SIGCHI.26.2.69
%T A Formal Approach to the Evaluation of Interactive Systems
%S PAPERS
%A Fabio Paterno'
%J SIGCHI
%D 1994
%V 26
%N 2
%P 69-73

%M J.SIGCHI.26.2.74
%T ADVcharts: a Visual Formalism for Interactive Systems
%S PAPERS
%A L. M. F. Carneiro
%A D. D. Cowan
%A C. J. P. Lucena
%J SIGCHI
%D 1994
%V 26
%N 2
%P 74-77

%M J.SIGCHI.26.2.78
%T Tools and Techniques
%S NEWS
%J SIGCHI
%D 1994
%V 26
%N 2
%P 78

%M J.SIGCHI.26.2.79
%T ACM and HCI News
%S NEWS
%J SIGCHI
%D 1994
%V 26
%N 2
%P 79-81

%M J.SIGCHI.26.2.82
%T Publications
%S NEWS
%J SIGCHI
%D 1994
%V 26
%N 2
%P 82-85

%M J.SIGCHI.26.2.86
%T Dissertations
%S NEWS
%J SIGCHI
%D 1994
%V 26
%N 2
%P 86-87

%M J.SIGCHI.26.2.88
%T Calls for Papers
%S NEWS
%J SIGCHI
%D 1994
%V 26
%N 2
%P 88-91

%M J.SIGCHI.26.2.92
%T Events
%S NEWS
%J SIGCHI
%D 1994
%V 26
%N 2
%P 92-95

%M J.SIGCHI.26.2.96
%T Views and Feelings
%S NEWS
%A Steven Pemberton
%J SIGCHI
%D 1994
%V 26
%N 2
%P 96
%W http://www.acm.org/sigchi/bulletin/1994.2/views.html

%M J.SIGCHI.26.3.1
%T From the Editor:
Social Interaction: its Rewards and Retributions
%A Steven Pemberton
%J SIGCHI
%D 1994
%V 26
%N 3
%P 1
%W http://www.acm.org/sigchi/bulletin/1994.3/editorial.html

%M J.SIGCHI.26.3.2
%T From the Chairs: ACM/SIGCHI Program Review
%S COLUMNS
%A Jim Miller
%J SIGCHI
%D 1994
%V 26
%N 3
%P 2-5
%W http://www.acm.org/sigchi/bulletin/1994.3/chairs.html
%Y Membership Finances
Conferences
Publications
Education
New Initiatives
	Electronic Publishing
	SIGCHI and the Internet
	Membership Development and Inter-society Relationships
	Tutorials To Go
	SIGCHI Development Fund
Open Issues
Membership issues
Conference Growth and Expansion
Publication Issues
Thanks

%M J.SIGCHI.26.3.6
%T Education: Supporting Life Throughout Life
%S COLUMNS
%A Jean Gasen
%J SIGCHI
%D 1994
%V 26
%N 3
%P 6-7

%M J.SIGCHI.26.3.8
%T Standards: The Pace Quickens...
%S COLUMNS
%A Pat Billingsley
%J SIGCHI
%D 1994
%V 26
%N 3
%P 8-10

%M J.SIGCHI.26.3.11
%T Visual Interaction Design: Vision and Vitality
%S COLUMNS
%A Loretta Staples
%J SIGCHI
%D 1994
%V 26
%N 3
%P 11-12

%M J.SIGCHI.26.3.13
%T Local SIGs: Getting Started
%S COLUMNS
%A Kate Ehrlich
%J SIGCHI
%D 1994
%V 26
%N 3
%P 13-14
%W http://www.acm.org/sigchi/bulletin/1994.3/local-sigs.html
%Y Focus: Getting Started
Starting Your Own Local SIG
Profile: Greater Boston SIGCHI
News and Views
For Further Information

%M J.SIGCHI.26.3.15
%T Multimodal Human-Computer Interaction
%S REPORTS
%A Noelle Carbonell
%J SIGCHI
%D 1994
%V 26
%N 3
%P 15-16

%M J.SIGCHI.26.3.17
%T Multimodal and Multimedia Interfaces
%S REPORTS
%A K.-P. Fahnrich
%A K.-H. Hanne
%J SIGCHI
%D 1994
%V 26
%N 3
%P 17-18

%M J.SIGCHI.26.3.19
%T Human Interaction for Symbolic Computation
%S REPORTS
%A Andre Heck
%J SIGCHI
%D 1994
%V 26
%N 3
%P 19-22

%M J.SIGCHI.26.3.23
%T Is Designing a Neural Network Application an Art or a Science?
%S PAPERS
%A Roman Erenshteyn
%A Richard Foulds
%A Scott Galuska
%J SIGCHI
%D 1994
%V 26
%N 3
%P 23-29

%M J.SIGCHI.26.3.30
%T The KIM Query System
%S PAPERS
%A Fabrizio Massimo Ferrara
%J SIGCHI
%D 1994
%V 26
%N 3
%P 30-39

%M J.SIGCHI.26.3.40
%T Anonymous Collaboration: An Alternative Technique for Working Together
%S PAPERS
%A Andrew Lee
%J SIGCHI
%D 1994
%V 26
%N 3
%P 40-48

%M J.SIGCHI.26.3.49
%T Education: Interaction Design
%S SPECIAL FEATURE
%A Lon Barfield
%A Willie van Burgsteden
%A Ruud Lanfermeijer
%A Bert Mulder
%A Jurrienne Ossewold
%A Dick Rijken
%A Philippe Wegner
%J SIGCHI
%D 1994
%V 26
%N 3
%P 49-86

%M J.SIGCHI.26.3.87
%T ACM and HCI News
%S NEWS
%J SIGCHI
%D 1994
%V 26
%N 3
%P 87-89

%M J.SIGCHI.26.3.90
%T Publications
%S NEWS
%J SIGCHI
%D 1994
%V 26
%N 3
%P 90-91

%M J.SIGCHI.26.3.92
%T Tools for Working with Guidelines
%S NEWS
%A Jean Vanderdonckt
%J SIGCHI
%D 1994
%V 26
%N 3
%P 92

%M J.SIGCHI.26.3.93
%T Events
%S NEWS
%J SIGCHI
%D 1994
%V 26
%N 3
%P 93-95

%M J.SIGCHI.26.3.96
%T Views and Feelings: A Word of Encouragement
%S NEWS: Views and Feelings
%A Steven Pemberton
%J SIGCHI
%D 1994
%V 26
%N 3
%P 96
%W http://www.acm.org/sigchi/bulletin/1994.3/views.html

%M J.SIGCHI.26.4.1
%T From the Editor: New No More
%A Steven Pemberton
%J SIGCHI
%D 1994
%V 26
%N 4
%P 1
%W http://www.acm.org/sigchi/bulletin/1994.4/editorial.html
%Y New No More
The CHI Issue
Once more Internationalism

%M J.SIGCHI.26.4.2
%T From the Chairs: So, Who Are They?
%S COLUMNS
%A Jim Miller
%A Mike Atwood
%J SIGCHI
%D 1994
%V 26
%N 4
%P 2-3

%M J.SIGCHI.26.4.4
%T World-wide CHI: Let One Hundred Flowers Bloom in the Global Zoo
%S COLUMNS
%A John M. Carroll
%A Gerrit C. van der Veer
%A Judy Hammond
%A Matthias Schneider-Hufschmidt
%A Veith A. Risak
%A Gilbert Cockton
%J SIGCHI
%D 1994
%V 26
%N 4
%P 4-9

%M J.SIGCHI.26.4.10
%T Education: Getting to the "Core" of the Matter
%S COLUMNS
%A Jean Gasen
%J SIGCHI
%D 1994
%V 26
%N 4
%P 10-11

%M J.SIGCHI.26.4.12
%T Standards: A New Approach to Conformance
%S COLUMNS
%A Pat Billingsley
%J SIGCHI
%D 1994
%V 26
%N 4
%P 12-15

%M J.SIGCHI.26.4.16
%T Visual Interaction Design: VIDSIA Annual Meeting at CHI '94
%S COLUMNS
%A Loretta Staples
%J SIGCHI
%D 1994
%V 26
%N 4
%P 16-17

%M J.SIGCHI.26.4.18
%T Local SIGs: Putting Together the Technical Program
%S COLUMNS
%A Kate Ehrlich
%J SIGCHI
%D 1994
%V 26
%N 4
%P 18-19
%W http://www.acm.org/sigchi/bulletin/1994.4/local-sigs.html
%Y Focus: Putting Together the Technical Program
Profile: BayCHI
	History
	Current Organization
News and Views: CHI '94
Other News

%M J.SIGCHI.26.4.20
%T A Taxonomy for Developing High Impact Formative Usability Evaluation
Methods
%S REPORTS FROM CHI '94
%A Deborah Hix
%A H. Rex Hartson
%A Jakob Nielsen
%J SIGCHI
%D 1994
%V 26
%N 4
%P 20-22

%M J.SIGCHI.26.4.23
%T Pattern Recognition in HCI: A Viable Approach?
%S REPORTS FROM CHI '94
%A Janet Finlay
%A Alan Dix
%J SIGCHI
%D 1994
%V 26
%N 4
%P 23-27

%M J.SIGCHI.26.4.28
%T Designing the Teaching of HCI
%S REPORTS FROM CHI '94
%A Jonas Lowgren
%A Clark N. Quinn
%A Jean Gasen
%A Peter Gorny
%J SIGCHI
%D 1994
%V 26
%N 4
%P 28-31

%M J.SIGCHI.26.4.32
%T Software Visualization
%S REPORTS FROM CHI '94
%A Marc Brown
%A John Domingue
%A Blaine Price
%A John Stasko
%J SIGCHI
%D 1994
%V 26
%N 4
%P 32-35

%M J.SIGCHI.26.4.36
%T The Challenges of 3D Interaction
%S REPORTS FROM CHI '94
%A Kenneth P. Herndon
%A Andries van Dam
%A Michael Gleicher
%J SIGCHI
%D 1994
%V 26
%N 4
%P 36-43

%M J.SIGCHI.26.4.44
%T The Future of Speech and Audio in the Interface
%S REPORTS FROM CHI '94
%A Barry Arons
%A Elizabeth Mynatt
%J SIGCHI
%D 1994
%V 26
%N 4
%P 44-48

%M J.SIGCHI.26.4.49
%T HCI Challenges in Government Contracting
%S REPORTS FROM CHI '94
%A Elizabeth Buie
%A Ira Winkler
%J SIGCHI
%D 1994
%V 26
%N 4
%P 49-51

%M J.SIGCHI.26.4.52
%T Design, Specification, Verification of Interactive Systems
%S OTHER REPORTS
%A Fabio Paterno'
%J SIGCHI
%D 1994
%V 26
%N 4
%P 52-53

%M J.SIGCHI.26.4.54
%T AVI '94
%S OTHER REPORTS
%A Ben Shneiderman
%A Al Badre
%A Paulo Santos
%J SIGCHI
%D 1994
%V 26
%N 4
%P 54-55

%M J.SIGCHI.26.4.56
%T Laying the Foundation for the Information Super Highway: Human-Computer
Interaction Research
%S OTHER REPORTS
%A Jim Durbin
%A Robert Jacob
%A Ken Hinckley
%J SIGCHI
%D 1994
%V 26
%N 4
%P 56-58

%M J.SIGCHI.26.4.59
%T Putting Task Analysis into Context
%S PAPERS
%A William H. Edmondson
%A John F. Meech
%J SIGCHI
%D 1994
%V 26
%N 4
%P 59-63

%M J.SIGCHI.26.4.64
%T Some Human Interaction Issues in Computer Algebra
%S PAPERS
%A Norbert Kajler
%A Neil Soiffer
%J SIGCHI
%D 1994
%V 26
%N 4
%P 64-71

%M J.SIGCHI.26.4.72
%T SIGCHI News
%S NEWS AND PUBLICATIONS
%J SIGCHI
%D 1994
%V 26
%N 4
%P 72-75

%M J.SIGCHI.26.4.76
%T Publications
%S NEWS AND PUBLICATIONS
%J SIGCHI
%D 1994
%V 26
%N 4
%P 76-77

%M J.SIGCHI.26.4.78
%T "Things That Make Us Smart," by Donald A. Norman
%S NEWS AND PUBLICATIONS: Book Review
%G ISBN 0-201-58129-9 ISBN 0-201-62695-0
%A John A. Waterworth
%J SIGCHI
%D 1994
%V 26
%N 4
%P 78-79

%M J.SIGCHI.26.4.80
%T "A Small Matter of Programming," by Bonnie A. Nardi
%S NEWS AND PUBLICATIONS: Book Review
%G ISBN 0-262-14053-5
%A Rebecca E. Grinter
%J SIGCHI
%D 1994
%V 26
%N 4
%P 80-81

%M J.SIGCHI.26.4.82
%T "Human-Computer Interaction," by Jenny Preece et al
%S NEWS AND PUBLICATIONS: Book Review
%G ISBN 0-201-62769-8
%A Gary Perlman
%J SIGCHI
%D 1994
%V 26
%N 4
%P 82-85
%W http://www.acm.org/~perlman/preece.html
%Y OVERVIEW
	Evaluation as a Textbook
	Evaluation for Varied Audiences
CONTENT OF THE BOOK
	Introduction
	The Human Side of HCI
	The Technology Side of HCI
	Design and Analysis Methods
	Design Tools
	Evaluation
SPECIAL FEATURES OF THE BOOK
	Part Introductions
	Interviews
	Mini-Contents List
	Aims and Objectives & Overview
	Key Points
	Further Readings
	Boxes
	Exercises & Comments
	Questions & Solutions
	Figures & Tables
	Glossary
	Author/Subject Index
	References
CONCLUSION
REFERENCES

%M J.SIGCHI.26.4.86
%T Dissertations
%S NEWS AND PUBLICATIONS
%J SIGCHI
%D 1994
%V 26
%N 4
%P 86

%M J.SIGCHI.26.4.87
%T Calls for Papers
%S NEWS AND PUBLICATIONS
%J SIGCHI
%D 1994
%V 26
%N 4
%P 87-91

%M J.SIGCHI.26.4.92
%T Events
%S NEWS AND PUBLICATIONS
%J SIGCHI
%D 1994
%V 26
%N 4
%P 92-95

%M J.SIGCHI.26.4.96
%T Views and Feelings:
Let Vs Coniectvre VVhat the VVorld VVovld Be Liqe Had the Roman Empire
Not Fallen
%S NEWS AND PUBLICATIONS
%A Steven Pemberton
%J SIGCHI
%D 1994
%V 26
%N 4
%P 96
%W http://www.acm.org/sigchi/bulletin/1994.4/views.html

fpack:!@#$%^&*(): JCSCW06.BA
%M J.JCSCW.6.1.1
%T A Collaborative Schema Integration System
%A P. Beynon-Davies
%A L. Bonde
%A D. McPhee
%A C. B. Jones
%J JCSCW
%D 1997
%V 6
%N 1
%P 1-18
%* (c) Copyright 1997 Kluwer Academic Publishers
%X Conceptual modelling as applied to database development can be described as a two stage
process: schema modelling followed by schema integration.  Schema modelling is the process of
transforming individual user requirements into a conceptual schema: an implementation-independent
map of data requirements.  Schema integration is the process of combining individual conceptual
schemas into a single, unified schema.  Single-user tools for schema modelling have enjoyed much
success partly because the process of schema modelling has become relatively well formalised. 
Although a number of formal approaches to conducting schema integration have been proposed, it
appears that schema integration tools have not enjoyed the same level of success.  This we attribute not
so much to the problem of formalisation but to the inherent collaborative nature of schema integration
work.  This paper first discusses the importance of collaboration to schema integration work.  It then
describes SISIBIS, a demonstrator system employing the IBIS (Issue Based Information System)
scheme to support collaborative database design.
%K Database design, Schema integration, CSCW, Hypermedia

%M J.JCSCW.6.1.19
%T Collaborative Writing is Hard to Support: A Field Study of Collaborative
Writing
%A S. G. Tammaro
%A J. N. Mosier
%A N. C. Goodwin
%A G. Spitz
%J JCSCW
%D 1997
%V 6
%N 1
%P 19-51
%* (c) Copyright 1997 Kluwer Academic Publishers
%X This paper documents the results of a field test of Instant Update, a collaborative writing
tool by a geographically dispersed department at the MITRE Corporation.  Thirty-six participants
were given Instant Update software and free training and support in exchange for their cooperation
with data collection.  These participants spent a great deal of time writing and communicating with
each other about their written work.  They began the pilot test with enthusiasm, using Instant Update
for many types of documents and anticipating many benefits.  After three months of experience they
rated the actual benefits they received from the software lower than they had expected.  Their usage
became much more refined.  They continued to use it for some types of documents, but stopped for
others.  The collaborative writing software was used successfully to create joint documents that have
a consistent format and are produced on a regular basis (such as weekly activity reports) and for
documents that provide access to shared information (such as a vacation calendar).  It was used less
successfully for the production of documents that require a complex work flow and have a changing
group of contributors.  We concluded that although collaborative writing is difficult to support and the
currently available collaborative writing tools need to be improved before they can meet the needs of
most co-writers, they are adequate for some types of tasks.  Documents that are well defined and are
created by experienced users who can cooperate well can benefit from the currently available tools.
%K Computer-supported writing, Collaborative editing, Collaborative writing, Cooperative
work, Group communication

%M J.JCSCW.6.1.53
%T When Are Group Scheduling Tools Useful?
%A Jane N. Mosier
%A Susan G. Tammaro
%J JCSCW
%D 1997
%V 6
%N 1
%P 53-70
%* (c) Copyright 1997 Kluwer Academic Publishers
%X A geographically dispersed department at the MITRE Corporation participated in a field
test of groupware tools.  This paper documents the results of their use of a group scheduling tool,
Meeting Maker Version 1.5.  Research in the late 1980s showed that early group scheduling tools
were not useful, in part because they only benefited some users and hence critical mass could not
be attained.  This study was undertaken to determine whether and how far the tools have evolved. 
Participants said that Meeting Maker made it easy to schedule meetings and maintain their calendars,
and 90% wished to continue using it after the study was complete.  Problems were noted when not
everyone used or had access to the tool, and three generic solutions are discussed: capabilities that
allow users to communicate with non-users, capabilities that allow users to stay connected, and
lightweight methods of participation.
%K Critical mass, Diffusion of innovation, Group calendaring, Group scheduling

%M J.JCSCW.6.1.71
%T Groupware Environments as Action Constitutive Resources: A Social Action
Framework for Analyzing Groupware Technologies
%A Ojelanki K. Ngwenyama
%A Kalle J. Lyytinen
%J JCSCW
%D 1997
%V 6
%N 1
%P 71-93
%* (c) Copyright 1997 Kluwer Academic Publishers
%X Computer Supported Cooperative Work (CSCW) is a relatively new and dynamic field
dealing with the development and use of groupware technologies in organizations.  Several frameworks
and models have been proposed for studying CSCW, each conveying a different perspective and
theoretical basis.  Although these frameworks have contributed much to our understanding of the
field, they can be criticized for a lack of holistic understanding of the complex social activity that
is constitutive of groupwork.  This often leads to the failure of otherwise well designed CSCW
applications.  In this paper we take up this challenge and propose a social action framework for
analyzing groupware technologies.  The framework is based on Habermas's theory of social action
and four action categories, and the idea that groupware applications serve as sets of rules and resources
which mediate group interactions.  We demonstrate the value of the framework by analyzing a wide
range of existing groupware technologies for their appropriateness to specific groupwork situations
in terms of their espoused or implicit assumptions of groupwork, and the action constitutive resources
they provide.  Our analysis points out that a host of current groupware applications can be fairly easily
classified and examined by the way they are configured to support different types of social action.  It
also suggests that, when implementing groupware applications, developers should critically evaluate:
(a) the need for supporting a rich variety of action types, (b) the possible role of computer support
in the specific groupwork situations, and (c) the underlying assumptions of groupwork embedded in
the groupware platform.  Finally, we will discuss how the framework can inform future research and
development in the field.
%K Computer supported cooperative work, Groupware, Group support systems, Decision
support systems, Communication systems, Collaboration technology, Coordination systems, Social
action theory

%M J.JCSCW.6.1.95
%T "Transforming Organisations Through Groupware: Lotus Notes in Action,"
edited by Peter Lloyd and Roger Whitehead
%S Book Reviews
%A R. H. R. Harper
%J JCSCW
%D 1997
%V 6
%N 1
%P 95-98
%* (c) Copyright 1997 Kluwer Academic Publishers

%M J.JCSCW.6.1.99
%T "Groupware and Authoring," edited by Roy Rada
%S Book Reviews
%A Mike Sharples
%J JCSCW
%D 1997
%V 6
%N 1
%P 99-101
%* (c) Copyright 1997 Kluwer Academic Publishers

%M J.JCSCW.6.1.102
%T "Cooperating Heterogeneous Systems," by David G. Schwartz
%S Book Reviews
%A Carla Simone
%J JCSCW
%D 1997
%V 6
%N 1
%P 102-104
%* (c) Copyright 1997 Kluwer Academic Publishers

%M J.JCSCW.6.2/3.v
%T Preface
%S Groupware and the World Wide Web
%A Richard Bentley
%A Uwe Busbach
%A David Kerr
%A Klaas Sikkel
%J JCSCW
%D 1997
%V 6
%N 2/3
%P v-vi
%* (c) Copyright 1997 Kluwer Academic Publishers

%M J.JCSCW.6.2/3.111
%T The World Wide Web as Enabling Technology for CSCW: The Case of BSCW
%S Groupware and the World Wide Web
%A Richard Bentley
%A Thilo Horstmann
%A Jonathan Trevor
%J JCSCW
%D 1997
%V 6
%N 2/3
%P 111-134
%* (c) Copyright 1997 Kluwer Academic Publishers
%X Despite the growth of interest in the field of CSCW, and the increasingly large number
of systems which have been developed, it is still the case that few systems have been adopted for
widespread use.  This is particularly true for widely-dispersed, cross-organisational working groups
where problems of heterogeneity in computing hardware and software environments inhibit the
deployment of CSCW technologies.  With a lightweight and extensible client-server architecture,
client implementations for all popular computing platforms, and an existing user base numbered in
millions, the World Wide Web offers great potential in solving some of these problems to provide
an 'enabling technology' for CSCW applications.  We illustrate this potential using our work with
the BSCW shared workspace system -- an extension to the Web architecture which provides basic
facilities for collaborative information sharing from unmodified Web browsers.  We conclude that
despite limitations in the range of applications which can be directly supported, building on the
strengths of the Web can give significant benefits in easing the development and deployment of
CSCW applications.
%K World Wide Web, BSCW, Enabling technologies, Information sharing

%M J.JCSCW.6.2/3.135
%T Challenges for Cooperative Work on the Web: An Analytical Approach
%S Groupware and the World Wide Web
%A Alan Dix
%J JCSCW
%D 1997
%V 6
%N 2/3
%P 135-156
%* (c) Copyright 1997 Kluwer Academic Publishers
%X This paper investigates some of the issues which will determine the viability of the World
Wide Web as an infrastructure for cooperative work.  In fact, taking a weak definition of collaboration,
the Web is already a very successful collaborative environment.  In addition, it is already being used
as the basis for experimental and commercial groupware.  The paper takes this as a starting point and
uses analytic methods developed in the field of Computer Supported Cooperative Work to investigate
the reasons for the Web's present success, its strengths and weaknesses as a platform for CSCW, and
prospects for future development.
%K World Wide Web, Client-server, Cost-benefit, CSCW framework, User-interface architectures

%M J.JCSCW.6.2/3.157
%T Structured Cooperative Authoring for the World Wide Web
%S Groupware and the World Wide Web
%A Manuel Romero Salcedo
%A Dominique Decouchant
%J JCSCW
%D 1997
%V 6
%N 2/3
%P 157-174
%* (c) Copyright 1997 Kluwer Academic Publishers
%X Alliance is a structured cooperative authoring application that allows people spread out
across different locations to work together on document production and maintenance.  It uses the World
Wide Web as an infrastructure to accomplish distributed document management, asynchronous group
awareness, and communication and cooperation among distributed authors.  A particular feature of
Alliance is that it can handle temporary disconnections from the network without disrupting the
cooperative editing.  In this article we report our experience in designing and implementing Alliance,
focusing on the mechanisms that needed to be developed in order to support cooperative authoring
using the Web.
%K Asynchronous cooperative authoring, Group awareness, CSCW, World Wide Web, Disconnected
editing

%M J.JCSCW.6.2/3.175
%T Distributed Coordination and Workflow on the World Wide Web
%S Groupware and the World Wide Web
%A Antonietta Grasso
%A Jean-Luc Meunier
%A Daniele Pagani
%A Remo Pareschi
%J JCSCW
%D 1997
%V 6
%N 2/3
%P 175-200
%* (c) Copyright 1997 Kluwer Academic Publishers
%X This paper describes WebFlow, an environment that supports distributed coordination services
on the World Wide Web.  WebFlow leverages the HTTP Web transport protocol and consists
of a number of tools for the development of applications that require the coordination of multiple,
distributed servers.  Typical applications of WebFlow include distributed document workspaces,
inter/intra-enterprise workflow, and electronic commerce.  In this paper we describe the general
WebFlow architecture for distributed coordination, and then focus on the environment for distributed
workflow.
%K Distributed workflow, Coordination technology, Collaborative systems, World Wide Web

%M J.JCSCW.6.2/3.201
%T Enterprise-Level Groupware Choices: Evaluating Lotus Notes and
Intranet-Based Solutions
%S Groupware and the World Wide Web
%A Mark Ginsburg
%A Katherine Duliba
%J JCSCW
%D 1997
%V 6
%N 2/3
%P 201-225
%* (c) Copyright 1997 Kluwer Academic Publishers
%X This paper considers collaborative software at the enterprise level, specifically Lotus
Notes and alternatives which use Intranet-based (World Wide Web) technologies.  We examine the
strategic reasons, both short-term and long-term, motivating firms' choices in the decision phase and
organizational issues in the implementation phase in three exploratory case studies.  We review prior
coordination technology literature to show that our focus on the decision faced by senior management
of which groupware system to implement is a useful and novel perspective to pursue.  We argue that
this choice, and its consequences, is of crucial importance to the firm.  To understand more fully
the nature of the decision, we consider a thematic pair of related issues: Internet standards and
interoperability.  Why are so-called 'Open Systems' a major factor to some firms and not important to
others?  Why is the proprietary nature of Lotus Notes a stumbling block to some firms and a strategic
advantage to others?  We explore enterprise-level groupware expectations and requirements in our
case studies to address these interesting questions.  The final section focuses on predicting change to
understand when an organization might reverse its initial enterprise-wide collaborative strategy.
%K Enterprise-level groupware, Lotus Notes, Intranet, World Wide Web, Standards, Interoperability

%M J.JCSCW.6.2/3.227
%T Virtual Society: Collaboration in 3D Spaces on the Internet
%S Groupware and the World Wide Web
%A Rodger Lea
%A Yasuaki Honda
%A Kouichi Matsuda
%J JCSCW
%D 1997
%V 6
%N 2/3
%P 227-250
%* (c) Copyright 1997 Kluwer Academic Publishers
%X The Virtual Society (VS) project is a long term research initiative that is investigating the
evolution of the future electronic society.  Our vision for this electronic society is a shared 3D virtual
world where users, from homes and offices, can explore, interact and work.  Our first implementation
of an infrastructure to support our investigation is known as CommunityPlace and has been developed
to support large-scale shared 3D spaces on the Internet using the Virtual Reality Modeling Language
(VRML).  Obviously, such an ambitious project cuts across many different domains.  In this paper
we outline the goals of the Virtual Society project, discuss the architecture and implementation
of CommunityPlace with particular emphasis on Internet related technologies such as VRML and
present our views on the role of VRML and the Internet to support large-scale shared 3D spaces.
%K Distributed virtual environment, Internet, Collaboration, Consistency, VRML

%M J.JCSCW.6.4.251
%T Negotiating Boundaries: Configuration Management in Software Development
Teams
%A Hilda Tellioglu
%A Ina Wagner
%J JCSCW
%D 1997
%V 6
%N 4
%P 251-274
%* (c) Copyright 1997 Kluwer Academic Publishers
%X Using case-study material from three small software development teams, this paper analyses
the regionalisation of 'design spaces'.  Its main purpose is to understand problems and practices of
cooperative work in such spaces.  'Configuration management' is used to denote both a practice and
supporting software tools and their relationship.  A major concern is how to develop practices and tools
that support cooperation across multiple organisational and social boundaries while simultaneously
being 'respectful of regionalisations'.
%K Configuration Management (CM), CSCW, Articulation work, Empirical studies

%M J.JCSCW.6.4.275
%T Informing General CSCW Product Development through Cooperative Design in
Specific Work Domains
%A Kaj Gronbaek
%A Preben Mogensen
%J JCSCW
%D 1997
%V 6
%N 4
%P 275-304
%* (c) Copyright 1997 Kluwer Academic Publishers
%X Cooperative analysis and design is often considered only to be applicable in settings where
a system is being developed solely for the 'user' participants in the process.  This paper, however,
argues that there are quite good prospects in applying cooperative analysis and design techniques
in specific use settings to inform development of general CSCW products.  We describe and discuss
the application of cooperative -- i.e., participatory -- analysis and design techniques in a project
developing a general cooperative hypermedia framework as well as specific hypermedia applications
to support sharing of materials in the engineering domain.  In our project, a single engineering
company (Great Belt Link Ltd.) was chosen as the user organization.  The paper summarizes the
process from observational studies, over a future workshop and cooperative prototyping activities,
to a pilot installation.  We describe how these activities informed the general hypermedia framework
and application design.  Use scenarios and prototypes with example data from the users' daily work
were used as sources both to trigger design ideas and new insights regarding work practice.  Common
participants in specific activities and general development activities supported transfer of work domain
knowledge into general features of the product being developed.  Mutual challenging characterized
the interaction between specific cooperative analysis and design activities and general development
activities.  Prototypes, scenarios, materials from the work practice, and concise bullet list summaries
were used as mediating artifacts in this interaction rather than comprehensive requirement and design
specifications.
%K Cooperative analysis, Cooperative design, Cooperative prototyping, CSCW, Shared materials,
Cooperative hypermedia, Product development

%M J.JCSCW.6.4.305
%T Supporting Cooperation through Customisation: The Tviews Approach
%A Markus Wasserschaff
%A Richard Bentley
%J JCSCW
%D 1997
%V 6
%N 4
%P 305-325
%* (c) Copyright 1997 Kluwer Academic Publishers
%X User interfaces for groupware systems rarely reflect the different requirements for support
of their end-users.  Here we present an approach to designing multi-user interfaces for cooperative
systems which builds on previous work from the HCI community in the area of end-user customisation. 
Using this approach we have developed an approach and a system prototype based on tailorable
views, or Tviews, which allows end-users engaged in group working to configure their cooperative
system interfaces to support their different tasks, preferences and levels of expertise.  Tviews are user
interface components which can be dragged and dropped over representations of application objects
to customise presentation, interaction and event updating properties, and can themselves be tailored
using high-level, incremental customisation techniques.  We discuss the implications of this work for
CSCW system development by reference to studies of work carried out by the CSCW community
which point to a need for more flexible and tailorable system interfaces.
%K BSCW, Customisation, Groupware user interfaces, Shared workspace systems,
Tailorability

%M J.JCSCW.6.4.327
%T Hypermedia Use in Group Work: Changing the Product, Process, and Strategy
%A Gloria Mark
%A Jorg M. Haake
%A Norbert A. Streitz
%J JCSCW
%D 1997
%V 6
%N 4
%P 327-368
%* (c) Copyright 1997 Kluwer Academic Publishers
%X Hypermedia structures have been integrated with CSCW functionality to develop the
DOLPHIN system, an electronic meeting room environment.  In this paper, a study is reported
investigating how the DOLPHIN environment affects group work.  Different aspects of group problem
solving were examined to understand the effects of working with hypermedia: the group's product,
cognitive factors, and the group process.  The results showed that groups can easily work with
hypermedia structures, and that these structures influence groups to produce a different product, to
use a different strategy, and to use a different collaborative style, namely of dividing up their labor.  The
experimental results are explained in a model which suggests the involvement of both procedural and
semantic components in hypermedia use.  We discuss wider implications of hypermedia for CSCW
and group work.
%K Collaborative style, Cooperation support, Division of labor, Electronic meeting room,
Electronic whiteboards, Empirical study, Evaluation, Group process, Hypermedia

%M J.JCSCW.6.4.369
%T On the Relevance of Habermas' Theory of Communicative Action for CSCW
%S Debate
%A Wes Sharrock
%A Graham Button
%J JCSCW
%D 1997
%V 6
%N 4
%P 369-389
%* (c) Copyright 1997 Kluwer Academic Publishers
%X We examine the argument put forward by Ojelanki Nygwenyama and Kalle Lyytinen
that Juergen Habermas' theory of communicative action is relevant for the analysis and design of
groupware systems.  We suggest that CSCW champions of Habermas often overlook the fact that his
theory can be criticised in its own right, and go on to outline its contestable character in an appraisal
of his understanding of the 'ideal speech situation'.  We then move to Nygwenyama and Lyytinen's
implementation of Habermas' schema and argue that their categories of analysis are both arbitrarily
constructed and applied.  In conclusion, we question the extent to which grand, holistic, synthesising
sociological theories offer a way forward for designers and point to the difficulties of practically
applying Nygwenyama and Lyytinen's categories of analysis.
%K Habermas, Groupware, Social action, Communicative action

%M J.JCSCW.6.4.391
%T "Cognition in the Wild," by Edwin Hutchins
%S Book Reviews
%A Graham Button
%J JCSCW
%D 1997
%V 6
%N 4
%P 391-395
%* (c) Copyright 1997 Kluwer Academic Publishers

%M J.JCSCW.6.4.396
%T "Aramis or The Love of Technology," by Bruno Latour
%S Book Reviews
%A David Middleton
%J JCSCW
%D 1997
%V 6
%N 4
%P 396-399
%* (c) Copyright 1997 Kluwer Academic Publishers

%M J.JCSCW.6.4.400
%T "Cognition and Communication at Work," edited by Y. Engestrom, and D.
Middleton
%S Book Reviews
%A Yvonne Rogers
%J JCSCW
%D 1997
%V 6
%N 4
%P 400-402
%* (c) Copyright 1997 Kluwer Academic Publishers

fpack:!@#$%^&*(): DL02.BA
%M C.DL.02.1
%T Primarily history: historians and the search for primary source
materials
%S Building and using cultural digital libraries
%A Helen R. Tibbo
%B DL02
%D 2002
%P 1-10
%W http://doi.acm.org/10.1145/544220.544222
%X This paper describes the first phase of an international project that
is exploring how historians locate primary resource materials in the
digital age, what they are teaching their Ph.D. students about finding
research materials, and what archivists are doing to facilitate access
to these materials. Preliminary findings are presented from a survey of
300 historians studying American History from leading institutions of
higher education in the U.S. Tentative conclusions indicate the need to
provide multiple pathways of access to historical research materials
including paper-based approaches and newer digital ones. The need for
user education, especially in regard to electronic search methodologies
is indicated.

%M C.DL.02.11
%T Using the Gamera framework for the recognition of cultural heritage
materials
%S Building and using cultural digital libraries
%A Michael Droettboom
%A Ichiro Fujinaga
%A Karl MacMillan
%A G. Sayeed Chouhury
%A Tim DiLauro
%A Mark Patton
%A Teal Anderson
%B DL02
%D 2002
%P 11-17
%W http://doi.acm.org/10.1145/544220.544223
%X This paper presents a new toolkit for the creation of customized
structured document recognition applications by domain experts. This
open-source system, called Gamera, allows a user, with particular
knowledge of the documents to be recognized, to combine image processing
and recognition tools in an easy-to-use, interactive, graphical
scripting environment. Gamera is one of the key technology components in
a proposed international project for the digitization of diverse types
of humanities documents.

%M C.DL.02.18
%T Supporting access to large digital oral history archives
%S Building and using cultural digital libraries
%A Samuel Gustman
%A Dagobert Soergel
%A Douglas Oard
%A William Byrne
%A Michael Picheny
%A Bhuvana Ramabhadran
%A Douglas Greenberg
%B DL02
%D 2002
%P 18-27
%W http://doi.acm.org/10.1145/544220.544224
%X This paper describes our experience with the creation, indexing, and
provision of access to a very large archive of videotaped oral histories
-- 116,000 hours of digitized interviews in 32 languages from 52,000
survivors, liberators, rescuers, and witnesses of the Nazi Holocaust. It
goes on to identify a set of critical research issues that must be
addressed if we are to provide full and detailed access to collections
of this size: issues in user requirement studies, automatic speech
recognition, automatic classification, segmentation, summarization,
retrieval, and user interfaces. The paper ends by inviting others to
discuss use of these materials in their own research. 

%M C.DL.02.28
%T Using sentence-selection heuristics to rank text segments in
TXTRACTOR
%S Summarization and question answering
%A Daniel McDonald
%A Hsinchun Chen
%B DL02
%D 2002
%P 28-35
%W http://doi.acm.org/10.1145/544220.544226
%X TXTRACTOR is a tool that uses established sentence-selection
heuristics to rank text segments, producing summaries that contain a
user-defined number of sentences. The purpose of identifying text
segments is to maximize topic diversity, which is an adaptation of the
Maximal Marginal Relevance criterion used by Carbonell and Goldstein
[5]. Sentence selection heuristics are then used to rank the segments.
We hypothesize that ranking text segments via traditional
sentence-selection heuristics produces a balanced summary with more
useful information than one produced by using segmentation alone. The
proposed summary is created in a three-step process, which includes 1)
sentence evaluation 2) segment identification and 3) segment ranking. As
the required length of the summary changes, low-ranking segments can
then be dropped from (or higher ranking segments added to) the summary.
We compare the output of TXTRACTOR to the output of a segmentation tool
based on the TextTiling algorithm to validate the approach. 

%M C.DL.02.36
%T Using librarian techniques in automatic text summarization for
information retrieval
%S Summarization and question answering
%A Min-Yen Kan
%A Judith L. Klavans
%B DL02
%D 2002
%P 36-45
%W http://doi.acm.org/10.1145/544220.544227
%X A current application of automatic text summarization is to provide
an overview of relevant documents coming from an information retrieval
(IR) system. This paper examines how Centrifuser, one such summarization
system, was designed with respect to methods used in the library
community. We have reviewed these librarian expert techniques to assist
information seekers and codified them into eight distinct strategies. We
detail how we have operationalized six of these strategies in
Centrifuser by computing an informative extract, indicative differences
between documents, as well as navigational links to narrow or broaden a
user's query. We conclude the paper with results from a preliminary
evaluation. 

%M C.DL.02.46
%T QuASM: a system for question answering using semi-structured data
%S Summarization and question answering
%A David Pinto
%A Michael Branstein
%A Ryan Coleman
%A W. Bruce Croft
%A Matthew King
%A Wei Li
%A Xing Wei
%B DL02
%D 2002
%P 46-55
%W http://doi.acm.org/10.1145/544220.544228
%X This paper describes a system for question answering using
semi-structured metadata, QuASM (pronounced "chasm"). Question answering
systems aim to improve search performance by providing users with
specific answers, rather than having users scan retrieved documents for
these answers. Our goal is to answer factual questions by exploiting the
structure inherent in documents found on the World Wide Web (WWW). Based
on this structure, documents are indexed into smaller units and
associated with metadata. Transforming table cells into smaller units
associated with metadata is an important part of this task. In addition,
we report on work to improve question classification using language
models. The domain used to develop this system is documents retrieved
from a crawl of www.fedstats.gov. 

%M C.DL.02.56
%T Reading-in-the-small: a study of reading on small form factor devices
%S Studying users
%A Catherine C. Marshall
%A Christine Ruotolo
%B DL02
%D 2002
%P 56-64
%W http://doi.acm.org/10.1145/544220.544230
%X The growing ubiquity of small form factor devices such as Palm Pilots
and Pocket PCs, coupled with widespread availability of digital library
materials and users' increasing willingness to read on the screen,
raises the question of whether people can and will read digital library
materials on handhelds. We investigated this question by performing a
field study based on a university library's technology deployment: two
classes were conducted using materials that were available in e-book
format on Pocket PCs in addition to other electronic and paper formats.
The handheld devices, the course materials, and technical support were
all provided to students in the courses to use as they saw fit. We found
that the handhelds were a good platform for reading secondary materials,
excerpts, and shorter readings; they were used in a variety of
circumstances where portability is important, including collaborative
situations such as the classroom. We also discuss the effectiveness of
annotation, search, and navigation functionality on the small form
factor devices. We conclude by defining a set of focal areas and issues
for digital library efforts designed for access by handheld computers. 

%M C.DL.02.65
%T A graph-based recommender system for digital library
%S Studying users
%A Zan Huang
%A Wingyan Chung
%A Thian-Huat Ong
%A Hsinchun Chen
%B DL02
%D 2002
%P 65-73
%W http://doi.acm.org/10.1145/544220.544231
%X Research shows that recommendations comprise a valuable service for
users of a digital library [11]. While most existing recommender systems
rely either on a content-based approach or a collaborative approach to
make recommendations, there is potential to improve recommendation
quality by using a combination of both approaches (a hybrid approach).
In this paper, we report how we tested the idea of using a graph-based
recommender system that naturally combines the content-based and
collaborative approaches. Due to the similarity between our problem and
a concept retrieval task, a Hopfield net algorithm was used to exploit
high-degree book-book, user-user and book-user associations. Sample
hold-out testing and preliminary subject testing were conducted to
evaluate the system, by which it was found that the system gained
improvement with respect to both precision and recall by combining
content-based and collaborative approaches. However, no significant
improvement was observed by exploiting high-degree associations. 

%M C.DL.02.74
%T The effects of topic familiarity on information search behavior
%S Studying users
%A Diane Kelly
%A Colleen Cool
%B DL02
%D 2002
%P 74-75
%W http://doi.acm.org/10.1145/544220.544232
%X We describe results from a preliminary investigation of the
relationship between topic familiarity and information search behavior.
Two types of information search behaviors are considered: reading time
and efficacy. Our results indicate that as one's familiarity with a
topic increases, one's searching efficacy increases and one's reading
time decreases. These results suggest that it may be possible to infer
topic familiarity from information search behavior. 

%M C.DL.02.76
%T A language modelling approach to relevance profiling for document
browsing
%S Classification and browsing
%A David J. Harper
%A Sara Coulthard
%A Sun Yixing
%B DL02
%D 2002
%P 76-83
%W http://doi.acm.org/10.1145/544220.544234
%X This paper describes a novel tool, SmartSkim, for content-based
browsing or skimming of documents. The tool integrates concepts from
passage retrieval and from interfaces, such as TileBars, which provide a
compact overview of query term hits within a document. We base our tool
on the concept of relevance profiling, in which a plot of retrieval
status values at each word position of a document is generated. A major
contribution of this paper is applying language modelling to the task of
relevance profiling. We describe in detail the design of the SmartSkim
tool, and provide a critique of the design. Possible applications of the
tool are described, and we consider how an operational version of
SmartSkim might be designed. 

%M C.DL.02.84
%T Compound descriptors in context: a matching function for
classifications and thesauri
%S Classification and browsing
%A Douglas Tudhope
%A Ceri Binding
%A Dorothee Blocks
%A Daniel Cunliffe
%B DL02
%D 2002
%P 84-93
%W http://doi.acm.org/10.1145/544220.544235
%X There are many advantages for Digital Libraries in indexing with
classifications or thesauri, but some current disincentive in the lack
of flexible retrieval tools that deal with compound descriptors. This
paper discusses a matching function for compound descriptors, or
multi-concept subject headings, that does not rely on exact matching but
incorporates term expansion via thesaurus semantic relationships to
produce ranked results that take account of missing and partially
matching terms. The matching function is based on a measure of semantic
closeness between terms, which has the potential to help with recall
problems. The work reported is part of the ongoing FACET project in
collaboration with the National Museum of Science and Industry and its
collections database. The architecture of the prototype system and its
interface are outlined. The matching problem for compound descriptors is
reviewed and the FACET implementation described. Results are discussed
from scenarios using the faceted Getty Art and Architecture Thesaurus.
We argue that automatic traversal of thesaurus relationships can augment
the user's browsing possibilities. The techniques can be applied both to
unstructured multi-concept subject headings and potentially to more
syntactically structured strings. The notion of a focus term is used by
the matching function to model AAT modified descriptors (noun phrases).
The relevance of the approach to precoordinated indexing and matching
faceted strings is discussed. 

%M C.DL.02.94
%T Structuring keyword-based queries for web databases
%S Classification and browsing
%A Rodrigo C. Vieira
%A Pavel Calado
%A Altigran S. da Silva
%A Alberto H. F. Laender
%A Berthier A. Ribeiro-Neto
%B DL02
%D 2002
%P 94-95
%W http://doi.acm.org/10.1145/544220.544236
%X This paper describes a framework, based on Bayesian belief networks,
for querying Web databases using keywords only. According to this
framework, the user inputs a query through a simple search-box. From the
input query, one or more plausible structured queries are derived and
submitted to Web databases. The results are then retrieved and presented
to the user as ranked answers. To evaluate our framework, an experiment
using 38 example queries was carried out. We found out that 97% of the
time, one of the top three resulting structured queries is the proper
one. Further, when the user selects one of these three top queries for
processing, the ranked answers present average precision figures of 92%.

%M C.DL.02.96
%T An approach to automatic classification of text for information
retrieval
%S Classification and browsing
%A Hong Cui
%A P. Bryan Heidorn
%A Hong Zhang
%B DL02
%D 2002
%P 96-97
%W http://doi.acm.org/10.1145/544220.544237
%X In this paper, we explore an approach to make better use of
semi-structured documents in information retrieval in the domain of
biology. Using machine learning techniques, we make those inherent
structures explicit by XML markups. This marking up has great potentials
in improving task performance in specimen identification and the
usability of online flora and fauna. 

%M C.DL.02.98
%T Middle school children's use of the ARTEMIS digital library
%S A digital libraries for education
%A June Abbas
%A Cathleen Norris
%A Elliot Soloway
%B DL02
%D 2002
%P 98-105
%W http://doi.acm.org/10.1145/544220.544239
%X A case study of middle school student's interaction within a digital
library, the differential use of interface features by students, and the
issues of representation and retrieval obstacles are examined. A
mechanism for evaluating user's search terms and questions is explained.
Findings of a current case study indicate that student's interaction
with the system varied between individual classes and between different
achievement levels. Terms used by the system to represent the resources
do not adequately represent the user groups' information needs. 

%M C.DL.02.106
%T Partnership reviewing: a cooperative approach for peer review of
complex educational resources
%S A digital libraries for education
%A John Weatherley
%A Tamara Sumner
%A Michael Khoo
%A Michael Wright
%A Marcel Hoffmann
%B DL02
%D 2002
%P 106-114
%W http://doi.acm.org/10.1145/544220.544240
%X Review of digital educational resources, such as course modules,
simulations, and data analysis tools, can differ from review of
scholarly articles, in the heterogeneity and complexity of the resources
themselves. The Partnership Review Model, as demonstrated in two cases,
appears to promote cooperative interactions between distributed resource
reviewers, enabling reviewers to effectively divide up the task of
reviewing complex resources with little explicit coordination. The
shared structural outline of the resource made visible in the review
environment enables participants to monitor other reviewers' actions and
to thus target their efforts accordingly. This reviewing approach may be
effective in educational digital libraries that depend on community
volunteers for most of their reviewing. 

%M C.DL.02.115
%T A digital library for geography examination resources
%S A digital libraries for education
%A Lian-Heong Chua
%A Dion Hoe-Lian Goh
%A Ee-Peng Lim
%A Zehua Liu
%A Rebecca Pei-Hui Ang
%B DL02
%D 2002
%P 115-116
%W http://doi.acm.org/10.1145/544220.544241
%X We describe a Web-based application developed above a digital library
of geographical resources for Singapore students preparing to take a
national examination in geography. The application provides an
interactive, non-sequential approach to learning that supplements
textbooks. 

%M C.DL.02.117
%T Digital library services for authors of learning materials
%S A digital libraries for education
%A Flora McMartin
%A Youki Terada
%B DL02
%D 2002
%P 117-118
%W http://doi.acm.org/10.1145/544220.544242
%X Digital libraries, particularly those designed to meet the needs of
educators and students, focus their primary services on the needs of
their end users [1]. In this paper, we introduce and discuss the types
of services authors of the materials cataloged within this type of
digital library expect, or may find useful. Results from a study of
authors cataloged in NEEDS -- a national engineering education digital
library guide this discussion. 

%M C.DL.02.119
%T Integration of simultaneous searching and reference linking across
bibliographic resources on the web
%S Novel search environments
%A William H. Mischo
%A Thomas G. Habing
%A Timothy W. Cole
%B DL02
%D 2002
%P 119-125
%W http://doi.acm.org/10.1145/544220.544244
%X Libraries and information providers are actively developing
customized portals and gateway software designed to integrate secondary
information resources such as A & I services, online catalogs, and
publishers full-text repositories. This paper reports on a project
carried out at the Grainger Engineering Library at the University of
Illinois at Urbana-Champaign to provide web-based asynchronous
simultaneous searching of multiple secondary information resources and
integrated reference linking between bibliographic resources.
   The project has tested two different approaches to simultaneous
broadcast searching. One approach utilizes custom distributed searchbots
and shared blackboard databases. The other approach uses event-driven
asynchronous HTTP queries within a single web script.
   The reference linking implementation is built around the application
of OpenURL and Digital Object Identifier (DOI) technologies and the
CrossRef metadata database within a proxy server environment. 

%M C.DL.02.126
%T Exploring discussion lists: steps and directions
%S Novel search environments
%A Paula S. Newman
%B DL02
%D 2002
%P 126-134
%W http://doi.acm.org/10.1145/544220.544245
%X This paper describes some new facilities for exploring archived
email-based discussion lists. The facilities exploit some specific
properties of email messages to obtain improved archive overviews, and
then use new tree visualizations, developed for the purpose, to obtain
thread overviews and mechanisms to aid in the coherent reading of
threads. We consider these approaches to be limited, but useful,
approximations to more ideal facilities; a final section suggests
directions for further work in this area. 

%M C.DL.02.135
%T Comparison of two approaches to building a vertical search tool: a
case study in the nanotechnology domain
%S Novel search environments
%A Michael Chau
%A Hsinchun Chen
%A Jialun Qin
%A Yilu Zhou
%A Yi Qin
%A Wai-Ki Sung
%A Daniel McDonald
%B DL02
%D 2002
%P 135-144
%W http://doi.acm.org/10.1145/544220.544246
%X As the Web has been growing exponentially, it has become increasingly
difficult to search for desired information. In recent years, many
domain-specific (vertical) search tools have been developed to serve the
information needs of specific fields. This paper describes two
approaches to building a domain-specific search tool. We report our
experience in building two different tools in the nanotechnology domain
-- (1) a server-side search engine, and (2) a client-side search agent.
The designs of the two search systems are presented and discussed, and
their strengths and weaknesses are compared. Some future research
directions are also discussed. 

%M C.DL.02.145
%T A multilingual, multimodal digital video library system
%S Video and multimedia digital libraries
%A Michael R. Lyu
%A Edward Yau
%A Sam Sze
%B DL02
%D 2002
%P 145-153
%W http://doi.acm.org/10.1145/544220.544248
%X This paper presents the iVIEW system, a multi-lingual, multi-modal
digital video content management system for intelligent searching and
access of English and Chinese video contents. iVIEW allows full content
indexing, searching and retrieval of multi-lingual text, audio and video
material. It consists image processing techniques for scenes and scene
changes analyses, speech processing techniques for audio signal
transcriptions, and multi-lingual natural language processing techniques
for word relevance determination. iVIEW can host multi-lingual contents
and allow multi-modal search. It facilitate content developers to
perform multi-modal information processing of rich video media and to
construct XML-based multimedia representation in enhancing multi-modal
indexing and searching capabilities, so that the end users can enjoy
viewing flexible and seamless delivery of multimedia contents in various
browsing tools and devices. 

%M C.DL.02.154
%T A digital library data model for music
%S Video and multimedia digital libraries
%A Natalia Minibayeva
%A Jon W. Dunn
%B DL02
%D 2002
%P 154-155
%W http://doi.acm.org/10.1145/544220.544249
%X In this paper, we introduce a data and metadata model being developed
for use in a music digital library system to support search and
navigation of music content in multiple formats. 

%M C.DL.02.156
%T Video-cuebik: adapting image search to video shots
%S Video and multimedia digital libraries
%A Alexander G. Hauptmann
%A Norman D. Papernick
%B DL02
%D 2002
%P 156-157
%W http://doi.acm.org/10.1145/544220.544250
%X We propose a new analysis for searching images in video libraries
that goes beyond simple image search, which compares one still image
frame to another. The key idea is to expand the definition of an image
to account for the variability in the sequence of video frames that
comprise a shot. A first implementation of this method for a QBIC-like
image search engine shows a clear improvement over still image search. A
combination of the traditional still image search and the new video
image search provided the overall best results on the TREC video
retrieval evaluation data. 

%M C.DL.02.158
%T Virtual multimedia libraries built from the web
%S Video and multimedia digital libraries
%A Neil C. Rowe
%B DL02
%D 2002
%P 158-159
%W http://doi.acm.org/10.1145/544220.544251
%X We have developed a tool MARIE-4 for building virtual libraries of
multimedia (images, video, and audio) by automatically exploring
(crawling) a specified subdomain of the World Wide Web to create an
index based on caption keywords. Our approach uses carefully-researched
criteria to identify and rate caption text, and employs both an expert
system and a neural network. We have used it to create a keyword-based
interface to nearly all nontrivial captioned publicly-accessible U.S.
Navy images (667,573), video (8,290), and audio (2,499), called the Navy
Virtual Multimedia Library (NAVMULIB). 

%M C.DL.02.160
%T Multi-modal information retrieval from broadcast video using OCR and
speech recognition
%S Video and multimedia digital libraries
%A Alexander G. Hauptmann
%A Rong Jin
%A Tobun Dorbin Ng
%B DL02
%D 2002
%P 160-161
%W http://doi.acm.org/10.1145/544220.544252
%X We examine multi-modal information retrieval from broadcast video
where text can be read on the screen through OCR and speech recognition
can be performed on the audio track. OCR and speech recognition are
compared on the 2001 TREC Video Retrieval evaluation corpus. Results
show that OCR is more important that speech recognition for video
retrieval. OCR retrieval can further improve through dictionary-based
post-processing. We demonstrate how to utilize imperfect multi-modal
metadata results to benefit multi-modal information retrieval. 

%M C.DL.02.162
%T Extending SDARTS: extracting metadata from web databases and
interfacing with the open archives initiative
%S OAI application
%A Panagiotis G. Ipeirotis
%A Tom Barry
%A Luis Gravano
%B DL02
%D 2002
%P 162-170
%W http://doi.acm.org/10.1145/544220.544254
%X SDARTS is a protocol and toolkit designed to facilitate
metasearching. SDARTS combines two complementary existing protocols,
SDLIP and STARTS, to define a uniform interface that collections should
support for searching and exporting metasearch-related metadata. SDARTS
also includes a toolkit with wrappers that are easily customized to make
both local and remote document collections SDARTS-compliant. This paper
describes two significant ways in which we have extended the SDARTS
toolkit. First, we have added a tool that automatically builds rich
content summaries for remote web collections bym probing the collections
with appropriate queries. These content summaries can then be used by a
metasearcher to select over which collections to evaluate a given query.
Second, we have enhanced the SDARTS toolkit so that all SDARTS-compliant
collections export their metadata under the emerging Open Archives
Initiative (OAI) protocol. Conversely, the SDARTS toolkit now also
allows all OAI-compliant collections to be made SDARTS-compliant with
minimal effort. As a result, we implemented a bridge between SDARTS and
OAI, which will facilitate easy interoperability among a potentially
large number of collections. The SDARTS toolkit, with all related
documentation and source code, is publicly available at
http://sdarts.cs.columbia.edu. 

%M C.DL.02.171
%T Using the open archives initiative protocols with EAD
%S OAI application
%A Christopher J. Prom
%A Thomas G. Habing
%B DL02
%D 2002
%P 171-180
%W http://doi.acm.org/10.1145/544220.544255
%X The Open Archives Initiative Protocols present a promising
opportunity to make metadata about archives, manuscript collections, and
cultural heritage resources easier to locate and search. However,
several technical barriers must be overcome before useful OAI records
can be produced from the disparate metadata formats used to describe
these resources. This paper examines Encoded Archival Description (EAD)
as a test case of the issues to be addressed in transforming cultural
heritage metadata to OAI. While EAD and OAI may appear to be
incompatible, a mapping would be both useful and technically feasible.
The authors suggest that it will be necessary to create numerous OAI
records from one EAD file. In addition, the findings indicate that
further standardization of EAD markup practices would enhance
interoperability. 

%M C.DL.02.181
%T Preservation and transition of NCSTRL using an OAI-based architecture
%S OAI application
%A H. Anan
%A X. Liu
%A K. Maly
%A M. Nelson
%A M. Zubair
%A J. C. French
%A E. Fox
%A P. Shivakumar
%B DL02
%D 2002
%P 181-182
%W http://doi.acm.org/10.1145/544220.544256
%X NCSTRL (Networked Computer Science Technical Reference Library) is a
federation of digital libraries providing computer science materials.
The architecture of the original NCSTRL was based largely on the Dienst
software. It was implemented and maintained by the digital library group
at Cornell University until September 2001. At that time, we had an
immediate goal of preserving the existing NCSTRL collection and a
long-term goal of providing a framework where participating
organizations could continue to disseminate technical publications.
Moreover, we wanted the new NCSTRL to be based on OAI (Open Archives
Initiative) principles that provide a framework to facilitate the
discovery of content in distributed archives. In this paper, we describe
our experience in moving towards an OAI-based NCSTRL. 

%M C.DL.02.183
%T Integrating harvesting into digital library content
%S OAI application
%A David A. Smith
%A Anne Mahoney
%A Gregory Crane
%B DL02
%D 2002
%P 183-184
%W http://doi.acm.org/10.1145/544220.544257
%X The Open Archives Initiative has gained success by aiming between
complex federation schemes and low functionality web crawling. Much
information still remains hidden inside documents catalogued by OAI
metadata. We discuss how subdocument information can be exposed by data
providers and exploited by service providers. We discuss services for
citation reversal and name and term linking with harvested data in the
Perseus Project's document management system and a proxy service for
automatically adding these links to OAI documents outside Perseus. 

%M C.DL.02.185
%T Harvesting translingual vocabulary mappings for multilingual digital
libraries
%S Searching across language, time, and space
%A Ray R. Larson
%A Fredric Gey
%A Aitao Chen
%B DL02
%D 2002
%P 185-190
%W http://doi.acm.org/10.1145/544220.544259
%X This paper presents a method of information harvesting and
consolidation to support the multilingual information requirements for
cross-language information retrieval within digital library systems. We
describe a way to create both customized bilingual dictionaries and
multilingual query mappings from a source language to many target
languages. We will describe a multilingual conceptual mapping resource
with broad coverage (over 100 written languages can be supported) that
is truly multilingual as opposed to bilingual parings usually derived
from machine translation. This resource is derived from the 10+ million
title online library catalog of the University of California. It is
created statistically via maximum likelihood associations from word and
phrases in book titles of many languages to human assigned subject
headings in English. The 150,000 subject headings can form interlingua
mappings between pairs of languages or from one language to several
languages. While our current demonstration prototype maps between ten
languages (English, Arabic, Chinese, French, German, Italian, Japanese,
Portuguese, Russian, Spanish), extensions to additional languages are
straightforward. We also describe how this resource is being expanded
for languages where linguistic coverage is limited in our initial
database, by automatically harvesting new information from international
online library catalogs using the Z39.50 networked library search
protocol. 

%M C.DL.02.191
%T Detecting events with date and place information in unstructured text
%S Searching across language, time, and space
%A David A. Smith
%B DL02
%D 2002
%P 191-196
%W http://doi.acm.org/10.1145/544220.544260
%X Digital libraries of historical documents provide a wealth of
information about past events, often in unstructured form. Once dates
and place names are identified and disambiguated, using methods that can
differ by genre, we examine collocations to detect events. Collocations
can be ranked by several measures, which vary in effectiveness according
to type of events, but the log-likelihood measure (-2 log &lgr;) offers
a reasonable balance between frequently and infrequently mentioned
events and between larger and smaller spatial and temporal ranges.
Significant date-place collocations can be displayed on timelines and
maps as an interface to digital libraries. More detailed displays can
highlight key names and phrases associated with a given event. 

%M C.DL.02.197
%T Using sharable ontology to retrieve historical images
%S Searching across language, time, and space
%A Von-Wun Soo
%A Chen-Yu Lee
%A Jaw Jium Yeh
%A Ching-chih Chen
%B DL02
%D 2002
%P 197-198
%W http://doi.acm.org/10.1145/544220.544261
%X We present a framework of utilizing sharable domain ontology and
thesaurus to help the retrieval of historical images of the First
Emperor of China's terracotta warriors and horses. Incorporating the
sharable domain ontology in RDF and RDF schemas of semantic web and a
thesaurus, we implement methods to allow easily annotating images into
RDF instances and parsing natural language like queries into the query
schema in XML format. We also implement a partial structural matching
algorithm to match the query schema with images at the level of semantic
schemas. Therefore the historical images can be retrieved by naive users
of domain specific history in terms of natural language like queries. 

%M C.DL.02.199
%T Towards an electronic variorum edition of Cervantes' Don Quixote::
visualizations that support preparation
%S Searching across language, time, and space
%A Rajiv Kochumman
%A Carlos Monroy
%A Richard Furuta
%A Arpita Goenka
%A Eduardo Urbina
%A Erendira Melgoza
%B DL02
%D 2002
%P 199-200
%W http://doi.acm.org/10.1145/544220.544262
%X The Cervantes Project is creating an Electronic Variorum Edition
(EVE) of Cervantes' well-known Don Quixote de la Mancha, published
beginning in 1605. In this paper, we report on visualizations of
features of a text collection that help us validate our text
transcriptions and understand the relationships among the different
printings of an edition. 

%M C.DL.02.201
%T Core services in the architecture of the national science digital
library (NSDL)
%S NSDL
%A Carl Lagoze
%A William Arms
%A Stoney Gan
%A Diane Hillmann
%A Christopher Ingram
%A Dean Krafft
%A Richard Marisa
%A Jon Phipps
%A John Saylor
%A Carol Terrizzi
%A Walter Hoehn
%A David Millman
%A James Allan
%A Sergio Guzman-Lara
%A Tom Kalt
%B DL02
%D 2002
%P 201-209
%W http://doi.acm.org/10.1145/544220.544264
%X We describe the core components of the architecture for the National
Science Digital Library (NSDL). Over time the NSDL will include
heterogeneous users, content, and services. To accommodate this, a
design for a technical and organization infrastructure has been
formulated based on the notion of a spectrum of interoperability. This
paper describes the first phase of the interoperability infrastructure
including the metadata repository, search and discovery services, rights
management services, and user interface portal facilities. 

%M C.DL.02.210
%T Creating virtual collections in digital libraries: benefits and
implementation issues
%S NSDL
%A Gary Geisler
%A Sarah Giersch
%A David McArthur
%A Marty McClelland
%B DL02
%D 2002
%P 210-218
%W http://doi.acm.org/10.1145/544220.544265
%X Digital libraries have the potential to not only duplicate many of
the services provided by traditional libraries but to extend them. Basic
finding aids such as search and browse are common in most of today's
digital libraries. But just as a traditional library provides more than
a card catalog and browseable shelves of books, an effective digital
library should offer a wider range of services. Using the traditional
library concept of special collections as a model, in this paper we
propose that explicitly defining sub-collections in the digital library
-- virtual collections -- can benefit both the library's users and
contributors and increase its viability. We first introduce the concept
of a virtual collection, outline the costs and benefits for defining
such collections, and describe an implementation of collection-level
metadata to create virtual collections for two different digital
libraries. We conclude by discussing the implications of virtual
collections for enhancing interoperability and sharing across digital
libraries, such as those that are part of the National SMETE Digital
Library. 

%M C.DL.02.219
%T Ontology services for curriculum development in NSDL
%S NSDL
%A Amarnath Gupta
%A Bertram Ludascher
%A Reagan W. Moore
%B DL02
%D 2002
%P 219-220
%W http://doi.acm.org/10.1145/544220.544266
%X We describe our effort to develop an ontology service on top of an
educational digital library. The ontology is developed by relating
library holdings to the educational concepts they refer to. The ontology
system supports basic services like ontology-based search and complex
services such as comparison of multiple curricula. 

%M C.DL.02.221
%T Interactive digital library resource information system: a web portal
for digital library education
%S NSDL
%A Ahmad Rafee Che Kassim
%A Thomas R. Kochtanek
%B DL02
%D 2002
%P 221-222
%W http://doi.acm.org/10.1145/544220.544267
%X This paper describes a collaborative database project that focuses on
access to materials on topics relating to digital libraries that are
organized within an educational framework. 

%M C.DL.02.223
%T Cross-cultural usability of the library metaphor
%S Digital library communities and change
%A Elke Duncker
%B DL02
%D 2002
%P 223-230
%W http://doi.acm.org/10.1145/544220.544269
%X Computing metaphors have become an integral part of information
systems design, yet they are deeply rooted in cultural practices. This
paper presents an investigation of the cross-cultural use and usability
of such metaphors by studying the library metaphor of digital libraries
in the cultural context of the Maori, the indigenous population of New
Zealand. The ethnographic study examines relevant features of the Maori
culture, their form of knowledge transfer and their use of physical and
digital libraries. On this basis, the paper points out why and when the
library metaphor fails Maori and other indigenous users, and indicates
how this knowledge can contribute to the improvement of future designs. 

%M C.DL.02.231
%T Trust and epistemic communities in biodiversity data sharing
%S Digital library communities and change
%A Nancy A. Van House
%B DL02
%D 2002
%P 231-239
%W http://doi.acm.org/10.1145/544220.544270
%X Trust is a key element of knowledge work: what we know depends
largely on others. This paper discusses the concepts of communities of
practice and epistemic cultures, and their implication for design of
digital libraries that support data sharing, with particular reference
to practices of trust and credibility. It uses an empirical study of a
biodiversity digital library of data from a variety of sources to
illustrate implications digital library design and operation. It
concludes that diversity and uncomfortable boundary areas typify, not
only digital library user groups, but the design and operation of
digital libraries. 

%M C.DL.02.240
%T Evaluation of digital community information systems
%S Digital library communities and change
%A K. T. Unruh
%A K. E. Pettigrew
%A J. C. Durrance
%B DL02
%D 2002
%P 240-241
%W http://doi.acm.org/10.1145/544220.544271
%X Community information systems provide a critical link between local
resources and residents. While online versions of these systems have
potential benefits, a systematic evaluation framework is needed to
analyze and document realized impacts. Based on data from a nation-wide
study of digital community information systems, an evaluation framework
is proposed. 

%M C.DL.02.242
%T Adapting digital libraries to continual evolution
%S Digital library communities and change
%A Bruce R. Barkstrom
%A Melinda Finch
%A Michelle Ferebee
%A Calvin Mackey
%B DL02
%D 2002
%P 242-243
%W http://doi.acm.org/10.1145/544220.544272
%X In this paper, we describe five investment streams (data storage
infrastructure, knowledge management, data production control, data
transport and security, and personnel skill mix) that need to be
balanced against short-term operating demands in order to maximize the
probability of long-term viability of a digital library. Because of the
rapid pace of information technology change, a digital library cannot be
a static institution. Rather, it has to become a flexible organization
adapted to continuous evolution of its infrastructure. 

%M C.DL.02.244
%T Localizing experience of digital content via structural metadata
%S Models and tools for generating digital libraries
%A Naomi Dushay
%B DL02
%D 2002
%P 244-252
%W http://doi.acm.org/10.1145/544220.544274
%X With the increasing technical sophistication of both information
consumers and providers, there is increasing demand for more meaningful
experiences of digital information. We present a framework that
separates digital object experience, or rendering, from digital object
storage and manipulation, so the rendering can be tailored to particular
communities of users. Our framework also accommodates extensible digital
object behaviors and interoperability. The two key components of our
approach are 1) exposing structural metadata associated with digital
objects -- metadata about labeled access points within a digital object
and 2) information intermediaries called context brokers that match
structural characteristics of digital objects with mechanisms that
produce behaviors. These context brokers allow for localized rendering
of digital information stored externally. 

%M C.DL.02.253
%T Collection synthesis
%S Models and tools for generating digital libraries
%A Donna Bergmark
%B DL02
%D 2002
%P 253-262
%W http://doi.acm.org/10.1145/544220.544275
%X The invention of the hyperlink and the HTTP transmission protocol
caused an amazing new structure to appear on the Internet -- the World
Wide Web. With the Web, there came spiders, robots, and Web crawlers,
which go from one link to the next checking Web health, ferreting out
information and resources, and imposing organization on the huge
collection of information (and dross) residing on the net. This paper
reports on the use of one such crawler to synthesize document
collections on various topics in science, mathematics, engineering and
technology. Such collections could be part of a digital library. 

%M C.DL.02.263
%T 5SL: a language for declarative specification and generation of
digital libraries
%S Models and tools for generating digital libraries
%A Marcos Andre Goncalves
%A Edward A. Fox
%B DL02
%D 2002
%P 263-272
%W http://doi.acm.org/10.1145/544220.544276
%X Digital libraries (DLs) are among the most complex kinds of
information systems, due in part to their intrinsic multi disciplinary
nature. Nowadays DLs are built within monolithic, tightly integrated,
and generally inflexible systems -- or by assembling disparate
components together in an ad-hoc way, with resulting problems in
interoperability and adaptability. More importantly, conceptual
modeling, requirements analysis, and software engineering approaches are
rarely supported, making it extremely difficult to tailor DL content and
behavior to the interests, needs, and preferences of particular
communities. In this paper, we address these problems. In particular, we
present 5SL, a declarative language for specifying and generating
domain-specific digital libraries. 5SL is based on the 5S formal theory
for digital libraries and enables high-level specification of DLs in
five complementary dimensions, including: the kinds of multimedia
information the DL supports (Stream Model); how that information is
structured and organized (Structural Model); different logical and
presentational properties and operations of DL components (Spatial
Model); the behavior of the DL (Scenario Model); and the different
societies of actors and managers of services that act together to carry
out the DL behavior (Societal Model). The practical feasibility of the
approach is demonstrated by the presentation of a 5SL digital library
generator for the MARIAN digital library system. 

%M C.DL.02.273
%T A digital library of conversational expressions: helping profoundly
disabled users communicate
%S Novel user interfaces
%A Hayley Dunlop
%A Sally Jo Cunningham
%A Matt Jones
%B DL02
%D 2002
%P 273-274
%W http://doi.acm.org/10.1145/544220.544278
%X Digital libraries are for everyone. This paper describes the
development of a digital library for a user who has a profound physical
disability that means she cannot communicate verbally, and cannot use
conventional communication tools. 

%M C.DL.02.275
%T Enhancing the ENVISION interface for digital libraries
%S Novel user interfaces
%A Jun Wang
%A Abhishek Agrawal
%A Anil Bazaza
%A Supriya Angle
%A Edward A. Fox
%A Chris North
%B DL02
%D 2002
%P 275-276
%W http://doi.acm.org/10.1145/544220.544279
%X To enhance the ENVISION interface and facilitate user interaction,
various techniques were considered for better rendering of search
results with improved scalability. In this paper we discuss the
challenges we encountered and our solutions to those problems. 

%M C.DL.02.277
%T A wearable digital library of personal conversations
%S Novel user interfaces
%A Wei-hao Lin
%A Alexander G. Hauptmann
%B DL02
%D 2002
%P 277-278
%W http://doi.acm.org/10.1145/544220.544280
%X We have developed a wearable, personalized digital library system,
which unobtrusively records the wearer's part of a conversation,
recognizes the face of the current dialog partner and remembers his/her
voice. The next time the system sees the same person and hears the same
voice, it can replay parts of the last conversation in compressed form.
Results from a prototype system show the effectiveness of combining of
face recognition and speaker identification for retrieving
conversations. 

%M C.DL.02.279
%T Collaborative visual interfaces to digital libraries
%S Novel user interfaces
%A Katy Borner
%A Ying Feng
%A Tamara McMahon
%B DL02
%D 2002
%P 279-280
%W http://doi.acm.org/10.1145/544220.544281
%X This paper argues for the design of collaborative visual interfaces
to digital libraries that support social navigation. As an illustrative
example we present work in progress on the design of a three-dimensional
document space for a scholarly community -- namely faculty, staff, and
students at the School of Library and Information Science, Indiana
University. 

%M C.DL.02.281
%T Binding browsing and reading activities in a 3D digital library
%S Novel user interfaces
%A Pierre Cubaud
%A Pascal Stokowski
%A Alexandre Topol
%B DL02
%D 2002
%P 281-282
%W http://doi.acm.org/10.1145/544220.544282
%X Browsing through digitalized books collections and reading activities
are separated in most present WWW-based user's interfaces of digital
libraries. This context break induces longer apprenticeship and
navigation time within the interface. We study in this paper how 3D
interaction metaphors provide a continuous navigation space for these
two tasks. 

%M C.DL.02.283
%T DP9: an OAI gateway service for web crawlers
%S Federating and harvesting metadata
%A Xiaoming Liu
%A Kurt Maly
%A Mohammad Zubair
%A Michael L. Nelson
%B DL02
%D 2002
%P 283-284
%W http://doi.acm.org/10.1145/544220.544284
%X Many libraries and databases are closed to general-purpose Web
crawlers, and they expose their content only through their own search
engines. At the same time many researchers attempt to locate technical
papers through general-purpose Web search engines. DP9 is an open source
gateway service that allows general search engines, (e.g. Google,
Inktomi) to index OAI-compliant archives. DP9 does this by providing
consistent URLs for repository records, and converting them to OAI
queries against the appropriate repository when the URL is requested.
This allows search engines that do not support the OAI protocol to index
the "deep Web" contained within OAI compliant repositories. 

%M C.DL.02.285
%T The Greenstone plugin architecture
%S Federating and harvesting metadata
%A Ian H. Witten
%A David Bainbridge
%A Gordon Paynter
%A Stefan Boddie
%B DL02
%D 2002
%P 285-286
%W http://doi.acm.org/10.1145/544220.544285
%X This note describes how the Greenstone digital library system uses
"plugins" to import documents and metadata in different formats, and
associate metadata with the appropriate documents. Plugins that import
documents can perform their own format conversion internally, or take
advantage of existing conversion programs. Metadata can be read from the
input documents, or from separate metadata files, or are computed from
the documents themselves. New plugins can be written for novel
situations. 

%M C.DL.02.287
%T Building FLOW: federating libraries on the web
%S Federating and harvesting metadata
%A Anna Keller Gold
%A Karen S. Baker
%A Jean-Yves LeMeur
%A Kim Baldridge
%B DL02
%D 2002
%P 287-288
%W http://doi.acm.org/10.1145/544220.544286
%X Individuals, teams, organizations, and networks can be thought of as
tiers or classes within the complex grid of technology and practice in
which research documentation is both consumed and generated. The panoply
of possible classes share with the others a common need for document
management tools and practices. The distinctive document management
tools and practices used within each represent boundaries across which
information could flow openly if technology and metadata standards were
to provide an accessible digital framework. The CERN Document Server
(CDS), implemented by a research partnership at the San Diego
Supercomputer Center (SDSC), establishes a prototype tiered repository
system for such a panoply. Research suggests modifications to enable
cross-domain information flow and is represented as a metadata grid. 

%M C.DL.02.289
%T JAFER ToolKit project: interfacing Z39.50 and XML
%S Federating and harvesting metadata
%A Antony Corfield
%A Matthew Dovey
%A Richard Mawby
%A Colin Tatham
%B DL02
%D 2002
%P 289-290
%W http://doi.acm.org/10.1145/544220.544287
%X In this paper, we describe the JAFER ToolKit project which is
developing a simplified XML based API above the Z39.50 protocol[1]. The
ToolKit allows the development of both Z39.50 based applications (both
clients and servers) without detailed knowledge of the complexities of
the protocol. 

%M C.DL.02.291
%T Schema extraction from XML collections
%S Federating and harvesting metadata
%A Boris Chidlovskii
%B DL02
%D 2002
%P 291-292
%W http://doi.acm.org/10.1145/544220.544288
%X XML Schema language has been proposed to replace Document Type
Definitions (DTDs) as schema mechanism for XML data. This language
consistently extends grammar-based constructions with constraint- and
pattern-based ones and have a higher expressive power than DTDs. As
schemas remain optional for XML, we address the problem of XML Schema
extraction. We model the XML schema as extended context-free grammars
and develop a novel extraction algorithm inspired by methods of
grammatical inference. The algorithm copes also with the schema
determinism requirement imposed by XML DTDs and XML Schema languages. 

%M C.DL.02.293
%T Mirroring an OAI archive on the I2-DSI channel
%S Federating and harvesting metadata
%A Ashwini Pande
%A Malini Kothapalli
%A Ryan Richardson
%A Edward A. Fox
%B DL02
%D 2002
%P 293-294
%W http://doi.acm.org/10.1145/544220.544289
%X The Open Archives Initiative (OAI) promotes interoperability among
digital libraries and has created a protocol for data providers to
easily export their metadata. One problem with this approach is that
some of the more popular servers quickly become heavily loaded. The
obvious solution is replication. Fortunately, the Internet-2 Distributed
Storage Infrastructure (I2-DSI) has begun to develop technology for
highly distributed transparent replication of servers. This paper
presents our solution for transparent mirroring of OAI repositories
within the I2-DSI. 

%M C.DL.02.295
%T HMM-based musical query retrieval
%S Music digital libraries
%A Jonah Shifrin
%A Bryan Pardo
%A Colin Meek
%A William Birmingham
%B DL02
%D 2002
%P 295-300
%W http://doi.acm.org/10.1145/544220.544291
%X We have created a system for music search and retrieval. A user sings
a theme from the desired piece of music. Pieces in the database are
represented as hidden Markov models (HMMs). The query is treated as an
observation sequence and a piece is judged similar to the query if its
HMM has a high likelihood of generating the query. The top pieces are
returned to the user in rank-order. This paper reports the basic
approach for the construction of the target database of themes, encoding
and transcription of user queries, and the results of initial
experimentation with a small set of sung queries. 

%M C.DL.02.301
%T A comparison of melodic database retrieval techniques using sung
queries
%S Music digital libraries
%A Ning Hu
%A Roger B. Dannenberg
%B DL02
%D 2002
%P 301-307
%W http://doi.acm.org/10.1145/544220.544292
%X Query-by-humming systems search a database of music for good matches
to a sung, hummed, or whistled melody. Errors in transcription and
variations in pitch and tempo can cause substantial mismatch between
queries and targets. Thus, algorithms for measuring melodic similarity
in query-by-humming systems should be robust. We compare several
variations of search algorithms in an effort to improve search
precision. In particular, we describe a new frame-based algorithm that
significantly outperforms note-by-note algorithms in tests using sung
queries and a database of MIDI-encoded music. 

%M C.DL.02.308
%T Enhancing access to the levy sheet music collection: reconstructing
full-text lyrics from syllables
%S Music digital libraries
%A Brian Wingenroth
%A Mark Patton
%A Tim DiLauro
%B DL02
%D 2002
%P 308-309
%W http://doi.acm.org/10.1145/544220.544293
%X The goal of the Lester S. Levy Sheet Music Collection, Phase Two
project is to develop tools, processes, and systems that facilitate
collection ingestion through automated processes that reduce, but not
necessarily eliminate human intervention[1]. One of the major components
of this project is an optical music recognition (OMR) system[2] that
extracts musical information and lyric text from the page images that
comprise each piece in a collection. It is often the case, as it is with
the Levy Collection, that lyrics embedded in music notation are written
in a syllabicated form so that each syllable lines up with the note or
notes to which it corresponds. Searching the syllabicated form of words,
however, would be counterintuitive and cumbersome for end-users. This
paper describes the evolution of a tool that, using a simple algorithm,
rebuilds complete words from lyric syllables and, in ambiguous cases,
provides feedback to the collection builder. This system will be
integrated into the workflow of the Levy Sheet Music Collection, but has
broad applicability for any project ingesting musical scores with
lyrics. 

%M C.DL.02.310
%T Evaluating automatic melody segmentation aimed at music information
retrieval
%S Music digital libraries
%A Massimo Melucci
%A Nicola Orio
%B DL02
%D 2002
%P 310-311
%W http://doi.acm.org/10.1145/544220.544294
%X In this paper we investigate the effectiveness of a melody
segmentation algorithm based on melodic feature. The segmentation
produced by experienced music scholars have been compared with the
algorithm, a random segmenter and a n-gram-based segmenter. Results
showed that the algorithm is closer to manual segmentation than the
other segmenters. 

%M C.DL.02.312
%T A methodology and system for preserving digital data
%S Preserving, securing, and assessing digital libraries
%A Raymond A. Lorie
%B DL02
%D 2002
%P 312-319
%W http://doi.acm.org/10.1145/544220.544296
%X This paper refers to a previous proposal made at the 1st Joint
Conference on Digital Libraries, on a novel approach to the problem of
the long-term archiving of digital data. It reports on ongoing work in
refining the methodology and building an initial prototype. The method
is based on the use of a Universal Virtual Computer (UVC) to specify the
process that needs to be applied to the archived data in order to make
it understandable for a future client. There is a certain amount of
information (a Convention) that must be preserved for an indefinite
time, to make sure that the client will be able to recover the
information. A first version of this Convention is given here; it
includes the architecture of the UVC. The paper also briefly mentions
our current activities in implementation and evaluation. 

%M C.DL.02.320
%T Modeling web data
%S Preserving, securing, and assessing digital libraries
%A James C. French
%B DL02
%D 2002
%P 320-321
%W http://doi.acm.org/10.1145/544220.544297
%X We have created three testbeds of web data for use in controlled
experiments in collection modeling. This short paper examines the
applicability of Ziff's and Heaps' laws as applied to web data. We find
extremely close agreement between observed vocabulary growth and Heaps'
law. We find reasonable agreement with Ziff's law for medium to low
frequency terms. Ziff's law is a poor predictor for high frequency
terms. These findings hold for all three testbeds although we restrict
ourselves to one here due to space limitations. 

%M C.DL.02.322
%T An evaluation model for a digital library services tool
%S Preserving, securing, and assessing digital libraries
%A Jim Dorward
%A Derek Reinke
%A Mimi Recker
%B DL02
%D 2002
%P 322-323
%W http://doi.acm.org/10.1145/544220.544298
%X This paper describes an evaluation model for a digital library tool,
the Instructional Architect, which enables users to discover, select,
reuse, sequence, and annotate digital library learning objects. By
documenting our rapid-prototyping, iterative, and user-centered approach
for evaluating a digital library service, we provide a model and set of
methods that other developers may wish to employ. In addition, we
provide preliminary results from our studies. 

%M C.DL.02.324
%T Why watermark?: the copyright need for an engineering solution
%S Preserving, securing, and assessing digital libraries
%A Michael Seadle
%A J. R. Deller, Jr.
%A Aparna Gurijala
%B DL02
%D 2002
%P 324-325
%W http://doi.acm.org/10.1145/544220.544299
%X An important research component in the creation of the National
Gallery of the Spoken Word (NGSW) is the development of watermarking
technologies for the audio library. In this paper we argue that audio
watermarking is a particularly desirable means of intellectual property
protection. There is evidence that the courts consider watermarks to be
a legitimate form of copyright protection. Watermarking facilitates
redress, and represents a form of copyright protection that universities
can use without being inconsistent in their mission to disseminate
knowledge. 

%M C.DL.02.326
%T Time as essence for photo browsing through personal digital libraries
%S Image and cultural digital libraries
%A Adrian Graham
%A Hector Garcia-Molina
%A Andreas Paepcke
%A Terry Winograd
%B DL02
%D 2002
%P 326-335
%W http://doi.acm.org/10.1145/544220.544301
%X We developed two photo browsers for collections with thousands of
time-stamped digital images. Modern digital cameras record photo shoot
times, and semantically related photos tend to occur in bursts. Our
browsers exploit the timing information to structure the collections and
to automatically generate meaningful summaries. The browsers differ in
how users navigate and view the structured collections. We conducted
user studies to compare the two browsers and an un-summarized image
browser. Our results show that exploiting the time dimension and
appropriately summarizing collections can lead to significant
improvements. For example, for one task category, one of our browsers
enabled a 33% improvement in speed of finding given images compared to
the commercial browser. Similarly, users were able to complete 29% more
tasks when using this same browser. 

%M C.DL.02.336
%T Toward a distributed terabyte text retrieval system in China-US
million book digital library
%S Image and cultural digital libraries
%A Bin Liu
%A Wen Gao
%A Ling Zhang
%A Tie-jun Huang
%A Xiao-ming Zhang
%A Jun Cheng
%B DL02
%D 2002
%P 336-337
%W http://doi.acm.org/10.1145/544220.544302
%X In China-US Million Book Digital Library, output of the
digitalization process is more than one terabyte of text in OEB and PDF
format. To access these data quickly and accurately, we are developing a
distributed terabyte text retrieval system. With the query cache, system
can search less data while maintaining acceptable retrieval accuracy.
From the OEB package, we get its metadata and structural information to
implement multi-scale indexing and retrieval. We are to explore some new
retrieval models and text clustering approaches in the Digital Library. 

%M C.DL.02.338
%T Enhanced perspectives for historical and cultural documentaries using
informedia technologies
%S Image and cultural digital libraries
%A Howard D. Wactlar
%A Ching-chih Chen
%B DL02
%D 2002
%P 338-339
%W http://doi.acm.org/10.1145/544220.544303
%X Speech recognition, image processing, and language understanding
technologies have successfully been applied to broadcast news corpora to
automate the extraction of metadata and make use of it in building
effective video news retrieval interfaces. This paper discusses how
these technologies can be adapted to cultural documentaries as
represented by the award-winning First Emperor of China videodisc and
multimedia CD. Through automated means, efficient interfaces into
documentary contents can be built dynamically based on user needs. Such
interfaces enable the assemblage of large video documentary libraries
from component videodisc, CD, and videotape projects, with alternate
views into the material complementing the original sequences authored by
the materials' producers. 

%M C.DL.02.340
%T Interfaces for palmtop image search
%S Image and cultural digital libraries
%A Mark Derthick
%B DL02
%D 2002
%P 340-341
%W http://doi.acm.org/10.1145/544220.544304
%X Will current technology support search for video news or
entertainment on mobile platforms? An Ipaq palmtop version of the
Informedia Digital Video Library interface has already been developed at
the Chinese University of Hong Kong. For these displays, the desktop
technique of showing a large grid of images in parallel is not feasible.
Perceptual psychology experiments suggest that time-multiplexing may be
as effective as space-multiplexing for this kind of primed recognition
task. In fact, it has been specifically suggested that image retrieval
interfaces using Rapid Serial Visual Presentation (RSVP) may perform
significantly better than parallel presentation even on a desktop
computer [2]. In our experiments, we did not find this to be true. An
important difference between previous RSVP experiments and our own is
that image search engines rank retrievals, and correct answers are more
likely to occur early in the list of results. Thus we found that
scrolling (and low RSVP presentation rates) led to better recognition of
answers that occur early, but worse for answers that occur far down the
list. This split confounded the global effects that we hypothesized, yet
in itself is an important consideration for future interface designs,
which must adapt as search technology improves. 

%M C.DL.02.342
%T The ADEPT digital library architecture
%S Digital libraries for spatial data
%A Greg Janee
%A James Frew
%B DL02
%D 2002
%P 342-350
%W http://doi.acm.org/10.1145/544220.544306
%X The Alexandria Digital Earth ProtoType (ADEPT) architecture is a
framework for building distributed digital libraries of georeferenced
information. An ADEPT system comprises one or more autonomous libraries,
each of which provides a uniform interface to one or more collections,
each of which manages metadata for one or more items. The primary
standard on which the architecture is based is the ADEPT bucket
framework, which defines uniform client-level metadata query services
that are compatible with heterogeneous underlying collections. ADEPT
functionality strikes a balance between the simplicity of Web document
delivery and the richness of Z39.50. The current ADEPT implementation
runs as servlet-based middleware and supports collections housed in
arbitrary relational databases. 

%M C.DL.02.351
%T G-Portal: a map-based digital library for distributed geospatial and
georeferenced resources
%S Digital libraries for spatial data
%A Ee-Peng Lim
%A Dion Hoe-Lian Goh
%A Zehua Liu
%A Wee-Keong Ng
%A Christopher Soo-Guan Khoo
%A Susan Ellen Higgins
%B DL02
%D 2002
%P 351-358
%W http://doi.acm.org/10.1145/544220.544307
%X As the World Wide Web evolves into an immense information network, it
is tempting to build new digital library services and expand existing
digital library services to make use of web content. In this paper, we
present the design and implementation of G-Portal, a web portal that
aims to provide digital library services over geospatial and
georeferenced content found on the World Wide Web. G-Portal adopts a
map-based user interface to visualize and manipulate the distributed
geospatial and georeferenced content. Annotation capabilities are
supported, allowing users to contribute geospatial and georeferenced
objects as well as their associated metadata. The other features
included in G-Portal's design are query support, content classification,
and content maintenance. This paper will mainly focus on the
architecture design, visualization and annotation capabilities of
G-Portal. 

%M C.DL.02.359
%T You mean I have to do what with whom: statewide museum/library DIGI
collaborative digitization projects -- the experiences of California,
Colorado & North Carolina
%S Panels
%A Nancy Allen
%A Liz Bishoff
%A Robin Chandler
%A Kevin Cherry
%B DL02
%D 2002
%P 359
%W http://doi.acm.org/10.1145/544220.544309

%M C.DL.02.360
%T Overcoming impediments to effective health and biomedical digital
libraries
%S Panels
%A William Hersh
%A Jan Velterop
%A Alexa McCray
%A Gunther Eynsenbach
%A Mark Boguski
%B DL02
%D 2002
%P 360
%W http://doi.acm.org/10.1145/544220.544310
%X Digital libraries have great promise in the health and biomedical
domains. Yet a variety of impediments exist to their more effective use.
A series of panelists from a variety of backgrounds in health and
biomedicine will explore these impediments and describe how they might
be overcome. 

%M C.DL.02.361
%T The challenges of statistical digital libraries
%S Panels
%A Cathryn Dippo
%A Patricia Cruse
%A Ann Green
%A Carol Hert
%B DL02
%D 2002
%P 361
%W http://doi.acm.org/10.1145/544220.544311
%X What are statistical digital libraries? Who uses them? For what
purpose? How do they differ from or resemble text-focused digital
libraries? What are the research issues associated with their use and
the implications for interface design?
   These are just some of the issues the panelists have been grappling
with over the last few years as government agencies and academic
libraries rush to make their holdings web-accessible to both the users
they have always served and all kinds of new users with varying
statistical and computing skills.
   The panelists represent a variety of user-oriented perspectives-some
are developers, some are intermediaries, some are users themselves.
Their primary user focus varies from university students and faculty to
government policy analysts, but the casual or first-time user must also
be served.
   The panelist will focus their remarks on the challenges of
statistical libraries on a multitude of dimensions, including technical,
social, behavioral, economic, organizational, etc. The discussion should
both inform and entice the audience to pursue some difficult and
interesting problems in digital library research. 

%M C.DL.02.362
%T Biodiversity and biocomplexity informatics: policy and implementation
science versus citizen science
%S Panels
%A P. Bryan Heidorn
%B DL02
%D 2002
%P 362-364
%W http://doi.acm.org/10.1145/544220.544312
%X Biological science is one of the top ten social trends and the
twenty-first Century has been defined as "The Age of Biology" [1]. One
of the central themes of this age is biodiversity. Biodiversity is the
richness of life. Biodiversity includes the variety of genes within one
species through the complex interconnection of all life within an
environment. One of the grand challenges of the twenty-first century is
to document and understand the world's natural heritage. The management
of the many kinds of information associated with this endeavor is
"Biodiversity Informatics." There are many efforts developing worldwide
to collect and distribute this information in digital collections. Some
of these efforts are complementary; some efforts are in conflict and are
just independent. There is a great need to integrate this information to
increase its usefulness and value. Unfortunately, this integration is
extremely difficult because of the diversity of the use and users of the
information and the diversity of the information itself. The panelists
will discuss different perspectives on the construction of global
biodiversity digital libraries from the perspective of different goals
and uses. 

%M C.DL.02.365
%T Panel on digital preservation
%S Panels
%A Joyce Ray
%A Robin Dale
%A Reagan Moore
%A Vicky Reich
%A William Underwood
%A Alexa T. McCray
%B DL02
%D 2002
%P 365-367
%W http://doi.acm.org/10.1145/544220.544313
%X Digital information in any form is at risk. Software and hardware
become obsolete, and versions and file formats change, making data
inaccessible. Data stored in even the simplest form are in danger due to
computer media degradation and obsolescence. On-line information such as
e-journals and databases are susceptible. They may become partially or
entirely unreadable, and may not be recoverable by the time the problem
is detected. Preservation strategies such as emulation (keeping alive
the software and hardware needed to access a digital object), migration
(converting the digital object to new versions and formats), and other
long-term archival methods have been proposed [1-7]. Models such as the
Open Archival Information System (OAIS) provide an architecture for
conducting digital preservation research and experimentation [8-10]. The
importance of preservation metadata has been recognized by a number of
groups and efforts to develop and deploy metadata standards are underway
[11-14].As more and more digital information is created, attention must
be paid to what information should be preserved and how it can be
preserved most economically and effectively. It is clear that for
preservation to be successful, we need to pay attention not only to the
format of digital objects, but also to the commitment we make to
providing long-term access to the information. Thus, decisions about
digital preservation will involve technical issues as well as economic,
legal, social, and organizational ones. Is it possible or feasible to
preserve all digital data automatically and in a cost effective way? How
much functionality can or must be preserved? What type of metadata will
be needed to ensure both access and preservation? What metrics do we use
to evaluate whether our methods will be successful.
   Panelists will make short presentations about work in which they have
been involved and which reflect a variety of aspects of digital
preservation. Reagan Moore will discuss the levels of abstraction that
are needed to create infrastructure independent representations for
data, information, and knowledge, and he will discuss a prototype
persistent digital archive. The persistent archive infrastructure has
been developed for use by the National Archives and Records
Administration and other Federal agencies. William Underwood will report
on lessons learned in preserving digital records created on personal
computers. The records being examined are the digital records created on
personal computers during the administration of President George Bush
(1988-1992). Vicky Reich will present work on the LOCKSS (Lots of Copies
Keep Stuff Safe) project, which is a permanent web publishing and access
system. LOCKSS software allows libraries to retain local collection
control of materials delivered through the web while preserving the
functionality of the original web based content. Robin Dale will report
on activities of the preservation program of the Research Libraries
Group (RLG). She will focus on the joint work of RLG and OCLC (Online
Computer Library Center) on preservation metadata. Following the
presentations by the four panelists, Alexa McCray will provide brief
comments and then open the discussion for audience participation. 

%M C.DL.02.368
%T NSDL: from prototype to production to transformational national
resource
%S Panels
%A William Y. Arms
%A Edward Fox
%A Jeanne Narum
%A Ellen Hoffman
%B DL02
%D 2002
%P 368
%W http://doi.acm.org/10.1145/544220.544314
%X This panel will discuss the first release of the National Science
Digital Library and plans for growing it into a very large,
comprehensive library of digital materials relevant to science
education. 

%M C.DL.02.369
%T How important is metadata?
%S Panels
%A Hector Garcia-Molina
%A Diane Hillmann
%A Carl Lagoze
%A Elizabeth Liddy
%A Stuart Weibel
%B DL02
%D 2002
%P 369
%W http://doi.acm.org/10.1145/544220.544315
%X Metadata is expensive. Information services and digital library
researchers spend considerable time, effort, and money on metadata. It
is time to ask a number of important questions: 
 * How much metadata is really necessary and for what reason? 
 * What are the right metrics for metadata; its correctness,
   appropriateness, and return on investment? 
 * Is metadata harvesting really useful for the creation of digital
   library services? 
 * Are the assumptions about the utility, or even necessity, of metadata
   a legacy of years of library science and practice? 
 * Do these assumptions make sense in the current context of massive
   computing power and automatic analysis?
Clearly there is no one "correct' answer to these questions. The panel
will provide the forum for practitioners and researchers from a number
of areas to express their views and, hopefully, provoke stimulating
discussions from the audience. 

%M C.DL.02.370
%T Planning for future digital libraries programs
%S Panels
%A Stephen M. Griffin
%B DL02
%D 2002
%P 370
%W http://doi.acm.org/10.1145/544220.544316
%X This panel will discuss alternatives for follow-on Federal program
activities to the Interagency Digital Libraries Initiative -- Phase 2
(DLI-2). The current Digital Libraries Initiative -- Phase 2 awards
receive final funding increments in FY 2003. The National Science
Foundation and other interested agencies wish to begin informal planning
for potential follow-on activities to DLI-2 at this time. As in the
past, sponsoring agencies look to the various stakeholder communities to
assist in the creation of funding programs that are responsive to
values, needs and opportunities.
   Panelists will present viewpoints as to the most important topical
elements and effective program structures in light of the continuing
rapid evolution of digital libraries technologies, computing and
communication infrastructures and dramatic increase in networked digital
content. Audience remarks will be encouraged, particularly suggestions
for enabling broad community involvement in the planning dialogue. 

%M C.DL.02.371
%T The Miguel de Cervantes Digital Library: a wide diversity of content,
media, functionality and services
%S Demonstrations
%A Alejandro Bia
%B DL02
%D 2002
%P 371
%W http://doi.acm.org/10.1145/544220.544318
%X This demo describes the philosophy behind what represents one of the
most ambitious projects of its kind in the Spanish-speaking world: The
Miguel de Cervantes Digital Library (http://cervantesvirtual.com/). It
shows the new ground being explored in terms of the wide variety of
contents, media, functionality and services it offers to a worldwide
audience. These services are meant to be used in serious research, as
teaching aids, or just for cultural amusement and enjoyment.
   We will also describe the technical underpinnings of this project
reporting also ongoing research and development activities. 

%M C.DL.02.372
%T DSpace: durable digital documents
%S Demonstrations
%A Margret Branschofsky
%A Daniel Chudnov
%B DL02
%D 2002
%P 372
%W http://doi.acm.org/10.1145/544220.544319
%X The DSpace system for long-term management of institutional scholarly
research repositories is now in use at the MIT Libraries; we will
demonstrate the system and provide more information about its design,
use at MIT, and other potential uses. 

%M C.DL.02.373
%T NanoPort: a web portal for nanoscale science and technology
%S Demonstrations
%A Michael Chau
%A Hsinchun Chen
%A Jialun Qin
%A Yilu Zhou
%A Wai-Ki Sung
%A Yongchi Chen
%A Yi Qin
%A Daniel McDonald
%A Ann Lally
%A Matthew Landon
%B DL02
%D 2002
%P 373
%W http://doi.acm.org/10.1145/544220.544320

%M C.DL.02.374
%T Variations2: a digital music library system
%S Demonstrations
%A Jon W. Dunn
%A Eric J. Isaacson
%B DL02
%D 2002
%P 374
%W http://doi.acm.org/10.1145/544220.544321
%X This demonstration will show version 1.0 of the Variations2 digital
library system developed by Indiana University. Variations2 is being
built to provide access to music in a variety of formats-sound
recordings, scanned musical scores, computer score notation files, and
video-and is designed to support research and learning in the field of
music. 

%M C.DL.02.375
%T The learning matrix: cataloging resources with rich metadata
%S Demonstrations
%A Lyndsay R. Greer
%B DL02
%D 2002
%P 375
%W http://doi.acm.org/10.1145/544220.544322
%X Effective searching of a digital library requires that the library
keep rich metadata about each of its resources. Entering complex
metadata efficiently, accurately, and consistently can be confusing and
time consuming. A demonstration of the Learning Matrix's Cataloging
Tool, a web-based solution for creating metadata while uploading
resources to the digital library, will be presented. 

%M C.DL.02.376
%T Video retrieval with multiple image search strategies
%S Demonstrations
%A Alexander G. Hauptmann
%A Michael G. Christel
%A Norman D. Papernick
%B DL02
%D 2002
%P 376
%W http://doi.acm.org/10.1145/544220.544323

%M C.DL.02.377
%T Reprocessing paper-based reference materials for the digital
environment
%S Demonstrations
%A P. Bryan Heidorn
%B DL02
%D 2002
%P 377
%W http://doi.acm.org/10.1145/544220.544324
%X One of the primary challenges for the creation of digital libraries
is to enhance the value of paper-based publications by providing digital
access to the materials. Simple full-text searching is just a first step
in this process. Better functionality may be gained by exploiting the
natural structure within text. The following paper describes the process
of digital conversion and integration of encyclopedic publications,
glossaries and thesauri. The Biological Information Browsing
(http://www.biobrowser.org) team developed text-processing tools, and an
information retrieval and visualization environment that provides
greater functionality for these traditionally paper-based publications
[1]. The process includes automatic text segmentation and structuring,
automated XML markup, structure-based indexing, automatic thesaurus
extraction for query expansion and on-line definitions. Very few other
information systems provide complete services for publishing, indexing,
XML query and retrieving documents. 

%M C.DL.02.378
%T A framework for collaborative information environments and unified
access to distributed digital content
%S Demonstrations
%A Jon Herlocker
%A Janet Webster
%A Seikyung Jung
%A Anton Dragunov
%A Tim Holt
%A Tammy Culter
%A Sally Haerer
%B DL02
%D 2002
%P 378
%W http://doi.acm.org/10.1145/544220.544325
%X In this demo, we will present two prototypes of digital information
portals developed using a new common framework: The High Performance
Computing Virtual Consultant and the Tsunami Digital Library. This
framework supports the creation of digital library portals that include
not only local data but distributed content that is not under the
control of the portal maintainers, such as remote web sites. The
framework provides a common user interface across all resources, even if
the resources are served by a remote web site. Furthermore, the
framework contains features that support effective low maintenance
operation and intelligent learning search and layout algorithms. 

%M C.DL.02.379
%T Active netlib: an active mathematical software collection for
inquiry-based computational science & engineering education
%S Demonstrations
%A Shirley Moore
%A A. J. Baker
%A Jack Dongarra
%B DL02
%D 2002
%P 379
%W http://doi.acm.org/10.1145/544220.544326
%X A core subject in the undergraduate education of application
scientists and engineers is the use of mathematical software to solve
computational problems. To make effective use of mathematical software,
application developers need a basic understanding of the underlying
numerical methods and enough knowledge to be able to choose an
appropriate solver, parameterize it correctly, and validate the computed
results. Correct results are of course required, but good computational
performance is desired as well. Most application scientists have neither
the time nor the interest to read the current literature in numerical
analysis. They solve numerical problems by relying on the methods and
programs they learned about in previous coursework. This tendency has
the unfortunate consequence that new methods with improved functionality
and/or efficiency may go unused by practicing engineers. Application
engineers need enough understanding of the underlying numerical methods
to be able to detect and diagnose problems that occur and to modify or
customize the methods if necessary.
   A large amount of mathematical software is both commercially and
freely available. However, not all the software that is available is of
high quality. It can also be difficult to locate the appropriate
software by using web search engines, since the descriptions available
for searching may be lacking or may not match the vocabulary used by the
searcher. A good solution to these problems is to have experts in the
field of numerical analysis maintain a moderated collection of high
quality software which is organized and cataloged with appropriate
metadata to enable easy searching. The Netlib mathematical software
repository is such a collection that has been contributed to and managed
by the numerical analysis community for the past fifteen years.
   Active Netlib provides an active collection of high-quality
mathematical software resources in the context of an inquiry-based
learning environment for computational science and engineering
education. The Netlib collection is being extended in a number of ways
to support the goals of this project. The NetSolve client-server system
for accessing hardware and software resources over a network provides an
active interface to the contents of Netlib. NetSolve essentially
constructs network-accessible objects with executable content from the
software packages in Netlib.
   By making the subroutines housed in Netlib available over the network
on computational servers, NetSolve enables access to up-to-date
mathematical software from a variety of client interfaces running on
users' workstations, without requiring the users to download and install
the software themselves.
   This demonstration will illustrate the following digital library
technology:

%M C.DL.02.380
%T Stanford encyclopedia of philosophy: a dynamic reference work
%S Demonstrations
%A Uri Nodelman
%A Colin Allen
%A Edward N. Zalta
%B DL02
%D 2002
%P 380
%W http://doi.acm.org/10.1145/544220.544327
%X The Recent work of the Stanford Encyclopedia of Philosophy project
http://plato.stanford.edu/ has been focused on fostering and managing
the growth of a dynamic reference work. Our particular project is to
produce an authoritative and comprehensive dynamic reference work
devoted to the academic discipline of philosophy that will be kept up to
date dynamically so as to remain useful to those in academia and the
general public.

%M C.DL.02.381
%T Selected component technologies in digital libraries
%S Demonstrations
%A Joel Plutchak
%A Joe Futrelle
%A Jeff Gaynor
%B DL02
%D 2002
%P 381
%W http://doi.acm.org/10.1145/544220.544328
%X The demonstration will illustrate digital library component
technologies joined together to provide solutions to common data mining,
parsing, and archiving problems. 

%M C.DL.02.382
%T Digital library system: capture, analysis, query, and display 3D data
%S Demonstrations
%A Jeremy Rowe
%A Anshuman Razdan
%B DL02
%D 2002
%P 382
%W http://doi.acm.org/10.1145/544220.544329
%X This paper describes development of a storage, archival, and
sketch-based query and retrieval system for 3D objects. The initial
focus has been Native American ceramic vessels, scanned and defined as a
set of three-dimensional triangulated meshes composed of points and
triangles. The process involves modeling the data with parametric
surfaces, and extracting relevant features to raise the level of
abstraction of data. The project uses a class based XML schema to
catalog and organize vessel data. A visual query process was developed
to permit users to interact with the data using sketches or by selecting
sample vessel shapes to augment text and metric search criteria to
retrieve original and modeled data, and interactive 2D and 3D models. 

%M C.DL.02.383
%T Souvenir: flexible note-taking tool to pinpoint and share media in
digital libraries
%S Demonstrations
%A Anselm Spoerri
%B DL02
%D 2002
%P 383
%W http://doi.acm.org/10.1145/544220.544330
%X Digital media audio/video can be difficult to search and share in a
personal way. Souvenir is a software system that offers users a flexible
and comprehensive way to use their handwritten or text notes to retrieve
and share specific media moments. Users can take notes on a variety of
devices, such as the paper-based CrossPad, the Palm Pilot and standard
keyboard devices. Souvenir segments handwritten notes into an effective
media index without the need for handwriting recognition. Users can use
their notes to create hyperlinks to random-access media stored in a
digital library. Souvenir also has web publishing and email capabilities
to enable anyone to access or email media moments directly from a web
page. Souvenir annotations capture information that can not be easily
inferred by automatic media indexing tools. 

%M C.DL.02.384
%T FACET: thesaurus retrieval with semantic term expansion
%S Demonstrations
%A Douglas Tudhope
%A Ceri Binding
%A Dorothee Blocks
%A Daniel Cunliffe
%B DL02
%D 2002
%P 384
%W http://doi.acm.org/10.1145/544220.544331
%X There are many advantages for Digital Libraries in indexing with
classifications or thesauri, but some current disincentive in the lack
of flexible retrieval tools that deal with compound descriptors. This
demonstration of a research prototype illustrates a matching function
for compound descriptors, or multi-concept subject headings, that does
not rely on exact matching but incorporates term expansion via thesaurus
semantic relationships to produce ranked results that take account of
missing and partially matching terms [5]. The matching function is based
on a measure of semantic closeness between terms [4].The work is part of
the EPSRC funded FACET project [2] in collaboration with the UK National
Museum of Science and Industry (NMSI) which includes the National
Railway Museum [3]. An export of NMSI's Collections Database is used as
the dataset for the research. The J. Paul Getty Trust's Art and
Architecture Thesaurus (AAT) [1] is the main thesaurus in the project.
The AAT is a widely used thesaurus (over 120,000 terms). Descriptors are
organised in 7 facets representing separate conceptual classes of terms.
   The FACET application is a multi tiered architecture accessing a SQL
Server database, with an OLE DB connection. The thesauri are stored as
relational tables in the Server's database. However, a key component of
the system is a parallel representation of the underlying semantic
network as an in-memory structure of thesaurus concepts (corresponding
to preferred terms). The structure models the hierarchical and
associative interrelationships of thesaurus concepts via weighted
poly-hierarchical links. Its primary purpose is real-time semantic
expansion of query terms, achieved by a spreading activation semantic
closeness algorithm. Queries with associated results are stored
persistently using XML format data. A Visual Basic interface combines a
thesaurus browser and an initial term search facility that takes into
account equivalence relationships. Terms are dragged to a direct
manipulation Query Builder which maintains the facet structure. 

%M C.DL.02.385
%T Visualizing the archive of a computer mediated communication process
%S Demonstrations
%A Bin Zhu
%A Hsinchun Chen
%B DL02
%D 2002
%P 385
%W http://doi.acm.org/10.1145/544220.544332
%X The archive of computer-mediated communication (CMC) process contains
knowledge shared and information about participants' behavior patterns.
However, most CMC systems focus only on organizing the content of
discussions. We propose to demo a prototype system that integrates a
social visualization technique with existing information analysis
technologies to graphically summarize both the content and behavior of a
CMC process. 

%M C.DL.02.386
%T MedTextus: an intelligent web-based medical meta-search system
%S Demonstrations
%A Bin Zhu
%A Gondy Leroy
%A Hsinchun Chen
%A Yongchi Chen
%B DL02
%D 2002
%P 386
%W http://doi.acm.org/10.1145/544220.544333
%X We propose to demonstrate a web-based prototype system that
integrates the meta-search approach with existing information analysis
and visualization technologies to facilitate concept-based searching
behavior over the medical domain. The system distinguishes itself from
other meta-search engines through two features. It incorporates the
co-occurrence analysis and existing ontology to understand user's query.
It also utilizes the self-organizing map (SOM) to categorize and
visualize search results. 

%M C.DL.02.387
%T Virtual Oregon: seamless access to distributed environmental
information
%S Demonstrations
%A Dylan Keon
%A Cherri Pancake
%A Dawn Wright
%B DL02
%D 2002
%P 387
%W http://doi.acm.org/10.1145/544220.544334
%X Virtual Oregon is a new data coordination center established at
Oregon State University (OSU) in order to: (1) archive environmental and
other place-based data on Oregon and associated areas; (2) make those
data accessible to a broad spectrum of agencies and individuals via
innovative web interfaces; (3) identify key data sets that are not yet
available and encourage their collection and dissemination; and (4)
facilitate development of statewide standards for archiving,
documenting, and disseminating data. Rather than co-locating researchers
and data in a physical center, Virtual Oregon employs a distributed
architecture that occupies multiple locations while users are presented
with the illusion of a single, centralized facility. This approach was
selected not just to maximize the impact on campus students, faculty,
and staff but also toservice broader interactions with extension agents
and other members of OSU's statewide community.
   Virtual Oregon builds on regional GIS centers and databanks in a wide
range of disciplines, providing decades of research data on topics as
varied as climate, biodiversity, land ownership, water quality,
wildfire, and agricultural production. Our proximity to agencies such as
the Oregon Climate Service, Oregon Natural Heritage Program, Oregon
Flora Project, OSU Herbarium, EPA, and Forest Service adds breadth to
data type and availability. Designed as a distributed architecture,
Virtual Oregon has four nodes, each of which serves as a center and
clearinghouse for distinct types of information and services: 

%M C.DL.02.388
%T A DL server with OAI capabilities: LOVE
%S Posters
%A Su-Shing Chen
%A Chee-Yoong Choo
%B DL02
%D 2002
%P 388
%W http://doi.acm.org/10.1145/544220.544336
%X We describe integrating OAI (Open Archives Initiative) and DL
(Digital Library) capabilities in the integrated prototype DL server:
LOVE (Learning Object Virtual Exchange). 

%M C.DL.02.389
%T Evaluating a digital video library web interface
%S Posters
%A Michael G. Christel
%A Pedro Cubilo
%A Junius Gunaratne
%A William Jerome
%A Eun-Ju O
%A Sohini Solanki
%B DL02
%D 2002
%P 389
%W http://doi.acm.org/10.1145/544220.544337

%M C.DL.02.390
%T Puget sound's MARS (media asset retrieval systems) digital library
%S Posters
%A Efthimis N. Efthimiadis
%A Jens-Erik Mai
%B DL02
%D 2002
%P 390
%W http://doi.acm.org/10.1145/544220.544338
%X The Corporation for Public Broadcasting (CPB) and public broadcasters
consider Media Asset Management (MAM) of critical importance since
without a concerted and cooperative plan to manage their vast library of
content, broadcasters are unable to reach their potential for service in
the digital age.
   The concerns for Media Asset Management, which are the Digital
Libraries for broadcasters, human and technical, are myriad. Media Asset
Management is the framework upon which many of the largest technology
projects will be built, including the future interconnection system
between and among CPB member stations. It is CPB's hope that its
licensees and their partners in university, museum, and library
communities, will work together to contribute to Media Asset Management
solutions.
   This poster will present some of the complex issues around Media
Asset Management and possible solutions to the problems as well as show
the breath of research projects in the area. The issues include
metadata, indexing, controlled vocabularies, storage and access methods,
rights management, technological infrastructure requirements, and
interoperability.
   To highlight these issues we will use as an example the Media Asset
Retrieval System (MARS) project. The goal of this project is to create a
model for representing, organizing, storing, and facilitating access to
public audio (radio) and audiovisual (television) broadcast material via
the Internet. The immediate goal for MARS is to produce a digital online
resource that will provide access to material produced by public
broadcasters in the Puget Sound Region (KUOW and KCTS). The material
will be made available to students, teachers, media, and the general
public through the King County Library System and Seattle Public Library
System. The mission of the Convergence Consortium guides the MARS
project. The Convergence Consortium is a working collaborative between
public broadcasters, public libraries, K-12 schools and the Information
School of the University of Washington that meet to assess the needs of
their constituents and propose solutions that will be developed to meet
those need.
   The MARS project is funded by a grant from the Corporation for Public
Broadcasting Television Future Fund and it falls within the context of
major decisions about Media Asset Management in public broadcasting. It
is the intent that the MARS project will produce a reference document
that will help public broadcast stations make decisions about media
asset management as it relates to audio and audiovisual access as a
community resource.
   The MARS team will analyze the current systems and their contexts and
design a digital library system for the KUOW and KCTS broadcasters that
will facilitate access to the broadcast material. The digital library
will support advanced knowledge organization techniques and search
algorithms to facilitate retrieval of the broadcast material. The MARS
project ties together some of the critical issues in Digital Libraries
and approaches these problems from a user-centered perspective. 

%M C.DL.02.391
%T Enki: open infrastructure for adaptive digital libraries
%S Posters
%A James Farrell
%A Hilary J. Holz
%B DL02
%D 2002
%P 391
%W http://doi.acm.org/10.1145/544220.544339

%M C.DL.02.392
%T Argentinean historical heritage project
%S Posters
%A Maria Feldgen
%A Osvaldo Clua
%A Fernando Boro
%A Juan Jose Santos
%B DL02
%D 2002
%P 392
%W http://doi.acm.org/10.1145/544220.544340
%X The digitalization effort of the Argentinean Heritage Project is
described from its beginning, up to its present day form, as a framework
of automatized, Web [1] operated and platform independent tools to
assist historians to build and maintain digital libraries suited to
their research needs. We show how low cost, labor intensive digital
library building is possible using standard formats and tools. 

%M C.DL.02.393
%T Content-based filtering and personalization using structured metadata
%S Posters
%A A. Mufit Ferman
%A James H. Errico
%A Peter van Beek
%A M. Ibrahim Sezan
%B DL02
%D 2002
%P 393
%W http://doi.acm.org/10.1145/544220.544341
%X Structured descriptions of multimedia content and automatically
generated user profiles are used to filter content. 

%M C.DL.02.394
%T Developing a digital library of reusable historical artifacts
%S Posters
%A Dion Hoe-Lian Goh
%A Schubert Shou-Boon Foo
%B DL02
%D 2002
%P 394
%W http://doi.acm.org/10.1145/544220.544342
%X This paper discusses the design and implementation of a digital
library of historical artifacts. A major goal of the project is to
create an architecture in which artifacts are reusable across various
digital library applications. Two such applications have been developed
and are described: a virtual exhibition system and a reference helpdesk.

%M C.DL.02.395
%T Search facilities for internet relay chat
%S Posters
%A Taher H. Haveliwala
%B DL02
%D 2002
%P 395
%W http://doi.acm.org/10.1145/544220.544343
%X The Internet encompasses a diverse array of information sources that
have been indexed for efficient search, including the Web, Usenet, and
email (both personal mail and specialized mailing lists). One
information source, publicly accessible over the Internet, yet
unarchived and unindexed, is the Internet Relay Chat (IRC) system. We
are archiving several of the more useful technical-support-oriented IRC
channels, with the goal of extracting, archiving, and indexing
information that would help satisfy users' information needs. 

%M C.DL.02.396
%T User uncertainties with tabular statistical data: identification and
resolution
%S Posters
%A Naybell Hernandez
%A Carol A. Hert
%A Kristen Armstrong
%B DL02
%D 2002
%P 396
%W http://doi.acm.org/10.1145/544220.544344
%X United States government services are becoming increasingly
Web-based, creating opportunities to make useful, even vital,
information and services more accessible to citizens than in the past.
This opportunity has challenged Federal agencies as they work to provide
information and services that are easy to use and understandable to an
extremely diverse constituency. This paper reports the findings of a
study examining the questions and uncertainties of users during
investigation of statistical tables. The questions and uncertainties are
categorized, mapped to an XML DTD for use in a table-browsing system.
Implications of the approach and results are discussed. 

%M C.DL.02.397
%T Using the internet to communicate with immigrant/refugee communities
about health
%S Posters
%A Ellen Howard
%A Christine Wilson Owens
%B DL02
%D 2002
%P 397
%W http://doi.acm.org/10.1145/544220.544345
%X Our poster describes the use of the Web for communication between
ethnic communities and their care providers. 

%M C.DL.02.398
%T Unicode for multilingual representation in digital libraries from the
indian perspective
%S Posters
%A Devika P. Madalli
%B DL02
%D 2002
%P 398
%W http://doi.acm.org/10.1145/544220.544346
%X One of the main issues in digital data sharing is tackling
multi-lingual resources. Paper presents the problems of representation
of Indian languages on Internet. It covers the efforts so far undertaken
for multilingual data representation in India. It examines the
applicability and advantages of adopting Unicode. 

%M C.DL.02.399
%T Marine realms information bank: a distributed geolibrary for the
ocean
%S Posters
%A Fausto Marincioni
%A Frances Lightsom
%B DL02
%D 2002
%P 399
%W http://doi.acm.org/10.1145/544220.544347
%X The Marine Realms Information Bank (MRIB) is a prototype web-based
distributed geolibrary that organizes, indexes, and delivers online
information about the oceanic and coastal environments. The improvement
of computer power and connectivity of the 1990s, by enabling very fast
exchange of data online, has shown that effective information management
does not automatically result from quicker connection or large
broadband. Millions of web sites have been setup to provide information
on every subject, and various information-gathering systems have been
developed to locate information online. Unfortunately, these search
engines often produce exhaustive bibliographic lists that mix
first-quality scientific knowledge with irrelevant materials. To be
really useful, information banks require not only quality control but
also classification systems that integrate and organize the information.
In 1999 the National Research Council proposed the concept of
distributed geolibraries, which are online digital libraries able to
provide a simple mechanism for searching and retrieving information in
response to topical and geographically defined needs. Distributed
geolibraries are beneficial for various reasons, the most important of
which is the authoritative role they would come to assume as subject
gateways. To be referenced through a scientific geolibrary, information
sources must meet quality standards set by the library gatekeeper.
Another important benefit of a distributed geolibrary comes from its
"distributed" attribute. Without the need to collect information in one
physical location, local curators can serve and update online
information without the requirement of maintaining consistency among
multiple copies. The MRIB prototype implements the distributed
geolibrary concept to organize, index, and deliver online information
about the oceanic and coastal environments. MRIB provides access to
information, but it is not an information repository. It incorporates
information that exists in remote sources, without modifying formats or
content. This system succeeds by building a central index that consists
of Electronic Index Cards containing metadata about the information
sources, their geographical areas, and their network locations. The
ontology of MRIB is expressed in the classification system through which
users can explore the available information. MRIB currently classifies
information with 13 types of categories (facets): Location, Geologic
Time, Features, Biota, Discipline, Scientific Method, Hot Topics,
Project Name, Agency Name, Author, Class, Format, and Audience.
Classifying information is not automatic but is performed by a
librarian, which is both the major benefit and the major operating cost
of MRIB. The significance of MRIB lies both in the utility of the
information bank and in the implementation of the distributed
geolibraries concept. Distributed information banks, such as MRIB, can
be applied widely as unifying portals for extensive or rapidly
developing information bases, for which a centralized repository would
be impractical. In addition, MRIB has a modular structure that allows a
classification system to be easily modified, to expedite the development
and testing of suitable classification systems for existing information
bases. 

%M C.DL.02.400
%T Democratic access to information in a rapidly changing society: the
case of Brazil
%S Posters
%A Cavan McCarthy
%A Murilo Bastos da Cunha
%B DL02
%D 2002
%P 400
%W http://doi.acm.org/10.1145/544220.544348
%X Identifies and characterizes the principal Brazilian digital library
initiatives, which make available materials in two areas: Science and
Research, and Literature and the Humanities. 

%M C.DL.02.401
%T Active netlib: an active mathematical software collection for
inquiry-based computational science & engineering education
%S Posters
%A Shirley Moore
%A A. J. Baker
%A Jack Dongarra
%B DL02
%D 2002
%P 401
%W http://doi.acm.org/10.1145/544220.544349
%X A core subject in the undergraduate education of application
scientists and engineers is the use of mathematical software to solve
computational problems. To make effective use of mathematical software,
application developers need a basic understanding of the underlying
numerical methods and enough knowledge to be able to choose an
appropriate solver, parameterize it correctly, and validate the computed
results. Correct results are of course required, but good computational
performance is desired as well.

%M C.DL.02.402
%T Representing pulaar digitally
%S Posters
%A Bartek Plichta
%A David Robinson
%B DL02
%D 2002
%P 402
%K West African online digital library, language digitization,
linguistics, long-term language preservation, mark-up, pulaar
%W http://doi.acm.org/10.1145/544220.544350
%X This paper outlines a methodology for digital representation and
preservation of Pulaar language data. 

%M C.DL.02.403
%T Components for constructing open archives
%S Posters
%A Joel Plutchak
%A Joe Futrelle
%A Jeff Gaynor
%B DL02
%D 2002
%P 403
%W http://doi.acm.org/10.1145/544220.544351
%X In this poster, we describe how components that implement emerging
standards have been used to produce custom solutions to metadata archive
problems. 

%M C.DL.02.404
%T Question types in digital reference: an evaluation of question
taxonomies
%S Posters
%A Jeffrey Pomerantz
%B DL02
%D 2002
%P 404
%W http://doi.acm.org/10.1145/544220.544352
%X This study evaluates four taxonomies of question types to determine
the expressiveness of each for questions received by digital reference
services. The result is a faceted classification scheme that can be used
as a basis for automating parts of the reference question answering
process. 

%M C.DL.02.405
%T Integrating expertise into the NSDL: putting a human face on the
digital library
%S Posters
%A Jeffrey Pomerantz
%A R. David Lankes
%B DL02
%D 2002
%P 405
%W http://doi.acm.org/10.1145/544220.544353
%X This paper describes work currently underway at the Information
Institute of Syracuse to build an operational digital reference system
to support the National Science, Mathematics, Engineering, and
Technology Education Digital Library (NSDL). 

%M C.DL.02.406
%T Automatic removal of advertising from web-page display
%S Posters
%A Neil C. Rowe
%A Jim Coffman
%A Yilmaz Degirmenci
%A Scott Hall
%A Shong Lee
%A Clifton Williams
%B DL02
%D 2002
%P 406
%W http://doi.acm.org/10.1145/544220.544354
%X The usefulness of the World Wide Web as a digital library of precise
and reliable information is reduced by the increasing presence of
advertising on Web pages. But no one is required to read or see
advertising, and this cognitive censorship can be automated by software.
Such filters can be useful to the U.S. government which must permit its
employees to use the Web but which is prohibited by law from endorsing
commercial products. While the task would seem at first simpler than
filtering of pornography or general firewalls, subtleties in recognizing
advertising make full success daunting.

%M C.DL.02.407
%T Structured models of scientific concepts for organizing, accessing,
and using learning materials
%S Posters
%A Terence R. Smith
%A Marcia L. Zeng
%A Olga Agapova
%A Olha Buchel
%A Michael Freeston
%A Jim Frew
%A Linda Hill
%A Laura Smart
%A Tim Tierney
%A Alex Ushakov
%B DL02
%D 2002
%P 407
%W http://doi.acm.org/10.1145/544220.544355
%X Concepts and their interrelationships are the fundamental building
blocks for representing the phenomena investigated in mathematics,
science, and engineering (MSE). The knowledge represented in learning
materials for the sciences is typically organized around term-based or
"weakly-structured" models of concepts and their interrelationships. We
introduce a "strongly-structured" model of scientific concepts that
provides the foundation for a knowledge base (KB) of concept
representations. It focuses on such attributes as the objective
representations, operational semantics, use, and interrelationships of
concepts, all of which play important roles in constructing
representations of phenomena that further understanding of MSE domains
of knowledge.
   We have developed a strongly-structured model of concepts for SME
domains in terms of a frame-based KRS with slots and attribute-value
fillers. The model, whose framework is shown in Figure 1, is implemented
as an XML schema. This schema is used as the basis for creating
domain-specific KBs containing XML records of concepts.
   The Alexandria Digital Library (ADL) Digital Earth Testbed system
(http://www.alexandria.ucsb.edu) has been extended with: (1) a KB of
scientific concepts, from the domain of physical geography, that are
represented in terms of our XML schema for concept representation; (2) a
collection of heterogeneous learning materials exemplifying the concepts
and their properties in various contexts; and (3) services that provide
a variety of views of the content of the KB and associated collection.
(Please refer to the JCDL paper "The ADEPT Digital Library Architecture"
by Janee and Frew.) This extension to ADL is being deployed in teaching
an introductory course in physical geography in Fall, 2002. 

%M C.DL.02.408
%T StandardConnection: correlating educational resources in digital
libraries to content standards
%S Posters
%A Stuart A. Sutton
%A Elizabeth D. Liddy
%A John Kendall
%B DL02
%D 2002
%P 408
%W http://doi.acm.org/10.1145/544220.544356
%X The goal of our two year NSF National Science Digital Library-funded
project is to develop Natural Language Processing technology that will
automatically produce metadata values that correlate individual
educational resources in digital libraries to content standards. The
goal is to assign this metadata to the descriptive metadata records for
resources in support of standards-based discovery and retrieval. The
project will utilize the Achieve/McREL Compendix, a comprehensive
knowledgebase of K-12 content standards derived from over 137 state,
national and international content standards documents. The test
collection of educational resources being analyzed is drawn from the
more than 400 Web-based collections represented in the Gateway to
Educational Materials catalog.
   The significance of this project in terms of the Digital Library
movement is that high-quality automatic correlation of educational
resources to content standards is essential to meet the demands for
searching and retrieving such resources based on those correlations.
This demand will increase as the national focus on greater
accountability in our K-12 institutions increases. While human
correlations of resources to content standards characterize current
practice, it is clear that the scale of the need for such correlations
calls for sophisticated means for automatic mapping. This project is
intended to provide an NLP-based solution to the problem.
   Briefly, our NLP approach in this project is to analyze language
utilizing all the levels through which humans extract
meaning-morphological, lexical, syntactic, semantic, discourse, and
pragmatic. The extent to which an individual technology includes these
levels, particularly the higher-level ones determines the capability and
sophistication of the resultant application. Having incorporated each of
these levels into our baseline NLP document-processing module, we are
extending the system's capabilities in this project to the task of
learning the linguistic features that can be relied on to indicate what
content standard an educational resource supports.
   We are applying a sublanguage analysis framework to automatically
identify clues that can be recognized in the mathematics and science
educational materials to indicate to which standards the resources
apply. Based on the discourse model, the system learns from recognizing
these linguistic clues in the training set. The system will then be able
to process new resources as they are added to the digital library and
appropriately assign to the metadata for those resources the learning
standards to which they are applicable.
   This work is a continuation of our NSF NSDL project "Breaking the
Metadata Generation Bottleneck" where we were successful in processing
text to automatically assign metadata tags for the descriptive and
subject aspects of educational resources. 

%M C.DL.02.409
%T Quantitatively evaluating the influence of online social interactions
in the community-assisted digital library
%S Posters
%A YongHong Tian
%A TieJun Huang
%A Wen Gao
%B DL02
%D 2002
%P 409
%W http://doi.acm.org/10.1145/544220.544357
%X Online social interactions are useful in information seeking from
digital libraries, but how to measure their influence on the user's
information access actions has not yet been revealed. Studies on this
problem give us interesting insights into the workings of human dynamics
in the context of information access from digital libraries. On the
basis, we wish to improve the technological supports to provide more
intelligent services in the ongoing China-America Million Books Digital
Library so that it can reach its potential in serving human needs.

%M C.DL.02.410
%T Shuhai Wenyuan interactive internet worktable: studying ancient
chinese philosophy online
%S Posters
%A Mary Tiles
%A Brian Bruya
%B DL02
%D 2002
%P 410
%W http://doi.acm.org/10.1145/544220.544358
%X There are four major digital library projects in East Asia that
publish digital versions of parts of the vast pre-modern Chinese corpus
on the World Wide Web. All of these are targeted at professional
sinologists, with no accommodation for the user who is not expertly
proficient in Chinese. As a result, anyone interested in seriously
engaging Chinese thought must either set aside a few years to learn
Classical Chinese or remain beholden to the sinologist for both
information and interpretation. At Shuhai Wenyuan, a project funded by
the National Science Foundation's Digital Libraries Initiative (Phase
II), we strive to capitalize on the advantages of digitization to allow
the non-sinologist entry into the conceptual world of ancient Chinese
thought.

%M C.DL.02.411
%T Breathing life into digital archives: use of natural language
processing to revitalize the grey literature of public health
%S Posters
%A Anne M. Turner
%A Elizabeth D. Liddy
%A Jana Bradley
%B DL02
%D 2002
%P 411
%W http://doi.acm.org/10.1145/544220.544359
%X The goal of our 2-year Robert Wood Johnson-funded project is to apply
Natural Language Processing (NLP) technology to improve access and use
of the digitalized public health "grey" literature. Much public health
information, such as meeting notes, think-tank reports, policy
statements, and data sets, is not available through traditional
commercial pathways and is considered grey or fugitive literature.
Although grey literature documents are increasingly posted in digital
archives on the Web, the unstructured and varied nature of grey
literature makes accessing useful content difficult at best.
   In an effort to help make the content of public health digital
collections more accessible to public health providers, we will use
proven NLP techniques to identify and extract key elements of digital
documents. NLP techniques can be used to identify and tag key elements
from full-text documents. Once tagged, the content of various documents
can be extracted and summarized in tables and charts for comparison and
review. The ability of NLP to recognize and represent both the explicit
and implicit content of full text documents makes it a powerful
technique for interpreting the language of text documents. Our NLP
information access system has been used in other domains to extract
individual entities and events, as well as draw relationships between
entities and events to build a content representation.
   The goal is to develop a model of public health interventions and
identify key entities and events from these digital archives. Key
elements may include type of study and population demographics as well
as more traditional bibliographic elements such as author, title and
publication date.
   NLP technology will be used to search, identify and extract key
elements based on the user's request. Key elements can be extracted
across multiple documents for summary and comparison. For example, the
user can extract key elements from annual reports about "teenage smoking
cessation programs" to compare method of intervention, demographic
population, and outcome. Such comparisons will help public health
professionals to determine how a particular intervention fits with
similar interventions reported in the grey literature. This system holds
great promise for improving access to public health information through
digital archives. 

%M C.DL.02.412
%T Building a digital collection of manuscripts from the library of the
royal palace of Spain
%S Posters
%A Soledad Velez
%A Manuel Sanchez-Quero
%A Juan Carlos Garcia
%A Alejandro Bia
%B DL02
%D 2002
%P 412
%W http://doi.acm.org/10.1145/544220.544360
%X With an aim of bringing cultural contents to cyberspace and spreading
some unknown aspects of the history of the Americas, the Miguel de
Cervantes Digital Library has embarked in a joint effort with the
Library of the Royal Palace of Spain, to develop the digital web
publication of the Manuscripts of the Americas in the Royal Collections
funds. In this joint venture, the Library of Royal Palace supplied its
invaluable contents for digitization, and the Miguel de Cervantes DL its
technology and experience as a digital publisher. The goal was to join
the ancient and the new, the most precious and carefully preserved
documents with the new electronic publishing technologies. The result
was to make freely available to a worldwide public those otherwise
unreachable treasures of the Royal Collections. 

%M C.DL.02.413
%T By the people now, for the people later: using transitory metadata to
anchor a digital archive
%S Posters
%A Anne Washington
%B DL02
%D 2002
%P 413
%W http://doi.acm.org/10.1145/544220.544361
%X The Congressional Research Service (CRS) serves Congress by providing
timely, objective and non-partisan research, analysis and information
services. The Legislative Information Office within CRS fulfills that
mandate by maintaining a digital library of legislative documents known
as the Legislative Information System.
   An ongoing challenge is designing these full text and structured
databases for both promptness and permanence. This is accomplished by
metadata and interface design. This foundation prepares for the
impending incorporation of more complex born-digital formats such as
XML, audio and video.
   Legislative Information System (LIS) clients are those who have
access to Capitol Hill intranet systems. (The public version is the
THOMAS site http://thomas.loc.gov.) LIS adds value to public domain
legislative data with advanced text retrieval tools and the benefit of a
portal site.
   The content of LIS is composed of several collections of documents.
The House of Representatives and the Senate create and update
legislative information, which is the bulk of LIS. The Government
Printing Office publishes text and PDF formats of congressional
documents, building up LIS's catalog of full-text documents. The CRS
Bill Digest section, established by law in 1935 to index and summarize
bills, adds additional metadata. In partnership with the user community,
a high degree of data quality control is actively maintained.
   The primary entry point is a database called Bill Summary and Status.
From there, links are available into the full text collections: text of
bills, committee reports and the Congressional Record. These are
large-scale collections. LIS maintains every published bill version
since 1989. This session, Congress already has introduced more than 6000
bills and important bills often have up to five versions. The search
pages have been carefully crafted to accommodate both novice and
advanced users. A number of prepared searches are built underneath the
search page interface. These gather bills on nebulous topics such as
"national security.
   LIS's primary role is as a prompt deliverer of legislative events and
documents. For instance, a senator needs a current list of all
co-sponsors on her bill. A staffer needs to read yesterday's floor
debate. Legislative events in LIS are updated regularly to accommodate
this fast-paced need for data. Searchers are able to specify narrowly
defined legislative status steps in order to track current legislation.
The LIS alert service sends out email notification when selected
legislation is updated.
   LIS data is also used retrospectively to piece together a legislative
history. A legislative history attempts to establish the intent of a
current law by compiling documents created during the legislative
process. A legislative history could include conference reports,
congressional hearings, debates and early drafts of bills. All of these
documents are available in electronic format in LIS. Each legislative
step has embedded links to LIS full-text documents, creating an
easy-to-maintain web of legislative history. In addition, a text
analysis tool has been developed which allows paragraph level comparison
of legislation. This tool allows us to closely track the evolution of
legislative language.
   Future developments of LIS involve displaying full-text documents in
XML, linking to video of congressional proceedings, and completing a
retrospective conversion of past congressional content.
   The prompt recording of current legislative events provides the key
to long-term access into our growing digital archive of legislative
documents. Our primary designated community is the congressional staff,
but the results benefit individual citizens, the courts and businesses
who are trying to interpret the rules that govern how we live. 

%M C.DL.02.414
%T Introduction to the open archives initiative protocol for metadata
harvesting
%S Tutorials
%A Hussein Suleman
%B DL02
%D 2002
%P 414
%W http://doi.acm.org/10.1145/544220.544363
%X The Open Archives Initiative Protocol for Metadata Harvesting
(OAI-PMH) [1] is a relatively new interoperability standard that is
gaining much attention from existing and new digital libraries. It is
currently advocated by many communities (including NDLTD, NCSTRL, and
NSDL) to fulfill their metadata interoperability requirements.
   This tutorial is aimed at introducing individuals to the concepts
underlying the OAI and the harvesting protocol, as well as providing
sufficient information to allow attendees to almost immediately
implement the current standard (OAI-PMH v2.0) on their own archives or
in their own communities. Attendees will be introduced to both
organizational and technical issues that need to be addressed when
building new systems or extending existing systems, either in the
capacity of being providers of data, users of data, or both. Wherever
appropriate, references will be made to best practices that have emerged
in the community of OAI implementers since the initial release of the
protocol. Attendees will also be familiarized with tools developed
within the OAI community to support the implementation of the protocol. 

%M C.DL.02.415
%T Thesauri and ontologies in digital libraries: 1. structure and use in
knowledge-based assistance to users
%S Tutorials
%A Dagobert Soergel
%B DL02
%D 2002
%P 415
%W http://doi.acm.org/10.1145/544220.544364
%X This introductory tutorial is intended for anyone concerned with
subject access to digital libraries. It provides a bridge by presenting
methods of subject access as treated in an information studies program
for those coming to digital libraries from other fields. It will
elucidate through examples the conceptual and vocabulary problems users
face when searching digital libraries. It will then show how a
well-structured thesaurus / ontology can be used as the knowledge base
for an interface that can assist users with search topic clarification
(for example through browsing well-structured hierarchies and guided
facet analysis) and with finding good search terms (through query term
mapping and query term expansion -- synonyms and hierarchic inclusion).
It will touch on cross-database and cross-language searching as natural
extensions of these functions. The workshop will cover the thesaurus
structure needed to support these functions: Concept-term relationships
for vocabulary control and synonym expansion, conceptual structure
(semantic analysis, facets, and hierarchy) for topic clarification and
hierarchic query term expansion). It will introduce a few sample
thesauri and some thesaurus-supported digital libraries and Web sites to
illustrate these principles. 

%M C.DL.02.416
%T How to build a digital library using open-source software
%S Tutorials
%A Ian H. Witten
%B DL02
%D 2002
%P 416
%K Greenstone software, digital library, open source software
%W http://doi.acm.org/10.1145/544220.544365

%M C.DL.02.417
%T Overview of digital libraries
%S Tutorials
%A Edward A. Fox
%B DL02
%D 2002
%P 417
%W http://doi.acm.org/10.1145/544220.544366
%X This tutorial will start with an overview of definitions,
foundations, scenarios, and perspectives. It will cover a variety of
issues, including search, retrieval, and resource discovery;
multimedia/hypermedia; metadata (e.g., Dublin Core); electronic
publishing; document models and representations; SGML and XML; database
approaches; agents and distributed processing; 2D and 3D interfaces and
visualizations; metrics; architectures and interoperability; educational
and social concerns; commerce and intellectual property rights, among
others. 

%M C.DL.02.418
%T Advanced overview of version 2.0 of the open archives initiative
protocol for metadata harvesting
%S Tutorials
%A Michael L. Nelson
%A Herbert Van de Sompel
%A Simeon Warner
%B DL02
%D 2002
%P 418
%W http://doi.acm.org/10.1145/544220.544367
%X This tutorial is a follow-on to "Introduction to the Open Archives
Initiative Protocol for Metadata Harvesting" (OAI-PMH), given earlier
the same day. It is appropriate for those who have completed the earlier
tutorial or are already familiar with OAI-PMH. The tutorial will begin
by highlighting the differences between versions 1.1 and 2.0 of the
OAI-PMH, and then discuss possible migration strategies for 1.1
harvesters and repositories. Advanced topics and deployment scenarios
will also be discussed, including: flow control, load balancing, error
recovery, hierarchical harvesting, sets and alternate metadata formats. 

%M C.DL.02.419
%T Thesauri and ontologies in digital libraries: 2. design, evaluation,
and development
%S Tutorials
%A Dagobert Soergel
%B DL02
%D 2002
%P 419
%W http://doi.acm.org/10.1145/544220.544368
%X This tutorial is intended for people who have a basic familiarity
with the function and structure of thesauri and ontologies. It will
introduce criteria for the design and evaluation of thesauri and
ontologies and then deal with methods and tools for their development:
Locating sources; collecting concepts, terms. and relationships to reuse
existing knowledge; developing and refining thesaurus/ontology
structure; software and database structure for the development and
maintenance of thesauri and ontologies; collaborative development of
thesauri and ontologies; developing crosswalks / mappings between
thesauri/ontologies. In summing up, the tutorial will address the
question of the amount of resources needed to develop and maintain a
thesaurus or ontology. 

%M C.DL.02.420
%T Hands-on workshop: build your own digital library collections
%S Tutorials
%A Ian H. Witten
%A David Bainbridge
%B DL02
%D 2002
%P 420
%W http://doi.acm.org/10.1145/544220.544369

%M C.DL.02.421
%T Bioinformatics and digital libraries
%S Tutorials
%A William Hersh
%A Christopher Dubay
%B DL02
%D 2002
%P 421
%W http://doi.acm.org/10.1145/544220.544370
%X The goal of this tutorial is to provide a basic introduction to
bioinformatics and electronic biological data resources for the digital
library community. 

%M C.DL.02.422
%T Document search interface design for large-scale collections and
intelligent access
%S Workshops
%A Javed Mostafa
%B DL02
%D 2002
%P 422
%K agents, distributed collections, intelligent access, interface,
retrieval, search 
%W http://doi.acm.org/10.1145/544220.544372
%X As the universe of documents has enlarged from those available via
the online catalog to a larger cluster of databases and web-accessible
resources, interfaces are being created that can search multiple
document collections simultaneously. Also, searching for document
surrogates is losing favor as more documents are digitized and
distributed in full-text form. Availability of full-text makes it
possible for document components such as tables, illustrations,
citations, and references -- components that traditionally remained
outside the scope of document searching -- to be considered and
exploited by search interface designers. Additionally, due to the
popularity of web-hyperlinking people are beginning to expect linking of
documents across different collections based on common semantic or
non-semantic attributes. Increased research activity on artificial
intelligence techniques for document access is leading to more
fundamental changes in document searching. It is now possible to
delegate 100% of the search effort to online search agents. Agents have
been also created for performing tasks such as selecting appropriate
collections, refining queries, and sorting results to assist with
searches conducted in distributed environments. The broad scope of the
workshop is on the impact of above technological changes on search
interface design. 

%M C.DL.02.423
%T Developing digital libraries education and training programs
%S Workshops
%A Javed Mostafa
%A Kris Brancolini
%B DL02
%D 2002
%P 423
%W http://doi.acm.org/10.1145/544220.544373
%X Gaining education and training in the field of Digital Libraries is a
difficult prospect. Relevant courses and experiences are usually
scattered among different programs and institutions. Often, course
content does not include the necessary mix of the theoretical and
practical treatment. The workshop is aimed at developers, researchers,
educators, and administrators interested in educational programs for
training next generation of digital library professionals -- both
information technologists and librarians. 

%M C.DL.02.424
%T Usability for digital libraries
%S Workshops
%A Ann Blandford
%A George Buchanan
%B DL02
%D 2002
%P 424
%W http://doi.acm.org/10.1145/544220.544374
%X As digital libraries are becoming increasingly available to, and used
by, diverse user communities who do not have background or training in
information sciences, the need to ensure that such libraries are usable
and useful is becoming increasingly urgent. Usability issues can be
tackled from various directions -- technical, cognitive, social,
design-oriented -- and it is important to bring these different
perspectives together, to share views, experiences and insights. 

%M C.DL.02.425
%T Visual interfaces to digital libraries
%S Workshops
%A Katy Borner
%A Chaomei Chen
%B DL02
%D 2002
%P 425
%W http://doi.acm.org/10.1145/544220.544375
%X Today's digital libraries (DLs) are content rich, multimedia,
multilingual collections that are distributed and accessed worldwide.
Designing useful interfaces to access, understand, and manage this
knowledge has become an active and challenging field of study. Visual
interfaces to DLs aim to shift the user's mental load from slow reading
to faster perceptual processes such as visual pattern recognition. They
draw on progress in the new field of Information Visualization.
   The workshop in 2002 continues the theme started at JCDL 2001. In
addition, the growth of the field warrants new perspectives on some of
the issues we have addressed last year. 

%M C.DL.02.426
%T Workshop on the creation of standardized test collections, tasks and
metrics for music information retrieval (MIR) and music digital library
(MDL) evaluation
%S Workshops
%A J. Stephen Downie
%B DL02
%D 2002
%P 426
%W http://doi.acm.org/10.1145/544220.544376
%X This workshop is designed to engage the participation of all those
interested in MIR and MDL research and evaluation. Interested parties
have been encouraged to submit formal "White Papers" outlining their
individual perspectives on what needs to be done to create meaningful
MIR and MDL test collections, retrieval tasks and evaluation metrics.
Interested parties include musicologists, music theorists,
audio-retrieval experts, symbolic-retrieval experts, librarians,
lawyers, and business representatives. The compilation of these
perspectives and the discussion that follows at the workshop are
intended to form the bedrock upon which a solid foundation of future
research can be built. 

%M C.DL.02.427
%T Digital gazetteers: integration into distributed digital library
services
%S Workshops
%A Linda L. Hill
%A Gail Hodge
%A David Smith
%B DL02
%D 2002
%P 427
%W http://doi.acm.org/10.1145/544220.544377
%X This NKOS workshop for JCDL (the 5th in the series:
http://nkos.slis.kent.edu/) will focus on work-in-progress on gazetteer
services and gazetteer-related projects in connection with distributed
digital library services. It builds on the Digital Gazetteer Information
Exchange (DGIE) workshop funded by the NSF in October 1999.Digital
gazetteers are specialized KOS that map placenames and types of places
to map-based locations and thus integrate word-based georeferencing to
map-based georeferencing. The format consists of invited and selected
presentations and discussion sessions, with the goal of developing
collaborations for future research and development.
   Participants may provide handouts describing their own gazetteer and
other NKOS related projects and will be given the opportunity to
introduce their work and their interests briefly. 

%M C.DL.02.428
%T Text retrieval conference (TREC) genomics pre-track workshop
%S Workshops
%A William Hersh
%B DL02
%D 2002
%P 428
%W http://doi.acm.org/10.1145/544220.544378
%X The goal of this workshop is to allow individuals interested in the
Text Retrieval Conference (TREC, trec.nist.gov) Genomics Pre-Track to
come together to discuss common goals and interests for the pre-track.
The workshop will be designed to generate a plan for developing a common
set of tasks, databases, and evaluation measures for the pre-track. The
morning will be devoted to presentations by attendees, with the topics
to be covered determined by selection by the program committee. The
afternoon will be geared towards developing a plan for the pre-track,
with the structure based on the number of attendees (i.e., if attendance
is large, we will break into small groups).

fpack:!@#$%^&*(): CHI95-2c.BA
%T The CHI Tutorial Program: Just What is the "Common Ground"?
%S Special Interest Groups (SIGs)
%A Mark Altom
%A Marian G. Williams
%B CHI95
%M C.CHI.95.2.330
%D 1995
%V 2
%P 330
%K SIGCHI, Tutorials, Common ground
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/ma_bdy.htm
%X The formal feedback that is traditionally available to the
tutorial program planning committee comes from survey
questionnaires filled out by tutorial attendees at prior
conferences.  The surveys are extremely valuable for
helping the tutorial committee decide whether individual
tutorials meet the needs of attendees.  However, the theme
of CHI'96, "Common Ground," suggests that we can do
more to shape the content and evolution of the CHI tutorial
program.
   At this SIG, we hope to gather opinions and experiences
that will help us look at the tutorial program as a whole. 
This is not the place to compliment or zing an individual
tutorial.  Rather, it is a place to help shape the future of the
CHI tutorial program.
   Although we are the co-chairs for the CHI'96 tutorial
program, we want to make it clear that this SIG is not a
CHI'96 planning meeting.  Rather, we hope it will be the
beginning of an on-going discussion about what the CHI
tutorial program should be.

%T Contextual Techniques: Handling the Organization
%S Special Interest Groups (SIGs)
%A Karen Holtzblatt
%A Hugh Beyer
%B CHI95
%M C.CHI.95.2.331
%D 1995
%V 2
%P 331
%K Design process, Contextual inquiry, Customer-centered
design, Ethnography, Usability, Team design, Domain
analysis
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/hrb2_bdy.htm
%X Contextual techniques, which ensure good system design
by taking the designer out into the users' world, are
revolutionizing the way organizations approach design. 
But since the techniques are still new and unfamiliar,
practitioners still wrestle with the problem of marrying this
new way of working to traditional development.  This SIG
gives practitioners the chance to hear others tell how they
successfully overcame this challenge, to share their
experience, and to get help and perspective on the specific
problems they face.  The SIG will interest practitioners and
researchers concerned with gathering and using of field
data in design, whether they do this now or would like to
do it in the future.

%T Visual Interaction Design Special Interest Area Annual Meeting
%S Special Interest Groups (SIGs)
%A Loretta Staples
%A Suzanne Watzman
%B CHI95
%M C.CHI.95.2.332
%D 1995
%V 2
%P 332
%K Design, Graphic design, Visual design, Interaction design,
Product design, Industrial design, Information design,
Special interest group, Special interest area
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/ls2bdy.htm
%X This fifth annual gathering will provide an informal
opportunity for visual communicators at CHI to meet and
share ideas and work.  In the past, attendees have included
practitioners in graphic and
industrial design, design educators and students, and
those interested in the visual design of interactive digital
environments.
   Most of the meeting will be devoted to informal
presentations by attendees who will be invited (through a
VISUAL-L announcement) to bring design work to share. 
These may include demonstrations of recent work or
works-in-progress, student presentations, and experimental
pieces.  A high-end Macintosh and PC will be available.
   A portion of the meeting will be reserved to discuss a
proposed project for CHI'96 -- a functional "design studio"
to be located within the Interactive Experience area of the
conference.  The studio would be "staffed" with volunteers
for the duration of the conference to offer design feedback
to conference attendees and to serve as a living illustration
of the visual design process from the standpoint of design
development, iteration, and critique.
   Preliminary discussion about this project has already taken
place in San Francisco among a small group of Bay Area
CHI members.  Further planning on proceeding with this
particular proposal will take place at this meeting.

%T Current Issues in Assessing and Improving Documentation Usability
%S Special Interest Groups (SIGs)
%A Stephanie Rosenbaum
%A Judith Ramey
%B CHI95
%M C.CHI.95.2.333
%D 1995
%V 2
%P 333
%K Documentation, Documentation usability, Information
development, Documentation standards, Usability testing,
Product development
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/srm_bdy.htm
%X User documentation, whether in print or "built in" to the
online user interface, is now a vital element of successful
computer products.  Managers and developers recognize
that the common model of documentation as remediation
for deficient design must not persist, but they often don't
know how to build documentation usability into an
ongoing product-development effort.
   Therefore, this meeting is a forum on human factors in
computer documentation.  With the growth of online user
support and the increasing integration of documentation
with the user interface, this SIG provides CHI'95 attendees
a specific opportunity to discuss recent developments in
documentation usability.  Topics include:
 * Addressing documentation usability early in the
   product design process
 * Qualitative and quantitative methods for collecting
   documentation usability data
 * Roles and relationships among documentation
   specialists, user-interface designers, and software
   developers
 * Schedule and budget issues relating to
   documentation usability
The structure of the SIG is informal discussion, moderated
by the session leaders.  If attendees have additional issues
or concerns related to documentation usability, we
welcome them.
   The first five minutes of the session will be used to create
and prioritize a list of specific topics for discussion.  We will
audiotape the session and make either copies of the tape or
meeting notes (depending on volunteers) available to the
SIG participants after the conference.

%T The Garnet and Amulet User Interface Development Environments
%S Special Interest Groups (SIGs)
%A Brad A. Myers
%B CHI95
%M C.CHI.95.2.334
%D 1995
%V 2
%P 334
%K User interface management systems, User interface
development environments, Toolkits, Interface builders,
Demonstrational interfaces, Lisp, C++
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/bmy_bdy.htm

%T Ergonomic Standards for Software: Economic and Design Implications
%S Special Interest Groups (SIGs)
%A Patricia A. Billingsley
%B CHI95
%M C.CHI.95.2.335 missing
%D 1995
%V 2
%P 335
%K Software user interface standards, Software
ergonomics, European Union, ISO 9241
%* (c) Copyright 1995 Association for Computing Machinery
%X In response to a 1990 European health and safety directive,
the member nations of the European Union (EU) have
begun to adopt minimum ergonomic standards for
computer hardware and software used in office
environments.  Most EU countries have chosen to base
their national ergonomic standards on the 17-part ISO
9241 standard, Ergonomic Requirements for Office Work
with VDTs.  However, since most of the software-related
parts of the ISO 9241 standard are still incomplete,
countries cannot yet formally reference the ISO software
material in their national regulations.
   In this session, we will discuss the different strategies EU
nations have adopted to fill this gap, and their impact on
the design, development, and marketing of software for
European customers.  The session will also address the
impact of the European initiative on national and
international ergonomic standards committees as they
continue their efforts to develop reasonable and meaningful
standards for software user interfaces.  The final half-hour
of the session will be set aside for an open discussion with
the audience.

%T Usability Management Maturity, Part 1: Self-Assessment -- How Do You Stack
Up?
%S Special Interest Groups (SIGs)
%A George A. Flanagan
%A Thyra L. Rauch
%B CHI95
%M C.CHI.95.2.336
%D 1995
%V 2
%P 336
%K Usability, Software, Human factors, Organization, Process
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/trh1_bdy.htm
%X This SIG is a follow-up to the "Issues in Human Factors
Organization and Practices" SIG held at CHI'94. During
that session, many people expressed interest in the
assessment methodology used to evaluate the maturity of
usability management in organizations.  The intent of this
SIG is to provide a forum for participants to assess their
own organizations using structured evaluation methods
similar to those that the SIG leader previously used in 53
organizational assessments.  Participants in this SIG may
also want to attend the follow-up SIG, "Usability
Management Maturity -- Part 2, Usability Techniques: What
can you do?" which explores techniques available for
dealing with any weaknesses identified in the
self-assessment.

%T Getting Respect: Beyond Lip-Service to HCI Contributions
%S Special Interest Groups (SIGs)
%A Harold H. Miller-Jacobs
%B CHI95
%M C.CHI.95.2.337
%D 1995
%V 2
%P 337
%K HCI contributions,
Organizational effectiveness,
HCI tools & techniques
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/als_bdy.htm
%X Do you have to fight to get funding for your HCIactivities? 
Does your organization pay lip-service to usability?  This
SIG will help identify tools and techniques that have been
successfully used in getting smaller organizations to
recognize the need and value of HCI studies and in
particular usability evaluations.

%T Usability Management Maturity, Part 2: Usability Techniques -- What Can You
Do?
%S Special Interest Groups (SIGs)
%A Thyra L. Rauch
%A George A. Flanagan
%B CHI95
%M C.CHI.95.2.338
%D 1995
%V 2
%P 338
%K Usability, Software, Human factors, Methodologies,
Activities
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/trh2_bdy.htm
%X This session is a follow-up to both the Special Interest
Group (SIG) "Usability Management Maturity, Part 1, Self
Assessment: How do you stack up?" held earlier today (an
opportunity to self-assess the maturity of your
organization's usability activities), and to the "Issues in
Human Factors Organization and Practices" SIG held at
CHI'94, at which interest was expressed in discussing
ways to ascend the usability maturity scale.  If you are from
an organization with informal or no usability teams, then
this is an opportunity to explore and discuss various tools
and techniques (e.g. prototyping and user selection).

%T SIGKID: Multimedia and Children
%S Special Interest Groups (SIGs)
%A Lynn Rosener
%A Debra Lieberman
%B CHI95
%M C.CHI.95.2.339 missing
%D 1995
%V 2
%P 339
%K Children, Education, Entertainment,
Interface design, Learning, Multimedia,
Research, Usability testing
%* (c) Copyright 1995 Association for Computing Machinery
%X This SIG will focus on the design of interactive
multimedia for children and teens.  Its purpose
is to establish a community of researchers,
educators, and multimedia practitioners who
want to exchange information about the goals,
interface, curriculum, content, format, and
evaluation of entertainment and educational
multimedia for young people.  At the first
meeting, participants will have the opportunity
to explore basic issues and share practical ideas
about the design and development of children's
interactive products.
   The children's software and video game market
is exploding.  What are the ingredients of a
successful children's product?  A great deal of
information can be found in the research
literature and in educators' and practitioners'
heads about children's special needs, interests,
and abilities when it comes to interactive
software, yet there is no easy way to find that
information and integrate it into new products. 
A SIG focusing on multimedia and children
would provide a forum for discussing recent
developments and sharing resources.
   SIG participants will raise and define the issues,
which may include:
 * Information needs.  What should we know
   about children in order to design engaging
   and effective children's multimedia?
 * Design issues.  What is unique about
   designing multimedia for children?  How do
   children differ from adults in their use and
   understanding of interactive media?
 * Usability testing.  What are some techniques
   to use when testing software with children
   and teens?
 * Access to research results.  How can we
   develop products that draw on the latest
   findings in the research literature?
 * Access to each other.  How can we stay in
   touch throughout the year?

%T Subjective Usability Feedback from the Field over a Network
%S Special Interest Groups (SIGs)
%A Bruce Elgin
%B CHI95
%M C.CHI.95.2.340
%D 1995
%V 2
%P 340
%K Usability, Remote evaluation, Network, User feedback,
User motivation, Subjective feedback
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/be_bdy.htm
%X How can good continuous feedback about the
effectiveness of a computer-human interface be obtained
from distributed users?
   What kinds of useful subjective usability feedback can be
obtained over a network?
What approaches and techniques can be used to:
 * secure the willingness and confidence of users to
   communicate usability problems and concerns,
 * assist them in recognizing useful feedback,
 * assist them in communicating feedback with
   minimum effort?

%T Computer Systems Technical Group (CSTG) Meeting of the Human Factors and
Ergonomics Society (HFES)
%S Special Interest Groups (SIGs)
%A Martha E. Crosby
%B CHI95
%M C.CHI.95.2.341
%D 1995
%V 2
%P 341
%K Human aspects of interactive computer systems
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/mcy_bdy.htm
%X This special interest group is one of the two yearly
meetings of the Computer Systems Technical Group of the
Human Factors and Ergonomics Society.

%T Using Speech and Audio in the Interface
%S Special Interest Groups (SIGs)
%A Stephanie Everett
%A Bill Gaver
%B CHI95
%M C.CHI.95.2.342
%D 1995
%V 2
%P 342
%K Auditory interfaces, Speech interfaces, Multimodal
interfaces, Sound, Acoustic displays, Sonification, Auditory
perception
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/se_bdy.htm
%X A workshop entitled The Future of Speech and Audio in
the Interface [1] was held at CHI'94 with the goal of further
defining the emerging area of sound in user interfaces and
applications, and exploring applications, research areas,
and interaction techniques that use audio in the interface. 
The focus of the workshop was on the "CHI perspective"
of using speech and sound to exploit the audio channel for
the user's benefit.  This SIG is designed as a follow-on to
that workshop; the focus of the workshop will provide the
focus for this session as well.

%T Participatory Design Practices: A Special Interest Group
%S Special Interest Groups (SIGs)
%A Elizabeth B.-N. Sanders
%A Elizabeth H. Nutter
%B CHI95
%M C.CHI.95.2.343 missing
%D 1995
%V 2
%P 343
%K Participatory design, Participation, User-centered design,
Usefulness research, Exploratory research, Participatory
analysis
%* (c) Copyright 1995 Association for Computing Machinery
%X This special interest group will focus on participatory
design and its methods, tools, and practices.
   The key idea in participatory design is that users and other
stakeholders become direct participants in the design and
development of systems, products, and spaces.  This
approach is different from more traditional design
development approaches that employ users as respondents
who react to and/or validate previously constructed
concepts, ideas, models, and/or prototypes.
   GOALS:
 * To provide a forum for people with experience in
   participatory design to share methods, ideas, and
   experiences.
 * To provide an opportunity for people with an interest in,
   or curiosity about, participatory design to learn more
   about the field from the people who are currently
   practicing it.
 * To establish a network of participatory design
   practitioners who are willing to share what they have
   learned in practice in an ongoing manner.

%T Usability Lab Tools
%S Special Interest Groups (SIGs)
%A Paul Weiler
%A Bob Hendrich
%A Monty Hammontree
%B CHI95
%M C.CHI.95.2.344
%D 1995
%V 2
%P 344
%K Usability, Tools, Data collection, Laboratory, Testing,
Logging, Video, Analysis
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/sigs/pwr_bdy.htm
%X This Special Interest Group (SIG) will be an update to
panels and SIGs from previous conferences including CHI
and the Usability Professionals Association.  The intent of
the SIG is to provide a forum for the exchange of new ideas
and technologies in the area of usability laboratory tools. 
Experts in the area will meet to discuss and demonstrate
recent developments in tools and talk about future plans. 
Topics for discussion include event logging, observation
logging, video tape analysis, digital video, highlight tape
production, remote usability testing, and other new
techniques/technologies.  Anyone involved or interested in
usability testing is invited to attend.

%T Introduction & Overview of Human-Computer Interaction
%S Tutorials
%A Keith A. Butler
%A Robert J. K. Jacob
%A Bonnie E. John
%B CHI95
%M C.CHI.95.2.345
%D 1995
%V 2
%N 1
%P 345-346
%K Human-computer interaction, Usability engineering, Human
performance engineering, Cognitive modeling, Analysis
methods, Interaction styles, Interaction hardware, User
interface software, User interface management systems
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/kb_bdy.htm
%X The objective of this special introductory seminar is to
provide newcomers to Human-Computer Interaction (HCI)
with an introduction and overview of the field.  The material
will begin with a brief history of the field, followed by
presentation and discussion of how good application
development methods pull on the interdisciplinary
technologies of HCI.  The topics will include the
psychology of human-computer interaction,
psychologically-based design methods and tools, user
interface media and tools, and introduction to user
interface architecture.

%T Interactive Learning Environments: Where They've Come From & Where They're
Going
%S Tutorials
%A Elliot Soloway
%A Kate Bielaczyc
%B CHI95
%M C.CHI.95.2.347
%D 1995
%V 2
%N 2
%P 347-348
%K Education & computers, Interactive learning
environments, Intelligent tutoring systems,
Constructionism
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/es_bdy.htm
%X A historical survey of the various teaching and training
technologies will be given.  The architectures of computer-assisted
instruction (CAI) systems, simulations, intelligent
tutoring systems (ITS), microworlds, and interactive
learning environments (ILE) will be described.  In addition,
the types of learning outcomes that can be expected from
the various technologies will also be summarized.  Emphasis
will be placed on how the 90's computing infrastructure
(e.g., high-MIP/GIP computation, high-bandwidth
networks) will impact teaching and training, e.g., what is
the role of multimedia, computer-aided design systems,
ubiquitous access to information, the home information
appliance, in learning?  What will the impact be as we
transition from User-Centered Design to Learner-Centered
Design?  Case studies from real instructional systems will
be used to illustrate the main points in the tutorial.

%T Methods of Cognitive Analysis for HCI
%S Tutorials
%A Douglas J. Gillan
%A Nancy J. Cooke
%B CHI95
%M C.CHI.95.2.349
%D 1995
%V 2
%N 3
%P 349-350
%K Cognition, Cognitive task analysis, Design, User testing
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/dg2_bdy.htm
%X This tutorial teaches participants about methods used to
measure cognitive content, structure, and processes in an
active hands-on manner, and how to apply those methods
to HCI.  The structure of the tutorial centers around the
phases of a design process; the areas of cognition
addressed are perception, memory, language, and thinking. 
For the initial analytical phase of design, the tutorial
describes methods for measuring visual search, the
structure of semantic memory, and process tracing. 
Methods for measuring readability and comprehension, as
well as memory recall and recognition are applied to data
from the second phase -- design and diagnostic testing. 
For the third phase -- system testing, the discussion
focuses on scaling methods and statistical techniques.

%T Enabling Technology for Users with Special Needs
%S Tutorials
%A Alan Edwards
%A Alistair D. N. Edwards
%A Elizabeth D. Mynatt
%B CHI95
%M C.CHI.95.2.351
%D 1995
%V 2
%N 4
%P 351-352
%K Disability, Human-computer interaction, Rehabilitation
engineering, Users with special needs
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/edm1bdy.htm
%X The field of human-computer interface design profits from
understanding potential users and exploring difficult
design problems.  Addressing the design of enabling
technology for users with special needs offers both those
advantages.  Adapting computer interfaces for access and
use by people with various physical and cognitive
impairments exposes many basic human-computer interface
design issues.  Likewise, these efforts will result in
computer interfaces which are more attractive and usable
by all.

%T Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem
Solving
%S Tutorials
%A Thomas T. Hewett
%B CHI95
%M C.CHI.95.2.353
%D 1995
%V 2
%N 5
%P 353-354
%K Memory, Problem solving, Design, Models of the user
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/th_bdy.htm
%X This tutorial provides a "hands-on" (actually, "minds-on")
exploration of several basic processes and phenomena of
human memory, and problem solving.  The emphasis is on
developing both intuitive and formal knowledge which can
serve as background knowledge useful in making educated
design judgments when design guidelines fail, conflict, or
are nonexistent.  The demonstrations used emphasize
phenomena with which any theory of memory or problem
solving must deal.  In addition, the tutorial suggests some
of the general implications of these phenomena for
designing interactive computing systems.

%T Groupware and Workflow: A Survey of Systems and Behavioral Issues
%S Tutorials
%A Steven Poltrock
%A Jonathan Grudin
%B CHI95
%M C.CHI.95.2.355
%D 1995
%V 2
%N 6
%P 355-356
%K Groupware, Workflow, Computer-supported cooperative
work, Computer-mediated communication, Collaborative
work, Electronic mail, Computer-supported meetings,
Desktop conferencing, Video conferencing, Coordination,
Organizational design
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/sep_bdy.htm
%X This course describes the origin and composition of
groupware and workflow management, and discusses
significant behavioral and social (as contrasted with
technical) challenges to successful development.  Recent
research prototypes and commercial products are covered,
focusing on advances in supporting communication,
cooperation, and coordination (primarily through workflow
management).  Finally, we describe several approaches to
addressing the behavioral and social obstacles.  Video
illustrations of systems and issues are used throughout the
tutorial.

%T Managing the Design of the User Interface
%S Tutorials
%A Deborah J. Mayhew
%B CHI95
%M C.CHI.95.2.357
%D 1995
%V 2
%N 7
%P 357-358
%K System design, Implementation and use, Analysis methods,
Managing human factors in system development, Cost-benefit
analysis, Organization of human factors
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/dmw_bdy.htm
%X The purpose of this tutorial is to provide an overview of
practical methods and techniques for managing the
process of designing good user interfaces.  The tutorial is
organized around a typical, modern project life cycle, and
presents human factors methods which can be applied at
different points in the development process.  Methods and
techniques presented include not only information
gathering, design and evaluation techniques, but also
organizational and managerial strategies.

%T Contextual Inquiry: Grounding Your Design in Users' Work
%S Tutorials
%A Anne Smith Duncan
%A Minette A. Beabes
%B CHI95
%M C.CHI.95.2.359
%D 1995
%V 2
%N 8
%P 359-360
%K Contextual inquiry, Participatory design, Ethnographic
methods, Qualitative research, Requirements, System
design
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/asd_bdy.htm
%X Contextual Inquiry [4] is a synthesis of ethnographic, field
research, and participatory design [8] methods that provide
designers with grounded and detailed knowledge of user
work as a basis for their design.  The tutorial provides an
understanding of the fundamental principles behind
Contextual Inquiry and practical experiences with methods
for data gathering and data analysis.

%T Introduction to Object-Oriented Design: A Minimalist Approach
%S Tutorials
%A Mary Beth Rosson
%A John M. Carroll
%B CHI95
%M C.CHI.95.2.361
%D 1995
%V 2
%N 9
%P 361-362
%K Object-oriented design, Object-oriented programming,
Scenario-based design
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/mbr2body.htm
%X The tutorial takes a minimalist approach to introducing
object-oriented design (OOD): Students begin working on
design projects immediately, creating object models of user
task scenarios, and elaborating these models throughout
the day to develop a complete design.  The students learn
methods of responsibility-driven design, as well as how to
generalize from a single problem to support class and
framework reuse.

%T Global User Interface Design
%S Tutorials
%A Tony Fernandes
%B CHI95
%M C.CHI.95.2.363
%D 1995
%V 2
%N 10
%P 363-364
%K International, User interface design, Diversity, Culture
%K Internationalization, Globalization, Software Localization
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/tf_bdy.htm
%X Computer software products have become a world-wide
commodity.  Yet little thought is given to how products that
are shipped internationally should be designed to maintain
a high level of usability.  This tutorial looks at how this
issue should be addressed in the user interface through
interaction design, visual design, and through an
understanding of the world's cultural differences.

%T An Introduction to the Internet and the World Wide Web
%S Tutorials
%A Bill Hefley
%A John "Scooter" Morris
%B CHI95
%M C.CHI.95.2.365
%D 1995
%V 2
%N 11
%P 365-366
%K Internet, World Wide Web (WWW), Interactive systems
design, HCI resources, Hypermedia
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/wh_bdy.htm
%X The Internet has become an important aspect of the
profession of Human-Computer Interaction (HCI), both as
part of the design landscape, and as an important resource
for information related to HCI and related fields and
technologies.  This tutorial will present an introduction to
the technology and history which has led to the current
Internet, discuss some of the services and tools which are
commonly used to access the Internet, and provide some
guidance and experience on how to begin searching the
Internet for information.  In addition, a specific technology
which is rapidly becoming one of the central mechanisms
for providing information on the Internet, the World Wide
Web, will be presented and explored in detail.

%T Tools and Trade-Offs: Making Wise Choices for User-Centered Design
%S Tutorials
%A Stephanie Rosenbaum
%A Judith Ramey
%A Judee Humburg
%A Anne Seeley
%B CHI95
%M C.CHI.95.2.367
%D 1995
%V 2
%N 12
%P 367-368
%K User-centered design, Design methodologies, Product life
cycle, Product development cycle, User data collection,
Customer data collection, Usability, Documentation
usability, Documentation design, Functional specifications
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/slr_bdy.htm
%X How can we choose among customer data collection
methods when limited staff and financial resources must be
spread across the whole development cycle?  This tutorial
helps participants understand the tradeoffs, so they can
make effective choices among methods at different points
during product design and development.  It focuses on
early user-centered intervention to gain cost-effective,
reusable end-user information.

%T Practical Usability Evaluation
%S Tutorials
%A Gary Perlman
%B CHI95
%M C.CHI.95.2.369
%D 1995
%V 2
%N 13
%P 369-370
%K User interface, Evaluation/methodology,
Software engineering, Tools and techniques, User
interfaces, Information systems, User/machine
systems, Human factors
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/gp1_bdy.htm
%X Practical Usability Evaluation is an introduction to
cost-effective, low-skill, low-investment methods of
usability assessment.  The methods include (1) Inspection
Methods (e.g., heuristic evaluation), (2) Observational
Skills and Video (including user testing with think-aloud
protocols), (3) Program Instrumentation, and (4)
Questionnaires.  The tutorial features many step-by-step
procedures to aid in evaluation plan design.

%T Converting to Graphical User Interfaces: Design Guidelines for Success
%S Tutorials
%A Arlene F. Aucella
%B CHI95
%M C.CHI.95.2.371
%D 1995
%V 2
%N 14
%P 371-372
%K Graphical user interface design, Windows, Scroll bars,
Icons, Dialogue boxes, Pull-down menus, Input devices,
Usability engineering
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/afa_bdy.htm
%X This tutorial reviews published research, guidelines and
case studies on ease-of-use for graphical user interfaces. 
Many text-based user interfaces are being converted into
graphical user interface platforms.  This tutorial emphasizes
using graphical user interface components without
undermining good principles of design.
   Course topics include windows, icons, menus and dialogue
boxes.  Usability aspects of commercial graphical interfaces
such as Apple Macintosh, Microsoft Windows and OSF
Motif are compared and evaluated.  In addition, techniques
for collecting user feedback and usability data are
discussed.  A multi-part class exercise gives participants
skill in converting a non-graphical menu and forms-based
user interface into a pull-down menu and dialogue box
interface.

%T Metaphor Design in User Interfaces: How to Effectively Manage Expectation,
Surprise, Comprehension, and Delight
%S Tutorials
%A Aaron Marcus
%B CHI95
%M C.CHI.95.2.373
%D 1995
%V 2
%N 15
%P 373-374
%K Consumers, Culture, Diversity, Graphic design, Icons,
Information design, Metaphors, Multimedia, Rhetoric,
Semantics, Semiotics, Symbols, User interfaces, Visible
language
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/ams_bdy.htm
%X User interface design requires designing metaphors, the
essential terms, concepts, and images representing data,
functions, tasks, roles, organizations, and people. 
Advanced user interfaces require consideration of new
metaphors and repurposing of older ones.  Awareness of
semiotics principles, in particular the use of metaphors, can
assist researchers and developers in achieving more
efficient, effective ways to communicate to more diverse
user communities.

%T Teaching User Interface Development to Software Engineers
%S Tutorials
%A Gary Perlman
%B CHI95
%M C.CHI.95.2.375
%D 1995
%V 2
%N 16
%P 375-376
%K Computer and information science education,
Curriculum, Project and people management,
Staffing, Training, Human factors, Management,
Education, Software engineering, User interface
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/gp2_bdy.htm
%X Teaching User Interface Development to Software
Engineers is an overview of the analysis, design,
implementation and evaluation topics to teach and the
resources to teach them to software engineers, the people
who make most of the user interface design decisions.  The
goal is to improve the quality of user interface development
instruction for software engineers and in turn improve the
quality of the user interfaces they build.

%T Usability Inspection Methods
%S Tutorials
%A Jakob Nielsen
%B CHI95
%M C.CHI.95.2.377
%D 1995
%V 2
%N 17
%P 377-378
%K Usability engineering, Heuristic
evaluation, Cognitive walkthroughs, Pluralistic
walkthroughs, Feature inspection, Consistency inspection,
Standards inspection
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/jn_bdy.htm
%X Usability inspection is the generic name for a set of
cost-effective ways of evaluating user interfaces to find
usability problems.  They are fairly informal methods and
easy to use.

%T Designing Educational Computer Environments for Children
%S Tutorials
%A Allison Druin
%A Cynthia Solomon
%B CHI95
%M C.CHI.95.2.379
%D 1995
%V 2
%N 18
%P 379-380
%K Children, Educational theories, Design process,
Prototyping, Historical perspective, Interactive textbook
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/ad_bdy.htm
%X This full-day, introductory tutorial will contain lectures and
a hands-on design session, for educators and other
professionals who are, or would like to be, actively
engaged in designing multimedia environments for
children.  Participants will explore the special challenges
and global implications of designing educational computer
environments for children.  Participants will begin this
full-day tutorial with an introduction to past, present, and
emerging technologies for children.  This will be followed
by a hands-on design session where elementary school
children will join participants in designing and prototyping
a new educational computer environment.  Participants will
leave this tutorial with a historical perspective on what has
been done in this field, as well as actual design experience.

%T Designing Icons and Visual Symbols
%S Tutorials
%A William Horton
%B CHI95
%M C.CHI.95.2.381
%D 1995
%V 2
%N 19
%P 381-382
%K Icons, Visual symbols, Pictographs, Design, Language
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/wkh_bdy.htm
%X This one-day tutorial teaches a systematic way to develop
icons and other visual symbols.  It shows how designers
can develop consistent sets of understandable icons by
treating icons as a language and applying accepted
ergonomic principles.

%T Designing Hypertext Documents for the World Wide Web
%S Tutorials
%A Darrell Sano
%A Carl Meske
%A Jarrett Rosenberg
%B CHI95
%M C.CHI.95.2.383
%D 1995
%V 2
%N 20
%P 383-384
%K Hypertext, Visual design, Graphical design, User interface
design, Mosaic, World-Wide Web
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/jrg_bdy2.htm
%X This all-day tutorial teaches how to create hypertext
documents in HTML for use with the World Wide Web,
along with visual design principles to make such
documents pleasant and efficient conveyors of
information.

%T Diversity and Depth in Participatory Design: Working with a Mosaic of Users
and other Stakeholders in the Software Development Lifecycle
%S Tutorials
%A Michael J. Muller
%B CHI95
%M C.CHI.95.2.385
%D 1995
%V 2
%N 21
%P 385-386
%K Participatory design, Collaborative design,
Participatory practices, Usability methods, User centered
design, User interface design, Task analysis, Requirements
analysis, Usability assessment, CARD, PICTIVE, Bifocals,
PANDA
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/mm3bdy.htm
%X This advanced-level tutorial extends conceptions of
participatory activities in software development processes. 
Diversity in practice begins with a re-assessment of two
methods for participatory design -- CARD and PICTIVE -- to
include applications in participatory analysis and
participatory assessment.  These experiences are generalized
to a broader approach called PANDA (Participatory
ANalysis, Design, and Assessment).  Topics in support of
participatory activities cover democratic processes for
small groups, as well as theoretical and heuristic
approaches to working with a mosaic of dissimilar people in
terms of mutual validation, learning, exchange, and respect. 
The tutorial's themes are integrated in a closing discussion
of participatory methods in the software lifecycle.

%T Usability Evaluation with the Cognitive Walkthrough
%S Tutorials
%A John Rieman
%A Marita Franzke
%A David Redmiles
%B CHI95
%M C.CHI.95.2.387
%D 1995
%V 2
%N 22
%P 387-388
%K Cognitive walkthroughs, Usability inspections, Exploratory
learning, Software engineering
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/jr_bdy.htm
%X The cognitive walkthrough is a technique for evaluating
the design of a user interface, with special attention to how
well the interface supports "exploratory learning," i.e.,
first-time use without formal training.  The evaluation can
be performed by the system's designers in the early stages
of design, before empirical user testing is possible.  Early
versions of the walkthrough method relied on a detailed
series of questions, to be answered on paper or electronic
forms.  This tutorial presents a simpler method, founded in
an understanding of the cognitive theory that describes a
user's interactions with a system.  The tutorial refines the
method on the basis of recent empirical and theoretical
studies of exploratory learning with display-based
interfaces.  The strengths and limitations of the
walkthrough method are considered, and it is placed into
the context of a more complete design approach.

%T An Introduction to MS-Windows Software Development
%S Tutorials
%A Linda R. Jacobson
%B CHI95
%M ?? badly broken html
%M ?? http://www.acm.org/sigchi/chi95/ACMcopyright.html broken
%M C.CHI.95.2.389
%D 1995
%V 2
%N 23
%P 389-390
%K Event-driven programming, MS
Windows SDK, Screen management, MS Windows
programming
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/ljn_bdy.htm
%X This is an introductory class that covers the basic concepts
of Microsoft Windows software development. 
These
include event-driven programming, message routing and
message handling, and screen management issues.  The
class provides an overview of the Windows functional
library (the Software Development Kit) and how it is used
to handle menu selections, paint the screen, and display,
update and read dialog boxes.  A simple program is
analyzed to demonstrate these concepts.

%T Contextual Design: Using Customer Work Models to Drive System Design
%S Tutorials
%A Karen Holtzblatt
%A Hugh Beyer
%B CHI95
%M C.CHI.95.2.391
%D 1995
%V 2
%N 24
%P 391-392
%K Design process, Customer-centered design, Usability, Team
design, Domain analysis, Work modeling
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/hrb1_bdy.htm
%X Field data gathering techniques such as Contextual Inquiry
enable a design team to gather the detailed data they need. 
These techniques produce enormous amounts of
information on how the customers of a system work.  This
creates a new problem-how to represent all this detail in a
coherent, comprehensible form, which can be a suitable
basis for design?  An affinity diagram effectively shows the
scope of the customer problem, but is less effective at
capturing and coherently representing the details of how
people work.  Design teams need a way to organize this
detail so they can use it within their own development
process.
   In this tutorial we present the latest methods for
representing detailed information about work practice and
using these representations to drive system design.  These
methods have been adopted over the last few years by
major product development and information systems
organizations.  We show how to represent the work of
individual users, how to generalize these to describe a
whole market or department, and how to use these to drive
innovative design.  We present both the representation
methods and the process by which we build and use them. 
Participants receive extensive practice in the techniques
and also in the team skills necessary to do this work as part
of a design team.  We show how these methods fit into the
Contextual Design process, which gathers field data and
uses it to drive design through a well-defined series of
steps.
   The tutorial is particularly appropriate for those who have
used field techniques, especially Contextual Inquiry, and
would like to put more structure on the process of using
field data.

%T CPM-GOMS: An Analysis Method for Tasks with Parallel Activities
%S Tutorials
%A Bonnie E. John
%A Wayne D. Gray
%B CHI95
%M C.CHI.95.2.393
%D 1995
%V 2
%N 25
%P 393-394
%K GOMS, User models, Cognitive models, Analytic methods
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/bej0_bdy.htm
%X GOMS is a family of techniques for analyzing human
performance in terms of the Goals, Operators, Methods and
Selection rules necessary to perform a task.  Traditionally,
GOMS has approximated human performance as
perceptual, cognitive, and motor activities performed
sequentially.  However, many tasks require users to perform
activities in parallel, e.g., visually searching for information,
while listening to a customer, while typing.  This tutorial will
teach aversion of GOMS, CPM-GOMS, that predicts
performance on such tasks and saved an industrial
organization millions of dollars through the evaluation of
alternative system designs.

%T Designing for Complex Products
%S Tutorials
%A Jared M. Spool
%A Carolyn Snyder
%B CHI95
%M C.CHI.95.2.395
%D 1995
%V 2
%N 26
%P 395-396
%K Prototyping, Low-fidelity prototyping, Process
management, Product development, Contextual inquiry,
Modeling, Practical techniques, Wizards, Cue cards, Guided
learning, Complexity management
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/jsl1_bdy.htm
%X Increasingly, software interfaces bear the burden for communicating
new and complex concepts to users.  To do this,
the designer can employ create wizards, cue cards,
drag-and-drop, or other similar techniques.  Interfaces
contain an ever-increasing amount of functionality.  But, in
order for these methods to be effective, they must be
properly designed.  How does the designer determine which
approach is called for?  How can the designer determine
what the user needs?  How can the designer create these
tools so that they are effective?
   This tutorial examines the latest interface tools and the
techniques for developing them for complex products.

%T Models, Prototypes, and Evaluations for HCI Design: Making the Structured
Approach Practical
%S Tutorials
%A George Casaday
%A Cynthia Rainis
%B CHI95
%M C.CHI.95.2.397
%D 1995
%V 2
%N 27
%P 397-398
%K Design process, Structured design, Modeling, Prototyping,
Formative evaluation
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/gc_bdy.htm
%X Designing human-computer interaction can be a large and
complex task.  One way to manage that complexity is to
divide design into smaller interrelated subcomponents; this
is called the structured approach.  It is an excellent way for
a beginner to learn design and for a team to stay on track
while doing design.
   However, there are some difficult parts
of the structured approach that must be handled for the
approach to be practical: A good selection of
subcomponents must be made, the relationships among
them must be taken into account, and effort must be
allocated to them in balance.  This tutorial teaches a robust,
practical, and learnable route to the structured approach for
designing human-computer interaction.
   The tutorial offers examples, templates, and practice on a
specific set of design artifacts called intermediate work
products and a process for creating and evaluating them in
practical team design.  The presentation is accessible to
beginners but the techniques are taken from real practice
and can be applied immediately.

%T Intuitive Statistics for CHI Practitioners: Developing Understanding and
Avoiding Bloopers
%S Tutorials
%A Jeff Johnson
%A Robin Jeffries
%B CHI95
%M C.CHI.95.2.399
%D 1995
%V 2
%N 28
%P 399-400
%K Statistics, Experimental design, Probability, Intuition,
Common sense
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/jaj1bdy.htm
%X This full-day tutorial tries a new approach to teaching
statistics to CHI practitioners.  The approach avoids two
errors common in statistics pedagogy: 1) snowing students
with mathematics and 2) handing them "recipes" to apply
without understanding.  Instead, this tutorial focuses on
building intuition and common-sense understanding.

%T Interface Issues and Interaction Strategies for Information Retrieval
Systems
%S Tutorials
%A Scott Henninger
%A Nick Belkin
%B CHI95
%M C.CHI.95.2.401
%D 1995
%V 2
%N 29
%P 401-402
%K Information retrieval, User interfaces, Databases,
Information systems, Interaction strategies
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/tutors/sh_bdy.htm
%X The need for effective information retrieval systems
becomes increasingly important as computer-based
information repositories grow larger and more diverse.  In
this tutorial, we will present the key issues involved in the
use and design of effective interfaces to information
retrieval systems.  The process of satisfying information
needs is analyzed as a problem solving activity in which
users learn and refine their needs as they interact with a
repository.  Current systems are analyzed in terms of key
interface and interaction techniques such as querying,
browsing, and relevance feedback.  We will discuss the
impact of information seeking strategies on the search
process and what is needed to more effectively support the
search process.  Retrieval system evaluation techniques will
be discussed in terms of their implications for users.  We
close by outlining some user-centered design strategies for
retrieval systems.

%T Exploring Large Tables with the Table Lens
%S Videos
%A Ramana Rao
%A Stuart K. Card
%B CHI95
%M C.CHI.95.2.403
%D 1995
%V 2
%P 403-404
%K Information visualization, Exploratory data analysis, Graphical
representations, Focus+Context technique, Fisheye
technique, Tables, Spreadsheets, Relational tables
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/rr_bdy.htm
%X The Table Lens is a new technique for visualizing and making
sense of large tables.  By fusing symbolic and graphical
representations into a single manipulable focus+context display
and providing a small set of interactive operations (e.g. sorting),
the Table Lens supports navigating around a large data space
easily isolating and investigating interesting features and
patterns.  This high-bandwidth interactivity enables an
extremely powerful style of direct manipulation exploratory data
analysis.

%T Visual Decision-Making: Using Treemaps for the Analytic Hierarchy Process
%S Videos
%A Toshiyuki Asahi
%A David Turo
%A Ben Shneiderman
%B CHI95
%M C.CHI.95.2.405
%D 1995
%V 2
%P 405-406
%K Visualization, Treemap, Analytic hierarchy process, AHP,
Decision support
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/ta_bdy.htm
%X The Analytic Hierarchy Process (AHP), a decision-making
method based upon division of problem spaces into hierarchies,
is visualized through the use of treemaps, which pack large
amounts of hierarchical information into small screen spaces. 
Two direct manipulation tools, presented metaphorically as a
"pump" and a "hook," were developed and applied to the
treemap to support AHP sensitivity analysis.  The problem of
construction site selection is considered in this video.  Apart
from its traditional use for problem/information space
visualization, the treemap also serves as a potent visual tool for
"what if" type analysis.

%T The DragMag Image Magnifier
%S Videos
%A Colin Ware
%A Marlon Lewis
%B CHI95
%M C.CHI.95.2.407
%D 1995
%V 2
%P 407-408
%K Data display, Pan, Scroll, Zoom
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/cw2_bdy.htm
%X Computer image magnification often results in the loss of the
contextual information.  Two image magnification prototypes are
presented that solve this problem.  In both the base image is
shown at all times with lines connecting the magnified region on
the base image to the magnified image.  Both prototypes allow
for smooth pan, scroll, and zoom of large 2D images with both
coarse and fine translation movements.  The second design
implements a magnifying glass metaphor whereby the degree of
magnification is controlled by the distance of the enlarged
image to the magnified region of the base image.

%T SageTools: An Intelligent Environment for Sketching, Browsing, and
Customizing Data-Graphics
%S Videos
%A Steven Roth
%A John Kolojejchick
%A Joe Mattis
%A Mei C. Chuah
%B CHI95
%M C.CHI.95.2.409
%D 1995
%V 2
%P 409-410
%K Graphic design, Data visualization, Automatic presentation
systems, Intelligent interfaces, Design environments,
Interactive techniques
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/sfr_bdy.htm
%X Our approach views data-graphic design as two complementary
processes: design as a constructive process of selecting and
arranging graphical elements, and design as a process of
browsing and customizing previous cases.  We present three
novel tools for supporting these processes.  SageBrush
assembles data-graphics from primitive elements like bars, lines,
and axes.  SageBook browses previously created data-graphics
relevant to current needs.  SAGE automatically designs
data-graphics, interpreting the user's specifications as
conveyed with the other tools.  The combined environment,
SageTools, enhances user-directed design by providing
automatic presentation capabilities with styles of interaction
that support data-graphic design.

%T A Taxonomy of See-Through Tools: The Video
%S Videos
%A Eric A. Bier
%A Ken Fishkin
%A Ken Pier
%A Maureen C. Stone
%B CHI95
%M C.CHI.95.2.411
%D 1995
%V 2
%P 411-412
%K Taxonomy, User interface, See-through, Transparent, Multi-hand,
Lens, Viewing filter, Button, Menu, Control panel, Macro
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/eab1bdy.htm
%X At the CHI'94 conference we presented a new user interface
paradigm, the See-Through Interface, that allows movable
tools to readily be brought to computer-based work.  On a
computer display, see-through tools appear on a
semi-transparent sheet that can be positioned over applications
using either hand.  The tools are applied by clicking through
them with a cursor controlled by the dominant hand.  This video
quickly reviews the see-through paradigm, and then illustrates a
taxonomy of see-through tools [1, 4] with examples from
graphical editing and text editing tasks.

%T The Movable Filter as an Interface Tool: The Video
%S Videos
%A Eric A. Bier
%A Ken Fishkin
%A Ken Pier
%A Maureen C. Stone
%B CHI95
%M C.CHI.95.2.413
%D 1995
%V 2
%P 413-414
%K User interface, See-through, Transparent, Lens, Viewing filter,
Composition, Browsing
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/eab2bdy.htm
%X At the CHI'94 conference we presented a new user interface
tool, the Magic Lens filter, that combines an
arbitrarily-shaped region with an operator that changes the view
of objects viewed through that region.  On a computer display,
Magic Lens filters appear on a Toolglass sheet that can be
positioned over applications, much as a magnifying glass is
moved over a newspaper.  This video quickly reviews the basics
of Magic Lens filters and then illustrates their evolution with
examples of Magic Lens filters in use over a variety of
applications.

%T Building a Distributed Application Using Visual Obliq
%S Videos
%A Krishna Bharat
%A Marc H. Brown
%B CHI95
%M C.CHI.95.2.415
%D 1995
%V 2
%P 415-416
%K UIMS, GUI-builders, Application builders,
Distributed applications, CSCW, Groupware
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/mhb_bdy.htm
%X This video shows the construction of a distributed, multi-user
application using Visual Obliq.  In Visual Obliq, applications are
created by designing the interface with a GUI-builder and
embedding callback code in an interpreted language, in much
the same way as one would build a traditional (non-distributed,
single-user) application with a modern user interface
development environment.  The resulting application can be run
from within the GUI-builder for rapid turnaround or as a
stand-alone executable.  The Visual Obliq runtime provides
abstractions and support for issues specific to distributed
computing, such as replication, sharing, communication, and
session management.

%T Lyberworld -- A 3D Graphical User Interface for Fulltext Retrieval
%S Videos
%A Matthias Hemmje
%B CHI95
%M C.CHI.95.2.417
%D 1995
%V 2
%P 417-418
%K User interface, Information retrieval, Navigation, 3D, Spatial
perception, Visualization
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/mhe_bdy.htm
%X LyberWorld is a prototype IR user interface.  It implements
visualizations of an abstract information space: fulltext.  The
video demonstrates a visual user interface for the probabilistic
fulltext retrieval system INQUERY.  Visualizations are used to
communicate information search and browsing activities in a
natural way by applying metaphors of spatial navigation in
abstract information spaces.  Visualization tools for exploring
information spaces and judging relevance of information items
are introduced and an example session demonstrates the
prototype.  The presence of a spatial model in the user's mind is
regarded as an essential contribution towards natural
interaction and reduction of cognitive costs during retrieval
dialogues.

%T Organization Overviews and Role Management: Inspiration for Future Desktop
Environments
%S Videos
%A Catherine Plaisant
%A Ben Shneiderman
%B CHI95
%M C.CHI.95.2.419
%D 1995
%V 2
%P 419-420
%K Role manager, Personal roles, Desktop metaphor, Coordination,
Window management
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/cp_bdy.htm

%T Ariel: Augmenting Paper Engineering Drawings
%S Videos
%A W. E. Mackay
%A D. S. Pagani
%A L. Faber
%A B. Inwood
%A P. Launiainen
%A L. Brenta
%A V. Pouzol
%B CHI95
%M C.CHI.95.2.421
%D 1995
%V 2
%P 421-422
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/wem2bdy.htm
%X Ariel is an example of a new approach to user interfaces called
Augmented Reality (see Wellner et al., 1993, Mackay et al.,
1993).  The goal is to allow users to continue to use the ordinary,
everyday objects they encounter in their daily work, and then
to enhance or augment them with functionality from the
computer.  Ariel is designed to augment the use of a particular
type of paper document: engineering drawings.  Computer
information (menus, multimedia annotations, access to a media
space) is projected onto a drawing and users can interact with
both the projected information and the paper drawing.
   The design of Ariel is based on studies of users in a distributed
cooperative work setting (the construction of a bridge)
combined with a scenario-based design approach in which
users contribute to the development of design scenarios.  This
video shows the third Ariel prototype.  Future versions will
continue to evolve, based on input from users when the system
is installed at the work site.

%T SYNERGIES: A Vision of Information Products Working Together
%S Videos
%A Steve Anderson
%A Shiz Kobara
%A Barry Mathis
%A Dustin Rosing
%A Eviatar Shafrir
%B CHI95
%M C.CHI.95.2.423
%D 1995
%V 2
%P 423-424
%K Future, Vision, Interfaces, Earthquake, Information appliance
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/san_bdy.htm
%X SYNERGIES is a vision of how information products designed
for everyday use will serve people in extraordinary situations. 
The year is 2001. Los Angeles is rocked by a major earthquake. 
Buildings collapse.  Poisons fill the air.  But a new kind of
emergency response is underway.  Equipped with various
communications and information appliances which can be
rapidly tailored to meet situation needs, a Neighborhood
Emergency Team volunteer, a HAZMAT (Hazardous Materials)
team, and an Urban Search and Rescue squad come to the aid of
the victims.  At the Emergency Operations Center, the nerve
center for emergency planning and response, incidents are
assigned priorities, resources are dispatched and logistics are
managed.  The underlying premise of SYNERGIES is that the
most valuable information assets are informed people. 
Technology's role is to give people the facts they need to make
decisions, and link them together to coordinate action.  The
interface concepts shown allow users to share information and
communicate in the most direct and task-specific way possible.

%T The Tablet Newspaper: A Vision for the Future
%S Videos
%A Teresa A. Martin
%B CHI95
%M C.CHI.95.2.425
%D 1995
%V 2
%P 425
%K Electronic publishing, Newspaper interface design, Tablet,
Information appliance, Information interface
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/tam_bdy.htm
%X The Table Newspaper: A Vision for the Future overviews
tomorrow's portable information appliances and the ways in
which we may interact with information.  It explores the role a
newspaper may have in the digital era and the form a newspaper
may take as an electronic product.

%T A Three-Step Filtering Mechanism
%S Videos
%A Masashi Uyama
%B CHI95
%M C.CHI.95.2.426
%D 1995
%V 2
%P 426-427
%K Innovation-decision process, Collaborative filtering, Context
sensitivity, Trialability, Intelligent interface, Reflective learning
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/mu_bdy.htm
%X Computer systems should help users find useful software
services and integrate such services into their tasks.  The
three-step filtering mechanism selects services that trustworthy
colleagues have recommended.  It then selects services specific
to the context of the user's task executions.  Finally, the
mechanism discloses the selected services to the user
dynamically and unobtrusively.  This context-sensitive
disclosure allows users to try out new services in their own task
context.  The disclosure is unobtrusive since users can ignore
the disclosure and continue with their tasks.  With the
task-associated press, users can reflectively learn such ignored
services.

%T Tactile-Based Direct Manipulation in GUIs for Blind Users
%S Videos
%A Helen Petrie
%A Sarah Morley
%A Gerhard Weber
%B CHI95
%M C.CHI.95.2.428
%D 1995
%V 2
%P 428-429
%K Users with special needs, Blind users, Alternative interaction
methods
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/videos/hp_bdy.htm
%X The increasing use of graphical user interfaces is making
computer systems more, rather than less difficult to interact
with for blind users.  One solution is to create interfaces for
blind users which are based on auditory and tactile information
rather than visual information.  The GUIB Project is developing
such an interface making use of a number of different
information sources: synthetic and digitised speech,
non-speech sounds, braille and a touchpad.  This video
illustrates how the GUIB interface allows users to directly
manipulate interface objects using a touchpad and braille
display with cursor routing buttons.  This gives blind users the
same sense of engagement with the interface which sighted
users gain from using a mouse.

%T Voice Systems: An Inventor's Guide
%S Videos
%A Chris K. Cowley
%A Dylan M. Jones
%B CHI95
%M C.CHI.95.2.430 missing
%D 1995
%V 2
%P 430-431
%* (c) Copyright 1995 Association for Computing Machinery
%X After many years of research and
development, computer speech
technology has finally achieved a level
of sophistication conducive to
commercial implementation in a wide
variety of domains.
   Speech recognition, synthesis, and
digitization facilities are now available
at low cost for most computing
systems.  Widespread implementation of
voice systems in the commercial and
private sectors has highlighted the need
for systematic research into the unique
attributes of the auditory modality in
human computer interaction.  In order
for computer speech technology to
achieve its long-awaited potential, it is
vital for designers to support the
implementation of increasingly
sophisticated technology with a solid
foundation of human-factors research.
   Contemporary research in these areas
in the United Kingdom is taking place
in a number of institutions, including:
the University of Wales School of
Psychology and Dundee University's
Micro centre.
   The film "Voice Systems" examines a
wide range of research projects which
have been conducted at these
institutions, findings from which will
be of benefit to speech system
designers in all potential implementation
domains.  The film describes research
and development in many areas such as:
 * Voice annotation
 * Designing voices
 * Talking with machines
 * Speech recognition and error correction
 * Perceptual centering
 * Future potential

%T Cognitive Architectures & HCI
%S Workshops
%A Susan S. Kirschenbaum
%A Wayne D. Gray
%A Richard M. Young
%B CHI95
%M C.CHI.95.2.432
%D 1995
%V 2
%P 432
%K Cognitive modeling, User modeling, Simulation
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/ssk_bdy.htm
%X This workshop will focus on appropriate use of cognitive
models for the analysis and solution of HCI problems.

%T From "Model World" to "Magic World": Making Graphical Objects the Medium for
Intelligent Design Assistance
%S Workshops
%A Loren Terveen
%A Markus Stolze
%A Will Hill
%B CHI95
%M C.CHI.95.2.433
%D 1995
%V 2
%P 433
%K Model worlds, Magic worlds, Agents, Design assistance, What
you see is what you want, Visualization
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/lgt2bdy.htm

%T HCI Challenges in Government Contracting
%S Workshops
%A Ira S. Winkler
%A Elizabeth A. Buie
%B CHI95
%M C.CHI.95.2.434
%D 1995
%V 2
%P 434
%K User-centered design, Government contracting, Organizational
context, Analysis
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/win_bdy.htm
%X Governments spend huge resources on custom computer
systems, developed by contractors to government
specifications under government monitoring.  Although a
number of these systems involve defined usability efforts, a
majority of the development efforts have little requirement for
system usability.  For these systems, usability generally relies
on the awareness, skills, and perseverance of the developers. 
HCI practitioners face an exceptionally daunting task in
government environments, because funding allocations for the
various development activities are clearly defined very early in
the development process.  A relatively poor understanding of
usability issues by most development and acquisition managers
usually gives the HCI effort short shrift.  Government HCI
practitioners met at a Special Interest Group (SIG) Session at
CHI'94 to discuss the challenges they face in their work
assignments and to explore potential approaches to the
challenges.

%T Increasing Collaboration between Industry and Academia in HCI Education
%S Workshops
%A Susan B. Hornstein
%A Maxine S. Cohen
%A Laurie P. Dringus
%A Andrew Sears
%B CHI95
%M C.CHI.95.2.435
%D 1995
%V 2
%P 435-436
%K Education, Industry, Partnerships, Academic-industrial
cooperation
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/sh_bdy.htm
%X This workshop will continue to explore issues in HCI education. 
Our goal for the workshop is to identify ways to increase the
collaboration between industry and academia, providing benefit
to both.  To accomplish this we will bring together a diverse
group of participants, evenly distributed between university
and industry representatives.

%T Knowledge-Based Support for the User Interface Design Process
%S Workshops
%A Uwe Malinowski
%A Kumiyo Nakakoji
%A Jonas Lowgren
%B CHI95
%M C.CHI.95.2.437
%D 1995
%V 2
%P 437
%K User-interface design support, Knowledge-based approaches,
Design environments, Combination of support techniques
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/kn_bdy.htm
%X The goal of this workshop is to develop a conceptual map for
various supporting techniques for the user interface design
process.  Rather than applying a single technique, designers can
use this map to decide which combination of supporting
techniques is appropriate for their current task.  During the
process of constructing this map, opportunities and limitations
of the technical combination of different approaches will be
explored.  In this workshop, rather than trying to find "the best
approach," we use the assumption that combining the
approaches increases usefulness as a prerequisite.  No
discussions about "which technique is better" are allowed.

%T Gesture at the User Interface
%S Workshops
%A Alan Wexelblat
%A Marc Cavazza
%B CHI95
%M C.CHI.95.2.438
%D 1995
%V 2
%P 438
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/adw_bdy.htm
%X The goal of this workshop is to explore the uses of, and
research issues associated with, the use of empty-handed
gesture at the user interface.  This workshop will help
disconnected research efforts become aware of each other and
jointly work to identify issues that are important for progress in
making full use of this mode at the user interface.  It is our belief
that the current set of disconnected research efforts addresses
a common set of key research questions which need to be
answered in order for gestural interfaces to make progress.

%T Field Oriented Design Techniques: Case Studies and Organizing Dimensions
%S Workshops
%A Dennis Wixon
%A Judy Ramey
%B CHI95
%M C.CHI.95.2.439
%D 1995
%V 2
%P 439-440
%K Ethnographic methods, Field research, Participatory design,
Qualitative research, Requirements gathering, System design
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/drw_bdy.htm
%X N/A

%T Formal Specification of User Interfaces
%S Workshops
%A Christopher Rouff
%B CHI95
%M C.CHI.95.2.441
%D 1995
%V 2
%P 441
%K Formal specifications, User interfaces
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/cr_bdy.htm
%X The goals of the workshop are to bring together researchers
and practitioners to discuss:
 1. Issues and problems surrounding current specification
    techniques.
 2. Successes and failures in specification projects.
 3. How current techniques could be improved.
 4. Areas where current research should be focusing.
Through this workshop it is hoped that better techniques for
specifying user interfaces can be developed.

%T Designing & Testing Groupware User Interfaces
%S Workshops
%A Jean C. Scholtz
%A Anthony C. Salvador
%A James A. Larson
%B CHI95
%M C.CHI.95.2.442
%D 1995
%V 2
%P 442-443
%K User interface, Design, Evaluation, Groupware, Multiple-user,
Multiple-use, Human-computer interaction, Human-automation
interaction, Human-human interaction
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/jcs2bdy.htm
%X The purpose of this workshop is to provide a synthesized view
of the computer supported cooperative work (CSCW) and
groupware knowledge and literature as specifically related to
user interface design and evaluation.

%T Minimizing Bias in Computer Systems
%S Workshops
%A Batya Friedman
%A Helen Nissenbaum
%B CHI95
%M C.CHI.95.2.444
%D 1995
%V 2
%P 444
%K Bias, Computer system design, Design
methods, Ethics, Information systems, Social computing,
Social impact
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/bf_bdy.htm
%X A few Novembers ago I walked into my familiar voting
place -- the run-down social hall of a local church in
Berkeley, California.  The same old voting booths on
tottering legs with scant curtains greeted me.  Inside,
however, was something new -- a computerized voting card. 
With a bit of fumbling and careful reading of the directions,
I think I figured the thing out.  Cast my vote.  Participated
in the modern democracy.  But nationwide, computer punch
card tallying systems pose serious problems for fair
elections.  In particular, under-educated groups are more
likely not to understand how the computerized system works
and, thus, to invalidate their own votes by either not voting
for a position, or by voting for more than one person per
position [1].  This example begins to illustrate how the
interface design of computerized voting systems can favor
some groups over others.  More generally, the example
speaks to the problem of bias in computing technologies.
   In this workshop we are concerned with understanding bias
in computer systems and developing methods to help
minimize bias through the design process.  The workshop
builds on the organizers' previous work, presented in
Amsterdam at InterCHI 1993 [2,3], which provides a
framework for understanding biac in computer systems.  In
the workshop, we apply this framework and draw on
participants' research and design experiences to (a) identify
common biases in computer systems, (b) generate design
guidelines for minimizing bias, and (c) gain hands-on
experience with minimizing bias in a design.
   WORKSHOP GOALS
 * To share with colleagues a framework for understanding
   bias in computer systems.
 * To provide a forum (opportunity) for colleagues to
   discuss issues of bias in computer systems that have
   arisen from their own design experiences.
 * To work with colleagues to identify a list of common
   biases and means to minimize them.  For example
   interface designs that rely on color to convey
   information can become biased against people who are
   colorblind.  Such bias against colorblind people can be
   avoided by encoding the information not only in the
   hue, but in its intensity, or in some other formal
   unrelated to color.
 * To work with colleagues to generate design guidelines
   to minimize bias.  For example, rapid prototyping,
   formative evaluation, and field testing with a well-conceived
   population of users can be an effective means
   to detect unintentional biases in a design early on in the
   design process.
 * To provide colleagues with a "low tech" hands-on
   experience with minimizing bias in the design of an
   interface.

%T Collecting User Information on a Limited Budget
%S Workshops
%A Alison Popowicz
%B CHI95
%M C.CHI.95.2.445
%D 1995
%V 2
%P 445
%K User profiles, Usability engineering, Surveys, Questionnaires,
Design, Research
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/acp_bdy.htm
%X The aim of this workshop is to investigate and propose
methods of collecting user information without a large market
research budget.  This will be done by brainstorming methods
for collecting information and by participating in an exercise
during the CHI'95 conference.  The skills learned during this
exercise will be valid for any product or project that requires
information about end-users.

%T Tools & Techniques for Visual Design Development
%S Workshops
%A Loretta Staples
%B CHI95
%M C.CHI.95.2.446
%D 1995
%V 2
%P 446
%K User interfaces, Graphical user interfaces, Visual interaction
design, Graphic design, Design methodology, Visual
representation, Tools
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/ls_bdy.htm
%X This one-day workshop provides an opportunity for
experienced practitioners in visual design to share ideas,
techniques, and methods for developing visual designs for
interfaces.  The range of techniques is expected to include ways
to generate images, represent sequences, and iterate designs
with respect to media, cultural context, and technology.  Toward
this end, each participant is expected to share a single useful
technique with the group.  This technique can be shared
through example, demonstration, or case history.  The only
requirement is that the technique be presented as concretely as
possible, in a manner that allows all participants to apply the
technique.  Possible examples might include:
 * The use of a specific tool or technology for generating
   drawings of interface elements with a focus on the
   attributes that make it preferred.
 * Non-digital techniques for visualizing and
   representing linear and branching sequences.
 * The analysis of media images in advertising as a basis
   for developing brand identity in a multimedia interface.

%T CHI'95 Basic Research Symposium on Human-Computer Interaction
%S Workshops
%A Cathleen Wharton
%A Janni Nielsen
%B CHI95
%M C.CHI.95.2.447
%D 1995
%V 2
%P 447
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/workshop/cwh_bdy.htm
%X N/A

fpack:!@#$%^&*(): HFS93-2a.BA
%T Wrist Motions in Industry: Variance between Jobs and Subjects
%S INDUSTRIAL ERGONOMICS: Kinematics of the Trunk and Wrist
%A Richard W. Shoenmarklin
%A William S. Marras
%B HFS93
%M C.HFS.93.649
%D 1993
%V 2
%P 649-653
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Ergonomists assume that they can design out injurious
postures and motions with engineering controls by guiding the
worker to use the preferred, less injurious motions.  The variance
between workers performing tasks in ergonomically-designed jobs is
assumed to be dominated by the variance between jobs.  However,
little research exists that quantified whether this assumption is
valid.
   The present study examined the wrist motions of 40 industrial
workers who performed highly repetitive, hand-intensive jobs of
low and high risk of cumulative trauma disorders (CTDs).  The
position and angular velocity and acceleration of these workers'
wrists were measured in all three planes (radial/ulnar,
flexion/extension, pronation/supination) with goniometry.  The
results of this study show that for all the kinematic variables,
the variance between subjects within jobs accounted for a
substantial, and often majority, amount of variance.  The results
of this study demonstrate that ergonomists should consider the
variability in motion patterns between workers when designing
existing or new jobs and also should monitor at least two subjects
per job in quantitative surveillance studies of wrist motion.

%T Workplace Factors and Trunk Motion in Grocery Selector Tasks
%S INDUSTRIAL ERGONOMICS: Kinematics of the Trunk and Wrist
%A Thomas R. Waters
%B HFS93
%M C.HFS.93.654
%D 1993
%V 2
%P 654-658
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X A project was recently undertaken by the
National Institute for Occupational Safety and Health
(NIOSH) to evaluate the physical demands of
warehouse grocery selectors.  A small study was
designed to collect workplace measures and trunk
motion data to determine the level of physical stress
associated with a particular lifting task.  A subset of
these measures was used to apply the model
developed by Marras et al. (1993) to predict if
warehouse grocery selectors were at high risk for
LBD.

%T Dynamics of Trunk Performance during One-Handed Lifting
%S INDUSTRIAL ERGONOMICS: Kinematics of the Trunk and Wrist
%A W. Gary Allread
%B HFS93
%M C.HFS.93.659
%D 1993
%V 2
%P 659-663
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X This study investigated the biomechanical effects of using one hand to perform a materials handling tasks.  Subjects
were asked to lift a box from a lower to an upper platform using either one or two hands.  Three weight
levels and four lower platform positions were examined.  Subjects wore a back monitor (from which was calculated
motion components in the three cardinal planes of the body), stood on a force plate, and were asked to
give a rating of perceived exertion for each lift.  Results of this study showed that one-handed lifts produced
significantly higher ranges of lumbar spine motion in the lateral and transverse planes and greater flexion in the
sagittal plane.  Back motion risk factors previously found to be associated with high risk of injury jobs all were
significantly higher for one-handed lifts.  Two-handed lifts, however, produced overall faster motions in the
sagittal plane, and equal or larger acceleration and deceleration magnitudes in all planes of motion.  Results from
the psychophysical measure found no differences in perceived exertion between one- and two-handed lifts.  These
results suggest that one-handed lifts load the spine more than two-handed lifts due to the added coupling and increase
one's risk of suffering a low back disorder.  This study also agrees with previous research finding that increased
load weight and lifting from asymmetric positions increase risk of low back injury.

%T Variation in Trunk Mobility throughout the Work Day
%S INDUSTRIAL ERGONOMICS: Kinematics of the Trunk and Wrist
%A Fadi A. Fathallah
%A Patrick L. Wright
%A William S. Marras
%B HFS93
%M C.HFS.93.664
%D 1993
%V 2
%P 664-668
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Low back disorders have been a major concern for both industries and the public in general. 
Diurnal variation in trunk flexibility has been previously observed and quantified in terms of range of
motion.  It was hypothesized that decreased disc height as the day progresses allows the spinal ligaments
to slacken, resulting in an increase in the range of motion (flexibility) and possible reduction in risk of
injury.  Evidence suggests that this risk may be accentuated under dynamic motions of the spine.  This
experiment focused on observing the change in dynamic components of trunk flexibility (trunk mobility)
as a function of time of the day.  Trunk motions of twenty-one male participants were obtained at three
specific times of the day using a tri-axial electrogoniometer.  No variation in trunk range of motion in
any of the cardinal planes was observed.  However, velocity and acceleration in the sagittal plane showed
significant variations, suggesting the re-examination of the "slack ligaments" hypothesis.  This study
asserts that identifying flexibility by only its static component, range of motion, gives only partial
information.  Industrial injuries occurring in the early morning hours may be a result of insufficient trunk
mobility.  The relation between trunk mobility and back injury incidence rates should be further
investigated.

%T Exposure Assessment of Biomechanical Stress in Repetitive Manual Work
using Spectral Analysis
%S INDUSTRIAL ERGONOMICS: Biomechanical Risk Factors
%A Robert G. Radwin
%A Mei-Li Lin
%A Thomas Y. Yen
%B HFS93
%M C.HFS.93.669
%D 1993
%V 2
%P 669-673
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Theory for a quantitative exposure assessment strategy is presented for measuring physical stress
associated with manual tasks containing repetitive motion, postural stress, and forceful exertions.  Physical
stress is measured directly using electrogoniometers for particular motion, and sensors or electromyography are
used for assessing forceful exertions.  A method is described for reducing the large quantities of biomechanical
data that can be recorded for repetitive manual work into quantifiable metrics based on recognized exposure
factors, including repetitiveness, postural stress, forcefulness, and duration.  A frequency domain approach is
used for averaging elemental data from repetitive cycles.  This paper shows how parameters for frequency-weighted
filters may be developed from psychophysical data for equivalent discomfort levels.  Low force
repetitive wrist flexion was used as an example of the feasibility for implementing this approach.  Applications
of this theory include assessing exposure to physical stress in a manner analogous to the way sound level meters
are used for measuring exposure to acoustic noise.  A suitable data reduction method is necessary for
conducting large scale detailed epidemiological investigations of cumulative trauma disorder risk factors. 
Development of frequency-weighted filters based on human response to stress at different frequencies may
make it possible to establish quantitative exposure limits.

%T Fatigue in High and Very High Frequency Manual Lifting, Lowering and
Carrying and Turning
%S INDUSTRIAL ERGONOMICS: Biomechanical Risk Factors
%A Anil Mital
%A Hamid Founooni-Fard
%A Max L. Brown
%B HFS93
%M C.HFS.93.674
%D 1993
%V 2
%P 674-678
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X This paper presents the results of a study undertaken to determine the perceived exertion
and physiological responses of highly trained and experienced workers to high (up to 16 repetitions
per minute) and very high frequency (above 16 repetitions per minute) manual lifting, lowering, and
carrying and turning tasks.  The results indicate that workers engaged in such highly repetitive and
physically demanding tasks operate at work loads that may clearly be considered physically fatiguing
and unacceptable by the current physiological design criteria.  The workers, however, perceived
these exertions to be generally acceptable.  The physiological responses of the workers are also
compared with previous and recommended physiological design criteria.

%T Work Sampling as a Method for Assessing CTDs
%S INDUSTRIAL ERGONOMICS: Biomechanical Risk Factors
%A David Mahone
%B HFS93
%M C.HFS.93.679
%D 1993
%V 2
%P 679-682
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Work sampling is proposed as a method for evaluating aggregate risks for cumulative
trauma disorders in jobs.  The approach assumes that an assessment of cumulative trauma
disorder (CTD) risk factors within individual tasks has been made, and can be used in
conjunction with the resulting estimates of proportion of time spent per task or activity to
arrive at an overall estimation of CTD risk for the job.  Important advantages of work
sampling include that it estimates the availability of rest and recovery time within jobs, that
the method can be applied to both cyclical and noncyclical jobs, and that small, practical
samples may provide reasonable estimates in many cases.  A case study utilizing work
sampling in a workers compensation carpal tunnel syndrome (CTS) claims investigation
using a single day sample interval is presented.  Results suggest little or no CTD risk, a
finding that was supported by historical evidence from a large population of workers
(27,200) performing the same job.  Only .0000025% of workers had reported a CTD over a
period of 3 years.  While support for causation of CTD was not found, the method identified
a probability of aggravation of a possible pre-existing condition, which is also compensable. 
Details regarding the studied job are provided.  The use of a work sampling method to
assess CTD risks is discussed.

%T A Catastrophe Theory-Based Model for Quantification of Risk of Low Back
Disorders at Work
%S INDUSTRIAL ERGONOMICS: Biomechanical Risk Factors
%A Waldemar Karwowski
%A William S. Marras
%B HFS93
%M C.HFS.93.683
%D 1993
%V 2
%P 683-687
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X This paper discusses applications of the catastrophe theory in the dynamic modeling of
occupational low back disorders, and offers a framework for conceptualization of such disorders in
view of the elementary cusp catastrophe models.  It was proposed that low back disorders due to
manual lifting should be considered as a discontinuous phenomenon, reflecting dynamic changes in
the state of human musculoskeletal system, which are dependent upon the combination of human
strength abilities, muscular fatigue and endurance, spinal loading tolerance, as well as dynamic
equilibrium between these variables.  The behavior of the proposed cusp-catastrophe based model for
the risk of LBDs due to manual lifting jobs was examined based on empirical data collected in
industry.

%T Trunk Muscle Activations while Resisting Asymmetric Loads in a Laterally
Bent Trunk Posture
%S INDUSTRIAL ERGONOMICS: Spine Loading and Postural Stability
%A Steven A. Lavender
%A Ing-Ho Chen
%A Jordan Trafimow
%A Gunnar B. J. Andersson
%B HFS93
%M C.HFS.93.688
%D 1993
%V 2
%P 688-692
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Asymmetric material handling frequently results in lateral bending of the torso.  Each of these factors have been
linked via epidemiological investigations to the incidence of low back disorders (LBD).  Very little literature is
available which describes the response of the trunk muscles in situations which would be analogous to handling
materials while bent to the side.  Such activities are observed frequently in industrial settings, especially during the
initial and final portions of a lift.  The objective of the current study was to describe the internal response of the trunk
muscles as asymmetric loads were applied to the laterally bent torso.  Specifically, this investigation quantified the
electromyographic activities (EMG) of 8 trunk muscles under conditions where the trunk was isometrically loaded
while the trunk was maintained in a 20 degree laterally bent posture.  Moments with a magnitudes of 20 and 40 Nm
were applied to fifteen subjects.  The direction of the external moments was varied in 30 degree increments
completely around the subjects.  The EMG data indicates that the muscles showed the greatest activity when they were
in opposition to the load's sagittal and frontal plane moment.  The muscle showing the largest response was the
External Oblique.  Significant activity was also observed under conditions in which muscles were creating an
antagonistic moment in either the sagittal plane, the frontal plane, or in both planes.

%T Optimization-Based Biomechanical Evaluation of Isometric Exertions on a
Brake Wheel
%S INDUSTRIAL ERGONOMICS: Spine Loading and Postural Stability
%A Christian A. Johnson
%A Jeffrey C. Woldstad
%B HFS93
%M C.HFS.93.693
%D 1993
%V 2
%P 693-696
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X A static three-dimensional low-back biomechanical model was developed to estimate the levels of compressive
force on the L3/L4 spinal joint during an experiment that simulated wheel turning.  We recorded three-dimensional
body posture and the resultant forces at the hands for analysis by the model.  The model employed a standard link
analysis procedure to resolve the external forces acting on the body to a resultant moment about L3/L4.  The model
then implemented an optimization algorithm to estimate the internal lumbar muscle forces generated to resist the
external forces.  The muscle forces and external forces were added to arrive at a prediction of compressive force at
L3/L4.  The experiment investigated the effects of general body posture, left hand grip, gender, and hand brake torque
level upon predicted compressive force at L3/L4.  A repeated measures analysis of variance (ANOVA) revealed all but
one main effect and some interaction effects to be significant at p<0.05.  Average predicted L3/L4 compressive forces
at maximum wheel torque levels ranged from 1644N for females to 6926N for large males.

%T Postural Stability while Holding Loads of Various Postures
%S INDUSTRIAL ERGONOMICS: Spine Loading and Postural Stability
%A Mary Ann Holbein
%A Mark S. Redfern
%B HFS93
%M C.HFS.93.697
%D 1993
%V 2
%P 697-700
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Stability while handling loads is an important issue in the prevention of
injuries.  This study investigated the effects of load positioning on recovery
from an unexpected balance disturbance while standing upright holding loads. 
Fifteen subjects were tested while holding a box in one of five postures.  An
empty box and a 25 lb box were tested.  Subjects stood on a posture platform while
perturbations of the supporting surface were induced.  Postural sway was recorded
via center of pressure displacements calculated from three dimensional foot
forces.  It was found that laden standing with the heavier load resulted in
increased sway magnitude and slower sway velocities than unladen standing.  The
load position also affected stability.  Raising the center of gravity of the body-and-load
system appears to increase sway.  These results require consideration
when designing safe material handling tasks, especially if the supporting surface
is unstable or if slip potential is present.

%T Slip Potentials on Ramps
%S INDUSTRIAL ERGONOMICS: Spine Loading and Postural Stability
%A Mark S. Redfern
%A Edward J. McVay
%B HFS93
%M C.HFS.93.701
%D 1993
%V 2
%P 701-704
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Falls are a major cause of injuries at work, in public places and
at home.  In over 50 percent of falling accidents, slips led to the
injury.  Ramps have the potential to be particularly hazardous with
regards to slips and falls since higher shear forces are created.  The
purpose of this study was to determine the effect of ramp angle on slip
potential at the feet during downward and upward gait.  This was
accomplished by investigating the relationship between the horizontal
and vertical foot forces during gait as a function of ramp angle.  A
ramp was designed and built which incorporated a force plate.  Foot
forces were measured while subjects walked up and down the ramp.  The
ramp angle was varied from 0 to 20 degrees in 4 degree intervals. 
Normal forces were divided into the shear forces, thus calculating a
"required" coefficient of friction (RCOF) for the entire trial.  The
results showed shear forces increase both in magnitude and duration as
ramp angle is increased.  The RCOF also increased as ramp angle
increased.  The maximum RCOF for each trial increased almost linearly
as the ramp angle was increased (r{squared} =.92;p<.01), with levels often over
0.6 at angles of 20 degrees.  Most guidelines for ramp design suggest a
surface with a minimum COF of 0.5; however this study indicates that
high ramp angles can generate RCOF values greater than this recommended
level.  Thus, the guidelines may be too low and a higher surface COF
necessary.

%T Coactivity Effects upon Carpal Tunnel Contact Forces
%S INDUSTRIAL ERGONOMICS: Upper Extremity Strength and Biomechanics
%A Sue A. Ferguson
%A Fadi A. Fathallah
%A Kevin P. Granata
%A Jung Y. Kim
%A William S. Marras
%B HFS93
%M C.HFS.93.705
%D 1993
%V 2
%P 705-709
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Contact force on the carpal tunnel structures due to flexor tendon forces
have been identified as an important contributor to the compression of the
median nerve.  Therefore, a pilot study was conducted to assess the increase
ln carpal contact force due to the antagonistic coactivity of the finger
extensor muscles.  Surface EMG activities of the superficial finger flexor
and extensor muscles of four subjects were measured during several isometric
power grip exertions at seven different wrist angles.  The results showed
that a linear relation between EMG and muscle force holds under the
prescribed isometric conditions.  An EMG-assisted model was developed to
predict tensile forces in an equivalent flexor tendon.  For a given angle,
the model predicts increased tensile force in the flexor tendon with
increased extensor (antagonist) coactivity in response to isometric grip
exertions.  It was found that if one accounts for muscle coactivity,
predisted force in the flexor tendons would be as much as 33% greater than
force predicted by models which neglect coactivity.  This increase would also
be observed in carpal contact force since this force is linearly related to
the flexor tendon force.  Models that neglect coactivity severely
underestimate flexor tendon forces and consequently contact forces in the
carpal tunnel.

%T A Finger Model with Constant Tendon Moment Arms
%S INDUSTRIAL ERGONOMICS: Upper Extremity Strength and Biomechanics
%A Koo-Hyoung Lee
%A Karl H. E. Kroemer
%B HFS93
%M C.HFS.93.710
%D 1993
%V 2
%P 710-714
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X A kinematic finger model was developed with the assumption that the tendon moment arms at
the finger joints were constant, and that the finger moved in the sagittal plane.  Equations of static
equilibrium for the model, derived using the principle of virtual work, were indeterminate.  The
number of variables was reduced based on the muscular activities in finger movements.  The
finger strengths were computed from the equilibrium equations, and mathematically expressed as
functions of finger positions, tendon moment arms, and lengths of phalanges.  Experiments were
performed to measure finger strengths, and the measured finger strengths were compared to the
computed results.

%T Quantification of Hand Grip Force under Dynamic Conditions
%S INDUSTRIAL ERGONOMICS: Upper Extremity Strength and Biomechanics
%A Katherine R. Lehman
%A W. Gary Allread
%A P. Lawrence Wright
%A William S. Marras
%B HFS93
%M C.HFS.93.715
%D 1993
%V 2
%P 715-719
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X A laboratory experiment was conducted to determine whether grip force capabilities are lower when the wrist is moved than in a
static position.  The purpose was to determine the wrist velocity levels and wrist postures that had the most significant effect on grip
force.  Maximum grip forces of five male and five female subjects were determined under both static and dynamic conditions.  The
dominant wrist of each subject was secured to a CYBEX II dynamometer and grip force was collected during isokinetic wrist deviations
for four directions of motion (flexion to extension, extension to flexion, radial to lunar, and ulnar to radial).  Six different velocity levels
were analyzed and grip forces were recorded at specific wrist positions throughout each range of movement.  For flexion-extension
motions, wrist positions from 45 degrees flexion to 45 degrees extension were analyzed whereas positions from 20 degrees radial
deviation to 20 degrees ulnar deviation were studied for radial-ulnar activity.  Isometric exertions were also performed at each desired
wrist position.  Results showed that, for all directions of motion, grip forces for all isokinetic conditions were significantly lower than
for the isometric exertions.  Lower grip forces were exhibited at extreme wrist flexion and extreme radial and ulnar positions for both
static and dynamic conditions.  The direction of motion was also found to affect grip strength; extension to flexion exertions produced
larger grip forces than flexion to extension exertions and radial to ulnar motion showed larger grip forces than ulnar to radial deviation. 
Although, males produced larger grip forces than females in all exertions, significant interactions between gender and velocity were noted.

%T Use of the Actigraph for Objective Quantification of Hand/Wrist Activity
in Repetitive Work
%S INDUSTRIAL ERGONOMICS: Upper Extremity Strength and Biomechanics
%A Katharyn A. Grant
%A Traci L. Galinsky
%A Peter W. Johnson
%B HFS93
%M C.HFS.93.720
%D 1993
%V 2
%P 720-724
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Valid and reliable measures of hand/wrist activity are needed to address the relationship
between work tasks and the development of upper extremity musculoskeletal disorders.  The utility of
the actigraph for measuring wrist activity in manual work was examined in this study.  Ten grocery
cashiers and four non-cashier retail workers wore actigraph monitors on both wrists and the left ankle
during their normal work activities.  Work activities were periodically observed and recorded on
videotape.  Data recorded by the actigraphs were matched against observational data.  The results
indicated that actigraphy was effective in detecting significant work-related variations in physical
activity in the three limbs studied.  Compared to traditional observational procedures, actigraphy
represents a cost-effective approach for obtaining objective and quantitative information about the
intensity and duration of work over long time periods.  Traditional observational procedures, however,
are necessary to provide additional information needed for a complete job analysis (e.g., postural
data).  Continuous activity recordings can be used in conjunction with sampling protocols to examine
the relationship between work-related physical activities and musculoskeletal trauma.

%T Maximum Lifting Capacity in Single and Mixed Gender Three-Person Teams
%S INDUSTRIAL ERGONOMICS: Strength
%A Marilyn Sharp
%A Valerie Rice
%A Bradley Nindl
%A Tania Williamson
%B HFS93
%M C.HFS.93.725
%D 1993
%V 2
%P 725-729
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Little information is available regarding isoinertial lifting ability
in teams of two or more people.  The relationship between the sum of
individual lifts and the lifting capacity of a three person team was
examined.  Eleven men and ten women were randomly combined into 18
teams for each of the following four combinations: three men (3M),
three women (3W), two men with one woman (2M&1W), and one man with two
women (1M&2W).  While the absolute load lifted from floor to knuckle
height decreased with a decrease in the number of males on the team,
team lifting strength as a percentage of the sum of individual lifting
strength was generally higher for single gender teams (91.0% for 3W and
85.0% for 3M) than for mixed gender teams (82.7% for 1M&2W and 74.4%
for 2M&1W).

%T Wheel-Turning Strength for Four Wheel Designs
%S INDUSTRIAL ERGONOMICS: Strength
%A Mark L. McMulkin
%A Jeffrey C. Woldstad
%A Paul B. McMahan
%A Timothy M. Jones
%B HFS93
%M C.HFS.93.730
%D 1993
%V 2
%P 730-734
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X This paper reports the results of an experiment to evaluate the isometric wheel turning
strength of 12 male and 12 female subjects using four different wheel designs.  Three of the wheels
investigated were new designs developed specifically for this study, while the fourth was a wheel
currently used on many railroad car hand brakes.  The three new designs considered were a
cylindrical tube (4.3 cm in diameter), a cylindrical tube (2.5 cm in diameter) with spheres mounted
along the edge, and a circular zig-zag design.  Strength data were collected using a mock-up of the
ladder and platform arrangement found on most railroad hopper and box cars.  The task simulated
the final tightening exertion required to secure railroad car hand brakes.  Strength capabilities were
measured using two methods: 1) a three second average during a six-second trial; 2) the peak
reached on a separate trial in which subjects did not sustain an exertion.  Results showed that the
torque generated by the subjects was highest for the zig-zag design, followed in order by the wheel
with the spheres, the cylindrical wheel, and the standard wheel; average torque values were 191
Nm, 147 Nm, 132 Nm, and 95 Nm, respectively.  The average strength values (three-second
average) for six-second maximum exertions produced lower average torque values (122 Nm) than
the ramp to maximum exertion (161 Nm).

%T Determination of the Maximum Acceptable Weights of Lifting and Lowering
using the Direct Estimation Method
%S INDUSTRIAL ERGONOMICS: Strength
%A F. Aghazadeh
%A H. Lu
%A S. J. Morrisey
%B HFS93
%M C.HFS.93.735
%D 1993
%V 2
%P 735-738
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X The maximum acceptable weights of lifting and lowering were determined
using the direct estimation method.  Five task frequencies (1, 2, 4, 6,
and 8 handlings per minute) were studied.  Both lifting and lowering
were fixed at knuckle-shoulder height.  A base load for each individual
subject was first established using the psychophysical approach.  The
direct estimation method was then applied.  The results revealed that
task frequency exerted a significant role in the variation of the data. 
The type of tasks (lifting and lowering) also significantly affected
the maximum acceptable capacity performing the tasks.  The study shows
that the direct estimation method is a faster and feasible way to
determine the maximum acceptable weight that an individual can handle.

%T Evaluation of Limiting Strength Constraints in a Comprehensive Biomechanical
Model
%S INDUSTRIAL ERGONOMICS: Strength
%A Carter J. Kerk
%A Don B. Chaffin
%B HFS93
%M C.HFS.93.739
%D 1993
%V 2
%P 739-743
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X The strength constraints in a two-dimensional static human force exertion capability model
(HFEC) have been evaluated using eight male and female subjects of varying anthropometry and
strength capability.  The model comprehensively estimates feasible exertion capability under
symmetric conditions using a set of fifteen linear constraint equations from three constraint
classes: strength, stability, and coefficient of friction (COF).  This evaluation examines the nature
of the limiting strength constraints.  The computer model aided in designing tasks (combining
posture with force exertion direction) that isolated upper extremity strength constraints and
hip/torso strength constraints from stability and COF constraints.  Subject performances of
maximum exertions were recorded using force platforms and a multi-axis load cell to record
external reaction forces at the hands and feet.  Body posture was recorded with a 2D motion
analysis system.  The observed hand force exertions were compared to the exertions predicted by
the model.  The identity of the limiting constraints was well predicted by the model.  The location
of the constraints was logical and predictable.  The results are discussed in the context of other
modeling approaches as well as implications for future research.  The HFEC approach shows
excellent potential as an ergonomic engineering tool for teaching, evaluation, and design.

%T Ergonomics Efforts in the Retail Food Industry
%S INDUSTRIAL ERGONOMICS: Panel
%A Thomas J. Sluchak
%A Douglas C. Antonelli
%A Pat Bower
%A Mark S. Hoffman
%A Gary B. Orr
%A Thomas R. Waters
%B HFS93
%M C.HFS.93.744
%D 1993
%V 2
%P 744-748
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X This panel is composed of individuals from retail, ergonomic consulting firms, equipment
manufacturers and NIOSH, who are currently involved with ergonomics efforts in the retail food
industry.  Presenters summarize their ergonomics efforts and discuss key challenges in the industry
today.

%T PVAT -- A Video Analysis Tool for Microgravity Posture Evaluation
%S INDUSTRIAL ERGONOMICS: Measurement
%A Mihriban Whitmore
%A Darlene Merced-Moore
%A Susan C. Adam
%B HFS93
%M C.HFS.93.749
%D 1993
%V 2
%P 749-753
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X PVAT (Posture Video Analysis Tool) has been developed to meet the special needs of ergonomist and
human factors analyst attempting to evaluate microgravity working posture from video footage.  These
specialists often have very little or no control over the video coverage.  Moreover, the majority of Shuttle
mission videos are not recorded for quantitative analysis.  The purpose for developing PVAT is to provide a
structured methodology in which these specialists could optimize the data collection technique.  PVAT is
specifically designed to document microgravity postures using videos of astronauts working in a space
environment.  The primary focus of PVAT is identifying the microgravity working postures and relating
them to design issues in the workplace.  This tool is currently an interactive software prototype written in
Supercard.  Users are provided with a set of input parameters such as: subject code, body orientation,
targeted body part, camera view (given subject location), body movement, and rating level.  A secondary set
of inputs are also available which provides the ability to document extraneous behaviors or activities such as
bending, reaching and interruptions.  The tool allows for the input parameters to be customized as needed. 
Once the setup is defined, the user begins documenting the target posture and/or behaviors.  The paper will
discuss PVAT, its space applications and plans for its use.

%T A Hand Posture Measurement System for Evaluating Manual Tool Tasks
%S INDUSTRIAL ERGONOMICS: Measurement
%A Myung Hwan Yun
%B HFS93
%M C.HFS.93.754
%D 1993
%V 2
%P 754-758
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X A measurement system of describing the loads in the hand during manual tool
tasks is presented.  The system consists of a network of force sensitive resistors and an
angle transducer glove (Cyberglove, Virtual Technologies).  Eighteen different
cylindrical grip tasks for six subjects were studied using the developed measurement
system.  Fourteen flexion and abduction angles and the ten force data from ten locations
of the hand was measured for the sixteen tool tasks.  The results showed that the flexion
angle for the five fingers decreased with increasing grip span.  Grip force was mainly
controlled by the opposing action of the thumb and the index finger.  The contribution of
the thumb and index finger force to the total grip force was greater when the grip size was
increased.  A regression approach to estimate the joint flexion angle based on the hand
anthropometry and grip characteristics showed significant results.  It was possible to use
the data from the measurement system as an input to the calculation of the joint torques
and moments in the finger joints.  The simultaneous measurement system of the finger
joint angles and finger forces was useful in collecting the information on the hand force
postures during the duration of the task.  The system was also useful in providing
detailed input data for the biomechanical analysis of the hand.

%T Tracking Median Nerve Conduction as a Method of Early Detection of Carpal
Tunnel Syndrome
%S INDUSTRIAL ERGONOMICS: Measurement
%A Steven L. Johnson
%A Bobby Evans
%B HFS93
%M C.HFS.93.759
%D 1993
%V 2
%P 759-763
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Cumulative trauma disorders in general, and carpal tunnel syndrome (CTS), in particular, have been
an increasingly costly problem for both the afflicted individual and the company that employs that individual. 
This research involved a longitudinal study of cumulative trauma in six poultry processing plants.  The
primary objective of this research was to evaluate the potential of a procedure that tracks changes in motor
median nerve latencies as a method of early detection of carpal tunnel syndrome.  Although there was a
statistically significant difference between the average latencies of the non-symptomatic group and the
symptomatic group, the use of motor median nerve latencies for predictive diagnostic purposes is definitely
questionable.  There was no systematic shift in latencies observed as a function of the time that the person
had been performing processing tasks which are generally considered to be associated with CTS.  A second
important result was that the incidence rate of objectively evaluated CTS appears to be far lower than that
generally reported in both the popular media and the research literature.  Probably the most important
conclusion of the study, however, was that the variation within people, over time, independent of exposure,
can lead to serious misdiagnosis of CTS.  These results and conclusions are very important for both
assessing the magnitude of the problem of CTS, as well as questioning the efficacy of one of the most
widely used criteria to justify CTS surgery.

%T Feasibility of Using the Gap Detection Tactility Test for Monitoring
Cutaneous Sensory Deficits
%S INDUSTRIAL ERGONOMICS: Measurement
%A One-Jang Jeng
%A Robert G. Radwin
%B HFS93
%M C.HFS.93.764
%D 1993
%V 2
%P 764-768
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Periodic worker monitoring methods are needed for detecting cumulative trauma disorders, such as
carpal tunnel syndrome (CTS), in the early stages.  An experiment was conducted for studying the
feasibility of using a new aesthesiometer for periodically measuring functional tactile sensitivity.  It was
conducted to investigate gap detection sensory threshold differences between five normal subjects and
seven subjects diagnosed having CTS.  The gap detection test was used because of its functional
resemblance to many work-related activities.  Average gap detection sensory threshold using the index
finger was 0.21 mm (SD = 0.14 mm) for the normal subjects and increased 114% to 0.45 mm
(SD = 0.16 mm) for the CTS subjects when finger probing was allowed.  Average gap detection sensory
threshold using the index finger was 1.57 mm (SD = 0.56 mm) for the normal subjects and increased
61% to 2.53 mm (SD = 0.82 mm) for the CTS subjects when finger probing was not allowed.  The
results suggest that people suffering from CTS may experience similar functional deficits in daily living
and work activities.  A strong relationship was also observed between electrophysiologic variables and
the gap detection sensory thresholds when both the CTS and normal hands were pooled.  This suggests
that performance in the gap detection test might measure the level of median nerve function in CTS.

%T The Influence of Anti-Fatigue Mats on Back and Leg Fatigue
%S INDUSTRIAL ERGONOMICS: Quantitative Applications
%A C. Stuart-Buttle
%A W. S. Marras
%A J. Y. Kim
%B HFS93
%M C.HFS.93.769
%D 1993
%V 2
%P 769-773
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Prolonged standing is common in many industrial workplaces.  It is also quite common for workers
to complain of discomfort in the back and legs as a result of prolonged standing.  Mats are often
provided for the worker to relieve this fatigue.  However, there is no quantitative evidence that these
mats relieve leg and back fatigue.  Five subjects were asked to stand on a concrete surface and two
mat surfaces for prolonged periods of time.  Spectral electromyo-graphic (EMG) analyses indicated
that mats reduce localized muscle fatigue in the erector spinal muscle only.  Furthermore, this fatigue
reduction occurred only with the more compressible of the two mats tested.  These results imply that
localized muscular fatigue in the leg may not be relieved with "anti-fatigue" mats and some of these
mats only benefit the back.

%T Case Study: An Application of the Revised NIOSH Lift Guide to a Multiple
Task Job
%S INDUSTRIAL ERGONOMICS: Quantitative Applications
%A David B. Mahone
%B HFS93
%M C.HFS.93.774
%D 1993
%V 2
%P 774-778
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X The newly revised NIOSH lifting guide offers a multiple task strategy for frequency
weighting multiple lifting tasks performed in a series; in close proximity of time.  This
strategy allows calculation of a composite lifting index (CLI) during assessment of jobs for
which lifting variables are changing throughout the task.  While the approach is useful, the
number of calculations and table look-up procedures required is much larger than a single
task strategy requires, and the process becomes tedious and error prone if performed
manually.  Consequently, a computer program was developed by Continental Insurance
Corporate Loss Control in FORTRAN to automate table look-ups and required calculations.  A
case-study applying the multi-task approach to an actual job is shown.  The job involves
manual lifting/lowering of boxes from a queuing turntable to a pallet stack.  The results
indicate that the job is unacceptably hazardous, which agrees with subjective responses of
workers.  Possible worksite retrofit changes are also evaluated in a "what-if" manner.  These
results show that changes would improve the risk level, but proposed improvements were
not sufficient to attain an acceptable risk level.  Mechanization of the job is therefore
suggested.  Details regarding the multi-task application are discussed.

%T The Effects of Posture and Technique on Forces Experienced when Hanging
Continuous Miner Cable
%S INDUSTRIAL ERGONOMICS: Quantitative Applications
%A Sean Gallagher
%A Christopher A. Hamrick
%A Mark S. Redfern
%B HFS93
%M C.HFS.93.779
%D 1993
%V 2
%P 779-783
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Analysis of lost-time back injuries in underground coal mines indicates that handling
continuous miner cable places workers at high risk of injury.  Manual hanging of this type of cable is
a common lifting task in underground mines.  This study was performed to assess the ground
reaction forces associated with hanging cable in various postures and employing different methods of
securing the cable.  Seven experienced coal miners (mean age: 41.4 years +/- 2.1) performed a series
of 12 cable hanging tasks.  Independent variables included a set of six posture/vertical space
constraint conditions (LIFTCOND), and two techniques of securing the cable to the ceiling
(METHOD).  The dependent variables consisted of ground reaction forces measured using two force
plates.  LIFTCOND (F(5,66) = 21.31, p < 0.0001) and METHOD (F(1,66) = 10.89, p < 0.005) both
significantly affected the magnitude of the peak resultant forces generated during the tasks.  Post hoc
analysis indicated that kneeling postures resulted in significantly lower forces than stooping for the
same ceiling heights.  Greater forces were associated with higher lifting conditions, attributable in
part to the fact that higher lifts require more cable to be hoisted.  Forces were also increased when
subjects twisted baling wire to secure the cable, as compared to hanging it on a hook.  An
interaction between LIFTCOND and METHOD was identified with lateral shear forces -- stooping
conditions where the subjects twisted the cable with wire resulted in higher lateral shear forces. 
Results of this study will be used to develop recommendations to reduce back injury risk when
handling cable.

%T Ground Reaction Forces during Miner Cable Pulling Tasks
%S INDUSTRIAL ERGONOMICS: Quantitative Applications
%A Christopher A. Hamrick
%A Sean Gallagher
%A Mark S. Redfern
%B HFS93
%M C.HFS.93.784
%D 1993
%V 2
%P 784-788
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X The handling of mining machine cables in underground coal mines has been identified as a
particularly stressful task and is a likely contributor to low back pain.  In this experiment, seven
experienced miners performed a cable pulling task while ground reaction forces and cable tension were
measured.  The independent variables were two levels of cable resistance (low and high) and lifting
conditions (kneeling under a 1.2 meter [48 inch] roof, stooping under a 1.2 meter [48 inch] roof,
stooping under a 1.5 meter [60 inch] roof, and unrestricted standing).  The dependent variables were
the peak values of the following: actual tension measured in the cable, ground reaction forces in the X
(anterior), Y (lateral), and Z (vertical) directions and the magnitude of the resultant force vector.  Work
posture significantly affected the peak ground reaction forces in the Y-direction.  The Y-forces were
highest in the kneeling condition, indicating that there is less postural stability when performing cable
pulling tasks in a kneeling posture.  Thus, there may be a greater likelihood of injury in this posture. 
Additionally, biomechanical stresses which contribute to musculoskeletal injury may be greater in the
kneeling posture.

%T Can Biomechanically Determined Stress be Perceived?
%S INDUSTRIAL ERGONOMICS: Cognitive Biomechanics
%A Deborah D. Thompson
%A Don B. Chaffin
%B HFS93
%M C.HFS.93.789
%D 1993
%V 2
%P 789-792
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Back and overexertion injuries are a costly and debilitating problem in
industry.  It has been suggested that the best protective action in the prevention of
back injuries is to rely on a person's perception of the risks, and allow them to
operate within them.  However, this assumes that a person is aware of the sensory
information from the body concerning unsafe levels of stress, particularly in the
back.  Unfortunately, there is some question as to whether this assumption is valid. 
The purpose of this study was to determine how well physical stress resulting from
performing occasional lifting exertions could be perceived.  This required an
evaluation to determine how perception (psychophysical approach) relates to
physical tolerances (biomechanical approach).  The results showed that back stress
resulting from occasional lifting exertions is not well perceived in general.  The fact
that the stress was not well perceived by some may indicate why low back injuries
are so pervasive in the population, and why engineering and ergonomic changes are
needed to reduce the exposure to conditions that would overstress the back.

%T The Performance of Female Young Adults in Perception of Efforts of Varied
Nature and Magnitudes
%S INDUSTRIAL ERGONOMICS: Cognitive Biomechanics
%A Shrawan Kumar
%A Maureen Simmonds
%A David Lechelt
%B HFS93
%M C.HFS.93.793
%D 1993
%V 2
%P 793-797
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Ten normal young adult females performed maximal and graded exertions of the stoop
lift, hand grip, and finger pinch.  The levels of graded exertion required were 80%, 60%, 40%
and 20% of maximal voluntary contraction (MVC).  The sequence of all conditions were fully
randomized.  Each of the randomized conditions was tried three times in succession.  The entire
experiment was carried out on four different days at the same time of the day on Monday,
Wednesday, Friday of one week and Friday of the next week.  The data obtained were subjected
to descriptive and statistical analysis with t-test, analysis of variance, and correlation and
regression.  There were significant differences in the efforts produced in three different activities
(p<0.01).  The levels of exertion from 20% to 80% were significantly different from each other
(p<0.01).  However, there were no significant differences between the three trials of any given
condition and the exertions produced on four different days.  The 80% and 60% of exertions
were overestimated and 20% was underestimated compared to the objective values based on
MVC (p<0.01).  At 40% effort there was no significant difference between the objective level
of exertion and subjectively gauged and produced effort.  The reliability of perception among the
female subjects was similar for finger pinch, hand grip, and stoop lift activities.

%T The Effects of Obstructions on Arm Movement Time during Reach and
Positioning Movements of a Simulated Maintenance Task
%S INDUSTRIAL ERGONOMICS: Cognitive Biomechanics
%A Susan A. Taylor
%A Thomas Z. Strybel
%B HFS93
%M C.HFS.93.798
%D 1993
%V 2
%P 798-802
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X The purpose of this study was to investigate the fundamental issue of how an obstruction affects
movement time during reach and positioning components of a simulated maintenance task.  Eight
obstruction locations for two target locations provided the experimental manipulation for the study, while
movement time was measured as the dependent variable.  Data for all the trials were obtained using a
three-dimensional magnetic sensing device placed on the back of the subject's hand as he/she moved in
space from the starting point to the target in a wooden mockup replicating the work space of a maintainer
in an aircraft horizontal stabilizer.  Results indicated that movement times increased when the vertical
position of the obstruction was within roughly 5.72 cm of the target.  Subjects' perceived difficulty in those
conditions with longer movement times was attributable more to the inability to see the target during the
end of the motion than the lack of positioning space around the target.  These findings emphasize the role
visual feedback played in a task of this type, and its effect on maintenance procedure times in general.

%T Psychophysical Assessment of Simulated Assembly Line Work: Combinations
of Transferring and Screw Driving Tasks
%S INDUSTRIAL ERGONOMICS: Cognitive Biomechanics
%A Sheila Krawczyk
%A Thomas J. Armstrong
%A Stover H. Snook
%B HFS93
%M C.HFS.93.803
%D 1993
%V 2
%P 803-807
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Upper extremity cumulative trauma disorders have been linked to the repeated and/or forceful exertions and/or awkward
postures sometimes required by upper extremity intensive work.  The combined effect of these physical stressors can be
evaluated using psychophysical methods.  The purpose of this study was to examine different combinations of repetitive
upper extremity work using established psychophysical methods to determine design recommendations for upper extremity
tasks.  The tasks studied simulated assembly line type work where a part is transferred from a storage bin and attached with a
pneumatic tool to another larger part.
   Twenty-four experienced industrial workers performed five combination tasks of transferring an object along a conveyor
and screw driving using a pistol shaped pneumatic screwdriver: 100% transfer; 75% transfer and 25% screw drive; 50%
transfer and 50% screw drive; 25% transfer and 75% screw drive; and 100% screw drive.  The cycle time was 24 seconds. 
Each combination task was performed for an hour.  Overall, transferring, and screw driving perceived exertions were
measured using 10 cm visual analog scales (VAS) with verbal descriptions at the endpoints.  The left and right sides
corresponded to "Easiest imaginable work" at 0 cm, and "Hardest imaginable work" at 10 cm, respectively.  Body part
discomfort surveys were utilized to assess discomfort from each of the tasks.
   The overall perceived exertion (VAS) rating increased, as the task utilized more of one upper extremity than the other
and involved more of either the transferring or screw driving tasks.  The mean overall VAS ratings were 5.3, 4.3, 3.5, 4.4,
and 5.3 for the five combination tasks, respectively.  As the transferring (or screw driving) proportion of the task increased,
the transferring (or screw driving) VAS increased.  A repeated measures ANOVA showed that the combination task effect
was significant (p<0.01).  This psychophysical data can provide guidance in the analysis and design of upper extremity work. 
Since less varied work which utilized more of one upper extremity than the other had greater overall perceived exertion,
upper extremity tasks should be designed as varied as possible utilizing as many body parts as possible.  Body part
discomfort surveys verified that this decreased discomfort severity and distributed the discomfort more evenly throughout the
different body parts.  This study provides evidence of the positive effects of work enlargement.

%T Validation of Ergonomic Improvements to a Shipping Workstation
%S INDUSTRIAL ERGONOMICS: Application Research
%A John L. Wick
%A Rick DeWeese
%B HFS93
%M C.HFS.93.808
%D 1993
%V 2
%P 808-811
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X A shipping workstation was analyzed by doing detailed task
analysis from video tape.  The analysis showed an excessive number
of damaging wrist motions left and right, high force pinch grips
left and right, extreme right shoulder abduction, extreme neck
flexion and extreme back flexion.  Solutions were developed to
address the causes.  The new design was validated.  It was found
that it eliminated the high force pinch grips, extreme shoulder
abduction and extreme back flexion as well as reducing cycle time
by 12%.  However, it failed to solve the excessive number of
damaging wrist motions and extreme neck flexion and introduced
extreme shoulder flexion.  New solutions were developed.  The next
validation proved successful.  This study demonstrates the
importance of a methodology that includes a validation step. 
Without validation, the new workstation would not have been much
better than the old one.

%T Ergonomic Improvements in a Medical Device Assembly Plant: A Field Study
%S INDUSTRIAL ERGONOMICS: Application Research
%A Mukund Narayan
%A Linda Rudolph
%B HFS93
%M C.HFS.93.812
%D 1993
%V 2
%P 812-816
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X This study reports the results of an ergonomics demonstration project implemented at a medical device
manufacturing plant that was concerned about the high incidence of upper extremity cumulative trauma disorders
(UECTD).  Plant records were reviewed to target high risk jobs for intervention and to establish baseline incidence and
severity rates for future comparisons.  A multi-disciplinary team based approach was to used identify problems and effect
workplace changes.  With the guidance of the ergonomist, the team conducted task analysis of selected high risk
operations, developed solutions, validated them for feasibility and cost-effectiveness on a prototype workstation, and, after
implementing the changes on the production line, measured the effectiveness of the changes.  The plant-wide severity rate
based on lost-time was reduced from 154.9 to 67.8 lost-time days per 200,000 worker-hours over a one-year period.  The
incidence and severity rates were reduced significantly for the redesigned jobs.

%T An Evaluation of Workstation Adjustment and Musculoskeletal Discomfort
%S INDUSTRIAL ERGONOMICS: Application Research
%A Craig A. Halpern
%A Paul J. Davis
%B HFS93
%M C.HFS.93.817
%D 1993
%V 2
%P 817-821
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Ninety (90) office workers were administered a survey to gather
a subjective evaluation of appearance, layout, useability and
efficiency of their workstations, and to develop a body part
discomfort rating.  All ninety workstations were then reconfigured
and adjusted to fit each user's anthropometric dimensions.  After
approximately four months, a follow-up survey was conducted.  Results
from the reconfiguration and "fitting process" indicated a
significant decrease in body part discomfort, and an increase in the
perceived efficiency, and useability of the office furniture and
equipment.  Use of office equipment properly adjusted to fit the user
through ergonomics and anthropometric principles may enhance
productivity and performance, reduce awkward postures, and the
associated cumulative trauma injuries.

%T The Ergonomic Evaluation and Improvement of a Cable Forming Process:
A Case Study
%S INDUSTRIAL ERGONOMICS: Application Research
%A Kelly A. Eckbreth
%B HFS93
%M C.HFS.93.822
%D 1993
%V 2
%P 822-825
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Since 1986, twelve (12) injuries and illnesses had occurred among cable formers in several shops of a major
telecommunications equipment manufacturer resulting in significant lost time and restricted days.  The process
engineer, supervisor, plant ergonomist, production associates, and maintenance personnel analyzed the problem
elements of the job and developed possible solutions.  Ergonomic training, repair of the existing boards, a new cable
board design, anti-fatigue mats, step stools, and new scissors were implemented.  Significant improvements were
realized in employee morale and board set-up time.  The degree of musculoskeletal stress suffered by these workers
was also reduced.

%T The Effects of Extra Vehicular Activity (EVA) Gloves on Dexterity and
Tactility
%S INDUSTRIAL ERGONOMICS: Industrial Ergonomics Potpourri
%A Ram R. Bishu
%A Glenn Klute
%A Byungjoon Kim
%B HFS93
%M C.HFS.93.826
%D 1993
%V 2
%P 826-830
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Human capabilities such as dexterity, manipulability, and tactile perception are unique and render the hand as a
very versatile, effective and a multipurpose tool.  This is especially true for unknown microgravity environments such
as the EVA environment.  Facilitation of these activities, with simultaneous protection from the cruel EVA environment
are the two, often conflicting, objectives of glove design.  The objective of this study was to assess the effects of EVA
gloves at different pressures on human hand capabilities.  A factorial experiment was performed in which three types of
EVA gloves were tested at five pressure differentials.  The independent variables tested in this experiment were gender,
glove type, pressure differential, and glove make.  Six subjects participated in an experiment where a number of
dexterity measures, namely time to tie a rope, and the time to assemble a nut and bolt were recorded.  Tactility was
measured through a two point discrimination test.  The results indicate that a) With EVA gloves there is a considerable
reduction in dexterity, b) performance decrements increase with increasing pressure differential, and c) some
interesting gender glove interactions were observed, some of which may have been due to the extent (or lack of) fit of
the glove to the hand.  The implications for the designer are discussed.

%T Development of a Pressure-Related Assessment Model of Seating Discomfort
%S INDUSTRIAL ERGONOMICS: Industrial Ergonomics Potpourri
%A Wenqi Shen
%A Ian A. R. Galer
%B HFS93
%M C.HFS.93.831
%D 1993
%V 2
%P 831-835
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X This study consisted of the development of a factor model and a sitting interface pressure related
assessment model of sitting discomfort, based on an extensive literature review.  The factor model
identified the force applied on the sitter's body as one of the main factors causing seating discomfort.  The
assessment model proposed that sitting discomfort mainly arises from feelings in the lumbar and buttock
areas, and that local discomfort either depends upon or, is reflected by, the interface pressure.  A pilot
experiment was conducted to explore the utility of the assessment model by change of postural angles. 
Eleven subjects attended a 40 min sitting session.  The independent variables were seat angle and seat-to-backrest
angle.  A pressure measuring device was used to record interface pressure between the subject
and a prototype seat surface.  A general comfort scale was administered after each pressure measurement. 
Results showed that all pressure measures were sensitive to postural changes of varied angulation, and
that subjective ratings of comfort correlated with pressure measures, especially maximum pressure,
average pressure ratio and maximum pressure gradient.  Evidence from the pilot suggested that the model
may have utility and eventually be used to assess seating discomfort.

%T Development of an Object-Oriented Anthropometric Database for an Ergonomic
Man Model
%S INDUSTRIAL ERGONOMICS: Industrial Ergonomics Potpourri
%A Eui S. Jung
%A Dongsoek Kang
%A Sung H. Han
%A Min K. Chung
%B HFS93
%M C.HFS.93.836
%D 1993
%V 2
%P 836-840
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X An object-oriented anthropometric database was developed as a framework of integrating into
an ergonomic interface model, data for workplace modelling, and ergonomic evaluation functions as
well as basic anthropometric data required to construct a man model.  In order to develop an
ergonomic man model representing operators that interact with their working environments, not only
anthropometric data but also efficient handling of such data and accurate representation of the
workspace are needed as a prerequisite to proper ergonomic evaluation.  In this research, these three
sets of data with distinct characteristics were incorporated into a common integrated database
needed for the manipulation of an ergonomic man model together with the generation of an
anthropometric man itself.  An object-oriented database scheme was used for designing the database
to achieve flexibility and expandability, and to efficiently interface to any CAD system.  UniSQL/X, an
object-oriented database management system and the X-window system on a SPARC workstation
were used for implementation.  The ergonomic man model generated from the object-oriented
database is found to possess great flexibility and performance compared with existing ergonomic
interface models or ergonomic CAD systems.

%T What Difference Can the Data Make?
%S INDUSTRIAL ERGONOMICS: Industrial Ergonomics Potpourri
%A H. A. Romero
%A L. T. Ostrom
%A C. A. Wilhelmsen
%B HFS93
%M C.HFS.93.841
%D 1993
%V 2
%P 841-845
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X The anthropometric data which is readily available to the ergonomic
practitioner contains gaps in the statures of individuals covered.  This
study fills in those gaps by analyzing the data sources available to
interpolate the dimensions for those statures not represented.  The
interpolation method used was linear regression relating a specific
dimension to the standing stature of the individual.  Additionally, this
paper compares several sources of data to demonstrate significant
differences.  Both these pieces of information are important to the
practitioner.  By filling in the gaps, the practitioner is provided with
initial quantitative reference points for individuals when properly
arranging a workstation.  Currently, only qualitative information is
provided concerning optimum workstation design for individuals not
represented in the data sources.  By demonstrating the lack of a
significant difference between data sources, the practitioner may use
whichever source is readily available.  The results show a significant
relationship between the individual's stature and eight different
workstation measurements.  Finally, there is no significant difference
between the data sources examined.

%T Human Error in Health Care Delivery: Cases, Causes and Correction
%S MEDICAL SYSTEMS AND FUNCTIONALLY IMPAIRED POPULATIONS:
Human Factors in Health Care and Universal Design
%A Harold P. Van Cott
%B HFS93
%M C.HFS.93.846
%D 1993
%V 2
%P 846-848
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Health care delivery is viewed as a complex, people-intensive system whose reliability
depends on human performance.  Examples of the human errors that occur in health care
are described, and human factors interventions and remedies that might be taken to
improve reliability and safety are suggested.

%T Development of Tactile Displays for Blind Access to Computers
%S MEDICAL SYSTEMS AND FUNCTIONALLY IMPAIRED POPULATIONS:
Human Factors in Health Care and Universal Design
%A Steven F. Wiker
%A Gregg C. Vanderheiden
%A Seongil Lee
%B HFS93
%M C.HFS.93.-
%D 1993
%V 2
%P --
%* (c) Copyright 1993 Human Factors and Ergonomics Society

%T The Effects of Physical Attributes of Computer Interface Design on Novice
and Experienced Performance of Users with Physical Disabilities
%S MEDICAL SYSTEMS AND FUNCTIONALLY IMPAIRED POPULATIONS:
Human Factors in Health Care and Universal Design
%A Sherry Perdue Casali
%A Joseph D. Chase
%B HFS93
%M C.HFS.93.849
%D 1993
%V 2
%P 849-853
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X It is well accepted that with even very simple tasks, a user's performance with a cursor control device improves substantially
over some period of time before stabilizing.  Although no systematic studies are available concerning how particular attributes
of screen or device design affect the rate at which users learn to interact with a system, past studies with input devices have
shown that the overall period of time required to learn to physically interact with a system is generally quite short.  Hence the
lack of attention paid to the "learning" phase with respect to physical interaction is probably justified.  For users with mobility
impairments, however, not only may the overall physical learning phase be significantly longer than for nondisabled users,
but certain features of the interface design may require a longer learning period than others.  Depending on how different
"initial" performance is from "practiced" performance, systems meant for "walk up and use" or casual use may need to be
designed differently to allow easy access for persons with mobility impairments.  In addition, adaptive interfaces which
change the physical design of features over time as a user becomes more proficient may facilitate access for individuals with
impaired motor control.
   Twenty persons with impaired hand and arm function (as a result of spinal cord injury) performed a target acquisition task
with five cursor control devices.  The task required that the user select targets of different sizes and distances using both
"point and click" and "drag" modes of interaction.  Time and errors were recorded.  The results indicate not only that some
physical design attributes negatively effect performance, but that the magnitude of the effects differ for "initial" performance
and "practiced" performance.  In fact, in some cases attributes which had no effect once performance had asymptoted were
shown to have a significant effect on novice performance.  Also, some features required significantly longer periods of time
for the users to become proficient at using than others.  The implications for interface design are discussed.

%T Developing the User-System Interface for a Communications System for ALS
Patients and Others with Severe Neurological Impairments
%S MEDICAL SYSTEMS AND FUNCTIONALLY IMPAIRED POPULATIONS:
Human Factors in Health Care and Universal Design
%A Robert A. Murphy
%A Annamaria Basili
%B HFS93
%M C.HFS.93.854
%D 1993
%V 2
%P 854-858
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X In developing a computerized communications system for the severely neurologically
handicapped, the user-system interface required adaptation to the special limitations of
this population.  The needs of health care workers, who assist the patient in the use of
Blink-writer, were also addressed as part of the system design.

%T Risk Assessment and Approaches to Addressing Human Error in Medical Uses
of Radioisotopes
%S MEDICAL SYSTEMS AND FUNCTIONALLY IMPAIRED POPULATIONS: Panel
%A Isabelle Schoenfeld
%A Dolores Morisseau
%A James R. Callan
%A Kerm Henriksen
%A Edwin D. Jones
%A Ronald D. Kaye
%A Michael L. Quinn
%B HFS93
%M C.HFS.93.859
%D 1993
%V 2
%P 859-862
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X The objective of this panel is to provide a forum for the presentation of
the results of the human factors analyses of two discrete medical systems
(Teletherapy and Remote Afterloading Brachytherapy) and the risk assessment
of a third (Gamma Knife).  Although each of these systems uses some form of
radiation to effect patient treatment, each is unique in the method used to
effect the treatment.
   Records maintained by the Nuclear Regulatory Commission (NRC) indicate that
human error is a primary or contributing factor to misadministration of
prescribed doses of radiation during medical treatment.  Such
misadministrations, whether by machine or human error can have adverse
consequences.  Hence, the NRC undertook human factors analyses of the
teletherapy and the remote afterloading brachytherapy systems and a risk
assessment of the use of the gamma knife to determine the root causes of
human errors and their potential risks.
   Results of these analyses will be discussed and include identification of
the factors that contribute to human error in these systems, the impact of
those factors on the performance of functions and tasks, their safety
significance, and alternative approaches for resolving the safety
significant human factors problems (e.g., improvements in human-machine
interfaces, task design, procedures, training, and organizational
practices).  The risk analysis was designed to include a task based
approach that departs from conventional probabilistic risk assessment
techniques and provides risk profiles that can identify relatively high-risk
or critical tasks.
   Hence, this panel will provide the human factors community with insights
into techniques and results of human factors analyses and risk assessment
performed on medical systems heretofore unexamined in this depth or across
such a broad range of considerations.

%T Human Factors and Medical Care: Issues and Examples
%S MEDICAL SYSTEMS AND FUNCTIONALLY IMPAIRED POPULATIONS: Panel
%A Marilyn Sue Bogner
%A Melvin H. Rudov
%A Roberta Klatzky
%A Lee T. Ostrom
%A William A. Hyman
%A John W. Senders
%B HFS93
%M C.HFS.93.-
%D 1993
%V 2
%P --
%* (c) Copyright 1993 Human Factors and Ergonomics Society

%T Making Human Factors Usable
%S ORGANIZATIONAL DESIGN AND MANAGEMENT: Panel
%A Susan Dray
%A Tom Dayton
%A Deb Mrazek
%A Frederick A. Muckler
%A Mike Rafield
%B HFS93
%M C.HFS.93.863
%D 1993
%V 2
%P 863-866
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Over the years, Human Factors as a discipline has matured, and evolved.  This panel brings together a variety of
participants who represent various aspects of the Human Factors community.  It is the position of the participants that
boundaries still exist between Human Factors professionals and the "users" they profess to assist.
   These boundaries take a variety of forms, including organizational, philosophical, and linguistic (i.e., the jargon of
the Human Factors profession, and the jargon of their "users").  We believe that bridges must be built to span these
boundaries, bringing together the Human Factors community and their customers -- in effect, making Human Factors
usable.

%T Team Training, Group Processes, and Organizational Psychology:
Major Theoretical and Research Issues that Bridge Boundaries
%S ORGANIZATIONAL DESIGN AND MANAGEMENT: Panel
%A Richard E. Christ
%A Alvah C. Bittner
%A Allen T. Bramwell
%A Eduardo Salas
%A Winfred Arthur, Jr.
%A Richard A. Guzzo
%A Joseph W. Huff
%A Michelle M. Robertson
%B HFS93
%M C.HFS.93.867
%D 1993
%V 2
%P 867-869
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X As is generally true for most people during their normal day-to-day existence, there is a
tendency for researchers and practitioners who deal with behavioral and social issues to
communicate predominately with those who share with them a common frame of reference in
matters of professional significance.  For example, if the issue at hand is the behavior of people
in relatively small groups -- groups with highly specific goals, instrumental relationships, and no
necessity for permanence -- there are clearly at least two clusters of individuals interested in the
issue.  Individuals within each cluster have a common frame of reference and communicate among
themselves information concerning their attempts to acquire and apply knowledge about the
behaviors of people in groups as well as the behavior of the groups themselves.  These two
clusters of individuals are often differentiated by their respective associations with (a) team
training and performance, typically in a military or aviation context, and (b) group processes and
productivity, typically in an industrial or organizational context.
   It can be easily shown that there is a high level of activity within and meaningful output
from each of these two clusters of researchers and practitioners.  The problem is that there is
the ever present danger that individuals within each of these two clusters will not be sufficiently
aware of and hence not be able to benefit from the activities and products of the other.  In short,
the situation as described minimizes the opportunity for a positive synergism among those who
really share a larger set of common interest and goals.
   The objective of this panel is to provide a forum for discussion of issues that are part of
the larger set of common interests and goals.  The panelists are individuals who might be
identified as representing principally only one of the two clusters of researchers and practitioners. 
Each one, however, probably prefers to be and is in fact recognized as a major contributor by
members of the other cluster.  The desired impact of the brief presentations by the panelists,
together with subsequent interactions among the panelists and others in the audience, is to
facilitate a recognition and appreciation of the total set of contributions being made in the area
of team, group, and organizational research and practice.

%T Performance Enhancement and Accident Reduction in Complex Systems:
Perspectives and a Research Program
%S ORGANIZATIONAL DESIGN AND MANAGEMENT: Panel
%A Barrett S. Caldwell
%A Bruce G. Coury
%A Najmedin Meshkati
%A Neville Moray
%A Harold E. (Smoke) Price
%B HFS93
%M C.HFS.93.870
%D 1993
%V 2
%P 870-872
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Accidents in complex systems seldom arise from a single source, and are most often the result of
multiple factors occurring at different levels of the system.  Understanding the "systems" aspects of human
performance (and performance error) in complex systems is a necessary part of any effort to avoid serious
mishaps due to human error.  This panel is intended to coincide with the development of a major research
effort at the University of Wisconsin to address these issues.  The Center for Human Performance in
Complex Systems will apply the disciplines of systems engineering and ergonomics design to improve
complex systems processes from the perspective of human performance.  The purpose of this panel is to
foster and demonstrate the Center's interest in bringing together a variety of perspectives and expertise
bases to improve the overall quality and breadth of its activities.  Each of the participants has a long-standing
interest in improving the quality of human performance in complex and critical systems
environments.  Although they cannot represent the entire spectrum of relevant disciplines and perspectives
of ergonomics and systems analysis, they provide a balance of insights, experience, and enthusiasm.  This
balance is essential to improving our understanding of factors affecting complex socio-technical systems,
and implementing strategies to prevent and ameliorate the effects of system degradation and breakdown.

%T Diagnosing Macroergonomic Problems: A Case Study in the Use of Concept
Mapping for TQM Initiatives
%S ORGANIZATIONAL DESIGN AND MANAGEMENT: A Macroergonomics Toolbox
%A Brian S. Zaff
%A Edward R. Hughes
%A Michael D. McNeese
%A Clifford E. Brown
%A Maryalice Citera
%B HFS93
%M C.HFS.93.873
%D 1993
%V 2
%P 873-876
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%O Paper ends on page 881
%X This paper presents the results from a case study involving the use of concept mapping in
a Total Quality Management (TQM) program.  Concept mapping is a knowledge acquisition
technique that has proven successful in a variety of instances when it was necessary to elicit
information directly from domain experts and communicate that information to other
individuals needing the information.  The concept mapping technique produces, during the
course of an interview, a graphical representation that becomes a communications medium
through which ideas can be easily shared in a group setting.  In TQM programs it may be
necessary to elicit detailed information from employees about the nature of their work domain
and about the various problems they may be encountering.  The success of TQM programs often
depends on establishing open lines of communications through which employees can articulate
their concerns and upon the ability of TQM team members to uncover hard-to-detect problems. 
Concept mapping proved successful in the TQM setting.  The concept mapping technique
facilitated the uncovering of insights that were not obvious to the TQM team during their initial
brainstorming sessions or from the use of a survey.  In addition it appears that the concept
mapping technique has other significant TQM advantages over and above its utility as a
knowledge elicitation technique.  Concept mapping, not only facilitates user-centered knowledge
acquisition, but also appears useful as a means of facilitating team-building.

%T Macroergonomics Research Methodology: Determining Future Job Requirements
of a Customer Service Representative (CSR) in a Bank
%S ORGANIZATIONAL DESIGN AND MANAGEMENT: A Macroergonomics Toolbox
%A Mark S. Hoffman
%A Cynthia K. Lowe
%A Karen S. Wilson
%B HFS93
%M C.HFS.93.877
%D 1993
%V 2
%P 877-880
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Macroergonomic research techniques were used to determine current and future
organizational changes, information technology requirements, and personnel training
and recruiting demands for Customer Service Representatives (CSRs) in a bank.  This
research demonstrated the power of suite of behavioral science methods that included:
group interviews, task analysis, focus groups, and concept mapping.  Concept mapping
proved to be an effective method for illustrating differences in group perceptions; five
clusters were mapped for both CSRs and managers.  Responses differed significantly
among four of the clusters.  The sequence used in the application of these methods was
critical to maximize the value and validity of the results.  The results from this study are
useful for identifying the challenges that the retail banking industry has to address in
order to change the role of the CSR to meet anticipated future business demands.

%T Growing a Styleguide: Macroergonomic Strategies for Achieving Consistent
User Interface Design
%S ORGANIZATIONAL DESIGN AND MANAGEMENT: A Macroergonomics Toolbox
%A Robert W. Root
%B HFS93
%M C.HFS.93.882
%D 1993
%V 2
%P 882-885
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Consistency in user interface design is generally recognized as a desirable goal.  The main
problem facing most practitioners is how to achieve it.  In many cases the solution begins with a
user interface styleguide that defines the design criteria for user interface developers.  A
styleguide is a necessary, but not sufficient, part of the solution.  In practice, achieving
consistency requires a multi-faceted approach ranging from design guidelines to organizational
structures and processes.  This paper discusses macroergonomic aspects of styleguide
development in a large software development organization, focusing on the processes and
organizational strategies used to develop content and achieve initial buyin by user interface
designers and developers.

%T The Resurrection of Span of Control
%S ORGANIZATIONAL DESIGN AND MANAGEMENT: A Macroergonomics Toolbox
%A Brenda M. Wenzel
%A Richard E. Christ
%B HFS93
%M C.HFS.93.886
%D 1993
%V 2
%P 886-890
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Operating environments have been undergoing unique changes that are causing management
to reexamine factors that impact organization design.  In attempting to respond to this design challenge,
it became clear that there is a need for high quality empirical research directed at the organizational
concept of span of control (SOC).  The concept of SOC refers to the number of subordinates that one
leader can effectively command and control.  The purpose of this research paper is to summarize the
outcome of a comprehensive analysis of the literature relevant to SOC and to discuss research issues
on this topic.  Six interrelated factors emerged from the literature review as important in determining
a leader's proper SOC.  The critical factors are tradition, environmental uncertainty, level of technology,
subordinate's task characteristics, leadership behavior, and leader's workload.  A research program is
being developed to investigate these six factors with the goal of establishing a theoretical groundwork
for the concept of SOC.  Additionally, democratization as a design principle is introduced as an
innovative approach to organization design.

%T The Integration of Ergonomics in a Safety Improvement Program:
Design and Implementation of an Ergonomics Initiative
%S ORGANIZATIONAL DESIGN AND MANAGEMENT:
Macroergonomics Perspectives on the Same Old Safety Problems
%A Robert L. Getty
%B HFS93
%M C.HFS.93.891
%D 1993
%V 2
%P 891-895
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X When safety performance is characterized by high levels of strains, sprains and cumulative
trauma injuries the need for ergonomics is clearly indicated.  In addition, when workmanship
defects and worker compensation costs are at an unacceptable rate the need for accelerated
action is evident.  When there is limited ergonomics orientation in a particular company,
ergonomics cannot be prescribed as a cure-all.  The program must enhance overall company
safety, quality and productivity objectives.  This paper describes an ergonomics-oriented safety
improvement program based on these conditions, a benchmarking effort and the review of Human
Factors Society proceedings and other ergonomics literature.  The highlights of the program are
participatory ergonomics, in-house ergonomic expertise development and integration with other
company goals, medical management and other safety programs.  Since the company size is
much larger than most company programs and the need for accelerated improvement is required,
a quick-fix initiation is recommended.  This is accompanied by a development of long range
medical management and prevention procedures.  The initial phases of the program are underway
and have been met with enthusiasm and an attitude that this involvement approach makes good
sense.  It is anticipated that the description of the development and initiation of this ergonomic
program will provide beneficial interchange of professional experiences.

%T Process Safety Management System Performance Measures for the Chemical
Industry
%S ORGANIZATIONAL DESIGN AND MANAGEMENT:
Macroergonomics Perspectives on the Same Old Safety Problems
%A Edward Connelly
%B HFS93
%M C.HFS.93.896
%D 1993
%V 2
%P 896-900
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X The Center for Chemical Process Safety of the American Institute of Chemical Engineers has developed a twelve-element
model management system for process safety.  Concord has worked with CCPS to develop performance
measures for two of the elements, namely "Management of Change" and "Training".  A unique feature of the
measures is that they continuously assess the performance of the elements, a feature somewhat analogous to the
control of a plant.  This contrasts with an audit evaluation which captures a snapshot of the management system
performance at a particular instant of time.
   Of special interest here is the method used to build the measures which employed chemical plant process safety
experts performing the functions for which they are accepted as experts.  For instance, analysis of the management
systems used a method well known to chemical engineers for assessing chemical process safety, the Hazard and
Operability Study (HAZOP) (AIChE/CCPS 1985) process.  Further, synthesis of the performance measures employed
process safety experts in a role they perform in their professions -- assessment of the level of performance of various
demonstrations of process safety management systems.  This methodology is believed to be a reliable way of
obtaining information from experts.  That method is described in this paper.

%T Physical and Psychological Factors in Perceived Safety:
A Macroergonomic Case Study
%S ORGANIZATIONAL DESIGN AND MANAGEMENT:
Macroergonomics Perspectives on the Same Old Safety Problems
%A Andrew S. Imada
%A Roy J. Hubert
%B HFS93
%M C.HFS.93.901
%D 1993
%V 2
%P 901-904
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X This paper describes on-going efforts to reduce real and perceived safety risks in a large
newspaper publisher.  These risks have been traditionally treated by analysis and
remediation of physical conditions exclusively.  This case illustrates how psychological and
organizational factors can alter perceptions of unsafe conditions.  Organizational culture,
attitudes and affective states appear to influence perceptions of risk and harm.  A
macroergonomic analysis and participatory approach have been effective in reducing
complaints and costs to date.

%T A Compensatory Rest Break System for VDT Operators
%S ORGANIZATIONAL DESIGN AND MANAGEMENT:
Macroergonomics Perspectives on the Same Old Safety Problems
%A Robert A. Henning
%A George V. Kissel
%A Douglas C. Maynard
%B HFS93
%M C.HFS.93.905
%D 1993
%V 2
%P 905-909
%* (c) Copyright 1993 Human Factors and Ergonomics Society
%X Short rest breaks at 10 or 15-min intervals are being proposed as a means to moderate
health problems and discomfort associated with continuous VDT use.  This laboratory study
evaluated an alternative to administering frequent breaks on a regimented schedule; short
breaks were not administered unless the operator's spontaneous rest pauses were insufficient. 
Undergraduate volunteer typists (N=38) were assigned to one of two conditions: regimented
(20-sec breaks every 5 min), or compensatory (20-sec breaks every 5 min only if the
spontaneous pauses did not total 20 sac).  Participants entered lines of randomized upper and
lower-case characters that appeared on their VDT during a 48-min work period.  Mood and
musculoskeletal discomfort were assessed before and after the work period, followed by a
questionnaire about the break system.  Performance measures included keystroke output,
error rate, and correction rate (backspace use).  Large pre-to-post work period differences in
both mood and musculoskeletal discomfort were found.  Both the number and length of
computer-administered breaks decreased in the compensatory condition.  Back discomfort
was lower in the compensatory condition, however, no differences in performance, mood,
nor acceptance of the break system were found.  These results indicate that rest breaks
administered on a compensatory basis during repetitive computer work can eliminate
unnecessary breaks and improve well-being without being any more disruptive to work than
regimented breaks.

fpack:!@#$%^&*(): HYPERM05.BA
%T Broadbutton Node Linking -- A Practical Evaluation
%S Articles
%A Duncan Langford
%M J.HYPERM.5.1.1
%J HYPERM
%D 1993
%V 5
%N 1
%P 1-22
%* (c) Copyright 1993 Taylor Graham
%X An earlier paper [1] described a possible new approach to the problem of navigating
within a large hypertext system, through the use of additional 'broadbutton' links.  This
paper, which does not assume previous knowledge of broadbutton linking, describes
some practical tests of the broadbutton concept, and evaluates results.

%T Effectiveness of Information Retrieval Systems Used in a Hypertext
Environment
%S Articles
%A Jacques Savoy
%M J.HYPERM.5.1.23
%J HYPERM
%D 1993
%V 5
%N 1
%P 23-46
%* (c) Copyright 1993 Taylor Graham
%X In most hypertext systems, information retrieval techniques emphasize browsing or
navigational methods which, unfortunately, are not thorough enough to find all
relevant material, especially when the number of nodes and/or links becomes very
large.  This paper reviews briefly the main query-based search techniques currently
used in hypertext environments.  Next, after explaining our own experimental
methodology, this study concentrates on the retrieval effectiveness of these retrieval
strategies.  Based on our results, some discussion points are clarified and some
interesting avenues for improving search effectiveness are promoted.

%T The Amsterdam Hypermedia Model: Extending Hypertext to Support Real
Multimedia
%S Articles
%A Lynda Hardman
%A Dick C. A. Bulterman
%A Guido Van Rossum
%M J.HYPERM.5.1.47
%J HYPERM
%D 1993
%V 5
%N 1
%P 47-69
%* (c) Copyright 1993 Taylor Graham
%X We present a model of hypermedia that allows the combination of 'HYPERM-structured'
information with dynamic multimedia information.  The model is derived by extending
the Dexter hypertext reference model and the CMIF multimedia model.  The
Amsterdam hypermedia model allows the following, in addition to the model provided
by Dexter:
 * the composition of multiple dynamic media, in order to specify a collection of
   time-based media making up a complete multimedia presentation;
 * the definition of channels for specifying default presentation information,
   allowing the specification of the presentation characteristics of nodes at a more
   general level than that for an individual node;
 * the composition of existing presentations into larger presentations, taking into
   account possible clashes of resource usage;
 * the inclusion of temporal relations while maintaining the separation of structure
   and presentation information, where time-based relationships are treated as
   presentation information;
 * the definition of context for the source and destination anchors of a link in order
   to specify the parts of a presentation affected on following the link.
The Amsterdam hypermedia model enables the description of structured multimedia
documents, incorporating time at a fundamental level, and extending the hypertext
notion of links to time-based media and compositions of different media.
   The paper is organised as follows.  The Dexter hypertext model and the CMIF
multimedia model are summarised, and their limitations for use as a more general
hypermedia model are discussed.  The extensions included in the Amsterdam
hypermedia model are described and a summary of the resulting model is given.

%T "Multimedia Interface Design," edited by M. Blattner and R. Dannenberg
%S Reviews
%A Roy Rada
%M J.HYPERM.5.1.71
%J HYPERM
%D 1993
%V 5
%N 1
%P 71-73
%* (c) Copyright 1993 Taylor Graham

%T "Hypertext: The Convergence of Contemporary Critical Theory and Technology,"
by George P. Landow
%S Reviews
%A Thomas M. Duffy
%M J.HYPERM.5.1.74
%J HYPERM
%D 1993
%V 5
%N 1
%P 74-77
%* (c) Copyright 1993 Taylor Graham

%T "Sociomedia: Multimedia, Hypermedia and the Social Construction of
Knowledge," edited by Edward Barrett
%S Reviews
%A Ruben Leon
%M J.HYPERM.5.1.77
%J HYPERM
%D 1993
%V 5
%N 1
%P 77-79
%* (c) Copyright 1993 Taylor Graham

%T "Multimedia Encyclopedia of Mammalian Biology," edited by Elizabeth Clarke
%S Reviews
%A Roy Rada
%A Alima Adams
%M J.HYPERM.5.1.80
%J HYPERM
%D 1993
%V 5
%N 1
%P 80-81
%* (c) Copyright 1993 Taylor Graham

%T Supporting Hypermedia Services in the User Interface
%S Articles
%A Charles J. Kacmar
%M J.HYPERM.5.2.85
%J HYPERM
%D 1993
%V 5
%N 2
%P 85-101
%* (c) Copyright 1993 Taylor Graham
%X This paper presents an architecture for developing hypermedia systems in which
hypermedia services are provided primarily through the interface and hypermedia
components of an application.  The architecture relieves the application component and
its developers from the issues associated with hypermedia.  It also allows a common
hypermedia engine and interface to be used in multiple applications to present a
consistent view of a hypermedia model.  A prototype of the architecture is presented
with examples of the hypermedia facilities which can be provided.  The discussion
associated with the prototype demonstrates that many of the common features of pure
hypermedia systems can be supported.  Limitations and future research issues also are
discussed.

%T Open and Reconfigurable Hypermedia Systems: A Filter-Based Model
%S Articles
%A Gary Hill
%A Rob Wilkins
%A Wendy Hall
%M J.HYPERM.5.2.103
%J HYPERM
%D 1993
%V 5
%N 2
%P 103-118
%* (c) Copyright 1993 Taylor Graham
%X The need for open hypermedia systems has been well-argued by various authors.  In
this paper we discuss the Microcosm model for open hypermedia and show how filters
have been used to extend this model both for greater efficiency and to make it totally
reconfigurable.  This enables users to tailor the functionality of the system to meet their
own requirements, for example to select different sets of links, or to add navigation
tools.  The implementation of a management system for filters is described, and
examples of how it has been used to extend the functionality of the model are
presented, in particular the use of filters to design and implement a set of navigation
tools for Microcosm.  This latter case study demonstrates the power and flexibility of
the filter-based model since all navigation tools for the system can be implemented as
filters.  The filter technology is discussed in the context of Microcosm but can be
generalised to other hypermedia systems.

%T Developing a Hypertext Geographic Information System for the Norfolk and
Suffolk Broads Authority
%S Articles
%A Lesley A. Gardner
%A Ray J. Paul
%M J.HYPERM.5.2.119
%J HYPERM
%D 1993
%V 5
%N 2
%P 119-143
%* (c) Copyright 1993 Taylor Graham
%X This paper describes an experiment conducted into the use of hypertext as an
information system development tool for Geographical Information Systems, using the
Norfolk and Suffolk Broads Authority as a case study.  The use of hypertext as a
software engineering development tool has been extensively explored with some
success.  The Norfolk and Suffolk Broads Authority is the management body of an
important environmentally sensitive area, the Norfolk and Suffolk Broads.  The
obligations of the Broads Authority require the co-ordination of many diverse forms of
information.  This may best be served by using an integrated information system that is
capable of supporting the full range of the Broads Authority's responsibilities.  This
paper reports on the initial findings of an investigation into the properties of hypertext
as a development tool for a complex information systems and the appropriateness of
this approach and its implementation in general.

%T "Designing Environments for Constructive Learning,"
edited by Thomas M. Duffy, Joost Lowyck and David H. Jonassen
%S Reviews
%A R. Scott Grabinger
%M J.HYPERM.5.2.144
%J HYPERM
%D 1993
%V 5
%N 2
%P 144-149
%* (c) Copyright 1993 Taylor Graham

%T "Multimedia for Learning: Development, Application and Evaluation,"
by Diane M. Gayeski
%S Reviews
%A Curtis Jay Bonk
%M J.HYPERM.5.2.150
%J HYPERM
%D 1993
%V 5
%N 2
%P 150-155
%* (c) Copyright 1993 Taylor Graham

%T "Interactive Multimedia Instruction,"
by Richard A. Schwier and Earl R. Misanchuk
%S Reviews
%A Elizabeth Boling
%M J.HYPERM.5.2.155
%J HYPERM
%D 1993
%V 5
%N 2
%P 155-158
%* (c) Copyright 1993 Taylor Graham

%T "Multimedia Interface Design in Education,"
edited by A. Edwards and S. Holland
%S Reviews
%A Andrew Dillon
%M J.HYPERM.5.2.158
%J HYPERM
%D 1993
%V 5
%N 2
%P 158-160
%* (c) Copyright 1993 Taylor Graham

%T ED-MEDIA'93
%S Conference Report
%A Ivan Tomek
%M J.HYPERM.5.2.161
%J HYPERM
%D 1993
%V 5
%N 2
%P 161-162
%* (c) Copyright 1993 Taylor Graham

%T Hypermuse: A Prototype Hypermedia Front-End for Museum Information Systems
%S Articles
%A Alan Poulter
%A Goff Sargent
%A Anne Faxy
%M J.HYPERM.5.3.165
%J HYPERM
%D 1993
%V 5
%N 3
%P 165-186
%* (c) Copyright 1993 Taylor Graham
%X A model is proposed of a hypermedia package fronting an existing database package. 
This would utilise the advantages of each.  Museums have text databases of their
collections that, for public use, would require navigational access.  The paper focuses
on the design of a hypermedia front end for a hypothetical museum, using services
information and object records from real museums.  The resulting Hypermuse system
consists of a 386 PC running dBase as a back end and an Apple Macintosh LC running
HyperCard as the front end: a serial link, managed at each end by the packages
pcAnywhere and Commstalk respectively, connects these machines.  The prototype
system is evaluated and found basically sound but in need of minor improvements in
the front end.  It is concluded that the concept is a viable one for implementation in
museums.

%T Navigation Without Links and Nodes Without Contents: Intensional Navigation
in a Third-Order Hypermedia System
%S Articles
%A Hans C. Arents
%A Walter F. L. Bogaerts
%M J.HYPERM.5.3.187
%J HYPERM
%D 1993
%V 5
%N 3
%P 187-204
%* (c) Copyright 1993 Taylor Graham
%X The key to unlocking the navigation potential of hypertext and hypermedia systems
lies in a more semantics-aware indexing of the interrelated information stored in these
systems.  We first highlight briefly the different indexing techniques which have been
proposed for hypertext and hypermedia systems, and we then discuss the so-called
semantic hyperindexing technique which we have recently developed to represent the
significant relations between hypertextual information.  We discuss in detail how this
technique is being used to support intensional navigation in a third-order hypermedia
system, based on the definition of meaningful traversal trails between semantically
associated nodes, which the reader can navigate freely at his own discretion while still
being gently guided by the system.  Finally, we consider the graphical notation which
we have developed to help the authors in visualizing these intensionally defined
traversal trails, and we discuss how the use of this notation improves the
productiveness of the authors during trail design.

%T PEDRO -- The Spanish Tutor.  A Hypertext-Based Intelligent Tutoring System
for Foreign Language Learning
%S Articles
%A Marios C. Angelides
%A Geraldine Gibson
%M J.HYPERM.5.3.205
%J HYPERM
%D 1993
%V 5
%N 3
%P 205-230
%* (c) Copyright 1993 Taylor Graham
%X The objective of this paper is to introduce Hypertext as an alternative paradigm in
developing a full-scale Intelligent Tutoring System to the traditional Expert Systems
paradigm that has dominated for years Intelligent Tutoring Systems development.  This
paradigm has been employed in the development of PEDRO, an Intelligent Tutoring
System for foreign language learning.  PEDRO -- The Spanish Tutor is an Intelligent
Tutoring System designed to assist intermediate level students with their learning of
Spanish grammar, by testing their knowledge of regular and irregular verbs.  This
paper describes PEDRO's architecture, functionality and pedagogical strategy. 
PEDRO has been developed using HyperCard II.

%T "The Challenge of Multimedia: The Emergence of a Significant New Medium for
Communication in the 1990s," by Patrick Gibbins
%S Reviews
%A Helen Ashman
%M J.HYPERM.5.3.231
%J HYPERM
%D 1993
%V 5
%N 3
%P 231-232
%* (c) Copyright 1993 Taylor Graham

%T "The Active Library on Corrosion CD-ROM," by W. F. Bogaerts and K. S. Agema
%S Reviews
%A Forbes Gibb
%M J.HYPER.5.3.232
%J HYPER
%D 1993
%V 5
%N 3
%P 232-234
%* (c) Copyright 1993 Taylor Graham

%T "Hypertext: A Psychological Perspective," edited by
C. McKnight, A. Dillon and J. Richardson
%S Reviews
%A Brian Mooney
%M J.HYPER.5.3.235
%J HYPER
%D 1993
%V 5
%N 3
%P 235-238
%* (c) Copyright 1993 Taylor Graham

fpack:!@#$%^&*(): IJHCS43.BA
%T The Role of Flight Progress Strips in En Route Air Traffic Control:
A Time-Series Analysis
%A Mark B. Edwards
%A Dana K. Fuller
%A O. U. Vortac
%A Carol A. Manning
%M J.IJHCS.43.1.1
%J IJHCS
%D 1995
%V 43
%N 1
%P 1-13
%* (c) Copyright 1995 Academic Press
%X Paper flight progress strips (FPSs) are currently used in the United States en route
air traffic control system to document flight information.  Impending automation will
replace these paper strips with electronic flight data entries.  In this observational
study, control actions, communication events, and computer interactions were
recorded and analysed using time-series regression models.  Regression models were
developed to predict FPS activities (writing, manipulating, looking) at different
levels of traffic complexity, for individuals and teams of air traffic controllers.  Results
indicated that writing was well predicted by a common, simple time-series equation. 
The ability to predict FPS manipulations was modest, but prediction of looking at
FPSs was poor.  Overall, these data indicate that (1) flight strip activities were similar
for individuals and for the data-side controllers in the team (whose primary
responsibility is the strips), and (2) flight strip activity for teams was predictable from
the radar-side controller's actions but not the data-side controller's actions.

%T StEP(3D): A Standardized Evaluation Plan for Three-Dimensional Interaction
Techniques
%A Scott B. Grissom
%A Gary Perlman
%M J.IJHCS.43.1.15
%J IJHCS
%D 1995
%V 43
%N 1
%P 15-41
%* (c) Copyright 1995 Academic Press
%X Usability evaluation is a critical component of software development.  However
skills necessary to develop a valid and reliable evaluation plan may deter some
organizations from performing usability evaluations.  These organizations would
benefit by having an evaluation plan available to them that was already designed for
their needs.  A standardized evaluation plan (StEP) is designed to evaluate or
compare a wide variety of systems that share certain capabilities.  StEPs are
developed for a specific domain by usability specialists.  These plans can then be used
by evaluators with limited experience or facilities because the skills necessary to use
a StEP are not as demanding as the skills needed to develop a StEP.
   Techniques have been proposed to make three-dimensional interfaces more
flexible and responsive to the user but the usability of these techniques have
generally not been evaluated empirically.  StEP(3D), a standardized evaluation plan
for the usability of three-dimensional interaction techniques, combines performance-based
evaluation with a user satisfaction questionnaire.  It is designed to be portable
and simple enough that evaluators can make comparisons of three-dimensional
interaction techniques without special equipment or experience.  It evaluates the
usability of interaction techniques for performing quick and unconstrained three-dimensional
manipulations.  Two empirical experiments are reported that demonstrate
the reliability and validity of StEP(3D).  Experiment 1 shows StEP(3D) is
appropriate for comparing techniques on different hardware platforms during
summative evaluations.  Experiment 2 shows StEP(3D) is sensitive enough to detect
subtle changes in an interface during formative design.
   We make recommendations for developing StEPs based on data we collected and
on our experiences with the development of StEP(3D).  However, the recommendations
are not limited to three-dimensional interaction techniques.  Most of the
recommendations apply to the development of StEPs in any domain and address
issues such as portability, participant selection, experiment protocol and procedures,
and usability measures.  A collection of StEPs designed for particular domains and
purposes would provide a library of reusable evaluation plans.  This reusable
approach to usability evaluation should reduce the cost of evaluations because
organizations are able to take advantage of previously designed plans.  At the same
time, this approach should improve the quality of usability evaluations because
StEPs are developed and validated by usability specialists.
%W http://www.acm.org/~perlman/step.html Summary

%T Consultant-2: Pre- and Post-Processing of Machine Learning Applications
%A D. Sleeman
%A M. Rissakis
%A S. Craw
%A N. Graner
%A S. Sharma
%M J.IJHCS.43.1.43
%J IJHCS
%D 1995
%V 43
%N 1
%P 43-63
%* (c) Copyright 1995 Academic Press
%X The knowledge acquisition bottleneck in the development of large knowledge-based
applications has not yet been resolved.  One approach which has been advocated is
the systematic use of Machine Learning (ML) techniques.  However, ML technology
poses difficulties to domain experts and knowledge engineers who are not familiar
with it.  This paper discusses Consultant-2, a system which makes a first step towards
providing system support for a "pre- and post-processing" methodology where a
cyclic process of experiments with an ML tool, its data, data description language
and parameters attempts to optimize learning performance.
   Consultant-2 has been developed to support the use of Machine Learning Toolbox
(MLT), an integrated architecture of 10 ML tools, and has evolved from a series of
earlier systems.  Consultant-0 and Consultant-1 had knowledge only about how to
choose an ML algorithm based on the nature of the domain data.  Consultant-2 is the
most sophisticated.  It, additionally, has knowledge about how ML experts and
domain experts pre-process domain data before a run with the ML algorithm, and
how they further manipulate the data and reset parameters after a run of the
selected ML algorithm, to achieve a more acceptable result.  How these several KBs
were acquired and encoded is described.  In fact, this knowledge has been acquired
by interacting both with the ML algorithm developers and with domain experts who
had been using the MLT toolbox on real-world tasks.  A major aim of the MLT
project was to enable a domain expert to use the toolbox directly; i.e. without
necessarily having to involve either a ML specialist or a knowledge engineer. 
Consultant's principal goal was to provide specific advice to ease this process.

%T A Comprehension-Based Model of Correct Performance and Errors in Skilled,
Display-Based, Human-Computer Interaction
%A Muneo Kitajima
%A Peter G. Polson
%M J.IJHCS.43.1.65
%J IJHCS
%D 1995
%V 43
%N 1
%P 65-99
%* (c) Copyright 1995 Academic Press
%X This paper describes a computational model of skilled use of an application with a
graphical user interface.  The model provides a principled explanation of action slips,
errors made by experienced users.  The model is based on Hutchins, Hollan and
Norman's analysis of direct manipulation and is implemented using Kintsch and
Mannes's construction-integration theory of action planning.  The model attends to a
limited number of objects on the screen and then selects action on one of them, such
as moving mouse cursor, clicking mouse button, typing letters, and so on, by
integrating information from various sources.  These sources include the display, task
goals, expected display states, and knowledge about the interface and the application
domain.  The model simulates a graph drawing task.  In addition, we describe how the
model makes errors even when it is provided with the knowledge sufficient to
generate correct actions.

%T Using Interaction Framework to Guide the Design of Interactive Systems
%A Ann E. Blandford
%A Michael D. Harrison
%A Philip J. Barnard
%M J.IJHCS.43.1.101
%J IJHCS
%D 1995
%V 43
%N 1
%P 101-130
%* (c) Copyright 1995 Academic Press
%X Understanding the properties of interactions is essential to the design of effective
interactive systems involving two or more agents, and to the evaluation of existing
systems.  This understanding can inform the design of multi-agent systems by helping
the designer identify properties that a system should conform to.  In addition, a focus
on the properties of interactions can lead to a better understanding of the space of
possibilities, by recognizing features of multi-agent systems which are often simply
incidental outcomes of design, not explicitly considered in the design specification. 
We present an Interaction Framework, in which abstract interactional requirements
and properties can be expressed in a way which is not biased towards the perspective
of any one agent to the interaction.  These can be used to derive requirements on the
design of computer systems, to highlight those aspects of users which influence the
properties of the interaction, and hence to guide the design of the interactive system.

%T Structured and Opportunistic Processing in Design: A Critical Discussion
%A Linden J. Ball
%A Thomas C. Ormerod
%M J.IJHCS.43.1.131
%J IJHCS
%D 1995
%V 43
%N 1
%P 131-151
%* (c) Copyright 1995 Academic Press
%X We present a critical discussion of research into the nature of design expertise, in
particular evaluating claims that opportunism is a major influence on the behaviour
of expert designers.  We argue that the notion of opportunism has been under-constrained,
and as a consequence the existence of opportunism in expert design has
been exaggerated.  Much of what has been described as opportunistic design
behaviour appears to reflect a mix of breadth-first and depth-first modes of solution
development.  Whilst acknowledging that opportunities can arise in the design
process (e.g. serendipitous solution discovery), such events might equally confirm
structured behaviour as cause unstructured behaviour.  We argue that the default
mode for truly expert designers is typically a top-down and breadth-first approach,
since longer-term considerations of cost-effectiveness are more important for expert
designers than short-term considerations of cognitive cost.  However, there are
situations (e.g. when faced with a highly unfamiliar design task) where it is
cost-effective for experts to pursue a depth-first mode of solution development.  The
implications of our analysis for the development of methods and tools to support the
design process are also discussed.

%T Parallel Earcons: Reducing the Length of Audio Messages
%A Stephen Brewster
%A Peter C. Wright
%A Alistair D. N. Edwards
%M J.IJHCS.43.2.153
%J IJHCS
%D 1995
%V 43
%N 2
%P 153-175
%* (c) Copyright 1995 Academic Press
%X This paper describes a method of presenting structured audio messages, earcons, in
parallel so that they take less time to play and can better keep pace with interactions
in a human-computer interface.  The two component parts of a compound earcon
are played in parallel so that the time taken is only that of a single part.  An
experiment was conducted to test the recall and recognition of parallel compound
earcons as compared to serial compound earcons.  Results showed that there are no
differences in the rates of recognition between the two groups.  Non-musicians are
also shown to be equal in performance to musicians.  Some extensions to the earcon
creation guidelines of Brewster, Wright and Edwards are put forward based upon
research into auditory stream segregation.  Parallel earcons are shown to be an
effective means of increasing the presentation rates of audio messages without
compromising recognition rates.

%A Ole Jakob Mengshoel
%T A Reformulation Technique and Tool for Knowledge Interchange during Knowledge
Acquisition
%M J.IJHCS.43.2.177
%J IJHCS
%D 1995
%V 43
%N 2
%P 177-212
%* (c) Copyright 1995 Academic Press
%X A variety of knowledge acquisition (KA) techniques have proven useful for
developing knowledge-based systems (KBSs).  Such techniques typically have partially
overlapping functionality with respect to the type of knowledge they may be
used to acquire.  Overlap between KA techniques means that parts of a knowledge
base (KB) acquired using one technique may be refined and extended using some
other technique; there is a need for knowledge interchange.  This need is aggravated
by the dynamic KBS development life-cycle, with frequent switches between
life-cycle phases and techniques within each phase.  Within this environment, it is
very hard to predict exactly how knowledge interchange between acquisition
techniques should take place.  To address this problem, we have developed a
knowledge reformulation technique and tool to support the knowledge engineer in
performing knowledge interchange.  The approach has two main types of functionality. 
First, it contains functions used for translation from and into knowledge
acquisition KBs, using the Knowledge Interchange Format (KIF) as an intermediate
language.  The translation functions are based on grammars of KA techniques as well
as approaches to formalize the knowledge acquisition KBs.  We have developed
translators for the well-known KA techniques card sort and repertory grid.  The
translators are written using the definite-clause grammar (DCG) formalism, which is
based on Prolog.  The second type of functions in the knowledge reformulation
approach are denoted adaption functions.  The adaption functions are used for KB
organizing, structuring and editing.  These functions are utilized by the knowledge
engineer to modify KBs before and after translation.  In this paper we present the
knowledge reformulation technique and tool, along with the methodological basis
for the approach.  An example of how the Knowledge Reformulation tool (KRF) can
be used is also included.

%T Keyboard User Verification: Toward an Accurate, Efficient, and Ecologically
Valid Algorithm
%A Renee Napier
%A William Laverty
%A Doug Mahar
%A Ron Henderson
%A Michael Hiron
%A Michael Wagner
%M J.IJHCS.43.2.213
%J IJHCS
%D 1995
%V 43
%N 2
%P 213-222
%* (c) Copyright 1995 Academic Press
%X This paper proposes new measures of individual differences in typing behaviour
which provide a means of accurately verifying the identity of the typist.  A first study
examined the efficacy of a multivariate measure of inter-key latencies and a
probabilistic discriminator statistic in conjunction with an individual filtering system
which eliminates occasional disfluent keystrokes.  The results indicate that, under
optimum conditions but with a very small test sample, these measures lead to better
typist verification than measures suggested earlier by Umphress and Williams and
then Leggett and Williams.  A second study validated the improved algorithm under
more ecologically valid conditions and showed that when training and test sessions
were separated by one week, typist verification using the new algorithm achieved
combined false-acceptance and false-rejection rates of 0.9% and 3.8% for test
samples of 300 and 50 digraphs respectively.

%T Can Computer Personalities be Human Personalities?
%A Clifford Nass
%A Youngme Moon
%A B. J. Fogg
%A Byron Reeves
%A D. Christopher Dryer
%M J.IJHCS.43.2.223
%J IJHCS
%D 1995
%V 43
%N 2
%P 223-239
%* (c) Copyright 1995 Academic Press
%X The claim that computer personalities can be human personalities was tested by
demonstrating that (1) computer personalities can be easily created using a minimal
set of cues, and (2) that people will respond to these personalities in the same way
they would respond to similar human personalities.  The present study focused on the
"similarity-attraction hypothesis," which predicts that people will prefer to interact
with others who are similar in personality.  In a 2 x 2, balanced, between-subjects
experiment (n = 48), dominant and submissive subjects were randomly matched with
a computer that was endowed with the properties associated with dominance or
submissiveness.  Subjects recognized the computer's personality type, distinct from
friendliness and competence.  In addition, subjects not only preferred the similar
computer, but they were more satisfied with the interaction.  The findings demonstrate
that personality does not require richly defined agents, sophisticated pictorial
representations, natural language processing, or artificial intelligence.  Rather, even
the most superficial manipulations are sufficient to exhibit personality, with powerful
effects.

%T Levels and Types of Mediation in Instructional Systems:
An Individual Differences Approach
%A Nigel Ford
%M J.IJHCS.43.2.241
%J IJHCS
%D 1995
%V 43
%N 2
%P 241-259
%* (c) Copyright 1995 Academic Press
%X Thirty-eight university students were tested for field-dependence/-independence
using Riding's computer-administered Cognitive Styles Analysis (CSA).  They also
learned using computerized versions of Pask and Scott's teaching materials designed
to suit holist and serialist learning strategies.  It was found that (a) students' holist
and serialist competence could be predicted using CSA scores, (b) learning in
marched conditions (using instructional materials structured to suit their learning
styles) was significantly superior for both holists and serialists than in mismatched
conditions, and (c) serialist instructional materials resulted in overall better learning
performance and efficiency than did holist materials.  Possible reasons for the lack of
positive correlations reported in previous studies, along with implications for the
development of user models to support the development of adaptive instructional
systems, are discussed.

%T Internet: Which Future for Organized Knowledge, Frankenstein or Pygmalion?
%A Luciano Floridi
%M J.IJHCS.43.2.261
%J IJHCS
%D 1995
%V 43
%N 2
%P 261-274
%* (c) Copyright 1995 Academic Press
%X The Internet is like a new country, with a growing population of millions of well
educated citizens.  If it wants to keep track of its own cultural achievements in real
time, it will have to provide itself with an infostructure like a virtual National
Library system.  This paper proposes that institutions all over the world should take
full advantage of the new technologies available, and promote and coordinate such a
global service.  This is essential in order to make possible a really efficient
management of human knowledge on a global scale.

%T Bulletin
%M J.IJHCS.43.2.275
%J IJHCS
%D 1995
%V 43
%N 2
%P 275-277
%* (c) Copyright 1995 Academic Press

%T Editorial: Knowledge-Based Hypermedia
%S Knowledge-Based Hypermedia
%E David Madigan
%M J.IJHCS.43.3.279
%J IJHCS
%D 1995
%V 43
%N 3
%P 279
%* (c) Copyright 1995 Academic Press

%T Schema-Based Authoring and Querying of Large Hypertexts
%S Knowledge-Based Hypermedia
%A Bernd Amann
%A Michel Scholl
%A Antoine Rizk
%M J.IJHCS.43.3.281
%J IJHCS
%D 1995
%V 43
%N 3
%P 281-299
%* (c) Copyright 1995 Academic Press
%X Modern hypertext applications require new system support for hypertext authoring
and user navigation through large sets of documents connected by links.  This system
support must be based on advanced, typed data models for describing the
information structure in different application domains.  Schema based structuring
through strongly typed documents and links has already been proposed and put to
practical use in a multitude of hypertext applications.  Systems such as Multicard/0{sub:2}
and MORE have moreover exploited conceptual schemas for querying the resulting
hyperdocuments in a more structured way.  In this paper, we show how hypertext
schemas and query languages can be utilized for designing hypertext authoring and
browsing environments for large hypertexts.  We illustrate our mechanisms using the
Gram data model and describe their implementation on top of the Multicard
hypermedia system connected to the O{sub:2} object-oriented database management
system.

%T Rich Hypertext: A Foundation for Improved Interaction Techniques
%S Knowledge-Based Hypermedia
%A Kurt Normark
%A Kasper Osterbye
%M J.IJHCS.43.3.301
%J IJHCS
%D 1995
%V 43
%N 3
%P 301-321
%* (c) Copyright 1995 Academic Press
%X Hypertext has broader applications than being just an information browsing method. 
Hypertext is a framework which allows for a powerful structuring of large amounts
of information.  Using hypertext concepts, it is possible to model data in such a way
that users can manipulate this information in many different ways, and at different
levels of abstraction.  In this paper the relationship between the internal representation
and the external presentations is discussed.  In particular, it is illustrated how a
well designed internal representation serves as a foundation for specialized interactions,
which can be tailored to specific application areas, primarily by taking the
underlying types of information into account.  The hypertext interaction approach
proposed in this paper has been shaped by our experience with a prototype, which
has been operational since 1993.

%T Concept Maps as Hypermedia Components
%S Knowledge-Based Hypermedia
%A Brian R. Gaines
%A Mildred G. Shaw
%M J.IJHCS.43.3.323
%J IJHCS
%D 1995
%V 43
%N 3
%P 323-361
%* (c) Copyright 1995 Academic Press
%X Concept mapping has a history of use in many disciplines as a formal or semi-formal
diagramming technique.  Concept maps have an abstract structure as typed hypergraphs,
and computer support for concept mapping can associate visual attributes
with node types to provide an attractive and consistent appearance.  Computer
support can also provide interactive interfaces allowing arbitrary actions to be
associated with nodes such as hypermedia links to other maps and documents.  This
article describes a general concept mapping system that is open architecture for
integration with other systems, scriptable to support arbitrary interactions and
computations, and cutomizable to emulate many styles of map.  The system supports
collaborative development of concept maps across local area and wide area
networks, and integrates with World-Wide Web in both client helper and server
gateway roles.  A number of applications are illustrated ranging through education,
artificial intelligence, active documents, hypermedia indexing and concurrent engineering. 
It is proposed that concept maps be regarded as basic components of any
hypermedia system, complementing text and images with formal and semi-formal
active diagrams.

%T Adding Macroscopic Semantics to Anchors in Knowledge-Based Hypertext
%S Knowledge-Based Hypermedia
%A Jocelyne Nanard
%A Marc Nanard
%M J.IJHCS.43.3.363
%J IJHCS
%D 1995
%V 43
%N 3
%P 363-382
%* (c) Copyright 1995 Academic Press
%X We have developed a hypertext system that uses types to incorporate knowledge in
hypertext.  This paper addresses the problem of representing and using factual
knowledge about documents for improving user interaction with documents in the
context of a task.  This application gives us the opportunity to discuss the extension
of typing to anchors.  We show that attaching knowledge to anchors through types
must take into account the context of use of the anchored text.  Thus, we introduce
the notion of semantic anchoring of concepts within documents.  We show how our
system makes it possible to implement this approach without adding any new
features.  Beyond the experiment itself, the foundations of the approach and its
connection with hypertext systems modelling, knowledge-based hypertext and
knowledge acquisition are presented.

%T A Demonstrational Interface for Recording Technical Procedures by Annotation
of Videotaped Examples
%S Knowledge-Based Hypermedia
%A Henry Lieberman
%M J.IJHCS.43.3.383
%J IJHCS
%D 1995
%V 43
%N 3
%P 383-417
%* (c) Copyright 1995 Academic Press
%X In conventional knowledge acquisition, a domain expert interacts with a knowledge
engineer, who interviews the expert, and codes knowledge about the domain objects
and procedures in a rule-based language, or other textual representation language. 
This indirect methodology can be tedious and error-prone, since the domain expert's
verbal descriptions can be inaccurate or incomplete, and the knowledge engineer
may not correctly interpret the expert's intent.  We describe a user interface that
allows a domain expert who is not a programmer to construct representations of
objects and procedures directly from a video of a human performing an example
procedure.  The domain expert need not be fluent in the underlying representation
language, since all interaction is through direct manipulation.  Starting from digitized
video, the user selects significant frames that illustrate before- and after- states of
important operations.  Then the user graphically annotates the contents of each
selected frame, selecting portions of the image to represent each part, labeling the
parts, and indicating part/whole relationships.  The actions that represent the
transition between frames are described using the technique of programming by
demonstration (also called programming by example).  The user performs operations
on concrete visual objects in the graphical interface, and the system records the
user's actions.  Explanation-based learning techniques are used to synthesize a
generalized program that can be used on subsequent examples.  The knowledge
acquisition and video annotation facilities are implemented as part of the graphical
editor Mondrian, which incorporates a programming by demonstration facility.  We
explain the operation of Mondrian's interface in its base domain of graphical editing
as well as for the video annotation and knowledge acquisition application.  The result
of the knowledge acquisition process is object descriptions for each object in the
domain, generalized procedural descriptions, and visual and natural language
documentation of the procedure.  We illustrate the system in the domain of
documentation of operational and maintenance procedures for electrical devices.

%T Experiences with Semantic Net Based Hypermedia
%S Knowledge-Based Hypermedia
%A W. Wang
%A R. Rada
%M J.IJHCS.43.3.419
%J IJHCS
%D 1995
%V 43
%N 3
%P 419-439
%* (c) Copyright 1995 Academic Press
%X The Many Using and Creating Hypermedia (MUCH) systems is based on the Dexter
model and treats the storage layer as a semantic net.  The MUCH system provides a
number of recommended link types for representing application domain concepts,
such as thesauri, documents, and annotations.  Users of the system are expected to
use those link types in the course of authoring meaningful hypermedia.  This paper is
based on the logs of usage of the MUCH system over 2 years by over 200 people. 
Contrary to the expectations of the builders of the MUCH system, the users did not
exploit the ability to type semantic links.  Typically authors used the default link type
regardless of their semantic intentions.  When a link type other than the default type
was chosen, that choice was often inconsistent with the way another user would label
a similar link.  The system has proven to be useful for authoring conventional
documents.  Authors, however, were not practically able to produce hypertext
documents.  Based on these experiences a new system, RICH (Reusable Intelligent
Collaborative Hypermedia), has been designed and built which emphasizes rules for
typing links and maintaining the integrity of the semantic net.

%T Hypermedia Exploration with Interactive Dynamic Maps
%S Knowledge-Based Hypermedia
%A Mountaz Zizi
%A Michel Beaudouin-Lafon
%M J.IJHCS.43.3.441
%J IJHCS
%D 1995
%V 43
%N 3
%P 441-464
%* (c) Copyright 1995 Academic Press
%X Interactive dynamic maps (IDMs) help users interactively explore webs of
hypermedia documents.  IDMs provide automatically-generated abstract graphical
views at different levels of granularity.  Visual cues give users a better understanding
of the content of the web, which results in better navigation control and more
accurate and effective expressions of queries.  IDMs consist of: topic maps, which
provide visual abstractions of the semantic content of a web of documents and
document maps, which provide visual abstractions of subsets of documents.
   The major contributions of this work include (1) automatic techniques for building
maps directly from a web of documents, including extraction of semantic content and
use of a spatial metaphor for generating layout and filling space, (2) a direct
manipulation interaction paradigm for exploring webs of documents, using maps and
an integrated graphical query language, and (3) the ability to use the maps
themselves as documents that can be customized, stored in a library and shared
among users.

%T Repertory Hypergrids for Large-Scale Hypermedia Linking
%S Knowledge-Based Hypermedia
%A David Madigan
%A C. Richard Chapman
%A Jonathan R. Gavrin
%A Ole Villumsen
%A John H. Boose
%M J.IJHCS.43.3.465
%J IJHCS
%D 1995
%V 43
%N 3
%P 465-481
%* (c) Copyright 1995 Academic Press
%X Creation and maintenance of links in large hypermedia documents are difficult. 
Motivated by an application to a federal clinical practice guideline for cancer pain
management, we have developed and evaluated a repertory grid-based linking
scheme we call repertory hypergrids.  Harnessing established knowledge acquisition
techniques, the repertory hypergrid assigns each "knowledge chunk" a location in
"context space".  A chunk links to another chunk if they are both close in context
space.  We have developed a program to convert the hypergrid and associated
knowledge chunks to HTML and have made the hypermedia clinical practice
guideline available on the World Wide Web.
   To evaluate the scheme, we conducted two analyses.  First, we conducted a
protocol analysis using the paper-based guidelines.  Six users of the guideline
addressing typical cancer pain management tasks made 30 explicit links.  The
repertory hypergrid using a neighborhood size of 16 captures of 24 of these links. 
With optimization, the repertory hypergrid captures 27 of the links with a
neighborhood size of 14.  Second, 18 users addressed the same tasks, six using the
paper-based guideline, six using the hypermedia document with repertory hypergrid-created
links ("TALARIA"), and six using the hypermedia document with
randomly selected links ("Random TALARIA").  TALARIA users found the
required information significantly more quickly than either the users of the
paper-based guideline or of Random TALARIA, with no loss in accuracy.

%T Selective Text Utilization and Text Traversal
%S Knowledge-Based Hypermedia
%A Gerard Salton
%A James Allan
%M J.IJHCS.43.3.483
%J IJHCS
%D 1995
%V 43
%N 3
%P 483-497
%* (c) Copyright 1995 Academic Press
%X Many large collections of full-text documents are currently stored in machine-readable
form and processed automatically in various ways.  These collections may
include different types of documents, such as messages, research articles, and books,
and the subject matter may vary widely.  To process such collections, robust text
analysis methods must be used, capable of handling materials in arbitrary subject
areas, and flexible access must be provided to texts and text excerpts of varying size.
   In this study, global text comparison methods are used to identify similarities
between text elements, followed by local context-checking operations that resolve
ambiguities and distinguish superficially similar texts from texts that actually cover
identical topics.  A linked text structure, known as a text relationship map, is then
created that relates similar texts at various levels of detail.  In particular, text links
are available for full texts, as well as text sections, paragraphs, and sentence groups. 
The relationship graphs are usable as conceptualization tools to illustrate various
text manipulation operations and may also serve as browsing maps in situations
where searches or text traversal operations are conducted under user control.  In this
study, the relationship maps are used to identify important text passages, to traverse
texts selectively both within particular documents and between documents, and to
provide flexible text access to large text collections in response to various kinds of
user needs.  An automated 29-volume encyclopedia is used as an example to
illustrate various possible text accessing and traversal operations.  Implementation
details are not included in this initial study.

%T Bulletin
%M J.IJHCS.43.3.499
%J IJHCS
%D 1995
%V 43
%N 3
%P 499-501
%* (c) Copyright 1995 Academic Press

%T Strategies of Failure Diagnosis in Computer-Controlled Manufacturing Systems:
Empirical Analysis and Implications for the Design of Adaptive Decision Support
Systems
%A Udo Konradt
%M J.IJHCS.43.4.503
%J IJHCS
%D 1995
%V 43
%N 4
%P 503-521
%* (c) Copyright 1995 Academic Press
%X This study investigates strategies in failure diagnosis at cutting-machine-tools with a
verbal knowledge acquisition technique.  Sixty-nine semi-structured interviews were
performed with mechanical and electrical maintenance technicians, and a protocol
analysis was conducted.  Strategies were analysed in dependence of the technician's
job experience, his familiarity with the problem and problem complexity.  The
technicians were categorized into three groups, novices, advanced, and experts,
based upon level of experience.  Results show that typical strategies of failure
diagnosis are "Historical information", "Least effort", "Reconstruction", and
"Sensory check".  Strategies that lead to a binary reduction of the problem space,
such as "Information uncertainty" and "Split half", play only a minor role in
real-life failure diagnosis.  Job experience and the familiarity with the problem
significantly influenced the occurrence of strategies.  In addition to "Symptomatic
search" and "Topographic search", results show frequent use of case-based
strategies, particularly in routine failures.  In novel situations, technicians usually
used "Topographic search".  A software design method, the strategy-based software
design (SSD) is proposed, that uses strategies to derive decision support systems,
that are adaptive to the different working styles and the changing levels of
experience in user groups.  The methodology is briefly described and illustrated by
the development of an information support system for maintenance and repair.

%T Evaluating Group Effectiveness through a Computer-Supported Cooperative
Training Environment
%A Kathleen M. Swigger
%A Robert Brazile
%M J.IJHCS.43.4.523
%J IJHCS
%D 1995
%V 43
%N 4
%P 523-538
%* (c) Copyright 1995 Academic Press
%X The long-term goal of this research is to teach effective computer-supported
cooperative problem solving skills.  In order to address this problem, we built a
special interface designed to improve group effectiveness.  The special interface is
based on a communication competency model that assumes group effectiveness in a
particular task depends upon the performance of certain competencies (or skills)
that aid groups in collective problem solving.  In order to support this model, we
provide special online tools that correspond to and, in turn, support each of the
competencies.  This paper presents an evaluation of the Computer-Supported
Cooperative Training (CSCT) environment and delineates the group behaviors that
lead to successful task performance in this environment.  Groups using the interface
demonstrated more effective skills when compared with groups who performed the
same task face-to-face.  Furthermore, the CSCT environment showed that the
competencies relating to group problem description and generation of alternative
solutions were the most predictive of successful group interaction.

%T Cognitive and Computer Models of Physical Systems
%A S. Chandra
%A D. I. Blockley
%M J.IJHCS.43.4.539
%J IJHCS
%D 1995
%V 43
%N 4
%P 539-559
%* (c) Copyright 1995 Academic Press
%X Models of physical systems range from those of initial individual cognition to
mathematical representations on a computer which are accepted as the developed
final models.  It is conjectured that a formalization of the qualitative cognitive models
will help us to understand how they are formed and will eventually help us to
produce better computer models.  The structure of these models would provide
qualitative descriptions and explanations of behaviour which could be assimilated by
non-specialists.  It is argued that cognitive models should be produced with an
awareness of the possible form of the final computer model.  To illustrate this, a case
study of the development of the cognitive and computer models of a naturally
parallel physical process is presented.  This early work is part of the broader goal of
producing an appropriate computing environment through which various models and
techniques are combined for producing explanations.  A procedure for developing
models from the primitive stage to computer implementation is suggested.  Theories
in cognitive science and research on mental models are briefly discussed.

%T A User-Adapted Iconic Language for the Medical Domain
%A B. De Carolis
%A F. De Rosis
%A S. Errore
%M J.IJHCS.43.4.561
%J IJHCS
%D 1995
%V 43
%N 4
%P 561-577
%* (c) Copyright 1995 Academic Press
%X Although icons are presented as a universal language, some claim that cultural
background, education and environment might influence the users' interpretation of
their meaning.  If this is true, the iconic language should be adapted to the user's
characteristics.  This paper presents results of a study that was aimed at designing the
iconic language of a medical decision support system to be used in several European
countries.  The study included four main phases: listing and classification of the
messages to be represented, collection of proposals about icons from representatives
of potential users, preparation of candidates for evaluation and final evaluation of
candidates by a sample of users.  Results of this study indicate which icons are
universally considered as "good" or "bad", and which ones are "controversial", that
is, which are clearly preferred or clearly rejected by different interviewed subgroups. 
These results are also compared with results of previous studies, to single out factors
which seem to condition acceptance of iconic messages.  Finally, the paper describes
the architecture of the interface which supports adapting icons to the user
characteristics.

%T Optimizing Digraph-Latency Based Biometric Typist Verification Systems:
Inter and Intra Typist Differences in Digraph Latency Distributions
%A D. Mahar
%A R. Napier
%A M. Wagner
%A W. Laverty
%A R. D. Henderson
%A M. Hiron
%M J.IJHCS.43.4.579
%J IJHCS
%D 1995
%V 43
%N 4
%P 579-592
%* (c) Copyright 1995 Academic Press
%X Umphress and Williams have shown that individual differences in digraph latency
may provide a means of accurately verifying the identity of computer users.  The
present research refined this technique by exploring inter and intra subject
differences in digraph latency distributions.  Experiment 1 showed that there is
marked heterogeneity in the latency with which individual subjects type different
digraphs.  Consequently, it was found that typist verification accuracy improved when
a digraph-specific index of the distance between test and reference digraph latencies
was employed.  Experiment 1 also showed the utility of nonlinear modelling as a tool
to establish optimum verification parameter settings.  Experiment 2 showed that the
use of a common low-pass temporal filter cutoff setting for all typists when screening
digraphs is unwise.  It was found that there is a significant interaction between
subjects and filter settings such that verification accuracy may improve if subject-specific
filter settings are used.

%T A Model for Justification Production by Expert Planning Systems
%A Susan M. Bridges
%M J.IJHCS.43.4.593
%J IJHCS
%D 1995
%V 43
%N 4
%P 593-619
%* (c) Copyright 1995 Academic Press
%X Although explanation capability is one of the distinguishing characteristics of expert
systems, the explanation facilities of most existing systems are quite primitive.  This
paper describes an architecture for production of explanations that justify reasoning
that is based on the premises that (1) the task of justifying expert decisions is an
intelligence-requiring activity and (2) the appropriate model for machine-produced
justifications should be explanations written by people.  The architecture consists of
(1) a processing strategy for an Augmented Phrase Structured Grammar (APSG) for
the purpose of structuring text, (2) a special language designed for writing text
structuring grammars, and (3) a Justification Grammar (JG) representing the
structure of justification texts.  A prototype justification production system is
presented to demonstrate how the model can be used to synthesize knowledge from
a variety of sources and produce coherent, multisentential text similar to that
produced by a domain expert.

%T Erratum
%M J.IJHCS.43.4.621
%J IJHCS
%D 1995
%V 43
%N 4
%P 621
%* (c) Copyright 1995 Academic Press

%T Editorial: The Role of Formal Ontology in the Information Technology
%S The Role of Formal Ontology in the Information Technology
%E N. Guarino
%E R. Poli
%M J.IJHCS.43.5/6.623
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 623-624
%* (c) Copyright 1995 Academic Press

%T Formal Ontology, Conceptual Analysis and Knowledge Representation
%S The Role of Formal Ontology in the Information Technology
%A Nicola Guarino
%M J.IJHCS.43.5/6.625
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 625-640
%* (c) Copyright 1995 Academic Press
%X The purpose of this paper is to defend the systematic introduction of formal
ontological principles in the current practice of knowledge engineering, to explore
the various relationships between ontology and knowledge representation, and to
present the recent trends in this promising research area.  According to the
"modelling view" of knowledge acquisition proposed by Clancey, the modelling
activity must establish a correspondence between a knowledge base and two
separate subsystems: the agent's behaviour (i.e. the problem-solving expertise) and
its own environment (the problem domain).  Current knowledge modelling methodologies
tend to focus on the former sub-system only, viewing domain knowledge as
strongly dependent on the particular task at hand: in fact, AI researchers seem to
have been much more interested in the nature of reasoning rather than in the nature
of the real world.  Recently, however, the potential value of task-independent
knowledge bases (or "ontologies") suitable to large scale integration has been
underlined in many ways.
   In this paper, we compare the dichotomy between reasoning and representation to
the philosophical distinction between epistemology and ontology.  We introduce the
notion of the ontological level, intermediate between the epistemological and the
conceptual levels discussed by Brachman, as a way to characterize a knowledge
representation formalism taking into account the intended meaning of its primitives. 
We then discuss some formal ontologic distinctions which may play an important
role for such purpose.

%T Formal Ontology, Common Sense and Cognitive Science
%S The Role of Formal Ontology in the Information Technology
%A Barry Smith
%M J.IJHCS.43.5/6.641
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 641-667
%* (c) Copyright 1995 Academic Press
%X Common sense is on the one hand a certain set of processes of natural cognition -- of
speaking, reasoning, seeing, and so on.  On the other hand common sense is a system
of beliefs (of folk physics and folk psychology).  Over against both of these is the
world of common sense, the world of objects to which the processes of natural
cognition and the corresponding belief-contents standardly relate.  What are the
structures of this world and how does its scientific treatment relate to traditional and
contemporary metaphysics and formal ontology?  Can we embrace a thesis of
common-sense realism to the effect that the world of common sense exists uniquely? 
Or must we adopt instead a position of cultural relativism which would assign
distinct worlds of common sense to each group and epoch?  The present paper draws
on recent work in the fields of naive and qualitative physics, in perceptual and
developmental psychology, and in cognitive anthropology, in order to consider in a
new light these and related questions and to draw conclusions for the methodology
and philosophical foundations of the cognitive sciences.

%T Top-Level Ontological Categories
%S The Role of Formal Ontology in the Information Technology
%A John F. Sowa
%M J.IJHCS.43.5/6.669
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 669-685
%* (c) Copyright 1995 Academic Press
%X Philosophers have spent 25 centuries debating ontological categories.  Their insights
are directly applicable to the analysis, design, and specification of the ontologies
used in knowledge-based systems.  This paper surveys some of the ontological
questions that arise in artificial intelligence, some answers that have been proposed
by various philosophers, and an application of the philosophical analysis to the
clarification of some current issues in AI.  Two philosophers who have developed the
most complete systems of categories are Charles Sanders Peirce and Alfred North
Whitehead.  Their analyses suggest a basic structure of categories that can provide
some guidelines for the design of AI systems.

%T Bimodality of Formal Ontology and Mereology
%S The Role of Formal Ontology in the Information Technology
%A Roberto Poli
%M J.IJHCS.43.5/6.687
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 687-696
%* (c) Copyright 1995 Academic Press
%X From the distinctions between "ontology" and "logic" and between "formal" and
"material" we obtain two basic oppositions.  Keeping the term "ontology" constant
yields the opposition between "formal ontology" and "material ontology".  This
raises a question: when one speaks of ontology, how can its formal aspects be
distinguished from its material ones?  If, instead, we keep the term "formal"
constant, the opposition is between "formal ontology" and "formal logic".  The
question here is therefore: when we talk about "formal" how can we distinguish
between logic and ontology?
   Starting from these questions, I propose to update the somewhat old distinction
between formal ontology as the domain of the distributive-collective opposition and
material ontology as the domain of the parts-whole oppositions.

%T Knowledge Representation in Conceptual Realism
%S The Role of Formal Ontology in the Information Technology
%A Nino B. Cocchiarella
%M J.IJHCS.43.5/6.697
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 697-721
%* (c) Copyright 1995 Academic Press
%X Knowledge representation in Artificial Intelligence (AI) involves more than the
representation of a large number of facts or beliefs regarding a given domain, i.e.
more than a mere listing of those facts or beliefs as data structures.  It may involve,
for example, an account of the way the properties and relations that are known or
believed to hold of the objects in that domain are organized into a theoretical
whole -- such as the way different branches of mathematics, or of physics and
chemistry, or of biology and psychology, etc., are organized, and even the way
different parts of our commonsense knowledge or beliefs about the world can be
organized.  But different theoretical accounts will apply to different domains, and one
of the questions that arises here is whether or not there are categorial principles of
representation and organization that apply across all domains regardless of the
specific nature of the objects in those domains.  If there are such principles, then they
can serve as a basis for a general framework of knowledge representation
independently of its application to particular domains.  In what follows I will give a
brief outline of some of the categorial structures of conceptual realism as a formal
ontology.  It is this system that I propose we adopt as the basis of a categorial
framework for knowledge representation.

%T Classical Mereology and Restricted Domains
%S The Role of Formal Ontology in the Information Technology
%A Carola Eschenbach
%A Wolfgang Heydrich
%M J.IJHCS.43.5/6.723
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 723-740
%* (c) Copyright 1995 Academic Press
%X Classical Mereology, the formal theory of the concepts of part, overlap and sum as
defined by Lesniewski does not have any notion of being a whole.  Because of this
neutrality the concepts of Mereology are applicable in each and every domain.  This
point of view is not generally accepted.  But a closer look at domain-specific
approaches defining non-classical (quasi)-mereological notions reveals that the
question of whether something belongs to a restricted domain (and, thus, fulfills a
certain criterion of integrity) has come to be mixed up with the question of whether
it exists.  We claim that the structural differences between restricted domains are not
based on different mereological concepts, but on different concepts of being a whole. 
Taking Classical Mereology for granted in looking at different domains can shed
more light on the specific nature of these domains, their similarities and differences. 
Three examples of axiomatic accounts dealing with restricted domains (linear orders
of extended entities as they can be found in discussions of the ontology of time,
topological structure and set-theory) are discussed.  We show that Classical Mereology
is applicable to these domains as soon as they are seen as being embedded in a
less restricted (or even the most comprehensive) domain.  Each of the accounts may
be axiomatically formulated by adding one non-mereological primitive to whatever
concepts are chosen to develop Classical Mereology.  These primitives are strongly
related to the domain-specific notions of integrity or being a whole.

%T Sheaf Mereology and Husserl's Morphological Ontology
%S The Role of Formal Ontology in the Information Technology
%A Jean Petitot
%M J.IJHCS.43.5/6.741
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 741-763
%* (c) Copyright 1995 Academic Press
%X This paper begins with Husserl's phenomenological distinction between formal
ontology (analytic theory of general objects) and "material" regional ontologies
(types of "essences" of objects which prescribe "synthetic a priori" rules).  It then
shows that, as far as its "ontological design" is concerned, transcendental phenomenology
can be seen as an "object-oriented" epistemology (opposed to the classical
"procedural" epistemology).  The paper also analyses the morphological example,
which constitutes the core of Husserl's third Logical Investigation, of the unilateral
relation of foundation between sense qualities and spatio-temporal extension.  It
gives a geometrical model using the geometrical concepts of fibration, sheaf and
topos.

%T Algebraic Semantics for Natural Language: Some Philosophy, Some Applications
%S The Role of Formal Ontology in the Information Technology
%A Godehard Link
%M J.IJHCS.43.5/6.765
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 765-784
%* (c) Copyright 1995 Academic Press
%X Information processing, when performed by an intelligent agent, draws on a wide
array of knowledge sources.  Among them are world knowledge, situation knowledge,
conceptual knowledge and linguistic knowledge.  The focus in this paper will
be on the semantic knowledge which is part of the general linguistic competence of
any speaker of a natural language (NL).
   In particular, this knowledge contains ways of organizing the linguistic ontology,
i.e. the collection of heterogeneous entities that make up the domain of discourse. 
The representation language that is proposed here to model this knowledge stresses
the structural properties of the ontology.  This approach has been pursued under the
name of algebraic semantics.
   The paper starts out by explaining the term "algebraic semantics" as it is used in
logic.  Two senses of "algebraic" are distinguished that are called here "conceptual"
and "structural".  These two senses of the algebraic method are then applied to NL
semantics.  The conceptual part is realized by the method of structuring the domains
of linguistic ontology in various ways.  Thus plural entities are recognized along with
mass entities and events.  The common outlook here is mereological or lattice-theoretical. 
Some applications to the study of plurals are given that are to show the
usefulness of the algebraic approach.  Finally, the ontology of plurals is addressed,
and comments are made on some relevant discussion of mereology in recent
philosophical work.  In sum, it is contended that the algebraic perspective while being
of interest in semantics and philosophy proper, also fits both the spirit and the
practice of much work that has been done in the Artificial Intelligence (AI) field of
knowledge representation.

%T Ontological Domains, Semantic Sorts and Systematic Ambiguity
%S The Role of Formal Ontology in the Information Technology
%A Johannes Dolling
%M J.IJHCS.43.5/6.785
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 785-807
%* (c) Copyright 1995 Academic Press
%X This paper is concerned with some aspects of the relationship between ontological
knowledge and natural language understanding.  More specifically, I will consider
how knowledge of ontological domains and knowledge of lexical meaning work
together in the interpretation of linguistic expressions.  An essential assumption is
that in accordance with ontological distinctions there are various semantic sorts
which linguistic expressions can be divided.  The specific purpose of the paper is to
explore how under these conditions the intricate problem of systematic ambiguity
can be dealt with.  Here the term "systematic ambiguity" stands for the phenomenon
that a word or a phrase has several possible meanings which systematically related to
one another and from which a suitable meaning can be selected dependently on the
linguistic and non-linguistic context of use.  Taking into consideration that many
predicative expressions impose on their arguments certain sortal selection restrictions. 
I will deal with the phenomenon that a word or a phrase being systematically
ambiguous in some cases adapt itself to the semantic format of the expression it is
combined with.  Such an adaptation eliminating one or more possible meaning of the
word or phrase is in fact a coercion of its semantic sort.  I will argue for an approach
which takes into account a set of semantic coercion operations to meet sortal
constraints.  Moreover, I will show how such sort coercions performed in language
understanding are sanctioned by world knowledge.

%T A Linguistic Ontology
%S The Role of Formal Ontology in the Information Technology
%A Kathleen Dahlgren
%M J.IJHCS.43.5/6.809
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 809-818
%* (c) Copyright 1995 Academic Press
%X This paper defends the choice of a linguistically-based content ontology for natural
language processing and demonstrates that a single common-sense ontology produces
plausible interpretations at all levels from parsing through reasoning.  The paper
explores some of the problems and tradeoffs for a method which has just one content
ontology.  A linguistically-based content ontology represents the "world view"
encoded in natural language.  The content ontology (as opposed to the formal
semantic ontology which distinguishes events from propositions, and so on) is best
grounded in the culture, rather than in the world itself, or in the mind.  By "world
view" we mean naive assumptions about "what there is" in the world, and how it
should be classified.  These assumptions are time-worn and reflected in language at
several levels: morphology, syntax and lexical semantics.  The content ontology
presented in the paper is part of a Naive Semantic lexicon.  Naive Semantics is a
lexical theory in which associated with each word sense is a naive theory (or set of
beliefs) about the objects or events of reference.  While naive semantic representations
are not combinations of a closed set of primitives, they are also limited by a
shallowness assumption.  Included is just the information required to form a semantic
interpretation incrementally, not all of the information known about objects.  The
Naive Semantic ontology is based upon a particular language, its syntax and its word
senses.  To the extent that other languages codify similar world views, we predict that
their ontologies are similar.  Applied in a computational natural language understanding
system, this linguistically-motivated ontology (along with other native
semantic information) is sufficient to disambiguate words, disambiguate syntactic
structure, disambiguate formal semantic representations, resolve anaphoric expressions
and perform reasoning tasks with text.

%T Sketch of an Ontology Underlying the Way We Talk About the World
%S The Role of Formal Ontology in the Information Technology
%A Jerry R. Hobbs
%M J.IJHCS.43.5/6.819
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 819-830
%* (c) Copyright 1995 Academic Press
%X A general structure is proposed for an underlying conceptualization of the world that
is particularly well suited to language understanding.  It consists of a set of core
theories of a very abstract character.  Some of the most important of these are
discussed, in particular, core theories that explicate the concepts of systems and the
figure-ground relation, scales, change, causality, and goal-directed behavior.  These
theories are too abstract to impose many constraints on the entities and situations
they are applied to; rather their main purpose is to provide the basis for a rich
vocabulary for talking about entities and situations.  The fact that the core theories
apply so widely means that they provide a great many domains of discourse with a
rich vocabulary.

%T Taxonomies of Logically Defined Qualitative Spatial Relations
%S The Role of Formal Ontology in the Information Technology
%A A. G. Cohn
%A D. A. Randell
%A Z. Cui
%M J.IJHCS.43.5/6.831
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 831-846
%* (c) Copyright 1995 Academic Press
%X This paper develops a taxonomy of qualitative spatial relations for pairs of regions,
which are all logically defined from two primitive (but axiomatized) notions.  The
first primitive is the notion of two regions being connected, which allows eight jointly
exhaustive and pairwise disjoint relations to be defined.  The second primitive is the
convex hull of a region which allows many more relations to be defined.  We also
consider the development of the useful notions of composition tables for the defined
relations and networks specifying continuous transitions between pairs of regions. 
We conclude by discussing what kind of criteria to apply when deciding how fine
grained a taxonomy to create.

%T Towards a Causal Ontology Coping with the Temporal Constraints
between Causes and Effects
%S The Role of Formal Ontology in the Information Technology
%A Paolo Terenziani
%M J.IJHCS.43.5/6.847
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 847-863
%* (c) Copyright 1995 Academic Press
%X The paper describes a causal ontology in which the temporal implications of
causation (and, in particular, the temporal constraints it imposes between causes and
effects) are coped with in detail.  It proposes a classification of causal relations on the
basis of the temporal constraints they impose between their causes and effects, and
further refines the basic classification for coping also with causation with threshold
and with phenomena of production/consumption of stuff.  Finally, the paper sketches
an application of the causal ontology for developing causal nets used as domain
knowledge for natural language interpretation, and briefly addresses also the
reasoning techniques required to this purpose.

%T Midwinters, End Games, and Body Parts: A Classification of Part-Whole
Relations
%S The Role of Formal Ontology in the Information Technology
%A Peter Gerstl
%A Simone Pribbenow
%M J.IJHCS.43.5/6.865
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 865-889
%* (c) Copyright 1995 Academic Press
%X This paper deals with the conceptual part-whole relation as it occurs in language
processing, visual perception, and general problem solving.  One important long-term
goal is to develop a naive or common sense theory of the mereological domain, that
is the domain of parts and wholes and their relations.  In this paper, we work towards
such a theory by presenting a classification of part-whole relations that is suitable
for different cognitive tasks and give proposals for the representation and processing
of these relations.  In order to be independent of specific tasks like language
understanding or the recognition of objects, we use structural properties to develop
our classification.
   The paper starts with a brief overview of the mereological research in different
disciplines and two examples of the role of part-whole relations in linguistics
(possessive constructions) and knowledge processing (reasoning about objects).  In
the second section, we discuss two important approaches to mereological problems:
the "Classical Extensional Mereology: as presented by Simons and the meronymic
system of part-whole relations proposed by Winston, Chaffin and Hermann.  Our
own work is described in the third and last section.  First, we discuss different kinds
of wholes according to their inherent compositional structure; complexes, collections,
and masses.  Then partitions induced by or independent of the compositional
structure of a whole are described, accompanied by proposals for their processing.

%T Ontological Foundations for State and Identity Within the Object-Oriented
Paradigm
%S The Role of Formal Ontology in the Information Technology
%A Flavio Bonfatti
%A Luca Pazzi
%M J.IJHCS.43.5/6.891
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 891-906
%* (c) Copyright 1995 Academic Press
%X Objects can be seen, at an abstract level, as information tokens made of two parts:
an identification part and state, or value part.  The identification part contains an
object identifier different from that of any other object.  The state part contains
instead a structured value denoting the collective value of the attributes of the
object.  While the identifier assigned to an object remains fixed, the state is allowed
to change, i.e. different values can be found in the state part of the object at different
times.  An object model with identifiers abstracts the formal properties of identity
achieving a neat separation between object identification and object representation. 
Object identification becomes therefore a formal property preserved by the system. 
Traditional approaches in data and knowledge representation use instead some
aspects of individuals' state, which only occasionally satisfy the uniqueness and
continuity properties of identity.  The problem is that identificative attributes chosen
at a given time, may carry different values or may not be unique as the context
changes; in general, identification is conceptually different from representation.  The
paper proposes an ontological foundation for the concept of object state and
identity, showing formality the equivalence with the infinite properties which are
inherent in the cognition of real world distinct entities (Leibniz' principle).

%T Toward Principles for the Design of Ontologies Used for Knowledge Sharing
%S The Role of Formal Ontology in the Information Technology
%A Thomas R. Gruber
%M J.IJHCS.43.5/6.907
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 907-928
%* (c) Copyright 1995 Academic Press
%X Recent work in Artificial Intelligence (AI) is exploring the use of formal ontologies
as a way of specifying content-specific agreements for the sharing and reuse of
knowledge among software entities.  We take an engineering perspective on the
development of such ontologies.  Formal ontologies are viewed as designed artifacts,
formulated for specific purposes and evaluated against objective design criteria.  We
describe the role of ontologies in supporting knowledge sharing activities, and then
present a set of criteria to guide the development of ontologies for these purposes. 
We show how these criteria are applied in case studies from the design of ontologies
for engineering mathematics and bibliographic data.  Selected design decisions are
discussed, and alternative representation choices are evaluated against the design
criteria.

%T On the Relationship between Ontology Construction and Natural Language:
A Socio-Semiotic View
%S The Role of Formal Ontology in the Information Technology
%A John A. Bateman
%M J.IJHCS.43.5/6.929
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 929-944
%* (c) Copyright 1995 Academic Press
%X The design and construction of "ontologies" is currently a topic of great interest for
diverse groups.  Less clear is the extent to which these groups are addressing a
common area of concern.  By considering the kinds of information and information
organizations that are required for adequate accounts of natural language and for
sophisticated natural language capabilities in computational systems, this paper
distinguishes several different classes of "ontology", each with its own characteristics
and principles.  A classification for these ontological "realms" is motivated on the
basis of systemic-functional semiotics.  The resulting stratified "meta-ontology" offers
a unifying framework for relating distinct ontological realms while maintaining their
individual orientations.  In this context, formal ontology can be seen to provide a
rather small (although important) component of the overall organization necessary. 
Claims for the sufficiency of formal ontology in AI and NLP need then to be treated
with caution.

%T An Environment for Reusing Ontologies within a Knowledge Engineering Approach
%S The Role of Formal Ontology in the Information Technology
%A Thomas Pirlein
%A Rudi Studer
%M J.IJHCS.43.5/6.945
%J IJHCS
%D 1995
%V 43
%N 5/6
%P 945-965
%* (c) Copyright 1995 Academic Press
%X Domain models can be constructed more easily and made more robust by reusing
ontologies in a well-defined way.  In this paper the KARO approach is introduced
which provides various means of retrieving and adapting components of an ontology
as part of a domain model construction process.  KARO is based on the knowledge-processing
component LILOG-KR provided by the LILOG text-understanding
system.  Above all, the notion of classification is applied for the retrieval of relevant
categories.  The upper structure of LILOG-KB serves as an exemplary ontology.  By
integrating KARO into the Model-based and Incremental Knowledge Engineering
Environment (MIKE) the reuse of a predefined ontology can be integrated into the
development process of expert systems in a systematic way.

fpack:!@#$%^&*(): IUI00.BA
%M C.IUI.2000.1
%S Animated Characters and Conversation
%T Presenting through Performing: On the Use of Multiple Lifelike Characters in Knowledge-Based Presentation Systems
%A Elisabeth Andre
%A Thomas Rist
%B IUI00
%D 2000
%P 1-8
%K Presentation teams, Animated characters, Conversational
embodied agents, Believable dialogues
%* (c) Copyright 2000 ACM
%O 1485 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p1-andre/p1-andre.pdf
%X In this paper, we investigate a new style for presenting
information. We introduce the notion of presentation teams
which -- rather than addressing the user directly -- convey
information in the style of performances to be observed by
him or her. The paper presents an approach to the
automated generation of performances which has been
tested in two different application scenarios, car sales
dialogues and soccer commentary.

%M C.IUI.2000.9
%S Short Paper/Poster/Demonstration
%T Virtual Personal Service Assistants: Towards Real-Time Characters with Artificial Hearts
%A Yasmine Arafa
%A Abe Mamdani
%B IUI00
%D 2000
%P 9-12
%K Personal service assistants, Interface agents, Affective
communication, Multi-agent systems
%* (c) Copyright 2000 ACM
%O 597 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p9-arafa/p9-arafa.pdf
%X Over the last years there has been a growing consensus that
new generation interfaces turn their focus on the human
element by enriching an Affective dimension. Affective
generation of autonomous agent behaviour aspires to give
computer interfaces emotional states that relate and take
into account user as well as system environment
considerations. Internally, through computational models of
artificial hearts (emotion and personality), and externally
through believable multi-modal expression augmented with
quasi-human characteristics. Computational models of
affect are addressing problems of how agents arrive at a
given affective state. Much of this work is targeting the
entertainment environment and generally does not address
the requirements of multi-agent systems, where behaviour
is dynamically changing based on agent goals as well as the
shared data and knowledge. This paper discusses one of the
requirements for real-time realisation of Personal Service
Assistant interface characters.
   We describe an approach to enabling the computational
perception required for the automated generation of
affective behaviour in multi-agent real-time environments.
This uses a current agent communication language so as
they not only convey the semantic content of knowledge
exchange but also they can communicate affective attitudes
about the shared knowledge.

%M C.IUI.2000.13
%T Extending Software through Metaphors and Metonymies
%S Animated Characters and Conversation
%A Simone D. J. Barbosa
%A Clarisse Sieckenius de Souza
%B IUI00
%D 2000
%P 13-20
%K End-user programming, Metaphor, Metonymy, Abductive
reasoning, Interfaces for knowledge-based systems
%* (c) Copyright 2000 ACM
%O 1065 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p13-barbosa/p13-barbosa.pdf
%X This article is about applications that can be customized or
extended through their own user interface. This is achieved by
the interface's ability to interpret users' non-literal expressions,
namely metaphorical and metonymic ones. Such increased
interpretive intelligence depends on static and dynamic models of
the domain and application, from which new figurative meanings
are abducted automatically or semi-automatically. The system
performs controlled modifications on the underlying models,
based on its inferences about users' intentions as they produce
figurative utterances.

%M C.IUI.2000.21
%S Graphical Interaction
%T Instructible Information Agents for Web Mining
%A Mathias Bauer
%A Dietmar Dengler
%A Gabriele Paul
%B IUI00
%D 2000
%P 21-28
%K Programming by Demonstration, Information agents,
Wrapper induction
%* (c) Copyright 2000 ACM
%O 1867 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p21-bauer/p21-bauer.pdf
%X Information agents are intended to assist their users in
locating relevant information in vast collections of
documents like the WWW. In many cases, e.g., when trying
to integrate pieces of information from previously unrelated
sources, it is not sufficient to merely identify documents
containing relevant data. Instead, information agents have
to identify the interesting portions of these documents and
make them available for further use. This paper deals with
the problem of training an information agent to identify and
extract interesting pieces of information from online
documents.

%M C.IUI.2000.29
%S Short Paper/Poster/Demonstration
%T Enhancing Information Retrieval by Automatic Acquisition of Textual Relations using Genetic Programming
%A Agneta Bergstrom
%A Patricija Jaksetic
%A Peter Nordin
%B IUI00
%D 2000
%P 29-32
%K Genetic programming, Machine learning, Natural language processing,
Semantic networks, Information retrieval
%* (c) Copyright 2000 ACM
%O 619 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p29-bergstrom/p29-bergstrom.pdf
%X We have explored a novel method to find textual relations in electronic
documents using genetic programming and semantic networks.
This can be used for enhancing information retrieval and
simplifying user interfaces. The automatic extraction of relations
from text enables easier updating of electronic dictionaries and
may reduce interface area both for search input and hit output on
small screens such as cell phones and PDAs (Personal Digital
Assistants).

%M C.IUI.2000.33
%S Short Paper/Poster/Demonstration
%T A Learning Agent for Wireless News Access
%A Daniel Billsus
%A Michael J. Pazzani
%A James Chen
%B IUI00
%D 2000
%P 33-36
%K Wireless, Intelligent information access, News, User modeling,
Machine learning
%* (c) Copyright 2000 ACM
%O 855 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p33-billsus/p33-billsus.pdf
%X We describe a user interface for wireless information devices,
specifically designed to facilitate learning about users' individual
interests in daily news stories. User feedback is collected
unobtrusively to form the basis for a content-based machine
learning algorithm. As a result, the described system can adapt to
users' individual interests, reduce the amount of information that
needs to be transmitted, and help users access relevant
information with minimal effort.

%M C.IUI.2000.37
%S Recommending
%T Guiding People to Information: Providing an Interface to a Digital Library using Reference as a Basis for Indexing
%A Shannon Bradshaw
%A Andrei Scheinkman
%A Kristian Hammond
%B IUI00
%D 2000
%P 37-43
%K Information retrieval, Citation analysis, Reference directed
indexing
%* (c) Copyright 2000 ACM
%O 2007 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p37-bradshaw/p37-bradshaw.pdf
%X We describe Rosetta, a digital library system for scientific
literature. Rosetta makes it easy for people to find the
information for which they are looking even when using
short, imprecise queries. Rosetta indexes research articles
based on the way they have been described when cited in
other documents. The concise descriptions that occur in
citations are similar to the short queries people typically form
when searching; therefore, citations make a better basis for
indexing than do the words used within a research article
itself. Using this indexing technique we are able to provide a
user interface that presents users with an automatically
generated directory of the information space surrounding a
query. Our objective with this interface is to present people
with the information for which they have asked as well as the
information for which they may have intended to ask.

%M C.IUI.2000.44
%S 1890 Maple Ave., Evanston, IL 60201
%T User Interactions with Everyday Applications as Context for Just-in-Time Information Access
%A Jay Budzik
%A Kristian J. Hammond
%B IUI00
%D 2000
%P 44-51
%K Intelligent information access, Resource discovery, Context,
Information agent
%* (c) Copyright 2000 ACM
%O 1254 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p44-budzik/p44-budzik.pdf
%X Our central claim is that user interactions with everyday
productivity applications (e.g., word processors, Web browsers,
etc.) provide rich contextual information that can be leveraged to
support just-in-time access to task-relevant information. We
discuss the requirements for such systems, and develop a general
architecture for systems of this type. As evidence for our claim,
we present Watson, a system which gathers contextual
information in the form of the text of the document the user is
manipulating in order to proactively retrieve documents from
distributed information repositories. We close by describing the
results of several experiments with Watson, which show it
consistently provides useful information to its users.

%M C.IUI.2000.52
%T More Than Just a Pretty Face: Affordances of Embodiment
%S Animated Characters and Conversation
%A J. Cassell
%A T. Bickmore
%A H. Vilhjalmsson
%A H. Yan
%B IUI00
%D 2000
%P 52-59
%* (c) Copyright 2000 ACM
%O 996 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p52-cassell/p52-cassell.pdf
%X Prior research into embodied interface agents has found
that users like them and find them engaging. In this paper,
we argue that embodiment can serve an even stronger
function if system designers use actual human
conversational protocols in the design of the interface.
Communicative behaviors such as salutations and
farewells, conversational turn-taking with interruptions,
and referring to objects using pointing gestures are
examples of protocols that all native speakers of a
language already know how to perform and that can thus
be leveraged in an intelligent interface. We discuss how
these protocols are integrated into Rea, an embodied,
multi-modal conversational interface agent who acts as a
real-estate salesperson, and we show why embodiment is
required for their successful implementation.

%M C.IUI.2000.60
%S Visualization and Knowledge Acquisition
%T Data Exploration Across Temporal Contexts
%A Mark Derthick
%A Steven F. Roth
%B IUI00
%D 2000
%P 60-67
%K Undo, Exploratory data analysis, Context
%* (c) Copyright 2000 ACM
%O 1449 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p60-derthick/p60-derthick.pdf
%X The ability to quickly explore and compare multiple
scenarios is an important component of exploratory data
analysis. Yet today's interfaces cannot represent
alternative exploration paths as a branching history, forcing
the user to recognize conceptual branch points in a linear
history. Further, the interface can only show information
from one state at a time, forcing the user to use her memory
to compare scenarios.
Our system includes a tree-structured visualization for
navigating across time and scenarios. The visualization
also allows browsing the history and selectively
undoing/redoing events within a scenario or across
scenarios. It uses the AI formalism of contexts to maintain
multiple, possibly mutually inconsistent, knowledge base
states. Cross-context formulas can be written for explicit
scenario comparison, including visualizations of scenario
differences.

%M C.IUI.2000.68
%T Artists Augmented by Agents
%S Invited Speech
%A Ernest Edmonds
%B IUI00
%D 2000
%P 68-73
%K Intelligent user interface, Agent, Creativity, Art
%* (c) Copyright 2000 ACM
%O 1183 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p68-edmonds/p68-edmonds.pdf
%X Computers can be very helpful to us by performing
tasks on our behalf. For example, they are very good
at performing calculations, storing information and
producing visualisations of objects that do not yet
exist as a made artifact. Increasingly, however, a
different role is being found for the computer. It is the
role of a catalyst, or a stimulant, to our own creative
thinking. In such cases the computer is not primarily
performing a task for us and generating an answer
within itself, rather it is helping us to generate
answers within ourselves. The computer helps us
think creatively. This role for the computer can be
illustrated in the context of computer support to
creative design. In order to design computer systems
that support the creative process, it is important to
understand that process well enough to predict what
might help, rather than hinder. Given such research,
we may begin to define the characteristics of what the
computer must do in order to augment creative
thinking. The paper explores a particular application
of intelligent user interfaces: the augmentation of
creative thought in artists.

%M C.IUI.2000.74
%S Observing User Behavior
%T Adaptation in Automated User-Interface Design
%A Jacob Eisenstein
%A Angel Puerta
%B IUI00
%D 2000
%P 74-81
%K Model-based interface development, Machine learning,
Decision trees, Theory refinement, User interface
development tools, Interface models, Theory refinement
%* (c) Copyright 2000 ACM
%O 1251 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p74-eisenstein/p74-eisenstein.pdf
%X Design problems involve issues of stylistic preference and
flexible standards of success; human designers often
proceed by intuition and are unaware of following any strict
rule-based procedures. These features make design tasks
especially difficult to automate. Adaptation is proposed as a
means to overcome these challenges. We describe a system
that applies an adaptive algorithm to automated user
interface design within the framework of the MOBI-D
(Model-Based Interface Designer) interface development
environment. Preliminary experiments indicate that
adaptation improves the performance of the automated user
interface design system.

%M C.IUI.2000.82
%S Short Paper/Poster/Demonstration
%T A Task-Based Architecture for Application-Aware Adjuncts
%A Robert Farrell
%A Peter Fairweather
%A Eric Breimer
%B IUI00
%D 2000
%P 82-85
%K Adjunct, Agent, Architecture, Critic, Event, Graphical
user interface, Plan recognition, Task model
%* (c) Copyright 2000 ACM
%O 577 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p82-farrell/p82-farrell.pdf
%X Users of complex applications need advice, assistance,
and feedback while they work. We are experimenting
with "adjunct" user agents that are aware of the history
of interaction surrounding the accomplishment of a
task. This paper describes an architectural framework for
constructing these agents. Using this framework, we
have implemented a critiquing system that can give
task-oriented critiques to trainees while they use
operating system tools and software applications. Our
approach is generic, widely applicable, and works
directly with off-the-shelf software packages.

%M C.IUI.2000.86
%S 1890 Maple Ave., Evanston, IL 60201
%T Improving Human Computer Interaction in a Classroom Environment using Computer Vision
%A Joshua Flachsbart
%A David Franklin
%A Kristian Hammond
%B IUI00
%D 2000
%P 86-93
%K Intelligent environments, Multi-modal input, Computer
vision, Context-based vision
%* (c) Copyright 2000 ACM
%O 1322 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p86-flachsbart/p86-flachsbart.pdf
%X In this paper we discuss our use of multi-modal input to
improve human computer interaction. Specifically we look
at the methods used in the Intelligent Classroom to
combine multiple input modes, and examine in particular
the visual input modes. The Classroom provides context
that improves the functioning of the visual input modes. It
also determines which visual input modes are needed when.
We examine a number of visual input modes to see how
they fit into the general scheme, and look at how the
Classroom controls their operation.

%M C.IUI.2000.94
%S Short Paper/Poster/Demonstration
%T Adaptive Medical Information Delivery Combining User, Task and Situation Models
%A Luis Francisco-Revilla
%A Frank M. Shipman
%B IUI00
%D 2000
%P 94-97
%K Medical information systems, Adaptive hypertext, User
models, Task models, Situation models, Conflict resolution
%* (c) Copyright 2000 ACM
%O 883 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p94-francisco-revilla/p94-francisco-revilla.pdf
%X Medical information delivery for users with different levels
of expertise will be required for the manned mission to
Mars due to limited potential for communication with
Earth. The Mars Medical Assistant (MMA) uses a
combination of user, situation, and task models to create
virtual hypertext structures by piecing together medical
"information components." Information components are
chosen based on the semantic content and the cognitive
characteristics of the component's media type. The medical
assistant currently supports three tasks: 1) describing
medical procedures, 2) aiding diagnosis, and 3) providing
information on health concerns. Conflicting suggestions
from the three models need to be resolved. Tradeoffs in the
model representations and conflict resolution strategies are
being explored in the context of MMA.

%M C.IUI.2000.98
%S 1890 Maple Ave., Evanston, IL 60201
%T Jabberwocky: You Don't Have to be a Rocket Scientist to Change Slides for a Hydrogen Combustion Lecture
%A David Franklin
%A Shannon Bradshaw
%A Kristian Hammond
%B IUI00
%D 2000
%P 98-105
%K Speech-based user interfaces, Approximate natural language
understanding, Intelligent environments
%* (c) Copyright 2000 ACM
%O 965 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p98-franklin/p98-franklin.pdf
%X In designing Jabberwocky -- a speech-based interface to
Microsoft PowerPoint -- we have tried to go beyond simple
commands like "Next slide, please" and make a tool that
aids speakers as they present and even learns as they
rehearse their presentations. Jabberwocky looks at the
contents of the slides, extracting key words and phrases and
associating them with their places in the presentation. By
listening for these phrases (and synonymous phrases derived
using syntactic rules) Jabberwocky is able to follow along
with the presentation, switching slides at the appropriate
moments. In this paper, we discuss the implementation of
this system -- a component of our Intelligent Classroom
project -- and look at how we are using it.

%M C.IUI.2000.106
%T Mining Navigation History for Recommendation
%S Recommending
%A Xiaobin Fu
%A Jay Budzik
%A Kristian J. Hammond
%B IUI00
%D 2000
%P 106-112
%K Data mining, Collaborative information recommendation,
Intelligent user interface
%* (c) Copyright 2000 ACM
%O 961 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p106-fu/p106-fu.pdf
%X Although a user's navigation history contains a lot of hidden
information about the relationship between web pages and
between users, this information is usually not exploited. The
information hidden in the history can be an invaluable source of
knowledge in assisting a user to better surf the Web. We presented
a system which actively monitors and tracks a user's navigation.
Once a user's navigation history is captured, we apply data
mining techniques to discover the hidden knowledge contained in
the history. The knowledge is then used to suggest potentially
interesting web pages to users.

%M C.IUI.2000.113
%S Applications
%T CACTUS: Automated Tutorial Course Generation for Software Applications
%A Federico Garcia
%B IUI00
%D 2000
%P 113-120
%K Tutorial course generation, User-task models, Programming
by Demonstration, PDB
%* (c) Copyright 2000 ACM
%O 1740 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p113-garcia/p113-garcia.pdf
%X Novice users often face many difficulties in mastering current
highly interactive systems. In this paper we describe CACTUS,
an interactive system used to develop tutorial courses for
software applications. CACTUS tutorial courses provide more
adequate and more dynamical explanations than currently
existing teaching components, since they are task-oriented and
provide just-in-time context-dependent explanations. These
tutors are also able to follow-up the user activity and act
according to what they perform. CACTUS is an environment that
uses the model-based design technology. In particular,
CACTUS uses declarative hierarchical task-models to derive
guidance instructions. Additionally, CACTUS releases tutorial
course designers from part of the intensive workload of
developing tutor programs as these guidance components are
currently developed. This system helps to generate application
tutorial courses based on a metaphor that represents the
contents of the courses as if they were textbooks, so that
learning an application is assimilated to reading a book on
certain subject and performing some activities.

%M C.IUI.2000.121
%S Short Paper/Poster/Demonstration
%T ALife-WebGuide: An Intelligent User Interface for Web Site Navigation
%A Paolo Gaudiano
%A Klaus Kater
%B IUI00
%D 2000
%P 121-124
%K Web site interface, Web navigation, Intelligent navigation,
Software bots, Natural language
%* (c) Copyright 2000 ACM
%O 1226 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p121-gaudiano/p121-gaudiano.pdf
%X This article describes Artificial Life, Inc's WebGuide, an
intelligent software bot that helps users navigate a Web site using
natural language. The article describes the technology behind
ALife-WebGuide, discusses some of the issues involved in
commercialization of this type of user interface, and summarizes
possible enhancements for future versions of this product.

%M C.IUI.2000.125
%S New Directions/More Speculative Topics
%T R2D2 in a Softball: The Portable Satellite Assistant
%A Yuri Gawdiak
%A Jeff Bradshaw
%A Brian Williams
%A Hans Thomas
%B IUI00
%D 2000
%P 125-128
%K Agents, Teamwork, Adjustable autonomy, Robotics
%* (c) Copyright 2000 ACM
%O 1216 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p125-gawdiak/p125-gawdiak.pdf
%X The Portable Satellite Assistant (PSA) is a softball-sized
flying robot designed to operate autonomously onboard
manned and unmanned spacecraft in pressurized micro-gravity
environments. In this paper we provide an overview of some of
the design challenges we face in making the PSA practical,
effective, and usable for future space missions. In particular we
highlight the need for an agent architecture supporting
adjustable autonomy and a generic model of teamwork.

%M C.IUI.2000.129
%S Observing User Behavior
%T Learning Users' Interests by Unobtrusively Observing their Normal Behavior
%A Jeremy Goecks
%A Jude Shavlik
%B IUI00
%D 2000
%P 129-132
%K Intelligent web agents, Learning user preferences, Learning by
observation, Adaptive information retrieval
%* (c) Copyright 2000 ACM
%O 545 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p129-goecks/p129-goecks.pdf
%X For intelligent interfaces attempting to learn a users' interests,
the cost of obtaining labeled training instances is prohibitive
because the user must directly label each training instance, and
few users are willing to do so. We present an approach that
circumvents the need for human-labeled pages. Instead, we
learn "surrogate" tasks where the desired output is easily
measured, such as the number of hyperlinks clicked on a page
or the amount of scrolling performed. Our assumption is that
these outputs will highly correlate with the user's interests. In
other words, by unobtrusively "observing" the user's behavior
we are able to learn functions of value. For example, an
intelligent browser could silently observe the user's browsing
behavior during the day, then use these training examples to
learn such functions and gather, during the middle of the night,
pages that are likely to be of interest to the user. Previous work
has focused on learning a user profile by passively observing
the hyperlinks clicked on and those passed over. We extend
this approach by measuring user mouse and scrolling activity in
addition to user browsing activity. We present empirical results
that demonstrate our agent can accurately predict some easily
measured aspects of one's use of his or her browser.

%M C.IUI.2000.133
%S Graphical Interaction
%T Using Annotated Video as an Information Retrieval Interface
%A Andrew S. Gordon
%B IUI00
%D 2000
%P 133-140
%K Computer learning environments, Information retrieval,
Digital libraries, Multimedia interfaces
%* (c) Copyright 2000 ACM
%O 1061 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p133-gordon/p133-gordon.pdf
%X The ability to deliver appropriate information to learners at
the most appropriate time is an essential component of good
instruction. In the best learning environments, this
information is received in the context of the performance of
the skills that are being acquired. This paper explores a
technological approach to situated information retrieval by
linking materials to segments of a video recording a skill
performance. An interface is described where users navigate
through a video performance and are presented with
information relevant to the current video location. An
approach to algorithmically generating interfaces of this type
is then presented. The system takes as input annotations that
describe a video recording of a performance, translates these
annotations into subject terms used to catalog information
resources, and then retrieves materials from online database
servers using the 239.50 information retrieval protocol. As
an example application, the system was used to generate
online teacher professional development materials by linking
annotated video of classroom teaching with resources
cataloged in the ERIC database.

%M C.IUI.2000.141
%S Graphical Interaction
%T VITE: A Visual Interface Supporting the Direct Manipulation of Structured Data using Two-Way Mappings
%A Hao-wei Hsieh
%A Frank M. Shipman
%B IUI00
%D 2000
%P 141-148
%K Information visualization, Visual languages, Structured data
manipulation, Multiple perspectives, Direct manipulation,
Visual parsing, Spatial pattern recognition
%* (c) Copyright 2000 ACM
%O 2035 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p141-hsieh/p141-hsieh.pdf
%X Information processed by computers is frequently stored and
organized for the computer's, rather than for the user's,
convenience. For example, information stored in a database
is normalized and indexed so computers can efficiently
access, process, and retrieve it. However, it is not natural for
people to manipulate such formal/prescriptive
representations. Instead, people frequently sort items by
rough notions of association or categorization. One natural
organizational process has been found to center around
manipulations of objects in spatial arrangements. Examples
of this range from the organization of documents and other
items on a regular office desktop to the use of 3"x5" cards
to organize a conference program. Using visual cues and
spatial proximity, people change the categorizations of and
relationships between objects. Without the help of indices
or perfect memory people can still interpret, locate, and
manipulate the information represented by the items and the
higher-level visual structures they form. The VITE system
presented here is an intuitive interface for people to
manipulate information in their own way and at their own
pace. VITE provides for configurable visualizations of
structured data sets so users can design their own
"perspectives" and a direct manipulation interface allowing
editing of and manipulation on the structured data.

%M C.IUI.2000.149
%S Agents and Applications
%T Creating an Empirical Basis for Adaptation Decisions
%A Anthony Jameson
%A Barbara Groszmann-Hutter
%A Leonie March
%A Ralf Rummer
%B IUI00
%D 2000
%P 149-156
%K Adaptive systems, Experiments, Decision theory, Influence
diagrams, Bayesian networks
%* (c) Copyright 2000 ACM
%O 1385 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p149-jameson/p149-jameson.pdf
%X How can an adaptive intelligent interface decide what particular
action to perform in a given situation, as a function of
perceived properties of the user and the situation? Ideally,
such decisions should be made on the basis of an empirically
derived causal model. In this paper we show how such
a model can be constructed given an appropriately limited
system and domain: On the basis of data from a controlled
experiment, an influence diagram for making adaptation decisions
is learned automatically. We then discuss why this
method will often be infeasible in practice, and how parts of
the method can nonetheless be used to create a more solid
basis for adaptation decisions.

%M C.IUI.2000.157
%S Visualization and Knowledge Acquisition
%T Mapping Communicative Goals into Conceptual Tasks to Generate Graphics in Discourse
%A Stephan Kerpedjiev
%A Steven F. Roth
%B IUI00
%D 2000
%P 157-164
%K Data graphic design, Communicative plans, Conceptual tasks
%* (c) Copyright 2000 ACM
%O 1014 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p157-kerpedjiev/p157-kerpedjiev.pdf
%X We address the problem of realizing communicative plans in
graphics. Our approach calls for mapping communicative goals to
conceptual tasks and then using task-based graphic design for
selecting graphical techniques. In this paper, we present the mapping
rules in several dimensions: data aggregation and selection,
task synthesis, and task aggregation. Those rules have been incorporated
in AutoBrief, a research system for multimedia explanation.

%M C.IUI.2000.165
%S Short Paper/Poster/Demonstration
%T User Studies of an Interdependency-Based Interface for Acquiring Problem-Solving Knowledge
%A Jihie Kim
%A Yolanda Gil
%B IUI00
%D 2000
%P 165-168
%* (c) Copyright 2000 ACM
%O 1201 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p165-kim/p165-kim.pdf
%X This paper describes a series of experiments with a range of
users to evaluate an intelligent interface for acquiring
problem-solving knowledge to describe how to accomplish
a task. The tool derives the interdependencies between
different pieces of knowledge in the system and uses them
to guide the user in completing the acquisition task. The
paper describes results obtained when the tool was tested
with a wide range of users, including end users. The studies
show that our acquisition interface saves users an average
of 32% of the time it takes to add new knowledge, and
highlight some interesting differences across user groups.
The paper also describes what are the areas that need to be
addressed in future research in order to make these tools
usable by end users.

%M C.IUI.2000.169
%S Observing User Behavior
%T SUITOR: An Attentive Information System
%A Paul P. Maglio
%A Rob Barrett
%A Christopher S. Campbell
%A Ted Selker
%B IUI00
%D 2000
%P 169-176
%K Attentive systems, Intelligent agents, Peripheral information,
Multimodal input, User modeling, Interest tracking
%* (c) Copyright 2000 ACM
%O 1184 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p169-maglio/p169-maglio.pdf
%X Attentive systems pay attention to what users do so that they can
attend to what users need. Such systems track user behavior,
model user interests, and anticipate user desires and actions.
Because the general class of attentive systems is broad -- ranging
from human butlers to web sites that profile users -- we have
focused specifically on attentive information systems, which
observe user actions with information resources, model user
information states, and suggest information that might be helpful
to users. In particular, we describe an implemented system,
Simple User Interest Tracker (Suitor), that tracks computer users
through multiple channels -- gaze, web browsing, application
focus -- to determine their interests and to satisfy their
information needs. By observing behavior and modeling users,
Suitor finds and displays potentially relevant information that is
both timely and non-disruptive to the users' ongoing activities.

%M C.IUI.2000.177
%S Short Paper/Poster/Demonstration
%T A Reporting Tool using "Programming by Example" for Format Designation
%A Tetsuya Masuishi
%A Nobuo Takahashi
%B IUI00
%D 2000
%P 177-180
%K Reporting tool, Relational database, Programming by Example, PBE,
User interface
%* (c) Copyright 2000 ACM
%O 515 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p177-masuishi/p177-masuishi.pdf
%X This paper describes a report tool in which report formats are
designated by "Programming by Example"-like operations.
Users specify a sample layout of an example row of relational
table data on a sheet, and select an iteration pattern of the sample
layout. The tool extracts a set of general formatting rules from
the sample layout. The rules consist of absolute positions of non-iterative
data, relative positions of iterative data, the iteration
pattern, and the increment of the iteration. The tool interprets
the rules and generates new reports of the format for different
table data.

%M C.IUI.2000.181
%T Intelligent User Interfaces for Correspondence Domains: Moving IUIs Off the Desktop
%S Panel
%A Christopher A. Miller
%B IUI00
%D 2000
%P 181-186
%* (c) Copyright 2000 ACM
%O 702 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p181-miller/p181-miller.pdf
%X The Intelligent User Interfaces (IUIs) conference has grown
to become the premier venue for presenting research on the
applications of artificial intelligence to human interface
design and operation. There is, however, a serious limitation
to the IUI conference as it has existed to date. The vast
majority of the work which has been presented and discussed
at the previous IUI conferences has concerned what might be
called "desktop" applications. That is, things an average
person would do sitting at a desktop PC connected to the
Web -- applications which involve web browsing, library
search, document preparation, etc.
   Such applications are fascinating and challenging, but they
represent only a portion of the full body of work going on
under the general heading of intelligent user interfaces.
There is a long history of 'off the desktop' IUIs -- far longer, in
fact, than that of 'desktop' IUIs -- and much ongoing research
in this field which bears interesting similarities and
differences to the type of work typically reported at IUI.
   The purpose of this panel will be to introduce IUI
participants to this alternate body of research and to,
hopefully, begin the process of expanding the focus of the
IUI conference so that it fully reflects the range of research
being done in IUIs.

%M C.IUI.2000.187
%T The Emotion Machine: From Pain to Suffering
%S Invited Speech
%A Marvin Minsky
%B IUI00
%D 2000
%P 187-193
%* (c) Copyright 2000 ACM
%O 805 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p187-minsky/p187-minsky.pdf
%X This is part of a section on Pain extracted from my
forthcoming book, "The Emotion Machine," which
addresses a wider range of psychological subjects than did
my earlier book, "The Society of Mind" To do this it
introduces several "large-scale models of the mind." One
of these is a broad-brush way to imagine the brain as
supporting a "cloud of resources" which interact in various
ways to produce various mental phenomena. Here
"resource" means any process, function, or structure that
can be used by other resources in the course of a mental
activity. (To be sure, that statement is circular. But minds
themselves are recursive, too, and that is what makes them
so powerful.)

%M C.IUI.2000.194
%S New Directions/More Speculative Topics
%T Requirements Elicitation for an Intelligent Software Test Environment for the Physically Challenged
%A Warren Moseley
%B IUI00
%D 2000
%P 194-197
%K Knowledge acquisition, Knowledge elicitation, Scenario-based
engineering, Software architecture, Design
patterns, Physically challenged, Eye tracking, Digital
manipulatives, Object oriented architecture, Americans
with disabilities act (ADA) of 1990, Intelligent process
automation
%* (c) Copyright 2000 ACM
%O 868 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p194-moseley/p194-moseley.pdf
%X This paper is about the elicitation of the requirements for
an intelligent interface for a software test development
environment that will accommodate the physically
challenged (PC). This research explores the use of eye-tracking
mechanisms and digital manipulative user
interfaces that are especially enhanced for the PC. In
addition these devices provide assistance for the
knowledge elicitation phase for an Intelligent User
Interface to such an environment. It was never a stated
objective of PCTA (Physically Challenged Test
Assistant) to include any intelligent augmentation of the
environment. It was challenge enough to get a paraplegic
to operate the software test environment. However, in the
process of evaluating the data collected in the evaluation
of the user interface it was discovered that empirical data
existed to predict some of the impasses that occur in the
software development and more uniquely in the software
testing process.

%M C.IUI.2000.198
%S New Directions/More Speculative Topics
%T A Calendar with Common Sense
%A Erik T. Mueller
%B IUI00
%D 2000
%P 198-201
%K Common sense, Calendaring, PIM
%* (c) Copyright 2000 ACM
%O 497 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p198-mueller/p198-mueller.pdf
%X Digital devices today have little understanding of their real-world
context, and as a result they often make stupid mistakes.
To improve this situation we are developing a database of
world knowledge called ThoughtTreasure at the same time that
we develop intelligent applications. In this paper we present
one such application, SensiCal, a calendar with a degree of
common sense. We discuss the pieces of common sense
important in calendar management and present methods for
extracting relevant information from calendar items.

%M C.IUI.2000.202
%S Observing User Behavior
%T Representation of Electronic Mail Filtering Profiles: A User Study
%A Michael J. Pazzani
%B IUI00
%D 2000
%P 202-206
%K Mail filtering, User studies
%* (c) Copyright 2000 ACM
%O 502 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p202-pazzani/p202-pazzani.pdf
%X Electronic mail offers the promise of rapid communication of
essential information. However, electronic mail is also used
to send unwanted messages. A variety of approaches can learn
a profile of a user's interests for filtering mail. Here, we
report on a usability study that investigates what types of
profiles people would be willing to use to filter mail.

%M C.IUI.2000.207
%S Short Paper/Poster/Demonstration
%T NaturalJava: A Natural Language Interface for Programming in Java
%A David Price
%A Ellen Riloff
%A Joseph Zachary
%A Brandon Harvey
%B IUI00
%D 2000
%P 207-211
%K Intelligent user interfaces, Information extraction, Natural
language processing, Computer program editors, Programming
environments
%* (c) Copyright 2000 ACM
%O 565 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p207-price/p207-price.pdf
%X NaturalJava is a prototype for an intelligent natural-language-based
user interface for creating, modifying, and examining Java
programs. The interface exploits three subsystems. The
Sundance natural language processing system accepts English
sentences as input and uses information extraction techniques
to generate case frames representing program construction and
editing directives. A knowledge-based case flame interpreter,
PRISM, uses a decision tree to infer program modification
operations from the case frames. A Java abstract syntax tree
manager, TreeFace, provides the interface that PRISM uses to
build and navigate the tree representation of an evolving Java
program. In this paper, we describe the technical details of each
component, explain the capabilities of the user interface, and
present examples of NaturalJava in use.

%M C.IUI.2000.212
%S Applications
%T A Perceptual Assistant to do Sound Equalization
%A Dale Reed
%B IUI00
%D 2000
%P 212-218
%K Intelligent interfaces, Expert systems, Learning, Perceptual
tools, Audio equalization
%* (c) Copyright 2000 ACM
%O 1641 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p212-reed/p212-reed.pdf
%X This paper describes an intelligent interface to assist in the
expert perceptual task of sound equalization. This is
commonly done by a sound engineer in a recording studio,
live concert setting, or in setting up audio systems. The
system uses inductive learning to acquire expert skill using
nearest neighbor pattern recognition. This skill is then used
in a sound equalization expert system, which learns to
proficiently adjust the timbres (tonal qualities) of brightness,
darkness, and smoothness in a context-dependent fashion.
The computer is used as a tool to sense, process, and act in
helping the user perform a perceptual task. Adjusting timbres
of sound is complicated by the fact that there are non-linear
relationships between equalization adjustments and perceived
sound quality changes. The developed system shows that the
nearest-neighbor context-dependent equalization is rated 68%
higher than the set linear average equalization and that it is
preferred 81% of the time.

%M C.IUI.2000.219
%S Agents and Applications
%T Margin Notes: Building a Contextually Aware Associative Memory
%A Bradley J. Rhodes
%B IUI00
%D 2000
%P 219-224
%K Contextual interfaces, Software agents, Remembrance agents,
World Wide Web, Browsers
%* (c) Copyright 2000 ACM
%O 1223 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p219-rhodes/p219-rhodes.pdf
%X Both the Human Computer Interaction and Information Retrieval
fields have developed techniques to allow a searcher to find the
information they seek quickly. However, these techniques are
designed to augment one's direct-recall memory, where the
searcher is actively trying to find information. Associative
memory, in contrast, happens automatically and continuously,
triggering memories that relate to the observed world. This paper
presents design techniques and heuristics for building
"remembrance agents," applications that watch a user's context
and proactively suggest information that may be of use. General
design issues are discussed and illuminated by a description of
Margin Notes, an automatic just-in-time information system for
the Web.

%M C.IUI.2000.225
%S Short Paper/Poster/Demonstration
%T Expression Constraints in Multimodal Human-Computer Interaction
%A Sandrine Robbe-Reiter
%A Noelle Carbonell
%A Pierre Dauchy
%B IUI00
%D 2000
%P 225-228
%K Multimodal user interfaces, Speech constraints, Usability
%* (c) Copyright 2000 ACM
%O 509 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p225-robbe-reiter/p225-robbe-reiter.pdf
%X Thanks to recent scientific advances, it is now possible to
design multimodal interfaces allowing the use of speech and
gestures on a touchscreen. However, present speech
recognizers and natural language interpreters cannot yet
process spontaneous speech accurately. These limitations
make it necessary to impose constraints on users' speech
inputs. Thus, ergonomic studies are needed to provide user
interface designers with efficient guidelines for the
definition of usable speech constraints.
   We evolved a method for designing oral and multimodal
(speech + 2D gestures) command languages, which could
be interpreted reliably by present systems, and easy to learn
through human-computer interaction (HCI). The empirical
study presented here contributes to assessing the usability of
such artificial languages in a realistic software environment.
Analyses of the multimodal protocols collected indicate that
all subjects were able to assimilate rapidly the given
expression constraints, mainly while executing simple
interactive tasks; in addition, these constraints, which had
no noticeable effect on the subjects' activities, had a limited
influence on their use of modalities.
   These results contribute to the validation of the method we
propose for the design of tractable and usable multimodal
command languages.

%M C.IUI.2000.229
%S Short Paper/Poster/Demonstration
%T APE: Learning User's Habits to Automate Repetitive Tasks
%A Jean-David Ruvini
%A Christophe Dony
%B IUI00
%D 2000
%P 229-232
%K Learning interface agents, Programming by Demonstration, PDB,
Machine learning, Interactive programming environments
%* (c) Copyright 2000 ACM
%O 954 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p229-ruvini/p229-ruvini.pdf
%X The APE (Adaptive Programming Environment) project
focuses on applying Machine Learning techniques to embed a
software assistant into the Visual Works Smalltalk interactive
programming environment. The assistant is able to learn user's
habits and to automatically suggest to perform repetitive tasks
on his behalf. This paper describes our assistant and focuses
more particularly on the learning issue. it explains why state-of-the-art
Machine Learning algorithms fail to provide an
efficient solution for learning user's habits, and shows,
through experiments on real data that a new algorithm we have
designed for this learning task, achieves better results than
related algorithms.

%M C.IUI.2000.233
%S Visualization and Knowledge Acquisition
%T Conversation Map: A Content-Based Usenet Newsgroup Browser
%A Warren Sack
%B IUI00
%D 2000
%P 233-240
%K Content-based browser, Social network, Social navigation,
Semantic network, Semantic navigation, Graphical interface, Spatial
navigation, Computational linguistics, Sociology
%* (c) Copyright 2000 ACM
%O 3851 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p233-sack/p233-sack.pdf
%X The Conversation Map system is a Usenet newsgroup browser
that analyzes the text of an archive of newsgroup messages and
outputs a graphical interface that can be used to search and read
the messages of the archive. The system incorporates a series of
novel text analysis procedures that automatically computes (1) a
set of social networks detailing who is responding to and/or citing
whom in the newsgroup; (2) a set of "discussion themes" that are
frequently used in the newsgroup archive; and, (3) a set of
semantic networks that represent the main terms under discussion
and some of their relationships to one another. The text analysis
procedures are written in the Perl programming language. Their
results are recorded as HTML, and the HTML is displayed with a
Java applet. With the Java-based graphical interface one can
browse a set of Usenet newsgroup articles according to who is
"talking" to whom, what they are "talking" about, and the central
terms and possible emergent metaphors of the conversation. In
this paper it is argued that the Conversation Map system is just
one example of a new kind of content-based browser that will
combine the analysis powers of computational linguistics with a
graphical interface to allow network documents and messages to
be viewed in ways not possible with today's, existing, format-based
browsers which do not analyze the contents of the
documents or messages.

%M C.IUI.2000.241
%T Learning to Recommend from Positive Evidence
%S Recommending
%A Ingo Schwab
%A Wolfgang Pohl
%A Ivan Koychev
%B IUI00
%D 2000
%P 241-247
%K Adaptive recommendation interfaces, User modeling, Machine
learning, Evaluation of methods
%* (c) Copyright 2000 ACM
%O 1586 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p241-schwab/p241-schwab.pdf
%X In recent years, many systems and approaches for recommending
information, products or other objects have been developed. In
these systems, often machine learning methods that need training
input to acquire a user interest profile are used. Such methods
typically need positive and negative evidence of the user's
interests. To obtain both kinds of evidence, many systems make
users rate relevant objects explicitly. Others merely observe the
user's behavior, which fairly obviously yields positive evidence;
in order to be able to apply the standard learning methods, these
systems mostly use heuristics that attempt to find also negative
evidence in observed behavior.
   In this paper, we present several approaches to learning interest
profiles from positive evidence only, as it is contained in observed
user behavior. Thus, both the problem of interrupting the user for
ratings and the problem of somewhat artificially determining
negative evidence are avoided.
   The learning approaches were developed and tested in the context
of the Web-based ELFI information system. It is in real use by
more than 1000 people. We give a brief sketch of ELFl and
describe the experiments we made based on ELFl usage logs to
evaluate the different proposed methods.

%M C.IUI.2000.248
%S Short Paper/Poster/Demonstration
%T A Reinforcement Learning Agent for Personalized Information Filtering
%A Young-Woo Seo
%A Byoung-Tak Zhang
%B IUI00
%D 2000
%P 248-251
%K Web-based information filtering, User interface agents,
Learning user's preferences, Reinforcement learning
%* (c) Copyright 2000 ACM
%O 612 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p248-seo/p248-seo.pdf
%X This paper describes a method for learning user's interests
in the Web-based personalized information filtering system
called WAIR. The proposed method analyzes user's
reactions to the presented documents and learns from them
the profiles for the individual users. Reinforcement learning
is used to adapt the term weights in the user profile so that
user's preferences are best represented. In contrast to
conventional relevance feedback methods which require
explicit user feedbacks, OUT approach learns user
preferences implicitly from direct observations of user
behaviors during interaction. Field tests have been made
which involved 7 users reading a total of 7,700 HTML
documents during 4 weeks. The proposed method showed
superior performance in personalized information filtering
compared to the existing relevance feedback methods.

%M C.IUI.2000.252
%S Short Paper/Poster/Demonstration
%T Efficient Text Summarization using Lexical Chains
%A H. Gregory Silber
%A Kathleen F. McCoy
%B IUI00
%D 2000
%P 252-255
%K Summarization, NLP, Lexical chains, Cohesion, Linguistics,
Algorithm
%* (c) Copyright 2000 ACM
%O 573 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p252-silber/p252-silber.pdf
%X The rapid growth of the Internet has resulted in enormous
amounts of information that has become more difficult to access
efficiently. Internet users require tools to help manage this vast
quantity of information. The primary goal of this research is to
create an efficient and effective tool that is able to summarize
large documents quickly. This research presents a linear time
algorithm for calculating lexical chains which is a method of
capturing the "aboutness" of a document. This method is
compared to previous, less efficient methods of lexical chain
extraction. We also provide alternative methods for extracting
and scoring lexical chains. We show that our method provides
similar results to previous research, but is substantially more
efficient. This efficiency is necessary in Internet search
applications where many large documents may need to be
summarized at once, and where the response time to the end user
is extremely important.

%M C.IUI.2000.256
%S New Directions/More Speculative Topics
%T MIND-WARPING: Towards Creating a Compelling Collaborative Augmented Reality Game
%A Thad Starner
%A Bastian Leibe
%A Brad Singletary
%A Jarrell Pair
%B IUI00
%D 2000
%P 256-259
%K Augmented reality, Wearable computing, Computer vision
%* (c) Copyright 2000 ACM
%O 1018 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p256-starner/p256-starner.pdf
%X Computer gaming offers a unique test-bed and market for
advanced concepts in computer science, such as Human
Computer Interaction (HCI), computer-supported collaborative
work (CSCW), intelligent agents, graphics, and sensing
technology. In addition, computer gaming is especially well-suited
for explorations in the relatively young fields of
wearable computing and augmented reality (AR). This paper
presents a developing multi-player augmented reality game,
patterned as a cross between a martial arts fighting game and an
agent controller, as implemented using the Wearable
Augmented Reality for Personal, Intelligent, and Networked
Gaming (WARPING) system. Through interactions based on
gesture, voice, and head movement input and audio and
graphical output, the WARPING system demonstrates how
computer vision techniques can be exploited for advanced,
intelligent interfaces.

%M C.IUI.2000.260
%S Agents and Applications
%T A Recipe Based On-Line Food Store
%A Martin Svensson
%A Jarmo Laaksolahti
%A Kristina Hook
%A Annika Waern
%B IUI00
%D 2000
%P 260-263
%K Recommender system, Social navigation, User groups,
Collaborative filtering, Content-based filtering, On-line shopping
%* (c) Copyright 2000 ACM
%O 722 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p260-svensson/p260-svensson.pdf
%X Recent research in the area of information retrieval hypothesizes
that people benefit from social clues, so called social navigation,
when they try to navigate information spaces [7]. We have
designed an on-line grocery store building upon those ideas
manifested in several different ways. The most central feature is
that the system uses a combination of content-based and
collaborative filtering as the basis for recipe recommendations.
This filtering process can in turn be controlled by editors, whose
role is to control the content of the "recipe clubs". Other types of
social clues are also present, such as displaying how many users
that have chosen a recipe. Finally, the system shows information
about other users currently present in the system, and allows users
to get in direct contact through chat.

%M C.IUI.2000.264
%S Applications
%T Procedure Based Help Desk System
%A Akira Takano
%A Yuko Yurugi
%A Atsushi Kanaegami
%B IUI00
%D 2000
%P 264-271
%K Help desk, Case based reasoning, Guidance
%* (c) Copyright 2000 ACM
%O 1983 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p264-takano/p264-takano.pdf
%X In this paper, we describe an outline of "Procedure based help desk
system".
   Preparing enough amounts of contents for help desk system is
important for constructing an efficient help desk system. However,
the preparation of contents is a hard job for contents-creators
(usually, who is an expert of the work.).
   To support making help desk contents, we developed "Procedure
based help desk system". Primary functions of this system are to
easily generate help desk contents about software usage (They will
be called as "procedure data".). Then the system classifies
procedure data and constructs procedure database. Also the
system provides useful functions to refer accumulated procedure
data.

%M C.IUI.2000.272
%S Short Paper/Poster/Demonstration
%T Virtual Reviewers for Collaborative Exploration of Movie Reviews
%A Junichi Tatemura
%B IUI00
%D 2000
%P 272-275
%K Collaborative filtering, Browsing, Navigation, Agents,
Information visualization, Recommender systems
%* (c) Copyright 2000 ACM
%O 573 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p272-tatemura/p272-tatemura.pdf
%X We propose a collaborative exploration system that helps
users to explore recommendations from various viewpoints.
Given ratings and reviews on movies from reviewers, the
system provides "virtual reviewers" that represent particular
viewpoints. Each virtual reviewer navigates the user by
recommending and characterizing both movies and
reviewers according to its viewpoint. We have developed a
browsing method with virtual reviewers and visual
interfaces.

%M C.IUI.2000.276
%S Agents and Applications
%T Context-Aware Office Assistant
%A Hao Yan
%A Ted Selker
%B IUI00
%D 2000
%P 276-279
%K Human-computer interaction, User interface, Agent, Office
automation
%* (c) Copyright 2000 ACM
%O 632 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p276-yan/p276-yan.pdf
%X This paper describes the design and implementation of the
Office Assistant -- an agent that interacts with visitors at the
office door and manages the office owner's schedule. We
claim that rich context information about users is key to
making a flexible and believable interaction. We also argue
that natural face-to-face conversation is an appropriate
metaphor for human-computer interaction.

%M C.IUI.2000.280
%T A Knowledge-Based Electronic Information and Documentation System
%S Short Paper/Poster/Demonstration
%A Robert L. Young
%A Elaine Kant
%A Larry A. Akers
%B IUI00
%D 2000
%P 280-285
%K Knowledge-based systems, Intelligent interfaces
%* (c) Copyright 2000 ACM
%O 777 KB
%W http://www.acm.org/pubs/articles/proceedings/uist/325737/p280-young/p280-young.pdf
%X We describe the capabilities of a knowledge-based system to
automatically generate a collection of electronic notebooks
containing various forms of online documentation and reports.
This system is a subsystem of a larger knowledge-based system
called SciNapse. SciNapse's raison d'etre is to transform high-level
simulation problem specifications into executable numerical
programs. The electronic notebooks are generated from the same
domain knowledge bases that the system uses to perform its
primary tasks. These online notebooks are of two different kinds:
reference materials and reports. Reference materials are generated
from the latest version of the knowledge base, which includes the
classes that drive the system, and a network of objects
representing meta-information about the system. The reference
materials document the system's capabilities and help users
understand what the system can do. Reports are generated from
the instances created by a run of the system. They document the
transformations the input specification underwent in becoming
code, and are intended to help a user understand what the system
has done.
   We have found that our approach to producing documents has
both advantages and disadvantages when compared with more
traditional approaches to documentation. The advantages are that
we can minimize the manual effort that is involved in writing
documentation about the system, while at the same time
maximizing the accuracy of the documentation that is produced.
   The main disadvantage has been the lack of truly appropriate
authoring tools built to work in our environment. When we began,
we expected the task of creating such authoring tools to be much
easier than it has turned out to be. Later in this paper, we explore
some of the factors that have caused this to be the case.

fpack:!@#$%^&*(): SIGCHI31.BA
%M J.SIGCHI.31.1.1
%S From the Editor
%T A Surprise Introduction to SIGCHI
%A Ayman Mukerji
%J SIGCHI
%D 1999
%V 31
%N 1
%P 1-2
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/editorial.pdf

%M J.SIGCHI.31.1.3
%T Opening SIGCHI to the World
%S From the Chairs
%A Mike Atwood
%A Guy Boy
%J SIGCHI
%D 1999
%V 31
%N 1
%P 3-4
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/chairs.pdf

%M J.SIGCHI.31.1.5
%T Communicating with International Audiences
%S International CHI
%A David G. Novick
%J SIGCHI
%D 1999
%V 31
%N 1
%P 5-6
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/international.pdf
%X Issues of international cooperation in
the CHI community were made personal
for me when I moved from the
United States to France in July of
1996.  Things that I should have
noticed before, and which had slid
right by me, all of a sudden became
salient.  For many people already
immersed in internationally diverse
work environments, much of this will
probably be familiar.  For those who
tend to work within their own national
environment, here are some observations
and suggestions based on my
experiences working in France that I
hope will be of help.  The most practical
of these suggestions involve how
to give a talk for an international audience,
whether or not you're a native
speaker of the meeting's target language.

%M J.SIGCHI.31.1.7
%T Degrees in Human-Computer Interaction: A Common Name is Emerging and Opportunities are Expanding
%S Education
%A Andrew Sears
%J SIGCHI
%D 1999
%V 31
%N 1
%P 7-8
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/education.pdf

%M J.SIGCHI.31.1.9
%T Deer Hunter Bucks the Trend
%S Visual Interaction Design
%A Shannon Ford
%J SIGCHI
%D 1999
%V 31
%N 1
%P 9-12
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/vid.pdf

%M J.SIGCHI.31.1.13
%T Designers of the Future
%S Kids and Computers
%A Allison Druin
%A Alex Kruskal
%A Hanne Olsen
%A Isabe;la Revett
%A Thomas Plaisant Schwenn
%A Lauren Sumida
%A Rebecca Wagner
%J SIGCHI
%D 1999
%V 31
%N 1
%P 13-14
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/kids.pdf

%M J.SIGCHI.31.1.15
%T Building a Community Website, SIGCHI.NL goes Online
%S HCI and the Web
%A Peter Boersma
%J SIGCHI
%D 1999
%V 31
%N 1
%P 15-16
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/web.pdf

%M J.SIGCHI.31.1.17
%T Starting a SIGCHI Local Group in the Netherlands
%S Local SIGs
%A Steven Pemberton
%J SIGCHI
%D 1999
%V 31
%N 1
%P 17-21
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/local-sigs.pdf

%M J.SIGCHI.31.1.22
%T Innovation and Evaluation of Information Exploration Interfaces: A CHI98 Workshop
%S PAPERS
%A Gene Golovchinsky
%A Nicholas J. Belkin
%J SIGCHI
%D 1999
%V 31
%N 1
%P 22-25
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/golovchinsky.pdf
%X This report summarizes a workshop
held at CHI 98 that focused on several
aspects of information exploration,
including user interfaces, theory, and
evaluation.  Information exploration is
a common activity that spans a variety
of media and is an integral component
of many information seeking behaviors
that people engage in.  The complexity
of this activity, and the need to
support it appropriately, led us to propose
this workshop.  Over the course of
two days, we examined several aspects
of this problem, struggled with a few
definitions, and came away with a better
understanding of the design space.
Here we summarize those efforts.

%M J.SIGCHI.31.1.26
%T Web Navigation Resolving Conflicts between the Desktop and the Web: A CHI98 Workshop
%S PAPERS
%A Carola Fellenz
%A Jarmo Parkkinen
%A Hal Shubin
%J SIGCHI
%D 1999
%V 31
%N 1
%P 26-28
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/shubin.pdf
%X This paper summarizes a workshop at
CHI 98 that focused on navigational
problems caused by differences in
navigational models between the desktop
and the Web.  The goal of this
workshop was to identify usability
problems encountered when users
move from the "traditional" desktop to
the Web and to identify ways to minimize
transfer-learning problems
between the two platforms.
   The major outcome of the workshop
was the classification of Web usage.
We developed three categories:
browsing, performing transactions and
running applications.  Each type of
usage has its own characteristics and
design requirements.  In addition, we
identified a category of application
that interacts directly with the Internet,
without needing a browser as an intermediary.
We called these Net applications.

%M J.SIGCHI.31.1.29
%T Mobile Informatics Innovation of IT Use in Mobile Settings: IRIS'21 Workshop Report
%S PAPERS
%A Steinar Kristoffersen
%A Fredrik Ljungberg
%J SIGCHI
%D 1999
%V 31
%N 1
%P 29-34
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/ljungberg.pdf
%X In this paper, we report from the workshop
"Mobile Informatics: Innovation
of IT use in mobile settings," arranged
in conjunction with the IRIS'21 conference
in Saeby, Denmark.  We suggested
Mobile Informatics as a field
concerned with exploring new and
innovative ways of using IT in mobile
settings.  By organizing the workshop,
we attempted to introduce footholds
for Mobile Informatics within the IRIS
community.  In particular, we wanted
to explore the basis for such a field and
elicit relevant issues for future
research.  The workshop was supported
by the Swedish Information
Technology Research Institute (SITI).

%M J.SIGCHI.31.1.35
%T VRI'98 Visual Representations and Interpretations Workshop
%S PAPERS
%A Irene Neilson
%A Ray Paton
%J SIGCHI
%D 1999
%V 31
%N 1
%P 35-36
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/neilson.pdf
%X The value of multi-disciplinary
research, the exchanging of ideas and
methods across traditional discipline
boundaries, is well recognised.
Indeed, it could be justifiably argued
that many of the advances in science
and engineering take place because the
ideas, methods and the tools of
thought from one discipline become
re-applied in others.  Sadly, it is also
the case that many subject areas
develop specialised vocabularies and
concepts and indeed may also
approach more general problems in
fairly narrow subject-specific ways.
As a result barriers develop between
disciplines that prevent the free flow
of ideas and the collaborations that
could often bring success.  The VRI'98
workshop, which was held at the Foresight
Centre at the University of Liverpool
on September 22-24, 1998, was
intended to break down such barriers.

%M J.SIGCHI.31.1.37
%T The User Interface in Text Retrieval Systems Revisited, A Letter to the Editor
%S PAPERS
%A Jef Raskin
%J SIGCHI
%D 1999
%V 31
%N 1
%P 37
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/raskin.pdf

%M J.SIGCHI.31.1.38
%T Web Usability: A Review of the Research
%S PAPERS
%A Alfred T. Lee
%J SIGCHI
%D 1999
%V 31
%N 1
%P 38-40
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/lee.pdf
%X As with the information technologies that have preceded it,
Web technology is faced with many of the same issues of
accessibility and usability.  Paraphrasing the definition supplied
by the ISO [1], Web usability is the efficient, effective
and satisfying completion of a specified task by any given
Web user.  Support of essential user tasks made possible by
Web technology serves is the benchmark of its usability.
With this definition in mind, a brief review of available
empirical research on Web usability was carried out to determine
what is known about the factors that might affect Web
usability.  This review is not intended to be exhaustive nor is
it intended as a review of the many design alternatives and
suggestions that have been proposed for improving Web
use.  The primary purpose of this review is to identify Web-specific
usability research and to provide some suggestions
for future research.

%M J.SIGCHI.31.1.41
%T A Journey into Web Usability: What an Informed Architect Learned on His Summer Vacation
%S PAPERS
%A Steve Toub
%J SIGCHI
%D 1999
%V 31
%N 1
%P 41-42
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/toub.pdf

%M J.SIGCHI.31.1.43
%T SIGCHI Financial Report
%S PAPERS
%A Jean Scholtz
%J SIGCHI
%D 1999
%V 31
%N 1
%P 43-44
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/scholtz.pdf

%M J.SIGCHI.31.1.45
%T The SIGCHI International Issues Committee Survey: A Brief Report
%S PAPERS
%A Guy Boy
%J SIGCHI
%D 1999
%V 31
%N 1
%P 45-46
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/boy.pdf

%M J.SIGCHI.31.1.47
%T Overviews and Reviews
%S PUBLICATIONS: Books
%A Karen McGraw
%J SIGCHI
%D 1999
%V 31
%N 1
%P 47-48
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/pubs.pdf

%M J.SIGCHI.31.1.49
%T NEWS
%T SIGCHI News
%J SIGCHI
%D 1999
%V 31
%N 1
%P 49-71
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/minutes.pdf

%M J.SIGCHI.31.1.74
%T The Real World
%A Lon Barfield
%J SIGCHI
%D 1999
%V 31
%N 1
%P 74
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/real-world.pdf

%M J.SIGCHI.31.1.75
%T Image, Image: image, image, image
%A Steven Pemberton
%J SIGCHI
%D 1999
%V 31
%N 1
%P 75
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.1/views.pdf

%M J.SIGCHI.31.2.1
%S From the Editor
%T A Surprise Introduction to SIGCHI
%A Ayman Mukerji
%J SIGCHI
%D 1999
%V 31
%N 2
%P 1
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/editorial.pdf

%M J.SIGCHI.31.2.2
%T Two Significant Events
%S From the Chair
%A Mike Atwood
%A Guy Boy
%J SIGCHI
%D 1999
%V 31
%N 2
%P 2-3
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/chairs.pdf

%M J.SIGCHI.31.2.3
%T HCI Education in Sweden
%S Education
%A Jan Gulliksen
%A Lars Ostreicher
%J SIGCHI
%D 1999
%V 31
%N 2
%P 3-7
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/education.pdf

%M J.SIGCHI.31.2.8
%T That Visual Thing
%S Visual Interaction Design
%A Frank M. Marchak
%A Shannon Ford
%J SIGCHI
%D 1999
%V 31
%N 2
%P 8-9
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/vid.pdf

%M J.SIGCHI.31.2.10
%T Challenges Facing CHI Local SIGs
%S Local SIGs
%A Richard I. Anderson
%J SIGCHI
%D 1999
%V 31
%N 2
%P 10-11
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/local-sigs.pdf

%M J.SIGCHI.31.2.12
%T Where is the Industry Going
%S Computers and Kids
%A Allison Druin
%J SIGCHI
%D 1999
%V 31
%N 2
%P 12-13
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/kids.pdf

%M J.SIGCHI.31.2.14
%T HCI in Germany -- Some Impressions and Facts from the Scene
%S Worldwide CHI
%A Peter Gorny
%A Horst Oberquelle
%J SIGCHI
%D 1999
%V 31
%N 2
%P 14-16
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/international.pdf

%M J.SIGCHI.31.2.17
%T It's not Greek to Me: Terminology and the Second Language
%S PAPERS
%A Giorgos Lepouras
%A George R. S. Weir
%J SIGCHI
%D 1999
%V 31
%N 2
%P 17-24
%K Human-computer interaction, Standardisation, Internationalisation, Localisation, Terminology, User support
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/lepouras2.pdf
%X The localisation of software applications is a common way of avoiding
'second-language' difficulties but can lead to new problems in user
interaction.  One determinant of this condition is the selection of
appropriate terminology for local language use.  The present paper
reports on a comparison of terminology from three leading word processor
packages, in their English and Greek language varieties.  Diversity in
terminology, the resort to transliteration, and scope for neologism are
characteristic results of localisation that underline the risks of
confusion in the target user population.  This paper discusses the
possibility of preventative measures and offers a remedial approach to
this problem for use in the considered applications.

%M J.SIGCHI.31.2.25
%T User Centered Design -- Problems and Possibilities: A Summary of the 1998 PDC and CSCW Workshop
%S REPORTS
%A Jan Gulliksen
%A Ann Lantz
%A Inger Boivie
%J SIGCHI
%D 1999
%V 31
%N 2
%P 25-35
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/gulliksen.pdf

%M J.SIGCHI.31.2.26
%T "Web Site Usability: A Designer's Guide,"
by Jared M. Spool, Tara Scanlon,
Will Schroeder, Carolyn Snyder,
Terri DeAngelo
%S Book Review
%A Karen L. McGraw
%J SIGCHI
%D 1999
%V 31
%N 2
%P 26-37
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/pubs.pdf

%M J.SIGCHI.31.2.38
%T SIGCHI News
%J SIGCHI
%D 1999
%V 31
%N 2
%P 38-47
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/chairs2.pdf

%M J.SIGCHI.31.2.48
%T Pointing
%S The Real World
%A Lon Barfield
%J SIGCHI
%D 1999
%V 31
%N 2
%P 48
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.2/real-world.pdf

%M J.SIGCHI.31.3.1
%S From the Editor
%T Off to India
%A Ayman Mukerji
%J SIGCHI
%D 1999
%V 31
%N 3
%P 1
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.3/editorial.pdf

%M J.SIGCHI.31.3.2
%T A New Vision for SIGCHI
%S From the Chair
%A Marilyn Tremaine
%J SIGCHI
%D 1999
%V 31
%N 3
%P 2-3
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.3/chair.pdf

%M J.SIGCHI.31.3.4
%T Instilling Interdisciplinarity -- HCI from the Perspective of Cognitive Sciences
%S Education
%A Yvonne Rogers
%J SIGCHI
%D 1999
%V 31
%N 3
%P 4-5
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.3/education.pdf

%M J.SIGCHI.31.3.6
%T Collaboration and Design from a Distance: University of Pennsylvania Law School Case Study
%S Visual Interaction Design
%A Jodi Forlizzi
%A Laura Franz
%J SIGCHI
%D 1999
%V 31
%N 3
%P 6-8
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.3/vid.pdf

%M J.SIGCHI.31.3.9
%T CHI Local SIGs in the Americas Outside of the U.S.
%S Local SIGs
%A Richard I. Anderson
%J SIGCHI
%D 1999
%V 31
%N 3
%P 9-11
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.3/local-sigs.pdf

%M J.SIGCHI.31.3.12
%T What Happens when There is Research Funding for New Technologies for Children?
%S Computers and Kids
%A Allison Druin
%A Kristian Simsarian
%J SIGCHI
%D 1999
%V 31
%N 3
%P 12-14
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.3/kids.pdf

%M J.SIGCHI.31.3.15
%T CSCW'98 Workshop Report: Collaborative and Co-Operative Information Seeking
%S REPORTS
%A Elizabeth Churchill
%A Dave Snowdon
%A Joseph W. Sullivan
%A Gene Golovchinsky
%J SIGCHI
%D 1999
%V 31
%N 3
%P 15-18
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.3/cscwfinal.pdf

%M J.SIGCHI.31.3.19
%T "User and Task Analysis for Interface Design,"
by JoAnne T. Hackos and Janice C. Redish
%S Book Review
%A Larry E. Wood
%J SIGCHI
%D 1999
%V 31
%N 3
%P 19-20
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.3/pubs.pdf

%M J.SIGCHI.31.3.21
%T Strategies for a Better User Interface
%S PAPERS
%A Leonel Morales Diaz
%J SIGCHI
%D 1999
%V 31
%N 3
%P 21-23
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.3/morales.pdf
%X Even though it has not been formally defined what a user-computer
interface is; it is possible to describe the challenges
and compromises a system designer must confront to
approach that definition. The way those challenges and compromises
are solved represents, more than a simple formalism,
an strategy, which means, an ingenious solution not
necessarily according to the traditional methods for problem
solving.
The challenges in the user interface design process may be a
lot, so the strategies are also a lot, but, it is possible to organize
that set of decisions into five principal groups:
 1. Challenges and strategies for representation
 2. Challenges and strategies for localization
 3. Challenges and strategies for acquisition and actualization
 4. Challenges and strategies for creation, change and destruction
 5. Challenges and strategies for action and response
Confronting those five challenges and defining the corresponding
strategies the complete design of a user-computer
interface is achieved.

%M J.SIGCHI.31.3.24
%T Events
%S NEWS
%J SIGCHI
%D 1999
%V 31
%N 3
%P 24-26
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.3/eventsJul99.pdf

%M J.SIGCHI.31.3.27
%T The Right Length
%S The Real World
%A Lon Barfield
%J SIGCHI
%D 1999
%V 31
%N 3
%P 27
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.3/real-world.pdf

%M J.SIGCHI.31.4.1
%T New Beginnings
%S From the Editor
%A Joseph A. Konstan
%J SIGCHI
%D 1999
%V 31
%N 4
%P 1-2
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/editor.pdf

%M J.SIGCHI.31.4.3
%T Web Weaving
%S From the Chair
%A Marilyn Tremaine
%A Wendy Mackay
%J SIGCHI
%D 1999
%V 31
%N 4
%P 3
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/chair.pdf

%M J.SIGCHI.31.4.5
%T HCI Education -- People and Stories, Diversity and Intolerance
%S Education
%A Alan Dix
%J SIGCHI
%D 1999
%V 31
%N 4
%P 5-6
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/education.pdf

%M J.SIGCHI.31.4.7
%T CHI Local SIGs: Easy to Find at CHI 99 and, Increasingly, Throughout the World
%S Local SIGs
%A Richard I. Anderson
%J SIGCHI
%D 1999
%V 31
%N 4
%P 7-9
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/local%20sigs2.pdf

%M J.SIGCHI.31.4.11
%T Four Years of CHIkids from a CHIkid!
%S Computers and Kids
%A Allison Druin
%J SIGCHI
%D 1999
%V 31
%N 4
%P 11-12
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/kids.pdf

%M J.SIGCHI.31.4.13
%T A Research Agenda for Highly Effective Human-Computer Interaction:
Useful, Usable, and Universal
%S WORKSHOPS & PRE-CONFERENCE EVENTS
%A Jean Scholtz
%A Michael Muller
%A David Novick
%A Dan R. Olsen, Jr.
%A Ben Shneiderman
%A Cathleen Wharton
%J SIGCHI
%D 1999
%V 31
%N 4
%P 13-16
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/scholtz.pdf

%M J.SIGCHI.31.4.17
%T End User Programming / Informal Programming
%S WORKSHOPS & PRE-CONFERENCE EVENTS
%A Howie Goodell
%A Sarah Kuhn
%A David Maulsby
%A Carol Traynor
%J SIGCHI
%D 1999
%V 31
%N 4
%P 17-21
%K End user programming (EUP), End user, Informal programming,
Programming By Example (PBE), Programming By
Demonstration (PBD), Domain-specific programming languages,
Artificial intelligence (AI), Agents, Natural programming,
Software user communities, Teaching programming,
Learning programming, Open source, XML, Participatory
Design (PD)
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/scholtz.pdf
%X The phenomenon we call "programming" is not limited to
regular professional programmers. Farthest away are end
user programmers, who program just as a means to an end in
their own professions. In between are people with very
diverse backgrounds, general education, and programming
knowledge. Like professional programmers, they write programs
for others as their major job activity. Yet they also
share characteristics of end user programmers, such as a
strong specialization in one application area. All these
"informal programmers" need more study and support to
help them maximize their contributions.

%M J.SIGCHI.31.4.23
%T Research Issues in the Design of Online Communities: Report on the CHI 99 Workshop
%S WORKSHOPS & PRE-CONFERENCE EVENTS
%A Amy Bruckman
%A Judith Donath
%A Thomas Erickson
%A Wendy Kellogg
%A Barry Wellman
%J SIGCHI
%D 1999
%V 31
%N 4
%P 23-25
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/bruckman.pdf

%M J.SIGCHI.31.4.27
%T Tool Support for Task-Based User Interface Design -- A CHI 99 Workshop
%S WORKSHOPS & PRE-CONFERENCE EVENTS
%A Birgit Bomsdorf
%A Gerd Szwillus
%J SIGCHI
%D 1999
%V 31
%N 4
%P 27-29
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/bomsdorf.pdf

%M J.SIGCHI.31.4.31
%T Interacting with Statistics -- A CHI 99 Workshop
%S WORKSHOPS & PRE-CONFERENCE EVENTS
%A Michael Levi
%A Frederick Conrad
%J SIGCHI
%D 1999
%V 31
%N 4
%P 31-35
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/levi.pdf

%M J.SIGCHI.31.4.37
%T Senior CHI -- The CHI 99 Development Consortium
%S WORKSHOPS & PRE-CONFERENCE EVENTS
%A Jason B. Ellis
%A Sandra Kogan
%A Jim Rowan
%J SIGCHI
%D 1999
%V 31
%N 4
%P 37-42
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/ellis.pdf

%M J.SIGCHI.31.4.43
%T SIGCHI's Role in Influencing Technology Policy
%S SPECIAL INTEREST GROUPS
%A Jeff Johnson
%J SIGCHI
%D 1999
%V 31
%N 4
%P 43-46
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/johnson.pdf

%M J.SIGCHI.31.4.47
%T SIGCHI User Interfaces for Electronic Product Catalogs
%S SPECIAL INTEREST GROUPS
%A Jurgen Koenemann
%A Markus Stolze
%J SIGCHI
%D 1999
%V 31
%N 4
%P 47-48
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/koenemann.pdf

%M J.SIGCHI.31.4.49
%T Automated Data Collection for Evaluating Collaborative Systems
%S SPECIAL INTEREST GROUPS
%A Jill Drury
%A Tari Fanderclai
%A Frank Linton
%J SIGCHI
%D 1999
%V 31
%N 4
%P 49-51
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/fanderclai.pdf
%X The purpose of this CHI 99 Special Interest Group (SIG)
session was to share lessons learned about using automated
logging techniques to collect data for evaluating collaborative
(multi-user) systems. Automated logging techniques are
frequently used in evaluating the human-computer interaction
of single-user systems. There has been much less experience
in using logging techniques for evaluating
collaborative systems, thus prompting the SIG proposal. We
discussed issues surrounding using logging systems, methods,
and metrics to collect data that are useful for evaluating
collaborative systems.

%M J.SIGCHI.31.4.53
%T Universal Web Access: Delivering Services to Everyone
%S SPECIAL INTEREST GROUPS
%A Gary Perlman
%J SIGCHI
%D 1999
%V 31
%N 4
%P 53-54
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/perlman2.pdf
%X The following made brief presentations on their work and/or
views on universal accessibility. No topic encompassed all
possible dimensions of accessibility, but the diversity of topics
highlights the potential to broaden markets to include
more users. One goal of the session was to to consider how
to broaden these and other projects, while another was to
determine how a community of people interested in accessibility
can share resources. Part of the discussion attempted
to answer what to do next. An online repository is being
maintained at: http://www.acm.org/~perlman/access/.

%M J.SIGCHI.31.4.55
%T The Active Web
%S CONFERENCE & PROGRAM REPORTS
%A Alan Dix
%A David Clarke
%J SIGCHI
%D 1999
%V 31
%N 4
%P 55-60
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/clarke.pdf

%M J.SIGCHI.31.4.61
%T "Proceedings Sharing Program" at CHI 99
%S CONFERENCE & PROGRAM REPORTS
%A Gary Perlman
%J SIGCHI
%D 1999
%V 31
%N 4
%P 61
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/perlman.pdf

%M J.SIGCHI.31.4.64
%T Telephones
%S The Real World
%A Lon Barfield
%J SIGCHI
%D 1999
%V 31
%N 4
%P 64
%* (c) Copyright 1999 ACM
%W http://www.acm.org/sigchi/bulletin/1999.4a/real-world.pdf

fpack:!@#$%^&*(): INTER03.BA
%M J.INTER.3.1.11
%T Amulet User Interface Development Environment
%A Chris Law
%J INTER
%D 1996
%V 3
%N 1
%P 11-13
%K EXPERIMENTATION, PERFORMANCE
I.3.0 Computing Methodologies, COMPUTER GRAPHICS, General.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
%* (c) Copyright 1996 ACM

%M J.INTER.3.1.15
%T Designing for People with Disabilities
%A Michael G. Paciello
%J INTER
%D 1996
%V 3
%N 1
%P 15-16
%K DESIGN, HUMAN FACTORS
K.4.2 Computing Milieux, COMPUTERS AND SOCIETY, Social Issues, Handicapped persons/special needs.
H.5.1 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Multimedia Information Systems.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-1/p15-paciello/p15-paciello.pdf

%M J.INTER.3.1.17
%T A Place Called Childhood
%A Allison Druin
%J INTER
%D 1996
%V 3
%N 1
%P 17-22
%K DESIGN, HUMAN FACTORS, PERFORMANCE
K.8.0 Computing Milieux, PERSONAL COMPUTING, General, Games.
H.5.1 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Multimedia Information Systems.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-1/p17-druin/p17-druin.pdf

%M J.INTER.3.1.23
%T Getting to Know Your Users: Usability Roundtables at Lotus Development
%A Mary Beth Butler
%J INTER
%D 1996
%V 3
%N 1
%P 23-30
%K DESIGN, HUMAN FACTORS
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces, Interaction styles.
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces, Evaluation/methodology.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-1/p23-butler/p23-butler.pdf

%M J.INTER.3.1.31
%T Complex?  Yes!  Adaptive?  Well, Maybe...
%A Glenda H. Eoyang
%J INTER
%D 1996
%V 3
%N 1
%P 31-37
%K MANAGEMENT
K.6.1 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Project and People Management.
F.1.3 Theory of Computation, COMPUTATION BY ABSTRACT DEVICES, Complexity Measures and Classes.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces, User interface management systems (UIMS).
J.1 Computer Applications, ADMINISTRATIVE DATA PROCESSING, Business.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-1/p31-eoyang/p31-eoyang.pdf

%M J.INTER.3.1.39 acmdl4 missing PDF link
%T Graphic Designers in Transition: From Print Communications to Interactive
Media Design
%A Brenda Smith Faison
%J INTER
%D 1996
%V 3
%N 1
%P 39-57
%K DESIGN, EXPERIMENTATION
H.5.1 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Multimedia Information Systems.
I.3.4 Computing Methodologies, COMPUTER GRAPHICS, Graphics Utilities, Graphics editors.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-1/p39-faison/p39-faison.pdf

%M J.INTER.3.1.59
%T Usability Engineering Turns 10
%A Keith A. Butler
%J INTER
%D 1996
%V 3
%N 1
%P 59-75
%K DESIGN, HUMAN FACTORS, PERFORMANCE, RELIABILITY
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
C.3 Computer Systems Organization, SPECIAL-PURPOSE AND APPLICATION-BASED SYSTEMS.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces, User interface management systems (UIMS).
D.2.6 Software, SOFTWARE ENGINEERING, Programming Environments, Interactive environments.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-1/p59-butler/p59-butler.pdf

%M J.INTER.3.1.76
%T Low vs. High-Fidelity Prototyping Debate
%A Jim Rudd
%A Ken Stern
%A Scott Isensee
%J INTER
%D 1996
%V 3
%N 1
%P 76-85
%K DESIGN, MANAGEMENT, PERFORMANCE
D.2.m Software, SOFTWARE ENGINEERING, Miscellaneous, Rapid prototyping.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
D.2.6 Software, SOFTWARE ENGINEERING, Programming Environments, Interactive environments.
K.6.3 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Software Management, Software development.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-1/p76-rudd/p76-rudd.pdf

%M J.INTER.3.2.11
%T Software Design Teams at Iomega
%A Max Murdock
%J INTER
%D 1996
%V 3
%N 2
%P 11-14
%K DESIGN, EXPERIMENTATION, HUMAN FACTORS, MANAGEMENT
D.2.10 Software, SOFTWARE ENGINEERING, Design, Methodologies.
D.2.9 Software, SOFTWARE ENGINEERING, Management, Programming teams.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-2/p11-murdock/p11-murdock.pdf

%M J.INTER.3.2.15
%T Designing for the Rest of the World: A Consultant's Observation
%A Susan Dray
%J INTER
%D 1996
%V 3
%N 2
%P 15-18
%K DESIGN, HUMAN FACTORS
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-2/p15-dray/p15-dray.pdf

%M J.INTER.3.2.19
%T So You Wanna Design for the Web
%A Hagan Heller
%A David Rivers
%J INTER
%D 1996
%V 3
%N 2
%P 19-23
%K DESIGN, MANAGEMENT
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
C.2.1 Computer Systems Organization, COMPUTER-COMMUNICATION NETWORKS, Network Architecture and Design, Internet.
K.4.3 Computing Milieux, COMPUTERS AND SOCIETY, Organizational Impacts.
K.6.1 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Project and People Management.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-2/p19-heller/p19-heller.pdf

%M J.INTER.3.2.25
%T Exploratory Sequential Data Analysis: Exploring Continuous Observational
Data
%A Carolanne Fisher
%A Penelope Sanderson
%J INTER
%D 1996
%V 3
%N 2
%P 25-34
%K DESIGN, EXPERIMENTATION, HUMAN FACTORS, MEASUREMENT
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-2/p25-fisher/p25-fisher.pdf

%M J.INTER.3.2.35
%T As We May Think
%A Vannevar Bush
%J INTER
%D 1996
%V 3
%N 2
%P 35-46
%K DESIGN, MANAGEMENT
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
K.2 Computing Milieux, HISTORY OF COMPUTING.
K.1 Computing Milieux, THE COMPUTER INDUSTRY.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-2/p35-bush/p35-bush.pdf

%M J.INTER.3.2.47
%T 50 Years After "As We May Think": The Brown/MIT Vannevar Bush Symposium
%A Rosemary Simpson
%A Allen Renear
%A Elli Mylonas
%A Andries van Dam
%J INTER
%D 1996
%V 3
%N 2
%P 47-67
%K DESIGN, HUMAN FACTORS, MANAGEMENT
K.2 Computing Milieux, HISTORY OF COMPUTING.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
C.2.1 Computer Systems Organization, COMPUTER-COMMUNICATION NETWORKS, Network Architecture and Design, Internet.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-2/p47-simpson/p47-simpson.pdf

%M J.INTER.3.2.68
%T Time and Space
%A Pamela Mead
%A Chris Pacione
%J INTER
%D 1996
%V 3
%N 2
%P 68-77
%K DESIGN, HUMAN FACTORS
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces, Evaluation/methodology.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-2/p68-mead/p68-mead.pdf

%M J.INTER.3.3.5
%T Preamble
%A Marc Rettig
%J INTER
%D 1996
%V 3
%N 3
%P 5-8
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p5-rettig/p5-rettig.pdf

%M J.INTER.3.3.9
%T Reflections on the Judging Process
%A Beth Lange
%A Mark Jones
%J INTER
%D 1996
%V 3
%N 3
%P 9-10
%K DESIGN, HUMAN FACTORS
A.0 General Literature, GENERAL.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p9-lange/p9-lange.pdf

%M J.INTER.3.3.11
%T Quality of Experience: Defining the Criteria for Effective Interaction Design
%A Lauralee Alben
%J INTER
%D 1996
%V 3
%N 3
%P 11-15
%K DESIGN, HUMAN FACTORS
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p11-alben/p11-alben.pdf

%M J.INTER.3.3.18
%T New York Stock Exchange Hand-Held Device
%A Charles Mauro
%J INTER
%D 1996
%V 3
%N 3
%P 18-25
%K DESIGN, HUMAN FACTORS, PERFORMANCE
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human information processing.
C.5.3 Computer Systems Organization, COMPUTER SYSTEM IMPLEMENTATION, Microcomputers, Personal computers.
J.1 Computer Applications, ADMINISTRATIVE DATA PROCESSING, Business.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p18-mauro/p18-mauro.pdf

%M J.INTER.3.3.26
%T Muse: A Digital Music Stand for Symphony Musicians
%A Christopher Graefe
%A Derek Wahila
%A Justin Maguire
%A Orya Dasna
%J INTER
%D 1996
%V 3
%N 3
%P 26-35
%K DESIGN, HUMAN FACTORS
J.5 Computer Applications, ARTS AND HUMANITIES, Music.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
A.1 General Literature, INTRODUCTORY AND SURVEY.
C.5.0 Computer Systems Organization, COMPUTER SYSTEM IMPLEMENTATION, General.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p26-graefe/p26-graefe.pdf

%M J.INTER.3.3.36
%T AppleGuide
%A Jose Esteban
%J INTER
%D 1996
%V 3
%N 3
%P 36-37
%K DESIGN, DOCUMENTATION, HUMAN FACTORS
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces, Training, help, and documentation.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
K.3.1 Computing Milieux, COMPUTERS AND EDUCATION, Computer Uses in Education, Computer-assisted instruction (CAI).
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p36-esteban/p36-esteban.pdf

%M J.INTER.3.3.38
%T Graphing Calculator
%A Ron Avitzur
%J INTER
%D 1996
%V 3
%N 3
%P 38-39
%K DESIGN, HUMAN FACTORS
J.2 Computer Applications, PHYSICAL SCIENCES AND ENGINEERING, Mathematics and statistics.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces, Screen design.
G.4 Mathematics of Computing, MATHEMATICAL SOFTWARE.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p38-avitzur/p38-avitzur.pdf

%M J.INTER.3.3.40
%T Nokia Feature Stereo TV
%A Oliver Bayley
%J INTER
%D 1996
%V 3
%N 3
%P 40-41
%K DESIGN, HUMAN FACTORS
J.7 Computer Applications, COMPUTERS IN OTHER SYSTEMS.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interface
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p40-bayley/p40-bayley.pdf

%M J.INTER.3.3.42
%T Meeting Manager
%A John Baker
%J INTER
%D 1996
%V 3
%N 3
%P 42-43
%K DESIGN, MANAGEMENT
H.4.2 Information Systems, INFORMATION SYSTEMS APPLICATIONS, Types of Systems.
J.1 Computer Applications, ADMINISTRATIVE DATA PROCESSING, Business.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p42-baker/p42-baker.pdf

%M J.INTER.3.3.45
%T Seeing the Light Go On: The Apple Design Project
%A Harry Saddler
%J INTER
%D 1996
%V 3
%N 3
%P 45-52
%K DESIGN, HUMAN FACTORS
K.3.1 Computing Milieux, COMPUTERS AND EDUCATION, Computer Uses in Education.
K.3.2 Computing Milieux, COMPUTERS AND EDUCATION, Computer and Information Science Education, Curriculum.
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p45-saddler/p45-saddler.pdf

%M J.INTER.3.3.53
%T The Qualiteque: Systems at an Exhibition
%A Pelle Ehn
%A Jonas Lowgren
%J INTER
%D 1996
%V 3
%N 3
%P 53-55
%K HUMAN FACTORS, MANAGEMENT, PERFORMANCE
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
J.0 Computer Applications, GENERAL.
H.3.4 Information Systems, INFORMATION STORAGE AND RETRIEVAL, Systems and Software, Information networks.
K.6.4 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, System Management, Management audit.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p53-ehn/p53-ehn.pdf

%M J.INTER.3.3.56
%T What's Next? -- Growing the Notion of Quality
%A Austin Henderson
%J INTER
%D 1996
%V 3
%N 3
%P 56-59
%K HUMAN FACTORS
A.1 General Literature, INTRODUCTORY AND SURVEY.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p56-henderson/p56-henderson.pdf

%M J.INTER.3.3.60
%T The Andersen Commitment to Interaction Design
%A Donald A. Chartier
%J INTER
%D 1996
%V 3
%N 3
%P 60-61
%K DESIGN, HUMAN FACTORS
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
J.1 Computer Applications, ADMINISTRATIVE DATA PROCESSING, Business.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p60-chartier/p60-chartier.pdf

%M J.INTER.3.3.64
%T Reflections on Awards Criteria
%A Marc Rettig
%J INTER
%D 1996
%V 3
%N 3
%P 64
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-3/p64-rettig/p64-rettig.pdf

%M J.INTER.3.4.6
%T Letters and Updates
%E Jennifer Bruer
%J INTER
%D 1996
%V 3
%N 4
%P 6-10
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-4/p6-bruer/p6-bruer.pdf

%M J.INTER.3.4.18
%T User Centered Design: Quality or Quackery?
%A John Karat
%J INTER
%D 1996
%V 3
%N 4
%P 18-20
%K DESIGN, HUMAN FACTORS
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques, User interfaces.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-4/p18-karat/p18-karat.pdf

%M J.INTER.3.4.21
%T Common Ground: Hypermedia, Human Augmentation, and the Web
%A Rosemary M. Simpson
%J INTER
%D 1996
%V 3
%N 4
%P 21-23
%K DOCUMENTATION, HUMAN FACTORS
A.1 General Literature, INTRODUCTORY AND SURVEY.
H.3.0 Information Systems, INFORMATION STORAGE AND RETRIEVAL, General.
H.5.1 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Multimedia Information Systems.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-4/p21-simpson/p21-simpson.pdf

%M J.INTER.3.4.24
%T Whose Metaphor?
%A John F. Brock
%J INTER
%D 1996
%V 3
%N 4
%P 24-29
%K K.4.3 Computing Milieux, COMPUTERS AND SOCIETY, Organizational Impacts.
C.5.3 Computer Systems Organization, COMPUTER SYSTEM IMPLEMENTATION, Microcomputers.
J.1 Computer Applications, ADMINISTRATIVE DATA PROCESSING, Business.
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-4/p24-brock/p24-brock.pdf

%M J.INTER.3.4.30
%T Design as Storytelling
%A Thomas Erickson
%J INTER
%D 1996
%V 3
%N 4
%P 30-35
%K DESIGN, HUMAN FACTORS
D.2.10 Software, SOFTWARE ENGINEERING, Design.
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques.
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces, Evaluation/methodology.
K.6.3 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Software Management.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-4/p30-erickson/p30-erickson.pdf

%M J.INTER.3.4.36
%T Exploring Color in Interface Design
%A Hal Shubin
%A Deborah Falck
%A Ati Gropius Johansen
%J INTER
%D 1996
%V 3
%N 4
%P 36-48
%K DESIGN, HUMAN FACTORS
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces, Screen design.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-4/p36-shubin/p36-shubin.pdf

%M J.INTER.3.4.50
%T A Heuristic Evaluation of a World Wide Web Prototype
%A Michael D. Levi
%A Frederick G. Conrad
%J INTER
%D 1996
%V 3
%N 4
%P 50-61
%K DOCUMENTATION, HUMAN FACTORS
H.1.1 Information Systems, MODELS AND PRINCIPLES, Systems and Information Theory, Value of information.
K.1 Computing Milieux, THE COMPUTER INDUSTRY.
H.3.4 Information Systems, INFORMATION STORAGE AND RETRIEVAL, Systems and Software, World Wide Web (WWW).
A.1 General Literature, INTRODUCTORY AND SURVEY.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-4/p50-levi/p50-levi.pdf

%M J.INTER.3.4.62
%T Teaching Human Computer Interaction to Programmers
%A Saul Greenberg
%J INTER
%D 1996
%V 3
%N 4
%P 62-76
%K HUMAN FACTORS
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
K.3.2 Computing Milieux, COMPUTERS AND EDUCATION, Computer and Information Science Education, Computer science education.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces, Training, help, and documentation.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-4/p62-greenberg/p62-greenberg.pdf

%M J.INTER.3.5.10
%T CHIkid Voices: It's Too Bad They Don't Let You be a Kid!
%A Allison Druin
%J INTER
%D 1996
%V 3
%N 5
%P 10-20
%K DOCUMENTATION, HUMAN FACTORS
A.0 General Literature, GENERAL
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-5/p10-druin/p10-druin.pdf

%M J.INTER.3.5.21
%T Design Guidelines for Software Products: A Common Look and Feel or a
Fantasy?
%A Elizabeth Rosenzweig
%J INTER
%D 1996
%V 3
%N 5
%P 21-26
%K MANAGEMENT, STANDARDIZATION
D.2.0 Software, SOFTWARE ENGINEERING, General, Standards.
K.6.3 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Software Management.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-5/p21-rosenzweig/p21-rosenzweig.pdf

%M J.INTER.3.5.27
%T Inhabited Virtual Worlds: A New Frontier for Interaction Design
%A Bruce Damer
%J INTER
%D 1996
%V 3
%N 5
%P 27-34
%K DESIGN, EXPERIMENTATION, HUMAN FACTORS, VERIFICATION
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
H.5.1 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Multimedia Information Systems, Artificial, augmented, and virtual realities.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-5/p27-damer/p27-damer.pdf

%M J.INTER.3.5.35
%T CUTA: A Simple, Practical, Low-Cost Approach to Task Analysis
%A Daniel Lafreniere
%J INTER
%D 1996
%V 3
%N 5
%P 35-39
%K DESIGN, HUMAN FACTORS
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-5/p35-lafreniere/p35-lafreniere.pdf

%M J.INTER.3.5.40
%T Pianos Not Stereos: Creating Computational Construction Kits
%A Mitchel Resnick
%A Amy Bruckman
%A Fred Martin
%J INTER
%D 1996
%V 3
%N 5
%P 40-50
%K DESIGN, HUMAN FACTORS
K.3.1 Computing Milieux, COMPUTERS AND EDUCATION, Computer Uses in Education.
I.2.1 Computing Methodologies, ARTIFICIAL INTELLIGENCE, Applications and Expert Systems.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
I.2.0 Computing Methodologies, ARTIFICIAL INTELLIGENCE, General, Cognitive simulation.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-5/p40-resnick/p40-resnick.pdf

%M J.INTER.3.5.51
%T Testing with Kids & Teens at IOMEGA
%A Carolyn Milligan
%A Max Murdock
%J INTER
%D 1996
%V 3
%N 5
%P 51-57
%K EXPERIMENTATION, HUMAN FACTORS, VERIFICATION
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques, User interfaces.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-5/p51-milligan/p51-milligan.pdf

%M J.INTER.3.5.58
%T Making Programming Easier for Children
%A David Canfield Smith
%A Allen Cypher
%A Kurt Schmucker
%J INTER
%D 1996
%V 3
%N 5
%P 58-67
%K HUMAN FACTORS
I.2.6 Computing Methodologies, ARTIFICIAL INTELLIGENCE, Learning, Analogies.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human information processing.
K.3.2 Computing Milieux, COMPUTERS AND EDUCATION, Computer and Information Science Education.
K.1 Computing Milieux, THE COMPUTER INDUSTRY, Markets.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-5/p58-smith/p58-smith.pdf

%M J.INTER.3.5.68
%T Children and Information Visualization Technologies
%A Karen G. Schneider
%J INTER
%D 1996
%V 3
%N 5
%P 68-73
%K HUMAN FACTORS, THEORY
I.2.0 Computing Methodologies, ARTIFICIAL INTELLIGENCE, General, Cognitive simulation.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-5/p68-schneider/p68-schneider.pdf

%M J.INTER.3.6.7
%T Apple Computer's Design Project '96 Showcases Virtual Communities
%Q Apple Computer
%J INTER
%D 1996
%V 3
%N 6
%P 7-9
%K DESIGN, HUMAN FACTORS, MANAGEMENT
K.8 Computing Milieux, PERSONAL COMPUTING, Apple.
H.5.0 Information Systems, INFORMATION INTERFACES AND PRESENTATION, General.
K.6.1 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Project and People Management, Systems analysis and design.
K.1 Computing Milieux, THE COMPUTER INDUSTRY, Suppliers.
%* (c) Copyright 1996 ACM

%M J.INTER.3.6.16
%T Value-Sensitive Design
%A Batya Friedman
%J INTER
%D 1996
%V 3
%N 6
%P 16-23
%K DESIGN, HUMAN FACTORS, PERFORMANCE, THEORY
H.5.0 Information Systems, INFORMATION INTERFACES AND PRESENTATION, General.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-6/p16-friedman/p16-friedman.pdf

%M J.INTER.3.6.24
%T Are We Having Fun Yet?
%A Arnold M. Lund
%J INTER
%D 1996
%V 3
%N 6
%P 24-30
%K DESIGN, HUMAN FACTORS, THEORY
H.5.0 Information Systems, INFORMATION INTERFACES AND PRESENTATION, General.
J.1 Computer Applications, ADMINISTRATIVE DATA PROCESSING, Business.
K.6.1 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Project and People Management, Staffing.
K.7.0 Computing Milieux, THE COMPUTING PROFESSION, General.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-6/p24-lund/p24-lund.pdf

%M J.INTER.3.6.32
%T How do Users Know What to Say?
%A Nicole Yankelovich
%J INTER
%D 1996
%V 3
%N 6
%P 32-43
%K DESIGN, HUMAN FACTORS, LANGUAGES, THEORY
I.2.7 Computing Methodologies, ARTIFICIAL INTELLIGENCE, Natural Language Processing.
I.2.1 Computing Methodologies, ARTIFICIAL INTELLIGENCE, Applications and Expert Systems, Natural language interfaces.
H.5.1 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Multimedia Information Systems, Audio input/output.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-6/p32-yankelovich/p32-yankelovich.pdf

%M J.INTER.3.6.44
%T Contextual Techniques Starter Kit
%A Hugh R. Beyer
%A Karen Holtzblatt
%J INTER
%D 1996
%V 3
%N 6
%P 44-50
%K DESIGN, HUMAN FACTORS, PERFORMANCE, THEORY
K.6.1 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Project and People Management, Systems analysis and design.
K.7.0 Computing Milieux, THE COMPUTING PROFESSION, General.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-6/p44-beyer/p44-beyer.pdf

%M J.INTER.3.6.52
%T Ethnographic Data for Product Development: A Collaborative Process
%A Scott Lewis
%A Michael Mateas
%A Susan Palmiter
%A Gene Lynch
%J INTER
%D 1996
%V 3
%N 6
%P 52-69
%K DESIGN, HUMAN FACTORS, THEORY
K.6.1 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Project and People Management, Systems analysis and design.
H.5.0 Information Systems, INFORMATION INTERFACES AND PRESENTATION, General.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-6/p52-lewis/p52-lewis.pdf

%M J.INTER.3.6.70
%T Wanted for Crimes Against the Interface: Thoughts on an HCI Poster
%A Jef Raskin
%J INTER
%D 1996
%V 3
%N 6
%P 70-76
%K DESIGN, HUMAN FACTORS, PERFORMANCE, THEORY
H.5.0 Information Systems, INFORMATION INTERFACES AND PRESENTATION, General.
K.1 Computing Milieux, THE COMPUTER INDUSTRY, Suppliers.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-6/p70-raskin/p70-raskin.pdf

%M J.INTER.3.6.78
%T The Design of Computer Supported Cooperative Work and Groupware Systems
%S Book Preview
%A D. Shapiro
%A M. Tauber
%A R. Traunmuller
%J INTER
%D 1996
%V 3
%N 6
%P 78-85
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-6/p78-shapiro/p78-shapiro.pdf

%M J.INTER.3.6.92
%T Fractal Landscapes in Context
%A F. Kenton Musgrave
%J INTER
%D 1996
%V 3
%N 6
%P 92-95
%K DESIGN
I.3.7 Computing Methodologies, COMPUTER GRAPHICS, Three-Dimensional Graphics and Realism, Fractals.
I.3.5 Computing Methodologies, COMPUTER GRAPHICS, Computational Geometry and Object Modeling, Curve, surface, solid, and object representations.
%* (c) Copyright 1996 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1996-3-6/p92-musgrave/p92-musgrave.pdf

fpack:!@#$%^&*(): HCII95-1b.BA
%M C.HCII.95.1.615
%T User Participation in the Early Phases of Developing Decision Support for
Operators in Advanced Manufacturing Systems
%S II.1 Decision Making Support System
%A A. Johansson
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 615-620
%* (c) Copyright 1995 Elsevier Science
%X This paper describes a Tasks Evaluation and Analysis Method (TEAM) seen as
a framework for user participation.  It focuses on the selection of tasks that need
support and on giving the users a positive attitude towards their new tool, thereby
increasing the chance for the tool to be accepted and effectively used.  TEAM has
been used for case studies in advanced manufacturing systems.

%M C.HCII.95.1.621
%T Trade-Off Decision Making: Choosing between Alternatives in User Interface
Design
%S II.1 Decision Making Support System
%A S. Howard
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 621-626
%* (c) Copyright 1995 Elsevier Science
%X User interface design (UID) is a complex task, any account of which is likely to be
multi-faceted.  This paper focuses on one part of UID, the choice between design
alternatives, termed Trade-off Decision Making (ToDM).  Firstly, ToDM is
defined and exemplified.  Secondly, a model of ToDM, based on extensive verbal
protocol studies of real world UID, is presented discussed.

%M C.HCII.95.1.627
%T The Development of a Decision Support System in Marketing Promotion
Systems
%S II.1 Decision Making Support System
%A Cheng-Wen Neu
%A Sheue-Ling Hwang
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 627-632
%* (c) Copyright 1995 Elsevier Science
%X A decision support system (DSS) for unstructured decision problem is
presented in this study.  The major part of this system is the knowledge
base which is created by means of system analysis and expertise, and the
working system of the DSS is the promotion system which is a part of marketing
system.  Moreover, an experiment was conducted with two group (with/without
a DSS), and each group was asked to solve some decision problems. 
The result revealed that the performance of the group with a DSS
was significantly better than the group without a DSS.

%M C.HCII.95.1.633
%T An Approach on Developing an Advice System for Starting a New Business:
The Case of a Supermarket
%S II.1 Decision Making Support System
%A Yumiko Taguchi
%A Tsutomu Tabe
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 633-638
%* (c) Copyright 1995 Elsevier Science
%X This paper gives preliminary information on the methodology for developing an advice
system based on a knowledge-based system for planners that want to start new businesses such
as supermarkets.

%M C.HCII.95.1.641
%T Display-Based Skills in a Complex Domain: The Use of External Information
Sources in Computer Programming
%S II.2 Human Factors in Software Engineering
%A Simon P. Davies
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 641-646
%* (c) Copyright 1995 Elsevier Science
%X This paper presents evidence for differences in the nature of programmers'
information externalisation strategies.  Two experiments are reported which
suggest that experts rely much more upon the use of external memory sources in
situations where the device they use to construct the program hinders the
utilisation of a display.  Experts tend to externalise low level information, mainly
to aid simulation, whereas novice's develop higher level representations which
might be characterised as transformations or re-representations of the program. 
Moreover, in the case of experts the nature of externalised information appears to
depend upon whether they are generating a program or comprehending it.  These
results provide support for a display-based view of problem solving and address
strategic differences in the externalisation of information.

%M C.HCII.95.1.647
%T Focal Structures in Program Comprehension: Implications for the Design of
Programming Support Tools, Debugging Aids and Tutorial Environments
%S II.2 Human Factors in Software Engineering
%A Simon P. Davies
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 647-652
%* (c) Copyright 1995 Elsevier Science
%X This paper explores the relationship between knowledge structure and
organisation and the development of expertise in programming.  A study is
reported which provides support for a model of knowledge organisation in
programming that stresses the importance of knowledge restructuring processes
in the development of expertise.  This is contrasted with existing models which
have tended to place emphasis on schemata acquisition as the fundamental
mode of learning associated with skill development in programming.  In
particular, this paper emphasizes the interaction between a programmer's
knowledge structure and salient syntactic elements contained within the code.  It
is suggested that previous models of programming have tended to consider one
or other of these factors in isolation without examining their interaction.  Finally,
the implications of this model for theories of debugging and for the design of
programming environments are briefly discussed.

%M C.HCII.95.1.653
%T Factors Influencing the Classification of Object-Oriented Code: Supporting
Program Reuse and Comprehension
%S II.2 Human Factors in Software Engineering
%A Simon P. Davies
%A David J. Gilmore
%A Thomas R. G. Green
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 653-658
%* (c) Copyright 1995 Elsevier Science
%X This paper reports a study of the use of card sorts in the categorisation of
fragments of object-oriented programs.  We are interested in the way in which
programmer's think about code so that we might attempt to provide support for
browsing and reuse within object-oriented environments.  Hence, we have been
exploring the use of knowledge acquisition techniques in order to elicit
programmer's knowledge about code.  Our results showed that experts tended to
focus upon the functional relationships between the code fragments, and that
the novice group were much more concerned with objects and inheritance.  We
discuss these results in terms of claims that have been made about the
naturalness of conceiving the world in terms of objects and their relationships.

%M C.HCII.95.1.659
%T An Editor for Specifications in a Software Development Support System
%S II.2 Human Factors in Software Engineering
%A Tomoo Ikeda
%A Katsumi Tanaka
%A Tetsuro Chino
%A Yutaka Deguchi
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 659-664
%* (c) Copyright 1995 Elsevier Science
%X We have developed an editor for specifications, which enables a user to facilitate natural
and efficient interactions with the software development support system.  In this
paper, we describe two functions required in the editor.  First, we describe a function for
preserving the document structure of the specification, enabling the system to maintain
consistency of document structure with the user's edit operations.  We have developed a
document structure editor to implement this function.  Second, we describe a function for
preserving the correspondence between a specification document and the result of analysis
that enables a user to create documents more efficiently.  We propose a method, in
which we introduce an identifier that is assigned to each sentence in the document, and
the editor calculates minimal structural changes made by the operation as the range for
analysis.  Then, we implemented an editor for specifications, and we describe the result
of experiments on our editor.  Our editor enables the user to cut character input by 13%
and analysis time by 86%.

%M C.HCII.95.1.665
%T Behavioral Factors in Software Development
%S II.2 Human Factors in Software Engineering
%A Elif Demirors
%A Frank Coyle
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 665-670
%* (c) Copyright 1995 Elsevier Science
%X Software development is essentially a human activity.  As a result, factors affecting the
behavior of those involved in the development process are of great importance to the software
community.  We identify three levels at which behavioral factors associated with software
development can be investigated: individual behavior, team behavior and organizational
behavior.  Analysis of studies on individual and team behavior in software development
environments reveals the failure of existing tools in supporting team-based software
development.  Our survey on team practices among software professionals also confirms this
fact.  To address this situation we propose a software development environment based on a
blackboard architecture that supports multi-agent, opportunistic problem-solving.  We expect
that this architecture holds promise for the next generation software tools by providing a
kernel for team-based software development.

%M C.HCII.95.1.671
%T An Interactive Specification Acquisition Method for Software Design
%S II.2 Human Factors in Software Engineering
%A Kouichi Sasaki
%A Kazuyuki Gotoh
%A Yasuko Nakayama
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 671-676
%* (c) Copyright 1995 Elsevier Science
%X This paper describes a specification acquisition method used in PlantBASE, an automatic
software design system for plant control.  In this method, a plant model is first
provided with the knowledge about behaviors and functions of each machine composing a
target plant.  By referring to this knowledge, PlantBASE recognizes the physical structure
of the target plant from the specifications given in the form of tables and diagrams and
generates a flowchart of machine operations, thereby reducing the cost of describing the
control sequence for the plant.

%M C.HCII.95.1.679
%T A Basic Framework of Narrative Generation System as Creative Interface
%S II.3 Support for Creativity
%A Takashi Ogata
%A Koichi Hori
%A Setsuo Ohsuga
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 679-684
%* (c) Copyright 1995 Elsevier Science
%X In this paper, we describe a basic framework of the narrative generation system that we
have developed and its use as a creative interface tool.  Actually, because narrative has the
useful characteristics for supporting human creative tasks, for example, the function generates
a new meaning from fragmentary information, aesthetic representation function, virtual reality
function and the function comprehensively represents various knowledge, we can utilize the
narrative generation system as a kind of creative interface tool by realizing in the system these
functions.  Based on this basic idea, we explain the methodology our general narrative generation
system and we describe our approach to the idea of creative interface through an experimental
attempt, namely, an application of above narrative generation system to marketing/advertising
activities, especially scenario generation of TV commercial message.

%M C.HCII.95.1.685
%T A System for Assisting Creative Research Activity
%S II.3 Support for Creativity
%A Masanori Sugimoto
%A Koichi Hori
%A Setsuo Ohsuga
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 685-690
%* (c) Copyright 1995 Elsevier Science
%X We have built a system for assisting creative research activity.  Its main function is to visualize
the semantic relation between viewpoints of information.  The system is applied to assisting researchers
in the field of science and technology in their creative activities, communication / group
work and information retrieval (IR).  We have carried out several experiments and confirmed that
the system is effective for these applications.

%M C.HCII.95.1.691
%T A Card-Handling Tool which Supports Multimedia Data and Resource
Accessing on the Internet
%S II.3 Support for Creativity
%A Yoshihiro Ohmi
%A Katsutoshi Nakamura
%A Naohiko Takeda
%A Kazuhisa Kawai
%A Hajime Ohiwa
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 691-696
%* (c) Copyright 1995 Elsevier Science
%X The multimedia application system based on the card-handling and its extension which
makes us be able to access information resources on the Internet are described.  We
considered the multimedia utility and its suitability for card-handling, and developed a
card-handling tool KJ-Editor which supports the multimedia data and Internet resource
accessing.

%M C.HCII.95.1.697
%T Evaluation of a Thinking Support System from Operational Points of View
%S II.3 Support for Creativity
%A Kazuo Misue
%A Kozo Sugiyama
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 697-702
%* (c) Copyright 1995 Elsevier Science
%X A thinking support system D-ABDUCTOR is evaluated from operational points of
view.  A novel, well-designed and rigorous method, called LCRM is developed to design
tasks for evaluation experiments.  An experiment using LCRM was made by five subjects,
and 245 tasks were performed in total.  Results of the experiment show efficiency of
D-ABDUCTOR.

%M C.HCII.95.1.703
%T Toward Augmented Creativity: Intelligent Support for Discovering Latent
Relationships among Ideas
%S II.3 Support for Creativity
%A Yosuke Kinoe
%A Hirohiko Mori
%A Yoshio Hayashi
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 703-708
%* (c) Copyright 1995 Elsevier Science
%X Augmentation of creativity has recently become an important aspect in the design of computer-supported
work.  In this paper, we propose a methodology for stimulating analysts to formulate
new ideas.  In particular, we shed light on a process for discovering previously unknown
relationships among existing ideas.  To support the methodology, we have developed an experimental
system that is intended to provide an intelligent support environment.  This system is
based on the Genetic Algorithm.
   This methodology was effective for stimulating analysts to expand their perspectives on the
central issues.  Analysts tried to formulate new ideas by discovering previously unknown combinations
of ideas.  One unique feature of the methodology is a process whereby analysts and a
computer system can develop new ideas collaboratively.

%M C.HCII.95.1.711
%T Sustaining Interaction in Database Query
%S II.4 Interaction in Database Query
%A R. Inder
%A J. Stader
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 711-716
%* (c) Copyright 1995 Elsevier Science
%X Current research on database systems breaks the problem into two halves -- formulating
a query and presenting the results.  This paper suggests that there is a third "half" which
deserves attention in its own right: sustaining the interaction.

%M C.HCII.95.1.717
%T Query Assistance: The Query Interface of the CORE Shell System
%S II.4 Interaction in Database Query
%A C. Stephanidis
%A D. Akoumianakis
%A D. Grammenos
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 717-722
%* (c) Copyright 1995 Elsevier Science
%X This paper presents the user interface of the CORE shell system and reports on the effort
to build a Query Interface Assistant (QIA) to a formal database query language such as SQL. 
The CORE shell system addresses the domain of Assistive Technology and aims to provide a
useful tool for information seeking actors who may not be particularly aware of the
organisation or structure of data residing on existing information sources.  To this end, a cooperative
QIA to the SQL formal database query language has been developed, which guides
the user's query formulation, both conceptually and syntactically.  At present, a prototypical
implementation of the QIA is used to provide access to a selected number of databases, which
hold data relevant to the Assistive Technology domain.

%M C.HCII.95.1.723
%T Human Interface for an Ambiguous Image Retrieval System
%S II.4 Interaction in Database Query
%A Masaomi Oda
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 723-728
%* (c) Copyright 1995 Elsevier Science
%X The conventional image retrieval system has assumed that the retriever has
pre-conceived image before retrieval.  Therefore, the retriever has great difficulty
when he or she has no clear target image.  We propose a new image retrieval
system where the user can retrieve an ambiguous target image through an
interactive process.  The system displays candidates according to the image in the
user's brain.  The usability and efficiency of the system were confirmed by
experiments.

%M C.HCII.95.1.729
%T Calculating Word Similarity Based on Common Attributes, Total Semantic
Distance and Concept Frequency
%S II.4 Interaction in Database Query
%A Jin Cui
%A Hiroshi Yasuhara
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 729-734
%* (c) Copyright 1995 Elsevier Science
%X Recently, the technique of Case-Based Reasoning [1,2] has attracted considerable attention in
the field of Artificial Intelligence.  One of the most important concerns when using Case-Based
Reasoning is the identification of a basic similarity between sample data and input data.  A
calculation of the similarities between words is usually necessary.  In previously published
work, word distance has been calculated using a word thesaurus [3].  However, such challenges
as how to treat words that have more than one meaning or concept, and how to calculate the
similarities between two words that belong to two different languages remain largely unsolved. 
The approach utilizing syntactic features to correct the distortion contained in semantic
hierarchies [4] may serve in solving some problems, but it is limited to cases where the syntactic
features of words are definite and different.  The calculation of the proximity scores by the
overlap or intersection of actual examples for two words [5] is also a useful approach because
the co-occurrence relation roughly includes various factors related to similarity.  However, this
approach requires a very large text database and is unwieldy to use in a real application
situation, because the entire body of data needs to be searched to answer every query.
   In this paper, we will introduce an approach to calculate the similarities between two words
based on the concepts of the words; each word concept is treated not only as one of word
sense, but also as an element of a concept set.  Our method will be introduced in the latter part of
this paper with an experiment using the EDR Electronic Dictionary [6].

%M C.HCII.95.1.735
%T Development of a GOMS Model of Database Retrieval
%S II.4 Interaction in Database Query
%A H. C. Chan
%A C. G. Koh
%A K. K. Wei
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 735-740
%* (c) Copyright 1995 Elsevier Science
%X Human-computer interaction models are integrated and enhanced to model
the process of query writing, where users write queries to retrieve data from
databases.  A GOMS model detailing goals and operations is developed for the
process of query writing using the query language SQL.  Through protocol
analysis, the model is compared with subjects' actual query retrieval processes.

%M C.HCII.95.1.743
%T Designing Interfaces for Dynamic System: A Simulated Bus Traffic Task Testing
Anticipatory Behavior
%S II.5 Vehicle System & Aircraft
%A S. Mailles
%A C. Marine
%A J. M. Cellier
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 743-748
%* (c) Copyright 1995 Elsevier Science
%X Codes used to design interfaces in bus traffic control tasks may influence
anticipatory behavior.  Former studies showed that there is a very wide variety of
interfaces in work situations.  In order to study anticipatory behavior under
different coding conditions, a bus traffic simulator was developed.  The
experiment conducted used four different interfaces.  Results found for three
different tasks performed with these interfaces were analyzed in terms of
reaction time, nature of responses and precision in drawing future situations. 
They revealed significant differences between the interface types.

%M C.HCII.95.1.749
%T Psychological Assessment of Car Navigation System
%S II.5 Vehicle System & Aircraft
%A Kazuaki Namba
%A Fumio Mizoguchi
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 749-754
%* (c) Copyright 1995 Elsevier Science
%X Now, Car Navigation System that is becoming widespread in Japan is not so
usable.  In this study three experiments examined how Car Navigation System
support the human cognition or not.  We investigated the reason of a person lost
his way (experiment 1), whether Car Navigation System and voice guide function
had a effect for supporting the human cognition (experiment 2), what was the
reason of difficulty of operating Car Navigation System (experiment 3).  In this
study, we pointed out the reason that a person lost his way was that he had a
wrong present position caused by failure of finding a landmark or a node, and he
got out the situation by U-turn not by detour, Car Navigation System was quite
effective for detecting to lose his way, the interface of Car Navigation System was
opened for improvement.

%M C.HCII.95.1.755
%T Technology Transfer in Air Traffic Control System: A Brazilian Study of Case
%S II.5 Vehicle System & Aircraft
%A Luiza Helena
%A Boueri Rebello
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 755-758
%* (c) Copyright 1995 Elsevier Science
%X Air traffic controlling has always been, and will always be, the key to flight protection.  So
the goal of this work is to study the implementation of a new air traffic control system in order
to improve work conditions.  The flight controllers are the main element of decision, even with
the complete automation.  With the implementation of a new system, there is the impact of the
technological change: the controllers have to work with computers all the time.

%M C.HCII.95.1.759
%T The Cockpit Assistant System CASSY -- Design and In-Flight Evaluation
%S II.5 Vehicle System & Aircraft
%A Marc Gerlach
%A Reiner Onken
%A Thomas Prevot
%A Wilhelm Ruckdeschel
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 759-764
%* (c) Copyright 1995 Elsevier Science
%X This paper focuses on the design principles and the realization of an intelligent,
knowledge-based, on-board pilot assistant system for aircraft operation under instrument
flight rules.  The system has undergone a flight test campaign in summer 94.  The tests
and the results of the campaign are presented.

%M C.HCII.95.1.765
%T Cognitive Engineering Approach to the Evaluation of Human-Computer
Interaction: The Case of Air Traffic Control
%S II.5 Vehicle System & Aircraft
%A I. Gaillard
%A P. Amaldi
%A M. Leroux
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 765-771
%* (c) Copyright 1995 Elsevier Science
%X Cognitive engineering modeling provides guidelines for designing aiding tools
that are "users" driven rather than "technology" driven.  Following a cognitive task
analysis of the air traffic controller's, an integrated decision support system has
been designed.  ERATO (En Route Air Traffic Organizer) includes a series of
functions to assist controllers during the management of air traffic scenarios.  The
most important is the information filtering function.  It is the basic support of the
expert system in that it "highlights" those aircraft that need to be considered when
dealing with a selected traffic problem.  For a number of predetermined portions of
air traffic scenarios controllers were asked to indicate all of the aircraft relevant to
the flight of selected airplanes.  The differences between ERATO and the
controllers' output were taken into account to modify the working principles of the
algorithm.  Furthermore, the controllers' answers provided further understanding of
the knowledge brought into bear to identify traffic problems.  Finally, a taxonomy of
the knowledge revealed by the controllers is being validated and used to further
define the scope of the decision support system.

%M C.HCII.95.1.775
%T Simulating Group Work in Mechanical Engineering Design Departments
%S II.6 Computer Supported Cooperation in Product Design
%A Friedhelm Steidel
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 775-780
%* (c) Copyright 1995 Elsevier Science
%X Technical changes like the introduction of CA-techniques are an opportunity to
change work organization.  However, in general, the introduction of CA-techniques
does not go hand in hand with such a restructuring.  Empirical case
studies in mechanical design departments showed the following problems: the
staff was not well qualified to use CAD-systems, CAD was used as an electronic
drawing board and the work organization within the design departments had not
changed at all.  Neither was there a change towards cooperation with other
departments like the production planning department [1,2,3].  A lack of efficiency
and a suboptimal task distribution to individuals were results of this kind of
CAD practice.  No positive impact on the length of the run of these projects was
achieved.

%M C.HCII.95.1.781
%T Imagery and the Design Process.  Suggestions for the Development of
CAD-Systems
%S II.6 Computer Supported Cooperation in Product Design
%A Renate Eisentraut
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 781-786
%* (c) Copyright 1995 Elsevier Science
%X It is only through understanding how designers think and how they act that user-friendly
computer-aided design tools can be developed.  If they are linked to research in engineering
design, psychological research and its findings on human thought and action thus can
contribute to a better understanding of the design process and help improving it.
   Asked to describe their ways of having dealt with an engineering design problem, designers
often report the use of mental images.  Scientists also emphasize the importance of mental
imagery ability for the design process.  Frieling & Hilbig [1] as well as Frick & Muller [2] state
that, in this point, the invention of new technologies like CAD-systems will not cause any
substantial changes.
   This paper purports a characterization of mental images.  Secondly, their importance for
problem solving and especially for engineering design will be outlined.  Finally, suggestions for
the development of CAD-systems will be developed.

%M C.HCII.95.1.787
%T Introducing a Telecooperative CAD-System -- The Concept of Integrated
Organization and Technology Development
%S II.6 Computer Supported Cooperation in Product Design
%A M. Rohde
%A V. Wulf
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 787-792
%* (c) Copyright 1995 Elsevier Science
%X To cope with dynamics of a changing environment, organizations have to be able to react
flexibly.  To support organizational change we present the concept of integrated organization
and technology development.  This approach offers a framework to deal with organizational and
technological change jointly in an evolutionary and participative way.  We will apply this
approach to the introduction of a shared CAD-system which supports users in discussing
design problems bridging spatial barriers.

%M C.HCII.95.1.793
%T Personal Communication and Telecooperation in Product Design --
Requirements for Telecooperative CAD-Systems
%S II.6 Computer Supported Cooperation in Product Design
%A J. Springer
%A D. Herbst
%A C. Schlick
%A J. Stahl
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 793-798
%* (c) Copyright 1995 Elsevier Science
%X N/A

%M C.HCII.95.1.799
%T Human-Computer Cooperative Problem Solving in R & D by Supporting Users'
Changing Viewpoints and by Using Tacit Knowledge
%S II.6 Computer Supported Cooperation in Product Design
%A Kazuhiro Ueda
%A Kiyoshi Niwa
%A Masashi Shirabe
%A Sakae Okuda
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 799-804
%* (c) Copyright 1995 Elsevier Science
%X This paper proposes a human-computer cooperative method of supporting and facilitating
expert researchers' problem solving in R & D, which has been scarcely proposed.
The proposed method consists of the following two sub-methods; the one is for providing
the guides which enable users to create new target concepts by changing users' viewpoints
and by making much use of tacit knowledge (CCCV method), and the other is for retrieving
concrete methods of realizing the new target concepts from a case-base on the
basis of analogical knowledge association by utilizing Multi-Dimensional Scaling (KADS
method).  The CCCV method is designed based on the analysis of the interview protocols
on changing viewpoints in actual scientific problem solving, which approach is important
for constructing a useful supporting method in R & D.

%M C.HCII.95.1.807
%T Advanced Services Experiments on a Broadband Communication Network: The
Tuscany MAN
%S II.7 Communication Services
%A V. Cappellini
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 807-811
%* (c) Copyright 1995 Elsevier Science
%X A broadband communication network (Tuscany MAN) is described. 
Advanced services experiments are presented regarding telemedicine,
teleenvironment, teleeducation, remote access to Museum and communication
aids for disabled people.

%M C.HCII.95.1.813
%T JULIA: An Intelligent System Allowing Local and Remote Access for Information
Requests into Office Communication Terminals
%S II.7 Communication Services
%A V. Cappellini
%A L. Lastrucci
%A A. Mecocci
%A A. Raggioli
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 813-818
%* (c) Copyright 1995 Elsevier Science
%X Julia is an intelligent system to reduce user frustration and improve personal communications. 
It allows an human machine interaction by voice while the speech understanding
system is based on a set of keywords.  The system is able to draw inference from a known
domain and execute some reasoning and answering tasks in response to the user requests. 
A large collection of sentences is used to address questions to the user when the reasoning
process cannot go on.  The sentences are selected in order to obtain a natural, not
repetitive dialog between the user and the machine.
   An intelligent graphical interface learns the user skill degree and matches its help level
to the user needs.

%M C.HCII.95.1.819
%T HCI Methods and Tools in Computer-Supported Interpersonal Communication:
Towards Error-Free Information Exchange in Human-to-Human Interaction
%S II.7 Communication Services
%A L. Balint
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 819-824
%* (c) Copyright 1995 Elsevier Science
%X Computer-supported human-to-human interaction as a means of advanced interpersonal
communication is investigated.  General aspects and basic concepts are outlined
and a straightforward method of using specific computerized tools in the support of
human-to-human communication is suggested.  The primary goal of the contribution is to
motivate and inspire future research into the challenging area of how machines may aid
in one of the most subjective human activities, interpersonal communication.
   It is shown that the introduction of specific and intentional computer-based processing
of human messages highly enhances the probability of error-free and adequate
human-to-human message transfer.  By introducing an intelligent machine into the interpersonal
discourse, distortion of the factual content in the messages is eliminated or at
least drastically reduced.

%M C.HCII.95.1.827
%T Analogy-Based Learning Support Environment for Novice
%S II.8 Learning Environments 1
%A Yoshio Nakatani
%A Toyoo Fukuda
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 827-832
%* (c) Copyright 1995 Elsevier Science
%X Technology makes remarkable progress and people are asked to learn their unfamiliar domain
knowledge in a short period.  We propose a computer environment which supports learning
processes of novice workers who try to learn their unfamiliar domain knowledge, especially
abstract knowledge systems, such as computer operating (OS) systems.
   In this paper, we first review the psychological studies about the learning process of the
novices in section 2.  We propose a learning support environment which considers the learning
process in section 3.  In section 4, our analogy-based learning environment is explained.  We
show the software architecture of our system which realizes our framework on the engineering
workstation in section 5.

%M C.HCII.95.1.833
%T A Learning Environment for Knowledge-Structuring in History
%S II.8 Learning Environments 1
%A Tomoya Horiguchi
%A Tsukasa Hirashima
%A Akihiro Kashihara
%A Jun'ichi Toyoda
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 833-838
%* (c) Copyright 1995 Elsevier Science
%X In this paper, we present a system which explicitly helps a student structurize his/her
knowledge in history, a subject in most cases learned by rote.  In this system, we use two strategies
to help the student: Knowledge-Structuring by Visualization (KSV) and Knowledge-Structuring
by Reasoning (KSR).  The former enables a student to communicate with the system
smoothly by using a visualization tool.  The latter enables him/her to firmly grasp knowledge by
acquiring it through his/her own reasoning.  We have implemented our system on a Sun
SPARCstation10, and asked ten subjects to learn history with the system.  With the result that
seven of them reporting that the system contributed to a deeper understanding of history on his/
her part.

%M C.HCII.95.1.839
%T How to Make Fill-in-Blank Program Problems
%S II.8 Learning Environments 1
%A Masato Soga
%A Akihiro Kashihara
%A Jun'ichi Toyoda
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 839-844
%* (c) Copyright 1995 Elsevier Science
%X We expect that students can reinforce their understanding and that they can stabilize knowledge
of algorithm, by solving fill-in-blank program problems.  In this paper, we propose how to make
fill-in-blank problems.  We confirm that the relation between blanks affects student's cognitive load
heaviness by an experiment.  Also, a prototype system to produce fill-in-blank problems and an interactive
tutoring system are developed based on the result of the experiment.

%M C.HCII.95.1.845
%T ICAI System for Japanese Students to Learn Korean Writing
%S II.8 Learning Environments 1
%A Kyu-Keon Lee
%A Katsuhiko Shirai
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 845-850
%* (c) Copyright 1995 Elsevier Science
%X It is important to find variable cause of composition errors in the composition training
for the beginner of Korean language.  This paper describes a new intelligent computer
assisted instruction (ICAI) system for Japanese beginners to learn Korean composition. 
Our system supports to clarify the problems caused from the grammatical differences and
makes effective learning based on the grammatical similarities.  Experimental test was
performed to evaluate the practical learning effects and educational effectiveness by this
ICAI system, the results of evaluation experiments show the effectiveness of this system.

%M C.HCII.95.1.851
%T Designing a System for Cooperative Learning through Social Interaction
-- 'AlgoArena': A Learning Tool for Programming --
%S II.8 Learning Environments 1
%A Akiko Ide
%A Hiroshi Kato
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 851-856
%* (c) Copyright 1995 Elsevier Science
%X AlgoArena is a simulation game of sumo wrestling which provides an effective
environment for facilitating the cooperative learning of software programming
skills.  Its design principles are based on a theory of situated learning which
claims that learning is accomplished by participation in a practice community. 
AlgoArena allows students to form a practice community.  The authors have
developed a prototype version and implemented it in a pilot experiment with
junior high school students.  Results indicate the system to be a productive
environment in which shared goals and active social interaction among students
contributed to the effectiveness of their cooperative learning.

%M C.HCII.95.1.857
%T Building Hypermedia for Learning: A Framework Based on the Design of User
Interface
%S II.8 Learning Environments 1
%A S. Mangiaracina
%A C. Maioli
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 857-862
%* (c) Copyright 1995 Elsevier Science
%X Research in hypermedia electronic books is a relatively new field that addresses
the problem of creating new effective learning environments.  However, the lack of
well-defined criteria for evaluation and the somewhat marginal effort devoted to the
design of multimedia interfaces, has often resulted in the development of a set of
multimedia/hypermedia applications which are of dubious value.  Studies in HCI
and user-centred design can help in the design of hypermedia systems in
education.  A well-defined set of guidelines, derived from user-interface evaluation
principles, can support and guide the design phase and show how to implement
the didactic functions effectively.  The knowledge domain and tutoring strategy
components are then integrated within this framework.  The effectiveness of this
approach has been successfully tested in the design of our hypermedia system
SIDI.

%M C.HCII.95.1.865
%T Interfaces for Learning
%S II.9 Learning Environments 2
%A J. Sanchez
%A M. Lumbreras
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 865-870
%* (c) Copyright 1995 Elsevier Science
%X The current literature emphasizes critical aspects of learning and cognition involved in
human-computer interaction.  We present a conceptualization for designing interfaces for
learning and thinking through the use of modern ideas for building educational software.  We
address the construction of Hyperstories as a metaphor for enhancing thought and reasoning
skills.  The advantages of using multimedia for building this type of software, as well as the
complexities involved are analyzed and discussed.

%M C.HCII.95.1.871
%T Learning Agents: Interface to the Knowledge of a Community
%S II.9 Learning Environments 2
%A Akira Namatame
%A Yoshiaki Tsukamoto
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 871-876
%* (c) Copyright 1995 Elsevier Science
%X This paper presents a model of learning agent and demonstrates how this model will provide
a foundation of building the knowledge of a community.  The knowledge of a community serves
as the repositories for all the accumulated knowledge, and provides a knowledge world for users
to explore, to work with, and to discover new knowledge.  By learning the structure of knowledge
resource distribution patterns as well as users' interests and preferences during system usage, the
learning agent customizes knowledge resource retrievals for each user.  We also discuss a
methodology of building personalized working environments on the knowledge of a community,
where, people at physically distributed location, can work together sharing the common knowledge
resources.

%M C.HCII.95.1.877
%T A Conceptual Framework for the Implementation of MUGICLE System
%S II.9 Learning Environments 2
%A Hee Jin Cho
%A Gerardo Ayala
%A Yoneo Yano
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 877-882
%* (c) Copyright 1995 Elsevier Science
%X The purpose of this paper is to describe a conceptual framework, called MUGICLE
(Collaboration Learning Environment through Multi-Group Interaction), for learning the
inflection of a declinable-word and expression of Hangul (Korean language) sentences for
Japanese.  In this paper we focus primarily on the construction of the system and processing
of behavior, the structure of the knowledge base, the knowledge representation, and domain
knowledge generation processes.  A word class vocabulary for the system has been extracted
from standard word sets presented in primary school and the national language textbook of
junior high school.  This concurrent constructed vocabulary is a set of dictionary of verbs,
adjectives, nouns, and so on, all composing 4,000 words.  The knowledge base is of a lower
rank category of a semantic classification into a word class vocabulary of each, composed of a
combination of relations between a semantic network and the semantic categories.  Our
framework is composed of four components: instructional strategy module, student module,
domain knowledge module, and collaborative learning module.

%M C.HCII.95.1.883
%T Exploring Self-Developing Models in Interactive, Virtual Learning
Environments
%S II.9 Learning Environments 2
%A David A. Smith
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 883-888
%* (c) Copyright 1995 Elsevier Science
%X N/A

%M C.HCII.95.1.889
%T An Instructional System for Constructing Algorithms in Recursive Programming
%S II.9 Learning Environments 2
%A Noriyuki Matsuda
%A Akihiro Kashihara
%A Tsukasa Hirashima
%A Jun'ichi Toyoda
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 889-894
%* (c) Copyright 1995 Elsevier Science
%X This paper aims at designing an instructional system that teaches recursive programming to a
novice programmer.  In order to reduce a cognitive load which the novice bears in constructing
algorithms in recursive programming, we propose the algorithm and solution for constructing
the algorithm.  The algorithm represents simple recursion as two iterations.  We had an experiment
to confirm if the instruction based on the solution is more effective than a programming
textbook.  As a result, the instruction had a significant effect.  We have also designed an instructional
system which helps the novice adaptively acquire the solution.

%M C.HCII.95.1.895
%T Interacting with a Mediator Agent in Collaborative Learning Environments
%S II.9 Learning Environments 2
%A Gerardo Ayala
%A Yoneo Yano
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 895-900
%* (c) Copyright 1995 Elsevier Science
%X In this paper we present the basic issues in the modelling of a mediator agent
in a computer-supported collaborative learning environment.  The mediator agent
is an intelligent software agent that has been designed based on ideas from agent
modelling in distributed artificial intelligence [1] and social learning [2].  Mediator
agents in collaborative environments support user interaction based on the
communication of the learners' capabilities, goals and commitments.  Mediator
agents cooperate in the search of learning possibilities for the learners, in order to
enhance the relevant collaboration and progress of a networked community of
practice.

%M C.HCII.95.1.901
%T User Modelling and System Adaptation in the Interactive Anatomy Tutoring
System Anatom-Tutor
%S II.9 Learning Environments 2
%A Ian H. Beaumont
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 901-906
%K Adaptive hypermedia, Intelligent tutoring systems, ITS, User
modelling, Computer aided instruction, CAI
%* (c) Copyright 1995 Elsevier Science
%X ANATOM-TUTOR is an anatomy tutoring system for use at university
level, combining ITS (intelligent tutoring system) and hypermedia
technology.  The aim has been to produce a tutoring system which can a)
reduce the workload on university staff by automating the presentation of
basic knowledge, and b) improve the effectiveness of student study by
allowing the system to respond in an individual way to problems
encountered by the learner, a feature lacking in the currently widely used
drill-and-practice teaching programs.  ANATOM-TUTOR is suitable for use
both as a reference work and as an active hypertext-based teaching aid, and
its self correcting modelling productions enable it to adapt rapidly to the
individual user.  Its knowledge domain is a section of brain anatomy
including the visual system, the pupillary light reflex system and the
accommodation reflex system.

%M C.HCII.95.1.909
%T Remote Control for Annotated Video
%S II.10 Control System for Special Application
%A Jeremy Jones
%A Colin Harris
%A Ronan Geraghty
%A Neville Harris
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 909-914
%* (c) Copyright 1995 Elsevier Science
%X The subject of this paper is the remote control of multimedia applications, using a
personal digital assistant (PDA) as a hand held remote control device.  Application
specific, context dependent user interfaces are transmitted to the PDA for display
on its LCD screen.  The user interacts with the touch sensitive screen and the
input commands are transmitted back to the application.  This approach results in
a sophisticated and flexible interface which is at the same time easy to use.

%M C.HCII.95.1.915
%T Designing a Natural Language Interface for Supervisory Control of Mining
Teleoperation
%S II.10 Control System for Special Application
%A Celestine A. Ntuen
%A Eui H. Park
%A Arun A. Setty
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 915-918
%* (c) Copyright 1995 Elsevier Science
%X In this paper we describe the design of a command language software using expert
database.  The language structure is contextual and is implemented using a GURU expert
system shell.  The expert database that drives the operability of the command language
utilizes knowledge of mining tasks; and the dialog properties are designed around user
intentions and task behaviors.

%M C.HCII.95.1.919
%T Expert Inventory Control System for C.I.M: Modelling and its Applications
%S II.10 Control System for Special Application
%A A. Ajmal
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 919-924
%* (c) Copyright 1995 Elsevier Science
%X The paper outlines the methodology and knowledge engineering approach to the
development of an interactive inventory management system for use in a manufacturing
company in the U.K.  The prototype system developed with an artificial intelligent (AI)
language provides a linkage between management and computer-integrated manufacturing
(CIM), and is comprised of four major modules and has a feed back loop which can be used
for comparing the actual and estimated values, and automatically updating the inventory
records.  To test the industrial applicability of the system, data from manufacturing industries
have been used.  The interactive system which uses a hierarchical decision rules for inventory
control domain and uses goal oriented interaction and backtracking interface procedures, has the
potential benefits of: better resources planning and management, reduced inventory levels and
production lead times, and consistency in maintaining record integrity.

%M C.HCII.95.1.925
%T Worm-Type Agents for Intelligent Operation of Large-Scale Man-Machine
Systems
%S II.10 Control System for Special Application
%A Takashi Washio
%A Masaharu Kitamura
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 925-930
%* (c) Copyright 1995 Elsevier Science
%X The replacement of conventional analog control and instrumentation systems by digital
communication networks is in progress in various industrial large scale systems.  The rapid spread of
Internet is another trend of public digital communication networks.  One of significant features of
these communication networks is that each console terminal, network router, sensor, actuator and
component in the networks has its own information processing node in form of distributed systems. 
Each node can perform highly intelligent functions, e.g., self-diagnosis and operation logging, not
only its original functions [1].  This architecture has become economically feasible due to the drastic
cost reduction of reliable hardware and software of the nodes, and is expected to provide a fundamental
structure of future large scale systems.
   The mutual interactions and interferences among parallel operations of the nodes frequently induce
complicated situations in the distributed architecture, while they provide efficient and flexible
information processing.  The conventional centralized and heavily loaded method to control the entire
system may not be suitable to manage those situations efficiently.  Recently, autonomous software
robots (softbot) staying within a node [2] and worm programs able to move among different nodes
[3,4] have been proposed for the achievement of efficient and flexible management of the network. 
These architectures enable detailed network management without load concentration, efficient use of
distributed computation resources, and reduction of communication load.  However, the generic and
efficient architecture to support their high autonomies, adaptability and flexibility has not been
established yet, and the studies on the architectures have been limited in some specific applications,
e.g., e-mail agents [2,5], diagnostic agents [3,4] and database agents [6].
   The primary objective of this paper is to propose a generic and practical architecture of agents and
their network to provide the various types of highly autonomous softbots and worms in terms of man-machine
systems.  It supports rational operations of agents and their appropriate self-organization
under resource bounded conditions.  The second objective is to demonstrate the efficient performance
of this architecture in some practical applications of control, diagnosis and message exchange providing
a new environment of large scale systems for human operators.

%M C.HCII.95.1.933
%T Development of Operator Cognitive Model in Analysis Support System for
Man-Machine System Design Information
%S II.11 Cognitive Model in Process Systems
%A Takashi Nakagawa
%A Kazunori Sasaki
%A Toru Itoh
%A Hidekazu Yoshikawa
%A Makoto Takahashi
%A Kazuhiro Kiyokawa
%A Akira Hasegawa
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 933-938
%* (c) Copyright 1995 Elsevier Science
%X An integrated software system has been under development with aims at analyzing and
evaluating the effectiveness of man-machine system design, by computer simulations from
various viewpoints of human-factors.  In this paper, the configuration of a distributed
simulation system is first introduced, followed by an explanation of how the operator simulator
model is organized by a Petri net model.  Also presented is an example simulation of a plant
anomaly diagnoses procedure using the Petri net model in its current state of development in
the initial phase of software development.

%M C.HCII.95.1.939
%T Computer Simulation System of Cognitive Man-Machine Interaction in
Accidental Situation of Nuclear Power Plant
%S II.11 Cognitive Model in Process Systems
%A K. Yoshida
%A M. Yokobayashi
%A K. Kawase
%A F. Tanabe
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 939-944
%* (c) Copyright 1995 Elsevier Science
%X A prototype version of computer simulation system has been developed at
JAERI (Japan Atomic Energy Research Institute) to provide analysts with
detailed information on cognitive process of operator in accidental situation of
NPP (Nuclear Power Plant).  The simulation system consists of a plant model and
an operator model.  A model of operator cognitive behavior is based on the decision
ladder model of Rasmussen, and is implemented using AI-technique of a distributed
cooperative inference method with a so-called blackboard architecture.  Rule-based
behavior is simulated using If-Then type of rules.  Knowledge-based behavior is
simulated using knowledge representation with Multilevel Flow Model (MFM) and
qualitative reasoning method.  Some trial simulations of incident have been
performed to verify the modeling of operator cognitive behavior in NPP accident.

%M C.HCII.95.1.945
%T Using Simulated Human Model for Evaluating Human-Machine Interaction
%S II.11 Cognitive Model in Process Systems
%A Yushi Fujita
%A Ichiro Yanagisawa
%A Hiroshi Sakuda
%A Kazuhiro Kiyokawa
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 945-950
%* (c) Copyright 1995 Elsevier Science
%X Human-machine system can only be understood correctly when it is treated as
a joint system.  Neither humans nor machine can determine its performance in
isolation.  It is the interplay between humans and machines that determines the
performance.  Hence, it is a prerequisite to look into context-driven interactions
between humans and machines when attempting to evaluate human-machine
systems.  Because of the dynamic nature of the interactions, experimental
approaches have widely been used for the analysis of the interactions.  However,
they tend to be associated with a number of practical constraints that sometimes
make them difficult to apply.  As a supplemental means, simulated human
models can be utilized as a useful tool for analyzing the interactions.  Cognitive
and Action Modeling of Erring Operator (CAMEO) is such a human model which
features its ability to simulate some typical erroneous tendencies associated with
cognitively demanding tasks such as nuclear power plant operation.  This paper
describes the technical foundation of CAMEO.

%M C.HCII.95.1.951
%T Experimental Study on the Operators' Cognitive Activities Based on the
Diverse Information
%S II.11 Cognitive Model in Process Systems
%A Makoto Takahashi
%A Osamu Kubo
%A Akira Yasuta
%A Hidekazu Yoshikawa
%A Kazunori Sasaki
%A Toru Itoh
%A Masayuki Matsumiya
%A Takeharu Sakaue
%A Kazuhiro Kiyokawa
%A Akira Hasegawa
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 951-956
%* (c) Copyright 1995 Elsevier Science
%X Experimental study on the operators' cognitive activities had been performed using nuclear
power plant simulator.  The specific feature of the present study is that the state of the operator
during the interaction through the man-machine interface is analyzed based on the diverse
information; 1) Estimated cognitive state, 2) Estimated mental work load, 3) Operational sequence
history, 4) Questionnaire and 5) Video record.  These informations are integrated and graphically
represented on the form of Chronological Diagram, by which the operators' dynamic cognitive
behavior can be analyzed.  Results of the simulator experiments, in which three expert operator
participated, demonstrated that the present method can provide the valuable information
concerning the operators' cognitive behavior during the task of anomaly diagnosis.

%M C.HCII.95.1.957
%T Analysis of Operator's Diagnostic Behavior using Computer Simulation
%S II.11 Cognitive Model in Process Systems
%A K. Furuta
%A M. Takahashi
%A H. Yoshikawa
%A K. Sasaki
%A T. Itoh
%A M. Matsumiya
%A T. Sakaue
%A K. Kiyokawa
%A A. Hasegawa
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 957-962
%* (c) Copyright 1995 Elsevier Science
%X Computer simulation was performed on a cognitive experiment of abnormal event
identification in a nuclear power plant.  The process of identification has been modeled as
similarity matching of symptomatic patterns and hypothesis validation by symptom observation. 
As a result of comparison, the simulation could explain behaviors of the subjects generally well,
and some characteristics of operator's cognitive processes have been revealed.

%M C.HCII.95.1.965
%T An Object Oriented Methodology for Man-Machine Systems Analysis and
Design
%S II.12 Interface Design and Evaluation in Process System
%A A. Mahfoudhi
%A M. Abed
%A J-C. Angue
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 965-970
%* (c) Copyright 1995 Elsevier Science
%X Despite the recent progress in the domain of Man-Machine Interface engineering, several
problems concerning the incompatibility between the information presentation to the user and his
cognitive representation are still present.  This paper presents a new Task Object Oriented Description
methodology (TOOD), specially adapted to the taking into account of the human factors for the
specification of the Man-Machine Interfaces (MMI).  A concrete application of this methodology was
presented in the air traffic control context.

%M C.HCII.95.1.971
%T Cognitive Functions and Automation: Principles of Human-Centred Automation
%S II.12 Interface Design and Evaluation in Process System
%A Erik Hollnagel
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 971-976
%* (c) Copyright 1995 Elsevier Science
%X This paper describes the principles of human-centred automation from the point of view of
cognitive systems engineering.  Five main aspects of automation are identified: level of
automation, interface, computer support, training, and task allocation.  A matrix is proposed
which describes the dependencies between these five aspects, thus maintaining the joint
systems perspective.

%M C.HCII.95.1.977
%T Evaluation of Ecological Interface Design
%S II.12 Interface Design and Evaluation in Process System
%A Osami Watanabe
%A Katsuhisa Takaura
%A Yushi Fujita
%A Yoshio Hayashi
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 977-982
%* (c) Copyright 1995 Elsevier Science
%X It has increasingly been recognized that operators working in a highly
automated large-scale human-machine system may be exposed to cognitively
demanding situations in unanticipated emergency.  A new display design called
ecological interface design (EID) is proposed by several researchers, which they
claim is supportive especially in such difficult situations.  The EID features
model-based parameter selection and graphic presentation, which fit the
cognitive characteristics of operators.  This paper presents the results of a
comparative evaluation of an EID display.

%M C.HCII.95.1.983
%T Task Modelling Using Object Petri Nets
%S II.12 Interface Design and Evaluation in Process System
%A S. A. Kaddouri
%A H. Ezzedine
%A J. C. Angue
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 983-988
%* (c) Copyright 1995 Elsevier Science
%X This study aims at developing a methodology for interfaces specification which is most concerned
with different working situations that the operator could deal with.  For each situation, a task model is
constructed.  We distinguish two parts: one draws up the goals that the operator tends to reach as a
response to a specific situation, the other, draws up the different actions that the operator has to
trigger in order to satisfy the former requirement.  The description of these two parts is done using
object oriented Petri nets (OPN).

%M C.HCII.95.1.989
%T Simulation Study of an Ecological Interface for Nuclear Power Plants
%S II.12 Interface Design and Evaluation in Process System
%A A. Sakuma
%A J. Itoh
%A E. Yoshikawa
%A K. Monta
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 989-994
%* (c) Copyright 1995 Elsevier Science
%X Application of the ecological interface design to nuclear power plants is presented and the
method for its evaluation is discussed.  Starting from a concept for intelligent man-machine
systems, the ecological interface is introduced as the concept's major ingredient and application
to the plant shutdown is described.  It is desirable for the evaluation of complex man-machine
systems to be concurrent with the design of such systems.  A hybrid evaluation, i.e., a
combination of an analytic and an empirical evaluation seems promising.  The taxonomy for
work analysis by Rasmussen provides a good framework for this evaluation.

%M C.HCII.95.1.995
%T The "Bird's Foot" Integrated Graphical Interface for NPP Operation
%S II.12 Interface Design and Evaluation in Process System
%A N. Moray
%A B. G. Jones
%A P. M. Sanderson
%A D. V. Reising
%A S. Shaheen
%A J. Rasmussen
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 995-998
%* (c) Copyright 1995 Elsevier Science
%X The traditional single-sensor-single indicator display is poorly matched to
the cognitive abilities of operators, especially for large and complex
systems.  Our research aims to provide direct perception displays which
will greatly reduce the cognitive load on the operator and allow the use of
perceptual rather than cognitive mechanisms to support start-up, state
diagnosis and fault management.  In particular we describe a system of
displays which supports movement by the operator up the abstraction
hierarchy as the plant is brought on line.  The aim is to minimise the
cognitive load on the operator by providing information only at the level
at which the operator is currently thinking, while at the same time
showing how close the system is to operational limits.

%M C.HCII.95.1.1001
%T Development of a Research Simulator for Human Factors (1) -- An Outline of
Development of the Research Simulator --
%S II.13 Human Factors in Nuclear Power Plants
%A Ryutaro Kawano
%A Shinya Shibuya
%A Katsumi Nagata
%A Masahiro Yamamoto
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1001-1006
%* (c) Copyright 1995 Elsevier Science
%X N/A

%M C.HCII.95.1.1007
%T Development of a Research Simulator for Human Factors (2) -- Hardware and
Software of the Research Simulator --
%S II.13 Human Factors in Nuclear Power Plants
%A Shinya Shibuya
%A Ryutaro Kawano
%A Katsumi Nagata
%A Masahiro Yamamoto
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1007-1012
%* (c) Copyright 1995 Elsevier Science
%X N/A

%M C.HCII.95.1.1013
%T An Intelligent Computer Aided Instruction System for Plant Operators to Study
Emergency Procedures
%S II.13 Human Factors in Nuclear Power Plants
%A Hiroshi Ujita
%A Takeshi Yokota
%A Naoshi Tanikawa
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1013-1018
%* (c) Copyright 1995 Elsevier Science
%X Intelligent CAI system has been developed which makes it possible to provide consistent
education in plant operation and also plant behavior for professionals like shift supervisors. 
Satisfaction of intrinsic motivation was tried by representing instruction according to the
learners' level.  The student model, which is common to teaching course for presenting text
knowledge of emergency procedures and the indicating course for actual plant behavior and
procedures using the plant simulator, was derived from a hierarchical function model which is a
goal oriented mental model of a plant operator.  The understanding level of each node (element
of a function) in the model is evaluated by personal history conditions calculated from both the
tutoring record of the node and the understanding level of the connecting nodes.

%M C.HCII.95.1.1019
%T An Interactive Support System for Incident Analysis in Nuclear Power Plants
%S II.13 Human Factors in Nuclear Power Plants
%A Wan C. Yoon
%A Yong H. Lee
%A Young S. Kim
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1019-1024
%* (c) Copyright 1995 Elsevier Science
%X HPES, a managerial error analysis system to investigate the types and causes
of human errors in nuclear power plants (NPP), has been widely adopted in U.S.
and many other countries.  To make the reporting more effective, the
chronological description of the incident has to include the cognitive activities of
the operators, and the analysis of human errors needs to be explicitly related to
the human cognitive process.  This paper presents a computerized support system
for the analysis of human errors in NPP based on a cognitive model.  The most
intelligent part of the support system interactively aids the analyst in
composition of event sequences by checking possible omissions of important facts
and logical deficiencies against a decision making model.  It also helps the analyst
to relate error classification and factor analysis parts directly to the event
description.  As a result, the analyst not only can conduct the analysis more
easily but also can develop a report of a better quality that reveals cognitive
causations among human activities and system states.

%M C.HCII.95.1.1025
%T Development of an Operator Training Support System for Nuclear Power Plants
%S II.13 Human Factors in Nuclear Power Plants
%A Tsutomu Ohtsuka
%A Katsuji Yaguchi
%A Sadanori Yoshimura
%A Yoshinori Takada
%A Kunio Noji
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1025-1030
%* (c) Copyright 1995 Elsevier Science
%X An operator training support system (OTSS) for nuclear power plants is
developed based on the analysis of operator performance under simulated
plant abnormal and accidental conditions at the BWR Operator Training
Center.
   This system automatically evaluates the operation performed by trainees
and provides information on the problems in trainees' operation in real-time by
using evaluation logic stored in a knowledge base.
   The operator training support system improves the accuracy and
efficiency of evaluation in training.

%M C.HCII.95.1.1033
%T Interactive Plant Management with Real Time Conformity Checking: The ImagIn
Project
%S II.14 Operation Aids Plant Diagnosis
%A David Haubensack
%A Pierre Malvache
%A Philippe Valleix
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1033-1038
%* (c) Copyright 1995 Elsevier Science
%X This paper describes a research project of the French CEA, addressing to the evolutions in
plant operation apt to bring perceptible and assessable improvement in the operational
safety [1].
   Many mistakes in plant operations are due to a discrepancy between the "mental
representation" of the plant by the operators and the actual plant state: this is often due to lack
of information provided to operators, particularly on the modifications of the plant, either
temporary or definitive.  This can also originate in an inconsistency between the operational
procedures and the actual state of the plant, due to these modifications.  The maintenance of a
coherent and unique representation of the plant for all the actors (human or computerized) of
plant operations is the objective of the ImagIn project [2].

%M C.HCII.95.1.1039
%T Development of an Attractive Computer Assisted Instruction System for Plant
Operators
%S II.14 Operation Aids Plant Diagnosis
%A Keiko Mutoh
%A Ryutaro Kawano
%A Hiroshi Ujita
%A Takeshi Yokota
%A Ryuji Kubota
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1039-1044
%* (c) Copyright 1995 Elsevier Science
%X A new concept CAI system for nuclear power plant operators has been
developed.  The main focus of the development was on operator's motivation.  The
system was accepted considering attractiveness with some requirements of
operators extracted to improve the system.
   The need for voluntary learning is growing ever greater for operators to
maintain their skills.  We will add some functions to improve the CAI system to
help elicit the operator's voluntary learning.

%M C.HCII.95.1.1045
%T The Design of Computerized Procedure Presentation for Nuclear Power Plants
%S II.14 Operation Aids Plant Diagnosis
%A Yuji Niwa
%A Erik Hollnagel
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1045-1049
%* (c) Copyright 1995 Elsevier Science
%X New methods of information presentation and interface design are changing
the conditions for work in the modern nuclear power plant (NPP) control room. 
One area receiving considerable attention is that of Emergency Operating
Procedures (EOP), which play an essential role in NPPs.  This paper presents
the results of a project which made consistent use of cognitive engineering and
cognitive ergonomics principles to specify a prototype system for computerized
procedure presentation in a NPP.  The system is scheduled for completion and
field evaluation in the summer of 1995.

%M C.HCII.95.1.1051
%T Development of the On-Line Operator Aid SYStem (OASYS) using Rule
Based Expert System and Fuzzy Logic for Nuclear Power Plants
%S II.14 Operation Aids Plant Diagnosis
%A S. H. Chang
%A H. G. Kim
%A S. S. Choi
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1051-1056
%* (c) Copyright 1995 Elsevier Science
%X In this paper, the On-line Operator Aid SYStem (OASYS) has been developed to support
operator's decision making process and to ensure the safety of a nuclear power plant by
timely providing operators with proper guidelines according to plant states.  The OASYS
consists of four systems such as signal validation and management system (SVMS), plant
monitoring system (PMS), alarm filtering and diagnostic system (AFDS) and dynamic
emergency procedure tracking system (DEPTS), and is based on a rule based expert system
and fuzzy logic.  The rule based expert system is used to classify the pre-defined events and
track the EOPs through data processing and the fuzzy logic is used to perform the prognostic
diagnosis and to evaluate the qualitative fuzzy criteria used in the EOPs.  Evaluation results
show that the OASYS is capable of diagnosing plant abnormal conditions and providing
operators appropriate guidelines with fast response time and consistency.  Currently the
OASYS is installed in the real time full scope simulator for validation.

%M C.HCII.95.1.1057
%T Development of Abnormal Signal Separation Method in Nuclear Power Plant
%S II.14 Operation Aids Plant Diagnosis
%A Yoshikazu Umeda
%A Hiroshi Inujima
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1057-1062
%* (c) Copyright 1995 Elsevier Science
%X In an nuclear power plant various data are periodically collected from the installed sensors.  These
data are used as criteria for the safety confirmation of the plant and the replacement of machines. 
However, in actual practice these data are operated by the standard based on the threshold values
given in the "Operation Manual," etc.  On the other hand, when noise gets mixed up with these data,
the control value for plant operation apparently gets increased, and is likely to cause misjudgement. 
Moreover, the increase in control value for operation may be giving some information regarding the
plant.  It has long been considered that it is possible to obtain some new information about the plant;
the information not included in the "Operation Manual" by putting these collected and stored data to
appropriate analysis.  This information refers to the deterioration, change in condition, etc. of the
machine, and is expected to contribute to higher maintenance support.  However, expert as the data
controller of an atomic power plant may be regarding the "Operation Manual," he is not a specialist of
data analysis, so that the enormous amount of data are left almost unanalyzed.  Under such
background, research has been made to upgrade the maintenance support level of the atomic power
plant.  This report describes the concept of "maintenance support high-grade expert system," on the
basis of the data analysis made by using a computer, and deals with the results obtained through
application of the examples after trial-manufacture of the prototype.

%M C.HCII.95.1.1065
%T Visual Object Recognition System with Selective Attention Mechanism
%S II.15 Intelligent and Adaptive Systems
%A Keiko Ishihara
%A Shigekazu Ishihara
%A Mitsuo Nagamachi
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1065-1070
%* (c) Copyright 1995 Elsevier Science
%X We can identify just interested objects quickly even in the scene that has many
objects.  Selective attention is the powerful function of human visual processing
for adapting changing environment.  The 3-D object recognition system presented
in this article has attentional mechanism that is suggested from psychological
findings.  Preattentive peripheral vision receives a gray-scale image low resolution,
then it marks small regions to attend that have significantly larger luminance
than neighbor.  Attentional foveal process detects edges in the small attended
area and then specifies features for retrieving object models.  The object models
are described by geons (Biederman, 1990) for fast flexible recognition.

%M C.HCII.95.1.1071
%T User Modelling for Adaptable Interface Design
%S II.15 Intelligent and Adaptive Systems
%A D. Akoumianakis
%A C. Stephanidis
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1071-1076
%* (c) Copyright 1995 Elsevier Science
%X A prototype user modelling module (UMM) has been designed and implemented which
supports the automatic derivation of lexical level user interface adaptability rules.  UMM is part
of a new high level user interface development environment, currently under development,
which facilitates the construction of unified interaces for interactive applications, accessible
by different user groups, including people with disabilities.  UMM supports the acquisition and
storage of information about target users and produces a set of rules for adapting the user
interface at the lexical level; this comes as a result of a three-phase process, namely reasoning
about, selection of, and decision on the optimal interaction techniques and devices.

%M C.HCII.95.1.1077
%T Adaptive Human Computer Interfaces for Supervision Systems
%S II.15 Intelligent and Adaptive Systems
%A E. Furtado
%A Ch. Santoni
%A Ph. Francois
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1077-1082
%* (c) Copyright 1995 Elsevier Science
%X In this paper the authors show both the adaptation and the generation processes of
supervision system interfaces.  For the adaptation process, they take into account the operator,
the task and the interaction models.  For the generation process, they show how to generate
interfaces automatically from the task model into a formal multi-agent representation.

%M C.HCII.95.1.1083
%T Hybrid Machine Learning: Myth and Reality
%S II.15 Intelligent and Adaptive Systems
%A Vassilis S. Moustakis
%A Gavriel Salvendy
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1083-1088
%* (c) Copyright 1995 Elsevier Science
%X An important issue to consider when applying Machine Learning (ML) in a real world
task is the selection of a system, algorithm or approach which should be used.  In this
context coupling of the right ML approach with the task at hand is not trivial.  This paper
reports the preliminary results of a research which targeted to coupling ML approaches
with generic intelligent tasks.  Preliminary analysis makes it clear that in most of tasks
application of a single ML approach is not satisfactory and that hybrid formations are
necessary.

%M C.HCII.95.1.1089
%T An Interactive Modeling Technique for Hair Styles
%S II.15 Intelligent and Adaptive Systems
%A Yoshiaki Kawase
%A Takeshi Maeda
%A Yoshio Ohno
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1089-1094
%* (c) Copyright 1995 Elsevier Science
%X The display of human image is important for improving the user interface.  It is still
difficult, however, to generate realistic human images even for the advanced computer
graphics of today.  One of the reasons is the difficulty in shaping the specification and
rendering of human hair.
   The specification of the shape of the object to be handled in the computer is called
(geometric) modeling.  The modeling of hair has relied mainly on handwork, and is very
time-consuming.  Here, we propose an interactive modeling technique using a 3D digitizer
and an interpolation method for the generation of large amounts of hair.  These methods
drastically reduce the work for hair style modeling.

%M C.HCII.95.1.1097
%T Managing Machine Learning Application Development
%S II.16 Machine Learning
%A Vassilis S. Moustakis
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1097-1102
%* (c) Copyright 1995 Elsevier Science
%X Machine Learning (ML) represents an advanced technology and its effective implementation
in the workplace is not a trivial task.  This paper overviews areas of applications for
ML and discusses management issues that are relevant to ML application development.

%M C.HCII.95.1.1103
%T Automated User Modeling for Intelligent Interface
%S II.16 Machine Learning
%A Kenichi Yoshida
%A Hiroshi Motoda
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1103-1108
%* (c) Copyright 1995 Elsevier Science
%X The analysis of the user behavior is one important function of the intelligent, user
interface because, by analyzing the user behavior, it becomes possible to understand the
user intention and release the user from tedious tasks which are often required to use a fast
hut low-level interface.  The acquisition of the user behavior model is crucial.  Most studies
meant to realize an intelligent interface system only analyze superficial user behaviors,
from which to automate the repetitions.  Their user models tend to be simple and do
not reproduce the behavior well enough.  This paper presents a new framework that
analyzes the computational processes activated by the user commands to build the user
behavior model.  An important, feature of the proposed framework is the analysis of data
dependency between the user commands.  A user adaptive interface system, Clipboard,
was developed to show the adequacy of this framework.  It analyzes the I/O relationship
between applications in the past, task history, selects the next application, and creates
scripts which enable complex task execution by a single command.

%M C.HCII.95.1.1109
%T Predicting Pilot Bid Behavior with Genetic Algorithms
%S II.16 Machine Learning
%A Pieter Adriaans
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1109-1113
%* (c) Copyright 1995 Elsevier Science
%X We describe our experiences in building CAPTAINS (Crew Availability Planning and
Training System) for the Royal Dutch airline company KLM.  CAPTAINS is a complex
application that enables a planner to maintain strategic, tactic and operational models of
pilot populations.  A major problem in building the short-term planning algorithms for
CAPTAINS was prediction of pilot bid behavior.  Twice a year pilots may express their
preference for new seats (functions) and KLM is obliged to give a new seat to the most
senior officer who is qualified.  However in some cases the bids are not yet known for the
season for which one is planning.  If a pilot changes his bid, this can influence the planning
substantially, so that a correct prediction of pilot bid behavior has vital importance for a
good plan.  Using genetic algorithms, we were able to produce rules that predict pilot bid
behavior with an acceptable level of accuracy.
   Experience with CAPTAINS shows that information technology can realize a substantial
reduction in overall manpower costs and improve the service level of the planning
department.  To realize planning applications of this kind, a number of heterogeneous
techniques are required, including operations research, relational database management,
rule-based reasoning, machine learning, graphical user interfaces and constraint handling. 
The development of applications of this complexity demands new project management
techniques and new design tools.  Here we will focus on the machine learning aspects of
the CAPTAINS project.

%M C.HCII.95.1.1115
%T Knowledge Acquisitions from Large Databases using Machine Learning
Techniques
%S II.16 Machine Learning
%A Yasubumi Sakakibara
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1115-1120
%* (c) Copyright 1995 Elsevier Science
%X The rapid growth of data in large databases such as text database, scientific database
requires efficient computer methods for automating analyses of the data with the goal
of acquiring knowledges or making discoveries.  Since the analyses of data are generally
so expensive, most parts in databases remains as raw, unanalyzed, primary data.  Technology
from machine learning theory will offer efficient tools for the intelligent analysis
using "generalization" ability.  Generalization is an important ability specific to inductive
learning which will predict unseen data with high accuracy based on learned concepts
from training examples.  We will demonstrate the effectiveness of our approach where
generalization ability is applied to predicting and analyzing primary data and extracting
knowledges from database by presenting some our results on text database analysis and
biological sequence analysis.

%M C.HCII.95.1.1121
%T Machine Learning Methods for Intelligent Assistant Systems
%S II.16 Machine Learning
%A Jurgen Herrmann
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1121-1126
%* (c) Copyright 1995 Elsevier Science
%X Intelligent assistant systems provide an adequate organization of human computer interaction
for complex problem solving.  Machine learning methods can provide significant support for
assistant systems.  The learning apprentice system COSIMA is presented that acquires
knowledge about single problem solving steps.

%M C.HCII.95.1.1127
%T Machine Learning in Human-Robot Interaction
%S II.16 Machine Learning
%A Kazuo Hiraki
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1127-1132
%* (c) Copyright 1995 Elsevier Science
%X This paper discusses a possible learning architecture for human-robot interaction.  Intelligent
robots need to share knowledge with human beings for flexible interaction.  However,
the gap between low-level sensory data and abstract human knowledge makes it
difficult to pre-encode the robot behavior against the human's various complex demands. 
To avoid this problem, robots should have a learning mechanism which is applicable
to sensory/perceptual information.  In order to overcome the gap between the low-level
sensory data and higher-level concept description, we developed a learning system, called
ACORN-II.  ACORN-II uses a method called feature abstraction, which dynamically defines
abstract sensors from primitive sensory devices and makes it possible to learn appropriate
sensory-motor constraints.  The paper demonstrates ACORN-II with some experimental
results and discusses the future direction of human-robot interaction.

%M C.HCII.95.1.1135
%T User Interface Design using Mental Model Transfer
%S II.17 Intelligent Interface Design
%A Yasufumi Kume
%A Hyun Seok Jung
%A Nozomi Sato
%A Eiichi Bamba
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1135-1140
%* (c) Copyright 1995 Elsevier Science
%X In this paper, the concept of mental model transfer is introduced to overcome the problem
of accurate transfer from system developers to end users and that of reducing the software
developing time.  In addition, mental model will be classified into "model in mental world"
and "model of mental world".  The former model is introduced to design user interface of a
shell for diagnostic system.  This paper describes how to transfer designer's mental to
maintenance engineer.  The effect of this method is discussed.

%M C.HCII.95.1.1141
%T Usability Testing for a Tele-Radiology Workstation
%S II.17 Intelligent Interface Design
%A Nahm Sik Lee
%A Jae Hee Park
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1141-1146
%* (c) Copyright 1995 Elsevier Science
%X An empirical study was conducted to provide design guidelines for the user
interface (UI) of a computer-based tele-radiology workstation, MIDAS (Medical
Image Display and Archiving System).  Under eight task-scenarios, subject
performances such as completion time, error and user interactions were recorded
by auto-logging method.  After the each test session, subjective satisfactions were
also asked using a questionnaire.  Considering the collected data, current design
defects on screen layouts, wordings, operational procedures were analyzed.  Also,
distinctive types of errors were classified and the causation of error was analyzed
with regard to the UI attributes.  The performance metrics showed that the doctors
(novice in computers) require twice as much time as the college students (expert in
computers) to acquainted with the new workstation.  Finally, UI design guidelines for
a tele-radiology workstation were suggested for the better design of a future
system.

%M C.HCII.95.1.1147
%T Adaptive Intelligent On-Line Help System
%S II.17 Intelligent Interface Design
%A Chau-Hung Wang
%A Chung-I Lee
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1147-1152
%* (c) Copyright 1995 Elsevier Science
%X This paper introduces the architecture of an Adaptive Intelligent
On line Help System (AIOHS).  Five constructive components are needed to
create such system: (1) interface manager; (2) knowledge base; (3)
inference engine; (4) knowledge checker; and (5) help information base.  An
AIOHS to be applied to some portion of text editor is constructed in this
research.  This proposed help system is designed to provide help to
different classes of users.  One strength of the system is the knowledge
base and inference engine which can detect errors and identify the object
user want to get.  Another strength is the knowledge checker which generates
different help strategies determined by the level of the user's operating
performance.  An experiment is conducted to verify the AIOHS, the results
indicates that AIOHS has good efficiency in problem solving.

%M C.HCII.95.1.1153
%T User-Friendly Interface Development for CAD-Based Engineering Data
Management Systems
%S II.17 Intelligent Interface Design
%A Ting-Kou Peng
%A Amy J. C. Trappey
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1153-1158
%* (c) Copyright 1995 Elsevier Science
%X A system designed to help engineers define and manage product engineering data is
called an Engineering Data Management system (EDMS).  Although a lot of CAD tools for
3-D design applications are capable of modeling objects using personal computers, there are
still obstacles to manage huge existing product engineering data or define a new product
comprehensively and efficiently.  Further, these CAD systems often have functional
limitation for specialized applications.  This paper will develop an EDMS to manage
existing products data and define new products.  We focus on the development of a user-friendly
interface for EDMS in order to achieve the objective of a user-oriented design and
engineering environment.

%M C.HCII.95.1.1159
%T Interfaces for Synthetic Speech Creation
%S II.17 Intelligent Interface Design
%A Hiroshi Hamada
%A Ikutoshi Mizumoto
%A Jin'ichi Chiba
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1159-1164
%* (c) Copyright 1995 Elsevier Science
%X Text-to-speech synthesis is widely used in the interfaces of phone-based
services such as telephone ordering systems and computer interfaces such as
read-out and collate systems for text edited by word-processors [1].  However, since
synthetic speech is generated automatically by fixed acoustic and linguistic
processes with average values, it is monotonous and not sufficiently intelligible. 
Although some speech synthesis systems can control the speaking speed and
fundamental frequency, it is difficult for users who are unfamiliar with speech
technology to synthesize the desired speech quality.  In some applications,
information providers using text-to-speech synthesis want to change the speech
style to match their intention.  For example, they may want to emphasize specific
words that are important to the listener.  This indicates the necessity of developing
a simple user-interface that makes it unnecessary for the user to directly control
the physical speech parameters; the interface mediates between the user and the
control of the parameters.
   The purpose of our research is to develop simple interfaces that allow the
user to create synthetic speech using terms clear to the user such as "strong
emphasis" and "more slowly".  This paper introduces an enhanced graphical user
interface (GUI) for altering the prosodic features of synthetic speech.  We also
describe the design procedure used and the design results of simple interfaces for
modifying speech style in terms of users intensive direction.

%M C.HCII.95.1.1165
%T Sensitive Screen HCIs in Recent Siemens Telecommunication Products
%S II.17 Intelligent Interface Design
%A R. Schoeffel
%B HCII95
%D 1995
%V II. Human Centered System Design
%P 1165-1170
%* (c) Copyright 1995 Elsevier Science
%X This paper presents recent HCI research at Siemens for an intelligent Home
Assistant.  It presents an example for product development emphasizing man
machine communication with more intelligence.  Goals and strategies of Siemens
research towards intelligent human computer interfaces are outlined.

fpack:!@#$%^&*(): BCSHCI97.BA
%M C.BCSHCI.97.1
%T Making Passwords Secure and Usable
%A Anne Adams
%A Martina Angela Sasse
%A Peter Lunt
%B BCSHCI97
%D 1997
%P 1-19
%K Security, Passwords, Grounded theory, Organisational
factors
%* (c) Copyright 1997 Springer Verlag
%X To date, system research has focused on designing security
mechanisms to protect systems access although their usability
has rarely been investigated.  This paper reports a study in
which users' perceptions of password mechanisms were
investigated through questionnaires and interviews.  Analysis of
the questionnaires shows that many users report problems,
linked to the number of passwords and frequency of password
use.  In-depth analysis of the interview data revealed that the
degree to which users conform to security mechanisms depends
on their perception of security levels, information sensitivity and
compatibility with work practices.  Security mechanisms
incompatible with these perceptions may be circumvented by
users and thereby undermine system security overall.

%M C.BCSHCI.97.21
%T Strategies for Organising Email
%A Olle Balter
%B BCSHCI97
%D 1997
%P 21-38
%K Electronic mail, Email, Organisation, Archiving, Folder,
Cleaning, Strategy
%* (c) Copyright 1997 Springer Verlag
%X With the increasing flow of email, strategies for organising
email messages become more important.  Research describes
various strategies used for archiving and retrieving messages. 
Categorising these strategies is important to identify special
needs, problems and solutions for users of each strategy.  This
study extends earlier categories by grouping users after folder
usage and cleaning frequency.  Conclusions are that the
strategies are affected by the choice of mail tool and number of
incoming messages, but no influence by the work task or
position could be found.  Some advice on interface design to
support the different strategies is given.

%M C.BCSHCI.97.39
%T Navigating Telephone-Based Interfaces with Earcons
%A Stephen Brewster
%B BCSHCI97
%D 1997
%P 39-56
%K Earcons, Telephone-based interfaces, Auditory interfaces,
Non-speech audio, Navigation
%* (c) Copyright 1997 Springer Verlag
%X Non-speech audio messages called earcons can provide powerful
navigation cues in menu hierarchies.  However, previous research on
earcons has not addressed the particular problems of menus in
telephone-based interfaces (TBI's) such as: Does the lower quality of
sound in TBI's lower recall rates, can users remember earcons over a
period of time and what effect does training type have on recall.  An
experiment was conducted and results showed that sound quality did
lower the recall of earcons.  However, redesign of the earcons overcame
this problem with 73% recalled correctly.  Participants could still recall
earcons at this level after a week had passed.  Training type also
affected recall.  With 'personal training' participants recalled 73% of
the earcons but with purely textual training results were significantly
lower.  These results show that earcons can provide excellent
navigation cues for telephone-based interfaces.

%M C.BCSHCI.97.57
%T Do Users Always Benefit When User Interfaces Are Consistent?
%A David A. Caulton
%A Ken Dye
%B BCSHCI97
%D 1997
%P 57-66
%* (c) Copyright 1997 Springer Verlag
%X Do users always learn a new program faster if its UI is
consistent with a previously learned user interface?  Most UI
style guides claim they do.  A study is described that refutes this
claim by demonstrating a case where a version of Microsoft
Project that is less consistent with Microsoft Office is more
usable to expert Office users than one that is more consistent
with Office.  It is proposed that the inconsistent version is more
usable because Microsoft Project is a different class of
application -- more vertical -- and thus different UI techniques
are appropriate.  It is argued that users benefit from consistent
interfaces where programs perform similar functions over a
wide range of user goals, but in more vertical applications and
where the user's goals are different, appropriateness to purpose
is more important than consistency.

%M C.BCSHCI.97.67
%T Conceptual Design Reconsidered:
The Case of the Internet Session Directory Tool
%A Louise Clark
%A M. Angela Sasse
%B BCSHCI97
%D 1997
%P 67-84
%K Conceptual design, Mental models, Users' models, Internet
conferencing
%* (c) Copyright 1997 Springer Verlag
%X We report a case study in which conceptual design was applied
to create a user interface of an innovative software tool.  The
Session Directory Tool (sdr) allows users to set up and
participate in real-time interactive multimedia events on the
Internet.  To make this functionality available to users who are
not familiar with the underlying network technology and
videoconferencing, we identified a metaphor which could be
extended into a design model (Electronic TV Listings Guide),
and communicated this model through linguistic and structural
features of the user interface.  Evaluation results indicate that
this effort was largely successful: new users handled sdr
competently after a short training session and 5 days' practise,
and articulated their knowledge of the tool in terms related to
the design model.  The case study demonstrates the potential of
conceptual design, integrated with tangible HCI design
techniques, for developing user interfaces to innovative
technology.

%M C.BCSHCI.97.85
%T Computer Anxiety and the Human-Computer Interface
%A Donald Day
%A Paivi Makirinne-Crofts
%B BCSHCI97
%D 1997
%P 85-100
%K Computer anxiety, Interface quality, Self-efficacy
%* (c) Copyright 1997 Springer Verlag
%X Despite widespread PC use in recent decades, many users
remain anxious about their ability to cope with computers.  This
paper reports a study evaluating how interface features
contribute to computer anxiety.  Key constructs include cultural
and individual differences, interface quality, self-efficacy, ease
of use, user attitudes and intended usage behaviour.  Findings
indicate that anxious users prefer innovative I/O devices,
experience low self-efficacy, and dislike inconsistent status
messages and blocked-option menus.  Intended usage behaviour
appears to be inversely related to levels of computer anxiety. 
These findings provide moderate support for a modified
Technology Acceptance Model proposed by the study.

%M C.BCSHCI.97.101
%T Towards a Situated Action Calculus for Modelling Interactions
%A Alberto Faro
%A Daniela Giordano
%B BCSHCI97
%D 1997
%P 101-116
%K Situated action calculus, Formal specification, Requirements
engineering, Information systems design
%* (c) Copyright 1997 Springer Verlag
%X Formal modelling of situated actions and context is a
worthwhile endeavor if it provides a framework for verifying
requirements correctness and generates principles for building
interfaces for fluid interactions.  The paper argues that action
sequences, rather than states, are a suitable representation for
this problem, and proposes a situated action calculus based on a
new material implication relation among contexts.  The situated
action calculus extends in two respects a story-telling theory for
embedding the user requirements in meaningful contexts.  First,
it provides a formalism and a set of operators that allow the
designer to verify that stories told by different actors generate a
safe and live representation; and second, it allows partitioning
such representation in a succession of scenes which can be
aggregated to define for each actor an interface that unfolds
with the task and the context.

%M C.BCSHCI.97.117
%T Explorations in Sonic Browsing
%A M. Fernstrom
%A L. Bannon
%B BCSHCI97
%D 1997
%P 117-131
%K Browsing, Multimedia, Visualisation, Sonification, Spatial
audio
%* (c) Copyright 1997 Springer Verlag
%X This paper describes a novel browser prototype that has been
designed and implemented on PC's and soundcards.  Our focus
has been on the development of a usable and engaging interface
which exploits both visual and aural features of the data space. 
The project involves state-of-the-art work in human-computer
interaction and multimedia development.  We are working on a
data set of musical compositions, and are designing and testing
the prototype with a group of musicians.  This paper provides
some detail on the development process, the current
architecture of the system, and describes some of the problems
encountered.

%M C.BCSHCI.97.133
%T Remote Homeplace Communication: What is It Like
and How Might We Support It?
%A David M. Frohlich
%A Kathy Chilton
%A Paul Drew
%B BCSHCI97
%D 1997
%P 133-153
%K Home, Homeplace, Communication, Interaction,
Telephone, Call, Relationship, User needs, Requirements, Technology
%* (c) Copyright 1997 Springer Verlag
%X We introduce the study of homeplace communication as being
relevant to the design of new communication technology for the
home market.  After reviewing current approaches to the field,
we go on to describe the nature of remote homeplace
communication over the telephone, based on a quantitative and
qualitative analysis of 315 household telephone calls.  The
findings are contrasted with aspects of workplace
communication and used to identify 7 user requirements for
support.  We conclude with recommendations for future basic
and applied research in the area.

%M C.BCSHCI.97.155
%T A Making-Movies Metaphor for Structuring Software
Components in Highly Interactive Applications
%A Michelle Jacomi
%A Stephane Chatty
%A Philippe Palanque
%B BCSHCI97
%D 1997
%P 155-173
%K Software architecture, User interface design, Metaphors
%* (c) Copyright 1997 Springer Verlag
%X Structuring full scale, highly interactive applications still
involve complex design choices for programmers.  This is
because current techniques do not cover the issue of structuring
applications at all scales.  Programmers thus have to make
choices without a good understanding of their consequences.  We
consider that this is similar to the problem encountered by a
user who explores a user-driven application and has little
guidance on actions that can be performed.  In the same way as
metaphors have been used to help users anticipate the
consequences of their actions, we propose to use metaphors to
help programmers make their choices.  This article describes a
making-movies metaphor that provides guidance for organising
the interface of an application, but also its links with the objects
of the functional core.  We show how this approach can be
merged with current software engineering techniques to specify
and build full scale applications.  This is exemplified with a
graphical editor acting as an interface to optimisation
algorithms, and used for splitting air space into air traffic
control sectors.

%M C.BCSHCI.97.175
%T The Impact of Time and Place on the Operation of
Mobile Computing Devices
%A Chris Johnson
%B BCSHCI97
%D 1997
%P 175-190
%K Mobile computing, Interface design, Satellite communications,
Cellular networks
%* (c) Copyright 1997 Springer Verlag
%X Recent improvements in the quality and reliability of wireless
communications has led to the development of a range of mobile
computing devices.  Many portable computers now offer
modem connections through cellular and satellite telephone
networks.  Taxi services, emergency vehicles, domestic repair
teams all now rely upon mobile links to central computing
systems.  In spite of these advances, a number of technical
problems still affect the quality of interaction with mobile
applications.  Electromagnetic interference blocks radio
signals.  Obstacles in the line of sight can interrupt microwave
and infra-red transmissions.  Tracking problems frustrate the
use of low-level satellites.  Transmission delays affect the
service provided by higher, geostationary satellites.  From the
users' point of view, these problems manifest themselves as
geographical constraints upon the usability of their 'mobile'
device.  This lead to delays in the transmission of critical
information.  These, in turn, lead to the frustration and error
that often complicates the operation of mobile computer
systems.  In the short term, it seems unlikely that the technical
limitations will be resolved.  The following pages, therefore,
argue that interface designers must consider means of reducing
the impact of geographic allocation upon the operation of
mobile computing devices.

%M C.BCSHCI.97.191
%T The Impact of Marginal Utility and Time on
Distributed Information Retrieval
%A Chris Johnson
%B BCSHCI97
%D 1997
%P 191-204
%K Electronic gridlock, Information saturation, Marginal utility
%* (c) Copyright 1997 Springer Verlag
%X This paper argues that marginal utility can be extended from
the domain of Micro-economics to explain some of the problems
that frustrate interaction with distributed systems.  In
particular, it is argued that concave utility curves can be used to
analyse the electronic gridlock that occurs when remote systems
cannot satisfy the number of demands which users make upon
their services.  Convex utility curves represent the information
saturation that occurs when users cannot extract important
documents from amass of irrelevant information.  The paper
goes on to argue that marginal utility can also be used to
identify a range of interface techniques that reduce the
problems associated with electronic gridlock and information
saturation.

%M C.BCSHCI.97.205
%T Computer-Assisted Remote Control for the User
with Motor Impairment
%A Peter E. Jones
%B BCSHCI97
%D 1997
%P 205-221
%K Assistive technology, Motor impaired, Cerebral palsy, Remote
control, Novel input-output
%* (c) Copyright 1997 Springer Verlag
%X Two projects are described for children with Cerebral
Palsy.  The first one is a computer controlled radio car,
CAR.  This provided the inspiration for the solution needed
in the second project -- a remote control for a user with
motor impairment.  This resulted in a prototype controller
box that we named Rico.  It is a low cost device attached via
the parallel port to any PC.  It is capable of adapting to the
infrared signals of most remote controls for domestic
devices such as CD players, TVs and VCRs.  Users with
severe motor impairment can interact with a computer
and through Rico have it mimic the action of the domestic
remote controls.  In first learning to use both CAR and
Rico, we found it necessary to allow simultaneous
interaction by the user and the teacher or occupational
therapist.  Therefore we have two humans in the HCI!  The
user who is motor impaired interacts via any one of a
number of simple selection devices whilst the teacher
uses the keyboard.  In our case the users were teenagers
severely disabled by Cerebral Palsy, who are confined to
wheelchairs and are at the stage of just learning to read. 
The adaptability of the hardware and software would allow
the use of Rico for a wide range of users suffering motor
impairment through other causes.

%M C.BCSHCI.97.223
%T Research and the Design of Human-Computer
Interactions or 'What Happened to Validation?'
%A John Long
%B BCSHCI97
%D 1997
%P 223-243
%K Research, Design, Human-computer interactions, Effectiveness
%* (c) Copyright 1997 Springer Verlag
%X This paper argues the need for more effective: human-computer
interactions; design of such interactions; and research to
support such design.  More effective research would result in
more effective interactions.  One contribution to more effective
research would be the specification of relations between
research and the design of human-computer interactions in
support of the validation of new knowledge.  The aim of this
paper is to propose such a specification both for HCI and
Cognitive Science research and the relations between them. 
Meeting the HCI specification renders HCI knowledge
coherent, complete and 'fit-for-design-purpose'.  The paper
concludes that specification of relations is required for more
effective research support for the design of human-computer
interactions.

%M C.BCSHCI.97.245
%T Using Diagrams to Support the Analysis of System
'Failure' and Operator 'Error'
%A Lorna Love
%A Chris Johnson
%B BCSHCI97
%D 1997
%P 245-261
%K Accident analysis, Fault trees, Operator 'error',
System 'failure'
%* (c) Copyright 1997 Springer Verlag
%X Computers are increasingly being embedded within safety
systems.  As a result, a number of accidents have been caused
by complex interactions between operator 'error' and system
'failure'.  Accident reports help to ensure that these 'failures'
do not threaten other applications.  Unfortunately, a number of
usability problems limit the effectiveness of these documents. 
Each section is, typically, drafted by a different expert; forensic
scientists follow metallurgists, human factors experts follow
meteorologists.  In consequence, it can be difficult for readers to
form a coherent account of an accident.  This paper argues that
fault trees can be used to present a clear and concise overview
of major failures.  Unfortunately, fault trees have a number of
limitations.  For instance, they do not represent time.  This is
significant because temporal properties have a profound impact
upon the course of human-computer interaction.  Similarly, they
do not represent the criticality or severity of a failure.  We have,
therefore, extended the fault tree notation to represent traces of
interaction during major failures.  The resulting Accident Fault
Tree (AFT) diagrams can be used in conjunction with an
official accident report to better visualise the course of an
accident.  The Clapham Junction railway disaster is used to
illustrate our argument.

%M C.BCSHCI.97.263
%T The Interactional Affordances of Technology:
An Ethnography of Human-Computer Interaction
in an Ambulance Control Centre
%A David Martin
%A John Bowers
%A David Wastell
%B BCSHCI97
%D 1997
%P 263-281
%* (c) Copyright 1997 Springer Verlag
%X This paper reports an ethnography of ambulance dispatch work
in a large UK metropolitan region.  The interplay between
control centre ecology, usage of a computerised dispatch system,
and cooperative work of control personnel is analysed.  The
methods by which a 'working division of labour' is sustained to
effectively manage dispatch in the face of high workload and
manifold contingency are explicated, and contrasted with
methods employed by workers in other control room settings
known from the literature.  The implications of the study for
system improvement and for several emphases in HCI research
(including discussions of 'affordances') are explored.

%M C.BCSHCI.97.283
%T Why, What, Where, When: Architectures
for Cooperative Work on the World Wide Web
%A Devina Ramduny
%A Alan Dix
%B BCSHCI97
%D 1997
%P 283-301
%K Software architecture, CSCW, Internet, Caching, Replication,
Applets, Feedback, Feedthrough, Temporal problems, Delays
%* (c) Copyright 1997 Springer Verlag
%X The software architecture of a cooperative user interface
determines what component is placed where.  This paper
examines some reasons determining why a particular placement
should be chosen.  Temporal interface behaviour is a key issue:
when users receive feedback from their own actions and
feedthrough about the actions of others.  In a distributed system,
data and code may be moved to achieve the desired behaviour
-- in particular, Java applets can be downloaded to give rapid
local semantic feedback.  Thus we must choose not only the
physical location for each functional component but also when
that component should reside in different places.

%M C.BCSHCI.97.303
%T BUILD-IT: A Computer Vision-Based Interaction Technique
for a Planning Tool
%A M. Rauterberg
%A M. Fjeld
%A H. Krueger
%A M. Bichsel
%A U. Leonhardt
%A M. Meier
%B BCSHCI97
%D 1997
%P 303-314
%K Augmented reality, Natural user interface, Video based
interaction, Computer aided design
%* (c) Copyright 1997 Springer Verlag
%X In this article we wish to show a method that goes beyond the
established approaches of human-computer interaction.  We
first bring a serious critique of traditional interface types,
showing their major drawbacks and limitations.  Promising
alternatives are offered by Virtual (or: immersive) Reality (VR)
and by Augmented Reality (AR).  The AR design strategy
enables humans to behave in a nearly natural way.  Natural
interaction means human actions in the real world with other
humans and/or with real world objects.  Guided by the basic
constraints of natural interaction, we derive a set of
recommendations for the next generation of user interfaces: the
Natural User Interface (NUI).  Our approach to NUIs is discussed
in the form of a general framework followed by a prototype. 
The prototype tool builds on video-based interaction, and
supports construction and plant layout.  A first empirical
evaluation is briefly presented.

%M C.BCSHCI.97.315
%T Formally Comparing and Informing Notation Design
%A C. R. Roast
%B BCSHCI97
%D 1997
%P 315-336
%K Cognitive dimensions, Formal methods, Notations,
programming
%* (c) Copyright 1997 Springer Verlag
%X This paper uses the analytic framework of cognitive dimensions
to provide formal interpretations of dimensions for appraising
the suitability of interactive systems for particular tasks.  The
framework also provides an effective terminology to support a
wide range of assessments including interface evaluation, and
the resistance of notations to modification.  We propose that
interface design can benefit from interpreting cognitive
dimensions as tools for assessing software characteristics such
as usability and modifiability.  Our interpretation of these
dimensions has the benefits of being formal and at the same
time yielding practical measures and guidelines for assessment. 
In this paper our formalisation of cognitive dimensions
examines and illustrates the dimensions of 'viscosity' --
resistance to change.  We demonstrate the appropriateness of
the measures developed as a means of assessing notational
resistance to change and the general results that their
formalization enables.

%M C.BCSHCI.97.337
%T Direct Object Manipulation vs. Direct Concept
Manipulation: Effect of Interface Style on Reflection
and Domain Learning
%A Kamran Sedighian
%A Marv Westrom
%B BCSHCI97
%D 1997
%P 337-357
%K Interface, Direct manipulation, Reflection, Children, Education,
Learning, Motivation, Mathematics, Problem solving, Human-computer
interaction, Transformation geometry
%* (c) Copyright 1997 Springer Verlag
%X This paper investigates the effects of interface style on children's
domain learning and reflective thought.  It argues that the
educational deficiencies of Direct Manipulation (DM) interfaces are
not necessarily caused by their "directness", but by their directness
towards objects rather than embedded educational concepts.  This
paper furthers our understanding of the DM metaphor in
educational software by proposing a shift of approach from Direct
Object Manipulation (DOM) to Direct Concept Manipulation
(DCM).  A number of pedagogical strategies for supporting the
DCM metaphor are offered.  Results reported from a study using
three variations of an educational software application are used to
support these points.

%M C.BCSHCI.97.359
%T HyperAT: HCI and Web Authoring
%A Yin Leng Theng
%A Cecile Rigny
%A Harold Thimbleby
%A Matthew Jones
%B BCSHCI97
%D 1997
%P 359-378
%K "Lost in hyperspace", Authoring tool, World Wide Web,
Multi-disciplinary approach
%* (c) Copyright 1997 Springer Verlag
%X We review HCI problems with hypertext, and for authoring
World Wide Web documents in particular.  We suggest that a
framework is required to understand the usability issues, and
that these issues cannot be seen as psychological or computing:
they are multi-disciplinary.  We discuss HyperAT, a prototype
authoring tool, being implemented to test these ideas.

%M C.BCSHCI.97.379
%T Separating User Knowledge of Domain and Device:
A Framework
%A Peter Timmer
%A John Long
%B BCSHCI97
%D 1997
%P 379-395
%K Mental representation, Domain, Problem diagnosis, Air
traffic management
%* (c) Copyright 1997 Springer Verlag
%X A framework for modelling user-device interaction is
presented.  Models constructed with the framework explicitly
separate 1) what the operator knows about the work (domain)
being carried out, from 2) what the operator knows about the
state of the devices used to carry out that work.  Using an
illustration from Air Traffic Management (ATM), the value of
such separation is shown, for the diagnosis of operator
behaviour that leads to system ineffectiveness.  The design
implications of using such worksystem models, in conjunction
with domain models, are discussed.

%M C.BCSHCI.97.397
%T Eliciting Information Portrayal Requirements:
Experiences with the Critical Decision Method
%A William B. L. Wong
%A Philip J. Sallis
%A David O'Hare
%B BCSHCI97
%D 1997
%P 397-415
%K Display design, Cognitive task analysis, Critical Decision
Method, Ambulance dispatch management
%* (c) Copyright 1997 Springer Verlag
%X This study is part of research that is investigating the notion
that human performance in dynamic and intentional decision
making environments, such as ambulance dispatch
management, can be improved if information is portrayed in a
manner that supports the decision strategies invoked to achieve
the goal states of the process being controlled.  Hence, in
designing interfaces to support real-time dispatch management
decisions, it is suggested that it would be necessary to first
discover the goal states and the decision strategies invoked
during the process, and then portray the required information
in a manner that supports such a user group's decision making
goals and strategies.
   The purpose of this paper is to report on the experiences
gleaned from the use of a cognitive task analysis technique
called Critical Decision Method as an elicitation technique for
determining information portrayal requirements.  This paper
firstly describes how the technique was used in a study to
identify the goal states and decision strategies invoked during
the dispatch of ambulances at the Sydney Ambulance Coordination
Centre.  The paper then describes how the interview
data was analysed within and between cases in order to reveal
the goal states of the ambulance dispatchers.  A brief
description of the resulting goal states follows, although a more
detailed description of the goals states and their resulting
display concepts has been reported elsewhere (Wong et
al., 1996b).  Finally, the paper concludes with a set of
observations and lessons learnt from the use of the Critical
Decision Method for developing display design concepts in
dynamic intentional environments.

fpack:!@#$%^&*(): ESP93.BA
%T What is Software Interaction Design?
%S Keynote
%A Terry Winograd
%B ESP93
%M C.ESP.93.-
%D 1993
%P --
%* (c) Copyright 1993 Ablex Publishing

%T End-User Programming
%S Panels
%A Wayne D. Gray
%A Bonnie E. John
%A Bonnie A. Nardi
%A Marian Petre
%A James C. Spohrer
%A Althea A. Turner
%B ESP93
%M C.ESP.93.1
%D 1993
%P 1-2
%* (c) Copyright 1993 Ablex Publishing
%X End-user programming involves the end user building new tools, not simply using an application. 
Hence, word processing is not an example of end-user programming while building style sheets
for a word processor would be.  Using communication software is not, writing a script for the
communication software is.  Using someone else's spreadsheet is not, building your own
spreadsheet is.  Using someone else's HyperCard stack is not, building your own is.  Running
someone else's cognitive model is not, building a cognitive model that fits your theory is.
   This definition includes both specialized software for experts (for example, Edmonds, O'Brien, &
Bayley, 1993), semi-domain specialized software such as spreadsheets, as well as intendedly
general purpose (but specialized anyway) software such as HyperCard.  The two defining
characteristics are: building software tools (what the end-user programming language, EPL, is
used for) and characteristics of the user (whose main interest is in building a tool for which they,
among possible others, will be a user).  Hence, LISP could be considered an EPL for C
programmers who use EMACS.

%T Has of ESP Research Improved Programming Instruction?
%S Panels
%A Marcia C. Linn
%A Michael J. Clancy
%A Lydia Mann
%A Philip Miller
%A Elliot Soloway
%B ESP93
%M C.ESP.93.3
%D 1993
%P 3-5
%* (c) Copyright 1993 Ablex Publishing
%X This panel discussion will address:
 (a) how instructors use current research on programming and
 (b) how future research might contribute to better teaching.
We hope to help participants at the ESP V conference synthesize current studies and identify future
directions for empirical work.  In addition, we hope to alert researchers to unanticipated
consequences of current empirical studies for programming courses.

%T Beyond Program Understanding: A Look at Programming Expertise in Industry
%S Papers
%A Lucy M. Berlin
%B ESP93
%M C.ESP.93.6
%D 1993
%P 6-25
%* (c) Copyright 1993 Ablex Publishing
%X In the computer industry, expert programmers must often relearn parts of their craft as they retool
themselves to new computer languages, programming environments, software frameworks
and systems.  Our study of consulting interactions between these apprentices and experts has
given insights into this collaborative work practice and into the knowledge gaps of programmers
in a new environment.
   In this paper we characterize the apprenticeship interactions we observed, the skills experts use
in collaborative problem solving, the hard-to-find information they emphasize, and the tutoring
skills they exhibit.  The observations also indirectly suggest the multi-faceted knowledge
required for real-life programming expertise, and the knowledge and skills that make experts
so much more effective in their daily work.

%T The Collaboration Thread: A Formative Evaluation of Object-Oriented Education
%S Papers
%A John M. Carroll
%A Mary Beth Rosson
%A Mark K. Singley
%B ESP93
%M C.ESP.93.26
%D 1993
%P 26-41
%* (c) Copyright 1993 Ablex Publishing
%X We are exploring a type of critical incident analysis that groups together
sets of causally related user episodes; we refer to these as "critical
threads." The episodes of a critical thread are sometimes less-than-critical
when viewed in isolation, which can be a problem in formative
evaluation, since when taken together, these same episodes can expose
major underlying usability issues.  We use psychological design rationale
to construct a unifying description of the set of user episodes comprising
a critical thread (i.e., as a sort of abstract and distributed user scenario). 
Such a description guides the recognition of pieces of a critical thread in
data and the articulation of underlying usability themes embodied across
the various constituent episodes.

%T Externalising Information During Coding Activities: Effects of Expertise,
Environment and Task
%S Papers
%A Simon P. Davies
%B ESP93
%M C.ESP.93.42
%D 1993
%P 42-61
%* (c) Copyright 1993 Ablex Publishing
%X This paper presents empirical evidence for differences in the nature of problem solver's information
externalisation strategies.  Two experiments concerned with programming behaviour are reported
which suggest that experts tend to rely much more upon the use of external memory sources in
situations where the device they use to construct the program hinders the utilisation of a display in
the service of performance.  Experts and novices also appear to externalise different kinds of
information during problem solving.  Hence, experts tend to externalise low level information,
mainly to aid simulation, whereas novices develop higher level representations which might be
characterised as transformations or re-representations of the problem state.  Moreover in the case of
experts, the nature of externalised information appears to depend upon whether they are generating
a program as opposed to comprehending it.  These results provide support for a display-based view
of problem solving.  Moreover these studies address strategic differences in the externalisation of
information, which until now have remained unexplored in accounts of display-based behaviour. 
Finally, the paper suggests a number of implications for the design of tools intended to support
the programming process and for systems aimed at teaching programming skills.

%T Mind Your Ps and Qs: Using Parentheses and Quotes in LISP
%S Papers
%A Elizabeth A. Davis
%A Marcia C. Linn
%A Lydia M. Mann
%A Michael J. Clancy
%B ESP93
%M C.ESP.93.62
%D 1993
%P 62-85
%* (c) Copyright 1993 Ablex Publishing
%X Learning the Ps and Qs of LISP turns out to be more challenging than
most textbooks and many instructors anticipate.  By "minding your Ps and Qs"
we refer to appropriate use of parentheses and quotes.  We investigate (a) the
aspects of Ps and Qs that are most likely to confuse novice programmers, and (b)
the course of knowledge development that novice programmers follow in
making sense of Ps and Qs in LISP.
   We devised a 23-problem LISP Ps and Qs assessment and administered
it to 36 students in individual interviews.  We identified seven rules that
accounted for most of the inappropriate conjectures made by students about Ps
and Qs.  Students applied each conjecture or "rule" either consistently or
intermittently.  Based on their patterns of rule use, students could be categorized
as rule refiners, rule users, or rule seekers.
   These results suggest that students struggle to make sense of
information about LISP syntax and about the nature of rules in programming.  In
making sense of programming rules, for example, students might draw on their
knowledge of rules for English grammar or rules for algebra symbol
manipulation.  It is tempting to conclude that students need more explicit
instruction in LISP but our observations suggest, instead, that students need
encouragement and support as they construct personal views of programming. 
Learning the Ps and Qs of LISP requires the same process of knowledge
integration and refinement characteristic of more complex learning.

%T Tales of Debugging From the Front Lines
%S Papers
%A Marc Eisenstadt
%B ESP93
%M C.ESP.93.86
%D 1993
%P 86-112
%* (c) Copyright 1993 Ablex Publishing
%X A world-wide trawl for debugging anecdotes elicited replies from 78 respondents, including a
number of implementors of well-known commercial software.  The stories included descriptions of
bugs, bug-fixing strategies, discourses on the philosophy of programming, and several highly
amusing and informative reminiscences.  Experiences included using a steel ruler to debug a
COBOL line printer listing, browsing through a punched card deck to debug an early FORTRAN
compiler, and struggling in vain to find intermittent bugs on popular commercial products.  An
analysis of the anecdotes reveals three primary dimensions of interest: why the bugs were difficult
to find, how the bugs were found, and root causes of bugs.  Half of the difficulties arose from just
two sources: (i) large temporal or spatial chasms between the root cause and the symptom, and (ii)
bugs that rendered debugging tools inapplicable.  Techniques for bug-finding were dominated by
reports of data-gathering (e.g. print statements) and hand-simulation, which together accounted for
almost 80% of the reported techniques.  The two biggest causes of bugs were (i) memory
overwrites and (ii) vendor-supplied hardware or software faults, which together accounted for more
than 40% of the reported bugs.  The paper discusses the implications of these findings for the
design of program debuggers, and explores the possible role of a large repository/data base of
debugging anecdotes.

%T Learning Computer Programming: A Route to General Reasoning Skills?
%S Papers
%A Adrienne Y. Lee
%A Nancy Pennington
%B ESP93
%M C.ESP.93.113
%D 1993
%P 113-136
%* (c) Copyright 1993 Ablex Publishing
%X The learning of computer programming in schools has often been promoted as a basis for the
learning of general thinking skills.  Thus, a fundamental question about computer programming
skill is whether it "transfers" to reasoning in other domains.  Our research investigates whether
expert diagnostic strategies will transfer spontaneously from established programming skill to
another, unfamiliar domain.  We then examine whether diagnostic reasoning can be taught to
novices, in the context of learning to program, in a way that liberates the strategy from its
content.  The first experiment examined experienced subjects (extensive programming but no
electronics) and inexperienced subjects (no programming or electronics) performances in two
domains (programming and electronics) when domain specific information was provided.  Results
suggest that practicing a component of programming skill (debugging) will produce a general
diagnostic skill that can transfer spontaneously across domains.  The second experiment examined
the training of inexperienced subjects for transfer.  Experimental subjects learned more than
controls, but did not show more transfer.  More training may be necessary for subjects to reach
advanced levels of the skill and thereby show transfer.

%T Comparing the Comprehensibility of Textual and Graphical Programs:
The Case of Petri Nets
%S Papers
%A Thomas G. Moher
%A David C. Mak
%A Brad Blumenthal
%A Laura M. Leventhal
%B ESP93
%M C.ESP.93.137
%D 1993
%P 137-161
%* (c) Copyright 1993 Ablex Publishing
%X In an experiment inspired by Green, Petre, and Bellamy (1991), three forms of Petri net representations
were tested against two textual program representations for comprehensibility.  Two tasks were employed:
question-answering and matching.  The results reaffirmed the textual match-mismatch phenomenon
frequently reported for circumstantial vs. sequential programs, but failed to find a match-mismatch for
alternative net representations.  Petri nets appeared to be more well-suited in general to backwards
questions, but performance was strongly dependent to the layout of the Petri nets.  In general, the results
indicate that the efficacy of a graphical program representation is not only task-specific, but also highly
sensitive to seemingly ancillary issues such as layout and the degree of factoring.

%T Does Programming Knowledge or Design Strategy Determine Shifts of Focus in
Prolog Programming?
%S Papers
%A Thomas C. Ormerod
%A Linden J. Ball
%B ESP93
%M C.ESP.93.162
%D 1993
%P 162-186
%* (c) Copyright 1993 Ablex Publishing
%X In this paper we examine the nature of expertise in program writing, in particular the factors which
underlie the order in which code is generated by Prolog programmers.  Verbal and keystroke
recordings were taken from five expert subjects coding solutions to a problem requiring a recursive
list-processing solution.  A quantitative analysis of transcripts revealed a wide variation between
subjects in the presence of non-linearities in code generation, with one subject demonstrating
almost perfect linear development of code whilst others showed varying degrees of non-linearity. 
On the other hand, there was little evidence of deviation from a structured approach to code
development even by experts producing code in a non-linear fashion.  Qualitative analysis of verbal
protocols revealed two key factors which determined the sequence of code generation: these were 1)
switches between different views of the programming problem during solution development; and 2)
the operation of problem scheduling strategies which created agenda for tackling coding sub-problems
We discuss our findings in terms of current theories of programming expertise, and
propose that the notion of programming 'plans' is neither necessary nor sufficient to account for
the shifts of focus in the coding of our expert subjects.  Plans may be a component of
programming expertise, but they cannot alone account for the different coding orders observed in
the construction of similar programs.  Instead, we argue that a theory of programming expertise
must account for the role of design strategies such as structured problem decomposition and
problem scheduling that are employed by experts in developing code.

%T An Analysis of Novice Programmers Learning a Second Language
%S Papers
%A Jean Scholtz
%A Susan Wiedenbeck
%B ESP93
%M C.ESP.93.187
%D 1993
%P 187-205
%* (c) Copyright 1993 Ablex Publishing
%X This research studied novice programmers with some Pascal knowledge during their
initial attempts at learning another programming language.  We wanted to identify
the programming knowledge they had previously acquired and determine if they were
able to use this knowledge in learning a second language.  We found that plan
structure differences could be used to predict problems programmers encountered. 
Additionally, we discovered that novices were hampered in transferring to a new
language, not only by features of the new language, but by inadequate or missing
knowledge of both programming constructs from their first language and
programming concepts in general.

%T Positive Test Bias in Software Testing by Professionals:
What's Right and What's Wrong
%S Papers
%A Barbee Teasley
%A Laura Marie Leventhal
%A Diane S. Rohlman
%B ESP93
%M C.ESP.93.206
%D 1993
%P 206-221
%* (c) Copyright 1993 Ablex Publishing
%X Software testing, which consumes substantial effort in software development, is a
virtually unexplored area in human-computer interaction.  At Bowling Green State
University, we have a program of research which is looking at the application of
judgment and decision-making theory to software testing, focusing on the role of
positive test bias in software testing.  Studies of naturalistic testing tasks, as well as
ones which follow common laboratory models in this area, have found ample evidence
that testers have a positive test bias.  This bias is manifest as a tendency to execute
about four times as many positive tests, designed to show that "the program works"
(i.e., valid data), as tests which challenge the program (i.e., use invalid data).  While
positive tests do uncover errors in a program and need to be done, failure to do negative
tests leaves much of the program invalidated.
   Our studies have also shown that the expertise of the subjects, the completeness of
the software specifications, and the presence / absence of program errors may reduce
positive test bias.  Talk-aloud data suggests that advanced computer science students and
professional programmers do invent specifications to test in the absence of actual
specifications, but still exhibit positive test bias.

%T Program Comprehension of Literate Programs by Novice Programmers
%S Posters
%A Christopher F. Bertholf
%A Jeanne Scholtz
%B ESP93
%M C.ESP.93.222
%D 1993
%P 222
%* (c) Copyright 1993 Ablex Publishing
%X This study compares comprehension of Lit style literate programs with that of traditional modular
programs with both internal and external documentation.  Literate programming (Knuth, 1984)* enhances
a computer program by incorporating program text into a comprehensive design document.  Although
not previously well defined, we believe Knuth's concept has great intuitive appeal, fits in well with a
multi-disciplinary approach to automating portions of the software engineering process, and can be
adapted easily to the incorporation of empirically derived principles of program comprehension.
   The Lit system developed by Chris Bertholf employs many of Knuth's principles for literate style
programs as well as several others; the program text is incorporated into a comprehensive design
document which uses typographic cues and a book style presentation paradigm.  A program description
and information about design history, the task domain, and implementation are included in the program
document.  The table of contents provides information about the overall structure of the program.  In
addition, algorithms are documented in pseudo-code and documentation of anticipated modifications is
included.  Extensive documentation of the usage of variables, procedures, and functions is also included.
   Does this increased amount of documentation and the unique presentation format hinder or
facilitate program comprehension?  This study compared the comprehension results of 20 novice
programmers randomly divided into two groups and given either a traditional modular FORTRAN program
or an equivalent Lit style literate program to modify.  Subjects performed the task of completing an
incomplete program; all program modifications were made on paper, thus syntax errors were expected. 
The elapsed time to produce a solution was recorded, and several measures of comprehension were
collected and analyzed.  Completed programs were judged as completely correct, functionally correct with
syntax errors, or incorrect.  The overall result was that subjects given the literate programs found a
solution more often than did subjects using the traditional modular programs.  None of the subjects given
the modular programs were able to produce even functionally correct solutions.  In addition, none of the
subjects given Lit style literate programs modified sections of code that were unrelated to the modification
specification while all of the subjects given traditional modular programs modified sections of code which
were unrelated to the modification specification.  Similar results have also been obtained with advanced
programmers in another related study.
   Although this study did not attempt to isolate the factors which aided in comprehension, it did
show that the Lit style programs are useful for program maintenance tasks.  Future research in this area
should concentrate on isolating the factors that produced such a marked distinction in performance
between the Lit style literate program group and the traditional program group.
   * Knuth, D. (1984).  Literate Programming.  The Computer Journal, 27(2), 97-112.

%T The Dynamic Construction of Work Organizations During Team Programming:
Elements of a Process of Dynamic Organization
%S Posters
%A Nick V. Flor
%B ESP93
%M C.ESP.93.223
%D 1993
%P 223
%* (c) Copyright 1993 Ablex Publishing
%X The complexity and enormity of most computer programming tasks suggests that their successful
completion by software teams requires not only careful design but also careful planning of both
the work organizations and the coordination of results for the various programming subtasks. 
The goal of this paper is to show that useful work can be accomplished by individual-centered
work organizations acting in the best interests of their own tasks and reacting opportunistically to
useful information in other work organizations.  The activities of a pair of programmers working
on a software maintenance task will be analyzed in detail.  It will be argued that what looks on the
surface like planned collaboration between the programmers is actually the consequence of a
dynamic organizational process.  Concurrent with the analysis conducted, the elements of this
process will be identified and their potential role in shaping the construction of new work
organizations will be discussed.

%T How Programmers Visualize Programs
%S Posters
%A Lindsey Ford
%B ESP93
%M C.ESP.93.224
%D 1993
%P 224
%* (c) Copyright 1993 Ablex Publishing
%X How does a programmer visualize a computer language?  How does a programmer
visualize the execution of a program?  We have explored these
questions with learners of object-oriented programming.  We provided them
with a set of graphic and animation creation tools and assigned them a practical
project to design and implement programs that would animate features
of the language C++.  They developed programs that interfaced with the
tools and thus produced animations of their own design of features of C++
of their own choosing.  So, for example, some learners provided animations
that visualized how loop, choice, assignment constructs worked; other animations
focused on visualizing class hierarchy, inheritance and overloading;
yet others visualized dynamic memory operations.  At stages through their
designs and implementations we interviewed the learners to determine what
aspects of C++ they wanted to visualize and why they wanted to visualize
it in a certain way.  Finally, we examined their animations and the programs
they had developed to generate the animations.
   From these results we conclude that: (1) learners use various abstractions
when visualizing; (2) a study of programmers' visualizations provides a complementary
view to textual-based empirical studies of programmers; (3) programmers
frequently represent the same textual programming construct in
different visual forms; (4) visualization provides a framework for studying
learners' misconceptions; and (5) visualization exercises for learners appear
to foster programming skills.

%T Analysis of Experiences with Modifying Computer Programs
%S Posters
%A Arun Lakhotia
%B ESP93
%M C.ESP.93.225
%D 1993
%P 225
%* (c) Copyright 1993 Ablex Publishing
%X The paper analyzes the author's experience with modifying large, real-world programs
written by other programmers.  It finds that Brooks' domain and programming
knowledge based hypothesis-test-refine paradigm explains the author's
approach to understanding programs and the differences in performance in comparison
with his students.  Zvegintov's 9-step process of change is found to be
a good first level decomposition of the (physical) tasks performed when making
corrective changes to a software system.
   The paper also makes some new observations.  Besides modularity and levels
of abstractions, the organization of source code in hierarchy of directories also
influence on the ease of locating code segments relevant to a change request. 
The functionality of a program is not only understood from its documentation
but also by executing it and inferring relations between its inputs and outputs; an
approach analogous to concept identification.  When introducing a new function in
an existing program, a programmer attempts to find subproblems that have been
solved by other parts of the program so as to mimic their solutions.  Quite often
this means copying large code segments.  However, when deleting a function,
the code implementing it is not destroyed, only execution paths leading to it are
disconnected; leaving behind dead-code.  The replicated and dead code segments
are major contributors to the difficulty in understanding and modifying programs.

%T Very High-Level Debugging: How Novice Ada Concurrent Programmers Respond to
ADAT
%S Posters
%A Arthur V. Lopes
%A Rachelle S. Heller
%A Michael B. Feldman
%A Dianne C. Martin
%B ESP93
%M C.ESP.93.226
%D 1993
%P 226
%K Software testing, Intelligent computer aided training, CLIPS, Ada, Expert systems, Debugging,
Programming training, Concurrent programming
%* (c) Copyright 1993 Ablex Publishing
%X This paper describes the study that was carried out to evaluate how novice concurrent Ada programmers respond
to an Automated Debugger for Ada Tasks (ADAT).  ADAT is a programming tool that implements a debugging
concept in which non-syntactic errors are detected and the user is guided to correct the errors.  The process of
identifying and correcting a non-syntactic error is named Very High-Level Debugging.  The traditional static
analysis was extended through the use of a rule-based system (CLIPS).  The source code of a SmallAda (student
compiler for an Ada subset) program is searched for likely execution-time anomalies in task activation and
communication.  Some race conditions and deadlocks are among the anomalies dealt by ADAT.  Each anomaly is
associated with a corrective procedure.  ADAT was implemented to test the idea of Very High-Level Debugging. 
An experiment was performed using two groups of 20 subjects each.  An experimental group and a control group
were used in a two stage experiment.  In stage one, the subjects in the experimental group used the SmallAda
system with the ADAT tool available, and the subjects in the control group used the SmallAda system without the
ADAT tool.  Subjects from both groups were asked to find and correct one bug in each of two Small-Ada
programs.  The SAPM (SmallAda Parallel Monitoring) tool was available in both groups.  In Stage Two, both
groups were asked to use the SmallAda system to extend a SmallAda concurrent program.  At this stage of this
experiment, the conditions under which the subjects worked were identical.  The goal of the experiment was to test
the following two hypothesis: a) The use of the ADAT improves the performance of the debugging activity; b) The
use of the ADAT provides an improvement in the understanding of concurrency.  Analysis of the experimental
results showed that ADAT improves the performance of the debugging activity as well as the learning process. 
ADAT also shows promise as an intelligent trainer.

%T Programmer Managed Using Lean Techniques
%S Posters
%A Peter Middleton
%B ESP93
%M C.ESP.93.227
%D 1993
%P 227
%* (c) Copyright 1993 Ablex Publishing
%X This paper is concerned with the dynamics of how programmers interact with other team
members.  It examines the management of the tasks of design, coding and maintenance.  It
also contributes to the area of learning and knowledge transfer.  This research describes how
lessons learned in lean, as opposed to mass production, might be applied to software
construction.
   Attempts to raise the productivity of information systems development often involve adding
more technology, for example -- CASE tools, 4th Generation Languages and Relational
Databases.  The evidence from other industries suggests that higher quality and productivity
can be obtained with less technology.
   This paper reports initial observations from an empirical pilot study of 2 small teams of
programmers managed using lean or Just-In-Time (JIT) techniques for constructing software. 
It concludes that JIT approaches do significantly alter the dynamics of the groups.  The work
is of higher quality and learning happens more quickly.  The problem is that it clearly
exposes people with weak performance, and therefore an organisation needs to be particularly
willing and able to assist these members of staff.

%T A Scoring System for Software Designs
%S Posters
%A Bob Rehder
%A Nancy Pennington
%A Adrienne Y. Lee
%B ESP93
%M C.ESP.93.228
%D 1993
%P 228
%* (c) Copyright 1993 Ablex Publishing
%X A system for scoring software designs produced in experimental settings is proposed and
described.  The system allows for a complete and multifaceted expression of a software design,
making it ideal for comparing designs generated in different languages, paradigms, and
methodologies.  The system is able to characterize the different strengths (and weaknesses) that
each design possess, and do so in a way that is "paradigm neutral", that is, is not unfairly biased
towards one language, paradigm, or methodology.  As a result of the thoroughness of this scoring
system, a completeness score for a design may be computed which reflects the completeness of the
design in an absolute sense.  In addition, the scoring system characterizes each design component
as being specified at a certain level of abstraction.  Two different notions of level of abstraction,
"level of refinement" and "level of decomposition", are compared.  The scoring system allows for
the representation of design alternatives and optional features, recognizing that software design
problems are not sufficiently constrained to identify a unique solution.  Techniques for scoring
designs and generating dependent measures are described.

%T The Recognition of Concurrent Programming Plans by Novice and Expert
Programmers: Implications for the Parsimony of the Plan Theory of Programming
Expertise
%S Posters
%A Vincent Shah
%A Ray Waddington
%A Tom Carey
%A Peter Buhr
%B ESP93
%M C.ESP.93.229
%D 1993
%P 229
%* (c) Copyright 1993 Ablex Publishing
%X The concept of programming plans has generated much discussion as to whether it adequately explains
behavioural differences between novice and expert programmers.  Experimental tools, such as PROUST,
Bridge and UNIVERSE, have applied programming plans in different roles.  However, most of the
research in this area has been centered in the sequential programming paradigm.  As a result, one can
only speculate the extent of plan theory across different paradigms.
   This study provides some insight into this matter by examining plans in concurrent programming.  Rist's
(1986) methodology was adapted to confirm the existence of a well-established set of plans that expert
concurrent programmers had accumulated from their wealth of experience.  The novice subjects were
expected to slowly acquire these plans as they gained expertise over time.  No evidence could be found
to support these tendencies but a significant correlation was observed between concurrent plan recognition
and academic performance.  The findings from this study raise a number of questions about the extent
and completeness of plan theory.  It also provides a starting point for further research on concurrent
programming behaviour that is aimed towards designing and developing effective concurrent
programming tools and environments.

%T Essential Competencies of Software Engineers Derived from Critical Incident
Interviews
%S Posters
%A Richard T. Turley
%A James M. Bieman
%B ESP93
%M C.ESP.93.230
%D 1993
%P 230
%* (c) Copyright 1993 Ablex Publishing
%X We present the results of a two phase study designed to determine the competencies that
separate exceptional from non-exceptional performance of professional software engineers. 
In Phase 1, we use the Critical Incident Interview technique in an in-depth review of 20
professional software engineers employed by a major computer firm.  The Critical Incident
Interview technique is a rigorous method for determining critical job requirements
from structured interviews with workers.  We find that one biographical factor, Years at
Company in Software, is significantly related to exceptional performance.  We also analyze
competencies identified by software managers.  By combining the data obtained through the
interviews and by the managers, we identify 38 essential competencies of software engineers.
   In Phase 2 of the study, we perform a quantitative study to differentially relate these
competencies to the performance of the engineers.  Phase 2 uses a "Q-Sort" survey instrument
on a sample of 129 software engineers including 41 exceptional and 88 non-exceptional
engineers.  Five competencies have a significantly higher mean for exceptional engineers --
Helps Others, Proactively Attempts to Influence Project Direction by Influencing Management,
Exhibits and Articulates Strong Beliefs and Convictions, Mastery of Skills and Techniques,
Maintains "Big Picture" View, while four competencies have significantly higher
mean for non-exceptional engineers -- Seeks Help From Others, Responds to Schedule Pressure
by Sacrificing Parts of Design Process, Driven by Desire to Contribute, Willingness
to Confront Others.
   In addition to identifying essential competencies, our results demonstrate the effectiveness
of the Critical Incident Interview technique and the Q-Sort instrument for collecting
software engineering process data.

%T Concurrent Microlanguages: Demonstration of an Experimental Method for the
Empirical Study of Concurrent Programming
%S Posters
%A Ray Waddington
%B ESP93
%M C.ESP.93.231
%D 1993
%P 231
%* (c) Copyright 1993 Ablex Publishing
%X Empirical studies of computer programming help our understanding one of the most complex
human cognitive skills.  That understanding contributes to the design of software tools.  The long-term
hopes of the latest Computer Aided Software Engineering tools include the automation of
coding.  However, even if this hope is ever realized, it is likely to be some time before
programmers become obsolete.  For the foreseeable future, then, we can usefully apply our
understanding of programming to assist human programmers.
   Currently there is a significant gap in the empirical study of programming: no work has been done
in the domain of concurrent programming.  This poster discusses the design and application of
microlanguages as an experimental method in the empirical study of concurrent programming.  Two
concurrent microlanguages are presented.  These were designed to support a program of empirical
research in the domain of concurrent programming.  One microlanguage uses semaphores, the other
uses rendezvous as the inter-process communication primitive.  (Although the method could be
applied to any inter-process communication primitive.)  The results of one experiment are
presented, which evaluates the use of these primitives in a program comprehension task using
expert programmers.  The result favors the rendezvous construct at a reduced level of significance.

fpack:!@#$%^&*(): IJHCS51.BA
%M J.IJHCS.51.1.1
%T Editorial: Electronic Submission of Papers to IJHCS
%E B. R. Gaines
%J IJHCS
%D 1999
%V 51
%N 1
%P 1
%* (c) Copyright 1999 Academic Press

%M J.IJHCS.51.1.3
%T Introduction to the Special Issue "Best of Empirical Studies of Programmers 7"
%A Susan Wiedenbeck
%A Jean Scholtz
%J IJHCS
%D 1999
%V 51
%N 1
%P 3-5
%* (c) Copyright 1999 Academic Press

%M J.IJHCS.51.1.7
%T Mental Imagery in Program Design and Visual Programming
%A Marian Petre
%A Alan F. Blackwell
%J IJHCS
%D 1999
%V 51
%N 1
%P 7-30
%* (c) Copyright 1999 Academic Press
%X There is widespread anecdotal evidence that expert programmers make
use of visual mental images when they are designing programs. This
evidence is used to justify the use of diagrams and visual programming
languages during software design. This paper reports the results of two
studies. In the first, expert programmers were directly questioned
regarding the nature of their mental representations while they were
engaged in a design task. This investigative technique was used with the
explicit intention of eliciting introspective reports of mental imagery.
In the second, users of a visual programming language responded to a
questionnaire in which they were asked about cognitive processes. The
resulting transcripts displayed a considerable number of common
elements. These suggests that software design shares many
characteristics of more concrete design disciplines. The reports from
participants in the two studies, together with previous research into
imagery use, indicate potential techniques for further investigation of
software development support tools and design strategies.

%M J.IJHCS.51.1.31
%T Program Understanding Behavior During Corrective Maintenance of Large-Scale
Software
%A A. Marie Vans
%A Anneliese Von Mayrhauser
%A Gabriel Somlo
%J IJHCS
%D 1999
%V 51
%N 1
%P 31-70
%* (c) Copyright 1999 Academic Press
%X This paper reports on a software understanding field study of
corrective maintenance of large-scale software. Participants were
professional software maintenance engineers. The paper reports on the
general understanding process, the types of actions programmers
preferred during the debugging task, the level of abstraction at which
they were working and the role of hypotheses in the debugging strategies
they used. The results of the observation are also interpreted in terms
of the information needs of these software engineers. We found that
programmers work at all levels of abstraction (code, algorithm,
application domain) about equally. They frequently switch between levels
of abstraction. The programmers' main concerns are with what software
does and how this is accomplished, not why software was built a certain
way. These questions guide the work process. Information is sought and
cross-referenced from a variety of sources from application domain
concepts to code-related information, outpacing current maintenance
environments' capabilities which are mostly stratified by information
source, making cross-referencing difficult.

%M J.IJHCS.51.1.71
%T Novice Comprehension of Small Programs Written in the Procedural and
Object-Oriented Styles
%A Susan Wiedenbeck
%A Vennila Ramalingam
%J IJHCS
%D 1999
%V 51
%N 1
%P 71-87
%* (c) Copyright 1999 Academic Press
%X This research studied the comprehension of small procedural and
object-oriented programs by novice programmers. The objective was to
find out what kinds of information novice programmers extract from small
programs and to infer from this the mental representation formed during
program comprehension. In particular, the question was whether novices'
mental representations focus more on domain-level or program-level
knowledge and whether the mental representation of object-oriented
program differ from procedural programs. The experiment indicated that
novices tend to develop a mental representation of small object-oriented
programs strong in function-related knowledge, but weaker in data flow
and program-related knowledge. By contrast, novices' mental
representations of small procedural programs were stronger in
program-related knowledge. The results are discussed in terms of
theories of program comprehension and programming pedagogy.

%M J.IJHCS.51.1.89
%T Comparison of Visual and Textual Languages Via Task Modeling
%A Marian G. Williams
%A J. Nicholas Buehler
%J IJHCS
%D 1999
%V 51
%N 1
%P 89-115
%* (c) Copyright 1999 Academic Press
%X In order for comparative studies of programming languages to be
meaningful, differences between the languages need to be carefully
studied and well understood. Languages that appear to differ only in
syntax (for example, visual vs. textual syntax) may in fact differ
greatly in usability. Such differences can confound comparative studies
unless they are controlled for. In this paper, we examine the usefulness
of fine-grained task modeling for studying the usability of programming
languages. We focus on program entry, and demonstrate how to create
models of program entry tasks for both visual and textual languages. We
also demonstrate how to derive performance time estimates from the
models using keystroke-level analysis. A by-product of the model
building is a collection of functional-level models that can serve as
building blocks for modeling higher-level visual programming tasks. We
then report on a comparative study of languages with the same semantics
but different syntax (visual and textual). Model-based time predictions
of program entry tasks were compared to observed times from an empirical
study. The time estimates for the visual condition greatly overestimated
the observed times. The primary source of the overestimates appeared to
be the time estimate for pointing with the mouse. We then look at three
different approaches to improving program entry models. We report on a
separate study to calibrate the mouse-pointing time estimate, and
demonstrate improved correlation between predicted and observed times
with the new estimate. We also apply task modeling to program editing
activities, in order to model error recovery behavior during program
entry. Finally, we discuss language-specific customization of the
keystroke-level operator for mental preparation. We conclude that task
modeling is a useful technique for studying differences in the usability
of programming languages at the keystroke level.

%M J.IJHCS.51.2.119
%T Editorial: 30th Anniversary Issue
%J IJHCS
%D 1999
%V 51
%N 2
%P 119-124
%* (c) Copyright 1999 Academic Press

%M J.IJHCS.51.2.125
%T Psychological Evaluation of Two Conditional Constructions Used in Computer
Languages
%A M. E. Sime
%A T. R. G. Green
%A D. J. Guest
%J IJHCS
%D 1999
%V 51
%N 2
%P 125-133
%* (c) Copyright 1999 Academic Press
%O Received August 17, 1972
%X There is a need for empirical evaluation of programming languages for
unskilled users, but it is more effective to compare specific features
common to many languages than to compare complete languages. This can be
done by devising micro-languages stressing the feature of interest,
together with a suitable subject matter for the programs. To illustrate
the power of this approach two conditional constructions are compared: a
nestable construction, like that of Algol 60, and a branch-to-label
construction, as used in many simpler languages. The former is easier
for unskilled subjects. Possible reasons for this finding are discussed.

%M J.IJHCS.51.2.135
%T An Experiment in Linguistic Synthesis with a Fuzzy Logic Controller
%A E. H. Mamdani
%A S. Assilian
%J IJHCS
%D 1999
%V 51
%N 2
%P 135-147
%* (c) Copyright 1999 Academic Press
%O Received November 2, 1973
%X This paper describes an experiment on the "linguistic" synthesis of a
controller for a model industrial plant (a steam engine). Fuzzy logic is
used to convert heuristic control rules stated by a human operator into
an automatic control strategy. The experiment was initiated to
investigate the possibility of human interaction with a learning
controller. However, the control strategy set up linguistically proved
to be far better than expected in its own right, and the basic
experiment of linguistic control synthesis in a non-learning controller
is reported here.

%M J.IJHCS.51.2.149
%T The Organization of the Living: A Theory of the Living Organization
%A Humberto R. Maturana
%J IJHCS
%D 1999
%V 51
%N 2
%P 149-168
%* (c) Copyright 1999 Academic Press
%O Received October 2, 1974
%X The fundamental feature that characterizes living systems is
autonomy, and any account of their organization as systems that can
exist as individual unities must show what autonomy is as a phenomenon
proper to them, and how it arises in their operation as such unities.
Accordingly the following is proposed.
 * That autonomy in living systems is a feature of self-production
   (autopoiesis), and that a living system is properly characterized
   only as a network of processes of production of components that is
   continuously, and recursively, generated and realized as a concrete
   entity (unity) in the physical space, by the interactions of the same
   components that it produces as such a network. This organization I
   call the autopoietic organization, and any system that exhibits it is
   an autopoietic system in the space in which its components exist; in
   this sense living systems are autopoietic systems in the physical
   space.
 * That the basic consequence of the autopoietic organization is that
   every-thing that takes place in an autopoietic system is subordinated
   to the realization of its autopoiesis, otherwise it disintegrates.
 * That the fundamental feature that characterizes the nervous system is
   that it is a closed network of interacting neurons in which every
   state of neuronal activity generates other states of neuronal
   activity. Since the nervous system is a component subsystem in an
   autopoietic unity, it operates by generating states of relative
   neuronal activity that participate in the realization of the
   autopoiesis of the organism which it integrates.
 * That the autopoietic states that an organism adopts are determined by
   its structure (the structure of the nervous system included), and
   that the structure of the organism (including its nervous system) is
   at any instant the result of its evolutionary and ontogenic
   structural coupling with the medium in which it is autopoietic,
   obtained while the autopoiesis is realized.
 * That language arises as phenomenon proper to living systems from the
   reciprocal structural coupling of at least two organisms with nervous
   systems, and that self-consciousness arises as an individual
   phenomenon from the recursive structural coupling of an organism with
   language with its own structure through recursive self-description.

%M J.IJHCS.51.2.169
%T Behavioral Issues in the Use of Interactive Systems
%A Lance A. Miller
%A John C. Thomas, Jr.
%J IJHCS
%D 1999
%V 51
%N 2
%P 169-196
%* (c) Copyright 1999 Academic Press
%O Received March 10, 1977
%X This paper identifies behavioral issues related to the use of
interactive computers primarily by persons who are not computer
professionals, so-called "general users". This is not an exhaustive
literature survey but instead provides: (1) a structure for discussing
issues of interactive computing, and (2) the authors' best estimate of
important behavioral problems, with suggestions for solutions. The
discussion is limited in this paper to general issues which do not take
into account the user's particular task. The two major topics are System
Characteristics (performance, facilities and on-line information), and
Interface Characteristics (dialogue style, displays and graphics, other
input/output media).

%M J.IJHCS.51.2.197
%T Towards a Theory of the Cognitive Processes in Computer Programming
%A Ruven Brooks
%J IJHCS
%D 1999
%V 51
%N 2
%P 197-211
%* (c) Copyright 1999 Academic Press
%O Received April 5, 1977
%X While only in the past ten years have large numbers of people been
engaged in computer programming, a small body of studies on this
activity have already been accumulated. These studies are, however,
largely atheoretical. The work described here has as its goal the
creation of an information processing theory sufficient to describe the
findings of these studies. The theory postulates understanding,
method-finding, and coding processes in writing programs, and presents
an explicit model for the coding process.

%M J.IJHCS.51.2.213
%T Verbal Reports as Evidence of the Process Operator's Knowledge
%A Lisanne Bainbridge
%J IJHCS
%D 1999
%V 51
%N 2
%P 213-238
%* (c) Copyright 1999 Academic Press
%X Verbal reports are usually collected with the aim of understanding
mental behaviour. As it is not possible to observe mental behaviour
directly we cannot test for a correlation between report and behaviour,
and cannot assume one. Verbal data cannot therefore be used to test
theories of mental behaviour. Verbal data may be produced by a separate
report generating process which may give a distorted account. The data
can be useful for practical purposes if these distortions are minimal.
This paper attempts to assess the conditions in which this is the case.
Several methods of obtaining verbal reports are surveyed: system
state/action state diagram, questionnaire, interview, static simulation
and verbal protocol. Techniques for collecting and analysing the data
are described. In each case the small amount of data available on the
correlation between reports and observed behaviour are reviewed. The
results are not clear. Some verbal data are evidently misleading.
Others, however, are sufficiently good to encourage the search for more
information about factors affecting their validity.

%M J.IJHCS.51.2.239
%T Knowledge Acquisition by Encoding Expert Rules Versus Computer Induction
from Examples: A Case Study Involving Soybean Pathology
%A R. S. Michalski
%A R. L. Chilausky
%O Received June 15, 1979
%J IJHCS
%D 1999
%V 51
%N 2
%P 239-263
%* (c) Copyright 1999 Academic Press
%X In view of growing interest in the development of knowledge-based
computer consulting systems for various problem domains, the problems of
knowledge acquisition have special significance. Current methods of
knowledge acquisition rely entirely on the direct representation of
knowledge of experts, which usually is a very time and effort consuming
task. The paper presents results from an experiment to compare the above
method of knowledge acquisition with a method based on inductive
learning from examples. The comparison was done in the context of
developing rules for soybean disease diagnosis and has demonstrated an
advantage of the inductively derived rules in performing a testing task
(which involved diagnosing a few hundred cases of soybean diseases).

%M J.IJHCS.51.2.265
%T The Black Box Inside the Glass Box: Presenting Computing Concepts to
Novices
%A Benedict du Boulay
%A Tim O'Shea
%A John Monk
%J IJHCS
%D 1999
%V 51
%N 2
%P 265-277
%* (c) Copyright 1999 Academic Press
%X Simplicity and visibility are two important characteristics of
programming languages for novices. Novices start programming with very
little idea of the properties of the notional machine implied by the
language they are learning. To help them learn these properties, the
notional machine should be simple. That is, it should consist of a small
number of parts that interact in ways that can be easily understood,
possibly by analogy to other mechanisms with which the novice is more
familiar. A notional machine is the idealized model of the computer
implied by the constructs of the programming language. Visibility is
concerned with methods for viewing selected parts and processes of this
notional machine in action. We introduce the term "commentary" which is
the system's dynamic characterization of the notional machine, expressed
in either text or pictures on the user's terminal. We examine the
simplicity and visibility of three systems, each designed to provide
programming experience to different populations of novices.

%M J.IJHCS.51.2.279
%T The ZOG Approach to Man-Machine Communication
%A G. Robertson
%A D. McCracken
%A A. Newell
%J IJHCS
%D 1999
%V 51
%N 2
%P 279-306
%* (c) Copyright 1999 Academic Press
%O Received August 6, 1980
%X ZOG is a rapid response, large network, menu selection system used
for man-machine communication. The philosophy behind this style of
communication was first developed by the PROMIS (Problem Oriented
Medical Information System) Laboratory of the University of Vermont. ZOG
has been used in a number of task domains to help explore the limits and
potential benefits of the communication philosophy. This paper discusses
the basic ideas in ZOG, describes the architecture of a system
implemented to carry out that exploration, and discusses our initial
experience.

%M J.IJHCS.51.2.307
%T Why Interactive Computer Systems are Sometimes Not Used by People Who Might
Benefit from Them
%A Raymond S. Nickerson
%J IJHCS
%D 1999
%V 51
%N 2
%P 307-321
%* (c) Copyright 1999 Academic Press
%O Received February 10, 1981
%X Several reasons are considered why some people who might benefit from
using computer systems do not use them. The discussion is organized
around examples of several classes of complaints that abstainers and
dissatisfied users have been known to make regarding various aspects of
the design and operation of specific computer-based systems.

%M J.IJHCS.51.2.323
%T Users are Individuals: Individualizing User Models
%A Elaine Rich
%J IJHCS
%D 1999
%V 51
%N 2
%P 323-338
%* (c) Copyright 1999 Academic Press
%O Received May 13, 1981
%X It has long been recognized that in order to build a good system in
which a person and a machine cooperate to perform a task it is important
to take into account some significant characteristics of people. These
characteristics are used to build some kind of a "user model".
Traditionally, the model that is built is a model of a canonical (or
typical) user. But often individual users vary so much that a model of a
canonical user is insufficient. Instead, models of individual users are
necessary. This article presents some examples of situations in which
individual user models are important. It also presents some techniques
that make the construction and use of such models possible. These
techniques all reflect a desire to place most of the burden of
constructing the models on the system, rather than on the user. This
leads to the development of models that are collections of good guesses
about the user. Thus some kind of probabilistic reasoning is necessary.
And as the models are being used to guide the underlying system, they
must also be monitored and updated as suggested by the interactions
between the user and the system. The performance of one system that uses
some of these techniques is discussed.

%M J.IJHCS.51.2.339
%T Cognitive Systems Engineering: New Wine in New Bottles
%A Erik Hollnagel
%A David D. Woods
%J IJHCS
%D 1999
%V 51
%N 2
%P 339-356
%* (c) Copyright 1999 Academic Press
%O Received March 26, 1982
%X This paper presents an approach to the description and analysis of
complex Man-Machine Systems (MMSs) called Cognitive Systems Engineering
(CSE). In contrast to traditional approaches to the study of man-machine
systems which mainly operate on the physical and physiological level,
CSE operates on the level of cognitive functions. Instead of viewing an
MMS as decomposable by mechanistic principles, CSE introduces the
concept of a cognitive system: an adaptive system which functions using
knowledge about itself and the environment in the planning and
modification of actions. Operators are generally acknowledged to use a
model of the system (machine) with which they work. Similarly, the
machine has an image of the operator. The designer of an MMS must
recognize this, and strive to obtain a match between the machine's image
and the user characteristics on a cognitive level, rather than just on
the level of physical functions. This article gives a presentation of
what cognitive systems are, and of how CSE can contribute to the design
of an MMS, from cognitive task analysis to final evaluation.

%M J.IJHCS.51.2.357
%T Deep Versus Compiled Knowledge Approaches to Diagnostic Problem-Solving
%A B. Chandrasekaran
%A Sanjay Mittal
%J IJHCS
%D 1999
%V 51
%N 2
%P 357-368
%* (c) Copyright 1999 Academic Press
%X Most of the current generation expert systems use knowledge which
does not represent a deep understanding of the domain, but is instead a
collection of "pattern action" rules, which correspond to the
problem-solving heuristics of the expert in the domain. There has thus
been some debate in the field about the need for and role of "deep"
knowledge in the design of expert systems. It is often argued that this
underlying deep knowledge will enable an expert system to solve hard
problems. In this paper we consider diagnostic expert systems and argue
that given a body of underlying knowledge that is relevant to diagnostic
reasoning in a medical domain, it is possible to create a diagnostic
problem-solving structure which has all the aspects of the underlying
knowledge needed for diagnostic reasoning "compiled" into it. It is
argued this compiled structure can solve all the diagnostic problems in
its scope efficiently, without any need to access the underlying
structures. We illustrate such a diagnostic structure by reference to
our medical system MDX. We also analyze the use of these knowledge
structures in providing explanations of diagnostic reasoning.

%M J.IJHCS.51.2.369
%T Rough Classification
%A Zdzislaw Pawlak
%J IJHCS
%D 1999
%V 51
%N 2
%P 369-383
%* (c) Copyright 1999 Academic Press
%O Received May 6, 1983
%X This article contains a new concept of approximate analysis of data,
based on the idea of a "rough" set. The notion of approximate (rough)
description of a set is introduced and investigated. The application to
medical data analysis is shown as an example.

%M J.IJHCS.51.2.385
%T Metaphor, Computing Systems, and Active Learning
%A John M. Carroll
%A Robert L. Mack
%J IJHCS
%D 1999
%V 51
%N 2
%P 385-403
%* (c) Copyright 1999 Academic Press
%O Received January 17, 1984
%X Recent discussion has resolved the question of how prior knowledge
organizes new learning into the technical definition and study of
"metaphor". Some theorists have adopted an "operational" approach,
focusing on the manifest effects of suggesting metaphoric comparisons to
learners. Some have resolved the question formally into a "structural"
definition of metaphor. However, structural and operation approaches
typically ignore the goal-directed learner-initiated learning process
through which metaphors become relevant and effective in learning.
Taking this process seriously affords an analysis of metaphor that
explains why metaphors are intrinsically open-ended and how their
open-endedness stimulates the construction of mental models.

%M J.IJHCS.51.2.405
%T An Approach to the Formal Analysis of User Complexity
%A David Kieras
%A Peter G. Polson
%J IJHCS
%D 1999
%V 51
%N 2
%P 405-434
%* (c) Copyright 1999 Academic Press
%O Received February 5, 1983
%X A formal approach to analysing the user complexity of interactive
systems or devices is described, based on theoretical results from
cognitive psychology. The user's knowledge of how to use a system to
accomplish the various tasks is represented in a procedural notation
that permits quantification of the amount and complexity of the
knowledge required and the cognitive processing load involved in using a
system. Making a system more usable can be accomplished by altering its
design until the knowledge is adequately simplified. By representing the
device behaviour formally as well, it is possible to simulate the
user-device interaction to obtain rigorous measures of user complexity.

%M J.IJHCS.51.2.435
%T The User's Mental Model of an Information Retrieval System: An Experiment
on a Prototype Online Catalog
%A Christine L. Borgman
%J IJHCS
%D 1999
%V 51
%N 2
%P 435-452
%* (c) Copyright 1999 Academic Press
%O Received March 6, 1985
%X An empirical study was performed to train naive subjects in the use
of a prototype Boolean logic-based information retrieval system on a
database of bibliographic records. The research was based on the mental
models theory which proposes that people can be trained to develop a
'mental model' or a qualitative simulation of a system which will aid in
generating methods for interacting with the system, debugging errors,
and keeping track of one's place in the system. It follows that
conceptual training based on a system model will be superior to
procedural training based on the mechanics of the system. We performed a
laboratory experiment with two training conditions (model and
procedural), and with each condition split by sex. Forty-three subjects
participated in the experiment, but only 32 were able to reach the
minimum competency level required to complete the experiment. The data
analysis incorporated time-stamped monitoring data, personal
characteristics variables, affective variables, and interview data in
which subjects described how they thought the system worked (an
articulation of the model). As predicted, the model-based training had
no effect on the ability to perform simple, procedural tasks, but
subjects trained with a model performed better on complex tasks that
required extrapolation from the basic operations of the system. A
stochastic process analysis of search-state transitions reinforced this
conclusion. Subjects had difficulty articulating a model of the system,
and we found no differences in articulation by condition. The high
number of subjects (26%) who were unable to pass the benchmark test
indicates that the retrieval tasks were inherently difficult. More
interestingly, those who dropped out were significantly more likely to
be humanities or social science majors than science or engineering
majors, suggesting important individual differences and equity issues.
The sex-related differences were slight, although significant, and
suggest future research questions.

%M J.IJHCS.51.2.453
%T Expertise Transfer and Complex Problems: Using AQUINAS as a
Knowledge-Acquisition Workbench for Knowledge-Based Systems
%A John H. Boose
%A Jeffrey M. Bradshaw
%J IJHCS
%D 1999
%V 51
%N 2
%P 453-478
%* (c) Copyright 1999 Academic Press
%X Acquiring knowledge from a human expert is a major problem when
building a knowledge-based system. Aquinas, an expanded version of the
Expertise Transfer System (ETS), is a knowledge-acquisition workbench
that combines ideas from psychology and knowledge-based systems research
to support knowledge-acquisition tasks. These tasks include eliciting
distinctions, decomposing problems, combining uncertain information,
incremental testing, integration of data types, automatic expansion and
refinement of the knowledge base, use of multiple sources of knowledge
and providing process guidance. Aquinas interviews experts and helps
them analyse, test, and refine the knowledge base. Expertise from
multiple experts or other knowledge sources can be represented and used
separately or combined. Results from user consultations are derived from
information propagated through hierarchies. Aquinas delivers knowledge
by creating knowledge bases for several different expert-system shells.
Help is given to the expert by a dialog manager that embodies
knowledge-acquisition heuristics.
   Aquinas contains many techniques and tools for knowledge acquisition;
the techniques combine to make it a powerful testbed for rapidly
prototyping portions of many kinds of complex knowledge-based systems.

%M J.IJHCS.51.2.479
%T Use of a Domain Model to Drive an Interactive Knowledge-Editing Tool
%A Mark A. Musen
%A Lawrence M. Fagan
%A David M. Combs
%A Edward H. Shortliffe
%J IJHCS
%D 1999
%V 51
%N 2
%P 479-495
%* (c) Copyright 1999 Academic Press
%X The manner in which a knowledge-acquisition tool displays the
contents of a knowledge base affects the way users interact with the
system. Previous tools have incorporated semantics that allow knowledge
to be edited in terms of either the structural representation of the
knowledge or the problem-solving method in which that knowledge is
ultimately used. A more effective paradigm may be to use the semantics
of the application domain itself to govern access to an expert system's
knowledge base. This approach has been explored in a program called
OPAL, which allows medical specialists working alone to enter and review
cancer treatment plans for use by an expert system called ONCOCIN.
Knowledge-acquisition tools based on strong domain models should be
useful in application areas whose structure is well understood and for
which there is a need for repetitive knowledge entry.

%M J.IJHCS.51.2.497
%T Simplifying Decision Trees
%A J. R. Quinlan
%J IJHCS
%D 1999
%V 51
%N 2
%P 497-510
%* (c) Copyright 1999 Academic Press
%X Many systems have been developed for constructing decision trees from
collections of examples. Although the decision trees generated by these
methods are accurate and efficient, they often suffer the disadvantage
of excessive complexity and are therefore incomprehensible to experts.
It is questionable whether opaque structures of this kind can be
described as knowledge, no matter how well they function. This paper
discusses techniques for simplifying decision trees while retaining
their accuracy. Four methods are described, illustrated, and compared on
a test-bed of decision trees from a variety of domains.

%M J.IJHCS.51.3.511
%T Editorial: Organizational Memory and Knowledge Management
%A Stefan Decker
%A Frank Maurer
%J IJHCS
%D 1999
%V 51
%N 3
%P 511-516
%* (c) Copyright 1999 Academic Press

%M J.IJHCS.51.3.517
%T Organizational Aspects of Knowledge Lifecycle Management in Manufacturing
%A C. E. Siemieniuch
%A M. A. Sinclair
%J IJHCS
%D 1999
%V 51
%N 3
%P 517-547
%* (c) Copyright 1999 Academic Press
%X This paper takes as its starting point that knowledge is not a
unitary thing, and that in a competitive environment it has a lifecycle.
In other words, if a company is to remain competitive, it must address
the issues of new knowledge generation, its propagation across the
organization, and its subsequent retirement. Some examples from
manufacturing industry are outlined. The paper then discusses some
classifications of knowledge, points out some management issues and then
discusses what appears to be emerging "best practice" in this field.
Implications for organizational configurations are then outlined.
Finally, a list of outstanding issues is given. This discussion is based
on interviews and findings from a number of collaborative projects in
the European automotive industry over the past decade.

%M J.IJHCS.51.3.549
%T Knowledge Management Techniques: Teaching and Dissemination Concepts
%A Ann MacIntosh
%A Ian Filby
%A John Kingston
%J IJHCS
%D 1999
%V 51
%N 3
%P 549-566
%* (c) Copyright 1999 Artificial Intelligence Applications Institute
%X This paper describes knowledge management teaching and dissemination
concepts to support the training of professionals in an organization to
manage their knowledge assets. They are based on AIAI's experience of
working with large organizations to establish a technical knowledge
management framework and to support their personnel in implementing the
framework.
   The concepts support organizations who embark on a knowledge
management programme. They promote the importance of knowledge
management and the awareness of how knowledge management can be
accomplished within, and across, operational divisions: create an
awareness of a framework to achieve knowledge management; and establish
a group of personnel who have skills in knowledge management techniques
to enable them to facilitate the development, maintenance, use and
sharing of the organization's knowledge assets.
   The main objective is to ensure that knowledge management techniques
are rolled out across the organization. Importantly, these concepts
provide the organization with the necessary training in the use of
techniques to identify, analyse and manage knowledge assets.

%M J.IJHCS.51.3.567
%T Methods and Tools for Corporate Knowledge Management
%A Rose Dieng
%A Olivier Corby
%A Alain Giboin
%A Myriam Ribiere
%J IJHCS
%D 1999
%V 51
%N 3
%P 567-598
%* (c) Copyright 1999 Academic Press
%X This article is a survey of some methods, techniques and tools aimed
at managing corporate knowledge from a corporate memory designer's
perspective. In particular, it analyses problems and solutions related
to the following steps: detection of needs of corporate memory,
construction of the corporate memory, its diffusion (specially using the
Internet technologies), use, evaluation and evolution

%M J.IJHCS.51.3.599
%T When Email Meets Organizational Memories: Addressing Threats to
Communication in a Learning Organization
%A David G. Schwartz
%J IJHCS
%D 1999
%V 51
%N 3
%P 599-614
%* (c) Copyright 1999 Academic Press
%X The communicative act in a learning organization is subject to a
number of threats to its validity (Habermas, 1981), in particular the
comprehensibility, truth, trustworthiness and appropriateness of a given
message. Organizational memories (OMs) can be used to address these
threats. Our focus is on email communication, which suffers from the
same threats identified by Habermas. The integration of email with on OM
can improve the quality of communication by applying meta-knowledge to
appropriately link a given message to the OM. In this paper, we expand
upon the direction taken by earlier work of Abecker et al. (1997) with
respect to the importance of the object-meta relationship and the use of
meta-knowledge to manage (or rather to complete) an OM. We suggest that
the focus of the meta-knowledge in an email application, should be on
the roles, perspectives, and characteristics of the people in an
organization rather than on knowledge description. This, we argue, will
effectively ensure that knowledge will not be disassociated from the
people and the situation (Sierhuis & Clancey, 1997). We present the
HyperMail architecture and sample application to illustrate how formal
meta-knowledge is used to re-associate informal email communications to
an OM.

%M J.IJHCS.51.3.615
%T Towards a Knowledge Technology for Knowledge Management
%A Nick Milton
%A Nigel Shadbolt
%A Hugh Cottam
%A Mark Hammersley
%J IJHCS
%D 1999
%V 51
%N 3
%P 615-641
%* (c) Copyright 1999 Academic Press
%X Knowledge Management (KM) is crucial to organizational survival, yet
is a difficult task requiring large expenditure of resources.
Information Technology solutions, such as email, document management and
intranets, are proving very useful in certain areas. However, many
important problems still exist, providing opportunities for new
techniques and tools more oriented towards knowledge. We refer to this
as Knowledge Technology. A framework has been developed which has
allowed opportunities for Knowledge Technology to be identified in
support of five key KM activities: personalization, creation/innovation,
codification, discovery and capture/monitor. In developing Knowledge
Technology for these areas, methods from knowledge engineering are being
explored. Our main work in this area has involved the application and
evaluation of existing knowledge for a large intranet system. This, and
other case studies, have provided important lessons and insights which
have led to ongoing research in ontologies, generic models and process
modelling methods. We believe that the evidence presented here shows
that knowledge engineering has much to offer KM and can be the basis on
which to move towards a Knowledge Technology.

%M J.IJHCS.51.3.643
%T Organizational Learning and Experience Documentation in Industrial Software
Projects
%A Dieter Landes
%A Kurt Schneider
%A Frank Houdek
%J IJHCS
%D 1999
%V 51
%N 3
%P 643-661
%* (c) Copyright 1999 Academic Press
%X Learning from experiences in the software domain is an important
issue for the DaimlerChrysler Corporation. Unfortunately, there are no
textbook recipes on how a process of organizational learning can be
established. In particular, those types of experiences must be
identified that are potentially valuable for reuse. Furthermore, the
organization and representation of such experiences must be defined in
such a way that they can easily be retrieved and used for the solving of
new problems. In this paper, we provide some insights that we gained
during the examination of these issues in projects aiming at
establishing a so-called experience factory.

%M J.IJHCS.51.3.663
%T A Virtual Library for Building Community and Sharing Knowledge
%A Scott Robertson
%A Kathy Reese
%J IJHCS
%D 1999
%V 51
%N 3
%P 663-685
%* (c) Copyright 1999 Academic Press
%X Libraries are hubs for social and intellectual interactions in
communities and organizations. Virtual libraries should serve the same
purpose, yet virtual libraries often focus simply on making their
holdings available. In this article an on-line corporate library is
described that places knowledge sharing and community building at the
core of its design. The library system supports personal websites that
are visible to the entire organization. Personal topic profiles for
library research services, information services choice and collaborative
research requests provide employees with views of each others'
activities and interests. In particular, information about research
questions being asked across all parts of the organization provides a
unique window on the company's goals and activities. Collaboration and
interest-matching tools help employees to share knowledge across the
organization and to form special interest communities.

%M J.IJHCS.51.3.687
%T (KA){sup:2}: Building Ontologies for the Internet: A Mid-Term Report
%A V. Richard Benjamins
%A Dieter Fensel
%A Stefan Decker
%A Asuncion Gomez Perez
%J IJHCS
%D 1999
%V 51
%N 3
%P 687-712
%* (c) Copyright 1999 Academic Press
%X Ontologies are becoming increasingly more important in many different
areas, including the knowledge management area. In knowledge management,
ontologies can be used as an instrument to make knowledge assets
intelligently accessible to people in organizations through an Intranet
or the Internet. Most enterprises agree that knowledge is an essential
asset for success and survival on an increasingly competitive and global
market. In this paper, we present an ontology-based approach through a
large-scale initiative involving knowledge management for the
knowledge-acquisition research community.

%M J.IJHCS.51.4.715
%T Editorial: Evaluating Knowledge Engineering Techniques
%A Tim Menzies
%A Frank Van Harmelen
%J IJHCS
%D 1999
%V 51
%N 4
%P 715-727
%* (c) Copyright 1999 Academic Press

%M J.IJHCS.51.4.729
%T The Experimental Evaluation of Knowledge Acquisition Techniques and
Methods: History, Problems and New Directions
%A Nigel Shadbolt
%A Kieron O'Hara
%A Louise Crow
%J IJHCS
%D 1999
%V 51
%N 4
%P 729-755
%* (c) Copyright 1999 Academic Press
%X The special problems of experimentally evaluating knowledge
acquisition and knowledge engineering tools, techniques and methods are
outlined, and illustrated in detail with reference to two series of
studies. The first is a series of experiments undertaken at Nottingham
University under the aegis of the UK Alvey initiative and the ESPRIT
project ACKnowledge. The second is the series of Sisyphus benchmark
studies. A suggested programme of experimental evaluation is outlined
which is informed by the problems with using Sisyphus for evaluation.

%M J.IJHCS.51.4.757
%T Knowledge-Based Systems' Validation: When to Stop Running Test Cases
%A Juan P. Caraca-Valente
%A Jose L. Morant
%A Luis Gonzalez
%A J. Pazos
%J IJHCS
%D 1999
%V 51
%N 4
%P 757-781
%* (c) Copyright 1999 Academic Press
%X One of the unsettled problems in knowledge engineering and,
particularly, in the field of validation is to determine when the
validation process of a knowledge-based system is complete. Some hints
are given in the literature, but little, if any, work has been done on
how to address this problem from an analytical viewpoint. In this paper,
the validation field is briefly surveyed, and we take a look at what the
validation process should consist of. Then, an analytical model is
proposed for obtaining the optimum number of test cases for validating
the knowledge-based system under study. This mathematical model takes
into account the v-type (knowledge-based system classed according to the
validation process) defined in this paper, the expected degree of
confidence in the validation process and previous results from similar
knowledge-based system validation processes. It should be mentioned here
that a theoretical result is given to solve eminently practical problem,
a rare occurrence in the field of artificial intelligence as a whole and
especially in knowledge engineering.

%M J.IJHCS.51.4.783
%T Critical Success Metrics: Evaluation at the Business Level
%A Tim Menzies
%J IJHCS
%D 1999
%V 51
%N 4
%P 783-799
%* (c) Copyright 1999 Academic Press
%X If we lack an objective human expert oracle who can assess a system,
and if we lack a library of known or desired behavior, how can we assess
an expert system? One method for doing so is a critical success metric
(CSM). A CSM is an assessment of a running program which reflects the
business concerns that prompted the creation of that program. Given
Pre-disaster knowledge, a CSM can be used while the expert system is in
routine use, without compromising the operation of the system. A general
CSM experiment is defined using pre-disaster points which can compare
(e.g.) human to expert system performance. Examples of using CSMs are
given from the domains of farm management and process control.

%M J.IJHCS.51.4.801
%T Empirical Evaluation of a Domain-Oriented Component Library Based on an
Embedded Case Study Design
%A Masahiro Hori
%J IJHCS
%D 1999
%V 51
%N 4
%P 801-823
%* (c) Copyright 1999 Academic Press
%X This paper presents an empirical evaluation of the real-life reuse of
a domain-oriented library of problem-solving methods, in which top-level
methods are related with respect to a domain model in an application
area. First, the author clarifies research questions and the assumptions
underlying this study, in accordance with a framework of case study
research design. The organization of the library and its deployment
processes are then briefly introduced. Taking account of the recurring
modification of the library, the stability and productivity are
investigated with respect to the code-size changes and the number of
person-hours spent on the maintenance. Finally, it is concluded that the
stability of a domain model is ensured by module dependency, and
facilitates productive reuse of the domain-oriented library.

%M J.IJHCS.51.4.825
%T Evaluating PSMs in Evolutionary Design: The A UTOGNOSTIC Experiments
%A Eleni Stroulia
%A Ashok K. Goel
%J IJHCS
%D 1999
%V 51
%N 4
%P 825-847
%* (c) Copyright 1999 Academic Press
%X The specification of generic Problem-Solving Methods has been a
fertile research area. A lot of work has been devoted to developing
languages for describing PSMs, identifying PSMs, and using their
specifications for requirements capture, design and development of
knowledge based systems. In our work, we have been investigating another
potential use for PSMs, namely, supporting the redesign of systems that
fail to exhibit the behaviours desired of them, that is, behaviours
similar to, but slightly different from, the ones they were originally
designed to exhibit. To this end, we have defined a PSM modeling
language and a failure-driven redesign process based on this language,
both of which were implemented in the A UTOGNOSTIC system. In this
paper, we report on a sequence of experiments performed with A
UTOGNOSTIC. Some of them were exploratory and their goal was to enable
the precise characterization of issues relating to the problem of system
redesign, while others were designed to evaluate the PSM language and
the redesign process implemented in A UTOGNOSTIC.

%M J.IJHCS.51.5.851
%T The Relationship between User Query Accuracy and Lines of Code
%A Hock C. Chan
%J IJHCS
%D 1999
%V 51
%N 5
%P 851-864
%* (c) Copyright 1999 Academic Press
%X In experimental studies on query languages, subjects are required to
write queries using different query languages. User query performance is
usually measured by query accuracy. There is no clearly defined
objective method of applying findings to other queries. This study
examines the suitability of using a software metric based on lines of
code to estimate user query accuracy. Lines of code have been measured
in various ways, such as physical source code lines, logical source code
lines or compiled bytes. A method of counting lines of code for database
queries is proposed and applied to two query languages. The new method
counts Boolean conditions as well as other statements. The relationship
between lines of code and user query accuracy was examined with
regression models. The results show that lines of code can explain a
high percentage of the variance in accuracy, with R2>0.8 for the
standard relational model query language SQL, and R2>0.9 for the entity
relationship model query language KQL. The common assumption that more
lines of code will lead to lower accuracy is only partly validated. The
findings show a nonlinear relationship, with a possible recovery in
accuracy for queries with many lines of code. The results indicate that
lines of code can be usefully applied in the study of query languages.

%M J.IJHCS.51.5.865
%T Case-Based Design Browser to Support Software Reuse: Theoretical Structure
and Empirical Evaluation
%A Jennifer J. Ockerman
%A Christine M. Mitchell
%J IJHCS
%D 1999
%V 51
%N 5
%P 865-893
%* (c) Copyright 1999 Academic Press
%X With the proliferation of large, complex software systems, reuse of
previous software designs and software artifacts, such as operation
concepts, requirements, specifications and source code, is an important
issue for both industry and government. Reuse has long been expected to
result in substantial productivity and quality gains. To date, this
expectation has been largely unmet. One reason may be the lack of tools
to support software reuse.
   This research proposes the development of one such tool, the Design
Browser. The Design Browser is a software architecture intended to
support designers of large software systems in the early stages of
software design, specifically conceptual design. The Design Browser is
based on principles derived from cognitive engineering (e.g. Woods &
Roth, 1988a); naturalistic decision-making, particularly Klein's (1989)
recognition-primed decision making model; and Kolodner's (1993) approach
to case-based reasoning.
   As a proof-of-concept demonstration, the Design Browser was
implemented for a NASA satellite control sub-system-the command
management system (CMS). An empirical evaluation was conducted. It used
the CMS Design Browser and participants who were part of the three user
groups often involved in large-scale commercial software development.
These groups are the software design team, the users and management. The
results of the evaluation show that all three groups found the CMS
Design Browser quite useful as demonstrated by actual performance and
subjective rating.

%M J.IJHCS.51.5.895
%T Three Important Determinants of User Performance for Database Retrieval
%A Hock C. Chan
%A Bernard C. Y. Tan
%A Kwok-Kee Wei
%J IJHCS
%D 1999
%V 51
%N 5
%P 895-918
%* (c) Copyright 1999 Academic Press
%X Three important factors that determine user performance during
database retrieval are representation realism, expressive ease, and task
complexity. Representation realism is the level of abstraction used when
formulating queries. Expressive ease is the syntactic flexibility
permitted when formulating queries. Task complexity is the level of
difficulty of queries. A controlled laboratory experiment was conducted
to assess the effects of these three factors on user productivity during
database retrieval. The independent variables were representation
realism (high versus low), expressive ease (high versus low), and query
complexity (simple versus complex). The dependent variables were query
accuracy and query time. Results show that all these three factors
significantly affected user performance during database retrieval.
However, their relative impact on query accuracy and query time
differed. Moreover, these factors interacted in unique ways to moderate
query accuracy and query time. Besides verifying prior empirical
findings, these results offer several suggestions for future research
and development work in the area of database retrieval.

%M J.IJHCS.51.5.919
%T A Framework for Navigation
%A Robert Spence
%J IJHCS
%D 1999
%V 51
%N 5
%P 919-945
%* (c) Copyright 1999 Academic Press
%X A new schematic framework for navigation is presented which is
relevant to physical, abstract and social environments. Navigation is
defined as the creation and interpretation of an internal (mental)
model, and its component activities are browsing, modelling,
interpretation and the formulation of browsing strategy. The design of
externalizations and interactions to support these activities, and
navigation as a whole, is discussed.

%M J.IJHCS.51.5.947
%T Why Machines Should Analyse Intention in Natural Language Dialogue
%A Paul Mckevitt
%A Derek Partridge
%A Yorick Wilks
%J IJHCS
%D 1999
%V 51
%N 5
%P 947-989
%* (c) Copyright 1999 Academic Press
%X One of the most difficult problems in Artificial Intelligence (AI) is
to construct a natural language processing system which can interact
with users through a natural language dialogue. The problem is difficult
because there are so many ways by which a user can phrase his/her
utterances to such a system. An added problem is that different types of
users have different types of intentions and will conduct different
exchanges with the system. While many have proposed theories and models
of the processing of intentions in dialogue, few of these have been
incorporated within working systems and tested empirically. Here, an
experiment is conducted to test what we call the Intention-Computer
Hypothesis: that the analysis of intention in natural-language dialogue
facilitates effective natural-language dialogue between different types
of people and a computer. The experiment provides evidence to support
the hypothesis. In turn, the hypothesis provides evidence for a theory
of intention analysis for natural-language dialogue processing. A
central principle of the theory is that coherence of natural-language
dialogue can be modelled by analysing sequences of intention. A
computational model, called Operating System CONsultant (OSCON),
implemented in Quintus Prolog, makes use of the theory and hypothesis to
understand, and answer in English, English questions about computer
operating system.

%M J.IJHCS.51.5.991
%T Does Automation Bias Decision-Making?
%A Linda J. Skitka
%A Kathleen L. Mosier
%A Mark Burdick
%J IJHCS
%D 1999
%V 51
%N 5
%P 991-1006
%* (c) Copyright 1999 Academic Press
%X Computerized system monitors and decision aids are increasingly
common additions to critical decision-making contexts such as intensive
care units, nuclear power plants and aircraft cockpits. These aids are
introduced with the ubiquitous goal of "reducing human error". The
present study compared error rates in a simulated flight task with and
without a computer that monitored system states and made decision
recommendations. Participants in non-automated settings out-performed
their counterparts with a very but not perfectly reliable automated aid
on a monitoring task. Participants with an aid made errors of omission
(missed events when not explicitly prompted about them by the aid) and
commission (did what an automated aid recommended, even when it
contradicted their training and other 100% valid and available
indicators). Possible causes and consequences of automation bias are
discussed.

%M J.IJHCS.51.5.1007
%T A System Architecture for Knowledge-Based Hypermedia
%A Anneli Edman
%A Andreas Hamfelt
%J IJHCS
%D 1999
%V 51
%N 5
%P 1007-1036
%* (c) Copyright 1999 Academic Press
%X Hypermedia systems and knowledge systems can be viewed as flip-sides
of the same coin. The former are designed to convey information and the
latter to solve problems; developments beyond the basic techniques of
each system type requires techniques from the other type. In this paper,
we introduce the concept of knowledge-based or intelligent hypermedia
and analyse various constellations of merged hypermedia and knowledge
systems. A hypermedia system deals with informal and formalized theories
and the relations between and within these. Therefore, the corner stones
of our analysis are the very basic notions involved in formalizing
domain knowledge: an informal domain theory, a formal object theory
axiomatizing the informal theory and a metatheory analysing the
properties and interrelations between and within these. We integrate
these notions into a system architecture which is to serve as a
programmable system schema for supporting the composition of actual
intelligent hypermedia systems. Programming in the large is supported by
the schema which defines the overall system structure whereas
programming in the small is supported by knowledge modelling techniques.
The application of the system architecture is illustrated by the
construction of an interactive diagnosis system which involves
knowledge-based reasoning both for navigation in hyperspace and
problem-solving within the domain.

%M J.IJHCS.51.6.1037
%T Editorial: Model-Based Legal Knowledge Engineering
%A Nienke Den Haan
%A Giovanni Sartor
%J IJHCS
%D 1999
%V 51
%N 6
%P 1037-1042
%* (c) Copyright 1999 Academic Press

%M J.IJHCS.51.6.1043
%T The Law as a Dynamic Interconnected System of States of Affairs: A Legal
Top Ontology
%A Jaap Hage
%A Bart Verheij
%J IJHCS
%D 1999
%V 51
%N 6
%P 1043-1077
%* (c) Copyright 1999 Academic Press
%X In this paper, an abstract model of the law is presented that has
three primitives: states of affairs, events and rules. The starting
point of the abstract model is that the law is a dynamic system of
states of affairs which are connected by means of rules and events. The
abstract model can be regarded as a top ontology of the law, that can be
applied to legal knowledge representation. After an elaboration of the
three primitives, the uses of the abstract model are illustrated by the
analysis of central topics of law. Then we discuss heuristic guidelines
for legal knowledge representation that are suggested by the abstract
model. The paper concludes with a comparison with related work. The
appendix contains a formalism for the abstract model.

%M J.IJHCS.51.6.1079
%T Legal Modeling and Automated Reasoning with ON-LINE
%A Andre Valente
%A Joost Breuker
%A Bob Brouwer
%J IJHCS
%D 1999
%V 51
%N 6
%P 1079-1125
%* (c) Copyright 1999 Academic Press
%X In this paper we present a modeling approach to legal knowledge
systems and its computational realization in the ON-LINE architecture.
ON-LINE has modules for modeling legal sources, for storing and
retrieving legal information and for reasoning with legal knowledge. The
approach takes two perspectives: domain and task. In the domain
perspective, a core ontology divides legal knowledge into five major
categories: normative, world, responsibility, reactive and creative. For
the normative knowledge, which is most typical of legal domains, we
developed a new representation and inference formalisms which are an
alternative to deontic logic. For the world knowledge, we argue for
using a terminological knowledge representation language. The structure
of the ontology is not a taxonomy, but a network of dependencies between
the categories. These dependencies reflect the global structure of
arguments in legal reasoning. In the task perspective, we followed a
top-down approach using the CommonKADS modeling library. Design,
planning and assessment were identified as typical tasks in the legal
domain. For assessment, a model was specified and implemented.

%M J.IJHCS.51.6.1127
%T A Principled Approach to Developing Legal Knowledge Systems
%A Robert W. Van Kralingen
%A Pepijn R. S. Visser
%A Trevor J. M. Bench-Capon
%A H. Jaap Van Den Herik
%J IJHCS
%D 1999
%V 51
%N 6
%P 1127-1154
%* (c) Copyright 1999 Academic Press
%X In this article we present a principled, four-phased approach to the
development of legal knowledge systems. We set out from the well-studied
CommonKADS method for the development of knowledge systems and tailor
this method to the legal domain. In particular, we propose a generic
legal ontology, and describe the creation of statute-specific ontologies
to adopt the method for building legal systems. In the construction of
these ontologies, we start from a theoretical analysis of the legal
domain. The well-known example of the Imperial College Library
Regulations (ICLR) is used to illustrate the method.

%M J.IJHCS.51.6.1155
%T Information Extraction from Legal Texts: The Potential of Discourse
Analysis
%A Marie-Francine Moens
%A Caroline Uyttendaele
%A Jos Dumortier
%J IJHCS
%D 1999
%V 51
%N 6
%P 1155-1171
%* (c) Copyright 1999 Academic Press
%X There is an urgent need to automatically identify information in
legal texts. In this paper, we argue that discourse analysis yields
valuable knowledge to be incorporated in text processing systems.
Knowledge about discourse patterns has already been applied in legal
text generation systems. But, it is equally important to incorporate
this kind of knowledge in legal information extraction systems. This
knowledge is helpful for locating information in texts. Also, we
demonstrate the need for adequate, maintainable, and possibly sharable
knowledge representations of discourse patterns. The findings are
illustrated by explicating the role discourse analysis played when
building the SALOMON system, a system that automatically abstracts
Belgian criminal cases.

%M J.IJHCS.51.6.1173
%T Modelling Rhetorical Legal "Logic" -- A Double Syllogism
%A John S. Edwards
%A Robert I. Akroyd
%J IJHCS
%D 1999
%V 51
%N 6
%P 1173-1188
%* (c) Copyright 1999 Academic Press
%X This paper looks at legal reasoning from the point of view of the
work of the lawyer, rather than the law itself. In the case of Common
Law systems, this means a more flexible view of how tasks are divided
between the humans and the computer system, with an emphasis on decision
support rather than complete automation. A process-based model of the
lawyer's work is proposed in the form of a double syllogism, which
displays an aesthetically pleasing symmetry, but also a significant
asymmetry in the role played by perceived precedents. This arises from
the use of inductive, rather than deductive, reasoning. The potential
complications arising from the issue of the perception of precedents are
discussed in depth.
   The double-syllogism model is then considered in the light of
CommonKADS terminology and models. It is suggested that decision support
systems using knowledge-based techniques, as required to support lawyers
working under Common Law jurisdiction, raise a stronger form of the
interaction problem that is well known in knowledge-based systems. This
means that such systems are not well catered for in the existing
CommonKADS Organisational, Agent, Task and Communication Models. The
double-syllogism model is suggested as a supplement to CommonKADS in the
development of such systems, at least until a more generic addition is
available.

fpack:!@#$%^&*(): INTER04.BA
%M J.INTER.4.1.15
%T Interaction Design for Large Displays
%A Kishore Swaminathan
%A Steve Sato
%J INTER
%D 1997
%V 4
%N 1
%P 15-24
%K DESIGN, HUMAN FACTORS
I.3.1 Computing Methodologies, COMPUTER GRAPHICS, Hardware Architecture.
I.3.6 Computing Methodologies, COMPUTER GRAPHICS, Methodology and Techniques, Interaction techniques.
H.5.0 Information Systems, INFORMATION INTERFACES AND PRESENTATION, General.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-1/p15-swaminathan/p15-swaminathan.pdf

%M J.INTER.4.1.25
%T Field Work: Is It Product Work?
%A Sara Bly
%J INTER
%D 1997
%V 4
%N 1
%P 25-30
%K HUMAN FACTORS
J.1 Computer Applications, ADMINISTRATIVE DATA PROCESSING, Business.
H.5.0 Information Systems, INFORMATION INTERFACES AND PRESENTATION, General.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-1/p25-bly/p25-bly.pdf

%M J.INTER.4.1.31
%T Collaborative Design Workshops: A Case Study
%A Sarah Bloomer
%A Rachel Croft
%A Lloyd Wright
%J INTER
%D 1997
%V 4
%N 1
%P 31-39
%K DESIGN, HUMAN FACTORS, MANAGEMENT
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
K.6.1 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Project and People Management, Systems analysis and design.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-1/p31-bloomer/p31-bloomer.pdf

%M J.INTER.4.1.40
%T Inventing the Lisa User Interface
%A Roderick Perkins
%A Dan Smith Keller
%A Frank Ludolph
%J INTER
%D 1997
%V 4
%N 1
%P 40-53
%K DESIGN, PERFORMANCE
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques, User interfaces.
C.5.3 Computer Systems Organization, COMPUTER SYSTEM IMPLEMENTATION, Microcomputers.
K.2 Computing Milieux, HISTORY OF COMPUTING, Software.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-1/p40-perkins/p40-perkins.pdf

%M J.INTER.4.1.54
%T A Conversation with Dan Rosenberg
%A John Rheinfrank
%J INTER
%D 1997
%V 4
%N 1
%P 54-62
%K DESIGN, HUMAN FACTORS, MANAGEMENT
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques.
H.5.0 Information Systems, INFORMATION INTERFACES AND PRESENTATION, General.
H.2.4 Information Systems, DATABASE MANAGEMENT, Systems, ORACLE.
K.6.3 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Software Management, Software development.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-1/p54-rheinfrank/p54-rheinfrank.pdf

%M J.INTER.4.1.78
%T Scientific Visualization in Mathematics and Physics
%A J. Clint Sprott
%A Clifford A. Pickover
%J INTER
%D 1997
%V 4
%N 1
%P 78-79
%K DESIGN, HUMAN FACTORS, MANAGEMENT
J.2 Computer Applications, PHYSICAL SCIENCES AND ENGINEERING.
G.0 Mathematics of Computing, GENERAL.
I.4.9 Computing Methodologies, IMAGE PROCESSING AND COMPUTER VISION, Applications.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-1/p78-sprott/p78-sprott.pdf

%M J.INTER.4.2.13
%T Job Transformation in the Age of the Net
%A David Millen
%A Susan Dray
%J INTER
%D 1997
%V 4
%N 2
%P 13-18
%K EXPERIMENTATION, HUMAN FACTORS, PERFORMANCE
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
H.3.4 Information Systems, INFORMATION STORAGE AND RETRIEVAL, Systems and Software.
J.1 Computer Applications, ADMINISTRATIVE DATA PROCESSING, Business.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-2/p13-millen/p13-millen.pdf

%M J.INTER.4.2.19
%T Defining and Designing the Performance-Centered Interface: Moving Beyond
the User-Centered Interface
%A Karen L. McGraw
%J INTER
%D 1997
%V 4
%N 2
%P 19-26
%K DESIGN, PERFORMANCE
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces, Organizational design.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
H.4.2 Information Systems, INFORMATION SYSTEMS APPLICATIONS, Types of Systems.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human information processing.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-2/p19-mcgraw/p19-mcgraw.pdf

%M J.INTER.4.2.27
%T The Group Elicitation Method for Participatory Design and Usability Testing
%A Guy A. Boy
%J INTER
%D 1997
%V 4
%N 2
%P 27-33
%K DESIGN, HUMAN FACTORS, VERIFICATION
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces, Evaluation/methodology.
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces, Theory and models.
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces, Organizational design.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human information processing.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-2/p27-boy/p27-boy.pdf

%M J.INTER.4.2.34
%T User Interfaces for Young and Old
%A Maddy D. Brouwer-Janse
%A Jane Fulton Suri
%A Mitchell Yawitz
%A Govert de Vries
%A James L. Fozard
%A Roger Coleman
%J INTER
%D 1997
%V 4
%N 2
%P 34-46
%K DESIGN, EXPERIMENTATION, HUMAN FACTORS
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-2/p34-brouwer-janse/p34-brouwer-janse.pdf

%M J.INTER.4.2.48
%T Semi-Structured Interviewing for User-Centered Design
%A Larry E. Wood
%J INTER
%D 1997
%V 4
%N 2
%P 48-61
%K DESIGN, DOCUMENTATION, HUMAN FACTORS
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human information processing.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques, User interfaces.
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces, Organizational design.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-2/p48-wood/p48-wood.pdf

%M J.INTER.4.2.74
%T InfoART: The Digital Frontier from Video to Virtual Reality
%A Cynthia Goodman
%J INTER
%D 1997
%V 4
%N 2
%P 74-77
%K DOCUMENTATION
J.5 Computer Applications, ARTS AND HUMANITIES.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-2/p74-goodman/p74-goodman.pdf

%M J.INTER.4.3.12
%T What's NeXT for Apple?
%A Jef Raskin
%J INTER
%D 1997
%V 4
%N 3
%P 12-16
%K DESIGN, HUMAN FACTORS, MANAGEMENT, THEORY
K.8 Computing Milieux, PERSONAL COMPUTING, Apple.
K.1 Computing Milieux, THE COMPUTER INDUSTRY, Suppliers.
%* (c) Copyright 1997 ACM

%M J.INTER.4.3.17
%T Women into Computing
%A Janet Stack
%J INTER
%D 1997
%V 4
%N 3
%P 17-18
%K DESIGN, HUMAN FACTORS, MANAGEMENT, THEORY
K.7.1 Computing Milieux, THE COMPUTING PROFESSION, Occupations.
K.6.1 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Project and People Management.
K.7.2 Computing Milieux, THE COMPUTING PROFESSION, Organizations.
%* (c) Copyright 1997 ACM

%M J.INTER.4.3.19
%T Ensuring Success with Usability Engineering
%A Arlene F. Aucella
%J INTER
%D 1997
%V 4
%N 3
%P 19-22
%K HUMAN FACTORS, MANAGEMENT
K.6.1 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Project and People Management, Systems analysis and design.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-3/p19-aucella/p19-aucella.pdf

%M J.INTER.4.3.23
%T Expert Reviews: Design for Rapidly Changing Times
%A Ron Perkins
%A Matt Belge
%A Kate Ehrlich
%J INTER
%D 1997
%V 4
%N 3
%P 23-30
%K DESIGN, HUMAN FACTORS, MANAGEMENT, THEORY
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques, User interfaces.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-3/p23-perkins/p23-perkins.pdf

%M J.INTER.4.3.31
%T Quick GOMS: A Visual Software Engineering Tool for Simple Rapid Time-Motion
Modeling
%A David V. Beard
%A Scott Entrikin
%A Pat Conroy
%A Nathan C. Wingert
%A Corey D. Schou
%A Dana K. Smith
%A Kevin M. Denelsbeck
%J INTER
%D 1997
%V 4
%N 3
%P 31-36
%K DESIGN, HUMAN FACTORS, MANAGEMENT, PERFORMANCE, THEORY
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques.
I.6.3 Computing Methodologies, SIMULATION AND MODELING, Applications.
I.4.8 Computing Methodologies, IMAGE PROCESSING AND COMPUTER VISION, Scene Analysis, Time-varying imagery.
I.2.10 Computing Methodologies, ARTIFICIAL INTELLIGENCE, Vision and Scene Understanding, Motion.
I.3.4 Computing Methodologies, COMPUTER GRAPHICS, Graphics Utilities.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-3/p31-beard/p31-beard.pdf

%M J.INTER.4.3.38
%T Never Mind the Ethno' Stuff, What Does All This Mean and What Do We Do Now:
Ethnography in the Commercial World
%A Steve Blythin
%A Mark Rouncefield
%A John A. Hughes
%J INTER
%D 1997
%V 4
%N 3
%P 38-47
%K DESIGN, HUMAN FACTORS, MANAGEMENT, PERFORMANCE, THEORY
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-3/p38-blythin/p38-blythin.pdf

%M J.INTER.4.3.48
%T Another Approach to Justifying the Cost of Usability
%A Arnold M. Lund
%J INTER
%D 1997
%V 4
%N 3
%P 48-56
%K DESIGN, HUMAN FACTORS, MEASUREMENT, MANAGEMENT, PERFORMANCE, THEORY
K.6.2 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Installation Management.
K.6.1 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Project and People Management, Management techniques.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-3/p48-lund/p48-lund.pdf

%M J.INTER.4.3.58
%T Grounding Blue-Sky Research: How Can Ethnography Help?
%A Yvonne Rogers
%A Victoria Bellotti
%J INTER
%D 1997
%V 4
%N 3
%P 58-63
%K DESIGN, HUMAN FACTORS, MANAGEMENT, PERFORMANCE, THEORY
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
K.6.2 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Installation Management.
K.6.1 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Project and People Management, Management techniques.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-3/p58-rogers/p58-rogers.pdf

%M J.INTER.4.4.13
%T Human-Computer Interaction and Medical Software Development
%A John Gosbee
%A Eileen Ritchie
%J INTER
%D 1997
%V 4
%N 4
%P 13-18
%K DESIGN, HUMAN FACTORS
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
J.3 Computer Applications, LIFE AND MEDICAL SCIENCES, Medical information systems.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-4/p13-gosbee/p13-gosbee.pdf

%M J.INTER.4.4.19
%T Avoiding Cultural False Positives
%A Deborah Mrazek
%A Cynthia Baldaccini
%J INTER
%D 1997
%V 4
%N 4
%P 19-24
%K DESIGN, HUMAN FACTORS
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces, Theory and models.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-4/p19-mrazek/p19-mrazek.pdf

%M J.INTER.4.4.25
%T The Work Mapping Technique
%A Leigh Snelling
%A David Bruce-Smith
%J INTER
%D 1997
%V 4
%N 4
%P 25-31
%K DESIGN, HUMAN FACTORS
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces, Theory and models.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques.
D.2.m Software, SOFTWARE ENGINEERING, Miscellaneous.
D.2.10 Software, SOFTWARE ENGINEERING, Design**, Methodologies**.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-4/p25-snelling/p25-snelling.pdf

%M J.INTER.4.4.32
%T Frontiers in Electronic Media
%A Kim H. Veltman
%J INTER
%D 1997
%V 4
%N 4
%P 32-64
%K DESIGN, HUMAN FACTORS
H.5.1 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Multimedia Information Systems.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
K.1 Computing Milieux, THE COMPUTER INDUSTRY.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-4/p32-veltman/p32-veltman.html

%M J.INTER.4.4.66
%T Foreseeing the Future: ACM97
%A John L. Bennett
%J INTER
%D 1997
%V 4
%N 4
%P 66-74
%K HUMAN FACTORS
K.1 Computing Milieux, THE COMPUTER INDUSTRY.
K.2 Computing Milieux, HISTORY OF COMPUTING.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-4/p66-bennett/p66-bennett.pdf

%M J.INTER.4.5.9
%T Guidelines for Usability Testing with Children
%A Libby Hanna
%A Kirsten Risden
%A Kirstin Alexander
%J INTER
%D 1997
%V 4
%N 5
%P 9-14
%K DESIGN, THEORY, VERIFICATION
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques.
J.7 Computer Applications, COMPUTERS IN OTHER SYSTEMS.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-5/p9-hanna/p9-hanna.pdf

%M J.INTER.4.5.15
%T Icons: A Unique Form of Painting
%A Russ Brami
%J INTER
%D 1997
%V 4
%N 5
%P 15-28
%K DESIGN, DOCUMENTATION
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces, Graphical user interfaces (GUI).
K.2 Computing Milieux, HISTORY OF COMPUTING.
J.5 Computer Applications, ARTS AND HUMANITIES.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-5/p15-brami/p15-brami.pdf

%M J.INTER.4.5.29
%T Introducing Usability into Smaller Organizations
%A Carola B. Fellenz
%J INTER
%D 1997
%V 4
%N 5
%P 29-33
%K HUMAN FACTORS
H.5.3 Information Systems, INFORMATION INTERFACES AND PRESENTATION, Group and Organization Interfaces.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-5/p29-fellenz/p29-fellenz.pdf

%M J.INTER.4.5.34
%T A Conversation with Ted Selker
%A Kate Ehrlich
%J INTER
%D 1997
%V 4
%N 5
%P 34-47
%K DESIGN, EXPERIMENTATION, HUMAN FACTORS, PERFORMANCE
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces, Input devices and strategies.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces, Interaction styles.
H.1.2 Information Systems, MODELS AND PRINCIPLES, User/Machine Systems, Human factors.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-5/p34-ehrlich/p34-ehrlich.pdf

%M J.INTER.4.5.48
%T The CHI97 CHIkids Program: A Partnership between Kids, Adults and
Technology
%A Allison Druin
%J INTER
%D 1997
%V 4
%N 5
%P 48-59
%K DOCUMENTATION
K.3.0 Computing Milieux, COMPUTERS AND EDUCATION, General.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-5/p48-druin/p48-druin.pdf

%M J.INTER.4.6.4
%T Editorial
%E Steven Cherry
%J INTER
%D 1997
%V 4
%N 6
%P 4
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p4-cherry/p4-cherry.pdf

%M J.INTER.4.6.7
%T What's Happening
%E Steven Cherry
%J INTER
%D 1997
%V 4
%N 6
%P 7-11
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p7-cherry/p7-cherry.pdf

%M J.INTER.4.6.13
%T Navigation in Web Applications
%A Hal Shubin
%A Margaret M. Meehan
%J INTER
%D 1997
%V 4
%N 6
%P 13-17
%K DESIGN, DOCUMENTATION
H.3.4 Information Systems, INFORMATION STORAGE AND RETRIEVAL, Systems and Software.
I.7.0 Computing Methodologies, DOCUMENT AND TEXT PROCESSING, General.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p13-shubin/p13-shubin.pdf

%M J.INTER.4.6.18
%T Pitching Usability to Your Organization
%A Sarah Bloomer
%A Rachel Croft
%J INTER
%D 1997
%V 4
%N 6
%P 18-26
%K DOCUMENTATION, MANAGEMENT
J.1 Computer Applications, ADMINISTRATIVE DATA PROCESSING, Business.
K.6.0 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, General.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p18-bloomer/p18-bloomer.pdf

%M J.INTER.4.6.27
%T Computer-Related Design at the Royal College of Art: 1997 Graduation
Projects
%A Gillian Crampton Smith
%J INTER
%D 1997
%V 4
%N 6
%P 27-33
%K DESIGN, DOCUMENTATION, EXPERIMENTATION
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques.
J.6 Computer Applications, COMPUTER-AIDED ENGINEERING.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p27-smith/p27-smith.pdf

%M J.INTER.4.6.35
%T Application-Oriented Usage Quality: The Tools and Materials Approach
%A Carola Lilienthal
%A Heinz Zullighoven
%J INTER
%D 1997
%V 4
%N 6
%P 35-41
%K DESIGN, DOCUMENTATION, MANAGEMENT
K.6.3 Computing Milieux, MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS, Software Management.
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p35-lilienthal/p35-lilienthal.pdf

%M J.INTER.4.6.42
%T Direct Manipulation vs Interface Agents
%A Ben Shneiderman
%A Pattie Maes
%J INTER
%D 1997
%V 4
%N 6
%P 42-61
%K DESIGN, HUMAN FACTORS
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p42-shneiderman/p42-shneiderman.pdf

%M J.INTER.4.6.62
%T Cybcerone: A Kiosk Information System Based on WWW and Java
%A Francois Grize
%A Mehdi Aminian
%J INTER
%D 1997
%V 4
%N 6
%P 62-69
%K DOCUMENTATION
H.4.3 Information Systems, INFORMATION SYSTEMS APPLICATIONS, Communications Applications, Internet.
C.2.1 Computer Systems Organization, COMPUTER-COMMUNICATION NETWORKS, Network Architecture and Design, Internet.
H.3.4 Information Systems, INFORMATION STORAGE AND RETRIEVAL, Systems and Software.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p62-grize/p62-grize.pdf

%M J.INTER.4.6.70
%T Book Preview
%E Steven Cherry
%J INTER
%D 1997
%V 4
%N 6
%P 70-73
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p70-cherry/p70-cherry.pdf

%M J.INTER.4.6.74
%T About the Art in this Issue
%E Steven Cherry
%J INTER
%D 1997
%V 4
%N 6
%P 74-75
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p74-cherry/p74-cherry.pdf

%M J.INTER.4.6.77 acmdl4 title has typo: Confernece
%T Conference Preview: IUI '98: 1998 International Conference on Intelligent
User Interfaces
%A Loren G. Terveen
%A Peter Johnson
%J INTER
%D 1997
%V 4
%N 6
%P 77
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p77-terveen/p77-terveen.pdf

%M J.INTER.4.6.80 acmdl4 missing PDF link because paper runs from 80-79
%T Reflections on User Interface Software and Technology
%A George Robertson
%J INTER
%D 1997
%V 4
%N 6
%P 80-79
%K DESIGN, HUMAN FACTORS
D.2.2 Software, SOFTWARE ENGINEERING, Design Tools and Techniques, User interfaces.
H.5.2 Information Systems, INFORMATION INTERFACES AND PRESENTATION, User Interfaces.
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/journals/interactions/1997-4-6/p79-robertson/p79-robertson.pdf

fpack:!@#$%^&*(): HCI05.BA
%M J.HCI.5.1.1
%T The Acquisition and Performance of Text-Editing Skill:
A Cognitive Complexity Analysis
%S Articles
%A Susan Bovair
%A David E. Kieras
%A Peter G. Polson
%J HCI
%V 5
%N 1
%D 1990
%P 1-48
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X Kieras and Polson (1985) proposed an approach for making quantitative
predictions on ease of learning and ease of use of a system, based on a
production system version of the goals, operators, methods, and selection
rules (GOMS) model of Card, Moran, and Newell (1983).  This article
describes the principles for constructing such models and obtaining predictions
of learning and execution time.  A production rule model for a simulated
text editor is described in detail and is compared to experimental data on
learning and performance.  The model accounted well for both learning and
execution time and for the details of the increase in speed with practice.  The
relationship between the performance model and the Keystroke-Level Model
of Card et al. (1983) is discussed.  The results provide strong support for the
original proposal that production rule models can make quantitative predictions
for both ease of learning and ease of use.

%M J.HCI.5.1.49 9/26/90 gp
%T Specific versus General Procedures in Instructions
%S Articles
%A Richard Catrambone
%J HCI
%V 5
%N 1
%D 1990
%P 49-93
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X A good deal of research in cognitive psychology has demonstrated that,
although learners can solve problems that are just like the ones they have been
trained on, they often have great difficulty solving new types of problems. 
People also have difficulty trying to understand instructions or training
materials that try to teach a procedure at a level that is general enough to
apply to many different kinds of cases.  These two findings lead to a quandary
for people designing instructions for procedural tasks such as operating
computer software: Instructions should be written with a good deal of
specificity so that new users can understand and use them right away, but at
the same time the user will have great difficulty generalizing what they have
learned in novel cases.  Experiment 1 seems to echo this quandary.  Computer
novices, in this study, were able to follow specific instructions for using a
word processor more easily than general instructions.  However, they had
great difficulty generalizing the specific instructions to novel tasks. 
Experiment 2 demonstrates that when specific instructions are rewritten to help
users form a more general procedure, novices can easily do new tasks and still
maintain their initial quality of performance.  A production rule formalism is
used to represent the knowledge users obtain from instructions and to explore
the conditions under which these productions can be generalized.  Experiment
2 suggests that this knowledge can be used to improve the generalizability of
instructions.
%Y 
1. Introduction
	1.1 An Approach to Analyzing Instructions
	1.2 Development of Learning Constraints
2. Experiment 1: Deletion and Formatting Instructions
	2.1 Method
	2.2 Predictions
	2.3 Analysis of Deletion Production Rules
	2.4 Analysis of Format Production Rules
	2.5 Results and Discussion
3. Experiment 2: Modifying Specific Instructions to Support Generalization
	3.1 Method
	3.2 Results and Discussion
4. General Discussion
	4.1 A Production Rule Approach to Designing Instructions?
	4.2 Combining Specific and General Instructions and Examples
Appendix A: General Deletion Instructions (Experiment 1)
Appendix B: Format Instructions
	B1. General Format Instructions (Experiment 1)
	B2. Specific Format Instructions for Changing the Line Spacing of a Document (Experiment 1)

%M J.HCI.5.1.95 9/26/90 gp
%T Inferring User Expertise for Adaptive Interfaces
%S Articles
%A Kent P. Vaubel
%A Charles F. Gettys
%J HCI
%V 5
%N 1
%D 1990
%P 95-117
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X A technique based on two heuristic rules for inferring expertise is
demonstrated by inferring user expertise in word-processing tasks.  The
heuristic rules were translated into practice by examining command frequencies
and requests for on-line help from the 12 participants in the study who
were engaged in personal word-processing tasks.  These variables were found
to be related to word-processing expertise.  A scoring rule derived from these
variables ranged from 71% to 87% correct in predicting the expertise of the
user.  The application of this technique to adaptive interfaces that incorporate
estimates of user expertise is discussed.

%M J.HCI.5.2-3.119 11/27/90 gp
%T Introduction to this Special Issue on Foundations of Human-Computer
Interaction
%A Stuart K. Card
%A Peter G. Polson
%S Editorial
%J HCI
%V 5
%N 2-3
%D 1990
%P 119-123
%X N/A

%M J.HCI.5.2-3.125 11/27/90 gp
%T A Research Agenda for the Nineties in Human-Computer Interaction
%S Articles
%A Clayton H. Lewis
%J HCI
%V 5
%N 2-3
%D 1990
%P 125-143
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X Although the practical importance of user interface technology is now well
established, the proper role of research in the development of the technology
and the kind of research that is appropriate remain in question.  This article
takes stock of some of the competing positions and proposes an agenda,
identifying areas of work that might command some consensus despite the
widely varying viewpoints represented in the research community.  The major
initiatives proposed are understanding goals and preferences, broadening
applied cognitive theory, supporting innovation, and credit assignment.

%M J.HCI.5.2-3.145 11/27/90 gp
%T A Semantic Analysis of the Design Space of Input Devices
%S Articles
%A Jock Mackinlay
%A Stuart K. Card
%A George G. Robertson
%J HCI
%V 5
%N 2-3
%D 1990
%P 145-190
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X A bewildering variety of devices for communication from humans to
computers now exists on the market.  In this article, we propose a descriptive
framework for analyzing the design space of these input devices.  We begin
with Buxton's (1983) idea that input devices are transducers of physical
properties into one, two, or three dimensions.  Following Mackinlay's semantic
analysis of the design space for graphical presentations, we extend this idea to
more comprehensive descriptions of physical properties, space, and
transducer mappings.  In our reformulation, input devices are transducers of any
combination of linear and rotary, absolute and relative, position and force, in
any of the six spatial degrees of freedom.  Simple input devices are described
in terms of semantic mappings from the transducers of physical properties
into the parameters of the applications.  One of these mappings, the resolution
function, allows us to describe the range of possibilities from continuous
devices to discrete devices, including possibilities in between.  Complex input
controls are described in terms of hierarchical families of generic devices and
in terms of composition operators on simpler devices.  The description that
emerges is used to produce a new taxonomy of input devices.  The taxonomy
is compared with previous taxonomies of Foley, Wallace, and Chan (1984)
and of Buxton (1983) by reclassifying the devices previously analyzed by these
authors.  The descriptive techniques are further applied to the design of
complex mouse-based virtual input controls for simulated three-dimensional
(3D) egocentric motion.  One result is the design of a new virtual egocentric
motion control.
%Y 
1. Introduction
2. Input Devices
	2.1 A Simple Device
	2.2 Primitive Input Devices
	2.3 Connections
	2.4 Generic Devices
	2.5 Composition Operators for Input Devices
		Examples of Composed Input Devices
	2.6 A Taxonomy of Input Devices
	2.7 Evaluating the Expressiveness of an Application's Input Devices
3. Simulated 3D Egocentric Motion Controls: Analysis and Generation
	3.1 Egocentric Motion
	3.2 Analysis of an Existing Egocentric Motion Design
	3.3 Generation of Novel 3D Movement Controls: 3D Rooms
		Step 1: Application Functionality
		Step 2: Choosing Input Devices
		Step 3: Designing Composite Input Controls
4. Discussion
5. Conclusion
Appendix: Detailed Description of Insect Controls
	Application Parameters
	Basic Input Devices
	Connections
	Composite Insect Device

%M J.HCI.5.2-3.191 11/27/90 gp
%T Theory-Based Design for Easily Learned Interfaces
%S Articles
%A Peter G. Polson
%A Clayton H. Lewis
%J HCI
%V 5
%N 2-3
%D 1990
%P 191-220
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X Many important computer applications require that users be able to use
them effectively with little or no formal training.  Current examples include
bank teller machines and airport information kiosks.  Today successful
systems of this kind can only be developed by iteration using costly empirical
testing.  This article aims to provide a theoretical foundation for the design of
such systems, a model of learning by exploration, called CE+.  The theory
incorporates assumptions from (a) the GOMS model and cognitive complexity
theory (CCT) on the representation of procedural knowledge as
productions, (b) the EXPL model on learning from examples, and (c)
research on problem-solving processes for simple puzzlelike problems.  Design
guidelines for systems that can be learned by exploration, "design for
successful guessing," are derived from the theory.  These principles are
compared to those developed by Norman (1988).

%M J.HCI.5.2-3.221 11/27/90 gp
%T The Growth of Cognitive Modeling in Human-Computer Interaction Since GOMS
%S Articles
%A Judith Reitman Olson
%A Gary M. Olson
%J HCI
%V 5
%N 2-3
%D 1990
%P 221-265
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X The purpose of this article is to review where we stand with regard to
modeling the kind of cognition involved in human-computer interaction. 
Card, Moran, and Newell's pioneering work on cognitive engineering models
and explicit analyses of the knowledge people need to perform a procedure
was a significant advance from the kind of modeling cognitive psychology
offered at the time.  Since then, coordinated bodies of research have both
confirmed the basic set of parameters and advanced the number of parameters
that account for the time of certain component activities.  Formal
modeling in grammars and production systems has provided an account for
error production in some cases, as well as a basis for calculating how long a
system will take to learn and how much savings there is from previous
learning.  Recently, we were given a new tool for modeling nonsequential
component processes, adapting the "critical path analysis" from engineering to
the specification of interacting processes and their consequent durations.
   Though these advances have helped, there are still significant gaps in our
understanding of the whole process of interacting with computers.  The
cumulative nature of this empirical body and its associated modeling framework
has further highlighted important issues central to research in cognitive
psychology: how people move smoothly between skilled performance and
problem solving, how people learn, how to design for consistent user
interfaces, how people produce and manage errors, how we interpret visual
displays for meaning, and what processes run concurrently and which depend
on the completion of prior processes.
   In the bigger picture, cognitive modeling is a method that is useful in both
initial design (it can narrow the design space and provide early analyses of
design alternatives), evaluation, and training.  But it does not extend to
broader aspects of the context in which people use computers, partly because
there are significant gaps in contemporary cognitive theory to inform the
modeling and partly because it is the wrong form of model for certain kinds
of more global questions in human-computer interaction.  Notably, it fails to
capture the user's fatigue, individual differences, or mental workload.  And it
is not the type of model that will aid the designer in designing the set of
functions the software ought to contain, to assess the user's judgment of the
acceptability of the software, or the change that could be expected in work life
and the organization in which this work and person fits.  Clearly, these kinds
of considerations require modeling and tools of a different granularity and
form.
%Y 
1. GOMS as Cognitive Modeling
2. Advances in Modeling Specific Serial Components
3. Extensions of the Basic Framework
4. The Place of Cognitive Modeling in Human-Computer Interaction

%M J.HCI.5.2-3.267 11/27/90 gp
%T Expertise in a Computer Operating System: Conceptualization and Performance
%S Articles
%A Stephanie M. Doane
%A James W. Pellegrino
%A Roberta L. Klatzky
%J HCI
%V 5
%N 2-3
%D 1990
%P 267-304
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X This article describes a three-part empirical approach to understanding the
development of expertise within the UNIX operating system.  We studied
UNIX users with varying levels of expertise.  The first part of our research
attempted to ascertain the nature of their conceptualizations of the UNIX
system.  The second part measured users' performance in tasks requiring them
to comprehend and produce UNIX commands.  The third part was a
longitudinal rather than cross-sectional analysis of the emergence of expertise.
   The conceptualization data suggest important differences in the models of
UNIX structure formed by each group.  Experts best represent the higher
levels of the UNIX system; novices more fully represent the lower, more
concrete levels of the system, including specific commands.  UNIX users also
differ markedly in performance, according to their history of use with the
operating system.  Only experts could successfully produce composite commands
that required use of the distinctive features of UNIX (e.g., pipes and
other redirection symbols), even though the intermediates and novices
evidenced the component knowledge required for composite commands.  This
finding is somewhat surprising, inasmuch as there are fundamental design
features in UNIX, and these features are taught in elementary classes.  These
data suggest, however, that these features can be used reliably only after
extensive experience.
   The longitudinal data suggest that most subjects increased in expertise. 
However, expertise can decrease as a function of time, depending on system
use.  Those subjects who increase in expertise acquired the ability to produce
the simple commands and represent the basic modules before they acquired
knowledge of complex commands and advanced utilities.  The nature of
expertise is considered with respect to both system design and user
characteristics, including users' conceptual models of system structure.

%M J.HCI.5.2-3.305 11/27/90 gp
%T Designing the Design Process: Exploiting Opportunistic Thoughts
%S Articles
%A Raymonde Guindon
%J HCI
%V 5
%N 2-3
%D 1990
%P 305-344
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X This study shows that top-down decomposition is problematic in the early
stages of design.  Instead, an opportunistic decomposition is better suited to
handle the ill-structuredness of design problems.  Designers are observed
interleaving decisions at various levels of abstraction in the solution
decomposition.  The verbal protocols of three professionals designing a software
system of realistic complexity are analyzed to determine the frequency and
causes of opportunistic decompositions.  The sudden discovery of new
requirements and partial solutions triggered by data-driven rules and
associations, the immediate development of solutions for newly discovered
requirements, and drifting through partial solutions are shown to be important
causes of opportunistic design.  A top-down decomposition appears to be a
special case for well-structured problems when the designer already knows the
correct decomposition.  Two cognitive models are briefly discussed in relation
to opportunistic design.  Finally, implications for training, methods, and
computational environments to support the early stages of design are
outlined.

%M J.HCI.5.4.345 12/21/90 gp
%T The Cognitive Consequences of Object-Oriented Design
%S Articles
%A Mary Beth Rosson
%A Sherman R. Alpert
%J HCI
%V 5
%N 4
%D 1990
%P 345-379
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X The most valuable tools or methodologies supporting the design of
interactive systems are those that simultaneously ease the process of design
and improve the usability of the resulting system.  We consider the potential
of the object-oriented paradigm in providing this dual function.  After briefly
reviewing what is known about the design process and some important
characteristics of object-oriented programming and design, we speculate on
the possible cognitive consequences of this paradigm for problem understanding,
problem decomposition, and design result.  We conclude with research
issues raised by our analyses.
%Y 
1. Introduction
2. The Psychology of Design
	2.1 Problem Understanding
	2.2 Problem Decomposition
	2.3 Design Result
3. The Object-Oriented Paradigm
	3.1 Communicating Objects
	3.2 Abstraction
	3.3 Shared Behavior
	3.4 Designing with Objects
4. A Cognitive Interpretation of Object-Based Design
	4.1 Object-Based Problem Understanding
	4.2 Object-Based Problem Decomposition
	4.3 Object-Based Design Solutions
5. Research Directions

%M J.HCI.5.4.381 12/21/90 gp
%T Effective Feedback Content for Tutoring Complex Skills
%S Articles
%A Jean M. McKendree
%J HCI
%V 5
%N 4
%D 1990
%P 381-413
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X Feedback during learning is critical for evaluating new skills.  Computer-based
tutoring systems have the potential to detect errors and to guide
students by providing informative feedback, but few studies have evaluated
the real impact of different types of feedback.  This article presents results of
such a study using the Geometry Tutor for building geometry proofs.  It was
found that feedback about the goal structure of geometry problems led to
better performance than feedback about the reasons for error or than simply
being told that an error had occurred.  This goal feedback allows students to
correct the incorrect action more often than other types of feedback.  Also, the
goal feedback group continued to deal advantageously with problems when
the feedback was subsequently removed.  A simulation model, based on
Anderson's (1983) ACT* theory and an analogical learning system, presents
a preliminary model of the effects of these different feedback types.  The
model indicates that the advantage of goal-directed feedback is a reflection of
its immediate application to the problem, whereas feedback about reasons for
the error does not provide any direction to the correct error.  According to the
model, the feedback allows the student to construct a correct representation of
the goal tree involved in various types of proofs more readily that feedback
that is not immediately relevant to the current problem.
%Y 
1. Studies and Theories of Feedback
	1.1 Feedback in Computer-Assisted Instruction
	1.2 Feedback in ACT* Theory
2. Comparison of Feedback in the Geometry Tutor
	2.1 The Geometry Tutor
	2.2 Procedure
	2.3 Subjects
	2.4 Results and Discussion
3. Simulation of Feedback Effect
	3.1 Purpose of the Model
	3.2 PUPS Simulation Language
	3.3 Simulation Procedures
	3.4 Performance of the Model
	3.5 Implications of the Model
4. Conclusions

%M J.HCI.5.4.415 12/21/90 gp
%T The Nature of Device Models: The Yoked State Space Hypothesis and Some
Experiments with Text Editors
%S Articles
%A Stephen J. Payne
%A Helen R. Squibb
%A Andrew Howes
%J HCI
%V 5
%N 4
%D 1990
%P 415-444
%* (c) Copyright 1990 Lawrence Erlbaum Associates
%X To construct a conceptual model of a device, the user must conceptualize
the device's representation of the task domain.  This knowledge can be
represented by three components: a device-based problem space, which
specifies the ontology of the device in terms of the objects that can be
manipulated and their interrelations, plus the operators that perform the
manipulations; a goal space, which represents the objects in terms of which
user's goals are expressed; and a semantic mapping, which determines how
goal space objects are represented in the device space.
   The yoked state space (YSS) model allows an important distinction concerning
the mental representation of procedures.  If a step in a procedure specifies a
transformation of the user's device space, then it has an autonomous meaning
for the user, independent of its role in the sequence or method.  The device
space provides a figurative account of the operator.  However, some operators do
not affect the minimal device space, and their only meaning for the user
derives from their role in a method: The method affords an operational account
of the operator.  Figurative accounts can be constructed from operational
accounts only by elaborating the device space with new concepts.
   The YSS is illustrated through a simple description of a device model for a
cut-and-paste text editor.  Three experiments addressed the claims of this
model.  The first experiment used a sorting paradigm to show that users do
acquire the novel device space concept of a string of adjacent characters
(including space and return).  The second and third experiments asked novices
to make inferences about text editor behavior on the basis of simple
demonstrations.  They showed that (a) the availability of the string concept is
critically dependent on the details of the interface design, (b) figurative accounts
of the copy operation afford more efficient methods and may be promoted by
appropriate names for procedure steps, and (c) a conceptual model may
transfer from one device to another.  Together, the three experiments
supported the YSS hypothesis.
%Y 
1. Introduction
2. The Yoked State Space Hypothesis
	2.1 Definitions
	2.2 Example: The YSS for a Cut-and-Paste Editor
	2.3 Operational Accounts Versus Figurative Accounts
	2.4 Alternative Models
	2.5 Device Models Revisited
3. Experiment 1: Card Sorting -- Is the Minimal Device Space Available to Experienced Users?
	3.1 Subjects
	3.2 Procedure
	3.3 Results
	3.4 Discussion
4. Experiment 2: Novices On-Line Inferences About Text-Editing Operations
	4.1 Subjects and Devices
	4.2 Experimental Procedure
	4.3 Experimental Hypothesis
	4.4 Results and Discussion
	4.5 Conclusions
5. Experiment 3: Discourse About the Device -- The String Concept and the Copy Buffer Revisited
	5.1 Subjects and Devices
	5.2 Experimental Procedure
	5.3 Experimental Hypothesis
	5.4 Results and Discussion
	5.5 Conclusions
6. General Discussion

fpack:!@#$%^&*(): ASSETS98.BA
%M C.ASSETS.98.1
%T Smart Rooms, Desks, and Clothes
%A Alexander Pentland
%B ASSETS98
%D 1998
%P 1-2
%* (c) Copyright 1998 ACM
%X
We are working to develop smart networked
environments thatcan help people in their homes,
offices, cars, and when walking about. Our
research is aimed at giving rooms, desks, and clothes
the perceptual and cognitive intelligence needed to
become active helpers.
%K
Wearable computers, Perceptual environments,
Multimodal interfaces, Adaptive environments
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p1-pentland/p1-pentland.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p1-pentland/p1-pentland.txt

%M C.ASSETS.98.3
%T Comparing Effects of Navigational Interface Modalities on Speaker Prosodics
%A Julie Baca
%B ASSETS98
%D 1998
%P 3-10
%K GUI access, Displayless interfaces, Prosodics
%* (c) Copyright 1998 ACM
%W http://www.wes.army.mil/ITL/baca98.html
%X Displayless interface technology must address issues similar to those of
GUI access technology for users with visual impairments.  Both must address
the issue of providing nonvisual access to spatial data.  This research
examined the hypothesis that strictly verbal access to spatial data places a
cognitive burden on the user, which in turn impacts the prosodics, i.e.,
nonverbal aspects, of the user's speech.  The hypothesis was tested through
experiments in which subjects used speech-based, displayless interface
followed by a multimodal interface to perform a series of navigational tasks.
Their speech was recorded during the experiments and post-processed for
prosodic content.  Statistical analysis of the post-processed data showed
significant differences in subjects' prosodics when using the displayless
versus the multimodal interface.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p3-baca/p3-baca.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p3-baca/p3-baca.txt

%M C.ASSETS.98.11
%T Computer-Based Cognitive Prosthetics: Assistive Technology for the
Treatment of Cognitive Disabilities
%A Elliot Cole
%A Parto Dehdashti
%B ASSETS98
%D 1998
%P 11-18
%K Cognitive disabilities, Cognitive prosthetics, Usability, Testing, User
interfaces, User studies, Personal productivity tools, Learning disabilities,
Health care applications
%* (c) Copyright 1998 ACM
%W http://www.brain-rehab.com/assets.html
%X Traumatic brain injury and stroke leave many individuals with cognitive
disabilities even after much therapy.  For over a decade, our
multidisciplinary group has been conducting a research and clinical program. 
The focus of our efforts has been restoration of individual's functioning
through technology enabling them to perform some of their priority everyday
activities.  Our approach has been three-fold: 1) the application of theory
and methods from computer science; 2) the design of one-of-a-kind prosthetic
systems to bridge deficits, and 3) therapy integrated tightly with prosthetic
technology.  Research incorporated the single-subject case study approach --
widely used in brain injury rehabilitation -- with studies being partial
replicates for grouping data.  Results have been significant and substantial,
with an increase of function being the rule rather than the exception.  An
important finding is that our evaluation techniques of patient abilities tends
to show greater abilities than show in clinical testing.  These abilities can
be used in participatory design to greatly enhance the clinical outcome. 
Also, the impact of small deficits on behavior seems to be significantly
greater than one would expect.  Resolving or bridging small deficits can have
considerable behavioral impact.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p11-cole/p11-cole.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p11-cole/p11-cole.txt

%M C.ASSETS.98.19
%T Toward the Use of Speech and Natural Language Technology in Intervention
for a Language-Disordered Population
%A Jill Fain Lehman
%B ASSETS98
%D 1998
%P 19-26
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p19-lehman/p19-lehman.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p19-lehman/p19-lehman.txt
%X We describe the design of Simone Says an interactive software  
environment for language remediation that brings together research  
in speech recognition, natural language processing and  
computer-aided instruction. The underlying technology for the  
implementation and the system's eventual evaluation are also  
discussed.

%M C.ASSETS.98.27
%T Lessons from Developing Audio HTML Interfaces
%A Frankie James
%B ASSETS98
%D 1998
%P 27-34
%K Audio interfaces, WWW, Blind, Human-computer interaction, HTML
%* (c) Copyright 1998 ACM
%W http://www-pcd.stanford.edu/frankie/assets/lessons.html
%X In this paper, we discuss the choice of specific sounds to use in an audio
HTML interface, based on our previous research into developing principles for
sound choice, called the AHA framework.  AHA can be used along with the
consideration of issues related to the target audience such as user tasks,
goals, and interests to choose specific sounds for an interface.  We describe
two scenarios of potential users and interfaces that would seem to be
appropriate for them.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p27-james/p27-james.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p27-james/p27-james.txt

%M C.ASSETS.98.35
%T The Use of Gestures in Multimodal Input
%A Simeon Keates
%A Peter Robinson
%B ASSETS98
%D 1998
%P 35-42
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p35-keates/p35-keates.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p35-keates/p35-keates.txt
%X For users with motion impairments, the standard
keyboard and mouse arrangement for computer
access often presents problems. Other approaches
have to be adopted to overcome this.
   In this paper, we will describe the development of a
prototype multimodal input system based on two
gestural input channels. Results from extensive user
trials of this system are presented. These trials
showed that the physical and cognitive loads on the
user can quickly become excessive and detrimental to
the interaction. Designers of multimodal input systems
need to be aware of this and perform regular user
trials to minimize the problem. 
%K
Gesture recognition, Multimodal input, User trials

%M C.ASSETS.98.43
%T VRML-Based Representations of ASL Fingerspelling on the World-Wide Web
%A S. Augustine Su
%A Richard K. Furuta
%B ASSETS98
%D 1998
%P 43-45
%K American Sign Language, Virtual Reality Modeling Language, World Wide Web,
Hand gestures
%* (c) Copyright 1998 ACM
%W http://www.csdl.tamu.edu/~su/publications/assets98.html
%X Virtual Reality Modeling Language (VRML) is an effective tool to document
sign language on the World-Wide Web.  In this paper, we present techniques to
enlarge the vocabulary of encoded ASL signs in VRML 2.0 for educational
purposes.  In order to prove the concept of gesture making, a Web site is
presented that demonstrates application of the hand model to fingerspell the
ASL manual alphabet and numbers.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p43-su/p43-su.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p43-su/p43-su.txt

%M C.ASSETS.98.46
%T Programming for Usability in Nonvisual User Interfaces
%A Gerhard Weber
%B ASSETS98
%D 1998
%P 46-48
%K Software engineering, Evaluation, Nonvisual user interfaces
%* (c) Copyright 1998 ACM
%W http://www-informatik.fh-harz.de/weber/Assets98/assets98.htm
%X Standard software engineering methods are not directly applicable to
nonvisual user interfaces due to the mismatch of user interfaces of developers
and users.  We have developed tools to visualize the nonvisual presentation
and the nonvisual interaction.  This requires to apply software technologies
as used by screen readers.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p46-weber/p46-weber.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p46-weber/p46-weber.txt

%M C.ASSETS.98.49
%T Expanded Interactions: Broadening Human-Centered Computing
%A Richard A. Foulds
%A Arthur W. Joyce, III
%B ASSETS98
%D 1998
%P 49-50
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p49-foulds/p49-foulds.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p49-foulds/p49-foulds.txt
%X In this paper, we describe the preliminary results of an
NSF sponsored invitational workshop entitled
Expanded Interaction: Broadening Human-Centered
Computing. The workshop brought together members
of academia, industry and government, as well as
individuals with disabilities to examine the
commonalities and expansion of human-computer
interaction and universal design. The underlying theme
was to encourage a scientific understanding of the
diversity of human performance.
%K
Multimodal, Universal access, Human-centered computing, 
Telecommunications, Intermedia, Disabilities

%M C.ASSETS.98.51
%T Conversational Gestures for Direct Manipulation on the Audio Desktop
%A T. V. Raman
%B ASSETS98
%D 1998
%P 51-58
%* (c) Copyright 1998 ACM
%W http://cs.cornell.edu/home/raman/publications/assets-98/
%X We describe the speech-enabling approach to building auditory interfaces
that treat speech as a first-class modality.  The process of designing
effective auditory interfaces is decomposed into identifying the atomic
actions that make up the user interaction and the conversational gestures that
enable these actions.  The auditory interface is then synthesized by mapping
these conversational gestures to appropriate primitives in the auditory
environment.
   We illustrate this process with a concrete example by developing an
auditory interface to the visually intensive task of playing tetris.  Playing
Tetris is a fun activity that has many of the same demands as day-to-day
activities on the electronic desktop.  Speech-enabling Tetris thus not only
provides a fun way to exercise ones geometric reasoning abilities -- it provides
useful lessons in speech-enabling common-place computing tasks.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p51-raman/p51-raman.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p51-raman/p51-raman.txt

%M C.ASSETS.98.59
%T Automatic Babble Recognition for Early Detection of Speech Related
Disorders
%A Harriet J. Fell
%A Joel MacAuslan
%A Karen Chenausky
%A Linda J. Ferrier
%B ASSETS98
%D 1998
%P 59-66
%K Infants, Pre-speech vocalization, Acoustic analysis, Early intervention
%* (c) Copyright 1998 ACM
%W http://www.ccs.neu.edu/home/fell/fellAssets98.html
%X We have developed a program, the Early Vocalization Analyzer (EVA), that
automatically analyzes digitized recordings of infant vocalizations.  The
purpose of such a system is to automatically and reliably screen infants who
may be at risk for later communication problems.  Applying the landmark
detection theory of Stevens et al., for the recognition of features in adult
speech, EVA detects syllables in vocalizations produced by typically
developing six to thirteen month old infants.  We discuss the differences
between adult-specific code and code written to analyze infant vocalizations
and present the results of validity-testing.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p59-fell/p59-fell.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p59-fell/p59-fell.txt

%M C.ASSETS.98.67
%T A Tool for Creating Eye-Aware Applications that Adapt to Changes in User
Behavior
%A Greg Edwards
%B ASSETS98
%D 1998
%P 67-74
%K Eyetracking, Eye-aware, Eye interpretation engine, User intent, Visual
search, Fixations, Fixation duration, User-centered approach, Human-computer
interaction
%* (c) Copyright 1998 ACM
%W http://hypatia.stanford.edu/~gedwards/assets/assets.html
%X A development tool is described that can be used to create eye-aware
software applications that adapt in real-time to changes in a user's natural
eye-movement behaviors and intentions.  The research involved in developing
this tool focuses on identifying patterns of eye-movement that describe three
behaviors: Knowledgeable Movement, Searching, and Prolonged Searching.  In the
process of doing the research, two important features of eye-movement patterns
were discovered -- Revisits and Significant Fixations.  Revisits and Significant
Fixations complement the recognition of saccades, fixations, and blinks, and
make easier the recognition of high-level patterns in users' natural
eye-movements.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p67-edwards/p67-edwards.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p67-edwards/p67-edwards.txt

%M C.ASSETS.98.75
%T Designing Interfaces for an Overlooked User Group: Considering the Visual
Profiles of Partially Sighted Users
%A Julie A. Jacko
%A Andrew Sears
%B ASSETS98
%D 1998
%P 75-77
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p75-jacko/p75-jacko.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p75-jacko/p75-jacko.txt
%X In this position paper we argue the importance of
research focusing on the issues involved in
designing computer systems for partially sighted
computer users. Currently, there is a lack of data
that explores how combinations of impaired
visual processes affect preferences for, and
performance with, graphical user interfaces. This
lack of fundamental information about how an
individual's visual profile determines the
strategies and behaviors exhibited while using
computers limits our ability to design effective
user interfaces for partially sighted computer
users. The objective of this position paper is to
motivate research that addresses this deficiency
in our knowledge base so that researchers can
design enabling technologies in a systematic
fashion for this unique user group as has been
done for fully sighted users and blind users.
%K
Partial vision, Visually impaired, Human-computer interaction, Enabling technologies


%M C.ASSETS.98.78
%T Modeling and Generating Sign Language as Animated Line Drawings
%A Frank Godenschweger
%A Thomas Strothotte
%B ASSETS98
%D 1998
%P 78-84
%* (c) Copyright 1998 ACM
%W http://isgwww.cs.uni-magdeburg.de/~godens/publications/asset.html
%X This paper introduces an application for creating words and sentences of
sign language as animated gesture sequences.  A gesture is composed of the
left and right hand sign, a body movement and a facial expression.
   We propose a technique for generating gestures as line drawings.  Using
line drawings allows us to run the application with simple 3D models without
loss of essential information while achieving images which can be transferred
very quickly over a network.  Furthermore, the images resemble those used in
printed teaching materials for sign language.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p78-godenschweger/p78-godenschweger.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p78-godenschweger/p78-godenschweger.txt

%M C.ASSETS.98.85
%T TGuide: A Guidance System for Tactile Image Exploration
%A Martin Kurze
%B ASSETS98
%D 1998
%P 85-91
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p85-kurze/p85-kurze.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p85-kurze/p85-kurze.txt
%X We present a guidance system for blind people  
exploring tactile graphics. The system is composed  
of a new device using 8 vibrating elements to output  
directional information and a guidance software  
controlling the device. The evaluation of the system  
is also described.
%K
Tactile output device, Blind people, Graphics, Guidance,  
Evaluation

%M C.ASSETS.98.92
%T Haptic Virtual Reality for Blind Computer Users
%A Chetz Colwell
%A Helen Petrie
%A Diana Kornbrot
%A Andrew Hardwick
%A Stephen Furner
%B ASSETS98
%D 1998
%P 92-99
%K Haptic device, Virtual environments, Perception of virtual textures and
objects, Blind users, World Wide Web
%* (c) Copyright 1998 ACM
%W http://phoenix.herts.ac.uk/sdru/pubs/VE/colwell.html
%X This paper describes a series of studies involving a haptic device which
can display virtual textures and 3-D objects.  The device has potential for
simulating real world objects and assisting in the navigation of virtual
environments.  Three experiments investigated: (a) whether previous results
from experiments using real textures could be replicated using virtual
textures; (b) whether participants perceived virtual objects to have the
intended size and angle; and (c) whether simulated real objects could be
recognised.  In all the experiments differences in perception by blind and
sighted people were also explored.  The results have implications for the
future design of VEs in that it cannot be assumed that virtual textures and
objects will feel to the user as the designer intends.  However, they do show
that a haptic interface has considerable potential for blind computer users.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p92-colwell/p92-colwell.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p92-colwell/p92-colwell.txt

%M C.ASSETS.98.100
%T Auditory Navigation in Hyperspace: Design and Evaluation of a Non-Visual
Hypermedia System for Blind Users
%A Sarah Morley
%A Helen Petrie, Anne-Marie O'Neill
%A Peter McNally
%B ASSETS98
%D 1998
%P 100-107
%K Auditory navigation of hypermedia, Blind and visually impaired users,
Non-visual interface design, Non-speech sounds, Evaluation methodology
%* (c) Copyright 1998 ACM
%W http://phoenix.herts.ac.uk/sdru/pubs/access/morlpetr.htm
%X This paper presents the design and evaluation of a hypermedia system for
blind users, making use of a non-visual interface, non-speech sounds, three
input devices, and a 37-node hypermedia module.  The important components of
an effective auditory interface are discussed, together with the design of the
auditory interface to hypermedia material.  The evaluation is described, which
was conducted over several weeks, and used a range of complementary objective
and subjective measures to assess usability, performance and user preferences.
The findings from evaluations with 9 visually impaired student participants
are presented.  The results from this research can be applied to the design
and evaluation of other non-visual hypermedia systems, such as auditory WWW
browsers and digital talking books.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p100-morley/p100-morley.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p100-morley/p100-morley.txt

%M C.ASSETS.98.108
%T SUITEKeys: A Speech Understanding Interface for the Motor-Control
Challenged
%A Bill Manaris
%A Alan Harkreader
%B ASSETS98
%D 1998
%P 108-115
%K Accessibility, Input devices, Intelligent user interfaces, Keyboard, Mouse,
Motor-disabilities, Natural language, Selectable modalities, Speech
recognition
%* (c) Copyright 1998 ACM
%W http://www.usl.edu/~manaris/publications/suitekeys.html
%X This paper presents SUITEKeys, a continuous speech understanding interface
for motor-control challenged computer users.  This interface provides access
to all available functionality of a computer by modeling interaction at the
physical keyboard and mouse level.  The paper briefly discusses the advantages
and disadvantages of using speech at the user interface; it outlines the
user-centered approach employed in developing the system; it introduces the
formal model of the user interface in terms of its conceptual, semantic,
syntactic, lexical and acoustic levels; it describes the SUITEKeys system
architecture which consists of symbolic, statistical, and connectionist
components; it presents a pilot study for assessing the effectiveness of
speech as an alternate input modality for motor-control challenged users; and
closes with directions for future research.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p108-manaris/p108-manaris.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p108-manaris/p108-manaris.txt

%M C.ASSETS.98.116
%T Adaptation of a Cash Dispenser to the Needs of Blind and Visually Impaired
People
%A Jens M. Manzke
%B ASSETS98
%D 1998
%P 116-123
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p116-manzke/p116-manzke.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p116-manzke/p116-manzke.txt
%X An existing cash dispenser was implemented with speech output to
give access to blind and visually impaired people. Additionally, the
screen graphics and the function access were modified. The
hardware was not changed. Blind and visually impaired subjects
performed a usability-test, and experts in the field of
human-computer-interaction evaluated the dispenser system's
usability heuristically. The results showed that the modifications
help blind and visually impaired people to access such machines, but
adaptations of the hardware are necessary to maintain usability. 
The two evaluation methods did not produce consistent results.
%K
Automatic Teller Machine, ATM, Cash Dispenser, Blind and
Visually impaired users, Application design, Usability-test, Heuristic evaluation

%M C.ASSETS.98.124
%T Some Thoughts on Assistive Technology for the Blind
%A Abraham Nemeth
%B ASSETS98
%D 1998
%P 124-125
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p124-nemeth/p124-nemeth.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p124-nemeth/p124-nemeth.txt
%X As a youngster, the principal assistive technology I had
was Braille. Braille was, and still remains, the most
important assistive technology for a blind person. It is
the basis of literacy. A blind person must have much
more information about computers than his sighted
colleague to do the same job. Not only must he know
how to run the application programs that he uses daily, 
but he must also know how to operate all the assistive
equipment he uses to run those applications. His
colleagues can help him with the application programs, 
but they know nothing about the assistive devices he
must use. And such devices are proliferating in number
and in complexity all the time.
   Not every assistive device needs to be high tech. Some
skills of daily living unrelated to a computer can be very
effective. Imagination, resourcefulness, and memory
skills can be regarded as assistive techniques even if
they do not qualify as technology. There is also the
problem of putting useful devices into the hands of
those who can benefit from them. Money is one
obstacle; adequate training is another. Of course, all of
the above themes will be elaborated when developing
the text of the full presentation.

%M C.ASSETS.98.126
%T An Interactive Method for Accessing Tables in HTML
%A Toshiya Oogane
%A Chieko Asakawa
%B ASSETS98
%D 1998
%P 126-128
%K WWW, Blind, Visually disabled, Table, Conversion, HTML
%* (c) Copyright 1998 ACM
%W http://www.tt.rim.or.jp/~bigbell/assets98/paper.htm
%X Although visually impaired people can access digital information by using
computers, GUIs make it difficult for them to do so.  One of the main
obstacles preventing them from taking advantage of the almost unlimited
information resources on the Web is the use of visual representations such as
tables, image maps, and classified structures.  This paper proposes a method
for converting these visual representations into non-visual representations in
HTML.  After describing a system that we developed to evaluate our method, we
will discuss an interactive method for accessing tables in HTML files.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p126-oogane/p126-oogane.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p126-oogane/p126-oogane.txt

%M C.ASSETS.98.129
%T Alliance for Technology Access: Making Assistive Technology
Accessible to the Community
%A Mary Ann Glicksman
%B ASSETS98
%D 1998
%P 129
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p129-glicksman/p129-glicksman.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p129-glicksman/p129-glicksman.txt
%X The Alliance for Technology Access is a network of
40+ community-based consumer-driven centers
whose mission is to redefine human potential by
making assistive technology a part of the daily lives
of people with disabilities.
%X Disability access, Individual preferences, Choice

%M C.ASSETS.98.130
%T Dual Level Intraframe Coding for Increased Video Telecommunication
Bandwidth
%A David M. Saxe
%A Richard A. Foulds
%A Arthur W. Joyce, III
%B ASSETS98
%D 1998
%P 130-135
%K Disability access, Gesture, Hearing impairments, Sign language
%* (c) Copyright 1998 ACM
%W http://www.cis.udel.edu/~saxe/Research/Assets/
%X While digital video transmission and video conferencing methods have
improved significantly over the last few years, the transmission of sign
language for individuals who are deaf via this medium still remains a problem.
Desktop video teleconferencing systems accommodate the bandwidth limitations
of both analog and digital (ISDN) telephone channels by reducing the frame
rate, while preserving voice quality and only minimally degrading image
quality.  Sign language transmission requires fidelity to movement (consistent
and high frame rate), and requires reasonable image quality only in the areas
around the hands and face.
   This paper presents a dual-level compression approach which uses a newly
developed technique to identify the hands and face from the remainder of each
video frame.  This allows for a very lossy, high compression of most of each
frame, while retaining the visual quality necessary to identify hand shapes
and read facial expressions.  By taking advantage of this compression,
additional bandwidth is recaptured to allow an acceptable frame rate that
maintains the fidelity of human movement necessary to represent sign language.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p130-saxe/p130-saxe.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p130-saxe/p130-saxe.txt

%M C.ASSETS.98.136
%T Reading and Writing Mathematics: The MAVIS Project
%A A. I. Karshmer
%A G. Gupta
%A S. Geiiger
%A C. Weaver
%B ASSETS98
%D 1998
%P 136-143
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p136-karshmer/p136-karshmer.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p136-karshmer/p136-karshmer.txt
%X One of the greatest challenges to the visually
impaired student in science and mathematics disciplines is the
reading and writing of complex mathematical equations or have
convenient access to information based tools such as the world
wide web. In research currently underway at New Mexico State
University, tools are being built using logic programming to
facilitate access to complex information in a variety of formats. 
On top of the logic based tools, new interfaces are being
designed to permit more convenient access to information by
our visually impaired students.
%K
Mathematics, Nemeth Code, LaTeX, Education

%M C.ASSETS.98.144
%T Making VRML Accessible for People with Disabilities
%A Sandy Ressler
%A Qiming Wang
%B ASSETS98
%D 1998
%P 144-148
%K VRML, Virtual environments, Navigational aids, Accessibility, audio
feedback, Data access, Speech input, User interfaces
%* (c) Copyright 1998 ACM
%W http://ovrt.nist.gov/projects/VRMLaccess/assets98/vrmlsigc.htm
%X This paper describes a set of techniques for improving access to Virtual
Reality Modeling Language (VRML) environments for people with disabilities. 
These range from simple textual additions to the VRML file to scripts which
aid in the creation of more accessible worlds.  We also propose an initial set
of guidelines authors can use to improve VRML accessibility.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p144-ressler/p144-ressler.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p144-ressler/p144-ressler.txt

%M C.ASSETS.98.149
%T User Interface of a Home Page Reader
%A Chieko Asakawa
%A Atakashi Itoh
%B ASSETS98
%D 1998
%P 149-156
%K WWW, Blind, Visually disabled, GUI, Numeric keypad, Home page reader
%* (c) Copyright 1998 ACM
%W http://www.trl.ibm.co.jp/projects/s7260/paper.htm
%X We first discuss the difficulties that blind people face in trying to live
in society, because of the lack of accessible information resources, and then
consider the potential of the Web as a new information resource for the blind.
After describing how blind people in Japan currently access the Web, we give
an overview of our system for nonvisual Web access.  Our system has five
special characteristics.  One is the use of a numeric keypad for surfing the
Net, with a key assignment designed for intuitive operation.  The second is a
fast-forward key for quick reading.  The next two are that hyperlinks are read
in a female voice and HTML tags are converted into voice data.  The fifth is
that the system can be synchronized with Netscape Navigator.  After evaluating
the system and offering some conclusions, we discuss our plans for future
work.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p149-asakawa/p149-asakawa.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p149-asakawa/p149-asakawa.txt

%M C.ASSETS.98.157
%T Digital Talking Books on a PC: A Usability Evaluation of the Prototype
DAISY Playback Software
%A Sarah Morley
%B ASSETS98
%D 1998
%P 157-164
%K Digital talking books, Blind and visually impaired readers, Auditory
navigation, Structured information access, Evaluation methodology
%* (c) Copyright 1998 ACM
%W http://phoenix.herts.ac.uk/sdru/pubs/daisy/morley.htm
%X This paper describes the design and evaluation of the first system to play
digital talking books on a PC: the DAISY Playback Software.  The features of
the software for navigating through structured digital audio are described.  A
detailed usability evaluation of this prototype software was designed and
conducted to assess its current usability, in which 13 blind/partially sighted
participants completed a series of realistic tasks and answered detailed
usability questions on the system.  Recommendations for improvements are
presented which might inform designers of similar systems, such as other
digital talking book systems or WWW browsers.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p157-morley/p157-morley.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p157-morley/p157-morley.txt

%M C.ASSETS.98.165
%T A Phoneme Probability Display for Individuals with Hearing Disabilities
%A Deb Roy
%A Alex Pentland
%B ASSETS98
%D 1998
%P 165-168
%* (c) Copyright 1998 ACM
%W http://dkroy.www.media.mit.edu/people/dkroy/Assets98_HTML/speechdisplay.html
%X We are building an aid for individuals with hearing impairments which
converts continuous speech into an animated visual display.  A speech analysis
system continuously estimates phoneme probabilities from the input acoustic
stream.  Phoneme symbols are displayed graphically with brightness in
proportion to estimated phoneme probabilities.  We use an automated layout
algorithm to design the display to group acoustically confusable phonemes
together in the graphical display.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p165-roy/p165-roy.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p165-roy/p165-roy.txt

%M C.ASSETS.98.169
%T Augmenting Home and Office Environments
%A Elizabeth Mynatt
%A Douglas Blattner
%A Meera M. Blattner
%A Blair MacIntyre
%A Jennifer Mankoff
%B ASSETS98
%D 1998
%P 169-172
%K Home automation, Augmented reality, Audio, Multimodal, Ubiquitous
computing, See-through displays
%* (c) Copyright 1998 ACM
%W http://www.parc.xerox.com/mynatt/pubs/assets.html
%X In this panel, we describe different techniques and applications of
augmenting home and office environments.  One application of augmented
environments is to provide additional information associated with the
environment via visual and / or auditory cues.  Other applications assist
users in controlling aspects of their environment.  Commercial opportunities
in home automation allow people to more easily operate complex systems for
temperature control, security, and maintenance.  There are numerous research
issues in designing augmented environments such as how multimodal input and
output can be used effectively.  Many of these systems need to assume some
knowledge of the user's intent and context.  How to capture and interpret
information about users in these environments is an open question.  We will
describe these issues during this panel as well as discuss with the ASSETS
community how these efforts can be applied to the realm of assistive
technology.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p169-mynatt/p169-mynatt.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p169-mynatt/p169-mynatt.txt

%M C.ASSETS.98.173
%T A Model of Keyboard Configuration Requirements
%A Shari Trewin
%A Helen Pain
%B ASSETS98
%D 1998
%P 173-181
%K Keyboards, Motor disabilities, Empirical studies, User modelling, Keyboard
configuration, Sticky keys, Repeat keys, Bounce keys
%* (c) Copyright 1998 ACM
%W http://www.dai.ed.ac.uk/daidb/people/homes/shari/assets98.html
%X This paper presents a user model: a computer program which examines the
behaviour of a real computer user.  The model encompasses four aspects of
keyboard use which can present difficulties for people with motor
disabilities.  Where relevant keyboard configuration options exist, the model
chooses appropriate settings for these options.  The model bases its
recommendations on observation of users typing free English text.  It is
intended to form part of a dynamic configuration support tool.  Empirical
evaluation showed the model to be very accurate in identification of a given
user's difficulties.  Where recommended configuration options were tried by
the participants, high levels of error reduction and user satisfaction were
found.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p173-trewin/p173-trewin.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p173-trewin/p173-trewin.txt

%M C.ASSETS.98.182
%T Head Pointing and Speech Control as a Hands-Free Interface to Desktop
Computing
%A Rainer Malkewitz
%B ASSETS98
%D 1998
%P 182-188
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p182-malkewitz/p182-malkewitz.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p182-malkewitz/p182-malkewitz.txt
%X A significant number of users are not able to use
today's WIMP-style (Windows, Icons, Menus, and
Pointers) Graphical User Interfaces (GUIs). This may
be for different reasons including hands-busy situations
(e.g., a mechanic at work), paralysis, or bad neural
control of body movements. To overcome these
difficulties in the practical use of existing software
applications, solutions have to consider both technical
and commercial aspects. The system introduced by this
work addresses both goals, i.e., develops and
customises existing technical solutions and keeps an
eye on the end-user's costs. 
%X Head gestures, Pointing device, Speech input, Disabled

%M C.ASSETS.98.189
%T Factors Leading to the Successful Use of Voice Recognition Technology
%A Tanya Goette
%B ASSETS98
%D 1998
%P 189-196
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p189-goette/p189-goette.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p189-goette/p189-goette.txt
%X In this paper, results are presented from a field study
of individuals with disabilities who used voice
recognition technology (VRT). The perceived
benefits of the VRT and the ability to use the VRT
for a trial period were determined to be the major
factors resulting in successful adoption of the
technology.
%K
Disability access, Empirical studies, Input/output devices
Motor disabilities, Speech & voice, User studies

%M C.ASSETS.98.197
%T Towards an EOG-Based Eye Tracker for Computer Control
%A David W. Patmore
%A R. Benjamin Knapp
%B ASSETS98
%D 1998
%P 197-203
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p197-patmore/p197-patmore.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p197-patmore/p197-patmore.txt
%X The authors are developing an eye tracking system for
use with personal computers. The system is intended to
provide a pointing device that could be useful to some
people with physical disabilities. The basis for this
system is the use of Bio-Electrical signals from the
user's body. In particular the authors are investigating
the use of the Electrooculogram and Visual Evoked
Potentials. This paper describes an experiment to
compare two algorithms for processing the signals and
generate an effective output control. 
%X Electrooculogram, EOG, Visual evoked potentials, VEP, Eye tracking

%M C.ASSETS.98.204
%T A Web Navigation Tool for the Blind
%A Mary Zajicek
%A Chris Powell
%A Chris Reeves
%B ASSETS98
%D 1998
%P 204-206
%K World Wide Web, Browser, Blind, Information retrieval, HTML
%* (c) Copyright 1998 ACM
%W http://www.brookes.ac.uk/speech/publications/assets.htm
%X The aim of our work is to make the wealth of information on the World Wide
Web more readily available to blind people.  They must be able to search
efficiently for relevant information and make quick and effective decisions
about the usefulness of pages they retrieve.  We have built a prototype
application called BrookesTalk which we believe addresses this need more fully
than other Web browsers.  Information retrieval techniques are used to provide
a set of complementary options which summarise a Web page and enable rapid
decisions about its usefulness.
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p204-zajicek/p204-zajicek.pdf
%W http://www.acm.org/pubs/articles/proceedings/assets/274497/p204-zajicek/p204-zajicek.txt

fpack:!@#$%^&*(): CHI01-1.BA
%M C.CHI.01.1.1
%T Scale Effects in Steering Law Tasks
%S Human Performance Points
%A Johnny Accot
%A Shumin Zhai
%B CHI2001
%D 2001
%P 1-8
%K C-D ratio, arm, control gain, device size, elbow, finger, hand, input
device, joints, limb, motor control, movement scale, steering law, wrist
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p1-accot/p1-accot.pdf
%X Interaction tasks on a computer screen can technically be scaled to a
much larger or much smaller sized input control area by adjusting the
input device's control gain or the control-display (C-D) ratio. However,
human performance as a function of movement scale is not a well
concluded topic. This study introduces a new task paradigm to study the
scale effect in the framework of the steering law. The results confirmed
a U-shaped performance-scale function and rejected straight-line or
no-effect hypotheses in the literature. We found a significant scale
effect in path steering performance, although its impact was less than
that of the steering law's index of difficulty. We analyzed the scale
effects in two plausible causes: movement joints shift and motor
precision limitation. The theoretical implications of the scale effects
to the validity of the steering law, and the practical implications of
input device size and zooming functions are discussed in the paper.

%M C.CHI.01.1.9
%T Accuracy Measures for Evaluating Computer Pointing Devices
%S Human Performance Points
%A I. Scott MacKenzie
%A Tatu Kauppinen
%A Miika Silfverberg
%B CHI2001
%D 2001
%P 9-16
%K computer pointing devices, cursor positioning tasks, performance
evaluation, performance measurement, cursor positioning tasks
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p9-mackenzie/p9-mackenzie.pdf
%X In view of the difficulties in evaluating computer pointing devices
across different tasks within dynamic and complex systems, new
performance measures are needed. This paper proposes seven new accuracy
measures to elicit (sometimes subtle) differences among devices in
precision pointing tasks. The measures are target re-entry, task axis
crossing, movement direction change, orthogonal direction change,
movement variability, movement error, and movement offset. Unlike
movement time, error rate, and throughput, which are based on a single
measurement per trial, the new measures capture aspects of movement
behaviour during a trial. The theoretical basis and computational
techniques for the measures are described, with examples given. An
evaluation with four pointing devices was conducted to validate the
measures. A causal relationship to pointing device efficiency (viz.
throughput) was found, as was an ability to discriminate among devices
in situations where differences did not otherwise appear. Implications
for pointing device research are discussed.

%M C.CHI.01.1.17
%T Laser Pointer Interaction
%S Human Performance Points
%A Dan R. Olsen
%A Travis Nielsen
%B CHI2001
%D 2001
%P 17-22
%K camera-based interaction, group interaction, laser pointer
interaction
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p17-olsen/p17-olsen.pdf
%X Group meetings and other non-desk situations require that people be
able to interact at a distance from a display surface. This paper
describes a technique using a laser pointer and a camera to accomplish
just such interactions. Calibration techniques are given to synchronize
the display and camera coordinates. A series of interactive techniques
are described for navigation and entry of numbers, times, dates, text,
enumerations and lists of items. The issues of hand jitter, detection
error, slow sampling and latency are discussed in each of the
interactive techniques.

%M C.CHI.01.1.23
%T Listen Reader: An Electronically Augmented Paper-Based Book
%S Designed Experiences/Experienced Designs
%A Maribeth Back
%A Jonathan Cohen
%A Rich Gold
%A Steve Harrison
%A Scott Minneman
%B CHI2001
%D 2001
%P 23-29
%K RFID tags, audio books, augmented books, augmented reality,
electronic books, embedded tags, exhibits, gestural input, interactive
audio, interactive books, interactive museum, multimodal i/o, new
genres, page detection, smart documents, sound design
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p23-back/p23-back.pdf
%X While predictions abound that electronic books will supplant
traditional paper-based books, many people bemoan the coming loss of the
book as cultural artifact. In this project we deliberately keep the
affordances of paper books while adding electronic augmentation. The
Listen Reader combines the look and feel of a real book - a beautiful
binding, paper pages and printed images and text - with the rich,
evocative quality of a movie soundtrack. The book's multi-layered
interactive soundtrack consists of music and sound effects. Electric
field sensors located in the book binding sense the proximity of the
reader's hands and control audio parameters, while RFID tags embedded in
each page allow fast, robust page identification.
   Three different Listen Readers were built as part of a six-month
museum exhibit, with more than 350,000 visitors. This paper discusses
design, implementation, and lessons learned through the iterative design
process, observation, and visitor interviews.

%M C.CHI.01.1.30
%T Exploiting Interactivity, Influence, Space and Time to Explore
Non-Linear Drama in Virtual Worlds
%S Designed Experiences/Experienced Designs
%A Mike Craven
%A Ian Taylor
%A Adam Drozd
%A Jim Purbrick
%A Chris Greenhalgh
%A Steve Benford
%A Mike Fraser
%A John Bowers
%A Kai-Mikael Jaa-Aro
%A Bernd Lintermann
%A Michael Hoch
%B CHI2001
%D 2001
%P 30-37
%K entertainment applications, virtual reality
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p30-craven/p30-craven.pdf
%X We present four contrasting interfaces to allow multiple viewers to
explore 3D recordings of dramas in on-line virtual worlds. The first is
an on-line promenade performance to an audience of avatars. The second
is a form of immersive cinema, with multiple simultaneous viewpoints.
The third is a tabletop projection surface that allows viewers to select
detailed views from a bird's-eye overview. The fourth is a linear
television broadcast created by a director or editor. A comparison of
these examples shows how a viewing audience can exploit four general
resources - interactivity, influence, space, and time - to make sense of
complex, non-linear virtual drama. These resources provide interaction
designers with a general framework for defining the relationship between
the audience and the 3D content.

%M C.CHI.01.1.38
%T Orchestrating a Mixed Reality Performance
%S Designed Experiences/Experienced Designs
%A Boriana Koleva
%A Ian Taylor
%A Steve Benford
%A Mike Fraser
%A Chris Greenhalgh
%A Holger Schnadelbach
%A Dirk vom Lehn
%A Christian Heath
%A Ju Row-Farr
%A Matt Adams
%B CHI2001
%D 2001
%P 38-45
%K mixed reality, performance, traversable interfaces
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p38-koleva/p38-koleva.pdf
%X A study of a professional touring mixed reality performance called
Desert Rain yields insights into how performers orchestrate players'
engagement in an interactive experience. Six players at a time journey
through an extended physical and virtual set. Each sees a virtual world
projected onto a screen made from a fine water spray. This acts as a
traversable interface, supporting the illusion that performers
physically pass between real and virtual worlds. Live and video-based
observations of Desert Rain, coupled with interviews with players and
the production team, have revealed how the performers create conditions
for the willing suspension of disbelief, and how they monitor and
intervene in the players experience without breaking their engagement.
This involves carefully timed performances and "off-face" and "virtual"
interventions. In turn, these are supported by the ability to monitor
players' physical and virtual activity through asymmetric interfaces.

%M C.CHI.01.1.46
%T Cookies and Web Browser Design: Toward Realizing Informed Consent
Online
%S (Trust) Worthy Web Design
%A Lynette I. Millett
%A Batya Friedman
%A Edward Felten
%B CHI2001
%D 2001
%P 46-52
%K Internet Explorer, Netscape Navigator, Value-Sensitive Design, Web
browsers, World Wide Web, computer ethics, cookies, e-business,
e-commerce, ethics, human values, human-computer interaction, informed
consent, interface design, locus of control, online interactions,
personalization, privacy, security, social computing, social impact,
tracking
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p46-millett/p46-millett.pdf
%X We first provide criteria for assessing informed consent online. Then
we examine how cookie technology and Web browser designs have responded
to concerns about informed consent. Specifically, we document relevant
design changes in Netscape Navigator and Internet Explorer over a 5-year
period, starting in 1995. Our retrospective analyses leads us to
conclude that while cookie technology has improved over time regarding
informed consent, some startling problems remain. We specify six of
these problems and offer design remedies. This work fits within the
emerging field of Value-Sensitive Design.

%M C.CHI.01.1.53
%T Empirically Validated Web Page Design Metrics
%S (Trust) Worthy Web Design
%A Melody Y. Ivory
%A Rashmi R. Sinha
%A Marti A. Hearst
%B CHI2001
%D 2001
%P 53-60
%K Web site design, World Wide Web, automated usability evaluation,
empirical studies
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p53-ivory/p53-ivory.pdf
%X A quantitative analysis of a large collection of expert-rated web
sites reveals that page-level metrics can accurately predict if a site
will be highly rated. The analysis also provides empirical evidence that
important metrics, including page composition, page formatting, and
overall page characteristics, differ among web site categories such as
education, community, living, and finance. These results provide an
empirical foundation for web site design guidelines and also suggest
which metrics can be most important for evaluation via user studies.

%M C.CHI.01.1.61
%T What Makes Web Sites Credible?: A Report on a Large Quantitative
Study
%S (Trust) Worthy Web Design
%A BJ Fogg
%A Jonathan Marshall
%A Othman Laraki
%A Alex Osipovich
%A Chris Varma
%A Nicholas Fang
%A Jyoti Paul
%A Akshay Rangnekar
%A John Shon
%A Preeti Swani
%A Marissa Treinen
%B CHI2001
%D 2001
%P 61-68
%K Web design, World Wide Web, captology, credibility, expertise, online
research, trustworthiness, usability
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p61-fogg/p61-fogg.pdf
%X The credibility of web sites is becoming an increasingly important
area to understand. To expand knowledge in this domain, we conducted an
online study that investigated how different elements of Web sites
affect people's perception of credibility. Over 1400 people participated
in this study, both from the U.S. and Europe, evaluating 51 different
Web site elements. The data showed which elements boost and which
elements hurt perceptions of Web credibility. Through analysis we found
these elements fell into one of seven factors. In order of impact, the
five types of elements that increased credibility perceptions were
"real-world feel", "ease of use", "expertise", "trustworthiness", and
"tailoring". The two types of elements that hurt credibility were
"commercial implications and "amateurism". This large-scale study lays
the groundwork for further research into the elements that affect Web
credibility. The results also suggest implications for designing
credible Web sites.

%M C.CHI.01.1.69
%T Improving the Performance of the Cyberlink Mental Interface with "Yes
/ No Program"
%S Motion and Emotion
%A Eamon Doherty
%A Gilbert Cockton
%A Chris Bloor
%A Dennis Benigno
%B CHI2001
%D 2001
%P 69-76
%K assistive technology, cyberlink, locked in syndrome, mental
interface, Cyberlink
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p69-doherty/p69-doherty.pdf
%X We summarise the results of the first studies to investigate the
Cyberlink brain body interface as an assistive technology. Three phases
of studies and a contextual inquiry were performed with a range of
users. A focus group was formed from brain-injured users with locked-in
syndrome who have no other method of communication or control of a
computer than the Cyberlink. Versions of a Yes/No program were then
created to allow communication and have achieved some success with the
focus group. The purpose of this paper is to discuss how this program
has been improved and what steps need to be taken to create
communication programs for persons with severe motor impairment. As a
result of our experiences, we have been able to develop a set of design
guidelines for brain-body interface operated Yes/No programs. These are
presented and justified on the basis of our experiences. We also raise
some general issues for assistive technologies of this nature.

%M C.CHI.01.1.77
%T Responding to Subtle, Fleeting Changes in the User's Internal State
%S Motion and Emotion
%A Wataru Tsukahara
%A Nigel Ward
%B CHI2001
%D 2001
%P 77-84
%K Japanese, acknowledgements, ephemeral emotions, feedback, non-verbal,
prosody, real-time, responsive, social interaction, spoken dialog,
tutoring
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p77-tsukahara/p77-tsukahara.pdf
%X In human-to-human interaction, people sometimes are able to pick up
and respond sensitively to the other's internal state as it shifts
moment by moment over the course of an exchange. To find out whether
such an ability is worthwhile for computer human interfaces, we built a
semi-automated tutoring-type spoken dialog system. The system inferred
information about the user's \scare{ephemeral emotions}, such as
confidence, confusion, pleasure, and dependency, from the prosody of his
utterances and the context. It used this information to select the most
appropriate acknowledgement form at each moment. In doing so the system
was following some of the basic social conventions for real-time
interaction. Users rated the system with this ability more highly than a
version without.

%M C.CHI.01.1.85
%T An "Independent Visual Background" Reduced Balance Disturbance
Envoked by Visual Scene Motion: Implication for Alleviating Simulator
Sickness
%S Motion and Emotion
%A Henry Been-Lirn Duh
%A Donald E. Parker
%A Thomas A. Furness
%B CHI2001
%D 2001
%P 85-89
%K Computing Milieux -Computers and Society - Public Policy Issues
(K.4.1): Computer-related health issues; Information Systems -Models and
Principles - User/Machine Systems (H.1.2); Computing Methodologies
-Computer Graphics - Three-Dimensional Graphics and Realism (I.3.7):
Virtual reality; Information Systems -Information Interfaces and
Presentation - Multimedia Information Systems (H.5.1): Artificial,
augmented, and virtual realities; Design, Human Factors, Measurement,
Management, Performance, Theory; cybersickness, self-motion perception,
simulator sickness, virtual environments, virtual reality
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p85-duh/p85-duh.pdf
%X Simulator sickness (SS) / virtual environment (VE) sickness is
expected to become increasingly troublesome as VE technology evolves
[20]. Procedures to alleviate SS / VE sickness have been of limited
value [12]. This paper investigated a possible procedure to reduce SS
and VE sickness. Postural disturbance was evoked by visual scene motion
at different frequencies. Differences in disturbance were examined as a
function of simultaneous exposure to an "independent visual background"
(IVB). Eight subjects were tested at two scene motion frequencies and
three different IVB conditions using a within-subjects design. An
expected statistically significant interaction between IVB condition and
frequency was observed. For low frequency scene movements, subjects
exhibited less balance disturbance when the IVB was presented. We
suggest that an IVB may alleviate disturbance when conflicting visual
and inertial cues are likely to result in simulator or VE sickness.

%M C.CHI.01.1.90
%T Layered Participatory Analysis: New Developments in the CARD
Technique
%S Designing With and For Others
%A Michael J. Muller
%B CHI2001
%D 2001
%P 90-97
%K CARD, PANDA, participatory analysis, participatory design, work
analysis
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p90-muller/p90-muller.pdf
%X CARD (Collaborative Analysis of Requirements and Design) is an
influential technique for participatory design and participatory
analysis that is in use on three continents. This paper reviews three
case studies that document the development of a layered CARD approach,
which distinguishes among the following: (1) observable, formal
components, (2) skill and craft, and (3) interpretative description. The
layered approach simplifies the CARD materials, and moves the
deliberately informal technique toward a more principled analysis.

%M C.CHI.01.1.98
%T Building a Human Factors "Knowledge Shelf" as a Collaborative
Information Tool for Designers
%S Designing With and For Others
%A Brian H. Philips
%A Moin Rahman
%A Jari Jarvinen
%B CHI2001
%D 2001
%P 98-103
%K Information Systems -Information Interfaces and Presentation - Group
and Organization Interfaces (H.5.3); Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2); Information
Systems -Models and Principles - User/Machine Systems (H.1.2); Computing
Milieux -Management of Computing and Information Systems - Project and
People Management (K.6.1): Systems analysis and design; Design, Human
Factors, Management, Performance, Theory; collaborative work,
engineering, industrial design, information sharing, knowledge shelf,
product development
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p98-philips/p98-philips.pdf
%X Human factors professionals have long been challenged with finding an
effective way of communicating critical human factors design information
to product designers. The authors have created a tool called a
"Knowledge Shelf" for providing human factors information to designers
in a very easy to use manner. The Knowledge Shelf is an interactive
virtual library of information on human factors methodologies and data
relevant to the specific product development needs of designers.
Available through the Motorola Intranet, the Knowledge Shelf is designed
to make human factors design information easily accessible. Providing
these types of information to designers positively impacts the product
development process, by facilitating more user-centered design
practices.

%M C.CHI.01.1.104
%T Global-Software Development Lifecycle: An Exploratory Study
%S Designing With and For Others
%A Alvin W. Yeo
%B CHI2001
%D 2001
%P 104-111
%K Hoftede's cultural dimensions, global-software development,
internationalisation, localisation, usability evaluation
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p104-yeo/p104-yeo.pdf
%X This study was conducted to explore the efficacy of the
global-software development lifecycle (global-SDLC), which comprises
design, implementation and usability evaluation phase. A spreadsheet was
adapted using the global-SDLC process to accommodate a number of
cultures. The design and implementation phases were efficacious.
However, in the usability evaluation phase, the usability evaluation
techniques were only efficacious when participants, who were experienced
computer users and participants who were familiar with the experimenter,
were employed. Explanations, from cultural literature such as Hofstede,
are presented and implications of these findings on the usability
evaluation phase and the global-SDLC are also described.

%M C.CHI.01.1.112
%T Ignoring Perfect Knowledge In-the-World for Imperfect Knowledge
In-the-Head
%S Heady Lessons
%A Wayne D. Gray
%A Wai-Tat Fu
%B CHI2001
%D 2001
%P 112-119
%K cognitive least-effort, direct-manipulation interfaces, errors, eye
movements, eye tracking, interactive behavior, interface design,
rational analysis, satisficing
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p112-gray/p112-gray.pdf
%X Memory can be internal or external - knowledge in-the-world or
knowledge in-the-head. Making needed information available in an
interface may seem the perfect alternative to relying on imperfect
memory. However, the rational analysis framework (Anderson, 1990)
suggests that least-effort tradeoffs may lead to imperfect performance
even when perfect knowledge in-the-world is readily available. The
implications of rational analysis for interactive behavior are
investigated in two experiments. In experiment 1 we varied the
perceptual-motor effort of accessing knowledge in-the-world as well as
the cognitive effort of retrieving items from memory. In experiment 2 we
replicated one of the experiment 1 conditions to collect eye movement
data. The results suggest that milliseconds matter. Least-effort
tradeoffs are adopted even when the absolute difference in effort
between a perceptual-motor versus a memory strategy is small, and even
when adopting a memory strategy results in a higher error rate and lower
performance.

%M C.CHI.01.1.120
%T Predicting the Effects of In-Car Interfaces on Driver Behavior using
a Cognitive Architecture
%S Heady Lessons
%A Dario D. Salvucci
%B CHI2001
%D 2001
%P 120-127
%K ACT-R, cellular phones, cognitive architectures, cognitive models,
driving, in-car interfaces
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p120-salvucci/p120-salvucci.pdf
%X When designing and evaluating in-car user interfaces for drivers, it
is essential to determine what effects these interfaces may have on
driver behavior and performance. This paper describes a novel approach
to predicting effects of in-car interfaces by modeling behavior in a
cognitive architecture. A cognitive architecture is a theoretical
frame-work for building computational models of cognition and
performance. The proposed approach centers on integrating a user model
for the interface with an existing driver model that accounts for basic
aspects of driver behavior (e.g., steering and speed control). By
running the integrated model and having it interact with the interface
while driving, we can generate a priori predictions of the effects of
interface use on driver performance. The paper illustrates the approach
by comparing four representative dialing interfaces for an in-car,
hands-free cellular phone. It also presents an empirical study that
validates several of the qualitative and quantitative predictions of the
model.

%M C.CHI.01.1.128
%T Towards Demystification of Direct Manipulation: Cognitive Modeling
Charts the Gulf of Execution
%S Heady Lessons
%A David Kieras
%A David Meyer
%A James Ballas
%B CHI2001
%D 2001
%P 128-135
%K cognitive modeling, direct manipulation
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p128-kieras/p128-kieras.pdf
%X Direct manipulation involves a large number of interacting
psychological mechanisms that make the performance of a given interface
hard to predict on intuitive or informal grounds. This paper applies
cognitive modeling to explain the subtle effects produced by using a
keypad versus a touchscreen in a performance-critical laboratory task.

%M C.CHI.01.1.136
%T Visualization Components for Persistent Conversations
%S Visions of Work
%A Marc A. Smith
%A Andrew T. Fiore
%B CHI2001
%D 2001
%P 136-143
%K Usenet, asynchronous threaded discussions, newsgroup, persistent
conversation, social cybersapces, social cyberspaces, visualization
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p136-smith/p136-smith.pdf
%X An appropriately designed interface to persistent, threaded
conversations could reinforce socially beneficial behavior by
prominently featuring how frequently and to what degree each user
exhibits such behaviors. Based on the data generated by the Netscan
data-mining project [9], we have developed a set of tools for
illustrating the structure of discussion threads like those found in
Usenet newsgroups and the patterns of participation within the
discussions. We describe the benefits and challenges of integrating
these tools into a multi-faceted dashboard for navigating and reading
discussions in social cyberspaces like Usenet and related interaction
media. Visualizations of the structure of online discussions have
applications for research into the sociology of online groups as well as
possible interface designs for their members.

%M C.CHI.01.1.144
%T Time Aura: Interfaces for Pacing
%S Visions of Work
%A Lena Mamykina
%A Elizabeth Mynatt
%A Michael A. Terry
%B CHI2001
%D 2001
%P 144-151
%K pacing, ubiquitous computing, visual interfaces
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p144-mamykina/p144-mamykina.pdf
%X Historically one of the visions for human-computer symbiosis has been
to augment human intelligence and extend people's cognitive abilities.
In this paper, we present two visually-based systems to enhance a
person's ability to flexibly control their pace while engaged in a
cognitively demanding activity. In these investigations, we explore
pacing interfaces that minimize the cognitive demands for assessing a
current pace, provide ambient cues that can be quickly interpreted
without incurring significant interruption from the current task, and
place knowledge in the world to flexibly support different pacing
strategies. Evaluation of our pacing interfaces shows that technology
can successfully support pacing.

%M C.CHI.01.1.152
%T Doom as an Interface for Process Management
%S Visions of Work
%A Dennis Chao
%B CHI2001
%D 2001
%P 152-157
%K 3D user interfaces, Doom, Post-Modernism, cyberspace, first-person
shooter, games, metaphors, operating systems, vernacular, video games,
visualization
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p152-chao/p152-chao.pdf
%X This paper explores a novel interface to a system administration
task. Instead of creating an interface de novo for the task, the author
modified a popular computer game, Doom, to perform useful work. The game
was chosen for its appeal to the target audience of system
administrators. The implementation described is not a mature
application, but it illustrates important points about user interfaces
and our relationship with computers. The applications relies on a
computer game vernacular rather than the simulations of physical reality
found in typical navigable virtual environments. Using a computer game
vocabulary may broaden an application's audience by providing sn
intuitive environment for children and non-technical users. In addition,
the application highlights the adversarial relationships that exist in a
computer and suggests a new resource allocation scheme.

%M C.CHI.01.1.158
%T Shall we Mix Synthetic Speech and Human Speech?: Impact on Users'
Performance, Perception, and Attitude
%S Speech Studies
%A Li Gong
%A Jennifer Lai
%B CHI2001
%D 2001
%P 158-165
%K Mixing Human Speech and Synthetic Speech, Consistency, Speech
Applications, Telephone-based Solution, Virtual Assistant, Email and
Calendar
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p158-gong/p158-gong.pdf
%X Because it is impractical to record human voice for ever-changing
dynamic content such as email messages and news, many commercial speech
applications use human speech for fixed prompts and synthetic speech
(TTS) for the dynamic content. However, this mixing approach may not be
optimal from a consistency perspective. A 2-condition between-group
experiment (N = 24) was conducted to compare two versions of a
virtual-assistant interface (mixing human voice and TTS vs. TTS-only).
Users interacted with the virtual assistant to manage some email and
calendar tasks. Their task performance, self-perception of task
performance, and attitudinal responses were measured. Users interacting
with the TTS-only interface performed the task significantly better,
while users interacting with the mixed-voices interface thought they did
better and had more positive attitudinal responses. Explanations and
design implications are suggested.

%M C.CHI.01.1.166
%T Effects of Spatial Audio on Memory, Comprehension, and Preference
during Desktop Conferences
%S Speech Studies
%A Jessica J. Baldis
%B CHI2001
%D 2001
%P 166-173
%K 3D, audio, communication, comprehension, focal assurance, memory,
perception, sound, spatial, user preference
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p166-baldis/p166-baldis.pdf
%X An experiment was conducted to determine the effect of spatial audio
on memory, focal assurance, perceived comprehension and listener
preferences during desktop conferences. Nineteen participants listened
to six, pre-recorded, desktop conferences. Each conference was presented
using either non-spatial audio, co-located spatial audio, or scaled
spatial audio, and during half of the conferences, static visual
representations of the conferees were present. In the co-located
condition, each conferees voice originated from directly above their
image on the screen, and in the scaled spatial audio condition, the
spatial separation between conferee voices was increased beyond the
visual separation. Results showed that spatial audio improved all
measures, increasing memory, focal assurance, and perceived
comprehension. In addition, participants preferred spatial audio to
non-spatial audio. No strong differences were found in the visual
conditions, or between the co-located spatial condition and the scaled
spatial conditions.

%M C.CHI.01.1.174
%T Quiet Calls: Talking Silently on Mobile Phones
%S Speech Studies
%A Les Nelson
%A Sara Bly
%A Tomas Sokoler
%B CHI2001
%D 2001
%P 174-181
%K Computer Systems Organization -Computer System Implementation -
Microcomputers (C.5.3): Portable devices (e.g., laptops, personal
digital assistants); Information Systems -Information Systems
Applications - Communications Applications (H.4.3); Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2);
Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Design, Human Factors, Languages, Measurement, Management,
Performance, Theory; computer mediated communication, hand-held devices,
interaction design, mobile computing, telecommunication
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p174-bly/p174-bly.pdf
%X Quiet Calls is a technology allowing mobile telephone users to
respond to telephone conversations without talking aloud. QC-Hold, a
Quiet Calls prototype, combines three buttons for responding to calls
with a PDA/mobile phone unit to silently send pre-recorded audio
directly into the phone. This permits a mixed-mode communication where
callers in public settings use a quiet means of communication, and other
callers experience a voice telephone call. An evaluation of QC-Hold
shows that it is easily used and suggests ways in which Quiet Calls
offers a new form of communication, extending the choices offered by
synchronous phone calling and asynchronous voicemail.

%M C.CHI.01.1.182
%T The Audio Notebook: Paper and Pen Interaction with Structured Speech
%S Sensable Navigation Search
%A Lisa Stifelman
%A Barry Arons
%A Chris Schmandt
%B CHI2001
%D 2001
%P 182-189
%K acoustic structuring, audio, paper, pen interaction, speech, speech
as data, speech interfaces, user structuring
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p182-stifelman/p182-stifelman.pdf
%X This paper addresses the problem that a listener experiences when
attempting to capture information presented during a lecture, meeting,
or interview. Listeners must divide their attention between the talker
and their notetaking activity. We propose a new device-the Audio
Notebook-for taking notes and interacting with a speech recording. The
Audio Notebook is a combination of a digital audio recorder and paper
notebook, all in one device. Audio recordings are structured using two
techniques: user structuring based on notetaking activity, and acoustic
structuring based on a talker's changes in pitch, pausing, and energy. A
field study showed that the interaction techniques enabled a range of
usage styles, from detailed review to high speed skimming. The study
motivated the addition of phrase detection and topic suggestions to
improve access to the audio recordings. Through these audio interaction
techniques, the Audio Notebook defines a new approach for navigation in
the audio domain.

%M C.CHI.01.1.190
%T Does Organisation by Similarity Assist Image Browsing?
%S Sensable Navigation Search
%A Kerry Rodden
%A Wojciech Basalaj
%A David Sinclair
%A Kenneth Wood
%B CHI2001
%D 2001
%P 190-197
%K evaluation, image retrieval, information visualisation
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p190-rodden/p190-rodden.pdf
%X In current systems for browsing image collections, users are
presented with sets of thumbnail images arranged in some default order
on the screen. We are investigating whether it benefits users to have
sets of thumbnails arranged according to their mutual similarity, so
images that are alike are placed together. There are, of course, many
possible definitions of similarity: so far we have explored measurements
based on low-level visual features, and on the textual captions assigned
to the images. Here we describe two experiments, both involving
designers as the participants, examining whether similarity-based
arrangements of the candidate images are helpful for a picture selection
task. Firstly, the two types of similarity-based arrangement were
informally compared. Then, an arrangement based on visual similarity was
more formally compared with a control of a random arrangement. We
believe this work should be of interest to anyone designing a system
that involves presenting sets of images to users.

%M C.CHI.01.1.198
%T Using Thumbnails to Search the Web
%S Sensable Navigation Search
%A Allison Woodruff
%A Andrew Faulring
%A Ruth Rosenholtz
%A Julie Morrison
%A Peter Pirolli
%B CHI2001
%D 2001
%P 198-205
%K Web search task, thumbnails
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p198-woodruff/p198-woodruff.pdf
%X We introduce a technique for creating novel, textually-enhanced
thumbnails of Web pages. These thumbnails combine the advantages of
image thumbnails and text summaries to provide consistent performance on
a variety of tasks. We conducted a study in which participants used
three different types of summaries (enhanced thumbnails, plain
thumbnails, and text summaries) to search Web pages to find several
different types of information. Participants took an average of 67, 86,
and 95 seconds to find the answer with enhanced thumbnails, plain
thumbnails, and text summaries, respectively. We found a strong effect
of question category. For some questions, text outperformed plain
thumbnails, while for other questions, plain thumbnails outperformed
text. Enhanced thumbnails (which combine the features of text summaries
and plain thumbnails) were more consistent than either text summaries or
plain thumbnails, having for all categories the best performance or
performance that was statistically indistinguishable from the best.

%M C.CHI.01.1.206
%T On the Road and on the Web?: Comprehension of Synthetic and Human
Speech While Driving
%S On the Road
%A Jennifer Lai
%A Karen Cheng
%A Paul Green
%A Omer Tsimhoni
%B CHI2001
%D 2001
%P 206-212
%K comprehension, driving performance, driving simulator, speech
synthesis, text-to-speech
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p206-lai/p206-lai.pdf
%X In this study 24 participants drove a simulator while listening to
three types of messages in both synthesized speech and recorded human
speech. The messages consisted of short navigation messages, medium
length (approximately 100 words) email messages, and longer news stories
(approximately 200 words). After each message the participant was
presented with a series of multiple choice questions to measure
comprehension of the message. Driving performance was recorded. Findings
show that for the low driving workload conditions in the study, (cruise
control, predictable two-lane road with no intersections, invariant lead
car) driving performance was not affected by listening to messages. This
was true for both the synthesized speech and natural speech.
Comprehension of messages in synthetic speech was significantly lower
than for recorded human speech for all message types.

%M C.CHI.01.1.213
%T Accordion Summarization for End-Game Browsing on PDAs and Cellular
Phones
%S On the Road
%A Orkut Buyukkokten
%A Hector Garcia-Molina
%A Andreas Paepcke
%B CHI2001
%D 2001
%P 213-220
%K HTML, PDA (Personal Digital Assistant), WAP, WML, WWW (World-Wide
Web)
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p213-buyukkokten/p213-buyukkokten.pdf
%X We demonstrate a new browsing technique for devices with small
displays such as PDAs or cellular phones. We concentrate on end-game
browsing, where the user is close to or on the target page. We make
browsing more efficient and easier by Accordion Summarization. In this
technique the Web page is first represented as a short summary. The user
can then drill down to discover relevant parts of the page. If desired,
keywords can be highlighted and exposed automatically. We discuss our
techniques, architecture, interface facilities, and the result of user
evaluations. We measured a 57% improvement in browsing speed and 75%
reduction in input effort.

%M C.CHI.01.1.221
%T ConNexus to Awarenex: Extending Awareness to Mobile Users
%S On the Road
%A John C. Tang
%A Nicole Yankelovich
%A James Begole
%A Max Van Kleek
%A Francis Li
%A Janak Bhalodia
%B CHI2001
%D 2001
%P 221-228
%K CSCW, awareness, computer-mediated communication, instant messaging,
mobile devices, wireless handhelds
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p221-tang/p221-tang.pdf
%X We explored the use of awareness information to facilitate
communication by developing a series of prototypes. The ConNexus
prototype integrates awareness information, instant messaging, and other
communication channels in an interface that runs on a desktop computer.
The Awarenex prototype extends that functionality to wireless handheld
devices, such as a Palm. A speech interface also enables callers to make
use of the awareness information over the telephone. While the
prototypes offer similar functionality, the interfaces reflect the
different design affordances and use context of each platform. We
discuss the design implications of providing awareness information on
devices with varying interface and network characteristics.

%M C.CHI.01.1.229
%T Beyond Command Knowledge: Identifying and Teaching Strategic
Knowledge for Using Complex Computer Applications
%S Structuring Software and Systems for Learning
%A Suresh K. Bhavnani
%A Frederick Reif
%A Bonnie E. John
%B CHI2001
%D 2001
%P 229-236
%K GOMS, instruction, strategies, training
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p229-bhavnani/p229-bhavnani.pdf
%X Despite experience, many users do not make efficient use of complex
computer applications. We argue that this is caused by a lack of
strategic knowledge that is difficult to acquire just by knowing how to
use commands. To address this problem, we present efficient and general
strategies for using computer applications, and identify the components
of strategic knowledge required to use them. We propose a framework for
teaching strategic knowledge, and show how we implemented it in a course
for freshman students. In a controlled study, we compared our approach
to the traditional approach of just teaching commands. The results show
that efficient and general strategies can in fact be taught to students
of diverse backgrounds in a limited time without harming command
knowledge. The experiment also pinpointed those strategies that can be
automatically learned just from learning commands, and those that
require more practice than we provided. These results are important to
universities and companies that wish to foster more efficient use of
complex computer applications.

%M C.CHI.01.1.237
%T Teachers as Simulation Programmers: Minimalist Learning and Reuse
%S Structuring Software and Systems for Learning
%A Mary Beth Rosson
%A Cheryl D. Seals
%B CHI2001
%D 2001
%P 237-244
%K simulations, teacher education, visual programming
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p237-rosson/p237-rosson.pdf
%X Five public school teachers were observed during two self-study
sessions where they learned to use Visual AgenTalk (VAT). The first
session emphasized the basic visual programming skills, while the second
introduced ways to reuse existing simulations. Two versions of the reuse
tutorial were developed, one offering a concrete example world for
reuse, and the second an abstract world. During their learning and reuse
sessions, the teachers thought out loud as they worked, enabling a
detailed analysis of their goals, reactions, problems, and successes.
After each session, the teachers also completed user reaction
questionnaires. Although all teachers succeeded in learning the basics
of VAT, they varied considerably in their reuse of the example
simulations. It appears that the simplified components of the abstract
world supported reuse to a greater degree than those of the concrete
example world.

%M C.CHI.01.1.245
%T Locus of Feedback Control in Computer-Based Tutoring: Impact on
Learning Rate, Achievement and Attitudes
%S Structuring Software and Systems for Learning
%A Albert T. Corbett
%A John R. Anderson
%B CHI2001
%D 2001
%P 245-252
%K feedback in problem solving, instructional interface design,
intelligent tutoring systems, student modeling
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p245-corbett/p245-corbett.pdf
%X Five public school teachers were observed during two self-study
sessions where they learned to use Visual AgenTalk (VAT). The first
session emphasized the basic visual programming skills, while the second
introduced ways to reuse existing simulations. Two versions of the reuse
tutorial were developed, one offering a concrete example world for
reuse, and the second an abstract world. During their learning and reuse
sessions, the teachers thought out loud as they worked, enabling a
detailed analysis of their goals, reactions, problems, and successes.
After each session, the teachers also completed user reaction
questionnaires. Although all teachers succeeded in learning the basics
of VAT, they varied considerably in their reuse of the example
simulations. It appears that the simplified components of the abstract
world supported reuse to a greater degree than those of the concrete
example world.

%M C.CHI.01.1.253
%T Sensetable: A Wireless Object Tracking Platform for Tangible User
Interfaces
%S Tangible Interfaces
%A James Patten
%A Hiroshi Ishii
%A Jim Hines
%A Gian Pangaro
%B CHI2001
%D 2001
%P 253-260
%K augmented reality, interactive surface, object tracking, system
dynamics, tangible user interface, tangible user interface, two-handed
manipulation
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p253-patten/p253-patten.pdf
%X In this paper we present a system that electromagnetically tracks the
positions and orientations of multiple wireless objects on a tabletop
display surface. The system offers two types of improvements over
existing tracking approaches such as computer vision. First, the system
tracks objects quickly and accurately without susceptibility to
occlusion or changes in lighting conditions. Second, the tracked objects
have state that can be modified by attaching physical dials and
modifiers. The system can detect these changes in real-time.
   We present several new interaction techniques developed in the
context of this system. Finally, we present two applications of the
system: chemistry and system dynamics simulation.

%M C.CHI.01.1.261
%T Surface Drawing: Creating Organic 3D Shapes with the Hand and
Tangible Tools
%S Tangible Interfaces
%A Steven Schkolne
%A Michael Pruett
%A Peter Schroder
%B CHI2001
%D 2001
%P 261-268
%K 3D modeling, artistic shape creation, design prototyping, fine art,
hand-based interface, repeated marking, semi-immersive environment,
tangible user interface
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p261-schkolne/p261-schkolne.pdf
%X Surface Drawing is a system for creating organic 3D shapes in a
manner which supports the needs and interests of artists. This medium
facilitates the early stages of creative design which many 3D modeling
programs neglect. Much like traditional media such as line drawing and
painting, Surface Drawing lets users construct shapes through repeated
marking. In our case, the hand is used to mark 3D space in a
semi-immersive virtual environment. The interface is completed with
tangible tools to edit and manipulate models. We introduce the use of
tongs to move and scale 3D shapes and demonstrate a magnet tool which is
comfortably held without restricting hand motion. We evaluated our
system through collaboration with artists and designers, exhibition
before hundreds of users, our own extensive exploration of the medium,
and an informal user study. Response was especially positive from users
with an artistic background.

%M C.CHI.01.1.269
%T DataTiles: A Modular Platform for Mixed Physical and Graphical
Interactions
%S Tangible Interfaces
%A Jun Rekimoto
%A Brygg Ullmer
%A Haruo Oba
%B CHI2001
%D 2001
%P 269-276
%K graphical user interfaces, interaction techniques, radio-frequency
identification tags, tangible user interfaces, visual language
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p269-rekimoto/p269-rekimoto.pdf
%X The DataTiles system integrates the benefits of two major interaction
paradigms: graphical and physical user interfaces. Tagged transparent
tiles are used as modular construction units. These tiles are augmented
by dynamic graphical information when they are placed on a
sensor-enhanced flat panel display. They can be used independently or
can be combined into more complex configurations, similar to the way
language can express complex concepts through a sequence of simple
words. In this paper, we discuss our design principles for mixing
physical and graphical interface techniques, and describe the system
architecture and example applications of the DataTiles system.

%M C.CHI.01.1.277
%T Optimizing Search by Showing Results in Context
%S Focus and Context
%A Susan Dumais
%A Edward Cutrell
%A Hao Chen
%B CHI2001
%D 2001
%P 277-284
%K World Wide Web, focus-in-context, search, text categorization,
usability, user interface, user study
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p277-dumais/p277-dumais.pdf
%X We developed and evaluated seven interfaces for integrating semantic
category information with Web search results. List interfaces were based
on the familiar ranked-listing of search results, sometimes augmented
with a category name for each result. Category interfaces also showed
page titles and/or category names, but re-organized the search results
so that items in the same category were grouped together visually. Our
user studies show that all Category interfaces were more effective than
List interfaces even when lists were augmented with category names for
each result. The best category performance was obtained when both
category names and individual page titles were presented. Either alone
is better than a list presentation, but both together provide the most
effective means for allowing users to quickly examining search results.
These results provide a better understanding of the perceptual and
cognitive factors underlying the advantage of category groupings and
provide some practical guidance to Web search interface designers.

%M C.CHI.01.1.285
%T Robust Annotation Positioning in Digital Documents
%S Focus and Context
%A A. J. Bernheim Brush
%A David Bargeron
%A Anoop Gupta
%A J. J. Cadiz
%B CHI2001
%D 2001
%P 285-292
%K annotation, annotation system design, digital, documents, robust
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p285-bernheim_brush/p285-bernheim_brush.pdf
%X Increasingly, documents exist primarily in digital form. System
designers have recently focused on making it easier to read digital
documents, with annotation as an important new feature. But supporting
annotation well is difficult because digital documents are frequently
modified, making it challenging to correctly reposition annotations in
modified versions. Few systems have addressed this issue, and even fewer
have approached the problem from the users' point of view. This paper
reports the results of two studies examining user expectations for
robust annotation positioning in modified documents. We explore how
users react to lost annotations, the relationship between types of
document modifications and user expectations, and whether users pay
attention to text surrounding their annotations. Our results could
contribute substantially to effective digital document annotation
systems.

%M C.CHI.01.1.293
%T Reading of Electronic Documents: The Usability of Linear, Fisheye,
and Overview+Detail Interfaces
%S Focus and Context
%A Kasper Hornbaek
%A Erik Frokjaer
%B CHI2001
%D 2001
%P 293-300
%K electronic documents, information retrieval, information
visualization, reading activity, usability, user study
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p293-hornbak/p293-hornbak.pdf
%X Reading of electronic documents is becoming increasingly important as
more information is disseminated electronically. We present an
experiment that compares the usability of a linear, a fisheye, and an
overview+detail interface for electronic documents. Using these
interfaces, 20 subjects wrote essays and answered questions about
scientific documents. Essays written using the overview+detail interface
received higher grades, while subjects using the fisheye interface read
documents faster. However, subjects used more time to answer questions
with the overview+detail interface. All but one subject preferred the
overview+detail interface. The most common interface in practical use,
the linear interface, is found to be inferior to the fisheye and
overview+detail interfaces regarding most aspects of usability. We
recommend using overview+detail interfaces for electronic documents,
while fisheye interfaces mainly should be considered for time-critical
tasks.

%M C.CHI.01.1.301
%T Eye Gaze Patterns in Conversations: There is More the Conversational
Agents than Meets the Eyes
%S Seeing and Being Seen
%A Roel Vertegaal
%A Robert Slagter
%A Gerrit van der Veer
%A Anton Nijholt
%B CHI2001
%D 2001
%P 301-308
%K attention-based interfaces, attentive agents, conversational
attention, gaze, multiparty communication, tracking
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p301-vertegaal/p301-vertegaal.pdf
%X In multi-agent, multi-user environments, users as well as agents
should have a means of establishing who is talking to whom. In this
paper, we present an experiment aimed at evaluating whether gaze
directional cues of users could be used for this purpose. Using an eye
tracker, we measured subject gaze at the faces of conversational
partners during four-person conversations. Results indicate that when
someone is listening or speaking to individuals, there is indeed a high
probability that the person looked at is the person listened (p=88%) or
spoken to (p=77%). We conclude that gaze is an excellent predictor of
conversational attention in multiparty conversations. As such, it may
form a reliable source of input for conversational systems that need to
establish whom the user is speaking or listening to. We implemented our
findings in FRED, a multi-agent conversational system that uses eye
input to gauge which agent the user is listening or speaking to.

%M C.CHI.01.1.309
%T The Impact of Eye Gaze on Communication using Humanoid Avatars
%S Seeing and Being Seen
%A Maia Garau
%A Mel Slater
%A Simon Bee
%A Martina Angela Sasse
%B CHI2001
%D 2001
%P 309-316
%K avatars, gaze, collaborative virtual environments (CVEs),
computer-mediated communication (CMC), mediated communication, nonverbal
behaviours
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p309-garau/p309-garau.pdf
%X In this paper we describe an experiment designed to investigate the
importance of eye gaze in humanoid avatars representing people engaged
in conversation. We compare responses to dyadic conversations in four
mediated conditions: video, audio-only, and two avatar conditions. The
avatar conditions differed only in their treatment of eye gaze. In the
random-gaze condition the avatars head and eye animations were unrelated
to conversational flow. In the informed-gaze condition, they were
related to turn-taking during the conversation. The head animations were
tracked and the eye animations were inferred from the audio stream. Our
comparative analysis of 100 post-experiment questionnaires showed that
the random-gaze avatar did not improve on audio-only communication. The
informed-gaze avatar significantly outperformed the random-gaze model
and also outperformed audio-only on several response measures. We
conclude that an avatar whose gaze behaviour is related to the
conversation provides a marked improvement on an avatar that merely
exhibits liveliness.

%M C.CHI.01.1.317
%T The Dynamics of Mass Online Marketplaces: A Case Study of an Online
Auction
%S Seeing and Being Seen
%A Jungpil Hahn
%B CHI2001
%D 2001
%P 317-324
%K electronic marketplaces, information overload, item display, market
navigation, market technostructure, massive scale online auctions,
online market design
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p317-hahn/p317-hahn.pdf
%X The Internet has dramatically changed how people sell and buy goods.
In recent years we have seen the emergence of electronic marketplaces
that leverage information technology to create more efficient markets
such as online auctions to bring together buyers and sellers with
greater effectiveness at a massive scale. Despite the growing interest
and importance of such marketplaces, our understanding of how the design
of the marketplace affects buyer and seller behavior at the individual
level and the market effectiveness at the aggregate level is still quite
limited. This paper presents a detailed case study of a currently
operational massive scale online auction marketplace. The main focus is
to gain initial insights into the effects of the design of the
marketplace. The results of the study point to several important
considerations and implications not only for the design of online
marketplaces but also for the design of large-scale websites where
effective locating of information is key to user success.

%M C.CHI.01.1.325
%T Casablanca: Designing Social Communication Devices for the Home
%S Home on the Range
%A Debby Hindus
%A Scott D. Mainwaring
%A Nicole Leduc
%A Anna Elisabeth Hagstrom
%A Oliver Bayley
%B CHI2001
%D 2001
%P 325-332
%K Computer-mediated communication, CMC, domestic technologies,
residential technologies, media spaces, audio spaces, shared
whiteboards, awareness, ambient displays, internet appliances, design
guidelines, aesthetics, consumers, homes, computer-human interaction.
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p325-hindus/p325-hindus.pdf
%X The Casablanca project explored how media space concepts could be
incorporated into households and family life. This effort included
prototypes built for the researchers' own home use, field studies of
households, and consumer testing of design concepts. A number of
previously unreported consumer preferences and concerns were uncovered
and incorporated into several original prototypes, most notably
ScanBoard and the Intentional Presence Lamp. Casablanca also resulted in
conclusions about designing household social communication devices.

%M C.CHI.01.1.333
%T Digital Family Portraits: Supporting Peace of Mind for Extended
Family Members
%S Home on the Range
%A Elizabeth D. Mynatt
%A Jim Rowan
%A Sarah Craighill
%A Annie Jacobs
%B CHI2001
%D 2001
%P 333-340
%K aging, awareness, home, light-weight interaction, ubiquitous
computing, visualization
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p333-mynatt/p333-mynatt.pdf
%X A growing social problem in the U.S., and elsewhere, is supporting
older adults who want to continue living independently, as opposed to
moving to an institutional care setting. One key part of this complex
problem is providing awareness of senior adults day-to-day activities,
promoting peace of mind for extended family members. In this paper, we
introduce the concept of a digital family portrait that provides
qualitative visualizations of a family members daily life. Leveraging a
familiar household object, the picture frame, our design populates the
frame with iconic imagery summarizing 28 days. In a final
implementation, the digital family portrait would gather information
from sensors in the home.

%M C.CHI.01.1.341
%T Social Navigation of Food Recipes
%S Home on the Range
%A Martin Svensson
%A Kristina Hook
%A Jarmo Laaksolahti
%A Annika Waern
%B CHI2001
%D 2001
%P 341-348
%K awareness, online shopping, privacy, recommender system, social
navigation
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p341-svensson/p341-svensson.pdf
%X The term Social Navigation captures every-day behaviour used to find
information, people, and places - namely through watching, following,
and talking to people. We discuss how to design information spaces to
allow for social navigation. We applied our ideas in a recipe
recommendation system. In a follow-up user study, subjects state that
social navigation adds value to the service: it provides for social
affordance, and it helps turning a space into a social place. The study
also reveals some unresolved design issues, such as the snowball effect
where more and more users follow each other down the wrong path, and
privacy issues.

%M C.CHI.01.1.349
%T Chinese Input with Keyboard and Eye-Tracking: An Anatomical Study
%S The Write Stuff
%A Jingtao Wang
%A Shumin Zhai
%A Hui Su
%B CHI2001
%D 2001
%P 349-356
%K Chinese text input, chinese text input, eye-tracking, gaze,
gaze-tracking, gaze-tracking, multi-modal interface, performance
modeling, pinyin input
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p349-wang/p349-wang.pdf
%X Chinese input presents unique challenges to the field of human
computer interaction. This study provides an anatomical analysis of
today's standard Chinese input process, which is based on pinyin, a
phonetic spelling system in Roman characters. Through a combination of
human performance modeling and experimentation, our study decomposed the
Chinese input process into sub-tasks and found that choice reaction time
and numeric keying, two component resulted from the large number of
homophones in Chinese, were the major usability bottlenecks. Choice
reaction alone took 36% of the total input time in our experiment.
Numeric keying for multiple candidates selection tends to take the
user's attention away from the computer visual screen. We designed and
implemented the EASE (Eye Assisted Selection and Entry) system to help
maintaining complete touch-typing experience without diverting visual
(spacebar) and implicit eye-tracking to replace the numeric keystrokes.
Our experiment showed that such a system could indeed work, even with
today's imperfec teye-tracking technology.

%M C.CHI.01.1.357
%T Model for Unistroke Writing Time
%S The Write Stuff
%A Poika Isokoski
%B CHI2001
%D 2001
%P 357-364
%K handwriting, modeling of motor performance, pen input
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p357-isokoski/p357-isokoski.pdf
%X Unistrokes are a viable form of text input in pen-based user
interfaces. However, they are a very heterogeneous group of gestures the
only common feature being that all are drawn with a single stroke.
Several unistroke alphabets have been proposed including the original
Unistrokes, Gaffiti, Allegro, T-Cube and MDITIM. Comparing these methods
usually requires a lengthy study with many writers and even then the
results are biased by the earlier handwriting experience that the
writers have. Therefore, a simple descriptive model for predicting the
writing time for an expert user on any given unistroke alphabet thus
enabling sounder argumentation on the properties of different writing
methods.

%M C.CHI.01.1.365
%T Text Input for Mobile Devices: Comparing Model Prediction to Actual
Performance
%S The Write Stuff
%A Christina L. James
%A Kelly M. Reishcel
%B CHI2001
%D 2001
%P 365-371
%K keypad input, mobile phones, mobile systems, performance modeling,
text entry
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p365-james/p365-james.pdf
%X A study was conducted to obtain performance data for entering text on
a mobile phone in order to compare it to performance predictions based
on two different mathematical models. Speed data was obtained for two
text input methods, T9 Text Input and Multi-tap. While the direction of
the results was the same for both the performance data and both model
predictions (with predictive text entry being faster than Multi-tap text
entry), the results for all three differed in magnitude. Suggestions for
this discrepancy are provided. In addition, in order to help shape
future models, additional results are presented for both input methods
to show how both accuracy and speed performance varies based on user
experience and text subject matter.

%M C.CHI.01.1.372
%T Better Home Shopping or New Democracy?: Evaluating Community Network
Outcomes
%S Communities and Collaboration
%A John M. Carroll
%A Mary Beth Rosson
%B CHI2001
%D 2001
%P 372-379
%K community networks, evaluation, social impact
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p372-carroll/p372-carroll.pdf
%X This is a perspective paper on community networks - socio-technical
infrastructure supporting villages, towns, and neighborhoods. Community
networking is well-established, world wide, and addresses critical
societal issues, such as the "crisis of community" and the sociality of
the Internet. However, community network projects have not emphasized
evaluation. Relatively little is known about the economic, social, and
psychological consequences of community networks for the individuals,
groups, and communities served. Evaluating community networks is a
momentous mutual opportunity for the development of CHI evaluation
methodologies and for bringing technical CHI expertise to bear on
societal issues.

%M C.CHI.01.1.380
%T Identity Construction Environments: Supporting a Virtual Therapeutic
Community of Pediatric Patients Undergoing Dialysis
%S Communities and Collaboration
%A Marina U. Bers
%A Joseph Gonzalez-Heydrich
%A David Ray DeMaso
%B CHI2001
%D 2001
%P 380-387
%K dialysis, identity, multi-user virtual environment, pediatric
patients, storytelling, therapy, virtual communities
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p380-bers/p380-bers.pdf
%X We describe a five-month pilot project conducted in the dialysis unit
at Boston's Children's Hospital. Pediatric patients with renal disease
used the Zora graphical multi-user environment while facing
hemodialysis. Zora is an identity construction environment specifically
designed to help young people explore issue of identity, while engaging
in a participatory virtual community. This paper presents the experience
and evaluates the feasibility and safety of using Zora in a hospital
setting. It describes how Zora facilitated explorations of identity and
mutual patient support and interaction. Finally it also presents design
recommendations for future interventions of this kind. More generally,
this paper explores the potential of technology specifically designed
with therapeutic purposes to help patients cope with their illness.

%M C.CHI.01.1.388
%T Geney: Designing a Collaborative Activity for the Palm Handheld
Computer
%S Communities and Collaboration
%A Arman Danesh
%A Kori Inkpen
%A Felix Lau
%A Keith Shu
%A Kellogg Booth
%B CHI2001
%D 2001
%P 388-395
%K CSCL, CSCW, PDAs, children
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p388-danesh/p388-danesh.pdf
%X This paper describes a project to explore issues surrounding the
development of a collaborative handheld educational application for
children. A user-centered, iterative design process was used to develop
Geney, a collaborative problem solving application to help children
explore genetic concepts using Palm handheld computers. The design
methodology utilized mock-ups of representative tasks and scenarios,
pre-design meetings with targets users, prototype development, and
feedback sessions with target users. The results of this work identify
an effective way of utilizing handheld computers for collaborative
learning and provide important insights into the design of handheld
applications for children. This work also illustrates the necessity of
user-centered design when new user groups are targeted, especially when
novel user interface paradigms are employed that go beyond current
windows-based interfaces.

%M C.CHI.01.1.396
%T Relational Agents: A Model and Implementation of Building User Trust
%S Social Interfaces
%A Timothy Bickmore
%A Justine Cassell
%B CHI2001
%D 2001
%P 396-403
%K embodied conversational agent, natural language, personality, small
talk, social interface, trust
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p396-bickmore/p396-bickmore.pdf
%X Building trust with users is crucial in a wide range of applications,
such as financial transactions, and some minimal degree of trust is
required in all applications to even initiate and maintain an
interaction with a user. Humans use a variety of relational
conversational strategies, including small talk, to establish trusting
relationships with each other. We argue that such strategies can also be
used by interface agents, and that embodied conversational agents are
ideally suited for this task given the myriad cues available to them for
signaling trustworthiness. We describe a model of social dialogue, an
implementation in an embodied conversation agent, and an experiment in
which social dialogue was demonstrated to have an effect on trust, for
users with a disposition to be extroverts.

%M C.CHI.01.1.404
%T An Empirical Study of Human Web Assistants: Implications for User
Support in Web Information Systems
%S Social Interfaces
%A Johan Aberg
%A Nahid Shahmehri
%B CHI2001
%D 2001
%P 404-411
%K Web information systems, attitude, design guidelines, efficiency,
field study, universal usability, user support
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p404-aberg/p404-aberg.pdf
%X User support is an important element in reaching the goal of
universal usability for Web information systems. Recent developments
indicate that human involvement in user support is a step towards this
goal. However, most such efforts are currently being pursued on a purely
intuitive basis. This, empirical findings about the role of human
assistants are important. In this paper we present the findings from a
field study of a general user support model for Web information systems.
We show that integrating human assistance into Web systems is a way to
provide efficient user support. Further, this integration makes a Web
site more fun to use and increases the user's trust in the site. The
support also improves the site atmosphere. Our findings are summarised
as recommendations and design guidelines for decision-makers and
developers Web systems.

%M C.CHI.01.1.412
%T Social Presence in Web Surveys
%S Social Interfaces
%A Mick P. Couper
%A Roger Tourangeau
%A Darby M. Steiger
%B CHI2001
%D 2001
%P 412-417
%K Web surveys, social desirability, social interfaces
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p412-couper/p412-couper.pdf
%X Social interface theory has widespread influence in the field of
human-computer interaction. The basic thesis is that humanizing cues in
a computer interface can engender responses from users similar to
human-human interaction. In contrast, the survey interviewing literature
suggests that computer administration of surveys on highly sensitive
topics reduces or eliminates social desirability effect, even when such
humanizing features as voice are used.
   In attempting to reconcile these apparently contradictory findings,
we varied features of the interface in a Web survey

%M C.CHI.01.1.418
%T Exploring 3D Navigation: Combining Speed-COupled Flying with Orbiting
%S 3D Navigation
%A Desney S. Tan
%A George G. Robertson
%A Mary Czerwinski
%B CHI2001
%D 2001
%P 418-425
%K 3D virtual environments, egocentric navigation, interaction
techniques, user studies
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p418-tan/p418-tan.pdf
%X We present a task-based taxonomy of navigation techniques for 3D
virtual environments, used to categorize existing techniques, drive
exploration of the design space, and inspire new techniques. We briefly
discuss several new techniques, and describe in detail one new
techniques, Speed-coupled Flying with Orbiting. This technique couples
control of movement speed to camera height and tilt, allowing users to
seamlessly transition between local environment-views and global
overviews. Users can also orbit specific objects for inspection. Results
from two competitive user studies suggest users performed better with
Speed-coupled Flying with Orbiting over alternatives, with performance
also enhanced by a large display.

%M C.CHI.01.1.426
%T Reaching Movements to Augmented and Graphic Objects in Virtual
Environments
%S Social Interfaces
%A Andrea H. Mason
%A Masuma A. Walji
%A Elaine J. Lee
%A Christine L. MacKenzie
%B CHI2001
%D 2001
%P 426-433
%K Fitts' law, augmented reality, empirical data, haptic feedback, human
performance, interaction, interaction, kinematic data, object
manipulation, sensory information, sensory manipulation, visual feedback
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p426-mason/p426-mason.pdf
%X This work explores how the availability of visual and haptic feedback
affects and kinematics of reaching performance in a tabletop virtual
environment. Eight subjects performed reach-to-grasp movements toward
target objects of various sites in conditions where visual and haptic
feedback were either present or absent. It was found that movement time
was slower when visual feedback of the moving limb was not available.
Further MT varied systematically with target size when haptic feedback
was available (i.e. augmented targets), and thus followed Fitts' law.
However, movement times were constant regardless of target size when
haptic feedback was removed. In depth analysis of the reaching
kinematics revealed that subjects spent longer decelerating toward
smaller targets in conditions where haptic feedback was available. In
contrast, deceleration time was constant when haptic feedback was
absent. These results suggest that visual feedback about the moving limb
and veridical haptic feedback about object contract are extremely
important for humans to effectively work in virtual environments.

%M C.CHI.01.1.434
%T 3D or Not 3D?: Evaluating the Effect of the Third Dimension in a
Document Management System
%S Social Interfaces
%A Andy Cockburn
%A Bruce McKenzie
%B CHI2001
%D 2001
%P 434-441
%K 3D user interfaces, document management, information visualisation,
spatial memory
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p434-cockburn/p434-cockburn.pdf
%X Several recent research systems have provided interactive
three-dimensional (3D) visualisations for supporting everyday work such
as file and document management. But what improvements do these 3D
interfaces offer over their traditional 2D counterparts? This paper
describes the comparative evaluation of two document management systems
that differ only in the number of dimensions used for displaying and
interacting with the data. The 3D system is heavily based on Robertson
et al.'s Data Mountain, which supports users in storing, organising and
retrieving 'thumbnail' representations of documents such as bookmarked
Web-pages. Results show that our subjects were faster at storing and
retrieving pages in the display when using the 2D interface, but not
significantly so. As expected, retrieval times significantly increased
as the number of thumbnails increased. Despite the lack of significant
differences between the 2D and 3D interfaces, subjective assessments
showed a significant preference for the 3D interface.

%M C.CHI.01.1.442
%T Automating Camera Management for Lecture Room Environments
%S Scenes from the Office
%A Qiong Liu
%A Yong Rui
%A Anoop Gupta
%A J. J. Cadiz
%B CHI2001
%D 2001
%P 442-449
%K automated camera management, sound source localization, speaker
tracking, video production rules, virtual video director
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p442-liu/p442-liu.pdf
%X Given rapid improvements in network infrastructure and
streaming-media technologies, a large number of corporations and
universities are recording lectures and making them available online for
anytime, anywhere access. However, producing high-quality lecture videos
is still labor intensive and expensive. Fortunately, recent technology
advances are making it feasible to build automated camera management
systems to capture lectures. In this paper we report on our design,
implementation and study of such a system. Compared to previous
work-which has tended to be technology centric-we started with
interviews with professional video producers and used their knowledge
and expertise the create video production rules. We then targeted
technology components that allowed us to implement a substantial portion
of these rules, including the design of a virtual video director. The
system's performance was compared to that of a human operator via a user
study. Results suggest that our system's quality in close to that of a
human-controlled system. In fat most remote audience members could not
tell if the video was produced by a computer or a person.

%M C.CHI.01.1.450
%T Viewing Meeting Captured by an Omni-Directional Camera
%S Scenes from the Office
%A Yong Rui
%A Anoop Gupta
%A J. J. Cadiz
%B CHI2001
%D 2001
%P 450-457
%K omni-directional camera systems, on-demand meeting watching
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p450-rui/p450-rui.pdf
%X One vision of future technology is the ability to easily and
inexpensively capture any group meeting that occurs, store it, and make
it available for people to view anytime and anywhere on the network. One
barrier to achieving this vision has been the design of low-cost camera
systems that can capture important aspects of the meeting without
needing a human camera operator. A promising solution that has emerged
recently is omni-directional cameras that can capture a 360-degree video
of the entire meeting.
   The panoramic capability provided by these cameras raises both new
opportunities and new issues for the interfaces provided for
post-meeting viewers -- for example, do we show all meeting participants
all the time or do we just show the person who is speaking, how much
control do we provide to the end-user in selecting the view, and will
providing this control distract them from their task. These are not just
user interface issues, they also raise tradeoffs for the client-server
systems used to deliver such content. They impact how much data needs to
be stored on the disk, what computation can be done on the server vs.
the client, and how much bandwidth is needed. We report on a prototype
system built using an omni-directional camera and results from user
studies of interface preferences expressed by viewers.

%M C.CHI.01.1.458
%T Partitioning Digital Worlds: Focal and Peripheral Awareness in
Multiple Monitor Use
%S Scenes from the Office
%A Jonathan Grudin
%B CHI2001
%D 2001
%P 458-465
%K awareness, displays, multiple monitors
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p458-grudin/p458-grudin.pdf
%X Software today does not help us partition our digital worlds
effectively. We must organize them ourselves. This field study of users
of multiple monitors examines how people with a lot of display space
arrange information. Second monitors are generally used for secondary
activities related to principal tasks, for peripheral awareness of
information that is not the main focus, and for easy access to
resources. A second monitor improves efficiency in ways that are
difficult to measure yet can have substantial subjective benefit. The
study concludes with illustrations of shortcomings of today's systems
and applications: the way we work could be improved at relatively low
cost.

%M C.CHI.01.1.466
%T Folk Computing: Revisiting Oral Tradition as a Scaffold for
Co-Present Communities
%S Storytelling
%A Rick Borovoy
%A Brian Silverman
%A Tim Gorton
%A Matt Notowidigdo
%A Brian Knep
%A Mitchel Resnick
%A Jeff Klann
%B CHI2001
%D 2001
%P 466-473
%K PDA, community, education, face-to-face, folklore, groupware,
handheld, mobile computing, social computing, ubiquitous computing
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p466-borovoy/p466-borovoy.pdf
%X In this paper, we introduce Folk Computing: an approach for using
technology to support co-present community building inspired by the
concept of folklore. We also introduce a new technology, called
"i-balls," whose design helped fashion this approach. The design of the
i-ball environment is explained in terms of our effort to simultaneously
preserve what works about folklore while also using technology to expand
its power as a medium for community building.

%M C.CHI.01.1.474
%T Designing Palaver Tree Online: Supporting Social Roles in a Community
of Oral History
%S Storytelling
%A Jason B. Ellis
%A Amy S. Bruckman
%B CHI2001
%D 2001
%P 474-481
%K CSCL, children, online community, user-centered design
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p474-ellis/p474-ellis.pdf
%X As a more diverse population of users moves online, understanding how
to help those groups work together and leverage their diverse skills
poses a significant challenge for human-computer interaction. This paper
presents a case study of the design of an online community that supports
kids interviewing elders to build up a shared database of oral history.
Two pilot studies with existing technology are presented, and a software
design based on those studies is described, along with future work. This
work shows the value of prototyping with existing technology in order to
uncover user needs in an onine environment.

%M C.CHI.01.1.482
%T Classroom Collaboration in the Design of Tangible Interfaces for
Storytelling
%S Storytelling
%A Danae Stanton
%A Victor Bayon
%A Helen Neale
%A Ahmed Ghali
%A Steve Benford
%A Sue Cobb
%A Rob Ingram
%A John Wilson
%A Tony Pridmore
%A Claire O'Malley
%B CHI2001
%D 2001
%P 482-489
%K children, participatory design, storytelling, tangibles
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p482-stanton/p482-stanton.pdf
%X We describe the design of tangible interfaces to the KidPad
collaborative drawing tool. Our aims are to support the re-enactment of
stories to audiences, and integration within real classroom
environments. A six-month iterative design process, working with
children and teachers in school, has produced the "magic carpet", an
interface that uses pressure mats and video-tracked and barcoded
physical props to navigate a story in KidPad. Reflecting on this
process, we propose four guidelines for the design of tangible
interfaces for the classroom. (1) Use physical size and physical props
to encourage collaboration. (2) Be aware of how different interfaces
emphasize different actions. (3) Be aware that superficial changes to
the design can produce very different physical interactions. (4) Focus
on open low-tech technologies rather than (over) polished products.

%M C.CHI.01.1.490
%T Using Information Scent to Model User Information Needs and Actions
and the Web
%S Information Scent
%A Ed H. Chi
%A Peter Pirolli
%A Kim Chen
%A James Pitkow
%B CHI2001
%D 2001
%P 490-497
%K World Wide Web, data mining, information foraging, information
retrieval, information scent, usability
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p490-chi/p490-chi.pdf
%X On the Web, users typically forage for information by navigating from
page to page along Web links. Their surfing patterns or actions are
guided by their information needs. Researchers need tools to explore the
complex interactions between user needs, user actions, and the
structures and contents of the Web. In this paper, we describe two
computational methods for understanding the relationship between user
needs and user actions. First, for a particular pattern of surfing, we
seek to infer the associated information need. Second, given an
information need, and some pages as starting pints, we attempt to
predict the expected surfing patterns. The algorithms use a concept
called "information scent", which is the subjective sense of value and
cost of accessing a page based on perceptual cues. We present an
empirical evaluation of these two algorithms, and show their
effectiveness.

%M C.CHI.01.1.498
%T Information Scent as a Driver of Web Behavior Graphs: Results of a
Protocol Analysis Method for Web Usability
%S Information Scent
%A Stuart K. Card
%A Peter Pirolli
%A Mija Van Der Wege
%A Julie B. Morrison
%A Robert W. Reeder
%A Pamela K. Schraedley
%A Jenea Boshart
%B CHI2001
%D 2001
%P 498-505
%K Web behavior graph, Web usability, Weblogger, behavior graph,
information foraging, information scent, protocol analysis,
web-eyemapper
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p498-card/p498-card.pdf
%X The purpose of this paper is to introduce a replicable WWW protocol
analysis methodology illustrated by application to data collected in the
laboratory. The methodology uses instrumentation to obtain detailed
recordings of user actions with a browser, caches Web pages encountered,
and videotapes talk-aloud protocols. We apply the current form of the
method to the analysis of eight Web protocols, visualizing the structure
of the interaction and showing the strong effect of information scent in
determining the path followed.

%M C.CHI.01.1.506
%T Visual Information Foraging in a Focus + Context Visualization
%S Information Scent
%A Peter Pirolli
%A Stuart K. Card
%A Mija M. Van Der Wege
%B CHI2001
%D 2001
%P 506-513
%K CODE theory of visual attention, focus+context, hyperbolic tree,
information foraging, information scent, information visualization,
visual attention, visual search
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p506-pirolli/p506-pirolli.pdf
%X Eye tracking studies of the Hyperbolic Tree browser [10] suggest that
visual search in focus+context displays is highly affected by
information scent (i.e., local cues, such as text summaries, used to
assess and navigate toward distal information sources). When users
detected a strong information scent, they were able to reach their goal
faster with the Hyperbolic Tree browser than with a conventional
browser. When users detected a weak scent or no scent, users exhibited
less efficient search of areas with a high density of visual items. In
order to interpret these results we present an integration of the CODE
Theory of Visual Attention (CTVA) with information foraging theory.
Development of the CTVA-foraging theory could lead to deeper analysis of
interaction with visual displays of content, such as the World Wide Web
or information visualizations.

%M C.CHI.01.1.514
%T The Notification Collage: Posting Information to Public and Personal
Displays
%S Public Displays
%A Saul Greenberg
%A Michael Rounding
%B CHI2001
%D 2001
%P 514-521
%K awareness, informal interaction, media spaces, messaging
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p514-greenberg/p514-greenberg.pdf
%X The Notification Collage (NC) is a groupware system where distributed
and co-located colleagues comprising a small community post media
elements onto a real-time collaborative surface that all members can
see. Akin to collages of information found on public bulletin boards, NC
randomly places incoming elements onto this surface. People can post
assorted media: live video from desktop cameras; editable sticky notes;
activity indicator; slide shows displaying a series of digital photos,
snapshots of a person's digital desktop, and Web page thumbnails. User
experiences show that NC becomes a rich resource for awareness and
collaboration. Community members indicate their presence to others by
posting live video. They regularly act on this information by engaging
in text and video conversations. Because all people can overhear
conversations, these become active opportunities to join in. People also
post items they believe will be interesting to others, such as desktop
snapshots and vacation photos. Finally, people use NC somewhat
differently when it is displayed on a large public screen than when it
appears on a personal computer.

%M C.CHI.01.1.522
%T Single Display Privacyware: Augmenting Public Displays with Private
Information
%S Public Displays
%A Garth B. D. Shoemaker
%A Kori Inkpen
%B CHI2001
%D 2001
%P 522-529
%K CSCW, awareness, collaboration, privacy, single display groupware,
single display privacyware (SDP)
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p522-shoemaker/p522-shoemaker.pdf
%X The research area of Single Display Groupware (SDG) confronts the
standard model of computing interaction, one user working on one
computer, by investigating how the best support groups of users
interacting with a shared display. One problem that has arisen in SDG
research concerns access to private information. Previously, private
information could not be displayed on a shared display, it could only be
accessed on external devices, such as private monitors or Personal
Digital Assistants (PDAs). This paper discusses Single Display
Privacyware (SDP), an interaction technique that allows private
information to be shown within the context of a shared display. A
description of the hardware and software components of our prototype SDP
system is given, as are the results of a user study performed to
investigate users interacting in the environment. Conclusions concerning
future research in the area of SDP are discussed.

%M C.CHI.01.1.530
%T Linking Public Spaces: Technical and Social Issues
%S Public Displays
%A Gavin Jancke
%A Gina Danielle Venolia
%A Jonathan Grudin
%A J. J. Cadiz
%A Anoop Gupta
%B CHI2001
%D 2001
%P 530-537
%K informal communication, privacy, videoconferencing
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/365024/p530-jancke/p530-jancke.pdf
%X Three public spaces frequency used by members of a single
organization who are distributed across different floors of two
buildings were linked by constantly-running video and audio connections.
We discuss the design of the system, including issues in providing
low-latency, full-duplex audio-video connectivity, ways to increase
possibilities for interaction while addressing privacy concerns, and the
introduction of the system to the community. We report on responses to
the system and lessons learned, including unexpected issues, such as
creative decorations of the spaces and assertions by a vocal minority of
employees about the private nature of "public space."

fpack:!@#$%^&*(): CHI01-2.BA
%M C.CHI.01.2.1
%T User benefits of connecting automobiles to the internet
%S Demonstrations: the way to work
%A David Curbow
%B CHI01
%D 2001
%V 2
%P 1-2
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634069
%X Commuters spend a lot of time in their cars, Americans average 80
minutes per day -- much of it stuck in traffic jams. Surveys tell us
that most users are interested in services and information that makes
their drive safer, shorter and more enjoyable -- not reading email.
   Jupiter Communications[1] surveyed 2100 consumers in 1998 regarding
services they would like to see in the auto. Their answers (in order of
preference): directions and maps, traffic reports, weather, e-mail and
arranging travel. This matches our smaller scale studies.
   We have been investigating how to deliver these services to drivers
and have initial information to report.

%M C.CHI.01.2.3
%T Hubbub: a wireless instant messenger that uses earcons for awareness
and for "sound instant messages"
%S Demonstrations: the way to work
%A Ellen Isaacs
%A Alan Walendowski
%A Dipti Ranganathan
%B CHI01
%D 2001
%V 2
%P 3-4
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634070
%X There is a need for lightweight communication tools that give people
awareness of colleagues, friends, and family and that let them initiate
and retrieve messages with trivial effort. Existing instant messenger
applications are a good step, but most provide minimal awareness and are
not easily accessible from the road. Hubbub is an instant messenger that
runs on a wireless Palm and a PC, enabling people to maintain background
awareness of others and send them quick messages. It uses a novel
concept of "sound instant messages," i.e., earcons that have meaning,
such "Hi" or "Thanks." Each user has a Sound ID that announces their
sound messages and their changes in availability. Users can protect
their privacy and control sound overload.

%M C.CHI.01.2.5
%T The "Authoring on the Fly" system for automatic presentation
recording
%S Demonstrations: anywhere
%A Wolfgang Hurst
%A Gabriela Maass
%A Rainer Muller
%A Thomas Ottmann
%B CHI01
%D 2001
%V 2
%P 5-6
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634072
%X In the presentation recording scenario there are two aspects
regarding the user interface: How the recording is done (i.e., how the
presenter or his/her assistants have to interact with the recording
tools (hardware and software)), and how users can access the produced
multimedia documents (i.e., how replay, as well as search and navigation
in the files can be done comfortably and efficiently). In this
demonstration, we will illustrate Authoring on the Fly (AOF), a system
for presentation recording which provides new approaches and solutions
for both of these issues.

%M C.CHI.01.2.7
%T MobiLearn: competence development for Nomads
%S Demonstrations: anywhere
%A Johan Lundin
%A Urban Nulden
%A Lars M. Persson
%B CHI01
%D 2001
%V 2
%P 7-8
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634073
%X Organizations in the new economy are dependent on organizational
knowledge and competence. Workers in these organizations are to a large
extent mobile. They need new competence development opportunities
unrestrained by time and space. We have developed and successfully
tested models, applications and activities (e.g. multimedia scenarios)
supporting competence development. We are transferring this competence
development activity to mobile settings to achieve successful competence
development for nomads. The goal is identifying applications and
services in the competence development realm suitable for 3G (third
generation cellular networks). Combining our models and activities with
the new technology we rethink how competence development can be
conducted and managed.

%M C.CHI.01.2.9
%T Richer graphical interaction using interactive pixel rewrite systems
%S Demonstrations: bleeding edge
%A George W. Furnas
%A Yan Qu
%A Sanjeev Shrivastava
%A Gregory Peters
%B CHI01
%D 2001
%V 2
%P 9-10
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634075
%X Current computer systems are dominated by forms, behaviors and
interactions most easily described in the textual languages of the
underlying software. In this demo we enrich the space of interactive
visual forms and behaviors by using an alternate underlying,
non-sentential computational paradigm, Pixel Rewrite Systems. We show
fundamental algorithms, interaction elements and application fragments
that might be possible with this approach.

%M C.CHI.01.2.11
%T CPN/tools: revisiting the desktop metaphor with post-WIMP interaction
techniques
%S Demonstrations: bleeding edge
%A Michel Beaudouin-Lafon
%A Wendy E. Mackay
%A Peter Andersen
%A Paul Janecek
%A Mads Jensen
%A Michael Lassen
%A Kasper Lund
%A Kjeld Mortensen
%A Stephanie Munck
%A Katrine Ravn
%A Anne Ratzer
%A Soren Christensen
%A Kurt Jensen
%B CHI01
%D 2001
%V 2
%P 11-12
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634076
%X CPN/Tools is an editor and simulator of Coloured Petri Nets that uses
post-WIMP interaction techniques, including bi-manual interaction,
toolglasses and marking menus and a new metaphor for managing the
workspace. It challenges traditional ideas about user interfaces,
getting rid of pull-down menus, scrollbars, and even selection, while
providing the same or greater functionality than current GUIs. This demo
presents the first version of CPN/Tools.

%M C.CHI.01.2.13
%T The total access system
%S Demonstrations: anyone
%A Neil G. Scott
%A Isabelle Gingras
%B CHI01
%D 2001
%V 2
%P 13-14
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634078
%X In this paper, we describe the Total Access System (TAS) developed by
the Archimedes Project at Stanford University's Center for the Study of
Language and Information. The purpose of the TAS is to ensure everybody
is able to access information regardless of individual needs, abilities,
preferences and culture. Rather than modifying the computer that is to
be accessed, the TAS provides individuals with a personal information
appliance, called an accessor, that provides alternative ways to perform
all of the necessary keyboard, mouse and/or monitor functions. With this
approach, disabled users can transparently use the full capabilities of
any system without penalty and with whatever performance augmentation
they may require to be competitive.

%M C.CHI.01.2.15
%T What I need is what I get: downloadable user interfaces via Jini and
Java
%S Demonstrations: anyone
%A Marney Beard
%A Peter Korn
%B CHI01
%D 2001
%V 2
%P 15-16
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634079
%X In this demonstration, we show how technology can improve the lives
of people with disabilities, specifically by increasing their
independence by giving them control over a few appliances in the home.
The technical approach demonstrated here is based on Jini[tm] connection
technology, which allows devices and "services" to become known to each
other, and allows the "service" to be delivered through a variety of
user interfaces. This approach can be applied in any number of
situations, both throughout the home and in public spaces, illustrating
the power of universal design, which benefits all people, whether they
happen to have a disability or not.

%M C.CHI.01.2.17
%T Usability testing software for the internet
%S Demonstrations: web usability
%A Mike Lister
%B CHI01
%D 2001
%V 2
%P 17-18
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634081
%X This paper describes a software method of producing an in-depth
examination of the user experience of a website. Using Internet
technology, multiple tests can be aggregated to produce average patterns
of behavior. The visual data from the tests can be copied to removable
media such as CD-ROM and replayed on any Windows equipped computer to
show the development team the difficulties experienced by target
customers. The website customer testing phase can be accelerated by the
use of this software because the individuals may be tested via the
Internet and so there are no geographic considerations. As testing takes
place the target customer is in isolation so that accumulated data is
not distorted by other individuals.

%M C.CHI.01.2.19
%T WebEyeMapper and WebLogger: tools for analyzing eye tracking data
collected in web-use studies
%S Demonstrations: web usability
%A Robert W. Reeder
%A Peter Pirolli
%A Stuart K. Card
%B CHI01
%D 2001
%V 2
%P 19-20
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634082
%X Eye trackers output a stream of points at which the eye was looking.
To give these points meaning, researchers analyzing eye tracking data
need to map the points onto the meaningful objects at which the eye was
looking. Performing this mapping has proven to be a tedious,
time-consuming task. We present a software system that automates this
task for Web usability studies that incorporate eye tracking.

%M C.CHI.01.2.21
%T CTTE: an environment for analysis and development of task models of
cooperative applications
%S Demonstrations: design tools
%A Fabio Paterno
%A Giulio Mori
%A Riccardo Galiberti
%B CHI01
%D 2001
%V 2
%P 21-22
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634084
%X Tool-support is strongly required in order to ease the use of task
models and make them acceptable to a large number of designers. CTTE is
an automatic environment that has been developed for this purpose. This
tool can be useful to better develop and analyse task models and their
dynamic behaviour including those for cooperative applications.

%M C.CHI.01.2.23
%T A user input and analysis tool for information architecture
%S Demonstrations: design tools
%A Jianming Dong
%A Shirley Martin
%A Paul Waldo
%B CHI01
%D 2001
%V 2
%P 23-24
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634085
%X The EZSort tool helps interface designers organize information for
Web sites based on users' expectations gathered from card sorting
exercises. It includes two packages: Usort and EZCalc. Usort provides a
simple user interface for the card sort study participants to group
cards by direct manipulation within a Graphical User Interface. EZCalc
analyzes the card sort data gathered from Usort using cluster analysis
statistical tool and generates tree diagrams that present clearly the
page groupings suggested by the data. The output diagrams from EZCalc
feature directly adjustable criteria bars and dynamic feedback on the
resulting groupings. This tool is available for download from the IBM
Ease of Use Web site.

%M C.CHI.01.2.25
%T MagicBook: transitioning between reality and virtuality
%S Demonstrations: technology play
%A Mark Billinghurst
%A Hirokazu Kato
%A Ivan Poupyrev
%B CHI01
%D 2001
%V 2
%P 25-26
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634087
%X The MagicBook explores how interfaces can be developed that allow for
seamless transition between Physical Reality, Augmented Reality (AR),
and immersive Virtual Reality (VR) in a collaborative setting. The
MagicBook is a normal book and can be read without any additional
technology. However, when book pages are viewed through a handheld
display three-dimensional virtual images appear overlaid on them.
Readers can view these AR scenes from any perspective and can also fly
into the scenes and experience them as an immersive VR world. VR users
can see other VR users represented as life-sized virtual avatars, while
AR users will see VR users as miniature avatars in the scene.

%M C.CHI.01.2.27
%T Therapeutic play with a storytelling robot
%S Demonstrations: technology play
%A Corinna Lathan
%A Jack Maxwell Vice
%A Michael Tracey
%A Catherine Plaisant
%A Allison Druin
%A Kris Edward
%A Jaime Montemayor
%B CHI01
%D 2001
%V 2
%P 27-28
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634088
%X We are developing a prototype storytelling robot for use with
children in rehabilitation. Children can remotely control a furry robot
by using a variety of body sensors adapted to their disability or
rehabilitation goal. We believe this robot can motivate children and
help them reach their therapy goals through therapeutic play, either by
exercising muscles or joints (e.g. for physically challenged children)
or by reflecting on the stories (e.g. for children with developmental
disabilities). To develop this technology we use an innovative design
methodology involving children as design partners.

%M C.CHI.01.2.29
%T Personal digital historian: user interface design
%S Design expo
%A Chia Shen
%A Neal Lesh
%A Baback Moghaddam
%A Paul Beardsley
%A Ryan Scott Bardsley
%B CHI01
%D 2001
%V 2
%P 29-30
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634090
%X Desktop computers are not designed for multi-person face-to-face
conversation in a social setting. We describe the design of a novel user
interface for multi-user interactive informal storytelling. Our design
is guided by principles of experience sharing, the disappearing
computer, visual navigation, and implicit query formulation.

%M C.CHI.01.2.31
%T PatternMagix construction kit software
%S Design expo
%A Edith Ackermann
%A Carol Strohecker
%B CHI01
%D 2001
%V 2
%P 31-32
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634091
%X PatternMagix is a game-like software construction kit. Its
constructive-dialogic style of interaction supports learning through
playful exploration. In the course of creating colorful tiles and
patterns, learners explore geometric operations, like rotation and
symmetry. Their moves alternate with automatic moves of the
computational device so that the interactions resemble turn-taking in a
dialog.

%M C.CHI.01.2.33
%T VisualFlow a media browser
%S Design expo
%A Eduardo Sciammarella
%B CHI01
%D 2001
%V 2
%P 33-34
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634092
%X This paper covers the development and design of a media browsing
application, VisualFlow, for Sony's MemoryStick and VAIO Computers.
VisualFlow has been an attempt to establish a new consumer oriented user
interface. This new interface provides an enjoyable yet powerful
framework for consumers to manage an increasing multitude of media
files.

%M C.CHI.01.2.35
%T GeoSCAPE: designing a reconstructive tool for field archaeological
excavation
%S Design expo
%A Jay Lee
%A Hiroshi Ishii
%A Blair Duun
%A Victor Su
%A Sandia Ren
%B CHI01
%D 2001
%V 2
%P 35-36
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634093
%X We introduce GeoSCAPE, a "reconstructive" tool for capturing
measurement data in field archaeology and facilitating a 3D
visualization of an excavation rendered in computer graphics. This
project is carried out by extending a recently developed an
orientation-aware digital measuring tape, called HandSCAPE that has been
examined to address the efficiency of bridging measuring and modeling
for on-site application areas [2]. In this paper, we present the
GeoSCAPE system using the same digital tape measure interacting with an
enhancing archaeological-specific 3D visualizations the goal is to
provide visual reconstruction methods by acquiring accurate field
measurements and visualizing the complex work of an archaeologist during
the course of on-site excavation.

%M C.CHI.01.2.37
%T Poly-vectoral reverse navigation: simplifying traversal to and from
shared nodes
%S Design expo
%A Mark Freeman
%A Eric Gould Bear
%A Barbee Teasley
%B CHI01
%D 2001
%V 2
%P 37-38
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634094
%X A shared node is a packet of information accessible from more than
one context. A few techniques exist for displaying and navigating shared
nodes, but they are either not optimal for web environments, or are
lacking in richness and ease-of-use. Poly-vectoral reverse navigation
(PVRN) is a technique we developed to provide information within a
context about other contexts that share a node. From within a shared
node, PVRN provides ready navigation to other contexts that share the
node. The technique was successfully used in a commercial web site.

%M C.CHI.01.2.39
%T The gas pump as information appliance: a design case
%S Design expo
%A Rachel Garb
%B CHI01
%D 2001
%V 2
%P 39-40
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634095
%X Advertisers, content providers, and media companies are continually
seeking novel ways to reach consumers in everyday places. One company,
Ten Square, is launching a network that delivers interactive content and
services to consumers at gas pumps. This paper discusses the primary
design challenges and constraints Ten Square faced in developing its
first application: a coupon-on-demand service. Design approaches and
considerations leading up to the solution are presented, along with
recommendations for gracefully integrating interactive experiences into
time-limited retail transactions.

%M C.CHI.01.2.41
%T Building international web sites for the financial market
%S Design expo
%A Erik Rutten
%A David Ziedman
%A Doris Pelger
%A Bill McCarthy
%A Duncan Prior
%B CHI01
%D 2001
%V 2
%P 41-42
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634096
%X Launching a financial web site is already a difficult enough
prospect. The EUBOS.nl web site wants to offer financial services to
people throughout Europe using a bank that is both foreign to their
country and whose presence is only a cyberpresence. Such a proposition
will sink or swim based on its international sensitivity, its convincing
brand identity and user support. International sensitivity means that
the web site must have an interface that can take into mutli-cultural
considerations (i.e. cultural values, language, legal systems). The
proposed web site should radiate a recognizable brand identity (or at
least a brand identity the users think they recognize). Task support on
the web site must allow for many simultaneous levels of users each
needing their own level of support.

%M C.CHI.01.2.43
%T GeoNotes: social enhancement of physical space
%S Design expo
%A Per Persson
%A Fredrik Espinoza
%A Elenor Cacciatore
%B CHI01
%D 2001
%V 2
%P 43-44
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634097
%X The GeoNotes system allows users to annotate physical locations with
virtual 'notes', which are then pushed to or accessed by other users
when in the vicinity. GeoNotes employs a number of social filtering
techniques, which all rely on logging of usage rather than content.

%M C.CHI.01.2.45
%T Digital jewelry: wearable technology for everyday life
%S Design expo
%A Cameron S. Miner
%A Denise M. Chan
%A Christopher Campbell
%B CHI01
%D 2001
%V 2
%P 45-46
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634098
%X Pervasive technology devices that intend to be worn must not only
meet our functional requirements but also our social, emotional, and
aesthetic needs. Current pervasive devices such as the PDA or cell phone
are more portable than wearable, yet still they elicit strong consumer
demand for intuitive interfaces and well-designed forms. Looking to the
future of wearable pervasive devices, we can imagine an even greater
demand for meaningful forms for objects nestled so close to our bodies.
They will need to reflect our tastes and moods, and allow us to express
our personalities, cultural beliefs, and values. Digital Jewelry
explores a new wearable technology form that is based in jewelry design,
not in technology. Through prototypes and meaningful scenarios, digital
jewelry offers new ideas to consider in the design of wearable devices.

%M C.CHI.01.2.47
%T Interfaces for groupware
%S Development consortium participants
%A Marcos R. S. Borges
%A Jose A. Pino
%A Carla Valle
%B CHI01
%D 2001
%V 2
%P 47-48
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634100
%X Groupware applications require a different set of interface metaphors
to appropriately deal with synchronous and asynchronous interactions. In
this paper we describe some interface artifacts developed for two
groupware applications

%M C.CHI.01.2.49
%T Research and development of speech technology & applications for
Mexican Spanish at the Tlatoa group
%S Development consortium participants
%A Ingrid Kirschning
%B CHI01
%D 2001
%V 2
%P 49-50
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634101
%X Thanks to the advances in today's technology in terms of processing
speed of computers, storage space and the management of sound and video
devices, speech technology is a reality in almost any kind of
computerized system. Speech applications are being used in personal
computers, cellular phones, etc. This makes this interesting technology
accessible to almost anyone. Among it's most useful applications we can
find telephone-based information services, banking and computer assisted
language learning systems.
   There exist already a large number of commercial products that use
speech interfaces, developed mainly for English, German and Japanese.
That is why we at TLATOA have focused our efforts on making this
technology available in the Spanish spoken in Mexico.
   To this effect we perform basic research in the different speech
processing techniques, trying to improve the performance of speech
recognition and synthesis (artificial neural networks, hidden Markov
Models (HMM's), Unit Selection, etc.), as well as, the Spanish language,
dialogue structure, perception and human-computer interaction
approaches, for the development of speech applications.

%M C.CHI.01.2.51
%T Structured user interface design methodology
%S Development consortium participants
%A Leonel Morales
%B CHI01
%D 2001
%V 2
%P 51-52
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634102
%X This extended abstract describes the research in progress to develop
a methodology to deploy user interface designs based on a
layer-conformed structure. Final descriptive designs are achieved when
all layers are specified.

%M C.CHI.01.2.53
%T Adding human computer interaction studies into the informatics and
computing engineering bachelor degrees in Latin America
%S Development consortium participants
%A Mario Alberto Moreno Rocha
%B CHI01
%D 2001
%V 2
%P 53-54
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634103
%X The fast paced evolution of computing disciplines forces educators to
a constant reviewing and actualisation of both content and syllabus of
professional studies. However, the studies within the area of Human
Computer Interaction (HCI) had been traditionally left aside, being the
interface design a primordial necessity in the job market. This proposal
offers a vision, along with advantages, which would come with the
incorporation of HCI studies to the syllabus of careers like the
Bachelor in Informatics and Computing Engineering.

%M C.CHI.01.2.55
%T A semiotic engineering approach to HCI
%S Development consortium participants
%A Clarisse Sieckenius de Souza
%A Simone Diniz Junqueira Barbosa
%A Raquel Oliveira Prates
%B CHI01
%D 2001
%V 2
%P 55-56
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634104
%X Designing software involves good perception, good reasoning, and a
talent to express oneself effectively through programming and
interactive languages. Semiotic theories can help HCI designers increase
their power to perceive, reason and communicate. In this paper we
present the semiotic engineering approach to HCI and some of the results
that have been reached at the Semiotic Engineering Research Group (SERG)
at the Informatics Department at the Pontifical Catholic University of
Rio de Janeiro (PUC-Rio).

%M C.CHI.01.2.57
%T Work environments in electronic meeting systems
%S Development consortium participants
%A Josefina Rodriquez
%A Jesus Favela
%B CHI01
%D 2001
%V 2
%P 57-58
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634105
%X In this paper, we describe different work environments for the
Electronic Meeting System designed at CICESE Research Center.

%M C.CHI.01.2.59
%T Human-computer interaction through computer vision
%S Development consortium participants
%A Homero V. Rios
%B CHI01
%D 2001
%V 2
%P 59-60
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634106
%X In this paper, we describe the work of our group on the use of
computer vision to complement existing modes of human-interaction. Our
main achievements have been the development of an iris tracker and a
hand tracker for HCI similar to a "visual mouse", and a deformable model
of a generic face for facial feature extraction, for emotion
recognition.

%M C.CHI.01.2.61
%T Supporting group awareness in alliance
%S Development consortium participants
%A Manuel Romero Salcedo
%B CHI01
%D 2001
%V 2
%P 61-62
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634107
%X An important problem in several scientific and technical fields, and
in general in the whole human knowledge, is the development and
maintenance of common documents. Alliance is a collaborative writing
system which allow co-authors, spread out across different locations, to
work together sharing common documents. In order for collaboration to
succeed and to be efficient, co-authors need to be aware of each other's
activities (actions, intentions, presence, etc.). This position paper
focus on describing the protocol developed for supporting group
awareness in Alliance. A discussion of how well this protocol works in a
real operational context is included.

%M C.CHI.01.2.63
%T HCI and CSCW in the context of digital libraries
%S Development consortium participants
%A J. Alfredo Sanchez
%B CHI01
%D 2001
%V 2
%P 63-64
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634108
%X We describe work conducted to explore issues related to
human-computer interaction (HCI) and computer-supported cooperative work
(CSCW) in the development of digital libraries. In this context, we have
designed and prototyped environments that facilitate collaboration among
distributed users while still responding to their specific individual
needs and preferences. The results of the work include operational
interfaces for large information spaces and collaborative environments
for an actual digital library which is part of a large federation of
digital collections.

%M C.CHI.01.2.65
%T Interactive virtual acoustic environments for blind children:
computing, usability, and cognition
%S Development consortium participants
%A Jaime Sanchez
%A Mauricio Lumbreras
%A Luca Cernuzzi
%B CHI01
%D 2001
%V 2
%P 65-66
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634109
%X Blind children tend to represent spatial environments with cognitive
difficulty. The absence of visual stimuli processing impedes the
construction of rich representations of the surrounding space. This can
be decreased if they are exposed to interactive experiences with
acoustic stimuli delivered through spatialized sound software
complemented with cognitive tasks tailored to accomplish richer
representations. A few studies have approached this issue by using
interactive applications that integrate virtual reality and cognitive
tasks to enhance spatial orientation skills. The aim of this research
has been to design interactive software based on spatialized sound to
help blind learners to construct cognitive spatial structures.

%M C.CHI.01.2.67
%T Social affordances of computer-mediated communication technology:
understanding adoption
%S Doctoral consortium
%A Erin Bradner
%B CHI01
%D 2001
%V 2
%P 67-68
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634111
%X Computer-mediated communication (CMC) technology includes messaging
systems, such as e-mail, and conferencing technologies designed to
facilitate group work. Technology researchers argue that CMC adoption
fails when it interferes with subtle and complex social dynamics of
groups. Yet, empirical studies of CMC use which explicitly associate
social behavior with design features are largely absent from the
literature. Also absent are conceptual tools for detecting and
describing such behavior. This research addresses these absences by
closely examining how CMC design supports social interaction among
distributed work groups and thus, stimulates or suppresses adoption.
Contributions of this work are a principled understanding of
sociotechnical issues surrounding CMC use and recommendations for
design.

%M C.CHI.01.2.69
%T Flamenco image browser: using metadata to improve image search during
architectural design
%S Doctoral consortium
%A Ame Elliott
%B CHI01
%D 2001
%V 2
%P 69-70
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634112
%X Current user interfaces for image search are not successful at
supporting architects' information access needs because they 1) do not
recognize the context of architectural design, and 2) require complex
textual queries that often result in either too many or too few images.
This paper describes a new approach: using metadata about the images to
aid search by generating dynamic query previews. Previews will help
users visualize the contents of the collection, aid in making queries
both more general and more specific, and help them to follow an
information scent through a collection by giving them hints about where
to go next. This paper describes a prototype system and plans for
evaluation.

%M C.CHI.01.2.71
%T Presence awareness: multiple sources, multiple roles
%S Doctoral consortium
%A Mark Handel
%B CHI01
%D 2001
%V 2
%P 71-72
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634113
%X Intelligent, networked devices are increasingly common, and most of
these devices are capable of reporting presence information about users
or sets of users. One serious limitation is that most existing presence
awareness systems are unable handle multiple presence sources at once,
nor are they able to handle the situation where a user is also enacting
multiple roles. This work looks at some of the possible problems with
multiple sources, such as when a single device could report about
multiple people, or devices have conflicting data.

%M C.CHI.01.2.73
%T Exploratory user study of haptic and auditory display for multimodal
geographical information systems
%S Doctoral consortium
%A Woo-seob Jeong
%B CHI01
%D 2001
%V 2
%P 73-74
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634114
%X In this paper, the result of haptic and auditory display experiments
is reported as an exploratory user test for augmenting visually dominant
geographical information systems (GIS). The test results showed the
haptic display to be the best in performance, the auditory display to be
the worst, and the combination of the two modes to lie in the middle. It
was found that the musical experience and haptic device experience
affected the performance of the auditory tasks and the haptic tasks
respectively. The results also show that there is interference between
two modes in the combined situation. The plans for future work are
described, including the tests with different kinds of geographical
information tasks.

%M C.CHI.01.2.75
%T Effect of neck range of motion limitations on the use of head
controls
%S Doctoral consortium
%A Edmund F. LoPresti
%B CHI01
%D 2001
%V 2
%P 75-76
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634115
%X Computer head controls provide an alternative means of computer
access for people with disabilities. Reduced neck range of motion due to
disability was found to be correlated with reduced accuracy and speed in
icon selection using head controls. Five alternative interfaces were
developed and evaluated to determine their potential to compensate for a
user's reduced neck range of motion. Based on the final results of this
evaluation, one interface method will be selected. The parameters of
this interface will be automatically tuned to an individual user's
limitations and abilities. The interface will be further evaluated in
order to determine its effectiveness in helping people operate a
computer using head controls.

%M C.CHI.01.2.77
%T Sensory information for collaborative interaction in augmented
environments
%S Doctoral consortium
%A Andrea H. Mason
%B CHI01
%D 2001
%V 2
%P 77-78
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634116
%X To effectively design computer simulations for interactive shared
environments, we first need to understand what basic sensory information
is required by people collaborating in these environments. Experiments
have been proposed to investigate how sensory information is used in the
generation of simple collaborative movements in both natural and desktop
augmented environments. Results from this work will be used to determine
how and when to present sensory information to users of a virtual
collaborative system, and to suggest methods for optimizing the hardware
and software requirements when designing such environments.

%M C.CHI.01.2.79
%T How do people manage interruptions in complex decision making tasks?
%S Doctoral consortium
%A Sheryl L. Miller
%B CHI01
%D 2001
%V 2
%P 79-80
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634117
%X Interruption is a non-trivial part of complex work, in that
interruptions frequently contain useful information. When choosing how
to manage an interruption, this potential usefulness must be considered
along with potential disruption to the ongoing task. This paper proposes
two experiments that investigate the strategies that people use to
manage interruptions in a computer-based, team decision making task.

%M C.CHI.01.2.81
%T Physical programming: software you can touch
%S Doctoral consortium
%A Jaime Montemayor
%B CHI01
%D 2001
%V 2
%P 81-82
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634118
%X Tangible computer-human interfaces is an important and active
research area. But, few people are working on ways to easily program
these systems. My work addresses this need by developing a physical
programming language. This research comes out of our work in developing
tools for children to build room-sized storytelling environments. In
this extended abstract, I will describe the motivation for my research,
my proposed work and design methods.

%M C.CHI.01.2.83
%T Paradigm shift? the implications of web-based notetaking
%S Doctoral consortium
%A Yolanda Jacobs Reimer
%B CHI01
%D 2001
%V 2
%P 83-84
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634119
%X This paper explores the transition from traditional paper-based
notetaking to the process of information assimilation (IA) on the Web.
IA is introduced and defined, and the implications for Web-based
notebook tools needed to support this process are explained. A
preliminary electronic notebook prototype is described, followed by
planned future work in the area of IA and Web-based notetaking.

%M C.CHI.01.2.85
%T Towards a semio-cognitive theory of Human-Computer Interaction
%S Doctoral consortium
%A Carlos A. Scolari
%B CHI01
%D 2001
%V 2
%P 85-86
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634120
%X The research here presented is theoretical and introduces a critical
analysis of instrumental approaches in Human-Computer Interaction (HCI).
From a semiotic point of view interfaces are not "natural" or "neutral"
instruments, but rather complex sense production devices. Interaction,
in other words, is far from being a "transparent" process.
   In this abstract we present the fundaments of a theoretical model
that combines Semiotics with Cognitive Science approaches.

%M C.CHI.01.2.87
%T Electronic discussion group moderators' experiences with flame
messages and implications for the design of a multi-modal adaptive
content-sensitive filtering tool
%S Doctoral consortium
%A Richard H. C. Seabrook
%B CHI01
%D 2001
%V 2
%P 87-88
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634121
%X Flame messages pose a persistent and growing problem for discussion
groups who rely on the Internet for their primary means of
communication. Online communities maintaining public bulletin boards are
especially susceptible to undesirable posts which can have a
considerable effect on the membership and continuing discussion. Most
such groups rely on a moderator or host to take appropriate action when
flame messages appear. Filters applied to email headers have been
partially successful identifying unwanted messages in electronic mailing
lists. While message content provides a consistent determiner of what a
message is about, not being able to predict the content of unwanted
messages makes filtering on content difficult. The current study
interviews list moderators to gain an understanding of current practices
with respect to handling flame messages and their effect on continuing
discussion. A filtering tool is proposed using a multi-modal filter
technique and a prototype tested in the field. A panel of experts is
used to evaluate the tool's interface.

%M C.CHI.01.2.89
%T Interfaces for understanding: improving access to consumer health
information
%S Doctoral consortium
%A Laura Slaughter
%B CHI01
%D 2001
%V 2
%P 89-90
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634122
%X This research will examine how health care consumers use a prototype
interface that supports understanding and defining information problems
through visual exploration of the medical domain (relationships among
medical concepts and functional relationships in the human body).

%M C.CHI.01.2.91
%T Adaptive interaction methods in speech user interfaces
%S Doctoral consortium
%A Markku Turunen
%B CHI01
%D 2001
%V 2
%P 91-92
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634123
%X The aim of this research is to build adaptive interaction techniques
and methods for speech user interfaces. The focus is on interaction
methods which can adapt to the different users and interaction
situations. This includes multilinguality, different communication
strategies, robust error handling methods and complex structural
elements. The research is done in the context of the Jaspis framework,
which is a general architecture for speech application development.
Jaspis is based on an adaptive interaction model, which includes input
agents, dialogue agents and presentation agents. Using these it is
possible to construct highly adaptive, modular and reusable interaction
techniques for speech applications.

%M C.CHI.01.2.93
%T Dynamic viewpoint tethering: controlling a virtual camera for
effective navigation in virtual environments
%S Doctoral consortium
%A Wenbi Wang
%B CHI01
%D 2001
%V 2
%P 93-94
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634124
%X Dynamic viewpoint tethering is an innovative display technique, which
has been proposed to support effective navigation in large-scale virtual
environments by integrating information from different frames of
reference. The dynamic tether incorporates principles which are known
from the older technique of frequency separation, and in many ways
resembles a mass-spring-damper system. This study examines the effect of
dynamic viewpoint tethering on human users' performance on both local
guidance and global awareness tasks. The research results support the
design of display systems in improving human-computer interaction in
teleoperation tasks.

%M C.CHI.01.2.95
%T Psychophysiological indicators of the impact of media quality on
users
%S Doctoral consortium
%A Gillian M. Wilson
%B CHI01
%D 2001
%V 2
%P 95-96
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634125
%X The number of networked multimedia applications is increasing,
therefore users' quality requirements need to be clearly specified. At
present, subjective assessment is used to do this, however it has
drawbacks when used in isolation. Therefore, this research approach is
utilising physiological indicators of stress to measure the impact of
media quality on users -- this is defined as user cost. Four studies
using this technique have shown that physiological responses to audio
and video degradations can be detected and that they do not always
correlate with subjective results. Subsequently, a three-tier approach
to multimedia quality evaluation is proposed, which incorporates task
performance, user satisfaction and user cost.

%M C.CHI.01.2.97
%T On the reliability of usability testing
%S Interactive posters: user centered design
%A Martin Kessner
%A Jo Wood
%A Richard F. Dillon
%A Robert L. West
%B CHI01
%D 2001
%V 2
%P 97-98
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634127
%X Six professional usability testing teams conducted a usability test
on an early prototype of a dialog box. Altogether, they identified 36
usability problems. No problem was detected by every team, 2 were found
by five teams, 4 by four teams, 7 by three teams, 7 by two teams, and 18
problems were identified by one team only. There was more agreement
among teams in this study compared to a previous study [1] and there was
more agreement among the teams on severe vs. minor problems.
Implications for the cooperation between usability testers and their
clients are discussed. 

%M C.CHI.01.2.99
%T A participatory poster of participatory methods
%S Interactive posters: user centered design
%A Michael Muller
%B CHI01
%D 2001
%V 2
%P 99-100
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634128
%X It has been four years since the last systematic survey of
participatory methods for participatory analysis, design, and
evaluation. This poster will present the 61 methods (and seven lifecycle
models) that were collected from the previous survey, and will solicit
new methods and practices from CHI conference participants. The poster
is "participatory" in the sense that it will not be complete until
conference participants have contributed to it. 

%M C.CHI.01.2.101
%T What makes a representative user representative? a participatory
poster
%S Interactive posters: user centered design
%A Michael Muller
%A David R. Millen
%A Carol Strohecker
%B CHI01
%D 2001
%V 2
%P 101-102
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634129
%X We compare six definitions of the concept of "representative user,"
including interpretations based in statistics, grounded theory,
political theory and design practice. This participatory poster invites
conference participants to contribute their own interpretations. 

%M C.CHI.01.2.103
%T Design methodology of an online greek language course
%S Interactive posters: user centered design
%A Panayiotis Zaphiris
%A Giorgos Zacharia
%B CHI01
%D 2001
%V 2
%P 103-104
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634130
%X We present a participatory design methodology for developing an
online community supported Modern Greek language course. The students of
the classes collaborate in transcribing real audio lessons, publish and
peer review shared notes. Participatory design was implemented as a four
step process (a) Building bridges with the intended users (b) Map user
needs and suggestions to the system (c) Develop a prototype (d)
Integrate feedback and continue the iteration. 

%M C.CHI.01.2.105
%T GUP: graphical presentation of user profile
%S Interactive posters: user centered design
%A Tomi Kankainen
%A Jarmo Parkkinen
%B CHI01
%D 2001
%V 2
%P 105-106
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634131
%X In this paper, we present a quick and easy technique to present user
profiles graphically. The technique is believed to be specially suitable
for communicating user data in multidisciplinary design teams. It was
invented in a explorative design project focusing on future
telecommunications services in department store contexts. 

%M C.CHI.01.2.107
%T Social navigation research agenda
%S Interactive posters: user centered design
%A Andreas Dieberger
%A Kristina Hook
%A Martin Svensson
%A Peter Lonnqvist
%B CHI01
%D 2001
%V 2
%P 107-108
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634132
%X Social navigation (SN) emerged as a marriage between
one-user-one-system scenarios and CSCW. It is a design approach based on
either visualizing traces of other users' activities or on direct or
indirect communication between users, with the goal to facilitate
locating and evaluating information. Social Navigation has wide-ranging
benefits, from social filtering over improving trust in eCommerce all
the way to improving the user experience in general. However, as it is a
new field many design issues are not properly researched yet. In this
paper we outline a possible research agenda for the social navigation
field, pointing out areas of social navigation in need of research
initiatives. 

%M C.CHI.01.2.109
%T Wherehoo and Periscope: a time & place server and tangible browser
for the real world
%S Interactive posters: visualizing
%A Jim Youll
%B CHI01
%D 2001
%V 2
%P 109-110
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634134
%X Periscope is a browsing device for exploring Internet-based
representations of the physical world along time and location axes. By
manipulating a digitally-augmented view camera, users find media and web
pages "located" at the real places they represent, relative to the
current time, the real-world location of the Periscope device, and the
on-camera controls for range, search radius and time window. Periscope's
world view comes from queries of the Wherehoo server, a time-and-place
storage system. Wherehoo supports embedded systems,
human-exploration-assisting software agents, and other time- and
location-based systems that query the physical world or record
temporally- and spatially-situated data for use by others. 

%M C.CHI.01.2.111
%T Pinwheels: visualizing information flow in an architectural space
%S Interactive posters: visualizing
%A Hiroshi Ishii
%A Sandia Ren
%A Phil Frei
%B CHI01
%D 2001
%V 2
%P 111-112
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634135
%X We envision that the architectural spaces we inhabit will become an
interface between humans and online digital information. We have been
designing ambient information displays to explore the use of kinetic
physical objects to present information at the periphery of human
perception.
   This paper reports the design of a large-scale Pinwheels installation
made of 40 computer-controlled pinwheel units in a museum context. The
Pinwheels spin in a "wind of bits" that blows from cyberspace. The array
of spinning pinwheels presents information within an architectural space
through subtle changes in movement and sound.
   We describe the iterative design and implementation of the Pinwheels,
and discuss design issues. 

%M C.CHI.01.2.113
%T Time-ART: a tool for segmenting and annotating multimedia data in
early stages of exploratory analysis
%S Interactive posters: visualizing
%A Yasuhiro Yamamoto
%A Atsushi Aoki
%A Kumiyo Nakakoji
%B CHI01
%D 2001
%V 2
%P 113-114
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634136
%X Time-ART is a tool that helps a user in conducting empirical
multimedia (video/sound) data analysis as an exploratory iterative
process. Time-ART helps a user in (1) identifying seemingly interesting
parts, (2) annotating them both textually and visually by positioning
them in a 2D space, and (3) producing a summary report. The system
consists of Movie/SoundEditor to segment a part of a movie/sound,
ElementSpace, which is a free 2D space where a user can position
segmented parts as objects, a TrackListController that synchronously
plays multiple sound/video data, AnnotationEditor with which a user can
textually annotate each positioned object, DocumentViewer that
automatically compiles positioned parts and their annotations in the
space, ViewFinder that provides a 3D view of ElementSpace allowing a
user to use different "depth" as layers to classify positioned objects,
and TimeChart that is another 3D view of ElementSpace helping a user
understand the location of each segmented part in terms of the original
movie/sound. 

%M C.CHI.01.2.115
%T Examining edge congestion
%S Interactive posters: visualizing
%A M. S. T. Carpendale
%A X. Rong
%B CHI01
%D 2001
%V 2
%P 115-116
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634137
%X Many applications have emerged that attempt to visualize various
aspects of web structure, links, and usage history. These visualizations
often rely on graphs to provide a general view and reveal individual
relationships. However, these relationships which are explicit in the
graph structure are often not visually accessible due to edge congestion
problems. In this paper we discuss edge congestion issues and present an
interactive approach to handling them. Our edge-displacement algorithm
temporarily adjusts the graph layout without distorting the user's
mental map. Our algorithm opens up sufficient space to clarify
relationship details without moving nodes at all; only edges are
shifted. 

%M C.CHI.01.2.117
%T A dialogue agent for navigation support in virtual reality
%S Interactive posters: visualizing
%A Jeroen van Luin
%A Rieks op den Akker
%A Anton Nijholt
%B CHI01
%D 2001
%V 2
%P 117-118
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634138
%X We describe our work on designing a natural language accessible
navigation agent for a virtual reality (VR) environment. The agent is
part of an agent framework, which means that it can communicate with
other agents. Its navigation task consists of guiding the visitors in
the environment and to answer questions about this environment (a
theatre building). Visitors are invited to explore this building, see
what is there, ask questions and get advice from the navigation agent. A
2D map has been added to the environment so that visitors can make
references to the locations and objects on this map, both in natural
language and by clicking with the mouse, making it a multimodal system
with cross-modality references. 

%M C.CHI.01.2.119
%T Pirates: proximity-triggered interaction in a multi-player game
%S Interactive posters: mobility
%A Jennica Falk
%A Peter Ljungstrand
%A Staffan Bjork
%A Rebecca Hansson
%B CHI01
%D 2001
%V 2
%P 119-120
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634140
%X We show how proximity-sensing technology can be integrated into
computer game design to provide richer game experiences in social
settings. To explore the theme of proximity-triggered interaction, we
have constructed Pirates! -- a multi-player, wireless computer game for
handheld computers, played throughout a physical environment. The
players' physical locations in the environment trigger game events. 

%M C.CHI.01.2.121
%T Active click: tactile feedback for touch panels
%S Interactive posters: mobility
%A Masaaki Fukumoto
%A Toshiaki Sugimura
%B CHI01
%D 2001
%V 2
%P 121-122
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634141
%X "Active Click" is a new interface mechanism for addling tactile
feedback to touch panels. A small actuator is attached to a body of PDA
or the backside of a touch panel. The tactile feedback, created by
driving the actuator with a short pulse, is perceived by the grasping
hand or tapping finger-tip when the panel is tapped. Active Click is
effective in improving the input speed of touch panel operation
especially in noisy situations. Active click is also useful for large
touch panel devices such as public information terminals or ATMs. 

%M C.CHI.01.2.123
%T A multi-scaled display technique for PDAs
%S Interactive posters: mobility
%A Meurig Sage
%A Martin Gardner
%A Philip Gray
%B CHI01
%D 2001
%V 2
%P 123-124
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634142
%X The proliferation of small mobile devices with different-sized
displays presents a challenge to user interface designers. How can the
different display sizes and layouts be accommodated while maintaining a
consistent display strategy for users and minimizing the complexity of
the interface implementation? We present a multi-scaled display
technique developed for use with a palmtop-sized medical clinical
assistant. 

%M C.CHI.01.2.125
%T 2-D pointing while walking
%S Interactive posters: mobility
%A Lisa Louise Davis
%B CHI01
%D 2001
%V 2
%P 125-126
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634143
%X A frequent assertion in wearable computer discussions is that WIMP
(windows/icons/mouse/pointer) interfaces are inappropriate for wearable
computers, in part because 2-D (two-dimensional) pointing is difficult
while walking. This paper summarizes findings from user studies
conducted by Tangis Corporation on the usability of pointing devices for
wearable computers. The author finds that, with changes, 2-D pointing
could be an adequate interim solution. 

%M C.CHI.01.2.127
%T LifeMinder: an evidence-based wearable healthcare assistant
%S Interactive posters: mobility
%A Takuji Suzuki
%A Miwako Doi
%B CHI01
%D 2001
%V 2
%P 127-128
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634144
%X Recent needs for evidence-based healthcare systems are increasing. We
have been developing a wearable healthcare assistant system LifeMinder
that synchronously records physiological information and contextual
information. LifeMinder is a long-term monitoring and easy retrieval
system for an evidence-based healthcare. This paper discusses a
prototype of LifeMinder. This prototype can sense pulse waves and user's
actions / postures and capture contextual photos and continuous voices.
These collected data are automatically synchronized, sent to a
healthcare PC, stored in organized XML formats and can be easily
retrieved on Web pages. 

%M C.CHI.01.2.129
%T Evaluating commercial touch-tone and speech-enabled telephone voice
user interfaces using a single measure
%S Interactive posters: telecommunications
%A Bernhard Suhm
%A Pat Peterson
%B CHI01
%D 2001
%V 2
%P 129-130
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634146
%X This paper describes a method to quantify both cost-effectiveness and
(objective) usability of telephone voice user interfaces in a single
measure, based on end-to-end recordings of thousands of calls. This
method is a valuable tool for usability engineering of commercially
deployed, touch-tone and speech-enabled telephone voice user interfaces.

%M C.CHI.01.2.131
%T Curing the menu blues in touch-tone voice interfaces
%S Interactive posters: telecommunications
%A Bernhard Suhm
%A Barbara Freeman
%A David Getty
%B CHI01
%D 2001
%V 2
%P 131-132
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634147
%X This paper presents a study on touch-tone menu design. In particular,
we investigated whether short or long menus route callers more
efficiently to the destination that can handle the call. A short menu
offers a small number of broad selections, while a long menu offers a
larger number of more specific choices. Results obtained from thousands
of live calls to a commercial customer service center, show that callers
route themselves more effectively using the long menu. In addition, in
complex voice interfaces, using long menus reduces the number of menu
layers required, thus reducing the need to navigate through multiple
menu layers, one of the most severe usability problems of existing
touch-tone interfaces. 

%M C.CHI.01.2.133
%T Just (all) the facts, ma'am
%S Interactive posters: telecommunications
%A Dawn Dutton
%A Selina Chu
%A James Hubbell
%A Marilyn Walker
%A Shrikanth Narayanan
%B CHI01
%D 2001
%V 2
%P 133-134
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634148
%X AT&T Communicator is a speech-enabled telephony-based application
that allows the end-user to select and reserve airline itineraries. We
report the results of an experiment exploring how the amount and
structure of information presented in complex lists influences the user
experience and the ability of subjects to complete an itinerary
selection task. Presenting all the relevant information needed for a
decision at once was the factor that most positively influenced
successful task completion and the user experience. 

%M C.CHI.01.2.135
%T Supporting prospective information in email
%S Interactive posters: working in offices
%A Jacek Gwizdka
%B CHI01
%D 2001
%V 2
%P 135-136
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634150
%X Email usage frequently involves management of future actions and
events. We believe that understanding the requirements of prospective
memory should lead to the design of email tools that better support this
functionality. In a recent study, we examined prospective email use and
explored processes involved in managing time-sensitive email messages.
The study results indicated areas that lack appropriate support for
handling future actions in email. The study also found relationships
between prospective email usage and users' organization habits. We draw
on research in prospective memory to guide the design of email tools
that will provide better support for handling future actions. 

%M C.CHI.01.2.137
%T Supporting narrative flow in presentation software
%S Interactive posters: working in offices
%A Andreas Dieberger
%A Cameron Miner
%A Dulce Ponceleon
%B CHI01
%D 2001
%V 2
%P 137-138
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634151
%X Commercial presentation software focuses on authoring, rather than on
supporting the presentation process itself. Typical slide navigation
tools are disruptive to the presentational flow and could disclose
slides early. We present a navigation tool for slide presentations based
on design principles such as "never hide the current slide." We kept the
tool simple and easy to use to decrease the presenter's stress during a
presentation. 

%M C.CHI.01.2.139
%T Persuasive password security
%S Interactive posters: working in offices
%A Dirk Weirich
%A Martina Angela Sasse
%B CHI01
%D 2001
%V 2
%P 139-140
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634152
%X Users of password-protected systems have to be persuaded to follow
certain regulations to keep systems secure. This paper describes the
results of a first study of the mental models, metaphors, attitudes and
skills users hold with respect to password mechanisms. It shows that
users are currently not motivated to adopt proper password practices.
They do not believe that they ultimately can stop somebody from getting
into the system, or that somebody getting in could cause them any
serious personal harm. We recommend a novel approach to the design of
training and online support, which is based on an appropriate use of
fear appeals. 

%M C.CHI.01.2.141
%T Case study: localization of an accessibility evaluation
%S Interactive posters: universality
%A Michael Cooper
%A Piotr Rejmer
%B CHI01
%D 2001
%V 2
%P 141-142
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634154
%X During the localization process of Bobby [1], a Web tool analyzing
accessibility, we have encountered technical and human issues due to
major cultural and language differences affecting the user interface:
Bobby could not handle multiple byte encoding, in order to understand
differences and in the design of the GUI for a global audience we had to
account for cultural issues such as uncertainty avoidance.
   Successful localization of this product has required attention to
novel technical and human issues. 

%M C.CHI.01.2.143
%T Multiliteracies and Tumi's web search: a case study
%S Interactive posters: universality
%A Marion Walton
%B CHI01
%D 2001
%V 2
%P 143-144
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634155
%X The productive use of the World Wide Web for academic purposes
requires a complex combination of advanced literacies, referred to as
'multiliteracies' (New London Group 1996). This case study analyses one
South African undergraduate university student's web search process
using theoretical concepts from the New Literacy Studies. 

%M C.CHI.01.2.145
%T The HomeBox: a web content creation tool for the developing world
%S Interactive posters: universality
%A Ben Piper
%A Rebeca Eun Young Hwang
%B CHI01
%D 2001
%V 2
%P 145-146
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634156
%X This paper describes the implementation and testing of the HomeBox, a
prototype that seeks to provide a cost effective and scalable means for
allowing users in the developing world to publish on the Web. It
identifies the key requirements for such a design by drawing lessons
from a variety of sources including two studies of networked community
projects in Africa and South America. It. It ends with a discussion of
possible design developments and plans for field trails in the Dominican
Republic. 

%M C.CHI.01.2.147
%T Using children as expert web evaluators
%S Interactive posters: universality
%A Lorna Gibson
%A David Sloan
%A Peter Gregor
%B CHI01
%D 2001
%V 2
%P 147-148
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634157
%X This paper discusses the role of children as expert evaluators in the
assessment of accessibility and usability of a number of websites
primarily aimed at children. It also discusses how children's awareness
of accessibility issues can be raised through such a process. 

%M C.CHI.01.2.149
%T Multimodal mediated communication: an experience
%S Interactive posters: multimodal interaction
%A Yacine Bellik
%A Jeremmie Pescator
%B CHI01
%D 2001
%V 2
%P 149-150
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634159
%X This paper concerns the Human-Human mediated communication field and
more precisely the architecture of multimodal mediated systems. We
describe the new problems revealed by this type of communication and
propose a solution, which has been tested through a medical application.
The architecture model we adopted is based on the use of symbolic
information instead of rough data to ensure correct performances even
through a low bandwidth communication (modem). 

%M C.CHI.01.2.151
%T Creating visceral personal and social interactions in mediated spaces
%S Interactive posters: multimodal interaction
%A Kelly Dobson
%A danah boyd
%A Wendy Ju
%A Judith Donath
%A Hiroshi Ishii
%B CHI01
%D 2001
%V 2
%P 151-152
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634160
%X We introduce vibration and temperature as visceral modes to aid
intuitive social perception in networked interaction. We describe two
implementations of these ideas for mediated systems -- VibroBod for
interpersonal communication and What's Shaking for newsgroup navigation.

%M C.CHI.01.2.153
%T Dupliances: physical and virtual activity encompassed
%S Interactive posters: multimodal interaction
%A Niklas Andersson
%A Daniel Fallman
%A Lars Johansson
%B CHI01
%D 2001
%V 2
%P 153-154
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634161
%X This paper makes a case for dupliances, which are defined as devices
that encompass both physical and virtual activity, as an alternative to
information appliances that are only intended to support a specific
virtual purpose. Besides putting the uninteresting physical containers
of information appliances to use, potential benefits of the notion of
dupliances include fewer devices to carry; novel synergy effects arising
from creative embodiment of virtual and physical functionalities; and an
expectantly higher degree of acceptance from particular user groups. To
exemplify the notion of dupliances further, two design concepts are
presented and discussed. 

%M C.CHI.01.2.155
%T Haptic perception of virtual roughness
%S Interactive posters: multimodal interaction
%A Marilyn Rose McGee
%A Philip Gray
%A Stephen Brewster
%B CHI01
%D 2001
%V 2
%P 155-156
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634162
%X The texture of a virtual surface can both increase the sense of
realism of an object as well as convey information about object
identity, type, location, function, and so on. It is crucial therefore
that interface designers know the range of textural information
available through the haptic modality in virtual environments. The
current study involves participants making roughness judgments on pairs
of haptic textures experienced through a force-feedback device. The
effect of texture frequency on roughness perception is analysed. The
potential range and resolution of textural information available through
force-feedback interaction are discussed. 

%M C.CHI.01.2.157
%T Pan-zoom coordination in multi-scale pointing
%S Interactive posters: multimodal interaction
%A Frederic Bourgeois
%A Yves Guiard
%A Michel Beaudouin-Lafon
%B CHI01
%D 2001
%V 2
%P 157-158
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634163
%X We report some data from an experiment on multi-scale pointing with
right-hand panning and left-hand zooming. We use a new metric derived
from Zhai and Milgram [6] to quantify pan-zoom coordination, and we show
that two-handed input allows parallelism. 

%M C.CHI.01.2.159
%T Attending to web pages
%S Interactive posters: internet
%A Pete Faraday
%B CHI01
%D 2001
%V 2
%P 159-160
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634165
%X The paper explores how visual information is organized in a web page
based on an eye tracking study. 

%M C.CHI.01.2.161
%T Do we visit, call, or email?: media matter in close relationships
%S Interactive posters: internet
%A Jonathon N. Cummings
%A Robert Kraut
%A Sara Kiesler
%B CHI01
%D 2001
%V 2
%P 161-162
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634166
%X People use a variety of media to communicate with family and friends,
though the evidence is sparse regarding whether differences in the
quality of social relationships can be explained, in part, by
differences in the media they use. Participants (N=446) in a
longitudinal study of household technology use were asked to generate
the names of up to 5 family or friends who lived nearby and up to 5
family and friends who lived far away. For each relationship at three
points during the course of one year, respondents reported the frequency
of face-to-face, phone, and email communication as well as how close
they felt toward them. Analyses indicated that an increase in phone
communication was most strongly associated with an increase in feelings
of closeness, regardless of whether family and friends were nearby or
far away. 

%M C.CHI.01.2.163
%T A taxonomic analysis of what world wide web activities significantly
impact people's decisions and actions
%S Interactive posters: internet
%A Julie B. Morrison
%A Peter Pirolli
%A Stuart K. Card
%B CHI01
%D 2001
%V 2
%P 163-164
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634167
%X In this paper, we present three taxonomic classification schemes
based on Web users' responses to what Web activities significantly
impacted their decisions and actions. The taxonomic classifications
focus on three variables: the Purpose of people's search on the Web, the
Method people use to find information, and the Content of the
information for which they are searching. These taxonomies are useful
for understanding people's activity on the Web and for developing
ecologically-valid tasks to be used when studying Web behavior.

%M C.CHI.01.2.165
%T Search and the subjective web
%S Interactive posters: internet
%A Diane J. Schiano
%A Maria Stone
%A Regis Bectarte
%B CHI01
%D 2001
%V 2
%P 165-166
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634168
%X This paper describes a research project on people's subjective models
of the World Wide Web, and the strategies they commonly use to retrieve
Web information. Initial results suggest that Web use may be far more
flexible and adaptive than most HCI workers realize. These findings
directly inform Web navigation and search tool design. 

%M C.CHI.01.2.167
%T Analysis of web sites with the repertory grid technique
%S Interactive posters: internet
%A Marc Hassenzahl
%A Tibor Trautmann
%B CHI01
%D 2001
%V 2
%P 167-168
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634169
%X The Repertory Grid Technique (RGT) is presented as an approach to
analyse and evaluate the user-perceived "character" of web site designs.
The RGT reveals the participants' personal perceptions and preferences.
This information supports the design of an appealing user experience. 

%M C.CHI.01.2.169
%T Designing an internet radio interface prototype
%S Interactive posters: internet
%A Kelly Kruse
%A Rob Mori
%B CHI01
%D 2001
%V 2
%P 169-170
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634170
%X In this paper, we describe designing a prototype car radio interface
used for playing streaming audio downloaded from the Internet. Combining
compelling features from broadcast radio, audio players, and audio
mining technology can produce a new user experience. This radio is on
display at the ACM CHI 2001 Demonstrations [1]. 

%M C.CHI.01.2.171
%T User expectations for the location of web objects
%S Interactive posters: internet
%A Michael Bernard
%B CHI01
%D 2001
%V 2
%P 171-172
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634171
%X This study examined where individuals expect specific web-related
objects to be located on a typical web page. The web objects examined
were: web page title, internal and external grouping of links, a link to
the homepage, internal search engine, and advertisement banner(s). The
results suggest that users do have definable expectations concerning the
location of these web objects. 

%M C.CHI.01.2.173
%T A structural equation modeling of internet bookmark organizations
%S Interactive posters: internet
%A Sri Hastuti Kurniawan
%A R. Darin Ellis
%B CHI01
%D 2001
%V 2
%P 173-174
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634172
%X The current study examined the impact of age, Web experience and Web
ability across the adult's life span on the ways users managed their
Internet bookmarks. It was hypothesized that Web ability would mediate
the effect of age and Web experience on how the users managed their
bookmarks. Six hundred surveys, sampled from the Project 2000 data, were
used to examine this model. Using structural equation modeling
technique, it was found that the effect of age on bookmark organization
was fully mediated by Web ability. However, the effect of Web experience
was not fully mitigated by Web experience. 

%M C.CHI.01.2.175
%T The effects of font type and size on the legibility and reading time
of online text by older adults
%S Interactive posters: internet
%A Michael Bernard
%A Chia Hui Liao
%A Melissa Mills
%B CHI01
%D 2001
%V 2
%P 175-176
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634173
%X This study examined passages containing two serif and sans serif
fonts at 12 and 14-point sizes for differences in legibility, reading
time, and general preference when read by an older population. A
significant main effect of size was found for font legibility in that
14-point fonts were more legible to read than 12-point fonts. A marginal
interaction was also found for reading time in that participants read
12-point serif fonts significantly slower than 14-point serif or sans
serif fonts. Moreover, participants significantly preferred the 14-point
to the 12-point font size. Font recommendations are discussed. 

%M C.CHI.01.2.177
%T Empirical evidence for information overload in mass interaction
%S Interactive posters: internet
%A Quentin Jones
%A Gilad Ravid
%A Sheizaf Rafaeli
%B CHI01
%D 2001
%V 2
%P 177-178
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634174
%X 'Virtual publics' are computer-mediated discourse spaces created by
using various technologies including email, the USENET, web based
bulletin boards, IRC, MUDS, etc. [3]. This paper outlines ongoing field
research into the stress zones or boundaries to interactive virtual
public discourse produced by information overload. It describes initial
findings, based on an examination of 2.65 million USENET messages, which
suggest that information overload impacts on discourse structure.
Findings include a higher proportional user turnover, and shorter
messages in relation to group size. The research in progress addresses
issues associated with group level usability of communication
technologies. 

%M C.CHI.01.2.179
%T Eye-R, a glasses-mounted eye motion detection interface
%S Interactive posters: novel interaction techniques
%A Ted Selker
%A Andrea Lockerd
%A Jorge Martinez
%B CHI01
%D 2001
%V 2
%P 179-180
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634176
%X Eye-R is a system designed to detect and communicates the intentional
information conveyed in eye movement. This glasses-mounted, wireless
device stores and transfers information based on user eye motion and
external IR devices thus promoting an enriched experience with their
environment. This paper describes how the system measures eye motion and
utilizes this as an implicit input channel to a sensor system and
computer. In the primary scenario, eye motion detection is used to
recognize a users gaze. When the person's eyes are fixated the system
infers that they are paying attention to something in their environment
and then tries to facilitate an exchange of information in either
direction on the user's behalf. 

%M C.CHI.01.2.181
%T Sound through bone conduction in public interfaces
%S Interactive posters: novel interaction techniques
%A Mariano Belinky
%A Natalie Jeremijenko
%B CHI01
%D 2001
%V 2
%P 181-182
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634177
%X Noise level in public spaces sometimes makes impossible to focus on
particular sound information. In other cases, such focus is needed even
when environmental sound information is also important. In this paper,
we describe the use of bone vibration as an applicable technology in
both public and private interfaces, when environment sound information
or environmental sound contamination are regarded as important factors. 

%M C.CHI.01.2.183
%T Compact, configurable inertial gesture recognition
%S Interactive posters: novel interaction techniques
%A Ari Y. Benbasat
%A Joseph A. Paradiso
%B CHI01
%D 2001
%V 2
%P 183-184
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634178
%X We describe an inertial gesture recognition framework composed of
three parts. The first is a compact, six-axis inertial measurement unit
to fully measure human motion. The data from this unit is then analyzed
by a gesture recognition algorithm which considers data on an
axis-by-axis basis and categorizes them as simple motions (line, twist,
etc.) with magnitude and duration. An application designer can then
combine these atoms together both concurrently and consecutively to
create composite gestures which can be tied to output routines. The
framework was implemented on a Palm III to demonstrate its light-weight
nature and to evoke devices which possess both a sense of their own
motion and the ability to respond to it.

%M C.CHI.01.2.185
%T Problems with save
%S Interactive posters: novel interaction techniques
%A Sari A. Laakso
%A Karri-Pekka Laakso
%A Panu Vartiainen
%A Asko Saura
%B CHI01
%D 2001
%V 2
%P 185-186
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634179
%X Saving documents, i.e. moving data manually between main memory and
disk storage, is a difficult concept for novice users and causes
unnecessary work and data loss both for novices and experienced users.
Use scenarios show that the problem cannot be solved simply by
re-designing the save feature or adding an autosave, because the save
problem is entangled in a broader complex of document management
problems.
   Based on the analysis of use scenarios, we have designed and
implemented a prototype that solves a set of the most essential problems
relating to the save problem in the context of word processing. 

%M C.CHI.01.2.187
%T Bottles as a minimal interface to access digital information
%S Interactive posters: novel interaction techniques
%A Hiroshi Ishii
%A Ali Mazalek
%A Jay Lee
%B CHI01
%D 2001
%V 2
%P 187-188
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634180
%X We present the design of a minimal interface to access digital
information using glass bottles as "containers" and "controls". The
project illustrates our attempt to explore the transparency of an
interface that weaves itself into the fabric of everyday life, and
exploits the emotional aspects of glass bottles that are both tangible
and visual. This paper describes the design of the bottle interface, and
the implementation of the musicBottles installation, in which the
opening of each bottle releases the sound of a specific instrument. 

%M C.CHI.01.2.189
%T Affective expressions of machines
%S Interactive posters: novel interaction techniques
%A Christoph Bartneck
%B CHI01
%D 2001
%V 2
%P 189-190
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634181
%X Emotions should play an important role in the design of interfaces
because people interact with machines as if they were social actors [4].
We developed and tested a model for the convincingness of affective
expressions, based on Fogg and Hsiang Tseng [3]. The empirical data did
not support our original model. Furthermore, the experiment investigated
if the type of emotion (happiness, sadness, anger, surprise, fear and
disgust), knowledge about the source (human or machine), the level of
abstraction (natural face, computer rendered face and matrix face) and
medium of presentation (visual, audio/visual, audio) of an affective
expression influences its convincingness and distinctness. Only the type
of emotion and multimedia presentations had an effect on convincingness.
The distinctness of an expression depends on the abstraction and the
media through which it is presented. 

%M C.CHI.01.2.191
%T AgentSalon: supporting new encounters and knowledge exchanges by
chats of personal agents
%S Interactive posters: novel interaction techniques
%A Yasuyuki Sumi
%A Kenji Mase
%B CHI01
%D 2001
%V 2
%P 191-192
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634182
%X AgentSalon is a part of a body of research on personal guidance
system for exhibition tours. AgentSalon is a system that facilitates
face-to-face knowledge exchange and discussion between users by tempting
them to a chat via prompting by their personal agents, which maintain
their personal interests and experiences. We prototyped AgentSalon as a
kind of information kiosk assumed to be located in a meeting place of an
exhibition site, with a large touch panel screen for use by two to five
users simultaneously. 

%M C.CHI.01.2.193
%T Media matrix: self-organizing distributed physical database
%S Interactive posters: novel interaction techniques
%A Joshua Lifton
%A Jay Lee
%B CHI01
%D 2001
%V 2
%P 193-194
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634183
%X We introduce Media Matrix, a system applying distributed, embedded
computing techniques to the creation and maintenance of a queriable
database of physical objects such as compact discs, video cassettes,
books, and component bins. This paper provides theory, design, and
implementation details as well as future work and potential
applications. 

%M C.CHI.01.2.195
%T Designing collaboration in consumer products
%S Interactive posters: novel interaction techniques
%A Elyon DeKoven
%A David V. Keyson
%A Adinda Freudenthal
%B CHI01
%D 2001
%V 2
%P 195-196
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634184
%X Designers of consumer products usually try to address as wide a range
of user needs as possible. Due to various design constraints, such as
product size and limited interface mechanisms, typically only a portion
of those needs can be supported. This paper discusses efforts to design
everyday consumer products that can support a broad range of user goals
and approaches to the tasks in a collaborative manner. 

%M C.CHI.01.2.197
%T StoryKit: tools for children to build room-sized interactive
experiences
%S Interactive video posters
%A Lisa Sherman
%A Allison Druin
%A Jaime Montemayor
%A Allison Farber
%A Michele Platner
%A Sante Simms
%A Jessica Porteous
%A Houman Alborzi
%A Jack Best
%A Joe Hammer
%A Alex Kruskal
%A Jade Matthews
%A Emily Rhodes
%A Cassandra Cosans
%A Abby Lal
%B CHI01
%D 2001
%V 2
%P 197-198
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634186
%X Children enjoy interactive museum experiences, fun houses, and
amusement parks, but children are not the authors of these immersive
storytelling experiences. They are merely the audience or participants
in an environment built by adults. We believe an important educational
opportunity is being overlooked. Therefore, we have developed what we
call a StoryKit that enables children to be authors, builders, and
artists of their own StoryRooms, room-sized immersive experiences.
Funware, hardware, and physical software are the three components that
make up the StoryKit. In this paper and accompanying video, we describe
the StoryKit technologies, our most recent advances in the technology,
and how children create a StoryRoom by using the StoryKit. 

%M C.CHI.01.2.199
%T ideas: a vision of a designer's sketching-tool
%S Interactive video posters
%A Aldo Hoeben
%A Pieter Jan Stappers
%B CHI01
%D 2001
%V 2
%P 199-200
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634187
%X In the conceptual phase of a project, industrial designers do a lot
of sketching. In this early phase the immediacy and flexibility of
traditional media are preferred over the possibilities that computer
tools offer. This video presents ways in which a computer-supported
sketching tool can improve support for a designer at those stages. Three
scenarios each depict part of a designer's activities: discussing the
brief with a client, travelling home in a train, and working in the
designer's office. For each scenario, the video shows the strong points
and limitations of traditional media, and indicates how current or
near-future technology can improve the situation. 

%M C.CHI.01.2.201
%T Component-based, user-constructed, multiple-view visualization
%S Interactive video posters
%A Chris North
%A Ben Shneiderman
%B CHI01
%D 2001
%V 2
%P 201-202
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634188
%X A major hindrance to the usage of information visualization in common
tasks is that typically a new visualization interface must be custom
programmed to suit each task. This video demonstrates a system and user
interface that attempts to solve this problem by enabling end users to
construct their own multiple-view visualization interfaces that are
appropriate for their tasks and data. Users accomplish this by snapping
together component visualizations and specifying tight couplings between
them. Then they can use their newly constructed visualization interfaces
to perform their tasks. 

%M C.CHI.01.2.203
%T SUEDE: iterative, informal prototyping for speech interfaces
%S Interactive video posters
%A Anoop K. Sinha
%A Scott R. Klemmer
%A Jack Chen
%A James A. Landay
%A Cindy Chen
%B CHI01
%D 2001
%V 2
%P 203-204
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634189
%X SUEDE is a speech interface prototyping tool that enables rapid,
iterative creation of prompt-response speech interfaces. It explicitly
supports iterative design, allowing a designer to quickly create an
interface prototype, conduct user studies, and analyze the test data in
a single tool. SUEDE offers an electronically supported Wizard of Oz
(WOz) technique that captures user test data. Before building the tool
that we present here, we built a paper and an interactive prototype and
tested the prototypes with a total of fifteen users. We also interviewed
six professional speech UI designers at their workplace about their
current design practice. These designers encouraged us to build a tool
that lets them start with examples when designing and simulate
recognition error during testing. Our current tool is a culmination of
this iterative design. 

%M C.CHI.01.2.205
%T DENIM: an informal tool for early stage web site design
%S Interactive video posters
%A James Lin
%A Mark W. Newman
%A Jason I. Hong
%A James A. Landay
%B CHI01
%D 2001
%V 2
%P 205-206
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634190
%X DENIM is a system that helps web site designers in the early stages
of design. DENIM supports sketching input; allows design at different
refinement levels -- site map, storyboard, and individual page; and
unifies the levels through zooming. The design of DENIM was informed by
a study of web site design practice, in which we observed that web site
designers design sites at the levels of refinement mentioned above and
that designers sketch at all levels during the early stages of design. 

%M C.CHI.01.2.207
%T FRIDGE: exploring intuitive interaction styles for home information
appliances
%S Interactive video posters
%A Marina Vroubel
%A Panos Markopoulos
%A Mathilde Bekker
%B CHI01
%D 2001
%V 2
%P 207-208
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634191
%X This paper describes FRIDGE, an experimental prototype of a simple
home messaging appliance, which combines a graspable user interface and
pen input. FRIDGE is designed to be used without explanation and to
enable basic e-mail and announcement-board facilities between family
members. We describe the concept, the rationale for its design, the
interaction with the prototype system and early results from its
evaluation. 

%M C.CHI.01.2.209
%T Movement in the web
%S Interactive video posters
%A Oscar de Bruijn
%A Robert Spence
%A Chieh Hao Tong
%B CHI01
%D 2001
%V 2
%P 209-210
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634192
%X In this paper we illustrate the use of space-time trade-offs for
information presentation on small screens. We propose the use of Rapid
Serial Visual Presentation (RSVP) to provide a rich set of navigational
information for Web browsing. 

%M C.CHI.01.2.211
%T Exploding wireless myths: exploring the UI issues underlying the
marketing hype
%S Panels
%A Scott Jenson
%A Annette Wagner
%A Avril Hodges
%B CHI01
%D 2001
%V 2
%P 211-212
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634194
%X In this panel, the panelists will take a serious look at the "myths"
that are part of the hype surrounding the wireless market and explode
those myths to expose the underlying more serious human interface issues
that exist. 

%M C.CHI.01.2.213
%T Methods and modeling: fiction or useful reality?
%S Panels
%A Hermann Kaindl
%B CHI01
%D 2001
%V 2
%P 213-214
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634195
%X In this panel, the key issue is whether methods and modeling are
useful for HCI design practice and, in particular, user-interface
design. More precisely, can scenarios, essential use cases, GOMS and
Cognitive Walkthrough really help practitioners? It seems that
mainstream practice only rudimentarily applies such methods. Why is it
so difficult to introduce them into the work done in the trenches? 

%M C.CHI.01.2.215
%T Is ignorance bliss?: informed consent online
%S Panels
%A Batya Friedman
%A John C. Thomas
%A Mark Lucente
%A Mark Ackerman
%A Nancy Willard
%A Ulrike Lechner
%B CHI01
%D 2001
%V 2
%P 215-216
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634196
%X In this panel, we explore: (1) the impacts of electronic media on
informed consent; (2) how electronic media can be designed and used to
preserve informed consent; (3) the relationship between protecting
privacy and informed consent; (4) the relationship between cultivating
trust online and informed consent; and (5) proposed relevant standards
and brokering systems. This panel fits within the emerging field of
Value-Sensitive Design. 

%M C.CHI.01.2.217
%T Ethics in HCI
%S Panels
%A Rolf Molich
%A Brenda Laurel
%A Carolyn Snyder
%A Whitney Quesenbery
%A Chauncey E. Wilson
%B CHI01
%D 2001
%V 2
%P 217-218
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634197
%X Users are human. As HCI professionals we must be sure that our fellow
humans perceive their encounter with usability and design professionals
as pleasant without sacrificing the accuracy of our results. There are
guidelines produced by professional organizations like the APA and the
ACM about how HCI professionals should behave. However, there are few
examples from real life about how to translate this information into
everyday behavior. This panel will discuss specific examples of HCI
dilemmas that the panelists have faced in their daily work. 

%M C.CHI.01.2.219
%T Measuring information architecture quality: prove it (or not)!
%S Panels
%A Louis Rosenfeld
%A Keith Instone
%A Shiraz Cupala
%A Jesse James Garrett
%A Marti Hearst
%A Gary Marchionini
%A Nick Ragouzis
%B CHI01
%D 2001
%V 2
%P 219-220
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634198
%X This panel debates a topic that has been popping up recently as a
consequence of different disciplines rubbing up against each other in a
new field: can the quality of an information architecture be measured
quantitatively? And if so, how can this analysis be verified?
   Information architects and HCI professionals already are discussing
this issue regularly and at times heatedly. The need for guidance is
especially pressing because information architecture is an emerging
field. As in other areas of HCI, information architects are regularly
confronted by clients and employers alike with the need to justify the
cost of their efforts in quantitative ways.
   Information architects come from a variety of disciplines including
HCI, library and information science, visual design, technical
communications, and computer science. These fields have widely varying
opinions on the validity of and techniques for quantifying information
system performance. While some dispute the validity of quantification,
others tend to believe that it is not only possible but the only valid
means for assessing information architecture. Members of both camps may
resort to traditional means of assessing information systems
performance, while others feel that the new medium of the Web requires
new tools, techniques, and approaches for such assessment. 

%M C.CHI.01.2.221
%T Interactionary 2: is that your final answer?
%S Panels
%A Sarah Zuberec
%A Scott Berkun
%A Debbie Cargile
%A Christopher Konrad
%A Alex Little
%A Linda Carlin
%A Heather Crombie
%A Barbee Teasley
%B CHI01
%D 2001
%V 2
%P 221-222
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634199
%X This modification of an experimental panel is an attempt to
demonstrate the dynamic and impromptu parts of the interaction design
process. Teams of designers, usability engineers and project managers
will design solutions to interaction problems live on stage, in front of
an audience. 

%M C.CHI.01.2.223
%T Identifying "target cultures": to what extent is that possible?
%S Panels
%A Paula Bourges Waldegg
%A Daniel Lafreniere
%A Manfred Tscheligi
%A Guy Boy
%A Raquel O. Prates
%B CHI01
%D 2001
%V 2
%P 223-224
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634200
%X This panel aims to discuss existing approaches for identifying and
defining target cultures during the design process from the perspective
of non US people who might be the receivers instead of the makers of the
products. 

%M C.CHI.01.2.225
%T Patterns: what's in it for HCI?
%S Panels
%A Jan O. Borchers
%A John C. Thomas
%B CHI01
%D 2001
%V 2
%P 225-226
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634201
%X Design patterns and pattern languages have proven a useful tool to
model design experience, in architecture where they were originally
conceived as well as in software engineering. In Human-Computer
Interaction, the interest in pattern languages has only recently gained
momentum. This panel will explore how pattern languages can be of use to
HCI researchers, practitioners, and possibly anyone involved in the
design and use of interactive systems. 

%M C.CHI.01.2.227
%T The impact of mobile technologies on everyday life
%S Panels
%A Wendy A. Castleman
%A Richard Harper
%A Steven Herbst
%A Jonathan Kies
%A Sean Lane
%A Jens Nagel
%B CHI01
%D 2001
%V 2
%P 227-228
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634202
%X Mobile technologies are rapidly redefining the lives of people around
the world. As designers of mobile devices and mobile applications, we
should consider the implication of the impact of these technologies on
everyday life. This panel will be a discussion of some of the hot topics
relating to the issue, and will generate a set of design implications to
be considered when designing mobile technologies. 

%M C.CHI.01.2.229
%T Ph.D. vs. startup
%S Panels
%A Alan Wexelblat
%A Quentin (Gad) Jones
%A Howard Abrams
%A Joseph A. Konstan
%A Michael Vernick
%B CHI01
%D 2001
%V 2
%P 229-230
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634203
%X How should we decide between the conflicting demands and resource
drains of startups and Ph.D. programs? This panel discusses some of the
current issues facing students, professors and employers, from the
panelists' varied perspectives. We do not advocate any one single
solution but rather seek to illuminate important issues that affect the
CHI community now and will likely continue to do so in the future, both
in the US and in other countries promoting high-tech startups as major
parts of their economies. 

%M C.CHI.01.2.231
%T Collectively defining context in a mobile, networked computing
environment
%S Short talks: anywhere: staying in touch in motion (anywhere: mobility)
%A Jenna Burrell
%A Geri K. Gay
%B CHI01
%D 2001
%V 2
%P 231-232
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634205
%X Mobile and wireless computers are rapidly becoming popular with the
general public. In our research we design and evaluate new types of
applications that take advantage of the unique characteristics of these
devices in novel ways. One of these applications is Graffiti, a
context-aware device designed using ideas from social navigation
research. This system allows users to collectively define what's
relevant and interesting about a location by posting electronic notes.
Users encountered a variety of benefits and problems in using Graffiti
primarily related to the reliance of the system on user contributions. 

%M C.CHI.01.2.233
%T RoamWare: towards an integrated environment for PDA use and seamless
ongoing interaction in mobile CSCW
%S Short talks: anywhere: staying in touch in motion (anywhere: mobility)
%A Mikael Wiberg
%B CHI01
%D 2001
%V 2
%P 233-234
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634206
%X This paper reports the final step of a research project that has
aimed at developing novel in between meeting support for mobile CSCW
(Computer Supported Cooperative Work). The underlying idea was to
integrate spontaneous meetings with in between meeting support and split
the use between different situations rather than users attention. We
propose a novel system called RoamWare that illustrates the concept of
split use and invisible computer support. We then report on some initial
use results and relate it to other research attempts near us before
concluding the paper. 

%M C.CHI.01.2.235
%T Calls.calm: enabling caller and callee to collaborate
%S Short talks: anywhere: staying in touch in motion (anywhere: mobility)
%A Elin Ronby Pedersen
%B CHI01
%D 2001
%V 2
%P 235-236
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634207
%X Calls.calm facilitates the ongoing interaction between two people; it
works by enabling callers to make a reasonable choice of time and means
for communication, by providing them with key information about the
callee's situation. Calls.calm is a web-based application, supporting
mini-browsers on web-enabled mobile phones and desktop browsers.
Calls.calm was deployed for a month within two small work teams. Results
from the deployment points to future direction for research and design. 

%M C.CHI.01.2.237
%T Tap tips: lightweight discovery of touchscreen targets
%S Short talks: anywhere: staying in touch in motion (anywhere: mobility)
%A Paul M. Aoki
%A Amy Hurst
%A Allison Woodruff
%B CHI01
%D 2001
%V 2
%P 237-238
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634208
%X We describe tap tips, a technique for providing touchscreen target
location hints. Tap tips are lightweight in that they are non-modal,
appear only when needed, require a minimal number of user gestures, and
do not add to the standard touchscreen gesture vocabulary. We discuss
our implementation of tap tips in an electronic guidebook system and
some usability test results. 

%M C.CHI.01.2.239
%T Roomotes: ubiquitous room-based remote control over web phones
%S Short talks: anywhere: staying in touch in motion (anywhere: mobility)
%A Ryuji Wakikawa
%A Jonathan Trevor
%A Bill Schilit
%A John Boreczky
%B CHI01
%D 2001
%V 2
%P 239-240
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634209
%X Roomotes gives people remote control of their physical surroundings
through Web phones. The system manages virtual rooms that mirror
physical rooms. Roomotes presents not only the devices present in a
room, but also the people. Using Roomotes' real world navigator we can
control the lighting and audio-video equipment in our conference room
from any Web phone. An unusual aspect of Roomotes is notification: users
can request text messages be sent to their phone whenever the contents
(e.g., people) or "state" of a room's devices change. 

%M C.CHI.01.2.241
%T Using Quake III Arena to simulate sensors and actuators when
evaluating and testing mobile services
%S Short talks: anywhere: staying in touch in motion (anywhere: mobility)
%A Markus Bylund
%A Fredrik Espinoza
%B CHI01
%D 2001
%V 2
%P 241-242
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634210
%X We describe QuakeSim, a system that uses Quake III Arena to evaluate,
test, and demonstrate context aware services. Context, such as users
position or activity, is simulated in Quake and provided to real-world
services as real data. The simulation is made more realistic by modeling
real physical environments and calibrating the models to correspond to
reality. QuakeSim allows simulated and actual context information to be
used interchangeably in real services. 

%M C.CHI.01.2.243
%T The use of labeling to communicate detailed graphics in a non-visual
environment
%S Short talks: any one: universal design
%A Hesham M. Kamel
%A James A. Landay
%B CHI01
%D 2001
%V 2
%P 243-244
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634212
%X The inherently visual nature of Graphical User Interfaces often makes
it difficult for visually impaired computer users to access graphical
information. We introduce a labeling method that can be used to
communicate graphical information between blind and sighted people. Our
early pilot study showed that our labeling method enabled visually
impaired participants to comprehend meaningful drawings. This labeling
method is an extension of the Integrated Communication 2 Draw (IC2D), a
drawing program for the visually impaired that uses keyboard and audio
feedback. 

%M C.CHI.01.2.245
%T Using haptics in computer interfaces for blind people
%S Short talks: any one: universal design
%A Calle Sjostrom
%B CHI01
%D 2001
%V 2
%P 245-246
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634213
%X This paper has its roots in Certec's efforts to find a way to use
haptic technology (i.e. touch based interfaces) to provide new computer
interaction techniques for visually impaired people and those with
physical disabilities.
   The paper presents a set of recommendations that we have formulated
during our research and development work. These rules of thumb are
grouped under the headlines Navigation, Finding objects, Understanding
objects, Haptic widgets and Physical interaction. 

%M C.CHI.01.2.247
%T A unified design for human-machine voice interaction
%S Short talks: any one: universal design
%A Stefanie Shriver
%A Arthur Toth
%A Xiaojin Zhu
%A Alex Rudnicky
%A Roni Rosenfeld
%B CHI01
%D 2001
%V 2
%P 247-248
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634214
%X We describe a unified design for voice interaction with simple
machines; discuss the motivation for and main features of the approach,
include a short sample interaction, and report the results of two
preliminary experiments. 

%M C.CHI.01.2.249
%T Strategies for concatenating recordings in a voice user interface:
what we can learn from prosody
%S Short talks: any one: universal design
%A Jennifer Balogh
%B CHI01
%D 2001
%V 2
%P 249-250
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634215
%X Findings from the present study show that different strategies for
concatenating voice recordings significantly affect subjective
preferences and memory of aurally presented information. Specifically,
two different automatic telephone number announcement strategies were
compared, one that concatenated individual digits and another that
grouped digits by prosodic units. The results show that when natural
prosodic units are preserved, the phone numbers are remembered better
and the style of delivery is preferred over the strategy that uses more
concatenation and does not respect natural spoken intonation. The
results underscore the importance of modeling natural prosody when
designing user-centric voice interfaces. 

%M C.CHI.01.2.251
%T The AirBook: force-free interaction with dynamic text in an assistive
reading device
%S Short talks: any one: universal design
%A Maribeth Back
%A Margaret H. Szymanski
%B CHI01
%D 2001
%V 2
%P 251-252
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634216
%X We describe a prototype of the AirBook, an assistive reading device
that combines dynamic text (especially RSVP, that is, rapid serial
visual presentation) with force-free capacitive field sensors to create
a simple, easily controlled assistive reading device. This reader is
designed to assist people with visual disabilities (like dyslexia, loss
of fine motor control or loss of contrast sensitivity) by giving them
more control over font size and contrast. It's also for people with
upper-body disabilities, lack of fine muscle control, or severe
arthritis, all of which can make the reading of standard paper books
difficult. The force-free sensor system can be adjusted for large-scale
motion or for tiny ranges of movement, and requires no pressure or
fiddling with physical objects. The sensors read the proximity of a
human limb, and adjust parameters on the text accordingly. For example,
the reading device can be controlled with the motion of one finger if
necessary, or adjusted to read the motion of an entire arm or leg. 

%M C.CHI.01.2.253
%T The use of digital pictures for people with cognitive disabilities
%S Short talks: any one: universal design
%A Henrik Danielsson
%B CHI01
%D 2001
%V 2
%P 253-254
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634217
%X Pictures taken with digital cameras have become an alternative and
complement to symbols in communication for persons with cognitive
disabilities. I have started a discussion forum on digital pictures on
the internet. The postings from the discussion forum were analyzed to
see what kind of use of digital pictures that professionals and parents
are interested in. To validate the results, an e-mail survey was sent to
those who had visited the discussion forum and they were asked how they
actually used their pictures. The findings indicate some interesting
differences between what was discussed and what was actually done. 

%M C.CHI.01.2.255
%T Supporting children's collaboration across handheld computers
%S Short talks: fun with learning
%A Regan L. Mandryk
%A Kori M. Inkpen
%A Mark Bilezikjian
%A Scott R. Klemmer
%A James A. Landay
%B CHI01
%D 2001
%V 2
%P 255-256
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634219
%X This paper describes the use of multiple interconnected handheld
devices to support children's collocated collaboration. Handhelds are a
relatively inexpensive, highly mobile platform, making them potentially
useful in educational settings [3]. Two shortcomings of students' use of
handhelds are: 1) achieving the benefits of collaborative learning may
be difficult given the personal nature of these devices, and 2) the
small size of a PDA constrains the amount of information that can be
meaningfully displayed. We address these shortcomings by utilizing
multiple devices to form a larger surface that can display more
information than any individual handheld. This interaction technique
encourages collaboration and helps engage all students in the activity.
To explore this style of collaboration, we extended an educational
application with a shared screen information view that we call WHAT-IF1.

%M C.CHI.01.2.257
%T Experiments in using tangible interfaces to enhance collaborative
learning experiences
%S Short talks: fun with learning
%A Lori L. Scarlatos
%A Shalva S. Landy
%B CHI01
%D 2001
%V 2
%P 257-258
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634220
%X TICLE (Tangible Interfaces for Collaborative Learning Environments)
is a project that explores new ways that a computer can enhance learning
without dominating the educational experience. We have developed a
prototype system that "watches" as students play with Tangram pieces on
a physical tabletop, and acts as a "guide on the side" by offering help
at appropriate times. This system is currently installed at the Goudreau
Museum of Mathematics in Art and Science. Our paper describes the
implementation of our prototype and results of a usability study
conducted at the museum. We also discuss ongoing enhancements and plans
for further testing. Although this work focuses on learning with
mathematical puzzles, it has implications for other physical learning
activities. 

%M C.CHI.01.2.259
%T AquaMOOSE 3D: math learning in a 3D multi-user virtual world
%S Short talks: fun with learning
%A Elizabeth Edwards
%A Jason Elliott
%A Amy Bruckman
%B CHI01
%D 2001
%V 2
%P 259-260
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634221
%X AquaMOOSE 3D is a multi-user, graphical, constructionist environment
to help children learn about mathematics and computer programming. In
this paper, we present the system design, and results from our first
round of formative evaluation. 

%M C.CHI.01.2.261
%T First-person science inquiry in virtual ambient environments
%S Short talks: fun with learning
%A Tom Moher
%A Andrew Johnson
%A Yongjoo Cho
%B CHI01
%D 2001
%V 2
%P 261-262
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634222
%X Virtual ambients are a class of restricted simulations designed to
support science inquiry learning among elementary school students.
Virtual ambients employ large multi-user displays to support
"first-person" collaborative exploration, data collection, and the
construction of support for hypotheses in simulated environments. In
order to reduce the cognitive load on learners, navigation -- in space,
time, and scale -- is used instead of traditional learning simulations'
direct control of independent model variables. Early experience with
elementary school students at three grade levels is reported, employing
a configurable virtual ambient named the Field. 

%M C.CHI.01.2.263
%T Effects of CMC on student participation patterns in a foreign
language learning environment
%S Short talks: fun with learning
%A James M. Hudson
%A Amy Bruckman
%B CHI01
%D 2001
%V 2
%P 263-264
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634223
%X In this paper, we describe a study examining how communication
patterns compare between a traditional foreign language learning
classroom and a synchronous, text-based CMC environment. We present
suggesting that conversation patterns change significantly when
discussions move online. The slight time delay in composing replies and
the development of a sense of community seem to be important mechanisms
leading to this change. 

%M C.CHI.01.2.265
%T Does tutoring really have to be intelligent?
%S Short talks: fun with learning
%A Wendy E. Mackay
%B CHI01
%D 2001
%V 2
%P 265-266
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634224
%X This experiment was designed to determine whether or not tutoring is
more effective if it is relevant to the user's current problems. The
experimental design presented identical tutoring advice to pairs of
subjects: advice was directly relevant to one subject (as determined by
a human researcher monitoring a pre-specified task) and effectively
random to the other.
   The quantitative and qualitative results were strikingly different.
On one hand, subjects learned almost all tutored commands, regardless of
their relevance to their immediate activities, and rarely learned
commands that had not been tutored. On the other hand, subjects were
very enthusiastic about relevant tutoring and were frustrated when it
seemed random: they felt it was an irritating interruption. An
intelligent rule-based tutor may be unnecessary for effective learning
if users can control the tutoring environment. 

%M C.CHI.01.2.267
%T Smart headphones
%S Short talks: HCI in everyday life
%A Sumit Basu
%A Alex Pentland
%B CHI01
%D 2001
%V 2
%P 267-268
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634226
%X In this paper, we describe the "smart headphones" system, which
detects and relays speech sounds in the environment through the user's
headphones. This allows the user to be aware of speech events and remain
involved in conversations while using headphones. 

%M C.CHI.01.2.269
%T CounterActive: an interactive cookbook for the kitchen counter
%S Short talks: HCI in everyday life
%A Wendy Ju
%A Rebecca Hurwitz
%A Tilke Judd
%A Bonny Lee
%B CHI01
%D 2001
%V 2
%P 269-270
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634227
%X We introduce CounterActive, an interactive kitchen cookbook that
teaches people to cook. After describing the interactive system and the
multimedia recipe schema, we discuss results of early user test and
evaluation. 

%M C.CHI.01.2.271
%T The familiar: a living diary and companion
%S Short talks: HCI in everyday life
%A Brian Clarkson
%A Kenji Mase
%A Alex Pentland
%B CHI01
%D 2001
%V 2
%P 271-272
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634228
%X We present a perceptual system, called the Familiar, that could allow
a user to collect his/her memories over their lifetime into a
continually growing and adapting multimedia diary. The Familiar uses the
natural patterns in sensor readings from a camera, microphone, and
accelerometers, to find the recurring patterns of similarity and
dissimilarity in the user's activities and uses this information to
intelligently structure the user's sensor data and associated
memorabilia. 

%M C.CHI.01.2.273
%T The guidebook, the friend, and the room: visitor experience in a
historic house
%S Short talks: HCI in everyday life
%A Allison Woodruff
%A Paul M. Aoki
%A Amy Hurst
%A Margaret H. Szymanski
%B CHI01
%D 2001
%V 2
%P 273-274
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634229
%X In this paper, we describe an electronic guidebook prototype and
report on a study of its use in a historic house. Supported by
mechanisms in the guidebook, visitors constructed experiences that had a
high degree of interaction with three entities: the guidebook, their
companions, and the house and its contents. For example, we found that
most visitors played audio descriptions through speakers (rather than
using headphones or reading textual descriptions) to facilitate
communication with their companions. 

%M C.CHI.01.2.275
%T Conductive ink based page detection for linking digital and physical
pages
%S Short talks: HCI in everyday life
%A Kim W. May
%B CHI01
%D 2001
%V 2
%P 275-276
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634230
%X This paper describes a working prototype of a page detection system
for paper stacks, the kind that would be used in digital paper
applications. Polymer conductive ink is applied and embossed on the back
of each page in a way that causes the resistance of the ink to change
when the paper is bent, making a resistive strain guage. In use, a
detector circuit identifies the active page by noting the highest page
in the stack not exhibiting a resistance change. In volume, this method
provides an inexpensive, simple solution to page detection. The person
uses the paper pad naturally, not needing to tell the system when a new
page is being viewed. With this technology the physical world meets the
digital domain in a smooth and transparent manner for the user. 

%M C.CHI.01.2.277
%T RobotPHONE: RUI for interpersonal communication
%S Short talks: HCI in everyday life
%A Dairoku Sekiguchi
%A Masahiko Inami
%A Susumu Tachi
%B CHI01
%D 2001
%V 2
%P 277-278
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634231
%X RobotPHONE is a Robotic User Interface (RUI) that uses robots as
physical avatars for interpersonal communication. Using RobotPHONE,
users in remote locations can communicate shapes and motion with each
other. In this paper we present the concept of RobotPHONE, and describe
implementations of two prototypes. 

%M C.CHI.01.2.279
%T Cheese: tracking mouse movement activity on websites, a tool for user
modeling
%S Short talks: of mice and measures
%A Florian Mueller
%A Andrea Lockerd
%B CHI01
%D 2001
%V 2
%P 279-280
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634233
%X Conventional web interfaces respond to and consider only mouse clicks
when defining a user model. We have extended this and take into account
all mouse movements on a page as an additional layer of information for
inferring user interest. We have developed a straightforward way to
record all mouse movements on a page, and conducted a user study to
analyze and investigate mouse behavior trends. We found certain mouse
behaviors, common across many users, which are useful for content
providers in increasing the effectiveness of their interface design. 

%M C.CHI.01.2.281
%T What can a mouse cursor tell us more?: correlation of eye/mouse
movements on web browsing
%S Short talks: of mice and measures
%A Mon Chu Chen
%A John R. Anderson
%A Myeong Ho Sohn
%B CHI01
%D 2001
%V 2
%P 281-282
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634234
%X In this paper, we describe a study on the relationship between gaze
position and cursor position on a computer screen during web browsing.
Users were asked to browse several web sites while their eye/mouse
movements were recorded. The data suggest that there is a strong
relationship between gaze position and cursor position. The data also
show that there are regular patterns of eye/mouse movements. Based on
these findings, we argue that a mouse could provide us more information
than just the x, y position where a user is pointing. This implies that
we can use an inexpensive and extremely popular tool as an alternative
of eye-tracking systems, especially in web usability evaluation.
Moreover, by understanding the intent of every mouse movement, we may be
able to achieve a better interface for human computer interaction. 

%M C.CHI.01.2.283
%T Remote automatic evaluation of web sites based on task models and
browser monitoring
%S Short talks: of mice and measures
%A Fabio Paterno
%A Laila Paganelli
%B CHI01
%D 2001
%V 2
%P 283-284
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634235
%X There is an increasing need for tools to support cheaper and faster
usability evaluation of Web applications. In this paper, we describe an
approach to remote automatic evaluation of web sites. The novelty lies
in automatic analysis based on a combination of web browser monitoring
and task models which aims to capture and analyse users actual
behaviour. 

%M C.CHI.01.2.285
%T Testing web sites: five users is nowhere near enough
%S Short talks: of mice and measures
%A Jared Spool
%A Will Schroeder
%B CHI01
%D 2001
%V 2
%P 285-286
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634236
%X We observed the same task executed by 49 users on four production web
sites. We tracked the rates of discovery of new usability problems on
each site and, using that data, estimated the total number of usability
problems on each site and the number of tests we would need to discover
every problem. Our findings differ sharply from rules-of-thumb derived
from earlier work by Virzi[1] and Nielsen[2,3] commonly viewed as
"industry standards." We found that the four sites we studied would need
considerably more than five users to find 85% of the problems.

%M C.CHI.01.2.287
%T An integrated method for evaluating interfaces
%S Short talks: of mice and measures
%A Heather L. McQuaid
%A David Bishop
%B CHI01
%D 2001
%V 2
%P 287-288
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634237
%X To take advantage of the interdisciplinary experience of our
colleagues, we decided several years ago to add heuristic evaluation to
our expert analysis method. Although heuristic evaluation is a
cost-effective method for evaluating interfaces, we found that the
recommended prioritization strategy -- ranking the problems according to
severity -- has several limitations. Specifically, it does not address
how much it will cost the developers to fix the problems, nor does it
adequately capture the distinction between high-level (global) and
low-level (specific, screen-level) problems. To address these
limitations, we developed a method which retains the richness of
heuristic evaluation, but communicates the results in such a way that
project managers, developers, and designers can form a clear and
immediately executable plan for addressing the problems. Our method
integrates user research, heuristic evaluation, affinity diagramming,
cost-benefit charts, and recommendations into a report that others can
use to plan both short and long-term improvements. 

%M C.CHI.01.2.289
%T Concurrent vs. post-task usability test ratings
%S Short talks: of mice and measures
%A Ross Teague
%A Katherine De Jesus
%A Marcos Nunes Ueno
%B CHI01
%D 2001
%V 2
%P 289-290
%K concurrent, post-task ratings, questionnaires, rating scales,
retrospective, subjective ratings, usability testing
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634238
%X This test of rating scale use showed that there were significant
differences between questionnaire ratings when users were asked to rate
task ease and enjoyment during task execution (Concurrent) vs. after
task completion (Post-Task). Results suggest that users' Post-Task
ratings may not accurately reflect their actual task experience. Results
also suggested that there are qualitative differences between user
verbal protocols between the Concurrent and Post-Task groups.
Implications for use of test ratings scales are discussed. 

%M C.CHI.01.2.291
%T Being there versus seeing there: trust via video
%S Short talks: trust, credibility, community
%A Nathan Bos
%A Darren Gergle
%A Judith S. Olson
%A Gary M. Olson
%B CHI01
%D 2001
%V 2
%P 291-292
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634240
%X We studied the emergence of trust in a social dilemma game in four
different communication situations: face-to-face, video, audio, and text
chat. Three-person groups did 30 rounds of a social dilemma game and we
measured trust by the extent to which they cooperated vs. competed. The
face-to-face groups quickly achieved cooperative behavior, while the
text chat groups continued to compete throughout. The video groups
achieved the same levels of trust as the face-to-face groups, although
perhaps a bit more slowly. The audio group was intermediate. These
results show that trust can emerge through mediated communication. 

%M C.CHI.01.2.293
%T Trust without touch: jump-start trust with social chat
%S Short talks: trust, credibility, community
%A Jun Zheng
%A Nathan Bos
%A Judith S. Olson
%A Gary M. Olson
%B CHI01
%D 2001
%V 2
%P 293-294
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634241
%X Computer-mediated communication (CMC) is thought to be inadequate
when one needs to establish trust. Rocco [4] found, for example, that
discussions about agreements conducted over email were far less
successful in engendering trust than those conducted face-to-face. But,
if the participants met and did a team building exercise before the real
task, trust was shown in spite of only having email to talk during the
task. Here we show that if participants do not meet beforehand but
rather engage in a text chat where they are told to "get to know each
other" for a brief period, they show the same kinds of trust that you
find when they meet beforehand face-to-face. 

%M C.CHI.01.2.295
%T Web credibility research: a method for online experiments and early
study results
%S Short talks: trust, credibility, community
%A BJ Fogg
%A Jonathan Marshall
%A Tami Kameda
%A Joshua Solomon
%A Akshay Rangnekar
%A John Boyd
%A Bonny Brown
%B CHI01
%D 2001
%V 2
%P 295-296
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634242
%X Through iterative design and testing, we developed a procedure for
conducting online experiments. Using this research method, we conducted
two recent studies on Web credibility. The data from the first study
suggest that Web banner ads reduce the perceived credibility of a Web
page's content. The data from the second study show that attribution
elements -- in this case, author photographs -- can also affect the
credibility of Web content. This research method and our early results
have implications for both HCI researchers and Web site designers. 

%M C.CHI.01.2.297
%T Is seeing believing?: detecting deception in technologically mediated
communication
%S Short talks: trust, credibility, community
%A Daniel B. Horn
%B CHI01
%D 2001
%V 2
%P 297-298
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634243
%X Despite increases in bandwidth, most video conferencing equipment
delivers a sub-optimal quality signal. Artifacts caused by video
compression and other technological constraints lead to the distortion
of subtle communicative cues. This study explores the effects of such
video degradation on individuals' ability to detect whether others are
lying or telling the truth. Forty-two participants observed mock job
interviews presented in High-Quality Audio, High-Quality Audio +
High-Quality Video, and High-Quality Audio + Reduced Frame Rate (3 fps)
Video. The interviews contained a mix of truthful and deceptive
responses, and participants attempted to distinguish the two.
Performance in the Reduced Frame Rate condition was significantly worse
than in the High Quality Video condition. These findings have
implications for both the development and implementation of
video-conferencing technology. 

%M C.CHI.01.2.299
%T Categorical perception of facial affect: an illusion
%S Short talks: trust, credibility, community
%A Diane J. Schiano
%A Sheryl M. Ehrlich
%A Kyle Sheridan
%B CHI01
%D 2001
%V 2
%P 299-300
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634244
%X Facial affect is central to many VMC & affective computing
applications, which often compress motion or frame-rate to reduce video
bandwidth. Our studies show that claims that "categorical perception"
effects protect facial affect from temporal degradation are illusory.
Preserving motion is essential, even at the cost of image compression. 

%M C.CHI.01.2.301
%T Broadband neighborhoods: connected communities
%S Short talks: trust, credibility, community
%A Keith Hampton
%B CHI01
%D 2001
%V 2
%P 301-302
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634245
%X This paper addresses concerns that home-computing and Internet use
damage social capital and contribute to a loss of community. Based on
survey and ethnographic data from "Netville", a wired neighborhood
equipped with a broadband local network, this paper concludes that the
Internet can be used to increase neighborhood social capital and the
connectivity of local social networks. 

%M C.CHI.01.2.303
%T In tent, in touch: beings in seclusion and in transit
%S Short talks: expressing emotion through art, music, and technology
(expressing emotions)
%A John A. Waterworth
%A Eva L. Waterworth
%B CHI01
%D 2001
%V 2
%P 303-304
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634247
%X We describe The Tent, an immersive environment designed to stimulate
creativity and to support non-symbolic communication. In a tent we are
secluded but also in touch, with nature and with ourselves. We are
experimenting with the Tent as a meditative, relaxing environment, but
also as a stimulating one, and as a medium for non-symbolic
communication. 

%M C.CHI.01.2.305
%T The InfoCanvas: information conveyance through personalized,
expressive art
%S Short talks: expressing emotion through art, music, and technology
(expressing emotions)
%A Todd Miller
%A John Stasko
%B CHI01
%D 2001
%V 2
%P 305-306
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634248
%X This paper describes the design of a highly versatile ambient
display, the InfoCanvas. Through a novel interface, people identify
information of interest and then "paint" an appealing and meaningful
representation of it on a virtual canvas for later communication back to
them. This new form of interaction with information allows people to
keep tabs on useful, but peripheral, information in a calm, unobtrusive
manner. 

%M C.CHI.01.2.307
%T Context-aware sensor-doll as a music expression device
%S Short talks: expressing emotion through art, music, and technology
(expressing emotions)
%A Tomoko Yonezawa
%A Brian Clarkson
%A Michiaki Yasumura
%A Kenji Mase
%B CHI01
%D 2001
%V 2
%P 307-308
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634249
%X We present a sensor-doll capable of music expression as a sympathetic
communication device. The doll is equipped with a computer and various
sensors such as a camera, microphone, accelerometer, and touch-sensitive
sensors to recognize its own situation and the activities of the user.
The doll has its own internal "mind" states reflecting different
situated contexts. The user's multi-modal interaction with the passive
doll is translated into musical expressions that depend on the state of
mind of the doll. 

%M C.CHI.01.2.309
%T Facing the music: a facial action controlled musical interface
%S Short talks: expressing emotion through art, music, and technology
(expressing emotions)
%A Michael J. Lyons
%A Nobuji Tetsutani
%B CHI01
%D 2001
%V 2
%P 309-310
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634250
%X We describe a novel musical controller which acquires live video
input from the user's face, extracts facial feature parameters using a
computer vision algorithm, and converts these to expressive musical
effects. The controller allows the user to modify synthesized or
audio-filtered musical sound in real time by moving the face. 

%M C.CHI.01.2.311
%T Tangible bits and malleable atoms in the design of a computer music
instrument
%S Short talks: expressing emotion through art, music, and technology
(expressing emotions)
%A Roel Vertegaal
%A Tamas Ungvary
%B CHI01
%D 2001
%V 2
%P 311-312
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634251
%X We present SensOrg, a computer music instrument designed as a modular
assembly of input/output devices and musical software, mapped and
arranged according to functional characteristics of the
musician-instrument system. Using tangible bits and malleable atoms, we
externally represented the musical software functionality in a physical
interface which is freezable yet totally flexible. 

%M C.CHI.01.2.313
%T LumiTouch: an emotional communication device
%S Short talks: expressing emotion through art, music, and technology
(expressing emotions)
%A Angela Chang
%A Ben Resner
%A Brad Koerner
%A XingChen Wang
%A Hiroshi Ishii
%B CHI01
%D 2001
%V 2
%P 313-314
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634252
%X We present the Lumitouch system consisting of a pair of interactive
picture frames. When one user touches her picture frame, the other
picture frame lights up. This touch is translated to light over an
Internet connection. We introduce a semi-ambient display that can
transition seamlessly from periphery to foreground in addition to
communicating emotional content. In addition to enhancing the
communication between loved ones, people can use LumiTouch to develop a
personal emotional language.
   Based upon prior work on telepresence and tangible interfaces,
LumiTouch explores emotional communication in tangible form. This paper
describes the components, interactions, implementation and design
approach of the LumiTouch system. 

%M C.CHI.01.2.315
%T Disentangling relative from absolute amplitude in Fitts' law
experiments
%S Short talks: interaction techniques
%A Yves Guiard
%B CHI01
%D 2001
%V 2
%P 315-316
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634254
%X Target distance (D) and target width (W), traditionally treated as
independent variables in Fitts' target acquisition paradigm, are shown
to suffer inextricable confounds with task difficulty. Through a simple
geometrical analogy, it is shown that relative movement amplitude D/W
(which determines difficulty) and absolute movement amplitude D (or
scale) are the only two variables that can be manipulated independently
in a Fitts' task experiment. Disentangling relative amplitude from
absolute amplitude with an appropriate experimental design should help
to study target acquisition in graphical user interfaces. 

%M C.CHI.01.2.317
%T Is 100 Milliseconds Too Fast?
%S Short talks: interaction techniques
%A James R. Dabrowski
%A Ethan V. Munson
%B CHI01
%D 2001
%V 2
%P 317-318
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634255
%X For years, software engineers have been told that applications must
respond to user events within 100 milliseconds to seem instantaneous,
yet this assumption has never been systematically tested. In this
research, we attempt to establish thresholds of detection for changes in
a graphical user interface using adaptive tracking. For keyboard
interactions, subjects did not notice delays of approximately 150
milliseconds. In contrast, for mouse interactions, subjects did not
notice delays of up to 195 milliseconds. Given these findings, further
research is clearly needed to firmly establish lower bounds on
application responsiveness so that software and operating system
engineers can more precisely tune the interactive real-time
responsiveness of their systems. 

%M C.CHI.01.2.319
%T Measuring errors in text entry tasks: an application of the
Levenshtein string distance statistic
%S Short talks: interaction techniques
%A R. William Soukoreff
%A I. Scott MacKenzie
%B CHI01
%D 2001
%V 2
%P 319-320
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634256
%X We propose a new technique based on the Levenshtein minimum string
distance statistic for measuring error rates in text entry research. The
technique obviates the need to artificially constrain subjects to
maintain synchronization with the presented text, thus affording a more
natural interaction style in the evaluation. Methodological implications
are discussed, including the additional need to use keystrokes per
characters (KSPC) as a dependent measure to capture the overhead in
correcting errors. 

%M C.CHI.01.2.321
%T Alphabetically biased virtual keyboards are easier to use: layout
does matter
%S Short talks: interaction techniques
%A Shumin Zhai
%A Barton A. Smith
%B CHI01
%D 2001
%V 2
%P 321-322
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634257
%X Virtual keyboard layouts have been optimized for expert users with no
consideration of novice users' ease of locating individual keys. This
paper presents a new layout produced by means of a Metropolis algorithm
with an added alphabetical bias term to the previous Fitts-digraph
energy function. At a small cost of expert's performance, the new layout
with alphabetical tendency offered 9% improvement to novice user's
performance. 

%M C.CHI.01.2.323
%T Visual interference with a transparent head mounted display
%S Short talks: interaction techniques
%A Robert S. Laramee
%A Colin Ware
%B CHI01
%D 2001
%V 2
%P 323-324
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634258
%X Potential perceptual problems that may occur with monocular wearable
displays are binocular rivalry and visual interference. We report the
results from an experiment with a monocular wearable showing that text
becomes increasingly difficult to read as the background becomes more
complex. Indeed subjects adopted strategies to avoid the visually
complex backgrounds and thereby minimize the interference. 

%M C.CHI.01.2.325
%T Design rationale of a video explorer
%S Short talks: interaction techniques
%A Marc Nanard
%A Jocelyne Nanard
%A Denis Payet
%B CHI01
%D 2001
%V 2
%P 325-326
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634259
%X This paper describes an interaction scheme based on gesture analysis
of the pointer motion to jointly control three parameters in a Video
Explorer: the bounds of a video segment to summarize, and the position
of the current frame to display. This strategy drastically reduces the
Norman's distances, improves engagement during interaction and provides
both wide range and very high precision selection. 

%M C.CHI.01.2.327
%T ChatScape: a visual informal communication tool in communities
%S Short talks: virtual collaboration tools
%A Yuji Ayatsuka
%A Nobuyuki Matsushita
%A Jun Rekimoto
%B CHI01
%D 2001
%V 2
%P 327-328
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634261
%X Informal communication in a community is as important as formal
meetings. We propose to support on-line informal communication by a
visual communication tool, named ChatScape. A message on ChatScape is
made of short text and still images. Short text messages are suitable
for informal communication, and snapshots of users adds presence and
hints of contexts. 

%M C.CHI.01.2.329
%T The design of the 'Babble' timeline: a social proxy for visualizing
group activity over time
%S Short talks: virtual collaboration tools
%A Thomas Erickson
%A Mark R. Laff
%B CHI01
%D 2001
%V 2
%P 329-330
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634262
%X We describe the design and implementation of the Timeline social
proxy, a visualization widget that provides cues about the presence and
activity of participants in an online conversation system. Unlike most
awareness indicators (but see [4] for an exception), the Timeline shows
the history of participants' presence and activities, thus providing
cues about who has been 'listening' in asynchronous conversations. We
discuss our experience with the Timeline, describing some of the ways in
which it is used, as well as its design flaws and potential remedies. 

%M C.CHI.01.2.331
%T Collaborative tele-directing
%S Short talks: virtual collaboration tools
%A Judith Donath
%A Dana Spiegel
%A Matt Lee
%A Kelly Dobson
%A Ken Goldberg
%B CHI01
%D 2001
%V 2
%P 331-332
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634263
%X The Tele-Direction interface allows a physically remote and
geographically distributed audience to collaboratively control a shared
remote resource. It features contextualized user-driven goal setting and
voting, an economy, and chat. In this paper we discuss the design
considerations that led to this interface and describe our initial
implementation. 

%M C.CHI.01.2.333
%T UI for a videoconference camera
%S Short talks: virtual collaboration tools
%A Hugo Strubbe
%A Mi Suen Lee
%B CHI01
%D 2001
%V 2
%P 333-334
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634264
%X We present the human factors of a (boardroom or home) group
videoconference in which a camera is operated via a remote control. We
describe a system that automates this camera operation, the rules it
uses, and its effect on the quality of a conference as observed at
informal user tests. 

%M C.CHI.01.2.335
%T Dynamic world design and social navigation in a theatre of work
%S Short talks: virtual collaboration tools
%A Leonie Schafer
%A Stefan Kuppers
%B CHI01
%D 2001
%V 2
%P 335-336
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634265
%X We describe a novel approach for collaborative work, in which a
three-dimensional theatre of work visualizes the work process and
enables social encounters. This type of system has potential
applications for co-located virtual teams which, though geographically
dispersed, work together by the use of modern information technology. We
introduce TOWER, the Theatre of Work, which allows project members to be
aware of project relevant activities as well as to establish social
relationships to intensify team coherence. In this paper we focus on the
design of dynamic virtual environments and social navigation. 

%M C.CHI.01.2.337
%T Patterns of innovation: a web-based MATLAB programming contest
%S Short talks: virtual collaboration tools
%A Ned Gulley
%B CHI01
%D 2001
%V 2
%P 337-338
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634266
%X In this paper, we describe an innovative web-based MATLAB programming
contest and point out some interesting connections between the contest
and open source software development. 

%M C.CHI.01.2.339
%T A visual preference-modeling and decision-support technique for
buyers of multi-attribute products
%S Short talks: eCommerce and eLearning
%A Gaurav Tewari
%A Pattie Maes
%A Dan Ariely
%B CHI01
%D 2001
%V 2
%P 339-340
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634268
%X We describe an intuitive, visual technique by which buyers of
multi-attribute goods and services in electronic marketplaces can
express their preferences, and receive real-time feedback about which
transaction partners can most suitably meet their needs. Our work
embodies a novel approach towards the visualization and
conceptualization of multi-attribute spaces. Our system gives users the
option of being able to iteratively refine their preferences based upon
dynamically generated decision-support feedback. 

%M C.CHI.01.2.341
%T One-to-one e-commerce: who's the one?
%S Short talks: eCommerce and eLearning
%A Jan Blom
%A Andrew Monk
%B CHI01
%D 2001
%V 2
%P 341-342
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634269
%X Personalization, the system knowing about you, can be distinguished
from personification, the degree to which the system projects itself as
being human. In this experiment personalization is crossed with
personification to create four interfaces to a fictional e-commerce
system. The effect of personalization on subjective ratings of workload
and engagement depended on whether the system projected itself as human
or machine. 

%M C.CHI.01.2.343
%T When buying on-line, does price really matter?
%S Short talks: eCommerce and eLearning
%A Joan Morris
%A Paul P. Maglio
%B CHI01
%D 2001
%V 2
%P 343-344
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634270
%X We studied how consumers make decisions about purchasing airline
tickets on-line. The results suggest trends in how decisions are made to
purchase products with multiple decision parameters. We found that price
matters in that parameters ranked as more important than price are hard
requirements whereas parameters ranked as less important than price are
only preferences. These results have implications for the design of
on-line shopping agents. 

%M C.CHI.01.2.345
%T Shopping anytime anywhere
%S Short talks: eCommerce and eLearning
%A Kenton O'Hara
%A Mark Perry
%B CHI01
%D 2001
%V 2
%P 345-346
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634271
%X As people walk around in the world, many impulses to make a
transaction are generated by objects in the environment. For many
reasons these transaction impulses are deferred. A study of consumer
behaviour is presented focussing on why these transaction impulses are
deferred. By looking at the reasons for deferral we aim to inform the
design of new user centred mobile ecommerce solutions based on
overcoming some of these deferral reasons. 

%M C.CHI.01.2.347
%T "Less clicking, more watching": an option for entertainment on the
web?
%S Short talks: eCommerce and eLearning
%A Claudio Pinhanez
%A Clare Marie Karat
%A John Karat
%A John Vergo
%A Renee Arora
%B CHI01
%D 2001
%V 2
%P 347-348
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634272
%X How can entertainment be provided on the web? Contrary to the common
wisdom that sees the web as an inherently interactive medium, this
experimental study has found evidence that people may want watchable
entertaining experiences on the web, i.e., "less clicking, more
watching." This hypothesis was tested in two prototypes of
documentary-style streaming web narratives, yielding preliminary
evidence that entertainment on the web can be less interactive than
currently thought. 

%M C.CHI.01.2.349
%T A generic presentation modeling system for adaptive web-based
instructional applications
%S Short talks: eCommerce and eLearning
%A Jose A. Macias
%A Pablo Castells
%B CHI01
%D 2001
%V 2
%P 349-350
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634273
%X We propose a generic presentation system for adaptive educational
hypermedia that is highly independent from domain knowledge
representation and application state management. Generality is achieved
by providing a framework for the definition of ontologies that best fit
specific domains and/or authors. Presentations are described in terms of
ontology object classes and relations. An explicit presentation model,
separate from course contents, is used to provide course designers with
extensive control over the generation of all aspects of presentation, at
a moderate development cost. 

%M C.CHI.01.2.351
%T The two-handed desktop interface: are we there yet?
%S Short talks: input by hand, eye, and brain
%A I. Scott MacKenzie
%A Yves Guiard
%B CHI01
%D 2001
%V 2
%P 351-352
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634275
%X We argue that today's desktop systems poorly engage the hands of
users, and reveal a left-hand bias. Arguments are supported by examples
and theory -- by juxtaposing the affordances of keyboard/mouse
technology with theories of bimanual skill. Scrolling is cited as a task
in particularly bad repair. A design improvement is suggested. 

%M C.CHI.01.2.353
%T Natural hand writing in unstable 3D space with artificial surface
%S Short talks: input by hand, eye, and brain
%A Shun'ichi Tano
%A Toshihiko Sugimoto
%B CHI01
%D 2001
%V 2
%P 353-354
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634276
%X Conventional 3D design systems enable us to make a primitive
geometrical figure. That system is useful for structural design. But
they are not useful for conceptual design. This paper proposes new and
natural design system that fits for conceptual design in 3D space. This
system always represents the "hand-writing sketch" in midair by the
crystal shutter glasses, and produces the virtual tactile plain in 3D
space such as real paper surface by a force feedback device. 

%M C.CHI.01.2.355
%T Real-time 3D interaction with ActiveCube
%S Short talks: input by hand, eye, and brain
%A Yoshifumi Kitamura
%A Yuichi Itoh
%A Fumio Kishino
%B CHI01
%D 2001
%V 2
%P 355-356
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634277
%X ActiveCube is a novel device that allows a user to construct and
interact with a 3D environment by using cubes with a bi-directional user
interface. A computer recognizes the 3D structure of connected cubes in
real time by utilizing the real-time communication network among cubes.
Also, ActiveCube is equipped with both input and output devices, at
where the user expects to be, and this makes the interface intuitive and
helps to clarify the causal relationship between the input of the user's
operational intention and the output of simulated results. Consistency
is always maintained between the real object and its corresponding
representation in the computer in terms of object shape and
functionalities. 

%M C.CHI.01.2.357
%T Solving multi-target haptic problems in menu interaction
%S Short talks: input by hand, eye, and brain
%A Ian Oakley
%A Stephen Brewster
%A Philip Gray
%B CHI01
%D 2001
%V 2
%P 357-358
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634278
%X While haptic feedback has been shown to enhance user performance and
satisfaction in single target interactions in desktop user interfaces,
it is not clear whether this will hold for more realistic, multi-target
interactions. Here we present an experimental study of haptically
enhanced menus. We evaluate a visual condition, a haptic condition and
an adjusted haptic condition designed to support menu interactions. We
conclude that thoughtful design can create multi-target haptic
augmentations that provide performance benefits. 

%M C.CHI.01.2.359
%T Vision-based face tracking system for window interface: prototype
application and empirical studies
%S Short talks: input by hand, eye, and brain
%A Kotaro Kitajima
%A Yoichi Sato
%A Hideki Koike
%B CHI01
%D 2001
%V 2
%P 359-360
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634279
%X In this paper, we study the effective use of gaze information for
human-computer interaction based on a stereo-based vision system which
can track the 3D position and orientation of a user in real-time. We
have integrated our face-tracking system into the X Window interface
system, and conducted experiments to evaluate the effectiveness of our
proposed framework for using gaze information for window interfaces. 

%M C.CHI.01.2.361
%T Nudge and shove: frequency thresholding for navigation in direct
brain-computer interfaces
%S Short talks: input by hand, eye, and brain
%A Melody Moore
%A Philip Kennedy
%A Elizabeth Mynatt
%A Jennifer Mankoff
%B CHI01
%D 2001
%V 2
%P 361-362
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634280
%X Direct control of a computer from the human brain has been made
possible by the development of an implanted electrode. This paper
describes new paradigms of computer screen navigation adapted for neural
signal control. 

%M C.CHI.01.2.363
%T Who's in control?: exploring human-agent interaction in the McPie
interactive theater project
%S Short talks: displaying beyond desktop
%A Wendy E. Mackay
%A Ernest Holm Svendsen
%A Bjarne Horn
%B CHI01
%D 2001
%V 2
%P 363-364
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634282
%X The McPie Interactive Theater project explores an unusual style of
interaction between human users and visual software agents. Unlike
direct manipulation or intelligent agents, McPie explicitly creates a
co-adaptive interaction, in which both the human user and the agent
modify their behavior according to a changing set of criteria with
respect to the other's behavior. The final implementation was tested at
an Interactive Theater exhibition in front of a live audience over three
days. Volunteers wearing motion detection equipment, interacted with
McPie, an animated 3d character back-projected on a wall-sized screen.
The setting offered a rich environment for trying out
otherwise-controversial interaction styles and suggests new directions
for human-agent interaction. 

%M C.CHI.01.2.365
%T Social and informational proxies in a fishtank
%S Short talks: displaying beyond desktop
%A Stephen Farrell
%B CHI01
%D 2001
%V 2
%P 365-366
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634283
%X This paper describes an interactive fishtank that displays on a large
screen in a shared space in our research lab. Fish represent people and
informational resources. People can interact with fish by tapping on the
tank or typing. Fish can be personalized or extended to reveal whatever
a particular person wants to reveal about his or herself. Through this
calm, pleasing interface, group awareness can be conveyed. 

%M C.CHI.01.2.367
%T Barehands: implement-free interaction with a wall-mounted display
%S Short talks: displaying beyond desktop
%A Meredith Ringel
%A Henry Berg
%A Yuhui Jin
%A Terry Winograd
%B CHI01
%D 2001
%V 2
%P 367-368
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634284
%X We describe Barehands, a free-handed interaction technique, in which
the user can control the invocation of system commands and tools on a
touch screen by touching it with distinct hand postures. Using
behind-screen infrared (IR) illumination and a video camera with an IR
filter, we enable a back-projected SMARTBoard (a commercially available,
61 3/8" x 47" touch-sensing display) to identify and respond to several
distinct hand postures. Barehands provides a natural, quick,
implement-free method of interacting with large, wall-mounted
interactive surfaces. 

%M C.CHI.01.2.369
%T Using a steerable projector and a camera to transform surfaces into
interactive displays
%S Short talks: displaying beyond desktop
%A Claudio Pinhanez
%B CHI01
%D 2001
%V 2
%P 369-370
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634285
%X The multi-surface interactive display projector (MSIDP) is a
steerable projection system that transforms non-tethered surfaces into
interactive displays. In an MSIDP, the display image is directed onto a
surface by a rotating mirror. Oblique projection distortions are removed
by a computer-graphics reverse-distortion process and user interaction
(pointing and clicking) is achieved by detecting hand movements with a
video camera. The MSIDP is a generic input/output device to be used in
applications that require computer access from different locations of a
space or computer action in the real world (such as locating objects).
In particular, it can also be used to provide computer access in public
spaces and to people with locomotive disabilities. 

%M C.CHI.01.2.371
%T Interactive object registration and recognition for augmented desk
interface
%S Short talks: displaying beyond desktop
%A Takahiro Nishi
%A Yoichi Sato
%A Hideki Koike
%B CHI01
%D 2001
%V 2
%P 371-372
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634286
%X Identification of objects in a real world plays a key role for
human-computer interaction in a computer-augmented environment using
augmented reality techniques. For providing natural interaction in such
environments, it is necessary for an interface system to know which
objects a user is using. In the previously developed interface systems,
real objects are identified by using specially designed tags attached to
objects. In this work, we propose a new method for interactive object
recognition and registration for more natural and intuitive interaction
without using any tags. In particular, we introduce interactive object
registration and recognition by combining direct manipulation with
user's hands and a color-based object recognition algorithm.

%M C.CHI.01.2.373
%T Strata/ICC: physical models as computational interfaces
%S Short talks: displaying beyond desktop
%A Brygg Ullmer
%A Elizabeth Kim
%A Axel Kilian
%A Steve Gray
%A Hiroshi Ishii
%B CHI01
%D 2001
%V 2
%P 373-374
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634287
%X We present Strata/ICC: a computationally-augmented physical model of
a 54-story skyscraper that serves as an interactive display of
electricity consumption, water consumption, network utilization, and
other kinds of infrastructure. Our approach pushes information
visualizations into the physical world, with a vision of transforming
large-scale physical models into new kinds of interaction workspaces. 

%M C.CHI.01.2.375
%T Avoiding interference through translucent interface components in
single display groupware
%S Short talks: understanding interfaces
%A Ana Zanella
%A Saul Greenberg
%B CHI01
%D 2001
%V 2
%P 375-376
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634289
%X Our research concerns the design of interface components tailored for
single display groupware (SDG) where multiple co-located people, each
with their own input device, interact over a single shared display. In
particular, we are concerned with 'interference' effects, where one
person's raising of an interface component (e.g., a menu) can impede
another's view and interaction on the shared screen. Our solution uses
translucent interface components, where others can see through the
obstructing component and continue their work underneath it. Our
in-progress evaluation suggests this design lessens interference
effects. 

%M C.CHI.01.2.377
%T The (in)effectiveness of animation in instruction
%S Short talks: understanding interfaces
%A Julie B. Morrison
%A Barbara Tversky
%B CHI01
%D 2001
%V 2
%P 377-378
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634290
%X Animated graphics have been increasingly adopted to teach complex
systems, encouraged by the preconception that realism is effective.
Nevertheless, the evidence has been discouraging as to their
effectiveness. By the Conceptual Congruence Hypothesis, graphics should
be effective in conveying concepts that are literally or metaphorically
spatial. By extension, animated graphics should be effective in
conveying change in time. This hypothesis was investigated by comparing
three interfaces that presented text, text plus static graphics, or text
plus animated graphics. Evidence was obtained for the static version of
the Conceptual Congruence Hypothesis. Graphics were more effective than
text in some cases, especially for participants with low spatial
ability, but animation did not further increase effectiveness. 

%M C.CHI.01.2.379
%T Integrating back, history and bookmarks in web browsers
%S Short talks: understanding interfaces
%A Shaun Kaasten
%A Saul Greenberg
%B CHI01
%D 2001
%V 2
%P 379-380
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634291
%X Most Web browsers include Back, History and Bookmark facilities that
simplify how people return to previously seen pages. While useful, these
three facilities all operate on quite different underlying models, which
undermines their usability. Our alternative revisitation system uses a
single model of a recency-ordered history list to integrate Back,
History and Bookmarks. Enhancements include: Back as a way to step
through this list; implicit and explicit 'dog-ears' to mark pages on the
list (replacing Bookmarks); searching/filtering the list through dynamic
queries; and visual thumbnails to promote page recognition. 

%M C.CHI.01.2.381
%T Sketching a graph to query a time-series database
%S Short talks: understanding interfaces
%A Martin Wattenberg
%B CHI01
%D 2001
%V 2
%P 381-382
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634292
%X Sequential data is easily understood through a simple line graph, yet
systems to search such data typically rely on complex interfaces or
query languages. This paper presents QuerySketch, a financial database
application in which graphs are used for query input as well as output.
QuerySketch allows users to sketch a graph freehand, then view stocks
whose price histories match the sketch. Using the same graphical format
for both input and output results in an interface that is powerful,
flexible, yet easy to use. 

%M C.CHI.01.2.383
%T An analysis of the influence of need for cognition on dynamic queries
usage
%S Short talks: understanding interfaces
%A Giuseppe Carenini
%B CHI01
%D 2001
%V 2
%P 383-384
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634293
%X We report preliminary results about a positive correlation between
the personality trait of need for cognition (a construct developed in
social psychology) and the usage of dynamic queries (an interactive
technique for database querying). 

%M C.CHI.01.2.385
%T End-user perceptions of formal and informal representations of web
sites
%S Short talks: understanding interfaces
%A Jason I. Hong
%A Francis C. Li
%A James Lin
%A James A. Landay
%B CHI01
%D 2001
%V 2
%P 385-386
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634294
%X Web site designers have expressed concerns that formal, cleaned-up
representations of early ideas cause end-users to focus on inappropriate
details. It is believed that the high-fidelity of formal representations
cause end-users to believe a design is more complete and therefore not
amenable to high-level changes and suggestions. In this paper we present
an experiment comparing end-user perceptions of formal and informal
electronic representations of web site designs. We found that end-users
do in fact believe formal representations are finished and unchanging,
but that this does not seem to influence the level of detail in their
suggestions. However, it appears that informal designs presented in an
electronic medium raises user expectations such that lower-level
suggestions about the visual aspects were made. 

%M C.CHI.01.2.387
%T The effects of time delay in electronic commerce
%S Student posters
%A Danny SL Chow
%B CHI01
%D 2001
%V 2
%P 387-388
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634296
%X An experiment is conducted to ascertain the effects of time delay on
consumer behaviour in the context of electronic commerce (e-commerce).
Our experiment has found that sequences of delays cause annoyance
amongst the subjects. There is little to suggest that psychological
adaptation to the time delay may exist. Patterns of delay -- such as
increasing and decreasing downloading speeds -- also matters when a
subject evaluates an e-commerce shopping experience. 

%M C.CHI.01.2.389
%T Is banner ads totally blind for us?
%S Student posters
%A Chui Yin Wong
%B CHI01
%D 2001
%V 2
%P 389-390
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634297
%X The emergence of Internet has provided an alternative channel for
companies to promote their services and products online besides the
traditional medium. An overview of Internet advertising diagram is also
outlined in the paper. Banner ads, as the first form of Internet ads
model, is a form of passive exposure in which the consumer does not
consciously decide to view [4]. "Banner blindness" was coined [3] to
identify users usually overlook banner ads on the Web. A pilot test was
conducted to examine whether users do notice the banner ads on the Web.
The results showed that graphics, content, and interactivity are the
three elements users are attracted to click on the banner ads. Nielsen's
10 usability heuristic principle [5] is adopted on banner ads to
illustrate the problem issue. 

%M C.CHI.01.2.391
%T User-generated analogies of the world wide web: implications for
design
%S Student posters
%A Aideen J. Stronge
%A Richard Pak
%B CHI01
%D 2001
%V 2
%P 391-392
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634298
%X The purpose of the present study was to gain insight into the mental
representations (e.g., mental models, analogies, user models) that
people generate of the World Wide Web. There were three groups of
participants included in this study: younger adults with web experience,
older adults with web experience, and older adults without web
experience. All three groups of participants most frequently described
the web as a source of information. There is an apparent mismatch
between the models recommended by designers and the models given by our
participants. Most users' models consisted of multiple idea units.
However, most user models recommended by designers consist of one
general idea. Differences were also found between the models offered by
our two groups of older adults. 

%M C.CHI.01.2.393
%T Webwatch: visualizing web page histories and social monitoring habits
%S Student posters
%A Cathy Eichholz Polk
%B CHI01
%D 2001
%V 2
%P 393-394
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634299
%X Much data exists about both web pages and people's browsing behaviors
that could be useful, but which is too large and difficult to digest in
pure text form. Developing a way to harness this information has the
potential to enhance the web browsing experience. I am designing
information visualizations and a broader system that allow people to
access, review, and analyze such information. 

%M C.CHI.01.2.395
%T Improving web browsing on handheld devices
%S Student posters
%A Michael Fulk
%B CHI01
%D 2001
%V 2
%P 395-396
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634300
%X Small screen devices such as PDA's and mobile phones provide a real
challenge for displaying web pages. I am exploring alternative display
and interaction paradigms for browsing the web on handheld devices. 

%M C.CHI.01.2.397
%T Dissociation of subjective web site usability evaluation and
performance: effect of user experience
%S Student posters
%A Michael J. Piller
%A Michael S. Miller
%B CHI01
%D 2001
%V 2
%P 397-398
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634301
%X Usability of three web sites was assessed by low and high experience
web users. Findings indicate that despite demonstrating increased
objective usability, sites may be characterized as having low subjective
usability by experienced users. Implications for design are discussed. 

%M C.CHI.01.2.399
%T User-interface design principles for experimental control software
%S Student posters
%A Ronald Laurids Boring
%B CHI01
%D 2001
%V 2
%P 399-400
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634302
%X Much has been written about applying principles and methods of
psychology to user-interface design. There is an enormous gap in the
literature and in practice for the inverse -- applying user-interface
design to psychology. With the prevalence of experimental control
software (ECS) in psychology and HCI, it is imperative to consider how
ECS would benefit from the application of user-interface design
principles. In this paper, several key usability shortcomings in ECS are
evaluated, and a set of usability guidelines for the development of ECS
is presented. 

%M C.CHI.01.2.401
%T Expanding an advanced, interface: modifying and reapplying design
guidelines
%S Student posters
%A Anne Vinter Ratzer
%B CHI01
%D 2001
%V 2
%P 401-402
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634303
%X I describe an ongoing design process for expanding a user interface
involving advanced interaction techniques (marking menus and
toolglasses). My goal is to investigate evaluation and reuse of design
guidelines for untraditional interfaces in a participatory design
process. 

%M C.CHI.01.2.403
%T Multiple hierarchies in user workspace
%S Student posters
%A Richard Boardman
%B CHI01
%D 2001
%V 2
%P 403-404
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634304
%X Desktop workspaces contain many user-defined hierarchies such as the
file system, email folders and web bookmark folders. Previous studies
have shown that users encounter many overheads in the management and
navigation of individual hierarchies. In contrast, this paper presents
an exploratory study of how users work with the multiple hierarchies of
their workspace.
   The organisations of three hierarchies (file system, email folders
and web bookmark folders) were compared for ten users. The study found
that overheads are compounded when working with multiple hierarchies.
Improved support is required for managing multiple hierarchies in user
workspace. The sharing of organisational information between hierarchies
is proposed as one possible approach. 

%M C.CHI.01.2.405
%T Save and store personal experiences
%S Student posters
%A Senja Edvardsson
%B CHI01
%D 2001
%V 2
%P 405-406
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634305
%X The aim of this paper is to explore a concept of how visitors'
personal experiences from a public environment such as an art museum
easily can be saved for individual access at a later occasion. The
advocated approach is to save experiences by using images of physical
objects exhibited at museums as a trigger to remember personal
experiences. Ethnographical inspired methods such as observation were
used at the Swedish National museum to gain knowledge on conditions for
saving experiences. This resulted in design implication and a suggestion
of a design approach for future prototype work. 

%M C.CHI.01.2.407
%T Creating a memory palace using a computer
%S Student posters
%A Joshua Harman
%B CHI01
%D 2001
%V 2
%P 407-408
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634306
%X A memory palace is a mnemonic device used heavily during the
Renaissance. The idea of a memory palace is to create a mental house in
which to store symbolic images that can later serve as cues for
information retrieval. Much has been made in the psychological
literature about the importance of contextual cues for information
retrieval. A memory palace serves as an effective way to organize and
create contextual cues that can be used later for memory recall. The
memory palace project is an attempt to import this completely mental
construct into a format a user can manipulate using a computer or PDA. 

%M C.CHI.01.2.409
%T Understanding the use and utility of anthropomorphic interface agents
%S Student posters
%A Jun Xiao
%B CHI01
%D 2001
%V 2
%P 409-410
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634307
%X We are exploring the use of anthropomorphic agents in user interfaces
in order to understand their potential and utility. Initially, we are
conducting a series of Wizard of Oz experiments in order to factor out
competence as an issue, and to vary particular aspects of an
anthropomorphic agent's presentation. 

%M C.CHI.01.2.411
%T Surface effects on alignment of graphic and real objects in a
stereoscopic augmented reality environment
%S Student posters
%A Ming Hou
%B CHI01
%D 2001
%V 2
%P 411-412
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634308
%X This poster provides the latest experimental result of a virtual
pointer (VP) alignment task at designated probe positions on a cylinder
real object surface in a stereoscopic augmented reality environment. The
purpose was to evaluate subject's sensitivity to surface texture, target
position on the curved surface, VP form, and binocular disparity. The
main findings were: a) surface texture had a significant effect, highly
textured surface facilitated higher localization accuracy than low
textured surface; b) target position had a significant influence, with
the central position relative to the observer had less error than the
off-centre position; c) binocular disparity had a perceptual interaction
with the target position. 

%M C.CHI.01.2.413
%T Exploring the design space for personal information management tools
%S Student posters
%A Rodney Peters
%B CHI01
%D 2001
%V 2
%P 413-414
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634309
%X The storing and retrieval of personal and work-related information
from large capacity storage devices has become tedious and haphazard
especially for individuals that are not technologically or computer
literate. There must be a better a way to help people remember where
information has been stored, implicate its temporal importance and
manage daily tasks. This paper discusses a study currently investigating
personal information management and archiving, with an objective of
designing software tools to assist the process. 

%M C.CHI.01.2.415
%T Supporting user-specific views via multidimensional trees
%S Student posters
%A Hartmut Obendorf
%A Sven Bertel
%A Kai Florian Richter
%B CHI01
%D 2001
%V 2
%P 415-416
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634310
%X Large sets of information need to be structured in order to be
usable. Users often build hierarchical representations of information
that are both user- and task-specific. Traditional structuring
techniques used in information systems often fail to support these
hierarchies. We try to support the use of individual concepts of the
information space with a general structure. We also try to minimize the
number of forced decisions in the user's decision tree. 

%M C.CHI.01.2.417
%T Displaying dynamic information
%S Student posters
%A Jaime B. Teevan
%B CHI01
%D 2001
%V 2
%P 417-418
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634311
%X In this paper I introduce the problem of displaying dynamic
information. I give several examples where an individual must interact
with information that is changing beyond her control. The challenge in
displaying this information is to discover how the user's context can be
maintained while giving her access to the new information that becomes
available. The user should feel in control of the information despite
the fact that it is changing. This can be done effectively by
understanding what conceptual anchors the user creates into the data,
and keeping them constant while changing the other information as
needed. 

%M C.CHI.01.2.419
%T Finding what changes: a technique for evaluating icon coding in
display systems
%S Student posters
%A Angela Garabet
%A Tonya Stokes
%B CHI01
%D 2001
%V 2
%P 419-420
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634312
%X In large-scale systems a user may be required to perform
status-monitoring tasks that rely upon the detection of changes among
differentially coded icons. We demonstrate a technique for analyzing the
utility of coding dimensions in terms of the users' ability to detect
display changes in icons that share properties (form, color,
orientation, etc.). Results suggest that observers may use the
dimensions of color and form to selectively attend to the icons relevant
to the task. However, users were unable to completely filter out
irrelevant icons to the detriment of their performance on the change
detection task. 

%M C.CHI.01.2.421
%T The effects of graphic organizers that signal the structure of a
hypertext document on user's navigation strategies and performance
%S Student posters
%A Rachel Michael Nilsson
%B CHI01
%D 2001
%V 2
%P 421-422
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634313
%X Two experiments tested the hypothesis that graphical organizers aid
users of hypertext documents by providing explicit structural cues.
Participants answered thirty questions using a hierarchical website of
aquatic animals. In Experiment 1, participants given non-navigable maps
were more efficient than participants not given maps on questions 1-20,
but marginally less efficient on questions 21-30. In Experiment 2,
animal pages contained either an organizer that located the current page
within the structure of the website (explicit group), or did not
(implicit group). The explicit group was faster during the test phase,
but not more efficient. Spatial ability and prior knowledge affected
performance. These results suggest that maps are initially useful but
discourage further learning. 

%M C.CHI.01.2.423
%T Content control in multimedia applications
%S Student posters
%A Zoe Swiderski
%B CHI01
%D 2001
%V 2
%P 423-424
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634314
%X Increasingly expressive input and information presentation techniques
are said to enhance interactivity. This paper argues that increased
interactivity alone is not sufficient. Though in many cases it may allow
more flexible or efficient methods for conveying users' needs, it is
often true that a range of retrieved information is obtained from which
the user must filter the really useful information. This problem is
exacerbated with the increasing popularity of the Internet and its use
of multiple media types. This paper describes a 'volume' control for
multimedia objects. The volume control is used to adjust the level of
detail presented in multiple media objects. 

%M C.CHI.01.2.425
%T Silver: an intelligent video editor
%S Student posters
%A Juan P. Casares
%B CHI01
%D 2001
%V 2
%P 425-426
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634315
%X Silver is an authoring tool that allows novice users to edit digital
video. A variety of AI techniques provide high-level metadata from the
audio signal and video, including shot boundaries and a
time-synchronized transcript. Silver uses this metadata to provide
multiple, synchronized views of the content, including transcript, tree
outline and hierarchical timeline views. These interface components are
used to organize and edit the source material. The user can drag and
drop representative frames or directly cut and paste in any view,
including the transcript. Our work now focuses on supporting intelligent
selection when there is a disparity between audio and video boundaries. 

%M C.CHI.01.2.427
%T Redesigning traditional media and assessing entertainment value with
online comics
%S Student posters
%A Juan Casares
%A Karen Cross
%A Andrea Klein
%A Stavros Polyviou
%A Daniel Yocum
%B CHI01
%D 2001
%V 2
%P 427-428
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634316
%X As traditional media make the transition to the web, the need for a
systematic way of assessing the entertainment value of interfaces
becomes increasingly important. In this paper we describe an experiment
using online manipulations of traditional paper comic books to a)
evaluate the effectiveness of different online presentations of a
traditional entertainment medium and b) contrast systematic evaluation
methods for assessing entertainment value. Paper comic books were
transferred online and manipulated in two ways: the degree of user
control in advancing through the story ("user control") and the amount
of the original page presented on the screen at a one time ("visual
scope"). We used a combination of methods to measure entertainment
value: pre and post questionnaires, active experience surveys, facial
expression analysis, heart rate measurement and time spent on the
interface. From this study, it was determined that the most successful
way of presenting comic books online is by giving the user full control
over the navigation ("manual" condition), and by presenting each comic
book page panel by panel ("panel in page" condition). The most effective
and practical way for assessing entertainment value, according to the
results of this study, is the use of post questionnaires, and either
active experience surveys or facial expression analysis. 

%M C.CHI.01.2.429
%T Case study of a ubiquitous image/video capture system
%S Student posters
%A Dipin Hora
%B CHI01
%D 2001
%V 2
%P 429-430
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634317
%X This paper presents the case study of the design of a ubiquitous
photographic/videographic based capture system and talks about an
application of it. It also describes how these images/videos can be used
for a personal consumer application and also as empirical
anthropological data. 

%M C.CHI.01.2.431
%T MultiPoint: a case study of multimodal performance for building
presentations
%S Student posters
%A Anoop K. Sinha
%A Michael Shilman
%A Niraj Shah
%B CHI01
%D 2001
%V 2
%P 431-432
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634318
%X MultiPoint is a speech and pen user interface for building
presentations, implemented as an add-on to Microsoft PowerPoint. In this
study, we compared users' performance between building presentations
with MultiPoint and with PowerPoint. We also compared participants'
performance between using Wizard of Oz (Woz) speech recognition and
computer speech recognition. In aggregate, six participants with Woz
recognition completed tasks in about the same time and with about the
same number of errors, as they did using PowerPoint alone. Six
participants with computer speech recognition took twice the time and
committed four times as many errors, as they did using PowerPoint. 

%M C.CHI.01.2.433
%T The LoveBomb: encouraging the communication of emotions in public
spaces
%S Student posters
%A Rebecca Hansson
%A Tobias Skog
%B CHI01
%D 2001
%V 2
%P 433-434
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634319
%X We are exploring the use of persuasive computational technology as an
instrument for the communication of human emotions. Our current focus is
on encouraging such communication between strangers. We present the
concept of the LoveBomb -- a mobile and persuasive device that allows
people to anonymously communicate feelings of love (happiness) and
sadness. The device contains a radio transceiver that the user can
employ to send out shock waves of love, affecting people in the
proximity carrying a LoveBomb device. The device also lets its users cry
for compassion, quietly signaling to others that they are sad. The
LoveBomb is intended to encourage people to express themselves
emotionally when situated amongst strangers in public spaces. Focus
group studies have provided us with an initial understanding regarding
the LoveBomb's potential social impact. 

%M C.CHI.01.2.435
%T A piece of butter on the PDA display
%S Student posters
%A Lars Weberg
%A Torbjorn Brange
%A Asa Wendelbo Hansson
%B CHI01
%D 2001
%V 2
%P 435-436
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634320
%X This paper describes an interaction concept for controlling the
cursor on a hand-held computing device's display, in difference to the
desktop interaction paradigm. "Cursor" is defined as a small point-like
indicator which is movable on a graphic interface. "Hand-held computing
device" can for example be a Personal Digital Assistant (PDA). Moving
the cursor should be like moving a piece of butter in a hot frying pan:
The more the pan (device) is tilted, the quicker the butter (cursor)
will slide "downhills". We also describe a menu system designed for this
type of control. 

%M C.CHI.01.2.437
%T Communication failure in home-help service
%S Student posters
%A Lina Larsson
%B CHI01
%D 2001
%V 2
%P 437-438
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634321
%X This paper presents the preliminary results from an ongoing research
project with the purpose to explore possible ways of using and
benefiting from mobile technology for home-help service.
   It is based upon a field study of three Swedish home-help service
units. The project aims at an understanding of the work practices of the
home-help service. The paper shows that the informal communication is an
important practice in the work, but not always sufficient. This is
exemplified by an episode with a caretaker. The incident implies that
the practice of informal communication possibly could benefit from
mobile technology. 

%M C.CHI.01.2.439
%T Ability by mobility
%S Student posters
%A Victoria Nilsson
%B CHI01
%D 2001
%V 2
%P 439-440
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634322
%X In this paper, we describe how aspects on usability may be explored
in interviews with people from the disabled community. By using Future
Workshops and ethnographical studies to get a user perspective on how
new technology could be an aid for people who are usually restricted by
immobility. How to make access to places and information at locations
out of physical reach possible and let all of us take an active part in
the modern society. With those means we explore what is possible to do
in the present situation, and what would be desirable to do in the
future. We have many interesting proposals on what would be valuable
technical aids. Extending these with ethnographical studies of the
perceived user groups, those ideas where further developed. 

%M C.CHI.01.2.441
%T TreePredict: improving text entry on PDA's
%S Student posters
%A Fredrik Kronlid
%A Victoria Nilsson
%B CHI01
%D 2001
%V 2
%P 441-442
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634323
%X In this paper we describe how an improved word prediction implemented
on a PDA can make it easier for users to enter text. The resulting
predictions are a result of trigrams using POS-tags (Part Of Speech).
The first two parts of the trigrams are POS-tagged, and the last part is
extended into a ternary tree, using information from the trigrams to
narrow the search. With an improved predictions system, the users are
more likely to trust the system, find it improves their ability to enter
text with less keystrokes. It is also likely that they will to use the
prediction feature more actively when they perceive that it is useful to
them. 

%M C.CHI.01.2.443
%T Using handhelds as controls for everyday appliances: a paper
prototype study
%S Student posters
%A Jeffrey W. Nichols
%B CHI01
%D 2001
%V 2
%P 443-444
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634324
%X Everyday appliances, including telephones, copiers, and home stereos,
increasingly contain embedded computers which enable greater
functionality. If the interfaces to these appliances were easy to use,
people might benefit from these new functions. Unfortunately, it is rare
to find a well-designed appliance interface. This study shows that
existing appliance interfaces could be improved by using a remote
control interface on a handheld computer. 

%M C.CHI.01.2.445
%T Walk-up keyboard: an efficient low overhead interface for transient
workers
%S Student posters
%A Matthew Rosencrantz
%A Kurt Partridge
%B CHI01
%D 2001
%V 2
%P 445-446
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634325
%X A situation that traditional PC centered computing does not serve
well is that of transient workers; workers who are required to move from
place to place frequently, yet still be able to interact with their
data. We used intra-body signaling to construct a system that allows
workers to carry wearable computers and interact with them through a
standard keyboard and monitor. The system has low overhead when changing
terminals as the association between terminal and wearable occurs
automatically when the user comes into contact with the terminal.
Although the system is still under development, an initial
implementation has verified that the desired functionality is
obtainable. 

%M C.CHI.01.2.447
%T Developing heuristics for synchronous collaborative systems
%S Student posters
%A Jill Drury
%B CHI01
%D 2001
%V 2
%P 447-448
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634326
%X Heuristic evaluation is widely used for single-user computer systems,
but research is ongoing to find a valid set of heuristics that can be
applied to synchronous multi-user, or collaborative, computing systems.
I have derived a set of heuristics based on six theories and metaphors
of collaborative system behavior. The heuristics are being validated
through use and a planned experiment. 

%M C.CHI.01.2.449
%T ATC do I trust thee?: referents of trust in air traffic control
%S Student posters
%A Deirdre Bonini
%B CHI01
%D 2001
%V 2
%P 449-450
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634327
%X In this paper, we describe an approach to understanding the role of
trust in the domain of air traffic control (ATC). We conceptualise trust
in terms of the dimensions of belief and control, and identify four
referents as necessary elements to describe an air traffic controllers'
trust in the system. A number of attributes of the referents were
selected, and their relevance was supported by the results of a
questionnaire. Experience of working with others and using technology,
was reported as being essential. Future work will include a widening of
scope, and an experimental validation of the influence of referents and
attributes on the level of trust in a system. 

%M C.CHI.01.2.451
%T User response to two algorithms as a test of collaborative filtering
%S Student posters
%A Adam W. Shearer
%B CHI01
%D 2001
%V 2
%P 451-452
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634328
%X The purpose of this experiment was to determine whether
recommendations based on collaborative filtering (CF) are perceived as
superior to recommendations based on user population averages. The test
vehicle was a movie recommender. 29 subjects were divided into 2 groups,
each group using one of these systems. The recommender systems suggested
movies which subjects later viewed. Each subject filled out pre and
post-questionnaires about their experience. Subjects using the CF
algorithm rated more movies. Subjects placed slightly more confidence in
the recommendations of the population averages algorithm. Both
algorithms were over-confident compared to subjects ratings. Subjects
found both recommender systems to be an effective source of finding
entertainment. User responses did not reveal a noticeable difference
between the two algorithms. 

%M C.CHI.01.2.453
%T Using interactive maps for navigation and collaboration
%S Student posters
%A Wendy A. Schafer
%B CHI01
%D 2001
%V 2
%P 453-454
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634329
%X Interactive maps provide unique ways to support collaboration. They
can be used to navigate virtual environments and support collaborative
activities within these environments. This poster gives an example of
map-based navigation and some guidelines for its use. Additional map
applications are also suggested. 

%M C.CHI.01.2.455
%T Predicting user intentions in graphical user interfaces using
implicit disambiguation
%S Student posters
%A David Noy
%B CHI01
%D 2001
%V 2
%P 455-456
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634330
%X We address the problem of predicting user intentions in cases of
pointing ambiguities in graphical user interfaces.
   We argue that it is possible to heuristically resolve pointing
ambiguities using implicit information that resides in natural pointing
gestures, thus eliminating the need for explicit interaction methods and
encouraging natural human-computer interaction.
   We present two speed-accuracy measures for predicting the size of the
intended target object. These two measures are tested empirically and
shown to be valid and robust.
   Additionally, we demonstrate the use of exact mouse location for
disambiguation and the use of estimated movement continuation for
predicting intended target objects at early stages of the pointing
gesture. 

%M C.CHI.01.2.457
%T The information curtain: creating digital patterns with dynamic
textiles
%S Student posters
%A Linda Melin
%B CHI01
%D 2001
%V 2
%P 457-458
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634331
%X We are exploring ways to bridge the gap between traditional
interior-design materials and digital media. At a time when computers
become ubiquitous we think it is important to explore alternative
display materials that can be better integrated in the human
environment. The information curtain is a seemingly ordinary textile
that can change color and pattern dynamically according to some input
data. This was achieved by creating a special textile based on fibers
that change color according to the amount of ultra-violet (UV) light. A
color will appear on the surface when exposed to UV light and then
slowly fade away when the light is turned off. By connecting the fabric
to a computer-controlled UV light we will be able to use textiles as an
output for digital media. 

%M C.CHI.01.2.459
%T "Are you there Margaret? It's me, Margaret": speech recognition as a
mirror
%S Student posters
%A Christine Flounders
%B CHI01
%D 2001
%V 2
%P 459-460
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634332
%X This paper briefly examines the design space of speech recognition as
an input device. I discuss the particular advantages of speech
recognition over other button-pushing modes of input. The goal of this
paper is to examine speech devices that operate as a reflective tool for
Human-Computer Interaction. I detail the construction and implementation
of a simple speech recognition device, the Speech Patternizer, which
specifies the frequency of indicated words in recorded speech. Through
the prototyping of this device and a longitudinal study of it, I inspect
the more nuanced models of Human-Computer Interaction that make speech
patterns more transparent and interpretable. The value of the ability to
examine and assess speech interaction between computers and humans is
also discussed. 

%M C.CHI.01.2.461
%T Useful parameters for the design of laser pointer interaction
techniques
%S Student posters
%A Choon Hong Peck
%B CHI01
%D 2001
%V 2
%P 461-462
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634333
%X This paper reports on some fundamental parameters for the design of
wall-based laser pointer interaction techniques. Ten users participated
in this study and their laser points were tracked and recorded by a
computer. The data collected were then processed and statistically
analyzed to provide parameters like the size of the dwell of a laser
point, the time taken to acquire a target and the time required to
determine a dwell on a target. These numbers are needed when designing
interaction techniques that use a laser pointer. 

%M C.CHI.01.2.463
%T Task blocks: tangible interfaces for creative exploration
%S Student posters
%A Michael Terry
%B CHI01
%D 2001
%V 2
%P 463-464
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634334
%X This paper introduces Task Blocks, a system that uses physical
blocks, called task blocks, to represent computational functions. Users
string task blocks together to create a "pipeline" that sequentially
manipulates data. Input devices attach directly to individual task
blocks to control the effect of each function in the pipeline. The
design of the system encourages hands-on, active experimentation by
allowing users to directly insert, delete, or modify any function in the
pipeline. This paper presents the design of Task Blocks and results from
initial prototyping efforts. 

%M C.CHI.01.2.465
%T Senior-centered design of health information architecture
%S Student posters
%A Panayiotis Zaphiris
%A Sri Kurniawan
%B CHI01
%D 2001
%V 2
%P 465
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634335
%X A series of senior-centered design experiments were used to define
the best-fitting web hierarchy for health information for seniors are
reported.
   Three experiments were performed, namely card sorting, category
identification and category labeling. The card sorting experiment's
results show that senior participants grouped items conceptually on the
higher categorization level but were influenced by literal words found
in the link names when grouping items at a finer categorizations deeper
down the hierarchy. The category identification and category labeling
experiments' results suggests the importance of involving users to
properly label the link and group names. 

%M C.CHI.01.2.469
%T Tearing down walls for the homebound elderly
%S Student posters
%A Jennifer L. Gregg
%B CHI01
%D 2001
%V 2
%P 469-470
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634336
%X It is estimated that by 2030, there will be about 70 million older
adults, more than twice their number in 1990 [1], indicating a growing
number of frail elderly who are more likely to become socially isolated
because of chronic health conditions due to advancing age. The purpose
of this study was determine if emerging telecommunication technologies
could help to change the social framework of homebound and
mobility-limited people's lives. Four plain-old-telephone-service (POTs)
-based videoconferencing units were placed in the homes of shut-in
elderly for six months. Interviews conducted at three time points
indicate participants felt more connected to their community because of
the technology. 

%M C.CHI.01.2.471
%T Capturing camp experiences on the web: -design of Cyber Camp CAEN-
%S Student posters
%A Hyun Jhin Lee
%B CHI01
%D 2001
%V 2
%P 471-472
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634337
%X In this paper, I present Cyber Camp CAEN, a novel web-based form of
computer programming education for junior/high school students. Cyber
Camp CAEN is a web-based interactive learning platform which
incorporates many of the pedagogical features that make University of
Michigan's Camp CAEN successful. Based on observations, surveys, and
interviews, three features of camp life were found to be particularly
significant, and they have been incorporated into the Cyber Camp CAEN
design. Those features are: 1) competition, 2) collaboration, and 3)
unpredictability. Cyber Camp CAEN incorporates these aspects of camp
experience by utilizing A) a peer-based and skill graded learning
community; B) live online peer help; C) an "Iron programmer"
competition; and D) project exhibitions. 

%M C.CHI.01.2.473
%T Bringing design dialog to HCI education
%S Student posters
%A Colleen M. Kehoe
%B CHI01
%D 2001
%V 2
%P 473-474
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634338
%X This research examines design dialog as a technique for helping HCI
students learn through design activities. An undergraduate class using
this technique with an experienced professor is studied. The students
and the professor differ in the techniques they use in asking questions
about other students' design projects. Results suggest that students
will need help focussing on what they are learning from their design
projects. 

%M C.CHI.01.2.475
%T Essentials of cell biology: usability test of a multimedia cd-rom
science curriculum for high-school students
%S Student posters
%A Mary Deraitus
%A Kris Freeman
%B CHI01
%D 2001
%V 2
%P 475-476
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634339
%X The CD-ROM "Essentials of Cell Biology" (ECB), a self-guided
curriculum and reference program, was developed by Health and
Environmental Resources for Educators program in the Department of
Environmental Health at the University of Washington for use by
high-school students. This pilot study described here gathered
information on the usability of ECB through formal usability
observations of two 15-year-old participants as they used the program,
and through post-test interviews. The pilot study also identified areas
of concern that might be of interest to future researchers in testing
adolescents. The developers of the CD-ROM used the findings from this
study in their successful grant application to obtain additional funding
to correct usability problems in the CD-ROM. 

%M C.CHI.01.2.477
%T Verbaliser-visualiser learning on a statistics training program
%S Student posters
%A Yean Wei Ong
%B CHI01
%D 2001
%V 2
%P 477-478
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634340
%X Can we improve information uptake by tailoring training to individual
users' verbal-visual cognitive styles? This study examined the
relationship between cognitive style and learning performance on a
computer-based training program on measures of central tendency.
Verbalisers (verbal stylists), visualisers (visual stylists), and
controls (flexible stylists) were selected, and tested on two formats
(sentence and diagram) of a statistics training program. Verbalisers and
visualisers were expected to do better when format matched style.
Contrary to predictions, controls gave different performance across
formats while verbalisers and visualisers gave similar performance
across formats. Possible explanations are presented. 

%M C.CHI.01.2.479
%T Design and implementation of an educational technology for a historic
home
%S Student posters
%A Joshua T. Cothran
%A James Clawson
%A Jehan Moghazy
%B CHI01
%D 2001
%V 2
%P 479-480
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634341
%X Rhodes Hall, a turn-of-the-century home in Atlanta, Georgia, occupies
a significant place in the cultural heritage of the South. Using the
iterative design process, we have broken down the design space of Rhodes
Hall and found ways to implement useful technologies. Methods of data
collection include research, interviews, monitoring tours, and other
techniques. Based on this data, we have designed a prototype for an
educational software package. The software will improve the quality and
experience of learning for middle school students visiting the historic
home. Beginning January 2001, we will revise and implement the design,
carrying out formative and summative evaluations of the software. 

%M C.CHI.01.2.481
%T Mobile communications: understanding users, adoption, and design
%S Workshops
%A Marilyn Salzman
%A Leysia Palen
%A Richard Harper
%B CHI01
%D 2001
%V 2
%P 481-482
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634343
%X Mobile telephony adoption is on the rise, with industry projections
suggesting that wireless subscribers will reach 1 billion worldwide by
2002 [3]. Recent technological innovations have also dramatically
enhanced the capabilities of the wireless telephone [8]. No longer
restricted to voice communications, wireless devices are now also able
to transmit and manipulate data. Leveraging the power of these new
technologies, various business sectors are working together to offer a
wide array of services, including voice communications, short messaging,
information services, web surfing, location-based services, and
e-commerce. Each sector is looking for the next "killer application,"
yet we are still learning about people's information and communication
needs while "on the go" [9, 10, 11]. Additionally, it is difficult to
anticipate what new possibilities or challenges are created for the user
upon the introduction of these new computational capabilities. An
understanding of these issues is critical to the CHI community's ability
to produce good technology -- technology that is innovative, useful,
usable, and profitable. 

%M C.CHI.01.2.483
%T Transforming the UI for anyone. anywhere: enabling an increased
variety of users, devices, and tasks through interface transformations
%S Workshops
%A Charles Wiecha
%A Pedro Szekely
%B CHI01
%D 2001
%V 2
%P 483-484
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634344

%M C.CHI.01.2.485
%T Interactive narrative and knowledge stewardship
%S Workshops
%A Tom Carey
%A Karel Vredenburg
%A Jim Bizzocchi
%B CHI01
%D 2001
%V 2
%P 485-486
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634345
%X This workshop will bring together a diverse set of participants to
explore the use of interactive narrative for knowledge stewardship.
Participants will bring existing or proposed interactive narratives for
analysis and review. The workshop will also develop a draft research
agenda linking various disciplinary perspectives. 

%M C.CHI.01.2.487
%T Distributed and disappearing user interfaces in ubiquitous computing
%S Workshops
%A Anind K. Dey
%A Peter Ljungstrand
%A Albrecht Schmidt
%B CHI01
%D 2001
%V 2
%P 487-488
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634346
%X New concepts for human-computer interaction have to be developed when
envisioning ubiquitous computing scenarios [7]. Instead of a single
screen-based user interface (UI), humans will interact with a number of
devices that are distributed and interconnected. These computers range
from highly personal and mobile appliances to systems that are
integrated in everyday environments and are more or less invisible. When
all the potential components are considered together, the design space
for the UI becomes much larger than with conventional personal
computers. In the process of designing UIs, decisions on the
distribution of the input as well as the output through both space and
time are needed. This also raises questions on how to deal with
alternative, multiple input options, redundant output opportunities, and
the fact that many of these UIs cannot expect to have people's attention
for a long time. 

%M C.CHI.01.2.489
%T Integrating diverse research and development approaches to the
construction of social cyberspaces
%S Workshops
%A Shelly Farnham
%A Marc A. Smith
%A Jennifer Preece
%A Amy Bruckman
%A Douglas Schuler
%B CHI01
%D 2001
%V 2
%P 489-490
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634347
%X Researchers take a broad range of approaches in studying social
cyberspaces, and each approach has its own theoretical underpinnings,
goals, methods, advantages, and disadvantages. We intend to bring
researchers from various backgrounds together, document the range of
variation in this interdisciplinary area, and build connections among
these practitioners. Using a survey instrument, this workshop will
create a resource catalog (distributed through the web) that can be used
by others in this field to guide them through the range of approaches in
current use. Particular attention will be paid to the advantages and
disadvantages of the different methodological approaches researchers
take to understand, develop and enhance specific research topics. 

%M C.CHI.01.2.491
%T New interfaces for musical expression
%S Workshops
%A Ivan Poupyrev
%A Michael J. Lyons
%A Sidney Fels
%A Tina Blaine (Bean)
%B CHI01
%D 2001
%V 2
%P 491-492
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634348
%X The rapid evolution of electronics, digital media, advanced
materials, and other areas of technology, is opening up unprecedented
opportunities for musical interface inventors and designers. The
possibilities afforded by these new technologies carry with them the
challenges of a complex and often confusing array of choices for musical
composers and performers. New musical technologies are at least partly
responsible for the current explosion of new musical forms, some of
which are controversial and challenge traditional definitions of music.
Alternative musical controllers, currently the leading edge of the
ongoing dialogue between technology and musical culture, involve many of
the issues covered at past CHI meetings. This workshop brings together
interface experts interested in musical controllers and musicians and
composers involved in the development of new musical interfaces. 

%M C.CHI.01.2.493
%T Tools, conceptual frameworks, and empirical studies for early stages
of design
%S Workshops
%A Kumiyo Nakakoji
%A Mark D. Gross
%A Linda Candy
%A Ernest Edmonds
%B CHI01
%D 2001
%V 2
%P 493-494
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634349

%M C.CHI.01.2.495
%T Text entry on mobile systems: directions for the future
%S Workshops
%A Poika Isokoski
%A I. Scott MacKenzie
%B CHI01
%D 2001
%V 2
%P 495
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634350
%X Mobile text input is hampered by the absence of a traditional
keyboard. This, combined with demand for rapid and effortless writing
methods for mobile devices, presents a special challenge. Various
systems seeking to meet this challenge have recently emerged. Often,
however, rigorous evaluation is lacking, and, so, there is little
objective data to inform design. The goal of this workshop is to bring
together experts on text entry methods, language prediction and
modeling, and natural language input to discuss the state of the art and
future directions in mobile text entry. 

%M C.CHI.01.2.497
%T Managing usability defects from identification to closure
%S Workshops
%A Paul McInerney
%A Christian Pantel
%A Karl Melder
%B CHI01
%D 2001
%V 2
%P 497-498
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634351
%X Usability engineering programs generate volumes of raw data that are
analyzed and synthesized into findings. While quantitative results such
as task completion time and satisfaction ratings are straightforward to
analyze and report, qualitative findings are less so. Qualitative
findings encompass defects or flaws introduced at various stages of
development, user suggestions for improving an acceptable design, and
more diffuse usability concerns that need further investigation.
   It is not sufficient for usability engineers to simply identify
usability defects. These defects must be communicated, tracked,
resolved, and reported on. The effectiveness of a usability engineering
process can be measured by its success rate in causing legitimate
usability issues to be successfully resolved. This workshop will seek to
identify best practices for managing usability defects from the time
they are identified to the time they are closed. 

%M C.CHI.01.2.499
%T Universal design: towards universal access in the information society
%S Workshops
%A Constantine Stephanidis
%A Demosthenes Akoumianakis
%B CHI01
%D 2001
%V 2
%P 499-500
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634352
%X This workshop aims to advance an understanding of the concepts and
principles of universal design and extrapolate on their relevance to
Information Society Technologies. Specifically, the workshop will seek
to review methods and techniques currently in use, ongoing work and
future research issues, and establish the foundations of a conceptual
frame of reference for applying universal design into Information
Society Technologies in general, and HCI in particular. 

%M C.CHI.01.2.501
%T Building the ubiquitous computing user experience
%S Workshops
%A W. Keith Edwards
%A Mark W. Newman
%A Jana Z. Sedivy
%B CHI01
%D 2001
%V 2
%P 501-502
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634353
%X Many aspects of Mark Weiser's original vision of ubiquitous computing
[3] are rapidly becoming reality. Unlike just a few years ago, where we
had at most one computer per person, many of us now routinely carry
several "intelligent" devices. These may include PDAs, cell phones,
laptop computers, portable digital music players, and so on.
Additionally, our daily environments are often inhabited by digital
devices such as computer display projectors and computer-augmented
whiteboards.
   Increasingly, these devices have the ability to interconnect with one
another, whether through short-range, proximity-based transports such as
infrared or Bluetooth, via longer-range wireless technology, or through
"traditional" wired networks. As we carry with us and are surrounded by
increasing numbers of interconnectable devices -- as well as rapidly
proliferating interconnected software services -- we are confronted with
the question: how will we understand, make sense of, and ultimately use,
the functionality around us? 

%M C.CHI.01.2.503
%T Interactive television: strategies for designing useful and usable
services
%S Workshops
%A Owen Daly Jones
%A Rachel Carey
%B CHI01
%D 2001
%V 2
%P 503
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634354

%M C.CHI.01.2.504
%T The elements of online trust
%S Workshops
%A Cynthia L. Corritore
%A Susan Wiedenbeck
%A Beverly Kracher
%B CHI01
%D 2001
%V 2
%P 504-505
%* (c) Copyright 2001 ACM
%W http://doi.acm.org/10.1145/634067.634355
%X The increasing success and popularity of the Internet makes this a
critical time to examine elements that can cause online user
interactions to be a success or a dismal failure. One of the most
important of these elements, trust, has been identified as critical in
ensuring a successful online interaction (Cheskin, 2000; Egger, 2000;
Stratford, 2000). Human trust is essential for effective online
experiences in part because these systems eliminate or minimize
face-to-face contact. Online interface designers are also interested in
trust as it relates to their ability to design elements into their
websites that engender trust on the part of their users. They require
knowledge about what goes into building an online trust relationship
with a user which they can use to facilitate this process. While the
importance of online trust is recognized, its study is just beginning.
Questions such as 'what exactly is online trust?' and 'What makes a
website trustworthy?' are some of the key issues in the study of online
trust. We have identified two online contexts upon which to focus during
the workshop. These are: ecommerce and health care information systems. 

fpack:!@#$%^&*(): CHI02-2.BA
%M C.CHI.02.2.492
%T Focus plus context screens: displays for users working with large
visual documents
%S Demonstrations
%A Patrick Baudisch
%A Nathaniel Good
%B CHI02
%D 2002
%V 2
%P 492-493
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506445
%X Users working with documents that are too large and detailed to fit
the user's screen (e.g. chip designs) have the choice of zooming or
applying appropriate visualization techniques. In this demonstration, we
will present focus plus context screens-wall-size low-resolution
displays with an embedded high-resolution display region. They allow
users to view details of a document up close, while simultaneously
seeing peripheral parts of the document in lower resolution. Unlike
overview plus detail, focus plus context screens do not require users to
visually switch between multiple views. Unlike fisheye views, focus plus
context screens do not introduce distortion.

%M C.CHI.02.2.494
%T An automated approach and virtual environment for generating
maintenance instructions
%S Demonstrations
%A Russell S. Blue
%A Jeff Wampler
%A G. Bowden Wise
%A Louis J. Hoebel
%A Boris Yamrom
%A Christopher R. Volpe
%A Bruce Wilde
%A Pascale Rondot
%A Ann E. Kelly
%A Anne Gilman
%A Wesley Turner
%A Steve Linthicum
%A George Ryon
%B CHI02
%D 2002
%V 2
%P 494-495
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506446
%X Maintenance of complex machinery such as aircraft engines requires
reliable and accurate documentation, including illustrated parts
catalogs (IPCs), exploded views, and technical manuals describing how to
remove, inspect, repair and install parts. For new designs, there are
often time constraints for getting a new engine to the field, and the
available documentation must go with it. Authoring technical manuals is
a complex process involving technical writers, engineers, as well as
domain experts (mechanics and designers). Often, several revisions are
required before a manual has correct IPC figures and maintenance
instructions. Compounding this problem is that technical writers often
perform tasks better suited for computers, leading to increased costs
and error. In this demonstration, we describe a new framework to
generate maintenance instructions from solid models (Computer Aided
Design/CAD data) and then validate these instructions in a
haptics-enabled virtual environment. Our approach utilizes natural
language processing techniques to generate a presentation-independent
logical form, which can be transformed for display within the virtual
environment. During the development of the system, task analyses, human
models, usability studies, and domain experts were used to gain
insights. The end result is a more integrated and human-centered process
for developing technical manuals, providing higher quality documents
with less cost.

%M C.CHI.02.2.496
%T LAPIS: smart editing with text structure
%S Demonstrations
%A Robert C. Miller
%A Brad A. Myers
%B CHI02
%D 2002
%V 2
%P 496-497
%K LAPIS, PBD, automated text editing, pattern matching,
programming-by-demonstration, search-and-replace
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506447

%M C.CHI.02.2.498
%T Hunter gatherer: a collection making tool for the web
%S Demonstrations
%A M. C. Schraefel
%A Yuxiang Zhu
%B CHI02
%D 2002
%V 2
%P 498-499
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506448
%X Task analysis of how users collect information from within Web pages
indicates that while capturing information within-Web-page is a common
task, it is not a frequent one. Tool support for this interaction is
poor: users must move between browsers for copying and editors for
pasting content They must also name the components captured and remember
to copy and add the URL from the source. These subtasks force users away
from their primary focus of information gathering and into information
management. Hunter Gatherer is a browser-based tool designed to address
the specific problems of forced divided attention in information
gathering smaller-than-Web-page sized components.

%M C.CHI.02.2.500
%T KidPad: collaborative storytelling for children
%S Demonstrations
%A Juan Pablo Hourcade
%A Benjamin B. Bederson
%A Allison Druin
%A Gustav Taxen
%B CHI02
%D 2002
%V 2
%P 500-501
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506449
%X Collaborative storytelling occurs frequently when children play, but
few efforts have been made to support it with computers. This
demonstration presents KidPad, a collaborative storytelling tool that
supports children creating hyperlinked stories in a large
two-dimensional zoomable space. Through the use of local tools, KidPad
provides children with advanced interaction techniques in a
collaborative environment.

%M C.CHI.02.2.502
%T Groupspace: a 3D workspace supporting user awareness
%S Demonstrations
%A Jeff Dyck
%A Carl Gutwin
%B CHI02
%D 2002
%V 2
%P 502-503
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506450
%X Real-time distributed groupware must support awareness of other users
if collaborators are to work together effectively. Several techniques
have been developed for enhancing awareness in two-dimensional shared
workspaces, but less is known about how to support awareness in 3D
workspaces. The Groupspace system incorporates several types of
awareness techniques (embodiment enhancements, participant list
enhancements, and the Grand Tour) to help users maintain awareness of
others' locations and perspectives, even when they are distant or out of
view.

%M C.CHI.02.2.504
%T Interaction in a collaborative augmented reality environment
%S Demonstrations
%A Holger T. Regenbrecht
%A Michael T. Wagner
%B CHI02
%D 2002
%V 2
%P 504-505
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506451
%X In this paper we describe an Augmented Reality (AR) system which
allows multiple participants to interact with two- and three-dimensional
data using tangible user interfaces. Interactively controllable 2D and
3D information is seamless integrated into the system.

%M C.CHI.02.2.506
%T Roomware: the second generation
%S Demonstrations
%A Norbert Streitz
%A Thorsten Prante
%A Christian Muller-Tomfelde
%A Peter Tandler
%A Carsten Magerkurth
%B CHI02
%D 2002
%V 2
%P 506-507
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506452
%X In this paper, we describe our 'Formal Demonstration Presentation'
and provide background information on the video published in the video
proceedings. The presentation provides an account of the development of
the second generation of roomware components based on our experiences
with the first generation. The redesign, resp. new design and
implementation resulted in a comprehensive environment consisting of
several different roomware components and software facilitating new
forms of human computer interaction and cooperation. We present the
second generation consisting of: DynaWall, InteracTable, CommChairs,
ConnecTable, and the Passage mechanism, together with the corresponding
software BEACH, PalmBeach, and MagNets.

%M C.CHI.02.2.508
%T E-windshield: a study of using
%S Demonstrations
%A Ted Selker
%A Winslow Burleson
%A Ernesto Arroyo
%B CHI02
%D 2002
%V 2
%P 508-509
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506453
%X The E-Windshield is a study in augmenting information with external
knowledge as well as automobile relevant information. A prototype
projection windshield is used to demonstrate 4 scenarios for using
imagery on automobile windshields. Scenarios are subdivided into two
conditions: Driving and Non-driving. In the first condition it
demonstrates the use of annotation to draw drivers attention to objects.
In the second condition the system presents an interface the size of the
windshield providing a multimedia experience to the user. When a car is
not occupied, it can be used as a public information board, showing
information concerning time, things that are around it or simply
presenting advertising. This display can also be used in collaboration
with other displays to form a large screen array.

%M C.CHI.02.2.510
%T Prototype implementations for a universal remote console
specification
%S Demonstrations
%A Gottfried Zimmermann
%A Gregg Vanderheiden
%A Al Gilman
%B CHI02
%D 2002
%V 2
%P 510-511
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506454
%X A 'Universal Remote Console' (URC) is a personal device that can be
used to control any electronic and information technology device (target
device/service), such as thermostats, TVs, or copy machines. The URC
renders the user interface (UI) of the target device in a way that
accommodates the user's preferences and abilities. This paper introduces
the efforts of user groups, industry, government and academia to develop
a standard for 'Alternate Interface Access' within the V2 technical
committee of the National Committee for Information Technology Standards
(NCITS). Some preliminary design aspects of the standard in work are
discussed shortly.

%M C.CHI.02.2.512
%T SearchKids: a digital library interface for young children
%S Demonstrations
%A Juan Pablo Hourcade
%A Allison Druin
%A Lisa Sherman
%A Benjamin B. Bederson
%A Glenda Revelle
%A Dana Campbell
%A Stacey Ochs
%A Beth Weinstein
%B CHI02
%D 2002
%V 2
%P 512-513
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506455
%X As more information resources become accessible using computers, our
digital interfaces to those resources need to be appropriate for all
people. However, digital library interfaces have typically been designed
for older children or adults. In this demonstration, we present
SearchKids, a digital library interface developmentally appropriate for
young children (age 5-10 years old). SearchKids offers a graphical
interface for querying, browsing and reviewing search results.

%M C.CHI.02.2.514
%T Video browsing interfaces for the open video project
%S Demonstrations
%A Gary Geisler
%A Gary Marchionini
%A Barbara M. Wildemuth
%A Anthony Hughes
%A Meng Yang
%A Todd Wilkens
%A Richard Spinks
%B CHI02
%D 2002
%V 2
%P 514-515
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506456
%X The Open Video Project is an on-going effort to develop an open
source digital video collection that can be used by the research
community and ultimately serve an even broader audience. The initial
collection contains video or metadata for more than 1600 digitized video
segments comprising nearly half a terabyte of content. Our primary goals
for this project are to provide free digital video content to people
doing a wide variety of research, to develop a collaborative research
environment for people interested in digital video, and to provide a
testbed for our own video browsing interface work. Each of these goals
fit within a broader mission to understand how people think about, seek,
and use digital video. This demonstration summarizes the current status
of the project through a brief tour of the Open Video web site,
describes our current work in developing surrogates to preview video
segments, and shows an innovative video browsing interface we are
developing.

%M C.CHI.02.2.516
%T A model-based tool for interactive prototyping of highly interactive
applications
%S Demonstrations
%A Remi Bastide
%A David Navarre
%A Philippe Palanque
%B CHI02
%D 2002
%V 2
%P 516-517
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506457
%X We present a model-based case tool dedicated to the prototyping of
highly interactive (also called post-WIMP) applications. Such
applications are challenging to model and to prototype, since they
require the use of non-standard widgets and interaction techniques and
exhibit a complex dynamic behavior. The tool, called PetShop, embodies
the results of several years of research about the formal modeling of
interactive systems, and its main application domain is safety-critical
interactive applications such air-traffic control or military command
and control systems. PetShop stands apart from most formal-based tools
since it supports and promotes an iterative and user-centered design
process, and also stands apart from most model-based tools since it goes
beyond WIMP interfaces and does not sacrifice the formal validation of
models.

%M C.CHI.02.2.518
%T NetRaker suite: a demonstration
%S Demonstrations
%A Doug van Duyne
%A James A. Landay
%A Matthew Tarpy
%B CHI02
%D 2002
%V 2
%P 518-519
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506458
%X This demonstration will show the application of a unique approach to
collecting and analyzing usability data from the users of Web sites and
software applications. The NetRaker Suite supports researchers in
conducting usability research remotely, collecting both quantitative and
qualitative data, reducing administration overhead and project cost. It
provides several different types of interaction with test participants,
including email invitations and Web page intercepts. Researchers can
also participate in real-time screen sharing sessions with test
participants, and view streaming videos of previous screen sharing
sessions. The suite of tools offers an easy-to-use Web-based interface
that supports the entire team collaborating on a Web site design. Its
built-in research templates and online analysis tools makes the task of
starting a new research project, as well as collecting and analyzing the
resulting data, something that can be accomplished in hours rather than
days or weeks.

%M C.CHI.02.2.520
%T SHriMP views: an interactive environment for information
visualization and navigation
%S Demonstrations
%A Margaret-Anne Storey
%A Casey Best
%A Jeff Michaud
%A Derek Rayside
%A Marin Litoiu
%A Mark Musen
%B CHI02
%D 2002
%V 2
%P 520-521
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506459
%X The SHriMP (Simple Hierarchical Multi-Perspective) visualization
technique was designed to enhance how people browse and explore complex
information spaces. SHriMP uses a nested graph view to present
information that is hierarchically structured. It introduces the concept
of nested interchangeable views to allow a user to explore multiple
perspectives of information at different levels of abstraction. SHriMP
combines a hypertext following metaphor with animated panning and
zooming motions over the nested graph to provide continuous orientation
and contextual cues for the user. In this demo, we show how these ideas
are proving useful in the areas of software visualization, knowledge
management and flow diagram visualization.

%M C.CHI.02.2.522
%T A dynamic query interface for finding patterns in time series data
%S Demonstrations
%A Harry Hochheiser
%A Ben Shneiderman
%B CHI02
%D 2002
%V 2
%P 522-523
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506460
%X Identification of patterns in time series data sets is a task that
arises in a wide variety of application domains. This demonstration
presents the timebox model of rectangular regions that specify
constraints for dynamic queries over time series data sets, and the
TimeSearcher application, which uses timeboxes as the basis of an
interactive query tool.

%M C.CHI.02.2.524
%T Directions in HCI education, research, and practice in Southern
Africa
%S Development Consortium
%A Paula Kotze
%B CHI02
%D 2002
%V 2
%P 524-525
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506462
%X This paper focuses on the current status and directions of
human-computer interaction (HCI) education, research, and practice in
Southern Africa.

%M C.CHI.02.2.526
%T Comprehension and usability variances among multicultural web users
in South Africa
%S Development Consortium
%A Lizette de Wet
%A Pieter Blignaut
%A Andries Burger
%B CHI02
%D 2002
%V 2
%P 526-527
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506463
%X A usability test was performed to evaluate the effectiveness of a web
site in terms of language-use by multicultural users. The results
indicated that South African web site developers should take cognisance
of the fact that Afrikaans-speaking people find it easier to search for
information in Afrikaans (in contrast to English). It seems, however,
that there is no need to translate web sites into an African language.

%M C.CHI.02.2.528
%T Using digital technology to access and store African art
%S Development Consortium
%A Gary Marsen
%A Katherine Malan
%A Edwin Blake
%B CHI02
%D 2002
%V 2
%P 528-529
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506464
%X In this paper, we describe the challenges in creating, and providing
access to, a database of African cultural artifacts. The submission is
targeted at the setion 2 int he consortium -- how HCI research is being
used to support the African Renaissance.

%M C.CHI.02.2.530
%T 'Visual literacy' as challenge to the internationalisation of
interfaces: a study of South African student web users
%S Development Consortium
%A Marion Walton
%A Vera Vukovic
%A Gary Marsden
%B CHI02
%D 2002
%V 2
%P 530-531
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506465
%X Following a social semiotic approach, this paper questions the
Western cultural assumptions underpinning the web's evolving
navigational conventions, and investigates to what extent a group of
South African students command the currently dominant Western
conventions. South African students (both novices and experienced web
users) completed a series of visual exercises, where they interpreted a
set of interface and conceptual conventions in common use on the web.
Conceptual questions attempted to address to what extent students were
familiar with and able to reproduce the conventional Western visual
design resources for representing classificational taxonomies or 'tree
structures' and various other visual devices for the implicit portrayal
of hierarchical information structures (Kress and van Leeuwen 1996).
Interface questions probed student recognition of common web icons. Some
broadly cultural factors were found to explain at least some of the
variation in the group. Finally, we consider the implications of our
study for training, design, and the diverse range of South African
representational resources.

%M C.CHI.02.2.532
%T A field computer for animal trackers
%S Development Consortium
%A Edwin H. Blake
%B CHI02
%D 2002
%V 2
%P 532-533
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506466
%X The field computer system has been developed to gather complex data
on animal behaviour that is observed by expert animal trackers. The
system is location aware using the satellite Global Positioning System.
The system has been designed to empower semi-literate trackers. User
testing showed that trackers were easily able to master the interface.
They benefit from greater recognition, while the wider community gains
from access to the knowledge of the trackers on animal behaviour.

%M C.CHI.02.2.534
%T Implementation of an electronic report viewing application for
multi-cultural users
%S Development Consortium
%A Diane Norton
%B CHI02
%D 2002
%V 2
%P 534-535
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506467
%X It is necessary to customise computer interfaces for South African
users from different cultural groups who work on the same computer system
in a corporate environment? This question is addressed by a combination
of a literature review and testing the ideas in a case study in South
African financial institution. Both Components of the study suggest that
customized user interfaces may not be necessary for users of the same
computer based systems in South African businesses.

%M C.CHI.02.2.536
%T Direct manipulation interface for architectural design tools
%S Doctoral Consortium
%A Dzmitry Aliakseyeu
%B CHI02
%D 2002
%V 2
%P 536-537
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506469
%X The early architectural design stage is a typical example where
traditional design tools such as sketching on paper still dominate over
computer-assisted tools. Augmented reality is presented as a promising
approach towards developing interaction techniques that preserve the
naturalness of the traditional way of designing, while at the same time
providing access to new media. Based on the analysis of user
requirements and requirements for a natural user interface, a working
prototype of a new interaction platform for architectural design was
created.

%M C.CHI.02.2.538
%T Personal information geographies
%S Doctoral Consortium
%A Daniel Bauer
%B CHI02
%D 2002
%V 2
%P 538-539
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506470
%X We need increasingly better tools to help us manage today's flood of
information. This research explores the use of visual maps as workspaces
which help us both to organize new material and to relocate past
resources. In particular, visual workspaces can facilitate the process
of sensemaking, the gradual evolution of an inquiry through our repeated
interaction with information. This interaction can serve as an
organizing structure for personally meaningful information geographies:
map-like workspaces which accumulate 'trails' of our activity, which
evolve over time but remain stable enough to provide the same fluency
that we have with maps of physical places.

%M C.CHI.02.2.540
%T A theory of personalized recommendations
%S Doctoral Consortium
%A Jan Blom
%B CHI02
%D 2002
%V 2
%P 540-541
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506471
%X 35 Internet users were assigned to one of seven discussion groups
where they expressed views on interacting with a recommendation system
(RS). Grounded theory analysis of the data yielded a theory that
highlights factors affecting an individual's decision to use
personalized predictions.

%M C.CHI.02.2.542
%T Annotating digital documents: anchoring, educational use, and
notification
%S Doctoral Consortium
%A A. J. Bernheim Brush
%B CHI02
%D 2002
%V 2
%P 542-543
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506472
%X Annotating is a very common activity. People often highlight and make
notes while reading. Increasingly documents exist primarily in digital
form. Supporting annotation of digital documents both for personal use
and for asynchronous collaboration has many challenges. By building
software prototypes and deploying them in laboratory and field studies,
this work investigates three issues: robustly anchoring annotations on
modified documents to meet user expectations, using annotations in an
educational setting to enhance interaction outside of class, and
providing appropriate notification mechanisms to support asynchronous
collaboration around documents. Although the primary focus of this
research is digital document annotation many of the findings may
generalize to other media types including images and video.

%M C.CHI.02.2.544
%T User performance and haptic design issues for a force-feedback sound
editing interface
%S Doctoral Consortium
%A Lonny L. Chu
%B CHI02
%D 2002
%V 2
%P 544-545
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506473
%X This paper describes current work on the design and development of
haptic interfaces for use with digital sound editing software. Current
systems rely on computer keyboards, mice, and sometimes passive knobs
for user input and graphics and audio for feedback. The addition of
haptic feedback will improve the user experience because of the
additional mode of feedback received through touch. This work is focused
on using a design methodology, including need finding, user
observations, prototyping, and user testing to develop haptic sensations
effective for manipulating sound.

%M C.CHI.02.2.546
%T Supporting the collaborative meeting place
%S Doctoral Consortium
%A Craig Ganoe
%B CHI02
%D 2002
%V 2
%P 546-547
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506474
%X The combination of an interactive large screen display and wireless
handheld devices in a meeting room setting can augment and enhance
collaborative activities. This work examines the issues in developing
applications to support such a collaborative meeting place.

%M C.CHI.02.2.548
%T Staying in the flow with zoomable user interfaces
%S Doctoral Consortium
%A Lance Good
%B CHI02
%D 2002
%V 2
%P 548-549
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506475
%X This research aims to investigate a collection of interactions in 2D
workspaces with the goal of helping users stay in the flow of their
activity. These interactions will be explored in the context of two
software tools designed to support information work. The first tool,
Niagara, addresses the early phases of this work that involve
organization and synthesis. CounterPoint, the second tool, targets the
later stages of this work that concern the authoring, delivery, and
understanding of presentations.

%M C.CHI.02.2.550
%T Reinventing the inbox: supporting the management of pending tasks in
email
%S Doctoral Consortium
%A Jacek Gwizdka
%B CHI02
%D 2002
%V 2
%P 550-551
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506476
%X Email was originally designed as a tool for asynchronous
communication. However, its current usage goes far beyond that. One of
the most commonly performed activities in email is the management of
pending tasks. This research focuses on how to support this activity in
email and explores alternative solutions that use different external
representations of messages and associated tasks.

%M C.CHI.02.2.552
%T Interactive querying of time series data
%S Doctoral Consortium
%A Harry Hochheiser
%B CHI02
%D 2002
%V 2
%P 552-553
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506477
%X Identification of patterns in time series data sets is a task that
arises in a wide variety of application domains [4]. This paper presents
a user interface for the timebox query model of rectangular regions that
specify constraints over time series data sets. A prototype application
based on timeboxes is presented. Collaborations with potential users
will guide the design of enhanced functionality. Usability tests and
controlled experiments will be conducted to evaluate the timebox query
model.

%M C.CHI.02.2.554
%T The context fabric: an infrastructure for context-aware computing
%S Doctoral Consortium
%A Jason I. Hong
%B CHI02
%D 2002
%V 2
%P 554-555
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506478
%X Despite many sensor, hardware, networking, and software advances, it
is still quite difficult to build effective and reliable context-aware
applications. We propose to build a context infrastructure that provides
three things to simplify the task of building context-aware
applications: a context data store for modeling, storing, and
distributing context data; a context specification language for
declaratively stating and processing context needs; and protection
mechanisms for safeguarding privacy needs.

%M C.CHI.02.2.556
%T An ethnographic study of an online, mutual-aid health community:
group dynamics, roles, and relationships
%S Doctoral Consortium
%A Diane Maloney-Krichmar
%B CHI02
%D 2002
%V 2
%P 556-557
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506479
%X The research project will examine a fairly well studied, long
established, and thriving online health bulletin board through a multi
level, in-depth analysis. Ethnographic research methods will be used in
combination with social network analysis and an examination of issues
related to usability. The purpose of the research is to document the
role the online community plays in the lives of its members; define the
patterns of interaction within the group; compare group dynamics in the
online community to those in face to face mutual aid groups, and examine
the impact of usability issues on group process.

%M C.CHI.02.2.558
%T Understanding meeting capture and access
%S Doctoral Consortium
%A Heather Richter
%B CHI02
%D 2002
%V 2
%P 558-559
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506480
%X Meeting capture has been a common subject of research in the
ubiquitous computing community for the past decade. However, the
majority of the research has focused on technologies to support the
capture but not enough on the motivation for accessing the captured
record and the impact on everyday work practices based on extended
authentic use of a working capture and access system. Our long-term
research agenda is to build capture services for distributed workgroups
that provide appropriate motivation and to further understand how access
of captured meetings impacts work practices. To do this, we have
developed a testbed for meeting capture as part of a larger distributed
work system called TeamSpace. We will put this system into real use in a
variety of settings.

%M C.CHI.02.2.560
%T Multiple perspectives for collaborative navigation in CVE
%S Doctoral Consortium
%A Huahai Yang
%B CHI02
%D 2002
%V 2
%P 560-561
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506481
%X Drawn from empirical studies on spatial cognition, this work explores
ways of dynamically integrating others' perspectives and incorporating
different views into a single interface for a 3D CVE user. It also
designs an empirical study to test the effectiveness of different
perspective displays on collaborative navigation performance.

%M C.CHI.02.2.562
%T Visualizing a computer mediated communication (CMC) process to
facilitate knowledge management
%S Doctoral Consortium
%A Bin Zhu
%B CHI02
%D 2002
%V 2
%P 562-563
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506482
%X The archive of a computer-mediated communication (CMC) process
contains knowledge shared and implicit information about participants'
behavior patterns during discussion. However, most CMC systems focus
only on organizing the content of discussions. On the other hand, the
social visualization research has developed techniques to depict human
behaviors during a process of CMC but has not been integrated in any
organizational memory system yet. In addition, the impacts of the
graphical representations created by social visualization techniques
have seldom been studied. The dissertation thus proposes a two-phase
research to address those issues. The first phase proposes a prototype
system that integrates a social visualization technique with various
information analysis technologies to graphically summarize both the
content and behavior of a CMC process. The second phase proposes to
adopt the "de-featuring" approach used by previous interface evaluation
studies to evaluate how the graphical interface developed affects users'
information acquisition and evaluation process.

%M C.CHI.02.2.564
%T Interacting with identification technology: can it make us more
secure?
%S Invited Discussions
%A Jean Scholtz
%A Jeff Johnson
%A Ben Shneiderman
%A Peter Hope-Tindall
%A Marcus Gosling
%A Jonathon Phillips
%A Alan Wexelblat
%B CHI02
%D 2002
%V 2
%P 564-565
%K biometrics, civil liberties, face recognition, national id card,
privacy, security
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506484
%X The September 11 terrorist attacks on the World Trade Center and
Pentagon changed the world, profoundly and permanently. Government,
military, economic, and religious leaders around the globe have launched
dramatic initiatives that will continue for years. The changes wrought
by the attacks are neither complete nor entirely predictable: their
effects will continue to propagate and reverberate through the world's
societies, economies, institutions, and infrastructures.
   The question for CHI 2002 is: How will these changes change us -- the
public -- the people who make up the societies and institutions, and who
design and rely upon the infrastructures? What is CHI's role in the
changes that will be made? Some of our members have already been called
upon to advise policymakers regarding technologies for identifying
people and enhancing security. CHI professionals therefore need an
understanding of these technologies and the issues they raise. What new
lines of research could members of the CHI community engage in to ensure
that technologies contribute to our security and liberties and not
endanger either? What new user-interface technologies and evaluation
methods will practitioners will need to design user interfaces for
identification systems?

%M C.CHI.02.2.566
%T What's SIGCHI's role in strengthening communities?
%S Invited Discussions
%A Jenny Preece
%A Paul Resnick
%A Doug Schuler
%A Clarisse Sieckenius de Souza
%B CHI02
%D 2002
%V 2
%P 566-567
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506485
%X On September 11 we saw how a tightly knit group worked together to
penetrate the US and carry out a carefully orchestrated attack on the
World Trade Center and Pentagon. We also saw how citizens spontaneously
organized themselves to care for victims and their families, and support
each other. How can the CHI community build on its knowledge of
computer-mediated communication and socio-technical systems design to
build a more cooperative society? The aim of this discussion is to
develop a research and action agenda for CHI that strengthens
communities locally, nationally and internationally. The underlying
premise is that such socio-technical systems can be assessed and
improved so that they more effectively facilitate information exchange,
emotional support, and consensus building.

%M C.CHI.02.2.568
%T A different kind of information appliance: fridge companion
%S Interactive Posters
%A Marc Boohler
%B CHI02
%D 2002
%V 2
%P 568-569
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506487
%X A prototype device is described that allows a user to understand and
contemplate the inner workings of a common home appliance, the
refrigerator. The device monitors select physical properties of its host
and displays scheduled graphic presentations on the host's principles of
operation. Fridge Companion is a device designed to make domestic life
not easier but deeper.

%M C.CHI.02.2.570
%T DERIVE: a distributed platform for mixed reality interaction
%S Interactive Posters
%A Hauke Ernst
%A Martin Faust
%B CHI02
%D 2002
%V 2
%P 570-571
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506488
%X This article describes a concept for and the realization of a
distributed mixed reality platform. It allows to freely connect real and
virtual components which can be located all over the world, integrating
them into a homogeneous environment. In the project DERIVE, this is
applied to technical training. Within this scope, the components of
interest are electro-pneumatic parts like valves and cylinders, being
connected by tubes and wires. Using the idea of swapping/merging real
and virtual elements, the concept is supposed to support new demands for
the training of multi-skilled technicians.

%M C.CHI.02.2.572
%T Spinner, using non sequential and contextual functions for early
learners
%S Interactive Posters
%A Henry Newton Dunn
%A James Gibson
%B CHI02
%D 2002
%V 2
%P 572-573
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506489
%X Spinner is a media collection, interaction and sharing device for
early learners that promotes play and exploration using a novel set of
interactive techniques and designs based around a non sequential,
contextual physical interface [2] and a graphical user interface (GUI).

%M C.CHI.02.2.574
%T LAFCam: Leveraging affective feedback camcorder
%S Interactive Posters
%A Andrea Lockerd
%A Florian Mueller Mueller
%B CHI02
%D 2002
%V 2
%P 574-575
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506490
%X If a video camera recognizes and records affective data from the
camera operator, this data can help determine which sequences will be
interesting to the camera operator at a later time. In the case of home
videos, the camera operator is likely to also be the editor and narrator
of the final video. LAFCam is a system for recording and editing home
video. We facilitate the process of browsing and provide automatic
editing features by indexing where the camera operator laughed and
visualizing the skin conductivity and facial expressions in the editing
session.

%M C.CHI.02.2.576
%T Mental models of robotic assistants
%S Interactive Posters
%A Sara Kiesler
%A Jennifer Goetz
%B CHI02
%D 2002
%V 2
%P 576-577
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506491
%X If robotic assistants are to be successful, people will need
appropriate mental models of what these robots can do and how they
operate. We are developing techniques for measuring people's mental
models of interactive robots and social agents. We aim to measure the
content of these models -- if they are anthropomorphic or mechanistic -- and
the richness of these models (how elaborate or sparse they are; how much
confidence people have in them). We report progress here.

%M C.CHI.02.2.578
%T Cooperation with a robotic assistant
%S Interactive Posters
%A Jennifer Goetz
%A Sara Kiesler
%B CHI02
%D 2002
%V 2
%P 578-579
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506492
%X Robotic assistants soon will serve many assistive roles in our
everyday lives. It is important to understand how these robots can
interact with users, not just as tools, but also as social agents. In a
controlled laboratory experiment, we examined cooperation in an
effortful task with a robot that displayed one of two personalities. We
found that a serious, caring robot induced more compliance than a
playful, ejoyable robot on this task. We propose possible explanations
and further research.

%M C.CHI.02.2.580
%T Chameleon tables: using context information in everyday objects
%S Interactive Posters
%A Ted Selker
%A Ernesto Arroyo
%A Win Burleson
%B CHI02
%D 2002
%V 2
%P 580-581
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506493
%X The Chameleon Table project created a set of hexagonal tables. They
are modular and are able to snap together. The design portrays some
goals that can be achieved by having a table that is aware of changes in
its surroundings and includes this as part of its technology. By
creating this infastructure, we have been able to make several scenarios
including musical instruments, sending messages between tables, and
menus that change with apparent use in a food scenario. This paper also
shows the use of a network for broadcasting context information.

%M C.CHI.02.2.582
%T Peek-a-drawer: communication by furniture
%S Interactive Posters
%A Itiro Siio
%A Jim Rowan
%A Elizabeth Mynatt
%B CHI02
%D 2002
%V 2
%P 582-583
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506494
%X Peek-A-Drawer is a new communication device that uses furniture to
support lightweight communication between people. It provides virtual
shared drawers that connect family members who are located at a
distance. When a user puts something in the upper drawer and closes it,
a photograph is taken automatically and the image appears in the lower
drawer at a distant place. The operation is as simple as using a drawer,
allowing even children to communicate with their grandparents. As the
camera only takes pictures of objects inside the drawer, privacy is
assured.

%M C.CHI.02.2.584
%T Layered touch panel: the input device with two touch panel layers
%S Interactive Posters
%A Yujin Tsukada
%A Takeshi Hoshino
%B CHI02
%D 2002
%V 2
%P 584-585
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506495
%X We developed Layered Touch Panel that expands the interaction
techniques of touch panel. Layer Touch Panel has two touch panel layers,
so that it is able to distinguish two touch states such as "finger on
screen" and "finger above screen". With the structure, Rollover effect
and Pick & Drop that are not available in normal touch panel are
available in Layered Touch Panel. As the result of a usability test, 88%
of test users answered that Layered Touch Panel is more usable than
normal touch panel. Therefore, we consider that Layered Touch Panel is
useful for the products that have touch panel.

%M C.CHI.02.2.586
%T Free head motion eye gaze tracking without calibration
%S Interactive Posters
%A Carlos H. Morimoto
%A Arnon Amir
%A Myron Flickner
%B CHI02
%D 2002
%V 2
%P 586-587
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506496
%X This paper introduces a novel technique for remote eye gaze tracking
and detection of point of regard that is specially designed for wide use
in HCI. It addresses and eliminates two of the major problems of
commercial remote eye gaze tracking, namely the need for user
calibration before each session and of accuracy degradation with head
movement. The new technique uses a single calibrated camera, several
light sources with known positions and a physical model of the eye to
estimate the 3D position of the eye and its gaze direction. Simulation
results using ray tracing are used to study the accuracy and robustness
of the system, and demonstrate its operability.

%M C.CHI.02.2.588
%T What is that?: gesturing to determine device identity
%S Interactive Posters
%A Colin Swindells
%A Kori M. Inkpen
%B CHI02
%D 2002
%V 2
%P 588-589
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506497
%X Computing devices can seamlessly recognize one another as they join
and leave a wireless network, but users often experience difficulty
identifying a desired device from a continuously changing list of
devices surrounding them. This paper describes our custom implementation
of a stylus and tags that enable users to rapidly identify devices in
dynamic environments. Our system utilizes a natural pointing gesture to
identify a device, and subsequently transfer data over a wireless
network.

%M C.CHI.02.2.590
%T Communication by neural control
%S Interactive Posters
%A Karen Carroll
%A Cynthia Schlag
%A Omur Kirikci
%A Melody Moore
%B CHI02
%D 2002
%V 2
%P 590-591
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506498
%X People who are completely paralyzed are able to control a computer
using technology which harnesses brain signals. This paper describes
research in developing a system to allow such a person to communicate.
We gathered and analyzed data on the communicative needs of our users,
finding that style and content of interactions vary according to the
role of the person with whom the user is communicating.

%M C.CHI.02.2.592
%T Automated message prioritization: making voicemail retrieval more
efficient
%S Interactive Posters
%A Meredith Ringel
%A Julia Hirschberg
%B CHI02
%D 2002
%V 2
%P 592-593
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506499
%X Navigating through new voicemall messages to find messages of
interest is a time-consuming task, particularly for high-volume users.
When checking messages under a time constraint (e.g., during a brief
meeting break), users need to identify those messages requiring urgent
action since not all messages can be processed in limited time. For
these users, it would be useful if messages of greater urgency can be
played first. For other users, distinguishing personal from business
voicemail is a pressing need, to separate their home and business lives.
We have successfully applied machine-learning techniques to lexical,
acoustic, and contextual features of voicemail in order to sort messages
based on urgency and on business-relevance.

%M C.CHI.02.2.594
%T Teen use of messaging media
%S Interactive Posters
%A Diane J. Schiano
%A Coreena P. Chen
%A Ellen Isaacs
%A Jeremy Ginsberg
%A Unnur Gretarsdottir
%A Megan Huddleston
%B CHI02
%D 2002
%V 2
%P 594-595
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506500
%X Teenagers compromise a large proportion of our population, and their
technology use is a bellwether of future trends. Today's teens are
coming of age with the rapid development of advanced communication and
media tools. This paper describes a study exploring teen communication
media usage patterns and their design implications.

%M C.CHI.02.2.596
%T Perceptions of proximity in video conferencing
%S Interactive Posters
%A David Grayson
%A Anne Anderson
%B CHI02
%D 2002
%V 2
%P 596-597
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506501
%X Proximity is used as a non-verbal signal in face-to-face interaction.
It is unknown whether similar information may exist during desktop video
conferencing and if so what factors may regulate it. An experiment was
conducted to compare the relative impact of image size and the scope of
the image on users' impressions of proximity. The results demonstrate
that participants felt that changing the focal length (zoom) of the
camera could make the remote person appear closer or further away.
Participants appeared to use the image size of the remote person per se
to determine their apparent proximity, rather than the proportion of the
image taken by their face.

%M C.CHI.02.2.598
%T Helping users determine video quality of service settings
%S Interactive Posters
%A Ronald L. Boring
%A Robert L. West
%A Stephen Moore
%B CHI02
%D 2002
%V 2
%P 598-599
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506502
%X In this paper, we present a method to assist users in selecting
quality parameters for streaming video. Constrained scaling, a method
for calibrating users' subjective judgements to a naturalistic scale is
introduced. An experiment in which participants judged the fluidity of
sample videos across different frame rates demonstrates the
effectiveness of constrained scaling.

%M C.CHI.02.2.600
%T An ordering of secondary task display attributes
%S Interactive Posters
%A David Tessendorf
%A C. M. Chewar
%A Ali Ndiwalana
%A Jon Pryor
%A D. Scott McCrickard
%A Chris North
%B CHI02
%D 2002
%V 2
%P 600-601
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506503
%X We found that established display design guidelines for focal images
cannot be extended to images displayed as a secondary task in a
dual-task situation. This paper describes an experiment that determines
a new ordering guideline for secondary task image attributes according
to human cognitive ability to extract information. The imperative for
alternate guidelines is based on the difference in an image's ability to
convey meaning, which decreases when moved from a focal to a secondary
task situation. Secondary task attribute ordering varies with the level
of degradation in the primary task.

%M C.CHI.02.2.602
%T Matrix browser: visualizing and exploring large networked information
spaces
%S Interactive Posters
%A Jurgen Ziegler
%A Christoph Kunz
%A Veit Botsch
%B CHI02
%D 2002
%V 2
%P 602-603
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506504
%X We present a new approach for visualizing and exploring large
networked information structures which may represent, for instance,
linked information resources or metadata structures such as ontologies.
An interactive matrix display is used for showing relations between
concepts and concept hierarchies displayed along the two axes of a
matrix. Initial user testing shows performance advantages as well as
reduced visual search in comparison to conventional graph
representations.

%M C.CHI.02.2.604
%T SpiraClock: a continuous and non-intrusive display for upcoming
events
%S Interactive Posters
%A Pierre Dragicevic
%A Stephane Huot
%B CHI02
%D 2002
%V 2
%P 604-605
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506505
%X In this paper, we present SpiraClock, a new visualization technique
for nearby events. SpiraClock fills a gap between static calendar
displays and pop-up reminders by giving the user a continuous and
non-intrusive feedback on nearby events. Events are displayed inside an
analog clock that can be used as a regular computer clock. We used
SpiraClock for displaying bus schedules, and collected user feedback.

%M C.CHI.02.2.606
%T Visualizing health practice to treat diabetes
%S Interactive Posters
%A Jeana Frost
%A Brian Smith
%B CHI02
%D 2002
%V 2
%P 606-607
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506506
%X This research is about how to help diabetics reflect upon and improve
their own health practice by collecting and visualizing health related
information. We introduced a new type of data collection to diabetics,
photography, to complement the data they usually collect, blood sugar
levels. Diabetics shoot pictures of meals, exercise, work, play and
anything else they feel impacts health. We combine the quantitative
glucose measurements with qualitative portraits of action into unified
data visualizations. In doing so, we hope to make the relationship
between physiology and behavior an object for discussion and reflection.
More so, we hope that diabetics who viewed these data will begin to
develop new interpretations of their lifestyles that will ultimately
lead to healthier activities.

%M C.CHI.02.2.608
%T Exposing profiles to build trust in a recommender
%S Interactive Posters
%A John Zimmerman
%A Kaushal Kurapati
%B CHI02
%D 2002
%V 2
%P 608-609
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506507
%X This paper describes a method for increasing trust in a TV show
recommender. We look for people in common between programs users watch
and new programs that are highly rated by our TV show recommender. We
then present these to users in a conversational sentence, helping them
decide if they want to try the new show. This method has been implemented
in our current TV show recommender interface and will be tested in the
near future.

%M C.CHI.02.2.610
%T Domain-specific search strategies for the effective retrieval of
healthcare and shopping information
%S Interactive Posters
%A Suresh K. Bhavnani
%B CHI02
%D 2002
%V 2
%P 610-611
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506508
%X An increasing number of users are performing searches on the Web in
unfamiliar domains such as healthcare. However, because many users lack
domain-specific search knowledge, their searches are often ineffective.
An important remedy is to make domain-specific search knowledge in these
new domains explicit and available. Towards that goal, healthcare and
online shopping experts were observed while they performed search tasks
within and outside their domains of expertise. The study: (1) identified
domain-specific search strategies in each domain; (2) demonstrated that
such knowledge is not automatically acquired from using general-purpose
search engines. These results suggest that users should benefit from
Strategy Portals that provide domain-specific knowledge to perform
searches in unfamiliar domains.

%M C.CHI.02.2.612
%T AltarNation: interface design for meditative communities
%S Interactive Posters
%A Michelle Hlubinka
%A Jennifer Beaudin
%A Emmanuel Munguia Tapia
%A John S. An
%B CHI02
%D 2002
%V 2
%P 612-613
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506509
%X AltarNation allows physically isolated individuals to participate in
communities of meditation and tailor their own meditative practices. By
lighting candles, users enter a shared virtual community of users
represented by a field of stars, each associated with a sound sample of
a prayer, song, joy, or concern of another user. Existing practices of
individual meditation and candlelight vigils inform this work. This
paper describes implementation and design approaches of the AltarNation
system.

%M C.CHI.02.2.614
%T Users' conceptions of risks and harms on the web: a comparative study
%S Interactive Posters
%A Batya Friedman
%A David Hurley
%A Daniel C. Howe
%A Helen Nissenbaum
%A Edward Felten
%B CHI02
%D 2002
%V 2
%P 614-615
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506510
%X In this study, we analyzed Web users concerns about potential risks
and harms from Web use to themselves and to society at large. In
addition, we assessed how strongly users felt something should be done
to address their concerns. Seventy-two individuals, 24 each from a rural
community in Maine, a suburban professional community in New Jersey, and
a high-technology community in California, participated in an extensive
(2-hour) semistructured interview about Web security. Results show that
Web users were primarily concerned about risks to Information, and
secondarily about risks to People and Technology. Different sets of
concerns were identified among the rural, suburban, and high-technology
communities. Our discussion focuses on implications for interface design
and information policy.

%M C.CHI.02.2.616
%T The penguin: using the web as a database for descriptive and dynamic
grammar and spell checking
%S Interactive Posters
%A Daniel Fallman
%B CHI02
%D 2002
%V 2
%P 616-617
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506511
%X In consequence of emergent limitations of traditional spell and
grammar checkers, the Penguin prototype system has been designed to be a
descriptive and dynamic tool for computer based writing. Rather than
relying on a static dictionary, the web is used as a database to handle
language artifacts out of the ordinary, such as idioms, colloquialisms,
names, and slang expressions; a common source of concern especially for
second language speakers.

%M C.CHI.02.2.618
%T Sketching annotations in a 3D web environment
%S Interactive Posters
%A Thomas Jung
%A Mark D. Gross
%A Ellen Yi-Luen Do
%B CHI02
%D 2002
%V 2
%P 618-619
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506512
%X Collaborative design review is an important part of architectural
design work. The Space Pen system supports annotation and drawing on
(and inside) 3D VRML/Java models using a regular Web browser to exchange
text and sketched annotations for review.

%M C.CHI.02.2.620
%T Transient visual cues for scrolling: an empirical study
%S Interactive Posters
%A Victor Kaptelinin
%A Timo Mantyla
%A Jan Astrom
%B CHI02
%D 2002
%V 2
%P 620-621
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506513
%X The paper reports an empirical study, in which regular scrolling was
compared with a novel scrolling technique featuring transient visual
cues (TVC), that is, visual cues temporarily presented on a page to help
the user locate new contents. An advantage of scrolling supported with
TVC over traditional scrolling was found.

%M C.CHI.02.2.622
%T What should it do?: key issues in navigation interface design for
small screen devices
%S Interactive Posters
%A Inger Ekman
%A Petri Lankoski
%B CHI02
%D 2002
%V 2
%P 622-623
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506514
%X One important application area for location-aware mobile devices is
offering navigational support. This paper summarizes the results of
preliminary user tests with different navigation interfaces designed for
small screens. We focus on the effectiveness vs. likeability of the
interface and explore how these two aspects can be combined to support
the navigational task of the user. Our research shows, that offering
rich contextual information can support the navigational task by
providing the user with a feeling of familiarity and perceived
credibility. At the same time it can be a source of distraction, and
cause misinterpretations. We propose the use of a rotating route-model
to provide the user with a navigational guidance system both effective
and likeable.

%M C.CHI.02.2.624
%T Visible or invisible links?
%S Interactive Posters
%A Isabelle De Ridder
%B CHI02
%D 2002
%V 2
%P 624-625
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506515
%X This paper reports on experimental research that compares two
interfaces in software designed for foreign language reading: one with
visible and one with invisible links. The links lead to dictionary
definitions and translations. The study focussed on differences in
consulting behaviour, learning outcomes (vocabulary and comprehension)
and on a possible interaction effect of condition and task. The results
indicate that the two interfaces mainly differ in the users' willingness
to consult the additional information. Differences in learning outcomes
and a combined effect of condition and task could not be established.

%M C.CHI.02.2.626
%T Predictive targeted movement in electronic spaces
%S Interactive Posters
%A Susanne Jul
%B CHI02
%D 2002
%V 2
%P 626-627
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506516
%X The lodestones and leylines interaction technique simplifies
navigation in electronic spaces by coordinating physical and conceptual
movement-gently constraining motion to follow automatically computed
paths to predicted destinations. This approach simplifies physical
movement, ensures that movement leads to interesting locations and
supports navigation to locations not visible from the current location.
It is illustrated in a spatial multiscale environment where pilot data
show reliable performance improvements.

%M C.CHI.02.2.628
%T Hierarchical faceted metadata in site search interfaces
%S Interactive Posters
%A Jennifer English
%A Marti Hearst
%A Rashmi Sinha
%A Kirsten Swearingen
%A Ka-Ping Yee
%B CHI02
%D 2002
%V 2
%P 628-629
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506517
%X One of the most pressing usability issues in the design of large web
sites is that of the organization of search results. A previous study on
a moderate-sized web site indicated that users understood and preferred
dynamically organized faceted metadata over standard search. We are now
examining how to scale this approach to very large collections, since it
is difficult to present hierarchical faceted metadata in a manner
appealing and understandable to general users. We have iteratively
designed and tested interfaces that address these design challenges; the
most recent version is receiving enthusiastic responses in ongoing
usability studies.

%M C.CHI.02.2.630
%T Effects of structure and label ambiguity on information navigation
%S Interactive Posters
%A Craig S. Miller
%A Roger W. Remington
%B CHI02
%D 2002
%V 2
%P 630-631
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506518
%X We present experimental results showing that search for target items
in a three-tiered categorization structure (approximately 8 links per
page) is faster than a comparable two-tiered structure provided that the
category labels are clear and unambiguous. For items in ambiguous
categories, search is faster in the two-tiered structure.

%M C.CHI.02.2.632
%T "I care about him as a pal": conceptions of robotic pets in online
AIBO discussion forums
%S Interactive Posters
%A Peter H. Kahn, Jr.
%A Batya Friedman
%A Jennifer Hagman
%B CHI02
%D 2002
%V 2
%P 632-633
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506519
%X In this study, we analyzed people's conceptions of AIBO, a robotic
pet, through their spontaneous postings in online AIBO discussion
forums. Results showed that AIBO psychologically engaged this group of
participants, particularly by drawing forth conceptions of essences
(79%), agency (60%), and social standing (59%). However, participants
seldom attributed moral standing to AIBO (e.g., that AIBO deserves
respect, has rights, or can be held morally accountable for action). Our
discussion focuses on the societal implications of these results.

%M C.CHI.02.2.634
%T Exploring design through wearable computing art(ifacts)
%S Interactive Posters
%A Angela Garabet
%A Steve Mann
%A James Fung
%B CHI02
%D 2002
%V 2
%P 634-635
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506520
%X Usability is taken into account in design, however analysis of
underlying technological values (such as trust, privacy, security) might
become overlooked. In this paper, we illustrate how performance art can
be used to elicit information about device design and usage. Wearable
computing devices or art(ifacts) were used to spark behavior and debate.
It was found that the degree of acceptability of the design was related
to the perceived control the wearer had over the device. We suggest that
what is learned from performance art can be incorporated into future
design.

%M C.CHI.02.2.636
%T MetaMuse: a novel control metaphor for granular synthesis
%S Interactive Posters
%A Ashley Gadd
%A Sidney Fels
%B CHI02
%D 2002
%V 2
%P 636-637
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506521
%X Traditional musical instruments have a direct connection between the
way they are played or controlled and the properties of the sound
produced. This connectedness has, in general, been lacking in
computer-based musical instruments. We present a prop-based synthesis
controller that uses a metaphor to create a connection between the
control and the sound. Specific to granular synthesis, the metaphor is
one of falling particles striking a surface to create a sound. The
concept is extensible to other metaphors and other synthesis techniques.

%M C.CHI.02.2.638
%T LMNKui: overlaying computer controls on a piano controller keyboard
%S Interactive Posters
%A Farhan Mohamed
%A Sidney Fels
%B CHI02
%D 2002
%V 2
%P 638-639
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506522
%X We introduce the Look Ma No Keyboard user interface, an ergonomic and
intuitive method for controlling music sequencing software from a piano
controller by adding a momentary foot switch. After describing the
current practices and the design of our system, we discuss the results
of user testing, comparing the conventional input device with ours.

%M C.CHI.02.2.640
%T False prophets: exploring hybrid board/video games
%S Interactive Posters
%A Regan L. Mandryk
%A Diego S. Maranan
%B CHI02
%D 2002
%V 2
%P 640-641
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506523
%X In order to develop technology that promotes social interaction
rather than isolation, we are exploring the space between board games
and video games. We created a hybrid game that leverages the advantages
of both physical and digital media. A custom sensor interface promotes
physical interaction around the shared public display while the
un-oriented tabletop display encourages players to focus on each other
rather than on the interface to the game. The ensuing social
interactions define the course that the game takes, while the computer
enhances the gaming experience by completing the menial tasks and
providing dynamic, exciting environments. Our hybrid board/video game
has the potential to enhance natural and enjoyable recreational
interaction between friends.

%M C.CHI.02.2.642
%T Estimating communication context through location information and
schedule information: a study with home office workers
%S Interactive Posters
%A Yasuto Nakanishi
%A Noriko Kitaoka
%A Katsuya Hakozaki
%A Minoru Ohyama
%B CHI02
%D 2002
%V 2
%P 642-643
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506524
%X We have developed a communication support system that estimates the
situation of a person by using the location information of a PHS
(Personal Handy phone System) and the schedule information. The system
supports communication among dispersed and mobile individuals by using
the estimated situation. In this paper, we describe it and a study with
a small group of home office workers.

%M C.CHI.02.2.644
%T TouchEngine: a tactile display for handheld devices
%S Interactive Posters
%A Ivan Poupyrev
%A Jun Rekimoto
%A Shigeaki Maruyama
%B CHI02
%D 2002
%V 2
%P 644-645
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506525
%X In this paper we describe the design of a haptic display for mobile
handheld devices, including the development of a new miniature actuator,
the construction of a haptic display using this actuator and prototypes
of early applications.

%M C.CHI.02.2.646
%T Designing attentive cell phone using wearable eyecontact sensors
%S Interactive Posters
%A Roel Vertegaal
%A Connor Dickie
%A Changuk Sohn
%A Myron Flickner
%B CHI02
%D 2002
%V 2
%P 646-647
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506526
%X We present a prototype attentive cell phone that uses a low-cost
EyeContact sensor and speech analysis to detect whether its user is in a
face-to-face conversation. We discuss how this information can be
communicated to callers to allow them to employ basic social rules of
interruption.

%M C.CHI.02.2.648
%T Promoting awareness of work activities through peripheral displays
%S Interactive Posters
%A Elaine M. Huang
%A Joe Tullio
%A Tony J. Costa
%A Joseph F. McCarthy
%B CHI02
%D 2002
%V 2
%P 648-649
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506527
%X The globalization of the workforce, growing prevalence of dynamic
project-oriented teams, increasing flexibility in work times and places
is beneficial to companies and workers. However, they contribute to the
fragmentation of the workforce, reducing awareness of colleagues'
activities. These awareness "gaps" result in missed opportunities for
collaboration and sharing of relevant knowledge, as well as a diminished
sense of community. We have conducted a user study to better understand
these gaps in one particular workgroup, and designed a system to promote
stronger awareness of workplace activities using peripheral displays.

%M C.CHI.02.2.650
%T Evaluating look-to-talk: a gaze-aware interface in a collaborative
environment
%S Interactive Posters
%A Alice Oh
%A Harold Fox
%A Max Van Kleek
%A Aaron Adler
%A Krzysztof Gajos
%A Louis-Philippe Morency
%A Trevor Darrell
%B CHI02
%D 2002
%V 2
%P 650-651
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506528
%X We present "look-to-talk", a gaze-aware interface for directing a
spoken utterance to a software agent in a multi-user collaborative
environment. Through a prototype and a Wizard-of-Oz (Woz) experiment, we
show that "look-to-talk" is indeed a natural alternative to speech and
other paradigms.

%M C.CHI.02.2.652
%T Email archive overviews using subject indexes
%S Interactive Posters
%A Paula S. Newman
%B CHI02
%D 2002
%V 2
%P 652-653
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506529
%X Archived discussion lists are becoming significant reference sources.
This paper describes a new type of overview for such lists, using a
back-of-the-book style index containing headwords selected from subject
lines and subentries derived from their subject-line-contexts.

%M C.CHI.02.2.654
%T AR Pad: an interface for face-to-face AR collaboration
%S Interactive Posters
%A D. Mogilev
%A K. Kiyokawa
%A M. Billinghurst
%A J. Pair
%B CHI02
%D 2002
%V 2
%P 654-655
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506530
%X The AR Pad is a handheld display with a Spaceball and a camera, which
can be used to view and interact with Augmented Reality models in
collaborative setting.

%M C.CHI.02.2.656
%T VideoTable: a tangible interface for collaborative exploration of
video material during design sessions
%S Interactive Posters
%A Tomas Sokoler
%A Hakan Edeholt
%A Martin Johansoon
%B CHI02
%D 2002
%V 2
%P 656-657
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506531
%X In this paper our VideoTable and VideoCards. The VideoTable is an
augmented meeting table enabling collaborative exploration of video
material through a multi-user tangible interface. The VideoCards are
paper card representations of video snippets. Playback of video is
initiated by a pushbutton permanently attached to a VideoCard.
VideoCards can be manipulated alongside other physical design artifacts
present on the VideoTable. Preliminary observations of use indicate that
the physical embodiment of digital video provided by our VideoCards
enables the seamless mix of video with other physical design artifacts
that we are aiming for. Our implementation is based on modified passive
Radio Frequency Identification (RFID) tags.

%M C.CHI.02.2.658
%T Technology biographies: field study technques for home use product
development
%S Interactive Posters
%A Mark Blythe
%A Andrew Monk
%A Jisoo Park
%B CHI02
%D 2002
%V 2
%P 658-659
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506532
%X The technology biography combines and adapts a number of qualitative
data collection techniques to focus on past, present and possible future
domestic technologies. Processes, concerns and problems of domestic life
are identified in order to develop illustrative product suggestions to
inspire or provoke designers.

%M C.CHI.02.2.660
%T Teaching and learning ubiquitous CHI (UCHI) design: suggestions from
the Bauhaus Model
%S Interactive Posters
%A Rich Halstead-Nussloch
%A William Carpenter
%B CHI02
%D 2002
%V 2
%P 660-661
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506533
%X We describe a design pedagogy under development. It is a)
interdisciplinary, b) inspired by success in teaching architectural
design, c) motivated by the rapid maturation of CHI design and
computing, d) directly connected to what we call
ubiquitous-computer-human interaction or UCHI, and e) based on learning
design by building. We have brainstormed about how we might merge
significant aspects of our disciplines (architecture and HCI) into a
joint design course; we both agree that Gropius' 1922 [3,4] pedagogical
model for the Bauhaus applies to learning architecture and UCHI design.
We invite feedback, ideas, and collaboration from the HCI community on
this work in progress.

%M C.CHI.02.2.662
%T Usability inspections by groups of specialists: perceived agreement
in spite of disparate observations
%S Interactive Posters
%A Morten Hertzum
%A Niels Ebbe Jacobsen
%A Rolf Molich
%B CHI02
%D 2002
%V 2
%P 662-663
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506534
%X Evaluators who examine the same system using the same usability
evaluation method tend to report substantially different sets of
problems. This so-called evaluator effect means that different
evaluations point to considerably different revisions of the evaluated
system. The first step in coping with the evaluator effect is to
acknowledge its existence. In this study 11 usability specialists
individually inspected a website and then met in four groups to combine
their findings into group outputs. Although the overlap in reported
problems between any two evaluators averaged only 9%, the 11 evaluators
felt that they were largely in agreement. The evaluators perceived their
disparate observations as multiple sources of evidence in support of
the same issues, not as disagreements. Thus, the group work increased
the evaluators' confidence in their individual inspections, rather than
alerted them to the evaluator effect.

%M C.CHI.02.2.664
%T Evaluating pattern languages in participatory design
%S Interactive Posters
%A Andy Dearden
%A Janet Finlay
%A Liz Allgar
%A Barbara McManus
%B CHI02
%D 2002
%V 2
%P 664-665
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506535
%X We present an evaluation of pattern languages as tools for
participatory design, based on three criteria, derived from the work of
Christopher Alexander: empowering users, generative design and
life-enhancing outcomes. Our results suggest that pattern languages can
be used to enable users to participate in design, but that the role of
facilitator and the form and physical presentation of the pattern
language are factors in success.

%M C.CHI.02.2.666
%T A new technique for adjusting distraction moments in multitasking
non-field usability tests
%S Interactive Posters
%A Gregor McGlaun
%A Frank Althoff
%A Bjorn Schuller
%A Manfred Lang
%B CHI02
%D 2002
%V 2
%P 666-667
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506536
%X Evaluating errors that result from user interactions with in-car
applications, it has to be considered that the user is permanently
involved with driving the car. Reproducing this driving workload in
non-field usability tests, it showed that the driving simulation
demanded each test subject in a different way because of individual
precognitions and properties. To ensure an identical driving workload
for each test subject, it becomes necessary to individually adapt the
degree of difficulty (DOD) of the driving task. We present a new
technique in which, concerning the driving performance, each test
participant is pre-classified in a baseline investigation before the
main trial. In this context, a special measurement for objectively
validating the driving performance of the subjects is being introduced.

%M C.CHI.02.2.668
%T The living memory box: function, form and user centered design
%S Interactive Posters
%A Molly Stevens
%A Florian Vollmer
%A Gregory D. Abowd
%B CHI02
%D 2002
%V 2
%P 668-669
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506537
%X The Living Memory Box project examines how to research and design
user-centered system to support the collection, archiving and sharing of
moments from a child's life. This research has provided us with details
of key features to enhance our user-centered design and encompass all
aspects of the system. We plan to use these findings to influence the
development of ubiquitous capture and access methods. It is our
contention that this method of design can yield a strong foundation for
the development of user-centered design throughout all aspects of the
system.

%M C.CHI.02.2.670
%T Using task models to generate multi-platform user interfaces while
ensuring usability
%S Interactive Posters
%A Mir Farooq Ali
%A Manuel A. Perez-Quinones
%B CHI02
%D 2002
%V 2
%P 670-671
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506538
%X The widespread emergence of new computing devices and associated
interaction metaphors has necessitated new ways of building User
Interfaces (UIs) for these devices. In this paper, we describe our
approach of using a Task Model in conjunction with the User Interface
Markup Language (UIML) to drive generation of Multi-Platform User
Interfaces. We also discuss briefly how current usability engineering
practices have to be modified to accommodate the development of
multi-platform UIs.

%M C.CHI.02.2.672
%T Simplifying video editing with SILVER
%S Interactive Posters
%A Juan Casares
%A A. Chris Long
%A Brad Myers
%A Scott Stevens
%A Albert Corbett
%B CHI02
%D 2002
%V 2
%P 672-673
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506539
%X Digital video is becoming more ubiquitous. Unfortunately, editing
videos remains difficult for several reasons. It has dual tracks of
audio and video and may require working at the smallest level of detail.
Silver is an authoring tool that uses video metadata to overcome these
problems. It provides multiple views with different content types and
at different levels of abstraction. This paper focuses on Silver's smart
selection and editing operations, which work at a high semantic level
and handle different boundaries in audio and video. Our research
suggests several ways in which video editing tools can assist users in
the composition and reuse of video.

%M C.CHI.02.2.674
%T Increasing transaction processing efficiency by automating an
asynchronous processor
%S Interactive Posters
%A Rick Gross
%A Suzanne Ryanstrati
%A John Ims
%B CHI02
%D 2002
%V 2
%P 674-675
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506540
%X Moving simple yet highly repetitive manual tasks to an asynchronous
automated validation process increased data processing productivity.
Contextual analysis of manual processing actions revealed opportunities
for timesaving.

%M C.CHI.02.2.676
%T User interface guidelines for enhancing usability of airline travel
agency e-commerce web sites
%S Interactive Posters
%A Craig Chariton
%A Min-Hyung Choi
%B CHI02
%D 2002
%V 2
%P 676-677
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506541
%X Specific user interface guidelines are described to increase the
usability of airline travel e-commerce Web sites. Although previous
guidelines address the usability issue from the perspective of the sale
of tangible products that can be described and depicted, less attention
has been given to the usability issues for the sale of services. Service
industries have different requirements for communicating with customers,
specifically regarding their product offerings. This is prominent in the
air travel industry, where Web site usability is known to be poor. We
examine how the current guidelines are inadequate for Web sites
providing air travel information. We propose specific guidelines for
those sites that will enhance their usability.

%M C.CHI.02.2.678
%T Interacting with the big screen: pointers to ponder
%S Interactive Posters
%A Duncan Cavens
%A Florian Vogt
%A Sidney Fels
%A Michael Meitner
%B CHI02
%D 2002
%V 2
%P 678-679
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506542
%X In large screen projection environments, inexpensive wireless input
devices can not match the performance of standard desktop interactive
devices. We added buttons and a radio transmitter to a standard laser
pointer to match the functionality of a standard mouse. User testing
revealed that the device performed as well as a standard mouse and
significantly better than standard presentation input devices. Devices
that used visible laser light performed significantly better than those
with invisible near-infrared lasers.

%M C.CHI.02.2.680
%T Ears and hair: what headsets will people wear?
%S Interactive Posters
%A Rebecca E. Grinter
%A Allison Woodruff
%B CHI02
%D 2002
%V 2
%P 680-681
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506543
%X Many different audio headsets are commercially available. To choose a
headset for a short-term use environment, we conducted a pilot study to
elicit end-user criteria for headsets. We discovered a number of severe
end-user issues with less traditional designs, and concluded that a
minor variant of a traditional design is more appropriate for our
application than many of the more exotic options that have recently
become available.

%M C.CHI.02.2.682
%T Pre-emptive shadows: eliminating the blinding light from projectors
%S Interactive Posters
%A Desney S. Tan
%A Randy Pausch
%B CHI02
%D 2002
%V 2
%P 682-683
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506544
%X Users interacting with front-projected displays often work between
the projector and the display surface. This causes undesirable
projection on the user as well as temporary blindness from looking into
the bright light of the projector. In this paper, we present pre-emptive
shadows, a technique that uses a camera-projector system to detect and
turn off pixels that would otherwise be needlessly cast upon users'
bodies, especially their faces. We present measurements that show that
system reduces the brightness of the blinding light by about a factor of
5.

%M C.CHI.02.2.684
%T The impact of human-centered features on the usability of a
programming system for children
%S Interactive Posters
%A John F. Pane
%A Brad A. Myers
%B CHI02
%D 2002
%V 2
%P 684-685
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506545
%X HANDS is a new programming system for children that was designed for
usability. This paper examines the effectiveness of three features of
HANDS: queries, aggregate operations, and data visibility. The system is
compared with a limited version that lacks these features. In the
limited version, programmers can achieve the same results but must use
more traditional programming techniques. Children using the
full-featured HANDS system performed significantly better than their
peers who used the limited version. This provides evidence that
usability of programming systems can be improved by including these
features.

%M C.CHI.02.2.686
%T PegBlocks: a learning aid for the elementary classroom
%S Interactive Posters
%A Ben Piper
%A Hiroshi Ishii
%B CHI02
%D 2002
%V 2
%P 686-687
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506546
%X In this paper we describe the implementation of PegBlocks -- an
educational toy that can be used to illustrate some basic physics
principles to elementary students.

%M C.CHI.02.2.688
%T CHI@20: fighting our way from marginality to power
%S Panels
%A Ben Shneiderman
%A Stuart Card
%A Donald A. Norman
%A Marilyn Tremaine
%A M. Mitchell Waldrop
%B CHI02
%D 2002
%V 2
%P 688-691
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506548
%X The Special Interest Group on Computer Human Interaction (SIGCHI) has
had a successful history of 20 years of growth in its numbers and
influence. To help guide the continued evolution of the academic
discipline and professional community, we invite several senior members
to offer their visions for what the field of CHI actually accomplished
over the past several decades, and what do we still need to accomplish?
What do we need to do differently/ better/smarter? What haven't we tried
because the technology, the money or the will wasn't there in the past,
but perhaps is now. The CHI field is more than just technology. We
understand that our work can have a profound effect on individuals,
families, neighborhoods, corporations, and countries. We know that we
can influence education, commerce, healthcare, and government. How can
we contribute to bridging the digital divides in developed and
developing countries? What agendas can we offer for the academic,
research, industrial, and civic spheres for the next 20 years? How can
we be more ambitious? How can we truly serve human needs.

%M C.CHI.02.2.692
%T The world of wireless and kids
%S Panels
%A Allison Druin
%A Erik Strommen
%A Matt Barranca
%A Heiko Sacher
%A Deborah G. Tatar
%A Elliot Soloway
%B CHI02
%D 2002
%V 2
%P 692-693
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506549
%X In this panel, we will explore the impact that emerging new wireless
technologies have on the way children learn, communicate and play. The
challenge of interface design for children's wireless technologies will
be discussed along with the opportunities these new technologies afford
for social learning experiences. Panelists will discuss a range of
issues based on their diverse perspectives as ethnographers,
researchers, and product developers. Panelists will be asked questions
not only from the audience, but also from a diverse group of
discussants: three CHIkids (ages 7-11), one K-12 teacher and one parent
of a child who uses wireless technologies.

%M C.CHI.02.2.694
%T "When i'm sixty-four...": are there real strategies for providing
universal accessibility for the elderly
%S Panels
%A Laura Leventhal
%A Mary Zajicek
%A Joaquim Jorge
%A Krista Coleman
%A Robert J. K. Jacob
%A Pedro Branco
%A David Novick
%A Julio Abascal
%A Elizabeth Mynatt
%B CHI02
%D 2002
%V 2
%P 694-695
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506550
%X In this panel we will present four strategies for providing computing
for the elderly. We hope to generate discussion and ideas of the plusses
and minuses of these strategies.

%M C.CHI.02.2.696
%T New issues in teaching HCI: pinning a tail on a moving donkey
%S Panels
%A Jonathan Lazar
%A Jenny Preece
%A Jean Gasen
%A Terry Winograd
%B CHI02
%D 2002
%V 2
%P 696-697
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506551
%X As technology changes, so does the area of human-computer
interaction. HCI education must continuously change to meet the new
challenges to user interaction. The World Wide Web and other distributed
networks, hand-held devices, and embedded computing all present new
challenges for user-centered design methods, usability testing, and
other forms of evaluation. In addition, as more people use technology,
the diversity of users increases, requiring increased attention to
concepts such as accessibility and universal usability. This panel will
address the challenges of keeping HCI education up-to-date and offer
approaches that have been successfully used. The four major topics
addressed by the panel will be 1) the challenge of rapidly changing
technology, 2) new methods for user-centered design, 3) student
involvement with users, and 4) balancing HCI theory and HCI practice.

%M C.CHI.02.2.698
%T Future interfaces: social and emotional
%S Panels
%A Rosalind W. Picard
%A Alan Wexelblat
%A Clifford I. Nass
%B CHI02
%D 2002
%V 2
%P 698-699
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506552
%X This panel addresses 'science fact' for future social-emotional
interfaces. We discuss new theory and upcoming interface technologies
that enable or augment social-emotional interaction between people and
computers, and between people via new forms of computers. The theme is
rooted in: (1) findings that human-computer interaction is social and
emotional even when interfaces are not designed with such interaction as
a goal, and (2) advances in technology, enabling computers to recognize,
express, and respond to emotional and social information. The panelists
will describe the guiding theory for this research, show examples of
emerging technologies including new wearable, implantable, and robotic
interfaces, and discuss the implications of social-emotional interaction
for interface development, design, and testing.

%M C.CHI.02.2.700
%T Design Expo 2
%S Panels
%A Dan R. Olsen, Jr.
%A Jonathan Arnowitz
%A Jared Braiterman
%A John Skidgel
%A Elizabeth Dykstra-Erickson
%A Shelley Evenson
%B CHI02
%D 2002
%V 2
%P 700-701
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506553
%X In this panel, we explore four sets of designs with different objectives
and audiences. We discuss design approach, design goals, and design results,
and how these designs might be different had they employed different design
approaches and criteria for success. This panel builds on the Design Expo of
CHI2001 to explore approaches to design through the display and discussion of
design artifacts. 

%M C.CHI.02.2.702
%T Focus groups in HCI: wealth of information or waste of resources?
%S Panels
%A Stephanie Rosenbaum
%A Gilbert Cockton
%A Kara Coyne
%A Michael Muller
%A Thyra Rauch
%B CHI02
%D 2002
%V 2
%P 702-703
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506554
%X Many HCI professionals frown on focus groups, while some believe
focus group methodology can be successfully applied to collect usability
data. This panel features interaction among HCI professionals with very
different experiences and opinions.

%M C.CHI.02.2.704
%T The world of wireless and kids
%S Panels
%A Allison Druin
%A Erik Strommen
%A Matt Barranca
%A Heiko Sacher
%A Deborah G. Tatar
%A Elliot Soloway
%B CHI02
%D 2002
%V 2
%P 704-705
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506555
%X In this panel, we will explore the impact that emerging new wireless
technologies have on the way children learn, communicate and play. The
challenge of interface design for children's wireless technologies will
be discussed along with the opportunities these new technologies afford
for social learning experiences. Panelists will discuss a range of
issues based on their diverse perspectives as ethnographers,
researchers, and product developers. Panelists will be asked questions
not only from the audience, but also from a diverse group of
discussants: three CHIkids (ages 7-11), one K-12 teacher and one parent
of a child who uses wireless technologies.

%M C.CHI.02.2.706
%T What the best usability specialists are made of
%S Panels
%A Danielle Gobert
%A Virginia Howlett
%A Carolyn Snyder
%A Howard Tamler
%A Thomas S. Tullis
%A Chauncey Wilson
%B CHI02
%D 2002
%V 2
%P 706-707
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506556
%X Many usability specialists practicing today have not had the benefit
of formal education in the field, instead bringing unique value from
their various backgrounds. This panel will address how (if at all)
individuals' backgrounds contribute to their approach to usability. The
panel will also investigate potential career paths and connections
between a usability practitioner's background and his or her
self-defined successes in usability groups positioned in different
organizational structures.

%M C.CHI.02.2.708
%T Getting real about speech: overdue or overhyped?
%S Panels
%A Frankie James
%A Jennifer Lai
%A Bernhard Suhm
%A Bruce Balentine
%A John Makhoul
%A Clifford Nass
%A Ben Shneiderman
%B CHI02
%D 2002
%V 2
%P 708-709
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506557
%X Speech has recently made headway towards becoming a more mainstream
interface modality. For example, there is an increasing number of call
center applications, especially in the airline and banking industries.
However, speech still has many properties that cause its use to be
problematic, such as its inappropriateness in both very quiet and very
noisy environments, and the tendency of speech to increase cognitive
load. Concerns about such problems are valid; however, they do not
explain why the use of speech is so controversial in the HCI community.
This panel would like to address the issues underlying the controversy
around speech, by discussing the current state of the art, the reasons
it is so difficult to build a good speech interface, and how HCI
research can contribute to the development of speech interfaces.

%M C.CHI.02.2.710
%T Medium preference and medium effects in person-person communication
%S Short Talks
%A Trond Schliemann
%A Trude Asting
%A Asbjorn Folstad
%A Jan Heim
%B CHI02
%D 2002
%V 2
%P 710-711
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506559
%X How does user's media preference vary with communication situation,
and does media preference in a certain situation, and does media
preference in a certain situation predict actual performance? Preference
study shows that user's choice of communication medium seems to follow a
common pattern, relatively independent of the communication task at hand
- Video being most preferred, text chat the least. Parallel effect
studies of person-person communication show, however, that actual task
outcome varies with the type of task performed.

%M C.CHI.02.2.712
%T Taming of the ring: context specific social mediation for
communication devices
%S Short Talks
%A Celine Pering
%B CHI02
%D 2002
%V 2
%P 712-713
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506560
%X Taming of the Ring is an interactive system that lessens the problems
of social disturbance caused by cell phone communication. As cell phone
usage levels increase, social disturbance becomes an increasingly
important issue. Callers and receivers have a need to discretely handle
phone communication in delicate social situations. Early cell phone
usage observations led to an interaction model hypothesis. A functional
prototype was created to test the concept in the field. Preliminary
results indicate that both calling and receiving users want more
responsibility and control when placing phone calls, and that two
remotely-mediated options, "hold" and "meeting," were enough to fill
this communication need in the majority of situations.

%M C.CHI.02.2.714
%T The effects of spatial and temporal video distortion on lie detection
performance
%S Short Talks
%A Daniel B. Horn
%A Lana Karasik
%A Judith S. Olson
%B CHI02
%D 2002
%V 2
%P 714-715
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506561
%X In various types of interactions, individuals may attempt to
determine whether their communication partners are being honest or
deceptive. Judgments of honesty rely, in part, on assessments of
nonverbal behavior. With the increased use of videoconferencing
technology, many traditionally face-to-face interactions now take place
over sub-optimal video connections. In these connections, reduced
spatial and temporal video quality may affect the ability to detect
whether others are lying or telling the truth. In the current study we
examined the effects of varying levels of temporal and spacial
distortion on lie detection performance. Consistent with earlier work,
we found that a slight distortion of video signal impaired lie detection
performance. Surprisingly, performance improved when the video was
severely spatially degraded.

%M C.CHI.02.2.716
%T Camera angle affects dominance in video-mediated communication
%S Short Talks
%A Wei Huang
%A Judith S. Olson
%A Gary M. Olson
%B CHI02
%D 2002
%V 2
%P 716-717
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506562
%X Physical proximity and appearance guide people to interact with each
other in different ways [1,6]. However, in Video-Mediated Communications
(VMC), these are distorted in various ways. Monitors and camera zooms
make people look close or far, monitors and camera angles can be high or
low making people look tall or short, volume can be loud or soft, making
people sound assertive or submissive, -- all independent of the true
physical characteristics or intentions of the participants. Here we test
the apparent height of a person on how dominant they are in a group
decision-making task. We found that the artificially tall people had
more influence in the group decision than the artificially short people.

%M C.CHI.02.2.718
%T Decreasing online 'bad' behavior
%S Short Talks
%A John P. Davis
%A Shelly Farnham
%A Carlos Jensen
%B CHI02
%D 2002
%V 2
%P 718-719
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506563
%X 'Bad' behavior is a serious problem in many online social situations,
such as chat rooms. One potential reason is that social norms for
'proper' interpersonal behavior are not invoked in these situations as
they are in face-to-face interactions. We describe a game we developed
to explore good and bad behavior in computer-mediated situations. We
found that increasing the 'social' nature of the interaction through
voice communication between game partners decreased aversive behavior,
but having profile information about the other person had little impact.

%M C.CHI.02.2.720
%T Characterizing instant messaging from recorded logs
%S Short Talks
%A Ellen Isaacs
%A Candace Kamm
%A Diane J. Schiano
%A Alan Walendowski
%A Steve Whittaker
%B CHI02
%D 2002
%V 2
%P 720-721
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506564
%X Most studies about instant messaging (IM) are based on self-report
data. We logged thousands of real IM conversations and examined them to
find characteristic patterns of IM use in the workplace. Frequent IMers
have longer, faster-paced interactions than do infrequent users, with
shorter turns, more threading, and more multitasking. Pairs who IM with
each other often have longer interactions with more threading than do
rare partners. In contrast to previous characterizations, IM is used
only occasionally to set up interactions in other media.

%M C.CHI.02.2.722
%T A musical instrument for facilitating musical expressions
%S Short Talks
%A Kazushi Nishimoto
%A Chika Oshima
%A Yohei Miyagawa
%A Takashi Shirosaki
%B CHI02
%D 2002
%V 2
%P 722-723
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506565
%X In this paper, we propose a new musical instrument that allows people
to concentrate on controlling indiscrete elements so that they can
directly create their musical expressions. We describe a prototype
musical instrument and demonstrate two applications of the prototype to
show its effectiveness.

%M C.CHI.02.2.724
%T The sound of one hand: a wrist-mounted bio-acoustic fingertip gesture
interface
%S Short Talks
%A Brian Amento
%A Will Hill
%A Loren Terveen
%B CHI02
%D 2002
%V 2
%P 724-725
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506566
%X Two hundred and fifty years ago the Japanese Zen master Hakuin asked
the question, "What is the Sound of the Single Hand?" This koan has long
served as an aid to meditation but it also describes our new interaction
technique. We discovered that gentle fingertip gestures such as
tapping, rubbing, and flicking make quiet sounds that travel by bone
conduction throughout the hand. A small wristband-mounted contact
microphone can reliably and inexpensively sense these sounds. We
harnessed this "sound in the hand" phenomenon to build a
wristband-mounted bio-acoustic fingertip gesture interface. The
bio-acoustic interface recognizes some common gestures that
state-of-the-art glove and image-processing techniques capture but in a
smaller, mobile package.

%M C.CHI.02.2.726
%T Keywords for a universal speech interface
%S Short Talks
%A Stefanie Shriver
%A Roni Rosenfeld
%B CHI02
%D 2002
%V 2
%P 726-727
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506567
%X In this paper, we describe an internet survey conducted to help
choose keywords for a universal speech interface. We present the
background of and motivation for this study, and discuss its results and
implications for our project.

%M C.CHI.02.2.728
%T Out of many, one: reliable results from unreliable recognition
%S Short Talks
%A Henry Lieberman
%B CHI02
%D 2002
%V 2
%P 728-729
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506568
%X Recognition technologies such as speech recognition and optical recognition
are still, by themselves, not reliable enough for many practical uses in user
interfaces. However, by combining input from several sources, each of which
may be unreliable by itself, and with knowledge of a specific task and context
that the user is engaged in, we might achieve enough recognition to provide
useful results. We describe a preliminary experiment to assist the user in
giving directions for urban navigation by combining partial results from
unreliable speech recognition and unreliable visual recognition. 


%M C.CHI.02.2.730
%T Transparent hearing
%S Short Talks
%A Florian Mueller
%A Matthew Karau
%B CHI02
%D 2002
%V 2
%P 730-731
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506569
%X This paper describes what we call Transparent Hearing: the use of
microphone equipped headphones for augmented audio. It provides a
framework for experiments like real-time audio alteration, multi-modal
sensory integration and collaborative listening experiences. We attach
high-quality microphones to headphones and send the signal through a
computer to these headphones. We have built headphones that stop the
music if somebody wants to talk to you, a pseudophone, and collaborative
I hear What You Hear headphones that are triggered by eye-contact.

%M C.CHI.02.2.732
%T Passive acoustic knock tracking for interactive windows
%S Short Talks
%A Joseph A. Paradiso
%A Che King Leo
%A Nisha Checka
%A Kaijen Hsiao
%B CHI02
%D 2002
%V 2
%P 732-733
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506570
%X We describe a novel interface that locates and characterizes knocks
and taps atop a large glass window. Our current setup uses four contact
piezoelectric pickups located near the sheet's corners to record the
acoustic wavefront coming from the knocks. A digital signal processor
extracts relevant characteristics from these signals, such as
amplitudes, frequency components and differential timings, which are
used to estimate the location of the hit and provide other parameters,
including the rough accuracy of this estimate, the nature of each hit
(e.g., knuckle knock, metal tap, or fist bang), and the strike
intensity. This system requires only simple hardware, needs no special
adaptation of the glass pane, and allows all transducers to be mounted
on the inner surface, hence it is quite easy to deploy as a retrofit to
existing windows. This opens many applications, such as an interactive
storefront, with projected content controlled by knocks on the display
window.

%M C.CHI.02.2.734
%T Gaze behavior of talking faces makes a difference
%S Short Talks
%A Ivo van Es
%A Dirk Heylen
%A Betsy van Dijk
%A Anton Nijholt
%B CHI02
%D 2002
%V 2
%P 734-735
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506571
%X We present the results of an experiment investigating the effects of
a talking head's gaze behavior on the user's quality assessment of the
interface. We compared a version that used life-like rules for gazing
with a version that would keep its eyes fixed on the visitor most of the
time, and a random version. We found significant differences between
these gaze algorithms in terms of ease of use, efficiency and other
quality factors.

%M C.CHI.02.2.736
%T GAZE-2: an attentive video conferencing system
%S Short Talks
%A Roel Vertegaal
%A Ivo Weevers
%A Changuk Sohn
%B CHI02
%D 2002
%V 2
%P 736-737
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506572
%X GAZE-2 is an attentive video conferencing system that conveys whom
users are talking to by measuring whom a user looks at and then rotating
his video image towards that person in a 3D meeting room. Attentive
Videotunnels ensure a parallax-free image by automatically broadcasting
the feed from the camera closest to where the user looks. The system
allows attentive compression by reducing resolution of video and audio
feeds from users that are not being looked at.

%M C.CHI.02.2.738
%T Eliciting user preferences using image-based experience sampling and
reflection
%S Short Talks
%A Stephen Intille
%A Charles Kukla
%A Xiaoyi Ma
%B CHI02
%D 2002
%V 2
%P 738-739
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506573
%X Determining requirements for any design project involves identifying
and ranking user needs and preferences. User needs are typically
elicited via personal or focus group interviews, site visits, and
photographic and video analysis. Often, however, users know more than
they say in a single or even several interviews [1]. We propose a
methodology for assisting a user who is interested in learning about his
or her own preferences using a process we call image-based experience
sampling and reflection. We describe the methodology using a storyboard
example from the domain of architectural redesign of home environments.

%M C.CHI.02.2.740
%T Cross-cultural applicability of user evaluation methods: a case study
amongst Japanese, North-American, English and Dutch users
%S Short Talks
%A Vanessa Evers
%B CHI02
%D 2002
%V 2
%P 740-741
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506574
%X This paper describes the findings for an international user study
investigating cultural applicability of user evaluation methods. The
case study evaluates cultural differences in understanding of a virtual
campus website across four culturally different user groups by using the
same methods for each group. Findings suggest that some user evaluation
methods are less applicable than others are for a culturally diverse
user base.

%M C.CHI.02.2.742
%T Face it -- photos don't make a web site trustworthy
%S Short Talks
%A Jens Riegelsberger
%A M. Angela Sasse
%B CHI02
%D 2002
%V 2
%P 742-743
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506575
%X Use of staff photographs is frequently advocated as a means of
increasing customer confidence in an e-shop. However, these claims are
not conceptually or empirically grounded. In this paper we describe a
qualitative study, which elicited customer reactions towards an
e-commerce site that displayed staff photographs and links to richer
media. The results suggest that employing social and affective cues,
particularly in the form of photos, can be a risky strategy. To be
effective they should be combined with functionality and targeted
specifically at the user types we identified.

%M C.CHI.02.2.744
%T Interactive 3D presentations and buyer behavior
%S Short Talks
%A Gerald Haubl
%A Pablo Figueroa
%B CHI02
%D 2002
%V 2
%P 744-745
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506576
%X This paper shows preliminary results on how interactive 3D product
presentations affect buyer behavior in e-commerce applications over the
Internet. We conducted two experiments involving simulated online
shopping trips, in which subjects saw some products with 3D
presentations and made product choices. The results show that the
availability of interactive 3D product presentations instead of still
images may affect some important aspects of buyer behavior, including
the amount of time spent examining products and purchase likelihood.

%M C.CHI.02.2.746
%T Users' conceptions of web security: a comparative study
%S Short Talks
%A Batya Friedman
%A David Hurley
%A David C. Howe
%A Edward Felten
%A Helen Nissenbaum
%B CHI02
%D 2002
%V 2
%P 746-747
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506577
%X This study characterizes users' conceptions of web security.
Seventy-two individuals, 24 each from a rural community in Maine, a
suburban professional community in New Jersey, and a high-technology
community in California, participated in an extensive (2-hour)
semi-structured interview (including a drawing task) about Web security.
The results show that many users across the three diverse communities
mistakenly evaluated whether a connection is secure or not secure.
Empirically-derived typologies are provided for (1) conceptions of
security based on users' verbal reasoning, (2) the types of evidence
users depend upon in evaluating whether a connection is secure, and (3)
conceptions of security as portrayed in users' drawings. Design
implications are discussed.

%M C.CHI.02.2.748
%T A picture says more than a thousand words: photographs as trust
builders in e-commerce websites
%S Short Talks
%A Ulrike Steinbruck
%A Heike Schaumburg
%A Sabrina Duda
%A Thomas Kruger
%B CHI02
%D 2002
%V 2
%P 748-749
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506578
%X Virtual re-embedding, i.e., adding social cues to a website, has been
suggested as a possible strategy to increase consumer trust in
online-vendors. Numerous online retailers meanwhile incorporate this
strategy, for example by adding photographs and names of customer
service agents or by creating chat and callback opportunities. Yet,
little is known about the effectiveness of virtual re-embedding. The
present study examined the effectiveness of a comparably simple
strategy, the inclusion of photograph in an e-bank's website and found a
significant positive effect on perceived trustworthiness of the examined
website. It is suggested that virtual re-embedding is an effective way
to increase customer trust and that it does not even have to be costly
to implement.

%M C.CHI.02.2.750
%T Tangibly simple, architecturally complex: evaluating a tangible
presentation aid
%S Short Talks
%A Elizabeth F. Churchill
%A Les Nelson
%B CHI02
%D 2002
%V 2
%P 750-751
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506579
%X In this paper, we describe an evaluation of the Palette, a
presentation tool that was reported at CHI '99. The Palette allows
presenters to quickly access digital presentations using physical cards
that have unique barcodes printed on them. The Palette has been in use
in our lab for over three years, and has been released as a product in
Japan. Our evaluation consists of an analysis of usage logs, an expert
walkthrough review, and observations and interviews with users,
non-users and the system administrator. The findings reveal benefits and
drawbacks of the technology, and offers design ideas for further work on
tangible tools of this kind.

%M C.CHI.02.2.752
%T Navigational blocks: tangible navigation of digital information
%S Short Talks
%A Ken Camarata
%A Ellen Yi-Luen Do
%A Mark D. Gross
%A Brian R. Johnson
%B CHI02
%D 2002
%V 2
%P 752-753
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506580
%X Navigational Blocks provide a tangible user interface for
applications such as information kiosks. Orientation, movement, and
relative position of electronically and microprocessor augmented
physical blocks support visitor querying, retrieving, understanding,
navigation and exploration of an historical information database.

%M C.CHI.02.2.754
%T Using a gestural interface toolkit for tactile input to a dynamic
virtual space
%S Short Talks
%A Thecla Schiphorst
%A Robb Lovell
%A Norman Jaffe
%B CHI02
%D 2002
%V 2
%P 754-755
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506581
%X In this paper, we describe the development of a gesture interface
toolkit that has been applied to an application of tactile gesture
recognition within an artificial life environment. The goal is to design
a gestural semantics of caress, in which qualitative attributes of
gesture are expressed as a function of tactility. A touch-sensitive
tablet capable of detecting multiple simultaneous contacts was used to
provide a source of tactile gestures (stroking, pressing, tapping,
wrapping, spreading, pinching, nudging) which were then interpreted by
the software as events to be sent to the active creature in the
environment. Participants could observe the creature reactions within a
three-dimensional immersive display system.

%M C.CHI.02.2.756
%T CUBIK: a bi-directional tangible modeling interface
%S Short Talks
%A Surapong Lertsithichai
%A Matthew Seegmiller
%B CHI02
%D 2002
%V 2
%P 756-757
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506582
%X We present CUBIK, a bi-directional tangible modeling interface used
to aid architects and designers in the process of creating and
manipulating 3D models with the computer. CUBIK consists of a wire frame
cube structure and an interactive virtual cube as its user interfaces.
When activated users can manipulate a 3D model from either interface
physically or virtually. Any one interface can change its configuration
according to manipulations from the other interface, enabling designers
to directly assemble and manipulate tangible objects as an aid in
designing 3D models. This can improve the interaction between designers
and computer-aided design systems.

%M C.CHI.02.2.758
%T Multiscale pointing: facilitating pan-zoom coordination
%S Short Talks
%A Frederic Bourgeois
%A Yves Guiard
%B CHI02
%D 2002
%V 2
%P 758-759
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506583
%X In a laboratory experiment on multiscale pointing, we compared
one-handed vs. two-handed input for two zoom-control devices, a wheel
vs. a mini-joystick with an all or none response. Using a recent method
of quantifying multiple degree-of-freedom (DOF) input coordination to
evaluate pan-zoom parallelism, we confirm previous work [1] showing that
multiscale pointing performance strongly depends on the degree of
pan-zoom parallelism. The new finding is that two-handed input and a
constant zoom speed allow more input parallelism, thereby increasing
performance speed.

%M C.CHI.02.2.760
%T Two-handed drawing on augmented desk
%S Short Talks
%A Hideki Koike
%A Chen Xinlei
%A Yasoto Nakanishi
%A Kenji Oka
%A Yoichi Sato
%B CHI02
%D 2002
%V 2
%P 760-761
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506584
%X This paper describes a two-handed drawing tool on Enhanced Desk.
Through the experiments, our tool showed better performance when drawing
simple figures than traditional drawing tools. The subjects also
reported that it was easier to learn the usage of the tool.

%M C.CHI.02.2.762
%T A tool-based interactive drawing environment
%S Short Talks
%A Robert St. Amant
%A Thomas E. Horton
%B CHI02
%D 2002
%V 2
%P 762-763
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506585
%X Graphical user interfaces rely heavily on the tool metaphor. In most
drawing systems, for example, functions are organized as they might be
on a workbench; buttons associated with drawing modes for lines or
rectangles are called line-drawing or rectangle-drawing tools; etc.
Despite the similarities, however, there remain many differences between
software tools and physical tools. This paper gives a concise account of
tool use in general, and describes a drawing application, called
HabilisDraw, that relies on a detailed correspondence to physical tool
behavior.

%M C.CHI.02.2.764
%T The KITE geometry manipulator
%S Short Talks
%A Sviataslau Pranovich
%A Jarke J. van Wijk
%A Kees van Overveld
%B CHI02
%D 2002
%V 2
%P 764-765
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506586
%X We introduce a new geometry manipulator, a tool for 2D geometrical
object manipulations in drawing packages. The manipulator is an extended
combination of two standard approaches. We performed an experiment,
where users tested three types of manipulator. We evaluated the
manipulators on perceived flexibility, efficiency of use, and subjective
satisfaction. Our new manipulator scored high on all aspects.

%M C.CHI.02.2.766
%T Understanding how to improve the accessibility of computers through
cursor control studies
%S Short Talks
%A Simeon Keates
%A P. John Clarkson
%A Peter Robinson
%B CHI02
%D 2002
%V 2
%P 766-767
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506587
%X People with motion-impairments often find it difficult to perform
many of the actions required to interact with a computer. This paper
presents the results of an on-going series of experiments designed to
understand how using force feedback affects interaction for
motion-impaired users. Point and click tasks were analyzed using new
cursor control measures. The results showed significant improvement in
throughput for all users with force-feedback and the cursor control
measures were effective in capturing the differences between the
conditions.

%M C.CHI.02.2.768
%T The use of auditory feedback in call centre CHHI
%S Short Talks
%A Anette Steel
%A Matt Jones
%A Mark Apperley
%A Tristan Jehan
%B CHI02
%D 2002
%V 2
%P 768-769
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506588
%X Initial investigations have been carried out to evaluate issues of
the computer-human-human interaction (CHHI) commonly found in call
centre scenarios. These investigations suggest some benefits in the use
of auditory icons and earcons.

%M C.CHI.02.2.770
%T A generic approach for augmenting tactile diagrams with spatial
non-speech sounds
%S Short Talks
%A Rameshsharma Ramloll
%A Stephen Brewster
%B CHI02
%D 2002
%V 2
%P 770-771
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506589
%X Blind or visually impaired users typically access diagrams in the
tactile medium. This paper describes TouchMelody, a system designed for
augmenting such existing diagrams with 3D spatial auditory information
to increase their usefulness, information content and reduce tactile
clutter. The motivation for this system, an overview of its development
and early experiences are presented. The two major technologies used are
the Polhemus FASTRAK and the LakeDSP CP4 to facilitate the creation of a
directly manipulated dynamic 3D spatial soundscape.

%M C.CHI.02.2.772
%T Constructing moving pictures eyes-free: an animation tool for the
blind
%S Short Talks
%A Hesham M. Kamel
%A James A. Landay
%B CHI02
%D 2002
%V 2
%P 772-773
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506590
%X Visually impaired people constantly interpret moving phenomena in the
real world; they do not lack the skills to understand the meaning of
what is portrayed in an animation. However, today there is no method
that allows them to create computer-based animation. We have extended
IC2D, a drawing tool for the blind, to allow users to construct
animation based on their drawings by defining rotation, swing, and path
motions.

%M C.CHI.02.2.774
%T Tangible programming elements for young children
%S Short Talks
%A Peta Wyeth
%A Helen C. Purchase
%B CHI02
%D 2002
%V 2
%P 774-775
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506591
%X Tangible programming elements offer the dynamic and programmable
properties of a computer without the complexity introduced by the
keyboard, mouse and screen. This paper explores the extent to which
programming skills are used by children during interactions with a set
of tangible programming elements: the Electronic Blocks. An evaluation
of the Electronic Blocks indicates that children become heavily engaged
with the blocks, and learn simple programming with a minimum of adult
support.

%M C.CHI.02.2.776
%T Dolltalk: a computational toy to enhance children's creativity
%S Short Talks
%A Catherine Vaucelle
%A Tristan Jehan
%B CHI02
%D 2002
%V 2
%P 776-777
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506592
%X This paper presents a novel approach and interface for encouraging
children to tell and act out original stories. Dolltalk is a toy that
simulates speech recognition by capturing the gestures and speech of a
child. The toy then plays back a child's pretend-play speech in altered
voices representing the characters of the child's story. Dolltalk's
tangible interface and ability to retell a child's story may enhance a
child's creativity in narrative elaboration.

%M C.CHI.02.2.778
%T Pet Pals: a game for social mediation
%S Short Talks
%A Celine Pering
%B CHI02
%D 2002
%V 2
%P 778-779
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506593
%X Pet Pals is a game that facilitates social interaction in a real
world group context. Early user research of pre-teens indicated that
children establish a social hierarchy through sharing and trading. The
needs revealed in the study led to a game design to mediate peer
interaction through trade. A functional prototype was developed to test
the game on two groups of users. Pet Pals is a game of trading that
globally monitors who is participating in real-time by tracking the
exchange of objects and dynamically altering each object's value to
encourage those not participating to interact with each other, in part
by making their objects more valuable to others. Through both and
negative reinforcement, the system promotes face-to-face communication.

%M C.CHI.02.2.780
%T Camping in the digital wilderness: tents and flashlights as
interfaces to virtual worlds
%S Short Talks
%A Jonathan Green
%A Holger Schnadelbach
%A Boriana Koleva
%A Steve Benford
%A Tony Pridmore
%A Karen Medina
%A Eric Harris
%A Hilary Smith
%B CHI02
%D 2002
%V 2
%P 780-781
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506594
%X A projection screen in the shape of a tent provides children with a
shared immersive experience of a virtual world based on the metaphor of
camping. RFID aerials at its entrances sense tagged children and objects
as they enter and leave. Video tracking allows multiple flashlights to
be used as pointing devices. The tent is an example of a traversable
interface, designed for deployment in public spaces such as museums,
galleries and classrooms.

%M C.CHI.02.2.782
%T Experimental evaluation of user errors at the skill-based level in an
automative environment
%S Short Talks
%A Frank Althoff
%A Karla Geiss
%A Gregor McGlaun
%A Bjorn Schuller
%A Manfred Lang
%B CHI02
%D 2002
%V 2
%P 782-783
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506595
%X Concentrating on the lowest performance level of Reason's error
model, in this work we evaluated the potential of user errors in an
automative environment. Thereby the test subjects had to operate various
in-car devices while primarily fulfilling a simulated 3D driving task.
The study clearly showed that special error types are related to special
distraction effects and that most of the operation errors are not
critical and can be resolved by the user himself.

%M C.CHI.02.2.784
%T Simulator sickness and presence in a high field-of-view virtual
environment
%S Short Talks
%A A. Fleming Seay
%A David M. Krum
%A Larry Hodges
%A William Ribarsky
%B CHI02
%D 2002
%V 2
%P 784-785
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506596
%X This paper describes a study that investigated the effect of
field-of-view, display type, and user role on the experience of
simulator sickness and presence in users of a virtual environment.
Though it interacted with the other experimental factors, field-of-view
was found to be the major determinant of both simulator sickness and
presence.

%M C.CHI.02.2.786
%T Small screen access to digital libraries
%S Short Talks
%A Gary Marsden
%A Robert Cherry
%A Alan Haefele
%B CHI02
%D 2002
%V 2
%P 786-787
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506597
%X This paper looks at the possibilities of taking existing digital
library technology and using it for educating those who do not normally
have access to the Internet. We have built a system which allows WAP
devices to access an HTML based digital library. Whilst building such a
system is technically possible, our work has shown that there are a wide
range of usability issues which need to be tackled. We investigate these
problems, suggest improvements and outline where future research needs
to take place.

%M C.CHI.02.2.788
%T Towards the design of multimodal interfaces for handheld
conversational characters
%S Short Talks
%A Timothy Bickmore
%B CHI02
%D 2002
%V 2
%P 788-789
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506598
%X This paper presents a study of individuals having conversations with
animated characters on PDAs, and characterizes their use of natural
nonverbal behavior compared to behavior exhibited in similar
conversations with another person. The study finds that most people use
the same nonverbal behavior in conversation handheld characters that
they use in conversations with people, although the frequency is
somewhat lower in the handheld case. These results can inform the design
of new PDA input modalities which leverage the natural nonverbal
behavior observed.

%M C.CHI.02.2.790
%T In-car cell phone use: mitigating risk by signaling remote callers
%S Short Talks
%A Punitha Manalavan
%A Asad Samar
%A Mike Schneider
%A Sara Kiesler
%A Dan Siewiorek
%B CHI02
%D 2002
%V 2
%P 790-791
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506599
%X Research has linked in-car cell phone use with automobile accidents.
We explore a signaling method that could mitigate that risk. We show in
a first experiment how remote cell phone callers were induced to speak
less during critical driving periods, and, in a second experiment, how
driving performance in a simulator improved when callers reduced
conversation levels during critical driving periods.

%M C.CHI.02.2.792
%T Scaffolding in the small: designing educational supports for concept
mapping on handheld computers
%S Short Talks
%A Kathleen Luchini
%A Chris Quintana
%A Joe Krajcik
%A Chris Farah
%A Nayan Nandihalli
%A Kyle Reese
%A Adam Wieczorek
%A Elliot Soloway
%B CHI02
%D 2002
%V 2
%P 792-793
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506600
%X Handheld computers offer the flexibility and mobility to be "ready at
hand" tools that can facilitate learning anytime, anywhere. Applying the
principles of Learner Centered Design [2], we have developed Pocket
PiCoMap to support students engaged in complex concept mapping
activities using handheld computers. Pocket PiCoMap uses scaffolds to
address specific student needs; for instance, a color scaffold was
provided to address students' difficulty organizing and understanding
information displayed on small screens. Pocket PiCoMap was piloted for
six weeks with 33 eighth grade students in mid-Michigan classrooms, and
our preliminary results suggest that scaffolds are both useful and
viable for handheld educational software.

%M C.CHI.02.2.794
%T Shared text input for note taking on handheld devices
%S Short Talks
%A Laurent Denoue
%A Patrick Chiu
%A Tohru Fuse
%B CHI02
%D 2002
%V 2
%P 794-795
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506601
%X Shared text input is a technique we implemented into a note taking
system for facilitating text entry on small devices. Instead of writing
out words on the tedious text entry interfaces found on handheld
computers, users can quickly reuse words and phrases already entered by
others. Sharing notes during a meeting also increases awareness among
note takers. We found that filtering the text to share was appropriate
to deal with a variety of design issues such as screen real estate,
scalability, privacy, reciprocity, and predictability of text location.

%M C.CHI.02.2.796
%T In the lab and out in the wild: remote web usability testing for
mobile devices
%S Short Talks
%A Sarah Waterson
%A James A. Landay
%A Tara Matthews
%B CHI02
%D 2002
%V 2
%P 796-797
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506602
%X In this paper we discuss a pilot usability study using wireless
Internet-enabled personal digital assistants (PDAs). We compared
usability data gathered in traditional lab studies with a proxy-based
clickstream logging and analysis tool. We found that this remote testing
technique can more easily gather many of the content-related usability
issues, but device-related issues are more difficult to capture.

%M C.CHI.02.2.798
%T Automatic text reduction for changing size constraints
%S Short Talks
%A Lance Good
%A Mark Stefik
%A Patrick Baudisch
%A Benjamin B. Bederson
%B CHI02
%D 2002
%V 2
%P 798-799
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506603
%X This paper introduces a technique for viewing text objects under
changing size constraints in 2D environments. Our approach automatically
combines font size reduction and content reduction to preserve
legibility of key words. Unlike traditional semantic zooming, our
approach creates intermediate representations and transitions
automatically. The main benefit is that it provides more meaningful
views for different object sizes without additional authoring effort.

%M C.CHI.02.2.800
%T Breakdown visualization: multiple foci polyarchies of values and
attributes
%S Short Talks
%A Sandeep Prabhakar
%A Nathan Conklin
%A Chris North
%A Muthukumar Thirunavukkarasu
%A Anusha Dandapani
%A Ganesh Panchanathan
%B CHI02
%D 2002
%V 2
%P 800-801
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506604
%X Breakdown analysis involves decomposing data into sub-groups to allow
for comparison and identification of problem areas. Good analysis
requires the ability to group data based on attributes or values.
Breakdown Visualization provides a mechanism to support this analysis
through user guided decomposition and exploration of tabular data with a
polyarchy structure. This is useful in domains such as sports statistics
and corporate financial reports. Breakdown Visualization utilizes a
spreadsheet format for comparison of adjacent visualizations.

%M C.CHI.02.2.802
%T QuickSpace: new operations for the desktop metaphor
%S Short Talks
%A Dugald Ralph Hutchings
%A John Stasko
%B CHI02
%D 2002
%V 2
%P 802-803
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506605
%X The explosion of information available to everyday users has resulted
in numerous applications that allow users to access this information.
Fundamental desktop operations fail to assist the user efficiently
display all of the information available in these applications. We
propose a number of new window and space management techniques that
attempt to solve this problem.

%M C.CHI.02.2.804
%T Interactive 3D flow visualization using a streamrunner
%S Short Talks
%A Robert S. lramee
%B CHI02
%D 2002
%V 2
%P 804-805
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506606
%X Flow visualization in 3D is challenging due to perceptual problems
such as occlusion, lack of directional cues, lack of depth cues, and
visual complexity. In this paper we present an interaction technique
that addresses these special problems for 3D flow visualization. The
feature we present, a streamrunner, games the user interactive control
over the evolution of streamlines from the time they are seeds until
they reach their full length. The interactive streamrunner control
minimizes occlusion and visual complexity and maximizes directional and
depth cues for 3D flow visualization tools, the streamrunner gives a
brand new level of control to the user investigating the vector field.

%M C.CHI.02.2.806
%T Kinesthetic cues aid spatial memory
%S Short Talks
%A Desney S. Tan
%A Randy Pausch
%A Jeanine K. Stefanucci
%A Dennis R. Proffitt
%B CHI02
%D 2002
%V 2
%P 806-807
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506607
%X We are interested in building and evaluating human computer
interfaces that make information more memorable. Psychology research
informs us that humans access memories through cues, or "memory hooks,"
acquired at the time we learn the information. In this paper, we show
that kinesthetic cues, or the awareness of parts of our body's position
with respect to itself or to the environment, are useful for recalling
the positions of objects in space. We report a user study demonstrating
a 19% increase in spatial memory for information controlled with a
touchscreen, which provides direct kinesthetic cues, as compared to a
standard mouse interface. We also report results indicating that females
may benefit more than males from using the touchscreen device.

%M C.CHI.02.2.808
%T Design of force feedback utilizing air pressure toward untethered
human interface
%S Short Talks
%A Yuriko Suzuki
%A Minoru Kobayashi
%A Satoshi Ishibashi
%B CHI02
%D 2002
%V 2
%P 808-809
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506608
%X In order to apply VR technologies to tools for everyday life, it is
necessary to develop human interface technologies that do not constrain
the users' activities. To achieve this goal, we propose a new force
feedback method that utilizes air pressure to provide a force sensation
to users. This force feedback system does not constrain users by an arm
or a wire that connected with devices, and allows users to move their
bodies and hands freely. This paper introduces the concept and the
initial implementation of the air-pressure-based force feedback system.

%M C.CHI.02.2.810
%T 'TSUNAGARI' communication: fostering a feeling of connection between
family members
%S Short Talks
%A Yoshihiro Itoh
%A Asami Miyajima
%A Takumi Watanabe
%B CHI02
%D 2002
%V 2
%P 810-811
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506609
%X Families in Japan increasingly have one or more members living
outside of the family household, but many people don't want to lose the
bond between family members when they live apart. We have developed a
concept called 'Tsunagari' communication aimed at fostering a feeling of
connection between people and maintaining their social relationships. A
system based on this concept, called the Family Planter system, was also
developed for family use. We have field tested this system with family
members living apart, and our interviews of users have shown that the
users' family relationships tend to be slightly improved by use of this
system.

%M C.CHI.02.2.812
%T From personal to shared annotations
%S Short Talks
%A Catherine C. Marshall
%A A. J. Bernheim Brush
%B CHI02
%D 2002
%V 2
%P 812-813
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506610
%X Preliminary results obtained by comparing personal annotations on
paper with shared annotations made on-line show that only a small
fraction of personal annotations are used in initiating and responding
to related on-line discussions. The personal annotations that are shared
tended to correspond to explicit marginalia; much effort is still put
into rendering both the content and anchors of these annotations
intelligible to others.

%M C.CHI.02.2.814
%T Supporting articulation with the reconciler
%S Short Talks
%A Gloria Mark
%A Victor Gonzalez
%A Marcello Sarini
%A Carla Simone
%B CHI02
%D 2002
%V 2
%P 814-815
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506611
%X A problem in distributed collaboration is the difficulty in resolving
different perspectives. We conducted an experiment to test the
Reconciler, a system designed to aid communicating partners in
developing and using negotiated meanings of terms in text-based online
communication. We found that with the system, groups used fewer
clarifications and explanations for technical terms, which suggests that
the system aided the memory of negotiated meanings. The results suggest
that technology use can benefit articulation.

%M C.CHI.02.2.816
%T Social net: using patterns of physical proximity over time to infer
shared interests
%S Short Talks
%A Michael Terry
%A Elizabeth D. Mynatt
%A Kathy Ryall
%A Darren Leigh
%B CHI02
%D 2002
%V 2
%P 816-817
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506612
%X We describe Social Net, a novel interest-matching application that
uses patterns of collocation, over time, to infer shared interests
between users. Social Net demonstrates new possibilities and methods for
using the capabilities of mobile devices equipped with
RF-communications.

%M C.CHI.02.2.818
%T Supporting collaboration through passing informal notes to peripheral
displays
%S Short Talks
%A Andreas Dieberger
%B CHI02
%D 2002
%V 2
%P 818-819
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506613
%X DropNotes is a note-passing system for informal sharing of
information within a small group or for posting notes to oneself. Its
goal is to improve collaboration by increasing awareness through
peripheral displays. DropNotes typically appear on peripheral displays
placed in the work environment, such as a door panel, a peripheral
display near the phone, a group board in a break room or a PDA. The
design of DropNotes focuses both on making note creation easy and on
minimizing interruptions. As such, DropNotes supports informal
information sharing and peripheral awareness rather than messaging.

%M C.CHI.02.2.820
%T The effect of tangible interfaces on children's collaborative
behaviour
%S Short Talks
%A Danae Stanton
%A Victor Bayon
%A Camilla Abnett
%A Sue Cobb
%A Claire O'Malley
%B CHI02
%D 2002
%V 2
%P 820-821
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506614
%X The physical nature of the classroom means that children are
continually divided into small groups. The present study examined
collaboration on a story creation task using technologies believed to
encourage and support collaborative behaviour. Four children used
tangible technologies over three sessions. The technology consisted of a
large visual display in which they could input content (using Personal
Digital Assistants (Pda) and a scanner), record sounds (using RF-ID
tags) and navigate around the environment using an arrangement of
sensors called 'the magic carpet'. The children could then retell their
story using bar-coded images and sounds. The three sessions were video
recorded and analysed. Results indicate the importance of immediate
feedback and visibility of action for effective collaboration to take
place.

%M C.CHI.02.2.822
%T Gesture navigation: an alternative 'back' for the future
%S Short Talks
%A Michael Moyle
%A Andy Cockburn
%B CHI02
%D 2002
%V 2
%P 822-823
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506615
%X This paper describes the evaluation of a gesture-based mechanism for
issuing the back and forward commands in web navigation. Results show
that subjects were able to navigate significantly faster when using
gestures compared to the normal back button. They were also extremely
enthusiastic about the technique, with several expressing their wish
that "all browsers should support this".

%M C.CHI.02.2.824
%T Towards time design: pacing of hypertext navigation by system
response times
%S Short Talks
%A Herbert A. Myer
%A Michael Hildebrandt
%B CHI02
%D 2002
%V 2
%P 824-825
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506616
%X Two experiments investigated the effects of system response time
(SRT) on hypertext navigation. Dependent variables were residence time,
emotional strain and memory performance. A synchronization between human
and computer response time was observed.

%M C.CHI.02.2.826
%T Hunter gatherer: within-web-page collection making
%S Short Talks
%A m. c. schraefel
%A Daniel Wigdor
%A Yuxiang Zhu
%A David Modjeska
%B CHI02
%D 2002
%V 2
%P 826-827
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506617
%X Hunter Gatherer is a tool that lets Web users carry out three main
tasks: (1) collect components from within Web pages; (2) represent those
components in a collection; and (3) edit those collections. We report on
the design and evaluation of the tool and contextualize tool use in
terms of our research goals to investigate possible shifts in
information interaction practices resulting from tool use.

%M C.CHI.02.2.828
%T Exploring web browser history comparisons
%S Short Talks
%A Mark Bilezikjian
%A John C. Tang
%A James Bo Begole
%A Nicole Yankelovich
%B CHI02
%D 2002
%V 2
%P 828-829
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506618
%X This work explores how comparing web navigation histories between two
people and presenting the results to them might allow them to gain
insight about each other. We developed a prototype that presents web
matches sorted according to frequency, recency, and web site. Interviews
with users of the prototype suggest that common interests and
preferences can be inferred from these comparisons.

%M C.CHI.02.2.830
%T The role of transparency in recommender systems
%S Short Talks
%A Rashmi Sinha
%A Kirsten Swearingen
%B CHI02
%D 2002
%V 2
%P 830-831
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506619
%X Recommender Systems act as a personalized decision guides, aiding
users in decisions on matters related to personal taste. Most previous
research on Recommender Systems has focused on the statistical accuracy
of the algorithms driving the systems, with little emphasis on interface
issues and the user's perspective. The goal of this research was to
examine the role of transparency (user understanding of why a particular
recommendation was made) in Recommender Systems. To explore this issue,
we conducted a user study of five music Recommender Systems. Preliminary
results indicate that users like and feel more confident about
recommendations that they perceive as transparent.

%M C.CHI.02.2.832
%T WebQuests: changing the way we teach online
%S Short Talks
%A Brenda Hopkins-Moore
%A Susan Fowler
%B CHI02
%D 2002
%V 2
%P 832-833
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506620
%X This paper introduces WebQuests as potential teaching tools for HCI
and software design educators. Based on our daylong observations of a
high-school class, we believe that WebQuests can be adapted for use in
online as well as classroom-based education and for use with adults as
well as children. The WebQuest model offers three advantages for HCI
educators. One is that the students construct their own knowledge and
meaning, and thereby learn the material more thoroughly. Another is that
a WebQuest, if done correctly, takes advantage of more learning styles.
We observed aural, kinesthetic, and visual learning styles, for example.
The third advantage is that, since WebQuests are team projects, students
learn to work in teams.

%M C.CHI.02.2.834
%T Effect of an external viewpoint on therapist performance in virtual
reality exposure therapy
%S Student Posters
%A Martijn Schuemie
%B CHI02
%D 2002
%V 2
%P 834-835
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506622
%X In Virtual Reality Exposure Therapy, therapist are usually only
supplied with the same viewpoint of the Virtual Environment (VE) as the
patient. This paper investigates the effect of an external viewpoint on
the performance of therapists in a VE. Results show that even though
this second viewpoint increases the precision with which the therapist
can align real and virtual objects, subjects navigate through the VE in
a less efficient manner.

%M C.CHI.02.2.836
%T Will it be upper-case or will it be lower-case: can a prompt for text
be a mode signal?
%S Student Posters
%A Hokyoung Ryu
%B CHI02
%D 2002
%V 2
%P 836-837
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506623
%X The new forms of interaction being devised for small mobile devices
have required designers to re-visit basic principles for user interface
design. One of these is the notion of mode. For example, when a key is
pressed how will the user know whether the letter displayed will be in
upper- or lower-case. An experiment is described in which users have to
learn to use a new device where this is an issue. Results show that
users are influenced by the case of letters in the prompt.

%M C.CHI.02.2.838
%T Hocman: supporting mobile group collaboration
%S Student Posters
%A Mattias Esbjornson
%A Mattias Ostergren
%B CHI02
%D 2002
%V 2
%P 838-839
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506624
%X We introduce the Hocman prototype, supporting mobile group
collaboration among motorcyclists. The design is based on findings from
a field study. The motorcyclists are a group with a strong social
commitment, however their mobile practice creates collaborative
problems. They deal with it by using a website on the Internet, but
collaborative issues still remains. For this purpose we have developed a
prototype, based on web technology. The prototype is built for handheld
computers and wireless communication, allowing the users to share rich
content when being in the vicinity of each other.

%M C.CHI.02.2.840
%T A flexible 3d sound system for interactive applications
%S Student Posters
%A Lalya Gaye
%B CHI02
%D 2002
%V 2
%P 840-841
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506625
%X We have developed a 3D sound system for headphones that allows
real-time sound source and user displacement in a virtual acoustic
environment. Because of a flexible design that uses different sets of
pre-selected, physically modeled filters, the complexity level of
simulation can be chosen, making the system adaptable both to available
CPU power and to application requirements. No extensive signal
processing knowledge is required in order to select the appropriate
simulation complexity. A preliminary evaluation involving 4 users showed
that the system provides a satisfying localization of sounds and users
(even with limited memory and CPU power) while also giving access to
low-level control over simulation complexity.

%M C.CHI.02.2.842
%T A study of cursor trajectories of motion-impaired users
%S Student Posters
%A Faustina Hwang
%B CHI02
%D 2002
%V 2
%P 842-843
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506626
%X This paper describes a study of the cursor trajectories of
motion-impaired users in "point and click" interactions. A
characteristic of cursor movement is proposed that aims to capture the
spatial distribution of cursor movement about a target. This
characteristic indicates that users often exhibit increased cursor
movement in the vicinity of the target, have more difficulty performing
the "clicking" part of the interaction as compared to the navigation
part, and tend to navigate directly toward the target during the middle
portion of the cursor trajectory. The implications of these
characteristic behaviours on interface design are discussed.

%M C.CHI.02.2.844
%T Improving speech-based navigation during dictation
%S Student Posters
%A Jinjuan Feng
%B CHI02
%D 2002
%V 2
%P 844-845
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506627
%X This research focuses on understanding the failures of speech-based
navigation as it exists in state-of-the-art speech recognition software.
A detailed analysis of failure rates, reasons commands fail, and
consequences of these failures in the allowed for the identification of
three specific improvements to speech-based navigation. Results from a
follow-up study are reported, indicating that each of the three
improvements reduced failure rates.

%M C.CHI.02.2.846
%T Factors influencing the experience of website usage
%S Student Posters
%A Sascha Mahlke
%B CHI02
%D 2002
%V 2
%P 846-847
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506628
%X The present study examines the role of subjectively perceived factors
of the experience of website usage in forming an intention to use a
website. An integrative research model is presented and tested
empirically. It includes the following four aspects of experience:
perceived usefulness, ease of use, hedonic quality and visual
attractiveness. The two main research questions are: (1) Are these
aspects four subjectively independently perceived aspects of website
interaction? and (2) Is the intention to use formed by combining and
weighting these four experience aspects and if so, which weights are
assigned to the respective aspects. The results suggest that all four
aspects of experience can be independently perceived by the user and
contribute all with different weights to the intention to use the
website.

%M C.CHI.02.2.848
%T Designing sound canvas: the role of expectation and discrimination
%S Student Posters
%A Priscilla Chueng
%B CHI02
%D 2002
%V 2
%P 848-849
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506629
%X In this paper, expectation and discrimination are identified as two
important constructs to be considered in ecological sound design to
achieve a sense of presence in virtual environments. Research to
investigate the extent of this is described and the results obtained are
discussed. Future avenues for research, on the basis of these results,
are indicated.

%M C.CHI.02.2.850
%T Using a tree view metaphor to visualize hardware simulation for
testing
%S Student Posters
%A Per Jacobsson
%B CHI02
%D 2002
%V 2
%P 850-851
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506630
%X This papers suggests the use of a tree view metaphor as a suitable
way of visualizing simulated hardware elements in a graphical user
interface (GUI) for testing purposes. The prospective users declared a
few comprehensive demands regarding the desired application -- such as
maximal availability of desktop space and ease of configuring and
reconfiguring the hardware simulations. An application was prototyped
and evaluated through interviews and an accompanying usability test.
Preliminary evaluation shows that using the new GUI with the tree
metaphore makes the task of configuration faster and saves desktop
space.

%M C.CHI.02.2.852
%T What makes people trust online gambling sites?
%S Student Posters
%A Bhiru Shelat
%A Florian N. Egger
%B CHI02
%D 2002
%V 2
%P 852-853
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506631
%X A validated model of trust was used as a framework for an empirical
study to identify on- and offline factors that influence gamblers'
perception of an online casino's trustworthiness. The results suggest
that the quality with which casino's address gamblers' trust concerns by
providing appropriate content is the prime factor. However, designing
for trust must be part of consistent strategy that also involves
customer service usability.

%M C.CHI.02.2.854
%T Backseat gaming: exploaration of mobile properties for fun
%S Student Posters
%A Liselott Brunnberg
%B CHI02
%D 2002
%V 2
%P 854-855
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506632
%X This paper presents a prototype developed as part of the Backseat
gaming project. The aim of the project is to explore how to make use of
mobile properties for developing compelling and fun game experiences.
The prototype is developed for use in a highly mobile situation, that of
a car passenger and is realized by the use of mobile devices and the
users physical location during speed to merge the virtual content and
surrounding road context into an augmented reality game.

%M C.CHI.02.2.856
%T Evaluating images of virtual agents
%S Student Posters
%A Karen Wilson
%B CHI02
%D 2002
%V 2
%P 856-857
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506633
%X This study examined the perceived attributes of virtual agents, based
on their appearance. The aim was to determine the nature of the
psychological processes that influence judgements. It was expected that
many of the usual characteristics of stereotypical judgements would
influence attributions made with regard to computer agents. Fourteen
agents from a population of 150 were used to obtain similarity
judgements, preference data, dimensional analysis, and personality
judgements. Multidimensional Scaling analysis suggested that computer
agents were categorized according to 2 main dimensions (gender and
anthropomorphism). The clustering of agents were across dimensions
predicted attributions made, with more positive attributions made to
female agents, less positive to cartoon agents, and the most negative
responses to male agents.

%M C.CHI.02.2.858
%T Head orientation and gaze direction in meetings
%S Student Posters
%A Rainer Stiefelhagen
%A Jie Zhu
%B CHI02
%D 2002
%V 2
%P 858-859
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506634
%X Detecting who is looking at whom during multiparty interaction is
useful for various tasks such as meeting analysis. There are two
contributing factors in the formation of where a person is looking at:
head orientation and eye orientation. In this poster, we present an
experiment aimed at evaluating the potential of head orientation
estimation in detecting who is looking at whom, because head orientation
can be estimated accurately and robustly with non-intrusive methods
while eye orientation can not. Experimental results show that head
orientation contributes 68.9% on average to the overall gaze direction,
and focus of attention estimation based on head orientation alone can
get an average accuracy of 88.7% in a meeting application scenario with
four participants. We conclude that head orientation is a good indicator
of focus of attention in human computer interaction applications.

%M C.CHI.02.2.860
%T A collaborative foraging approach to web browsing enrichment
%S Student Posters
%A Stephen J. Schultze
%B CHI02
%D 2002
%V 2
%P 860-861
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506635
%X As the amount of Web content grows and diversifies, traditional
organizational structures such as keyword search engines and static
directories become less useful and comprehensive, requiring more user
effort to find relevant information. Information foraging theory [4] and
collaborative filtering [6] address this problem in different but
compatible ways. This paper introduces an approach called collaborative
foraging that applies the biological metaphors of information foraging
to the cooperative filtering. The approach assumes that humans best
pursue relevant Web content according to optimal foraging behavior,
collaborating with communities of like-minded foragers. This paper gives
preliminary results of a limited implementation.

%M C.CHI.02.2.862
%T A framework for locomotional design: toward a generative design
theory
%S Student Posters
%A Susanne Jul
%B CHI02
%D 2002
%V 2
%P 862-863
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506636
%X Generative design theories are needed to bridge the gaps between pure
scientific knowledge, individual ("point") designs and systematic
generation of viable design alternatives. This papers suggests a
framework for locomotional design that uses knowledge of navigation and
spatial cognition to inform design. Examples of the implications of two
such pieces of knowledge are sketched out, suggesting how this framework
might lead to a generative design theory.

%M C.CHI.02.2.864
%T Informing automatic generation of remote control interfaces with
human designs
%S Student Posters
%A Jeffrey Nichols
%B CHI02
%D 2002
%V 2
%P 864-865
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506637
%X Embedded processors are making it possible for common appliances,
such as cable boxes, microwaves, and fax machines, to provide even more
functionality. Unfortunately, as these appliances become more complex,
their interfaces are also becoming harder to use. At the same time, more
people are carrying hand-held computerized devices that can communicate.
We envision a future in which people will use their handhelds to
communicate with and control common appliances in their environment.
This work describes the design of a specification language and the
construction of an automatic interface generator, using lessons learned
from analyzing manually created interfaces.

%M C.CHI.02.2.866
%T In your own words: using full sentences as feedback
%S Student Posters
%A Jacob O. Wobbrock
%B CHI02
%D 2002
%V 2
%P 866-867
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506638
%X Many applications have cluttered dialogs that require users to make
complicated settings. Some settings even determine the availability and
state of other settings, creating interdependencies that can be hard to
discern. Most affordances, although they aid the use of individual
widgets, provide no feedback about overall configurations. Here I
present a technique for providing feedback in configuration tools using
grammar-generated sentences that update instantly as the user acts.
Experimental results confirm the technique has promise.

%M C.CHI.02.2.868
%T Doodling our way to better authentication
%S Student Posters
%A Joseph Goldberg
%A Jennifer Hagman
%A Vibha Sazawal
%B CHI02
%D 2002
%V 2
%P 868-869
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506639
%X Password security often fails in practice because users select
predictable passwords. We conducted a study to explore the use of
hand-drawn doodle password ("passdoodle"). Our findings show that users
could recall all visual elements of the doodle as well as they could
recall alphanumeric passwords, but most could not perfectly redraw their
selected doodles. Users perceive passdoodles as easier to remember than
alphanumeric passwords; however, they prefer whichever authentication
method they perceive to be more secure.

%M C.CHI.02.2.870
%T Applying HCI to music-related hardware
%S Student Posters
%A Gary Fernandes
%A Cassandra Holmes
%B CHI02
%D 2002
%V 2
%P 870-871
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506640
%X The application of usability techniques to the development of
music-related hardware is rarely discussed in the HCI literature. This
is in spite of the fact that such devices could potentially be improved
by employing usability methods during their development. This paper
documents a case study of an existing electric guitar pre-amplifier. The
ease of use of its user interface was investigated using the traditional
HCI methods of heuristic evaluation and usability testing. The user
interface was sunsequently modified, and a follow-up usability test
confirmed improvements to ease of use. These findings demonstrate that
HCI methods can and should be used to enhance the usability of
music-related hardware.

%M C.CHI.02.2.872
%T A comparison of information visualization methods
%S Student Posters
%A Korin Werner
%B CHI02
%D 2002
%V 2
%P 872-873
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506641
%X Large hierarchies of information (such as maps, graphs, and web
pages) that must be fit onto small areas are present everywhere. The
size restriction prevents the user from viewing the entire structure at
once, which causes the context of the information to be lost.
Conversely, if the entire structure is visible all at once, the details
are too small to read and specific information is lost to the user. The
present research studies different visualization techniques that present
detailed specific information from large hierarchies on a single screen,
while preserving the information's context within the global structure.
Results show that Internet Explorer supported superior user performance
in both time and accuracy when compared to three other methods of
information visualization.

%M C.CHI.02.2.874
%T Multimodal theater: extending low fidelity paper prototyping to
multimodal applications
%S Student Posters
%A Corey D. Chandler
%A Gloria Lo
%A Anoop K. Sinha
%B CHI02
%D 2002
%V 2
%P 874-875
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506642
%X Low-fidelity paper prototyping has proven to be a useful technique
for designing graphical user interfaces [1]. Wizard of Oz prototyping
for other input modalities, such as speech, also has a long history [2].
Yet to surface are guidelines for low-fidelity prototyping of multimodal
applications, those that use multiple and sometimes simultaneous
combination of different input types. This paper describes our recent
research in low fidelity, multimodal, paper prototyping and suggest
guidelines to be used by future designers of multimodal applications.

%M C.CHI.02.2.876
%T User activity histories
%S Student Posters
%A Etienne Pelaprat
%A R. Benjamin Shapiro
%B CHI02
%D 2002
%V 2
%P 876-877
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506643
%X Current software interfaces fail to incorporate historical data from user
interaction into their design. While some systems exhibit a minimalist use of
history in the form of undo and redo, selective menu items, and other static
elements, there has been a lack of use of history in the dynamic elements of
interaction. We propose a more widespread use of historical data from
user-software interaction to augment the desktop and application environment.
We believe the use of historical data can improve the user's experience at
many different levels. Our approach begins by assuming that everything the
user is doing on the desktop is important to them, and that it will be
important again in the future. 

%M C.CHI.02.2.878
%T Bridging physical and electronic media for distributed design
collaboration
%S Student Posters
%A Scott Klemmer
%A Katherine Everitt
%B CHI02
%D 2002
%V 2
%P 878-879
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506644
%X Current software interfaces fail to incorporate historical data from
user interaction into their design. While some systems exhibit a
minimalist use of history in the form of undo and redo, selective menu
items, and other static elements, there has been a lack of use of
history in the dynamic elements of interaction. We propose a more
widespread use of historical data from user-software interaction to
augment the desktop and application environment. We believe the use of
historical data can improve the user's experience at many different
levels. Our approach begins by assuming that everything the user is
doing on the desktop is important to them, and that it will be important
again in the future.

%M C.CHI.02.2.880
%T Usability in practice: field methods evolution and revolution
%S Usability in Practice Session
%A Dennis R. Wixon
%A Judy Ramey
%A Karen Holtzblatt
%A Hugh Beyer
%A JoAnn Hackos
%A Stephanie Rosenbaum
%A Colleen Page
%A Sari A. Laakso
%A Karri-Pekka Laakso
%B CHI02
%D 2002
%V 2
%P 880-884
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506646
%X Field Methods are a collection of tools and techniques for conducting
studies of users, their tasks, and their work environments in the actual
context of those environments. The promise of such methods is that they
help teams design products that are both useful and usable by providing
data about what people really do. Participants in this forum will
address:
 * the origins and framework of Contextual Design
 * the application of field methods to task analysis
 * a review of ways to adapt these methods to practical constraints
 * a discount approach to field studies

%M C.CHI.02.2.885
%T Usability in practice: formative usability evaluations -- evolution
and revolution
%S Usability in Practice Session
%A Janice (Ginny) Redish
%A Randolph G. Bias
%A Robert Bailey
%A Rolf Molich
%A Joe Dumas
%A Jared M. Spool
%B CHI02
%D 2002
%V 2
%P 885-890
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506648
%X The adoption of user experience methods within companies has followed
a similar evolution over the past two decades. Typically organizations
originally institute formative lab-based evaluations, and then add field
studies and other user experience methods to their repertoire. This
evolution typically occurs because the organization recognizes the need
for more data on customer profiles, feature requirements, and task
flows, along with the ability to iterate quickly among various design
ideas and directions. These methods that fall outside of the categories
of formative usability evaluations and field studies are addressed in
this paper. Although there are a wide variety of methods within this
'alternative' category, a few representative samples will be discussed
in more detail here. In actuality, these methods are not 'alternatives,'
rather, they are additions to the toolkit of user experience methods
that should be used in conjunction with formative usability studies and
field studies.

%M C.CHI.02.2.891
%T Usability in practice: alternatives to formative
evaluations-evolution and revolution
%S Usability in Practice Session
%A Janice A. Rohn
%A Jared Spool
%A Mayuresh Ektare
%A Sanjay Koyani
%A Michael Muller
%A Janice (Ginny) Redish
%B CHI02
%D 2002
%V 2
%P 891-897
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506648
%X The adoption of user experience methods within companies has followed
a similar evolution over the past two decades. Typically organizations
originally institute formative lab-based evaluations, and then add field
studies and other user experience methods to their repertoire. This
evolution typically occurs because the organization recognizes the need
for more data on customer profiles, feature requirements, and task
flows, along with the ability to iterate quickly among various design
ideas and directions. These methods that fall outside of the categories
of formative usability evaluations and field studies are addressed in
this paper. Although there are a wide variety of methods within this
'alternative' category, a few representative samples will be discussed
in more detail here. In actuality, these methods are not 'alternatives,'
rather, they are additions to the toolkit of user experience methods
that should be used in conjunction with formative usability studies and
field studies.

%M C.CHI.02.2.898
%T Usability in Practice: user experience lifecycle -- evolution and
revolution
%S Usability in Practice Session
%A Stephanie Rosenbaum
%A Chauncey E. Wilson
%A Timo Jokela
%A Janice A. Rohn
%A Trixi B. Smith
%A Karel Vredenburg
%B CHI02
%D 2002
%V 2
%P 898-903
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506649
%X The practice of usability and user-centered design must integrate
with many other activities in the product development lifecycle. This
integration requires political savvy, knowledge of a wide variety of
methods, flexibility in using methods, inspiration, and innovation. The
speakers and their colleagues have met these requirements and describe
their experience fitting various methods into design and development
efforts. This forum highlights their successes and setbacks.

%M C.CHI.02.2.905
%T Workshop: Creating and refining knowledges, identities, and
understandings in on-line communities
%S Workshops
%A Michael J. Muller
%A David R. Millen
%B CHI02
%D 2002
%V 2
%P 905
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506651
%X This two-day workshop examines the ways that on-line communities
create and refine their shared resources, including both the formal and
observable artifacts (documents, chats, threads) and the less tangible
conventions, roles, and identities in the community.

%M C.CHI.02.2.906
%T Automatically evaluating the usability of web sites
%S Workshops
%A Tom Brinck
%A Erik Hofer
%B CHI02
%D 2002
%V 2
%P 906-907
%K HTML validation, automatic usability evaluation, instrumented
browsers, task analysis, web site usability, web usability standards,
website usage data
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506652

%M C.CHI.02.2.908
%T Patterns in practice: a workshop for UI designers
%S Workshops
%A Martijn van Welie
%A Kevin Mullet
%A Paul McInerney
%B CHI02
%D 2002
%V 2
%P 908-909
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506653
%X This one-day workshop focuses on how UI designers are using patterns
today. The scope includes the two overlapping areas of concern to design
practitioners: (1) writing valid and useful patterns and (2) using
patterns effectively in a design assignment.

%M C.CHI.02.2.910
%T Cognitive models of programming-like activity
%S Workshops
%A Alan Blackwell
%A Peter Robinson
%A Chris Roast
%A Thomas Green
%B CHI02
%D 2002
%V 2
%P 910-911
%K abstraction, domestic computing, programming
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506654

%M C.CHI.02.2.912
%T Physiological computing
%S Workshops
%A Jennifer Allanson
%A Gillian M. Wilson
%B CHI02
%D 2002
%V 2
%P 912-913
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506655
%X Applications involving the measurement of human physiological
responses to environment are becoming increasingly popular in HCI. This
is due in part to the increasing availability of low-cost,
high-specification sensing technologies. Areas such HCI evaluation,
affective computing and biofeedback-based brain-computer interaction are
all benefiting from the rich data source physiological sensing
technologies make available. However, guidelines on the gathering and
analysis of these measurements are virtually non-existent, which makes
it difficult for new researchers to practise in this area. This timely
workshop will bring together both practising and potential researchers
using this method to gather knowledge on the techniques, technologies
and applications of physiological computing.

%M C.CHI.02.2.915
%T Robustness in speech based interfaces: sharing the tricks of the
trade
%S Workshops
%A Jennifer Lai
%A Nils Dahlback
%A Arne Jonsson
%B CHI02
%D 2002
%V 2
%P 915
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506656
%K interaction design, robustness, speech-based interfaces

%M C.CHI.02.2.916
%T Relationships among speech, vision, and action in collaborative
physical tasks
%S Workshops
%A Susan R. Fussell
%A Robert E. Kraut
%A Jane Siegel
%A Susan E. Brennan
%B CHI02
%D 2002
%V 2
%P 916-917
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506657
%X This workshop focuses on the relationships among speech, gaze and
action in collaborative physical tasks. We address three key challenges:
characterizing the nature of collaborative physical tasks, understanding
how people coordinate their activities during collaborative physical
tasks, and designing technology to support these tasks.

%M C.CHI.02.2.918
%T The philosophy and design of socially adept technologies
%S Workshops
%A Stephen Marsh
%A Lucy Nowell
%A John F. Meech
%A Kerstin Dautenhahn
%B CHI02
%D 2002
%V 2
%P 918-919
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506658
%X To the "person on the street," it is an accepted truth that computers
are hard to use and that "that's the way things are." It is unfortunate
that an entire generation (or more) of people has this conception --
ultimately it would seem that as HCI practitioners we have failed in our
self-appointed task of promoting and advancing ease of use. It may also
seem that this generation is lost to us. Both of these attitudes are at
best defeatist, and at worst, dangerous. We must strive to bring these
people into the fold of comfortable computer use, sensible options when
they use the systems they use, and harmonious relationships with the
technology they rely on day to day.
   The workshop will examine and discuss the state of the art in
advances that see the user-computer interaction process as a
relationship between user and machine (or technology per se) such that
the use of a system becomes an ongoing adaptive relationship with that
system.

%M C.CHI.02.2.921
%T Workshop: teaching interaction design
%S Workshops
%A Scott Berkun
%B CHI02
%D 2002
%V 2
%P 921
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506659
%X A full day workshop focused on the practice and philosophies
involved with teaching interaction design to students and professionals.
The format involved teachers expressing their approaches to the
challenges of design education, and group discussion and sharing of
ideas and stories from their experiences.

%M C.CHI.02.2.922
%T Automatic capture, representation, and analysis of user behavior
%S Workshops
%A Sharon J. Laskowski
%A James A. Landay
%A Mike Lister
%B CHI02
%D 2002
%V 2
%P 922-923
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506660
%X The goal of this workshop is to explore the implications of automated
capture and analysis of user behaviors on HCI and UE research.

%M C.CHI.02.2.924
%T Funology: designing enjoyment
%S Workshops
%A Andrew Monk
%A Marc Hassenzahl
%A Mark Blythe
%A Darren Reed
%B CHI02
%D 2002
%V 2
%P 924-925
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506661
%X Pleasure, enjoyment and fun are fundamental to life. As the greek
philosopher Epicurus wrote in his Letter to Menoeceus: "We recognise
pleasure as the first good innate in us, and from pleasure we begin
every act of choice and avoidance, and to pleasure we return again,
using the feeling as the standard by which we judge every good."
   Fun and enjoyment are qualities only rarely called for in the context
of software products and computers. Jordan [11] noted that "usability as
a concept does not seem to include [positive] feelings such as, e.g.
pride, excitement or surprise." He concluded that caring about positive
emotions is "not reflected in traditional human factor practices" (p.
26).

%M C.CHI.02.2.927
%T HCI & IA: information, interaction, interface and usability
architects share deliverables
%S Workshops
%A Keith Instone
%A Lisa Chan
%A Peter Boersma
%A George Olsen
%B CHI02
%D 2002
%V 2
%P 927
%K deliverables, information architecture, information design,
interaction architecture, interface architecture, usability architecture
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506662

%M C.CHI.02.2.928
%T The business value of HCI: how can we do better?
%S Workshops
%A Gitte Lindgaard
%A Nicola Millard
%B CHI02
%D 2002
%V 2
%P 928-929
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506663
%X This workshop brings together experienced HCI practitioners with an
interest in the business value of HCI, and who can contribute relevant
data and/or case studies showing how HCI contributes to the business
bottom line. The goal of the workshop is to collect practitioners'
models, case studies, thoughts, and "lessons learned" in order to
provide the HCI community with arguments, tips, tricks, and data to
support our collective HCI business case.

%M C.CHI.02.2.930
%T It's a global economy out there: usability Innovation for global
marketplaces
%S Workshops
%A Mizue Fujinuma
%A Kirsten Risden
%B CHI02
%D 2002
%V 2
%P 930
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506664
%X We describe a workshop for usability researchers to share information
about international and intercultural research methods.

%M C.CHI.02.2.931
%T Mobile ad hoc collaboration
%S Workshops
%A Gerd Kortuem
%A Hans-Werner Gellersen
%A Mark Billinghurst
%B CHI02
%D 2002
%V 2
%P 931
%K CSCW, MANET, PAN, ad-hoc networks, mobile collaboration, spontaneous
collaboration
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506665

%M C.CHI.02.2.932
%T Getting to know you: open source development meets usability
%S Workshops
%A Nancy Frishberg
%A Anna Marie Dirks
%A Calum Benson
%A Seth Nickell
%A Suzanna Smith
%B CHI02
%D 2002
%V 2
%P 932-933
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506666
%X This workshop seeks to increase the likelihood that usability will
become a core value in open source software development by creating a
meeting ground of people with direct experience of both perspectives.
Anticipated outcomes include tangible and immediate production of
articles and posters, as well as intangible and longer term research
agenda, outreach efforts to increase the number of people with usability
and interaction design expertise involved in all open source projects.

%M C.CHI.02.2.934
%T CHI2002: creative computing workshop
%S Workshops
%A Winslow Burleson
%A Ted Selker
%B CHI02
%D 2002
%V 2
%P 934-935
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506667
%K captology, context, creativity, peak performance

%M C.CHI.02.2.936
%T Discourse architectures: designing and visualizing computer mediated
conversation
%S Workshops
%A Thomas Erickson
%A Susan Herring
%A Warren Sack
%B CHI02
%D 2002
%V 2
%P 936-937
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506668
%X The goal of this workshop is to examine the issue of coherence in
computer-mediated (text-based) conversation (CMC), and how it can be
visualized graphically. The premise underlying the workshop is that the
understandings of coherence developed by designers and researchers can
usefully inform one another. Analytical representations based on
discourse research and/or theory might, suitably modified, serve as
interface designs, and the interplay between graphical user interfaces
and the achievement of coherence by users might advance research
understandings.

%M C.CHI.02.2.938
%T Technologies for families
%S Workshops
%A Catherine Plaisant
%A Allison Druin
%A Hilary Hutchinson
%B CHI02
%D 2002
%V 2
%P 938-939
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/506443.506669
%X In this workshop, we propose to bring together researchers from
industry and academia to discuss the design of new technologies for
families. We will focus on both design techniques and the technologies
themselves. Through discussions and brainstorming we hope to discover
new ideas, which can be disseminated more broadly.

fpack:!@#$%^&*(): CHI03-2.BA
%M C.CHI.03.2.618
%T A fisheye calendar interface for PDAs: providing overviews for small
displays
%S Demos
%A Benjamin B. Bederson
%A Aaron Clamage
%A Mary P. Czerwinski
%A George G. Robertson
%B CHI03
%D 2003
%V 2
%P 618-619
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765893
%X DateLens is a novel calendar interface for PDAs. It supports users in
performing planning and analysis tasks by using a fisheye representation
of dates coupled with compact overviews, user control over the visible
time period, and integrated search. This enables users to see overviews
and to easily navigate the calendar structure, and to discover patterns
and outliers.

%M C.CHI.03.2.620
%T Gesture + play: full-body interaction for virtual environments
%S Demos
%A Tollmar Konrad
%A David Demirdjian
%A Trevor Darrell
%B CHI03
%D 2003
%V 2
%P 620-621
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765894
%X Navigating virtual environments usually requires a wired interface,
game console, or keyboard. The advent of perceptual interface techniques
allows a new option, the passive and untethered sensing of users' pose
and gesture to allow them maneuver through virtual worlds. We show new
algorithms for passive, real-time articulated tracking with standard
cameras and personal computers. Several different interaction styles are
compared, based on an analysis of the space of possible perceptual
interface abstractions for full-body navigation and the results of a
wizard-of-oz study of user preferences. In this demo we show our
prototype system with users guiding avatars through a series of 3-D
virtual game worlds.

%M C.CHI.03.2.622
%T PENPETS: a physical environment for virtual animals
%S Demos
%A Shaun O'Mahony
%A John A. Robinson
%B CHI03
%D 2003
%V 2
%P 622-623
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765895

%M C.CHI.03.2.624
%T Personal universal controllers: controlling complex appliances with
GUIs and speech
%S Demos
%A Jeffrey Nichols
%A Brad A. Myers
%A Michael Higgins
%A Joseph Hughes
%A Thomas K. Harris
%A Roni Rosenfeld
%A Kevin Litwack
%B CHI03
%D 2003
%V 2
%P 624-625
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765896
%X We envision a future where each person will carry with them a
personal universal controller (PUC), a portable computerized device that
allows the user to control any appliance within their environment. The
PUC has a two-way communication channel with each appliance. It
downloads a specification of the appliance's features and then
automatically generates an interface for controlling that appliance
(graphical, speech, or both). In this demonstration we present a
working PUC system that automatically generates graphical and speech
interfaces, and controls real appliances, including a shelf stereo and
a Sony camcorder.

%M C.CHI.03.2.626
%T Fusion: interactive coordination of diverse data, visualizations, and
mining algorithms
%S Demos
%A Chris North
%A Nathan Conklin
%A Kiran Indukuri
%A Varun Saini
%A Qiang Yu
%B CHI03
%D 2003
%V 2
%P 626-627
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765897
%X Fusion is a web-based system that enables end-users to rapidly and
dynamically construct personalized visualization workspaces without
programming. Users first use advanced data schemas to link diverse data
sources. Then they use visualization schemas to coordinate visualization
components and data-mining algorithms according to the unique needs of
their data and tasks. They create a custom interactive visualization
workspace that can be published on the web. This is accomplished through
the Fusion model and user interface that is based on schema concepts
that are easy to learn and simple to use.

%M C.CHI.03.2.628
%T SILVER: simplifying video editing with metadata
%S Demos
%A A. Chris Long
%A Juan Casares
%A Brad A. Myers
%A Rishi Bhatnagar
%A Scott M. Stevens
%A Laura Dabbish
%A Dan Yocum
%A Albert Corbett
%B CHI03
%D 2003
%V 2
%P 628-629
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765898
%X Digital video is becoming increasingly ubiquitous. However, editing
video remains difficult for several reasons: it is a time-based medium,
it has dual tracks of audio and video, and current tools force users to
work at the smallest level of detail. Based on interviews with
professional video editors, we developed a video editor, called Silver,
that uses metadata to make digital video editing more accessible to
novices. To help users visualize video, Silver provides multiple views
with different semantic content and at different levels of abstraction,
including storyboard, editable transcript, and timeline views. Silver
offers smart editing operations that help users resolve the
inconsistencies that arise because of the different boundaries in audio
and video.

%M C.CHI.03.2.630
%T A tool supporting capture and analysis of field research data using
the contextual design methodology
%S Demos
%A Karen Holtzblatt
%A Hugh Beyer
%B CHI03
%D 2003
%V 2
%P 630-631
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765899
%X Field research techniques generate large amounts of unstructured data
about users: their work practice, attitudes, strategies, motivations,
and so forth. Managing, organizing, communicating, and making sense of
this complex and rich data is an ongoing problem for HCI researchers.
InContext performs field research and design for its clients, so we have
experienced these problems in our business. This presentation
demonstrates the software tools we built to manage our own research and
design projects, showing how such tools can support a heavily team-based
process, and how they can enhance the human thought process inherent in
research and design.

%M C.CHI.03.2.632
%T Streaming format software for usability testing
%S Demos
%A Michael Lister
%B CHI03
%D 2003
%V 2
%P 632-633
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765900
%X Audio and video capture for qualitative usability testing requires
multiple video sources to be synchronized for subsequent playback along
with any required test data. Windows Media Player 9 is limited to
playing only single video streams. This paper describes the architecture
of a software system that has been developed to overcome the single
stream of video and allow multiple synchronized audio, video and data
streams suitable for usability testing. Post processing and the
practical application of using multi-stream software tool in usability
testing are then discussed with example qualitative testing situations.

%M C.CHI.03.2.634
%T Sparrow web: group-writable information on structured web pages
%S Demos
%A Eric Bier
%A Ken Pier
%B CHI03
%D 2003
%V 2
%P 634-635
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765901
%X Sparrow Web is a server-based software tool that supports the
creation and customization of group-writable Web pages. Templates in
each page define the data schema and layout of that page's
group-editable data items. Using different templates, page authors
produce Web pages that support many tasks, including task lists,
co-authored documents, bibliographies, home pages, faculty directories,
and project lists. While lacking the rich UI of dedicated
information-sharing applications, it is successful at supporting a
variety of groups and tasks because it integrates information-sharing
into Web pages, leveraging the affordances of the Web for supporting
group work.

%M C.CHI.03.2.636
%T Interaction techniques and applications for peephole displays
%S Demos
%A Ka-Ping Yee
%B CHI03
%D 2003
%V 2
%P 636-637
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765902
%X This demonstration presents several interaction techniques enabled by
Peephole Displays, an interface metaphor based on situating information
in physical space and providing a movable window on the space. Using a
Peephole Display, it is possible to browse a large map using one hand,
to draw objects larger than the screen, and to perform drag-and-drop in
3-D. Example applications that exploit these techniques are shown.

%M C.CHI.03.2.638
%T Designing an on-line map tool for Dutch farmers
%S Design & Usability Session Papers
%A Karin van der Hiele
%A Rob van der Haar
%A Raghu Kolli
%B CHI03
%D 2003
%V 2
%P 638-639
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765904
%X This paper describes our real life experience in designing an on-line
map user interface for the Dutch farmers. The project challenge was to
design a simple user interface for advanced mapping technology in a
critical schedule. The domain involved understanding of several
technical and legal constraints. We studied the context of use, designed
the user interface concept, evaluated a prototype and provided the
developers with detailed specifications during a four week period.

%M C.CHI.03.2.640
%T An interactive poster exhibit puts visitors in the picture, in real
time
%S Design & Usability Session Papers
%A Kevin Walker
%B CHI03
%D 2003
%V 2
%P 640-641
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765905
%X This describes the usability and interaction challenges in creating a
unique museum exhibit which utilizes real-time compositing, and hides
complex computational tasks behind a simple user interface.

%M C.CHI.03.2.642
%T A lost cause: the ever-improving developer's map
%S Design & Usability Session Papers
%A Mette Kjaersgaard
%A Jesper Pedersen
%A Tom Djajadiningrat
%B CHI03
%D 2003
%V 2
%P 642-643
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765906
%X In this paper we describe our work in the Danfoss User Centred Design
Group on the design for a frequency converter, a device which controls
the speed of an electric motor. A significant part of this project lies
in getting to know often unfamiliar users and use contexts. We feel that
developers often look at the user's problems through developers eyes
rather than through the user's eyes. Having researched and actively used
ethnographic field methods over the past few years, we argue that it is
necessary to create an awareness of this perspective issue, its
consequences for how we interpret field sessions and its influence on
product development. We present a collection of existing methods that
can be applied to challenge our perspective as developers and to shift
our view to that of the users. To illustrate how these methods may lead
to a deeper understanding we start with a portrait of one of our
informants. We present two prototypes to show how we try to incorporate
the users' perspective in our design solutions. Finally, we reflect on
the interaction language which products speak and argue that usability
studies without awareness of the perspective issue make products more
clear for the developers only.

%M C.CHI.03.2.644
%T A tenant interface for energy and maintenance systems
%S Design & Usability Session Papers
%A Clifford Federspiel
%A Luis Villafana
%B CHI03
%D 2003
%V 2
%P 644-645
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765907
%X We describe the design of a user interface for energy and maintenance
systems in commercial buildings. The user interface is for use by
occupants (tenants) of commercial buildings. Our hypothesis is that by
allowing tenants access to information from the energy and maintenance
systems and by giving them some control over these systems, energy and
maintenance performance can be improved. We used interviews with
potential users and existing energy and maintenance databases to guide
the design.

%M C.CHI.03.2.646
%T Designing a mobile terminal for horse aficionados
%S Design & Usability Session Papers
%A Kaisa Still
%A Minna Isomursu
%A Pekka Isomursu
%A Mika Mustonen
%A Jari Ijas
%B CHI03
%D 2003
%V 2
%P 646-647
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765908
%X In this paper we describe the development and use of a novel,
practical approach to the design of a mobile multimedia terminal for a
virtual community. The specific design goal was a dedicated mobile
terminal concept for horse aficionados who belong to the virtual stables
community. We had to use a creative approach since the design was for a
device of non-existent type, and to be used in a virtual environment by
an atypical and challenging user segment. Using this approach we were
able to get valuable contribution from the potential users to the design
of the new terminal.

%M C.CHI.03.2.648
%T A user-centered approach to designing home network interfaces
%S Design & Usability Session Papers
%A Kook Hyun Chung
%A Kyoung Soon Oh
%A Cheong Hyun Lee
%A Jae Hyun Park
%A Sunae Kim
%A Soon Hee Kim
%A Beth Loring
%A Chris Hass
%B CHI03
%D 2003
%V 2
%P 648-649
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765909
%X This case study describes our approach to enhancing the way family
members may interact with each other -- and their homes -- in the near
future. Samsung Electronics and American Institutes for Research worked
together to show how the user-centered design of network technology in
the home could best enhance a family's ability to communicate, play,
and live harmoniously. We conducted user research in South Korea and in
the U.S., held fast-paced collaborative design sessions, and created
interaction design guidelines to inform the development of an innovative
line of home networked products. The final user interface was prototyped
on Samsung's Home Network Control PDA and showcased at the 2002 Consumer
Electronics Show.

%M C.CHI.03.2.650
%T Using ethnography to design a mass detection tool (MDT) for the early
discovery of insurance fraud
%S Design & Usability Session Papers
%A Thomas Ormerod
%A Nicola Morley
%A Linden Ball
%A Charles Langley
%A Clive Spenser
%B CHI03
%D 2003
%V 2
%P 650-651
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765910
%X We describe a Mass Detection Tool (MDT) for early detection of
insurance fraud. Ethnography was used to specify needs and process,
capture expertise, and design an interface for triggering fraud
indicators while capturing unexpected anomalies detected by claims
handlers. The MDT uses a dynamic Bayesian Belief Network of fraud
indicators, whose weights are determined by how predictive each
indicator is of specific types of fraud. The system uses automated
knowledge updating to keep pace with dynamically changing fraud, adding
new indicators that emerge from patterns of repeated anomalies.

%M C.CHI.03.2.652
%T Ethnographic interviews guide design of ford vehicles website
%S Design & Usability Session Papers
%A Lori Anschuetz
%A Stephanie Rosenbaum
%B CHI03
%D 2003
%V 2
%P 652-653
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765911
%X This case study describes ethnographic interviews with vehicle buyers
to learn how they make purchase decisions. The research was conducted
for J. Walter Thompson (JWT), the digital design agency of the Ford
Division of the Ford Motor Company; the authors faced challenges of
tight schedule, limited budget, and difficulties in finding suitable
participants. We nevertheless obtained valuable data that helped JWT
refine the Ford Vehicles website.

%M C.CHI.03.2.654
%T Using converging methods across disciplines to guide the redesign of
a large, information-rich web site
%S Design & Usability Session Papers
%A Susan J. Robinson
%A Bradford W. Hesse
%A Abdul R. Shaikh
%A Mike Coss
%A Carol Crawford
%B CHI03
%D 2003
%V 2
%P 654-655
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765912
%X This paper summarizes how differing research methodologies were
sequenced during formative evaluation of a large-scale government Web
site in order to generate consensus for site redesign and a clear
typology of users. Each method was selected by an interdisciplinary
research team to bring to the study a convergence of approaches across
the fields of human computer interaction, information science, health
communication, and social marketing. Researchers can use the study
framework in optimizing their own program of organizational and user
research, particularly if they are designing and testing large-scale
information-rich sites with varied content accessed by a diverse set of
users.

%M C.CHI.03.2.656
%T MiTAP for real users, real data, real problems
%S Design & Usability Session Papers
%A Laurie Damianos
%A Steve Wohlever
%A Robyn Kozierok
%A Jay Ponte
%B CHI03
%D 2003
%V 2
%P 656-657
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765913
%X The MiTAP system was developed as an experimental prototype using
human language technologies for monitoring disease outbreaks. The system
provides timely, multi-lingual, global information access to analysts,
medical experts and individuals involved in humanitarian assistance.
Thousands of articles from electronic information sources spanning
multiple languages are automatically captured, translated, tagged,
summarized, and presented to users in a variety of ways. Real users
access MiTAP daily to solve real problems. The successful adoption of
MiTAP is attributed to its user-focused design that accommodates the
imperfect component technologies and allows users to interact with the
system in familiar ways. We will discuss the problem, design process,
and implementation from the perspective of services provided and how
these services support system capabilities that satisfy user
requirements.

%M C.CHI.03.2.658
%T Designing the user interface of a data collection instrument for the
consumer price index
%S Design & Usability Session Papers
%A Jean Fox
%B CHI03
%D 2003
%V 2
%P 658-659
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765914
%X The Bureau of Labor Statistics (BLS) collects data for a variety of
economic indicators. To make data collection more efficient, BLS has
been developing Computer-Assisted Data Collection (CADC) instruments for
many of these indicators. We recently deployed a CADC instrument for the
Consumer Price Index (CPI). The CPI is the most widely used measure of
inflation and a leading economic indicator in the U.S. This paper
describes the development process we used and how we overcame the
challenges we faced.

%M C.CHI.03.2.660
%T Developing an airline freight management system: meeting airline and
end-user challenges
%S Design & Usability Session Papers
%A Sam J. Racine
%A John P. Curtin
%B CHI03
%D 2003
%V 2
%P 660-661
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765915
%X A commercial freight management application for airlines must address
the business concerns of airlines as well as offer limited job
interference for end-users whose primary occupation is to move cargo.
Discussion includes usability challenges and interactive design
solutions, methodology for quick development in a time- and
resource-constrained budget, and compromises required for commercial
success.

%M C.CHI.03.2.662
%T Cellular phone manuals: users' benefit from spatial maps
%S Doctoral Consortium Submissions
%A Susanne Bay
%B CHI03
%D 2003
%V 2
%P 662-663
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765917
%X Manuals of technical devices are often not very helpful to the user.
This study investigates the influence of spatial instructions versus
conventional linear step-by-step manuals on inexperienced users'
performance handling cellular phones. Results show a significant
interaction between user age and manual. Middle aged users profit more
from the spatial information given in the manual that contains the
phone's menu tree than from the step-by-step instruction, whereas
subjects older than 50 show no improvement. It is concluded that
manufacturers should consider the inclusion of spatial information on
the cellular phones' menu structure in their manuals, as the majority of
users would benefit.

%M C.CHI.03.2.664
%T Mobile information re-finding as a continuing dialogue
%S Doctoral Consortium Submissions
%A Robert G. Capra
%B CHI03
%D 2003
%V 2
%P 664-665
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765918
%X Mobile users have many needs to re-find information across a variety
of computing devices, locations, and situations. My research explores
two areas to support mobile information re-finding. First, I am
investigating how users re-find information first found on the web: how
people approach re-finding, what information they recall when trying to
re-find, and how they converse about re-finding. Second, I am examining
how shared context can be established and utilized between a user and a
computer system to improve future re-finding interactions. In this
paper, I present two efforts to explore these areas. I briefly describe
a prototype system to support mobile information re-finding through a
telephone-based voice interface, and then present preliminary results
from a study of how people converse when engaging in collaborative
information refinding tasks with another person. The results of this
study suggest that context plays an important role in re-finding.

%M C.CHI.03.2.666
%T The digital set-top box as a virtual channel provider
%S Doctoral Consortium Submissions
%A Konstantinos Chorianopoulos
%B CHI03
%D 2003
%V 2
%P 666-667
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765919
%X This research is based on the realization that the desktop computing
paradigm is not appropriate for television, because it is adapted to
fundamentally different user aspirations and activities. Instead, the
virtual channel is a model that aids the organization and dynamic
presentation of digital television programming from a combination of
live broadcasts, prerecorded content and Internet resources at each
set-top box. The goal is to design the respective framework of user
interface patterns that consider the affective nature of television
usability and facilitate the diversity of viewing situations.

%M C.CHI.03.2.668
%T Personal media exploration with semantic regions
%S Doctoral Consortium Submissions
%A Hyunmo Kang
%B CHI03
%D 2003
%V 2
%P 668-669
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765920
%X Computer users deal with large amount of personal media data and they
often face problems in managing and exploring them. The paper presents
an innovative approach, Semantic Regions that are rectangular regions
directly drawn on 2D space with semantics so that their layout can form
users' various mental models toward the personal media data. A prototype
personal media exploring application, MediaFinder, based on the concept
of Semantic Regions is presented. Usability tests will be conducted to
evaluate the Semantic Regions as a personal media management model
including organization, search, navigation, indexing, meaning
extraction, and distribution.

%M C.CHI.03.2.670
%T Cultural usability: a localization study of mobile text messaging use
%S Doctoral Consortium Submissions
%A Huatong Sun
%B CHI03
%D 2003
%V 2
%P 670-671
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765921
%X The success of mobile text messaging poses many questions for
usability studies. Considering the inherent usability weaknesses of
mobile phones such as the small display, poor input methods, the moving
environment, and noisy surroundings, this success is hard to explain
with traditional usability theories that ignore the social-cultural
context. A new model -- cultural usability -- is proposed for studying
the intriguing processes of how cultural factors and contextual issues
affect the consumption of mobile text messaging in contexts of use.

%M C.CHI.03.2.672
%T Social regulation in virtual spaces
%S Doctoral Consortium Submissions
%A Jack Muramatsu
%B CHI03
%D 2003
%V 2
%P 672-673
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765922
%X The described dissertation focuses on social regulation of user
behavior within virtual social spaces. A multi-year field study of two
fantasy-based game MUDs (multi-user dungeons) was conducted to gain a
detailed understanding of the work involved in regulating behavior in
these virtual environments. This field study examines the work and
techniques employed by game administrators (immortals) to maintain
social regulation over their respective game MUDs. One key feature of
social regulation in such virtual spaces is the use and possible use of
specialized software routines to regulate specific behaviors. Ongoing
analysis of the field study data is expected to provide an understanding
of how aspects of the virtual world affect the manner in which social
regulation is performed.

%M C.CHI.03.2.674
%T Interpersonal cues and consumer trust in e-commerce
%S Doctoral Consortium Submissions
%A Jens Riegelsberger
%B CHI03
%D 2003
%V 2
%P 674-675
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765923
%X E-commerce stretches interactions over space and time, and thus
requires more trust than traditional shopping. Current approaches to
trust-building in e-commerce focus on cognitive trust. Human trust
decisions, however, are also based on affective reactions, which can be
triggered by interpersonal cues. This research investigates the effect
of visual interpersonal cues on users' trust in e-commerce. First
results indicate that visual interpersonal cues in the form of
photographs have an effect on users' decision-making. This effect,
however, strongly depends on context variables, as well as individual
differences. A further issue under investigation is the potential
negative effect of interpersonal cues on task performance. Thus, in a
next stage, this research will combine eye-tracking with physiological
measurements to investigate effects on task performance and user cost.

%M C.CHI.03.2.676
%T Emotional interaction
%S Doctoral Consortium Submissions
%A Pedro Branco
%B CHI03
%D 2003
%V 2
%P 676-677
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765924
%X This paper discusses the association of emotions as an underlying
component of everyday human-computer interaction. It presents the
ongoing work in the design of an experiment to help understand the role
that cognitive or appraisal theory of emotions might have in shaping the
human-computer dialogue.

%M C.CHI.03.2.678
%T ClearPen: improving the legibility of handwriting
%S Doctoral Consortium Submissions
%A Timothy S. Butler
%B CHI03
%D 2003
%V 2
%P 678-679
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765925
%X We describe the application of a pen model, and sub-pixel addressing
(ClearPen), to render handwriting on an LCD display. This technique is
shown to improve the legibility of handwriting. ClearPen can increase
the viability of working with handwriting on a computer. This has direct
significance to TabletPC applications such as note taking or annotating
documents.

%M C.CHI.03.2.680
%T Modeling command selection for speech-based applications
%S Doctoral Consortium Submissions
%A Jinjuan Feng
%B CHI03
%D 2003
%V 2
%P 680-681
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765926
%X Command selection is an important problem in human computer
interaction. We are applying a decision-making approach to model the
process by which users select commands when multiple alternatives exist.
Our initial focus is on speech-based systems, but the underlying
approach is applicable to a wide range of interaction styles. Two
empirical studies that provide a foundation for this research are
complete and an initial decision model is proposed which specifies the
factors that influence the command selection decisions and the
relationships between those factors. Empirical studies are planned to
investigate users' perceptions of individual model components and to
validate the complete model.

%M C.CHI.03.2.682
%T Partitioning cursor movements in "point and click" tasks
%S Doctoral Consortium Submissions
%A Faustina Hwang
%B CHI03
%D 2003
%V 2
%P 682-683
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765927
%X Studies of cursor trajectories can help explain performance
differences in "point and click" tasks. As users can have different
difficulties with moving the cursor to a point on the screen, as
compared with pressing a button to select an object, it is helpful to
study the two stages of the interaction separately. This paper proposes
a method of partitioning a cursor trajectory into a travel and a select
phase. The movements of motion-impaired users are studied to show that,
by analyzing the two phases separately, it is possible to capture
aspects of movement that may otherwise be lost.

%M C.CHI.03.2.684
%T The gateway: a navigation technique for migrating to small screens
%S Doctoral Consortium Submissions
%A Bonnie MacKay
%B CHI03
%D 2003
%V 2
%P 684-685
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765928
%X Displaying and navigating information on a large screen can be a
challenge and has resulted in a variety of techniques such as text
summarization and fisheye. An additional challenge is how to organize
information on small screens in a format that can be understood in its
context and facilitates navigation within the inherent constraints of
these devices. We introduce a navigation model, the Gateway, to decrease
transitional volatility introduced by migration of web pages to the
smaller screen.

%M C.CHI.03.2.686
%T Modelling cyclic interaction: an account of feedback
%S Doctoral Consortium Submissions
%A Hokyoung Ryu
%B CHI03
%D 2003
%V 2
%P 686-687
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765929
%X This paper reports an empirical study of the effectiveness of
different kinds of feedback to signal that a goal has been successfully
completed. Participants had to make setting changes to a simulated cell
phone while at the same time dealing with incoming messages. One group
had only implicit feedback that the setting had been changed so that
success had to be inferred from the lack of an error message. The other
groups had explicit feedback for a set period of 1, 2 or 5 seconds. The
implicit feedback group were significantly less likely to complete the
task than the explicit feedback groups. There is also evidence that the
one second timed explicit feedback condition was less effective in
inducing participants to eliminate their current subgoal than the two
and five second explicit feedback conditions. A notation is introduced
to explain these findings.

%M C.CHI.03.2.688
%T Utilizing mobile devices to capture case stories for knowledge
management
%S Doctoral Consortium Submissions
%A Jia Shen
%B CHI03
%D 2003
%V 2
%P 688-689
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765930
%X This study examines how the increasing number of new mobile devices
that enable rich in situ information capture can be utilized to improve
knowledge management practices. An ethnographic study is being conducted
of a heating and cooling services company focusing on the exchange of
case stories. With knowledge gained from this study a prototype system
is being built that allows in situ multi-media data capture, and
retrieval via the Internet. The proposed field study of this system will
extend our understanding of how to effectively design for in situ
multi-media data capture so that it is integrated in organizational
processes.

%M C.CHI.03.2.690
%T Understanding and enhancing call centre computer
%S Doctoral Consortium Submissions
%A Anette Steel
%B CHI03
%D 2003
%V 2
%P 690-691
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765931
%X There are many interactions that take place at a call centre; between
the customer and agent, the agent and computer, and indirectly between
the customer and computer. This paper proposes areas of research, eg
auditory feedback and human-human communication, which could provide
insight and possible improvement to the interaction. The paper also
describes studies that have been carried out, as well as studies that
are being planned.

%M C.CHI.03.2.692
%T Post-cognitivist HCI: second-wave theories
%S Panels
%A Victor Kaptelinin
%A Bonnie Nardi
%A Susanne Bodker
%A John Carroll
%A Jim Hollan
%A Edwin Hutchins
%A Terry Winograd
%B CHI03
%D 2003
%V 2
%P 692-693
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765933
%X Historically, the dominant paradigm in HCI, when it appeared as a
field in early 80s, was information processing ("cognitivist")
psychology. In recent decades, as the focus of research moved beyond
information processing to include how the use of technology emerges in
social, cultural and organizational contexts, a variety of conceptual
frameworks have been proposed as candidate theoretical foundations for
"second-wave" HCI and CSCW. The purpose of this panel is to articulate
similarities and differences between some of the leading
"post-cognitivist" theoretical perspectives: language/ action, activity
theory, and distributed cognition.

%M C.CHI.03.2.694
%T Politics and usability: test your skills against the experts
%S Panels
%A Rolf Molich
%A Kara Pernice Coyne
%A Ron Perkins
%A Deborah J. Mayhew
%B CHI03
%D 2003
%V 2
%P 694-695
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765934
%X In this highly interactive panel we will present and discuss a
Usability Business Case for professional self-assessment dealing with
the Politics of Usability. A usability business case is a hypothetical
but realistic scenario that serves to illustrate points of great
importance to usability professionals. Our usability business case will
focus on the politics of usability: The fundamental rules that apply
when attempting to sell or even evangelize usability in an organization.
This panel is particularly important since preliminary tests of our
business case with experienced usability professionals shows that the
general familiarity with our key points is limited.

%M C.CHI.03.2.696
%T Use of research-based guidelines in the development of websites
%S Panels
%A Sanjay Koyani
%A Susan Allison
%B CHI03
%D 2003
%V 2
%P 696-697
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765935
%X The Communication Technologies Branch at the National Cancer
Institute has been working for the past two years to identify research
related to web design and usability and to translate that research into
web design guidelines. This effort has resulted in a set of
approximately 200 guidelines that have strength of evidence and relative
importance ratings. Panel members vary in their opinions on how and when
to make the best use of guidelines in the development of websites. They
will discuss issues related to translating research to guidelines,
validation of guidelines, usability of guidelines themselves, and how to
handle conflicting research.

%M C.CHI.03.2.698
%T The "magic number 5": is it enough for web testing?
%S Panels
%A Nigel Bevan
%A Carol Barnum
%A Gilbert Cockton
%A Jakob Nielsen
%A Jared Spool
%A Dennis Wixon
%B CHI03
%D 2003
%V 2
%P 698-699
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765936
%X Common practice holds that 80% of usability findings are discovered
after five participants. Recent findings from web testing indicate that
a much larger number of participants is required to get results and that
independent teams testing the same web-based product do not replicate
results. How many users are enough for web testing?

%M C.CHI.03.2.700
%T Voting: user experience, technology and practice
%S Panels
%A Ted Selker
%A Eric A. Fischer
%A Benjamin B. Bederson
%A Conny Mccormack
%A Clifford Nass
%B CHI03
%D 2003
%V 2
%P 700-701
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765937
%X This panel brings together usability and voting experts to discuss
voting user experience in American governmental elections. Technological
improvements and voting debacles have made this a special time for
improving voting user experience. Can technologists improve the
confidence citizens have in the voting system? What are the roles of
teaching materials, registration processes, ballot design, polling place
practices, equipment manufacturer relationships, and other human
computer interaction processes in elections? Voting officials and
politicians are eager for improvements in voting. This panel includes
speakers from government and the CHI community to present legislative
perspective, usability evaluation approach, administrators' view and
behavioral science's suggestions for voting interface evaluation, design
and deployment.

%M C.CHI.03.2.702
%T Culture issues and mobile UI design
%S Panels
%A Emilie W. Gould
%A Pia Honold
%A Masaaki Kurosu
%A Jay Melican
%A Aaron Marcus
%A Li Anne Yu
%B CHI03
%D 2003
%V 2
%P 702-703
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765938
%X Culture anthropologists have identified fundamental dimensions of
world cultures. UIs designers have identified basic components of UIs.
Mobile devices must map these dimensions to components to cope with
global product and service development. Ultimately, tools may emerge to
facilitate tuning designs per culture.

%M C.CHI.03.2.704
%T Evaluating globally: how to conduct international or intercultural
usability research
%S Panels
%A Laurie Roshak
%A Jared Spool
%A Vanessa Evers
%A Rolf Molich
%A Colleen Page
%A Ann-Byrd Platt
%B CHI03
%D 2003
%V 2
%P 704-705
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765939
%X This panel will educate the audience on the methods and tools
available for conducting international or intercultural usability
research. The panel will also address the challenges of conducting
international or intercultural usability research and provide tips on
how to overcome these challenges.

%M C.CHI.03.2.706
%T Spam, spam, spam, spam: how can we stop it
%S Panels
%A Jenny Preece
%A Jonathan Lazar
%A Elizabeth Churchill
%A Hans de Graaff
%A Batya Friedman
%A Joseph Konstan
%B CHI03
%D 2003
%V 2
%P 706-707
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765940
%X How do we keep our channels of electronic communication, both
individual and group, open, while keeping out inappropriate and
unrelated materials, such as spam? Does someone other than the intended
recipient have the right to control what electronic mail users see?
Might this lead to censorship? If others DO have the right to control
what e-mail users see, how should this filtering or censorship occur?
Are users aware of this filtering? If others are NOT controlling what
users receive, what can users themselves do to control their
environments to limit the amount of incoming spam? These are some of the
topics that this CHI panel will address.

%M C.CHI.03.2.708
%T The next revolution: vehicle user-interfaces and the global
rider/driver experience
%S Panels
%A Deborah A. Boehm-Davis
%A Aaron Marcus
%A Paul Allan Green
%A Hideki Hada
%A David Wheatley
%B CHI03
%D 2003
%V 2
%P 708-709
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765941
%X The driver/rider experience is a major development in mobile
user-interface (UI) design worldwide, similar in scale to the first
introduction of personal computers to the desktop. Most automobile
manufacturers seeking to develop smart cars have relatively little
experience with advanced software-based UIs and information
visualization (IV). This panel introduces essential issues of vehicle UI
design to the CHI community and offers competing views about the most
important issues affecting usability, safety, appeal, functionality,
information, and entertainment.

%M C.CHI.03.2.710
%T Shared freeform input for note taking across devices
%S Short talks-Specialized section: interaction techniques for handheld devices
%A Laurent Denoue
%A Patrick Chiu
%A Tohru Fuse
%B CHI03
%D 2003
%V 2
%P 710-711
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765943
%X Shared freeform input is a technique for facilitating note taking
across devices during a meeting. Laptop users enter text with a
keyboard, whereas PDA and Tablet PC users input freeform ink with their
stylus. Users can quickly reuse text and freeform ink already entered by
others. We show how a new technique, freeform pasting, allowed us to
deal with a variety of design issues such as quick and informal ink
sharing, screen real estate, privacy and mixing ink-based and textual
material.

%M C.CHI.03.2.712
%T Typing in thin air: the canesta projection keyboard -- a new method
of interaction with electronic devices
%S Short talks-Specialized section: interaction techniques for handheld devices
%A Helena Roeber
%A John Bacus
%A Carlo Tomasi
%B CHI03
%D 2003
%V 2
%P 712-713
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765944
%X Canesta Keyboard is a novel interface to electronic devices that
consists of a projection system and a sensor module instead of the
mechanical switches of a traditional keyboard. Users input text by
pressing keys on a projected image of a keyboard. This paper describes
the advantages and drawbacks of this interface compared to existing
input methods for mobile devices in terms of data entry speed, error
rate, user satisfaction and physical size as revealed through usability
testing.

%M C.CHI.03.2.714
%T Effects of voice vs. remote on U.S. and Japanese user satisfaction
with interactive HDTV systems
%S Short talks-Specialized section: domesticated design
%A Garry Tan
%A Scott Brave
%A Clifford Nass
%A Masaru Takechi
%B CHI03
%D 2003
%V 2
%P 714-715
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765946
%X A between-participants (N=60) experiment explores the effect of input
modality (voice with 100% recognition vs. remote) and culture (US vs.
Japan) on user's opinions of an Interactive High Definition Television
System (iHDTV). There was a significant interaction: Japanese
participants completed tasks more easily and thought the interface was
better with a remote control. Conversely, United States participants
completed tasks more easily and thought the interface was better with
voice control. Participants from both cultures liked content more and
felt more uncomfortable when using voice control.

%M C.CHI.03.2.716
%T On natural living room communication with "ComAdapter": adapting to
the differences in room structure
%S Short talks-Specialized section: domesticated design
%A Kazuyuki Iso
%A Takashi Yagi
%A Minoru Kobayashi
%A Satoshi Iwaki
%A Satoshi Ishibashi
%B CHI03
%D 2003
%V 2
%P 716-717
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765947
%X Aiming at rich and useful communication in our daily home life, we
propose a novel communication concept, "ComAdapter", in which people can
mutually share their intention and emotion by exchanging their
spontaneous behavior. ComAdapter can create shared space communication
that allow us to communicate with another party in a remote location as
though other party has entered our room. To achieve this, ComAdapter
offsets the differences in the configurations of the rooms. In a simple
preliminary system, body motions are successfully adapted and
transmitted between two rooms with different layout. The success of the
experiment confirms the validity and potential of ComAdapter.

%M C.CHI.03.2.718
%T Interpersonal trust and empathy online: a fragile relationship
%S Short talks-Specialized section: trust, security & safety
%A Jinjuan Feng
%A Jenny Preece
%A Jonathan Lazar
%B CHI03
%D 2003
%V 2
%P 718-719
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765949
%X An empirical study was conducted focusing on the effect of empathic
accuracy and response type on online interpersonal trust in textual IM.
The results suggest both empathic accuracy and response type have
significant influence on online interpersonal trust. However, the
interaction between empathic accuracy and response type is the dominant
factor on interpersonal trust. The results also imply an interesting
relationship between general trust attitude and online interpersonal
trust.

%M C.CHI.03.2.720
%T Identity disclosure and the creation of social capital
%S Short talks-Specialized section: trust, security & safety
%A David R. Millen
%A John F. Patterson
%B CHI03
%D 2003
%V 2
%P 720-721
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765950
%X In this paper, we describe the identity policy decisions for a
community network outside of Boston, Massachusetts. To promote trust and
accountability, a member's online identity is their real-world identity;
there is no anonymity. We conclude, based on analysis of the online
interaction that this identity policy: bridged and enriched online and
face-to-face interactions, promoted accountability in support of local
commerce, and fostered a social norm of polite conversation.

%M C.CHI.03.2.722
%T Prominence-interpretation theory: explaining how people assess
credibility online
%S Short talks-Specialized section: trust, security & safety
%A B. J. Fogg
%B CHI03
%D 2003
%V 2
%P 722-723
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765951
%X Four years of research has led to a theory that describes how people
assess the credibility of Web sites. This theory proposes that users
notice and interpret various Web site elements to arrive at an overall
credibility assessment. Although preliminary, this theory explains
previous research results and suggests directions for future studies.

%M C.CHI.03.2.724
%T Who wants to know what when? privacy preference determinants in
ubiquitous computing
%S Short talks-Specialized section: trust, security & safety
%A Scott Lederer
%A Jennifer Mankoff
%A Anind K. Dey
%B CHI03
%D 2003
%V 2
%P 724-725
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765952
%X We conducted a questionnaire-based study of the relative importance
of two factors, inquirer and situation, in determining the preferred
accuracy of personal information disclosed through a ubiquitous
computing system. We found that privacy preferences varied by inquirer
more than by situation. That is, individuals were more likely to apply
the same privacy preferences to the same inquirer in different
situations than to apply the same privacy preferences to different
inquirers in the same situation. We are applying these results to the
design of a user interface for managing everyday privacy in ubiquitous
computing.

%M C.CHI.03.2.726
%T Safe & sound: a wireless leash
%S Short talks-Specialized section: trust, security & safety
%A Natalia Marmasse
%A Chris Schmandt
%B CHI03
%D 2003
%V 2
%P 726-727
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765953
%X Safe & Sound uses location-aware mobile phones to create a "virtual
leash"; a secure zone beyond which a child may not travel. If the child
leaves this zone, both child and parent receive audible alerts, and the
parent can communicate with the child by voice over the phone. The
peer-to-peer transmission of location, and the accepted role of
responsibility by care-givers, reduce the privacy concerns which often
arise with location-aware systems.

%M C.CHI.03.2.728
%T Cell phone communication and driver visual behavior: the impact of
cognitive distraction
%S Short talks-Specialized section: trust, security & safety
%A Patricia Trbovich
%A Joanne L. Harbluk
%B CHI03
%D 2003
%V 2
%P 728-729
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765954
%X With the advent of new technology in vehicles, drivers can access
information in many different forms (email, address books, Web pages)
and from many information sources (cell phones, PDAs, driver support
systems). With these new information sources finding their way into cars
comes increasing concern about the potential adverse effects resulting
from drivers' interactions with such multi-function devices. This paper
examines the disruptive impact of complex, interactive, hands-free cell
phone communications upon the visual awareness of drivers proceeding
through high volume intersections. The present study documents changes
in driver visual behavior, resulting from cognitive distraction of
speech-based interactions, that may contribute to intersection crashes.
The results of this research raise significant HCI implications for the
design of interactive Intelligent Transportation Systems (ITS) within
the automotive sector.

%M C.CHI.03.2.730
%T Co-experience: the social user experience
%S Short talks-Specialized section: emotion
%A Katja Battarbee
%B CHI03
%D 2003
%V 2
%P 730-731
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765956
%X This paper presents a critical view of existing models of user
experience. These models view experience as the subjective response in
the individual's mind. While designers and developers have to try to
provide a satisfying user experience, the means to do so remain limited.
This paper presents a missing aspect of user experience. Experience can
be seen as an individual's reaction, but also as something constructed
in social interaction. Designed artifacts, especially personal
communication and digital media products, environments and systems can
facilitate this kind of use. "Co-experience" is the experience that
users themselves create together in social interaction.

%M C.CHI.03.2.732
%T Affective gaming: measuring emotion through the gamepad
%S Short talks-Specialized section: emotion
%A Jonathan Sykes
%A Simon Brown
%B CHI03
%D 2003
%V 2
%P 732-733
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765957
%X In search of suitable methods for measuring the affective state of
video-game players, this study investigates the hypothesis that the
player's state of arousal will correspond with the pressure used to
depress buttons on a gamepad. A video game was created that would detect
the force of each button press during play. It was found that as the
difficulty level of the game increased, players would hit the gamepad
buttons significantly harder.

%M C.CHI.03.2.734
%T Measurement of user frustration: a biologic approach
%S Short talks-Specialized section: emotion
%A Richard Hazlett
%B CHI03
%D 2003
%V 2
%P 734-735
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765958
%X This paper describes the use of facial EMG to provide a continuous
measure of the user's emotional state. Facial EMG was recorded while
female users performed five tasks to one of two web sites. Frustration
index scores were developed from the corrugator EMG data by calculating
a percentage score of a pre-task baseline. As predicted, the frustration
index was greater for (1) novices as compared to experienced users, (2)
incorrect as compared to correct answered tasks, and (3) for the web
site that was rated more difficult. The frustration index was able to
provide important information on web page performance.

%M C.CHI.03.2.736
%T User recalled occurrences of usability errors: implications on the
user experience
%S Short talks-Specialized section: emotion
%A Helena Mentis
%A Geri Gay
%B CHI03
%D 2003
%V 2
%P 736-737
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765959
%X Usability testing determines what problems thwart goal attainment,
but what problems shape the user experience? This study gathered users
recalled instances of frustration from using various technologies and
categorized those frustrating incidents with the User Action Framework,
an adaptation of Norman's seven stages of action for classifying
usability problems. We found that many of the recalled frustrating
incidents occurred while the user was in the Outcome phase and that most
of those incidents were intrusive in the user's cognitive flow.

%M C.CHI.03.2.738
%T Predicting user satisfaction from subject satisfaction
%S Short talks-Specialized section: emotion
%A Margaret B. Swan
%A Mark Notess
%B CHI03
%D 2003
%V 2
%P 738-739
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765960
%X In this paper, we describe work-in-progress in comparing user
satisfaction ratings after user tests with ratings obtained following
actual use of a digital music library software. We identify some of the
variables that hamper prediction, and we reflect on the utility of
surveys for predicting user/subject gaps in satisfaction.

%M C.CHI.03.2.740
%T Visualizing the affective structure of a text document
%S Short talks-Specialized section: emotion
%A Hugo Liu
%A Ted Selker
%A Henry Lieberman
%B CHI03
%D 2003
%V 2
%P 740-741
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765961
%X This paper introduces an approach for graphically visualizing the
affective structure of a text document. A document is first affectively
analyzed using a unique textual affect sensing engine, which leverages
commonsense knowledge to classify text more reliably and comprehensively
than can be achieved with keyword spotting methods alone. Using this
engine, sentences are annotated using six basic Ekman emotions. Colors
used to represent each of these emotions are sequenced into a color bar,
which represents the progression of affect through a text document.
Smoothing techniques allow the user to vary the granularity of the
affective structure being displayed on the color bar. The bar is
hyperlinked in a way such that it can be used to easily navigate the
document. A user evaluation demonstrates that the proposed method for
visualizing and navigating a document's affective structure facilitates
a user's within-document information foraging activity.

%M C.CHI.03.2.742
%T Conversation thumbnails for large-scale discussions
%S Short talks-Specialized section: usability of large scale public systems
%A Martin Wattenberg
%A David Millen
%B CHI03
%D 2003
%V 2
%P 742-743
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765963
%X We present a new interface for large-scale online conversations. Our
technique, the Conversation Thumbnail, differs from existing discussion
interfaces in two respects. First, it employs a focus+context
visualization technique that exploits message-level metadata to provide
an easily navigable overview of a discussion. Second, it helps reduce
conversational redundancy and improve coherence via a fast automatic
search mechanism that highlights related messages during message
composition. The Conversation Thumbnail Viewer is currently implemented
as a Java applet that can be applied to a variety of discussion data
sources.

%M C.CHI.03.2.744
%T Communities of design practice in electronic government
%S Short talks-Specialized section: usability of large scale public systems
%A Richard Halstead-Nussloch
%A Doris Konneh
%A Robert Woodruff
%B CHI03
%D 2003
%V 2
%P 744-745
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765964
%X As we move towards more online governmental services-electronic
government or e-government-our information technology (IT) and
human-computer interaction (HCI) designs must both broaden and deepen.
In Georgia, we have fostered communities of design practice (CDPs) that
focus on IT and HCI design at the statewide enterprise level through the
Georgia Digital Academy (GDA). In this study, we utilized observational
methods and a participatory analysis of the CDP formation in the GDA.
Our findings and conclusions converge with the growing body of knowledge
on HCI communities of practice. We report our results and
recommendations on how CDPs might be utilized to build effective
e-government.

%M C.CHI.03.2.746
%T AttrActive windows: dynamic windows for digital bulletin boards
%S Short talks-Specialized section: peripheral and ambient displays
%A Laurent Denoue
%A Les Nelson
%A Elizabeth Churchill
%B CHI03
%D 2003
%V 2
%P 746-747
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765966
%X In this paper we describe AttrActive Windows, a novel interface for
presenting live, interactive, multimedia content on a network of public,
digital, bulletin boards. Implementing a paper flyer metaphor,
AttrActive Windows are paper-like in appearance and are attached to a
virtual corkboard by virtual pushpins. Windows can therefore appear in
different orientations, creating an attractive, informal look.
Attractive Windows can also have autonomous behaviors that are
consistent with the corkboard metaphor, like fluttering in the wind. We
describe the AttrActive Windows prototype, and offer the results of an
initial evaluative user study.

%M C.CHI.03.2.748
%T Information voyeurism: social impact of physically large displays on
information privacy
%S Short talks-Specialized section: peripheral and ambient displays
%A Desney S. Tan
%A Mary Czerwinski
%B CHI03
%D 2003
%V 2
%P 748-749
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765967
%X A common observation when working on physically large displays, such
as wall-sized projection, is that a certain amount of information
privacy is lost. A common explanation for this loss in privacy is the
higher legibility of information presented on large displays. In this
paper, we present a novel paradigm for measuring whether or not a user
has read certain content. We show that, even with constant visual angles
and legibility, visitors are still more likely to glance over a user's
shoulder to read information on a large wall-projected display than on a
smaller traditional desktop monitor. We assert that, in addition to
legibility, there are more subtle social factors that may contribute to
the loss of privacy on physically large displays. Implementing hardware
and software ideas for mitigating this loss of privacy remains future
research.

%M C.CHI.03.2.750
%T Interface with pre-typing visual feedback for touch-sensitive
keyboard
%S Short talks-Specialized section: Fitts' law & text input
%A Roman Ilinski
%B CHI03
%D 2003
%V 2
%P 750-751
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765969
%X In this paper, a method is described that detects and displays what
key a user has touched with his fingertip before the key is pressed. The
proposed method is based on the use of a touch-sensitive cover on a
pushbutton key set. The identity of the touched key is displayed exactly
at the point where the I-beam pointer indicates at the inputting string,
so that correct data entry will be made simpler without looking at the
keyboard or needing training.

%M C.CHI.03.2.752
%T Combined model for text entry rate development
%S Short talks-Specialized section: Fitts' law & text input
%A Poika Isokoski
%A I. Scott MacKenzie
%B CHI03
%D 2003
%V 2
%P 752-753
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765970
%X We combine the power law of learning and theoretical upper limit
predictions to describe the development of text entry rates from users'
first contact to asymptotic expert usage. The combined model makes
comparing text entry methods easier. We present the rationale for the
model and two candidate implementations. The first is a simple
regression model with a reasonable fit to the data. The second fits
measured data better, but is more complicated.

%M C.CHI.03.2.754
%T Phrase sets for evaluating text entry techniques
%S Short talks-Specialized section: Fitts' law & text input
%A I. Scott MacKenzie
%A R. William Soukoreff
%B CHI03
%D 2003
%V 2
%P 754-755
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765971
%X In evaluations of text entry methods, participants enter phrases of
text using a technique of interest while performance data are collected.
This paper describes and publishes (via the internet) a collection of
500 phrases for such evaluations. Utility programs are also provided to
compute statistical properties of the phrase set, or any other phrase
set. The merits of using a pre-defined phrase set are described as are
methodological considerations, such as attaining results that are
generalizable and the possible addition of punctuation and other
characters.

%M C.CHI.03.2.756
%T Evaluation of thumbwheel text entry methods
%S Short talks-Specialized section: Fitts' law & text input
%A Peter Tarasewich
%B CHI03
%D 2003
%V 2
%P 756-757
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765972
%X Text entry becomes increasingly complex as devices shrink in size.
This paper presents the findings of a comparison study of two thumbwheel
text entry methods for mobile devices. In the first method, the
character set (letters, numbers, punctuation) was implemented as a
continuous loop. In the second method, characters were arranged in a
two-level menu structure. Thumbwheel methods provide a viable and
realistic alternative to keyboard, keypad, stylus, or voice text entry
on ultra-small mobile devices.

%M C.CHI.03.2.758
%T Scroll ring performance evaluation
%S Short talks-Specialized section: Fitts' law & text input
%A Elaine Wherry
%B CHI03
%D 2003
%V 2
%P 758-759
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765973
%X This study compares a touchpad scroll ring to a mouse scroll wheel
and touchpad scroll zone using a Fitts' Law testing methodology. Time,
error, and subjective results reveal that the scroll ring offers the
most performance advantages over the scroll wheel and scroll zone.

%M C.CHI.03.2.760
%T Card, English, and Burr (1978): 25 years later
%S Short talks-Specialized section: Fitts' law & text input
%A I. Scott MacKenzie
%A R. William Soukoreff
%B CHI03
%D 2003
%V 2
%P 760-761
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765974
%X We revisit the Fitts? law model published 25 years ago by Card,
English, and Burr. Their research was important because it was the first
comparative evaluation of the mouse, and also the first use of Fitts?
law in HCI. For the mouse, they reported MT = 1.03 + 0.096 ID, with
throughput reported as the slope reciprocal: TP = 1 / 0.96 = 10.3 bps.
We re-analyse their data in view of ISO9241-9, the new standard for
evaluating pointing devices. The reanalysis yields a throughput of 2.65
bps, or 4.32 bps including a nominal adjustment for the time for the
hand to adjust its grip on the mouse. These values are closer to
recently published ISO-conforming values for the mouse.

%M C.CHI.03.2.762
%T When one isn't enough: an analysis of virtual desktop usage
strategies and their implications for design
%S Short talks-Specialized section: editing and coordinating
%A Meredith Ringel
%B CHI03
%D 2003
%V 2
%P 762-763
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765976
%X Screen space is a limited resource for computer users-multiple
monitors are one means of workspace expansion, and "virtual desktops"
are yet another way to increase screen real-estate. We present a
taxonomy of organization strategies based on our observations during a
series of interviews with virtual desktop users. Additionally, we
explore causes of varying user preferences for physical versus virtual
means of screen-space expansion. Finally, we discuss the design
implications of our findings.

%M C.CHI.03.2.764
%T MediaFinder: an interface for dynamic personal media management with
semantic regions
%S Short talks-Specialized section: editing and coordinating
%A Hyunmo Kang
%A Ben Shneiderman
%B CHI03
%D 2003
%V 2
%P 764-765
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765977
%X Computer users deal with large amounts of personal media often face
problems in managing and exploring it. This paper presents Semantic
Regions, rectangular regions that enable users to specify their
semantics or mental models, and the MediaFinder application, which uses
Semantic Regions as the basis of a personal media management tool.

%M C.CHI.03.2.766
%T Auditory and visual feedback during eye typing
%S Short talks-Specialized section: gaze & information navigation
%A Paivi Majaranta
%A I. Scott MacKenzie
%A Anne Aula
%A Kari-Jouko Raiha
%B CHI03
%D 2003
%V 2
%P 766-767
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765979
%X We describe a study on how auditory and visual feedback affects eye
typing. Results show that the feedback method influences both text entry
speed and error rate. In addition, a proper feedback mode facilitates
eye typing by reducing the user's need to switch her gaze between the
on-screen keyboard and the typed text field.

%M C.CHI.03.2.768
%T Where do helpers look?: gaze targets during collaborative physical
tasks
%S Short talks-Specialized section: gaze & information navigation
%A Susan R. Fussell
%A Leslie D. Setlock
%A Elizabeth M. Parker
%B CHI03
%D 2003
%V 2
%P 768-769
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765980
%X This study used eye-tracking technology to assess where helpers look
as they are providing assistance to a worker during collaborative
physical tasks. Gaze direction was coded into one of six categories:
partner's head, partner's hands, task parts and tools, the completed
task, and instruction manual. Results indicated that helpers rarely
gazed at their partners' faces, but distributed gaze fairly evenly
across the other targets. The results have implications for the design
of video systems to support collaborative physical tasks.

%M C.CHI.03.2.770
%T EyePliances: attention-seeking devices that respond to visual
attention
%S Short talks-Specialized section: gaze & information navigation
%A Jeffrey S. Shell
%A Roel Vertegaal
%A Alexander W. Skaburskis
%B CHI03
%D 2003
%V 2
%P 770-771
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765981
%X We present EyePliances: appliances and devices that detect and
respond to human visual attention using eye contact sensors. EyePliances
receive implicit input from users, in the form of eye gaze, and respond
by opening communication channels. By allowing devices to recognize the
attentional cues people already provide, requests for explicit input
from users can be reduced. Further, eye contact sensing gives devices a
mechanism to determine whether a user is available for interruption, and
can provide the missing environmental context to improve speech
recognition.

%M C.CHI.03.2.772
%T Gaze- vs. hand-based pointing in virtual environments
%S Short talks-Specialized section: gaze & information navigation
%A Nathan Cournia
%A John D. Smith
%A Andrew T. Duchowski
%B CHI03
%D 2003
%V 2
%P 772-773
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765982
%X This paper contributes to the nascent body of literature on pointing
performance in Virtual Environments (VEs), comparing gaze- and
hand-based pointing. Contrary to previous findings, preliminary results
indicate that gaze-based pointing is slower than hand-based pointing for
distant objects.

%M C.CHI.03.2.774
%T Isometric pointer interfaces for wearable 3D visualization
%S Short talks-Specialized section: gaze & information navigation
%A David M. Krum
%A Rob Melby
%A William Ribarsky
%A Larry Hodges
%B CHI03
%D 2003
%V 2
%P 774-775
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765983
%X 3D visualizations will soon be important wearable computer
applications. However, 3D interaction can be problematic, especially in
a wearable computing environment. We evaluated four 3D interaction
methods using isometric joysticks common to wearable computing.
Subjective and objective results favor a two-handed, aircraft-like
interface mapping.

%M C.CHI.03.2.776
%T "This is a lot easier!": constrained movement speeds navigation
%S Short talks-Specialized section: gaze & information navigation
%A Susanne Jul
%B CHI03
%D 2003
%V 2
%P 776-777
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765984
%X This paper reports on an experiment comparing constrained and
unconstrained movement in a 2D zooming environment. Results showed a
significant reduction in time on task when movement was constrained,
accompanied by considerable decreases in mouse movement activity.
Detailed analysis suggests that subjects were calmer, more confident in
their actions and experienced less spatial disorientation, indicating
that judiciously constrained movement can reduce both mechanical and
cognitive demands of navigation.

%M C.CHI.03.2.778
%T Paper prototyping -- what is it good for?: a comparison of paper- and
computer-based low-fidelity prototyping
%S Short talks-Specialized section: issues in software development
%A Reinhard Sefelin
%A Manfred Tscheligi
%A Verena Giller
%B CHI03
%D 2003
%V 2
%P 778-779
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765986
%X This study investigated the differences between computer-based and
paper-based low-fidelity prototypes. It researched whether subjects
confronted with these two kinds of prototypes differ in their
willingness to criticize a system and to give suggestions for its
improvement. The chosen approach was an empirical study including test
sessions using both kinds of prototypes. Quantitative and qualitative
methods were applied to measure and to explain possible differences.

%M C.CHI.03.2.780
%T PRESPE: participatory requirements elicitation using scenarios and
photo essays
%S Short talks-Specialized section: issues in software development
%A Kentaro Go
%A Yasuaki Takamoto
%A John M. Carroll
%A Atsumi Imamiya
%A Hisanori Masuda
%B CHI03
%D 2003
%V 2
%P 780-781
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765987
%X We describe our ongoing investigation of the PRESPE (Participatory
Requirements Elicitation using Scenarios and Photo Essays) method.
PRESPE enables participants to reflect upon their personal experiences
when using systems and create photo-essays based on this reflection. The
participants can then analyze these experiences by forming design
concepts, envision scenarios by imagining contexts of use, and create
artifacts by sketching these scenarios. Our case study showed that
PRESPE enabled participants, even those with no prior design education,
to create novel ideas regarding system development.

%M C.CHI.03.2.782
%T Activity rhythm detection and modeling
%S Short talks-Specialized section: collaborative systems
%A Rosco Hill
%A James Begole
%B CHI03
%D 2003
%V 2
%P 782-783
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765989
%X We present an algorithm for detecting and modeling rhythmic temporal
patterns in the record of an individual's computer activity, or online
"presence." The model is both predictive and descriptive of temporal
features and is constructed with minimal a priori knowledge.

%M C.CHI.03.2.784
%T AwarenessMaps: visualizing awareness in shared workspaces
%S Short talks-Specialized section: collaborative systems
%A Tom Gross
%A Wido Wirsam
%A Wolfgang Graether
%B CHI03
%D 2003
%V 2
%P 784-785
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765990
%X In cooperative activity users require information about their
cooperative environment. AwarenessMaps provide the members of shared
workspaces with an overview of users and shared documents: the PeopleMap
shows an array of pictures of active users fading out over time; and the
DocumentMap provides a schematic overview of the structure of a shared
workspace and indicates recent changes.

%M C.CHI.03.2.786
%T Coordinating communication: awareness displays and interruption
%S Short talks-Specialized section: collaborative systems
%A Laura Dabbish
%A Robert Kraut
%B CHI03
%D 2003
%V 2
%P 786-787
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765991
%X In this paper, we describe a laboratory experiment to determine
whether peripheral awareness information about a remote collaborator's
workload aids in timing interruptive communication. Our results indicate
that a display with an abstract representation of a collaborator's
workload is best in that it leads to better timing of interruptions
without overwhelming the interrupter.

%M C.CHI.03.2.788
%T Assessing the value of a cursor pointing device for remote
collaboration on physical tasks
%S Short talks-Specialized section: collaborative systems
%A Susan R. Fussell
%A Leslie D. Setlock
%A Elizabeth M. Parker
%A Jie Yang
%B CHI03
%D 2003
%V 2
%P 788-789
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765992
%X This study assessed the value of a cursor pointer that allows remote
collaborators to point to locations in a partner's workspace via a
shared video feed. We compared performance with the cursor pointer with
that in video-only and side-by-side conditions. Results indicated that
participants found the cursor pointer of value for referring to objects
and locations in the work environment, but that the pointer did not
improve performance time over video-only. We conclude that cursor
pointing is valuable for collaboration on physical tasks, but that
additional gestural support will be required to make performance using
video systems as good as performance working side-by-side.

%M C.CHI.03.2.790
%T The effectiveness of multiscale collaboration in virtual environments
%S Short talks-Specialized section: collaborative systems
%A Xiaolong Zhang
%A George W. Furnas
%B CHI03
%D 2003
%V 2
%P 790-791
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765993
%X Adding multiscale capabilities to collaborative virtual environments
can potentially help people work on very large electronic worlds. Our
experiment shows that the user performance on cross-scale tasks is
indeed improved.

%M C.CHI.03.2.792
%T Avatar proxies: configurable informants of collaborative activities
%S Short talks-Specialized section: collaborative systems
%A Umer Farooq
%A Con Rodi
%A John M. Carroll
%A Philip Isenhour
%B CHI03
%D 2003
%V 2
%P 792-793
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765994
%X In the physical world, every user exists at one and only one place,
but in a collaborative virtual environment (CVE), other paradigms are
achievable such as a user existing at more than one place at a time. In
a collaborative environment, a user is typically engaged with one
primary activity at a time. As the number of collaborative activities
increases, users are unable to maintain focal attention on all
activities, and must offload some cognitive effort to a peripheral
attention sphere. This delegation of attention-the movement of primary
activities as focal attention to secondary activities as non-focal
attention-requires that users remember certain parameters of context
switching, such as what the secondary activities are, and more
importantly, when to switch their focal attention to these activities.
Keeping track of these context-switching parameters is itself a
cognitive load that often degenerates focal attention on primary
activities. Our goal is to augment users' cognition by delegating the
work of remembering context-switching parameters to other entities in a
collaborative environment. We call these entities avatar proxies because
our implementation is in a CVE in which users are iconified as avatars,
but the techniques and results are general to a broader range of
collaborative environments. Avatar proxies notify users when they are
required to switch their focal attention to secondary activities.

%M C.CHI.03.2.794
%T "Unvoiced speech recognition using EMG -- mime speech recognition"
%S Short talks-Specialized section: brains, eyes and ears
%A Hiroyuki Manabe
%A Akira Hiraiwa
%A Toshiaki Sugimura
%B CHI03
%D 2003
%V 2
%P 794-795
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765996
%X We propose unvoiced speech recognition, "Mime Speech Recognition". It
recognizes speech by observing the muscles associated with speech. It is
not based on voice signals but electromyography (EMG). It will realize
unvoiced communication, which is a new communication style. Because
voice signals are not used, it can be applied in noisy environments; it
also supports people without vocal-cords and aphasics. In preliminary
experiments, we try to recognize the 5 Japanese vowels. EMG signals from
the 3 muscles that contribute greatly to the utterance of Japanese
vowels are input to a neural network. The recognition accuracy is over
90% for the three subjects tested.

%M C.CHI.03.2.796
%T The neurally controllable internet browser (BrainBrowser)
%S Short talks-Specialized section: brains, eyes and ears
%A Ope Tomori
%A Melody Moore
%B CHI03
%D 2003
%V 2
%P 796-797
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765997
%X The Internet has become an important part of our daily lives, with
browsers serving as the main tool of navigation. For users with severe
disabilities, access to the Internet can be crucial to quality of life,
providing a myriad of services and opportunities. The GSU BrainLab is
researching methods of controlling computer interfaces directly with
brain signals, to assist users who are completely paralyzed and have no
other means of interaction. Adapting a web browser for neural control
provides us a unique opportunity to study navigation issues for
assistive technology. The Neural Internet BrainBrowser project is
currently exploring new human computer interaction paradigms, web
usability concepts, and interface serialization techniques.

%M C.CHI.03.2.798
%T AudioBattleship: blind learners collaboration through sound
%S Short talks-Specialized section: brains, eyes and ears
%A Jaime Sanchez
%A Nelson Baloian
%A Tiago Hassler
%A Ulrich Hoppe
%B CHI03
%D 2003
%V 2
%P 798-799
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.765998
%X A growing number of audio-based applications for blind learners have
being produced in the last few years. Many of them focus on the
development of 3D audio interfaces to map the entire surrounding space.
Other studies center on the impact of sound interaction on cognition by
evaluating the usability of these applications. No previous work has
centered on using spatialized sound to develop collaborative skills in
blind learners. This ongoing research study introduces AudioBattleShip,
an interactive audio-based environment to enhance collaboration and
cognition in blind learners. AudioBattleship mimics the traditional game
battleship for sighted people but without visual cues. A preliminary
pilot study has been implemented showing that blind children
collaboration can be enhanced through the interaction with spatialized
sound.

%M C.CHI.03.2.800
%T A tangible interface for IP network simulation
%S Short talks-Specialized section: tangible interfaces
%A Kazue Kobayashi
%A Mitsunori Hirano
%A Atsunobu Narita
%A Hiroshi Ishii
%B CHI03
%D 2003
%V 2
%P 800-801
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766000
%X We present the IP Network Design Workbench which supports
collaborative network design and simulation by a group of experts and
customers. This system is based on a tangible user interface platform
called "Sensetable," which can wirelessly detect the location and
orientation of physical pucks. Using this system, users can directly
manipulate network topologies, control parameters of nodes and links
using physical pucks on the sensing table, and simultaneously see the
simulation results projected onto the table in real-time.

%M C.CHI.03.2.802
%T On interfaces projected onto real-world objects
%S Short talks-Specialized section: tangible interfaces
%A Mark Podlaseck
%A Claudio Pinhanez
%A Nancy Alvarado
%A Margaret Chan
%A Elisa Dejesus
%B CHI03
%D 2003
%V 2
%P 802-803
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766001
%X This paper describes preliminary results of research on the
perception and usability of interfaces projected onto real-world
objects. Using a projector setup that enables us to compare users' color
preferences, we show that the objects onto which colors are projected
influence a user's choices. We also observe that many users are unable
to recall and/or were unaware of the objects onto which the color
interface was projected. These results suggest that there may be complex
interactions affecting the use of interfaces that integrate the virtual
and the real world.

%M C.CHI.03.2.804
%T FantasyA and SenToy
%S Short talks-Specialized section: tangible interfaces
%A Kristina Hook
%A Adrian Bullock
%A Ana Paiva
%A Marco Vala
%A Ricardo Chaves
%A Rui Prada
%B CHI03
%D 2003
%V 2
%P 804-805
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766002
%X FantasyA is a role-playing game where emotions are part of the game
logic. SenToy is a tangible interface device [2], used to influence
emotional behaviour in FantasyA. Players in the game FantasyA have to
master SenToy and exhibit a particular set of emotions and perform a set
of actions in order to evolve in the game [3]. A study was undertaken to
gauge the success of the overall gaming experience, as well as the
individual components, the FantasyA game with its emotional content and
the SenToy control device with its gestural input.

%M C.CHI.03.2.806
%T EEWWW!!: tangible interfaces for navigating into the human body
%S Short talks-Specialized section: tangible interfaces
%A Edward De Guzman
%A F. Wai-ling Ho-Ching
%A Tara Matthews
%A Tye Rattenbury
%A Maribeth Back
%A Steve Harrison
%B CHI03
%D 2003
%V 2
%P 806-807
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766003
%X Tangible interfaces have the potential to support learning for
non-expert users, ease 3D navigation, and foster collaboration. We
developed two physical devices aimed at school children for navigating a
3D virtual model of the human body. Results from a 40-subject user study
suggest that these devices can encourage collaboration and improve the
learnability of a navigational interface.

%M C.CHI.03.2.808
%T Super cilia skin: an interactive membrane
%S Short talks-Specialized section: tangible interfaces
%A Hayes Raffle
%A Mitchell W. Joachim
%A James Tichenor
%B CHI03
%D 2003
%V 2
%P 808-809
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766004
%X In this paper we introduce Super Cilia Skin, a new approach for
integrating haptic and visual communication. Super Cilia Skin is
conceived as a computationally enhanced membrane coupling tactile input
with tactile and visual output. We present the design of our prototype,
an array of individual actuators (cilia) that use changes in orientation
to display images or physical gestures. We discuss ongoing research to
develop tactile input capabilities and we present examples of how it can
enrich interpersonal communication and children's learning.

%M C.CHI.03.2.810
%T A physical interface for system dynamics simulation
%S Short talks-Specialized section: tangible interfaces
%A Oren Zuckerman
%A Mitchel Resnick
%B CHI03
%D 2003
%V 2
%P 810-811
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766005
%X We present the System Blocks, a new physical interactive system that
makes it easier for kids to explore dynamic systems. A set of
computationally enhanced children blocks, made of wood and electronics,
the System Blocks can assist K-12 educators to teach the complex
concepts of system dynamics and causalities. System dynamics and system
thinking are methods for studying the world around us. They deal with
understanding how complex systems change over time, and how structure
influences behavior. In this paper we will show how the System Blocks
enable young children (as early as four years old) to create and
interact with systems that simulate real-life dynamic behavior such as a
bank account; population growth; or the delicate equilibrium of an
ecosystem. The System Blocks gives young children a hands-on environment
to learn about complex behavior and encourage new ways of thinking.

%M C.CHI.03.2.812
%T Mr.Web: an automated interactive webmaster
%S Short talks-Specialized section: world wide web
%A Andrea Lockerd
%A Huy Pham
%A Taly Sharon
%A Ted Selker
%B CHI03
%D 2003
%V 2
%P 812-813
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766007
%X This paper describes a system, Mr.Web, designed to interact with
users over email to create and update Web pages. Our goal is that users
interact with Mr.Web as if it were a human Webmaster. We collected 325
examples of people writing email requests to a Webmaster, and used this
to generate the semantics of Mr.Web's email parser. The results of the
survey indicate that the limited context of a Webmaster gives us a
reasonable subset of the natural language processing (NLP) problem. This
paper explains the system design, user study results, and plans for
future work.

%M C.CHI.03.2.814
%T Two methods for auto-organizing personal web history
%S Short talks-Specialized section: world wide web
%A Scott LeeTiernan
%A Shelly Farnham
%A Lili Cheng
%B CHI03
%D 2003
%V 2
%P 814-815
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766008
%X Two methods for automatically organizing personal web history were
developed and evaluated, and compared to the Internet Explorer history.
One method grouped visited web pages based on similarity of root URL and
time co-occurrence. The second method started with the similarity
ratings and further associated or dissociated web pages using an
associative learning rule. In a preliminary experiment, participants
reported that both methods organized their web history significantly
more like their own mental organization of their web history than did IE
history. Participants were also faster to revisit web pages using both
organizations than when using IE history.

%M C.CHI.03.2.816
%T Exploring the distribution of online healthcare information
%S Short talks-Specialized section: world wide web
%A Suresh K. Bhavnani
%A Renju T. Jacob
%A Jennifer Nardine
%A Frederick A. Peck
%B CHI03
%D 2003
%V 2
%P 816-817
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766009
%X Motivated by the importance of retrieving comprehensive healthcare
information, we analyzed how information about 12 concepts related to a
widely available healthcare topic is distributed across 145 high-quality
webpages. The analysis reveals that the distribution of the concepts
follows a power law where a few pages contain many concepts, while the
majority contains less than half the concepts. The analysis also reveals
the existence of general, specialized, and sparse pages, in addition to
the large number of pages that users must visit before they have access
to all the concepts. These results provide insights into expert search
procedures, and motivate the design of future search systems that guide
users in the retrieval of comprehensive information.

%M C.CHI.03.2.818
%T Looks good to me
%S Short talks-Specialized section: world wide web
%A Linda Roberts
%A Leigh Rankin
%A Edward Silver
%A Darryl Moore
%A Stephanie Plunkett
%A David Washburn
%A Brenda Wilch-Ringen
%B CHI03
%D 2003
%V 2
%P 818-819
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766010
%X Our primary goal was to assess users' reactions to web sites and to
better understand why they respond more favorably to some web sites than
to others. In the present study, we replicated earlier research [1] in
which participants performed tasks on 12 different web sites and
subsequently rated each of the sites along 14 dimensions. As occurred in
the earlier research, reliable differences were observed in the ratings
of the web sites. However, in contrast to the earlier study where
organization was the primary predictor of overall ratings,
attractiveness was the strongest predictor of their overall impression
of the sites. It may be that the differing results were due either to
different stimulus sets or to different subject populations.

%M C.CHI.03.2.820
%T Investigating police patrol practice for design of IT
%S Short talks-Specialized section: understanding the context of use
%A Urban Nulden
%B CHI03
%D 2003
%V 2
%P 820-821
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766012
%X This paper describes an ongoing research project aiming to find
design implications for information technology supporting police patrol
work. A field study of approximately 300 hours over a twelve-month
period has been conducted. Tentative findings are structured as three
design dimensions that are used to discuss a possible IT design.

%M C.CHI.03.2.822
%T Extending ubiquitous computing to vineyards
%S Short talks-Specialized section: understanding the context of use
%A Jenna Burrell
%A Tim Brooke
%A Richard Beckwith
%B CHI03
%D 2003
%V 2
%P 822-823
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766013
%X In this paper, we describe how an ethnographic approach led to novel
interface and system designs for vineyard management and discuss the
lessons learned from it.

%M C.CHI.03.2.824
%T Design considerations for a financial management system for rural,
semi-literate users
%S Short talks-Specialized section: understanding the context of use
%A Kaushik Ghosh
%A Tapan S. Parikh
%A Apala Lahiri Chavan
%B CHI03
%D 2003
%V 2
%P 824-825
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766014
%X In this paper, we describe the design process, results, and general
observations obtained in designing a user interface for managing
community-based micro-finance institutions in rural India. The primary
users studied were semi-literate village women. We discuss our
contextual study observations and conclude by presenting a grounded
design approach that best leverages the existing learning patterns of
the users.

%M C.CHI.03.2.826
%T Imagery saystems for enhanced crewmember habitability, performance
and productivity on ISS
%S Short talks-Specialized section: understanding the context of use
%A Mihriban Whitmore
%A Vicky Byrne
%B CHI03
%D 2003
%V 2
%P 826-827
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766015
%X In this paper, a description is provided for the process of
determining the functional and technical requirements for an Imagery
System onboard the International Space Station (ISS). With the advent of
the ISS and the experience of Russian, European, and US crewmembers on
Mir, the importance of the psychological element in long duration
missions is increasingly recognized. An Imagery System could enhance the
habitability, performance, and productivity for long term stays in
space. Because this is type of system is a new concept for space,
functional and technical requirements need to be explored.

%M C.CHI.03.2.828
%T What is a place?: allowing users to name and define places
%S Short talks-Specialized section: understanding the context of use
%A Petra Fagerberg
%A Fredrik Espinoza
%A Per Persson
%B CHI03
%D 2003
%V 2
%P 828-829
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766016
%X From working with location-based information systems we know that
positioning is problematic. A different approach was tested, where users
themselves were allowed to name and define the places they wanted to
use. The question was if they would do so, and if they would understand
the notion of "place". In a user study, 78 users created 84 place
labels. The user study also gave us some unexpected input to the users'
perception of place: not only physical, but also virtual places were
created.

%M C.CHI.03.2.830
%T Persona development for information-rich domains
%S Short talks-Specialized section: understanding the context of use
%A Rashmi Sinha
%B CHI03
%D 2003
%V 2
%P 830-831
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766017
%X Designing information architecture for complex websites requires
understanding user information needs and mental models in that domain.
Personas, or user archetypes, created for such domains should also
reflect types of information needs, and usage of information set. We
have created a statistical technique to identify important underlying
groupings of information needs. In a preliminary study, we show how
designers can use this information in conjunction with data from
interviews and observations to generate and refine personas.

%M C.CHI.03.2.832
%T SeismoSpin: a physical instrument for digital data
%S Short talks-Specialized section: information visualization & navigation
%A Mark McKelvin
%A Ragnhild Nestande
%A Leticia Valdez
%A Ka-Ping Yee
%A Maribeth Back
%A Steve Harrison
%B CHI03
%D 2003
%V 2
%P 832-833
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766019
%X SeismoSpin is a novel interactive instrument that uses a
Disc-Jockey-mixer analogy to give seismologists a quick and powerful way
to explore Northern California earthquake data. The custom-built
interface and display maps earthquake data to responsive,
user-determined windows of time and geographical areas. Testers
(seismologists) found that SeismoSpin provided a greater control and
understanding of the dataset than current tools.

%M C.CHI.03.2.834
%T Dynamic query sliders vs. brushing histograms
%S Short talks-Specialized section: information visualization & navigation
%A Qing Li
%A Xiaofeng Bao
%A Chen Song
%A Jinfei Zhang
%A Chris North
%B CHI03
%D 2003
%V 2
%P 834-835
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766020
%X Dynamic queries facilitate exploration of information through
real-time visual display of both query formulation and results. Dynamic
query sliders are linked to the main visualization to filter data. A
common alternative to dynamic queries is to link several simple
visualizations, such as histograms, to the main visualization with a
brushing interaction. Selecting data in the histograms highlights that
data in the main visualization. We compare these two approaches in an
empirical experiment on DynaMaps, a geographic data visualization tool.
Dynamic query sliders resulted in better performance for simple range
tasks, while brushing histograms was better for complex comparison,
tradeoff, and pattern tasks. Participants preferred brushing histograms
for understanding relationships between attributes.

%M C.CHI.03.2.836
%T Efficient user interest estimation in fisheye views
%S Short talks-Specialized section: information visualization & navigation
%A Jeffrey Heer
%A Stuart K. Card
%B CHI03
%D 2003
%V 2
%P 836-837
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766021
%X We present a new technique for efficiently computing
Degree-of-Interest distributions to inform the visualization of
graph-structured data. The technique is independent of the interest
distribution used and enables fluid interaction with very large data
sets (over 100,000 nodes).

%M C.CHI.03.2.838
%T City lights: contextual views in minimal space
%S Short talks-Specialized section: information visualization & navigation
%A Polle T. Zellweger
%A Jock D. Mackinlay
%A Lance Good
%A Mark Stefik
%A Patrick Baudisch
%B CHI03
%D 2003
%V 2
%P 838-839
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766022
%X City Lights are space-efficient fisheye techniques that provide
contextual views along the borders of windows and subwindows that
describe unseen objects in all directions. We present a family of
techniques that use a range of graphical dimensions to depict varied
information about unseen objects. City Lights can be used alone or in
conjunction with scrollbars, 2D overview+detail, and interaction
techniques such as zoomable user interfaces.

%M C.CHI.03.2.840
%T Are there benefits in seeing double?: a study of collaborative
information visualization
%S Short talks-Specialized section: information visualization & navigation
%A Gloria Mark
%A Keri Carpenter
%A Alfred Kobsa
%B CHI03
%D 2003
%V 2
%P 840-841
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766023
%X We conducted an empirical study to better understand colla-borative
information visualization. We found that a system that offered fewer
options for visualizations yielded more correct responses faster. Groups
were more accurate but slower in solving problems than individuals. We
identified different stages in visual discovery and found that
collaboration benefits are from validating results and not from planning
and system use. Tools to help translate and confirm the visualization
would be of great benefit.

%M C.CHI.03.2.842
%T Experimental study of cockpit displays of traffic information for
pilot self-spacing in congested airspace
%S Short talks-Specialized section: information visualization & navigation
%A Kirk Benson
%A Glenn Dean
%A Geoffrey Kuhlmann
%A Brian Sperling
%A Amy R. Pritchett
%A Julie A. Jacko
%B CHI03
%D 2003
%V 2
%P 842-843
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766024
%X An experimental study examined cockpit displays of traffic
information for pilot self-spacing in congested airspace. Results
demonstrate that pilots have the capability to benefit from additional
traffic information and take over some additional control
responsibility. Additionally, this experiment shows that pilots benefit
from the presentation of velocity and closure rate, and from range
spacing arcs.

%M C.CHI.03.2.844
%T Evaluating social trails
%S Short talks-Specialized section: recommender systems and social computing
%A Martin Svensson
%A Kristina Hook
%A Rickard Coster
%B CHI03
%D 2003
%V 2
%P 844-845
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766026
%X We performed a 6-month study of a food recommender system to
determine the influence of social trails on users choice of recipes. To
measure the impact of the recommender functionality, we choose to avoid
predictive accuracy metrics, and opted for contextualised subjective
measures, comparing recommendations to searching and browsing. 18% of
the selected recipes came from the list of recommended recipes. In
addition, users liked and understood the recommendation functionality.

%M C.CHI.03.2.846
%T Designing visualizations of social activity: six claims
%S Short talks-Specialized section: recommender systems and social computing
%A Thomas Erickson
%B CHI03
%D 2003
%V 2
%P 846-847
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766027
%X In this paper, we describe a set of claims that have evolved from our
work in designing visual representations of groups in online
environments. We argue that these claims can serve as a good starting
point for design work, and can drive critical discussions amongst design
stakeholders.

%M C.CHI.03.2.848
%T Tangible search for stacked objects
%S Short talks-Specialized section: haptic interfaces
%A Kensaku Fujii
%A Jun Shimamura
%A Kenichi Arakawa
%A Tomohiko Arikawa
%B CHI03
%D 2003
%V 2
%P 848-849
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766029
%X The goal of Tangible Search is to more effectively support the user
in physically locating one of a number of stacked objects. It consists
of two operations -- automatic logging of stacked objects and direct
annotation; image processing is used to determine the heights of the
stack and of the user's finger. Tangible Search offers stable and
accurate 3D analysis since it uses our previously proposed method. It
employs a single camera with a compound half-mirror; this configuration
also allows the top and side views of the stack to be captured
simultaneously. Our approach is to make it easier for the user to handle
stacks of items; it will enhance the tabletop metaphor for intuitive
interaction in real-world environments where stacks are very common.

%M C.CHI.03.2.850
%T SmartPad: a finger-sensing keypad for mobile interaction
%S Short talks-Specialized section: haptic interfaces
%A Jun Rekimoto
%A Haruo Oba
%A Takaaki Ishizawa
%B CHI03
%D 2003
%V 2
%P 850-851
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766030
%X This paper introduces SmartPad, a new input device for mobile
computers that is an enhanced physical keypad by a finger position
sensor. This input device acts as a normal keypad for mobile devices,
such as cellular phones, and also recognizes finger position on the
keypad be before the user presses the key. This feature is used to
recognize finger gesture on the keypad, and can also be used to give
preview information to the user before the user actually pressing the
key. This previewable function helps users to predict the effect of the
action, and it is also helpful when the key definitions are frequently
changed according to the context, such as in the case of universal
commanders.

%M C.CHI.03.2.852
%T ThumbSense: automatic input mode sensing for touchpad-based
interactions
%S Short talks-Specialized section: haptic interfaces
%A Jun Rekimoto
%B CHI03
%D 2003
%V 2
%P 852-853
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766031
%X While manipulating the touchpad, a user's hand position must be away
from the keyboard's home position. This effect hinders smooth switching
between text entry and pointer manipulation, and is considered to be the
one of the major drawback of the touchpad against to the trackpoint.
This paper introduces ThumbSense, a new input technique aims to solve
this problem by automatically sensing users' input mode based on finger
contact to the touchpad. A key on the keyboard, such as the F key,
transparently acts both as a normal key as well as a mouse button. This
technique is implemented by using the sensor feature of the touchpad,
and is possible to apply most of currently available portable computers
without requiring any additional hardware/sensors.

%M C.CHI.03.2.854
%T Tactile virtual buttons for mobile devices
%S Short talks-Specialized section: haptic interfaces
%A Andrew Nashel
%A Sharif Razzaque
%B CHI03
%D 2003
%V 2
%P 854-855
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766032
%X This paper presents a technique to add the tactile cues of real
buttons to virtual buttons displayed on mobile devices with touch
screens. When the user's finger is on the display, tactile feedback
coveys a feeling of button location and activation. We describe two
implementations of the technique, using a personal digital assistant
(PDA) and a pressure sensitive tablet.

%M C.CHI.03.2.856
%T Designing effective haptic interaction: inverted damping
%S Short talks-Specialized section: haptic interfaces
%A Jason Williams
%A Georg Michelitsch
%B CHI03
%D 2003
%V 2
%P 856-857
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766033
%X In this paper, we describe a new force-feedback technique termed
"inverted damping", which aids users in manually selecting specific
items from within a range of possible choices. Typically, the identity
of the goal item is not known beforehand by the system. The technique
therefore infers users' intentions from the type of movements carried
out and increases the amount of resistance provided as the speed of the
user's movements decreases. Although the technique might initially sound
counter-intuitive, the results of the experiment, reported in this
paper, confirm the effectiveness of this approach. We believe that this
new technique is likely to have beneficial and wide-ranging
applicability across a wide range of devices in everyday life.

%M C.CHI.03.2.858
%T Assessing haptic properties for data representation
%S Short talks-Specialized section: haptic interfaces
%A Steven A. Wall
%A Stephen A. Brewster
%B CHI03
%D 2003
%V 2
%P 858-859
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766034
%X This paper describes the results of a series of forced choice design
experiments investigating the discrimination of material properties
using a PHANToM haptic device. Research has shown that the PHANToM is
effective at displaying graphical information to blind people, but the
techniques used so far have been very simple. Our experiments showed
that subjects' discrimination of friction was significantly better than
that of stiffness or the spatial period of sinusoidal textures, over the
range of stimuli investigated. Thus, it is proposed that graphical data
could be made more easily accessible to blind users by scaling the data
values to friction rather than shape or size, as in traditional bar
charts.

%M C.CHI.03.2.860
%T Meeting the challenge of measuring return on investment for user
centered development
%S Special interest group
%A Thomas M. Graefe
%A Susan L. Keenan
%A Karen C. Bowen
%B CHI03
%D 2003
%V 2
%P 860-861
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766036
%X To demonstrate return on investment (ROI), usability organizations
must measure their impact on business-wide metrics such as quality,
innovation, cost, and customer satisfaction. Although much work has
focused on calculating costs and benefits of specific projects,
demonstrating ROI of a usability program remains a difficult task. To
build a successful measurement program for ROI, a framework is needed in
which value can be explored, measured, and analyzed from different
perspectives. SIG attendees will explore the foundations of such a
framework by exchanging information on the challenges they face as they
demonstrate ROI, suggesting possible solutions and measures, and
identifying important business-wide goals.

%M C.CHI.03.2.862
%T Making customer-centered design work in the real world of
organizations
%S Special interest group
%A Karen Holtzblatt
%A Joerg Beringer
%B CHI03
%D 2003
%V 2
%P 862-863
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766037
%X The goal of this SIG is to provide a discussion area for those
interested in overcoming the challenges of introducing-and then
successfully establishing-customer-centered design techniques in
organizations. SIG participants will share the challenges they've faced
in trying to initiate customer-centered design and share possible
solutions to the challenges. After the SIG, the discussion will be moved
to CHIplace, where the conversation can continue.

%M C.CHI.03.2.864
%T Challenges in teaching user interface design for telephones and cell
phones
%S Special interest group
%A James A. Larson
%A Juan E. Gilbert
%A Michael McTear
%B CHI03
%D 2003
%V 2
%P 864-865
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766038
%X Participants in this SIG will identify issues and suggest solutions
for teaching user interface design for telephones and cell phones.
Specifically, speech user interface development environments,
implementation languages, unique problems of speech interfaces, and
additional resources will be examined. Participants will include
educators who teach web development, and web developers interested in
developing speech applications.

%M C.CHI.03.2.866
%T Consultants' forum: successful adaptation during tough economic times
%S Special interest group
%A Carolyn Snyder
%A Verena Giller
%A Chauncey Wilson
%A Aaron Marcus
%B CHI03
%D 2003
%V 2
%P 866-867
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766039
%X This SIG focuses on the challenges specific to HCI consultants,
whether independent or those working in larger consultancies. Those
considering an HCI consulting career are also welcome. There will be
four main discussion topics: Marketing, Collaboration/Partnerships,
Consultants' Knowledge Base/FAQ, and the Future of HCI Consulting.

%M C.CHI.03.2.868
%T Current issues in assessing and improving information usability
%S Special interest group
%A Stephanie Rosenbaum
%A Judith Ramey
%B CHI03
%D 2003
%V 2
%P 868-869
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766040
%X This SIG is the thirteenth annual forum on human factors in
information design. It addresses the usability of information, an
increasingly central issue in achieving successful websites and
web-enabled products and services, as well as more traditional
electronic and print-based documentation. Attendees will discuss three
to five methodology questions and issues (selected at the beginning of
the session), volunteering research and practice experiences to share
with colleagues.

%M C.CHI.03.2.870
%T eLearning SIG
%S Special interest group
%A Lisa Neal
%A Ken Korman
%B CHI03
%D 2003
%V 2
%P 870-871
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766041
%X Many CHI attendees are involved in eLearning as a student, teacher,
or developer of online courses or technologies. However, to date there
has been insufficient focus on designing and facilitating a good learner
experience. This SIG builds upon the well-attended eLearning SIGs from
CHI 2001 and 2002 by examining in greater depth the issues and needs of
the eLearning and HCI communities and fostering better communication and
collaboration between these communities. eLearning is a Special Area for
CHI 2003, and there will be an invited session on eLearning, focusing,
like the SIG, on bringing the lessons from HCI to eLearning.

%M C.CHI.03.2.872
%T Design of usable multi-platform interactive systems
%S Special interest group
%A Fabio Paterno
%A Manfred Tscheligi
%B CHI03
%D 2003
%V 2
%P 872-873
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766042
%X Recent years have seen the introduction of many types of computers
and devices. In this SIG we want to discuss how to provide developers
with tools, methods and languages able to support both the development
of single interactive applications for multiple platforms and the
dynamic execution of these applications in a changing environment while
preserving usability. Since CHI is the most important conference on
human-computer interaction, it is the most suitable place where to
discuss such issues, the results achieved so far, compare them with
other results obtained by other groups in the world and discuss the
opportunity provided by joining efforts.

%M C.CHI.03.2.874
%T Toward a unified universal remote console standard
%S Special interest group
%A Gottfried Zimmermann
%A Toby Nixon
%A Marney Beard
%A Eran Sitnik
%A Bill LaPlant
%A Shari Trewin
%A Sharon Laskowski
%A Gregg Vanderheiden
%B CHI03
%D 2003
%V 2
%P 874-875
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766043
%X Wireless communication technologies make it feasible to remotely
control devices and services from virtually any mobile and stationary
device. However, there is no standard available today which would allow
manufacturers to define an abstracted user interface for their product
whose functionality can be instantiated and presented in different ways
and modalities on a wide variety of controller technologies, such as,
phones, PDAs, and computers. Such a standard could also facilitate
usability, natural language agents, internationalization, and
accessibility. Participants in this SIG will present and discuss
requirements and current activities that could contribute to the
development of a 'Universal Remote Console' standard. The goal of this
SIG is to gather requirements, identify related research, development,
commercial, and other activities, and to initiate an ongoing effort
developing a unified Universal Remote Console standard in the future.

%M C.CHI.03.2.876
%T HCI and the arts: a conflicted convergence?
%S Special interest group
%A Phoebe Sengers
%A Chris Csikszentmihalyi
%B CHI03
%D 2003
%V 2
%P 876-877
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766044
%X A potential convergence is arising between HCI and the interactive
arts. The goal of this SIG is to develop a conversation on the potential
role of the arts in the HCI community, based on the soon-to-be released
US National Academies National Computer Science and Telecommunications
Board's report on Information Technology (IT) and creative practices
[2]. What kinds of activities are taking place that combine serious
creative artwork with HCI issues? What kinds of topics should HCI study
to support interactive art? How could HCI benefit from a deep engagement
with the arts, and what would such an engagement likely entail? What
kinds of challenges might engagement between HCI and the arts present
for the self-conception of each field? What institutions are available
or should be created for interdisciplinary work between the arts and
HCI? In what forums can this work be exchanged and discussed.

%M C.CHI.03.2.878
%T New tips and tricks for a better usability test
%S Special interest group
%A Rolf Molich
%A Chauncey E. Wilson
%B CHI03
%D 2003
%V 2
%P 878-879
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766045
%X In this SIG, experienced usability testers will exchange tips and
tricks for practical usability testing.

%M C.CHI.03.2.866 (bad page numbers and %W leads to wrong PDF)
%T VirtualCase: a tool for online collaborative learning
%S Interactive posters: e-learning
%A Gina Cherry
%A Mark Alway
%A Daniel Parshall
%B CHI03
%D 2003
%V 2
%P 866-867
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766050
%X In this paper we describe the design and use of a web-based tool that
enables teachers to create integrated online workspaces for
collaborative case-based and problem-based learning. We discuss how this
tool has been used in a variety of ways other than those originally
intended by the designers. We discuss our classroom-based studies of two
of these uses, and describe how these studies are influencing the
redesign of the tool.

%M C.CHI.03.2.880
%T Interaction patterns with a classroom feedback system: making time
for feedback
%S Interactive posters: e-learning
%A Richard Anderson
%A Tammy VanDeGrift
%A Steven A. Wolfman
%A Ken Yasuhara
%A Ruth Anderson
%B CHI03
%D 2003
%V 2
%P 880-881
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766047
%X In this paper, we describe two novel patterns of interaction that
arose in a study of a computer-mediated feedback system for the
university classroom. In both patterns, students gave feedback through
the system that they would not have given aloud for lack of an
appropriate moment-either because the feedback would be premature or
tardy. We describe the patterns themselves and how awareness of the
patterns can inform pedagogy and system-building.

%M C.CHI.03.2.882
%T Combining handhelds with a whole-class display to support the
learning of scientific control
%S Interactive posters: e-learning
%A Tom Moher
%A Xun Ding
%A Jennifer Wiley
%A Syeda Hussain
%A Preeti Singh
%A Vasisht Srinivasan
%A Diane Conmy
%B CHI03
%D 2003
%V 2
%P 882-883
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766048
%X Third grade students used wireless handhelds and a large shared
display to discover strategies for control of variables in scientific
experiments. The technology suite supported activity requirements
including synchronous individual control, face-to-face discourse, and
instantaneous display updates. In an empirical study, students
demonstrated learning in both original and transfer domains.

%M C.CHI.03.2.884
%T Learners on the back-end: students contributing to web-based
information systems
%S Interactive posters: e-learning
%A Gina Cherry
%A William Washington
%A Janice Fournier
%A Kristen Shuyler
%B CHI03
%D 2003
%V 2
%P 884-885
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766049
%X What happens when students, instead of merely drawing from online
information resources, organize and populate such resources? In this
paper we discuss how collaboratively creating web-based information
resources might contribute to learning. We are currently studying two
communities that are creating such resources using a prototype system
we've designed.

%M C.CHI.03.2.888
%T Supporting engagement in asynchronous education
%S Interactive posters: e-learning
%A Scott LeeTiernan
%A Jonathan Grudin
%B CHI03
%D 2003
%V 2
%P 888-889
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766051
%X A key challenge for software that supports asynchronous distance
education is to engage and guide students who are not interacting in
real-time. We describe a first study of two approaches to adding
interactive exercises to the viewing of videotaped lectures. We found
individual differences, but a surprising tendency to prefer more
intrusive exercises. We conclude with possible next steps.

%M C.CHI.03.2.890
%T Annotation in the wild: benefits of linking paper to digital media
%S Interactive posters: e-learning
%A Silvia Gabrielli
%A Andy Law
%B CHI03
%D 2003
%V 2
%P 890-891
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766052
%X This work presents the design of ALT, a prototype system that
supports learning activities on the move by enabling users to annotate
and sketch on paper in collaboration with a remote peer. Initial
observations of learners interacting with ALT during an informal
learning event show that paper annotation combined with synchronous
communication technology shifts learners to use annotation as a basis
for discussion and more personal interpretation of the information
available.

%M C.CHI.03.2.892
%T Designing an integrated review sheet for an electronic textbook
%S Interactive posters: e-learning
%A Neema Moraveji
%A Abigail Travis
%A Maura Bidinost
%A Matthew Halpern
%B CHI03
%D 2003
%V 2
%P 892-893
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766053
%X In this paper, we present findings and design decisions arisen while
designing a review sheet within the confines of a pre-existing digital
textbook, AdaptiveBook. Through user studies, we found that instructors
and students cited a lack of both context and integration as the major
problems in current high-tech teaching and studying tools. Because
research on electronic books indicates that metaphors "reduce users'
cognitive load when navigating and acquiring information" [1], our
design aims to address the lack of context and integration by creating
an intuitive review sheet metaphor while leveraging the power of a
digital medium.

%M C.CHI.03.2.894
%T Kana no senshi (kana warrior): a new interface for learning Japanese
characters
%S Interactive posters: e-learning
%A Kristen Stubbs
%B CHI03
%D 2003
%V 2
%P 894-895
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766054
%X This paper presents the design and testing of Kana Warrior, a new
interface for basic Japanese character recognition based on a game-style
user interface. Kana Warrior is a game designed to help Japanese
students learn to read characters quickly. A small pilot study has been
conducted with very encouraging results. These results support the idea
that game-style interfaces may be of benefit to users outside of the
realm of entertainment programs.

%M C.CHI.03.2.896
%T PhotoPhone entertainment
%S Interactive posters: emotion
%A Johan Thoresson
%B CHI03
%D 2003
%V 2
%P 896-897
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766056
%X This paper introduces PhotoPhone Entertainment (PPE), applications
for mobile and wireless devices with camera functionality, and describes
a number of design examples of such applications. The applications are
designed for people waiting for a few minutes at a bus stop and do all
encourage some form of social interaction such as collaboration with, or
competition against, other users at the bus stop.

%M C.CHI.03.2.898
%T MyInfo: a personal news interface
%S Interactive posters: mass communication
%A John Zimmerman
%A Nevenka Dimitrova
%A Lalitha Agnihotri
%A Angel Janevski
%A Lira Nikolovska
%B CHI03
%D 2003
%V 2
%P 898-899
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766058
%X We present a novel interface design for MyInfo, a personal news
application that processes and combines content from TV and the web.
MyInfo provides personalized content selectable by topic such as weather
or traffic. In addition, users can play back a personal news program as
a TV show, leaving themselves free to complete tasks such as making
breakfast. We detail our design process from concept generation to focus
group exploration to final design. The main design challenges include
(i) understanding what kinds of TV/Web applications people want, and
(ii) developing an interface that fits people's lifestyles.

%M C.CHI.03.2.900
%T Breakingstory: visualizing change in online news
%S Interactive posters: mass communication
%A Jean Ann Fitzpatrick
%A James Reffell
%A Moryma Aydelott
%B CHI03
%D 2003
%V 2
%P 900-901
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766059
%X BreakingStory is an interactive system for visualizing change in
online news. The system regularly collects the text from the front pages
of international daily news web sites. It allows users to search over
the collection and view the frequency of occurrence of keywords in
graphic, tabular, and full text formats. Results from the system are
shown over time, and can be filtered geographically. The system was
developed using a user-centered design process that included rapid
prototyping and informal user testing. It provides a new way of viewing
the news that incorporates a sense of history.

%M C.CHI.03.2.902
%T Supporting notable information in office work
%S Interactive posters: personal media
%A Christopher Campbell
%A Paul Maglio
%B CHI03
%D 2003
%V 2
%P 902-903
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766061
%X This paper reports a study examining how current electronic
technology (e.g., PDAs, e-mail, laptops, cellphones) and classic
paper-based tools (e.g., post-its, notepads, scrap paper) are used to
manage to-do lists, appointments, and other types of notable
information. Many of the users interviewed report that notes need to be
temporary, viewable, mobile, postable, transferable, short, easy to
create and destroy. Paper-based tools are clearly preferred over
electronic for managing notable information, and are used much more
often. PDAs are almost never used for notable information because they
lack high-resolution screens, are bulky, and require too much time to
enter new information. E-mail is the most used electronic tool and is
commonly given dedicated screen space so that it was always visible.
Design recommendations for electronic office technology are presented.

%M C.CHI.03.2.904
%T Practices for capturing short important thoughts
%S Interactive posters: personal media
%A Gillian Hayes
%A Jeffrey S. Pierce
%A Gregory D. Abowd
%B CHI03
%D 2003
%V 2
%P 904-905
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766062
%X In this paper we describe a user study designed to understand current
practices for recording and utilizing information in everyday life. We
describe a subset of the results that suggest that improving on current
practices will require physical and digital artifacts, flexibility,
multi-modality, and ubiquity.

%M C.CHI.03.2.906
%T A sensemaking-supporting information gathering system
%S Interactive posters: personal media
%A Yan Qu
%B CHI03
%D 2003
%V 2
%P 906-907
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766063
%X This paper introduces a sensemaking-supporting information gathering
system (SSIGS), which provides a workspace with features that not only
facilitate information search but also the representation search and
representation shift which are crucial for sensemaking tasks.

%M C.CHI.03.2.908
%T Designing to support communication on the move
%S Interactive posters: personal media
%A Jacqueline Brodie
%B CHI03
%D 2003
%V 2
%P 908-909
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766064
%X We investigated what mobile workers do when they are mobile to
achieve their communication goals, using contextual interviews and
ethnographically inspired observations in a variety of settings.
Implications for the design of mobile technology were extracted from the
raw data collected in the fieldwork using such novel design techniques
as 'Day in the Life' vignettes, affinity diagrams, and consolidated
artefact models from Contextual Design. Our findings are being using to
generate software prototypes for supporting mobile activities.

%M C.CHI.03.2.910
%T Amigo -- wireless image based instant messaging for handheld
computers
%S Interactive posters: personal media
%A Helena Fabersjo
%A Elisabeth Windt
%A Ylva Wridell
%A Johan Sanneblad
%B CHI03
%D 2003
%V 2
%P 910-911
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766065
%X We introduce Amigo -- an Instant Messaging (IM) client for handheld
computers. Amigo allows free-form images as well as handwriting to be
sent between people, taking advantage of the touch sensitive display of
mobile devices. Amigo differs from other IM clients in that the text
written by the user never has to be translated into ASCII data. Twenty
students used Amigo for two weeks. Preliminary use results show that
Amigo functions well as an IM client for handheld computers, and also
introduces new ways for people to interact using IM: mixed text/image
sessions, collaborative drawings and instant gaming.

%M C.CHI.03.2.912
%T What's in a barcode? informed consent and machine scannable driver
licenses
%S Interactive posters: personal media
%A Jennifer Hagman
%A Ann Hendrickson
%A Amanda Whitty
%B CHI03
%D 2003
%V 2
%P 912-913
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766066
%X Drawing on theory and methods of Value Sensitive Design [2] we
investigated the social and value implications of the addition of
barcodes to machine scannable driver licenses. In particular, we focused
on the value of informed consent, user knowledge, and understanding.
Twelve Washington state driver license holders were interviewed. Results
indicate that participants in this study were largely unaware of the
nature of the information in the barcode, and the potential uses of such
information. Moreover, with increasing knowledge, participants developed
a sense of concern regarding the potential misuse of information. In our
discussion, we focus on the importance of informed consent and design
suggestions for machine scannable driver licenses.

%M C.CHI.03.2.914
%T Kinetic typography-based instant messaging
%S Interactive posters: personal media
%A Kerry Bodine
%A Mathilde Pignol
%B CHI03
%D 2003
%V 2
%P 914-915
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766067
%X Kinetic Typography, text whose appearance changes over time, is
emerging as a new form of expression due to its ability to add emotional
content to text. We explored the potential for kinetic typography to
improve the way people communicate over the Internet using Instant
Messaging (IM). Our Kinetic Instant Messenger (KIM) builds upon
applications for rendering and editing kinetic typography effects and
addresses several design issues that spring from integrating kinetic
typography and IM.

%M C.CHI.03.2.916
%T Desktop aksi: virtual workspace concept integrating personal social
communication and task management
%S Interactive posters: personal media
%A Abhijit Rao
%B CHI03
%D 2003
%V 2
%P 916-917
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766068
%X A virtual workspace assists users to organize information on the
desktop better. With such an intention, a virtual workspace concept
named Desktop Aksi is proposed which accommodates three important
aspects of desktop management i.e., finding and reminding,
task-switching and spatial proximity to personal social communication.
On realization of this workspace, users will be able to bring meaning
and context to their task at hand. With the help of focus+context
technique based on Hyperbolic Geometry users can navigate the
information space.

%M C.CHI.03.2.918
%T Mobile ADVICE: an accessible device for visually impaired capability
enhancement
%S Interactive posters: personal media
%A Robert Amar
%A Steven Dow
%A Richard Gordon
%A Muhammad Raafay Hamid
%A Chad Sellers
%B CHI03
%D 2003
%V 2
%P 918-919
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766069
%X The visually impaired have limited access to the world of mobile
devices. Our goal was to design a handheld mobile device to overcome
limitations such as reliance on visual display and lack of audio and
tactile feedback. We built a prototype handheld device using a
combination of tactile feedback and auditory display based on
preliminary research and testing. Our hypothesis was that this device
would provide users with an interface with which they would be able to
access advanced functions of a mobile device. This prototype was
evaluated by both blind and sighted users. Based on both quantitative
and qualitative measures, the results suggest that such a device can
enhance the capabilities of visually impaired users of handheld mobile
devices.

%M C.CHI.03.2.920
%T 'Today' messages: lightweight group awareness via email
%S Interactive posters: computer-mediated communication
%A A. J. Brush
%A Alan Borning
%B CHI03
%D 2003
%V 2
%P 920-921
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766071
%X 'Today' messages are short daily status emails sent by members of a
project team to each other. Their original purpose was to take the place
of status updates at meetings. However, they had the unexpected
additional effect of increasing group task awareness at very low cost.
We present the results of a small study of 'today' messages and their
effect on group dynamics.

%M C.CHI.03.2.922
%T PHEmail: designing a privacy honoring email system
%S Interactive posters: computer-mediated communication
%A David Nguyen
%A Khai Truong
%B CHI03
%D 2003
%V 2
%P 922-923
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766072
%X Controlling one's personal and private information could help
alleviate one of the greatest harms facing the Internet today -- the
loss of attention due to the over abundance of unsolicited email (spam).
If one could control the dissemination and usage of one's email address,
one could eliminate spam. We introduce a privacy honoring email system
that leverages the user's social network to provide access control to
the user's email.

%M C.CHI.03.2.924
%T Marked for deletion: an analysis of email data
%S Interactive posters: computer-mediated communication
%A Laura Dabbish
%A Gina Venolia
%A JJ Cadiz
%B CHI03
%D 2003
%V 2
%P 924-925
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766073
%X What characteristics of an email message make it more likely to be
discarded? Statistical analyses of a set of deleted and non-deleted
messages revealed several factors that were important in predicting the
fate of a message. After controlling for the owner of the particular
message, four factors turned out to be most important: history of
communication with the sender (messages sent to and messages received
from), intra-organizational vs. external sender, and size of the
recipient group.

%M C.CHI.03.2.926
%T Reality instant messaging: injecting a dose of reality into online
chat
%S Interactive posters: computer-mediated communication
%A Mei Chuah
%B CHI03
%D 2003
%V 2
%P 926-927
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766074
%X Online chat technologies such as instant messaging and SMS have
become extremely popular. Online chat environments, however, are missing
a key ingredient that we take for granted in physical world chat --
reality. When we socialize in the physical world we are surrounded by
colorful and interesting events, e.g. a sporting event, a music concert,
or an interesting drama on television. These events become
conversational devices that play a crucial role in driving and
facilitating social interaction. The Reality Instant Messaging project
injects these reality events back into online chat. In this way we
enhance the reality streams by tying them to a social context, and at
the same time we enhance the social environment by giving people
something to talk about.

%M C.CHI.03.2.928
%T TelMeA2003: social summarization in online communities
%S Interactive posters: computer-mediated communication
%A Toru Takahashi
%A Yasuhiro Katagiri
%B CHI03
%D 2003
%V 2
%P 928-929
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766075
%X We propose the concept of social summarization as an alternative to
the content-based technology for summarization, report on its use in the
community system TelMeA2003 implemented and employed to investigate
techniques for social summarization, and discuss its effectiveness in
supporting collaborative activities in online communities.

%M C.CHI.03.2.930
%T Leaders leading? a shift in technology adoption
%S Interactive posters: computer-mediated communication
%A Jonathan Grudin
%B CHI03
%D 2003
%V 2
%P 930-931
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766076
%X In the past, most early hands-on users of interactive software in
organizations were individual contributors. Managers as early adopters
is a new trend with significant implications for design and use.
Although managers and executives have always been involved in
acquisition decisions, they generally delegated use to support staff.
Only later if at all did they become hands-on users. This is changing as
new generations of managers and technology come to the fore. Examples
and implications are presented.

%M C.CHI.03.2.932
%T Developing a car gesture interface for use as a secondary task
%S Interactive posters: input and interaction
%A Micah Alpern
%A Katie Minardo
%B CHI03
%D 2003
%V 2
%P 932-933
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766078
%X Existing gesture-interface research has centered on controlling the
user's primary task. This paper explores the use of gestures to control
secondary tasks while the user is focused on driving. Through contextual
inquiry, ten iterative prototypes, and a Wizard of Oz experiment, we
show that a gesture interface is a viable alternative for completing
secondary tasks in the car.

%M C.CHI.03.2.934
%T Investigation of subjective preferences in multiple
degrees-of-freedom inputs
%S Interactive posters: input and interaction
%A Sriram Subramanian
%A Frank Dijkstra
%A Bernard Champoux
%B CHI03
%D 2003
%V 2
%P 934-935
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766079
%X With the rapid proliferation of a wide range of input devices, there
are many choices in designing or selecting a 6DOF input device. User
perception of the devices is an important aspect of design. We
complement existing literature on the influence of grip of dominant hand
on performance times with our experiments on the influence of grip of
non-dominant hand on perceived ease-of-use, control and fatigue. Our
results show that for the non-dominant hand, the finger grip is
perceived as being easy to use, less fatiguing and more controllable.

%M C.CHI.03.2.936
%T A reference model for multimodal input interpretation
%S Interactive posters: input and interaction
%A Anurag Gupta
%B CHI03
%D 2003
%V 2
%P 936-937
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766080
%X This paper proposes a reference model for multimodal input
interpretation to understand multimodal input in multimodal interactive
systems. The paper gives details of the functionality of each of the
layers within the model and suggests its validity through development of
multiple multimodal systems with same architecture.

%M C.CHI.03.2.938
%T Reassessing current cell phone designs: using thumb input effectively
%S Interactive posters: input and interaction
%A Nambu Hirotaka
%B CHI03
%D 2003
%V 2
%P 938-939
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766081
%X The physical form of cell phones has changed little from conventional
landline phones. However, added features such as text input capabilities
make cell phone usage very different from that of conventional phones.
This paper reviews the emergence of text input on current cell phones.
Then a new design optimized for text input is proposed.

%M C.CHI.03.2.940
%T Containers: a new hierarchical model for browser interfaces
%S Interactive posters: input and interaction
%A Chad Owens
%B CHI03
%D 2003
%V 2
%P 940-941
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766082
%X The development of a low bandwidth, high error tolerant neural
browser, called the BrainBrowser, has raised new navigational issues.
With this paradigm shift of two-dimensional spatial organization and
navigation, one possible solution is to serialize the interface. Due to
the inherent complexity of this paradigm, new methods of hierarchical
spatial organization can help to relieve the sense of a labyrinthine
structural organization that a user must overcome when using this method
of browser navigation. This issue has created the opportunity to explore
the possibility of incorporating "containers" as an additional
navigational capability that will allow the resulting serial interface
to be organized hierarchically. This ultimately will increase the user's
navigational "sense of place" as well as minimizing the user's cognitive
burden.

%M C.CHI.03.2.942
%T The benefits of physical edges in gesture-making: empirical support
for an edge-based unistroke alphabet
%S Interactive posters: input and interaction
%A Jacob Wobbrock
%B CHI03
%D 2003
%V 2
%P 942-943
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766083
%X People with motor impairments often cannot use a keyboard or a mouse.
Our previous work showed that a handheld device, connected to a PC,
could be effective for computer access for some people with motor
impairments. But text entry was slow, and the popular unistroke methods
like Graffiti proved difficult for some people with motor control
problems. We are now investigating how physical edges can provide
stability for stylus gestures, and we are designing a unistroke alphabet
whose letter-forms are defined along the edges of a small plastic square
hole. This paper presents data on the benefits of physical edges in
making gestures. It then describes EdgeWrite, a new unistroke alphabet
designed to leverage physical edges for greater stability in text entry.

%M C.CHI.03.2.944
%T Self reflection can substitute eye contact
%S Interactive posters: gaze interaction
%A Osamu Morikawa
%A Ryoichi Hashimoro
%A Juli Yamashita
%B CHI03
%D 2003
%V 2
%P 944-945
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766085
%X In video communication systems, gaze is an important topic and is
widely being studied. Unlike other studies, displaying user's
reflections on the video screen we stopped imitating the gazes during
face-to-face conversation but tries to solve the problem by providing an
environment that enables other expressions to substitute for the roles
of gazes during conversation. The relative positioning of their self
reflections among other reflections (RPAR) serves as gaze and helps
smooth communication, which was experimentally verified.

%M C.CHI.03.2.946
%T AuraMirror: artistically visualizing attention
%S Interactive posters: gaze interaction
%A Alexander W. Skaburskis
%A Jeffrey S. Shell
%A Roel Vertegaal
%A Connor Dickie
%B CHI03
%D 2003
%V 2
%P 946-947
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766086
%X We present AuraMirror, a system that visualizes virtual windows of
attention: the commodity of visual attention people exchange during
interactions in small groups. AuraMirror acts as a dynamic 'painting'
that passively gathers and displays attentional data by superimposing
auras over each viewer's head in a real time video mirror. This permits
users to see how they distribute their attention in group interactions,
and the effect of interruption on this process. Finally, we describe how
AuraMirror can be extended to model attention among both participants
and ubiquitous devices.

%M C.CHI.03.2.948
%T Establishing remote conversations through eye contact with physical
awareness proxies
%S Interactive posters: gaze interaction
%A Baha Jabarin
%A James Wu
%A Roel Vertegaal
%A Lenko Grigorov
%B CHI03
%D 2003
%V 2
%P 948-949
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766087
%X We present a mechanism for initiating mediated conversations through
eye contact. An eyePHONE is a physical proxy of a remote individual that
senses and conveys attention using an eye tracking device and a pair of
actuated eyeballs. Users may initiate calls by jointly looking at each
other's eyePHONE. We discuss how this allows participants to implement
some of the basic social rules of face-to-face conversations in mediated
conversations.

%M C.CHI.03.2.950
%T Just blink your eyes: a head-free gaze tracking system
%S Interactive posters: gaze interaction
%A Takehiko Ohno
%A Naoki Mukawa
%A Shinjiro Kawato
%B CHI03
%D 2003
%V 2
%P 950-951
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766088
%X We propose a head-free, easy-setup gaze tracking system designed for
a gaze-based Human-Computer Interaction. Our system enables the user to
interact with the computer soon after catching the user's eye blinks.
The user can move his/her head freely since the system keeps tracking
the user's eye. In addition, our system only needs a 10 second
calibration procedure at the very first time of use. An eye tracking
method based on our unique eye blink detection and a sophisticated gaze
estimation method using the geometrical eyeball model realize these
advantages.

%M C.CHI.03.2.952
%T Reciprocal eye contact as an interaction technique
%S Interactive posters: gaze interaction
%A John A. Kembel
%B CHI03
%D 2003
%V 2
%P 952-953
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766089
%X Modeled on how humans use eye contact to engage one another, the
interaction technique presented here enables users to effectively engage
devices in ubiquitous computing contexts. Equipping devices to
reciprocate eye contact enables users to effectively address devices,
infer device attention, and target control actions.

%M C.CHI.03.2.954
%T Gummi: user interface for deformable computers
%S Interactive posters: tangible interfaces
%A Carsten Schwesig
%A Ivan Poupyrev
%A Eijiro Mori
%B CHI03
%D 2003
%V 2
%P 954-955
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766091
%X We show interaction possibilities and a graphical user interface for
deformable, mobile devices. WIMP (windows, icons, mouse, pointer)
interfaces are not practical on mobile devices. Gummi explores an
alternative interaction technique based on bending of a handheld device.

%M C.CHI.03.2.956
%T Integrating hardware and software: augmented reality based
prototyping method for digital products
%S Interactive posters: tangible interfaces
%A Tek-Jin Nam
%A Woohun Lee
%B CHI03
%D 2003
%V 2
%P 956-957
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766092
%X For digital products, the relationship between the hardware and the
software is important but their integration is largely achieved in the
later phase of the design process. This paper presents new prototyping
methods that allow digital product designers to effectively integrate
the hardware and the software of the products from the early phase of
the design process. The integration is accomplished by accurately
overlaying a virtual display onto a quickly made functional hardware
prototype using two augmented reality techniques; 1) using a video see
through HMD and 2) using video projection. The results of the
preliminary evaluation suggest that the early integrated prototypes are
effective for design development and user studies.

%M C.CHI.03.2.958
%T Creating an enhanced reality user interface -- ERSolitaire
%S Interactive posters: tangible interfaces
%A Jim Parker
%A Mark Baumback
%B CHI03
%D 2003
%V 2
%P 958-959
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766093
%X An enhanced reality user interface uses aspects of the real world and
simulated computer perception to yield a simplified.

%M C.CHI.03.2.960
%T A spatially-aware tangible interface for computer-aided design
%S Interactive posters: tangible interfaces
%A Lee Chia-Hsun
%A Ma Yu-Pin
%A Jeng Taysheng
%B CHI03
%D 2003
%V 2
%P 960-961
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766094
%X This paper presents a Computer-Aided Design (CAD) platform for
designers to navigate and construct 3D model intuitively through
Tangible User Interfaces (TUIs). We suggest that 3D geometry can be
inspected and modified in real-time through manipulating physical tokens
on horizontal and vertical projected referential planes. A
semi-transparent tablet as vertical display can be dynamically placed on
the horizontal projected plane that triggers displaying
spatially-contiguous 3D section images of the 3D CAD model. Our approach
explores the spatially-aware tangible interface that couples the
fragmented viewpoints with physical constraints to enhance the visual
and spatial qualities of 3D representation to CAD designers.

%M C.CHI.03.2.962
%T CHI-ball, an interactive device assisting martial arts education for
children
%S Interactive posters: tangible interfaces
%A Heberlein Markus
%A Hayashi Takafumi
%A Nashold Sarah
%A Teeravarunyou Sakol
%B CHI03
%D 2003
%V 2
%P 962-963
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766095
%X In this paper, we discuss the output of a student project about the
design of a physically interactive system to assist the education of
martial arts to children. The conceptual scope of the project included
interactions and activities designed into a system of re-configurable
devices for both of the major areas of martial arts training: form
practice, and sparring. Using micro-controller-based prototyping, we
developed a physical, interactive model that can simulate variations of
a game designed to help teach controlled sparring between two children.

%M C.CHI.03.2.964
%T Nostalgia: an evocative tangible interface for elderly users
%S Interactive posters: tangible interfaces
%A Magnus Nilsson
%A Sara Johansson
%A Maria Hakansson
%B CHI03
%D 2003
%V 2
%P 964-965
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766096
%X Nostalgia is a prototype which users can use for listening to old
news and music from the twentieth century. The design of Nostalgia is an
attempt to design an artefact that in a seamless and simple way can
trigger the memory of past events both individually and in the company
of others. Nostalgia has been developed in collaboration with elderly
people from an old people's home. A preliminary evaluation with the
target group showed that Nostalgia could be an appreciated artefact in
their every day lives.

%M C.CHI.03.2.966
%T Alternative "vision": a haptic and auditory assistive device
%S Interactive posters: tangible interfaces
%A Daniel Morris
%A Neel Joshi
%B CHI03
%D 2003
%V 2
%P 966-967
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766097
%X We have used two cameras and a SensAble Technologies "Phantom"
force-feedback haptic display to haptically render a three-dimensional
surface that represents key aspects of a visual scene. In addition to
rendering depth and contour information with the Phantom, we capture
optic flow and present this to the user using sound cues. We propose
that with further development, this system could be used as an assistive
device that would allow visually impaired individuals to explore the
"visual" world.

%M C.CHI.03.2.968
%T Ubiquitous computing: by the people, for the people
%S Interactive posters: computers everywhere
%A Ali Ndiwalana
%A C. M. Chewar
%A Jacob Somervell
%A D. Scott McCrickard
%B CHI03
%D 2003
%V 2
%P 968-969
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766099
%X One of the challenges in building and evaluating ubiquitous computing
systems emanates from the fact that they generally have been built to
showcase technological innovation without considering how to foretell
whether and how people will eventually accept them in their lives. In
this study, participants are introduced to the notion of ubiquitous
computing via a scenario-centric presentation including basic everyday
objects imbued with some computational power to convey information.
Through a detailed survey, participants provide feedback relating to
their impressions, rating the performance of each interface on a number
of metrics and making comparisons between the ubiquitous and desktop
interfaces. We inspire them to think of new ways to use existing
ubiquitous interfaces to support their current and possible information
needs, as well as better interfaces that can convey this information.

%M C.CHI.03.2.970
%T Analyzing usage of location based services
%S Interactive posters: computers everywhere
%A Assaf Burak
%A Taly Sharon
%B CHI03
%D 2003
%V 2
%P 970-971
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766100
%X FriendZone, a suit of mobile location-based community services has
been launched. FriendZone's social services include Instant Messenger
and Locator (IM&L), Location-based Chat, and Anonymous IM, with
supporting Privacy Management. We describe the findings of a 16 months
usage survey of 40,000 users, most of them young adults. The results
indicate that Anonymous IM is the most popular service, more than IM&L,
with lower use of Location-based Chat that was introduced last.

%M C.CHI.03.2.972
%T A context-aware experience sampling tool
%S Interactive posters: computers everywhere
%A Stephen S. Intille
%A John Rondoni
%A Charles Kukla
%A Isabel Ancona
%A Ling Bao
%B CHI03
%D 2003
%V 2
%P 972-973
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766101
%X A new software tool for user-interface development and assessment of
ubiquitous computing applications is available for CHI researchers. The
software permits researchers to use common PDA mobile computing devices
for experience sampling studies. The basic tool offers options not
currently available in any other open-source sampling package. However,
the tool also has new functionality: context-aware experience sampling.
This feature permits researchers to acquire feedback from users in
particular situations that are detected by sensors connected to a mobile
computing device.

%M C.CHI.03.2.974
%T iCAP: an informal tool for interactive prototyping of context-aware
applications
%S Interactive posters: computers everywhere
%A Timothy Sohn
%A Anind Dey
%B CHI03
%D 2003
%V 2
%P 974-975
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766102
%X iCAP is a system that assists users in prototyping context-aware
applications. iCAP supports sketching for creating input and output
devices, and using these devices to design interaction rules, which can
be prototyped in a simulated or real context-aware environment. We were
motivated to build our system by the lack of tools currently available
for developing rich sensor-based applications. We iterated on the design
of our system using paper prototypes and obtained feedback from fellow
researchers, to develop a robust system for prototyping context-aware
applications.

%M C.CHI.03.2.976
%T Ubiquitous display for dynamically changing environment
%S Interactive posters: computers everywhere
%A Yasuhisa Tokuda
%A Shinsuke Iwasaki
%A Yoichi Sato
%A Yasuto Nakanishi
%A Hideki Koike
%B CHI03
%D 2003
%V 2
%P 976-977
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766103
%X This paper proposes a novel method for ubiquitous displays using
projectors in indoor environments. In particular, our method consists of
two distinct features: automatic scene modeling of a dynamically
changing indoor environment, and automatic selection of surfaces onto
which various contents are displayed by taking into account both
geometric and photometric properties. As a result, our method can be
applied to dynamically changing scenes such as a meeting room where
furniture and other objects are moved frequently.

%M C.CHI.03.2.978
%T Augmenting a retail environment using steerable interactive displays
%S Interactive posters: computers everywhere
%A Noi Sukaviriya
%A Mark Podlaseck
%A Rick Kjeldsen
%A Anthony Levas
%A Gopal Pingali
%A Claudio Pinhanez
%B CHI03
%D 2003
%V 2
%P 978-979
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766104
%X This paper describes a prototype retail environment in which
information interactions occur in situ, within the actual space of the
merchandise. By combining a steerable projected display and recognition
of user gestures and actions, and user position tracking through
peripheral cameras, we have developed several innovative interaction
techniques designed to augment the reality of a retail store.

%M C.CHI.03.2.980
%T Total recall: in-place viewing of captured whiteboard annotations
%S Interactive posters: computers everywhere
%A Lars Erik Holmquist
%A Johan Sanneblad
%A Lalya Gaye
%B CHI03
%D 2003
%V 2
%P 980-981
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766105
%X Total Recall introduces a new way to view captured whiteboard
annotations. To digitize drawings we used a modified commercial system.
However, instead of displaying the annotations on a separate computer
screen, Total Recall shows the annotations at the place on the board
where they were actually made. The user holds a hand-held computer to
the board and moves it to reveal the desirable portion of the captured
annotations. By using ultra-sonic positioning and optimized graphics, we
achieve a high frame-rate (30 fps), allowing for very smooth panning and
interaction. We argue that this way of viewing captured whiteboard
annotations is more natural and intuitive than current desktop-based
systems.

%M C.CHI.03.2.982
%T Finding objects in "strata drawer"
%S Interactive posters: computers everywhere
%A Itiro Siio
%A Jim Rowan
%A Elizabeth Mynatt
%B CHI03
%D 2003
%V 2
%P 982-983
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766106
%X Looking for a document in a stack of papers is a difficult job. If
the "strata" of the drawer contents is known, then locating will be much
easier. Strata Drawer is a camera-enhanced cabinet used for storage.
This cabinet has a single, deep drawer equipped with a camera, a
depth-sensor and a computer. When a user places an object in the drawer
and closes it, a photograph is automatically taken, and the height of
the contents is measured by a laser beam. A user can browse pictures of
strata in the drawer's contents, with timestamps and height information.

%M C.CHI.03.2.984
%T ShownPass: an easy access control with a displayed password
%S Interactive posters: computers everywhere
%A Yuji Ayatsuka
%A Michimune Kohno
%A Jun Rekimoto
%B CHI03
%D 2003
%V 2
%P 984-985
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766107
%X Access control is one of the most important issue with ubiquitous
networking environment. Traditional access control methods are mainly
considering authentication of registered user or device. Therefore, it
is troublesome to allow a visitor to use a networked resource in an
office, without accessibility to other resources. We propose a new access
control method using frequently changing passwords displayed beside a
resource. This method can be implemented without any special hardware
like a sensor.

%M C.CHI.03.2.986
%T You're in control: a urinary user interface
%S Interactive posters: computers everywhere
%A Dan Maynes-Aminzade
%A Hayes Raffle
%B CHI03
%D 2003
%V 2
%P 986-987
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766108
%X The You're In Control system uses computation to enhance the act of
urination. Sensors in the back of a urinal detect the position of impact
of a stream of urine, enabling the user to play interactive games on a
screen mounted above the urinal.

%M C.CHI.03.2.988
%T An unencumbering, localized olfactory display
%S Interactive posters: computers everywhere
%A Yasuyuki Yanagida
%A Haruo Noma
%A Nobuji Tetsutani
%A Akira Tomono
%B CHI03
%D 2003
%V 2
%P 988-989
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766109
%X Olfaction is considered to be an important sensory modality in
next-generation virtual reality (VR) systems. We currently focus on
spatiotemporal control of odor, rather than capturing and synthesizing
odor itself. If we simply diffused the odor into the atmosphere, it
would be difficult to clean it away in a short time. Several olfactory
displays that inject the scented air under the nose through tubes have
been proposed to realize spatiotemporal control of olfaction, but they
require the user to wear something on one's face. Here, we propose an
unencumbering olfactory display, by conveying a clump of scented air
from a certain remote place to the user's nose. To implement this
concept, we used an "air cannon" that generates toroidal vortices of the
scented air. We conducted a preliminary experiment to examine the
possibility of this method's ability to display scent to a restricted
space. The result shows that we could successfully display incense to
the target user.

%M C.CHI.03.2.990
%T Attitudes towards technology use in public zones: the influence of
external factors on ATM use
%S Interactive posters: computers everywhere
%A Linda Little
%B CHI03
%D 2003
%V 2
%P 990-991
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766110
%X This study used a Grounded theory approach to find factors that
influence current and future use of technological systems in public
zones. Fifteen participants who were either frequent or non-frequent
automated teller machine (ATM) users were interviewed. They were asked
their opinions, views, feelings and any other issues that they felt were
important to them when using an ATM and that effected their use. From
the themes and concepts that emerged from the data a conceptual model of
ATM use was constructed. The model builds on ideas from the Technology
Acceptance Model but additionally postulates that external factors such
as perception of privacy exert an effect on attitude to use.

%M C.CHI.03.2.992
%T Are designers ready for ubiquitous computing?: a formative study
%S Interactive posters: computers everywhere
%A Sara Ljungblad
%A Tobias Skog
%A Lalya Gaye
%B CHI03
%D 2003
%V 2
%P 992-993
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766111
%X Ubiquitous computing is increasingly becoming reality, even for
people outside of research. A group that will have to face the
challenges of this new technology is product and industrial designers.
To get a designer's view of ubiquitous computing, we demonstrated the
Smart-Its ubiquitous computing prototyping platform to 16 product
designers and collected their impressions during a workshop. Our results
show that the way designers approach technology differs from that of
researchers, which indicates the need for more comprehensive workshops.

%M C.CHI.03.2.994
%T Discovery point: enhancing the museum experience with technology
%S Interactive posters: computers everywhere
%A Marianne Berkovich
%A Jenna Date
%A Rachael Keeler
%A Marti Louw
%A Maureen O' Toole
%B CHI03
%D 2003
%V 2
%P 994-995
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766112
%X The Discovery Point prototype allows art museum visitors to hear
stories about a work of art without burdening them with lengthy
commentary. It is simple and compact; it has only four buttons and can
be worn around the neck. It is a nearly invisible addition to the museum
experience, but one that fills the need to deliver the right amount of
information to visitors. To develop this concept, we observed and
interviewed visitors, constructed a prototype, and then evaluated that
prototype through two rounds of user tests at the museum.

%M C.CHI.03.2.996
%T Hands on cooking: towards an attentive kitchen
%S Interactive posters: computers everywhere
%A Jeremy S. Bradbury
%A Jeffrey S. Shell
%A Craig B. Knowles
%B CHI03
%D 2003
%V 2
%P 996-997
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766113
%X To make human computer interaction more transparent, different modes
of communication need to be explored. We present eyeCOOK, a multimodal
attentive cookbook to help a non-expert computer user cook a meal. The
user communicates using eye-gaze and speech commands, and eyeCOOK
responds visually and/or verbally, promoting communication through
natural human input channels without physically encumbering the user.
Our goal is to improve productivity and user satisfaction without
creating additional requirements for user attention. We describe how the
user interacts with the eyeCOOK prototype and the role of this system in
an Attentive Kitchen.

%M C.CHI.03.2.998
%T Preferences for unfavorable external representations in interaction
with ATMs and multimedia
%S Interactive posters: computers everywhere
%A Martin Bergling
%B CHI03
%D 2003
%V 2
%P 998-999
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766114
%X Security codes accompany almost every new multimedia device. The
codes are commonly represented in the form of symbolic numbers. The
relative usefulness of symbolic and visuo-spatial representations of
codes was investigated, using ATM-codes as an enlightening example.
Visuo-spatial representations lead to higher performance on an immediate
recall test. This suggests that explicit visuo-spatial representations
in multimedia design may enhance usability. In spite of these results
people showed preferences for the more frequently used numerical
representations.

%M C.CHI.03.2.1000
%T The toilet entertainment system
%S Interactive posters: computers everywhere
%A Par Stenberg
%A Johan Thoresson
%B CHI03
%D 2003
%V 2
%P 1000-1001
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766115
%X A toilet is not only a place where people answer calls of nature. It
is also a place for contemplation and reflection -- and a place where
people read information. But bringing things to read into a public
toilet is not always socially accepted and it might be embarrassing to
be discovered. We have chosen to address this problem by printing
information such as news directly onto the disposable toilet paper. The
project described here is an attempt to question the nat-uralness of
having ubiquitous computers, cause reflections concerning what kind of
problems ubiquitous computing really are solving and to indicate that
there might be places where computation is not desirable.

%M C.CHI.03.2.1002
%T Intuitive visualizations for presence and recency information for
ambient displays
%S Interactive posters: computers everywhere
%A Jaroslav Tyman
%A Elaine M. Huang
%B CHI03
%D 2003
%V 2
%P 1002-1003
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766116
%X The Semi-Public Displays project utilizes public displays to assist
in the interactions of small groups. This paper describes a set of
visualizations for presence information of group members designed for
the displays. Here we show that visual mappings of such information can
be intuitive. Through our interviews, we also identify data usage, data
ambiguity, and data recording as issues influencing how comfortable
participants were with privacy in relation to semi-public displays of
such information.

%M C.CHI.03.2.1004
%T The impact of automated assistance on the information retrieval
process
%S Interactive posters: intelligent interfaces
%A Bernard J. Jansen
%A George K. Kroner
%B CHI03
%D 2003
%V 2
%P 1004-1005
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766118
%X Advanced information retrieval systems providing automated assistance
offer the opportunity to greatly enhance the effectiveness of the
information retrieval process. One issue in designing such systems is
determining the effect that the automated assistance has on the tasks
and sequence of tasks within this process. Using verbal protocol data
and transaction log analysis, we present a taxonomy of tasks when
utilizing information retrieval systems with automated assistance, along
with a temporal analysis of when interaction with the automated
assistance occurs. Results indicate that there is a predictable pattern
of user interaction with automated assistance with implications for the
design of information retrieval systems.

%M C.CHI.03.2.1006
%T The role of context in question answering systems
%S Interactive posters: intelligent interfaces
%A Jimmy Lin
%A Dennis Quan
%A Vineet Sinha
%A Karun Bakshi
%A David Huynh
%A Boris Katz
%A David R. Karger
%B CHI03
%D 2003
%V 2
%P 1006-1007
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766119
%X Despite recent advances in natural language question answering
technology, the problem of designing effective user interfaces has been
largely unexplored. We conducted a user study to investigate the problem
and discovered that overall, users prefer a paragraph-sized chunk of
text over just an exact phrase as the answer to their questions.
Furthermore, users generally prefer answers embedded in context,
regardless of the perceived reliability of the source documents. When
users research a topic, increasing the amount of text returned to users
significantly decreases the number of queries that they pose to the
system, suggesting that users utilize supporting text to answer related
questions. We believe that these results can serve to guide future
developments in question answering user interfaces.

%M C.CHI.03.2.1008
%T Robotic wheelchair looking at all people
%S Interactive posters: intelligent interfaces
%A Yoshinori Kuno
%A Akio Nakamura
%B CHI03
%D 2003
%V 2
%P 1008-1009
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766120
%X Although several robotic/intelligent wheelchairs have been proposed
recently, they consider friendliness only to their users. Machines like
wheelchairs interact various people other than their users. They must
consider friendliness to all these people. This paper presents a robotic
wheelchair that cares for all relevant people: users, pedestrians, and
caregivers, by looking at these people. It looks at the user's face,
observing its direction. The user can turn it by looking in his/her
desired direction. It looks at pedestrians and changes the way of
avoidance against them depending on whether or not their noticing it. In
addition, it looks at the caregiver when he/she is with it and keeps
moving with him/her.

%M C.CHI.03.2.1010
%T Usability and CMMI: does a higher maturity level in product
development mean better usability?
%S Interactive posters: intelligent interfaces
%A Timo Jokela
%A Tuomo Lalli
%B CHI03
%D 2003
%V 2
%P 1010-1011
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766121
%X The new process improvement model, Capability Maturity Model
Integration (CMMI) is analytically examined from the point of view of
usability. The results show that a development organization even at the
high levels of maturity may produce products with usability problems.
The challenge for the field of HCI is to develop universal usability
measures for the high maturity levels of CMMI.

%M C.CHI.03.2.1012
%T Take it to the next stage: the roles of role playing in the design
process
%S Interactive posters: supporting design
%A Kristian T. Simsarian
%B CHI03
%D 2003
%V 2
%P 1012-1013
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766123
%X Using role play at every stage of the design process has been a vital
tool for IDEO in working with clients and users. With the dual
properties of bringing participants into the moment and making shared
activities physical rather than just mental, role playing techniques
make the process more experiential and creatively generative. Role
playing is complimentary to traditional design techniques providing
additional team dynamics and insights that bring the process and designs
to another level. This paper describes how we have used role-playing in
our design process and how it can be integrated into any HCI project.

%M C.CHI.03.2.1014
%T Design concept to promote both reflective and experimental cognition
for creative design work
%S Interactive posters: supporting design
%A Shun'ichi Tano
%B CHI03
%D 2003
%V 2
%P 1014-1015
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766124
%X We discuss the disadvantages of the current design support systems
that arise from a poor understanding of the human-cognitive
characteristics, such as the reflective and experimental modes, and the
selection of a suitable media for use in the creative design process.
Then we demonstrate the current prototype system called "Godzilla" that
supports the creative design especially for the car exterior designer.
The designers can draw the concept image on a 2D pad (tablet with an
LCD). When they grasp it and put it in midair, the shape of the 2D
sketch is automatically recognized and appears as 3D sketch on a 3D pad
(stereovision TV). They can sketch, modify, and observe from different
viewpoints in both 2D and 3D. Note that 3D images are not displayed as a
beautiful CG image, but a 3D sketch that consists of many 3D-cursive
lines produced by mimicking the designer's pen touch in order to keep
the designers in the reflective cognitive mode and to provide them with
rich stimuli for their creative activities.

%M C.CHI.03.2.1016
%T An hour in the life: towards requirements for modelling multiple task
work
%S Interactive posters: supporting design
%A Peter J. Wild
%A Peter Johnson
%A Hilary Johnson
%B CHI03
%D 2003
%V 2
%P 1016-1017
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766125
%X It is accepted that changes in technology, work practices and the
general socio-economic environment affect the way we plan and perform
tasks. Support, opportunity and pressure for people to 'multitask' has
increased. We cannot assume that because an IT is designed well for a
single-user single-task perspective, that it will effectively support
multitasking. Some work has been undertaken into understanding these
phenomena in a HCI context, but with little permeation into mainstream
HCI methods. This paper provides an interim report into work into
multiple task phenomena within the Task Knowledge Structures task
analysis approach.

%M C.CHI.03.2.1018
%T Evaluating a sketch environment for novice programmers
%S Interactive posters: supporting design
%A Beryl Plimmer
%A Mark Apperley
%B CHI03
%D 2003
%V 2
%P 1018-1019
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766126
%X This paper describes the evaluation of an electronic sketch interface
design tool for novice programmers. A comparative study was undertaken
with small groups using two different shared space environments; a
conventional informal design environment and the pen based digital
whiteboard. The students reacted positively to the electronic
environment, where they worked informally with their design ideas and
checked them more carefully.

%M C.CHI.03.2.1020
%T Administrative assistants as interruption mediators
%S Interactive posters: supporting design
%A Laura A. Dabbish
%A Ryan S. Baker
%B CHI03
%D 2003
%V 2
%P 1020-1021
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766127
%X When designing automated systems that make decisions about when to
allow or deny interruptions, the methods of professional interruption
mediators are an important source of information. Administrative
assistants are, by the nature of their jobs, expert interruption
mediators. They make decisions every day about whether to allow
interruptions to the person they support. We have conducted a series of
interviews with administrative assistants whose ability has been
publicly recognized. Based on their responses, we present a
production-rule model of the decision process they use when deciding
whether to deliver interruptions to the person they support.

%M C.CHI.03.2.1022
%T Dating example for information architecture
%S Interactive posters: supporting design
%A Ray Henderson
%A TaRan Wilson
%A Miyuki Shimbo
%B CHI03
%D 2003
%V 2
%P 1022-1023
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766128
%X This paper provides the documented explanations of our submitted
poster to CHI 2003 about the process of Information Architecture (IA).
The general theme of CHI 2003 was to deliver an innovative way of
presenting IA in order to better the IA community through a given theme
or use of a metaphor. Our poster, IA Dating Example for Information
Architecture, explains how IA is related to everyone's daily lives. In
this document, we describe the similarities of IA in the web field and
in dating in each step of the IA process.

%M C.CHI.03.2.1024
%T Emotional expressiveness in visual-sonic integration: a framework for
multimedia design
%S Interactive posters: supporting design
%A Kritsachai Somsaman
%B CHI03
%D 2003
%V 2
%P 1024-1025
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766129
%X A review of studies from psychology, music and cognitive science
suggests that emotional expressiveness from the perception of visual and
sonic information is comprised of two dimensions -- valence and
activation. These two dimensions can be used as a framework to guide
design for emotional expressiveness in multimedia. This paper discusses
the formation of this theoretically derived framework.

%M C.CHI.03.2.1026
%T Dynamic viewpoint tethering: enhancing control performance in virtual
worlds
%S Interactive posters: supporting design
%A Wenbi Wang
%B CHI03
%D 2003
%V 2
%P 1026-1027
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766130
%X In this study, we focus on investigating users' navigational
performance with respect to the display frame of reference. Dynamic
viewpoint tethering is proposed as a means to increase user control and
reduce the need for mental rotations, thus facilitating the acquisition
of configurational knowledge about the virtual space. The concept of
dynamic viewpoint tethering is explained and recent research findings
are presented. Twelve volunteers participated in an experiment in which
they were instructed to control an aircraft-shaped cursor flying through
a set of virtual tunnels and to answer questions about the environment.
Experimental results showed that neither the loose dynamic tether nor
the rigid tether supported the best control performance. Rather, optimal
tether configuration lies at the centre of the rigidity continuum. The
research results provide useful guidelines for the design of
navigational system interfaces.

%M C.CHI.03.2.1028
%T You're getting warmer!: how proximity information affects search
behavior in physical spaces
%S Interactive posters: supporting design
%A Leila Takayama
%A Lawrence Leung
%A Xiaodong Jiang
%A Jason I. Hong
%B CHI03
%D 2003
%V 2
%P 1028-1029
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766131
%X This paper describes the results of a Wizard of Oz study of people's
search behavior using BuddySystem, a proximity-sensing system designed
to help end-users locate people, places, and things. BuddySystem uses
distance estimation based on signal strength alone, since direction is
difficult to obtain in ad-hoc radio-based systems. Overall findings
indicate that the BuddySystem changed people's search behavior to reduce
walking area, but may increase search times if the system demands too
much of the user's attention, suggesting that reducing distractions and
adjusting search strategies could improve search effectiveness of
proximity-based tracking systems in physical spaces.

%M C.CHI.03.2.1030
%T Paper or interactive?: a study of prototyping techniques for
ubiquitous computing environments
%S Interactive posters: supporting design
%A Linchuan Liu
%A Peter Khooshabeh
%B CHI03
%D 2003
%V 2
%P 1030-1031
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766132
%X We studied the effects of varying the fidelity and automation levels
of a Ubicomp application prototype. Our results show that the
interactive prototype captured the same usability issues that the paper
prototype studies did and more. We found that paper prototyping is
insufficient for supporting unique Ubicomp requirements, such as
scalability, but a prototype with higher fidelity and automation levels
can enhance the quality of interaction data available for evaluation.

%M C.CHI.03.2.1032
%T Framework for evaluating application adaptivity
%S Interactive posters: supporting design
%A Marika Tahti
%B CHI03
%D 2003
%V 2
%P 1032-1033
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766133
%X In the future, ubiquitous applications, services and environments
will need adaptivity and context awareness in order to adapt to their
users' requirements and needs. Before these kinds of applications can be
developed, we need to know when adaptivity is at an adequate level. This
article introduces a framework (dimensions and degrees) for evaluating
application adaptivity, showing how it can be used when evaluating
commercial applications.

%M C.CHI.03.2.1034
%T Location learning in Chinese versus English menu selection
%S Interactive posters: supporting design
%A Kin Pou Lie
%B CHI03
%D 2003
%V 2
%P 1034-1035
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766134
%X The orthography of Chinese is remarkably different from that of
English. Does it have implications for human-computer interaction? This
paper presents an empirical study in which location learning of Chinese
menu items and location learning of English menu items were compared.
Participants using a Chinese menu learned the locations of menu items to
a less extent, compared with participants using an equivalent English
menu.

%M C.CHI.03.2.1036
%T A contextual inquiry of expert programmers in an event-based
programming environment
%S Interactive posters: supporting design
%A Andrew Jensen Ko
%B CHI03
%D 2003
%V 2
%P 1036-1037
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766135
%X Event-based programming has been studied little, yet recent work
suggests that language paradigm can predict programming strategies and
performance. A contextual inquiry of four expert programmers using the
Alice 3D programming environment was performed in order to discover how
event-based programming strategies might be supported in programming
environments. Various programming, testing, and debugging breakdowns
were extracted from observations and possible programming environment
tools are suggested as aids to avoid these breakdowns. Future analyses
and studies are described.

%M C.CHI.03.2.1038
%T Interface design for metadata creation
%S Interactive posters: supporting design
%A Abe Crystal
%B CHI03
%D 2003
%V 2
%P 1038-1039
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766136
%X The rapid growth of the Web has increased the importance of
decentralized metadata creation. Resource authors must create their own
metadata to enable enhanced information seeking and retrieval, and they
need effective interfaces to support their work. This paper reports a
baseline study of author interactions with a metadata system and draws
implications for the design of future interfaces.

%M C.CHI.03.2.1040
%T Designing personalized user experiences for eCommerce: theory,
methods, and research
%S Workshops
%A Clare-Marie Karat
%A Jan Blom
%A John Karat
%B CHI03
%D 2003
%V 2
%P 1040-1041
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766138
%X The present workshop aims to form a community of individuals
interested in exploring the user implications of personalized eCommerce
applications. People working in industry, academia, and government are
welcomed to participate. The aim of the two-day workshop is to access
the current state of theory, methods, and research in this area and to
create a theoretical framework on personalization of the user experience
in eCommerce to help identify critical questions and guide future
research.

%M C.CHI.03.2.1042
%T Designing for learning
%S Workshops
%A Susanne Jul
%A Chris Quintana
%B CHI03
%D 2003
%V 2
%P 1042-1043
%K design, design guidelines, design problem analysis, design theory,
learning
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766139

%M C.CHI.03.2.1044
%T Perspectives on HCI patterns: concepts and tools
%S Workshops
%A Sally Fincher
%A Janet Finlay
%A Sharon Greene
%A Lauretta Jones
%A Paul Matchen
%A John Thomas
%A Pedro J. Molina
%B CHI03
%D 2003
%V 2
%P 1044-1045
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766140
%X This workshop will explore a diversity of perspectives on Patterns
and Patterns Languages for HCI as well as the requirements for software
tools needed to improve the effectiveness of both pattern creation and
pattern use. Through discussion of conceptual and methodological issues
of why (and how) patterns are identified and in what circumstances they
are useful in the design process we hope to map out the conceptual
landscape of HCI patterns. By moving closer and examining
pattern-related behavior and experiences we hope to identify the
requirements for tools to make progress through that landscape.

%M C.CHI.03.2.1046
%T Scenarios in practice
%S Workshops
%A John Carroll
%A Mary Beth Rosson
%A Paul McInerney
%B CHI03
%D 2003
%V 2
%P 1046-1047
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766141
%X This one-day workshop focuses on how scenarios are being used in
industrial projects effectively and efficiently. The scope includes the
overlapping concerns of: (1) deployment (2) method integration (3) craft
and quality, and (4) tailing to various project contexts.

%M C.CHI.03.2.1048
%T Perspectives on end user development
%S Workshops
%A Henry Lieberman
%A Fabio Paterno
%A Alexander Repenning
%A Volker Wulf
%B CHI03
%D 2003
%V 2
%P 1048-1049
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766142
%X The goal of the workshop is to bring about a coherent research agenda
in the field of end user development. We seek contributors concerned
with: adaptability, adaptivity, tailoring of system functionality and
user interfaces, the use of annotations for individuals and user groups,
and use of effective visual and multimedia representations.

%M C.CHI.03.2.1050
%T Humor modeling in the interface
%S Workshops
%A Anton Nijholt
%A Oliviero Stock
%A Alan Dix
%A John Morkes
%B CHI03
%D 2003
%V 2
%P 1050-1051
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766143
%X Humor is a multi-disciplinary field of research. People have been
working on humor in many fields of research, such as psychology,
philosophy and linguistics, sociology and literature. Especially in the
context of computer science humor research aims at modeling humor in a
computationally tractable way. Having computational models of humor
allows interface designers to have the computer generate and interpret
humor when interacting with users. In different studies it has been
shown that humans respond in the same way to computers as they do to
persons with respect to psychosocial phenomena such as personality,
politeness, flattery, and in-group favoritism. Making use of this
paradigm we may investigate a similar role to be played in
human-computer interaction for various types of humor use and we can see
whether the regulating and social-psychological aspects of humor can
play positive roles in human-computer interaction.

%M C.CHI.03.2.1052
%T Best practices and future visions for search user interfaces: a
workshop
%S Workshops
%A Misha W. Vaughan
%A Helmut Degen
%A Marc Resnick
%A Peter Gremett
%B CHI03
%D 2003
%V 2
%P 1052-1053
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766144
%X This one-day workshop will create a roadmap of current best practices
and future needs for search user interface design. It will provide an
interactive forum for participants to actively discuss submitted papers,
industry trends, and gaps in our knowledge. Participants will come away
with new research findings, key contacts, and identified opportunities
for research. Participants will be both practitioners and academics to
balance the discussion between theory and application.

%M C.CHI.03.2.1054
%T Supporting intercultural computer-mediated discourse: methods,
models, and architectures
%S Workshops
%A Fahri Yetim
%A Elaine M. Raybourn
%B CHI03
%D 2003
%V 2
%P 1054-1055
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766145
%X We use the term "intercultural" instead of "cultural" to emphasis the
dialogical relationship of at least two participants from different
cultures in computer-mediated communication and cooperation contexts.
Supporting intercultural computer-mediated communication (I-CMC)
requires, on the one hand, the understanding of both enabling and
constraining aspects (barriers) of such a dialogical situations, and
calls for, on the other hand, new ideas for tools, architectures, etc.,
which may support, promote or enable computer-mediated intercultural
communication and cooperation. This workshop explores the challenges in
the intercultural computer-mediated communication and cooperation
environments and will provide a platform for discussing empirical
insights into the intercultural communication barriers and practical and
theoretical works for new designs, tools and architectures that aims at
overcoming them and enabling computer-mediated intercultural
communication and cooperation.

%M C.CHI.03.2.1056
%T HCI and security systems
%S Workshops
%A Andrew S. Patrick
%A A. Chris Long
%A Scott Flinn
%B CHI03
%D 2003
%V 2
%P 1056-1057
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766146
%X This workshop will seek to understand the roles and demands placed on
users of security systems, and explore design solutions that can assist
in making security systems usable and effective. In addition to
examining end-users, this workshop will also examine the issues faced by
security system developers and operators. The goal of the workshop is to
build a network of interested people, share research activities and
results, discuss high priority areas for research and development, and
explore opportunities for collaboration.

%M C.CHI.03.2.1058
%T Principles for multimodal user interface design
%S Workshops
%A James A. Larson
%A Sharon Oviatt
%B CHI03
%D 2003
%V 2
%P 1058-1059
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766147
%X The goal of this workshop is to identify ten guiding principles for
designing multimodal user interfaces. Researchers will use these
principles to identify topics requiring further research. Practitioners
will use these principles to generate guidelines for designing
multimodal user interfaces.

%M C.CHI.03.2.1060
%T Comparative expert reviews
%S Workshops
%A Rolf Molich
%A Robin Jeffries
%B CHI03
%D 2003
%V 2
%P 1060-1061
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766148
%X In this workshop we will try to obtain a better understanding of the
strengths and weaknesses of the expert review and heuristic inspection
methods. We will do this by comparing results of independent expert
reviews, heuristic inspections and usability tests of the same
state-of-the-art website carried out by participating expert usability
professionals.

%M C.CHI.03.2.1062
%T Designing culturally situated technologies for the home
%S Workshops
%A Genevieve Bell
%A Mark Blythe
%A Bill Gaver
%A Phoebe Sengers
%A Peter Wright
%B CHI03
%D 2003
%V 2
%P 1062-1063
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766149
%X As digital technologies proliferate in the home, the Human Computer
Interaction (HCI) community has turned its attention from the workplace
and productivity tools towards domestic design environments and
non-utilitarian activities. In the workplace, applications tend to focus
on productivity and efficiency and involve relatively well-understood
requirements and methodologies, but in domestic design environments we
are faced with the need to support new classes of activities. While
usability is still central to the field, HCI is beginning to address
considerations such as pleasure, fun, emotional effect, aesthetics, the
experience of use, and the social and cultural impacts of new
technologies. These considerations are particularly relevant to the
home, where technologies are situated or embedded within an ecology that
is rich with meaning and nuance. The aim of this workshop is to explore
ways of designing domestic technology by incorporating an awareness of
cultural context, accrued social meanings, and user experience.

%M C.CHI.03.2.1064
%T Subtle expressivity for characters and robots
%S Workshops
%A Noriko Suzuki
%A Christoph Bartneck
%B CHI03
%D 2003
%V 2
%P 1064-1065
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766150
%X People, both consciously and unconsciously, use subtle expressions to
indirectly communicate their emotions and intentions through variations
of the gaze direction, voice tone and gesture speed. People also
perceive changes in the internal states of others from subtle changes in
their expressivities while interacting with them. Subtle expressivity
plays the supporting part to the leading role of explicit expressivity,
such as contents of speech or category of facial expressions. However,
subtle expressivity plays an important role to give moderate effects or
gently regulate the relationship among the participants through a
continuous interaction. These subtle expressivities are little focused
on the design of interactive media in the context of software products
and computers. Only in the area of computer games in which pre-designed
animated characters are used, the full potential of subtle expressivity
is fully understood and used. Although the general interest of the
human-computer interaction research community in life-likeness and
personality as a goal of software design is growing for reducing
cognitive load [1,2], we are far from having coherent understanding of
what subtle expressivity actually is and how products and processes can
address it. We might question whether designing for subtle expressivity
will result in gentle emotional effects on people and whether the
processes and topics involved differ in any significant way from
designing for believability or personality.

%M C.CHI.03.2.1066
%T Providing elegant peripheral awareness
%S Workshops
%A JJ Cadiz
%A Mary Czerwinski
%A Scott McCrickard
%A John Stasko
%B CHI03
%D 2003
%V 2
%P 1066-1067
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766151
%X In a one-day workshop, we strive to build community in this emerging
research area, specifically targeting interfaces that are designed to
provide awareness in a peripheral and elegant manner. We focus on
improving consensus of basic and fundamental issues and developing a
structural framework -- critical parameters, design themes, and evaluation
procedures -- for research on these types of user interfaces.

%M C.CHI.03.2.1068
%T System administrators are users, too: designing workspaces for
managing internet-scale systems
%S Workshops
%A Rob Barrett
%A Yen-Yang Michael Chen
%A Paul P. Maglio
%B CHI03
%D 2003
%V 2
%P 1068-1069
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/765891.766152
%X The people who run large-scale computer systems deserve the attention
of the HCI community. These professionals work with increasingly diverse
and complex hardware and software, large systems often characterized as
"unknowable" by a single person. Relying on relatively crude tools,
these professionals keep the technological world running. By improving
the system administration work environment, the cost of computing and
risk of downtime will be decreased while the deployment of complex,
beneficial systems will increase. This one-day workshop will focus on
the HCI problems of system administrators, specifically management of
scale and diversity, problem solving, and system monitoring and
notification. Our goal is to bring together (1) HCI researchers, (2)
middleware user interface software developers, and (3) real-world system
administrators to form a cross-disciplinary community around this topic.

fpack:!@#$%^&*(): CHI00-1.BA
%M C.CHI.2000.1.1
%T Unleashed: Web Tablet Integration Into the Home
%S Beyond the Workplace
%A Anne McClard
%A Patricia Somers
%B CHI00
%D 2000
%V 1
%P 1-8
%K Internet appliances, Pen-based computing, Hand-held
computers, Ergonomics, Ethnography
%* (c) Copyright 2000 ACM
%O 967 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p1-mcclard/p1-mcclard.pdf
%X To understand how web access from a portable tablet
appliance changes the way people use the Internet,
MediaOne gave families pen-based tablet computers with a
wireless connection to our high-speed data network. We
used ethnographic and usability methods to understand
how tablets would be integrated into household activities
and to define user requirements for such devices.
Participants viewed the tablet as conceptually different
from a PC. The tablet enabled a high degree of
multitasking with household activities, yet flaws in form
and function affected use. Results suggest that correctly
designed portable Internet appliances will fill a special role
in peoples' daily lives, particularly if these devices share
information with each other. They will allow spontaneous
access to information and communication anywhere.

%M C.CHI.2000.1.9
%T Predicting Text Entry Speed on Mobile Phones
%S Beyond the Workplace
%A Miika Silfverberg
%A I. Scott MacKenzie
%A Panu Korhonen
%B CHI00
%D 2000
%V 1
%P 9-16
%K Text entry, Mobile systems, Mobile phones, Keypad input,
Human performance modeling, Fitts' law, Digraph
frequencies
%* (c) Copyright 2000 ACM
%O 829 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p9-silfverberg/p9-silfverberg.pdf
%X We present a model for predicting expert text entry rates
for several input methods on a 12-key mobile phone
keypad. The model includes a movement component based
on Fitts' law and a linguistic component based on digraph,
or letter-pair, probabilities. Predictions are provided for
one-handed thumb and two-handed index finger input. For
the traditional multi-press method or the lesser-used two-key
method, predicted expert rates vary from about 21 to
27 words per minute (wpm). The relatively new T9
method works with a disambiguating algorithm and inputs
each character with a single key press. Predicted expert
rates vary from 41 wpm for one-handed thumb input to 46
wpm for two-handed index finger input. These figures are
degraded somewhat depending on the user's strategy in
coping with less-than-perfect disambiguation. Analyses of
these strategies are presented.

%M C.CHI.2000.1.17
%T Developing a Context-Aware Electronic Tourist Guide: Some Issues and Experiences
%S Beyond the Workplace
%A Keith Cheverst
%A Nigel Davies
%A Keith Mitchell
%A Adrian Friday
%A Christos Efstratiou
%B CHI00
%D 2000
%V 1
%P 17-24
%K Mobile computing, Context-awareness, Adaptive
hypermedia, User interface design, Evaluation
%* (c) Copyright 2000 ACM
%O 1069 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p17-cheverst/p17-cheverst.pdf
%X In this paper, we describe our experiences of developing
and evaluating GUIDE, an intelligent electronic tourist
guide. The GUIDE system has been built to overcome
many of the limitations of the traditional information and
navigation tools available to city visitors. For example,
group-based tours are inherently inflexible with fixed
starting times and fixed durations and (like most
guidebooks) are constrained by the need to satisfy the
interests of the majority rather than the specific interests of
individuals. Following a period of requirements capture,
involving experts in the field of tourism, we developed and
installed a system for use by visitors to Lancaster. The
system combines mobile computing technologies with a
wireless infrastructure to present city visitors with
information tailored to both their personal and
environmental contexts. In this paper we present an
evaluation of GUIDE, focusing on the quality of the
visitor's experience when using the system.

%M C.CHI.2000.1.25
%T Measuring the Allocation of Control in a 6 Degree-of-Freedom Docking Experiment
%S Multi-Hand + Multi-DOF
%A Maurice R. Masliah
%A Paul Milgram
%B CHI00
%D 2000
%V 1
%P 25-32
%K Coordination, Interaction techniques, Allocation of control,
Virtual docking task, The M-metric, Evaluation methods,
Motor control, Input devices, 6 degree-of-freedom control
%* (c) Copyright 2000 ACM
%O 810 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p25-masliah/p25-masliah.pdf
%X Coordination definitions and metrics are reviewed from the
motor control, biomedical, and human factors literature.
This paper presents an alternative measurement called the
M-metric, the product of the simultaneity and efficiency of
a trajectory, as a means of quantifying allocation of control
within a docking task. A 6 degree-of-freedom (DOF)
longitudinal virtual docking task experiment was conducted
to address how control is allocated across six DOFs, how
allocation of control changes with extended practice, and if
differences in the allocation of control are input device
dependent. The results show that operators, rather than
controlling all 6 DOFs equally, allocate their control to the
rotational and translational DOFs separately, and switch
control between the two groups. With practice, allocation of
control within the translational and rotational subsets
increases at a faster rate than across all 6 DOFs together.

%M C.CHI.2000.1.33
%T Symmetric Bimanual Interaction
%S Multi-Hand + Multi-DOF
%A Ravin Balakrishnan
%A Ken Hinckley
%B CHI00
%D 2000
%V 1
%P 33-40
%K Two-handed input, Symmetric interaction, Guiard theory,
Input, Interaction techniques
%* (c) Copyright 2000 ACM
%O 869 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p33-balakrishnan/p33-balakrishnan.pdf
%X We present experimental work that explores the factors
governing symmetric bimanual interaction in a two-handed
task that requires the user to track a pair of targets, one
target with each hand. A symmetric bimanual task is a two-handed
task in which each hand is assigned an identical
role. In this context, we explore three main experimental
factors. We vary the distance between the pair of targets to
track: as the targets become further apart, visual diversion
increases, forcing the user to divide attention between the
two targets. We also vary the demands of the task by using
both a slow and a fast tracking speed. Finally, we explore
visual integration of sub-tasks: in one condition, the two
targets to track are connected by a line segment which
visually links the targets, while in the other condition there
is no connecting line. Our results indicate that all three
experimental factors affect the degree of parallelism, which
we quantify using a new metric of bimanual parallelism.
However, differences in tracking error between the two
hands are affected only by the visual integration factor.

%M C.CHI.2000.1.41
%T Two-Handed Input Using a PDA and a Mouse
%S Multi-Hand + Multi-DOF
%A Brad A. Myers
%A Kin Pou Lie
%A Bo-Chieh Yang
%B CHI00
%D 2000
%V 1
%P 41-48
%K Personal Digital Assistants (PDAs), Hand-held
computers, Palm Pilot, Windows CE, Two-handed input,
Smart environments, Ubiquitous computing, Pebbles
%* (c) Copyright 2000 ACM
%O 1107 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p41-myers/p41-myers.pdf
%X We performed several experiments using a Personal Digital
Assistant (PDA) as an input device in the non-dominant
hand along with a mouse in the dominant hand. A PDA is a
small hand-held palm-size computer like a 3Com Palm Pilot
or a Windows CE device. These are becoming widely
available and are easily connected to a PC. Results of our
experiments indicate that people can accurately and quickly
select among a small numbers of buttons on the PDA using
the left hand without looking, and that, as predicted, performance,
does decrease as the number of buttons increases.
Homing times to move both hands between the keyboard
and devices are only about 10% to 15% slower than times
to move a single hand to the mouse, suggesting that acquiring
two devices does not cause a large penalty. In an
application task, we found that scrolling web pages using
buttons or a scroller on the PDA matched the speed of using
a mouse with a conventional scroll bar, and beat the best
two-handed times reported in an earlier experiment. These
results will help make two-handed interactions with computers
more widely available and more effective.

%M C.CHI.2000.1.49
%T The Effects of Animated Characters on Anxiety, Task Performance, and Evaluations of User Interfaces
%S Agents
%A Raoul Rickenberg
%A Byron Reeves
%B CHI00
%D 2000
%V 1
%P 49-56
%K Animated characters, Social agents, Social facilitation, Locus
of control
%* (c) Copyright 2000 ACM
%O 971 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p49-rickenberg/p49-rickenberg.pdf
%X Animated characters are common in user interfaces, but
important questions remain about whether characters work
in all situations and for all users. This experiment tested
the effects of different character presentations on user
anxiety, task performance, and subjective evaluations of
two commerce websites. There were three character
conditions (no character, a character that ignored the user,
and a character that closely monitored work on the
website). Users were separated into two groups that had
different attitudes about accepting help from others: people
with control orientations that were external (users thought
that other people controlled their success) and those with
internal orientations (users thought they were in control).
Results showed that the effects of monitoring and
individual differences' in thoughts about control worked as
they do in real life. Users felt more anxious when characters
monitored their website work and this effect was strongest
for users with an external control orientation. Monitoring
characters also decreased task performance, but increased
trust in website content. Results are discussed in terms of
design considerations that maximize the positive influence
of animated agents.

%M C.CHI.2000.1.57
%T Helper Agent: Designing an Assistant for Human-Human Interaction in a Virtual Meeting Space
%S Agents
%A Katherine Isbister
%A Hideyuki Nakanishi
%A Toru Ishida
%A Cliff Nass
%B CHI00
%D 2000
%V 1
%P 57-64
%K Social interface agents, Human-human interaction, Virtual
meeting place, Cross-cultural communication
%* (c) Copyright 2000 ACM
%O 895 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p57-isbister/p57-isbister.pdf
%X This paper introduces a new application area for agents in
the computer interface: the support of human-human
interaction. We discuss an interface agent prototype that is
designed to support human-human communication in
virtual environments. The prototype interacts with users
strategically during conversation, spending most of its time
listening. The prototype mimics a party host, trying to find
a safe common topic for guests whose conversation has
lagged. We performed an experimental evaluation of the
prototype's ability to assist in cross-cultural conversations.
We designed the prototype to introduce safe or unsafe
topics to conversation pairs, through a series of questions
and suggestions. The agent made positive contributions to
participants' experience of the conversation, influenced
their perception of each other and of each others' national
group, and even seemed to effect their style of behavior.
We discuss the implications of our research for the design
of social agents to support human-human interaction.

%M C.CHI.2000.1.65
%T Agents to Assist in Finding Help
%S Agents
%A Adriana Vivacqua
%A Henry Lieberman
%B CHI00
%D 2000
%V 1
%P 65-72
%K Expertise location, Agents, Matchmaking, Java, Help
systems
%* (c) Copyright 2000 ACM
%O 1322 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p65-vivacqua/p65-vivacqua.pdf
%X When a novice needs help, often the best solution is to find
a human expert who is capable of answering the novice's
questions. But often, novices have difficulty characterizing
their own questions and expertise and finding appropriate
experts. Previous attempts to assist expertise location have
provided matchmaking services, but leave the task of
classifying knowledge and queries to be performed
manually by the participants. We introduce Expert Finder,
an agent that automatically classifies both novice and expert
knowledge by autonomously analyzing documents created
in the course of routine work. Expert Finder works in the
domain of Java programming, where it relates a user's Java
class usage to an independent domain model. User models
are automatically generated that allow accurate matching of
query to expert without either the novice or expert filling
out skill questionnaires. Testing showed that automatically
generated profiles matched well with experts' own
evaluation of their skills, and we achieved a high rate of
matching novice questions with appropriate experts.

%M C.CHI.2000.1.73
%T Lurker Demographics: Counting the Silent
%S Communication Environments
%A Blair Nonnecke
%A Jenny Preece
%B CHI00
%D 2000
%V 1
%P 73-80
%K Lurker, Lurking, Discussion list, Demographic, Newsgroup,
BBS, Email, Health-support, Traffic, Membership
%* (c) Copyright 2000 ACM
%O 793 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p73-nonnecke/p73-nonnecke.pdf
%X As online groups grow in number and type, understanding
lurking is becoming increasingly important. Recent reports
indicate that lurkers make up over 90% of online groups,
yet little is known about them.
This paper presents a demographic study of lurking in
email-based discussion lists (DLs) with an emphasis on
health and software-support DLs. Four primary questions
are examined. One, how prevalent is lurking, and do health
and software-support DLs differ? Two, how do lurking
levels vary as the definition is broadened from zero posts in
12 weeks to 3 or fewer posts in 12 weeks? Three, is there a
relationship between lurking and the size of the DL, and
four, is there a relationship between lurking and traffic
level?
When lurking is defined as no posts, the mean lurking level
for all DLs is lower than the reported 90%. Health-support
DLs have on average significantly fewer lurkers (46%)
than software-support DLs (82%). Lurking varies widely
ranging from 0 to 99%. The relationships between lurking,
group size and traffic are also examined.

%M C.CHI.2000.1.81
%T Talking in Circles: Designing a Spatially-Grounded Audioconferencing Environment
%S Communication Environments
%A Roy Rodenstein
%A Judith S. Donath
%B CHI00
%D 2000
%V 1
%P 81-88
%K Computer-mediated communication, Audio,
Speech, Drawing, Representation, Media space, Interaction
design, Multimodal interfaces, Multicast, Social navigation,
Gesture
%* (c) Copyright 2000 ACM
%O 1250 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p81-rodenstein/p81-rodenstein.pdf
%X This paper presents Talking in Circles, a multimodal
audioconferencing environment whose novel design
emphasizes spatial grounding with the aim of supporting
naturalistic group interaction behaviors. Participants
communicate primarily by speech and are represented as
colored circles in a two-dimensional space. Behaviors such
as subgroup conversations and social navigation are
supported through circle mobility as mediated by the
environment and the crowd and distance-based attenuation
of the audio. The circles serve as platforms for the display
of identity, presence and activity: graphics are synchronized
to participants' speech to aid in speech-source identification
and participants can sketch in their circle, allowing a
pictorial and gestural channel to complement the audio. We
note user experiences through informal studies as well as
design challenges we have faced in the creation of a rich
environment for computer-mediated communication.

%M C.CHI.2000.1.89
%T Jotmail: A Voicemail Interface that Enables You to See what was Said
%S Communication Environments
%A Steve Whittaker
%A Richard Davis
%A Julia Hirschberg
%A Urs Muller
%B CHI00
%D 2000
%V 1
%P 89-96
%K Voicemail, Annotation, Speech access, Note-taking,
Asynchronous communication, "Speech as data", Empirical
evaluation
%* (c) Copyright 2000 ACM
%O 928 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p89-whittaker/p89-whittaker.pdf
%X Voicemail is a pervasive, but under-researched tool for
workplace communication. Despite potential advantages of
voicemail over email, current phone-based voicemail UIs
are highly problematic for users. We present a novel, Web-based,
voicemail interface, Jotmail. The design was based
on data from several studies of voicemail tasks and user
strategies. The GUI has two main elements: (a) personal
annotations that serve as a visual analogue to underlying
speech; (b) automatically derived message header
information. We evaluated Jotmail in an 8-week field trial,
where people used it as their only means for accessing
voicemail. Jotmail was successful in supporting most key
voicemail tasks, although users' electronic annotation and
archiving behaviors were different from our initial
predictions. Our results argue for the utility of a
combination of annotation based indexing and
automatically derived information, as a general technique
for accessing speech archives.

%M C.CHI.2000.1.97
%T Instructional Interventions in Computer-Based Tutoring: Differential Impact on Learning Time and Accuracy
%S Models
%A Albert Corbett
%A Holly Trask
%B CHI00
%D 2000
%V 1
%P 97-104
%K Intelligent tutoring systems, Instructional interface
design, Animation, Plan scaffolding, Student modeling
%* (c) Copyright 2000 ACM
%O 848 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p97-corbett/p97-corbett.pdf
%X We can reliably build "second generation" intelligent
computer tutors that are approximately half as effective as
human tutors. This paper evaluates two interface
enhancements designed to improve the effectiveness of one
successful second generation tutor, the ACT Programming
Tutor. One enhancement employs animated feedback to
make key data structure relationships salient. The second
enhancement employs subgoal scaffolding to support
students in developing simple programming plans. Both
interventions were successful, but had very different impacts
on student effort required to achieve mastery in the tutor
environment and on subsequent posttest accuracy. These
results represent a step forward in closing the gap between
computer tutors and human tutors.

%M C.CHI.2000.1.105
%T Keystroke Level Analysis of Email Message Organization
%S Models
%A Olle Balter
%B CHI00
%D 2000
%V 1
%P 105-112
%K Email, Model, User, Organisation of messages.
%* (c) Copyright 2000 ACM
%O 789 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p105-balter/p105-balter.pdf
%X Organization of email messages takes an increasing amount
of time for many email users. Research has demonstrated
that users develop very different strategies to handle this
organization. In this paper, the relationship between the
different organization strategies and the time necessary to
use a certain strategy is illustrated by a mathematical model
based on keystroke-level analysis. The model estimates
time usage for archiving and retrieving email messages for
individual users. Besides explaining why users develop
different strategies to organize email messages, the model
can also be used to advise users individually when to start
using folders, clean messages, learn the search
functionality, and using filters to store messages. Similar
models could assist evaluation of different interface designs
where the number of items increase with time.

%M C.CHI.2000.1.113
%T Using Naming Time to Evaluate Quality Predictors for Model Simplification
%S Models
%A Benjamin Watson
%A Alinda Friedman
%A Aaron McGaffey
%B CHI00
%D 2000
%V 1
%P 113-120
%K Model simplification, Simplification metrics, Image quality,
Naming time, Human vision
%* (c) Copyright 2000 ACM
%O 900 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p113-watson/p113-watson.pdf
%X Model simplification researchers require quality heuristics
to guide simplification, and quality predictors to allow
comparison of different simplification algorithms.
However, there has been little evaluation of these heuristics
or predictors. We present an evaluation of quality
predictors. Our standard of comparison is naming time, a
well established measure of recognition from cognitive
psychology. Thirty participants named models of familiar
objects at three levels of simplification. Results confirm
that naming time is sensitive to model simplification.
Correlations indicate that view-dependent image quality
predictors are most effective for drastic simplifications,
while view-independent three-dimensional predictors are
better for more moderate simplifications.

%M C.CHI.2000.1.121
%T Interactive Textbook and Interactive Venn Diagram: Natural and Intuitive Interfaces on Augmented Desk System
%S Tangible UI Systems
%A Hideki Koike
%A Yoichi Sato
%A Yoshinori Kobayashi
%A Hiroaki Tobita
%A Motoki Kobayashi
%B CHI00
%D 2000
%V 1
%P 121-128
%K Augmented reality, Computer vision, Finger/hand
recognition, Information retrieval, Venn diagram,
Education, Computer supported learning
%* (c) Copyright 2000 ACM
%O 1262 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p121-koike/p121-koike.pdf
%X This paper describes two interface prototypes which we
have developed on our augmented desk interface system,
EnhancedDesk. The first application is Interactive
Textbook, which is aimed at providing an effective
learning environment. When a student opens a page
which describes experiments or simulations, Interactive
Textbook automatically retrieves digital contents from
its database and projects them onto the desk. Interactive
Textbook also allows the student hands-on ability
to interact with the digital contents. The second application
is the Interactive Venn Diagram, which is aimed
at supporting effective information retrieval. Instead of
keywords, the system uses real objects such as books or
CDs as keys for retrieval. The system projects a circle
around each book; data corresponding the book are then
retrieved and projected inside the circle. By moving two
or more circles so that the circles intersect each other,
the user can compose a Venn diagram interactively on
the desk. We also describe the new technologies introduced
in EnhancedDesk which enable us to implement
these applications.

%M C.CHI.2000.1.129
%T curlybot: Designing a New Class of Computational Toys
%S Tangible UI Systems
%A Phil Frei
%A Victor Su
%A Bakhtiar Mikhak
%A Hiroshi Ishii
%B CHI00
%D 2000
%V 1
%P 129-136
%K Education, Learning, Children, Tangible interface, Toy
%* (c) Copyright 2000 ACM
%O 964 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p129-frei/p129-frei.pdf
%X We introduce an educational toy, called curlybot, as the
basis for a new class of toys aimed at children in their early
stages of development -- ages four and up. curlybot is an
autonomous two-wheeled vehicle with embedded
electronics that can record how it has been moved on any
flat surface and then play back that motion accurately and
repeatedly. Children can use curlybot to develop intuitions
for advanced mathematical and computational concepts,
like differential geometry, through play away from a
traditional computer.
   In our preliminary studies, we found that children learn to
use curlybot quickly. They readily establish an affective
and body syntonic connection with curlybot, because of its
ability to remember all of the intricacies of their original
gesture; every pause, acceleration, and even the shaking in
their hand is recorded. Programming by example in this
context makes the educational ideas implicit in the design
of curlybot accessible to young children.

%M C.CHI.2000.1.137
%T HandSCAPE: A Vectorizing Tape Measure for On-Site Measuring Applications
%S Tangible UI Systems
%A Jay Lee
%A Victor Su
%A Sandia Ren
%A Hiroshi Ishii
%B CHI00
%D 2000
%V 1
%P 137-144
%K Input device, Field measurement tool, On-site applications,
Orientation-aware, Physical interaction, Tangible interface
%* (c) Copyright 2000 ACM
%O 1451 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p137-lee/p137-lee.pdf
%X We introduce HandSCAPE, an orientation-aware digital
tape measure, as an input device for digitizing field
measurements, and visualizing the volume of the resulting
vectors with computer graphics. Using embedded orientation-sensing
hardware, HandSCAPE captures relevant
vectors on each linear measurements and transmits this data
wirelessly to a remote computer in real-time. To guide us in
design, we have closely studied the intended users, their
tasks, and the physical workplaces to extract the needs
from real worlds. In this paper, we first describe the
potential utility of HandSCAPE for three on-site application
areas: archeological surveys, interior design, and
storage space allocation. We then describe the overall
system which includes orientation sensing, vector calculation,
and primitive modeling. With exploratory usage
results, we conclude our paper for interface design issues
and future developments.

%M C.CHI.2000.1.145
%T Bringing Order to the Web: Automatically Categorizing Search Results
%S Bringing Order Out of Chaos
%A Hao Chen
%A Susan Dumais
%B CHI00
%D 2000
%V 1
%P 145-152
%K User interface, World Wide Web, Search, User study, Text
categorization, Classification, Support vector machine
%* (c) Copyright 2000 ACM
%O 977 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p145-chen/p145-chen.pdf
%X We developed a user interface that organizes Web search
results into hierarchical categories. Text classification
algorithms were used to automatically classify arbitrary
search results into an existing category structure on-the-fly.
A user study compared our new category interface with the
typical ranked list interface of search results. The study
showed that the category interface is superior both in
objective and subjective measures. Subjects liked the
category interface much better than the list interface, and
they were 50% faster at finding information that was
organized into categories. Organizing search results allows
users to focus on items in categories of interest rather than
having to browse through all the results sequentially.

%M C.CHI.2000.1.153
%T Enhancing a Digital Book with a Reading Recommender
%S Bringing Order Out of Chaos
%A Allison Woodruff
%A Rich Gossweiler
%A James Pitkow
%A Ed H. Chi
%A Stuart K. Card
%B CHI00
%D 2000
%V 1
%P 153-160
%K Spreading activation, Bibliometrics, Recommendations,
Information visualization, 3D book, Degree of interest
%* (c) Copyright 2000 ACM
%O 1149 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p153-woodruff/p153-woodruff.pdf
%X Digital books can significantly enhance the reading
experience, providing many functions not available in
printed books. In this paper we study a particular
augmentation of digital books that provides readers with
customized recommendations. We systematically explore
the application of spreading activation over text and
citation data to generate useful recommendations. Our
findings reveal that for the tasks performed in our corpus,
spreading activation over text is more useful than citation
data. Further, fusing text and citation data via spreading
activation results in the most useful recommendations.
The fused spreading activation techniques outperform
traditional text-based retrieval methods. Finally, we
introduce a preliminary user interface for the display of
recommendations from these algorithms.

%M C.CHI.2000.1.161
%T The Scent of a Site: A System for Analyzing and Predicting Information Scent, Usage, and Usability of a Web Site
%S Bringing Order Out of Chaos
%A Ed H. Chi
%A Peter Pirolli
%A James Pitkow
%B CHI00
%D 2000
%V 1
%P 161-168
%K Information foraging, Information scent, World Wide Web,
Usability, Information visualization, Data mining, Longest
repeated subsequences, Dome Tree, Usage-based layout
%* (c) Copyright 2000 ACM
%O 1257 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p161-chi/p161-chi.pdf
%X Designers and researchers of users' interactions with the
World Wide Web need tools that permit the rapid
exploration of hypotheses about complex interactions of
user goals, user behaviors, and Web site designs. We
present an architecture and system for the analysis and
prediction of user behavior and Web site usability. The
system integrates research on human information foraging
theory, a reference model of information visualization and
Web data-mining techniques. The system also incorporates
new methods of Web site visualization (Dome Tree, Usage
Based Layouts), a new predictive modeling technique for
Web site use (Web User Flow by Information Scent,
WUFIS), and new Web usability metrics.

%M C.CHI.2000.1.169
%T Browsing Digital Video
%S Video Summarization
%A Francis C. Li
%A Anoop Gupta
%A Elizabeth Sanocki
%A Li-wei He
%A Yong Rui
%B CHI00
%D 2000
%V 1
%P 169-176
%K Digital video, Video browsing, Video indexing, Time
compression, Pause removal, Next-generation video
playback interfaces
%* (c) Copyright 2000 ACM
%O 1498 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p169-li/p169-li.pdf
%X Video in digital format played on programmable devices
presents opportunities for significantly enhancing the user's
viewing experience. For example, time compression and
pause removal can shorten the viewing time for a video,
textual and visual indices can allow personalized navigation
through the content, and random-access digital storage
allows instantaneous seeks into the content. To understand
user behavior when such capabilities are available, we built
a software video browsing application that combines many
such features. We present results from a user study where
users browsed video in six different categories: classroom
lectures, conference presentations, entertainment shows,
news, sports, and travel. Our results show that the most
frequently used features were time compression, pause
removal, and navigation using shot boundaries. Also, the
behavior was different depending on the content type, and
we present a classification. Finally, the users found the
browser to be very useful. Two main reasons were: i) the
ability to save time and ii) the feeling of control over what
content they watched.

%M C.CHI.2000.1.177
%T Comparing Presentation Summaries: Slides vs. Reading vs. Listening
%S Video Summarization
%A Liwei He
%A Elizabeth Sanocki
%A Anoop Gupta
%A Jonathan Grudin
%B CHI00
%D 2000
%V 1
%P 177-184
%K Video abstraction, Video summarization, Digital video
library, Video browsing, Video skim, Multimedia
%* (c) Copyright 2000 ACM
%O 1036 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p177-he/p177-he.pdf
%X As more audio and video technical presentations go
online, it becomes imperative to give users effective
summarization and skimming tools so that they can find
the presentation they want and browse through it quickly.
In a previous study, we reported three automated methods
for generating audio-video summaries and a user
evaluation of those methods. An open question remained
about how well various text/image only techniques will
compare to the audio-video summarizations. This study
attempts to fill that gap.
This paper reports a user study that compares four
possible ways of allowing a user to skim a presentation: 1)
PowerPoint slides used by the speaker during the
presentation, 2) the text transcript created by professional
transcribers from the presentation, 3) the transcript with
important points highlighted by the speaker, and 4) a
audio-video summary created by the speaker. Results
show that although some text-only conditions can match
the audio-video summary, users have a marginal
preference for audio-video (ANOVA F=3.067, p=0.087).
Furthermore, different styles of slide-authoring (e.g.,
detailed vs. big-points only) can have a big impact on
their effectiveness as summaries, raising a dilemma for
some speakers in authoring for on-demand previewing
versus that for live audiences.

%M C.CHI.2000.1.185
%T An Interactive Comic Book Presentation for Exploring Video
%S Video Summarization
%A John Boreczky
%A Andreas Girgensohn
%A Gene Golovchinsky
%A Shingo Uchihashi
%B CHI00
%D 2000
%V 1
%P 185-192
%K Video summarization, Video browsing, Keyframe extraction
%* (c) Copyright 2000 ACM
%O 1581 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p185-boreczky/p185-boreczky.pdf
%X This paper presents a method for generating compact pictorial
summarizations of video. We developed a novel
approach for selecting still images from a video suitable for
summarizing the video and for providing entry points into
it. Images are laid out in a compact, visually pleasing display
reminiscent of a comic book or Japanese manga. Users
can explore the video by interacting with the presented summary.
Links from each keyframe start video playback and/or
present additional detail. Captions can be added to presentation
frames to include commentary or descriptions such as
the minutes of a recorded meeting. We conducted a study to
compare variants of our summarization technique. The
study participants judged the manga summary to be significantly
better than the other two conditions with respect to
their suitability for summaries and navigation, and their
visual appeal.

%M C.CHI.2000.1.193
%T Face to Interface: Facial Affect in (Hu)man and Machine
%S Emotions and Values
%A Diane J. Schiano
%A Sheryl M. Ehrlich
%A Krisnawan Rahardja
%A Kyle Sheridan
%B CHI00
%D 2000
%V 1
%P 193-200
%K Affective computing, Facial affect, Facial expression of
emotion, Affect, Emotion, Face, Nonverbal communication
%* (c) Copyright 2000 ACM
%O 885 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p193-schiano/p193-schiano.pdf
%X Facial expression of emotion (or "facial affect") is rapidly
becoming an area of intense interest in the computer science
and interaction design communities. Ironically, this interest
comes at a time when the classic findings on perception of
human facial affect are being challenged in the
psychological research literature, largely on methodological
grounds. This paper presents two studies on perception of
facial affect. Experiment 1 provides new data on the
recognition of human facial expressions, using experimental
methods and analyses designed to systematically address
the criticisms and help resolve this controversy.
Experiment 2 is a user study on affect in a prototype robot
face; the results are compared to the human data of
Experiment 1. Together they provide a demonstration of
how basic and more applied research can mutually
contribute to this rapidly developing field.

%M C.CHI.2000.1.201
%T Hedonic and Ergonomic Quality Aspects Determine a Software's Appeal
%S Emotions and Values
%A Marc Hassenzahl
%A Axel Platz
%A Michael Burmester
%A Katrin Lehner
%B CHI00
%D 2000
%V 1
%P 201-208
%K Perceived software quality, Emotional usability, Hedonic
components, Joy of use
%* (c) Copyright 2000 ACM
%O 794 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p201-hassenzahl/p201-hassenzahl.pdf
%X The present study examines the role of subjectively perceived
ergonomic quality (e.g. simplicity, controllability)
and hedonic quality (e.g. novelty, originality) of a software
system in forming a judgement of appeal. A hypothesised
research model is presented. The two main research question
are: (1) Are ergonomic and hedonic quality subjectively
different quality aspects that can be independently
perceived by the users? and (2) Is the judgement of appeal
formed by combining and weighting ergonomic and hedonic
quality and which weights are assigned?
   The results suggest that both quality aspects can be independently
perceived by users. Moreover, they almost
equally contributed to the appeal of the tested software
prototypes. A simple averaging model implies that both
quality aspects will compensate each other.
   Limitations and practical implication of the results are discussed.

%M C.CHI.2000.1.209
%T Alternatives: Exploring Information Appliances through Conceptual Design Proposals
%S Emotions and Values
%A Bill Gaver
%A Heather Martin
%B CHI00
%D 2000
%V 1
%P 209-216
%K Design research, Information appliances,
Home, Conceptual design
%* (c) Copyright 2000 ACM
%O 1213 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p209-gaver/p209-gaver.pdf
%X As a way of mapping a design space for a project on information
appliances, we produced a workbook describing
about twenty conceptual design proposals. On the one
hand, they serve as suggestions that digital devices might
embody values apart from those traditionally associated
with functionality and usefulness. On the other, they are
examples of research through design, balancing concreteness
with openness to spur the imagination, and using multiplicity
to allow the emergence of a new design space.
Here we describe them both in terms of content and
process, discussing first the values they address and then
how they were crafted to encourage a broad discussion with
our partners that could inform future stages of design.

%M C.CHI.2000.1.217
%T An Observational Study of How Objects Support Engineering Design Thinking and Communication: Implications for the Design of Tangible Media
%S Tangible UI Design Issues
%A Margot Brereton
%A Ben McGarry
%B CHI00
%D 2000
%V 1
%P 217-224
%K Tangible media, Augmented reality, Interaction design,
Design thinking, User models, Cognitive models.
%* (c) Copyright 2000 ACM
%O 822 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p217-brereton/p217-brereton.pdf
%X There has been an increasing interest in objects within the
HCI field particularly with a view to designing tangible
interfaces. However, little is known about how people
make sense of objects and how objects support thinking.
This paper presents a study of groups of engineers using
physical objects to prototype designs, and articulates the
roles that physical objects play in supporting their design
thinking and communications. The study finds that design
thinking is heavily dependent upon physical objects, that
designers are active and opportunistic in seeking out
physical props and that the interpretation and use of an
object depends heavily on the activity. The paper discusses
the trade-offs that designers make between speed and
accuracy of models, and specificity and generality in choice
of representations. Implications for design of tangible
interfaces are discussed.

%M C.CHI.2000.1.225
%T Tagged Handles: Merging Discrete and Continuous Manual Control
%S Tangible UI Design Issues
%A Karon E. MacLean
%A Scott S. Snibbe
%A Golan Levin
%B CHI00
%D 2000
%V 1
%P 225-232
%K Discrete, Continuous, Haptic, Force feedback, Tagged
object, Tangible, Tool, Token, Container, Design process
%* (c) Copyright 2000 ACM
%O 976 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p225-maclean/p225-maclean.pdf
%X Discrete and continuous modes of manual control are
fundamentally different: buttons select or change state,
while handles persistently modulate an analog parameter.
User interfaces for many electronically aided tasks afford
only one of these modes when both are needed. We
describe an integration of two kinds of physical interfaces
(tagged objects and force feedback) that enables seamless
execution of such multimodal tasks while applying the
benefits of physicality; and demonstrate application
scenarios with conceptual and engineering prototypes.
Our emphasis is on sharing insights gained in a design
case study, including expert user reactions.

%M C.CHI.2000.1.233
%T Traversable Interfaces Between Real and Virtual Worlds
%S Tangible UI Design Issues
%A Boriana Koleva
%A Holger Schnadelbach
%A Steve Benford
%A Chris Greenhalgh
%B CHI00
%D 2000
%V 1
%P 233-240
%K Mixed reality, Virtual environments, Augmented reality,
Tele-presence, Tele-embodiment
%* (c) Copyright 2000 ACM
%O 1105 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p233-koleva/p233-koleva.pdf
%X Traversable interfaces establish the illusion that virtual and
physical worlds are joined together and that users can
physically cross from one to the other. Our design for a
traversable interface combines work on tele-embodiment,
mixed reality boundaries and virtual environments. It also
exploits non-solid projection surfaces, of which we describe
four examples. Our design accommodates the perspectives
of users who traverse the interface and also observers who
are present in the connected physical and virtual worlds, an
important consideration for performance and entertainment
applications. A demonstrator supports encounters between
members of our laboratory and remote visitors.

%M C.CHI.2000.1.241
%T Tradeoffs in Displaying Peripheral Information
%S WWW Navigation Aids
%A Paul P. Maglio
%A Christopher S. Campbell
%B CHI00
%D 2000
%V 1
%P 241-248
%K Peripheral information, Dual-task tradeoffs, User interface
design
%* (c) Copyright 2000 ACM
%O 917 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p241-maglio/p241-maglio.pdf
%X Peripheral information is information that is not central to a
person's current task, but provides the person the
opportunity to learn more, to do a better job, or to keep
track of less important tasks. Though peripheral information
displays are ubiquitous, they have been rarely studied. For
computer users, a common peripheral display is a scrolling
text display that provides announcements, sports scores,
stock prices, or other news. In this paper, we investigate
how to design peripheral displays so that they provide the
most information while having the least impact on the
user's performance on the main task. We report a series of
experiments on scrolling displays aimed at examining
tradeoffs between distraction of scrolling motion and
memorability of information displayed. Overall, we found
that continuously scrolling displays are more distracting
than displays that start and stop, but information in both is
remembered equally well. These results are summarized in
a set of design recommendations.

%M C.CHI.2000.1.249
%T The Impact of Fluid Documents on Reading and Browsing: An Observational Study
%S WWW Navigation Aids
%A Polle T. Zellweger
%A Susan Harkness Regli
%A Jock D. Mackinlay
%A Bay-Wei Chang
%B CHI00
%D 2000
%V 1
%P 249-256
%K Fluid user interfaces, Fluid documents, Focus+context,
Hypertext navigation, On-line reading, Eye tracking, Studies of
dynamic user interfaces
%* (c) Copyright 2000 ACM
%O 1077 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p249-zellweger/p249-zellweger.pdf
%X Fluid Documents incorporate additional information into a
page by adjusting typography using interactive animation.
One application is to support hypertext browsing by
providing glosses for link anchors. This paper describes an
observational study of the impact of Fluid Documents on
reading and browsing. The study involved six conditions that
differ along several dimensions, including the degree of
typographic adjustment and the distance glosses are placed
from anchors. Six subjects read and answered questions
about two hypertext corpora while being monitored by an
eyetracker. The eyetracking data revealed no substantial
differences in eye behavior between conditions. Gloss
placement was significant: subjects required less time to use
nearby glosses. Finally, the reaction to the conditions was
highly varied, with several conditions receiving both a best
and worst rating on the subjective questionnaires. These
results suggest implications for the design of dynamic
reading environments.

%M C.CHI.2000.1.257
%T Effects of Contextual Navigation Aids on Browsing Diverse Web Systems
%S WWW Navigation Aids
%A Joonah Park
%A Jinwoo Kim
%B CHI00
%D 2000
%V 1
%P 257-264
%K Context information, Navigation, Web systems, Structure,
Browsing, Hypertext
%* (c) Copyright 2000 ACM
%O 811 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p257-park/p257-park.pdf
%X In spite of the radical enhancement of web technologies,
many users still continue to experience severe difficulties in
navigating web systems. One way to reduce the navigation
difficulties is to provide context information that explains
the current situation of users in the web systems. In this
study, we empirically examined the effects of two types of
context information, namely, structural and temporal
context. In the experiment, we evaluated the effectiveness
of the contextual navigation aids in two different types of
web systems: an electronic commerce system and a content
dissemination system. In our experiment, subjects
performed several browsing tasks and answered a set of
post-questionnaires. The results of the experiment reveal
that the two types of contextual navigation aids significantly
improved the performance of browsing tasks regardless of
different web systems. Moreover, context information
changed the users' navigation patterns, and increased their
subjective ease of navigation. This study concludes with
implications for understanding the users' browsing patterns
and for developing effective navigation systems.

%M C.CHI.2000.1.265
%T Interacting with Eye Movements in Virtual Environments
%S Eye Gaze
%A Vildan Tanriverdi
%A Robert J. K. Jacob
%B CHI00
%D 2000
%V 1
%P 265-272
%K Eye movements, Eye tracking, Polhemus tracker, Virtual
reality, Virtual environments, Interaction techniques
%* (c) Copyright 2000 ACM
%O 798 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p265-tanriverdi/p265-tanriverdi.pdf
%X Eye movement-based interaction offers the potential of
easy, natural, and fast ways of interacting in virtual
environments. However, there is little empirical evidence
about the advantages or disadvantages of this approach. We
developed a new interaction technique for eye movement
interaction in a virtual environment and compared it to
more conventional 3-D pointing. We conducted an
experiment to compare performance, of the two interaction
types and to assess their impacts on spatial memory of
subjects and to explore subjects' satisfaction with the two
types of interactions. We found that the eye movement-based
interaction was faster than pointing, especially for
distant objects. However, subjects' ability to recall spatial
information was weaker in the eye condition than the
pointing one. Subjects reported equal satisfaction with both
types of interactions, despite the technology limitations of
current eye tracking equipment.

%M C.CHI.2000.1.273 acmdl second page number missing from ToC
%T Intelligent Gaze-Added Interfaces
%S Eye Gaze
%A Dario D. Salvucci
%A John R. Anderson
%B CHI00
%D 2000
%V 1
%P 273-280
%K Gaze-added interfaces, Gaze-based interfaces, Intelligent
interfaces, Eye movements, User models
%* (c) Copyright 2000 ACM
%O 888 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p273-salvucci/p273-salvucci.pdf
%X We discuss a novel type of interface, the intelligent gaze-added
interface, and describe the design and evaluation of a
sample gaze-added operating-system interface. Gaze-added
interfaces, like current gaze-based systems, allow users to
execute commands using their eyes. However, while most
gaze-based systems replace the functionality of other inputs
with that of gaze, gaze-added interfaces simply add gaze
functionality that the user can employ if and when desired.
Intelligent gaze-added interfaces utilize a probabilistic
algorithm and user model to interpret gaze focus and
alleviate typical problems with eye-tracking data. We
extended a standard WIMP operating-system interface into
a new interface, IGO, that incorporates intelligent gaze-added
input. In a user study, we found that users quickly
adapted to the new interface and utilized gaze effectively
both alone and with other inputs.

%M C.CHI.2000.1.281
%T Evaluation of Eye Gaze Interaction
%S Eye Gaze
%A Linda E. Sibert
%A Robert J. K. Jacob
%B CHI00
%D 2000
%V 1
%P 281-288
%K Eye movements, Eye tracking, User interfaces, Interaction
techniques
%* (c) Copyright 2000 ACM
%O 882 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p281-sibert/p281-sibert.pdf
%X Eye gaze interaction can provide a convenient and natural
addition to user-computer dialogues. We have previously
reported on our interaction techniques using eye gaze [10].
While our techniques seemed useful in demonstration, we
now investigate their strengths and weaknesses in a
controlled setting. In this paper, we present two
experiments that compare an interaction technique we
developed for object selection based on a where a person is
looking with the most commonly used selection method
using a mouse. We find that our eye gaze interaction
technique is faster than selection with a mouse. The results
show that our algorithm, which makes use of knowledge
about how the eyes behave, preserves the natural quickness
of the eye. Eye gaze interaction is a reasonable addition to
computer interaction and is convenient in situations where
it is important to use the hands for other tasks. It is
particularly beneficial for the larger screen workspaces and
virtual environments of the future, and it will become
increasingly practical as eye tracker technology matures.

%M C.CHI.2000.1.289
%T Enriching Buyers' Experiences: The SmartClient Approach
%S User Experience in E-Commerce
%A Pearl Pu
%A Boi Faltings
%B CHI00
%D 2000
%V 1
%P 289-296
%K eCommerce, On-line travel planning systems, Visual
overview, Client-server architecture, Constraint solver
%* (c) Copyright 2000 ACM
%O 3733 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p289-pu/p289-pu.pdf
%X In electronic commerce, a satisfying buyer experience is a
key competitive element. We show new techniques for
better adapting interaction with an electronic catalog
system to actual buying behavior. Our model replaces the
sequential separation of needs identification and product
brokering with a conversation in which both processes
occur simultaneously. This conversation supports the
buyer in formulating his or her needs, and in deciding
which criteria to apply in selecting a product to buy. We
have experimented with this approach in the area of travel
planning and developed a system called SmartClient
Travel which supports this process. It includes tools for
need identification, visualization of alternatives, and
choosing the most suitable one. We describe the system
and its implementation, and report on user studies
showing its advantages for electronic catalogs.

%M C.CHI.2000.1.297
%T Quality is in the Eye of the Beholder: Meeting Users' Requirements for Internet Quality of Service
%S User Experience in E-Commerce
%A Anna Bouch
%A Allan Kuchinsky
%A Nina Bhatti
%B CHI00
%D 2000
%V 1
%P 297-304
%K Internet, Quality of service, User perception
%* (c) Copyright 2000 ACM
%O 843 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p297-bouch/p297-bouch.pdf
%X Growing usage and diversity of applications on the Internet
makes Quality of Service (QoS) increasingly critical [15].
To date, the majority of research on QoS is systems
oriented, focusing on traffic analysis, scheduling, and
routing. Relatively minor attention has been paid to user-level
QoS issues. It is not yet known how objective system
quality relates to users' subjective perceptions of quality.
This paper presents the results of quantitative experiments
that establish a mapping between objective and perceived
QoS in the context of Internet commerce. We also
conducted focus groups to determine how contextual
factors influence users' perceptions of QoS. We show that,
while users' perceptions of World Wide Web QoS are
influenced by a number of contextual factors, it is possible
to correlate objective measures of QoS with subjective
judgements made by users, and therefore influence system
design. We argue that only by integrating users'
requirements for QoS into system design can the utility of
the future Internet be maximized.

%M C.CHI.2000.1.305
%T What Makes Internet Users Visit Cyber Stores Again? Key Design Factors for Customer Loyalty
%S User Experience in E-Commerce
%A Jungwon Lee
%A Jinwoo Kim
%A Jae Yun Moon
%B CHI00
%D 2000
%V 1
%P 305-312
%K Customer loyalty, Customer interface, Transaction cost,
Trust, Involvement, Internet shopping, Electronic commerce
%* (c) Copyright 2000 ACM
%O 868 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p305-lee/p305-lee.pdf
%X Retaining customer loyalty is crucial in electronic
commerce because the value of an Internet store is largely
determined by the number of its loyal customers. This
paper proposes a multi-phased model of customer loyalty
for Internet shopping, which fully takes the characteristics
of the Internet and cyber shopping into consideration. In
order to validate the model, we conducted a web-based
survey of the customers of various Internet stores, and the
data was processed using structural equation analysis. The
results indicate that several factors can effectively increase
customer loyalty towards an Internet store and that the
relative importance of the identified factors varies
according to the level of involvement with the product
purchased through the store. We suggest several
managerial implications in developing Internet stores for
higher customer loyalty based on these results.

%M C.CHI.2000.1.313
%T Speak Out and Annoy Someone: Experience with Intelligent Kiosks
%S Speech
%A Andrew D. Christian
%A Brian L. Avery
%B CHI00
%D 2000
%V 1
%P 313-320
%K Public kiosk, Talking avatar, Speech recognition, Machine
vision, User interface design, Information display
%* (c) Copyright 2000 ACM
%O 1172 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p313-christian/p313-christian.pdf
%X An intelligent kiosk is a public information kiosk that
senses the presence of humans and communicates in a
natural way. To examine issues of human-kiosk interaction,
we have built and deployed two versions of intelligent
kiosks. The first kiosk design combines machine vision to
locate and track people in the vicinity with an animated
talking head that focuses on clients and talks to them. The
second kiosk design uses infrared and sonar sensors to
sense clients and multiple interacting agents to
communicate with the client.
The foremost lessons learned from public trials include (1)
people are attracted to an animated face that watches them,
(2) small mobile agents interact better with kiosk content
than a single fixed face, (3) speaker-independent speech
recognition is only useful in targeted applications, and (4)
the quality of the content on the kiosk strongly influences
the client's evaluation of the quality of the technology.

%M C.CHI.2000.1.321
%T The Effect of Task Conditions on the Comprehensibility of Synthetic Speech
%S Speech
%A Jennifer Lai
%A David Wood
%A Michael Considine
%B CHI00
%D 2000
%V 1
%P 321-328
%K Text-to-speech,
Synthetic speech, User study,
Comprehension
%* (c) Copyright 2000 ACM
%O 924 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p321-lai/p321-lai.pdf
%X A study was conducted with 78 subjects to evaluate the
comprehensibility of synthetic speech for various tasks
ranging from short, simple e-mail messages to longer news
articles on mostly obscure topics. Comprehension accuracy
for each subject was measured for synthetic speech and for
recorded human speech. Half the subjects were allowed to
take notes while listening, the other half were not. Findings
show that there was no significant difference in
comprehension of synthetic speech among the five different
text-to-speech engines used. Those subjects that did not
take notes performed significantly worse for all synthetic
voice tasks when compared to recorded speech tasks.
Performance for synthetic speech in the non note-taking
condition degraded as the task got longer and more
complex. When taking notes, subjects also did significantly
worse within the synthetic voice condition averaged across
all six tasks. However, average performance scores for the
last three tasks in this condition show comparable results
for human and synthetic speech, reflective of a training
effect.

%M C.CHI.2000.1.329
%T Does Computer-Generated Speech Manifest Personality? An Experimental Test of Similarity-Attraction
%S Speech
%A Clifford Nass
%A Kwan Min Lee
%B CHI00
%D 2000
%V 1
%P 329-336
%K TTS (Text-to-Speech), CASA (Computers are social
actors), Speech user interfaces, Personality, Similarity-attraction
effect
%* (c) Copyright 2000 ACM
%O 849 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p329-nass/p329-nass.pdf
%X This study examines whether people would interpret and
respond to paralinguistic personality cues in computer-generated
speech in the same way as they do human
speech. Participants used a book-buying website and heard
five book reviews in a 2 (synthesized voice personality:
extrovert vs. introvert) by 2 (participant personality:
extrovert vs. introvert) balanced, between-subjects
experiment. Participants accurately recognized personality
cues in TTS and showed strong similarity-attraction
effects. Although the content was the same for all
participants, when the personality of the computer voice
matched their own personality: 1) participants regarded
the computer voice as more attractive, credible, and
informative; 2) the book review was evaluated more
positively; 3) the reviewer was more attractive and
credible; and 4) participants were more likely to buy the
book. Match of user voice characteristics with TTS had no
effect, confirming the social nature of the interaction. We
discuss implications for HCI theory and design.

%M C.CHI.2000.1.337
%T A Toolkit for Strategic Usability: Results from Workshops, Panels, and Surveys
%S Usability
%A Stephanie Rosenbaum
%A Janice Anne Rohn
%A Judee Humburg
%B CHI00
%D 2000
%V 1
%P 337-344
%K Usability, Strategic usability, Corporate planning, Methodology,
HCI professionals, Organizational change
%* (c) Copyright 2000 ACM
%O 858 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p337-rosenbaum/p337-rosenbaum.pdf
%X This paper describes the organizational approaches and
usability methodologies considered by HCI professionals to
increase the strategic impact of usability research within
companies. We collected the data from 134 HCI
professionals at three conferences: CHI 98, CHI 99, and the
Usability Professionals' Association 1999 conference. The
results are the first steps towards a toolkit for the usability
community that can help HCI practitioners learn from the
experiences of others in similar situations.

%M C.CHI.2000.1.345 acmdl no link to PDF in toc
%T Measuring Usability: Are Effectiveness, Efficiency, and Satisfaction Really Correlated?
%S Usability
%A Erik Frokjaer
%A Morten Hertzum
%A Kasper Hornbaek
%B CHI00
%D 2000
%V 1
%P 345-352
%K Usability measures, Effectiveness, Efficiency, Satisfaction,
Information retrieval, Usability testing, User studies
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p345-frokjar/p345-frokjar.pdf
%X Usability comprises the aspects effectiveness, efficiency,
and satisfaction. The correlations between these aspects are
not well understood for complex tasks. We present data
from an experiment where 87 subjects solved 20
information retrieval tasks concerning programming
problems. The correlation between efficiency, as indicated
by task completion time, and effectiveness, as indicated by
quality of solution, was negligible. Generally, the
correlations among the usability aspects depend in a
complex way on the application domain, the user's
experience, and the use context. Going through three years
of CHI Proceedings, we find that 11 out of 19 experimental
studies involving complex tasks account for only one or
two aspects of usability. When these studies make claims
concerning overall usability, they rely on risky assumptions
about correlations between usability aspects. Unless
domain specific studies suggest otherwise, effectiveness,
efficiency, and satisfaction should be considered
independent aspect of usability and all be included in
usability testing.

%M C.CHI.2000.1.353
%T The Streamlined Cognitive Walkthrough Method, Working Around Social Constraints Encountered in a Software Development Company
%S Usability
%A Rick Spencer
%B CHI00
%D 2000
%V 1
%P 353-359
%K Cognitive walkthrough, Usability inspection
%* (c) Copyright 2000 ACM
%O 691 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p353-spencer/p353-spencer.pdf
%X The cognitive walkthrough method described by Wharton
et al. may be difficult to apply in a large software
development company because of social constraints that
exist in such companies. Managers, developers, and other
team members are pressured for time, tend to lapse into
lengthy design discussions, and are sometimes defensive
about their user-interface designs. By enforcing four ground
rules, explicitly defusing defensiveness, and streamlining
the cognitive walkthrough method and data collection
procedures, these social constraints can be overcome, and
useful, valid data can be obtained. This paper describes a
modified cognitive walkthrough process that accomplishes
these goals, and has been applied in a large software
development company.

%M C.CHI.2000.1.360
%T Visual Similarity of Pen Gestures
%S Novel Input
%A A. Chris Long
%A James A. Landay
%A Lawrence A. Rowe
%A Joseph Michiels
%B CHI00
%D 2000
%V 1
%P 360-367
%K Pen-based user interfaces, Pen gestures, Multi-dimensional
scaling, Similarity, Perception
%* (c) Copyright 2000 ACM
%O 950 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p360-long/p360-long.pdf
%X Pen-based user interfaces are becoming ever more popular.
Gestures (i.e., marks made with a pen to invoke a
command) are a valuable aspect of pen-based UIs, but they
also have drawbacks. The challenge in designing good
gestures is to make them easy for people to learn and
remember. With the goal of better gesture design, we
performed a pair of experiments to determine why users
find gestures similar. From these experiments, we have
derived a computational model for predicting perceived
gesture similarity that correlates 0.56 with observation. We
will incorporate the results of these experiments into a
gesture design tool, which will aid the pen-based UI
designer in creating gesture sets that are easier to learn and
more memorable.

%M C.CHI.2000.1.368
%T Providing Integrated Toolkit-Level Support for Ambiguity in Recognition-Based Interfaces
%S Novel Input
%A Jennifer Mankoff
%A Scott E. Hudson
%A Gregory D. Abowd
%B CHI00
%D 2000
%V 1
%P 368-375
%K Recognition-based interfaces, Ambiguous input, Toolkits,
Input models, Interaction techniques, Pen-based interfaces,
Speech recognition, Recognition errors.
%* (c) Copyright 2000 ACM
%O 1142 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p368-mankoff/p368-mankoff.pdf
%X Interfaces based on recognition technologies are used
extensively in both the commercial and research worlds.
But recognizers are still error-prone, and this results in
human performance problems, brittle dialogues, and other
barriers to acceptance and utility of recognition systems.
Interface techniques specialized to recognition systems can
help reduce the burden of recognition errors, but building
these interfaces depends on knowledge about the ambiguity
inherent in recognition. We have extended a user interface
toolkit in order to model and to provide structured support
for ambiguity at the input event level. This makes it
possible to build re-usable interface components for
resolving ambiguity and dealing with recognition errors.
These interfaces can help to reduce the negative effects of
recognition errors. By providing these components at a
toolkit level, we make it easier for application writers to
provide good support for error handling. Further, with
this robust support, we are able to explore new types of
interfaces for resolving a more varied range of ambiguity.

%M C.CHI.2000.1.376
%T Programming and Enjoying Music with Your Eyes Closed
%S Novel Input
%A Steffen Pauws
%A Don Bouwhuis
%A Berry Eggen
%B CHI00
%D 2000
%V 1
%P 376-383
%K Multimodal interaction, Nonvisual interaction, Interface
design, User evaluation, Interactive music system
%* (c) Copyright 2000 ACM
%O 1039 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p376-pauws/p376-pauws.pdf
%X Design and user evaluation of a multimodal interaction style
for music programming is described. User requirements
were instant usability and optional use of a visual display.
The interaction style consists of a visual roller metaphor.
User control of the rollers proceeds by manipulating a force
feedback trackball. Tactual and auditory cues strengthen the
roller impression and support use without a visual display.
The evaluation investigated task performance and
procedural learning when performing music programming
tasks with and without a visual display. No procedural
instructions were provided. Tasks could be completed
successfully with and without a visual display, though
programming without a display needed more time to
complete. Prior experience with a visual display did not
improve performance without a visual display. When
working without a display, procedures have to be acquired
and remembered explicitly, as more procedures were
remembered after working without a visual display. It is
demonstrated that multimodality provides new ways to
interact with music.

%M C.CHI.2000.1.384
%T Presenting to Local and Remote Audiences: Design and Use of the TELEP System
%S Awareness and Gaze in Group Communication
%A Gavin Jancke
%A Jonathan Grudin
%A Anoop Gupta
%B CHI00
%D 2000
%V 1
%P 384-391
%K Tele-presentation, Streaming media
%* (c) Copyright 2000 ACM
%O 1048 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p384-jancke/p384-jancke.pdf
%X The current generation of desktop computers and networks
are bringing streaming audio and video into widespread
use. A small investment allows presentations or lectures to
be multicast, enabling passive viewing from offices or
rooms. We surveyed experienced viewers of multicast
presentations and designed a lightweight system that creates
greater awareness in the presentation room of remote
viewers and allows remote viewers to interact with each
other and the speaker. We report on the design, use, and
modification of the system, and discuss design tradeoffs.

%M C.CHI.2000.1.392
%T Coming to the Wrong Decision Quickly: Why Awareness Tools Must be Matched with Appropriate Tasks
%S Awareness and Gaze in Group Communication
%A Alberto Espinosa
%A Jonathan Cadiz
%A Luis Rico-Gutierrez
%A Robert Kraut
%A William Scherlis
%A Glenn Lautenbacher
%B CHI00
%D 2000
%V 1
%P 392-399
%K Task awareness, Workgroups, Awareness devices, Computer-mediated
communication, Distributed work, Asynchronous
work
%* (c) Copyright 2000 ACM
%O 936 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p392-espinosa/p392-espinosa.pdf
%X This paper presents an awareness tool designed to help
distributed, asynchronous groups solve problems quickly.
Using a lab study, it was found that groups that used the
awareness tool tended to converge and agree upon a
solution more quickly. However, it was also found that
individuals who did not use the awareness tool got closer to
the correct solution. Implications for the design of
awareness tools are discussed, with particular attention paid
to the importance of matching the features of an awareness
tool with a workgroup's tasks and goals.

%M C.CHI.2000.1.400
%T Gaze Communication using Semantically Consistent Spaces
%S Awareness and Gaze in Group Communication
%A Michael J. Taylor
%A Simon M. Rowe
%B CHI00
%D 2000
%V 1
%P 400-407
%K Gaze, Avatar, Animation, Virtual meeting, Videophones
%* (c) Copyright 2000 ACM
%O 924 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p400-taylor/p400-taylor.pdf
%X This paper presents a design for a user interface that
supports improved gaze communication in multi-point
video conferencing. We set out to use traditional computer
displays to mediate the gaze of remote participants in a
realistic manner. Previous approaches typically assume
immersive displays, and use live video to animate avatars in
a shared 3D virtual world. This shared world is then
rendered from the viewpoint of the appropriate avatar to
yield the required views of the virtual meeting. We show
why such views of a shared space do not convey gaze
information realistically when using traditional computer
displays. We describe a new approach that uses a different
arrangement of the avatars for each participant in order to
preserve the semantic significance of gaze. We present a
design process for arranging these avatars. Finally, we
demonstrate the effectiveness of the new interface with
experimental results.

%M C.CHI.2000.1.408
%T Eye-Hand Co-Ordination with Force Feedback
%S Haptic Force Feedback
%A Roland Arsenault
%A Colin Ware
%B CHI00
%D 2000
%V 1
%P 408-414
%K 3d interfaces, Haptics,
Interaction techniques, Force
feedback, Virtual reality
%* (c) Copyright 2000 ACM
%O 803 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p408-arsenault/p408-arsenault.pdf
%X The term Eye-hand co-ordination refers to hand movements
controlled with visual feedback and reinforced by hand
contact with objects. A correct perspective view of a
virtual environment enables normal eye-hand co-ordination
skills to be applied. But is it necessary for rapid interaction
with 3D objects? A study of rapid hand movements is
reported using an apparatus designed so that the user can
touch a virtual object in the same place where he or she sees
it. A Fitts tapping task is used to assess the effect of both
contact with virtual objects and real-time update of the
centre of perspective based on the user's actual eye position.
A Polhemus tracker is used to measure the user's head
position and from this estimate their eye position. In half of
the conditions, head tracked perspective is employed so that
visual feedback is accurate while in the other half a fixed
eye-position is assumed. A Phantom force feedback device
is used to make it possible to touch the targets in selected
conditions. Subjects were required to change their viewing
position periodically to assess the importance of correct
perspective and of touching the targets in maintaining eye-hand
co-ordination, The results show that accurate
perspective improves performance by an average of 9% and
contact improves it a further 12%. A more detailed analysis
shows the advantages of head tracking to be greater for
whole arm movements in comparison with movements from
the elbow.

%M C.CHI.2000.1.415
%T Putting the Feel in 'Look and Feel'
%S Haptic Force Feedback
%A Ian Oakley
%A Marilyn Rose McGee
%A Stephen Brewster
%A Philip Gray
%B CHI00
%D 2000
%V 1
%P 415-422
%K Haptics, Force feedback, Multimodal interaction
%* (c) Copyright 2000 ACM
%O 911 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p415-oakley/p415-oakley.pdf
%X Haptic devices are now commercially available and thus
touch has become a potentially realistic solution to a variety
of interaction design challenges. We report on an
investigation of the use of touch as a way of reducing visual
overload in the conventional desktop. In a two-phase study,
we investigated the use of the PHANTOM haptic device as
a means of interacting with a conventional graphical user
interface. The first experiment compared the effects of four
different haptic augmentations on usability in a simple
targeting task. The second experiment involved a more
ecologically-oriented searching and scrolling task. Results
indicated that the haptic effects did not improve users
performance in terms of task completion time. However, the
number of errors made was significantly reduced.
Subjective workload measures showed that participants
perceived many aspects of workload as significantly less
with haptics. The results are described and the implications
for the use of haptics in user interface design are discussed.

%M C.CHI.2000.1.423
%T Force-Feedback Improves Performance for Steering and Combined Steering-Targeting Tasks
%S Haptic Force Feedback
%A Jack Tigh Dennerlein
%A David B. Martin
%A Christopher Hasser
%B CHI00
%D 2000
%V 1
%P 423-429
%K Mouse, Pointing device, Force-feedback, Haptic, Steering
task, Targeting task, Fitts' Law, Index of difficulty
%* (c) Copyright 2000 ACM
%O 775 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p423-dennerlein/p423-dennerlein.pdf
%X The introduction of a force-feedback mouse, which
provides high fidelity tactile cues via force output, may
represent a long-awaited technological breakthrough in
pointing device designs. However, there have been few
studies examining the benefits of force-feedback for the
desktop computer human interface. Ten adults performed
eighty steering tasks, where the participants moved the
cursor through a small tunnel with varying indices of
difficulty using a conventional and force-feedback mouse.
For the force-feedback condition, the mouse displayed
force that pulled the cursor to the center of the tunnel.
The tasks required both horizontal and vertical screen
movements of the cursor. Movement times were on
average 52 percent faster during the force-feedback
condition when compared to the conventional mouse.
Furthermore, for the conventional mouse vertical
movements required more time to complete than
horizontal screen movements. Another ten adults
completed a combined steering and targeting task, where
the participants navigated through a tunnel and then
clicked a small box at the end of the tunnel. Again, force-feedback
improved times to complete the task. Although
movement times were slower than the pure steering task,
the steering index of difficulty dominated the steering-targeting
relationship. These results further support that
human computer interfaces benefit from the additional
sensory input of tactile cues to the human user.

%M C.CHI.2000.1.430
%T Power Browser: Efficient Web Browsing for PDAs
%S Glimpses of the Future
%A Orkut Buyukkokten
%A Hector Garcia-Molina
%A Andreas Paepcke
%A Terry Winograd
%B CHI00
%D 2000
%V 1
%P 430-437
%K Web, browser, PDA (Personal Digital Assistant),
PalmPilot, Wireless, HTTP, Proxy
%* (c) Copyright 2000 ACM
%O 970 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p430-buyukkokten/p430-buyukkokten.pdf
%X We have designed and implemented new Web browsing
facilities to support effective navigation on Personal Digital
Assistants (PDAs) with limited capabilities: low
bandwidth, small display, and slow CPU. The
implementation supports wireless browsing from 3Corn's
Palm Pilot. An HTTP proxy fetches web pages on the
client's behalf and dynamically generates summary views
to be transmitted to the client. These summaries represent
both the link structure and contents of a set of web pages,
using information about link importance. We discuss the
architecture, user interface facilities, and the results of
comparative performance evaluations. We measured a 45%
gain in browsing speed, and a 42% reduction in required
pen movements.

%M C.CHI.2000.1.438
%T A Diary Study of Information Capture in Working Life
%S Glimpses of the Future
%A Barry A. T. Brown
%A Abigail J. Sellen
%A Kenton P. O'Hara
%B CHI00
%D 2000
%V 1
%P 438-445
%K Information capture, Appliances, Digital cameras, Voice
recorders, Scanners, Diary study, PDAs, Document use
%* (c) Copyright 2000 ACM
%O 1136 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p438-brown/p438-brown.pdf
%X Despite the increasing number of new devices entering the
market allowing the capture or recording of information
(whether it be marks on paper, scene, sound or moving
images), there has been little study of when and why
people want to do these kinds of activities. In an effort to
systematically explore design requirements for new kinds
of information capture devices, we devised a diary study of
22 individuals in a range of different jobs. The data were
used to construct a taxonomy as a framework for design
and analysis. Design implications are drawn from the
framework and applied to the design of digital cameras and
hand held scanners.

%M C.CHI.2000.1.446 admdl listed PDF is missing, only first part of name is used in PDF file
%T Instrumental Interaction: An Interaction Model for Designing Post-WIMP User Interfaces
%S Glimpses of the Future
%A Michel Beaudouin-Lafon
%B CHI00
%D 2000
%V 1
%P 446-453
%K Interaction model, WIMP interfaces, Direct manipulation,
Post-WIMP interfaces, Instrumental interaction
%* (c) Copyright 2000 ACM
%O 966 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p446-beaudouin/p446-beaudouin.pdf
%X This article introduces a new interaction model called
Instrumental Interaction that extends and generalizes the
principles of direct manipulation. It covers existing
interaction styles, including traditional WIMP interfaces, as
well as new interaction styles such as two-handed input and
augmented reality. It defines a design space for new
interaction techniques and a set of properties for comparing
them. Instrumental Interaction describes graphical user
interfaces in terms of domain objects and interaction
instruments. Interaction between users and domain objects
is mediated by interaction instruments, similar to the tools
and instruments we use in the real world to interact with
physical objects. The article presents the model, applies it
to describe and compare a number of interaction techniques,
and shows how it was used to create a new interface for
searching and replacing text.

%M C.CHI.2000.1.454 acmdl author name spelled wrong, so PDF URL is wrong
%T Anchored Conversations: Chatting in the Context of a Document
%S Chat
%A Elizabeth F. Churchill
%A Jonathan Trevor
%A Sara Bly
%A Les Nelson
%A Davor Cubranic
%B CHI00
%D 2000
%V 1
%P 454-461
%K Text-based chat, Sticky chats, Collaboration, Conversations,
CSCW, Shared documents, Synchronous communication,
Asynchronous communication
%* (c) Copyright 2000 ACM
%O 1171 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p454-churchill/p454-churchill.pdf
%X This paper describes an application-independent tool called
Anchored Conversations that brings together text-based
conversations and documents. The design of Anchored
Conversations is based on our observations of the use of
documents and text chats in collaborative settings. We
observed that chat spaces support work conversations, but
they do not allow the close integration of conversations
with work documents that can be seen when people are
working together face-to-face. Anchored Conversations
directly addresses this problem by allowing text chats to be
anchored into documents. Anchored Conversations also
facilitates document sharing; accepting an invitation to an
anchored conversation results in the document being
automatically uploaded. In addition, Anchored
Conversations provides support for review, catch-up and
asynchronous communications through a database. In this
paper we describe motivating fieldwork, the design of
Anchored Conversations, a scenario of use, and some
preliminary results from a user study.

%M C.CHI.2000.1.462
%T The Social Life of Small Graphical Chat Spaces
%S Chat
%A Marc A. Smith
%A Shelly D. Farnham
%A Steven M. Drucker
%B CHI00
%D 2000
%V 1
%P 462-469
%K Avatars, Computer mediated communication, Empirical
analysis, Graphical chat, Log file analysis, Online
community, Proxemics, Social cyberspace, Social interfaces,
Virtual community
%* (c) Copyright 2000 ACM
%O 959 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p462-smith/p462-smith.pdf
%X This paper provides a unique quantitative analysis of the
social dynamics of three chat rooms in the Microsoft V-Chat
graphical chat system. Survey and behavioral data
were used to study user experience and activity. 150 V-Chat
participants completed a web-based survey, and data
logs were collected from three V-Chat rooms over the
course of 119 days. This data illustrates the usage patterns
of graphical chat systems, and highlights the ways physical
proxemics are translated into social interactions in online
environments. V-Chat participants actively used gestures,
avatars, and movement as part of their social interactions.
Analyses of clustering patterns and movement data show
that avatars were used to provide nonverbal cues similar to
those found in face-to-face interactions. However, use of
some graphical features, in particular gestures, declined as
users became more experienced with the system. These
findings have implications for the design and study of
online interactive environments.

%M C.CHI.2000.1.470
%T The Effect of Communication Modality on Cooperation in Online Environments
%S Chat
%A Carlos Jensen
%A Shelly D. Farnham
%A Steven M. Drucker
%A Peter Kollock
%B CHI00
%D 2000
%V 1
%P 470-477
%K Computer mediated communication, Online interaction,
Social interfaces, Collaboration, Social dilemma, CSCW
%* (c) Copyright 2000 ACM
%O 907 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p470-jensen/p470-jensen.pdf
%X One of the most robust findings in the sociological
literature is the positive effect of communication on
cooperation and trust. When individuals are able to
communicate, cooperation increases significantly. How
does the choice of communication modality influence this
effect? We adapt the social dilemma research paradigm to
quantitatively analyze different modes of communication.
Using this method, we compare four forms of
communication: no communication, text-chat, text-to-speech,
and voice. We found statistically significant
differences between different forms of communication, with
the voice condition resulting in the highest levels of
cooperation. Our results highlight the importance of
striving towards the use of more immediate forms of
communication in online environments, especially where
trust and cooperation are essential. In addition, our
research demonstrates the applicability of the social
dilemma paradigm in testing the extent to which
communication modalities promote the development of
trust and cooperation.

%M C.CHI.2000.1.478
%T Using a Large Projection Screen as an Alternative to Head-Mounted Displays for Virtual Environments
%S 3D Environments
%A Emilee Patrick
%A Dennis Cosgrove
%A Aleksandra Slavkovic
%A Jennifer Ann Rode
%A Thom Verratti
%A Greg Chiselko
%B CHI00
%D 2000
%V 1
%P 478-485
%K Experiment, Virtual reality, Spatial knowledge, Field of
view, Cognitive map, Head-mounted display, Projection
screen, monitor
%* (c) Copyright 2000 ACM
%O 1073 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p478-patrick/p478-patrick.pdf
%X Head-mounted displays for virtual environments facilitate
an immersive experience that seems more real than an
experience provided by a desk-top monitor [18]; however,
the cost of head-mounted displays can prohibit their use.
An empirical study was conducted investigating differences
in spatial knowledge learned for a virtual environment
presented in three viewing conditions: head-mounted
display, large projection screen, and desk-top monitor.
Participants in each condition were asked to reproduce their
cognitive map of a virtual environment, which had been
developed during individual exploration of the
environment along a predetermined course. Error scores
were calculated, indicating the degree to which each
participant's map differed from the actual layout of the
virtual environment. No statistically significant difference
was found between the head-mounted display and large
projection screen conditions. An implication of this result is
that a large projection screen may be an effective,
inexpensive substitute for a head-mounted display.

%M C.CHI.2000.1.486
%T Alice: Lessons Learned from Building a 3D System for Novices
%S 3D Environments
%A Matthew Conway
%A Steve Audia
%A Tommy Burnette
%A Dennis Cosgrove
%A Kevin Christiansen
%B CHI00
%D 2000
%V 1
%P 486-493
%K Interactive 3D graphics, Animation authoring tools
%* (c) Copyright 2000 ACM
%O 1005 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p486-conway/p486-conway.pdf
%X We present lessons learned from developing Alice, a 3D
graphics programming environment designed for
undergraduates with no 3D graphics or programming
experience. Alice is a Windows 95/NT tool for describing the
time-based and interactive behavior of 3D objects, not a
CAD tool for creating object geometry. Our observations and
conclusions come from formal and informal observations of
hundreds of users. Primary results include the use of LOGO-style
egocentric coordinate systems, the use of arbitrary
objects as lightweight coordinate systems, the launching of
implicit threads of execution, extensive function overloading
for a small set of commands, the careful choice of command
names, and the ubiquitous use of animation and undo.

%M C.CHI.2000.1.494
%T The Task Gallery: A 3D Window Manager
%S 3D Environments
%A George Robertson
%A Maarten van Dantzich
%A Daniel Robbins
%A Mary Czerwinski
%A Ken Hinckley
%A Kirsten Risden
%A David Thiel
%A Vadim Gorokhovsky
%B CHI00
%D 2000
%V 1
%P 494-501
%K Window managers, 3D user interfaces, Spatial
cognition, Spatial memory
%* (c) Copyright 2000 ACM
%O 1158 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p494-robertson/p494-robertson.pdf
%X The Task Gallery is a window manager that uses interactive
3D graphics to provide direct support for task management
and document comparison, lacking from many systems
implementing the desktop metaphor. User tasks appear as
artwork hung on the walls of a virtual art gallery, with the
selected task on a stage. Multiple documents can be
selected and displayed side-by-side using 3D space to
provide uniform and intuitive scaling. The Task Gallery
hosts any Windows application, using a novel redirection
mechanism that routes input and output between the 3D
environment and unmodified 2D Windows applications.
User studies suggest that the Task Gallery helps with task
management, is enjoyable to use, and that the 3D metaphor
evokes spatial memory and cognition.

%M C.CHI.2000.1.502
%T A Comparison of Tools for Building GOMS Models
%S Tools for Design
%A Lynn K. Baumeister
%A Bonnie E. John
%A Michael D. Byrne
%B CHI00
%D 2000
%V 1
%P 502-509
%K Tool support for evaluation, GOMS
%* (c) Copyright 2000 ACM
%O 1000 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p502-baumeister/p502-baumeister.pdf
%X We compare three tools for creating GOMS models,
QGOMS [2], CATHCI [17] and GLEAN3 [12], along
several dimensions. We examine the representation and
available constructs in each tool, the qualitative and
quantitative design information provided, the support for
building cognitively plausible models, and pragmatics about
using each tool (e.g., how easy it is to modify a model).
While each tool has its strengths, they all reave something
to be desired as a practical UI design tool.

%M C.CHI.2000.1.510
%T DENIM: Finding a Tighter Fit between Tools and Practice for Web Site Design
%S Tools for Design
%A James Lin
%A Mark W. Newman
%A Jason I. Hong
%A James A. Landay
%B CHI00
%D 2000
%V 1
%P 510-517
%K Web design, Zooming User Interface (ZUI), Sketching,
Informal, Pen-based computers, Rapid prototyping
%* (c) Copyright 2000 ACM
%O 1129 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p510-lin/p510-lin.pdf
%X Through a study of web site design practice, we observed
that web site designers design sites at different levels of
refinement -- site map, storyboard, and individual page --
and that designers sketch at all levels during the early stages
of design. However, existing web design tools do not
support these tasks very well. Informed by these
observations, we created DENIM, a system that helps web
site designers in the early stages of design. DENIM
supports sketching input, allows design at different
refinement levels, and unifies the levels through zooming.
We performed an informal evaluation with seven
professional designers and found that they reacted
positively to the concept and were interested in using such a
system in their work.

%M C.CHI.2000.1.518 acmdl different last name so wrong link to PDF
%T Tool Support for Cooperative Object-Oriented Design: Gesture Based Modelling on an Electronic Whiteboard
%S Tools for Design
%A Christian Heide Damm
%A Klaus Marius Hansen
%A Michael Thomsen
%B CHI00
%D 2000
%V 1
%P 518-525
%K Gesture input, Electronic whiteboards, Cooperative design,
Object-oriented modeling, User study, CASE tools
%* (c) Copyright 2000 ACM
%O 1019 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p518-heide/p518-heide.pdf
%X Modeling is important in object-oriented software development.
Although a number of Computer Aided Software
Engineering (CASE) tools are available, and even though
some are technically advanced, few developers use them.
This paper describes our attempt to examine the
requirements needed to provide tool support for the
development process, and describes and evaluates a tool,
Knight, which has been developed based on these
requirements. The tool is based on a direct, whiteboard-like
interaction achieved using gesture input on a large
electronic whiteboard. So far the evaluations have been
successful and the tool shows the potential of greatly
enhancing current support for object-oriented modeling.

%M C.CHI.2000.1.526
%T The Cubic Mouse: A New Device for Three-Dimensional Input
%S 3D Input
%A Bernd Frohlich
%A John Plate
%B CHI00
%D 2000
%V 1
%P 526-531
%K User interface hardware, Two-handed interaction, Virtual
reality
%* (c) Copyright 2000 ACM
%O 975 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p526-frohlich/p526-frohlich.pdf
%X We have developed a new input device that allows users to
intuitively specify three-dimensional coordinates in
graphics applications. The device consists of a cube-shaped
box with three perpendicular rods passing through
the center and buttons on the top for additional control.
The rods represent the X, Y, and Z axes of a given
coordinate system. Pushing and pulling the rods specifies
constrained motion along the corresponding axes.
Embedded within the device is a six degree of freedom
tracking sensor, which allows the rods to be continually
aligned with a coordinate system located in a virtual world.
We have integrated the device into two visualization
prototypes for crash engineers and geologists from oil and
gas companies. In these systems the Cubic Mouse controls
the position and orientation of a virtual model and the rods
move three orthogonal cutting or slicing planes through the
model. We have evaluated the device with experts from
these domains, who were enthusiastic about its ease of use.

%M C.CHI.2000.1.532
%T The Role of Contextual Haptic and Visual Constraints on Object Manipulation in Virtual Environments
%S 3D Input
%A Yanqing Wang
%A Christine L. MacKenzie
%B CHI00
%D 2000
%V 1
%P 532-539
%K Human performance, Virtual reality, Visual information,
Haptic information, 3D, Docking, Controls and displays, Task
context, Force feedback, Graphic interface, Degrees of
freedom, Augmented environment
%* (c) Copyright 2000 ACM
%O 711 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p532-wang/p532-wang.pdf
%X An experiment was conducted to investigate the role of
surrounding haptic and visual information on object
manipulation in a virtual environment. The contextual
haptic constraints were implemented with a physical table
and the contextual visual constraints included a
checkerboard background ("virtual table"). It was found
that the contextual haptic constraints (the physical table
surface) dramatically increased object manipulation speed,
but slightly reduced spatial accuracy, compared to free
space. The contextual visual constraints (presence of the
checkerboard) actually showed detrimental effects on both
object manipulation speed and accuracy. Implications of
these findings for human-computer interaction design are
discussed.

%M C.CHI.2000.1.540
%T Non-Isomorphic 3D Rotational Techniques
%S 3D Input
%A Ivan Poupyrev
%A Suzanne Weghorst
%A Sidney Fels
%B CHI00
%D 2000
%V 1
%P 540-547
%K 6DOF input devices, Interactive 3D rotations,
3D user interfaces, Interaction techniques, Motor control
%* (c) Copyright 2000 ACM
%O 1072 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p540-poupyrev/p540-poupyrev.pdf
%X This paper demonstrates how non-isomorphic rotational
mappings and interaction techniques can be designed and
used to build effective spatial 3D user interfaces. In this
paper, we develop a mathematical framework allowing us
to design non-isomorphic 3D rotational mappings and techniques,
investigate their usability properties, and evaluate
their user performance characteristics. The results suggest
that non-isomorphic rotational mappings can be an effective
tool in building high-quality manipulation dialogs in 3D
interfaces, allowing our subjects to accomplish experimental
tasks 13% faster without a statistically detectable loss in
accuracy. The current paper will help interface designers to
use non-isomorphic rotational mappings effectively.

%M C.CHI.2000.1.548
%T Joking, Storytelling, Artsharing, Expressing Affection: A Field Trial of How Children and their Social Network Communicate with Digital Images in Leisure Time
%S Story Telling
%A Ann Makela
%A Verena Giller
%A Manfred Tscheligi
%A Reinhard Sefelin
%B CHI00
%D 2000
%V 1
%P 548-555
%K Product concept design, Field trial, Prototypes, Wireless
communication, Digital images, Children, Family, Leisure
%* (c) Copyright 2000 ACM
%O 930 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p548-makela/p548-makela.pdf
%X Increasing use of mobile phones in leisure and
communication with digital images are important and
current issues in the field of telecommunications.
However, little is known about how images would be
used in leisure related communication. According to our
experience field trials are the best way of studying it. In
this paper, we describe a field-trial case study of leisure
related communication with digital images. Moreover, we
discuss the advantages of conducting field trials as part of
product concept design process.

%M C.CHI.2000.1.556 acmdl author names missing from ToC
%T Designing Storytelling Technologies to Encouraging Collaboration between Young Children
%S Story Telling
%A Steve Benford
%A Benjamin B. Bederson
%A Karl-Petter Akesson
%A Victor Bayon
%A Allison Druin
%A Par Hansson
%A Juan Pablo Hourcade
%A Rob Ingram
%A Helen Neale
%A Claire O'Malley
%A Kristian T. Simsarian
%A Danae Stanton
%A Yngve Sundblad
%A Gustav Taxen
%B CHI00
%D 2000
%V 1
%P 556-563
%K Children, Single Display Groupware (SDG), Computer
Supported Cooperative Work (CSCW), Education,
Computer Supported Collaborative Learning (CSCL)
%* (c) Copyright 2000 ACM
%O 1016 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p556-benford/p556-benford.pdf
%X We describe the iterative design of two collaborative
storytelling technologies for young children, KidPad and
the Klump. We focus on the idea of designing interfaces to
subtly encourage collaboration so that children are invited
to discover the added benefits of working together. This
idea has been motivated by our experiences of using early
versions of our technologies in schools in Sweden and the
UK. We compare the approach of encouraging
collaboration with other approaches to synchronizing
shared interfaces. We describe how we have revised the
technologies to encourage collaboration and to reflect
design suggestions made by the children themselves.

%M C.CHI.2000.1.564
%T Storytelling with Digital Photographs
%S Story Telling
%A Marko Balabanovic
%A Lonny L. Chu
%A Gregory J. Wolff
%B CHI00
%D 2000
%V 1
%P 564-571
%K Digital storytelling, Multimedia organization, Digital
photography, Browsing
%* (c) Copyright 2000 ACM
%O 1098 KB
%W http://www.acm.org/pubs/articles/proceedings/chi/332040/p564-balabanovic/p564-balabanovic.pdf
%X Photographs play a central role in many types of informal
storytelling. This paper describes an easy-to-use device
that enables digital photos to be used in a manner similar to
print photos for sharing personal stories. A portable form
factor Combined with a novel interface supports local
sharing like a conventional photo album as well as
recording of stories that can be sent to distant friends and
relatives. User tests validate the design and reveal that
people alternate between "photo-driven" and "story-driven"
strategies when telling stories about their photos.

fpack:!@#$%^&*(): CHI00-2.BA
%M C.CHI.2000.2.2
%T Simulation based learning environments and the use of learning
histories
%S Demonstrations: learning using technology
%A A. Rose
%A R. Salter
%A S. Keswani
%A N. Kositsyna
%A C. Plaisant
%A G. Rubloff
%A B. Shneiderman
%B CHI00
%D 2000
%V 2
%P 2-3
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633294
%X We have developed an application framework for constructing
simulation-based learning environments using dynamic simulations and
visualizations to represent realistic time-dependent behavior. The
development environment is described and many examples are given. In
particular we will focus on the learning historian which provides users
and learners with a manipulatable recording of their actions which
facilitates the exchange of annotated history records among peers and
mentors.

%M C.CHI.2000.2.4
%T Synopsus: a personal summary tool for video
%S Demonstrations: learning using technology
%A Amnon Dekel
%A Ofer Bergman
%B CHI00
%D 2000
%V 2
%P 4-5
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633295
%X One of the more exciting developments in the personal computer world
is the soon to come ubiquity of desktop video (local and online) [1].
However -- with the promise of video on every desktop, severe
interaction design challenges come into focus, with the need to solve
problems that up till now only had to be dealt with by motivated
professional media workers. This paper and live demo presents work we
have done to enable learners with very little computer experience to be
able to use video materials in an effective way for their studies. Using
User Centered Interface Design methodologies, we have developed an
interface model for creating personal summaries of movies by novice
computer users.

%M C.CHI.2000.2.6
%T Multiple-computer user interfaces: "beyond the desktop" direct
manipulation environments
%S Demonstrations (video): interactions beyond the mouse
%A Jun Rekimoto
%B CHI00
%D 2000
%V 2
%P 6-7
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633297
%X Graphical user interfaces (GUIs) are mainly designed for a single
computer and a set of single input devices. However, when we
simultaneously use many and different types of computers and electronic
devices, such interfaces would often fail to work. As we can combine
several tools to perform a task in the real world, we consider that it
should be possible to dynamically combine multiple digital devices. It
should also be possible to use "direct manipulation" interfaces that
work across the boundary of these devices. We call this concept
"multiple-computer user interfaces". This video demonstrates several
interaction techniques based on this concept, including Pick-and-Drop, a
digital whiteboard system with palmtop computers, and a digital table
that can recognize objects placed on it.

%M C.CHI.2000.2.8
%T Navigation methods for an augmented reality system
%S Demonstrations (video): interactions beyond the mouse
%A Morten Fjeld
%A Fred Voorhorst
%A Martin Bichsel
%A Helmut Krueger
%A Matthias Rauterberg
%B CHI00
%D 2000
%V 2
%P 8-9
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633298
%X BUILD-IT is a planning tool based on computer vision technology,
supporting complex planning and composition tasks. A group of people,
seated around a table, interact with objects in a virtual scene using
real bricks. A plan view of the scene is projected onto the table, where
object manipulation takes place. A perspective view is projected on the
wall. The views are set by virtual cameras, having spatial attributes
like shift, rotation and zoom. However, planar interaction with bricks
provides only position and rotation information. This paper explores two
alternative methods to bridge the gap between planar interaction and
three-dimensional navigation.

%M C.CHI.2000.2.10
%T Welbo: an embodied conversational agent living in mixed reality space
%S Demonstrations (video): interactions beyond the mouse
%A Mahoro Anabuki
%A Hiroyuki Kakuta
%A Hiroyuki Yamamoto
%A Hideyuki Tamura
%B CHI00
%D 2000
%V 2
%P 10-11
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633299
%X This paper introduces a new type of anthropomorphic agent that lives
in a 3D space where the real and virtual worlds are seamlessly merged.
In this mixed reality (MR) space, people wearing a see-through
head-mounted display can interact with both physical and virtual objects
in real time. In this type of MR space, an embodied conversational
agent, named "Welbo," is implemented to study how agent technology
contributes. This agent has several unique features, compared with the
conventional desktop agent.

%M C.CHI.2000.2.12
%T A kinesthetic array: bringing dynamic shapes to hand
%S Demonstrations: handheld interactions
%A David McIntyre
%A Alan M. Wing
%B CHI00
%D 2000
%V 2
%P 12-13
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633301
%X We demonstrate a novel interface for recording and presenting shape
information. A 4 x 5 x-y- array of linear motors operating in the third,
z, dimension provides a set of digit spaced contactors that can be used
to approximate a dynamic surface. Each contactor is force-servoed by
sensed position to define surface compliance at that point. This array
can serve as a tactile display (or scanner) representing (or capturing)
the changing topography of palpable surfaces.

%M C.CHI.2000.2.14
%T The pebbles project: using PCs and hand-held computers together
%S Demonstrations: handheld interactions
%A Brad A. Myers
%B CHI00
%D 2000
%V 2
%P 14-15
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633302
%X Increasingly, people will be in situations where they have multiple
communicating computing devices available at the same time. The Pebbles
research project is investigating many ways that a hand-held computer
such as a Personal Digital Assistant (PDA) can serve as a useful adjunct
to the PC in those situations. We have created a large set of
applications to support group work in meetings and individual work at
the desktop. These run on both Palm Pilots and Windows CE devices, along
with a PC. As an example, each hand-held computer can control the main
PC's cursor and keyboard to support collaboration. For an individual
giving a slide show, the notes and controls for the show can be on the
hand-held, while the main computer is running the show. This
demonstration will show the large variety of Pebbles applications.

%M C.CHI.2000.2.16
%T Private and public spaces: the use of video mediated communication in
a future home environment
%S Demonstrations (video): physical and shared spaces
%A Stefan Junestrand
%A Konrad Tollmar
%A Soren Lenman
%A Bjorn Thuresson
%B CHI00
%D 2000
%V 2
%P 16-17
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633304
%X This video demonstration is based on scenarios of a family's everyday
activities supported by video mediated communication (VMC). It was
recorded in comHOME, a concept dwelling of the future. The principal
issue explored in the comHOME project, and in the video, concerns
various aspects of private and public spaces using VMC. The design
concept is based on the integration of different comZONES (communication
zones), where the resident can be seen and/or heard. The architectural
space, then, in combination with information and communication
technology (ICT) solutions forms an interface to the digital world. A
main observation from the making of the video is that it is a very good
complementary method in a complex design-process because of the focus on
the user perspective.

%M C.CHI.2000.2.18
%T TouchCounters: designing interactive electronic labels for physical
containers
%S Demonstrations (video): physical and shared spaces
%A Paul Yarin
%A Hiroshi Ishii
%B CHI00
%D 2000
%V 2
%P 18-19
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633305
%X TouchCounters is a system of electronic labels, physical storage
containers, and shelving surfaces linked by specialized hardware. The
labels record and display accumulated usage information directly upon
physical storage containers, thus allowing access to this information
during the performance of physical tasks. A distributed communications
network allows remote access to this data from the Internet. This video
demonstrates the functionality of TouchCounters in supporting the shared
use of physical resources.

%M C.CHI.2000.2.20
%T Tivoli: integrating structured domain objects into a freeform
whiteboard environment
%S Demonstrations (video): physical and shared spaces
%A Thomas P. Moran
%A William van Melle
%B CHI00
%D 2000
%V 2
%P 20-21
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633306
%X Tivoli is an application program to support working meetings on an
electronic whiteboard. Tivoli's user interface is based on a whiteboard
metaphor. It supports freeform expression by providing pen-based
drawing, wiping, and gestural editing. Tivoli recognizes the spatial
structure of material on the board. It provides support for implicit
structures, such as opening and closing spaces when lists are edited. It
provides techniques for organizing materials on the board by grouping
them into regions. Tivoli integrates domain objects, structured data
that can be exchanged with external databases, into the freeform
whiteboard environment. Tivoli's scripting language allows the
structure, appearance, behavior, and dynamic computations of domain
objects to be defined. Domain objects can be customized to create
meeting tools that are finely tuned to particular meeting practices.
Tivoli smoothly integrates both freeform and structured interaction
techniques.

%M C.CHI.2000.2.22
%T Agent-based support for human/agent teams
%S Demonstration: persuasive agents and architectures
%A Terry R. Payne
%A Terri L. Lenox
%A Susan Hahn
%A Katia Sycara
%A Michael Lewis
%B CHI00
%D 2000
%V 2
%P 22-23
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633308
%X In this paper, we present an interface agent, MokSAF, which
facilitates time-critical team-planning tasks for teams of both humans
and heterogeneous software agents. This agent assists in the formation
of teams of humans (via other MokSAF agents) and task agents that can
autonomously perform team subtasks. It provides a suitable interaction
mechanism to instruct the various task agents in the team; and, by
monitoring the human's progress, reallocate or modify the sub-tasks if
the human fails to achieve that subtask. A military domain has been used
to investigate this interface agent. The task consists of three military
(human) commanders that each assemble a platoon, and plan routes so that
all three platoons arrive at a given rendezvous by a specified time. An
experimental study has been conducted to evaluate MokSAF and the
assistance provided by one of three different task agents, and the
results summarized.

%M C.CHI.2000.2.24
%T CommuterNews: a prototype of persuasive in-car entertainment
%S Demonstration: persuasive agents and architectures
%A Jason Tester
%A BJ Fogg
%A Michael Maile
%B CHI00
%D 2000
%V 2
%P 24-25
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633309
%X CommuterNews is a prototype of an in-car persuasive entertainment
system developed by the Stanford Persuasive Technology Lab in
collaboration with DaimlerChrysler. The system presents daily news
stories in the form of multiple-choice questions and short relevant
sound clips selected from a standard broadcast story. By asking
questions about the content before hearing the story, CommuterNews
motivates the driver to actively engage themselves while gathering the
news.

%M C.CHI.2000.2.26
%T The efficiency of multimodal interaction for a map-based task
%S Demonstrations (video): multimodal, fish eyes & PDAs
%A Philip Cohen
%A David McGee
%A Josh Clow
%B CHI00
%D 2000
%V 2
%P 26-27
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633311
%X This paper compares the efficiency of using a standard
direct-manipulation graphical user interface (GUI) with that of using
the QuickSet pen/voice multimodal interface for supporting a military
task. In this task, a user places military units and control measures
(e.g., various types of lines, obstacles, objectives) on a map. Four
military personnel designed and entered their own simulation scenarios
via both interfaces. Analyses revealed that the multimodal interface led
to a 3 to 4-fold speed improvement in the average entity creation time,
including all error handling. Time to repair errors also was
significantly faster when interacting multimodally. These results
indicate a substantial efficiency advantage for multimodal over
GUI-based interaction during map-based tasks.

%M C.CHI.2000.2.28
%T HishiMochi: a zooming browser for hierarchically clustered documents
%S Demonstrations (video): multimodal, fish eyes & PDAs
%A Masashi Toyoda
%A Etsuya Shibayama
%B CHI00
%D 2000
%V 2
%P 28-29
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633312
%X We propose a novel browser, HishiMochi, for searching and browsing
hierarchically clustered documents. HishiMochi visualizes a hierarchy of
clusters and documents as nested rectangles with multi-focus distortion
views and animation. It provides suitable views for various search
phases, by dynamically changing the DOI (Degree of Interest) function.
Using HishiMochi, the user can easily search multiple target documents
scattered in the hierarchy, and seamlessly browse their contents in a
few operations.

%M C.CHI.2000.2.30
%T Capstone design at the University of Washington: user interfaces for
portable devices
%S Demonstrations (video): multimodal, fish eyes & PDAs
%A Gaetano Borriello
%B CHI00
%D 2000
%V 2
%P 30-31
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633313
%X A principal component of the undergraduate Computer Engineering
program at the University of Washington is a capstone design course that
integrates the students' past foundational coursework by having them
take a project from concept to prototype. Each offering of the course
organizes the projects around a different theme. For the winter 1998
edition, the focus was on user interfaces for portable devices. The
video that accompanies this paper highlights ten of these projects,
completed within the span of an 11-week quarter, in the form of
approximately 30-second vignettes that show each device in use.

%M C.CHI.2000.2.32
%T The development consortium: beyond the desktop
%S Development consortium
%A Ian McClelland
%B CHI00
%D 2000
%V 2
%P 32
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633315
%X Each year, the Development Consortium sets out to look at the issues
and directions that the HCI community and SIGCHI should develop in the
coming years. For CHI 2000 the theme is "Beyond the Desktop"; the
extraordinary growth of computer based devices and services world-wide
that are becoming embedded in the way we live:
 * telecommunications and portable computing aids
 * home entertainment and automation
 * e-commerce and the networked home
 * personal and public transport systems
 * financial services
 * community health service
People wishing to participate were invited to submit position papers
that were reviewed. Sixteen position papers were accepted and can be
found in this volume.

%M C.CHI.2000.2.33
%T HeartCare housecalls: delivering web-based health informatics without
desktops
%S Development consortium
%A Barrett S. Caldwell
%A Michelle Rogers
%B CHI00
%D 2000
%V 2
%P 33-34
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633316
%X In this paper, we describe issues regarding the design of non-desktop
interfaces for health informatics information exchange. These issues can
be described as "at the screen" CHI issues, and the potentially more
critical "beyond the screen" issues of the social context of technology
development.

%M C.CHI.2000.2.35
%T Beyond the desktop: diversity and artistry
%S Development consortium
%A Alan Turner, II
%A Lucy T. Nowell
%B CHI00
%D 2000
%V 2
%P 35-36
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633317
%X Two key challenges will rapidly change the character of computing:
the growing divergence of computer platforms and the increasing use of
rich media in engaging users. As human-computer interaction (HCI)
professionals, we must consider the difficulties of designing systems
that will run on both tiny hand-held devices and large wall displays. We
must also keep in mind that the emerging generation of users not only
expects but demands that systems be engaging, entertaining, and contain
a variety of media types. The role of artists and media professionals on
software development teams will increase and the skills of these team
members will be necessary to deliver the values, esthetics, and overall
quality of experience that future systems require.

%M C.CHI.2000.2.37
%T Conversational integration of multimedia and multimodal interaction
%S Development consortium
%A Ulrike Spierling
%B CHI00
%D 2000
%V 2
%P 37-38
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633318
%X Information systems are getting the majority of all computer
applications -- and at an ever increasing rate. By including multimedia,
video and VR in information systems, people can build upon the
fundamentals for presenting content in an easy to comprehend and
compelling way in the same way they use television and film technology.
   There is a need for new methods of development and for tools that
support application building by non-programmers in a "storytelling" way,
considering human-centered interaction techniques rather than known
paradigms of the virtual desktop.
   In an example of a virtual trade show booth application, a user
conversation with the information system has been conceived, and new
concepts of user interface design by "Digital Storytelling" are
evaluated.

%M C.CHI.2000.2.39
%T Office environments for CSCW in design and architecture
%S Development consortium
%A Barbara Freiberger
%A Dieter Mankau
%A Wolfgang Muller
%B CHI00
%D 2000
%V 2
%P 39-40
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633319
%X In this paper, we propose a novel paradigm for office environments
with the focus on the rapidly changing work processes in the fields of
design and architecture. The proposed environment supports the dynamic
modification of teams, the mobility of the whole system, and the
interaction possibilities with others with the aid of new technological
developments and the segmentation of a projected desktop. We suggest
additional workflow components (with appropriate visualization
techniques), which support the user in the processes of design and
communication.

%M C.CHI.2000.2.41
%T Novel user interface technologies and conversational user interfaces
for information appliances
%S Development consortium
%A Norbert Gerfelder
%A Ulrike Spierling
%A Wolfgang Muller
%B CHI00
%D 2000
%V 2
%P 41-42
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633320
%X The metaphor of a 'desktop' as a user interface was useful for the
migration from mainframe applications to personal computers. But it must
be re-evaluated when thinking about new concepts and implementations of
user interfaces for modern working and home environments, especially
mobile applications. The departure from tools that enable the user to
directly manipulate content towards intelligent agent-based applications
suggests a shift of paradigms. We propose a new generation of user
interfaces extending the widely accepted WIMP metaphor by
anthropomorphous user interface agents, conversational user interface
elements, the inclusion of mobile information appliances, and
appropriate multimodal interaction techniques. Initial prototype systems
following this line have been successfully developed. In strategic
projects with alliances of research and industry, these technologies
will be further advanced into first products in the areas of mobile
multimedia offices and electronic multimedia service and operation
assistants.

%M C.CHI.2000.2.43
%T Beyond the desktop: and into your vehicle
%S Development consortium
%A David J. Wheatley
%B CHI00
%D 2000
%V 2
%P 43-44
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633321
%X Interaction with computer based systems long since moved out of the
domain of the professional user in the office environment. But now
neither is it solely the domain of the naive but motivated user in the
home and office environment. Such interaction with complex applications
and services is moving beyond the desktop and into everyday life. New
challenges exist in the development of the whole user experience for
mobile products, such as cellphones and especially for telematics
products. The new product category of in-vehicle infotainment products
presents some quite different and specific challenges to the user
experience designer.

%M C.CHI.2000.2.45
%T Trust in design
%S Development consortium
%A Stephen Marsh
%A John Meech
%B CHI00
%D 2000
%V 2
%P 45-46
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633322
%X We argue that trust is an important aspect in how people make use of
computers, and that designing interfaces which take trust into account
and reason using trust will result in more effective, comfortable
interactions for the user. One method that may provide results is the
encouragement of anthropomorphism on the part of the user. Trust and
anthropomorphism will play a large role in many areas, including notably
e-commerce and home entertainment.

%M C.CHI.2000.2.47
%T Environmental interfaces: HomeLab
%S Development consortium
%A Chad Burkey
%B CHI00
%D 2000
%V 2
%P 47-48
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633323
%X Graphical User Interfaces (GUIs) have become the standard way in
which we interact with our computers and over the years and have greatly
improved our computers' usability. However, as computational power
becomes increasingly ubiquitous and becomes part of the environment
around us, we find ourselves reaching the useful limits of the GUI.
These limits are even more pronounced in new environments like the home
where many of the tasks we need to perform would be difficult,
inefficient, and awkward using a GUI. In an effort to develop a natural,
intuitive interface for the home, we are developing a project called
HomeLab, which is an agent-based, adaptive, sensing and responding home
environment. This project represents a new breed of interface called an
"environmental interface." We feel environmental interfaces are more
natural because they more closely resemble the physical, social
"interface" humans interact with in their daily lives. Fundamentally,
environmental interfaces abandon the idea of a single concentrated
interface such as we might associate with a computer screen, and instead
treat the whole environment (a home in our example) as the interface,
seamless and immediate. Not only do appliances, screens, chairs, etc.
all act as input and output devices but the house itself is a
distributed system of agents responding to us. Our former notions of
interfaces were narrow and centralized in space because our computers
were. In the age of ubiquitous computing the interface should be
distributed and ubiquitous.

%M C.CHI.2000.2.49
%T Bringing text input beyond the desktop
%S Development consortium
%A Christina James
%A Michael Longe
%B CHI00
%D 2000
%V 2
%P 49-50
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633324
%X This paper describes the T9 Text Input product (T9), which can be
used by small device designers to meet the text-entry needs of diverse
populations of users. Examples are provided illustrating how this
technology has been applied to Chinese text input and to augmentative
and alternative communication (AAC).

%M C.CHI.2000.2.51
%T Active environments: sensing and responding to groups of people
%S Development consortium
%A Joseph F. McCarthy
%B CHI00
%D 2000
%V 2
%P 51-52
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633325
%X Most environments are passive -- deaf, dumb and blind, unaware of
their inhabitants and unable to assist them in a meaningful way.
However, with the advent of ubiquitous computing -- ever smaller,
cheaper and faster computational devices embedded in a growing variety
of "smart" objects -- it is becoming increasingly possible to create
active environments: physical spaces that can sense and respond
appropriately to the people and activities taking place within them.
Most of the early UbiComp applications focus on how individuals interact
with their environments as they work on foreground tasks. In contrast,
this paper focuses on how groups of people affect and are affected by
background aspects of their environments.

%M C.CHI.2000.2.53
%T Magic Home: exploiting the duality between the physical and the
virtual worlds
%S Development consortium
%A Dadong Wan
%B CHI00
%D 2000
%V 2
%P 53-54
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633326
%X In this paper, we present a concept prototype, called Magic Home,
which illustrates what the shopping experience will be like in the new
world of the hybrid reality -- a seamless integration of the physical
and the virtual worlds. We introduce the concept of buyer context, and
demonstrate that, by exploiting the portability and manipulability of the
virtual world and, at the same time, preserving the immediateness of the
physical world, we can bridge the context gaps in shopping and, as a
result, achieve a new level of shopping experience.

%M C.CHI.2000.2.55
%T Context-sensitive eCommerce
%S Development consortium
%A Kelly L. Dempski
%B CHI00
%D 2000
%V 2
%P 55-56
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633327
%X Physical commerce has existed for thousands of years. Although the
Internet is a relatively recent phenomenon, electronic commerce
conducted over the Internet represents an increasing proportion of all
commercial transactions. We believe that the most significant benefits
to commerce can be realized through augmented commerce, a combination of
the best of physical and electronic commerce worlds. In particular, we
believe that ideas from the area of augmented reality, involving
see-through head-mounted displays, can provide considerably more context
in purchasing decisions than is possible using a desktop browser. This
richer context enables more informed decisions and will lead to
significantly greater levels of online transactions.

%M C.CHI.2000.2.57
%T Accessibility of telecommunications services
%S Development consortium
%A Martin Maguire
%B CHI00
%D 2000
%V 2
%P 57-58
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633328
%X This paper considers the problem of whether older users will be able
to benefit from the new range of telecommunications and Internet
services.

%M C.CHI.2000.2.59
%T The intelligent thermostat: a mixed-initiative user interface
%S Development consortium
%A D. V. Keyson
%A M. P. A. J. de Hoogh
%A A. Freudenthal
%A A. P. O. S. Vermeeren
%B CHI00
%D 2000
%V 2
%P 59-60
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633329
%X Recent advances in approaches to mixed-initiative user interfaces for
desktop applications provide a number of principles, which can be used
to embed intelligence in consumer products. An integration of several
approaches is proposed towards building an intelligent thermostat that
can reduce energy consumption. A statistical model is used to spot
trends in living patterns and make suggestions. An embedded task model,
containing product usage patterns, can infer user intentions and serves
as input to a dialog manager. Future work includes field-testing of the
prototype and concepts in residential homes.

%M C.CHI.2000.2.61
%T Beyond product usability: user satisfaction and quality management
%S Development consortium
%A Marcin Sikorski
%B CHI00
%D 2000
%V 2
%P 61-62
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633330
%X This paper presents an innovative concept for multicriteria analysis
of interactive product quality, aimed to expand traditional evaluation
scope far beyond usability. This approach is based on a model of user
satisfaction, derived from "quality tree" representing hierarchy of
benefits expected by the user from the product usage. AHP technique
supports user-centered decision making and product quality evaluation,
opening new opportunities for quality assurance programs in software
domain.

%M C.CHI.2000.2.63
%T Information appliance design at Sun Microsystems
%S Development consortium
%A Mike Mohageg
%A Eric Bergman
%B CHI00
%D 2000
%V 2
%P 63-64
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633331
%X In this paper, we outline some of the design considerations driving
the approach used by the consumer products user experience team at Sun
Microsystems. These include simplification, accounting for the usage
domain, and the claim that dedicated devices require dedicated user
interfaces.

%M C.CHI.2000.2.65
%T The missing link: multimedia and e-commerce
%S Doctoral consortium
%A Fabio Nemetz
%B CHI00
%D 2000
%V 2
%P 65-66
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633333
%X The growing presence of e-commerce has not yet been grounded on sound
and systematic research in human-computer interaction. The purpose of
this research is to develop principles for the design and evaluation of
effective and usable multimedia e-commerce applications. It has already
identified generic multimedia features to be further developed into
principles, through empirical work.

%M C.CHI.2000.2.67
%T Communication and coordination through public and private
representations in control rooms
%S Doctoral consortium
%A Christer Garbis
%B CHI00
%D 2000
%V 2
%P 67-68
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633334
%X The design of control room systems often fail, because applications
do not provide sufficient support for the extended, and sophisticated,
communication and coordination mechanisms used by the operators. Based
on the distributed cognition framework, the concepts of public and
private representations are developed in order to better understand how
various computerized artifacts can support communication and
co-ordination in teams engaged in process control. The findings, based
on two field studies, indicate that the importance of public
representations in control rooms has not always been fully understood or
been taken into account in the design of control room systems.

%M C.CHI.2000.2.69
%T An empirical investigation of boundaries to virtual public discourse
structure
%S Doctoral consortium
%A Quentin Jones
%B CHI00
%D 2000
%V 2
%P 69-70
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633335
%X 'Virtual publics' are a type of computer mediated discourse space
created by using various technologies including email, the USENET, web
based bulletin boards, IRC, MUDS, etc. [3]. This paper outlines on-going
field research into the boundaries to interactive virtual public
discourse. In particular, it describes research aimed at mapping such
boundaries via analysis of millions of user contributions to over one
thousand USENET and LISTSERV based virtual publics. This effort will
provide data that can be used to derive rules for the segmentation of
interactive discussion groups. Such rules are of importance to those
interested in the usability of computer mediated communication
technologies. However, in this case usability refers to a group level
concept.

%M C.CHI.2000.2.71
%T Validating effective design knowledge for re-use: HCI engineering
design principles
%S Doctoral consortium
%A Stephen Cummaford
%B CHI00
%D 2000
%V 2
%P 71-72
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633336
%X There is a need for more formal HCI design knowledge, such that
effective design knowledge may be specified in a format which
facilitates re-use. A conception of Engineering Design Principles (EDPs)
is presented, as a framework within which to systematically relate
design knowledge to performance. It is argued that the specification of
these relations supports validation, leading to a higher likelihood that
application of an EDP to an appropriate design problem will result in a
satisfactory design solution. A hierarchy of classes of design problem
is presented, and discussed in context of the ongoing research project.

%M C.CHI.2000.2.73
%T Design principles for non-visual interaction
%S Doctoral consortium
%A Ben Challis
%B CHI00
%D 2000
%V 2
%P 73-74
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633337
%X There is a tendency for software designers to create visually
dominated computer interfaces. The concept of the graphical user
interface (GUI) is so deeply ingrained into our work and home
environments that it is often perceived as being the logical basis for
interaction in many applications. In certain circumstances it might be
more productive to alleviate this visual dominance by an increased use
of the haptic and auditory channels. An experimental application for the
non-visual delivery of music notation to blind people is described. It
is anticipated that the overall results of the study will contribute
towards a set of design principles for the implementation of less
visually dependant interfaces.

%M C.CHI.2000.2.75
%T Search history for user support in information-seeking interfaces
%S Doctoral consortium
%A Anita Komlodi
%B CHI00
%D 2000
%V 2
%P 75-76
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633338
%X The research overview described focuses on the design of search
history displays to support information seeking (IS). It examines users'
IS activities, current and potential use of histories, and building on
this theoretical framework, assesses prototype interfaces that integrate
these histories into search systems. Preliminary results described
indicate search history use in coordinated work, mental model building,
and end user IS strategies. Searchers create and use external records of
their actions and the corresponding results by writing/typing notes,
using copy and paste functions, and making printouts. Recording user
actions and results in computerized systems automates this process, and
enables the creation of search history displays that support users in
their IS. Existing systems provide search history capabilities, however
these often do not offer enough flexibility for users. Legal information
has been selected as the domain for the research.

%M C.CHI.2000.2.77
%T Providing integrated toolkit-level support for ambiguity in
recognition-based interfaces
%S Doctoral consortium
%A Jennifer Mankoff
%B CHI00
%D 2000
%V 2
%P 77-78
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633339
%X Recognition technologies are being used extensively in both the
commercial and research worlds. But recognizers are still error-prone,
and this results in performance problems and brittle dialogues. These
problems are a barrier to acceptance and usefulness of recognition
systems. Better interfaces to recognition systems, which can help to
reduce the burden of recognition errors, are difficult to build because
of lack of knowledge about the ambiguity inherent in recognition. We
have extended a user interface toolkit in order to model and to provide
structured support for ambiguity at the input event level [7]. This
makes it possible to build re-usable interface components for resolving
ambiguity and dealing with recognition errors. These interfaces can help
to reduce the negative effects of recognition errors. By providing these
components at a toolkit level, we make it easier for application writers
to provide good support for error handling. And we can explore new types
of interfaces for resolving a more varied range of ambiguity.

%M C.CHI.2000.2.79
%T Enabling the use of context in interactive applications
%S Doctoral consortium
%A Anind K. Dey
%B CHI00
%D 2000
%V 2
%P 79-80
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633340
%X Context is an important, yet poorly understood and poorly utilized
source of information in interactive computing. It will be of particular
importance in the new millennium as users move away from their desktops
and into settings where their contexts are changing rapidly. Context is
difficult to use because, unlike other forms of user input, there is no
common, reusable way to handle it. As a result, context-aware
applications have been built in an ad hoc manner, making it difficult to
build new applications or evolve existing ones. In this research, we are
examining the requirements of context-aware applications, building a
toolkit, which enables the use of context and fulfills these
requirements, and testing the usability of this toolkit for application
designers.

%M C.CHI.2000.2.81
%T Extending usability inspection techniques for collaborative systems
%S Doctoral consortium
%A Jill Drury
%B CHI00
%D 2000
%V 2
%P 81-82
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633341
%X Collaborative computer systems are in widespread use, but relatively
little is known about how to evaluate their usability. My research
focuses on extending usability inspection techniques for evaluating
collaborative systems, using an iterative empirical approach. I am also
looking for patterns in characteristics of collaborative systems that
could provide guidance regarding the type of evaluation method that
would be best applied to a given system. This project will add
techniques, as well as guidance for using them, to the interactive
software designer's toolkit, to help ensure that usable collaborative
systems are delivered to the customer.

%M C.CHI.2000.2.83
%T Understanding algorithms through shared metaphors
%S Doctoral consortium
%A Teresa Hubscher Younger
%B CHI00
%D 2000
%V 2
%P 83-84
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633342
%X User interface designers often face the problem of generating the
appropriate metaphor to explain and facilitate unfamiliar, abstract
processes. Determining what are the characteristics of metaphors that
promote understanding abstract processes is difficult. My doctoral
research studies this question by exploring what metaphors
undergraduate-students use in understanding abstract processes,
specifically computer algorithms, and what are the characteristics of
those metaphors.
   I am also studying how these metaphors are used in a collaborative
learning situation using a collaboration tool I am building. This tool
helps students learn collaboratively through communicating their
understanding with self-generated representations. This system will
capture what metaphors the students are using, their communication
concerning these metaphors and their ratings of each other's metaphors.

%M C.CHI.2000.2.85
%T The web in high school science teaching: constructing a technology in
practice
%S Doctoral consortium
%A Raven McCrory Wallace
%B CHI00
%D 2000
%V 2
%P 85-86
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633343
%X The Internet is becoming omnipresent as a resource for K-12
education. Teachers are a diverse set of users who must incorporate this
resource into ongoing practice. Research on using the Internet in
classrooms is lagging far behind deployment, and teachers are left to
their own devices to figure out what works. Using case studies of three
teachers, this study considers the work of teaching with the Internet as
a site for understanding the challenges and problems teachers experience
as they incorporate the Internet into their high school science
teaching. Challenges include figuring out how to fit the Internet into
the curriculum and finding time to do so; managing a new kind of
discourse around Web sites; and establishing ways to hold students
accountable for their work and to evaluate what they do. This research
is aimed at informing system designers who provide technologies for
teachers and teacher educators who prepare teachers to meet these
challenges.

%M C.CHI.2000.2.87
%T A model for virtual intelligent libraries
%S Doctoral consortium
%A Guadalupe Munoz Martin
%B CHI00
%D 2000
%V 2
%P 87-88
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633344
%X As the Internet and particularly the WWW (World Wide Web) expands,
the need for tools to find useful information is becoming more and more
pressing. Digital libraries are proving to be more suitable for managing
web information than current search engines. The objective of this
research is to model an architecture for digital libraries aimed at
enhancement of access to documents accessible via web in two different
ways. Providing a personalised acquisition and cataloguing system, and
supplying a virtual reality user interface that may allow a more simple
access to the system.

%M C.CHI.2000.2.89
%T Adapting to change in complex work environments
%S Doctoral consortium
%A John R. Hajdukiewicz
%B CHI00
%D 2000
%V 2
%P 89-90
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633345
%X The purpose of this research is to look at the problem of how to
design human-computer interfaces that help people adapt to novelty and
change in complex work environments. An experimental investigation will
be conducted using DURESS II, a thermal-hydraulic microworld simulation
environment, controlled by human operators. Participants will use one of
two different interfaces to control the process system, developed using
different design principles. They will be given a great deal of practice
controlling the system, and then their ability to achieve the system
goals in the face of several different kinds of changes will be
examined. The results will be analyzed using measures that assess
adaptive performance, coupling to the work environment, and stability.

%M C.CHI.2000.2.91
%T Augmented reality displays for endoscopic orientation and navigation
%S Doctoral consortium
%A Caroline G. L. Cao
%B CHI00
%D 2000
%V 2
%P 91-92
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633346
%X In endoscopy, where access to the operative site is limited,
endoscopic manipulation is guided by the restricted view of the
operative site displayed on a video monitor. When the displayed anatomy
is not immediately distinguished by any recognisable features or
landmarks, or when the image is rotated with respect to the surgeon's
perspective of the operative site, surgeons often become disoriented.
The objectives of this research are to examine cognitive factors related
to spatial disorientation in endoscopic manipulation, to determine the
informational requirements of the surgeon to effectively perform mental
rotations and mappings, and, to augment the endoscopic display with this
information to facilitate navigation and orientation during endoscopy.

%M C.CHI.2000.2.93
%T Consumer-centered interfaces: customizing online travel planning
%S Doctoral consortium
%A Adriana Jurca
%B CHI00
%D 2000
%V 2
%P 93-94
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633347
%X A large number of online reservation systems exist currently on the
Web. They all share the same implementation approach: the user has to
input his/her travel preferences then choose from existing
possibilities. The consumer, reduced to a passive observer, has no
contribution to the search process and also no help from the system in
deciding the best solution. My work is proposing new tools for improving
the facilities offered by the online reservation systems. The customers,
identified with active users, are involved in useful interactions with
the systems. Three main steps are proposed for achieving this goal: trip
configuration, tools for tradeoff and decision support and interface
customization.

%M C.CHI.2000.2.95
%T Users' models of the internet
%S Doctoral consortium
%A Louise Sheeran
%B CHI00
%D 2000
%V 2
%P 95-96
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633348
%X The number of Internet users is currently growing by more than 100
per cent per year, creating a large number of novice and intermediate
users. Many of these users experience problems recovering from breakdown
situations because their users' models of the Internet are
inappropriate. This research aims to provide guidelines for Internet
application design that supports users in constructing appropriate
users' models of the Internet. It advocates the use of conceptual design
and paying particular attention to the language used in the interface.

%M C.CHI.2000.2.97
%T Improved scroll bars
%S Interactive posters
%A Sari A. Laakso
%A Karri-Pekka Laakso
%A Asko J. Saura
%B CHI00
%D 2000
%V 2
%P 97-98
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633350
%X In general, scroll bar designs are weak and do not offer adequate
cognitive aids to help the user trying to form a mental model of the
material. Several suggestions of better designs have been presented, and
we have developed some of them further. In this paper, we present two
components, an improved scroll bar with bookmarks and a calendar scroll
bar, which we have implemented as reusable Java Beans.

%M C.CHI.2000.2.99
%T Effects of instant messaging interruptions on computing tasks
%S Interactive posters
%A Edward B. Cutrell
%A Mary Czerwinski
%A Eric Horvitz
%B CHI00
%D 2000
%V 2
%P 99-100
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633351
%X This paper describes a study that probes the cost of interrupting
users with instant messages during different phases of a computing task.
We found that interrupting users during the "evaluation phase" of the
task resulted in significantly longer completion times than
interruptions in other phases. We also found that interruptions that
were irrelevant to the task resulted in longer times to process the
message and longer task resumption times than relevant messages. These
initial results have implications for the principled design of
intelligent interrupters and instant messages.

%M C.CHI.2000.2.101
%T "Trust me, I'm an online vendor": towards a model of trust for
e-commerce system design
%S Interactive posters
%A Florian N. Egger
%B CHI00
%D 2000
%V 2
%P 101-102
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633352
%X Consumers' lack of trust has often been cited as a major barrier to
the adoption of electronic commerce (e-commerce). To address this
problem, a model of trust was developed that describes what design
factors affect consumers' assessment of online vendors' trustworthiness.
Six components were identified and regrouped into three categories:
Prepurchase Knowledge, Interface Properties and Informational Content.
This model also informs the Human-Computer Interaction (HCI) design of
e-commerce systems in that its components can be taken as trust-specific
high-level user requirements.

%M C.CHI.2000.2.103
%T Tech support engineers' communication in a chat tool
%S Interactive posters
%A Eleanor T. Lewis
%B CHI00
%D 2000
%V 2
%P 103-104
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633353
%X Organizations are increasingly interested in facilitating
collaboration in distributed groups. In this study, I examine three
distributed groups of technical support engineers at a large high
technology company who have integrated a real-time text chat tool into
their work practice. Effective use of the chat tools in these three
groups interacts with group norms and group structure. Highly
collaborative group norms mean that people receive responses to
questions in the chat tool. This decreases the need to know 'who knows
what,' because members do not need to target their questions to receive
a response. Members also adapt their use of the tool to reflect the
group structure, specifically the roles within the group and the range
of problems the group solves. Active participation by experts across
sites increases the likelihood an individual will receive a useful
answer to a question. Groups solving a bounded range of problems tend to
use the tool for technical problem solving more than for workflow
coordination.

%M C.CHI.2000.2.105
%T A vision-based pet robot interaction
%S Interactive posters
%A Isao Mihara
%A Yasunobu Yamauchi
%A Miwako Doi
%B CHI00
%D 2000
%V 2
%P 105-106
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633354
%X We developed a new vision-based interface that can detect the human
motion and control a pet robot interaction system. This vision-based
interface is composed of the "Motion Processor (MP)" and the "Region Of
Interest (ROI)". The MP is a new image input device. The MP can exclude
background part and capture only the object's shape, motion and depth
information in real time. The ROI is a concept in order to distinguish
objects in a captured image. For detecting the ROI, the proposed method
used depth information of the captured image and offered a fast and
robust searching method. It enables the MP to sense a variety of
object's shapes, motions, positions and so on. Therefore, our
vision-based interface using the MP with the ROI can easily recognize
object's motions as effective computer eyes. The user can interact with
the pet robot (constructed by LEGO MINDSTORMS) using this vision-based
interface.

%M C.CHI.2000.2.107
%T Animated products as a navigation aid for e-commerce
%S Interactive posters
%A Luca Chittaro
%A Paolo Coppola
%B CHI00
%D 2000
%V 2
%P 107-108
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633355
%X Virtual Reality (VR) interfaces to e-commerce sites promise to make
the e-shopping experience more natural, attractive, and fun for buyers.
In this paper, we first briefly introduce the navigation problem, then
we propose a novel navigation aid to help customers of VR stores in
finding products. The proposed aid is based on 3D animated products
which guide the customer towards her/his destination, and can also take
into account the merchandising strategy of the store.

%M C.CHI.2000.2.109
%T A wearable authoring system using organized multimedia data
%S Interactive posters
%A Kazushige Ouchi
%A Yoshihiro Ohmori
%A Soichiro Matsushita
%A Miwako Doi
%B CHI00
%D 2000
%V 2
%P 109-110
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633356
%X We developed a wearable authoring system which can record a variety
of multimedia data and automatically generate daily reports and personal
diary. A user can record multimedia data by context sensor without using
keyboard or mouse. Recorded multimedia data are indexed and organized by
recognizing spoken key words and voice annotations. Using these
organized multimedia data, the system can automatically generate daily
reports and statistical charts in real time without editing.

%M C.CHI.2000.2.111
%T Supporting opportunistic communication in mobile settings
%S Interactive posters
%A Per Dahlberg
%A Fredrik Ljungberg
%A Johan Sanneblad
%B CHI00
%D 2000
%V 2
%P 111-112
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633357
%X Proxy Lady is a mobile system for informal, opportunistic
face-to-face communication, running on a PDA equipped with a radio
transceiver. We describe the system and some preliminary evaluation
results.

%M C.CHI.2000.2.113
%T Distance education via IP videoconferencing: results from a national
pilot project
%S Interactive posters
%A Anna Watson
%A M. Angela Sasse
%B CHI00
%D 2000
%V 2
%P 113-114
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633358
%X Internet Protocol (IP)-based videoconferencing technology can offer a
low-cost means of collaboration and resource sharing on a national or
global scale. This is potentially of interest to many users, especially
in non-profit sectors such as education and healthcare. However, it has
been questioned whether a best-effort network service can provide the
reliability and quality required to support teaching and learning
activities. To evaluate the technology, a 9-month pilot project of
distributed teaching activities between 13 UK universities was set up.
We present and discuss the issues involved in gathering and analysing
data in a large-scale project with real users engaged in learning
activities. The results suggest that incorrect equipment set-up and user
behaviours cause most of the perceived problems, rather than network
irregularities.

%M C.CHI.2000.2.115
%T Presentation agents for speech user interfaces
%S Interactive posters
%A Jaakko Hakulinen
%A Markku Turunen
%B CHI00
%D 2000
%V 2
%P 115-116
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633359
%X In this paper we introduce a presentation agent framework for speech
applications. In this framework presentation agents are used to produce
dynamic, adaptive and prosody rich speech outputs. Using this framework
in our speech-only e-mail reader we have been able to handle
multilingual issues and support different user groups. Our goal is to
build unique computer 'voices' to make speech outputs more intelligible
and pleasant for the users.

%M C.CHI.2000.2.117
%T The head or the heart?: measuring the impact of media quality
%S Interactive posters
%A Gillian M. Wilson
%A M. Angela Sasse
%B CHI00
%D 2000
%V 2
%P 117-118
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633360
%X The number of multimedia applications is constantly increasing.
Subjective methods are typically used to determine the level of media
quality required in applications, yet recent findings have shown that
these have limitations. This paper introduces an objective method for
assessing media quality -- measuring physiological indicators of stress.
An experiment examining the impact of video frame rate is presented.
With low frame rates, physiological measurements indicated that users
were under strain, even though subjectively most reported no differences
between low and high frame rates. We conclude that the evaluation of
media quality should not be conducted using solely subjective methods.

%M C.CHI.2000.2.119
%T Direct manipulation of parallel coordinates
%S Interactive posters
%A Harri Siirtola
%B CHI00
%D 2000
%V 2
%P 119-120
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633361
%X This paper proposes the direct manipulation of parallel coordinates
and introduces two novel techniques to manipulate them. The polyline
averaging makes it possible to summarize dynamically a set of polylines,
and the other technique visualizes correlation coefficients between
polyline subsets. Both techniques were implemented on a Java-based
parallel coordinate browser.

%M C.CHI.2000.2.121
%T NewsMate: providing mobile and distributed news journalists with
timely information
%S Interactive posters
%A Henrik Fagrell
%A Kerstin Forsberg
%A Erik Johannesson
%A Fredrik Ljungberg
%B CHI00
%D 2000
%V 2
%P 121-122
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633362
%X We describe a PDA (Personal Digital Assistant) based CSCW system
called NewsMate, which provides mobile and distributed news journalists
with timely information.

%M C.CHI.2000.2.123
%T ComCenter: a person oriented approach to mobile communication
%S Interactive posters
%A Jens Bergqvist
%A Fredrik Ljungberg
%B CHI00
%D 2000
%V 2
%P 123-124
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633363
%X The paper describes the rationale and design of ComCenter: a
client/server based system for allowing WAP (Wireless Application
Protocol) enabled mobile phones to become an integrated part of a
company's communication network. Using person orientation, cross channel
consistency and network access transparency, ComCenter realizes an
activity based computing approach to mobile communication.

%M C.CHI.2000.2.125
%T Simple interfaces to complex sound in improvised music
%S Interactive posters
%A John Bowers
%A Sten Olof Hellstrom
%B CHI00
%D 2000
%V 2
%P 125-126
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633364
%X We describe some interaction design principles and two interactive
algorithms for the transformation of user-input from simple low degree
of freedom (DOF) devices to support the synthesis of sound in music
improvisation. We offer 'algorithmically mediated interaction' as an
alternative to direct manipulation (DM) to describe auditory interfaces
of this sort. A short performance complements this paper.

%M C.CHI.2000.2.127
%T Scenario-based evaluation of loosely-integrated collaborative systems
%S Interactive posters
%A Laurie Damianos
%A Jill Drury
%A Tari Fanderclai
%A Lynette Hirschman
%A Jeff Kurtz
%A Beatrice Oshika
%B CHI00
%D 2000
%V 2
%P 127-128
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633365
%X We applied a scenario-based evaluation and data collection method to
a set of loosely-integrated collaborative tools, which were in
development. We learned several lessons about the interdependence of
scenario development, training constraints, and tool capabilities.
Testing a set of tools revealed usability issues we would not have seen
by testing each tool in isolation. Our effort was the first to apply the
Evaluation Working Group (EWG) methodology (described below) to a set of
collaborative tools.

%M C.CHI.2000.2.129
%T The quest for the last 5%: interfaces for correcting real-time
speech-generated subtitles
%S Interactive posters
%A Andi Bateman
%A Jill Hewitt
%A Aladdin Ariyaeeinia
%A Perasiriyan Sivakumaran
%A Andrew Lambourne
%B CHI00
%D 2000
%V 2
%P 129-130
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633366
%X This paper relates to ongoing work in relation to the creation of
live television subtitles by speaking them. It describes an editing
interface which has been developed to rapidly correct errors produced by
the speech recogniser.

%M C.CHI.2000.2.131
%T Usability remote evaluation for WWW
%S Interactive posters
%A Marco A. A. Winckler
%A Carla M. D. S. Freitas
%A Jose Valdeni de Lima
%B CHI00
%D 2000
%V 2
%P 131-132
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633367
%X In the last few years many remote methods have been proposed for
usability evaluation. For evaluation of WWW interfaces, remote methods
present some advantages over traditional ones. In general, they are
cheaper and faster than the traditional ones due to the fact that
neither users nor evaluators need to move to take part in the tests.
However, they fail to provide more accurate data for usability analysis.
This paper presents a faster and low cost method for WWW evaluation that
provides better data for analysis. The novelty of this method is due to
the merging of tracking of users' actions and subjective information
provided through questionnaires in the same evaluation tool.

%M C.CHI.2000.2.133
%T HyperPalette: a hybrid computing environment for small computing
devices
%S Interactive posters
%A Yuji Ayatsuka
%A Nobuyuki Matsushita
%A Jun Rekimoto
%B CHI00
%D 2000
%V 2
%P 133-134
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633368
%X A hybrid computing environment is described that uses small computing
devices, such as PDAs (Personal Data Assistants), and a "computerized
table". 3D sensors are installed in the environment and also attached to
the user's PDA, so that the PDA can act as a flexible interaction device
for the computerized table. The user can transfer data between the PDA
and computerized table by using a specific operation on his/her PDA, and
use new interaction techniques, such as scoop-and-spread. The user can
also grab and move an object on the table by using the PDA.

%M C.CHI.2000.2.135
%T Age difference in the use of an on-line grocery shop: implications
for design
%S Interactive posters
%A Marie Sjolinder
%A Kristina Hook
%A Lars Goran Nilsson
%B CHI00
%D 2000
%V 2
%P 135-136
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633369
%X Navigation in hypermedia is a difficult task, and more so for some
than for others. We have studied age differences in completing shopping
tasks in a hierarchical on-line grocery store. Our results revealed that
the elderly subjects needed twice as much time as the younger subjects
to purchase the products. Furthermore, the elderly subjects had
difficulties in finding their way back to products they have previously
visited. We propose that design of on-line stores should take into
account how elderly learn and navigate physical spaces. Through
enhancing the process of creating personal landmarks and memory cues,
elderly might find the on-line shopping experience both easier and
subjectively less time consuming.

%M C.CHI.2000.2.137
%T Bridging reality and virtuality in vocational training
%S Interactive posters
%A Kai Schmudlach
%A Eva Hornecker
%A Hauke Ernst
%A F. Wilhelm Bruns
%B CHI00
%D 2000
%V 2
%P 137-138
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633370
%X This article describes work and results of BREVIE, a project aimed at
designing and evaluating a new kind of environment for vocational
training in pneumatics. It is based on the concept of graspable
interfaces, which allow synchronous modelling in real and virtual
worlds.

%M C.CHI.2000.2.139
%T Presenting spoken advice: information pull or push?
%S Interactive posters
%A Geert de Haan
%B CHI00
%D 2000
%V 2
%P 139-140
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633371
%X This paper describes a usability experiment concerning the intrusive
nature of spoken-out advice messages in situations that closely resemble
conferences, generated by an intelligent agent system (COMRIS) on the
basis of context information and personal interest profiles. The results
indicate that pushing spoken information may not be appropriate and
information-pull is preferred.

%M C.CHI.2000.2.141
%T Overcoming unusability: developing efficient strategies in speech
recognition systems
%S Interactive posters
%A John Karat
%A Daniel B. Horn
%A Christine A. Halverson
%A Clare Marie Karat
%B CHI00
%D 2000
%V 2
%P 141-142
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633372
%X This paper describes changes in user error correction strategies over
time in the use of large vocabulary desktop automatic speech recognition
(ASR) systems. Users with minimal practice with such systems were found
to have considerable difficulty with error correction [1,2]. Users with
more extensive use were found to have improved overall performance
compared to initial use subjects. This is attributed to development of
multimodal strategies for error correction rather than to significantly
improved speech recognition rates or use of speech-based error
correction techniques. These results point to the importance of
multimodal interaction in the acceptance of speech recognition
technology.

%M C.CHI.2000.2.143
%T Qualitative usability measurement of websites by employing the
repertory grid technique
%S Interactive posters
%A Jouke C. Verlinden
%A Marc J. J. Coenders
%B CHI00
%D 2000
%V 2
%P 143-144
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633373
%X In this paper, we describe some initial work on measuring the
subjective or qualitative usability aspects of websites. Our main
motivation is to facilitate the human ability to compare parts of a
website.

%M C.CHI.2000.2.145
%T Text in 3D: some legibility results
%S Interactive posters
%A Kevin Larson
%A Maarten van Dantzich
%A Mary Czerwinski
%A George Robertson
%B CHI00
%D 2000
%V 2
%P 145-146
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633374
%X 3D user interfaces for productivity applications often display object
labels or whole documents in arrangements where the text is rotated
instead of screen aligned. Rotating a document sideways saves screen
real estate while allowing inspection of the document's content. This
paper reports on an initial reading speed study of text rotated around a
vertical axis and manipulated in size. We found that with sufficient
rendering quality small text can be substantially rotated before reading
performance suffers, and large text legibility is nearly unaffected by
rotation. The empirically derived guidelines we present are the first
published for 3D text and important for the design of 3D information
visualizations.

%M C.CHI.2000.2.147
%T Using rough sets to determine construct importance in a dynamic HCI
environment
%S Interactive posters
%A Michael D. Coovert
%A Dawn Riddle
%A Linda R. Elliot
%A Samuel G. Schiflett
%B CHI00
%D 2000
%V 2
%P 147-148
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633375
%X Rough set analysis is used as a methodology to identify the relative
importance of variables for individuals who interact with various
computer and other display and communication systems aboard Airborne
Warning and Control Systems (AWACS). A goal of the analysis is to
determine optimal information display and interpersonal interaction
strategies to minimize workload and maximize coordination among team
members, including intelligent agents. Rough sets analysis yielded the
rank order of importance of 15 variables on three constructs (individual
experience, personality, team process) for each of three different types
of AWACS operators.

%M C.CHI.2000.2.149
%T Kits for learning and a kit for kitmaking
%S Interactive posters
%A Carol Strohecker
%A Adrienne Slaughter
%B CHI00
%D 2000
%V 2
%P 149-150
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633376
%X We bring together concerns in software design and learning theory
through creation of a Java framework for development of software
construction kits. The kits are highly visual and highly interactive,
and are premised on the notion of "microworlds" as environments for
learning and learning research [6]. Usage of four existing kits is
informing development of the framework, which in turn we are applying to
development of a new kit. The kits support construction of
two-dimensional, graphical structures that behave in characteristic ways
when activated. We employ design heuristics of "object permanence,"
"transparency," and use of multiple simultaneous views to illustrate
shifts of scale, perspective, time, and representation. Broader use of
the general "Kit4Kits" will help us address viability of our "elements
and operations" design approach.

%M C.CHI.2000.2.151
%T Role of memory in email management
%S Interactive posters
%A Sasha Jovicic
%B CHI00
%D 2000
%V 2
%P 151-152
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633377
%X In this paper, we describe an interface designed to manage large
amounts of email. We discuss the inadequacies of present methods for
managing email and provide rationale for our approach. We focus on
relevant memory literature and its implications for design. Finally, we
provide some directions for future work.

%M C.CHI.2000.2.153
%T "Intelligent" team decision making
%S Interactive posters
%A Lori L. Foster
%A Michael D. Coovert
%B CHI00
%D 2000
%V 2
%P 153-154
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633378
%X This study investigates the effects of an intelligent agent's
participation during team decision making. We compare intelligent agents
and knowledgeable humans in terms of their relative influences over team
judgments. Results indicate that intelligent agents exert
disproportionate amounts of influence, even when they provide poor
recommendations. Agents appear to have subtle influences over team
discussions and subsequent decisions, and these effects are not always
obvious to human team members.

%M C.CHI.2000.2.155
%T PhoneMan: the benefits of personal call histories
%S Interactive posters
%A David Millen
%A Don Henderson
%B CHI00
%D 2000
%V 2
%P 155-156
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633379
%X In the PhoneMan research project we are exploring IP-based telephony
control, new telephony interfaces, and non-traditional ways of merging
telephony, messaging and alerting. The PhoneMan application allows
complete control and monitoring of an ISDN desktop phone from a local PC
and remotely from the web. Current features include enhanced screen
pops, which can be configured to query local or remote directories,
including corporate directories and public white page services, and
email call notification, which allows remote call alerting, call logging
and active management of personal call histories. User reactions to the
initial release of this application, based on in-person interviews and a
web-based survey, reveal the novel use of email call logs as active call
reminders and email messages as phone event triggers.

%M C.CHI.2000.2.157
%T Physics-based graphical keyboard design
%S Interactive posters
%A Michael Hunter
%A Shumin Zhai
%A Barton A. Smith
%B CHI00
%D 2000
%V 2
%P 157-158
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633380
%X Built upon the Fitts' law and digraph model developed by MacKenzie
and colleague [2, 3], we introduce two physics-based methods to
graphical keyboard design. One method uses physical simulation of
digraph springs and the other uses the Metropolis method. Both methods
produced keyboard layouts comparable to or better than existing best
designs by manual trial and error methods. We also corrected an error in
previous predictions and concluded that the upper bound performance of a
graphical keyboard should be at 40 to 44 wpm. The effect of varying key
size and the use of multiple space keys are discussed.

%M C.CHI.2000.2.159
%T Streaming thumbnails: combining low resolution navigation and RSVP
displays
%S Interactive posters
%A D. T. Lawton
%A E. J. Feigin
%B CHI00
%D 2000
%V 2
%P 159-160
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633381
%X We introduce Streaming Thumbnails (STs), which combine RSVP displays
and low-resolution thumbnails to enable reading complex documents in
very limited areas. STs improve browsing because detailed textual
information can be accessed from a thumbnail without viewing a document
at full resolution. STs improve RSVP reading because they provide
context and navigation control. Streaming Thumbnails are directly
applicable for viewing documents and web pages on hand held PDAs.

%M C.CHI.2000.2.161
%T Strategic approach to computer literacy
%S Interactive posters
%A Suresh K. Bhavnani
%B CHI00
%D 2000
%V 2
%P 161-162
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633382
%X Despite experience, many users do not progress from a basic use of
computer applications to a more efficient use. To address this problem,
we designed a strategic approach to training which focused on teaching
efficient strategies in addition to commands. A controlled experiment
which compared this approach to traditional command-based instruction
revealed that some strategies indeed require explicit training before
they are learned. However, others are automatically acquired just by
learning commands, and yet others may require more practice than we
anticipated. These results have direct implications to instructional
design. Because the strategic approach took the same time to teach as
the traditional approach but did not harm learning of commands, it
offers a promising alternative to command-based instruction.

%M C.CHI.2000.2.163
%T Timely reminders: a case study of temporal guidance in PIM and email
tools usage
%S Interactive posters
%A Jacek Gwizdka
%B CHI00
%D 2000
%V 2
%P 163-164
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633383
%X We describe our research in progress that explores the use of
personal information management (PIM) tools in time and attempts to
establish temporal attributes of information. We report on a short field
study undertaken to examine relations between tools and information
life-cycle. We propose four information types: prospective, ephemeral,
working and retrospective. We outline relationships between PIM tools,
email and different types of information. We use this framework to
explain problems observed with handling information.

%M C.CHI.2000.2.165
%T How large should a digital desk be?: qualitative results of a
comparative study
%S Interactive posters
%A Ame Elliott
%A Marti A. Hearst
%B CHI00
%D 2000
%V 2
%P 165-166
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633384
%X Qualitative results are presented of a user study comparing a large
digital desk with stylus, a digital tablet with stylus, and a standard
monitor and mouse. Participants split preferences over the desk and the
tablet for a sketching task, but generally preferred the monitor and
mouse for an image sorting task. Participants did not object to the
relatively lower resolution of the images on the digital desk. Several
participants found the surface of the desk to be too large and the
tablet to be too small, suggesting that either an intermediate size
display is preferable, or that interfaces designed for large work
surfaces should focus on putting primary information near the user and
less important information in the periphery.

%M C.CHI.2000.2.167
%T A non-invasive computer vision system for reliable eye tracking
%S Interactive posters
%A Antonio Haro
%A Irfan Essa
%A Myron Flickner
%B CHI00
%D 2000
%V 2
%P 167-168
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633385
%X Knowing what the user is attending to and what they are looking at is
essential for creating attentive user interfaces. Towards this end, we
are building a reliable, real-time, non-invasive eye tracker using
computer vision. Our system can robustly locate and track eyes without
any calibration, and estimate the user's focus of attention. We have
built several higher-level processes on top of this tracking system and
have done some user studies to test the viability of our approach.

%M C.CHI.2000.2.169
%T Breaking-up is hard to do: partitioning information (or not) in
over-the-phone, speech-recognition interactions
%S Interactive posters
%A Christopher Blade Kotelly
%A Philippe Farhi
%A Michael D. Ahnemann
%B CHI00
%D 2000
%V 2
%P 169-170
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633386
%X In a controlled study, subjects using over-the-phone
speech-recognition systems delivering multiple pieces of distinct
information preferred the breakup of the presentation of information
into multiple blocks (that is, the user heard some information, then
elected to hear more) than having it presented it all at once. However,
when all the pieces of information considered to be of equivalent
importance were presented in a single block, this resulted in the
increase in the perceived speed of the system, but a decreased
perception of the friendliness of the system.

%M C.CHI.2000.2.171
%T Achieving usability through software architectural styles
%S Interactive posters
%A Len Bass
%A Bonnie E. John
%B CHI00
%D 2000
%V 2
%P 171-172
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633387
%X Design decisions at the architecture level can have far-reaching
effects on the qualities of a computer system. Recent developments in
software engineering link architectural styles to quality attribute
analysis techniques to predict the effects of architectural design
decisions on the eventual manifestation of quality. An Attribute-Based
Architecture Style (ABAS) is a structured description of a particular
software quality attribute, a particular architectural style, and the
relevant qualitative and quantitative analysis techniques. Thus, it is a
description that is meaningful to software engineers as they design or
analyze proposed software architectures. We are producing a collection
of ABASs that speak to the usability quality attribute. These ABASs will
enable software engineers make early architectural design decisions that
achieve specific usability functions.

%M C.CHI.2000.2.173
%T Agents as building-blocks for usability tests in multi-user 3D
environments
%S Interactive posters
%A Volker Paelke
%B CHI00
%D 2000
%V 2
%P 173-174
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633388
%X With the proliferation of virtual environments in real-world
applications effective interface design and usability testing for
virtual environments become increasingly important. Established design
and test techniques from interactive system design like empirical
evaluation can be applied to virtual environments, but their practical
application encounters significant problems due to the special
conditions of multi-user interaction. We describe an agent toolkit that
simulates actions of other users to enable realistic tests with
individual test subjects and without the need for extensive modification
of the underlying application.

%M C.CHI.2000.2.175
%T Interfacing to the foot: apparatus and applications
%S Interactive posters
%A Joseph A. Paradiso
%A Kai Yuh Hsiao
%A Ari Benbasat
%B CHI00
%D 2000
%V 2
%P 175-176
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633389
%X We describe a system that we have developed to capture detailed,
multimodal gesture expressed at the foot. It is embodied in a pair of
shoes, each of which measures 16 degrees of freedom (tactile, inertial,
positional). No tethers or wires are attached to the shoes; data is
directly telemetered wirelessly off each foot to a remote base station
and host computer, yielding full state updates at 50 Hz. This system,
having evolved over 3 years, has been used for real-time expressive
performance by a diverse set of artists, including gymnasts, jugglers,
and dancers. Ongoing work is exploring the extraction of high-level
podiatric gesture.

%M C.CHI.2000.2.177
%T Privacy and information integrity in wearable computing and
ubiquitous computing
%S Interactive posters
%A Jennica Falk
%A Staffan Bjork
%B CHI00
%D 2000
%V 2
%P 177-178
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633390
%X Wearable and ubiquitous computing are two computing paradigms with
different views on privacy and information integrity. We present terms
that help provide a framework for understanding these, and describe a
prototype device that combines attributes from both, challenging
presumptions about these paradigms. By looking at narrow application
areas, we argue that it is possible to find applications that merge
wearable computing and ubiquitous computing.

%M C.CHI.2000.2.179
%T Shifting from "high fidelity" to "low fidelity" algorithm
visualization technology
%S Interactive posters
%A Christopher Hundhausen
%A Sarah Douglas
%B CHI00
%D 2000
%V 2
%P 179-180
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633391
%X Traditional algorithm visualization software supports the creation of
"high fidelity" visualizations, which depict the target algorithm for
arbitrary input, and have the polished look of textbook figures. Drawing
on the findings of ethnographic studies we conducted in an undergraduate
algorithms course, we have developed SALSA/ALVIS, a markedly different
kind of algorithm visualization software that enables students to
construct and present their own "low fidelity" visualizations. Unlike
"high fidelity" visualizations, "low fidelity" visualizations depict the
target algorithm for a few, carefully-selected input data sets, and have
an unpolished look. In addition, they can be viewed both forwards and
backwards, and dynamically marked up and modified, making them
well-suited for mediating student-instructor discussions about
algorithms.

%M C.CHI.2000.2.181
%T Successful user interface design from efficient computer algorithms
%S Interactive posters
%A Gary Marsden
%A Harold Thimbleby
%A Matt Jones
%A Paul Gillary
%B CHI00
%D 2000
%V 2
%P 181-182
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633392
%X Exploiting standard computer science algorithms, we designed a more
efficient user interface for a mobile phone. In experiments, the new
design was found to be not only more efficient but preferred by users.

%M C.CHI.2000.2.183
%T The sense of physically crossing paths: creating a soft initiation in
HyperMirror communication
%S Interactive posters
%A Osamu Morikawa
%A Juli Yamashita
%A Yukio Fukui
%B CHI00
%D 2000
%V 2
%P 183-184
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633393
%X In this report we discuss adding a new sensor which allows the user
to perceive changes in HyperMirror space. The sensation caused by the
tactile displays allows the user to perceive other users' movements. The
tactile signal is not intrusive, although it works to arouse attention.
It is possible to immerse oneself in the HyperMirror conversation
environment without paying constant attention to the screen.

%M C.CHI.2000.2.185
%T NEM: "novice expert ratio method" a usability evaluation method to
generate a new performance measure
%S Interactive posters
%A Haruhiko Urokohara
%A Kenichi Tanaka
%A Kazuyoshi Furuta
%A Michiyo Honda
%A Masaaki Kurosu
%B CHI00
%D 2000
%V 2
%P 185-186
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633394
%X NEM is a new evaluation method that generates a quantitative measure
in terms of the usability of any specific system. In this method, at
each step of the operational procedure in the situation of the usability
testing, the ratio of time required for a novice user to that of an
expert user is used to generate an NE ratio. The time required by the
expert user is thought to represent the minimum time to operate the
system. Hence, regardless of the absolute amount of time required by the
user, the magnitude of the ratio can be regarded as a measure to
represent the difficulty in using that system for the novice user. By
applying this method to the evaluation of the car navigation system, it
was confirmed that this method is quite useful in identifying the
procedural step that has a usability problem.

%M C.CHI.2000.2.187
%T WAP: designing for small user interfaces
%S Interactive posters
%A Albrecht Schmidt
%A Henning Schroder
%A Oliver Frick
%B CHI00
%D 2000
%V 2
%P 187-188
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633395
%X Current and upcoming WAP-capable mobile phones introduce new user
interfaces where standard methods for application design often fail.
Automated translation of HTML to WML produces screen layouts and input
mechanisms that are often not useable on a mobile phone.
   In this paper we suggest a structured approach for building WAP
application and in particular the development of the user interface.
First we give a brief summary on the discriminating feature of a phone
interface and on mechanisms to build applications on WAP devices. Then
we provide guidelines on how to port from Web to WAP and how to develop
WAP-Applications. We finally introduce the WAP application that led to
our findings.

%M C.CHI.2000.2.189
%T Evaluation criteria for scaffolding in learner-centered tools
%S Interactive posters
%A Chris Quintana
%A Eric Fretz
%A Joseph Krajcik
%A Elliot Soloway
%B CHI00
%D 2000
%V 2
%P 189-190
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633396
%X Learner-centered design (LCD) is a design approach for developing
software that supports learners (i.e., work novices) to do and learn new
work tasks. For our LCD process, we are focusing on evaluating
scaffolding, i.e., features that support the doing (and in turn, the
learning) of a task in a "learning by doing" fashion. To evaluate the
role of scaffolding features on a learner's developing understanding, we
present a set of evaluation criteria for distilling richer evaluation
data about scaffolding. We will use these criteria to evaluate Symphony,
a LCD tool for students learning the science inquiry process.

%M C.CHI.2000.2.191
%T Flicking through page-based documents with thumbnail sliders and
electronic dog-ears
%S Interactive posters
%A Aldo Hoeben
%A Pieter Jan Stappers
%B CHI00
%D 2000
%V 2
%P 191-192
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633397
%X Current interfaces for electronic page-based documents, such as books
or magazines, offer support for navigation based on explicit reference
(hyperlinks) or page-numbers. These methods don't resemble the view of
page-content a reader has when browsing paper documents. In this paper
we describe a method for navigation based on the coarse mental image
readers have of a page they have seen before. We discuss experience from
using two implementations and ongoing work on a Designer's Sketchbook,
where the method is further developed.

%M C.CHI.2000.2.193
%T Enabling easy access to digital geographic information: SNIG's
usability history
%S Interactive posters
%A Fatima Bernardo
%A Joana Hipolito
%B CHI00
%D 2000
%V 2
%P 193-194
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633398
%X The National System for Geographic Information (SNIG) is available on
the Interact (http://snig.cnig.pt) since 1995. In this Interactive
Poster, we present the work that has been done to adequate SNIG
interface to a wider range of professional and non-professional users.

%M C.CHI.2000.2.195
%T A 15 year path of usability development in Europe
%S Interactive posters
%A Martin Maguire
%B CHI00
%D 2000
%V 2
%P 195-196
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633399
%X This paper presents, in summary form, the development and
dissemination of usability ideas and methods in Europe as experienced
via a series of European Commission supported projects. In briefly
presenting the projects' achievements and outstanding issues, it mirrors
some of the history of usability in a wider context. Thus it is intended
to inform delegates, especially those from outside Europe, of some of
the usability research and development activities that have taken place
while at the same time raising questions that are still live.

%M C.CHI.2000.2.197
%T A bench for all moods
%S Interactive posters
%A Antonietta Grasso
%A Alain Karsenty
%A Dave Snowdon
%B CHI00
%D 2000
%V 2
%P 197-198
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633400
%X At XRCE we explored a new type of interface, the CommunityWall, based
on public large screen displays. A CommunityWall is an interactive
device that monitors and collects information and comments from a group
of people sharing a physical location, be it an office setting site or a
neighbourhood in a town. The CommunityWall display device is a large
screen with interaction features like pen based scribbling and
touch-screen manipulation. Here we describe how to extend its
functionality and embed it in public benches to support community
awareness. The work originated by an internal reflection at XRCE about
how to augment the work setting (comprising a beautiful park) with
awareness support. While the CommunityWall application has been
implemented and deployed for testing in a workgroup at XRCE, the bench
is at the level of system design.

%M C.CHI.2000.2.199
%T Edge effects: the design challenge of the pervasive interface
%S Invited session: opening plenary
%A John Thackara
%B CHI00
%D 2000
%V 2
%P 199-200
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633402
%X In biology they describe as 'the edge effect' the tendency for a
greater variety and density of organisms to cluster in the boundaries
between communities. As in nature, so too in a networked economy:
variety, density and interaction are success factors. The trouble is
that most of us work inside traditional environments, not between them
-- in a company, profession, or university. Stuck in boxes, we miss
what's going on at the edge. My talk at CHI is therefore about two edge
developments that are transforming our work in fundamental ways:
pervasive computing, and social agendas for innovation.

%M C.CHI.2000.2.201
%T On-line TV viewing: a new consumer experience
%S Invited session: interactive services
%A Hendrik A. Harwig
%B CHI00
%D 2000
%V 2
%P 201
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633404
%X In addition to reviewing the technology trends in the TV world of
consumer electronics, we will discuss how these developments will
influence the consumer experience. The move from one-way TV viewing to
interaction within a networked environment will require new ways of user
system interaction.
   The paper will address the changes in merging the world of TV with
multimedia content delivery:
 * The TV experience 'today'. 'Passive viewing' of broadcasters content.
   Consumers' expectations of the interface; reliable, simple to use,
   providing a social function.
 * Likely scenario's for further development; lean backward social
   interaction through the TV versus lean forward individual interaction
   with the PC,
 * The impact of digital technologies and IP becoming pervasive for
   transport, projections of how TV oriented services will grow, and the
   likely players in the change from traditional broadcasting to
   networked access for multimedia content delivery,
 * From 'just TV' to distributed home entertainment systems, to real
   two-way consumer communication and attractive e-commerce services,
 * Television viewing and accessibility of services becoming more
   personalized and pervasive through a variety of devices (TV, portable
   communication and entertainment devices like Personal Information
   Assistants).
The paper will discuss the likely impact of these developments on the
consumer experience and the issues and challenges facing the
consumer-oriented industries in the move to convergence:
 * Providing a secure, private and pleasant ambience through networked
   devices and applications in the home,
 * Extending the ambience of the home to the experience on the move,
 * Maintaining simplicity for the consumer in a networked environment
   through interoperability, context awareness and familiar interfaces,
 * Coping with the daily flood of content, finding what you want anytime,
   anywhere through personalization and preemptive storage and
   archiving.
Consumers need to be involved in the process. More in-depth global
consumer studies on regional attitudes and perceptions need to be done.
Co-development and evaluation of solutions need to be performed in
feasibility and usability labs like the Philips Home Lab under
construction.
   The paper will show examples of how consumer electronics companies
are dealing with these challenges and provide some insights into the
type of solutions we may expect to see in homes of the near future.

%M C.CHI.2000.2.202
%T Pervasive information access and the rise of human-information
interaction
%S Invited session: interactive services
%A Peter Lucas
%B CHI00
%D 2000
%V 2
%P 202
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633405
%X In a world of pervasive, "invisible" computing, people will interact
with information objects, not computers. We must learn to design these
objects with as much care as we now design computer interfaces.

%M C.CHI.2000.2.203
%T The art of beyond the desktop
%S Invited session
%A Panu Korhonen
%B CHI00
%D 2000
%V 2
%P 203-204
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633407
%X In this session, members from the industry representing different
areas of Beyond the Desktop theme will discuss the future challenges of
HCI.

%M C.CHI.2000.2.205
%T Sufficiently advanced technology: using magic to control the world
%S Invited session: closing plenary
%A Kim Binsted
%B CHI00
%D 2000
%V 2
%P 205-206
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633409
%X Like magic, technology gives us power over the world. Human-computer
interaction (HCI) research is concerned with how we wield that power.
Here I look at how storytellers imagine magic, and try to apply some of
these ideas to technology.

%M C.CHI.2000.2.207
%T The methods of our madness: research on experimental documents
%S Organization overviews: challenges to design
%A Anne Balsamo
%A Matt Gorbet
%A Steve Harrison
%A Scott Minneman
%B CHI00
%D 2000
%V 2
%P 207-208
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633411
%X Research on Experimental Documents (RED) is the moniker for a small,
interdisciplinary research group at Xerox PARC. We are eight researchers
involved in the creation of new genres based on emerging media and
technologies. We employ methods of speculative design and iterative
prototyping while working in the mode of a design studio. Our current
project, which we'll use as illustrative material, is the design and
construction of twelve interactive exhibits for show in a hands-on
technology museum.

%M C.CHI.2000.2.209
%T The PLAY research group: entertainment and innovation in Sweden
%S Organization overviews: challenges to design
%A Lars Erik Holmquist
%B CHI00
%D 2000
%V 2
%P 209-210
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633412
%X In a short time the research group PLAY has established an unorthodox
but effective work style, where a creative approach to research in
information technology is combined with a strong focus on achieving
high-quality results. Being a young research group (both regarding the
time it has existed and the average age of its members) has presented
PLAY with both challenges and opportunities. We face the challenge of
building a credible basis for research in the academic community, but
also think that we have the opportunity to contribute innovative results
to the research community and our industrial partners.

%M C.CHI.2000.2.211
%T Interaction design at Pixar Animation Studios
%S Organization overviews: challenges to design
%A Karon Weber
%A Kitt Hirasaki
%B CHI00
%D 2000
%V 2
%P 211-212
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633413
%X In this paper, we describe the work of the interaction design group
at Pixar Animation Studios. We illustrate some techniques we are
employing to understand the practices and needs of our user community.
Also highlighted are some of the challenges we face designing within a
production-engineering environment.

%M C.CHI.2000.2.213
%T User-System Interaction Technology (USIT): a UI research group of
Philips Electronics
%S Organization overviews: beyond the desktop: augmenting everyday places and things
%A Rene Collier
%B CHI00
%D 2000
%V 2
%P 213-214
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633415
%X This overview presents the User-System Interaction Technology (USIT)
group of Philips Research. We discuss the department's origin, mission
and strategy, its core capabilities and two sample projects that
illustrate research objectives for the mid- and long-term, respectively.

%M C.CHI.2000.2.215
%T Living laboratories: the future computing environments group at the
Georgia Institute of Technology
%S Organization overviews: beyond the desktop: augmenting everyday places and things
%A Gregory D. Abowd
%A Christopher G. Atkeson
%A Aaron F. Bobick
%A Irfan A. Essa
%A Blair MacIntyre
%A Elizabeth D. Mynatt
%A Thad E. Starner
%B CHI00
%D 2000
%V 2
%P 215-216
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633416
%X The Future Computing Environments (FCE) Group at Georgia Tech is a
collection of faculty and students that share a desire to understand the
partnership between humans and technology that arises as computation and
sensing become ubiquitous. With expertise covering the breadth of
Computer Science, but focusing on HCI, Computational Perception, and
Machine Learning, the individual research agendas of the FCE faculty are
grounded in a number of shared living laboratories where their research
is applied to everyday life in the classroom (Classroom 2000), the home
(Aware Home), the office (Augmented Offices), and on one's person
(Wearable Computing).

%M C.CHI.2000.2.217
%T Xerox Research Centre Europe (XRCE)
%S Organization overviews: beyond the desktop: augmenting everyday places and things
%A Allan MacLean
%B CHI00
%D 2000
%V 2
%P 217-218
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633417
%X Xerox Research Centre Europe (XRCE) is the European arm of the Xerox
Research and Technology organization. The focus of the Centre is on
combining technology, business processes, and work practices to help
people work smarter and faster.

%M C.CHI.2000.2.219
%T Usability research in Nokia: evolution, motivation and trust
%S Organization overviews: mobile communication
%A Panu Korhonen
%B CHI00
%D 2000
%V 2
%P 219-220
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633419
%X The Usability Group in the Nokia Research Center is a research team
with members in Finland, Japan and soon China. The group has evolved
during the last five years from a simple usability evaluation group to
cover many aspects of usability. We describe the stages of the evolution
and discuss the role of employee motivation and customer trust in the
process.

%M C.CHI.2000.2.221
%T User centered research and design at Motorola
%S Organization overviews: mobile communication
%A Larry Marturano
%A David Wheatley
%B CHI00
%D 2000
%V 2
%P 221-222
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633420
%X In this overview, we describe how user-centered research and design
have been established within Motorola and how it is organized to support
both short-term development programs and longer-term research. Motorola
is a global company and has a distributed HCI community. The challenges
of coordinating this geographical and disciplinary diversity are
addressed.

%M C.CHI.2000.2.223
%T Making usability engineering happen: Center for Usability Research &
Engineering (CURE)
%S Organization overviews: mobile communication
%A Verena Giller
%A Manfred Tscheligi
%B CHI00
%D 2000
%V 2
%P 223-224
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633421
%X CURE is an usability organization active in a variety of national and
international initiatives and projects. The whole usability engineering
cycle is covered and a wide range of application domains is supported.
In particular the integration of usability engineering in day to day
development is a major challenge.

%M C.CHI.2000.2.225
%T The interactive collaborative environments laboratory
%S Organization overviews: virtual worlds and virtual communities
%A Adrian Bullock
%A Anneli Avatare
%A Lennart Fahlen
%A Emmanuel Frecon
%A Par Hansson
%A Bino Nord
%A Kristian Simsarian
%A Marten Stenius
%A Olov Stahl
%A Anders Wallberg
%A Karl Petter Akesson
%B CHI00
%D 2000
%V 2
%P 225-226
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633423
%X We overview the Interactive Collaborative Environments laboratory at
the Swedish Institute of Computer Science.

%M C.CHI.2000.2.227
%T Digital city project: NTT open laboratory
%S Organization overviews: virtual worlds and virtual communities
%A Jun-ichi Akahani
%A Katherine Isbister
%A Toru Ishida
%B CHI00
%D 2000
%V 2
%P 227-228
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633424
%X In this paper, we present an organizational overview of the NTT Open
Laboratory's Digital City Project.

%M C.CHI.2000.2.229
%T TeleCHI: an on-line community for HCI professionals
%S Organization overviews: virtual worlds and virtual communities
%A Liwana S. Bringelson
%A Tom Carey
%B CHI00
%D 2000
%V 2
%P 229-230
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633425
%X This paper describes a new online community for HCI knowledge leaders
across Canada. This community, TeleCHI, establishes a venue for experts
and knowledge apprentices to network, practice and critique the tools
and resources of HCI. TeleCHI events are discussed along with how this
community is supported by a model for integrated telelearning
communities.

%M C.CHI.2000.2.231
%T Interval research corporation
%S Organization overviews: user centered design processes
%A Bonnie Johnson
%A Arati Prabhakar
%A Debby Hindus
%B CHI00
%D 2000
%V 2
%P 231-232
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633427
%X As the future approaches, and broadband industries begin to offer new
forms of interactivity to set top boxes, Interval's focus, along with
our approach to HCI, is changing. While we will continue to do a broad
range of work, much of our HCI effort will be directed toward creating
interfaces for rich, networked applications. We are well positioned for
this because of our tradition of understanding humans as
psychological/psychophysical creatures, technology users, and consumers.

%M C.CHI.2000.2.233
%T From behaviour to innovation at Nortel Networks
%S Organization overviews: user centered design processes
%A Mike Atyeo
%A Judith Ramsay
%A Judith Rattle
%B CHI00
%D 2000
%V 2
%P 233-234
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633428
%X In this paper we outline the role of Design Interpretive in Nortel
Networks. In particular, we describe our approach to designing
innovative product concepts derived from observation of human behaviour.

%M C.CHI.2000.2.235
%T Design in harmony with human life
%S Organization overviews: user centered design processes
%A David J. Gilmore
%A Velma L. Velazquez
%B CHI00
%D 2000
%V 2
%P 235-236
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633429
%X Achieving harmony between human life and technological design
requires a strong understanding of the diversity and variety in both
people and technology, as well as processes for bringing the two
together.
   At IDEO we strive to embrace diversity, often including extreme users
in our user-centered research as well as more representative
individuals. Instead of just capturing what people do or say that they
do, we interact with them in their usual environments and try to
understand why they do what they do.
   Experiential prototyping has become important to us during the design
phase, where we design experiences which capture the important qualities
of the current or the intended user experience. Exposure to these
experience prototypes has proved very effective in helping designers to
achieve greater empathy with the users of their products, as well as
enabling rapid evaluations of how design changes impact the user
experience.

%M C.CHI.2000.2.237
%T User-interface design books: educating the masses or preaching to the
converted?
%S Panel
%A Jeff Johnson
%B CHI00
%D 2000
%V 2
%P 237-238
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633431
%X Increasingly, computer-based products and services are designed by
people having little or no training in UI design. If this continues,
usability and productivity will fall.
   Individuals in the CHI community have responded to this problem by
writing a plethora of UI design books. A recent survey by the panel
organizer counted 100 such books. Broken into rough categories, they
are:
 * Platform-specific style-guides: 12.
 * Platform-independent guidelines and handbooks: 40.
 * Task-analysis, participatory and contextual methods: 7.
 * Usability engineering, testing, evaluation methods: 7.
 * Edited collections on design-related HCI: 14.
 * Web UI design: 9.
 * Graphic design for UIs: 5.
 * Business analysis of usability and user-centered design: 4.
 * General design: 2.
One can ask whether these books are reaching their intended audience.
The vast majority of the UI programmers -- even some of the UI designers
-- at the panel organizer's client companies have heard of very few, if
any, of these books. The sheer number of books may be a hindrance to
their achieving their purpose. How are developers supposed to determine
which ones will most useful to them?

%M C.CHI.2000.2.239
%T Non-contractual trust, design, and human and computer interactions
%S Panel
%A Elisabeth Davenport
%A Mark Dibben
%A Batya Friedman
%A Steven Marsh
%A Howard Rosenbaum
%A Harold Thimbleby
%B CHI00
%D 2000
%V 2
%P 239-240
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633432
%X How might trust be a component of human-computer based interaction?
There are a number of dimensions involving different combinations of
humans, systems and computer agents. Recent studies of trust in the
workplace indicate that trust has many attributes, and that
representations of trust in the virtual workplace must take account of
differences in emphasis. [1] The panel members will work with a number
of 'real world' scenarios that illustrate different aspects pertinent to
trust and the morality of interactions

%M C.CHI.2000.2.241
%T Interactionary: a live UI design competition
%S Panel
%A Scott Berkun
%A Debbie Cargile
%A Christopher Konrad
%A Sarah Zuberec
%A Bruce Tognazzini
%A Steve Rodgers
%A Richard Buchanan
%A Isabela Ancona
%A Alex Little
%A Zayera Khan
%A Shel Kimen
%B CHI00
%D 2000
%V 2
%P 241-242
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633433
%X This experimental panel is an attempt to demonstrate the dynamic and
impromptu parts of the interaction design process. Teams of designers,
usability engineers and program managers will design solutions to
interaction problems live on stage, in front of the audience.

%M C.CHI.2000.2.243
%T Story spaces: interfaces for children's voices
%S Panel
%A Justine Cassell
%A Kimiko Ryokai
%A Allison Druin
%A Jack Klaff
%A Brenda Laurel
%A Nichole Pinkard
%B CHI00
%D 2000
%V 2
%P 243-244
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633434
%X Interactive narrative was, until a couple of years ago, more a topic
of discussion in ACM Multimedia than in the CHI community. And where
children were concerned, the issue was mostly how to make storybooks for
children more interactive by adding sound, animation, etc. More
recently, however, both narrative and interfaces for children have
received significant attention. The two concerns join in the topic of
how to create storytelling spaces to support children's own storytelling
voice. Until now, nevertheless, there has been no comprehensive
discussion at CHI of what it means to design for children to produce
narrative in the context of technology. This panel, then, gathers
researchers with a diverse set of perspectives to discuss what it means
to support children as producers of tales.

%M C.CHI.2000.2.245
%T Scaling for the masses: usability practices of the web's most popular
sites
%S Panel
%A Jared M. Spool
%A Laura Borns
%A Eleri Dixon
%A Kevin Knabe
%A Josh Paluch
%A David Shen
%A Marie Tahir
%B CHI00
%D 2000
%V 2
%P 245-246
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633435
%X This panel will include representatives from some of the web's most
popular sites. Each reaches millions of users monthly and has its own
business model and goals that differ from the others. The panelists will
discuss the usability issues confronting sites that serve very large
audiences, such as: how best to conduct usability testing on sites with
large audiences, how large internal teams can work with multiple
contractors and vendors to achieve a usable site, how
internationalization affects usability goals, how the rise of new
advertising models will affect site usability, and what can be learned
from the sites already in existence. The moderator will encourage the
audience to ask questions of the panelists and share their own
experiences and advice.

%M C.CHI.2000.2.247
%T Smart toys: brave new world?
%S Panel
%A Herman D'Hooge
%A Linda Dalton
%A Helen Shwe
%A Debra Lieberman
%A Claire O'Malley
%B CHI00
%D 2000
%V 2
%P 247-248
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633436
%X Technology is changing the way children play. But should we be
excited or worried about the introduction of technology into children's
toys? This panel of smart toy experts will examine the advantages and
disadvantages of technologically-enhanced play and will discuss
potential psychological and developmental consequences of electronic
playthings. Furthermore, the panel will explore how to evaluate smart
toys and how to create usability guidelines for high-tech toys.

%M C.CHI.2000.2.249
%T Supporting communication and collaboration practices in
safety-critical situations
%S Short talks: communication and collaboration
%A Paul J. Camp
%A James M. Hudson
%A Russell B. Keldorph
%A Scott Lewis
%A Elizabeth D. Mynatt
%B CHI00
%D 2000
%V 2
%P 249-250
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633438
%X In this paper, we present the Firefighter Communication System -- a
system designed to enhance and improve firefighter communication during
a crisis situation such as a structural fire. The system we present is a
half-duplex communication system with an audio horizon for officers and
a full-duplex system for standard firefighters. We also address the
design for the company commander who simultaneously participates in both
systems. These initial designs are the result of ethnographic-style
investigations into firefighting practice combined with iterative
design.

%M C.CHI.2000.2.251
%T Communicating facial affect: it's not the realism, it's the motion
%S Short talks: communication and collaboration
%A Sheryl M. Ehrlich
%A Diane J. Schiano
%A Kyle Sheridan
%B CHI00
%D 2000
%V 2
%P 251-252
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633439
%X Designers of video-mediated communication and affective computing
applications must make tradeoffs to deal with limited bandwidth.
Typically spatial resolution and color are preserved at the expense of
temporal resolution and accuracy. Our data suggest that this may not be
the appropriate tradeoff for communicating facial affect; preserving
motion is critical and may even compensate for major losses in image
realism.

%M C.CHI.2000.2.253
%T What's happening?: the community awareness application
%S Short talks: communication and collaboration
%A Qiang Alex Zhao
%A John T. Stasko
%B CHI00
%D 2000
%V 2
%P 253-254
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633440
%X This article introduces the "What's Happening" desktop application
for maintaining and enhancing community awareness. "What's Happening"
uses a small visualization display and animation to provide unobtrusive
information delivery and lightweight chat-room support. The article also
discusses our early experiences with the system.

%M C.CHI.2000.2.255
%T Interacting with music in a social setting
%S Short talks: communication and collaboration
%A Ali Mazalek
%A Tristan Jehan
%B CHI00
%D 2000
%V 2
%P 255-256
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633441
%X This paper describes the design of a new system for interacting with
music in a social setting. MusiCocktail allows users to influence
certain parameters of a pre-composed and pre-recorded piece of music in
the way they mix their beverages at a social gathering. This new form of
interaction with music enables group participation in the creation of a
rich musical environment.

%M C.CHI.2000.2.257
%T Why conversational agents should catch the eye
%S Short talks: communication and collaboration
%A Roel Vertegaal
%A Robert Slagter
%A Gerrit van der Veer
%A Anton Nijholt
%B CHI00
%D 2000
%V 2
%P 257-258
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633442
%X We studied whether the gaze direction of users indicates whom they
are speaking or listening to in multiparty conversations. Results show
when someone is listening or speaking to individuals, there is indeed a
high probability that the person looked at is the person listened
(p=88%) or spoken to (p=77%). We implemented these findings in a
multi-agent conversational system that uses eye input to gauge which
agent the user is listening or speaking to.

%M C.CHI.2000.2.259
%T Shared reality: physical collaboration with a virtual peer
%S Short talks: communication and collaboration
%A J. Cassell
%A M. Ananny
%A A. Basu
%A T. Bickmore
%A P. Chong
%A D. Mellis
%A K. Ryokai
%A J. Smith
%A H. Vilhjalmsson
%A H. Yan
%B CHI00
%D 2000
%V 2
%P 259-260
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633443
%X We describe a novel interface, in which a human and embodied
conversational agent share a seamlessly integrated virtual and physical
environment. This type of interface, in which objects are passed from
the real to the virtual world, has potential applications in
unsupervised learning, collaborative work, and entertainment. We
introduce Sam, our first implementation of such an interface, which
allows children to engage in natural storytelling play with real
objects, in collaboration with a virtual playmate who shares access to
those real objects.

%M C.CHI.2000.2.261
%T BinScroll: a rapid selection technique for alphanumeric lists
%S Short talks: information retrieval and visualization
%A Juha Lehikoinen
%A Mika Roykkee
%B CHI00
%D 2000
%V 2
%P 261-262
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633445
%X We present a new, efficient technique to find an alphanumeric item in
a sorted list. Our technique, called BinScroll, is based on binary
search, the well-known computer science search algorithm. BinScroll can
be used with a minimum of four buttons, making it ideal for keyboardless
mobile use. It can also be implemented with a minimum of three lines of
text, making it suitable for devices with limited screen space. Our
initial evaluation showed that after 15 minutes of training, a novel
user is able to locate any item from a list of 10,000 movie names in 14
seconds on average.

%M C.CHI.2000.2.263
%T Control menus: execution and control in a single interactor
%S Short talks: information retrieval and visualization
%A Stuart Pook
%A Eric Lecolinet
%A Guy Vaysseix
%A Emmanuel Barillot
%B CHI00
%D 2000
%V 2
%P 263-264
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633446
%X We propose a new type of contextual pop-up menu called a control
menu. These menus combine the selection of an operation and the control
of this operation. They integrate up to two scroll bars or spin-boxes
and thus allow users to keep their attention focused on the menu during
the operation. Control menus can have sub-menus, and also retain the
novice and expert modes of use found in marking menus. We describe
control menus and how they are useful in different types of user
interfaces. A program incorporating our control menus can be tested at
http://www.infobiogen.fr/services/zomit/.

%M C.CHI.2000.2.265
%T PowerView: structured access to integrated information on small
screens
%S Short talks: information retrieval and visualization
%A Staffan Bjork
%A Lars Erik Holmquist
%A Peter Ljungstrand
%A Johan Redstrom
%B CHI00
%D 2000
%V 2
%P 265-266
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633447
%X The PowerView application shows how non-standard graphical user
interfaces, together with the introduction of links between data of
different types, can ease the interaction with digital information on
small mobile devices. The information visualization technique used
provides a structured and efficient way of displaying information and
allows navigation using only four operators. Links between data entries
further improve the system by presenting related information together,
even when the data belongs to different information domains, User
evaluation has shown that the system is as easy to use by novice users
as systems based on well-known user interface models.

%M C.CHI.2000.2.267
%T The trouble with shortcuts
%S Short talks: information retrieval and visualization
%A Andrew Howes
%A Stephen J. Payne
%A Amelia Woodward
%B CHI00
%D 2000
%V 2
%P 267-268
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633448
%X Shortcut icons are often provided for commands that are used most
frequently. However, there is no published evidence to support the view
that shortcuts improve a user's overall efficiency. A preliminary
experiment is reported that investigates the effect of shortcuts on
performance time, both for the commands for which shortcuts are provided
and for those for which they are not. The results suggest that shortcuts
may in some circumstances have an overall effect of slowing users down.

%M C.CHI.2000.2.269
%T Improving user performance on Boolean queries
%S Short talks: information retrieval and visualization
%A John F. Pane
%A Brad A. Myers
%B CHI00
%D 2000
%V 2
%P 269-270
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633449
%X The accurate formulation of boolean expressions is a notorious
problem in programming languages as well as database and web query
tools. Users have demonstrated great difficulty with the common textual
method for specifying these queries, which uses the boolean operators
AND, OR, and NOT, partly because these words are used inconsistently in
natural languages. This paper proposes a tabular boolean query language
that avoids the need to use named operators, provides a concrete
distinction between conjunction and disjunction, and makes grouping more
explicit. A study comparing this tabular language with textual boolean
expressions found that untrained users perform better when they express
their queries in the tabular language, and about equally well when
interpreting queries written in either language. We conclude that
systems can benefit by adopting a tabular notation for query
formulation.

%M C.CHI.2000.2.271
%T Menus beyond the desktop metaphor
%S Short talks: information retrieval and visualization
%A Fred A. Voorhorst
%A Helmut Krueger
%A Martin Bichsel
%B CHI00
%D 2000
%V 2
%P 271-272
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633450
%X Augmented Reality systems integrate real and virtual objects,
allowing for a new view on the implementation of menus. This paper
describes experimental research in support of making menus grasp-able,
i.e. easily accessible.

%M C.CHI.2000.2.273
%T Trials and tribulations of using an eye-tracking system
%S Short talks: multimodal interaction
%A Susan K. Schnipke
%A Marc W. Todd
%B CHI00
%D 2000
%V 2
%P 273-274
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633452
%X This paper's focus is on the challenges associated with collecting
eye-tracking data. Despite operator training conducted by the
manufacturer, one year of experience with eye-tracking and extensive
calibration, the data collection success rate in the current
investigation was very low; only six out of sixteen participants (37.5%)
were successfully eye-tracked. We discuss possible explanations for this
low success rate, and why we do not currently believe that eye-tracking
is ready to be employed in usability laboratories.

%M C.CHI.2000.2.275
%T The smart floor: a mechanism for natural user identification and
tracking
%S Short talks: multimodal interaction
%A Robert J. Orr
%A Gregory D. Abowd
%B CHI00
%D 2000
%V 2
%P 275-276
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633453
%X We have created a system for identifying people based on their
footstep force profiles and have tested its accuracy against a large
pool of footstep data. This floor system may be used to identify users
transparently in their everyday living and working environments. We have
created user footstep models based on footstep profile features and have
been able to achieve a recognition rate of 93%. We have also shown that
the effect of footwear is negligible on recognition accuracy.

%M C.CHI.2000.2.277
%T A tangible interface for controlling robotic toys
%S Short talks: multimodal interaction
%A James Patten
%A Laurie Griffith
%A Hiroshi Ishii
%B CHI00
%D 2000
%V 2
%P 277-278
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633454
%X We present a device for developing simple event-driven programs to
control robotic toys. To construct a program, the user connects events
to actions to be taken in response to those events. We represent these
associations as pictures connected by pieces of physical string. This
work is one of our initial explorations of the use of string in tangible
user interfaces.

%M C.CHI.2000.2.279
%T Hash visualization in user authentication
%S Short talks: multimodal interaction
%A Rachna Dhamija
%B CHI00
%D 2000
%V 2
%P 279-280
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633455
%X Although research in security has made tremendous progress over the
past few years, most security systems still suffer by failing to account
for human factors. People are slow and unreliable at processing long and
meaningless strings, yet many security applications depend on this
skill. For example, a major problem in user authentication is that
people have difficulties in choosing and memorizing secure passwords. In
this paper, we have investigated how the usability and security of user
authentication systems can be improved by replacing text strings with
structured images.

%M C.CHI.2000.2.281
%T Investigating auditory direct manipulation: sonifying the Towers of
Hanoi
%S Short talks: multimodal interaction
%A Fredrik Winberg
%A Sten Olof Hellstrom
%B CHI00
%D 2000
%V 2
%P 281-282
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633456
%X This paper presents a study of an auditory version of the game
"Towers of Hanoi". In this study, we have compared three different
strategies for continuous presentation of the objects. The focus for
this study is to investigate the nature of auditory direct manipulation,
where continuous presentation is one of the key aspects. The results
show that the differences between the strategies need to be explored
further by experimentation. Additionally, much effort has to be put on
the learning phase of the auditory interface and the mouse interaction
has to be investigated further.

%M C.CHI.2000.2.283
%T The embroidered musical ball: a squeezable instrument for expressive
performance
%S Short talks: multimodal interaction
%A Gili Weinberg
%A Maggie Orth
%A Peter Russo
%B CHI00
%D 2000
%V 2
%P 283-284
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633457
%X In this paper, we describe the Embroidered Musical Ball, a soft,
tactile computer/MIDI musical instrument, that lets untrained children,
novices and/or professionals perform and manipulate expressive and
detailed music with simple everyday physical hand gestures such as
squeezing and stretching. Our new embroidered pressure sensors replace
the hard, bulky and awkward continuous control sensors common in most
computer instruments, i.e., sliders, knobs and buttons. The combination
of this light and easily physically manipulated instrument with a new,
immersive approach to musical software allows players to expressively
explore music with an immediacy not experienced in traditional
instruments, which emphasize years of training to learn the precise
control of pitches, timing, levels and various expression instructions.
Instead, the musical ball lets players manipulate and explore a complete
musical composition that has been mapped to different embroidered
sensors. This allows players to immediately squeeze and mold the ball to
perform the pre-composed music in an expressive manner.

%M C.CHI.2000.2.285
%T Is user involvement harmful or useful in the early stages of product
development?
%S Short talks: design issues
%A Sari Kujala
%A Martti Mantyla
%B CHI00
%D 2000
%V 2
%P 285-286
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633459
%X Not much empirical evidence has been presented to evaluate the
usefulness of user studies or the optimal amount of resources to
allocate to them. This study is an initial step to understand the costs
and benefits of user studies in the early stages of product development.
In a case study a psychologist, who was not a designer, performed a user
study and developed design propositions. The results were compared to a
baseline design process with usability tests. The results show that the
user study was useful although the investment of 46 person hours was
modest. The design propositions based on the user study results made the
product more usable and desirable to the users.

%M C.CHI.2000.2.287
%T Elements that affect web credibility: early results from a
self-report study
%S Short talks: design issues
%A BJ Fogg
%A Jonathan Marshall
%A Alex Osipovich
%A Chris Varma
%A Othman Laraki
%A Nicholas Fang
%A Jyoti Paul
%A Akshay Rangnekar
%A John Shon
%A Preeti Swani
%A Marissa Treinen
%B CHI00
%D 2000
%V 2
%P 287-288
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633460
%X We conducted an online survey about Web credibility, which included
over 1400 participants. People reported that Web site credibility
increases when the site conveys a real-world presence, is easy to use,
and is updated often. People reported that a Web site loses credibility
when it has errors, technical problems, or distracting advertisements.
Our study is an early effort to identify Web credibility elements and
empirically investigate the effect of each.

%M C.CHI.2000.2.289
%T Can computer-generated speech have gender?: an experimental test of
gender stereotype
%S Short talks: design issues
%A Eun Ju Lee
%A Clifford Nass
%A Scott Brave
%B CHI00
%D 2000
%V 2
%P 289-290
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633461
%X The present study examines if and how the "gender" of
computer-generated speech affects the user's perception of the computer
and their conformity to the computer's recommendation. Presented with a
series of social-dilemma situations, participants made a decision after
listening to the computer's argument for one of the two choices in a 2
(TTS gender: male vs. female) by 2 (participant gender: male vs. female)
experiment. Consistent with gender stereotypes, the male-voiced computer
exerted greater influence on the user's decision than the female-voiced
computer and was perceived to be more socially attractive and
trustworthy. More strikingly, gendered synthesized speech triggered
social identification processes, such that female subjects conformed
more to the female-voiced computer, while males conformed more to the
male-voiced computer (controlling for the main effect). Similar
identification effects were found on social attractiveness and
trustworthiness of the computer.

%M C.CHI.2000.2.291
%T Recommending from content: preliminary results from an e-commerce
experiment
%S Short talks: design issues
%A Mark Rosenstein
%A Carol Lochbaum
%B CHI00
%D 2000
%V 2
%P 291-292
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633462
%X We are conducting an ongoing experiment into the effects of various
forms of recommendations on consumer behavior at a web site. In this
paper, we report on measures of the usefulness and effectiveness of
recommendations based on content. During a three month period, we
provided recommendations on over 2000 products at an e-commerce web
site. To evaluate the effectiveness of recommendations on customer
behavior, we collected three sets of metrics. First, we measured the
rate at which recommendations were actually viewed by visitors. Second,
we analyzed the paths visitors took through the recommendations.
Finally, we measured the impact of recommended items on number of items
purchased and on revenue.

%M C.CHI.2000.2.293
%T The secret life of notebooks
%S Short talks: design issues
%A Steve Loughran
%B CHI00
%D 2000
%V 2
%P 293-294
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633463
%X We describe the secret life of notebooks in the hands of mobile
professionals who use them as desktop replacement machines. Usage logs
reveal that there are four key contexts of use, each with their own
separate requirements: desktop, meetings, home and travel. Dynamic
detection of and adaptation to these contexts could enhance the value
and usability of notebooks and their applications.

%M C.CHI.2000.2.295
%T Websound: a generic web sonification tool allowing HCI researchers to
dynamically create new access modalities
%S Short talks: design issues
%A Lori Stefano Petrucci
%A Eric Harth
%A Patrick Roth
%A Assimacopoulos Andre
%A Thierry Pun
%B CHI00
%D 2000
%V 2
%P 295-296
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633464
%X The World Wide Web (WWW) has recently become the main source of
digital information accessible everywhere and by everyone. Nevertheless,
the inherent visual nature of Internet browsers makes the Web
inaccessible to the visually impaired. To solve this problem, non-visual
browsers have been developed. One of the new problems, however, with
those non-visual browsers is that they often transform the visual
content of HTML documents into textual information only, that can be
restituted by a text-to-speech converter or a Braille device. The loss
of spatial layout, and textual attributes such as boldface, italic,
underline, color or even size should be avoided since they often bear
visually important information. Moreover, typical non-visual Internet
browsers do not allow visually impaired and sighted individuals to
easily work together using the same environment. These new problems have
to be solved with new alternative non-visual display techniques. This
paper presents WebSound, a new generic Web sonification tool and its
application to a 3D audio augmented Internet browser (Internet Explorer
5.0) developed at the University of Geneva.

%M C.CHI.2000.2.297
%T The GOMS SIG: troubleshooting, lessons learned, novel applications,
teaching techniques & future research
%S Special interest groups
%A Wayne D. Gray
%A Bonnie E. John
%A David E. Kieras
%A Deborah A. Boehm Davis
%B CHI00
%D 2000
%V 2
%P 297
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633466
%X GOMS is many things to many people, It is the only validated analytic
usability evaluation method (UEM) in the field of human-computer
interaction. It is being used by practitioners at some of the world's
largest and some of the smallest software companies. It is a research
agenda that is being pursued at universities the world over. It is a
task analysis technique with roots in both cognitive psychology and
artificial intelligence. It is a flexible tool that can be used with
protocol analysis. It is a technique that makes detailed profiling
possible. It is an important adjunct to usability testing. It is
something that can be done at the early stages of the: design process.
It is a way of intelligently playing what if games with interface
possibilities. It is all of these things and more.

%M C.CHI.2000.2.298
%T Collaborative information retrieval (CIR)
%S Special interest groups
%A Susan Dumais
%A Jonathan Grudin
%A Steven Poltrock
%A Harry Bruce
%A Raya Fidel
%A Annelise Mark Pejtersen
%B CHI00
%D 2000
%V 2
%P 298
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633467
%X Most information retrieval and management tools have been developed
for use by individuals. For example, Web search interfaces, and online
catalogs support individual searchers working on their own. In workplace
and library settings, however, teamwork is becoming more and more
prevalent. We use the term Collaborative Information Retrieval (CIR) to
describe any activity that collectively resolves an information problem.
Information retrieval is construed in the broadest sense and includes
processes such as: problem identification, analysis of information
needs, query formulation, retrieval interactions, and the presentation
and analysis of results. In this SIG, we will explore how to better
understand and support information access in collaborative team
settings. An understanding of the social and organizational contexts in
which CIR occurs will lead to the design of more useful systems.
   Several researchers have addressed aspects of CIR. In previous CHI
meetings, Kidd (CHI'94) described how different people make different
sense of the same information, Maltz and Ehrlich (CHI'95) outlined the
key role that information gate keepers play, and several groups studied
collaborative filtering. Some products support workgroup scheduling,
document workflow, etc. But, none has brought together the variety of
perspectives we believe are critical in fully understanding the CIR
design space.

%M C.CHI.2000.2.299
%T Cross-cultural user-interface design: what? so what? now what?
%S Special interest groups
%A Aaron Marcus
%A Nuray Aykin
%A Apala Lahiri Chavan
%A Donald L. Day
%A Emilie West Gould
%A Pia Honold
%A Masaaki Kurosu
%B CHI00
%D 2000
%V 2
%P 299
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633468
%X CHI and other conferences recognize the importance of considering
cross-cultural (including gender) communication issues in user-interface
(UI) design. Classic texts about cultures are not sufficiently known in
the SIGCHI community. Many consumer information appliances, or
computer-based communication products, must be suitable for
international, multi-cultural markets. The growth of and consequent
immediate international access to the Web demand a response by UI
designers to the issues of when and how user interfaces can be designed
for global access yet account for local differences. Attendees will
discuss with mentors challenges of designing UIs for international
and/or multi-cultural use, in which metaphors, mental models,
navigation, interaction, and/or appearance must be significantly
adjusted to account for global and/or local needs. Issues to be
discussed include the following:
 * What are the dimensions of culture? What research exists?
 * What are the differences among cultures, e.g., North American,
   European, Asian? How do they affect UIs?
 * How does we account for different references of icons, metaphors,
   organization, and navigation strategies?
 * Can we design locale-neutral user interfaces? What can/must be
   standardized or localized?
 * How can/should cultural diversity issues impact professional
   education?
 * Why do/don't businesses design for global markets?
 * How can we handle legal issues across cultures in the borderless
   Internet?

%M C.CHI.2000.2.300
%T Including users with disabilities
%S Special interest groups
%A Lea T. Adams
%B CHI00
%D 2000
%V 2
%P 300
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633469
%X This SIG will begin the information exchange on designing for
disabilities for professionals who have not formally considered disabled
communities as part of their user/subject base before. Until recently,
only professionals working in the area of assistive technologies/devices
focused on design for people with disabilities. However, more
applications, software, products and services that have typically been
targeted at the general population now have requirements that they be
equally usable by the "normal" healthy population of users and by users
with various disabilities (e.g., physical, sensory, cognitive). For
example, in the United States, the FCC has mandated that all
telecommunication devices and services used by the general population be
accessible by people with disabilities whenever it is readily achievable
(i.e., without much difficulty or expense). To the extent it is not
readily achievable for these devices to be accessible, then they must be
made compatible with commonly used assistive devices [2][3]. There are
other mandates and standards that are heading in the same direction [1].
For professionals working on products, services, and applications that
are or will soon be impacted by these types of mandates, the typical
methods used for design, data collection, and test will be fundamentally
altered.

%M C.CHI.2000.2.301
%T Common industry format for usability test reports
%S Special interest groups
%A Jean Scholtz
%B CHI00
%D 2000
%V 2
%P 301
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633470
%X In October of 1997, the U.S. National Institute of Standards and
Technology (NIST) initiated an effort to increase the visibility of
software usability. Participants from major software suppliers and
customer organizations attended the first three workshops of the
Industry USability Reporting (IUSR) project. They set the goals of the
initiative:
 * Encourage software supplier and customer organizations to communicate
   more effectively about user needs and tasks,
 * Develop a common reporting format for sharing usability data with
   customer organizations, and
 * Conduct a Pilot Study to determine how well the usability reporting
   format works and to determine the value of using this format in
   software procurement.
These consensus-building meetings identified the requirements for the
common format and resulted in the Common Industry Format (CIF) for
Usability Test Reports. The CIF is intended to promote incorporation of
usability as part of the procurement decision-making process for
interactive products.
   Usability professionals within supplier organizations can use the CIF
to generate reports, and customer organizations can use the reports as a
basis for corporate decision-making. The report itself is intended for
two types of readers: (1) human factors or other usability professionals
in customer organizations who are evaluating both the technical merit of
usability tests and the usability of products, and (2) other technical
professionals and managers who are using the test results to make
business decisions. The first draft of the CIF, developed through this
consensus of the IUSR industry participants, is now ready. Trial use of
the CIF report format is being encouraged via the IUSR Pilot Study. The
CIF, as well as details of the IUSR project and the Pilot Study, can be
found at http:/www.nist.gov/iusr

%M C.CHI.2000.2.302
%T A "bag of tricks" for web usability
%S Special interest groups
%A Thomas S. Tullis
%A Eleri J. Dixon
%A Harry M. Hersh
%B CHI00
%D 2000
%V 2
%P 302
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633471
%X Web usability is a somewhat elusive concept. We think most people
would agree that there is no magic "formula" or set of rules to follow
that will guarantee a usable web site in all circumstances.
Consequently, it's critical to have a comprehensive "bag of tricks" for
evaluating the usability of any given web site. The purposes of this SIG
are to share some of these evaluation techniques that we have found
useful, to stimulate group discussion about what works and what doesn't,
and to identify additional techniques.

%M C.CHI.2000.2.303
%T HCI in education
%S Special interest groups
%A Kenneth R. Lee
%B CHI00
%D 2000
%V 2
%P 303
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633472
%X The use of technology in education is burgeoning, especially in terms
of distance and online education. At first, it appears that the tools
used to support courses on line are simply tools used for video
conferencing, EDI, and the like. Further investigation seems to support
the idea that systems that support courses on line are qualitatively
different from systems that support business activities or even a normal
web site.
   When the organizers of the special interest group on Usability in
Online/Distance Learning at CHI 99 were unable to attend, the group who
attended took over the SIG and discussed topics having to do with
usability in distance education. The purpose of this special interest
group is to follow up on the discussion that was started there in a more
formal manner.

%M C.CHI.2000.2.304
%T Contextual design for creating new design concepts
%S Special interest groups
%A Karen Holtzblatt
%A Hugh Beyer
%B CHI00
%D 2000
%V 2
%P 304
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633473
%X Contextual techniques -- Contextual Design and other methods of field
research -- are recognized by the industry as critical for the
development of products that work for their users. But there is still
uncertainty as to how these techniques can be used to drive the
development of totally new products -- products that create new markets
or transform their users' work in radical ways. If the work is
completely changed, people say, then there is no work to study, so how
can we do field research?
   This SIG explores answers to that question. We start with a real case
from our own work as an example, then design field research approaches
for cases proposed by participants.

%M C.CHI.2000.2.305
%T Increasing the influence of usability practices within the design
process
%S Special interest groups
%A Martin Maguire
%B CHI00
%D 2000
%V 2
%P 305
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633474
%X This Special Interest Group will discuss the problems of integrating
usability into the design process by comparing the experiences of
practitioners from different countries. Consideration will then be given
to what usability approaches work well in different parts of the world
and in different application areas. The aim will be to identify some
common principles or tactics for usability practice that can be applied,
ideally in a range of situations, to make it more influential and the
results more effective.

%M C.CHI.2000.2.306
%T Interactive TV: a new interaction paradigm?
%S Special interest groups
%A Owen Daly Jones
%A Rachel Carey
%B CHI00
%D 2000
%V 2
%P 306
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633475
%X This SIG will bring together practitioners and researchers who are
involved in the design of Interactive TV services (iTV). iTV services
have been launched across much of Europe, as well as in the USA.
However, most of the trials conducted on the feasibility of these
services are commercially sensitive. Little is known publicly about what
makes for a successful interactive TV service, and there are no
established guidelines for the development of usable iTV services.
   The aims of this SIG are to:
 * share findings from recent usability studies of iTV services
 * discuss the implications of these findings for the design of future
   services
 * identify future research issues that should be addressed by the HCI
   community

%M C.CHI.2000.2.307
%T Measuring web-site usability
%S Special interest groups
%A Jared M. Spool
%A Tara Scanlon
%A Lori Landesman
%A Matthew Klee
%B CHI00
%D 2000
%V 2
%P 307
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633476
%X Web design is still primarily an artistic endeavor. However, we are
beginning to see empirical research results that tell us what pitfalls
to avoid in order to create successful web sites.
   In this SIG, we will discuss the latest research results available.
Web-site designers can share successful strategies and discuss questions
still unanswered.
   This SIG also will be a forum for researchers to discuss methods and
share objectives. Researchers will have an opportunity to interact with
web-site designers to understand the research still required to identify
the keys to successful design.
   Following the session, we intend to consolidate the discussion into a
four-to-five page summary and send it to all participants.

%M C.CHI.2000.2.308
%T Culturally-adapted products in the global market: dealing with the
naysayers
%S Special interest groups
%A Thomas Plocher
%A Pia Honold
%B CHI00
%D 2000
%V 2
%P 308
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633477
%X Many major U.S. corporations, such as Siemens, Honeywell, Kodak and
Motorola, are seeking growth through expanding their international
markets. Market research indicates that key discriminators will be ease
of use, minimal required training, and user productivity enhancement.
But can these usability goals be achieved without careful attention to
adapting user interfaces to the cultures of end users? There seems to be
an imperative here to develop products that account for cultural
characteristics, expectations, mental models, and preferences of target
user groups. This said, a number of lingering questions and issues
remain and often represent impediments to progress in this area. This
SIG focuses on the following issues:
 1. The homogenous global culture is taking over -- This argument
    suggests that we are all gradually moving toward one homogenous
    world culture in which characteristics of national culture will have
    little importance. McDonald's is viewed as the prototype of this
    trend. If this is the future, then why bother about cultural
    adaptation of products? The SIG discussion centers on evidence that
    "inner layer" cultural traits such as values and attitudes are
    rather deeply held and will persist over time even though more
    superficial and overt characteristics of culture may change.
 2. Everyone thinks the same way -- There is a common notion that
    cultural differences in product usability are largely aesthetic,
    matters of appearance. But people basically think and go about their
    work the same way. Make the product "pretty", use the local
    language, and the product will be fine. Language and aesthetics are
    extremely important to product design. But so are culturally
    dependent ways of thinking, communicating, and decisionmaking. These
    characteristics are discussed, together with their implications for
    HCI design.
 3. Developers cannot possibly understand the nuances of foreign cultures
    -- This argument holds that localization efforts are doomed because
    product developers can't possibly understand all the subtleties of
    foreign cultures. Practitioners from corporations who have addressed
    this issue discuss their experience with: regional development
    centers, local university partnerships, in-country focus groups and
    product testing conducted by HCI professionals from the target
    cultures.
 4. Culturally adapted products cost too much -- A common argument is
    that localization increases the cost of product development
    disproportionately to the market advantage obtained. But what
    happens to sales when a poorly conceived product is introduced into
    a target culture? How can cultural sensitivity be incorporated into
    standard development processes?

%M C.CHI.2000.2.309
%T "Learnability" testing in learner-centered design
%S Special interest groups
%A A. Kashif Asdi
%A Beth H. Daniels
%B CHI00
%D 2000
%V 2
%P 309
%K design, education, learner-centered design, teaching, usability,
usability testing, user-centered design
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633478
%X In this SIG, we will provide a forum for discussing issues in
learner-centered design and learner-centered usability testing.

%M C.CHI.2000.2.310
%T Can we have spiritual experiences on-line?
%S Special interest groups
%A Michael J. Muller
%A Ellen Christiansen
%A Bonnie Nardi
%B CHI00
%D 2000
%V 2
%P 310
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633479
%X Contemporary user interfaces emphasize attributes such as rapid
delivery of information, immediate notification of events, real-time
awareness, scope of visibility, and command and control. The user is
poised for knowledge, power, and action.
   In this SIG, we invite members of the CHI community to help us
explore a different area of human comprehension and action. We are
concerned about issues of spiritual experience in the use of computers.
What kinds of designs and electronic environments might permit, support,
or augment spiritual experiences -- by individuals, and especially by
groups of people who share a spiritual tradition?
   Curiously, we have not been able to find any publications relevant to
this topic. We suspect that there is work going on in this area, and but
we may not know how to search for it.
   We plan to conduct the SIG in three parts. The first part will be a
plenary presentation of the topic, with a relatively formal, panel-like
group discussion. In the second part of the session, we will change the
"voice" in which we speak to a relatively quieter, contemplative mode,
splitting into groups of fewer than ten people each. The groups may
begin their discussions with ideas from the plenary part of the session,
or they may immediately take up questions and experiences from their own
membership. We will ask the small groups if they want to reconvene into
a final plenary session to report back on their new understandings.
Alternatively, we may ask people from each of the small groups to record
their understandings or conclusions for us. If the outcomes appear to be
of interest to the larger CHI community, we will write a report for
SIGCHI Bulletin.

%M C.CHI.2000.2.311
%T Towards a framework of methods on UI style guides
%S Special interest groups
%A Pieter Willems
%A Jouke Verlinden
%A Pieter Jan Troost
%B CHI00
%D 2000
%V 2
%P 311
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633480
%X methods, organizational aspects, style guides

%M C.CHI.2000.2.312
%T Incorporating usability techniques into the Web lifecycle
%S Special interest groups
%A Suzy Czarkowski
%A Bobbi Sanford
%B CHI00
%D 2000
%V 2
%P 312
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633481
%X As usability professionals, we know the appropriate methodology for
incorporating usability into a product: define the user requirements; do
task and workflow analysis; create a prototype; test the prototype on a
sample of users; iterate the process, etc. Some of us have even been
fortunate enough to put many of these methods into practice to design
and deliver a usable product. However, how do usability professionals
adhere to standard methodology when a company releases something new on
its site every week or even every day? What kind of rapid usability
methods are appropriate to fit into the Web lifecycle? How do we keep
the business units from releasing something on the site just for the
sake of keeping up with the competition, without any regard for its
usability?

%M C.CHI.2000.2.313
%T Personalization: a taxonomy
%S Student posters
%A Jan Blom
%B CHI00
%D 2000
%V 2
%P 313-314
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633483
%X Personalization is here defined as a process of changing a system to
increase its personal relevance. This may have a work or social
motivation. A taxonomy of motivations is developed and illustrated by
application to mobile phones and e-commerce Web pages.

%M C.CHI.2000.2.315
%T Bubble trees the visualization of hierarchical information structures
%S Student posters
%A Richard Boardman
%B CHI00
%D 2000
%V 2
%P 315-316
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633484
%X A tree visualization mechanism is proposed, based on the natural
property of trees to recursively sub-categorize themselves into
sub-trees. Each sub-tree is graphically represented as a bubble, which
aggregates detail by enclosing lower-level information. Navigation and
information retrieval are facilitated through an elegant set of browsing
interactions. The interface is useful for tasks where users are required
to develop a mental model of a classification system. The interactive
nature of bubble trees allows users to explore and work out
relationships for themselves.

%M C.CHI.2000.2.317
%T Contextual inquiry: quantification and use in videotaped analysis
%S Student posters
%A Karen Cross
%A Adrienne Warmack
%B CHI00
%D 2000
%V 2
%P 317-318
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633485
%X Contextual Inquiry is a method developed by Beyer and Holtzblatt for
grounding design in the context of the work being performed. In this
paper, we describe our adaptation of the method to analyze videotaped
presentations. Our goal was to find improvements for a slide
presentation program currently in development, called 'SlideShow
Commander.' Contextual Inquiry provided meaningful data on the
structures and typical problems found in presentations, on which we
based our design ideas. We then further analyzed and quantified the
Contextual Inquiry data, beyond what Beyer and Holtzblatt suggest. This
new step provided a means to prioritize the design suggestions, as well
as a way to defend the potential commercial usefulness of the software.
Deciding upon the value and direction of further effort is essential for
software development; by using our adapted form of Contextual Inquiry,
we were able to make and defend these decisions.

%M C.CHI.2000.2.319
%T SimVis: an interaction model for exploring clinical data
%S Student posters
%A Goran Falkman
%B CHI00
%D 2000
%V 2
%P 319-320
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633486
%X We present an interaction model for exploring clinical data, based on
the computation of similarity measures. The model has been used in a
tool (SimVis) that helps clinicians to classify and cluster clinical
examination data. The user interaction is supported by the visualization
of clusters and similarity measures. A first implementation of SimVis is
described and discussed.

%M C.CHI.2000.2.321
%T Learning and knowledge application: electronic versus printed
material
%S Student posters
%A Kate Garland
%B CHI00
%D 2000
%V 2
%P 321-322
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633487
%X Increasing use of computer technologies within teaching has important
implications for learning. This study investigated levels of learning
for print and electronically presented material. Identical material was
presented in printed form or on an Intranet facility. A between-subjects
design was used to test correct responses over four sessions. Ratings
for confidence and for the nature in which each memory was recalled were
obtained. The latter, 'awareness' [1], was used as a known, reliable
measure [2] to reflect levels of memory indicating knowledge
application. A significantly higher number of correct responses were
found for the printed material. Memory awareness scores differed
significantly. Age, sex and degree of computer expertise could not
account for the between group variation. The findings suggest that
computer based material may be cognitively assimilated and processed
differently.

%M C.CHI.2000.2.323
%T The reminder bracelet: subtle notification cues for mobile devices
%S Student posters
%A Rebecca Hansson
%A Peter Ljungstrand
%B CHI00
%D 2000
%V 2
%P 323-324
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633488
%X We are investigating new ways of conveying event notifications from
mobile devices to their users. Our ambition has been to explore
non-intrusive, or subtle ways of notifying users, to hide the technology
and make room for aesthetic considerations. We argue that there is need
for new ways of attracting a user's attention, while at the same time
not disturbing other people. We have built a notification tool, the
Reminder Bracelet, that is worn on the wrist and connected to a PDA. It
notifies its user of scheduled events in a subtle and silent manner
using light, color and patterns. Initial evalutations have shown that in
a number of situations, the bracelet was preferred to the alert sound of
a PDA or a mobile phone.

%M C.CHI.2000.2.325
%T Interactive multimedia scenarios and role-playing
%S Student posters
%A Christian Hardless
%A Malin Nilsson
%B CHI00
%D 2000
%V 2
%P 325-326
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633489
%X In this paper, we describe the use of interactive multimedia
scenarios for role-playing in groups as a learning activity. The
motivation for this research is the need for learning activities that
stimulate an interest for problematic issues, challenge current
understandings and facilitate experience sharing between professionals.
The learning activity has been used in a corporate training programme
where 80 professionals, in 11 groups, participated. We highlight
preliminary evaluation results that illustrate how they experienced the
activity.

%M C.CHI.2000.2.327
%T Exploring property-based document organization in a collaborative
note-sharing system
%S Student posters
%A Jonathan Huang
%A Joseph Michiels
%B CHI00
%D 2000
%V 2
%P 327-328
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633490
%X This paper investigates the applicability of property-based document
organization to NotePals, a collaborative note-sharing system [1,2]. The
traditional hierarchical structure for organizing documents confines
users to the file system's representation and prevents them from forming
their own organization schemes, especially in a shared environment. We
have designed and evaluated a low-fidelity prototype on a collaborative
note-sharing system based on the idea of an organization system using
document properties [3]. A user study confirmed the applicability of
this concept to the task of managing notes.

%M C.CHI.2000.2.329
%T Web TANGO: towards automated comparison of information-centric web
site designs
%S Student posters
%A Melody Y. Ivory
%B CHI00
%D 2000
%V 2
%P 329-330
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633491
%X Web site usability is even more critical as the number of sites grows
exponentially and the number of users increases dramatically. We
describe a new automated methodology and tool, Web TANGO, being
developed to allow designers to explore alternative designs of
information-centric web sites prior to implementation.

%M C.CHI.2000.2.331
%T Forum contact space: serendipity in the workplace
%S Student posters
%A Phillip Jeffrey
%B CHI00
%D 2000
%V 2
%P 331-332
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633492
%X This paper explores whether chance encounters which occur within the
workplace can be reproduced within a virtual environment. Participants'
interaction in the Forum Contact Space, a networked virtual world
designed to support chance encounters, was investigated over a three
month period. The initial findings suggest that chance encounters
occurred as participants reported examples of interactions which
triggered events that may not have occurred otherwise. Future research
should explore whether Contact Space chance encounters for distributed
team members produce a feeling of group cohesiveness or create an
enhanced awareness of one's co-workers.

%M C.CHI.2000.2.333
%T The designer's outpost: a task-centered tangible interface for web
site information design
%S Student posters
%A Scott Klemmer
%A Mark W. Newman
%A Raecine Sapien
%B CHI00
%D 2000
%V 2
%P 333-334
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633493
%X The Designer's Outpost is a tangible user interface that combines the
affordances of paper and large physical workspaces with the advantages
of electronic media to support information design of web sites. We are
developing a system to support the practices used by designers during
the early phases of information design. We have created and evaluated a
low-fi prototype, and are implementing a revised design. Designers will
interact with the system by writing on physical Post-it Notes, arranging
them on the digital desk in related groups, and drawing links between
them. The system tracks the Post-its using computer vision and captures
links among Post-its and groups with a stylus.

%M C.CHI.2000.2.335
%T Visualizing sequential data: a new detail-in-context layout
%S Student posters
%A Oliver Kuederle
%B CHI00
%D 2000
%V 2
%P 335-336
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633494
%X Relationships between images are often of a sequential nature.
Temporal sequences may include keyframes in an animation or frequently
recorded satellite pictures. An example for spatial sequences is
Magnetic Resonance Images (MRI) as they show successive slices of a
volume. When interacting with these images, the user may wish to see
detailed information without losing the context. Detail-in-context
techniques provide methods to display parts of the data in full detail
without sacrificing contextual information. Studies have shown that it
is important to match the user's mental model as well as the underlying
structure of the data when designing a detail-in-context algorithm. This
paper describes a new algorithm to visualize sequential data and an
application of this technique to the display of MR images.

%M C.CHI.2000.2.337
%T "Bloat": the objective and subject dimensions
%S Student posters
%A Joanna McGrenere
%B CHI00
%D 2000
%V 2
%P 337-338
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633495
%X "Bloat", a term that has existed in the technical community for many
years, is increasingly receiving attention in the popular press.
However, it is seldom clear exactly what "bloat" is. Our extensive study
of 53 users of a complex software application, Microsoft Word, Office97,
provided an opportunity to explore the concept of "bloat" in detail. We
specify the concept of "bloat" and argue that it has both objective and
subjective dimensions.

%M C.CHI.2000.2.339
%T Application of Fitts' law to eye gaze interaction
%S Student posters
%A Darius Miniotas
%B CHI00
%D 2000
%V 2
%P 339-340
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633496
%X An experiment is described comparing the performance of an eye
tracker and a mouse in a simple pointing task. Subjects had to make
rapid and accurate horizontal movements to targets that were vertical
ribbons located at various distances from the cursor's starting
position. The dwell-time protocol was used for the eye tracker to make
selections. Movement times were shorter for the mouse than for the eye
tracker. Fitts' Law model was shown to predict movement times using both
interaction techniques equally well. The model is thus seen to be a
potential contributor to design of modern multimodal human-computer
interfaces.

%M C.CHI.2000.2.341
%T Should we take turns?: a test of CMC turn-taking formats
%S Student posters
%A Bruce Phillips
%B CHI00
%D 2000
%V 2
%P 341-342
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633497
%X The present study investigated the role of turn-taking formats in
real-time text-only computer mediated communication. In particular, I
investigated the trade-off between ensuring smooth turn exchanges for
allowing moment-by-moment collaboration between participants. A
quantitative discourse analysis showed that, contrary to what popular
models of dialogue would predict, users communicating with interfaces
that imposed a turn-taking format produced less efficient dialogues and
performed less well on collaborative brainstorming and recall tasks.

%M C.CHI.2000.2.343
%T Evaluating international usability of virtual worlds
%S Student posters
%A Derek Poppink
%B CHI00
%D 2000
%V 2
%P 343-344
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633498
%X The last five years have seen a rapid proliferation of graphical
avatar-based virtual worlds and communities for entertainment and
commercial purposes. Examples include worlds created by Microsoft, Sony,
IBM, and others. Although these companies are trying to create new
global forums for commerce, social interaction, and cooperative
endeavors, there has been little analysis of how these worlds facilitate
or constrain the participation of international users. The success of
the virtual worlds is contingent upon the quality of the user's
interactions, and the benefits of an internationally sensitive design
include enhanced usability and larger markets. In this paper, I give a
brief overview of virtual worlds and literature on cross-cultural
comparisons, propose a set of variables for analyzing their cultural
affordances, and make observations of selected virtual communities.

%M C.CHI.2000.2.345
%T Design of virtual reality exposure therapy systems: task analysis
%S Student posters
%A Martijn Schuemie
%B CHI00
%D 2000
%V 2
%P 345-346
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633499
%X Virtual reality can be used to treat phobias, but research in this
subject is just beginning. This paper describes a task analysis of the
therapy process based on direct observation.

%M C.CHI.2000.2.347
%T TeleUS: design and implementation of telesonography
%S Student posters
%A Taly Sharon
%B CHI00
%D 2000
%V 2
%P 347-348
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633500
%X This poster deals with telesonography. Telesonography is real-time
video collaboration for remote ultrasound examinations. We present here
a generalized design of an interactive videoconferencing system that
supports the various fields of ultrasound expertise. The work here
focuses on integrating such a system in the demanding environment of
ultrasound examinations.
   Our design includes a logical model, open architecture, and
appropriate user interface. This design was implemented in the TeleUS
prototype, tested in a series of simulations and experiments, and proved
adequate.

%M C.CHI.2000.2.349
%T Supporting private information on public displays
%S Student posters
%A Garth Shoemaker
%B CHI00
%D 2000
%V 2
%P 349-350
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633501
%X The research area of Single Display Groupware (SDG) looks at how to
best support multiple users collaborating around a single computer [4].
One outstanding issue in SDG research concerns how to display private
information on shared displays. This paper discusses a mechanism by
which private information can be selectively displayed to specific users
that are gathered around a shared display. A prototype system is
presented that implements the mechanism through the use of adapted
stereographic hardware.

%M C.CHI.2000.2.351
%T WebAware: continuous visualization of web site activity in a public
space
%S Student posters
%A Tobias Skog
%A Lars Erik Holmquist
%B CHI00
%D 2000
%V 2
%P 351-352
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633502
%X WebAware is a system that makes information about web site traffic
available in a public space. The information is presented in a dynamic
visualization, which is based on a map of the web site and designed to
give an overview of how the site is constructed. Information about
activity, such as the number of visitors and which area of the web site
is most popular, is continuously reflected on the display. The
application is designed to be shown on a wall-mounted public screen.
Initial evaluations show that WebAware can act as an aesthetically
pleasing information display, as well as a nice conversation piece.

%M C.CHI.2000.2.353
%T Interactive linearisation in hypertext information access
%S Student posters
%A Thomas Tan
%B CHI00
%D 2000
%V 2
%P 353-354
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633503
%X SearchLineariser makes use of information contained in hypertext link
structure for the linearisation, display and interactive usage of
web-site search results. A highly manipulable outline is used to display
the linearised and 'editable' document within the web environment. The
design and implementation of the system is outlined and possible
extensions are discussed.

%M C.CHI.2000.2.355
%T Immersion of Xwindow applications into a 3D workbench
%S Student posters
%A Alexandre Topol
%B CHI00
%D 2000
%V 2
%P 355-356
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633504
%X The coexistence of 3D applications within 2D window managers is still
difficult. We experiment a real-time immersion of Xwindow applications
into a 3D scene and allow minimal interaction with them. We use the Xlib
structures and routines to catch the position size, and graphical
content of the widgets.

%M C.CHI.2000.2.357
%T Bridging physical and virtual group meetings with a PC and multiple
hand-held devices
%S Student posters
%A Mikael Wiberg
%B CHI00
%D 2000
%V 2
%P 357-358
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633505
%X This paper describes the design of a physical/virtual meeting support
system. The goal of the system is to function as a bridge between
physical and virtual meetings. A use scenario is outlined, the system is
described, and the underlying approach that has guided the design is
presented.

%M C.CHI.2000.2.359
%T Design patterns and framework for WIMP+ user interfaces design
%S Student posters
%A Yongmei Wu
%B CHI00
%D 2000
%V 2
%P 359-360
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633506
%X The purpose of my HCI research is to use the Design Patterns approach
to establish a framework to support designing WIMP+ User Interfaces. In
this paper I will introduce the WIMP+ User Interfaces and the idea to
use the Acquisition-Computation-Expression-Execution [6] (ACEE) Design
Pattern to build the framework.

%M C.CHI.2000.2.361
%T Basic research symposium
%S Workshop
%A Michael Twidale
%A Jose Canas
%B CHI00
%D 2000
%V 2
%P 361
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633508
%X The Basic Research Symposium is a special event with a seven-year
history at CHI. It is a hybrid between a mini-conference and a workshop
that presents an opportunity for researchers from different disciplines
to share their visions by exchanging new developments and insights from
their own fields. The goal of the Symposium is to provide an interactive
forum to promote and enhance scientific discussions of developing
research issues and areas. It has been central to the BRS to encourage
the presentation of early-stage basic research to colleagues for
informed feedback and critical review.
   The BRS draws together people with different backgrounds and research
disciplines as well as different approaches to CHI practices. The
attendees who come from academics and industry are engaged in research
and development of CHI and represent many different disciplines such as
CHI, computer science, psychology, communications, industrial design,
art, history, graphics, anthropology, biology and many others.
   The symposium has always taken a broad view of "basic research",
defining it to include research methods, and systems. Reports on novel
applications that advance our scientific understanding are welcome.

%M C.CHI.2000.2.362
%T Challenges in the multicultural HCI development environment
%S Workshop
%A Michael G. McKenna
%A Henry Naftulin
%B CHI00
%D 2000
%V 2
%P 362
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633509
%X This workshop will explore the cultural and linguistic issues of
textual display design, visual design, intelligent agents, social
interfaces, learning modalities, information retrieval, language
handling, distributed systems, and integration of Unicode features. The
workshop will focus on how frameworks and methodologies can aid in
providing modular multicultural interaction design and seamless cultural
and linguistic feature integration.

%M C.CHI.2000.2.363
%T Pattern languages for interaction design: building momentum
%S Workshop
%A Richard Griffiths
%A Lyn Pemberton
%A Jan Borchers
%A Adam Stork
%B CHI00
%D 2000
%V 2
%P 363
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633510
%X The potential of pattern languages as a vehicle for the dissemination
of human-computer interaction design knowledge has been recognized
within the CHI community (e.g. [4]), stemming from the ideas of the
architect Christopher Alexander, for recording the designs of 'living
buildings' [1-2]. Patterns record the invariant property that must exist
in a design detail which resolves the conflicting social, cognitive, and
technological forces which are ubiquitiously present in constructions of
that type. Patterns are interlinked into a network (a pattern language)
so that details that are required to complete a design may be
identified, and the larger issues surrounding a particular design
decision may be recognized.
   These ideas have been taken up by the object-oriented computing
community [5], developments there being recorded in the series of
Pattern Language of Programing (PLoP) conferences. In that community it
is the usefulness of patterns as a way of recording reusable design that
has dominated. However, as Alexander pointed out in an invited address
to OOPSLA '96, there are other, deeper aspects to patterns. As he
envisaged pattern language, it records an aesthetic of design which
makes for liveness, that 'quality without a name' which supports human
well-being. Alexander has challenged the computing community to explore
this aspect, and clearly, there is most scope for this exploration
within the CHI community. Thus this workshop will: promote the
development of pattern languages for interaction design; refine and
develop the application of pattern languages in this area; develop
understanding of the relationship between interaction design and
software engineering patterns; extend the community of pattern writers.

%M C.CHI.2000.2.364
%T Continuity in human computer interaction
%S Workshop
%A Giorgio P. Faconti
%A Mieke Massink
%B CHI00
%D 2000
%V 2
%P 364
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633511
%X Novel interaction techniques, such as gesture, speech, body
expression recognition, haptic devices, and video, are characterized by
the significance of the temporal aspects of interaction. Those
techniques, especially when used in combination, require thinking of
interaction over time intervals rather than at discrete points.
   The concept of Continuity in HCI is intended to distinguish these
technologies because their modeling requires notions from continuous
mathematics.
   Currently, knowledge relevant to the design of continuous interfaces
is spread over many different disciplines such as theatre arts,
semiotics, cognitive psychology, linguistics and various technically
oriented disciplines in an often ad hoc and unrelated way. There is no
theory of continuous interaction that can guide designers in a
systematic way in the development of interfaces employing continuous
technologies.

%M C.CHI.2000.2.365
%T Designing interactive systems for 1-to-1 e-commerce
%S Workshop
%A Markus Stolze
%A Jurgen Koenemann
%A Daniela Handl
%A Barbara Hayes Roth
%A Joseph Kramer
%B CHI00
%D 2000
%V 2
%P 365
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633512
%X E-commerce over the World-Wide Web has become a major application
area for software development. The volume of goods and services
transactions is rapidly growing. Economic theory and observations of the
emerging markets suggest that e-commerce sellers will be driven towards
offering personalized buying interactions and customized products to
escape price wars, to create a distinguishable identity, and to
establish longer lasting relationships with their customers.
   E-commerce applications providing personalized interaction is an
interesting application area for a wide range of HCI research, including
human searching and browsing in complex hypermedia spaces, information
visualization, virtual reality, agent support for product selection,
merchant selection, and negotiation, user modeling, and group-oriented
work such as recommender systems. A large number of CHI professionals
work actively on the design of commerce-oriented websites -- both for
business-to-business as well as for business-to-consumer scenarios.
Designers of e-commerce systems are in search for recommendations on
what works or does not and are looking for new ideas, as the interest in
previous activities on this topic (see below) has demonstrated. An
indication for this are also the significant number of discussions on
the CHI-WEB discussion group that center around HCI design issues for
e-commerce applications. There is also an additional attractiveness to
the domain as good design and good use of HCI principles can directly
result in measurable outcomes showing that HCI can contribute to the
bottom line; for example, if redesigns or new interactive features
result in increases in sales, increases in eyeball share, reduction in
aborted transactions, reduced return rates for ordered products and
reduction in service calls.

%M C.CHI.2000.2.366
%T Semiotic approaches to user interface design
%S Workshop
%A Clarisse S. de Souza
%A Raquel O. Prates
%A Simone D. J. Barbosa
%A Ernest A. Edmonds
%B CHI00
%D 2000
%V 2
%P 366
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633513
%X Hartson (1998) has pointed out that although people have studied
interfaces and applied theories (mostly cognitive psychology) to them,
and that the majority of the guidelines and principles applied have
arisen mostly out of practice than theory. He claims that the HCI field,
especially in real-world practice, could benefit a great deal more from
theory. As the discipline whose aim is to investigate processes of
communication and signification amongst agents in general, Semiotics is
bound to contribute to the field of human-computer interaction with
complementary perspectives, new methods and concepts, which can shed
light on some of the major HCI challenges in design and evaluation.
Viewing HCI as a complex human communication process, involving
designers and users, and the mediation of communicative artifacts,
Computer Semiotics and Semiotic Engineering, for instance, are some of
the approaches in Applied Semiotics that directly address the issues
bearing on human-computer interaction. The workshop aims to bring
together researchers and practitioners of HCI and Semiotics and to give
them the opportunity to discuss how the two fields can provide new
knowledge and a new interdisciplinary research agenda in HCI.

%M C.CHI.2000.2.367
%T National and international frameworks for collaboration between HCI
research and practice
%S Workshop
%A Jeroen Ubink
%A Piet Bogels
%A Austin Henderson
%A Gerard van der Heiden
%A Joan Minstrell
%A Lucas Noldus
%A Matthias Rauterberg
%A Alice Thomas
%A Gerrit van der Veer
%A Karel Vredenburg
%A Willy Wong
%B CHI00
%D 2000
%V 2
%P 367
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633514
%X This workshop will focus on methods of forging ties between industry
practitioners and research communities. Furthermore the workshop focuses
on the input that is required from government bodies to stimulate this
collaboration. Participants will discuss enabling conditions for
collaborative projects, based on the various practical research
experiences of the participants.

%M C.CHI.2000.2.368
%T Future mobile device user interfaces
%S Workshop
%A Satu Ruuska
%A Kaisa Vaananen Vainio Mattila
%A Matthias Schneider Hufschmidt
%A Bruno Von Niman
%B CHI00
%D 2000
%V 2
%P 368
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633515
%X Mobile communication and information processing is inherently
different from stationary communication and information access. Mobile
contexts of use and users' personal preferences strongly affect the way
in which the terminal is operated via its user interface, the quantity
and quality of the service content which users need to access through
the terminal, and the interconnections to other devices and services in
the users' environment.
   User interface design for mobile communication devices has not been a
major research topic in the past. It is therefore necessary to set up
research to lay the foundations for "good" user interface design for
this class of devices.
   The goal of the workshop is to create understanding of the
characteristics of the environments in which mobile devices fit in the
future and to elaborate on the consequences on the user interface design
of future communication devices.

%M C.CHI.2000.2.369
%T Research directions in situated computing
%S Workshop
%A Michel Beaudouin-Lafon
%A Wendy E. Mackay
%B CHI00
%D 2000
%V 2
%P 369
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633516
%X The goal of this one-day workshop is to launch a special interest
area within CHI concerning the concept of situated computing. The
notions of context and situations of use have been at the center of a
body of recent research. The time has come to create a community around
this theme and define a corresponding research agenda. The workshop is
organized around two main activities: presenting current research and
discussing directions for future research.

%M C.CHI.2000.2.370
%T Virtually collocated teams in the workplace
%S Workshop
%A Gloria Mark
%A Steven Poltrock
%A Jonathan Grudin
%B CHI00
%D 2000
%V 2
%P 370
%K CSCW, collaborative work, teamwork, virtual collocation
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633517

%M C.CHI.2000.2.371
%T The what, who, where, when, why and how of context-awareness
%S Workshop
%A David R. Morse
%A Stephen Armstrong
%A Anind K. Dey
%B CHI00
%D 2000
%V 2
%P 371
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633518
%X When humans talk with humans, they are able to use implicit
situational information, or context, to increase the conversational
bandwidth. This ability to use contextual information does not transfer
well to human-computer interaction. Part of the problem is the
impoverished mechanisms for providing input to computers. Another aspect
of the problem is that often we don't know what contextual information
is relevant, useful, or even how to use it. However, by improving the
computer's access to its context, we can increase the richness of
communication in human-computer interaction and make it possible to
produce more useful computational services.

%M C.CHI.2000.2.372
%T A compendium of practical techniques for HCI instruction
%S Workshop
%A Marian G. Williams
%A Andrew Sears
%B CHI00
%D 2000
%V 2
%P 372
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633519
%X HCI is a booming discipline. At CHI 99, the "jobs board" was
overflowing with notices of available positions, while the "resume
board" was nearly empty. Exhibitors who came to the conference to
headhunt complained that nobody was looking for a job, because everybody
already had one. The demand for HCI professionals is causing increased
demand for undergraduate, graduate, certificate, and professional
education programs. More programs mean more instructors, and more
instructors mean more people trying to figure out how to teach in the
ill-defined, multi-disciplinary field of HCI. There are textbooks and
curriculum reports to help them decide what to teach. The results of
this workshop will help them decide how to teach it.
   For curriculum ideas, instructors can consult the reports of the ACM
SIGCHI Curriculum Development Group [1] and the NSF/DARPA workshop on
New Directions in HCI [5]. For textbook suggestions, they can consult
annotated reading lists by Gary Perlman [2], Andrew Sears [3], and
others. For suggestions of instructional materials, they can see, for
example, the website that accompanies the 3rd edition of Ben
Shneiderman's textbook [4]. But there is nowhere they can turn where
experienced HCI instructors say, "Here's my technique, here's some
evidence that it's successful when I use it, and here's enough
information about the materials and the methods that you can reproduce
it in your own instructional setting."Like the "Famous CHI Educators
Tell All" panel at CHI 98 [6], this workshop focuses on practical
techniques for teaching HCI. The participants are accomplished HCI
instructors from industry and academia, who offer techniques from their
own instructional "toolkits" to be evaluated for practicality,
reproducibility by other instructors, and success. Some of the
techniques will end up in an anthology that will serve as a resource for
HCI instructors.

%M C.CHI.2000.2.373
%T Electronic communities: places and spaces, contents and boundaries
%S Workshop
%A Michael J. Muller
%A Jessica Friedman
%B CHI00
%D 2000
%V 2
%P 373
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633520
%X This workshop brings together four related areas of research and
practice:
 * Electronic communities in CSCW (e.g., [5, 6])
 * Communities of practice in management science (e.g., [2, 4])
 * Places and spaces as constructed venues for collaborative work (e.g.,
   [3])
 * Boundaries and boundary objects as crucial areas for communication,
   collaboration, and articulation work (e.g., [1, 7, 8])

%M C.CHI.2000.2.374
%T Situated interaction in ubiquitous computing
%S Workshop
%A Albrecht Schmidt
%A Walter Van de Velde
%A Gerd Kortuem
%B CHI00
%D 2000
%V 2
%P 374
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633521
%X The situations in which human-computer interaction takes place are
increasingly varied, as computers become highly portable and embedded in
everyday environments. Research reported from different communities
(Wearable Computing, Mobile Computing, HCI, CSCW, Augmented Reality)
indicates that awareness of situations can lead to improvement of
human-computer interaction. We propose a workshop at CHI2000 to provide
a forum to discuss situational awareness and situated interaction.
   With the availability of sensing technologies, such as measuring the
surrounding light conditions, the motion of the user, the orientation of
a display, users' position relative to an information appliance, the
number of users in front of a device, users' emotional state
(bio-sensors), etc., this situational context can be captured and used
as additional input to the system. The interaction process can benefit
from the additional knowledge about the situation [1].

%M C.CHI.2000.2.375
%T Social navigation: a design approach?
%S Workshop
%A Kristina Hook
%A Alan Wexelblat
%A Alan Munro
%B CHI00
%D 2000
%V 2
%P 375
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633522
%X Social navigation has been proposed [1,2] as a means to help users
navigate large information spaces. Through making other users actions
visible we can follow them through the space and this will help us
navigate. By information space, we mean anything from the interface to a
normal application to large hypermedia spaces or virtual reality
environments. Other users actions can be made visible in various ways:
through direct social navigation (talking to or seeing individual users
act), indirect social navigation (seeing the aggregated user behavior as
in recommender system advice), or readwear (seeing how an object has
been used by other users through its texture).

%M C.CHI.2000.2.376
%T Natural-language interfaces
%S Workshop
%A David G. Novick
%A Candace Kamm
%A Nils Dahlback
%B CHI00
%D 2000
%V 2
%P 376
%* (c) Copyright 2000 ACM
%W http://doi.acm.org/10.1145/633292.633523
%X The CHI research community has investigated a number of issues
related to natural-language (NL) processing. These include usability of
hypertext [e.g., 2], spoken-dialogue systems as interfaces [e.g., 8, 6,
7, 4], and multi-modal interaction [e.g., 1, 5]. While there were few
NL-related papers before 1993, the number of CHI papers relating to NL
issues has been increasing since then, particularly in the last two
years. Yet the CHI-NL community remains fragmented, with several
micro-communities each contributing individual perspectives that do not
often get tied together.
   This workshop grows out of interest expressed at the CHI 99 special
interest group on Natural Language in Computer-Human Interaction in
creating a community for researchers and practitioners in the area of
natural language processing in CHI. This objective will be met by
exchanging views on cross-cutting issues related to the workshop topic,
and by jointly creating a plan for further development of the NL-CHI
community.
   Associated objectives include:
 * Building communication between people who primarily self-identify as
   belonging to the CHI or NL communities
 * Identifying opportunities for NL practitioners to improve their
   practice and for NL researchers to develop new techniques
 * Stimulating research towards improved NL interaction techniques

fpack:!@#$%^&*(): CHI93a.BA
%M C.CHI.93.3
%T Mixing Oil and Water?  Ethnography versus Experimental Psychology
in the Study of Computer-Mediated Communication
%S Panel
%A Andrew Monk
%A Bonnie Nardi
%A Nigel Gilbert
%A Marilyn Mantei
%A John McCarthy
%B CHI93
%D 1993
%P 3-6
%K Computer-medialed communication, Ethnography,
Ethnomethodology, Experimental methods, Anthropology,
Cognitive psychology, Experimental psychology,
Sociology
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p3-monk/p3-monk.pdf
%X N/A

%M C.CHI.93.7
%T Preserving Knowledge in Design Projects: What Designers Need to Know
%S Sharing Design Memory
%A James D. Herbsleb
%A Eiji Kuwana
%B CHI93
%D 1993
%P 7-14
%K Design tools, Design methods, Design
rationale, User scenarios
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p7-herbsleb/p7-herbsleb.pdf
%X In order to inform the design of technology support and
new procedural methods for software design, we analyzed
the content of real design meetings in three organizations,
focusing in particular on the questions the designers ask of
each other.  We found that most questions concerned the
project requirements, particularly what the software was
supposed to do and, somewhat less frequently, scenarios of
use.  Questions about functions to be performed by
software components and how these functions were to be
realized were also fairly frequent.  Rationales for design
decisions were seldom asked about.  The implications of
this research for design tools and methods are discussed.

%M C.CHI.93.15
%T From "Folklore" to "Living Design Memory"
%S Sharing Design Memory
%A Loren G. Terveen
%A Peter G. Selfridge
%A M. David Long
%B CHI93
%D 1993
%P 15-22
%K Organizational interfaces, Organizational
design, Knowledge representation, Software productivity
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p15-terveen/p15-terveen.pdf
%X We identify an important type of software design knowledge
that we call community specific folklore and show
problems with current approaches to managing it.  We built
a tool that serves as a living design memory for a large
software development organization.  The tool delivers
knowledge to developers effectively and is embedded in
organizational practice to ensure that the knowledge it
contains evolves as necessary.  This work illustrates
important lessons in building knowledge management
systems, integrating novel technology into organizational
practice, and managing research-development partnerships.

%M C.CHI.93.23
%T WHERE Did You Put It?  Issues in the Design and Use of a Group Memory
%S Sharing Design Memory
%A Lucy M. Berlin
%A Robin Jeffries
%A Vicki L. O'Day
%A Andreas Paepcke
%A Cathleen Wharton
%B CHI93
%D 1993
%P 23-30
%K Collaborative work, Information sharing, Information search
and retrieval, Group memory, Group conventions
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p23-berlin/p23-berlin.pdf
%X Collaborating teams of knowledge workers need a common
repository in which to share information gathered by individuals
or developed by the team.  This is difficult to achieve
in practice, because individual information access strategies
break down with group information -- people can generally
find things that are on their own messy desks and file systems,
but not on other people's.
   The design challenge in a group memory is thus to enable
low-effort information sharing without reducing individuals'
finding effectiveness.  This paper presents the lessons from
our design and initial use of a hypertext-based group memory,
TeamInfo.  We expose the serious cognitive obstacles to a
shared information structure, discuss the uses and benefits we
have experienced, address the effects of technology limitations,
and highlight some unexpected social and work impacts of our
group memory.

%M C.CHI.93.31
%T Facile 3D Direct Manipulation
%S Interacting in 3 Dimensions
%A Dan Venolia
%B CHI93
%D 1993
%P 31-36
%K Interaction, Direct manipulation, Three dimensional
graphics, Input devices, Audio output
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p31-venolia/p31-venolia.pdf
%X An experimental 3D interface is described, including rendering
acceleration hardware, a 3D mouse, and 3D interaction
techniques.  A 3D cursor, controlled by the augmented mouse,
allows direct manipulation of 3D objects.  Objects are selected
by placing the tip of the cursor inside.  Objects can be moved in
3D, or simultaneously moved and rotated using a technique
called "tail-dragging." A method called "snap-to" helps users
align objects.  The interface is designed without using explicit
modes or commands.  Sounds accentuate the interaction.  Details
of the implementation and informal user observations are described,
as well as topics for future work.

%M C.CHI.93.37
%T Fish Tank Virtual Reality
%S Interacting in 3 Dimensions
%A Colin Ware
%A Kevin Arthur
%A Kellogg S. Booth
%B CHI93
%D 1993
%P 37-42
%K Virtual reality, Scientific visualization,
Head coupled displays, Stereopsis
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p37-ware/p37-ware.pdf
%X The defining characteristics of what we call "Fish
Tank Virtual Reality" are a stereo image of a three
dimensional (3D) scene viewed on a monitor using a
perspective projection coupled to the head position of the
observer.  We discuss some of the relative merits of this
mode of viewing as compared to head mounted stereo
displays.  In addition, we report the experimental
investigation of the following variables: 1) whether or not
the perspective view is coupled to the actual viewpoint of
the observer, 2) whether stereopsis is employed. 
Experiment 1 involved the subjective comparison of pairs
of viewing conditions and the results suggest that head
coupling may be more important than stereo in yielding a
strong impression of three dimensionality.  Experiment 2
involved subjects tracing a path from a leaf of a 3D tree to
the correct root (there were two trees intermeshed).  The
error rates ranged from 22% in the pictorial display, to
1.3% in the head coupled stereo display.  The error rates for
stereo alone and head coupling alone were 14.7% and 3.2%
respectively.  We conclude that head coupling is probably
more important than stereo in 3D visualization and that
head coupling and stereo combined provide an important
enhancement to monitor based computer graphics.

%M C.CHI.93.43
%T A Space Based Model for User Interaction in Shared Synthetic Environments
%S Interacting in 3 Dimensions
%A Lennart E. Fahlen
%A Olov Stahl
%A Charles Grant Brown
%A Christer Carlsson
%B CHI93
%D 1993
%P 43-48
%K User interaction, 3D, Visualization, Communication,
Distribution, Control, Resource sharing, CSCW, Virtual
reality
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p43-fahlen/p43-fahlen.pdf
%X In a distributed shared synthetic environment with provisions
for high quality 3D visualization and interaction, it is
possible to implement a powerful variant of a rooms/space
metaphor based on the concept of presence or proximity between
participants in 3D space.  This kind of model can be
used as an interface between the user and the computer, for
overview and control of applications, file systems, networks
and other computer resources, as well as for communication
and collaboration with other users in the networked environment. 
We model proximity with a geometric volume of the
immediate surroundings, the aura, of the participant's representation
in the synthetic environment.  This proximity, or
aura, is used to establish presence at meetings, to establish
communication channels and to provide interaction.

%M C.CHI.93.49
%T HCI in the School of Computer Science at Carnegie Mellon University
%S Overviews
%A Bonnie E. John
%A James H. Morris
%B CHI93
%D 1993
%P 49-50
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p49-john/p49-john.pdf
%X People use computers to accomplish tasks.  Consequently,
understanding human capabilities and tasks is as important
to the design of computer systems as understanding
computer technologies.  The School of Computer Science
(SCS) at Carnegie Mellon University (CMU) has become
home to an interdisciplinary community that performs
research on HCI issues, develops systems using HCI
methods of design and evaluation, and trains students in the
theory and skills necessary to become HCI professionals.

%M C.CHI.93.51
%T Human Cognition Research Laboratory, The Open University (U.K.)
%S Overviews
%A Marc Eisenstadt
%B CHI93
%D 1993
%P 51-52
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p51-eisenstadt/p51-eisenstadt.pdf
%X N/A

%M C.CHI.93.53
%T The Integrated User-Support Environment (IN-USE) Group at USC/ISI
%S Overviews
%A Robert Neches
%A Peter Aberg
%A David Benjamin
%A Brian Harp
%A Liyi Hu
%A Ping Luo
%A Roberto Moriyon
%A Pedro Szekely
%B CHI93
%D 1993
%P 53-54
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p53-neches/p53-neches.pdf
%X Integrated user support environments are individual and
cooperative-work systems which allow their users to
perform a large quantity of their daily work on-line, and
which do so by providing access to a comprehensive set of
tools that interact smoothly with each other and present a
uniform interface to the users.  The INtegrated User-Support
Environments (IN-USE) Group is developing a framework
for facilitating construction of such systems.  The framework
is oriented toward assisting users who must timeshare
between multiple, highly information-intensive data analysis
and problem solving tasks.  Our fundamental goals are to
help developers quickly assemble support environments that
offer reasonable default appearance and behavior, and to make
it easy to then customize those environments as needed.

%M C.CHI.93.55
%T MUSiC Video Analysis and Context Tools for Usability Measurement
%S Demonstrations
%A Miles Macleod
%A Nigel Bevan
%B CHI93
%D 1993
%P 55
%K Usability evaluation, Metrics, Usability
engineering, Observation, Video analysis
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p55-macleod/p55-macleod.pdf
%X Analysis of interaction between users and a system, based
on video-assisted observation, can provide a highly
informative and effective means of evaluating usability. 
To obtain valid and reliable results, the people observed
should be representative users performing representative
work tasks in appropriate circumstances, and the analysis
should be methodical.  The MUSiC Performance
Measurement Method (PMM) -- developed at NPL as part
of the ESPRIT Project MUSiC: Metrics for Usability
Standards in Computing -- provides a validated method for
making and analysing such video recordings to derive
performance-based usability metrics.  PMM is supported
by the DRUM software tool which greatly speeds up
analysis of video, and helps manage evaluations.

%M C.CHI.93.56
%T ADEPT -- Advanced Environment for Prototyping with Task Models
%S Demonstrations
%A Peter Johnson
%A Stephanie Wilson
%A Panos Markopoulos
%A James Pycock
%B CHI93
%D 1993
%P 56
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p56-johnson/p56-johnson.pdf
%X ADEPI is a novel design environment for prototyping user
interfaces which allows the designer to construct an explicit
model of the tasks that the user and computer will perform
jointly.  ADEPI incorporates task and user modelling components
with a rapid prototyping user interface design tool
to provide a user-task centred design environment.

%M C.CHI.93.57
%T Software for the Usability Lab: A Sampling of Current Tools
%S Panel
%A Paul Weiler
%A Richard Cordes
%A Monty Hammontree
%A Derek Hoiem
%A Michael Thompson
%B CHI93
%D 1993
%P 57-60
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p57-weiler/p57-weiler.pdf
%X This panel brings together usability professionals
throughout the computer industry to demonstrate and
discuss their usability lab software tools.  These tools are
specifically designed to improve the data collection and
analysis process for usability labs.  Their capabilities
range from simple to complex and the panel will not only
discuss the benefits of using the tools but also share the
lessons learned during the design and development
process.

%M C.CHI.93.61
%T Do Algorithm Animations Assist Learning?  An Empirical Study and Analysis
%S Understanding Programming
%A John Stasko
%A Albert Badre
%A Clayton Lewis
%B CHI93
%D 1993
%P 61-66
%K Software visualization, Algorithm animation,
Empirical studies
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p61-stasko/p61-stasko.pdf
%X Algorithm animations are dynamic graphical illustrations
of computer algorithms, and they are used as
teaching aids to help explain how the algorithms work. 
Although many people believe that algorithm animations
are useful this way, no empirical evidence has ever
been presented supporting this belief.  We have conducted
an empirical study of a priority queue algorithm
animation, and the study's results indicate that the animation
only slightly assisted student understanding.  In
this article, we analyze those results and hypothesize
why algorithm animations may not be as helpful as was
initially hoped.  We also develop guidelines for making
algorithm animations.

%M C.CHI.93.67
%T Reducing the Variability of Programmers' Performance Through Explained
Examples
%S Understanding Programming
%A David F. Redmiles
%B CHI93
%D 1993
%P 67-73
%K Software engineering, User interface,
Knowledge representation, Semantic networks, Learning,
Analogy, Programming plans
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p67-redmiles/p67-redmiles.pdf
%X A software tool called EXPLAINER has been developed for
helping programmers perform new tasks by exploring
previously worked-out examples.  EXPLAINER is based on
cognitive principles of learning from examples and
problem solving by analogy.  The interface is based on the
principle of making examples accessible through multiple
presentation views and multiple representation perspectives. 
Empirical evaluation has shown that programmers
using EXPLAINER exhibit less variability in their performance
compared to programmers using a commercially
available, searchable on-line manual.  These results are related
to other studies of programmers and to current
methodologies in software engineering.

%M C.CHI.93.74
%T Mental Representations of Programs by Novices and Experts
%S Understanding Programming
%A Vikki Fix
%A Susan Wiedenbeck
%A Jean Scholtz
%B CHI93
%D 1993
%P 74-79
%K Program comprehension, Mental
representation of programs
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p74-fix/p74-fix.pdf
%X This paper presents five abstract characteristics of the
mental representation of computer programs: hierarchical
structure, explicit mapping of code to goals, foundation
on recognition of recurring patterns, connection of
knowledge, and grounding in the program text.  An
experiment is reported in which expert and novice
programmers studied a Pascal program for comprehension
and then answered a series of questions about it designed
to show these characteristics if they existed in the mental
representations formed.  Evidence for all of the abstract
characteristics was found in the mental representations of
expert programmers.  Novices' representations generally
lacked the characteristics, but there was evidence that they
had the beginnings, although poorly developed, of such
characteristics.

%M C.CHI.93.80
%T Touch-Typing with a Stylus
%S Typing, Writing and Gesture
%A David Goldberg
%A Cate Richardson
%B CHI93
%D 1993
%P 80-87
%K Stylus, Electronic pen, Handwriting, Printing, Recognition,
Text entry, Pen-based computing, Shorthand
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p80-goldberg/p80-goldberg.pdf
%X One of the attractive features of keyboards is that they support
novice as well as expert users.  Novice users enter text
using "hunt-and-peck," experts use touch-typing.  Although
it takes time to learn touch-typing, there is a large payoff in
faster operation.
   In contrast to keyboards, pen-based computers have only a
novice mode for text entry in which users print text to a
character recognizer.  An electronic pen (or stylus) would be
more attractive as an input device if it supported expert
users with some analogue of touch-typing.
   We present the design and preliminary analysis of an
approach to stylus touch-typing using an alphabet of unistrokes,
which are letters specially designed to be used with
a stylus.  Unistrokes have the following advantages over
ordinary printing: they are faster to write, less prone to recognition
error, and can be entered in an "eyes-free" manner
that requires very little screen real estate.

%M C.CHI.93.88
%T Half-QWERTY: A One-Handed Keyboard Facilitating Skill Transfer from QWERTY
%S Typing, Writing and Gesture
%A Edgar Matias
%A I. Scott MacKenzie
%A William Buxton
%B CHI93
%D 1993
%P 88-94
%K Input devices, Input tasks, Human
performance, One-handed keyboard, QWERTY, Portable
computers, Disabled users, Skill transfer
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p88-matias/p88-matias.pdf
%W http://www.dgp.toronto.edu/people/ematias/papers/ic93/
%X Half-QWERTY is a new one-handed typing technique,
designed to facilitate the transfer of two-handed typing skill
to the one-handed condition.  It is performed on a standard
keyboard, or a special half keyboard (with full-sized keys). 
In an experiment using touch typists, hunt-and-peck typing
speeds were surpassed after 3-4 hours of practice.  Subjects
reached 50% of their two-handed typing speed after about 8
hours.  After 10 hours, all subjects typed between 41% and
73% of their two-handed speed, ranging from 23.8 to 42.8
wpm.  These results are important in providing access to
disabled users, and for the design of compact computers. 
They also bring into question previous research claiming
finger actions of one hand map to the other via spatial
congruence rather than mirror image.

%M C.CHI.93.95
%T Incremental Recognition in Gesture-Based and Syntax-Directed Diagram Editors
%S Typing, Writing and Gesture
%A Rui Zhao
%B CHI93
%D 1993
%P 95-100
%K Gestural interfaces, Pen-based computers,
Diagram languages, Incremental recognition, Diagram editors
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p95-zhao/p95-zhao.pdf
%X Diagram editing is an attractive application of gestural interfaces
and pen-based computers which promise a new input
paradigm where users communicate with computers in
diagram languages by using gestures.  A key problem in
building gesture-based diagram editors is the recognition of
handsketched diagrams.  Existing approaches concentrate either
on gesture recognition or on parsing visual languages,
there has been a lack of integrated recognition concepts. 
This paper presents novel concepts and techniques based on
an incremental paradigm of gesture recognition and a cooperative
communication between modules for pattern recognition
and for diagram parsing.  These concepts and techniques
have been used successfully to build several experimental
gesture-based and syntax-directed diagram editors.

%M C.CHI.93.101
%T Integrating Theoreticians' and Practitioners' Perspectives with Design
Rationale
%S Evolving Design
%A Victoria Bellotti
%B CHI93
%D 1993
%P 101-106
%K Design rationale, Theoretical modelling, Multi-disciplinary
integration, Design
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p101-bellotti/p101-bellotti.pdf
%X QOC design rationale represents argumentation about design
alternatives and assessments.  It can be used to generate
design spaces which capture and integrate information from
design discussions and diverse kinds of theoretical analyses. 
Such design spaces highlight how different theoretical
approaches can work together to help solve design problems. 
This paper describes an example of the generation of a multi-disciplinary
QOC design space which shows how designers'
deliberations can be augmented with design contributions
from a combination of different theoretical HCI approaches.

%M C.CHI.93.107
%T Management of Interface Design in HUMANOID
%S Evolving Design
%A Ping Luo
%A Pedro Szekely
%A Robert Neches
%B CHI93
%D 1993
%P 107-114
%K Interface-building tools and techniques,
Design processes, Development tools and methods, Rapid
prototyping, Interface design representation
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p107-luo/p107-luo.pdf
%X Today's interface design tools either force designers to
handle a tremendous number of design details, or limit their
control over design decisions.  Neither of these approaches
taps the true strengths of either human designers or
computers in the design process.  This paper presents a
human-computer collaborative system that uses a model-based
approach for interface design to help designers search
the design space effectively and construct executable
specifications of application user interfaces.  This human-in-the-loop
environment focuses human designers on decision
making, and utilizes the bookkeeping capabilities of
computers for regular and tedious tasks.  We describe (a) the
underlying modeling technique and an execution
environment that allows even incompletely-specified
designs to be executed for evaluation and testing purposes,
and (b) a tool that decomposes high-level design goals into
the necessary implementation steps, and helps designers
manage the myriad of details that arise during design.

%M C.CHI.93.115
%T The Evolution of an Interface for Choreographers
%S Evolving Design
%A Tom W. Calvert
%A Armin Bruderlin
%A Sang Mah
%A Thecla Schiphorst
%A Chris Welman
%B CHI93
%D 1993
%P 115-122
%K Composition, Design, User interface,
Dance, Complexity, Choreography, Human animation
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p115-calvert/p115-calvert.pdf
%X This paper describes the evolution of the interface to Life
Forms, a compositional tool for the creation of dance
choreography, and highlights some of the important lessons
we have learned during a six year design and
implementation period.  The lessons learned can be grouped
into two categories: 1) Process, and 2) Architecture of the
Interface.  Our goal in developing a tool for choreography
has been to provide computer-based creative design support
for the conception and development of dance.  The evolution
was driven by feedback from the choreographers and users
who were members of the development team, combined
with our knowledge of current thinking on design and
composition.  Although the interface evolved in a relatively
unconstrained way, the resulting system has many of the
features that theoretical discussion in human interface
design has projected as necessary.  The Life Forms interface
has evolved incrementally with one major discontinuity
where adoption of a new compositional primitive required a
completely new version.
   The choreography and composition of a dance is a complex
synthesis task which has much in common with design. 
Thus, the lessons learned here are applicable to the
development of interfaces to such applications as computer
aided design.

%M C.CHI.93.123
%T Human-Machine Perceptual Cooperation
%S Structuring Images for Interaction
%A Francis K. H. Quek
%A Michael C. Petro
%B CHI93
%D 1993
%P 123-130
%K Human-computer interaction, Shared perception, Map
conversion, Document image analysis, Telerobotics
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p123-quek/p123-quek.pdf
%X The Human-Machine Perceptual Cooperation (HMPC)
paradigm combines a human operator's high level
reasoning with machine perception to solve spatio-perceptual
intensive problems.  HMPC defines two channels
of interaction: the focus of attention (FOA) by
which the user directs the attention of machine perception,
and context.  As the user moves the FOA across
a display via a pointing device, a smart cursor operates
proactively on the data, highlighting objects which
satisfy the current context.  The FOA permits foveal emphasis,
enabling the user to vary motor precision with
image clutter.  HMPC provides for contexts at four levels
of abstraction.  This permits the efficiency of the system
to degrade gracefully as data quality worsens.  We describe
a document analysis application to which HMPC
is applied.  In this project, a human operator works
with a machine to convert scanned raster maps into vector
format.

%M C.CHI.93.131
%T VideoMAP and VideoSpaceIcon: Tools for Anatomizing Video Content
%S Structuring Images for Interaction
%A Yoshinobu Tonomura
%A Akihito Akutsu
%A Kiyotaka Otsuji
%A Toru Sadakata
%B CHI93
%D 1993
%P 131-136
%K Video handling, Visual interface, Icon,
Index, Image processing, Visualization
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p131-tonomura/p131-tonomura.pdf
%X A new approach to interacting with stored video is proposed. 
The approach utilizes VideoMAP and VideoSpaceIcon. 
VideoMAP is the interface that shows the essential video
features in an easy to perceive manner.  VideoSpaceIcon
represents the temporal and spatial characteristics of a video
shot as an intuitive icon.  A video indexing method supports
both tools.  These tools allow the user's creativity to directly
interact with the essential features of each video by offering
spatial and temporal clues.  This paper introduces the basic
concept and describes prototype versions of the tools as
implemented in a video handling system.  VideoMAP and
VideoSpaceIcon are effective for video handling functions
such as video content analysis, video editing, and various
video applications which need an intuitive visual interface.

%M C.CHI.93.137
%T Automatic Structure Visualization for Video Editing
%S Structuring Images for Interaction
%A Hirotada Ueda
%A Takafumi Miyatake
%A Shigeo Sumino
%A Akio Nagasaka
%B CHI93
%D 1993
%P 137-141
%K Multimedia authoring, Video editing, Motion
picture, Video structure, Visualization, Image recognition
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p137-ueda/p137-ueda.pdf
%X We developed intelligent functions for the automatic description
of video structure, and visualization methods for temporal-spatial
video structures obtained by these functions as well
as for the functions.  The functions offer descriptions of cut
separations, motion of the camera and filmed objects, tracks
and contour lines of objects, existence of objects, and periods
of existence.  Furthermore, identical objects are automatically
linked.  Thus the visualization methods supported by object-links
allow users to freely browse and directly manipulate the
structure including descriptions and raw video data.

%M C.CHI.93.142
%T Agentsheets: A Tool for Building Domain-Oriented Visual Programming
Environments
%S Demonstrations
%A Alex Repenning
%A Lennart E. Fahlen
%B CHI93
%D 1993
%P 142-143
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p142-repenning/p142-repenning.pdf
%X Visual programming systems are supposed to simplify
programming by capitalizing on innate human spatial
reasoning skills.  I argue that: (i) good visual programming
environments should be oriented toward their application
domains, and (ii) tools to build domain-oriented
environments are needed because building such
environments from scratch is very difficult.  The
demonstration illustrates how the visual programming
system builder called Agentsheets addresses these issues
and demonstrates several applications built using
Agentsheets.

%M C.CHI.93.144
%T Mondrian: A Teachable Graphical Editor
%S Demonstrations
%A Henry Lieberman
%A Staffan Romberger
%A Kerstin Severinson Eklundh
%B CHI93
%D 1993
%P 144
%K Programming by demonstration, Machine learning, Artificial
intelligence, Graphical editing, End-user programming, Direct-manipulation
interfaces
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p144-lieberman/p144-lieberman.pdf
%X Mondrian is a object-oriented graphical editor that can learn
new graphical procedures through programming by
demonstration.  A user can demonstrate a sequence of
graphical editing commands on a concrete example to
illustrate how the new procedure should work.  An interface
agent records the steps of the procedure in a symbolic form,
using machine learning techniques, tracking relationships
between graphical objects and dependencies among the
interface operations.  The agent generalizes a program that can
then be used on "analogous" examples.  The generalization
heuristics set it apart from conventional "macros" that can only
repeat an exact sequence of steps.  The system represents user-defined
operations using pictorial "storyboards" of examples. 
By bringing the power of procedural programming to easy-to-use
graphical interfaces, we hope to break down the "Berlin
Wall" that currently exists between computer users and
computer programmers.

%M C.CHI.93.145
%T Usability Measurement -- Its Practical Value to the Computer Industry
%S Panel
%A M. Maguire
%A A. Dillon
%A John Brooke
%A Johan van Gerven
%A Nigel Bevan
%A Anna Maria Paci
%A John Karat
%A Brian Shackel
%B CHI93
%D 1993
%P 145-148
%K Usability measurement, Usability metrics, Usability
evaluation, Industrial practice
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p145-maguire/p145-maguire.pdf
%X This panel will consider the role of usability
measurement in the design process.  It will address the
time needed to perform usability evaluations and compare
this process with that of expert assessment.  This topic
will be discussed in the industrial context of developing
computer products within strict timescales.  However it
will also be seen against the traditional problem of
needing to set usability goals and to measure their
achievement if usability is to be given the same priority
as the more technical software engineering objectives.

%M C.CHI.93.149
%T The Growth of Software Skill: A Longitudinal Look at Learning & Performance
%S Skill Development
%A Erik Nilsen
%A HeeSen Jong
%A Judith S. Olson
%A Kevin Biolsi
%A Henry Rueter
%A Sharon Mutter
%B CHI93
%D 1993
%P 149-156
%K Models of the user, User-interface design
issues, GOMS, Menu design
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p149-nilsen/p149-nilsen.pdf
%X This research follows a group of users over time (16
months) as they progress from novice towards expert in
their use of Lotus 1-2-3.  Quantitative and qualitative
measures of performance are compared with expert users
having over three years of experience.  The results indicate
that the motor aspects of performance are relatively stable
over time, while improvement in the cognitive
components of the skill are dependent on aspects of the
menu structure and how many things must be retrieved
from memory, among other things.  These results imply
extensions to the Keystroke Level Model of skilled
performance as well as suggest ways to design the user
interfaces so as to speed the acquisition of expertise.

%M C.CHI.93.157
%T Embedding Computer-Based Critics in the Contexts of Design
%S Skill Development
%A Gerhard Fischer
%A Kumiyo Nakakoji
%A Jonathan Ostwald
%A Gerry Stahl
%A Tamara Sumner
%B CHI93
%D 1993
%P 157-164
%K Generic critics, Specific critics,
Interpretive critics, Design environments, Specification,
Construction, Domain orientation, Perspectives, Critiquing
systems
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p157-fischer/p157-fischer.pdf
%X Computational critiquing mechanisms provide an effective
form of computer-human interaction supporting the
process of design.  Critics embedded in domain-oriented
design environments can take advantage of additional
knowledge residing in these environments to provide less
intrusive, more relevant critiques.  Three classes of
embedded critics have been designed, implemented, and
studied: Generic critics use domain knowledge to detect
problematic situations in the design construction.  Specific
critics take advantage of additional knowledge in the partial
specification to detect inconsistencies between the design
construction and the design specification.  Interpretive
critics are tied to perspective mechanisms that support
designers in examining their artifact from different
viewpoints.

%M C.CHI.93.165
%T How to Aid Non-Experts
%S Skill Development
%A Mark Neerincx
%A Paul de Greef
%B CHI93
%D 1993
%P 165-171
%K Intelligent interfaces, Help, Task analysis,
Design, Summative evaluation, Usability testing
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p165-neerincx/p165-neerincx.pdf
%* (c) Copyright 1993 Association for Computing Machinery
%X Aiding functions may be added to a computer system,
so that users with insufficient knowledge can perform
their tasks.  The aiding should be integrated into the
task execution of such users.  Empirical knowledge is
lacking about the conditions for successful aiding.  We
evaluated the on-line help system of the statistical software
package SPSS/PC.  It appears that the addition
of help facilities to the system worsens the task performance
and learning of novices substantially.  In our view,
the addition of help is harmful, because communication
with the system is more complex as a result, whereas
the help hardly provides the task support that novices
need.
   De Greef et al. [5] provide two design principles that
result in consistent communication and aiding in correspondence
with users' needs: (i) the design of aiding
functions is an integrated part of interface design and
(ii) aiding is based upon an expert model of the users'
task.  We evaluated an interface for the statistical program
HOMALS, which was designed according to these
principles.  As a consequence of the addition of aiding
functions, non-expert users perform their tasks better
and learn more.

%M C.CHI.93.172
%T A Design Space for Multimodal Systems: Concurrent Processing and Data Fusion
%S Voices and Faces
%A Laurence Nigay
%A Joelle Coutaz
%B CHI93
%D 1993
%P 172-178
%K Modality, Multimodal interaction,
Taxonomy, Design space, Software architecture, Data
fusion, Concurrency
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p172-nigay/p172-nigay.pdf
%X Multimodal interaction enables the user to employ
different modalities such as voice, gesture and typing for
communicating with a computer.  This paper presents an
analysis of the integration of multiple communication
modalities within an interactive system.  To do so, a
software engineering perspective is adopted.  First, the
notion of "multimodal system" is clarified.  We aim at
proving that two main features of a multimodal system
are the concurrency of processing and the fusion of
input/output data.  On the basis of these two features, we
then propose a design space and a method for classifying
multimodal systems.  In the last section, we present a
software architecture model of multimodal systems
which supports these two salient properties: concurrency
of processing and data fusion.  Two multimodal systems
developed in our team, VoicePaint and NoteBook, are
used to illustrate the discussion.

%M C.CHI.93.179
%T VoiceNotes: A Speech Interface for a Hand-Held Voice Notetaker
%S Voices and Faces
%A Lisa J. Stifelman
%A Barry Arons
%A Chris Schmandt
%A Eric A. Hulteen
%B CHI93
%D 1993
%P 179-186
%K Speech interfaces, Speech recognition, Non-speech audio,
Hand-held computers, Speech as data
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p179-stifelman/p179-stifelman.pdf
%X VoiceNotes is an application for a voice-controlled hand-held
computer that allows the creation, management, and
retrieval of user-authored voice notes -- small segments of
digitized speech containing thoughts, ideas, reminders, or
things to do.  Iterative design and user testing helped to
refine the initial user interface design.  VoiceNotes explores
the problem of capturing and retrieving spontaneous ideas,
the use of speech as data, and the use of speech input and
output in the user interface for a hand-held computer
without a visual display.  In addition, VoiceNotes serves as
a step toward new uses of voice technology and interfaces
for future portable devices.

%M C.CHI.93.187
%T Communicative Facial Displays as a New Conversational Modality
%S Voices and Faces
%A Akikazu Takeuchi
%A Katashi Nagao
%B CHI93
%D 1993
%P 187-193
%K User interface design, Multimodal
interfaces, Facial expression, Conversational interfaces,
Anthropomorphism
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p187-takeuchi/p187-takeuchi.pdf
%X The human face is an independent communication channel
that conveys emotional and conversational signals encoded
as facial displays.  Facial displays can be viewed as
communicative signals that help coordinate conversation. 
We are attempting to introduce facial displays into
computer-human interaction as a new modality.  This will
make the interaction tighter and more efficient while
lessening the cognitive load.  As the first step, a speech
dialogue system was selected to investigate the power of
communicative facial displays.  We analyzed the
conversations between users and the speech dialogue
system, to which facial displays had been added.  We found
that conversation with the system featuring facial displays
was more successful than that with a system without facial
displays.

%M C.CHI.93.194
%T Sign Language Interfaces
%S Panel
%A Nancy Frishberg
%A Serena Corazza
%A Linda Day
%A Sherman Wilcox
%A Rolf Schulmeister
%B CHI93
%D 1993
%P 194-197
%K Sign languages, Natural language
processing, Computer assisted language learning,
Multimedia, Intercultural issues in interface design,
Gestural representation, Deaf
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p194-frishberg/p194-frishberg.pdf
%X This panel will start to build the bridge between
behavioral scientists who know deaf communities
worldwide, their languages and cultures, and experts in
technical disciplines relating to computers and human
interfaces.

%M C.CHI.93.198
%T Iterative Methodology and Designer Training in Human-Computer Interface
Design
%S Usability Assessment Methods
%A Gregg (Skip) Bailey
%B CHI93
%D 1993
%P 198-205
%K Iterative design methodology, User interface
specialists, Programmers
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p198-bailey/p198-bailey.pdf
%X One of the most promising methods for user interface
design is the iterative design methodology.  To this point
only case study support for this method has been given. 
There are still many unanswered questions about the
effectiveness of this method.
   One difficulty encountered in user interface design is
knowing what set of knowledge and skill the designer must
possess to ensure good user interface design.  Many
different people have designed user interfaces for
computer systems.  These people came from a variety of
backgrounds and viewpoints.  Two of the most common
groups involved in user interface design are human factors
specialists and programmers.
   This study investigates these two issues.  One factor in
this study is the iterative design methodology.  An empirical
evaluation of this method was conducted.  The strengths
and weaknesses of this method are discussed.  A second
factor in this study is a comparison of human factors
specialists and programmers in an actual user interface
design task.
   The results of this study indicate that iterative design
methodology can improve the usability of a product.  The
amount of the improvement may be constrained by the
original design.  This study also supports the use of human
factors specialists in user interface design.  A significant
difference between designs produced by human factors
specialists and programmers was found.

%M C.CHI.93.206
%T A Mathematical Model of the Finding of Usability Problems
%S Usability Assessment Methods
%A Jakob Nielsen
%A Thomas K. Landauer
%B CHI93
%D 1993
%P 206-213
%K Usability problems, Usability engineering,
Poisson models, User testing, Heuristic evaluation, Cost-benefit
analysis, Iterative design
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p206-nielsen/p206-nielsen.pdf
%X For 11 studies, we find that the detection of usability problems
as a function of number of users tested or heuristic
evaluators employed is well modeled as a Poisson process. 
The model can be used to plan the amount of evaluation
required to achieve desired levels of thoroughness or benefits. 
Results of early tests can provide estimates of the number
of problems left to be found and the number of
additional evaluations needed to find a given fraction.  With
quantitative evaluation costs and detection values, the
model can estimate the numbers of evaluations at which
optimal cost/benefit ratios are obtained and at which marginal
utility vanishes.  For a "medium" example, we estimate
that 16 evaluations would be worth their cost, with
maximum benefit/cost ratio at four.

%M C.CHI.93.214
%T Estimating the Relative Usability of Two Interfaces: Heuristic, Formal, and
Empirical Methods Compared
%S Usability Assessment Methods
%A Jakob Nielsen
%A Victoria L. Phillips
%B CHI93
%D 1993
%P 214-221
%K Heuristic evaluation, Heuristic estimation, GOMS, User testing,
Usability, User performance, Absolute performance, Relative performance,
Cost-benefit estimates
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p214-nielsen/p214-nielsen.pdf
%X Two alternative user interface designs were subjected to
user testing to measure user performance in a database
query task.  User performance was also estimated heuristically
in three different ways and by use of formal GOMS
modelling.  The estimated values for absolute user performance
had very high variability, but estimates of the relative
advantage of the fastest interface were less variable. 
Choosing the fastest of the two designs would have a net
present value more than 1,000 times the cost of getting the
estimates.  A software manager would make the correct
choice every time in our case study if decisions were based
on at least three independent estimates.  User testing was 4.9
times as expensive as the cheapest heuristic method but provided
better performance estimates.

%M C.CHI.93.222
%T An Evaluation of Earcons for Use in Auditory Human-Computer Interfaces
%S Auditory Interfaces
%A Stephen A. Brewster
%A Peter C. Wright
%A Alistair D. N. Edwards
%B CHI93
%D 1993
%P 222-227
%K Auditory interfaces, Earcons, Sonification
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p222-brewster/p222-brewster.pdf
%X An evaluation of earcons was carried out to see whether
they are an effective means of communicating information
in sound.  An initial experiment showed that earcons were
better than unstructured bursts of sound and that musical
timbres were more effective than simple tones.  A second
experiment was then carried out which improved upon
some of the weaknesses shown up in Experiment 1 to give
a significant improvement in recognition.  From the results
of these experiments some guidelines were drawn up for
use in the creation of earcons.  Earcons have been shown to
be an effective method for communicating information in
a human-computer interface.

%M C.CHI.93.228
%T Synthesizing Auditory Icons
%S Auditory Interfaces
%A William W. Gaver
%B CHI93
%D 1993
%P 228-235
%K Interface techniques, Multimedia, Auditory interfaces, Sound
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p228-gaver/p228-gaver.pdf
%X Auditory icons add valuable functionality to computer
interfaces, particularly when they are parameterized to
convey dimensional information.  They are difficult to
create and manipulate, however, because they usually rely
on digital sampling techniques.  This paper suggests that
new synthesis algorithms, controlled along dimensions of
events rather than those of the sounds themselves, may
solve this problem.  Several algorithms, developed from
research on auditory event perception, are described in
enough detail here to permit their implementation.  They
produce a variety of impact, bouncing, breaking, scraping,
and machine sounds.  By controlling them with attributes
of relevant computer events, a wide range of parameterized
auditory icons may be created.

%M C.CHI.93.236
%T Computer Aided Conversation for Severely Physically Impaired Non-Speaking
People
%S Auditory Interfaces
%A Norman Alm
%A John Todman
%A Leona Elder
%A A. F. Newell
%B CHI93
%D 1993
%P 236-241
%K Human-computer interaction, User study,
Interface design, User observation, Dialogue design, Discourse
analysis, User interfaces, Retrieval models, Search
process, Selection process, Disability, Speech synthesis
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p236-alm/p236-alm.pdf
%X This paper reports the development of a
computer-aided conversation prosthesis which is designed
for severely physically impaired non-speaking people. 
The research methodology was to model aspects of conversational
structure derived from the field of conversation
analysis within a prototype conversational prosthesis. 
The prototype was evaluated in empirical investigations
which also suggested successful strategies for carrying out
satisfying conversation using such a system.  Two versions
have been built and tested, one using an able-bodied operator
to test the feasibility of creating conversation from
prestored material, the second being used by a physically
impaired non-speaking operator.  The prototype demonstrated
the advantages of this interface design in helping
the user to carry out natural sounding and satisfying conversations.

%M C.CHI.93.242
%T MicroCentre, Dundee: Ordinary and Extra-Ordinary HCI Research
%S Overviews
%A Alan F. Newell
%B CHI93
%D 1993
%P 242-243
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p242-newell/p242-newell.pdf
%X The main feature of the MicroCentre research group is a
concern for users with a very wide range of
characteristics.  In addition to main-stream HCI
research, it contains the largest academic group in the
world investigating the application of computer systems
for disabled people, and has a particular interest in
systems for people with communication impairment.

%M C.CHI.93.244
%T Human-Computer Interaction Research at Massey University, New Zealand
%S Overviews
%A Mark Apperley
%A Chris Phillips
%B CHI93
%D 1993
%P 244-245
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p244-apperley/p244-apperley.pdf
%X N/A

%M C.CHI.93.246
%T The MultiG Research Programme -- Distributed Multimedia Applications on
Gigabit Networks
%S Overviews
%A Bjorn Pehrson
%A Yngve Sundblad
%B CHI93
%D 1993
%P 246-247
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p246-pehrson/p246-pehrson.pdf
%X The MultiG research programme is an effort conducted in
broad cooperation between academia and industry with public
support.  The main goals are to strengthen the academic
infrastructure and industrial competitiveness, to integrate the
major research sites in Sweden, and to demonstrate operating
prototypes of novel applications and Gigabit networking
concepts.  The spirit of the program is similar to the spirit of the
Gigabit research part of the US NREN effort.

%M C.CHI.93.248
%T Flexible, Active Support for Collaboration with ConversationBuilder
%S Demonstrations
%A Simon M. Kaplan
%A William J. Tolone
%A Douglas P. Bogia
%A Theodore A. Phelps
%B CHI93
%D 1993
%P 248
%K Collaboration environment
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p248-kaplan/p248-kaplan.pdf
%X We overview the ConversationBuilder system and its
demonstration at INTERCHI 93.

%M C.CHI.93.249
%T A Groupware Engine Using UIMS Methodologies
%S Demonstrations
%A Lever Wang
%B CHI93
%D 1993
%P 249-250
%K Groupware, Computer supported cooperative work,
User interface management system
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p249-wang/p249-wang.pdf
%X This paper presents a groupware engine running under Microsoft's Windows
developed using a User
Interface Management System (UIMS).  This groupware engine will demonstrate
some of the important
groupware features such as concurrency control, security, view control,
and how these features are best
implemented using a UIMS.  By demonstrating these features in a groupware
engine the advantages of
applying the UIMS methodology will become self evident, as well as, the
need for such a methodology.

%M C.CHI.93.251
%T User Involvement in the Design Process: Why, When and How?
%S Panel
%A Jared Spool
%A C. Dennis Allen
%A Don Ballman
%A Vivienne Begg
%A Harold H. Miller-Jacobs
%A Michael Muller
%A Jakob Nielsen
%B CHI93
%D 1993
%P 251-254
%K Heuristic evaluation, Human factors,
Participatory design, Rapid prototyping, User interface
evaluation/methodology, User involvement
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p251-allen/p251-allen.pdf
%X For years the CHI community has championed the importance
of the user in system development.  As many of us develop
systems, we find that the concept of user involvement is not so
easy to implement.  Does one always strive to involve the user
in the design process?  Are there situations when the users
should not be involved?  What if the user is reluctant to
change?  How is user involvement handled when the user
claims to know all the answers and wants to design the entire
interface his or her way?  What if the users, or even potential
users are not available?  How can user involvement be
accomplished under these developmental restrictions?
   User Involvement, therefore, may be a goal -- not a given, and
how to effect user involvement is not as straight forward as the
text books convey!
   To assist the process of user interface development, many
techniques have been developed such as Heuristic Evaluation,
Participatory Design, Cognitive Walk Throughs, Task Analysis
and Rapid Prototyping.  These techniques vary considerably in
the extent of user involvement that they require.  This panel
will attempt to match the technique with the degree of user
involvement that the developer is faced with or can achieve.
   The issues discussed in this session are important to the entire
user interface community.  Developers will be happy to hear
that they are not alone; others have similar problems with
users.  They will learn which of the techniques are best suited
for each development situation.  Methodologists will gain
greater insight into the breadth and depth of working with,
and attempting to satisfy various types of users.  They may be
able to better refine the technologies we now have available
to meet the needs of user interface developers.

%M C.CHI.93.255
%T Exploding the Interface: Experiences of a CSCW Network
%S Conceptual Analysis of Users and Activity
%A John Bowers
%A Tom Rodden
%B CHI93
%D 1993
%P 255-262
%K Cooperative systems, User interface models, Observational
studies, Organisational effects, CSCW
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p255-bowers/p255-bowers.pdf
%X The development of human computer interaction has been
dominated by the interface both as a design concept and as
an artifact of computer systems.  However, recently
researchers have been re-examining the role of the interface
in the user's interaction with the computer.  This paper
further examines the notion of the interface in light of the
experiences of the authors in establishing a network to
support cooperative work.  The authors argue that the
concept of the single interface which provides a focus for
interaction with a computer system is no longer tenable and
that richer conceptions of the inter-relationships between
users and computer systems are needed.

%M C.CHI.93.263
%T Searching for Unity among Diversity: Exploring the "Interface" Concept
%S Conceptual Analysis of Users and Activity
%A Kari Kuutti
%A Liam J. Bannon
%B CHI93
%D 1993
%P 263-268
%K Interface, User interface management
systems, Abstraction levels, Activity theory
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p263-kuutti/p263-kuutti.pdf
%X Despite widespread interest in the human-computer interaction
(HCI) field, there remains much debate as to appropriate
conceptual frameworks for the field, and even confusion
surrounding the meaning of basic terms in the field.  HCI is
seen by many as focusing on the design of interfaces to
computer systems, yet exactly what is implied by this focus
on "interfaces" is unclear.  In this paper we show how a
better understanding of what is meant by the interface is
possible via the concept of abstraction levels.  We show
how this levels approach can clarify some ambiguities, and
also how it can be related to different phases in the evolution
of the human-computer interaction field itself.  In this
context, we are able to account for the recent interest in activity
theory as a possible alternative framework for HCI
work, while stressing the need for HCI research and design
to consider each of the separate, but related, levels.

%M C.CHI.93.269
%T The Cost Structure of Sensemaking
%S Conceptual Analysis of Users and Activity
%A Daniel M. Russell
%A Mark J. Stefik
%A Peter Pirolli
%A Stuart K. Card
%B CHI93
%D 1993
%P 269-276
%K Sensemaking, Cost structure, Representation
search, Representation shift, Learning loop, Information
access
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p269-russell/p269-russell.pdf
%X Making sense of a body of data is a common activity in any
kind of analysis.  Sensemaking is the process of
searching for a representation and encoding data in that
representation to answer task-specific questions.  Different
operations during sensemaking require different cognitive
and external resources.  Representations are chosen and
changed to reduce the cost of operations in an information
processing task.  The power of these representational shifts
is generally under-appreciated as is the relation between
sensemaking and information retrieval.
   We analyze sensemaking tasks and develop a model of the
cost structure of sensemaking.  We discuss implications for
the integrated design of user interfaces, representational
tools, and information retrieval systems.

%M C.CHI.93.277
%T Prototyping an Intelligent Agent through Wizard of Oz
%S Demonstration Based Systems
%A David Maulsby
%A Saul Greenberg
%A Richard Mander
%B CHI93
%D 1993
%P 277-284
%K Intelligent agent, Instructible system,
Programming by demonstration, Wizard of Oz, Prototyping
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p277-maulsby/p277-maulsby.pdf
%X Turvy is a simulated prototype of an instructible agent.  The
user teaches it by demonstrating actions and pointing at or
talking about relevant data.  We formalized our assumptions
about what could be implemented, then used the Wizard of
Oz to flesh out a design and observe users' reactions as they
taught several editing tasks.  We found: a) all users invent a
similar set of commands to teach the agent; b) users learn
the agent's language by copying its speech; c) users teach
simple tasks with ease and complex ones with reasonable
effort; and d) agents cannot expect users to point to or
identify critical features without prompting.
   In conducting this rather complex simulation, we learned
some lessons about using the Wizard of Oz to prototype intelligent
agents: a) design of the simulation benefits greatly
from prior implementation experience; b) the agent's
behavior and dialog capabilities must be based on formal
models; c) studies of verbal discourse lead directly to an
implementable system; d) the designer benefits greatly by
becoming the Wizard; and e) qualitative data is more
valuable for answering global concerns, while quantitative
data validates accounts and answers fine-grained questions.

%M C.CHI.93.285
%T A Synergistic Approach to Specifying Simple Number Independent Layouts by
Example
%S Demonstration Based Systems
%A Scott E. Hudson
%A Chen-Ning Hsi
%B CHI93
%D 1993
%P 285-292
%K Layout specification, Programming
by example, Grid-based layout, Generalization,
End-user customization
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p285-hudson/p285-hudson.pdf
%X A grid-based technique to specify simple number
independent layouts by example is described. 
This technique was originally developed to
support layout specification for a parallel program
visualization system but can be applied to aid other
simple graphical layout tasks as well.  The
technique works by allowing the user to construct
an example layout using a grid-based interaction
technique.  This example can then be generalized
into a layout algorithm which can be applied to
create layouts of any size.  However, rather than
simply choosing the "best" generalization, the
system described here takes a synergistic
approach.  New examples from a set of alternative
generalizations are presented to the user so that
they can guide and control the generalization
process.  This provides more understanding and
control of the generalization process and typically
allows a correct generalization to be constructed
from only one small example.

%M C.CHI.93.293
%T Marquise: Creating Complete User Interfaces by Demonstration
%S Demonstration Based Systems
%A Brad A. Myers
%A Richard G. McDaniel
%A David S. Kosbie
%B CHI93
%D 1993
%P 293-300
%K User interface software, User interface
management systems, Interface builders, Demonstrational
interfaces, Garnet
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p293-myers/p293-myers.pdf
%X Marquise is a new interactive tool that allows virtually all
of the user interfaces of graphical editors to be created by
demonstration without programming.  A "graphical
editor" allows the user to create and manipulate graphical
objects with a mouse.  This is a very large class of
programs and includes drawing programs like MacDraw,
graph layout editors like MacProject, visual language
editors, and many CAD/CAM programs.  The primary innovation
in Marquise is to allow the designer to
demonstrate the overall behavior of the interface.  To implement
this, the Marquise framework contains knowledge
about palettes for creating and specifying properties of objects,
and about operations such as selecting, moving, and
deleting objects.  The interactive tool uses the framework
to allow the designer to demonstrate most of the end user's
actions without programming, which means that Marquise
can be used by non-programmers.

%M C.CHI.93.301
%T LogoMedia: A Sound-Enhanced Programming Environment for Monitoring Program
Behavior
%S Demonstrations
%A Christopher J. DiGiano
%A Ronald M. Baecker
%A Russell N. Owen
%B CHI93
%D 1993
%P 301-302
%K Program auralization, Non-speech audio,
Software visualization, Programming environments
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p301-digiano/p301-digiano.pdf
%X Even for the programmer, computer software can be a
mysterious black box.  But what if the programmer were
able to give the box a good shake and listen to things rattle
inside?  Are there tools like the doctor's stethoscope that
can help programmers listen to the heartbeat of their
software?  These are the kinds of questions we decided to
explore by building LogoMedia, a sound-enhanced programming
environment.  LogoMedia supports the ability to
associate non-speech audio with program events while the
code is being developed.  These associations cause subsequent
test runs of the program to generate and manipulate
sounds which can aid in the comprehension and analysis of
the program's behavior.

%M C.CHI.93.303
%T A Telewriting System on a LAN Using a Pen-Based Computer as the Terminal
%S Demonstrations
%A Seiichi Higaki
%A Hiroshi Taninaka
%A Shinji Moriya
%B CHI93
%D 1993
%P 303
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p303-higaki/p303-higaki.pdf
%X N/A

%M C.CHI.93.304
%T Heuristics in Real User Interfaces
%S Panel
%A Brad A. Myers
%A Richard Wolf
%A Kathy Potosnak
%A Chris Graham
%B CHI93
%D 1993
%P 304-307
%K Heuristics, Demonstrational interfaces, Artificial
intelligence, Agents
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p304-myers/p304-myers.pdf
%X It is the conventional wisdom in user interface design that
direct manipulation is best and that interfaces should be
predictable.  This tends to argue against having a system
"guess" or use heuristics or other AI approaches. 
However, an increasing number of today's successful
software products do use heuristics in their interfaces.  The
heuristics are used to help guide the user and to perform
tasks that would be too difficult to specify by conventional
direct manipulation approaches.  We believe that user interface
designers will increasingly need to consider using
heuristic techniques in their interfaces.  This panel discusses
a number of today's successful products using
heuristics and the important HCI design issues such as
feedback.

%M C.CHI.93.308
%T Exploring the Applications of User-Expertise Assessment for Intelligent
Interfaces
%S Collecting User-Information for System Design
%A Michel C. Desmarais
%A Jiming Liu
%B CHI93
%D 1993
%P 308-313
%K User-expertise assessment, Probabilistic reasoning, Evidence
aggregation, Entropy, Intelligent interfaces, Adaptive training
systems, Knowledge spaces
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p308-desmarais/p308-desmarais.pdf
%X An adaptive user interface relies, to a large extent, upon an
adequate user model (e.g., a representation of user-expertise). 
However, building a user model may be a tedious and time
consuming task that will render such an interface unattractive
to developers.  We thus need an effective means of inferring
the user model at low cost.  In this paper, we describe a
technique for automatically inferring a fine-grain model of a
user's knowledge state based on a small number of observations. 
With this approach, the domain of knowledge to be
evaluated is represented as a network of nodes (knowledge
units -- KU) and links (implications) induced from empirical
user profiles.  The user knowledge state is specified as a
set of weights attached to the knowledge units that indicate
the likelihood of mastery.  These weights are updated every
time a knowledge unit is reassigned a new weight (e.g.,
by a question-and-answer process).  The updating scheme is
based on the Dempster-Shafer algorithm.  A User Knowledge
Assessment Tool (UKAT) that employs this technique
has been implemented.  By way of simulations, we explore an
entropy-based method of choosing questions, and compare
the results with a random sampling method.  The experimental
results show that the proposed knowledge assessment and
questioning methods are useful and efficient in inferring detailed
models of user-expertise, but the entropy-based method
can induce a bias in some circumstances.

%M C.CHI.93.314
%T Planning for Multiple Task Work -- An Analysis of a Medical Reception
Worksystem
%S Collecting User-Information for System Design
%A Becky Hill
%A John Long
%A Walter Smith
%A Andy Whitefield
%B CHI93
%D 1993
%P 314-320
%K Medical reception, Planning and control, Multiple tasks
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p314-hill/p314-hill.pdf
%X This paper presents an investigation of interactive
worksystem planning in the multiple task work domain of
medical reception.  In an observational study of a medical
reception worksystem, three different types of plan were
identified: the task plan, the procedure plan and the
activity plan.  These three types of plan were required for
effective working in the domain of medical reception,
because of the many similar concurrent tasks, the
frequency of behaviour switching between tasks and the
need for consistency within the worksystem.  It is
proposed, therefore, that to design effective interactive
human-computer worksystems for the domain of medical
reception (and possibly for other work domains of a
similar nature), the designer must specify the three
different types of plan and the relationships between
them.  The three types of plan in medical reception are
discussed in the context of design issues such as the
allocation of planning structures.

%M C.CHI.93.321
%T The Diary Study: A Workplace-Oriented Research Tool to Guide Laboratory
Efforts
%S Collecting User-Information for System Design
%A John Rieman
%B CHI93
%D 1993
%P 321-326
%K Diary studies, Methodologies, Participatory
design, Situated cognition, Exploratory learning
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p321-rieman/p321-rieman.pdf
%X Methods for studying user behavior in HCI can be
informally divided into two approaches: experimental
psychology in the laboratory and observations in the
workplace.  The first approach has been faulted for providing
results that have little effect on system usability, while the
second can often be accused of yielding primarily anecdotal
data that do not support general conclusions.  This paper
describes two similar approaches in another field, the study
of animal behavior, and shows how they produce
complementary results.  To support similar complementary
interactions between research approaches in the HCI field,
the paper describes the diary study technique, a tool for
research in the workplace that achieves a relatively high
standard of objectivity.  A diary study is reported that focuses
on exploratory learning.

fpack:!@#$%^&*(): CHI93b.BA
%M C.CHI.93.327
%T Turning Away from Talking Heads: The Use of Video-as-Data in Neurosurgery
%S Video Support for Workplace Collaboration
%A Bonnie A. Nardi
%A Heinrich Schwarz
%A Allan Kuchinsky
%A Robert Leichner
%A Steve Whittaker
%A Robert Sclabassi
%B CHI93
%D 1993
%P 327-334
%K Multimedia, Video, Collaborative work, Task
coordination, Computers and medicine
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p327-nardi/p327-nardi.pdf
%X Studies of video as a support for collaborative work have provided
little hard evidence of its utility for either task performance
or fostering telepresence, i.e. the conveyance of a face-to-face
like social presence for remotely located participants. 
To date, most research on the value of video has concentrated
on "talking heads" video in which the video images are of remote
participants conferring or performing some task together. 
In contrast to talking heads video, we studied video-as-data
in which video images of the workspace and work objects are
the focus of interest, and convey critical information about the
work.  The use of video-as-data is intended to enhance task
performance, rather than to provide telepresence.  We studied
the use of video during neurosurgery within the operating
room and at remote locations away from the operating room. 
The workspace shown in the video is the surgical field (brain or
spine) that the surgeon is operating on.  We discuss our findings
on the use of live and recorded video, and suggest extensions to
video-as-data including its integration with computerized time-based
information sources to educate and co-ordinate complex
actions among distributed workgroups.

%M C.CHI.93.335
%T One is Not Enough: Multiple Views in a Media Space
%S Video Support for Workplace Collaboration
%A William Gaver
%A Abigail Sellen
%A Christian Heath
%A Paul Luff
%B CHI93
%D 1993
%P 335-341
%K CSCW, Social interaction, Media spaces, Video
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p335-gaver/p335-gaver.pdf
%X Media spaces support collaboration, but the limited access
they provide to remote colleagues' activities can undermine
their utility.  To address this limitation, we built an
experimental system in which four switchable cameras were
deployed in each of two remote offices, and observed
participants using the system to collaborate on two tasks. 
The new views allowed increased access to task-related
artifacts; indeed, users preferred these views to more typical
"face-to-face" ones.  However, problems of establishing a
joint frame of reference were exacerbated by the additional
complexity, leading us to speculate about more effective
ways to expand access to remote sites.

%M C.CHI.93.342
%T How Fluent is Your Interface?  Designing for International Users
%S Perspectives and Illusions
%A Patricia Russo
%A Stephen Boor
%B CHI93
%D 1993
%P 342-347
%K User interface design, Internationalization,
Localization, Cross-cultural differences
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p342-russo/p342-russo.pdf
%X To successfully build bridges between worlds, user interface
designers must increase their awareness of cross cultural
differences, and make changes to the traditional software
development process.  Creating fluent interfaces for international
markets goes beyond translating text and date, time,
and number formats.  This paper presents and explains a
cross-cultural checklist of issues including text, local formats,
images, symbols, colors, flow, and product functionality. 
Suggestions for an effective international product
development cycle are provided.  The suggested development
cycle incorporates international design feedback and
usability testing before the initial product is released.

%M C.CHI.93.348
%T Representation in Virtual Space: Visual Convention in the Graphical User
Interface
%S Perspectives and Illusions
%A Loretta Staples
%B CHI93
%D 1993
%P 348-354
%K User interfaces, Representation, Design, Three-dimensional
graphics, Methodology, Art, Art history
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p348-staples/p348-staples.pdf
%X The graphical user interface (GUI) typically provides a multi-windowed
environment within a flat workspace or "desktop."
Simultaneously, however, controls for executing commands
within this interface are increasingly being rendered three-dimensionally. 
This paper explores ways in which the space of
the GUI desktop might be literally and figuratively deepened
through the incorporation of visual devices that have emerged
during the history of art -- specifically, perspective and light
effects.  By enriching the visual vocabulary of the GUI, greater
semantic complexity becomes sustainable.

%M C.CHI.93.355
%T Principles, Techniques, and Ethics of Stage Magic and Their Potential
Application to Human Interface Design
%S Perspectives and Illusions
%A Bruce Tognazzini
%B CHI93
%D 1993
%P 355-362
%K HCI design, Illusion, Design,
Misdirection, Simulation, Dissimulation, Time,
Response time, Magic, Magician, Principle, Technique,
Ethics, Anthropomorphism, Characters, Theater
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p355-tognazzini/p355-tognazzini.pdf
%X Magicians have been designing and presenting illusions
for 5000 years.  They have developed principles,
techniques and ethical positions for their craft that this
paper argues are applicable to the design of
human/computer interfaces.  The author presents a number
of specific examples from magic and discusses their
counterparts in human interface design, in hopes that
human interface practitioners and researchers will, having
recognized the applicability of magic, go further on their
own to explore its domain.

%M C.CHI.93.363
%T Perceptual vs. Hardware Performance in Advanced Acoustic Interface Design
%S Panel
%A Elizabeth M. Wenzel
%A William W. Gaver
%A Scott H. Foster
%A Haim Levkowitz
%A Roger Powell
%B CHI93
%D 1993
%P 363-366
%K Acoustic displays, Multimedia, Auditory
perception, User-interface design issues, Human performance
issues
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p363-wenzel/p363-wenzel.pdf
%X This panel brings together experts in the field of non-speech
auditory displays with points of view ranging from long-term
basic research in human perception to the timely
production of useable tools in commercial systems.  The
panel will examine issues of perceptual validity and
engineering performance from several different perspectives
representative of current work in the field, and discuss how
such issues can or should impact decisions made during
technology development.  Panelists' perspectives include:
levels of analysis in designing and using auditory interfaces
(Gaver), an example of what can be learned about
implementation requirements from low-level
psychophysical studies (Wenzel), designing integrated
systems to encompass sonification in a three-dimensional
environment (Foster), issues in the study of information
transfer in representational acoustic signals (Levkowitz),
and the design of a generalized technology platform for
acoustic signal presentation (Powell).

%M C.CHI.93.367
%T Separations of Concerns in the Chiron-1 User Interface Development and
Management System
%S Model-Based UI Development Systems
%A Richard N. Taylor
%A Gregory F. Johnson
%B CHI93
%D 1993
%P 367-374
%K User interface management systems
(UIMS), Modularization of UIMS, Concurrency, Event-based
integration, Artists, GUI construction, Design
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p367-taylor/p367-taylor.pdf
%X The development of user interfaces for large applications
is subject to a series of well-known problems including
cost, maintainability, and sensitivity to changes
in the operating environment.  The Chiron user interface
development system has been built to address these
software engineering concerns.  Chiron introduces a series
of layers that insulate components of an application
from other components that may experience change.  To
separate application code from user interface code, user
interface agents called artists are attached to application
abstract data types.  Operations on abstract data
types within the application implicitly trigger user interface
activities.  Chiron also provides insulation between
the user interface layer and the underlying system,
artist code is written in terms of abstract depiction
libraries that insulate the code from the specifics of particular
windowing systems and toolkits.  Concurrency is
pervasive in the Chiron architecture.  Inside an application
there can be multiple execution threads; there is
no requirement for a user interface listening/dispatching
routine to have exclusive control.  Multiple artists can
be attached to a single application abstract data type,
providing alternative forms of access by a single user or
coordinated access and manipulation by multiple users.

%M C.CHI.93.375
%T A Second Generation User Interface Design Environment: The Model and the
Runtime Architecture
%S Model-Based UI Development Systems
%A Piyawadee "Noi" Sukaviriya
%A James D. Foley
%A Todd Griffith
%B CHI93
%D 1993
%P 375-382
%K Application model, User interface model,
User interface generation, User interface design
environment, Automatic help generation
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p375-sukaviriya/p375-sukaviriya.pdf
%X Several obstacles exist in the user interface design process
which distract a developer from designing a good user
interface.  One of the problems is the lack of an application
model to keep the designer in perspective with the
application.  The other problem is having to deal with
massive user interface programming to achieve a desired
interface and to provide users with correct help information
on the interface.  In this paper, we discuss an application
model which captures information about an application at a
high level, and maintains mappings from the application to
specifications of a desired interface.  The application model
is then used to control the dialogues at runtime and can be
used by a help component to automatically generate
animated and textual help.  Specification changes in the
application model will automatically result in behavioral
changes in the interface.

%M C.CHI.93.383
%T Beyond Interface Builders: Model-Based Interface Tools
%S Model-Based UI Development Systems
%A Pedro Szekely
%A Ping Luo
%A Robert Neches
%B CHI93
%D 1993
%P 383-390
%K UIMS, Design process, Interface builders,
Model-based interface tools
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p383-szekely/p383-szekely.pdf
%X Interface builders only support the construction of the
menus and dialogue boxes of an application.  They do not
support the construction of interfaces of many application
classes (visualization, simulation, command and control,
domain-specific editors) because of the dynamic and complex
information that these applications process.  HUMANOID is
a model-based interface design and construction tool where
interfaces are specified by building a declarative description
(model) of their presentation and behavior.  HUMANOID's
modeling language provides simple abstraction, iteration and
conditional constructs to model the interface features of
these application classes.  HUMANOID provides an easy-to-use
designer's interface that lets designers build complex
interfaces without programming.

%M C.CHI.93.391
%T Tivoli: An Electronic Whiteboard for Informal Workgroup Meetings
%S Meetings and Collaborative Writing
%A Elin Ronby Pedersen
%A Kim McCall
%A Thomas P. Moran
%A Frank G. Halasz
%B CHI93
%D 1993
%P 391-398
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p391-pedersen/p391-pedersen.pdf
%X This paper describes Tivoli, an electronic whiteboard application
designed to support informal workgroup meetings and
targeted to run on the Xerox Liveboard, a large screen, pen-based
interactive display.  Tivoli strives to provide its users
with the simplicity, facile use, and easily understood functionality
of conventional whiteboards, while at the same time
taking advantage of the computational power of the Liveboard
to support and augment its users' informal meeting
practices.  The paper presents the motivations for the design of
Tivoli and briefly describes the current version in operation. 
It then reflects on several issues encountered in designing
Tivoli, including the need to reconsider the basic assumptions
behind the standard desktop GUI, the use of strokes as the
fundamental object in the system, the generalized wipe interface
technique, and the use of meta-strokes as gestural commands.

%M C.CHI.93.399
%T The User-Centred Iterative Design of Collaborative Writing Software
%S Meetings and Collaborative Writing
%A Ronald M. Baecker
%A Dimitrios Nastos
%A Ilona R. Posner
%A Kelly L. Mawby
%B CHI93
%D 1993
%P 399-405
%K Computer-supported cooperative work,
Groupware, User-centred design, Iterative design,
Behavioural research, Collaborative writing, Writing
software, Synchronous and asynchronous writing
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p399-baecker/p399-baecker.pdf
%X This paper presents the user-centred iterative design of
software that supports collaborative writing.  The design
grew out of a study of how people write together that
included a survey of writers and a laboratory study of
writing teams linked by a variety of communications media. 
The resulting taxonomy of collaborative writing is
summarized in the paper, followed by a list of design
requirements for collaborative writing software suggested
by the work.  The paper describes two designs of the
software.  The first prototype supports synchronous writing
and editing from workstations linked over local area and
wide area networks.  The second prototype also supports
brainstorming, outlining, and document review, as well as
asynchronous work.  Lessons learned from the user testing
and actual usage of the two systems are also presented.

%M C.CHI.93.406
%T Take CoVer: Exploiting Version Support in Cooperative Systems
%S Meetings and Collaborative Writing
%A Anja Haake
%A Jorg M. Haake
%B CHI93
%D 1993
%P 406-413
%K CSCW, Versioning, Cooperation modes,
Alternative object states, Group awareness, Hypertext
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p406-haake/p406-haake.pdf
%X Current CSCW applications support one or more modes of
cooperative work.  The selection of and transition between
these modes is usually placed on the users.  At IPSI we built
the SEPIA cooperative hypermedia authoring environment
supporting a whole range of situations arising during collaborative
work and the smooth transitions between them. 
While early use of the system shows the benefits of supporting
smooth transitions between different collaborative
modes, it also reveals some deficits regarding parallel work,
management of alternative documents, or reuse of document
parts.  We propose to integrate version support to overcome
these limitations.  This leads to a versioned data management
and an extended user interface enabling concurrent users to
select a certain state of their work, to be aware of related
changes, and to cooperate with others either asynchronously
or synchronously.

%M C.CHI.93.414
%T Comparative Design Review: An Exercise in Parallel Design
%S Panel
%A Jakob Nielsen
%A Randy Kerr
%A Dan Rosenberg
%A Gitta Salomon
%A Heather Desurvire
%A Rolf Molich
%A Tom Stewart
%B CHI93
%D 1993
%P 414-417
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p414-nielsen/p414-nielsen.pdf
%X Three user interface designers were asked to design interfaces
for a given problem.  These designs were made available
to a group of usability specialists for heuristic evaluation. 
The reviewers will lead off the panel with specific
questions to the designers regarding the usability aspects of
their designs.  The panel will feature a lively discussion of
the designers' various approaches and solutions.

%M C.CHI.93.418
%T Generating User Interfaces from Data Models and Dialogue Net Specifications
%S Automated UI Generation
%A Christian Janssen
%A Anette Weisbecker
%A Jurgen Ziegler
%B CHI93
%D 1993
%P 418-423
%K Automatic user interface design, Dialogue
specification, Dialogue nets, User interface management
systems
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p418-janssen/p418-janssen.pdf
%X A method and a set of supporting tools have been developed
for an improved integration of user interface design with
software engineering methods and tools.  Animated user
interfaces for database-oriented applications are generated
from an extended data model and a new graphical technique
for specifying dialogues.  Based on views defined for the
data model, an expert system uses explicit design rules
derived from existing guidelines for producing the static
layout of the user interface.  A petri net based technique
called dialogue nets is used for specifying the dynamic
behaviour.  Output is generated for an existing user interface
management system.  The approach supports rapid prototyping
while using the advantages of standard software
engineering methods.

%M C.CHI.93.424
%T Encapsulating Knowledge for Intelligent Automatic Interaction Objects
Selection
%S Automated UI Generation
%A Jean M. Vanderdonckt
%A Francois Bodart
%B CHI93
%D 1993
%P 424-429
%K Automatic user interface generation, Decision
tree, Intelligent user interface, Interaction objects,
Rule-based system
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p424-vanderdonckt/p424-vanderdonckt.pdf
%X TRIDENT is a set of interactive tools that automatically
generates a user interface for highly-interactive business-oriented
applications.  It includes an intelligent interaction
objects selection based on three differents concepts.  First,
an object oriented typology classifies abstract interaction
objects to allow a presentation independent selection.  Second,
guidelines are translated into automatic rules to select
abstract interaction objects from both an application data
model and a dialog model.  Third, these guidelines are encapsulated
in a decision tree technique to make the reasoning
obvious to the user.  This approach guarantees a target
environment independent user interface.  Once this specified,
abstract interaction objects are mapped into concrete
interaction objects to produce the observable interface.

%M C.CHI.93.430
%T Providing High-Level Control and Expert Assistance in the User Interface
Presentation Design
%S Automated UI Generation
%A Won Chul Kim
%A James D. Foley
%B CHI93
%D 1993
%P 430-437
%K Automatic layout, Knowledge-based tool, Ul
design process
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p430-kim/p430-kim.pdf
%X Current user interface builders provide only low-level
assistance, because they have knowledge of neither the
application, nor the principles by which interface elements are
combined effectively.  We have developed a framework that
unites the knowledge components essential for effective user
interface presentation design.  The framework consists of an
application model (both a data model and a control model), a
design process model that supports top-down iterative
development, and graphic design knowledge that is used both
to place dialog box elements such that their application
dependent logical relationships are visually reinforced and to
control design symmetry and balance.  To demonstrate the
framework's viability, we have constructed a tool based on
encapsulated design knowledge that establishes high-level
style preferences and provides expert assistance for the dialog
box presentation design and menu structuring.

%M C.CHI.93.438
%T Orienteering in an Information Landscape: How Information Seekers Get from
Here to There
%S Searching: Tools and Strategies
%A Vicki L. O'Day
%A Robin Jeffries
%B CHI93
%D 1993
%P 438-445
%K Information search, Information use, Intermediaries,
Collaborative work
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p438-oday/p438-oday.pdf
%X We studied the uses of information search results by regular
clients of professional intermediaries.  The clients in our study
engaged in three different types of searches: (1) monitoring a
well-known topic or set of variables over time, (2) following
an information-gathering plan suggested by a typical approach
to the task at hand, and (3) exploring a topic in an undirected
fashion.  In most cases, a single search evolved into a series of
interconnected searches, usually beginning with a high-level
overview.  We identified a set of common triggers and stop
conditions for further search steps.  We also observed a set of
common operations that clients used to analyze search results. 
In some settings, the number of search iterations was reduced
by restructuring the work done by intermediaries.  We discuss
the implications of the interconnected search pattern, triggers
and stop conditions, common analysis techniques, and intermediary
roles for the design of information access systems.

%M C.CHI.93.446
%T Using Icons to Find Documents: Simplicity is Critical
%S Searching: Tools and Strategies
%A Michael D. Byrne
%B CHI93
%D 1993
%P 446-453
%K Screen design, Icons, Empirical evaluation,
Formal models of the user
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p446-byrne/p446-byrne.pdf
%X A common task at almost any computer interface is that of
searching for documents, which GUIs typically represent with
icons.  Oddly, little research has been done on the processes
underlying icon search.  This paper outlines the factors involved
in icon search and proposes a model of the process.  An
experiment was conducted which suggests that the proposed
model is sound, and that the most important factor in searching
for files is the type of icons used.  In general, simple icons
(those discriminable based on a few features) seem to help
users, while complex icons are no better than simple rectangles.

%M C.CHI.93.454
%T Queries-R-Links: Graphical Markup for Text Navigation
%S Searching: Tools and Strategies
%A Gene Golovchinsky
%A Mark Chignell
%B CHI93
%D 1993
%P 454-460
%K Querying, Text retrieval, Navigation,
Hypertext, Pen-based interaction
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p454-golovchinsky/p454-golovchinsky.pdf
%X In this paper we introduce a style of interaction (interactive
querying) that combines features of hypertext with Boolean
querying, using direct markup of text to launch queries.  We
describe two experiments that compare the relative ease of
expressing Boolean queries as text versus a graphical
equivalent.  The results of these experiments show that the
expression of queries in the graphical format is no more
difficult than the textual equivalent.  We then describe the
Queries-R-Links system that we have developed at the
University of Toronto.  Queries-R-Links uses the graphical
markup method to launch Boolean queries interactively
using direct markup of text.  This work represents
significant progress towards information exploration
systems that combine the useful features of information
retrieval querying and hypertext browsing.

%M C.CHI.93.461
%T The Applied Ergonomics Group at Philips
%S Overviews
%A Ian McClelland
%B CHI93
%D 1993
%P 461-462
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p461-mcclelland/p461-mcclelland.pdf
%X The Applied Ergonomics (AE) group functions as a
specialist support group within Corporate Design (CD).  In
January 1993 the AE group had 10 ergonomists, serving a
staff of over 200 in CD.  CD has responsibility for the
industrial design of all Philips products.  Philips has a
diverse product portfolio covering consumer and
professional applications, and operates in markets
worldwide.  Almost all the work of the AE group is for
products using embedded software, some of which are called
'computers'.

%M C.CHI.93.463
%T Information Design Methods and the Applications of Virtual Worlds
Technology at WORLDESIGN, Inc.
%S Overviews
%A Robert Jacobson
%B CHI93
%D 1993
%P 463-464
%K Information design, Virtual
worlds technology, Information environments,
Industry, Applications, Collaborative design, Craft
guilds
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p463-jacobson/p463-jacobson.pdf
%X Information design is a new professional practice
that systematically applies the lessons of human-computer
interaction and human factors studies,
communication theory, and information science
to the presentation of complex data. 
WORLDESIGN, Inc., an information design
studio, practices information design with an
emphasis on virtual worlds technology in the
service of its corporate, mostly industrial
customers.

%M C.CHI.93.465
%T The Silicon Graphics Customer Research and Usability Group
%S Overviews
%A Mike Mohageg
%B CHI93
%D 1993
%P 465-466
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p465-mohageg/p465-mohageg.pdf
%X Silicon Graphics Computer Systems, Inc. is a leading
supplier of visual processing computer systems.  Our goal is
to pioneer true 3D computing, to define new classes of visual
computing, and to provide practical, beneficial, and cost-effective
solutions for a variety of industries.
   The Customer Research and Usability Group provides
usability consulting services to improve the competitive
value and ease of use of products.  We have been in existence
since June of 1990.

%M C.CHI.93.467
%T Filtered Suggestions
%S Demonstrations
%A Joris Verrips
%B CHI93
%D 1993
%P 467
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p467-verrips/p467-verrips.pdf
%X MTYP is a program that helps to select texts or
macros with very few keystrokes using Filtered
Selections.  Each newly typed in letter filters
suggestions that contain it with a priority for
uppercase letters.

%M C.CHI.93.468
%T From Undo to Multi-User Applications -- The Demo
%S Demonstrations
%A Michael Spenke
%B CHI93
%D 1993
%P 468-469
%K User interface management systems,
CSCW, Command objects, Undo, Dialog history
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p468-spenke/p468-spenke.pdf
%X The object-oriented history mechanism of the GINA application
framework and its relevance for multi-user applications
are demonstrated.  The interaction history of a document
is represented as a tree of command objects.  Synchronous
cooperation is supported by replicating the document
state and exchanging command objects.  Asynchronous
cooperation leads to different branches of the history tree
which can later be merged.

%M C.CHI.93.470
%T Common Elements in Today's Graphical User Interfaces:
The Good, the Bad, and the Ugly
%S Panel
%A A. Brady Farrand
%A Marc Rochkind
%A Jean-Marie Chauvet
%A Bruce "Tog" Tognazzini
%A David C. Smith
%B CHI93
%D 1993
%P 470-473
%K Graphical user interface design, Common
GUI, Design esthetics
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p470-farrand/p470-farrand.pdf
%X This panel will identify some of the similarities amongst
the different familiar graphical user interfaces that make
them seem so indistinguishable.  This panel will then
identify some of the similarities that don't belong in any
modern user interface.

%M C.CHI.93.474
%T Human Performance Using Computer Input Devices in the Preferred and
Non-Preferred Hands
%S Hands, Menus and Dr. Fitts
%A Paul Kabbash
%A I. Scott MacKenzie
%A William Buxton
%B CHI93
%D 1993
%P 474-481
%K Hand comparisons, Computer input, Fitts'
law
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p474-kabbash/p474-kabbash.pdf
%X Subjects' performance was compared in pointing and
dragging tasks using the preferred and non-preferred hands. 
Tasks were tested using three different input devices: a
mouse, a trackball, and a tablet-with-stylus.  The trackball
had the least degradation across hands in performing the
tasks, however it remained inferior to both the mouse and
stylus.  For small distances and small targets, the preferred
hand was superior.  However, for larger targets and larger
distances, both hands performed about the same.  The
experiment shows that the non-preferred hand is more than a
poor approximation of the preferred hand.  The hands are
complementary, each having its own strength and
weakness.  One design implication is that the non-preferred
hand is well suited for tasks that do not require precise
action, such as scrolling.

%M C.CHI.93.482
%T The Limits of Expert Performance Using Hierarchic Marking Menus
%S Hands, Menus and Dr. Fitts
%A Gordon Kurtenbach
%A William Buxton
%B CHI93
%D 1993
%P 482-487
%K Marking menus, Pie menus, Gestures, Pen
based input, Accelerators, Input devices
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p482-kurtenbach/p482-kurtenbach.pdf
%X A marking menu allows a user to perform a menu selection
by either popping-up a radial (or pie) menu, or by making a
straight mark in the direction of the desired menu item
without popping-up the menu.  A hierarchic marking menu
uses hierarchic radial menus and "zig-zag" marks to select
from the hierarchy.  This paper experimentally investigates
the bounds on how many items can be in each level, and
how deep the hierarchy can be, before using a marking to
select an item becomes too slow or prone to errors.

%M C.CHI.93.488
%T Lag as a Determinant of Human Performance in Interactive Systems
%S Hands, Menus and Dr. Fitts
%A I. Scott MacKenzie
%A Colin Ware
%B CHI93
%D 1993
%P 488-493
%K Human performance modeling, Lag, Feedback
delay, Visual reality, Fitts' law, Speed-accuracy tradeoff
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p488-mackenzie/p488-mackenzie.pdf
%X The sources of lag (the delay between input action and
output response) and its effects on human performance are
discussed.  We measured the effects in a study of target
acquisition using the classic Fitts' law paradigm with the
addition of four lag conditions.  At the highest lag tested
(225 ms), movement times and error rates increased by 64%
and 214% respectively, compared to the zero lag condition. 
We propose a model according to which lag should have a
multiplicative effect on Fitts' index of difficulty.  The model
accounts for 94% of the variance and is better than
alternative models which propose only an additive effect for
lag.  The implications for the design of virtual reality
systems are discussed.

%M C.CHI.93.494
%T Computer Image Retrieval by Features: Suspect Identification
%S Finding and Keeping Information
%A Eric Lee
%A Thom Whalen
%B CHI93
%D 1993
%P 494-499
%K Computer image retrieval, Information
retrieval, Feature retrieval
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p494-lee/p494-lee.pdf
%X Correct suspect identification of known offenders by
witnesses deteriorates rapidly as more are examined in
mugshot albums.  Feature approaches, where mugshots are
displayed in order of similarity to witnesses' descriptions,
attempt to increase identification success by reducing this
number.  A methodology is proposed for system design and
evaluation based on experiments, computer simulations, and
four classes of system performance measures: identification
performance, retrieval rank, tolerance performance, and
feature quality.  This was used to develop a system for 640
mugshots of known offenders.  In three empirical tests, over
90% of witness searches resulted in suspects retrieved in the
first eight mugshots.

%M C.CHI.93.500
%T Empirically-Based Re-Design of a Hypertext Encyclopedia
%S Finding and Keeping Information
%A Keith Instone
%A Barbee Mynatt Teasley
%A Laura Marie Leventhal
%B CHI93
%D 1993
%P 500-506
%K Hypertext, Design, Experiment, Empirical
results, Usability, Navigation, Electronic encyclopedia
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p500-instone/p500-instone.pdf
%X This paper reports on the processes used and guidelines
discovered in re-designing the user interface of the hypertext
encyclopedia, HyperHolmes.  The re-design was based on the
outcomes of a previous experiment and was evaluated
experimentally.  Results showed that the new system
resulted in superior performance and somewhat different
styles of navigation compared to the old system and to
paper.  The study provides empirical support for design
guidelines relating to tiled windows, navigation tools,
graphics and hierarchical navigation.

%M C.CHI.93.507
%T Bridging the Paper and Electronic Worlds: The Paper User Interface
%S Finding and Keeping Information
%A Walter Johnson
%A Herbert Jellinek
%A Leigh Klotz, Jr.
%A Ramana Rao
%A Stuart Card
%B CHI93
%D 1993
%P 507-512
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p507-johnson/p507-johnson.pdf
%X Since its invention millenia ago, paper has served as one of
our primary communications media.  Its inherent physical
properties make it easy to use, transport, and store, and
cheap to manufacture.  Despite these advantages, paper
remains a second class citizen in the electronic world.  In this
paper, we present a new technology for bridging the paper
and the electronic worlds.  In the new technology, the user
interface moves beyond the workstation and onto paper
itself.  We describe paper user interface technology and its
implementation in a particular system called XAX.

%M C.CHI.93.513
%T Integrated CSCW Tools within a Shared 3D Virtual Environment
%S Demonstrations
%A Christer Carlsson
%A Lennart E. Fahlen
%B CHI93
%D 1993
%P 513
%K CSCW, Virtual reality, Interactive 3D graphics, User interface
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p513-carlsson/p513-carlsson.pdf
%X With the advance of computer graphics hardware and
computer communication technology it is now possible to
build personal interactive 3D interfaces.  Our research goal is
to use this technology to create CSCW environments.
   There are several problems with existing CSCW applications
and environments.  We specifically address three intimately
connected problem areas:
 * awareness (what are other users doing?)
 * focus (where is my attention directed?)
 * interaction metaphors (how do I do something?)
Our approach is to let each user be represented by a 3D
icon ("body icon" and graphically model the user's input devices
in 3D space.  Users navigate between applications in 3D
space and can meet and collaborate in the environment. 
There is a direct correspondence between a user's body icon,
input devices and the actions taken by the user.  We claim that
this gives users a more detailed and natural understanding of
other users activities than in conventional CSCW systems. 
By using direct (real world) metaphors in the interaction with
applications, it is our hope that the cognitive load on the users
is reduced and the awareness and focus effects are increased.

%M C.CHI.93.514
%T The Paper Model for Computer-Based Writing
%S Demonstrations
%A Ann Fatton
%A Staffan Romberger
%A Kerstin Severinson Eklundh
%B CHI93
%D 1993
%P 514
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p514-fatton/p514-fatton.pdf
%X When writing or reading on paper, we usually have a robust
perception of the text as a spatial object with inherent
structure.  By a quick visual inspection of a book in our
hands, and by flipping the pages for a few seconds, we get a
preliminary feel for the size, structure and content of the
text material.  Not only are we guided by those physical
cues in the process of approaching a new text, they also
enable us to remember the text by its appearance and spatial
arrangement (see e.g. [2]).
   In contrast, during on-screen writing and reading with a
word processor, users often lack a global perspective of the
text.  In fact, the use of word processors has been shown to
cause problems for writers in reading and evaluating long
documents on the screen.  The word processor is usually
used on a small screen, showing only a very restricted part
of the text at a time.  Moreover, when the user makes
revisions or shifts position in the text, the location of the
text relative to the screen window varies.  This contributes
to writers lacking an adequate "sense of the text" when
writing a long document [1].

%M C.CHI.93.515
%T The Human Guidance of Automated Design
%S Formal Video Programme: Visualisation
%A Lynne Colgan
%A Robert Spence
%A Paul Rankin
%B CHI93
%D 1993
%P 515
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p515-colgan/p515-colgan.pdf
%X This 5-minute video describes the potential of automated
design ('optimisation') and identifies associated difficulties
which can be overcome by an interface allowing the designer
to guide the automated design process.  Within the context of
electronic circuit design the video then shows a system,
called CoCo, for the Control and Observation of Circuit
Optimisation.  Illustrations focus on graphical interfaces used
for (a) describing the circuit, (b) describing the required
performance and (c) the human guidance of the automated
design of that circuit.  Jargon has been suppressed so that
workers in related fields can see the implications of the idea.

%M C.CHI.93.516
%T Browsing Graphs Using a Fisheye View
%S Formal Video Programme: Visualisation
%A Marc H. Brown
%A James R. Meehan
%A Manojit Sarkar
%B CHI93
%D 1993
%P 516
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p516-brown/p516-brown.pdf
%X The accompanying videotape demonstrates a system for
viewing large graphs [2].  It's one of many possible implementations
of a general framework for graphical fisheye
views that we have developed.
   The graph in the video represents direct routes between major
cities in the United States.  An obvious way to see more detail
about an area is to zoom into the graph.  However, as the user
zooms into an area, less of the graph is visible so the global
structure of the graph is lost.  This becomes more acute as
the user pans the zoomed image.
   An alternate way to browse the graph is to use the graphical
fisheye view technique.  In a fisheye view, the area of
interest is shown with detail while the rest of the structure
is shown with successively less detail [1].

%M C.CHI.93.517
%T High Interaction Data Visualization Using Seesoft to Visualize Program
Change History
%S Formal Video Programme: Visualisation
%A Joseph L. Stephen
%A Stephen G. Eick
%B CHI93
%D 1993
%P 517
%K Direct manipulation, Graphical user
interface, Scientific visualization
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p517-steffen/p517-steffen.pdf
%X A problem in developing large software systems is
understanding the source code.  This problem is difficult
because of the volume of code.  The listing for a
moderately sized system with 100,000 lines, printed 50
lines per page, would run 2,000 pages.  This video
shows a new software tool, Seesoft, that applies
scientific visualization techniques to visualizing code. 
The visualization approach is to represent files in a
directory in columns and the source code lines as rows
of colored pixels.  The indentation and length of each
row of pixels corresponds to the actual code.  The color
of each row of pixels is determined by a statistic such as
the age, programmer, or type of line, that we obtain from
the change management system.  The visual impression
is that of a miniature picture of the source code with the
indentation showing the usual C controls structure and
the color showing the spatial distribution of the statistic. 
A user may adjust the display using direct manipulation
techniques to discover interesting patterns in the code. 
Software engineering concepts such as complexity and
bug fix on fix density can be visualized.
   The main interest of this work to the human factors
community is the use of graphical user interface for
selecting and combining statistics from a database, the
effective use of hundreds of colors to display a mass of
data, and the reduction of the pint-and-click direct
manipulation metaphor to just pointing, e.g. something
of interest will occur where ever the mouse points to on
the display.

%M C.CHI.93.518
%T Exploring Remote Images: A Telepathology Workstation
%S Formal Video Programme: Visualisation
%A Catherine Plaisant
%A David A. Carr
%A Hiroaki Hasegawa
%B CHI93
%D 1993
%P 518
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p518-plaisant/p518-plaisant.pdf
%X Telemedicine is the practice of medicine over
communication links.  The physician being consulted and
the patient are in two different locations.  A first
telepathology system has been developed by Corabi
Telemetrics.  It allows a pathologist to render a diagnosis
by examining tissue samples or body fluids under a
remotely located microscope.

%M C.CHI.93.519
%T QOC in Action: Using Design Rationale to Support Design
%S Formal Video Programme: Visualisation
%A Diane McKerlie
%A Allan MacLean
%B CHI93
%D 1993
%P 519
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p519-mckerlie/p519-mckerlie.pdf
%X Design Rationale emphasises working with explicit
representations not only of possible design solutions, but
also of the reasons and processes behind them.  Although
the arguments for using Design Rationale are compelling,
there is still very little experience of supplying the current
approaches in practice.  To explore its use in a practical
setting we have been collaborating with the Open
University using QOC (Questions, Options, Criteria) to
design hypermedia interfaces for presenting course material
(currently text books, course notes, and videos).  This video
illustrates some of the ways in which we have used QOC to
support our activities.

%M C.CHI.93.520
%T Touch-Typing with a Stylus
%S Formal Video Programme: Novel Technologies
%A David Goldberg
%A Cate Richardson
%B CHI93
%D 1993
%P 520
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p520-goldberg/p520-goldberg.pdf
%X Our approach to developing touch-typing for a stylus is
based on introducing a special alphabet of unistrokes.  Like
touch-typing for keyboards, unistrokes have to be learned. 
Unistrokes have the following advantages over ordinary
printing:
 * They are designed somewhat like error correcting codes. 
   When written sloppily, they can still be distinguished
   from one another.
 * Each unistroke is a single pen-down/pen-up motion
   hence the name unistroke.  Not only does this mean that
   recognition cannot have segmentation errors (that is,
   errors in determining which sets of strokes belong to a
   single multi-stroke letter), but it means that letters can
   unambiguously be written one on top of another.  Thus
   unistrokes can be entered in a small box just big enough
   to hold one letter.
 * The unistrokes associated with the most common letters
   ('e', 'a', 't', 'i', 'r') are all straight lines, and hence arc
   fast to write.
The unistroke design is being evaluated by having users
send several e-mail messages per day using a stylus front-end
to the Unix mail program.  Based on measurements from
this program, it appears that unistrokes may be able to support
an entry rate as high as 3.5 letters/sec (touch typing is
typically 6-7 letters/sec).
   The video gives the motivation for unistrokes, briefly shows
text entry using a conventional pen-based interface [1], discusses
the unistroke alphabet and how it was designed to be
easy to learn, and then shows a skilled writer using unistrokes.

%M C.CHI.93.521
%T ARGOS: A Display System for Augmenting Reality
%S Formal Video Programme: Novel Technologies
%A David Drascic
%A Julius J. Grodski
%A Paul Milgram
%A Ken Ruffo
%A Peter Wong
%A Shumin Zhai
%B CHI93
%D 1993
%P 521
%K Stereoscopic displays, 3-D, Virtual reality,
Remote manipulation, Teleoperation
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p521-drascic/p521-drascic.pdf
%X This video describes the development of the ARGOS
(Augmented Reality through Graphic Overlays on
Stereovideo) system, as a tool for enhancing human-telerobot
interaction, and as a more general tool with applications
in a variety of areas, including image enhancement,
simulation, sensor fusion, and virtual reality.

%M C.CHI.93.522
%T Talking to Machines
%S Formal Video Programme: Speech
%A Christopher K. Cowley
%A Dylan M. Jones
%B CHI93
%D 1993
%P 522
%K Speech, Recognition, Interfaces
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p522-cowley/p522-cowley.pdf
%X The film shows how dialogue design and error
correction strategies, informed by human factors
research, can lead to the development of usable and
profitable systems.  It starts with a simulation of a
truly conversational machine to show the level of
performance necessary to compete with human
recognition.  Template matching recognition is clearly
explained so that viewers can see how most devices
actually work.  The film then shows the Digital
Equipment Corporation's DECvoice in a number of
voice input and output scenarios which highlight
typical design problems and solutions.  It concludes
with a set of guidelines which will help designers make
reasoned decisions about when and how to use speech
recognition and avoid the typical problems experienced
by users.  The film ends with an example of a system
which, having been designed with the guidelines in
mind, is usable, efficient, and practical within the
constraints of contemporary technology.

%M C.CHI.93.523
%T The ALFRESCO Interactive System
%S Formal Video Programme: Speech
%A Oliviero Stock
%B CHI93
%D 1993
%P 523
%K Natural language processing, Artificial intelligence,
Multimediality
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p523-stock/p523-stock.pdf
%X This work is aimed at building a dialogue system in which
natural language is the basic communication channel, but
the computer is seen as an active agent that allows a multimedia
type interaction.  In this way the means of
communication are amplified, with the possibility of
referring to images and other texts.
   ALFRESCO is an interactive system for a user interested in
frescoes.  It runs on a SUN 4 connected to a videodisc unit
and a touchscreen.  The particular videodisc in use includes
images about Fourteenth Century Italian frescoes and
monuments.  The system, beside understanding and using
language, shows images and combines film sequences. 
Images are active in that the user may refer to items by
combining pointing with the use of linguistic
demonstratives; for example, the user can point to a detail
of a fresco and say "can I see another painting representing
this^ saint?"  Also, the system's linguistic output includes
buttons that allow the user to enter in an hypertextual
modality.  The dialog may cause zooming into details or
changing the focus of attention into other frescoes.  The
overall aim is not only to provide information, but also to
promote other masterpieces that may attract the user.

%M C.CHI.93.524
%T Hyperspeech
%S Formal Video Programme: Speech
%A Barry Arons
%B CHI93
%D 1993
%P 524
%K Speech user interfaces, Speech applications, Hypermedia,
Speech as data, Speech recognition, Speech synthesis, Conversational
interfaces
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p524-arons/p524-arons.pdf
%X Hyperspeech is a speech-only hypermedia application that
explores issues of speech user interfaces, navigation, and
system architecture in a purely audio environment without a
visual display.  The system uses speech recognition input
and synthetic speech feedback to aid in navigating through a
database of digitally recorded speech segments.

%M C.CHI.93.525
%T IMPACT: Interactive Motion Picture Authoring System for Creative Talent
%S Formal Video Programme: Hypermedia and Multimedia
%A Hirotada Ueda
%A Takafumi Miyatake
%A Satoshi Yoshizawa
%B CHI93
%D 1993
%P 525
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p525-ueda/p525-ueda.pdf
%X We are developing a multimedia authoring system, called
IMPACT [1].  It is not easy for non-professional users to get
good quality motion pictures and to edit them, for instance, in
order to create multimedia presentations that express their
concepts.  To make this kind of tasks feasible for everyone,
image-recognition technology is applied.  Visualization of the
structure of motion pictures is also very important [2].  A
couple of visualization technique are developed for time axis
editing.

%M C.CHI.93.526
%T Microcosm: An Open Hypermedia System
%S Formal Video Programme: Hypermedia and Multimedia
%A Hugh Davis
%A Wendy Hall
%A Adrian Pickering
%A Rob Wilkins
%B CHI93
%D 1993
%P 526
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p526-davis/p526-davis.pdf
%X Microcosm is an open hypermedia system
within which it is possible to make and follow
links from one multimedia document to another. 
The open nature of the system gives rise to a
number of difficult user interface issues which
are demonstrated in the video.

%M C.CHI.93.527
%T Multimedia Documents as User Interfaces
%S Formal Video Programme: Hypermedia and Multimedia
%A M. Cecelia Buchanan
%A Polle T. Zellweger
%A Ken Pier
%B CHI93
%D 1993
%P 527-528
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p527-buchanan/p527-buchanan.pdf
%X Previous work has demonstrated the use of documents as
user interfaces, in which static document elements, such
as words and pictures, become user interface interaction
elements, such as menus and buttons [Bier 90].  In this
videotape, we demonstrate our extension of this concept
to dynamic multimedia documents, allowing user
interface designers to create multimedia documents and
to specify dynamic interaction elements within them.
   This video was taped from the screen of a Sun
Microsystems SPARCstation 2.  The audio portions of
the multimedia documents were recorded and played
back using TiogaVoice and the Etherphone voice
management system [Zellweger 88].

%M C.CHI.93.529
%T Graphical Editing by Example
%S Formal Video Programme: Programming by Example and Demonstration
%A David Kurlander
%B CHI93
%D 1993
%P 529
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p529-kurlander/p529-kurlander.pdf
%X Graphical editing, like many applications facilitated by
computers, often involves repetitive tasks.  To reduce repetition,
programmers can write procedures to automate these
tasks, however most users do not know how to program,
and the repetitive tasks that they perform are frequently too
specialized for the application programmer to anticipate. 
End users would benefit from the ability to customize and
extend their applications for the tasks they usually perform.
   Programming by example systems and demonstrational
interfaces aim to give end users this capability.  Such
systems are programmed simply by using the applications,
rather than through an ancillary extension language.  Innovative
systems such as Pygmalion, Tinker, SmallStar, Peridot,
Metamouse, and Eager have all explored ways of bringing
more power to the non-programming end user [1].  The
accompanying videotape demonstrates Chimera, a system
built to explore new demonstrational techniques in the
domains of graphical editing and interface building.

%M C.CHI.93.530
%T Guiding Automation with Pixels: A Technique for Programming in the User
Interface
%S Formal Video Programme: Programming by Example and Demonstration
%A Richard Potter
%B CHI93
%D 1993
%P 530
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p530-potter/p530-potter.pdf
%X The video demonstrates how a user can program Triggers to
automate the wrapping of a properly sized rounded rectangle
around a preexisting text field in an unmodified copy of
MacDraw II.  MacDraw II conveniently places a gray
bounding box around a selected field.  Pixel pattern searches
using pieces of this bounding box as the pattern give
enough data access to determine the size and location of the
text field.  Triggers then simulates a series of keystrokes
and mouse actions that create the rounded rectangle.  Other
examples from graphic and text domains are briefly shown.

%M C.CHI.93.531
%T Inferring Graphical Constraints with Rockit
%S Formal Video Programme: Programming by Example and Demonstration
%A Solange Karsenty
%A Chris Weikart
%A James A. Landay
%B CHI93
%D 1993
%P 531
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p531-karsenty/p531-karsenty.pdf
%X Graphical constraints define relations among graphical
objects that must be maintained by an underlying system. 
The automatic maintenance of these relations has become
important in increasing the functionality of graphical
editors and user interface builders.  Yet this increase in
functionality has also brought the users of these tools the
difficult task of specifying the constraints -- generally by
writing mathematical equations that define the relations
which must hold.
   The purpose of Rockit [2] is to identify the possible
graphical constraints between objects in a scene and allow
the user to quickly and easily choose and apply the desired
constraints.  Rockit is embedded in a graphical editor that
allows the creation of application objects by direct
manipulation.  The user creates graphical objects and applies
constraints to them.  Typical objects include diagrams,
circuits, flowcharts, and also standard application widgets. 
The supported constraints include connectors, aligners, and
spacers.  In this videotape, we illustrate our system through
the construction of a slider.

%M C.CHI.93.532
%T Tourmaline: Macrostyles by Example
%S Formal Video Programme: Programming by Example and Demonstration
%A Andrew J. Werth
%A Brad A. Myers
%B CHI93
%D 1993
%P 532
%K Text formatting, Demonstrational interfaces, Programming
by example, Inferences, Heuristics, Microstyles
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p532-werth/p532-werth.pdf
%X Tourmaline is a system that simplifies the formatting of
complicated headings and captions in a WYSIWYG
word processor.  The style systems of typical commercial
word processors, although very useful, are too limited
when a user needs to format items such as paper headings,
which may contain many different styles within a
single heading.  The style systems of some batch oriented
systems give the user more power by providing macro
facilities to automatically format text, but these systems
are extremely difficult to learn and use.  Tourmaline uses
demonstrational techniques [2] to combine the ease-of-use
of WYSIWYG with the power of batch oriented text
formatters.  The system allows users to define macrostyles
by example.  A macrostyle is an abstract
representation of a text object that allows different parts
of the object to have completely different formatting attributes.

%M C.CHI.93.533
%T The Active Badge System
%S Formal Video Programme: CSCW
%A Andy Hopper
%A Andy Harter
%A Tom Blackie
%B CHI93
%D 1993
%P 533-534
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p533-hopper/p533-hopper.pdf
%X The Active Badge is used to provide
information about where people are [Want et al.
1992, Want and Hopper 1992.  It is battery
powered, transmits in the infra-red spectrum and is
approximately 60x60x8 millimetres.  The
transmissions take place every 15 seconds and
identify the badge.  Receivers are linked by wire to a
computer and are placed so as to define cells for the
coverage required.  Normally they correspond to
spaces occupied by one or a number of people.  The
badge has a light-dependent resistor used to reduce
power consumption by decreasing the frequency of
transmissions when in the dark.  This also means
that the user can switch the badge off by placing it
in a pocket or face down on the table.  Not all badge
transmissions are picked up by a receiver, but by
using simple algorithms in the receiving software
the system can be made sufficiently accurate to be
very useful.  As well as transmitting the Active
Badge can receive which makes possible a more
secure system by using a one-way authentication
function.  Two buttons, two visible LEDs and a tone
generator are available for simple interactions. 
Reciprocity of use is ensured by making badge
information available to all computer screens in the
organisation.

%M C.CHI.93.535
%T IMAGINE: A Vision of Health Care in 1997
%S Formal Video Programme: Future Scenarios
%A Steve Anderson
%A Shiz Kobara
%A Barry Mathis
%A Ev Shafrir
%B CHI93
%D 1993
%P 535
%W http://www.acm.org/pubs/articles/proceedings/chi/169059/p535-anderson/p535-anderson.pdf
%* (c) Copyright 1993 Association for Computing Machinery
%X IMAGINE is a vision of health care in the year 1997
augmented by a variety of integrated information technologies. 
The film is not a literal prediction, but rather a projection
of where current technologies are headed and what changes
they will produce in the fields of medical diagnosis, patient
care and hospital administration.  Though produced at
Hewlett-Packard, IMAGINE represents the capabilities of
many companies and is a demonstration of open systems and
their integration.
   The film's three scenarios highlight a range of situations. 
All pose problems in patient treatment or cost control, and in
each it is information, delivered when and where it's needed,
that provides the solutions.
   All of the medical procedures, information presentations,
and interaction techniques were reviewed by experts in the
fields concerned.  Cardiologists, neurologists, pathologists,
nurses and administrators provided abundant critical review
to ensure accuracy.  While this process was time consuming
for such a fast paced film, it was felt to be essential for
acceptance by the medical community.

fpack:!@#$%^&*(): CHI94-2b.BA
%M C.CHI.94.2.69
%T The Effect of Evaluation and Redesign
%S INTERACTIVE POSTERS
%A Thomas K. Landauer
%B CHI94
%D 1994
%V 2
%P 69-70
%K Usability engineering, Usefulness, Productivity,
Iterative design, Iteration, Efficiency, Measurement,
Assessment, Evaluation, History of UCD, Benefits,
Progress, Testing, Improvement, UCD, User
centered design, Comparisons
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p69-landauer/p69-landauer.pdf
%X It is clear that formative evaluation and redesign holds great
promise for rapid progress.  Projections suggest that ten years of
widespread application of these methods could yield more than
20 times the gains that would be expected otherwise.

%M C.CHI.94.2.71
%T The HCI Bibliography: Past, Present, and Future
%S INTERACTIVE POSTERS
%A Gary Perlman
%B CHI94
%D 1994
%V 2
%P 71-72
%K Human-computer interaction, Bibliographic information,
Research aids, Distributed group work, Networks,
Information sharing, Online/electronic publication
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p71-perlman/p71-perlman.pdf
%X The HCI Bibliography is a free-access online bibliographic
database on Human-Computer Interaction.  The basic goal
of the project is to put an electronic bibliography for most
of HCI on the screens of all researchers, developers,
educators and students in the field through anonymous ftp
access, mail servers, and Macintosh and DOS floppy disks. 
In 1994, through the efforts of over 100 volunteers from 13
nations, the bibliography has grown to a resource of over
10,000 entries occupying over 10 megabytes, used by over
350 sites in 23 nations.  This notice describes the contents
of the database, how to access it, and its history.

%M C.CHI.94.2.73
%T The ACM SIGCHI Education Survey
%S INTERACTIVE POSTERS
%A Gary Perlman
%A Jean Gasen
%B CHI94
%D 1994
%V 2
%P 73-74
%K Computer and information science education,
Curriculum, Human-computer interaction, Electronic /
online survey administration
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p73-perlman/p73-perlman.pdf
%X The HCI Education survey describes 68 programs, 162
faculty, and 139 courses in graduate-level education in
human-computer interaction.  In addition to the data files
on each program, summary reports of programs, faculty,
courses and other information have been generated.  The
survey was designed, conducted, analyzed, and distributed
entirely online using Internet mail and ftp.  The low cost
and active nature of the medium of the survey
administration and distribution makes it possible to have
continuously updated information.

%M C.CHI.94.2.75 DC
%T Exploratory Learning of Interactive Devices
%S INTERACTIVE POSTERS
%A Carol-Ina Trudel
%B CHI94
%D 1994
%V 2
%P 75-76
%K Exploratory learning, User behaviour,
Individual differences
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p75-trudel/p75-trudel.pdf
%X The locus of this research is on the nature of exploratory
learning of interactive devices.  Exploratory Learning is a
commonplace activity when people are faced with novel
devices.  It basically consists of "pressing buttons" and
observing what happens.  In this first series of experiments
the performance of subjects exploring the various functions
of a computer simulated digital watch was observed under
three conditions: Unstructured (free exploration),
Structured (given a list of goals) and Key Press Limit
(restricted to 250 key presses).  The main finding was that
the latter group performed significantly better than the
other two groups on a post-exploration questionnaire, and
completed tasks significantly more efficiently on a post-exploration
test.  This finding is interpreted in terms of
reflection: a limit on the number of moves permitted may
encourage reflection, which is more beneficial to learning
than the "mindless" exploration allowed on certain devices.

%M C.CHI.94.2.77
%T Pointing in Entertainment-Oriented Environments: Appreciation versus
Performance
%S INTERACTIVE POSTERS
%A J. H. D. M. Westerink
%A K. van den Reek
%B CHI94
%D 1994
%V 2
%P 77-78
%K Multi-media, Consumer products, Pointing devices,
Fitts' Law, User appreciation, Performance measures
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p77-westerink/p77-westerink.pdf
%X Pointing in multi-media applications for entertainment is investigated,
more specifically the relation between (subjective)
user appreciation of pointing devices and (objective)
performance measures like time-to-target.

%M C.CHI.94.2.79
%T Why You Can't Program Your VCR, or, Predicting Errors and Performance with
Production System Models of Display-Based Action
%S INTERACTIVE POSTERS
%A Wayne D. Gray
%A Haresh Sabnani
%B CHI94
%D 1994
%V 2
%P 79-80
%K Cognitive models, GOMS, D-TAG, ACT-R,
VCR, Production systems, Errors, Performance, Display-based
action, Symbolic theories of interactive tasks
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p79-gray/p79-gray.pdf
%X We present a production rule model of display-based action
for a humble yet error-prone task: programming a VCR. 
The system is data-driven in that the task goal is achieved
in spite of partially specified plans by relying on changes in
the display to trigger the creation of new goals.  Knowledge
in the system is partitioned into Task Knowledge, Display-Based
Knowledge, and Device Specific Knowledge. 
Predictions are made regarding novice-level errors that are
then compared to empirical data.  The system is
implemented in ACT-R, and uses Apple events to
communicate with a VCR simulated in HyperCard.

%M C.CHI.94.2.81
%T "FingeRing": A Full-Time Wearable Interface
%S INTERACTIVE POSTERS
%A Masaaki Fukumoto
%A Yasuhito Suenaga
%B CHI94
%D 1994
%V 2
%P 81-82
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p81-fukumoto/p81-fukumoto.pdf
%X A new interface concept for mobile
computing, the "Full-time Wearable Interface", is proposed. 
By wearing tiny interface devices similar to watches or
glasses all the time, the user can operate PDAs at any time
desired.  As the first study of such an interface, we propose
the finger ring style chord keyboard named "FingeRing". 
FingeRing can be used with any typing surface such as the
waist or thigh; no subsidiary devices like keys or pads are
needed.  FingeRing can be used anytime, anywhere, and in
any situation including standing or walking.

%M C.CHI.94.2.83 acmdl PDF link missing from contents because Balakrishnan spelled wrong
%T Virtual Hand Tool with Force Feedback
%S INTERACTIVE POSTERS
%A Ravin Balakrishnan
%A Colin Ware
%A Tim Smith
%B CHI94
%D 1994
%V 2
%P 83-84
%K Force feedback, Haptics, Human performance, Virtual worlds
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p83-balakrishnan/p83-balakrishnan.pdf
%X We present a system which simulates working with a hand
held machine tool on a piece of soft material.  A two degree-of-freedom
force reflecting joystick allows the user to feel
the reactive forces between the virtual toolkit and material. 
An experiment to investigate the effects on performance in a
high precision task when the standard visual display is
augmented by our force display system shows a 44% (p <
0.01) improvement in accuracy but with time to completion
also increased (by 64%).  Users of the system find force
feedback to be useful and feel that the system is a realistic
simulation of the real world task.

%M C.CHI.94.2.85 DC
%T Input Techniques for HCI in 3D Environments
%S INTERACTIVE POSTERS
%A Shumin Zhai
%A Paul Milgram
%B CHI94
%D 1994
%V 2
%P 85-86
%K Input devices, Virtual reality, 3D
interfaces, Psychomotor behaviour, Telerobotics
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p85-zhai/p85-zhai.pdf
%X This poster is a summary of a long-term systematic
investigation of 6 DOF input techniques for human
computer interaction in 3D environments.  It presents a
taxonomic design space model and the major results of
three experiments on various 6DOF input techniques.

%M C.CHI.94.2.87
%T Electronic Meeting Assistance
%S INTERACTIVE POSTERS
%A Stefanie Rather
%A Michael Stupperich
%B CHI94
%D 1994
%V 2
%P 87-88
%K CSCW, Electronic conferencing, Mobile computing,
Electronic WhiteBoard, Wireless communication
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p87-rather/p87-rather.pdf
%X An electronic Meeting Assistance tool is being developed
as part of the ESPRIT Project 5233 [TELESTATION]. 
This tool has a general purpose approach for electronic
assistance of people during meetings.  The most frequent
tasks carried out during meetings, and therefore assisted by
the tool, are exchanging information, supporting
presentations and jointly editing documents.  To
demonstrate this new way of handling information, a first
prototype has been realized and a field test is performed in
a hospital environment.

%M C.CHI.94.2.89 DC
%T A Framework for Information Sharing in Collaborative Applications
%S INTERACTIVE POSTERS
%A W. Keith Edwards
%B CHI94
%D 1994
%V 2
%P 89-90
%K Collaborative applications, CSCW, Collaboration support
environments
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p89-edwards/p89-edwards.pdf
%X Collaborative applications can potentially have a great positive
impact on the way groups of people work together. 
Unfortunately, collaborative applications are very hard to
build.  At the most basic level all collaborative applications
facilitate information sharing.  This project is looking at
mechanisms for a particular class of information sharing in
an attempt to make the construction of collaborative software
easier.
   This work deals with the sharing of "coordinating" information. 
Coordinating information is information used to link a
set of applications or processes together into a unified collaborative
environment.  The implementation portion of this
work, called Intermezzo, provides programming models and
runtime support to facilitate the sharing of coordinating
information in collaborative applications.

%M C.CHI.94.2.91
%T Using Cognitive Walkthrough for Evaluating a CSCW Application
%S INTERACTIVE POSTERS
%A Anna-Lena Ereback
%A Kristina Hook
%B CHI94
%D 1994
%V 2
%P 91-92
%K Evaluation, Cognitive walkthrough, CSCW-applications,
Meeting booking system
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p91-ereback/p91-ereback.pdf
%X We studied the usefulness of the Cognitive Walkthrough
method for evaluating an interface to a meeting booking
system.  We found that cognitive walkthrough is a useful
method, but some alterations is needed.  Specifically we
found that the underlying theory of the method must be
expanded, since goals may not be given in the same way as
in single-user applications -- one user's goal is often
affected by other users.  We also found that the user
descriptions should preferably be richer since there are
several users involved, but that this makes the walkthrough
very cumbersome.
   For comparison a video study was conducted.  The studies
proved that the Cognitive Walkthrough method was
roughly as efficient in finding problems related to
groupwork as the user study.

%M C.CHI.94.2.93 DC
%T Characterising the Social Salience of Electronically Mediated Communication
%S INTERACTIVE POSTERS
%A Owen Daly-Jones
%B CHI94
%D 1994
%V 2
%P 93-94
%K Communication media, Social salience, Conversational
structure and process
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p93-daly-jones/p93-daly-jones.pdf
%X A study was conducted to explore the impact of
communication media on conversational structure, and to
identify markers of the social salience of ensuing discussion. 
Sixteen subjects took part in a collaborative role-play
exercise over two modes of communication; an audio link,
and a video link with audio capabilities.  Self-report measures
highlighted the advantages of having a visual channel, in
terms of assessing a partner's focus of attention and as an aid
to teamwork.  The value of a range of other measures (e.g.
backchannel acknowledgements, and equivocal phrasings) are
also reported on.  In particular, there was some indication that
collaborators in the audio condition found it harder to
monitor understanding, being more likely to resort to
explicitly questioning the remote partner.

%M C.CHI.94.2.95
%T Conveying Emotion in Remote Computer-Mediated-Communication
%S INTERACTIVE POSTERS
%A Krisela Rivera
%A Nancy J. Cooke
%A Anna L. Rowe
%A Jeff A. Bauhs
%B CHI94
%D 1994
%V 2
%P 95-96
%K Groupware, Computer-mediated-communication, Computer-supported-cooperative
work, Distributed cognition
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p95-rivera/p95-rivera.pdf
%X Having the capability to express emotion via remote
Computer-Mediated-Communication (CMC) systems may enhance
decision making.  Thirty-two subjects participated in a simulated
remote CMC group-decision-making session.  Seventeen
subjects had emotional icons available, although use of
these icons was optional.  The remaining 15 subjects did not
have icons available.  Dependent measures included frequency
of icon usage, conformity, quality of decision, and responses
to a subjective questionnaire.  The results indicated that
subjects used icons when available and liked using them. 
Finally, subjective questionnaire data indicated that having
emotional icons available seemed to make geographically-dispersed
CMC more appealing.

%M C.CHI.94.2.97
%T A Comparison of Verbal Interaction in Literal and Virtual Shared Learning
Environments
%S INTERACTIVE POSTERS
%A Karl E. Steiner
%A Thomas G. Moher
%B CHI94
%D 1994
%V 2
%P 97-98
%K Computer supported cooperative work,
Shared workspaces, Computer supported cooperative
learning, Interactive learning environments, Constructive
learning
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p97-steiner/p97-steiner.pdf
%X We performed a study to examine the differences in verbal
interaction between groups of young users working
together at a single computer and groups working on a
shared workspace at individual computers.  Pairs of
Kindergarten and First Grade students worked with the
Graphic Story Writer (an interactive learning environment)
at a single computer or at two networked computers
running a shared workspace.  A review of the student's
verbal interactions showed that students in the shared
workspace participated in fewer total verbal interactions,
and participated in significantly fewer questions and
answers.

%M C.CHI.94.2.99
%T Is Knowing More Really Better?  Effects of System Development Information in
Human-Expert System Interactions
%S INTERACTIVE POSTERS
%A Jeff A. Bauhs
%A Nancy J. Cooke
%B CHI94
%D 1994
%V 2
%P 99-100
%K Expert systems, Trust in machines, Human-expert system
interactions
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p99-bauhs/p99-bauhs.pdf
%X With the time, cost and effort involved in the development of
expertise, expert systems have become more commonplace in
the work environment.  It has been suggested that in order to
enhance human-expert system interactions, it is necessary to
provide users with system development information.  This
research empirically examined the role that providing this
information plays in new user interactions with expert systems. 
Results indicate that system information aided in calibrating
users' confidence in accord with system reliability, but
that it had little effect on users' willingness to take expert
system advice and may even hunt users' willingness to continue
consulting a particular expert system.

%M C.CHI.94.2.101 DC
%T Multiple Methods Mean More Minutes
%S INTERACTIVE POSTERS
%A Marita Franzke
%B CHI94
%D 1994
%V 2
%P 101-102
%K Display based systems, Multiple methods,
Exploration, Retention, Versions
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p101-franzke/p101-franzke.pdf
%X An experiment was conducted to produce a low-level
description of the initial acquisition of skill with a display-based
application.  This experiment constituted of a situation
in which interface-literate users explored new functionality
in two versions of a graphing system.  Performance on
initial exploration trials is compared to performance on
subsequent structure-equivalent trials that profit from
previous experiences with the system, both at short and
long time delays.  Performance times for exploration and
two different delay conditions are discussed.  Preliminary
data analyses indicate that several interactions were difficult
to discover, but are well retained even after a one-week
interval.  Comparisons between the two versions suggest
that the availability of more functions and multiple methods
inflated our subjects' performance times during exploration
and during later trials.

%M C.CHI.94.2.103 DC
%T Observing Users in Multimodal Interaction
%S INTERACTIVE POSTERS
%A Daniel Salber
%B CHI94
%D 1994
%V 2
%P 103-104
%K Multimodal interaction, Evaluation,
Usability, Formal methods, Observation of users, Video,
Groupware, CSCW, MediaSpace
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p103-salber/p103-salber.pdf
%X My doctoral research focuses on the usability and usage of
new computer technology such as interactive systems that
support the combination different input media such as
voice, gesture and video.  I have contributed to the study of
these systems in four complementary ways: the MSM
framework helps classifying and reasoning about current and
future "interactionally-rich" systems; I have also used
formal methods to specify multimodal interaction; I have
designed and developed the NEIMO multimodal Wizard of
Oz platform, a tool for observing users using multimodal
interaction and assessing usability issues; I am now
working on computer-mediated communication and
collaboration through audio and video.

%M C.CHI.94.2.105 DC acmdl pdf link missing from contents
%T Cost of Operations Affects Planfulness of Problem-Solving Behaviour
%S INTERACTIVE POSTERS
%A Kenton O'Hara
%B CHI94
%D 1994
%V 2
%P 105-106
%K Problem solving, Planning, Operator cost, 8-puzzle,
Jump-slide puzzle, System response time, Error recovery
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p105-ohara/p105-ohara.pdf
%X There is currently a debate in cognitive psychology
between plan-based theories of action and more 'situated'
accounts.  I argue instead that there is a continuum
between planned and situated action along which people
shift according to various properties of the task.  One
such factor may be the cost of performing an action. 
This paper reports three experiments that examine this
factor within the domain of problem solving.  These
manipulate different aspects of the user interface, each
with a high profile as determinants of usability in the
HCI literature.  In all three experiments, the high cost
condition was seen to encourage people to engage in
advance planning, resulting in more efficient solutions,
in terms of number of operations.

%M C.CHI.94.2.107
%T User Acceptance of Handwritten Recognition Accuracy
%S INTERACTIVE POSTERS
%A Mary J. LaLomia
%B CHI94
%D 1994
%V 2
%P 107
%K Pen-based computers, Handwriting,
Recognition accuracy
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p107-lalomia/p107-lalomia.pdf
%X One disadvantage for an individual using handwriting to
communicate with a computer is that their handwriting
may not always be recognized correctly by current
recognition technologies.  We are attempting to answer
the question of how high does recognition accuracy
have to be for people to find the technology useful.  We
used a "Wizard of Oz" methodology to simulate
different recognition accuracy rates that were output to
a participant writing on a pen-based computer.  Mode
of presentation, type of writing pad and recognition rate
were varied.  After reviewing the errors, participants
ruled the acceptability of the recognition rate under
different conditions.  In general, participants found a
handwriting recognition rate of 97% or higher to be
acceptable, however, this relationship was modulated
by the different evaluation conditions.

%M C.CHI.94.2.109
%T A Comparison of Usability Evaluations Conducted by Different Teams
%S INTERACTIVE POSTERS
%A Anna L. Rowe
%A Tammy Lowry
%A Shannon L. Halgren
%A Nancy J. Cooke
%B CHI94
%D 1994
%V 2
%P 109-110
%K Usability, Interface evaluation, User interface, Design process
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p109-rowe/p109-rowe.pdf
%X The wide variety of usability methods available to usability
engineers offer many approaches to usability testing.  However,
different evaluation methodologies may lead to the
identification of varying interface issues, and different
interface designs may result.  This study examined how
different usability teams approach the same interface evaluation. 
The results indicate that different teams begin their
evaluations in similar manners but tend to diverge after this
point.  Furthermore, different interface problems are identified
by the teams.  However, when similar issues are identified, the
teams' redesign recommendations are similar.  In general, the
results indicate that several evaluators and several methods
should be utilized to optimize the identification of interface
issues.

%M C.CHI.94.2.111
%T Wizard: Non-Wimp Oriented Prototyping of Direct Manipulative Behavior
%S INTERACTIVE POSTERS
%A Martina Manhartsberger
%A Manfred Tscheligi
%B CHI94
%D 1994
%V 2
%P 111-112
%K Prototyping, User interface design tools, Direct
manipulation
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p111-manhartsberger/p111-manhartsberger.pdf
%X In spite of the number of user interface design and
development systems developed in the past years there is
still a lack of real prototyping tools supporting the
iterative development of user interface design
alternatives.  The behavioral part of a user interface is
often neglected or has to be implemented by low level
programming.  The Wizard Tool supports the prototyping
of interface behavior especially for Non-WIMP interfaces
at a very high level of abstraction.

%M C.CHI.94.2.113
%T CHIRP: The Computer Human Interface Rapid Prototyping and Design Assistant
Toolkit
%S INTERACTIVE POSTERS
%A Robert J. Remington
%B CHI94
%D 1994
%V 2
%P 113-114
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p113-remington/p113-remington.pdf
%X This presentation includes a description and a
demonstration video of the Computer Human Interface
Rapid Prototyping (CHIRP) Toolkit.  The CHIRP Toolkit
architecture, planned capabilities, and the way in which
computer human interface (CHI) designers interact with it
to build and modify functional interactive scenarios are
described.  The presentation includes a sample of case
studies that illustrate how the evolving CHIRP toolkit is
being used to support CHI design for real world systems.

%M C.CHI.94.2.115
%T Participatory Design for Sensitive Interface Parameters: Contributions of
Traumatic Brain Injury Patients to Their Prosthetic Software
%S INTERACTIVE POSTERS
%A Elliot Cole
%A Parto Dehdashti
%A Linda Petti
%A Marlene Angert
%B CHI94
%D 1994
%V 2
%P 115-116
%K Participatory design, Users with disabilities
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p115-cole/p115-cole.pdf
%X Interface design is important in the design of prosthetic software for brain
injury patients.  Personal productivity modules demonstrated their ability to help
patients when other rehabilitation methods had failed.  However, the software was
typically very sensitive to what are considered relatively minor design parameters. 
Patients were able to guide designers and their therapists in constructing highly
effective interfaces.  In some instances, the dimension which the patient was
optimizing was not readily apparent, and consequently could not be achieved by other
means.  The research and poster has relevance the broader area of learning
disabilities.

%M C.CHI.94.2.117
%T Using a Game to Teach a Design Process
%S INTERACTIVE POSTERS
%A Jared M. Spool
%A Carolyn Snyder
%A Don Ballman
%A Will Schroeder
%B CHI94
%D 1994
%V 2
%P 117-118
%K Usability testing, Usability evaluation, Prototyping, Low-fidelity
prototyping, Process management, Product
development, Practical techniques
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p117-spool/p117-spool.pdf
%X The gap between theory and practice presents a perennial
problem in teaching good interface design.  To bridge this
gap, we have developed a game that allows participants to
prove to themselves how paper prototyping and usability
testing can be used to quickly and effectively iterate the
design of a product interface.  It is an intense, fun, and
thought-provoking experience.  Participants not only learn
new skills, but also how to apply them as a team to a
complex problem under time and resource constraints.

%M C.CHI.94.2.119
%T Actors, Hairdos & Videotape -- Informance Design:
Using Performance Techniques in Multi-Disciplinary, Observation Based Design
%S INTERACTIVE POSTERS
%A Colin Burns
%A Eric Dishman
%A William Verplank
%A Bud Lassiter
%B CHI94
%D 1994
%V 2
%P 119-120
%K Collaborative design, Iterative design,
Participatory design, User-centred design, User interface
design, User observations, Wizard of Oz, Role-play,
Scenarios, Storyboards, Rapid prototyping
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p119-burns/p119-burns.pdf
%X We have been developing a visualisation technique that we
call Informance Design.  We render scenarios as plays and
interactive environments.  Designer "actors" role-play as
users with simple prototypes employed as "props".  These
performances open up informed dialogues between
designers and an audience, to further explore the design
issues raised.  The use of performance techniques such as
improvisation can promote multi-disciplinary, collaborative
design work in ways that are as much visceral and
experiential as intellectual and reflective.  Informances, like
user testing, are enactive and evaluative.  Unlike user
testing, they are intended to explore design ideas in ways
that are generative rather than analytic.

%M C.CHI.94.2.121
%T Visual Layout Techniques in Multimedia Applications
%S INTERACTIVE POSTERS
%A Francois Bodart
%A Jean Vanderdonckt
%B CHI94
%D 1994
%V 2
%P 121-122
%K Graphical arts, Interaction objects, Interactive
objects, Layout frame, Layout grid, Multimedia
applications, Visual design, Visual techniques
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p121-bodart/p121-bodart.pdf
%X The aim of this work is to explore and illustrate how techniques
for visual communication can serve for laying out
interaction and interactive objects in multimedia applications. 
These techniques have been extracted from visual
literacy in order to be adapted to the area of multimedia
applications.  These applications are generally known and
designed for their great feedback and power of interaction
between simple interaction objects (e.g. list boxes, radio
buttons, push buttons) and interactive objects (e.g. text,
image, picture, video motion).  Thirty groups of techniques
are introduced by defining their opposites on a continuum. 
Combination of these techniques can provide a particular
multimedia layout style as encountered in visual arts.  To
prove that such visual layout techniques are affordable,
several examples are given, compared and discussed.

%M C.CHI.94.2.123
%T Automatic Generation of a User Interface for Highly Interactive
Business-Oriented Applications
%S INTERACTIVE POSTERS
%A Jean Vanderdonckt
%B CHI94
%D 1994
%V 2
%P 123-124
%K Business-oriented applications, Computer-aided generation,
Criteria, Guidelines, Layout, Selection, Styleguide
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p123-vanderdonckt/p123-vanderdonckt.pdf
%X The goal of this work is to prove that a designer can be
able to generate as systematically as possible a first sketch
of the presentation for an ergonomical user interface in the
specific area of highly-interactive business-oriented applications. 
It basically consists of three foundations: (i) the
corpus ergonomicus, a multi-purpose high-level styleguide;
(ii) the SEGUIA tool which is able to assist the designer in
the selection and layout tasks; (iii) the SIERRA tool which
an on-line hypermedia documenting linguistic ergonomic
criteria and guidelines defined in the corpus ergonomics. 
This work is integrated in the TRIDENT project which is a
methodology and a supporting environment for developing
highly-interactive business-oriented applications.

%M C.CHI.94.2.125 acmdl pdf link missing because Kurosu spelled wrong
%T Dual Task Model: An Evaluation Model for the Complex Operation
%S INTERACTIVE POSTERS
%A Masaaki Kurosu
%B CHI94
%D 1994
%V 2
%P 125-126
%K Operation model, Evaluation, Task analysis
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p125-kurosu/p125-kurosu.pdf
%X An evaluation model for the dual
task situation was developed.  The
model estimates the total duration
of the operation for any bench-mark
task based on the unit operations.

%M C.CHI.94.2.127
%T An EPIC Model for a High-Performance HCI Task
%S INTERACTIVE POSTERS
%A Scott D. Wood
%A David E. Kieras
%A David E. Meyer
%B CHI94
%D 1994
%V 2
%P 127-128
%K User models, Cognitive architecture, Performance
prediction, Human performance
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p127-wood/p127-wood.pdf
%X EPIC is an architecture for computational models of
human information processing that incorporates current
results and theories from human performance.  It
combines detailed processors for different modalities
with a production-system cognitive processor.  An EPIC
model was constructed for telephone operator tasks based
on one protocol and then was validated against two other
protocols for similar tasks.  Total execution time and
detailed keystroke-level inter-event times were predicted
with good accuracy.  It should be possible to construct
such models on a routine basis to predict performance of
interface designs involving multiple modalities and
time-critical tasks.

%M C.CHI.94.2.129
%T Dilemma -- A Tool for Rapid Manual Translation
%S INTERACTIVE POSTERS
%A Jussi Karlgren
%A Hans Karlgren
%A Paul Pettersson
%A Magnus Nordstrom
%A Bengt Wahrolen
%B CHI94
%D 1994
%V 2
%P 129-130
%K Natural language, Translation
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p129-karlgren/p129-karlgren.pdf
%X Dilemma is a tool built to aid human translators in
achieving higher productivity and better quality, by
presenting lexical information which is automatically
extracted from previous translations.  The design decisions
have been based on analyses of the human translation
process.  We present the ideas behind the tool, and outline
the functionality.  The system described has been used by
professional translators with good results.

%M C.CHI.94.2.131 DC
%T Hierarchical Events in Graphical User Interfaces
%S INTERACTIVE POSTERS
%A David S. Kosbie
%B CHI94
%D 1994
%V 2
%P 131-132
%K Hierarchical events, Event history, Application
interface, Undo, Programming by demonstration
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p131-kosbie/p131-kosbie.pdf
%X This poster describes part of the Ph.D. thesis work presented
by the author in the 1994 CHI Doctoral Consortium.  There
are many uses of history mechanisms in modern graphical
user interfaces, including Undo, Help, and Programming by
Demonstration.  Virtually all research into history mechanisms,
however, presumes that the history is simply a linear
sequence of unstructured events.  People, however use computers
to perform richly-structured tasks.  The basic premise
of this thesis is that including the task structure in the event
history will allow Undo, PBD, and other history mechanisms
to operate more correctly and in more situations.  A second
premise is that hierarchical event histories can be presented
to end users in an understandable and useful manner.  This
poster describes Katie, an application environment which
demonstrates the viability of these premises.

%M C.CHI.94.2.133
%T PVAT: Development of a Video Analysis Tool
%S INTERACTIVE POSTERS
%A Mihriban Whitmore
%A Tim McKay
%B CHI94
%D 1994
%V 2
%P 133-134
%K Video analysis, User evaluations
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p133-whitmore/p133-whitmore.pdf
%X The Posture Video Analysis Tool (PVAT) was developed
to provide a structured methodology for classifying
microgravity working postures from video footage.  A user
evaluation was conducted to identify interface issues and
required modifications to the software.  Two raters were
trained to use PVAT for analysis of a Shuttle mission
video.  Preliminary results indicate that PVAT was
acceptable in terms of setup procedure, button labels and
locations, and screen layout.  However, the raters
experienced eyestrain and had to take breaks every 15-25
minutes.  As a follow-up, comprehensive usability testing
of PVAT will be conducted using a pre-analyzed video to
evaluate the inter- and intra-rater reliability.

%M C.CHI.94.2.135
%T InHouse: An Information Manipulation Environment for Monitoring Parallel
Programs
%S INTERACTIVE POSTERS
%A Manfred Tscheligi
%A Sabine Musil
%B CHI94
%D 1994
%V 2
%P 135-136
%K Non-standard interface, Metaphors, User interface design,
Prototyping, Non-WIMP paradigm, Parallel systems
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p135-tscheligi/p135-tscheligi.pdf
%X Information Manipulation Environments (IME) are user
interfaces for non standard application domains.  They are
visual, metaphor oriented, direct manipulative and problem
oriented.  This new kind of user interface is described and
an example for one actual application of this concept is
given.  The chosen application domain was that of parallel
programming.  InHouse provides a user interface for user
oriented monitoring of parallel system behaviour.  Making
the complex concepts of parallel systems as easy as
possible for users not familiar with them is one of the main
goals in the design of this specific IME.

%M C.CHI.94.2.137 DC
%T The Design of Animated Signs as Help
%S INTERACTIVE POSTERS
%A C. Dormann
%B CHI94
%D 1994
%V 2
%P 137-138
%K User interface design, Help, Animation, Visual rhetorics
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p137-dormann/p137-dormann.pdf
%X The theory of design might be more useful to graphical
user interface design and animation than traditional
methods.  The rhetoric perspective is applied to the
development of animated signs (i.e "icons"), specifically to
animated help: the function of the interface sign is shown
by a short animation.  Then, a few principles of visual
rhetorics are introduced such as metaphor, personification,
etc.  It will be explained how these principles could provide
an attractive and enjoyable visual help system for a novice
user.

%M C.CHI.94.2.139
%T Examining Animated Algorithms: The Role of Problem Domain Experience and
Problem Representation in Rule Development
%S INTERACTIVE POSTERS
%A Faison P. Gibson
%A F. Javier Lerch
%A Mark Fichman
%B CHI94
%D 1994
%V 2
%P 139-140
%K Rule development, Domain experience,
Problem representation, Software design
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p139-gibson/p139-gibson.pdf
%X One of the key activities in designing software is
developing explicit rules or theories about the problem
domain.  We investigated two factors expected to
influence rule development the designer's level of prior
experience in the problem domain and the designer's
problem representation.  Our experimental results
indicate that higher problem domain experience enhances
subjects' ability to effectively consider multiple problem
domain constraints and improves the likelihood of
writing correct rules.  Alternative problem
representations focused subjects' attention toward or
away from tractable units of analysis for writing rules. 
However, our problem representation manipulation did
not affect the success rate for writing correct rules.

%M C.CHI.94.2.141
%T The Visual Browsing Tool for Astrophysical Data Management
%S INTERACTIVE POSTERS
%A Paul Pinkney
%A Alice Bertini
%B CHI94
%D 1994
%V 2
%P 141
%K Human-computer interaction, Graphical user interface, Scientific
visualization, Astrophysical data management, Multi-spectral
data analysis, Task-centered design, Structured
query language, Client-server architecture
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p141-pinkney/p141-pinkney.pdf
%X The Visual Browsing Tool (VBT) for Astrophysical Data
Management is a software tool that allows interaction and
visual exploration of astrophysical science mission databases
containing heterogeneous data.  The attributes characterizing
these data include text, tables, images, and spectra. 
Visual browsing through a database allows graphical/textual
representations of data in their most natural appearance. 
Such data carry spatial, spectral and temporal relations
which are important for the scientists to collect and compare
disparate information.  The objective of the VBT is to provide
a tool for visual exploration of and direct interaction
with the content of astrophysical databases.

%M C.CHI.94.2.142
%T Visual Access to Hyper-Information: Using Multiple Metaphors with Graphic
Affordances
%S INTERACTIVE POSTERS
%A Eviatar Shafrir
%A Jafar Nabkel
%B CHI94
%D 1994
%V 2
%P 142
%K Hyper-information, Online help, Metaphor,
Affordance, Icon, Visual design, Visual language
%* (c) Copyright 1994 Association for Computing Machinery
%O Color plates on page 483
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p142-shafrir/p142-shafrir.pdf
%X Finding answers in a maze of hyper-linked information is
disorienting and frustrating for computer users.  Online help
for workstation applications is largely inaccessible, difficult
to consume, and rarely used.  Confronted by these large
volumes, users ask themselves "where am I?" and "is what
I'm looking for really here?" The poster presents an
integrated product of information design with graphic
affordances that together ease user access and exploration. 
Multiple recognizable metaphors visually couple hyperlinks
with topics, helping each user create a predictable
cognitive map of the information-space.  The collaboration
between learning products professionals and visual
designers, practicing visual thinking techniques was
instrumental in creating this integrated solution.

%M C.CHI.94.2.143
%T Library Information Access Client
%S INTERACTIVE POSTERS
%A J. Ray Scott
%B CHI94
%D 1994
%V 2
%P 143-144
%K Information access, Search and retrieve,
Library client
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p143-scott/p143-scott.pdf
%X The Library Information Access Client is a prototype
client designed for the library user.  This client allows the
user to explore large numbers of information sources, issue
queries to multiple information sources, and retrieve the
results.  The client uses the Workscape scripting
capabilities as well as Workscape tools to provide the
library patron with a complete information management
environment.

%M C.CHI.94.2.145 acmdl wrong second page number -- 147 -> 146
%T V: A Visual Query Language for a Multimodal Environment
%S INTERACTIVE POSTERS
%A Ivan Bretan
%A Robert Nilsson
%A Kent Saxin Hammarstrom
%B CHI94
%D 1994
%V 2
%P 145-146
%K Visual language, Database query, Multimodal interfaces
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p145-bretan/p145-bretan.pdf
%X V is a two-dimensional, visual, direct manipulation query
language designed for use in a multimodal environment that
includes a natural language processing component.  The language
has the expressiveness of at least full first order predicate
logic, including some higher-order extensions that
provide a framework within the language itself for navigating
and browsing the query domain.  The language focuses
on the visualisation of the logic structure of queries and is
intended as a complement to natural language, providing
reification and persistence of discourse objects, together
with support for bidirectional paraphrasing and user controlled
discourse management.

%M C.CHI.94.2.147 acmdl missing entry
%T Social Action Posters
%S INTERACTIVE POSTERS -- Social Action Posters
%A Pamela A. Burke
%A Michael J. Muller
%B CHI94
%D 1994
%V 2
%P 147
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p147-burke/p147-burke.pdf
%X At CHI'92, several hundred people joined a discussion of
the events taking place in Los Angeles CA US -- the
police actions, the civic demonstrations, and the
insurrection in response to the first verdict in the Los
Angeles Police - Rodney King beating case.  We
exchanged our experiences in working for social change. 
People spoke of their work in providing information
access to disadvantaged groups, designing electronic
methods for improving the democratic process,
supporting community anti-bias commissions,
implementing computer (and non-computer) literacy
outreach programs, and much more.  Many of us were
sustained and renewed in our individual work.  This
meeting contributed to the formation of the SIGCHI
Special Interest Area on Social Action.
   Through the social action posters program, we continue
this exchange of information at CHI'94.  In the Call for
Participation, we encouraged people to submit work that
focused on practical projects, solid achievements, and to
communicate enough information so that others could
develop similar or related projects of their own -- or
could join an existing social action project.  These
criteria guided the review committee in its selection
process.

%M C.CHI.94.2.148
%T Computer Science Olympiad: Community Project for Disadvantaged Schools
%S INTERACTIVE POSTERS -- Social Action Posters
%A Donald Cook
%B CHI94
%D 1994
%V 2
%P 148
%K Olympiad, Community project, Disadvantaged schools
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p148-cook/p148-cook.pdf
%X The project that we established in 1990, has as its goal the introduction of computer technology into black schools,
has now run successfully for three years.  Our aim to teach a number of black pupils computer programming
and problem solving, is being realized.  The sub goal; to have at least one programmer among the finalists in the
Computer Olympiad within three years, is not within our reach at this stage.  The disruptions at the schools has
severely impacted our efforts in the last two years.

%M C.CHI.94.2.149
%T The Boston Peace and Justice Hotline: A Phone-Based Community Bulletin Board
%S INTERACTIVE POSTERS -- Social Action Posters
%A Paul Resnick
%B CHI94
%D 1994
%V 2
%P 149-150
%K Social impact, Community, Phone-based interface, Bulletin
board
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p149-resnick/p149-resnick.pdf
%X Touch-tone telephones are the most widely available,
best-networked computer terminals.  Any civic networking
project would do well to consider ways to leverage this
resource, since even people who have never used a
computer have access to touch-tone phones.  I have
conducted several tests of telephone bulletin boards, of
which the most successful has been an event calendar for
Boston area political activists.

%M C.CHI.94.2.151 acmdl missing pdf link
%T CAIS: A University-Based Social Action Project
%S INTERACTIVE POSTERS -- Social Action Posters
%A Dov Te'eni
%B CHI94
%D 1994
%V 2
%P 151-152
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p151-teeni/p151-teeni.pdf
%X By providing computer services to local not-for-profit
organizations, the Cleveland Arts Information Systems
project (CAIS) at Case Western Reserve University
(CWRU) is a vehicle for combining social action with
teaching and research.  Through its work with three
target groups (cultural organizations, religious
organizations and neighborhood centers), CAIS utilizes
the University's resources to assist not-for-profit
organizations in identifying and satisfying
their computer needs.  Therefore, CAIS effectively
unites the University's academic mission with its
mission to provide service to the surrounding
community.

%M C.CHI.94.2.153
%T Science-by-Mail
%S INTERACTIVE POSTERS -- Social Action Posters
%A Ellen A. White
%A Marc E. Fusco
%B CHI94
%D 1994
%V 2
%P 153-154
%K Science-by-mail, Science, Children,
Volunteer, Social action
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p153-white/p153-white.pdf
%X Science-by-Mail is a hands-on, experimental science
activity program for children in grades 4-9 that is designed
to be engaging, educational, and fun!  Each participating
child is matched with a volunteer pen-pal scientist who
provides encouragement and guidance.  They receive three
"challenge packets" throughout the year containing
information and materials related to an issue in science or
technology.  Communication between students and scientists
about the packets forms the core of the interactions.  A
nationwide program developed by the Museum of Science,
Boston, Science-by-Mail currently involves about 25,000
children and 2,500 scientists.

%M C.CHI.94.2.157
%T Usability at Digital After 15 Years: Principles and Pitfalls
%S ORGANIZATION OVERVIEWS
%A Elizabeth M. Comstock
%A Dennis R. Wixon
%B CHI94
%D 1994
%V 2
%P 157-158
%K Organizational overview, Usability methods
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p157-comstock/p157-comstock.pdf
%X This overview describes the evolution of the Usability
Expertise Center at Digital Equipment Corporation.

%M C.CHI.94.2.159
%T HCI Research in Paderborn, Germany
%S ORGANIZATION OVERVIEWS
%A Gerd Szwillus
%B CHI94
%D 1994
%V 2
%P 159-160
%K 3-D-interaction, Visualization, Virtual reality, CSCW,
Task analysis, Work analysis, User interface
specification, User interface evaluation, User interface
development tools, Graphical constraints, Pen-based
interfaces
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p159-szwillus/p159-szwillus.pdf
%X Research and development in Human-Computer Interaction
in Paderborn is housed within two corporations:
the Computer Science Department of the University of
Paderborn and the CADLAB Institute, a joint R&D-Institute
of the University and the SIEMENS-NIXDORF
INFORMATIONSSYSTEME AG (SNI).  SNI has evolved
from the traditionally Paderborn based computer company
NIXDORF AG, by beckoning part of the SIEMENS trust. 
CADLAB is half funded from SNI and half funded from
the University.  Its main goal is to provide an effective
knowledge and technology transfer between the two
organizations.  The University of Paderborn has about
18000 students in a large number of mostly technically and
pedagogically oriented departments.  Paderborn itself is a
small city with about 120000 inhabitants, and is situated
right in the middle of the united Germany.

%M C.CHI.94.2.161
%T "But, How Much Does It Cost?": Selling User Interface Design
%S ORGANIZATION OVERVIEWS
%A Ingrid K. Towey
%A James M. Gill, II
%A Kurt W. Morehouse
%B CHI94
%D 1994
%V 2
%P 161-162
%K User interface design, User testing, Minimalist manual,
Documentation, Task analysis, Directed dialogs
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p161-towey/p161-towey.pdf
%X Because Glaxo's purpose is to discover drugs and not to
write software, proponents of user interface design and user
testing at our company have had to sell the importance of
HCI.  This presentation outlines the strategies used to
convince our management that user interface design and
user testing are critical to the role of computing in the
pharmaceutical industry.  We also discuss how we have
learned to use interface design principles in our projects
and the approaches used to ensure that our work is cost-effective
and contributes to the drug-discovery process.

%M C.CHI.94.2.163
%T An Overview of Interval Research Corporation
%S ORGANIZATION OVERVIEWS
%A David E. Liddle
%A Meg Withgott
%A Debby Hindus
%B CHI94
%D 1994
%V 2
%P 163-164
%K Interaction research, Research
organization, Business models
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p163-liddle/p163-liddle.pdf
%X This short paper describes the background, philosophy,
organization, staff, and business model of Interval
Research Corporation.  Several of Interval's research
directions are briefly presented, including field
ethnography, media manipulation, immersive narratives,
cultural play, and virtual communities.

%M C.CHI.94.2.165
%T Research at The Center for HCI Design -- City University
%S ORGANIZATION OVERVIEWS
%A Alistair Sutcliffe
%B CHI94
%D 1994
%V 2
%P 165-166
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p165-sutcliffe/p165-sutcliffe.pdf
%X The Centre was formed in January 1991 as a focus of
research excellence for human computer interface design
within City University.  The Centre concentrates on CHI-in-the-large,
i.e. user centred design of complete
applications rather than CHI-in-the-small for detailed
design of widgets or small scale interactive artefacts.  The
principle theme is application of theory from cognitive
science to the design process by methodological studies
and research within the task artefact cycle tradition.
   Research sub themes are requirements engineering for
interactive systems, design methods for graphical user
interfaces, including study of complex 3D visualisation,
methods and models for assessing human error and
failure within the context of system level dependability,
and integration of HCI with software engineering
methods.  Four major projects illustrate this work, the first
two conduct basic research into the requirements analysis
phase of systems engineering while the latter projects
investigate modelling visual human computer
communication and development of intelligent user
interfaces.

%M C.CHI.94.2.167 acmdl missing pdf link
%T Communication and Cognitive Science Research in Linkoping
%S ORGANIZATION OVERVIEWS
%A Yvonne Waern
%A Sture Hagglund
%B CHI94
%D 1994
%V 2
%P 167-168
%K Critiquing systems, Interface design,
Natural language, Wizard of Oz
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p167-waern/p167-waern.pdf
%X The research reported is interdisciplinary with
contributions from psychology, artificial intelligence
and linguistics.
   Questions approached are: design of user interfaces
natural language understanding and generation, and
critiquing systems.

%M C.CHI.94.2.169
%T CMI and Ventana Corporation
%S ORGANIZATION OVERVIEWS
%A Jay F. Nunamaker, Jr.
%A Robert O. Briggs
%B CHI94
%D 1994
%V 2
%P 169-170
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p169-nunamaker/p169-nunamaker.pdf
%X The Center for the Management of Information (CMI)
conducts research on designing, developing, and using
electronic technology to make teams more productive. 
CMI conducts several streams of research: electronic
meeting systems, process re-engineering, group interface,
group memory, and multimedia support for distributed
teams.

%M C.CHI.94.2.171
%T The COMIC Research Project on CSCW
%S ORGANIZATION OVERVIEWS
%A Tom Rodden
%A Liam Bannon
%A Kari Kuutti
%B CHI94
%D 1994
%V 2
%P 171-172
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p171-rodden/p171-rodden.pdf
%X This paper provides an overview of the COMIC
(COmputer-based Mechanisms of Interaction in Cooperative
work) project, an EC ESPRIT-funded Basic Research
Project (No. 6225) on CSCW.  The project aims to develop
the theories and techniques necessary to support the
development of future CSCW systems.  The development of
these systems needs to be informed by a range of disciplines
that combine an understanding of the nature of co-operative
work with the technology to support it within a real world
setting.

%M C.CHI.94.2.173
%T The Ontario Telepresence Project
%S ORGANIZATION OVERVIEWS
%A Ron Riesenbach
%B CHI94
%D 1994
%V 2
%P 173-174
%K Desk-top video,
Media space, Inter-disciplinary
research, User studies, CSCW
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p173-riesenbach/p173-riesenbach.pdf
%X The Ontario Telepresence Project is an inter-disciplinary
research effort between academics and industry scientists
studying sociological issues associated with the deployment
of advanced computer and video supported cooperative work
systems.  The project's focus is on the integration and
packaging of existing computer, video and telecommunications
systems and on the development of methodologies for
their successful deployment in arms-length user sites.

%M C.CHI.94.2.177
%T What HCI Designers Can Learn from Video Game Designers
%S PANELS
%A Randy Pausch
%A Rich Gold
%A Tim Skelly
%A David Thiel
%B CHI94
%D 1994
%V 2
%P 177-178
%K Video games, Design process, Direct manipulation, Input
devices, Interface design, Design methodology, Consumer
acceptance
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p177-pausch/p177-pausch.pdf
%X Computer users have tasks they need to perform, and are
therefore motivated to overcome poorly designed interfaces. 
With video games, there is no external motivation for the
task -- if the game's interface is not compelling and
entertaining, the product fails in the marketplace.  Many
aspects of game design, such as an attractor mode to draw
users toward the game, have direct relevance to other
domains, such as information kiosks.  This panel will consist
of video game designers who will relate their design
methodologies, techniques, and other experiences which
will help HCI designers create more compelling, engaging,
and effective interfaces.
   The panel will consist of panelists' presentations followed
by a large allocation of time for interaction with the
audience's questions.  The panelists' presentations will
include demonstration examples drawn from coin-operated
and computer-based games.

%M C.CHI.94.2.179
%T Diversified Parallel Design: Contrasting Design Approaches
%S PANELS
%A Jakob Nielsen
%A Tony Fernandes
%A Annette Wagner
%A Richard Wolf
%A Kate Ehrlich
%B CHI94
%D 1994
%V 2
%P 179-180
%K Internationalization
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p179-nielsen/p179-nielsen.pdf
%X Three leading user interface designers were asked to design
interfaces for a given problem.  Each designer was asked to
optimize the design for certain usage conditions, making
this panel into a case study of diversified parallel design. 
The panel will feature a lively discussion of the designers'
various approaches and solutions, including a discussion of
their preliminary design solutions and their design process. 
Furthermore, in preparation for the panel, the designs have
been made available to a usability specialist who will
critique them and point out possible usability problems
inherent in the designs.

%M C.CHI.94.2.181
%T Guilty or Not Guilty?  Human Factors Structured Methods on Trial
%S PANELS
%A John Long
%A Simon Hakiel
%A Leela Damodoran
%A Bill Hefley
%A Kee Yong Lim
%B CHI94
%D 1994
%V 2
%P 181-182
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p181-long/p181-long.pdf
%X How well do structured human factors methods meet their
requirements and so help solve the 'too-little-too-late'
contribution of human factors to system design and
development?  This panel brings together industrial
practitioners and academic researchers to put human factors
structured methods on trial and to judge their fitness for
purpose.  Panelists share the same perspective, but their
views differ within that perspective.  When experts
disagree, non-experts learn most.

%M C.CHI.94.2.183
%T Approaches to Managing Deviant Behavior in Virtual Communities
%S PANELS
%A Amy Bruckman
%A Pavel Curtis
%A Cliff Figallo
%A Brenda Laurel
%B CHI94
%D 1994
%V 2
%P 183-184
%K Community, Standards, Behavior, Social
versus technological approaches, Virtual communities,
MUDs, Bulletin board systems (BBSs)
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p183-bruckman/p183-bruckman.pdf
%X It is an unfortunate fact of life that where there are multi-user
computer systems, there will be antisocial behavior. 
On bulletin board systems (BBSs), there are those who
persist in being obscene, harassing, and libelous.  In virtual
worlds such as MUDS, there are problems of theft,
vandalism, and virtual rape.
   Behavior is "deviant" if it is not in accordance with
community standards.  How are such standards developed? 
Should standards be established by system administrators
and accepted as a condition of participation, or should they
be developed by community members?  Once a particular
person's behavior is deemed unacceptable, what steps
should be taken?  Should such steps be taken by
individuals, such as "filters" or "kill" files on BBSs, and
"gagging" or "ignoring" on MUDS?  Or should the
administrators take action, banning an individual from the
system or censoring their postings?  What is the
appropriate balance between centralized and decentralized
solutions? (Figure 1).
   Figure 1: Approaches to Deviant Behavior: Two Continuums
                      Technological            Social
    Decentralized     gagging (MUDs)           feedback
                      kill files (BBSs)        from peers
    Centralized       banishment (MUDs)        feedback from
                      account suspension BBSs) administration
   Gags and filters are computational solutions to deviant
behavior.  Are there appropriate social solutions?  How
effective are approaches like feedback from peers,
community forums, and heart-to-heart chats with
sympathetic system administrators?  Are different
approaches effective with communities of different sizes? 
What is the appropriate balance between social and
technological solutions?

%M C.CHI.94.2.185
%T Media Spaces and Their Application in K-12 and College Learning Communities
%S PANELS
%A Louis Gomez
%A Rob Fish
%A Sara Bly
%A Yvonne Andres
%A Sergio Canetti
%A Barry Fishman
%A Joseph Polman
%B CHI94
%D 1994
%V 2
%P 185-186
%K Media spaces, Design, Collaborative
learning, Education, Networking, Video
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p185-gomez/p185-gomez.pdf
%X The CHI community has grappled with the design of
media spaces in white collar settings for the past several
years [1,2].  This forum is intended to challenge the
assumptions made by that research in light of new settings
presented by schools.  We explore the opportunities that
exist in media space research and design for K-12 and
college learning communities.

%M C.CHI.94.2.187 acmdl missing pdf link because Friedell should be first author
%T Interaction Paradigms for Human-Computer Cooperation in Design
%S PANELS
%A Mark Friedell
%A Sandeep Kochhar
%A Joe Marks
%A Steve Sistare
%A Louis Weitzman
%B CHI94
%D 1994
%V 2
%P 187-188
%K Cooperative design, Human-computer interaction,
Interaction techniques, Graphical user interfaces, Design
automation, Design methodologies, Automated design of
graphical displays, Computer-aided design
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p187-friedell/p187-friedell.pdf
%X Computer-aided-design (CAD) systems are now used to design
all kinds of artifacts, from jet fighters to works of art.  A
major challenge in the design of a CAD system itself is the
user interface (UI).  Developing the UI to a CAD system raises
myriad questions about input devices and techniques, display
devices and techniques, and the details of the dialogue that
relates the two.  But these questions are ancillary to one central
question: what is the fundamental nature of the interaction
between human and computer in the design process supported
by the CAD system?  Is the design activity essentially manual,
with the computer playing the role of passive tool, like a pen
or paintbrush?  Or is the computer augmenting the human designer
by actively restricting available design choices, or by
playing the role of critic or "improver"?  Or maybe the interaction
paradigm is one of "interactive evolution," in which the
computer is responsible for generating design alternatives,
with the human merely choosing among choices suggested
by the machine.  Or perhaps the computer performs the design
process completely automatically, with a final acceptance
check being the only human contribution?  The panelists will
describe these different paradigms for human-computer cooperation
in a set of related CAD systems and prototypes and
discuss the conditions under which each paradigm might be
most useful.

%M C.CHI.94.2.189
%T Is HCI Education Getting a Passing Grade from Industry?
%S PANELS
%A Gary Perlman
%A Arye R. Ephrath
%A Thomas T. Hewett
%A John Long
%A S. Joy Mountford
%A Jenny Preece
%B CHI94
%D 1994
%V 2
%P 189-190
%K Computer and information science
education, Curriculum, Project and people management,
Staffing, Training, Human factors, Management, Education
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p189-perlman/p189-perlman.pdf
%W http://www.acm.org/~perlman/papers/chi94edu.html
%X ACM SIGCHI is expending more and more effort on HCI
education, funding a variety of projects, including a curriculum
report, an IFIP working group, and a survey of programs.  Is
SIGCHI directing its resources wisely and effectively?  Who are
the consumers of HCI education, and who are their employers? 
What should be the direction of HCI education in the 90's? 
Panelists from industry and academia will "face off" to debate
what industry wants, needs, and is getting from HCI education.

%M C.CHI.94.2.191 acmdl missing pdf link because Leventhal spelled wrong
%T Designing for Diverse Users: Will Just a Better Interface Do?
%S PANELS
%A Laura Leventhal
%A Barbee Teasley
%A Daryl Stone
%A Ann-Marie Lancaster
%A Aaron Marcus
%A Bonnie Nardi
%A Jakob Nielsen
%A Masaaki Kurosu
%A Rachelle Heller
%B CHI94
%D 1994
%V 2
%P 191-192
%K Diversity, Internationalization, Interface design
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p191-leventhal/p191-leventhal.pdf
%X An important challenge to user interface designers is meeting
the needs of users who differ in gender, culture, age, and/or
abilities.  At least two strategies have emerged: to design
different interfaces for each group or to just design good
interfaces.  The panel will discuss approaches to and issues
related to accommodating diversity.

%M C.CHI.94.2.193
%T Debating the Media Space Design Space
%S PANELS
%A Victoria Bellotti
%A Robert Fish
%A Robert Kraut
%A Paul Dourish
%A Bill Gaver
%A Annette Adler
%A Sara Bly
%A Marilyn Mantei
%A Gale Moore
%B CHI94
%D 1994
%V 2
%P 193-194
%K Media spaces, Accessibility, Connections models,
Communication, Privacy, Social and technical perspectives,
User participation, Iterative design, Design rationale
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p193-bellotti/p193-bellotti.pdf
%X Why do Audio Video (AV) communications infrastructures
differ so widely in sane of their key features?  What factors
led designers and researchers to choose radically different solutions
to the same design problems?  This panel brings together
users, researchers and key designers to expose their
rationale and debate some of the issues which are currently
being confronted in the development of such technology.

%M C.CHI.94.2.195
%T Beyond Accuracy, Reliability, and Efficiency: Criteria for a Good Computer
System
%S PANELS
%A Batya Friedman
%A Nancy Leveson
%A Ben Shneiderman
%A Lucy Suchman
%A Terry Winograd
%B CHI94
%D 1994
%V 2
%P 195
%K Computer system design, Information
systems, Social implications of computers, Standards
%* (c) Copyright 1994 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/chi/259963/p195-friedman/p195-friedman.pdf
%X This panel invites the CHI community to examine the select
set of criteria that we typically use to judge the quality of
systems-in-use in society.  In addition to accuracy,
reliability, and efficiency, panelists draw on their design
and research experiences to offer a diversity of perspectives
on what makes a good computer system good.  Discussion
emphasizes safety, computing in the service of human
needs, the artful integration of computer systems into their
sites of use, and ethical considerations.

fpack:!@#$%^&*(): CHI95-1.BA
%T Display Navigation by an Expert Programmer: A Preliminary Model of Memory
%S Papers: Cognitive Models
%A Erik M. Altmann
%A Jill H. Larkin
%A Bonnie E. John
%B CHI95
%M C.CHI.95.1.3
%D 1995
%V 1
%P 3-10
%K Psychology of programming, User models, Expert
programmers, Display navigation, Program comprehension,
Memory, Learning, Soar
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/ea_bdy.htm
%X Skilled programmers, working on natural tasks, navigate
large information displays with apparent ease.  We present
a computational cognitive model suggesting how this
navigation may be achieved.  We trace the model on two
related episodes of behavior.  In the first, the user acquires
information from the display.  In the second, she recalls
something about the first display and scrolls back to it.  The
episodes are separated by time and by intervening displays,
suggesting that her navigation is mediated by long-term
memory, as well as working memory and the display.  In
the first episode, the model automatically learns to
recognize what it sees on the display.  In the second
episode, a chain of recollections, cued initially by the new
display, leads the model to imagine what it might have
seen earlier.  The knowledge from the first episode
recognizes this image, leading the model to scroll in search
of the real thing.  This model is a step in developing a
psychology of skilled programmers working on their own
tasks.

%T Predictive Engineering Models Using the EPIC Architecture for a
High-Performance Task
%S Papers: Cognitive Models
%A David E. Kieras
%A Scott D. Wood
%A David E. Meyer
%B CHI95
%M C.CHI.95.1.11
%D 1995
%V 1
%P 11-18
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/dek_bdy.htm
%X Engineering models of human performance permit some
aspects of usability of interface designs to be predicted
from an analysis of the task, and thus can replace to some
extent expensive user testing data.  Human performance in
telephone operator tasks was successfully predicted using
engineering models constructed in the EPIC (Executive
Process-Interactive Control) architecture for human
information-processing, which is especially suited for
modeling multimodal, complex tasks.  Several models were
constructed on an a priori basis to represent different
hypotheses about how users coordinate their activities to
produce rapid task performance.  All of the models
predicted the total task time with useful accuracy, and
clarified some important properties of the task.

%T Modeling Time-Constrained Learning in a Highly Interactive Task
%S Papers: Cognitive Models
%A Malcolm I. Bauer
%A Bonnie E. John
%B CHI95
%M C.CHI.95.1.19
%D 1995
%V 1
%P 19-26
%K Learning, GOMS, Soar, Cognitive models
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/mib_bdy.htm
%X We investigate whether a memory-based learning
procedure can explain the development of expertise within
the time-constraints of a fast-paced highly interactive task. 
Our computational cognitive model begins with novice-like
knowledge of a domain, and through experience converges
on behavior that matches a pre-existing GOMS model of
expert human performance.  The model coordinates
perception, comprehension, strategic planning, learning,
memory, and motor action to respond to the time demands
of the task while continually improving its performance. 
Because the model was constructed within the Soar
architecture, it is able to make predictions of learning and
performance time.

%T KidSim: End User Programming of Simulations
%S Papers: Programming by Example
%A Allen Cypher
%A David Canfield Smith
%B CHI95
%M C.CHI.95.1.27
%D 1995
%V 1
%P 27-34
%K End user programming, Simulations, Programming by
demonstration, Graphical rewrite rules, Production
systems, Programming by example, User programming
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/ac1bdy.htm
%X KidSim is an environment that allows children to create
their own simulations.  They create their own characters,
and they create rules that specify how the characters are to
behave and interact.  KidSim is programmed by
demonstration, so that users do not need to learn a
conventional programming language or scripting language. 
Informal user studies have shown that children are able to
create simulations in KidSim with a minimum of
instruction, and that KidSim stimulates their imagination.

%T Building Geometry-Based Widgets by Example
%S Papers: Programming by Example
%A Dan R. Olsen, Jr.
%A Brett Ahlstrom
%A Douglas Kohlert
%B CHI95
%M C.CHI.95.1.35
%D 1995
%V 1
%P 35-42
%K Widgets, Demonstrational interfaces, Toolkit builder,
User interface software
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/dro2bdy.htm
%X Algorithms are presented for creating new widgets by
example.  The basic model is one of an editable picture
which can be mapped to control information.  The
mappings are learned from examples.  The set of possible
maps is readily extensible.

%T Interactive Sketching for the Early Stages of User Interface Design
%S Papers: Programming by Example
%A James A. Landay
%A Brad A. Myers
%B CHI95
%M C.CHI.95.1.43
%D 1995
%V 1
%P 43-50
%K User interfaces, Design, Sketching, Gesture recognition,
Interaction techniques, Programming-by-demonstration,
Pen-based computing, Garnet, SILK
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/jal1bdy.htm
%X Current interactive user interface construction tools are
often more of a hindrance than a benefit during the early
stages of user interface design.  These tools take too much
time to use and force designers to specify more of the
design details than they wish at this early stage.  Most
interface designers, especially those who have a
background in graphic design, prefer to sketch early
interface ideas on paper or on a whiteboard.  We are
developing an interactive tool called SILK that allows
designers to quickly sketch an interface using an electronic
pad and stylus.  SILK preserves the important properties of
pencil and paper: a rough drawing can be produced very
quickly and the medium is very flexible.  However, unlike
a paper sketch, this electronic sketch is interactive and
can easily be modified.  In addition, our system allows
designers to examine, annotate, and edit a complete history
of the design.  When the designer is satisfied with this early
prototype, SILK can transform the sketch into a complete,
operational interface in a specified look-and-feel.  This
transformation is guided by the designer.  By supporting
the early phases of the interface design life cycle, our tool
should both ease the development of user interface
prototypes and reduce the time needed to create a final
interface.  This paper describes our prototype and provides
design ideas for a production-level system.

%T Information Foraging in Information Access Environments
%S Papers: Information Access
%A Peter Pirolli
%A Stuart Card
%B CHI95
%M C.CHI.95.1.51
%D 1995
%V 1
%P 51-58
%K Information foraging theory, Information access
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/ppp_bdy.htm
%X Information foraging theory is an approach to the analysis
of human activities involving information access
technologies.  The theory derives from optimal foraging
theory in biology and anthropology, which analyzes the
adaptive value of food-foraging strategies.  Information
foraging theory analyzes trade-offs in the value of
information gained against the costs of performing activity
in human-computer interaction tasks.  The theory is
illustrated by application to information-seeking tasks
involving a Scatter/Gather interface, which presents users
with a navigable, automatically computed, overview of the
contents of a document collection arranged as a cluster
hierarchy.

%T TileBars: Visualization of Term Distribution Information in Full Text
Information Access
%S Papers: Information Access
%A Marti A. Hearst
%B CHI95
%M C.CHI.95.1.59
%D 1995
%V 1
%P 59-66
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/mah_bdy.htm
%X The field of information retrieval has traditionally focused
on textbases consisting of titles and abstracts.  As a
consequence, many underlying assumptions must be
altered for retrieval from full-length text collections.  This
paper argues for making use of text structure when
retrieving from full text documents, and presents a
visualization paradigm, called TileBars, that demonstrates
the usefulness of explicit term distribution information in
Boolean-type queries.  TileBars simultaneously and
compactly indicate relative document length, query term
frequency, and query term distribution.  The patterns in a
column of TileBars can be quickly scanned and
deciphered, aiding users in making judgments about the
potential relevance of the retrieved documents.

%T An Organic User Interface for Searching Citation Links
%S Papers: Information Access
%A Jock D. Mackinlay
%A Ramana Rao
%A Stuart K. Card
%B CHI95
%M C.CHI.95.1.67
%D 1995
%V 1
%P 67-73
%K Information visualization, Search, Browsing, Access
management, Information retrieval, Organic user interfaces,
Data fusion, Hypertext, Citation graphs
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/jdm_bdy.htm
%X This paper describes Butterfly, an Information Visualizer
application for accessing DIALOG's Science Citation
databases across the Internet.  Network information often
involves slow access that conflicts with the use of
highly-interactive information visualization.  Butterfly
addresses this problem, integrating search, browsing, and
access management via four techniques: 1) visualization
supports the assimilation of retrieved information and
integrates search and browsing activity, 2)
automatically-created "link-generating" queries assemble
bibliographic records that contain reference information
into citation graphs, 3) asynchronous query processes
explore the resulting graphs for the user, and 4) process
controllers allow the user to manage these processes.  We
use our positive experience with the Butterfly
implementation to propose a general information access
approach, called Organic User Interfaces for Information
Access, in which a virtual landscape grows under user
control as information is accessed automatically.

%T End-User Training: An Empirical Study Comparing On-Line Practice Methods
%S Papers: End-User Training and Help
%A Susan Wiedenbeck
%A Patti L. Zila
%A Daniel S. McConnell
%B CHI95
%M C.CHI.95.1.74
%D 1995
%V 1
%P 74-81
%K Training, Practice methods, Exercises, Guided-exploration,
Minimal manual, End-users, Tutorials
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/sw_bdy.htm
%X An empirical study was carried out comparing three kinds
of hands-on practice in training users of a software
package: exercises, guided-exploration, and a combination
of exercises and guided-exploration.  Moderate to high
experience computer users were trained.  Subjects who
were trained with exercises or the combined approach did
significantly better in both time and errors than those
trained using guided-exploration.  There were no significant
differences between the exercise and the combined
approach groups.  Thus, it appears that the better
performance of these groups can be attributed to the
exercise component of their practice.

%T A Comparison of Still, Animated, or Nonillustrated On-Line Help with Written
or Spoken Instructions in a Graphical User Interface
%S Papers: End-User Training and Help
%A Susan M. Harrison
%B CHI95
%M C.CHI.95.1.82
%D 1995
%V 1
%P 82-89
%K Graphical user interfaces, On-line help, Visuals, User
interface components
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/smh_bdy.htm
%X Current forms of on-line help do not adequately reflect the
graphical and dynamic nature of modern graphical user
interfaces.  Many of today's software applications provide
text-based on-line help to assist users in performing a
specific task.  This report describes a study in which 176
undergraduates received on-line help instructions for
completing seven computer-based tasks.  Instructions were
provided in either written or spoken form with or without
still graphic or animated visuals.  Results consistently
revealed that visuals, either still graphic or animated, in the
on-line help instructions enabled the users to significantly
perform more tasks in less time and with fewer errors than
did users who did not have visuals accompanying the
on-line help instructions.  Although users receiving spoken
instructions were faster and more accurate for the initial
set of tasks than were users receiving written instructions,
the majority of subjects preferred written instructions over
spoken instructions.  The results of this study suggest
additional empirically-based guidelines to designers for the
development of effective on-line help.

%T Dynamic Generation of Follow Up Question Menus: Facilitating Interactive
Natural Language Dialogues
%S Papers: End-User Training and Help
%A Vibhu O. Mittal
%A Johanna D. Moore
%B CHI95
%M C.CHI.95.1.90
%D 1995
%V 1
%P 90-97
%K Hyper-media, Natural language, Intelligent systems, User
interface components, Usability engineering
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/vm_bdy.htm
%X Most complex systems provide some form of help
facilities.  However, typically, such help facilities do not
allow users to ask follow up questions or request further
elaborations when they are not satisfied with the systems'
initial offering.  One approach to alleviating this problem is
to present the user with a menu of possible follow up
questions at every point.  Limiting follow up information
requests to choices in a menu has many advantages, but
there are also a number of issues that must be dealt with in
designing such a system.  To dynamically generate useful
embedded menus, the system must be able to, among
other things, determine the context of the request,
represent and reason about the explanations presented to
the user, and limit the number of choices presented in the
menu.  This paper discusses such issues in the context of a
patient education system that generates a natural language
description in which the text is directly manipulable --
clicking on portions of the text causes the system to
generate menus that can be used to request elaborations
and further information.

%T A Generic Platform for Addressing the Multimodal Challenge
%S Papers: Multimodal Interfaces
%A Laurence Nigay
%A Joelle Coutaz
%B CHI95
%M C.CHI.95.1.98
%D 1995
%V 1
%P 98-105
%K Multimodal interactive systems, Software design, Software
architecture, I/O devices, Interaction languages, Data
fusion
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/lmn_bdy.htm
%X Multimodal interactive systems support multiple interaction
techniques such as the synergistic use of speech and direct
manipulation.  The flexibility they offer results in an
increased complexity that current software tools do not
address appropriately.  One of the emerging technical
problems in multimodal interaction is concerned with the
fusion of information produced through distinct interaction
techniques.  In this article, we present a generic fusion
engine that can be embedded in a multi-agent architecture
modelling technique.  We demonstrate the fruitful
symbiosis of our fusion mechanism with PAC-Amodeus,
our agent-based conceptual model, and illustrate the
applicability of the approach with the implementation of an
effective interactive system: MATIS, a Multimodal Airline
Travel Information System.

%T Developing Dual Interfaces for Integrating Blind and Sighted Users: The
HOMER UIMS
%S Papers: Multimodal Interfaces
%A Anthony Savidis
%A Constantine Stephanidis
%B CHI95
%M C.CHI.95.1.106
%D 1995
%V 1
%P 106-113
%K UIMS, Aids for the impaired, Programming environments
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/sa_bdy.htm
%X Existing systems which enable the accessibility of
Graphical User Interfaces to blind people follow an
"adaptation strategy"; each system adopts its own fixed
policy for reproducing visual dialogues to a non-visual
form, without knowledge about the application domain or
particular dialogue characteristics.  It is argued that
non-visual User Interfaces should be more than
automatically generated adaptations of visual dialogues. 
Tools are required to facilitate non-visual interface
construction, which should allow iterative design and
implementation (not supported by adaptation methods). 
There is a need for "integrated" User Interfaces which are
concurrently accessible by both sighted and blind users in
order to prevent segregation of blind people in their
working environment.  The concept of Dual User
Interfaces is introduced as the most appropriate basis to
address this issue.  A User Interface Management System
has been developed, called HOMER, which facilitates the
development of Dual User Interfaces.  HOMER supports
the integration of visual and non-visual lexical
technologies.  In this context, a simple toolkit has been also
implemented for building non-visual User Interfaces and
has been incorporated in the HOMER system.

%T Improving GUI Accessibility for People with Low Vision
%S Papers: Multimodal Interfaces
%A Richard L. Kline
%A Ephraim P. Glinert
%B CHI95
%M C.CHI.95.1.114
%D 1995
%V 1
%P 114-121
%K Workstation interfaces, Assistive technology, Low vision,
Screen magnification, X window system
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/rlk_bdy.htm
%X We present UnWindows V1, a set of tools designed to
assist low vision users of X Windows in effectively
accomplishing two mundane yet critical interaction tasks:
selectively magnifying areas of the screen so that the
contents can be seen comfortably, and keeping track of
the location of the mouse pointer.  We describe our
software from both the end user's and implementor's
points of view, with particular emphasis on issues related
to screen magnification techniques.  We conclude with
details regarding software availability and plans for future
extensions.

%T Collaborative Tools and the Practicalities of Professional Work at the
International Monetary Fund
%S Papers: Studying Work
%A Richard Harper
%A Abigail Sellen
%B CHI95
%M C.CHI.95.1.122
%D 1995
%V 1
%P 122-129
%K CSCW, Work practice, Ethnography, Paper documents,
Groupware, Professional work, International Monetary
Fund
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/rh_bdy.htm
%X We show how an ethnographic examination of the
International Monetary Fund in Washington, D.C. has
implications for the design of tools to support collaborative
work.  First, it reports how information that requires a high
degree of professional judgement in its production is
unsuited for most current groupware tools.  This is
contrasted with the shareability of information which can
'stand-alone'.  Second, it reports how effective re-use of
documents will necessarily involve paper, or 'paper-like'
equivalents.  Both issues emphasise the need to take into
account social processes in the sharing of certain kinds of
information.

%T Telephone Operators as Knowledge Workers: Consultants Who Meet Customer
Needs
%S Papers: Studying Work
%A Michael J. Muller
%A Rebecca Carr
%A Catherine Ashworth
%A Barbara Diekmann
%A Cathleen Wharton
%A Cherie Eickstaedt
%A Joan Clonts
%B CHI95
%M C.CHI.95.1.130
%D 1995
%V 1
%P 130-137
%K Telephone operators, Knowledge work, Expertise, Skilled
performance, Participatory design, Participatory analysis
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/mm1_bdy.htm
%X We present two large studies and one case study that
make a strong case for considering telephone operators as
knowledge workers.  We describe a quantitative analysis of
the diversity of operators' knowledge work, and of how
their knowledge work coordinates with the subtle
resources contained within customers' requests.  Operators
engage in collaborative query refinement with customers,
exhibiting a rich set of skilled performances.  Earlier reports
characterized the operators' role as an intermediary
between customer and database.  In contrast, we focus on
operator's consultative work in which they use computer
systems as one type of support for their primarily cognitive
activities.  Our results suggest that knowledge work may be
a subtle feature of many jobs, not only those that are
labeled as such.  Our methodology may be useful for the
analysis of other domains involving skilled workers.

%T Ethics, Lies and Videotape...
%S Papers: Studying Work
%A Wendy E. Mackay
%B CHI95
%M C.CHI.95.1.138
%D 1995
%V 1
%P 138-145
%K HCI professional issues, Video editing, Ethics, Social
computing
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/wem1bdy.htm
%X Videotape has become one of the CHI community's
most useful technologies: it allows us to analyze users'
interactions with computers, prototype new interfaces, and
present the results of our research and technical
innovations to others.  But video is a double-edged sword. 
It is often misused, however unintentionally.  How can we
use it well, without compromising our integrity?
   This paper
presents actual examples of questionable videotaping
practices.  Next, it explains why we cannot simply borrow
ethical guidelines from other professions.  It concludes with
a proposal for developing usable ethical guidelines for the
capture, analysis and presentation of video.

%T Multidisciplinary Modeling in HCI Design ...In Theory and in Practice
%S Papers: Usability Analysis: From Research to Practice
%A Victoria Bellotti
%A Simon Buckingham Shum
%A Allan MacLean
%A Nick Hammond
%B CHI95
%M C.CHI.95.1.146
%D 1995
%V 1
%P 146-153
%K Theory, Cognitive modelling, Formal methods, Design practice,
Argumentation, Design rationale, Media spaces, Multidisciplinary
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/vb_bdy.htm
%X In one of the largest multidisciplinary projects in basic HCI
research to date, multiple analytic HCI techniques were
combined and applied within an innovative design context to
problems identified by designers of an AV communication
system, or media space.  The problems were presented to user-,
system- and design-analysts distributed across Europe.  The
results of analyses were integrated and passed back to the
designers, and to other domain experts, for assessment.  The aim
of this paper is to illustrate some theory-based insights gained
into key problems in media space design and to convey lessons
learned about the process of contributing to design using
multiple theoretical perspectives.  We also describe some
obstacles which must be overcome if such techniques are to be
transferred successfully to practice.

%T Design Space Analysis as "Training Wheels" in a Framework for Learning User
Interface Design
%S Papers: Usability Analysis: From Research to Practice
%A J. W. van Aalst
%A T. T. Carey
%A D. L. McKerlie
%B CHI95
%M C.CHI.95.1.154
%D 1995
%V 1
%P 154-161
%K HCI education, Design space analysis, Design rationale, Design
skills, Interactive multimedia
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/tcy_bdy.htm
%X Learning about design is a central component in education for
human-computer interaction.  We have found Design Space
Analysis to be a useful technique for students learning user
interface design skills.  In the FLUID tool described here, we
have combined explicit instruction on design, worked case
studies, and problem exercises for learners, yielding an
interactive multimedia system to be incorporated into an HCI
design course.  FLUID is intended as a "training wheels" for
learning user interface design.  In this paper, we address the
question of how this form of teaching might mediate and extend
the learning process and we present our observations on Design
Space Analysis as a training wheels aid for learning user
interface design.

%T Practical Education for Improving Software Usability
%S Papers: Usability Analysis: From Research to Practice
%A John Karat
%A Tom Dayton
%B CHI95
%M C.CHI.95.1.162
%D 1995
%V 1
%P 162-169
%K HCI education, Technology transfer, Participatory design,
User-centered design, Usability engineering, Design
problem-solving
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/jk_bdy.htm
%X A usable software system is one that supports the effective and
efficient completion of tasks in a given work context.  In most
cases of the design and development of commercial software,
usability is not dealt with at the same level as other aspects of
software engineering (e.g., clear usability objectives are not set,
resources for appropriate activities are not given priority by
project management).  One common consequence is the
assignment of responsibility for usability to people who do not
have appropriate training, or who are trained in behavioral
sciences rather than in more product-oriented fields such as
design or engineering.  Relying on our experiences in industrial
settings, we make personal suggestions of activities for the
realistic and practical alternative of training development team
members as usability advocates.  Our suggestions help meet the
needs specified in the recent Strong et al. [21] report on human-computer
interaction education, research, and practice.

%T Evolution of a Reactive Environment
%S Papers: Learning from Design Experiences
%A Jeremy R. Cooperstock
%A Koichiro Tanikoshi
%A Garry Beirne
%A Tracy Narine
%A William Buxton
%B CHI95
%M C.CHI.95.1.170
%D 1995
%V 1
%P 170-177
%K Case studies, CSCW, Intelligent systems, Reactive environments,
Home automation, Design rationale, Office applications
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/jrc_bdy.htm
%X A basic tenet of "Ubiquitous computing" (Weiser, 1993 [13]) is
that technology should be distributed in the environment
(ubiquitous), yet invisible, or transparent.  In practice, resolving
the seeming paradox arising from the joint demands of ubiquity
and transparency is less than simple.  This paper documents a
case study of attempting to do just that.  We describe our
experience in developing a working conference room which is
equipped to support a broad class of meetings and media.  After
laying the groundwork and establishing the context in the
Introduction, we describe the evolution of the room. 
Throughout, we attempt to document the rationale and
motivation.  While derived from a limited domain, we believe
that the issues that arise are of general importance, and have
strong implications on future research.

%T The High-Tech Toolbelt: A Study of Designers in the Workplace
%S Papers: Learning from Design Experiences
%A Tamara Sumner
%B CHI95
%M C.CHI.95.1.178
%D 1995
%V 1
%P 178-185
%K Design, Design environments, Domain-orientation, End user
modifiability, Iterative design, Interoperability, Tailorability,
Task-specificity
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/trs_bdy.htm
%X Many design professionals assemble collections of off-the-shelf
software applications into toolbelts to perform their job.  These
designers use several different tools to create a variety of design
representations.  This case study shows how designers evolve
initially generic toolbelts through a process of domain-enriching
to make their own domain-specific design environments. 
Comparing this practice with theoretical findings concerning
design processes highlights the benefits and limitations of this
toolbelt approach.  A key benefit is its flexible support for
creating and evolving multiple design representations.  A key
limitation is how it hinders iterative design by making it difficult
for designers to maintain consistency across the different design
representations.  This limitation could be remedied if tools could
be extended or "tuned" to support the observed
domain-enriching process.  Such tuning would enable designers
to extend tools during use to: (1) support important domain
distinctions and (2) define dependencies between different
design representations based on these domain distinctions.

%T Time Affordances: The Time Factor in Diagnostic Usability Heuristics
%S Papers: Learning from Design Experiences
%A Alex Paul Conn
%B CHI95
%M C.CHI.95.1.186
%D 1995
%V 1
%P 186-193
%K Usability engineering, Heuristics, Time delay, Affordances,
Taxonomy, Principles, Design rationale, Practical guidelines
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/apc_bdy.htm
%X A significant body of usability work has addressed the issue of
response time in interactive systems.  The sharp increase in
desktop and networked systems changes the user's focus to a
more active diagnostic viewpoint.  Today's more experienced
networked user is now engaged in complicated activities for
which the issue is whether the system is carrying out the
appropriate task and how well it is proceeding with tasks that
may vary in response time from instantaneous to tens of
minutes.  We introduce the concept of a time affordance and a
set of principles for determining whether the diagnostic
information available to the user is rich enough to prevent
unproductive and even destructive actions due to an unclear
understanding of progress.

%T Recommending and Evaluating Choices in a Virtual Community of Use
%S Papers: Using the Information of Others
%A Will Hill
%A Larry Stead
%A Mark Rosenstein
%A George Furnas
%B CHI95
%M C.CHI.95.1.194
%D 1995
%V 1
%P 194-201
%K Human-computer interaction, Interaction history,
Computer-supported cooperative work, Organizational
computing, Browsing, Set-top interfaces, Resource discovery,
Video on demand
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/wch_bdy.htm
%X When making a choice in the absence of decisive first-hand
knowledge, choosing as other like-minded, similarly-situated
people have successfully chosen in the past is a good strategy --
in effect, using other people as filters and guides: filters to strain
out potentially bad choices and guides to point out potentially
good choices.  Current human-computer interfaces largely ignore
the power of the social strategy.  For most choices within an
interface, new users are left to fend for themselves and if
necessary, to pursue help outside of the interface.  We present a
general his tory-of-use method that automates a social method
for informing choice and report on how it fares in the context of
a fielded test case: the selection of videos from a large set.  The
positive results show that communal history-of-use data can
serve as a powerful resource for use in interfaces.

%T Pointing the Way: Active Collaborative Filtering
%S Papers: Using the Information of Others
%A David Maltz
%A Kate Ehrlich
%B CHI95
%M C.CHI.95.1.202
%D 1995
%V 1
%P 202-209
%K Collaborative filtering, Information retrieval, Hypertext, World
Wide Web, Lotus Notes
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/ke_bdy.htm
%X Collaborative filtering is based on the premise that people
looking for information should be able to make use of what
others have already found and evaluated.  Current collaborative
filtering systems provide tools for readers to filter documents
based on aggregated ratings over a changing group of readers. 
Motivated by the results of a study of information sharing, we
describe a different type of collaborative filtering system in
which people who find interesting documents actively send
"pointers" to those documents to their colleagues.  A "pointer"
contains a hypertext link to the source document as well as
contextual information to help the recipient determine the
interest and relevance of the document prior to accessing it. 
Preliminary data suggest that people are using the system in
anticipated and unanticipated ways, as well as creating
information "digests".

%T Social Information Filtering: Algorithms for Automating "Word of Mouth"
%S Papers: Using the Information of Others
%A Upendra Shardanand
%A Patti Maes
%B CHI95
%M C.CHI.95.1.210
%D 1995
%V 1
%P 210-217
%K Social information filtering, Personalized recommendation
systems, User modeling, Information retrieval, Intelligent
systems, CSCW
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/us_bdy.htm
%X This paper describes a technique for making personalized
recommendations from any type of database to a user based on
similarities between the interest profile of that user and those of
other users.  In particular, we discuss the implementation of a
networked system called Ringo, which makes personalized
recommendations for music albums and artists.  Ringo's database
of users and artists grows dynamically as more people use the
system and enter more information.  Four different algorithms
for making recommendations by using social information
filtering were tested and compared.  We present quantitative and
qualitative results obtained from the use of Ringo by more than
2000 people.

%T A Comparison of User Interfaces for Panning on a Touch-Controlled Display
%S Papers: Navigating and Scaling in 2D Space
%A Jeff A. Johnson
%B CHI95
%M C.CHI.95.1.218
%D 1995
%V 1
%P 218-225
%K Touch display, Touchscreen, Panning, Scrolling, Navigation
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/jaj2bdy.htm
%X An experiment was conducted to determine which of several
candidate user interfaces for panning is most usable and
intuitive: panning by pushing the background, panning by
pushing the view/window, and panning by touching the side of
the display screen.  Twelve subjects participated in the
experiment, which consisted of three parts: 1) subjects were
asked to suggest panning user interfaces that seemed natural to
them, 2) subjects each used three different panning user
interfaces to perform a structured panning task, with
experimenters recording their performance, and 3) subjects were
asked which of the three panning methods they preferred.  One
panning method, panning by pushing the background, emerged
as superior in performance and user preference, and slightly
better in intuitiveness than panning by touching the side of the
screen.  Panning by pushing the view/window fared poorly
relative to the others on all measures.

%T Pre-Screen Projection: From Concept to Testing of a New Interaction
Technique
%S Papers: Navigating and Scaling in 2D Space
%A Deborah Hix
%A James N. Templeman
%A Robert J. K. Jacob
%B CHI95
%M C.CHI.95.1.226
%D 1995
%V 1
%P 226-233
%K Interaction techniques, Empirical studies, Pre-screen projection,
Egocentric projection, Formative evaluation, User tasks, Input
devices and strategies, Interaction styles, Input/output devices,
Polhemus tracker, Visualization, Metaphors, User interface
component
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/dh_bdy.htm
%X Pre-screen projection is a new interaction technique that allows
a user to pan and zoom integrally through a scene simply by
moving his or her head relative to the screen.  The underlying
concept is based on real-world visual perception, namely, the
fact that a person's view changes as the head moves.  Pre-screen
projection tracks a user's head in three dimensions and alters the
display on the screen relative to head position, giving a natural
perspective effect in response to a user's head movements. 
Specifically, projection of a virtual scene is calculated as if the
scene were in front of the screen.  As a result, the visible scene
displayed on the physical screen expands (zooms) dramatically
as a user moves nearer.  This is analogous to the real world,
where the nearer an object is, the more rapidly it visually
expands as a person moves toward it.  Further, with pre-screen
projection a user can navigate (pan and zoom) around a scene
integrally, as one unified activity, rather than performing
panning and zooming as separate tasks.  This paper describes the
technique, the real-world metaphor on which it is conceptually
based, issues involved in iterative development of the technique,
and our approach to its empirical evaluation in a realistic
application testbed.

%T Space-Scale Diagrams: Understanding Multiscale Interfaces
%S Papers: Navigating and Scaling in 2D Space
%A George W. Furnas
%A Benjamin B. Bederson
%B CHI95
%M C.CHI.95.1.234
%D 1995
%V 1
%P 234-241
%K Zoom views, Multiscale interfaces, Fisheye views, Information
visualization, GIS, Visualization, User interface components,
Formal methods, Design rationale
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/gwf_bdy.htm
%X Big information worlds cause big problems for interfaces.  There
is too much to see.  They are hard to navigate.  An armada of
techniques has been proposed to present the many scales of
information needed.  Space-scale diagrams provide an analytic
framework for much of this work.  By representing both a
spatial world and its different magnifications explicitly, the
diagrams allow the direct visualization and analysis of important
scale related issues for interfaces.

%T User Embodiment in Collaborative Virtual Environments
%S Papers: Advanced Media for Collaboration
%A Steve Benford
%A John Bowers
%A Lennart E. Fahlen
%A Chris Greenhalgh
%A Dave Snowdon
%B CHI95
%M C.CHI.95.1.242
%D 1995
%V 1
%P 242-249
%K Virtual reality, CSCW, Embodiment
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/sdb_bdy.htm
%X This paper explores the issue of user embodiment within
collaborative virtual environments.  By user embodiment we
mean the provision of users with appropriate body images so as
to represent them to others and also to themselves.  By
collaborative virtual environments we mean multi-user virtual
reality systems which explicitly support co-operative work
(although we argue that the results of our exploration may also
be applied to other kinds of collaborative system).  The main
part of the paper identifies a list of embodiment design issues
including: presence, location, identity, activity, availability,
history of activity, viewpoint, actionpoint, gesture, facial
expression, voluntary versus involuntary expression, degree of
presence, reflecting capabilities, physical properties, active
bodies, time and change, manipulating your view of others,
representation across multiple media, autonomous and
distributed body parts, truthfulness and efficiency.  Following
this, we show how these issues are reflected in our own DIVE
and MASSIVE prototype systems and also show how they can
be used to analyse several other existing collaborative systems.

%T Providing Assurances in a Multimedia Interactive Environment
%S Papers: Advanced Media for Collaboration
%A Doree Duncan Seligmann
%A Rebecca T. Mercuri
%A John T. Edmark
%B CHI95
%M C.CHI.95.1.250
%D 1995
%V 1
%P 250-256
%K Auditory I/O, Communication, Virtual reality, Visualization,
Graphics, Teleconferencing, Telepresence, User-interfaces
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/dds_bdy.htm
%X In ordinary telephone calls, we rely on cues for the assurance
that the connection is active and that the other party is listening
to what we are saying.  For instance, noise on the line (whether
it be someone's voice, traffic sounds, or background static from
a bad connection) tells us about the state of our connection. 
Similarly, the occasional "uhuh" or muffled sounds from a side
conversation tells us about the focus and activity of the person
on the line.  Conventional telephony is based on a single
connection for communication between two as such, it
has relatively simple assurance needs.  Multimedia, multiparty
systems increase the complexity of the communication in two
orthogonal directions, leading to a concomitant increase in
assurance needs.  As the complexity of these systems and
services grows, it becomes increasingly difficult for users to
assess the current state of these services and the level of the
user interactions within the systems.
   We have addressed this problem through the use of assurances
that are designed to provide information about the connectivity,
presence, focus, and activity in an environment that is part
virtual and part real.  We describe how independent network
media services (a virtual meeting room service, a holophonic
sound service, an application sharing service, and a 3D
augmented reality visualization system) were designed to work
together, providing users with coordinated cohesive assurances
for virtual contexts in multimedia, multiparty communication
and interaction.

%T A Virtual Window on Media Space
%S Papers: Advanced Media for Collaboration
%A William W. Gaver
%A Gerda Smets
%A Kees Overbeeke
%B CHI95
%M C.CHI.95.1.257
%D 1995
%V 1
%P 257-264
%K CSCW, Groupwork, Media spaces, Video
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/wwg1bdy.htm
%X The Virtual Window system uses head movements in a local
office to control camera movement in a remote office.  The
result is like a window allowing exploration of remote scenes
rather than a flat screen showing moving pictures.  Our analysis
of the system, experience implementing a prototype, and
observations of people using it, combine to suggest that it may
help overcome the limitations of typical media space
configurations.  In particular, it seems useful in offering an
expanded field of view, reducing visual discontinuities, allowing
mutual negotiation of orientation, providing depth information,
and supporting camera awareness.  The prototype we built is too
large, noisy, slow and inaccurate for extended use, but it is
valuable in opening a space of possibilities for the design of
systems that allow richer access to remote colleagues.

%T Virtual Reality on a WIM: Interactive Worlds in Miniature
%S Papers: Innovative Interaction I
%A Richard Stoakley
%A Matthew J. Conway
%A Randy Pausch
%B CHI95
%M C.CHI.95.1.265
%D 1995
%V 1
%P 265-272
%K Virtual reality, Three-dimensional interaction, Two-handed
interaction, Information visualization
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/rws_bdy.htm
%X This paper explores a user interface technique which augments
an immersive head tracked display with a hand-held miniature
copy of the virtual environment.  We call this interface technique
the Worlds in Miniature (WIM) metaphor.  In addition to the
first-person perspective offered by a virtual reality system, a
World in Miniature offers a second dynamic viewport onto the
virtual environment.  Objects may be directly manipulated either
through the immersive viewport or through the three-dimensional
viewport offered by the WIM.
   In addition to describing object manipulation, this paper explores
ways in which Worlds in Miniature can act as a single unifying
metaphor for such application independent interaction
techniques as object selection, navigation, path planning, and
visualization.  The WIM metaphor offers multiple points of view
and multiple scales at which the user can operate, without
requiring explicit modes or commands.
   Informal user observation indicates that users adapt to the
Worlds in Miniature metaphor quickly and that physical props
are helpful in manipulating the WIM and other objects in the
environment.

%T The "Prince" Technique: Fitts' Law and Selection Using Area Cursors
%S Papers: Innovative Interaction I
%A Paul Kabbash
%A William Buxton
%B CHI95
%M C.CHI.95.1.273 missing
%D 1995
%V 1
%P 273-279
%K Input techniques, Graphical user interfaces,
Fitts' law, Haptic input
%* (c) Copyright 1995 Association for Computing Machinery
%X In most GUIs, selection is effected by placing the point of
the mouse-driven cursor over the area of the object to be
selected.  Fitts' law is commonly used to model such target
acquisition, with the term A representing the amplitude, or
distance, of the target from the cursor, and W the width of
the target area.  As the W term gets smaller, the index of
difficulty of the task increases.  The extreme case of this is
when the target is a point.  In this paper, we show that
selection in such cases can be facilitated if the cursor is an
area, rather than a point.  Furthermore, we show that when
the target is a point and the width of the cursor is W,
that Fitts' law still holds.  An experiment is presented and the
implications of the technique are discussed for both 2D and
3D interfaces.

%T Applying Electric Field Sensing to Human-Computer Interfaces
%S Papers: Innovative Interaction I
%A Thomas G. Zimmerman
%A Joshua R. Smith
%A Joseph A. Paradiso
%A David Allport
%A Neil Gershenfeld
%B CHI95
%M C.CHI.95.1.280
%D 1995
%V 1
%P 280-287
%K User interface, Input device, Gesture interface, Non-contact
sensing, Electric field
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/tgz_bdy.htm
%X A non-contact sensor based on the interaction of a person with
electric fields for human-computer interface is investigated.  Two
sensing modes are explored: an external electric field shunted to
ground through a human body, and an external electric field
transmitted through a human body to stationary receivers.  The
sensors are low power (milliwatts), high resolution (millimeter)
low cost (a few dollars per channel), have low latency
(millisecond), high update rate (1 kHz), high immunity to noise
(>72 dB), are not affected by clothing, surface texture or
reflectivity, and can operate on length scales from microns to
meters.  Systems incorporating the sensors include a finger
mouse, a room that knows the location of its occupant, and
people-sensing furniture.  Haptic feedback using passive
materials is described.  Also discussed are empirical and
analytical approaches to transform sensor measurements into
position information.

%T Learning to Write Together Using Groupware
%S Papers: Technology at Work
%A Alex Mitchell
%A Ilona Posner
%A Ronald Baecker
%B CHI95
%M C.CHI.95.1.288
%D 1995
%V 1
%P 288-295
%K CSCW, Groupware, Group work, Collaborative writing, Learning
to write, Novice writers, Ethnography
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/am_bdy.htm
%X Most studies of collaborative writing have focused on mature
writers who have extensive experience with the process of
writing together.  Typically, these studies also deal with short,
somewhat artificial tasks carried out in a laboratory, and thus do
not extend over a period of time as real writing usually does.
   This paper describes an ethnographic study of collaborative
writing by two groups of 4 grade six students using synchronous
collaborative writing software for one hour per week over a 12
week period.  Despite initially having little appreciation of what it
means to write together, and no experience in synchronous
collaborative writing, both groups produced nearly one dozen
short collaboratively conceived, written, and edited documents
by the end of the study.
   A careful analysis of video tape records, written documents,
questionnaires, and interviews demonstrated the importance of
concepts such as awareness, ownership, and control in the
writing process, and highlighted many examples of strengths and
weaknesses in the writing software.

%T Electronic Futures Markets versus Floor Trading: Implications for Interface
Design
%S Papers: Technology at Work
%A Satu S. Parikh
%A Gerald L. Lohse
%B CHI95
%M C.CHI.95.1.296
%D 1995
%V 1
%P 296-303
%K Futures trading, Automated exchange, Trading pits, Interface
design, Electronic markets
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/jll_bdy.htm
%X The primary concern in designing an interface for an electronic
trading system is the impact on market liquidity [9].  Current
systems make use of efficient order-execution algorithms but fail
to capture elements of the trading floor that contribute to an
efficient market [9].  We briefly describe tasks conducted in
futures pit trading and current off-hours electronic trading
systems.  Understanding the tasks helps define key components
to an interface for electronic trading.  These include visualization
of the market and its participants, a trading process which
allows active participation and price discovery as well as
concurrent interaction among each of the participants.

%T Dinosaur Input Device
%S Papers: Technology at Work
%A Brian Knep
%A Craig Hayes
%A Rick Sayre
%A Tom Williams
%B CHI95
%M C.CHI.95.1.304
%D 1995
%V 1
%P 304-309
%K Entertainment applications, Motion capture, Animation
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/bk_bdy.htm
%X We present a system for animating an articulate figure using a
physical skeleton, or armature, connected to a workstation.  The
skeleton is covered with sensors that monitor the orientations of
the joints and send this information to the computer via
custom-built hardware.  The system is precise, fast, compact,
and easy to use.  It lets traditional stop-motion animators
produce animation on a computer without requiring them to
learn complex software.  The working environment is very
similar to the traditional environment but without the nuisances
of lights, a camera, and delicate foam-latex skin.  The resulting
animation lacks the artifacts of stop-motion animation, the pops
and jerkiness, and yet retains the intentional subtleties and hard
stops that computer animation often lacks.

%T Dynamic Stereo Displays
%S Papers: Visual Display Techniques
%A Colin Ware
%B CHI95
%M C.CHI.95.1.310
%D 1995
%V 1
%P 310-316
%K Stereo displays, Virtual reality, 3D displays
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/cw_bdy.htm
%X Based on a review of the facts about human stereo vision, a
case is made that the stereo processing mechanism is highly
flexible.  Stereopsis seems to provide only local additional depth
information, rather than defining the overall 3D geometry of a
perceived scene.  New phenomenological and experimental
evidence is presented to support this view.  The first
demonstration shows that kinetic depth information dominates
stereopsis in a depth cue conflict.  Experiment 1 shows that
dynamic changes in effective eye separation are not noticed if
they occur over a period of a few seconds.  Experiment 2 shows
that subjects who are given control over their effective eye
separation, can comfortably work with larger than normal eye
separations when viewing a low relief scene.  Finally, an
algorithm is presented for the generation of dynamic stereo
images designed to reduce the normal eye strain that occurs due
to the mis-coupling of focus and vergence cues.

%T Transparent Layered User Interfaces: An Evaluation of a Display Design to
Enhance Focused and Divided Attention
%S Papers: Visual Display Techniques
%A Beverly L. Harrison
%A Hiroshi Ishii
%A Kim J. Vicente
%A William A. S. Buxton
%B CHI95
%M C.CHI.95.1.317
%D 1995
%V 1
%P 317-324
%K Display design, Evaluation, Transparency, User interface design,
Interaction technology
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/blh_bdy.htm
%X This paper describes a new research program investigating
graphical user interfaces from an attentional perspective (as
opposed to a more traditional visual perception approach).  The
central research issue is how we can better support both
focusing attention on a single interface object (without
distraction from other objects) and dividing or time sharing
attention between multiple objects (to preserve context or global
awareness).  This attentional trade-off seems to be a central but
as yet comparatively ignored issue in many interface designs.  To
this end, this paper proposes a framework for classifying and
evaluating user interfaces with semi-transparent windows,
menus, dialogue boxes, screens, or other objects. 
Semi-transparency fits into a more general proposed display
design space of "layered" interface objects.  We outline the
design space, task space, and attentional issues which motivated
our research.  Our investigation is comprised of both empirical
evaluation and more realistic application usage.  This paper
reports on the empirical results and summarizes some of the
application findings.

%T User-Centered Video: Transmitting Video Images Based on the User's Interest
%S Papers: Visual Display Techniques
%A Kimaya Yamaashi
%A Yukihiro Kawamata
%A Masayuki Tani
%A Hidekazu Matsumoto
%B CHI95
%M C.CHI.95.1.325
%D 1995
%V 1
%P 325-330
%K Networks or communication, Digital video, Compression, User's
interest, Computing resources
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/ky_bdy.htm
%X Many applications, such as video conference systems and
remotely controlled systems, need to transmit multiple video
images through narrow band networks.  However, high quality
transmission of the video images is not possible within the
network bandwidth.
   This paper describes a technique,
User-Centered Video (UCV), which transmits multiple video
images through a network by changing quality of the video
images based on a user's interest.  The UCV assigns a network
data rate to each video image in proportion to the user's interest. 
The UCV transmits video images of interest with high quality,
while degrading the remaining video images.  The video images
are degraded in the space and time domains (e.g., spatial
resolution, frame rate) to fit them into the assigned data rates. 
The UCV evaluates the degree of the user's interest based on
the window layouts.  The user thereby obtains both the video
images of interest, in detail, and the global context of video
images, even through a narrow band network.

%T Visualizing Complex Hypermedia Networks through Multiple Hierarchical Views
%S Papers: Creating Visualizations
%A Sougata Mukherjea
%A James D. Foley
%A Scott Hudson
%B CHI95
%M C.CHI.95.1.331
%D 1995
%V 1
%P 331-337
%K Hypermedia, Overview diagrams, Information visualization,
Hierarchization
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/sm_bdy.htm
%X Our work concerns visualizing the information space of
hypermedia systems using multiple hierarchical views.  Although
overview diagrams are useful for helping the user to navigate in
a hypermedia system, for any real-world system they become
too complicated and large to be really useful.  This is because
these diagrams represent complex network structures which are
very difficult to visualize and comprehend.  On the other hand,
effective visualizations of hierarchies have been developed.  Our
strategy is to provide the user with different hierarchies, each
giving a different perspective to the underlying information
space to help the user better comprehend the information.  We
propose an algorithm based on content and structural analysis to
form hierarchies from hypermedia networks.  The algorithm is
automatic but can be guided by the user.  The multiple
hierarchies can be visualized in various ways.  We give examples
of the implementation of the algorithm on two hypermedia
systems.

%T SageBook: Searching Data-Graphics by Content
%S Papers: Creating Visualizations
%A Mei C. Chuah
%A Steven F. Roth
%A John Kolojejchick
%A Joe Mattis
%A Octavio Juarez
%B CHI95
%M C.CHI.95.1.338
%D 1995
%V 1
%P 338-345
%K Data-visualization, Data-graphic design, Automatic presentation,
Intelligent interfaces, Content-based search, Image-retrieval,
Information-retrieval
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/mcc_bdy.htm
%X Currently, there are many hypertext-like tools and database
retrieval systems that use keyword search as a means of
navigation.  While useful for certain tasks, keyword search is
insufficient for browsing databases of data-graphics.  SageBook
is a system that searches among existing data-graphics, so that
they can be reused with new data.  In order to fulfill the needs of
retrieval and reuse, it provides: 1) a direct manipulation,
graphical query interface; 2) a content description language
that can express important relationships for retrieving
data-graphics; 3) automatic description of stored data-graphics
based on their content; 4) search techniques sensitive to the
structure and similarity among data-graphics; 5) manual and
automatic adaptation tools for altering data-graphics so that
they can be reused with new data.

%T Finding and Using Implicit Structure in Human-Organized Spatial Layouts of
Information
%S Papers: Creating Visualizations
%A Frank M. Shipman, III
%A Catherine C. Marshall
%A Thomas P. Moran
%B CHI95
%M C.CHI.95.1.346
%D 1995
%V 1
%P 346-353
%K Emergent structure, Spatial diagrams, Spatial structure
recognition, Informal systems, Hypermedia
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/fms_bdy.htm
%X Many interfaces allow users to manipulate graphical
objects, icons representing underlying data or the data
themselves, against a spatial backdrop or canvas.  Users take
advantage of the flexibility offered by spatial manipulation
to create evolving lightweight structures.  We have been
investigating these implicit organizations so we can support
user activities like information management or exploratory
analysis.  To accomplish this goal, we have analyzed the
spatial structures people create in diverse settings and tasks,
developed algorithms to detect the common structures we
identified in our survey, and experimented with new
facilities based on recognized structure.  Similar recognition-based
functionality can be used within many common
applications, providing more support for users' activities
with less attendant overhead.

%T Comparison of Face-To-Face and Distributed Presentations
%S Papers: Making Choices for Communication
%A Ellen A. Isaacs
%A Trevor Morris
%A Thomas K. Rodriguez
%A John C. Tang
%B CHI95
%M C.CHI.95.1.354
%D 1995
%V 1
%P 354-361
%K Distributed presentations, Distance learning, Computer-supported
cooperative work (CSCW), Video conferencing, Multimedia,
Organizational communication
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/ei_bdy.htm
%X As organizations become distributed across multiple sites, they
are looking to technology to help support enterprise-wide
communication and training to distant locations.  We developed
an application called Forum that broadcasts live video, audio,
and slides from a speaker to distributed audiences at their
computer desktops.  We studied how distributed presentations
over Forum differed from talks given in face-to-face settings. 
We found that Forum attracted larger audiences, but the quality
of interaction was perceived to be lower.  Forum appeared to
provide more flexible and effective use of slides and other visual
materials.  On the whole, audiences preferred to watch talks over
Forum but speakers preferred to give talks in a local setting.  The
study raises issues about how to design this technology and how
to help people discover effective ways of using it.

%T What Mix of Video and Audio is Useful for Small Groups Doing Remote
Real-Time Design Work?
%S Papers: Making Choices for Communication
%A Judith S. Olson
%A Gary M. Olson
%A David K. Meader
%B CHI95
%M C.CHI.95.1.362
%D 1995
%V 1
%P 362-368
%K Group support system, Remote work, Concurrent editing, Small
group behavior, Desktop video
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/jso_bdy.htm
%X This study reports the second in a series of related studies of the
ways in which small groups work together, and the effects of
various kinds of technology support.  In this study groups of
three people worked for an hour and a half designing an
Automated Post Office.  Our previous work showed that people
doing this task produced higher quality designs when they were
able to use a shared-editor to support their emerging design. 
This study compares the same kinds of groups now working at
a distance, connected to each other both by this shared editor
and either with high-quality stereo audio or the same audio plus
high-quality video.  The video was arranged so that people
made eye contact and spatial relations were preserved, allowing
people to have a sense of who was doing what in a way similar
to that in face-to-face work.  Results showed that with video,
work was as good in quality as that face-to face; with audio
only, the quality of the work suffered a small but significant
amount.  When working at a distance, however, groups spent
more time clarifying to each other and talking longer about how
to manage their work.  Furthermore, groups rated the audio-only
condition as having a lower discussion quality, and reported
more difficulty communicating Perceptions suffer without video,
and work is accomplished in slightly different manner, but the
quality of work suffers very little.

%T Designing SpeechActs: Issues in Speech User Interfaces
%S Papers: Making Choices for Communication
%A Nicole Yankelovich
%A Gina-Anne Levow
%A Matt Marx
%B CHI95
%M C.CHI.95.1.369
%D 1995
%V 1
%P 369-376
%K Speech interface design, Speech recognition, Auditory I/O,
Discourse, Conversational interaction
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/ny_bdy.htm
%X SpeechActs is an experimental conversational speech system. 
Experience with redesigning the system based on user feedback
indicates the importance of adhering to conversational
conventions when designing speech interfaces, particularly in the
face of speech recognition errors.  Study results also suggest that
speech-only interfaces should be designed from scratch rather
than directly translated from their graphical counterparts.  This
paper examines a set of challenging issues facing speech
interface designers and describes approaches to address some of
these challenges.

%T Integrating Task and Software Development for Object-Oriented Applications
%S Papers: Design Tools
%A Mary Beth Rosson
%A John M. Carroll
%B CHI95
%M C.CHI.95.1.377
%D 1995
%V 1
%P 377-384
%K Prototyping, Design tools, Scenarios, Object-oriented
programming, Software engineering, Design rationale
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/mbr1body.htm
%X We describe an approach to developing object-oriented
applications that seeks to integrate the design of user tasks with
the design of software implementing these tasks.  Using the
Scenario Browser -- an experimental environment for
developing Smalltalk applications -- a designer employs a single
set of task scenarios to envision and reason about user needs
and concerns and to experiment with and refine object-oriented
software abstractions.  We argue that the shared context
provided by the scenarios promotes rapid feedback between
usage and software concerns, so that mutual constraints and
opportunities can be recognized and addressed early and
continuingly in the development process.

%T Using Computational Critics to Facilitate Long-Term Collaboration in User
Interface Design
%S Papers: Design Tools
%A Uwe Malinowski
%A Kumiyo Nakakoji
%B CHI95
%M C.CHI.95.1.385
%D 1995
%V 1
%P 385-392
%K Usability engineering, Collaborative design, Design rationale,
User interface design environments, Critiquing systems,
End-user adaptation, Process control
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/um_bdy.htm
%X User interface design and end-user adaptation during the use of
the system should be viewed as an ongoing collaborative design
process among interface designers and end-users.  Existing
approaches have focused on the two activities separately and
paid little attention to integration of the two by supporting their
asynchronous collaboration over a long period of time
throughout the evolution of the interface design.  Our
knowledge-based domain-oriented user interface design
environments serve both as design media and as communication
media among interface designers and end-users.  An embedded
computational critiquing mechanism not only identifies possible
problematic situations in a design for user interface designers
and end-users but also facilitates asynchronous communication
among stakeholders.  The presentation of critiquing messages
often triggers designers and end-users to articulate design
rationale by describing how they responded to the critiques.  The
recorded design rationale mediates collaboration among end-users
and user interface designers during the end-user adaptation
and redesign of the interface by providing background context
for a design decision.

%T A Theoretically Motivated Tool for Automatically Generating Command Aliases
%S Papers: Design Tools
%A Sarah Nichols
%A Frank E. Ritter
%B CHI95
%M C.CHI.95.1.393
%D 1995
%V 1
%P 393-400
%K HCI design tools, Keystroke-Level Model, Design problem
solving
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/fer_bdy.htm
%X A useful approach towards improving interface design is to
incorporate known HCI theory in design tools.  As a step toward
this, we have created a tool incorporating several known
psychological results (e.g., alias generation rules and the
keystroke model).  The tool, simple additions to a spreadsheet
developed for psychology, helps create theoretically motivated
aliases for command line interfaces, and could be further
extended to other interface types.  It was used to
semi-automatically generate a set of aliases for the interface to a
cognitive modelling system.  These aliases reduce typing time by
approximately 50%.  Command frequency data, necessary for
computing time savings and useful for arbitrating alias clashes,
can be difficult to obtain.  We found that expert users can
quickly provide useful and reasonably consistent estimates, and
that the time savings predictions were robust across their
predictions and when compared with a uniform command
frequency distribution.

%T A Focus+Context Technique Based on Hyperbolic Geometry for Visualizing Large
Hierarchies
%S Papers: Information Visualization
%A John Lamping
%A Ramana Rao
%A Peter Pirolli
%B CHI95
%M C.CHI.95.1.401
%D 1995
%V 1
%P 401-408
%K Hierarchy display, Information visualization, Fisheye display,
Focus+Context technique
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/jl_bdy.htm
%X We present a new focus+context (fisheye) technique for
visualizing and manipulating large hierarchies.  Our technique
assigns more display space to a portion of the hierarchy while
still embedding it in the context of the entire hierarchy.  The
essence of this scheme is to lay out the hierarchy in a uniform
way on a hyperbolic plane and map this plane onto a circular
display region.  This supports a smooth blending between focus
and context, as well as continuous redirection of the focus.  We
have developed effective procedures for manipulating the focus
using pointer clicks as well as interactive dragging, and for
smoothly animating transitions across such manipulation.  A
laboratory experiment comparing the hyperbolic browser with a
conventional hierarchy browser was conducted.

%T GeoSpace: An Interactive Visualization System for Exploring Complex
Information Spaces
%S Papers: Information Visualization
%A Ishantha Lokuge
%A Suguru Ishizaki
%B CHI95
%M C.CHI.95.1.409
%D 1995
%V 1
%P 409-414
%K Interactive techniques, Intelligent interfaces, Cartography,
Multi-layer, Graphics presentation, Activation spreading network
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/il_bdy.htm
%X This paper presents a reactive interface display which allows
information seekers to explore complex information spaces.  We
have adopted information seeking dialogue as a fundamental
model of interaction and implemented a prototype system in the
mapping domain -- GeoSpace -- which progressively provides
information upon a user's input queries.  Domain knowledge is
represented in a form of information presentation plan modules,
and an activation spreading network technique is used to
determine the relevance of information.  The reactive nature of
the activation spreading network, combined with visual design
techniques, such as typography, color and transparency enables
the system to support the information seeker in exploring the
complex information space.  The system also incorporates a
simple learning mechanism which enables the system to adapt
the display to a particular user's preferences.  GeoSpace allows
users to rapidly identify information in a dense display and it can
guide a users' attention in a fluid manner while preserving
overall context.

%T Enhanced Dynamic Queries via Movable Filters
%S Papers: Information Visualization
%A Ken Fishkin
%A Maureen C. Stone
%B CHI95
%M C.CHI.95.1.415
%D 1995
%V 1
%P 415-420
%K Viewing filter, Lens, Database query, Dynamic queries, Magic
lens, Visualization
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/kpf_bdy.htm
%X Traditional database query systems allow users to construct
complicated database queries from specialized database
language primitives.  While powerful and expressive, such
systems are not easy to use, especially for browsing or exploring
the data.  Information visualization systems address this problem
by providing graphical presentations of the data and direct
manipulation tools for exploring the data.  Recent work has
reported the value of dynamic queries coupled with
two-dimensional data representations for progressive refinement
of user queries.  However, the queries generated by these
systems are limited to conjunctions of global ranges of
parameter values.  In this paper, we extend dynamic queries by
encoding each operand of the query as a Magic Lens filter. 
Compound queries can be constructed by overlapping the
lenses.  Each lens includes a slider and a set of buttons to control
the value of the filter function and to define the composition
operation generated by overlapping the lenses.  We demonstrate
a system that supports multiple, simultaneous, general,
real-valued queries on databases with incomplete data, while
maintaining the simple visual interface of dynamic query
systems.

%T Turning Research into Practice: Characteristics of Display-Based Interaction
%S Papers: Applying Cognitive Analysis to Design
%A Marita Franzke
%B CHI95
%M C.CHI.95.1.421
%D 1995
%V 1
%P 421-428
%K Exploration, Retention, Display-based systems, Direct
manipulation, Cognitive theory, Cognitive walkthrough,
Experimental method
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/mf_bdy.htm
%X This research investigates how several characteristics of
display-based systems support or hinder the exploration and
retention of the functions needed to perform tasks in a new
application.  In particular it is shown how the combination of the
type of interface action, the number of interaction objects
presented on the screen, and the quality of the label associated
with these objects interact in supporting discovery and retention
of the functionality embedded in those systems.  An experiment
is reported which provides empirical evidence for Polson &
Lewis's CE+ theory of exploratory learning of computer
systems [11].  It also extends this theory and therefore leads to a
refinement of the cognitive walkthrough procedure that was
derived from it.  The study uses an experimental method that
combines observations from realistically complex task scenarios
with a detailed analysis of the observed performance.

%T Learning and Using the Cognitive Walkthrough Method: A Case Study Approach
%S Papers: Applying Cognitive Analysis to Design
%A Bonnie E. John
%A Hilary Packer
%B CHI95
%M C.CHI.95.1.429
%D 1995
%V 1
%P 429-436
%K Usability engineering, Inspection methods, Cognitive
Walkthrough
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/bej1bdy.htm
%X We present a detailed case study, drawn from many information
sources, of a computer scientist learning and using Cognitive
Walkthroughs to assess a multi-media authoring tool.  This study
results in several clear messages to both system designers and to
developers of evaluation techniques: this technique is currently
learnable and usable, but there are several areas where further
method-development would greatly contribute to a designer's
use of the technique.  In addition, the emergent picture of the
process this evaluator went through to produce his analysis sets
realistic expectations for other novice evaluators who
contemplate learning and using Cognitive Walkthroughs.

%T What Help Do Users Need?: Taxonomies for On-Line Information Needs and
Access Methods
%S Papers: Applying Cognitive Analysis to Design
%A A. W. Roesler
%A S. G. McLellan
%B CHI95
%M C.CHI.95.1.437
%D 1995
%V 1
%P 437-441
%K On-line help, Taxonomy, User interface, Usability, Empirical
evaluation, Methodology
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/sgm_bdy.htm
%X The feasibility of using a general on-line help taxonomy scheme
as the starting point for our interactive graphical applications'
on-line help specifications was investigated.  We assumed that
using such a taxonomy would make it easier for users of the
help system, regardless of the application used.  The literature,
software conferences, trade shows, and the like point to
enormous differences of opinion about what help even IS, much
less how it should be designed, accessed, displayed, stored, or
maintained.  While much research described sound design
principles and access methods, very little was available on
WHAT to organize or access.  Our effort on defining a
taxonomy for on-line help was based upon three tests:
 * Test1, a Wizard-of-Oz usability study of an application
   that identified what types of on-line help our interactive
   software users actually ask for;
 * Test2, a test that validated a general taxonomy for on-line
   help content for help providers, based on the results of
   Test1, and a general taxonomy of access methods derived
   from these content types; and
 * Test3, a repeat of Test1, substituting a prototype help
   system for Wizard-of-Oz help that successfully validated
   the usability of both on-line help content and access
   taxonomies for help users.
This paper summarizes the results of all three tests, highlighting
the proposed taxonomies and key findings about them from
Test2. Together, the results from all tests indicate that a general
taxonomy of information needs and the taxonomy of access
methods to particular information types make it easy both for
help providers to understand what information they need to
supply and for help users to find the help they need quickly.

%T Bricks: Laying the Foundations for Graspable User Interfaces
%S Papers: Innovative Interaction II
%A George W. Fitzmaurice
%A Hiroshi Ishii
%A William Buxton
%B CHI95
%M C.CHI.95.1.442
%D 1995
%V 1
%P 442-449
%K Input devices, Graphical user interfaces, Graspable user
interfaces, Haptic input, Two-handed interaction, Prototyping,
Computer augmented environments, Ubiquitous computing
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/gwfz_bdy.htm
%X We introduce the concept of Graspable User Interfaces that
allow direct control of electronic or virtual objects through
physical handles for control.  These physical artifacts, which we
call "bricks," are essentially new input devices that can be tightly
coupled or "attached" to virtual objects for manipulation or for
expressing action (e.g., to set parameters or for initiating
processes).  Our bricks operate on top of a large horizontal
display surface known as the "ActiveDesk." We present four
stages in the development of Graspable UIs: (1) a series of
exploratory studies on hand gestures and grasping; (2)
interaction simulations using mock-ups and rapid prototyping
tools; (3) a working prototype and sample application called
GraspDraw; and (4) the initial integrating of the Graspable UI
concepts into a commercial application.  Finally, we conclude by
presenting a design space for Bricks which lay the foundation
for further exploring and developing Graspable User Interfaces.

%T Situated Facial Displays: Towards Social Interaction
%S Papers: Innovative Interaction II
%A Akikazu Takeuchi
%A Taketo Naito
%B CHI95
%M C.CHI.95.1.450
%D 1995
%V 1
%P 450-455
%K User interface design, Multimodal interfaces, Facial expression,
Anthropomorphism, Subliminal involvement
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/at_bdy.htm
%X Most interactive programs have been assuming interaction with
a single user.  We propose the notion of "Social Interaction" as a
new interaction paradigm between multiple humans and
computers.  Social interaction requires that first a computer has
the multiple participants model, second its behaviors are not
only determined by internal logic but also affected by perceived
external situations, and finally it actively joins the interaction.  An
experimental system with these features was developed.  It
consists of three subsystems, a vision subsystem that processes
motion video input to examine an external situation, an
action/reaction subsystem that generates an action based on
internal logic of a task and a situated reaction triggered by
perceived external situation, and a facial animation subsystem
that generates a three-dimensional face capable of various facial
displays.  From the experiment using the system with a number
of subjects, we found that subjects generally tended to try to
interpret facial displays of the computer.  Such involvement
prevented them from concentrating on a task.  We also found
that subjects never recognized situated reactions of the
computer that were unrelated to the task although they
unconsciously responded to them.  These findings seem to imply
subliminal involvement of the subjects caused by facial displays
and situated reactions.

%T GloveTalkII: An Adaptive Gesture-to-Formant Interface
%S Papers: Innovative Interaction II
%A Sidney Fels
%A Geoffrey Hinton
%B CHI95
%M C.CHI.95.1.456
%D 1995
%V 1
%P 456-463
%K Gesture-to-speech device, Gestural input, Speech output, Speech
acquisition, Adaptive interface, Talking machine
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/ssf_bdy.htm
%X Glove-TalkII is a system which translates hand gestures to
speech through an adaptive interface.  Hand gestures are mapped
continuously to 10 control parameters of a parallel formant
speech synthesizer.  The mapping allows the hand to act as an
artificial vocal tract that produces speech in real time.  This gives
an unlimited vocabulary, multiple languages in addition to direct
control of fundamental frequency and volume.  Currently, the
best version of Glove-TalkII uses several input devices
(including a Cyberglove, a ContactGlove, a polhemus sensor,
and a foot-pedal), a parallel formant speech synthesizer and 3
neural networks.  The gesture-to-speech task is divided into
vowel and consonant production by using a gating network to
weight the outputs of a vowel and a consonant neural network. 
The gating network and the consonant network are trained with
examples from the user.  The vowel network implements a fixed,
user-defined relationship between hand-position and vowel
sound and does not require any training examples from the user. 
Volume, fundamental frequency and stop consonants are
produced with a fixed mapping from the input devices.  One
subject has trained for about 100 hours to speak intelligibly with
Glove-TalkII.  He passed through eight distinct stages while
learning to speak.  He speaks slowly with speech quality similar
to a text-to-speech synthesizer but with far more natural-sounding
pitch variations.

%T Pictures as Input Data
%S Papers: Pictures and Programming
%A Douglas C. Kohlert
%A Dan R. Olsen, Jr.
%B CHI95
%M C.CHI.95.1.464
%D 1995
%V 1
%P 464-471
%K Visual languages, Picture parsing,
Picture-based applications
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/dck_bdy.htm
%X This paper suggests that there exists a large class of inherently
graphical applications that could use pictures as their primary
input data.  These applications have no need to store input data
in any other format and thus eliminate the need to do
conversions between input data and a graphical representation. 
Since the graphical representation is the only representation of
the data, such applications allow users to edit an application's
input data by manipulating pictures in a drawing editor.  Such an
environment would be ideal for users of pen-based machines
since data would not have to be entered via a keyboard, instead
a gesture based drawing editor could be used.  CUPID, which is
a tool for Creating User-Interfaces that use Pictures as Input
Data, is presented.

%T Planning-Based Control of Interface Animation
%S Papers: Pictures and Programming
%A David Kurlander
%A Daniel T. Ling
%B CHI95
%M C.CHI.95.1.472
%D 1995
%V 1
%P 472-479
%K Animation, Planning, User interface management systems,
UIMS, User interface components, 3D interfaces
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/djk_bdy.htm
%X Animations express a sense of process and continuity that is
difficult to convey through other techniques.  Although interfaces
can often benefit from animation, User Interface Management
Systems (UIMSs) rarely provide the tools necessary to easily
support complex, state-dependent application output, such as
animations.  Here we describe Player, an interface component
that facilitates sequencing these animations.  One difficulty of
integrating animations into interactive systems is that animation
scripts typically only work in very specific contexts.  Care must
be taken to establish the required context prior to executing an
animation.  Player employs a precondition and
postcondition-based specification language, and automatically
computes which animation scripts should be invoked to establish
the necessary state.  Player's specification language has been
designed to make it easy to express the desired behavior of
animation controllers.  Since planning can be a time-consuming
process inappropriate for interactive systems, Player
precompiles the plan-based specification into a state machine
that executes far more quickly.  Serving as an animation
controller, Player hides animation script dependencies from the
application.  Player has been incorporated into the Persona
UIMS, and is currently used in the Peedy application.

%T Bridging the Gulf Between Code and Behavior in Programming
%S Papers: Pictures and Programming
%A Henry Lieberman
%A Christopher Fry
%B CHI95
%M C.CHI.95.1.480
%D 1995
%V 1
%P 480-486
%K Programming environments, Psychology of programming,
Debugging, Educational applications, Software visualization
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/hl_bdy.htm
%X Program debugging can be an expensive, complex and
frustrating process.  Conventional programming environments
provide little explicit support for the cognitive tasks of diagnosis
and visualization faced by the programmer.  ZStep 94 is a
program debugging environment designed to help the
programmer understand the correspondence between static
program code and dynamic program execution.  Some of ZStep
94's innovations include:
 * An animated view of program execution, using the very
   same display used to edit the source code
 * A window that displays values which follows the stepper's
   focus
 * An incrementally-generated complete history of program
   execution and output
 * "Video recorder" controls to run the program in forward
   and reverse directions and control the level of detail
   displayed
 * One-click access from graphical objects to the code that
   drew them
 * One-click access from expressions in the code to their
   values and graphical output

%T Implicit Structures for Pen-Based Systems within a Freeform Interaction
Paradigm
%S Papers: Pen Interfaces
%A Thomas P. Moran
%A Patrick Chiu
%A William van Melle
%A Gordon Kurtenbach
%B CHI95
%M C.CHI.95.1.487
%D 1995
%V 1
%P 487-494
%K Freeform interaction, Implicit structure, Pen-based systems,
Scribbling, Whiteboard metaphor, Informal systems,
Recognition-based systems, Perceptual support, List structures,
Gestural interfaces, User interface design
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/tpm_bdy.htm
%X This paper presents a scheme for extending an informal,
pen-based whiteboard system (Tivoli on the Xerox LiveBoard)
to provide a structured editing capability without violating its
free expression and ease of use.  The scheme supports list, text,
table, and outline structures over handwritten scribbles and
typed text.  The scheme is based on the system temporarily
perceiving the "implicit structure" that humans see in the
material, which is called a WYPIWYG (What You Perceive Is
What You Get) capability.  The design techniques, principles,
trade-offs, and limitations of the scheme are discussed.  A notion
of "freeform interaction" is proposed to position the system with
respect to current user interface techniques.

%T Back to the Future: Pen and Paper Technology Supports Complex Group
Coordination
%S Papers: Pen Interfaces
%A Steve Whittaker
%A Heinrich Schwarz
%B CHI95
%M C.CHI.95.1.495
%D 1995
%V 1
%P 495-502
%K CSCW, Ethnography, Group work, Co-ordination, Group
memory, Interpersonal communications, Media, Software
development
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/sjw_bdy.htm
%X Despite a wealth of electronic group tools for co-ordinating the
software development process, instead we find many groups
choosing apparently outmoded "material" tools in critical
projects.  To understand the limitations of current electronic
tools, we studied two groups, contrasting the effectiveness of
both kinds of tools.  We show that the size, public location and
physical qualities of material tools engender certain crucial group
processes that current on-line technologies fail to support.  A
large wallboard located in a public area promoted group
interaction around the board, it enabled collaborative problem
solving, as well as informing individuals about the local and
global progress of the project.  Furthermore, the public nature of
the wallboard encouraged greater commitment and updating. 
However, material tools fall short on several other dimensions
such as distribution, complex dependency tracking, and
versioning.  We believe that some of the benefits of material
tools should be incorporated into electronic systems and suggest
design alternatives that could bring these benefits to electronic
systems.

%T Recognition Accuracy and User Acceptance of Pen Interfaces
%S Papers: Pen Interfaces
%A Clive Frankish
%A Richard Hull
%A Pam Morgan
%B CHI95
%M C.CHI.95.1.503
%D 1995
%V 1
%P 503-510
%K Pen-based input, Handwriting recognition
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/papers/crf_bdy.htm
%X The accuracy of handwriting recognition is often seen as a key
factor in determining the acceptability of hand-held computers
that employ a pen for user interaction.  We report the results of a
study in which the relationship between user satisfaction and
recogniser performance was examined in the context of different
types of target application.  Subjects with no prior experience of
pen computing evaluated the appropriateness of the pen
interface for performing three different tasks that required
translation of handwritten text.  The results indicate that the
influence of recogniser performance on user satisfaction
depends on the task context.  These findings are interpreted in
terms of the task-related costs and benefits associated with
handwriting recognition.  Further analysis of recognition data
showed that accuracy did not improve as subjects became more
practised.  However, substantial gains in accuracy could be
achieved by selectively adapting the recogniser to deal with a
small, user-specific subset of characters.

%T Designing the PenPal: Blending Hardware and Software in a User-Interface
for Children
%S Design Briefings: Interfaces for Children
%A Philippe Piernot
%A Ramon M. Felciano
%A Roby Stancel
%A Jonathan Marsh
%A Marc Yvon
%B CHI95
%M C.CHI.95.1.511
%D 1995
%V 1
%P 511-518
%K Hardware and software integration, User-centered design for
children, Internet and multimedia application, Educational
application, Portable computing
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/ppp_bdy.htm
%X As part of the 1994 Apple Interface Design Competition, we
designed and prototyped the PenPal, a portable communications
device for children aged four to six.  The PenPal enables
children to learn by creating images and sending them across the
Internet to a real audience of friends, classmates, and teachers. 
A built-in camera and microphone allow children to take
pictures and add sounds or voice annotations.  The pictures can
be modified by plugging in different tools and sent through the
Internet using the PenPal Dock.  The limited symbolic reasoning
and planning abilities, short attention span, and pre-literacy of
children in this age range were taken into account in the PenPal
design.  The central design philosophy and main contribution of
the project was to create a single interface based on continuity
of action between hardware and software elements.  The
physical interface flows smoothly into the software interface,
with a fuzzy boundary between the two.  We discuss the design
process and usability tests that went into designing the PenPal,
and the insights that we gained from the project.

%T Amazing Animation: Movie Making for Kids
%S Design Briefings: Interfaces for Children
%A Shannon L. Halgren
%A Tony Fernandes
%A Deanna Thomas
%B CHI95
%M C.CHI.95.1.519
%D 1995
%V 1
%P 519-524
%K Interface design, Kids software, Designing for children,
Testing children
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/slh_bdy.htm
%X The development of the interface for Amazing Animation was a
challenging, unique, and a rewarding experience for our
Interface Design Group at Claris.  Given the constraints of a
very tight timeframe and working with a user population we
were unfamiliar with, our group was able to make numerous
improvements which had a tremendous impact on the product's
usability.  This having been our first time designing for and
testing children, we learned volumes about this unique user
population.  Design assumptions and testing methodologies used
in adult products must all be reworked for kids.  This paper
describes the progression of Amazing Animation interface and
points out the lessons learned about testing and designing for
kids along the way.

%T Drag Me, Drop Me, Treat Me Like an Object
%S Design Briefings: Redesigning Existing Products
%A Annette Wagner
%A Patrick Curran
%A Robert O'Brien
%B CHI95
%M C.CHI.95.1.525
%D 1995
%V 1
%P 525-530
%K Computer-human interface, Direct manipulation, Drag and drop,
Common Desktop Environment, Icons, Drag icons, Motif 1.2
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/aw_bdy.htm
%X This design briefing covers the major human interface design
issues encountered in the development of the Common Desktop
Environment Drag and Drop Convenience Application
Programming Interface.  The presentation will walk through the
icon development, user testing and the different problems and
solutions that arose during development.

%T The Effects of Practical Business Constraints on User Interface Design
%S Design Briefings: Redesigning Existing Products
%A Debra Hershmann
%B CHI95
%M C.CHI.95.1.531
%D 1995
%V 1
%P 531-537
%K Iterative design, Resource constraints, Compromise, Prototyping,
Usability testing
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/dhn_bdy.htm
%X In a business environment, resource, budget and schedule
constraints profoundly affect a product's user interface design. 
This paper describes the design of a graphical workflow
application as it was affected by compromise between
management, design and development during the product life
cycle.
   The product is tracked from its initial implementation as a highly
functional utility with a non-standard user interface, to its brief
life as a prototype representing the ultimate workflow tool. 
Primary focus is on the third, most recent version, and the
design problems that arose in delivering a highly usable interface
within practical, real world constraints.

%T Replacing a Networking Interface "From Hell"
%S Design Briefings: Managing Complex Data
%A Roxanne F. Bradley
%A Linn D. Johnk
%B CHI95
%M C.CHI.95.1.538
%D 1995
%V 1
%P 538-545
%K User-centered design, Usability release criteria, Usability
inspections, Comparative usability testing
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/ldj_bdy.htm
%X A multidisciplinary design team at Hewlett-Packard (HP) has
successfully designed a new user interface for a network
troubleshooting tool.  Users felt that the new interface let them
focus on the task of network troubleshooting, thus freeing them
from the details of the interface and its underlying
implementation.  The design team believes that the success
achieved is due to the process used and the multidisciplinary
aspect of the team.
   This design review describes the process
followed by the design team, the difficulties encountered, the
results obtained from a comparative evaluation of the new and
existing product interfaces, and the lessons learned.

%T User-Centered Development of a Large-Scale Complex Networked Virtual
Environment
%S Design Briefings: Managing Complex Data
%A Thomas W. Mastaglio
%A Jeanine Williamson
%B CHI95
%M C.CHI.95.1.546
%D 1995
%V 1
%P 546-552
%K User-centered development, User evaluations, User
optimization team, Concurrent engineering, Integrated
development, Spiral system development
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/twm_bdy.htm
%X An integrated development team comprised of industry
engineers, government engineers, and user community
representatives is developing a large-scale complex networked
virtual environment for the United States Army.  The effort is
organized into concurrent engineering teams responsible for
each system component.  Prototypical users who are formally
called a User Optimization Team are an integral part of the
development effort.  The system under development is the Close
Combat Tactical Trainer (CCTT).  It is comprised of a network
of simulators and workstations which interface with a virtual
environment representing real world terrain.  The nature of these
systems requires user involvement in all phases of systems
engineering, software development, and testing.  The
development organization and the usability engineering
approaches used are mosaics of engineering skills, knowledge and
HCI techniques.

%T Neither Rain, Nor Sleet, Nor Gloom of Night: Adventures in Electronic Mail
%S Design Briefings: Interfaces for Communication
%A Maria Capucciati
%A Patrick Curran
%A Kimberly Donner O'Brien
%A Annette Wagner
%B CHI95
%M C.CHI.95.1.553
%D 1995
%V 1
%P 553-557
%K User interface design, Electronic mail, Design collaboration,
Common Desktop Environment
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/mc_bdy.htm
%X This Design Briefing tells the story of the design and
implementation of Mailer, an electronic mail application being
built as part of the Common Desktop Environment, a
UNIX-based desktop.  The design is notable in that it
incorporates past usability data, new toolkit widgets, and
compliance with a user interface style that was being written at
the time the interface was being designed.  In addition, Mailer is
the product of a collaborative effort within and across
companies, where the design is orchestrated among software
developers, human interface engineers, and technical writers
across the hall and across the country.

%T The Interchange Online Network: Simplifying Information Access
%S Design Briefings: Interfaces for Communication
%A Ron Perkins
%B CHI95
%M C.CHI.95.1.558
%D 1995
%V 1
%P 558-565
%K On-line service, Information design, Information space,
Electronic publishing, Hypertext, Hypermedia, Interface design,
Usability testing, Information retrieval
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/rdp_bdy.htm
%X The AT&T Interchange Online Network is an online service
designed to foster a sense of community while making it easy
for customers to find information.  This briefing describes how
numerous design iterations aided by usability testing led to
progressive refinement of the interface, specifically the
information space layout for navigation.  By combining context
and content, Interchange allows orientation in a large
information space.  It becomes possible to understand all that is
contained in a specific area at a glance.  One design goal was to
leverage editorial expertise while simultaneously taking
advantage of publishing models extended to a very large online
information space.  Our overriding objective was to create an
elegant, modern, and professional information service that
values the time of busy people.  Testing showed that even
people who had never used an online service successfully
navigated the large information space and enjoyed using
Interchange.  At the time of this writing, Interchange is at a Beta
test stage and the design may be modified by the time the
briefing is presented.

%T Articulating a Metaphor through User-Centered Design
%S Design Briefings: Designing with Metaphors
%A H. J. Moll-Carrillo
%A Gitta Salomon
%A Matthew Marsh
%A Jane Fulton Suri
%A Peter Spreenberg
%B CHI95
%M C.CHI.95.1.566
%D 1995
%V 1
%P 566-572
%K User-centered design, Design process, Product design, User
observation, Metaphor, Book, Tab, Application, Document,
Container
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/hmc_bdy.htm
%X TabWorks book metaphor enhances the standard
Windows user interface, providing an alternative way to
organize applications and documents in a familiar, easy to use
environment.  The TabWorks interface was designed
collaboratively by IDEO and XSoft and was based on a concept
developed at Xerox PARC.  This briefing describes how a
user-centered approach affected the design of the TabWorks
user interface: how the metaphor's visualization evolved and
how interaction mechanisms were selected and designed.

%T Designing a "Front Panel" for Unix: The Evolution of a Metaphor
%S Design Briefings: Designing with Metaphors
%A Jay Lundell
%A Steve Anderson
%B CHI95
%M C.CHI.95.1.573
%D 1995
%V 1
%P 573-579
%K Metaphor, Front panel, Software design, Visual
design, Workspaces, Dashboard
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/sra_bdy.htm
%X The Front Panel component of the Common Desktop
Environment is a culmination of several year's effort in
designing a "dashboard-like" element for graphical Unix desktop
systems.  This design was a cooperative effort between graphic
design artists, human factors professionals, and software
designers, and eventually became a cross-company effort as it
was adopted for the Common Desktop Environment.  We
describe the processes that emerged to support this design, and
make observations about how metaphors may evolve over time.

fpack:!@#$%^&*(): CHI95-2b.BA
%T What You See, Some of What's in the Future, And How We Go About Doing It: HI
at Apple Computer, Inc.
%S Organization Overviews
%A Don Norman
%A Jim Miller
%A Austin Henderson
%B CHI95
%M C.CHI.95.2.155
%D 1995
%V 2
%P 155
%K Organizational overview, Organizational structure,
Technology transfer
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/orgover/dan_bdy.htm
%X In this organizational overview we cover some of the
critical aspects of human interface research and application
at Apple or, as we prefer to call it, the "User Experience."
We cover what we do, where we are going (as much as we
are permitted to say in public), and how we are organized. 
Some of our innovations in the product process and in the
transfer of research from the laboratories to product should
be of special interest to the HCI community.

%T Usability at Eastman Kodak Company: A Study in Group Collaboration
%S Organization Overviews
%A Elizabeth Rosenzweig
%A Cay Lodine
%B CHI95
%M C.CHI.95.2.156
%D 1995
%V 2
%P 156-157
%K Interaction, Research organizations, User testing, Design
guidelines, Collaborative development, Organizational
context, Development tools and methods
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/orgover/er_bdy.htm
%X This presentation describes the Kodak Boston
Development Center Usability Laboratory and its
collaborative work within the larger Eastman Kodak
Company corporate environment.  The unique product
development process, resultant user interface guidelines
and subsequent products are discussed.  In addition, a
description of the collaborative work within the larger
corporation is described.

%T Interface Evaluation, Design and Research at Intel
%S Organization Overviews
%A Jean Scholtz
%A Paul Sorenson
%B CHI95
%M C.CHI.95.2.158
%D 1995
%V 2
%P 158-159
%K Usability, Interface design, Usability research
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/orgover/jcs1bdy.htm
%X At Intel, usability engineers are currently seen as vital
contributors to our goal of making the PC appear
everywhere!  Intel has in the past been predominately a
hardware company.  However, the scope at Intel is being
broadened to software in order to illustrate the usefulness
of new hardware technology.  As more leading edge
software is being produced, usability has become an
important process at Intel.

%T FRIEND21 Project: Two-Tiered Architecture for 21st-Century Human Interfaces
%S Organization Overviews: Cognitive Modeling
%A Hajime Nonagaki
%A Hirotada Ueda
%B CHI95
%M C.CHI.95.2.160
%D 1995
%V 2
%P 160-161
%K Symbolic environment, Symbolic context, Two-tiered HI
architecture, Metaware, Agency model
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/orgover/hn_bdy.htm
%X The FRIEND21 Project, which ended on March 31, 1994, is
briefly described and its final results are presented.  The
FRIEND21 Project conducted research into human
interfaces having two-tiered architecture consisting of
"metaware" and "agency model." This approach attempts
to deal with human-interface issues from the very top layer
of a symbolic and cognitive environment constructed
between the user and the machine to the bottom layer of
machine functions organized into the agency model.

%T HCI at New Mexico State University
%S Organization Overviews: Cognitive Modeling
%A Douglas J. Gillan
%B CHI95
%M C.CHI.95.2.162
%D 1995
%V 2
%P 162-163
%K Organization overview, University, Cognitive models
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/orgover/dg1_bdy.htm
%X HCI at New Mexico State University has a dual focus -- the
development of cognitive theory in a real-world context and
the application of cognitive principles and methods to
interface design.  Graduate training exhibits that dual focus,
with general training in experimental psychology and
statistical methods, as well as specialized training in HCI
design, prototyping, and evaluation.  Faculty research
centers around the development of cognitive models of
computer users, with particular emphasis on multivariate
methods for modeling user knowledge, such as Pathfinder
networks.

%T Interaction Design at IDEO Product Development
%S Organization Overviews: HCI Consulting
%A Peter Spreenberg
%A Gitta Salomon
%A Phillip Joe
%B CHI95
%M C.CHI.95.2.164
%D 1995
%V 2
%P 164-165
%K Interaction design, Information design, Multimedia, Human
factors, User interface, Prototyping, Hardware integration,
User-centered design
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/orgover/ps1bdy.htm
%X IDEO Product Development is a multidisciplinary
consultancy with offices worldwide.  This overview
describes how interaction design personnel within the San
Francisco and London offices work with other disciplines
such as human factors and industrial design to apply a five
step, user-centered approach to product development. 
Three broad areas of interaction design work and the IDEO
design process are described.

%T User Interface Engineering: Fostering Creative Product Development
%S Organization Overviews: HCI Consulting
%A Jared M. Spool
%A Carolyn Snyder
%A Will Schroeder
%B CHI95
%M C.CHI.95.2.166
%D 1995
%V 2
%P 166-167
%K Prototyping, Low-fidelity prototyping, Process
management, Product development, Contextual inquiry,
Modeling, Practical techniques, Group dynamics
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/orgover/jsl2_bdy.htm
%X User Interface Engineering is a seven-year old company
researching and consulting on what makes products
usable.  Our mission is to encourage and foster creative
product development teams that build applications users
will use and value.  We do this not only by demonstrating
the technology used in building better product interfaces,
but also through the processes which produce that
technology.
   We accomplish this through research, training, consulting,
and publication.  Training, consulting and publication serve
to transfer the techniques and technologies developed in
our research.  Our work emphasizes innovative applications
of usability to the challenges facing today's product
developers.

%T Integrated Software Usability Services
%S Organization Overviews: HCI Consulting
%A Christel Dehaes
%A Kris Vanstappen
%B CHI95
%M C.CHI.95.2.168
%D 1995
%V 2
%P 168-169
%K HCI services, User interface design,
User documentation
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/orgover/chv_bdy.htm
%X The Human Interface Group is a consulting firm
specialising in software usability.  Their services cover the
complete software development cycle.  The integration of
user interface design (from conceptual design to usability
testing) and user documentation (from documentation plan
to localisation, DTP and packaging) makes them excellent
partners for large international companies that develop
software.

%T Creative Prototyping Tools: What Interaction Designers Really Need to
Produce Advanced User Interface Concepts
%S Panels
%A Manfred Tscheligi
%A Stephanie Houde
%A Raghu Kolli
%A Aaron Marcus
%A Michael Muller
%A Kevin Mullet
%B CHI95
%M C.CHI.95.2.170
%D 1995
%V 2
%P 170-171
%K Prototyping, Interaction design, Visual design, Participatory
design, Industrial design, Non standard user interfaces
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/mt_bdy.htm
%X Prototyping is an important, well accepted and compelling
technique for any person dealing with the design of
effective communication between people and technology. 
We all use some "tool" to enlive our ideas and to tell our
stories to all of the other people involved during
development of new and alternative user interface
concepts.  The word "tool" covers all sorts of means to tell
these stories.  Available prototyping tools run behind the
need of interaction designers in particular with the goal to
invent new forms of interaction.  Do they really deserve the
name "prototyping" tool?  Based on the experiences of the
panelists the panel should discuss the current situation
and proclaim thinking in the direction of more designer
oriented and flexible prototyping support.  Panelists should
discuss their vision of an "ideal" prototyping environment
useful for designers and not only suited for programmers. 
The discussion should include support for the whole
activity of innovation (from high level conceptual design and
idea sketching to detailed design activities) and support for
non style guide oriented interaction designs.
   At the beginning of the panel a short introduction to the
main issues of the panel is given by the moderator.  This
will be followed by the initial position presentations of the
panelists.  The panelists cover the topic by addressing their
experiences based on their different backgrounds and fields
of experience.  Examples will be provided.  Time will be
reserved for interaction with the audience.  At the end of
the panel the panelists will be asked to give a personal
summary of the discussion and will be particularly asked to
address the most important parts of their dreams of an ideal
prototyping tool.  The panel is closed by a short resume.

%T Retrospective Views on Apple Computer's Interface Design Project
%S Panels
%A S. Joy Mountford
%A Stephanie Houde
%A Ron Baecker
%A Sergio Canetti
%A Yvonne Rogers
%A Tom Bellman
%A Robert Girling
%A Patrick Meehan
%A Magnus Ramage
%B CHI95
%M C.CHI.95.2.172
%D 1995
%V 2
%P 172-173
%K Design process, Teaching HCI, Relationship between
industry & academia
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/sjm_bdy.htm
%X This panel will illustrate, through personal anecdotes, first
hand experiences of being involved with the Apple
Computer Interface Design Project.  This project was
initiated to better prepare and train students for real world
interaction design problems.  This was accomplished by
sponsoring a specific project within the university
curriculum system.  All of the panel participants have been
directly involved with the Apple Interface Design Project
over the last few years, 1991-94. They represent different
sides of the partnership.  The faculty who constructed
courses around the Apple brief and students who designed
interaction prototypes as part of the project class.  This will
be an open discussion between students and faculty about
the benefits and problems encountered.  We aim to examine
future roles that industry could play in shaping project
topics to facilitate more real world design problem
experiences.

%T 3D or Not 3d: "More is Better" or "Less is More"?
%S Panels
%A Kevin Mullet
%A Diane J. Schiano
%A George Robertson
%A Joel Tesler
%A Barbara Tversky
%A Kevin Mullet
%B CHI95
%M C.CHI.95.2.174
%D 1995
%V 2
%P 174-175
%K Visualization, 3D Graphics, User interface design
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/km_bdy.htm
%X The rapid growth in platform-level support for real-time 3D
rendering and animation has recently created an explosion
of public interest in adding to the dimensionality of the
user interface, and the SIGCHI community has been a major
source of activity in this area.  This panel considers several
points of view on the ever-increasing use of 3D visual
representations in the user interface itself.  We aim to help
distinguish between conditions under which "more" truly
is better -- from a user-centered perspective -- and those in
which a well-designed 2D solution would serve as well or
even better.  Panelists will offer examples of applications in
which 3D is highly essential or completely unnecessary.

%T Discount or Disservice?  Discount Usability Analysis -- Evaluation at a
Bargain Price or Simply Damaged Merchandise?
%S Panels
%A Wayne D. Gray
%A Michael E. Atwood
%A Carolanne Fisher
%A Jakob Nielsen
%A John M. Carroll
%A John Long
%B CHI95
%M C.CHI.95.2.176
%D 1995
%V 2
%P 176-177
%K Discount usability, Guidelines, Analysis and evaluation
techniques
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/wg_bdy.htm
%X The panel will focus on Jakob Nielsen's Discount Usability
approach and guidelines.  Nielsen has single handily
restored guidelines to CHI.  After being discredited because
of the sheer impracticality of using 1000+ guidelines,
Nielsen has been working hard to convince practitioners
that all they need to know about usability can be
summarized in 10 guidelines.  This may be a real disservice. 
While using 10 guidelines may be better than using none,
do people who have learned Nielsen's 10 think that they
now know all they need to know about usability?  The panel
proposes a wide-ranging, public discussion of these
issues.

%T Interface Styles: Direct Manipulation versus Social Interactions
%S Panels
%A Lynn Streeter
%A Sara Kiesler
%A Clifford Nass
%A Ben Shneiderman
%B CHI95
%M C.CHI.95.2.178
%D 1995
%V 2
%P 178
%K Agents, Personality, Direct manipulation, Social interaction,
Social actors
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/lsr_bdy.htm
%X This panel will debate whether, when, and why interfaces
should take on human characteristics, such as assume
particular personality styles, interact with user in socially
meanful terms, use natural language as a means of
communicating, etc.  Some will argue that interfaces are
enhanced by judicious use of social interactions styles
while others argue that that users prefer direct control and
manipulation of interfaces to anthropomorphic interaction
styles, as seen in talking automobiles or talking automatic
teller machines.  Some panelists will argue that under
appropriate circumstances social characteristics can
enhance the interface and make it more likable by the user. 
Other panelists will argue that data has repeatedly shown
that social interaction styles are eshewed by users.
   This debate is particularly timely given the widespread
interest ins software agents and how they should be
designed.  There are several behaviors agents could display
(anthropomorphic presentation, adaptive behavior, accept
vague goal specification, give the user just what is need,
work while the user sleeps or work in places that the user is
not physically present).  Which of these are important to
include or exclude from an interface will be debated.

%T Browsing vs. Search: Can We Find a Synergy?
%S Panels
%A Jock D. Mackinlay
%A Polle T. Zellweger
%A Mark Chignell
%A George Furnas
%A Gerard Salton
%B CHI95
%M C.CHI.95.2.179
%D 1995
%V 2
%P 179-180
%K Information access, Browsing, Search, Querying, Navigation,
Information visualization
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/mz_bdy.htm
%X This panel seeks a synergy between two common user
interface approaches for information access: browsing and
search.  Panelists from a variety of backgrounds including
information retrieval and hypertext will give short
presentations suggesting what the synergy might be from
their individual perspectives.  The panelists and the
audience will then jointly discuss how to achieve an overall
synergy.

%T The NSF/ARPA/NASA Digital Libraries Initiative: Opportunities for HCI
Research
%S Panels
%A William Hefley
%A Ann Bishop
%A Barbara Buttenfield
%A Joseph Hanes
%A Scott Stevens
%A Nancy Van House
%A Terry Winograd
%B CHI95
%M C.CHI.95.2.181
%D 1995
%V 2
%P 181-182
%K Digital libraries, Multimedia, User interface design
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/wmh_bdy.htm
%X In September, 1994, the National Science Foundation (NSF)
awarded six research projects a total of $24.4 million to
develop new technologies for digital libraries.  A joint
initiative of NSF, the Department of Defense Advanced
Research Projects Agency (ARPA), and the National
Aeronautics and Space Administration (NASA), the
projects' focus is to dramatically advance the means to
collect, store, and organize information in digital forms,
making it available for networked search and retrieval. 
Exciting opportunities exist for research in human-computer
interaction with huge libraries of digital information.  Panel
members discuss the individual projects and HCI
implications.

%T The Anti-Mac: Violating the Macintosh Human Interface Guidelines
%S Panels
%A Stuart Card
%A Don Gentner
%A Jakob Nielsen
%A Austin Henderson
%A Don Norman
%B CHI95
%M C.CHI.95.2.183
%D 1995
%V 2
%P 183-184
%K Computer-human interface, Macintosh human interface,
Metaphor, Direct manipulation, User control, WYSIWYG,
User interface design, WIMP interface, Language, Computer
agents, Objects, Attributes, Futurism
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/gen_bdy.htm
%X Graphical computer interfaces have become the norm.  They
are based on a number of principles such as metaphor,
see-and-point, direct manipulation, user control, and
WYSIWIG.  The Anti-Mac project explored alternative
interfaces that might result from violating the principles
behind conventional graphical interfaces.  What emerges is
a human-computer interface based on language, a richer
representation of objects, expert users, skilled agents, and
shared control.

%T Creativity: Interacting with Computers
%S Panels
%A Ernest Edmonds
%A Gerhard Fischer
%A S. Joy Mountford
%A Frieder Nake
%A Douglas Riecken
%A Robert Spence
%B CHI95
%M C.CHI.95.2.185
%D 1995
%V 2
%P 185-186
%K Creativity, Interaction, Design, Art, Emergence, Distribution,
Concurrency
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/eae_bdy.htm
%X Much traditional HCI research has concentrated on routine,
well-defined and stable, tasks or low level computer
support for complex tasks, e.g. spell-checking for someone
writing a book.  Increasingly, however, interest is moving to
the support of people involved in creative tasks.  This is the
topic of the panel.  Design and the visual arts will be used
as typical examples of creative work and visions of
computer futures and their cultural and social implications
are explored.

%T From Our Past to Our Future: User Interfaces Over the Lifespan
%S Panels
%A Maddy D. Brouwer-Janse
%A Jane Fulton Suri
%A Roger Coleman
%A Sandra Edwards
%A James L. Fozard
%A David V. Keyson
%B CHI95
%M C.CHI.95.2.187
%D 1995
%V 2
%P 187-188
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/mb_bdy.htm
%X The design of user interfaces for consumer products and
services for different generations of users presents
problems which have been rarely addressed by the HCI
community.  How can designers meet the needs of senior
citizens, the "elderboom" of the 2000's, if they themselves
are of the computer game and "edutainment" generation? 
Or, how do we design for children, having passed
childhood long ago, and with guidelines that are lagging
behind technological development?  The panel will address
user interface design issues that concern the lifespan of
people and products as they relate to the rapid change in
our population distribution.

%T Mapping the Design Process: Visualizing What We Don't See
%S Panels
%A Daniel Boyarski
%A Virginia Howlett
%A Scott Mathis
%A David Peters
%B CHI95
%M C.CHI.95.2.189
%D 1995
%V 2
%P 189-190
%K Development and design process, Interdisciplinary
teamwork, Problem solving, Visualization
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/djb_bdy.htm
%X The process of developing and designing software varies
widely across projects and development teams.  There are
short-term projects and endless ones; small teams and large
ones; clearly defined objectives and goals defined on the
fly.  What is common to most of these efforts is that they
are not simple and easy endeavors, developed in linear
fashion with predictable results.  They are also rarely
documented in visual terms, say as process maps with
artifacts as exemplars, that can later be studied and
improved upon.  Within the HCI community, we tend to
focus on parts of the process -- such as user models or
evaluation methods -- and less often consider the life and
shape of the process as a whole.
   Because of time constraints, development teams are rarely
afforded the time to reflect on a completed project, or even
a particular phase of a project.  How did it turn out?  Did we
achieve what we set out to do?  What worked well and what
didn't?  What would we do differently next time?  Time to
reflect on the process employed ends up being time well
spent, as such reflection informs future projects,
benefitting everyone by saving time and resources.
   The idea behind this panel is to make the design process
explicit.  We will do this by showing how three interface
design projects progressed from start to finish.  Mapping
each project's process makes visual a seemingly abstract
process.  By graphically representing a complex procedure,
we are able to see the parts and how they relate to each
other within the whole.  These are three very different
projects from three very different companies; in fact, the
situations and constraints could not be more varied.  This
affords us the chance to compare and contrast design
process maps.

%T Dealing with Complexity: Uniting Agents and Direct Manipulation
%S Panels
%A Doug Riecken
%A Pattie Maes
%A Ben Shneiderman
%A David Canfield Smith
%B CHI95
%M C.CHI.95.2.191 missing
%D 1995
%V 2
%P 191-192
%* (c) Copyright 1995 Association for Computing Machinery
%X N/A

%T CHI Conference User Feedback Session
%S Panels
%A Kevin M. Schofield
%A Gene Lynch
%A Michael Tauber
%A Bill Curtis
%A Rodney Fuller
%A Terry Roberts
%B CHI95
%M C.CHI.95.2.193
%D 1995
%V 2
%P 193-194
%K User feedback, CHI conference, Conference design
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/panels/kms_bdy.htm
%X One can think of the annual CHI conference as the HCI
community's own piece of "groupware".  Since we as a
community advocate user participation in the design
process, it is fitting that we should devote time during the
conference to soliciting feedback from our users.  This
session will provide an opportunity for conference
attendees to critique the conference and to provide
suggestions for improving the conference in the future. 
Panelists will also raise broader issues about the long-term
direction of our field and how the conference can best
serve that evolution.

%T The Design Challenge -- Creating a Mosaic Out of Chaos
%S Plenary Session: Opening
%A Joan Greenbaum
%A Morten Kyng
%B CHI95
%M C.CHI.95.2.195
%D 1995
%V 2
%P 195-196
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/plenary/jg_bdy.htm
%X As designers we usually find ourselves -- and our designs
-- in complex organizational settings, where diverse and
often conflicting interests co-exist.  Yet design is often seen
as a process where the 'one best solution' is developed
instead of allowing the rich mosaic of conflicting
perspectives to be brought to light.  Sooner or later the
official pictures of the foreground are contradicted by
current practice and create conflicts that may seriously
jeopardize systems built on them.  With hindsight we can
see how this happened, for example in the 1960's and '70's
when mainframe system software was designed to follow
the automation-like flow of production work, controlling
work process and workers and dividing labour and tasks.  In
the 1980's, despite the use of new software tools and the
emphasis on PC-based applications, designers focused on
the tasks and procedures of given work flows instead of
embarking on approaches that would have allowed them to
learn about how new software might be appropriated, put
to use and tailored in an organization.
   We argue that these are not simple mistakes.  They are
partly due to the failure of our methods and techniques --
and more broadly to the failure of system design practice --
to seriously confront political, social and economic issues,
allowing power, politics and perspectives to stay hidden.
   In order to address these issues, some background assumptions
about work and users must be challenged,
together with ideas about tools and techniques.

%T Learning from Diversity: Interactive TV, Computers, and the Frontier of the
Cognitive Sciences
%S Plenary Session: Closing
%A Scott McDonald
%B CHI95
%M C.CHI.95.2.197 mnissing
%D 1995
%V 2
%P 197
%* (c) Copyright 1995 Association for Computing Machinery
%X The digital revolution has promoted the convergence of technologies
that heretofore have been in separate spheres: television,
computers, and telephones.  Yet the dynamics of human
interaction with these technologies retain some important
differences.  Indeed, the early testing of interfaces for interactive
television indicates that the "conventional wisdom" derived
from work in one sphere may not be wholly applicable
to the creation of interfaces in the other spheres.  Even after the
digital data streams feeding all three technologies converge
into one irreducible "atomic" substructure of zeroes and ones,
the social contexts in which the three technologies are used may
limit the transferability of interface design generalizations across
the spheres.  The current development scene, though unruly, chaotic,
and competitive, offers a unique opportunity to use the
diversity of approaches not only to develop optimal user interfaces,
but also to advance the formulation of more general theories about
human cognition and perception.  Individual tiles do not automatically
make a mosaic; they need to be organized to create some
picture or design.  As we work on our separate and diverse interfaces,
we should not fail to meet this larger challenge of theory
development.

%T Designing Glyphs to Exploit Patterns in Multidimensional Datasets
%S Short Papers: Information Visualization
%A Christopher Joslyn
%A Clayton Lewis
%A Brigitta Domik
%B CHI95
%M C.CHI.95.2.198 missing ?? texture
%D 1995
%V 2
%P 198-199
%K Glyphs, Iconic displays, Multidimensional
data, Pattern detection, Visualization, Visual perception
%* (c) Copyright 1995 Association for Computing Machinery
%X Designing glyphs for revealing patterns in multidimensional
data has been largely a trial-and-error process.  We suggest
that characteristics of human texture perception can provide
useful guidance, allowing more effective glyphs to be
designed.  Using a combination of empirical study of existing
glyphs and analysis of the Bergen and Landy [1] model
of texture perception, we developed improved versions of
existing glyphs and a new glyph, all effective in revealing
certain simple regularities in data.

%T Livemap -- A System for Viewing Multiple Transparent and Time-Varying Planes
in Three Dimensional Space
%S Short Papers: Information Visualization
%A Robert Silvers
%B CHI95
%M C.CHI.95.2.200
%D 1995
%V 2
%P 200-201
%K Layers, Transparency, Planes, Visualization, Stereo
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/rss_bdy.htm
%X Livemap dynamically combines related components of
time-varying data to provide a context-relevant view into an
information landscape.  Livemap facilitates a display of
increased density by layering content that contains
transparent elements and provides utility to help abstract
areas of interest.

%T Automatic Generation of Starfield Displays Using Constraints
%S Short Papers: Information Visualization
%A Scott E. Hudson
%A Ian Smith
%B CHI95
%M C.CHI.95.2.202
%D 1995
%V 2
%P 202-203
%K Starfield displays, Visualization techniques, Constraints,
Graphical user interfaces, Dynamic query filters,
Automatic generation
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ies_bdy.htm
%X In this paper we present an constraint-based approach to
the automatic generation of starfield displays for use with
dynamic query filters.  This approach automatically
transforms a specification of the data to be displayed into a
dynamic query filter interface whose results are shown to
the user in a starfield display.  This transformation is
accomplished by translating the data specification into a
specification for a one-way constraint system and
accompanying user interface objects.  Both of these are
compiled into fast, executable code to create a final
program.

%T Visualising Complex Interacting Systems
%S Short Papers: Information Visualization
%A Nick Drew
%A Bob Hendley
%B CHI95
%M C.CHI.95.2.204
%D 1995
%V 2
%P 204-205
%K VR, Object-orientation, Software visualisation, Complex
systems
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/nsd_bdy.htm
%X The work described here is concerned with enhancing the
visualisation of complex software systems (in particular
object-oriented systems [4]).  The major concern is to
provide a powerful and concrete visual representation of
such abstract systems, through which a user can move
seamlessly from viewing the architectural structure to
considering low level detail.  The main approaches are to
use virtual reality techniques and self organising systems.

%T Issues of Gestural Navigation in Abstract Information Spaces
%S Short Papers: Information Visualization
%A David Allport
%A Earl Rennison
%A Lisa Strausfeld
%B CHI95
%M C.CHI.95.2.206
%D 1995
%V 2
%P 206-207
%K Gestural navigation, Conceptual navigation models, Input
devices, Abstract information spaces
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/dea_bdy.htm
%X Navigating large multidimensional information spaces
presents a set of unique problems for user interface design. 
The key challenge is not to provide fast and accurate
object manipulation, but to prevent the user from getting
"lost", and to provide an intuitive way to move through the
space.  We have developed an interface that uses
electrostatic field sensing to interpret natural hand gestures
as motion controllers.  We are investigating the conceptual
models that provide intuitive mappings from hand gestures
to movements in multidimensional information space.

%T Financial Viewpoints: Using Point-of-View to Enable Understanding of
Information
%S Short Papers: Information Visualization
%A Lisa Strausfeld
%B CHI95
%M C.CHI.95.2.208
%D 1995
%V 2
%P 208-209
%K Information visualization, 3D interactive graphics, Financial
visualization, Point-of-view, Embodied virtual space, User
interface metaphors
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/lss_bdy.htm
%X This paper presents Financial Viewpoints, an experimental
interactive 3D information space that spatially and
volumetrically represents a portfolio of seven mutual funds. 
3D point-of-view is used to represent context and context
shifts in the information and to allow users to view multiple
representations of the information in a single, continuous
environment.  This project is the first in a larger and
ongoing research effort to explore the notion of embodied
virtual space.

%T Audio Augmented Reality: A Prototype Automated Tour Guide
%S Short Papers: Audio Interfaces
%A Benjamin B. Bederson
%B CHI95
%M C.CHI.95.2.210
%D 1995
%V 2
%P 210-211
%K Interactive user interfaces, Multiscale and zoomable
interfaces, Authoring, Information navigation, Hypertext,
Information visualization
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/bbb_bdy.htm
%X Large information spaces are often difficult to access
efficiently and intuitively with traditional window and
icon-based interfaces.  In this paper, we demonstrate Pad++,
a graphical interface system based on zooming.  Objects can
be placed in the graphical workspace at any size, and
zooming is a basic interaction technique for navigating. 
The goal is to provide simple methods for visually
navigating complex information spaces that ease the
burden of locating information while maintaining an
intuitive sense of location and of relationships between
information objects.

%T Speaker Segmentation for Browsing Recorded Audio
%S Short Papers: Audio Interfaces
%A Donald D. Kimber
%A Lynn D. Wilcox
%A Francine R. Chen
%A Thomas P. Moran
%B CHI95
%M C.CHI.95.2.212
%D 1995
%V 2
%P 212-213
%K Multi-media, Auditory I/O, Speaker segmentation, Speaker
identification, Audio indexing, Browsing
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/dgk_bdy.htm
%X Audio recording is an easy way to capture the content of
meetings, group discussions, or conversations.  However
the sequential nature of the media makes good indexing
essential to the effective use of the recorded audio.  One
kind of index is speaker identity.  We describe a system
which automatically divides a multi-speaker recording into
speaker segments and displays this information
graphically.  The tool allows a user to easily access the
parts of a recording where given people are talking.

%T Ear Tracking: Visualizing Auditory Localization Strategies
%S Short Papers: Audio Interfaces
%A William Joseph King
%A Suzanne J. Weghorst
%B CHI95
%M C.CHI.95.2.214
%D 1995
%V 2
%P 214-215
%K Binaural audio, Virtual acoustic displays, Auditory
perception, Position tracking, Adaptive interfaces
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/wjk_bdy.htm
%X Auditory displays are an ongoing topic of human computer
interaction research and have been shown to be beneficial
in human interfaces.  Further, binaural spatial acoustic
displays are a topic of increasingly active research.  As
these virtual acoustic displays become more predominant,
new methods for measuring user's perceptions and the
display's effectiveness become necessary.  A novel method
for examining virtual acoustic displays, specifically
localization strategies within these displays, is presented. 
This method is analogous to eye tracking in visual
displays.  Such a method may be useful in the evaluation of
virtual acoustic displays and in the design of adaptive
acoustic displays.

%T A Metaphor for the Visually Impaired: Browsing Information in a 3D Auditory
Environment
%S Short Papers: Audio Interfaces
%A Mauricio Lumbreras
%A Gustavo Rossi
%B CHI95
%M C.CHI.95.2.216
%D 1995
%V 2
%P 216-217
%K Hypermedia, Auditory I/O, Aids for the impaired, Metaphors,
Virtual reality
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ml_bdy.htm
%X In this paper we propose a conversational metaphor to
provide an easy access to an information base in the
context of a 3D aural environment.  This approach tries to
exploit the hearing sense at the outmost.  We show that this
approach allows us to build or to adapt current hypermedia
interfaces so that they can be used by blind people.
   We analyze how to represent the static architecture of a
virtual environment in which the user travels, comparing it
with existing initiatives for enabling the visually impaired to
have access to computer systems.  We discuss how a
(blind) user navigates through the environment, how he
can manage and control the flow of information and how he
gets oriented in this aural framework.

%T AudioStreamer: Exploiting Simultaneity for Listening
%S Short Papers: Audio Interfaces
%A Chris Schmandt
%A Atty Mullins
%B CHI95
%M C.CHI.95.2.218
%D 1995
%V 2
%P 218-219
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/cs_bdy.htm
%X AudioStreamer exploits peoples' ability to separate the mix
of sounds that arrive at our ears into distinct sources to
more effectively browse multiple simultaneous channels of
real-time or stored audio.  AudioStreamer's listener interface
enhances our ability to selectively attend to the source of
greatest interest by making it acoustically prominent.  It also
augments our ability to perceive events in the audio
channels which are out of focus by auditorially alerting us
to salient events on those channels.  The main
contributions of AudioStreamer are the use of spatial
separation and simultaneous listening for audio document
retrieval and modeling listener interest to enhance the
effectiveness of simultaneous listening.

%T Musical vs. Real World Feedback Signals
%S Short Papers: Audio Interfaces
%A Cynthia A. Sikora
%A Linda Roberts
%A La Tondra Murray
%B CHI95
%M C.CHI.95.2.220
%D 1995
%V 2
%P 220-221
%K Auditory feedback, Auditory icons, Earcons, Sound
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/csa_bdy.htm
%X Sound families comprised of either musical sounds
(abstract musical signals), communications sounds (based
on traditional electronic signals), or real world sounds
(based on naturally occurring, nonmusical events) were
designed to provide auditory feedback in a graphical user
interface.  Typical business users mapped the sounds to
functions and rated their confidence in the functional
mapping.  The sounds which mapped well to functions were
then tested within the context of a graphical user interface
business communications simulation.  Users rated the
pleasantness and appropriateness of each sound and
selected the best sound for each function.  In general, real
world sounds mapped most reliably to the functions. 
However, users consistently preferred musical sounds to
the real world sounds.  Of the eleven feedback signals
selected for specific functions four were communications
based and seven were musical.  None of the real world
auditory signals were acceptable.

%T Visual Annotation of Links in Adaptive Hypermedia
%S Short Papers: Agents and Anthropomorphism
%A Peter Brusilovsky
%A Leonid Pesin
%B CHI95
%M C.CHI.95.2.222
%D 1995
%V 2
%P 222-223
%K User models, Adaptive hypermedia, Adaptive navigation
support
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/plb_bdy.htm
%X Visual annotation of links is a new technique for adaptive
navigation support in adaptive educational hypermedia. 
This paper explains briefly this technique and reports
preliminary experimental results of its evaluation.  The
results show that adaptive visual annotation is helpful and
can reduce user floundering in hyperspace.

%T Conceptually Adapted Hypertext for Learning
%S Short Papers: Agents and Anthropomorphism
%A Kelvin Clibbon
%B CHI95
%M C.CHI.95.2.224
%D 1995
%V 2
%P 224-225
%K Adaptive hypertext, Hypertext based learning, Conceptual
modelling, Learning styles
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/kc_bdy.htm
%X Cognitive overload and disorientation limits the
effectiveness of hypertext for learning.  By cognitively
adapting a hypertext system to the user and by providing
instructional cues, the effects of these problems might be
reduced.  A quasi-experimental evaluation study is reported,
with a view to testing the efficacy of this theory.

%T "It's the Computer's Fault" -- Reasoning about Computers as Moral Agents
%S Short Papers: Agents and Anthropomorphism
%A Batya Friedman
%B CHI95
%M C.CHI.95.2.226
%D 1995
%V 2
%P 226-227
%K Computer agents, Computer ethics, Intelligent agents, Social
computing, Social impact
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/bf2_bdy.htm
%X Typically tool use poses few confusions about who are
understand to be the moral agent for a given act.  But when
the "tool" becomes a computer, do people attribute moral
agency and responsibility to the technology ("it's the
computer's fault")?  Twenty-nine male undergraduate
computer science majors were interviewed.  Results showed
that most students (83%) attributed aspects of agency --
either decision-making and/or intentions -- to computers.  In
addition, some students (21%) consistently held computers
morally responsible for error.  Discussion includes
implications for computer system design.

%T Can Computer Personalities be Human Personalities?
%S Short Papers: Agents and Anthropomorphism
%A Clifford Nass
%A Youngme Moon
%A BJ Fogg
%A Byron Reeves
%A Chris Dryer
%B CHI95
%M C.CHI.95.2.228
%D 1995
%V 2
%P 228-229
%K Agents, Personality, Individual differences, Computers are
social actors
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/cns_bdy.htm
%X The present study demonstrates that (1) computer
personalities can be easily created using a minimal set of
cues, and (2) that people will respond to these personalities
in the same way they would respond to similar human
personalities.  The present study focuses on the
similarity-attraction hypothesis, which predicts that people
will prefer to interact with others who are similar in
personality.  In an experiment (N = 48), dominant and
submissive subjects were randomly matched with either a
dominant or submissive computer.  When a computer was
endowed with the properties associated with dominance or
submissiveness, subjects recognized the computer's
personality type along only that dimension.  In addition,
subjects not only preferred the similar computer, but they
were more satisfied with the interaction.  The findings
demonstrate that personality does not require richly
defined agents, sophisticated pictorial representations,
natural language processing, or artificial intelligence. 
Rather, even the most superficial manipulations are
sufficient to produce personality, with powerful effects.

%T A Model of Optimal Exploration and Decision Making in Novel Interfaces
%S Short Papers: Agents and Anthropomorphism
%A Bob Rehder
%A Clayton Lewis
%A Bob Terwilliger
%A Peter Polson
%A John Rieman
%B CHI95
%M C.CHI.95.2.230
%D 1995
%V 2
%P 230-231
%K User models, Exploratory behavior
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/br_bdy.htm
%X Users attempting to interact with an application for the first
time are confronted with the problem of determining which
command to execute in order to accomplish their goals.  A
"rational analysis" was conducted in order to determine
how users ought to behave when faced with this decision
problem.  The resulting model is able to account at a
qualitative level for a number of behaviors that users
actually exhibit when trying to use a new application.

%T The Use of an Automatic "To Do" List to Guide Structured Interaction
%S Short Papers: Agents and Anthropomorphism
%A Ian Rogers
%B CHI95
%M C.CHI.95.2.232
%D 1995
%V 2
%P 232-233
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ipr_bdy.htm
%X Knowledge-driven editors can improve productivity by
taking care of the low-level details of a design artifact, and
by guiding the user through an interaction.  Despite this,
editors that dictate their knowledge too strongly can
actually reduce usability by forbidding a sequence of
interactions that the user has planned -- a sequence that
may be the most natural to the user.
   This paper introduces the use of an automatically managed
"To Do" list as the primary method for the knowledge
agent to communicate to the user.  The "To Do" list guides
the user to a correctly constructed design artifact, without
overly constraining the user.

%T Evaluating Program Representation in a Demonstrational Visual Shell
%S Short Papers: UI Specification and Programming
%A Francesmary Modugno
%A Albert Corbett
%A Brad A. Myers
%B CHI95
%M C.CHI.95.2.234
%D 1995
%V 2
%P 234-235
%K End-user programming, Programming by demonstration,
Visual language, Visual shell, Pursuit
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mod_bdy.htm
%X For Programming by Demonstration (PBD) systems to
reach their full potential, a program representation is
needed so users can view, edit and share programs.  We
designed and implemented two equivalent representation
languages for a PBD desktop similar to the MacIntosh
Finder.  One language graphically depicts the program's
effects.  The other language describes the program's
actions.  A user study showed that both languages enabled
users with no prior programming experience to generate
and comprehend programs, and that the first language
doubled users' abilities to generate programs.

%T Virtual Slots: Increasing Power and Reusability for User Interface
Development Languages
%S Short Papers: UI Specification and Programming
%A Francisco Saiz
%A Javier Contreras
%A Roberto Moriyon
%B CHI95
%M C.CHI.95.2.236
%D 1995
%V 2
%P 236-237
%K Constraints, Reusability, User interface implementation,
Libraries
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/fsz_bdy.htm
%X An extension to constraint-based user interface
development languages is shown.  It permits the abstract
representation of constraints which must be applied to
objects that are not accessible in the moment of the
constraint definition.  Using this mechanism, more
modularity is achieved, as each part of information is stored
where it is needed.  Richer libraries of reusable objects can
therefore be built in a natural way.

%T Students' Use of Animations for Algorithm Understanding
%S Short Papers: UI Specification and Programming
%A Judith Wilson
%A Irvin R. Katz
%A Giorgio Ingargiola
%A Robert Aiken
%A Nathan Hoskin
%B CHI95
%M C.CHI.95.2.238
%D 1995
%V 2
%P 238-239
%K AI education, Visual reasoning
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/jwn_bdy.htm
%X Our goal in this pilot study is to explore students' behavior
as they learn about two search algorithms, observing the
role of algorithm animations.  We find that alternative
animations of the same algorithm may provide different
information and facilitate different types of reasoning.

%T Abstract Specification of User Interfaces
%S Short Papers: UI Specification and Programming
%A Ole Lauridsen
%B CHI95
%M C.CHI.95.2.240
%D 1995
%V 2
%P 240-241
%K Interface design, Automatic generation of user interface,
Design process
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ol1_bdy.htm
%X The paper discusses automation of user interface design
and proposes a user interface design method that combines
the use of formal semantic specification and rapid user
interface builders.  Based on formalized design rules, a user
interface design proposal can be derived from the
functionality of an application.  The advantages of this
method are: Automation of parts of the design process,
automatic design evaluation, and automatic mapping to
multiple user interface toolkits.  The method will ease the
transition from the functional design of an application to
the user interface design by a semantically driven design of
user interfaces.

%T Interface Engineering in an Office Information Appliance
%S Short Papers: UI Specification and Programming
%A Constance Fleuriot
%A David Y. Lees
%A Robert D. Macredie
%A Peter J. Thomas
%A John F. Meech
%B CHI95
%M C.CHI.95.2.242
%D 1995
%V 2
%P 242-243
%K Information appliances, Metaphors, Intelligent systems,
Information management, Time management, Office
applications
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/fle_bdy.htm
%X This paper describes Wells, a prototype information
appliance that supports communication, information
exchange and information management between
co-workers.  The appliance is particularly targeted on the
requirements of the relationship between managers and
their assistants.  Wells aims to integrate and coordinate a
range of information devices such as phones, faxes, and
email and incorporate it with diary-based information.  In
more general terms, Wells provides an opportunity to
explore the issues of personal information management and
the design of interfaces to appliances to support these
activities [1].

%T Building Non-Visual Interaction through the Development of the Rooms
Metaphor
%S Short Papers: UI Specification and Programming
%A Anthony Savidis
%A Constantine Stephanidis
%B CHI95
%M C.CHI.95.2.244
%D 1995
%V 2
%P 244-245
%K Metaphors, Non-visual interaction, Interface toolkits, Aids
for the impaired
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/sce_bdy.htm
%X Today, there are no tools for supporting non-visual User
Interface construction.  Computer-based applications
accessible by blind users are merely non-visual
reproductions [2] of interactive software designed for
sighted users.  Moreover, the above approaches explicitly
employ the Desktop metaphor for non-visual interaction.  It
is evident that there is a the need for: (i) the design of
interaction metaphors appropriate for blind users, and (ii) a
software developer's library for building non-visual User
Interfaces on the basis of these new metaphors.  In this
context: (a) a methodology for metaphor development has
been constructed, (b) a metaphor called Rooms (not to be
confused with other systems) has been designed, and (c) a
toolkit for developing Rooms-based non-visual interfaces,
called COMONKIT, has been developed.

%T The TrackPad -- A Study on User Comfort and Performance
%S Short Papers: Pens and Touchpads
%A Ahmet E. Cakir
%A Gisela Cakir
%A Thomas Mller
%A Pieter Unema
%B CHI95
%M C.CHI.95.2.246
%D 1995
%V 2
%P 246-247
%K Input device, TrackPad, Touchpad, Postural discomfort,
EMG
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/aec1bdy.htm
%X The user study on the TrackPad, a new touch tablet
technology input device, was designed to investigate the
impact of the use of the device on the biomechanical load
and postural comfort of the users.  In a one day test, the
subjects, experienced Macintosh users, performed tests
and worked on tasks, using a portable computer, that were
organized to resemble normal office tasks and measure
performance.  The tasks included intensive use of the
keyboard.
   The performance was measured by text editing tasks and
eight Fitts's Tests with two levels of difficulty.  The
biomechanical load was measured and evaluated by means
of EMG and postural (motion) analyses.  General comfort
and postural comfort was evaluated with questionnaires.
   The analyses of the EMG-measurements yielded no
indication of progressive fatigue or increased muscular
load from one session to the next.  On the contrary, the
recorded EMG-levels showed a decrease in muscular
activity.  The postural analyses indicated that undue
deviation, extension, or flexion of the hands, which may
cause discomfort, generally did not occur.  The average
values were within the limits given by the physiology of
the human arm.  However, personal preferences for the arm
posture were highly different.  When performing the text
editing task with the TrackPad, during the training
session, the subjects had already achieved a performance
equivalent to 65% of mouse performance.  A performance of
more than 90% was achieved after two hours and 100% in
the fifth hour session.  This means that the learning period
for such tasks will in practice be accomplished within one
working day.  The average performance achieved with the
TrackPad for the eight tasks with Fitts's Test, during
the last session, was lower than that with the mouse, but
the difference was not statistically significant.
   The results of this study indicate that the TrackPad can
be used for everyday tasks without causing postural
discomfort or fatigue.  In some respects, this device may
even be preferable to the mouse, if the users can achieve
the same level of performance.

%T BITS: Browsing in Time and Space
%S Short Papers: Pens and Touchpads
%A Antonio Eduardo Dias
%A Joao Pedro Silva
%A Antonio S. Camara
%B CHI95
%M C.CHI.95.2.248
%D 1995
%V 2
%P 248-249
%K Virtual reality, Pen-based input, Metaphors, User interface
components, Virtual ecosystems, Browsing in time and
space
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/aed_bdy.htm
%X Virtual ecosystems are virtual worlds representing real
ecosystems.  Humans have a limited perception of space
and time and are poorly equipped to handle the flow of
information generated in such environments.  This paper
focuses on the creation of an interface, BITS (Browsing In
Time and Space), that allows users to browse through such
a complex virtual world, interact with its objects and take
notes.  The pen and note-pad metaphor is used in an
intuitive way, replicating a real pen and note-pad.  A new
concept of the use of this metaphor arises with the use of
the space and time sliders.

%T Translucent History
%S Short Papers: Pens and Touchpads
%A Andreas Genau
%A Axel Kramer
%B CHI95
%M C.CHI.95.2.250
%D 1995
%V 2
%P 250-251
%K Versioning, History-mechanism, Translucency, Interface
metaphor, Pen-based interface
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ag_bdy.htm
%X This paper presents an approach that visualizes object
history by using translucent presentations.  It extends the
typical sequential presentation of an object history by a
concurrent presentation of the object contents through
time.
   Our goal is to enable the fluid refinement and animation of
graphically presented ideas while exposing the changes to
objects as a whole and not just in discrete steps.
   Translucency, as a mechanism, works particularly well if the
object content is sufficiently spatially distributed.

%T Scribbler: A Tool for Searching Digital Ink
%S Short Papers: Pens and Touchpads
%A Alex Poon
%A Karon Weber
%A Todd Cass
%B CHI95
%M C.CHI.95.2.252
%D 1995
%V 2
%P 252-253
%K Pen-based input, Digital ink, Information retrieval,
Handwriting recognition, Handwriting matching
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/adp_bdy.htm
%X Scribbler is a tool that enables users to search untranslated
digital ink for target patterns such as words, symbols and
simple sketches.  By matching the raw stroke data instead of
performing traditional handwriting recognition, Scribbler
allows users to write quickly and naturally without being
constrained to a particular writing style or a limited set of
dictionary terms.  This paper gives a brief description of the
current implementation of Scribbler and discusses the
results of a controlled experiment run to evaluate the
matching engine's effectiveness.

%T A Virtual Oval Keyboard and a Vector Input Method for Pen-Based Character
Input
%S Short Papers: Pens and Touchpads
%A Minako Hashimoto
%A Masatomo Togasi
%B CHI95
%M C.CHI.95.2.254
%D 1995
%V 2
%P 254-255
%K Virtual oval keyboard, Vector input method, Wedge-shaped
stroke, Pen-based character input
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mh_bdy.htm
%X This paper proposes a virtual oval keyboard whose shape
is designed on the basis of the easily pointed area with a
pen, and a vector input method where user can input both a
vector and its origin with one wedge-shaped stroke.  Since
the shape of conventional virtual keyboards, a rectangle, is
not suitable for rotational movement of a wrist, it forces
much strain upon the wrist.  And since non-alphabet keys
frequently used in typing English texts, such as space, are
assigned on the outside of alphabet key area on the
conventional virtual keyboards, it is necessary to move the
wrist excessively.  The virtual oval keyboard fits a natural
movement of a wrist, because a reclined oval is obtained as
the easily pointed area by our experiment.  In our
preliminary experiment for evaluation, all subjects input
faster with the virtual oval keyboard than with a
conventional virtual keyboard.  In the vector input method,
four kinds of vectors enable users to input space, carriage
return, back space and SHIFT at any position without
moving a pen out of the alphabet key area.

%T MEMO-PEN: A New Input Device
%S Short Papers: Pens and Touchpads
%A Shinji Nabeshima
%A Shinichirou Yamamoto
%A Kiyoshi Agusa
%A Toshio Taguchi
%B CHI95
%M C.CHI.95.2.256
%D 1995
%V 2
%P 256-257
%K Pen-based input, Input device, Pointing device
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/sn_bdy.htm
%X We have developed a new input device, named
MEMO-PEN.  The MEMO-PEN is an ordinary ball point pen
except for a capability of memorizing what it draws in itself. 
We can hold the handwriting in computers as it has been,
and we can treat it as image data for favorite application. 
The pen is carrying a small CCD close to its tip to capture a
series of not whole but partial snapshots in its memory. 
This paper presents a brief description of the MEMO-PEN
system and an experiment on reconstructing a whole image
from the partial snapshots.  We also show that we can
satisfactorily work out a whole image for 80% of more than
50 examples.

%T Give and Take: Children Collaborating on One Computer
%S Short Papers: Workplaces and Classrooms
%A Kori Inkpen
%A Kellogg S. Booth
%A Steven D. Gribble
%A Maria Klawe
%B CHI95
%M C.CHI.95.2.258
%D 1995
%V 2
%P 258-259
%K CSCL, CSCW, Input devices, Interaction styles, Computers
in education, Children
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ki_bdy.htm
%X When two children work together on one computer, it is
necessary for them to share the input devices.  This study
examines the effects of having multiple mice with two
different control passing protocols: Give and Take.  The
results suggest that having two mice instead of a single
mouse affects the performance of a pair of children playing
on a shared computer.  This result was gender dependent in
that girls solved the most puzzles in the Give condition
while boys solved the most puzzles in the Take condition. 
Moreover, boys in the Take condition exhibited a larger
number of exchanges of control than all other experimental
conditions.

%T Community Help: Discovering Tools and Locating Experts in a Dynamic
Environment
%S Short Papers: Workplaces and Classrooms
%A Carlos Maltzahn
%B CHI95
%M C.CHI.95.2.260
%D 1995
%V 2
%P 260-261
%K Group work, Help systems, Group memory, Unix,
Research environments
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/cm_bdy.htm
%X In a research community each researcher knows only a
small fraction of the vast number of tools offered in the
continually changing environment of local computer
networks.  Since the on-line or off-line documentation for
these tools poorly support people in finding the best tool
for a given task, users prefer to ask colleagues.  However,
finding the right person to ask can be time consuming and
asking questions can reveal incompetence.  In this paper we
present an architecture to a community sensitive help
system which actively collects information about Unix tools
by tapping into accounting information generated by the
operating system and by interviewing users that are
selected on the basis of collected information.  The result is
a help system that continually seeks to update itself, that
contains information that is entirely based on the
community's perspective on tools, and that consequently
grows with the community and its dynamic environment.

%T Timespace in the Workplace: Dealing with Interruptions
%S Short Papers: Workplaces and Classrooms
%A Brid O'Conaill
%A David Frohlich
%B CHI95
%M C.CHI.95.2.262
%D 1995
%V 2
%P 262-263
%K Interruptions, Workplace communication, CSCW,
Ethnography
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/boc_bdy.htm
%X We report findings from an observational study on the
nature of interruptions in the workplace.  The results show
that in most cases, (64%), the recipient received some
benefit from the interruption.  However in just over 40% of
interruptions the recipient did not resume the work they
were doing prior to the interruption.  Some implications for
time management and communication technology are
presented.

%T Parallel Design in the Classroom
%S Short Papers: Workplaces and Classrooms
%A Saila Ovaska
%A Kari-Jouko Raiha
%B CHI95
%M C.CHI.95.2.264
%D 1995
%V 2
%P 264-265
%K Parallel design, Expert and novice designers, HCI education
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/so_bdy.htm
%X In parallel design the main goal is to produce design ideas
worth investigating further.  We have used a design
problem previously solved by three experts as the term
assignment in our HCI class.  We discuss the wealth of
solutions produced by the students and their relationship
to the expert solutions.  Together, the students could come
up with more interesting ideas than the experts.  On the
other hand, for choosing one solution for further
development the expert solutions stood out.

%T Why are Computer Manuals So Bad?
%S Short Papers: Workplaces and Classrooms
%A Charles Woodson
%B CHI95
%M C.CHI.95.2.266
%D 1995
%V 2
%P 266-267
%K Mental models, Computer manuals,
Documentation, User training, Online help, Educational
applications
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/cwn_bdy.htm
%X Two experiments examined the utility of restructured help
information as an aid to new users learning the UNIX
commands trn and tin.  In both experiments, the help
information was reorganized to reflect the conceptual model
or mental organization inferred from users response to
questions, rather than the dictionary-like organization
favored by programmers.  A retention test showed higher
scores on questions about the program, and student
ratings indicated a higher opinion of the instruction they
received, greater self-confidence in their knowledge.
   This paper concludes that the difficulties new users have
with most computer manuals is the lack of correspondence
between the user's schemata or mental model of the task,
and the programmers conceptualization of the task upon
which the manual is usually based.

%T Reducing Visual Stress Symptoms of VDT Users with Prescription Eyeglasses
%S Short Papers: Workplaces and Classrooms
%A Erik Nilsen
%A David Fencsik
%A Aidan Smith
%A Linda Solares
%A Scott Stratton
%B CHI95
%M C.CHI.95.2.268
%D 1995
%V 2
%P 268-269
%K VDT, Eye strain, Visual symptoms
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/eln_bdy.htm
%X The use of Video Display Terminals (VDT's) in modern
information processing environments is associated with a
variety of visual stress symptoms including eye strain,
headaches, blurry vision and neck/shoulder pain.  This
study evaluates a method of prescribing computer specific
glasses to improve vision and reduce symptoms. 
Thirty-seven computer users who suffer from VDT related
visual symptoms wore two pairs of prescription eyeglasses
for two weeks each in a double blind crossover experiment. 
The experimental glasses were prescribed using a Gaussian
image testing device and the control glasses were
prescribed using a standard paper Snellen chart.  Data was
collected on the frequency and severity of symptoms in
their regular work environment as well as in a controlled
laboratory setting.  Results indicate that the experimental
eyeglasses were preferred overall (p<.05).  Visual stress
symptoms were significantly reduced in frequency and
severity for the eyeglasses prescribed using the Gaussian
image testing device.

%T Oh What a Tangled Web We Weave: Metaphor and Mapping in Graphical Interfaces
%S Short Papers: Behavioral Issues and Studies
%A William W. Gaver
%B CHI95
%M C.CHI.95.2.270
%D 1995
%V 2
%P 270-271
%K Mapping, Metaphor, Semiotics
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/wwg2bdy.htm
%X The relations among graphical representations, computer
functionality, and everyday objects are more complex than
terms like "the desktop metaphor" may suggest.  While
metaphors in the everyday world highlight similarities
between preexisting entities, interface metaphors create
new ones.  New computer entities can also be created
without metaphor, when existing elements are combined by
conceptual structuring.  Naming such constructs, however,
may involve yet another metaphor, between the
functionality suggested graphically and that implied by the
name.  In sum, interface representations -- which can only be
called "metaphors" metaphorically -- are complex and
confusing, but this leads to a flexibility and power that may
be lost if simpler mappings are used.

%T To Influence Time Perception
%S Short Papers: Behavioral Issues and Studies
%A Erik Geelhoed
%A Peter Toft
%A Suzanne Roberts
%A Patrick Hyland
%B CHI95
%M C.CHI.95.2.272
%D 1995
%V 2
%P 272-273
%K CSCW, Time perception, User interface
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/egd_bdy.htm
%X Within IT there are no studies on how to reduce waiting
time perception.  We demonstrate the relevance of this
issue within the context of synchronous voice and data
communication and conclude that waiting time perception
can be reduced.

%T A Poor Quality Video Link Affects Speech But Not Gaze
%S Short Papers: Behavioral Issues and Studies
%A Andrew F. Monk
%A Leon Watts
%B CHI95
%M C.CHI.95.2.274
%D 1995
%V 2
%P 274-275
%K Video communication, CSCW, Analysis of conversation
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/afm_bdy.htm
%X Thirty two members of the general public worked remotely
from one another in pairs on some simple joint tasks.  All
the pairs had high quality audio links and were able to see
one another's faces through an on-screen video image.  For
half the pairs this image was small (40 x 65 mm) and for the
other half it was large (103 x 140mm).  The conversations
were analysed in terms of gaze focus (looking at the video
image or elsewhere) and speech (speaking or silent).  It is
concluded that the small video image results in more formal
and less fluent verbal interaction but gaze behaviour is
unaltered.

%T Improved Reasoning with Convince Me
%S Short Papers: Behavioral Issues and Studies
%A Patricia Schank
%A Michael Ranney
%B CHI95
%M C.CHI.95.2.276
%D 1995
%V 2
%P 276-277
%K Connectionism, Reasoning, Instruction
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/psk_bdy.htm
%X This paper describes Convince Me, a tool for generating
and analyzing arguments.  Results indicate that the system
makes people better reasoners while they employ it, and
yields transfer to situations unsupported by the software.

%T Looking and Lingering as Conversational Cues in Video-Mediated Communication
%S Short Papers: Behavioral Issues and Studies
%A Herbert L. Colston
%A Diane J. Schiano
%B CHI95
%M C.CHI.95.2.278
%D 1995
%V 2
%P 278-279
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/hlc_bdy.htm
%X A study is described in which observers rated the difficulty
people had in solving problems, based either upon simply
how long the person looked at each problem, or also how
long his or her gaze lingered on it after being instructed to
move on.  Initial results show a linear relationship between
gaze duration and rated difficulty, with lingering as an
added significant factor.  These findings are discussed in
terms of the role(s) gaze cues play in tracking
understanding in conversations, with implications for the
design of video-mediated communication (VMC) systems.

%T Dynamic What-If Analysis: Exploring Computational Dependencies with
Slidercells and Micrographs
%S Short Papers: Behavioral Issues and Studies
%A Staffan Truve
%B CHI95
%M C.CHI.95.2.280
%D 1995
%V 2
%P 280-281
%K Spreadsheet, Dynamic queries, What-if analysis
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/st_bdy.htm
%X The use of spreadsheets for what-if analyses can be
simplified by allowing cell values to be set by small sliders
and displayed as micro-graphs.  The sliders define a range
in which a cell value will be varied, and the graphs illustrate
how other cell values vary when the slider-cell has a value
in that range.  The resulting mode of operation emphasizes
interaction between the system and the user in searching
for a desirable value of a cell, and also illustrates the
stability of that value by showing the value in a context
around it.

%T A Comparison of Four Navigation Techniques in a 2D Browsing Task
%S Short Papers: Usability Evaluation
%A Victor Kaptelinin
%B CHI95
%M C.CHI.95.2.282
%D 1995
%V 2
%P 282-283
%K Windows, Navigation techniques
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/vk_bdy.htm
%X Four window navigation techniques were compared in the
experiment: scroll bars, dragging, and two modifications of
a "bird's eye view." It was found that standard scroll bar
navigation was associated with the slowest performance
and was rated by the subjects as least preferable.  The best
performance and the highest preference ranks were
observed under the "bird's eye view" conditions. 
Individual differences between subjects and the potential
role of task specificity are discussed.

%T The Effect of Computer Experience on Subjective and Objective Software
Usability Measures
%S Short Papers: Usability Evaluation
%A George V. Kissel
%B CHI95
%M C.CHI.95.2.284
%D 1995
%V 2
%P 284-285
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/gvk_bdy.htm
%X In the user-centered approach to software design and
development, end-users act as evaluators in usability tests
at various points during the development life-cycle.  Some
usability professionals argue that these usability tests
simply reflect the preferences of the participants and
should not be used in place of objective performance
measures.  In an attempt to strengthen the validity of the
user-centered approach, the present study examined the
association between subjective preference measures and
objective performance measures in relation to the user's
hardware and software use and familiarity.  The results
suggest that not only do the subjective ratings of end-user
evaluators often differ from objective performance
measures, but also that this relationship is dependent on
the user's past computer experience.

%T Apple Guide: A Case Study in User-Aided Design of Online Help
%S Short Papers: Usability Evaluation
%A Kevin Knabe
%B CHI95
%M C.CHI.95.2.286
%D 1995
%V 2
%P 286-287
%K Online help, User studies, Instructional design
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/kjk_bdy.htm
%X Apple Guide, the new online help system in Macintosh
system software, provides a standard human interface to
online help on the Macintosh.  It is the culmination of
extensive study at Apple of how users can work most
effectively with online help.  This paper summarizes several
of the major studies in Apple's research, briefly describing
the research methods used, major findings, and how those
findings contributed to the design of Apple Guide.

%T Why are Geographic Information Systems Hard to Use?
%S Short Papers: Usability Evaluation
%A Carol Traynor
%A Marian G. Williams
%B CHI95
%M C.CHI.95.2.288
%D 1995
%V 2
%P 288-289
%K Geographic information systems, Participatory design,
Task analysis
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ct_bdy.htm
%X Geographic Information System (GIS) software evolved out
of the fields of geography, cartography, and database
management.  As a result, off-the-shelf GIS software
requires the user to have or to acquire considerable
knowledge of these fields.  Navigation through the
interfaces of most off-the-shelf GIS software is difficult
because they support a system architecture view, rather
than a view of the user's work.  These problems are
compounded for users with little computing experience.  In
many workplaces, a single technical user becomes the local
GIS expert, and acts as a surrogate for other users who
have neither the expertise to use the software nor the
resources to acquire that expertise.  In this paper, we
summarize our analysis of what makes GIS so hard to use,
and describe our research directions toward designing
effective GIS software for non-specialist users.

%T User Action Graphing Effort (UsAGE)
%S Short Papers: Usability Evaluation
%A Dana Uehling
%A Karl Wolf
%B CHI95
%M C.CHI.95.2.290
%D 1995
%V 2
%P 290-291
%K Usability testing, User interface design, TAE Plus
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/dlu_bdy.htm
%X This paper describes a prototype usability test tool which
will automate detection of serious usability problems.  The
tool records the actions that a user makes while performing
a predefined application task.  Currently the tool supports
only user interfaces created with TAE Plus.
   Prior to a usability testing session, an "expert" user is
recorded performing a task.  The recording becomes a
performance baseline.  Later, during actual usability testing,
a "novice" user is recorded performing the same task.  The
action recordings of the two users are then compared by
the tool and the comparison results are shown graphically. 
The hypothesis is that by graphically comparing the
actions of an expert and average novice users, a usability
analyst can quickly figure out where usability problems
(e.g. confusion with menu choices) arise with the user
interface.

%T Apparent Usability vs. Inherent Usability: Experimental Analysis on the
Determinants of the Apparent Usability
%S Short Papers: Usability Evaluation
%A Masaaki Kurosu
%A Kaori Kashimura
%B CHI95
%M C.CHI.95.2.292
%D 1995
%V 2
%P 292-293
%K Usability, Screen layout
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mk_bdy.htm
%X Correlational analysis of the evaluation data of the
apparent usability with the inherent usability measures
revealed that the apparent usability is more strongly
affected by the aesthetic aspects than the inherent
usability.

%T Diagram Entry Mechanisms in Graphical Environments
%S Short Papers: Drawing, Painting and Sketching
%A Wayne Citrin
%A Jeffrey D. McWhirter
%B CHI95
%M C.CHI.95.2.294
%D 1995
%V 2
%P 294-295
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/wc_bdy.htm
%X Although great strides have been made in the last 10-15
years in the development of systems that use graphical
representations, very little work has been done in
developing systems that help users input and edit diagrams
efficiently.  This paper describes an ongoing project
addressing the design of one such feature of a graphical
editor: diagram entry.  We show how knowledge of the
syntax and semantics of the language being edited allows
us to design a more intelligent diagram entry facility.

%T 3D Painting: Paradigms for Painting in a New Dimension
%S Short Papers: Drawing, Painting and Sketching
%A Julie Daily
%A Kenneth Kiss
%B CHI95
%M C.CHI.95.2.296
%D 1995
%V 2
%P 296-297
%K 3D painting, Contextual inquiry, Direct manipulation,
Texture mapping
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/jdy_bdy.htm
%X This paper describes the design process of an innovative
digital 3D paint program.  The system enables industrial
designers to paint surface details directly on rough 3D
models for the first time.  Contextual inquiry into designers'
work inspired a real-world metaphor of painting a physical
model.  This provided the foundation for making 3D tools as
natural to use as 2D. Familiar 2D digital painting paradigms,
such as brushes, layers, and masks, were extended to 3
dimensions without adding complexity to the interface.  Our
informal evaluation sessions have shown that with a
cursory introduction, designers who have never seen the
interface were able to paint 3D models as easily as they
could sketch.

%T Some Effects of Angle of Approach on Icon Selection
%S Short Papers: Drawing, Painting and Sketching
%A Thomas G. Whisenand
%A Henry H. Emurian
%B CHI95
%M C.CHI.95.2.298
%D 1995
%V 2
%P 298-299
%K Icon selection, Fitts' Law, Input devices, Human
performance modeling
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/tgw_bdy.htm
%X Over the past decade, research related to various aspects
of human-computer interactions has become increasingly
prominent within the human factors field.  In that regard, the
speed and accuracy of human motor movements associated
with computer input devices has often been modeled by
Fitts' law.  However, most such analyses have not
considered the angle of movement as a factor.  Accordingly,
the present study investigated the effects of the angle of
approach for a mouse as the input device to select icon-like
targets presented on a VDT.  The angle of approach had a
significant effect on movement time.

%T Color Adaptive Graphics: What You See in Your Color Palette Isn't What You
Get!
%S Short Papers: Drawing, Painting and Sketching
%A Suguru Ishizaki
%B CHI95
%M C.CHI.95.2.300
%D 1995
%V 2
%P 300-301
%K Color, Simultaneous contrast, Color palette, Visual
communication, Information graphics
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/si_bdy.htm
%X The color you perceive in a typical color palette is always
different from the color you perceive when it is used in
your color document because of simultaneous color
contrast effect -- a phenomenon in which humans perceive
the same physical color differently against different
background.  The effect is particularly problematic in the
visual design of information graphics, in terms of its
reliability and communicative quality.  This paper presents a
prototype of a color adaptive graphic system where
simultaneous contrast effect is automatically adjusted such
that the color perceived in a palette is preserved when it is
used against various background colors.

%T Mark Your Calendar!  Learning Personalized Annotation from Integrated Sketch
and Speech
%S Short Papers: Drawing, Painting and Sketching
%A Robin L. Kullberg
%B CHI95
%M C.CHI.95.2.302
%D 1995
%V 2
%P 302-303
%K Multi-modal interface, Sketch input, Speech input,
Interaction design, Intelligent learning agent
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/rkb_bdy.htm
%X An intelligent agent learns the user's personal sketch
annotations by gathering, integrating, and interpreting
sketch and speech input.  This agent-assisted, multi-modal
interaction affords a natural and adaptable approach to
graphical annotation of a personal datebook.

%T Hyperbolic User Interfaces for Computer Aided Architectural Design
%S Short Papers: Drawing, Painting and Sketching
%A Volkmar Hovestadt
%A Oliver Gramberg
%A Oliver Deussen
%B CHI95
%M C.CHI.95.2.304
%D 1995
%V 2
%P 304-305
%K Computer Aided Architectural Design (CAAD),
Information visualization, Fisheye technique,
Focus+Context technique, Interaction
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/vho_bdy.htm
%X We present basic ideas and a prototypical implementation
of a graphical user interface intended for the architectural
design process.  The interface integrates CAD-like object
manipulation and navigation through large data sets. 
Navigation and working area are not separated as done in
prior work.  Geometric transformations produce a deformed
but controllable display of the data in the border area of the
working window while normal working is possible in the
untransformed center.  The arrangement allows the user to
shift directly from construction tasks to navigation tasks. 
Data reduction techniques have been implemented in order
to reduce the cost of transformation and display.

%T An Experimental Evaluation of Video Support for Shared Work-Space
Interaction
%S Short Papers: Multimodal Interfaces
%A Mark Apperley
%A Masood Masoodian
%B CHI95
%M C.CHI.95.2.306
%D 1995
%V 2
%P 306-307
%K CSCW, Video, Evaluation, Shared work-space
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mda_bdy.htm
%X An experimental evaluation of video support for shared
work-space software is described.  Groups of two users
worked simultaneously and cooperatively on a problem
using Aspects on Macintosh computers in one of four
scenarios.  Each of these scenarios provided a different
form of supplementary communication: audio only, reduced
frame-rate video, standard video, and full face-to-face
communication.  Although the audio link had been found to
be essential in an earlier pilot study, in this experiment there
was no discernible difference in performance between any
of the four scenarios.  Nevertheless, users indicated that
they were more comfortable with the face-to-face situation.

%T Voicefax: A Shared Workspace for Voicemail Partners
%S Short Papers: Multimodal Interfaces
%A David Frohlich
%A Owen Daly-Jones
%B CHI95
%M C.CHI.95.2.308
%D 1995
%V 2
%P 308-309
%K Multimedia messaging, Asynchronous communication,
Workspace, Annotation, Voicemail, Fax, Pen
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/df_bdy.htm
%X We report a pen-based study in which we provided
voicefax facilities for the recording of animated voice,
writing and gesture on a document background.  The
findings reflect some cumulative benefits of combining
written and spoken media for asynchronous
communication.

%T Exploring Tabla Drumming Using Rhythmic Input
%S Short Papers: Multimodal Interfaces
%A jae Hun Roh
%A Lynn Wilcox
%B CHI95
%M C.CHI.95.2.310
%D 1995
%V 2
%P 310-311
%K Multi-media, Tactile or gestural I/O, Auditory I/O,
Intelligent systems, Educational applications, Music
applications
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/rwx_bdy.htm
%X We describe a system that enables the use of rhythmic
input for exploring Indian tabla drumming.  Rhythms
drummed by the user on a pair of drum pads are mapped to
tabla phrases using a hidden Markov model based
recognizer.  The recognized tabla phrases are played back to
the user, while an animated visual representation of the
phrase is displayed.

%T An Empirical Study of Collaborative Wearable Computer Systems
%S Short Papers: Multimodal Interfaces
%A Jane Siegel
%A Robert E. Kraut
%A Bonnie E. John
%A Kathleen M. Carley
%B CHI95
%M C.CHI.95.2.312
%D 1995
%V 2
%P 312-313
%K Wearable computers, Empirical studies, Collaborative work,
Vehicle maintenance
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/js_bdy.htm
%X We report an empirical study of aircraft maintenance
workers using wearable visual interfaces and collaborative
systems to support troubleshooting and repair work. 
Preliminary results suggest gains in coordination and ease
of work when users have shared hypertext, video and audio
capability.  Study results are being used to inform design
and rapid prototyping of wearable systems for use in
vehicle maintenance systems.

%T Pointing on a Computer Display
%S Short Papers: Multimodal Interfaces
%A Evan Graham
%A Christine L. MacKenzie
%B CHI95
%M C.CHI.95.2.314
%D 1995
%V 2
%P 314-315
%K Human performance modelling, Input devices, Fitts' law,
Pointing
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/edg_bdy.htm
%X Pointing movements with the hand were used to control
directly a cursor to point to targets on a graphical display
with different gain settings.  A detailed analysis of both the
cursor and hand movements showed how features of the
movements scale over a wide range of distances and target
widths.  Cursor movements showed gain effects, while hand
movements were relatively unaffected by gain.  The results
suggest that considering the behaviour of the hand, rather
than the cursor, will lead to more effective modelling of
human performance with certain types of pointing devices.

%T Negative Inertia: A Dynamic Pointing Function
%S Short Papers: Multimodal Interfaces
%A R. C. Barrett
%A E. J. Selker
%A J. D. Rutledge
%A R. S. Olyha
%B CHI95
%M C.CHI.95.2.316
%D 1995
%V 2
%P 316-317
%K Pointing devices, Isometric joystick, Transfer functions,
Index of performance
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/rcb_bdy.htm
%X In-keyboard isometric joysticks can give better
performance than mice for mixed typing/pointing tasks.  The
continuing challenge is to improve such devices to the
point that they are preferable even for pure pointing tasks. 
Previous work has improved joystick performance by
considering user perception and motor skills.  This paper
considers the dynamics of the pointing operation.  A
dynamic transfer function for an isometric joystick is
described which amplifies changes in the applied force to
increase responsiveness without loss of control.  User tests
show a 7.8 +/- 3.5% performance improvement over a
standard non-dynamic joystick.  This feature has been
incorporated into the TrackPoint III from IBM.

%T The Audible Web: Auditory Enhancements for Mosaic
%S Short Papers: Web Browsing
%A Michael C. Albers
%A Eric Bergman
%B CHI95
%M C.CHI.95.2.318
%D 1995
%V 2
%P 318-319
%K Auditory interface, World-Wide Web, WWW, Mosaic user
interface, Mosaic, WWW browsers
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mca_bdy.htm
%X Interest in the World-Wide Web (WWW), a collection of
hypermedia information distributed across the Internet, has
exploded with the advent of Mosaic, a graphical user
interface for navigating the WWW.  In spite of Mosaic's
popularity, studies have found usability problems in the
original interface, especially with regard to feedback,
terminology, and adherence to GUI guidelines [2,4].  This
paper reports on a preliminary investigation of auditory
feedback as one approach to enhancing Mosaic's user
interface.  The Audible Web is Mosaic embedded with
non-speech auditory cues intended to aid user monitoring
of data transfer progress, provide feedback for user
actions, and to provide content feedback to aid navigation
of the WWW.

%T A New Paradigm for Browsing the Web
%S Short Papers: Web Browsing
%A Marc H. Brown
%A Robert A. Shillner
%B CHI95
%M C.CHI.95.2.320
%D 1995
%V 2
%P 320-321
%K Interactive user interfaces, Information navigation,
Interaction techniques, World-Wide Web, Mosaic
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mhb2_bdy.htm
%X This paper introduces DeckScape, a World-Wide Web
browser based on a "deck" metaphor.  A deck is a collection
of Web pages; as the user traverses links, new pages
appear on top of the current deck.  All retrievals are done
using a background thread, so the visible pages in all decks
remain active at all times.  Users can circulate through the
pages in a deck, move and copy pages between decks, and
so on.  Our primary innovation is the use of decks as a
general-purpose way to organize material such as hotlists,
query results, and breadth-first expansions.

%T CyberBELT: Multi-Modal Interaction with a Multi-Threaded Documentary
%S Short Papers: Web Browsing
%A Joshua Bers
%A Sara Elo
%A Sherry Lassiter
%A David Tames
%B CHI95
%M C.CHI.95.2.322
%D 1995
%V 2
%P 322-323
%K Multi-modal interaction, Interactive documentary,
Information exploration, Dynamic story-telling system
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/elo_bdy.htm
%X CyberBELT allows a viewer to interact with a
multi-threaded documentary using a multi-modal interface. 
The viewer interacts with the documentary by speaking,
pointing and looking around the display.  The viewer
selects the threads of the story to follow or lets the system
navigate through the story.  Feedback from the viewer
evolves the story to present concepts she is interested in. 
We discuss the suitability of combining multi-modal
interaction and multi-threaded narrative.

%T VGrep: A Graphical Tool for the Exploration of Textual Documents
%S Short Papers: Web Browsing
%A Jeffrey D. McWhirter
%B CHI95
%M C.CHI.95.2.324 ?? erickson
%D 1995
%V 2
%P 324-325
%K Word search, Visualization
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/jdm2bdy.htm
%X Discovering the content and structure of textual files
through keyword based search is a common task of
computer users.  However, the results of such a search is
often difficult to understand and to use.  This paper
describes VGrep, a tool that facilitates keyword based
search through large textual documents.  VGrep provides
the ability to formulate queries and present the results of
the queries in an abstract graphical representation.

%T Showing the Context of Nodes in the World-Wide Web
%S Short Papers: Web Browsing
%A Sougata Mukherjea
%A James D. Foley
%B CHI95
%M C.CHI.95.2.326
%D 1995
%V 2
%P 326-327
%K Hypermedia, Visualization, Structural analysis, World-Wide
Web
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/sm2bdy.htm
%X This paper talks about a method to show the context of
nodes in the World-Wide Web.  World-Wide Web presents
a lot of information to the user.  Consequently, it suffers
from the famous lost in hyperspace problem.  One way to
solve the problem is to show the user where they are in the
context of the overall information space.  Since the overall
information space is large, we need to show the node's
context with respect to only the important nodes.  In this
paper we discuss our method of showing the context and
show some examples of our implementation.

%T Interaction Design for Shared World-Wide Web Annotations
%S Short Papers: Web Browsing
%A Martin Rscheisen
%A Christian Mogensen
%A Terry Winograd
%B CHI95
%M C.CHI.95.2.328
%D 1995
%V 2
%P 328-329
%K Mosaic, World-Wide Web, Group annotation,
Collaborative filtering, Seal of approval
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/sigchi/chi95/proceedings/shortppr/cmn_bdy2.htm
%X We describe the interaction design for a set of facilities that
enable users of an augmented version of the NCSA Mosaic
browser to read, write, and filter for annotations on
arbitrary segments of World-Wide Web documents, and
share them with any other such user.

fpack:!@#$%^&*(): CHI96-2b.BA
%M C.CHI.96.2.169
%T Long-Term Interaction: Learning the 4 Rs
%S SHORT PAPERS: Collaborative Systems
%A Alan Dix
%A Devina Ramduny
%A Julie Wilkinson
%B CHI96
%D 1996
%V 2
%P 169-170
%K Interruptions, Reminders, Events, Workflow
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Dix/dix_txt.htm
%X In long-term interaction (over minutes, hours, or days) the tight cycle of action and
feedback is broken.  People have to remember that they have to do things, that other
people should do things and why things happen when they do.  This paper describes
some results of a study into long-term processes associated with the running of the
HCI'95 conference.  The focus is on the events which trigger the occurrence of
activities.  However, during the study we also discovered a recurrent pattern of
activities and triggers we have called the 4Rs.  For a longer report see [2].

%M C.CHI.96.2.171
%T Walking the Walk is Doing the Work: Flexible Interaction Management in Video-Supported
Cooperative Work
%S SHORT PAPERS: Collaborative Systems
%A Steinar Kristoffersen
%A Tom Rodden
%B CHI96
%D 1996
%V 2
%P 171-172
%K Video, Communication, Multimedia, Space, Mobility
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Kristoffersen/kri_txt.htm
%X This paper considers the effects of video-based communication systems on
individual, local mobility in the everyday, practical 'space' of work.  Previous
academic research emphasises how video can extend and enhance space.  We found,
doing a focused ethnography, that video, in a trade-off between 'real' and 'virtual'
mobility, restricted the use of personal, workaday, physical space.  Issues thus raised
for design of video-based systems are: physical mobility in workaday space during
sessions; modal and temporal switching between different means of communication;
individual work during collective activities; and, alternating between tasks as part of
articulating the work.

%M C.CHI.96.2.173
%T Office Monitor
%S SHORT PAPERS: Alternative Methods of Interaction
%A Nicole Yankelovich
%A Cynthia D. McLain
%B CHI96
%D 1996
%V 2
%P 173-174
%K Conversational interaction, Speech interface design, Office automation
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Yankelovich/yn_txt.html
%X The Office Monitor is a walk-up speech system in an office setting.  We present
strategies developed to address design issues which emerged during a pre-design
study.  A follow-up user study showed that although effective, these strategies were
inadequate; therefore, we propose design modifications.

%M C.CHI.96.2.175
%T Visual Access for 3D Data
%S SHORT PAPERS: Alternative Methods of Interaction
%A David J. Cowperthwaite
%A M. Sheelagh
%A T. Carpendale
%A F. David Fracchia
%B CHI96
%D 1996
%V 2
%P 175-176
%K Distortion viewing, 3D interaction
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Cowperthwaite/djc.htm
%X We describe a novel solution to the problem of occlusion in viewing
three-dimensional data.  A distortion function is used to clear a line of sight to
previously obscured interior elements.

%M C.CHI.96.2.177
%T An Interface Strategy for Promoting Reflective Cognition in Children
%S SHORT PAPERS: Children and Other Learners
%A Kamran Sedighian
%A Maria M. Klawe
%B CHI96
%D 1996
%V 2
%P 177-178
%K Representation, Reflective cognition,
Children, Education, Mathematical computer games
%X We present a strategy for interface design in mathematical
computer games.  Our goal is to encourage children to
consciously think about the underlying mathematical
concepts while playing.  We believe our strategy and our
experiences leading to its formulation can provide useful
insights for the design of educational software in general.

%M C.CHI.96.2.179
%T Design Issues Involving Entertainment Click-Ons
%S SHORT PAPERS: Children and Other Learners
%A Douglas Super
%A Marvin Westrom
%A Maria Klawe
%B CHI96
%D 1996
%V 2
%P 179-180
%K Click-ons, Edutainment, Interface design, Log files, Games, Mathematics, Children,
Motivation
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Westrom/wm_txt.htm
%X Preliminary results and methodology is reported for the effectiveness of
entertainment click-ons in edutainment software.  Indices for findability, popularity and
effectiveness are discussed.  School and home use data were obtained from log files
built for Counting on Frank, a CD-ROM math adventure for ages 8-12 published by
EA Kids in late 1994.

%M C.CHI.96.2.181
%T Children's Collaboration Styles in a Newtonian MicroWorld
%S SHORT PAPERS: Children and Other Learners
%A Andy Cockburn
%A Saul Greenberg
%B CHI96
%D 1996
%V 2
%P 181-182
%K Computer supported collaborative learning, Microworlds
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Greenberg/sg4txt.htm
%X TurboTurtle is a animated multi-user microworld that children use to explore
concepts in Newtonian physics.  It is a groupware system where students, each on
their own computer, can simultaneous control the microworld and gesture in a
shared view.  Observations of pairs of young children using TurboTurtle highlight
extremes in collaboration styles, from conflict to smooth interaction.

%M C.CHI.96.2.183
%T ASK Jasper: Performance Support for Students
%S SHORT PAPERS: Children and Other Learners
%A Ray Bareiss
%A Susan M. Williams
%B CHI96
%D 1996
%V 2
%P 183-184
%K Educational applications, Performance support, Hypermedia
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Bareiss/br_txt.htm
%X This paper describes ASK Jasper, a hypermedia performance support system that
provides a structured work environment and in-context help and advice to students
as they learn the concepts and skills of empirical geometry through solving a
complex design problem.

%M C.CHI.96.2.185
%T Designing Pedagogical Screen Savers
%S SHORT PAPERS: Children and Other Learners
%A Chris DiGiano
%A Michael Eisenberg
%B CHI96
%D 1996
%V 2
%P 185-186
%K Screen savers, Programmable applications, Software design, Chart'n'Art
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/DiGiano/dgc_txt.htm
%X The burgeoning complexity of professional application software -- the proliferation of
interface options, available functionality, and end-user languages -- has resulted in the
need to think creatively about ways in which such software may be made more
learnable.  This paper describes one promising technique -- the pedagogical screen
saver -- whose purpose is to introduce users to application functionality, entertainingly
and unobtrusively, during the program's "idle time." We describe a running prototype
of such a screen saver for a programmable charting application.

%M C.CHI.96.2.187
%T Using Cognitive Dimensions in the Classroom as a Discussion Tool for Visual Language
Design
%S SHORT PAPERS: Children and Other Learners
%A Nicholas P. Wilde
%B CHI96
%D 1996
%V 2
%P 187-188
%K Cognitive dimensions, Visual languages, Design and evaluation techniques
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Wilde/wn_txt.html
%X Green's cognitive dimensions framework has been put forth as a defined vocabulary
for discussing HCI design [3].  To be a useful discussion tool, we must agree on
common definitions of the cognitive dimensions, and the dimensions need to be such
that an educated user would be able to apply them correctly and consistently.  I
report on using the cognitive dimensions framework as a tool for discussion in a
graduate level class on visual programming languages, and the class's experience
applying the framework.

%M C.CHI.96.2.189
%T The Usability of Scribble Matching
%S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing
%A David Frohlich
%A Richard Hull
%B CHI96
%D 1996
%V 2
%P 189-190
%K Pen, Handwriting, Retrieval, Usability
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Frohlich/fd_txt.html
%X Scribble matching is a facility developed for pen-computers which allows users to
search electronic ink.  Here we report our first user evaluation of scribble matching in
a scribble phonebook application.  12 users each retrieved 40 phone numbers using
combinations of scribble look-up, text look-up and manual browsing.  Scribble look-up
was preferred to the other two methods despite problems in remembering original
handwritten labels in the phonebook.

%M C.CHI.96.2.191
%T What Architects See in Their Sketches: Implications for Design Tools
%S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing
%A Masaki Suwa
%A Barbara Tversky
%B CHI96
%D 1996
%V 2
%P 191-192
%K Design sketch, Sketching tools, Architectural design, Protocol analysis, Creativity
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Suwa/sm_txt.htm
%X Freehand sketches are essential for crystallizing ideas in the early stages of design. 
Through the act of putting ideas down on paper and inspecting them, designers see
new relations and features that suggest ways to refine and revise their ideas.  We
claim that seeing different types of information in sketches is the driving force in
revising design ideas.  Our retrospective protocol analysis revealed that sketches
make apparent to designers not only perceptual features but also inherently
non-visual functional relations, allowing them to extract function from perception in
sketches.  This has implications for ways that future sketching tools can stimulate
designers to come up with creative ideas.

%M C.CHI.96.2.193
%T Sketching Storyboards to Illustrate Interface Behaviors
%S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing
%A James A. Landay
%A Brad A. Myers
%B CHI96
%D 1996
%V 2
%P 193-194
%K Gestures, Design, Sketching, Interaction techniques, SILK
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Landay/jal2txt.htm
%X Current user interface construction tools make it difficult for a user interface
designer to illustrate the behavior of an interface.  These tools focus on
specifying widgets and manipulating details such as colors.  They can show
what the interface will look like, but make it hard to show what it will do.  For
these reasons, designers prefer to sketch early interface ideas on paper.  We
have developed a tool called SILK that allows designers to quickly sketch an
interface electronically.  Unlike paper sketches, this electronic sketch is
interactive.  The designer can illustrate behaviors by sketching storyboards,
which specify how the screen should change in response to user actions.

%M C.CHI.96.2.195
%T EtchaPad -- Disposable Sketch Based Interfaces
%S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing
%A Jonathan Meyer
%B CHI96
%D 1996
%V 2
%P 195-196
%K User interfaces, Zoomable interfaces, Sketching, Interaction
techniques, Pad++, Pen based computing
%X This paper describes a paradigm in which the user creates
simple drawings or 'sketches' of user interfaces and then
interacts directly with those sketches.  It introduces EtchaPad,
a system utilizing this technology to implement a
drawing package.  Several EtchaPad widget types are
described, including buttons, sliders, and compound widgets.

%M C.CHI.96.2.197
%T Considerations for Electronic Idea-Creation Tools
%S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing
%A I. M. Verstijnen
%A R. Stuyver
%A J. M. Hennessey
%A C. C. van Leeuwen
%A R. Hamel
%B CHI96
%D 1996
%V 2
%P 197-198
%K CAD-tools, Paper & pencil sketching,
Creativity, Discovery
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Verstijnen/ver_txt.htm
%X Recent research into the psychology of
paper-and-pencil sketching reveals two
ongoing interacting processes during a
creative process.  The first of these
processes can easily be performed in
mental imagery and hence is not
supported by sketching, the second is
hard to perform before the mental eye,
and hence is supported by sketching.  It
is argued that, in order to be intuitive,
electronic sketching tools must meet
the requirements of firstly not impeding
the first of the two processes and
secondly support and enhance the
second process.

%M C.CHI.96.2.199
%T Augmenting Real-World Objects: A Paper-Based Audio Notebook
%S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing
%A Lisa J. Stifelman
%B CHI96
%D 1996
%V 2
%P 199-200
%K Speech interfaces, Speech as data
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Stifelman/lst_txt.htm
%X The Audio Notebook allows a user to capture and access an audio recording of a
lecture or meeting in conjunction with notes written on paper.  The audio recording is
synchronized with the user's handwritten notes and page turns.  As a user flips
through physical pages of notes, the audio scans to the start of each page.  Audio is
also accessed by pointing with a pen to a location in the notes or using an audio
scrollbar.  A small observational study of users in real settings was performed.  The
prototype did not interfere with the user's normal interactions yet gave reassurance
that key ideas could be accessed later.  In future work, automatic segmentation of the
recorded speech using acoustic cues will be combined with user activity to structure
the audio.

%M C.CHI.96.2.201
%T Task Elaboration or Label Following: An Empirical Study of Representation in
Human-Computer Interaction
%S SHORT PAPERS: Design Methodology
%A Robert B. Terwilliger
%A Peter G. Polson
%B CHI96
%D 1996
%V 2
%P 201-202
%K Empirical studies, Cognitive models
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Terwilliger/tr_txt.htm
%X A study measured the time experienced Macintosh users took to create a graph from
pre-existing data, including the assignment of variables to axes in a dialog box.  The
study revealed that the task took less time when the items in the dialog box were
labeled in terms of one problem representation, even when the instructions were
written in terms of another.  The Kitajima and Polson model explains this as resulting
from the problem representation being elaborated with task-specific schemata during
the instruction comprehension process.

%M C.CHI.96.2.203
%T When Using the Tool Interferes with Doing the Task
%S SHORT PAPERS: Design Methodology
%A Susan S. Kirschenbaum
%A Wayne D. Gray
%A Brian D. Ehret
%A Sheryl L. Miller
%B CHI96
%D 1996
%V 2
%P 203-204
%K Problem space, Submarines, Usability
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Gray/wg_txt.htm
%X How much time the user spends working on a task versus fiddling with the tool is an
important aspect of usability.  The concept of the ratio and distribution of tool-only
operations to total operations is proposed to capture this aspect.

%M C.CHI.96.2.205
%T Supporting Awareness of Others in Groupware (Suite Summary)
%S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite)
%A Carl Gutwin
%A Saul Greenberg
%A Mark Roseman
%B CHI96
%D 1996
%V 2
%P 205
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Gutwin/cg1txt.htm
%X N/A

%M C.CHI.96.2.206
%T Peepholes: Low Cost Awareness of One's Community
%S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite)
%A Saul Greenberg
%B CHI96
%D 1996
%V 2
%P 206-207
%K Groupware, Contact facilitation, Awareness, Coordination
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Greenberg2/sg1txt.htm
%X In distributed communities, media spaces supply people with an awareness of who is
around by displaying video or periodic snapshots of common areas and offices.  This
in turn facilitates casual interaction.  Peepholes is a low cost alternative.  Instead of
video, iconic presence indicators show the availability of people in a virtual
community.  If people are absent, a user can 'ambush' them by asking the system to
announce their return.  When interaction is desired, people can easily contact one
another because communication software is just a button-press away.

%M C.CHI.96.2.208
%T Workspace Awareness for Groupware
%S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite)
%A Carl Gutwin
%A Saul Greenberg
%B CHI96
%D 1996
%V 2
%P 208-209
%K Workspace awareness, Groupware, CSCW
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Gutwin2/cg2txt.htm
%X Shared physical workspaces allow people to maintain up-to-the minute knowledge
about others' interaction with the workspace.  This knowledge is workspace
awareness, part of the glue that allows groups to collaborate effectively.  In this
paper, we present the concept of workspace awareness as a key for groupware
systems that wish to support the fluid interaction evident in face-to-face
collaboration.  We discuss why workspace awareness is difficult to support in
groupware systems, and then present a conceptual framework that groupware
designers can use as a starting point for thinking about and supporting awareness.

%M C.CHI.96.2.210
%T Workspace Awareness Support with Radar Views
%S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite)
%A Carl Gutwin
%A Saul Greenberg
%A Mark Roseman
%B CHI96
%D 1996
%V 2
%P 210-211
%K Radar views, Widgets, Workspace awareness
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Gutwin3/cg3txt.htm
%X Real-time groupware systems often let each participant control their own view into a
shared workspace.  This strategy can reduce awareness about where and how
others are interacting with the document or the workspace artifacts.  We have
designed a number of awareness widgets to help people regain this awareness.  In
this paper we present several radar views that provide awareness information on top
of a global overview of the workspace.  Our displays give lightweight access to
information about others' locations and activities, providing for richer
person-to-person interaction in groupware systems.

%M C.CHI.96.2.212
%T A Fisheye Text Editor for Relaxed-WYSIWIS Groupware
%S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite)
%A Saul Greenberg
%B CHI96
%D 1996
%V 2
%P 212-213
%K Groupware, Fisheye views, Awareness, Visualization
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Greenberg3/sg2txt.htm
%X Participants in a real-time groupware conference require a sense of awareness
about other people's interactions within a large shared workspace.  Fisheye views
can afford this awareness by assigning a focal point to each participant.  The fisheye
effect around these multiple focal points provides peripheral awareness by showing
people's location in the global context, and by magnifying the area around their work
to highlight interaction details.  An adjustable magnification function lets people
customize the awareness information to fit their collaboration needs.  A fisheye text
editor illustrates how this can be accomplished.

%M C.CHI.96.2.214
%T A Usability Study of Workspace Awareness Widgets
%S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite)
%A Carl Gutwin
%A Mark Roseman
%B CHI96
%D 1996
%V 2
%P 214-215
%K Groupware, CSCW, Awareness, Usability
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Gutwin4/cg4txt.htm
%X Groupware systems that use large shared workspaces generally provide only limited
awareness information about other collaborators in the workspace.  We are designing
a set of groupware widgets to provide this missing information.  This paper describes
a usability study of a number of such widgets.  The study has both validated our
intuitions about the need for workspace awareness information, and revealed the
strengths and weaknesses of several current designs.

%M C.CHI.96.2.216
%T Models of Work Practice: Can they Support the Analysis of System Designs? (Suite
Summary)
%S SHORT PAPERS: Models of Work Practice (Short Papers Suite)
%A William Newman
%B CHI96
%D 1996
%V 2
%P 216
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Newman/summary.ps
%X N/A

%M C.CHI.96.2.217
%T Designing for User Acceptance using Analysis Techniques based on Responsibility Modelling
%S SHORT PAPERS: Models of Work Practice (Short Papers Suite)
%A Richard Harper
%A William Newman
%B CHI96
%D 1996
%V 2
%P 217-218
%K Analytical models, Responsibilities, Design
heuristics
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Newman/paper-1.ps
%X An initial hurdle encountered by new information systems is
user acceptance, and many systems fail this test at great cost
to customers and developers.  We have investigated methods,
based on models of users' responsibilities, for assessing a
system's likelihood of acceptance or rejection.  We describe
an instance of testing a design heuristic based on responsibility
modelling.

%M C.CHI.96.2.219
%T Agenda Benders: Modelling the Disruptions Caused by Technology Failures in the Workplace
%S SHORT PAPERS: Models of Work Practice (Short Papers Suite)
%A Margery Eldridge
%A William Newman
%B CHI96
%D 1996
%V 2
%P 219-220
%K Diary studies, Productivity, Usability, Technology
failures
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Newman/paper-2.ps
%X There is a need to understand the impact of technology failures
on work.  In the studies reported here, subjects' plans
at the start of each day were compared with their eventual
accomplishments, and failures to carry out plans were investigated. 
A number of sources of disruption were identified;
they included technology failures, which had a particular
tendency to act as "agenda benders," preventing the
completion of important activities.

%M C.CHI.96.2.221
%T Modelling Last-Minute Authoring: Does Technology Add Value or Encourage Tinkering?
%S SHORT PAPERS: Models of Work Practice (Short Papers Suite)
%A William Newman
%A Margery Eldridge
%A Richard Harper
%B CHI96
%D 1996
%V 2
%P 221-222
%K Documents, Authoring, Diary studies
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Newman/paper-3.ps
%X To measure the productivity gained from computer-based
authoring systems, account must be taken of changes in the
way the work is organised.  An analysis of economists'
authoring work, based on diary studies, suggests that much of
this is performed at the last minute, just in time to meet
deadlines.  Benefits gained from word processing appear to
be offset by authors' tendency to tinker with documents up to
the last minute.

%M C.CHI.96.2.223
%T Supporting Doctor-Patient Interaction: Using a Surrogate Application as a Basis for Evaluation
%S SHORT PAPERS: Models of Work Practice (Short Papers Suite)
%A Alex Dennis
%A William Newman
%B CHI96
%D 1996
%V 2
%P 223-224
%K Medical information systems, Expert-client
interaction, Evaluation
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Newman/paper-4.ps
%X Interactive systems to support experts in consultation with
clients, such as systems for general practitioners (GPs), need
to be tested under realistic conditions.  However this presents
risks to the client, and hence a similar but less risk-prone
"surrogate" application may be chosen.  We describe an attempt
to conduct a comparative evaluation of three technologies
for GP support by applying them to careers counselling
as a surrogate.  While the task appeared to be adequately
supported, we were unable to measure the impact of the
technologies on conversational turntaking.  We make some
suggestions on how to avoid this problem in future experiments
of this kind.

%M C.CHI.96.2.225
%T Moving Motion Metaphors
%S SHORT PAPERS: Technologies for Virtual Interactions
%A Colin Ware
%B CHI96
%D 1996
%V 2
%P 225-226
%K Metaphors, 3D interaction
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Ware/wc1_txt.htm
%X A class of visual metaphors is introduced in which simple animation conveys meaning
about motion metaphorically.  Antecedents in the form of static metaphors for visually
conveying motion are discussed, followed by two examples of moving motion
metaphors.  The second is an integral part of a new heads-up flying interface for
navigating 3D environments.  Some concluding remarks are made concerning the
practical uses of moving motion metaphors.

%M C.CHI.96.2.227
%T Effectiveness of Spatial Level of Detail Degradation in the Periphery of Head-Mounted
Displays
%S SHORT PAPERS: Technologies for Virtual Interactions
%A Benjamin Watson
%A Neff Walker
%A Larry F. Hodges
%B CHI96
%D 1996
%V 2
%P 227-228
%K Immersive virtual environments, Virtual reality, Level of detail, Head-mounted displays,
Usability, Search
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Watson/wb_txt.html
%X Many researchers have proposed degradation of peripheral visual detail as a
technique that can both improve frame rates in virtual environments systems, and
minimize perceptual impact.  A user study was performed to evaluate the
effectiveness of this technique when used with head-mounted displays.  Primary
dependent measures were search time on correctly performed trials and percentage
of all trials performed incorrectly.  Results showed that a substantial amount of
peripheral detail can be eliminated before user performance is impacted.  The
performance impact of peripheral detail degradation will vary greatly with task
difficulty, although it should be useful even in the most taxing environments.

%M C.CHI.96.2.229
%T Getting a Grasp on Virtual Reality
%S SHORT PAPERS: Technologies for Virtual Interactions
%A Richard J. Aldridge
%A Karen Carr
%A Rupert England
%A John F. Meech
%A Tony Solomonides
%B CHI96
%D 1996
%V 2
%P 229-230
%K Evaluation, Input devices, Interaction technology, Touch and force feedback,
Virtual reality
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Meech/mj_txt.htm
%X This paper describes the development and initial evaluation of a novel system for
providing force-feedback to a user's' hand in a virtual environment.  The
development addresses the problem of providing simple (robust and low cost) but
effective sensory cues to assist a user in grasping virtual objects.  The approach is to
provide approximate but distinctive 'solidity' feedback, which together with visual
cues creates the sensation of having grasped an object.  The initial evaluations
indicate that user response is very favourable.

%M C.CHI.96.2.231
%T Fast Haptic Textures
%S SHORT PAPERS: Technologies for Virtual Interactions
%A Juhani O. Siira
%A Dinesh K. Pai
%B CHI96
%D 1996
%V 2
%P 231-232
%K Haptic, Stochastic, Texture
%X We present a fast algorithm for generating haptic
texture for simulations of virtual environments.  The
method is based on surface roughness analysis and is
usable on a variety of force feedback haptic interfaces.

%M C.CHI.96.2.233
%T Vection with Large Screen 3D Imagery
%S SHORT PAPERS: Technologies for Virtual Interactions
%A Kathy Lowther
%A Colin Ware
%B CHI96
%D 1996
%V 2
%P 233-234
%K Vection, Virtual environments
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Lowther/lk_txt.htm
%X Vection is the illusory impression of self motion that can be obtained when an
observer views a large screen display containing a rotating or translating pattern.  To
aid in our construction of an interactive large screen interface to virtual 3D
environments, we conducted studies to determine the factors which induce a sense
of vection.  We found that having a foreground frame and a stereo display increased
vection.  If subjects moved when the display was being observed then vection
decreased.  However, if the perspective was coupled to their head position while they
moved then vection was restored.

%M C.CHI.96.2.235
%T High Fidelity for Immersive Displays
%S SHORT PAPERS: Technologies for Virtual Interactions
%A Gernot Schaufler
%A Tomasz Mazuryk
%A Dieter Schmalstieg
%B CHI96
%D 1996
%V 2
%P 235-236
%K Virtual reality, Head tracking, Immersion, Lag, Prediction, Uniform frame rates,
Impostors
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Schmalstieg/sd_txt.htm
%X Head-tracked immersive displays suffer from lag and non-uniform frame rates.  A
novel rendering architecture is proposed that combines head prediction with dynamic
impostors for 3-D image correction and achieves bounded frame rates and
significantly reduced lag.

%M C.CHI.96.2.237
%T Electronic Mail Previews Using Non-Speech Audio
%S SHORT PAPERS: News and Mail
%A Scott E. Hudson
%A Ian Smith
%B CHI96
%D 1996
%V 2
%P 237-238
%K Non-speech audio, Audio icons, Audio glances, Email, Flash card interfaces
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Hudson/hs_txt.htm
%X Conventional (visual) glances give a quick overview of the overall properties of an
object.  An audio glance presents a similar overview aurally rather than visually.  This
paper describes an audio glance for electronic mail messages.  This dynamically
constructed non-speech sound is designed to summarize the important properties of
a message into a concise sound so that one may quickly preview a set of email
messages to determine their important properties.  This allows the user to make a
quick assessment of, for example, the existence of messages from particular users
or groups, or of responses to a recent message of importance.  Along with the audio
glance technique we present a "flash card" interface which provides very rapid
access to the glance.

%M C.CHI.96.2.239
%T Grassroots: Providing a Uniform Framework for Communicating, Sharing Information, and
Organizing People
%S SHORT PAPERS: News and Mail
%A Kenichi Kamiya
%A Martin Roscheisen
%A Terry Winograd
%B CHI96
%D 1996
%V 2
%P 239-240
%K Activity-level interface integration, E-mail, Newsgroups
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Kamiya/kk_txt.html
%X People currently use a disparate set of systems such as e-mail, newsgroups,
hypermail, shared Web hotlists, hierarchical indexes, etc. for activities which often
cut across the boundaries implicit in each of these systems.  Grassroots is a system
that provides a uniform user-conceptual model to functionalities currently found in
such systems, while not requiring people to give up other systems.  It is designed to
co-exist with and leverage from existing systems.  A prototype implementation has
been completed based on a Web http proxy.

%M C.CHI.96.2.241
%T The Telephony Customer Interface: Five Perspectives on Problems and Solutions (Suite
Summary)
%S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite)
%A John Chin
%A Gregory Tatchell
%B CHI96
%D 1996
%V 2
%P 241
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Tatchell/tg2_txt.htm
%X Collectively, this suite of five papers illustrate the diverse set of issues that should be
addressed to formulate a strategic path towards resolving existing and growing
usability problems found in telecommunications.  Specifically, there are three main
thrusts applied in developing profitable and competitive new services:
 1) identifying sources of usability problems
 2) exploring potential design solutions that address current and future user needs
 3) implementing prototypes to assess the feasibility of design concepts.

%M C.CHI.96.2.242
%T Problems with the Existing Telephony Customer Interface: The Pending Eclipse of Touch-Tone
and Dial-Tone
%S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite)
%A Gregory R. Tatchell
%B CHI96
%D 1996
%V 2
%P 242-243
%K Phone-based interfaces, Intelligent agents, Personal agents, Voice recognition
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Tatchell2/tg1_txt.htm
%X The existing telephony customer interface is based on the input of commands to the
telephone system via the touch tone pad of a standard telephone set.  The services
activated by these commands are hard to learn, easy to forget and confusing
because of this restrictive user interface.  A solution to ease of use problems (and
the 30 others associated with the existing touch-tone telephony interface) requires a
new interface.  The success of the graphical user interface in the PC industry
suggests the following question for the telephone industry: "Is it possible to achieve
the same quantum increase in ease-of-use with the customer interface in the
telephony industry as was achieved in the PC industry?"  This and four associated
mini-papers explore both the problems that exist and solutions that can be
considered.

%M C.CHI.96.2.244
%T Making a Simple Interface Complex: Interactions among Telephone Features
%S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite)
%A Nancy Griffeth
%B CHI96
%D 1996
%V 2
%P 244-245
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Griffeth/gn_txt.htm
%X Without features, the telephone interface is simple and can easily be taught to a child, but the
proliferation of telephone features makes the telephone's behavior hard for an adult to
understand.  The difficulty arises not just from the need to learn several ways of using the
telephone, but also from the interactions among features, which can cause each feature to
behave differently in the presence of other features.  In this paper, we describe some of the
problems feature interactions present to telephone users, and discuss their extent.

%M C.CHI.96.2.246
%T From Interactions to Interfaces: Butlers, Job Descriptions and Personal Agents
%S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite)
%A Dave Darville
%A David Hignett
%B CHI96
%D 1996
%V 2
%P 246-247
%K Communication services, Personal assistants, Interactions, Personal agents
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Darville/dd_txt.htm

%M C.CHI.96.2.248
%T Personality Trait Attributions to Voice Mail User Interfaces
%S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite)
%A John P. Chin
%B CHI96
%D 1996
%V 2
%P 248-249
%K Phone-based interfaces, Voice mail, Personality, Agents
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Chin/chin.htm
%X The present study assesses user perceptions of current voice mail systems and
identifies desirable traits that should be incorporated in future agent-based products. 
Both novices and experts ascribed similar personality traits to voice mail user
interfaces: practical, intelligent, courteous, efficient, straight-forward, sophisticated,
methodical, progressive and alert.  Surprisingly, significantly more experts desired a
more imaginative personality than novices.  Moreover, 20% of the experts did not
associate imaginative with voice mail systems tested.  The results suggest that future
voice mail user interface for experts should project an imaginative quality.

%M C.CHI.96.2.250
%T Technical Considerations in the Design of an Intelligent Agent Using Automated Speech
Recognition (ASR)
%S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite)
%A Don Xiangdong Cai
%A Kenneth Chan
%B CHI96
%D 1996
%V 2
%P 250-251
%K Agents, Interface design, Prototyping, Voice recognition,
Network & Communication
%X The objective of this paper is to discuss the impacts of the
ASR technology on the design of an intelligent agent. 
Using ASR as the primary User Interface (UI) technology,
the intelligent agent defines the fifth generation telephone
customer interface which solves the problems with the
touch-tone interface of the existing telephony services.  To
identify issues and search for solutions of the design of an
intelligent agent, a prototype to demonstrate the concepts
of the design was developed and used for customer
researches.  Based on our research and experiences, the
technical issues identified and suggestions are presented in
this paper.

%M C.CHI.96.2.252
%T Animation in a Demonstrational Interface Builder
%S SHORT PAPERS: Development Tools
%A Gene L. Fisher
%A Hsin-Hui Sung
%A Suzanne H. Nguyen
%A Thang D. Nguyen
%B CHI96
%D 1996
%V 2
%P 252-253
%K Animation, Demonstrational interfaces,
Interface builders, User interface management systems
%X This paper describes the integration of animation capabilities
into a demonstrational interface builder.  Basic interface
behavior is defined using a technique called stimulus-response
demonstration.  To support animation, a number
of new primitives have been added to specify paths, animated
sprites, and timing control.  These new capabilities
have been smoothly integrated with the stimulus/response
mechanism to provide high-level animation control.  This
integration permits animations to be manipulated in a number
of useful and interesting ways.

%M C.CHI.96.2.254
%T Early Prototyping Based on Executable Task Models (PostScript)
%S SHORT PAPERS: Development Tools
%A Birgit Bomsdorf
%A Gerd Szwillus
%B CHI96
%D 1996
%V 2
%P 254-255
%K Task model, Executable task model, Temporal relations,
Prototyping, User-interface design
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/S1034_Bomsdorf/chi96.ps
%X Research has shown the great importance of task models for
the design of human-computer interfaces.  In this paper we
develop a task model enriched with more complex relations
between tasks.  This model can be executed and dependent on
the abstraction level of the development process graphical
representations or early ideas of screen layout can be
attached to it.  With this technique, prototypes can be used
very early in the design process, improving the capabilities
to evaluate the model.

%M C.CHI.96.2.256
%T Models that Shape Design
%S SHORT PAPERS: Models That Shape Design (Short Papers Suite)
%A Peter Johnson
%B CHI96
%D 1996
%V 2
%P 256
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Johnson/jp_txt.htm
%X Modelling is a common ground for both research and practice in human computer
interaction.  For example, various human factors models are used to evaluate the
quality and efficiency of interactive systems.  Similarly, system designers employ a
range of modelling techniques in the analysis, construction and development of
interactive systems.  This suite of papers considers some examples of the various
classes of models that form an important part of HCI.

%M C.CHI.96.2.257
%T Towards a Framework of Design Models
%S SHORT PAPERS: Models That Shape Design (Short Papers Suite)
%A Mathilde Bekker
%A Stephanie Wilson
%B CHI96
%D 1996
%V 2
%P 257-258
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Bekker/bw_txt.htm
%X This paper presents a framework for examining design models (e.g. task models,
dialogue models) and their usage in the design process (e.g. elicitation, evaluation). 
The framework provides a basis for describing design methods in terms of the
models they incorporate, for exploring the common ground between methods and for
analysing studies of design in practice.  The ideas are exemplified in a discussion of
the use of task models in three design methods.  Keywords Design methods, models,
design support, task models.

%M C.CHI.96.2.259
%T Task Model Support for Cooperative Analysis
%S SHORT PAPERS: Models That Shape Design (Short Papers Suite)
%A Eamonn J. O'Neill
%B CHI96
%D 1996
%V 2
%P 259-260
%K Cooperative analysis, Task modelling
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/ONeill/one_txt.htm
%X Software usability is a function of how well the software supports the user's situated
tasks, so it is important for the software developer to acquire a sound knowledge of
the user's roles, tasks and working environment.  The research reported here
assumes that the user is a primary source of such knowledge and examines how this
knowledge may feed directly into the software developer's understanding through
user-developer cooperation in analysis and modelling.  This short paper briefly
reports on the use of task models as representations to support cooperative analysis
and concludes that task models provide a useful common ground for user-developer
communication and cooperation.

%M C.CHI.96.2.261
%T Predictive Evaluation Using Task Knowledge Structures
%S SHORT PAPERS: Models That Shape Design (Short Papers Suite)
%A Fraser Hamilton
%B CHI96
%D 1996
%V 2
%P 261-262
%K Models, Conceptual design, TKS, Prediction, Evaluation
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Hamilton/hf_txt.htm
%X Task Knowledge Structures (TKS) are models of users' domain tasks.  These TKS
models are being utilised within the design process to facilitate design generation
and early evaluation of interactive systems.  By understanding the knowledge users
possess of their domain, we believe that we can support designers in generating
designs in a principled manner.  Often it may be desirable to change the ways in
which users perform their tasks, e.g. to improve task efficiency.  However, in changing
the nature of users' tasks it is possible to introduce learning problems.  We are
attempting to produce a framework for predicting what difficulties users might have in
using the new system by comparing the knowledge they currently have about their
domain to the knowledge required to interact effectively with a system designed to
support their goals in that domain.

%M C.CHI.96.2.263
%T Beyond Task Analysis: Exploiting Task Models in Application Implementation
%S SHORT PAPERS: Models That Shape Design (Short Papers Suite)
%A Michael J. Smith
%A Eamonn J. O'Neill
%B CHI96
%D 1996
%V 2
%P 263-264
%K Task models, Application implementation, Workflow
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Smith_M/sm_txt.htm
%X This paper briefly reports how task models may be exploited in software development
beyond early analysis and specifically within application implementation.  We describe
three ways in which task models have been used directly to support application
implementation and briefly touch upon how such use impacts upon the usability of
the resulting application.

%M C.CHI.96.2.265
%T Continuous and Explicit Dialogue Modelling
%S SHORT PAPERS: Models That Shape Design (Short Papers Suite)
%A Thomas Elwert
%B CHI96
%D 1996
%V 2
%P 265-266
%K Human-computer interaction, User interface design, Dialogue model, Graphical
dialogue notation
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Elwert/et_txt.htm
%X Dialogue modelling represents an important stage in the User Interface (UI)
development process.  Existing UI development methodologies do not reflect
sufficiently this importance by including an explicit dialogue model which covers all
levels of dialogue modelling and uses a uniform notation.  The paper argues the
need for an explicit dialogue model and its continuous development to improve the
homogeneity of the entire UI development process.  Further, the paper outlines such
a model-based approach which supports continuous and explicit dialogue modelling.

%M C.CHI.96.2.267
%T Negotiating User-Initiated Cancellation and Interruption Requests
%S SHORT PAPERS: Models
%A Manuel A. Perez-Quinones
%A John L. Sibert
%B CHI96
%D 1996
%V 2
%P 267-268
%K Cancellations, Interruptions, Human-computer dialogues
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Perez-Quinones/map2txt.htm
%X Interruptions and cancellations are important parts of a user interface, yet they are
treated as special cases in user interface design and notations.  In an effort to build a
dialogue notation that allows for effective definition of these commands or user turns,
we present a behavioral definition of interruptions and cancellations.  We show
several examples of how our definition accounts for different forms of behavior.  The
behavioral definitions provided here are a step towards providing better support for
the definition and implementation of these turns.

%M C.CHI.96.2.269
%T An Interface Design Tool Based on Explicit Task Models
%S SHORT PAPERS: Models
%A Tom Hinrichs
%A Ray Bareiss
%A Lawrence Birnbaum
%A Gregg Collins
%B CHI96
%D 1996
%V 2
%P 269-270
%K Model-based interface design tools, Task analysis
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Hinrichs/th_txt.htm
%X Producing high-quality, comprehensible human interfaces is a difficult,
labor-intensive process that requires experience and judgment.  In this paper, we
describe an approach to assisting this process by using explicit models of the user's
task to drive the interface design and to serve as a functional component of the
interface itself.  The task model helps to ensure that the resulting interface directly
and transparently supports the user in performing his task, and serves as a
scaffolding for providing in-context help and advice.  By crafting a library of
standardized, reusable tasks and interface constructs, we believe it is possible to
capture some of the design expertise and to amortize much of the labor required for
building effective user interfaces.

%M C.CHI.96.2.271
%T GroupWeb: A WWW Browser as Real Time Groupware
%S SHORT PAPERS: Working Together Near and Far
%A Saul Greenberg
%A Mark Roseman
%B CHI96
%D 1996
%V 2
%P 271-272
%K Word wide web, Groupware, Shared visual workspaces
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Greenberg4/sg3txt.htm
%X GroupWeb is a browser that allows group members to visually share and navigate
World Wide Web pages in real time.  Its groupware features include document and
view slaving for synchronizing information sharing, telepointers for enacting
gestures, and relaxed "what you see is what I see" views to handle display
differences.  A groupware text editor lets groups create and attach annotations to
pages.  An immediate application of GroupWeb is as a presentation tool for real time
distance education and conferencing.

%M C.CHI.96.2.273
%T Do-I-Care: A Collaborative Web Agent
%S SHORT PAPERS: Working Together Near and Far
%A Brian Starr
%A Mark S. Ackerman
%A Michael Pazzani
%B CHI96
%D 1996
%V 2
%P 273-274
%K Computer-supported cooperative work, CSCW, Social filtering, Collaboration, World
Wide Web
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Starr/sb_txt.htm
%X Social filtering and collaborative resource discovery mechanisms often fail because
of the extra burden, even tiny, placed on the user.  This work proposes an innovative
World Wide Web agent that uses a model of collaboration that leverages the natural
incentives for individual users to easily provide for collaborative work.

%M C.CHI.96.2.275
%T TeamRooms: Groupware for Shared Electronic Spaces
%S SHORT PAPERS: Working Together Near and Far
%A Mark Roseman
%A Saul Greenberg
%B CHI96
%D 1996
%V 2
%P 275-276
%K Groupware, CSCW, Shared electronic spaces
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Roseman/mr_txt.htm
%X Teams whose members are in close physical proximity often rely on team rooms to
serve both as meeting places and repositories of the documents and artifacts that
support the team's projects.  TeamRooms is a prototype groupware system designed
to fill the role of a team room for groups whose members can work both co-located
and at a distance.  Facilities in TeamRooms allow team members to collaborate either
in real-time or asynchronously, and to customize their shared electronic space to suit
their needs.

%M C.CHI.96.2.277
%T Guidelines for Designing Usable World Wide Web Pages
%S SHORT PAPERS: Working Together Near and Far
%A Jose A. Borges
%A Israel Morales
%A Nestor J. Rodriguez
%B CHI96
%D 1996
%V 2
%P 277-278
%K Usability testing, Interaction design, World Wide Web, WWW pages design
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Rodriguez/rn_txt.htm
%X The proliferation of World Wide Web pages with poor usability is a serious problem
because these pages waste user time, discourage exploration and could be
responsible for a large amount of unnecessary traffic on the Internet.  To alleviate
this problem, we are proposing a set of simple guidelines for designing usable Web
pages.  The guidelines were compiled from a heuristic evaluation of existing Web
sites.  An experiment was conducted to evaluate the usability of home pages
designed with the proposed guidelines.  The experiment demonstrated that designers
of Web pages can improve the usability of home pages by applying these guidelines.

%M C.CHI.96.2.279
%T Creating User Manuals for Use in Collaborative Design
%S SHORT PAPERS: Working Together Near and Far
%A Harold Thimbleby
%B CHI96
%D 1996
%V 2
%P 279-280
%K User manuals, Formal specification, Concurrent engineering
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Thimbleby/th_txt.htm
%X User manuals are usually written by technical authors after the design of the device
has been committed for production.  If the manual's review leads to insight into the
design, it is too late.  Meanwhile, if the design is modified, the manual may be
inaccurate.  This paper describes an example language for creating accurate and
complete manuals from formal specifications.  We show how it can be used to
improve part of the Flight Crew Operating Manual for the Airbus A320 fly-by-wire
airplane.  The technique is easy to implement, can be generalised to other domains,
and contributes to concurrent engineering practice -- increasing common ground
between engineers, users and HCI practitioners.

%M C.CHI.96.2.281
%T Creating Image Context Using Image Trees
%S SHORT PAPERS: Working Together Near and Far
%A Erik Wistrand
%B CHI96
%D 1996
%V 2
%P 281-282
%K Visualization, ImageTree, Dynamic layout, Image display, Image context, Art, WWW
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Wistrand/index.html
%X Presenting artwork such as paintings, graphics and other images over networks
creates several problems, including loss of context, loss of image resolution and
bandwidth rate problems.  This paper presents a method, ImageTrees, for displaying
images which attempts to solve these problems.  Applications may be WWW
applications, or other media where image resolution and bandwidth problems arise.

%M C.CHI.96.2.283
%T Engineering Ethnography in the Home
%S SHORT PAPERS: Real World Usage Patterns
%A Michael Mateas
%A Tony Salvador
%A Jean Scholtz
%A Doug Sorensen
%B CHI96
%D 1996
%V 2
%P 283-284
%K Ethnography, Home computing, Ubiquitous computing
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Mateas/mm_txt.html
%X To inform the design and development of domestic computing systems, we
performed a pilot ethnographic study of the home.  The resulting model of domestic
activity shows that the implicit design assumptions of the personal computer are
inappropriate for the home.  Our model suggests that small, integrated,
computational appliances are a more appropriate domestic technology than the
monolithic PC.

%M C.CHI.96.2.285
%T Visualisation of Entrenched User Preferences
%S SHORT PAPERS: Real World Usage Patterns
%A Judy Kay
%A Richard C. Thomas
%B CHI96
%D 1996
%V 2
%P 285-286
%K Editors, Long term field studies, Temporal aspects of usability,
Visualisation of behaviour
%X A group of 63 students has been studied during three
years of editor use.  We have examined their long term
evolution and here report the variation with accumulated
experience in preference between two file-write
commands.  It is clear that while about 75% of students
fixed their preferences early, about 25% did not. 
We present a clear example of spontaneous, long-term
changes by individuals which collectively fit a pattern.

%M C.CHI.96.2.287
%T Adaptive Agents and Personality Change: Complimentary versus Similarity as Forms of
Adaptation
%S SHORT PAPERS: Agents
%A Youngme Moon
%A Clifford I. Nass
%B CHI96
%D 1996
%V 2
%P 287-288
%K Adaptivity, Agents, Complementarity, Personality, Similarity, Social psychology
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Moon/moon.html
%X The idea that computer agents should be adaptive is a well-accepted tenet in the
software industry.  The concept of adaptivity is rarely defined in explicit terms,
however.  On the one hand, adaptivity could mean change in the direction of
similarity; on the other hand, an agent could adapt in the direction of
complementarity.  The question for software developers is, Which type of adaptivity --
similarity or complementarity -- does the user prefer?  To investigate this question, a
laboratory experiment was conducted (N=88).  Results indicate that, consistent with
the gain-loss literature in the field of social psychology, subjects preferred interacting
with a computer that became similar to themselves over time.

%M C.CHI.96.2.289
%T The Representation of Agents: Anthropomorphism, Agency, and Intelligence
%S SHORT PAPERS: Agents
%A William Joseph King
%A Jun Ohya
%B CHI96
%D 1996
%V 2
%P 289-290
%K Agents, Anthropomorphism, Facial expression, User interface design
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/King/kw_txt.htm
%X Agents have become a predominant area of research and development in human
interfaces.  A major issue in the development of these agents is how to represent
them and their activities to the user.  Anthropomorphic forms have been suggested,
since they provide a great degree of subtlety and afford social interaction.  However,
these forms may be problematic since they may be inherently interpretted as having
a high degree of agency and intelligence.  An experiment is presented which
supports these contentions.

%M C.CHI.96.2.291
%T Using Force Feedback to Enhance Human Performance in Graphical User Interfaces
%S SHORT PAPERS: Thought Pieces for Interaction Technology
%A Louis Rosenberg
%A Scott Brave
%B CHI96
%D 1996
%V 2
%P 291-292
%K Force feedback, Haptic interface, Manual performance
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Rosenberg/rl_txt.htm
%X This project uses a force feedback joystick to enhance user interaction with
standard graphical user interface paradigms.  While typical joystick and mouse
devices are input-only, force feedback controllers allow physical sensations to be
reflected to a user.  Tasks that require users to position a cursor on a given target
can be enhanced by applying physical forces to the user that aid in targeting.  For
example, an attractive force field implemented at the location of a graphical icon can
greatly facilitate target acquisition and selection of the icon.  It has been shown that
force feedback can enhance a users ability to perform basic functions within
graphical user interfaces.

%M C.CHI.96.2.293
%T Cyberguide: Prototyping Context-Aware Mobile Applications
%S SHORT PAPERS: Thought Pieces for Interaction Technology
%A Sue Long
%A Dietmar Aust
%A Gregory Abowd
%A Chris Atkeson
%B CHI96
%D 1996
%V 2
%P 293-294
%K Mobile computing, Ubiquitous computing, Location-aware applications, Newton/PDA
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Abowd/gda1txt.htm
%X We are interested in prototyping future computing environments.  In this paper, we
present the Cyberguide project, which is building prototypes of handheld, intelligent
tour guides that provide information to a tourist based on knowledge of position and
orientation.  We will describe features of existing Cyberguide prototypes and discuss
important research issues that have emerged in context-aware applications
development in a mobile environment.

%M C.CHI.96.2.295
%T Flying Fingers: A Tool for Three-Dimensional Shared Workspace
%S SHORT PAPERS: Thought Pieces for Interaction Technology
%A Akira Sakai
%B CHI96
%D 1996
%V 2
%P 295-296
%K CSCW, Shared workspace, Spherical coordinates, WYSIWIS
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Sakai/as_txt.htm
%X This paper describes Flying Fingers, which is a tool designed for remote
collaboration, such as reviewing mock-ups generated in CAD system between
designers in remote places.  Flying Fingers can potentially be controlled by
two-dimensional pointing devices such as mice, because it employs a spherical
coordinate system.  Moreover, it can be implemented using narrow bandwidth
communication.

%M C.CHI.96.2.297
%T SportScope: A User-Centered Design for Baseball Fans
%S SHORT PAPERS: Thought Pieces for Interaction Technology
%A David S. Cortright
%B CHI96
%D 1996
%V 2
%P 297-298
%K User interface design, Consumer product design, Usability testing,
Hardware/software integration, User-centered design, Apple design project,
Baseball
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Cortright/cd_txt.html
%X The 1995 Apple Design Project asked students to design a system that would bridge
the gulf between the physical and virtual worlds.  SportScope, a system which
augments the user's experience at a professional baseball game, was designed for
this project.  A binocular-like video scope is the centerpiece of the design, enabling
baseball fans to obtain up-to-the-minute information from objects within the stadium
environment (such as players and billboards) using a simple point-and-shoot camera
metaphor.  Users provided feedback on the design at all stages of the design
process and participated in prototype testing.

%M C.CHI.96.2.299
%T Auditory Illusions for Audio Feedback
%S SHORT PAPERS: Thought Pieces for Interaction Technology
%A Michel Beaudouin-Lafon
%A Stephane Conversy
%B CHI96
%D 1996
%V 2
%P 299-300
%K Non-speech audio, Auditory icons, Auditory illusions, Feedback,
Notification
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Beaudoin-Lafon/Mbl_txt.htm
%X Sheppard-Risset tones are sounds that seem to go up (or down) indefinitely.  We
have designed an "elevator" sound based on this auditory illusion and have
implemented it in the ENO audio system.  The sound is synthesized in real-time and
can be controlled in real-time through high-level parameters.  We have used this
sound for audio feedback when scrolling and for monitoring the progress of long
system operations.

%M C.CHI.96.2.301
%T Stretch Button Scrollbar
%S SHORT PAPERS: Thought Pieces for Interaction Technology
%A Daniel J. Smith
%A Robert A. Henning
%B CHI96
%D 1996
%V 2
%P 301-302
%K Scrollbar, Widget, Selection technology, Action/perception based control, Dynamic
system
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Smith_D/sd_txt.html
%X Previous research has examined the use of a scrollbar for item selection in very
large lists.  This report presents an alternative design based on an understanding of
the action capabilities and perceptual feedback.  Experimental results show
substantial performance benefits when using the Stretch Button scrollbar compared
to other designs.

%M C.CHI.96.2.303
%T Finding the Cut of the Wrong Trousers: Fast Video Search Using Automatic Storyboard
Generation
%S SHORT PAPERS: Information Structure
%A Peter J. Macer
%A Peter J. Thomas
%A Nouhman Chalabi
%A John F. Meech
%B CHI96
%D 1996
%V 2
%P 303-304
%K Visual search, Digital video, Video database, Query-by-visual-example, Information
management
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Macer/mp_txt.htm
%X The development of high capacity storage media and moving image file format
standards (e.g. MPEG-2) have improved the quality of digital video and provided the
possibility of enhanced digital video browsing techniques.  This paper describes an
approach to search and navigation in video databases which automatically identifies
shots in a video sequence to present a single frame from each shot that best
represents the shot as a whole.  Using the approach a storyboard is generated which
can be either visually scanned by the user, or searched using automatic techniques
such as query-by-visual-example (QVE).

%M C.CHI.96.2.305
%T Homer: A Pattern Discovery Support System
%S SHORT PAPERS: Information Structure
%A Garett Dworman
%B CHI96
%D 1996
%V 2
%P 305-306
%K Information retrieval, Pattern discovery
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Dworman/dg_txt.htm
%X Traditional research in information retrieval concentrates on retrieving documents. 
This paper introduces the idea that valuable information exists within a document
collection as thematic patterns that can be found without looking at individual
documents in the collection.  This information is valuable in its own right and as an
aid to the IR process, and is often not contained in any of the collection's documents. 
This paper introduces a pattern discovery support system, Homer, which aids users'
search for patterns and some compelling anecdotal evidence.

%M C.CHI.96.2.307
%T User Interface Evaluation in an Iterative Design Process: A Comparison of Three Techniques
%S SHORT PAPERS: Usability Issues
%A Pamela Savage
%B CHI96
%D 1996
%V 2
%P 307-308
%K Usability inspections, Usability testing, User interface evaluation, Iterative design
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Savage/sp_txt.html
%X This paper compares the results of three different user interface evaluation
techniques: expert reviews, user reviews, and interactive usability testing.  Results
from these techniques were obtained during the iterative design of a graphical user
interface for an interactive multimedia messaging application.  User reviews resulted
in significantly more redesign of the user interface (UI), however, they also involved
the most expense and effort to conduct.  Expert review feedback tended to identify
areas that required further user testing.  A comparison of these techniques and the
user interface design changes resulting from their feedback is discussed.  The
relative benefits and limitations of the techniques are addressed within the
framework of an iterative design process.

%M C.CHI.96.2.309
%T Don't Use a Product's Developers for Icon Testing
%S SHORT PAPERS: Usability Issues
%A Julie B. Holloway
%A John H. Bailey
%B CHI96
%D 1996
%V 2
%P 309-310
%K Icon, Developer, Student, User, Recognition, Usability, Preference
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Holloway/Hj_txt.htm
%X This study compared the results of 10 software developers and 10 university
students for icon recognition and preferences.  There were 54 icons and 15
concepts, and each concept had two to four representative icons.  First, participants
attempted to match each icon with one of the 15 product concepts.  Next, the
participants were asked to pick the best icon from the ones specifically designed to
represent each concept.  The students correctly recognized more icons (M = 34.7)
than the developers (M = 27.8), t(18) = 2.1, p < .05.  The icons recognized most often
by students and developers were different for two concepts, and the icons preferred
most often by students and developers were different for four concepts.  We believe
that the data support the hypothesis that using product developers rather than
representative users can result in incorrect decisions in icon usage.

%M C.CHI.96.2.311
%T Visualizing Efficiency: A Technique to Help Designers Judge Interface Efficiency
%S SHORT PAPERS: Usability Issues
%A Andrew Sears
%B CHI96
%D 1996
%V 2
%P 311-312
%K Efficiency, Visualization, Evaluation
%X Efficiency is an important issue to consider when
designing user interfaces.  However, several small studies
indicate that interface designers and evaluators are not
particularly good at judging the efficiency of simple single
screen interfaces.  This paper introduces a visualization
technique that allows designers to judge efficiency of an
interface layout and reports on a pilot study that
demonstrates the potential of this technique.

%M C.CHI.96.2.313
%T Working with Marketing
%S SHORT PAPERS: Usability Issues
%A Mike Atyeo
%A Charanjit Sidhu
%A Gerry Cole
%A Simon Robinson
%B CHI96
%D 1996
%V 2
%P 313-314
%K Human factors, Marketing, Focus groups, Telecommunications
%W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Atyeo/am_txt.htm
%X This paper describes our experiences in BT working with Marketing on a number of
recently released and forthcoming telecommunications products.  We believe that
usability professionals will find it increasingly important to work with marketing
professionals, and we provide practical advice for those who do so.

fpack:!@#$%^&*(): CHI96-2a.BA
%M C.CHI.96.2.3
%T KAP -- A Prototyper for Technical Device Interfaces
%S DEMONSTRATIONS: Prototyping
%A Klaus Kespohl
%A Gerd Szwillus
%B CHI96
%D 1996
%V 2
%P 3-4
%K Prototyping, Formal specification, Design techniques, Development tools,
Usability testing, Evaluation
%W http://www.acm.org/sigchi/chi96/proceedings/demos/Kespohl/gs_txt.htm
%X We present the tool KAP (Kespohl's Automaton Prototyper) for prototyping
user interfaces of technical devices, such as VCRs, CD players, alarm clocks,
answering machines, etc.  The work is based on a formal specification
language, DSN/2.  KAP supports this notation -- as an editor, for adding
interactive elements, and as an animation tool.  The system was found suitable
for performing user tests on several software models, including a CD player
with realistic functionality; the results were verified against user testing
on the real device.

%M C.CHI.96.2.5
%T Demonstrating the Electronic Cocktail Napkin: A Paper-Like Interface for
Early Design
%S DEMONSTRATIONS: Prototyping
%A Mark D. Gross
%A Ellen Yi-Luen Do
%B CHI96
%D 1996
%V 2
%P 5-6
%K Pen based systems, Design environments, Constraint-based graphics
%W http://www.acm.org/sigchi/chi96/proceedings/demos/Gross/mdg_txt.htm
%X We demonstrate the Electronic Cocktail Napkin, a pen based interface for
conceptual design.  The project goal is to support design by recognizing,
interpreting, and managing drawings, and to serve as an interface for
knowledge-based critiquing, simulation, and information retrieval.  We
demonstrate the Napkin's facilities for end-user programmable recognition and
interpretation, drawing management, and multi-user collaboration.  We show
applications of the Napkin: (1) indexing visual databases and (2) a front end
to a local area network design program.

%M C.CHI.96.2.7
%T SHK: Single Hand Key Card for Mobile Devices
%S DEMONSTRATIONS: Very Personal Computing
%A Masakatsu Sugimoto
%A Kimiyo Takahashi
%B CHI96
%D 1996
%V 2
%P 7-8
%K Single hand keyboard, Mobile device, Input device, Input unit, Touch
typing, Ambiguity resolution
%W http://www.acm.org/sigchi/chi96/proceedings/demos/Sugimoto/ms_txt.htm
%X A new input unit for mobile devices is discussed.  High speed text input
through touch typing and mouse data input is possible through an SHK: Single
Hand Key card, "castanets operation", an ambiguity resolution logic applied
word by word, and the other support software.

%M C.CHI.96.2.9
%T Inhabited Digital Spaces
%S DEMONSTRATIONS: Very Personal Computing
%A Bruce Damer
%A Christina Kekenes
%A Terrel Hoffman
%B CHI96
%D 1996
%V 2
%P 9-10
%K Virtual reality, Social computing, Electronic community
%W http://www.acm.org/sigchi/chi96/proceedings/demos/Damer/db_txt.htm
%X The emergence of standards such as Virtual Reality Modeling Language (VRML)
has made shared, three dimensional virtual spaces available to the greater
Internet community.  When these spaces become inhabited by representations of
people, often referred to as digital actors or avatars, a whole spectrum of
social behavior will emerge.  Prototypes of inhabited digital spaces have been
hosted on the Internet since early 1995.  Enough experience has been gained
with these systems to produce an initial benchmark of their effectiveness from
a user interface standpoint. Observation of social interaction in these spaces
has also provided some interesting insights.  A key finding is that there is a
need for interdisciplinary collaboration between the technologists building
digital worlds and specialists in community and social behavior.

%M C.CHI.96.2.11
%T StarLogo: An Environment for Decentralized Modeling and Decentralized
Thinking
%S DEMONSTRATIONS: Education: Modeling and Tutoring
%A Mitchel Resnick
%B CHI96
%D 1996
%V 2
%P 11-12
%K Educational applications, End-user programming, Modeling
%W http://www.acm.org/sigchi/chi96/proceedings/demos/Resnick/mjr_txt.htm
%X StarLogo is programmable modeling environment designed to help nonexpert
users (in particular, precollege students) model and explore decentralized
systems, such as ant colonies and market economies.  People often have
difficulty understanding the workings of such systems.  By using StarLogo,
people can move beyond the "centralized mindset" -- that is, they begin to
understand how patterns can arise through decentralized interactions, not from
the dictates of a centralized authority.

%M C.CHI.96.2.13
%T Design Concepts for an Instructional Tool: Teaching Abductive Reasoning in
Antibody Identification
%S DEMONSTRATIONS: Education: Modeling and Tutoring
%A Jodi Heintz Obradovich
%A Philip J. Smith
%A Stephanie Guerlain
%A Jack W. Smith, Jr.
%A Sally Rudmann
%A Larry Sachs
%A John Svirbley
%A Melanie Kennedy
%A Patricia L. Strohm
%B CHI96
%D 1996
%V 2
%P 13-14
%K Computer-aided instruction, Intelligent tutoring systems, Expert systems,
Problem-based learning, Abduction, Medical diagnosis
%W http://www.acm.org/sigchi/chi96/proceedings/demos/Obradovich/jho_txt.htm
%X We have conducted a series of studies aimed at understanding how to design
a tutoring system that will support students in expanding their knowledge of
immunohematology and in developing their problem-solving skills in a
problem-based learning environment [3].  Results from these studies have led
to the development of an expert model of problem solving, the identification
of common errors and misconceptions in solving such problems, and the
development of a model of expert tutoring in this domain.
   Based on the results of these studies, we designed the Transfusion Medicine
Tutor and evaluated its effectiveness in teaching medical technology students
to solve antibody identification cases.  In our initial evaluation of TMT, the
students who used a version of the system with all tutoring functions turned
on and with instructor assistance went from 0% correct on a pre-test case to
87%-93% correct on post-test cases.  This compares with an improvement rate of
20% by students who used a passive version of the system with the intelligent
tutoring functions turned off.  The behavioral protocols collected as part of
this study provide further evidence regarding the contribution of the task
environment, the interface design, and the use of expert systems technology to
detect and remediate errors (in cooperation with a human teacher) to the
student's learning.

%M C.CHI.96.2.15
%T MMVIS: A Multimedia Visual Information Seeking Environment for Video
Analysis
%S DEMONSTRATIONS: Video: Authoring and Indexing
%A Stacie Hibino
%A Elke A. Rundensteiner
%B CHI96
%D 1996
%V 2
%P 15-16
%K Video analysis, Dynamic queries, Temporal query filters, Interactive
visualizations, Trend discovery
%W http://www.acm.org/sigchi/chi96/proceedings/demos/Hibino/sh2txt.htm
%X Our MultiMedia Visual Information Seeking (MMVIS) environment is designed
to support an exploratory approach to video analysis.  Specialized subset,
temporal, spatial, and motion dynamic query filters are tightly coupled with
dynamic, user-customizable relationship visualizations to aid users in the
discovery of data trends.  Users can select two subsets (e.g., a subset of
person P1 talking events) and then browse various relationships between them
(e.g., browsing for temporal relationships such as whether events of type A
frequently start at the same time as events of type B).  The visualization
highlights the frequencies of both the subsets and the relationships between
them.  This allows users to discover various relationships and trends without
having to explicitly pre-code them.  In this demonstration, we will focus on
temporal analysis aspects of the system, presenting our temporal visual query
language, temporal visualization, and an application to real CSCW data.

%M C.CHI.96.2.17
%T MAD: A Movie Authoring and Design System
%S DEMONSTRATIONS: Video: Authoring and Indexing
%A Naomi Friedlander
%A Ronald Baecker
%A Alan J. Rosenthal
%A Eric Smith
%B CHI96
%D 1996
%V 2
%P 17-18
%K Iterative design, User-centred design, Multimedia systems, Multimedia
documents, Authoring tools, Interactive graphics systems
%W http://www.acm.org/sigchi/chi96/proceedings/demos/Friedlander/nlf_txt.htm
%X MAD (Movie Authoring and Design) is a novel design and authoring system
that facilitates the process of creating dynamic visual presentations.  MAD
aids this process by simultaneously allowing easy structure creation or
modification of motion pictures and visualization of the result of those
modifications.  The principles behind MAD include hierarchical multimedia
document representation, the flexible inclusion and combination of words,
images, sounds, and video sequences, and real-time playback of a rough version
of the final film at any time in the process.
   MAD represents a paradigm shift both from traditional methods of authoring
and producing motion pictures and from modern multimedia authoring tools.  Its
development therefore required in-depth observation of a variety of users
working on a variety of film-making projects.  This demonstration will present
the key concepts underlying MAD, demonstrate the current, second-generation
prototype software, and review how we have worked with users in an iterative
design process and how studies of the work of these users have informed key
design issues.

%M C.CHI.96.2.19
%T Visage: Dynamic Information Exploration
%S DEMONSTRATIONS: Visualization
%A Peter Lucas
%A Steven F. Roth
%A Cristina C. Gomberg
%B CHI96
%D 1996
%V 2
%P 19-20
%K Data visualization, Graphics, Data exploration, User interface environment
%W http://www.acm.org/sigchi/chi96/proceedings/demos/Lucas/lp_txt.html
%X Visage is a prototype user interface environment for exploring and
analyzing information.  It represents an approach to coordinating
visualizations and analytical tools in data-intensive domains.  Visage is
based on an information-centric approach to user interface design which
strives to eliminate impediments to direct user access to information objects
across applications and visualizations.  Visage consists of a set of data
manipulation operations, an intelligent system for generating a wide variety
of data visualizations and a briefing tool that supports the conversion of
visual displays used during exploration into interactive presentation slides.

%M C.CHI.96.2.21
%T Using Animation to Aid Process Flow Visualization
%S DEMONSTRATIONS: Visualization
%A Brenda J. Burkhart
%A Marc E. Fusco
%B CHI96
%D 1996
%V 2
%P 21-22
%K Animation, Visualization, Simulation, Prototyping, Process flow
%W http://www.acm.org/sigchi/chi96/proceedings/demos/Burkhart/mef_txt.htm
%X Process flows are difficult to communicate to customers effectively,
particularly if they are complex or involve multiple systems.  We introduce
some animation techniques that we rapidly prototyped so that systems
engineering or system design proposals or decisions can be effectively
communicated to customers.

%M C.CHI.96.2.23
%T Lotus Notes Database Support for Usability Testing
%S DEMONSTRATIONS: Tools for UI Analysis
%A Mary Beth Butler
%A Ericca Lahti
%B CHI96
%D 1996
%V 2
%P 23-24
%K Usability testing, Lotus Notes, Groupware
%W http://www.acm.org/sigchi/chi96/proceedings/demos/Butler/mbb_txt.htm
%X This demonstration will show how we have built a collection of Lotus Notes
databases containing usability results and techniques.  Because we have these
databases available, we can easily research past testing results, share
information on common UI artifacts with geographically dispersed development
teams, and efficiently develop strategies for testing new products and
features.  The intent of this demonstration is to show the characteristics of
our system of databases that we find most important for supporting our work,
and how our workgroup solution helps us accomplish our goals.

%M C.CHI.96.2.25
%T QGOMS: A Direct-Manipulation Tool for Simple GOMS Models
%S DEMONSTRATIONS: Tools for UI Analysis
%A David V. Beard
%A Dana K. Smith
%A Kevin M. Denelsbeck
%B CHI96
%D 1996
%V 2
%P 25-26
%K GOMS, Time motion analysis, Medical image display
%X "GOMS models can be practical if the effort required to product them is
commensurate with their limited practical accuracy." This demonstration
details a direct manipulation tool for quickly building GOMS models.  Advanced
features allow rapid model construction and analysis.

%M C.CHI.96.2.27
%T Providing Explicit Support for Social Constraints: In Search of the Social
Computer
%S Doctoral Consortium
%A Ben Anderson
%B CHI96
%D 1996
%V 2
%P 27-28
%K CSCW, System design, Social norms, Videoconferencing
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Anderson/ba_txt.htm
%X This short paper outlines an approach to the design and implementation of
systems that explicitly support the use of social, rather than technological,
methods of control. This approach draws on recent developments in the social
sciences, particularly sociology and anthropology, and builds upon current
work in the development of 'Media Spaces' and other CSCW systems.

%M C.CHI.96.2.29
%T Effects of Field of View on Task Performance with Head-Mounted Displays
%S Doctoral Consortium
%A Kevin Arthur
%B CHI96
%D 1996
%V 2
%P 29-30
%K Head-mounted display, Field of view, Task performance, Adaptation, Spatial
awareness, Presence, Simulator sickness
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Arthur/ka_txt.htm
%X The goal of this research is to quantify the effects of a head-mounted
display's field of view (FOV) on human performance of 3D tasks representative
of those typically performed in virtual environments.

%M C.CHI.96.2.31
%T A Computational Theory of Working Memory
%S Doctoral Consortium
%A Michael D. Byrne
%B CHI96
%D 1996
%V 2
%P 31-32
%K Cognitive models, Individual differences, User models, GOMS, Human memory
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Byrne/mdb_txt.htm
%X One of the key factors in understanding what interfaces will be easy to use
is the limited capacity of the human information-processing system.  This work
outlines a theory of human working memory which is instantiated as a
computational system called SPAN.  Working memory and the related construct of
short-term memory have a long history in psychology, and in the last decade
have been used to explain differences in performance on a wide variety of
tasks both at the individual level and between different age groups.  The
production system SPAN was constructed as an attempt to address working memory
issues based on several well-established mechanisms such as decay,
interference, and processing speed.  One property unique to SPAN is its
ability to model the use of external memory.  It is this last property,
combined with SPAN's explicit acknowledgment of individual differences, which
gives it a great deal of promise in applications to HCI domains --
particularly in the prediction of errors.

%M C.CHI.96.2.33
%T Putting Context into Design
%S Doctoral Consortium
%A Steven J. Clarke
%B CHI96
%D 1996
%V 2
%P 33-34
%K Context, Design notations, Development tools, Design rationale, Activity
theory
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Clarke/sjc_txt.html
%X There are an increasing number of methods for using context in design.
Unfortunately these methods are strong on the collection of contextual data
but weak on ways to use the data in design.  Furthermore, current methods
suffer from bias which constrains the type of data collected by designers as
well as the ways the data can be put to use.  However, rather than eliminate
these biases, we propose that designers should exploit them.  This paper
argues that this can be achieved by facilitating the creation of explicit
links between the human context and the design specification and that this
requires computer based support.  Without such links, the use of context will
be unsystematic and, potentially, ineffective.

%M C.CHI.96.2.35
%T The Effects of Information Accuracy on User Trust and Compliance
%S Doctoral Consortium
%A Jean E. Fox
%B CHI96
%D 1996
%V 2
%P 35-36
%K ATIS, Automated systems, Decision aids, Human-system trust, ITS, User
acceptance
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Fox/jef_txt.htm
%X Designers and manufacturers of new technology must understand the factors
that influence consumers' decisions to purchase new high-tech products.  One
important factor in the decision is how much users trust the technology.  Muir
[5, 6] developed a theory of how people develop trust in automated systems. 
Several studies have supported her model.  This proposed study will provide
additional data to test this theory.  The application to be studied is an
Advanced Traveler Information System (ATIS), which provides route navigation
information to automobile drivers.  The study will evaluate how inaccurate
congestion information affects the users' trust in and compliance with the
system's advice.  These results will be important to ATIS developers, who need
to know how accurate the systems must be to facilitate user acceptance.

%M C.CHI.96.2.37
%T Harnessing the Interface for Domain Learning
%S Doctoral Consortium
%A David Golightly
%B CHI96
%D 1996
%V 2
%P 37-38
%K Direct manipulation, 8-puzzle, Cognitive cost, Learning, Problem-solving
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Golightly/dag_txt.htm
%X Making an interface less direct changes how the user learns about the
particular domain they are acting upon.  Different interfaces cause the user
to interact in different ways.  This affects how they build up information
about the domain they are working in.  The counterintuitive finding is that
less easy to use interfaces can be beneficial to the domain learning process.
Less direct interfaces cause the user to build a more verbalisable and
transferable body of knowledge about the domain.  The research outlined here
is examining this learning process to draw conclusions about where the effect
can be most usefully employed.

%M C.CHI.96.2.39
%T Understanding the Role of Configuration Management Systems in Software
Development
%S Doctoral Consortium
%A Rebecca E. Grinter
%B CHI96
%D 1996
%V 2
%P 39-40
%K CSCW, Collaborative work, Software engineering, Empirical studies,
Development tools, Group work, Configuration management systems
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Grinter/reg_txt.htm
%X This paper describes a study of how software developers use a technology,
software configuration management systems, in their work.  The study uses
qualitative methods in three case studies to find out how well configuration
management systems support the coordination of software development work. 
Results from this study will help to inform the design of technologies that
support group work and provide insights into the complexities of software
development.

%M C.CHI.96.2.41
%T Extending and Evaluating Visual Information Seeking for Video Data
%S Doctoral Consortium
%A Stacie Hibino
%B CHI96
%D 1996
%V 2
%P 41-42
%K Video analysis, Dynamic queries, Temporal query filters, Interactive
visualization
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Hibino/sh1txt.htm
%X Extending and adapting the visual information seeking paradigm for video
analysis would empower casual users to explore temporal, spatial, and motion
relationships between video objects and events.  Several extensions are
required to accomplish this: extensions to dynamic queries to specify multiple
subsets, customized temporal, spatial, and motion query filters, and the
design of new spatio-temporal visualizations to highlight these relationships.
In my thesis research, I am working on these extensions by combining a new
multimedia visual query language with spatio-temporal visualizations into an
integrated MultiMedia Visual Information Seeking (MMVIS) environment.  This
research summary describes my overall approach, research goals, and evaluation
plan.

%M C.CHI.96.2.43
%T Direct Learner Attention with Manipulation Styles
%S Doctoral Consortium
%A Shirley J. Holst
%B CHI96
%D 1996
%V 2
%P 43-44
%K User interface design, Direct manipulation, Problem-solving, Cognitive
psychology, Interactive learning
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Holst/sjh_txt.htm
%X This paper investigates what aspects of a pupil's interaction with
educational software are determinants of their learning.  The work reported
here considers whether the computer interface can be designed to encourage
people to plan, to think more deeply about relevant information, and hence to
learn more successfully. Findings reported here challenge the universal
welcome given to graphical user interfaces.  A number of pedagogical issues
involved in designing educational software are raised.  These suggest that
designing with considerations other than ease-of-use is paramount.

%M C.CHI.96.2.45
%T Formal Modelling of Task Interruptions
%S Doctoral Consortium
%A Francis Jambon
%B CHI96
%D 1996
%V 2
%P 45-46
%K Interruptions, Interleaving, Formal methods, UAN
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Jambon/fj_txt.htm
%X My doctoral research is concerned with the formal modelling of task
interruptions. Although interruptions are significant events in human
activities, current models and notations do not support their expression
appropriately.  My contribution to this problem is two-fold: the ISAU model
which makes explicit the general structure of an interruption, and a UAN-based
formal notation that would force designers to consider the right questions
when developing a system.  ISAU will be assessed using a real-world exemplar:
the Data-Link system that supports communications between pilots from
different aircraft's and air traffic controllers.

%M C.CHI.96.2.47
%T Visualizing Patterns in the Execution of Object-Oriented Programs
%S Doctoral Consortium
%A Dean F. Jerding
%B CHI96
%D 1996
%V 2
%P 47-48
%K Software visualization, Information visualization, Object-oriented
programming, Design patterns
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Jerding/dfj_txt.htm
%X The purpose of this research is to assist with the development and
maintenance of object-oriented software by visualizing patterns of behavior in
program executions. These patterns are manifested as repeated sequences of
messages between objects and recurring instantiation of objects.  It is
hypothesized that interactive visualizations of the dynamic patterns in
object-oriented systems will increase program understanding, allowing
programmers to better perform design recovery and reengineering tasks.

%M C.CHI.96.2.49
%L Information retrieval, User interfaces, Evaluation, Empirical studies, Relevance
feedback
%T Supporting Interactive Information Retrieval Through Relevance Feedback
%S Doctoral Consortium
%A Jurgen Koenemann
%B CHI96
%D 1996
%V 2
%P 49-50
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Koenemann/Jk2_txt1.htm
%X I investigated the interactive searching behavior of two groups of subjects
using a novel best-match, ranked-output information retrieval (IR) engine to
search a large, full-text document collection.  The research focuses on the
use of relevance feedback, a query reformulation tool.  Ten searchers who had
a background in IR were observed in the first study; 64 complete novices took
part in a second experiment that systematically varied the user knowledge and
user control of the feedback mechanism.  Behavioral and performance data
suggest that user control over relevance feedback benefits retrieval
performance and user satisfaction.

%M C.CHI.96.2.51
%T Interface Agents for Interacting with Virtual Environments
%S Doctoral Consortium
%A Britta Lenzmann
%B CHI96
%D 1996
%V 2
%P 51-52
%K Interface agents, Interactive graphical system, User adaptation, Multimodal
input, Open input
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Lenzmann/bl_txt.htm
%X The basic rationale of my Ph.D. thesis is to enhance and simplify
interaction with an interactive 3D graphical system.  To relieve users from
technical detail and allow them to communicate with the system in an intuitive
and human-like manner, I am investigating three main aspects: adaptation to
user preferences, multimodal input, and open and underspecified input.  I use
agent-based techniques to approach my solutions.

%M C.CHI.96.2.53
%T Towards Organizational Learning: Growing Group Memories in the Workplace
%S Doctoral Consortium
%A Stefanie N. Lindstaedt
%B CHI96
%D 1996
%V 2
%P 53-54
%K Design, System design, Design rationale, Group memory, Organizational
learning, Collaborative work, CSCW, Participatory design
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Lindstaedt/snl_txt.htm
%X Designing domain-oriented systems requires knowledge both in system design
and in the domain to be supported.  Communication between domain experts and
system developers is essential to elicit or activate this knowledge. 
Contextualized information, conveyed in ongoing communication and evaluation,
sheds light on problems and solutions that may otherwise remain uncovered. 
This information is valuable beyond the particular situation in which it
originates.  Experiences of our L3D research group with industries and
universities have shown that the tasks of activating and capturing
communication about system design, relating it to prior experiences, and
feeding new insights back into a group memory face a number of challenges.  I
am developing an interactive group memory management system called GIMMe for
growing diverse group memories during software design to explore the issues
surrounding these challenges.

%M C.CHI.96.2.55
%T Improving Communication in Programming-by-Demonstration
%S Doctoral Consortium
%A Richard G. McDaniel
%B CHI96
%D 1996
%V 2
%P 55-56
%K User interface software, Application builders,
Programming-by-demonstration, Programming-by-example, Inductive learning
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/McDaniel_Richard/rgm_txt.htm
%X The range of PBD systems can be significantly expanded by improving the
user's expressiveness when communicating with the system.  The techniques in
my research include a new form of demonstrational interaction called nudges. 
Complementing nudges is a special form of selection which is used to give the
system hints by identifying significant objects.  A new deck-of-playing-cards
metaphor is also introduced for specifying useful effects such as randomness
and sequencing.  The final techniques use objects for annotating examples such
as behavior icons for manipulating and editing behaviors, and temporal ghosts
to allow explicit references to past states.  By fostering better
communication between the author and the system, these techniques should allow
the user with minimal programming expertise to create highly interactive
software.

%M C.CHI.96.2.57
%T Providing Awareness Information to Support Transitions in Remote
Computer-Mediated Collaboration
%S Doctoral Consortium
%A Susan E. McDaniel
%B CHI96
%D 1996
%V 2
%P 57-58
%K Awareness, CSCW, HCI
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/McDaniel_Susan/sem_doc.htm
%X In my dissertation research I am exploring the questions of what comprises
adequate information about the presence and activities of collaborators for
the purpose of moving from asynchronous to synchronous work situations.  The
pertinent questions are: (1) What information do collaborators need to have
about co-workers in order to coordinate these transitions? (2) Is there an
alternative to video for supporting these transitions? (3) Can the important
information that people need be distilled and displayed in textual or
graphical forms that are low cost, but still lightweight?

%M C.CHI.96.2.59
%T Toolkits for Multimedia Awareness
%S Doctoral Consortium
%A Ian Smith
%B CHI96
%D 1996
%V 2
%P 59-60
%K Awareness, Multimedia, CSCW, Distributed work groups, Informal
communication
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Smith/ies_txt.htm
%X Informal communication and awareness of coworkers is an important factor in
the effectiveness of work in office environments.  This dissertation focuses
on an architecture for the creation of prototype tools which allow distributed
workgroups to collaborate more effectively by communicating informally.  This
architecture supports the investigation of the area of informal communication
and awareness by allowing researchers to quickly develop new application
prototypes from reusable components.

%M C.CHI.96.2.61
%T Usability and the Software Production Life Cycle
%S Doctoral Consortium
%A Suziah Sulaiman
%B CHI96
%D 1996
%V 2
%P 61-62
%K Software quality, Usability, Software production life cycle, Software
testing, Usability engineering, Capability Maturity Model (CMM)
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Sulaiman/ss_txt.htm
%X For many types of systems it is as important that the usability is as good
as the functionality.  There have been various attempts during the last
fifteen years or more to encourage developers to focus on usability during the
life cycle.  These have had only limited success in that they have affected
certain companies without fundamentally changing the overall software
development process.  The aim of this study is to improve software quality by
finding ways to integrate usability with software quality measurements
throughout the life cycle and especially at early stages of development.

%M C.CHI.96.2.63
%T Exploring the Information Landscape
%S Doctoral Consortium
%A Elaine G. Toms
%B CHI96
%D 1996
%V 2
%P 63-64
%K Exploring, Browsing, Full-text, Newspapers, Navigation, Menus, Fish-eye
views, Similarity measures, Informativeness, Information searching,
Experimental study
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Toms/et_txt.htm
%X Exploring or browsing is a process of searching in which the user
recognizes the object of the search when they see it a human-driven and
unstructured process.  To examine this process, three navigational aids are
experimentally manipulated: method of access, method of suggesting items to
explore and method of navigation. A fourth aid, cues that influence
exploration, are also assessed.  The object of the study is to characterize
browsing, to understand what facilitates browsing in an electronic
environment, and to suggest an abstract representation of browsing.

%M C.CHI.96.2.65
%T Multimedia, Mental Models and Complex Tasks
%S Doctoral Consortium
%A David Williams
%B CHI96
%D 1996
%V 2
%P 65-66
%K Multimedia, Media selection, Mental models, Expressiveness, Tractability,
Complex tasks
%W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Williams/dmw_dcon.html
%X With the emergence of relatively cheap multimedia delivery systems
incorporating bitmapped graphics and high fidelity continuous audio and video,
there is an increasing need for the user interface designer to be informed in
their choice of output media for a particular task.  Our research is
investigating the affect of different media on the formulation of mental
models in the solution of complex tasks.  The guiding principle is to
understand why one medium has an advantage over another in a given task
context.  To do this one must examine how these media are utilised by the
user.  An experiment is outlined which will investigate this.

%M C.CHI.96.2.67
%T Touchscreen Usability in Microgravity
%S INTERACTIVE POSTERS: CHI in Space
%A Jurine A. Adolf
%A Kritina L. Holden
%B CHI96
%D 1996
%V 2
%P 67-68
%K Touchscreen, Input devices, Cursor control devices
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Adolf/aj_txt.html
%X Touchscreen technology is well-suited for extreme environments, for
example, microgravity.  However, the usability of touchscreens has not been
tested in this environment.  The Human Factors and Ergonomics Laboratory
(HFEL) at the NASA Johnson Space Center has conducted three evaluations of
touchscreen usability both in a simulated weightless environment and on a
space shuttle mission. Preliminary findings suggest that touchscreens were
preferred for those tasks with larger touch areas, but not for precise
positioning.  Not anticipated though was the hand fatigue experienced by
astronauts.  Complete results will be available.

%M C.CHI.96.2.69
%T A Wearable Computer for Use in Microgravity Space and Other Non-Desktop
Environments
%S INTERACTIVE POSTERS: CHI in Space
%A Edgar Matias
%A I. Scott MacKenzie
%A William Buxton
%B CHI96
%D 1996
%V 2
%P 69-70
%K Input devices, Input tasks, Wearable computers, Portable computers,
Half-QWERTY, One-handed keyboard, Skill transfer
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Matias/me_txt.html
%W http://www.dgp.toronto.edu/people/ematias/papers/chi96/
%X We present one possible design for a "wearable" computer -- a computer that
is worn. Our prototype permits text entry without the need of a table or other
supporting surface.  Typing can be performed while standing or even walking. 
Possible applications for this device are also discussed.

%M C.CHI.96.2.71
%T Efficacy of a Predictive Display, Steering Device, and Vehicle Body
Representation in the Operation of a Lunar Vehicle
%S INTERACTIVE POSTERS: CHI in Space
%A Santosh Mathan
%A Arn Hyndman
%A Karl Fischer
%A Jeremiah Blatz
%A Douglas Brams
%B CHI96
%D 1996
%V 2
%P 71-72
%K Predictive display, Teleoperation, Lunar vehicle, Time delay
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Mathan/ms_txt.HTM
%X Time delayed teleoperation exacts a high toll on human cognitive resources.
High error rates and poor performance times are typical consequences of
operating a vehicle under such conditions. This paper describes the usability
effects of simple enhancements to the interface for a teleoperated lunar
vehicle.  Experimental results suggest that simple interface elements such as
a predictive display, steering wheel, and vehicle body representation can
dramatically reduce errors and task performance times during time delayed
teleoperation by inexperienced lunar vehicle operators.

%M C.CHI.96.2.73
%T Common Ground for Critical Shuttle and Space Station User Interfaces: An
Independent Verification and Validation Approach
%S INTERACTIVE POSTERS: CHI in Space
%A Mihriban Whitmore
%A Andrea H. Berman
%B CHI96
%D 1996
%V 2
%P 73-74
%K Computer-based tool, Usability testing, HCI evaluation
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Whitmore/CHIPoster.html
%X The Human Factors and Ergonomics Laboratory (HFEL) at the NASA Johnson
Space Center is in the process of developing an automated software interface
checking tool to assess the degree to which space-related critical and high
risk software system user interfaces meet objective human factors standards
across each NASA program and project.  A prototype tool has been identified,
and usability testing is underway. Testing compares analysis time and
similarity of results for the automated tool and for human-computer interface
experts.  The results of the evaluation will be included in the poster.

%M C.CHI.96.2.75
%T GUI Users Have Trouble Using Graphic Conventions on Novel Tasks
%S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems
%A Catherine A. Ashworth
%B CHI96
%D 1996
%V 2
%P 75-76
%K Graphic user interface, GUI, Display-based computing, Display-based skill,
Exploratory learning, User testing, Macintosh
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Ashworth/Ashworth.html
%X Twenty-five Macintosh users performed poorly when attempting novel tasks in
Macintosh-like applications.  The tasks tested subjects' understanding of the
meaning of ten different GUI graphic conventions (such as the symbol for a
Pop-Up Menu). Subjects who had used more applications had greater accuracy
rates.  The trials testing Ellipses and the Walking Menu symbol revealed that
even when subjects knew the convention, they were also guided by the quality
of the semantic match between the command label and the task goal.  An
analysis of likely reasons why subjects did not know Radio Buttons or X-Boxes
suggests users can employ a strategy of "re-exploring" an interface object on
each use.  These findings have implications for current GUI design guidelines
and for theories of GUI learning and use.

%M C.CHI.96.2.77
%T Looking for Usability Problems with the Ergonomic Criteria and with the ISO
9241-10 Dialogue Principles
%S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems
%A J. M. Christian Bastien
%A Dominique L. Scapin
%A Corinne Leulier
%B CHI96
%D 1996
%V 2
%P 77-78
%K User interface evaluation, Inspection methods, Ergonomic criteria,
Standards, Dialogue principles, Usability problems
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Bastien/jmcb_txt.htm
%X The relative effectiveness of the Ergonomic Criteria and the ISO/DIS
9241-Part 10 Dialogue Principles in guiding the evaluation of user interfaces
was assessed.  After a demonstration of a musical database application and a
free exploration phase, three groups of participants (Criteria, ISO, Control)
were invited to evaluate the interface of the application.  Preliminary
results indicate that the performance of the Control and ISO groups did not
differ statistically in terms of the number of problems uncovered or the
percentages on problems uncovered as a function of the size of the aggregates.
However, when using the Ergonomic Criteria, participants uncovered
statistically more usability problems, and the percentage of problems
uncovered with respect to the size of the aggregates was higher.  For
instance, the aggregation of 3 evaluations in the Control and the ISO group
permits to uncover about 48% of the usability problems while it permits to
uncover about 63% of the usability problems in the Criteria group.

%M C.CHI.96.2.79
%T Examining Basic Items of a Screen Design
%S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems
%A Kenji Ido
%A Toshiki Yamaoka
%B CHI96
%D 1996
%V 2
%P 79-80
%K Reaction time, Highlights, Eye movement, Basic figure
%X We examined basic items of screen design, and we got some results:
 1.  * reverse video is the best type of highlight.  * frame is the second best
    type of highlight  * underline is an average type of highlight  *
    grey-colour is the poorest type of highlight
 2. Horizontal area is faster than vertical area when subjects saw objects on
    CRT.
 3. Square and circle are good shape for retrieval.
 4. Speed of eye movement from centre to top of the screen is slower than from
    centre to bottom, from centre to left and centre to right.

%M C.CHI.96.2.81
%T Case Based Reasoning Approach to Creating User Interface Components
%S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems
%A Suneela R. Joshi
%A William W. McMillan
%B CHI96
%D 1996
%V 2
%P 81-82
%K User interface tools, Case based reasoning, Software reuse
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Joshi/js_txt.html
%X Software developers can save time and expense by reusing code that
implements user interface tools such as windows, menus, icons, dialogues, etc.
Case Based Reasoning (CBR), developed for applications in artificial
intelligence, is a very effective tool for such an interactive software reuse
project.  In CBR, a problem is solved by searching a library of previously
encountered cases, retrieving similar cases and modifying them if necessary to
fit the current problem.  The approach taken by this paper goes beyond this
usual CBR technique.  It helps a developer to select an application menu from
a set of menus that are appropriate for the developer's project.  It then
inserts that menu directly into the developer's project. This paper uses CBR
in creating user interface objects to achieve software reuse in a very
effective and simple way.

%M C.CHI.96.2.83
%T CockpitView: A User Interface Framework for Future Network Terminals
%S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems
%A Georg Michelitsch
%B CHI96
%D 1996
%V 2
%P 83-84
%K Active objects, Direct manipulation techniques, 3D graphics, Communication
models, Network terminals
%X We present a user interface framework for consumer oriented, network
terminals that uses a combination of a 3D information landscape and a 2D work
space to provide the user with a "focus plus context" environment.  A
comprehensive direct manipulation paradigm for user interaction with active
objects on the screen replaces traditional menus in our system.  Finally, with
a new communication concept based on shared virtual spaces we can handle both
synchronous and asynchronous communication in an integrated fashion for all
types of media.

%M C.CHI.96.2.85
%T Multi-Skill Cooperation in User Interface Design
%S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems
%A I. Lambert
%A N. Portolan
%B CHI96
%D 1996
%V 2
%P 85-86
%K Design process, Ergonomist, Graphic designer, Terminologist,
Telecommunication product
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Portolan/pn_txt.html
%X The importance of pictures in today's interfaces makes a multi-skill
approach between various people necessary: ergonomist, graphic designer,
terminologist, psychosociologist.  The question of the role of each partner
and the integration of the different approaches is dealt with via two design
projects.

%M C.CHI.96.2.87
%T The Group Elicitation Method for Participatory Design and Usability Testing
%S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems
%A Guy A. Boy
%B CHI96
%D 1996
%V 2
%P 87-88
%K Knowledge elicitation, Participatory design, Decision support systems,
Evaluation, Methodology
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Boy/bg_txt.htm
%X This short paper presents the Group Elicitation Method (GEM), a
brainwriting technique augmented by a decision support system for
participatory design and usability testing.  GEM has been successfully used in
four industrial projects to elicit knowledge from users, management and
designers.  In particular, in three of them it was used to elicit end-users'
knowledge for the design of new user interfaces.  This short paper discusses
the properties of such a method and the lessons learned.

%M C.CHI.96.2.89
%T ScienceSpace: Lessons for Designing Immersive Virtual Realities
%S INTERACTIVE POSTERS: Education
%A Marilyn C. Salzman
%A Chris Dede
%A Deirdre McGlynn
%A R. Bowen Loftin
%B CHI96
%D 1996
%V 2
%P 89-90
%K Virtual reality, Educational applications, User interface design and
evaluation, and immersion
%X ScienceSpace is a collection of immersive virtual realities designed to
explore the potential utility of physical immersion and multisensory
perception to aid in the learning of science.  Through the design and
evaluation of ScienceSpace, we are learning lessons about the virtual reality
interface and the development of immersive virtual worlds for education.  This
paper describes these lessons.

%M C.CHI.96.2.91
%T Appropriateness of Graphical Program Representations for Training
Applications
%S INTERACTIVE POSTERS: Education
%A Marian G. Williams
%A Hyxia Villegas
%A J. Nicholas Buehler
%B CHI96
%D 1996
%V 2
%P 91-92
%K Graphical programming, Visual programming, Cognitive complexity analysis,
Visual labs, Training, Education
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Williams/wm_txt.htm
%X Recent controversy about the ease of constructing and reading graphical
program representations is of interest to us because of our work on graphical
programming applications for training.  We apply cognitive complexity analysis
to graphical and textual programs, and confirm the empirical findings of other
researchers.  We also apply cognitive complexity analysis to graphical
programs from our own work.  The analysis suggests that, when optimized for a
specific task, both textual and graphical programs can carry the same
information with similar cognitive complexity.  The selection of graphical and
textual representations for comparison in real-world training applications
remains problematic.

%M C.CHI.96.2.93
%T Gender and Skill in Human Computer Interaction
%S INTERACTIVE POSTERS: Gender and Skill
%A Ellen Balka
%B CHI96
%D 1996
%V 2
%P 93-94
%K Gender, Skill, Work, Participatory design, Ergonomics, Design theory,
Design practices
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Balka/be_txt.html
%X Practitioners working in HCI make implicit assumptions about gender and
skill in conducting design work.  More frequently than not, assumptions about
both the gender of computer system users, and definitions of skill relied on
in designing computer systems, remain hidden (exceptions include 1,2,10,16). 
Here, the importance of addressing gender and skill in HCI activities is
addressed through a focus on participatory design (PD) and ergonomics.  In the
tradition of participatory posters [11] participants are asked to engage in
generating knowledge about gender and skill in HCI by providing citations to
relevant work, and/or anecdotes from their design experience (by computer
entry or video clips).

%M C.CHI.96.2.95
%T Anthropometric Data on Horizontal Head Movements in Videcommunications
%S INTERACTIVE POSTERS: Remote Communication
%A Martin Bocker
%A Werner Blohm
%A Lothar Muhlbach
%B CHI96
%D 1996
%V 2
%P 95-96
%K Display design, Videocommunications, Motion parallax, Head tracking, 3D
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Boecker/bm_txt.htm
%X Head movement data were collected from 128 subjects during an experimental
study using four different videoconferencing set-ups (factorial design of
monoscopic / stereoscopic set-ups with / without motion parallax).  The data
include various parameters and are relevant inter alia for terminal and
display designers.

%M C.CHI.96.2.97
%T The Freedom to Work from an Arbitrary Position
%S INTERACTIVE POSTERS: Remote Communication
%A Britt Jonsson
%A Anna Schomer
%A Konrad Tollmar
%B CHI96
%D 1996
%V 2
%P 97-98
%K Computer Supported Cooperative Work (CSCW). Teleworking, Information
sharing, Collaborative processes, Shared workspace
%X We have designed two sets of communication tools to enable telepresence in
groups who work in different locations. Afterwards we evaluated the tools. 
Study (A), in the first group, takes place in a big company in a relatively
small group, of seven people, while study (B), in the second group, takes
place in a larger group of approx. 20 members in an academic research lab.  In
order to design those two communication systems we argue that a broader
perspective of work, living environment, life, friends and relations need to
be considered.  Insight into this complexity could only be gained using a
"multi-domain methodology".  We will in, this poster, give an example of these
two ongoing research projects where we have used this methodology.

%M C.CHI.96.2.99
%T The Effects of Emotional Icons on Remote Communication
%S INTERACTIVE POSTERS: Remote Communication
%A Krisela Rivera
%A Nancy J. Cooke
%A Jeff A. Bauhs
%B CHI96
%D 1996
%V 2
%P 99-100
%K Computer-mediated communication, Groupware, Computer-supported-cooperative
work, Distributed cognition, Icons, Emotions, Emoticons
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Rivera/rk_txt.htm
%X As technology advances, we are shifting from direct face-to-face or voice
to voice interactions to computer-mediated communication (CMC).  As a result
of this shift the nature of communication has changed; in particular the
ability to convey emotion is less straight forward.  Twenty three subjects
participated in a simulated, remote-CMC, group-decision making session. 
Twelve subjects had emoticons available, although use of these icons was
optional.  The remaining eleven did not have emoticons available.  Dependent
measures included user satisfaction, user frustration, conformity, length and
focus of message, satisfaction with CMC system, and recall of communication
events.  The results indicated that subjects with emoticons used them and were
more satisfied with the system than those subjects without emoticons.  Thus it
appears that users respond to emoticons and interpret them as intended.

%M C.CHI.96.2.101
%T Remote Assistance: A View of the Work and a View of the Face?
%S INTERACTIVE POSTERS: Remote Communication
%A Leon Watts
%A Andrew F. Monk
%B CHI96
%D 1996
%V 2
%P 101-102
%K Video communication, CSCW, Analysis of gaze, Remote assistance
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Watts/law_txt.htm
%X Twenty members of the general public worked remotely from one another in
pairs. One member of the pair carried out some simple manipulative tasks as
instructed by the other, after which they discussed the merit of the object
assembled.  Sometimes there was a view of the face and sometimes a view of the
room.  The work was always visible.  Contrary to suggestions in the literature
that a view of the face has only marginal benefits, subjective ratings and
direct measures of gaze behaviour both demonstrate that the view of the
manipulators face was of value in this situation.

%M C.CHI.96.2.103
%T A Task-Oriented Interface to a Digital Library
%S INTERACTIVE POSTERS: Structuring and Finding Information
%A Steve B. Cousins
%B CHI96
%D 1996
%V 2
%P 103-104
%K Digital Libraries, Tasks, Direct manipulation
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Cousins/cs_txt.html
%X In this paper we describe an interface to a heterogeneous digital library.
The interface is designed with the following goals in mind: to support user
tasks, to smoothly integrate the results of many services, to handle services
of widely-varying time scales, to be extensible, and to support sharing and
reuse.  We discuss each of these goals, and then describe a working prototype
interface.

%M C.CHI.96.2.105
%T ESPACE 2: An Experimental HyperAudio Environment
%S INTERACTIVE POSTERS: Structuring and Finding Information
%A Nitin "Nick" Sawhney
%A Arthur Murphy
%B CHI96
%D 1996
%V 2
%P 105-106
%K Auditory I/O, Non-speech audio, Hypermedia
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Sawhney/ns_txt.htm
%X Espace 2 is a prototype system for navigation of hyper-linked audio
information in an immersive audio-only environment.  In this paper, we propose
several essential design concepts for audio-only computing environments.  We
will describe a hyperaudio system based on the prior design principles and
discuss an evaluation of the preliminary prototype.

%M C.CHI.96.2.107
%T Structuring Voice Records Using Keyword Labels
%S INTERACTIVE POSTERS: Structuring and Finding Information
%A Nick Haddock
%B CHI96
%D 1996
%V 2
%P 107-108
%K Speech as data, Speech recognition, Form-filling, Multi-modal interfaces,
Portable computing
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Haddock/hn_txt.htm
%X The paper proposes an interaction technique which allows some structure and
content to be extracted from a voice record, thus making it easier to review
the recording and integrate it with other data.  Silence detection and speech
recognition are employed to pick out intentionally uttered keyword labels, in
order to create a form-field view of the voice recording.

%M C.CHI.96.2.109
%T A Study of User Participation in Standards Setting
%S INTERACTIVE POSTERS: Structuring and Finding Information
%A Kai Jacobs
%A Rob Procter
%A Robin Williams
%B CHI96
%D 1996
%V 2
%P 109-110
%K Standardisation, E-mail, User requirements
%X This paper explores the views of members of standards setting organisations
in the field of electronic communications.  It focuses in particular on their
experiences of, and attitudes towards, user participation in standards
setting.

%M C.CHI.96.2.111
%T BDDTCL: An Environment for Visualizing and Manipulating Binary Decisions
Diagrams
%S INTERACTIVE POSTERS: Structuring and Finding Information
%A Kurt E. Partridge
%B CHI96
%D 1996
%V 2
%P 111-114
%K Data structure visualization, Binary decision diagrams, Hardware
verification tools
%X A Binary Decision Diagram (BDD) is a data structure used in hardware
verification to represent boolean expressions.  Most BDD implementations
provide only textual output and require the user to interact with them using a
compiled programming language.  BDDTCL provides an interpreted language for
manipulating BDDs and a graphical viewer for manipulating and visualizing
them.  BDDTCL can draw BDDs with over 4,400 nodes; much larger than can be
easily drawn by hand.  Two users, a hardware design researcher and a student
unfamiliar with BDDs, provided feedback about BDDTCL's effectiveness for
understanding systems modeled by BDDs.  These users also provided feedback for
improving BDDTCL.

%M C.CHI.96.2.115
%T Characterization and Assessment of HTML Style Guides
%S INTERACTIVE POSTERS: Structuring and Finding Information
%A Julie Ratner
%A Eric M. Grose
%A Chris Forsythe
%B CHI96
%D 1996
%V 2
%P 115-116
%K HTML, World Wide Web, Style guides, Human computer interface
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Ratner/rj_txt.htm
%X This paper describes a study in which HTML style guides were characterized,
compared to established HCI style guides, and evaluated against findings from
HCI reviews of web pages and applications.  Findings showed little consistency
among the 21 HTML style guides assessed, with 75% of recommendations appearing
in only one style guide.  While there was some overlap, only 20% of HTML
relevant recommendations from established style guides were found in HTML
style guides. HTML style guides emphasized common look and feel, information
display, and navigation issues with little mention of many issues prominent in
established style guides such as help, message boxes and data entry.  This
difference is reinforced by other results showing that HTML style guides
addressed concerns of web information content pages with much greater success
than web-based applications.  It is concluded that while the WWW represents a
unique HCI environment, development of HTML style guides has been less
rigorous, with issues associated with web-based applications largely ignored.

%M C.CHI.96.2.117
%T Concurrent Engineering for an Interactive TV Interface
%S INTERACTIVE POSTERS: Video and Television
%A Ivan Bretan
%A Per Kroon
%B CHI96
%D 1996
%V 2
%P 117-118
%K Interdisciplinary design, Interactive TV, Video-on-demand
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Bretan/bi_txt.htm
%X The design of a user environment for a video-on-demand service through an
interdisciplinary style of collaboration called "concurrent engineering" is
described. The process encompasses pre-prototype behavioural studies,
traditional user studies, graphical design of interface objects, industrial
design of input devices and interaction design of interface dialogue.

%M C.CHI.96.2.119
%T Interfaces for Managing Access to a Video Archive
%S INTERACTIVE POSTERS: Video and Television
%A Andrew Gordon
%A Smadar Kedar
%A Eric Domeshek
%B CHI96
%D 1996
%V 2
%P 119-120
%K Information access, Interface design, Browsing, Search, Indexing,
Retrieval, Video archive, Visualization
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Gordon/ga_txt.htm
%X We describe Deja Vu, a video retrieval system which capitalizes on our
understanding of the content of the video to provide an effective user
interface.

%M C.CHI.96.2.121
%T The Effect of Frame Rate and Video Information Redundancy on the Perceptual
Learning of American Sign Language Gestures
%S INTERACTIVE POSTERS: Video and Television
%A B. F. Johnson
%A J. K. Caird
%B CHI96
%D 1996
%V 2
%P 121-122
%K Sign language learning, Gesture recognition, Biological motion perception,
Mental representation of movement, Multimedia assisted learning, Frame rate,
Signal detection theory
%X An experiment is reported that addressed whether reductions of frame rate
and information redundancy affected the recognition of American Sign Language
(ASL) gestures that were presented in a multimedia format.  Frame rate (30,
15, 5, & 1 frames-per-second or fps) primarily affected time needed to learn
the gestures to criterion while point light presentation of gestures (versus
conventional video) affected recognition rates in a transfer testing
condition.  Contrary to conventional frame rate rules of thumb (e.g., 10-20
fps), once trained participants were exceptional at recognizing ASL gestures
even at rates as low as 5 and 1 fps.  Results are discussed as they contribute
to computer mediated learning of sign language and frame rate guidelines.

%M C.CHI.96.2.123
%T Science-By-Mail
%S INTERACTIVE POSTERS: Social Action
%A Marc E. Fusco
%A Ellen A. White
%B CHI96
%D 1996
%V 2
%P 123-124
%K Science-By-Mail, Science, Children, Volunteer, Social action
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Fusco/fm_txt.html
%X Science-by-MailTM is a hands-on, experimental science activity program for
children in grades 4-9 that is designed to be engaging, educational, and fun!
Each participating child is matched with a volunteer pen-pal scientist who
provides encouragement and guidance.  They receive three "challenge packets"
throughout the year containing information and materials related to an issue
in science or technology.  Communication between students and scientists about
the packets forms the core of the interactions.  A nationwide program
developed by the Museum of Science, Boston, Science-by-Mail currently involves
about 25,000 children and 2,500 scientists.

%M C.CHI.96.2.125
%T Encouraging Social Responsibility through Collaborative Team Learning
%S INTERACTIVE POSTERS: Social Action
%A Jean Gasen
%B CHI96
%D 1996
%V 2
%P 125-126
%K HCI education, Multimedia, Collaborative work, Social issues in design
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Gasen/gj_txt.html
%X How do we bring the real world into the classroom?  How do we teach
students to see and appreciate its complexities without overwhelming them? 
How do we encourage them to value collaborative teamwork and
multi-disciplinary approaches to problems? And how do we instill the
importance of addressing larger social issues in their professional future?
   This poster will describe a multi-disciplinary team approach to teaching
user-centered interface design.  The course focused on the development of
multimedia prototypes for the VCU Cancer Center.  How the course impacted upon
student motivation for learning, group process and interface design will be
presented.

%M C.CHI.96.2.127
%T Community Volunteers -- Getting Involved Locally
%S INTERACTIVE POSTERS: Social Action
%A David R. Millen
%A Patricia A. Young
%A Perry F. Sennewald
%B CHI96
%D 1996
%V 2
%P 127-128
%K Technology advocacy, Social action, Education
%W http://www.acm.org/sigchi/chi96/proceedings/intpost/Millen/md_txt.html
%X The promises of emerging technologies, strong financial pressures, and
infrastructure demands have created a growing need for technology expertise in
local schools, governments and community organizations.  It follows that there
has never been a better time for technical professionals to help.  Assistance
can be offered in areas of technology planning, training, system management
and support of fundraising activities.  An illustrative example of a
community-based technology foundation will be described.

%M C.CHI.96.2.129
%T Research in 3D User Interface Design at Columbia University
%S ORGANIZATION OVERVIEWS: Innovative User Interfaces
%A Steven K. Feiner
%B CHI96
%D 1996
%V 2
%P 129-130
%K Augmented reality, Virtual reality, Virtual environments, Knowledge-based
graphics, Intelligent user interfaces, Head-mounted displays
%W http://www.acm.org/sigchi/chi96/proceedings/overview/Feiner/fs_txt.html
%X The Computer Graphics and User Interfaces Laboratory at Columbia University
is pursuing research in the design and development of new user interface
metaphors. This overview provides a high-level description of our work and
surveys projects that reflect our two key research directions: 3D user
interfaces (including virtual environments and augmented reality) and
knowledge-based user interfaces.

%M C.CHI.96.2.131
%T Real{cubed} Communication and Aromatic Group Computing: HCI and CSCW
Research at Canon Media Technology Laboratory
%S ORGANIZATION OVERVIEWS: Innovative User Interfaces
%A Yuichi Bannai
%A Hideyuki Tamura
%B CHI96
%D 1996
%V 2
%P 131-132
%W http://www.acm.org/sigchi/chi96/proceedings/overview/bannai/htb_txt.htm
%X The Media Technology Laboratory is one of Canon Inc.'s corporate research
labs. Originally called the Information Systems Research Center, the
laboratory changed its name when it started research and development in
information media.  Now, approximately 70 research scientists and engineers,
some of them managers, are in charge of research and development mainly in
HCI, CSCW, and other fields.  Their range of expertise covers AI, natural
language understanding, computer vision and graphics, computer architecture,
and system software (OS, database, etc.).

%M C.CHI.96.2.133
%T MIT Media Laboratory: A View after Ten Years
%S ORGANIZATION OVERVIEWS: Innovative User Interfaces
%A Chris Schmandt
%B CHI96
%D 1996
%V 2
%P 133-134
%X As the MIT Media Laboratory celebrates its 10th anniversary in 1995, this
makes a fitting time to describe it for the CHI audience.  A number of current
Media Lab faculty and students are active in user interface techniques and
technologies, and our work is well represented in the CHI proceedings. 
Although well known now, the Lab's roots go back much further, to the early
70s.
   The Laboratory's charter is to invent and creatively exploit new media for
human well-being and individual satisfaction, without regard to present day
constraints.  We employ supercomputers and extraordinary input/output devices
to experiment with today, with the notion that these will be commonplace
tomorrow.  The not-so-hidden agenda is to drive technological inventions and
break engineering deadlocks with new perspectives and demanding applications.
The Lab explores issues in a broad range of new information technologies
including: advanced digital television, electronic publishing, portable
computing and communication, artificial intelligence, voice interfaces, user
interface design, and education-related technologies.

%M C.CHI.96.2.135
%T HCI at Banc Sabadell
%S ORGANIZATION OVERVIEWS: Introducing HCI in Industry
%A Lynne E. Hall
%B CHI96
%D 1996
%V 2
%P 135-136
%W http://www.acm.org/sigchi/chi96/proceedings/overview/Hall/Leh_txt.htm
%X The introduction of HCI to Banc Sabadell is described, providing a brief
history. Attempts to improve application usability and to encourage a focus on
HCI issues are detailed.  Several applications are described, identifying the
success of the incorporation of HCI at Banc Sabadell.

%M C.CHI.96.2.137
%T The Usability Group at Reuters: Virtually Global
%S ORGANIZATION OVERVIEWS: Introducing HCI in Industry
%A Greg Garrison
%A Robin Heath
%A Allison Jaynes
%B CHI96
%D 1996
%V 2
%P 137-138
%K Organization overview, Customer centered design, Usability, Globalization,
Virtual team, Usability testing
%X In this organization overview we discuss the approach to Customer Centered
Design taken by Reuters.  We address the virtual team organization of the
group and the benefits and challenges that it presents.  We then present the
globalization of usability and the techniques that Reuters has used to expand
usability operations from London throughout the world.  We end with a
discussion of our performance thus far and a little about the future of The
Usability Group at Reuters.

%M C.CHI.96.2.139
%T The Claris Interface Design Group: A Personal Retrospective
%S ORGANIZATION OVERVIEWS: Introducing HCI in Industry
%A Tony Fernandes
%B CHI96
%D 1996
%V 2
%P 139-140
%K Organizations, Usability testing, Human factors, Visual design
%W http://www.acm.org/sigchi/chi96/proceedings/overview/Fernandes/ft_txt.html
%X The Claris Interface Design Group is an organization built from the ground
up to help Claris Corporation define new levels of usability for its Macintosh
and Windows products.  This overview offers a retrospective of lessons learned
through the creation of the organization I created.

%M C.CHI.96.2.141
%T The Hiser Group: Pioneering Usability and User Interface Design in
Australia
%S ORGANIZATION OVERVIEWS: User Interface Design
%A Sarah A. Bloomer
%A Susan J. Wolfe
%B CHI96
%D 1996
%V 2
%P 141-142
%K User interface design, Usability engineering, Organisations
%X When The Hiser Group was formed, usability and user interface design were
relatively unknown in Australasian software development market.  This
organisational overview describes the major activities of The Hiser Group and
the implications for pioneering a user-centred development methodology in this
environment.

%M C.CHI.96.2.143
%T Research on Human-Computer Interaction and Cooperative Hypermedia at
GMD-IPSI
%S ORGANIZATION OVERVIEWS: User Interface Design
%A Norbert A. Streitz
%A Heinz-Dieter Bocker
%B CHI96
%D 1996
%V 2
%P 143-144
%K Organization overview, User-interfaces, 3D visualization, Information
retrieval, Electronic publishing, Hypermedia, CSCW, Desktop-based
collaboration, Electronic meeting rooms, Shared work spaces, Pen-based
interaction
%W http://www.acm.org/sigchi/chi96/proceedings/overview/Streitz/nas_txt.htm
%X This organization overview describes two research divisions of GMD-IPSI in
Darmstadt, Germany: User Interfaces for Information Systems and Cooperative
Hypermedia Systems.  They are in particular addressing HCI work within the
overall framework and goals of IPSI.

%M C.CHI.96.2.145
%T Taming Complexity at MAYA Design
%S ORGANIZATION OVERVIEWS: User Interface Design
%A Peter Lucas
%A Susan Salis
%B CHI96
%D 1996
%V 2
%P 145-146
%K Interdisciplinary design, Design consulting, Brainstorming, Prototyping,
User studies laboratory, Usability, Product design
%W http://www.acm.org/sigchi/chi96/proceedings/overview/Lucas/lp_txt.htm
%X MAYA Design is a full-service product design consultancy offering services
at the intersection of computer science, psychology, and visual design.  We
have developed efficient techniques for facilitating interdisciplinary design
and for communicating clearly with our clients.

%M C.CHI.96.2.147
%T HCI Group at Computer Research Institute of Montreal
%S ORGANIZATION OVERVIEWS: Multidisciplinary HCI Research
%A Frances de Verteuil
%A Daniel Engelberg
%B CHI96
%D 1996
%V 2
%P 147-148
%K R&D, Multidisciplinary, Software development lifecycle, HCI methodology,
Task analysis, Interface evaluation
%X The Computer Research Institute of Montreal (CRIM) is a non-profit R&D
institute in computer science.  The HCI group performs both consulting and
precompetitive research.  Our approach emphasizes multidisciplinary teams,
participation of our own software engineering experts on projects, and
sensitivity to our clients' business goal and culture.  Research focuses on
methodologies for designing and evaluating interfaces.

%M C.CHI.96.2.149
%T The Center for People and Systems Interaction (CPSI)
%S ORGANIZATION OVERVIEWS: Multidisciplinary HCI Research
%A Jenny Preece
%A Judith Ramsay
%A Richard Jacques
%A Alessandro Barabesi
%B CHI96
%D 1996
%V 2
%P 149-150
%K Center for People and Systems Interaction (CPSI), Human-computer
interaction, HCI, Computer mediated communication, CMC, Desktop video
conferencing, Engagement, Gender, Hypermedia, Usability, Evaluation
%X The Center for People and Systems Interaction (CPSI) is a new research
center based at South Bank University in London.  An inter-disciplinary group
is researching two key areas of Human-Computer Interaction: (i) the
inter-relationships of psychological, social and technical factors in computer
mediated communication (CMC) and (ii) extending the repertoire of usability
evaluation methods.

%M C.CHI.96.2.151
%T Virginia Tech's Center for Human-Computer Interaction
%S ORGANIZATION OVERVIEWS: Multidisciplinary HCI Research
%A John M. Carroll
%B CHI96
%D 1996
%V 2
%P 151-152
%X An interdisciplinary effort in HCI formed at Virginia Tech in 1979.  The
central axis of this collaboration ran between the Department of Computer
Science and the Department of Industrial and Systems Engineering.  This early
project studied the human-computer interface as a dialog, asking both whether
dialog is a good metaphor for the interface, and how to most appropriately
configure that interface.

%M C.CHI.96.2.153
%T Universal Design: Everyone has Special Needs
%S Panels
%A Eric Bergman
%A Earl Johnson
%A Alistair Edwards
%A Deborah Kaplan
%A Greg Lowney
%A T. V. Raman
%A Clayton Lewis
%B CHI96
%D 1996
%V 2
%P 153-154
%K Accessibility, Disability, Universal design
%W http://www.acm.org/sigchi/chi96/proceedings/panels/Bergmann/edb_txt.htm
%X Despite high profile discussions of user-centered design in the CHI
community, until recently a substantial population of users has been largely
ignored.  Users who have restricted or no use of hands, eyes, ears, or voice
due to environment, task context, repetitive strain injury, or disability
constitute a diverse and significant user population, but these users receive
relatively little mention in mainstream HCI conferences or literature.  Design
considerations for users with vision, hearing, or movement impairments overlap
with those for the general population across a variety of tasks and contexts
(e.g., high workload tasks, automobile systems, phone interfaces).  Following
on this theme, the panel will promote discussion of so-called "Universal
Design" -- design for the broadest possible range of users.

%M C.CHI.96.2.155
%T Technology Transfer: So Much Research So Few Good Products
%S Panels
%A Ellen A. Isaacs
%A John C. Tang
%A Jim Foley
%A Jeff Johnson
%A Allan Kuchinsky
%A Jean Scholtz
%A John Bennett
%B CHI96
%D 1996
%V 2
%P 155-156
%W http://www.acm.org/sigchi/chi96/proceedings/panels/Isaacs/eai_tech.html
%X Since the CHI community involves both researchers and practitioners, we
often struggle with the issue of technology transfer.  The CHI conference
features many innovative research ideas and interesting product designs, but
there have been disappointingly few cases in which products were based on
research projects. Although many companies have tried to address this problem
on their own, the CHI conference offers a unique opportunity to bring together
people from different settings to explore common obstacles to technology
transfer and to share ideas for overcoming those barriers.
   This panel will cover the following range of perspectives:
 * The Prototype Perspective.  The primary goal of research or advanced
   development in a company is to build prototypes that test new ideas, which
   can eventually be transferred to development groups for productization.
 * The Information Transfer Perspective.  The main goal of research should be
   to transfer information of many kinds (e.g., the resolution of basic
   questions that are impeding development work, practical experience with a
   platform's ability to support future applications, explanations of why a
   new product direction is technically unfeasible).
 * The Management Perspective.  Managers of industrial research need to strike
   a balance between (1) providing a climate for innovation and (2) justifying
   the research investment from a business perspective.
 * The Academic Perspective.  Transferring technology from academia to industry
   has its own challenges.  Those in universities must develop alliances with
   industry that mutually benefit the academic institution and the commercial
   enterprise.

%M C.CHI.96.2.157
%T Criteria for Effective Groupware
%S Panels
%A Andrew F. Monk
%A Jean Scholtz
%A Bill Buxton
%A Sara Bly
%A David Frohlich
%A Steve Whittaker
%B CHI96
%D 1996
%V 2
%P 157-158
%K Groupware, CSCW, Evaluation, Design
%W http://www.acm.org/sigchi/chi96/proceedings/panels/Monk/afmtxt.htm
%X The object of this panel is to identify criteria for effective groupware. 
That is, criteria that can be applied either to guide design or to help a
purchaser select from alternative groupware applications.  The criteria are
expected to be generally applicable and so we take a broad definition of
groupware.  Panellists have been chosen with expertise in low bandwidth
groupware such as email and PDAs as well as higher profile multi-media
applications.

%M C.CHI.96.2.159
%T Real Meets Virtual: Blending Real World Artifacts with Computational Media
%S Panels
%A Michael Eisenberg
%A Wendy Mackay
%A Allison Druin
%A Sheila Lehman
%A Mitchel Resnick
%B CHI96
%D 1996
%V 2
%P 159-160
%K Real-world computation, Physical multimedia, Crafts, Educational computing,
Programmable brick
%W http://www.acm.org/sigchi/chi96/proceedings/panels/Eisenberg/EM_txt.htm
%X Panelists in this session will defend a variety of distinct visions for
integrating "real-world" and computational media.  Our aim is to explore the
ways in which computers, and computer interfaces, can lend themselves to new
and enriched interactions with objects and to new paradigms of handicrafts --
with particular emphasis on the role of crafts and real-world objects in
education.

%M C.CHI.96.2.161
%T User Centered Design: Quality or Quackery?
%S Panels
%A John Karat
%A Michael E. Atwood
%A Susan M. Dray
%A Martin Rantzer
%A Dennis R. Wixon
%B CHI96
%D 1996
%V 2
%P 161-162
%K User centered design, Design
%X Clearly User-Centered Design (UCD) is an activity that has entered the
collective CHI-consciousness to an extent that should make us confident that
usable systems are just around the corner.  Of 18 large software producing
entities surveyed over the summer of 1995, all reported either to have at
least one documented UCD process in use or under development, or not to need
one because UCD activities were well understood by the people responsible for
carrying them out.  However, scratching the surface of this utopian state
reveals that the revolution is far from complete. We do not have a clear
consensus about the boundaries of UCD (what constitutes a UCD method and what
does not).  We are not in agreement about how central users should be in the
development of usable systems (If users design, what use are designers?).  We
have not had enough experience with our processes, to tell that they really
lead to development of usable systems.  This panel explores what we don't yet
know, and how we can try to know it.

%M C.CHI.96.2.163
%T Visualizing the Internet: Putting the User in the Driver's Seat
%S Panels
%A Nahum Gershon
%A Keith Andrews
%A Steven G. Eick
%A Jim Foley
%A William Ruh
%B CHI96
%D 1996
%V 2
%P 163-164
%K WWW, Internet, Visualization, Usability, World Wide Web, Computer graphics
%X Dealing with Internet resources, users, quite frequently, feel lost,
confused, and overwhelmed.  The panel and the audience will discuss how
advances in interactive computer graphics and visualization software and
hardware could make the information distributed over the Internet more
intuitively searchable, accessible, and easier to use by people from all walks
of life and interests.

%M C.CHI.96.2.165
%T Arranging to Do Things With Others
%S Plenary Session
%A Herbert H. Clark
%B CHI96
%D 1996
%V 2
%P 165-167
%X Much of what we do we do with other people.  We conduct business, gossip,
play games, and take classes with others, both in person and through
computers.  Joint activities like these are advanced through sequences of
brief joint actions. The problem is this.  It takes delicate coordination
against the common ground of the participants to initiate such actions. 
Person A has to arrange for person B (1) to commit to taking part (2) in a
particular joint action (3) in a particular role (4) at a particular time and
place.  I will argue that people have principled ways of solving this problem,
and that designers can and should leverage these principles when supporting
these activities through computers and other technologies.

%M C.CHI.96.2.168
%T A New Look to the Art of Seeing
%S Plenary Session
%A Betty Edwards
%B CHI96
%D 1996
%V 2
%P 168
%X In modern life, we are inundated by ever-growing quantities of data.  The
trend toward computer-graphic displays of complex data seems to indicate a new
area of common ground for verbal, analytic, visual, and perceptual modes of
thinking. As computers take over more and more "left-brain" tasks, educators
are beginning to recognize the need for training the visual mode of thinking
as well as the verbal, analytic mode -- the traditional "3Rs" of schooling. 
Compared with what we are capable of seeing, perceiving, and envisioning, what
we actually see is doubtless very limited.  By cultivating perceptual skills,
we can increase our ability to derive meaning from complex verbal and
numerical information and to accomplish creative leaps of insight.
   The first computers presented data in linear fashion -- strings of numbers,
lines of data, largely without a visual component. Some interesting new
research indicates that at a certain level of complexity, the linear, analytic
mode of the brain just gives up.
   Consequently, computer programmers began to turn more and more toward
visual displays of quantitative information. The reason this is working is
that visual displays are easily understood.
   They are processed rapidly and globally, allowing for a view of the "big
picture," unlike verbal, numerical data which must be expressed in a
step-by-step linear fashion. The problem, however, is that visual
presentations depend on excellent design.  This is the common ground that is
occurring. The good, even great designers of visual presentation are now
working with the verbal, analytic, numerical information suppliers.
   Out of this common ground emerges a new need, the need for an aesthetic
component in the visual display of quantitative information.  We need visual
displays which are beautiful and satisfying to look at, as well as being
useful and informative. This, I believe, is where the experience of the artist
can play a great role in bringing knowledge of the aesthetic experience to
visual displays.
   The study of aesthetics has traditionally been regarded as a difficult,
even murky field.  To date, we do not have a completely satisfying definition
of the aesthetic response.  As designers, computer programmers, and
information experts work together with artists, however, we can hope to see
the concept of beauty emerging even in business decisions and in business
leadership.  Researchers interested in a recently developing field, the
aesthetics of leadership, are calling for a new look at how we train
individuals for leadership positions.

fpack:!@#$%^&*(): CHI97-1.BA
%M C.CHI.97.1.3
%T Computational Models of Information Scent-Following in a Very Large
Browsable Text Collection
%S PAPERS: Finding What You Want I
%A Peter Pirolli
%B CHI97
%D 1997
%V 1
%P 3-10
%K Information foraging, Information scent, Cognitive modeling, Model-tracing,
ACT-R, Scatter/Gather
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/plp.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p3-pirolli/p3-pirolli.pdf
%X An ecological-cognitive framework of analysis and a model-tracing
architecture are presented and used in the analysis of data recorded from
users browsing a large document collection.  The users interacted with the
Scatter/Gather browser, which clusters documents into groups of similar
content and presents users with summaries of cluster content.  Predictions made
by a computational model of navigation and information foraging are matched
against the observed activity.

%M C.CHI.97.1.11
%T SenseMaker: An Information-Exploration Interface Supporting the Contextual
Evolution of a User's Interests
%S PAPERS: Finding What You Want I
%A Michelle Q. Wang Baldonado
%A Terry Winograd
%B CHI97
%D 1997
%V 1
%P 11-18
%K Information exploration, Digital libraries, Information seeking,
Information retrieval
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/mwb.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p11-baldonado/p11-baldonado.pdf
%X We describe the design, implementation, and pilot study for SenseMaker, an
interface for information exploration across heterogeneous sources.  We propose
supporting the context-driven evolution of a user's interests via: (1) an
approximation of the current information context as the current collection of
accumulated information references, and (2) a unified set of user-centered
actions for examining the current context and for progressing from one context
to the next.  SenseMaker users examine their current context by experimenting
iteratively with different organizing dimensions and levels of granularity for
the current collection's display.  They progress from one context to another by
building upon, taking away from, or replacing the current collection.  They can
also return to a previous information context and continue exploring from
there.

%M C.CHI.97.1.19
%T Accessing Multimedia through Concept Clustering
%S PAPERS: Finding What You Want I
%A John Kominek
%A Rick Kazman
%B CHI97
%D 1997
%V 1
%P 19-26
%K Multimedia indexing, Information retrieval and browsing, Concept clustering
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/rnk.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p19-kominek/p19-kominek.pdf
%X Multimedia information retrieval is a challenging problem because
multimedia information is not inherently structured.  Jabber is an experimental
system that attempts to bring some structure to this task.  Jabber allows users
to retrieve records of videoconferences based upon the concepts discussed.  In
this paper we introduce ConceptFinder, a sub-system within Jabber, and show
how it is able to process the spoken text of a meeting into meeting topics. 
ConceptFinder can make subtle distinctions among different senses of the same
words, and is able to summarize a set of related words, giving a name to each
topic.  Users can then use this name to query or browse the stored multimedia,
through Jabber's user interface.  By presenting information that closely
matches a user's expectations, the challenge of multimedia retrieval is
rendered more tractable.

%M C.CHI.97.1.27
%T Cooperative Bimanual Action
%S PAPERS: Handy User Interfaces
%A Ken Hinckley
%A Randy Pausch
%A Dennis Proffitt
%A James Patten
%A Neal Kassell
%B CHI97
%D 1997
%V 1
%P 27-34
%K Two-handed interaction, Bimanual asymmetry, Virtual manipulation, Motor
control, 3D interaction, Haptics
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/kh.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p27-hinckley/p27-hinckley.pdf
%X We present an experiment on cooperative bimanual action.  Right-handed
subjects manipulated a pair of physical objects, a tool and a target object,
so that the tool would touch a target on the object (fig. 1).  For this task,
there is a marked specialization of the hands.  Performance is best when the
left hand orients the target object and the right hand manipulates the tool,
but is significantly reduced when these roles are reversed.  This suggests that
the right hand operates relative to the frame-of-reference of the left hand.
   Furthermore, when physical constraints guide the tool placement, this
fundamentally changes the type of motor control required.  The task is
tremendously simplified for both hands, and reversing roles of the hands is no
longer an important factor.  Thus, specialization of the roles of the hands is
significant only for skilled manipulation.

%M C.CHI.97.1.35
%T The Design of a GUI Paradigm Based on Tablets, Two-Hands, and Transparency
%S PAPERS: Handy User Interfaces
%A Gordon Kurtenbach
%A George Fitzmaurice
%A Thomas Baudel
%A Bill Buxton
%B CHI97
%D 1997
%V 1
%P 35-42
%K Two-handed input, Toolglass, Tablets, Transparency, Marking menus, Task
integration, Divided attention
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/gk.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p35-kurtenbach/p35-kurtenbach.pdf
%X An experimental GUI paradigm is presented which is based on the design
goals of maximizing the amount of screen used for application data, reducing
the amount that the UI diverts visual attentions from the application data,
and increasing the quality of input.  In pursuit of these goals, we integrated
the non-standard UI technologies of multi-sensor tablets, toolglass,
transparent UI components, and marking menus.  We describe a working prototype
of our new paradigm, the rationale behind it and our experiences introducing
it into an existing application.  Finally, we presents some of the lessons
learned: prototypes are useful to break the barriers imposed by conventional
GUI design and some of their ideas can still be retrofitted seamlessly into
products.  Furthermore, the added functionality is not measured only in terms
of user performance, but also by the quality of interaction, which allows
artists to create new graphic vocabularies and graphic styles.

%M C.CHI.97.1.43
%T An Empirical Evaluation of Graspable User Interfaces: Towards Specialized,
Space-Multiplexed Input
%S PAPERS: Handy User Interfaces
%A George Fitzmaurice
%A William Buxton
%B CHI97
%D 1997
%V 1
%P 43-50
%K Input devices, Graphical user interfaces, Graspable user interfaces, Haptic
input, Two-handed interaction, Augmented reality, Ubiquitous computing
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/gf.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p43-fitzmaurice/p43-fitzmaurice.pdf
%X This paper reports on the experimental evaluation of a Graspable User
Interface that employs a "space-multiplexing" input scheme in which each
function to be controlled has a dedicated physical transducer, each occupying
its own space.  This input style contrasts the more traditional
"time-multiplexing" input scheme which uses one device (such as the mouse) to
control different functions at different points in time.  A tracking experiment
was conducted to compare a traditional GUI design with its time-multiplex
input scheme versus a Graspable UI design having a space-multiplex input
scheme.  We found that the space-multiplex conditions out perform the
time-multiplex conditions.  In addition, we found that the use of specialized
physical form factors for the input devices instead of generic form factors
provide a performance advantage.  We argue that the specialized devices serve
as both visual and tactile functional reminders of the associated tool
assignment as well as facilitate manipulation due to the customized form
factors.

%M C.CHI.97.1.51
%T AROMA: Abstract Representation of Presence Supporting Mutual Awareness
%S PAPERS: Collaborative Communities I
%A Elin Ronby Pedersen
%A Tomas Sokoler
%B CHI97
%D 1997
%V 1
%P 51-58
%K Awareness, Sense of presence, Ubiquitous computing, CSCW, Media spaces,
Non-work application, Interaction
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/erp.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p51-pedersen/p51-pedersen.pdf
%X The AROMA project is exploring the kind of awareness that people effortless
are able to maintain about other beings who are located physically close.  We
are designing technology that attempts to mediate a similar kind of awareness
among people who are geographically dispersed but want to stay better in
touch.  AROMA technology can be thought of as a stand-alone communication
device or -- more likely -- an augmentation of existing technologies such as
the telephone or full-blown media spaces.  Our approach differs from other
recent designs for awareness (a) by choosing pure abstract representations on
the display site, (b) by possibly remapping the signal across media between
capture and display, and, finally, (c) by explicitly extending the application
domain to include more than the working life, to embrace social interaction in
general.
   We are building a series of prototypes to learn if abstract representation
of activity data does indeed convey a sense of remote presence and does so in
a sufficiently subdued manner to allow the user to concentrate on his or her
main activity.  We have done some initial testing of the technical feasibility
of our designs.  What still remains is an extensive effort of designing a
symbolic language of remote presence, done in parallel with studies of how
people will connect and communicate through such a language as they live with
the AROMA system.

%M C.CHI.97.1.59
%T Crowded Collaborative Virtual Environments
%S PAPERS: Collaborative Communities I
%A Steve Benford
%A Chris Greenhalgh
%A David Lloyd
%B CHI97
%D 1997
%V 1
%P 59-66
%K CSCW, Virtual reality, Crowds
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/sdb.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p59-benford/p59-benford.pdf
%X We introduce a framework for supporting crowds of participants in
collaborative virtual environments (CVEs).  The framework is realised as an
extension to our previous spatial model of interaction and aims to provide
greater scaleability and flexibility for communication between the inhabitants
of virtual worlds.  Our framework introduces an explicit crowd mechanism into
CVEs in order to support the formation and activation of different kinds of
crowd with different effects on mutual awareness and communication (achieved
through the use of aggregation techniques combined with awareness adaptation). 
We present a demonstration application called the Arena -- a shared space for
staging on-line performances in front of a live audience.

%M C.CHI.97.1.67
%T Autonomous Interface Agents
%S PAPERS: Intelligent Support
%A Henry Lieberman
%B CHI97
%D 1997
%V 1
%P 67-74
%K Agents, Interface agents, Autonomous agents, Web, Browsing, Search,
Learning
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/hl.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p67-lieberman/p67-lieberman.pdf
%X Two branches of the trend towards "agents" that are gaining currency are
interface agents, software that actively assists a user in operating an
interactive interface, and autonomous agents, software that takes action
without user intervention and operates concurrently, either while the user is
idle or taking other actions.  These two branches are related, but not
identical, and are often lumped together under the single term "agent".  Much
agent work can be classified as either being an interface agent, but not
autonomous, or as an autonomous agent, but not operating directly in the
interface.  We show why it is important to have agents that are both interface
agents and autonomous agents.  We explore some design principles for such
agents, and illustrate these principles with a description of Letizia, an
autonomous interface agent that makes real-time suggestions for Web pages that
a user might be interested in browsing.

%M C.CHI.97.1.75
%T How to Personalize the Web
%S PAPERS: Intelligent Support
%A Rob Barrett
%A Paul P. Maglio
%A Daniel C. Kellem
%B CHI97
%D 1997
%V 1
%P 75-82
%K Agents, World wide web, User models
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/rcb-wbi.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p75-barrett/p75-barrett.pdf
%X Agents can personalize otherwise impersonal computational systems.  The
World Wide Web presents the same appearance to every user regardless of that
user's past activity.  Web Browser Intelligence (WBI, pronounced "WEB-ee") is
an implemented system that organizes agents on a user's workstation to observe
user actions, proactively offer assistance, modify web documents, and perform
new functions.  WBI can annotate hyperlinks with network speed information,
record pages viewed for later access, and provide shortcut links for common
paths.  In this way, WBI personalizes a user's web experience by joining
personal information with global information to effectively tailor what the
user sees.

%M C.CHI.97.1.83
%T The Cognitive Ergonomics of Knowledge-Based Design Support Systems
%S PAPERS: Intelligent Support
%A Tamara Sumner
%A Nathalie Bonnardel
%A Benedikte Harstad Kallak
%B CHI97
%D 1997
%V 1
%P 83-90
%K Critiquing systems, Cognitive ergonomics, Design, Design environments,
Knowledge-based systems, Phone-based interfaces
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/trs.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p83-sumner/p83-sumner.pdf
%X Critiquing systems are a type of active, knowledge-based design support
system.  They propose to positively influence designers' cognitive processes by
pointing out potential problems and contentious issues while designers work. 
To investigate the effects such systems have on the activities of professional
designers, a design environment containing a critiquing system was designed,
built, and evaluated for a specific area: phone-based interface design.  Four
professional designers were observed using the environment to solve realistic
design tasks.  Our protocol analyses indicate that such systems do influence
the behaviour of designers, but often indirectly.  Designers were observed
anticipating the activity of the system and taking preventative steps to avoid
it.  Differential effects depending on the designers' level of domain
experience were also observed.  Overall, the system was better suited to the
needs of highly experienced designers.

%M C.CHI.97.1.91
%T From Sufficient to Efficient Usage: An Analysis of Strategic Knowledge
%S PAPERS: Cognitive Models and Their Application
%A Suresh K. Bhavnani
%A Bonnie E. John
%B CHI97
%D 1997
%V 1
%P 91-98
%K Strategies, Task decomposition, CAD, Aggregation
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/skb.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p91-bhavnani/p91-bhavnani.pdf
%X Can good design guarantee the efficient use of computer tools?  Can
experience guarantee it?  We raise these questions to explore why empirical
studies of real-world usage show even experienced users under-utilizing the
capabilities of computer applications.  By analyzing the use of everyday
devices and computer applications, as well as reviewing empirical studies, we
conclude that neither good design nor experience may be able to guarantee
efficient usage.  Efficient use requires task decomposition strategies that
exploit capabilities offered by computer applications such as the ability to
aggregate objects, and to manipulate the aggregates with powerful operators. 
To understand the effects that strategies can have on performance, we present
results from a GOMS analysis of a CAD task.  Furthermore, we identify some key
aggregation strategies that appear to generalize across applications.  Such
strategies may provide a framework to enable users to move from a sufficient
to a more efficient use of computer tools.

%M C.CHI.97.1.99
%T Relationships Between Users' and Interfaces' Task Representations
%S PAPERS: Cognitive Models and Their Application
%A Robert B. Terwilliger
%A Peter G. Polson
%B CHI97
%D 1997
%V 1
%P 99-106
%K Empirical studies, Cognitive models
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/pol.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p99-terwilliger/p99-terwilliger.pdf
%X In a previous experiment, we demonstrated that some users seem to
significantly transform the instructions for a graph creation task before they
even begin to interact with the interface, and furthermore, that this can
create considerable difficulty with an interface that does not require the
transformation.  In this paper, we describe a contrasting experiment, showing
that subjects without pre-existing task transformations initially have
considerable difficulty with an interface that requires them, but acquire the
transformations relatively quickly.  Kitajima and Polson's LICAI model explains
these effects as resulting from the problem representation being elaborated
with task-specific schemata during the instruction comprehension process.

%M C.CHI.97.1.107
%T Cognitive Modeling Reveals Menu Search is Both Random and Systematic
%S PAPERS: Cognitive Models and Their Application
%A Anthony J. Hornof
%A David E. Kieras
%B CHI97
%D 1997
%V 1
%P 107-114
%K Cognitive models, Menu selection, Visual search
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/ajh.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p107-hornof/p107-hornof.pdf
%X To understand how people search for a known target item in an unordered
pull-down menu, this research presents cognitive models that vary serial
versus parallel processing of menu items, random versus systematic search, and
different numbers of menu items fitting into the fovea simultaneously.  Varying
these conditions, models were constructed and run using the EPIC cognitive
architecture.  The selection times predicted by the models are compared with
selection times of human subjects performing the same menu task.  Comparing the
predicted and observed times, the models reveal that 1) people process more
than one menu item at a time, and 2) people search menus using both random and
systematic search strategies.

%M C.CHI.97.1.115
%T Aesthetics and Apparent Usability: Empirically Assessing Cultural and
Methodological Issues
%S PAPERS: Beauty and The Beat
%A Noam Tractinsky
%B CHI97
%D 1997
%V 1
%P 115-122
%K Aesthetics, Apparent usability, System acceptability, Cross-cultural HCI,
Human-computer interface
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/nt.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p115-tractinsky/p115-tractinsky.pdf
%X Three experiments were conducted to validate and replicate, in a different
cultural setting, the results of a study by Kurosu and Kashimura [12]
concerning the relationships between users' perceptions of interface
aesthetics and usability.  The results support the basic findings by Kurosu and
Kashimura.  Very high correlations were found between perceived aesthetics of
the interface and a priori perceived ease of use of the system.  Differences of
magnitude between correlations obtained in Japan and in Israel suggest the
existence of cross-cultural differences, but these were not in the
hypothesized direction.

%M C.CHI.97.1.123
%T A Computer Participant in Musical Improvisation
%S PAPERS: Beauty and The Beat
%A William F. Walker
%B CHI97
%D 1997
%V 1
%P 123-130
%K Musical improvisation, Conversation analysis, CSCW, Object-oriented
frameworks for collaboration, User-centered design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/wfw.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p123-walker/p123-walker.pdf
%X Musical improvisation is a collaborative activity analogous to
conversation.  Both are sequences of spontaneous utterances constructed within
a collaborative structure that is interactively managed by the participants. 
Based on results from conversation analysis, I have constructed a computer
improvisor that participates in small group improvisation.  Using conversation
analysis rules for turn-taking, the computer tracks the roles of the other
musicians and follows a structural model of the improvisation to determine its
own role as the improvisation unfolds.  User-centered design was crucial to the
successful development and deployment of the system.

%M C.CHI.97.1.131
%T WorldBeat: Designing a Baton-Based Interface for an Interactive Music
Exhibit
%S PAPERS: Beauty and The Beat
%A Jan O. Borchers
%B CHI97
%D 1997
%V 1
%P 131-138
%K Interface design, Interactive exhibit, Baton, Music, Education
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/job.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p131-borchers/p131-borchers.pdf
%X This paper presents the interface design of the WorldBeat system, an
interactive exhibit about using computers in musical education, and as musical
instruments.  The system allows even computer and music novices to create
aesthetically pleasing music, using a new, consistent interaction technique:
Visitors control the complete exhibit using two infrared batons as pointing
device, conductor's baton, and musical instrument interface, making keyboard
and mouse unnecessary.
   The paper summarizes special requirements when designing computer-based
exhibits, how we used batons as a new type of input device to meet those
requirements, and how user feedback iteratively optimized the look and feel of
the exhibit to convey its "message" in an understandable and visually
appealing way.  We show how our results contribute to "Looking to the Future"
of HCI, and how they could be of general use to other researchers and
practitioners designing user interfaces for interactive exhibits.

%M C.CHI.97.1.139
%T The Design of a Wearable Computer
%S PAPERS: Input & Output in the Future
%A Len Bass
%A Chris Kasabach
%A Richard Martin
%A Dan Siewiorek
%A Asim Smailagic
%A John Stivoric
%B CHI97
%D 1997
%V 1
%P 139-146
%K Wearable computers, Input devices, Body worn computers, User center design,
Integrated product teams
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/ljb1.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p139-bass/p139-bass.pdf
%X The design process used to produce an innovative computer system is
presented.  The computer system that resulted from the process uses a circular
motif both for the user interface and the input device.  The input device is a
dial and the user interface is visually organized around the concept of a
circle.  The design process itself proceeded in the presence of a great many
constraints and we discuss these constraints and how an innovative design was
achieved in spite of the constraints.

%M C.CHI.97.1.147
%T "Body Coupled FingeRing": Wireless Wearable Keyboard
%S PAPERS: Input & Output in the Future
%A Masaaki Fukumoto
%A Yoshinobu Tonomura
%B CHI97
%D 1997
%V 1
%P 147-154
%K Wearable computer, PDA, Interface device, Input device, Keyboard, PAN,
BodyNet, FingeRing
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/fkm.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p147-fukumoto/p147-fukumoto.pdf
%X A really wearable input device "FingeRing" is developed for coming wearable
PDAs.  By attaching ring shaped sensors on each finger, many commands or
characters can be input by finger-tip typing action.  "FingeRing" can be used
on any typing surface such as a knee or desk, so quick operation is realized
in any situation while standing or walking.  To improve wearability, a very
small, ultra low power wireless transmitter is developed that uses the human
body as part of an electric circuit.  "Direct Coupling" method enables stable
communication even when body contacts any grounded surface.  A new symbol
coding method that combines order and chord typing is also proposed, and
useful typing patterns are chosen by typing speed evaluations.  Expert users of
musical keyboards can input 52 different symbols at speeds of over 200 symbols
per minute by using the combination of FingeRing and the new coding method.

%M C.CHI.97.1.155
%T Toward an HCI Research and Practice Agenda Based on Human Needs and Social
Responsibility
%S PAPERS: Extending The HCI Agenda
%A Michael J. Muller
%A Cathleen Wharton
%A William J. McIver, Jr.
%A Lila Laux
%B CHI97
%D 1997
%V 1
%P 155-161
%K Future, HCI research and practice, Disability access, Information access,
Information retrieval, Agents, World Wide Web, UIMSs, Architectures,
Information poverty, Communication poverty, Social issues, Social impact
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/mm1.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p155-muller/p155-muller.pdf
%X We outline several promising areas for improvements in research and
practice in the field of Human Computer Interaction (HCI).  These topics show
the richness and potential value of HCI work motivated by a combination of a
desire to improve practice and research, and a desire to meet human needs in a
responsible manner.

%M C.CHI.97.1.162
%T Participatory Analysis: Shared Development of Requirements from Scenarios
%S PAPERS: Bringing Users Into Design
%A George Chin, Jr.
%A Mary Beth Rosson
%A John M. Carroll
%B CHI97
%D 1997
%V 1
%P 162-169
%K Participatory analysis, Participatory design, Scenarios, Task-artifact
framework
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/gc.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p162-chin/p162-chin.pdf
%X Participatory design typically focuses on envisionment and evaluation
activities.  We explored a method for pushing the participatory activities
further "upstream" in the design process, to the initial analysis of
requirements.  We used a variant of the task-artifact framework, carrying out a
participatory claims analysis during a design workshop for a project
addressing collaborative science education.  The analysis used videotaped
classroom sessions as source material.  The participant-teachers were highly
engaged by the analysis process and contributed significantly to the analysis
results.  We conclude that the method has promise as a technique for evoking
self-reflection and analysis in a participatory design setting.

%M C.CHI.97.1.170
%T Maintaining a Focus on User Requirements Throughout the Development of
Clinical Workstation Software
%S PAPERS: Bringing Users Into Design
%A Janette M. Coble
%A John Karat
%A Michael G. Kahn
%B CHI97
%D 1997
%V 1
%P 170-177
%K User requirements, Contextual Inquiry, Software development process
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/jmc.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p170-coble/p170-coble.pdf
%X Establishing user requirements is well recognized as a critical step in the
development of useful and usable systems (e.g., [5]).  Recent innovations in
human-computer interaction design address new methods for effective
requirements gathering, such as Participatory Design and Contextual Inquiry
(e.g., [7], [9]).  However, even when projects use these methods successfully
to collect valid requirement descriptions, it remains a challenge to establish
a process that makes direct use of those descriptions during software
development [11].  Valuable requirements information can be lost as it is
reinterpreted during the development of functional specifications and the
implementation of the proposed system.  We describe the several steps we have
taken to keep an ongoing and evolving understanding of user requirements under
consideration by system designers and developers as they face the "real" (to
them) requirements of adapting function to the constraints of computer
platforms, project cost, and delivery schedule.  The specific work reported
here applies to the design of software for a clinical workstation used to
review medical information.  However, we believe the lessons we learned,
maintaining the influence of user requirements throughout the development
process, will apply in other practical system development situations.

%M C.CHI.97.1.178
%T Helping and Hindering User Involvement -- A Tale of Everyday Design
%S PAPERS: Bringing Users Into Design
%A Stephanie Wilson
%A Mathilde Bekker
%A Peter Johnson
%A Hilary Johnson
%B CHI97
%D 1997
%V 1
%P 178-185
%K Design study, Design techniques, Obstacles to user involvement,
User-centred design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/sw-obf.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p178-wilson/p178-wilson.pdf
%X The importance of an early and on-going focus on users in interactive
system design is widely accepted.  However, in practice, involving users poses
many problems and requires designers to balance conflicting demands.  Various
factors can hinder or ease the involvement of users.  This paper reports a case
study involving the design of a bespoke application and gives a detailed
account of the obstacles and facilitators to user involvement encountered
during the design activity.  The obstacles and facilitators are presented in
terms of issues such as contacting and selecting users, motivating users,
facilitating and mediating meetings and offering points of focus for user
contributions.  We report and contrast the views of various stakeholders in the
design process, and supplement these with our own observations as
non-participant observers.  Finally, we discuss issues raised by the study and
draw out a number of lessons for the CHI community.

%M C.CHI.97.1.186
%T Dynomite: A Dynamically Organized Ink and Audio Notebook
%S PAPERS: Enhancing, Finding, & Integrating Audio
%A Lynn D. Wilcox
%A Bill N. Schilit
%A Nitin "Nick" Sawhney
%B CHI97
%D 1997
%V 1
%P 186-193
%K Electronic notebook, Note-taking, Audio interfaces, Handwriting, Keyword
indexing, Ink properties, Retrieval, Paper-like interfaces, PDA, Pen computing
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/ldw.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p186-wilcox/p186-wilcox.pdf
%X Dynomite is a portable electronic notebook for the capture and retrieval of
handwritten and audio notes.  The goal of Dynomite is to merge the
organization, search, and data acquisition capabilities of a computer with the
benefits of a paper-based notebook.  Dynomite provides novel solutions in four
key problem areas.  First, Dynomite uses a casual, low cognitive overhead
interface.  Second, for content indexing of notes, Dynomite uses ink properties
and keywords.  Third, to assist organization, Dynomite's properties and
keywords define views, presenting a subset of the notebook content that
dynamically changes as users add new information.  Finally, to augment
handwritten notes with audio on devices with limited storage, Dynomite
continuously records audio, but only permanently stores those parts
highlighted by the user.

%M C.CHI.97.1.194
%T Dynamic Soundscape: Mapping Time to Space for Audio Browsing
%S PAPERS: Enhancing, Finding, & Integrating Audio
%A Minoru Kobayashi
%A Chris Schmandt
%B CHI97
%D 1997
%V 1
%P 194-201
%K Audio browsing, Spatialized audio, Simultaneous listening, Selective
listening, Spatial memory
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/kob.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p194-kobayashi/p194-kobayashi.pdf
%X Browsing audio data is not as easy as browsing printed documents because of
the temporal nature of sound.  This paper presents a browsing environment that
provides a spatial interface for temporal navigation of audio data, taking
advantage of human abilities of simultaneous listening and memory of spatial
location.  Instead of fast-forwarding or rewinding, users browse the audio data
by switching their attention between moving sound sources that play multiple
portions of a single audio recording.  The motion of the sound sources maps
temporal position within the audio recording onto spatial location, so that
listeners can use their memory of spatial location to find a specific topic. 
This paper describes the iterative design approach toward the audio browsing
system, including the development of user interface devices.

%M C.CHI.97.1.202
%T "I'll Get That Off the Audio": A Case Study of Salvaging Multimedia Meeting
Records
%S PAPERS: Enhancing, Finding, & Integrating Audio
%A Thomas P. Moran
%A Leysia Palen
%A Steve Harrison
%A Patrick Chiu
%A Don Kimber
%A Scott Minneman
%A William van Melle
%A Polle Zellweger
%B CHI97
%D 1997
%V 1
%P 202-209
%K Activity capture, Audio recording, Multimedia, LiveBoard, Meeting support
tools, Notetaking, Salvaging, Work process support
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/tpm.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p202-moran/p202-moran.pdf
%X We describe a case study of a complex, ongoing, collaborative work process,
where the central activity is a series of meetings reviewing a wide range of
subtle technical topics.  The problem is the accurate reporting of the results
of these meetings, which is the responsibility of a single person, who is not
well-versed in all the topics.  We provided tools to capture the meeting
discussions and tools to "salvage" the captured multimedia recordings. 
Salvaging is a new kind of activity involving replaying, extracting,
organizing, and writing.  We observed a year of mature salvaging work in the
case study.  From this we describe the nature of salvage work (the constituent
activities, the use of the workspace, the affordances of the audio medium, how
practices develop and differentiate, how the content material affects
practice).  We also demonstrate how this work relates to the larger work
processes (the task demands of the setting, the interplay of salvage with
capture, the influence on the people being reported on and reported to). 
Salvaging tools are shown to be valuable for dealing with free-flowing
discussions of complex subject matter and for producing high quality
documentation.

%M C.CHI.97.1.210
%T Design for Network Communities
%S PAPERS: Collaborative Communities II
%A Elizabeth D. Mynatt
%A Annette Adler
%A Mizuko Ito
%A Vicki L. O'Day
%B CHI97
%D 1997
%V 1
%P 210-217
%K Media space, MUDs, Network community, Shared space, Metaphor, Identity,
Virtual world
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/edm.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p210-mynatt/p210-mynatt.pdf
%X Collaboration has long been of considerable interest in the CHI community. 
This paper proposes and explores the concept of network communities as a
crucial part of this discussion.  Network communities are a form of technology-mediated
environment that foster a sense of community among users.  We consider
several familiar systems and describe the shared characteristics these systems
have developed to deal with critical concerns of collaboration.  Based on our
own experience as designers and users of a variety of network communities, we
extend this initial design space along three dimensions: the articulation of a
persistent sense of location, the boundary tensions between real and virtual
worlds, and the emergence and evolution of community.

%M C.CHI.97.1.218
%T Timewarp: Techniques for Autonomous Collaboration
%S PAPERS: Collaborative Communities II
%A W. Keith Edwards
%A Elizabeth D. Mynatt
%B CHI97
%D 1997
%V 1
%P 218-225
%K Autonomous collaboration, Computer-supported cooperative work, Awareness,
Conflict detection and resolution, Timewarp
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/wke.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p218-edwards/p218-edwards.pdf
%X This paper presents a set of techniques for supporting autonomous
collaboration -- collaboration where participants work independently for
periods, and then join together to integrate their efforts.  This paper posits
that autonomous collaboration can be well-supported by systems in which the
notion of time is made both explicit and editable, so that the parallel but
divergent states of a shared artifact are exposed in the interface.  We have
developed a system, called timewarp, that explores these ideas, and provides
support for distribution, awareness, and conflict resolution in an
application-independent fashion.

%M C.CHI.97.1.226
%T Building Task-Specific Interfaces to High Volume Conversational Data
%S PAPERS: Collaborative Communities II
%A Loren G. Terveen
%A William C. Hill
%A Brian Amento
%A David McDonald
%A Josh Creter
%B CHI97
%D 1997
%V 1
%P 226-233
%K Human-computer interaction, Human interface, Computer-supported cooperative
work, Organizational computing, Social filtering, Collaborative filtering,
Data mining, Resource discovery, World Wide Web, Usenet, Netnews
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/lgt.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p226-terveen/p226-terveen.pdf
%X As people participate in the thousands of global conversations that
comprise Usenet news, one thing they do is post their opinions of web
resources.  Phoaks is a collaborative filtering system that continuously
parses, classifies, abstracts and tallies those opinions.  About 3,500 users
per day consult Phoaks web pages that reflect the results.  Phoaks also
features a general architecture for building similar collaborative filtering
interfaces to conversational data.  We report here on the Phoaks resource
recommendation interface, the architecture, and the issues and experience that
make up its rationale.

%M C.CHI.97.1.234
%T Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms
%S PAPERS: Beyond the Desktop
%A Hiroshi Ishii
%A Brygg Ullmer
%B CHI97
%D 1997
%V 1
%P 234-241
%K Tangible user interface, Ambient media, Graspable user interface, Augmented
reality, Ubiquitous computing, Center and periphery, Foreground and background
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/hi.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p234-ishii/p234-ishii.pdf
%X This paper presents our vision of Human Computer Interaction (HCI):
"Tangible Bits." Tangible Bits allows users to "grasp & manipulate" bits in
the center of users' attention by coupling the bits with everyday physical
objects and architectural surfaces.  Tangible Bits also enables users to be
aware of background bits at the periphery of human perception using ambient
display media such as light, sound, airflow, and water movement in an
augmented space.  The goal of Tangible Bits is to bridge the gaps between both
cyberspace and the physical environment, as well as the foreground and
background of human activities.
   This paper describes three key concepts of Tangible Bits: interactive
surfaces; the coupling of bits with graspable physical objects; and ambient
media for background awareness.  We illustrate these concepts with three
prototype systems -- the metaDESK, transBOARD and ambientROOM -- to identify
underlying research issues.

%M C.CHI.97.1.242
%T From Single-User Architectural Design to PAC*: a Generic Software
Architecture Model for CSCW
%S PAPERS: Beyond the Desktop
%A Gaelle Calvary
%A Joelle Coutaz
%A Laurence Nigay
%B CHI97
%D 1997
%V 1
%P 242-249
%K PAC, Interactor, Agent, Architectural style, Software architecture
modelling, CSCW, Interactive systems
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/jcc.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p242-calvary/p242-calvary.pdf
%X This article reports our reflection on software architecture modelling for
multi-user systems (or groupware).  First, we introduce the notion of software
architecture and make explicit the design steps that most software designers
in HCI tend to blend in a fuzzy way.  Building on general concepts and practice
from main stream software engineering, we then present a comparative analysis
of the most significant architecture models developed for single-and
multi-user systems.  We close with the presentation of PAC*, a new
architectural framework for modelling and designing the software architecture
of multi-user systems.  PAC* is a motivated combination of existing
architectural models selected for the complementarity of their "good
properties".  These include operational heuristics such as rules for deriving
agents in accordance to the task model or criteria for reasoning about
replication, as well as properties such as support for style heterogeneity,
portability, and reusability.

%M C.CHI.97.1.250
%T Elastic Windows: Evaluation of Multi-Window Operations
%S PAPERS: Enhancing The Direct Manipulation Interface
%A Eser Kandogan
%A Ben Shneiderman
%B CHI97
%D 1997
%V 1
%P 250-257
%K Window management, Multi-window operations, Personal role management, Tiled
layout, User interfaces, Information access and organization
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/ek.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p250-kandogan/p250-kandogan.pdf
%X Most windowing systems follow the independent overlapping windows approach,
which emerged as an answer to the needs of the 1980s' technology.  Due to
advances in computers and display technology, and increased information needs,
modern users demand more functionality from window management systems.  We
proposed Elastic Windows with improved spatial layout and rapid multi-window
operations as an alternative to current window management strategies for
efficient personal role management [12].  In this approach, multi-window
operations are achieved by issuing operations on window groups hierarchically
organized in a space-filling tiled layout.  This paper describes the Elastic
Windows interface briefly and then presents a study comparing user performance
with Elastic Windows and traditional window management techniques for 2, 6,
and 12 window situations.  Elastic Windows users had statistically
significantly faster performance for all 6 and 12 window situations, for task
environment setup, task environment switching, and task execution.  For some
tasks there was a ten-fold speed-up in performance.  These results suggest
promising possibilities for multiple window operations and hierarchical
nesting, which can be applied to the next generation of tiled as well as
overlapped window managers.

%M C.CHI.97.1.258
%T Does Continuous Visual Feedback Aid Debugging in Direct-Manipulation
Programming Systems?
%S PAPERS: Enhancing The Direct Manipulation Interface
%A E. M. Wilcox
%A J. W. Atwood
%A M. M. Burnett
%A J. J. Cadiz
%A C. R. Cook
%B CHI97
%D 1997
%V 1
%P 258-265
%K Direct manipulation, Debugging, End-user programming, Spreadsheets, Visual
programming languages, Liveness, Empirical study
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/mmb.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p258-wilcox/p258-wilcox.pdf
%X Continuous visual feedback is becoming a common feature in
direct-manipulation programming systems of all kinds -- from demonstrational
macro builders to spreadsheet packages to visual programming languages
featuring direct manipulation.  But does continuous visual feedback actually
help in the domain of programming?  There has been little investigation of this
question, and what evidence there is from related domains points in
conflicting directions.  To advance what is known about this issue, we
conducted an empirical study to determine whether the inclusion of continuous
visual feedback into a direct-manipulation programming system helps with one
particular task: debugging.  Our results were that although continuous visual
feedback did not significantly help with debugging in general, it did
significantly help with debugging in some circumstances.  Our results also
indicate three factors that may help determine those circumstances.

%M C.CHI.97.1.266
%T Making Computers Easier for Older Adults to Use: Area Cursors and Sticky
Icons
%S PAPERS: Enhancing The Direct Manipulation Interface
%A Aileen Worden
%A Neff Walker
%A Krishna Bharat
%A Scott Hudson
%B CHI97
%D 1997
%V 1
%P 266-271
%K Graphical interfaces, User input, Interaction techniques, Pointing and
selection tasks, Fitts' Law, Aging
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/nw.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p266-worden/p266-worden.pdf
%X The normal effects of aging include some decline in cognitive, perceptual,
and motor abilities.  This can have a negative effect on the performance of a
number of tasks, including basic pointing and selection tasks common to
today's graphical user interfaces.  This paper describes a study of the
effectiveness of two interaction techniques: area cursors and sticky icons, in
improving the performance of older adults in basic selection tasks.  The study
described here indicates that when combined, these techniques can decrease
target selection times for older adults by as much as 50% when applied to the
most difficult cases (smallest selection targets).  At the same time these
techniques are shown not to impede performance in cases known to be
problematical for related techniques (e.g., differentiation between closely
spaced targets) and to provide similar but smaller benefits for younger users.

%M C.CHI.97.1.272
%T Designing Effective Multimedia Presentations
%S PAPERS: Designing Publishing and Scripting Multimedia Systems
%A Peter Faraday
%A Alistair Sutcliffe
%B CHI97
%D 1997
%V 1
%P 272-278
%K Multimedia, Usability testing, Empirical studies
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/pf.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p272-faraday/p272-faraday.pdf
%X The paper reports four studies concerning attention to and comprehension of
Multimedia presentations.  The Multimedia sequence used was taken from a
commercially produced CD-ROM, 'The Etiology of Cancer'.  First, an eye tracking
study of the presentation is reported.  A second study was then conducted on
the recall of the materials used in the eye tracking study.  The results of
these studies were used to propose design guidelines for Multimedia
presentations.  The guidelines were applied to produce a re-authored version of
the original presentation.  A further two studies were then conducted on the
re-authored version to assess the impact of the design guidelines.

%M C.CHI.97.1.279
%T From Web Press to Web Pressure: Multimedia Representations and Multimedia
Publishing
%S PAPERS: Designing Publishing and Scripting Multimedia Systems
%A Victoria Bellotti
%A Yvonne Rogers
%B CHI97
%D 1997
%V 1
%P 279-286
%K Field study, Collaboration, Multimedia, Publishing, World Wide Web,
Representation
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/bel.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p279-bellotti/p279-bellotti.pdf
%X The growth of multimedia computing, followed by a recent push towards
publishing on the World Wide Web, is rapidly changing the publishing industry. 
Editorial staff, working under pressure in printed and online publications,
need to use a growing diversity of representations for planning, creating and
reviewing content.  We present a study of a number of publishing sites,
describing how such representations are critical to ensuring quality in the
editorial process.  Following this, we discuss design implications for better
representational tools.

%M C.CHI.97.1.287
%T Interval Scripts: A Design Paradigm for Story-Based Interactive Systems
%S PAPERS: Designing Publishing and Scripting Multimedia Systems
%A Claudio S. Pinhanez
%A Kenji Mase
%A Aaron Bobick
%B CHI97
%D 1997
%V 1
%P 287-294
%K Interaction design, Story-based immersive systems, Temporal scripts
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/csp.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p287-pinhanez/p287-pinhanez.pdf
%X A system to manage human interaction in immersive environments was designed
and implemented.  The interaction is defined by an interval script which
describes the relationships between the time intervals which command actuators
or gather information from sensors.  With this formalism, reactive, linear, and
tree-like interaction can be equally described, as well as less regular story
and interaction patterns.  Control of actuators and sensors is accomplished
using PNF-restriction, a calculus which propagates the sensed information
through the interval script determining which intervals are or should be
happening at each moment.  The prototype was used in an immersive, story-based
interactive environment called SingSong where a user or a performer tries to
conduct four computer character singers in spite of the hostility of one of
them.

%M C.CHI.97.1.295
%T Beyond Fitts' Law: Models for Trajectory-Based HCI Tasks
%S PAPERS: Exploring Input
%A Johnny Accot
%A Shumin Zhai
%B CHI97
%D 1997
%V 1
%P 295-302
%K Fitts' Law, Human performance, Modeling, Movements, Path steering, Task
difficulty, Motor control, Input techniques and devices, Trajectory-based
interaction
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/ja.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p295-accot/p295-accot.pdf
%X Trajectory-based interactions, such as navigating through nested-menus,
drawing curves, and moving in 3D worlds, are becoming common tasks in modern
computer interfaces.  Users' performances in these tasks cannot be successfully
modeled with Fitts' law as it has been applied to pointing tasks.  Therefore we
explore the possible existence of robust regularities in trajectory-based
tasks.  We used "steering through tunnels" as our experimental paradigm to
represent such tasks, and found that a simple "steering law" indeed exists. 
The paper presents the motivation, analysis, a series of four experiments, and
the applications of the steering law.

%M C.CHI.97.1.303
%T Performance Differences in the Fingers, Wrist, and Forearm in Computer
Input Control
%S PAPERS: Exploring Input
%A Ravin Balakrishnan
%A I. Scott MacKenzie
%B CHI97
%D 1997
%V 1
%P 303-310
%K Computer pointing devices, Human information processing, Muscle group
differences, Hand, Fingers, Arm, Motor control, Fitts' Law
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/rb2.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p303-balakrishnan/p303-balakrishnan.pdf
%X Recent work in computer input control has sought to maximize the use of the
fingers in the operation of computer pointing devices.  The main rationale is
the hypothesis that the muscle groups controlling the fingers have a higher
bandwidth than those controlling other segments of the human upper limb. 
Evidence which supports this, however, is inconclusive.  We conducted an
experiment to determine the relative bandwidths of the fingers, wrist, and
forearm and found that the fingers do not necessarily outperform the other
limb segments.  Our results indicate that the bandwidth of the unsupported
index finger is approximately 3.0 bits/s while the wrist and forearm have
bandwidths of about 4.1 bits/s.  We also show that the thumb and index finger
working together in a pinch grip have an information processing rate of about
4.5 bits/s.  Other factors which influence the relative performance of the
different limbs in manipulation tasks are considered.

%M C.CHI.97.1.311
%T The Rockin' Mouse: Integral 3D Manipulation on a Plane
%S PAPERS: Exploring Input
%A Ravin Balakrishnan
%A Thomas Baudel
%A Gordon Kurtenbach
%A George Fitzmaurice
%B CHI97
%D 1997
%V 1
%P 311-318
%K 3D interaction, Input devices, Integral motion, Mouse, 3D graphical
manipulators
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/rb1.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p311-balakrishnan/p311-balakrishnan.pdf
%X A novel input device called the Rockin'Mouse is described and evaluated. 
The Rockin'Mouse is a four degree-of-freedom input device that has the same
shape as a regular mouse except that the bottom of the Rockin'Mouse is rounded
so that it can be tilted.  This tilting can be used to control two extra
degrees of freedom, thus making it suitable for manipulation in 3D
environments.  Like the regular mouse, the Rockin'Mouse can sense planar
position and perform all the usual functions.  However, in a 3D scene a regular
mouse can only operate on 2 dimensions at a time and therefore manipulation in
3D requires a way to switch between dimensions.  With the Rockin'Mouse,
however, all the dimensions can be simultaneously controlled.  In this paper we
describe our design rationale behind the Rockin'Mouse, and present an
experiment which compares the Rockin'Mouse to the standard mouse in a typical
3D interaction task.  Our results indicate that the Rockin'Mouse is 30% faster
and is a promising device for both 2D and 3D interaction.

%M C.CHI.97.1.319
%T Paper as an Analytic Resource for the Design of New Technologies
%S PAPERS: Papers About Paper
%A Abigail Sellen
%A Richard Harper
%B CHI97
%D 1997
%V 1
%P 319-326
%K Paper, Ethnography, Knowledge work, Diary study, Collaboration, Design,
Organisations, IMF
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/ajs.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p319-sellen/p319-sellen.pdf
%X We report on an examination of work practice in a knowledge-based,
document-intensive organisation and describe the role of paper in that work. 
We show how such an examination can provide a resource for (1) the
determination of system design modifications that can be undertaken in the
short term; (2) the determination of entirely new systems design requiring
longer term research and development; and (3) helping to specify where paper
will continue to be used in future document-related work practice.

%M C.CHI.97.1.327
%T PaperLink: A Technique for Hyperlinking from Real Paper to Electronic
Content
%S PAPERS: Papers About Paper
%A Toshifumi Arai
%A Dietmar Aust
%A Scott Hudson
%B CHI97
%D 1997
%V 1
%P 327-334
%K Augmented reality, Input devices, Hybrid paper electronic interfaces,
Computer vision systems, Pattern recognition, Hyperlinking
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/seh.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p327-arai/p327-arai.pdf
%X Paper is a very convenient medium for presenting information.  It is
familiar, flexible, portable, inexpensive, user modifiable, and offers better
readability properties than existing electronic displays.  However, paper
displays are static and do not offer capabilities such as dynamic content, and
hyperlinking that can be provided with electronic media.  PaperLink is a system
which augments paper documents with electronic features.  PaperLink uses a
highlighter pen augmented with a camera, along with simple computer vision and
pattern recognition techniques, to allow a user to make marks on paper which
can have associations and meaning in an electronic world, and to "pick up"
printed material for use as electronic input.  This paper will consider the
prototype PaperLink hardware and software system, and its application to
hyperlinking from paper to electronic content.

%M C.CHI.97.1.335
%T A Comparison of Reading Paper and On-Line Documents
%S PAPERS: Papers About Paper
%A Kenton O'Hara
%A Abigail Sellen
%B CHI97
%D 1997
%V 1
%P 335-342
%K Reading, Paper, Documents, Digital document readers, Hypertext, Digital
libraries, Design, Web
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/koh.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p335-o_hara/p335-o_hara.pdf
%X We report on a laboratory study that compares reading from paper to reading
on-line.  Critical differences have to do with the major advantages paper
offers in supporting annotation while reading, quick navigation, and
flexibility of spatial layout.  These, in turn, allow readers to deepen their
understanding of the text, extract a sense of its structure, create a plan for
writing, cross-refer to other documents, and interleave reading and writing. 
We discuss the design implications of these findings for the development of
better reading technologies.

%M C.CHI.97.1.343
%T Designing For or Designing With?  Informant Design for Interactive Learning
Environments
%S PAPERS: Designing for Learning
%A Michael Scaife
%A Yvonne Rogers
%A Frances Aldrich
%A Matt Davies
%B CHI97
%D 1997
%V 1
%P 343-350
%K Children, Design, Low-tech, Hi-tech, Informant, Interactive learning
environments, Prototypes
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/ms.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p343-scaife/p343-scaife.pdf
%X The value of involving people as 'users' or 'participants' in the design
process is increasingly becoming a point of debate.  In this paper we describe
a new framework, called 'informant design', which advocates efficiency of
input from different people: maximizing the value of contributions from
various informants and design team members at different stages of the design
process.  To illustrate how this can be achieved we describe a project that
uses children and teachers as informants at different stages to help us design
an interactive learning environment for teaching ecology.

%M C.CHI.97.1.351
%T Degrees of Comprehension: Children's Understanding of a Visual Programming
Environment
%S PAPERS: Designing for Learning
%A Cyndi Rader
%A Cathy Brand
%A Clayton Lewis
%B CHI97
%D 1997
%V 1
%P 351-358
%K Kids software, Educational application, End-user programming, Simulations,
Programming by demonstration, Graphical rewrite rules
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/car.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p351-rader/p351-rader.pdf
%X A new generation of innovative, highly visual children's programming
environments is under development.  In this paper, we consider the
instructional requirements for children learning to program in a visual
environment.  Based on our year-long experience using Apple Computer's
KidSim/Cocoa prototype [2] and the results of a year-end assessment, we
conclude that the children failed to grasp many aspects of the program
operation.  The children readily mastered drawing and animating characters in
imaginary worlds, but struggled to achieve more complex behaviors.  Lack of
explicit instruction on program functionality hindered these children in their
attempts to create more sophisticated science programs.  We explore the
prospects for more effective instruction and suggest some guidelines for
designing visual programming environments.

%M C.CHI.97.1.359
%T The Persona Effect: Affective Impact of Animated Pedagogical Agents
%S PAPERS: Designing for Learning
%A James C. Lester
%A Sharolyn A. Converse
%A Susan H. Kahler
%A S. Todd Barlow
%A Brian A. Stone
%A Ravinder Bhogal
%B CHI97
%D 1997
%V 1
%P 359-366
%K Educational applications, Intelligent systems, Children, Agents, Empirical
studies
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/jl.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p359-lester/p359-lester.pdf
%X Animated pedagogical agents that inhabit interactive learning environments
can exhibit strikingly lifelike behaviors.  In addition to providing
problem-solving advice in response to students' activities in the learning
environment, these agents may also be able to play a powerful motivational
role.  To design the most effective agent-based learning environment software,
it is essential to understand how students perceive an animated pedagogical
agent with regard to affective dimensions such as encouragement, utility,
credibility, and clarity.  This paper describes a study of the affective impact
of animated pedagogical agents on students' learning experiences.  One hundred
middle school students interacted with animated pedagogical agents to assess
their perception of agents' affective characteristics.  The study revealed the
persona effect, which is that the presence of a lifelike character in an
interactive learning environment -- even one that is not expressive -- can have a
strong positive effect on student's perception of their learning experience. 
The study also demonstrates the interesting effect of multiple types of
explanatory behaviors on both affective perception and learning performance.

%M C.CHI.97.1.367
%T Effective View Navigation
%S PAPERS: Information Structures
%A George W. Furnas
%B CHI97
%D 1997
%V 1
%P 367-374
%K Information navigation, Direct Walk, Large information structures,
Hypertext, Searching, Browsing
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/gwf.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p367-furnas/p367-furnas.pdf
%X In view navigation a user moves about an information structure by selecting
something in the current view of the structure.  This paper explores the
implications of rudimentary requirements for effective view navigation, namely
that, despite the vastness of an information structure, the views must be
small, moving around must not take too many steps and the route to any target
be must be discoverable.  The analyses help rationalize existing practice, give
insight into the difficulties, and suggest strategies for design.

%M C.CHI.97.1.375
%T Characterizing Interactive Externalizations
%S PAPERS: Information Structures
%A Lisa Tweedie
%B CHI97
%D 1997
%V 1
%P 375-382
%K Visualization, Interactive graphics, Taxonomy
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/lt.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p375-tweedie/p375-tweedie.pdf
%X This paper seeks to characterize the space of techniques that exist for
interactive externalisations (visualisations).  A selection of visualisations
are classified with respect to: the types of data represented, the nature of
the visible feedback displayed and the forms of interactivity used.  Such
characterization provides a method for evaluating potential designs and
comparing different tools.

%M C.CHI.97.1.383
%T Life, Death, and Lawfulness on the Electronic Frontier
%S PAPERS: Information Structures
%A James Pitkow
%A Peter Pirolli
%B CHI97
%D 1997
%V 1
%P 383-390
%K Clustering, Categorization, Co-citation analysis, World Wide Web,
Hypertext, Survival analysis, Usage models
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/jp-www.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p383-pitkow/p383-pitkow.pdf
%X To facilitate users' ability to make sense of large collections of
hypertext we present two new techniques for inducing clusters of related
documents on the World Wide Web.  Users' ability to find relevant information
might also be enhanced by finding lawful properties of document behavior and
use.  We present models and analyses of document use and change for the World
Wide Web.

%M C.CHI.97.1.391
%T WebStage: An Active Media Enhanced World Wide Web Browser
%S PAPERS: Finding What You Want II
%A Tomoharu Yamaguchi
%A Itaru Hosomi
%A Toshiaki Miyashita
%B CHI97
%D 1997
%V 1
%P 391-398
%K World Wide Web, Metaphor, Multimedia, Information access, Passive-user
support, Media design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/ty.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p391-yamaguchi/p391-yamaguchi.pdf
%X The World Wide Web provides us with enormous opportunities to obtain global
information.  However, conventional browsers are time-intensive, requiring many
operations with attendant mental concentration, to view the Web pages.  This
can often discourage people from seeking access to the Web.  In this paper, we
present an "active" Web browser, named "WebStage".  Unlike conventional
browsers, it displays Web pages using a television metaphor to encourage
"passive" users to access the Web.

%M C.CHI.97.1.399
%T Revisitation Patterns in World Wide Web Navigation
%S PAPERS: Finding What You Want II
%A Linda Tauscher
%A Saul Greenberg
%B CHI97
%D 1997
%V 1
%P 399-406
%K History mechanisms, WWW, Web, Hypertext, Navigation
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/sg.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p399-tauscher/p399-tauscher.pdf
%X We report on users' revisitation patterns to World Wide Web pages, and use
these to lay an empirical foundation for the design of history mechanisms in
web browsers.  Through history, a user can return quickly to a previously
visited page, possibly reducing the cognitive and physical overhead required
to navigate to it from scratch.  We analyzed 6 weeks of usage data collected
from 23 users of a commercial web browser.  We found that 58% of an
individual's pages are revisits, and that users continually add new web pages
into their repertoire of visited pages.  People tend to revisit pages just
visited, access only a few pages frequently, browse in very small clusters of
related pages, and generate only short sequences of repeated URL paths.  We
compared different history mechanisms, and found that the stack-based
prediction method prevalent in commercial browsers is inferior to the simpler
approach of showing the last few recently visited URLs with duplicates
removed.  Other predictive approaches fare even better.  Our results suggest new
approaches to managing history in browsers.

%M C.CHI.97.1.407
%T Queries?  Links?  Is there a Difference?
%S PAPERS: Finding What You Want II
%A Gene Golovchinsky
%B CHI97
%D 1997
%V 1
%P 407-414
%K Hypertext, Dynamic links, Browsing, Newspaper metaphor, Information
exploration, Information retrieval
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/gxg.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p407-golovchinsky/p407-golovchinsky.pdf
%X Hypertext interfaces are considered appropriate for information exploration
tasks.  The prohibitively expensive link creation effort, however, prevents
traditional hypertext interfaces from being used with large coherent
collections of text.  Such collections typically require query-based
interfaces.  This paper examines a hybrid approach: the system described here
creates anchors dynamically based on users' queries, and uses anchor selection
as a query expansion mechanism.  An experiment was conducted to compare
browsing behavior in query- and link-based interfaces.  Results suggest that
query-mediated links are as effective as explicit queries, and that strategies
adopted by users affect performance.  This work has implications for the design
of information exploration interfaces; the dynamic link algorithms described
here are being incorporated into a Web server.

%M C.CHI.97.1.415
%T Integration and Synchronization of Input Modes during Multimodal
Human-Computer Interaction
%S PAPERS: Speech, Haptic, & Multimodal Input
%A Sharon Oviatt
%A Antonella DeAngeli
%A Karen Kuhn
%B CHI97
%D 1997
%V 1
%P 415-422
%K Multimodal interaction, Integration and synchronization, Speech and pen
input, Dynamic interactive maps, Spatial location information, Predictive
modeling
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/slo.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p415-oviatt/p415-oviatt.pdf
%X Our ability to develop robust multimodal systems will depend on knowledge
of the natural integration patterns that typify people's combined use of
different input modes.  To provide a foundation for theory and design, the
present research analyzed multimodal interaction while people spoke and wrote
to a simulated dynamic map system.  Task analysis revealed that multimodal
interaction occurred most frequently during spatial location commands, and
with intermediate frequency during selection commands.  In addition,
microanalysis of input signals identified sequential, simultaneous,
point-and-speak, and compound integration patterns, as well as data on the
temporal precedence of modes and on inter-modal lags.  In synchronizing input
streams, the temporal precedence of writing over speech was a major theme,
with pen input conveying location information first in a sentence.  Linguistic
analysis also revealed that the spoken and written modes consistently supplied
complementary semantic information, rather than redundant.  One long-term goal
of this research is the development of predictive models of natural modality
integration to guide the design of emerging multimodal architectures.

%M C.CHI.97.1.423
%T Rendering Drawings for Interactive Haptic Perception
%S PAPERS: Speech, Haptic, & Multimodal Input
%A Martin Kurze
%B CHI97
%D 1997
%V 1
%P 423-430
%K Haptic perception, Tactile drawing, Blind people, Haptic rendering pipeline
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/mk.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p423-kurze/p423-kurze.pdf
%X This paper describes a rendering method for generating tangible drawings of
spatial real world objects based on a theory of haptic image perception and
understanding.  The method is based on an analysis of the process of drawing
used by blind people and on cognitive considerations.  A haptic rendering
pipeline has been implemented which uses methods such as folding out or
flattening to create 2D images from 3D models.  The evaluation currently being
carried out is described and the results are discussed in a broader
application context.

%M C.CHI.97.1.431
%T MedSpeak: Report Creation with Continuous Speech Recognition
%S PAPERS: Speech, Haptic, & Multimodal Input
%A Jennifer Lai
%A John Vergo
%B CHI97
%D 1997
%V 1
%P 431-438
%K Continuous speech recognition, Speech interface design, Radiology,
Navigation, Dictation
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/paper/jcl.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p431-lai/p431-lai.pdf
%X MedSpeak/Radiology is a product that allows radiologists to create, edit
and manage reports using real-time, continuous speech recognition.  Speech is
used both to navigate through the application, and to dictate reports.  The
system is multi-modal, accepting input by either voice, mouse or keyboard. 
This paper reports on how we addressed the critical user need of high
throughput in our interface design, and ways of supporting both error
prevention and error correction with continuous speech.  User studies suggest
that for this task there was low tolerance for accuracy less than 100%, but
the additional time required for corrections was considered by many
radiologists to be acceptable in view of the overall reduction in report turn
around time.

%M C.CHI.97.1.439
%T Simplified Applications for Network Computers
%S DESIGN BRIEFINGS: Simple, Small and Focused: Managing Personal Information
%A Don Gentner
%A Frank Ludolph
%A Chris Ryan
%B CHI97
%D 1997
%V 1
%P 439-446
%K Calendar, Email, HotJava Views, Human interface design, Java, Minimalist,
Network Computer, NC, Simplicity, Web
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/dg.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p439-gentner/p439-gentner.pdf
%X This paper describes the design of HotJava Views, a user environment and
suite of applications for a Network Computer.  A Network Computer differs from
the common Personal Computer in that it has no permanent local storage, but
instead obtains its software and data as needed over the network from a
central server.  We have abandoned some characteristic features of current GUI
interfaces, such as the desktop metaphor, file systems, and the distinction
between applications and documents.  Our design principles are focused on
simplicity, efficiency of operation, clarity of the interaction model, and
tight integration between applications.

%M C.CHI.97.1.447
%T Design: No Job too Small
%S DESIGN BRIEFINGS: Simple, Small and Focused: Managing Personal Information
%A Jean C. Scholtz
%A Tony Salvador
%A Pete Lockhart
%A James Newbery
%B CHI97
%D 1997
%V 1
%P 447-454
%K Design, Usability testing, User requirements, Ergonomics, Hand held, Mobile
computing
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/js1.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p447-scholtz/p447-scholtz.pdf
%X This paper describes the efforts involved in the design of a novel Personal
Information Manager (PIM) about the size of a credit card with a touch screen
that fit neatly in one's shirt pocket or the PCMCIA slot on a PC.  The device
had to support both viewing data as well as entering data.  This project at
Intel offered human factors engineers extraordinary freedom in terms of
functional design constraints, including no pre-existing operating system or
pre-existing metaphor.  However, in terms of practical constraints, such as
low power demands, extremely small screen size and low resolution, color and
the inexperience of the engineering team working with human factors
professionals, this project offered us a unique challenge.  In the end,
ergonomic concerns, functionality concerns and navigation issues required a
novel approach to the design of this hand-held computing appliance.  Making
decisions was additionally complicated as the novel hardware was being
developed simultaneously.  During design, we needed to produce innovative
tests that would give valid results without using the actual hardware and we
needed to explain at each step what we were doing and the input we would have
for hardware and/or software decisions.

%M C.CHI.97.1.455
%T Claris Organizer's Expanding Contact Card
%S DESIGN BRIEFINGS: Simple, Small and Focused: Managing Personal Information
%A Philip D. Haine
%B CHI97
%D 1997
%V 1
%P 455-462
%K Contact card, Expanding sections, Dense input area, PIMs
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/dph.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p455-haine/p455-haine.pdf
%X This paper describes the design process behind the contact card user
interface in Claris Organizer 2.0.  This was a situation where traditional UI
elements were insufficient to satisfy the design's requirements. 
High-fidelity prototypes were developed, iterated and tested against competing
designs.  Standards and guidelines had to be broken to achieve the design's
objectives.  Despite having more fields and more functionality, the resulting
design was smaller, faster, and preferred by users.

%M C.CHI.97.1.463
%T KidPad: A Design Collaboration Between Children, Technologists, and
Educators
%S DESIGN BRIEFINGS: Understanding Users
%A Allison Druin
%A Jason Stewart
%A David Proft
%A Ben Bederson
%A Jim Hollan
%B CHI97
%D 1997
%V 1
%P 463-470
%K Children, Design techniques, Cooperative design, Educational applications,
Evaluation, Participatory design, Social issues, Pad++, KidPad
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/ajd2.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p463-druin/p463-druin.pdf
%X We established an interdisciplinary, intergenerational collaboration in the
fall of 1995, between the University of New Mexico's Computer Science
Department, the College of Education, and local Albuquerque elementary school
children.  The goal of this research was to develop an expressive digital
medium with an intuitive zooming interface, to support a learning environment
for children.  In the process of this collaboration, design methodologies that
support a child's role in the development of new technologies were explored. 
What follows is a summary of our iterative design experience, collaboration,
and the results of the research to date.

%M C.CHI.97.1.471
%T Designing a Graphical User Interface for Healthcare Workers in Rural India
%S DESIGN BRIEFINGS: Understanding Users
%A Sally Grisedale
%A Michael Graves
%A Alexander Grunsteidl
%B CHI97
%D 1997
%V 1
%P 471-478
%K Human interface design, Mobile computing, Pen input, Soft keyboard, Newton
MessagePad, Rapid prototyping, India, Rajasthan, Ajmer, Auxiliary nurse
midwife, Healthcare, Family welfare
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/mg.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p471-grisedale/p471-grisedale.pdf
%X This paper describes the research and development of an interface for a
mobile computing device to be used by Auxiliary Nurse Midwives (ANMs) in rural
India.  We describe the insights of the team from Apple Research Lab (ARL),
who have had the privilege of working in a very different culture from the
ones they are used to.  We show how our observations of the healthcare workers
performing their caring and administrative functions informed the design of
the user interface.  We illustrate how we developed the graphical language,
navigational structure and data entry techniques.  We provide a summary of the
feedback we received from early field trials and some thoughts on the
appropriateness of our approach to design in this environment.

%M C.CHI.97.1.479
%T Balancing Usability and Learning in an Interface
%S DESIGN BRIEFINGS: Understanding Users
%A Noel Rappin
%A Mark Guzdial
%A Matthew Realff
%A Pete Ludovice
%B CHI97
%D 1997
%V 1
%P 479-486
%K Modeling, Simulation, Interface design, Learners
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/ndr.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p471-grisedale/p471-grisedale.pdf
%X Creating educational software forces a difficult tradeoff.  The software
must be easy for the students to use, yet not so simple that the parts that
students are to learn from are done for them by the computer.  DEVICE (Dynamic
Environment for Visualization of Chemical Engineering) is a learning
environment aimed at allowing chemical engineering students to model chemical
engineering problems, then execute those problems as simulations.  In the
design of DEVICE, we have attempted to use student tasks to focus attention on
the most important parts of the problem without overwhelming students with
extraneous detail.

%M C.CHI.97.1.487
%T Reflections on I/Design: User Interface Design at a Startup
%S DESIGN BRIEFINGS: Working with Stakeholders: Design Within and Among
Organizations
%A Allison L. Hansen
%B CHI97
%D 1997
%V 1
%P 487-493
%K User interface design, User-centered design, Design process, Iterative
design, Paper prototyping, World-Wide Web, Web measurement, Startup company
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/alh.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p487-hansen/p487-hansen.pdf
%X There are many challenges to delivering a state-of-the-art user interface
in a startup company, especially when the Product Manager is also the User
Interface Designer.  This design briefing describes the process of making
incremental improvements to an existing product, given very limited time and
resources, while also designing a new replacement product.  Several well-known
design techniques and strategies were used, and the relative success or
failure of each approach is discussed.  In addition, the design rationale for
and evolution of the successful new user interface are presented.

%M C.CHI.97.1.494
%T Social Trends and Product Opportunities: Philips' Vision of the Future
Project
%S DESIGN BRIEFINGS: Working with Stakeholders: Design Within and Among
Organizations
%A Robert Lambourne
%A Khodi Feiz
%A Bertrand Rigot
%B CHI97
%D 1997
%V 1
%P 494-501
%K Future, Design process, Socio-cultural forecasts, Interaction design,
Industrial design, Film making, Scenario
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/rl.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p494-lambourne/p494-lambourne.pdf
%X This paper describes a project that was carried out by Philips Corporate
Design (PCD) to explore ideas for products and services which could be part of
our future in the year 2005.  It discusses how a socio-cultural tool was used
together with technology forecasts to arrive at the creation of scenarios that
describe future products and their contexts.  The concepts were then
communicated to a wide audience in the form of short film clips.  The project
involved many people from a wide range of disciplines.

%M C.CHI.97.1.502
%T Putting Visualization to Work: ProgramFinder for Youth Placement
%S DESIGN BRIEFINGS: Working with Stakeholders: Design Within and Among
Organizations
%A Jason B. Ellis
%A Anne Rose
%A Catherine Plaisant
%B CHI97
%D 1997
%V 1
%P 502-509
%K Technology transfer, Visualization, Dynamic query, Legal systems, Matching
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/jbe.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p502-ellis/p502-ellis.pdf
%X The Human-Computer Interaction Laboratory (HCIL) and the Maryland
Department of Juvenile Justice (DJJ) have been working together to design the
ProgramFinder, a tool for selecting programs for troubled youths ranging from
drug rehabilitation centers to secure residential facilities.  The seemingly
straightforward journey of the ProgramFinder from an existing user interface
technique to a product design required the development of five different
prototypes which involved user interface design, prototype implementation, and
selecting search attributes.  While HCIL's effort focused primarily on design
and implementation, DJJ's attribute selection process was the most time
consuming and difficult task.  We also found that a direct link to DJJ's
workflow was needed in the prototypes to generate the necessary "buy-in." This
paper analyzes the interaction between the efforts of HCIL and DJJ and the
amount of "buy-in" by DJJ staff and management.  Lessons learned are presented
for designers.

%M C.CHI.97.1.510
%T The Multimedia Library: The Center of an Information-Rich Community
%S DESIGN BRIEFINGS: Access to Knowledge: Libraries and Data Mining
%A Gerard Jorna
%A Mirjam Wouters
%A Paul Gardien
%A Hans Kemp
%A Jack Mama
%A Irene Mavromati
%A Ian McClelland
%A Linda Vodegel Matzen
%B CHI97
%D 1997
%V 1
%P 510-517
%K Library, Multimedia, Browsing, Information visualization, Information
retrieval
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/gj.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p510-jorna/p510-jorna.pdf
%X Due to the rapid development of information and multimedia technology, the
information and services available within a Public Library are changing.  This
design project, executed by Philips Corporate Design in cooperation with the
Public Library of Eindhoven, approached the library not as a digital catalogue
but as the center of a community, a place to gather, communicate with others,
and a place to obtain and exchange information with anybody about anything. 
Library (non)-users investigations provided information regarding the current
state and perception of the library, the catalogue, as well as to desired
improvements, services and tools.  The design process and the initial designs
of these services and tools are presented.

%M C.CHI.97.1.518
%T Bringing Treasures to the Surface: Iterative Design for the Library of
Congress National Digital Library Program
%S DESIGN BRIEFINGS: Access to Knowledge: Libraries and Data Mining
%A Catherine Plaisant
%A Gary Marchionini
%A Tom Bruns
%A Anita Komlodi
%A Laura Campbell
%B CHI97
%D 1997
%V 1
%P 518-525
%K Digital libraries, Web design, Browse, Java, Dynamic query, Preview, Design
process, Search
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/cp.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p518-plaisant/p518-plaisant.pdf
%X The Human-Computer Interaction Lab worked with a team for the Library of
Congress (LC) to develop and test interface designs for LC's National Digital
Library Program.  Three iterations are described and illustrate the
progression of the project toward a compact design that minimizes scrolling
and jumping and anchors users in a screen space that tightly couples search
and results.  Issues and resolutions are discussed for each iteration and
reflect the challenges of incomplete metadata, data visualization, and the
rapidly changing web environment.

%M C.CHI.97.1.526
%T Evolution of a User Interface Design: NCR's Management Discovery Tool
%S DESIGN BRIEFINGS: Access to Knowledge: Libraries and Data Mining
%A James F. Knutson
%A Tej Anand
%A Richard L. Henneman
%B CHI97
%D 1997
%V 1
%P 526-533
%K User-centered design, Iterative design, Prototypes, Mockups, Data mining,
Data analysis, Data retrieval
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/briefing/jfk.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p526-knutson/p526-knutson.pdf
%X Many companies are developing large data warehouses to understand their
customers and business trends better; however, tools to analyze these data
typically require significant expertise.  Because of this, NCR has developed
the Management Discovery Tool (MDT) for the typical manager who wants answers
to business questions without having to know SQL or database table and column
names.  We provide an overview of the user-centered design process used to
design one part of the MDT (the "Folders View" dialog) and give rationale for
design decisions.

%M C.CHI.97.1.534
%T Telemedical Consultation: Task Characteristics
%S TECHNICAL NOTES: Collaborative Communities I
%A Leon Watts
%A Andrew Monk
%B CHI97
%D 1997
%V 1
%P 534-535
%K Videoconferencing, Telemedicine, Task analysis
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/tech-note/law.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p534-watts/p534-watts.pdf
%X Three telemedical projects were studied that used ISDN video to link
primary care medical centres to hospitals.  Specifically, a doctor or nurse
practitioner with the patient was able to consult a remote specialist about
treatment or diagnosis.  Five task characteristics for this particular form of
telemedical consultation are identified.  These characteristics make clear the
need for high quality multi-party sound communication and multiple-view
slow-scan video but suggest that full motion video may not be necessary to
support this kind of work.  Some issues in analysing technologically-mediated
collaborative work are briefly discussed.

%M C.CHI.97.1.536
%T Usability, Help Desk Calls, and Residential Internet Usage
%S TECHNICAL NOTES: Collaborative Communities I
%A Sara Kiesler
%A Robert Kraut
%A Vicki Lundmark
%A William Scherlis
%A Tridas Mukhopadhyay
%B CHI97
%D 1997
%V 1
%P 536-537
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/tech-note/sk.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p536-kiesler/p536-kiesler.pdf
%X For the average person, the Internet is still too hard to use.  We report
evidence from HomeNet, a field trial in Pittsburgh that tries to understand
how people use the Internet.  Despite our reducing technological and economic
barriers to use, families had problems connecting and using the Internet.  We
show that help calls, however, are not a good indicator of usability, since it
is the "enthusiasts" and people with instrumental tasks to accomplish who
call.

%M C.CHI.97.1.538
%T An Isometric Tongue Pointing Device
%S TECHNICAL NOTES: Input & Output in the Future
%A Chris Salem
%A Shumin Zhai
%B CHI97
%D 1997
%V 1
%P 538-539
%K Disability, Tongue, Mouth, Isometric device, Input device, Alternative
access
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/tech-note/cs.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p538-salem/p538-salem.pdf
%X In order to provide alternative computer input, we designed an isometric,
tongue operated device: Tonguepoint.  The design rationale and a preliminary
experiment are presented in this technical note.  Results show that, after 30
minutes practice and adjustment, the subjects could use the Tonguepoint at a
performance level that was only 5-50% slower than finger isometric pointing. 
Further improvements are expected.

%M C.CHI.97.1.540
%T How Effective are 3D Display Modes?
%S TECHNICAL NOTES: Input & Output in the Future
%A Sabine Volbracht
%A Gitta Domik
%A Khatoun Shahrbabaki
%A Gregor Fels
%B CHI97
%D 1997
%V 1
%P 540-541
%K Perspective viewing, Anaglyph stereo, Shutter glass stereo, 3D display
mode, Experience, Empirical, Experiment
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/tech-note/sbv.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p540-volbracht/p540-volbracht.pdf
%X The increasing availability of 3D input and output devices demands a better
understanding and comparison of their quality.  This report describes an
empirical experiment for comparing 3D display modes: traditional perspective
viewing, anaglyph stereo and shutter glass stereo.  We followed two hypotheses
1. shutter glass stereo viewing allows a faster and more accurate recognition
than the anaglyph and the perspective viewing, and 2. subjects experienced
with particular 3D representations are faster and more accurate than subjects
with out experience.  The experiment is based on a true research scenario in
organic chemistry.  Organic molecules were used as 3D objects.  Mean response
error and mean response time were calculated for a series of six tasks and 81
subjects.

%M C.CHI.97.1.542
%T Communication, Action and History
%S TECHNICAL NOTES: Extending The HCI Agenda
%A Alan Dix
%A Roberta Mancini
%A Stefano Levialdi
%B CHI97
%D 1997
%V 1
%P 542-543
%K Undo, History, Direct manipulation, Breakdown
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/tech-note/ajd.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p542-dix/p542-dix.pdf
%X At the opening Plenary of CHI 96, Herbert Clark challenged human-computer
interface design to emulate some of the graceful repair found in face-to-face
conversation.  However, the dominant paradigm in recent user-interface design
has been one of action, not communication -- direct manipulation, not commands. 
In day-to-day life we find the transition between the worlds of action and
communication problematic, so it is not surprising that we experience similar
problems in the computer world.  Nowhere is this transition more marked than
when using undo -- we are forced to think about what we have just done --
breakdown.

%M C.CHI.97.1.544
%T Translation in HCI: Formal Representations for Work Analysis and
Collaboration
%S TECHNICAL NOTES: Extending The HCI Agenda
%A Michael J. Muller
%B CHI97
%D 1997
%V 1
%P 544-545
%K Task analysis, Systems analysis, Translation, Translator, Ethnocriticism,
Ethnocritical heuristics, Positionality
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/tech-note/mm2.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p544-muller/p544-muller.pdf
%X In a previous paper, I provided a foundation argument for translation as a
pivotal activity in analysis work in the fields of HCI, with profound
epistemological and ethical consequences.  This technical note extends the
argument with a formal notation for translation work in HCI, with application
to work analysis and collaboration.

%M C.CHI.97.1.546
%T A Factor Analysis of User Cognition and Emotion
%S TECHNICAL NOTES: Extending The HCI Agenda
%A Judith Ramsay
%B CHI97
%D 1997
%V 1
%P 546-547
%K Cognition, Emotion, Factor Analysis, Human-computer interaction
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/tech-note/jr1.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p546-ramsay/p546-ramsay.pdf
%X Fifty two statements of cognition and emotion were gathered from computer
users during breakdowns in understanding during interaction.  They were
reduced by factor analysis to a set of ten themes.  The themes show the extent
of discomfort experienced during breakdowns.  The themes now form the backbone
of a checklist of cognition and emotion, short enough in length to be
administered during interaction.  This work forms a move towards understanding
and ultimately alleviating discomfort felt during human-computer interaction.

%M C.CHI.97.1.548
%T Understanding Movement
%S TECHNICAL NOTES: Extending The HCI Agenda
%A Leslie Carlson Vaughan
%B CHI97
%D 1997
%V 1
%P 548-549
%K Movement, Animation, Emotion, Affordance, Theatre
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/tech-note/lcv.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p548-vaughan/p548-vaughan.pdf
%X Through abstract movement, we are able to communicate various emotional
content to users on the computer screen.  This article examines movement in
Theatre and Psychology and how connotative values are associated with
movement.  Through understanding the characteristics of movement and their
various effects, the designer may better understand the complexity and
relationship between movement and emotion.

%M C.CHI.97.1.550
%T Supporting Knowledge Workers Beyond the Desktop with Palplates
%S TECHNICAL NOTES: Beyond the Desktop
%A Jennifer Mankoff
%A Bill N. Schilit
%B CHI97
%D 1997
%V 1
%P 550-551
%K Ubiquitous computing, Context-aware computing, Mirror worlds, Mobile
computing, Kiosk systems, MUDs
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/tech-note/sch.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p550-mankoff/p550-mankoff.pdf
%X Palplates are a collection of touch-screen terminals placed around the
office enabling human-computer interactions at the point of need.  Supporting
a community of mobile authenticated workers with a small number of stationary
devices is an alternative to providing each person with a portable wireless
computer.  In contrast to the PC's desktop metaphor, Palplates use a place
metaphor that reflect the actual rooms, corridors, and buildings that are part
of the office place.  Users interact graphically with applications supported
by a geographic database.  The user interface is generated dynamically based
on the user's identity, the point-of-access, and the changing collection of
physical office equipment, electronic documents and applications present at
any given location.

%M C.CHI.97.1.552
%T CyberDesk: Automated Integration of Desktop and Network Services
%S TECHNICAL NOTES: Beyond the Desktop
%A Andrew Wood
%A Anind Dey
%A Gregory D. Abowd
%B CHI97
%D 1997
%V 1
%P 552-553
%K Adaptive interfaces, Automated integration, Future computing environments,
Ubiquitous services
%* (c) Copyright 1997 ACM
%W http://www.acm.org/sigchi/chi97/proceedings/tech-note/akd.htm
%W http://www.acm.org/pubs/articles/proceedings/chi/258549/p552-wood/p552-wood.pdf
%X The CyberDesk project suggests a way to break the prevailing assumption in
personal computing that the user must search out ways to integrate behavior
between separate services.  We present a technique and prototype system for
automatic integration of desktop applications and network services that
requires no effort by either the designer or the end-user.

fpack:!@#$%^&*(): CHI97-2a.BA
%M C.CHI.97.2.2
%T Artificial Intelligence Techniques in the Interface to a Digital Video
Library
%S DEMONSTRATIONS: Intelligent Systems
%A Alexander G. Hauptmann
%A Michael J. Witbrock
%A Michael G. Christel
%B CHI97
%D 1997
%V 2
%P 2-3
%K Video browsing, Information retrieval interfaces, Speech recognition,
News-On-Demand, Multimedia indexing and search, Informedia, Artificial
intelligence, Automatic text summarization, Video summarization, Digital
library
%W http://www.acm.org/sigchi/chi97/proceedings/demo/agh.htm
%X For the huge amounts of audio and video material that could usefully be
included in digital libraries, the cost of producing human-generated
annotations and meta-data is prohibitive.  In the Informedia Digital Video
Library, the production of meta-data supporting the library interface is
automated using techniques from Artificial Intelligence (AI).  By applying
speech recognition, natural language processing and image analysis, the
interface helps users locate the information they want and navigate or browse
the digital video library more effectively.  Specific AI-based interface
components include automatic titles, filmstrips, video skims, word location
marking and representative frames for shots.

%M C.CHI.97.2.4
%T MOBI-D: A Model-Based Development Environment for User-Centered Design
%S DEMONSTRATIONS: Intelligent Systems
%A Angel R. Puerta
%A David Maulsby
%B CHI97
%D 1997
%V 2
%P 4-5
%K Model-based interface development, User interface development environments,
Interface design, Interface models, User-centered design, Task-based design
%W http://www.acm.org/sigchi/chi97/proceedings/demo/ap.htm
%X MOBI-D (Model-Based Interface Designer) is a software environment the
design and development of user interfaces from declarative interface models. 
End-users informally describe tasks and data, from end-users, from which
developers construct formal models of user tasks and domain objects.  The
system supports development of presentation and dialog specifications from
such models, and allows visualization of interface designs as units
encompassing all relations and dependencies among the elements of task, data
and user-interface specifications.  MOBI-D is the first development
environment to define an interface model as a comprehensive conceptual object,
to identify an interface design as a declarative component of an interface
model, and to establish a development cycle based on such a model.  The
sharable nature of the interface modeling language of MOBI-D, along with the
open architecture of its system opens the door for many research areas in HCI
to explore the benefits and potential of using interface models.

%M C.CHI.97.2.6
%T Conversational Awareness in Multiparty VMC
%S DEMONSTRATIONS: In Search of the Right Visualization Techniques
%A Roel Vertegaal
%B CHI97
%D 1997
%V 2
%P 6-7
%K CSCW, Groupware, Videoconferencing, Awareness, Attention
%W http://www.acm.org/sigchi/chi97/proceedings/demo/rv.htm
%X In this demonstration, we present a number of videoconferencing systems
which differ in support for conversational awareness.  We argue that such
systems should convey speech, relative position, gaze direction and gaze of
the participants, but not necessarily full-motion video.

%M C.CHI.97.2.8
%T An Environment that Integrates Flying and Fish Tank Metaphors
%S DEMONSTRATIONS: In Search of the Right Visualization Techniques
%A Dan Fleet
%A Colin Ware
%B CHI97
%D 1997
%V 2
%P 8-9
%W http://www.acm.org/sigchi/chi97/proceedings/demo/df.htm
%W http://www.omg.unb.ca/~dfleet/research/fledermausVR/
%X Fledermaus VR is a system that combines the flying and Fish Tank metaphors
for viewpoint control.  A key component of the system is the continuous
scaling of the scene so that it always appears just behind the screen.  This
scaling is done even when flying over a virtual landscape.  Because the scene
is scaled, it is always in the right position for Fish Tank VR viewing.  In
addition, the scaling removes some of the problems that commonly occur with
stereoscopic displays, it puts objects in the appropriate place for
manipulation, and it can be used to modulate the flight velocity.  The system
is demonstrated with a cable laying application.

%M C.CHI.97.2.10
%T Demonstrations and Guided Tours of Virtual Worlds on the Internet
%S DEMONSTRATIONS: Virtual Worlds and Reality
%A Bruce Damer
%B CHI97
%D 1997
%V 2
%P 10-11
%K Virtual worlds, Social computing, Avatars, Collaborative workspaces, VRML,
Three dimensional interfaces
%W http://www.acm.org/sigchi/chi97/proceedings/demo/bfdd.htm
%X Multi-user virtual worlds are proliferating on the Internet.  These are two
and three dimensional graphical environments inhabited by users represented as
digital actors called "avatars".  Through this medium, a wide variety of
Internet users are participating in a large scale social experiment and
collaborating on a variety of projects.  The inhabited virtual world is an
exciting new medium for HCI professionals including interaction and graphic
designers, and educators and researchers focused on distance learning and
teleworking.  It also appeals to children and ordinary users of the Internet
as a vast new digital playground and a venue for personal expression.  This
demonstration will introduce participants to a variety of inhabited virtual
worlds and give them hands-on experience in collaboratively building and
interacting with other users in the worlds.

%M C.CHI.97.2.12
%T Alice Sat Here
%S DEMONSTRATIONS: Virtual Worlds and Reality
%A Emily Hartzell
%A Nina Sobell
%B CHI97
%D 1997
%V 2
%P 12-13
%K Collaboration, Interaction, Control, Surveillance
%W http://www.acm.org/sigchi/chi97/proceedings/demo/eh.htm
%X In this paper, we describe Alice Sat Here, a telerobotic installation in
which participants in physical space and cyberspace are afforded extended
means of interaction.  Using live video served to the World Wide Web,
telerobotic camera control (pan and tilt controlled remotely over the Web),
and a wheeled electric throne driven by gallery visitors, Alice Sat Here
becomes an interface at the intersection of physical space and cyberspace.  By
designing an installation as a physical metaphor for the Web, we hope to
sensitize the public to the dynamics at work on the Web (surveillance,
control), and to challenge the collective imagination of the kinds of
experiences the Web can offer.

%M C.CHI.97.2.14
%T Exploring Search Results with Envision
%S DEMONSTRATIONS: Visualization for Exploration
%A Lucy Terry Nowell
%A Robert K. France
%A Deborah Hix
%B CHI97
%D 1997
%V 2
%P 14-15
%K Information visualization, Interface metaphors, Interface metaphors, User
interface design, Digital library
%W http://www.acm.org/sigchi/chi97/proceedings/demo/ltn1.htm
%X Envision is a multimedia digital library of computer science literature,
with full-text searching and full-content retrieval capabilities.  The
Envision system is noteworthy for two characteristics: 1) the high quality of
the search results returned by our free text search system and 2) a highly
usable user interface that provides powerful information visualization
facilities, enabling users explore patterns in the literature, changing the
display as their interests change.

%M C.CHI.97.2.16
%T Knowledge-Based Support for Visual Exploration of Spatial Data
%S DEMONSTRATIONS: Visualization for Exploration
%A Gennady L. Andrienko
%A Nathalia V. Andrienko
%B CHI97
%D 1997
%V 2
%P 16-17
%K Data visualisation, Geographic Information Systems (GIS), Knowledge-based
systems, World Wide Web
%W http://www.acm.org/sigchi/chi97/proceedings/demo/gla1.htm
%X The knowledge-based system IRIS is designed to help users in analysis of
spatially referenced statistical data.  For this purpose the system provides
the user with automatically built thematic maps presenting the data visually.
The process of map design is governed by the domain-independent visualisation
knowledge base.  The user receives the opportunity to concentrate on data
exploration instead of the process of planning and building data
presentations.  Implementation of the interface part of the system in Java
language allows to run the system in the World Wide Web (WWW).

%M C.CHI.97.2.18
%T Interactive Ethnography: Digital Photography at Lincoln High School
%S DEMONSTRATIONS: Computers for Young Adults
%A Bonnie A. Nardi
%A Brian Reilly
%B CHI97
%D 1997
%V 2
%P 18-19
%K Multimedia, Ethnography, CD-ROM, Digital photography
%W http://www.acm.org/sigchi/chi97/proceedings/demo/ban.htm
%X We demonstrate our CD-ROM, "Digital Photography at Lincoln High School: An
Interactive Ethnography," as well as a web-based example of interactive
ethnography.  The goal of the work is to demonstrate a new medium for
presenting the results of ethnographic studies to a wide audience.  The
richness of the ethnographic experience is easily lost in a text-only format.
The CD-ROM uses audio, video, text, QuickTime VR, scanned images and digital
photos to bring alive the experiences of the students and staff in the digital
photography class.

%M C.CHI.97.2.20
%T Soft Toys with Computer Hearts: Building Personal Storytelling Environments
%S DEMONSTRATIONS: Computers for Young Adults
%A Marina Umaschi
%B CHI97
%D 1997
%V 2
%P 20-21
%K Personal storytelling, Authoring environments, Physical interfaces,
Metaphorical objects, Learning
%W http://www.acm.org/sigchi/chi97/proceedings/demo/mu.htm
%X SAGE is an authoring tool that allows children to design their own wise
storytellers to interact with.  It explicitly aims to enable them to explore
their inner world, as well as to learn about storytelling and technology.  In
order to foster emotional engagement and explore the integration of physical
and computer interfaces, the sage storyteller was embodied in a interactive
stuffed animal.

%M C.CHI.97.2.22
%T Merging the Benefits of Paper Notebooks with the Power of Computers in
Dynomite
%S DEMONSTRATIONS: Computers for Young Adults
%A Bill N. Schilit
%A Lynn D. Wilcox
%A Nitin "Nick" Sawhney
%B CHI97
%D 1997
%V 2
%P 22-23
%K Electronic notebook, Note-taking, Audio interfaces, Handwriting, Keyword
indexing, Ink properties, Retrieval, Paper-like interfaces, PDA, Pen computing
%O Presented as a paper at this session
%W http://www.acm.org/sigchi/chi97/proceedings/demo/ldw.htm
%X Dynomite is a portable electronic notebook for the capture and retrieval of
handwritten and audio notes.  The goal of Dynomite is to merge the
organization, search, and data acquisition capabilities of a computer with the
benefits of a paper-based notebook.  Dynomite provides novel solutions in four
key problem areas.  First, Dynomite uses a casual, low cognitive overhead
interface.  Second, for content indexing of notes, Dynomite uses ink
properties and keywords.  Third, to assist organization, Dynomite's properties
and keywords define views, presenting a subset of the notebook content that
dynamically changes as users add new information.  Finally, to augment
handwritten notes with audio on devices with limited storage, Dynomite
continuously records audio, but only permanently stores those parts
highlighted by the user.

%M C.CHI.97.2.24
%T Supporting Student-Built Algorithm Animation as a Pedagogical Tool
%S DEMONSTRATIONS: Programming with Less Programming
%A John T. Stasko
%B CHI97
%D 1997
%V 2
%P 24-25
%K Algorithm animation, Education, Design, Programming, Software visualization
%W http://www.acm.org/sigchi/chi97/proceedings/demo/jts.htm
%X This demonstration describes a new approach to algorithm animation, one in
which the students construct the animations.  We introduce the Samba system
that facilitates this process and describe how it has been used an
undergraduate algorithms courses as a teaching aid.  Having students build the
animations, that is, construct the mapping from concepts to images, appears to
enable true understanding of the algorithm under study.

%M C.CHI.97.2.26
%T The Agentsheets Behavior Exchange: Supporting Social Behavior Processing
%S DEMONSTRATIONS: Programming with Less Programming
%A Alexander Repenning
%A James Ambach
%B CHI97
%D 1997
%V 2
%P 26-27
%K Agents, World Wide Web, End-user programming, Interactive simulation, Drag
and drop, Programming by example, Domain-specific applications, Education,
Collaborative learning
%W http://www.acm.org/sigchi/chi97/proceedings/demo/ar.htm
%X In end-user programming it is still hard to overcome the tension between
usability and expressiveness.  Some end-user programming approaches focus on
simple use but they make it hard or even impossible to write programs
expressing useful functionality.  Other programming approaches can be very
expressive by allowing the construction of arbitrary complex programs but this
expressiveness comes at the price of usability.  End user programming
approaches that are at least reasonably usable and expressive at the same time
require not merely a syntactic improvement of programming languages but a new
way to conceptualize the programming process in a social context.  Social
behavior processing describes the idea of elevating programming components to
the level of easily composable and decomposable entities that can be shared
through the World Wide Web with a community of end-users.  The Agentsheets
Behavior Exchange is outlined here as a forum for end-user programmers,
including middle school kids and professionals, to (a) compose behaviors in
order to create interactive SimCityTM-like simulations and games, to (b)
comprehend behaviors created by other users or by themselves, and to (c) share
these behaviors with other users.  In end-user programming it is still hard to
overcome the tension between usability and expressiveness.  Some end-user
programming approaches focus on simple use but they make it hard or even
impossible to write programs expressing useful functionality.  Other
programming approaches can be very expressive by allowing the construction of
arbitrary complex programs but this expressiveness comes at the price of
usability.  End user programming approaches that are at least reasonably
usable and expressive at the same time require not merely a syntactic
improvement of programming languages but a new way to conceptualize the
programming process in a social context.  Social behavior processing describes
the idea of elevating programming components to the level of easily composable
and decomposable entities that can be shared through the World Wide Web with a
community of end-users.  The Agentsheets Behavior Exchange is outlined here as
a forum for end-user programmers, including middle school kids and
professionals, to (a) compose behaviors in order to create interactive
SimCity-like simulations and games, to (b) comprehend behaviors created by
other users or by themselves, and to (c) share these behaviors with other
users.

%M C.CHI.97.2.28
%T "Eudaemonic Eye;" "Personal Imaging" and Wearable Computing as a Result of
Deconstructing HCI; towards Greater Creativity and Self-Determination
%S DEMONSTRATIONS: Wearable Computers
%A Steve Mann
%B CHI97
%D 1997
%V 2
%P 28-29
%K Existential computing, Wearable computing, Personal imaging, Lightpainting,
Electronic flash, Mobile multimedia, Video orbits, VideoClips, Pencigraphic
imaging, Personal documentary, Augmented reality, Mediated reality
%W http://www.acm.org/sigchi/chi97/proceedings/demo/sm.htm
%X The apparatus for 'personal imaging' consists of a combination of the
author's 'existential computer' invention (hardware portion also referred to
as the "wearable computer") with an electronic camera as the primary input
device.  Personal imaging, a conceptual framework around this simple
apparatus, is first presented as a new research area, and then applications to
the visual arts, and to personal documentary, are presented.

%M C.CHI.97.2.30
%T Using Music as a Communication Medium
%S DEMONSTRATIONS: Auditory Output
%A James Alty
%A Paul Vickers
%A Dimitros Rigas
%B CHI97
%D 1997
%V 2
%P 30-31
%K Music, Interface design, Debugging, Multi-media, Audiolisation
%W http://www.acm.org/sigchi/chi97/proceedings/demo/jla.htm
%X Music is a rich communication medium, and there are some similarities
between the job of a music composer and that of an HCI designer (although
their objectives may be different).  Whilst sound has been used in interfaces,
its use has mainly been at a primitive level, often involving real-world
sound.  Since music offers a highly structured set of mechanisms for
communicating, it is surprising that there have been so few attempts at
exploring its possibilities.  Our current activity involves investigations
into the use of music in algorithmic audiolisation and program debugging.

%M C.CHI.97.2.32
%T IFQ: A Visual Query Interface for Object-Based Image Retrieval
%S DEMONSTRATIONS: Visual Techniques for Image Retrieval
%A Wen-Syan Li
%A K. Selcuk Candan
%A Kyoji Hirata
%A Yoshinori Hara
%B CHI97
%D 1997
%V 2
%P 32-33
%K Image retrieval, Visual query interface
%W http://www.acm.org/sigchi/chi97/proceedings/demo/wsli.htm

%M C.CHI.97.2.34
%T Depictive Interaction with Visual Information Using Sketches -- DIVIUS
%S DEMONSTRATIONS: Visual Techniques for Image Retrieval
%A Andree Woodcock
%A Stephen A. R. Scrivener
%A M. W. Lansdale
%B CHI97
%D 1997
%V 2
%P 34-35
%K Visual interface, Pictorial database, Uncertainty, Database evaluation,
User models
%W http://www.acm.org/sigchi/chi97/proceedings/demo/aw.htm
%X Querying of visual databases has relied predominantly on text based
systems.  Words do not provide an appropriate or adequate means of describing
visual artifacts.  A system (DIVIUS) has been developed which allows users to
describe and query objects in a pictorial database, using a visual language
derived from the database objects.  Users can also indicate their level of
uncertainty regarding certain attributes of the query.

%M C.CHI.97.2.36
%T Access for All: HEPHAISTOS -- A Personal Home Assistant
%S DEMONSTRATIONS: Future Home Studies
%A Michael Burmester
%A Joachim Machate
%A Jochen Klein
%B CHI97
%D 1997
%V 2
%P 36-37
%K Personal home assistant, Customer electronics, Touch sensitive control,
Speech recognition, User interface design, Dialogue elements, PSN-elderly,
Design for all
%W http://www.acm.org/sigchi/chi97/proceedings/demo/jam.htm
%X In this paper, we describe a demonstrator which was developed in the course
of the European project TIDE 1004: HEPHAISTOS (Home Environment Private Help
AssISTant fOr elderly and diSabled).  The demonstrator constitutes a hand held
personal home assistant capable to control a selected range of electronic home
devices.  Its multimodal user interface is based on a coloured high resolution
touch screen extended with speech input/output.  The development process
focused on taking into account requirements of elderly people and people with
special needs.  The usability of the personal assistant was evaluated in a
series of user tests with subjects from this particular demographic groups.

%M C.CHI.97.2.38
%T Mediators: Guides through Online TV Services
%S DEMONSTRATIONS: Future Home Studies
%A Han Kohar
%A Ian Ginn
%B CHI97
%D 1997
%V 2
%P 38-39
%K Interactive television, Service creation, Consumer systems,
Anthropomorphism, Social interaction, Navigation, Interface agents, Adaptivity
%W http://www.acm.org/sigchi/chi97/proceedings/demo/hk.htm
%X The Mediator prototype which is demonstrated is the result of exploratory
research into domestic online entertainment services.  Mediators are
anthropomorphic guides who aid users in selection and navigation to content in
interactive television services.  The project goals include developing
prototype services and navigation tools and carrying out extensive user tests.
The main focus of the work is to develop models of interaction, functionality
and system behaviour.

%M C.CHI.97.2.40
%T Research Issues in Intelligent Data Visualisation for Exploration and
Communication
%S DEVELOPMENT CONSORTIUM
%A Gennady L. Andrienko
%A Nathalia V. Andrienko
%B CHI97
%D 1997
%V 2
%P 40-41
%K Visual data exploration, Visual data communication, Intelligent support,
Geographic Information Systems (GIS), Knowledge-based systems
%W http://www.acm.org/sigchi/chi97/proceedings/dev/gla2.htm
%X Efficiency and quality of solving problems by people are greatly affected
by the way in that relevant information is arranged and presented.  There is a
need for intelligent software assisting humans by automatic generation of
adequate presentations.  We focus on graphical and especially cartographic
data presentations and distinguish two problem classes where these
presentations have high potential: data exploration and communication.  It is
argued that graphics design principles should be different for these two
classes.  Data communication is treated in a wider sense than merely report
making: it is proposed to consider a "visual message" being built with respect
to author's pragmatic goals, beliefs, attitudes, etc., as well as the image of
the addressee.  We outline the necessary research directions and reason about
the role that could be played in such a research by the prototype
knowledge-based system IRIS we have developed earlier.

%M C.CHI.97.2.42
%T An Approach to Evaluation of Software Visualization
%S DEVELOPMENT CONSORTIUM
%A Vladimir L. Averbukh
%A Alexandr V. Konovalov
%A Vladislav V. Vorzopov
%B CHI97
%D 1997
%V 2
%P 42
%K Visual metaphors, Visual expressiveness, Adequacy in visualization
%W http://www.acm.org/sigchi/chi97/proceedings/dev/va.htm
%X In connection with semiotic aspects of visual languages we define and
generalize the content of such conception as visual metaphor, visual language
dictionary, visual expressiveness, adequacy in visualization.  The
experimental system ParaVision should help to search the techniques for
evaluating of such characteristics as adequacy in visualization that is as far
as a given visual system may satisfy the needs of a given user for solving of
a given problem.

%M C.CHI.97.2.43
%T Multiagents Based Modelling in Graphical User Interfaces
%S DEVELOPMENT CONSORTIUM
%A Dorian Gorgan
%B CHI97
%D 1997
%V 2
%P 43-44
%K User interfaces, Multiagents, Visual programming, Direct manipulation, Rule
based behaviour
%W http://www.acm.org/sigchi/chi97/proceedings/dev/dg.htm
%X A graphical environment that implements visual programming techniques based
on autonomous agents is presented.  The model consists of active entities
called agents, and passive entities such as behaviours, trajectories, actions,
and conditions.  The agents have a rule based behaviour defined as a spatial
and temporal evolution.  A consistent set of agent structures, actions and
rule types is highlighted to support a general oriented visual programming. 
The model concerns on the notion of trajectory and topological information
used in a cooperative evolution to control applications which are based on
real time processes synchronization, data flow diagrams, graphical animation,
metaphorical user interface, visual programming, multimedia and artificial
intelligence techniques.

%M C.CHI.97.2.45
%T Transferring Usability Engineering to Software Houses: Some Practical
Experiences
%S DEVELOPMENT CONSORTIUM
%A Marcin Sikorski
%B CHI97
%D 1997
%V 2
%P 45-46
%K Software usability, Management, Central-Eastern Europe, Poland
%W http://www.acm.org/sigchi/chi97/proceedings/dev/ms.htm
%X This paper describes market-related and social background of existing
limitations in transferring usability engineering methods to software
companies in Poland.  Typical approaches of software vendors, developers,
managers and users are shortly presented as possible reasons of low usability
of many local software products.  Providing information, guidelines and
usability services are discussed as means for developing usability
consciousness among all stakeholders involved in developing software for
management support.

%M C.CHI.97.2.47
%T HCI in the Czech Republic
%S DEVELOPMENT CONSORTIUM
%A Pavel Slavik
%B CHI97
%D 1997
%V 2
%P 47-48
%K HCI, Interaction, GUI, Interface, Multimedia, Virtual reality
%W http://www.acm.org/sigchi/chi97/proceedings/dev/ps.htm
%X The paper describes the current situation and historical development in the
HCI field in the Czech Republic.  An outline of the most important features in
this area is given.  The reader can get ideas about the current state of art
especially in research and education.  A description of the situation in some
specific applications is also given.  In summary, the reader can find a short
evaluation given together with some proposals on how to improve the current
situation in the HCI field in this particular country.

%M C.CHI.97.2.49
%T Hypermedia Extension Based on Recursive Abstractions
%S DEVELOPMENT CONSORTIUM
%A Vladislav Valkovsky
%A Dmitry Krechman
%A Igor Nikiforov
%A Dmitry Chenosov
%B CHI97
%D 1997
%V 2
%P 49-50
%K Hypermedia, Navigation, Structural analysis, Abstraction
%W http://www.acm.org/sigchi/chi97/proceedings/dev/dlk.htm
%X There are many well documented problems facing the ordinary user, as
opposed to the enthusiast, of Hypermedia (HM) technology which can lead these
users to be frustrated by, or give-up using hypermedia technology altogether.
Among these classic HM problems are: the Framing Problem, Framing And
Intercomparision Combined, Link Types, Versioning And Historical Backtrack,
Closed Context and Open Media, Adding These Aspects Later, Disorientation [3],
Information Structuring Systems [2], Visualizing [4].  This paper focuses on
one of these key problems, "the Framing Problem" -- as the number of hypermedia
objects grows the problem of restricting our attention to only the relevant
connections becomes harder [3].  How can we structure the source hypermedia to
show semantically related clusters?  By solving this problem it is possible to
offer new ways for people to search and browse hypermedia.

%M C.CHI.97.2.51
%T Displayless Interface Access to Spatial Data: Effects on Speaker Prosodics
%S DOCTORAL CONSORTIUM
%A Julie Baca
%B CHI97
%D 1997
%V 2
%P 51-52
%K GUI access, Displayless interfaces, Prosodics
%W http://www.acm.org/sigchi/chi97/proceedings/doc/jab.htm
%X Displayless interface technology must address challenges similar to those
presented by the problem of providing GUI access to visually impaired users. 
Both must address the issue of providing nonvisual access to spatial data. 
This research examines the hypothesis that such access places a cognitive
burden on the user, which in turn will impact the prosodics, i.e. nonverbal
aspects, of the user's speech.

%M C.CHI.97.2.53
%T Enhancement of Communicative Presence in Desktop Video Conferencing Systems
%S DOCTORAL CONSORTIUM
%A Alessandro Barabesi
%B CHI97
%D 1997
%V 2
%P 53-54
%K Video conferencing, Communicative presence, Communication tools
%W http://www.acm.org/sigchi/chi97/proceedings/doc/alb.htm
%X Communicative presence (CP) has been defined as "... the capacity of a
system to transfer mutual communicative signals of interlocutors." [2].  The
main objective of my research is to define communicative presence more
precisely and improve it in Desktop Video Conferencing Systems (DVCSs).  An
initial experiment has suggested that the modality of all available channels
should be consistent.

%M C.CHI.97.2.55
%T Representation Without Taxation: What Makes GUI Good
%S DOCTORAL CONSORTIUM
%A Brian D. Ehret
%B CHI97
%D 1997
%V 2
%P 55-56
%K Display-based HCI, Cognitive modeling, ACT-R, Expertise, GUI
%W http://www.acm.org/sigchi/chi97/proceedings/doc/bde-rwt.htm
%X In the proposed work, research in cognitive science and display-based HCI
is synthesized and brought to bear on the question of "what makes GUI good?".
A two-phase approach is outlined.  The empirical phase will build upon a
foundation laid by display-based HCI research.  The computational modeling
phase will be informed by the empirical phase and previous modeling efforts. 
The primary goal is to be able to explicate conditions under which a user will
rely on external display components vs. internal knowledge structures to
control task performance.

%M C.CHI.97.2.57
%T Accounting for Individual Differences Through GAMES: Guided Adaptive
Multimedia Editing System
%S DOCTORAL CONSORTIUM
%A Bernd Gutkauf
%B CHI97
%D 1997
%V 2
%P 57-58
%K Individual differences, Perception, User model, Visualization, Multimedia,
Adaptive systems, Intelligent systems, Electronic publishing, Cognitive
psychology, Computer
%W http://www.acm.org/sigchi/chi97/proceedings/doc/bg.htm
%X Multimedia communication is influenced by increasing complexity and reach
of information and by a rapidly growing user population.  Due to these
developments average authors of electronically published media have little
expert knowledge in multimedia presentations.  They are also confronted with
considerable individual differences of recipients in culture, social life,
education, psychology and physiology.  In order to compensate for these
shortcomings it is necessary to integrate interpretation and interaction
abilities of individual users into future presentation and editing systems. 
We are developing a chart editing system which generates critics by user
request.  These critics are based on a user model, on expert knowledge in
chart editing and on the currently edited chart.  The system helps the author
to avoid commonly made mistakes.  It empowers recipients to adjust certain
parameters (e.g.: colors) to their individual abilities and needs.

%M C.CHI.97.2.59
%T Learning for Usability: An Explorative Study of Qualities in Use
%S DOCTORAL CONSORTIUM
%A Stefan Holmlid
%B CHI97
%D 1997
%V 2
%P 59-60
%K Usability, End-user training, Quality in use
%W http://www.acm.org/sigchi/chi97/proceedings/doc/sh.htm
%X Efforts for creating usable systems which fulfill the purpose of being
efficient and effective tools in an enterprise have been focused on the
software itself.  The study proposed here turns to the user, and to what the
user contributes with for that use.  The study explores the concepts of
usability and qualities of software in use, and their relationship to
end-users learning to use the software, in a case study approach.  The
understanding developed during this study will be used in an intervention
study, which aims at proposing a way for formal training to contribute to
usability and quality in use.

%M C.CHI.97.2.61
%T Computer Aided Creativity and Multicriteria Optimization in Design
%S DOCTORAL CONSORTIUM
%A Denis Lalanne
%B CHI97
%D 1997
%V 2
%P 61-62
%K Human-machine asynchronous collaboration, Interactive intelligence,
Creative design
%W http://www.acm.org/sigchi/chi97/proceedings/doc/dla-art.htm
%X Establishing that machines cannot automate creative design and that it is a
difficult task for humans, I propose a computational model based on the human
and machine complementarity and collaboration.

%M C.CHI.97.2.63
%T The Multimodal GUI: Developing Auditory Cues as Tools for Performance and
Usability
%S DOCTORAL CONSORTIUM
%A La Tondra A. Murray
%B CHI97
%D 1997
%V 2
%P 63-64
%K Auditory I/O, Human performance, Multimedia, User acceptance, User
interface design
%W http://www.acm.org/sigchi/chi97/proceedings/doc/lam.htm
%X Designers who use sound in the computer interface must do so judiciously. 
The inclusion of auditory cues within an interface should be a mechanism for
the improvement of task performance and the facilitation of usability.  Gaver
[6] and Blattner [1] have demonstrated the utility of auditory cues in
communicating information to users.  The usage of "spatially-enhanced" speech
and nonspeech elements could provide an additional source of data that might
help or hurt performance.  The usefulness of an auditory cue could be linked
to acoustical parameters, spatialization, and task type.  The proposed study
will assess the improvement of user performance for various types of auditory
cues as applied to spatial and verbal computer tasks.  These results will be
important to multimedia developers who want to create software that
facilitates user acceptance or the quality of user performance.

%M C.CHI.97.2.65
%T Graphical Encoding in Information Visualization
%S DOCTORAL CONSORTIUM
%A Lucy Terry Nowell
%B CHI97
%D 1997
%V 2
%P 65-66
%K Information visualization, Iconic display, User interface design, Graphical
encoding
%W http://www.acm.org/sigchi/chi97/proceedings/doc/ltn2.htm
%X In producing a design to visualize search results for a digital library
called Envision [5, 7], we found that choosing graphical devices and document
attributes to be encoded with each graphical device is a surprisingly
difficult task.  By graphical devices we mean those visual display elements
(e.g., color, shape, size, position, etc.) used to convey encoded information.
Research in several areas provides scientific guidance for design and
evaluation of graphical encodings which might otherwise be reduced to opinion
and personal taste.  However, literature offers inconclusive and often
conflicting viewpoints, leading us to further empirical research.

%M C.CHI.97.2.67
%T Groupware Adoption & Adaptation
%S DOCTORAL CONSORTIUM
%A Leysia Ann Palen
%B CHI97
%D 1997
%V 2
%P 67-68
%K Groupware, Calendars, Meeting schedulers, Adoption, Adaptation, Artifacts,
Information resource, Collaboration, Organizational memory, CSCW
%W http://www.acm.org/sigchi/chi97/proceedings/doc/lap.htm
%X This paper describes my research on the adoption of groupware technologies
in business organizations, and their subsequent integration with individual
and organizational work practices as a result of wide, sustained use.  An
initial study of two organizations successfully using a particular groupware
technology -- electronic calendars and meeting schedulers -- revealed several
technical, behavioral, and organizational factors that enabled initial
adoption.  Additional findings from this study suggested that groupware
technology was integrated into work practices quite differently at each site,
despite similarities in adoption patterns and other organizational features. 
My dissertation research will continue to elaborate the conditions that enable
adoption of groupware technologies.  My investigations will also explore the
way electronic calendars are subsequently integrated into local work
practices, and the organizational ramifications of these particular
adaptations.

%M C.CHI.97.2.69
%T The Use of Declarative and Procedural Knowledge in Intelligent Navigation
Displays
%S DOCTORAL CONSORTIUM
%A Brian H. Philips
%B CHI97
%D 1997
%V 2
%P 69-70
%K ATIS, Declarative knowledge, Intelligent systems, ITS, Landmarks,
Navigation, Procedural knowledge
%W http://www.acm.org/sigchi/chi97/proceedings/doc/bhp.htm
%X One theory of environmental cognition suggests that both declarative
landmark knowledge and procedural route knowledge are essential in structuring
internal representations of the environment; such representations facilitate
effective navigation in that environment [5, 7].  The proposed study will
provide data to test this theory.  The application that will be studied is an
Advanced Traveler Information System (ATIS), which provides route guidance
information to automobile drivers.  Current route guidance systems incorporate
only procedural route information in their route guidance displays (i.e.,
they give directions for getting to your destination without supplying
landmarks to identify the route [e.g., 3]).  This study will evaluate how the
inclusion of landmark icons in ATIS displays affects users' navigation
performance.  The results will be important to ATIS developers, who need to
know what informational elements to include in ATIS route guidance displays to
most effectively support navigation tasks.  The results will also be important
in a theoretical sense, by testing a theory of environmental cognition with
real-world navigation tasks.

%M C.CHI.97.2.71
%T Single Display Groupware
%S DOCTORAL CONSORTIUM
%A Jason E. Stewart
%B CHI97
%D 1997
%V 2
%P 71-72
%K CSCW, Children, Authoring tools, CHIKids, Desktop-based collaboration,
Direct manipulation, Education, Exploratory learning, Groupware, HCI, Input
devices, Interactive learning, Iterative design, User centered design
%W http://www.acm.org/sigchi/chi97/proceedings/doc/jes.htm
%X Face-to-face collaboration of small groups is one of the most common forms
of group work, yet group-aware computer support for this type of collaboration
is limited.  My research examines the effectiveness of Single Display
Groupware (SDG), computer systems that support face-to-face collaboration
around a single computer display.  Together with the help of a group of
elementary school children, I will design and build a prototype SDG system
called Sushi that is an authoring tool for interactive multimedia stories.

%M C.CHI.97.2.73
%T Evaluating Real-Time Multimedia Audio and Video Quality
%S DOCTORAL CONSORTIUM
%A Anna Watson
%B CHI97
%D 1997
%V 2
%P 73-74
%K Multimedia conferencing, MBone, Speech intelligibility, Speech quality,
Video use, Task
%W http://www.acm.org/sigchi/chi97/proceedings/doc/aw1.htm
%X The aim of this research is to assess and establish quality thresholds for
real-time Internet audio and video.  Real-time multimedia conferencing over
the Internet has huge potential, but there are limitations to the quality of
audio and video that can be achieved, due to bandwidth limitations and the
processing power of individual workstations.  Assessing the effects of these
limitations on the conference participant is not straightforward.  The novel
types of degradation found over the Internet means that existing speech and
video quality assessment methods may not be applicable to multimedia
conferencing experiences.  This PhD will assess existing tests for measuring
perceived quality from the psychology and telecommunications literature with
respect to multimedia conferencing.  The long term aim is to produce
guidelines as to required bandwidth and quality for different multimedia
conferencing tasks and applications.

%M C.CHI.97.2.75
%T HCI at the University of Michigan's School of Information
%S ORGANIZATIONAL OVERVIEWS
%A Gary M. Olson
%A Judith S. Olson
%A George Furnas
%A Elliot Soloway
%A Daniel E. Atkins
%B CHI97
%D 1997
%V 2
%P 75-76
%K Graduate programs, HCI, CSCW, Information sciences
%W http://www.acm.org/sigchi/chi97/proceedings/overview/gmo.htm
%X The School of Information at the University of Michigan is a new graduate
school that offers highly interdisciplinary opportunities in education and
research.  We have a program in HCI as well as Library and Information
Sciences, Archives and Record Management, and are discussing offerings in
Future Systems Architecture, Organizational Information Systems.

%M C.CHI.97.2.77
%T Introducing Usability at London Life Insurance Company
%S ORGANIZATIONAL OVERVIEWS
%A Brenda Kerton
%B CHI97
%D 1997
%V 2
%P 77-78
%K User profile, Work and task analysis, Usability goal setting, Usability
walkthroughs, Application development process, Organizational context,
Sponsorship, Skills transfer
%W http://www.acm.org/sigchi/chi97/proceedings/overview/blk.htm
%X This presentation describes how and why Usability Engineering is being
introduced at London Life.  It describes the unique set of circumstances that
were present allowing us to integrate usability engineering from day one in a
project.  It will cover our approach to learning about and institutionalizing
the usability process into a well established internal systems development
area.  Our future plans will also be discussed.

%M C.CHI.97.2.79
%T Multimodal Human Computer Interaction Research at Toshiba Research and
Development Center
%S ORGANIZATIONAL OVERVIEWS
%A Yoichi Takebayashi
%A Miwako Doi
%B CHI97
%D 1997
%V 2
%P 79-80
%K Organizations, Multimodal, HCI, Information filtering, Knowledge sharing,
Media understanding
%W http://www.acm.org/sigchi/chi97/proceedings/overview/ytake.htm
%X Toshiba's Human Interface Research Group is pursuing media understanding
and intelligent interaction technologies to achieve natural multimodal HCI
(human-computer interaction).  In collaboration with Toshiba's other corporate
laboratories, engineering laboratories and business divisions, we have been
developing practical interactive systems and products related to information
services, consumer electronics, document filing and industrial equipment.

%M C.CHI.97.2.81
%T HCI at Trilogy: Bringing the Design Stance to a Startup
%S ORGANIZATIONAL OVERVIEWS
%A J. Epstein
%A E. Loh
%A J. Marks
%A J. Lilly
%B CHI97
%D 1997
%V 2
%P 81-82
%K Organizations, HCI, User interface, Design, Interaction design, Enterprise
software, Startups
%W http://www.acm.org/sigchi/chi97/proceedings/overview/jle.htm
%X A successful startup in the arena of enterprise software, Trilogy
Development Group began experimenting with HCI as a means for improving user
reactions to their products.  Two years have passed since the first
experiments; in that time an entire HCI group was created and has subsequently
become a respected and critical component of Trilogy's development process, as
well as taking some responsibility for providing a vision for Trilogy's
future.  This paper chronicles our experiences in bringing the "design stance"
to Trilogy.

%M C.CHI.97.2.83
%T The NCR Human Interface Technology Center
%S ORGANIZATIONAL OVERVIEWS
%A Thomas J. MacTavish
%A Richard L. Henneman
%B CHI97
%D 1997
%V 2
%P 83-84
%K User interface, User-centered design, Cognitive engineering,
Human-interface technology
%W http://www.acm.org/sigchi/chi97/proceedings/overview/rlh-ncr.htm
%X The NCR Human Interface Technology Center (HITC) exists to meet its
customers' business needs through the application of new human-interface
technologies.  The HITC designs and develops these user-interface solutions
through a user-centered design (UCD) process, in which user needs and
expectations guide all design and development decisions.  The HITC consists of
about 90 engineers and scientists with expertise in such areas as cognitive
engineering, graphic design, image understanding, artificial intelligence,
intelligent tutoring, database mining, and new I/O technologies.  Established
in 1988, the HITC is funded by work performed for its customers.

%M C.CHI.97.2.85
%T 0 to 50 in 4 Years: CUIS at Boeing
%S ORGANIZATIONAL OVERVIEWS
%A Kevin Neher
%A Randy Worsech
%B CHI97
%D 1997
%V 2
%P 85-86
%K Organization overview, Usability engineering, Usability measurement,
Reusable components, User interface standards
%W http://www.acm.org/sigchi/chi97/proceedings/overview/kn.htm
%X The Common User Interface Services (CUIS) group at Boeing is a
full-featured support organization for Boeing user interface developers.  The
group has achieved key successes and has increased the visibility of the
importance of usability engineering to the point where it has been established
as a key corporate initiative in 1996.

%M C.CHI.97.2.87
%T The Founding of the Netscape User Experience Group
%S ORGANIZATIONAL OVERVIEWS
%A Tony Fernandes
%B CHI97
%D 1997
%V 2
%P 87-88
%K Organizations, Usability testing, Human factors, Visual design
%W http://www.acm.org/sigchi/chi97/proceedings/overview/tf.htm
%X Netscape Communications is a company that has grown faster than any other
software company in history.  Although the design effort at Netscape has
evolved greatly, the initial experience of bringing design into an
organization in hypergrowth provided some valuable lessons in the creation of
a successful design organization.

%M C.CHI.97.2.89
%T HCI Education & Research at the University of Puerto Rico-Mayaguez
%S ORGANIZATIONAL OVERVIEWS
%A Jose A. Borges
%A Manuel A. Perez-Quinones
%A Nestor J. Rodriguez
%B CHI97
%D 1997
%V 2
%P 89-90
%K HCI education, HCI research, Usability engineering
%W http://www.acm.org/sigchi/chi97/proceedings/overview/map.htm
%X HCI at the Department of Electrical and Computer Engineering (ECE) of the
University of Puerto Rico -- Mayaguez (UPRM) has taken center stage in the
Computer Engineering program in just three years.  This growth has been
reflected in the academic programs, research, facilities, faculty, and
students.  Our research and academic emphasis is on usability engineering and
programming of user interfaces.

%M C.CHI.97.2.91
%T Human Interface Design at Fidelity Investments
%S ORGANIZATIONAL OVERVIEWS
%A Thomas S. Tullis
%B CHI97
%D 1997
%V 2
%P 91-92
%K Financial services, Usability testing, Online help, User interface design,
Style guides, Prototyping
%W http://www.acm.org/sigchi/chi97/proceedings/overview/tst.htm
%X This presentation describes the Human Interface Design department at
Fidelity Investments.  Although not in the computer hardware or software
business, Fidelity develops an amazingly wide variety of systems in support of
our business.  The Human Interface Design department, which is composed of
people from a variety of backgrounds, provides several key services to systems
development projects throughout the company, including user interface design
and prototyping, usability testing, and online help development.  We are also
responsible for the corporate Graphical User Interface Style Guide and Web
Design Guide.  Examples of the development projects we assist with are
described, as well as strategic projects that address more general human
interface issues.

%M C.CHI.97.2.93
%T The User-Centered Globalization Group at AT&T
%S ORGANIZATIONAL OVERVIEWS
%A Maria Gabriela Alvarez
%A Nuray Aykin
%A Diane Z. Lehder
%B CHI97
%D 1997
%V 2
%P 93-94
%K Globalization, Internationalization, Localization, User interface
%W http://www.acm.org/sigchi/chi97/proceedings/overview/mga.htm
%X This paper describes the User-Centered Globalization Group at AT&T, which
provides internationalization and localization consulting services within AT&T
and to outside customers.  It reviews the group's history and areas of
expertise, and discusses sample projects and future strategy.

%M C.CHI.97.2.95
%T Usability Services at Compuware-Madison: Bringing Usability to Data
Processing
%S ORGANIZATIONAL OVERVIEWS
%A Julie Nowicki
%A Shawn Lawton Henry
%B CHI97
%D 1997
%V 2
%P 95-96
%K Usability engineering, HCI education, HCI in organizations
%W http://www.acm.org/sigchi/chi97/proceedings/overview/jrn.htm
%X This presentation describes the Usability Services group at
Compuware-Madison.  Compuware-Madison is part of the national Compuware
Professional Services Division, which provides consulting services for the
computing industry, primarily data processing divisions of corporations.  The
Usability Services group was developed to help clients who are moving from
traditional mainframe environments to newer technologies that use graphical
user interfaces (GUIs).  A group organized specifically to address usability
issues is atypical in the data processing area, both from the client
corporation and the consulting provider's perspective.  This presentation
describes how the group came to be, its projects, the challenges it faces, and
its successes.

%M C.CHI.97.2.97
%T Hypermedia Research at C&C Research Labs, NEC USA
%S ORGANIZATIONAL OVERVIEWS
%A Yoshinori Hara
%A Kojiro Watanabe
%B CHI97
%D 1997
%V 2
%P 97-98
%K Usability engineering, HCI education, HCI in organizations
%W http://www.acm.org/sigchi/chi97/proceedings/overview/yh.htm
%X This presentation describes the Usability Services group at
Compuware-Madison.  Compuware-Madison is part of the national Compuware
Professional Services Division, which provides consulting services for the
computing industry, primarily data processing divisions of corporations.  The
Usability Services group was developed to help clients who are moving from
traditional mainframe environments to newer technologies that use graphical
user interfaces (GUIs).  A group organized specifically to address usability
issues is atypical in the data processing area, both from the client
corporation and the consulting provider's perspective.  This presentation
describes how the group came to be, its projects, the challenges it faces, and
its successes.

%M C.CHI.97.2.99
%T Design v. Computing: Debating the Future of Human-Computer Interaction
%S PANELS
%A Tony Salvador
%A Dan Boyarski
%A Paul Dourish
%A Jim Faris
%A Wendy Kellogg
%A Terry Winograd
%B CHI97
%D 1997
%V 2
%P 99-100
%K Human-computer interaction, Design, Computer science
%W http://www.acm.org/sigchi/chi97/proceedings/panel/ts.htm
%X This debate questions the presumption that the future of human-computer
interaction resides in the computing sciences.  We propose the following
resolution: It is resolved that the CHI community should disassociate from
professional computing societies and realign closely with professional design
societies.  The four panelists will form two teams with Terry Winograd & Jim
Faris arguing for the resolution and Paul Dourish & Wendy Kellogg arguing
against it.  It is our intention to evoke the widest possible range of
viewpoints and discussion in the community on this very important topic for
the future of human computer interaction.

%M C.CHI.97.2.101
%T Transferring a Designed User Experience to Product
%S PANELS
%A Gitta Salomon
%A Chris Edwards
%A Hector Moll-Carrillo
%A Kevin Mullet
%A Laura Teodosio
%B CHI97
%D 1997
%V 2
%P 101-102
%K Technology transfer, Design, Interaction design, Product development, User
interface, Software development
%W http://www.acm.org/sigchi/chi97/proceedings/panel/gbs.htm
%X How can interaction designers ensure that their work makes its way into the
final implementation of a product?  The language, tools and techniques for
communicating design ideas within the interactive product development domain
are currently emerging.  This panel provides insight into promising approaches
by examining the ways in which several practitioners have succeeded, and
failed, at transferring their design ideas to current products.

%M C.CHI.97.2.103
%T Web Interfaces Live: What's Hot, What's Not?
%S PANELS
%A Keith Instone
%A Mary Czerwinski
%A S. Joy Mountford
%A Jakob Nielsen
%A Bruce "Tog" Tognazzini
%B CHI97
%D 1997
%V 2
%P 103-104
%K WWW, Web, Internet, Design, Evaluation, Reviewing
%W http://www.acm.org/sigchi/chi97/proceedings/panel/jn.htm
%X You are up against a million other Web sites: how do you get users to come
to your site?  This panel will visit live sites on the WWW and debate what
works and doesn't work in Web user interfaces.

%M C.CHI.97.2.105
%T Intelligent Software Agents vs. User-Controlled Direct Manipulation: A
Debate
%S PANELS
%A Jim Miller
%A Pattie Maes
%A Ben Shneiderman
%B CHI97
%D 1997
%V 2
%P 105-106
%K Agents, Direct manipulation, Intelligent interfaces, Graphical
representation
%W http://www.acm.org/sigchi/chi97/proceedings/panel/jrm.htm
%X Critical issues in human-computer interaction -- in particular, the
advantages and disadvantages of intelligent agents and direct manipulation --
will be discussed, debated, and hotly contested.  The intent of the
participants is to strike an appropriate balance between a serious discussion
of the issues and an entertaining debate.

%M C.CHI.97.2.107
%T Telework: When Your Job is on the Line
%S PANELS
%A Jean C. Scholtz
%A Victoria Bellotti
%A Jenny DeGroot
%A Tom Erickson
%A Arnold Lund
%A Leslie Schirra
%B CHI97
%D 1997
%V 2
%P 107-108
%K Telework, Telecommuting, Remote work
%W http://www.acm.org/sigchi/chi97/proceedings/panel/js2.htm
%X This panel will discuss teleworking experiences.  Our panel consists of
several types of teleworkers, a manager of a teleworker and a researcher who
studied teleworking.  The panel will address questions concerning the value of
telework, the factors that affect success of telework, and the way in which
telework changed their job.

%M C.CHI.97.2.109
%T None of the Above: What's Really Essential in HCI Education?
%S PANELS
%A Andrew Sears
%A Marian Williams
%A Jean B. Gasen
%A Tom Hewett
%A John Karat
%A Gail McLaughlin
%B CHI97
%D 1997
%V 2
%P 109-110
%K HCI Education, Industry, Academia
%W http://www.acm.org/sigchi/chi97/proceedings/panel/als.htm
%X As we look to the future of HCI education, it is clear that, despite major
HCI curriculum initiatives [1, 2], there is little consensus in the CHI
community about what the content of HCI education should include or about how
and by whom that content should be delivered.  This panel gives voice to both
prevailing and minority opinions on the subject.

%M C.CHI.97.2.111
%T Computers, Kids, and Creativity: What Does the Future Hold?
%S PANELS
%A Allison Druin
%A David Smith
%A Jordana Huchital
%A Michael Chanover
%A Amy Bruckman
%B CHI97
%D 1997
%V 2
%P 111-112
%K Children, The future, Social issues, Home, Multimedia Internet, Educational
applications, Entertainment
%W http://www.acm.org/sigchi/chi97/proceedings/panel/ajd1.htm
%X Our children are fast becoming one of the largest new user groups taking
advantage of emerging technologies.  How our children learn, play, and
communicate are quickly changing.  This panel will not ask the question
whether technology will be a part of our children's lives.  The panel
participants believe this is a given.  Instead, the panelists, professionals
in developing new technologies for children, will consider the impact and
possible changes that may be in store for our children and their future
technologies.  Once the panelists have offered brief statements on their
visions of the future, children from the CHIkids program will be discussants
and ask questions that concern them about the future of new technologies for
children.

%M C.CHI.97.2.113
%T "On Your Marks, Get Set, Browse!" (The Great CHI 97 Browse Off!)
%S PANELS
%A Kevin Mullett
%A Christopher Fry
%A Diane Schiano
%B CHI97
%D 1997
%V 2
%P 113-114
%K Visualization, Browsing, Navigation, Interaction design, Information
retrieval, Evaluation
%W http://www.acm.org/sigchi/chi97/proceedings/panel/kem.htm
%X This session brings together several leading structure visualization and
browsing technologies for an entertaining yet informative "live" comparison. 
Users of each system will compete "head-to-head" in a series of races designed
to simulate the stressful conditions under which real world browsing often
takes place.  Expert and novice operators will use four different
visualization and browsing tools to complete a set of generic retrieval tasks
as quickly and accurately as possible within the same information space. 
Attendees will be able to see for themselves which techniques work well or
poorly as each system demonstrates its potential for a range of users.

%M C.CHI.97.2.115
%T Corporate Strategy and Usability Research: A New Partnership
%S PANELS
%A Stephanie Rosenbaum
%A Janice Rohn
%A John Thomas
%A Judee Humburg
%A Sarah Bloomer
%A Mary Czerwinski
%B CHI97
%D 1997
%V 2
%P 115-116
%K Strategic planning, Usability research, Corporate strategy, Organizational
environments, Organizational profiles
%W http://www.acm.org/sigchi/chi97/proceedings/panel/slr.htm
%X This panel explores approaches to making usability research more strategic
within organizations -- not just with respect to the product development life
cycle, but pervasive throughout the organization.  Six panelists discuss
different ways in which usability can be strategic, depending on their
organizational environments or "profiles."

%M C.CHI.97.2.117
%T Utopia Appropriated: The Future as It Was
%S OPENING PLENARY
%A Rick Prelinger
%B CHI97
%D 1997
%V 2
%P 117
%K Motion pictures, Industrial films, Ephemeral films, Commercial speech,
Business history, Utopianism, Utopias, Futurism, Material culture,
Communications, Technology, Consumerism, Social history, Cultural history
%W http://www.acm.org/sigchi/chi97/proceedings/invited/rp.htm
%X This program takes a critical look at mid-20th-century utopian promises and
persuasions as dramatized in industrial and advertising films released between
1936 and 1965.  In these films and related advertising campaigns, major
American corporations appropriated old utopian ideas as their own, promising a
bright, affluent future enabled by cybernetics, household technology, and new
means of transportation and communication.  Despite the amusing anachronisms
in these films, many of the ideas they promote are still very much part of
corporate discourse today, and have had a tremendous effect on shaping public
expectations and attitudes towards information technology.

%M C.CHI.97.2.118
%T Universal Access to the Net: Requirements and Social Impact
%S INVITED SPEAKERS
%A Jeff Johnson
%B CHI97
%D 1997
%V 2
%P 118
%W http://www.acm.org/sigchi/chi97/proceedings/invited/jj.htm
%Y INTRODUCTION
STATUS IN U.S.
STATUS IN WORLD
REQUIREMENTS FOR UNIVERSAL ACCESS
	Security and Privacy
	Value
		Information Access
		Commerce and Entertainment
		Communications
	Conventional Usability
	Easy Setup
SOCIAL IMPACT
	Effect on Literacy
	Effect on Spamming, Junk E-mail
		Economics of Spam
		Combatting Spam
	Effect on governments
	Effect on culture
CONCLUSION
BIBLIOGRAPHY
%X This article addresses the following questions: Where do we stand today
with respect to achieving universal access to the Internet?  What is required
(particularly in the HCI realm) to achieve it?  What are some of the
consequences and side-effects -- positive and negative -- for society?

%M C.CHI.97.2.119
%T A Typology for Educational Interfaces
%S INVITED SPEAKERS
%A Tim O'Shea
%B CHI97
%D 1997
%V 2
%P 119-120
%K Educational interface, Navigational support, Memory prosthesis,
Scaleability
%W http://www.acm.org/sigchi/chi97/proceedings/invited/to.htm
%X Interfaces intended to support learning should be considered with respect
to a typology based on student audience, constructive functionality,
navigation support, cognitive cost and added learning value.  Analysed like
this, the quality of interfaces used by students has noticeably improved over
the past 10 years, in dramatic contrast to the much slower change in pedagogic
value of educational software.  The potential for the use of computers in
support of interaction between learners, their peers and remote information
sources has revealed important weaknesses inherent in current approaches to
navigation support.  Key problems include scaleability, accessing peer
learners and the shape and size of information spaces.

%M C.CHI.97.2.-
%T The Design Interaction
%S INVITED SPEAKERS
%A Terry Winograd
%B CHI97
%D 1997
%V 2
%P --
%W http://www.acm.org/sigchi/chi97/proceedings/invited/tw.htm
%Y Design Interaction
What is Design?
Design as a universal activity
Design as a discipline
Examples of design disciplines
Design as a process
Human-centered design
NSF Workshop on Human-Centered Systems
What are the interactions?
Domains in which we design
What do we do next?
Developing a body of practices
What is our situation?
Research areas
Base for new research models
Teaching Design
What do we do next?

fpack:!@#$%^&*(): CHI97-2c.BA
%M C.CHI.97.2.238
%T CollageMachine: Temporality and Indeterminacy in Media Browsing via
Interface Ecology
%S INTERACTIVE POSTERS: Browsing
%A Andruid Kerne
%B CHI97
%D 1997
%V 2
%P 238-239
%K World Wide Web, Temporality, Indeterminacy, Visual design, Entertainment,
Interface ecology, Interaction design, Interaction paradigms, Design
techniques, Web browsers
%W http://www.acm.org/sigchi/chi97/proceedings/poster/ak.htm
%X CollageMachine synthesizes artistic and computational practices in order to
represent media from the World Wide Web (WWW).  It functions as a process-based
art work, and as a special browser which can be useful for searching.  Media
elements are pulled from Web pages and composed into a collage which evolves
over time.  The evolving art work / browsing session can be shaped by the user. 
The temporal composition of the collage develops with relation to its visual
composition and semantic content.  The CollageMachine engine combines
structured randomness and the user's expression of preferences and interests
with design rules and semantic rules to make decisions about the collage's
layout, and about which media to retrieve.  My approach in blending music
composition strategies, visual art aesthetics, and computer science techniques
into this interactive environment arises through application of the theory of
Interface Ecology.

%M C.CHI.97.2.240
%T The Influences of Communication Media and Decision-Making Technique on Team
Decision Outcomes: A Critical Assessment of the Stepladder Approach
%S INTERACTIVE POSTERS: Collaborative Work
%A Lori L. Foster
%A Michael D. Coovert
%B CHI97
%D 1997
%V 2
%P 240-241
%K Team decision making, Computer-mediated decision making, Computer-mediated
communication
%W http://www.acm.org/sigchi/chi97/proceedings/poster/llf.htm
%X The stepladder technique is a method for improving face-to-face (FTF) team
problem solving.  The purpose of this study was to determine whether or not the
stepladder technique benefits computer-mediated (CM) teams of individuals. 
Hypotheses addressed the effects of communication media and decision making
technique on team decision quality, decision variability, time to make a
decision, and team member satisfaction.  Eighty 4-person teams worked on a
decision making task using one of the following group structures: FTF
conventional, FTF stepladder, CM conventional, or CM stepladder.  The results
revealed fundamental differences between FTF and CM teams of decision makers.

%M C.CHI.97.2.242
%T Criteria for Effective Groupware 2
%S INTERACTIVE POSTERS: Collaborative Work
%A Mioko Ambe
%A Andrew Monk
%B CHI97
%D 1997
%V 2
%P 242-243
%K Groupware, Criteria, Design
%W http://www.acm.org/sigchi/chi97/proceedings/poster/ma.htm
%X The audience of a panel at CHI'96 in Vancouver submitted 61 forms
suggesting criteria for the design of effective groupware.  The suggestions
made were analysed for common themes that are summarised here.  The poster also
presents an opportunity for participants at CHI'97 to contribute to this
discussion.

%M C.CHI.97.2.244
%T Integrating Tools into the Classroom
%S INTERACTIVE POSTERS: Collaborative Work
%A Roland Hubscher
%A Sadhana Puntambekar
%A Mark Guzdial
%A Janet L. Kolodner
%B CHI97
%D 1997
%V 2
%P 244-245
%K Science education, Educational technology, Collaborative learning
environments, Process-based scaffolding
%W http://www.acm.org/sigchi/chi97/proceedings/poster/rb.htm
%X SMILE, a learning environment for collaboration and design, is based on our
experience with synchronous and asynchronous collaboration tools in the
classroom and sound principles of software and interface design.  SMILE
provides a more holistic approach to supporting student reasoning and
activities rather than the more reductionist tool-based approach we had
started with.  This more holistic approach focuses on the cognitive processes
involved in doing design and learning from that experience, rather than
focusing on activities that students are carrying out.  This new emphasis has
also allowed us to identify ways of integrating scaffolding for metacognitive
and reflective reasoning that were not naturally integratable into the
previous framework.

%M C.CHI.97.2.246
%T A Prototype Design Tool for Participants in Graphical Multiuser
Environments
%S INTERACTIVE POSTERS: Collaborative Work
%A Carol Strohecker
%A Barbara Barros
%B CHI97
%D 1997
%V 2
%P 246-247
%K Design tools, Urban planning, Multi-user domains, Constructionist
environments, Visual programming
%X Users of this software construction kits can design layouts for virtual
spaces.  The elements of the software kit are based on Kevin Lynch's elements
of the city image: districts, paths, edges, nodes, and landmarks (Lynch, 1960;
Banerjee & Southworth, 1990).

%M C.CHI.97.2.248
%T Synchronized Retrieval of Recorded Multimedia Data
%S INTERACTIVE POSTERS: Information Retrieval
%A Yukihiro Kawamata
%A Kimiya Yamaashi
%A Masayasu Futakawa
%B CHI97
%D 1997
%V 2
%P 248-249
%K Data retrieval, Multimedia, Video, Drag and drop
%W http://www.acm.org/sigchi/chi97/proceedings/poster/yk.htm
%X This paper describes techniques for the retrieval of recorded multimedia
data for supervisory control systems.  Currently these systems operators can
only retrieve recorded data individually.  We developed new techniques to
access all recorded data is synchronization.  The techniques enable users to
retrieve multimedia data such as sensor data and videos simultaneously, and
also enable users to obtain the desired related data, including objects in
videos, by "Drag and Drop" operation.  All these techniques allow operators to
exactly and quickly analyze phenomena in the systems based on the recorded
multimedia data.

%M C.CHI.97.2.250
%T Beyond Fitts' Law: Models for Trajectory-Based HCI Tasks
%S INTERACTIVE POSTERS: Interaction Design Strategies
%A Johnny Accot
%A Shumin Zhai
%B CHI97
%D 1997
%V 2
%P 250
%K Fitts' law, Human performance, Modeling, Movements, Path steering, Task
difficulty, Motor control, Input techniques and devices, Trajectory-based
interaction
%W http://www.acm.org/sigchi/chi97/proceedings/poster/ja.htm
%X Trajectory-based interactions, such as navigating through nested-menus,
drawing curves, and moving in 3D worlds, are becoming common tasks in modern
computer interfaces.  Users' performances in these tasks cannot be successfully
modeled with Fitts' law as it has been applied to pointing tasks.  Therefore we
explore the possible existence of robust regularities in trajectory-based
tasks.  We used "steering through tunnels" as our experimental paradigm to
represent such tasks, and found that a simple "steering law" indeed exists. 
The paper presents the motivation, analysis, a series of four experiments, and
the applications of the steering law.

%M C.CHI.97.2.251
%T AnchoredDisplays: The Web on Walls
%S INTERACTIVE POSTERS: The Web
%A Manish Tuteja
%B CHI97
%D 1997
%V 2
%P 251-252
%K Information organization, Displays, World Wide Web
%W http://www.acm.org/sigchi/chi97/proceedings/poster/tuteja.htm
%X With the World Wide Web, mountains of information are suddenly within easy
reach.  Unfortunately, accessing this information still requires a computer
screen, a keyboard and a mouse.  This paper describes AnchoredDisplays, a new
metaphor for exploiting physical location to help display and organize
dynamically changing information.  AnchoredDisplays are inexpensive battery
operated display screens that can be affixed on walls, doors and desks.  The
displays can be configured to present information such as weather, traffic,
stock quotes and sports scores extracted from the web.  Once configured, users
can place these displays wherever they feel relevant.  Suddenly, dynamic
information becomes much easier to find and assimilate; a user might place
tomorrow's weather near the light switch and sports scores near the phone. 
Hardware and software implementations of a prototype AnchoredDisplay system
are described.

%M C.CHI.97.2.253
%T Magazines and Electronic Information Web Channels -- The Reader's Point of
View
%S INTERACTIVE POSTERS: The Web
%A Fredrik Carleson
%A Torbjorn Lundberg
%A Hans Nassla
%B CHI97
%D 1997
%V 2
%P 253-254
%K Electronic publishing, Empirical studies, Organizational aspects, Social
issues, E-zine, Magazine, Periodical, WWW
%W http://www.acm.org/sigchi/chi97/proceedings/poster/hn.htm
%X One magazine and one electronic information web channel are compared with
respect to the reader's attitude.  Integrity, personal touch, character and
ease of access are found to be the important factors in forming a strong
relationship between the reader and the magazine, whether paper-based or
electronic.

%M C.CHI.97.2.255
%T Usability Testing of System Status Displays for Army Missile Defense
%S INTERACTIVE POSTERS: Usability
%A Michael Perrin
%A Bobby Ford
%A Dick Steinberg
%B CHI97
%D 1997
%V 2
%P 255-256
%K Usability testing, Icon testing, Perception
%W http://www.acm.org/sigchi/chi97/proceedings/poster/mp.htm
%X Modernizing workstations for Military applications is a challenge:
designers must increase performance without affecting safety in any way. 
Furthermore, interaction efficiency is required to avoid fatigue and minimize
error rates which could cost lives.  Soldiers are understandably reluctant to
use a new interface design on systems where life critical decisions are made. 
It is paramount to obtain user assessment of Interface Designs early and
continually throughout the software development cycle to insure user
acceptance and optimize user performance.  Statistical based usability tests
were performed with soldiers to determine display designs for the U.S. Army's
Theater High Altitude Area Defense (THAAD) Radar Soldier User Interface.

%M C.CHI.97.2.257
%T Comparison of Display Methods in Online Help
%S INTERACTIVE POSTERS: User Studies
%A Lori A. Caldwell
%A Thomas S. Tullis
%A Ana Pons
%B CHI97
%D 1997
%V 2
%P 257-258
%K Online help, Information design, Reference topic
%W http://www.acm.org/sigchi/chi97/proceedings/poster/lc-help.htm
%X This poster describes a study conducted by the Human Interface Design
department at Fidelity Investments Systems Company.  The purpose of this study
was to obtain performance and preference data about various methods of
displaying data definitions in online help.  The four methods studied were an
alphabetical list of data elements with pop-up definitions, a window-ordered
list with pop-up definitions, a screen shot of the window with pop-up
definitions, and a table listing all data elements and their definitions. 
Performance and preference data indicated that the alphabetical list was the
best.

%M C.CHI.97.2.259
%T Designating Required vs. Optional Input Fields
%S INTERACTIVE POSTERS: User Studies
%A Thomas S. Tullis
%A Ana Pons
%B CHI97
%D 1997
%V 2
%P 259-260
%K Required fields, Optional fields, Visual design, Data input
%W http://www.acm.org/sigchi/chi97/proceedings/poster/tst1.htm
%X This paper describes a study comparing different techniques for visually
distinguishing required from optional input fields in a form-filling
application.  Seven techniques were studied: no indication, bold field labels,
chevrons in front of the labels, check marks to the right of the input fields,
a different background color, grouping them separately, and a status bar
indication.  Performance and preference data were collected.  In general, we
found that the two worst methods were no indication and the status bar.  The
best method was separate groups.

%M C.CHI.97.2.261
%T Participatory Adaptation
%S INTERACTIVE POSTERS: User Studies
%A Elizabeth Sklar Rozier
%A Richard Alterman
%B CHI97
%D 1997
%V 2
%P 261-262
%K Usage, Expert, Adaptive system, Design
%W http://www.acm.org/sigchi/chi97/proceedings/poster/esr.htm
%X Expert users of programs that handle complicated data management problems
develop methods for coping with data overload, multi-user cooperation, and
real-time situations.  These expert methods incorporate domain and/or user
interface knowledge.  If such methods were inherent in a system, then novice
users could benefit from the expert's experience, the learning curve would be
shortened and a more effective system would result.  Defining and implementing
a complete set of expert methods at design time is a daunting task.  Collecting
such information from a system's usage, after it has been deployed, should
provide a more accurate database of expert methodologies.  Current adaptive
systems attempt to capture and automate such features during run-time. 
However, these systems can never evolve very far beyond their original design,
since the adaptations occur within the scope of that design.  Our method is to
offer the expert's usage database as input to the designer, re-introducing the
designer in the development cycle after a system has been deployed initially,
so that a more effective system can be produced in the next generation.

%M C.CHI.97.2.263
%T Focus+Context Visualization with Flip Zooming and the Zoom Browser
%S INTERACTIVE POSTERS: Visualization
%A Lars Erik Holmquist
%B CHI97
%D 1997
%V 2
%P 263-264
%K Focus+context views, Information visualization, Graphical user interfaces,
World Wide Web
%W http://www.acm.org/sigchi/chi97/proceedings/poster/leh.htm
%X Flip zooming is a novel focus+context technique for visualizing large data
sets.  It offers an overview of the data, and gives users instant access to any
part.  Originally developed for visualizing large documents, the method might
be adapted for different types of information, including web pages, image
collections and as a general windowing interface.  A first practical
demonstration of flip zooming is the Zoom Browser, a World Wide Web-browser
that uses flip zooming to present web-pages.

%M C.CHI.97.2.265
%T Mind Maps and Causal Models: Using Graphical Representations of Field
Research Data
%S INTERACTIVE POSTERS: Visualization
%A David R. Millen
%A Audrey Schriefer
%A Diane Z. Lehder
%A Susan M. Dray
%B CHI97
%D 1997
%V 2
%P 265-266
%K Research methods, Ethnography, Qualitative data analysis
%W http://www.acm.org/sigchi/chi97/proceedings/poster/mil.htm
%X We recently completed a series of field visits to understand how workers
use the Internet in their daily work activities.  At each site, the team used
traditional field research methods such as work observations, artifact
walk-throughs, and contextual inquiry.  An innovative debrief process was
developed to understand, summarize and document each visit.  In addition to a
structured debrief questionnaire, the team created graphical summary notes
using "mind maps." These mind maps efficiently captured a nonlinear, graphical
clustering of key ideas.  A "causal loop diagram" was also developed to
document the team's understanding of the internal and external driving forces
for each organization.  Taken together, the debrief questionnaire, the mind
maps, and the causal loop diagrams provided a rich multimedia representation
of the field data.

%M C.CHI.97.2.267
%T Learning about User-Centered Design: A Multimedia Case Study Tutorial
%S SHORT DEMONSTRATIONS: Design, Techniques and Applications
%A T. T. Carey
%A D. S. Peerenboom
%A M. N. Lytwyn
%B CHI97
%D 1997
%V 2
%P 267-268
%K HCI education, Interactive multimedia, User-centred design
%W http://www.acm.org/sigchi/chi97/proceedings/short-demo/dp.htm
%X This multimedia tutorial provides a learning support system for continuing
education in HCI.  The system includes an authentic case study of a design
project, a guide to user-centred design concepts, active role-playing
activities and links to the larger professional community.

%M C.CHI.97.2.269
%T Kinetic Typography: Issues in Time-Based Presentation of Text
%S SHORT DEMONSTRATIONS: Design, Techniques and Applications
%A Shannon Ford
%A Jodi Forlizzi
%A Suguru Ishizaki
%B CHI97
%D 1997
%V 2
%P 269-270
%K Kinetic typography, Text display, Communication, Tone of voice, Emotion,
Personality
%X This paper introduces research in kinetic typography, a new method of
displaying text that take advantage of the dynamic nature of digital media. 
We suggest a preliminary set of design issues by which kinetic typography may
be understood and used.

%M C.CHI.97.2.271
%T Computer Assisted Foundations -- Interactive Design Problems
%S SHORT DEMONSTRATIONS: Design, Techniques and Applications
%A Patricia Nelson
%A Barbara Giorgio Booher
%A Loren Mork
%B CHI97
%D 1997
%V 2
%P 271-272
%K Computer aided design, Art, Foundation design, Design education
%X Two art professors and a software designer have written computer assisted
foundations design curriculum using interactive problems written in Macromedia
Director.  The problems are designed to produce many solutions, some of which
are further developed using traditional artist's materials such as collage and
paint.  We would like to demonstrate four of these problems.

%M C.CHI.97.2.273
%T CollageMachine: Temporality and Indeterminacy in Media Browsing via
Interface Ecology
%S SHORT DEMONSTRATIONS: Design, Techniques and Applications
%A Andruid Kerne
%B CHI97
%D 1997
%V 2
%P 273-274
%K World Wide Web, Temporality, Indeterminacy, Visual design, Entertainment,
Interface ecology, Interaction design, Interaction paradigms, Design
techniques, Web browsers
%W http://www.acm.org/sigchi/chi97/proceedings/short-demo/ak.htm
%X CollageMachine synthesizes artistic and computational practices in order to
represent media from the World Wide Web (WWW).  It functions as a process-based
art work, and as a special browser which can be useful for searching.  Media
elements are pulled from Web pages and composed into a collage which evolves
over time.  The evolving art work / browsing session can be shaped by the user.
The temporal composition of the collage develops with relation to its visual
composition and semantic content.  The CollageMachine engine combines
structured randomness and the user's expression of preferences and interests
with design rules and semantic rules to make decisions about the collage's
layout, and about which media to retrieve.  My approach in blending music
composition strategies, visual art aesthetics, and computer science techniques
into this interactive environment arises through application of the theory of
Interface Ecology.

%M C.CHI.97.2.275
%T The RISE Platform: Supporting Social Interaction for On-Line Education
%S SHORT DEMONSTRATIONS: Design, Techniques and Applications
%A Phil Smythe
%A Michael Gardner
%B CHI97
%D 1997
%V 2
%P 275-276
%K Audio conferencing, Computer telephony integration, On-line education,
Databases, Graphical user interfaces
%W http://www.acm.org/sigchi/chi97/proceedings/short-demo/ps.htm
%X We present RISE (Real-time Interactive Social Environment), a platform
supporting data sharing and high quality audio conferencing under control of a
Word-Wide Web (WWW) user interface and making extensive use of a database to
track and support users.  We report the results of our initial educational
trial and discuss some more generic uses for the platform.

%M C.CHI.97.2.277
%T The Magic Carpet: Physical Sensing for Immersive Environments
%S SHORT DEMONSTRATIONS: Design, Techniques and Applications
%A Joseph Paradiso
%A Craig Abler
%A Kai-yuh Hsiao
%A Matthew Reynolds
%B CHI97
%D 1997
%V 2
%P 277-278
%K Doppler radar, PVDF, Piezoelectrics, Immersive environment, Musical
interfaces, Foot sensing
%W http://www.acm.org/sigchi/chi97/proceedings/short-demo/jp.htm
%X An interactive environment has been developed that uses a pair of Doppler
radars to measure upper-body kinematics (velocity, direction of motion, amount
of motion) and a grid of piezoelectric wires hidden under a 6 x 10 foot carpet
to monitor dynamic foot position and pressure.  This system has been used in an
audio installation, where users launch and modify complex musical sounds and
sequences as they wander about the carpet.  This paper describes the floor and
radar systems, quantifies their performance, and outlines the musical
application.

%M C.CHI.97.2.279
%T Window Navigation With and Without Animation: A Comparison of Scroll Bars,
Zoom, and Fisheye View
%S SHORT TALKS: Usability
%A Misha Donskoy
%A Victor Kaptelinin
%B CHI97
%D 1997
%V 2
%P 279-280
%K Animation, Window navigation, Scroll bars, Zoom, Fisheye view
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/mdo.htm
%X Each of three window navigation techniques -- scroll bars, zoom, and
fisheye view -- were implemented in two versions: with animation (a gradual
transition from one state to another was provided) and without animation.  A
highly significant effect of navigation technique, but not of animation, was
found in the experiment reported in the paper.

%M C.CHI.97.2.281
%T From the Flashing 12:00 to a Usable Machine: Applying UbiComp to the VCR
%S SHORT TALKS: Usability
%A Jeremy R. Cooperstock
%B CHI97
%D 1997
%V 2
%P 281-282
%K Ubiquitous computing, VCR, Interface design
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/jrc.htm
%X The hype of intelligent appliances and "smart homes" has so far failed to
produce consumer electronics technology of mass appeal.  It is our contention
that common frustration with overly complex user interfaces has been the
foremost obstacle preventing society from reaping the benefits promised by
such technology.  In order to replace the remote controls and command consoles
that litter both our work and home environments, we suggest that existing
technologies can be combined to enable more appropriate human-computer
interaction, and thus, produce truly usable machines.

%M C.CHI.97.2.283
%T Emotional Usability of Customer Interfaces -- Focusing on Cyber Banking
System Interfaces
%S SHORT TALKS: Usability
%A Jinwoo Kim
%A Jae Yun Moon
%B CHI97
%D 1997
%V 2
%P 283-284
%K Emotional usability, Customer interface, Trustworthiness
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/jki.htm
%X Emotions play a major role in the social interaction process with
electronic commerce systems.  This paper describes our attempts to design
customer interfaces for cyber banking systems that can induce target emotions
for cyber banking systems.  Four experiments were conducted to identify the
important emotive factors and design factors, and to establish and verify
causal relations between the factors.  Results indicate that it is possible to
design customer interfaces that will elicit target emotions for the systems
(e.g., trustworthiness).

%M C.CHI.97.2.285
%T World Wide Web as Usability Tester, Collector, Recruiter
%S SHORT TALKS: Usability
%A Christopher (Blade) Kotelly
%B CHI97
%D 1997
%V 2
%P 285-286
%K Usability, World Wide Web (WWW), Testing, Speech, VUI
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/ck.htm
%X The usability team at Wildfire Communications Inc. conducted a usability
test using the World Wide Web (WWW) as a method to advertise the test, recruit
participants and gather data -- all automatically.
   The test was conducted over the course of only 2 days during which we
collected useful information from 96 people.
   The usability test was for a speech system using participants recruited by
Internet Newsgroups, e-mail lists and the WWW.  Using these resources helped us
to get a large population to test the system in a short period of time.

%M C.CHI.97.2.287
%T Creating Organization-Specific Usability Guidelines
%S SHORT TALKS: Usability
%A Scott Henninger
%B CHI97
%D 1997
%V 2
%P 287-288
%K Usability guidelines, Organizational memory, Style guides, Design
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/she.htm
%X Working with a large information technology organization in industry, we
have been investigating how a repository of organization-specific usability
guidelines can be created and used to produce high quality end-user
applications.  Our approach is to create tools and methods in which software
development organizations can develop and evolve usability guidelines based on
the kinds of applications they develop.  This information can then be used to
match customer requirements to specific interface techniques that have proven
effective for similar users and application domains.  This is supported through
a case-based system that attaches experience cases to guidelines to help find,
explain, specialize, and extend usability guidelines.

%M C.CHI.97.2.289
%T Notes on a Pattern Language for Interactive Usability
%S SHORT TALKS: Usability
%A George Casaday
%B CHI97
%D 1997
%V 2
%P 289-290
%K Interaction, Usability, Pattern, User interface
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/gca.htm
%X This paper explores a way of applying the emerging idea of pattern based
design to creation of usable interactive systems.  It defines patterns based on
traditional usability attributes.  It describes examples of three pattern
types: simple (one attribute), intrinsic (attribute combinations), and
circumstantial (external constraints involved).

%M C.CHI.97.2.291
%T Effective Product Selection in Electronic Catalogs
%S SHORT TALKS: Browsing and Navigation
%A Patrick Steiger
%A Markus Stolze
%B CHI97
%D 1997
%V 2
%P 291-292
%K Electronic catalogs, Product selection, User studies
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/ps.htm
%X Product catalogs are crucial for electronic commerce on the Internet, but
it is still a challenging task for casual users to perform effective product
selection.  Recently, a promising technique for product selection has been
proposed: Incremental restriction on interactive tables.  It allows customers
to build complex queries with a few mouse clicks, but still to browse the
available products at any stage.  This paper describes effective and
ineffective strategies of users working with this technique.  These strategies
were identified in a study with casual users.

%M C.CHI.97.2.293
%T Integration of Browsing, Searching, and Filtering in an Applet for Web
Information Access
%S SHORT TALKS: Browsing and Navigation
%A Kent Wittenburg
%A Eric Sigman
%B CHI97
%D 1997
%V 2
%P 293-294
%K Information access, Information visualization, Search, Browsing, Filtering,
Animation, Fisheye, World Wide Web
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/kw.htm
%X Improvements to information access on the World Wide Web has to be
considered one of today's strategic challenges.  In this paper we present a
Java applet called AMIT (Animated Multiscale Interactive TreeViewer) that
integrates fisheye tree browsing with search and filtering techniques.  Used in
combination with a web walker, a search server, and a tree server, it shows
promise as a scalable solution to information access in configurable web
spaces.

%M C.CHI.97.2.295
%T Age Group Differences in World Wide Web Navigation
%S SHORT TALKS: Browsing and Navigation
%A Beth Meyer
%A Richard A. Sit
%A Victoria A. Spaulding
%A Sherry E. Mead
%A Neff Walker
%B CHI97
%D 1997
%V 2
%P 295-296
%K World Wide Web, Information navigation, Usability, Aging, Training, Older
users
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/bm.htm
%X In this study, we examined the effects of age and training on efficiency
and preferences in a World Wide Web search activity.  Older participants were
able to complete most of the tasks, but took more steps to find the
information than did younger adults.  Factors in this inefficiency were
patterns of returning to the home page and revisiting pages that had been seen
before during a search.  Interactive training improved efficiency and altered
preferences.  We discuss implications for training and design.

%M C.CHI.97.2.297
%T CollageMachine: Temporality and Indeterminacy in Media Browsing via
Interface Ecology
%S SHORT TALKS: Browsing and Navigation
%A Andruid Kerne
%B CHI97
%D 1997
%V 2
%P 297-298
%K World Wide Web, Temporality, Indeterminacy, Visual design, Entertainment,
Interface ecology, Interaction design, Interaction paradigms, Design
techniques, Web browsers
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/ak.htm
%X CollageMachine synthesizes artistic and computational practices in order to
represent media from the World Wide Web (WWW).  It functions as a process-based
art work, and as a special browser which can be useful for searching.  Media
elements are pulled from Web pages and composed into a collage which evolves
over time.  The evolving art work / browsing session can be shaped by the user. 
The temporal composition of the collage develops with relation to its visual
composition and semantic content.  The CollageMachine engine combines
structured randomness and the user's expression of preferences and interests
with design rules and semantic rules to make decisions about the collage's
layout, and about which media to retrieve.  My approach in blending music
composition strategies, visual art aesthetics, and computer science techniques
into this interactive environment arises through application of the theory of
Interface Ecology.

%M C.CHI.97.2.299
%T The Neighborhood Viewer: A Paradigm for Exploring Image Databases
%S SHORT TALKS: Browsing and Navigation
%A John V. Carlis
%A Alex Safonov
%A Douglas Perrin
%A Joseph A. Konstan
%B CHI97
%D 1997
%V 2
%P 299-300
%K Image databases, Browsing, Brain neighborhood viewer, Scientific
visualization, Multi-resolution images
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/saf.htm
%X The Brain Neighborhood Viewer is a tool developed to help neuroscientists
explore massive databases of brain images.  The viewer implements an interface
paradigm based on stacks of 2D images that are "yoked together" to provide a
common coordinate system.  When a user navigates in an image stack, all yoked
stacks are updated to display the same location, which we call a brain
neighborhood.  Experience with the neighborhood suggests that this interface is
useful for neuroscience research.

%M C.CHI.97.2.301
%T Searching and Browsing Text Collections with Large Category Hierarchies
%S SHORT TALKS: Browsing and Navigation
%A Marti A. Hearst
%A Chandu Karandi
%B CHI97
%D 1997
%V 2
%P 301-302
%K Information access, Information visualization, Text, Search, Categories
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/mah_bdy.htm
%X A new user interface has been developed that allows users to make use of
large category hierarchies for search and browsing of retrieval results for
information access.  The key insight is the separation of the representation of
category labels from documents, which allows the display of multiple
categories per document.

%M C.CHI.97.2.303
%T A Two-Ball Mouse Affords Three Degrees of Freedom
%S SHORT TALKS: Input Devices
%A I. Scott MacKenzie
%A R. William Soukoreff
%A Chris Pal
%B CHI97
%D 1997
%V 2
%P 303-304
%K Pointing devices, Multi-degree-of-freedom input, Rotation
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/sm2.htm
%X We describe a prototype two-ball mouse containing the electronics and
mechanics of two mice in a single chassis.  Unlike a conventional mouse, which
senses x-axis and y-axis displacement only, our mouse also senses z-axis
angular motion.  This is accomplished through simple calculations on the two
sets of x-y displacement data.  Our mouse looks and feels like a standard
mouse, however certain primitive operations are performed with much greater
ease.  The rotate tool -- common in most drawing programs -- becomes redundant
as objects are easily moved with three degrees of freedom.  Mechanisms to
engage the added degree of freedom and different interaction techniques are
discussed.

%M C.CHI.97.2.305
%T Dual Stream Input for Pointing and Scrolling
%S SHORT TALKS: Input Devices
%A Shumin Zhai
%A Barton A. Smith
%A Ted Selker
%B CHI97
%D 1997
%V 2
%P 305-306
%K Input devices, Scrolling, Dual-stream input, Two-handed input
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/zhai.htm
%X To find ways to improve users' performance of tasks that involve both
scrolling and pointing, we studied three dual-stream input methods, with one
stream for pointing and one for scrolling.  The results showed that a mouse
augmented with a tracking wheel did not outperform the conventional single
stream mouse.  Two other methods, a mouse with an isometric rate-control
joystick and a two handed system significantly improved users' performance.

%M C.CHI.97.2.307
%T Easy Tactile Feedback in Bargain Basement Prices
%S SHORT TALKS: Input Devices
%A Naomi Friedlander
%A Kevin Schlueter
%A Marilyn M. Mantei
%B CHI97
%D 1997
%V 2
%P 307-308
%K Tactile feedback, Cost-efficient, User tests
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/nf.htm
%X Constructing a tactile feedback device can be expensive and often requires
extensive expertise.  We have created a simple tactile feedback device which
can be built, for under $30, by anyone with a basic understanding of
electronics.  The results of subjects performing a simple pulse counting task
suggest that the feedback generated by it can be used effectively.  We
therefore believe that the device has potential to enhance user interfaces.

%M C.CHI.97.2.309
%T The Tactile Touchpad
%S SHORT TALKS: Input Devices
%A I. Scott MacKenzie
%A Aleks Oniszczak
%B CHI97
%D 1997
%V 2
%P 309-310
%K Touchpads, Pointing devices, Tactile feedback
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/sm.htm
%X A prototype touchpad with embedded tactile feedback is described.  Tactile
feedback allows the touchpad to mimic the operation of a mouse for basic
transactions such as clicking, double-clicking, and dragging.  A button click
is achieved by increasing the finger pressure applied to the touchpad, instead
of using a lift-and-tap strategy or by pressing separate buttons.  The result
is more natural and less error prone.  Pressure thresholds for the button-down
and button-up actions are under software control and include hysteresis to
minimise inadvertent selections.

%M C.CHI.97.2.311
%T Possibilities for the Digital Baton as a General-Purpose Gestural Interface
%S SHORT TALKS: Input Devices
%A Teresa Marrin
%B CHI97
%D 1997
%V 2
%P 311-312
%K Gestural input, Hand-held device, Controller, Musical instrument,
conducting
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/tm.htm
%X This paper describes issues and results from the design and use of the
Digital Baton, a new interface for real-time gestural control.  Its
construction was originally motivated by the need for a new instrument on
which to perform computer music, and it was designed to replicate as closely
as possible the feel of a traditional conducting baton.  However, it has
unexpectedly become a model for the design of new interfaces and digital
objects, and is currently being used to record data for analysis in
gesture-recognition research.  Some preliminary results and future research
areas are discussed at the end.

%M C.CHI.97.2.313
%T Support for Cooperatively Controlled Objects in Multimedia Applications
%S SHORT TALKS: Input Devices
%A Lauren J. Bricker
%A Marla J. Baker
%A Steven L. Tanimoto
%B CHI97
%D 1997
%V 2
%P 313-314
%K Computer supported collaboration, Multiple-user interface, Co-presence,
Cooperatively controlled objects, Multimedia
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/ljb.htm
%X This paper presents a class of objects that facilitate building software
for "close collaboration." A definition is given for "cooperatively controlled
objects" and three example activities are described.

%M C.CHI.97.2.315
%T Video Matters!  When Communication Ability is Stressed, Video Helps
%S SHORT TALKS: Virtual Communities and Virtual Reality
%A Elizabeth S. Veinott
%A Judith S. Olson
%A Gary M. Olson
%A Xiaolan Fu
%B CHI97
%D 1997
%V 2
%P 315-316
%K Video-mediated communication, Remote work, Non-native speaker interaction
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/esv.htm
%X This study assesses whether remotely located pairs of people working on a
collaborative task benefit from using video, looking in particular at people
for whom communication is stressed.  In this study, we extend the research on
video-mediated communication to the domain of non-native speaker interactions. 
Thirty-six pairs performed a map task using either audio-only or
audio-plus-video for communication.  Half the pairs were non-native speakers,
half were native speakers.  As in many studies of video connectivity with
native speakers, no benefit from the video was found.  However, non-native
speakers performed significantly better with a video connection than with
audio only.

%M C.CHI.97.2.317
%T HyperMirror: A Video-Mediated Communication System
%S SHORT TALKS: Virtual Communities and Virtual Reality
%A Osamu Morikawa
%A Takanori Maesako
%B CHI97
%D 1997
%V 2
%P 317-318
%K Video-mediated communication, Virtual direct communication, Awareness,
Mirror image
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/omo.htm
%X 'HyperMirror', a video-mediated communication that includes reflected
images of users is reported here.  The users of this system, present in front
of respective local cameras, can communicate with each other.  They are not
required to wear or operate any equipment.  The images taken at the respective
local sites are used to create a composite reflected image which represents a
virtual room where all users seem to be present.  This composite image is
outputted to the respective local screens.  Results of our experiment
participated by users indicate that the system can provide such high reality
to the composite image that many users show a tendency to talk to the screen
even when the target person is locally present.

%M C.CHI.97.2.319
%T Sensing Activity in Video Images
%S SHORT TALKS: Virtual Communities and Virtual Reality
%A Alison Lee
%A Kevin Schlueter
%A Andreas Girgensohn
%B CHI97
%D 1997
%V 2
%P 319-320
%K Activity sensing, Awareness, Differences, Privacy, Usability
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/al1.htm
%X Video-based awareness tools increase familiarity among remote group members
and provide pre-communication information.  Low-cost iconic indicators provide
less but more succinct information than video images while preserving privacy. 
Observations of and feedback from users of our video awareness tool suggest
that an activity sensing feature along with a variety of privacy options
combines advantages of both the video images and iconic indicator approaches. 
We introduced the activity sensing feature in response to user requests.  It
derives activity information from video images and provides options to control
privacy and improves the usability of video-based awareness tools.

%M C.CHI.97.2.321
%T Prototyping Supermarket Designs Using Virtual Reality
%S SHORT TALKS: Virtual Communities and Virtual Reality
%A Charles van der Mast
%A Martin van den Berg
%B CHI97
%D 1997
%V 2
%P 321-322
%K Virtual reality, Prototyping, Design of supermarkets
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/cma.htm
%X An experiment is described to compare the prototyping of store designs using
three different media.  The first medium is the traditional use of
architectural drawings, the second medium is a representation of store designs
made using a virtual reality software package, the third is the evaluation of
real existing stores.  The preliminary results indicate that prototyping with
virtual reality improves the spatial/logistics, but not yet the commercial
characteristics of the store designs.

%M C.CHI.97.2.323
%T LogiMOO: A Multi-User Virtual World with Agents and Natural Language
Programming
%S SHORT TALKS: Virtual Communities and Virtual Reality
%A Paul Tarau
%A Veronica Dahl
%A Stephen Rochefort
%A Koen de Bosschere
%B CHI97
%D 1997
%V 2
%P 323-324
%K Groupware, Coordination languages, Agents, Distributed logic programming,
Virtual worlds, Internet applications
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/pt.htm
%X LogiMOO is a BinProlog-based Virtual World running under Netscape or
Internet Explorer.  It is user extensible and supports distributed group-work
over the Internet.  Virtual places, virtual objects and agents are programmable
through a "controlled English" interface.

%M C.CHI.97.2.325
%T Does Immersion Make a Virtual Environment More Usable?
%S SHORT TALKS: Virtual Communities and Virtual Reality
%A Casey Boyd
%B CHI97
%D 1997
%V 2
%P 325-326
%K Virtual environments, Evaluation, User studies, Immersion
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/cb.htm
%X Usability tests comparing three different virtual environment (VE)
interface designs indicate that an immersive VE is more usable than two
non-immersive VEs for a task with search and navigation components.  Three
interface designs were tried in a counterbalanced within-subjects procedure
with ten randomly-ordered trials for each interface design.  One of the
interface designs used a head-tracked, stereoscopic head-mounted display.  The
other two interface designs used hand-tracking and were non-immersive -- the
visual display appeared on a desktop monitor.  Results for sixty participants
doing the same task with each interface design show faster task completion
times with the immersive design.

%M C.CHI.97.2.327
%T WANDS: Tools for Designing and Testing Distributed Documents
%S SHORT TALKS: A Melange
%A Andrew Sears
%A Michael S. Borella
%B CHI97
%D 1997
%V 2
%P 327-328
%K Document design, Network delays, Response time, WWW
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/als.htm
%X Designing documents that will be viewed from remote locations via a network
requires an understanding of traditional document and interaction design
issues, plus an understanding of how network delays will impact document
delivery.  Unfortunately, being aware of networking issues is not always
sufficient since designers usually have no way of viewing their documents as
if those documents were being delivered to a remote site.  This paper describes
a set of tools that allow designers to view documents stored locally while
experiencing response time delays as if the documents were delivered from a
different location on the network.  By using measured network latencies to
drive an instrumented World-Wide Web server, we allow designers to view the
documents they create from the perspective of someone sitting down the hall,
across the country, or across an ocean.

%M C.CHI.97.2.329
%T Interfaces for Advanced Manufacturing Technology
%S SHORT TALKS: A Melange
%A Michelle Vazquez
%A Marc L. Resnick
%B CHI97
%D 1997
%V 2
%P 329-330
%K Advanced manufacturing, Novice, Computer-based training
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/mv.htm
%X Due to the rapid computerization of advanced manufacturing workplaces,
there is an increasing need for interfaces which can support this specific set
of applications and users.  However, workers in these situations tend to be
highly trained in the specific tasks which they must accomplish, but may be
relative novices when it comes to using computing systems.  This paper
describes the design of Easy Assemble, a windows based support system to
assist workers in a flexible assembly task.  Six subjects used Easy Assemble as
real-time instructional support to assemble four products in a simulated
manufacturing environment.  Subjects assembled products in less than half the
time and with variances much lower than the control group which used the
traditional method of blueprints.  Furthermore, subjects made significantly
fewer errors.  The system provides a starting point for the development of
fully integrated systems for the advanced manufacturing environment.

%M C.CHI.97.2.331
%T How Users Reciprocate to Computers: An Experiment that Demonstrates
Behavior Change
%S SHORT TALKS: A Melange
%A BJ Fogg
%A Clifford Nass
%B CHI97
%D 1997
%V 2
%P 331-332
%K Reciprocity, Retaliation, Agents, Persuasion, Influence, Social dynamics,
Computers are social actors, Media equation, Experiments, Empirical studies
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/bjf.htm
%X We conducted an experiment to investigate if computers could motivate users
to change their behavior.  By leveraging a social dynamic called the "rule of
reciprocity," this experiment demonstrated that users provided more helping
behavior to a computer that had helped them previously than to a different
computer.  Users also worked longer, performed higher quality work, and felt
happier.  Conversely, the data provide evidence of a retaliation effect.

%M C.CHI.97.2.333
%T LICAI+: A Comprehension-Based Model of Learning for Display-Based
Human-Computer Interaction
%S SHORT TALKS: A Melange
%A Muneo Kitajima
%A Peter G. Polson
%B CHI97
%D 1997
%V 2
%P 333-334
%K Cognitive model, Learning, Display-based human-computer interaction,
Construction-integration theory
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/mki.htm
%X This paper describes a model of comprehension-based learning, LICAI+, an
extension to the comprehension-based model of display-based HCI, LICAI [5],
that simulates a user who performs tasks given as instructions.  LICAI+ models
users' learning of task performance by incorporating a process for encoding
events during the task performance.  A simulation of encoding and recalling
events is described.

%M C.CHI.97.2.335
%T Leave the Office, Bring Your Colleagues: Design Solutions for Mobile
Teamworkers
%S SHORT TALKS: A Melange
%A Ivan Bretain
%A Leif Fredin
%A Walter Frost
%A Leif-Rune Hedman
%A Per Kroon
%A Scott McGlashan
%A Eva-Lotta Sallnas
%A Markku Virtanen
%B CHI97
%D 1997
%V 2
%P 335-336
%K Mobile multimedia, CSCW, Wearable computing
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/bretan.htm
%X One of the keys to successful deployment of mobile multimedia technology
among professionals lies in identifying inherently distributed teams working
under real-time constraints in dynamic field environments where the need to
increase the efficiency of co-ordination, communication and collaboration is
apparent.  We report on some findings from investigating such
non-office/out-of-office user-groups, and discuss the design of a portable
environment for supporting the virtual reinforcement of teams, with special
emphasis on co-worker status monitoring with respect to process phase,
availability, geographical position etc.

%M C.CHI.97.2.337
%T An Automatic Method for Arranging Symbols and Widgets to Reflect their
Internal Relations
%S SHORT TALKS: A Melange
%A Johan Hagman
%B CHI97
%D 1997
%V 2
%P 337-338
%K Interface design, Data visualization, Mapping optimization,
Multi-dimensionality, Cluster analysis, Voronoi diagram
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/jh.htm
%X The two data visualization techniques cluster analysis and Voronoi
tessellation are combined to automatically arrange objects, e.g. the widgets
of an interface, so that their positions within a given area reflect their
internal relations.  The method is illustrated as it arranges three sets of
objects.

%M C.CHI.97.2.339
%T A Method for Graphical Input on the WWW
%S SHORT TALKS: The Web and 3D
%A Lesley M. Parks
%A Ernest A. Edmonds
%B CHI97
%D 1997
%V 2
%P 339-340
%K WWW, Java, Graphical interaction, Constraints, Semantics
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/lmp.htm
%X Using the World Wide Web (Web) is rapidly becoming one of the main ways in
which people interact with computers.  However, although the Web has permitted
a rich variety of hypertext output, input has, until recently, been restricted
to text or simple menu choices.  The advent of languages like Java, which
permit interactive programs to be included on a page, clearly changes what is
possible.  This contribution discusses the requirement for graphical input on
the Web and describes an initial implementation which permits graphical
objects to be manipulated on a Web page to provide input for subsequent
analysis and computation.

%M C.CHI.97.2.341
%T How People Use WWW Bookmarks
%S SHORT TALKS: The Web and 3D
%A David Abrams
%A Ron Baecker
%B CHI97
%D 1997
%V 2
%P 341-342
%K WWW, Bookmark, Information space, User study, Survey, Empirical study
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/da.htm
%X In this detailed empirical study of WWW browsing and bookmarks we define a
personal information space as having five basic properties paralleling those
of a larger complex information space.  We describe user behavior on the Web
and show how a user's bookmark archive is a personal Web information space.

%M C.CHI.97.2.343
%T Internet Scrapbook: Creating Personalized World Wide Web Pages
%S SHORT TALKS: The Web and 3D
%A Atsushi Sugiura
%A Yoshiyuki Koseki
%B CHI97
%D 1997
%V 2
%P 343-344
%K World Wide Web, Web browser, End-user programming, Programming by example,
Programming by demonstration
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/as.htm
%X This paper describes an information personalization system, called Internet
Scrapbook, which enables users to create a personal page by clipping and
merging their necessary data gathered from multiple Web pages.  Even when the
source Web pages are modified, the system updates the personal page, replacing
with the latest data extracted from the source pages.  Therefore, once a user
creates their personal pages, she can browse her necessary information only.

%M C.CHI.97.2.345
%T 3D Object Recognition with Motion
%S SHORT TALKS: The Web and 3D
%A Geoffrey S. Hubona
%A Gregory W. Shirah
%A David W. Fout
%B CHI97
%D 1997
%V 2
%P 345-346
%K 3D data visualization, Spatial orientation, Virtual reality
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/gsh.htm
%X This extended abstract presents preliminary results of an experiment that
explores the effects of stereoscopic and monoscopic viewing, and controlled
and uncontrolled motion, on the accuracy and speed of visually comparing and
matching solid and wire frame cube- and sphere-based objects presented on a
computer screen.

%M C.CHI.97.2.347
%T Overlaying Motion, Time and Distance in 3-Space
%S SHORT TALKS: The Web and 3D
%A Mike Pell
%B CHI97
%D 1997
%V 2
%P 347-348
%K 3D Animation, 3D interfaces, Interactivity, Visual design
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/mpe.htm
%X An innovative method for visually and functionally combining the elements
of motion, time and distance in a three-dimensional computer animation is
presented.  At a glance, the elapsed time of the movement, distance traveled,
relative velocity, scale and the object orientation can be derived from a
single visual representation.  Creation and editing of animations can also be
simplified through the use of an interrelated set of immersive
three-dimensional user interface elements.

%M C.CHI.97.2.349
%T Object Manipulation in Virtual Environments: Human Bias, Consistency and
Individual Differences
%S SHORT TALKS: The Web and 3D
%A Yanqing Wang
%A Christine L. MacKenzie
%A Valerie A. Summers
%B CHI97
%D 1997
%V 2
%P 349-350
%K Interface design, Object manipulation, Virtual environment, Human performance 
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/ywa.htm
%X This paper investigates human bias, consistency and individual differences
when performing object manipulation in a virtual environment.  Eight subjects
were asked to manipulate a wooden cube to match a 3-D graphic target cube
presented in 3 locations and 2 orientations.  There were two visual conditions for
the experiment: the subject performed the tasks with or without vision of the
hand and the wooden cube.  The constant errors of object translation and
orientation suggested specific human biases.  In terms of the variable errors,
visual feedback appeared to be more critical for object transportation than
object orientation.  It was also found that individual differences were more
pronounced in human bias than in consistency during object manipulation. 
These results suggest tolerance for human bias and variability should be
accommodated in human-computer interface design. 

%M C.CHI.97.2.351
%T Responsive Graphs: Understanding Engineering Concepts Through Interactive
Experience
%S SHORT TALKS: Interaction Design
%A Eviatar Shafrir
%A Lee Smith
%B CHI97
%D 1997
%V 2
%P 351-352
%K Interactive learning environment, Interaction design, Mathematical
modeling, Java applet
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/es.htm
%X Understanding scientific engineering concepts requires learners to
correlate between different model representations.  Simple engineering models
are formulated mathematically, visualized with one or more graphs, and
verbally interpreted with engineering terminology.  Past [4] and present
systems [1] allow learners to modify a limited set of model parameters but not
the graph-plot itself.  This paper describes a set of interactive learning
models consisting of standard interactors together with novel
direct-manipulation Responsive Graphs.  By setting values with sliders and
visually modifying graph-plots, users qualitatively explore and comprehend
abstract engineering concepts through interactive experimentation.  All model
representations are continuously updated in real-time enabling users to
compare and move between different model representations.  These highly
interactive learning experiences are the result of a collaboration between
interaction designers seeking direct manipulation of graphics and engineering
domain-experts.

%M C.CHI.97.2.353
%T Internet Delay Effects: How Users Perceive Quality, Organization, and Ease
of Use of Information
%S SHORT TALKS: Interaction Design
%A Andrew Sears
%A Julie A. Jacko
%A Michael S. Borella
%B CHI97
%D 1997
%V 2
%P 353-354
%K Internet, WWW, Delays, Perceived usability
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/als2.htm
%X In this paper we report the results of an investigation designed to
determine the effects of Internet delays on users perceptions of ease of
locating information, organization of information, quality of information, and
navigation problems.  The results demonstrated user sensitivity to delays.  As
expected, for text-and-graphics documents, shorter delays provoked more
favorable responses.  However, for text-only documents, the shorter the delay,
the less favorably a document was viewed.  The results indicated that users may
prefer multi-media web sites but are unwilling to tolerate the substantial
network delays often associated with delivering graphics, video, animation,
and audio.

%M C.CHI.97.2.355
%T Model-Based Design of Hypermedia Presentations
%S SHORT TALKS: Interaction Design
%A N. Hari Narayanan
%A Mary Hegarty
%B CHI97
%D 1997
%V 2
%P 355-356
%K Hypermedia, Cognitive models, Model-based design
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/nhn.htm
%X Users' mental representations and cognitive strategies have a profound
influence on how well they comprehend multimodal information that hypermedia
systems present.  This implies that cognitive models of comprehension ought to
drive the design of effective Hypermedia Information Presentation Systems
(HIPS).  We report on a current research project that applies this principle to
the design of hypermedia manuals of complex machines.  This paper describes the
comprehension model derived from prior empirical and theoretical research,
discusses intermediate results, and presents a roadmap of the research
project.

%M C.CHI.97.2.357
%T Billow: Networked Hospital Playspace for Children
%S SHORT TALKS: Interaction Design
%A Teri Rueb
%A John Wardzala
%A Jessica Millstone
%B CHI97
%D 1997
%V 2
%P 357-358
%K Children, Hospitals, Tactile input device, Virtual community, Audio,
Telephony
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/tr.htm
%X Through exploring play as a therapeutic process, we have developed a system
called "Billow" which allows children in hospitals, who are quarantined or
otherwise isolated, to play in a virtual audio-visual cloudscape using a
malleable, egg-shaped input/output device.  This prototype was designed in
collaboration with child psychologists and art therapists who are advocates
for these children in the hospital setting.  It is intended to address the
children's need for increased human interaction and social development,
mastery and control, and comfort and security.  Billow addresses these needs by
enabling isolated children to play together and communicate in a locally
networked, audio-visual play environment.

%M C.CHI.97.2.359
%T Rosebud: Technological Toys for Storytelling
%S SHORT TALKS: Interaction Design
%A Jennifer W. Glos
%A Justine Cassell
%B CHI97
%D 1997
%V 2
%P 359-360
%K Storytelling, Children, Gender, Tangible interface, Education
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/jwg.htm
%X Rosebud is a user-interface prototype which elicits storytelling by child
users though interaction with a computationally-augmented physical artifact. 
In particular, Rosebud links children's stories to their toys, such that toy
and computer augment one another.  The toy engages children in a familiar mode
of interaction, while the computer makes a previously passive object active. 
The children are able to write, edit, collaborate, and share their stories,
activities which have particular attraction for female users.

%M C.CHI.97.2.361
%T The Pillow: Artist-Designers in the Digital Age
%S SHORT TALKS: Interaction Design
%A Anthony Dunne
%A William W. Gaver
%B CHI97
%D 1997
%V 2
%P 361-362
%K Design, Design centred approaches, Telecommunications
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/wwg.htm
%X The Pillow is a treated LCD screen which shows changing patterns in
response to ambient electromagnetic radiation, challenging viewers to consider
our constant invasion by electronic information.  It is proposed as a product
for mass-production, one that people would purchase for home use.  In this
paper, we describe how this admittedly impractical value fiction illustrates
some of the ways that designers can pursue research.

%M C.CHI.97.2.363
%T inTouch: A Medium for Haptic Interpersonal Communication
%S SHORT TALKS: Devices
%A Scott Brave
%A Andrew Dahley
%B CHI97
%D 1997
%V 2
%P 363-364
%K Haptics, Interpersonal communication, Force feedback, Telepresence
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/sbb.htm
%X In this paper, we introduce a new approach for applying haptic feedback
technology to interpersonal communication.  We present the design of our
prototype inTouch system which provides a physical link between users
separated by distance.

%M C.CHI.97.2.365
%T BIOculars: A Virtual Ecosystem for Wilderness Parks
%S SHORT TALKS: Devices
%A Kiersten Muenchinger
%A Jon Lindsay
%A John Morkes
%A Connie Chiueh
%A John Russell
%A Tony Vastola
%B CHI97
%D 1997
%V 2
%P 365-366
%K Interaction design, Virtual reality, Children, Education, Entertainment,
Simulation
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/klm.htm
%X BIOculars is a concept system that allows visitors to state and national
wilderness parks to create virtual animals and observe them in a continually
running simulation based on the park's natural environment.  Users create
fantasy animals with a computer interface that, inverted, transforms into a
binocular-like device.  When users look through the device, they can see their
virtual species 'living in' and interacting with the park's real ecosystem. 
BIOculars was designed by a Stanford University student team using an
iterative design process that emphasized repeated prototyping and user
testing.

%M C.CHI.97.2.367
%T Design of Spatially Aware Graspable Displays
%S SHORT TALKS: Devices
%A David Small
%A Hiroshi Ishii
%B CHI97
%D 1997
%V 2
%P 367-368
%K Interaction design, Industrial design, 3D interfaces, LEGO
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/dls.htm
%X We propose spatially aware portable displays which use movement in real
physical space to control navigation in the digital information space within. 
This paper describes two interface design studies which use physical models,
such as friction and gravity, in relating the movement of the display to the
movement of information on the display surface.  In combining input and output
aspects of the interface into a single object, we can improve control and
provide a meaningful relationship between the interface and the body of the
user.

%M C.CHI.97.2.369
%T The Strategy for Selecting a Minute Target and the Minute Maximum Value on
a Pen-Based Computer
%S SHORT TALKS: Devices
%A Xizngshi Ren
%A Shinji Moriya
%B CHI97
%D 1997
%V 2
%P 369-370
%K Pen input, Target-pointing strategies, Minute targets, The minute maximum
value
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/xr.htm
%X This study deals with the relations between target-pointing strategies and
target sizes.  An evaluation experiment was performed in which the experimental
system changed each of five kinds of targets (1, 3, 5, 7 and 9 dots in
diameter respectively, 0.36 mm per dot) and eight directions of pen-movement,
while using each of six kinds of strategies of approaching the target on a
pen-based computer.  Two results were obtained: (1) The "Land-on2" strategy was
found to be the best strategy for selecting a minute target among the six
strategies, in terms of error rates, selection time and subjective evaluation. 
(2) This study also clarified a boundary value of target which controlled
difficulty of strategy.  When a target is less than 5 dots (1.80 mm), it is
necessary to pay attention to the determination of the strategy in the
software design.

%M C.CHI.97.2.371
%T The Bed: A Medium for Intimate Communication
%S SHORT TALKS: Devices
%A Chris Dodge
%B CHI97
%D 1997
%V 2
%P 371-372
%K Ambient media, Tangible interfaces, Telepresence, Abstracted presence,
Physical avatars
%W http://www.acm.org/sigchi/chi97/proceedings/short-talk/cd.htm
%X In this paper, I present "The Bed", an environment providing a new form of
abstracted presence for intimate, non-verbal inter-personal communication. 
This secure and familiar environment is explored for its ability to become a
shared virtual space for bridging the distance between two remotely located
individuals through aural, visual, and tactile manifestations of subtle
emotional qualities.  As an example, I describe the application of these
tangible interfaces and ambient media into a working prototype.

fpack:!@#$%^&*(): CHI98-2c.BA
%M C.CHI.98.2.215
%T Humor in Task-Oriented Computer-Mediated
Communication and Human-Computer Interaction
%S Late Breaking Results: Support for Design: Experiments and Cybertools
%A John Morkes
%A Hadyn K. Kernal
%A Clifford Nass
%B CHI98 (Summary)
%D 1998
%V 2
%P 215-216
%K HCI, CMC, Human-computer interaction, Computer-mediated
communication, Humor, Interaction design, Social
responses to communication technologies
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p215-morkes/p215-morkes.pdf
%X Two experiments examined the effects of humor in task-oriented
computer-mediated communication (CMC) and
human-computer interaction (HCI).  Compared to control-group
participants, participants who had received jokes:
rated the "person" or computer they worked with as more
likable and competent; reported greater cooperation; joked
back more often; responded in a more sociable (i.e., polite
and friendly) manner; and smiled and laughed more. 
Compared to CMC participants, however, HCI participants
were less sociable and smiled and laughed less.  Theoretical
and design implications are discussed.

%M C.CHI.98.2.217
%T Evaluating the Use of
Pictographical Representations for TV Menus
%S Late Breaking Results: Support for Design: Experiments and Cybertools
%A J. H. D. M. Westerink
%A M. van der Korst
%A G. Roberts
%B CHI98 (Summary)
%D 1998
%V 2
%P 217-218
%K Entertainment, Graphics, User interface,
Pictures, Visual indices, User evaluations
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p217-westerink/p217-westerink.pdf
%X We address the use of pictographic representations in an entertainment-type,
domestic situation of use.  In a small-scale experiment
20 subjects worked with two versions of a TV-guide
simulation: one mainly pictographically-based, one mainly
text-based.  They were asked for their impressions as well as
requested to fulfil a series of tasks covering the entire functionality
of the TV-guide.  Conclusions underline the necessity
of some form of personalization in the user interface, and the
importance of efficiency and effectiveness despite the enhanced
attractiveness through enhanced graphics.

%M C.CHI.98.2.219
%T To Click or Not To Click: A Comparison of Two Target-Selection
Methods for HCI
%S Late Breaking Results: Support for Design: Experiments and Cybertools
%A Michael Bohan
%A Alex Chaparro
%B CHI98 (Summary)
%D 1998
%V 2
%P 219-220
%K Computer mouse, Target selection, Mouse-over
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p219-bohan/p219-bohan.pdf
%X This paper reports a preliminary investigation of different
methods for target selection on a computer screen using a
mouse.  Specifically, an experiment compared the standard
point-and-click method to a mouse-over method, whereby
the target was automatically selected after the cursor and
target were superpositioned for 200 ms.  Results indicated
that the mouse-over method resulted in a significant
reduction in target-acquisition time across a range of target
widths.  The implication of these findings to task
optimization are then considered.

%M C.CHI.98.2.221 acmdl6 missing pdf link corrected 1999-07-31
%T PatchWork: A Software Tool for Early Design
%S Late Breaking Results: Support for Design: Experiments and Cybertools
%A Maarten van de Kant
%A Stephanie Wilson
%A Mathilde Bekker
%A Hilary Johnson
%A Peter Johnson
%B CHI98 (Summary)
%D 1998
%V 2
%P 221-222
%K Prototyping, Design representations, Interface construction
tools, User involvement, Early design exploration
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p221-van_de_kant/p221-van_de_kant.pdf
%X In this paper we describe the design and motivation for a
novel prototyping tool to support the exploration of early
design ideas.  This software tool, PatchWork, allows the
designer to rapidly create rough looking, runnable prototypes
using simple building blocks which we call patches. 
Patches are arbitrary-shaped digital images, typically of
low-tech design materials or domain objects.  Prototypes
are constructed through the specification of storyboards.

%M C.CHI.98.2.223
%T Linking Between Multiple Points in Design Documents
%S Late Breaking Results: Support for Design: Experiments and Cybertools
%A Steven Clarke
%A Gilbert Cockton
%B CHI98 (Summary)
%D 1998
%V 2
%P 223-224
%K Context, Hypertext, Case tools
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p223-clarke/p223-clarke.pdf
%X Several software engineering (SE) tools provide hypertext
style navigation and cross referencing between design and
implementation descriptions.  Such tools may increase
developers' understanding of a design by making explicit
the dependencies between its components.  Currently
however, no such tool support exists which covers
contextual information.  In this paper we report on an
investigation into the benefits that explicit relationships
between descriptions of context and descriptions of designs
may bring.  We built a prototype development system and
used it to uncover some of the issues involved in creating
and maintaining a set of explicit relationships.  One of the
issues to emerge concerned the ability to link between
several aspects of context and/or design in a single link. 
Our experiences with multi-point links in our LD tool are
briefly summarised.

%M C.CHI.98.2.225
%T A Study of Commenting Agents as Design Support
%S Late Breaking Results: Support for Design: Experiments and Cybertools
%A Mikael Ericsson
%A Magnus Bauren
%A Jonas Lowgren
%A Yvonne Waern
%B CHI98 (Summary)
%D 1998
%V 2
%P 225-226
%K Design support, Commenting system, Wizard-of-Oz
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p225-ericsson/p225-ericsson.pdf
%X Sixteen subjects were observed using a simulated
(Wizard-of-Oz) commenting agent in a design support
system.  Different commenting behavior was tested, and
the overall usefulness evaluated.  The interaction was
logged and recorded on video, and the subjects rated the
agent with respect to usefulness, understandability,
system competence, disturbance and perceived stress. 
Perceived mental workload was measured using RTLX. 
The results show that a commenting tool is seen as
disturbing but useful, that the comments from an active
tool risk being overlooked, and that comments pointing
out ways of overcoming identified design problems are
the easiest to understand.

%M C.CHI.98.2.227
%T Frustrating the User On Purpose: Using Biosignals
in a Pilot Study to Detect the User's Emotional State
%S Late Breaking Results: See How You Feel: New Input Techniques and Modalities
%A Jocelyn Riseberg
%A Jonathan Klein
%A Raul Fernandez
%A Rosalind W. Picard
%B CHI98 (Summary)
%D 1998
%V 2
%P 227-228
%K Affect, Affective computing, User interface, Human-computer
interaction, Biosensing, Emotion physiology
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p227-riseberg/p227-riseberg.pdf
%X Our goal was to develop a computer system trained to
sense a user's emotional state via the recognition of
physiological signals.  In the course of developing an
exploratory pilot study toward this end, we encountered
and addressed unique and context-dependent interface
design and synchronization challenges.  We used social
science methods to induce a state of frustration in users,
collected the physiological data, and developed an
effective strategy for coupling these data with real-world
events.

%M C.CHI.98.2.229
%T Touchpad-Based Remote Control Devices
%S Late Breaking Results: See How You Feel: New Input Techniques and Modalities
%A Neil R. N. Enns
%A I. Scott MacKenzie
%B CHI98 (Summary)
%D 1998
%V 2
%P 229-230
%K Remote control devices, Touchpads, Television, Unistroke
recognition, Input devices, Convergent technologies
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p229-enns/p229-enns.pdf
%X A new style of remote control device (RCD) that incorporates
a touchpad for input is described.  Unistrokes created
through touch are used to issue commands and select
menu items presented on a television screen.  The design
addresses the drawbacks of traditional RCDs, such as an
over-abundance of buttons and the lack of alphanumeric
input.  We have assembled a prototype using a Windows95-based
computer, an infrared card, and a touchpad. 
Future developments and research plans for the touchpad-based
RCD are also discussed.

%M C.CHI.98.2.231
%T Tracking Hands Above Large Interactive Surfaces with a
Low-Cost Scanning Laser Rangefinder
%S Late Breaking Results: See How You Feel: New Input Techniques and Modalities
%A Joshua Strickon
%A Joseph Paradiso
%B CHI98 (Summary)
%D 1998
%V 2
%P 231-232
%K Laser rangefinder, Hand tracker, Touchscreen, Music interface
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p231-strickon/p231-strickon.pdf
%X We have developed an inexpensive scanning laser
rangefinder to measure the real-time position of bare hands
in a 2-D plane up to distances of several meters.  We have
used this device to build a precise, multipoint "touchscreen"
interface for large video projection systems.  In this
paper, we describe the concepts and hardware, plus outline
an application for an interactive multimedia environment.

%M C.CHI.98.2.233
%T Comparing Single- and Two-Handed 3D Input for a 3D
Object Assembly Task
%S Late Breaking Results: See How You Feel: New Input Techniques and Modalities
%A Maarten W. Gribnau
%A James M. Hennessey
%B CHI98 (Summary)
%D 1998
%V 2
%P 233-234
%K 3-D interfaces, Input devices, Two-handed input
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p233-gribnau/p233-gribnau.pdf
%X In this paper, we describe the design and evaluation of an
interface for 3D object assembly that can be operated with
either one or two hands.  The justification for applying
two-handed input is evaluated by studying the results of
an experiment in which the performance of single- and
two-handed operation are compared.  Performance is
established using the time needed to complete a 3D object
assembly task.  Experimental data show that the two-handed
interface takes more time to learn but eventually
leads to faster completion times within a one hour period. 
It is therefore concluded that the choice for two-handed
input is appropriate.

%M C.CHI.98.2.235
%T Real Handles, Virtual Images
%S Late Breaking Results: See How You Feel: New Input Techniques and Modalities
%A Colin Ware
%A Jeff Rose
%B CHI98 (Summary)
%D 1998
%V 2
%P 235-236
%K Input devices, Virtual reality, Two handed input
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p235-ware/p235-ware.pdf
%X There is a large difference between the times reported for
rotating virtual objects and the time it takes to rotate real
objects.  This is a preliminary report of three experiments
designed to establish the reasons for this different and to
help design interfaces for object positioning.

%M C.CHI.98.2.237
%T A Kinetic and 3D Image Input Device
%S Late Breaking Results: See How You Feel: New Input Techniques and Modalities
%A Shunichi Numazaki
%A Akira Morishita
%A Naoko Umeki
%A Minoru Ishikawa
%A Miwako Doi
%B CHI98 (Summary)
%D 1998
%V 2
%P 237-238
%K Input device, Gesture, Motion, 3D-shape, Image input device
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p237-numazaki/p237-numazaki.pdf
%X Gesture recognition in real time can bridge a gap between
humans and computers.  Object segmentation from the
background is a critical problem in the conventional gesture
recognition technology.  We have developed a new input
device which can detect a kinetic and 3D image of a hand in
real time.  We call it "Motion Processor".
   The Motion Processor with infrared light sources and an
area sensor can detect the refleeted light image of a hand at
30 frames per second.  The image resolution is 64 pixels by
64 pixels.  It is easy to recognize gestures and motions in
real time based on the detected hand images.  This gesture
recognition bridges a gap between humans and computers.

%M C.CHI.98.2.239 acmdl6 missing pdf corrected 1999-07-31
%T The Sound of Your Stuff:
Designing a Complex Auditory Display for an Interactive Museum Exhibit
%S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction
%A Maribeth Back
%A Jonathan Cohen
%B CHI98 (Summary)
%D 1998
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p239-back/p239-back.pdf
%V 2
%P 239-240
%K Audio, Auditory icons, Auditory display, Audible interface,
Sound design, Exhibit, Museum, Interactive audio,
Interactive exhibit, Exploratorium
%W 
%X We describe the design and implementation of a complex
sonic environment for Portable Effects, a museum exhibit
consisting of several interactive stations.  The installation
employs different types of auditory display in combination,
as navigational aids or as auditory representations of
actions and processes.  Three aspects of the work are
discussed: determining appropriate types of sounds and
their mappings to particular actions and processes;
adjusting sonic content, placement, and balance for
maximum effect; and most importantly, integrating the
individual stations into a cohesive aural experience.

%M C.CHI.98.2.241
%T Synchronization of Speech and Hand Gestures during
Multimodal Human-Computer Interaction
%S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction
%A Marie-Luce Bourguet
%A Akio Ando
%B CHI98 (Summary)
%D 1998
%V 2
%P 241-242
%K Multimodal interaction, Speech recognition, Hand
gestures, Synchrony, Predictive model
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p241-bourguet/p241-bourguet.pdf
%X In this paper, we describe an experiment that studies
temporal synchronization between speech (Japanese) and
hand pointing gestures.  Gesture (G) is shown to be
synchronized with either the nominal or deictic ("this",
"that", "here", etc.) expression of a phrase.  It is also shown
that G is predictable in the [-200 ms, 400 ms] interval
around the beginning of its related expression.  The use of
such a quantitative model of natural speech and gesture
integration (in the multimodal interface and the speech
recognition system), is also discussed.

%M C.CHI.98.2.243
%T "Just Speak Naturally": Designing for Naturalness in
Automated Spoken Dialogues
%S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction
%A David Williams
%A Christine Cheepen
%B CHI98 (Summary)
%D 1998
%V 2
%P 243-244
%K Spoken dialogues, Naturalness, Usability
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p243-williams/p243-williams.pdf
%X This paper describes an experiment carried out in the
domain of telephone banking, and investigates the notion of
naturalness in human-machine spoken dialogues.  The
experiment showed that 'denatured' prompts which were
stripped of human-like constructs were preferable to callers,
and achieved transaction times similar to those resulting
from a typical telebanking dialogue.

%M C.CHI.98.2.245
%T Speech Recognition, Children, and Reading
%S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction
%A Don Nix
%A Peter Fairweather
%A Bill Adams
%B CHI98 (Summary)
%D 1998
%V 2
%P 245-246
%K Speech recognition, Reading instruction, Children, Education
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p245-nix/p245-nix.pdf
%X In this paper we describe a speech recognition system for
teaching reading skills to young children, and various
research issues and activities necessary to make the system
work.  A full-scale application is described, which embodies
the research.  The application interacts with a child to help
him or her read, and provides opportunities for the child to
show off what he or she has read, and to annotate the
reading with audio and video comments.  Special focus is
given to creating an acoustic model specifically for children,
and to designing an interface to deal with complexities of a
speech recognition application.

%M C.CHI.98.2.247
%T Play It Again: A Study of the Factors Underlying Speech
Browsing Behavior
%S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction
%A Steve Whittaker
%A Julia Hirschberg
%A Christine H. Nakatani
%B CHI98 (Summary)
%D 1998
%V 2
%P 247-248
%K Speech archives, Browsing, Search, Retrieval
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p247-whittaker/p247-whittaker.pdf
%X Several recent UIs support access to recorded speech
archives, but these have not yet been systematically
evaluated.  We describe a laboratory study of speech archive
browsing using a GUI.  We evaluate the effects of four
factors: task type, familiarity, structure, and play operation
duration.  We found that while users learnt the overall layout
of topics in the archive, they experienced major problems in
learning the internal structure of archival topics.  Contrary to
our expectations, we also discovered that structural
information and fixed duration play operations were less
useful for browsing than anticipated.  We discuss the impact
of our results for speech archive UI design, and describe a
new UI which supports navigation within topic.

%M C.CHI.98.2.249
%T All Talk and All Action: Strategies for Managing
Voicemail Messages
%S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction
%A Steve Whittaker
%A Julia Hirschberg
%A Christine H. Nakatani
%B CHI98 (Summary)
%D 1998
%V 2
%P 249-250
%K Voicemail, Speech archives, Workplace communication
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p249-whittaker/p249-whittaker.pdf
%X Voicemail is a pervasive technology, but we know little
about how users manage voice messages in executing
everyday work.  We analyze server logs, user surveys and
interviews to identify three problems users experience in
managing their voicemail: scanning, information extraction
and search.  We also isolate three distinct voicemail
processing strategies, and discuss the relative merits of
each strategy.  We make recommendations about how
voicemail might be redesigned to better address these
problems and support these strategies.

%M C.CHI.98.2.251
%T Focus Troupe: Using Drama to Create Common Context
for New Product Concept End-User Evaluations
%S Late Breaking Results: Ubiquitous Usability Engineering
%A Tony Salvador
%A Karen Howells
%B CHI98 (Summary)
%D 1998
%V 2
%P 251-252
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p251-salvador/p251-salvador.pdf
%X We offer a new technique for eliciting contextually
relevant, personally experiential user feedback for products
that do not yet exist.  Too often customers and users are
required to provide input on radically new product concepts
with which, by definition, they have no direct experience. 
While traditional marketing techniques, e.g., focus groups
and surveys, appear adequate for evaluating existing
products with which customers have direct experience,
these existing techniques offer only limited satisfaction for
evaluating new product concepts where there is no
customer experience.  Based on our experiences, we note
that one primary reason for this limited utility is the
variable use-contexts prevalent among the individual
customers due to a product presentation format that cannot
offer a common context, e.g., a foil set.  Focus Troupe is a
technique whereby dramatic vignettes are presented to an
audience of potential customers in which the new product
concept is featured merely as a prop or even as a dramatic
element, but not as an existing piece of technology.  The
vignette casts familiar or common situations where the
particulars differ based on the new invention, thereby
contextually highlighting the new concept against a
familiar and common background.  In our experience, the
actual production of a Focus Troupe event is efficient and
speedier than that of a more traditional focus group.  The
engaging presentation, the common background and no
need for actual product concepts offers a unique
methodology for eliciting relevant comments from
otherwise naive customers about products that do not exist.

%M C.CHI.98.2.253
%T Remote Usability Evaluation:
Can Users Report Their Own Critical Incidents?
%S Late Breaking Results: Ubiquitous Usability Engineering
%A Jose C. Castillo
%A H. Rex Hartson
%A Deborah Hix
%B CHI98 (Summary)
%D 1998
%V 2
%P 253-254
%K Remote usability evaluation, Remote evaluation, Usability
evaluation, Critical incidents, User-initiated, Usability data
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p253-castillo/p253-castillo.pdf
%X In this paper, we briefly introduce the user-reported critical
incident method (originally called semi-instrumented
critical incident gathering [3]) for remote usability
evaluation, and describe results and lessons learned in its
development and use.  Our findings indicate that users can,
in fact, identify and report their own critical incidents.

%M C.CHI.98.2.255
%T The Evaluator Effect in Usability Tests
%S Late Breaking Results: Ubiquitous Usability Engineering
%A Niels Ebbe Jacobsen
%A Morten Hertzum
%A Bonnie E. John
%B CHI98 (Summary)
%D 1998
%V 2
%P 255-256
%K Usability, User testing, Usability test, Evaluator effect
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p255-jacobsen/p255-jacobsen.pdf
%X Usability tests are applied in industry to evaluate systems
and in research as a yardstick for other usability evaluation
methods.  However, one potential threat to the reliability of
usability tests has been left unaddressed: the evaluator
effect.  In this study, four evaluators analyzed four
videotaped usability test sessions.  Only 20% of the 93
unique problems were detected by all four evaluators and
46% were detected by only a single evaluator.  Severe
problems were detected more often by all four evaluators
(41%) and less often by only one evaluator (22%) but a
substantial evaluator effect remained.

%M C.CHI.98.2.257
%T Analytical versus Empirical Evaluation of Spatial
Displays
%S Late Breaking Results: Ubiquitous Usability Engineering
%A Mountaz Hascoet
%B CHI98 (Summary)
%D 1998
%V 2
%P 257-258
%K Spatial layout algorithms, Analytic versus empirical
evaluation, Visualization, Browsing
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p257-hascoet/p257-hascoet.pdf
%X In this paper, we propose a methodology for evaluating
spatial display techniques.  Our approach is based on two
different types of evaluation: analytical experiments and
user studies.  This approach is important because it
uncovers aspects not detected when either technique is used
alone.  We apply this approach to the comparison of two
different layout techniques.

%M C.CHI.98.2.259
%T The Effect of Task Description Detail on Evaluator
Performance with Cognitive Walkthroughs
%S Late Breaking Results: Ubiquitous Usability Engineering
%A Andrew Sears
%A David J. Hess
%B CHI98 (Summary)
%D 1998
%V 2
%P 259-260
%K Cognitive walkthrough, User interface evaluation
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p259-sears/p259-sears.pdf
%X Inspection-based evaluation techniques are popular because
they can be fast, require limited formal training, and can
find numerous usability problems.  To speed the evaluation
process and reduce the need for formal training in cognitive
psychology, the cognitive walkthrough process was revised
to incorporate detailed step-by-step task descriptions.  This
paper reports on a study that investigated the influence of
this change.  The results indicate that providing detailed
step-by-step task descriptions significantly changes the
types of problems found.  These results should influence
both future research and how practitioners apply this
technique.

%M C.CHI.98.2.261
%T Comparison of GOMS Analysis Methods
%S Late Breaking Results: Ubiquitous Usability Engineering
%A Joel D. Baskin
%A Bonnie E. John
%B CHI98 (Summary)
%D 1998
%V 2
%P 261-262
%K GOMS, Cognitive models, User models
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p261-baskin/p261-baskin.pdf
%X Although members of the same family of techniques, the
Keystroke Level Model and CPM-GOMS often predict
different execution times for the same task [4].  Our data
suggest that KLM describes error-free performance of a
skilled user with little practice on a particular task whereas
CPM-GOMS describes error-free performance after extensive
practice.  A participant completed a task 500 times using
two different methods.  Observed times for the first error-free
trial were close to the times predicted by KLM and quickly
decreased with practice to more closely match those
predicted by CPM-GOMS.  The biggest contributor to the
change were mental operators, which decreased markedly in
both duration and frequency, although the duration of
pointing also decreased.

%M C.CHI.98.2.263
%T Integrated Design of Real Architectural Spaces
and Virtual Information Spaces
%S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces
%A Norbert A. Streitz
%B CHI98 (Summary)
%D 1998
%V 2
%P 263-264
%K Augmented reality, Physical space, Architecture, Virtual
space, Ambient information, Workspace design
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p263-streitz/p263-streitz.pdf
%X This paper presents an introduction to the Suite
"Integrated design of real architectural spaces and virtual
information spaces".  It discusses the affordances of
architectural spaces serving as information spaces and
vice versa.  As a consequence, it argues for a two-way
augmentation of these two worlds were are living in.  It
concludes with an overview of the papers of this Suite.

%M C.CHI.98.2.265 acmdl6 missing pdf link corrected 1999-07-31
%T Shuffle, Throw or Take It!
Working Efficiently with an Interactive Wall
%S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces
%A Jorg Geissler
%B CHI98 (Summary)
%D 1998
%V 2
%P 265-266
%K Computer-augmented reality, Roomware, Gestures, Pen-based
computing, Group interfaces, Interaction techniques
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p265-geiszler/p265-geiszler.pdf
%X In this paper, we report on interaction techniques for very
large displays such as interactive walls.  Since display
space is a crucial aspect for most visually-oriented tasks,
we developed an interactive wall with an active area of 4.5
meters width, 1.1 meters height, and with 3072x768
pixels.  At this wall, three users are able to work
simultaneously on separate areas using pen, finger, and
hand gestures.  They can shuffle display objects around,
throw them to other users standing at the opposite side of
the wall, they can take objects from the wall and put them
back at another location without explicit mode changes.

%M C.CHI.98.2.267 acmdl6 missing pdf link corrected 1999-07-31
%T Communication Chairs Examples of Mobile Roomware
%S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces
%A Christian Muller-Tomfelde
%A Wolfgang Reischl
%B CHI98 (Summary)
%D 1998
%V 2
%P 267-268
%K Computer-augmented reality, Roomware, Pen-based
computing, Wireless networking, Mobile computing,
Position detection, Computer-supported cooperative work
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p267-muller-tomfelde/p267-muller-tomfelde.pdf
%X This paper describes the current state of our work on
computer-augmented chairs, designed to be part of team
work spaces.  These chairs have either a pen-based
computer display or a laptop docking facility integrated into
their armrest.  Equipped with accumulators and an antenna
device, the chairs are entirely wireless and easy to move
and to rearrange for the needs of different work situations.

%M C.CHI.98.2.269
%T Water Lamp and Pinwheels: Ambient Projection of
Digital Information into Architectural Space
%S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces
%A Andrew Dahley
%A Craig Wisneski
%A Hiroshi Ishii
%B CHI98 (Summary)
%D 1998
%V 2
%P 269-270
%K Ambient media, Tangible bits, Tangible user interface,
ambientROOM, Ambient fixtures, Architectural space, Lights
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p269-dahley/p269-dahley.pdf
%X We envision that the architectural spaces we inhabit will be
an interface between humans and online digital information. 
This paper introduces ambient fixtures called Water Lamp
and Pinwheels: a new approach to interfacing people with
online digital information.  The Water Lamp projects water
ripple shadow created by a "rain of bits." The Pinwheels
spin in a "bit wind." These ambient fixtures present
information within an architectural space through subtle
changes in light, sound, and movement, which can be
processed in the background of awareness.  We describe the
design and implementation of the Water Lamp and the
Pinwheels, and discuss their potential applications as well
as design issues.

%M C.CHI.98.2.271
%T Adding Another Communication Channel to Reality:
An Experience with a Chat-Augmented Conference
%S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces
%A Jun Rekimoto
%A Yuji Ayatsuka
%A Hirotaka Uoi
%A Toshifumi Arai
%B CHI98 (Summary)
%D 1998
%V 2
%P 271-272
%K Chat, Computer-supported conferences
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p271-rekimoto/p271-rekimoto.pdf
%X This paper reports our recent experience with a 3-day technical
conference, which was fully augmented by a chat system
and a telepresence camera.  In this trial, the chat acted
as a sub-channel to reality; participants both in local and
remote conference rooms can freely interchange their
thoughts or opinions inspired by presentations through the
chat.  We observed several interactions between virtual
(chat) and real discussions during the conference -- namely,
(1) Chat discussions often activated discussions in the real
world, while treating tiny questions, (2) Co-authors could
provide supplemental information through the chat while
the first author was presenting, and (3) Participants who
were not familiar with the research topic could get more
understanding from the chat.  We also observed the effect of
anthropomorphic representation by switching the chat system
between text- and comic-based.

%M C.CHI.98.2.273
%T Basics of Integrated Information and Physical Spaces:
The State of the Art
%S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces
%A Norbert A. Streitz
%A Daniel M. Russell
%B CHI98 (Summary)
%D 1998
%V 2
%P 273-274
%K Augmented reality, Ubiquitous computing, Tangible bits,
Ambient media, Collaborative work spaces, Roomware
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p273-streitz/p273-streitz.pdf
%X This paper presents an overview of selected work relevant
to the problem domain of the suite "Integrated design of
real architectural spaces and virtual information spaces".

%M C.CHI.98.2.275
%T The Future of Integrated Design of Ubiquitous
Computing in Combined Real & Virtual Worlds
%S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces
%A Daniel M. Russell
%A Mark Weiser
%B CHI98 (Summary)
%D 1998
%V 2
%P 275-276
%K Ubiquitous computing, Real worlds, Virtual worlds
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p275-russell/p275-russell.pdf
%X Building real/virtual information environments relies on a
kind of ubiquity.  And ubiquitous computing means placing
computers everywhere in the user environment, providing
ways for them to interconnect, talk and work together.  In
designing integrated real & virtual worlds, building
ubiquity into information services and devices will be a
prerequisite goal.  Much work has gone into the particulars
of display devices and input-output devices, while relatively
little has focused on the invisible problem of actually
getting all these devices and resources to work together.
   Three important directions for future work in real & virtual
ubiquitous computing seem clear: (1) devices work will
continue (creating novel kinds of output and input devices
in places where people can use them), (2) transparent
communication (between devices, information and people
must become more functional and standard), and (3) the
user experience design (so people can use the constellation
of devices and information resources available to them).

%M C.CHI.98.2.277
%T Computer Support for Distance Art Therapy
%S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW
%A Davor Cubranic
%A Kellogg S. Booth
%A Kate Collie
%B CHI98 (Summary)
%D 1998
%V 2
%P 277-278
%K Health care applications, Shared workspaces, Art, Therapy
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p277-cubranic/p277-cubranic.pdf
%X We present the results of user testing of a system we
developed to support distance art therapy and discuss
problems that were identified with refinements to the
system to prevent or ameliorate them.

%M C.CHI.98.2.279
%T A Room of Your Own:
What Would it Take to Help Remote Groups
Work as Well as Collocated Groups?
%S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW
%A Judith S. Olson
%A Lisa Covi
%A Elena Rocco
%A William J. Miller
%A Paul Allie
%B CHI98 (Summary)
%D 1998
%V 2
%P 279-280
%K Computer supported cooperative work, Groupware,
Teamwork, Space
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p279-olson/p279-olson.pdf
%X Remotely located teams have difficulty and today's
groupware is not totally successful in helping them.  To
inform our design of future groupware, we investigated the
work habits of teams that have nearly the ideal: they work
in dedicated project rooms.  We conducted field work that
included interviews and observations of teams in 9 U.S.
companies who had dedicated project rooms and a 6 week
study of one site.  We found that the team members
reported clear advantages of being collocated: increased
learning, motivation, and coordination.  Future groupware
for remote groups must at least support large, persistent,
shared visual displays, awareness of team members'
activities, and various signals to others about the
importance of the work.

%M C.CHI.98.2.281
%T Tickertape: Awareness in a Single Line
%S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW
%A Geraldine Fitzpatrick
%A Sara Parsowith
%A Bill Segall
%A Simon Kaplan
%B CHI98 (Summary)
%D 1998
%V 2
%P 281-282
%K Awareness, CSCW, Groupware, Event notification
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p281-fitzpatrick/p281-fitzpatrick.pdf
%X This paper describes an awareness tool called Tickertape. 
Tickertape is a lightweight, highly tailorable tool that
provides an interface to a world of transient information via
a single-line scrolling message window.  We overview
Tickertape, describing both its unidirectional and
bidirectional message groups and its time-out feature.  We
then illustrate how it is being used within one organisation.

%M C.CHI.98.2.283
%T People Presence or Room Activity:
Supporting Peripheral Awareness over Distance
%S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW
%A Elin Ronby Pedersen
%B CHI98 (Summary)
%D 1998
%V 2
%P 283-284
%K Awareness, Activity, Presence, Symbolic representation
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p283-pedersen/p283-pedersen.pdf
%X Peripheral awareness is a powerful human resource that
has only recently been addressed in media space design. 
The challenge is to figure out what would be important to
convey remotely and to strike a balance between too much
and too little.  Symbolic representation of remote activity
is a powerful way to go, but as it turns out also easy to
do wrong.  This paper presents some early findings on
problems and promises of using symbolic representation:
it reports from informal studies of people using the
AROMA prototype in regular office and home settings,
and it conveys some lessons on designing appropriate and
effective symbolic representations.

%M C.CHI.98.2.285
%T Peripheral Participants in Mediated Communication
%S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW
%A Andrew F. Monk
%A Leon A. Watts
%B CHI98 (Summary)
%D 1998
%V 2
%P 285-286
%K Video-mediated communication, Overhearing, Participation,
Awareness, Presence
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p285-monk/p285-monk.pdf
%X When more than two people take part in a conversation or
work task their involvement may be either as 'primary' or
'peripheral' participants depending on whether or not they
are actively involved in the current shared task.  This
distinction was operationalised in an experiment.  An
interested peripheral participant listened in to the
conversation of two others, one of whom was in the same
room and one of whom was remote.  Whether one was a
primary or peripheral participant had a large effect on
ratings of social presence, larger than the effect of whether
one was remote or copresent.

%M C.CHI.98.2.287
%T When Two Hands Are Better Than One:
Enhancing Collaboration Using Single Display Groupware
%S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW
%A Jason Stewart
%A Elaine M. Raybourn
%A Ben Bederson
%A Allison Druin
%B CHI98 (Summary)
%D 1998
%V 2
%P 287-288
%K CSCW, Children, Single display groupware, Educational
application, Input devices, Pad++, KidPad
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p287-stewart/p287-stewart.pdf
%X In this paper, we describe Single Display Groupware, a
software model that enables multiple users to work
simultaneously at a single computer display.  We discuss
the collaborative benefits observed during a pilot study of
the SDG application, KidPad.

%M C.CHI.98.2.289
%T Experiments in Inhabited TV
%S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes
%A Steve Benford
%A Chris Greenhalgh
%A Chris Brown
%A Graham Walker
%A Tim Regan
%A Paul Rea
%A Jason Morphett
%A John Wyver
%B CHI98 (Summary)
%D 1998
%V 2
%P 289-290
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p289-benford/p289-benford.pdf
%X Inhabited TV involves the public deployment of
collaborative virtual environments (CVEs) so that on-line
audiences can participate in TV shows within shared
virtual worlds.  This extends traditional broadcast TV and
more recent interactive TV by enabling social interaction
among participants and by offering them new forms of
control over narrative structure (e.g., navigation within a
virtual world) and greater interaction with content (e.g.,
direct manipulation of props and sets).  Inhabited TV also
builds on recent research into CVEs as social
environments, including experiments with Internet-based
virtual worlds [2] and the development of more scaleable
research platforms.  This involves more explicitly
focusing on issues of production, management, format
and participation arising from the staging of events
within virtual worlds.  The potential size of Inhabited TV
audiences also challenges the scaleability of CVEs.

%M C.CHI.98.2.291
%T The Lightwork Performance: Algorithmically Mediated
Interaction for Virtual Environments
%S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes
%A John Bowers
%A Sten-Olof Hellstrom
%A Kai-Mikael Jaa-Aro
%B CHI98 (Summary)
%D 1998
%V 2
%P 291-292
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p291-bowers/p291-bowers.pdf
%X In this paper, we describe the human-computer interaction
concepts we have built into an improvisatory performance
art work called Lightwork.  This -- a 15 minute long piece
combining electroacoustic music with the real-time
construction and navigation of back-projected virtual
environments (VEs) -- has combined artistic, social and
computer science skills, building on our experience and
studies of [1,2].  Multi-disciplinary design of this sort is
typical of work at the Centre for User-Oriented IT-Design
(CID) at the Royal Institute of Technology.

%M C.CHI.98.2.293
%T Look Who's Talking: The GAZE Groupware System
%S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes
%A Roel Vertegaal
%A Harro Vons
%A Robert Slagter
%B CHI98 (Summary)
%D 1998
%V 2
%P 293-294
%K CSCW, Awareness, Eyetracking, VRML2
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p293-vertegaal/p293-vertegaal.pdf
%X The GAZE Groupware System is a multiparty mediated
system which provides support for gaze awareness in
communication and collaboration.  The system uses an
advanced, desk-mounted eyetracker to metaphorically convey
gaze awareness in a 3D virtual meeting room and within
shared documents.

%M C.CHI.98.2.295
%T Looking for Sound?  Selling Perceptual Space in
Hierarchically Nested Boxes
%S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes
%A Roel Vertegaal
%A Barry Eaglestone
%B CHI98 (Summary)
%D 1998
%V 2
%P 295-296
%K Multimedia, Database, Musical sound, 3D, Dataglove
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p295-vertegaal/p295-vertegaal.pdf
%X ISEE3D is a 3D musical sound browser which uses nested
boxes to allow browsing through a hierarchy of
perceptually organized sound spaces.

%M C.CHI.98.2.297
%T Using Earcons to Improve the Usability of Tool Palettes
%S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes
%A Stephen A. Brewster
%B CHI98 (Summary)
%D 1998
%V 2
%P 297-298
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p297-brewster/p297-brewster.pdf
%X This paper describes an experiment to investigate the
effectiveness of adding sound to tool palettes.  Palettes
have usability problems because users need to see the
information they present but they are often outside the
area of visual focus.  Non-speech sounds called earcons
were used to indicate the current tool and tool changes so
that users could tell what tool was in use, wherever they
were looking.  Experimental results showed a significant
reduction in the number of tasks performed with the
wrong tool.  Users knew what the current tool was and did
not try to perform tasks with the wrong one.

%M C.CHI.98.2.299
%T Multi-Parameter Controllers for Audio Mixing
%S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes
%A Craig Wisneski
%A Ed Hammond
%B CHI98 (Summary)
%D 1998
%V 2
%P 299-300
%K Multi-parameter control, Sound mixing, Sound
spatialization, Recording consoles, Tangible user interface
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p299-wisneski/p299-wisneski.pdf
%X This paper describes the design of multi-parameter
controllers for sound engineering applications.  These
devices accept multi-dimensional input to allow
simultaneous control of many parameters.  We describe two
gestural input devices and their application to sound
spatialization tasks.

%M C.CHI.98.2.301
%T The Usability of Transparent Overview Layers
%S Late Breaking Results: Look and Learn: Visualization and Education Too
%A Donald A. Cox
%A Jasdeep S. Chugh
%A Carl Gutwin
%A Saul Greenberg
%B CHI98 (Summary)
%D 1998
%V 2
%P 301-302
%K Transparent interfaces, Overviews, Groupware
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p301-cox/p301-cox.pdf
%X Viewports into large visual workspaces are sometimes
supplemented by a separate window that displays a
miniaturized overview of the entire workspace.  Instead of
this separate window, we have layered a transparent
version of the overview atop the viewport.  Because the
overview fills the display, it becomes the largest size
possible.  An exploratory study indicates that people can use
this unusual system, where they switch between layers
when performing a construction task.

%M C.CHI.98.2.303
%T MetricViews: Design of Multiple Spreadsheets into a
Single Dynamic View
%S Late Breaking Results: Look and Learn: Visualization and Education Too
%A David Small
%A Yin Yin Wong
%A Sergio Canetti
%B CHI98 (Summary)
%D 1998
%V 2
%P 303-304
%K Spreadsheet, Visualization, Interactive graphics,
Information design
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p303-small/p303-small.pdf
%X In this paper, we describe MetricViews, a Java applet in
which multiple spreadsheet views are presented in a
singular dynamic context.  Instead of publishing a large
number of discrete spreadsheets and graphs, each of
which would show a particular subset of information, we
designed an interactive display with which users can
construct a wide variety of views into the information
space.  A structured information tool enables users to
construct meaningful views and shift between them
without losing context.  Our approach is to constrain the
choices to a set of interrelated views derived from careful
analysis of the information.  By carefully designing a
hierarchy of information and by displaying continuous
transitions between views we intend to provide users with
a simple yet very effective way of finding and
understanding complex data.

%M C.CHI.98.2.305
%T Goal-Directed Zoom
%S Late Breaking Results: Look and Learn: Visualization and Education Too
%A Allison Woodruff
%A James Landay
%A Michael Stonebraker
%B CHI98 (Summary)
%D 1998
%V 2
%P 305-306
%K Clutter, Information density, Semantic zoom, Visualization
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p305-woodruff/p305-woodruff.pdf
%X We introduce a novel zoom method, goal-directed zoom. 
In a goal-directed zoom system, users specify which
representation of an object they wish to see.  The system
automatically zooms to the elevation at which that
representation appears at appropriate detail.  We have
extended a database visualization environment to support
end-user construction of visualizations that have goal-directed
zoom.  We present a sample visualization we have
constructed using this environment.

%M C.CHI.98.2.307
%T Integrated Multi Scale Text Retrieval Visualization
%S Late Breaking Results: Look and Learn: Visualization and Education Too
%A Karlis Kaugars
%B CHI98 (Summary)
%D 1998
%V 2
%P 307-308
%K Text display, Information presentation, Detail + Context
technique
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p307-kaugars/p307-kaugars.pdf
%X We present a viewer for text retrieval presentation which
implements a novel approach to detail + context views of
information.  The viewer presents multiple documents at
any of four different levels of detail without distortion and
allows the user to easily compare retrieved documents.

%M C.CHI.98.2.309
%T Designing Visualization Tools for Learning
%S Late Breaking Results: Look and Learn: Visualization and Education Too
%A Brian J. Foley
%B CHI98 (Summary)
%D 1998
%V 2
%P 309-310
%K Visualization, Education, Science, Representation
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p309-foley/p309-foley.pdf
%X Computer visualizations can be a powerful tool for teaching
students about science.  But educational visualizations need
to be designed with students in mind so that the interface is
not only easy to use, but also helps students understand the
science that is being visualized.  This study looks at the
design of visualization tools for middle school students
learning thermodynamics.  Educational research suggested
that a dot-density representation of temperature would help
students understanding.  Assessments of the visualizations
show a significant effect on students' understanding.

%M C.CHI.98.2.311
%T Symphony: Exploring User Interface Representations for
Learner-Centered Process Scaffolding
%S Late Breaking Results: Look and Learn: Visualization and Education Too
%A Chris Quintana
%A Elliot Soloway
%A Joseph Krajcik
%A Andrew Carra
%A Matt Houser
%A Mike McDonald
%A Mike Mouradian
%A Aaron Saarela
%A Naresh Vyas
%A Michele Wisnudel
%B CHI98 (Summary)
%D 1998
%V 2
%P 311-312
%K Learner-centered tools, Process scaffolding, Supportive
integrated environments, Process visualization
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p311-quintana/p311-quintana.pdf
%X We introduce Symphony, a supportive integrated
environment for high-school science students.  The
process of science inquiry is a complex one that is
difficult for novice learners to perform.  With Symphony,
we are exploring how to provide effective process support
for the learner by conceptualizing complex processes in
the user interface.  We have begun by using flow diagrams
and timelines in the interface.  As we continue, we will
evaluate and characterize these and other representations to
see how to best support novice learners in the "doing" of a
complex process.

%M C.CHI.98.2.313
%T The Rise of Personal Web Pages at Work
%S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web
%A Sara Bly
%A Linda Cook
%A Tim Bickmore
%A Elizabeth Churchill
%A Joseph W. Sullivan
%B CHI98 (Summary)
%D 1998
%V 2
%P 313-314
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p313-bly/p313-bly.pdf
%X A series of 20 interviews in four organizations explores the
ways in which employees take advantage of personal web
pages to support their work and to reflect who they are. 
Both interviewee comments and web page examples suggest
the importance of individual personalization of information
management and dissemination, presentation and perception
of personality, and usage from the reader's perspective. 
These results can inform the development of future web
technologies for use in organizations.  Furthermore, this
self representation on web pages is a way of making
individual knowledge more available in the workplace.

%M C.CHI.98.2.315
%T Does Every Link Have the Same Usability? 
An Exploratory Study of the Link Structure of Cyber Malls
%S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web
%A Jinwoo Kim
%A Byunggon Yoo
%B CHI98 (Summary)
%D 1998
%V 2
%P 315-316
%K Link structure, Add-on links, Cyber shopping mall
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p315-kim/p315-kim.pdf
%X Designing an effective link structure is critical for
effective navigation in cyber shopping malls.  In this
study, the usability of three types of add-on links are
evaluated through measures of frequency of use, rate of
recall, and perceived convenience of navigation.  The
results indicate that the usage rate is interrelated with
both the recall rate and the convenience of navigation,
and that not all add-on links increase the convenience of
navigation.

%M C.CHI.98.2.317 acmdl6 missing pdf link 1999-07-31 ok
%T Polynesian Navigation:
Locomotion and Previewing Aspects
%S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web
%A Kent Wittenburg
%A Wissam Ali-Ahmad
%A Daniel LaLiberte
%A Tom Lanning
%B CHI98 (Summary)
%D 1998
%V 2
%P 317-318
%K Navigation, Information spaces, Web
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p317-wittenburg/p317-wittenburg.pdf
%X In investigations of navigation for information spaces we
have been inspired by the navigational methods of
seagoing peoples of Polynesia and Micronesia (Hutchins
1983).  From them we borrow a notion of locomotion in
which the traveller remains stationary and the terrain
moves relative to the traveller.  We discuss two prototypes
for navigation tools in Web information spaces in which
images are used the primary means for presenting Meta-information
about locale (web pages), movement is
modelled as a flowstream of information coming to the
user, and orientation is visualised through positions in
ordered sequences.  The goal is to increase navigability by
allowing the user to quickly preview many possible moves
before the next step is taken.

%M C.CHI.98.2.319
%T A Java-Based Approach to Active Collaborative Filtering
%S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web
%A Christopher Lueg
%A Christoph Landolt
%B CHI98 (Summary)
%D 1998
%V 2
%P 319-320
%K Situatedness, Collaborative filtering, WWW, Java
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p319-lueg/p319-lueg.pdf
%X In this paper, we present a collaborative filtering
approach to webpage filtering.  The system supports users
in exchanging recommendations and exploits the social
relation between recommenders and recipients of
recommendations instead of computing a degree of
interest.  In order to help users estimate the potential
interestingness of a recommended webpage, the system
augments the recommendation object with additional
data indicating how previous recipients of the
recommendation have dealt with the corresponding
webpage.  The system has been implemented as a
collection of personal user agents exchanging
recommendations with a central recommendation server. 
The user agents are implemented as Java applets and
the recommendation server is a Java remote object
realized as object factory.

%M C.CHI.98.2.321
%T Applying Writing Guidelines to Web Pages
%S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web
%A John Morkes
%A Jakob Nielsen
%B CHI98 (Summary)
%D 1998
%V 2
%P 321-322
%K WWW, World Wide Web, Writing, Reading, Page design
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p321-morkes/p321-morkes.pdf
%X Web users generally prefer writing that is concise, easy
to scan, and objective (rather than promotional) in style,
research has shown.  We incorporated these and other
attributes into a redesign of Web content.  Doing so
required trade-offs and some hard decisions, but the
results were positive.  The rewritten website scored 159%
higher than the original in measured usability.  Compared
with original-site users, users of the rewritten site
reported higher subjective satisfaction and performed
better in terms of task time, task errors, and memory. 
Implications for website writing and design are
discussed.

%M C.CHI.98.2.323
%T A Method for Evaluating Web Page Design Concepts
%S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web
%A Thomas S. Tullis
%B CHI98 (Summary)
%D 1998
%V 2
%P 323-324
%K Web design, Intranet, User feedback, Evaluation
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p323-tullis/p323-tullis.pdf
%X In redesigning the Intranet at Fidelity Investments, we used
a paper-based technique for getting user feedback on initial
design concepts for the web pages.  The technique involved
color printouts of "Greeked" versions of five different
candidate web page designs.  Users had to try to identify
nine standard elements that appeared on each page (e.g.,
owner, last updated).  They also rated each on three
subjective rating scales (format, attractiveness, color).  The
technique was successful in helping us to derive a new
design.

%M C.CHI.98.2.325
%T The Baby Sense Environment: Enriching and Monitoring
Infants' Experiences and Communication
%S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139
%A Gili Weinberg
%A Rich Fletcher
%A Seum-Lim Gan
%B CHI98 (Summary)
%D 1998
%V 2
%P 325-326
%K Infants, Sensory-motor, Background monitoring, Foreground
monitoring, Interaction, Communication
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p325-weinberg/p325-weinberg.pdf
%X The BabySense Environment is an integrated system
designed to enhance an infant's sensory-motor experience,
to allow parents and relatives to remotely monitor infant's
development, and to enable new types of interactions with
other infants.  The system also demonstrates alternate
peripheral means of displaying information such as lights,
sound and a kinetic sculpture.

%M C.CHI.98.2.327
%T PingPongPlus: Augmentation and Transformation of
Athletic Interpersonal Interaction
%S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139
%A Craig Wisneski
%A Julian Orbanes
%A Hiroshi Ishii
%B CHI98 (Summary)
%D 1998
%V 2
%P 327-328
%K Augmented reality, Reactive surface, Athletic / kinesthetic
interaction, Computer-supported collaborative play,
Interactive media art
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p327-wisneski/p327-wisneski.pdf
%X PingPongPlus (PP+) is a digitally enhanced version of the
classic ping-pong game.  We have designed a digital layer of
audio/visual augmentation on top of a conventional ping-pong
table using a newly developed ball tracking system
and video projection.  The "reactive table" displays patterns
of light and shadow as a game is played, and the rhythm
and style of play drives accompanying sound.  In the
process, this project explores new ways to couple athletic
recreation and social interaction with engaging digital
enhancements.  This paper describes the basic idea, research
agenda, several applications, technical implementation, and
initial experiences.

%M C.CHI.98.2.329
%T GroupWear:
Nametags that Tell about Relationships
%S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139
%A Richard Borovoy
%A Fred Martin
%A Mitchel Resnick
%A Brian Silverman
%B CHI98 (Summary)
%D 1998
%V 2
%P 329-330
%K Wearable computing, Augmented reality, Groupware,
Computer supported cooperative work (CSCW)
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p329-borovoy/p329-borovoy.pdf
%X We have built a set of computationally-augmented nametags
capable of providing information about the relationship
between two people engaged in a face-to-face conversation. 
This paper puts forward criteria useful for the design of such
interpersonal augmentation, experiences that inform the
principles, and initial evidence of their success.

%M C.CHI.98.2.331
%T Fabric Computing Interfaces
%S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139
%A Maggie Orth
%A Rehmi Post
%A Emily Cooper
%B CHI98 (Summary)
%D 1998
%V 2
%P 331-332
%K Physical interface, Smart materials, Wearable computing,
Industrial design
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p331-orth/p331-orth.pdf
%X This paper presents a series of physical computer
interfaces and computational devices that are constructed
from electronic fabrics and conducting threads.  We
introduce two types of textile keyboards, a piecework
switch matrix and a capacitive embroidered keypad.  We
discuss these fabric sensors in a variety of applications. 
We give examples of computational clothing using this
technology.  This clothing shows how digital technology
can be imbedded into the world around us.  We argue that
creating computational devices with new and unexpected
materials gives designers the creative freedom to radically
change the appearance and "feeling" of such devices.

%M C.CHI.98.2.333
%T It/I: An Experiment Towards
Interactive Theatrical Performances
%S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139
%A Claudio S. Pinhanez
%A Aaron F. Bobick
%B CHI98 (Summary)
%D 1998
%V 2
%P 333-334
%K Interactive entertainment, Story-based interaction,
Immersive environments
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p333-pinhanez/p333-pinhanez.pdf
%X "It/I" is a theater play produced at the MIT Media
Laboratory where one of the characters is performed
autonomously by a computer system.  Computerized actors
and stages enable performances to be repeated with
members of the audience re-enacting the leading roles,
having their own, personal view of the universe of the play. 
In this paper we report the experience, and discuss some of
its possible developments.

%M C.CHI.98.2.335
%T An Interactive Poetic Garden
%S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139
%A Tom White
%A David Small
%B CHI98 (Summary)
%D 1998
%V 2
%P 335-336
%K Garden, Water, Interaction design, Interactive installation,
Industrial design
%W http://www.acm.org/pubs/articles/proceedings/chi/286498/p335-white/p335-white.pdf
%X The garden is the symbol of man's control over nature. 
This project attempts to bring the computer into the garden
in harmony with stone, water, and plant materials.  The
computer is used to drive a video projector, creating the
illusion of text floating on the surface of the water as it
flows through the garden.  This relaxing computational
environment lends itself well to several open ended active
and passive modes of interaction.

fpack:!@#$%^&*(): CHI99-1.BA
%M C.CHI.99.1.1
%T An Empirical Study of How People Establish Interaction: Implications for CSCW Session Management Models
%S Groupware
%A Steinar Kristoffersen
%A Fredrik Ljungberg
%B CHI99
%D 1999
%V 1
%P 1-8
%K Session management, Field study, Ethnography, Design
implications
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p1-kristoffersen/p1-kristoffersen.pdf
%X In this paper, we report the results of an empirical study
of how people, as part of their daily work activities, go
about to establish collaboration.  We examine the
empirical findings and relate them to existing research on
CSCW session management models, i.e., the mechanisms
in CSCW systems that define the way in which people
can join together in collaboration.  Existing models leave
a lot to be desired, in particular because they tend to
assume that indexical elements of interaction
management are substitutable by objective representation
of artifacts.  Based on the empirical findings, we derive
three principles to consider in the design of CSCW
session management models.

%M C.CHI.99.1.9
%T Chat Circles
%S Groupware
%A Fernanda B. Viegas
%A Judith S. Donath
%B CHI99
%D 1999
%V 1
%P 9-16
%K Chatroom, Conversation, Social visualization, Turn-taking,
Graphical history, Internet, World Wide Web
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p9-viegas/p9-viegas.pdf
%X Although current online chat environments provide new
opportunities for communication, they are quite constrained
in their ability to convey many important pieces of social
information, ranging from the number of participants in a
conversation to the subtle nuances of expression that enrich
face to face speech.  In this paper we present Chat Circles,
an abstract graphical interface for synchronous conversation. 
Here, presence and activity are made manifest by
changes in color and form, proximity-based filtering intuitively
breaks large groups into conversational clusters, and
the archives of a conversation are made visible through an
integrated history interface.  Our goal in this work is to create
a richer environment for online discussions.

%M C.CHI.99.1.17
%T Social, Individual & Technological Issues for Groupware Calendar Systems
%S Groupware
%A Leysia Palen
%B CHI99
%D 1999
%V 1
%P 17-24
%K Groupware calendar systems, Ethnography, CSCW,
Calendars, Diaries, Time, Sociotemporality, Meeting
scheduling
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p17-palen/p17-palen.pdf
%X Designing and deploying groupware is difficult.  Groupware
evaluation and design are often approached from a single
perspective, with a technologically-, individually-, or
socially-centered focus.  A study of Groupware Calendar
Systems (GCSs) highlights the need for a synthesis of these
multiple perspectives to fully understand the adoption
challenges these systems face.  First, GCSs often replace
existing calendar artifacts, which can impact users'
calendaring habits and in turn influence technology
adoption decisions.  Second, electronic calendars have the
potential to easily share contextualized information publicly
over the computer network, creating opportunities for peer
judgment about time allocation and raising concerns about
privacy regulation.  However, this situation may also
support coordination by allowing others to make useful
inferences about one's schedule.  Third, the technology and
the social environment are in a reciprocal, co-evolutionary
relationship: the use context is affected by the constraints
and affordances of the technology, and the technology also
co-adapts to the environment in important ways.  Finally,
GCSs, despite being below the horizon of everyday notice,
can affect the nature of temporal coordination beyond the
expected meeting scheduling practice.

%M C.CHI.99.1.25
%T The Design and Evaluation of a High-Performance Soft Keyboard
%S Alternatives to QWERTY
%A I. Scott MacKenzie
%A Shawn X. Zhang
%B CHI99
%D 1999
%V 1
%P 25-31
%K Soft keyboards, Mobile systems, Stylus input, Pen input,
Linguistic models, Fitts' law, Digraph probabilities
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p25-mackenzie/p25-mackenzie.pdf
%X The design and evaluation of a high performance soft
keyboard for mobile systems are described.  Using a
model to predict the upper-bound text entry rate for soft
keyboards, we designed a keyboard layout with a
predicted upper-bound entry rate of 58.2 wpm.  This is
about 35% faster than the predicted rate for a QWERTY
layout.  We compared our design ("OPTI") with a
QWERTY layout in a longitudinal evaluation using five
participants and 20 45-minute sessions of text entry. 
Average entry rates for OPTI increased from 17.0 wpm
initially to 44.3 wpm at session 20. The average rates
exceeded those for the QWERTY layout after the 10th
session (about 4 hours of practice).  A regression equation
(R{squared} = .997) in the form of the power-law of learning
predicts that our upper-bound prediction would be reach
at about session 50.

%M C.CHI.99.1.32
%T Non-Keyboard QWERTY Touch Typing: A Portable Input Interface for the Mobile User
%S Alternatives to QWERTY
%A Mikael Goldstein
%A Robert Book
%A Gunilla Alsio
%A Silvia Tessa
%B CHI99
%D 1999
%V 1
%P 32-39
%K Mobile user, QWERTY, Keyboard, Touch-typing, Text input,
Stylus input, PDA, Portability, Wizard-of-Oz, Language
model, Lexical knowledge, Syntactic knowledge
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p32-goldstein/p32-goldstein.pdf
%X Using traditional mobile input devices results in decreased
effectiveness and efficiency.  To improve usability issues a
portable Non-Keyboard QWERTY touch-typing paradigm
that supports the mobile touch-typing user is presented and
investigated.  It requires negligible training time.  Pressure
sensors strapped to the fingertips of gloves detect which
finger is depressed.  A language model based on lexical and
syntactic knowledge transforms the depressed finger stroke
sequence into real words and sentences.  Different mobile
input QWERTY paradigms (miniaturised, floating and
Non-Keyboard) have been compared with full-size
QWERTY.  Among the mobile input paradigms, the Non-Keyboard
fared significantly better, both regarding
character error rate and subjective ratings.

%M C.CHI.99.1.40
%T Implications for a Gesture Design Tool
%S Alternatives to QWERTY
%A Allan Christian Long, Jr.
%A James A. Landay
%A Lawrence A. Rowe
%B CHI99
%D 1999
%V 1
%P 40-47
%K Pen-based user interface, PDA, User study, Gesture, UI
design
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p40-long/p40-long.pdf
%X Interest in pen-based user interfaces is growing rapidly.  One
potentially useful feature of pen-based user interfaces is
gestures, that is, a mark or stroke that causes a command to
execute.  Unfortunately, it is difficult to design gestures that
are easy 1) for computers to recognize and 2) for humans to
learn and remember.  To investigate these problems, we built
a prototype tool typical fo those used for designing gesture
sets.  An experiment was then performed to gain insight into
the gesture design process and to evaluate this style of tool. 
The experiment confirmed that gesture design is very
difficult and suggested several ways in which current tools
can be improved.  The most important improvement is to
make the tools more active and provide more guidance for
designers.  This paper describes the gesture design tool, the
experiment, and its results.

%M C.CHI.99.1.48
%T Object Manipulation in Virtual Environments: Relative Size Matters
%S Object Manipulation Studies in Virtual Environments
%A Yanclin Wang
%A Christine L. MacKenzie
%B CHI99
%D 1999
%V 1
%P 48-55
%K Size effect, Human performance, Virtual reality, User
interfaces, Input device, Graphic design, 3D, Docking,
Controls and displays, Fitts' law
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p48-wang/p48-wang.pdf
%X An experiment was conducted to systematically investigate
combined effects of controller, cursor and target size on
multidimensional object manipulation in a virtual
environment.  It was found that it was the relative size of
controller, cursor and target that significantly affected object
transportation and orientation processes.  There were
significant interactions between controller size and cursor
size as well as between cursor size and target size on the
total task completion time, transportation time, orientation
time and spatial errors.  The same size of controller and
cursor improved object manipulation speed, and the same
size of cursor and target generally facilitated object
manipulation accuracy, regardless of their absolute sizes. 
Implications of these findings for human-computer
interaction design are discussed.

%M C.CHI.99.1.56
%T Exploring Bimanual Camera Control and Object Manipulation in 3D Graphics Interfaces
%S Object Manipulation Studies in Virtual Environments
%A Ravin Balakrishnan
%A Gordon Kurtenbach
%B CHI99
%D 1999
%V 1
%P 56-63
%K Bimanual input, 3D interfaces, Camera control, Interaction
techniques, Empirical evaluation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p56-balakrishnan/p56-balakrishnan.pdf
%X We explore the use of the non-dominant hand to control a
virtual camera while the dominant hand performs other
tasks in a virtual 3D scene.  Two experiments and an informal
study are presented which evaluate this interaction style
by comparing it to the status-quo unimanual interaction.  In
the first experiment, we find that for a target selection task,
performance using the bimanual technique was 20% faster. 
Experiment 2 compared performance in a more complicated
object docking task.  Performance advantages are shown,
however, only after practice.  Free-form 3D painting was
explored in the user study.  In both experiments and in the
user study participants strongly preferred the bimanual technique. 
The results also indicate that user preferences concerning
bimanual interaction may be driven by factors other
than simple time-motion performance advantages.

%M C.CHI.99.1.64
%T Towards Usable VR: An Empirical Study of User Interfaces for Immersive Virtual Environments
%S Object Manipulation Studies in Virtual Environments
%A Robert W. Lindeman
%A John L. Sibert
%A James K. Hahn
%B CHI99
%D 1999
%V 1
%P 64-71
%K 3D user interfaces, Bimanual interaction, Virtual
environments, Virtual reality, Passive-haptic feedback
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p64-lindeman/p64-lindeman.pdf
%X This paper reports empirical results from a study into the
use of 2D widgets in 3D immersive virtual environments. 
Several researchers have proposed the use of 2D
interaction techniques in 3D environments, however little
empirical work has been done to test the usability of such
approaches.  We present the results of two experiments
conducted on low-level 2D manipulation tasks within an
immersive virtual environment.  We empirically show that
the addition of passive-haptic feedback for use in precise
UI manipulation tasks can significantly increase user
performance.  Furthermore, users prefer interfaces that
provide a physical surface, and that allow them to work
with interface widgets in the same visual field of view as
the objects they are modifying.

%M C.CHI.99.1.72
%T Socially Translucent Systems: Social Proxies, Persistent Conversation, and the Design of "Babble"
%S Social Foundations and Impacts of HCI
%A Thomas Erickson
%A David N. Smith
%A Wendy A. Kellogg
%A Mark Laff
%A John T. Richards
%A Erin Bradner
%B CHI99
%D 1999
%V 1
%P 72-79
%K Conversation, Discourse, Awareness, Social activity,
Computer-mediated communication, CMC, IRC, Chat,
CSCW, Social computing, Design, Visualization
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p72-erickson/p72-erickson.pdf
%X We take as our premise that it is possible and desirable to
design systems that support social processes.  We describe
Loops, a project which takes this approach to supporting
computer-mediated communication (CMC) through
structural and interactive properties such as persistence and a
minimalist graphical representation of users and their
activities that we call a social proxy.  We discuss a
prototype called "Babble" that has been used by our group
for over a year, and has been deployed to six other groups
at the Watson labs for about two months.  We describe
usage experiences, lessons learned, and next steps.

%M C.CHI.99.1.80
%T The Elements of Computer Credibility
%S Social Foundations and Impacts of HCI
%A BJ Fogg
%A Hsiang Tseng
%B CHI99
%D 1999
%V 1
%P 80-87
%K Credibility, Trustworthiness, Expertise, Persuasion, Captology,
Trust, Influence, Information quality, Psychology of HCI
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p80-fogg/p80-fogg.pdf
%X Given the importance of credibility in computing products,
the research on computer credibility is relatively small.  To
enhance knowledge about computers and credibility, we
define key terms relating to computer credibility, synthesize
the literature in this domain, and propose three new
conceptual frameworks for better understanding the elements
of computer credibility.  To promote further research, we then
offer two perspectives on what computer users evaluate when
assessing credibility.  We conclude by presenting a set of
credibility-related terms that can serve in future research and
evaluation endeavors.

%M C.CHI.99.1.88
%T A Better Mythology for System Design
%S Social Foundations and Impacts of HCI
%A Jed Harris
%A Austin Henderson
%B CHI99
%D 1999
%V 1
%P 88-95
%K System evolution, Accommodation, Mythology, Pliant
systems
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p88-harris/p88-harris.pdf
%X The past decades have seen huge improvements in computer
systems but these have proved difficult to translate into
comparable improvements in the usability and social
integration) of computers.  We believe that the problem is a
deeply rooted set of assumptions about how computer
systems should be designed, and about who should be doing
that design.
   Human organizations are continually evolving to meet
changing circumstances of resource and need.  In contrast,
computers are quite rigid, incapable of adaptation on their
own.  Therefore when computer systems are incorporated
into human organizations, those organizations must adapt
the computers to changing circumstances.  This adaptation
is another human activity that technology should support,
but our design philosophies are oddly silent about it.
   This paper explores the origins of these problems in the
norms developed for managing human organizations,
proposes partial solutions that can be implemented with
current systems technology, and speculates about the long-term
potential for radical improvements in system design.

%M C.CHI.99.1.96
%T Nomadic Radio: Scaleable and Contextual Notification for Wearable Audio Messaging
%S Wearable and Tangible Audio
%A Nitin Sawhney
%A Chris Schmandt
%B CHI99
%D 1999
%V 1
%P 96-103
%K Auditory I/O, Passive awareness, Wearable computing,
Adaptive interfaces, Interruptions, Notifications
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p96-sawhney/p96-sawhney.pdf
%X Mobile workers need seamless access to communication
and information services on portable devices.  However
current solutions overwhelm users with intrusive and
ambiguous notifications.  In this paper, we describe
scaleable auditory techniques and a contextual notification
model for providing timely information, while minimizing
interruptions.  User's actions influence local adaptation in
the model.  These techniques are demonstrated in Nomadic
Radio, an audio-only wearable computing platform.

%M C.CHI.99.1.104
%T Tangible Progress: Less is More in Somewire Audio Spaces
%S Wearable and Tangible Audio
%A Andrew Singer
%A Debby Hindus
%A Lisa Stifelman
%A Sean White
%B CHI99
%D 1999
%V 1
%P 104-111
%K Audio, Speech interactions, Mediated communication,
Computer-mediated communication, CMC, User interfaces,
Representations, Media space, Audio space, Audio-only,
Tangible interactions, Active objects, Design guidelines
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p104-singer/p104-singer.pdf
%X We developed four widely different interfaces for users of
Somewire, a prototype audio-only media space.  We
informally studied users' experiences with the two screen-based
interfaces.  We prototyped a non-screen-based
interface as an example of a novel tangible interface for a
communication system.  We explored the conflict between
privacy and simplicity of representation, and identified two
unresolved topics: the role of audio quality and the prospects
for scaling audio spaces beyond a single workgroup.  Finally,
we formulated a set of design guidelines for control and
representation in audio spaces, as follows: GUIs are not
well-suited to audio spaces, users do not require control over
localization or other audio attributes, and awareness of other
users' presence is desirable.

%M C.CHI.99.1.112
%T Whisper: A Wristwatch Style Wearable Handset
%S Wearable and Tangible Audio
%A Masaaki Fukumoto
%A Yoshinobu Tonomura
%B CHI99
%D 1999
%V 1
%P 112-119
%K Handset, Wearable computer, PDA, Cellular phone, Interface
device, Whisper, UbiButton
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p112-fukumoto/p112-fukumoto.pdf
%X "Whisper" is a new wrist-worn handset, which is used
by inserting the fingertip into the ear canal.  A received
signal is conveyed from a wrist-mounted actuator to the
ear canal via the hand and a finger by bone conduction. 
The user's voice is captured by a microphone mounted
on the inside of the wrist.  All components of Whisper
can be mounted on the wrist, and usability does not decrease
if the size of components is miniaturized.  So, both
wearability and usability can be achieved together.  The
way Whisper is operated is similar to that of an ordinary
telephone handset.  Thus, onlookers may not look upon
Whisper's operation as "talking to oneself", even if the
associated PDA is controlled by voice commands.  Whisper
is especially effective in a noisy environment.  Signals
received via bone conduction can be heard clearly in the
presence of noise without raising the volume (-12 dB at
noise = 90 dB(A) in comparison to cellular phone handset). 
Whisper is also effective in avoiding the annoying
problem of the user's voice being raised in a noisy situation. 
Feedback of the user's utterance is boosted by bone
conduction when covering the ear canal with a fingertip,
then the user's voice does not need to raised in the presence
of noise (-6 dB at noise = 90 dB(A) in comparison
to cellular phone handset).  Whisper is useful as a voice
interface for a wrist-worn PDA and cellular phone.

%M C.CHI.99.1.120
%T i-LAND: An Interactive Landscape for Creativity and Innovation
%S Collaborative and Multimedia Systems
%A Norbert A. Streitz
%A Jorg Geissler
%A Torsten Holmer
%A Shin'ichi Konomi
%A Christian Muller-Tomfelde
%A Wolfgang Reischl
%A Petra Rexroth
%A Peter Seitz
%A Ralf Steinmetz
%B CHI99
%D 1999
%V 1
%P 120-127
%K Integrated design, Interactive landscape, Architectural space,
Virtual information space, Augmented reality, Ubiquitous
computing, Roomware, Cooperative rooms, Creativity
support, Dynamic team work, CSCW, Workspaces of the
future
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p120-streitz/p120-streitz.pdf
%X We describe the i-LAND environment which constitutes an
example of our vision of the workspaces of the future, in
this case supporting cooperative work of dynamic teams
with changing needs.  i-LAND requires and provides new
forms of human-computer interaction and new forms of
computer-supported cooperative work.  Its design is based
on an integration of information and architectural spaces,
implications of new work practices and an empirical
requirements study informing our design.  i-LAND consists
of several 'roomware' components, i.e. computer-augmented
objects integrating room elements with information
technology.  We present the current realization of i-LAND
in terms of an interactive electronic wall, an interactive
table, two computer-enhanced chairs, and two "bridges" for
the Passage-mechanism.  This is complemented by the
description of the creativity support application and the
technological infrastructure.  The paper is accompanied by a
video figure in the CHI'99 video program.

%M C.CHI.99.1.128
%T Logjam: A Tangible Multi-Person Interface for Video Logging
%S Collaborative and Multimedia Systems
%A Jonathan Cohen
%A Meg Withgott
%A Philippe Piernot
%B CHI99
%D 1999
%V 1
%P 128-135
%K Tangible user interfaces, TUI, CSCW, Video ethnography,
Video logging, User experience, 2D sensing/tracking
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p128-cohen/p128-cohen.pdf
%X This paper describes the evolution, implementation, and
use of logjam, a system for video logging.  The system
features a game-board that senses the location and
identities of pieces placed upon it.  The board is the
interface that enables a group of people to log video
footage together.  We report on some of the surprising
physical and social dynamics that we have observed in
multi-person logging sessions using the system.

%M C.CHI.99.1.136
%T Time-Compression: Systems Concerns, Usage, and Benefits
%S Collaborative and Multimedia Systems
%A Nosa Omoigui
%A Liwei He
%A Anoop Gupta
%A Jonathan Grudin
%A Elizabeth Sanocki
%B CHI99
%D 1999
%V 1
%P 136-143
%K Time-compression, Video browsing, Multimedia, Latency,
Compression granularity, Compression rate
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p136-omoigui/p136-omoigui.pdf
%X With the proliferation of online multimedia content and the
popularity of multimedia streaming systems, it is increasingly
useful to be able to skim and browse multimedia quickly.  A
key technique that enables quick browsing of multimedia is
time-compression.  Prior research has described how speech
can be time-compressed (shortened in duration) while
preserving the pitch of the audio.  However, client-server
systems providing this functionality have not been available.
   In this paper, we first describe the key tradeoffs faced by
designers of streaming multimedia systems deploying time-compression. 
The implementation tradeoffs primarily impact
the granularity of time-compression supported (discrete vs.
continuous) and the latency (wait-time) experienced by users
after adjusting degree of time-compression.  We report results
of user studies showing impact of these factors on the average-compression-rate
achieved.  We also present data on the usage
patterns and benefits of time compression.  Overall, we show
significant time-savings for users and that considerable
flexibility is available to the designers of client-server
streaming systems with time compression.

%M C.CHI.99.1.144
%T SWEETPEA: Software Tools for Programmable Embodied Agents
%S Characters and Agents
%A Michael Kaminsky
%A Paul Dourish
%A W. Keith Edwards
%A Anthony LaMarca
%A Michael Salisbury
%A Ian Smith
%B CHI99
%D 1999
%V 1
%P 144-151
%K Interaction hardware, Tangible media, Augmented reality,
ActiMates Barney, Mattel Talk-With-Me Barbie
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p144-kaminsky/p144-kaminsky.pdf
%X Programmable Embodied Agents are portable, wireless,
interactive devices embodying specific, differentiable, interactive
characteristics.  They take the form of identifiable
characters who reside in the physical world and interact
directly with users.  They can act as an out-of-band communication
channel between users, as proxies for system components
or other users, or in a variety of other roles. 
Traditionally, research into such devices has been based on
costly custom hardware.  In this paper, we report on our
explorations of the space of physical character-based interfaces
built on recently available stock consumer hardware
platforms, structured around an initial framework of applications.

%M C.CHI.99.1.152
%T Sympathetic Interfaces: Using a Plush Toy to Direct Synthetic Characters
%S Characters and Agents
%A Michael Patrick Johnson
%A Andrew Wilson
%A Bruce Blumberg
%A Christopher Kline
%A Aaron Bobick
%B CHI99
%D 1999
%V 1
%P 152-158
%K Sympathetic interface, Plush toy, Synthetic characters,
Physically-based interface, Virtual worlds
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p152-johnson/p152-johnson.pdf
%X We introduce the concept of a sympathetic interface for
controlling an animated synthetic character in a 3D virtual
environment.  A plush doll embedded with wireless sensors
is used to manipulate the virtual character in an iconic and
intentional manner.  The interface extends from the novel
physical input device through interpretation of sensor data
to the behavioral "brain" of the virtual character.  We
discuss the design of the interface and focus on its latest
instantiation in the Swamped! exhibit at SIGGRAPH '98. 
We also present what we learned from hundreds of casual
users, who ranged from young children to adults.

%M C.CHI.99.1.159
%T Principles of Mixed-Initiative User Interfaces
%S Characters and Agents
%A Eric Horvitz
%B CHI99
%D 1999
%V 1
%P 159-166
%K Intelligent agents, Direct manipulation, User modeling,
Probability, Decision theory, UI design
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p159-horvitz/p159-horvitz.pdf
%X Recent debate has centered on the relative promise of
focusing user-interface research on developing new
metaphors and tools that enhance users' abilities to directly
manipulate objects versus directing effort toward
developing interface agents that provide automation.  In this
paper, we review principles that show promise for allowing
engineers to enhance human-computer interaction through
an elegant coupling of automated services with direct
manipulation.  Key ideas will be highlighted in terms of the
LookOut system for scheduling and meeting management.

%M C.CHI.99.1.167
%T An Exploration into Supporting Artwork Orientation in the User Interface
%S Progress in Drawing and CAD
%A George W. Fitzmaurice
%A Ravin Balakrishnan
%A Gordon Kurtenbach
%A Bill Buxton
%B CHI99
%D 1999
%V 1
%P 167-174
%K Rotating user interfaces, RUI, Pen-based
computers, GUI toolkits, Tablets, LCDs, Two-handed input
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p167-fitzmaurice/p167-fitzmaurice.pdf
%X Rotating a piece of paper while drawing is an integral and
almost subconscious part of drawing with pencil and paper. 
In a similar manner, the advent of lightweight pen-based
computers allow digital artwork to be rotated while drawing
by rotating the entire computer.  Given this type of
manipulation we explore the implications for the user interface
to support artwork orientation.  First we describe an
exploratory study to further motivate our work and characterize
how artwork is manipulated while drawing.  After
presenting some possible UI approaches to support artwork
orientation, we define a new solution called a rotating user
interface (RUIs).  We then discuss design issues and
requirements for RUIs based on our exploratory study.

%M C.CHI.99.1.175
%T An Alternative Way of Drawing
%S Progress in Drawing and CAD
%A Roope Raisamo
%B CHI99
%D 1999
%V 1
%P 175-182
%K Drawing programs, Direct manipulation, Two-handed
interaction, Interaction techniques, Sculpting
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p175-raisamo/p175-raisamo.pdf
%X Current object-oriented drawing programs have an
established way of drawing in which the shape of an object
is controlled by manipulating control points.  While the
control points are intuitive in their basic use, it is not clear
whether they make more complex drawing tasks
manageable for the average user.  In this paper we describe
an alternative way of drawing and editing a drawing using
new direct manipulation tools.  Our approach resembles
sculpting in two dimensions: the user begins with a large
block and uses different tools to give it the desired shape. 
We also present a user evaluation in which the users could
try our new tools and compare them to their previous
experience of control points.  The users claimed to
understand the operations better with our tools than if they
had needed to use curves and control points.  However, our
tools were better suited for sketching the artwork than for
making very detailed drawings.

%M C.CHI.99.1.183
%T The Strategic Use of CAD: An Empirically Inspired, Theory-Based Course
%S Progress in Drawing and CAD
%A Suresh K. Bhavnani
%A Bonnie E. John
%A Ulrich Flemming
%B CHI99
%D 1999
%V 1
%P 183-190
%K CAD, Strategy, Training, GOMS, Learning, Efficiency
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p183-bhavnani/p183-bhavnani.pdf
%X The inefficient use of complex computer systems has been
widely reported.  These studies show the persistence of
inefficient methods despite many years of experience and
formal training.  To counteract this phenomenon, we present
the design of a new course, called the Strategic Use of
CAD.  The course aims at teaching students efficient
strategies to use a computer-aided drafting system through a
two-pronged approach.  Learning to See teaches students to
recognize opportunities to use efficient strategies by
studying the nature of the task, and Learning to Do teaches
students to implement the strategies.  Results from a pilot
experiment show that this approach had a positive effect on
the strategic behavior of students who did not exhibit
knowledge of efficient strategies before the class, and had
no effect on the strategic behavior of those who did. 
Strategic training can thus assist users in recognizing
opportunities to use efficient strategies.  We present the
ramifications of these results on the design of training and
future experiments.

%M C.CHI.99.1.191
%T Implementing Interface Attachments Based on Surface Representations
%S Programming Techniques and Issues
%A Dan R. Olsen, Jr.
%A Scott E. Hudson
%A Thom Verratti
%A Jeremy M. Heiner
%A Matt Phelps
%B CHI99
%D 1999
%V 1
%P 191-198
%K User interface architectures, Observational
attachments, Surface representations, Linking and
embedding
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p191-olsen/p191-olsen.pdf
%X This paper describes an architecture for supporting
interface attachments -- small interactive programs which
are designed to augment the functionality of other
applications.  This architecture is designed to work with a
diverse set of conventional applications, but require only a
minimal set of "hooks" into those applications.  In order to
achieve this, the work described here concentrates on what
we will call observational attachments, a subclass of
attachments that operate primarily by observing and
manipulating the surface representations of applications --
that is the visual information that applications would
normally display on the screen or print.  These attachments
can be thought of as "looking" over the shoulder of the user"
to assist with various tasks.  By requiring very little
modification to, or help from, the applications they
augment, this approach supports the creation of a set of
uniform services that can be applied across a more diverse
set of applications than traditional approaches.

%M C.CHI.99.1.199
%T A Visual Medium for Programmatic Control of Interactive Applications
%S Programming Techniques and Issues
%A Luke S. Zettlemoyer
%A Robert St. Amant
%B CHI99
%D 1999
%V 1
%P 199-206
%K Interaction techniques, Agents, Demonstrational interfaces,
Development tools
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p199-zettlemoyer/p199-zettlemoyer.pdf
%X The VisMap system provides for "visual manipulation" of
arbitrary off-the-shelf applications, through an application's
graphical user interface.  VisMap's API-independent control
has advantages for tasks that can benefit from direct access
to the functions of the user interface.  We describe the
design goals and architecture of the system, and we discuss
two applications, a user-controlled visual scripting program
and an autonomous solitaire-playing program, which
together demonstrate some of the capabilities and
limitations of the approach.

%M C.CHI.99.1.207
%T Should We Leverage Natural-Language Knowledge?  An Analysis of User Errors in a Natural-Language-Style Programming Language
%S Programming Techniques and Issues
%A Amy Bruckman
%A Elizabeth Edwards
%B CHI99
%D 1999
%V 1
%P 207-214
%K Natural language, Novice programming, Programming
language design, End-user programming
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p207-bruckman/p207-bruckman.pdf
%X Should programming languages use natural-language-like
syntax?  Under what circumstances?  What sorts of errors
do novice programmers make?  Does using a natural-language-like
programming language lead to user errors? 
In this study, we read the entire online interactions of
sixteen children who issued a total of 35,047 commands
on MOOSE Crossing, an educational MUD for children,
We counted and categorized the errors made.  A total of
2,970 errors were observed.  We define "natural-language
errors" as those errors in which the user failed to
distinguish between English and code, issuing an
incorrect command that was more English-like than the
correct one.  A total of 314 natural-language errors were
observed.  In most of those errors, the child was able to
correct the problem either easily (41.1% of the time) or
with some effort (20.7%).  Natural-language errors were
divided into five categories.  In order from most to least
frequent, they are: syntax errors, guessing a command
name by supplying an arbitrary English word, literal
interpretation of metaphor, assuming the system is
keeping more state information than is actually the case,
and errors of operator precedence and combination.  We
believe that these error rates are within acceptable limits,
and conclude that leveraging users' natural-language
knowledge is for many applications an effective strategy
for designing end-user-programming languages.

%M C.CHI.99.1.215
%T Testing Pointing Device Performance and User Assessment with the ISO 9241, Part 9 Standard
%S Touching, Pointing, and Choosing
%A Sarah A. Douglas
%A Arthur E. Kirkpatrick
%A I. Scott MacKenzie
%B CHI99
%D 1999
%V 1
%P 215-222
%K Pointing devices, Ergonomic evaluation, ISO 9241
standard, Isometric joystick, Touchpad, Fitts' law
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p215-douglas/p215-douglas.pdf
%X The ISO 9241, Part 9 Draft International Standard for
testing computer pointing devices proposes an evaluation of
performance and comfort.  In this paper we evaluate the
scientific validity and practicality of these dimensions for
two pointing devices for laptop computers, a finger-controlled
isometric joystick and a touchpad.  Using a
between-subjects design, evaluation of performance using
the measure of throughput was done for one-direction and
multi-directional pointing and selecting.  Results show a
significant difference in throughput for the multi-directional
task, with the joystick 27% higher; results from the one-direction
task were non-significant.  After the experiment,
participants rated the device for comfort, including
operation, fatigue, and usability.  The questionnaire showed
no overall difference in the responses, and a significant
statistical difference in only the question concerning force
required to operate the device -- the joystick requiring
slightly more force.  The paper concludes with a discussion
of problems in implementing the ISO standard and
recommendations for improvement.

%M C.CHI.99.1.223
%T Touch-Sensing Input Devices
%S Touching, Pointing, and Choosing
%A Ken Hinckley
%A Mike Sinclair
%B CHI99
%D 1999
%V 1
%P 223-230
%K Input devices, Interaction techniques, Sensor technologies,
Haptic input, Tactile input, Touch-sensing devices
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p223-hinckley/p223-hinckley.pdf
%X We can touch things, and our senses tell us when our hands
are touching something.  But most computer input devices
cannot detect when the user touches or releases the device
or some portion of the device.  Thus, adding touch sensors
to input devices offers many possibilities for novel
interaction techniques.  We demonstrate the TouchTrackball
and the Scrolling TouchMouse, which use unobtrusive
capacitance sensors to detect contact from the user's hand
without requiring pressure or mechanical actuation of a
switch.  We further demonstrate how the capabilities of
these devices can be matched to an implicit interaction
technique, the On-Demand Interface, which uses the
passive information captured by touch sensors to fade in or
fade out portions of a display depending on what the user is
doing; a second technique uses explicit, intentional
interaction with touch sensors for enhanced scrolling.  We
present our new devices in the context of a simple taxonomy
of tactile input technologies.  Finally, we discuss the
properties of touch-sensing as an input channel in general.

%M C.CHI.99.1.231
%T The Hotbox: Efficient Access to a Large Number of Menu-Items
%S Touching, Pointing, and Choosing
%A Gordon Kurtenbach
%A George W. Fitzmaurice
%A Russell N. Owen
%A Thomas Baudel
%B CHI99
%D 1999
%V 1
%P 231-237
%K Menus access, Menubars, Two-handed input,
Transparency, Marking menus
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p231-kurtenbach/p231-kurtenbach.pdf
%X The proliferation of multiple toolbars and UI widgets
around the perimeter of application windows is an indication
that the traditional GUI design of a single menubar is
not sufficient to support large scale applications with
numerous functions.  In this paper we describe a new widget
which is an enhancement of the traditional menubar which
dramatically increases menu-item capacity.  This widget,
called the "Hotbox" combines several GUI techniques
which are generally used independently: accelerator keys,
modal dialogs, pop-up/pull down menus, radial menus,
marking menus and menubars.  These techniques are fitted
together to create a single, easy to learn yet fast to operate
GUI widget which can handle significantly more menu-items
than the traditional GUI menubar.  We describe the
design rationale of the Hotbox and its effectiveness in a
large scale commercial application.  While the Hotbox was
developed for a particular application domain, the widget
itself and the design rationale are potentially useful in other
domains.

%M C.CHI.99.1.238
%T Combining Observations of Intentional and Unintentional Behaviors for Human-Computer Interaction
%S Gaze and Purpose
%A Yoshinori Kuno
%A Tomoyuki Ishiyama
%A Satoru Nakanishi
%A Yoshiaki Shirai
%B CHI99
%D 1999
%V 1
%P 238-245
%K Vision-based interface, Gesture-based interface, Wheelchair,
Face direction, Intention
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p238-kuno/p238-kuno.pdf
%X Human interfaces are usually designed to respond only
to intentional human behaviors.  However, humans show
unintentional behaviors as well.  They can convey useful
information to realize user-friendly human interfaces. 
This paper presents how to combine observations
of both types of behaviors by taking two human-machine
systems: a gesture-based interface and an intelligent
wheelchair.  In the first system, intentional hand
gestures are chosen using unintentional behaviors.  In
the second system, near unintentional behaviors following
intentional behaviors can be used to control the
wheelchair motion.  Experimental systems working in
real time have been developed.  Operational experiments
prove our approach promising.

%M C.CHI.99.1.246
%T Manual and Gaze Input Cascaded (MAGIC) Pointing
%S Gaze and Purpose
%A Shumin Zhai
%A Carlos Morimoto
%A Steven Ihde
%B CHI99
%D 1999
%V 1
%P 246-253
%K Gaze, Eye, Computer input, Eye tracking, Gaze tracking,
Pointing, Multi-modal interface, Fitts' law, Computer vision
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p246-zhai/p246-zhai.pdf
%X This work explores a new direction in utilizing eye gaze for
computer input.  Gaze tracking has long been considered as an
alternative or potentially superior pointing method for
computer input.  We believe that many fundamental
limitations exist with traditional gaze pointing.  In particular,
it is unnatural to overload a perceptual channel such as vision
with a motor control task.  We therefore propose an
alternative approach, dubbed MAGIC (Manual And Gaze Input
Cascaded) pointing.  With such an approach, pointing appears
to the user to be a manual task, used for fine manipulation
and selection.  However, a large portion of the cursor
movement is eliminated by warping the cursor to the eye gaze
area, which encompasses the target.  Two specific MAGIC
pointing techniques, one conservative and one liberal, were
designed, analyzed, and implemented with an eye tracker we
developed.  They were then tested in a pilot study.  This early-stage
exploration showed that the MAGIC pointing techniques
might offer many advantages, including reduced physical
effort and fatigue as compared to traditional manual pointing,
greater accuracy and naturalness than traditional gaze
pointing, and possibly faster speed than manual pointing.  The
pros and cons of the two techniques are discussed in light of
both performance data and subjective reports.

%M C.CHI.99.1.254
%T Inferring Intent in Eye-Based Interfaces: Tracing Eye Movements with Process Models
%S Gaze and Purpose
%A Dario D. Salvucci
%B CHI99
%D 1999
%V 1
%P 254-261
%K Eye movements, Eye-based interfaces, Tracing, Hidden
Markov models, User models, Cognitive models
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p254-salvucci/p254-salvucci.pdf
%X While current eye-based interfaces offer enormous
potential for efficient human-computer interaction, they
also manifest the difficulty of inferring intent from user eye
movements.  This paper describes how fixation tracing
facilitates the interpretation of eye movements and
improves the flexibility and usability of eye-based
interfaces.  Fixation tracing uses hidden Markov models to
map user actions to the sequential predictions of a cognitive
process model.  In a study of eye typing, results show that
fixation tracing generates significantly more accurate
interpretations than simpler methods and allows for more
flexibility in designing usable interfaces.  Implications for
future research in eye-based interfaces and multimodal
interfaces are discussed.

%M C.CHI.99.1.262
%T Direct Combination
%S Foundations for Navigation
%A Simon Holland
%A Daniel Oppenheim
%B CHI99
%D 1999
%V 1
%P 262-269
%K Interaction technique, Interaction styles, Interaction design,
Navigating large operator spaces, Novel interaction objects,
N-tuples, Creating new operations, Interaction theory
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p262-holland/p262-holland.pdf
%X This paper reports on Direct Combination, a new user
interaction technique.  Direct Combination may be viewed
variously as: a systematic extension to Direct
Manipulation; a concise navigational framework to help
users find the operations they need; and as a framework to
make a greater range and variety of operations available to
the user, without overburdening user or interface designer. 
While Direct Combination may be seen as an extension of
Direct Manipulation, it may also be applied to a wide range
of user interaction styles, including even command line
interfaces.  Examples from various hypothetical systems and
from an implemented system are presented.  This paper
argues that Direct Combination is applicable not just to
problem seeking or design oriented domains (where the
technique originated) but is generally applicable.  A variety
of new interaction styles for Direct Combination are
presented.  The generalisation of Direct Combination to the
n-dimensional case is presented.

%M C.CHI.99.1.270
%T Footprints: History-Rich Tools for Information Foraging
%S Foundations for Navigation
%A Alan Wexelblat
%A Pattie Maes
%B CHI99
%D 1999
%V 1
%P 270-277
%K Information navigation, Information foraging, Interaction history,
web browsing
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p270-wexelblat/p270-wexelblat.pdf
%X Inspired by Hill and Hollan's original work [7], we have been
developing a theory of interaction history and building tools
to apply this theory to navigation in a complex information
space.  We have built a series of tools -- map, paths, annotations
and signposts -- based on a physical-world navigation
metaphor.  These tools have been in use for over a year.  Our
user study involved a controlled browse task and showed that
users were able to get the same amount of work done with
significantly less effort.

%M C.CHI.99.1.278
%T Design Guidelines for Landmarks to Support Navigation in Virtual Environments
%S Foundations for Navigation
%A Norman G. Vinson
%B CHI99
%D 1999
%V 1
%P 278-285
%K Guidelines, Navigation, Wayfinding, Landmarks, Virtual
reality, Virtual environments
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p278-vinson/p278-vinson.pdf
%X Unfamiliar, large-scale virtual environments are difficult to
navigate.  This paper presents design guidelines to ease
navigation in such virtual environments.  The guidelines
presented here focus on the design and placement of
landmarks in virtual environments.  Moreover, the
guidelines are based primarily on the extensive empirical
literature on navigation in the real world.  A rationale for
this approach is provided by the similarities between
navigational behavior in real and virtual environments.

%M C.CHI.99.1.286
%T Single Display Groupware: A Model for Co-Present Collaboration
%S Working with People Near and Far
%A Jason Stewart
%A Benjamin B. Bederson
%A Allison Druin
%B CHI99
%D 1999
%V 1
%P 286-293
%K CSCW, Single display groupware, Children, Educational
applications, Input devices, Pad++, KidPad
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p286-stewart/p286-stewart.pdf
%X We introduce a model for supporting collaborative work
between people that are physically close to each other.  We
call this model Single Display Groupware (SDG).  In this
paper, we describe the model, comparing it to more
traditional remote collaboration.  We describe the
requirements that SDG places on computer technology, and
our understanding of the benefits and costs of SDG
systems.  Finally, we describe a prototype SDG system that
we built and the results of a usability test we ran with 60
elementary school children.

%M C.CHI.99.1.294
%T The GAZE Groupware System: Mediating Joint Attention in Multiparty Communication and Collaboration
%S Working with People Near and Far
%A Roel Vertegaal
%B CHI99
%D 1999
%V 1
%P 294-301
%K CSCW, Multiparty videoconferencing,
Awareness, Attention, Gaze direction, Eyetracking, VRML 2
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p294-vertegaal/p294-vertegaal.pdf
%X In this paper, we discuss why, in designing multiparty mediated
systems, we should focus first on providing non-verbal cues
which are less redundantly coded in speech than those normally
conveyed by video.  We show how conveying one such cue,
gaze direction, may solve two problems in multiparty mediated
communication and collaboration: knowing who is talking to
whom, and who is talking about what.  As a candidate solution,
we present the GAZE Groupware System, which combines
support for gaze awareness in multiparty mediated
communication and collaboration with small and linear
bandwidth requirements.  The system uses an advanced, desk-mounted
eyetracker to metaphorically convey gaze awareness
in a 3D virtual meeting room and within shared documents.

%M C.CHI.99.1.302
%T Video Helps Remote Work: Speakers Who Need to Negotiate Common Ground Benefit from Seeing Each Other
%S Working with People Near and Far
%A Elizabeth S. Veinott
%A Judith Olson
%A Gary M. Olson
%A Xiaolan Fu
%B CHI99
%D 1999
%V 1
%P 302-309
%K Video-mediated communication, Remote
work, Common ground, Communication, Negotiation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p302-veinott/p302-veinott.pdf
%X More and more organizations are forming teams that are
not co-located.  These teams communicate via email, fax,
telephone and audio conferences, and sometimes video. 
The question often arises whether the cost of video is
worth it.  Previous research has shown that video makes
people more satisfied with the work, but it doesn't help
the quality of the work itself.  There is one exception;
negotiation tasks are measurably better with video.  In this
study, we show that the same effect holds for a more
subtle form of negotiation, when people have to negotiate
meaning in a conversation.  We compared the
performance and communication of people explaining a
map route to each other.  Half the pairs have video and
audio connections, half only audio.  Half of the pairs were
native speakers of English; the other half were non-native
speakers, those presumably who have to negotiate
meaning more.  The results showed that non-native
speaker pairs did benefit from the video; native speakers
did not.  Detailed analysis of the conversational strategies
showed that with video, the non-native speaker pairs
spent proportionately more effort negotiating common
ground.

%M C.CHI.99.1.310
%T Designing Multimedia for Learning: Narrative Guidance and Narrative Construction
%S Stories and Narratives
%A Lydia Plowman
%A Rosemary Luckin
%A Diana Laurillard
%A Matthew Stratfold
%A Josie Taylor
%B CHI99
%D 1999
%V 1
%P 310-317
%K Narrative, Multimedia design, Education
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p310-plowman/p310-plowman.pdf
%X Narrative is fundamental to the ways we make sense of
texts of all kinds because it provides structure and
coherence, but it is difficult to see how this works in the
context of multimedia interactive learning environments
(MILEs).  We tested our hypotheses about the form and
function of narrative in MILEs by developing three
versions of material on CD-ROM which had different
narrative structures and analysed the impact of the
different versions on learner behaviour.  We present a
theoretical framework in which we explain the concepts
of narrative guidance and narrative construction and their
application to the design of MILEs.

%M C.CHI.99.1.318
%T Interactive 3D Sound Hyperstories for Blind Children
%S Stories and Narratives
%A Mauricio Lumbreras
%A Jaime Sanchez
%B CHI99
%D 1999
%V 1
%P 318-325
%K Virtual acoustic environment, Space representation, Blind
children, Audio-based navigation, Hyperstory, 3D sound,
Audio interface
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p318-lumbreras/p318-lumbreras.pdf
%X Interactive software is currently used for learning and
entertainment purposes.  This type of software is not very
common among blind children because most computer
games and electronic toys do not have appropriate
interfaces to be accessible without visual cues.
   This study introduces the idea of interactive hyperstories
carried out in a 3D acoustic virtual world for blind children. 
We have conceptualized a model to design hyperstories. 
Through AudioDoom we have an application that enables
testing cognitive tasks with blind children.  The main
research question underlying this work explores how audio-based
entertainment and spatial sound navigable
experiences can create cognitive spatial structures in the
minds of blind children.
   AudioDoom presents first person experiences through
exploration of interactive virtual worlds by using only 3D
aural representations of the space.

%M C.CHI.99.1.326
%T Designing PETS: A Personal Electronic Teller of Stories
%S Video: Stories and Narratives
%A Allison Druin
%A Jaime Montemayor
%A Jim Handler
%A Britt McAlister
%A Angela Boltman
%A Eric Fiterman
%A Aurelie Plaisant
%A Alex Kruskal
%A Hanne Olsen
%A Isabella Revett
%A Thomas Plaisant Schwenn
%A Lauren Sumida
%A Rebecca Wagner
%B CHI99
%D 1999
%V 1
%P 326-329
%K Children, Design techniques, Educational applications,
Cooperative inquiry, Intergenerational design team, PETS,
Robotics
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p326-druin/p326-druin.pdf
%X We have begun the development of a new robotic pet that
can support children in the storytelling process.  Children
can build their own pet by snapping together the modular
animal parts of the PETS robot.  After their pet is built,
children can tell stories using the My Pets software.  These
stories can then be acted out by their robotic pet.  This
video paper describes the motivation for this research and
the design process of our intergenerational design team in
building the first PETS prototypes.  We will discuss our
progress to date and our focus for the future.

%M C.CHI.99.1.330
%T Visual Profiles: A Critical Component of Universal Access
%S Profiles, Notes, and Surfaces
%A Julie A. Jacko
%A Max A. Dixon
%A Robert H. Rosa, Jr.
%A Ingrid U. Scott
%A Charles J. Pappas
%B CHI99
%D 1999
%V 1
%P 330-337
%K Universal access, Low vision, Visual icons, Disabilities
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p330-jacko/p330-jacko.pdf
%X This research focuses on characterizing visually impaired
computer users' performance on graphical user interfaces
by linking clinical assessments of low vision with visual
icon identification.  This was accomplished by evaluating
user performance on basic identification and selection tasks
within a graphical user interface, comparing partially
sighted user performance with fully sighted user
performance, and linking task performance to specific
profiles of visual impairment.  Results indicate that visual
acuity, contrast sensitivity, visual field and color perception
were significant predictors of task performance.  In addition,
icon size and background color significantly influenced
performance.  Suggestions for future research are provided.

%M C.CHI.99.1.338
%T NotePals: Lightweight Note Sharing by the Group, for the Group
%S Profiles, Notes, and Surfaces
%A Richard C. Davis
%A James A. Landay
%A Victor Chen
%A Jonathan Huang
%A Rebecca B. Lee
%A Francis C. Li
%A James Lin
%A Charles B. Morrey, III
%A Ben Schleimer
%A Morgan N. Price
%A Bill N. Schilit
%B CHI99
%D 1999
%V 1
%P 338-345
%K CSCW, PDA, Pen-based user interface, Digital ink, Mobile
computing, Informal user interfaces, NotePals
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p338-davis/p338-davis.pdf
%X NotePals is a lightweight note sharing system that gives
group members easy access to each other's experiences
through their personal notes.  The system allows notes
taken by group members in any context to be uploaded to a
shared repository.  Group members view these notes with
browsers that allow them to retrieve all notes taken in a
given context or to access notes from other related notes or
documents.  This is possible because NotePals records the
context in which each note is created (e.g., its author,
subject, and creation time).  The system is "lightweight"
because it fits easily into group members' regular note-taking
practices, and uses informal, ink-based user
interfaces that run on portable, inexpensive hardware.  In
this paper we describe NotePals, show how we have used it
to share our notes, and present our evaluations of the
system.

%M C.CHI.99.1.346
%T Flatland: New Dimensions in Office Whiteboards
%S Profiles, Notes, and Surfaces
%A Elizabeth D. Mynatt
%A W. Keith Edwards
%A Anthony LaMarca
%A Takeo Igarashi
%B CHI99
%D 1999
%V 1
%P 346-353
%K Pen-based computing, Whiteboards, Ubiquitous
computing, Light-weight interaction, Flatland
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p346-mynatt/p346-mynatt.pdf
%X Flatland is an augmented whiteboard interface designed for
informal office work.  Our research investigates approaches
to building an augmented whiteboard in the context of
continuous, long term office use.  In particular, we pursued
three avenues of research based on input from user studies:
techniques for the management of space on the board, the
ability to flexibly apply behaviors to support varied
application semantics, and mechanisms for managing
history on the board.  Unlike some previously reported
whiteboard systems, our design choices have been
influenced by a desire to support long-term, informal use in
an individual office setting.

%M C.CHI.99.1.354
%T Palette: A Paper Interface for Giving Presentations
%S Tagging and Tracking Objects in Physical UIs
%A Les Nelson
%A Satoshi Ichimura
%A Elin Ronby Pedersen
%A Lia Adams
%B CHI99
%D 1999
%V 1
%P 354-361
%K Paper interfaces, Presentation appliance,
Interaction design, Physically embodied interfaces, Tacit
interaction
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p354-nelson/p354-nelson.pdf
%X The Palette is a digital appliance designed for intuitive
control of electronic slide shows.  Current interfaces
demand too much of our attention to permit effective
computer use in situations where we can not give the
technology our fullest concentration.  The Palette uses index
cards that are printed with slide content that is easily
identified by both humans and computers.  The presenter
controls the presentation by directly manipulating the cards. 
The Palette design is based on our observation of
presentations given in a real work setting.  Our experiences
using the system are described, including new practices
(e.g., collaborative presentation, enhanced notetaking) that
arise from the affordances of this new approach.  This
system is an example of a new interaction paradigm called
tacit interaction that supports users who can spare very
little attention to a computer interface.

%M C.CHI.99.1.362
%T TouchCounters: Designing Interactive Electronic Labels for Physical Containers
%S Tagging and Tracking Objects in Physical UIs
%A Paul Yarin
%A Hiroshi Ishii
%B CHI99
%D 1999
%V 1
%P 362-369
%K Tangible interfaces, Ubiquitous computing, Distributed
sensing, Visualization
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p362-yarin/p362-yarin.pdf
%X We present TouchCounters, an integrated system of
electronic modules, physical storage containers, and
shelving surfaces for the support of collaborative physical
work.  Through physical sensors and local displays,
TouchCounters record and display usage history
information upon physical storage containers, thus
allowing access to this information during the
performance of real-world tasks.  A distributed
communications network allows this data to be exchanged
with a server, such that users can access this information
from remote locations as well.
   Based upon prior work in ubiquitous computing and
tangible interfaces, TouchCounters incorporate new
techniques, including usage history tracking for physical
objects and multi-display visualization.  This paper
describes the components, interactions, implementation,
and conceptual approach of the TouchCounters system.

%M C.CHI.99.1.370
%T Bridging Physical and Virtual Worlds with Electronic Tags
%S Tagging and Tracking Objects in Physical UIs
%A Roy Want
%A Kenneth P. Fishkin
%A Anuj Gujar
%A Beverly L. Harrison
%B CHI99
%D 1999
%V 1
%P 370-377
%K RFID tag, Portable computers, Wireless
networks, Ubiquitous computing, Tangible interface,
Phicon, Augmented reality
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p370-want/p370-want.pdf
%X The role of computers in the modern office has divided our
activities between virtual interactions in the realm of the
computer and physical interactions with real objects within
the traditional office infrastructure.  This paper extends
previous work that has attempted to bridge this gap, to
connect physical objects with virtual representations or
computational functionality, via various types of tags. 
We discuss a variety of scenarios we have implemented
using a novel combination of inexpensive, unobtrusive and
easy to use RFID tags, tag readers, portable computers and
wireless networking.  This novel combination demonstrates
the utility of invisibly, seamlessly and portably linking
physical objects to networked electronic services and
actions that are naturally associated with their form.

%M C.CHI.99.1.378
%T Augmented Surfaces: A Spatially Continuous Work Space for Hybrid Computing Environments
%S Augmented Surfaces
%A Jun Rekimoto
%A Masanori Saitoh
%B CHI99
%D 1999
%V 1
%P 378-385
%K Multiple device user interfaces, Table-sized
displays, Wall-sized displays, Portable computers, Ubiquitous
computing, Architectural media, Physical space, Augmented
reality
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p378-rekimoto/p378-rekimoto.pdf
%X This paper describes our design and implementation of a computer
augmented environment that allows users to smoothly
interchange digital information among their portable computers,
table and wall displays, and other physical objects. 
Supported by a camera-based object recognition system,
users can easily integrate their portable computers with the
pre-installed ones in the environment.  Users can use displays
projected on tables and walls as a spatially continuous
extension of their portable computers.  Using an interaction
technique called hyperdragging, users can transfer information
from one computer to another, by only knowing the
physical relationship between them.  We also provide a mechanism
for attaching digital data to physical objects, such as a
videotape or a document folder, to link physical and digital
spaces.

%M C.CHI.99.1.386
%T Urp: A Luminous-Tangible Workbench for Urban Planning and Design
%S Augmented Surfaces
%A John Underkoffler
%A Hiroshi Ishii
%B CHI99
%D 1999
%V 1
%P 386-393
%K Urban design, Urban planning, Architectural simulation,
Luminous-tangible interface, Direct manipulation, Augmented
reality, Prototyping tool, Interactive projection, Tangible
bits
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p386-underkoffler/p386-underkoffler.pdf
%X We introduce a system for urban planning -- called Urp -- that
integrates functions addressing a broad range of the
field's concerns into a single, physically based workbench
setting.  The I/O Bulb infrastructure on which the application
is based allows physical architectural models placed on
an ordinary table surface to cast shadows accurate for arbitrary
times of day; to throw reflections off glass facade surfaces;
to affect a real-time and visually coincident
simulation of pedestrian-level windflow; and so on.
   We then use comparisons among Urp and several earlier
I/O Bulb applications as the basis for an understanding of
luminous-tangible interactions, which result whenever an
interface distributes meaning and functionality between
physical objects and visual information projectively coupled
to those objects.  Finally, we briefly discuss two issues
common to all such systems, offering them as informal
thought-tools for the design and analysis of luminous-tangible
interfaces.

%M C.CHI.99.1.394
%T PingPongPlus: Design of an Athletic-Tangible Interface for Computer-Supported Cooperative Play
%S Augmented Surfaces
%A Hiroshi Ishii
%A Craig Wisneski
%A Julian Orbanes
%A Ben Chun
%A Joe Paradiso
%B CHI99
%D 1999
%V 1
%P 394-401
%K Tangible interface, Enhanced reality, Augmented reality,
Interactive surface, Athletic interaction, Kinesthetic
interaction, Computer-supported cooperative play
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p394-ishii/p394-ishii.pdf
%X This paper introduces a novel interface for digitally-augmented
cooperative play.  We present the concept of the
"athletic-tangible interface," a new class of interaction which
uses tangible objects and full-body motion in physical
spaces with digital augmentation.  We detail the
implementation of PingPongPlus, a "reactive ping-pong
table", which features a novel sound-based ball tracking
technology.  The game is augmented and transformed with
dynamic graphics and sound, determined by the position of
impact, and the rhythm and style of play.  A variety of
different modes of play and initial experiences with
PingPongPlus are also described.

%M C.CHI.99.1.402
%T Eye Tracking the Visual Search of Click-Down Menus
%S Cognitive Models of Screen Interaction
%A Michael D. Byrne
%A John R. Anderson
%A Scott Douglass
%A Michael Matessa
%B CHI99
%D 1999
%V 1
%P 402-409
%K Menu selection, Eye tracking, Visual search, Cognitive
models
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p402-byrne/p402-byrne.pdf
%X Click-down (or pull-down) menus have long been a key
component of graphical user interfaces, yet we know
surprisingly little about how users actually interact with
such menus.  Nilsen's [8] study on menu selection has led to
the development of a number of models of how users
perform the task [6, 21. However, the validity of these
models has not been empirically assessed with respect to
eye movements (though [1] presents some interesting data
that bear on these models).  The present study is an attempt
to provide data that can help refine our understanding of
how users interact with such menus.

%M C.CHI.99.1.410
%T Cognitive Modeling Demonstrates How People Use Anticipated Location Knowledge of Menu Items
%S Cognitive Models of Screen Interaction
%A Anthony J. Hornof
%A David E. Kieras
%B CHI99
%D 1999
%V 1
%P 410-417
%K Cognitive models, Fitts' law, Menus, Visual search
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p410-hornof/p410-hornof.pdf
%X This research presents cognitive models of a person
selecting an item from a familiar, ordered, pull-down menu. 
Two different models provide a good fit with human data
and thus two different possible explanations for the low-level
cognitive processes involved in the task.  Both models
assert that people make an initial eye and hand movement
to an anticipated target location without waiting for the
menu to appear.  The first model asserts that a person
knows the exact location of the target item before the menu
appears, but the model uses nonstandard Fitts' law
coefficients to predict mouse pointing time.  The second
model asserts that a person would only know the
approximate location of the target item, and the model uses
Fitts' law coefficients better supported by the literature. 
This research demonstrates that people can develop
considerable knowledge of locations in a visual task
environment, and that more work regarding Fitts' law is
needed.

%M C.CHI.99.1.418
%T Learning and Performing by Exploration: Label Quality Measured by Latent Semantic Analysis
%S Cognitive Models of Screen Interaction
%A Rodolfo Soto
%B CHI99
%D 1999
%V 1
%P 418-425
%K Learning by exploration, Label-following strategy, Cognitive
models, Semantic similarity, Latent semantic analysis,
Usability analysis
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p418-soto/p418-soto.pdf
%X Models of learning and performing by exploration assume
that the semantic similarity between task descriptions and
labels on display objects (e.g., menus, tool bars) controls
in part the users' search strategies.  Nevertheless, none of
the models has an objective way to compute semantic
similarity.  In this study, Latent Semantic Analysis (LSA)
was used to compute semantic similarity between task
descriptions and labels in an application's menu system. 
Participants performed twelve tasks by exploration and they
were tested for recall after a 1-week delay.  When the labels
in the menu system were semantically similar to the task
descriptions, subjects performed the tasks faster.  LSA could
be incorporated into any of the current models, and it could
be used to automate the evaluation of computer applications
for ease of learning and performing by exploration.

%M C.CHI.99.1.426
%T MOBILE: User-Centered Interface Building
%S Tools for Building Interfaces and Applications
%A Angel R. Puerta
%A Eric Cheng
%A Tunhow Ou
%A Justin Min
%B CHI99
%D 1999
%V 1
%P 426-433
%K Model-based interface development, Task models, Interface
builders, User-centered interface design, User interface
development tools
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p426-puerta/p426-puerta.pdf
%X Interface builders are popular tools for designing and
developing graphical user interfaces.  These tools, however,
are engineering-centered; they operate mainly on windows
and widgets.  A typical interface builder does not offer any
specific support for user-centered interface design, a
methodology recognized as critical for effective user
interface design.  We present MOBILE (Model-Based
Interface Layout Editor) an interface building tool that
fully supports user-centered design and that guides the
interface building process by using user-task models and a
knowledge base of interface design guidelines.  The
approach in MOBILE has the important added benefit of
being useful in both top-down and bottom-up interface
design strategies.

%M C.CHI.99.1.434
%T The Context Toolkit: Aiding the Development of Context-Enabled Applications
%S Tools for Building Interfaces and Applications
%A Daniel Salber
%A Anind K. Day
%A Gregory D. Abowd
%B CHI99
%D 1999
%V 1
%P 434-441
%K Context-enabled or context-aware computing, Ubiquitous
computing, Toolkits, Widgets, Applications development
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p434-salber/p434-salber.pdf
%X Context-enabled applications are just emerging and
promise richer interaction by taking environmental context
into account.  However, they are difficult to build due to
their distributed nature and the use of unconventional
sensors.  The concepts of toolkits and widget libraries in
graphical user interfaces has been tremendously successful,
allowing programmers to leverage off existing building
blocks to build interactive systems more easily.  We
introduce the concept of context widgets that mediate
between the environment and the application in the same
way graphical widgets mediate between the user and the
application.  We illustrate the concept of context widgets
with the beginnings of a widget library we have developed
for sensing presence, identity and activity of people and
things.  We assess the success of our approach with two
example context-enabled applications we have built and an
existing application to which we have added context-sensing
capabilities.

%M C.CHI.99.1.442
%T Getting More Out of Programming-by-Demonstration
%S Tools for Building Interfaces and Applications
%A Richard G. McDaniel
%A Brad A. Myers
%B CHI99
%D 1999
%V 1
%P 442-449
%K End-user programming, User interface software, Programming-by-demonstration,
Programming-by-example, Application
builders, Inductive learning, Gamut
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p442-mcdaniel/p442-mcdaniel.pdf
%X Programming-by-demonstration (PBD) can be used to create
tools and methods that eliminate the need to learn difficult
computer languages.  Gamut is a PBD tool that nonprogrammers
can use to create a broader range of interactive software,
including games, simulations, and educational
software, than they can with other PBD tools.  To do this,
Gamut provides advanced interaction techniques that make it
easier for a developer to express all aspects of an application. 
These techniques include a simplified way to demonstrate
new examples, called "nudges," and a way to highlight
objects to show they are important.  Also, Gamut includes
new objects and metaphors like the deck-of-cards metaphor
for demonstrating collections of objects and randomness,
guide objects for demonstrating relationships that the system
would find too difficult to guess, and temporal ghosts which
simplify showing relationships with the recent past.  These
techniques were tested in a formal setting with nonprogrammers
to evaluate their effectiveness.

%M C.CHI.99.1.450
%T Navigation as Multiscale Pointing: Extending Fitts' Model to Very High Precision Tasks
%S Vision and Fitts' Law
%A Yves Guiard
%A Michel Beaudouin-Lafon
%A Deni Mottet
%B CHI99
%D 1999
%V 1
%P 450-457
%K Fitts' law, Pointing, Navigation, Multiscale interfaces,
Input devices, Stylus, Mouse, Graphical tablet
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p450-guiard/p450-guiard.pdf
%X Fitts' pointing model has proven extremely useful for
understanding basic selection in WIMP user interfaces. 
Yet today's interfaces involve more complex navigation
within electronic environments.  As navigation amounts to
a form of multi-scale pointing, Fitts' model can be applied
to these more complex tasks.  We report the results of a
preliminary pointing experiment that shows that users can
handle higher levels of task difficulty with two-scale
rather than traditional one-scale pointing control.  Also, in
tasks with very high-precision hand movements,
performance is higher with a stylus than with a mouse.

%M C.CHI.99.1.458
%T Authoring Animated Web Pages Using 'Contact Points'
%S Vision and Fitts' Law
%A Pete Faraday
%A Alistair Sutcliffe
%B CHI99
%D 1999
%V 1
%P 458-465
%K Web page design, Authoring tools
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p458-faraday/p458-faraday.pdf
%X This paper explores how 'contact points' or co-references
between an animation and text should be designed in web
pages.  Guidelines are derived from an eye tracking study. 
A dynamic HTML authoring tool is described which
supports these requirements.  An evaluation study is
reported in which four designs of animation in web pages
were tested.

%M C.CHI.99.1.466
%T Performance Evaluation of Input Devices in Trajectory-Based Tasks: An Application of The Steering Law
%S Vision and Fitts' Law
%A Johnny Accot
%A Shumin Zhai
%B CHI99
%D 1999
%V 1
%P 466-472
%K Steering laws, Input devices, Fitts' law, Human performance
modeling, Empirical comparison
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p466-accot/p466-accot.pdf
%X Choosing input devices for interactive systems that best
suit user's needs remains a challenge, especially considering
the increasing number of devices available.  The
choice often has to be made through empirical evaluations. 
The most frequently used evaluation task hitherto
is target acquisition, a task that can be accurately modeled
by Fitts' law.  However, today's use of computer
input devices has gone beyond target acquisition alone. 
In particular, we often need to perform trajectory-based
tasks, such as drawing, writing, and navigation.  This
paper illustrates how a recently discovered model, the
steering law, can be applied as an evaluation paradigm
complementary to Fitts' law.  We tested five commonly
used computer input devices in two steering tasks, one
linear and one circular.  Results showed that subjects'
performance with the five devices could be generally
classified into three groups in the following order: 1. the
tablet and the mouse, 2. the trackpoint, 3. the touchpad
and the trackball.  The steering law proved to hold
for all five devices with greater than 0.98 correlation. 
The ability to generalize the experimental results and
the limitations of the steering law are also discussed.

%M C.CHI.99.1.473
%T Symphony: A Case Study in Extending Learner-Centered Design Through Process Space Analysis
%S Learning and Reading
%A Chris Quintana
%A Jim Eng
%A Andrew Carra
%A Hsin-Kai Wu
%A Elliot Soloway
%B CHI99
%D 1999
%V 1
%P 473-480
%K Learner-centered design, Process spaces, Process
scaffolding, Scaffolded integrated tool environments
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p473-quintana/p473-quintana.pdf
%X We are exploring a new class of tools for learners:
scaffolded integrated tool environments (or SITEs), which
address the needs of learners trying to engage in new,
complex work processes.  A crucial phase within a
learner-centered design approach for SITE design
involves analyzing the work process to identify areas
where learners need support to engage in the process. 
Here we discuss the design of Symphony, a SITE for
high-school science students.  Specifically, we discuss
how the process-space model helped us analyze the
science inquiry process to help us identify a detailed set of
learner needs, leading to a full set of process scaffolding
strategies for Symphony.

%M C.CHI.99.1.481
%T The Reader's Helper: A Personalized Document Reading Environment
%S Learning and Reading
%A Jamey Graham
%B CHI99
%D 1999
%V 1
%P 481-488
%K Document annotation, Information visualization, Content recognition,
Intelligent agents, Digital libraries, Probabilistic
reasoning, User interface design, Reading online
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p481-graham/p481-graham.pdf
%X Over the last two centuries, reading styles have shifted away
from the reading of documents from beginning to end and
toward the skimming of documents in search of relevant
information.  This trend continues today where readers,
often confronted with an insurmountable amount of text,
seek more efficient methods of extracting relevant information
from documents.  In this paper, a new document reading
environment is introduced called the Reader's Helper,
which supports the reading of electronic and paper
documents.  The Reader's Helper analyzes documents and
produces a relevance score for each of the reader's topics of
interest, thereby helping the reader decide whether the document
is actually worth skimming or reading.  Moreover, during
the analysis process, topic of interest phrases are
automatically annotated to help the reader quickly locate relevant
information.  A new information visualization tool,
called the Thumbar, is used in conjunction with relevancy
scoring and automatic annotation to portray a continuous,
dynamic thumb-nail representation of the document.  This
further supports rapid navigation of the text.

%M C.CHI.99.1.489
%T VR's Frames of Reference: A Visualization Technique for Mastering Abstract Multidimensional Information
%S Learning and Reading
%A Marilyn C. Salzman
%A Chris Dede
%A R. Bowen Loftin
%B CHI99
%D 1999
%V 1
%P 489-495
%K Virtual reality, Visualization, Interaction design, Visual
design, Education applications
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p489-salzman/p489-salzman.pdf
%X This paper describes a research study that investigated how
designers can use frames of reference (egocentric,
exocentric, and a combination of the two) to support the
mastery of abstract multidimensional information.  The
primary focus of this study was the relationship between
FORs and mastery; the secondary focus was on other
factors (individual characteristics and interaction
experience) that were likely to influence the relationship
between FORs and mastery.  This study's outcomes (1)
clarify how FORs work in conjunction with other factors in
shaping mastery, (2) highlight strengths and weaknesses of
different FORs, (3) demonstrate the benefits of providing
multiple FORs, and (4) provide the basis for our
recommendations to HCI researchers and designers.

%M C.CHI.99.1.496
%T FotoFile: A Consumer Multimedia Organization and Retrieval System
%S Navigation and Visualization
%A Allan Kuchinsky
%A Celine Pering
%A Michael L. Creech
%A Dennis Freeze
%A Bill Serra
%A Jacek Gwizdka
%B CHI99
%D 1999
%V 1
%P 496-503
%K Multimedia computing, Information organization,
Retrieval, Browsing, Visualization, Content-based indexing
and retrieval, Digital photography, Digital video, Metadata,
Media objects
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p496-kuchinsky/p496-kuchinsky.pdf
%X FotoFile is an experimental system for multimedia
organization and retrieval, based upon the design goal of
making multimedia content accessible to non-expert users. 
Search and retrieval are done in terms that are natural to
the task.  The system blends human and automatic
annotation methods.  It extends textual search, browsing,
and retrieval technologies to support multimedia data
types.

%M C.CHI.99.1.504
%T Hyper Mochi Sheet: A Predictive Focusing Interface for Navigating and Editing Nested Networks through a Multifocus Distortion-Oriented View
%S Navigation and Visualization
%A Masashi Toyoda
%A Etsuya Shibayama
%B CHI99
%D 1999
%V 1
%P 504-511
%K Distortion-oriented view, Multi-focus, Editing, Navigation
suitable for a particular editing situation, which changes frequently
during editing
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p504-toyoda/p504-toyoda.pdf
%X Multi-focus distortion-oriented views are useful in viewing
large information on a small screen, but still have problems
in managing multiple foci during editing.  The user may have
to navigate information space by focusing and defocusing
multiple parts to obtain multi-focus layouts that change according
to various editing situations.  As a result, it becomes
haphazard to navigate and edit large nested networks such
as hypertexts.  We propose a user interface for quickly obtaining
desirable layouts.  The interface uses two techniques:
focus size prediction and predictive focus selection.  These
techniques are based on a user test and experiences in applications. 
We also describe two example applications.

%M C.CHI.99.1.512
%T Excentric Labeling: Dynamic Neighborhood Labeling for Data Visualization
%S Navigation and Visualization
%A Jean-Daniel Fekete
%A Catherine Plaisant
%B CHI99
%D 1999
%V 1
%P 512-519
%K Visualization, Label, Dynamic labeling, Evaluation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p512-fekete/p512-fekete.pdf
%X The widespread use of information visualization is
hampered by the lack of effective labeling techniques.  An
informal taxonomy of labeling methods is proposed.  We
then describe "excentric labeling", a new dynamic
technique to label a neighborhood of objects located around
the cursor.  This technique does not intrude into the existing
interaction, it is not computationally intensive, and was
easily applied to several visualization applications.  A pilot
study with eight subjects indicates a strong speed benefit
over a zoom interface for tasks that involve the exploration
of large numbers of objects.  Observations and comments
from users are presented.

%M C.CHI.99.1.520
%T Embodiment in Conversational Interfaces: Rea
%S Virtual Reality and Embodiment
%A J. Cassell
%A T. Bickmore
%A M. Billinghurst
%A L. Campbell
%A K. Chang
%A H. Vilhjalmsson
%A H. Yan
%B CHI99
%D 1999
%V 1
%P 520-527
%K Conversational characters, Multimodal input, Intelligent
agents, Multimodal output
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p520-cassell/p520-cassell.pdf
%X In this paper, we argue for embodied conversational
characters as the logical extension of the metaphor of
human-computer interaction as a conversation.  We argue
that the only way to fully model the richness of human face-to-face
communication is to rely on conversational analysis
that describes sets of conversational behaviors as fulfilling
conversational functions, both interactional and
propositional.  We demonstrate how to implement this
approach in Rea, an embodied conversational agent that is
capable of both multimodal input understanding and output
generation in a limited application domain.  Rea supports
both social and task-oriented dialogue.  We discuss issues
that need to be addressed in creating embodied
conversational agents, and describe the architecture of the
Rea interface.

%M C.CHI.99.1.528
%T Emotional Interfaces for Interactive Aardvarks: Designing Affect into Social Interfaces for Children
%S Virtual Reality and Embodiment
%A Erik Strommen
%A Kristin Alexander
%B CHI99
%D 1999
%V 1
%P 528-535
%K Learning, Audio interface, Children, Social
interface, Emotion
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p528-strommen/p528-strommen.pdf
%X Character-based social interfaces present a unique
opportunity to integrate emotion into technology
interactions.  The present paper reports on the use of three
emotional interactions (humor, praise, and affection) in the
audio interfaces for two character-based interactive learning
toys.  The reasons for selecting the emotions used, the
design rationale for their application, and findings from
usability testing are reviewed.  It is suggested that as a form
of pretend play-acting akin to puppetry, social interfaces
can engage the emotions of users in a variety of beneficial
ways.

%M C.CHI.99.1.536
%T Bridging Strategies for VR-Based Learning
%S Virtual Reality and Embodiment
%A Tom Moher
%A Stellan Ohlsson
%A Andrew Johnson
%A Mark Gillingham
%B CHI99
%D 1999
%V 1
%P 536-543
%K Learning environments, Conceptual change, Virtual reality,
User models
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p536-moher/p536-moher.pdf
%X A distributed immersive virtual environment was deployed
as a component of a pedagogical strategy for teaching third
grade children that the Earth is round.  The displacement
strategy is based on the theory that fundamental conceptual
change requires an alternative cognitive starting point which
doesn't invoke the features of pre-existing models.  While
the VR apparatus helped to establish that alternative
framework, conceptual change was strongly influenced by
the bridging activities which related that experience to the
target domain.  Simple declarations of relevance proved
ineffective.  A more articulated bridging process involving
physical models was effective for some children, but the
multiple representations employed required too much
model-matching for others.

%M C.CHI.99.1.544
%T The Tangled Web We Wove: A Taskonomy of W\NW Use
%S Organizing Information on the Web
%A Michael D. Byrne
%A Bonnie E. John
%A Neil S. Wehrle
%A David C. Crow
%B CHI99
%D 1999
%V 1
%P 544-551
%K World-Wide Web, Task analysis, Video protocols
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p544-byrne/p544-byrne.pdf
%X A prerequisite to the effective design of user interfaces is an
understanding of the tasks for which that interface will
actually be used.  Surprisingly little task analysis has
appeared for one of the most discussed and fastest-growing
computer applications, browsing the World-Wide Web
(WWW).  Based on naturally-collected verbal protocol data,
we present a taxonomy of tasks undertaken on the WWW. 
The data reveal that several previous claims about browsing
behavior are questionable, and suggests that that widget-centered
approaches to interface design and evaluation may
be incomplete with respect to good user interfaces for the
Web.

%M C.CHI.99.1.552
%T An Empirical Evaluation of User Interfaces for Topic Management of Web Sites
%S Organizing Information on the Web
%A Brian Amento
%A Will Hill
%A Loren Terveen
%A Peter Ju
%A Deborah Hix
%B CHI99
%D 1999
%V 1
%P 552-559
%K Information access, Information retrieval, Information
visualization, Human-computer interaction, Computer
supported cooperative work, Social filtering
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p552-amento/p552-amento.pdf
%X Topic management is the task of gathering, evaluating,
organizing, and sharing a set of web sites for a specific
topic.  Current web tools do not provide adequate support
for this task.  We created the TopicShop system to address
this need.  TopicShop includes (1) a webcrawler that
discovers relevant web sites and builds site profiles, and (2)
user interfaces for exploring and organizing sites.  We
conducted an empirical study comparing user performance
with TopicShop vs. Yahoo.  TopicShop subjects found
over 80% more high-quality sites (where quality was
determined by independent expert judgements) while
browsing only 81% as many sites and completing their task
in 89% of the time.  The site profile data that TopicShop
provides -- in particular, the number of pages on a site and
the number of other sites that link to it -- was the key to
these results, as users exploited it to identify the most
promising sites quickly and easily.

%M C.CHI.99.1.560
%T Visualizing Implicit Queries for Information Management and Retrieval
%S Organizing Information on the Web
%A Mary Czerwinski
%A Susan Dumais
%A George Robertson
%A Susan Dziadosz
%A Scott Tiernan
%A Maarten van Dantzich
%B CHI99
%D 1999
%V 1
%P 560-567
%K Information management, Information retrieval, 3D,
Similarity, Categorization, Information visualization,
Classification
%* (c) Copyright 1999 ACM
%O An earlier version of this article was included by mistake
in the printed volume of the CHI '99 Proceedings. 
This, the correct version, is inserted her in the ACM Digital Library. 
The original may be found at:
http://www.acm.org/pubs/articles/proceedings/chi/302979/p560-czerwinski/p560-czerwinski.printversion.pdf
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p560-czerwinski/p560-czerwinski.pdf
%X In this paper, we describe the use of similarity metrics in a
novel visual environment for storing and retrieving favorite
web pages.  The similarity metrics, called Implicit Queries,
are used to automatically highlight stored web pages that
are related to the currently selected web page.  Two
experiments explored how users manage their personal web
information space with and without the Implicit Query
highlighting and later retrieve their stored web pages.  When
storing and organizing web pages, users with Implicit
Query highlighting generated slightly more categories. 
Implicit Queries also led to faster web page retrieval time,
although the results were not statistically significant.

%M C.CHI.99.1.568
%T Patterns of Entry and Correction in Large Vocabulary Continuous Speech Recognition Systems
%S Speech and Multimodal Interfaces
%A Clare-Marie Karat
%A Christine Halverson
%A John Karat
%A Daniel Horn
%B CHI99
%D 1999
%V 1
%P 568-575
%K Speech recognition, Input techniques, Speech user
interfaces, Analysis methods
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p568-karat/p568-karat.pdf
%X A study was conducted to evaluate user performance and
satisfaction in completion of a set of text creation tasks
using three commercially available continuous speech
recognition systems.  The study also compared user
performance on similar tasks using keyboard input.  One
part of the study (Initial Use) involved 24 users who
enrolled, received training and carried out practice tasks,
and then completed a set of transcription and composition
tasks in a single session.  In a parallel effort (Extended Use),
four researchers used speech recognition to carry out real
work tasks over 10 sessions with each of the three speech
recognition software products.  This paper presents results
from the Initial Use phase of the study along with some
preliminary results from the Extended Use phase.  We
present details of the kinds of usability and system design
problems likely in current systems and several common
patterns of error correction that we found.

%M C.CHI.99.1.576
%T Mutual Disambiguation of Recognition Errors in a Multimodal Architecture
%S Speech and Multimodal Interfaces
%A Sharon Oviatt
%B CHI99
%D 1999
%V 1
%P 576-583
%K Multimodal architecture, Speech and pen input, Recognition
errors, Mutual disambiguation, Robust performance, Diverse
users
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p576-oviatt/p576-oviatt.pdf
%X As a new generation of multimodal/media systems begins
to define itself, researchers are attempting to learn how to
combine different modes into strategically integrated whole
systems.  In theory, well designed multimodal systems
should be able to integrate complementary modalities in a
manner that supports mutual disambiguation (MD) of errors
and leads to more robust performance.  In this study, over
2,000 multimodal utterances by both native and accented
speakers of English were processed by a multimodal
system, and then logged and analyzed.  The results
confirmed that multimodal systems can indeed support
significant levels of MD, and also higher levels of MD for
the more challenging accented users.  As a result, although
speech recognition as a stand-alone performed far more
poorly for accented speakers, their multimodal recognition
rates did not differ from those of native speakers. 
Implications are discussed for the development of future
multimodal architectures that can perform in a more robust
and stable manner than individual recognition technologies. 
Also discussed is the design of interfaces that support
diversity in tangible ways, and that function well under
challenging real-world usage conditions.

%M C.CHI.99.1.584
%T Model-Based and Empirical Evaluation of Multimodal Interactive Error Correction
%S Speech and Multimodal Interfaces
%A Bernhard Suhm
%A Alex Waibel
%A Brad Myers
%B CHI99
%D 1999
%V 1
%P 584-591
%K Multimodal interaction, Interactive error correction,
Quantitative performance model, Speech and pen input,
Speech user interfaces
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p584-suhm/p584-suhm.pdf
%X Our research addresses the problem of error correction in
speech user interfaces.  Previous work hypothesized that
switching modality could speed up interactive correction
of recognition errors (so-called multimodal error
correction).  We present a user study that compares, on a
dictation task, multimodal error correction with
conventional interactive correction, such as speaking
again, choosing from a list, and keyboard input.  Results
show that multimodal correction is faster than
conventional correction without keyboard input, but
slower than correction by typing for users with good
typing skills.  Furthermore, while users initially prefer
speech, they learn to avoid ineffective correction
modalities with experience.  To extrapolate results from
this user study we developed a performance model of
multimodal interaction that predicts input speed including
time needed for error correction.  We apply the model to
estimate the impact of recognition technology
improvements on correction speeds and the influence of
recognition accuracy and correction method on the
productivity of dictation systems.  Our model is a first step
towards formalizing multimodal (recognition-based)
interaction.

%M C.CHI.99.1.592
%T Cooperative Inquiry: Developing New Technologies for Children with Children
%S Advances in User Participation
%A Allison Druin
%B CHI99
%D 1999
%V 1
%P 592-599
%K Children, Design techniques, Educational applications,
Cooperative design, Participatory design, Cooperative
inquiry, Intergenerational design team, KidPad, PETS
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p592-druin/p592-druin.pdf
%X In today's homes and schools, children are emerging as
frequent and experienced users of technology [3, 14]. As
this trend continues, it becomes increasingly important to
ask if we are fulfilling the technology needs of our children. 
To answer this question, I have developed a research
approach that enables young children to have a voice
throughout the technology development process.  In this
paper, the techniques of cooperative inquiry will be
described along with a theoretical framework that situates
this work in the HCI literature.  Two examples of
technology resulting from this approach will be presented,
along with a brief discussion on the design-centered
learning of team researchers using cooperative inquiry.

%M C.CHI.99.1.600
%T Projected Realities: Conceptual Design for Cultural Effect
%S Advances in User Participation
%A William Gaver
%A Anthony Dunne
%B CHI99
%D 1999
%V 1
%P 600-607
%K Design research, Conceptual art, Collaborative
systems, Awareness
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p600-gaver/p600-gaver.pdf
%X As a part of a European Union sponsored project, we have
proposed a system which aggregates people's expressions
over a widening network of public electronic displays in a
massive Dutch housing development.  Reflecting ideas
from contemporary arts as well as from research on media
spaces, this is an example of a conceptual design intended
to produce meaningful effects on a local culture.  In this
paper, we describe the methods and ideas that led to this
proposal, as an example of research on technologies from
the traditions of artist-designers.

%M C.CHI.99.1.608
%T Customer-Focused Design Data in a Large, Multi-Site Organization
%S Advances in User Participation
%A Paula Curtis
%A Tammy Heiserman
%A David Jobusch
%A Mark Notess
%A Jayson Webb
%B CHI99
%D 1999
%V 1
%P 608-615
%K Contextual design, Contextual inquiry, Affinity, User data,
Customer-focused design, Organizational change, Distributed
teams
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/302979/p608-curtis/p608-curtis.pdf
%X Qualitative user-centered design processes such as
contextual inquiry can generate huge amounts of data to be
organized, analyzed, and represented.  When you add the
goal of spreading the resultant understanding to the far
reaches of a large, multi-site organization, many practical
barriers emerge.
   In this paper we describe experience creating and
communicating representations of contextually derived user
data in a large, multi-site product development
organization.  We describe how we involved a distributed
team in data collection and analysis and how we made the
data representations portable.  We then describe how we
have engaged over 200 people from five sites in thinking
through the user data and its implications on product
design.

fpack:!@#$%^&*(): CSCW00.BA
%M C.CSCW.2000.1
%T The Effects of Filtered Video on Awareness and Privacy
%S Video in Collaboration
%A Michael Boyle
%A Christopher Edwards
%A Saul Greenberg
%B CSCW00
%D 2000
%P 1-10
%K Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1): Video (e.g., tape, disk, DVI);
Computing Milieux -Management of Computing and Information Systems -
Security and Protection (K.6.5); Information Systems -Information
Systems Applications - Office Automation (H.4.1): Groupware; Computing
Milieux -Computers and Society - Public Policy Issues (K.4.1): Privacy;
Information Systems -Information Storage and Retrieval - Information
Search and Retrieval (H.3.3): Information filtering; Design, Human
Factors, Measurement, Management, Performance, Security, Theory;
always-on video, awareness, casual interaction, distributed groupware,
media spaces
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p1-boyle/p1-boyle.pdf
%X Video-based media spaces are designed to support casual interaction
between intimate collaborators. Yet transmitting video is fraught with
privacy concerns. Some researchers suggest that the video stream be
filtered to mask out potentially sensitive information. While a variety
of filtering techniques exist, they have not been evaluated for how well
they safeguard privacy.
   In this paper, we analyze how a blur and a pixelize video filter
might impact both awareness and privacy in a media space. Each filter is
considered at nine different levels of fidelity, ranging from heavily
applied filter levels that mask almost all information, to lightly
applied filters that reveal almost everything. We examined how well
observers of several filtered video scenes extract particular awareness
cues: the number of actors; their posture (moving, standing, seated);
their gender; the visible objects (basic to detailed); and how available
people look (their busyness, seriousness and approachability). We also
examined the privacy-preserving potential of each filter level in the
context of common workplace activities. Our results suggest that the
blur filter, and to a lesser extent the pixelize filter, have a level
suitable for providing awareness information while safeguarding privacy.

%M C.CSCW.2000.11
%T Impact of Video Frame Rate on Communicative Behaviour in Two and Four
Party Groups
%S Video in Collaboration
%A Matthew Jackson
%A Anne H. Anderson
%A Rachel McEwan
%A Jim Mullin
%B CSCW00
%D 2000
%P 11-20
%K Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1): Video (e.g., tape, disk, DVI);
Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Models and Principles -
User/Machine Systems (H.1.2); Design, Experimentation, Measurement,
Management, Performance, Theory; common ground, distributed groups,
frame rate, group size, interpersonal communication, referring
expressions, user requirements, video quality
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p11-jackson/p11-jackson.pdf
%X There has been relatively little research on the impact of different
levels of video quality on users of multimedia communication systems.
This paper describes a study examining the impact of two levels of video
frame rate on pairs and groups of four engaged on a design task, looking
at one particular aspect of communication, namely reference. It was
found that a low frame rate made speakers more communicatively cautious,
using longer descriptions and more elaborations to refer to pictures
used in the task, possibly as a result of being less certain that they
had been understood. This only occurred in the two party groups despite
a prediction that groups of four would be affected most by the frame
rate manipulation. This study shows that video quality can have subtle
effects on communication and that identical levels of quality may have
different effects depending on the situation.

%M C.CSCW.2000.21
%T Coordination of Communication: Effects of Shared Visual Context on
Collaborative Work
%S Video in Collaboration
%A Susan R. Fussell
%A Robert E. Kraut
%A Jane Siegel
%B CSCW00
%D 2000
%P 21-30
%K Information Systems -Information Interfaces and Presentation - Group
and Organization Interfaces (H.5.3): Collaborative computing;
Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1); Computer Systems Organization
-Computer System Implementation - Microcomputers (C.5.3): Portable
devices (e.g., laptops, personal digital assistants); Design, Human
Factors, Measurement, Management, Performance, Theory;
computer-supported collaborative work, conversational analysis,
empirical studies, video mediated communication, wearable computers
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p21-fussell/p21-fussell.pdf
%X We outline some of the benefits of shared visual information for
collaborative repair tasks and report on a study comparing collaborative
performance on a manual task by workers and helpers who are located
side-by-side or connected via audio-video or audio-only links. Results
show that the dyads complete the task more quickly and accurately when
helpers are co-located than when they are connected via an audio link.
However, they didn't achieve similar efficiency gains when they
communicated through an audio/video link. These results demonstrate the
value of a shared visual work space, but raise questions about the
adequacy of current video communication technology for implementing it.

%M C.CSCW.2000.31
%T Designing to Support Adversarial Collaboration
%S Lawyers, Help, & Money: Three Cases
%A Andrew L. Cohen
%A Debra Cash
%A Michael J. Muller
%B CSCW00
%D 2000
%P 31-39
%K Information Systems -Information Interfaces and Presentation - Group
and Organization Interfaces (H.5.3); Computing Milieux -Management of
Computing and Information Systems - Security and Protection (K.6.5);
Computing Milieux -Computers and Society - Public Policy Issues (K.4.1):
Privacy; Computer Applications - Administrative Data Processing (J.1):
Law; Design, Documentation, Legal Aspects, Management, Performance,
Security, Theory; adversarial collaboration, collaborative editing,
collaborative writing, cooperative collaboration, design, documents,
lawyers, privacy, secrecy
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p31-cohen/p31-cohen.pdf
%X We investigate the phenomenon of adversarial collaboration, through
field studies of a legal firm. Adversarial collaboration requires that
people with opposing goals (adversaries) come to agreement, usually
producing a shared product that reflects the interests of the
adversarial parties. Adversarial collaboration is characterized by
secrecy, advocacy and discovery. To support this activity, software
should provide flexible, selective sharing of awareness and access.
These requirements contrast with conventional shared resource and
awareness systems, which tend to assume cooperative collaboration,
characterized by open processes and static membership lists. We
illustrate these ideas in a redesign of our PeopleFlow research
prototype.

%M C.CSCW.2000.41
%T Evolution of Contact Point: A Case Study of a Help Desk and its Users
%S Lawyers, Help, & Money: Three Cases
%A Lena Mamykina
%A Catherine G. Wolf
%B CSCW00
%D 2000
%P 41-48
%K case study, design process, help desk, user needs, user-centered
design
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p41-mamykina/p41-mamykina.pdf
%X This paper describes the evolution of a concept, Contact Point, the
research process through which it evolved, and the work context and
practices which drove its evolution. Contact Point is a web-based
application that helps a business manage its relationships with its
customers. It can also be used within a business as a means for managing
the relationship between parts of the business. In this paper we
describe a study of the applicability of Contact Point to the technical
services organization and field personnel of a medical device
manufacturer. We found that there were opportunities to potentially
reduce call volume through Contact Point. We discovered, however, that
the technical service representatives sometimes filled roles other than
providing information in their telephone conversations with field
personnel. These functions included reassuring callers that the callers'
answers to questions were correct, providing a rationale for
information, and redirecting calls to other departments. The ability to
share a document and collaborate in real time was viewed as very
valuable. We also discovered that the field personnel need information
from a variety of other people in order to do their jobs. These
observations were used to enhance the next iteration of Contact Point
and to develop strategies for the introduction of Contact Point to
users.

%M C.CSCW.2000.49
%T Machinery in the New Factories: Interaction and Technology in a
Bank's Telephone Call Centre
%S Lawyers, Help, & Money: Three Cases
%A John Bowers
%A David Martin
%B CSCW00
%D 2000
%P 49-58
%K Computing Methodologies -Artificial Intelligence - Applications and
Expert Systems (I.2.1); Computer Applications - Administrative Data
Processing (J.1): Financial; Information Systems -Models and Principles
- User/Machine Systems (H.1.2); Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2); Design, Human
Factors, Management, Performance, Theory; conversation analysis,
intelligent systems, organisations, social interaction, technology
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p49-bowers/p49-bowers.pdf
%X This paper presents analyses of calls to a bank's telephone call
centre documenting the way calls are opened, closed, and how financial
services are actioned. Throughout, how the social interaction between
caller and operator is interleaved with the human-computer interaction
between operator and the bank's accounts database is attended to. We
show participants varying in their orientation to each other and to
providing and receiving database information, and how these matters are
influenced by the recent introduction of more active, intelligent
technology. Implications for design of interactive technology in such
settings and for the study of organisations in CSCW are offered.

%M C.CSCW.2000.59
%T Ensuring Privacy in Presence Awareness: An Automated Verification
Approach
%S Infrastructure: Privacy and Data Management
%A Patrice Godefroidy
%A James D. Herbsleb
%A Lalita Jategaonkar Jagadeesany
%A Du Li
%B CSCW00
%D 2000
%P 59-68
%K computer-supported cooperative work, coordination, presence
awareness, privacy, security, verification
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p59-godefroid/p59-godefroid.pdf
%X Providing information about other users and their activities is a
central function of many collaborative applications. The data that
provide this "presence awareness" are usually automatically generated
and highly dynamic. For example, services such as AOL Instant Messenger
allow users to observe the status of one another and to initiate and
participate in chat sessions. As such services become more powerful,
privacy and security issues regarding access to sensitive user data
become critical. Two key software engineering challenges arise in this
context: Policies regarding access to data in collaborative applications
have subtle complexities, and must be easily modifiable during a
collaboration.
   Users must be able to have a high degree of confidence that the
implementations of these policies are correct.
   In this paper, we propose a framework that uses an automated
verification approach to ensure that such systems conform to complex
policies. Our approach takes advantage of VeriSoft, a recent tool for
systematically testing implementations of concurrent systems, and is
applicable to a wide variety of specification and development platforms
for collaborative applications. we illustrate the key features of our
framework by applying it to the development of a presence awareness
system.

%M C.CSCW.2000.69
%T Data Management Support for Asynchronous Groupware
%S Infrastructure: Privacy and Data Management
%A Nuno Preguica
%A J. Legatheaux Martins
%A Henrique Domingos
%A Sergio Duarte
%B CSCW00
%D 2000
%P 69-78
%K Information Systems -Information Systems Applications - Office
Automation (H.4.1): Groupware; Computer Systems Organization
-Computer-Communication Networks - Network Architecture and Design
(C.2.1): Wireless communication; Computing Milieux -Management of
Computing and Information Systems - Project and People Management
(K.6.1): Systems development; Design, Management, Performance, Theory;
asynchronous groupware, awareness, development support, mobile
computing, object framework
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p69-preguica/p69-preguica.pdf
%X In asynchronous collaborative applications, users usually collaborate
accessing and modifying shared information independently. We have
designed and implemented a replicated object store to support such
applications in distributed environments that include mobile computers.
Unlike most data management systems, awareness support is integrated in
the system. To improve the chance for new contributions, the system
provides high data availability. The development of applications is
supported by an object framework that decomposes objects in several
components, each one managing a different aspect of object "execution".
New data types may be created relying on pre-defined components to
handle concurrent updates, awareness information, etc.

%M C.CSCW.2000.79
%T Interaction and Outeraction: Instant Messaging in Action
%S Making Contact
%A Bonnie A. Nardi
%A Steve Whittaker
%A Erin Bradner
%B CSCW00
%D 2000
%P 79-88
%K Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Information Systems -Information Systems Applications -
Communications Applications (H.4.3); Information Systems -Information
Interfaces and Presentation - User Interfaces (H.5.2); Design,
Management, Performance, Theory; computer-mediated communication,
informal communication, instant messaging, media theory, outeraction
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p79-nardi/p79-nardi.pdf
%X We discuss findings from an ethnographic study of instant messaging
(IM) in the workplace and its implications for media theory. We describe
how instant messaging supports a variety of informal communication
tasks. We document the affordances of IM that support flexible,
expressive communication. We describe some unexpected uses of IM that
highlight aspects of communication which are not part of current media
theorizing. They pertain to communicative processes people use to
connect with each other and to manage communication, rather than to
information exchange. We call these processes "outeraction". We discuss
how outeractional aspects of communication affect media choice and
patterns of media use.

%M C.CSCW.2000.89
%T Providing Presence Cues to Telephone Users
%S Making Contact
%A Allen E. Milewski
%A Thomas M. Smith
%B CSCW00
%D 2000
%P 89-96
%K awareness, mobility, presence, telecommunication
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p89-milewski/p89-milewski.pdf
%X A significant problem with telephone communication is that callers do
not have enough awareness about the Personal Presence of people they
want to call. The result can be unwanted, interrupting calls. The live
addressbook is an application that helps users make more informed
telephone calls and teleconferences, from anywhere, via their wireless
PDA or desktop browser. Unlike other network-based address books, which
maintain static information, the live addressbook can display dynamic
information about where the recipient currently is (i.e., reach number),
and how available he/she currently is for calls. The system accomplishes
this by applying to telephony the "Buddy List" concepts made popular in
Instant Messaging applications. User trials assess the applicability of
Personal Presence information in a telephone context.

%M C.CSCW.2000.97
%T Conversation Trees and Threaded Chats
%S Making Contact
%A Marc Smith
%A J. J. Cadiz
%A Byron Burkhalter
%B CSCW00
%D 2000
%P 97-105
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Information Systems
Applications - Communications Applications (H.4.3); Computer Systems
Organization -Computer-Communication Networks - General (C.2.0);
Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Design, Experimentation, Human Factors, Measurement,
Management, Performance, Theory; chat programs, computer mediated
communication, conversation, human computer human interaction,
persistent conversation, synchronous communication, turn-taking
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p97-smith/p97-smith.pdf
%X Chat programs and instant messaging services are increasingly popular
among Internet users. However, basic issues with the interfaces and data
structures of most forms of chat limit their utility for use in formal
interactions (like group meetings) and decision-making tasks. In this
paper, we discuss Threaded Text Chat, a program designed to address some
of the deficiencies of current chat programs. Standard forms of chat
introduce ambiguity into interaction in a number of ways, most
profoundly by rupturing connections between turns and replies. Threaded
Chat presents a solution to this problem by supporting the basic
turn-taking structure of human conversation. While the solution
introduces interface design challenges of its own, usability studies
show that users' patterns of interaction in Threaded Chat are equally
effective, but different (and possibly more efficient) than standard
chat programs.

%M C.CSCW.2000.107
%T Developing Adaptive Groupware Applications using a Mobile Component
Framework
%S Component Based Infrastructures
%A Radu Litiu
%A Atul Parakash
%B CSCW00
%D 2000
%P 107-116
%K Information Systems -Information Systems Applications - Office
Automation (H.4.1): Groupware; Computer Systems Organization
-Computer-Communication Networks - Network Architecture and Design
(C.2.1): Wireless communication; Design, Management, Performance, Theory
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p107-litiu/p107-litiu.pdf
%X A need exists to develop groupware systems that adapt to available
resources and support user mobility. This paper presents DACIA, a system
that provides mechanisms for building such groupware applications. Using
DACIA, components of a groupware application can be moved to different
hosts during execution, while maintaining communication connectivity
with groupware services and other users. DACIA provides mechanisms that
simplify building groupware for domains where users are mobile. New
collaboration features can be also more easily implemented. DACIA is
also applicable to non-mobile environments. We show its applicability to
building groupware applications that can be reconfigured at run-time to
adapt to changing user demands and resource constraints, for example, by
relocating services or introducing new services. This paper describes
the architecture of DACIA and its use in building adaptable groupware
systems.

%M C.CSCW.2000.117
%T Composable Collaboration Infrastructures Based on Programming
Patterns
%S Component Based Infrastructures
%A Vassil Roussev
%A Prasun Dewan
%A Vibhor Jain
%B CSCW00
%D 2000
%P 117-126
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p117-roussev/p117-roussev.pdf
%X In general, collaboration infrastructures have supported sharing of
an object based on its logical structure. However, current
implementations assume an implicit binding between this logical
structure and particular system-defined abstractions. We present a new
composable design based on programming patterns that eliminates this
binding, thereby increasing the range of supported objects and
supporting extensibility.

%M C.CSCW.2000.127
%T Designing Presentations for On-Demand Viewing
%S Instruction and Learning
%A Liwei He
%A Jonathan Grudin
%A Anoop Gupta
%B CSCW00
%D 2000
%P 127-134
%K Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1): Video (e.g., tape, disk, DVI);
Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2); Information Systems -Models and
Principles - User/Machine Systems (H.1.2); Design, Human Factors,
Measurement, Management, Performance, Theory; digital library, streaming
media, video on-demand
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p127-he/p127-he.pdf
%X Increasingly often, presentations are given before a live audience,
while simultaneously being viewed remotely and recorded for subsequent
viewing on-demand over the Web. How should video presentations be
designed for web access? How is video accessed and used online? Does
optimal design for live and on-demand audiences conflict? We examined
detailed behavior patterns of more than 9000 on-demand users of a large
corpus of professionally prepared presentations. We find that as many
people access these talks on-demand as attend live. Online access
patterns differ markedly from live attendance. People watch less overall
and skip to different parts of a talk. Speakers designing presentations
for viewing on-demand should emphasize key points early in the talk and
early within each slide, use slide titles that reveal the talk structure
and are meaningful outside the flow of the talk. In some cases the
recommendations conflict with optimal design for live audiences. The
results also provide guidance in developing tools for on-demand
multimedia authoring and use.

%M C.CSCW.2000.135
%T Distance Learning through Distributed Collaborative Video Viewing
%S Instruction and Learning
%A J. J. Cadiz
%A Anand Balachandran
%A Elizabeth Sanocki
%A Anoop Gupta
%A Jonathan Grudin
%A Gavin Jancke
%B CSCW00
%D 2000
%P 135-144
%K Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1): Video (e.g., tape, disk, DVI);
Information Systems -Information Interfaces and Presentation - Group and
Organization Interfaces (H.5.3): Collaborative computing; Computing
Milieux -Computers and Education - Computer Uses in Education (K.3.1):
Distance learning; Information Systems -Information Systems Applications
- Communications Applications (H.4.3): Computer conferencing,
teleconferencing, and videoconferencing; Design, Human Factors,
Measurement, Management, Performance, Theory; distance learning,
distributed tutored video instruction (DTVI), tutored video instruction
(TVI), videoconferencing
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p135-cadiz/p135-cadiz.pdf
%X Previous research on Tutored Video Instruction (TVI) shows that
learning is enhanced when small groups of students watch and discuss
lecture videos together. Using specialized, high-end videoconferencing
systems, these improved results have been shown to apply even when the
students are in different locations (Distributed TVI, or DTVI). In this
paper, we explore two issues in making DTVI-like scenarios widely
supported at low cost. First, we explore design of a system that allows
distributed individuals to collectively watch video using shared VCR
controls such as play, pause, seek, stop. We show how such a system can
be built on top of existing commercial technologies. Second, we explore
the impact of four alternative discussion channels on student learning
and interaction behavior. The four channels-text chat,
audioconferencing, videoconferencing, and face-to-face-have differing
infrastructure requirements and costs. Our lab studies show that while
text chat does not work, there is no significant difference in
discussion behavior and learning between audioconferencing and
videoconferencing. While lab studies have their limitations and
long-term field studies need to be done, the preliminary results point
to a low-cost way for a DTVI-like model to be deployed widely in the
very near future.

%M C.CSCW.2000.145
%T Algebra Jam: Supporting Teamwork and Managing Roles in a
Collaborative Learning Environment
%S Instruction and Learning
%A Mark K. Singley
%A Monindar Singh
%A Peter Fairweather
%A Robert Farrell
%A Steven Swerling
%B CSCW00
%D 2000
%P 145-154
%K Information Systems -Information Interfaces and Presentation - Group
and Organization Interfaces (H.5.3); Computing Milieux -Computers and
Education - Computer Uses in Education (K.3.1): Collaborative learning;
Information Systems -Information Systems Applications - Communications
Applications (H.4.3); Computing Milieux -Management of Computing and
Information Systems - Project and People Management (K.6.1): Management
techniques; Design, Human Factors, Management, Performance, Theory;
collabicons, object-oriented chat, role reification, team blackboard,
team modeling, team tutoring systems
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p145-singley/p145-singley.pdf
%X We are building a collaborative learning environment that supports
teams of students as they collaborate synchronously and remotely to
solve situated, multi-step problems involving algebraic modeling. Our
system, named Algebra Jam, provides a set of tools to help students
overcome two of the most serious impediments to successful
collaboration: establishing common ground and maintaining group focus.
These tools include tethered and untethered modes of operation including
discrepancy notification, a goal-oriented team blackboard,
object-oriented chat with collabicons, reification of problem solving
roles, and the optional inclusion of a tutor agent as a virtual team
participant. The tutor agent not only offers help and feedback on
problem solving actions but also accumulates evidence about individual
and group problem solving performance in a Bayesian inference network.
The system is envisioned as a testbed for developing theories of
teaming.

%M C.CSCW.2000.155
%T GestureMan: A Mobile Robot that Embodies a Remote Instructor's
Actions
%S Remote Guidance
%A Hideaki Kuzuoka
%A Shinya Oyama
%A Keiichi Yamazaki
%A Kenji Suzuki
%A Mamoru Mitsuishi
%B CSCW00
%D 2000
%P 155-162
%K Computing Methodologies -Artificial Intelligence - Robotics (I.2.9);
Computing Milieux -Computers and Education - Computer Uses in Education
(K.3.1): Distance learning; Information Systems -Information Interfaces
and Presentation - Group and Organization Interfaces (H.5.3):
Computer-supported cooperative work; Information Systems -Information
Interfaces and Presentation - Multimedia Information Systems (H.5.1):
Video (e.g., tape, disk, DVI); Design, Experimentation, Management,
Performance, Theory; CSCW, embodiment, mobile robot, remote instruction,
video mediated communication
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p155-kuzuoka/p155-kuzuoka.pdf
%X When designing systems that support remote instruction on physical
tasks, one must consider four requirements: 1) participants should be
able to use non-verbal expressions, 2) they must be able to take an
appropriate body arrangement to see and show gestures, 3) the instructor
should be able to monitor operators and objects, 4) they must be able to
organize the arrangement of bodies and tools and gestural expression
sequentially and interactively. GestureMan was developed to satisfy
these four requirements by using a mobile robot that embodies a remote
instructors actions. The mobile robot mounts a camera and a remote
control laser pointer on it. Based on the experiments with the system we
discuss the advantage and disadvantage of the current implementation.
Also, some implications to improve the system are described.

%M C.CSCW.2000.163
%T Shared Walk Environment using Locomotion Interfaces
%S Remote Guidance
%A Hiroaki Yano
%A Haruo Noma
%A Hiroo Iwata
%A Tsutomu Miyasato
%B CSCW00
%D 2000
%P 163-170
%K Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1): Artificial, augmented, and
virtual realities; Computing Methodologies -Computer Graphics -
Three-Dimensional Graphics and Realism (I.3.7): Virtual reality;
Information Systems -Information Interfaces and Presentation - Group and
Organization Interfaces (H.5.3): Computer-supported cooperative work;
Computing Methodologies -Pattern Recognition - Design Methodology
(I.5.2): Classifier design and evaluation; Computing Milieux -Computers
and Society - Social Issues (K.4.2): Assistive technologies for persons
with disabilities; Design, Human Factors, Measurement, Management,
Performance, Theory; locomotion interface, rehabilitation, shared
environment, virtual reality
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p163-yano/p163-yano.pdf
%X By sharing data regarding the sensations experienced by individuals,
as well as by sharing their knowledge, we are readily able to
communicate with each other, and there are possibilities to further
evolve this communication method. The different sensations experienced
during voluntary walking and enforced walking give us different
feelings. Also, the number of individuals involved can create a
different feeling when walking. Networked computer-assisted walking can
support and enhance these different experiences. In this paper, we
introduce another walking style, the shared power-assisted voluntary
walk, which is realized by a prototype networked locomotion system. This
system can be used in tele-rehabilitation, which allows remote patients
to share the sensation of walking. Also, it can be used to teach a group
of patients rehabilitative walking. We developed two locomotion
interfaces and connected them via a network. We developed enforced and
semi-voluntary walking training systems using the shared walk
environment and evaluated them with a series of experiments.

%M C.CSCW.2000.171
%T Copies Convergence in a Distributed Real-Time Collaborative
Environment
%S Operational Transformation and Consistency
%A Nicolas Vidot
%A Michelle Cart
%A Jean Ferrie
%A Maher Suleiman
%B CSCW00
%D 2000
%P 171-180
%K Information Systems -Information Interfaces and Presentation - Group
and Organization Interfaces (H.5.3): Collaborative computing; Software
-Operating Systems - Organization and Design (D.4.7): Real-time systems
and embedded systems; Software -Operating Systems - Organization and
Design (D.4.7): Distributed systems; Algorithms, Design, Measurement,
Management, Performance, Theory
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p171-vidot/p171-vidot.pdf
%X In real-time collaborative systems, replicated objects, shared by
users, are subject to concurrency constraints. In order to satisfy
these, various algorithms, qualified as optimistic, [3, 5, 13, 17, 14,
15, 18], have been proposed that exploit the semantic properties of
operations to serialize concurrent operations and achieve copy
convergence of replicated objects. Their drawback is that they either
require a condition on user's operations which is hard to verify when
possible to ensure, or they need undoing then redoing operations in some
situations. The main purpose of this paper is to present two new
algorithms that overcome these drawbacks. They are based upon the
implementation of a continuous global order which enables that condition
to be released, and simplifies the operation integration process. In the
second algorithm, thanks to deferred broadcast of operations to other
sites, this process becomes even more simplified.

%M C.CSCW.2000.181
%T Consistency in Replicated Continuous Interactive Media
%S Operational Transformation and Consistency
%A Martin Mauve
%B CSCW00
%D 2000
%P 181-190
%K Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1); Software -Operating Systems -
Organization and Design (D.4.7): Interactive systems; Information
Systems -Information Interfaces and Presentation - Group and
Organization Interfaces (H.5.3): Computer-supported cooperative work;
Mathematics of Computing -Discrete Mathematics - General (G.2.0);
Algorithms, Design, Management, Performance, Reliability, Theory;
consistency, replicated continuous interactive media
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p181-mauve/p181-mauve.pdf
%X In this paper we investigate how consistency can be ensured for
replicated continuous interactive media, i.e., replicated media which
change their state in reaction to user initiated operations as well as
because of the passing of time. Typical examples for this media class
are networked computer games and distributed VR applications. Existing
approaches to reach consistency for replicated discrete interactive
media are briefly outlined and it is shown that these fail in the
continuous domain. In order to allow a thorough discussion of the
problem, a formal definition of the term consistency in the continuous
domain is given. Based on this definition we show that an important
tradeoff relationship exists between the responsiveness of the medium
and the appearance of short-term inconsistencies. Until now this
tradeoff was not taken into consideration for consistency in the
continuous domain, thereby severely limiting the consistency related
fidelity for a large number of applications. We show that for those
applications the fidelity can be significantly raised by voluntarily
decreasing the responsiveness of the medium. This concept is called
local lag. It enables the distribution of continuous interactive media
that are more vulnerable to short-term inconsistencies than, e.g.,
battlefield simulations. We prove that the concept of local lag is valid
by describing how local lag was successfully used to ensure consistency
in a 3D telecooperation application.

%M C.CSCW.2000.191
%T Undo Any Operation at Any Time in Group Editors
%S Operational Transformation and Consistency
%A Chengzheng Sun
%B CSCW00
%D 2000
%P 191-200
%K Information Systems -Information Interfaces and Presentation - Group
and Organization Interfaces (H.5.3); Software -Software Engineering -
Testing and Debugging (D.2.5); Information Systems -Information Systems
Applications - Office Automation (H.4.1): Groupware; Algorithms, Design,
Measurement, Management, Performance, Theory; distributed computing,
group editors, group undo, groupware, operational transformation
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p191-sun/p191-sun.pdf
%X The ability to undo operations is an indispensable feature of
real-time group editors, but supporting group undo is a difficult
problem. None of the existing solutions for group undo is able to
support undoing any operation at any time with guaranteed success. In
this paper, we contribute a novel group undo solution with such a
capability. The basic idea is to interpret an undo command as a
concurrent inverse operation by means of operational transformation, so
that an operation is always undoable regardless of its undo context. By
separating undo policy from undo mechanism, multiple undo modes, such as
single-step undo, chronological undo, and selective undo, can be
supported in the same collaborative editing session. In addition,
solutions to known undo puzzles are also provided. A web-based group
text editor using the proposed undo solution has been implemented and is
accessible at: http://reduce.qpsf.edu.au.

%M C.CSCW.2000.201
%T Going Wireless: Behavior & Practice of New Mobile Phone Users
%S Mobility
%A Leysia Palen
%A Marilyn Salzman
%A Ed Youngs
%B CSCW00
%D 2000
%P 201-210
%K cellular, communicative practice, digital telephony, mobile,
qualitative research, wireless communication, wireless communications
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p201-palen/p201-palen.pdf
%X We report on the results of a study in which 19 new mobile phone
users were closely tracked for the first six weeks after service
acquisition. Results show that new users tend to rapidly modify their
perceptions of social appropriateness around mobile phone use, that
actual nature of use frequently differs from what users initially
predict, and that comprehension of service-oriented technologies can be
problematic. We describe instances and features of mobile telephony
practice. When in use, mobile phones occupy multiple social spaces
simultaneously, spaces with norms that sometimes conflict: the physical
space of the mobile phone user and the virtual space of the
conversation.

%M C.CSCW.2000.211
%T FieldWise: A Mobile Knowledge Management Architecture
%S Mobility
%A Henrik Fagrell
%A Kerstin Forsberg
%A Johan Sanneblad
%B CSCW00
%D 2000
%P 211-220
%K Computer Systems Organization -Computer System Implementation -
Microcomputers (C.5.3): Portable devices (e.g., laptops, personal
digital assistants); Information Systems -Information Interfaces and
Presentation - Group and Organization Interfaces (H.5.3); Information
Systems -Database Management - General (H.2.0); Design, Management,
Performance, Theory; hand-held devices, knowledge management, mobile
CSCW, organisational memory
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p211-fagrell/p211-fagrell.pdf
%X The paper presents results of a research project that has aimed at
developing a knowledge management architecture for mobile work domains.
The architecture developed, called FieldWise, was based on fieldwork in
two organisations and feedback from users of prototype systems. This
paper describes the empirically grounded requirements of FieldWise, how
these have been realised in the architecture, and how the architecture
has been implemented in the news journalism domain. FieldWise adds to
the field of CSCW by offering an empirically grounded architecture with
a set of novel features that have not been previously reported in the
literature.

%M C.CSCW.2000.221
%T WebSplitter: A Unified XML Framework for Multi-Device Collaborative
Web Browsing
%S Mobility
%A Richard Han
%A Veronique Perret
%A Mahmoud Naghshineh
%B CSCW00
%D 2000
%P 221-230
%K PDA, SML, XML, co-browsing, collaboration, groupware, middleware,
multi-device, partial view, pervasive, proxy, remote control, service
discovery, wireless
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p221-han/p221-han.pdf
%X WebSplitter symbolizes the union of pervasive multi-device computing
and collaborative multi-user computing. WebSplitter provides a unified
XML framework that enables multi-device and multi-user Web browsing.
WebSplitter splits a requested Web page and delivers the appropriate
partial view of each page to each user, or more accurately to each
user's set of devices. Multiple users can participate in the same
browsing session, as in traditional conferencing groupware. Depending on
the access privileges of the user to the different components of content
on each page, WebSplitter generates a personalized partial view.
WebSplitter further splits the partial view among the devices available
to each user, e.g. laptop, wireless PDA, projection display, stereo
speakers, orchestrating a composite presentation across the devices. A
wireless PDA can browse while remotely controlling the multimedia
capabilities of nearby devices. The architecture consists of an XML
metadata policy file defining access privileges to XML tags on a Web
page, a middleware proxy that splits XML Web content to create partial
views, and a client-side component, e.g. applet, enabling user login and
reception of pushed browsing data. Service discovery finds and registers
proxies, browsing sessions, and device capabilities. We demonstrate the
feasibility of splitting the different tags in an XML Web page to
different end users browsers, and of pushing updates from the browsing
session to heterogeneous devices, including a laptop and a PDA.

%M C.CSCW.2000.231
%T Expertise Recommender: A Flexible Recommendation System and
Architecture
%S Expertise and Explanation
%A David W. McDonald
%A Mark S. Ackerman
%B CSCW00
%D 2000
%P 231-240
%K CSCW, collaborative filtering, computer-supported cooperative work,
expert locators, expertise finding, expertise location, information
seeking, recommendation systems
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p231-mcdonald/p231-mcdonald.pdf
%X Locating the expertise necessary to solve difficult problems is a
nuanced social and collaborative problem. In organizations, some people
assist others in locating expertise by making referrals. People who make
referrals fill key organizational roles that have been identified by
CSCW and affiliated research. Expertise locating systems are not
designed to replace people who fill these key organizational roles.
Instead, expertise locating systems attempt to decrease workload and
support people who have no other options. Recommendation systems are
collaborative software that can be applied to expertise locating. This
work describes a general recommendation architecture that is grounded in
a field study of expertise locating. Our expertise recommendation system
details the work necessary to fit expertise recommendation to a work
setting. The architecture and implementation begin to tease apart the
technical aspects of providing good recommendations from social and
collaborative concerns.

%M C.CSCW.2000.241
%T Explaining Collaborative Filtering Recommendations
%S Expertise and Explanation
%A Jonathan L. Herlocker
%A Joseph A. Konstan
%A John Riedl
%B CSCW00
%D 2000
%P 241-250
%K Information Systems -Information Storage and Retrieval - Information
Search and Retrieval (H.3.3): Information filtering; Information Systems
-Information Interfaces and Presentation - Group and Organization
Interfaces (H.5.3): Collaborative computing; Information Systems
-Information Interfaces and Presentation - Multimedia Information
Systems (H.5.1); Design, Human Factors, Measurement, Management,
Performance, Reliability, Theory; GroupLens, MoviesLens, collaborative
filtering, explanations, recommender systems
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p241-herlocker/p241-herlocker.pdf
%X Automated collaborative filtering (ACF) systems predict a person's
affinity for items or information by connecting that person's recorded
interests with the recorded interests of a community of people and
sharing ratings between like-minded persons. However, current
recommender systems are black boxes, providing no transparency into the
working of the recommendation. Explanations provide that transparency,
exposing the reasoning and data behind a recommendation. In this paper,
we address explanation interfaces for ACF systems - how they should be
implemented and why they should be implemented. To explore how, we
present a model for explanations based on the user's conceptual model of
the recommendation process. We then present experimental results
demonstrating what components of an explanation are the most compelling.
To address why, we present experimental evidence that shows that
providing explanations can improve the acceptance of ACF systems. We
also describe some initial explorations into measuring how explanations
can improve the filtering performance of users.

%M C.CSCW.2000.251
%T Interpersonal Trust and Common Ground in Electronically Mediated
Communication
%S Expertise and Explanation
%A Steve Greenspan
%A David Goldberg
%A David Weimer
%A Andrea Basso
%B CSCW00
%D 2000
%P 251-260
%K Information Systems -Information Systems Applications -
Communications Applications (H.4.3); Information Systems -Information
Interfaces and Presentation - Multimedia Information Systems (H.5.1);
Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Design, Experimentation, Human Factors, Measurement,
Management, Performance, Theory; WWW, consumers, conversation,
telephony, television
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p251-greenspan/p251-greenspan.pdf
%X Communication and commerce by web or phone creates benefits and
challenges for both buyer and seller. Websites provide convenience and
visualization; telephones provide voice and real-time interaction. To
combine key elements of these experiences, we developed PhoneChannel.
Using PhoneChannel, a PC user while talking on the telephone can display
visuals on the other person's television. How do these different media
affect the consumer experience? In a recent laboratory study,
prospective homebuyers selected houses of interest using web, telephone,
or PhoneChannel. Using the telephone or PhoneChannel led to higher
trust; but using web or PhoneChannel led to higher ratings on
convenience, enjoyment, and 'good method' scales.

%M C.CSCW.2000.261
%T Recognizing and Supporting Roles in CSCW
%S Flexibility and Constraint
%A Mark Guzdial
%A Jochen Rick
%A Bolot Kerimbaev
%B CSCW00
%D 2000
%P 261-268
%K Information Systems -Information Interfaces and Presentation - Group
and Organization Interfaces (H.5.3): Computer-supported cooperative
work; Computing Milieux -Management of Computing and Information Systems
- Project and People Management (K.6.1): Systems analysis and design;
Information Systems -Information Interfaces and Presentation - Group and
Organization Interfaces (H.5.3): Web-based interaction; Information
Systems -Information Storage and Retrieval - Online Information Services
(H.3.5): Web-based services; Design, Human Factors, Management,
Performance, Theory; CSCL, CoWeb, Wiki, design methodology, long-term,
roles, website
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p261-guzdial/p261-guzdial.pdf
%X In this paper, we describe our experience with the long-term,
widespread use of CoWeb, an asynchronous collaborative tool that is
mostly used to complement existing face-to-face groups (such as
classes). The CoWeb is an open-ended tool that does not enforce or
explicitly support specific roles or usage, yet several well-defined
uses and roles have emerged over time. In our design methodology, we
recognize these roles and refine our collaboration environment to better
support them.

%M C.CSCW.2000.269
%T Coping with Errors: The Importance of Process Data in Robust
Sociotechnical Systems
%S Flexibility and Constraint
%A Michael B. Twidale
%A Paul F. Marty
%B CSCW00
%D 2000
%P 269-278
%K error analysis, problem solving, process data, workflow, workplace
study
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p269-twidale/p269-twidale.pdf
%X This paper presents an analysis of written and electronic records
that document the collaborative process of packing museum artifacts in
preparation for a move. The majority of data recorded detailed the
process of packing, while only a small amount of the data concerned
which artifacts were packed in which boxes. Museum staff members were
able to use these process data to solve the numerous errors that
occurred during packing. We explore the design implications for
collaborative systems which focus on supporting error recovery rather
than error prevention.

%M C.CSCW.2000.279
%T How Can Cooperative Work Tools Support Dynamic Group Process?
Bridging the Specificity Frontier
%S Flexibility and Constraint
%A Abraham Bernstein
%B CSCW00
%D 2000
%P 279-288
%K Information Systems -Information Interfaces and Presentation - Group
and Organization Interfaces (H.5.3); Information Systems -Information
Systems Applications - General (H.4.0); Design, Management, Performance,
Theory; dynamic/improvisational change, mixed-initiative systems,
process specificity, process support system
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p279-bernstein/p279-bernstein.pdf
%X In the past, most collaboration support systems have focused on
either automating fixed work processes or simply supporting
communication in ad-hoc processes. This results in systems that are
usually inflexible and difficult to change or that provide no specific
support to help users decide what to do next. This paper describes a new
kind of tool that bridges the gap between these two approaches by
flexibly supporting processes at many points along the spectrum: from
highly specified to highly unspecified. The development of this approach
was strongly based on social science theory about collaborative work.

%M C.CSCW.2000.289
%T Supporting Collaborative Interpretation in Distributed Groupware
%S Facilitation
%A Donald Cox
%A Saul Greenberg
%B CSCW00
%D 2000
%P 289-298
%K Design, Management, Performance, Theory; collaborative
interpretation, emergence, meeting support tools, real-time distributed
groupware
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p289-cox/p289-cox.pdf
%X Collaborative interpretation occurs when a group interprets and
transforms a diverse set of information fragments into a coherent set of
meaningful descriptions. This activity is characterized by emergence,
where the participants' shared understanding develops gradually as they
interact with each other and the source material. Our goal is to support
collaborative interpretation by small, distributed groups. To achieve
this, we first observed how face-to-face groups perform collaborative
interpretation in a particular work context. We then synthesized design
principles from two relevant areas: the key behaviors of people engaged
in activities where emergence occurs, and how distributed groups work
together over visual surfaces. We built and evaluated a system that
supports a specific collaborative interpretation task. This system
provides a large workspace and several objects that encourages emergence
in interpretation. People manipulate cards that contain the raw
information fragments. They reduce complexity by placing duplicate cards
into piles. They suggest groupings as they manipulate the spatial layout
of cards and piles. They enrich spatial layouts through notes, text and
freehand annotations. They record their understanding of their final
groupings as reports containing coherent descriptions.

%M C.CSCW.2000.299
%T Structured Online Interactions: Improving the Decision-Making of
Small Discussion Groups
%S Facilitation
%A Shelly Farnham
%A Harry R. Chesley
%A Debbie E. McGhee
%A Reena Kawal
%A Jennifer Landau
%B CSCW00
%D 2000
%P 299-308
%K Information Systems -Information Systems Applications - Types of
Systems (H.4.2): Decision support; Information Systems -Information
Interfaces and Presentation - Group and Organization Interfaces (H.5.3):
Computer-supported cooperative work; Information Systems -Information
Systems Applications - Communications Applications (H.4.3); Design,
Experimentation, Human Factors, Measurement, Management, Performance,
Theory; chat, computer supported collaborative work, computer-mediated
communication, group decision-making, structured chat
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p299-farnham/p299-farnham.pdf
%X A quantitative research experiment was used to examine whether a
group's computer-mediated decision-making could be improved by providing
a scripted structure to the groups text chat discussion. The study
compared a regular chat discussion to a scripted chat discussion using
Lead Line, a program that allows people to add a layer of pre-authored
structure to regular text chat. We found that groups were more likely to
come to consensus in structured chat discussions. In addition, groups
applied the structure they learned to subsequent regular chat sessions.

%M C.CSCW.2000.309
%T Using Web Annotations for Asynchronous Collaboration Around Documents
%S Facilitation
%A J. J. Cadiz
%A Anoop Gupta
%A Jonathan Grudin
%B CSCW00
%D 2000
%P 309-318
%K World Wide Web, annotation, asynchronous collaboration, computer
mediated communication, distributed work, world wide web
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p309-cadiz/p309-cadiz.pdf
%X Digital web-accessible annotations are a compelling medium for
personal comments and shared discussions around documents. Only recently
supported by widely used products, "in-context" digital annotation is a
relatively unexamined phenomenon. This paper presents a case study of
annotations created by members of a large development team using
Microsoft Office 2000-approximately 450 people created 9,000 shared
annotations on about 1,250 documents over 10 months. We present
quantitative data on use, supported by interviews with users,
identifying strengths and weaknesses of the existing capabilities and
possibilities for improvement.

%M C.CSCW.2000.319
%T Distance, Dependencies, and Delay in a Global Collaboration
%S Distance and Proximity
%A James D. Herbsleb
%A Audris Mockus
%A Thomas A. Finholt
%A Rebecca E. Grinter
%B CSCW00
%D 2000
%P 319-328
%K awareness, delay, global collaboration, informal communication,
interdependence, software development, speed
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p319-herbsleb/p319-herbsleb.pdf
%X Collaborations over distance must contend with the loss of the rich,
subtle interactions that co-located teams use to coordinate their work.
Previous research has suggested that one consequence of this loss is
that cross-site work will take longer than comparable single-site work.
We use both survey data and data from the change management system to
measure the extent of delay in a multi-site software development
organization. We also measure site interdependence, differences in
same-site and cross-site communication patterns, and analyze the
relationship of these variables to delay. Our results show a significant
relationship between delay in cross-site work and the degree to which
remote colleagues are perceived to help out when workloads are heavy.
This result is particularly troubling in light of the finding that
workers generally believed they were as helpful to their remote
colleagues as to their local colleagues. We discuss implications of our
findings for collaboration technology for distributed organizations.

%M C.CSCW.2000.329
%T Collaboration with Lean Media: How Open-Source Software Succeeds
%S Distance and Proximity
%A Yutaka Yamauchi
%A Makoto Yokozawa
%A Takeshi Shinohara
%A Toru Ishida
%B CSCW00
%D 2000
%P 329-338
%K Information Systems -Information Interfaces and Presentation - Group
and Organization Interfaces (H.5.3): Collaborative computing;
Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Software -Software Engineering - General (D.2.0); Computing
Milieux -Management of Computing and Information Systems - Software
Management (K.6.3): Software development; Design, Measurement,
Management, Performance, Theory; CVS, cooperative work, distributed
work, electronic media, innovation, open-source, software engineering
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p329-yamauchi/p329-yamauchi.pdf
%X Open-source software, usually created by volunteer programmers
dispersed worldwide, now competes with that developed by software firms.
This achievement is particularly impressive as open-source programmers
rarely meet. They rely heavily on electronic media, which preclude the
benefits of face-to-face contact that programmers enjoy within firms. In
this paper, we describe findings that address this paradox based on
observation, interviews and quantitative analyses of two open-source
projects. The findings suggest that spontaneous work coordinated
afterward is effective, rational organizational culture helps achieve
agreement among members and communications media moderately support
spontaneous work. These findings can imply a new model of dispersed
collaboration.

%M C.CSCW.2000.339
%T How does Radical Collocation Help a Team Succeed?
%S Distance and Proximity
%A Stephanie Teasley
%A Lisa Covi
%A M. S. Krishnan
%A Judith S. Olson
%B CSCW00
%D 2000
%P 339-346
%K Computing Milieux -Management of Computing and Information Systems -
Software Management (K.6.3): Software development; Information Systems
-Information Interfaces and Presentation - Group and Organization
Interfaces (H.5.3); Software -Software Engineering - Management (D.2.9):
Productivity; Information Systems -Models and Principles - User/Machine
Systems (H.1.2); Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2); Design, Human Factors,
Measurement, Management, Performance, Theory; collocation, metrics,
productivity, rapid software development, team rooms, warrooms
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p339-teasley/p339-teasley.pdf
%X Companies are experimenting with putting teams into warrooms, hoping
for some productivity enhancement. We conducted a field study of six
such teams, tracking their activity, attitudes, use of technology and
productivity. Teams in these warrooms showed a doubling of productivity.
Why? Among other things, teams had easy access to each other for both
coordination of their work and for learning, and the work artifacts they
posted on the walls remained visible to all. These results imply that if
we are to truly support remote teams, we should provide constant
awareness and easy transitions in and out of spontaneous meetings.

%M C.CSCW.2000.347
%T CSCW 2000 Video Program
%S Video Presentations
%A Andreas Girgensohn
%A Alison Lee
%B CSCW00
%D 2000
%P 347
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p347-girgensohn/p347-girgensohn.pdf

%M C.CSCW.2000.348
%T MUSICFX: An Arbiter of Group Preferences for Computer Supported
Collaborative Workouts
%S Video Presentations
%A Joseph E. McCarthy
%A Theodore D. Anagnost
%B CSCW00
%D 2000
%P 348
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p348-mccarthy/p348-mccarthy.pdf

%M C.CSCW.2000.349
%T Talking in Circles: A Spatially-Grounded Social Environment
%S Video Presentations
%A Roy A. Rodenstein
%A Judith S. Donath
%B CSCW00
%D 2000
%P 349
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p349-rodenstein/p349-rodenstein.pdf

%M C.CSCW.2000.350
%T StickyChats: Remote Conversations Over Digital Documents
%S Video Presentations
%A Elizabeth Churchill
%A Jonathan Trevor
%A Sara Bly
%A Les Nelson
%B CSCW00
%D 2000
%P 350
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p350-churchill/p350-churchill.pdf

%M C.CSCW.2000.351
%T Sun SharedShell Tool
%S Video Presentations
%A Nicole Yankelovich
%A James "Bo" Begole
%A John C. Tang
%B CSCW00
%D 2000
%P 351
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p351-yankelovich/p351-yankelovich.pdf

%M C.CSCW.2000.352
%T User Experience of CLIVE/mbanx Solution
%S Video Presentations
%A Shahrokh Daijavad
%A Tong-Haing Fin
%A Tom Frauenhofer
%A Tetsu Fujisaki
%A Alison Lee
%A Maroun Touma
%A Catherine G. Wolf
%B CSCW00
%D 2000
%P 352
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p352-daijavad/p352-daijavad.pdf

%M C.CSCW.2000.353
%T Enabling Distributed Collaborative Science
%S Video Presentations
%A Tom Hudson
%A Diane Sonnenwald
%A Kelly Maglaughlin
%A Mary Whitton
%A Ronald Bergquist
%B CSCW00
%D 2000
%P 353
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p353-hudson/p353-hudson.pdf

%M C.CSCW.2000.354
%T GestureMan: A Mobile Robot that Embodies a Remote Instructor's
Actions
%S Video Presentations
%A Hideaki Kuzuoka
%A Shinya Oyama
%A Keiichi Yamazaki
%A Akiko Yamazaki
%A Mamoru Mitsuishi
%A Kenji Suzuki
%B CSCW00
%D 2000
%P 354
%* (c) Copyright 2000 ACM
%W http://www.acm.org/pubs/articles/proceedings/cscw/358916/p354-kuzuoka/p354-kuzuoka.pdf

%M C.CSCW.2000.355
%T Supporting Real-Time Collaboration Over Wide Area Networks
%S Video Presentations
%A Hye-Chung (Monica) Kum
%A Prasun Dewan
%B CSCW00
%D 2000
%P 355

%M C.CSCW.2000.357
%T Bowling Alone: The Collapse and Revival of American Community
%S Opening Plenary
%A Robert D. Putnam
%B CSCW00
%D 2000
%P 357

%M C.CSCW.2000.359
%T IT2: An Information Technology Initiative for the Twenty-First
Century -- NSF Plans for Implementation
%S Invited Talk
%A Ruzena Bajcsy
%B CSCW00
%D 2000
%P 359

%M C.CSCW.2000.361
%T Got a Minute? How Technology Affects the Economy of Attention
%T Instant Messaging: Products Meet Workplace Users
%S Closing Plenary
%A Warren Thorngate
%A John C. Tang
%A Austina de Bonte
%A Mary Beth Raven
%A Ellen Isaacs
%B CSCW00
%D 2000
%P 361
%P 363

%M C.CSCW.2000.363
%T Research at Internet Speed: Is it Necessary?
%S Panels
%A Irene Greif
%B CSCW00
%D 2000
%P 363

%M C.CSCW.2000.363
%T The Children's Challenge: New Technologies to Support Co-Located and
Distributed Collaboration
%S Panels
%A Allison Druin
%A Steve Benford
%A Amy Bruckman
%A Kori Inkpen
%A Shelia O'Rouke
%B CSCW00
%D 2000
%P 363

%M C.CSCW.2000.363
%T Beyond Bowling Together
%S Panels
%A Paul Resnick
%A Tora Bikson
%A Elizabeth Mynatt
%A Robert Puttnam
%A Lee Sproull
%A Barry Wellman
%B CSCW00
%D 2000
%P 363

fpack:!@#$%^&*(): DIS02.BA
%M C.DIS.02.7
%T Interviews with interaction designers
%A Bill Moggridge
%B DIS02
%D 2002
%P 7-8
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778713

%M C.DIS.02.9
%T The Placebo project
%A Anthony Dunne
%A Fiona Raby
%B DIS02
%D 2002
%P 9-12
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778714

%M C.DIS.02.13
%T Everyday adaptive design
%A Thomas P. Moran
%B DIS02
%D 2002
%P 13-14
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778715

%M C.DIS.02.15
%T Some recent thoughts on digital media
%A John Maeda
%B DIS02
%D 2002
%P 15-18
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778716

%M C.DIS.02.19
%T Neither Bauhausler nor nerd educating the interaction designer
%A Pelle Ehn
%B DIS02
%D 2002
%P 19-23
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778717

%M C.DIS.02.24
%T Who will design the cathedrals of information technology?
%A Gillian Crampton Smith
%B DIS02
%D 2002
%P 24-25
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778718

%M C.DIS.02.26
%T Can we learn anything about the process of UI design?
%A S. Joy Mountford
%B DIS02
%D 2002
%P 26-31
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778719

%M C.DIS.02.32
%T Investigating exhibits
%A Ben Fry
%B DIS02
%D 2002
%P 32-36
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778720

%M C.DIS.02.41
%T "...a load of ould boxology!"
%S Section 01: augmented education
%A Kieran Ferris
%A Liam Bannon
%B DIS02
%D 2002
%P 41-49
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778722
%X This paper documents the design process for an augmented children's
play environment centred on that most ubiquitous and simple of objects,
the cardboard box. The purpose of the exercise is to show how computer
technology can be used in innovative ways to stimulate discovery, play
and adventure among children. Our starting point was a dissatisfaction
with current computer technology as it is presented to children, which,
all to often in our view, focuses inappropriately on the computer per se
as a fetishized object. Shifting the focus of attention from the
Graphical User Interface (GUI) to familiar objects, and children's
interactions around and through these augmented objects, results in the
computer becoming a facilitator of exploration and learning. The paper
documents the journey from initial design concept, through a number of
prototype implementations, to the final implementation. Each design
iteration was triggered by observation of use of the prototypes, and
reflection on that use, and on new design possibilities. By augmenting
an everyday artefact, namely the standard cardboard box, we have created
a simple yet powerful interactive environment that, judging from the
experience of our "users", has achieved its goal of stirring children's
imagination.

%M C.DIS.02.50
%T Design of an interactive system for group learning support
%S Section 01: augmented education
%A Masanori Sugimoto
%A Fusako Kusunoki
%A Hiromichi Hashizume
%B DIS02
%D 2002
%P 50-55
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778723
%X In this paper we describe our project to design a system that can be
used as a teaching aid to support group learning in elementary school
education. The system enhances the learning outcome for pupils who have
studied environmental problems using a textbook, by allowing them to
construct a town in a physical space and to assess the construction
through computer simulations. The system was designed in collaboration
with teachers and their pupils in elementary schools. Lessons learned
from the collaborative design processes are described.

%M C.DIS.02.56
%T A group game played in interactive virtual space: design and
evaluation
%S Section 01: augmented education
%A Hanna Stromberg
%A Antti Vaatanen
%A Veli-Pekka Raty
%B DIS02
%D 2002
%P 56-63
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778724
%X We have designed and evaluated Nautilus -- a group game played in
interactive virtual space. This was a study about new kinds of computer
games with new types of user interfaces. Our aim was to reduce the
boundaries between the surrounding physical space and the virtual space
designed to appeal to users' senses. We utilized the iterative
Human-Centred Design (HCD) approach in the study. We created a new way
to experience and play computer games, where players use their natural
body movements and interact with each other. We have received
information on the use of bodily and spatial user interfaces for
location-based entertainment (LBE) solutions.

%M C.DIS.02.64
%T Design of a 3D interactive math learning environment
%S Section 01: augmented education
%A Jason Elliott
%A Amy Bruckman
%B DIS02
%D 2002
%P 64-74
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778725
%X Can 3D graphics help high-school students learn advanced mathematics?
Can we create a sufficiently compelling application such that students
would choose to play with advanced math concepts for fun? What usability
problems does this technology pose for novice users? AquaMOOSE 3D is a
desktop 3D environment designed to help students learn about the
behavior of parametric equations. AquaMOOSE is based on an educational
philosophy called constructionism, which advocates learning through
design and construction activities [14]. Students use mathematics to
design interesting graphical forms and also create mathematical
challenges to share with others. In this paper, we present our iterative
design process and the results from a formative evaluation with 105
high-school students in a six-week honors summer math program. We
analyse their experiences through log-file analysis, a questionnaire,
and interviews. A more detailed case study of one student's positive
experiences shows the potential of the system. We conclude that students
find the aesthetic qualities of the environment motivating, but
usability still poses problems. Opportunities and challenges in
leveraging 3D graphics for math learning are discussed. Trade-offs are
presented between designing for learner's immediate needs versus
leveraging technology to create fundamentally new learning
opportunities.

%M C.DIS.02.75
%T Community design of community simulations
%S Section 01: augmented education
%A Mary Beth Rosson
%A John M. Carroll
%A Cheryl D. Seals
%A Tracy L. Lewis
%B DIS02
%D 2002
%P 75-83
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778726
%X We report on a participatory design workshop in which residents of a
community collaborated in learning about and designing projects for a
visual simulation environment. Nine participants (five middle school
teachers, four senior citizens) first conducted a participatory
evaluation of a tutorial developed for the Stagecast Creator simulation
tool. They then worked in pairs to brainstorm ideas for Creator
simulation projects that would help raise and promote discussion of
issues relevant to their community. After sharing these ideas, each pair
chose 2-3 simulation ideas to refine as a specification for subsequent
implementation. We discuss the participants' learning and design
activities, as well as their contributions to our long term goal of
supporting cross-generational collaboration and learning through
community simulation projects.

%M C.DIS.02.87
%T The enigmatics of affect
%S Section 02: perspectives
%A Phoebe Sengers
%A Rainer Liesendahi
%A Werner Magar
%A Christoph Seibert
%A Boris Muller
%A Thorsten Joachims
%A Weidong Geng
%A Pia Martensson
%A Kristina Hook
%B DIS02
%D 2002
%P 87-98
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778728
%X Affective computation generally focuses on the informatics of affect:
structuring, formalizing, and representing emotion as informational
units. We propose instead an enigmatics of affect, a critical technical
practice that respects the rich and undefinable complexities of human
affective experience. Our interactive installation, the Influencing
Machine, allows users to explore a dynamic landscape of emotionally
expressive sound and child-like drawings, using a tangible, intuitive
input device that supports open-ended engagement. The Influencing
Machine bridges the subjective experience of the user and the necessary
objective rationality of the underlying code. It functions as a cultural
probe, reflecting and challenging users to reflect on the cultural
meaning of affective computation.

%M C.DIS.02.99
%T From user to character: an investigation into user-descriptions in
scenarios
%S Section 02: perspectives
%A Lene Nielsen
%B DIS02
%D 2002
%P 99-104
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778729

%M C.DIS.02.105
%T Abstract information appliances: methodological exercises in
conceptual design of computational things
%S Section 02: perspectives
%A Lars Hallnas
%A Johan Redstrom
%B DIS02
%D 2002
%P 105-116
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778730
%X The decisions we make when designing computational things cannot all
be reduced to questions about functionality, usability testing, user
requirements, etc. In HCI-related research and design, other fundamental
aspects of design, such as the basic aesthetical choices involved, have
a tendency to be hidden and seemingly forgotten. To support awareness
and understanding of such basic aesthetical choices, we propose two
methodological exercises that take the expressions of computational
things in use as their starting points: i) to discover functionality in
given expressions; and ii) to rediscover "expressionals" in given
appliances. The aim with i) is to encourage reflection on the way in
which functionality explains the expressions of things. With ii), the
aim is to expose the more or less hidden aesthetical choices by means of
re-interpreting them in given appliances. We present examples of the
exercises and discuss more general issues, such as the central role of
temporal gestalts and the art of using computational things.

%M C.DIS.02.117
%T Form is function
%S Section 02: perspectives
%A Bo Westerlund
%B DIS02
%D 2002
%P 117-124
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778731
%X It's said that the Finnish architect Alvar Aalto designed a concert
hall foyer in such a way that people when walking across the foyer
towards the concert hall would not have to interrupt the conversations
they were involved in. They would not need to find and interpret signs
or difficult room forms in order to find their way. Aalto put a light
shaft at the end of the foyer. People walked towards the light and
having done that found themselves just above the stairs to the concert
hall. [Ejhed, personal communication] So one function of the foyer is
that it does not interrupt ongoing conversations. This function is not
visible in itself but it depends on the real, visible forms. Form as
function. What is interesting in this example is that the environment
supports human behaviour. We can act without paying that much attention
to what we do.

%M C.DIS.02.125
%T How does the design community think about design?
%S Section 02: perspectives
%A Michael E. Atwood
%A Katherine W. McCain
%A Jodi C. Williams
%B DIS02
%D 2002
%P 125-132
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778732
%X Design is a term that brings many people together. Collectively, we
distinguish ourselves from others by the fact that we are designers and
members of a design community. But, design is also a term that pushes
people apart. The design that some value in the new fashions in the
boutiques in Milan is not seen by everyone as design. While some are
impressed with the design of a new telephone, not everyone sees this as
design. As a community, we believe design is important. But, as a
community, we do not have a common definition of what it is. Many views
of design have been proposed. Several classifications of design have
been proposed. In this paper, we also seek to classify views on design.
Unlike earlier efforts, however, we want to find the classification that
the global community of designers uses. To this end, we examine the
patterns of citations to key authors' works (Author Co-citation
Analysis) to uncover this classification and identify seven key author
clusters representing identifiable theory groups or schools of
thought/practice in design.

%M C.DIS.02.135
%T Cubby+: exploring interaction
%S Section 03: tools
%A J. W. Frens
%A J. P. Djajadiningrat
%A C. J. Overbeeke
%B DIS02
%D 2002
%P 135-140
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778734

%M C.DIS.02.141
%T Forming interactivity: a tool for rapid prototyping of physical
interactive products
%S Section 03: tools
%A Daniel Avrahami
%A Scott E. Hudson
%B DIS02
%D 2002
%P 141-146
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778735
%X The current practice used in the design of physical interactive
products (such as handheld devices), often suffers from a divide between
exploration of form and exploration of interactivity. This can be
attributed, in part, to the fact that working prototypes are typically
expensive, take a long time to manufacture, and require specialized
skills and tools not commonly available in design studios. We have
designed a prototyping tool that, we believe, can significantly reduce
this divide. The tool allows designers to rapidly create functioning,
interactive, physical prototypes early in the design process using a
collection of wireless input components (buttons, sliders, etc.) and a
sketch of form. The input components communicate with Macromedia
Director to enable interactivity. We believe that this tool can improve
the design practice by: a) Improving the designer's ability to explore
both the form and interactivity of the product early in the design
process, b) Improving the designer's ability to detect problems that
emerge from the combination of the form and the interactivity, c)
Improving users' ability to communicate their ideas, needs, frustrations
and desires, and d) Improving the client's understanding of the proposed
design, resulting in greater involvement and support for the design.

%M C.DIS.02.147
%T Designing for serendipity: supporting end-user configuration of
ubiquitous computing environments
%S Section 03: tools
%A Mark W. Newman
%A Jana Z. Sedivy
%A Christine M. Neuwirth
%A W. Keith Edwards
%A Jason I. Hong
%A Shahram Izadi
%A Karen Marcelo
%A Trevor F. Smith
%A Jana Sedivy
%A Mark Newman
%B DIS02
%D 2002
%P 147-156
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778736
%X The future world of ubiquitous computing is one in which we will be
surrounded by an ever-richer set of networked devices and services. In
such a world, we cannot expect to have available to us specific
applications that allow us to accomplish every conceivable combination
of devices that we might wish. Instead, we believe that many of our
interactions will be through highly generic tools that allow enduser
discovery, configuration, interconnection, and control of the devices
around us. This paper presents a design study of such an environment,
intended to support serendipitous, opportunistic use of discovered
network resources. We present an examination of a generic browser-style
application built on top of an infrastructure developed to support
arbitrary recombination of devices and services, as well as a number of
challenges we believe to be inherent in such settings.

%M C.DIS.02.157
%T Simplifying video editing using metadata
%S Section 03: tools
%A Juan Casares
%A A. Chris Long
%A Brad A. Myers
%A Rishi Bhatnagar
%A Scott M. Stevens
%A Laura Dabbish
%A Dan Yocum
%A Albert Corbett
%B DIS02
%D 2002
%P 157-166
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778737
%X Digital video is becoming increasingly ubiquitous. However, editing
video remains difficult for several reasons: it is a time-based medium,
it has dual tracks of audio and video, and current tools force users to
work at the smallest level of detail. Based on interviews with
professional video editors, we developed a video editor, called Silver,
that uses metadata to make digital video editing more accessible to
novices. To help users visualize video, Silver provides multiple views
with different semantic content and at different levels of abstraction,
including storyboard, editable transcript, and timeline views. Silver
offers smart editing operations that help users resolve the
inconsistencies that arise because of the different boundaries in audio
and video. We conducted a preliminary user study to investigate the
effectiveness of the Silver smart editing. Participants successfully
edited video after only a short tutorial, both with and without smart
editing assistance. Our research suggests several ways in which video
editing tools could use metadata to assist users in the reuse and
composition of video.

%M C.DIS.02.167
%T Virtual video prototyping of pervasive healthcare systems
%S Section 03: tools
%A Jakob Bardram
%A Claus Bossen
%A Andreas Lykke-Olesen
%A Rune Nielsen
%A Kim Halskov Madsen
%B DIS02
%D 2002
%P 167-177
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778738
%X Virtual studio technology enables the mixing of physical and digital
3D objects and thus expands the way of representing design ideas in
terms of virtual video prototypes, which offers new possibilities for
designers by combining elements of prototypes, mock-ups, scenarios, and
conventional video. In this article we report our initial experience in
the domain of pervasive healthcare with producing virtual video
prototypes and using them in a design workshop. Our experience has been
predominantly favourable. The production of a virtual video prototype
forces the designers to decide very concrete design issues, since one
cannot avoid paying attention to the physical, real-world constraints
and to details in the usage-interaction between users and technology.
From the users' perspective, during our evaluation of the virtual video
prototype, we experienced how it enabled users to relate to the
practicalities and context of applied technology. One of the main
limitations experienced in the creation of the virtual video prototypes
is the lack of user-involvement.

%M C.DIS.02.181
%T Innovation in extremis: evolving an application for the critical work
of email and information management
%S Section 04: reflecting on practice
%A Victoria Bellotti
%A Nicolas Ducheneaut
%A Mark Howard
%A Ian Smith
%A Christine Neuwirth
%B DIS02
%D 2002
%P 181-192
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778740
%X We describe our experience of trying to develop a novel application
that transforms information management (both coordination-based and
personal) from stand-alone resources into resources deeply embedded in
email. We explored two models for accomplishing this goal; these were to
embed these resources in the email channel and to embed them in the
client. Our exploration of the first model was intensive, in-depth and
ultimately unsuccessful in large part due to our design process. We
adopted Extreme Programming (XP) as a means to explore our second model
more efficiently. This paper describes our motivations and experiences
while exploring our first model before XP and then the advantages and
disadvantages of turning to XP in the exploration of our second model.

%M C.DIS.02.193
%T The roads not taken: detours and dead ends on the design path of
speeder reader
%S Section 04: reflecting on practice
%A Maribeth Back
%A Steve Harrison
%B DIS02
%D 2002
%P 193-199
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778741
%X Speeder Reader is an experimental reading device that combines
dynamic typography for speed reading (using RSVP, or Rapid Serial Visual
Presentation) with the driving controls used in videogame speed racing.
It was designed as one of eleven innovative reading experiences in "XFR:
Experiments in the Future of Reading," a museum exhibit examining the
intersections of reading and technology. We highlight the design arc of
this particular exhibit, Speeder Reader, against the development of the
rest of the show as an example of the impact of the iterating overall
design ideology on each piece. This paper discusses the genesis,
development context, and design pathway of the Speeder Reader exhibit,
including both ideological and practical constraints.

%M C.DIS.02.201
%T User purposes and information-seeking behaviors in web-based media: a
user-centered approach to information design on websites
%S Section 04: reflecting on practice
%A Napawan Sawasdichai
%A Sharon Poggenpohl
%B DIS02
%D 2002
%P 201-212
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778742
%X In the effort to specify and evaluate the designing of web-based
media to improve users' satisfaction, design principles are established
for general use. These principles might be developed holistically, or
they can be analyzed and formulated from extensive user research. Since
information on websites is traditionally structured and presented based
on the websites' goals and contents, it may or may not match with users'
purposes and their search behaviors. This leads to users' struggle and
frustration. As a result, this paper presents a relatively new area of
user research in web-based media, offering a user-centered perspective
with the consideration of users' purposes, users' modes of searching and
their search behaviors. The information on web-based media should not be
designed only to serve websites' goals and contents, but should also
match with purposes and search patterns of the intended audience in
order to improve their satisfaction and help accomplish their goals.

%M C.DIS.02.213
%T Improving the design of business and interactive system concepts in a
digital business consultancy
%S Section 04: reflecting on practice
%A Richard I. Anderson
%A Jennifer Crakow
%A Jay Joichi
%B DIS02
%D 2002
%P 213-223
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778743
%X Often, the multidisciplinary design of business and interactive
system concepts is not particularly collaborative nor nearly as
"user-centered" as the organization doing the design claims. This paper
describes efforts at changing that within a high speed and low resource
environment by involving all disciplines in early user research and in
the synthesis of the findings and their application to design
activities. The focus is on two high-profile design projects, one
involving personal media management and the other involving
organizational knowledge management. We describe what we did and why,
and how well what we did worked, with particular attention to the
affects of organizational culture and politics on success.

%M C.DIS.02.224
%T Technology choice as a first step in design: the interplay of
procedural and sensemaking processes
%S Section 04: reflecting on practice
%A Mark Bergman
%A Gloria Mark
%B DIS02
%D 2002
%P 224-234
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778744
%X Project design involves an initial selection of technologies, which
has strong consequences for later stages of design. In this paper we
describe an ethnographic-based field work study of a complex
organization, and how it addressed the issue of front-end project and
technology selection. Formal procedures were designed for the
organization to perform repeatable, definable, and measurable actions.
Yet, formal procedures obscured much about the processes actually being
applied in selecting technologies and projects. In actuality, the formal
procedures were interwoven with sensemaking activities so that
technologies could be understood, compared, and a decision consensus
could be reached. We expect that the insights from this study can
benefit design teams in complex organizations facing similar selection
and requirements issues.

%M C.DIS.02.237
%T Pools and satellites: intimacy in the city
%S Section 05: home and neighbourhood
%A Katja Battarbee
%A Nik Baerten
%A Martijn Hinfelaar
%A Paul Irvine
%A Susanne Loeber
%A Alan Munro
%A Thomas Pederson
%B DIS02
%D 2002
%P 237-245
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778746
%X This paper addresses the issue of mediating intimacy in order to
support city communities. What is intimacy and how can it be mediated
through the introduction of new technology in a community? It
illustrates the discussion by describing two explorative information and
communication technology concepts and scenarios.

%M C.DIS.02.246
%T Of maps and guidebooks: designing geographical technologies
%S Section 05: home and neighbourhood
%A Barry Brown
%A Mark Perry
%B DIS02
%D 2002
%P 246-254
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778747
%X Researchers and designers are increasingly making use of geographic
location in designing context-aware computer systems. However, there has
been little conceptual work on how geography interacts with technology.
In this paper, we use the concepts of "place and space" to explore how
technologies are used geographically and how they impact on, and are
used in, the physical environment. Fieldwork with tourists using maps
and guidebooks shows how technology brings space and place together in
activity. This discussion is used to look at how technologies might
better span place and space.

%M C.DIS.02.255
%T Practical strategies for integrating a conversation analyst in an
iterative design process
%S Section 05: home and neighbourhood
%A Allison Woodruff
%A Margaret H. Szymanski
%A Rebecca E. Grinter
%A Paul M. Aoki
%B DIS02
%D 2002
%P 255-264
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778748
%X We present a case study of an iterative design process that includes
a conversation analyst. We discuss potential benefits of conversation
analysis for design, and we describe our strategies for integrating the
conversation analyst in the design process. Since the analyst on our
team had no previous exposure to design or engineering, and none of the
other members of our team had any experience with conversation analysis,
we needed to build a foundation for our interaction. One of our key
strategies was to pair the conversation analyst with a designer in a
highly interactive collaboration. Our tactics have been effective on our
project, leading to valuable results that we believe we could not have
obtained using another method. We hope that this paper can serve as a
practical guide to those interested in establishing a productive and
efficient working relationship between a conversation analyst and the
other members of a design team.

%M C.DIS.02.265
%T Pattern-based support for interactive design in domestic settings
%S Section 05: home and neighbourhood
%A Andy Crabtree
%A Terry Hemmings
%A Tom Rodden
%B DIS02
%D 2002
%P 265-276
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778749
%X Designing for future domestic environments offers a challenge for
everyone involved in the design of new technologies. The move from the
office, and working environments in general, has highlighted the need
for new techniques for understanding the home and conveying findings to
technology developers. This paper presents a pattern-based approach
informing the design of technology for future domestic settings. The
approach is based on the original work of Alexander and seeks to support
the on-going process of design, rather than the structuring of a corpus
of previous work. The paper presents an adapted pattern language
framework for structuring and presenting ethnographic fieldwork and
considers the broad implications of patterns for the development of new
technologies for domestic settings.

%M C.DIS.02.277
%T Notes towards an ethnography of domestic technology
%S Section 05: home and neighbourhood
%A Mark Blythe
%A Andrew Monk
%B DIS02
%D 2002
%P 277-281
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778750
%X This paper reports the key findings of an ethnographic study of
domestic technology in the home. The issues addressed include: the
gendered division of domestic labour and gendered product design; the
privatisation of domestic space through entertainment technologies; and
the necessity of making mundane housework more enjoyable. The paper
briefly describes the technology biography procedure that was used to
gather data, outlines key design implications, and presents illustrative
product suggestions, which are intended to inspire or provoke designers.

%M C.DIS.02.285
%T But how, Donald, tell us how?: on the creation of meaning in
interaction design through feedforward and inherent feedback
%S Section 06: objects in space
%A Tom Djajadiningrat
%A Kees Overbeeke
%A Stephan Wensveen
%B DIS02
%D 2002
%P 285-291
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778752
%X 

%M C.DIS.02.293
%T Wear, point, and tilt: designing support for mobile service and
maintenance in industrial settings
%S Section 06: objects in space
%A Daniel Fallman
%B DIS02
%D 2002
%P 293-302
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778753
%X Through theoretical influences, particularly drawing on the
phenomenological notion of embodiment, and through the findings of an
ethnographic study of the work practice of service technicians at two
industrial assembly manufacturing units, we present the philosophy
behind and practice in designing a mobile support system for real-life
application. In this particular setting, we have come to question both
the usefulness of the currently available and applied styles of
interaction, and the role such a system should play in the everyday
activities of service and maintenance. In this paper, we introduce the
findings of the field study and explain how these findings have been
interpreted to constitute design incentives. We especially focus on
three aspects of the design of the prototype system: the functionality
it encompasses; the interaction style with which the user performs input
to the device; and the mobile prototype's graphical user interface.

%M C.DIS.02.303
%T MessyDesk and MessyBoard: two designs inspired by the goal of
improving human memory
%S Section 06: objects in space
%A Adam Fass
%A Jodi Forlizzi
%A Randy Pausch
%B DIS02
%D 2002
%P 303-311
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778754
%X MessyDesk is a replacement desktop that invites free-form decoration.
MessyBoard is a large, projected, shared bulletin board that is
decorated collaboratively by a small group of users. We built these
programs with the goal of helping people remember more of the content
that they access through a computer. Our approach is to embed content
within distinct contexts. For instance, a computer with multiple
projection screens could surround the user with panoramic vistas that
correspond to projects that the user is working on. Since few people are
willing to create their own context, we created MessyDesk and MessyBoard
in order to entice people to decorate. Though we have not yet evaluated
the impact of either program on users' memories, we have observed people
using these programs over a several week period. From anecdotal
evidence, we believe that MessyDesk may be a good tool for decoration
and information management. MessyBoard became popular when we projected
the board on the wall in our lab. We have seen that different research
groups use it differently. One group uses it mostly for jokes and games,
and another group uses it for long design discussions. It is good for
scheduling, and supports factual as well as emotional communication
among group members.

%M C.DIS.02.312
%T ComTouch: design of a vibrotactile communication device
%S Section 06: objects in space
%A Angela Chang
%A Sile O'Modhrain
%A Rob Jacob
%A Eric Gunther
%A Hiroshi Ishii
%B DIS02
%D 2002
%P 312-320
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778755
%X We describe the design of ComTouch, a device that augments remote
voice communication with touch, by converting hand pressure into
vibrational intensity between users in real-time. The goal of this work
is to enrich inter-personal communication by complementing voice with a
tactile channel. We present preliminary user studies performed on 24
people to observe possible uses of the tactile channel when used in
conjunction with audio. By recording and examining both audio and
tactile data, we found strong relationships between the two
communication channels. Our studies show that users developed an
encoding system similar to that of Morse code, as well as three original
uses: emphasis, mimicry, and turn-taking. We demonstrate the potential
of the tactile channel to enhance the existing voice communication
channel.

%M C.DIS.02.321
%T All robots are not created equal: the design and perception of
humanoid robot heads
%S Section 06: objects in space
%A Carl F. DiSalvo
%A Francine Gemperle
%A Jodi Forlizzi
%A Sara Kiesler
%B DIS02
%D 2002
%P 321-326
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778756
%X This paper presents design research conducted as part of a larger
project on human-robot interaction. The primary goal of this study was
to come to an initial understanding of what features and dimensions of a
humanoid robot's face most dramatically contribute to people's
perception of its humanness. To answer this question we analyzed 48
robots and conducted surveys to measure people's perception of each
robot's humanness. Through our research we found that the presence of
certain features, the dimensions of the head, and the total number of
facial features heavily influence the perception of humanness in robot
heads. This paper presents our findings and initial guidelines for the
design of humanoid robot heads.

%M C.DIS.02.331
%T Location-sensitive services: it's now ready for prime time on
cellular phones!
%S Exhibits
%A Didier Chincholle
%A Mikael Eriksson
%A Alex Burden
%B DIS02
%D 2002
%P 331-334
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778758
%X Today's wireless devices have the capability to receive information
that is tailored to customers' needs at a particular location. A unique
set of location-based services -- called PNT and including user-solicited
information, worldwide mapping, route guidance, positioning and
ecouponing -- has been created for tiny displays and limited input of
mobile Internet-enabled cellular phones. A first version is available on
an Ericsson R380s. A set of user interfaces has been designed. This
makes finding information more intuitive than ever before: interfaces
have been optimized for mobile use that demands not only quick and
direct manipulation but also easy navigation.

%M C.DIS.02.335
%T Push me, shove me and I show you how you feel: recognising mood from
emotionally rich interaction
%S Exhibits
%A Stephan Wensveen
%A Kees Overbeeke
%A Tom Djajadiningrat
%B DIS02
%D 2002
%P 335-340
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778759
%X The mood or emotional state you are in colours the way you interact
with people and systems. Future interactive systems need to recognise
emotional aspects in order to be truly adaptive. We designed an alarm
clock, which elicits rich expressive behaviour and demonstrated that it
is able to read your mood from the way you set it. We validated film
clips, used them to induce moods after which participants had to set the
alarm clock. From the dynamic setting behaviour we inferred parameters
from which we calculated equations to identify the mood. The results
illustrate the importance of a tight coupling between action and
appearance in interaction design, through freedom of interaction and
matching inherent feedback.

%M C.DIS.02.341
%T Mixers: a participatory approach to design prototyping
%S Exhibits
%A Ramia Maze
%A Monica Bueno
%B DIS02
%D 2002
%P 341-344
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778760
%X In this design exhibit, we describe methods we have used to design a
noticeboard interface for an older community in London. Three
low-fidelity methods of prototyping interaction provided shared and
accessible means for us and our end users to communicate design ideas,
explore qualities of the user experience, and evaluate them within
situations of use. This approach facilitated the development of an
appropriate, innovative and feasible solution for a unique context.

%M C.DIS.02.345
%T What you see is what you feel: exploiting the dominance of the visual
over the haptic domain to simulate force-feedback with cursor
displacements
%S Exhibits
%A Ir. Mfa Koert van Mensvoort
%B DIS02
%D 2002
%P 345-348
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778761
%X In this paper, we will present an approach to design a more natural
user interface without taking resort to special haptic input/output
devices. Tactile sensations like stickiness, touch, or mass can be
evoked by applying tiny displacements upon cursor movements. Our active
cursor method exploits the domination of the visual over the haptic
domain. We will show that interactive animations can be used to simulate
the functioning of force-feedback devices. A demo is online at
http://www.koert.com/work/activecursor (a shockwave plugin is required).

%M C.DIS.02.349
%T Using a Wizard of Oz study to inform the design of SenToy
%S Exhibits
%A Gerd Andersson
%A Kristina Hook
%A Dario Mourao
%A Ana Paiva
%A Marco Costa
%B DIS02
%D 2002
%P 349-355
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778762
%X We describe the design of an affective control interface, SenToy, a
doll with sensors that allows users to control their avatars in an
adventure game. A Wizard of Oz study was used early in the design
process to find the best relationship between user movements of SenToy
and the resulting affective expressions and movements of their avatar on
the screenon the screen. The results from the study showed that there
are behaviors and gestures that most users will easily pick up to
express emotions. It told us which dimensions of movements (distance to
screen, movements of limbs, etc.) that work most easily will be picked
up by users. We describe in what way the results from the study have
affected the design of the SenToy and the hardware requirements. Wizard
of Oz studies have previously been used for natural language interface
and intelligent agent design and we show that it can also be used in the
domain of affective input-device design.

%M C.DIS.02.356
%T Forest of thoughts
%S Exhibits
%A Boris Muller
%A Sven Voelker
%B DIS02
%D 2002
%P 356-358
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778763
%X THE FOREST OF THOUGHTS was a constantly changing and self-developing
art-space -- a "living exhibition" -- on the internet. It was initiated
by Boris Muller and Sven Voelker in collaboration with the German weekly
"Die Zeit". Fifteen personalities from different creative disciplines
exhibited their work, ideas and positions in this public gallery (and
discussion panel) that was explored by viewers through the internet. By
constantly sending in their contributions during a six week period, the
artists, writers, designers, theorists, etc. developed a number of
conversations about (and along) the theme. The medium of the internet
allowed everyone to show their individual positions and to respond to
other artists at any time and from any place in the world. The
contributors included Fiona Raby, Tony Dunne, John Warwicker, Karl
Hoffmann, FAT, jodi.org, N55, Marcus Gosling, Michael Saup and others.

%M C.DIS.02.359
%T The chat circles series: explorations in designing abstract graphical
communication interfaces
%S Exhibits
%A Judith Donath
%A Fernanda Viegas
%B DIS02
%D 2002
%P 359-369
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778764
%X We have been creating a series of graphical chat programs designed to
foster social interaction and expressive communication. We started with
a spare, minimalist interface and in subsequent programs have modified
its fundamental features: background space, individual representation,
movement implementation, communication channels, and history depiction.
The resulting family of graphical chat programs share many interface
features but differ significantly in their feel and function. This paper
examines the variations among the interfaces and discusses their
implications for social interaction.

%M C.DIS.02.370
%T Examples and ideas in the development of sounding objects
%S Exhibits
%A Matthias Rath
%B DIS02
%D 2002
%P 370-372
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778765
%X In the following I want to describe some experiences, ideas and
results in the development of real-time sound models. The background of
our design approach, which lies in former developments in sound
generation techniques, inspirations from psychoacoustic research and in
increasing demands on auditory display in HCI, specifically in
interactive multimedia environments will be shortly sketched first.
After an overview of some recent work, problems that I've encountered and
general ideas for a sound design framework should be understood.

%M C.DIS.02.373
%T Things aren't what they seem to be: innovation through technology
inspiration
%S Exhibits
%A Yvonne Rogers
%A Mike Scaife
%A Eric Harris
%A Ted Phelps
%A Sara Price
%A Hilary Smith
%A Henk Muller
%A Cliff Randell
%A Andrew Moss
%A Ian Taylor
%A Danae Stanton
%A Claire O'Malley
%A Greta Corke
%A Silvia Gabrielli
%B DIS02
%D 2002
%P 373-378
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778766
%X How does designing for novel experiences with largely untried
technologies get its inspiration? Here we report on a project whose goal
was to promote learning through novel, playful visions of technologies.
To this end, we experimented with a diversity of ambient and pervasive
technologies to inspire and drive our design. Working as a large
multi-disciplinary group of researchers and designers we developed novel
and imaginative experiences for children. To crystallise our ideas we
designed, implemented and experimented with a mixed reality adventure
game, where children had to hunt an elusive, virtual creature called the
Snark, in a large interactive environment. We describe our experiences,
reflecting on the process of design inspiration in an area where so much
remains unknown.

%M C.DIS.02.379
%T Mediator and medium: doors as interruption gateways and aesthetic
displays
%S Exhibits
%A Jeffrey Nichols
%A Jacob O. Wobbrock
%A Darren Gergle
%A Jodi Forlizzi
%B DIS02
%D 2002
%P 379-386
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778767
%X Office doors are more than entrances to rooms, they are entrances to
a person's time and attention. People can mediate access to themselves
by choosing whether to leave their door open or closed when they are in
their office. Doors also serve as a medium for communication, where
people can broadcast individual messages to passersby, or accept
messages from others who stopped by when the door was closed. These
qualities make the door an excellent location for designing solutions
that help people better manage their time and attention. In this paper,
we present a study of doors, derive design insights from the study, and
then realize some of these insights in two cooperating implementations
deployed in our workplace.

%M C.DIS.02.387
%T Multilevel design and role play: experiences in assessing support for
neighborhood participation in design
%S Exhibits
%A Hal Eden
%A Eric Scharff
%A Eva Hornecker
%B DIS02
%D 2002
%P 387-392
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778768
%X Designing and assessing systems to support neighborhood participation
in design is difficult due to the challenges of involving real
participants and the fragile nature of early instantiations of
technologies aimed at supporting open-ended and ill-structured design
tasks. We report on a scenario-based, semi-realistic field trial of two
prototypes of the Envisionment and Discovery Collaboratory, an
environment for supporting community involvement in design activities.
By engaging subjects in playing participant roles, we have been able to
gain some crucial insights into the facets of the design at multiple
levels as part of an ongoing design process.

%M C.DIS.02.393
%T Exploring exhibit space in a personal perspective: an interactive
photo collage of a folk crafts museum
%S Exhibits
%A Takashi Kiriyama
%A Mihoko Otake
%A Hiroya Tanaka
%A Junichi Tokuda
%A Haruka Tanji
%A Takeshi Matsushita
%A Masatoshi Arikawa
%A Ryosuke Shibasaki
%B DIS02
%D 2002
%P 393-398
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778769

%M C.DIS.02.399
%T Origami Desk: integrating technological innovation and human-centric
design
%S Exhibits
%A Wendy Ju
%A Leonardo Bonanni
%A Richard Fletcher
%A Rebecca Hurwitz
%A Tilke Judd
%A Rehmi Post
%A Matthew Reynolds
%A Jennifer Yoon
%B DIS02
%D 2002
%P 399-405
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778770
%X In this paper, we present a case study of an interaction design
exhibit, Origami Desk. This system integrates multi-modal interaction
technologies and techniques in new ways to instruct users in folding
origami paper into boxes and cranes. Origami Desk uses projected video
clips to show users how folds should be made, projected animations to
directly map instructions onto the users' paper, electric field sensing
to detect touch inputs on the desk surface, and swept-frequency sensors
to detect the papers folds. More importantly, the Origami Desk project
incorporated numerous aspects of design -- hardware design, installation
design, interface design, graphic design, sensor design, software
design, content design -- into an interactive experience aimed at making
the user forget about the technology altogether. This foray into
teaching users physical and spatial activities led us to rethink the
physical layout of the computer, and to invent inputs that were more
spatial and implicitly, rather than verbal or graphical and explicit.
The multidisciplinary process, human-centric design considerations and
technical implementation details described in this case study may
greatly inform future interactive environment applications where
physical and digital worlds must be integrated to assist users in
creative spatial tasks. In addition, the experience of deploying the
exhibit into actual public spaces led us to examine issues of design for
assembly and on-going maintenance in the context of interactive
environments.

%M C.DIS.02.406
%T Networked information services in context sensitive environments
%S Exhibits
%A Giles Rollestone
%A Ian Morris
%B DIS02
%D 2002
%P 406-408
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778771
%X The Sushi project was originally conceived and developed in the
(Interval funded) Computer Related Design Research Studio at the Royal
College of Art, London. Sushi was developed as a new way of sharing
information between people in small groups and networks within the Royal
College of Art. Our proposal for DIS2002 extends the Sushi system so
that delegates and conference organisers can author and share
information during the event.

%M C.DIS.02.410
%T Collecting and incorporating user requirements into design solutions
%S Tutorials
%A Kathy Baxter
%A Catherine Courage
%B DIS02
%D 2002
%P 410
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778773
%X Usability and design professionals know that user requirements
gathering is critical to the development of quality products. However,
development teams often skip formal user requirements gathering, fearing
it will take too long. Certain techniques can be employed by design
professionals that are easily learned and implemented with little
overhead. They can help designers by providing insight into how users
work and what they need to succeed at their task. Through lecture, case
studies, and an emphasis on hands-on activities, participants will learn
how to conduct three user requirements gathering techniques and
incorporate the results into design solutions.

%M C.DIS.02.411
%T Cross-cultural UI design: for home, work, and on the way
%S Tutorials
%A Aaron Marcus
%B DIS02
%D 2002
%P 411
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778774

%M C.DIS.02.412
%T Handheld usability
%S Tutorials
%A Scott Weiss
%B DIS02
%D 2002
%P 412
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778775
%X Handheld devices have common challenges: small displays, awkward data
input mechanisms, and spotty wireless connectivity. Good user interface
design can overcome each of these challenges, or at least accommodate
them in a fashion that benefits the user. The goal of this tutorial is
to present challenges and strategies for designing user interfaces for
handheld devices. It discusses how information architecture, paper
prototyping, and usability testing are adapted from desktop software
design for two-way email pagers, PDAs, and mobile telephone handsets.
WAP, i-mode, RIM OS, Motorola Wisdom, Windows CE/Pocket PC, and Symbian
OS will also be introduced.

%M C.DIS.02.413
%T Scenario-based usability engineering
%S Tutorials
%A Mary Beth Rosson
%A John M. Carroll
%B DIS02
%D 2002
%P 413
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778776
%X This tutorial introduces scenario-based development, an approach to
usability engineering that relies on user interaction scenarios as a
central representation. The course format includes a mix of overview
lecture, group analysis and design activities, and general discussion.

%M C.DIS.02.416
%T Co-design in practice
%S Workshops
%A Mark Hicks
%A Geraldine Fitzpatrick
%B DIS02
%D 2002
%P 416
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778778

%M C.DIS.02.417
%T Look mama, with hands!: on tangible interaction, gestures and
learning
%S Workshops
%A Tom Djajadiningrat
%A Jacob Buur
%B DIS02
%D 2002
%P 417
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/778712.778779

fpack:!@#$%^&*(): DIS97.BA
%M C.DIS.97.1
%T Enhancing Communication, Facilitating Shared Understanding, and Creating
Better Artifacts by Integrating Physical and Computational Media for Design
%A Ernesto Arias
%A Hal Eden
%A Gerhard Fischer
%B DIS97
%D 1997
%P 1-12
%K New design methods, Integration of different design media,
Participatory design, Symmetry of ignorance, Domain-oriented
design environments, Shared understanding
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p1-arias/p1-arias.pdf
%X Frequently, the design of interactive systems focuses
exclusively on the capabilities provided by the dynamic
nature of computational media.  Yet our have provided
many examples in which physical models provide certain
strengths not found in computational models.  Rather than
viewing this as a dichotomy -- where one must choose
between one or the other -- we are exploring the creation of
computational environments that build on the strengths of
combined physical and virtual approaches.
   Over the last decade, we have developed different design
environments to support stakeholders engaged in design
processes by enhancing communication, facilitating shared
understanding, and creating better artifacts.  Until a few
years ago, our work explored physical and computational
media separately.
   In this paper we present our efforts to develop integrated
design environments linking physical and computational
dimensions to attain the complementary synergies that
these two worlds offer.  Our purpose behind this
integration is the development of systems that can
enhance the movement from conceptual thinking to
concrete representations using face-to-face interaction to
promote the negotiation of meaning, the direct interaction
with artifacts, and the possibility that diverse stakeholders
can participate fully in the process of design.  To this end,
we analyze the strengths, affordances, weaknesses, and
limitations of the two media used separately and illustrate
with our most recent work the value added by integrating
these environments.

%M C.DIS.97.13
%T Mahler, Mondriaan, and Bauhaus: Using Artistic Ideas to Improve Application
Usability
%A Jonathan Seth Arnowitz
%A Ruurd Priester
%A Eric Willems
%A Laura Faber
%B DIS97
%D 1997
%P 13-21
%K GUI, Art, Design, Iteration, Interface design, Bauhaus,
Strategy, Methods
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p13-arnowitz/p13-arnowitz.pdf
%X This paper addresses a strategy designed to handle the
increasing and broadening interactivity demands in
software.  This paper specifically looks into using other
interdisciplinary areas of art and music as an inspiration
material for creating new forms of user/computer
communications.  The projects looked at are a project for the
Dutch Social Security System, a work-flow driven
administrative application and ending with an in-depth look
at the Uniface 7 4GL interface which uses the Bauhaus as
the jumping point for creating a new image-language.

%M C.DIS.97.23
%T Sound Design for Brain Opera's Mind Forest: Audio for a Complex Interactive
System
%A Maribeth J. Back
%B DIS97
%D 1997
%P 23-25
%K Audio, Sound design, Interactive music, Interactive audio,
Hyperinstruments, Brain Opera
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p23-back/p23-back.pdf
%X Sound design for large interactive systems poses unique
challenges, many of which are illustrated in the complex
set of instruments and games that were built for the
interactive installation/performance Brain Opera.  Three
design and differentiation processes for these interactive
artifacts are described: conceptual design, system design,
and acoustic implementation.

%M C.DIS.97.27
%T A Teleradiology System Design Case
%A Erik Boralv
%A Bengt Goransson
%B DIS97
%D 1997
%P 27-30
%K Design criteria, GUI, Teleradiology, Work task, Patterns
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p27-boralv/p27-boralv.pdf
%X This paper describes the teleradiology application CHILI
from the graphical user interface point of view.  We present
the most important design decisions taken during the construction
of the system and discuss different methods and
techniques that affected the design process.
   Some non-standard design principles are presented, and the
reasons behind them.  Several of the basic GUI constructions
used in the CHILI application are somewhat similar to those
seen in Sun's HotJava Views [3]; the application lacks the
traditional connection to the desktop metaphor and has
instead a work task oriented approach.

%M C.DIS.97.31
%T Active Design Documents
%A Guy A. Boy
%B DIS97
%D 1997
%P 31-36
%K Active documents, Hypertext, Participatory design,
Evaluation
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p31-boy/p31-boy.pdf
%X Technical documents are created, modified and used during
the life cycle of an artifact.  They can be more or less
formal, ranging from normative knowledge-based
representations to natural language.  They are also tools
that support dialogue between designers, manufacturers,
trainers, legislators and users.  Active design documents
(ADDs) are a new generation of support for cooperative
work of design teams.  ADDs include interaction
descriptions (Ids) that provide the way the artifact should
be used, interface objects (IOs) that provide an interactive
prototype of the artifact, and contextual links (CLs) that
enable the storage of evaluations and explanations of the
distance between IDs and IOs.  Incremental ADD design
and evaluation contribute to instantiate a participatory
design process and a formal trace of the design rationale as
a function of usability criteria.  An application in the
aeronautics domain is presented.

%M C.DIS.97.37
%T Designing More Deeper: Integrating Task Analysis, Process Simulation, &
Object Definition
%A Keith A. Butler
%A Chris Exposito
%A Dan Klawitter
%B DIS97
%D 1997
%P 37-54
%K Object modeling, Business oriented
components, User-centered design, Task
modeling, Process modeling
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p37-butler/p37-butler.pdf
%X Our objective was to demonstrate how software
methods for information systems can function as
an integral part of advanced methods for re-engineering
and continuously improving business
processes.
   We report the feasibility of version 0.3 of the
tools for a User-Centered Development
Environment with Distributed Application
Services.  Our approach was to derive BOC
definitions from a discrete event model of the
business process, and then convert the BOC
definitions into Object Modeling Technique
notation for requirements to drive the detailed
software design, The software design included
distributed execution to capitalize on relevant
portions of legacy systems.  The last part of the
trial was to demonstrate how the BOCs could be
implemented over MVS, Unix, and PC platforms,
and then integrated quickly as a flexible
application.  Our evaluation indicates that
modeling technology and techniques will soon be
ready for deployment, as will visual
programming.  More technology development is
needed for the integration of heterogeneous data.

%M C.DIS.97.55
%T Requirements Development: Stages of Opportunity for Collaborative Needs
Discovery
%A John M. Carroll
%A Mary Beth Rosson
%A George Chin
%A Jurgen Koenemann
%B DIS97
%D 1997
%P 55-64
%K Participatory design, Scenario-based design, Requirements
engineering, Requirements development
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p55-carroll/p55-carroll.pdf
%X We consider the process of requirements development in
participatory design through discussion of a design case
study.  In our project, a group of teachers and system
designers initially set out to create a virtual physics
laboratory.  Through the course of a series of participatory
design activities, the nature of our project requirements has
evolved.  We reflect upon this process this both from the
standpoint of understanding requirements development and
of managing requirement development work activity.

%M C.DIS.97.65
%T Design as Interaction with Computer Based Materials
%A Soren Christensen
%A Jens Baek Jorgensen
%A Kim Halskov Madsen
%B DIS97
%D 1997
%P 65-71
%K Design practice, Instrumental rationality, Coloured Petri
Nets, Protocol design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p65-christensen/p65-christensen.pdf
%X Professional practice of designers as traditionally portrayed
in academic text books and scientific papers only
remotely resembles the concrete phenomenology of real
life activities.  Design is not primarily governed by instrumental
rationality, scientific theory, and techniques
applied to specific problems defined at the outset.  Rather
than that -- as illustrated in this paper by a case study of
protocol designers -- the professional practice of design is
a reflective interaction with computer based materials. 
The practice of the protocol engineer is very similar to
the practices of other professionals, but the analysis also
reveals some characteristics specific to the particular design
case.  When the protocol engineer was experimenting
with a specific aspect of his design at different stages in
the design process, he was careful not to manipulate the
model in a way that would violate other aspects of the
model currently not in his focus.  Some moves intended
to solve one problem produced unintended effects leading
to new problems to solve.  The design formalism and the
design tool 1) made it ease work with different and coherent
design representations in the same computerized media,
2) provided the opportunity to study the behavior of
the model at a slower speed than in the built world,
3) made it easy to set up a large number of experiments,
4) and to create and explore aspects of the model which
would be extremely expensive to explore in the built
world.

%M C.DIS.97.73
%T The Application of Process Models of Information Seeking During Conceptual
Design: The Case of an Intranet Resource for the Re-Use of Multimedia Training
Material in the Motor Industry
%A Martin Colbert
%A Christof Peltason
%A Rolf Fricke
%A Mariana Sanderson
%B DIS97
%D 1997
%P 73-81
%K Process models, Information seeking, Conceptual design,
Multimedia, Training, Library, World Wide Web, Motor
industry
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p73-colbert/p73-colbert.pdf
%X Process models of information seeking are widely held in
the Human-Computer Interaction research community. 
This paper reports a project which applied such models to
the design of an intranet resource for the re-use of multimedia
training material in the motor industry.  The models
were found to help identify inherent limitations of an initial
prototype, and to support the import of design ideas from
other Web sites.  However, the process models did not help
to identify the information objects that information seekers
may need to access and manipulate (documents, tables of
contents, item summaries, indexes, lists of linked items
etc).  To better support design, it is suggested that process
models of information seeking be expanded to include such
objects.  Also, designers may wish to regard process models
as usable and useful, but incomplete.

%M C.DIS.97.83
%T Designing the OpenDoc Human Interface
%A Dave Curbow
%A Elizabeth Dykstra-Erickson
%B DIS97
%D 1997
%P 83-95
%K OpenDoc, Design process, User-centered design, Human
interface specification, Collaboration
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p83-curbow/p83-curbow.pdf
%X This paper tells the story of the development of the human
interface for OpenDoc, a large-scale, complex, cross-platform
commercial development project at Apple
Computer.  OpenDoc was an ambitious four year design and
development effort by Apple with IBM and other partners.
   The OpenDoc HI is a departure from traditional
applications.  This historical review highlights how we
designed OpenDoc and the lessons we learned.

%M C.DIS.97.97
%T User Involvement in Concept Creation
%A Peter Dixon
%A Ben H. M. Vaske
%A Paul C. Neervoort
%B DIS97
%D 1997
%P 97-99
%K User involvement, Consumer electronics, User interface,
Product creation
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p97-dixon/p97-dixon.pdf
%X A brief report is made on the case study of early user
involvement in the Product Creation Process (PCP) of a
user interface for a consumer electronics product at
Philips.  In this approach we tried to train end users to
become "expert users".  The method comprised of a
condensed product creation process and combined
several creative methods in a series of workshops.  It was
found that although the creative value of the workshops
was not high, they did provide clear directions for further
development of the user interface concept.  For example
the reduction of keys on the remote control, or at least
the desire to keep the remote control simple.

%M C.DIS.97.101
%T A Comparison of Usability Techniques for Evaluating Design
%A Ann Doubleday
%A Michele Ryan
%A Mark Springett
%A Alistair Sutcliffe
%B DIS97
%D 1997
%P 101-110
%K Usability, Evaluation, Heuristic evaluation, Information
retrieval, User interface design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p101-doubleday/p101-doubleday.pdf
%X We report on a series of experiments designed to compare
usability testing methods in a novel information retrieval
interface.  The purpose of this ongoing work is to
investigate the problems people encounter while
performing information retrieval tasks, and to assess
evaluation methods by looking at the problem focus, the
quality of the results and the cost effectiveness of each
method.  This first communication compares expert
evaluation using heuristics [15] with end user testing [24].

%M C.DIS.97.111
%T The Role of User Studies in the Design of OpenDoc
%A Elizabeth Dykstra-Erickson
%A Dave Curbow
%B DIS97
%D 1997
%P 111-120
%K OpenDoc, Component software, Objects, Object technology,
Conceptual model, Usability, Learnability, Design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p111-dykstra-erickson/p111-dykstra-erickson.pdf
%X This paper reviews a number of design decisions that have
been made in the development of OpenDoc, CI Lab's
component software technology platform, as a result of ten
user tests conducted over the life of the project.  We take as
a specific example the history of the design decisions
surrounding the activation/selection model of OpenDoc,
from its conceptual beginning to its eventual release as a
component of end-user products.

%M C.DIS.97.121
%T Design @ Carnegie Mellon: A Web Story
%A Shannon Ford
%A Dan Boyarski
%B DIS97
%D 1997
%P 121-124
%K Design process, Web design, Communications strategy
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p121-ford/p121-ford.pdf
%X This paper describes the process of designing a web site for the
Design Department at Carnegie Mellon University.  The design
process considers the client's intent, the audience's needs, and
issues specific to web sites.  Iterative techniques were used to
design the structure and look and feel of the site.  Issues raised
include visually pleasing design for low bandwidths, tool and
resource constraints, and the web's role in an overall communications
strategy.

%M C.DIS.97.125
%T Triangles: Design of a Physical/Digital Construction Kit
%A Matthew G. Gorbet
%A Maggie Orth
%B DIS97
%D 1997
%P 125-128
%K Interface design, Physical interface, Collaboration, Digital
connector, Connections
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p125-gorbet/p125-gorbet.pdf
%X This paper describes the design process and philosophy
behind Triangles, a new physical computer interface in the
form of a construction kit of identical, flat, plastic
triangles.  The triangles connect together both
mechanically and electrically with magnetic, conducting
connectors.  When the pieces contact one another,
information about the specific connection is passed
through the conducting connectors to the computer.  In
this way, users can create both two and three-dimensional
objects whose exact configuration is known by the
computer.  The physical connection of any two Triangles
can trigger specific events in the computer, creating a
simple but powerful means for physically interacting with
digital information.  This paper will describe the Triangles
system, its advantages and applications.  It will also
highlight the importance of multi-disciplinarian design
teams in the creation of objects that bridge electrical
engineering, industrial design, and software design --
objects like the Triangles.

%M C.DIS.97.129
%T Using Organizational Learning Techniques to Develop Context-Specific
Usability Guidelines
%A Scott Henninger
%A Charisse Lu
%A Candace Faith
%B DIS97
%D 1997
%P 129-136
%K Usability guidelines, Organizational learning,
Style guides, Design, Design context
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p129-henninger/p129-henninger.pdf
%X Usability guidelines are becoming increasingly popular with
organizations that develop software with significant user
interface components.  But most guidelines fall short of the
goal to put the accumulated knowledge of user-centered design
at the fingertips of everyday developers, often becoming a
static document read only by human factors specialists.  This
paper describes a process and technology designed to turn
usability guidelines into a proactive development resource that
can be applied throughout the development process.  The
process ensures conformance with established guidelines, but
has the flexibility to meet the diverse needs of user interface
design requirements, and use project experiences to evolve the
guidelines to meet the dynamic needs of organizations.  Case-based
and organizational learning technology is used to
support this process and integrates emerging interface design
experiences with established guidelines to create a context-specific
body of knowledge about usability practices.

%M C.DIS.97.137
%T Involving Remote Users in Continuous Design of Web Content
%A William C. Hill
%A Loren G. Terveen
%B DIS97
%D 1997
%P 137-145
%K Human-computer interaction, Human interface, Computer-supported
cooperative work, Organizational computing,
Social filtering, Collaborative filtering, Resource discovery,
World Wide Web, Usenet, Participatory design, Remote
evaluation, End user modification
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p137-hill/p137-hill.pdf
%X PHOAKS is a system that automatically recognizes URLs
recommended in Usenet messages and continuously updates
a large web site that summarizes the recommendation data. 
We view the automatically generated pages as "rough
drafts" that users help to refine.  We report here on the
mechanisms that allow users to do this, our rationale for
these mechanisms, and the issues raised by involving
thousands of remote anonymous users in the continuous
design of web content.

%M C.DIS.97.147
%T Designing with Ethnography: A Presentation Framework for Design
%A John A. Hughes
%A Jon O'Brien
%A Tom Rodden
%A Mark Rouncefield
%A Steve Blythin
%B DIS97
%D 1997
%P 147-158
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p147-hughes/p147-hughes.pdf
%X Despite the growing number of ethnographic studies of
work their use in design remains a matter of some debate. 
Acknowledging the problems designers face in utilising
ethnographies, and ethnographers face in meeting
commercial demands, this paper outlines a 'framework'
for the presentation of field studies organised around three
main dimensions; 'distributed coordination', 'plans and
procedures' and 'awareness of work'; thereby facilitating
effective communication and collaboration between
designers and ethnographers.

%M C.DIS.97.159
%T Quick But Not So Dirty Web Design: Applying Empirical Conceptual Clustering
Techniques to Organise Hypertext Content
%A Charles M. Hymes
%A Gary M. Olson
%B DIS97
%D 1997
%P 159-162
%K Fast, WWW design, Hypertext structure, Conceptual
structure
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p159-hymes/p159-hymes.pdf
%X When the purpose of a web site is to communicate a body
of information, the most common and significant problem
for the user is understanding how content is organised
within the site.  The Rapid Empirical Clustering Approach
(RECAp) was developed from cognitive science work on
concept structure to help the designer represent the "modal
mental model" of the users' conception of web site content. 
RECAp has been performed under tight time and resource
constraints.  None the less RECAp has been observed to
substantially improve web site structure, while helping
design teams maintain focus on users and usability.

%M C.DIS.97.163
%T IBIS -- Convincing Concept ... But a Lousy Instrument?
%A Severin Isenmann
%A Wolf D. Reuter
%B DIS97
%D 1997
%P 163-172
%K Planning, Design, Argumentative problem solving,
Computer-supported cooperative work, IBIS, HyperIBIS,
Hypertext, Applications of IBIS, Experiences with IBIS
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p163-isenmann/p163-isenmann.pdf
%X IBIS is a useful concept for dealing with problems in the
field of planning and design.  However striking is that there
seems to be hardly any real world application of IBIS-like
systems.
   In several projects we employed HyperIBIS, a hypertext-based
implementation of IBIS.  We experienced several difficulties,
which can be categorized into three classes.  First,
disagreement with the discourse model as underlying theory;
second, misdirected expectations about the objectives
of the method; third, problems caused by methodological
requirements during operation.  We show that most of these
difficulties are caused by the nature of planning and design
problems and cannot be addressed by further improvement
of computer support.  However, awareness of these difficulties
can help in handling them and thus increase acceptance
of IBIS-like systems.

%M C.DIS.97.173
%T Designing Support for Remote Intensive-Care Telehealth Using the Locales
Framework
%A Simon M. Kaplan
%A Geraldine Fitzpatrick
%B DIS97
%D 1997
%P 173-184
%K Systems design, CSCW, Locales framework, Social worlds
Telemedicine, Intensive care
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p173-kaplan/p173-kaplan.pdf
%X We put forward the locales framework as a model for the
principled understanding and analysis of systems support for
cooperative work situations.  By using the locales framework
to identify problems and issues with existing practice and
focus discussion on possible solutions, we can articulate
requirements for systems design.  This is illustrated through a
study of inter- and intra-ICU consultation practice across
three hospital intensive care units (ICUs).  By applying the
framework to the analysis of existing local and remote work
practices, we evolve a family of requirements for a
telecommunications-based remote consultation facility
sketch its high-level design and discuss the current status of
the project.

%M C.DIS.97.185
%T Bridging the Analysis of Work Practice and System Redesign in Cooperative
Workshops
%A Helena Karasti
%B DIS97
%D 1997
%P 185-195
%K Analysis of work practice, System design, Ethnography,
Participatory design, Workshops
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p185-karasti/p185-karasti.pdf
%X This paper addresses the issue of bridging the analysis of
work practice and systems design.  It describes a case study
of organising cooperative workshops in connection with an
experimental teleradiology project.  In planning for the
workshops the issues of participation and the shared object
of collaborative activities were carefully considered. 
Participation is reflected in terms of the participants'
situated views of work practice and their distribution
between the perspectives of practice, research and design. 
The idea of grounding the cooperative activities on the
analysis of work practice makes it the shared object of
interest in the workshops.  Hence, it needs to be carefully
considered what kind of work practice is to be used in the
analysis and how it is to be represented in the workshops. 
The cooperative activities of analysis, comparison,
evaluation, envisioning and redesign that took place in the
workshops are elaborated.  Further research issues are
suggested.

%M C.DIS.97.197
%T Expected Usability and Product Preference
%A Turkka Keinonen
%B DIS97
%D 1997
%P 197-204
%K Usability, Attribute importance, Smart product
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p197-keinonen/p197-keinonen.pdf
%X The design of smart products involves undesirable, yet
frequent, cases when compromises between the quality of
appearance, functionality, price and usability are required. 
Usability has lately been considered increasingly important
for product competitiveness, but perceiving how usable a
product might be prior to actual use is difficult.  This paper
considers the way people perceive and weight usability
related product attributes in a decision making situation.
   The dimensions of usability are analysed from consumer
attitude formation point of view.  A model of evaluation
criteria related to expected usability is presented.  It includes
consumers' beliefs concerning product characteristics,
benefits and an overall emotional response.  Scales to
measure the dimensions are developed.
   The scales are applied in a case study with 91 subjects
evaluating six different heart rate monitors.  The results
suggest that the dimensions of usability are highly
interrelated in consumers' evaluation and have only a
limited potential to explain product preferences.

%M C.DIS.97.205
%T On the Inevitable Intertwining of Analysis and Design: Developing Systems
for Complex Cooperations
%A Anita Krabbel
%A Ingrid Wetzel
%A Heinz Zullighoven
%B DIS97
%D 1997
%P 205-213
%K Cooperative work, Evolutionary analysis and design,
Participation, Object-oriented design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p205-krabbel/p205-krabbel.pdf
%X Developing interactive software systems requires the well
known tasks of analysis, design and construction.  In the
context of work settings with complex cooperations these
tasks and their relationship undergo drastic changes. 
Analysis and design have to be accomplished at different
levels of complexity, the heterogeneity of users involved
needs to be handled and the presentation of anticipated
changes incorporating the organizational context goes
beyond proven (object-oriented) techniques like prototyping.
   The article claims that complex cooperations require a
close intertwining of analysis and design.  It is accomplishable
by application-oriented documents usable in different
stages of the development process.  Based on a document-driven
evolutionary approach examples of such document
types -- like Cooperation Pictures and Purpose Tables -- are
given.  They are discussed based on experiences from
projects in different application domains.

%M C.DIS.97.215
%T Network Design: Tasks & Tools
%A Kyle S. Kuczun
%A Mark D. Gross
%B DIS97
%D 1997
%P 215-222
%K Local area networks, Domain oriented design environments,
Freehand drawing environment, Computer human interaction,
Levels of abstraction
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p215-kuczun/p215-kuczun.pdf
%X Designers often draw to produce artifacts for thinking and
communicating about their designs.  These artifacts
(drawings) provide the designer with various levels of
abstraction to conceptually frame the design problem. 
Because network designers traditionally make drawings
throughout the design process, we propose that the
computational environment should facilitate and capitalize
on this activity.  We describe a suite of computer based
network design tools that employ freehand drawing as an
interface.

%M C.DIS.97.223
%T HCI, Natural Science and Design: A Framework for Triangulation Across
Disciplines
%A Wendy E. Mackay
%A Anne-Laure Fayard
%B DIS97
%D 1997
%P 223-234
%K CSCW, Design, Theory, Augmented reality
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p223-mackay/p223-mackay.pdf
%X Human-computer interaction is multidisciplinary, drawing
paradigms and techniques from both the natural sciences and
the design disciplines.  HCI cannot be considered a pure
natural science because it studies the interaction between
people and artificially-created artifacts, rather than naturally-occurring
phenomena, which violates several basic
assumptions of natural science.  Similarly, HCI cannot be
considered a pure design discipline because it strives to
independently verify design decisions and processes, and
borrows many values from scientists.
   The purpose of this paper is to provide a simple framework
that describes how the research and design models
underlying HCI can be integrated.  We explore the
relationships among these approaches in the context of a
particular research site, CENA, the Centre d'Etudes de la
Navigation Aerienne, and illustrate how the various
disciplines can contribute to a complex design problem:
improving the interface to the French air traffic control
system.
   The framework provides one perspective for understanding
the various research approaches, and, more importantly,
suggests new research directions.  The resulting cross-disciplinary
triangulation can increase the effectiveness of
the individual research and design approaches.

%M C.DIS.97.235
%T Experiences with Adding New Input Modalities to PC Desktop Computing
%A Rainer Malkewitz
%A Bernhard Ristow
%B DIS97
%D 1997
%P 235-238
%K New input devices, Speech, Gestures, User interface
design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p235-malkewitz/p235-malkewitz.pdf
%X In this paper, we describe the development of a new, non-haptic
user Interface for IBM-compatible PCs.  The results
of development itself have been demonstrated at a computer
graphics conference [3].  The advanced user interface
consists of a combination of spoken commands and head
movements.  It translates spatial and symbolic input into the
traditional mouse, keyboard, and system events.

%M C.DIS.97.239
%T Better or Just Different?  On the Benefits of Designing Interactive Systems
in Terms of Critical Parameters
%A William M. Newman
%B DIS97
%D 1997
%P 239-245
%K Design, Critical parameters, Performance
measurement
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p239-newman/p239-newman.pdf
%X Critical parameters are quantitative measures of performance
that may be used to determine the overall ability of a design
to serve its purpose.  Although critical parameters figure in
almost every field of design where there is a demand for progressive
improvement, they do not appear to figure significantly
in the design of interactive systems.  As a result, systems
are designed that are recognizably different from other
systems but not necessarily better at doing the job intended. 
This paper discusses the role of critical parameters in design,
and illustrates their lack of use in interactive system design
by presenting a number of examples drawn from the HCI
literature.  It identifies a consequent need for research to establish
critical parameters for applications and to build models
of the performance of designs against these parameters. 
Some ideas are presented on how critical parameters might
be established for specific applications, and the paper concludes
by summarising some of the benefits that might be
gained from moving in this direction.

%M C.DIS.97.247
%T Interactive Systems in Domestic Environments
%A Jon O'Brien
%A Tom Rodden
%B DIS97
%D 1997
%P 247-259
%K Ethnography, Methods, Requirements, Domestic
environments, Interactive systems design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p247-o_brien/p247-o_brien.pdf
%X This paper considers the nature of interactive systems
design for domestic environments.  As part of this work it
highlights the methodological issues faced in the design
of systems for the home.  The shortage of detailed
knowledge of activities in the home is highlighted.  A
series of studies of domestic environments is presented
alongside the design challenges they raise.

%M C.DIS.97.261
%T The Singing Tree: Design of an Interactive Musical Interface
%A William Oliver
%A John Yu
%A Eric Metois
%B DIS97
%D 1997
%P 261-264
%K Musical interface design, Voice analysis, Reward-oriented
feedback systems, Music synthesis, Aural/visual feedback
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p261-oliver/p261-oliver.pdf
%X This paper describes the design of the Singing Tree, a novel
interactive musical interface which responds to vocal input
with real-time aural and visual feedback.  A participant
interacts with the Singing Tree by singing into a
microphone.  The participant's voice is analyzed for several
characteristic parameters.  These parameters are then
interpreted and drive a music generation engine and a video
stream which are played back in real-time.
   Several design specifications and constraints dictated the
development of the Singing Tree.  The Singing Tree is used
both as a personal interactive experience and, at the same
time, as part of a larger coordinated interactive experience
called the Brain Opera.  The aural and visual feedback is used
actively to lead the participant to an established goal,
providing a reward-oriented relationship between the sounds
one makes and the synthesized music one hears.  It is an
interesting musical interaction experience for both amateur
and professional singers.  The system software is flexible,
allowing new goals, new music, or new video to be
incorporated easily.
   The Singing Tree has been a particularly successful
interactive experience at exhibitions with the Brain Opera in
New York, U.S.A.; Linz, Austria; Copenhagen, Denmark;
Tokyo, Japan, and West Palm Beach, U.S.A.  This paper
will outline our thoughts on the artistic and technical
design methodology of the Singing Tree.

%M C.DIS.97.265
%T Interface to Architecture: Integrating Technology into the Environment in
the Brain Opera
%A Maggie Orth
%B DIS97
%D 1997
%P 265-275
%K Design, Environment, Interface, Furniture, Physical
interface, Theater, Sensor, Collaboration, Architecture,
Opera
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p265-orth/p265-orth.pdf
%X This paper concretely presents the design processes and
results of Composer Tod Machover's Brain Opera, an
interactive, multi-media, traveling opera.  It will present
the importance of successful collaboration between artists
and scientists at the functional intersection of their
research -- design.  It will discuss the opposing design
strategies necessary for integrating technology into the
physical environment at various levels of scale, from
architecture to interface.  At the level of architecture
flexibility in design is stressed.  In interface design, the
needs for specificity and detail, new materials and
manufacturing processes are presented.  The paper will
demonstrate how the aesthetic goals of the Brain Opera's
visual designers, creating an organic, humorous and
unexpected technology environment, influenced audience
interaction.  The conflict between artistic control and
interactivity will also be examined through the specific
results of acoustic design in the project.  The influences of
quickly changing technology and funding on the design of
the Brain Opera are also revealed.  The prominence of the
proscenium arch stage in existing music venues and its
influence on new media projects is presented.  Successful
and unsuccessful models for audience participation are
also presented.  Concrete interface examples are used to
counter the notion of intuitive interface design.  Finally,
the Brain Opera is presented as a design model for an
interactive research laboratory.

%M C.DIS.97.277
%T Design in the POLITeam Project: Evaluating User Needs in Real Work Practice
%A Uta Pankoke-Babatz
%A Gloria Mark
%A Konrad Klockner
%B DIS97
%D 1997
%P 277-287
%K Participatory design, User advocacy, Evolutionary cycling,
Groupware, CSCW, Shared workspace
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p277-pankoke-babatz/p277-pankoke-babatz.pdf
%X We report on a unique design approach used in the
POLITeam project, which introduces groupware into a
German ministry.  An existing groupware system was
adapted to user and organizational needs, with the plan to
improve and expand the system to a large-scale.  We
integrated new approaches of user advocacy and direct
designer-user interaction, with an evolutionary cycling
process.  We focus in particular on the role of user advocacy
in evaluating the users' needs during actual system use.  We
explain the design process, and discuss the system
requirements that emerged as a result of using this method. 
We also report the results of interviews with the users and
design team and reflect on the impact that the design
process had on them.

%M C.DIS.97.289
%T Collaborative Design for Virtual Team Collaboration: A Case Study of
Jostling on the Web
%A U. Patel
%A M. J. D'Cruz
%A C. Holtham
%B DIS97
%D 1997
%P 289-300
%K Collaborative design, Asynchronous distributed design,
User involvement, Virtual teams, Internet, World Wide
Web, Computer supported collaborative work
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p289-patel/p289-patel.pdf
%X Virtual action teams are temporary goal directed work
groups which never meet face-to-face.  Technology exits
to support distributed teams, however groupware is not
always flexible or accessible, so there has been a
wholesale adoption of World Wide Web standards.  We
analyse the groupware requirements of virtual teams and
conclude that collaborative design is necessary to reflect
the balance between structure and flexibility which
characterise effective team work.  A framework for
asynchronous, distributed, collaborative design is
presented.  This consists of activities and resources.  The
activities follow a double iteration cycle and encapsulate
requirements for structure, flexibility, monitoring and
role specification.  Rapid development is supported by
reusable Perl CGI modules.  The framework is used to
develop Web software to support an international virtual
action team -- the process and product are described. 
Preliminary comments on the utility of the framework and
conclusions are reported.

%M C.DIS.97.301
%T Design Case: Building Community in a Design Effort in a Decentralized,
Individualistic Setting
%A Judith Ramey
%A David Farkas
%B DIS97
%D 1997
%P 301-304
%K World Wide Web, Participatory design, Collaborative
design, Inductive data analysis
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p301-ramey/p301-ramey.pdf
%X WebFeat is a web development effort by about 40
students, faculty, and staff in the College of Engineering
at the University of Washington.  The University is a
decentralized organization with diverse goals and
constituencies; the culture emphasizes individual
autonomy, individual initiative, and individual
responsibility.  In this design environment, the
challenges of building community among the members
of the design team are substantial.  We devised a suite of
numerous tools and processes designed to foster a sense
of community and participation in the current
development process, as well as to lay the groundwork
for participatory maintenance of the site in the future. 
Developers in other similar organizations may find this
suite useful.

%M C.DIS.97.305
%T The AVANTI Project: Prototyping and Evaluation with a Cognitive Walkthrough
Based on the Norman's Model of Action
%A Antonio Rizzo
%A Enrica Marchigiani
%A Alessandro Andreadis
%B DIS97
%D 1997
%P 305-309
%K Cognitive walkthrough, Norman's model of action,
Prototyping evaluation, Web services
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p305-rizzo/p305-rizzo.pdf
%X In this paper, we present a contribution to the way in
which two design issues encountered by the AVANTI
project in designing a Web service supporting the
mobility of disabled people can be faced.  The design
issues are: the problems deriving from distribution of the
teams collaborating to the project in several cities
(sometimes different European countries); and the need to
face high-level interaction problems in the evaluation
process.  One important action taken to face these issues
was the development of a variation of the Cognitive
Walkthrough based on the Norman's model of action.

%M C.DIS.97.311
%T Technology Design and Mimicry
%A Duncan Sanderson
%B DIS97
%D 1997
%P 311-313
%K Technology design, Case study, Mimicry
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p311-sanderson/p311-sanderson.pdf
%X Mimicry is proposed as an analytical and empirical concept
which can be used in the investigation of a relatively
unexplored dimension of design work.  The concept is
illustrated through the presentation of observations from
two case studies, one in the field of software design, the
other in mechanical engineering.  Implications of the
concept are discussed in the conclusion.

%M C.DIS.97.315
%T Designing as the World Turns
%A Paulo J. Santos
%A Esin O. Kiris
%A Cheryl L. Coyle
%B DIS97
%D 1997
%P 315-321
%K User interface design, Human factors, Technology,
Technology change, Process changes, Interactive design,
Design reuse
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p315-santos/p315-santos.pdf
%X Designers of interactive systems often work in
environments that are continuously changing.  External,
uncontrollable change is rapidly becoming a daily
impediment in many designers' lives.  In this age of rapid
technological progression and heightened competition,
systems designers must be able to prepare for, cope with,
and even perform better because of inevitable change. 
Because the nature of user interface design is to make
complicated technology usable, user interface designers are
especially affected by design changes.  This paper is a
chronicle of the adventures of three user interface designers
while working on the design of an interactive system
within a changing domain.  We describe the kinds of
changes that affect design, the impact of change on the
design process, how a designer can prepare for change, and
finally, how to respond to change.  By sharing our
experiences on a project fraught with change, we hope to
help other designers learn to work well within a changing
design environment.

%M C.DIS.97.323
%T Designing User-Adapted Interfaces: The Unified Design Method for
Transformable Interactions
%A A. Savidis
%A A. Paramythis
%A D. Akoumianakis
%A C. Stephanidis
%B DIS97
%D 1997
%P 323-334
%K Artifact-oriented design methodologies, User-adapted
interaction, User interfaces for all, Polymorphic
task hierarchies, Task-oriented design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p323-savidis/p323-savidis.pdf
%X In the interface design process, diverse user requirements
and characteristics lead to alternative dialogue patterns. 
User-adapted interfaces, capable of self-adapting to
individual end-user requirements, should encompass
alternative dialogue components into a single implementation
form.  The process of designing user-adapted interactive
applications necessarily engages the manipulation of
alternative design artifacts, while for the implementation
process a single design is needed, as opposed to alternative
design versions.  The unified design method is targeted
towards the organization of alternative design artifacts into
a single representation structure.  Relationships among
alternative artifacts in user-adapted design, such as
exclusion, compatibility, augmentation and substitution, need
to be explicitly represented.

%M C.DIS.97.335
%T A New Approach to Human-Computer Interaction -- Synchronous Modelling in
Real and Virtual Spaces
%A Kai Schafer
%A Volker Brauer
%A Willi Bruns
%B DIS97
%D 1997
%P 335-344
%K Real reality, Data glove, Graspable user interfaces, Grasp
recognition, Modelling and simulation, Programming by
demonstration
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p335-schafer/p335-schafer.pdf
%X Three-dimensional computer-aided modelling of dynamic
processes supported by virtual reality techniques like 3D-stereo
vision does not reach the usability (ease, concreteness,
intuitiveness, directness) we experience in modelling
with real physical objects.  We propose an interface that
aims at coupling two previously separated model worlds --
the real space of physical objects and the virtual space
of signs and images.  The basic issues of this Real Reality
concept are discussed and some applications are presented.

%M C.DIS.97.345
%T Design of a One to Many Collaborative Product
%A Jean C. Scholtz
%B DIS97
%D 1997
%P 345-348
%K Design, Usability testing, User requirements, Personal
conferencing, Video conferencing
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p345-scholtz/p345-scholtz.pdf
%X This work describes the design of ProShare Presenter, a
product that the author worked on in the Personal
Conferencing Division at Intel.  ProShare Presenter is an
add-on to the ProShare Conferencing product and allows
broadcasting of audio, video and presentation materials
from one person to many over a LAN or WAN.  This
product is an interesting case study for several reasons. 
First, several usability issues arose during in-house testing
that human factors engineers had not been able to
anticipate during user requirements gathering and
prototyping.  Secondly, product testing with large groups
of users uncovered usability problems that did not arise
with small groups of users.  Finally, usability problems
arose during alpha testing because some basic user
requirements were not addressed during design.  We
conclude that many usability problems in large-scale
collaborative projects will not be discovered until large
group testing can be conducted.

%M C.DIS.97.349
%T Comparing Interaction Design Techniques: A Method for Objective Comparison
to Find the Conceptual Basis for Interaction Design
%A Mark van Setten
%A Gerrit C. van der Veer
%A Sjaak Brinkkemper
%B DIS97
%D 1997
%P 349-357
%K Interaction design techniques, Comparison of techniques,
Method engineering, Situational methods
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p349-van_setten/p349-van_setten.pdf
%X Part of designing the User Virtual Machine is designing
the interaction between the user(s) and the system.  There
already exist several techniques for designing the
interaction, but, once applied in practical situations, all
have problems.  The use of a formal comparison method
combined with experience in interaction design shows that
there exists a conceptual basis for interaction design.  The
method to find this basis is a structured approach which
describes each technique objectively, compares the
concepts, relations, purposes, and places in the design
method.  Based on this comparison the conceptual basis for
interaction design can be created, which is adaptable to the
design situation at hand.

%M C.DIS.97.359
%T The Flower Model for Multidisciplinary Teamwork on a New Product-Market
Combination -- In This Case E-Mail-on-TV
%A Marc Steen
%B DIS97
%D 1997
%P 359-363
%K Product-market combination, Multidisciplinary teamwork,
User interface demo, Early consumer research, E-mail, TV
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p359-steen/p359-steen.pdf
%X A multidisciplinary team at Philips Sound and Vision's TV
Lab developed an E-mail-on-TV functionality.  Their
objective is to offer the benefits of E-mail to people in their
living environment without having to use a PC.  Developing
such a product-market combination requires working on the
product-side and on the market-side in parallel.  In order to
guide that process the team developed and applied the
Flower Model.  This model is a framework to create synergy
between the disciplines within the team, and to integrate the
findings of early consumer research into the development
process.  The article describes the successive steps of the
process, and how the Flower Model helped to work as a
team and to develop and test product-market combinations.

%M C.DIS.97.365
%T How to Make Software Softer -- Designing Tailorable Applications
%A Oliver Stiemerling
%A Helge Kahler
%A Volker Wulf
%B DIS97
%D 1997
%P 365-376
%K Tailorability, Groupware, Participatory design, Design cases
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p365-stiemerling/p365-stiemerling.pdf
%X The design of tailorable systems is an important issue for
fields of application which are characterized by
differentiation and dynamics.  We show how tailorability can
he combined with approaches of evolutionary and
participative software-engineering and discuss some
conceptual problems arising from this approach.  Moreover,
we present two case studies on how to design tailorable
functionality in a groupware development project.

%M C.DIS.97.377
%T A Case Study in Interactive Narrative Design
%A Carol Strohecker
%B DIS97
%D 1997
%P 377-380
%K Narrative structure, Multimedia, Interface design
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p377-strohecker/p377-strohecker.pdf
%X This paper includes lessons learned about the design of a
form for interactive narrative.  The lessons are based on an
initial prototype and have ramifications for both a next-step
implementation and for broader understanding of the form. 
Key lessons pertain to pacing, narrative structure, giving
feedback through the interface, and contexts for use.

%M C.DIS.97.381
%T A Designer's Nightmare: Designing a Reusable Information Retrieval Class
Library in a Multinational Consortium
%A Alistair Sutcliffe
%B DIS97
%D 1997
%P 381-383
%K Information retrieval, Reuse, Multinational design teams,
Design process
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p381-sutcliffe/p381-sutcliffe.pdf
%X In this design case we describe the experience of designing a
resuable class library for information retrieval user
interfaces.  The design process is described with reflections
on how the process was organised and the impact of the
design problem on the process.

%M C.DIS.97.385
%T Simple, But Cumbersome
%A Kari Thoresen
%B DIS97
%D 1997
%P 385-394
%K Use, Work practice, Navigation, Flexibility,
Grounded theory
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p385-thoreson/p385-thoreson.pdf
%X What does it mean that a system is simple, but cumbersome? 
Through an empirical study of users' opinions of
a system for material administration in a large telecommunications
company, two elements of design, --
navigation and flexibility, are identified as particularly
relevant in order to explain what cumbersome means. 
Using grounded theory, a conceptual framework is developed
to clarify the various properties of navigation
and flexibility.  Users differ in their opinions regarding
the qualities of the systems, and ways of categorizing
users are explored in order to explain these differences. 
Conventional categories of user classification were inadequate
for this purpose.  However, the combination of
job trajectory and work organization provided some explanatory
power, and also helped in clarifying what
"simple, but cumbersome" may mean.

%M C.DIS.97.395
%T Searching Requirements for a System to Support Cooperative Concept Design
in Product Development
%A Tuomo Tuikka
%B DIS97
%D 1997
%P 395-403
%K Computer supported cooperative work, Concept design,
Product development, Virtual prototyping
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p395-tuikka/p395-tuikka.pdf
%X This paper addresses a systems design problem of what kind
of support for cooperative concept design could be
incorporated into a virtual reality prototyping system.  We
have studied and analysed how cooperative concept design is
conducted in a series of multidisciplinary design meetings. 
This paper collects the analysis of that material and three
interviews conducted simultaneously in industrial setting. 
The efforts of multidisciplinary designers in search toward a
common understanding of the product concept during design
process are reported.  Thus, work done on the product
concept and on coupling different interdisciplinary
perspectives are studied.  It is shown, e.g., that the concept
can deviate very much in the early stages of concurrent
engineering process.  A lot of work is also required to
manage the complexity of design and differing opinions of
the goal.  An understanding of how cooperation in these
meetings was organized is presented with implications to
further research with requirements of virtual reality
prototyping systems.

%M C.DIS.97.405
%T Capturing What is Needed in Multi-User System Design: Observations from the
Design of Three Healthcare Systems
%A Catherine G. Wolf
%A John Karat
%B DIS97
%D 1997
%P 405-415
%K System design, Collaboration, Representations, Design
rationale, Healthcare
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p405-wolf/p405-wolf.pdf
%X The design of large-scale collaborative multi-user systems
requires both a detailed understanding of the work of many
individuals and an understanding of how the individual
pieces fit together in the larger organizational context.  In
order to manage the complexity of the design task,
designers develop and use various representations of work
practices which selectively include some details, but omit
others.  This paper presents some heuristics based on our
experience in the design of three healthcare systems that
can help designers in determining what information needs
to be included in representations for the design of multi-user
systems.  We present eight questions which can be
used to capture important work practice information.  We
include a retrospective analysis of several design examples
and suggest how the use of these questions can be
integrated into design practice.

%M C.DIS.97.417
%T A Framework for Assessing Group Memory Approaches for Software Design
Projects
%A Beatrix Zimmermann
%A Albert M. Selvin
%B DIS97
%D 1997
%P 417-426
%K Group memory, Design rationale, Organizational
memory, Corporate memory
%* (c) Copyright 1997 ACM
%W http://www.acm.org/pubs/articles/proceedings/chi/263552/p417-zimmermann/p417-zimmermann.pdf
%X While the need for group memory systems in a software development
project has been argued by various researchers
and practitioners, a comprehensive evaluation methodology
for these systems has not been defined.  The deployment of
group memory systems into various software development
projects at NYNEX Science & Technology has highlighted
the need for a framework which can be used by software development
groups to determine which system(s) would be
most useful for their specific project.
   In this paper we describe a framework for assessing group
memory systems.  This framework examines the costs and
benefits of these systems in the context of the assumptions
and requirements of the project.  It does not attempt to denounce
one system as less useful than another devoid of the
context of a software development project.  We also define a
group profile which is used to define features of a group,
which can then be compared with the assumptions and requirements
of the group memory system.

fpack:!@#$%^&*(): DL01.BA
%M C.DL.01.1
%T Integrating Automatic Genre Analysis into Digital Libraries
%S Methods for Classifying & Organizing Content in Digital Libraries
%A Andreas Rauber
%A Alexander Muller-Kogler
%B DL01
%D 2001
%P 1-10
%K SOMLib, document clustering, genre analysis, metaphor graphics,
self-organizing map (SOM), visualization
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p1-rauber/p1-rauber.pdf
%X With the number and types of documents in digital library systems
increasing, tools for automatically organizing and presenting the
content have to be found. While many approaches focus on topic-based
organization and structuring, hardly any system incorporates automatic
structural analysis and representation. Yet, genre information
(unconsciously) forms one of the most distinguishing features in
conventional libraries and in information searches. In this paper we
present an approach to automatically analyze the structure of documents
and to integrate this information into an automatically created
content-based organization. In the resulting visualization, documents on
similar topics, yet representing different genres, are depicted as books
in differing colors. This representation supports users intuitively in
locating relevant information presented in a relevant form.

%M C.DL.01.11
%T Text Categorization for Multi-Page Documents: A Hybrid Naive Bayes
HMM Approach
%S Methods for Classifying & Organizing Content in Digital Libraries
%A Paolo Frasconi
%A Giovanni Soda
%A Alessandro Vullo
%B DL01
%D 2001
%P 11-20
%K Computing Methodologies -Artificial Intelligence - Learning (I.2.6);
Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Computing Methodologies -Document and Text Processing
- Miscellaneous (I.7.m); Algorithms, Performance; hidden Markov models,
multi-page documents, naive Bayes classifier, text categorization
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p11-frasconi/p11-frasconi.pdf
%X Text categorization is typically formulated as a concept learning
problem where each instance is a single isolated document. In this paper
we are interested in a more general formulation where documents are
organized as page sequences, as naturally occurring in digital libraries
of scanned books and magazines. We describe a method for classifying
pages of sequential OCR text documents into one of several assigned
categories and suggest that taking into account contextual information
provided by the whole page sequence can significantly improve
classification accuracy. The proposed architecture relies on hidden
Markov models whose emissions are bag-of-words according to a
multinomial word event model, as in the generative portion of the Naive
Bayes classifier. Our results on a collection of scanned journals from
the Making of America project confirm the importance of using whole page
sequences. Empirical evaluation indicates that the error rate (as
obtained by running a plain Naive Bayes classifier on isolated page) can
be roughly reduced by half if contextual information is incorporated.

%M C.DL.01.21
%T Automated Name Authority Control
%S Methods for Classifying & Organizing Content in Digital Libraries
%A James W. Warner
%A Elizabeth W. Brown
%B DL01
%D 2001
%P 21-22
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); automation, indexing, metadata, name authority
control, workflow management
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p21-warner/p21-warner.pdf
%X This paper describes a system for the automated assignment of
authorized names. A collaboration between a computer scientist and a
librarian, the system provides for enhanced end-user searching of
digital libraries without increasing drastically the cost and effort of
creating a digital library. It is a part of the workflow management
system of the Levy Sheet Music Project.

%M C.DL.01.23
%T Automatic Event Generation from Multi-Lingual News Stories
%S Methods for Classifying & Organizing Content in Digital Libraries
%A Kin Hui
%A Wai Lam
%A Helen M. Meng
%B DL01
%D 2001
%P 23-24
%K event detection, event discovery, multilingual text processing
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p23-hui/p23-hui.pdf
%X We propose a novel approach for automatic generation of
topically-related events from multi-lingual news sources. Named entity
terms are extracted automatically from the news content. Together with
the content terms, they constitute the basis of representing the story.
We employ transformation-based linguistic tagging approach for named
entity extraction. Two methods of gross translation on Chinese story
representation into English have been implemented. The first approach
uses only a bilingual dictionary. The second method makes use of a
parallel corpus as an additional resource. Unsupervised learning is
employed to discover the events.

%M C.DL.01.25
%T Linked Active Content: A Service for Digital Libraries for Education
%S Digital Libraries for Education: Technology, Services, & User Studies
%A David Yaron
%A D. Jeff Milton
%A Rebecca Freeland
%B DL01
%D 2001
%P 25-32
%K Computing Milieux -Computers and Education - Computer and Information
Science Education (K.3.2); Experimentation, Human Factors; active
learning, education, web authoring
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p25-yaron/p25-yaron.pdf
%X A service is described to help enable digital libraries for
education, such as the NSDL, to serve as collaboration spaces for the
creation, modification and use of active learning experiences. The goal
is to redefine the line between those activities that fall within the
domain of computer programming and those that fall within the domain of
content authoring. The current location of this line, as defined by web
technologies, is such that far too much of the design and development
process is in the domain of software creation. This paper explores the
definition and use of "linked active content", which builds on the
hypertext paradigm by extending it to support active content. This
concept has community development advantages, since it provides an
authoring paradigm that supports contributions from a more diverse
audience, including especially those who have substantial classroom and
pedagogical expertise but lack programming expertise. It also promotes
the extraction of content from software so that collections may be
better organized and more easily repurposed to meet the needs of a
diverse audience of educators and students.

%M C.DL.01.33
%T A Component Repository for Learning Objects: A Progress Report
%S Digital Libraries for Education: Technology, Services, & User Studies
%A Jean R. Laleuf
%A Anne Morgan Spalter
%B DL01
%D 2001
%P 33-40
%K NSDL, components, design, digital library, education, learning
objects, reuse, software engineering, standards
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p33-laleuf/p33-laleuf.pdf
%X We believe that an important category of SMET digital library content
will be highly interactive, explorable microworlds for teaching science,
mathematics, and engineering concepts. Such environments have proved
extraordinarily time-consuming and difficult to produce, however,
threatening the goals of widespread creation and use.
   One proposed solution for accelerating production has been the
creation of repositories of reusable software components or learning
objects. Programmers would use such components to rapidly assemble
larger-scale environments. Although many agree on the value of this
approach, few repositories of such components have been successfully
created. We suggest some reasons for the lack of expected results and
propose two strategies for developing such repositories. We report on a
case study that provides a proof of concept of these strategies.

%M C.DL.01.41
%T Designing E-Books for Legal Research
%S Digital Libraries for Education: Technology, Services, & User Studies
%A Catherine C. Marshall
%A Morgan N. Price
%A Gene Golovchinsky
%A Bill N. Schilit
%B DL01
%D 2001
%P 41-48
%K digital libraries, e-books, field study, information appliances,
legal education, legal research, physical and digital information
resources
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p41-marshall/p41-marshall.pdf
%X In this paper we report the findings from a field study of legal
research in a first-tier law school and on the resulting redesign of
XLibris, a next-generation e-book. We first characterize a work setting
in which we expected an e-book to be a useful interface for reading and
otherwise using a mix of physical and digital library materials, and
explore what kinds of reading-related functionality would bring value to
this setting. We do this by describing important aspects of legal
research in a heterogeneous information environment, including mobility,
reading, annotation, link following and writing practices, and their
general implications for design. We then discuss how our work with a
user community and an evolving e-book prototype allowed us to examine
tandem issues of usability and utility, and to redesign an existing
e-book user interface to suit the needs of law students. The study
caused us to move away from the notion of a stand-alone reading device
and toward the concept of a document laptop, a platform that would
provide wireless access to information resources, as well as support a
fuller spectrum of reading-related activities.

%M C.DL.01.49
%T The Open Archives Initiative: Perspectives on Metadata Harvesting
%S Panel
%A James B. Lloyd
%A Tim Cole
%A Donald Waters
%A Caroline Arms
%A Simeon Warner
%A Jeffrey Young
%B DL01
%D 2001
%P 49
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p49-lloyd/p49-lloyd.pdf
%X The Open Archives Initiative [www.openarchives.org] has developed a
metadata harvesting protocol to further its aim of efficient
dissemination of content through interoperability standards. In early
2001, at meetings in the U.S. and Europe, the version of the protocol to
be used for beta testing was announced. The HTTP-based protocol uses
URLs for queries and XML for responses. The default metadata record
structure is unqualified Dublin Core using a specified XML Schema. This
simple metadata record form is intended to support cross-domain
discovery; other record structures for which XML Schemas are defined can
also be made available. Developments during the beta test should include
the creation of OAI-compliant repositories (data providers) and
harvesters (service providers). This panel will explore the purpose and
evolution of the Open Archives Initiative from the point of view of
various stakeholders, with emphasis on developments during 2001.

%M C.DL.01.50
%T Mapping the Interoperability Landscape for Networked Information Retrieval
%S Approaches to Interoperability Among Digital Libraries
%A William E. Moen
%B DL01
%D 2001
%P 50-51
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Information Systems -Information Storage and
Retrieval - Digital Libraries (H.3.7): Systems issues; Information
Systems -Information Storage and Retrieval - Digital Libraries (H.3.7):
User issues; Standardization; interoperability, networked information
discovery and retrieval, testbeds
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p50-moen/p50-moen.pdf
%X Interoperability is a fundamental challenge for networked information
discovery and retrieval. Often treated monolithically in the literature,
interoperability is multifaceted and can be analyzed into different
types and levels. This paper discusses an approach to map the
interoperability landscape for networked information retrieval as part
of an interoperability assessment research project.

%M C.DL.01.52
%T Distributed Resource Discovery: Using Z39.50 to Build Cross-Domain Information Servers
%S Approaches to Interoperability Among Digital Libraries
%A Ray R. Larson
%B DL01
%D 2001
%P 52-53
%K cross-domain resource discovery, distributed information retrieval,
distributed search
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p52-larson/p52-larson.pdf
%X This short paper describes the construction and application of
Cross-Domain Information Servers using features of the standard Z39.50
information retrieval protocol[11]. We use the Z39.50 Explain Database
to determine the databases and indexes of a given server, then use the
SCAN facility to extract the contents of the indexes. This information
is used to build "collection documents" that can be retrieved using
probabilistic retrieval algorithms.

%M C.DL.01.54
%T The Open Archives Initiative: Building a Low-Barrier Interoperability Framework
%S Approaches to Interoperability Among Digital Libraries
%A Carl Lagoze
%A Herbert Van de Sompel
%B DL01
%D 2001
%P 54-62
%K Software -Software Engineering - Interoperability (D.2.12);
Experimentation, Standardization; digital libraries, interoperability,
metadata, protocols
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p54-lagoze/p54-lagoze.pdf
%X The Open Archives Initiative (OAI) develops and promotes
interoperability solutions that aim to facilitate the efficient
dissemination of content. The roots of the OAI lie in the E-Print
community. Over the last year its focus has been extended to include all
content providers. This paper describes the recent history of the OAI -
its origins in promoting E-Prints, the broadening of its focus, the
details of its technical standard for metadata harvesting, the
applications of this standard, and future plans.

%M C.DL.01.63
%T Enforcing Interoperability with the Open Archives Initiative Repository Explorer
%S Approaches to Interoperability Among Digital Libraries
%A Hussein Suleman
%B DL01
%D 2001
%P 63-64
%K Software -Software Engineering - Interoperability (D.2.12); Computer
Systems Organization -Computer-Communication Networks - Network
Protocols (C.2.2); Experimentation, Reliability, Standardization,
Verification; interoperability, protocol, testing, validation
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p63-suleman/p63-suleman.pdf
%X The Open Archives Initiative (OAI) is an organization dedicated to
solving problems of digital library interoperability by defining simple
protocols, most recently for the exchange of metadata. The success of
such an activity requires vigilance in specification of the protocol as
well as standardization of implementation. The lack of standardized
implementation is a substantial barrier to interoperability in many
existing client/server protocols. To avoid this pitfall we developed the
Repository Explorer, a tool that supports manual and automated protocol
testing. This tool has a significant impact on simplifying development
of interoperability interfaces and increasing the level of confidence of
early adopters of the technology, thus exemplifying the positive impact
of exhaustive testing and quality assurance on interoperability
ventures.

%M C.DL.01.65
%T Arc: An OAI Service Provider for Cross-Archive Searching
%S Approaches to Interoperability Among Digital Libraries
%A Xiaoming Liu
%A Kurt Maly
%A Mohammad Zubair
%A Michael L. Nelson
%B DL01
%D 2001
%P 65-66
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7): Collection; Information Systems -Information Storage
and Retrieval - Digital Libraries (H.3.7): Dissemination; Information
Systems -Information Storage and Retrieval - Digital Libraries (H.3.7):
Standards; Design, Experimentation, Languages, Standardization; digital
library, open archive initiative
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p65-liu/p65-liu.pdf
%X The usefulness of the many on-line journals and scientific digital
libraries that exist today is limited by the lack of a service that can
federate them through a unified interface. The Open Archive Initiative
(OAI) is one major effort to address technical interoperability among
distributed archives. The objective of OAI is to develop a framework to
facilitate the discovery of content in distributed archives. In this
paper, we describe our experience and lessons learned in building Arc,
the first federated searching service based on the OAI protocol. Arc
harvests metadata from several OAI compliant archives, normalizes them,
and stores them in a search service based on a relational database
(MySQL or Oracle). At present we have over 165K metadata records from 16
data providers from various domains.

%M C.DL.01.67
%T Managing Change on the Web
%S Digital Libraries and the Web: Technology and Trust
%A Luis Francisco-Revilla
%A Frank Shipman
%A Richard Furuta
%A Unmil Karadkar
%A Avital Arora
%B DL01
%D 2001
%P 67-76
%K Computing Methodologies -Computer Graphics - Three-Dimensional
Graphics and Realism (I.3.7); Information Systems -Information
Interfaces and Presentation - Hypertext/Hypermedia (H.5.4); Algorithms,
Design, Experimentation, Management, Reliability, Verification; Walden's
path, path maintenance
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p67-francisco-revilla/p67-francisco-revilla.pdf
%X Increasingly, digital libraries are being defined that collect
pointers to World-Wide Web based resources rather than hold the
resources themselves. Maintaining these collections is challenging due
to distributed document ownership and high fluidity. Typically a
collections maintainer has to assess the relevance of changes with
little system aid. In this paper, we describe the Waldens Paths Path
Manager, which assists a maintainer in discovering when relevant changes
occur to linked resources. The approach and system design was informed
by a study of how humans perceive changes of Web pages. The study
indicated that structural changes are key in determining the overall
change and that presentation changes are considered irrelevant.

%M C.DL.01.77
%T Measuring the Reputation of Web Sites: A Preliminary Exploration
%S Digital Libraries and the Web: Technology and Trust
%A Greg Keast
%A Elaine G. Toms
%A Joan Cherry
%B DL01
%D 2001
%P 77-78
%K Information Systems -Information Storage and Retrieval - Information
Search and Retrieval (H.3.3); Experimentation, Measurement, Performance,
Reliability; Lycos, TOPIC, Yahoo, alta vista, authority, evaluation,
google, reputation, web sites
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p77-keast/p77-keast.pdf
%X We describe the preliminary results from a pilot study, which
assessed the perceived reputation - authority and trustworthiness - of
the output from five WWW indexing/ranking tools. The tools are based on
three techniques: external link structures, internal content, or human
selection/indexing. Twenty-two participants reviewed the output from
each tool and assessed the reputation of the retrieved sites.

%M C.DL.01.79
%T Personalized Spiders for Web Search and Analysis
%S Digital Libraries and the Web: Technology and Trust
%A Michael Chau
%A Daniel Zeng
%A Hsinchun Chen
%B DL01
%D 2001
%P 79-87
%K Information Systems -Information Storage and Retrieval - Information
Search and Retrieval (H.3.3); Design, Experimentation; information
retrieval, internet searching and browsing, internet spider,
noun-phrasing, personalization, self-organizing map
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p79-chau/p79-chau.pdf
%X Searching for useful information on the World Wide Web has become
increasingly difficult. While Internet search engines have been helping
people to search on the web, low recall rate and outdated indexes have
become more and more problematic as the web grows. In addition, search
tools usually present to the user only a list of search results, failing
to provide further personalized analysis which could help users identify
useful information and comprehend these results. To alleviate these
problems, we propose a client-based architecture that incorporates noun
phrasing and self-organizing map techniques. Two systems, namely CI
Spider and Meta Spider, have been built based on this architecture. User
evaluation studies have been conducted and the findings suggest that the
proposed architecture can effectively facilitate web search and
analysis.

%M C.DL.01.88
%T Salticus: Guided Crawling for Personal Digital Libraries
%S Digital Libraries and the Web: Technology and Trust
%A Robin Burke
%B DL01
%D 2001
%P 88-89
%K business intelligence, crawling, document acquisition, personal
digital library
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p88-burke/p88-burke.pdf
%X In this paper, we describe Salticus, a web crawler that learns from
users web browsing activity. Salticus enables users to build a personal
digital library by collecting documents and generalizing over the user's
choices.

%M C.DL.01.90
%T Different Cultures Meet: Lessons Learned in Global Digital Library Development
%S Panel
%A Ching Chen
%A Wen Gao
%A Hsueh-hua Chen
%A Li-Zhu Zhou
%A Von-Wun Soo
%B DL01
%D 2001
%P 90-93
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p90-chen/p90-chen.pdf
%X This panel is organized to share the experience gained and lessons
learned in developing cutting-edge technology applications and digital
libraries when different cultures meet together. "Culture" is
interpreted in different ways and different context. This include the
interdisciplinary collaboration among professionals from different
fields with their own cultures -- such as library/information science,
computer science, humanities, social sciences, science and technology,
etc; to more globally as experienced in major international
collaborative projects involving R&D professionals from two or more
different cultures -- the East and the West, or the North and the South.

%M C.DL.01.94
%T Power to the People: End-User Building of Digital Library Collections
%S Tools for Constructing and Using Digital Libraries
%A Ian H. Witten
%A David Bainbridge
%A Stefan J. Boddie
%B DL01
%D 2001
%P 94-103
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p94-witten/p94-witten.pdf
%X Naturally, digital library systems focus principally on the reader:
the consumer of the material that constitutes the library. In contrast,
this paper describes an interface that makes it easy for people to build
their own library collections. Collections may be built and served
locally from the user's own web server, or (given appropriate
permissions) remotely on a shared digital library host. End users can
easily build new collections styled after existing ones from material on
the Web or from their local files-or both, and collections can be
updated and new ones brought on-line at any time. The interface, which
is intended for non-professional end users, is modeled after widely used
commercial software installation packages. Lest one quail at the
prospect of end users building their own collections on a shared system,
we also describe an interface for the administrative user who is
responsible for maintaining a digital library installation.

%M C.DL.01.104
%T Web-Based Scholarship: Annotating the Digital Library
%S Tools for Constructing and Using Digital Libraries
%A Bruce Rosenstock
%A Michael Gertz
%B DL01
%D 2001
%P 104-105
%K Information Systems -Information Interfaces and Presentation - Group
and Organization Interfaces (H.5.3); data annotations, folk literature
DL
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p104-rosenstock/p104-rosenstock.pdf
%X The DL offers the possibility of collaborative scholarship, but the
appropriate tools must be integrated within the DL to serve this
purpose. We propose a Web-based tool to guide controlled data
annotations that link items in the DL to a domain-specific ontology and
which provide an effective means to query a data collection in an
abstract and uniform fashion.

%M C.DL.01.106
%T A Multi-View Intelligent Editor for Digital Video Libraries
%S Tools for Constructing and Using Digital Libraries
%A Brad A. Myers
%A Juan P. Casares
%A Scott Stevens
%A Laura Dabbish
%A Dan Yocum
%A Albert Corbett
%B DL01
%D 2001
%P 106-115
%K digital video editing, informedia, multimedia authoring, silver,
video library
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p106-myers/p106-myers.pdf
%X Silver is an authoring tool that aims to allow novice users to edit
digital video. The goal is to make editing of digital video as easy as
text editing. Silver provides multiple coordinated views, including
project, source, outline, subject, storyboard, textual transcript and
timeline views. Selections and edits in any view are synchronized with
all other views. A variety of recognition algorithms are applied to the
video and audio content and then are used to aid in the editing tasks.
The Informedia Digital Library supplies the recognition algorithms and
metadata used to support intelligent editing, and Informedia also
provides search and a repository. The metadata includes shot boundaries
and a time-synchronized transcript, which are used to support
intelligent selection and intelligent cut/copy/paste.

%M C.DL.01.116
%T VideoGraph: A New Tool for Video Mining and Classification
%S Tools for Constructing and Using Digital Libraries
%A Jia-Yu Pan
%A Christos Faloutsos
%B DL01
%D 2001
%P 116-117
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p116-pan/p116-pan.pdf
%X This paper introduces VideoGraph, a new tool for video mining and
visualizing the structure of the plot of a video sequence. The main idea
is to "stitch" together similar scenes which are apart in time. We give
a fast algorithm to do stitching and we show case studies, where our
approach (a) gives good features for classification (91% accuracy), and
(b) results in VideoGraphs which reveal the logical structure of the
plot of the video clips.

%M C.DL.01.118
%T The Alexandria Digital Earth Prototype
%S Systems Design and Evaluation for Undergraduate Learning Environments
%A Terence R. Smith
%A Greg Janee
%A James Frew
%A Anita Coleman
%B DL01
%D 2001
%P 118-119
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p118-smith/p118-smith.pdf
%X This note summarizes the system development activities of the
Alexandria Digital Earth Prototype (ADEPT) Project.5 ADEPT and the
Alexandria Digital Library (ADL) are, respectively, the research and
operational components of the Alexandria Digital Library Project. The
goal of ADEPT is to build a distributed digital library (DL) of
personalized collections of geospatially referenced information. This DL
is characterized by: (1) services for building, searching, and using
personalized collections; (2) collections of georeferenced multimedia
information, including dynamic simulation models of spatially
distributed processes; and (3) user interfaces employing the concept of
a "Digital Earth". Important near-term objectives for ADEPT are to build
prototype collections that support undergraduate learning in physical,
human, and cultural geography and related disciplines, and then to
evaluate whether using such resources helps students learn to reason
scientifically. Collections and services developed by ADEPT researchers
will migrate to ADL as they mature.

%M C.DL.01.120
%T Iscapes: Digital Libraries Environments for the Promotion of Scientific Thinking by Undergraduates in Geography
%S Systems Design and Evaluation for Undergraduate Learning Environments
%A Anne J. Gilliland-Swetland
%A Gregory L. Leazer
%B DL01
%D 2001
%P 120-121
%K digital libraries, geography, scientific thinking, undergraduate
education
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p120-gilliland-swetland/p120-gilliland-swetland.pdf
%X This paper reviews considerations associated with implementing the
Alexandria Digital Earth Prototype (ADEPT) in undergraduate geography
education by means of Iscapes (or Information landscapes). In
particular, we are interested in how Iscapes might be used to promote
scientific thinking by undergraduate students. Based upon an ongoing
educational needs assessment, we present a set of conceptual principles
that might selectively be implemented in the design of educational
digital library environments.

%M C.DL.01.122
%T Project ANGEL: An Open Virtual Learning Environment with Sophisticated Access Management
%S Systems Design and Evaluation for Undergraduate Learning Environments
%A John MacColl
%B DL01
%D 2001
%P 122-123
%K Design, Standardization; access management, authentication, virtual
learning environments
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p122-maccoll/p122-maccoll.pdf
%X This paper describes a new project funded in the UK by the Joint
Information Systems Committee, to develop a virtual learning environment
which combines a new awareness of internet sources such as bibliographic
databases and full-text electronic journals with a sophisticated access
management component which permits single sign-on authentication.

%M C.DL.01.124
%T NBDL: A CIS Framework for NSDL
%S Systems Design and Evaluation for Undergraduate Learning Environments
%A Joe Futrelle
%A Su-Shing Chen
%A Kevin C. Chang
%B DL01
%D 2001
%P 124-125
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Information Systems -Information Storage and
Retrieval - Digital Libraries (H.3.7): User issues; Information Systems
-Information Storage and Retrieval - Digital Libraries (H.3.7):
Dissemination; Algorithms, Design, Standardization; SMET education,
digital library, federated search
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p124-futrelle/p124-futrelle.pdf
%X In this paper, we describe the NBDL (National Biology Digital
Library) project, one of the six CIS (Core Integration System) projects
of the NSF NSDL (National SMETE Digital Library) Program.

%M C.DL.01.126
%T Automatic Identification and Organization of Index Terms for Interactive Browsing
%S Systems Design and Evaluation for Undergraduate Learning Environments
%A Nina Wacholder
%A Dvid K. Evans
%A Judith L. Klavans
%B DL01
%D 2001
%P 126-134
%K browsing, genre, indexing, natural language processing, phrases
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p126-wacholder/p126-wacholder.pdf
%X The potential of automatically generated indexes for information
access has been recognized for several decades (e.g., Bush 1945 [2],
Edmundson and Wyllys 1961 [4]), but the quantity of text and the
ambiguity of natural language processing have made progress at this task
more difficult than was originally foreseen. Recently, a body of work on
development of interactive systems to support phrase browsing has begun
to emerge (e.g., Anick and Vaithyanathan 1997 [1], Gutwin et al. [10],
Nevill-Manning et al. 1997 [17], Godby and Reighart 1998 [9]). In this
paper, we consider two issues related to the use of automatically
identified phrases as index terms in a dynamic text browser (DTB), a
user-centered system for navigating and browsing index terms: 1) What
criteria are useful for assessing the usefulness of automatically
identified index terms? and 2) Is the quality of the terms identified by
automatic indexing such that they provide useful access to document
content?
   The terms that we focus on have been identified by LinkIT, a software
tool for identifying significant topics in text [7]. Over 90% of the
terms identified by LinkIT are coherent and therefore merit inclusion in
the dynamic text browser. Terms identified by LinkIT are input to
Intell-Index, a prototype DTB that supports interactive navigation of
index terms. The distinction between phrasal heads (the most important
words in a coherent term) and modifiers serves as the basis for a
hierarchical organization of terms. This linguistically motivated
structure helps users to efficiently browsing and disambiguate terms. We
conclude that the approach to information access discussed in this paper
is very promising, and also that there is much room for further
research. In the meantime, this research is a contribution to the
establishment of a solid foundation for assessing the usability of terms
in phrase browsing applications.

%M C.DL.01.135
%T Digital Library Collaborations in a World Community
%S Panel
%A David Fulker
%A Sharon Dawes
%A Leonid Kalinichenko
%A Tamara Sumner
%A Constantino Thanos
%A Alex Ushakov
%B DL01
%D 2001
%P 135
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p135-fulker/p135-fulker.pdf
%X Digital libraries and their user communities are increasingly
international in nature. However - though technological progress and
global education have brought American and European communities closer -
cross-cultural and other crosscutting issues impede the formation of
world community on larger scales. The pertinent issues include:
collaboration in the presence of language and cultural barriers,
international copyrights, international revenue streams, and universal
access. This panel will examine notions of "community" from a variety of
theoretical and practical perspectives, and discuss lessons that can be
gleaned from applications of the community concept. Topics are expected
to include scalability, sustainability, regenerative cycles in healthy
communities, and examples of digital-library efforts that have
international potential or implications.

%M C.DL.01.136
%T Public Use of Digital Community Information Systems: Findings from A Recent Study with Implications for System Design
%S Studying the Users of Digital Libraries: Formative and Summative Evaluations
%A Karen E. Pettigrew
%A Joan C. Durrance
%B DL01
%D 2001
%P 136-143
%K Human Factors, Measurement, Performance, Theory; barriers, community
information, community networks, information behavior, qualitative
methods, sensemaking
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p136-pettigrew/p136-pettigrew.pdf
%X The Internet has considerably empowered libraries and changed common
perception of what they entail. Public libraries, in particular, are
using technological advancements to expand their range of services and
enhance their civic roles. Providing community information (CI) in
innovative, digital forms via community networks is one way in which
public libraries are facilitating everyday information needs. These
networks have been lauded for their potential to strengthen physical
communities through increasing information flow about local services and
events, and through facilitating civic interaction. However, little is
known about how the public uses such digital services and what barriers
they encounter. This paper presents findings about how digital CI
systems benefit physical communities based on extensive case studies in
three states. At each site, rich data were collected using online
surveys, field observation, in-depth interviews and focus groups with
Internet users, human service providers and library staff. Both the
online survey and the follow-up interviews with respondents were based
on sense-making theory. In our paper we discuss our findings regarding:
(1) how the public is using digital CI systems for daily problem
solving, and (2) the types of barriers they encounter. Suggestions for
improving digital CI systems are provided.

%M C.DL.01.144
%T Evaluating the Distributed National Electronic Resource
%S Studying the Users of Digital Libraries: Formative and Summative Evaluations
%A Peter Brophy
%A Shelagh Fisher
%B DL01
%D 2001
%P 144-145
%K Computer Systems Organization -Computer-Communication Networks -
Network Architecture and Design (C.2.1); Computer Systems Organization
-Computer-Communication Networks - Distributed Systems (C.2.4); Design,
Economics, Human Factors, Measurement, Management, Performance,
Reliability, Verification; distributed collections, evaluation,
information environments
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p144-brophy/p144-brophy.pdf
%X The UKs development of a Distributed National Electronic Resource
(DNE R) is being subjected to intensive formative evaluation by a
multi-disciplinary team. In this paper the Project Director reports on
initial actions designed to characterise the DNER from multi-stakeholder
perspectives.

%M C.DL.01.146
%T Collaborative Design with Use Case Scenarios
%S Studying the Users of Digital Libraries: Formative and Summative Evaluations
%A Lynne Davis
%A Melissa Dawe
%B DL01
%D 2001
%P 146-147
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Design, Experimentation, Human Factors;
collaboration, design, methodology, task-centered, use case
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p146-davis/p146-davis.pdf
%X Digital libraries, particularly those with a community-based
governance structure, are best designed in a collaborative setting. In
this paper, we compare our experience using two design methods: a
Task-centered method that draws upon a group's strength for eliciting
and formulating tasks, and a Use Case method that tends to require a
focus on defining an explicit process for tasks. We discuss how these
methods did and did not work well in a collaborative setting.

%M C.DL.01.148
%T Human Evaluation of Kea, An Automatic Keyphrasing System
%S Studying the Users of Digital Libraries: Formative and Summative Evaluations
%A Steve Jones
%A Gordon W. Paynter
%B DL01
%D 2001
%P 148-156
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Computing Methodologies -Artificial Intelligence -
Natural Language Processing (I.2.7); Algorithms, Experimentation,
Performance; author keyphrases, digital libraries, keyphrase extraction,
subjective evaluation, user interface
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p148-jones/p148-jones.pdf
%X This paper describes an evaluation of the Kea automatic keyphrase
extraction algorithm. Tools that automatically identify keyphrases are
desirable because document keyphrases have numerous applications in
digital library systems, but are costly and time consuming to manually
assign. Keyphrase extraction algorithms are usually evaluated by
comparison to author-specified keywords, but this methodology has
several well-known shortcomings. The results presented in this paper are
based on subjective evaluations of the quality and appropriateness of
keyphrases by human assessors, and make a number of contributions.
First, they validate previous evaluations of Kea that rely on author
keywords. Second, they show Kea's performance is comparable to that of
similar systems that have been evaluated by human assessors. Finally,
they justify the use of author keyphrases as a performance metric by
showing that authors generally choose good keywords.

%M C.DL.01.157
%T Community Design of DLESE's Collections Review Policy: A Technological Frames Analysis
%S Digital Library Collections: Policies and Practices
%A Michael Khoo
%B DL01
%D 2001
%P 157-164
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Design, Human Factors; content analysis, decision
making, design, digital library, ethnography, peer review, technological
frames
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p157-khoo/p157-khoo.pdf
%X In this paper, I describe the design of a collection review policy
for the Digital Library for Earth System Education (DLESE). A
distinctive feature of DLESE as a digital library is the DLESE
community, composed of voluntary members who contribute metadata and
resource reviews to DLESE. As the DLESE community is open, the question
of how to evaluate community contributions is a crucial part of the
review policy design process. In this paper, technological frames theory
is used to analyse this design process by looking at how the designers
work with two differing definitions of the peer reviewer, (a) peer
reviewer as arbiter or editor, and (b) peer reviewer as colleague.
Content analysis of DLESE documents shows that these frames can in turn
be related to two definitions that DLESE offers of itself: DLESE as a
library, and DLESE as a digital artifact. The implications of the
presence of divergent technological frames for the design process are
summarised, and some suggestions for future research are outlined.

%M C.DL.01.165
%T Legal Deposit of Digital Publications: A Review of Research and Development Activity
%S Digital Library Collections: Policies and Practices
%A Adrienne Muir
%B DL01
%D 2001
%P 165-173
%K Computing Milieux -Legal Aspects of Computing - General (K.5.0);
Legal Aspects, Management; digital preservation, digital publications,
legal deposit
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p165-muir/p165-muir.pdf
%X There is a global trend towards extending legal deposit to include
digital publications in order to maintain comprehensive national
archives. However, including digital publications in legal deposit
regulation is not enough to ensure the long-term preservation of these
publications. Concepts, principles and practices accepted and understood
in the print environment, may have new meanings or no longer be
appropriate in a networked environment. Mechanisms for identifying,
selecting and depositing digital material either do not exist, or are
inappropriate, for some kinds of digital publication. Work on developing
digital preservation strategies is at an early stage. National and other
deposit libraries are at the forefront of research and develop in this
area, often working in partnership with other libraries, publishers and
technology vendors. Most work is of a technical nature. There is some
work on developing policies and strategies for managing digital
resources. However, not all management issues or users needs are being
addressed.

%M C.DL.01.174
%T Comprehensive Access to Printed Materials (CAPM)
%S Digital Library Collections: Policies and Practices
%A G. Sayeed Choudhury
%A Mark Lorie
%A Erin Fitzpatrick
%A Ben Hobbs
%A Greg Chirikjian
%A Allison Okamura
%A Nicholas E. Flores
%B DL01
%D 2001
%P 174-175
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Design, Economics, Experimentation, Measurement;
browsing, digital conversion, digital preservation, evaluation methods,
information economics, paper manipulation, robotics
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p174-choudhury/p174-choudhury.pdf
%X The CAPM Project features the development and evaluation of an
automated, robotic on-demand scanning system for materials at remote
locations. To date, we have developed a book retrieval robot and a
valuation analysis framework for evaluating CAPM. We intend to augment
CAPM by exploring approaches for automated page turning and improved
valuation. These extensions will results in a more fully automated CAPM
system and a valuation framework that will not only be useful for
assessing CAPM specifically, but also for library services and functions
generally.

%M C.DL.01.176
%T Technology and Values: Lessons from Central and Eastern Europe
%S Digital Library Collections: Policies and Practices
%A Nadia Caidi
%B DL01
%D 2001
%P 176-177
%K central and eastern europe, information infrastructure, national
union catalogs, social shaping of technology
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p176-caidi/p176-caidi.pdf
%X Technology does not develop independently of its social context.
Rather, there is a range of social, cultural and economic factors (in
addition to technical factors) that define the parameters for the
development and use of technologies. This paper presents a case study of
the social shaping of one aspect of digital libraries, the development
of national union catalogs (NUC), in four countries of Central and
Eastern Europe (CEE). It examines the specific choices and values that
are embedded in the design of a NUC, and how these might be transferred
to other cultural contexts.

%M C.DL.01.178
%T A Digital Strategy for the Library of Congress:
Discussion of the LC21 Report and the Role of the Digital Library Community
%S Panel
%A Alan Inouye
%A Margaret Hedstrom
%A Dale Flecker
%A David Levy
%B DL01
%D 2001
%P 178
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p178-inouye/p178-inouye.pdf
%X Digital libraries challenge the core practices of libraries and
archives in many respects, not only in terms of accommodating digital
information and technology, but also through the need to develop new
economic and organizational models. As the world's largest library, the
Library of Congress (LC) perhaps faces the most profound questions of
how to collect, catalog, preserve, and provide access to digital
resources. LC asked the Computer Science and Telecommunications Board of
the National Academies for advice in this area by commissioning the
study that culminated with the publication of LC21: A Digital Strategy
for the Library of Congress. The panelists at this session will provide
a brief summary of the LC21 report, review developments subsequent to
the publication of LC21, and offer their thoughts on how the library
community and information industry could engage LC to the benefit of the
nation.

%M C.DL.01.179
%T Use of Multiple Digital Libraries: A Case Study
%S Studying the Users of Digital Libraries: Qualitative Approaches
%A Ann Blandford
%A Hanna Stelmaszewska
%A Nick Bryan-Kinns
%B DL01
%D 2001
%P 179-188
%K HCI, digital libraries, interaction modelling, video protocols
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p179-blandford/p179-blandford.pdf
%X The aim of the work reported here was to better understand the
usability issues raised when digital libraries are used in a natural
setting. The method used was a protocol analysis of users working on a
task of their own choosing to retrieve documents from publicly available
digital libraries. Various classes of usability difficulties were found.
Here, we focus on use in context - that is, usability concerns that
arise from the fact that libraries are accessed in particular ways,
under technically and organisationally imposed constraints, and that use
of any particular resource is discretionary. The concepts from an
Interaction Framework, which provides support for reasoning about
patterns of interaction between users and systems, are applied to
understand interaction issues.

%M C.DL.01.189
%T An Ethnographic Study of Technical Support Workers: Why We Didn't Build a Tech Support Digital Library
%S Studying the Users of Digital Libraries: Qualitative Approaches
%A Sally Jo Cunningham
%A Chris Knowles
%A Nina Reeves
%B DL01
%D 2001
%P 189-198
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Software -Software Engineering -
Requirements/Specifications (D.2.1); Design, Human Factors; ethnography,
requirements analysis, user studies
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p189-cunningham/p189-cunningham.pdf
%X In this paper we describe the results of an ethnographic study of the
information behaviours of university technical support workers and their
information needs. The study looked at how the group identified, located
and used information from a variety of sources to solve problems arising
in the course of their work. The results of the investigation are
discussed in the context of the feasibility of developing a potential
information base that could be used by all members of the group. Whilst
a number of their requirements would easily be fulfilled by the use of a
digital library, other requirements would not. The paper illustrates the
limitations of a digital library with respect to the information
behaviours of this group of subjects and focuses on why a digital
library would not appear to be the ideal support tool for their work.

%M C.DL.01.199
%T Developing Recommendation Services for a Digital Library with Uncertain and Changing Data
%S Studying the Users of Digital Libraries: Qualitative Approaches
%A Gary Geisler
%A David McArthur
%A Sarah Giersch
%B DL01
%D 2001
%P 199-200
%K digital library, recommender system, user services
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p199-geisler/p199-geisler.pdf
%X In developing recommendation services for a new digital library
called iLumina (www.ilumina-project.org), we are faced with several
challenges related to the nature of the data we have available. The
availability and consistency of data associated with iLumina is likely
to be highly variable. Any recommendation strategy we develop must be
able to cope with this fact, while also being robust enough to adapt to
additional types of data available over time as the digital library
develops. In this paper we describe the challenges we are faced with in
developing a system that can provide our users with good, consistent
recommendations under changing and uncertain conditions.

%M C.DL.01.201
%T Evaluation of DEFINDER: A System to Mine Definitions from Consumer-Oriented Medical Text
%S Studying the Users of Digital Libraries: Qualitative Approaches
%A Judith L. Klavans
%A Smaranda Muresan
%B DL01
%D 2001
%P 201-202
%K automatic dictionary creation, medical digital libraries, natural
language processing, text data mining
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p201-klavans/p201-klavans.pdf
%X In this paper we present DEFINDER, a rule-based system that mines
consumer-oriented full text articles in order to extract definitions and
the terms they define. This research is part of Digital Library Project
at Columbia University, entitled PERSIVAL (PErsonalized Retrieval and
Summarization of Image, Video and Language resources) [5]. One goal of
the project is to present information to patients in language they can
understand. A key component of this stage is to provide accurate and
readable lay definitions for technical terms, which may be present in
articles of intermediate complexity.
   The focus of this short paper is on quantitative and qualitative
evaluation of the DEFINDER system [3]. Our basis for comparison was
definitions from Unified Medical Language System (UMLS), On-line Medical
Dictionary (OMD) and Glossary of Popular and Technical Medical Terms
(GPTMT). Quantitative evaluations show that DEFINDER obtained 87%
precision and 75% recall and reveal the incompleteness of existing
resources and the ability of DEFINDER to address gaps. Qualitative
evaluation shows that the definitions extracted by our system are ranked
higher in terms of user-based criteria of usability and readability than
definitions from on-line specialized dictionaries. Thus the output of
DEFINDER can be used to enhance existing specialized dictionaries, and
also as a key feature in summarizing technical articles for
non-specialist users.

%M C.DL.01.203
%T Overview of the Virtual Data Center Project and Software
%S Techniques for Managing Distributed Collections
%A Micah Altman
%A L. Andreev
%A M. Diggory
%A G. King
%A E. Kolster
%A A. Sone
%A S. Verba
%A Daniel Kiskis
%A M. Krot
%B DL01
%D 2001
%P 203-204
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Design, Management, Standardization; numeric data,
open-source, warehousing
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p203-altman/p203-altman.pdf
%X In this paper, we present an overview of the Virtual Data Center
(VDC) software, an open-source digital library system for the management
and dissemination of distributed collections of quantitative data. (see
). The VDC functionality provides everything necessary to maintain and
disseminate an individual collection of research studies, including
facilities for the storage, archiving, cataloging, translation, and
on-line analysis of a particular collection. Moreover, the system
provides extensive support for distributed and federated collections
including: location-independent naming of objects, distributed
authentication and access control, federated metadata harvesting, remote
repository caching, and distributed virtual collections of remote
objects.

%M C.DL.01.205
%T Digital Libraries and Data Scholarship
%S Techniques for Managing Distributed Collections
%A Bruce R. Barkstrom
%B DL01
%D 2001
%P 205-206
%K EOSDIS, data scholarship, digital libraries, object data references,
structural data reference
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p205-barkstrom/p205-barkstrom.pdf
%X In addition to preserving and retrieving digital information, digital
libraries need to allow data scholars to create post-publication
references to objects within files and across collections of files. Such
references can serve as new metadata in their own right and should also
provide methods for efficiently extracting the subset of the original
data that belongs to the object. This paper discusses some ideas about
the requirements for such references within the context of long-term,
active archival, where neither the data format nor the institutional
basis can be guaranteed to remain constant.

%M C.DL.01.207
%T SDLIP + STARTS = SDARTS A Protocol and Toolkit for Metasearching
%S Techniques for Managing Distributed Collections
%A Noah Green
%A Panagiotis G. Ipeirotis
%A Luis Gravano
%B DL01
%D 2001
%P 207-214
%K Information Systems -Information Storage and Retrieval - Information
Search and Retrieval (H.3.3); Information Systems -Information Storage
and Retrieval - Online Information Services (H.3.5); Information Systems
-Information Storage and Retrieval - Digital Libraries (H.3.7);
Information Systems -Database Management - Systems (H.2.4): Database
Manager; Information Systems -Database Management - Systems (H.2.4);
Information Systems -Database Management - Systems (H.2.4): Distributed
databases; Information Systems -Database Management - Heterogeneous
Databases (H.2.5); Information Systems -Database Management -
Heterogeneous Databases (H.2.5): Data translation**;
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p207-green/p207-green.pdf
%X In this paper we describe how we combined SDLIP and STARTS, two
complementary protocols for searching over distributed document
collections. The resulting protocol, which we call SDARTS, is simple yet
expressible enough to enable building sophisticated metasearch engines.
SDARTS can be viewed as an instantiation of SDLIP with
metasearch-specific elements from STARTS. We also report on our
experience building three SDARTS-compliant wrappers: for locally
available plain-text document collections, for locally available XML
document collections, and for external web-accessible collections. These
wrappers were developed to be easily customizable for new collections.
Our work was developed as part of Columbia University's Digital
Libraries Initiative--Phase 2 (DLI2) project, which involves the
departments of Computer Science, Medical Informatics, and Electrical
Engineering, the Columbia University libraries, and a large number of
industrial partners. The main goal of the project is to provide
personalized access to a distributed patient-care digital library.

%M C.DL.01.215
%T Database Selection for Processing k Nearest Neighbors Queries in Distributed Environments
%S Techniques for Managing Distributed Collections
%A Clement Yu
%A Prasoon Sharma
%A Weiyi Meng
%A Yan Qin
%B DL01
%D 2001
%P 215-222
%K database selection, distributed databases, k nearest neighbors, query
processing
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p215-yu/p215-yu.pdf
%X We consider the processing of digital library queries, consisting of
a text component and a structured component in distributed environments.
The text component can be processed using techniques given in previous
papers such as [7, 8, 11]. In this paper, we concentrate on the
processing of the structured component of a distributed query.
Histograms are constructed and algorithms are given to provide estimates
of the desirabilities of the databases with respect to the given query.
Databases are selected in descending order of desirability. An algorithm
is also given to select tuples from the selected databases. Experimental
results are given to show that the techniques provided here are
effective and efficient.

%M C.DL.01.223
%T The President's Information Technology Advisory Committee's February 2001 Digital Library Report and its Impact
%S Panel
%A Sally E. Howe
%A David C. Nagel
%A Ching-chih Chen
%A Stephen M. Griffin
%A James Lightbourne
%A Walter L. Warnick
%B DL01
%D 2001
%P 223-225
%K Economics, Experimentation, Human Factors, Legal Aspects, Management,
Security, Standardization, Verification; digital libraries, federal
government, policy, research and development
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p223-howe/p223-howe.pdf
%X In February 2001 the Panel on Digital Libraries of the President's
Information Technology Advisory Committee issued a report entitled
"Digital Libraries: Universal Access to Human Knowledge". This JCDL
panel, which consists of two members of the PITAC Panel on Digital
Libraries and representatives of key Federal science and digital library
agencies who had briefed the Panel, will discuss the report's findings
and recommendations and how the report is and can be helpful in
improving the development and use of digital libraries.

%M C.DL.01.226
%T Building Searchable Collections of Enterprise Speech Data
%S The Sound of Digital Libraries: Audio, Music, and Speech
%A James W. Cooper
%A Mahesh Viswanathan
%A Donna Byron
%A Margaret Chan
%B DL01
%D 2001
%P 226-234
%K document display, search, speech analysis, speech retrieval, text
mining
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p226-cooper/p226-cooper.pdf
%X We have applied speech recognition and text-mining technologies to a
set of recorded outbound marketing calls and analyzed the results. Since
speaker-independent speech recognition technology results in a
significantly lower recognition rate than that found when the recognizer
is trained for a particular speaker, we applied a number of
post-processing algorithms to the output of the recognizer to render it
suitable for the Textract text mining system.
   We indexed the call transcripts using a search engine and used
Textract and associated Java technologies to place the relevant terms
for each document in a relational database. Following a search query, we
generated a thumbnail display of the results of each call with the
salient terms highlighted. We illustrate these results and discuss their
utility. We took the results of these experiments and continued this
analysis on a set of talks and presentations.
   We describe a distinct document genre based on the note-taking
concept of document content, and propose a significant new method for
measuring speech recognition accuracy. This procedure is generally
relevant to the problem of capturing meetings and talks and providing a
searchable index of these presentations on the web.

%M C.DL.01.235
%T Transcript-Free Search of Audio Archives for the National Gallery of the Spoken Word
%S The Sound of Digital Libraries: Audio, Music, and Speech
%A John H. L. Hansen
%A J. R. Deller
%A Michael S. Seadle
%B DL01
%D 2001
%P 235-236
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Data - Files (E.5);
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p235-hansen/p235-hansen.pdf
%X The National Gallery of the Spoken Word (NGSW) project is creating a
carefully organized on-line repository of spoken-word collections
spanning the 20th century. Unprecedented technical challenges are
inherent in the development of an archive of such extensive scale and
diversity. This paper describes research on the development of text-free
search-engine technology used to locate requested content in the audio
records. A companion paper in these proceedings addresses watermarking
technologies for copyright protection.

%M C.DL.01.237
%T Audio Watermarking Techniques for the National Gallery of the Spoken Word
%S The Sound of Digital Libraries: Audio, Music, and Speech
%A J. R. Deller
%A Aparna Gurijala
%A Michael S. Seadle
%B DL01
%D 2001
%P 237-238
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p237-deller/p237-deller.pdf
%X This is one of two companion papers describing technical challenges
faced in the development of the National Gallery of the Spoken Word
(NGSW). The present paper describes watermarking technologies for
intellectual property protection. Following an introduction to data
watermarking, the paper focuses on a new algorithm called transform
encryption coding (TEC) and its application to watermarking the NGSW
archives. TEC has a number of flexible features that make it amenable to
the NGSW development.

%M C.DL.01.239
%T Music-Notation Searching and Digital Libraries
%S The Sound of Digital Libraries: Audio, Music, and Speech
%A Donald Byrd
%B DL01
%D 2001
%P 239-246
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p239-byrd/p239-byrd.pdf
%X Almost all work on music information retrieval to date has
concentrated on music in the audio and event (normally MIDI) domains.
However, music in the form of notation, especially Conventional Music
Notation (CMN), is of much interest to musically-trained persons, both
amateurs and professionals, and searching CMN has great value for
digital music libraries. One obvious reason little has been done on
music retrieval in CMN form is the overwhelming complexity of CMN, which
requires a very substantial investment in programming before one can
even begin studying music IR. This paper reports on work adding
music-retrieval capabilities to Nightingale?, an existing
professional-level music-notation editor.

%M C.DL.01.247
%T Feature Selection for Automatic Classification of Musical Instrument Sounds
%S The Sound of Digital Libraries: Audio, Music, and Speech
%A Mingchun Liu
%A Chunru Wan
%B DL01
%D 2001
%P 247-248
%K classification, feature extraction, musical instrument, sequential
forward feature selection
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p247-liu/p247-liu.pdf
%X In this paper, we carry out a study on classification of musical
instruments using a small set of features selected from a broad range of
extracted ones by sequential forward feature selection method. Firstly,
we extract 58 features for each record in the music database of 351
sound files. Then, the sequential forward selection method is adopted to
choose the best feature set to achieve high classification accuracy.
Three different classification techniques have been tested out and an
accuracy of up to 93% can be achieved by using 19 features.

%M C.DL.01.249
%T Adding Content-Based Searching to a Traditional Music Library Catalogue Server
%S The Sound of Digital Libraries: Audio, Music, and Speech
%A Matthew J. Dovey
%B DL01
%D 2001
%P 249-250
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Algorithms, Design; Z39.50, music information
retrieval
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p249-dovey/p249-dovey.pdf
%X Most online music library catalogues can only be searched by textual
metadata. Whilst highly effective - since the rules for maintaining
consistency have been refined over many years - this does not allow
searching by musical content. Many music librarians are familiar with
users humming their enquiries. Most systems providing a "query by
humming interface tend to run independently of music library catalogue
systems and not offer similar textual metadata searching. This paper
discusses the ongoing investigative work on integrating these two types
of system conducted as part of the NSF/JISC funded OMRAS project
(http://www.omras.org).

%M C.DL.01.251
%T Locating Question Difficulty through Explorations in Question Space
%S Information Search and Retrieval in Digital Libraries
%A Terry Sullivan
%B DL01
%D 2001
%P 251-252
%K information visualization, question classification
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p251-sullivan/p251-sullivan.pdf
%X Three different search effectiveness measures were used to classify
50 question narratives as easy or hard. Each measure was then encoded
onto a spatial representation of interquestion similarity. Discriminant
analysis based on the resulting map was able to predict question
difficulty with approximately 80% accuracy, robust across multiple
measures. Implications for the design of digital document collections
are discussed.

%M C.DL.01.253
%T Browsing by Phrases: Terminological Information in Interactive Multilingual Text Retrieval
%S Information Search and Retrieval in Digital Libraries
%A Anselmo Penas
%A Julio Gonzalo
%A Felisa Verdejo
%B DL01
%D 2001
%P 253-254
%K interaction, multilingual information access, natural language
processing, terminology extraction
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p253-penas/p253-penas.pdf
%X This paper present an interactive search engine (Website Term
Browser) which makes use of phrasal information to process queries and
suggest relevant topics in a fully multilingual setting.

%M C.DL.01.255
%T Approximate Ad-Hoc Query Engine for Simulation Data
%S Information Search and Retrieval in Digital Libraries
%A Ghaleb Abdulla
%A Chuck Baldwin
%A Terence Critchlow
%A Roy Kamimura
%A Ida Lozares
%A Ron Musick
%A Nu Ai Tang
%A Byung S. Lee
%A Robert Snapp
%B DL01
%D 2001
%P 255-256
%K data integration, data retrieval, mesh data, query, scientific data
management, visualization
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p255-abdulla/p255-abdulla.pdf
%X In this paper, we describe AQSim, an ongoing effort to design and
implement a system to manage terabytes of scientific simulation data.
The goal of this project is to reduce data storage requirements and
access times while permitting ad-hoc queries using statistical and
mathematical models of the data. In order to facilitate data exchange
between models based on different representations, we are evaluating
using the ASCI common data model that is comprised of several layers of
increasing semantic complexity. To support queries over the
spatial-temporal mesh structured data we are in the process of defining
and implementing a grammar for MeshSQL.

%M C.DL.01.257
%T Extracting Taxonomic Relationships from On-Line Definitional Sources using LEXING
%S Information Search and Retrieval in Digital Libraries
%A Judith Klavans
%A Brian Whitman
%B DL01
%D 2001
%P 257-258
%K definitions, glossaries, information retrieval, lexical knowledge
bases, natural language processing, ontologies
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p257-klavans/p257-klavans.pdf
%X We present a system which extracts the genus word and phrase from
free-form definition text, entitled LEXING, for Lexical Information from
Glossaries. The extractions will be used to build automatically a
lexical knowledge base from on-line domain specific glossary sources. We
combine statistical and semantic processes to extract these terms, and
demonstrate that this combination allows us to predict the genus even in
difficult situations such as empty head definitions or verb definitions.
We also discuss the use of "linking prepositions" for use in skipping
past empty head genus phrases. This system is part of a project to
extract ontological information for energy glossary information.

%M C.DL.01.259
%T Hierarchical Indexing and Document Matching in BoW
%S Information Search and Retrieval in Digital Libraries
%A Maayan Geffet
%A Dror G. Feitelson
%B DL01
%D 2001
%P 259-267
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p259-geffet/p259-geffet.pdf
%X BoW is an on-line bibliographical repository based on a hierarchical
concept index to which entries are linked. Searching in the repository
should therefore return matching topics from the hierarchy, rather than
just a list of entries. Likewise, when new entries are inserted, a
search for relevant topics to which they should be linked is required.
We develop a vector-based algorithm that creates keyword vectors for the
set of competing topics at each node in the hierarchy, and show how its
performance improves when domain-specific features are added (such as
special handling of topic titles and author names). The results of a
7-fold cross validation on a corpus of some 3,500 entries with a 5-level
index are hit ratios in the range of 89-95%, and most of the
misclassifications are indeed ambiguous to begin with.

%M C.DL.01.268
%T Scalable Integrated Region-Based Image Retrieval using IRM and Statistical Clustering
%S Information Search and Retrieval in Digital Libraries
%A James Z. Wang
%A Yanping Du
%B DL01
%D 2001
%P 268-277
%K clustering, content-based image retrieval, integrated region
matching, segmentaton, wavelets
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p268-wang/p268-wang.pdf
%X Statistical clustering is critical in designing scalable image
retrieval systems. In this paper, we present a scalable algorithm for
indexing and retrieving images based on region segmentation. The method
uses statistical clustering on region features and IRM (Integrated
Region Matching), a measure developed to evaluate overall similarity
between images that incorporates properties of all the regions in the
images by a region-matching scheme. Compared with retrieval based on
individual regions, our overall similarity approach (a) reduces the
influence of inaccurate segmentation, (b) helps to clarify the semantics
of a particular region, and (c) enables a simple querying interface for
region-based image retrieval systems. The algorithm has been implemented
as a part of our experimental SIMPLIcity image retrieval system and
tested on large-scale image databases of both general-purpose images and
pathology slides. Experiments have demonstrated that this technique
maintains the accuracy and robustness of the original system while
reducing the matching time significantly.

%M C.DL.01.278
%T The National SMETE Digital Library Program
%S Panel
%A Brandon Muramatsu
%A Cathryn A. Manduca
%A Marcia Mardis
%A James H. Lightbourne
%A Flora P. McMartin
%B DL01
%D 2001
%P 278-281
%K National SMETE Digital Library, NSDL, Education, Teaching and
Learning
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p278-muramatsu/p278-muramatsu.pdf
%X "To catalyze and support continual improvements in the quality of
science, mathematics, engineering, and technology (SMET) education, the
National Science Foundation (NSF) has established the National Science,
Mathematics, Engineering, and Technology Education Digital Library
(NSDL) program. The resulting digital library, a network of learning
environments and resources for SMET education, will ultimately meet the
needs of students and teachers at all levels-K-12, undergraduate,
graduate, and lifelong learning-in both individual and collaborative
settings, as well as formal and informal modes." -National Science
Foundation, 2001
   The national in the NSDL program is quickly becoming a reality with
the broad reach of the currently funded projects. This panel session
will provide bring together the leaders developing the National SMETE
Digital Library to provide a brief background and broad overview of the
NSDL program. Panelists will discuss the overall vision and broad steps
underway to develop the National SMETE Digital Library.
   Building the National SMETE Digital Library presents many challenges:
 * Developing a shared vision for the form and function of the NSDL;
 * Meeting the needs of diverse learners and of the many disciplines
   encompassed by the NSDL;
 * Acquiring input from the community of users to ensure that the NSDL is
   both used and useable;
 * Evaluating progress and impacts;
 * Integrating technologies that already exist, and the development of
   new technologies; and
 * Providing mechanisms for sharing and cooperation of knowledge and
   resources among NSDL collaborators.

%M C.DL.01.282
%T Cumulating and Sharing End Users Knowledge to Improve Video Indexing in a Video Digital Library
%S Digital Video Libraries: Design and Access
%A Marc Nanard
%A Jocelyne Nanard
%B DL01
%D 2001
%P 282-289
%K H.3.5[INFORMATION STORAGE AND RETRIEVAL]: Online Information Services
- Data bank sharing Design; Video annotation. Video indexing. Private
workspaces. Users communities. Knowledge sharing.
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p282-nanard/p282-nanard.pdf
%X In this paper, we focus on a user driven approach to improve video
indexing. It consists in cumulating the large amount of small,
individual efforts done by the users who access information, and to
provide a community management mechanism to let users share the elicited
knowledge. This technique is currently being developed in the "OPALES"
environment and tuned up at the "Institut National de l'Audiovisuel"
(INA), a National Video Library in Paris, to increase the value of its
patrimonial video archive collections. It relies on a portal providing
private workspaces to end users, so that a large part of their work can
be shared between them. The effort for interpreting documents is
directly done by the expert users who work for their own job on the
archives. OPALES provides an original notion of "point of view" to
enable the elicitation and the sharing of knowledge between communities
of users, without leading to messy structures. The overall result
consists in linking exportable private metadata to archive documents and
managing the sharing of the elicited knowledge between users
communities.

%M C.DL.01.290
%T XSLT for Tailored Access to a Digtal Video Library
%S Digital Video Libraries: Design and Access
%A Michael G. Christel
%A Bryan Maher
%A Andrew Begun
%B DL01
%D 2001
%P 290-299
%K Information Systems -Information Interfaces and Presentation -
Multimedia Information Systems (H.5.1); Information Systems -Information
Storage and Retrieval - Digital Libraries (H.3.7): Standards;
Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7): Dissemination; Information Systems -Information
Storage and Retrieval - Digital Libraries (H.3.7): User issues; Design,
Human Factors, Standardization; XML, XSLT, digital video library,
surrogate
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p290-christel/p290-christel.pdf
%X Surrogates, summaries, and visualizations have been developed and
evaluated for accessing a digital video library containing thousands of
documents and terabytes of data. These interfaces, formerly implemented
within a monolithic stand-alone application, are being migrated to XML
and XSLT for delivery through web browsers. The merits of these
interfaces are presented, along with a discussion of the benefits in
using W3C recommendations such as XML and XSLT for delivering tailored
access to video over the web.

%M C.DL.01.300
%T Design of a Digital Library for Human Movement
%S Digital Video Libraries: Design and Access
%A Jezekiel Ben-Arie
%A Purvin Pandit
%A ShyamSundar Rajaram
%B DL01
%D 2001
%P 300-309
%K Computing Methodologies -Image Processing And Computer Vision - Scene
Analysis (I.4.8); Computing Methodologies -Image Processing And Computer
Vision - Scene Analysis (I.4.8): Motion; Computing Methodologies -Image
Processing And Computer Vision - Scene Analysis (I.4.8): Tracking;
Computing Methodologies -Pattern Recognition - Design Methodology
(I.5.2); Computing Methodologies -Pattern Recognition - Design
Methodology (I.5.2): Pattern analysis; Data - Data Storage
Representations (E.2); Algorithms, Design; human activity recognition,
multi dimensional indexing, sequence recognition, temporal correlation
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p300-ben-arie/p300-ben-arie.pdf
%X This paper is focused on a central aspect in the design of our
planned digital library for human movement, i.e. on the aspect of
representation and recognition of human activity from video data. The
method of representation is important since it has a major impact on the
design of all the other building blocks of our system such as the user
interface/query block or the activity recognition/storage block. In this
paper we evaluate a representation method for human movement that is
based on sequences of angular poses and angular velocities of the human
skeletal joints, for storage and retrieval of human actions in video
databases. The choice of a representation method plays an important role
in the database structure, search methods, storage efficiency etc.. For
this representation, we develop a novel approach for complex human
activity recognition by employing multidimensional indexing combined
with temporal or sequential correlation. This scheme is then evaluated
with respect to its efficiency in storage and retrieval.
   For the indexing we use postures of humans in videos that are
decomposed into a set of multidimensional tuples which represent the
poses/velocities of human body parts such as arms, legs and torso. Three
novel methods for human activity recognition are theoretically and
experimentally compared. The methods require only a few sparsely sampled
human postures. We also achieve speed invariant recognition of
activities by eliminating the time factor and replacing it with sequence
information. The indexing approach also provides robust recognition and
an efficient storage/retrieval of all the activities in a small set of
hash tables.

%M C.DL.01.310
%T A Bucket Architecture for the Open Video Project
%S Digital Video Libraries: Design and Access
%A Michael L. Nelson
%A Gary Marchionini
%A Gary Geisler
%A Meng Yang
%B DL01
%D 2001
%P 310-311
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7); Information Systems -Information Storage and
Retrieval - Digital Libraries (H.3.7): Collection; Information Systems
-Information Storage and Retrieval - Digital Libraries (H.3.7):
Dissemination; Information Systems -Information Storage and Retrieval -
Digital Libraries (H.3.7): Systems issues; Design, Documentation,
Experimentation, Management; buckets, digital objects, digital video,
open source
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p310-nelson/p310-nelson.pdf
%X The Open Video project is a collection of public domain digital video
available for research and other purposes. The Open Video collection
currently consists of approximately 350 video segments, ranging in
duration from 10 seconds to 1 hour. Rapid growth for the collection is
planned through agreements with other video repository projects and
provision for user contribution of video. To handle the increased
accession, we are experimenting with "buckets", aggregative intelligent
publishing constructs for use in digital libraries.

%M C.DL.01.312
%T The Fischlar Digital Video System: A Digital Library of Broadcast TV Programmes
%S Digital Video Libraries: Design and Access
%A A. F. Smeaton
%A N. Murphy
%A N. E. O'Connor
%A S. Marlow
%A H. Lee
%A K. McDonald
%A P. Browne
%A J. Ye
%B DL01
%D 2001
%P 312-313
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p312-smeaton/p312-smeaton.pdf
%X Fischlar is a system for recording, indexing, browsing and playback
of broadcast TV programmes which has been operational on our University
campus for almost 18 months. In this paper we give a brief overview of
how the system operates, how TV programmes are organised for
browse/playback and a short report on the system usage by over 900 users
in our University.

%M C.DL.01.314
%T Design Principles for the Information Architecture of a SMET Education Digital Library
%S Systems Design and Architecture for Digital Libraries
%A Andy Dong
%A Alice M. Agogino
%B DL01
%D 2001
%P 314-321
%K Design, Human Factors; education, engineering, learning technology,
mathematics, science, technology
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p314-dong/p314-dong.pdf
%X This implementation paper introduces principles for the information
architecture of an educational digital library, principles that address
the distinction between designing digital libraries for education and
designing digital libraries for information retrieval in general. Design
is a key element of any successful product. Good designers and their
designs, put technology into the hands of the user, making the products
focus comprehensible and tangible through design. As straightforward as
this may appear, the design of learning technologies is often masked by
the enabling technology. In fact, they often lack an explicitly stated
instructional design methodology. While the technologies are important
hurdles to overcome, we advocate learning systems that empower
education-driven / experiences rather than technology-driven
experiences. This work describes a concept for a digital library for
science, mathematics, engineering and technology education (SMETE), a
library with an information architecture designed to meet learners and
educators needs. Utilizing a constructivist model of learning, the
authors present practical approaches to implementing the information
architecture and its technology underpinnings. The authors propose the
specifications for the information architecture and a visual design of a
digital library for communicating learning to the audience. The design
methodology indicates that a scenario-driven design technique sensitive
to the contextual nature of learning offers a useful framework for
tailoring technologies that help empower, not hinder, the educational
sector.

%M C.DL.01.322
%T Toward a Model of Self-Administering Data
%S Systems Design and Architecture for Digital Libraries
%A ByungHoon Kang
%A Robert Wilensky
%B DL01
%D 2001
%P 322-330
%K asynchronous collaboration, data access model, data management,
distributed file system, file sharing, peer to peer, scalable update
propagation, self-administering data
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p322-kang/p322-kang.pdf
%X We describe a model of self-administering data. In this model, a
declarative description of how a data object should behave is attached
to the object, either by a user or by a data input device. A widespread
infrastructure of self-administering data handlers is presumed to exist;
these handlers are responsible for carrying out the specifications
attached to the data. Typically, the specifications express how and to
whom the data should be transferred, how it should be incorporated when
it is received, what rights recipients of the data will have with
respect to it, and the kind of relation that should exist between
distributed copies of the object. Functions such as distributed version
control can be implemented on top of the basic handler functions.
   We suggest that this model can provide superior support for common
cooperative functions. Because the model is declarative, users need only
express their intentions once in creating a self-administering
description, and need not be concerned with manually performing
subsequent repetitious operations. Because the model is peer-to-peer,
users are less dependent on additional, perhaps costly resources, at
least when these are not critical.
   An initial implementation of the model has been created. We are
experimenting with the model both as a tool to aid in digital library
functions, and as a possible replacement for some server oriented
functions.

%M C.DL.01.331
%T PERSIVAL, A System for Personalized Search and Summarization over Multimedia Healthcare Information
%S Systems Design and Architecture for Digital Libraries
%A Kathleen R. McKeown
%A Shih-Fu Chang
%A James Cimino
%A Steven Feiner
%A Carol Friedman
%A Luis Gravano
%A Vasileios Hatzivassiloglou
%A Steven Johnson
%A Desmond A. Jordan
%A Judith L. Klavans
%A Andre Kushniruk
%A Vimla Patel
%A Simone Teufel
%B DL01
%D 2001
%P 331-340
%K Computing Methodologies -Artificial Intelligence - Natural Language
Processing (I.2.7); Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2); Information Systems -Information
Storage and Retrieval - Online Information Services (H.3.5): Web-based
services; Information Systems -Information Storage and Retrieval -
Online Information Services (H.3.5); medical digital library,
multimedia, natural language, personalization, query interface, search,
summarization
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p331-mckeown/p331-mckeown.pdf
%X In healthcare settings, patients need access to online information
that can help them understand their medical situation. Physicians need
information that is clinically relevant to an individual patient. In
this paper, we present our progress on developing a system, PERSIVAL,
that is designed to provide personalized access to a distributed patient
care digital library. Using the secure, online patient records at New
York Presbyterian Hospital as a user model, PERSIVAL's components tailor
search, presentation and summarization of online multimedia information
to both patients and healthcare providers.

%M C.DL.01.341
%T An Approach to Search for the Digital Library
%S Systems Design and Architecture for Digital Libraries
%A Elaine G. Toms
%A Joan C. Bartlett
%B DL01
%D 2001
%P 341-342
%K Information Systems -Information Storage and Retrieval - Information
Search and Retrieval (H.3.3); digital libraries, search interface,
search tactics, searching
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p341-toms/p341-toms.pdf
%X The chief form of accessing the content of a digital library (DL) is
its search interface. While a DL needs an interface that integrates a
range of options from search to browse to serendipity, in this work we
focus on analytical search. We propose using Bates' search tactics as a
basis for the re-design of search interfaces. We believe this approach
will help to identify the types of tools that need to be supported by a
DL interface.

%M C.DL.01.343
%T TilePic: A File Format for Tiled Hierarchical Data
%S Systems Design and Architecture for Digital Libraries
%A Jeff Anderson-Lee
%A Robert Wilensky
%B DL01
%D 2001
%P 343-344
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p343-anderson-lee/p343-anderson-lee.pdf
%X TilePic is a method for storing tiled data of arbitrary type in a
hierarchical, indexed format for fast retrieval. It is useful for
storing moderately large, static, spatial datasets in a manner that is
suitable for panning and zooming over the data, especially in
distributed applications. Because different data types may be stored in
the same object, TilePic can support semantic zooming as well. It has
proven suitable for a wide variety of applications involving the
networked access and presentation of images, geographic data, and text.
The TilePic format and its supporting tools are unencumbered, and
available to all.

%M C.DL.01.345
%T High Tech or High Touch: Automation and Human Mediation in Libraries
%S Panel
%A David Levy
%A William Arms
%A Oren Etzioni
%A Diane Nester
%A Barbara Tillett
%B DL01
%D 2001
%P 345
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p345-levy/p345-levy.pdf
%X There are those who now think that traditional library services, such
as cataloging and reference, will no longer be needed in the future, or
at least will be fully automated. Others are equally adamant that human
intervention is not only important but essential. Underlying such
positions are a host of assumptions - about the continued existence and
place of paper, the role of human intelligence and interpretation, the
nature of research, and the significance of the human element. This
panel brings together experts in libraries and digital technology to
uncover such issues and assumptions and to discuss and debate the place
of people and machines in cataloging and reference work.

%M C.DL.01.346
%T Long Term Preservation of Digital Information
%S Digital Preservation: Technology, Economics, and Policy
%A Raymond A. Lorie
%B DL01
%D 2001
%P 346-352
%K Languages, Standardization; archival, digital documents, digital
information, digital library, emulation, preservation
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p346-lorie/p346-lorie.pdf
%X The preservation of digital data for the long term presents a variety
of challenges from technical to social and organizational. The technical
challenge is to ensure that the information, generated today, can
survive long term changes in storage media, devices and data formats.
This paper presents a novel approach to the problem. It distinguishes
between archiving of data files and archiving of programs (so that their
behavior may be reenacted in the future).
   For the archiving of a data file, the proposal consists of specifying
the processing that needs to be performed on the data (as physically
stored) in order to return the information to a future client (according
to a logical view of the data). The process specification and the
logical view definition are archived with the data.
   For the archiving of a program behavior, the proposal consists of
saving the original executable object code together with the
specification of the processing that needs to be performed for each
machine instruction of the original computer (emulation).
   In both cases, the processing specification is based on a Universal
Virtual Computer that is general, yet basic enough as to remain relevant
in the future.

%M C.DL.01.353
%T Creating Trading Networks of Digital Archives
%S Digital Preservation: Technology, Economics, and Policy
%A Brian Cooper
%A Hector Garcia
%B DL01
%D 2001
%P 353-362
%K data trading, digital archiving, fault tolerance, preservation,
replication
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p353-cooper/p353-cooper.pdf
%X Digital archives can best survive failures if they have made several
copies of their collections at remote sites. In this paper, we discuss
how autonomous sites can cooperate to provide preservation by trading
data. We examine the decisions that an archive must make when forming
trading networks, such as the amount of storage space to provide and the
best number of partner sites. We also deal with the fact that some sites
may be more reliable than others. Experimental results from a data
trading simulator illustrate which policies are most reliable. Our
techniques focus on preserving the "bits" of digital collections;
other services that focus on other archiving concerns (such as
preserving meaningful metadata) can be built on top of the system we
describe here.

%M C.DL.01.363
%T Cost-Driven Design for Archival Repositories
%S Digital Preservation: Technology, Economics, and Policy
%A Arturo Crespo
%A Hector Garcia-Molina
%B DL01
%D 2001
%P 363-372
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p363-crespo/p363-crespo.pdf
%X Designing an archival repository is a complex task because there are
many alternative configurations, each with different reliability levels
and costs. In this paper we study the costs involved in an Archival
Repository and we introduce a design framework for evaluating
alternatives and choosing the best configuration in terms of reliability
and cost. We also present a new version of our simulation tool,
ArchSim/C that aids in the decision process. The design framework and
the usage of ArchSim/C are illustrated with a case study of a
hypothetical (yet realistic) archival repository shared between two
universities.

%M C.DL.01.373
%T Hermes: A Notification Service for Digital Libraries
%S Scholarly Communication and Digital Libraries
%A D. Faensen
%A L. Faultstich
%A H. Schweppe
%A A. Hinze
%A A. Steidinger
%B DL01
%D 2001
%P 373-380
%K collaborative filtering, electronic publishing, recommender system
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p373-faensen/p373-faensen.pdf
%X The high publication rate of scholarly material makes searching and
browsing an inconvenient way to keep oneself up-to-date. Instead of
being the active part in information access, researchers want to be
notified whenever a new paper in one's research area is published.
   While more and more publishing houses or portal sites offer
notification services this approach has several disadvantages. We
introduce the Hermes alerting service, a service that integrates a
variety of different information providers making their heterogeneity
transparent for the users. Hermes offers sophisticated filtering
capabilities preventing the user from drowning in a flood of irrelevant
information. From the user's point of view it integrates the providers
into a single source. Its simple provider interface makes it easy for
publishers to join the service and thus reaching the potential readers
directly.
   This paper presents the architecture of the Hermes service and
discusses the issues of heterogeneity of information sources.
Furthermore, we discuss the benefits and disadvantages of
message-oriented middleware for implementing such a service for digital
libraries.

%M C.DL.01.381
%T An Algorithm for Automated Rating of Reviewers
%S Scholarly Communication and Digital Libraries
%A Tracy Riggs
%A Robert Wilensky
%B DL01
%D 2001
%P 381-387
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p381-riggs/p381-riggs.pdf
%X The current system for scholarly information dissemination may be
amenable to significant improvement. In particular, going from the
current system of journal publication to one of self-distributed
documents offers significant cost and timeliness advantages. A major
concern with such alternatives is how to provide the value currently
afforded by the peer review system.
   Here we propose a mechanism that could plausibly supply such value.
In the peer review system, papers are judged meritorious if good
reviewers give them good reviews. In its place, we propose a
collaborative filtering algorithm which automatically rates reviewers,
and incorporates the quality of the reviewer into the metric of merit
for the paper. Such a system seems to provide all the benefits of the
current peer review system, while at the same time being much more
flexible.
   We have implemented a number of parameterized variations of this
algorithm, and tested them on data available from a quite different
application. Our initial experiments suggest that the algorithm is in
fact ranking reviewers reasonably.

%M C.DL.01.388
%T HeinOnline: An Online Archive of Law Journals
%S Scholarly Communication and Digital Libraries
%A Richard J. Marisa
%B DL01
%D 2001
%P 388-394
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7): Collection; Information Systems -Information Storage
and Retrieval - Digital Libraries (H.3.7): Systems issues; Design,
Experimentation, Management; dienst, digital library, document
structure, law journals, metadata, system design
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p388-marisa/p388-marisa.pdf
%X HeinOnline is a new online archive of law journals. Development of
HeinOnline began in late 1997 through the cooperation of Cornell
Information Technologies, William S. Hein & Co., Inc. of Buffalo, NY,
and the Cornell Law Library. Built upon the familiar Dienst and new Open
Archive Initiative protocols, HeinOnline extends the reliable and
well-established management practices of open access archives like
NCSTRL and CoRR to a subscription-based collection. The decisions made
in creating HeinOnline, Dienst architectural extensions, and issues
which have arisen during operation of HeinOnline are described.

%M C.DL.01.395
%T Digital Libraries Supporting Digital Government
%S Panel
%A Gary Marchionini
%A Anne Craig
%A Larry Brandt
%A Judith Klavans
%A Hsinchun Chen
%B DL01
%D 2001
%P 395-397
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p395-marchionini/p395-marchionini.pdf
%X The needs of society have long been addressed through government
research support for new technologies-the Internet representing one
example. Today, under the rubric of digital government, federal agencies
as well as state and local units of governments at all levels have begun
to leverage the fruits of these research investments to better serve the
needs of their constituencies. Government agencies apply these
technologies in a variety of settings including emergency response,
health and safety regulation, financial management, data gathering, and
hosts of information dissemination needs. In addition, governments are
investigating ways to use technology to encourage citizen participation.
There is a growing digital government community of practice that
strongly parallels the evolving digital library community. These
parallel developments are not surprising because libraries and
governments share service missions for their overlapping constituencies.

%M C.DL.01.398
%T Designing a Digital Library for Young Children
%S Designing Digital Libraries for Education: Technology, Services and User Studies
%A Allison Druin
%A Benjamin B. Bederson
%A Juan Pablo Hourcade
%A Lisa Sherman
%A Glenda Revelle
%A Michele Platner
%A Stacy Weng
%B DL01
%D 2001
%P 398-405
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Graphical user interfaces (GUI); Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2):
Interaction styles; Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2): Screen design; Information
Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2): User-centered design; Information Systems -Information Storage
and Retrieval - Digital Libraries (H.3.7): User issues; Information
Systems -Information Storage and Retrieval - Information Search and
Retrieval (H.3.3): Query formulation; Software -Software Engineering -
Requirements/Specifications (D.2.1): Elicitation methods (e.g., rapid
prototyping, interviews, JAD); Design, Human Factors; children,
cooperative inquiry, digital libraries, education applications,
information retrieval design techniques, intergenerational design team,
participatory design, zoomable user interfaces
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p398-druin/p398-druin.pdf
%X As more information resources become accessible using computers, our
digital interfaces to those resources need to be appropriate for all
people. However when it comes to digital libraries, the interfaces have
typically been designed for older children or adults. Therefore, we have
begun to develop a digital library interface developmentally appropriate
for young children (ages 5-10 years old). Our prototype system we now
call SearchKids offers a graphical interface for querying, browsing and
reviewing search results. This paper describes our motivation for the
research, the design partnership we established between children and
adults, our design process, the technology outcomes of our current work,
and the lessons we have learned.

%M C.DL.01.406
%T Dynamic Digital Libraries for Children
%S Designing Digital Libraries for Education: Technology, Services and User Studies
%A Yin Leng Theng
%A Norliza Mohd-Nasir
%A George Buchanan
%A Bob Fields
%A Harold Thimbleby
%A Noel Cassidy
%A Noel Cassidy
%B DL01
%D 2001
%P 406-415
%K collaborative writing, design partners and testers, design process,
ethnography, observational study, participatory design
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p406-theng/p406-theng.pdf
%X The majority of current digital libraries (DLs) are not designed for
children. For DLs to be popular with children, they need to be fun,
easy-to-use and empower them, whether as readers or authors. This paper
describes a new children's DL emphasizing its design and evaluation,
working with the children (11-14 year olds) as design partners and
testers. A truly participatory process was used, and observational study
was used as a means of refinement to the initial design of the DL
prototype. In contrast with current DLs, the children's DL provides both
a static as well as a dynamic environment to encourage active engagement
of children in using it. Design, implementation and security issues are
also raised.

%M C.DL.01.416
%T Looking at Digital Library Usability from a Reuse Perspective
%S Designing Digital Libraries for Education: Technology, Services and User Studies
%A Tamara Sumner
%A Melissa Dawe
%B DL01
%D 2001
%P 416-425
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7): Systems issues; Information Systems -Information
Storage and Retrieval - Digital Libraries (H.3.7): User issues; Computer
Applications - Physical Sciences and Engineering (J.2); Computer
Applications - Physical Sciences and Engineering (J.2): Earth and
atmospheric sciences; Design, Human Factors; comprehension, digital
libraries, educational resources, learning impact, location,
modification, reuse, sharing
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p416-sumner/p416-sumner.pdf
%X The need for information systems to support the dissemination and
reuse of educational resources has sparked a number of large-scale
digital library efforts. This article describes usability findings from
one such project - the Digital Library for Earth System Education
(DLESE) - focusing on its role in the process of educational resource
reuse. Drawing upon a reuse model developed in the domain of software
engineering, the reuse cycle is broken down into five stages:
formulation of a reuse intention, location, comprehension, modification,
and sharing. Using this model to analyze user studies in the DLESE
project, several implications for library system design and library
outreach activities are highlighted. One finding is that resource reuse
occurs at different stages in the educational design process, and each
stage imposes different and possibly conflicting requirements on digital
library design. Another finding is that reuse is a distributed process
across several artifacts, both within and outside of the library itself.
In order for reuse to be successful, a usability line cannot be drawn at
the library boundary, but instead must encompass both the library system
and the educational resources themselves.

%M C.DL.01.426
%T Building a Hypertextual Digital Library in the Humanities: A Case Study on London
%S Applications of Digital Libraries in the Humanities
%A Gregory Crane
%A David A. Smith
%A Clifford E. Wulfman
%B DL01
%D 2001
%P 426-434
%K automatic linking, browsing, collection development, document design,
reading
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p426-crane/p426-crane.pdf
%X This paper describes the creation of a new humanities digital library
collection: 11,000,000 words and 10,000 images representing books,
images and maps on pre-twentieth century London and its environs. The
London collection contained far more dense and precise information than
the materials from the Greco-Roman world on which we had previously
concentrated. The London collection thus allowed us to explore new
problems of data structure, manipulation, and visualization. This paper
contrasts our model for how humanities digital libraries are best used
with the assumptions that underlie many academic digital libraries on
the one hand and more literary hypertexts on the other. Since encoding
guidelines such as those from the TEI provide collection designers with
far more options than any one project can realize, this paper describes
what structures we used to organize the collection and why. We
particularly emphasize the importance of mining historical authority
lists (encyclopedias, gazetteers, etc.) and then generating automatic
span-to-span links within the collection.

%M C.DL.01.435
%T Document Quality Indicators and Corpus Editions
%S Applications of Digital Libraries in the Humanities
%A Jeffrey A. Rydberg-Cox
%A Anne Mahoney
%A Gregory R. Crane
%B DL01
%D 2001
%P 435-436
%K Design, Documentation, Languages, Standardization, Theory; automatic
linking, browsing, collection development, document design, reading
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p435-rydberg-cox/p435-rydberg-cox.pdf
%X Corpus editions can only be useful to scholars when users know what
to expect of the texts. We argue for text quality indicators, both
general and domain-specific.

%M C.DL.01.437
%T The Digital Atheneum: New Approaches for Preserving, Restoring and Analyzing Damaged Manuscripts
%S Applications of Digital Libraries in the Humanities
%A Michael S. Brown
%A W. Brent
%B DL01
%D 2001
%P 437-443
%K digital libraries, digital preservation, document analysis,
humanities computing, restoration
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p437-brown/p437-brown.pdf
%X This paper presents research focused on developing new techniques and
algorithms for the digital acquisition, restoration, and study of
damaged manuscripts. We present results from an acquisition effort in
partnership with the British Library, funded through the NSF DLI-2
program, designed to capture 3-D models of old and damaged manuscripts.
We show how these 3-D facsimiles can be analyzed and manipulated in ways
that are tedious or even impossible if confined to the physical
manuscript. In particular, we present results from a restoration
framework we have developed for "flattening" the 3-D representation of
badly warped manuscripts. We expect these research directions to give
scholars more sophisticated methods to preserve, restore, and better
understand the physical objects they study.

%M C.DL.01.444
%T Towards an Electronic Variorum Edition of Don Quixote
%S Applications of Digital Libraries in the Humanities
%A Richard Furuta
%A Shueh-Cheng Hu
%A Siddarth Kalasapur
%A Rajiv Kochumman
%A Eduardo Urbina
%A Ricardo Vivancos
%B DL01
%D 2001
%P 444-445
%K cervantes digital library, cervantes project, hispanic culture,
humanities digital libraries
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p444-furuta/p444-furuta.pdf
%X known Don Quixote. This paper gives an overview of the computer-based
tools that we are using in this endeavor, and summarizes the current
status of the project. The Electronic Variorum Edition will join the
other content elements maintained by the project, which focuses on
electronic resources in support of the study of Cervantes, his works,
and his times.

%M C.DL.01.446
%T Digital Music Libraries -- Research and Development
%S Panel
%A David Bainbridge
%A Gerry Bernbom
%A Mary Wallace
%A Andrew P. Dillon
%A Matthew Dovey
%A Jon W. Dunn
%A Michael Fingerhut
%A Ichiro Fujinaga
%A Eric J. Isaacson
%B DL01
%D 2001
%P 446-448
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p446-bernbom/p446-bernbom.pdf
%X Digital music libraries provide enhanced access and functionality
that facilitates scholarly research and education. This panel will
present a report on the progress of several major research and
development projects in digital music libraries.

%M C.DL.01.450
%T Content Management for Digital Museum Exhibitions
%S Demonstrations
%A Jen-Shin Hong
%A Bai-Hsuen Chen
%A Jieh Hsiang
%A Tien-Yu Hsu
%B DL01
%D 2001
%P 450
%K XML, content management, digital museum, multipresentation
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p450-hong/p450-hong.pdf
%X An online exhibition of a digital museum often consists of a variety
of multimedia objects such as webpages, animation, and video clips.
Ideally, there should be different exhibitions on the same topic for
users with different needs. The difficulty is that it is time-consuming
to produce illustrative and intriguing online exhibitions. In this
paper, we present a content management system for producing exhibitions.
This framework is a novel approach for organizing digital collections
and for quickly selecting, integrating, and composing objects from the
collection to produce exhibitions of different presentation styles, one
for each user group. A prototype based on our framework has been
implemented and successfully used in the production of a Lanyu digital
museum. Using our method, the Lanyu Digital Museum online exhibition has
several features: (1) It provides an easy way to compose artifacts
extracted from the digital collection into exhibitions. (2) It provides
an easy way to create different presentations of the same exhibition
content that are catered to users with different needs. (3) It provides
easy-to-use film-editing capability to re-arrange an exhibition and to
produce new exhibitions from existing ones.

%M C.DL.01.451
%T Demonstration of Hierarchical Document Clustering of Digital Library Retrieval Results
%S Demonstrations
%A C. R. Palmer
%A J. Pesenti
%A R. E. Valdes-Perez
%A M. G. Christel
%A A. G. Hauptmann
%A D. Ng
%A H. D. Wactlar
%B DL01
%D 2001
%P 451
%K Information Systems -Information Storage and Retrieval - Information
Search and Retrieval (H.3.3): Clustering; Information Systems
-Information Storage and Retrieval - Digital Libraries (H.3.7): User
issues; hierarchical document clustering
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p451-palmer/p451-palmer.pdf
%X As digital libraries grow in size, querying their contents will
become as frustrating as querying the web is now. One remedy is to
hierarchically cluster the results that are returned by searching a
digital library. We demonstrate the clustering of search results from
Carnegie Mellon's Informedia database, a large video library that
supports indexing and retrieval with automatically generated
descriptors.

%M C.DL.01.452
%T Indiana University Digital Music Library Project
%S Demonstrations
%A Jon W. Dunn
%A Eric J. Isaacson
%B DL01
%D 2001
%P 452
%K Computer Applications - Arts and Humanities (J.5): Performing arts
(e.g., dance, music); Information Systems -Information Storage and
Retrieval - Digital Libraries (H.3.7): Collection; Information Systems
-Information Storage and Retrieval - Digital Libraries (H.3.7):
Dissemination; Information Systems -Information Storage and Retrieval -
Digital Libraries (H.3.7): Systems issues; Information Systems
-Information Storage and Retrieval - Digital Libraries (H.3.7): User
issues; Design; music digital libraries, music instruction
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p452-dunn/p452-dunn.pdf
%X The Indiana University Digital Music Library project plans to create
a digital library testbed system containing music in a variety of
formats, designed to support research and education in the field of
music and to serve as a platform for digital library research.
Prototypes of user interfaces to the system will be demonstrated.

%M C.DL.01.453
%T Interactive Visualization of Video Metadata
%S Demonstrations
%A Mark Derthick
%B DL01
%D 2001
%P 453
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Graphical user interfaces (GUI); Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2):
Interaction styles; Algorithms, Human Factors; information visualization
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p453-derthick/p453-derthick.pdf
%X Much current research on digital libraries focuses on named entity
extraction and transformation into structured information. Examples
include entities like events, people, and places, and attributes like
birth date or latitude. This video demonstration illustrates the
potential for finding relationships among entities extracted from 50,000
news segments from CMUs Informedia Digital Video Library. A visual query
language is used to specify relationships among entities. Data populate
the query structure, which becomes an interface for exploration that
gives continuous feedback in the form of visualizations of summary
statistics. The target user is a data analyst familiar with the domain
from which the entities come, but not a computer scientist.

%M C.DL.01.454
%T PERSIVAL Demo: Categorizing Hidden-Web Resources
%S Demonstrations
%A Panagiotis G. Ipeirotis
%A Luis Gravano
%A Mehran Sahami
%B DL01
%D 2001
%P 454
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p454-ipeirotis/p454-ipeirotis.pdf

%M C.DL.01.455
%T PERSIVAL: Personalized Summarization Over Multimedia Health-Care Information
%S Demonstrations
%A Noemie Elhadad
%A Min-Yen Kan
%A Simon Lok
%A Smaranda Muresan
%B DL01
%D 2001
%P 455
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p455-elhadad/p455-elhadad.pdf
%X In this demonstration, we present several integrated components of
PERSIVAL PErsonalized Retrieval and Summarization of Image, Video And
Language)[1], a system designed to provide personalized access to a
distributed digital library of medical literature and consumer health
information. The global system architecture of PERSIVAL is best
described as a two-stage processing pipeline. The first stage is a
retrieval system that matches user queries with relevant multimedia data
in the library. The second stage is a visualization system that
processes the multimedia data matched by the first stage for display.
   Our demonstration focuses on the second stage of PERSIVAL's
processing pipeline. Given a set of relevant documents for certain
predefined queries, our integrated demonstration seeks to give a
tailored response for either physicians or patients, featuring textual
summaries, as well as relevant medical definitions. To visualize the
summaries and definitions, we employ automated constraint-based layout
of the user interface that allows for rich interaction between summaries
and definitions.
   PERSIVAL's natural language processing and user interface modules
make up the visualization portion of the system and illustrate
state-of-the-art digital library technology. Following are the modules
presented in our demonstration.

%M C.DL.01.456
%T View Segmentation and Static/Dynamic Summary Generation for Echocardiogram Videos
%S Demonstrations
%A Shahram Ebadollahi
%A Shih-Fu Chang
%B DL01
%D 2001
%P 456
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p456-ebadollahi/p456-ebadollahi.pdf
%X The demonstration described here is a part of the PERSIVAL system
[1]. In PERSIVAL the user of the echocardiogram video archives is able
to access, browse, search and interact with the echocardiogram videos
efficiently and effectively. Video data is also integrated with other
modalities of information and presented to the right users in the right
context.

%M C.DL.01.457
%T Stanford Encyclopedia of Philosophy: A Dynamic Reference Work
%S Demonstrations
%A Edward N. Zalta
%A Colin Allen
%A Uri Nodelman
%B DL01
%D 2001
%P 457
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p457-zalta/p457-zalta.pdf
%X The primary goal of the Stanford Encyclopedia of Philosophy project
(http://plato.stanford.edu/) is to produce an authoritative and
comprehensive reference work devoted to the academic discipline of
philosophy that will be kept up to date ally so as to remain useful to
those in academia and the general public. To accomplish this goal we
have designed and implemented web-based software by which academic
philosophers can collaboratively write and maintain such a 'dynamic
reference work'. Our implementation has features that are not found in
any other online reference work in any discipline, and that enable the
profession of philosophy to maintain such a reference work without the
cost or level of staff support required for traditional reference work
publishing.

%M C.DL.01.458
%T A System for Adding Content-Based Searching to a Traditional Music Library Catalogue Server
%S Demonstrations
%A Matthew J. Dovey
%B DL01
%D 2001
%P 458
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p458-dovey/p458-dovey.pdf
%X Most online music library catalogues can only be searched by textual
metadata. Whilst highly effective - since the rules for maintaining
consistency have been refined over many years - this does not allow
searching by musical content. Many music librarians are familiar with
users humming their enquiries. Most systems providing a query by humming
interface tend to run independently of music library catalogue systems
and not offer similar textual metadata searching. This demonstration
shows how we can integrate these two types of system based on work
conducted as part of the NSF/JISC funded OMRAS project
(http://www.omras.org).

%M C.DL.01.459
%T Using the Repository Explorer to Achieve OAI Protocol Compliance
%S Demonstrations
%A Hussein Suleman
%B DL01
%D 2001
%P 459
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p459-suleman/p459-suleman.pdf
%X The Open Archives Initiative (OAI) is dedicated to solving problems
of digital library interoperability by defining simple protocols, most
recently the Open Archives Initiative Protocol for Metadata Harvesting
[2], which was unveiled in January 2001. To support the adoption of this
new interoperability technology, we have developed the Repository
Explorer [1], a web-based tool to enforce compliance to the same
interpretation of the protocol by the various different server
implementations. This demonstration will show how the Repository
Explorer can be used to perform either user-driven browsing or automatic
testing of an implementation of the protocol.

%M C.DL.01.463
%T An Atmospheric Visualization Collection for the NSDL
%S Posters
%A Christopher Klaus
%A Keith Andrew
%B DL01
%D 2001
%P 463
%K Computing Methodologies -Image Processing And Computer Vision -
General (I.4.0): Image displays; Computer Applications - Physical
Sciences and Engineering (J.2): Earth and atmospheric sciences;
Computing Methodologies -Computer Graphics - Picture/Image Generation
(I.3.3); Algorithms, Experimentation, Human Factors, Measurement;
atmospheric science, digital library, visualization education
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p463-klaus/p463-klaus.pdf
%X In this poster, we describe visualization and educational efforts
underway to build an Atmospheric Visualization Collection for the NSDL.

%M C.DL.01.464
%T Breaking the Metadata Generation Bottleneck: Preliminary Findings
%S Posters
%A Elizabeth D. Liddy
%A Stuart Sutton
%A Woojin Paik
%A Eileen Allen
%A Sarah Harwell
%A Michelle Monsour
%A Anne Turner
%A Jennifer Liddy
%B DL01
%D 2001
%P 464
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p464-liddy/p464-liddy.pdf
%X The goal of our 18 month NSDL-funded project is to develop Natural
Language Processing and Machine Learning technology which will
accomplish automatic metadata generation for individual educational
resources in digital collections. The metadata tags that the system will
be learning to automatically assign are the full complement of Gateway
to Educational Materials (GEM) metadata tags -- from the nationally
recognized consortium of organizations concerned with access to
educational resources. The documents that comprise the sample for this
research come from the Eisenhower National Clearinghouse on Science and
Mathematics.

%M C.DL.01.465
%T Building the Physical Sciences Information Infrastructure, A Phased Approach
%S Posters
%A Judy C. Gilmore
%A Valerie S. Allen
%B DL01
%D 2001
%P 465
%K federal agencies, physical sciences
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p465-gilmore/p465-gilmore.pdf
%X In 2000, a vision of a Physical Sciences Information Infrastructure -
an integrated network for the physical sciences - was captured and
endorsed. Work continues in 2001 as partnerships are formed and
strategies are formulated to move the vision forward.

%M C.DL.01.466
%T Development of an Earth Environmental Digital Library System for Soil and Land-Atmospheric Data
%S Posters
%A Eiji Ikoma
%A Taikan Oki
%A Masaru Kitsuregawa
%B DL01
%D 2001
%P 466
%K Experimentation; VRML, digital library, user interface
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p466-ikoma/p466-ikoma.pdf
%X We propose and examine new methods for automatic data loading system
and flexible user interface system with many features such as 3D
visualization. We implement the earth environmental digital library and
operate it on the Web. Though our system is focusing the limited users
like earth environmental researchers, more than 8000 hits per month
describe the practical usefulness of it.

%M C.DL.01.467
%T Digital Facsimile Editions and On-Line Editing
%S Posters
%A Harry Plantinga
%B DL01
%D 2001
%P 467
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p467-plantinga/p467-plantinga.pdf
%X Digitizing a large collection of books is an expensive and
time-consuming task -- but there may be volunteers all over the world
who are willing to do a small portion of the task. This poster describes
a system for making digital facsimile editions-e-books consisting of
page images and OCRed but uncorrected text. The user can choose to view
low or high resolution page images or text for each page or search the
text. Authenticated users with little or no training can correct the
text on-line, and the corrections are incorporated in the document.
Source code is available for the described implementation, which is a
part of the Christian Classics Ethereal Library (http://www.ccel.org).

%M C.DL.01.468
%T DSpace at MIT: Meeting the Challenges
%S Posters
%A Michael J. Bass
%A Margret Branschofsky
%B DL01
%D 2001
%P 468
%K Information Systems -Information Storage and Retrieval - Library
Automation (H.3.6); Information Systems -Information Storage and
Retrieval - Online Information Services (H.3.5); Data - Data Structures
(E.1); Design, Economics, Experimentation, Legal Aspects, Management;
application service platform, architecture, archive, digital libraries,
digital media, federation, metadata, repository
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p468-bass/p468-bass.pdf
%X DSpace is a joint development effort by HP and MIT to establish an
electronic system that will enable MIT faculty and researchers to
capture, preserve, manage, and disseminate their intellectual output,
and that will enable the Institute to maintain its intellectual
heritage. The effort further aims to facilitate sharing of intellectual
content and metadata among institutions by minimizing barriers to
adoption and federation. This brief paper describes the motivation
behind the project, its goals, objectives, progress, and references to
detailed definition & design materials.

%M C.DL.01.469
%T Exploiting Image Semantics for Picture Libraries
%S Posters
%A Kobus Barnard
%A David Forsyth
%B DL01
%D 2001
%P 469
%K Information Systems - Information Storage and Retrieval (H.3);
Algorithms, Human Factors, Performance; digital libraries, hierarchical
image clustering
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p469-barnard/p469-barnard.pdf
%X We consider the application of a system for learning the semantics of
image collections to digital libraries. We discuss our approach to
browsing and search, and investigate the integration both in more
detail.

%M C.DL.01.470
%T Feature Extraction for Content-Based Image Retrieval in DARWIN
%S Posters
%A K. R. Debure
%A A. S. Russell
%B DL01
%D 2001
%P 470
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p470-debure/p470-debure.pdf

%M C.DL.01.471
%T Guided Linking: Efficiently Making Image-to-Transcript Correspondence
%S Posters
%A Cheng Jiun Yuan
%A W. Brent Seales
%B DL01
%D 2001
%P 471
%K application, digital libraries, humanities computing, image analysis,
image/text correspondence
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p471-yuan/p471-yuan.pdf
%X The problem of annotating unstructured images is labor intensive and
difficult to automate. Linking is a type of annotation where an image
region is tagged by representing a correspondence between the region and
other information. Any serious effort at creating a digital edition of a
manuscript from nothing but images and their associated information,
such as transcripts and editorial remarks, must include the task of
creating a large number of links between image regions and the related
information. We present an approach to the problem of image linking,
which concentrates on the fundamental and labor-intensive task of
associating image regions with their textual counterparts. We assume the
input to the system is a set of images representing a manuscript, and
that associated data, such as a transcript, is available to provide
guidance to the automated portion of the system. Our approach targets
collections that are damaged and difficult-to-read, such as manuscripts
that require intensive editorial annotation. It is essentially
impossible to perform fully automated techniques, such as optical
character recognition (OCR) or accurate handwriting analysis [2], on
these kinds of manuscripts.

%M C.DL.01.472
%T Integrating Digital Libraries by CORBA, XML and Servlet
%S Posters
%A Wing Hang Cheung
%A Michael R. Lyu
%A Kam Wing Ng
%B DL01
%D 2001
%P 472
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p472-cheung/p472-cheung.pdf
%X In this paper, we describe how we use a mediator-based architecture
for integrating digital libraries. We discuss how we tackle the
obstacles of firewalls in the expansion of our system by using XML and
Java Servlet, which are used to achieve CORBA general communications and
callback features across the firewalls.

%M C.DL.01.473
%T A National Digital Library for Undergraduate Mathematics and Science Teacher Preparation and Professional Development
%S Posters
%A Kimberly S. Roempler
%B DL01
%D 2001
%P 473
%K inservice teachers, mathematics education, pedagogy, preservice
teachers, science education, teacher preparation
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p473-roempler/p473-roempler.pdf
%X The primary goal of the National Digital Library for Undergraduate
Mathematics and Science Teacher Preparation and Professional
Development, funded through the NSF Division of Undergraduate Education
National Science Digital Libraries Initiative, is to increase the use of
best teaching practices by faculty by providing the resources - tools,
training, and data - needed to build inquiry and discovery into all
undergraduate science and mathematics courses. Improving the math and
science education of future and in-service K-12 teachers is one of the
most important challenges facing college and university faculties.
   The preparation of future teachers is a fundamental element in the
improvement of the learning experience of all students, from grades
K-16. As teachers know, it is natural to teach as we have been taught
ourselves. The standards in mathematics and science call for greater
integration of inquiry-based techniques and more rigorous mathematical
and science content. Teachers at all levels will be better equipped to
meet these standards if they are taught using these approaches during
their own education.

%M C.DL.01.474
%T Print to Electronic: Measuring the Operational and Economic Implications of an Electronic Journal Collection
%S Posters
%A Carol Hansen Montgomery
%A Linda S. Marion
%B DL01
%D 2001
%P 474
%K Computing Milieux -Management of Computing and Information Systems -
General (K.6.0): Economics; Economics, Measurement, Management; academic
library, digital library, electronic journals
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p474-montgomery/p474-montgomery.pdf
%X In this poster, we report methodology and initial results from a
study of an academic library's migration to an all-electronic journal
collection.

%M C.DL.01.475
%T Turbo Recognition: Decoding Page Layout
%S Posters
%A Taku A. Tokuyasu
%B DL01
%D 2001
%P 475
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p475-tokuyasu/p475-tokuyasu.pdf

%M C.DL.01.476
%T Using Markov Models and Innovation-Diffusion as a Tool for Predicting Digital Library Access and Distribution
%S Posters
%A Bruce R. Barkstrom
%B DL01
%D 2001
%P 476
%K EOSDIS, Markov models, innovation-diffusion, user access patterns,
user access rates, user modeling
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p476-barkstrom/p476-barkstrom.pdf
%X This paper, discusses a general approach to predicting data access
rates and user access patterns for planning distribution capacities and
for monitoring data usage. The approach uses a steady-state Markov model
to describe user activities and innovation-diffusion to describe the
rate at which a naive population adopts accessing data from a digital
library.

%M C.DL.01.477
%T A Versatile Facsimile and Transcription Service for Manuscripts and Rare Old Books at the Miguel de Cervantes Digital Library
%S Posters
%A Alejandro Bia
%B DL01
%D 2001
%P 477
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p477-bia/p477-bia.pdf
%X The purpose of this poster is to describe our approach to provide
facsimiles of manuscripts and old books as one of our DL services
publicly available by Internet.

%M C.DL.01.478
%T The Virtual Naval Hospital: The Digital Library as Knowledge Management Tool for Nomadic Patrons
%S Posters
%A Michael P. D'Alessandro
%A Richard S. Bakalar
%A Donna M. D'Alessandro
%A Denis E. Ashley
%A Mary J. C. Hendrix
%B DL01
%D 2001
%P 478
%K Information Systems -Information Storage and Retrieval - Digital
Libraries (H.3.7): Collection; Information Systems -Information Storage
and Retrieval - Digital Libraries (H.3.7): Dissemination; Information
Systems -Information Storage and Retrieval - Digital Libraries (H.3.7):
Systems issues; Information Systems -Information Storage and Retrieval -
Digital Libraries (H.3.7): User issues; Design, Human Factors,
Measurement; case study, digital libraries, knowledge management,
lessons learned, nomadic computing
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p478-d_alessandro/p478-d_alessandro.pdf
%X To meet the information needs of isolated primary care providers and
their patients in the United States (U.S.) Navy, a digital health
sciences library - Virtual Naval Hospital (http://www.vnh.org) - was
created through a unique partnership between academia and government.
The creation of the digital library was heavily influenced by the
principles of user-centered design, and made allowances for the nomadic
nature of the digital library's patrons and the heterogeneous access
they have to Internet bandwidth. The result is a digital library that
has been in operation since 1997, that continues to expand in size, that
is heavily used, and that is highly regarded by its patrons. Over time,
the digital library has evolved into a knowledge-management system for
the U.S. Navy Bureau of Medicine and Surgery. A number of valuable
technical, personal, and political lessons have been learned about
delivering digital library and knowledge management services to nomadic
patrons. They can be summarized by stating that to succeed in the design
and implementation of a digital library that serves as a knowledge
management tool, regardless of the field of endeavor, one must focus
initially and then consistently on the population served and what their
mission is, and tailor the digital library to their needs. If this is
done, the result will be a tool that is heavily used and sincerely
appreciated. These lessons learned will become increasingly valuable as
society moves towards a ubiquitous computing environment.

%M C.DL.01.479
%T Tutorial 1: Practical Digital Libraries Overview
%S Tutorials
%A Edward A. Fox
%B DL01
%D 2001
%P 479
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p479-tutorials/p479-tutorials.pdf

%M C.DL.01.479
%T Tutorial 2: Evaluating, Using, and Publishing eBooks
%A Gene Golovchinsky
%A Cathy Marshall
%A Elli Mylonas
%B DL01
%D 2001
%P 479
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p479-tutorials/p479-tutorials.pdf

%M C.DL.01.479
%T Tutorial 3: Thesauri and Ontologies
%S Tutorials
%A Dagobert Soergel
%B DL01
%D 2001
%P 479
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p479-tutorials/p479-tutorials.pdf
%Y Part 1: Structure and Use in Knowledge-Based Assistance to Users
Part 2: Design, Evaluation, and Development

%M C.DL.01.480
%T Tutorial 4: How to Build a Digital Library Using Open-Source Software
%S Tutorials
%A Ian H. Witten
%B DL01
%D 2001
%P 480
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p479-tutorials/p479-tutorials.pdf

%M C.DL.01.480
%T Hands-On Workshop: Build Your Own Digital Library Collections
%S Tutorials
%A Ian H. Witten
%A David Bainbridge
%B DL01
%D 2001
%P 480
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p479-tutorials/p479-tutorials.pdf

%M C.DL.01.480
%T Tutorial 6: Building Interoperable Digital Libraries: A Practical Guide to Creating Open Archives
%S Tutorials
%A Hussein Suleman
%B DL01
%D 2001
%P 480
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p479-tutorials/p479-tutorials.pdf

%M C.DL.01.482
%T Workshop 1: Visual Interfaces to Digital Libraries -- Its Past, Present, and Future
%S Workshops
%A Katy Borner
%A Chaomei Chen
%B DL01
%D 2001
%P 482
%K cognitive psychology, digital libraries, human-computer interaction,
information visualization, usability studies
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p482-borner/p482-borner.pdf
%X The design of easy-to-use and informative visual interfaces to
digital libraries is an integral part to the advances of digital
libraries. A wide range of approaches have been developed from a diverse
spectrum of perspectives that focus on users and tasks to be supported,
data to be modeled, and the efficiency of algorithms. Information
visualization aims to exploit the human visual information processing
system, especially with non-spatial data (such as documents and images
typically found in digital libraries). Generally, information
visualization examines semantic relationships intrinsic to an abstract
information space and how they can be spatially navigated and memorized
using similar cognitive processes to those that would apply during
interactions with the real world. This workshop promotes the convergence
of information visualization and digital libraries. It brings together
researchers and practitioners in the areas of information visualization,
digital libraries, human-computer interaction, library and information
science, and computer science to identify the most important issues in
the past and the present, and what should be done in the future.

%M C.DL.01.483
%T Workshop 2: The Technology of Browsing Applications
%S Workshops
%A Nina Wacholder
%A Craig Nevill Manning
%B DL01
%D 2001
%P 483
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p483-wacholder/p483-wacholder.pdf
%X Phrase browsing applications provide information seekers with access
to text content via structured lists of index terms. These lists provide
a preview of the content of a collection. The index terms, which may be
identified by a variety of techniques, are phrases that represent
important concepts referred to in a document or collection of documents.
The browsing system supports interactive navigation and organization of
the phrases.
   The goal of this workshop is to bring together researchers interested
in any aspect of phrase browsing technology, including, but not limited
to, identification of index terms, techniques for hierarchical
organization of the terms, implementation of efficient systems,
usability of browsing applications, and techniques for evaluating this
technology.

%M C.DL.01.484
%T Workshop 3: Classification Crosswalks
%S Workshops
%A Paul Thompson
%A Traugott Koch
%A John Carter
%A Heike Neuroth
%A Ed O'Neill
%A Dagobert Soergel
%B DL01
%D 2001
%P 484
%K classification schemes, controlled vocabularies, digital libraries,
vocabulary integration tools
%* (c) Copyright 2001 ACM
%W http://www.acm.org/pubs/articles/proceedings/dl/379437/p484-thompson/p484-thompson.pdf
%X Mapping between/among classification schemes is beneficial within an
organization that has a number of implicit schemes, between
organizations seeking to exchange information, and in a digital library
context where collections are organized by different classifications.
This cross scheme mapping could be done manually, but if many schemes
are to be mapped, it may be desirable to provide automated tools and
techniques to support the process. This workshop will present research
and projects that identify the state-of-the-practice and outline the
research agenda.
   In addition to the educational part of the program, the afternoon
will be devoted to ongoing NKOS activities related to a vocabulary
mark-up language, mechanisms for search and retrieval of online
knowledge organization sources, and a typology for describing knowledge
organization sources that supports the development of knowledge
organization services on the Web.
   The program is available from the NKOS Web site at
http://nkos.slis.kent.edu.

%M C.DL.01.-1
%T Workshop 4: Digital Libraries in Asian Languages
%S Workshops
%A Su-Shing Chen
%A Ching-chih Chen
%B DL01
%D 2001
%P --
%* (c) Copyright 2001 ACM

%M C.DL.01.-2
%T Workshop 5: Information Visualization for Digital Libraries: Defining a Research Agenda for Heterogeneous Multimedia Collections
%S Workshops
%A Lucy Nowell
%A Elizabeth Hetzler
%B DL01
%D 2001
%P --
%K heterogeneous digital libraries, human computer interaction,
multimedia, visualization
%* (c) Copyright 2001 ACM
%X This workshop will emphasize small group discussion and brainstorming
to explore issues of visualization for heterogeneous digital libraries.
The power of visualization lies in its ability to convey information at
the high bandwidth of the human perceptual system, facilitating
recognition of patterns in the information space, and supporting
navigation in large collections. How do we extend these benefits to
collections that span the range of digital media? Participants will
explore this issue, with the aim of identifying a research agenda.

fpack:!@#$%^&*(): DOC97.BA
%M C.DOC.97.1
%T Cognitive Strain as a Factor in Effective Document Design
%A Michael J. Albers
%B DOC97
%D 1997
%P 1-6
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p1-albers/p1-albers.pdf
%X People have a limited amount of cognitive resources. 
Coping with the increasing amount of information
presented via a software interface strains a user's
cognitive resources.  If a person has to use the
documentation, whether on-line or paper, additional
cognitive resources are consumed, often overloading
the user.  Using several windows or multi-media
elements can compound the problem.  Unfortunately,
as Wickens (1992) states, humans are unable to
manage excessive cognitive strain and they respond
by getting frustrated, committing errors, shedding
tasks, or reverting to known methods.
   Understanding the causes of cognitive strain helps
explain why seemingly well-designed and usability-tested
documentation still elicits complains of being
unusable.
   In this paper, I define cognitive strain as exceeding
the amount of mental resources available to devote to
problem solving.  Psychology researchers have found
that we have a small set of resources which must be
distributed between all the cognitive tasks we
simultaneously perform.  When those resources are
exhausted, error rates and frustration increase while
performance and material retention decrease.  It is
important to note that cognitive strain is a short-term
overload and is not the longer-term stress we
associate with impending deadlines or an over-scheduled
workload.  However, longer-term stress
factors do influence the amount of cognitive
resources available.
   Thus it is essential that we, as technical
communicators, explore effective methods which
reduce cognitive strain and maximize the user's
ability to extract information from the system.  In this
paper, I first examine the literature on cognitive
strain and the signs of cognitive overload.  Next, I
look at current methodologies and discuss how they
don't include considering cognitive stress.  Finally, I
explore how modifying our design methodologies to
consider cognitive strain can improve the resulting
documentation.

%M C.DOC.97.7
%T From Document Design to Information Design
%A Mark Baker
%A Carol Miksik
%B DOC97
%D 1997
%P 7-10
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p7-baker/p7-baker.pdf
%X In 1750, the textile industry worked like this:
Spinsters worked at their spinning wheels in
their cottages.  From time to time a broker would
make the circuit of the cottages, buying up the
spun thread and delivering it to weavers, who
worked on hand looms in their cottages.  The
broker would then buy finished cloth from the
weavers and carry it to town.  By 1830, the
cottage industries, and the individualized
products they created were virtually gone.  Both
spinning and weaving were performed by
workers tending power spindles and power
looms in factories.  The cloth they produced was
so much cheaper than before that ordinary
people could begin to afford more than one set
of clothing, which sparked an improvement in
personal hygiene, which lowered the death rate
and fed a booming population.
   A wide variety of cottage industries disappeared
in the years that followed.  Today there is
perhaps only one significant one that has
survived: ours.  Writing is the last cottage
industry.  True, for many of us, our cottages are
eight by eight cubicles in some vast open
concept office building.  But in those cubicles we
still spin our own words and weave our own
documents using our personal tools.
   But this is the information age.  Our cottage
industry is not economical for producing the
vast array of information products in the wide
variety of media that is now demanded of us. 
Like it or not, we are headed for the factory.
   Fortunately, modern factory work does not have
to be production line drudgery.  Modern factory
workers do not tend production lines, they
design and direct the machines, and the
programs, that run automated production lines. 
If we want to have a continued role in the
information factory, we must learn to design and
direct the information systems and programs
that will run the information production line. 
This is not a job for programmers who do
fundamentally understand the complexity of the
information.  It is a job for writers who have
learned new design skills.

%M C.DOC.97.11
%T Moving Document Control Systems to the Corporate Intranet: One Company's
Strategy
%A Bill Burns
%B DOC97
%D 1997
%P 11-16
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p11-burns/p11-burns.pdf
%X Companies are now recognizing the cost benefits to
using web and Internet technology to deliver
information internally using a corporate "intranet."
However, often not included in these hypertext
delivery systems are the controlled or proprietary
documents that businesses need to document
manufacturing processes, the notification systems
needed to keep production employees up-to-date on
procedural changes, and the approval workflows
necessary for ensuring ISO compliance to process
control.
   Changing from legacy, hard copy document control
systems to web-based, online document control and
delivery systems involves not only an investment in
new technology on the part of management, but also
a paradigm shift on the part of the people who use the
information technical communicators deliver.  When
making this transition, companies need to consider
four questions:
 * What should be the focus for new technologies
   and methods?
 * How does the company build support for
   change?
 * Which tools should content creators be using?
 * What issues should system developers expect
   during the transition?

%M C.DOC.97.17
%T CogentHelp: A Tool for Authoring Dynamically Generated Help for Java GUIs
%A David E. Caldwell
%A Michael White
%B DOC97
%D 1997
%P 17-22
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p17-caldwell/p17-caldwell.pdf
%X CogentHelp is a prototype tool for authoring
dynamically generated on-line help for applications
whose graphical user interfaces (GUIs) are built with
the Java Abstract Windowing Toolkit (AWT).  In this
paper, we describe some of the techniques used in
CogentHelp to facilitate the authoring, maintenance
and customization of high-quality help systems. 
These include the use of (1) a "single-source"
methodology for developing program code and help
text; (2) small-grained, reusable "snippets" of help
text instead of monolithic topics; and (3) a
lightweight, extensible framework for planning and
generating help topics from "snippets".

%M C.DOC.97.23
%T Mobile Computing -- Beyond Laptops
%A Laura Cappelletti
%B DOC97
%D 1997
%P 23-26
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p23-cappelletti/p23-cappelletti.pdf
%X In the companion paper "Mobile Computing -- A
Fact in Your Future" we discussed wireless
networking technology and products and techniques
that support mobile laptop users.  This paper will
address some of the implications to information
developers in a world where the networking
infrastructure is assumed (the Internet), and where
World Wide Web access is pervasive among our
customers and coworkers around the world.  We can
imagine what our lives will be like as we progress
along a spectrum of increasing mobility.

%M C.DOC.97.27
%T Reconstructing Minimalism
%A John M. Carroll
%B DOC97
%D 1997
%P 27-34
%* (c) Copyright 1997 Academic Press
%O This is the introductory chapter for Minimalism beyond the Nurnberg Funnel (M.I.T. Press, 1997).
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p27-carroll/p27-carroll.pdf
%X Seventeen years ago, I was working in a research group
of young cognitive psychologists.  We were young
enough to be astonished by the profound difficulties
people routinely experienced in using what appeared to
be carefully designed documentation and self-instruction
material.  These initial observations propelled us down
a path of investigation and analysis that we are still
pursuing.
   In this Introduction, I will survey the emergence of
minimalism as an approach to technical
communication -- from my personal perspective. 
Although I originally coined the term as it is now
applied in technical communication, and did play a role
in launching and developing the minimalist approach to
technical communication, I regard the minimalist
movement as more a matter of zeitgeist and refinement
than of radical innovation.  The scientific and
philosophical foundation for minimalism was well-established
before 1980, indeed, it was writ large by
giants like Dewey, Piaget, and Bruner.  Many other
investigators, including some of the authors of this
book, were developing what now might be called
minimalist approaches at the same time I was getting
started.
   In this reconstruction, I will distinguish four phases in
the emergence of minimalism: the very start of our
project in late 1980, the early to mid-1980s when we
developed the experiments, case studies, and
interpretations that comprise The Nurnberg Funnel,
the late 1980s when we began to extend minimalism to
supporting object-oriented programming and design,
and the present in which the themes of the past
continue to develop and to be further reconstructed in a
variety of networked information and education
projects.

%M C.DOC.97.35
%T Managing Hardcopy Documentation in a Multiplatform Environment
%A James E. Curtis
%B DOC97
%D 1997
%P 35-37
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p35-curtis/p35-curtis.pdf
%X It used to be that technical writers wrote computer
documentation for one platform: MS-DOS, Apple, or
maybe UNIX.  Softcopy, or online documentation,
was rarely a consideration.  Today, however,
technical writers face different challenges.  Hardcopy
documentation is shrinking, migrating to online help
facilities, CBTs (computer-based training),
multimedia tutorials, and electronic books.
   In many companies, hardcopy documentation is still
a major part of the documentation suite, but it is
being redefined, and that redefinition is bringing
about complex challenges when managing hardcopy
documentation.
   This paper discusses managing multiplatform,
hardcopy documentation.  Specifically, it is about a
documentation project that I coordinated at
Programart Corporation, where I, along with two
other writers, managed multiplatform documentation
for a multiplatform software product.

%M C.DOC.97.39
%T Using Productivity Metrics to Manage Documentation Projects
%A Glenn M. D'Amore
%B DOC97
%D 1997
%P 39-44
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p39-d_amore/p39-d_amore.pdf
%X To determine productivity you need to measure your
output.  This is especially true when you deliver
information across varying media such as paper, online
help, or the Internet.  There are also challenges when
your documentation is highly graphical and when your
help or web pages contain numerous jump links. 
Methods such as pages, panels, or topics per week are
often used to describe productivity.  At ADP
Information Development Services, we've developed a
custom measurement called a "publication unit" that
we use to track productivity.
   Once you understand the development costs, efficiency,
and productivity of your projects, you can begin to
answer the following questions:
 * How much cost is attributed to a specific project?
 * How productive is the team?
 * Can I compare productivity across projects?
 * Are current development processes efficient?
 * Can I use this data to repeat successful projects?
Answers to these questions prepare you to sell your
services because you are managing all aspects of your
project, not just your deliverables.  In other words, you
are treating information development as a business and
not just another corporate service.

%M C.DOC.97.45
%T From Documenting Design to Design By Documenting
%A Alberto Faro
%A Daniela Giordano
%B DOC97
%D 1997
%P 45-54
%K Design memories, Scenario-based design, Case-based
reasoning
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p45-faro/p45-faro.pdf
%X User-centered approach to Information Systems (IS)
design requires documenting user interfaces in
conjunction with the other design documents.  The
lack of this documentation increases the cost of the
user-centered specifications when producing a new
version of the user requirements or passing from a
system to an analogous one, although in principle it is
possible to take advantage from former experience. 
To facilitate both versioning and reuse of the IS
specifications, the paper presents a new organization
of the design documentation based on a story-telling
theory (STT) previously proposed by the authors. 
STT-based specifications consist of a set of use
stories, each constituted by a sequence of episodes. 
Within this framework, the paper proposes to
structure the IS design documentation as a set of use
episodes, each referred to a multimedia document,
called scene, illustrating how the episode is enacted
by its main character in collaboration with other
actors of the story.  Scenes are traced to system
interface and structure, thus enabling the designer to
see how episodes influence the implementation. 
Moreover, linking the scenes of a project to the
analogous ones of former projects results in a
collaboratively built design memory appropriate for a
reasonable documentation of the design process that
facilitates versioning and reuse.

%M C.DOC.97.55
%T Defining the Roles of a Technical Communicator
%A Julie Fisher
%B DOC97
%D 1997
%P 55-62
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p55-fisher/p55-fisher.pdf
%X The scope of the profession of technical
communication is difficult to define and is even
more difficult to quantify the work and roles
performed by technical communicators.  A recent
survey of Australian technical communicators,
sought to define the work using a list of tasks for a
similar study developed by the Society for Technical
Communication in Canada.  The Australian survey
specifically explored the contribution of technical
communicators to the development of information
systems.  This paper will discuss the results of the
survey, compare the results with the Canadian study
and describe the profile of Australian technical
communicators' work in the context of information
systems development.

%M C.DOC.97.63
%T Mobile Computing: A Fact in Your Future
%A Larry Francis
%B DOC97
%D 1997
%P 63-67
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p63-francis/p63-francis.pdf
%X N/A

%M C.DOC.97.69
%T Using User Centered Design Methods to Create and Design Usable Web Sites
%A Jeanette Fuccella
%B DOC97
%D 1997
%P 69-77
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p69-fuccella/p69-fuccella.pdf
%X With the increasing popularity of the World-Wide Web,
web sites have become the central repository of
information for company products and services.  As a
result, information developers and web site designers
are being forced to assimilate large quantities of
relatively unorganized content into a single web site. 
Primarily due to the hierarchical nature of most sites, the
most common method for organizing information on the
web is to group like web items into logical categories. 
These categories then become the primary organizing
structure of the web site and are, therefore, critical to the
usefulness and usability of the web site design.
   Because of the importance of establishing meaningful
and useful web site categories, a user-centered
methodology was developed.  This methodology
consists of a four-step process: audience definition,
object identification, object organization, and validation.

%M C.DOC.97.79
%T The Mythical Dream Interface: A Mythical Metaphoric Method for Redesigning
an Interface
%A Malcolm Graham
%B DOC97
%D 1997
%P 79-91
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p79-graham/p79-graham.pdf
%X This paper presents a language-based method for
analyzing and redesigning a user interface.  The
underlying theory and a practical application of the
theory are presented.  The practical application
involves presenting an analysis and possible redesign
of the user interface of the Macintosh version of the
Personal Ancestral File (PAF) genealogical program.

%M C.DOC.97.93
%T Web Review: A Web-Based Documentation Review Tool
%A Robin Green
%B DOC97
%D 1997
%P 93-98
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p93-green/p93-green.pdf
%X In 1996 our writing team decided to convert our
information to HTML from a variety of other
markup languages, because we foresaw many
usability advantages.  But several challenges lay
ahead, one being the need to develop or obtain a
review tool that allowed writers and developers to
review drafts of information.  Before our move to
HTML we used an IBM host-based tool, Revufile,
which provided an online reviewing environment
for flat linear documents.  This tool was not
appropriate for reviewing webs of information, and
no web-based review tool was available; therefore,
we defined a set of requirements for such a tool,
designed a prototype, and enhanced this prototype,
based on comments from writers and reviewers, to
create Web Review.  This paper describes the
requirements that led to the creation of Web
Review; its implementation, and its impact on the
productivity of writers and reviewers.

%M C.DOC.97.99
%T Online Documentation: The Next Generation
%A JoAnn T. Hackos
%B DOC97
%D 1997
%P 99-104
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p99-hackos/p99-hackos.pdf
%X N/A

%M C.DOC.97.105
%T Building Usability in from the Beginning: Analyzing Users and their Tasks
%A JoAnn Hackos
%A Janice (Ginny) Redish
%B DOC97
%D 1997
%P 105-130
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p105-hackos/p105-hackos.pdf
%X N/A

%M C.DOC.97.131
%T Managing Virtual Documents: Correctness by Design
%A Stephen L. Harris
%B DOC97
%D 1997
%P 131-135
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p131-harris/p131-harris.pdf
%X Over the past three years, our information design and
development (IDD) team in IBM Microelectronics,
Research Triangle Park, North Carolina, has created
a methodology for generating what we call "virtual
documents." This paper presents a case study of this
IDD methodology, focusing on its possibilities for
producing documents that are correct by design,
cheaper and faster to build, and more compliant to
the IDD standards applied.

%M C.DOC.97.137
%T From the Real Toward the Ideal: A Case Study in Virtual Document
Development
%A Jim Ingram
%B DOC97
%D 1997
%P 137-144
%K Conditional tagging, Content modeling, Design for
reuse, Document management, Incremental development,
Information modeling, Virtual documents
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p137-ingram/p137-ingram.pdf
%X Computer engineers can build more powerful processors
more rapidly.  This exerts strong pressures on
information developers, who face two serious
problems:
 * Increased product complexity and information volumes
 * Rapidly shrinking product development cycles
The resources and productivity of chip designers can
easily overwhelm information developers using traditional
tools and techniques.
   Information developers at a processor development
laboratory are refining an information development
methodology they devised to help keep pace with the
engineers.  At the heart of the methodology are virtual
documents: structured sets of conditionally-tagged
document files, book definition files, and control
files.  A virtual document contains all of the
information necessary to describe a family of related
products and to generate product-specific book
images under software control.
   An information developer built a virtual document
containing five user's manuals for related microcontroller
products.  The user's manuals were developed
much more quickly than would have been possible
using traditional methods.  The benefits will continue
as new products extend the family and new user's
manuals are incorporated into the virtual document,
which can support radically extended functionality.
   The virtual document methodology combines virtual
documents with information and content modeling,
design for reuse, document standards and templates,
and incremental development and review.  Except for
a particular use of control files, no technique is original,
nor alone provides sufficient productivity gains. 
Combined in the virtual document methodology,
however, these techniques provide important quality
improvements and dramatic productivity improvements. 
This paper describes the virtual document
methodology and demonstrates the improvements
that resulted from its use.
   Some of the information developers using the virtual
document methodology now regard their work products
as software libraries instantiated as book images
to be delivered to customers.  This new perspective of
the end products of the information development process
offers promise for increasingly automated
assembly of technical information.

%M C.DOC.97.145
%T Familiar Contexts, New Technologies: Adapting Online Help to Simulate an
Expert System
%A Hilari Kleine Jones
%B DOC97
%D 1997
%P 145-151
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p145-jones/p145-jones.pdf
%X Expert systems are software applications that
help users follow a predetermined, optimized
path of decision making or problem solving.  For
technical communicators, they provide a method
for documenting complex procedures that cannot
be replicated within a traditional reference
manual.
   Sophisticated tools are available for expert
system authoring, but the hypertext functionality
of ordinary Windows help files can lend itself
equally well to the task.  Although an older
technology, WinHelp provides a simple,
inexpensive means of simulating the logic that
drives a true expert system.  This article discusses
the principles and methods involved in creating a
WinHelp expert system.

%M C.DOC.97.153
%T Usability Studies of WWW Sites: Heuristic Evaluation vs. Laboratory Testing
%A Laurie Kantner
%A Stephanie Rosenbaum
%B DOC97
%D 1997
%P 153-160
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p153-kantner/p153-kantner.pdf
%X This paper describes the strengths and weaknesses of
two usability assessment methods frequently applied
to web sites.  It uses case histories of WWW usability
studies conducted by the authors to illustrate issues of
special interest to designers of web sites.  The
discussion not only compares the two methods, but
also discusses how an effective usability process can
combine them, applying the methods at different
times during site development.

%M C.DOC.97.161
%T Inspection of Software Requirements Specification Documents: A Pilot Study
%A Tereza G. Kirner
%A Janaina C. Abib
%B DOC97
%D 1997
%P 161-171
%K Software requirements specification document,
Inspection techniques, Empirical study
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p161-kirner/p161-kirner.pdf
%X Software Requirements Specification is one of the
first phases of system development.  This phase
results in the Software Requirements Specification
(SRS) document, which must contain a complete,
concise, high-quality description of the system being
considered.  The quality assurance of SRSs depends
strongly on the use of appropriate techniques.  This
paper focuses on the use of inspection techniques in
the quality evaluation of SRSs, presenting a pilot
study on the subject.

%M C.DOC.97.173
%T Designing Intentional Learning Environments
%A Margaret Martinez
%B DOC97
%D 1997
%P 173-180
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p173-martinez/p173-martinez.pdf
%X This study contributes to the discussion about
self-managed learning in a computer-based
environment.  The result was the design for a first-generation
intentional learning environment for
instructional multimedia.  The final product was an
instructional design model for an interactive CD-ROM-delivered
"Sales and Product Training"
program for resellers.  The model, called a System
for Intentional Learning and Progress Assessment
(SILPA), features six intentional learning design
principles.
   The SILPA fosters intentional performance by
focusing on three key learning processes: goal
setting, task sequencing, and progress monitoring. 
Many theorists argue in support of self-managed
learning saying that humans have an innate need to
control the events in their lives.  This need highly
correlates with conceptions about learning and
directly influences successful intentional learning
performance.  In this manner, the SILPA, integrated
with assessment and intentional learning
components, supports an individual's intentional
achievement of learning goals.

%M C.DOC.97.181
%T User Centered Design in Action: Developing an Intelligent Agent Application
%A Jeanne Murray
%A David Schell
%A Cari Willis
%B DOC97
%D 1997
%P 181-188
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p181-murray/p181-murray.pdf
%X This paper describes the User Centered Design
(UCD) methodology for developing software
products, and how the methodology is used within
IBM to design solutions that meet customer needs.  A
case study, demonstrating the use of User Centered
Design, describes a team's efforts to develop a user
interface for an intelligent agent application.  The
paper discusses issues involved in designing and
developing user interfaces for intelligent agent
applications.  The results of the IBM User Centered
Design team's design phase are shared.  The final
section focuses techniques used by information
designers and writers in IBM to apply the User
Centered Design methodology to the development
process for information (whether hardcopy, wizard,
web, etc.).

%M C.DOC.97.189
%T Web Style Guides: Who, What, Where
%A Kenneth R. Ohnemus
%B DOC97
%D 1997
%P 189-197
%K Style guide, World Wide Web (WWW), Human-computer
interaction (HCI)
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p189-ohnemus/p189-ohnemus.pdf
%X This paper attempts to pull together available
Human-Computer Interaction (HCI) information and
web style guide resources from the World Wide Web
(WWW), providing some guidance as to their value,
as well as identifying some pertinent and useful
books.  The content of these style guides range from
top 10 design considerations to a more precise,
detailed orientation.  A style guide serves as a basis
for development and is a collection of principles,
guidelines and conventions brought together into a
single medium to define a unified look and feel for
products and services.  Many web style guides tend
not to reference traditional style guides probably due
to the wide diversity of web developers.
   Additionally, some information will be pulled
together to demonstrate some of the differences
between traditional and web-based style guides.  The
goal is to bring together a great deal of segregated
information that is useful to the documentation and
communication community and beyond.

%M C.DOC.97.199
%T Order and Chaos: A Sociological Profile of TECHWR-L
%A Bruce A. Overby
%B DOC97
%D 1997
%P 199-206
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p199-overby/p199-overby.pdf
%X This paper is designed to help technical communicators
better understand what computer-mediated
communication and virtual communities are and to
directly apply this understanding to the field of technical
communication.  The virtual forms of community
traits are defined and compared to similar traits seen
in traditional communities.  A model paralleling the
aspects of traditional communities with those of virtual
communities is then presented, along with a content
analysis tool that allows researchers to measure
the presence of these aspects in specific computer-mediated
communications such as TECHWR-L.
   Finally, the results from a research project that used
this tool to analyze several on-line discussion forums,
including TECHWR-L, are presented.  These results
provide vivid sociological profiles of each of these
virtual communities, which, when compared with the
profile of TECHWR-L, offer an insightful look into
the discourse that helps define the technical communications
profession.

%M C.DOC.97.207
%T Active Documentation: Wizards as a Medium for Meeting User Needs
%A Lori Phelps
%B DOC97
%D 1997
%P 207-210
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p207-phelps/p207-phelps.pdf
%X Technical writer.  Information developer.  Help
writer.  The list goes on.  Regardless of our titles,
our jobs are roughly similar: we create
information that helps users use products.  Once
this information included only hardcopy
manuals.  Then it expanded to include online
books and help, utilizing media that seemed to
be more integrated with the subject we were
writing about.  However, aside from the
appropriate calls from the program, we were still
separated from the task, instructing users like a
director from the back of a theater: "click the
Save icon," or "press the Escape key three times
and then select Next."
   But look around: that new software you just
bought is also employing new media such as
electronic coaches, cue cards, and wizards, to
help users reach their goals.  If these new media
are implemented well, they seem to be part of the
interface.  And when it comes to your own job --
creating information that helps users meet their
goals -- you might find that using one of these
media can help you and your users achieve your
goals.
   In this paper I would like to talk about my
experience using a wizard to create active
documentation for a network adapter.  I will first
discuss what active documentation is, and then
outline my own experience creating it to replace
traditional documentation.

%M C.DOC.97.211
%T How Electronic Outlining Can Help You Create Online Materials
%A Jonathan Price
%B DOC97
%D 1997
%P 211-221
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p211-price/p211-price.pdf
%X N/A

%M C.DOC.97.223
%T Navigation Issues in Hypertext: Documenting Complex Hierarchies with HTML
Frames
%A Michael Priestley
%B DOC97
%D 1997
%P 223-235
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p223-priestley/p223-priestley.pdf
%X From a hypertext design perspective, almost any
body of information can be seen as a collection of
isolated but inter-related modules.  HTML frames
provide an ideal way to preserve and present the
relationships among the modules, and communicate
the hierarchy of the information domain.
   However, there are a number of design issues
involved with multi-panel user interfaces in general,
and with HTML frames in particular.  Frames aren't
appropriate for every kind of information; and when
they are appropriate, the frame design needs to be
based on careful analysis of information content and
relationships.
   The paper is divided into the following parts:
 * Part I provides a defense of our choice of technology
   (HTML in general, and frame layouts in
   particular).
 * Part II covers some general design considerations
   for different kinds of information.
 * Part III covers the evolution of our frame
   design for the VisualAge for Java and
   VisualAge for C++ class library reference
   information.
 * Part IV covers the design considerations we
   encountered when we implemented the design.
 * Part V summarizes the main points of the
   paper, and suggests some future directions to
   consider.

%M C.DOC.97.237
%T Hypertext to Hypermedia and Beyond -- The Evolution Continues
%A Jeffrey Rowe
%B DOC97
%D 1997
%P 237-241
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p237-rowe/p237-rowe.pdf
%X The phenomenal growth of new forms of hypermedia,
especially for the World Wide Web, has been fueled
by the ability for authors to easily and cheaply
publish electronic documents to a worldwide audience. 
As these electronic "hyper" documents have become
larger and more complex, however, hardware and
software vendors have experienced the limitations of
their products with the new media.
   To address the requirements of evermore demanding
users and to enable the further expansion of electronic
publishing technology into new domains of
distribution, primarily the World Wide Web, three
technologies are among those currently leading the
way to the future -- Hypertext Markup Language
(HTML) 4.0; and for applications that require
functionality beyond HTML, the Extensible Markup
Language (XML) and the Virtual Reality Modeling
Language (VRML).  This paper describes these efforts
and discusses new kinds of Web applications made
possible by these technologies.

%M C.DOC.97.243
%T A Large-Scale Contents Publishing Architecture Based on Reliable Multicast
%A Teruji Shiroshita
%A Osamu Takahashi
%A Shizuo Shiokawa
%B DOC97
%D 1997
%P 243-247
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p243-shiroshita/p243-shiroshita.pdf
%X Communication networks have matured to realize online
digital contents publishing.  This paper proposes
a contents publishing architecture which makes a
large-scale contents delivery available using recent
networks.  Multicast is a promising network technology
to provide large-scale efficient delivery.  However,
the issues of reliable and restricted delivery using
multicast need to be solved to realize a practical
contents publishing.  A reliable multicast tool is
proposed for error free and confirmed delivery to
thousands of users.  A contents publishing procedure
including service access control and delivery charge is
also proposed for commercial publishing.

%M C.DOC.97.249
%T Seven Graphic Sins
%A Ronald Shook
%B DOC97
%D 1997
%P 249-254
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p249-shook/p249-shook.pdf
%X Graphics are very powerful.  They have
tremendous impact.  On any given page, the graphic
is the thing that readers notice first.  Because of this
power, graphics may either communicate information
powerfully, or interfere with communication, equally
powerfully.  It is my contention, and the basis for this
paper, that graphics are either information or noise. 
Noise is anything which interferes with the flow of
information from page to reader.  This means that
graphics aren't neutral -- they're either helping or
hindering.
   In other words, the graphics we put in our
presentations and documents can do as much harm as
they can good.  I've categorized seven ways in which
we use graphics to foul up otherwise good
presentations.  They are the seven graphic sins:
 * Using the wrong graphic for the purpose
 * Using color indiscriminately
 * Putting too much information in a graphic
 * Positioning the graphic poorly
 * Using too many bells and whistles
 * Using unedited photographs
 * Using meaningless graphics

%M C.DOC.97.255
%T Add One Egg, A Cup of Milk, and Stir: Single Source Documentation for Today
%A Carl Stieren
%B DOC97
%D 1997
%P 255-262
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p255-stieren/p255-stieren.pdf
%X What happens when the software firm you work for
decides it will not deliver large printed manuals any
more?  Then the request comes to put everything
online.  Six months later, user profiles shift to the
World Wide Web and you're asked to deliver
HTML.  In the future, a database of SGML
information chunks may let us deliver anything, any
which way.  Today, we must devise a system that
allows us to "author once, publish many".  Such a
system is crucial for software and hardware
documentation.  The method I chose was to go from
FrameMaker to Acrobat PDF files to HTML.  I wrote
the source document in Adobe FrameMaker.  Then I
converted to PDF files with Adobe Acrobat, and
again, converted the Frame files to HTML files using
Quadralay WebWorks Publisher.  HTML and PDF
files aren't full-bodied publishing formats, and the
future will probably be written in SGML.  But while
we're waiting for the future, just learning SGML and
diving deep into DTDs alone could be a mistake. 
SGML is a language which sets out structure, and
most of us are concerned with content.  One way to
handle content is to use Information Mapping, or
information types of your own devising.

%M C.DOC.97.263
%T TaskGuides: Instant Wizards on the Web
%A Doug Tidwell
%A Jeanette Fuccella
%B DOC97
%D 1997
%P 263-272
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p263-tidwell/p263-tidwell.pdf
%X IBM's TaskGuide technology puts the power of
wizards in the hands of Information Developers and
Human Factors professionals.  Based on the premise
that task analysis is the most difficult part of creating
an effective wizard, our tools help you create world-class
wizard help without writing code.
   This paper contrasts wizard-style help with cue
cards, coaches, and agents, with a discussion of
when each technology is appropriate.  In addition,
we outline our approach in designing the TaskGuide
technology for maximum reuse.  We also explain the
main features of the TaskGuide Viewer, the display
engine for TaskGuide scripts.  Finally, we examine a
recursive wizard that creates other wizards,
demonstrating the flexibility of our SGML-based
approach.

%M C.DOC.97.273
%T Designing Documentation for the Online Environment
%A Susan Topol
%A Frances Mueller Roach
%A Will Rhee
%B DOC97
%D 1997
%P 273-281
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p273-topol/p273-topol.pdf
%X In September 1994, the Information Technology Division
(ITD) at the University of Michigan introduced a new
online documentation system: the ITD Information
System.  This World Wide Web-based system -- whose
development and deployment were the subject of a paper
presented at the 1995 SIGDOC conference -- is still the
primary vehicle for online information distribution at the
university today.
   Some features of the ITD Information System, which can
be viewed at http://www.itd.umich.edu/itddoc/, include:
 * Contains over 190 documents and 493
   keywords, and is accessed as many as 500 times
   a day.
 * Combines the X.500 Online Directory, which
   stores document records and related information,
   with links to the actual documents that are
   accessed on the Web.
 * Can be accessed using any Web browser for
   Macintosh, Windows 3.1, and Windows 95
   platforms.
 * Enables users to view documents in HTML or
   Acrobat PDF formats on the Web, and download
   either Microsoft Word or Acrobat PDF formats
   for printing.

%M C.DOC.97.283
%T Declarative Information in Software Manuals: What's The Use?
%A Nicole Ummelen
%B DOC97
%D 1997
%P 283-296
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p283-ummelen/p283-ummelen.pdf
%X Declarative information is often considered to be of
little value to software manual users, for two reasons:
some research results state that it is consistently
skipped by users, and other research results show that
declarative information does not enhance task
performance.  This study puts these conclusions to the
test, because the research underlying them does not
support such general conclusions.  Two experiments
are conducted to collect quantitative data about the
selection and use of procedural and declarative
information and to investigate whether or not the use
of declarative information affects task performance
and knowledge.  A new technique for measuring
information selection was developed for this purpose:
the click & read method.

%M C.DOC.97.297
%T Beyond the Rogue Writer: A Collaborative Model for Technical Documentation
Production
%A Melissa Whitney
%A Lisa Barnett
%B DOC97
%D 1997
%P 297-300
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p297-whitney/p297-whitney.pdf
%X N/A

%M C.DOC.97.301
%T Extension of a Hypermedia System Using the External Anchor Management
Method
%A Jun-ichi Yokosato
%A Satoshi Takeda
%A Yasuhiro Suzuki
%A Taiji Tsuchida
%B DOC97
%D 1997
%P 301-308
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p301-yokosato/p301-yokosato.pdf
%X This paper describes the extension of a
hypermedia system whose node data are displayed
and retrieved by applications on the market (WWW
browser, word processor, video player and so on).
   The authors have studied the PACKAGEFRAME
hypermedia system which makes it possible to
configure a hypermedia system by efficiently
integrating applications on the market.  However,
the application which PACKAGEFRAME
integrates must have a function, like a macro script,
to which the anchor management function can be
added.  This paper proposes a new hypermedia
model with an independent anchor management
function, the External Anchor Management
Method, in the PACKAGEFRAME hypermedia
models.  This will make it possible to reduce
requirements for the application that can display
the node data in the PACKAGEFRAME.  We
classify applications into six types of categories. 
The external anchor management method connects
four times as many types of application as the
current PACKAGEFRAME.

%M C.DOC.97.309
%T Applying Tufte's Principles of Information Design to Creating Effective Web
Sites
%A Beverly B. Zimmerman
%B DOC97
%D 1997
%P 309-317
%K Information design, Document design, Web page
design, Home pages
%* (c) Copyright 1997 Academic Press
%W http://www.acm.org/pubs/articles/proceedings/doc/263367/p309-zimmermann/p309-zimmermann.pdf
%X Edward Tufte's general principles of
information design can be applied to effective web
design.  This paper discusses how to use micro/macro
design, layering and separation, small multiples,
color and information, integration of words and
images to create effective web sites.

fpack:!@#$%^&*(): DOC99.BA
%M C.DOC.99.1
%T Complex Queries in Information Visualizations: Distributing
Instruction Across Documentation and Interfaces
%A Barbara Mirel
%B DOC99
%D 1999
%P 1-8
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Software -Software Engineering -
Design Tools and Techniques (D.2.2): User interfaces; Software
-Programming Techniques - Visual Programming (D.1.7); Information
Systems -Models and Principles - User/Machine Systems (H.1.2); Design,
Documentation, Human Factors, Performance, Theory; documentation, human
factors, human factors, usability, user interface design, user testing,
visualizations
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p1-mirel/p1-mirel.pdf
%X Successful visual querying requires users to understand what data
selection means and how it works in interactive and dynamically linked
graphics. Visually selecting data differs from writing query or search
statements, and users who are new to visualizations have to learn this
new paradigm of querying. A usability study that I conducted provides
findings about problems that users encounter in visual selection when
analyzing data for a realistic, complex business problem. These problems
reveal the program-based support that users need in order to make
accurate, complete, and efficient selections. I identify combined
improvements in user interfaces and Help that address these problems.

%M C.DOC.99.9
%T The Role of Experience and Culture in Computer Graphing and Graph
Interpretive Processes
%A Lee Brasseur
%B DOC99
%D 1999
%P 9-15
%K Software -Programming Techniques - Visual Programming (D.1.7);
Computing Methodologies -Artificial Intelligence - General (I.2.0):
Cognitive simulation; Mathematics of Computing -Discrete Mathematics -
General (G.2.0); Design, Documentation, Human Factors, Performance,
Theory
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p9-brasseur/p9-brasseur.pdf
%X This paper supports critics of current approaches to the development
of computer graphing and graph visualization programs which model the
user as an individual problem solver reliant on perceptual skills. These
critics argue that such a model of graphing is ill-suited to meet the
complex needs of real users. This paper agrees with this criticism and
provides conclusions from two bodies of literature on graphing practices
which have not been traditionally cited in studies of computer
development, graph production and human factors. These literature
surveys are taken from the fields of the sociology of scientific and
technical practices and of educational research in science and
technology. Surveys of these literatures illustrate the importance of
experience and culture in the successful practice of designing and
interpreting graphs.

%M C.DOC.99.16
%T Grappling with Distributed Usability: A Cultural-Historical
Examination of Documentation Genres Over Four Decades
%A Clay Spinuzzi
%B DOC99
%D 1999
%P 16-21
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Information Systems -Database
Management - Database Applications (H.2.8): Spatial databases and GIS;
Design, Documentation, Management, Performance, Theory; GIS, activity
theory, distributed cognition, genre ecology, genre theory, history,
information systems, software documentation, usability
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p16-spinuzzi/p16-spinuzzi.pdf
%X This paper describes a cultural-historical framework for
investigating usability, based on activity theory and genre theory.
Rather than investigating usability as the property of a single artifact
or of a user-artifact dyad, the framework approaches usability as
distributed across an entire activity network. The points are
illustrated through a cultural-historical examination of an information
system as it evolved over four decades.

%M C.DOC.99.22
%T Constructing Usable Documentation: A Study of Communicative Practices
and the Early Uses of Mainframe Computing in industry
%A Mark Zachry
%B DOC99
%D 1999
%P 22-25
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Design, Documentation, Performance,
Theory; computer documentation, genre, information ecologies, mainframe
computing
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p22-zachry/p22-zachry.pdf
%X This study suggests that computer documentation is a complex
technical communication genre, encompassing all the texts that mediate
between complex human activities and computer processes. Drawing on a
historical study, it demonstrates that the varied forms given to
documentation have a long history, extending back at least to the early
days of commercial mainframe computing. The data suggests that (1) early
forms of computer documentation were borrowed from existing genres, and
(2) official and unofficial documentation existed concurrently, despite
efforts to consolidate these divergent texts. The study thus provides a
glimpse into the early experimental nature of documentation as writers
struggled to find a meaningful way to communicate information about
their organization's developing computer technology.

%M C.DOC.99.26
%T Information Technology and Organizational Change
%A Patricia Carlson
%B DOC99
%D 1999
%P 26-35
%K Computer Systems Organization -Computer-Communication Networks -
Local and Wide-Area Networks (C.2.5); Information Systems -Database
Management - General (H.2.0); Computing Milieux -Computers and Society -
Organizational Impacts (K.4.3); Design, Documentation, Management,
Performance, Theory; information technology, intranet, workplace
re-engineering
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p26-carlson/p26-carlson.pdf
%X My paper considers the impact of emerging, integrated information
technology (IT) and information systems (IS) for a research and
development organization. Background research was conducted during the
period of 15 June - 28 August, as part of an Army Summer Faculty
Research and Engineering Program grant. More specifically, this document
discusses the interaction of corporate culture, leadership/management,
human resources, and advanced networking and web-based applications
(more commonly called an Intranet) for the successful integration of new
IT products into an established and well-defined organization. The study
concludes with a set of recommendations focusing both on policy and
practice in an environment where many needs compete for the same scarce
resources.

%M C.DOC.99.36
%T Technical Communications as Knowledge Management: Evolution of a
Profession
%A Patti Anklam
%B DOC99
%D 1999
%P 36-44
%K Information Systems -Database Management - General (H.2.0); Software
-Software Engineering - Distribution, Maintenance, and Enhancement
(D.2.7): Documentation; Computing Milieux -The Computing Profession -
Occupations (K.7.1); Design, Documentation, Human Factors, Management,
Performance, Theory; knowledge management, technical communications
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p36-anklam/p36-anklam.pdf
%X The tasks, talents, and technical capabilities of systems
communications professionals have evolved over the past 30 years as the
industry itself has grown and transformed the world we live in through
several generations of systems. The next generation of systems will be
focused on supporting the knowledge worker more effectively and
efficiently by focusing on knowledge-enabling business processes. The
skills, practices, and understanding of the community of systems
documentation professionals are well positioned to contribute and
participate in this next evolution.

%M C.DOC.99.45
%T SST: Using Single-Sourcing, SGML, and Teamwork for Documentation
%A Carl Stieren
%B DOC99
%D 1999
%P 45-52
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Computing Methodologies -Document
and Text Processing - Document Preparation (I.7.2): SGML; Computing
Methodologies -Document and Text Processing - Document Preparation
(I.7.2): HTML; Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2); Design, Documentation,
Languages, Management, Performance, Theory; HTML, SGML, XML, print,
single-source, teamwork
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p45-stieren/p45-stieren.pdf
%X Suppose you don't have a fancy database-driven system to generate
your documentation. How can you develop single-source documentation for
output in multiple formats, without having to store your source in a
specific format that will soon become obsolete? The answer is to use a
combination of your own SGML or XML tags to mark up your documentation
and a simple OmniMark program to create each output format and
presentation style. There's also a third ingredient: teamwork. As much
as any technology, you need a team that can manage itself, in which
everyone is willing to take tasks from someone who's overloaded. At
OmniMark Technologies, we developed documentation for a new product,
SureSpeed, using an SGML system we designed and short programs we wrote
in OmniMark. The teamwork came from innovative and co-operative
individuals who made up the OmniMark documentation team.

%M C.DOC.99.53
%T Dynamically Assembled Documentation
%A Michael Priestley
%B DOC99
%D 1999
%P 53-57
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Information Systems -Information
Storage and Retrieval - Information Search and Retrieval (H.3.3): Search
process; Design, Documentation, Management, Performance, Theory; dynamic
documentation, reference documentation, structured information
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p53-priestley/p53-priestley.pdf
%X As online information becomes more comprehensive in its scope, the
sheer wealth of information can be overwhelming. Information needs to be
both browsable and searchable, and both needs are best met with a
structured information approach (such as SGML or XML).
   Browsing assumes a primary sequence of all information, which is
unlikely to be appropriate for all readers. Searching assumes no primary
sequence: information is sorted by relevance for a particular query,
creating any number of ad hoc sequences as a result. However, the
criteria for relevance specified in the search is unlikely to be
reflected within the returned topics: they are usually still structured
in a way that reflects the primary browsing path. For example, a search
of API information for a description of a specific method returns a
description of the entire class where it is declared, because API
documentation is organized around classes, even though this particular
search has nothing to do with classes.
   One way to resolve this tension (between linear display and
multidimensional search) is with multiple documents that capture various
useful ways of looking at the same information. However, the number of
possible views and the growing size of information bases can make static
generation of such views prohibitively expensive.
   The ideal solution would be a dynamically assembled document, in
which the information base is so comprehensively structured that it can
be meaningfully reconstructed into any number of relevant documents,
whose derived structures reflect the needs of a particular reader and
environment.
   This is a speculative paper that looks at what the interface to a
dynamically assembled document might look like.

%M C.DOC.99.58
%T Publication and Customization of Electronic Documents using PANDA
%A Isabel F. Cruz
%A Gerard T. McGuire
%B DOC99
%D 1999
%P 58-64
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Computing Methodologies -Document
and Text Processing - Document Preparation (I.7.2): Format and notation;
Design, Documentation, Performance, Theory
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p58-cruz/p58-cruz.pdf
%X The publication of conference proceedings and technical journals
generates the need for a consistent format or set of admissible formats,
easily enforceable across the submissions of the authors. In this paper
we present an approach for the integration of electronic documents,
which is part of a system called PANDA. Our approach has benefits for
editors, authors, and readers: it easily allows the editor to provide
multiple user interfaces with minimal overhead, while the authors can
present their submissions using any of the permitted different formats,
and the readers can choose one of these formats or define their own. The
customization of the layout as provided by PANDA goes beyond that
provided by widely available tailorable interfaces, such as MyYahoo!.
Currently our approach works on HTML files but is general enough to
accommodate XML or other formats in the future.

%M C.DOC.99.65
%T One Step Further: Extending Electronic Submission into the Reviewing
Process
%A Jochen Bern
%A Christoph Meinel
%B DOC99
%D 1999
%P 65-69
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Computing Methodologies -Document
and Text Processing - Electronic Publishing (I.7.4); Information Systems
-Information Systems Applications - Types of Systems (H.4.2): Decision
support; Design, Documentation, Management, Performance, Theory;
Symposium on Theoretical Aspects of Computer Science, decision support
software, distributed editing, electronic submission to conferences,
online reviewing process
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p65-bern/p65-bern.pdf
%X As the focus of our work on electronic publishing, the department for
Theoretical Computer Science at the University of Trier has developed
methods and prototypical tools for use of the Internet in both kinds of
publications since about mid-1994. While transfer of documents as-is can
nowadays be considered everyday technology (which it wasn't, for several
reasons, in 1994), and proper collection and processing of metadata is
at least doable, the areas of mixed-platform document processing and
support of the editorial process are still in the research phase. In
this paper, we will focus on recent work in the latter area.
   In one of our projects -- the Electronic Colloquium on Computational
Complexity (ECCC), operative since the end of 1994 -- the decision
process for selection of contributions to include was radically
simplified in comparison to traditional journals. As a result, ECCC has
a guaranteed limit on the delay between submission and decision of two
months; many electronic journals use the same decision mechanism as
paper journals, and suffer the same delays of sometimes over a year
because of the time spent for communication between reviewers and
editors.
   This approach could not be used, however, in the tools we developed
for electronic conference submission. Conferences have established modi
operandi, usually involving distribution of the submissions for
reviewing down several hierarchical levels and an actual meeting of the
editors (program committee, PC) for the final decision. As a
consequence, the first tools we presented did not address the decision
process at all, which left a large procedural hole between the actual
electronic submission and the later support of final version submission
and conference attendance.
   In 1999, we performed electronic submissions to the Symposium on
Theoretical Aspects of Computer Science (STACS), and since the
conference was hosted in Trier, we were able to "co-develop" certain
changes in the decision process and a software implementing support for
the entire process. The software performed well and demonstrated the
anticipated advantages, the most memorable being publication of the list
of accepted papers -- formerly taking place up to a week after the PC
meeting -- while the assembled PC members watched.

%M C.DOC.99.70
%T Pulling Yourself up by Your Own Bootstraps: Strategies for Advancing
your Documentation Team's Position in Your Company
%A Jay Lesandrini
%B DOC99
%D 1999
%P 70-71
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Information Systems -Database
Management - General (H.2.0); Information Systems -Models and Principles
- User/Machine Systems (H.1.2); Computing Milieux -Management of
Computing and Information Systems - Project and People Management
(K.6.1): Management techniques; Design, Documentation, Human Factors,
Management, Performance, Theory; management strategy, roles, team
development
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p70-lesandrini/p70-lesandrini.pdf
%X This paper shows several methods a manager can use to change the
company's perception of his or her documentation department, which in
turn can effect a change in the role of that department within the
company.

%M C.DOC.99.72
%T Creating Your Own Space: Strategies for Moving up in the Development
Process
%A C. Shannon Brown
%B DOC99
%D 1999
%P 72-73
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Computing Milieux -Management of
Computing and Information Systems - Software Management (K.6.3):
Software development; Design, Documentation, Management, Performance,
Theory
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p72-brown/p72-brown.pdf
%X This paper outlines two strategies for documentation specialists to
increase their participation in the early stages of the development
process.

%M C.DOC.99.74
%T From the Outside in: How to Become Part of the Internal Team
%A Meredith Blackwelder
%B DOC99
%D 1999
%P 74-77
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Computing Milieux -Management of
Computing and Information Systems - Project and People Management
(K.6.1): Management techniques; Design, Documentation, Human Factors,
Management, Performance, Theory; Monterey Technologies, Thomson Consumer
Electronics, barriers, contractor, documentation, inside, relationship
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p74-blackwelder/p74-blackwelder.pdf
%X As a writer for Monterey Technologies, Inc. (MTI), my role in the
Consumer Information Design (CID) group at the Indianapolis-based
Thomson Consumer Electronics facility functions differently than that of
the in-house documentation specialist. After a brief history of my and
my company's relationship with Thomson, this paper presents methods I
employ to establish myself as part of the internal documentation team.

%M C.DOC.99.78
%T The Evolution of an Information Development Process
%A Glenn M. D'Amore
%B DOC99
%D 1999
%P 78-85
%K Information Systems -Database Management - General (H.2.0); Computing
Milieux -Management of Computing and Information Systems - Project and
People Management (K.6.1): Management techniques; Computing Milieux
-Management of Computing and Information Systems - Project and People
Management (K.6.1): Staffing; Software -Software Engineering -
Distribution, Maintenance, and Enhancement (D.2.7): Documentation;
Design, Documentation, Management, Performance, Theory; capability
maturity model, process, project management
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p78-d_amore/p78-d_amore.pdf
%X In today's business climate of thin profit margins and lean staff, a
Documentation manager faces the continual challenge of proving that
writers are efficient and productive. One way to do this is to follow an
effective information development process with every project. As a
manager, a documented process helps you:
 * Repeat successful project activities
 * Create realistic schedules
 * Train new staff quickly
 * Move writers between projects as different needs arise
 * Work more effectively with other departments
To encourage continual innovation, however, your process must also be
flexible and non-restrictive. This paper describes the challenges and
opportunities of a well-defined information development process. The
information is from my recent experience in leading our department's
process development project at Automatic Data Processing, Inc. (ADP).

%M C.DOC.99.86
%T Developing a User Information Architecture for Rational's ClearCase
Product Family Documentation Set
%A Mary Hunter Utt
%A Robert Mathews
%B DOC99
%D 1999
%P 86-92
%K Information Systems -Database Management - General (H.2.0); Software
-Software Engineering - Distribution, Maintenance, and Enhancement
(D.2.7): Documentation; Information Systems -Models and Principles -
User/Machine Systems (H.1.2); Human Factors, Management; ClearCase
documentation, RUP, Rational Unified Process, information architecture
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p86-utt/p86-utt.pdf
%X Information architecture, like information development and delivery,
has much in common with its software counterpart. This paper describes
how the Rational ClearCase documentation group developed an information
architecture to meet changing industry, corporate, and product
requirements. During this work, it became clear that our architecture
development process mapped closely to the Rational Unified Process, an
iterative and incremental approach to software architecture and
development. The common features are noted and extensions are proposed
to enhance both user-information processes and the Rational Unified
Process.

%M C.DOC.99.93
%T Dynamic Views of SGML Tagged Documents
%A B. Fraser
%A J. Roberts
%A G. Pianosi
%A P. Alencar
%A D. Cowan
%A D. German
%A L. Nova
%B DOC99
%D 1999
%P 93-98
%K Computing Methodologies -Document and Text Processing - Document
Preparation (I.7.2): SGML; Software -Software Engineering -
Distribution, Maintenance, and Enhancement (D.2.7): Documentation;
Information Systems -Database Management - Languages (H.2.3): SQL;
Information Systems -Database Management - Systems (H.2.4): Relational
databases; Design, Documentation, Languages, Management, Performance,
Theory; SGML, SQL, World-Wide Web, XML, documentation, dynamic views,
hyperlinks, relational databases, tagging languages, usability
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p93-fraser/p93-fraser.pdf
%X Product information is more frequently being delivered as hypertext
webs or documents because of the availability of the World-Wide Web and
the associated communications infrastructure. However, this type of
document with its large number of files and hyperlinks can become very
complex and present significant usability problems for the creator,
maintainer and user. Because of this complexity it becomes extremely
difficult to implement and maintain dynamic views of a document, a
supposed advantage of a hyperlinked structure. In this paper we analyze
some of the causes for these usability issues, and then describe some
approaches that are being used to make significant improvements to this
situation.

%M C.DOC.99.99
%T ISO 9001: Traditions Before and After
%A Debbie Hysell
%B DOC99
%D 1999
%P 99-104
%K Computing Milieux - The Computer Industry (K.1): Standards; Software
-Software Engineering - Distribution, Maintenance, and Enhancement
(D.2.7): Documentation; Computing Methodologies -Document and Text
Processing - Electronic Publishing (I.7.4); Software -Software
Engineering - Management (D.2.9): Life cycle; Design, Documentation,
Management, Performance, Standardization, Theory; ISO 9001,
documentation, publication management, publishing life cycle, quality
management
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p99-hysell/p99-hysell.pdf
%X OCLC's implementation of ISO 9001 has helped the Documentation
department to progress to the next level in the publishing process
continuum. The implementation process is viewed positively by new staff
in Documentation as well as those who worked in the pre-ISO 9001 era.

%M C.DOC.99.105
%T Technical Documentation and Related Contractual Liability
%A John W. Stamey
%A Thomas M. Roth
%B DOC99
%D 1999
%P 105-109
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Computing Milieux -Legal Aspects of
Computing - General (K.5.0); Design, Documentation, Legal Aspects,
Performance, Theory; documentation defects, legal liability, liability,
technical documentation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p105-stamey/p105-stamey.pdf
%X This paper examines major issues of liability that the Technical
Writer faces in preparing documentation for the End User. The three
relationships present in creation and delivery of documentation are
defined, as well as the relationships between liability and defects in
documentation.

%M C.DOC.99.110
%T Preparing Technical Communicators for Future Workplaces: A Model that
Integrates Teaming, Professional Communication Skills, and a Software
Development Process
%A Margaret R. Heil
%B DOC99
%D 1999
%P 110-119
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Management techniques; Computing
Milieux -Management of Computing and Information Systems - Software
Management (K.6.3): Software development; Computer Applications -
Administrative Data Processing (J.1): Education; Information Systems
-Models and Principles - User/Machine Systems (H.1.2); Computing Milieux
-Computers and Education - General (K.3.0); Computing Methodologies
-Simulation and Modeling - Applications (I.6.3); Software -Software
Engineering - Distribution, Maintenance, and Enhancement (D.2.7):
Documentation; Design, Documentation, Measurement, Management,
Performance, Theory
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p110-heil/p110-heil.pdf
%X This paper outlines a model that uses teaming as a framework to
support professional communication and process to improve student
performance, as measured by the quality of output. It describes a
pedagogical approach used in a computer science undergraduate senior
class that integrates teaming, professional communication and a software
development process. The approach demonstrates the importance of team
instruction and monitoring to the overall success of projects. It
discusses how effective teaming strengthens process and professional
communication which, in turn, lead to the creation of a high quality
product; it is believed that this model may be applied to a variety of
subject areas.

%M C.DOC.99.120
%T A Database of E-Commerce Terms: Implementation and Benefits in
Producing Internationalized Software
%A Kara Warburton
%B DOC99
%D 1999
%P 120-126
%K Computing Milieux -Computers and Society - Electronic Commerce
(K.4.4); Computing Milieux - The Computer Industry (K.1): Standards;
Information Systems -Database Management - Database Applications
(H.2.8); Computing Methodologies -Document and Text Processing - General
(I.7.0); Design, Documentation, Performance, Standardization, Theory;
data categories, software, standards, terminology, usability
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p120-warburton/p120-warburton.pdf
%X In this paper, some challenges in producing internationalized
software are presented, and a pilot project involving the creation of a
terminology database is described.

%M C.DOC.99.127
%T Website Localization
%A John W. Stanley
%A W. Scott Speights
%B DOC99
%D 1999
%P 127-130
%K Information Systems -Information Storage and Retrieval - Online
Information Services (H.3.5): Web-based services; Information Systems
-Information Interfaces and Presentation - Group and Organization
Interfaces (H.5.3): WEB; Software -Software Engineering - Distribution,
Maintenance, and Enhancement (D.2.7): Documentation; Design,
Documentation, Management, Performance, Theory; Internet, Website,
Website localization, document localization, localization, translation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p127-stanley/p127-stanley.pdf
%X This paper presents the development of a methodology for presenting
websites to an audience culturally different that the ones from which
they originate. The process, called website localization, consists of
far more than just textual translation of websites. The three-step
procedure outlined is the first step in determining more effective
techniques for website localization. Included is a case study that
highlights the important aspects of localization.

%M C.DOC.99.131
%T A Rhetorical Approach to Understanding Images in the New 'Visual Age'
%A Beverly B. Zimmerman
%B DOC99
%D 1999
%P 131-137
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Graphical user interfaces (GUI); Computing
Methodologies -Artificial Intelligence - General (I.2.0): Cognitive
simulation; Design, Documentation, Management, Performance, Theory; Web
pages, graphics, information designs
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p131-zimmerman/p131-zimmerman.pdf
%X This paper reviews Paul Martin Lester's six analytical perspectives
for understanding all visual images and suggests that by adding an
additional perspective-the rhetorical one-we can better analyze and
understand web pages.

%M C.DOC.99.138
%T Paper to HTML - An Automatic, Seamless Process for Documentation
Production
%A Virginie Ahrens
%A Valerie Lecompte
%B DOC99
%D 1999
%P 138-143
%K Computing Methodologies -Document and Text Processing - Document
Preparation (I.7.2): HTML; Software -Programming Languages - Language
Classifications (D.3.2): C++; Software -Programming Languages - Language
Classifications (D.3.2): Java; Design, Documentation, Languages,
Performance, Theory; C++ and Java class libraries, HTML, Java Script,
Web design, modularity, online documentation, page-authoring tools,
portability, reusability
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p138-ahrens/p138-ahrens.pdf
%X This paper describes how ILOG, a French software company designing
C++ and Java class libraries, managed the transition between paper-only
documentation and extensive HTML online documentation in less than two
years. In this paper, we analyze the underlying reasons for making this
change, describe the technological choices that were made, and walk
through the various steps of the project from its beginning to final
completion.

%M C.DOC.99.144
%T The Developer-Documenter Relationship in Java Software Development
%A Glenn McAllister
%B DOC99
%D 1999
%P 144-146
%K Software -Programming Languages - Language Classifications (D.3.2):
Java; Computing Milieux -Management of Computing and Information Systems
- Software Management (K.6.3): Software development; Software -Software
Engineering - Distribution, Maintenance, and Enhancement (D.2.7):
Documentation; Information Systems -Models and Principles - User/Machine
Systems (H.1.2); Design, Documentation, Human Factors, Languages,
Performance, Theory
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p144-mcallister/p144-mcallister.pdf
%X This paper describes the developer-documenter relationship in Java
API software development. The lack of trust between developer and
documenter is highlighted in the issue of updating doc comments in Java
source code, and two potential solutions are presented. The first,
long-term solution is to work to increase the levels of trust between
developers and documenters. The second, short-term solution is to use a
documentation tool that creates, modifies, or removes doc comments in a
source file without changing the source code.

%M C.DOC.99.147
%T API Documentation from Source Code Comments: A Case Study of Javadoc
%A Douglas Kramer
%B DOC99
%D 1999
%P 147-153
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Software -Programming Languages -
Language Classifications (D.3.2): Java; Information Systems -Models and
Principles - User/Machine Systems (H.1.2); Computing Milieux -Management
of Computing and Information Systems - Software Management (K.6.3):
Software development; Computing Methodologies -Document and Text
Processing - General (I.7.0); Design, Documentation, Human Factors,
Languages, Performance, Theory; API documentation, Java platform,
Javadoc, doc comments, doclets, documentation comments, generated
documentation, source code comments
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p147-kramer/p147-kramer.pdf
%X This paper describes in a general way the process we went through to
determine the goals, principles, audience, content and style for writing
comments in source code for the Java platform at the Java Software
division of Sun Microsystems. This includes how the documentation
comments evolved to become the home of the Java platform API
specification, and the guidelines we developed to make it practical for
this document to reside in the same files as the source code.

%M C.DOC.99.154
%T Information Design Considerations for Improving Situation Awareness
in Complex Problem-Solving
%A Michael J. Albers
%B DOC99
%D 1999
%P 154-158
%K Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Information Systems -Information Systems Applications - Types
of Systems (H.4.2): Decision support; Information Systems -Database
Management - General (H.2.0); Design, Documentation, Management,
Performance, Theory
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p154-albers/p154-albers.pdf
%X The conventional techniques for task analysis derive the basic tasks
that make up user actions. However, in the complex-problem solving
environment, attempts to describe step-by-step actions breakdown because
no single route to a solution exists. Although individual tasks can be
defined, task-analysis normally results in the tasks being divorced from
context. However, to support complex problem-solving, the design must
place the information within the situation context and allow users to
develop and maintain situation awareness.

%M C.DOC.99.159
%T Component-Based Software Development: Implications for Documentation
%A Robin Green
%B DOC99
%D 1999
%P 159-164
%K Computing Milieux -Management of Computing and Information Systems -
Software Management (K.6.3): Software development; Software -Software
Engineering - Distribution, Maintenance, and Enhancement (D.2.7):
Documentation; Information Systems -Information Interfaces and
Presentation - Hypertext/Hypermedia (H.5.4): Navigation; Information
Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2): Training, help, and documentation; Software -Programming
Languages - Language Classifications (D.3.2): Java; Design,
Documentation, Languages, Management, Performance, Theory;
componentization, help system, navigation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p159-green/p159-green.pdf
%X The progressive shortening of software development cycles has led
software vendors to seek new ways of delivering their product to the
customer. When a software product is updated every two or three months,
delivering the product only on CD is not a viable alternative. For
projects such as IBM VisualAge for Java, where a component-based
strategy has been chosen for delivering software function, an equivalent
strategy must be devised for delivering product documentation. This
paper describes the approach we adopted to componentize the VisualAge
for Java help system, and describes the technical challenges the
approach posed to IBM writers, and the solutions chosen.

%M C.DOC.99.165
%T Componentization of HTML-Based Online Help
%A Luc Chamberland
%B DOC99
%D 1999
%P 165-168
%K Computing Methodologies -Document and Text Processing - Document
Preparation (I.7.2): HTML; Information Systems -Information Interfaces
and Presentation - User Interfaces (H.5.2): Training, help, and
documentation; Information Systems -Information Storage and Retrieval -
Online Information Services (H.3.5): Web-based services; Information
Systems -Information Interfaces and Presentation - Group and
Organization Interfaces (H.5.3): WEB; Design, Documentation, Human
Factors, Languages, Management, Performance, Theory
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p165-chamberland/p165-chamberland.pdf
%X This paper examines the case for componentization of HTML-based help
webs. Instead of providing a single, monolithic help web for a complex
software product, content providers can provide online help that is
divided (or componentized) along the same functional lines as the
software itself. Traditionally, online help has been chunked according
to task orientation, and a component-centered approach appears to
challenge task orientation. In the proposed approach, componentization
is achieved without sacrificing a task-orientation; they complement one
another. Componentization of online help makes the help system more
usable for users, and makes the task of integrating help content more
flexible for help content providers -- all without sacrificing the
user's task perspective.

%M C.DOC.99.169
%T CBT on the Fast Track
%A Kay Palkhivala
%A Cynthia Bowllan
%A Thomas Barnwell
%B DOC99
%D 1999
%P 169-175
%K Computing Milieux -Management of Computing and Information Systems -
Project and People Management (K.6.1): Training; Information Systems
-Information Interfaces and Presentation - User Interfaces (H.5.2):
Training, help, and documentation; Information Systems -Information
Storage and Retrieval - Online Information Services (H.3.5); Information
Systems -Models and Principles - User/Machine Systems (H.1.2); Design,
Documentation, Human Factors, Management, Performance, Theory;
computer-based training, demonstrations, interactivity, modularity,
rapid updates, repurposing information, reusability
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p169-palkhivala/p169-palkhivala.pdf
%X This presentation describes a strategy for creating customizable
computer-based training (CBT) materials quickly. The writers of the CBT
materials are expected to be familiar with document creation tools, but
might have relatively little experience with CBT authoring tools.
   The keys to the strategy are modularity and recycling. Training
materials created for print are adapted, first for passive online
presentation, then for interactive computer-based training. In each
adaptation, the materials are modified to suit a different environment
or application of the product being described. The subject matter and
educational objectives are not modified.
   The presentation will discuss the rationale for the recommended
strategy and outline the steps in the process by which it is executed,
illustrating the process with examples.

%M C.DOC.99.176
%T Unifying Documentation Teams
%A Karl A. Hakkarainen
%B DOC99
%D 1999
%P 176-184
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Computing Milieux - The Computer
Industry (K.1): Standards; Computing Milieux -Management of Computing
and Information Systems - Software Management (K.6.3): Software
development; Software -Software Engineering - Management (D.2.9):
Programming teams; Design, Documentation, Management, Performance,
Standardization, Theory; distributed teams, documentation standards,
organizational development
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p176-hakkarainen/p176-hakkarainen.pdf
%X This paper describes how a set of geographically and organizationally
distributed documentation teams created the Rational Suite 1.0
documentation set. The paper covers the business operations of Rational
Software, details the documentation tools and technologies used in the
project and describes the evolution of the larger team as it learned how
to work with a new software development methodology. The paper concludes
with a summary of lessons learned and next steps.

%M C.DOC.99.185
%T Groupware Support for Asynchronous Document Review
%A James Miller
%A John D. Ferguson
%A Paul Murphy
%B DOC99
%D 1999
%P 185-192
%K Information Systems -Information Systems Applications - Office
Automation (H.4.1): Groupware; Software -Software Engineering -
Distribution, Maintenance, and Enhancement (D.2.7): Documentation;
Information Systems -Information Interfaces and Presentation - Group and
Organization Interfaces (H.5.3): Computer-supported cooperative work;
Information Systems -Information Interfaces and Presentation - Group and
Organization Interfaces (H.5.3): Asynchronous interaction; Design,
Documentation, Human Factors, Management, Performance, Theory;
asynchrony, computer supported co-operative work, document review,
groupware
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p185-miller/p185-miller.pdf
%X The formal document review process has basically remained unchanged
since it was first introduced by Fagan in 1976. Central to this process
is the review meeting, which all participants attend. However, recent
empirical work has indicated that this meeting is not necessarily
effective.
   A review model and a prototype co-operative work tool, InspectA, that
dispense totally with the need for reviewers to hold face-to-face
meetings, are presented. They replace the meeting with further
individual reviews combined with communication between reviewers
facilitated by electronic mail. The model and tool are both compared
with other existing work in the area of meetingless review.

%M C.DOC.99.193
%T Role-Based Access Control in Online Authoring and Publishing Systems
vs. Document Hierarchy
%A Z. Zhang
%A E. Haffner
%A A. Heuer
%A T. Engel
%A Ch. Meinel
%B DOC99
%D 1999
%P 193-198
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Computing Methodologies -Document
and Text Processing - Electronic Publishing (I.7.4); Information Systems
-Information Storage and Retrieval - Online Information Services
(H.3.5): Web-based services; Information Systems -Information Interfaces
and Presentation - Group and Organization Interfaces (H.5.3): WEB;
Computer Applications - Administrative Data Processing (J.1): Business;
Software -Operating Systems - Security and Protection (D.4.6): Access
controls; Design, Documentation, Management, Performance, Security,
Theory; RBAC, Web authoring system, document hierarchy, online authoring
and publishing, role-based access control, workflow
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p193-zhang/p193-zhang.pdf
%X How to structure diverse (documentation) information sources of an
enterprise and how to arrange a workflow with access control are two
important issues for online authoring and publishing systems. Aim of
this paper is to describe a solution for both problems, which is based
on department structure, subject areas, and roles in an enterprise. Our
approach will be introduced by presenting the DAPHNE system. DAPHNE
provides possibilities to support collaborative authoring on a document
hierarchy that reflects the diverse branches of an enterprise's
organization structure and allows diverse (documentation) information
sources of an enterprise to be well structured. The role-based access
control (RBAC) mechanism implemented within DAPHNE is supported by the
document hierarchy as well.

%M C.DOC.99.199
%T There's More than One Way to Wire That: When Assembly Workers are
Technically Writers
%A Susan P. Hall
%A Lili Fox Velez
%B DOC99
%D 1999
%P 199-205
%K Software -Software Engineering - Distribution, Maintenance, and
Enhancement (D.2.7): Documentation; Information Systems -Models and
Principles - User/Machine Systems (H.1.2); Computer Applications -
Administrative Data Processing (J.1): Manufacturing; Design,
Documentation, Human Factors, Measurement, Management, Performance,
Theory
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p199-hall/p199-hall.pdf
%X While technical writing is becoming a more obvious part of
undergraduate education, it is not uncommon for an engineer to face the
task of writing documentation without much training in the craft of
communication. Other members of production teams may have received even
less training, and yet have an equal or greater need to have a say in
how documentation is produced and what it contains.
   In this paper, we will examine a situation in which an assembly
worker, or system integrator, demanded the opportunity to document the
appropriate ways to assemble complex Test and Measurement systems (for
evaluating the electronic components of products such as PC's, cars, and
cellular phones), and the effects her change in roles has had on the
production processes for both systems and their documentation.

%M C.DOC.99.206
%T Software Demonstration: Professional Writing Online
%A Jim Porter
%B DOC99
%D 1999
%P 206
%K Computing Milieux -Computers and Education - Computer Uses in
Education (K.3.1): Distance learning; Information Systems -Information
Interfaces and Presentation - Multimedia Information Systems (H.5.1);
Information Systems -Information Storage and Retrieval - Online
Information Services (H.3.5): Web-based services; Information Systems
-Information Interfaces and Presentation - Group and Organization
Interfaces (H.5.3): WEB; Design, Documentation, Management, Performance,
Theory; World Wide Web, distance education, distance learning,
instructional materials, multimedia, textbooks
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p206-porter/p206-porter.pdf
%X One of the authors of a forthcoming web-based professional
communication textbook (Professional Writing Online) will provide a
description of its contents and a demonstration of its uses. He will
talk about instructional and design issues in developing web-based
training materials for use in writing courses and distance education. He
will also seek input and suggestions from session participants.

%M C.DOC.99.207
%T Software Demo: A Transaction Processing Information Architecture
%A Kathy Haramundanis
%B DOC99
%D 1999
%P 207
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p207-haramundanis/p207-haramundanis.pdf

%M C.DOC.99.208
%T The CD Browser -- A New Documentation Vehicle
%A Jack Massa
%B DOC99
%D 1999
%P 208-210
%K Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Interaction styles; Software -Software Engineering -
Distribution, Maintenance, and Enhancement (D.2.7): Documentation;
Information Systems -Information Storage and Retrieval - Online
Information Services (H.3.5); Design, Documentation, Management,
Performance, Theory; CD browser, installation instructions, multimedia,
online documentation
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p208-massa/p208-massa.pdf
%X A CD Browser is a user-friendly front-end to a software CD ROM. This
demonstration shows how CD Browsers can be used to meet documentation
goals.

%M C.DOC.99.211
%T Intentional Learning in an Intentional World: New Perspectives on
Audience Analysis and Instructional System Design for Successful
Learning and Performance
%A Margaret Martinez
%B DOC99
%D 1999
%P 211-220
%K Information Systems -Models and Principles - User/Machine Systems
(H.1.2); Computing Milieux -Computers and Education - Computer Uses in
Education (K.3.1); Design, Documentation, Experimentation, Human
Factors, Measurement, Management, Performance, Theory; audience
analysis, individual learning differences, instructional design,
learning orientations
%* (c) Copyright 1999 ACM
%W http://www.acm.org/pubs/articles/proceedings/doc/318372/p211-martinez/p211-martinez.pdf
%X How do we support successful, lifelong learners and performers and
help them competently respond to rapidly changing opportunities in the
21st century. The answer to this challenging question lies in how well
we consider diverse sources for successful learning and explain
audiences differentiated by individual learning differences. After years
of primarily cognitive traditions, lack of strong theoretical
foundations, and imperfect one-size-fits-all designs, our cognitive-rich
explanations are missing the significant, higher-order impact of
affective, conative, and other factors on learning. In this study the
investigator introduces learning orientation (learner-difference
profiles) to examine the fundamental sources for individual learning
differences from an entirely new perspective. This perspective
highlights the importance of intentions and emotions and describes how
these dominant factors guide, manage, and sometimes override cognitive
(thinking) processes. Using multiple repeated measures univariate
ANOVAs, this study exhibits how learning orientation, time, and
environments account for significant variance, effects, and
interactions. The results demonstrate useful ways to analyze and
differentiate the audience before designing solutions and environments
for more successful performance.

fpack:!@#$%^&*(): ECHT92.BA
%M C.ECHT.92.1
%T The Future of Electronic Literacy: Will Hypertext Ever Find Acceptance?
%S Keynote Speakers
%A Ian Ritchie
%B ECHT92
%D 1992
%P 1
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p1-ritchie/p1-ritchie.pdf
%X The vision of the technologies that will lead
to practical interactive electronic literature was
clearly expressed by Bush, Engelbart, Nelson and
others several decades ago.
   The practical application of such technologies
have been established during the last decade.  Despite
the fact that such hypertext technologies are
now largely effective in operation we find that:
 * hypertext technology suppliers have not, in general,
   found a ready and profitable market for
   their wares.  Many suppliers have stumbled and
   several have failed.
 * outside the limited area of arcane technical and
   procedural documentation it is still very difficult
   to identify a hypertext product which has
   experienced any substantial measure of success.
 * non-hypertext solutions, such as Document Image
   Processing, and Full-Text Retrieval, continue
   to grow despite their lower effectiveness
   in many practical applications.
So what has gone wrong?  Were we all over ambitious
about the efficacy of interactive documentation? 
Are we still waiting for the "killer product"
to kick-start the market?  Can literature and electronic
delivery ever mix; or will society look to
the electronic device solely to deliver picture and
voice?  Will the public ever accept text from other
than the printed page?  The answer lies in a combination
of circumstances:
 * The existence of suitable infrastructure, including
   such factors as high bandwidth communications
   channels and effective marketing channels. 
   If our existing channels are compared to, lets
   say, the transport systems of two hundred years
   ago, how long will it take us to build the equivalents
   of the canals, railways, highways, and air
   transportation systems that we will need?  Who
   will provide them and what will be the commercial
   basis of their success?  As we supply solutions
   which, due to technological inertia, are
   non-optimal; how long will it take us to recover
   from such cul-de-sacs?
 * The successful new consumer electronic literature
   products must meet demonstrable mass-market
   needs.  Public acceptance will be driven
   by the effectiveness of the product at delivering
   information in a way which is clearly superior to
   other methods.  It will also be driven by factors
   such as style and fashion which are notoriously
   difficult to predict.  The attitude of the public
   was also be damaged by highly visible failures --
   and there may be several on the way!
 + History has shown that technology companies
   have been poor at predicting such changes in
   social behaviour, and that when supplied their
   products often miss the real target.  What kind
   of companies will actually solve these problems,
   and what circumstances will persuade them to
   make the investment?
 * The elimination of the remaining technology
   and financial barriers (most pertinently the
   mass production of high quality, portable, low
   cost display devices).  Although a preoccupation
   of the technologists this is probably the easiest
   of these barriers to resolve.
At some point these factors will add up.  When
the effectiveness and transparency of the new publishing
product are perceived as overcoming the
change and cost required to obtain them (and,
incidentally, the new product is blessed by the
'style gurus') the public will adopt it enthusiastically. 
The cellular telephone and the fax machine
are such examples from 1980s.  This presentation
will consider the factors which will influence the
adoption of electronic literature as a mainstream
product.  It will draw on the results of previous
technology-led market adoption patterns and will
try to predict the future of electronic literature.

%M C.ECHT.92.2
%T Virtual Reality and the Future of Hypertext
%S Keynote Speakers
%A Jay David Bolter
%B ECHT92
%D 1992
%P 2
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p2-bolter/p2-bolter.pdf
%X Virtual Reality has been largely conceived in terms
of the visual.  Other senses, sound and touch, although
given roles, are clearly quite secondary. 
What VR presents to the user is images, not texts. 
What role might text play in Virtual Reality?  This
is particularly important for exponents of hypertext,
because VR threatens to become the hot new
topic, and perhaps to diminish interest and research
in hypertext.  One could convincingly argue
there is no real direct competition: VR and
hypertext can evolve side by side for different purposes. 
VR is useful for simulation and training,
for medical imaging, for telepresence, and so on. 
Hypertext serves for databases of text materials,
pedagogy, and interactive fiction and nonfiction. 
But even if VR and hypertext continue to evolve
side by side, it remains interesting to consider how
the two might merge.
   Virtual Reality and hypertext are products of
two different communication technologies.  Virtual
Reality has its closest affinity to television, which
is a perceptual medium.  Hypertext comes out of
the tradition of writing.  Both VR and hypertext
claim to be new ways of expressing information,
although with different emphases.
   In VR, one sees and touches a perceptual space;
in hypertext one reads and writes in a textual
space.  Can the two be combined?  In particular,
can the space of virtual reality be hypertextualized? 
One way to introduce text into virtual
reality would be to write upon the surfaces
in the virtual space.  This would give us a virtual
book, whose structure is expressed architecturally
in three dimensions.  The book becomes a
space that the reader enters and explores, a space
in which the relationships among the surfaces define
relationships among the verbal ideas in the
text.  A more radical possibility would be to turn
the entire virtual space into a symbolic structure. 
Several hypertext systems are already moving in
this direction: the concept maps in hypertext systems
are examples of symbolic spaces in two dimensions. 
A third dimension would expand the
possibilities of representation.  Such a hypertextualized
virtual space might allow the creation of
texts unlike any that have ever been written.

%M C.ECHT.92.3
%T Video Nodes and Video Webs: Uses of Video in Hypermedia
%S Keynote Speakers
%A Simon Gibbs
%B ECHT92
%D 1992
%P 3
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p3-gibbs/p3-gibbs.pdf
%X Digital video consists of temporally correlated audio
and visual data elements.  Audio elements
are basically sequences of digitized audio samples,
while visual elements are sequences of raster
frames.  In either case the sequences may not
be stored explicitly, but instead stored in a compressed
representation, or an alternate representation
from which the sequences are produced (as
when audio is synthesized from a symbolic representation,
such as musical notation, or video
frames are rendered from animation data).
   Because of the temporal nature of digital video,
its production and consumption often requires
specialized devices capable of the real-time handling
of streams of data.  Until recently this equipment
was expensive and not readily available. 
However a number of significant advances are now
taking place that are greatly increasing the use
of digital video.  These developments include advances
in high-bandwidth networks and protocols
facilitating real-time transfer of digital video; improvements
in storage media such as high-capacity
magnetic disks and writable CDs; faster rendering
rates for graphics hardware allowing real-time
animation; greater availability of special-purpose
audio and video processors on workstations; and
better computer interfaces to both commercial and
professional video products such as camcorders,
VCRs, and video mixers.  Another significant development
is real-time compression and decompression
hardware for digital video.  The compressed
video has data rates comparable to bus
and disk bandwidths and so opens the possibility
of video recording and playback from conventional
secondary storage devices.  In addition, an anticipated
future development having broad-impact on
the use of video, will be the emergence of standards
for HDTV.
   In light of these changes, new possibilities are
arising for application developers -- in particular
those who aim to enhance hypertext, or hypermedia,
with video capabilities.  Early interactive
video systems relied on analog read-only
videodisc technology.  This "first generation" of
video-based hypermedia provided very good video
quality, but suffered from limitations imposed by
the videodisc.  Now digital video offers a way
around many of the drawbacks of the videodisc --
digital video can be edited and modified, it can be
processed, and, like any other form of data, it can
be stored and retrieved from conventional storage
systems.
   This presentation will focus on implications of
digital video for hypermedia.  A short overview
of video technology will be provided, introducing
such topics as video formats, video compression,
and video editing.  Several low-cost platforms
for running digital video applications will be described
and illustrated with short videotapes.
   Finally we consider a number of traditional
hypertext issues in the context of digital video. 
Approaches to linking video with other information,
techniques for structuring video and increasing
interactivity during playback, and new forms
of composition and navigation will be presented. 
Many of these techniques are now being explored
in prototype systems.  Examples of existing prototypes
will be used to illustrate the potential of
digital video when used in hypermedia systems.

%M C.ECHT.92.4
%T Multicard: An Open Hypermedia System
%S Systems I
%A Antoine Rizk
%A Louis Sauter
%B ECHT92
%D 1992
%P 4-10
%K Muilticard, M2000, Hypermedia toolkit
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p4-rizk/p4-rizk.pdf
%X This paper describes the Multicard hypermedia system
which has been developed following an open systems
approach.  Multicard provides a hypermedia toolkit
that allows programmers to create and manipulate
distributed basic hypermedia structures; an interactive
authoring/navigation tool which is itself based on the
toolkit; an advanced scripting language; a multimedia
composition editor, as well as a communication
protocol that allows the integration of various editors
and applications into a single hypermedia network.
   One of Multicard's features is that it does not itself
handle the contents of the nodes.  Instead, it
communicates with different editors, running as
separate processes, using a set of messages called the
M2000 protocol.  Multicard has so far been connected
in this way to around five different M2000 compliant
editors and applications ranging from a basic text
editor and data sheet to sophisticated desktop
publishing and multimedia composition systems. 
M2000 compliant editors automatically benefit of the
Multicard linking facilities and composite structures. 
Using the Multicard scripting language, M2000
compliant editors can also annotate their contents with
scripts and communicate with each other using event
and message transmission.

%M C.ECHT.92.11
%T SEPIA: A Cooperative Hypermedia Authoring Environment
%S Systems I
%A Norbert Streitz
%A Jorg Haake
%A Jorg Hannemann
%A Andreas Lemke
%A Wolfgang Schuler
%A Helge Schutt
%A Manfred Thuring
%B ECHT92
%D 1992
%P 11-22
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p11-streitz/p11-streitz.pdf
%X In this paper, we report about the design, development,
and implementation of the SEPIA cooperative hypermedia
authoring environment.  It provides results on the
following aspects of SEPIA: persistent and shared data
storage, hypermedia data model with composites, sophisticated
and comprehensive authoring functionality,
support for a new rhetoric and for cooperative work.  We
start by identifying the challenge of hypermedia authoring
and production which serves as the driving force for
our development.  Using interacting problem spaces as
the vehicle for modelling the dynamic aspects of authoring,
we arrive at a set of requirements answered by the
concept of "activity spaces".  The design of coherent hyperdocuments
is facilitated by our "construction kit". 
Furthermore, we describe the extensions and modifications
necessary to support multiple authors with the
cooperative version of SEPIA.  The central issue of the
paper is the system architecture and its implementation. 
We describe the basis for access to shared hyperdocuments,
the activity space browsers, the integration of
multimedia functionality (audio, graphics, pictures),
and the integration of a video conferencing system.

%M C.ECHT.92.23
%T Combining Hypertext and Structured Documents in Grif
%S Systems I
%A Vincent Quint
%A Irene Vatton
%B ECHT92
%D 1992
%P 23-32
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p23-quint/p23-quint.pdf
%X This paper presents the experience gained in developing
and using the hypertext functions of the
Grif system.  Grif is a structured document editor
based on the generic structure concept: each document
is represented in the system by its logical
structure which is an instance of a generic structure. 
This notion of logical structure encompasses
both hierarchical structures (as is usual in structured
documents) and non-hierarchical links (as is
usual in hypertext).
   The document model on which Grif is based is
presented, focusing on the different types of links. 
Various applications using these links are also described. 
It is shown that the approaches of electronic
documents and hypertext, which are often
opposed to each other, can be combined for building
more powerful integrated systems.

%M C.ECHT.92.33
%T Structural and Cognitive Problems in Providing Version Control for Hypertext
%S Versioning
%A Kasper Osterbye
%B ECHT92
%D 1992
%P 33-42
%K Hypertext, Version control, Data models
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p33-osterbye/p33-osterbye.pdf
%X This paper discusses issues related to providing
version control in hypertext systems.  Many of the
software engineering issues in versioning also apply
to hypertext, but the emphasis on linking and
structure in hypertext raises some new problems. 
The issues can roughly be divided into two categories. 
Datamodel issues, which will be referred
to as structural issues, and user interface issues,
which will be referred to as cognitive issues.  Both
structural and cognitive issues will be described
and divided into simpler problems which will be
named and described, and it will be shown that
composites serve as a good starting point for solving
both structural and cognitive problems of versioning.

%M C.ECHT.92.43
%T CoVer: A Contextual Version Server for Hypertext Applications
%S Versioning
%A Anja Haake
%B ECHT92
%D 1992
%P 43-52
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p43-haake/p43-haake.pdf
%X Key problems of version support for hypertext systems
arise from the fine-grained, heavily interlinked structure
of hyperdocuments.  Integration of version support
aggravates cognitive overhead problems during version
creation and disorientation during version selection. 
Starting from the need to support versioning in
our hypermedia publishing environment, we designed
the CoVer hypermedia version server.  CoVer maintains
context information with the versions that guides
version creation and in particular helps in version
identification.
   The key concept is task tracking: Users change their
network in order to perform a task.  These tasks can
guide meaningful, automatic version creation.  Being
stored persistently as contextual version information
they serve version identification.  Moreover, CoVer
maintains the derivation history of hyperdocuments
across document boundaries and tracks the influence
of annotations on the creation of new versions and the
start-up of new tasks.

%M C.ECHT.92.53
%T Two Years before the Mist: Experiences with Aquanet
%S Experiences
%A Catherine C. Marshall
%A Russell A. Rogers
%B ECHT92
%D 1992
%P 53-62
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p53-marshall/p53-marshall.pdf
%X Aquanet is a collaborative hypertext tool that combines
elements of frame-based knowledge representation
and graphical presentation.  In this paper, we
examine the first major application of the tool in an
analysis task, a two year long technology assessment
that resulted in almost 2000 nodes and more than 20
representational types.  First, we cover the implications
of the representational resources provided and
representational decisions that were made.  Then we
discuss how spatial layout was used in lieu of the
complex relations Aquanet's data model supports. 
Finally, we show how distinct regions emerged to
reflect particular activities and how they were subsequently
used as the basis for a later collaboration on a
similar task.

%M C.ECHT.92.63
%T UNIX Guide: Lessons from Ten Years' Development
%S Experiences
%A P. J. Brown
%B ECHT92
%D 1992
%P 63-70
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p63-brown/p63-brown.pdf
%X Development of the Guide hypertext system has
been progressing at the University of Kent since
1982.  The paper looks back over the mistakes and
successes of the last ten years, with a view of drawing
some lessons for the future development of hypertext. 
The reader is not assumed to be a Guide
user, and the lessons learned apply to hypertext
systems in general.

%M C.ECHT.92.71
%T Design Strategies for Scenario-Based Hypermedia:
Description of its Structure, Dynamics, and Style
%S Experiences
%A Ryuichi Ogawa
%A Eiichiro Tanaka
%A Daigo Taguchi
%A Komei Harada
%B ECHT92
%D 1992
%P 71-80
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p71-ogawa/p71-ogawa.pdf
%X This paper describes design strategies for scenario-based
hypermedia, which presents media composite
nodes according to timed scripts.  In order to translate
an author's story into timed scripts within a hypermedia
framework, we present a design model with four
different levels of scenario specifications.  In these
levels an author specifies details of 1) global structure
described as the hierarchy of composite nodes with sequencing
relationship between them, 2) detailed structure
of a composite node described as a set of subnodes
and navigation flow between them, 3) content
specification of multimedia data, and 4) time and spatial
presentation style of media data included in each
node.  Design strategies based on the model were applied
to the authoring of a CD-ROM based English
listening course for Japanese students.  The design
work was accomplished as a joint project with
English teachers, and our scenario-based hypermedia
system, Videobook, was used as the authoring platform. 
This paper reports the details of the design
strategies in each level and discusses how they made
the authoring efficient while promoting the quality of
the course.

%M C.ECHT.92.81
%T An Object-Oriented Scripting Environment for the WEBSs Electronic Book System
%S Systems II
%A J. Monnard
%A J. Pasquier-Boltuck
%B ECHT92
%D 1992
%P 81-90
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p81-monnard/p81-monnard.pdf
%X This paper presents the scripting facilities built or
top of WEBSs, an interactive system for the creation
and consultation of electronic books.  The scripting
environment relies on the same object-oriented
software architecture used in the design of the WEBSs
application, rendering it consistently integrated with
the other components of the system.
   Scripts enhance the application in two ways. 
First, the ability to combine basic WEBSs actions
allows users to easily define new high-level functions
like, for example, the automatic creation of tables of
contents and indexes.  Secondly, the behavior of the
objects that constitute an electronic book can be
enriched by writing scripts that will be automatically
executed each time a triggering object performs a
specific action.  The main originality of our scripting
model resides in the fact that a script may be attached
not only to an individual object, but also to all
objects of a specific class, or to all objects in a certain
set.

%M C.ECHT.92.91
%T Matching Hypertext Models to Hypertext Systems: A Compilative Approach
%S Systems II
%A Andrea Caloini
%B ECHT92
%D 1992
%P 91-101
%K Hypertext models, Hypertext systems,
HDM, Hypertext engine, Compilation
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p91-caloini/p91-caloini.pdf
%X Many authors have proposed sophisticated models to
describe hypertexts at different levels and for different
purposes and have provided in-house developed
systems implementing their models.  However,
hypertext-hypermedia application development is
often carried on using commercial hypertext systems
based on a very simple model.
   This paper presents HCT (Hypertext Compiling
Tools), a set of tools to translate hypertext-hypermedia
applications designed using a high-level
model (HDM, Hypermedia Design Model) into
applications implemented by a commercial hypertext
system (ToolBook).  Although each single tool is
specific to either HDM or ToolBook, the approach is
presented in a more general way.
   Results obtained in application development are
summarized.

%M C.ECHT.92.102
%T Making Use of Hypertext Links when Retrieving Information
%S Information Retrieval
%A H. P. Frei
%A D. Stieger
%B ECHT92
%D 1992
%P 102-111
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p102-frei/p102-frei.pdf
%X Hypermedia links were invented to support the manual
browsing through large hypertext or hypermedia
collections.  However, retrieving specific portions of
information in such a collection cannot be achieved
by browsing only; retrieval mechanisms are necessary. 
In this paper we show how to use the semantic
content of hypertext links for retrieval.  We present
special purpose indexing and retrieval algorithms that
exploit the node and link content.  First retrieval results
in a hypertext test collection are presented: the
results are clearly better than those obtained when the
links are ignored.  The hope is that these results can
be extended to hypermedia information and that they
can be improved by more sophisticated indexing algorithms.

%M C.ECHT.92.112
%T Hypertext Paradigm in the Field of Information Retrieval:
A Neural Approach
%S Information Retrieval
%A Alain Lelu
%A Claire Francois
%B ECHT92
%D 1992
%P 112-121
%K Hypertext, Information retrieval, Graphic user
interface, Neural networks, Cluster analysis
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p112-alain/p112-alain.pdf
%X Application of the hypertext paradigm to
information retrieval requires 1) an automatic
generation of hypertext links, 2) a compact graphical
representation of the data.  After a brief review of the
family of neural algorithms required for deriving a
compact and relevant representation of a
documentary database, as well as links between
synthetic "topics" and documents, we present a user
interface based on these grounds.  This representation
is two-step: 1) a global topics map, 2) local topic
axes, ranking both terms and documents according
to the values of their "centrality index".  A prototype,
running in a Macintosh environment and
implementing a basic version of this browser, is then
described and commented.

%M C.ECHT.92.122
%T Information Retrieval from Hypertext using Dynamically Planned Guided Tours
%S Information Retrieval
%A Catherine Guinan
%A Alan F. Smeaton
%B ECHT92
%D 1992
%P 122-130
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p122-guinan/p122-guinan.pdf
%X In using any hypertext system a user will encounter
many technical problems which have been
well-documented in the literature.  Two of the
more serious problems with using hypertext are
user disorientation and the retrieval of information. 
Another less often addressed problem is
that of the logical sequencing of nodes.  In the
work reported in this paper we address these three
problems by combining Hammond and Allinson's
guided tour metaphor and Frisse's information retrieval
techniques to dynamically create guided
tours for users in direct response to a user's query. 
One of the features of our method is that we take
advantage of typing of information links in the hypertext
to generate a tour which has a judicious
sequencing of nodes rather than a simple presentation
of hypertext nodes in order of similarity to the
user's query.  Our method was empirically tested
on a population of 125 users who generated a total
973 individual tours and all user actions and
responses to questions were logged.  The results of
this evaluation are presented in this paper.

%M C.ECHT.92.131
%T Cognitive Processing of Hyperdocuments: When Does Nonlinearity Help?
%S Information Retrieval
%A Jean-Francois Rouet
%B ECHT92
%D 1992
%P 131-140
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p131-rouet/p131-rouet.pdf
%X This paper presents a review of empirical research on
the cognitive processing of nonlinear documents,
with the purpose of understanding when and how
hypertext presentation might facilitate text
comprehension and learning activities.  Empirical
studies conducted so far have used various methods,
and focused on a wide range of populations, types of
documents, and reading or learning tasks.  Although
hypertext is generally associated with information
networks, a few interesting studies address the issues
of computer assistance to linear text comprehension. 
A second group of studies investigate the use of
nonlinear documents for general learning purposes. 
Although these studies are mainly concerned with
linear-nonlinear comparisons, some of them address
the effects of different design options.  Finally, a third
group of studies compare information retrieval in
linear versus nonlinear documents.  Overall, there is
no consistent evidence for the advantage of hypertext
over linear presentation formats.  Instead, the
efficiency of nonlinear documents varies according to
(a) subjects' expertise (b) interface features and (c)
task requirements.  In an attempt to provide an
interpretative framework for these empirical findings,
the notion of cognitive monitoring is briefly
outlined.  I conclude with a few implications for future
hypertext research.

%M C.ECHT.92.141
%T Imagined Conversations: The Relevance of Hypertext, Pragmatism, and
Cognitive Flexibility Theory to the Interpretation of "Classic Texts"
in Intellectual History
%S Hypertext and the Mind
%A Robert Alun Jones
%A Rand Spiro
%B ECHT92
%D 1992
%P 141-148
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p141-jones/p141-jones.pdf
%X What does it mean to understand a "classic text" in
the history of social thought?  Recent pragmatist arguments
in intellectual history suggest that it is a matter
of placing the text within some larger context, viewing
it from a variety of perspectives, and "using it" to
satisfy one's own interests and purposes.  What is the
best means to "advanced knowledge acquisition"? 
Recent theories of learning in cognitive psychology
suggest that we view "ill-structured knowledge
domains" as landscapes, to be "criss-crossed" in a
variety of directions, from multiple perspectives. 
Hypertext is a technology for doing both of these
things.  Quite independently, but sharing a foundation
in pragmatism and the later Wittgenstein, each of
these disciplines thus encourages further research in
the development and implementation of hypertext
systems for learning.  Such research is being carried
out in the Hypermedia Laboratory and the Cognitive
Flexibility Laboratory at the University of Illinois,
with implications for the way hypertext systems are
designed and implemented, and the pedagogical problems
to which they are applied.

%M C.ECHT.92.149
%T Where's the Hypertext?  The Dickens Web as a System-Independent Hypertext
%S Hypertext and the Mind
%A George P. Landow
%A Paul Kahn
%B ECHT92
%D 1992
%P 149-160
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p149-landow/p149-landow.pdf
%X This paper reports the comparative evaluations by
fifteen experienced hypertext users of three hypertext
systems (Intermedia, Interleaf WorldView, and Storyspace)
to carry out both simple information retrieval
and more complex cognitive tasks.  In contrast to
approaches that compare hypertext versions of print
documents to print documents, our research began
with materials originally created for an electronic
environment -- the award-winning Dickens Web.  The
evaluators' detailed narratives, which show that hypertext
documents can exist independently of specific
hypertext systems, also suggest points that designers
of hypertext systems and hypertext authors must take
into account.  These points include the value of full-text
search vs. link following, and the importance of
content expertise.  Finally, we report on the importance
of single- vs. bi-directional thinking, multiple linking
from a single point, and web views.

%M C.ECHT.92.161
%T Contours of Constructive Hypertexts
%S Hypertext and the Mind
%A Mark Bernstein
%A Michael Joyce
%A David Levine
%B ECHT92
%D 1992
%P 161-170
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p161-bernstein/p161-bernstein.pdf
%X Discussion of hypertext rhetoric and criticism has
focused on small, fixed hypertexts that are
typically used by casual readers for comparatively
short periods.  Here we explore complex,
constructive hypertexts, intended to inform and to
influence dedicated and thoughtful readers. 
Recurrence and multivalence, both deplored in
small hypertexts, prove from study of more
complex texts to be very valuable.  While static,
graph-theoretic measures facilitate understanding
of local hypertext structure, the structures of
meaning or contours we observe in current
hypertext fiction and scholarship do not appear to
reside in static structures, but rather in the complex
and dynamic perceptions of the engaged reader.

%M C.ECHT.92.171
%T Toward a Rhetoric of Information Texts
%S Hypertext and the Mind
%A Stuart Moulthrop
%B ECHT92
%D 1992
%P 171-180
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p171-moulthrop/p171-moulthrop.pdf
%X This paper begins by asking why hypertext
researchers publish their work in print and
compose their hypertexts from previously
printed sources.  It argues that these practices
limit the development of hypertext rhetoric by
privileging a discrete or granular model of
discourse: nodes as stable units connected by
purely transitional links.  The paper explores
the limits of the node/link model, suggesting
that links can take on certain properties of
nodes and vice versa.  Drawing on the
phenomenological critique of rationalist
mechanism developed by Winograd and Flores,
the paper presents an alternative discourse
model for hypertext which regards nodes and
links in complementarity, as contingent
structures subject to conceptual "breakdown."
Applying this model to actual communication
practices, the paper invokes Zuboff's
distinction between "automating" and
"informating" applications of technology,
outlining a rhetoric based on a constantly
evolving textual structure in which object
relations remain fluid.  A new term is proposed,
the informand, to designate the communal,
interactive discursive space created by
informating systems like hypertexts and
artificial realities.  The paper concludes by
urging experimentation with informating
practices in hypertext, a move away from print
models and toward all-electronic composition.

%M C.ECHT.92.181
%T Towards an Integrated Information Environment with Open Hypermedia Systems
%S Models for Open Systems
%A Hugh Davis
%A Wendy Hall
%A Ian Heath
%A Gary Hill
%A Rob Wilkins
%B ECHT92
%D 1992
%P 181-190
%K Open, Hypermedia, Integration, Microcosm
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p181-davis/p181-davis.pdf
%X This paper examines open hypermedia systems,
and presents the case that such systems provide a
step forward for dealing with large, dynamic data
sets in distributed, heterogeneous environments by
allowing users to access and integrate information
and processes in richer and more diverse ways than
has previously been possible.  In particular, the
enhanced Microcosm model for open hypermedia
is examined, and the ways in which it provides
such an environment are discussed.  The paper
continues by investigating the advantages and the
shortcomings of this model and identifies the areas
in which further work must be completed before
such systems can become widely adopted, such as
the granularity of source and destination anchors,
editing and version control.  Some attempts to
provide solutions to these problems are presented
and discussed.

%M C.ECHT.92.191
%T Design Issues for a Dexter-Based Hypermedia System
%S Models for Open Systems
%A Kaj Gronbaek
%A Randall H. Trigg
%B ECHT92
%D 1992
%P 191-200
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p191-gronbaek/p191-gronbaek.pdf
%X This paper discusses experiences and lessons learned
from the design of an open hypermedia system, one
that integrates applications and data not "owned" by
the hypermedia.  The Dexter Hypertext Reference
Model [8] was used as the basis for the design. 
Though our experiences were generally positive, we
found the model constraining in certain ways and
underdeveloped in others.  For instance, Dexter argues
against dangling links, but we found several
situations where permitting and supporting dangling
links was advisable.  In Dexter, the data objects
making up a component's contents are encapsulated
in the component; in practice, references to objects
stored apart from the hypermedia structure should be
allowed.  We elaborate Dexter's notion of composite
component to include composites that "contain" other
components and composites with structured contents,
among others.  The paper also includes a critique of
Dexter's notion of link directionality, proposes a
distinction between marked and unmarked anchors,
and discusses anchoring within a composite.

%M C.ECHT.92.201
%T Gram: A Graph Data Model and Query Language
%S Theoretical Foundations
%A Bernd Amann
%A Michel Scholl
%B ECHT92
%D 1992
%P 201-211
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p201-amann/p201-amann.pdf
%X We present a model for data organized as graphs. 
Regular expressions over the types of the node
and edges are used to qualify connected sub-graphs. 
An algebraic language based on these regular
expressions and supporting a restricted form
of recursion is introduced.  A natural application
of this model and its query language is hypertext
querying.

%M C.ECHT.92.212
%T Fishing for Clarity in Hyperdocuments with Enhanced Fisheye-Views
%S Theoretical Foundations
%A K. Tochtermann
%A G. Dittrich
%B ECHT92
%D 1992
%P 212-221
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p212-tochtermann/p212-tochtermann.pdf
%X It is known that fisheye-views prove beneficial to
users who get lost in hyperspace.  Until now, the
fisheye-view strategy, introduced by Furnas, is only
applicable in structures where the necessary
components of the fisheye-view function can be
defined.  Unfortunately, directed graphs are structures
where the fisheye-view function of Furnas cannot be
applied.  Therefore the fisheye-view concept was of
limited value in hyperdocuments represented by such
graphs.  To overcome this lack, this paper proposes an
enhancement of Furnas' function to allow its
application in hyperdocuments of that kind.
   We will begin with a short review of Furnas'
well-known fisheye-view concept.  Thereafter, we will
discuss the problems that arise when one attempts to
apply the concept in so-called "unstructured"
hyperdocuments.  The results of this discussion lead to
the development of a function which satisfies the
requirements of the concept, and allows its use in
hyperdocuments of almost any structure.  To show
that the fisheye-view concept of Furnas remains
fulfilled, an appropriate theorem is formulated.  The
result is that the benefits of the fisheye-view concept
can now be appreciated in "unstructured"
hyperdocuments.  In closing, we offer a detailed
example, which illustrates the behavior of the
enhanced fisheye-view function.

%M C.ECHT.92.222
%T An Extensible Data Model for Hyperdocuments
%S Models
%A Paul De Bra
%A Geert-Jan Houben
%A Yoram Kornatzky
%B ECHT92
%D 1992
%P 222-231
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p222-de_bra/p222-de_bra.pdf
%X We present an extensible data model for hyperdocuments. 
It is intended to serve as the basis for integrating
hypermedia systems with other information sources,
such as object-oriented database management systems,
information retrieval systems, and engineering CAD
tools.  Hyperdocuments are described by means of a
small number of powerful constructs that integrate their
structural and behavioral aspects.  The different instantiations
and combinations of these constructs yield an
open class of hyperdocuments.  Nodes, anchors, and
links are all considered first-class objects and modeling
constructs are applicable to all of them.  These
constructs permit a description of the multiple levels
of functionality of an object within a hyperdocument,
and the packaging of the different views of an object. 
Composite objects range over an extensible collection
of structures including networks, sets, time-lines, and
three-dimensional space CAD models.

%M C.ECHT.92.232
%T Towards a Better Support for Hypermedia Authoring: The HYDESIGN Model
%S Models
%A Michael Marmann
%A Gunter Schlageter
%B ECHT92
%D 1992
%P 232-241
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p232-marmann/p232-marmann.pdf
%X Hypermedia systems are becoming an important
information system class for a wide range of new and
fascinating applications.  But current systems still
have some unpleasant restrictions.  For example, only
few hypermedia systems support the design of higher
level hypermedia objects beyond the basic node-link
paradigm.  There are further restrictions concerning the
modularization of the overall design and the reuse of
(complex) hypermedia resources.  HYDESIGN is the
prototype of an extensible hypertext/hypermedia
system which addresses these restrictions.  The crucial
part of the development is the data management
component, the HYDESIGN-engine, which has been
built on top of the GemStone object-oriented database
management system.  A first prototype of a graphical
user interface, the HYDESIGN-GUI, has been
developed in Smalltalk-80.
   This paper focuses on central features of the
HYDESIGN data model representing the conceptual
basis of the HYDESIGN-engine.  Aggregate links of
different types are introduced which allow for the
creation of higher level hypermedia networks.  SBL-nodes
represent particular composite nodes offering
the capability of defining (nested) local environments
with particular behaviour.  Also different options for
the sharing of hypermedia resources are proposed. 
HYDESIGN further supports navigation as well as
query based access in an integrated approach.  As a
whole, HYDESIGN aims at a better support for the
hypermedia design process by the provision of
powerful structuring facilities.

%M C.ECHT.92.242
%T Using Statecharts to Model Hypertext
%S Models
%A Yi Zheng
%A Man-Chi Pong
%B ECHT92
%D 1992
%P 242-250
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p242-zheng/p242-zheng.pdf
%X This paper describes how to use statecharts to
model hypertext.  Statechart is a formal graphical
model based on state transition diagram and
hypergraph.  The statechart model is compared
with other models for hypertext based on simple
node-and-link graph, first-order logic formulae,
hypergraph, and petri net.  The features of statecharts
relevant to the modeling of hypertext are
described.  Statecharts for the common features
in frame-based and scrolling-based hypertext are
given.  Then statecharts are used to model the various
buttons supported in a real-life production
hypertext system, Guide (both the Unix version
and the version marketed by Owl International
Inc.).  These examples illustrate that statecharts
can be used to abstract the structure from the content
of hypertext, and to model the structure and
the browsing semantics of hypertext clearly and
vividly.

%M C.ECHT.92.251
%T Hyperform: Using Extensibility to Develop Dynamic, Open and Distributed
Hypertext Systems
%S Architecture
%A Uffe Kock Wiil
%A John J. Leggett
%B ECHT92
%D 1992
%P 251-261
%K Extensible hyperbase, Hypertext platform,
Object-oriented extension language
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p251-wiil/p251-wiil.pdf
%X An approach to flexible hyperbase (hypertext
database) support predicated on the notion of extensibility
is presented.  The extensible hypertext
platform (Hyperform) implements basic hyperbase
services that can be tailored to provide specialized
hyperbase support.  Hyperform is based on an internal
computational engine that provides an object-oriented
extension language which allows new data
model objects and operations to be added at run-time.
   Hyperform has a number of built-in classes to provide
basic hyperbase features such as concurrency
control, notification control (events), access control,
version control and search and query.  Each of these
classes can be specialized using multiple inheritance
to form virtually any type of hyperbase support
needed in next generation hypertext systems.
   This approach greatly reduces the effort required
to provide high quality customized hyperbase support
for distributed hypertext applications.  Hyperform
is implemented and operational in Unix environments. 
This paper describes the Hyperform
approach, discusses its advantages and disadvantages,
and gives examples of simulating the HAM
and the Danish HyperBase in Hyperform.  Hyperform
is compared with related work from the HAM
generation of hyperbase systems and the current status
of the project is reviewed.

%M C.ECHT.92.262
%T Specifying Temporal Behavior in Hypermedia Documents
%S Architecture
%A M. Cecelia Buchanan
%A Polle T. Zellweger
%B ECHT92
%D 1992
%P 262-271
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p262-buchanan/p262-buchanan.pdf
%X We have designed and implemented a system for
creating, editing, and displaying hypermedia documents. 
This system uses an improved document
model with two major features.  First, it allows
authors to specify temporal synchronization constraints
among events of interest within media segments. 
Second, it allows asynchronous material,
such as user interaction, links, or programs, to
be combined with richly coordinated synchronous
material in a single hypermedia document.  The
system incorporates a linear programming algorithm
to solve the temporal constraints.  This process
automatically constructs a schedule for displaying
a document and may involve stretching or
shrinking media segments.  Because synchronization
constraints record the author's intentions and
because the system creates schedules automatically,
both creating documents and maintaining
them throughout their life cycles should be easier.

%M C.ECHT.92.272
%T Hyperdocuments as Automata: Trace-Based Browsing Property Verification
%S Architecture
%A P. David Stotts
%A Richard Furuta
%A J. Cyrano Ruiz
%B ECHT92
%D 1992
%P 272-281
%K Hypertext, Place/transition nets, Petri
nets, Browsing semantics, Synchronization, Security,
Temporal logic, Verification, Access control, Versions,
Model checking
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p272-stotts/p272-stotts.pdf
%X In many hypertext systems, meaningfully traversing
a document depends on capabilities, features, and
navigational aids that are part of the browser implementation. 
For example, if a reader browses to a node
that has no out links, then backing up, or "warping" to
the table of contents can allow the browsing session to
continue.
   If hyperdocuments are to become interchangeable
among hypertext systems, rather than being readable
only on the systems from which they are authored,
one obvious but complex approach is to try and standardize
on (most likely, very many) browsing features
and behaviors, forming some standard union of the
capabilities of current major implementations.  This
approach molds (or perhaps restricts) future systems,
since new browsing "features" must then be worked
into such a standard.  An alternate approach, used in
this paper, is to de-emphasized browser features and
emphasize inherent document structure with browsing
semantics.  An author should be able to create document
structure so that the desired meaningful access
patterns are inherently allowed by links rather than by
browser capabilities.
   We present a method of analyzing the browsing properties
of a hypertext document by examining the links
alone.  This method is not specific to any particular
hypertext system or document authoring format.  With
it, an author can be certain that a document will allow
particular access patterns when read on any browser
implementation that has a single navigation operation:
direct link following.  The method requires a mental
shift in how a hyperdocument is conceived abstractly. 
Instead of treating the links of a document as defining
a static directed graph, they are thought of as defining
an abstract program, termed the links-automaton of
the document.  A branching temporal logic notation,
termed HTL*, is introduced for specifying properties
a document should exhibit during browsing.  An automated
program verification technique called model
checking is then used to verify that these specifications
are met by the behavior of the links-automaton.  We
illustrate the generality of our technique by applying
it first to a Trellis document, and then to a Hyperties
document.

%M C.ECHT.92.282
%T Hypermedia Production: Hand-Craft of Witchcraft?
%S Panels
%A Mark Bernstein
%A Michael Bieber
%A Richard Furuta
%A Michael Kibby
%A Catherine Marshall
%A Paolo Paolini
%B ECHT92
%D 1992
%P 282-283
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p282-bernstein/p282-bernstein.pdf
%X Many successful hypermedia systems are hand-crafted;
creating and navigating their networks of
nodes and links is entirely under user control.  In
other systems, concern for the economics of manually
linking large bodies of existing information,
coupled with a desire to promote more responsive
and reconfigurable interfaces, has spurred the development
of automated tools, intensional or virtual
structures, automatic node content generation
and automatic link discovery.
   Some claim that, apart from annotation features
such as commenting, the significant hypermedia
systems of the future will be entirely automated.
   In this panel we explore the potential and dangers
of automating hypermedia.

%M C.ECHT.92.284
%T Open Hypermedia Architectures and Linking Protocols
%S Panels
%A Randall Trigg
%A W. Ward Clark
%A Wendy Hall
%A Norman Meyrowitz
%A Amy Pearl
%B ECHT92
%D 1992
%P 284
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p284-trigg/p284-trigg.pdf
%X Most computer users today work with heterogeneous
environments that include software from
many vendors, multiple platforms needing to communicate,
and information bases on remote machines. 
Their needs are often not for increased
functionality in any particular application, but integration
among existing applications.
   In the last few years, this need has been addressed
through proposals for open hypertext architectures
and linking protocols.  In principle,
these allow linking across diverse applications and
even across platforms.  Rather than a monolithic
hypermedia system presenting its own editors for
various media, the user sees a framework into
which existing editors can be "plugged" and a
linking protocol with which to interconnect them. 
Though the framework is usually a separate program,
the hope is that support for such open linking
will one day migrate into the operating system. 
Indeed, protocols from Apple and Microsoft
are steps in this direction.
   Though the participants on this panel bring
their own perspectives and backgrounds to the
problem area, all share a belief that the future
of hypermedia is not with systems that "own the
world", but with those that attempt to "connect
the world".  Furthermore, the panelists and the
projects they represent have developed significant
open hypermedia architectures and linking protocols
and can draw on experience with real users.

%M C.ECHT.92.285
%T Business Opportunities in Hypermedia Applications
%S Panels
%A Attilio Stajano
%A Bruno Cerboni
%A Giovanni Degli Antoni
%A Hans Mulder
%A Gerard Roucairol
%A Erich Neuhold
%A Eddy Odijk
%A Pier Carlo Ravasio
%A Jan Ritchie
%A Jack Schiff
%B ECHT92
%D 1992
%P 285
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p285-stajano/p285-stajano.pdf
%X Research on hypertext and hypermedia systems
has been ongoing for many years and attractive
demonstrator systems have been displayed showing
the potential of these technologies.  Is there a
real market behind the hypermedia applications? 
We are frequently offered a very optimistic view
on the size and maturity of such a market.

%M C.ECHT.92.286
%T Hypermedia Readability
%S Panels
%A Roberto Polillo
%A Mark Bernstein
%A Franca Garzotto
%A Lynda Hardman
%A Paul Kahn
%B ECHT92
%D 1992
%P 286
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p286-polillo/p286-polillo.pdf
%X Since the appearance of the first hypertext applications,
it is customary to blame the hypertext
technology for "disorienting" readers and causing
"cognitive overload".  On the other hand, the user
interface of many hypertext and hypermedia applications
on the market is often very poorly designed. 
Many applications show a tendency to
"over-linking" or "over-buttoning", and only a few
show a clearly recognizable structure.

%M C.ECHT.92.287
%T Multimedia Encyclopaedia of Philosophy Sciences
%S Cultural Briefings
%A Renato Parascandalo
%B ECHT92
%D 1992
%P 287
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p287-parascandalo/p287-parascandalo.pdf
%X The goal of this project is the world-wide dissemination
of advanced philosophy concepts, through
the exploitation of new technologies.
   The world famous "Istituto Italiano per gli
Studi Filosofici" (Italian Institute for Philosophy
Studies), ensures the scientific supervision of the
project; the "Encyclopaedia Treccani" and the
"Poligrafico dello Stato" (the nation official printing
institution) are responsible for the editorial
policy; the Politecnico di Milano provides assistance
for Computer technology.
   The core the of the project is the collection
of large amount of videotapes, containing interviews
with "protagonists": the most prestigious
philosophers, philosophy scholars and scientists,
who have warmly co-operated.  Since '86 more
than 400 interviews, corresponding to more than
900 hours of tapes, have been conducted.  In addition,
thousands of slides and more than 100 hours
of video-tapes, documenting important aspects of
archaeology, architecture, painting and sculpture,
have been included.  Five different series of video-cassettes
have been prepared: The Roots of the
Philosophy Thought, Philosophy and Today, The
Origin of Thought in the World, The Masters of
Thinking, The Universe of Knowledge.
   Short excerpts (5 minutes) are broadcasted everyday,
nation-wide, by TV channels.  Before the
end of the year Radio Transmissions will start. 
Special editions for College and High school students
are in preparation.
   All the different editions outline specific aspects
and a specific usage of the material.  A special
version is supposed, in the future, to include all
the previous editions: the interactive version, being
prepared through the co-operation with the
Department of Electronics of Politecnico di Milano. 
It is an Hypermedia application that allows
search, queries and above all, navigation across
the complex material.  Guided tours and views,
either predefined or created by the reader, allow
personalized "reading sessions".
   Overall the project is a reaction to the current
schizophrenic situation: as the technology
advances provide more means for communication,
human beings realize that they have less to say. 
Paul Ricoeur, a prestigious member of the scientific
board of the project, considers this gap
between technology of communication and cultural
communication as one of the most dangerous
pathologies of modern society.

%M C.ECHT.92.288
%T Hypermedia for Teaching and Learning: A Multimedia Guide
to the History of European Civilization (MuG)
%S Cultural Briefings
%A Umberto Eco
%B ECHT92
%D 1992
%P 288
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p288-eco/p288-eco.pdf
%X The MuG project has been designed and developed
at "Istituto di Discipline della Comunicazione",
University of Bologna, by D. Barbieri,
B. Bassi, G. Blasi, A. Fogli, L. Freina, C. Marmo,
M. Mattioli, P. Niccolai, D. Singer under supervision
of Umberto Eco.  The project has been sponsored
by Olivetti.
   MuG is a hypermedia system providing a unitary
representation of the events of European culture
and history.  The system is designed to cover
subjects related to Political, Social and Economic
history, as well as the history of Science and Technology,
Arts, Literature, Philosophy and Religion
enabling the user to switch easily from one cultural
aspect to the other.
   The initial prototype partially covers European
civilization in the 17th Century, but the project
concerns the whole history of Europe.
   MuG is meant as a teaching aid for students
of the first years of University curricula and the
last years of secondary schools.  The ultimate purpose
of the system is to constitute a useful tool
for historical research and presentation as well as
teaching.
   The system is shaped into three interconnected
environments:
 * Interactive Chronologies, an environment
   with information retrieval features enabling
   the user to navigate among graphical chronological
   overviews of given period regarding
   specific topics and places.  Topics and places
   are represented by a large set of keywords
   organized into a Thesaurus.  From a given
   Chronology, the user can zoom in and out, according
   to the semantic structure of the Thesaurus
   (temporal zooming is also handled):
   when zooming in, less important events can
   appear.  The user can choose to organize the
   contents of the overview according to either
   topics or places.  More expert users can also
   query the system by typing, or by selecting
   keywords from the Thesaurus.
 * The Cardfile, a text-only hypertext providing
   quick reference cards about units of historical
   information (plus a set of dictionary-like
   definitions).  The Cardfile is accessible both
   from the Chronologies and the Books; it is an
   ever-present reference tool also providing an
   informative intermediate step from a synoptic
   to a narrative representation of the historical
   events.
 * The Library, a large set of hypertextual
   "Books" devoted to specific topics, authors
   or issues, presented in a multimedia fashion,
   including text, images, animation, speech
   and music.  Here information appears in a
   more narrative form, closer to the habits of
   readers of paper history books.  Historical-geographical
   atlases, textual, visual and musical
   anthologies are also part of the Library.
MuG is implemented in Toolbook, and runs on
personal computers following the MPC standard.

%M C.ECHT.92.289
%T Hypertext: Beyond the End of the Book
%S Cultural Briefings
%A Robert Coover
%B ECHT92
%D 1992
%P 289
%* (c) Copyright 1992 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p289-coover/p289-coover.pdf
%X For the narrative artist, hyperspace has all the
charm of a starry sky in August: the weather's
comfortable, the twinkle's alluring, but the vista's
intimidatingly awesome.  The simple linear trajectories
of the earthbound, once thought confining
and inflexible, are seen to have a certain reassuring
structure, an "A" and a "B" between which
narrative, ever on the go, might safely move, feet
on the ground.  It's pretty out there in infinity, but
if you head out, how do you get home again?
   Creative artists are still fumbling in this new
space, this new medium, toying with the possibilities
of multidimensionality, nonlinearity, interactivity,
polyvocality, and, increasingly, the incorporation
of other arts, visual, kinetic, and aural, but
not yet convinced that narrative, as we lovingly
know it, can overcome the motionsickness associated
with the absence of gravity.
   Most academic hypertext projects preserve a
sense of gravity by allowing a body of informational
satellites to circle loosely about some core
subject, a poem, say, or an historical event, a social
entity, a philosophical or legal problem, etc.,
and such models might well serve artistic projects
but they cannot define or delimit them.  Nor does
it help to implant a line.  All these centuries of
resisting the tyranny of the line, and suddenly it
is gone as though it never existed, but reinventing
it, though an option for some, is a bit like building
a road in outer space so we can take our cars out
there.
   Most narrative artists, for the moment, prefer
to stay home where the environment's friendly and
there's plenty of company.  They still like the familiar
paths with their beginnings, middles, and
ends, even if not always traveled in that order. 
The navigational procedures are still so demanding
out there in hyperspace, that there's too little
time to appreciate style, voice, eloquence, character,
story.  Links and maps seem more compelling
than text, as though the ancillas of book culture --
the tables of contents, the indices and appendices,
the designs and jackets and headers -- might have
swallowed up the stuff inside.  There's an appeal
in interactivity -- and a threat.  And, maybe worst
of all, where's closure out there?  How do you know
when one journey's over and another can begin?
   So the field is largely left at present to the rash,
the young, the enterprising.  Flights are being
made in vehicles that seem as creaky at times as
the tin spaceships of the old silent movies, and
few of the adventures escape the atmosphere of
print technology, but with each foray something
new is added to the craft, the orbits widen, the
manuals expand.  Perhaps the greatest stimulus
to these explorations is the promise of a multimedia
instrument panel.  Hyperspace may always
be a bit hostile to the isolated traveler.  Creative
projects in it may more resemble a multitalented
film production than the private writing of a book
or poem.

%M C.ECHT.92.290
%T Combining Hypertext and Structured Documents in GRIF
%S Demonstrations
%A Vincent Quint
%B ECHT92
%D 1992
%P 290
%* (c) Copyright 1992 Association for Computing Machinery
%X GRIF is a structured document editor based on
the generic structure concept: each document is
represented in the system by its logical structure
which is an instance of a generic structure.  This
notion of logical structure encompasses both hierarchical
structures and non-hierarchical links.  The
demonstration shows the integration of hypertext
features in structured documents and some applications.

%M C.ECHT.92.290
%T The HYTEA Project: Tools and Applications
%S Demonstrations
%A Jack Schiff
%B ECHT92
%D 1992
%P 290
%* (c) Copyright 1992 Association for Computing Machinery
%X The aim of the ESPRIT project HYTEA is to
build a set of tools to improve the design, the
implementation, and the maintenance, of large
Hypertext/Hypermedia applications.  We will
demonstrate the whole process of application development
with the HYTEA tools, and will generate
different running applications from the same
conceptual design.  We will also show several full
size applications, in various domains, which have
been previously developed with the HYTEA tools.

%M C.ECHT.92.290
%T The KHS Authoring System
%S Demonstrations
%A Rainer Hammwohner
%B ECHT92
%D 1992
%P 290
%* (c) Copyright 1992 Association for Computing Machinery
%X The Konstanzer Hypertext System ("KHS") has
been developed as a testbed for experiments
in hypertext construction and navigation support. 
KHS comprises an object-oriented abstract hypertext
model and several generic interfaces according
to different instances of this model From this
generic level, concrete hypertext models and interfaces
can be derived for specific domains.  The
use of KHS will be demonstrated, and hypertexts
developed with KHS will be shown.

%M C.ECHT.92.290
%T The Hypermedia Authoring Environment SEPIA
%S Demonstrations
%A Norbert Streitz
%B ECHT92
%D 1992
%P 290
%* (c) Copyright 1992 Association for Computing Machinery
%X SEPIA supports groups of authors creating and
revising hypermedia documents in a cooperative
work context.  SEPIA support the different tasks
encountered when creating hyperdocuments and
provides different modes of collaborative work,
which allow authors to share a hyperdocument, to
be aware of coauthors' actions, to share views on
the hyperdocument, and to jointly edit hyperdocuments. 
SEPIA employs the CHS Cooperative Hypermedia
Server implemented on top of the DBMS
"Sybase".

%M C.ECHT.92.290
%T The Hypermedia Encyclopaedia of Philosophical Sciences
%S Demonstrations
%A Paolo Paolini
%A Renato Parascandalo
%B ECHT92
%D 1992
%P 290-291
%* (c) Copyright 1992 Association for Computing Machinery
%X The Hypermedia Encyclopaedia of Philosophical
Sciences is the interactive, computer based version
of the Multimedia Encyclopaedia of Philosophical
Sciences, which has been produced by RAI-DSE
as a set of TV and Radio Programs, and video
tapes integrated with booklets for large distribution. 
The Hypermedia Encyclopedia stores video
and text material presenting interviews to the major
today's philosophers as well as related philosophical
information; its information access mechanisms
include and integrate navigation, guided
tours, and queries.

%M C.ECHT.92.291
%T A Hypertext for Learning Operational Research
%S Demonstrations
%A A. Colorni
%B ECHT92
%D 1992
%P 291
%* (c) Copyright 1992 Association for Computing Machinery
%X This systems is one of the first attempt in applying
hypertext to Operational Research (OR), integrating
traditional material of OR classes with different
instruments for didactical use.  The system
organizes and interrelates various elements: descriptive
parts (texts), numerical exercises, a set
of didactical games, and a significant number of
OR applications.

%M C.ECHT.92.291
%T Electronic Lecture Notes
%S Demonstrations
%A Paolo Paolini
%B ECHT92
%D 1992
%P 291
%* (c) Copyright 1992 Association for Computing Machinery
%X This demo will show a number of hypertext lecture
notes developed within the SSD-SIA program of
Politecnico di Milano for undergraduate and graduate
classes (e.g., Electrotechnics, Budget Analysis,
Latin).  The design of these applications share
the same structured approach (based on the HDM
model).  Various functionalities such as self defined
guided tours and annotation facilities have been
specifically defined for training and learning.

%M C.ECHT.92.291
%T Hypermovie: An Authoring Tool for Video-Disk Based Teaching
%S Demonstrations
%A Augusto Celentano
%B ECHT92
%D 1992
%P 291
%* (c) Copyright 1992 Association for Computing Machinery
%X The demonstration presents HyperMovie, a system
for the production and the fruition of interactive,
videodisc-supported presentations based
on pre-existing video material.  HyperMovie is
based on a hypermedia-based model which integrates
and synchronizes the fruition of the video
sequences, their ordering, their grouping in autonomous
units of fruition, and the timing and
the transition effects governing their displaying.

%M C.ECHT.92.291
%T INFOSHARE: A Network-Based Cooperation Tool
%S Demonstrations
%A Giuseppe Salvato
%B ECHT92
%D 1992
%P 291
%* (c) Copyright 1992 Association for Computing Machinery
%X Developed at ENICHEM, one of the largest chemical
company worldwide, INFOSHARE is a hypertext
tool that supports cooperative work.  INFOSHARE
has been especially designed to address the
needs of people working in R&D teams, who must
share data, schedules, and various types of knowledge,
and in general must interact and cooperate
in accumulating and retrieving knowledge and
producing technical documentation.  It is implemented
in Hypercard.

%M C.ECHT.92.291
%T MuG: Multimedia Guide to the History of European Civilization
%S Demonstrations
%A Bruno Bassi
%B ECHT92
%D 1992
%P 291-292
%* (c) Copyright 1992 Association for Computing Machinery
%X The hypermedia system MuG, developed within a
project coordinated by Umberto Eco, provides a
unitary representation of the events of European
culture and history.  It covers subjects related to
political, social and economic history, as well as
the history of science and technology, arts, literature,
philosophy and religion, enabling the user
to switch easily from one cultural aspect to the
other.  The system is intended as a learning tool
for universities and high schools, as well as a tool
for historical research, presentation, and teaching.

%M C.ECHT.92.292
%T The Multimedia Editor PIM
%S Demonstrations
%A Renato Martucci
%B ECHT92
%D 1992
%P 292
%* (c) Copyright 1992 Association for Computing Machinery
%X PIM is an editor for building sequences of synchronized
multimedia objects and for organizing
pre-existing multimedia objects sequentially.  Multiple
sequences can be managed at the same time,
through a user interface which displays multimedia
objects as small rectangles on a bidimensional
frame.

%M C.ECHT.92.292
%T The CHE Hypermedia Environment
%S Demonstrations
%A Renato Martucci
%B ECHT92
%D 1992
%P 292
%* (c) Copyright 1992 Association for Computing Machinery
%X The Common Hypermedia Environment -- CHE -- allows
integrating and viewing in a uniform way,
various type of heterogeneous information, thus
providing a high degree of interoperability.  It has
been designed to support knowledge work, publishing,
development of courseware and training
material, and, more generally, cooperative work.

%M C.ECHT.92.292
%T From Infinity to Infinity (a Multimedia History of the Universe)
%S Demonstrations
%A Renato Martucci
%B ECHT92
%D 1992
%P 292
%* (c) Copyright 1992 Association for Computing Machinery
%X Sponsored by CERN in Geneva, this application
describes the history of the Universe from the Big
Bang to our days.  From a historical map of the
universe, the reader can explore the evolution of
the Universe as well as investigate specific topics
that are relevant in a given context.  The application
is available in four different languages.

%M C.ECHT.92.292
%T HYPERCRESTS: A General Purpose Distributed Hypermedia System
%S Demonstrations
%A M. A. Pacelli
%A F. Pacelli
%B ECHT92
%D 1992
%P 292
%* (c) Copyright 1992 Association for Computing Machinery
%X Hyper CRESTS is a distributed hypermedia system
based on a new abstract hypertext model
and on a system software architecture able to
exploit the model potentialities.  The system is
designed to operate in a multiplatform environment. 
The platform consists of an "Hypermedia
Server" (RS/6000-AIX) and some "User Workstation"
(PS/2-OS/2), connected through a local area
network using TCP/IP as the communication protocol.

%M C.ECHT.92.292
%T Coulomb and Electrostatics: A Hypermedia Approach to History of Physics
in Education
%S Demonstrations
%A Lidia Falomo
%B ECHT92
%D 1992
%P 292
%* (c) Copyright 1992 Association for Computing Machinery
%X "Coloumb and Electrostatics" is a hypermedia for
learning and teaching Physics under an historical
perspective.  It has been realized both in for Macintosh
platforms (HyperCard + Micromind Director)
and for DOS environments (Linkway + Storyboard). 
It includes texts, graphics, sound, qualitative
animations, interactive quantitative simulations
of physical experiments, colour pictures.  The
system has been designed for undergraduate students
and high school teachers.

%M C.ECHT.92.293
%T SI.MO.N. -- A Modular Navigation System
%S Demonstrations
%A Giuseppe Simonetti
%B ECHT92
%D 1992
%P 293
%* (c) Copyright 1992 Association for Computing Machinery
%X SIMON is a hypertext and hypermedia development
tool.  The demo will exhibit how the author
can use SIMON in order to create hypertexts, and
will discuss the SIMON project philosophy.  We
will be also show some applications developed with
SIMON in the fields of education, training, and organization.

%M C.ECHT.92.293
%T A Reference Manual for Hydrological Observations
%S Demonstrations
%A Virgilio Anselmo
%B ECHT92
%D 1992
%P 293
%* (c) Copyright 1992 Association for Computing Machinery
%X This hypertext manual provides an organized a review
of standard instruments for hydrological and
agro-meteorological observations.  The focus of the
information available in the application is on the
accuracy requirements as requested by W.M.O. 
The manual has been conceived as a quick reference
tool for local operational services staff as
well for graduate students.

%M C.ECHT.92.293
%T Ecoland, a Hypermedia Prototype for Environmental Education
%S Demonstrations
%A Donatella Cesareni
%B ECHT92
%D 1992
%P 293
%* (c) Copyright 1992 Association for Computing Machinery
%X Ecoland is a Hypermedia prototype for environmental
education, designed for 12/15 years old
students.  In Ecoland there are three little towns,
each one representing a topic for environmental education:
air pollution, water pollution, forest protection. 
Students are invited to enter these towns,
to visit different places, and to find as many information
they can about environmental problems
related to these places.

%M C.ECHT.92.293
%T KWICK: the Knowledge Worker's Workbench
%S Demonstrations
%A Stefano Scamuzzo
%B ECHT92
%D 1992
%P 293
%* (c) Copyright 1992 Association for Computing Machinery
%X KWICK is an environment that allows the federation
of data handled by heterogeneous and distributed
applications, through hypermedia links
and object oriented representations.  The demo
shows how KWICK improves productivity and
quality of knowledge workers' work in a scenario
including an architect and his colleagues working
on a proposal in urban construction business.

%M C.ECHT.92.293
%T HTLEX: A Law Reference System
%S Demonstrations
%A Paolo Gasparri
%B ECHT92
%D 1992
%P 293
%* (c) Copyright 1992 Association for Computing Machinery
%X HTLEX is a prototype system for retrieving
knowledge about laws and legal references among
laws.  A graphic method, based on the "Hypertext
Frame Model", is used to represent and organize
the law references in Italian legislation on
the screen.  The Hypertext Frame draws its inspiration
from representative methods of modern
arts.

%M C.ECHT.92.293
%T Multimedia HYPERAGIP
%S Demonstrations
%A Marco Benelli
%B ECHT92
%D 1992
%P 293
%* (c) Copyright 1992 Association for Computing Machinery
%X HYPERAGIP is a hypermedia presentation of
AGIP S.p.A., the national oil company in Italy. 
It contains a great deal of data on the activities in
which the company is engaged, and operates on a
data bank composed of films, animated drawings,
written and recited texts, musical excerpts, graphics,
fixed images.  The system is built on Olivetti's
Im-Age platform (MS Windows 3.1) and Asymmetrics
Toolbook Multimedia.

%M C.ECHT.92.294
%T The Complete Works of St. Thomas Aquinas on CD-ROM
%S Demonstrations
%A Andrea Pavanello
%B ECHT92
%D 1992
%P 294
%* (c) Copyright 1992 Association for Computing Machinery
%X St. Thomas Aquinas CD-ROM, a commercially
available product distributed by Editoria Elettronica
Editel, contains the complete work of St.
Thomas Aquinas in original Latin.  This vast compendium
has been organized into 118 units and
is integrated with 61 additional selections in Medieval
Latin.  This huge universe of material is
explicitly cross-referenced using an especially designed
hypertext system.

%M C.ECHT.92.294
%T The CMIF Editor
%S Demonstrations
%A Guido van Rossum
%B ECHT92
%D 1992
%P 294
%* (c) Copyright 1992 Association for Computing Machinery
%X The CMIF editor is a prototype authoring system
for multimedia presentations.  Unlike timeline-based
presentation editors, the CMIF editor calculates
the timing of the document automatically. 
This is done by interpreting constraints placed by
the author on its components, such as "play these
parts simultaneously" or "start this part after that
part has finished".  The system also supports a
simple form of hyperlinks, whereby the user can
influence the flow through a presentation.

%M C.ECHT.92.294
%T SIHEN: Sistema Integrado Hypertestual para ENciclopedia
%S Demonstrations
%A Ignacio Aedo
%B ECHT92
%D 1992
%P 294
%* (c) Copyright 1992 Association for Computing Machinery
%X SIHEN is a hypertext system for information processing
and creating encyclopedias and dictionaries. 
It is built on the basis of a single database,
including concepts, definitions, and images, as well
as relations among them.  In addition to data entry
and storage, the database is used for searching,
linking, selecting and editing the information
for any dictionary, book, article, magazine, etc.,
which can be put together using the initial information.

%M C.ECHT.92.294
%T DARC -- Document ARchive Controller
%S Demonstrations
%A Hasse Haitto
%B ECHT92
%D 1992
%P 294
%* (c) Copyright 1992 Association for Computing Machinery
%X DARC (Document ARchive Controller) is a
multi-user, cross-platform (Sun SPARC/X11 &
DOS/Windows 3.1) database application designed
for storing, reusing, querying, and navigating,
multiple SGML-coded documents.  A novelty
in DARC is a flexible virtual filing mechanism
which allows users to tailor their own view of the
database.  The views can be stored, combined and
shared as well.

%M C.ECHT.92.294
%T Virtual Reality: Present and Future
%S Demonstrations
%A Pierpaolo Muzzolon
%A Peter Broadwell
%B ECHT92
%D 1992
%P 294
%* (c) Copyright 1992 Association for Computing Machinery
%X Silicon Graphics will demo State of the Art machines
capable of both phenomenal graphics stunts
and impressive audio and video tricks.  You will
hear what integrated Digital Media mean to your
future and will expose yourself to tomorrow capabilities. 
We will also listen to your requests/desires
for future products.

%M C.ECHT.92.295
%T The Document Sampler
%S Demonstrations
%A Penny Mitsunaga
%B ECHT92
%D 1992
%P 295
%* (c) Copyright 1992 Association for Computing Machinery
%X Presently, the online learning tools in Microsoft
Word are all implemented as separate pieces.  The
Document Sampler is our attempt or create a unified
documentation/learning package by integrating
the various pieces of the online documentation. 
Most users know what they want to create; by displaying
a variety of business documents with individual
components identified, users can become
aware of the pieces necessary to create a document.

%M C.ECHT.92.295
%T Motif Applications + LinkWorks = Hyperenvironment
%S Demonstrations
%A Ward Clark
%B ECHT92
%D 1992
%P 295
%* (c) Copyright 1992 Association for Computing Machinery
%X Digital's DECwindows Motif package includes the
LinkWorks linking and navigation services
that transform a suite of window-based applications
into a "hyperenvironment".  The LinkWorks
environment demo includes DECwindows Motif
applications (formal products) and several "hyperapplication"
prototypes.

%M C.ECHT.92.295
%T HyperWriter: An Integrated Hypermedia Architecture
%S Demonstrations
%A J. Scott Johnson
%B ECHT92
%D 1992
%P 295
%* (c) Copyright 1992 Association for Computing Machinery
%X HyperWriter 3.0 provides an integrated authoring
environment for creating hypermedia documents
including such elements as text, graphics, audio,
videos and animation.  NTERGAID will demonstrate
HyperWriter for DOS, HyperWriter for MS-Windows,
HyperWriter for Training and the HyperWriter
AutoLinker.  HyperWriter for Training
integrates full hypertext with computer based
testing and grading facilities.  The AutoLinker
provides a powerful, Awk-based tool for creating
hypertext documents in bulk from ASCII, Word,
WordPerfect and Ventura Publisher files.

%M C.ECHT.92.295
%T Hypertext Fiction and Literary Theory
%S Demonstrations
%A Paul Kahn
%B ECHT92
%D 1992
%P 295
%* (c) Copyright 1992 Association for Computing Machinery
%X We will present a selection of hypertext fiction
created by students of Robert Coover along with
theory collections for teaching British Literature
created by George Landow using Storyspace, Interleaf
WorldView, and EBT DynaText.  HyperCard
applications for exploring American Literature
by Randy Bass and interactive fiction by
Michael Moser will also be shown.

%M C.ECHT.92.295
%T Teaching Japanese with Hypertext
%S Demonstrations
%A Michael McCaskey
%B ECHT92
%D 1992
%P 295
%* (c) Copyright 1992 Association for Computing Machinery
%X This is a demonstration of Bunpo Kyoshi, a
new Japanese teaching program for the Macintosh
computer using Hypercard.  Each demonstration
session combines an overview of Bunpo Kyoshi
with step by step presentations of sample lessons. 
Those attending will have the opportunity to work
with lessons on their own if they wish.

%M C.ECHT.92.295
%T Musical Instruments of the World
%S Demonstrations
%A Albert O. Cordell
%B ECHT92
%D 1992
%P 295-296
%* (c) Copyright 1992 Association for Computing Machinery
%X This demonstration uses material from various
media, including text, sound, and video to cultivate
an understanding of musical instruments
associated with selected countries of the world. 
Video illustrations are accessed from a laserdisc
and enhanced with sound from MIDI, waveform
audio, and CD-ROM.  The hypermedia environment
is enriched by graphics and animation authored
in Multimedia Toolbook.

%M C.ECHT.92.296
%T A Hypermedia and a Hypertext Approach to a Museum Guide
%S Demonstrations
%A Maria Alberta Alberti
%B ECHT92
%D 1992
%P 296
%* (c) Copyright 1992 Association for Computing Machinery
%X Two prototypes of an interactive museum guide
have been developed with two different approaches:
hypermedia and hypertext techniques. 
The museum is the Horne Museum in Florence,
a collection of paintings, furniture and other art
objects for the Tuscanian school of XIV-XVII century. 
The guide provides informations about the
various collections and their dislocations in the
museum building, and about their relations with
the life and culture of the time.

%M C.ECHT.92.296
%T Videobook
%S Demonstrations
%A Komei Harada
%B ECHT92
%D 1992
%P 296
%* (c) Copyright 1992 Association for Computing Machinery
%X We present the Videobook authoring system
which is aimed at developing hypermedia applications
that contain time-based audiovisual data
sequences.  It provides an intuitive graphical user
interface to edit the time-based data sequences
and hypermedia data structures.  We also present
a Videobook application, i.e., a CD-ROM based
English listening course to improve the listening
skills of Japanese students.

%M C.ECHT.92.296
%T Multicard: An Open Hypermedia System
%S Demonstrations
%A Antoine Rizk
%B ECHT92
%D 1992
%P 296
%* (c) Copyright 1992 Association for Computing Machinery
%X This demo presents the Multicard hypermedia system
which has been developed following an open
system approach.  Multicard provides a hypermedia
toolkit that allows programmers to create and
manipulate distributed basic hypermedia structures;
an interactive authoring/navigation tool
which is itself based on the toolkit; an advanced
scripting language; a multimedia composition editor,
as well as a communication protocol that allows
the integration of various editors and applications
into a single hypermedia network.

%M C.ECHT.92.296
%T The Expanded Books
%S Demonstrations
%A Florian Brody
%B ECHT92
%D 1992
%P 296
%* (c) Copyright 1992 Association for Computing Machinery
%X Just as computers have changed the way you write,
they are beginning to transform the way you read. 
Electronic text is a dynamic medium that enables
you to become a more active reader.  The Expanded
Books allow you to read on the screen
with comfort you are used from books on paper
while offering search, mark, and annotation features
as well as hyperlinks.  The presentation will
also include the Expanded Books Toolkit that allows
everybody familiar with a Macintosh to produce
their own Expanded Books.

fpack:!@#$%^&*(): ECSCW89.BA
%M C.ECSCW.89.19
%T Preliminary experiments with a distributed, multi-media, problem
solving environment
%S Human Sciences and Empirical Methods
%A R. B. Smith
%A T. O'Shea
%A C. O'Malley
%A E. Scanlon
%A J. Taylor
%B ECSCW89
%D 1989
%P 19-34
%* (c) Copyright 1989 Computer Sciences House
%X We report on studies of pairs of subjects using a system called
SharedARK (for "Shared Alternate Reality Kit"). In SharedARK, users at
separate workstations interact in real time with the same world of
simulated physical objects. In the experiments, two users are in
separate rooms with a workstation each, and communicate through a high
fidelity, hands-free audio and a camera-monitor device called a "video
tunnel" which enables eye contact. For comparison, we have removed the
video tunnel for some subjects, and have placed other subject pairs in
the same room, giving them only a workstation each. Within SharedARK,
subjects are given a "microworld" within which to solve a problem in
everyday physics. Subjects are videotaped and monitored from a remote
room. The protocols have been submitted to a preliminary analysis, in
which we categorise activities as they relate to use of the interface,
task performance and social interaction. We also catalogue eye glances
and eye contact in terms of their relation to these activities.
   Our primary purpose has been to assess the learnability and usability
of this technology, and to identify factors that are important in
facilitating collaborative problem solving by directly comparing remote,
electronically mediated communication with physical co-presence. We find
the system is easily learned and fairly easily used. Subjects normally
find the task engaging, and usually work together through largely
unarticulated task division to obtain at least a partial understanding
of the solution space. Our observations have led us to the hypothesis
that this technology can bring subjects in some ways closer together
than if they were to engage in a similar task in the real world. We
present evidence suggesting that this artificially enhanced proximity
may play a positive role in supporting non-interface specific discourse
and task division negotiation.

%M C.ECSCW.89.35
%T Mechanisms of cognitive change in peer interaction: Implications for
the design of computer supported cooperative learning environments
%S Human Sciences and Empirical Methods
%A R. Joiner
%A A. Blaye
%B ECSCW89
%D 1989
%P 35-44
%* (c) Copyright 1989 Computer Sciences House
%X In this paper it is argued that existing accounts of mechanisms of
cognitive change in joint problem solving are inadequate for several
reason. In particular explanations based on sociocognitive conflict do
not tell us how the resolution of inter individual conflicts leads to
cognitive change. It is argued that a more effective approach is to
analyse the dialogue processes involved. A model is presented which
explains change in terms of the relation between dialogue focus and task
focus moves. An experiment is reported which explores this relationship.
The implications for designing computer supported cooperative learning
environments are then reported.

%M C.ECSCW.89.45
%T The dynamics of small group decision making over the e-mail channel
%S Human Sciences and Empirical Methods
%A D. Fafchamps
%A D. Reynolds
%A A. Kuchinsky
%B ECSCW89
%D 1989
%P 45-58
%* (c) Copyright 1989 Computer Sciences House
%X The coding scheme of Benne & Sheats (1948) was used to explore the
dynamics of electronic mail discussions in a team five co-located system
designers who used the technology as a support to decision making. The
results show that the discussions display (1) similar group task
activities but few of the group-centered strategies documented in
face-to-face meetings; (2) verbal devices that may serve a different
function when used in electronic mail discussions. The study identifies
a profile of the discussion leader that is consistent with findings of
research on computer conferencing. Implications for research in remote
collaboration are considered.

%M C.ECSCW.89.59
%T Co-operatives in the USSR
%S Human Sciences and Empirical Methods
%A A. Vershkov
%A A. Roussakov
%B ECSCW89
%D 1989
%P 59-62
%* (c) Copyright 1989 Computer Sciences House
%X This paper describes the problems of development of co-operative
movement in the USSR. The computerisation process in this country
requires an entirely new approach to information service of the society.
New opportunities in mastering the Soviet market through the promotion
of modern information technologies arise for foreign partners.

%M C.ECSCW.89.63
%T Automatic information processes in document reading. A study of
information handling in two intensive care units.
%S Human Sciences and Empirical Methods
%A E. Pettersson
%B ECSCW89
%D 1989
%P 63-72
%* (c) Copyright 1989 Computer Sciences House
%X A study was made of information handling in intensive care units in
two hospitals. In one of the units, the information about the patients
was read from paper documents whereas in the other unit the same kind of
information was read from computer screens. In both units cooperative
work was being done with documents or forms containing data regarding
seriously ill patients. The results show that in the paper-based
environment there is a reason to believe that a number of information
activities can be automatized in human cognition sense. In the
computerized environment however, these same activities seem to require
conscious attention thus leading to high attentional demand.

%M C.ECSCW.89.73
%T Working in harmony: An examination of computer technology in air
traffic control
%S Human Sciences and Empirical Methods
%A R. R. Harper
%A J. A. Hughes
%A D. Z. Shapiro
%B ECSCW89
%D 1989
%P 73-86
%* (c) Copyright 1989 Computer Sciences House
%X This paper will examine how computers support - and sometimes hinder
- cooperative working. It will be argued that the design - and any
attempt to re-design or re-specify - computerised information resources
has to take into account the social organisational setting of
cooperative work. Failure to do so may lead to developments that have
little or no practical benefits, and may undermine the harmonious
functioning of working groups. The argument will be illustrated by
reference to a computerised enhancement of Air Traffic Control
technology called 'RD3'. Data for the paper was collected during a joint
SERC-ESRC research project into Social Aspects of the Automation of Air
Traffic Control. Research methods included observation of sector team
work in situ; extensive interviewing of London Air Traffic Control
Centre operations and management personnel; and transcriptions of audio
tapes of sector team activities.

%M C.ECSCW.89.87
%T Experiences in designing the Hohenheim CATeam room
%S Human Sciences and Empirical Methods
%A T. Ferwagner
%A Y. Wang
%A H. Lewe
%A H. Krcmar
%B ECSCW89
%D 1989
%P 87-101
%* (c) Copyright 1989 Computer Sciences House
%X While developing alternatives for the design of the Hohenheim CATeam
Room, offering a computer supported meeting environment, a round room
and conference table design were found to be most useful for the given
facility layout and the requirements for the room at issue. The paper
describes the design process and the experiences gained thereby by
describing the evolution of the different design alternatives and
specific fundamental issues concerning seating for teamwork and the
arrangement of public screens, media usage flexibility and conference
room workspace ergonomics.

%M C.ECSCW.89.102
%T Group working in the DHSS large demonstrator project
%S Human Sciences and Empirical Methods
%A G. Storrs
%B ECSCW89
%D 1989
%P 102-120
%* (c) Copyright 1989 Computer Sciences House
%X Policy making in the UK's Department of Social Security (DSS)
provides an interesting example of co-operative working. The manual
procedures for policy making in this organisation are effective despite
the physically and temporally dispersed nature of the groups involved.
However, the size and complexity of the task and the constraints under
which policy groups work means that there is considerable scope for
improving efficiency in this area. The Policy Application of the Alvey
DHSS Large Demonstrator Project, which this paper describes, has sought
to provide computer support for DSS policy makers in ways which preserve
the effectiveness of their present organization whilst increasing its
efficiency.
   Policy makers in the DSS are concerned with the monitoring and
continuing development of the policy of the Department. This involves
the explanation of existing social security legislation in terms of the
policy that it implements, the development of new legislation when it is
discovered that the existing legislation does not properly implement it,
and the development of new policy when this becomes necessary to reflect
the will of the Minister. Policy makers are not decision makers but make
recommendations to the Minister. These recommendations are supported by
closely-reasoned arguments. The development of legislation and of the
policy arguments behind it is a group process which we have sought to
support with a computer-based group decision support system which
contains knowledge based elements. The nature of the group processes in
the DSS which are involved in policy formulation are discussed and a
policy support system which has been designed specifically to suit this
style of group working is described. The system provides mechanisms and
formalisms for group communication tailored to the dynamics of the
policy development process. The system comprises support for the
structuring of policy problems, for detailed argumentation around policy
issues, for text, argument and legislation retrieval and for the use of
a logical model of the social security legislation in order to enquire
about the effects of legislation on target groups, to model changes to
the legislation so as to assess their efficacy as solutions to policy
problems, and to check for unexpected interactions with other parts of
the legislation. It also provides facilities for the distribution,
collection, review, evaluation and amalgamation of policy argumentation
among the group. Small scale evaluations - which have led to very
positive reactions from DSS policy workers - are described.

%M C.ECSCW.89.121
%T Adding audio and video to an office environment
%S Human Sciences and Empirical Methods
%A S. Gale
%B ECSCW89
%D 1989
%P 121-130
%* (c) Copyright 1989 Computer Sciences House
%X The aim of the VISION project was to determine the value added to an
office system by incorporating audio and video. The performance,
feelings and perceptions of work groups were measured while they carried
out cooperative tasks in a controlled environment using an experimental
video communication system. The results showed no significant
differences in the quality of the output, or the time taken to complete
the tasks, under three conditions: data sharing plus audio; data sharing
plus audio and video. The results suggest that high bandwidth
communication is particularly effective for social, informal,
communication.

%M C.ECSCW.89.133
%T AI techniques for supporting human to human communication in CHAOS
%S Applications
%A C. Bignoli
%A C. Simone
%B ECSCW89
%D 1989
%P 133-147
%* (c) Copyright 1989 Computer Sciences House
%X Communication among group's members can be problematic being often
difficult to interpret ambiguous messages in a correct way. The paper
describes the main features of a human to human communication support,
called CHAOS, for what concerns the help it provides to its users both
in preventing misunderstandings and in allowing message disambiguation.
These functionalities are implemented in a specific module (the Group
Language Expert module), which makes use of Natural Language Processing
techniques. Their application is illustrated together with some possible
improvements of the implemented functionalities.

%M C.ECSCW.89.148
%T Supporting the design of office procedures in the domino system
%S Applications
%A F. Victor
%A E. Sommer
%B ECSCW89
%D 1989
%P 148-159
%* (c) Copyright 1989 Computer Sciences House
%X In this paper, we show how a graphical interactive planner is used to
support the design of specifications for an office procedure system. In
a first phase, a plan is designed relying on a knowledge base which
describes the given organization. This plan is represented as a modified
Petri net and can be tested and revised using simulation. In the second
phase, the plan is transformed automatically into a formal specification
of an office procedure, in our case a CoPlan-S procedure for the DOMINO
system. In the first part of the paper we briefly describe the planning
system VIPS and the office procedure system DOMINO. Then we explain the
transformation process and illustrate the generation of a procedure
specification with the help of an example.

%M C.ECSCW.89.160
%T The activity model environment: An object-oriented framework for
describing organisational communication
%S Applications
%A H. T. Smith
%A P. A. Hennessy
%A G. A. Lunt
%B ECSCW89
%D 1989
%P 160-173
%* (c) Copyright 1989 Computer Sciences House
%X The paper outlines a framework for modelling organisational
communication. It also describes an object oriented environment (the
AME) that has been used to explore such models. The AME consists of a
database that holds a description of the structure of an organisation
and its on-going activities. A rule interpreter makes use of the
database to assist in the processing of activity related messages and
their routing between organisational roles.

%M C.ECSCW.89.174
%T The impact of case tools on teamwork of information systems
developers
%S Applications
%A S. Wrycza
%B ECSCW89
%D 1989
%P 174-189
%* (c) Copyright 1989 Computer Sciences House
%X The influence of CASE (computer-aided software engineering) tools on
style of work of information system designing teams is investigated.
Therefore, the concept of information system development methodology and
its constituents as well as the idea of an analyst workbench are
considered. CASE tools are characterized and classified. First the
effects and benefits of CASE packages use by individual designers for
information systems development are discussed. Than two basic spheres of
cooperative application of CASE tools. i.e. cooperation of different
professionals in course of system life cycle accomplishment and
integration of local conceptual models into a global model are analyzed
in detail. They are related with three forms of group work -
coordination, cooperation and reflective communication.

%M C.ECSCW.89.190
%T Building conversations using mailtrays
%S Applications
%A R. Rodden
%A I. Sommerville
%B ECSCW89
%D 1989
%P 190-203
%* (c) Copyright 1989 Computer Sciences House
%X Current project support environments provide little direct support
for group working. This paper postulates an architecture for future
project support environments and describes an interaction metaphor
appropriate for such an environment. Techniques for exploiting this
metaphor in order to provide support for cooperative working are
described. Finally a means of describing cooperation patterns within the
environment is discussed and an editor which supports the construction
of these descriptions is introduced.

%M C.ECSCW.89.204
%T A design tool for autonomous group agents
%S Applications
%A T. Kreifelts
%A F. Victor
%A G. Woetzel
%A M. Woitass
%B ECSCW89
%D 1989
%P 204-214
%* (c) Copyright 1989 Computer Sciences House
%X Autonomous group agents coordinate cooperative activities in
spatially distributed groups of people who communicate via electronic
mail. The highly asynchronous nature of remote communication poses a
problem for the design of such programmed agents. This paper describes a
tool supporting the consistent design of the communication behaviour of
autonomous group agents. The tool will support the designer in detecting
possible deadlocks, inconsistent terminations, or unforeseen situations.
The approach chosen is based on a conversational model of cooperation.
Essential parts of the tool have been successfully implemented in
Prolog.

%M C.ECSCW.89.215
%T Experiences in building a configurable CSCW system
%S Applications
%A J. Dollimore
%A S. Wilbur
%B ECSCW89
%D 1989
%P 215-225
%* (c) Copyright 1989 Computer Sciences House
%X The purpose of the Cosmos project is to design a system to support
co-operative tasks based on asynchronous message passing. The real-world
model for our design is based on the idea of each user participating in
group tasks by playing one or more roles within activities. One of the
primary aims was to provide a configurable system, based on the notion
of communication structure, and we have developed two notations for
abstract definition of the structural elements of group activities. The
functionality of a particular Cosmos system will be determined by the
communication structures represented in it, each structure describing a
particular class of group activity. By establishing a library of
suitable structures, the system may configured to meet the needs of the
organisation in which it operates.
   Cosmos system design models are described, including the system model
and user's conceptual model on which the User Interface design is based.
The Cosmos software has been designed as a set of components that mirror
the properties of group communication activities reflected in the design
model. A working prototype based on these models has been built, and we
have completed trials based on some structures we have created. The
project ends in November of this year, and we take this opportunity to
reflect on our design approach. Finally, some areas are discussed where
further research and development is required.

%M C.ECSCW.89.226
%T CoAUTHOR: A hypermedia group authoring environment
%S Applications
%A U. Hahn
%A M. Jarke
%A K. Kreplin
%A M. Farusi
%A F. Pimpinelli
%B ECSCW89
%D 1989
%P 226-244
%* (c) Copyright 1989 Computer Sciences House
%X The CoAUTHOR system provides a real time oriented environment for
multiple authors who wish to collaborate on the production of hypermedia
documents. In this report, we describe a model of hypermedia document
authoring, consider the group aspects of co-authoring, and the technical
communication and coordination tools we are using for the implementation
of a CoAUTHOR prototype. The interactions among the members of the
authoring team concerning idea processing document design and generation
as well as group specific activities such as critiquing issues,
negotiating divergent opinions, and treating inconsistent or incomplete
specifications are shown to be fairly knowledge-intensive and thus
require maintenance facilities provided by a sophisticated knowledge
base management system underlying the hypermedia surface.

%M C.ECSCW.89.247
%T Aspects of cooperation in a distributed problem solving environment
%S Organisational Issues in CSCW
%A A. Nylund
%B ECSCW89
%D 1989
%P 247-260
%* (c) Copyright 1989 Computer Sciences House
%X A great deal of our daily activity involves some form of cooperation.
This paper identifies general problem solving situations and show their
applicability as metaphors for computer problem solving. Scientific
communities and organizational theory are examples of such metaphors.
Distributed Problem Solving is discussed, and main aspects such as
coordination of agents, communication among agents, local agent
sophistication, uncertainty and coherence are addressed.

%M C.ECSCW.89.261
%T Inter-organizational information systems as a tool for computer
supported cooperative work
%S Organisational Issues in CSCW
%A R. Suomi
%B ECSCW89
%D 1989
%P 261-275
%* (c) Copyright 1989 Computer Sciences House
%X Business enterprises and other organizations use more and more
outside services to support the conducting of their business activities.
Increased efficiency and a more professional way of working can many
times be achieved by using these services than by doing everything in
house. Examples of this "externalization" of business can be seen in all
kind of services, from cleaning services to core functions of companies
such as advertising, marketing in general, warehouse functions, etc.
   This means that working is no more conducted as a group work inside
companies. Most activities needing group work actually occur between
organizations. Techniques for supporting co-operation between people in
different organizations must clearly be developed. The concept of
inter-organizational information systems offers an excellent basis for
this kind of analysis. Inter-organizational information systems can be
seen as tools for enterprises and their employees to conduct cooperative
work. This study reports results of an empirical study conducted in a
large insurance company. To evaluate the information systems of the
company a framework based on the transaction cost theory is developed.
In this framework, computer based systems are supposed to lower the
transaction costs involved in the work.

%M C.ECSCW.89.276
%T Requirements of activity management
%S Organisational Issues in CSCW
%A S. Benford
%B ECSCW89
%D 1989
%P 276-286
%* (c) Copyright 1989 Computer Sciences House
%X Recent years have witnessed the development of several theoretical
models of cooperative group working based on the concept of role playing
within structured activities. This paper proposes that the widespread
implementation and adoption of products based on these models is
critically dependent on a framework for managing and integrating
activities within working environments. The term activity management is
introduced to refer to the process of planning, administrating and
executing activities according to the various management policies
defined within local environments. The requirements of activity
management are then discussed with particular emphasis on two key
concepts: the use of a high-level notation for expressing management
requirements and the need for an activity management activity
architecture supporting the management of activities within distributed
computer systems. The overall goal of this paper is therefore to define
a program of research to progress activity based models of group working
towards viable and useful implementations.

%M C.ECSCW.89.289
%T Relevance of the X.500 directory to CSCW applications
%S Underlying Technologies
%A W. Prinz
%A P. Pennelli
%B ECSCW89
%D 1989
%P 289-302
%* (c) Copyright 1989 Computer Sciences House
%X In 1988 the standardization bodies ISO and CCITT released the first
international standard of a distributed Directory Service (8). The
purpose of the Directory as it is described by the standard is to supply
a global nameserver and an application independent management and
information service. But these applications are not exhausting the
possibilities of a Directory usage. It is the intention of this paper to
present the possibilities and chances the Directory offers to
applications in the CSCW area.
   Our investigation focuses on CSCW models and applications that
support and coordinate communications in groups (15). first the paper
identifies and analyses components which most of these applications have
in common. For the analysis we introduce the classification of activity
oriented models and conversation oriented models. Then, after a brief
introduction into the X.500 Directory Service, it is shown in which way
the identified components can be represented by the Directory Service.
The paper concludes with a discussion of desirable improvements on the
Directory Service.

%M C.ECSCW.89.303
%T Conference toolkit: A framework for real time conferencing
%S Underlying Technologies
%A A. Bonfiglio
%A G. Malatesta
%A F. Tisato
%B ECSCW89
%D 1989
%P 303-316
%* (c) Copyright 1989 Computer Sciences House
%X This paper introduces Conference Toolkit, a system layer supporting
multimedia, real time cooperation among users via shared applications.
Conference Toolkit allows both to integrate standard applications in a
conference environment and to develop "conference aware" applications.
It is based on a concurrent object-oriented scheme. Conference Desk, a
prototype based on the Conference Toolkit model, is described.

%M C.ECSCW.89.317
%T Knowledge based office automation and CSCW
%S Underlying Technologies
%A M. Tueni
%A J. Li
%B ECSCW89
%D 1989
%P 317-327
%* (c) Copyright 1989 Computer Sciences House
%X The cooperative aspect of office work entails developing OIS systems
which support office tasks that have to be executed in a collaborative
manner. In particular, many systems have been developed using speech act
elements as the theoretical underpinnings. Instead of using speech act
elements, we use operators (e.g. send, request and acknowledge) as basic
building blocks. We have developed a knowledge-based system called AMS
(Activity Management System) that is specifically tailored to support
CSCW. The system embodies the syntax and operational semantics of the
various office operators. These operators can then be concatenated in
the same manner as speech act elements to support CSCW.

%M C.ECSCW.89.331
%T Information domains in CSCW
%S General Issues in CSCW
%A P. Hennessy
%B ECSCW89
%D 1989
%P 331-342
%* (c) Copyright 1989 Computer Sciences House
%X Most abstract models of cooperative work concentrate on the
procedural and structural aspects of group working. However, one of the
fundamental processes that occurs when people work together is that of
information sharing. This paper suggests that a complete model of
cooperative work would benefit from explicitly incorporating the concept
of information sharing. It is proposed that this can be achieved by
including information domains in such a model. Two projects (MacAll II
and AMIGO MHS+) that have addressed this issue to a limited extent are
outlined and compared. Finally, four areas of consideration are
identified and discussed, and areas for further research are
highlighted.

%M C.ECSCW.89.343
%T Cooperative prototyping experiments
%S General Issues in CSCW
%A S. Bodker
%A K. Gronbaek
%B ECSCW89
%D 1989
%P 343-357
%* (c) Copyright 1989 Computer Sciences House
%X This paper describes experiments with a design technique that we
denote cooperative prototyping. The experiments consider design of a
patient case record system for municipal dental clinics in which we used
HyperCard, an off the shelf programming environment for the Macintosh.
In the experiments we tried to achieve a fluent work-like evaluation of
prototypes where users envisioned future work with a computer tool, at
the same time as we made on-line modifications of prototypes in
cooperation with the users when breakdowns occur in their work-like
evaluation.
   The experiments showed that it was possible to make a number of
direct manipulation changes of prototypes in cooperation with the users,
in interplay with their fluent work-like evaluation of these. However,
breakdowns occurred in the prototyping process when we reached the
limits of the direct manipulation support for modification. From these
experiences we discuss problems in the process, requirements for design
tools, and issues involved in getting going with cooperative prototyping
with active user involvement.

%M C.ECSCW.89.358
%T CSCW: Four characters in search of a context
%S General Issues in CSCW
%A L. J. Bannon
%A K. Schmidt
%B ECSCW89
%D 1989
%P 358-372
%* (c) Copyright 1989 Computer Sciences House
%X The title of this paper was chosen to highlight the fact that the
label CSCW, although widely adopted as the acronym for the field of
Computer Supported Cooperative Work, has been applied to computer
applications of very different ilk. It is not at all clear what are the
unique identifying elements of this research area. This paper provides a
framework for approaching the issue of cooperative work and its possible
computer support. The core issues are identified and prospects for the
field are outlined.

%M C.ECSCW.89.373
%T The psychology of cooperation - consequences of descriptions
%S General Issues in CSCW
%A U. Holand
%A T. Danielsen
%B ECSCW89
%D 1989
%P 373-385
%* (c) Copyright 1989 Computer Sciences House
%X This paper contains a discussion on different ways of describing the
phenomenon cooperation. These perspectives are in turn used in
understanding the descriptions of cooperation as given in different
contexts. From one of the perspectives one sees those aspects of
cooperation which shows some resemblance with those of a creative
dialogue. On the basis of a discussion of these aspects we may give some
guidelines for the development of computer-based systems supporting
cooperation.

%M C.ECSCW.89.389
%T The elementary pragmatic model: A possible approach for setting up
user model
%S Paper Fair
%A I. Bison
%A L. Colazzo
%B ECSCW89
%D 1989
%P 389-401
%* (c) Copyright 1989 Computer Sciences House
%X This article sets out a quantitative theory of the interaction among
"subjects" which allows a description of the pragmatic aspects of
communication. Within a system of interacting subjects each individual
is described by means of a set of interaction parameters. In this way an
interaction pattern relative to each subject can be defined. The model
provides a "change law" which describes the evolution of individual
patterns as a consequence of different communication events. This allows
interaction deficiencies to be identified and suggests possible
strategies for dealing with them. The theory was first developed in the
area of clinical psychiatry and underwent two kinds of external
verification: one psychometric-diagnostic, the other clinical. The
theory was then applied to an economic environment in the behavioral
study of decision-making processes. In this paper we suggest that it may
be applied to the development of user models in computerized
environments for cooperation support.

%M C.ECSCW.89.402
%T CoNeX Coordination and negotiation support for expert teams in
project management
%T Modelling group communication structures: Analysing four European
projects
%S Paper Fair
%A U. Hahn
%A M. Jarke
%B ECSCW89
%D 1989
%P 402-405
%* (c) Copyright 1989 Computer Sciences House
%X Current technologies for group decision support only rarely account
for the qualitative mechanisms underlying problem solving processes of
multiple persons, i.e. on-going task negotiations, debates of
contradictory issues, alterations of commitment-based contracts, e.g.,
redefining tasks due to resource allocation constraints or dynamic
changes in the project environment. The CoNEX system (COoperation and
NEgotiation among eXperts) currently under development is particularly
dedicated to integrate these qualitative aspects of group work. The
application scenario considers the problem solving activities of
physically distributed experts in the field of information system
design, development, and maintenance under the perspective of software
project management.

%M C.ECSCW.89.406
%T Modelling group communication structures: Analysing four European
projects
%S Paper Fair
%A P. Hennessy
%A S. Benford
%A J. Bowers
%B ECSCW89
%D 1989
%P 406-420
%* (c) Copyright 1989 Computer Sciences House
%X This paper was first published in the Singapore International
Conference on Networks '89, pages 56-61. It describes the COSMOS, AMIGO
MHS+, AMIGO Advanced, and MacAll II models of group communication, and
compares them from four key perspectives. The need for an integrated
approach to modelling group working is stated, and features that should
be included in any model are identified.

%M C.ECSCW.89.421
%T Considerations for a framework for CATeam research
%S Paper Fair
%A H. Krcmar
%B ECSCW89
%D 1989
%P 421-435
%* (c) Copyright 1989 Computer Sciences House
%X This document discusses the goal of productivity improvement for
groups and ways to obtain that goal. It addresses the terminology used
for this concept and issues related to CATeam (Computer Aided Team). The
paper describes the assumptions that determine the outlined framework of
research for CATeam that is used to guide the Hohenheim research
programme in Computer Aided Teams (CATeam). The framework is presented
as a springboard for discussion rather than a final ending point of CSCW
research.

%M C.ECSCW.89.436
%T Computer aided modelling of costs in the road haulage transport
%S Paper Fair
%A B. Kubiak
%B ECSCW89
%D 1989
%P 436-448
%* (c) Copyright 1989 Computer Sciences House
%X This note provides a concise summary of the author's work entitled
"Problems concerning the variability of costs in the road haulage
industry". Analysis of a large number of variables about which data
might reasonably be expected to be available is used to develop cost
models containing relatively few variables. Linear and log-linear models
are fitted by regression according to a taxonomic procedure in which a
criterion based on a measure of distance between standardised variables
is used in deciding which variables to include. Use of the resulting
estimated costs in the context of break-even analysis in the management
of road haulage undertakings is discussed.

%M C.ECSCW.89.449
%T Approaching group communication by means of an office building
metaphor
%S Paper Fair
%A C. M. Madsen
%B ECSCW89
%D 1989
%P 449-460
%* (c) Copyright 1989 Computer Sciences House
%X This is a description of what one might call an environment for
cooperative work. The work falls in two parts: First a conceptual
framework for cooperative work is approached by way of the transaction
cost theory of organizations [4]. The rest of the paper describes ideas
for a system that supports cooperation as it is outlined in the first
part.

%M C.ECSCW.89.461
%T A theory of document processing machines - praxiological and
cybernetical approach to information systems
%S Paper Fair
%A T. Rawinki
%B ECSCW89
%D 1989
%P 461-468
%* (c) Copyright 1989 Computer Sciences House
%X The practice of information systems application and development is
definitely in need of sound theoretical foundations - the task to
develop them was formulated and undertaken by IFIP. The document
processing machines /dcpm/ theory is an attempt to accomplish the task.
The paper presents the theory in a very condensed way and discusses:
task formulated by IFIP, environment and scope of dcpm usage, activities
of dcpm users, architecture and organization of full utility dcpms. The
theory has originated of the practice.

%M C.ECSCW.89.469
%T Multimedia conference across wide-area networks
%S Paper Fair
%A J. Rugelj
%A A. Endrizzi
%B ECSCW89
%D 1989
%P 469-475
%* (c) Copyright 1989 Computer Sciences House
%X The design of a multimedia interactive conferencing system based on
wide area networks as a communication infrastructure is discussed.
Co-operation activities take place by sharing application packages
installed in remote servers and workstations. The necessary upgrades to
the existing communication protocols which make them support multicast
connections are described in detail.

%M C.ECSCW.89.476
%T The 'laboratory for cooperation technologies' and italian initiatives
on computer-supported cooperative work
%S Paper Fair
%A T. Schal
%A B. Zeller
%B ECSCW89
%D 1989
%P 476-488
%* (c) Copyright 1989 Computer Sciences House
%X The 'Laboratory for Cooperation Technologies' is the first Italian
activity in forthcoming cooperation technologies. It has the aim to
observe, evaluate and test technologies in this area of research and
company-developments. A group of private and public Italian
organizations participates in this circle which was founded in 1988.
Promoters of the initiative are a consultancy company, a service-company
for information and communication technologies and a software-house.
Other subscribers for the laboratory are, at present, producers and
suppliers of information technology, banks, regional governments,
service-companies for information and communication technologies,
research centres, manufacturing, chemical and consultancy companies. The
program consists of seminars, workshops, study tours and product tests.
An Electronic Workgroup is going to be started based on a geographical
network with 'The Coordinator'. The Laboratory is actually addressing
Italian companies. Future plans are to develop relationships at European
level for the 1990's. Some members of the Laboratory have started with
projects on cooperative work. One of the developed applications is a
hyper-text-based management reporting system. Another member of the
Laboratory is using hypertexts for the accumulation and presentation of
information, especially on Artificial Intelligence. Beside the more
editorial applications for the creation of documents and information by
a group of persons, there are projects to support the communication. In
an Italian industrial group the communication technology is re-defined
in the project 'Message Handling System' to support groupwork. A
geographical network should support the communication and coordination
of regional departments in a European project for the economical
development of the territory. A consultancy company has developed a
methodology to analyse and understand cooperative networks and to design
them by choosing supporting tools and defining the required skills of
human beings.

%M C.ECSCW.89.489
%T Identifying decision makers for large-scale group decisions
%S Paper Fair
%A C. Stary
%B ECSCW89
%D 1989
%P 489-496
%* (c) Copyright 1989 Computer Sciences House
%X Important and complex decisions need large groups of decision makers.
Linking decision makers along decision links constitutes and essential
element for the operation of such groups. Unfortunately, the overhead of
message passing becomes prohibitive in a flat organization. Models of
group decisions are discussed in context with addressing and message
passing algorithms. A hierarchical network representation scheme for
decision makers is proposed to solve the linking problem. The two key
features of the modeling approach are the hierarchical addressing
mechanism and the adaptive message passing algorithm.

fpack:!@#$%^&*(): ECSCW99.B
%M C.ECSCW.99.1
%T Taking the work out of workflow: Mechanisms for document-centered
collaboration
%A Anthony LaMarca
%A W. Keith Edwards
%A Paul Dourish
%A John Lamping
%A Ian Smith
%A Jim Thornton
%B ECSCW99
%D 1999
%P 1

%M C.ECSCW.99.21
%T The Manufaktur: Supporting work practice in (landscape) architecture
%A Monika Buscher
%A Preben Mogensen
%A Dan Shapiro
%A Ina Wagner
%B ECSCW99
%D 1999
%P 21

%M C.ECSCW.99.41
%T Six roles of documents in professionals' work
%A Morten Hertzum
%B ECSCW99
%D 1999
%P 41

%M C.ECSCW.99.61
%T AREA: A cross-application notification service for groupware
%A Ludwin Fuchs
%B ECSCW99
%D 1999
%P 61

%M C.ECSCW.99.81
%T Moving out of the meeting room: Exploring support for mobile meetings
%A Jens Bergqvist
%A Per Dahlberg
%A Fredrik Ljungberg
%A Steinar Kristoffersen
%B ECSCW99
%D 1999
%P 81

%M C.ECSCW.99.99
%T Activity Awareness: Framework for sharing knowledge of people,
projects, and places
%A Koichi Hayashi
%A Tan Hazama
%A Takahiko Nomura
%A Toshifumi Yamada
%A Stephan Gudmundson
%B ECSCW99
%D 1999
%P 99

%M C.ECSCW.99.119
%T The properties of mixed reality boundaries
%A Boriana Koleva
%A Steve Benford
%A Chris Greenhalgh
%B ECSCW99
%D 1999
%P 119

%M C.ECSCW.99.139
%T The adoption and use of BABBLE: A field study of chat in the
workplace
%A Erin Bradner
%A Wendy A. Kellogg
%A Thomas Erickson
%B ECSCW99
%D 1999
%P 139

%M C.ECSCW.99.159
%T Meeting at the desktop: An empirical study of virtually collocated
teams
%A Gloria Mark
%A Jonathan Grudin
%A Steven E. Poltrock
%B ECSCW99
%D 1999
%P 159

%M C.ECSCW.99.179
%T Broadcasting on-line social interaction as inhabited television
%A Steve Benford
%A Chris Greenhalgh
%A Mike Craven
%A Graham Walker
%A Tim Regan
%A Jason Morphett
%A John Wyver
%A John Bowers
%B ECSCW99
%D 1999
%P 179

%M C.ECSCW.99.199
%T A groupware's life
%A Volkmar Pipek
%A Volker Wulf
%B ECSCW99
%D 1999
%P 199

%M C.ECSCW.99.219
%T The network communities of SeniorNet
%A Elizabeth D. Mynatt
%A Annette Adler
%A Mizuko Ito
%A Charlotte Linde
%A Vicky L. O'Day
%B ECSCW99
%D 1999
%P 219

%M C.ECSCW.99.239
%T GestureLaser and GestureLaser Car: Development of an embodied space
to support remote instruction
%A Keiichi Yamazaki
%A Akiko Yamazaki
%A Hideaki Kuzuoka
%A Shinya Oyama
%A Hiroshi Kato
%A Hideyuki Suzuki
%A Hiroyuki Miki
%B ECSCW99
%D 1999
%P 239

%M C.ECSCW.99.259
%T Exploring support for knowledge management in mobile work
%A Henrik Fagrell
%A Fredrik Ljungberg
%A Steinar Kristoffersen
%B ECSCW99
%D 1999
%P 259

%M C.ECSCW.99.277
%T Dynamics in wastewater treatment: A framework for understanding
formal constructs in complex technical settings
%A Olav W. Bertelsen
%A Christina Nielsen
%B ECSCW99
%D 1999
%P 277

%M C.ECSCW.99.291
%T WebDAV: A network protocol for remote collaborative authoring on the
Web
%A E. James Whitehead, Jr.
%A Yaron Y. Goland
%B ECSCW99
%D 1999
%P 291

%M C.ECSCW.99.311
%T Informing collaborative information visualisation through an
ethnography of ambulance control
%A John Bowers
%A David Martin
%B ECSCW99
%D 1999
%P 311

%M C.ECSCW.99.331
%T Moving document collections online: The evolution of a shared
repository
%A Randall H. Trigg
%A Jeanette Blomberg
%A Lucy Suchman
%B ECSCW99
%D 1999
%P 331

%M C.ECSCW.99.351
%T PSI: A Platform for Shared Interaction
%A Kevin Palfreyman
%A Tom Rodden
%A Jonathan Trevor
%B ECSCW99
%D 1999
%P 351

%M C.ECSCW.99.371
%T An experiment in interoperating heterogeneous collaborative systems
%A Prasun Dewan
%A Anshu Sharma
%B ECSCW99
%D 1999
%P 371

%M C.ECSCW.99.391
%T NESSIE: An awareness environment for cooperative settings
%A Wolfgang Prinz
%B ECSCW99
%D 1999
%P 391

%M C.ECSCW.99.411
%T Meaning-making across remote sites: How delays in transmission affect
interaction
%A Karen Ruhleder
%A Brigitte Jordan
%B ECSCW99
%D 1999
%P 411

%M C.ECSCW.99.431
%T Augmenting the workaday world with Elvin
%A Geraldine Fitzpatrick
%A Tim Mansfield
%A Simon Kaplan
%A David Arnold
%A Ted Phelps
%A Bill Segall
%B ECSCW99
%D 1999
%P 431

fpack:!@#$%^&*(): EWHCI93.BA
%T HyperLecture: A Self-Organizing Lecture Presentation and Revision System
%S Teaching and Learning
%A Damian Conway
%B EWHCI93
%M C.EWHCI.93.1.11 %P 334
%D 1993
%V 1
%P 11-26
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X This paper presents an overview of HyperLecture, a
hypertextual, gesturally-controlled lecture presentation system
originally designed for teaching introductory computer programming. 
HyperLecture provides genuinely user-friendly
mechanisms with which a presenter can quickly produce linear
and non-linear presentations, hard-copy hand-outs, audio and
textual annotations, complete self-driving interactive tutorials
and graphical programming code simulations.

%T Towards an Adaptive Hypermedia Component for an Intelligent Learning
Environment
%S Teaching and Learning
%A Peter Brusilovsky
%A Leonid Pesin
%A Mikhail Zyryanov
%B EWHCI93
%M C.EWHCI.93.1.27 %P 348
%D 1993
%V 1
%P 27-38
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X This paper discusses the problem of integration of hypermedia
and Intelligent Learning Environments (ILEs) technologies and the problem
of creating an adaptive hypermedia component for ILEs.  Our experience of
creating an adaptive on-line help facilities for ITEM/IP system is
described.  This experience forms a background for our hypermedia work
and provides some good ideas for it.  We also present our approach to
integration of a hypermedia component into internal structure of ILE and
illustrate it with two examples of adaptive hypermedia components for the
most recent versions of our ILEs ISIS-Tutor and ITEM/PG.  Finally, we
summarize main features of this approach, provide some references to
related works, and consider some issues of adaptive hypermedia in general.

%T Teaching Art History through Multimedia Systems: Museum's Experience
%S Teaching and Learning
%A Olga Kissel
%B EWHCI93
%M C.EWHCI.93.1.38
%D 1993
%V 1
%P 38-44
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X N/A

%T An Intelligent Interface for Computer Assisted Language Learning
%S Teaching and Learning
%A Eve Wilson
%B EWHCI93
%M C.EWHCI.93.1.45 %P 359
%D 1993
%V 1
%P 45-58
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X This paper begins by contrasting teacher directed computer
assisted language learning with the student directed approaches of recent
hypertext learning programmes.  It concludes that what is needed is an
approach where the level and order of the exercises can be tailored to
the needs and requirements of individual students.  To do this requires:
 1. a means of constructing an original user profile and of updating this
    in the light of student performance in the tutorial exercises, and
 2. a means of generating exercises of an appropriate level from text
    databases.
The paper next looks at how texts may be automatically assigned a readability
grade based on Gunning's Fog Index or Information Density, and
how this can be used to generate exercises of varying levels of difficulty. 
The paper emphasizes the importance of giving students feedback to win
their co-operation in devising and adhering to a tuition programme.  It
concludes by discussing the work still to be done.

%T Optimum Teaching System -- Illusion or Reality?
%S Teaching and Learning
%A Yuriy Souldin
%B EWHCI93
%M C.EWHCI.93.1.59
%D 1993
%V 1
%P 59-78
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X N/A

%T The Challenge of Effectively Integrating Graphics into Hypertext
%S Hypertext
%A Keith Instone
%A Erik Brown
%A Laura Leventhal
%A Barbee Teasley
%B EWHCI93
%M C.EWHCI.93.1.78 %P 290
%D 1993
%V 1
%P 78-86
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X It is important that designers of hypertext do not assume
that the way information is presented in traditional media such as paper
books will necessarily be effective in hypertext.  Several studies have
shown that graphics presented with text on a screen are not necessarily
used effectively, or even used at all.  In our study, we explored three
ways of presenting textual and graphical information about
geographical locations and objects.  In all cases, the user had to point
with a mouse to a item name in order to see text, and the text appeared
near the mouse cursor.  In one presentation style, no graphic was
present.  In a second style, a graphic was present, but the text appeared
as a caption.  In the hypertext style, the user pointed to item names on
the graphic.  The results showed that the hypertext style resulted in
about 20% better learning of both spatial information (which was
illustrated by the graphic) and of information not illustrated by the
graphic.

%T A Hypertext Model with Partly Defined Nodes
%S Hypertext
%A Nicholas Sidorov
%A Svetlana Gorobets
%A Vladimir Kopach
%B EWHCI93
%M C.EWHCI.93.1.87
%D 1993
%V 1
%P 87-92
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X From the predicate approach is presented a model of hypertext
that admits of creation and treating of nodes which are using the partly
defined information objects.  The described model of hypertext is realized and
good used in the technology of the software recovery for the solution of the
problem of understanding the source code for example for autobuilding of
hypertext representance of the source programmes' texts.

%T INTELTEXT: Producing Coherent Linear Texts While Navigating in Large
Non-Hierarchical Hypertexts
%S Hypertext
%A Martin Subbotin
%A Dmitry Subbotin
%B EWHCI93
%M C.EWHCI.93.1.93 %P 281
%D 1993
%V 1
%P 93-102
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Inteltext is a new software technology able to construct
automatically a unified text from separate text items.  The main advantage
of Inteltext is its ability to support those whose main work is thinking and
exposing thoughts in textual form.  Inteltext is capable to draw out of large
heap of information and represent in logical form text items
which can complement or confirm your thought.  The paper describes the
underlying approach being developed in Russia since 70-s and the software
product implementing it.

%T Coherent Navigation in Hypertext Environments: Using a Computer-Shared
Macrocontrol Based on Structural Strategies of Discourse Comprehension and
Production (The SMIsC Conception)
%S Hypertext
%A Valery M. Chelnokov
%A Victoria L. Zephyrova
%B EWHCI93
%M C.EWHCI.93.1.103 %P 298
%D 1993
%V 1
%P 103-122
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X The key usability problem in hypertext and hypermedia is the
Navigation Problem being subdivided into the problem of disorientation and
the problem of cognitive overhead.  We believe that one systematic approach
to the NP consists in developing mechanisms assisting users to navigate
coherently, i.e. to blaze trails imitating semantically coherent discourses in
hypertext/hypermedia networks.  The main purpose of a mechanism of such
kind is maintenance the macrocontrol over local transitions among nodes of
information during a navigational (interactive) session.  This macrocontrol
should provide trail's global (thematic) coherence, that is its meaning
integrity.
   Basing theoretical part of our work upon the works by such known
psycholinguists as van Dijk, Kintsch and Levelt, we demonstrate that a
good portion of macrocontrol maintenance may be placed onto computer --
namely, the portion we describe as navigational strategies which are
content-independent, being formulated in terms of network's graph node-link
structure only, and are expressible in the form of machine instructions. 
The mechanisms of strategies we have developed aids users to move in the
network, maintaining trail's global coherence in relation to a chosen theme
and imitating a so called canonically ordered discourse from the network's
nodes.  With this mechanism, the macrocontrol becomes shared among
computer and user and this makes the user's burden being significantly
eased.  We use the term 'System of Meaning Integrities structural Creation',
or SMIsC, to denote a hypertext system with such shared macrocontrol.

%T HyperMethod: An Intelligent Interface for Hypertext
%S Hypertext
%A Igor V. Kotelnikov
%A Dmitry L. Krechman
%B EWHCI93
%M C.EWHCI.93.1.123
%D 1993
%V 1
%P 123-131
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X The basis for human (mode of) thinking is formed by several
foreformal mechanisms which manifest themselves in the form of algorithms
and specifications in any sphere of human activity.  The purpose of the
paper is to suggest realization models for some of mechanisms and to show
that hypertext may be a special non-program shell or environment inside
which a user can solve a wide range of specific problems.
%K Hypertext, Graph, Object oriented programming, Logic
programming, Relation algebra

%T Historical Analysis and Conflicting Perspectives -- Contextualizing HCI
%S Foundations of HCI
%A Susanne Bodker
%B EWHCI93
%M C.EWHCI.93.1.132 %P 1
%D 1993
%V 1
%P 132-142
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X This paper develops two ways of analyzing the human-computer interaction
of a computer application in use in an organization.  The techniques, historical
analyses and conflicting perspectives analysis, and the interplay between
them, are used in providing the basis for a more detailed analysis.
    Historical analyses focus on the historical development of artifacts and their
use.  Conflicting perspectives analysis reflects on the roles of the artifact in use, as
system, tool, or medium.  Combined, the two types of analysis allow for a focus in
particular on conflicts between the roles of a specific artifact in use.
    The techniques are based on human activity theory.  They are illustrated by
means of a case study of a computer application from a project with the Danish
National Labour Inspection Service.

%T A Brief Look at the Psychological and Linguistic Foundations of HCI
%S Foundations of HCI
%A Boris Enikeev
%A Yuriy Kaganov
%A Dmitriy Zhuk
%B EWHCI93
%M C.EWHCI.93.1.143
%D 1993
%V 1
%P 143-159
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X In this paper the HCI is regarded as humanities problem.  At
this time IT and HCI is one of the most important component of the
contemporary civilization.  Its importance determines orientation to human
activities.  Because IT and HCI requires humanities analysis.  We are going
to use some of the concepts cognitive psychology, semiotics, structural
linguistics for analysis HCI.

%T Visual User Interfaces: A Psychophysiologist's Perspective
%S Foundations of HCI
%A Vladimir M. Krol
%B EWHCI93
%M C.EWHCI.93.1.159
%D 1993
%V 1
%P 159-163
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X In report describe theoretical thesis and experimental results
demonstrating necessity using in advanced user's interface of the
knowledge about input characteristics of the visual system of the man.  The
new generation of the visual user's interface should be based also on
knowledges about work of the inherent mechanisms visual thinking.

%T Hierarchical Components of Human-Computer Systems: Issues
%S Foundations of HCI
%A Mark Sh. Levin
%B EWHCI93
%M C.EWHCI.93.1.163 %P 37
%D 1993
%V 1
%P 163-179
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X This paper describes the hierarchical components of human-computer
system (HCS).  The development and utilization of three packages
for IBM PC, i.e., DSS 'COMBI' for multicriteria ranking, hierarchical
hypertext system 'HHS' with main orientation for multicriteria evaluation
and the DSS for hierarchical design 'SED' are under consideration.  The
study is based on an analysis of HCS components (information, user,
techniques) and major operations (development, representation, correction,
learning and using).

%T Iconic Signs and Languages in User Interface Design
%S Foundations of HCI
%A Vladimir Andreev
%A Gennady Uzilevsky
%B EWHCI93
%M C.EWHCI.93.1.180 %P 115
%D 1993
%V 1
%P 180-190
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Various aspects of complex problem of icon construction for
user interface design are considered, ergosemiotic requirements to icons
design are revealed, features and functions of iconic languages are defined.

%T Impediments to the Process of Group Work
%S Foundations of HCI
%A Beth Adelson
%B EWHCI93
%M C.EWHCI.93.1.191
%D 1993
%V 1
%P 191-207
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X In this paper we begin by presenting a taxonomy of
impasses in group work situations.  The taxonomy includes factors
such as goal conflicts and resource limitations.  We then present a
prescriptive theoretical framework designed to support negotiation
during these impasses.  We also describe NegotiationLens, a system
which embodies the framework by supporting the actions prescribed
by the theory.  We then analyze the adequacy of the framework
which stresses a collaborative form of negotiation.  From this analysis
we suggest a line of research which would lead to an expanded
taxonomy.  We hypothesize the expanded taxonomy would include
interpersonal factors such as inequalities in the power of negotiating
parties.  We then discuss the framework and tools which would be
useful given this expanded view of causes of group work impasses. 
Lastly we suggest the relevance of these factors to other classes of
groupware.
%K Group work/CSCW, Interaction architectures, Structure of organizations,
Negotiation support tools/environments

%T Computer-Aided Support of Cooperative Group Design
%S Foundations of HCI
%A I. V. Kotenko
%A O. E. Ryabov
%B EWHCI93
%M C.EWHCI.93.1.207
%D 1993
%V 1
%P 207-218
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X N/A

%T Interacting with Proprietary Software Users: An Application for Activity
Theory?
%S Foundations of HCI
%A Insiah Bourke
%A Irina Verenikina
%A Edward Gould
%B EWHCI93
%M C.EWHCI.93.1.219
%D 1993
%V 1
%P 219-226
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X A much neglected but vitally important section of software
users are demanding to be noticed.  These can be loosely defined as
proprietary users and range in skill from computer novices to experts. 
This paper looks at the characteristics of this group and asks if Activity
Theory offers them, and those who manage them, any hope for a better
deal.

%T Query Composition: Why Does It Have to be So Hard?
%S Empirical Studies
%A Lucy Terry Nowell
%A Deborah Hix
%A Eric D. Labow
%B EWHCI93
%M C.EWHCI.93.1.226 %P 196
%D 1993
%V 1
%P 226-241
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Project Envision, a large research effort at Virginia Tech,
focuses on developing a user centered, multimedia database from the
computer science literature, with full-text searching and full-content
retrieval capabilities.  User interviews indicate that people have trouble
composing queries.  Widely available boolean retrieval systems present
problems with both syntax and logic.  Natural language queries for vector
space retrieval systems are easier to compose, but users complain that they
do not understand the matching principles used; users also complain that
they have too little control over the search and fear being overwhelmed by
an enormous retrieval set.  We describe the Envision query window, which
has as a usability goal making query composition easy while increasing
user control.  Results of formative usability evaluation and subsequent
redesign are discussed.

%T Interface Semantics and Procedural Knowledge: A Study of Novice
Understanding of MacDraw
%S Empirical Studies
%A M. V. Springett
%A A. S. Grant
%A A. G. Sutcliffe
%B EWHCI93
%M C.EWHCI.93.1.241
%D 1993
%V 1
%P 241-256
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X This paper presents an analysis of issues affecting the choice
of usability evaluation strategies for highly interactive Direct Manipulation
interfaces.  It reports memory tests on novice users of MacDraw I which
investigate the degree of reliance on the interface for cueing, and the sources
of information, both within the interface and outside, that may be utilized. 
A study of the novice subjects' (verbalised) reasoning during experimental
task-performance on MacDraw is then reported.  Examples of subjects
reasoning are used to illustrate the nature of Direct Manipulation evaluation. 
Issues affecting the selection and development of evaluation methods are
then discussed.

%T Language Expressiveness in Software Visualization Systems
%S Information Visualization/Navigation
%A V. L. Averbukh
%A I. V. Tarskikh
%B EWHCI93
%M C.EWHCI.93.2.5
%D 1993
%V 2
%P 5-8
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X The conceptions of the visual expressiveness and the user interface
expressiveness are suggested.  Problems of Software Visualization system
evaluating are discussed.

%T E{cubed}: Towards the Metrication of Graphical Presentation Techniques for
Large Data Sets
%S Information Visualization/Navigation
%A Ying K. Leung
%A Mark D. Apperley
%B EWHCI93
%M C.EWHCI.93.2.9 %P 125
%D 1993
%V 2
%P 9-26
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Rapid advances in communications and computer technologies in
recent years have provided users with greater access to large volumes of data
from computer-based information systems.  Whilst researchers have developed
many novel techniques to overcome the problems associated with the
presentation and navigation of large data sets on a limited display surface, the
choice of a technique in a particular application remains very subjective.  This
paper proposes an evaluation framework E{cubed} which aims to provide a basis for
the comparison of different presentation techniques, given the nature and
characteristics of the data to be presented, and the interpretation required.  E{cubed}
focuses on three aspects of graphical data presentation: expressiveness,
efficiency, and effectiveness.  This framework lays the foundation for the
development of a set of metrics to facilitate an objective assessment of
presentation techniques.

%T Navigating in a Process Landscape
%S Information Visualization/Navigation
%A Haakon Tolsby
%B EWHCI93
%M C.EWHCI.93.2.26 %P 141
%D 1993
%V 2
%P 26-38
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X User interfaces in process control systems are often organized as
landscapes -- usually a process chart -- where the display is a window into the
landscape.  The window can move over the landscape and view different
segments of the process.  Normally there is no overlap between the views -- they
are discretely organized.  Operators often claim they get lost in such interfaces. 
I suggest that the problem is a matter of how the operator moves in the landscape
-- how one changes ones view of the process.  Two different interactive methods
of movement -- discrete vs. continuous -- are tested.  The results of the experiments
are discussed.

%T Visualisation of Complex Information
%S Information Visualization/Navigation
%A Matthew Chalmers
%B EWHCI93
%M C.EWHCI.93.2.38 %P 152
%D 1993
%V 2
%P 38-50
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X In information retrieval, sets of documents are stored and categorised
in order to allow for search and retrieval.  The complexity of the basic information
is high, with representations involving thousands of dimensions.  Traditional
interaction techniques for such complex information therefore hide much of its
complexity and structure, and offer access to it by means of isolated queries and
word searches.  Bead is a system which takes a complementary approach, as it
builds and displays an approximate model of the document corpus in the form of
a map or landscape constructed from the patterns of similarity and dissimilarity
of the documents making up the corpus.  In this paper, emphasis is given to the
influences on and principles behind the design of the landscape model and the
abandonment of a 'point cloud' model used in an earlier version of the system,
rather than the more mathematical aspects of model construction.

%T Three-Dimensional Visualisation of Knowledge Structures: Prototyping for
Design Evaluation
%S Information Visualization/Navigation
%A U. K. Patel
%A A. G. Sutcliffe
%B EWHCI93
%M C.EWHCI.93.2.50 %P 163
%D 1993
%V 2
%P 50-70
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X A conceptual framework for specification of 3D visualisations is
introduced, and a task knowledge modelling approach to designing 3D
visualisations of knowledge structures is described.  Using this approach, a
three-dimensional interactive graphical user interface to a medical diagnosis
knowledge based system has been designed and specified.  The design has been
implemented as a prototype and evaluated.  We found that there are individual
differences in the way users explore three dimensional visualisations, and that
usability is dependent on both the morphology (visualisation) and
manipulations (interface functionality).  Implications of these findings for the
design of 3D visualisations are discussed.

%T Visual Programming in R-Technology: Concepts, Systems and Perspectives
%S Information Visualization/Navigation
%A Igor Ushakov
%A Igor Velbitskiy
%B EWHCI93
%M C.EWHCI.93.2.71 %P 181
%D 1993
%V 2
%P 71-88
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X This paper represents the efficient framework for software
development environments based on a R-charts and gives main concepts and
aims of a project directed to the development of the visual user interface for
C++ programming language.  R-charts are structured graphs which are used
for visual specifications of algorithms, visual programming and debugging. 
They have been applied to different languages and have adopted by ISO as an
alternative charting notation for the program constructs in ISO/IEC 8631. 
The user interface for C++ described in this paper incorporates the R-charts,
OO diagrams and other visualization methods for visual specifications, data
browsing and control flow visualization.

%T Coupling Interaction Specification with Functionality Description
%S Interface Design: Techniques, Tools and Paradigms
%A A. Kameas
%A S. Papadimitriou
%A G. Pavlides
%B EWHCI93
%M C.EWHCI.93.2.88 %P 21
%D 1993
%V 2
%P 88-97
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X In this paper, the solution used in the context of SEPDS (a Software
Development Environment) to the problem of combining interactive behavior
specification with functionality description of a distributed interactive
application is presented.  This solution consists of combining two
specification models: IDFG to describe the interactive aspects of applications
developed with the system and EDFG to describe their functionality. 
Both these models are data flow graph based and can be classified as process
models.  They use "actors" to represent performers of processes and
"links" to represent data buffering and exchange, as well as roles and
different perspectives.  Although the two models have many semantical
differences, they also have many common properties, that is why they can
be straightforwardly combined in a process that enables designers think in
users terms.  To this end, action actors are used to represent the functions
supported by the application, and context actors to represent the application
user interface functions.  In addition, links are used to represent
the events that take place in the system (these may be user or system
actions), the effects that these have on the screen, the context into which
these take place and the goals that may be achieved using the application. 
Furthermore, the reusability and prototyping tools of SEPDS can be used
to construct and test the application design.

%T WYSIWYG Editors: And What Now?
%S Interface Design: Techniques, Tools and Paradigms
%A Eddy Boeve
%A Lon Barfield
%A Steven Pemberton
%B EWHCI93
%M C.EWHCI.93.2.98 %P 68
%D 1993
%V 2
%P 98-115
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Most editors nowadays are said to be WYSIWYG ('What you see is
what you get').  Although this implies that the effects of user actions are made
immediately visible to the user, this does not usually include the effects of other
causes.  This a logical consequence of the fact that the user edits a copy of the
document, rather than the document itself.  These kind of systems then, can better
be classified as 'What you see is what you will get' systems.
   This report describes an editor model that is a further extension of the WYSIWYG
principle: 'Things are exactly as they appear', or TAXATA for short.  In
these kind of systems, the user carries out every action by editing, and what is
more important, by editing the object directly.  Furthermore, modifications made
to objects by the system are made immediately visible to the user.
   Amongst other things, the reports describes the underlying model and the necessary
editing concepts to construct such a TAXATA editor environment, based
on general user-interface principles.  Finally the design of one particular edit
command has been described, to give an impression of the specific design issues
in such an environment.
%K Software engineering, Tools and techniques, User interfaces,
Software engineering, Program coding, Program editors,
Software engineering, Programming environments, Interactive,
User-interfaces, Syntax directed editors, Editor design

%T An Extension to the Human-Computer Interaction Paradigm
%S Interface Design: Techniques, Tools and Paradigms
%A R. C. MacGregor
%B EWHCI93
%M C.EWHCI.93.2.115 %P 29
%D 1993
%V 2
%P 115-123
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X This paper suggests that the focus of user support has moved from a
simple system-user interface to a need to consider a variety of potential interfaces at
the work-setting.  It argues that the current HCI paradigm still only addresses
user support in terms of a technological interface, but that this must be extended to
include a number of other alternatives.

%T Designing Multimedia Interfaces
%S Interface Design: Techniques, Tools and Paradigms
%A Alistair Sutcliffe
%A Peter Faraday
%B EWHCI93
%M C.EWHCI.93.2.123 %P 105
%D 1993
%V 2
%P 123-133
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Multimedia interfaces are currently created by intuition.  Development
of a method for analysis and design of multimedia presentation interfaces is
described.  The study investigates task based information analysis, persistence of
information, selection attention and concurrency in presentation.  The method
gives an agenda of issues, diagrams and techniques for specification, and
guidelines for media selection and presentation scripting.  Use of the method is
illustrated with a case study of shipboard emergency management.

%T Synthesis-Oriented Situational Analysis in User Interface Design
%S Interface Design: Techniques, Tools and Paradigms
%A Kevin A. Mayo
%A H. Rex Hartson
%B EWHCI93
%M C.EWHCI.93.2.134 %P 53
%D 1993
%V 2
%P 134-150
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Analytic evaluation is a term describing a class of techniques for
examining a representation of a user interface design, and discovering design
flaws and/or predicting user task performance.  In our work with analytic
evaluation, we have observed limitations on the effectiveness and efficiency of
analytic techniques for formative evaluation supporting the iterative design and
re-design cycle.  Here we support those observations with arguments based on
theoretical limitations of the models underlying these techniques.  By way of
comparison we discuss desirable characteristics for an alternative approach.  In
our search for such an alternative, we have developed the Task Mapping
Model, a substantively different approach to analysis for supporting the user
interface design.  We briefly describe the Task Mapping Model and give some
examples illustrating its desirable characteristics.
%K User interface design, User interface design requirements, User
interface evaluation, Task description, Task analysis

%T Architecture Elements for Highly-Interactive Business-Oriented Applications
%S Interface Design: Techniques, Tools and Paradigms
%A Francois Bodart
%A Anne-Marie Hennebert
%A Jean-Marie Leheureux
%A Benoit Sacre
%A Isabelle Provot
%A Jean Vanderdonckt
%B EWHCI93
%M C.EWHCI.93.2.151 %P 83
%D 1993
%V 2
%P 151-173
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X It is now widely recognized that powerful architecture elements are
needed for implementing the whole lifecycle (specification and design) od
interactive applications.  In this paper, we deal with the application model of
the TRIDENT project which introduces three components: the application
component, the dialog component and the presentation component.  This hierarchical
object-oriented architecture rests on the use of four kinds of objects:
application objects, dialog objects (whose one particular includes the supervisory
object) and interaction objects.  An abstract data model and selection rules for
choosing appropriate interaction objects according to the application's semantic
and to the user level are given.

%T Three Interface Levels
%S Interface Design: Techniques, Tools and Paradigms
%A M. V. Donskoy
%B EWHCI93
%M C.EWHCI.93.2.174
%D 1993
%V 2
%P 174-176
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X N/A

%T Personal Counselor: A Hybrid Adaptive User Interface
%S Customizing Interfaces
%A Max M. North
%A Sarah M. North
%B EWHCI93
%M C.EWHCI.93.2.177
%D 1993
%V 2
%P 177-193
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X This paper discusses a hybrid adaptive interface, called Personal Counselor,
for tolerating an individual user's error behavior.  The fusion of different adaptive
interface techniques, such as adaptive scheduling, self-adaptive, and teaming agent, can
provide a powerful hybrid adaptive interface for many domain-specific problems. 
Specifically, Personal Counselor adapts itself to individuals by observing their actions
and receiving direct feedback.  At the beginning, Personal Counselor requires minimal
background knowledge, but gradually this knowledge becomes more sophisticated and
more reliable.  The authors present an application of Personal Counselor to Unix
operating system commands.  The preliminary results of the pilot studies suggest
subjects who utilize Personal Counselor perform at higher level (t=6.85, df=78,
p<O.05) than their counterparts who did not utilize the interface.

%T Generating Self-Adaptive Human-Computer Interfaces
%S Customizing Interfaces
%A Aline Montoy-Berthome
%B EWHCI93
%M C.EWHCI.93.2.193 %P 318
%D 1993
%V 2
%P 193-202
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Self-adaptive interfaces can be considered at different levels:
adaptation to the user's habits and experience, adaptation to the user's
task, adaptation to the user's knowledge.  In this paper, we explain
what we mean by adapting to the user's experience and task, how we
detect the need of such adaptations and how we realize them, and why
we have been led to consider automatic generation of interfaces.  We
expose then what we aim to do about adaptation to the user's
knowledge.

%T The Practical Use of Macro Recording: A Case Study
%S Customizing Interfaces
%A Allen Cypher
%B EWHCI93
%M C.EWHCI.93.2.203 %P 327
%D 1993
%V 2
%P 203-210
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Macro recording is a practical technique for automating
repetitive tasks on computers.  The user records a series of actions, and then
the computer can re-execute those actions.  This paper discusses a variety of
macros that were used to assist in a real-life task of editing a book
manuscript.  The capabilities of current tools are presented, followed by a
discussion of how the limitations of these tools restrict current end users,
and how some of these limitations can be overcome.
%K Macro recording, Automation, End user programming,
Demonstrational interfaces, Programming by demonstration

%T Addressing Usability by Customising Interfaces for Organisations
%S Customizing Interfaces
%A Colin Tattersall
%A Peter Plantfeber
%B EWHCI93
%M C.EWHCI.93.2.210 %P 231
%D 1993
%V 2
%P 210-220
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X New telecommunications services are becoming available which will provide
a high level of functionality to a wide range of customers.  This degree of utility will
have to be coupled with ease of use in order to capture a share of the increasingly
competitive telecommunications market.  Usability will become a "buy/don't buy" factor
for customers faced with services from different telecommunications companies which
offer similar levels of functionality.
   This paper argues that usability issues can only be addressed with respect to the particular
contexts-of-use to which a service will be put, and that services should be offered
with interfaces which are designed to reflect this use within organisations.  That is, a
generic service should be offered with an interface specialised to the needs of particular
vertical markets or organisations.
   An approach to the design of services is presented which exploits separability of interface
and application to allow tailored services to be delivered to customers.
%K Usability, Interfaces, Organisations

%T The MSM Framework: A Design Space for Multi-Sensori-Motor Systems
%S Multi-Media
%A Joelle Coutaz
%A Laurence Nigay
%A Daniel Salber
%B EWHCI93
%M C.EWHCI.93.2.220
%D 1993
%V 2
%P 220-232
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X One of the new design goals in Human Computer Interaction is
to extend the sensory-motor capabilities of computer systems to better
match the natural communication means of human beings.  This article
proposes a dimension space that should help reasoning about current and
future Multi-Sensori-Motor systems (MSM).  To do so, we adopt a system
centered perspective although we draw upon the "Interacting Cognitive
Subsystems" psychological model.  Our problem space is comprised of 6
dimensions.  The first two dimensions deal with the notion of
communication channel: the number and direction of the channels that a
particular MSM system supports.  The other four dimensions are used to
characterize the degree of built-in cognitive sophistication of the system:
levels of abstraction, context, fusion/fission, and granularity of
concurrency.  We illustrate the discussion with examples of multimedia and
multimodal systems, both MSM systems but with distinct degrees of built-in
cognitive sophistication.

%T Radiological Reporting Based on Voice Recognition
%S Multi-Media
%A G. Antoniol
%A R. Fiutem
%A R. Flor
%A G. Lazzari
%B EWHCI93
%M C.EWHCI.93.2.233 %P 242
%D 1993
%V 2
%P 233-246
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Speech recognition has proved to be a natural interaction
modality and an effective technology for medical reporting, in particular
in the radiology speciality.  High-volume text creation needs and the
complex structure of these texts make voice technologies useful.  By employing
speech, professionals in the field can generate reports and do so
at a speed that approaches traditional dictation methods.
   However, the integration of speech recognition in a user interface creates
new problems: speech recognizers may introduce errors and moreover
they should be adaptable to spoken language variations.
   This paper describes a radiological reporting system and the related motivations
for the use of the speech modality.  A preliminary evaluation
of the system has shown that, on average, although text recalling functions
and keyword shortcuts are available, more than two thirds of a
radiological report are generated by means of dictation.

%T Task Interference with a Discrete Word Recognizer
%S Multi-Media
%A Caryn Hubbard
%A James H. Bradford
%B EWHCI93
%M C.EWHCI.93.2.246 %P 254
%D 1993
%V 2
%P 246-252
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Speaker dependent, discrete word recognition is the simplest and
most successful form of automatic speech recognition.  In the near future, it is
likely that this technique will be the basis for a variety of commercial speech
interfaces.  However, discrete word recognition requires users to insert
relatively long pauses between each word of an utterance.  This paper describes
an experiment that was performed to determine whether this unusual way of
speaking will interfere with the performance of complex tasks.

%T Model of Utterance and Its Use in Cooperative Response Generation
%S Multi-Media
%A Koichi Yamada
%A Riichiro Mizoguchi
%A Naoki Harada
%A Akira Nukuzuma
%A Keiichi Ishimaru
%A Hiroshi Furukawa
%B EWHCI93
%M C.EWHCI.93.2.252 %P 260
%D 1993
%V 2
%P 252-264
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X A cooperative response model is proposed for interactive
intelligent systems that recognizes user intentions and makes cooperative
responses.  Though many models developed so far have shown that they can
achieve some form of cooperative responses, the coverage of each model is
limited.  In this paper, we propose a model which covers various types of
cooperative responses.  The paper starts with a classification of cooperative
responses and discusses the relation between intentions and responses. 
Based on the discussion, a user utterance model is introduced and an
intention recognition mechanism is developed employing domain-independent
rules and knowledge about the normal usage of the topic
object.  The recognized intentions are then used to generate appropriate
cooperative responses.

%T Special Computer Interfaces for the Visually Handicapped: F.O.B. the
Manufacturer
%S Multi-Media
%A Arthur I. Karshmer
%A Richard L. Oliver
%B EWHCI93
%M C.EWHCI.93.2.265 %P 272
%D 1993
%V 2
%P 265-273
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Many techniques have been suggested, and some even brought to market,
to allow the visually handicapped person to more easily interact with modern
computing equipment.  Most of the work to date has focused on providing special
purpose hardware and software to accomplish this task.  In the current work, we describe
an approach that would allow all computer manufacturers to ship systems
based on today's popular graphical user interfaces (GUIs) that will also serve the
needs of the visually handicapped user.  By building the user interface into the GUI
normally supplied by the manufacturer, the cost of such interfaces should go down,
while the availability should go up.

%T Experts' Assessments of Robustness, Stability, and Sources of Expertise in
the Programming Process
%S Empirical Studies
%A Brad Blumenthal
%B EWHCI93
%M C.EWHCI.93.3.5
%D 1993
%V 3
%P 5-17
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Expert programmers have a great deal of knowledge about
their code that is not directly related to its structure or function, and
they use this knowledge extensively while programming.  While modern
programming environments capture a great deal of formal knowledge
about a piece of code, they do not capture the informal knowledge that
programmers use while coding.  The problem with building environments
to capture such informal knowledge is determining what knowledge to
capture.  Although there are a variety of studies on programmers's representations
of their code, there are few, if any, conclusions about what
informal representations expert programmers use when working with
large software systems.  This paper presents conclusions from a study
indicating that expert programmers have consistent assessments of such
characteristics as robustness (the reliability of a piece of code), stability
(the amount that a piece of code has changed recently), and sources
of expertise (the people who know about a piece of code and can explain
it).  In addition, programmers use these assessments of robustness,
stability, and sources of expertise to guide the debugging, design, and
modification processes.  These results have significant implications for
the design of new programming environments, and based on these implications,
some new directions for studying expert programmers and
building programming environments are discussed.

%T Structuring the Field of HCI: An Empirical Study of Expert Representations
%S Empirical Studies
%A Peter Brusilovsky
%A Ivan Burmistrov
%A Victor Kaptelinin
%B EWHCI93
%M C.EWHCI.93.3.18 %P 11
%D 1993
%V 3
%P 18-28
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X In this paper we present results of empirical study of HCI
field based on the free sorting technique with subsequent cluster analysis. 
Eight proven HCI experts participated in the study proposing classifications
of papers presented at the EWHCI'92 conference.  The results showed
satisfactory degree of consensus between the experts and high level of
interpretability of group data.  Some important findings are discussed.  The
results of our study could be useful for HCI conference organizers in their
activity on arrangement of papers to special conference sessions.

%T Testing ADAT -- An Automated Debugger for Ada Tasks
%S Empirical Studies
%A Arthur V. Lopes
%A Thomas J. Nagy
%B EWHCI93
%M C.EWHCI.93.3.29
%D 1993
%V 3
%P 29-44
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X This paper describes the evaluation of ADAT (Automated
Debugger for Ada Tasks).  As a concurrent Small Ada program compiles, it
generates a higher level abstraction of the program's intertask
interactions.  These abstractions are entered into CLIPS in the form of facts. 
Next, the CLIPS inference engine matches the facts against the rules which
emulate the debugging knowledge of an expert Ada programmer.  For cases
where mismatches exist, ADAT issues an explanation of the error and its
location and, when possible, ADAT also provides guidance on how to
correct the problem.  The details of the above individual steps are hidden
from the user.  ADAT was developed using a combination of Small Ada and
CLIPS.

%T Positive Test Bias in Software Testing among Professionals: A Review
%S Empirical Studies
%A Laura Marie Leventhal
%A Barbee M. Teasley
%A Diane S. Rohlman
%A Keith Instone
%B EWHCI93
%M C.EWHCI.93.3.45 %P 210
%D 1993
%V 3
%P 45-54
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Fundamental but virtually unexplored issues in human-computer
interaction involve the roles of biases in software engineering tasks.  In
studies of naturalistic testing tasks, as well as ones which follow common
laboratory models in this area, we have found ample evidence that testers
have positive test bias.  This bias is manifest as a tendency to execute about
four times as many positive tests, designed to show that "the program
works," as tests which challenge the program.  In our prior work, we have
found that the expertise of the subjects, the completeness of the software
specifications, and the presence/absence of program errors may reduce
positive test bias.  Skilled computer scientists invent specifications to test
in the absence of actual specifications, but still exhibit positive test bias.

%T Applying the Wizard of Oz Technique to the Study of Multimodal Systems
%S Empirical Studies
%A Daniel Salber
%A Joelle Coutaz
%B EWHCI93
%M C.EWHCI.93.3.55 %P 219
%D 1993
%V 3
%P 55-67
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X The Wizard of Oz (WOz) technique is an experimental evaluation
mechanism.  It allows the observation of a user operating an apparently
fully functioning system whose missing services are supplemented by a
hidden wizard.  From our analysis of existing WOz systems, we observe that
this technique has primarily been used to study natural language interfaces. 
With recent advances in interactive media, multimodal user interfaces are
becoming popular but our current understanding on how to design such
systems is still primitive.  In the absence of generalizable theories and
models, the WOz technique is an appropriate approach to the identification
of sound design solutions.  We show how the WOz technique can be extended
to the analysis of multimodal interfaces and we formulate a set of
requirements for a generic multimodal WOz platform.  The Neimo system is
presented as an illustration of our early experience in the development of
such platforms.

%T A Sociological and Psychological Portrait of a Computer Network User
%S Empirical Studies
%A Olga Arestova
%A Leonid Babanin
%A Alexander Voiskounsky
%B EWHCI93
%M C.EWHCI.93.3.68
%D 1993
%V 3
%P 68-75
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X The article concerns the results of the research on Relcom
(the largest computer network accessible in Russia) users.  The parameters
chosen for research include demographical, sociological and psychological
ones.  A portrait of a typical user is based on the results of research.

%T A System to Model, Assist and Control the Human Observation of Microscopic
Specimen
%S Experience/Applications
%A A. Derder
%A C. Garbay
%B EWHCI93
%M C.EWHCI.93.3.75 %P 371
%D 1993
%V 3
%P 75-85
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X This paper describes current research on computerized
assistance to cytological specimen exploration.  The purpose is not to
design a new diagnosis expert system, but rather to design a system able to
cooperate with the human expert in the execution of specimen exploration
task.  New man machine assistance models are necessary to this end, which
imply not only knowledge-based but also behaviour-based modeling.  An
information manager is described, allowing access to information supplied
by this model.  An error monitoring is also presented.  Its goal is to control
all tasks and activities involved in the cytological specimen exploration.

%T On Applications of the Statistical Software System "CLAVDIA" to Some
Problems of Medical Diagnostics
%S Experience/Applications
%A Vladimir S. Stepanov
%A Eduard A. Gukasian
%A Boris N. Filatov
%A Svetlana P. Grabovskaja
%B EWHCI93
%M C.EWHCI.93.3.85
%D 1993
%V 3
%P 85-100
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X The interactive system CLAVDIA (Cluster-Analysis,
Visualization, Discriminant Analysis) belongs to the group of the method-oriented
intellectualizing statistical software developed for the IBM PC
platform.
   The system is intended for classification, reduction of dimensionality and
some accompanying problems.  In this paper, the system has been applied
for statistical processing of the data containing some indices of people's
health for the following problems:
 - differential diagnostics of a lungs empyema form;
 - diagnostics of the type of people's poisoning with some medical drug;
 - analysis of health indices of people which have worked beside Chernobyl
   Nuclear Power Plant.

%T Task-Oriented Robot Control
%S Experience/Applications
%A A. S. Jushenko
%A I. V. Maslov
%B EWHCI93
%M C.EWHCI.93.3.100
%D 1993
%V 3
%P 100-104
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X Task-oriented robot control is performed by task-oriented
program intelligent interface between robot operator and robot control
subsystem.  This paper provides you with main aspects of development of
task-oriented interface.

%T Software Advertising in the Press
%S Experience/Applications
%A Alexander E. Voiskounsky
%A Anna V. Kuznetsova
%B EWHCI93
%M C.EWHCI.93.3.105
%D 1993
%V 3
%P 105-108
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X The paper deals with a qualitative analysis of software
advertisements published in Russian newspapers.  The major trends, the
benefits and disadvantages of software advertizing are taken into
consideration.

%T Problems in Elaborating Computing Technology in the Agricultural Business
%S Experience/Applications
%A B. S. Kasaev
%B EWHCI93
%M C.EWHCI.93.3.109
%D 1993
%V 3
%P 109-112
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X N/A

%T The "Document-Driven Activity" Approach to Modelling and Designing Office
Automation Systems
%S Experience/Applications
%A Alexander Chernin
%B EWHCI93
%M C.EWHCI.93.3.112 %P 380
%D 1993
%V 3
%P 112-120
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X A "document-driven activity" approach to office automation
(OA) system design is proposed.  According to the approach, each action
with documents is activated by changes in documents states.  The use of
Petri nets for modelling and prototyping of OA systems is also suggested. 
The approach allows a system analyst to incorporate the main features of
the office technology and to ensure the correctness of OA system structure
and algorithms.

%T Development of an Instrument for Human Organism Complex Diagnostic
%S Experience/Applications
%A Igor Scorodumov
%B EWHCI93
%M C.EWHCI.93.3.120
%D 1993
%V 3
%P 120-123
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X N/A

%T Computer-Aided Knowledge Engineering: An Interface-Centred Approach
%S Expert Systems/Knowledge Engineering
%A Tatjana Gavrilova
%A Andrey Zolotarev
%A Sergey Yeremenko
%B EWHCI93
%M C.EWHCI.93.3.123
%D 1993
%V 3
%P 123-129
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X The paper briefly traces the history of the knowledge
acquisition tools development and describes features and reasons of new
approach to this problem -- computer aided knowledge engineering (CAKE). 
First a brief analysis of the most popular tools in this field is presented.

%T DI*GEN: The Shell for Building of Diagnostic Expert Systems
%S Expert Systems/Knowledge Engineering
%A Serge Greenberg
%A Tatyana Yakhno
%B EWHCI93
%M C.EWHCI.93.3.129
%D 1993
%V 3
%P 129-132
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X To build an expert system is not an exotic art anymore.  Now it is
obviously a well-organized activity for many specialists that have little
in common with programming.  To provide them with good instruments,
a wide spectrum of the technological methods and expert systems
building tools (ESBT) are developed including so-called shells.
   This paper describes the shell DI*GEN that is under development
in the Artificial Intelligence Laboratory of the Informatics Systems
Institute in Novosibirsk and is intended for building of diagnostic
expert systems.

%T The Efficient Implementation of Declarative Knowledge Representation in a
Problem-Oriented Expert System Shell
%S Expert Systems/Knowledge Engineering
%A Serge Greenberg
%A Tatyana Yakhno
%B EWHCI93
%M C.EWHCI.93.3.132
%D 1993
%V 3
%P 132-136
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X In the paper the structure of the DI*GEN shell is described. 
This shell is intended for building diagnostic expert systems as everyday
well organized activity.
   The main idea of the DI*GEN is that at the knowledge acquisition stage
all problem knowledge is described by expert in the object-oriented style
with help of special tools.  Then the rule-based representation which is
used on the consultation stage is generated automatically and is hidden
from expert.  We suggested an approach of complete compilation of
knowledge base into procedural code as the alternative to interpretive
approach for reasoning.
%K Diagnostic systems, Object-oriented knowledge
acquisitions, Compilation of the knowledge base

%T An Expert System for Tutoring in Information Networks
%S Expert Systems/Knowledge Engineering
%A Andrew Dziengelewski
%A Victor Rumyancev
%A Aleksew Zarovny
%B EWHCI93
%M C.EWHCI.93.3.136
%D 1993
%V 3
%P 136-138
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X N/A

%T An Interactive Computer Simulation of Catastrophic Earthquake Cycles
%S Expert Systems/Knowledge Engineering
%A Grigoriy Kazakevich
%A Leopold Lobkovsky
%A Vladimir Tochitsky
%B EWHCI93
%M C.EWHCI.93.3.138
%D 1993
%V 3
%P 138-140
%* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information
%X To forecast earthquakes it is necessary to know the mechanism
of their development.  The seismotectonic process in island arcs and in
active continental margins can be described with the help of the
"keyboard" model of L. I. Lobkovsky [1] of great earthquakes, that is
based on modern geodynamics conceptions.  An interactive computer software
is designed based on this model.  It facilitates calculations for the regions,
the user is interested in, and refinement of the model parameters.  The
presented interactive software is intended for use in research, applications
and educational programs.  The "keyboard" model can also be extended to
intracontinental earthquakes by using two-level plate tectonics concepts (see
[1]).

fpack:!@#$%^&*(): HCII93-2c.BA
%T Animated Help as a Sensible Extension of a Plan-Based Help System
%S IV. Help and Learning
%A Markus A. Thies
%B HCII93
%M C.HCII.93.2.712
%D 1993
%V 2
%P 712-717
%* (c) Copyright 1993 Elsevier Science Publishers
%X Object-oriented graphical interfaces entail new demands for providing the user with
adequate help.  Static and knowledge-based help systems with a pure textual help reach
their limits as soon as the user needs assistance in performing interactions within a
graphical interface.
   In this paper the animated help system AniS+ is presented that dynamically generates
sequences of animated interaction steps by considering not only the current interface and
application context but also the task currently being pursued by the user.

%T An Adaptive Intelligent Help System
%S IV. Help and Learning
%A Chi-Tien Chiu
%A Chaochang Chiu
%A A. F. Norcio
%B HCII93
%M C.HCII.93.2.718
%D 1993
%V 2
%P 718-723
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper introduces the architecture of an adaptive intelligent help system.  The paper
also discusses how this system can operate with different users and applications adaptively
and intelligently.  Novice users certainly need help to learn and to use the target application. 
Even experienced users need help to make the most effective use of the application.  This
system also emphasizes the motivation of learnability through help strategies.

%T A Usability Evaluation of Text and Speech Redundant Help Messages on a
Reader Interface
%S IV. Help and Learning
%A E. M.-Y. Wang
%A H. Shahnavaz
%A L. Hedman
%A K. Papadopoulos
%A N. Watkinson
%B HCII93
%M C.HCII.93.2.724
%D 1993
%V 2
%P 724-729
%* (c) Copyright 1993 Elsevier Science Publishers
%X The purpose of this study is to investigate whether text and speech redundant help
messages are more usable than non-redundant messages on a reader interface.  This paper
looks at the principles underlying multi-media.  The hypothesis is that if a speech and text
redundant message is presented on a reader interface, then the users should have less
difficulties or errors and shorter performance time in such tasks, by using such a (redundant)
interface than using the text interface or speech interface.  Four evaluation tools, i.e.,
observations, subjective ratings, interviews, and objective performance measures, were used
to evaluate the effects of the messages.  Twenty subjects (9 males and 11 females) from the
general public participated in the study.  The results partly support our hypothesis by showing
that the redundant interface is the easiest and quickest among the three in terms of learning
and using.  Appropriate use of text and speech redundant help messages does contribute to the
usability of the reader interface for the tested condition.  However, the adverse effects of the
speech, e.g., repeat messages are annoying, must be dealt with care.

%T Development of a Processflow Manager for an IC-Diagnosis System
%S IV. Help and Learning
%A Holger Retz
%A Axel Hunger
%B HCII93
%M C.HCII.93.2.730
%D 1993
%V 2
%P 730-735
%* (c) Copyright 1993 Elsevier Science Publishers
%X The analysis of faulty digital circuits is a very complex task which can only be
performed in a semi-automatic system environment.  This paper presents a
processflow management system which provides the operator with a high process
transparency.  The system mainly consists of a graphical representation of the data
flow and a graphical course of the process, which is supported by predefined rules. 
Herewith the operator is prevented from making any wrong decisions.  A further
component is a communication manager which allows the information exchange
among specific tools.
   The implementation of a dedicated process description language allows the easy
and consistent modification of existing processes as well as the definition of new
processes.  This language has been integrated in an existing framework.

%T Intelligent Task Based Model for the Design of Screen Review Systems for
People with Blindness
%S IV. Help and Learning
%A J. Gunderson
%B HCII93
%M C.HCII.93.2.736
%D 1993
%V 2
%P 736-741
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper describes an intelligent task based approach to designing user interfaces for people with
blindness to access computer systems.  The intelligent task approach uses information on the tasks
associate with a particular application program (or operating system) to create a optimized non-visual
user interface.  A task model, rather than the current direct screen model, provides more
support to the blind computer user to independently learn functions within application programs,
and independently discover and recover from command errors.

%T The Use of Computer Simulated Cases to Study Factors that Influence
Clinical Practice Styles
%S IV. Help and Learning
%A James G. Anderson
%A Stephen J. Jay
%A Christine Beville
%A Marilyn M. Anderson
%B HCII93
%M C.HCII.93.2.742
%D 1993
%V 2
%P 742-747
%* (c) Copyright 1993 Elsevier Science Publishers
%X This study was undertaken to determine if computer simulated
cases could be used to determine factors that influence
clinical practice patterns.  Three computer simulated cases
were presented to 46 residents in emergency medicine, internal
medicine, family practice, and transitional medicine at
Methodist Hospital of Indiana, a 1120 bed, private, teaching
hospital.  A questionnaire was used to collect additional data
on how physicians deal with clinical uncertainty.  There was
no significant difference by year of residency in physicians'
reactions to uncertainty in patient care.  The results
indicate that physicians in internal medicine were the most
reluctant to disclose the uncertainty that they experienced in
diagnosing and treating patients.  Also, reluctance to
disclose uncertainty significantly affected physician
performance on the three test cases.  The study provided
evidence that computer simulated cases can be used to evaluate
physicians' clinical performance and to identify factors that
cause practice variation.

%T A Computer-Based Integrated Instruction and Design for Teaching Aesthetic
Design
%S IV. Help and Learning
%A Rungtai Lin
%B HCII93
%M C.HCII.93.2.748
%D 1993
%V 2
%P 748-753
%* (c) Copyright 1993 Elsevier Science Publishers
%X As a professional engineering designer, one must know not only the state-of-the-art
technology, but also the product aesthetics to enhance their appeal and desire in the eyes of the
purchaser.  Despite its importance, the aesthetic training has not been taken as a part of
engineering design education because of its time-consuming, and art-based rather than science-based. 
However, availability of relatively low cost personal computer (PC) and PC-based CAD
systems has offered the feasibility of integrating aesthetic instruction into engineering graphics
and design courses.  This paper is intended to develop an integrated CAI/CAD system for
teaching aesthetic principles to engineering students.  The knowledge associated with aesthetic
design has been organized in a hierarchic structure for easy learning.  A knowledge base
containing 153 slides and 90 text pages has been developed as course materials for teaching the
aesthetic principles to the students.  Ten exercises have been selected properly for practicing
aesthetic design.  The system was implemented by using AutoLISP programming language
operating in AutoCAD environment on the personal computer.

%T Student Modelling in Hybrid Training Systems
%S IV. Help and Learning
%A D. Milech
%A B. Waters
%A S. Noel
%A G. Roy
%A K. Kirsner
%B HCII93
%M C.HCII.93.2.754
%D 1993
%V 2
%P 754-759
%* (c) Copyright 1993 Elsevier Science Publishers
%X We are constructing a student model for a hybrid training system, a
mixture of formal instruction and simulation-based training.  This model
measures a student's fluency; knowledge; the robustness and articulability
of the knowledge; and the flexibility and generalisability of the knowledge.
   This approach to student modelling is more complex than that found in
the typical ITS system, in which student models only measure the mastery
of knowledge.  In a hybrid system such as ours the student model must do
more than determine whether or not each item of knowledge is known,
because: (i) the knowledge to be imparted is procedural (eg, industrial
process control) and in such domains competency includes more than
knowing facts and (ii) the interaction between student and training system
is quite complex, and so more information is needed in order to guide
training properly.
   Our approach to modelling allows us to estimate each student's
knowledge, how the knowledge can be used, and whether knowledge is at
an operational or abstract level.  In addition, our approach yields
comparable measures of competency for both formal instructional methods
and simulation-based methods, and allows us to design more complex
interactions between student and training system which are necessary in a
hybrid training system.

%T Role of Analogical Reasoning as a Tool for Training
%S IV. Help and Learning
%A D. M. Boase-Jelinek
%A D. Milech
%B HCII93
%M C.HCII.93.2.760
%D 1993
%V 2
%P 760-765
%* (c) Copyright 1993 Elsevier Science Publishers
%X Computer managed training systems may use analogies to build on a student's
existing knowledge and experience.  Careful design of such training systems
involves consideration of how much a student must know about a referent before it
can be used as an analogy.  Our research shows that two thirds of subjects solved a
novel problem when trained with familiar analogies whereas one quarter solved the
problem when trained with an unfamiliar analogy.  Furthermore, training systems
should present feedback to students regarding the adequacy of their use of an
analogy.  Our research suggests that feedback encouraged one quarter of subjects to
use the analogy correctly.

%T Computer Technology in the Educational Curriculum Development in Nigeria in
the 21st Century
%S IV. Help and Learning
%A Noah K. Akinmayowa
%B HCII93
%M C.HCII.93.2.766
%D 1993
%V 2
%P 766-771
%* (c) Copyright 1993 Elsevier Science Publishers
%X Computer technology is a problem-solving methodology
which allows the best utilization of resources.  This
is achieved by the establishment of effective decision-making,
communications processes which enhances full
creativity, efficiency, goal setting, accelerated
learning, reduction of errors from personnel assigned.
   The acceleration of decision-making process in the
provision of technical information as an input which
aid high-level implementation of decision in the
management of systems is enhanced.  The tools of computer
technology assist the user interface (HCI) in the proper
initiation and evaluation of action process that will
ensure that all necessary factors in system development
are considered in a logical and methodical manner prior
to the establishment of a firm approach.
   The utilization of computer technology enhances an
engineering analysis approach for the definition of
problems, identification of feasible alternatives,
selection of Evaluation criteria, application of
Analytical techniques, Sensitivity Analysis and the
assessment of risk and uncertainty in the evaluation
process.
   These objectives can be achieved within an educational
curriculum where computer hardware is in place coupled
with the application of the systems approach in the
educational environment.
   This paper subscribed to the need for computer design
to aid the objectives above and the adoption of the
technology approach to curriculum development and
implementation strategies.

%T Control of Cosmonauts Training to Overcome Operational Complexity
%S IV. Help and Learning
%A Yuri Glazkov
%A Alex Rudchenko
%A Alex Vislotsky
%A Alex Vankov
%B HCII93
%M C.HCII.93.2.772
%D 1993
%V 2
%P 772-777
%* (c) Copyright 1993 Elsevier Science Publishers
%X Controlling the process of preparation of the crew of manned spacecraft (MSC)
for flight is at the present time one of the most timely problems in respect of
both the contents and complexity thereof.  The introduction of a large number of
contingent modes of MSC functioning into the preparation program
substantially increases its complexity, makes it difficult to evaluate the degree
of preparation of the crew, increases the time necessary for the training process. 
The large number of parameters for controlling the process of crew training in
mission simulators (MS) makes it necessary to develop mathematical models of
training (MMT), on the basis of which both the planning of the preparation and
the evaluation of the results are accomplished.
   The main requirements which such a MMT should satisfy are:
 (i) the MMT should comprise as few parameters as possible;
 (ii) the MMT should be complex, i.e. take account simultaneously of the process
      of acquisition and the process of losing skills.

%T Use of Multimedia Technology in Teaching Engineering Design
%S IV. Help and Learning
%A S. Hsi
%A A. M. Agogino
%B HCII93
%M C.HCII.93.2.778
%D 1993
%V 2
%P 778-783
%* (c) Copyright 1993 Elsevier Science Publishers
%X Computer-based case studies are being developed to enhance the current case
study method of teaching engineering design by using multimedia technology to
illustrate concepts, and hypermedia to support cognitive flexibility.  An architecture
for the life cycle design concept is presented.  As components of the Kolb experiential
learning cycle, these case studies are designed to provide experiences in active
experimentation and reflective observation, as well as complement hands-on
activities.  The results from evaluation of several cases used to support instruction
are included.  The research from this study suggests several improvements necessary
in the interactive case studies presented, but overall the cases were found to
be successful in delivering key concepts of best practices in engineering design and
in accommodating different learning styles.

%T An Adaptive User-Oriented Message Prioritization Scheme
%S IV. Help and Learning
%A Wei-Ping Wang
%B HCII93
%M C.HCII.93.2.784
%D 1993
%V 2
%P 784-789
%* (c) Copyright 1993 Elsevier Science Publishers
%X Message prioritization and filtration is important to reduce the detrimental effects of
information overload in human-computer interactions.  This paper develops an adaptive
computer support scheme which learns about the end-user's message accessing patterns, and
adaptively arranges messages in a priority set.  The scheme is based on learning automaton, and
requires little a priori knowledge about the end-user.  This scheme can be integrated with
existing information systems to develop "smart" user interface, which is adaptive to end-user's
information needs.  A simulation example is provided to show the effectiveness of the scheme.

%T Medical Diagnostic Expert System
%S IV. Help and Learning
%A Renu Vig
%A Deepak Bagai
%A Y. C. Chopra
%B HCII93
%M C.HCII.93.2.790
%D 1993
%V 2
%P 790-795
%* (c) Copyright 1993 Elsevier Science Publishers
%X The expert system presented in this paper consists of a fuzzy rule base.  Assuming a matrix
representation of rules, a rule based system has been developed in Turbo-Prolog for finding
anemia in a person.  The final diagnosis is given by the rule with highest confidence factor. 
Since most cases are not classic ones and exceptions, seem to recur in medicine, a system
that can make use of previous experience is suggested.  Such a system can cut down on its
work by using previous cases to suggest a solution to a new but similar case, rather than
starting from scratch each time.

%T Supporting Instead of Replacing the Planner -- An Intelligent Assistant
System for Factory Layout Planning
%S IV. Help and Learning
%A Jurgen Herrmann
%A Matthias Kloth
%B HCII93
%M C.HCII.93.2.796
%D 1993
%V 2
%P 796-801
%* (c) Copyright 1993 Elsevier Science Publishers
%X A new, interactive approach for software tools supporting real-world design tasks is
presented.  The intelligent design assistant provides analysis information about the current and
previous design states and can perform single design steps automatically.  Explanations about
design decisions make these steps transparent to the user.  An adaptable user interface supports
the planner's design style.  The system has been applied successfully to factory layout planning.

%T Preventing Human Errors in Skilled Activities Through a Computerized Support
System
%S IV. Help and Learning
%A M. Masson
%A V. De Keyser
%B HCII93
%M C.HCII.93.2.802
%D 1993
%V 2
%P 802-807
%* (c) Copyright 1993 Elsevier Science Publishers
%X For a human operator, gaining expertise not only involves the acquisition of knowledge
regarding his technical and social environments, but also the progressive development of large
repertoires of process experiences acquired through practice.
   Expertise increases operator overall efficiency by providing highly adapted behaviour
schemata issued from past experiences.  But expertise is unfortunately not free from negative
effects, as it introduces a risk of capture error or capture by routine (Norman, 1981), even in
presence of contradictory evidence in the environment (De Keyser & Woods, 1989; Masson &
De Keyser, 1992).
   Supporting human operators -- and particularly expert operators -- should not only consider
problem solving activities but should thus also include the prevention of routine errors, which
go along with skill acquisition.
   This is precisely the function of CESS (Cognitive Execution Support System), the error
prevention prototype presented in this paper.

%T Audicon: Easy Access to Graphical User Interfaces for Blind Persons --
Designing for and with People
%S IV. Help and Learning
%A O. Martial
%A A. Dufresne
%B HCII93
%M C.HCII.93.2.808
%D 1993
%V 2
%P 808-813
%* (c) Copyright 1993 Elsevier Science Publishers
%X There is a real need to render Graphical User Interfaces (GUI) accessible to blind people
and the aim of the Audicon project is to develop hardware and software to adapt a graphical
user interface to their specific needs.  In order to define the main design principles and to
choose the input/output device of the interface we used a three-step methodology: analysing
offices of visually impaired persons, creating a prototype, evaluating the prototype.  The
results of the tests prove that an interface which allows direct manipulation of objects on an
electronic desktop, using "earcons" (1) instead of graphical icons and allowing multimodal
access to both audio and tactile information, is a good one for blind users.  This test also gives
us many practical ideas to improve the device and shows the importance of the participation of
users in the design process.

%T Development of a Simulation-Based Intelligent Tutoring System for Assisting
PID Control Learning
%S IV. Help and Learning
%A Takeki Nogami
%A Yoshihide Yokoi
%A Ichiro Yanagisawa
%A Shizuka Mitui
%B HCII93
%M C.HCII.93.2.814
%D 1993
%V 2
%P 814-818
%* (c) Copyright 1993 Elsevier Science Publishers
%X A simulation-based ITS (Intelligent tutoring system), SRIM, has been developed
in order to realize an individualized learning environment for PID control.  For
mitigating the burden of students in learning with a simulator, SRIM navigates the
learning by providing local goals for PID controller tuning and advisory messages. 
The architecture of ITS is employed to perform the local goal selection and the
tutoring strategy switching, naturally and timely.

%T The Use of Expert Systems for Training Humans in Rule-Based Reasoning
%S IV. Help and Learning
%A J. Sharit
%A S. Chen
%B HCII93
%M C.HCII.93.2.819
%D 1993
%V 2
%P 819-824
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper summarizes a study concerning the prospect of employing expert systems
(ESs) for training individuals in the emergency management of risk.  This idea is based on
the assumption that for many emergency situations it would be unrealistic for humans to
access or otherwise engage in a dialogue with an ES.  At the same time, in the process of
reasoning with rules, ESs possess certain qualities that could prove worthwhile for humans
to adopt.  Accompanying this overview is a somewhat circuitous discussion of various
perspectives to rule-based performance that are believed capable of benefiting from this
paradigm as well as from each other's views.

%T A Situated Cognition Approach to Problem Solving with Implications for
Computer-Based Learning and Assessment
%S IV. Help and Learning
%A Michael F. Young
%A Michael McNeese
%B HCII93
%M C.HCII.93.2.825
%D 1993
%V 2
%P 825-830
%* (c) Copyright 1993 Elsevier Science Publishers
%X In this paper we discuss the nature of an ecological approach to problem
solving and describe some new alternatives to assessing problem solving as a
perception-action process.  We suggest that a situated cognitive view of problem
solving requires new assessment techniques that are non-invasive and allow
expert problem solvers to externalize more of the perceptual processes they use.

%T A Computer-Assisted Instruction System for Beginner's Crude Charge Schedulers
%S IV. Help and Learning
%A Kotaro Saito
%A Tsutomu Tabe
%A Katsuo Furihata
%B HCII93
%M C.HCII.93.2.831
%D 1993
%V 2
%P 831-836
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper offers preliminary information on the methodology needed for the
development of computer-assisted instruction (CAI) system for the purpose of training beginner
crude charge schedulers.  It is assumed that a skilled scheduler makes schedules using
elementary knowledge of such schedule coupled with his or her scheduling abilities.  In order to
train beginners, as opposed to skilled schedulers, it is necessary to develop a system consisting
of two subsystems; one is to impart elementary knowledge; the other is to improve the
scheduler's abilities.  In this connection, prototype based on this method was constructed and
the validity of the method was confirmed through experimentation this prototype.

%T Human-Computer Interaction and the Automation of Work
%S IV. Help and Learning
%A Karl U. Smith
%A Thomas J. Smith
%B HCII93
%M C.HCII.93.2.837
%D 1993
%V 2
%P 837-842
%* (c) Copyright 1993 Elsevier Science Publishers
%X Computers have greatly expanded the scope and complexity of work
automation.  This report presents a behavioral cybernetic analysis of human-computer
interaction (HCI) and work automation, dealing with how the computer
serves to augment human self-control of work behavior.  Major conclusions are
that computer automation of work: (1) feedback influences human behavior and
performance; (2) is key to human efforts to effectively manage high
population density and worldwide socioeconomic integration; and (3) from a
human factors perspective represents one of the most significant scientific
and socioeconomic issues confronting humankind.

%T Social Implications of Feedback and Delay Characteristics in Electronic
Communications Usage
%S IV. Help and Learning
%A Barrett S. Caldwell
%B HCII93
%M C.HCII.93.2.843
%D 1993
%V 2
%P 843-848
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper discusses and presents research concerning issues of communication feedback
and transmission delay affecting use and acceptability of communications media.  Previous
research in organizations has indicated significant stress effects from electronic
communications and office automation computer systems due to system delays and lack of
information or social feedback.  The current paper discusses the impact of feedback and time
delay in electronic communications, and the development of a mathematical model of medium
acceptability under conditions of transmission delay.  This paper also presents research
indicating situational differences in medium acceptability based on information and feedback
demands of the situation and the user.  The findings presented in this paper elaborate aspects
of use and acceptability of communications media.  These findings emphasize integration of
social and organizational demands in information technology design and implementation.

%T A Human Memory Model Based on Search Patterns
%S IV. Help and Learning
%A Tomoko Saka
%A Hideaki Ozawa
%A Naoki Kobayashi
%B HCII93
%M C.HCII.93.2.849
%D 1993
%V 2
%P 849-854
%* (c) Copyright 1993 Elsevier Science Publishers
%X We investigated subjects' behavior when they searched for articles that they had previously
read in a newspaper.  We found that they used memories about target articles.  The
memories involved semantic information, pattern information, and spatial information. 
Traditional memory models, however, have examined the roles of only semantic information
and pattern information.  An experimental method is created to find the relationships
and the characteristics of these three types of information and their role in memory.
   The experiment investigates the changes in subjects' behavior that accompany changes
in the structure and content of an article.
   The result is that semantic memory is always necessary to recall the appearance, contents,
and location of an article.  If there is no semantic memory, the pattern memory and
spatial memory fail to hold any useful information.  Furthermore, we propose a human
memory model based on these results.

%T Control of Complex System by Situated Knowledge: The Role of Implicit
Learning
%S IV. Help and Learning
%A A. Rizzo
%A O. Parlangeli
%A C. Cambiganu
%A S. Bagnara
%B HCII93
%M C.HCII.93.2.855
%D 1993
%V 2
%P 855-860
%* (c) Copyright 1993 Elsevier Science Publishers
%X An experiment is reported which tests the hypothesis that content and context
play a crucial role in learning to control a complex system.  The same formal rule,
originally devised by Berry and Broadbent [1], has been used to govern the
behavior of four different scenarios.  A pre-test analysis showed different degrees of
cognitive match between each scenario and the rule used.  Four different groups of
subjects were respectively requested to interact with the four scenarios.  Subjects
were subsequently tested for their verbalized knowledge.  Results show that
subjects' performance and verbalized knowledge are unequally affected by the
different scenarios.  Subjects' verbalization seems related to situated principles of
the system behavior but not to the underlying rule.

%T A Model of Behavioral Techniques for Representing User Interface Designs
%S IV. Help and Learning
%A J. D. Chase
%A H. Rex Hartson
%A Deborah Hix
%A Robert S. Schulman
%A Jeffrey L. Brandenburg
%B HCII93
%M C.HCII.93.2.861
%D 1993
%V 2
%P 861-866
%* (c) Copyright 1993 Elsevier Science Publishers
%X A user-centered approach to interactive system development requires a way to represent the
behavior of a user interacting with an interface.  While a number of behavioral
representation techniques exist, not all provide the capabilities necessary to support the
development process.  Based on observations of existing representations and comments
from users of the User Action Notation (UAN), a user- and task-centered behavioral
representation, we have developed a model that classifies behavioral representations
according to scope, in terms of activities they support within the development process;
content, in terms of components of interaction designs they can represent; and requirements
for documentation and communication within and among various development activities. 
We present results demonstrating the model's reliability in the context of two problems,
critical incident classification and evaluation of existing techniques.

%T A New Paradigm for Diagnostic Expert System Based on Designer's Knowledge
%S IV. Help and Learning
%A Yasufumi Kume
%A Hyun Seok Jung
%A Gavriel Salvendy
%B HCII93
%M C.HCII.93.2.867
%D 1993
%V 2
%P 867-872
%* (c) Copyright 1993 Elsevier Science Publishers
%X Conventionally, the diagnostic expert system have been developed using maintenance
engineers' knowledge.  But these expert systems have many problems.  First, these systems
need failure data, but there is no data for advanced production equipment.  Second, the generic
system is needed for the advanced production equipment.
   This paper reveals the necessity of the diagnostic system built by the designer of production
equipment.  In order to justify the necessity of this system, the problems of conventional
diagnostic expert system based on trouble-shooters' diagnostic knowledge and the use of
causality, especially the necessity relation between the elements of machine parts, which
belongs to designers' knowledge is emphasized.  As a knowledge representation, it is proposed
that a diagnostic matrix with dual relation includes the knowledge of designer and that
of maintenance engineers.
   Finally, the extension of the constructed diagnostic system to another version can be
easily performed by the concept of standardization which has been successfully applied to
the design stage.

%T Introducing Problem Solving Strategies of Users into the Interface Design
%S IV. Help and Learning
%A Nong Ye
%A Gavriel Salvendy
%B HCII93
%M C.HCII.93.2.873
%D 1993
%V 2
%P 873-878
%* (c) Copyright 1993 Elsevier Science Publishers
%X Human problem solving strategies must be taken into consideration of human-computer
interface design to avoid unnecessary training time, job disorientation, and job dissatisfaction
of users in computerized job environments.  An experiment was conducted to investigate
differences of expert and novice computer programmers in program comprehension
strategies.  Both expert and novice programmers used a knowledge retrieval strategy first to
recognize familiar program segments and a problem reasoning strategy then to comprehend
unfamiliar program segments.  Experts controlled their program comprehension process in a
more systematic manner than novices.  Human-computer interface designs for compatibility
with user problem solving strategies, such as a hierarchical grouping of familiar interaction
elements and a non-hierarchical grouping of unfamiliar interaction elements, are discussed.

%T Development of a Methodology for Optimizing the Elicited Knowledge
%S IV. Help and Learning
%A C.-J. Chao
%A G. Salvendy
%B HCII93
%M C.HCII.93.2.879
%D 1993
%V 2
%P 879-884
%* (c) Copyright 1993 Elsevier Science Publishers
%X Knowledge elicitation is the first step in building expert systems, and it is a
major bottleneck in the construction of expert systems.  In this research, a
conceptual framework and methodology is presented for selecting knowledge
elicitation methods.  A statistical nested factorial design is utilized with three tasks,
four knowledge elicitation methods and ten cognitive factors.  Twenty-four subjects
were used in the experiment, and five hypotheses were tested.
   Based on these findings in the experiment, a matching index for combining
tasks, knowledge elicitation methods and cognitive abilities is derived.  This
matching index maximizes the elicited knowledge by selecting the most
appropriate method of knowledge elicitation for specific tasks and also selecting
the best individuals for this knowledge elicitation.

%T A Taxonomy for Human Behaviour and Human-Computer Interaction
%S IV. Help and Learning
%A William H. Edmondson
%B HCII93
%M C.HCII.93.2.885
%D 1993
%V 2
%P 885-890
%* (c) Copyright 1993 Elsevier Science Publishers
%X Conventional theoretical and taxonomical approaches to HCI are contrasted with a
taxonomy based on underlying interaction behaviour.  It is shown that clarifying insights can
be obtained by consideration of underlying interaction behaviour and that these can be
formalized for use in interface design.

%T Task Analysis Method using the GOMS Model with Grouping
%S IV. Help and Learning
%A Kanji Kato
%A Katushiko Ogawa
%B HCII93
%M C.HCII.93.2.891
%D 1993
%V 2
%P 891-896
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper proposes a task analysis method that extends the GOMS model through the
grouping of repetitive sub-procedures.  Its aim is to increase the ability to discriminate
among differently sequenced procedures performing the same task.  The task analysis
method consists of three steps: procedure decomposition in a single task, grouping of
sub-procedures into multi-tasks, and constructing a GOMS model.  The application of this
method to an actual multi-request registration task indicates the validity of the method.

%T Task-Dependent Descriptions: A Preliminary Study
%S IV. Help and Learning
%A Laurent Karsenty
%B HCII93
%M C.HCII.93.2.897
%D 1993
%V 2
%P 897-902
%* (c) Copyright 1993 Elsevier Science Publishers
%X Although the designers of aiding systems are able today to store many kinds of knowledge
required for explanation purposes (e.g. [Scott & al., 1984], [Swartout & al., 1992]), a problem
remains as one looks for an intelligent dialogue: how to select the "good" explanation, i.e.,
the one that satisfies the user's needs and makes human-computer interaction more efficient.
   The work presented here is especially concerned with explanations needed to describe a
complex device in the domain of space industry.  In cooperative design activities, descriptions
of devices, which convey both structural and functional information, allow one participant to
communicate knowledge on a state of solution.  Our project is aimed at specifying an aiding
system which will store information on previous "cases" (i.e. the problem and its solution(s)). 
This goal raises two issues: what is the information necessary to produce adequate
descriptions of a device?  how must the system use this information when interacting with an
end-user?
   In order to answer these questions, an analysis of cooperative human-human dialogues was
conducted.  These naturally occurring dialogues gathered two participants designing a
complex physical device.  Both participants were expert designers, but their competence was
unequal: one was an engineer, and the other was a draughtsman.

%T Dealing with the Dilemma of Disparate Mental Models
%S IV. Help and Learning
%A Wm. J. Garland
%B HCII93
%M C.HCII.93.2.903
%D 1993
%V 2
%P 903-908
%* (c) Copyright 1993 Elsevier Science Publishers
%X The integration of diverse and disparate operational support agents for real-time
complex plant process management is investigated.  This is motivated by the
increased sensor density and complexity inherent in today's nuclear and
chemical plants which lead to operator information overload.  Such plants are
best understood by a functional decomposition into sub-systems and
components, typical of the engineering approach.  Thus, computer-based aids
must be based on such a functional decomposition.  This, however, is not the
mental model employed by the operator and leads to a dilemma: the system
needs to be functionally decomposed along the lines of the physical or
engineer's mental model, whereas, this is an inappropriate model for the
operator.  Some mechanism is needed to bridge the gap.  Herein, a solution to
this dilemma is proposed: concurrent scorecarding based on the blackboard
paradigm.

%T An Associative Approach in Dynamic User Modeling
%S IV. Help and Learning
%A Qiyang Chen
%A A. F. Norcio
%B HCII93
%M C.HCII.93.2.909
%D 1993
%V 2
%P 909-914
%* (c) Copyright 1993 Elsevier Science Publishers
%X A research framework for building a user model by utilizing artificial neural networks
(ANN) is presented.  The limitations of stereotype-based user modeling are discussed which
underlie the motivations of introducing ANN approaches.  An associative user modeling
approach is proposed which is incorporated in a blackboard processing environment.

%T Information Tools: A New Approach to Interface Design and Development
%S IV. Help and Learning
%A Andrew Michael Cohill
%B HCII93
%M C.HCII.93.2.915
%D 1993
%V 2
%P 915-920
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper presents a model for the design of information tools and describes a
case study in which this model was used to develop an campus-wide information
system intended for use by the 30,000 member user community of Virginia Tech. 
A set of design and development principles (an information architecture) provide
a framework for understanding why the project has been successful in spite of
some difficult organizational and sociological barriers to acceptance.

%T Design Issues of Bilingual Editor
%S IV. Help and Learning
%A Miwako Doi
%B HCII93
%M C.HCII.93.2.921
%D 1993
%V 2
%P 921-926
%* (c) Copyright 1993 Elsevier Science Publishers
%X User friendly machine translation systems are obtained by two approaches: improving translation quality and
providing more interactions.  Regarding the second approach, to date little research has been carried on. 
This paper describes the design process of a suitable bilingual editor by evaluation of specific errors produced
in the translation process, display of prototype operation sequences, function selections in accordance with
the design concept and reviews based on specified user profiles.  The developed bilingual editor is
implemented on the SUN workstation with a practical Japanese-English bidirectional machine translation
system called ASTRANSAC.

%T Coordinating an Interface Agent with Direct Manipulation Environments
%S IV. Help and Learning
%A Takashi Sonoda
%A Fumitaka Matsumoto
%A Kengo Omura
%A Mitsuhisa Kamei
%B HCII93
%M C.HCII.93.2.927
%D 1993
%V 2
%P 927-932
%* (c) Copyright 1993 Elsevier Science Publishers
%X In this paper, we propose a collaborative manipulation interface which
includes an interface agent as the "dialogue partner" and a direct manipulation
interface as the "tools".  These tools are shared and collaboratively manipulated
by the user and the agent.  It is thought that this interface system simulates
human cooperative works.  This interface has the same properties as the
cooperative works.  We describe the benefits of the collaborative manipulation
interface.  A prototype system for the group schedule management is also
developed.

%T The Fifth Generation Fallacy: Looking Back from 1993
%S IV. Help and Learning
%A J. Marshall Unger
%B HCII93
%M C.HCII.93.2.933
%D 1993
%V 2
%P 933-938
%* (c) Copyright 1993 Elsevier Science Publishers
%X Now that Japan's Fifth Generation project has ended, there is general agreement
that it failed to produce applications that revolutionize the way Japanese work.  I
predicted this outcome in 1987 after analyzing the problems of handling Japanese script
on computers, particularly those associated with input.  Did the project fail for the
reasons I described or for different ones?  A survey of empirical research published
between 1987 and 1992 supports the original hypothesis that poor Japanese white-collar
productivity and inefficient use of computer power are due to the use of Chinese
characters in Japanese script, and that there are fairly severe limits on what any
computer program, of whatever type, can do to remedy the situation.

%T KJ-Editor: A Collaboration Environment for Brain Storming and Consensus
Forming
%S IV. Help and Learning
%A H. Ohiwa
%A K. Kawai
%A A. Shiomi
%A N. Takeda
%B HCII93
%M C.HCII.93.2.939
%D 1993
%V 2
%P 939-942
%* (c) Copyright 1993 Elsevier Science Publishers
%X KJ method, which is very popular in Japan for group work, and the editor for supporting the
method in network environment is presented.  Relationship of the method to software requirement
engineering and decision making process is also discussed.

%T Use of Bi-Directional Image Exchange in Facilitating Precontact Communication
%S IV. Help and Learning
%A Yu Shibuya
%A Hiroshi Tamura
%B HCII93
%M C.HCII.93.2.943
%D 1993
%V 2
%P 943-948
%* (c) Copyright 1993 Elsevier Science Publishers
%X A bi-directional image communication network of a small size was introduced
experimentally in a laboratory environment.  In studies of bi-directional image exchanges, the
major concerns were to enhance communication by use of facial expressions or body gestures
during the conversation.  What we propose in this paper is the use of bi-directional image
exchange to facilitate contacts among parties such as finding the person and catching the chance
to communicate.  This paper is to report the use of bi-directional image exchanges in a
laboratory environment in the past 3 years.

%T Human Centred Collaborative Design in System Development -- Intelligent Back
Scratcher to be Attentive to User's Needs
%S IV. Help and Learning
%A Yoshihiro Sato
%B HCII93
%M C.HCII.93.2.949
%D 1993
%V 2
%P 949-954
%* (c) Copyright 1993 Elsevier Science Publishers
%X The transfer of user's needs to the system designer is essential design system well suited
for users.  Unfortunately the requirement transfer is not easy.  Users, who demand system,
are not the expert in the area of system design.  On the other hand, system designers, who are
demanded system, are not the expert in the area of user's business.  The gap of the domain
knowledge exists between them.  Communication is the crucial key factor for reducing this
gap.
   This paper describes the Collaborative Design Method (CDM) that supports the knowledge
transfer and the knowledge share with effective communication, and the expression of the
structured group knowledge.

%T Cooperative Work Analysis of Plant Operator Crew
%S IV. Help and Learning
%A Hiroshi Ujita
%A Ryuji Kubota
%A Kouji Ikeda
%A Ryutaro Kawano
%B HCII93
%M C.HCII.93.2.955
%D 1993
%V 2
%P 955-960
%* (c) Copyright 1993 Elsevier Science Publishers
%X Elucidation of crew communication and collaboration aspects is required to improve the
man-man interface which supports plant operators' diagnoses and decisions.  Experiments to
clarify operator performance under emergency situations were performed using a training
simulator.  The operator performance was evaluated from the viewpoint of crew
communications.  Six approaches have been tried to evaluate operator performance: cognition-communication
flow, movement flow, position covered, task gain evaluation, information
effectively exchanged, and communication correlation aspect.  Crew communications and
collaborations in emergency situations were categorized into four types: Top Down, Bottom
Up, Tight Coupling, and Loose Coupling.

%T Group Communication Support System for Software Development Project Based on
Trouble Communication Model
%S IV. Help and Learning
%A Shoichi Takeda
%A Mie Nakatani
%A Shogo Nishida
%B HCII93
%M C.HCII.93.2.961
%D 1993
%V 2
%P 961-966
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper deals with a group communication support system in a software
development project when there happens some trouble on it.  First, we analyze a
communication process in the real projects, and then we propose a communication model based
on the analysis.  We focus on the communication in case of troubles, and the process is
modeled using "charge", "competence" and "knowledge" of each member in the project.  A
group communication support system named CACTUS (Computer Assisted Communication
Tool for Urgent Support) is developed based on the model, and also the use of the system is
discussed.

%T A Meeting Support System Based on Analyses of Human-Communication --
Using the Context and Contents of Meetings
%S IV. Help and Learning
%A T. Uetake
%A M. Nagata
%A K. Takeuchi
%A H. Takagi
%B HCII93
%M C.HCII.93.2.967
%D 1993
%V 2
%P 967-972
%* (c) Copyright 1993 Elsevier Science Publishers
%X All activities of humans are based on inter-personal communication.  This paper presents a
new support tool in human-communication.  Most of the research completed in this area to date
has been grouped into basically two varieties.  First, the hardware viewpoint, the other from
the social psychological perspective.  This paper presents a new third perspective which is
termed the software approach.  The system illustrated provides useful information concerning
participants in discussion meetings by the discrete analysis of verbal dialogue statements made
in these meetings.
   The central idea of this research is to classify verbal statements between two levels; (1)
statements on the "progress" of the meeting, and (2) verbal statements on the "objects" of the
meeting.  In this paper these are referred to as meta-utterances and content-level utterances
respectively.  It is shown that the context of a meeting can be traced by analyzing verbal
statements by their context-level.  Moreover, if the theme of the meeting is fixed, useful
information can be determined by analyzing context-level verbal statements.

%T Doing by Understanding: Embedded Systems for Understanding Coordinated Work
%S IV. Help and Learning
%A Timo Kakola
%B HCII93
%M C.HCII.93.2.973
%D 1993
%V 2
%P 973-978
%* (c) Copyright 1993 Elsevier Science Publishers
%X Organizations are adopting new structural forms and ways of working to cope with rapid
changes in their environment.  This creates increasing pressures on actors' competence.  On the
basis of a theoretical framework called Humanistic Perspective, we argue that the actors must
understand work as a whole, including computerized tasks, if they are to manage complex
work situations.  Based on our experiences with a prototype system we claim that this is not
possible until radical changes are made in the structure as well as the components of software
systems.  Specifically, we claim that applications should be embedded in extended support
systems making organization of work, task coordination and the coordinating role of
information systems explicit.  As a step towards this goal we propose Role Interaction Nets as
(1) the structural basis of embedded systems and (2) the new metaphor for human-computer
interface design.

%T Computer Simulation Model of Cognitive Process in Group Works
%S IV. Help and Learning
%A K. Furuta
%A S. Kondo
%B HCII93
%M C.HCII.93.2.979
%D 1993
%V 2
%P 979-984
%* (c) Copyright 1993 Elsevier Science Publishers
%X In this paper, a computer simulation model of cognitive process in group works is
proposed, and the simulation system based on the model is presented.  In order to simulate
parallel and cooperative activities by many agents, the system has separate sets of knowledge
base and blackboard for individual agents, and they can exchange messages through the
communication channel.  This system was tested using the result of communication network
experiment by Leavitt, and then applied to operation of a nuclear power plant.

%T Negotiability: A Metafunction to Support Personalizable Groupware
%S IV. Help and Learning
%A V. Wulf
%B HCII93
%M C.HCII.93.2.985
%D 1993
%V 2
%P 985-990
%* (c) Copyright 1993 Elsevier Science Publishers
%X Negotiability is a supplementary design requirement for groupware, which allows
participative activation of functions.  It should be applied to global functions, whose
usage and modification affect several users.  The concept of negotiability will be
elaborated and applied to the design of computer integrated telephony.

%T An Analysis Technique for User Centered Design
%S IV. Help and Learning
%A John Kirby
%A Heather A. Heathfield
%B HCII93
%M C.HCII.93.2.991
%D 1993
%V 2
%P 991-996
%* (c) Copyright 1993 Elsevier Science Publishers
%X It is argued that the general philosophy of user centred design should be focused on the design
of systems and that such a focus requires the development of a User Centred Systems Design
Methodology.  One aspect of such a methodology is the analysis of current user practices and
some traditional approaches to this activity are considered and found wanting.  An alternative
approach -- Task Oriented Flow Diagrams -- is described and an example is given of its use in
the PEN&PAD (Elderly Care) clinical workstation project.  Some results of using this
approach are briefly present.

%T Cooperating Partners: Investigating Natural Assistance
%S IV. Help and Learning
%A Francoise Darses
%A Pierre Falzon
%A J. M. Robert
%B HCII93
%M C.HCII.93.2.997
%D 1993
%V 2
%P 997-1002
%* (c) Copyright 1993 Elsevier Science Publishers
%X The design of better adapted intelligent systems can benefit from a better knowledge of the
natural cooperative behavior between humans.  Two studies of natural situations of cooperation
are presented, focusing on the type of intervention of each partner in the dialogue.  Specific
attention is paid to the methodology of analysis.  Implications for system design are stressed.

%T The Context-Based Graphic Input System: T-Board
%S V. Hardware Interfaces
%A Yasuo Endo
%A Shinji Akimichi
%A Murray Milne
%B HCII93
%M C.HCII.93.2.1004
%D 1993
%V 2
%P 1004-1009
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper introduces a CAD interface which uses purely graphic input gestures, without
the necessity of translating graphic ideas into verbal commands or of using a menu-driven
interface.  The system infers the user's drawing intentions from pen movements, using basic
graphic patterns stored in the knowledge base.  The pen tablet mounted on a liquid crystal
display, is both the input device and display for this system.  It provides designers the similar
feeling of drawing with pencil on paper.  Another advantage is that designers who speak
different languages can effectively collaborate on the same drawing.

%T Segmentation of Handwritten Text and Editing-Symbols from Ink-Data
%S V. Hardware Interfaces
%A S. Navaneetha Krishnan
%A Shinji Moriya
%B HCII93
%M C.HCII.93.2.1010
%D 1993
%V 2
%P 1010-1015
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper proposes a real-time algorithm for segmenting handwritten text and editing-symbols
from ink-data.  This algorithm simplifies the development of "mode-less" editors
for pen-based computers.  Such editors enable users to create documents by writing
characters and editing-symbols side-by-side (i.e. in "mode-less" fashion), and then executing
the editing-operations corresponding to these editing-symbols.  The proposed algorithm uses
a segmentation decision-tree, and does not require a character-recognition dictionary.  Using
this algorithm, we segmented handwritten text and editing-symbols from ink-data (written
by twelve writers) with an average segmentation accuracy of 97%.

%T User Interface Development Tools for Pen Computer Applications
%S V. Hardware Interfaces
%A Isamu Iwai
%A Yoshiyuki Miura
%B HCII93
%M C.HCII.93.2.1016
%D 1993
%V 2
%P 1016-1021
%* (c) Copyright 1993 Elsevier Science Publishers
%X A pen application interface (PAI) has been developed for efficient
implementation of application systems for pen based computer.  By
providing many tools and commands, tool users can substantially shorten
the development period.
   The PAI includes developing and executing environments.  The
developing environment consists of a Screen Designing Tool (SDT) for
user interface and a Screen Controlling Editor (SCE) for data control. 
The executing environment provides a process control engine which
consists of libraries and program modules in order to execute application
systems.  The engine has ten kinds of standard input-objects for such
business use as button switches, handwriting character input, and list
display functions.  It also has a hundred kinds of commands for detailed
controls.  The tool users (developers of systems) determine the location
and size of the object on the screen using the SDT, define types and
control flow of input date using the SCE.
   Without our PAI, the tool users had to use programming language
and need skills for developing pen based applications.  This means that it
requires long developing period for programming, training and system
test.
   The outstanding advantages of our PAI was proved when we applied
it for creating a system of processing application forms, as the
developing period was shortened to almost one third, compared with that
of traditional programming.

%T Cordless Pen and Electronic Stationery
%S V. Hardware Interfaces
%A Azuma Murakami
%B HCII93
%M C.HCII.93.2.1022
%D 1993
%V 2
%P 1022-1027
%* (c) Copyright 1993 Elsevier Science Publishers
%X Recently, the pen as an input device has become the focus of attention.  As a pioneer
of the exploration for using the electronic pen, WACOM began its development
by eliminating the need for a cord between a computer and a pen, which had
limited free operation.  In this development WACOM has been consistent in the pursuit
of pen that is friendly to men, i.e. "easy-using" & "easy-writing" pen.
   On the basis of my experience, I will discuss in this paper the theme: what is an "easy-using"
& "easy-writing" pen?

%T The Minimal Sizes and the Quasi-Optimal Sizes for the Input Square During
Pen-Input of Characters
%S V. Hardware Interfaces
%A Xiangshi Ren
%A Shinji Moriya
%B HCII93
%M C.HCII.93.2.1028
%D 1993
%V 2
%P 1028-1033
%* (c) Copyright 1993 Elsevier Science Publishers
%X In this paper, the authors focus on the precise and minute operation of the tip of the pen
of pen-based computers.  As the first step, we focus our attention on minute operations that
users make when writing characters.  In doing so, we attempt to experimentally determine the
followings: (i) what is the smallest possible size of the characters or symbols when they are
written on the input screen of writing-tablet?  (ii) the quasi-optimal sizes of the input square
for characters.  In this paper, we determine the above two by targeting three kinds of
characters: (a) numbers, (b) small English letters, (c) capital English letters.  From our
experiments, we were able to determine the minimal sizes (i.e., the width and height) of the
small English letters, capital English letters and numbers.  We also obtained the preliminary
approximation of the quasi-optimal sizes (i.e., the width and height) of the square enclosing
the above three kinds of characters.

%T Concept of Minute Operation and its Application to Pen-Based Computers
%S V. Hardware Interfaces
%A Shinji Moriya
%A Hiroshi Taninaka
%B HCII93
%M C.HCII.93.2.1034
%D 1993
%V 2
%P 1034-1039
%* (c) Copyright 1993 Elsevier Science Publishers
%X As compared to conventional computers, pen computers are being steadily miniaturized
and are also becoming more portable.  As a result of this, the display area as well as the
writing area in such computers is getting smaller.  In this context, the tip of pen is capable
of very fine (i.e. minute) movements.  The authors believe that, the above two factors
motivate the creation of a pen-input interface in which such minute pen-movements are used
to accomplish tasks such as writing, pen-gestures or scrolling.
   Pen input can accomplish various operations such as pointing, writing, recognition,
gestures, scroll, etc.  In this paper, we put forward a method of achieving these operations
using the minute movements of pen tip.  We call this proposed method as "minute operations."
In this paper, we describe the characteristics, associated problems and applications of these
minute movements.

%T Real-Time Multi-Hand Detection for Human-Computer Interaction
%S V. Hardware Interfaces
%A Koichi Ishibuchi
%A Haruo Takemura
%A Fumio Kishino
%B HCII93
%M C.HCII.93.2.1040
%D 1993
%V 2
%P 1040-1045
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper proposes a new multi-hand human-computer interface environment based
on real-time hand gesture detection.  Our real-time hand gesture detection method uses
image processing to allow unspecified individuals to convey their intentions to the
computer by using their two hands without experiencing the sensation of wearing
gloves.  The multi-hand detection method, its implementation, and an evaluation of this
multi-hand user interface in a virtual reality application are discussed.

%T Pen-Based Interfaces for Drawing Figures with 'Stationery Metaphors'
%S V. Hardware Interfaces
%A Masaki Nakagawa
%A Shinya Kazama
%A Takashi Satou
%A Natsuko Fukuda
%B HCII93
%M C.HCII.93.2.1046
%D 1993
%V 2
%P 1046-1051
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper describes figure drawing interfaces on a display integrated tablet where one
makes a rough sketch with a pen and then draws a neat copy with virtual drawing tools that
are displayed on paper-like images and manipulated with a realistic feel.  We call these the
'Stationery Metaphors'.  In this paper, we present a hierarchical representation of document
structure, how stationery metaphors work within this representation and their advantages.

%T Gesture Specification and Structure Recognition in Handsketch-Based Diagram
Editors
%S V. Hardware Interfaces
%A Rui Zhao
%B HCII93
%M C.HCII.93.2.1052
%D 1993
%V 2
%P 1052-1057
%K Gestural interface, Pen-based computer, Visual language, Gesture specification, Structure
recognition, Diagram editor, Petri nets
%* (c) Copyright 1993 Elsevier Science Publishers
%X Diagram editing is an attractive application of gestural interfaces and pen-based computers. 
Within a handsketch-based diagram editor, gesture commands must be specified
and recognized.  This paper presents a gesture specification mechanism which specifies a
gesture command in gesture shape, gesture constraints, and gesture semantics.  The structure
recognition is based on the two-dimensional relationships between the handsketches
and the graphical diagram representations.  A Petri net editor is used as an example to
illustrate details.

%T Musculoskeletal Discomfort and Job Performance of Keyboard Operators
%S V. Hardware Interfaces
%A I. T. S. Yu
%A H. S. C. Ting
%B HCII93
%M C.HCII.93.2.1058
%D 1993
%V 2
%P 1058-1063
%* (c) Copyright 1993 Elsevier Science Publishers
%X A study was performed using a self-administered questionnaire to determine
the relationships that might exist between musculoskeletal discomfort and
sickness absenteeism and between musculoskeletal discomfort and job
performance among keyboard operators in an academic institution.
   A high prevalence of musculoskeletal discomfort among keyboard operators
was documented.  The severity of the discomfort was found to be positively
associated with longer sickness absence and possibly also affecting job
performance.  Although most of the complaints were of a mild degree only, some
were found to have adverse effects on the attendance and the job performance. 
Neck discomfort and shoulder discomfort were of particular concern in that they
were both common and were also associated with longer sickness absence as
well as worse job performance.

%T Evaluating Performance, Discomfort, and Subjective Preference between
Computer Keyboard Designs
%S V. Hardware Interfaces
%A S. D. Douglas
%A A. J. Happ
%B HCII93
%M C.HCII.93.2.1064
%D 1993
%V 2
%P 1064-1069
%* (c) Copyright 1993 Elsevier Science Publishers
%X Participants performed a data-entry task on three commercially-available
QWERTY-layout keyboards.  Productivity, error-rate, reported discomfort, and
subjective preference were compared.

%T Intelligent Keyboard Layout Process
%S V. Hardware Interfaces
%A Chin-Chuang Lin
%A Tzai-Zang Lee
%A Fu-Shing Chou
%B HCII93
%M C.HCII.93.2.1070
%D 1993
%V 2
%P 1070-1074
%K Intelligent keyboard layout process, Da-Yi method, Word roots
%* (c) Copyright 1993 Elsevier Science Publishers
%X The main objects of this study were to set up an intelligent keyboard
layout process, and use Da-Yi method as an example to evaluate the
different layouts.  The keyboard layout frown this intelligent keyboard
layout process come out to be better than the current layout, the process
can be applicable to the similar keyboard layout design occasions.
   An evaluative experiment was conducted by using 24 subjects to
compare their performance (speed, error rate) on the three keyboard
layouts.  Significant faster key-in speed but no significant difference in
error rate was found between redesigned and current layouts.  The
usefulness of the intelligent keyboard layout process was supported.

%T A Comparison of Keyboard-Integrated Pointing Devices
%S V. Hardware Interfaces
%A David F. Loricchio
%B HCII93
%M C.HCII.93.2.1075
%D 1993
%V 2
%P 1075-1078
%* (c) Copyright 1993 Elsevier Science Publishers
%X The IBM Design Center in Boca Raton studied two integrated pointing devices
for a portable computer keyboard.  The first device was a trackball located on
the right side of the typing keys.  The second device was a roll bar located
below the spacebar on the keyboard.  The roll bar rolled up and down and could
slide to the left or right.  Twenty-one participants used the roll bar, the
keyboard-integrated trackball, and an off-keyboard trackball to edit text. 
Then they wrote their comments about the devices and ranked the devices in
order of preference.  Participants edited significantly more characters with
the trackballs than with the roll bar.  Participants significantly preferred
the trackballs over the roll bar.  While the integrated trackball was clearly
better than the roll bar, participants identified a number of problems with
both devices.

%T Performance Measures in an 'Ergonomically' Designed Keyboard
%S V. Hardware Interfaces
%A P. J. McAlindon
%B HCII93
%M C.HCII.93.2.1079
%D 1993
%V 2
%P 1079-1084
%* (c) Copyright 1993 Elsevier Science Publishers
%X The purpose of this paper is to identify and present numerous, and
often overlooked, performance measures for the development of an
ergonomically designed keyboard.  The term ergonomically designed
keyboard is commonly used to refer to a number of newly designed
keyboards that incorporate human engineering and/or ergonomic
principles into their designs.  These keyboards attempt to optimize key
layout in an effort to reduce finger travel and fatigue, promote a more
natural hand, wrist, and arm typing posture through design and support
structures, or employ various key activation schema in order to enhance
typing performance.  All of these keyboards were developed to attempt to
remedy a variety of problems associated with the de-facto standard
QWERTY keyboard.  A more in-depth analysis and evaluation of factors
that influence typing performance is presented to better understand the
capabilities of the human, the keyboard, the typing task and the way in
which they interact.

%T Facial Animation Synthesis for Human-Machine Communication System
%S V. Hardware Interfaces
%A Shigeo Morishima
%A Hiroshi Harashima
%B HCII93
%M C.HCII.93.2.1085
%D 1993
%V 2
%P 1085-1090
%* (c) Copyright 1993 Elsevier Science Publishers
%X We've been building a user-friendly human-machine interface with multi-media and it can
realize virtual face-to-face communication environment between an user and a machine.  In this
system, human natural face appears on the display of machine and can talk to user with natural
voice and natural expression.  Especially in this paper, face expression and animation synthesis
schemes utilized in this interface system is presented.  We express a human head with 3D
model.  The surface model is generated by texture mapping with 2D real image.  All the motions
and expressions are synthesized and controlled automatically by the movement of some feature
points on the model.

%T Voice-Responsive Eye-Blinking Feedback for Improved Human-to-Machine Speech
Input
%S V. Hardware Interfaces
%A Tomio Watanabe
%B HCII93
%M C.HCII.93.2.1091
%D 1993
%V 2
%P 1091-1096
%* (c) Copyright 1993 Elsevier Science Publishers
%X The synchrony between a speaker's voice and eye-blink, and a listener's eye-blink and
nodding plays an important role in regulating human dialogue.  This paper reveals significant
synchronous as well as lagged relationships between: (a) a speaker's voice and his own eye-blinking
response; (b) a speaker's voice and a listener's eye-blinking and nodding responses.  On
the basis of these findings, an eye-blinking feedback model of a voice reaction system is
proposed.  The model estimates blinking and nodding responses on the basis of on-off speech
characteristics of speech input, and the effectiveness of the model is demonstrated.

%T Enhancing Speech Intelligibility Using Visual Images
%S V. Hardware Interfaces
%A Christopher Greaves
%A Martin Warren
%A Olov Ostberg
%B HCII93
%M C.HCII.93.2.1097
%D 1993
%V 2
%P 1097-1102
%* (c) Copyright 1993 Elsevier Science Publishers
%X This paper describes some further experimental work aimed at assessing the
contribution of images to speech intelligibility.  The experiments were designed to test the
theory that speech is made more intelligible by presenting visual images of speakers
along with the speech.  These visual images were presented on a video monitor, and the
experiments tested subjects at three levels of perception:
 1. with no image, sound only (Audio);
 2. sound plus head and shoulders of the speaker shown (Audio/Vis);
 3. sound plus full situational context (Audio/Vis+).
The preliminary conclusions drawn are that the accompaniment of a visual image
(Audio/Vis) showing only head and lip movements of the speaker show no significant
improved listening comprehension, and that images showing full situational contexts
(Audio/Vis+) in this study do not appear to have any additional effect in enhancing
intelligibility.

%T Evaluation of a Gaze Using Real-Time CG Eye-Animation Combined with Eye
Movement Detector
%S V. Hardware Interfaces
%A Kiyohiro Morii
%A Fumio Kishino
%A Nobuji Tetsutani
%B HCII93
%M C.HCII.93.2.1103
%D 1993
%V 2
%P 1103-1108
%* (c) Copyright 1993 Elsevier Science Publishers
%X In a teleconferencing system with realistic sensations, human images are generated
by Computer Graphics (CG).  This requires animating natural eye movement with CG. 
In this paper, we describe the results of an experiment on the perception of gaze
direction by using CG eye-animation.  We then describe a real-time CG eye-animation
system combined with an eye movement detector.  We also subjectively evaluate the
allowable transmission delay time when using this system.

%T Bidirectional Translation between Sign Language and Japanese for
Communication with Deaf-Mute People
%S V. Hardware Interfaces
%A Takao Kurokawa
%A Tooru Morichi
%A Shigeaki Watanabe
%B HCII93
%M C.HCII.93.2.1109
%D 1993
%V 2
%P 1109-1114
%* (c) Copyright 1993 Elsevier Science Publishers
%X Bidirectional machine translation between sign language and Japanese is proposed
as an application of nonverbal interfaces.  The translating system employs a
sign dictionary for translating sign gesture to Japanese words and vice versa. 
While sign gesture is tracked by gesture sensors and Japanese sentences are displayed,
the system receives Japanese sentences and displays sign gesture animation. 
It has been confirmed that sign processing works properly.

fpack:!@#$%^&*(): HCII93-3.B
%T Tutorials
%B HCII93 -- Program
%M C.HCII.93.3.-
%D 1993
%V 3
%P --
%Y Innovation of Human Interface in Japan
	Hiroshi Tamura
Computer Simulation for the Design and Evaluation of HCI Systems
	Ron Laughery
	Lori Hood
American with Disabilities Act (ADA): Human Computer Interaction and People with Disabilities
	Jon Gunderson
Graphic Design for Advanced User Interfaces
	Aaron Marcus
Computer Supported Meeting Environments
	Lisa Neal
User Interface Management Systems
	Hans-Jorg Bullinger
	Klaus-Peter Faehnrich
Assessing User Needs: Bridging the Gap between Users and Developers
	Arlene F. Aucella
Virtual Reality
	Ronald R. Mourant
Next-Generation User Interfaces
	Jakob Nielsen
Converting to Graphical User Interfaces: Design Guidelines for Success
	Arlene F. Aucella
Leading Edge Technology in Computer Processing of Voice Signals
	Lawrence R. Rabiner
Heuristic Leaping: Design Sensibility in the HCI Development Process
	Andrew M. Cohill
Knowledge Visualization
	Aaron Marcus
Multimedia: The Grammar of Film and Video
	David R. Clark
Prevention of Musculoskeletal Disorders when Working with Computers
	Waldemar Karwowski

%T Human Computer Interaction and Lean Management
%S Plenary Paper
%A Hans-Jorg Bullinger
%B HCII93
%M C.HCII.93.3.-
%D 1993
%V 3
%P --

%T How Will Information Technology Change the Ways We Work Together?
%S Plenary Paper
%A Thomas W. Malone
%B HCII93
%M C.HCII.93.3.-
%D 1993
%V 3
%P --

%T Some Second Thoughts About Computers
%A Henry C. Mayer
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.1
%D 1993
%V 3
%P 1-5

%T Integration: Multiple Applications to Multiple Users
%S Conceptual and Theoretical Aspects of HCI
%A B. S. Murray
%A E. A. Edmonds
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.7
%D 1993
%V 3
%P 7

%T Non-Monotonicity in User Modeling -- A Reflective Approach
%S Conceptual and Theoretical Aspects of HCI
%A Pierre Bonzon
%A Huang Lianjin
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.8
%D 1993
%V 3
%P 8

%T From Syntax to Semantics and Back: The Problem of Information Selection
in GDSSs
%S Conceptual and Theoretical Aspects of HCI
%A E. Egger
%A H. Hanappi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.9
%D 1993
%V 3
%P 9

%T Situations, Intuition, and Direct Manipulation
%S Conceptual and Theoretical Aspects of HCI
%A Michael Lewis
%A Charlotte Weise
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.10
%D 1993
%V 3
%P 10

%T Two Concepts of Human Computer Interaction -- A Dialectical Analysis
%S Conceptual and Theoretical Aspects of HCI
%A Peng Han
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.11
%D 1993
%V 3
%P 11

%T Considerations on Information System Strategies Based on an Empirical Study
%S Conceptual and Theoretical Aspects of HCI
%A Franz Lehner
%A Hubert F. Hofmann
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.12
%D 1993
%V 3
%P 12

%T Impact of Computer Based Information Technology on Human Resources and Work
Systems -- A Middle Management Perspective
%S Conceptual and Theoretical Aspects of HCI
%A B. Kayis
%A I. Sellathurai
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.13
%D 1993
%V 3
%P 13

%T Harmony in Computer Aided User Interface Design
%S Conceptual and Theoretical Aspects of HCI
%A S. Howard
%A J. H. Sumiga
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.14
%D 1993
%V 3
%P 14

%T A Challenge to Current Interface Strategies
%S Conceptual and Theoretical Aspects of HCI
%A Pamela E. Mead
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.15
%D 1993
%V 3
%P 15

%T Composition of Direct Manipulation User Interfaces
%S Conceptual and Theoretical Aspects of HCI
%A Matthias Schneider-Hufschmidt
%A Martin Brenner
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.16
%D 1993
%V 3
%P 16

%T Rapid Prototyping for User Interface Design Needs Rational Planning
%S Conceptual and Theoretical Aspects of HCI
%A Claus S. Hansen
%A Jacob Buur
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.17
%D 1993
%V 3
%P 17

%T Conceptual Modelling of the Control/Navigation in Videotex Applications
%S Conceptual and Theoretical Aspects of HCI
%A E. Dominguez
%A M. A. Zapata
%A I. Escario
%A M. J. Lapena
%A A. Cebollada
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.18
%D 1993
%V 3
%P 18

%T A Proposition for Layered Ergonomic Criteria in Design/Evaluation
%S Conceptual and Theoretical Aspects of HCI
%A Francois Bodart
%A Roland Lesuisse
%A Jean M. Vanderdonckt
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.19
%D 1993
%V 3
%P 19

%T Historical Aspects of Computer Technology: Implications for Developing
Countries
%S Conceptual and Theoretical Aspects of HCI
%A Abu Rasaq
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.20
%D 1993
%V 3
%P 20

%T Computer Design Logistics for Developing Countries
%S Conceptual and Theoretical Aspects of HCI
%A Tunji Odebiyi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.21
%D 1993
%V 3
%P 21

%T The African Personality in Computer Hardware Design
%S Conceptual and Theoretical Aspects of HCI
%A Okunlola Tajudeen
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.22
%D 1993
%V 3
%P 22

%T Socio-Cultural Dimensions of Problem-Solving
%S Conceptual and Theoretical Aspects of HCI
%A Akinwekomi Collins
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.23
%D 1993
%V 3
%P 23

%T Man-Machine-Systems Concept in Human-Computer Interaction
%S Conceptual and Theoretical Aspects of HCI
%A Ezikiel Ec-Obasi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.24
%D 1993
%V 3
%P 24

%T Human-Factor Aspects in HCI
%S Conceptual and Theoretical Aspects of HCI
%A Eyure Sterling
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.25
%D 1993
%V 3
%P 25

%T Information Technology for Social Development Policy Issue for Developing
Countries
%S Conceptual and Theoretical Aspects of HCI
%A Alexander Akinyele
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.26
%D 1993
%V 3
%P 26

%T Options for Advanced Control System in Socio-Economic Development
in Developing Countries
%S Conceptual and Theoretical Aspects of HCI
%A Obinna A. Okeke
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.27
%D 1993
%V 3
%P 27

%T Sociological Perspectives of Applying Computer Technology
%S Conceptual and Theoretical Aspects of HCI
%A Okhukpe Alumhe Patrick
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.28
%D 1993
%V 3
%P 28

%T Women and Management in Computer Age
%S Conceptual and Theoretical Aspects of HCI
%A Virginia Ify Ezievuo
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.29
%D 1993
%V 3
%P 29

%T The Administrators of Tomorrow
%S Conceptual and Theoretical Aspects of HCI
%A Amoo Lukman Ayobami
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.30
%D 1993
%V 3
%P 30

%T Job Design and Organisational Wellbeing
%S Conceptual and Theoretical Aspects of HCI
%A Omo-Amen Eliton
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.31
%D 1993
%V 3
%P 31

%T The Understanding of Computer-Controlled Work Conditions
%S Conceptual and Theoretical Aspects of HCI
%A Frank Atuegbu
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.32
%D 1993
%V 3
%P 32

%T Child Development in Rural Communities in the Computer Age
%S Conceptual and Theoretical Aspects of HCI
%A Lawal Olufemi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.33
%D 1993
%V 3
%P 33

%T Care of the Elderly in Computer Age
%S Conceptual and Theoretical Aspects of HCI
%A Samuel O. Jiboku
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.34
%D 1993
%V 3
%P 34

%T Communication Logistics in Safety
%S Conceptual and Theoretical Aspects of HCI
%A Nnamdi Alexander Anierobi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.35
%D 1993
%V 3
%P 35

%T Computer in Communication: Managing Business in Motion
%S Conceptual and Theoretical Aspects of HCI
%A Femi Omole Femi-Taiwo
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.36
%D 1993
%V 3
%P 36

%T Environment, Infrastructure and Technology
%S Conceptual and Theoretical Aspects of HCI
%A John Ndukwe
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.37
%D 1993
%V 3
%P 37

%T Computers in Small Business
%S Conceptual and Theoretical Aspects of HCI
%A Onyeka Maduka Okechukwu
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.38
%D 1993
%V 3
%P 38

%T The Blind in Scientific Research Work
%S Conceptual and Theoretical Aspects of HCI
%A A. Recuero
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.39
%D 1993
%V 3
%P 39

%T Clinical Observation on the Wound Healing Properties of Honey
%S Conceptual and Theoretical Aspects of HCI
%A A. O. Fajinmi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.40
%D 1993
%V 3
%P 40

%T Grey Correlation Analysis of Medical and Health Administrative Development
in China
%S Conceptual and Theoretical Aspects of HCI
%A Ke Chen
%A Fengtiao Tian
%A Yuhua Wang
%A Fengyu Zhang
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.41
%D 1993
%V 3
%P 41

%T PandA: Multimedia Discussion Environment for Researchers
%S Case Studies and Applications
%A Yoshinobu Yamamoto
%A Mitsuru Sato
%A Yuichiro Anzai
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.43
%D 1993
%V 3
%P 43

%T Usage Aspects of the Personal Services Communication Space
%S Case Studies and Applications
%A Kerstin Keil
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.44
%D 1993
%V 3
%P 44

%T An Immersive Synthetic Environment for Observation of a Large Volume of
Interest
%S Case Studies and Applications
%A Rex G. Haddix, II
%A Martin R. Stytz
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.45
%D 1993
%V 3
%P 45

%T Leisure: Computer Application and Reality
%S Case Studies and Applications
%A Chidi Atuegbu
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.46
%D 1993
%V 3
%P 46

%T Resources Management of the 21st Century: The Limitations of the Computer?
%S Case Studies and Applications
%A Etute Joseph
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.47
%D 1993
%V 3
%P 47

%T Cost-Effectiveness Strategies in Computer Installation
%S Case Studies and Applications
%A Agness A. Ogunseitan
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.48
%D 1993
%V 3
%P 48

%T Economics in Computer Acquisition
%S Case Studies and Applications
%A John Obi Ejimokonye-Mordi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.49
%D 1993
%V 3
%P 49

%T Computer Application in Cost-Effective Engineering in Developing Countries
%S Case Studies and Applications
%A Uyamadu Nonso
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.50
%D 1993
%V 3
%P 50

%T "Implementation-Problems in Complex Working Environments"
Interdisciplinary Capability and Organizational Learning:
Premises for Computer Integrated Manufacturing
%S Case Studies and Applications
%A Lise Busk Kofoed
%A Harry Sogaard Mortensen
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.51
%D 1993
%V 3
%P 51

%T Impacts of Computer Integrated Manufacturing System on Logistic Operations
%S Case Studies and Applications
%A Takashi Kondoh
%A Tatsuo Suzuki
%A Shigenobu Nomura
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.52
%D 1993
%V 3
%P 52

%T Modelling, Identification and Development of an Automated Robot System
for Bodyside Panel Welding on a Motor Vehicle
%S Case Studies and Applications
%A A. Ajmal
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.53
%D 1993
%V 3
%P 53

%T Technical Issues in Computer Servicing
%S Case Studies and Applications
%A Kehinde Idris O. Azeez
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.54
%D 1993
%V 3
%P 54

%T Hypertext Information and Consultation System "Kiev Monuments Destroyed
in the XX-th Century"
%S Case Studies and Applications
%A T. Grinchenko
%A V. Bondarovskaya
%A O. Chemeris
%A V. Shevchenko
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.55
%D 1993
%V 3
%P 55

%T Integrated Office Procedures on the Basis of Distributed Information Systems
-- Designing Work Flow Management from the Organizational and Technical View
%S Case Studies and Applications
%A Michael Rathgeb
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.56
%D 1993
%V 3
%P 56

%T Information Technology's Impact on Work Roles in the Office
%S Case Studies and Applications
%A Daniel Levi
%A Charles Slem
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.57
%D 1993
%V 3
%P 57

%T The Legal Aspect of Computer Application
%S Case Studies and Applications
%A Folorunsho. S. Somefun
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.58
%D 1993
%V 3
%P 58

%T Defamation and the Computer
%S Case Studies and Applications
%A M. A. Jaiyesimi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.59
%D 1993
%V 3
%P 59

%T Strategic Planning for Computer Marketing in Nigeria
%S Case Studies and Applications
%A Maxwell O. Okenwa
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.60
%D 1993
%V 3
%P 60

%T Economics, Environment, Culture and Technology in Computer Application
in Nigeria
%S Case Studies and Applications
%A Falaye Olufemi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.61
%D 1993
%V 3
%P 61

%T Problems of Computer Application in Nigeria
%S Case Studies and Applications
%A Gregory Anabironye
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.62
%D 1993
%V 3
%P 62

%T An Empirical Study of the Role of Human-Computer Interaction: IS Planning
in Taiwan
%S Case Studies and Applications
%A Jeung-Tai Eddie Tang
%A Michael T. Tang
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.63
%D 1993
%V 3
%P 63

%T Harmonization Strategies of Public Housing and Population Growth: The
Role of Information Management
%S Case Studies and Applications
%A J. A. Adeniyi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.64
%D 1993
%V 3
%P 64

%T Computer Science in Town Planning, Estate Management and Architecture
in Developing Countries
%S Case Studies and Applications
%A Odunayo K. Ogunmoyero
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.65
%D 1993
%V 3
%P 65

%T Computers in Social Development and Administration
%S Case Studies and Applications
%A Folusho-Craig Atenidegbe
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.66
%D 1993
%V 3
%P 66

%T Backup Mechanism in Social Services
%S Case Studies and Applications
%A Olamiposi Oluwatosin Ojomo
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.67
%D 1993
%V 3
%P 67

%T Maintenance of Infrastructure: Utility & Design
%S Case Studies and Applications
%A S. A. Omotoso
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.68
%D 1993
%V 3
%P 68

%T Managing Dangerous Work Environment Through Technology
%S Case Studies and Applications
%A Oluwole Elliott
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.69
%D 1993
%V 3
%P 69

%T Computer Technology in Road Safety
%S Case Studies and Applications
%A Dieke A. Sunday
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.70
%D 1993
%V 3
%P 70

%T Psychological Aspects of Safety in Aviation Industry
%S Case Studies and Applications
%A Okwudili O. Justin
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.71
%D 1993
%V 3
%P 71

%T Scenarios for Health Research in the Nigerian Aviation Industry: Nigerian
Airport Authority as Case Study
%S Case Studies and Applications
%A N. K. Akinmayowa
%A I. A. Akintunji
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.72
%D 1993
%V 3
%P 72

%T Enhancing Safety in Engineering Construction Through Computers
%S Case Studies and Applications
%A Idahor Oghogho
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.73
%D 1993
%V 3
%P 73

%T The Future of Safety and Security at the Sea: Computer to the Rescue
%S Case Studies and Applications
%A Mosuro Abimbola
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.74
%D 1993
%V 3
%P 74

%T Marketing Errors in Fault Diagnosis
%S Case Studies and Applications
%A Nwokedi Emeka
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.75
%D 1993
%V 3
%P 75

%T Computer and the Registry
%S Case Studies and Applications
%A Falaye Olasimbo
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.76
%D 1993
%V 3
%P 76

%T The Think-Tank in Finance Administrations Options to Computer Hardware
%S Case Studies and Applications
%A Oliver Ekwulusi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.77
%D 1993
%V 3
%P 77

%T Problems and Prospects of Accounting with Computers
%S Case Studies and Applications
%A Adeyemo Abiola
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.78
%D 1993
%V 3
%P 78

%T Can Computers Save Us from Faulty Accounting?
%S Case Studies and Applications
%A Uzoma O. Onyeoziri
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.79
%D 1993
%V 3
%P 79

%T Competitive Financial Benchmarking with Hyperknowledge
%S Case Studies and Applications
%A Hannu Vanharanta
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.80
%D 1993
%V 3
%P 80

%T Merchant Banks of the 21st Century in Nigeria
%S Case Studies and Applications
%A Jaiye Oyedotun
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.81
%D 1993
%V 3
%P 81

%T Human Aspects of Information Management Through Computers in Frauds
in the Banking Industry
%S Case Studies and Applications
%A Fredrick Akinfala
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.82
%D 1993
%V 3
%P 82

%T Computer Technology in Project Financing: Variables and Options for the
Banking Industry
%S Case Studies and Applications
%A Alex Uzowulu
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.83
%D 1993
%V 3
%P 83

%T Computer-Aided Banking: Prospects and Problems
%S Case Studies and Applications
%A Uzo Ebejuo
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.84
%D 1993
%V 3
%P 84

%T Computers in Customer-Bank Relations
%S Case Studies and Applications
%A Tomi O. Fajoyomi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.85
%D 1993
%V 3
%P 85

%T Computer in Business Administration
%S Case Studies and Applications
%A J. T. Akinmayowa
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.86
%D 1993
%V 3
%P 86

%T Local Government Administration and Information Technology
%S Case Studies and Applications
%A Eji Ike Iwu
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.87
%D 1993
%V 3
%P 87

%T Problems of Project Management in Nigeria
%S Case Studies and Applications
%A Emeka F. Okoye
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.88
%D 1993
%V 3
%P 88

%T Computer in Food and Drug Administration
%S Case Studies and Applications
%A Edna Egwu Ikeri
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.89
%D 1993
%V 3
%P 89

%T Relevance of HCI to Insurance
%S Case Studies and Applications
%A David O. Osita
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.90
%D 1993
%V 3
%P 90

%T The Benefits of Computer in Printing and Publishing
%S Case Studies and Applications
%A Taiwo Bello
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.91
%D 1993
%V 3
%P 91

%T Abuse of the Computer in Printing and Publishing
%S Case Studies and Applications
%A O. J. Olowookere
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.92
%D 1993
%V 3
%P 92

%T Producer-Sales-User Interaction in Computer Consultancy and Marketing
%S Case Studies and Applications
%A Ogunbanjo Olusegun-Olushola
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.93
%D 1993
%V 3
%P 93

%T The Role of Human-Computer Interaction in Oil Survey of the 21st Century
in Nigeria
%S Case Studies and Applications
%A F. Overare
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.94
%D 1993
%V 3
%P 94

%T Computer in the Reception Office of Tomorrow's Business World
%S Case Studies and Applications
%A Akpata Victor
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.95
%D 1993
%V 3
%P 95

%T Computer-Aided Control of Student's Records and Examination Results:
University of Port-Harcourt as Case Study
%S Case Studies and Applications
%A E. M. Ichendu
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.96
%D 1993
%V 3
%P 96

%T Computer in Traffic Ergonomic Programmes in Tropical Climate
%S Case Studies and Applications
%A Ogunleye Olukayode
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.97
%D 1993
%V 3
%P 97

%T Computer Integrated Medical Database: Design Optimization for Better
Human Interaction, Health, Social, and Legal Aspects
%S Case Studies and Applications
%A Adel Ali
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.98
%D 1993
%V 3
%P 98

%T A Comparison of Computer Implementation Models within the Public Health
Sector in the United Kingdom
%S Case Studies and Applications
%A Alan Gillies
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.99
%D 1993
%V 3
%P 99

%T CTMX -- A Friendly Computerised System for Telephone Operators
%S Case Studies and Applications
%A Vasantha Raju
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.100
%D 1993
%V 3
%P 100

%T A Fuzzy Knowledge-Based System Based on the Design Feature Recognition
of Freehand Illustrations: The Case of a Task in a Sewing Shop
%S Case Studies and Applications
%A Noriko Maki
%A Takayuki Kumakura
%A Tsutomu Tabe
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.101
%D 1993
%V 3
%P 101

%T Work Motivation of Construction Workers
%S Case Studies and Applications
%A Hidekazu Sawada
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.102
%D 1993
%V 3
%P 102

%T Human-Computer Interaction System in Railway Management Administration
Network
%S Case Studies and Applications
%A Gao Lan
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.103
%D 1993
%V 3
%P 103

%T The Self-Projection in the Perception of Flight in the Automated Cockpit
%S Case Studies and Applications
%A Pedro Gomez Arroyo
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.104
%D 1993
%V 3
%P 104

%T A Synthetic Environment for Displaying High Resolution Satellite Models
and Their Orbital Motion
%S Case Studies and Applications
%A David L. Pond
%A Martin R. Stytz
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.105
%D 1993
%V 3
%P 105

%T CANDU Retube Control System
%S Case Studies and Applications
%A Mike Borsch
%A Scott Walters
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.106
%D 1993
%V 3
%P 106

%T IVHS: The Effect of Real-Time Traffic Updates on a Congestion Avoidance
Capability and Possible Saving in Travel Time
%S Case Studies and Applications
%A C. H. Lee
%A P. J. McAlindon
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.107
%D 1993
%V 3
%P 107

%T Using Multimedia Technology to Develop a Psychological Treatment
Application for Test Anxiety
%S Case Studies and Applications
%A Nicholas E. Heyneman
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.108
%D 1993
%V 3
%P 108

%T Working with Computers: ISPESL Research-Italy
%S Health, Safety and Ergonomic Considerations
%A Carlo Fanelli
%A Antonio Bergamaschi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.110
%D 1993
%V 3
%P 110

%T The Future of Ergonomics in Tropical Africa
%S Health, Safety and Ergonomic Considerations
%A Anthony C. Onyesonwu
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.111
%D 1993
%V 3
%P 111

%T An Ergonomic Field Study of VDT Operations in a Developing Country
%S Health, Safety and Ergonomic Considerations
%A Wei Xu
%A Marvin J. Dainoff
%A Leonard S. Mark
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.112
%D 1993
%V 3
%P 112

%T Psychological and Physiological Impact of Human-Computer Interaction
Among Auditing Staff of Banks
%S Health, Safety and Ergonomic Considerations
%A Rita N. Anene
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.113
%D 1993
%V 3
%P 113

%T Disturbance of Mental Capacity in Prolonged Limitations of Mobility
%S Health, Safety and Ergonomic Considerations
%A E. A. Shaposhnikov
%A V. I. Myasnikov
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.114
%D 1993
%V 3
%P 114

%T Occupational Stress in Printing Assisted by Computer Technology
%S Health, Safety and Ergonomic Considerations
%A Akinyeye Olumide
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.115
%D 1993
%V 3
%P 115

%T Musculoskeletal Problems Among VDU Workers -- Are They Work-Related?
%S Health, Safety and Ergonomic Considerations
%A Tak Sun Ignatius Yu
%A Chin-Han Olga Ma
%A Miu-Ling Maureen Chui
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.116
%D 1993
%V 3
%P 116

%T Visual Comfort in VDT Work: Physiological Aspects of the Eye
%S Health, Safety and Ergonomic Considerations
%A Sasitorn Taptagaporn
%A Shin Saito
%A Toru Suzuki
%A Midori Sotoyama
%A Susumu Saito
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.117
%D 1993
%V 3
%P 117

%T Viewing Distance and Gaze Depression for Two Basic Structural Configurations
%S Health, Safety and Ergonomic Considerations
%A Edward Trautman
%A Patrick Moskal
%A John Deaton
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.118
%D 1993
%V 3
%P 118

%T On the Assortment of Ophthalmological Tests in Periodical Eye Check-Ups
for VDT Workers in Japan
%S Health, Safety and Ergonomic Considerations
%A Hitoshi Nakaishi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.119
%D 1993
%V 3
%P 119

%T Human-Microcomputer Physiological Test System
%S Health, Safety and Ergonomic Considerations
%A Li Zhaopeng
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.120
%D 1993
%V 3
%P 120

%T A Data Recording System of Dynamic Relation between Transition of Indoor
Thermal Environment and Action to Control the Environment
%S Health, Safety and Ergonomic Considerations
%A Haruyuki Fujii
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.121
%D 1993
%V 3
%P 121

%T Ergonomics of Record-Analysis in Health Security
%S Health, Safety and Ergonomic Considerations
%A Remi Odufolarin
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.122
%D 1993
%V 3
%P 122

%T A Computerised System for Analyzing Ergonomical Data
%S Health, Safety and Ergonomic Considerations
%A Stefan Pinzke
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.123
%D 1993
%V 3
%P 123

%T The Representative Sample Determination for the Anthropological Area of
Yugoslavia and the Method of Using Correlation in Surveying It
%S Health, Safety and Ergonomic Considerations
%A Milivoj Klarin
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.124
%D 1993
%V 3
%P 124

%T Human-Computer Interaction and Measurement of Perceived Efforts
%S Health, Safety and Ergonomic Considerations
%A Okechukwu Okoye
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.125
%D 1993
%V 3
%P 125

%T Ergonomics for Managers in Insurance Business
%S Health, Safety and Ergonomic Considerations
%A Sobowale. A. Wakeel
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.126
%D 1993
%V 3
%P 126

%T Job-Rotation in Machine-Paced (Computer-Aided) Jobs
%S Health, Safety and Ergonomic Considerations
%A Dele A. Olatunji
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.127
%D 1993
%V 3
%P 127

%T Influences of Five Layout on Employees Acceptance and Economic Aspects
%S Health, Safety and Ergonomic Considerations
%A Wilhelm Bauer
%A Jorg Kelter
%A Peter Kern
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.128
%D 1993
%V 3
%P 128

%T Developing an Ergonomics Program: A Case Study at Rocky Flats Plant
%S Health, Safety and Ergonomic Considerations
%A Angelic L. Sebok
%A Carol S. Somers
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.129
%D 1993
%V 3
%P 129

%T A Comparative Study of the Effectiveness of Several Methods of Treating the
Chronic Fatigue Syndrome
%S Health, Safety and Ergonomic Considerations
%A E. A. Shaposhnikov
%A K. K. Ioseliani
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.130
%D 1993
%V 3
%P 130

%T Visual-Dispal Units and Performance
%S Health, Safety and Ergonomic Considerations
%A Oladele Abiodun Owolabi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.131
%D 1993
%V 3
%P 131

%T A Review of Active Controls for a Biped Mechanism: An Aspect of
Human-System Interface
%S Health, Safety and Ergonomic Considerations
%A Patrick Ozoh
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.132
%D 1993
%V 3
%P 132

%T Behavioral Effects of Delayed and Displaced Visual Feedback Using
Computer-Mediated Perturbation Forcing Functions
%S Experimental Studies
%A Peter K. Mathison
%A Eric J. Koehler
%A Thomas J. Smith
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.134
%D 1993
%V 3
%P 134

%T Human-Computer Interaction Task Learning
%S Experimental Studies
%A S. J. Packebush
%A D. A. Mitta
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.135
%D 1993
%V 3
%P 135

%T Human Errors in the Searching Targets Task of a Visual Display Unit
%S Experimental Studies
%A Yoshio T. Ikeda
%A Zenjiro Sawada
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.136
%D 1993
%V 3
%P 136

%T An Experimental Comparison of the Effectiveness of Computer versus
Manually Generated Links in Hypertext Systems
%S Experimental Studies
%A Bryan A. Carpenter
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.137
%D 1993
%V 3
%P 137

%T Drivers' Processing of Auditory and Visual Messages in In-Car Advanced
Aiding Systems
%S Experimental Studies
%A Murielle Valat
%A Monique Vernet
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.138
%D 1993
%V 3
%P 138

%T The Learning Curves in Multiple Level Iconic Menu Navigation
%S Experimental Studies
%A Ping Zhan
%A Ram R. Bishu
%A Michael W. Riley
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.139
%D 1993
%V 3
%P 139

%T Towards a Fully Integrated Multimodal Interface: A Preliminary User Study
%S Experimental Studies
%A Carla Huls
%A Edwin Bos
%A Han Damen
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.140
%D 1993
%V 3
%P 140

%T The Optimal Solution to the Initial Cursor Position on a Menu Screen
%S Experimental Studies
%A Ping Zhan
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.141
%D 1993
%V 3
%P 141

%T Positioning Accuracy in Virtual Environments
%S Experimental Studies
%A Martin H. Fischer
%A Loukia D. Loukopoulos
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.142
%D 1993
%V 3
%P 142

%T An Alternative Interface for the Young Music Learner
%S Experimental Studies
%A R. C. MacGregor
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.143
%D 1993
%V 3
%P 143

%T The Role of Information Technology in Youth and Development
%S Learning, Education and Training
%A Amusan Ramoni
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.145
%D 1993
%V 3
%P 145

%T Indigenizing Computer Software for Africa Educational Development
%S Learning, Education and Training
%A Mogor Benjamin Kenne
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.146
%D 1993
%V 3
%P 146

%T Computer in Nigeria School Curriculum
%S Learning, Education and Training
%A Johnson Adeyemo
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.147
%D 1993
%V 3
%P 147

%T Computer Education in Nigeria: Psychological Strategies of Teaching Children
%S Learning, Education and Training
%A A. Bukola Elusiyan
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.148
%D 1993
%V 3
%P 148

%T Computer in the Teaching of Mathematics in Secondary Schools
%S Learning, Education and Training
%A I. A. Gbadamosi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.149
%D 1993
%V 3
%P 149

%T Impasse-Oriented Explanation Planning Based on Explanation Effect Model
%S Learning, Education and Training
%A Akihiro Kashihara
%A Tsukasa Hirashima
%A Jun'ichi Toyoda
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.150
%D 1993
%V 3
%P 150

%T Computers in Education: Psychology, Ergonomy and Hygiene
%S Learning, Education and Training
%A V. Bondarovskaya
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.151
%D 1993
%V 3
%P 151

%T Learning Emotional Motivative Ensuring in Human-Computer Interaction System
%S Learning, Education and Training
%A Alexei Y. Chebykin
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.152
%D 1993
%V 3
%P 152

%T The Computer Testing System of a Group and Psychological Correction of
Teaching Methods
%S Learning, Education and Training
%A A. E. Kiv
%A V. A. Molyako
%A V. G. Orischenko
%A I. G. Zaharchenko
%A I. A. Polozovskaya
%A A. M. Solodovnikov
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.153
%D 1993
%V 3
%P 153

%T A Characterization and Evaluation of Instructional Software Interfaces
%S Learning, Education and Training
%A Mei Chen
%A Guy Groen
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.154
%D 1993
%V 3
%P 154

%T Human-Computer Interface Design to Access and Control Complex Multimedia
Documents in Learning Environments
%S Learning, Education and Training
%A Michel Decary
%A Carl H. Frederiksen
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.155
%D 1993
%V 3
%P 155

%T Animation as a Psychological Base of Didactic Materials Presentation in the
Instruction Informatic System
%S Learning, Education and Training
%A A. P. Chustrak
%A N. V. Zakharchenko
%A A. Y. Chebykin
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.156
%D 1993
%V 3
%P 156

%T Teaching Human-Computer Interaction at the Graduate Level
%S Learning, Education and Training
%A Laurie P. Dringus
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.157
%D 1993
%V 3
%P 157

%T Lessons Generation and Execution Environment
%S Learning, Education and Training
%A Dorian Gorgan
%A Dan Rusu
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.158
%D 1993
%V 3
%P 158

%T Investigating Crew-Systems Interaction in Aviation: Implications for
Designing Training Scenarios
%S Learning, Education and Training
%A Maria Mazzara
%A Randall L. Oser
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.159
%D 1993
%V 3
%P 159

%T Action Learning for Information Technology Professionals
%S Learning, Education and Training
%A Kay Fielden
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.160
%D 1993
%V 3
%P 160

%T Management Training and Information Technology
%S Learning, Education and Training
%A John Aina
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.161
%D 1993
%V 3
%P 161

%T Teaching Students a User's Perspective
%S Learning, Education and Training
%A Ira S. Winkler
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.162
%D 1993
%V 3
%P 162

%T Replacing the Whip with the Carrot -- Coaxing Users into the 21st Century:
Software Support for Semi-Structured Meeting Processes
%S User Participation and Cooperative Work
%A Karen E. Lacomis-Cote
%A Jacqueline M. DeSimone
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.164
%D 1993
%V 3
%P 164

%T An Organizational Structure to Support User-Centered Design
%S User Participation and Cooperative Work
%A Ira S. Winkler
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.165
%D 1993
%V 3
%P 165

%T User-Centered Software Development and Evaluation
%S User Participation and Cooperative Work
%A Monika Hoge
%A Andrea Hohmann
%A Khai Le-Hong
%A Renate Mayer
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.166
%D 1993
%V 3
%P 166

%T Human Factor Evaluation of Computer Usage
%S User Participation and Cooperative Work
%A C. V. Emehelu
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.167
%D 1993
%V 3
%P 167

%T Publicly Expressed Confidence Ratings in Computer-Mediated-Communication
%S User Participation and Cooperative Work
%A Tammy N. Lowry
%A David Lane
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.168
%D 1993
%V 3
%P 168

%T Cooperative Learning Dialogues
%S User Participation and Cooperative Work
%A Conn Mulvihill
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.169
%D 1993
%V 3
%P 169

%T A Semantic Model for Defining Workspaces in Cooperative Work
%S User Participation and Cooperative Work
%A Igor Hawryszkiewycz
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.170
%D 1993
%V 3
%P 170

%T Group Communication at a Distance Online
%S User Participation and Cooperative Work
%A Laurie P. Dringus
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.171
%D 1993
%V 3
%P 171

%T The 4-Level-Model of Telecooperation
%S User Participation and Cooperative Work
%A Ruth Bartels
%A Dieter Scheidhauer
%A Astrid Scheller-Houy
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.172
%D 1993
%V 3
%P 172

%T Crossing Borders: Putting Interdisciplinary System Design into Practice
%S User Participation and Cooperative Work
%A Richard Badham
%A Stephen Little
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.173
%D 1993
%V 3
%P 173

%T Development of a Research Paradigm to Study Collaboration in
Multidisciplinary Design Teams
%S User Participation and Cooperative Work
%A Maryalice Citera
%A Jonathan A. Selvaraj
%A Clifford E. Brown
%A Brian S. Zaff
%A Michael D. McNeese
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.174
%D 1993
%V 3
%P 174

%T Frameworks for Modelling the Real World: Object Orientation, Bandwidth
and Representations of the Group
%S User Participation and Cooperative Work
%A Martin Lea
%A Richard Giordano
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.175
%D 1993
%V 3
%P 175

%T An Experimental Results on Meetings to Develop Software Specifications
%S User Participation and Cooperative Work
%A Haruhiko Kaiya
%A Matoshi Saeki
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.176
%D 1993
%V 3
%P 176

%T Can Group Decision Support Systems (GDSS) Help in Committee?
%S User Participation and Cooperative Work
%A A. M. Irving
%A M. Read
%A A. Gear
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.177
%D 1993
%V 3
%P 177

%T Sharing Screens and Keyboards Among Multi-Users: A Distributed
Input/Output System for Collaborative Work
%S User Participation and Cooperative Work
%A Xie Li
%A Du Xing
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.178
%D 1993
%V 3
%P 178

%T Artificial Intelligence (AI) in Development
%S Cognitive Aspects of HCI
%A Adedeji Stephen Oluwole
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.180
%D 1993
%V 3
%P 180

%T Systems for Human Operator Intelligent Support
%S Cognitive Aspects of HCI
%A V. V. Kobzev
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.181
%D 1993
%V 3
%P 181

%T Automating the Cognitive Task Modeling Process: An Extension to GOMS
for HCI
%S Cognitive Aspects of HCI
%A Kent E. Williams
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.182
%D 1993
%V 3
%P 182

%T Cognitive Content in CAD Modelling
%S Cognitive Aspects of HCI
%A Andrew E. Samuel
%A Ming Chao
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.183
%D 1993
%V 3
%P 183

%T Generation of Production Rules from Neural Networks
%S Cognitive Aspects of HCI
%A Daqun Qian
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.184
%D 1993
%V 3
%P 184

%T Self-Organizing Neural Network for Kansei Engineering Expert System
%S Cognitive Aspects of HCI
%A Shigekazu Ishihara
%A Keiko Hatamoto
%A Mitsuo Nagamachi
%A Yukihiro Matsubara
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.185
%D 1993
%V 3
%P 185

%T User Modelling with Neural Networks in a Multimodal Unix Environment
%S Cognitive Aspects of HCI
%A L. Julia
%A P. Lefebvre
%A F. Poirier
%A G. Duncan
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.186
%D 1993
%V 3
%P 186

%T Development of a Fuzzy Knowledge-Based Neural Network System for
Tuning of Electric Circuits
%S Cognitive Aspects of HCI
%A Akio Ukita
%A Waldemar Karwowski
%A Gavriel Salvendy
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.187
%D 1993
%V 3
%P 187

%T Interface Design Techniques for Cognitive Prosthetic Software for Individuals
with Traumatic Brain Injury
%S Cognitive Aspects of HCI
%A Elliot Cole
%A Parto Dehdashti
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.188
%D 1993
%V 3
%P 188

%T System Ambiguity and Mental Models
%S Cognitive Aspects of HCI
%A Soren Lauesen
%A Morten Borup Harning
%A Jan C. Clausen
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.189
%D 1993
%V 3
%P 189

%T How an Expert System Interface Can Facilitate the Development of a User's
Mental Model
%S Cognitive Aspects of HCI
%A Sue Greenwood
%A John L. Nealon
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.190
%D 1993
%V 3
%P 190

%T AMME: An "Automatic Mental Model Evaluator" to Measure Complexity
of User Behaviour Recorded on Logfiles
%S Cognitive Aspects of HCI
%A Matthias Rauterberg
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.191
%D 1993
%V 3
%P 191

%T A Performance Aid in Electronic Circuit Design
%S Cognitive Aspects of HCI
%A Shun-Fu Hsu
%A Sheue-Ling Hwang
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.192
%D 1993
%V 3
%P 192

%T A Presentation Strategy for Rigorous Software Development
%S Software
%A Jun Han
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.194
%D 1993
%V 3
%P 194

%T Performance Evaluation of a Synthesis Approach to the Design of
Programming Systems
%S Software
%A Haider Ali Ramadhan
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.195
%D 1993
%V 3
%P 195

%T The Human Factor in Software Engineering
%S Software
%A R. A. Haslam
%A D. M. Thompson
%A N. I. Beagley
%A K. D. Eason
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.196
%D 1993
%V 3
%P 196

%T A New Way of Interactive Software Development
%S Software
%A Minchuan Huang
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.197
%D 1993
%V 3
%P 197

%T Pi-Technology: Concept of Multilanguage, Hypermedia, Multiequipment
Human-Computer Interaction Organizing
%S Software
%A Vladimir V. Prokhorov
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.198
%D 1993
%V 3
%P 198

%T A Discourse Schema-Based Composing Tool
%S Software
%A S. M. A. Caldeira
%A M. G. V. Nunes
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.199
%D 1993
%V 3
%P 199

%T How Can Users be Made to Ask Questions?  Computer User Support Through
Natural Language Dialogue
%S Software
%A Akira Ito
%A Tsuyoshi Ebina
%A Tadahiko Kumamoto
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.200
%D 1993
%V 3
%P 200

%T A Semantic Information Server for Interactive Information Systems
%S Software
%A Sotiris A. Papantonopoulos
%A Peter Scott
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.201
%D 1993
%V 3
%P 201

%T An Object Oriented Medical Database with a Natural Language Interface
%S Software
%A Adel Ali
%A Dia Ali
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.202
%D 1993
%V 3
%P 202

%T An Integrated Visual Environment for Relational Databases
%S Software
%A C. Thomas Wu
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.203
%D 1993
%V 3
%P 203

%T A Software Architecture for a Computer-Aided Writing Environment
%S Software
%A A. Carcia Neto
%A M. C. Ferreira de Oliveira
%A R. P. M. Fortes
%A S. M. A. Caldeira
%A O. N. Oliveira, Jr.
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.204
%D 1993
%V 3
%P 204

%T Composition of Hypertext Nodes as Means for Supporting Authorship
%S Software
%A T. Grinchenko
%A M. Olenin
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.205
%D 1993
%V 3
%P 205

%T Browsing in Survey Objects as Means of Navigation Support for Users
%S Software
%A Thomas Grechenig
%A Stefan Biffl
%A Peter Purgathofer
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.206
%D 1993
%V 3
%P 206

%T D-Abductor: A Diagram Based Idea Organizer
%S Software
%A Kazuo Misue
%A Kozo Sugiyama
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.207
%D 1993
%V 3
%P 207

%T Structure Modeling Hypergraphs: Basic Interaction Primitives
%S Software
%A Tiziana Catarci
%A Laura Tarantino
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.208
%D 1993
%V 3
%P 208

%T Handi: A Framework for Building Handsketch-Based Diagram Editors
%S Software
%A Rui Zhao
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.209
%D 1993
%V 3
%P 209

%T An Editor for the BOXER Computing Environment
%S Software
%A James B. Uther
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.210
%D 1993
%V 3
%P 210

%T Recent Development of UIGMS System
%S Software
%A Jing-Yun Cheng
%A Xue-Xian Gong
%A Yi-Quan Ni
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.211
%D 1993
%V 3
%P 211

%T A Join-Oriented Query Language for Object-Oriented Data Model
%S Software
%A Wen-Wei Pan
%A Wei-Pang Yang
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.212
%D 1993
%V 3
%P 212

%T Dynamic Sliders: A Multiple Attributes Presentation Widget for Direct
Manipulation of Databases
%S Software
%A Max M. North
%A Sarah M. North
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.213
%D 1993
%V 3
%P 213

%T Bags and Viewers: A Metaphor for Intelligent Database Access
%S Software
%A Robert Inder
%A Jussi Stader
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.214
%D 1993
%V 3
%P 214

%T A Usability Laboratory for Electronic Imaging: Collaboration Between
Developers and Users
%S Software
%A Elizabeth Rosenzweig
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.215
%D 1993
%V 3
%P 215

%T UI-Tester: A Tool for Measuring Usability
%S Software
%A Toshiyuki Asahi
%A Osamu Iseki
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.216
%D 1993
%V 3
%P 216

%T Intelligent Adjustment (IntelAd) System for Computer Workstation
%S Software
%A Suebsak Nanthavanij
%A David W. Venezia
%A Howard Gage
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.217
%D 1993
%V 3
%P 217

%T Software Architecture Based on Fixed-Length Multibyte Code for User
Interfaces with Large Character Sets
%S Software
%A Mitarou Namiki
%A Eiichi Hayakawa
%A Masaki Nakagawa
%A Nobumasa Takahashi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.218
%D 1993
%V 3
%P 218

%T Adaptation Techniques in Computer Software
%S Software
%A Molapo Alaba Adesanya
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.219
%D 1993
%V 3
%P 219

%T A Framework for Knowledge-Based Decision Support in User Interface Design
%S Decision Support and Expert Systems
%A Ling Qin
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.221
%D 1993
%V 3
%P 221

%T Hypothetical Design in the Perfect World: Observations on Design Rationale
in Knowledge Support System Development
%S Decision Support and Expert Systems
%A Linda Candy
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.222
%D 1993
%V 3
%P 222

%T Human-Computer Interaction in Developing Decision Support System
%S Decision Support and Expert Systems
%A Chau-Hung Wang
%A Shu-Hui Tsing
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.223
%D 1993
%V 3
%P 223

%T Technological Adaptability and Adaptable Technology
%S Decision Support and Expert Systems
%A S. Bandyopadhyay
%A C. Bandyopadhyay
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.224
%D 1993
%V 3
%P 224

%T Dynamic Goal Net: A Problem Solving Architecture
%S Decision Support and Expert Systems
%A T. Martelli
%A J. Miralles
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.225
%D 1993
%V 3
%P 225

%T Human and Computer Resource Synchronization
%S Decision Support and Expert Systems
%A Robert A. Allen
%A John Youseffi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.226
%D 1993
%V 3
%P 226

%T An Intelligent Interface for Managerial Decision Support Systems
%S Decision Support and Expert Systems
%A Nikunj P. Dalal
%A Jayaram Ramanathan
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.227
%D 1993
%V 3
%P 227

%T Using the Field Service Dispatch Advisor: Orchestrating Activities in a
Dynamic Environment
%S Decision Support and Expert Systems
%A John M. Kruse
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.228
%D 1993
%V 3
%P 228

%T Multi-Knowledge Sources for a Generic Explanation Module in Diagnostic
Expert Systems
%S Decision Support and Expert Systems
%A Eric Georgin
%A Jim McDonald
%A Benoit Ricard
%A Jean-Paul Jacquot
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.229
%D 1993
%V 3
%P 229

%T Expert Knowledge Elicitation: A Bayesian Perspective
%S Decision Support and Expert Systems
%A Deepak Bagai
%A Y. C. Chopra
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.230
%D 1993
%V 3
%P 230

%T Expert Systems Evaluation -- A Case Study Comparison of Different
Methodologies
%S Decision Support and Expert Systems
%A Anne Morris
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.231
%D 1993
%V 3
%P 231

%T Business Applications of Expert Systems: A Review of the Literature
%S Decision Support and Expert Systems
%A Bo K. Wong
%A John A. Monaco
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.232
%D 1993
%V 3
%P 232

%T Dynamically Tracking a User's Progression Along Novice-Expert Continuum
%S Decision Support and Expert Systems
%A Chaochang Chiu
%A A. F. Norcio
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.233
%D 1993
%V 3
%P 233

%T Simulating of a Software User: Researches, Technologies of Extracting
Knowledge
%S Decision Support and Expert Systems
%A V. Bondarovskaya
%A N. Poviakel
%A I. Niconova
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.234
%D 1993
%V 3
%P 234

%T A File System that Performs History Management by WORM Optical Disk
for the Evaluation of User Interfaces
%S Hardware Interfaces
%A Mitarou Namiki
%A Eiichi Hayakawa
%A Nobumasa Takahashi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.236
%D 1993
%V 3
%P 236

%T A Multimodal Interface for Incremental Graphic Document Design
%S Hardware Interfaces
%A Luc Julia
%A Claudie Faure
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.237
%D 1993
%V 3
%P 237

%T A Generic Multi-Media Concept for Eye Tracking Technologies
%S Hardware Interfaces
%A John Paulin Hansen
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.238
%D 1993
%V 3
%P 238

%T A Headtracking Device for the Eyegaze Eyetracking System
%S Hardware Interfaces
%A Dixon Cleveland
%A Nancy Cleveland
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.239
%D 1993
%V 3
%P 239

%T Incorporating Real-Time Hand Gesture Recognition into Computer Applications
%S Hardware Interfaces
%A Andrew Girson
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.240
%D 1993
%V 3
%P 240

%T Pen-Oriented System Software Architectures for Handwriting Interfaces
%S Hardware Interfaces
%A Eiichi Hayakawa
%A Tsunehisa Kawamata
%A Yasushi Miyajima
%A Mitarou Namiki
%A Nobumasa Takahashi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.241
%D 1993
%V 3
%P 241

%T A Pen-Based Japanese Front End Processor
%S Hardware Interfaces
%A Masatoshi Narishima
%A Shinji Moriya
%A Kunio Tsuruta
%A Tatsuhide Kimura
%A Yutaka Kumada
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.242
%D 1993
%V 3
%P 242

%T Minimal Target Size in a Pen-Based System
%S Hardware Interfaces
%A Marshall R. McClintock
%A Derek Hoiem
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.243
%D 1993
%V 3
%P 243

%T A Comparison of the Effects of Sensory Feedback by Tactile, Auditory and
Visual Information in a Pointing Task Using a Mouse-Type Interface Device
%S Hardware Interfaces
%A Motoyuki Akamatsu
%A Sigeru Sato
%A Thierry Hasbroucq
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.244
%D 1993
%V 3
%P 244

%T User Evaluation of Mouse Models
%S Hardware Interfaces
%A D. F. Loricchio
%A R. K. Alo
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.245
%D 1993
%V 3
%P 245

%T A High-Level, Structural Model of the User Interface
%S Interface Tools
%A Martina Manhartsberger
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.247
%D 1993
%V 3
%P 247

%T Usability Evaluation Through Controlled Time Studies: The Use of Trainee
Timing Tests for Interface Evaluation
%S Interface Tools
%A Philip A. Pairitz
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.248
%D 1993
%V 3
%P 248

%T Personal Counselor: A Hybrid Adaptive User Interface for Tolerating the
Individual User's Error Behavior
%S Interface Tools
%A Max M. North
%A Sarah M. North
%A Jennifer Hamilton
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.249
%D 1993
%V 3
%P 249

%T Data Communication -- User Requirements vs. Services
%S Interface Tools
%A Kai Jakobs
%A Wilko Reinhardt
%A Arno Spinner
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.250
%D 1993
%V 3
%P 250

%T Development and Application of Lockheed's Computer Human Interface
Rapid Prototyping (CHIRP) Toolkit
%S Interface Tools
%A Robert J. Remington
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.251
%D 1993
%V 3
%P 251

%T Micro Saint/HOS -- A Computer Modeling Tool for Evaluating the Human-Computer
Interface
%S Interface Tools
%A Lori Hood
%A Laurel Allender
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.252
%D 1993
%V 3
%P 252

%T User Interface Aspects in the Macrotec Toolset for Business Modelling and
Simulation
%S Interface Tools
%A Rudolf K. Keller
%A Richard Lajoie
%A Marianne Ozkan
%A Fayez Saba
%A Xijin Shen
%A Tao Tao
%A Gregor v. Bochmann
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.253
%D 1993
%V 3
%P 253

%T A GOMS Analyzer for Graphical User Interface of Data Processing Tasks
%S Interface Tools
%A Hiroshi Takeno
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.254
%D 1993
%V 3
%P 254

%T Integrating Task Network Models and Anthropometric Models
%S Interface Tools
%A Lori Hood
%A K. Ronald Laughery
%A Laurel Allender
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.255
%D 1993
%V 3
%P 255

%T The Development of Equation Models for Setting Display at VDT
%S Interface Tools
%A Naotake Hirasawa
%A Hidenori Togami
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.256
%D 1993
%V 3
%P 256

%T Visual Rhetoric in User Interfaces
%S Visual Interfaces, Graphics and Icons
%A Aaron Marcus
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.258
%D 1993
%V 3
%P 258

%T Intelligent Dialog Methods for the Next Generation of CAD Systems --
A Reference Model for CAD Systems
%S Visual Interfaces, Graphics and Icons
%A Marianne Koch
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.259
%D 1993
%V 3
%P 259

%T An Object-Oriented Model for Organizing Human-Computer Interface Guidelines
%S Visual Interfaces, Graphics and Icons
%A Jean M. Vanderdonckt
%A Francois Bodart
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.260
%D 1993
%V 3
%P 260

%T An Object Oriented Interface to the SAS System
%S Visual Interfaces, Graphics and Icons
%A Hedia Mhiri Sellami
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.261
%D 1993
%V 3
%P 261

%T An Image Retrieval System with a Context Dependency Mechanism
%S Visual Interfaces, Graphics and Icons
%A Masaomi Oda
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.262
%D 1993
%V 3
%P 262

%T SPIV: An Interactive Tool for Visualizing Sports Related Statistical
Information
%S Visual Interfaces, Graphics and Icons
%A Dwight Hugget
%A Max North
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.263
%D 1993
%V 3
%P 263

%T A Visual Notation for User Interface Design
%S Visual Interfaces, Graphics and Icons
%A Ian Rogers
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.264
%D 1993
%V 3
%P 264

%T A Method for Visualizing Human-Computer Interactions and Checking
Their Consistencies
%S Visual Interfaces, Graphics and Icons
%A Yoshihisa Nakaya
%A Shinji Moriya
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.265
%D 1993
%V 3
%P 265

%T Task-Oriented User Assistance for Interactive Graphical Environments
%S Visual Interfaces, Graphics and Icons
%A Markus A. Thies
%A Frank Berger
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.266
%D 1993
%V 3
%P 266

%T Solving Linear Graphical Constraint Expressions
%S Visual Interfaces, Graphics and Icons
%A Gerd Szwillus
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.267
%D 1993
%V 3
%P 267

%T Mapping Perceptual and Cognitive Processing for the Effective Use of
Graphical Displays in Shop Floor Scheduling Tasks
%S Visual Interfaces, Graphics and Icons
%A Annette M. Danek
%A Richard J. Koubek
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.268
%D 1993
%V 3
%P 268

%T The Usability of Graphic Softwares: The Comprehensibility of Icons
Among Graphic Designers
%S Visual Interfaces, Graphics and Icons
%A Anamaria de Moraes
%A Ricardo d'Albergaria Pamplona
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.269
%D 1993
%V 3
%P 269

%T The Management Organization for the Lay-Out and Rehearsal Mode in the
GUI Builder YUZU
%S Visual Interfaces, Graphics and Icons
%A Takahiro Sugiyama
%A Yoichi Miyashita
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.270
%D 1993
%V 3
%P 270

%T GUI's as Conditioning Agents: The Genres of Interface Design
%S Visual Interfaces, Graphics and Icons
%A Mark E. Marquez
%A Matthew J. Stuve
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.271
%D 1993
%V 3
%P 271

%T A Graphical User Interface Editor
%S Visual Interfaces, Graphics and Icons
%A Shijie Cai
%A Qingwei Wu
%A Li Yue
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.272
%D 1993
%V 3
%P 272

%T TAE Plus: A Tool for Building and Managing Graphical User Interfaces
%S Visual Interfaces, Graphics and Icons
%A Sylvia B. Sheppard
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.273
%D 1993
%V 3
%P 273

%T Virtual Reality for Integrated Man-Machine Communications
%S Visual Interfaces, Graphics and Icons
%A Suash Deb
%A B. Uma Shankar
%A D. Dutta Majumder
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.274
%D 1993
%V 3
%P 274

%T The Transfer of Route and Configuration Knowledge Acquired in a Virtual
Environment to the Actual Building
%S Visual Interfaces, Graphics and Icons
%A John H. Bailey
%A Bob G. Witmer
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.275
%D 1993
%V 3
%P 275

%T Virtual Reality as a Tool for Office Design Applications -- Visions and
Realities
%S Visual Interfaces, Graphics and Icons
%A Wilhelm Bauer
%A Hans-Jorg Bullinger
%A Oliver Riedel
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.276
%D 1993
%V 3
%P 276

%T Models for Assessment of Display Format Characteristics
%S Visual Interfaces, Graphics and Icons
%A Stuart I. Brown
%A Ram R. Bishu
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.277
%D 1993
%V 3
%P 277

%T The Use of Colors in a Data Entry Environment
%S Visual Interfaces, Graphics and Icons
%A Anamaria de Moraes
%A Claudia Mourthe
%A Simone Guidine
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.278
%D 1993
%V 3
%P 278

%T Intention Recognition Based on Normal Use for Topic Object and Generation
of Cooperative Responses
%S Verbal Interfaces
%A Koichi Yamada
%A Riichiro Mizoguchi
%A Naoki Harada
%A Akira Nukuzuma
%A Keiichi Ishimaru
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.280
%D 1993
%V 3
%P 280

%T Lexical Access for Spoken-Word Input Systems
%S Verbal Interfaces
%A James H. Graham
%A Michael D. Mattei
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.281
%D 1993
%V 3
%P 281

%T Speech Database Management for an Intelligent Telephone Answering System
%S Verbal Interfaces
%A Jill Hewitt
%A Mary Zajicek
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.282
%D 1993
%V 3
%P 282

%T Virtual Gain for Audio Windows
%S Verbal Interfaces
%A Michael Cohen
%A Nobuo Koizumi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.283
%D 1993
%V 3
%P 283

%T Structural Analysis of Spoken Japanese Language and its Application to
Communicative Intention Recognition
%S Verbal Interfaces
%A Tadahiko Kumamoto
%A Akira Ito
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.284
%D 1993
%V 3
%P 284

%T A Blackboard-Based Speech Interactive Interface for Robot Intelligent Control
%S Verbal Interfaces
%A Cui Yi
%A Li Qi
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.285
%D 1993
%V 3
%P 285

%T Parole: Voice Recognition and Synthesis in Air Traffic Control
%S Verbal Interfaces
%A Francois Marque
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.286
%D 1993
%V 3
%P 286

%T Human-Machine Dialogue in CAD System Environment
%S Verbal Interfaces
%A N. Deltchev
%B HCII93 --  Poster Sessions: Abridged Proceedings
%M C.HCII.93.3.287
%D 1993
%V 3
%P 287

fpack:!@#$%^&*(): HCII95-2a.BA
%M C.HCII.95.2.5
%T Interaction in Context -- Context in Interaction
%S III.1 Interaction in Context Context in Interaction (Panel)
%A William Edmondson
%A Jim Alty
%A Patrick Brezillon
%A Erik Hollnagel
%A John Meech
%A Katsuhiko Ogawa
%A Dan Suthers
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 5-17
%* (c) Copyright 1995 Elsevier Science
%X N/A

%M C.HCII.95.2.21
%T Winning the Market of Human-Machine Systems (HMS)
%S III.2 Winning the Market of HMS (Panel)
%A Elena A. Averbukh
%A Toshio Fukada
%A Kensuke Kawai
%A Gunnar Johannsen
%A Rajko Milovanovich
%A Alberto Stefanini
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 21-23
%* (c) Copyright 1995 Elsevier Science
%X N/A

%M C.HCII.95.2.27
%T Different Approaches in Visual Interactive Software Construction
%S III.3 Interaction Design 1
%A Olivier Esteban
%A Stephane Chatty
%A Philippe Palanque
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 27-32
%* (c) Copyright 1995 Elsevier Science
%X In this paper we focus on tools and environments for visual interface development that
have been proposed recently.  The aim is to introduce Whizz'Ed, an experimental editor for
construction of highly interactive or animated applications in order to highlight the original
contribution of the Whizz'Ed approach.  Whizz'Ed provide an easy-to-use environment using
elementary components for visual design and development of an highly interactive interface,
allowing rapid constructions by non-programmer users.

%M C.HCII.95.2.33
%T Toward a Comprehensive Manipulation Solution on 3D Workspace
%S III.3 Interaction Design 1
%A Nobuo Asahi
%A Kazuhisa Okada
%A Akira Maenaka
%A Eun-Seok Lee
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 33-38
%* (c) Copyright 1995 Elsevier Science
%X N/A

%M C.HCII.95.2.39
%T Tailoring Non-Visual Interaction in a Graphical Environment
%S III.3 Interaction Design 1
%A C. Stephanidis
%A R. Gogoulou
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 39-44
%* (c) Copyright 1995 Elsevier Science
%X The provision of alternative, non-visual interaction techniques is necessary in order to
enhance non-visual interaction possibilities in a graphical environment, and fulfil the needs and
preferences of blind users.  This paper addresses issues related to the non-visual reproduction
of a graphical environment and describes a dialogue configuration system (CONFIG) for
tailoring non-visual interaction on the basis of individual blind user's needs and preferences,
through 'easy-to-use' interactive facilities.

%M C.HCII.95.2.45
%T Command-Line Prediction and Error Correction Using Generalized Command-Line
%S III.3 Interaction Design 1
%A Yasuhiro Ueda
%A Toshikazu Nishimura
%A Michihiko Minoh
%A Katsuo Ikeda
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 45-50
%* (c) Copyright 1995 Elsevier Science
%X A UNIX shell that maintains the history of not only command-lines but also "generalized
command-lines" is proposed.  A generalized command-line consists of a command
name and argument symbols, and represents the syntax of a command.  The system can
detect an erroneous command-line and correct it, even if the system designer does not
give such syntactic data to the system in advance.  Moreover, by analyzing the history
of generalized command-lines, the system can get information useful for command-line
prediction and thus achieve better prediction.

%M C.HCII.95.2.53
%T FRADS: A System for Facilitating Rapid Prototyping by End Users
%S III.4 Interaction Design 2
%A Irvin R. Katz
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 53-58
%* (c) Copyright 1995 Elsevier Science
%X While user interface toolkits and managers facilitate prototyping by programmers, few
systems allow nonprogrammers to create their own applications.  In this paper, we report some
techniques that bring prototyping to nonprogramming domain experts, namely professional test
developers at Educational Testing Service.  The Free-Response Authoring and Delivery System
(FRADS) allows professional test developers to create dynamic, working prototypes of
computer-based test questions.  FRADS was designed to leverage nonprogrammers' experience
with commercial graphics packages.  Test developers create questions by importing graphics
and other user-interface objects, choosing the tools to provide to students in responding to the
question, and delineating -- via dialog boxes and specially designed graphical objects -- how the
tools and provided interface objects interact.  With FRADS, we explore how much
"programming power" can be obtained by using direct, graphical specification of applications.

%M C.HCII.95.2.59
%T User Interface Development Environment for End Users: CUIDE
%S III.4 Interaction Design 2
%A Y. Tokuda
%A E. S. Lee
%A N. Shiratori
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 59-64
%* (c) Copyright 1995 Elsevier Science
%X To cope with individual requirements of user interface (UI) from various classes of
users, it is desirable to have UI development support environment which allows end users
to develop UIs without designer's helps.  The support of conventional methods and tools,
however, focuses on expert of UI development.  In this paper, we propose a UI development
environment for end users, named CUIDE (Case-based UI Development Environment) in
order to support UI development by end users, who have never developed any UI.  CUIDE
utilizes the case base of design and the case base of parts to make up for their lack of
knowledge and experience of UI development.

%M C.HCII.95.2.65
%T Supporting Computer Users through Dialogue
%S III.4 Interaction Design 2
%A Akira Ito
%A Tadahiko Kumamoto
%A Tsuyoshi Ebina
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 65-70
%* (c) Copyright 1995 Elsevier Science
%X The authors have been developing a dialogue-based user support system which assists a
novice computer user in performing computer tasks.  If a user gets into some trouble while
using a computer, the system can provide help through natural language dialogue.  The
system understands a user's utterance and generates an appropriate response.
   The e-mail handling program XMH is used as target software.  The system records
each of XMH operations by the user, and maintains XMH information.  To answer user
questions, the system consults the current XMH state, and operational history of the user.

%M C.HCII.95.2.71
%T A Denotational Approach for Formal Specification of Human-Computer
Dialogue
%S III.4 Interaction Design 2
%A K. Matsubayashi
%A Y. Tsujino
%A N. Tokura
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 71-76
%* (c) Copyright 1995 Elsevier Science
%X This paper presents a formal approach to specify the human-computer
interaction, especially the information exchanged between a computer and a user,
using a notion derived from Denotational Semantics [8], which is originally
developed for the formal description of the semantics of programming languages. 
As a first step, we applied the specification technique to existing application
programs, and successfully obtained brief and concise specification of the meaning
of user's input symbols to the system.

%M C.HCII.95.2.77
%T A Case-Based Method to Support Creative Design Incorporating Intention
Recognition
%S III.4 Interaction Design 2
%A Takayuki Yamaoka
%A Shogo Nishida
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 77-82
%* (c) Copyright 1995 Elsevier Science
%X In this paper, we describe a method and a system to support a creative design process. 
This method is characterized by its ability to infer the designer's intention based on
case-based reasoning (CBR) methodology, so that the system can provide more useful and
cooperative information on the current design.

%M C.HCII.95.2.83
%T Designing Interfaces for Computer-Based Assessments
%S III.4 Interaction Design 2
%A R. M. Kaplan
%A I. R. Katz
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 83-88
%* (c) Copyright 1995 Elsevier Science
%X Over the last several years we have developed many new constructed-response items types. 
Part of our efforts in this process has been to develop, in conjunction with the item types,
automatic or semi-automatic means for scoring these items.  The development of scoring
processes feeds directly back to the interface design process.  Because creating complex
intelligent applications to analyze a particular item can be time consuming, costly, and result in
a process that cannot be generally applied, this approach to scoring these items is not a viable
approach.  An alternative to this is to constrain the item interface in such a way as to assist the
scoring process while at the same time leaving the task realistic.
   We have shown two item types for which this type of development process took place.  The
first is a graphical task for architects.  Rather than allow an architect to develop a completely
open-ended solution, the item interface collects the same information while constraining the
activities of the architect.  Similarly, the second item, in the domain of writing, constrains the
activities of the writer while collecting information like that which would be produced in a
completely open-ended writing task.

%M C.HCII.95.2.91
%T WMH Methodology for HCI Design
%S III.5 Interaction Design 3
%A Christian Coeffe
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 91-96
%* (c) Copyright 1995 Elsevier Science
%X This paper aims at bringing up a practical methodology for Human Computer
Interaction (HCI) design and a formalism for HCI description which have been
successfully used in Air Traffic Management (ATM) field, namely for:
 * the French PHIDIAS programme developing the next generation of Air Traffic
   Controller Working Position to be installed in 1997 (Ref 1; Ref 2; Ref 3);
 * the European SWIFT project launched by the European Commission
   (DGVII/EURET1.5) (Ref 4; Ref 5).
This so called WMH (What, Means & How) methodology is not tremendously
innovative but it works and its usability by both operational and technical people
has been proved.  Due to a pressing need for better methods and tools in this part
of system design, we think that what we see as a successful experience deserves
to be made known to a wider circle of HCI design experts.

%M C.HCII.95.2.97
%T Guided Understanding for Problem Solving Process Using the Refining Self
Explanation
%S III.5 Interaction Design 3
%A K. Kanenishi
%A Y. Yano
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 97-102
%* (c) Copyright 1995 Elsevier Science
%X In this paper, we presented the recognition model of self explanation. 
Self explanation consists of the reflection and the explanation production. 
By giving a self explanation, the understanding of the learner's problem-solving
process progresses.  We showed the necessity of the environment to
make the self explanation lively.  Then, according the way of supporting a
self explanation, the learner who does agood to explanation is seem to understand
an object well.  We described construction of the self-explanation
environment, 1) the explanation transformation module, 2) the evaluation
module, 3) the planning explanation support module, 4) the advice control
module 5) the interface module.  And we described way to refine an explanation,
1) the insertion of the partial explanation, 2) the deletion of the partial
explanation and 3) the division of the partial explanation.
   We proposed the graphic explanation environment.  The graphic environment
helps the understanding of the learner.  Also, the environment of
our system integrates the conventional ITS and the environmental CAI [7-9].

%M C.HCII.95.2.103
%T A Strategy and Technology for Front End System Development
%S III.5 Interaction Design 3
%A Linda Candy
%A Ernest Edmonds
%A Susan Heggie
%A Bryan Murray
%A Nick Rousseau
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 103-108
%* (c) Copyright 1995 Elsevier Science
%X This paper describes an approach to the enhancement of existing software and the development
of new applications based upon the premise that advanced software technology is not in itself
sufficient to realise high quality usable systems.  Development strategies designed to ensure
quality must be accompanied by appropriate system architectures and effective implementation
tools.  We describe a technology and strategy that together enable the efficient development of
user and task support systems in a wide variety of contexts.

%M C.HCII.95.2.109
%T A Methodology for Developing New Interaction Techniques
%S III.5 Interaction Design 3
%A Deborah Hix
%A James N. Templeman
%A Ankush Gosain
%A Kapil Danderkar
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 109-114
%* (c) Copyright 1995 Elsevier Science
%X We present a methodology for inventing, implementing, and evaluating new
interaction techniques.  We illustrate use of this methodology using examples of
some of the more interesting issues we encountered in developing a new interaction
technique for head-coupled panning and zooming, called pre-screen projection.

%M C.HCII.95.2.115
%T Basic Models for User Interface Design: Tasks, Users, Data, and Interaction
Devices
%S III.5 Interaction Design 3
%A Chris Stary
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 115-120
%* (c) Copyright 1995 Elsevier Science
%X In this paper a representation scheme for the specification of the users of an
interactive system and its functionality in a declarative as well as procedural way
is introduced.  According to this scheme a design methodology is given that does not
end with the isolated treatment of interface components but rather provides a
sound integration strategy.

%M C.HCII.95.2.123
%T The Effects of Realistic versus Unrealistic Desktop Interface Designs
on Novice and Expert Users
%S III.6 Screen Design 1
%A L. A. Miller
%A K. M. Stanney
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 123-128
%* (c) Copyright 1995 Elsevier Science
%X Metaphors are one tool which designers have used to bridge the gap between
technology and the novice user.  While metaphors work in theory, often the
metaphor falls apart or breaks down during seemingly logical procedures.  It
would stand to reason that a metaphor which approximates the human-environment
interaction, and remains consistent in the analogy, would be a more
valid test of the benefits of a metaphor.  In this study, novice and expert subjects
were given a set of four computer-based, editing tasks, each of which was
composed of six subtasks.  The dependent variable was time to complete the task.
   It was found that novice subjects significantly benefited from the use of the
realistic desktop design, while there were no significant differences in the
performance of expert users.

%M C.HCII.95.2.129
%T Rendering Calligraphy Words with 'Kasure' Variations
%S III.6 Screen Design 1
%A Qinglian Guo
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 129-134
%* (c) Copyright 1995 Elsevier Science
%X N/A

%M C.HCII.95.2.135
%T Dynamic Font: Its Concept and Generation Method
%S III.6 Screen Design 1
%A K. Takayama
%A H. Kano
%A Y. Maeda
%A K. Misue
%A S. Hosogi
%A K. Sugiyama
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 135-140
%* (c) Copyright 1995 Elsevier Science
%X A new concept of "dynamic font" and its generation method [1] were proposed.  The
dynamic font was generated by intersecting some virtual writing implement with some
virtual plane and moving the implement continuously in both space and time subject to
the designed writing-motion.
   The writing-motion was defined by using the concept of "unit motions" [2] and this
made possible a local and dynamic generation of motions and the fonts as if human wrote
such fonts in real time [3].
   In order to build various motions and the fonts, a notion of operations on motions [2]
was also contained.  They included spatial operations such as scaling, translating, rotating,
and tilting a motion.  Structural operations of joining two motions and separating a motion
into two enabled to generate any sequence of continuously connected cursive fonts.
   The writing-motion was represented formally as a sequence of the weighting coefficients
for unit motions [2].  The sequence formed a "control polygon" geometrically and was used
effectively to design the motion as well as the dynamic font.
   Several simulation examples were demonstrated by using an elliptic cone and a simple
planar plane respectively as examples of the virtual writing implement and the plane
for writing on.  The figures showed fonts of really different typefaces were generated from
similar control polygons except the rates and timings of putting the implements up and/or
down and the shapes of the implements.

%M C.HCII.95.2.141
%T A Spatial Data Structure for the 3D Graphical Facility Management System
%S III.6 Screen Design 1
%A Takashi Tamada
%A Teruhiko Teraoka
%A Minoru Maruyama
%A Shogo Nishida
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 141-146
%* (c) Copyright 1995 Elsevier Science
%X Geographical information systems (GISs) are now used extensively in the analysis of
environmental data, due to their capability to manage, manipulate, and display spatial
data.  However, most of the GIS applications (such as facility management system) possess
data management structures that deal with only 2 dimensional space.  The 3D system that
enables users to explore the 3D space interactively and examine 3D spatial views of the
environments would be very useful.  In this paper, we propose a spatial data management
method for a 3D graphical facility management system.  Using this method, we have
developed prototype 3D graphical management system that offers interactive operations
with the 3D virtual city environments.

%M C.HCII.95.2.147
%T Cryptographic Human Identification
%S III.6 Screen Design 1
%A Tsutomu Matsumoto
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 147-152
%K Authentication, Human-computer interaction, Passwords, Information security
%* (c) Copyright 1995 Elsevier Science
%X Conventional password checking schemes have a disadvantage that an attacker who has
correctly observed an input password can perfectly impersonate the corresponding user. 
To overcome it there have been proposed schemes such that a human prover knowing a
secret key is asked a question by a machine verifier, who then checks if an answer from
the prover matches the question with respect to the key.  This paper presents practical
interactive human identification schemes with novel ideas of displaying questions.

%M C.HCII.95.2.155
%T Adjustment Mechanism for a Drawing System with Stationery Metaphors
%S III.7 Screen Design 2
%A Naoki Kato
%A Natsuko Fukuda
%A Masaki Nakagawa
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 155-160
%* (c) Copyright 1995 Elsevier Science
%X This paper described an automatic adjustment mechanism for a drawing
system employing a handwriting (pen) interface with stationery metaphors.  With
this mechanism the computer automatically carries out adjustments of the position
or size of stationery metaphors at the stage of drawing.  By including this
adjustment mechanism in the drawing system it is possible to support the time-consuming
task of making adjustments, and thus improve efficiency of the users.

%M C.HCII.95.2.161
%T Analysis Tool for Skill Acquisition with Graphical User Interfaces Based on
Operation Logging
%S III.7 Screen Design 2
%A Nobuko Kishi
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 161-166
%* (c) Copyright 1995 Elsevier Science
%X Observing users working with a system is essential for better user interface design.  One
of popular observation methods is logging users' operations, i.e., having the system collect
the users' operations automatically.  However, it is known that operation logs, particularly
the ones collected in the systems with graphical user interfaces (GUI), can be very large
and difficult to extract meaningful information.
   We developed a set of tools, collectively named SimUI, to log and analyze users' operations
on applications with GUI.  SimUI's analysis tool uses a technique, named multi-step
matching, to detect differences between two sets of operation logs.  This paper describes
the use of multi-step matching in a experiment, in which the subjects are asked to learn
to use a bitmap editor.  In the experiment, we observed that the 'matching rate,' measured
by multi-step matching, can indicate various type of skill acquisition, compared to
statistics about the task completion time and the frequency of command use.

%M C.HCII.95.2.167
%T The Role of Screen Parameters in Visual Communication
%S III.7 Screen Design 2
%A Masaaki Kurosu
%A Hitoshi Yamadera
%A Itaru Mimura
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 167-172
%* (c) Copyright 1995 Elsevier Science
%X One reason why the video conference system has not yet widely used is the lack of
the evidence that will convince us its cost-performance compared to the face-to-face meeting. 
Reality is a key concept to describe the performance of the system.  Previous researches on
the video conference system had a tendency to focus on the hardware and software aspects
of the system.  But few of them studied the human side of the system, i.e. how the reality can
be measured or how physical parameters may affect the degree of the reality.  In this study,
we tried to fix the independent and dependent variables relating to the reality and
performed a psychological experiment on some of these variables.

%M C.HCII.95.2.173
%T Re-Sampling of 3-D Object Range Data by Cube-Based Segmentation
%S III.7 Screen Design 2
%A S. J. Wang
%A Y. Cai
%A M. Sato
%A H. Kawarada
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 173-178
%* (c) Copyright 1995 Elsevier Science
%X This paper proposes an efficient method for scattered range data re-sampling using
uniform segmentation in 3-D space.  The method combines the techniques of uniform cube-based
segmentation, patch formation, and lattice points generation.  After analyzing the
scattered range data which formed by optical measuring machine, a preliminary processing
is carried out by making the cross section in 3-D object space to form a group of cubes. 
Based on the cubes from preliminary processing, we generate lattice points in each cube. 
So using fewer re-sampling points, it is possible to reconstruct a smooth and complete
3-D object with parametric surface equations.

%M C.HCII.95.2.179
%T Harmonic Curve Design
%S III.7 Screen Design 2
%A John R. Rankin
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 179-184
%* (c) Copyright 1995 Elsevier Science
%X Many aesthetically appealing curves can be generated by using epicycloid and
spirographic parametric curve equations.  The difficulty in obtaining an interesting and
appealing curve comes from having to choose good values for the coefficients in these
equations.  If a poor choice of coefficients is made the curve generated will have little
regularity and a high amount of confusion.  Since these curve types involve up to ten real
coefficients the set of aesthetic curves is a set of measure zero on the infinite coefficient
space.  Rather than making random searches through coefficient space another approach
which proved to be far more productive in discovering curves of aesthetic appeal was
investigated.  In this approach we looked at the Fourier Transform of the curves and
performed editing on the coefficients in Fourier space.  This approach is especially suited
to the epicycloid and spirographic curve types which turn out to be simply low-order
harmonic functions after suitable filtering and a rotation.  As a result, curves can now be
defined by free-form input and then cleaned up by this method to yield the nearest
epicycle or spirograph.

%M C.HCII.95.2.187
%T GUIs and SUIs: More of the Same or Something Different?
%S III.8 Screen Design 3
%A Alison Black
%A Jacob Buur
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 187-192
%* (c) Copyright 1995 Elsevier Science
%X Solid user interface (SUI) is a term coined in Japan to distinguish the user interface of
products with embedded microprocessors like video cassette recorders, photocopiers and
cellular phones from the Graphical User Interfaces (GUIs) of computer applications.
   SUIs are a neglected area in HCI research despite the substantial revenue earned from sales
in both industrial and consumer applications.  The great potential of SUIs that are easy to
use is evident from the success of products such as the VideoPlus (VCRPlus) programmer,
which has reduced the mystery of video programming in households world-wide.
   Despite the trend towards integrating products with SUIs and computer systems, we believe
the distinction between GUIs and SUIs is worth preserving because user interaction with
SUIs differs significantly from interaction with GUIs.  And for many industrial and commercial
applications SUIs offer distinct advantages over GUIs
   The objectives of this paper are to encourage increased attention to SUIs in the research
community.  We will identify characteristics that differentiate SUIs from GUIs and highlight
the different methods for analysis, design and testing that SUIs require.

%M C.HCII.95.2.193
%T Vision-Based Human Interface System with World-Fixed and Human-Centered
Frames
%S III.8 Screen Design 3
%A Kang-Hyun Jo
%A Yoshinori Kuno
%A Yoshiaki Shirai
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 193-198
%* (c) Copyright 1995 Elsevier Science
%X This paper presents a vision-based human interface system that enables a user to
give 3D positioning commands by moving his hand.  The user can choose either the
world-fixed frame or the human-centered frame for the reference frame with which the
system interprets his motion.  If he uses the latter, he can move the object forward
by moving his hand forward even if he changes his body position.  The key for the
realization of the system with this capability is vision algorithms based on the multiple
view affine invariance theory.  We demonstrate an experimental system as well as the
vision algorithms.  Appropriate uses for both frame cases are discussed.

%M C.HCII.95.2.199
%T Fuzzy Reasoning Approach to Iconic Interface Design
%S III.8 Screen Design 3
%A Rungtai Lin
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 199-204
%K Fuzzy set theory, Icon design, Human factors
%* (c) Copyright 1995 Elsevier Science
%X Understanding how users recognize an icon is as complex as understanding visual perception itself
Because the cognitive factors that affect the evaluation of icons have not been properly analyzed, the
comprehension of pictorial symbols is typically ill-defined.  The fuzzy approach seems to be a better
way to provide a possible solution to this methodological problem.  To remedy the disadvantage of the
conventional approach, and to use the full potential of the computer as an aid to icon design, the
purpose of this study is to propose a fuzzy graphic rating as a technique for evaluating the icon design. 
Although a fuzzy rating can be conducted using a pencil and paper technique, analysis is a difficult part
through obtaining the rating in a pencil and paper method.  In addition, iconic interface design is a highly
graphic-oriented, so the graphic is playing an important role in design process.  Therefore, based on the
CAD technology and the fuzzy graphic rating as an approach to iconic interface design, this paper is
intended to propose a more systematic treatment of iconic interface design than has hitherto been made. 
In this paper, a FUZRID (FUZzy Reasoning in Icon Design) system was implemented to provide
designers with the predictive information using the fuzzy reasoning approach.

%M C.HCII.95.2.205
%T Inferring Graphical Constraints from Users' Modification
%S III.8 Screen Design 3
%A Takeharu Tanimura
%A Tsukasa Noma
%A Naoyuki Okada
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 205-210
%* (c) Copyright 1995 Elsevier Science
%X This paper presents a new approach to inferring graphical constraints in graphical editors. 
In our approach, users modify graphical objects interactively so that the objects
have approximate geometric relations, and relevant graphical constraints are automatically
inferred by comparing the states before and after the modification.  This approach
can grasp users' intention more accurately than existing approaches that infer constraints
only from a single state of drawings.

%M C.HCII.95.2.211
%T Enhancing Fold Manipulation Techniques
%S III.8 Screen Design 3
%A Ying K. Leung
%A Richard J. King
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 211-216
%* (c) Copyright 1995 Elsevier Science
%X Folding is an effective means to overcome the inherent problem associated with displaying a
large information space on a small computer screen.  This technique has been successfully
deployed in a variety of application domains, ranging from text editors and spreadsheets to
information spaces with a tree structure hierarchy.  However, this paper argues that the
folding facilities currently available in many commercial products could be improved.  It
further proposes a number of features which may be used to enhance folding to enrich the
human-computer interaction.

%M C.HCII.95.2.217
%T Providing Diagram User Interfaces for Interactive Theorem Proving
%S III.8 Screen Design 3
%A Jun Han
%A Tao Lin
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 217-222
%* (c) Copyright 1995 Elsevier Science
%X User friendly interfaces are essential for interactive theorem proving to be practical. 
We have argued that proofs can be naturally modelled as having graph structures.  As
such, diagrammatic presentation is seen as a natural medium for communicating proofs
between the user and the theorem proving engine.  In this paper, we present an approach
to providing diagram user interfaces for interactive theorem proving.

%M C.HCII.95.2.225
%T Active Interfaces for Useful Software Tools
%S III.9 Active Interface
%A Amedeo Cesta
%A Daniela D'Aloisi
%A Vittorio Giannini
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 225-230
%* (c) Copyright 1995 Elsevier Science
%X The majority of public domain software tools is endowed with programmer-oriented
interfaces and, as a consequence, they are mainly devoted to "hackers" or specialized
programmers.  This paper concerns the development of an active interface used
to make the utilization of a free software for filtering e-mail messages easy.  A multi-agent
implementation of an interface is proposed that from one side allows the user to easily
specify his needs and from another actively reasons on the user's choices to improve the
performance of the filtering process.

%M C.HCII.95.2.231
%T Interacting with Real Objects: Real Object Interface and Transferred Object
Interface
%S III.9 Active Interface
%A Soichiro Iga
%A Michiaki Yasumura
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 231-236
%* (c) Copyright 1995 Elsevier Science
%X This paper describes the concept of "Real Object Interface (ROI)" and "Transferred
Object Interface (TOI)".  This idea is to create a virtual world that corresponds to a real
world, and manage a computer by a real object by making one-to-one correspondence
between the real object in the real world and the virtual object in the virtual world. 
Then we would test these concepts by making two application examples on a simple
prototype system called "OuterDesk" and describe the result.  Lastly, we discuss on its
impact to new computer application areas.

%M C.HCII.95.2.237
%T User Identification in Human Robot Interaction Using Identification Pendant
%S III.9 Active Interface
%A Kaoru Hiramatsu
%A Yuichiro Anzai
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 237-242
%* (c) Copyright 1995 Elsevier Science
%X In this paper, we propose a user identification system in human-robot interaction, and
design and implement the system.  The identification system consists of transmitters called
identification pendants and receivers equipped on personal robots.  For signaling between
pendants and receivers, we use infrared signals.  With the system, a robot can identify
users who are near the robot.  Considering the issue of a user identification, we can design
more convenient applications.

%M C.HCII.95.2.243
%T Applying Personal Robots and Active Interface to Video Conference Systems
%S III.9 Active Interface
%A Nobuyuki Yamasaki
%A Yuichiro Anzai
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 243-248
%* (c) Copyright 1995 Elsevier Science
%X Robots for personal use like current personal computers will appear in an office or at home
in the near future.  We call these robots personal robots.  As of today, a personal robot can
be thought as a small general-purpose autonomous mobile robot.  For a personal robot
interface, we have already proposed a new user interface concept: Active Interface.  Active
Interface does not only wait for users' explicit input but also tries to get information from
users' implicit input and external environment.  Based on the gathered information, it acts
spontaneously and keeps the system in an advantageous condition for users.  In this paper,
we apply personal robots and Active Interface concept to a video conference system.  The
system should be made flexible and user-friendly.  In brief, we design and implement a
self-movable, flexible and user-friendly video conference system.

%M C.HCII.95.2.249
%T An Object-Oriented GUI for the Specification of Robotic Systems
%S III.9 Active Interface
%A Raymond K. Wong
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 249-254
%* (c) Copyright 1995 Elsevier Science
%X To facilitate the specification of robotic systems in a natural, incremental and systematic
way, a graphical user interface (GUI) for the extended object-oriented model which
supports the visual specification and modeling of the robotic systems as well as the computation
of robot kinematics is described in this paper.  This GUI provides an interactive
environment from robot kinematics (low level) to robot activities (high level) in more
user-friendly way when compared with most of the existing modeling tools.

%M C.HCII.95.2.255
%T Augmented Interaction: Interacting with the Real World through a Computer
%S III.9 Active Interface
%A Jun Rekimoto
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 255-260
%* (c) Copyright 1995 Elsevier Science
%X This paper discusses why traditional GUI is not adequate to support highly portable
computers, and proposes a new HCI style called Augmented Interaction, which is
concentraining on the user's real world activities.  Situation awareness and implicit
interaction are the two key ideas of this concept.  We also report on the prototype
system called NaviCam, which is based on the idea of Augmented Interaction.

%M C.HCII.95.2.261
%T InfoBinder: A Pointing Device for a Virtual Desktop System
%S III.9 Active Interface
%A Itiro Siio
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 261-264
%* (c) Copyright 1995 Elsevier Science
%X InfoBinder is a new wireless pointing device that provides an information-binding function in a
virtual reality environment.  Each device has a unique ID number and is mapped to an object
such as a telephone directory in the computer system.

%M C.HCII.95.2.267
%T An Object Oriented Methodology for Man-Machine Systems Analysis and
Design
%S III.10 Evaluation and Analysis 1
%A A. Mahfoudhi
%A M. Abed
%A J-C. Angue
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 267-272
%* (c) Copyright 1995 Elsevier Science
%X Despite the recent progress in the domain of Man-Machine Interface engineering, several
problems concerning the incompatibility between the information presentation to the user and his
cognitive representation remain.  This paper presents a new Task Object Oriented Description
methodology (TOOD), especially adapted to the taking into account of the human factors for the
specification of the Man-Machine Interfaces (MMI).  A concrete application of this methodology was
presented in the air traffic control context.

%M C.HCII.95.2.273
%T An Analysis of Relationship between Human and Information System by
Quantification Theory III
%S III.10 Evaluation and Analysis 1
%A Tsuneki Mukahi
%A Ken Murasugi
%A Tetsuo Ui
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 273-278
%* (c) Copyright 1995 Elsevier Science
%X The purpose of this study is to clarify the framework for understanding the relationship
between human and advanced, large-scale information systems by analyzing the empirical
data gathered using questionnaire.  As the result, three axes of 'goodness of relationship
between human and information system', 'attitude of organization toward the information
system', 'stress felt by individuals in the information system' were found out.  A new image of
'an advanced information-based organization' was obtained from these axes.  It was also
observed that such 'an advanced information-based organization' has been already realized in
some organizations.

%M C.HCII.95.2.279
%T Towards an Effective Subjective Measurement Method Based on Fuzzy Set
Theory
%S III.10 Evaluation and Analysis 1
%A Hiromi Terashita
%A Mieko Ohsuga
%A Futomi Shimono
%A Mamiko Toda
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 279-284
%* (c) Copyright 1995 Elsevier Science
%X N/A

%M C.HCII.95.2.285
%T The Design and Experiment of an Evaluation Function for User Interaction Cost
in the Interactive Semantic Disambiguation
%S III.10 Evaluation and Analysis 1
%A Masaya Yamaguchi
%A Nobuo Inui
%A Yoshiyuki Kotani
%A Hirohiko Nisimura
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 285-290
%* (c) Copyright 1995 Elsevier Science
%X In this paper, we will design a function which evaluates the cost of user interaction that
resolves the semantic ambiguity in natural language processing system.  Through user
interaction, the system shows some example sentences that express each meaning to let
the user select one from them.  We define the evaluation function based on semantic and
syntactic features of verbs.

%M C.HCII.95.2.291
%T An Analysis of the Human-Computer Interfaces to High-Energy Physics Control
Systems at CERN
%S III.10 Evaluation and Analysis 1
%A J. F. Meech
%A P. Huuskonen
%A E. Wagner
%A M. Meri
%A J.-M. Le Goff
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 291-296
%* (c) Copyright 1995 Elsevier Science
%X This paper describes an investigation of the user-interfaces to high-energy physics experiments
at CERN, Geneva.  As part of this project a study of existing interfaces was carried out
together with an analysis of operator characteristics and responsibilities.  The results of this
study are presented together with recommendations for the design of future user-interfaces for
High-Energy Physics experiments.

%M C.HCII.95.2.299
%T PDS Analysis for Evaluating Procedural Usability on Conversational Systems
%S III.11 Evaluation and Analysis 2
%A Akinori Komatsubara
%A Masayuki Kobayashi
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 299-304
%* (c) Copyright 1995 Elsevier Science
%X This study discusses whether we can evaluate procedural usability by checking
only guidance.  Four experimental systems were developed: The systems consist of
same sequence but the guidance is designed differently.  Human errors are
compared among the systems.  Based on the results of the experiments, the effects
of guidance on procedural usability are to be discussed.

%M C.HCII.95.2.305
%T Quantitative Evaluation of Media Quality by Method of Competitive Priority
%S III.11 Evaluation and Analysis 2
%A Hiroshi Tamura
%A Jun Wu
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 305-310
%K Speech image interaction, Image quality, Speech quality, Talking head video, Image
compression
%* (c) Copyright 1995 Elsevier Science
%X Method of competitive priority was proposed to evaluate quality of speech and images. 
Speech coded by ADPCM showed some priority to the one by PCM under competitive situations. 
The image quality was evaluated by presenting two speech words associated with talking head
image of one of the two speeches.  The effect of image presentation was compared with normal,
ISDN (64 kbps) and the stop motion image.  The effect was low with ISDN image.  Some people
were found insensible to ISDN or the stop motion image.

%M C.HCII.95.2.311
%T Evaluation of Control Strategies in a Complex Space-Vehicle Control Task:
Effects of Training Type
%S III.11 Evaluation and Analysis 2
%A Ravindra S. Goonetilleke
%A Colin G. Drury
%A Joseph Sharit
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 311-316
%* (c) Copyright 1995 Elsevier Science
%X The fundamental differences in operator control strategies in a complex
task were evaluated in two training scenarios: in-the-loop training and out-of-the-loop
training.  Verbal protocols and performance measures revealed four
types of complex control mechanisms dependent upon these two training
approaches.  The four types were display based control, open loop input control,
closed loop input control, and an input-display control mix.  Performance
differences favored in-the-loop training, and led to the development of an open
loop input control strategy.  The overall results indicate that performance
improvements may be achieved with operator training on the system dynamics
and optimization aspects rather than operator training directed only at the
optimization aspects.  A "sitting by Nellie" approach such as watching an expert
or watching an algorithm perform a task may be disastrous if the system
dynamics are poorly understood.  This study also suggests how operator
strategies can be effectively used to design user-friendly aids which improve
operator performance in complex control tasks.

%M C.HCII.95.2.317
%T Development of the Analysis Support System for Incidents and Troubles;
"ASSIST"
%S III.11 Evaluation and Analysis 2
%A Yuriko Yoshizawa
%A Keiko Mutoh
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 317-322
%* (c) Copyright 1995 Elsevier Science
%X For safe operations and works, it is important that human error not be
made.  So we strengthen equipment and educate workers for safety.  It is
necessary to provide a methodical education system and to take trouble data.  So
we need to make an integrated information system on human error and
equipment troubles for supporting human error reduction activities in the field.

%M C.HCII.95.2.323
%T Discount Video Analysis for Usability Engineering
%S III.11 Evaluation and Analysis 2
%A Mark H. Chignell
%A Tetsuro Motoyama
%A Venicio Melo
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 323-328
%* (c) Copyright 1995 Elsevier Science
%X Usability analysis has to be cost-effective.  In this paper we discuss the role of video analysis in
usability engineering, outlining an approach for making it easier and less time consuming.  After
reviewing the various approaches to usability analysis, the role of video in iterative design and
evaluation is discussed.  A method is proposed for simplifying video analysis by automating clip
segmentation based on sound analysis and other techniques.  This is followed by a brief
description of a direct manipulation video editor that we are developing for usability engineers.

%M C.HCII.95.2.329
%T User Interface Evaluation: Is It Ever Usable?
%S III.11 Evaluation and Analysis 2
%A Christelle Farenc
%A Philippe Palanque
%A Jean Vanderdonckt
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 329-334
%* (c) Copyright 1995 Elsevier Science
%X This paper has shown that the availability of guideline knowledge is not
enough in order to provide helpful and efficient information to the agents involved
in the design process of an interactive application.  By showing the different points
of view of those agents towards the UI we have explained why it is so difficult to
provide relevant and easy to use information.  Two different projects addressing
this question are presented.  The first one aims at evaluating and proposing solutions
for the improvement of the interactive applications previously developed,
while the second one aims at providing a set of tools for the automated design of
interactive applications taking into account guidelines for user interface design. 
This paper has tried to give an answer at the question included in the title: without
appropriate tools supporting both design and evaluation, it is no more allowed
to follow the numerous guidelines currently available.  Those tools are a necessary
condition but of course not a sufficient one as the craft knowledge of user interface
designers and ergonomists is far to be not worthy.  User Interface evaluation: is it
ever usable?

%M C.HCII.95.2.337
%T Software Tools for Evaluating the Usability of User Interfaces
%S III.12 HCI Evaluation Methodologies
%A Sandrine Balbo
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 337-342
%* (c) Copyright 1995 Elsevier Science
%X In this article we propose a review of some different techniques and methods to evaluate
the usability of user interfaces (UI).  So far, the evaluation process has been mostly based on
"craft techniques" [Long 89], but as we will demonstrate, formalisation is possible, and a few
software packages in this domain will be presented.
   The models and techniques we will consider are:
 * general guidelines such as those proposed by [Smith 86, Nielsen 90, Bastien 93],
 * the Cognitive Walkthrough [Lewis 90],
 * metrics [Whiteside 85, Bevan 94],
 * usability labs [Hammontree 92, Weiler 93],
 * predictive models [Young 90, Barnard 87],
 * automatic monitoring systems [Siochi 91, Balbo 94] and
 * critics [Lowgren 90, Kolsky 89].
We will present these methods and techniques around a taxonomy developed by Joelle
Coutaz in [Coutaz 94], taxonomy designed to help in the choice of a method to evaluate UI.  As
well, we will highlight the role played by software tools for evaluating the usability of UI.

%M C.HCII.95.2.343
%T How Usable are Usability Principles, Criteria and Standards?
%S III.12 HCI Evaluation Methodologies
%A J. M. C. Bastien
%A D. L. Scapin
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 343-348
%* (c) Copyright 1995 Elsevier Science
%X One evaluation method for human-computer interfaces, usually called expert-based
evaluation, is defined as an informal method of usability analysis
consisting of an analytic examination of a specified, prototyped or existing
interface, with the goal of identifying ergonomic design flaws.  It relies either on
the evaluators' expertise (be they human factors specialists, system designers,
software engineers, etc.) and/or on some human factors knowledge as available in
documents such as general design guides [1], sets of guidelines [2, 3], checklists
[4], standards (e.g., AFNOR, ISO, etc.), and heuristics [5, 6] or criteria [7, 8].
   All of these documents have been developed for the purpose of good human-computer
interface design.  Paradoxically, only a few of these documents have
been evaluated in terms of their validity, thoroughness, reliability, effectiveness,
and their ease of use by their potential users.  The paper presents available data
on these issues and research work focusing on the assessment of ergonomic
criteria.  The aforementioned issues are then discussed together with the
research needed to develop a set of ergonomic criteria [8] into a full evaluation
method.

%M C.HCII.95.2.349
%T Usability is Quality of Use
%S III.12 HCI Evaluation Methodologies
%A Nigel Bevan
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 349-354
%* (c) Copyright 1995 Elsevier Science
%X In a paper at HCI International 1991, Bevan et al (1991) asked "What is usability?", and
distinguished between broad and narrow approaches to usability.  This paper builds on that
distinction, identifying the broad approach to usability with the higher level quality objective
of "quality of use" (Bevan, 1995a).  Quality of use should be the major design objective for
an interactive product: does the product enable the intended users to achieve the intended
tasks?  This relates usability to business objectives and elevates usability from an optional
extra to the prime design goal.
   The narrow approach is complementary and is concerned with the design of features of the
product which are a pre-requisite for quality of use.  The two different interpretations of
usability lead to two approaches to the specification and evaluation of usability.

%M C.HCII.95.2.355
%T Usability Evaluation: How Does It Relate to Software Engineering?
%S III.12 HCI Evaluation Methodologies
%A Deborah Hix
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 355-360
%* (c) Copyright 1995 Elsevier Science
%X We present an integrated set of activities for development of both user interface
and non-interface components in an interactive system.  Within the context of these
activities for both software and user interface engineering, we present several types
of techniques for evaluation of usability.  For each technique, we give examples,
strengths and weaknesses, and results of its use at appropriate stages in the software
engineering process.

%M C.HCII.95.2.361
%T Standards and Software-Ergonomics Evaluation
%S III.12 HCI Evaluation Methodologies
%A Harald Reiterer
%A Reinhard Oppermann
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 361-366
%* (c) Copyright 1995 Elsevier Science
%X There is an increasing need for practical and comprehensive evaluation methods and tools for
conformance testing with standards.  Practical means that the amount of time and resources
must be manageable in software projects.  Comprehensive means that the context of use has to
be considered during the evaluation of user interfaces.  The evaluation approach EVADIS III
is such a practical and comprehensive one.  In particular, it takes the context of use into
consideration and provides computer support for the use of the evaluation procedure.  It
supports the evaluator during the evaluation process with detailed instructions.  The first version
of EVADIS III should be available at the end of 1995.

%M C.HCII.95.2.367
%T Using Ergonomic Rules for Evaluation by Linguistic Ergonomic Criteria
%S III.12 HCI Evaluation Methodologies
%A Francois Bodart
%A Jean Vanderdonckt
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 367-372
%* (c) Copyright 1995 Elsevier Science
%X Heuristic Evaluation is a well established method for evaluating a user
interface (UI) of an interactive application [1].  This method belongs to the class
of informal evaluation methods since the evaluation is performed on the basis of
evaluator expertise and knowledge.  One characteristic of heuristic evaluation is
to guide evaluators by providing them a small set of predefined heuristics rather
than a long list of general guidelines.  Evaluators are given a widely applicable
description of these heuristics so that they are general and largely applicable [2].
   In evaluation by ergonomic criteria [3], heuristics that have been judged too
general are replaced by a taxonomy of eight main ergonomic criteria (i.e., guidance,
workload, explicit control, adaptability, error management, consistency,
significance of code, compatibility).  These criteria could be decomposed into sub-criteria
leading to eighteen elementary (sub-)criteria.  These criteria present at
least three advantages:
 1. they are precisely defined, especially when distinguishing between concurrent
    criteria;
 2. they have been experimentally tested and validated;
 3. they could be directly linked to useful ergonomic rules (or guidelines).
In this paper, we introduce the evaluation by linguistic ergonomic criteria
which is an extension of the latter method.  First, the reasons that motivated this
extension are presented by showing their definition.  Second, first steps toward a
complete evaluation method are outlined.  Third, we exemplify this approach by
detailing a UI evaluation report.  Finally, we discuss our experience with this
work in progress.

%M C.HCII.95.2.375
%T A Teaching Method as an Alternative to the Concurrent Think-Aloud Method for
Usability Testing
%S III.13 Usability Engineering
%A P. R. Vora
%A M. G. Helander
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 375-380
%* (c) Copyright 1995 Elsevier Science
%X In this paper, we propose a teaching method as an alternative to the concurrent
think-aloud (CTA) method for usability evaluation.  In the teaching method, the
test participant, after becoming familiar with the system, demonstrates it to a
seemingly naive user (a confederate) and describes how to accomplish certain
tasks.  In a study that compared the teaching and the CTA methods for
evaluating usability of human-computer interactive tasks, the results indicated
that the number of verbalizations elicited using the teaching method far exceeded
those elicited using the CTA method.  Also, the concurrent verbalizations were
dominated by the participants' interactive behavior and provided little insight
into the participants' thought processes or search strategies, which were easily
captured using the teaching method.

%M C.HCII.95.2.381
%T Tools for Iterative User Interface Design: UI-Tester and OST
%S III.13 Usability Engineering
%A Toshiyuki Asahi
%A Hidehiko Okada
%A Osamu Iseki
%A Ryoichi Matsuda
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 381-386
%* (c) Copyright 1995 Elsevier Science
%X A computer-aided iterative design environment is proposed.  A usability testing
tool "UI-tester" and a user interface design tool "OST" are integrated so that
iterative design programs can be effectively implemented in the early stage of
product development without usability expertise.  A feasibility study being
conducted on an ongoing facsimile product development project in this
environment gives data showing that common erroneous pattern extraction
functions of UI-tester are applicable for identifying user interface problems, and
that user interface redesigns are completed without additional delays in the
product development cycle.

%M C.HCII.95.2.387
%T A Composite Measure of Usability for Human-Computer Interface Designs
%S III.13 Usability Engineering
%A Kay Stanney
%A Mansooreh Mollaghasemi
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 387-392
%* (c) Copyright 1995 Elsevier Science
%X A methodology for formulating a composite measure of interface usability is provided. 
The measure integrates multiple usability criteria into a single measure by which designs can be
directly compared.  The primary advantages of the proposed approach are the ability to
consider multiple criteria and to weight the importance of these criteria according to a
particular company's priorities and requirements.

%M C.HCII.95.2.393
%T Why Choose?  A Process Approach to Usability Testing
%S III.13 Usability Engineering
%A T. Kelley
%A L. Allender
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 393-398
%* (c) Copyright 1995 Elsevier Science
%X Two sets of prototype screens for a complex, computerized analysis tool were
evaluated using a series of usability analysis techniques.  The empirical, or
experimental usability method identified more interface design problems of a
severe nature than the other methods and gave a clear indication of which
prototype design to choose for the final development process.  While the individual
walkthrough evaluation identified the most design problems overall, many of the
problems tended to be of a less severe nature than were identified by the
experimental method.  The implications for selecting appropriate usability
techniques and using them collectively, as a process, are discussed.

%M C.HCII.95.2.399
%T Usability and Quality Control of Human-Machine Interaction
%S III.13 Usability Engineering
%A Elena A. Averbukh
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 399-401
%* (c) Copyright 1995 Elsevier Science
%X High quality of Human-Computer Interaction (HCI) in terms of usability, users' acceptance
and job satisfaction becomes more and more critical along with the increasing complexity of
automation, requirements to its safety, quality, ecological friendliness and technology
transfer (Johannsen, 1994, Shneiderman, 1992).
   This in its turn demands more sophisticated and systematic approaches to the quality control
of HCI during all phases of systems' interfaces life cycle, i.e., from conceptual design to the
development, evaluation, operation and possible redesign/reuse (Averbukh and Johannsen,
1994, Katai et al, 1991).
   This paper presents an integrated approach to the quality control of HCI and focuses mainly
on the problems of so-called "in-process inspection" of the quality of human behaviour during
interaction with the computer.
   From the integrative point of view both interface development tools and interface software
systems themselves are persistent subjects of quality control and adaptation, as it is
schematically shown in Fig.1.
   Modern Human-Machine Interfaces (HMI) are designed as distributed knowledge-based
systems which contain
 * knowledge about the users, i.e. User Model,
 * knowledge about application domain, that is, e.g., in industrial control applications
   Technical System (TES) Model,
 * knowledge about their interaction (Averbukh et al, 1994).
Different strategies for increasing the usability of interfaces by both on-line and off-line
adaptation and further management of these knowledge structures which consider specific
users' needs and expectations in concrete task situations (Averbukh, 1994).
   The functionalities embedded into the HMI which support this adaptation are also depicted in
Fig.1.
   Several advanced architectural design paradigms for effective implementation of such "in-process
inspection" functionalities are discussed.  For this purpose, the appropriate criteria of
their effectiveness are formulated.
   The multidimensionality and the dominant role of the User Modelling functionality in the
frame of usability and quality control is analysed and discussed.  Concrete options and interface
quality control strategies based on User and Situation Modelling are specified.
   The application examples are given for supervisory control of technical systems, particularly
for the chemical industry.

%M C.HCII.95.2.405
%T Color Coordinate Supporting System with Navigating State of User's Mind
%S III.14 Cognitive Engineering
%A Yasushi Yagi
%A Tomohiko Yagyu
%A Yoshihiko Hisamori
%A Masahiko Yachida
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 405-410
%* (c) Copyright 1995 Elsevier Science
%X In this paper, we propose a retrieval system for detecting color coordination that
matches with a current state of user's mind.  First, the user selects a few keywords such as
wild and vivid, and the system extracts the initial candidates of color coordination from
design database which correspond to keywords.  Next, these initial candidates are narrowed
down to candidates adapting to the state of user's mind.  Remained candidates usually suit
user's color preference.  Thus it is not easy for the user to select one from these candidates. 
Therefore, finally, by changing the balance of color coordination, the user can find the
favorite design of the color coordination with great satisfaction.

%M C.HCII.95.2.411
%T Comparison between Three Human-Interfaces in Hospital Information System
%S III.14 Cognitive Engineering
%A Kotaro Minato
%A Akira Endoh
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 411-416
%* (c) Copyright 1995 Elsevier Science
%X In this report, we describe a quantitative method to evaluate human-computer interaction
(HCI) for the direct prescription order entry system in the hospitals.  This method is based on a
GOMS-like cognitive model for the interaction and the model is represented by a tree structure
of five layers on goal-task hierarchies.  Three different interfaces at university hospitals were
compared by this method and the differences (similarity) among them were measured.

%M C.HCII.95.2.417
%T Explaining Plant Design Knowledge through Means-End Modelling
%S III.14 Cognitive Engineering
%A Pertti Huuskonen
%A Kari Kaarela
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 417-422
%* (c) Copyright 1995 Elsevier Science
%X We apply the multilevel means-end model of Rasmussen to explain the intentions behind design
choices of industrial systems.  We have extended a design tool, the Design++ environment,
to capture higher level knowledge about the artefact under design and to explain this
knowledge to the users.  Means-end knowledge is encoded through relations added on top of
the existing part-of and subclass hierarchies in the tool.  Explanations are encoded as structured
text in the objects and design rules.  We have tested the explanations with a power plant
application.  Although still very primitive, this research prototype has confirmed that means-end
information can be effectively used both to capture and explain design knowledge.  We
adopt a simplified view to design processes and decisions, placing our main emphasis in artefact
modelling and explanation techniques.

%M C.HCII.95.2.423
%T Method of Ecological Interface Design Applied to Interactive Diagnosis
Support System
%S III.14 Cognitive Engineering
%A Yoko Asano
%A Shun-ichi Yonemura
%A Hiroshi Hamada
%A Katsuhiko Ogawa
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 423-428
%* (c) Copyright 1995 Elsevier Science
%X This paper proposes a procedure for designing ecological interfaces suitable for
interactive diagnosis support systems based on the perspectives of work analysis
and interface design proposed by Rasmussen [1, 2].  Several of the perspectives
proposed by Rasmussen are chosen and concrete transformation paths are
created for them.  The effectiveness of the proposed procedure is confirmed by
designing and testing a support system for interactive diagnosis.

%M C.HCII.95.2.431
%T Computer Analysis of Characteristics of Creative Thinking and Self-Esteem
Level
%S III.15 Computer Modeling of Mental Processes
%A A. E. Kiv
%A V. A. Molyako
%A Stephen T. McHale
%A V. G. Orishchenko
%A I. A. Polozovskaya
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 431-435
%* (c) Copyright 1995 Elsevier Science
%X The present paper consists of a description of correlation between the level of creative
abilities of a person and his self-esteem.  The relationship is demonstrated between creative
thinking level parameters and the self-esteem level.  These dependencies may be used for
the different mental groups comparison.

%M C.HCII.95.2.437
%T Computer-Based Testing of Reflective Thinking: Executive Control of Erroneous
Performance in 9 to 12 Year Old Children
%S III.15 Computer Modeling of Mental Processes
%A Uri Shafrir
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 437-442
%* (c) Copyright 1995 Elsevier Science
%X N/A

%M C.HCII.95.2.443
%T The Creative Thinking Testing by Using of Testing Problems Based on Different
Logical Schemes
%S III.15 Computer Modeling of Mental Processes
%A A. E. Kiv
%A V. A. Molyako
%A V. L. Maloryan
%A I. A. Polozovskaya
%A Zelina I. Iskanderova
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 443-447
%* (c) Copyright 1995 Elsevier Science
%X New methods of testing of creative thinking are considered.  They based on a
mathematical model of thinking processes described in [1, 2].  This study consists more
general consideration of computer testing programs structure.  We have shown that there is
a possibility of measuring of creative thinking parameters by using of computer testing
problems based on different logical schemes.

%M C.HCII.95.2.449
%T From Novice to Expert Decision Behaviour: A Qualitative Modelling Approach
with Petri Nets
%S III.15 Computer Modeling of Mental Processes
%A Matthias Rauterberg
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 449-454
%* (c) Copyright 1995 Elsevier Science
%X To support the human factors engineer in designing a good interactive system a method has
been developed to analyze the empirical data of the interactive decision behaviour described in a
finite discrete state space.  The sequences of decisions and actions produced by users contain
much information about the mental model of this user, the individual problem solution strategies
for a given task and the underlying decision structure.  We distinguish between (1) the logical
structure, (2) the sequential goal structure, and (3) the temporal structure.  The analysing tool
AMME can handle the recorded decision and action sequences and come up automatically with
an extracted net description of the task dependent decision model (the logical structure).  This
basis model was filled up with additional elements to reconstruct one empirical action sequence
of an expert user.  Four different models are presented and their predictive power discussed.

%M C.HCII.95.2.455
%T Modeling and Simulation of Human Operator in Mental Task Handling Qualities
%S III.15 Computer Modeling of Mental Processes
%A Celestine A. Ntuen
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 455-457
%* (c) Copyright 1995 Elsevier Science
%X Effective human control of a complex system depends in part on the design of decision aids
that have (high-level) models of human mental processes.  Since the human operator utilizes
the computer as a medium of interaction with the task environment, it is important that
tightly coupled and interoperable human mental models be incorporated into HCI.  This
paper reports on a pilot study of simulating mental task performance in a desk top HCI
platform.

%M C.HCII.95.2.459
%T The Interface Improvement for the Creative Thinking Computer Testing
%S III.15 Computer Modeling of Mental Processes
%A V. V. Chislov
%A V. L. Maloryan
%A I. A. Polozovskaya
%A G. V. Shtakser
%A A. I. Uyemov
%A I. G. Zakharchenko
%A M. Athoussaki
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 459-462
%* (c) Copyright 1995 Elsevier Science
%X The interface design is one of significant components which the successful creation of
computer testing programs depends from.  This is especially important for children's creative
thinking testing.  A new approach to this problem that takes into account modern tendencies
in interfaces design and the Language of Ternary Description [1] is supposed.

%M C.HCII.95.2.463
%T Evaluating Human Operator Models in Tool-Based User Interface Design
%S III.15 Computer Modeling of Mental Processes
%A Maria Athousaki
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 463-468
%* (c) Copyright 1995 Elsevier Science
%X This paper describes the context of use of a software tool aiming to provide assistance for
the ergonomic design of man-machine interfaces as well as to facilitate usability engineering. 
The tool is currently being developed by SIEM Ltd and constitutes one of the company's lines
of activities towards innovative solutions in the area of user interface design and evaluation. 
The novelty of the tool being described is that it relies upon encoded knowledge of the human
operator (user profile, mental model) and the tasks to be performed, to construct prototypical
implementations of alternative potential designs.  These, subsequently become subject to
evaluation and usability testing.

%M C.HCII.95.2.471
%T Associative User Modeling: A Neural Network Approach
%S III.16 Modeling 1
%A Qiyang Chen
%A A. F. Norcio
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 471-476
%* (c) Copyright 1995 Elsevier Science
%X This paper presents and discusses an approach of user modeling.  A set of neural networks
is utilized to store, maintain and infer users' task-related characteristics.  Such networks function
as associative memories that can capture the causal relationships among users' characteristics for
the system adaptation.  It is suggested that this approach can be expected to overcome some
inherent problems of the conventional stereotyping approaches in terms of pattern recognition
and classification.  It can also avoid the complexity of truth maintenance in default reasoning that
is required in previously known stereotyping approaches.

%M C.HCII.95.2.477
%T Personality Engineering: Applying Human Personality Theory to the Design of
Artificial Personalities
%S III.16 Modeling 1
%A Linda S. Endres
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 477-482
%* (c) Copyright 1995 Elsevier Science
%X To understand and explain our world, we often resort to "anthropomorphism,"
attributing human characteristics to things that are not human.  For example,
intelligence and friendliness are often perceived -- in varying degrees and by various
definitions -- in computers and other machines.  This perception of human traits in
nonhumans can be interpreted as "artificial personality." Because anthropomorphic
systems have proven controversial, more research is required to give us the insights
needed to develop more compatible and effective artificial personalities.  The purpose of
this paper is to introduce the concept of "personality engineering" to enable us to better
understand artificial personalities and ultimately to improve the interaction between
human and artificial personalities.  To accomplish this, personality psychology is
recommended as a framework within which to design, develop, and evaluate any
system or product.  A brief example is given to illustrate how one human personality
theory could be adapted for the study of artificial personalities.

%M C.HCII.95.2.483
%T Using the Template Model to Analyse Interface Specifications
%S III.16 Modeling 1
%A C. R. Roast
%A J. I. Siddiqi
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 483-488
%* (c) Copyright 1995 Elsevier Science
%X This paper describes the application of a formal modelling technique within human
computer interface design.  The model described is termed the template model which is
a system based model which explicitly identifies system abstractions (known as template
abstractions) that have a defined relation to intended task and users' capabilities [4].  Using
template abstractions is it possible to express and analyse general interface usability
properties within a formal framework.  We describe the application of the template model
in the analysis of a wysiwyg-style word processor.  In this way we are able to demonstrate
the potential role of the model and the impact of formal analysis with a familiar
yet non-trivial application.  In the case of the word processor analysed, we are able to
characterise system constraints that determine what user tasks are supported.  In general,
we argue that employing the template model helps explicate assumptions about interface
requirements.

%M C.HCII.95.2.489
%T Task Model -- System Model: Towards an Unifying Formalism
%S III.16 Modeling 1
%A Ph. A. Palanque
%A R. Bastide
%A V. Senges
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 489-494
%* (c) Copyright 1995 Elsevier Science
%X In this paper we have proposed a way for translating from a UAN description to a Petri net
one.  For every UAN construct, we have proposed a Petri nets which interpretation is the same
as the one of the UAN description.  Lastly, we have shown how those sub-Petri nets can be
merged in order to model complex task models.
   This approach provides significant advantages:
 * the ambiguities of the task models are solved during the translation process.  This process,
   while automated to a certain extend, is interactive as it asks the designers of the task models
   to make more precise their specification if needed.  Afterwards, the task models can be
   mathematically validated by analysis the Petri net model;
 * as we use Petri nets for modeling the interactive application, cooperation between the model
   of the tasks and the model of the system can be mathematically checked, in order to ensure
   before implementation that the system will be able to perform all the user's requests included
   in the task models;
 * as the model of the system is embedded at run time, it can be used to provide contextual help
   about the behavior of the system, as described in [10].  When the task model is also
   embedded within the same formalism, the help may be given not only with respect to the
   system behavior but also with respect to the user's task and goal.

%M C.HCII.95.2.497
%T Scenario Based Specification of Interaction Metaphors
%S III.17 Modeling 2
%A C. Stephanidis
%A C. Karagiannidis
%A A. Koumpis
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 497-502
%* (c) Copyright 1995 Elsevier Science
%X A scenario-based formal specification of interaction metaphors is proposed, which assists
designers to develop interaction dialogues at a high-level of abstraction.  A formalism has been
developed which provides means for describing both application and metaphor semantics, as
well as a descriptive model for the specification of interaction scenarios.  The proposed
approach has been applied for the construction of application scenarios in the domain of special
education (i.e. supporting students with learning difficulties), so that different user interaction
requirements and cognitive abilities are addressed.

%M C.HCII.95.2.503
%T Cocktail-Party Effect with Computational Auditory Scene Analysis --
Preliminary Report --
%S III.17 Modeling 2
%A Hiroshi G. Okuno
%A Tomohiro Nakatani
%A Takeshi Kawabata
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 503-508
%* (c) Copyright 1995 Elsevier Science
%X One of important and interesting phenomena in sophisticated human communications
is the cocktail party effect: that even at a crowded party, one can attend one
conversation and then switch to another one.  To model it in a computer implementation,
we need a mechanism for understanding general sounds, and Computational
Auditory Scene Analysis (CASA) is a novel framework for manipulating sounds.  We
use it to model the cocktail party effect as follows -- sound streams are first extracted
from a mixture of sounds, and then some sound stream is selected by focusing attention
on it.  Because sound stream segregation is an essential primary processing for
the cocktail party effect, in this paper, we present a multi-agent approach for sound
stream segregation.  The resulting system can segregate a man's voice stream, a
woman's voice stream, and a noise stream from a mixture of these sounds.

%M C.HCII.95.2.509
%T The Effects of Rehearsal on Visual Memory
%S III.17 Modeling 2
%A Mamoru Umemura
%A Hiroshi Ichikawa
%A Kenichi Teguri
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 509-514
%* (c) Copyright 1995 Elsevier Science
%X Recently the development of information equipment including computers has
advanced rapidly.  Accompanying it, the opportunity of using the man-machine
interface using CRT display has increased.  It is considered that in the case of
the works that are carried out by reading the information displayed on a CRT,
the easiness of observing the displayed information exerts large influence to the
accuracy and efficiency of the works, fatigue and others.  In the works
accompanied by danger, its mistaken cognition may sometimes be linked with
serious accidents.  Accordingly, the easiness of its cognition is an important
subject in view of safety.
   The easiness of recognizing the information displayed on CRTs has been
reported regarding the color, shape, size and so on of display [1].  Besides,
investigation has been carried out on the information processing by humans after
reading display, especially on the maintenance of short-term memory [2-3].  In
order to take proper judgment and action after reading displayed information, it
is necessary to make information easy to be maintained in short-term memory. 
As its means, there is rehearsal, and it has been said that it is effective for
maintaining information.  Also in real scene, in the case of the works
accompanied by danger, the confirmation of information by voicing has been
frequently carried out.
   Therefore, this study aims at quantitatively investigating the following items
by experiment.
 (1) The effect that rehearsal exerts to the time interval of presentation.
 (2) The effect of the rehearsal carried but by voicing in the case of
     continuously presenting information on CRTs.

%M C.HCII.95.2.515
%T Mechanisms of Slips in Display-Based Human-Computer Interaction:
A Model-Based Analysis
%S III.17 Modeling 2
%A Muneo Kitajima
%A Peter G. Polson
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 515-520
%* (c) Copyright 1995 Elsevier Science
%X N/A

%M C.HCII.95.2.521
%T Computation Model for Human Communication
%S III.17 Modeling 2
%A Masahiro Hiji
%A Hiroshi Nunokawa
%A Masatoshi Miyazaki
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 521-526
%* (c) Copyright 1995 Elsevier Science
%X We have propose a computation model for human communication
which has both dynamism and variety.  And we propose a possibility to represent
human communications as a figure of communication.  This makes the computation
model enable to model a dynamism in human communication smoothly.  We design
a programming language based on the computation model.

%M C.HCII.95.2.529
%T Delivering the Promise of Speech Interfaces
%S III.18 Voices and Faces
%A Charanjit K. Sidhu
%A Gerry Coyle
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 529-533
%K Speech interfaces, Product life cycle, Usability engineering
%* (c) Copyright 1995 Elsevier Science
%X We compiled a style guide that includes checklists and methods based on our experience of
speech interface design.  These have been applied in user trials and field evaluations throughout
the development of Call Minder, a network-based telephone call answering service.  Numerous
improvements were made to the usability of the service as a result.

%M C.HCII.95.2.535
%T VOICEDIC: A Practical Application of Speech Recognition Technology
%S III.18 Voices and Faces
%A Kenji Kita
%A Kazuhiko Ashibe
%A Yoneo Yano
%A Hiroaki Ogata
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 535-540
%* (c) Copyright 1995 Elsevier Science
%X This paper presents a practical application of speech recognition technology, a voice-accessible
or voice-activated dictionary, which is undertaken by the VOICEDIC project at
our laboratory.  The paper will show an outline of VOICEDIC as well as its advantages. 
We will also describe implementational issues required to attain high speech recognition
performance.

%M C.HCII.95.2.541
%T An Operation Analysis of an Address Input System with Speech Recognition
%S III.18 Voices and Faces
%A Kazuhiro Arai
%A Osamu Yoshioka
%A Shigeki Sagayama
%A Noboru Sugamura
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 541-546
%* (c) Copyright 1995 Elsevier Science
%X Address input is one of the most important processes in business.  This
process is needed for managing customer information and the delivery of commodities. 
In order to reduce the time necessary for address input, we have developed an address
input system that employs speech recognition.  Users of this system can input addresses
by using not only a keyboard and a mouse but also speech.  The input time was measured
for 25 adult novice users in order to test whether or not the speech recognition function is
useful.  The results revealed that speech recognition reduces the time required for address
input.  This paper describes the system outline and the experiment measuring input time.

%M C.HCII.95.2.547
%T A Menu-Guided Spoken Dialog System and its Evaluation
%S III.18 Voices and Faces
%A Mikio Yamamoto
%A Takashi Koike
%A Seiichi Nakagawa
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 547-552
%* (c) Copyright 1995 Elsevier Science
%X This paper describes a man-machine spoken dialog system that integrates speech
recognition and menu-based natural language understanding technique.  One of the difficulties
in speech recognition is that the recognition rate is inversely proportional to the size of the set
of acceptable sentences in the recognition system.  That is, there is a serious tradeoff between
the recognition precision and coverage.  To resolve this problem, we employ a menu-based
natural language understanding technique as the guide for spoken input.  We developed the
preliminary system and evaluated it.  The experiment shows that the menu-based spoken dialog
system is suitable for novice users.

%M C.HCII.95.2.553
%T Face Observation Using an Active Camera
%S III.18 Voices and Faces
%A Qian Chen
%A Takeshi Fukumoto
%A Haiyuan Wu
%A Masahiko Yachida
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 553-558
%K Face recognition, Active vision, Face detection, Pattern matching, Pose estimation,
Skin color
%* (c) Copyright 1995 Elsevier Science
%X This paper describes a new approach of taking good images for the face recognition
such as the extraction of facial expression.  The face like parts in an input image are
first extracted by comparing the skin color regions and the hair regions detected from the
image with several pre-defined 2-dimensional face pattern models using the fuzzy pattern
matching method.  The 3 dimensional pose of the extracted face relative to the camera
is estimated using the area and the center of the gravity of the skin color region and the
ones of the hair region on the face, which is then used to guide an active camera changing
its view point in order to taking the image where the face will appear in the desired pose.

%M C.HCII.95.2.559
%T Facial Features and Configurations Affecting Impressions of Faces
%S III.18 Voices and Faces
%A Takashi Kato
%A Masaomi Oda
%A Misami K. Yamaguchi
%A Shigeru Akamatsu
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 559-564
%* (c) Copyright 1995 Elsevier Science
%X The present study investigated the relationships between physical characteristics and
perceived impressions of human faces, namely fierceness and gentleness of the face.  The
study demonstrated that the spatial properties and configurations of facial parts that distinguish
between fierce and gentle faces can be identified.  Such information on physical
characteristics of the face may be useful to interface designers who wish to incorporate
faces into human interface in order to improve the intelligibility and/or perceived friendliness
of human-computer communication.

%M C.HCII.95.2.565
%T Anthropomorphic Media Approach to Human-Computer Interactive
Communication Using Face Robot
%S III.18 Voices and Faces
%A H. Kobayashi
%A F. Hara
%B HCII95
%D 1995
%V III. Analysis, Design and Evaluation in Human-Computer Interaction
%P 565-570
%* (c) Copyright 1995 Elsevier Science
%X This paper deals with the realtime response face robot to demonstrate the integration of three functions of
active human interface (AHI) that realizes interactive human-computer communication through an anthropomorphic
modality of face robot.  As the 1st function of AHI, the face robot recognizes the existence of a
human being in her view by using his/her face image data and measures the distance between human being and
herself, as the 2nd function of AHI, according to the distance obtained above, the face robot determines the facial
expression to be displayed, and as the 3rd function of AHL the face robot realizes the facial expression on her face. 
The experiment accomplishes the realtime response of the face robot in terms of her facial expression to the
distance recognized in 80ms per one recognition.

fpack:!@#$%^&*(): HCII97-1.B
%M C.HCII.97.1.3
%T Desktop Videoconferencing in a Cooperative Discussion Task: Video
Quality and Telepresence Aspect
%S Organizational and Social Issues
%A G. Matarazzo
%B HCII97
%D 1997
%V 1
%P 3-6
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.7
%T Shared Space: Collaborative Information Spaces
%S Organizational and Social Issues
%A M. Billinghurst
%A S. Baldis
%A E. Miller
%A S. Weghorst
%B HCII97
%D 1997
%V 1
%P 7-10
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.11
%T Show Actions in TV Conferencing
%S Organizational and Social Issues
%A R. Zhang
%A H. Tamura
%A Y. Shibuya
%B HCII97
%D 1997
%V 1
%P 11-14
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.15
%T Helen: A Shared Chalkboard for Low-Bandwidth Networks
%S Organizational and Social Issues
%A T. Sakairi
%A M. Shinozaki
%B HCII97
%D 1997
%V 1
%P 15-18
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.19
%T VEMA: Multi-Agent System for Electronic Commerce on Internet
%S Organizational and Social Issues
%A J. G. Lee
%A E. S. Lee
%B HCII97
%D 1997
%V 1
%P 19-22
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.23
%T Adaptable Information Clipping Service Supported by Evolving User
Profile and Multiple Ontologies
%S Organizational and Social Issues
%A T. Ikeda
%A A. Okumura
%A K. Muraki
%B HCII97
%D 1997
%V 1
%P 23-26
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.27
%T Tele-Consultation System Supporting Asymmetrical Communications
Between Customers and Expert Staff in Distributed Environment
%S Organizational and Social Issues
%A T. Tanaka
%A H. Mizuno
%A H. Tsuji
%A H. Kojima
%B HCII97
%D 1997
%V 1
%P 27-30
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.31
%T Communicating about Reactive Behaviors
%S Organizational and Social Issues
%A V. G. Dabija
%B HCII97
%D 1997
%V 1
%P 31-34
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.35
%T Building Cyber-Community-Learning from CyberCampus[TM] Experiment
%S Organizational and Social Issues
%A T. Nishimura
%B HCII97
%D 1997
%V 1
%P 35-40
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.41
%T Post Agreement Utterance: Communications Specific to Media
Conferences
%S Organizational and Social Issues
%A K. Takada
%A H. Tamura
%A Y. Shibuya
%B HCII97
%D 1997
%V 1
%P 41-44
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.45
%T Visualized Information Sharing for Negotiation
%S Organizational and Social Issues
%A T. Teraoka
%A M. Akiyoshi
%B HCII97
%D 1997
%V 1
%P 45-48
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.49
%T Communication Model in Emergency Which Considers Competence, Duty and
Responsibility
%S Organizational and Social Issues
%A T. Koiso
%A N. Saiwaki
%A T. Yoshida
%A S. Nishida
%B HCII97
%D 1997
%V 1
%P 49-52
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.53
%T Groupware: What You See Is What You Need?
%S Organizational and Social Issues
%A S. S. Salim
%A L. A. Macaulay
%B HCII97
%D 1997
%V 1
%P 53-56
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.57
%T Cooperative Work: Towards a Conceptual Foundation for CSCW Systems
Design
%S Organizational and Social Issues
%A K. Schmidt
%B HCII97
%D 1997
%V 1
%P 57-60
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.61
%T An Integration Framework for Software Development Environments to
Incorporate Task, Team and Tool Perspectives
%S Organizational and Social Issues
%A Y. Yang
%B HCII97
%D 1997
%V 1
%P 61-64
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.65
%T Role-Oriented Organization Model and its Implementation with Agent
System
%S Organizational and Social Issues
%A H. Enoki
%A Y. Kanda
%A K. Nakamura
%A T. Etani
%B HCII97
%D 1997
%V 1
%P 65-68
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.69
%T A Cognitive Engineering Approach to Cross Disciplinary Exploration of
Work Domains and Semantic Information Retrieval in Communication
Networks
%S Organizational and Social Issues
%A A. M. Pejtersen
%B HCII97
%D 1997
%V 1
%P 69-72
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.73
%T Coordinating Effective Work Routines with Groupware: Intra- and
Intergroup Conventions
%S Organizational and Social Issues
%A G. Mark
%A V. Wulf
%B HCII97
%D 1997
%V 1
%P 73-76
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.77
%T A User-Centred Approach to Groupwork Systems Development
%S Organizational and Social Issues
%A R. A. Steele
%A G. Osgurthorpe
%A J. I. Siddiqi
%B HCII97
%D 1997
%V 1
%P 77-80
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.81
%T Information Sharing Accelerated by Work History Based Contribution
Management, Leads to Knowhow Sharing
%S Organizational and Social Issues
%A K. Muraki
%A N. Nomura
%A K. Satoh
%A N. Ochiai
%B HCII97
%D 1997
%V 1
%P 81-84
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.85
%T Design of Train Control System Centre
%S Organizational and Social Issues
%A S. Karlsson
%B HCII97
%D 1997
%V 1
%P 85-88
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.89
%T REDUCE: A Prototypical Cooperative Editing System
%S Organizational and Social Issues
%A C. Sun
%A X. Jia
%A Y. Yang
%A Y. Zhang
%B HCII97
%D 1997
%V 1
%P 89-92
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.93
%T Combining Multiple Abstraction Mechanisms in Communication Modeling
%S Organizational and Social Issues
%A P. Holm
%A J. Ljungberg
%B HCII97
%D 1997
%V 1
%P 93-96
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.97
%T Using Cooperative Design to Introduce ORDBMS-Driven Intranet
Applications to Collaborating Social Service Agencies
%S Organizational and Social Issues
%A J. E. Jasper
%A R. D. Ellis
%A T. B. Jankowski
%A R. Nagarajan
%B HCII97
%D 1997
%V 1
%P 97-100
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.101
%T Towards Computer Support for Cooperation in Time-Critical Work
Settings
%S Organizational and Social Issues
%A P. H. Carstensen
%A M. Nielsen
%B HCII97
%D 1997
%V 1
%P 101-104
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.105
%T Psychological and Ergonomics Peculiarities of Cross-Cultural
Interaction of Computer Users
%S Organizational and Social Issues
%A V. M. Bondarovskaia
%B HCII97
%D 1997
%V 1
%P 105-108
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.109
%T Integration of Ukraine into Informational World Space: WWW
Presentation Systems
%S Organizational and Social Issues
%A T. A. Grinchenko
%A A. A. Stogny
%A A. Landsman
%A V. Matskevitch
%B HCII97
%D 1997
%V 1
%P 109-112
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.113
%T Teleinformatics in a Global Village-From Baking to IT
%S Organizational and Social Issues
%A G. Bradley
%A W. Bradley
%B HCII97
%D 1997
%V 1
%P 113-116
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.117
%T User Needs and Support for Community-Based Information Technology
Services
%S Organizational and Social Issues
%A B. S. Caldwell
%B HCII97
%D 1997
%V 1
%P 117-120
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.121
%T Cross-Cultural Crisis Management Teams in Cyberspace
%S Organizational and Social Issues
%A L. Duffy
%B HCII97
%D 1997
%V 1
%P 121-124
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.125
%T Organizational Culture and Ideology in the Design of Complex Computer
System Interfaces
%S Organizational and Social Issues
%A E. A. Kapp
%A B. S. Caldwell
%B HCII97
%D 1997
%V 1
%P 125-128
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.129
%T Longitudinal Evaluation of Adoption and Use Patterns of Electronic
Voice Messaging Systems
%S Organizational and Social Issues
%A B. S. Caldwell
%A P. V. Paradkar
%B HCII97
%D 1997
%V 1
%P 129-132
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.133
%T Simplified English for Computer Displays
%S Organizational and Social Issues
%A J. A. Mills
%A B. S. Caldwell
%B HCII97
%D 1997
%V 1
%P 133-136
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.137
%T The Cultural Adaptation Versus Localization
%S Organizational and Social Issues
%A M. V. Donskoy
%B HCII97
%D 1997
%V 1
%P 137-140
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.141
%T Wind from East: When Will it Blow and How
%S Organizational and Social Issues
%A M. Kurosu
%B HCII97
%D 1997
%V 1
%P 141-144
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.145
%T Cultural Diversity for User Interface Design: A Progress Report
%S Organizational and Social Issues
%A A. Marcus
%B HCII97
%D 1997
%V 1
%P 145-148
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.149
%T Internationalization and Localization for Cultural Diversity
%S Organizational and Social Issues
%A G. V. Prabhu
%A B. Chen
%A W. Bubie
%A C. Koch
%B HCII97
%D 1997
%V 1
%P 149-152
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.153
%T Homogeneity of Stimuli and Subjects on Recognition of Unfamiliar
Swedish and Chinese Faces
%S Organizational and Social Issues
%A Y. Pan
%A B. Han
%A K. W. Sandberg
%B HCII97
%D 1997
%V 1
%P 153-156
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.157
%T Globalization: Meeting the Challenge
%S Organizational and Social Issues
%A D. Z. Lehder
%A M. G. Alvarez
%A N. M. Aykin
%A K. Friedman-Muller
%B HCII97
%D 1997
%V 1
%P 157-160
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.161
%T Do Existing Menu Design Guidelines Work in Chinese?
%S Organizational and Social Issues
%A H. M. Shih
%A R. S. Goonetilleke
%B HCII97
%D 1997
%V 1
%P 161-164
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.165
%T Addressing Cultural Diversity Through Unified Interface Development
%S Organizational and Social Issues
%A C. Stephanidis
%A A. Savidis
%A A. Paramythis
%B HCII97
%D 1997
%V 1
%P 165-168
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.169
%T Evaluating Telecom Icons Among Asian Countries
%S Organizational and Social Issues
%A D. P. Piamonte
%A K. Ohlsson
%A J. D. A. Abeysekera
%B HCII97
%D 1997
%V 1
%P 169-172
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.173
%T Design of Computer Interfaces for the Chinese Population
%S Organizational and Social Issues
%A Y. Y. Choong
%A G. Salvendy
%B HCII97
%D 1997
%V 1
%P 173-176
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.177
%T The Acceptability of Icons Across Countries
%S Organizational and Social Issues
%A J. A. Smith
%A M. P. Siringo
%B HCII97
%D 1997
%V 1
%P 177-180
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.181
%T Cross Cultural Issues in User Interface Design
%S Organizational and Social Issues
%A Y. K. Leung
%A K. Cox
%B HCII97
%D 1997
%V 1
%P 181-184
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.185
%T Ergonomic Systems Engineering: The Human Interface and the Management
of International Relations in the 21 st Century
%S Organizational and Social Issues
%A J. H. Smith
%A A. Derjani Bayeh
%A M. J. Smith
%A G. Al-Fallati
%B HCII97
%D 1997
%V 1
%P 185-188
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.189
%T International User-Interface Standards for Information Superhighways:
Some Design Issues
%S Organizational and Social Issues
%A A. Marcus
%B HCII97
%D 1997
%V 1
%P 189-192
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.193
%T Human Computer Interaction: The Year 2000 and Beyond
%S Organizational and Social Issues
%A J. L. Alty
%B HCII97
%D 1997
%V 1
%P 193-196
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.197
%T Twenty-Five Years of HCI: Growth Without Progress?
%S Organizational and Social Issues
%A J. Long
%B HCII97
%D 1997
%V 1
%P 197-200
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.201
%T The Convergence Toward a New Sociotechnical System Approach
%S Organizational and Social Issues
%A F. Butera
%A T. Schael
%B HCII97
%D 1997
%V 1
%P 201-204
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.205
%T Knowledge-Based Teams: Technology, Reinvention and Critical Process
Redesign
%S Organizational and Social Issues
%A T. K. Bikson
%A J. D. Eveland
%A S. Cohen
%A D. Mankin
%B HCII97
%D 1997
%V 1
%P 205-208
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.209
%T Designing Services with ICT: Problems and Challenges
%S Organizational and Social Issues
%A G. De Michelis
%B HCII97
%D 1997
%V 1
%P 209-212
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.213
%T The Quality of Working Life Assessment
%S Organizational and Social Issues
%A M. Mariani
%A O. Parlangeli
%A S. Bagnara
%B HCII97
%D 1997
%V 1
%P 213-216
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.217
%T Applying the Sociotechnical Strategy to the Redesign of
Organizations: Experiences in German Manufacturing and Service
Enterprises
%S Organizational and Social Issues
%A D. Brandt
%A K. Henning
%B HCII97
%D 1997
%V 1
%P 217-220
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.221
%T Lessons Learned from Using a Computer-Based Tool to Support
Sociotechnical Systems Design
%S Organizational and Social Issues
%A A. Majchrzak
%A B. Borys
%B HCII97
%D 1997
%V 1
%P 221-224
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.225
%T The Qualit Esprit Project on Sociotechnical Systems (STS) Design and
Quality of Working Life (QWL)
%S Organizational and Social Issues
%A B. Coppola
%A F. Butera
%A T. Schael
%B HCII97
%D 1997
%V 1
%P 225-228
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.229
%T Software to Support Sociotechnical Design: The Case of Top-Integrator
%S Organizational and Social Issues
%A A. Majchrzak
%B HCII97
%D 1997
%V 1
%P 229-232
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.233
%T Partizipative Organisation Design-Integrating the Employee into
Structural Re-Organisation
%S Organizational and Social Issues
%A S. Haberl
%A S. F. Schmelzer
%A M. Mezger
%A T. Foerster
%B HCII97
%D 1997
%V 1
%P 233-236
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.237
%T Improving Sociotechnical Systems by Exploiting the Remains of
Reengineering
%S Organizational and Social Issues
%A J. Taylor
%B HCII97
%D 1997
%V 1
%P 237-240
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.241
%T Sociotechnical Analysis According to the Concept of People,
Technology, Organization
%S Organizational and Social Issues
%A O. Strohm
%A E. Ulich
%B HCII97
%D 1997
%V 1
%P 241-244
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.245
%T Tools for Implementing Socio-Technical Systems: An Australian Case
Study and the Use of Handbooks
%S Organizational and Social Issues
%A R. Badham
%A I. McLoughlin
%B HCII97
%D 1997
%V 1
%P 245-248
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.249
%T Working Conditions as Quality in Design Projects
%S Organizational and Social Issues
%A G. Simonsen
%B HCII97
%D 1997
%V 1
%P 249-252
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.253
%T The Process of Organisational Learning-Experiences from a Joint
Project
%S Organizational and Social Issues
%A P. Broedner
%B HCII97
%D 1997
%V 1
%P 253-256
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.257
%T Further Development of a New Method for Task Allocation in Complex
Systems
%S Organizational and Social Issues
%A P. E. Waterson
%A M. T. Older
%A C. W. Clegg
%B HCII97
%D 1997
%V 1
%P 257-260
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.261
%T Complementary Function Allocation for Scheduling Tasks
%S Organizational and Social Issues
%A T. Waefler
%A G. Grote
%A C. Ryser
%A A. Windischer
%B HCII97
%D 1997
%V 1
%P 261-264
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.265
%T Joint Optimization of People and Technology-An Example from the Car
Industry
%S Organizational and Social Issues
%A J. Stahre
%A A. Johansson
%A S. Axelsson
%B HCII97
%D 1997
%V 1
%P 265-268
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.269
%T The Role of Information Support Systems in the Joint Optimization
%S Organizational and Social Issues
%A M. Vartiainen
%A J. J. J. Kasvi
%A A. Pulkkis
%A M. Nieminen
%B HCII97
%D 1997
%V 1
%P 269-272
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.273
%T The Presence of Aftereffects
%S Organizational and Social Issues
%A R. B. Welch
%B HCII97
%D 1997
%V 1
%P 273-276
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.277
%T Computer Supported Communication and Cooperation-Building Social
Environments into Computer Systems
%S Organizational and Social Issues
%A H. Luczak
%A J. Springer
%A S. Simon
%B HCII97
%D 1997
%V 1
%P 277-280
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.281
%T Privacy and Acting in Groups-Key Concepts in Designing
Multimedia-Supported Cooperative Work
%S Organizational and Social Issues
%A H. Paul
%A S. Dutke
%B HCII97
%D 1997
%V 1
%P 281-284
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.285
%T Communicable Models for Cooperative Processes
%S Organizational and Social Issues
%A T. Herrmann
%B HCII97
%D 1997
%V 1
%P 285-288
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.289
%T An Agent-Centered Framework for the Analysis and Diagnosis of
Organizational Groupware Platforms
%S Organizational and Social Issues
%A A. A. Angehrn
%B HCII97
%D 1997
%V 1
%P 289-292
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.293
%T The Emergence of Conventions Within Processes of Integrated
Organization and Technology Development
%S Organizational and Social Issues
%A V. Wulf
%A G. Mark
%B HCII97
%D 1997
%V 1
%P 293-296
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.297
%T The Context of Co-operative Working-Generic Issues, and all
Evaluation of Some Software for Co-operative Working in a Manufacturing
Engineering Engineering Environment
%S Organizational and Social Issues
%A S. M. Joyner
%A C. E. Siemieniuch
%A M. A. Sinclair
%B HCII97
%D 1997
%V 1
%P 297-300
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.301
%T Features of Successful Telecooperation Systems: The Technological
Viewpoint
%S Organizational and Social Issues
%A K. Sandkuhl
%B HCII97
%D 1997
%V 1
%P 301-304
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.305
%T Investigation of Desktop-Teleconferencing Systems in Automotive
Design
%S Organizational and Social Issues
%A C. Schlick
%A D. Herbst
%A J. Springer
%A J. Stahl
%B HCII97
%D 1997
%V 1
%P 305-308
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.309
%T Integrating Groupware and Workflow in a Public Administration
%S Organizational and Social Issues
%A J. Ziegler
%A T. Barnekow
%B HCII97
%D 1997
%V 1
%P 309-312
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.313
%T A Cooperative Design Approach for CSCW in Ministries
%S Organizational and Social Issues
%A K. Kloeckner
%A U. Pankoke-Babatz
%A W. Prinz
%B HCII97
%D 1997
%V 1
%P 313-316
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.317
%T The Role of Common Information Spaces in CSCW
%S Organizational and Social Issues
%A L. J. Bannon
%B HCII97
%D 1997
%V 1
%P 317-320
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.321
%T Intelligent System for Quality Control in Manufacturing
%S Organizational and Social Issues
%A A. Hamrol
%B HCII97
%D 1997
%V 1
%P 321-324
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.325
%T Information Management for the Agile Enterprise
%S Organizational and Social Issues
%A C. E. R. Wainwright
%A R. Leonard
%A K. D. Barber
%B HCII97
%D 1997
%V 1
%P 325-330
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.331
%T Agility in Case Handling Work
%S Organizational and Social Issues
%A J. Gulliksen
%B HCII97
%D 1997
%V 1
%P 331-334
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.335
%T Diagnostic Methodology for Agile Manufacturing System
%S Organizational and Social Issues
%A H. S. Jung
%A Y. Kume
%A B. G. Lee
%A N. Sato
%B HCII97
%D 1997
%V 1
%P 335-338
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.339
%T A Participation of Mental Factors in Agile Manufacturing Systems
%S Organizational and Social Issues
%A E. Bamba
%A W. Nakajima
%A R. Liquin
%B HCII97
%D 1997
%V 1
%P 339-342
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.343
%T VDT Task Related Visual Fatigue: Human Aspects of Agile Manufacturing
%S Organizational and Social Issues
%A Y. Kume
%A N. Sato
%A H. S. Jung
%B HCII97
%D 1997
%V 1
%P 343-346
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.347
%T IT Cultures Within Industrial Production: Organizational Dilemmas
%S Organizational and Social Issues
%A C. Garsten
%B HCII97
%D 1997
%V 1
%P 347-350
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.351
%T Interactive Creative Environments (ICE)-Strategic Organizational and
Psychosocial Factors
%S Organizational and Social Issues
%A G. Bradley
%B HCII97
%D 1997
%V 1
%P 351-354
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.355
%T Competence Development in Ten High Tech Companies in Silicon Valley
%S Organizational and Social Issues
%A M. Robertson
%A G. Bradley
%B HCII97
%D 1997
%V 1
%P 355-360
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.361
%T Longitudinal Studies of Quality of Working Life and Stress Among
Computer Users
%S Organizational and Social Issues
%A P. Carayon
%B HCII97
%D 1997
%V 1
%P 361-364
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.365
%T Longitudinal Study of the Effect of Life and Work Events on
Depressive Symptoms; Based on Computer Simulation
%S Organizational and Social Issues
%A M. Kuwakino
%A Y. Fujigaki
%B HCII97
%D 1997
%V 1
%P 365-368
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.369
%T Longitudinal Studies of Organizational Change in Administrative Jobs
%S Organizational and Social Issues
%A E. Jaervenpaeae
%B HCII97
%D 1997
%V 1
%P 369-372
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.373
%T Organizational Support and Employee Well-Being in the Implementation
of New VDT Application
%S Organizational and Social Issues
%A K. Lindstroem
%A T. Leino
%A J. Steitsamo
%B HCII97
%D 1997
%V 1
%P 373-378
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.379
%T Improving the Design of Longitudinal Studies on Computerization of
Offices
%S Organizational and Social Issues
%A P. Huuhtanen
%B HCII97
%D 1997
%V 1
%P 379-382
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.383
%T The "Second Vienna Implementation Study:" I. Contextual Factors
Modifying the Effects of Continuous Implementations of Information
Technology
%S Organizational and Social Issues
%A S. Zauchner
%A C. Korunka
%A O. Vitouch
%A A. Weiss
%B HCII97
%D 1997
%V 1
%P 383-386
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.387
%T The "Second Vienna Implementation Study." II. An Integrative Model
%S Organizational and Social Issues
%A C. Korunka
%A S. Zauchner
%A O. Vitouch
%B HCII97
%D 1997
%V 1
%P 387-390
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.393
%T Computer Assistive Remote Control for the Motor-Impaired User
%S Ergonomics and Design for All
%A P. E. Jones
%B HCII97
%D 1997
%V 1
%P 393-396
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.397
%T An Input Interface System Using VEP for the Physically Challenged
%S Ergonomics and Design for All
%A Y. Arai
%A Y. Yonezawa
%A K. Itoh
%A M. Hashimoto
%B HCII97
%D 1997
%V 1
%P 397-400
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.401
%T A Drawing Support System for the Visually Impaired Computer User
Using a Virtual Sound Screen
%S Ergonomics and Design for All
%A K. Itoh
%A M. Shimizu
%A Y. Yonezawa
%B HCII97
%D 1997
%V 1
%P 401-404
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.405
%T A New Approach to Providing GUI Access for Blind People-Combined
Tactile/Voice GUI Access
%S Ergonomics and Design for All
%A T. Ebina
%A S. Igi
%B HCII97
%D 1997
%V 1
%P 405-408
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.409
%T Interdisciplinary Efforts to Facilitate the Production of Tools to
Support the Disabled and Elderly in the Information Society
%S Ergonomics and Design for All
%A A. I. Karshmer
%B HCII97
%D 1997
%V 1
%P 409-412
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.413
%T Design of Nonvisual User Interfaces for Use in Education
%S Ergonomics and Design for All
%A G. Weber
%B HCII97
%D 1997
%V 1
%P 413-416
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.417
%T Cross Disability Access to Touch Screen Kiosks and ATMs
%S Ergonomics and Design for All
%A G. C. Vanderheiden
%B HCII97
%D 1997
%V 1
%P 417-420
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.421
%T Leadership Issues in the Field of Disability and Technology
%S Ergonomics and Design for All
%A H. J. Murphy
%B HCII97
%D 1997
%V 1
%P 421-424
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.425
%T Differences of Force Distribution Patterns on Grip Types in Human
Grasping Motions
%S Ergonomics and Design for All
%A S. Shimizu
%A M. Shimojo
%A S. Sato
%A Y. Seki
%B HCII97
%D 1997
%V 1
%P 425-428
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.429
%T Embedding Scanning Techniques Accessible to Motor-Impaired Users in
the WINDOWS Object Library
%S Ergonomics and Design for All
%A A. Savidis
%A G. Vernardos
%A C. Stephanidis
%B HCII97
%D 1997
%V 1
%P 429-432
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.433
%T Some Experimental Suggestions to Assist the Visually Handicapped
End-Users to Navigate the Information Space
%S Ergonomics and Design for All
%A N. L. Soong
%A G. Bangarbale
%B HCII97
%D 1997
%V 1
%P 433-436
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.437
%T Interface Design for Disabled People: Eliciting User-Centred Design
Constraints
%S Ergonomics and Design for All
%A D. Akoumianakis
%A C. Stephanidis
%A G. Salvendy
%B HCII97
%D 1997
%V 1
%P 437-440
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.441
%T The Role of Accessibility in HCI Standards
%S Ergonomics and Design for All
%A E. Bergman
%B HCII97
%D 1997
%V 1
%P 441-444
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.445
%T MultiModal Multi-Interface Environments for Accessible Ubiquitous
Computing
%S Ergonomics and Design for All
%A E. P. Glinert
%A R. L. Kline
%B HCII97
%D 1997
%V 1
%P 445-448
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.449
%T Use of a Common Table Architecture for Creating Hands Free, Eyes
Free, Noisy Environment (Flex-Modal, Flex-Input) Interfaces
%S Ergonomics and Design for All
%A G. C. Vanderheiden
%B HCII97
%D 1997
%V 1
%P 449-452
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.453
%T Software Architecture for Transformable Interface Implementations:
Building User-Adapted Interactions
%S Ergonomics and Design for All
%A A. Savidis
%A D. Akoumianakis
%A C. Stephanidis
%B HCII97
%D 1997
%V 1
%P 453-456
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.457
%T Unifying and Merging Toolkits: A Multi-Purpose Toolkit Integration
Engine
%S Ergonomics and Design for All
%A A. Savidis
%A C. Stephanidis
%B HCII97
%D 1997
%V 1
%P 457-460
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.461
%T Agent Classes for Managing Dialogue Control Specification Complexity:
A Declarative Language Framework
%S Ergonomics and Design for All
%A A. Savidis
%A C. Stephanidis
%B HCII97
%D 1997
%V 1
%P 461-464
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.465
%T Abstract Task Definition and Incremental Polymorphic Physical
Instantiation: The Unified Interface Design Method
%S Ergonomics and Design for All
%A A. Savidis
%A C. Stephanidis
%A P. L. Emiliani
%B HCII97
%D 1997
%V 1
%P 465-468
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.469
%T User Interface Accessibility: A Retrospective of Current
Standardisation Efforts
%S Ergonomics and Design for All
%A C. Stephanidis
%A D. Akoumianakis
%A J. Ziegler
%A K. P. Faehnrich
%B HCII97
%D 1997
%V 1
%P 469-472
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.473
%T Towards the Next Generation of UIST: Developing for all Users
%S Ergonomics and Design for All
%A C. Stephanidis
%B HCII97
%D 1997
%V 1
%P 473-476
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.477
%T The Role of Design and Evaluation Principles for User Interfaces for
All
%S Ergonomics and Design for All
%A C. Stary
%B HCII97
%D 1997
%V 1
%P 477-480
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.481
%T Access to Information in the Information Society
%S Ergonomics and Design for All
%A P. L. Emiliani
%B HCII97
%D 1997
%V 1
%P 481-484
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.485
%T User Interface Software & Technology (UIST) Under ESPRIT: Current
Work and Future Directions
%S Ergonomics and Design for All
%A G. Metakides
%A A. Galetsas
%A J. Wejchert
%B HCII97
%D 1997
%V 1
%P 485-488
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.489
%T Methodology for Studying Complex Ergonomic Interventions for HCI Work
%S Ergonomics and Design for All
%A A. Derjani Bayeh
%A F. B. P. Moro
%A M. J. Smith
%A P. Carayon
%B HCII97
%D 1997
%V 1
%P 489-492
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.493
%T Psychological Stress and Musculoskeletal Health
%S Ergonomics and Design for All
%A F. T. Conway
%A M. J. Smith
%A D. LeGrande
%A J. Cahill
%B HCII97
%D 1997
%V 1
%P 493-496
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.497
%T Identifying Areas for Workload Reduction Through System Changes: Why
Bother?
%S Ergonomics and Design for All
%A M. T. Shaffer
%A H. K. Chandler
%B HCII97
%D 1997
%V 1
%P 497-500
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.501
%T Improving Psychosocial Conditions of Telework
%S Ergonomics and Design for All
%A P. Huuhtanen
%B HCII97
%D 1997
%V 1
%P 501-504
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.505
%T Emotional Demands in Musculoskeletal Discomfort: Development of a New
Questionnaire
%S Ergonomics and Design for All
%A W. Schmitz
%A L. Newman
%A P. Carayon
%A M. J. Smith
%B HCII97
%D 1997
%V 1
%P 505-508
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.509
%T Methodological Issues of Measurement of Psychosocial Work Factors in
Computer/Office Work
%S Ergonomics and Design for All
%A L. Newman
%A P. Carayon
%A W. Schmitz
%B HCII97
%D 1997
%V 1
%P 509-512
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.513
%T Work Organization Interventions on WRMD's in Office/Computer Work
%S Ergonomics and Design for All
%A M. C. Haims
%A P. Carayon
%A H. S. Suh
%A N. Swanson
%B HCII97
%D 1997
%V 1
%P 513-516
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.517
%T Perceived Work-Related Risk in Stress and Musculoskeletal Discomfort
%S Ergonomics and Design for All
%A H. S. Suh
%A P. Carayon
%A F. Sainfort
%A M. J. Smith
%B HCII97
%D 1997
%V 1
%P 517-520
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.521
%T Psychosocial Work Factors and Musculoskeletal Disorders in Office
Workers: An Examination of the Mediating Role of Stress
%S Ergonomics and Design for All
%A B. T. Karsh
%B HCII97
%D 1997
%V 1
%P 521-524
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.525
%T The Relationship Between Sitting Posture and Musculoskeletal Pain
%S Ergonomics and Design for All
%A F. B. P. Moro
%A F. T. Conway
%A A. Derjani Bayeh
%A M. J. Smith
%B HCII97
%D 1997
%V 1
%P 525-528
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.529
%T Predictive Models of Carpal Tunnel Syndrome Among Office Personnel
%S Ergonomics and Design for All
%A A. C. Matias
%A G. Salvendy
%B HCII97
%D 1997
%V 1
%P 529-532
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.533
%T Analysis of Cursor Movements with a Mouse
%S Ergonomics and Design for All
%A T. G. Whisenand
%A H. H. Emurian
%B HCII97
%D 1997
%V 1
%P 533-536
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.537
%T The Measurement of CNV in the Evaluation of Mental Stress
%S Ergonomics and Design for All
%A S. Yamamoto
%A H. Hirano
%A S. Matsuoka
%B HCII97
%D 1997
%V 1
%P 537-540
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.541
%T Analyzing Qualitative Data with SPROT (Structural Process Chart of a
Task Oriented Behavior)
%S Ergonomics and Design for All
%A M. Itoh
%A Y. Mamine
%A S. Goto
%A T. Asano
%B HCII97
%D 1997
%V 1
%P 541-544
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.545
%T Breathing, Psychological Stress, and Musculoskeletal Complaints in
VDT Data-Entry Work
%S Ergonomics and Design for All
%A L. M. Schleifer
%A R. Ley
%A C. S. Pan
%B HCII97
%D 1997
%V 1
%P 545-550
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.551
%T How to Use Applied Psychophysiology/Biofeedback in the Prevention and
Assessment of Upper Extremity Musculoskeletal Disorders
%S Ergonomics and Design for All
%A E. Peper
%A R. Harvey
%A D. Shumay
%B HCII97
%D 1997
%V 1
%P 551-554
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.555
%T Healthy Computing: A Comprehensive Group Training Approach Using
Biofeedback
%S Ergonomics and Design for All
%A D. M. Shumay
%A E. Peper
%B HCII97
%D 1997
%V 1
%P 555-558
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.559
%T The Application of Heart Rate Variability Analysis on the Evaluation
of Mental Strain and its Future Development
%S Ergonomics and Design for All
%A K. Suzuki
%B HCII97
%D 1997
%V 1
%P 559-562
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.563
%T Does the Circadian Rhythm of VDT Operators Cause Fluctuations of CFF
Value that to Mask Fatigue Variations During Work Load?
%S Ergonomics and Design for All
%A M. Takeda
%A Y. Hayashi
%B HCII97
%D 1997
%V 1
%P 563-566
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.567
%T Evaluation of Mental Stress During Tracking Tasks Based on the
Analysis of Electrodermal Activity, Blinks and Blood Pressure
%S Ergonomics and Design for All
%A H. Kazuma
%A M. Suzuki
%A Y. Nishio
%A H. Genno
%B HCII97
%D 1997
%V 1
%P 567-570
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.571
%T Heart Rate Variability in Eye-Level and Low Monitor Conditions
%S Ergonomics and Design for All
%A D. R. Ankrum
%A K. Suzuki
%B HCII97
%D 1997
%V 1
%P 571-574
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.575
%T Discrimination of Living Body Fingers by Using EMG and Finger Pulse
Volume
%S Ergonomics and Design for All
%A S. Fukuzumi
%B HCII97
%D 1997
%V 1
%P 575-578
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.579
%T How Efficient are Combined Tasks for Effective HCI?: An Objective
Evaluation Through AR Analysis of EEG
%S Ergonomics and Design for All
%A M. F. Funada
%A Y. Yazu
%A S. Ninomija
%B HCII97
%D 1997
%V 1
%P 579-582
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.583
%T Results from the International Cooperative Study: Impact of Ergonomic
Interventions on Musculoskeletal, Eyestrain, and Psychosocial Stress
(MEPS)
%S Ergonomics and Design for All
%A M. J. Dainoff
%A A. Aaraas
%A G. Horgen
%A M. Thoresen
%B HCII97
%D 1997
%V 1
%P 583-586
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.587
%T An Ergonomical Study on Computer Interface Using Input Devices
%S Ergonomics and Design for All
%A M. Aoki
%B HCII97
%D 1997
%V 1
%P 587-590
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.591
%T An Information Kiosk with Asymmetric Collaboration
%S Ergonomics and Design for All
%A F. Ando
%A A. Nakajima
%A Y. Furui
%B HCII97
%D 1997
%V 1
%P 591-594
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.595
%T Effect of the Field-of-View Against Target Ratio in Haptic
Exploration
%S Ergonomics and Design for All
%A S. Lee
%B HCII97
%D 1997
%V 1
%P 595-598
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.599
%T International Standards on Human-Computer Interaction: What is Out
There and How Will it be Implemented?
%S Ergonomics and Design for All
%A H. E. Blanchard
%B HCII97
%D 1997
%V 1
%P 599-602
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.603
%T An Ergonomic Rendering System for Industrial Design
%S Ergonomics and Design for All
%A S. Cak
%A E. N. Dizdar
%A A. Ersak
%B HCII97
%D 1997
%V 1
%P 603-606
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.607
%T The Effect of Mouse Location on Seated Posture
%S Ergonomics and Design for All
%A W. R. Dowell
%A G. Gscheidle
%B HCII97
%D 1997
%V 1
%P 607-610
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.611
%T Keyboard Operations in a Negative Slope Design
%S Ergonomics and Design for All
%A I. Gilad
%A S. Harel
%B HCII97
%D 1997
%V 1
%P 611-614
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.615
%T Ergonomic Evaluation of a Wrist Rest for VDU Work via
Electromyographic Methods
%S Ergonomics and Design for All
%A H. Strasser
%A E. Keller
%B HCII97
%D 1997
%V 1
%P 615-618
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.619
%T A New Way to Overcome the Uneasy Operation of Touch-Sensitive
Displays by Incorporating "Click" Mechanism CC Switch
%S Ergonomics and Design for All
%A M. Mamiya
%A H. Haseagwa
%A Y. Sekino
%A M. Kawakami
%B HCII97
%D 1997
%V 1
%P 619-622
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.623
%T Ergonomics Knowledge Pyramid: A Computer Based Training Game
%S Ergonomics and Design for All
%A R. Granot
%B HCII97
%D 1997
%V 1
%P 623-626
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.627
%T Field Studies of Possible Health Effects Related to VDU
Work-Epidemiological Design Options and Requirements
%S Ergonomics and Design for All
%A H. Kjuus
%B HCII97
%D 1997
%V 1
%P 627-630
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.631
%T A Three Years Follow-up Multidisciplinary Ergonomic Interventions.
Overview
%S Ergonomics and Design for All
%A A. Aaraas
%A G. Horgen
%A H. H. Bjoerset
%A O. Ro
%B HCII97
%D 1997
%V 1
%P 631-634
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.635
%T Work Posture and Musculoskeletal Pain
%S Ergonomics and Design for All
%A A. Aaraas
%A O. Ro
%A M. Thoresen
%B HCII97
%D 1997
%V 1
%P 635-638
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.639
%T Ergonomic Aspects of Flat Panel Display and Large-Size CRT Screen
%S Ergonomics and Design for All
%A S. Saito
%A H. Jonai
%A M. B. G. Villaneuva
%A M. Sotoyama
%B HCII97
%D 1997
%V 1
%P 639-642
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.643
%T Fundamental Study on Optimum Working Posture of VDT Workers from the
View Point of EMG
%S Ergonomics and Design for All
%A Y. Horie
%B HCII97
%D 1997
%V 1
%P 643-646
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.647
%T Visual and Lighting Conditions
%S Ergonomics and Design for All
%A H. H. Bjoerset
%A A. Aaraas
%B HCII97
%D 1997
%V 1
%P 647-650
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.651
%T Optometric Examination and Correction of VDU Workers
%S Ergonomics and Design for All
%A G. Horgen
%A A. Aaraas
%B HCII97
%D 1997
%V 1
%P 651-654
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.655
%T Electric Fields, Dust and Health Problems Among VDU-Users in an
Office Environment: An Intervention Program
%S Ergonomics and Design for All
%A K. Skyberg
%A K. Skulberg
%A W. Eduard
%A A. I. Vistnes
%B HCII97
%D 1997
%V 1
%P 655-658
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.659
%T The American Computer Plague: Musculo-Skeletal, Visual, Radiation and
Psychoneuroimmunological Stress Pandemics at U.S. Computer Workstations
%S Ergonomics and Design for All
%A H. Sackman
%B HCII97
%D 1997
%V 1
%P 659-662
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.663
%T Survey of U.S. Optometrist's Regarding Prevalence and Treatment of
Visual Stress Symptoms
%S Ergonomics and Design for All
%A E. Nilsen
%A C. Salibello
%B HCII97
%D 1997
%V 1
%P 663-666
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.667
%T Decision Process of the Current Ergonomic Renewal of Production
Systems
%S Ergonomics and Design for All
%A B. E. Mateja
%A L. M. Pacholski
%B HCII97
%D 1997
%V 1
%P 667-670
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.671
%T Ergonomic Decision Optimalization in Production System Development
%S Ergonomics and Design for All
%A K. L. Rogalinski
%A S. R. Trinchera
%B HCII97
%D 1997
%V 1
%P 671-674
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.675
%T Ergonomic Information for Design of Manufacturing Systems
%S Ergonomics and Design for All
%A A. E. Jasiak
%B HCII97
%D 1997
%V 1
%P 675-678
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.679
%T A Flexible Computer System for Ergonomic Diagnosis
%S Ergonomics and Design for All
%A E. Gorska
%A J. M. Zurada
%B HCII97
%D 1997
%V 1
%P 679-682
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.683
%T Barriers and Breakdowns of Computer Integrated Management
%S Ergonomics and Design for All
%A M. Wyrwicka
%B HCII97
%D 1997
%V 1
%P 683-686
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.687
%T Ergonomic Assessments of Workstands as the Basic Information for the
Work Conditions Management in Plants
%S Ergonomics and Design for All
%A W. Grzybowski
%B HCII97
%D 1997
%V 1
%P 687-690
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.691
%T Computer in Shaping of Human Habitat
%S Ergonomics and Design for All
%A J. Charytonowicz
%B HCII97
%D 1997
%V 1
%P 691-694
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.695
%T Application of Ergonomics in Creating of Workplace of Computer's
Operator in Manufacturing
%S Ergonomics and Design for All
%A J. Olszewski
%B HCII97
%D 1997
%V 1
%P 695-698
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.699
%T Ergonomics Aspects of Enterprises
%S Ergonomics and Design for All
%A J. Lewandowski
%A E. Gorska
%B HCII97
%D 1997
%V 1
%P 699-702
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.703
%T Method of Assessment of Occupational Safety
%S Ergonomics and Design for All
%A J. Lewandowski
%A C. Kowalczyk
%B HCII97
%D 1997
%V 1
%P 703-706
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.707
%T Application of Ergonomics Principles Within the Semiconductor
Industry
%S Ergonomics and Design for All
%A J. A. Schaab
%A M. R. Harralson
%B HCII97
%D 1997
%V 1
%P 707-710
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.711
%T The Effects of Task Variability on Mouse Performance
%S Ergonomics and Design for All
%A K. Radle
%A S. Batra
%A I. Man
%B HCII97
%D 1997
%V 1
%P 711-714
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.717
%T Apoptosis: A Regulatory Model of Interaction
%S System Integration
%A A. R. F. Da Silva
%B HCII97
%D 1997
%V 1
%P 717-720
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.721
%T An Experimental Study on User Interpretation of Icons
%S System Integration
%A K. Siau
%A F. H. Nah
%B HCII97
%D 1997
%V 1
%P 721-724
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.725
%T 4 Super-Events to Tame the Daunting Image-Selections
%S System Integration
%A A. Biancardi
%A M. Pini
%B HCII97
%D 1997
%V 1
%P 725-728
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.729
%T Computer Based Engineering Systems Assistance for Manufacturing
Industry Re-Engineering
%S System Integration
%A K. Cheng
%A D. Kirkwood
%B HCII97
%D 1997
%V 1
%P 729-732
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.733
%T Adaptive Pilot Modeling Within Cockpit Crew Assistance
%S System Integration
%A P. Stuetz
%A R. Onken
%B HCII97
%D 1997
%V 1
%P 733-736
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.737
%T Human Factors Techniques for Designing the Virtual Mission Operations
Center
%S System Integration
%A J. A. Fox
%A J. Breed
%A R. Bane
%A P. Baker
%B HCII97
%D 1997
%V 1
%P 737-740
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.741
%T Designing the Information Cooperative for Harmonizing, Coordinating,
and Promoting Earth Observation Business Processes
%S System Integration
%A A. Rizzo
%A M. Mariani
%A A. Zenie
%A S. Bagnara
%B HCII97
%D 1997
%V 1
%P 741-744
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.745
%T Towards a Framework for Managing Interface Delay
%S System Integration
%A C. R. Roast
%A J. I. Siddiqi
%B HCII97
%D 1997
%V 1
%P 745-748
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.749
%T A Human-Oriented Case Study of Office Automation Systems
%S System Integration
%A G. Matarazzo
%A A. Nikov
%B HCII97
%D 1997
%V 1
%P 749-752
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.753
%T Computer-Aided Analysis in Ophthalmological Imaging
%S System Integration
%A D. Lepore
%A F. Molle
%A G. Minicucci
%A M. M. Pagliara
%B HCII97
%D 1997
%V 1
%P 753-756
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.757
%T Visual Access Tool to the Computer-Based Patient Record
%S System Integration
%A H. Kindler
%A D. Densow
%A H. Mall
%A T. M. Fliedner
%B HCII97
%D 1997
%V 1
%P 757-760
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.761
%T Operatability Evaluation of a Computer Navigation System for
Endoscopic Sinus Surgery
%S System Integration
%A M. Mochimaru
%A J. Yamashita
%A Y. Yamauchi
%A Y. Fukui
%B HCII97
%D 1997
%V 1
%P 761-764
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.765
%T Assessing, Computing and Providing Quality of Care Information to
Multiple Users: The Nursing Home Industry in the U.S.
%S System Integration
%A F. Sainfort
%A D. Zimmerman
%A S. Karon
%B HCII97
%D 1997
%V 1
%P 765-768
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.769
%T Multi Agents to Provide Adaptivity in an Intelligent Interface to a
Medical Database
%S System Integration
%A P. Marshall
%A S. Greenwood
%B HCII97
%D 1997
%V 1
%P 769-772
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.773
%T A Computerised System for Training of Medical Doctors in Pre-hospital
Rescuing Operation during Emergency Situations
%S System Integration
%A V. Andersen
%B HCII97
%D 1997
%V 1
%P 773-776
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.777
%T Experiences in the Development of a Medical Expert System
%S System Integration
%A E. M. Zu Bexten
%A M. Jaeger
%A J. Hiltner
%B HCII97
%D 1997
%V 1
%P 777-780
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.781
%T Using Psychological Aspects for the Design of Adaptive IT-Tools for
Cooperative Engineering
%S System Integration
%A M. Wolber
%A P. Sachse
%B HCII97
%D 1997
%V 1
%P 781-784
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.785
%T Computer Utilization and Attitude: Empirical Evidence from Saudi
Arabia
%S System Integration
%A M. A. Al-Khaldi
%A I. M. Al-Jabri
%B HCII97
%D 1997
%V 1
%P 785-788
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.789
%T Task Adaptive Electronic Manual as Human-Computer Interface for
Business Performance Improvement Support
%S System Integration
%A H. Kojima
%A T. Yamada
%A Y. Mizuno
%A H. Endoh
%B HCII97
%D 1997
%V 1
%P 789-792
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.793
%T Modes of Interaction Between Businesses and R&D Project Teams in
Cognitive Engineering and Information Systems Development. Success and
Failures in the Process of Field Studies
%S System Integration
%A G. Westlander
%A T. Bjoerkman
%A S. Henriksson
%B HCII97
%D 1997
%V 1
%P 793-796
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.797
%T Floor Control in Collaborative Design Environments
%S System Integration
%A H. J. Bullinger
%A J. Warschat
%A O. Schumacher
%B HCII97
%D 1997
%V 1
%P 797-800
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.801
%T Usage of an Integrated Office Information System: Experiences from a
Municipal Organization
%S System Integration
%A P. Seppaelae
%B HCII97
%D 1997
%V 1
%P 801-804
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.805
%T Using Fuzzy Cognitive Maps to Define the Search Space in Problem
Solving
%S System Integration
%A K. Perusich
%A M. McNeese
%B HCII97
%D 1997
%V 1
%P 805-808
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.809
%T Views on Designing Human-Computer Interface for ELS
%S System Integration
%A W. Hu
%A W. Zhong
%A N. Xu
%B HCII97
%D 1997
%V 1
%P 809-812
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.813
%T Soldier-Computer Interactions and Armor Battalion Performance
%S System Integration
%A C. W. Lickteig
%B HCII97
%D 1997
%V 1
%P 813-816
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.817
%T From Participation in ISD to Improvements in Organization
%S System Integration
%A M. Kirveennummi
%A A. Tuomisto
%B HCII97
%D 1997
%V 1
%P 817-820
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.821
%T The Computer Use Scale: Four Dimensions of How People Use Computer
%S System Integration
%A J. C. Panero
%A D. M. Lane
%A H. A. Napier
%B HCII97
%D 1997
%V 1
%P 821-824
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.825
%T Creating a Source and Target Language Mixed Stage for Integration of
Human Knowledge into Machine Translation
%S System Integration
%A S. I. Kamei
%A K. Muraki
%A K. Satoh
%A K. Hamada
%B HCII97
%D 1997
%V 1
%P 825-828
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.829
%T Psychological Upper and Lower Limits of System Response Time and
User's Preference on Skill Level
%S System Integration
%A A. Komatsubara
%B HCII97
%D 1997
%V 1
%P 829-832
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.833
%T Ergodynamics in Analysis and Prediction of Communication Efficiency
%S System Integration
%A V. F. Venda
%B HCII97
%D 1997
%V 1
%P 833-836
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.837
%T Ergodynamic Method of Identification of the Cognitive Strategy Used
by the Human-Operator
%S System Integration
%A B. S. Dobronets
%A A. A. Spikov
%A V. F. Venda
%B HCII97
%D 1997
%V 1
%P 837-840
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.841
%T Job Adaptation for a Reverse Transformation Dynamics in
Pre-Retirement: A Way to Health and Longevity
%S System Integration
%A R. J. Trybus
%A V. F. Venda
%B HCII97
%D 1997
%V 1
%P 841-846
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.847
%T Ergonomic Design and Industrial Testing of the Televised Assembly and
Manual Material Handling Workstations with Indirect Observation of
Operations
%S System Integration
%A V. F. Venda
%B HCII97
%D 1997
%V 1
%P 847-850
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.851
%T Safety and Liability in HCI
%S System Integration
%A G. A. Peters
%B HCII97
%D 1997
%V 1
%P 851-854
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.855
%T Ergonomic Evaluation of Manual Assembly Operations Using Direct and
Indirect Observation Workstations in Sitting and Standing Positions
%S System Integration
%A V. Venda
%A S. S. Lim
%B HCII97
%D 1997
%V 1
%P 855-858
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.859
%T Coherent Ergodynamical Design and Technology Transfer of Complex
Dynamic Systems
%S System Integration
%A E. A. Averboukh
%B HCII97
%D 1997
%V 1
%P 859-862
%* (c) Copyright 1997 Elsevier Science

%M C.HCII.97.1.863
%T Professional Training and Work: Planning Transformation Dynamics
Throughout Human Life
%S System Integration
%A R. J. Trybus
%A V. F. Venda
%B HCII97
%D 1997
%V 1
%P 863-868
%* (c) Copyright 1997 Elsevier Science

fpack:!@#$%^&*(): HCII99-2.B
%M C.HCII.99.2.3
%T Focus groups: a qualitative method to elicit culture-specific user
requirements
%A P. Honold
%B HCII99
%D 1999
%V 2
%P 3-7
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.8
%T A direct manipulation user interface for the control of communication
processes - making call handling manageable -
%A C. Grundel
%A M. Schneider-Hufschmidt
%B HCII99
%D 1999
%V 2
%P 8-13
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.14
%T User interface design - the driving force for the integration of
information and communication
%A M. Schneider-Hufschmidt
%B HCII99
%D 1999
%V 2
%P 14-17
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.18
%T Transparent communication appliances
%A B. Von Niman
%A D. Van Thanh
%A J. Herstad
%A H. Huttenrauch
%B HCII99
%D 1999
%V 2
%P 18-22
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.23
%T Mental effort increases when adding a voice control feature to a
familiar interface
%A R. Book
%A M. Goldstein
%B HCII99
%D 1999
%V 2
%P 23-27
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.28
%T Contextual research for technological innovation - satisfying user
needs in the design of mobile communication devices
%A S. Ruuska
%A K. Vaananen-Vainio-Mattila
%B HCII99
%D 1999
%V 2
%P 28-32
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.33
%T Defining user requirements for WAP services
%A E. Kaasinen
%A M. Aaltonen
%A T. Laakko
%B HCII99
%D 1999
%V 2
%P 33-37
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.38
%T Usability evaluation of a high-fidelity smart phone prototype: task
navigation depth affects effectiveness
%A M. Goldstein
%A M. Anneroth
%A R. Book
%B HCII99
%D 1999
%V 2
%P 38-42
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.43
%T Sound in the interface to a mobile computer
%A S. A. Brewster
%B HCII99
%D 1999
%V 2
%P 43-47
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.48
%T Strategy differences in data flow diagram comprehension between
intermediates and novices
%A C. J. Lin
%A T. C. Du
%A Y.-M. Fei
%B HCII99
%D 1999
%V 2
%P 48-52
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.53
%T Using the memory load measurement to improve software development
%A T. C. Du
%A C. J. Lin
%A C.-G. Liu
%B HCII99
%D 1999
%V 2
%P 53-57
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.58
%T Likes and dislikes of electronic mail addresses: a users' survey
%A P.-L. P. Rau
%A G. Salvendy
%B HCII99
%D 1999
%V 2
%P 58-61
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.62
%T Information representation and decision process: effects of
measurement scale and shape of decision matrix on preferential choice
%A S.-F. Liang
%A M. Lehto
%B HCII99
%D 1999
%V 2
%P 62-65
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.66
%T Cultural and cultivation features on web designing: a case study of
gold peach community
%A T.-X. Wu
%A Y.-L. Chen
%B HCII99
%D 1999
%V 2
%P 66-70
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.71
%T Learning path planning using genetic algorithm approach
%A C. Chiu
%B HCII99
%D 1999
%V 2
%P 71-75
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.76
%T What are you looking at on the web: information or applications?
%A D. White
%A Y.-Y. Choong
%B HCII99
%D 1999
%V 2
%P 76-79
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.80
%T "Search manager": a dynamic and incremental tool for searching
complex objects in multihierarchical structures
%A M. Grass
%A P. Haubner
%A U. Arend
%B HCII99
%D 1999
%V 2
%P 80-84
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.85
%T Using user behaviour similarity for recommendation computation: the
broadway approach
%A B. Trousse
%A M. Jaczynski
%A R. Kanawati
%B HCII99
%D 1999
%V 2
%P 85-89
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.90
%T Developing HCI design principles for information retrieval
applications
%A A. G. Sutcliffe
%B HCII99
%D 1999
%V 2
%P 90-96
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.97
%T The link between data and tasks - the crucial challenge in designing
user interfaces for information retrieval systems
%A K. Englmeier
%B HCII99
%D 1999
%V 2
%P 97-101
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.102
%T Visualization in document retrieval
%A B. E. Burdek
%A M. Eibl
%A J. Krause
%B HCII99
%D 1999
%V 2
%P 102-106
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.107
%T Designing usable keyword search systems
%A M. Hassenzahl
%A J. Prumper
%B HCII99
%D 1999
%V 2
%P 107-111
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.112
%T Expertise in a complex domain: supporting creativity through
knowledge visualisation and re-description
%A S. P. Davies
%B HCII99
%D 1999
%V 2
%P 112-116
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.117
%T Support tools for hierarchical information visualization
%A V. N. Kasyanov
%A I. A. Lisitsyn
%B HCII99
%D 1999
%V 2
%P 117-121
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.122
%T Visualization of scientific information in a virtual information
space
%A P. F. Elzer
%A U. Krohn
%B HCII99
%D 1999
%V 2
%P 122-126
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.127
%T Maximizing data density: a case study of visualization in network
monitoring
%A J. Wirth
%B HCII99
%D 1999
%V 2
%P 127-131
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.132
%T Visualizing collaborative filtering results
%A J. Tatemura
%B HCII99
%D 1999
%V 2
%P 132-136
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.137
%T Dynamic spatial layout in graphical user interfaces
%A M. Stempfhuber
%B HCII99
%D 1999
%V 2
%P 137-141
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.142
%T Emotion recognition and its application to computer agents with
spontaneous interactive capabilities
%A R. Nakatsu
%A J. Nicholson
%A N. Tosa
%B HCII99
%D 1999
%V 2
%P 142-146
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.147
%T Personal service assistants with personality
%A Y. Arafa
%A P. Charlton
%A P. Fehin
%A A. Mamdani
%B HCII99
%D 1999
%V 2
%P 147-151
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.152
%T An empirical study on the trustworthiness of life-like interface
agents
%A S. Van Mulken
%A E. Andre
%A J. Muller
%B HCII99
%D 1999
%V 2
%P 152-156
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.157
%T Agents in the box
%A G. Uchyigit
%A B. Carlin
%A E. Quak
%A J. Cunningham
%B HCII99
%D 1999
%V 2
%P 157-161
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.162
%T How to get the right outfit for my agent? Classification - and design
methodology for a virtual shopping assistant in a 3D world
%A J. Nissler
%A J. Machate
%A A. Hitzges
%B HCII99
%D 1999
%V 2
%P 162-166
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.167
%T Recognition of Japanese sign language words using finite automata
%A E. Fujishige
%A K. Jan
%A T. Kurokawa
%B HCII99
%D 1999
%V 2
%P 167-171
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.172
%T Towards the realization of non-verbal communication - computer vision
based technologies for analyzing human images
%A J. Ohya
%A T. Otsuka
%A A. Utsumi
%A S. Iwasawa
%A T. Sakaguchi
%B HCII99
%D 1999
%V 2
%P 172-176
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.177
%T Multiple points face-to-face communication in cyberspace using
multi-modal agent
%A S. Morishima
%B HCII99
%D 1999
%V 2
%P 177-181
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.182
%T Virtual face-to-face communication system for human interaction
analysis by synthesis
%A T. Watanabe
%A M. Okubo
%B HCII99
%D 1999
%V 2
%P 182-186
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.187
%T Performance Support for the Next Millenium: a model for rapidly
changing technologies in a global economy
%A G. J. Dickelman
%A A. Banerji
%B HCII99
%D 1999
%V 2
%P 187-191
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.192
%T The super operator concept - wearable information system for
manufacturing system personnel
%A J. Stahre
%A A. Johansson
%B HCII99
%D 1999
%V 2
%P 192-196
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.197
%T Supporting a learning operative organization
%A J. J. J. Kasvi
%A I. Kari
%A M. Vartiainen
%A A. Pulkkis
%A L. Repokari
%B HCII99
%D 1999
%V 2
%P 197-201
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.202
%T Determinants of a successful hypermedia application to support
team-based maintenance
%A D. Fakun
%A R. Greenough
%A J. M. Kay
%B HCII99
%D 1999
%V 2
%P 202-206
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.207
%T The StarWalker virtual environment - an integrative design for social
navigation
%A C. Chen
%B HCII99
%D 1999
%V 2
%P 207-211
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.212
%T Influence of interaction modes on a collaborative task and structure
of dialogues in video communication
%A K. Morimoto
%A T. Kurokawa
%A A. Yamaguchi
%B HCII99
%D 1999
%V 2
%P 212-216
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.217
%T Video in digital storys: a new approach for team integration and
knowledge management in business context
%A J. Hofmann
%B HCII99
%D 1999
%V 2
%P 217-220
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.221
%T The DrawStream station: a tool for distributed and asynchronous chats
about sketches and artifacts
%A S. Minneman
%A S. Harrison
%B HCII99
%D 1999
%V 2
%P 221-225
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.226
%T Visualisation in collaborative computer mediated dialogue
%A C. D. Chen
%A S. A. R. Scrivener
%A A. Woodcock
%B HCII99
%D 1999
%V 2
%P 226-230
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.231
%T Wearing a telephone
%A A. E. Milewski
%B HCII99
%D 1999
%V 2
%P 231-235
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.236
%T Tailor to fit
%A J. Herstad
%A D. Van Thanh
%A B. Von Niman
%B HCII99
%D 1999
%V 2
%P 236-240
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.241
%T A sensor network system for human support in living environments
%A M. Kohno
%A M. Matsunaga
%A H. Nagano
%A Y. Anzai
%B HCII99
%D 1999
%V 2
%P 241-245
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.246
%T ElectronicManual: helping users with ubiquitous access
%A M. Beigl
%B HCII99
%D 1999
%V 2
%P 246-250
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.251
%T Sensor-based adaptive mobile user interfaces
%A A. Schmidt
%A M. Beigl
%A H.-W. Gellersen
%B HCII99
%D 1999
%V 2
%P 251-255
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.256
%T Concurrent engineering activities using videophone communications
%A V. Tornberg
%A S. Vayrynen
%B HCII99
%D 1999
%V 2
%P 256-260
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.261
%T Ergonomic approach to customised development of videophony
applications
%A S. Vayrynen
%A V. Tornberg
%A H. Kirvesoja
%B HCII99
%D 1999
%V 2
%P 261-265
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.266
%T Field experiences of providing home care and related services over a
videophone
%A H. Kirvesoja
%A J. Sinisammal
%A S. Vayrynen
%A V. Tornberg
%B HCII99
%D 1999
%V 2
%P 266-270
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.271
%T Implementation criteria for a videophone system used in telemedicine
- a case in Finnish health care
%A H. Kirvesoja
%A A. Oikarinen
%A S. Vayrynen
%A V. Tornberg
%A M. Koutonen
%A U. Hiltunen
%B HCII99
%D 1999
%V 2
%P 271-275
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.276
%T Multimedia applications for supporting industrial maintenance
%A J. Kautto
%A T. Tikka
%A M. Pokela
%B HCII99
%D 1999
%V 2
%P 276-282
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.283
%T Spaces for creating context & awareness - designing a collaborative
virtual work space for (landscape) architects
%A I. Wagner
%A M. Buscher
%A P. Mogensen
%A D. Shapiro
%B HCII99
%D 1999
%V 2
%P 283-287
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.288
%T Augmenting self-controlled work allocation in
workflow-management-applications
%A T. Herrmann
%A M. Hoffmann
%B HCII99
%D 1999
%V 2
%P 288-292
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.293
%T Supporting perspective making and perspective taking: a framework for
contextual information
%A K. Kuutti
%B HCII99
%D 1999
%V 2
%P 293-297
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.298
%T Computer supported communication and cooperation - making information
aware
%A H. Luczak
%A M. Wolf
%B HCII99
%D 1999
%V 2
%P 298-302
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.303
%T Enterprise expert and knowledge discovery
%A D. Mattox
%A M. Maybury
%A D. Morey
%B HCII99
%D 1999
%V 2
%P 303-307
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.308
%T Concepts for distributed groupware operating systems
%A B. Messer
%A K. Sandkuhl
%B HCII99
%D 1999
%V 2
%P 308-312
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.313
%T Norms and conventions in collaborative systems
%A U. Pankoke-Babatz
%A K. Klockner
%A P. Jeffrey
%B HCII99
%D 1999
%V 2
%P 313-317
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.318
%T Improving public administration by video conferencing and application
sharing - mission possible
%A H. Paul
%B HCII99
%D 1999
%V 2
%P 318-322
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.323
%T Towards an awareness infrastructure for cooperative applications
%A W. Prinz
%A W. Grather
%A K.-H. Klein
%A S. Kolvenbach
%B HCII99
%D 1999
%V 2
%P 323-327
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.328
%T Atmosphere: towards context-selective awareness mechanisms
%A M. Rittenbruch
%B HCII99
%D 1999
%V 2
%P 328-332
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.333
%T Knowledge lifecycle management along the supply chain
%A C. E. Siemieniuch
%A M. A. Sinclair
%B HCII99
%D 1999
%V 2
%P 333-337
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.338
%T "Why did that happen?" - building appropriate mental models on
groupware functions
%A V. Wulf
%B HCII99
%D 1999
%V 2
%P 338-342
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.343
%T Groupware support for chemical process design
%A M. Wolf
%A C. Foltz
%A C. Schlick
%A H. Luczak
%B HCII99
%D 1999
%V 2
%P 343-347
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.348
%T A framework for modelling and designing cooperation support systems
%A J. Ziegler
%B HCII99
%D 1999
%V 2
%P 348-352
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.353
%T Mobile and seamless collaboration in engineering company
%A T. Yamaoka
%A M. Hirayama
%B HCII99
%D 1999
%V 2
%P 353-356
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.357
%T An introduction of the accident recovery by the agent in nuclear
power plants
%A Y. Niwa
%A M. Terabe
%B HCII99
%D 1999
%V 2
%P 357-361
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.362
%T Group work with younger children for making animated stories
%A Y. S. Sagata
%A T. Okazaki
%A Y. Tonomura
%B HCII99
%D 1999
%V 2
%P 362-366
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.367
%T Proposal of visual interfaces to coordinate decision making in
hierarchical structures and their application to fire systems
%A T. Koiso
%A T. Fujita
%A S. Nishida
%B HCII99
%D 1999
%V 2
%P 367-371
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.372
%T Organisational issues and technical support for de-centralised
planning
%A K. Steinhoff
%A J. Gund
%A A. Westerwick
%A A. Woyke
%B HCII99
%D 1999
%V 2
%P 372-376
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.377
%T Tools for computer-supported learning in organisations
%A E. A. Hartmann
%A D. Sistenich
%A K. Mueller
%A M. Gerads
%A H. Sickel
%B HCII99
%D 1999
%V 2
%P 377-381
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.382
%T Conventions for cooperation - lessons learned from videoconferencing
%A A. Engel
%A S. Kaiser
%A A. Mayer
%B HCII99
%D 1999
%V 2
%P 382-386
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.387
%T Enhancing participatory design by multiple communication channels
%A P. Mambrey
%A V. Pipek
%B HCII99
%D 1999
%V 2
%P 387-391
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.392
%T Being with information technology
%A A. Croon
%B HCII99
%D 1999
%V 2
%P 392-396
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.397
%T Systems of intellectual capital in collectivities from work
organizations to human settlements: some conceptualizations
%A J. J. Keenan
%B HCII99
%D 1999
%V 2
%P 397-401
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.402
%T Cyber Rally: an experience of democratic use of the internet
%A G. Ramalho
%A F. Barros
%A S. Cavalcante
%A A. Cavalcanti
%A M. Lima
%A S. Meira
%A H. Moura
%A A. Vasconcelos
%B HCII99
%D 1999
%V 2
%P 402-406
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.407
%T Learning in networks
%A U. Danielsson
%B HCII99
%D 1999
%V 2
%P 407-411
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.412
%T Team performance in complex systems
%A B. S. Caldwell
%B HCII99
%D 1999
%V 2
%P 412-416
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.417
%T Paper user-interfaces for local community support
%A M. Koch
%A A. Rancati
%A A. Grasso
%A D. Snowdon
%B HCII99
%D 1999
%V 2
%P 417-421
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.422
%T Supporting collaborative information activities in networked
communities
%A N. Glance
%A A. Grasso
%A U. M. Borghoff
%A D. Snowdon
%A J. Willamowski
%B HCII99
%D 1999
%V 2
%P 422-426
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.427
%T Using the paper user interface to support community involvement in
urban development
%A R. M. Jones
%B HCII99
%D 1999
%V 2
%P 427-431
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.432
%T Concepts as handles for sharing knowledge from documents
%A A. Voss
%A K. Nakata
%A M. Juhnke
%A T. Schardt
%B HCII99
%D 1999
%V 2
%P 432-436
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.437
%T Facilitating community knowledge evolution by talking virtualized
egos
%A T. Nishida
%B HCII99
%D 1999
%V 2
%P 437-441
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.442
%T Supporting cross-cultural communication in real-world encounters
%A M. Okamoto
%A H. Nakanishi
%A K. Isbister
%A T. Ishida
%B HCII99
%D 1999
%V 2
%P 442-446
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.447
%T PrairieKNOW: a tool to assist the study, creation, and growth of
community networks
%A N. Contractor
%A A. Bishop
%A D. Zink
%B HCII99
%D 1999
%V 2
%P 447-451
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.452
%T Virtual clubs: timeout on the internet
%A D. Boyer
%A M. Vernick
%A A. Khan
%A S. Wilbur
%B HCII99
%D 1999
%V 2
%P 452-456
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.457
%T Orientation versus accomodation - new requirements for the HCI of
digital communities
%A A. Hedman
%A S. Lenman
%B HCII99
%D 1999
%V 2
%P 457-461
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.462
%T Place people in context - the awareness forum
%A W. Broll
%A W. Grather
%A E. Meier
%A U. Pankoke-Babatz
%A W. Prinz
%B HCII99
%D 1999
%V 2
%P 462-466
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.467
%T Networking Companies: from basic web services to business solutions
%A J. Niemeier
%B HCII99
%D 1999
%V 2
%P 467-471
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.472
%T Network centric computing platform - the contribution of telcos to
networking companies
%A T. A. Vuong
%A J. Niemeier
%B HCII99
%D 1999
%V 2
%P 472-476
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.477
%T Is informal communication needed, wanted and supported?
%A W.-B. Von Bismarck
%A M. Held
%B HCII99
%D 1999
%V 2
%P 477-481
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.482
%T Measurement of team problem solving performance via a computerized
quasi-experimental simulation
%A R. W. Swezey
%B HCII99
%D 1999
%V 2
%P 482-486
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.487
%T Building the premise of a virtual organization: obstacles and
enabling conditions
%A G. Iacucci
%A O. Stiemerling
%A V. Wulf
%B HCII99
%D 1999
%V 2
%P 487-491
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.492
%T Introducing groupware in administrative environments - experiences
from the POLIWORK project
%A J. Schummer
%A T. Tesch
%A D. A. Tietze
%A A. Bapat
%B HCII99
%D 1999
%V 2
%P 492-496
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.497
%T Towards a teleworking framework based on advanced telematic service
architectures
%A C. A. Papandroou
%A D. X. Adamopoulos
%B HCII99
%D 1999
%V 2
%P 497-501
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.502
%T Making sense of teamwork: the use of protocol analysis / performance
measures to reveal cooperative work processes in a situated learning
environment
%A M. D. McNeese
%B HCII99
%D 1999
%V 2
%P 502-506
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.507
%T Results of experiments in text-based, synchronous, distributed,
formal electronic meetings
%A G. K. Raikundalia
%B HCII99
%D 1999
%V 2
%P 507-511
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.512
%T Advantages and disadvantages of a 3D virtual environment for
supporting informal communication in distributed workgroups compared
with a text-chat and a chat/cam system
%A R. Buss
%A L. Muhlbach
%A D. Runde
%B HCII99
%D 1999
%V 2
%P 512-516
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.517
%T Synchronous, dynamic derivative generation in computer-supported
meetings
%A G. K. Raikundalia
%B HCII99
%D 1999
%V 2
%P 517-522
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.523
%T Context and expectations in teleconversations
%A O.-W. Rahlff
%A R. K. Rolfsen
%A J. Herstad
%A D. Van Thanh
%B HCII99
%D 1999
%V 2
%P 523-527
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.528
%T User-centred design of a virtual meeting environment for ordinary
people
%A M. Masoodian
%A B. Cleal
%B HCII99
%D 1999
%V 2
%P 528-532
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.533
%T Mobile virtual participation in a distributed meeting using an
omni-directional camera system
%A S. Hickey
%A K. Kuutti
%A S. Ahola
%B HCII99
%D 1999
%V 2
%P 533-537
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.538
%T Multiple actors development of videoconferencing environments
%A A. Engel
%A S. Kaiser
%A A. Mayer
%B HCII99
%D 1999
%V 2
%P 538-542
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.543
%T Agora: supporting multi-participant telecollaboration
%A J. Yamashita
%A H. Kuzuoka
%A K. Yamazaki
%A H. Miki
%A A. Yamazaki
%A H. Kato
%A H. Suzuki
%B HCII99
%D 1999
%V 2
%P 543-547
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.548
%T Pointing on HyperMirror video mediated communication
%A O. Morikawa
%B HCII99
%D 1999
%V 2
%P 548-552
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.553
%T Designing awareness for multipurpose remote branch terminals
%A H. Miki
%B HCII99
%D 1999
%V 2
%P 553-557
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.558
%T When one is more than twenty one
%A P. Reijonen
%B HCII99
%D 1999
%V 2
%P 558-562
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.563
%T The ice-breaking VALAMO - a tool for participatory processes
%A J. Held
%A H. Krueger
%B HCII99
%D 1999
%V 2
%P 563-567
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.568
%T A training model for women - new opportunities with new technologies
and new forms of work organisation
%A L. B. Kofoed
%A I. Hamburg
%A D. Beer
%B HCII99
%D 1999
%V 2
%P 568-572
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.573
%T Social aspects of universal computerization
%A J. Charytonowicz
%B HCII99
%D 1999
%V 2
%P 573-577
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.578
%T Development of an evaluation system for organizational structure in
emergency from the viewpoint of communication
%A T. Koiso
%A S. Nishida
%B HCII99
%D 1999
%V 2
%P 578-582
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.583
%T Dynamic event filtering technique using multi-level path
approximation in a shared virtual environment
%A S.-J. Yu
%A Y.-C. Choy
%A K. Koh
%B HCII99
%D 1999
%V 2
%P 583-587
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.588
%T HiQIS: a networked virtual environment for visual communication
%A N. Matsuura
%A S. Sugawara
%A S. Masaki
%B HCII99
%D 1999
%V 2
%P 588-592
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.593
%T CoDocs: An electronic document management system supporting effective
collaborative work
%A G.-W. Kim
%A S.-K. Jeong
%A J.-H. Jeong
%A I.-H. Kim
%A M.-J. Lee
%B HCII99
%D 1999
%V 2
%P 593-597
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.598
%T Cooperative tele-operation in virtual environment
%A S.-J. Kim
%B HCII99
%D 1999
%V 2
%P 598-603
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.604
%T Adapting meta information retrieval to user preferences and document
features
%A C. Womser-Hacker
%A T. Mandl
%B HCII99
%D 1999
%V 2
%P 604-608
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.609
%T Collaborative material database system
%A H. Bullinger
%A T. Fischer
%A O. Schumacher
%B HCII99
%D 1999
%V 2
%P 609-613
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.614
%T An architecture for recovering business events bottom-up
%A T. Barnekow
%A S. Staab
%A J. Ziegler
%A R. Studer
%B HCII99
%D 1999
%V 2
%P 614-620
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.621
%T Computer aided design in medical domain: a new viewpoint towards
computer aided education
%A R. Rashev
%A R. Oppermann
%A H. Simm
%B HCII99
%D 1999
%V 2
%P 621-625
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.626
%T Achieving learning outcomes in HCI for computing - an experiential
testbed
%A C. Kutay
%A P. Ho
%A G. Whale
%B HCII99
%D 1999
%V 2
%P 626-631
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.632
%T ITEs as teacher substitutes: use and feasability
%A D. Callear
%B HCII99
%D 1999
%V 2
%P 632-636
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.637
%T Cognitive apprenticeship based learning environment in numeric
domains
%A A. Patel
%A Kinshuk
%A D. Russell
%B HCII99
%D 1999
%V 2
%P 637-641
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.642
%T Adaptive mobile museum guide for information and learning on demand
%A R. Oppermann
%A M. Specht
%B HCII99
%D 1999
%V 2
%P 642-646
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.647
%T An authoring tool for algebra-related domains
%A M. Virvou
%A M. Moundridou
%B HCII99
%D 1999
%V 2
%P 647-651
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.652
%T Collaborative learning - a cure for intelligent tutoring systems
%A J. Siemer-Matravers
%B HCII99
%D 1999
%V 2
%P 652-656
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.657
%T Error diagnosis in an English tutor
%A M. Virvou
%A D. Maras
%B HCII99
%D 1999
%V 2
%P 657-661
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.662
%T Interactive dictionary in a context of learning
%A K. Sinitsa
%A A. Manako
%B HCII99
%D 1999
%V 2
%P 662-666
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.667
%T Visualizing knowledge structure for exploratory learning in
hyperspace
%A A. Kashihara
%A H. Uji'i
%A J. Toyoda
%B HCII99
%D 1999
%V 2
%P 667-671
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.672
%T Group project support agents for helping students work online
%A J. Whatley
%A M. Beer
%A G. Staniford
%A P. Scown
%B HCII99
%D 1999
%V 2
%P 672-676
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.677
%T Innovative mathematical learning environments - Using multimedia to
solve real world problems
%A L. Johnson
%A P. O'Neill-Jones
%B HCII99
%D 1999
%V 2
%P 677-681
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.682
%T The structure and functions of ETS GRAD
%A I. Galeev
%A L. Tararina
%A S. Sosnovsky
%B HCII99
%D 1999
%V 2
%P 682-685
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.686
%T JavaScript programme for clinical case simulations
%A G. Kossekova
%A D. Leskovska
%B HCII99
%D 1999
%V 2
%P 686-690
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.691
%T A role for school teachers in the development of an ITS
%A M. Virvou
%A V. Tsiriga
%B HCII99
%D 1999
%V 2
%P 691-695
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.696
%T Experiences with interfaces for virtual environments in the field of
engineering
%A P. Kern
%A R. Breining
%B HCII99
%D 1999
%V 2
%P 696-700
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.701
%T Educational use of communication and information technologies in
Ukraine
%A T. Kameneva
%B HCII99
%D 1999
%V 2
%P 701-706
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.707
%T PLATO - "electronic cookbook" for Internet-based learning networks
%A S. Seufert
%B HCII99
%D 1999
%V 2
%P 707-711
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.712
%T ICT in education in Denmark
%A P. Bollerslev
%B HCII99
%D 1999
%V 2
%P 712-717
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.718
%T A critical look at web based training efforts
%A H. Maurer
%B HCII99
%D 1999
%V 2
%P 718-724
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.725
%T Training wheels: an "old" method for designing modern and adaptable
learning environments
%A P. W. Fach
%A M. Bannert
%B HCII99
%D 1999
%V 2
%P 725-729
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.730
%T Vocational training with combined real/virtual environments
%A E. Hornecker
%A B. Robben
%B HCII99
%D 1999
%V 2
%P 730-734
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.735
%T Design of a computer-mediated environment to capture and evaluate
knowledge transfer and learning: a case study in a larger higher
education class
%A S. Yen
%A B. Wood
%A J. Nash
%A L. Leifer
%B HCII99
%D 1999
%V 2
%P 735-739
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.740
%T Teaching tasks in an adaptive learning environment
%A R. M. Carro
%A R. Moriyon
%A E. Pulido
%A P. Rodriguez
%B HCII99
%D 1999
%V 2
%P 740-744
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.745
%T Moderating the future: the challenge of on-line education
%A F. Scheuermann
%A K. Larsson
%A R. Toto
%B HCII99
%D 1999
%V 2
%P 745-749
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.750
%T Asynchronous distance learning for corporate education: experiences
with Lotus LearningSpace
%A L. Neal
%A D. Ingram
%B HCII99
%D 1999
%V 2
%P 750-756
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.757
%T Broad spectrum approach and information society for all
%A A. G. Arnold
%A L. J. Vink
%B HCII99
%D 1999
%V 2
%P 757-761
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.762
%T Design for usability
%A N. Bevan
%B HCII99
%D 1999
%V 2
%P 762-766
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.767
%T Multilingual information services as a goal
%A A. Lehtola
%B HCII99
%D 1999
%V 2
%P 767-771
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.772
%T Global User-Interface Design
%A A. Marcus
%A V. Frank
%A J. Armitage
%A E. Guttman
%B HCII99
%D 1999
%V 2
%P 772-776
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.777
%T Design for all - a sketch of challenges for HCI designers
%A H. Weber
%B HCII99
%D 1999
%V 2
%P 777-781
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.782
%T Unified user interfaces: from design to implementation
%A A. Savidis
%A D. Akoumianakis
%A C. Stephanidis
%B HCII99
%D 1999
%V 2
%P 782-786
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.787
%T The importance of clinical diagnoses in the prediction of performance
on computer-based tasks for low vision users
%A J. A. Jacko
%B HCII99
%D 1999
%V 2
%P 787-791
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.792
%T Software technology and computer interfaces for the disabled:
non-visual WWW browsing
%A A. I. Karshmer
%A E. Pontelli
%A G. Gupta
%B HCII99
%D 1999
%V 2
%P 792-796
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.797
%T Visualisation of nonvisual user interfaces
%A G. Weber
%B HCII99
%D 1999
%V 2
%P 797-801
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.802
%T Symbolic tele-communication using the WWW
%A H. Weber
%A F. Leidermann
%A K. J. Zink
%B HCII99
%D 1999
%V 2
%P 802-806
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.807
%T Universal accessibility: process-oriented design guidelines
%A D. Akoumianakis
%A M. Sfyrakis
%A A. Paramythis
%A C. Stephanidis
%B HCII99
%D 1999
%V 2
%P 807-811
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.812
%T Non-visual web browsing: lessons learned from the AVANTI case study
%A A. Paramythis
%A M. Sfyrakis
%A A. Savidis
%A C. Stephanidis
%B HCII99
%D 1999
%V 2
%P 812-817
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.818
%T Human gesture analysis and recognition for medical and dance
applications
%A D. Majoe
%A N. Hazzard
%B HCII99
%D 1999
%V 2
%P 818-822
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.823
%T A planned behavior in context model of networked information resource
use
%A J. E. Klobas
%A D. Morrison
%B HCII99
%D 1999
%V 2
%P 823-827
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.828
%T Effective accessibility engineering: breaking organisational habits
%A V. Giller
%A M. Tscheligi
%B HCII99
%D 1999
%V 2
%P 828-832
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.833
%T A methodology for usability evaluation
%A M. F. Costabile
%B HCII99
%D 1999
%V 2
%P 833-837
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.838
%T Commercial web sites made accessible for all
%A J. Vanderdonckt
%B HCII99
%D 1999
%V 2
%P 838-842
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.843
%T A grammar-based approach for populating HCI design spaces
%A M. Antona
%A D. Akoumianakis
%A C. Stephanidis
%B HCII99
%D 1999
%V 2
%P 843-847
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.848
%T On-line instruction in assistive technology
%A H. J. Murphy
%B HCII99
%D 1999
%V 2
%P 848-852
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.853
%T Improved HCI accessibility: An account of costs involved
%A E. Bekiaris
%A P. Oxley
%B HCII99
%D 1999
%V 2
%P 853-857
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.858
%T Standards for multimedia user interfaces - opportunities and issues
%A J. Ziegler
%B HCII99
%D 1999
%V 2
%P 858-862
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.863
%T User acceptance in health telematics: an HCI perspective
%A I. Iakovidis
%B HCII99
%D 1999
%V 2
%P 863-867
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.868
%T Policy perspectives on "design for all"
%A C. Stephanidis
%A G. Salvendy
%A P. L. Elimiliani
%A D. Akoumianakis
%B HCII99
%D 1999
%V 2
%P 868-872
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.873
%T Towards personalized multimedia presentation systems for all
%A E. Andre
%B HCII99
%D 1999
%V 2
%P 873-877
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.878
%T A design approach for accessibility
%A S. Keates
%A P. J. Clarkson
%A P. Robinson
%B HCII99
%D 1999
%V 2
%P 878-882
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.883
%T Information environments to overcome isolation, marginalization and
stigmatization in an overaging information society
%A M. Pieper
%B HCII99
%D 1999
%V 2
%P 883-887
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.888
%T Visualization and open user groups
%A C. Stary
%A B. Froschauer
%B HCII99
%D 1999
%V 2
%P 888-892
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.893
%T Accessing the information society: a retrospective of research
efforts in Europe
%A P. L. Emiliani
%B HCII99
%D 1999
%V 2
%P 893-897
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.898
%T Multimodality: a primary requisite for achieving an information
society for all
%A N. Carbonell
%B HCII99
%D 1999
%V 2
%P 898-902
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.903
%T The decoupled application interaction model, D.A.I.M
%A I.-M. Jonsson
%B HCII99
%D 1999
%V 2
%P 903-907
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.908
%T Formalization as a path to universal accessibility
%A A. R. Puerta
%B HCII99
%D 1999
%V 2
%P 908-912
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.913
%T Universal access in the information society
%A C. Stephanidis
%B HCII99
%D 1999
%V 2
%P 913-917
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.918
%T Multi-modal interfaces: R&D opportunities in the 5th framework
programme
%A J. M. Santos
%A C. M. Pires
%B HCII99
%D 1999
%V 2
%P 918-921
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.922
%T Corpus-based user interfaces
%A M. Maybury
%A S. Bayer
%A F. Linton
%B HCII99
%D 1999
%V 2
%P 922-926
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.927
%T HCI public service information systems focused on the needs of
disabled and older people
%A J. S. Sandhu
%B HCII99
%D 1999
%V 2
%P 927-931
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.932
%T An optimum UI for using a high comfort and enhanced manoeuvrability
wheelchair for transportation tasks
%A G. Papaioannou
%A A. Naniopoulos
%B HCII99
%D 1999
%V 2
%P 932-936
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.937
%T Being natural - on the use of multimodal interaction concepts in
smart homes
%A J. Machate
%B HCII99
%D 1999
%V 2
%P 937-941
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.942
%T Consumer electronics user interfaces for all. Design on the basis of
the special requirements of elderly people
%A M. Burmester
%B HCII99
%D 1999
%V 2
%P 942-946
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.947
%T Making it easy for all
%A D. G. J. Fanshawe
%B HCII99
%D 1999
%V 2
%P 947-951
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.952
%T Assisting individuals with disabilities through the use of virtual
reality technologies
%A C. Germann
%A J. Kaufman Broida
%A P. O'Neill-Jones
%B HCII99
%D 1999
%V 2
%P 952-956
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.957
%T Independent living for elder and handicapped people - results of a
research project
%A B. Klein
%A B. Schnuckel
%B HCII99
%D 1999
%V 2
%P 957-960
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.961
%T Compensable injuries due to repetitive motion in computerized office
work
%A F. T. Conway
%B HCII99
%D 1999
%V 2
%P 961-965
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.966
%T Redesigning speech recognition for use by individuals with spinal
cord injuries
%A A. Sears
%A J. Bishof-Risario
%B HCII99
%D 1999
%V 2
%P 966-969
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.970
%T Hands-off human-computer interfaces for individuals with severe motor
disabilities
%A A. Barreto
%A S. Scargle
%A M. Adjouadi
%B HCII99
%D 1999
%V 2
%P 970-974
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.975
%T Linking visual capabilities of partially sighted computer users to
psychomotor task performance
%A J. A. Jacko
%A R. H. Rosa
%A I. U. Scott
%A C. J. Pappas
%A M. A. Dixon
%B HCII99
%D 1999
%V 2
%P 975-979
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.980
%T Evaluation of a world wide web scanning interface for blind and
visually impaired users
%A M. Zajicek
%A C. Powell
%A C. Reeves
%B HCII99
%D 1999
%V 2
%P 980-984
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.985
%T PadGraph
%A G. Evreinov
%A A. Agranovski
%A A. Yashkin
%A T. Evreinova
%B HCII99
%D 1999
%V 2
%P 985-989
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.990
%T Pattern representation system using movement sense of localized sound
%A M. Shimizu
%A K. Itoh
%A T. Nakazawa
%B HCII99
%D 1999
%V 2
%P 990-994
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.995
%T An audio browser for increasing access to world wide web sites for
blind and visually impaired computer users
%A L. S. Petrucci
%A P. Roth
%A A. Assimacopoulos
%A T. Pun
%B HCII99
%D 1999
%V 2
%P 995-998
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.999
%T Systematic auditory training of obstacle sense for the visually
impaired by using acoustical VR system
%A Y. Seki
%B HCII99
%D 1999
%V 2
%P 999-1003
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1004
%T Research on a finger braille communicator
%A T. Hoshino
%A T. Otake
%A Y. Yonezawa
%B HCII99
%D 1999
%V 2
%P 1004-1008
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1009
%T A study on perceptual responses to electrocutaneous stimulation for
blind access to computers with graphical user interfaces
%A S. Lee
%B HCII99
%D 1999
%V 2
%P 1009-1013
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1014
%T Multimedia program for the development of the vision of partially
sighted children
%A C. Sik-Lanyi
%A P. Kovacs
%A Z. Varga
%B HCII99
%D 1999
%V 2
%P 1014-1017
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1018
%T The impact of mobility on user interfaces for subjects who are motor
impaired: case study in a wireless LAN environment
%A I. Van Mele
%A K. Edwards
%A A. Spaepen
%B HCII99
%D 1999
%V 2
%P 1018-1024
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1025
%T CABINet: networking of immersive projection environment
%A T. Ogi
%A T. Yamada
%A M. Hirose
%B HCII99
%D 1999
%V 2
%P 1025-1029
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1030
%T Haptic interface for immersive projection display
%A H. Yano
%A N. Kakahi
%A T. Ogi
%A M. Hirose
%B HCII99
%D 1999
%V 2
%P 1030-1034
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1035
%T Dexterous modeling device for industrial design
%A K. Kameyama
%B HCII99
%D 1999
%V 2
%P 1035-1039
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1040
%T Virtual elasticity
%A K. Hirota
%A T. Kaneko
%B HCII99
%D 1999
%V 2
%P 1040-1043
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1044
%T Cybercity walker - layered morphin method -
%A T. Endo
%A A. Katayama
%A H. Tamura
%A M. Hirose
%A T. Tanikawa
%B HCII99
%D 1999
%V 2
%P 1044-1048
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1049
%T Usability and navigation in virtual 3D worlds
%A V. Thoma
%A A. Haf
%A A. Hitzges
%B HCII99
%D 1999
%V 2
%P 1049-1054
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1055
%T The challenge to build flexible user interface components for
non-immersive 3D environments
%A R. Dachselt
%B HCII99
%D 1999
%V 2
%P 1055-1059
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1060
%T Exploring brick-based camera control
%A M. Fjeld
%A F. Voorhorst
%A M. Bichsel
%A H. Krueger
%B HCII99
%D 1999
%V 2
%P 1060-1064
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1065
%T A computer-augmented office environment: integrating virtual and real
world objects and behavior
%A H. Mori
%A T. Kozawa
%A E. Sasamoto
%A Y. Oku
%B HCII99
%D 1999
%V 2
%P 1065-1069
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1070
%T Physical-virtual instead of physical or virtual - designing artefacts
for future knowledge work environments
%A T. Pederson
%B HCII99
%D 1999
%V 2
%P 1070-1074
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1075
%T Three-dimensional modeling environment "claymore" based on augmented
direct manipulation technique
%A T. Oshiba
%A J. Tanaka
%B HCII99
%D 1999
%V 2
%P 1075-1079
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1080
%T Uniform interaction for immersive and non-immersive 3D object
modelling
%A K. Coninx
%A C. Raymaekers
%A T. De Weyer
%A F. Van Reeth
%B HCII99
%D 1999
%V 2
%P 1080-1084
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1085
%T A flexible environment for virtual reality applications
%A V. Moccia
%A A. Biancardi
%B HCII99
%D 1999
%V 2
%P 1085-1089
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1090
%T Teaching orientation and mobility skills to blind children using
simulated acoustical environments
%A D. Inman
%A K. Loge
%B HCII99
%D 1999
%V 2
%P 1090-1094
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1095
%T Virtual environments for targeting cognitive processes: an overview
of projects at the University of Southern California
%A A. A. Rizzo
%A J. G. Buckwalter
%A U. Neumann
%A C. Chua
%A A. Van Rooyen
%A P. Larson
%A K. Kratz
%A C. Kesselman
%A M. Thiebaux
%A L. Humphrey
%B HCII99
%D 1999
%V 2
%P 1095-1099
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1100
%T Virtual reality in assessment and rehabilitation of impaired memory
following brain damage
%A E. A. Attree
%A F. D. Rose
%A B. M. Brooks
%B HCII99
%D 1999
%V 2
%P 1100-1104
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1105
%T An illustrated methodology for the development of virtual learning
environments for use by people in special needs education
%A D. J. Brown
%A D. S. Stewart
%B HCII99
%D 1999
%V 2
%P 1105-1110
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1111
%T How can people with disabilities navigate in virtual reality with an
input device they can use?
%A K. Boschian
%A A. Larsson
%A R. Davies
%A U. Minor
%A G. Johansson
%B HCII99
%D 1999
%V 2
%P 1111-1115
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1116
%T Comparison of multimedia and virtual reality for self-training
%A B. Woolford
%A C. Chmielewski
%A A. Pandya
%A J. Adolf
%A M. Whitmore
%B HCII99
%D 1999
%V 2
%P 1116-1119
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1120
%T Human-Computer Interactions in shared virtual environments
%A R. B. Loftin
%B HCII99
%D 1999
%V 2
%P 1120-1123
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1124
%T Effects on training using illumination in virtual environments
%A J. C. Maida
%A J. Novak
%A K. Mueller
%B HCII99
%D 1999
%V 2
%P 1124-1128
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1129
%T Discrimination of changes in latency during head movement
%A S. Ellis
%A M. Young
%A B. D. Adelstein
%A S. M. Ehrlich
%B HCII99
%D 1999
%V 2
%P 1129-1136
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1137
%T Information brokerage: GAIA service assessment
%A C. Dormann
%B HCII99
%D 1999
%V 2
%P 1137-1141
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1142
%T MALL2000 - A document-based platform for negotiations in electronic
commerce
%A D. Handl
%A H.-J. Hoffmann
%B HCII99
%D 1999
%V 2
%P 1142-1146
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1147
%T Adding complexity to the electronic market model: lessons learned
from an oil industry case study
%A M. Rebstock
%B HCII99
%D 1999
%V 2
%P 1147-1151
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1152
%T Agent-based decentralized coordination for electronic markets
%A D. Deschner
%A O. Hofmann
%A F. Bodendorf
%B HCII99
%D 1999
%V 2
%P 1152-1156
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1157
%T Towards an intelligent marketspace for virtual enterprises
%A B. Suter
%A G. Kaufmann
%A A.-R. Probst
%B HCII99
%D 1999
%V 2
%P 1157-1161
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1162
%T Electronic commerce system supporting scalable and high end marketing
facility
%A C. Hyeonsung
%A C. HyunKyu
%A H. Hosang
%A P. Sangbong
%B HCII99
%D 1999
%V 2
%P 1162-1166
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1167
%T VR-shopland: online shopping in a virtual world as community event
%A A. Haf
%A A. Hitzges
%B HCII99
%D 1999
%V 2
%P 1167-1171
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1172
%T Feasibility study on the application of a human collaborative robot
system to the inspecting patrol of nuclear power plants
%A N. Ishikawa
%A K. Suzuki
%B HCII99
%D 1999
%V 2
%P 1172-1176
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1177
%T Intelligent plant inspection by using foveated active vision sensor
%A N. Kita
%B HCII99
%D 1999
%V 2
%P 1177-1181
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1182
%T User-interface design of the support system for constructing virtual
environment
%A H. Ishii
%A T. Tezuka
%A H. Yoshikawa
%B HCII99
%D 1999
%V 2
%P 1182-1186
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1187
%T Hybrid monitoring system for high temperature gas cooling reactor
%A K. Nabeshima
%A E. Turkcan
%A T. Suzudo
%A S. Nakagawa
%A K. Inoue
%A T. Ohno
%A K. Kudo
%A K. Suzuki
%B HCII99
%D 1999
%V 2
%P 1187-1191
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1192
%T Intelligent plant human-machine interface based on intent inferencing
%A K. Furuta
%A Y. Oyama
%A S. Kondo
%B HCII99
%D 1999
%V 2
%P 1192-1196
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1197
%T An experimental study on implementing real-time estimator of human
cognitive process into eye-sensing head mounted display for realizing
adaptive CAI for teaching plant diagnosis knowledge
%A T. Ozawa
%A Y. Aotake
%A S. Fukushima
%A H. Shimoda
%A H. Yoshikawa
%B HCII99
%D 1999
%V 2
%P 1197-1200
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1201
%T Intellectual simulation of operating team behavior in coping with
anomalies occurring at commercial nuclear power plants
%A K. Takano
%A W. Sunaoshi
%A K. Suzuki
%B HCII99
%D 1999
%V 2
%P 1201-1205
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1206
%T Reduction of human errors in plant operation utilizing human error
correction function as an individual and crew
%A M. Numano
%A K. Miyazaki
%A K. Tanaka
%A H. Matsukura
%A Y. Niwa
%A J. Fukuto
%A Y. Murohara
%B HCII99
%D 1999
%V 2
%P 1206-1210
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1211
%T The collaboration between operators and procedures: a cognitive
systems engineering approach to performance improvement
%A E. Hollnagel
%A Y. Niwa
%B HCII99
%D 1999
%V 2
%P 1211-1215
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1216
%T Learning human-computer interactive process of learning with
intelligence tutoring systems
%A T. Matsumoto
%A H. Nakayasu
%A E. Morita
%A K. Kamejima
%B HCII99
%D 1999
%V 2
%P 1216-1220
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1221
%T Image clustering by computer with human-oriented emergence algorithm
%A M. Nakagawa
%A H. Nakayasu
%B HCII99
%D 1999
%V 2
%P 1221-1225
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1226
%T Human-computer cooperative work for design and production cycle
%A H. Nakayasu
%A M. Nakagawa
%A E. Nakamachi
%A Y. Nakamura
%A T. Katayama
%B HCII99
%D 1999
%V 2
%P 1226-1230
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1231
%T Human cognitive model for organizational design suited to task in
agile manufacturing
%A E. Bamba
%A K. Nakazato
%A T. Fujita
%B HCII99
%D 1999
%V 2
%P 1231-1235
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1236
%T Extending effective target width in Fitts' law to two-dimensional
pointing task
%A A. Murata
%A M. Fujii
%A Y. Arima
%A H. Iwase
%B HCII99
%D 1999
%V 2
%P 1236-1240
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1241
%T Ergonomics issues in agile manufacturing - from an occupational
health viewpoint -
%A N. Sato
%A Y. Kume
%B HCII99
%D 1999
%V 2
%P 1241-1244
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1245
%T Virtual vertical integration as a strategy for agility
%A C. E. Wainwright
%A P. G. Lee
%B HCII99
%D 1999
%V 2
%P 1245-1249
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1250
%T A study on organizational aspects of agile manufacturing in Japan
%A T. Ui
%B HCII99
%D 1999
%V 2
%P 1250-1255
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1256
%T Integration approach for agile manufacturing cell
%A Y. Kume
%A N. Sato
%A Y. Tsukiji
%B HCII99
%D 1999
%V 2
%P 1256-1260
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1261
%T Design and evaluation of air traffic control support tools
%A S. Romahn
%A E. A. Palmer
%B HCII99
%D 1999
%V 2
%P 1261-1265
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1266
%T A vertical situation display for automated aircraft - design and
evaluation in full mission simulation
%A T. Prevot
%A B. Crane
%B HCII99
%D 1999
%V 2
%P 1266-1270
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1271
%T The search for pilot's ideal complement: experimental results with
the crew assistant military Aircraft CAMA
%A F. O. Flemisch
%A R. Onken
%B HCII99
%D 1999
%V 2
%P 1271-1275
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1276
%T Flight crew factors CTAS/FMS integration in the terminal airspace
%A B. Crane
%A T. Prevot
%A E. Palmer
%B HCII99
%D 1999
%V 2
%P 1276-1280
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1281
%T Visualization and analysis of flight crew procedure performance
%A T. J. Callantine
%B HCII99
%D 1999
%V 2
%P 1281-1285
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1286
%T Influence of interfaces on human performance in S&C of large
technical systems
%A B. Boussoffara
%A P. F. Elzer
%B HCII99
%D 1999
%V 2
%P 1286-1290
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1291
%T An operator support system based on situation similarity
%A B. Boussoffara
%A P. F. Elzer
%B HCII99
%D 1999
%V 2
%P 1291-1295
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1296
%T Three-dimensional representation of process values
%A P. F. Elzer
%A C. Beuthel
%B HCII99
%D 1999
%V 2
%P 1296-1300
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1301
%T Identifying core sequences in process control across branches
%A T. Komischke
%B HCII99
%D 1999
%V 2
%P 1301-1305
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1306
%T Estimation of plant operator's cognitive modes based on the cognition
model
%A K. Tsuchiya
%A Y. Hayashi
%A H. Mori
%A E. Hollnagel
%B HCII99
%D 1999
%V 2
%P 1306-1310
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1311
%T Human-computer-interactions in call centres - ergonomic demands and
design solutions
%A M. Rentzsch
%B HCII99
%D 1999
%V 2
%P 1311-1315
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1316
%T Call center: technical and organizational challenges
%A J. F. Hampe
%B HCII99
%D 1999
%V 2
%P 1316-1320
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1321
%T Mental load of call centre agents
%A H.-J. Rothe
%A A.-M. Metz
%A M. Degener
%B HCII99
%D 1999
%V 2
%P 1321-1326
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1327
%T New design solution for call center work places from the point of
view of furniture manufacturer
%A D. Menzel
%B HCII99
%D 1999
%V 2
%P 1327-1331
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1332
%T Call center - interface between companies' practice and the
competence network of safety and health at work in North-Rhine-Westfalia
%A R. Tielsch
%B HCII99
%D 1999
%V 2
%P 1332-1336
%* (c) Copyright 1999 Lawrence Erlbaum Associates

%M C.HCII.99.2.1337
%T Communication beyond reality
%A H. Tamura
%B HCII99
%D 1999
%V 2
%P 1337-1340
%* (c) Copyright 1999 Lawrence Erlbaum Associates

fpack:!@#$%^&*(): HCII01.B
%M C.HCII.01.1.1
%T An Evaluation of Gesture Recognition for PDAs
%A A. Sears
%A R. Arora
%B HCII01
%D 2001
%V 1
%P 1-5

%M C.HCII.01.1.6
%T Investigating PDA Web Browsing Through Eye Movement Analysis
%A H. S. Bautsch-Vitense
%A G. J. Marmet
%A J. A. Jacko
%B HCII01
%D 2001
%V 1
%P 6-10

%M C.HCII.01.1.11
%T Development of a Gesture-Based Interface for Mobile Computing
%A J. M. Vice
%A C. E. Lathan
%A J. Sampson
%B HCII01
%D 2001
%V 1
%P 11-15

%M C.HCII.01.1.16
%T Data Entry for Mobile Devices Using Soft Keyboards: Understanding the
Effect of Keyboard Size
%A Y. Zha
%A A. Sears
%B HCII01
%D 2001
%V 1
%P 16-20

%M C.HCII.01.1.21
%T Vibrotactile Feedback for Handling Virtual Contact in Immersive
Virtual Environments
%A R. W. Lindeman
%A J. N. Templeman
%B HCII01
%D 2001
%V 1
%P 21-25

%M C.HCII.01.1.26
%T Guided Design and Evaluation of Distributed Collaborative 3D
interaction in Projection Based Virtual Environments
%A G. Goebbels
%A V. Lalioti
%A T. Mack
%B HCII01
%D 2001
%V 1
%P 26-30

%M C.HCII.01.1.31
%T 3D Interaction and Visualization in the Industrial Environment
%A S. Goose
%A I. Gruber
%A S. Sudarsky
%A K. Hampel
%A B. Baxter
%A N. Navab
%B HCII01
%D 2001
%V 1
%P 31-35

%M C.HCII.01.1.36
%T Interfacing Tangible Input Devices to a 3D Virtual Environment for
Users with Special Needs
%A S. V. Cobb
%A T. Starmer
%A R. C. Cobb
%A S. Tymms
%A T. P. Pridmore
%A D. Webster
%B HCII01
%D 2001
%V 1
%P 36-40

%M C.HCII.01.1.41
%T A Study of the Relative Importance of Visual Cues in Desktop Virtual
Environments
%A S. Morar
%A R. D. Macredie
%A T. Cribbin
%B HCII01
%D 2001
%V 1
%P 41-45

%M C.HCII.01.1.46
%T HCI Challenges in Designing for Users with Disabilities
%A J. C. Muzio
%A M. Serra
%B HCII01
%D 2001
%V 1
%P 46-50

%M C.HCII.01.1.51
%T Mathaino: Simultaneous Legacy Interface Migration to Multiple
Platforms
%A R. V. Kapoor
%A E. Stroulia
%B HCII01
%D 2001
%V 1
%P 51-55

%M C.HCII.01.1.56
%T A User Interface for Accessing to Information Spaces by the
Manipulation of Physical Objects
%A M. Sugimoto
%A F. Kusunoki
%A H. Hashizume
%B HCII01
%D 2001
%V 1
%P 56-60

%M C.HCII.01.1.61
%T Towards an Interactive Systems Design Based on the User Task with
Petri Nets
%A D. Tabary
%A R. Bastide
%A P. Palanque
%A M. Abed
%B HCII01
%D 2001
%V 1
%P 61-65

%M C.HCII.01.1.66
%T Proposition for an Automatic Design of SOHTCO Interfaces from
Cooperative Process Simulation
%A E. Adam
%A D. Tabary
%A M. Abed
%B HCII01
%D 2001
%V 1
%P 66-70

%M C.HCII.01.1.71
%T Agents Oriented Specification of Interactive Systems
%A H. Maoudji
%A H. Ezzedine
%A A. Peninou
%B HCII01
%D 2001
%V 1
%P 71-75

%M C.HCII.01.1.76
%T Contribution of the Petri Nets and the Multi Agent System in HCI
Specification
%A M. Riahi
%A F. Moussa
%B HCII01
%D 2001
%V 1
%P 76-80

%M C.HCII.01.1.81
%T The Task-to-Presentation-Dialog Mapping Problem
%A Q. Limbourg
%A J. Vanderdonckt
%B HCII01
%D 2001
%V 1
%P 81-85

%M C.HCII.01.1.86
%T Knowledge Discovery in Human-Machine Systems
%A J. Murray
%B HCII01
%D 2001
%V 1
%P 86-90

%M C.HCII.01.1.91
%T Designing Mobile Applications: Challenges, Methodologies, and Lessons
Learned
%A R. Longoria
%B HCII01
%D 2001
%V 1
%P 91-95

%M C.HCII.01.1.96
%T Lessons Learned in Developing Human-Computer Interfaces for Infantry
Wearable Computer Systems
%A T. V. Hromadka
%B HCII01
%D 2001
%V 1
%P 96-100

%M C.HCII.01.1.101
%T Recent Investigations of User Interface Improvements for a Military
Wearable Computer System
%A L. E. Stallman
%B HCII01
%D 2001
%V 1
%P 101-105

%M C.HCII.01.1.106
%T Internationalization of Websites: The Next Great Challenge in
Interface Design
%A L. E. Burgee
%B HCII01
%D 2001
%V 1
%P 106-110

%M C.HCII.01.1.111
%T An Exploratory Study of Situational Error on the Web
%A J. Lazar
%A A. F. Norcio
%B HCII01
%D 2001
%V 1
%P 111-114

%M C.HCII.01.1.115
%T Designing for Effective Information Presentation: The Effects of
Cultural Differences on Speed, Accuracy, and Perceptions on Usability
and Aesthetics
%A J. Noiwan
%A A. F. Norcio
%B HCII01
%D 2001
%V 1
%P 115-119

%M C.HCII.01.1.120
%T Abstract Interfaces in Three-Dimensional Space
%A D. K. Jennings
%B HCII01
%D 2001
%V 1
%P 120-124

%M C.HCII.01.1.125
%T Practical Approaches to Fuzzy Object-Oriented User Modeling
%A T. Piyawat
%A A. F. Norcio
%B HCII01
%D 2001
%V 1
%P 125-129

%M C.HCII.01.1.130
%T Color as Communication: Nontextual Methods for the Conveyance of
Information
%A D. Denenberg
%B HCII01
%D 2001
%V 1
%P 130-133

%M C.HCII.01.1.134
%T Augmenting Physical Tools: Bridging the Chasm of Late Adoption with
Multimodal Language
%A D. R. McGee
%A P. R. Cohen
%B HCII01
%D 2001
%V 1
%P 134-138

%M C.HCII.01.1.139
%T Capabilities and Limitations of Wizard of Oz Evaluations of Speech
User Interfaces
%A W. J. Sadowski
%B HCII01
%D 2001
%V 1
%P 139-143

%M C.HCII.01.1.144
%T Intelligibility and Acceptability of Short Phrases Generated by
Embedded Text-to-Speech Engines
%A H. Wang
%A J. R. Lewis
%B HCII01
%D 2001
%V 1
%P 144-148

%M C.HCII.01.1.149
%T Psychometric Properties of the Mean Opinion Scale
%A J. R. Lewis
%B HCII01
%D 2001
%V 1
%P 149-153

%M C.HCII.01.1.154
%T A Perspective on Intelligent Information Interfaces for Mobile Users
%A T. Rist
%B HCII01
%D 2001
%V 1
%P 154-158

%M C.HCII.01.1.159
%T Post-Wimp Interactive Systems: Modeling Visual and Haptic Interaction
%A P. Mussio
%A U. Cugini
%A M. Bordegoni
%B HCII01
%D 2001
%V 1
%P 159-163

%M C.HCII.01.1.164
%T The Sentient Map as a New Paradigm for Human-Computer Interface
%A S.-K. Chang
%B HCII01
%D 2001
%V 1
%P 164-168

%M C.HCII.01.1.169
%T Internet-Based Electronic Data Exchange Interface for E-Business
Integration
%A A. J. C. Trappey
%A S. Chen
%A P.-H. Ho
%B HCII01
%D 2001
%V 1
%P 169-173

%M C.HCII.01.1.174
%T Storefront Interface Analysis and Evaluation for E-Commerce
Applications
%A C. V. Trappey
%A A. J. C. Trappey
%A C. Y.-P. Chang
%B HCII01
%D 2001
%V 1
%P 174-178

%M C.HCII.01.1.179
%T An Application of Lessons Learned in Virtual Reality to the Services
Industry
%A V. G. Duffy
%B HCII01
%D 2001
%V 1
%P 179-182

%M C.HCII.01.1.183
%T A Survey of Design Guidelines for Usability of Web Sites
%A C.-H. Wang
%B HCII01
%D 2001
%V 1
%P 183-187

%M C.HCII.01.1.188
%T The Influence of Usability Principles on Developer's Performance
%A T.-Z. Lee
%A W.-Y. Lin
%B HCII01
%D 2001
%V 1
%P 188-192

%M C.HCII.01.1.193
%T The Development of a Cognitive-driven Expert System Interface
%A K.-W. Su
%A S.-L. Hwang
%A T.-H. Liu
%B HCII01
%D 2001
%V 1
%P 193-197

%M C.HCII.01.1.198
%T Speech Completion: New Speech Interface with On-demand Completion
Assistance
%A M. Goto
%A K. Itou
%A T. Akiba
%A S. Hayamizu
%B HCII01
%D 2001
%V 1
%P 198-202

%M C.HCII.01.1.203
%T A Support System for Visually Impaired Persons Using Acoustic
Interface-Recognition of 3-D Spatial Information
%A Y. Kawai
%A F. Tomita
%B HCII01
%D 2001
%V 1
%P 203-207

%M C.HCII.01.1.208
%T COMAP: A Content Mapper for Audio-Mediated Collaborative Writing
%A M. Masoodian
%A S. Luz
%B HCII01
%D 2001
%V 1
%P 208-212

%M C.HCII.01.1.213
%T An Experimental Study on Potentiality of Voice Input Device for
Human-Machine Interface in Industrial Plants
%A M. Nakanishi
%A Y. Okada
%B HCII01
%D 2001
%V 1
%P 213-217

%M C.HCII.01.1.218
%T A Voice-Based Java Programming Environment
%A A. Bowers
%A C. Allen
%A M. Davis
%B HCII01
%D 2001
%V 1
%P 218-222

%M C.HCII.01.1.223
%T Feedback Requirements for a Direct Voice Input System
%A P. S. E. Farrell
%A M. Perlin
%A G. W. Ho
%B HCII01
%D 2001
%V 1
%P 223-227

%M C.HCII.01.1.228
%T A Cognitive Linguistic Perspective on the User Interface
%A I. Lytje
%B HCII01
%D 2001
%V 1
%P 228-232

%M C.HCII.01.1.233
%T Simulating Recognition Errors in Speech User Interface Prototyping
%A M. Peissner
%A F. Heidmann
%A J. Ziegler
%B HCII01
%D 2001
%V 1
%P 233-237

%M C.HCII.01.1.238
%T A Study on Real-time Gesture Classification Method
%A H. Shimoda
%A T. Sasai
%A H. Yoshikawa
%B HCII01
%D 2001
%V 1
%P 238-242

%M C.HCII.01.1.243
%T Non-Verbal Communication System in Cyberspace
%A S. Morishima
%B HCII01
%D 2001
%V 1
%P 243-247

%M C.HCII.01.1.248
%T Embodied Interface for Emergence and Co-share of "Ba"
%A Y. Miwa
%A S. Wesugi
%A C. Ishibiki
%A S. Itai
%B HCII01
%D 2001
%V 1
%P 248-252

%M C.HCII.01.1.253
%T E-COSMIC: Embodied Communication System for Mind Connection
%A T. Watanabe
%B HCII01
%D 2001
%V 1
%P 253-257

%M C.HCII.01.1.258
%T Unconstrained Gesture Recognition
%A J. Bellando
%A R. Kothari
%B HCII01
%D 2001
%V 1
%P 258-262

%M C.HCII.01.1.263
%T Intermodal Differences in Distraction Effects While Controlling
Automotive User Interfaces
%A M. Geiger
%A M. Zobl
%A K. Bengler
%A M. Lang
%B HCII01
%D 2001
%V 1
%P 263-267

%M C.HCII.01.1.268
%T An Intuitive Pen-Gestural Interface for Syntactic-Semantic Annotation
of Non-Cursive Handwritten Input
%A J. Husinger
%B HCII01
%D 2001
%V 1
%P 268-271

%M C.HCII.01.1.272
%T An Automatic, Adaptive Help System to Support Gestural Operation of
an Automotive MMI
%A R. Nieschulz
%A M. Geiger
%A K. Bengler
%A M. Lang
%B HCII01
%D 2001
%V 1
%P 272-276

%M C.HCII.01.1.277
%T Interface Design of Video Scout: A Selection, Recording, and
Segmentation System for TVs
%A J. Zimmerman
%A G. Marmaropoulos
%A C. van Heerden
%B HCII01
%D 2001
%V 1
%P 277-281

%M C.HCII.01.1.282
%T A Pattern-Supported Approach to the User Interface Design Process
%A A. Granlund
%A D. Lafreniere
%A D. A. Carr
%B HCII01
%D 2001
%V 1
%P 282-286

%M C.HCII.01.1.287
%T Effects of Time Delay and Manipulator Speed on a Telerobotic
Peg-in-Hole Task
%A J. C. Lane
%A C. R. Carignan
%A D. L. Akin
%B HCII01
%D 2001
%V 1
%P 287-291

%M C.HCII.01.1.292
%T Absolute Thresholds of Perception for Changes in a Graphical User
Interface
%A J. R. Dabrowski
%A E. V. Munson
%B HCII01
%D 2001
%V 1
%P 292-296

%M C.HCII.01.1.297
%T Extending Kaindl's Scenario-based Requirements Derivation Technique
for User Interface Design
%A G. Raikundalia
%B HCII01
%D 2001
%V 1
%P 297-301

%M C.HCII.01.1.302
%T Assessing Head-Tracking in a Desktop Haptic Environment
%A C. Raymaekers
%A J. DeBoeck
%A K. Coninx
%B HCII01
%D 2001
%V 1
%P 302-306

%M C.HCII.01.1.307
%T EasyCom: Designing an Intuitive and Personalized Interface for
Unified Realtime Communication and Collaboration
%A H. Hohl
%A M. Burger
%B HCII01
%D 2001
%V 1
%P 307-311

%M C.HCII.01.1.312
%T Using a Brain-Computer Interface in Virtual and Real Worlds
%A J. D. Bayliss
%A B. Auernheimer
%B HCII01
%D 2001
%V 1
%P 312-316

%M C.HCII.01.1.317
%T PODS: Interpreting Spatial and Temporal Environmental Information
%A E. Biagioni
%B HCII01
%D 2001
%V 1
%P 317-321

%M C.HCII.01.1.322
%T ADAPT: Predicting User Action Planning
%A S. M. Doane
%B HCII01
%D 2001
%V 1
%P 322-326

%M C.HCII.01.1.327
%T Capturing Students' Note-Taking Strategy with Audio Recording
Techniques
%A M. E. Crosby
%A M. K. Iding
%A T. Speitel
%B HCII01
%D 2001
%V 1
%P 327-331

%M C.HCII.01.1.332
%T Predicting User Task with a Neural Network
%A L. King
%B HCII01
%D 2001
%V 1
%P 332-336

%M C.HCII.01.1.337
%T Student Usage of a Statistical Web-DB
%A J. Nordbotten
%A S. Nordbotten
%B HCII01
%D 2001
%V 1
%P 337-341

%M C.HCII.01.1.342
%T Activity Theory as a Basis for the Study and Redesign of
Computer-Based Task
%A G. Bedny
%A W. Karwowski
%A M. Seglin
%B HCII01
%D 2001
%V 1
%P 342-346

%M C.HCII.01.1.347
%T Analysis of Visual Search Requirement Addressed in Current Usability
Testing Methodologies for GUI Applications-An Activity Theory Approach
%A O.-J. Jeng
%A T. Sengupta
%B HCII01
%D 2001
%V 1
%P 347-351

%M C.HCII.01.1.352
%T Professionally Important Personality Traits and Psychophysiological
Conditions Related to Efficiency of Activities Factors of Ship Operators
%A V. N. Levytskiy
%A M. H. Seglin
%A A. M. Karpukhina
%B HCII01
%D 2001
%V 1
%P 352-356

%M C.HCII.01.1.357
%T Theories and Methods in Affective Human Factors Design
%A M. G. Helander
%B HCII01
%D 2001
%V 1
%P 357-361

%M C.HCII.01.1.362
%T Cross Cultural Issues in Affective Design
%A S.-F. M. Liang
%B HCII01
%D 2001
%V 1
%P 362-364

%M C.HCII.01.1.365
%T Customer Needs in Web Based Interaction: A Macro View of Usability
%A R. S. Goonetilleke
%A C. Duffy
%A D. Jacques
%B HCII01
%D 2001
%V 1
%P 365-369

%M C.HCII.01.1.370
%T Towards Affective Collaborative Design
%A H. M. Khalid
%B HCII01
%D 2001
%V 1
%P 370-374

%M C.HCII.01.1.375
%T Usability and Beyond: Experiential Aspects of Web Interaction
%A P. Jamting
%A I. C. M. Karlsson
%B HCII01
%D 2001
%V 1
%P 375-379

%M C.HCII.01.1.380
%T Designed for Enablement or Disabled by Design? Choosing the Path to
Effective Speech Application Design
%A J. Lai
%A S. Srinivasan
%B HCII01
%D 2001
%V 1
%P 380-384

%M C.HCII.01.1.385
%T Inclusive Design at the Royal College of Art (RCA)
%A R. Coleman
%A J. Myerson
%B HCII01
%D 2001
%V 1
%P 385-389

%M C.HCII.01.1.390
%T When Non-Human is Better than Semi-Human: Consistency in Speech
Interfaces
%A L. Gong
%A C. Nass
%A C. Simard
%A Y. Takhteyev
%B HCII01
%D 2001
%V 1
%P 390-394

%M C.HCII.01.1.395
%T Wireless Spaces: Enabling Technological Freedom and Creating
Invisible Borders
%A A. Saulsbury
%A I.-M. Jonsson
%B HCII01
%D 2001
%V 1
%P 395-399

%M C.HCII.01.1.400
%T Context-Aware Mobile Phones: The Differences Between Pull and Push,
Restoring the Importance of Place
%A P. Rankin
%B HCII01
%D 2001
%V 1
%P 400-404

%M C.HCII.01.1.405
%T Natural Interaction Using the Adaptive Agent Oriented Software
Architecture (AAOSA)
%A B. Hodjat
%A M. Amamiya
%B HCII01
%D 2001
%V 1
%P 405-409

%M C.HCII.01.1.410
%T Simulating User Integration During Software Development
%A I. Raue
%A C. Leutloff
%B HCII01
%D 2001
%V 1
%P 410-414

%M C.HCII.01.1.415
%T Web Document Ranking by Differentiated Expert Group Evaluation
%A S.-W. Kim
%A C.-W. Chung
%B HCII01
%D 2001
%V 1
%P 415-419

%M C.HCII.01.1.420
%T The Development of a Usability Measure for Flight Management Systems
%A K. P. Lane
%A D. Harris
%B HCII01
%D 2001
%V 1
%P 420-424

%M C.HCII.01.1.425
%T An Industrial Case Study of Usability Evaluation in Market-Driven
Packaged Software Development
%A J. N. o. Dag
%A B. Regnell
%A O. S. Madsen
%A A. Aurum
%B HCII01
%D 2001
%V 1
%P 425-429

%M C.HCII.01.1.430
%T Supporting Organizational Learning in Usability Engineering:
Requirements of Software Development Organizations and Implications for
Tool Support
%A E. Metzker
%B HCII01
%D 2001
%V 1
%P 430-434

%M C.HCII.01.1.435
%T Practicality of Handwritten Japanese Input Interface with and without
a Writing Frame
%A H. Tanaka
%A K. Ishigaki
%B HCII01
%D 2001
%V 1
%P 435-439

%M C.HCII.01.1.440
%T Programming Education on an Electronic Whiteboard Using Pen
Interfaces
%A T. Ohara
%A N. Kato
%A M. Nakagawa
%B HCII01
%D 2001
%V 1
%P 440-444

%M C.HCII.01.1.445
%T Supporting Individual and Cooperative Work Using Scalable Pen
Interfaces
%A Y. Otsuki
%A H. Bandoh
%A N. Kato
%A M. Nakagawa
%B HCII01
%D 2001
%V 1
%P 445-449

%M C.HCII.01.1.450
%T Pen-based Electronic Mail System for the Blind
%A N. Ezaki
%A K. Kiyota
%A S. Yamamoto
%B HCII01
%D 2001
%V 1
%P 450-454

%M C.HCII.01.1.455
%T User Adaptation in Handwriting Recognition by an Automatic Learning
Algorithm
%A T. Yokota
%A S. Kuzunuki
%A K. Gunji
%A N. Hamada
%B HCII01
%D 2001
%V 1
%P 455-459

%M C.HCII.01.1.460
%T A Neuro-Fuzzy Adaptive Control of Interactive Systems
%A H.-G. Lindner
%A A. Nikov
%A T. Georgiev
%B HCII01
%D 2001
%V 1
%P 460-464

%M C.HCII.01.1.465
%T Adaptive Tutoring in Business Education Using Fuzzy Backpropagation
Approach
%A Kinshuk
%A A. Nikov
%A A. Patel
%B HCII01
%D 2001
%V 1
%P 465-468

%M C.HCII.01.1.469
%T An Algorithm and a System for User Interface Adaptation
%A A. Nikov
%A S. Stoeva
%A M. Tzekov
%B HCII01
%D 2001
%V 1
%P 469-473

%M C.HCII.01.1.474
%T WEDIS: A Toolkit for Adaptable Creation and Support of Workshop
Production Structures
%A H. Enderlein
%A A. Nikov
%A B. Keil
%B HCII01
%D 2001
%V 1
%P 474-478

%M C.HCII.01.1.479
%T Interaction with Agents Systems: Problematics and Classification
%A E. G.-L. Strugeon
%A A. Peninou
%B HCII01
%D 2001
%V 1
%P 479-483

%M C.HCII.01.1.484
%T The User is an Agent
%A G. Hutzler
%B HCII01
%D 2001
%V 1
%P 484-488

%M C.HCII.01.1.489
%T Interaction with Agent Systems for Technological Watch
%A E. Adam
%A E. Vergison
%A R. Mandiau
%A C. Kolski
%B HCII01
%D 2001
%V 1
%P 489-493

%M C.HCII.01.1.494
%T Interaction with Agent Systems for Intermodality in Transport Systems
%A C. Petit-Roze
%A E. G.-L. Strugeon
%B HCII01
%D 2001
%V 1
%P 494-498

%M C.HCII.01.1.499
%T Designing for Affective Interactions
%A C. Reynolds
%A R. W. Picard
%B HCII01
%D 2001
%V 1
%P 499-503

%M C.HCII.01.1.504
%T Interactive Arts as the Frontier of Future Communication Media -
Learned Lessons from ATR MIC Installations
%A K. Mase
%A R. Nakatsu
%B HCII01
%D 2001
%V 1
%P 504-508

%M C.HCII.01.1.509
%T Kansei Interaction in Art and Technology
%A H. Katayose
%A S. Hirai
%A C. Horii
%A A. Kimura
%A K. Sato
%B HCII01
%D 2001
%V 1
%P 509-513

%M C.HCII.01.1.514
%T The Impact of Social Context on Perceptions of Computing Activities
%A D. C. Dryer
%B HCII01
%D 2001
%V 1
%P 514-518

%M C.HCII.01.1.519
%T Visualization Techniques Producing Communication in the Creative
Community: Self-Propagating Map with an Annual Ring Metaphor
%A H. Noda
%A T. Asahi
%B HCII01
%D 2001
%V 1
%P 519-523

%M C.HCII.01.1.524
%T Collaborative Work Support on Networked Heterogeneous
Platforms--Shared Augmented Interior Design Space
%A K. Minami
%A T. Korpipaa
%A T. Shuzui
%A T. Kuroda
%A Y. Manabe
%A K. Chihara
%B HCII01
%D 2001
%V 1
%P 524-528

%M C.HCII.01.1.529
%T Extracting Relations Among Files by User's History
%A Y. Iwai
%A M. Yamada
%A M. Yachida
%B HCII01
%D 2001
%V 1
%P 529-533

%M C.HCII.01.1.534
%T Life-Like Agent Interface on a User-Tracking Active Display
%A H. Dohi
%A M. Ishizuka
%B HCII01
%D 2001
%V 1
%P 534-538

%M C.HCII.01.1.539
%T Realistic 3D Facial Expression Modeling for Man-Machine Interaction
%A Y. Zhang
%A E. Sung
%B HCII01
%D 2001
%V 1
%P 539-543

%M C.HCII.01.1.544
%T Integrated Multimedia Recognition and Motion Synthesis for Generation
of 3D Sign-Language Animations
%A T. Ozawa
%B HCII01
%D 2001
%V 1
%P 544-548

%M C.HCII.01.1.549
%T CRT Screens or TFT Displays? A Detailed Analysis of TFT Screens for
Reading Efficiency
%A M. Ziefle
%B HCII01
%D 2001
%V 1
%P 549-553

%M C.HCII.01.1.554
%T Pictures in Mobile Communication
%A P. Isomursu
%A M. Makarainen
%B HCII01
%D 2001
%V 1
%P 554-558

%M C.HCII.01.1.559
%T Micro Teleoperation System Considering Visual Registration
%A A. Sano
%A H. Fujimoto
%A T. Kitagawa
%B HCII01
%D 2001
%V 1
%P 559-563

%M C.HCII.01.1.564
%T Small User Interfaces: Challenges in Designing Holistic Mobile User
Expectations
%A K. Konkka
%B HCII01
%D 2001
%V 1
%P 564-568

%M C.HCII.01.1.569
%T Using Alternative Realities as Communication Aids in the
Participatory Design of Work Environments
%A R. C. Davies
%A E. Hornyanszky-Dalholm
%A B. Rydberg-Mitchell
%A T. Wikstrom
%B HCII01
%D 2001
%V 1
%P 569-573

%M C.HCII.01.1.574
%T Design, Virtual Reality and Peircean Phenomenology
%A J.-M. Orliaguet
%B HCII01
%D 2001
%V 1
%P 574-578

%M C.HCII.01.1.579
%T Computer Games in Collaborative Architectural Design
%A P. Frost
%A M. Johansson
%A P. Warren
%B HCII01
%D 2001
%V 1
%P 579-583

%M C.HCII.01.1.584
%T Latency Compensation in Head Tracked Virtual Environments: Motion
Component Influences on Predictor Discriminability
%A B. D. Adelstein
%A J. Y. Jung
%A S. R. Ellis
%B HCII01
%D 2001
%V 1
%P 584-588

%M C.HCII.01.1.589
%T Development of a Collaborative Environment for Finite Element
Simulation
%A M. K. Abdul-Jalil
%A C. L. Bloebaum
%B HCII01
%D 2001
%V 1
%P 589-593

%M C.HCII.01.1.594
%T Issues and Non-Issues in the Production of High-Resolution Auditory
Virtual Environments
%A F. Wightman
%A D. Kistler
%A P. Zahorik
%B HCII01
%D 2001
%V 1
%P 594-598

%M C.HCII.01.1.599
%T Rendering Sound Sources in High Fidelity Virtual Auditory Space: Some
Spatial Sampling and Psychophysical Factors
%A S. Carlile
%A C. Jin
%A J. Leung
%B HCII01
%D 2001
%V 1
%P 599-603

%M C.HCII.01.1.604
%T Creating Three Dimensions in Virtual Auditory Displays
%A B. Shinn-Cunningham
%B HCII01
%D 2001
%V 1
%P 604-608

%M C.HCII.01.1.609
%T Creating Auditory Presence
%A R. H. Gilkey
%A B. D. Simpson
%A J. M. Weisenberger
%B HCII01
%D 2001
%V 1
%P 609-613

%M C.HCII.01.1.614
%T Using Virtual Auditory Environments to Study Sound Localization
%A K. Hartung
%B HCII01
%D 2001
%V 1
%P 614-618

%M C.HCII.01.1.619
%T The Role of System Latency in Multi-Sensory Virtual Displays for
Space Applications
%A E. M. Wenzel
%B HCII01
%D 2001
%V 1
%P 619-623

%M C.HCII.01.1.624
%T NeuroRehabilitation Using "Learning by Imitation" in Virtual
Environments
%A M. K. Holden
%B HCII01
%D 2001
%V 1
%P 624-628

%M C.HCII.01.1.629
%T Using Pinch Gloves&trade; for both Natural and Abstract Interaction
Techniques in Virtual Environments
%A D. A. Bowman
%A C. A. Wingrave
%A J. M. Campbell
%A V. Q. Ly
%B HCII01
%D 2001
%V 1
%P 629-633

%M C.HCII.01.1.634
%T Virtual Reality and Transfer of Learning
%A M. M. North
%A J. R. Mathis
%A A. Madajewski
%A J. T. Brown
%A S. M. Cupp
%B HCII01
%D 2001
%V 1
%P 634-638

%M C.HCII.01.1.639
%T Presence in Altered Environments: Changing Parameters & Changing
Presence
%A R. C. Allen
%A M. J. Singer
%B HCII01
%D 2001
%V 1
%P 639-643

%M C.HCII.01.1.644
%T Presence in Distributed Virtual Environments
%A P. Commarford
%A M. J. Singer
%A J. P. Kring
%B HCII01
%D 2001
%V 1
%P 644-648

%M C.HCII.01.1.649
%T Perceptual and Performance Issues in the Integration of Virtual
Technologies in Demanding Environments
%A E. Haas
%B HCII01
%D 2001
%V 1
%P 649-653

%M C.HCII.01.1.654
%T Effects of Vection on the Sense of Presence in a Virtual Environment
%A M. Olsson
%A K. Vien
%A E. Ng
%A R. So
%A H. Alm
%B HCII01
%D 2001
%V 1
%P 654-658

%M C.HCII.01.1.659
%T Comparing Perception of Safety in Virtual and Real Environments
%A F. F. Wu
%A V. G. Duffy
%B HCII01
%D 2001
%V 1
%P 659-663

%M C.HCII.01.1.664
%T Impact of Dynamic Virtual and Real Objects on Perception of Hazard
and Risk
%A P. P. W. Ng
%A V. G. Duffy
%B HCII01
%D 2001
%V 1
%P 664-668

%M C.HCII.01.1.669
%T Determining the Impact of Task Complexity on Decision-Making and
Retention in Virtual Industrial Training
%A G. T. C. Leung
%A V. G. Duffy
%B HCII01
%D 2001
%V 1
%P 669-673

%M C.HCII.01.1.674
%T Considering Individual Differences in Perception and Performance in
Virtual Environments
%A C. M. Duffy
%A V. G. Duffy
%B HCII01
%D 2001
%V 1
%P 674-677

%M C.HCII.01.1.678
%T Haptic Cueing of a Visual Change-Detection Task: Implications for
Multimodal Interfaces
%A H. Z. Tan
%A R. Gray
%A J. J. Young
%A P. Irawan
%B HCII01
%D 2001
%V 1
%P 678-682

%M C.HCII.01.1.683
%T Virtual Glassboat: For Looking Under the Ground
%A I. Siio
%B HCII01
%D 2001
%V 1
%P 683-687

%M C.HCII.01.1.688
%T The Classroom of the Future: Enhancing Education Through Augmented
Reality
%A J. R. Cooperstock
%B HCII01
%D 2001
%V 1
%P 688-692

%M C.HCII.01.1.693
%T Physical-Virtual Knowledge Work Environments--First Steps
%A T. Pederson
%B HCII01
%D 2001
%V 1
%P 693-697

%M C.HCII.01.1.698
%T Dynamic Assignment of Virtual Functions on Physical Objects: Toward
the Free Metaphor User Interface
%A K. Azuma
%A H. Mori
%A M. Kosugi
%B HCII01
%D 2001
%V 1
%P 698-702

%M C.HCII.01.1.703
%T Development of a Visual Display System for Humanoid Robot Control
%A H. Hoshino
%A K. Suzuki
%A T. Nishiyama
%A K. Sawada
%B HCII01
%D 2001
%V 1
%P 703-707

%M C.HCII.01.1.708
%T Virtual Collaborator as Personified Interface Agent for Visualizing
Plant Operator's Cognitive Behavior in NPP Plant Control Room
%A W. Wu
%A T. Nakagawa
%A H. Ishii
%A H. Yoshikawa
%B HCII01
%D 2001
%V 1
%P 708-712

%M C.HCII.01.1.713
%T A System for Synthesizing Human Motion in Virtual Environment
%A H. Ishii
%A K. Sharyo
%A D. Komaki
%A H. Yoshikawa
%B HCII01
%D 2001
%V 1
%P 713-717

%M C.HCII.01.1.718
%T Development of a Group Training System for Plant Workers Using
Networked Virtual Environment
%A T. Nagamatsu
%A M. Yamamoto
%A S. Shiba
%A D. Iwata
%A H. Yoshikawa
%B HCII01
%D 2001
%V 1
%P 718-722

%M C.HCII.01.1.723
%T Open Simulator: Architecture for Simulating Networked Virtual
Environment by Utilizing Online Resources
%A M. Yamamoto
%A Y. Osaka
%A T. Nagamatsu
%A H. Ishii
%A H. Yoshikawa
%B HCII01
%D 2001
%V 1
%P 723-727

%M C.HCII.01.1.728
%T Configurability and Dynamic Augmentation of Technology Rich
Environments
%A T. Binder
%A J. Messeter
%B HCII01
%D 2001
%V 1
%P 728-732

%M C.HCII.01.1.733
%T An Interface for a Continuously Available, General Purpose,
Spatialized Information Space
%A R. Kooper
%A B. MacIntyre
%B HCII01
%D 2001
%V 1
%P 733-737

%M C.HCII.01.1.738
%T Augmented Reality and the Disappearing Computer
%A N. A. Streitz
%B HCII01
%D 2001
%V 1
%P 738-742

%M C.HCII.01.1.743
%T Using Augmented Reality to Support Collaboration in an Outdoor
Environment
%A B. H. Thomas
%B HCII01
%D 2001
%V 1
%P 743-747

%M C.HCII.01.1.748
%T Augmented Reality Approaches to Sensory Rehabilitation
%A S. Weghorst
%B HCII01
%D 2001
%V 1
%P 748-752

%M C.HCII.01.1.753
%T Experiential Recording by Wearable Computer
%A R. Ueoka
%A M. Hirose
%B HCII01
%D 2001
%V 1
%P 753-757

%M C.HCII.01.1.758
%T VR on Gigabit Network: Video Avator Technology
%A T. Ogi
%A T. Yamada
%A M. Hirose
%B HCII01
%D 2001
%V 1
%P 758-762

%M C.HCII.01.1.763
%T Embodied Spaces: Designing Remote Collaboration Systems Based on Body
Metaphor
%A H. Kuzuoka
%A K. Yamazaki
%A J. Yamashita
%A S. Oyama
%A A. Yamazaki
%A H. Kato
%A H. Suzuki
%A H. Miki
%B HCII01
%D 2001
%V 1
%P 763-767

%M C.HCII.01.1.768
%T Novel Haptic Texture Interfaces
%A Y. Ikei
%A N. Aoki
%A M. Shiratori
%B HCII01
%D 2001
%V 1
%P 768-772

%M C.HCII.01.1.773
%T Object Model for Haptic Interaction
%A K. Hirota
%A M. Hirose
%B HCII01
%D 2001
%V 1
%P 773-776

%M C.HCII.01.1.777
%T Wearable Interface Device
%A R. Kijima
%B HCII01
%D 2001
%V 1
%P 777-781

%M C.HCII.01.1.782
%T Prop-based Interaction in Mixed Reality Applications
%A H. T. Regenbrecht
%A M. T. Wagner
%B HCII01
%D 2001
%V 1
%P 782-791

%M C.HCII.01.1.792
%T Issues for Application Development Using Immersive HMD 360 Degree
Panoramic Video Environments
%A A. Rizzo
%A U. Neumann
%A T. Pintaric
%A M. Norden
%B HCII01
%D 2001
%V 1
%P 792-796

%M C.HCII.01.1.797
%T Collaboration With Tangible Augmented Reality Interfaces
%A M. Billinghurst
%A H. Kato
%A I. Poupyrev
%B HCII01
%D 2001
%V 1
%P 797-801

%M C.HCII.01.1.802
%T Converging User Interface Paradigms Using Collaborative Augmented
Reality
%A D. Schmalstieg
%A G. Hesina
%B HCII01
%D 2001
%V 1
%P 802-804

%M C.HCII.01.1.805
%T Augmented Reality Interface for Electronic Music Performance
%A I. Poupyrev
%A R. Berry
%A M. Billinghurst
%A H. Kato
%A K. Nakao
%A L. Baldwin
%A J. Kurumisawa
%B HCII01
%D 2001
%V 1
%P 805-808

%M C.HCII.01.1.809
%T Sensory Augmented Wearable Computing and its Potential for
Human-Computer Interaction
%A B. Schiele
%B HCII01
%D 2001
%V 1
%P 809-812

%M C.HCII.01.1.813
%T Symbiotic Interfaces for Wearable Face Recognition
%A B. Singletary
%A T. Starner
%B HCII01
%D 2001
%V 1
%P 813-817

%M C.HCII.01.1.818
%T Experiments in Interaction Between Wearable and Environmental
Infrastructure Using the Gesture Pendant
%A D. Ashbrook
%A J. Auxier
%A M. Gandy
%A T. Starner
%B HCII01
%D 2001
%V 1
%P 818-822

%M C.HCII.01.1.823
%T Conversational Speech Recognition for Creating Intelligent Agents on
Wearables
%A B. A. Wong
%A T. E. Stamer
%B HCII01
%D 2001
%V 1
%P 823-827

%M C.HCII.01.1.828
%T Modeling Mobility: Exploring the Design Space for Enabling Seamless
Ongoing Interaction for Mobile CSCW
%A M. Wiberg
%B HCII01
%D 2001
%V 1
%P 828-832

%M C.HCII.01.1.833
%T Information Architecture of a Customer Web Application: Blending
Content and Transactions
%A M. W. Vaughan
%A K. M. Candland
%A A. M. Wichansky
%B HCII01
%D 2001
%V 1
%P 833-837

%M C.HCII.01.1.838
%T Designing and Evaluating a Web-Based Collaboration Application: A
Case Study
%A W. Zhu
%B HCII01
%D 2001
%V 1
%P 838-842

%M C.HCII.01.1.843
%T E-Commerce User Interface Design for the Web
%A L. J. Najjar
%B HCII01
%D 2001
%V 1
%P 843-847

%M C.HCII.01.1.848
%T Design for Better Information Searching
%A X. Fang
%A S. Xu
%B HCII01
%D 2001
%V 1
%P 848-852

%M C.HCII.01.1.853
%T Increasing Access of Visually Disabled Users to the World Wide Web
%A Y. Yang
%A M. R. Lehto
%B HCII01
%D 2001
%V 1
%P 853-857

%M C.HCII.01.1.858
%T Transaction Security in B2C eCommerce: Perceptions and Reality
%A J. Rees
%B HCII01
%D 2001
%V 1
%P 858-862

%M C.HCII.01.1.863
%T The Effect of Positive and Negative Information in Notes to Web-Based
Financial Statements
%A A. A. Baldwin
%A R. B. Dull
%A A. W. Graham
%B HCII01
%D 2001
%V 1
%P 863-867

%M C.HCII.01.1.868
%T Adaptive Web Interfaces for Electronic Commerce
%A N. J. Lightner
%A J. Jackson
%B HCII01
%D 2001
%V 1
%P 868-872

%M C.HCII.01.1.873
%T Validating and Refining User Models of E-Commerce Customers with
Usability Test Data
%A C. W. Turner
%B HCII01
%D 2001
%V 1
%P 873-877

%M C.HCII.01.1.878
%T Decision Support Systems for ECommerce
%A W. Rivadeneira
%A M. Resnick
%B HCII01
%D 2001
%V 1
%P 878-882

%M C.HCII.01.1.883
%T Usability Evaluation Methods: What is Still Missing for the Web?
%A M. Winckler
%A M. Pimenta
%A P. Palanque
%A C. Farenc
%B HCII01
%D 2001
%V 1
%P 883-887

%M C.HCII.01.1.888
%T Modeling Interactive Information Retrieval (IR): An Information
Seeking Approach
%A A. Spink
%A A. R. Hurson
%B HCII01
%D 2001
%V 1
%P 888-892

%M C.HCII.01.1.893
%T Using Text Learning to Help Web Browsing
%A D. Mladenic
%B HCII01
%D 2001
%V 1
%P 893-897

%M C.HCII.01.1.898
%T Web Searching Behavior: Selection of Search Terms
%A X. Fang
%B HCII01
%D 2001
%V 1
%P 898-902

%M C.HCII.01.1.903
%T An Adaptive Agent for Web Exploration Based on Concept Hierarchies
%A S. Parent
%A B. Mobasher
%A S. Lytinen
%B HCII01
%D 2001
%V 1
%P 903-907

%M C.HCII.01.1.908
%T Information Agents in Astronomy
%A A. Accomazzi
%A M. J. Kurtz
%A G. Eichhorn
%A C. S. Grant
%A S. S. Murray
%B HCII01
%D 2001
%V 1
%P 908-912

%M C.HCII.01.1.913
%T Interactive Visual User Interfaces to Databases
%A T. Taskaya
%A P. Contreras
%A T. Feng
%A F. Murtagh
%B HCII01
%D 2001
%V 1
%P 913-917

%M C.HCII.01.1.918
%T Textual Document Mining Using a Graphical Interface
%A G. Hubert
%A J. Mothe
%A A. Benammar
%A T. Dkaki
%A B. Dousset
%A S. Karouach
%B HCII01
%D 2001
%V 1
%P 918-922

%M C.HCII.01.1.923
%T Users Bootstrap Better Searching the Web Through Interactive Agents
Supporting Personalisation and Experience Sharing
%A K. Englmeier
%A J. Mothe
%A B. Pauer
%B HCII01
%D 2001
%V 1
%P 923-927

%M C.HCII.01.1.928
%T Mining Coherence in Time Series Data
%A V. Moustakis
%A G. Potamias
%B HCII01
%D 2001
%V 1
%P 928-932

%M C.HCII.01.1.933
%T How to Integrate Different Text Data and Fact Information. A
Conceptual Transfer Problem in Digital Libraries and its Connection to
Agent Theory
%A J. Krause
%B HCII01
%D 2001
%V 1
%P 933-937

%M C.HCII.01.1.938
%T User Interest Correlation Through Web Log Mining
%A F. Tao
%A P. Contreras
%A B. Pauer
%A T. Taskaya
%A F. Murtagh
%B HCII01
%D 2001
%V 1
%P 938-942

%M C.HCII.01.1.943
%T Constraint-based Immersive Virtual Environment for Supporting
Assembly and Maintenance Tasks
%A T. Fernando
%A L. Marcelino
%A P. Wimalaratne
%B HCII01
%D 2001
%V 1
%P 943-947

%M C.HCII.01.1.948
%T A Study of Navigation Strategies in Spatial-Semantic Visualisations
%A T. Cribbin
%A C. Chen
%B HCII01
%D 2001
%V 1
%P 948-952

%M C.HCII.01.1.953
%T Virtuality in Human Supervisory Control
%A N. A. Stanton
%A A. D. Roberts
%A M. Ashleigh
%A F. Xu
%B HCII01
%D 2001
%V 1
%P 953-957

%M C.HCII.01.1.958
%T Augmented Reality in Museums and Art Galleries
%A C. Baber
%B HCII01
%D 2001
%V 1
%P 958-962

%M C.HCII.01.1.963
%T Browsing Patterns in a Virtual Information Space Representation of a
Document Database
%A J. Collins
%A S. J. Westerman
%B HCII01
%D 2001
%V 1
%P 963-967

%M C.HCII.01.1.968
%T Task Analysis: The Best First Step in User Interface Design
%A G. Pearson
%A P. Weeks
%B HCII01
%D 2001
%V 1
%P 968-972

%M C.HCII.01.1.973
%T The Comovie Movie Recommender - An Interoperable Community Support
Application
%A M. Koch
%A M. S. Lacher
%B HCII01
%D 2001
%V 1
%P 973-977

%M C.HCII.01.1.978
%T Usability Testing of Data Access Tools
%A J. J. Bosley
%A F. G. Conrad
%B HCII01
%D 2001
%V 1
%P 978-982

%M C.HCII.01.1.983
%T A Visual Development Environment for Meta-Computing Applications
%A P. Boulet
%A J.-L. DeKeyser
%A F. Devin
%A P. Marquet
%B HCII01
%D 2001
%V 1
%P 983-987

%M C.HCII.01.1.988
%T Managing Human-Centered Design Artifacts in Distributed Development
Environment with Knowledge Storage
%A M. Nieminen
%B HCII01
%D 2001
%V 1
%P 988-992

%M C.HCII.01.1.993
%T Acquiring Emotion Mappings Through the Interaction Between a User and
a Life-Like Agent
%A S. Yamada
%A T. Yamaguchi
%B HCII01
%D 2001
%V 1
%P 993-997

%M C.HCII.01.1.998
%T Quantitative Evaluation of Effect of Embodied Conversational Agents
on User Decisions
%A K. Shinozawa
%A J. Yamato
%A F. Naya
%A K. Kogure
%B HCII01
%D 2001
%V 1
%P 998-1002

%M C.HCII.01.1.1003
%T A Distance Learning Case Study in Turkey: An Example from Istanbul
Technical University
%A M. M. Yenisey
%B HCII01
%D 2001
%V 1
%P 1003-1006

%M C.HCII.01.1.1007
%T Realising Virtual Trading: What Price Virtual Reality?
%A S. Maad
%A M. Beynon
%A S. Garbaya
%B HCII01
%D 2001
%V 1
%P 1007-1011

%M C.HCII.01.1.1012
%T Test Bed System of Image-Based Rendering as VRML Extension
%A H. Kim
%A S. Kim
%A B. Koo
%A B. Choi
%A W. Oh
%B HCII01
%D 2001
%V 1
%P 1012-1016

%M C.HCII.01.1.1017
%T Four Ways of "Being There": Combined Effects of Immersion and
Pictorial Realism on the Sense of Presence in Virtual Environments
%A J. Hofmann
%A H. Bubb
%B HCII01
%D 2001
%V 1
%P 1017-1021

%M C.HCII.01.1.1022
%T Subjective Intensity Scaling to Vibrotactile Stimulation on the Hand
for a Glove System
%A S. Lee
%A H. S. Lee
%B HCII01
%D 2001
%V 1
%P 1022-1025

%M C.HCII.01.1.1026
%T Empirical Studies on an Augmented Reality User Interface for a Head
Based Virtual Retinal Display
%A O. Oehme
%A S. Wiedenmaier
%A L. Schmidt
%A H. Luczak
%B HCII01
%D 2001
%V 1
%P 1026-1030

%M C.HCII.01.1.1031
%T Influence of Different Visualization Techniques of 3D Free-Form
Surfaces on Perceptual Performance in a CAVE
%A R. Breining
%A W. Bauer
%A A. Gaggioli
%A H. Widlroither
%B HCII01
%D 2001
%V 1
%P 1031-1035

%M C.HCII.01.1.1036
%T The Virtual Process Visualization Method for Industrial Process
Control
%A C. Wittenberg
%B HCII01
%D 2001
%V 1
%P 1036-1040

%M C.HCII.01.1.1041
%T Changes in Subjective Well-Being Associated with exposure to Virtual
Environments (VEs)
%A B. D. Lawson
%B HCII01
%D 2001
%V 1
%P 1041-1045

%M C.HCII.01.1.1046
%T The Use of Real or Apparent Body Motion to Enhance Virtual Displays
%A B. D. Lawson
%B HCII01
%D 2001
%V 1
%P 1046-1050

%M C.HCII.01.1.1051
%T Human Performance in Virtual Environments: Examining User Control
Techniques
%A K. M. Stanney
%A K. Kingdon
%A R. S. Kennedy
%B HCII01
%D 2001
%V 1
%P 1051-1055

%M C.HCII.01.1.1056
%T Toward a Theory of Affordance Based Design of Virtual Environments
%A D. C. Gross
%A K. M. Stanney
%B HCII01
%D 2001
%V 1
%P 1056-1060

%M C.HCII.01.1.1061
%T Use of a Motion Experience Questionnaire to Predict Simulator
Sickness
%A R. S. Kennedy
%A N. E. Lane
%A K. M. Stanney
%A S. Lanham
%A K. Kingdon
%B HCII01
%D 2001
%V 1
%P 1061-1065

%M C.HCII.01.1.1066
%T How do Designers of Web Sites Take into Account Constraints and
Ergonomic Criteria?
%A N. Bonnardel
%A A. Chevalier
%B HCII01
%D 2001
%V 1
%P 1066-1070

%M C.HCII.01.1.1071
%T Task-Based Analysis of Internet Search Output Fields
%A R. Lergier
%A M. Resnick
%B HCII01
%D 2001
%V 1
%P 1071-1075

%M C.HCII.01.1.1076
%T Signs of Trust
%A K. Karvonen
%B HCII01
%D 2001
%V 1
%P 1076-1080

%M C.HCII.01.1.1081
%T An Analysis of Technology Leaders' Attitude Toward Virtual Cyberspace
Technology
%A S. M. North
%A M. M. North
%B HCII01
%D 2001
%V 1
%P 1081-1085

%M C.HCII.01.1.1086
%T The Effect of Changes in Information Access Times on Hypertext
Choices
%A D. S. McCrickard
%B HCII01
%D 2001
%V 1
%P 1086-1090

%M C.HCII.01.1.1091
%T Matching Navigational Aids to the Task
%A S. Padovani
%A M. W. Lansdale
%B HCII01
%D 2001
%V 1
%P 1091-1095

%M C.HCII.01.1.1096
%T The Influence of Language Proficiency on Web Site Usage with
Bilingual Users
%A W. G. Hayward
%A K.-K. Tong
%B HCII01
%D 2001
%V 1
%P 1096-1099

%M C.HCII.01.1.1100
%T Visualising and Animating Visual Information Foraging in Context
%A C. Chen
%A T. Cribbin
%B HCII01
%D 2001
%V 1
%P 1100-1104

%M C.HCII.01.1.1105
%T How Rich is the World-Wide-Web?
%A H. Franz
%B HCII01
%D 2001
%V 1
%P 1105-1109

%M C.HCII.01.1.1110
%T Panchronic for Active Media
%A F. V. Cipolla-Ficarra
%B HCII01
%D 2001
%V 1
%P 1110-1114

%M C.HCII.01.1.1115
%T Promoting On-line Customer Confidence through Page Design
%A R. Montania
%A M. Resnick
%B HCII01
%D 2001
%V 1
%P 1115-1119

%M C.HCII.01.1.1120
%T Navigability in Search Sites of Brazilian Internet
%A M. N. Medeia
%A L. Viana
%A V. M. Ehmman
%A C. R. Mont Alvao
%B HCII01
%D 2001
%V 1
%P 1120-1124

%M C.HCII.01.1.1125
%T Development and Evaluation of an Information Retrieval System for
User Groups and the WWW
%A M. Mase
%A S. Yamada
%B HCII01
%D 2001
%V 1
%P 1125-1129

%M C.HCII.01.1.1130
%T User Appropriate Plan Recognition for Adaptive Interfaces
%A M. Hofmann
%A M. Lang
%B HCII01
%D 2001
%V 1
%P 1130-1134

%M C.HCII.01.1.1135
%T Interactive Discovery for Acquiring Trends of Web Information
%A W. Sunayama
%A M. Yachida
%B HCII01
%D 2001
%V 1
%P 1135-1139

%M C.HCII.01.1.1140
%T Assistance of Web Browsing by Indicating the Future Web Pages
%A N. Nagino
%A S. Yamada
%B HCII01
%D 2001
%V 1
%P 1140-1144

%M C.HCII.01.1.1145
%T Evaluating Visualizations: A Method for Comparing 2D Maps
%A T. Mandl
%A M. Eibl
%B HCII01
%D 2001
%V 1
%P 1145-1149

%M C.HCII.01.1.1150
%T Visual Information Retrieval for the WWW
%A H. Reiterer
%A T. M. Mann
%A G. Mussler
%B HCII01
%D 2001
%V 1
%P 1150-1154

%M C.HCII.01.1.1155
%T Toward a Human-Web Interface
%A K. Zhang
%A J. Cao
%B HCII01
%D 2001
%V 1
%P 1155-1159

%M C.HCII.01.1.1160
%T iScape: A Collaborative Memory Palace for Digital Library Search
Results
%A K. Borner
%B HCII01
%D 2001
%V 1
%P 1160-1164

%M C.HCII.01.1.1165
%T User Behavior in Hypertext Based Teaching Systems
%A A. Naumann
%A J. Waniek
%A J. F. Krems
%A D. Hudson-Ehle
%B HCII01
%D 2001
%V 1
%P 1165-1169

%M C.HCII.01.1.1170
%T Mutual Evaluation and Situation Map to Encourage the Participation in
Web-based Conferencing
%A Y. Shibuya
%A Y. Tsujino
%B HCII01
%D 2001
%V 1
%P 1170-1174

%M C.HCII.01.1.1175
%T MURBANDY: A Dynamic One-Screen User Interface to GIS Data
%A M. Stempfhuber
%A B. Hermes
%A L. Demicheli
%A C. Lavalle
%B HCII01
%D 2001
%V 1
%P 1175-1179

%M C.HCII.01.1.1180
%T The Relation of Usability and Branding of Financial Web Sites
%A S. Duda
%A M. Schiessl
%A R. Fischer
%B HCII01
%D 2001
%V 1
%P 1180-1184

%M C.HCII.01.1.1185
%T Log Files Analysis to Measure the Utility of an Intranet
%A S. Vokar
%A C. Mariage
%A J. Vanderdonckt
%B HCII01
%D 2001
%V 1
%P 1185-1189

%M C.HCII.01.1.1190
%T Too Many Tools - Overtooling the Web: A Usability Study on Internet
Viewbars
%A A. Ahrend
%A S. Duda
%B HCII01
%D 2001
%V 1
%P 1190-1194

%M C.HCII.01.1.1195
%T A Corpus of Design Guidelines for Electronic Commerce Web Sites
%A C. Pribeanu
%A C. Mariage
%A J. Vanderdonckt
%B HCII01
%D 2001
%V 1
%P 1195-1199

%M C.HCII.01.1.1200
%T Getting Off to a Good Start: The Tricky Business of the Discovery and
Design Phase
%A V. Frank
%A P. Osburn
%B HCII01
%D 2001
%V 1
%P 1200-1202

%M C.HCII.01.1.1203
%T User Expectations and Iterative Design: A Case Study
%A C. Lutsch
%A B. Ertle
%B HCII01
%D 2001
%V 1
%P 1203-1207

%M C.HCII.01.1.1208
%T Kids' Space
%A M. Schiessl
%A S. Duda
%A R. Fischer
%B HCII01
%D 2001
%V 1
%P 1208-1211

%M C.HCII.01.1.1212
%T Some Preliminary Investigation about the Organization of User
Interface Design Guidelines
%A J. Vanderdonckt
%B HCII01
%D 2001
%V 1
%P 1212-1217

%M C.HCII.01.1.1218
%T User Interface and Other Features of a Videotelephone Set Aimed at
the Elderly-A Pilot Assessment of Depth and Breadth Trade-off of Screen
Menus
%A S. Vayrynen
%A M. Tormanen
%A V. Tornberg
%A T. Prykari
%B HCII01
%D 2001
%V 1
%P 1218-1221

%M C.HCII.01.1.1222
%T The Usability of On-Line Shop in China
%A X. Fu
%A G. Zhou
%A M.-P. Tham
%B HCII01
%D 2001
%V 1
%P 1222-1226

%M C.HCII.01.1.1227
%T A Study of Evaluating E-Commerce Web From the Viewpoint of Usability
Engineering: A Case Study of TicketSelling System of Taiwan Railway Web
%A S.-S. Guan
%B HCII01
%D 2001
%V 1
%P 1227-1231

%M C.HCII.01.1.1232
%T The User Interface of an Engineering Data Management System on WWW
%A C.-C. Hsu
%A S.-L. Hwang
%B HCII01
%D 2001
%V 1
%P 1232-1236

%M C.HCII.01.1.1237
%T Internationalization and Localization: Designing for Asian Users
%A P.-L. P. Rau
%A S.-F. M. Liang
%B HCII01
%D 2001
%V 1
%P 1237-1241

%M C.HCII.01.1.1242
%T Cultural Differences in Web Development
%A P.-L. P. Rau
%A X. Fang
%B HCII01
%D 2001
%V 1
%P 1242-1246

%M C.HCII.01.1.1247
%T Why Do Experts Predict False Alarms? An Empirical Investigation into
the Validity of Expert Evaluations of Instructional Multimedia Software
%A M. Dimitrova
%A H. Sharp
%A S. Wilson
%B HCII01
%D 2001
%V 1
%P 1247-1251

%M C.HCII.01.1.1252
%T Wireless Interaction for Large Screen Displays
%A W. D. Bora
%A P. A. Jedrysik
%A J. A. Moore
%A T. A. Stedman
%B HCII01
%D 2001
%V 1
%P 1252-1256

%M C.HCII.01.1.1257
%T The AOF (Authoring on the Fly) System as an Example for Efficient and
Comfortable Browsing and Access of Multimedia Data
%A W. Huerst
%A R. Mueller
%B HCII01
%D 2001
%V 1
%P 1257-1261

%M C.HCII.01.1.1262
%T Combining Speech with Sound to Communicate Information in a
Multimedia Stock Control System
%A D. Rigas
%A H. Yu
%A D. Memery
%A D. Howden
%B HCII01
%D 2001
%V 1
%P 1262-1266

%M C.HCII.01.1.1267
%T North American Videotex: Bringing Computer Networks to the Public Too
Soon
%A E. Lee
%B HCII01
%D 2001
%V 1
%P 1267-1271

%M C.HCII.01.1.1272
%T From the Ashes of Disaster into a Human Factors Boom: The Legacy of
Large Databases
%A G. Lindgaard
%B HCII01
%D 2001
%V 1
%P 1272-1276

%M C.HCII.01.1.1277
%T Political, Social and Commercial Problems of Rolling Out ISDN in the
UK
%A J. Griffiths
%B HCII01
%D 2001
%V 1
%P 1277-1281

%M C.HCII.01.1.1282
%T Next Big Things That Were Not
%A T. E. Whalen
%B HCII01
%D 2001
%V 1
%P 1282-1286

%M C.HCII.01.1.1287
%T Human-Computer Interaction System Design
%A J. E. L. Hollis
%A H. W. Choo
%A S. Takel
%A J. Morrison
%B HCII01
%D 2001
%V 1
%P 1287-1291

%M C.HCII.01.1.1292
%T Effects of Computer Freezes on Physiological Measures
%A K. Suzuki
%B HCII01
%D 2001
%V 1
%P 1292-1295

%M C.HCII.01.1.1296
%T A Study of Ergonomic Requirements for Japanese Character Sizes and
Matrixes on Computer Displays
%A R. Yoshitake
%A M. Satoh
%B HCII01
%D 2001
%V 1
%P 1296-1300

%M C.HCII.01.1.1301
%T A New Index for Characterizing the Respiratory Heart Rate Variability
%A H. Mizuta
%A Y. Aoki
%A K. Yana
%B HCII01
%D 2001
%V 1
%P 1301-1303

%M C.HCII.01.1.1304
%T Evaluation of Keyboards for Personal Computers--Performance,
Subjective Evaluation and EMG Study
%A S. Fukuzumi
%A M. Kobayashi
%B HCII01
%D 2001
%V 1
%P 1304-1308

%M C.HCII.01.1.1309
%T On the Usability of User Manuals
%A L. Groh
%A M. Bocker
%B HCII01
%D 2001
%V 1
%P 1309-1313

%M C.HCII.01.1.1314
%T Semantic Lenses: Exploring Large Information Spaces More Efficiently
%A C. Rathke
%A M. A. Wischy
%A J. Ziegler
%B HCII01
%D 2001
%V 1
%P 1314-1317

%M C.HCII.01.1.1318
%T Using Eye Tracking Data to Indicate Team Situation Awareness
%A H. B. Andersen
%A C. R. Pedersen
%A H. H. K. Andersen
%B HCII01
%D 2001
%V 1
%P 1318-1322

%M C.HCII.01.1.1323
%T Combined Analysis of Verbal Protocols and Eye Movements
%A J. P. Hansen
%A G. Hauland
%A H. B. Andersen
%B HCII01
%D 2001
%V 1
%P 1323-1327

%M C.HCII.01.1.1328
%T Eye-Tracking Applications to Design of New Train Interface for the
Japanese High-speed Railway
%A K. Itoh
%A M. Arimoto
%A Y. Akachi
%B HCII01
%D 2001
%V 1
%P 1328-1332

%M C.HCII.01.1.1333
%T Empirical Evaluation of a Novel Gaze-Controlled Zooming Interface
%A M. Pomplun
%A N. Ivanonic
%A E. M. Reingold
%A J. Shen
%B HCII01
%D 2001
%V 1
%P 1333-1337

%M C.HCII.01.1.1338
%T An Assessment of a Live-Video Gaze-Contingent Multi-Resolutional
Display
%A E. M. Reingold
%A L. C. Loschky
%A D. M. Stampe
%A J. Shen
%B HCII01
%D 2001
%V 1
%P 1338-1342

%M C.HCII.01.1.1343
%T Pilots' Eye Fixations During Normal and Abnormal Take-Off Scenarios
%A S. Weber
%A H. B. Andersen
%B HCII01
%D 2001
%V 1
%P 1343-1347

%M C.HCII.01.1.1348
%T A Spacing Method for Readable Arrangement of Characters
%A M. Miyoshi
%A Y. Shimoshio
%A H. Koga
%A M. Shimoda
%A K. Uchimura
%B HCII01
%D 2001
%V 1
%P 1348-1352

%M C.HCII.01.1.1353
%T Eye-Tracking Analysis of Priming Effects of Pre-Watched Television
Commercials on Reading Patterns of Printed Advertisements
%A H. Aoki
%A K. Itoh
%B HCII01
%D 2001
%V 1
%P 1353-1357

%M C.HCII.01.1.1358
%T Building Bridges from Theory to Practice
%A S. Dumais
%A M. Czerwinski
%B HCII01
%D 2001
%V 1
%P 1358-1362

%M C.HCII.01.1.1363
%T The Effectiveness of Visual vs. Auditory Cues in Visual Search
Performance: Implications for the Design of Virtual Environments
%A T. Z. Strybel
%A D. L. Guettler
%B HCII01
%D 2001
%V 1
%P 1363-1367

%M C.HCII.01.1.1368
%T Stimulus-Response Compatibility in Interface Design
%A K.-P. L. Vu
%A R. W. Proctor
%B HCII01
%D 2001
%V 1
%P 1368-1372

%M C.HCII.01.1.1373
%T Cognition in a Dynamic Environment
%A F. T. Durso
%A J. M. Crutchfield
%A P. J. Batsakes
%B HCII01
%D 2001
%V 1
%P 1373-1377

%M C.HCII.01.1.1378
%T Keeping Up with Busy Schedules: Using Personal Data Assistants (PDAs)
Effectively
%A D. Herrmann
%A C. Yoder
%B HCII01
%D 2001
%V 1
%P 1378-1381

%M C.HCII.01.1.1382
%T Automating Measurements of Team Condition through Analysis of
Communication Data
%A P. A. Kiekel
%A N. J. Cooke
%A P. W. Foltz
%A S. M. Shope
%B HCII01
%D 2001
%V 1
%P 1382-1386

%M C.HCII.01.1.1387
%T Strategies for Designing Usable Interfaces for Internet Applications
%A N. J. Lightner
%B HCII01
%D 2001
%V 1
%P 1387-1389

%M C.HCII.01.1.1390
%T Enabling Universal Access--Minimum Requirements for Content
Preparation
%A H. Weber
%A C. Stephanidis
%B HCII01
%D 2001
%V 1
%P 1390-1394

%M C.HCII.01.1.1395
%T Industry Design Practices: Differences in the Approach to Design
Conceptualization
%A K. M. Stanney
%B HCII01
%D 2001
%V 1
%P 1395-1399

%M C.HCII.01.1.1400
%T Bringing System Requirements into Focus: The Power of Knowledge
Structures
%A S. P. Gott
%B HCII01
%D 2001
%V 1
%P 1400-1404

%M C.HCII.01.1.1405
%T A Meaning Processing Approach to Analysis and Design
%A J. M. Flach
%B HCII01
%D 2001
%V 1
%P 1405-1409

%M C.HCII.01.1.1410
%T I Didn't Do It: Accidents of Automation
%A M. S. Young
%A N. A. Stanton
%B HCII01
%D 2001
%V 1
%P 1410-1414

%M C.HCII.01.1.1415
%T Air-to-Ground, Ground-to-Air: Warfare or Technology Transfer?
%A D. Harris
%B HCII01
%D 2001
%V 1
%P 1415-1419

%M C.HCII.01.1.1420
%T From Fly-By-Wire to Drive-By-Wire
%A N. A. Stanton
%A M. Young
%B HCII01
%D 2001
%V 1
%P 1420-1424

%M C.HCII.01.1.1425
%T Using Aerospace Technology to Improve Obstacle Detection under
Adverse Environmental Conditions for Car Drivers
%A A. Amditis
%A L. Andreone
%A E. Bekiaris
%B HCII01
%D 2001
%V 1
%P 1425-1429

%M C.HCII.01.1.1430
%T Cognitive Flight-Deck Automation for Military Aircraft Mission
Management
%A A. Schulte
%A P. Stutz
%A W. Klockner
%B HCII01
%D 2001
%V 1
%P 1430-1434

%M C.HCII.01.1.1435
%T Speech Recognition in the Joint Air Operations Center-A
Human-Centered Approach
%A D. T. Williamson
%A T. P. Barry
%B HCII01
%D 2001
%V 1
%P 1435-1439

%M C.HCII.01.1.1440
%T Designing Dynamic Human-Machine Task Allocation in Air Traffic
Control: Lessons Drawn from a Multidisciplinary Collaboration
%A S. Debernard
%A J.-M. Hoc
%B HCII01
%D 2001
%V 1
%P 1440-1444

%M C.HCII.01.1.1445
%T Development of a Real-time Thinking State Monitoring System for Plant
Operation
%A H. Nishitani
%A Y. Yamashita
%A T. Kurooka
%B HCII01
%D 2001
%V 1
%P 1445-1449

%M C.HCII.01.1.1450
%T Case Study: Incident Reporting in a Neonatal Intensive Care Unit
%A D. K. Busse
%B HCII01
%D 2001
%V 1
%P 1450-1454

%M C.HCII.01.1.1455
%T Predicting Situation Awareness Errors Using Cognitive Modeling
%A T. D. Kelley
%A D. J. Patton
%A L. Allender
%B HCII01
%D 2001
%V 1
%P 1455-1459

%M C.HCII.01.1.1460
%T Alarm Resolution Training and Job Aid for Explosives Detection System
Operators
%A M. W. Dixon
%B HCII01
%D 2001
%V 1
%P 1460-1464

%M C.HCII.01.1.1465
%T Axiomatic and Pragmatic Approaches to Modelling of Cognition
%A E. Hollnagel
%B HCII01
%D 2001
%V 1
%P 1465-1469

%M C.HCII.01.1.1470
%T Human Model Simulation of Plant Anomaly Diagnosis (HUMOS-PAD) to
Estimate Time Cognitive Reliability Curve for HRA/PSA Practice
%A W. Wu
%A T. Nakagawa
%A H. Yoshikawa
%B HCII01
%D 2001
%V 1
%P 1470-1474

%M C.HCII.01.1.1475
%T Integration of a Driver Cognitive Model into a Traffic
Micro-Simulation Tool
%A D. Delorme
%B HCII01
%D 2001
%V 1
%P 1475-1478

%M C.HCII.01.1.1479
%T Modeling and Prediction of Human Driver Behavior
%A A. Liu
%A D. Salvucci
%B HCII01
%D 2001
%V 1
%P 1479-1483

%M C.HCII.01.1.1484
%T Applications of Cognitive Architectures: Limits and Potential
%A C. Lebiere
%A D. Wallach
%B HCII01
%D 2001
%V 1
%P 1484-1488

%M C.HCII.01.1.1489
%T Evolution of Socio-Cognitive Models Supporting the Co-Adaptation of
People and Technology
%A G. Boy
%B HCII01
%D 2001
%V 1
%P 1489-1492

%M C.HCII.01.1.1493
%T Evaluation of the HMI Suggested by Simulations of Operator Team
Behavior and its Applications
%A K. Takano
%A T. Sano
%A K. Sasou
%B HCII01
%D 2001
%V 1
%P 1493-1497

%M C.HCII.01.1.1498
%T Experimental Study on Expert Behavior for Situation Comprehension
%A M. Takahashi
%A D. Karikawa
%A A. Ishibashi
%A M. Kitamura
%B HCII01
%D 2001
%V 1
%P 1498-1502

%M C.HCII.01.1.1503
%T Ontology Processing for Technical Information Retrieval
%A T. Ogure
%A K. Nakata
%A K. Furuta
%B HCII01
%D 2001
%V 1
%P 1503-1507

%M C.HCII.01.1.1508
%T Creativity or Diversity in Command and Control Environments
%A M. Persson
%A B. Johannson
%B HCII01
%D 2001
%V 1
%P 1508-1512

%M C.HCII.01.1.1513
%T Levels of Automation in Emergency Operating Procedures for a
Large-Complex System: Probabilistic Analysis on Human-Automation
Collaboration
%A H. Furukawa
%A Y. Niwa
%A T. Inagaki
%B HCII01
%D 2001
%V 1
%P 1513-1517

%M C.HCII.01.1.1518
%T Performance Recovery and Goal Conflict
%A M. Kaarstad
%B HCII01
%D 2001
%V 1
%P 1518-1522

%M C.HCII.01.1.1523
%T Cognitive Gearing: A Measure of System Effectiveness?
%A C. D. B. Deighton
%A I. S. MacLeod
%B HCII01
%D 2001
%V 1
%P 1523-1527

%M C.HCII.01.1.1528
%T Basic Principles to Design an Advanced Human Adapted Supervisory
System
%A B. Riera
%A S. Triki
%B HCII01
%D 2001
%V 1
%P 1528-1532

%M C.HCII.01.1.1533
%T An Integrated Framework for Tactical Human-Machine Systems
Engineering
%A A. Worm
%B HCII01
%D 2001
%V 1
%P 1533-1537

%M C.HCII.01.1.1538
%T The Galvactivator: A Glove that Senses and Communicates Skin
Conductivity
%A R. W. Picard
%A J. C. Scheirer
%B HCII01
%D 2001
%V 1
%P 1538-1542

%M C.HCII.01.1.1543
%T Homepages with Emotions
%A J. Lee
%A J. Kim
%A D. Choe
%B HCII01
%D 2001
%V 1
%P 1543-1547

%M C.HCII.01.1.1548
%T Trust in the Online Environment
%A C. Corritore
%A B. Kracher
%A S. Wiedenbeck
%B HCII01
%D 2001
%V 1
%P 1548-1552

%M C.HCII.01.1.1553
%T Intrinsic Motivation, Ease of Use and Usefulness Perceptions as
Mediators in Computer Learning
%A S. Wiedenbeck
%A S. Davis
%B HCII01
%D 2001
%V 1
%P 1553-1557

%M C.HCII.01.1.1558
%T Cross-Cultural Studies of the Computers are Social Actors Paradigm:
The Case of Reciprocity
%A Y. Katagiri
%A C. Nass
%A Y. Takeuchi
%B HCII01
%D 2001
%V 1
%P 1558-1562

%M C.HCII.01.2.1
%T Quality of Working Life and Information and Communication
Technologies
%A E. Jarvenpaa
%A S. Immonen
%B HCII01
%D 2001
%V 2
%P 1-5

%M C.HCII.01.2.6
%T Psychosocial Issues in Call Center Work
%A P. Huuhtanen
%A T. Ristimaki
%A T. Leino
%B HCII01
%D 2001
%V 2
%P 6-9

%M C.HCII.01.2.10
%T Use of Information Technology in the Retail and Wholesale Trade, and
the Quality of Work Life
%A K. Lindstrom
%A E. Kyla-Setala
%B HCII01
%D 2001
%V 2
%P 10-13

%M C.HCII.01.2.14
%T The Fatal Choice: Machine Competence or Human Control
%A D. W. Haines
%B HCII01
%D 2001
%V 2
%P 14-18

%M C.HCII.01.2.19
%T The Use of Computers on the European Work Floor and the Quality of
Working Life
%A F. Andries
%A P. G. W. Smulders
%B HCII01
%D 2001
%V 2
%P 19-23

%M C.HCII.01.2.24
%T Company Broad ICT's and Production System Practiced: Consequences for
Occupational Health
%A K. Kraan
%A G. van Sloten
%B HCII01
%D 2001
%V 2
%P 24-28

%M C.HCII.01.2.29
%T Possibilities and Problems for Stimulating Work Process Knowledge in
Companies
%A M. Fischer
%B HCII01
%D 2001
%V 2
%P 29-33

%M C.HCII.01.2.34
%T Enforcing Benefits of Workplace Learning in an Era of Temporary Jobs
%A M. Mariani
%B HCII01
%D 2001
%V 2
%P 34-37

%M C.HCII.01.2.38
%T Sociotechnical Systems Development and Concurrent Engineering
%A P. Broedner
%B HCII01
%D 2001
%V 2
%P 38-42

%M C.HCII.01.2.43
%T Means of Organizational Memory to Increase the Redundancy of
Functions in Work Systems
%A M. Vartiainen
%A J. J. J. Kasvi
%B HCII01
%D 2001
%V 2
%P 43-47

%M C.HCII.01.2.48
%T Temporal Planning and Scheduling from a Sociotechnical
Perspective-From HCI to OCI
%A T. Waefler
%B HCII01
%D 2001
%V 2
%P 48-52

%M C.HCII.01.2.53
%T The Changing Face of America: Culture and Diversity and its Impact on
Information Technology
%A L. Newman
%B HCII01
%D 2001
%V 2
%P 53-57

%M C.HCII.01.2.58
%T Transporting the Elephant: Women of Color and the Selection of IT
Academic Programs
%A C. Brooks
%B HCII01
%D 2001
%V 2
%P 58-62

%M C.HCII.01.2.63
%T Technology Revolution and Ergonomics Evolution: A Case for Cultural
Synergy
%A T. Sen
%B HCII01
%D 2001
%V 2
%P 63-66

%M C.HCII.01.2.67
%T Turnover and Retention of the Information Technology Workforce: The
Diversity Issue
%A P. Carayon
%A M. C. Haims
%A S. Kraemer
%B HCII01
%D 2001
%V 2
%P 67-70

%M C.HCII.01.2.71
%T Building Cultural Models for Adaptive Interaction: On the
Applicability of User Modeling Approaches
%A F. Yetim
%B HCII01
%D 2001
%V 2
%P 71-75

%M C.HCII.01.2.76
%T Theoretical Perspective on the Impact of Information and
Communication Technology (ICT) on our Psychosocial Life Environment
%A G. Bradley
%B HCII01
%D 2001
%V 2
%P 76-80

%M C.HCII.01.2.81
%T The Home as a Virtual and Physical Space--Experiences from USA and
South East Asia
%A L. Bradley
%A G. Bradley
%B HCII01
%D 2001
%V 2
%P 81-85

%M C.HCII.01.2.86
%T Using Participatory Ergonomics to Develop a Workshop on Computer
Ergonomics for Young Knowledge Workers
%A M. Robertson
%A B. C. Amick
%A N. Hupert
%A E. Cha
%A M. Pellerin
%A J. Katz
%B HCII01
%D 2001
%V 2
%P 86-90

%M C.HCII.01.2.91
%T Training and Learning Through the Process of Implementing a Work
Organization Intervention in Office/Computer Work
%A M. C. Haims
%A P. Carayon
%A N. G. Swanson
%B HCII01
%D 2001
%V 2
%P 91-95

%M C.HCII.01.2.96
%T Introducing Ergonomics to the Industrially Developing Countries
%A H. Shahnavaz
%B HCII01
%D 2001
%V 2
%P 96-100

%M C.HCII.01.2.101
%T Leveraging the Knowledge of an Ergonomics Community of Practice
%A P. Allie
%B HCII01
%D 2001
%V 2
%P 101-103

%M C.HCII.01.2.104
%T Delighting the Customer-Merlin (Helicopter) Mk1: A Candid Human
Factors Case Study
%A M. Fuchs
%B HCII01
%D 2001
%V 2
%P 104-108

%M C.HCII.01.2.109
%T Reading Financial News from PDA and Laptop Displays
%A J. Laarni
%A I. Kojo
%B HCII01
%D 2001
%V 2
%P 109-113

%M C.HCII.01.2.114
%T Ergonomic Improvements of New E-Commerce and Conventional Retail
Shopping Systems from Users' Points of View in Malaysia
%A R. N. Sen
%A C. Ifarn
%A M. I. Ahmad
%B HCII01
%D 2001
%V 2
%P 114-118

%M C.HCII.01.2.119
%T Creativity Support in System and Process Design
%A M. Wissen
%A J. Ziegler
%B HCII01
%D 2001
%V 2
%P 119-123

%M C.HCII.01.2.124
%T Hybrid Modeling of Team-Oriented Processes
%A P. Thies
%A J. Ziegler
%B HCII01
%D 2001
%V 2
%P 124-128

%M C.HCII.01.2.129
%T Information Economics Based Strategies of Protecting Intellectual
Property in the Internet-Age
%A M. Nippa
%A J. Hachenberger
%B HCII01
%D 2001
%V 2
%P 129-133

%M C.HCII.01.2.134
%T Creating the Customer Experience: Holistic Interaction Design from
Website to Call Center and Beyond
%A N. Millard
%B HCII01
%D 2001
%V 2
%P 134-136

%M C.HCII.01.2.137
%T Technology Makes You Feel Better? Attempts to Mediate Social Support
Through Technology in Health Care
%A M. Jakala
%A L. Mikkola
%B HCII01
%D 2001
%V 2
%P 137-141

%M C.HCII.01.2.142
%T The Effect of Air/Ground Data Link on Communication Within the
Cockpit
%A T. Mueller
%B HCII01
%D 2001
%V 2
%P 142-146

%M C.HCII.01.2.147
%T Managing User Interface Specifications in Distributed Development
Environment: A Case Study
%A T. Koskinen
%A M. Nieminen
%A L. Repokari
%B HCII01
%D 2001
%V 2
%P 147-151

%M C.HCII.01.2.152
%T The Implementation of Chip Card Technologies: Management Control and
Employee's Control Perceptions
%A C. Korunka
%A C. Haiden
%B HCII01
%D 2001
%V 2
%P 152-156

%M C.HCII.01.2.157
%T Experiences in the Use of Integrated Information Systems in Lean
Organizations
%A P. Seppala
%A S. Klemola
%B HCII01
%D 2001
%V 2
%P 157-161

%M C.HCII.01.2.162
%T Lilienthal - An Approach to Distance Learning for European Pilot
Training
%A O. Strauss
%A S. Frings
%B HCII01
%D 2001
%V 2
%P 162-166

%M C.HCII.01.2.167
%T Computer-Supported Usability Evaluation in Field Settings Based on
Visualization of User Actions and MissiorHistory
%A J. Fransson
%A M. Axelsson
%B HCII01
%D 2001
%V 2
%P 167-171

%M C.HCII.01.2.172
%T Task and Information Modeling for Cooperative Work
%A C. Foltz
%A S. Killich
%A M. Wolf
%A L. Schmidt
%A H. Luczak
%B HCII01
%D 2001
%V 2
%P 172-176

%M C.HCII.01.2.177
%T Influence of Top-Down and Bottom-Up Information in Mobile Phone
Answering Situation
%A L. Repokari
%A K. Hyyppa
%A V. Salmela
%B HCII01
%D 2001
%V 2
%P 177-181

%M C.HCII.01.2.182
%T Decision Models for Macroergonomics Advance of Manufacturing Company
%A L. Pacholski
%B HCII01
%D 2001
%V 2
%P 182-186

%M C.HCII.01.2.187
%T External and Internal Virtuality of Company
%A S. Trzcielinski
%B HCII01
%D 2001
%V 2
%P 187-191

%M C.HCII.01.2.192
%T Organizational Document Management Systems
%A E. Pawlowski
%B HCII01
%D 2001
%V 2
%P 192-196

%M C.HCII.01.2.197
%T Innovative Aspects in Design and Manufacturing of Products
%A A. Kawecka-Endler
%B HCII01
%D 2001
%V 2
%P 197-201

%M C.HCII.01.2.202
%T Analysis of Virtuality of Organizational Structure--Case of
Manufacturing Company
%A J. Janowicz
%B HCII01
%D 2001
%V 2
%P 202-206

%M C.HCII.01.2.207
%T Computer Aided Management of Marketing in Manufacturing Company
%A M. Siemieniak
%A A. Borucki
%A L. Pacholski
%B HCII01
%D 2001
%V 2
%P 207-211

%M C.HCII.01.2.212
%T A Simulation Approach: Comparative Assessment of Knowledge, Skills
and Abilities in Autonomous Production Cells
%A R. Reuth
%A C. Schlick
%A H. Luczak
%B HCII01
%D 2001
%V 2
%P 212-216

%M C.HCII.01.2.217
%T The Design of Process Schedule for Enterprise Automation Based on
Virtual Reality
%A T. Wang
%A M. Fei
%A G. He
%B HCII01
%D 2001
%V 2
%P 217-221

%M C.HCII.01.2.222
%T VISOR - Towards a Three-Dimensional Shop Floor Visualisation
%A G. Zulch
%A S. Stowasser
%B HCII01
%D 2001
%V 2
%P 222-226

%M C.HCII.01.2.227
%T User-Oriented Definition of Branch-Spanning Building Blocks for
Industrial Process Control
%A T. Komischke
%B HCII01
%D 2001
%V 2
%P 227-231

%M C.HCII.01.2.232
%T Safe HCl Design as Part of Safe Organizational Change Processes
%A G. Grote
%B HCII01
%D 2001
%V 2
%P 232-235

%M C.HCII.01.2.236
%T When Safety is a Matter of Redundant Information!
%A G. Boy
%B HCII01
%D 2001
%V 2
%P 236-240

%M C.HCII.01.2.241
%T Performance Monitoring as a Way to Increase Reliability of
Performance
%A Y. Niwa
%A E. Hollnagel
%B HCII01
%D 2001
%V 2
%P 241-245

%M C.HCII.01.2.246
%T Overconfidence Loop of Causality, and Defence-in-Depth in
Organizational Accidents
%A M. Itoh
%B HCII01
%D 2001
%V 2
%P 246-250

%M C.HCII.01.2.251
%T Significance of International Guideline for the Safety of
Computer-Based Systems for NPP from Organizational Aspect
%A H. Yoshikawa
%A T. Miyazawa
%A S. R. Oh
%A P. H. Seong
%A S. Nakanishi
%A S. Makino
%A Y. Ohga
%A T. Matsuki
%A T. Sivertsen
%B HCII01
%D 2001
%V 2
%P 251-254

%M C.HCII.01.2.255
%T Competence Needs in Software Industry
%A S. Immonen
%A E. Jarvenpaa
%A N. Kokko
%B HCII01
%D 2001
%V 2
%P 255-258

%M C.HCII.01.2.259
%T New Collaboration Forms in Media Industry: A Case Study of Story
Exchange and Concurrent Narrating in Newspaper Network
%A K. Lahenius
%A S. Immonen
%A E. Jarvenpaa
%B HCII01
%D 2001
%V 2
%P 259-262

%M C.HCII.01.2.263
%T Interpersonal Trust and Knowledge Intensive Work
%A E. Maki
%A E. Jarvenpaa
%B HCII01
%D 2001
%V 2
%P 263-267

%M C.HCII.01.2.268
%T Testing a Theoretical Model for Enterprise System Adoption
%A S. H. Teh
%A F. F.-H. Nah
%A M. Beethe
%B HCII01
%D 2001
%V 2
%P 268-271

%M C.HCII.01.2.272
%T Integration and IT: Research in Progress
%A L. Singletary
%A E. Watson
%B HCII01
%D 2001
%V 2
%P 272-276

%M C.HCII.01.2.277
%T The Management of Cross-Functional Coordination in ERP
Implementations
%A S. Gosain
%A Y. Kim
%A Z. C. Lee
%B HCII01
%D 2001
%V 2
%P 277-281

%M C.HCII.01.2.282
%T E-Value Chain Integration
%A K. Siau
%B HCII01
%D 2001
%V 2
%P 282-286

%M C.HCII.01.2.287
%T Integrated Platform Solutions in Work-Oriented Learning Environments
%A H.-J. Bullinger
%A K. Mueller
%A F. Kempf
%B HCII01
%D 2001
%V 2
%P 287-291

%M C.HCII.01.2.292
%T The Role of Web Portals in Information Sharing and Knowledge Transfer
Among State Government Personnel
%A D. B. Gant
%A J. P. Gant
%B HCII01
%D 2001
%V 2
%P 292-296

%M C.HCII.01.2.297
%T Webtank Design: Intranet Support for Collaborative Problem-Solving
%A Z. Gill
%B HCII01
%D 2001
%V 2
%P 297-300

%M C.HCII.01.2.301
%T Development and Validation of Intranet Portal Organizational Memory
Information System for Improving Organizational Learning
%A Y. G. Ji
%A G. Salvendy
%B HCII01
%D 2001
%V 2
%P 301-305

%M C.HCII.01.2.306
%T Computational Environments for Organisational Learning
%A D. Akoumianakis
%A C. Stephanidis
%B HCII01
%D 2001
%V 2
%P 306-309

%M C.HCII.01.2.310
%T Collaborative Knowledge Management, Social Networks, and
Organizational Learning
%A P. M. Jones
%B HCII01
%D 2001
%V 2
%P 310-314

%M C.HCII.01.2.315
%T Perspectives of Kansei Engineering/Kansei Ergonomics
%A M. Nagamachi
%B HCII01
%D 2001
%V 2
%P 315-319

%M C.HCII.01.2.320
%T Basic Kansei Database for Kansei Engineering
%A T. Nishino
%A M. Nagamachi
%A S. Ishihara
%B HCII01
%D 2001
%V 2
%P 320-324

%M C.HCII.01.2.325
%T An Analysis of Non-Linearity Characteristic on Kansei Data
%A S. Ishihara
%A K. Ishihara
%A M. Nagamachi
%A T. Nishino
%A K. Komatsu
%B HCII01
%D 2001
%V 2
%P 325-328

%M C.HCII.01.2.329
%T Evaluation of Food Advertisement in Terms of Genetic Algorithm
%A T. Tsuchiya
%A Y. Matsubara
%A S. Ishihara
%A M. Nagamachi
%B HCII01
%D 2001
%V 2
%P 329-332

%M C.HCII.01.2.333
%T A Study of Kansei on Human Meal Tendency
%A T. Kanda
%B HCII01
%D 2001
%V 2
%P 333-337

%M C.HCII.01.2.338
%T Suspension and Damping of a Lowlifter Platform-An Application of
Kansei Engineering
%A J. R. C. Axelsson
%A J. Eklund
%A M. Nagamachi
%A S. Ishihara
%A K. Rydman
%A J. Sandin
%B HCII01
%D 2001
%V 2
%P 338-342

%M C.HCII.01.2.343
%T A Study on Team Effectiveness in Chemical Plant Operations
%A Myreshka
%A N. Nakamura
%A K. Takahashi
%A K. Morikawa
%B HCII01
%D 2001
%V 2
%P 343-347

%M C.HCII.01.2.348
%T Task Selection Rules for Collaborative Work in Serial Production
Lines
%A T. Ohiro
%A K. Takahashi
%A K. Morikawa
%A N. Nakamura
%B HCII01
%D 2001
%V 2
%P 348-352

%M C.HCII.01.2.353
%T A Human-Computer Interactive System for Collaborative Scheduling
%A K. Morikawa
%A N. Nakamura
%B HCII01
%D 2001
%V 2
%P 353-357

%M C.HCII.01.2.358
%T Decision Support Using Activity-based Costing for the Coordination of
Smaller Wholesale Firms
%A T. Kataoka
%A K. Morikawa
%A K. Takahashi
%A N. Nakamura
%B HCII01
%D 2001
%V 2
%P 358-362

%M C.HCII.01.2.363
%T Designing of Web-based User Interface System for Remote Human
Supervisory Control in Manufacturing Systems
%A T. Kamigaki
%A N. Nakamura
%B HCII01
%D 2001
%V 2
%P 363-367

%M C.HCII.01.2.368
%T Design of Web-based Manufacturer-Supplier Negotiation Process
%A A. Cakravastia
%A N. Nakamura
%B HCII01
%D 2001
%V 2
%P 368-372

%M C.HCII.01.2.373
%T The Application of Computer Support of Management in a Company
%A J. Lewandowski
%B HCII01
%D 2001
%V 2
%P 373-377

%M C.HCII.01.2.378
%T Supporting the Forearms in a Neutral Position when Working with
Keyboard and Mouse. Laboratory and Field Studies
%A A. Aaras
%A O. Ro
%A G. Horgen
%B HCII01
%D 2001
%V 2
%P 378-382

%M C.HCII.01.2.383
%T Will Visual Discomfort Among VDU-Users Change in Development When
Moving from Single Vision Lenses to Special Designed VDU-Progressive
Lenses?
%A G. Horgen
%A A. Aaras
%A M. Thoresen
%B HCII01
%D 2001
%V 2
%P 383-387

%M C.HCII.01.2.388
%T Health Effects from Indoor Air Particles in the Office Environment.
Experiences from Field Intervention Trials
%A K. Skyberg
%A K. Skulberg
%A K. Kruse
%A F. Levy
%B HCII01
%D 2001
%V 2
%P 388-391

%M C.HCII.01.2.392
%T Towards Sustainable Housing-Ergonomics of Housing Stock Management
Organization as Dematerialization Factor
%A J. Charytonowicz
%A L. Swiatek
%B HCII01
%D 2001
%V 2
%P 392-396

%M C.HCII.01.2.397
%T Assessment of Visual Fatigue in VDT Operators
%A L. Borodulin-Nadzieja
%A M. Sobieszczanska
%A E. Salomon
%A A. Janocha
%B HCII01
%D 2001
%V 2
%P 397-400

%M C.HCII.01.2.401
%T Automatic Balance in Computer Terminal Workers
%A A. Janocha
%A E. Salomon
%A L. Borodulin-Nadzieja
%A M. Sobieszczanska
%B HCII01
%D 2001
%V 2
%P 401-404

%M C.HCII.01.2.405
%T Analysis of Work Tasks for Recruiting Employees with Limbs Impairment
%A E. Gorska
%B HCII01
%D 2001
%V 2
%P 405-409

%M C.HCII.01.2.410
%T Ergonomic and Quality Aspects in Assembly
%A A. Kawecka-Endler
%B HCII01
%D 2001
%V 2
%P 410-413

%M C.HCII.01.2.414
%T Improvements in Ergonomics and Safety by Implementing CC Switch to
Touch Screen Displays Based on User Survey
%A M. Mamiya
%A T. Nishiki
%A Y. Tsuji
%A A. Okamoto
%A T. Fujita
%B HCII01
%D 2001
%V 2
%P 414-418

%M C.HCII.01.2.419
%T A Study or the Design of Wristbands for Mouse Users
%A K. S. Lee
%A K. T. Shim
%B HCII01
%D 2001
%V 2
%P 419-422

%M C.HCII.01.2.423
%T Iconic Visual Search Strategies: A Comparison of Computer Uers with
AMD Versus Computer Users with Normal Vision
%A J. A. Jacko
%A I. U. Scott
%A A. B. Barreto
%A H. S. Bautsch
%A J. Y. M. Chu
%A W. B. Fain
%B HCII01
%D 2001
%V 2
%P 423-427

%M C.HCII.01.2.428
%T Impact of IT-Training on Quality of Working Life
%A P. L. T. Hoonakker
%A P. Carayon
%A C. Korunka
%A M. McEniry
%B HCII01
%D 2001
%V 2
%P 428-432

%M C.HCII.01.2.433
%T Usability Methodology in the Development of an Online Community
Network
%A K. Fedde
%A A. Taveira
%B HCII01
%D 2001
%V 2
%P 433-437

%M C.HCII.01.2.438
%T A Checklist as a Method for Assessing Conditions of Work with
Computers - Implementation of Directive 270/90/EEC in Poland
%A A. Wolska
%A J. Bugajska
%A A. Najmiec
%B HCII01
%D 2001
%V 2
%P 438-442

%M C.HCII.01.2.443
%T Monitoring the Usability of Interactive Systems
%A M. Morandini
%B HCII01
%D 2001
%V 2
%P 443-447

%M C.HCII.01.2.448
%T Changing the Design Focus of Tools for Virtual Collaborative Learning
Environments: From Content Course to its Actors
%A H. V. da Rocha
%A L. A. S. Romani
%A J. Y. Y. Oeiras
%B HCII01
%D 2001
%V 2
%P 448-452

%M C.HCII.01.2.453
%T User Satisfaction Factors in Quality Management and Usability
Evaluation of Interactive Products
%A M. Sikorski
%B HCII01
%D 2001
%V 2
%P 453-457

%M C.HCII.01.2.458
%T Ergonomic Aspects of Using a Computer System for Hazard Registration
and Occupational Risk Assessment
%A A. Najmiec
%A W. M. Zawieska
%A M. Suchecka
%A J. Kurowski
%B HCII01
%D 2001
%V 2
%P 458-462

%M C.HCII.01.2.463
%T Improvement of Understanding of Icons by Label and Context
%A T. Miyoshi
%A A. Murata
%B HCII01
%D 2001
%V 2
%P 463-467

%M C.HCII.01.2.468
%T An Attempt to Evaluate Cognitive Workload in Human-Computer
Interaction
%A A. Murata
%A Y. Takahashi
%A T. Miyoshi
%B HCII01
%D 2001
%V 2
%P 468-472

%M C.HCII.01.2.473
%T Constructing 3D Virtual Environment Using Images and 2D Map
%A H. Kamigouchi
%A Y. Nakamura
%B HCII01
%D 2001
%V 2
%P 473-477

%M C.HCII.01.2.478
%T The Effect of Spatial Cues in Augmented Reality Video Conferencing
%A H. Kato
%A M. Billinghurst
%A K. Morinaga
%A K. Tachibana
%B HCII01
%D 2001
%V 2
%P 478-481

%M C.HCII.01.2.482
%T The Characteristics in Silent Reading Japanese Language of the
Cerebral Palsy Patients
%A M. Karashima
%A H. Nishiguchi
%B HCII01
%D 2001
%V 2
%P 482-486

%M C.HCII.01.2.487
%T Analysis of Adaptive Driving Behavior under the Simulated Driving
Environment
%A M. Okuwa
%A S. Doi
%A M. Akamatsu
%B HCII01
%D 2001
%V 2
%P 487-491

%M C.HCII.01.2.492
%T Models of Office Ergonomics Measures: An Overview
%A M. Robertson
%B HCII01
%D 2001
%V 2
%P 492-496

%M C.HCII.01.2.497
%T Flat Panel Potential for Conformance to the Display Location
Requirements of ISO 9241 Parts 3 & 5
%A D. R. Ankrum
%B HCII01
%D 2001
%V 2
%P 497-501

%M C.HCII.01.2.502
%T Cross-Cultural User-Interface Design
%A A. Marcus
%B HCII01
%D 2001
%V 2
%P 502-505

%M C.HCII.01.2.506
%T More than Content: Web Graphics, Crosscultural Requirements, and a
Visual Grammar
%A E. W. Gould
%B HCII01
%D 2001
%V 2
%P 506-509

%M C.HCII.01.2.510
%T Cross-Cultural User Interface Design: What, So What, Now What? Four
Facets of Cultural Diversity
%A M. Kurosu
%B HCII01
%D 2001
%V 2
%P 510-513

%M C.HCII.01.2.514
%T Babyface Design for Mobile Devices and the Web
%A A. Marcus
%B HCII01
%D 2001
%V 2
%P 514-518

%M C.HCII.01.2.519
%T Comparative Study of the Internationalized Software--Do They Really
Fit to the Targeted User?
%A M. Kurosu
%A K. Motoki
%A Y. Itoh
%B HCII01
%D 2001
%V 2
%P 519-523

%M C.HCII.01.2.524
%T Understanding the Chinese User: Attitudes Toward Automation, Work,
and Life
%A T. Plocher
%A Z. Chen
%A S.-F. M. Liang
%A S. Xianghong
%A Z. Kan
%B HCII01
%D 2001
%V 2
%P 524-528

%M C.HCII.01.2.529
%T Points to Consider in Multilingual Telephone Messages
%A W. Hawkins
%B HCII01
%D 2001
%V 2
%P 529-531

%M C.HCII.01.2.532
%T Design Issues for Mainland China in the Area of
Human-Machine-Interaction Design
%A K. Rose
%A L. Liu
%A D. Zuhlke
%B HCII01
%D 2001
%V 2
%P 532-536

%M C.HCII.01.2.537
%T International Standards: Their Scope, Quality, and Impact
%A H. E. Blanchard
%B HCII01
%D 2001
%V 2
%P 537-540

%M C.HCII.01.2.541
%T Children and E-Commerce: Challenges and Opportunities
%A J. Clarke
%B HCII01
%D 2001
%V 2
%P 541-545

%M C.HCII.01.2.546
%T Using Crosscultural Theory to Predict User Preferences on the Web
%A E. W. Gould
%B HCII01
%D 2001
%V 2
%P 546-547

%M C.HCII.01.2.548
%T Legal Issues Reconsidered: Do the Country Boundaries Matter Anymore?
%A N. Aykin
%B HCII01
%D 2001
%V 2
%P 548-552

%M C.HCII.01.2.553
%T Usability Triage for International Web Sites
%A K. A. Keough
%A R. G. Bias
%B HCII01
%D 2001
%V 2
%P 553-557

%M C.HCII.01.2.558
%T Work Environment and the Development of Information Systems
%A J. Gulliksen
%A B. Sandblad
%B HCII01
%D 2001
%V 2
%P 558-562

%M C.HCII.01.2.563
%T Stress and Mastery of Technology Changes
%A T. Endestad
%B HCII01
%D 2001
%V 2
%P 563-566

%M C.HCII.01.2.567
%T How to Integrate Health and Satisfaction in the Development of
Interactive Systems
%A C. Aborg
%B HCII01
%D 2001
%V 2
%P 567-571

%M C.HCII.01.2.572
%T Integrating HCI, Human Factors and Occupational Health: An
Exploratory Study
%A A. H. Jorgensen
%A B. R. Jensen
%A B. Laursen
%A A. H. Garde
%B HCII01
%D 2001
%V 2
%P 572-576

%M C.HCII.01.2.577
%T Knowledge Production Processes for Optimal IT Use
%A I. Kavathatzopoulos
%B HCII01
%D 2001
%V 2
%P 577-581

%M C.HCII.01.2.582
%T Interating Organizational Development in Authorities with Human
Centered Systems Development
%A J. Persson
%B HCII01
%D 2001
%V 2
%P 582-586

%M C.HCII.01.2.587
%T A Holistic Approach to Usability
%A I. C. M. Karlsson
%B HCII01
%D 2001
%V 2
%P 587-591

%M C.HCII.01.2.592
%T Cross Cultural Viewpoint Utilizing Sensory Analysis
%A N. Hosono
%A H. Inoue
%A Y. Tomita
%B HCII01
%D 2001
%V 2
%P 592-596

%M C.HCII.01.2.597
%T Microsoft Usability Research in Japan-Our New Challenges Using the
MSN Web Community Site and NetMeeting
%A S. Shibata
%B HCII01
%D 2001
%V 2
%P 597-598

%M C.HCII.01.2.599
%T Localization of a User Interface for the Japanese Market: Nokia's
Challenges in Mobile Terminals
%A S. Mizobuchi
%A F. Ichikawa
%A A. Shiraogawa
%B HCII01
%D 2001
%V 2
%P 599-603

%M C.HCII.01.2.604
%T Differences in European and Japanese Operation Reactions: Results of
Usability Testing in a Copier GUI Design Process
%A M. Sano
%A Y. Wakamiya
%A S. Kotaka
%B HCII01
%D 2001
%V 2
%P 604-608

%M C.HCII.01.2.609
%T Globalization and Localization--Structure of the Diversity
%A M. Kurosu
%B HCII01
%D 2001
%V 2
%P 609-611

%M C.HCII.01.2.612
%T Practice of Usability Evaluation in a Product Development Process
Based on the Principle of Human-Centered Design and Future Subjects for
Study in the Usability Evaluation
%A M. Ogino
%A M. Tago
%A R. Shimamura
%B HCII01
%D 2001
%V 2
%P 612-616

%M C.HCII.01.2.617
%T Development of Safety Support System for Nuclear Power Plant
(Fault-Tolerant Automation System)
%A K. Ito
%A T. Nagai
%A H. Okamoto
%B HCII01
%D 2001
%V 2
%P 617-621

%M C.HCII.01.2.622
%T A Human-Machine System for Nuclear Power Plant Operation
%A Y. Ohga
%A H. Yuchi
%A Y. Hayashi
%A A. Maeda
%A S. Utena
%B HCII01
%D 2001
%V 2
%P 622-626

%M C.HCII.01.2.627
%T Process Model-based Operator Advisor for Nuclear Power Plants
%A N. Naito
%A Y. Sonoda
%A Y. Hirose
%A N. Mori
%B HCII01
%D 2001
%V 2
%P 627-631

%M C.HCII.01.2.632
%T Defining Interface Transparency Through Task Flow
%A C. Baber
%A N. Stanton
%B HCII01
%D 2001
%V 2
%P 632-636

%M C.HCII.01.2.637
%T The Study on the Design of Automatic Procedure Explorer and the
Interface During Accident in Nuclear Power Plant
%A Y. Kawabe
%A Y. Niwa
%A H. Yoshikawa
%B HCII01
%D 2001
%V 2
%P 637-641

%M C.HCII.01.2.642
%T Towards Human-Centred Requirements Management in Distributed Design
%A M. Johnson
%B HCII01
%D 2001
%V 2
%P 642-646

%M C.HCII.01.2.647
%T What do Users Actually Evaluate when Evaluating Computer Programs?
Defining the Dimensions in HCI by Qualitative Attitude Research
%A S. Tamminen
%B HCII01
%D 2001
%V 2
%P 647-651

%M C.HCII.01.2.652
%T Toward a Human Factor Design Framework to Support the Design of
Flight Decks
%A F. Buratto
%A M. Chater
%A R. Israel
%B HCII01
%D 2001
%V 2
%P 652-656

%M C.HCII.01.2.657
%T EmuGen: A Generator for Multiple-User Interfaces
%A A. Brandl
%B HCII01
%D 2001
%V 2
%P 657-661

%M C.HCII.01.2.662
%T Analysis, Design and Evaluation of User-Centered Engineering Tools in
Industrial Automation
%A A. During
%A T. Komischke
%A C. Wittenberg
%B HCII01
%D 2001
%V 2
%P 662-666

%M C.HCII.01.2.667
%T User Centred Design for ERP Users: At the Crossroads of Flexibility
and Efficiency
%A A. Ramirez
%B HCII01
%D 2001
%V 2
%P 667-671

%M C.HCII.01.2.672
%T Exploring Task Meaningfulness in Process-Oriented Organizations
%A C. Hajnal
%B HCII01
%D 2001
%V 2
%P 672-676

%M C.HCII.01.2.677
%T e-CRM as a Complex Human-Computer Interactive System
%A C. H. Davis
%B HCII01
%D 2001
%V 2
%P 677-681

%M C.HCII.01.2.682
%T More than Only the User: Other Important Considerations for
Implementing ICT in Organizations
%A F. B. P. Moro
%B HCII01
%D 2001
%V 2
%P 682-686

%M C.HCII.01.2.687
%T Preserving the Freedom of Paper in a Computer-Based Sketch Tool
%A C. J. Alvarado
%A R. Davis
%B HCII01
%D 2001
%V 2
%P 687-691

%M C.HCII.01.2.692
%T A Framework for Integrating Student Learning Styles, Instructor
Pedagogy and Computer Supported Learning Technology
%A R. Benbunan-Fich
%A L. Steizer
%B HCII01
%D 2001
%V 2
%P 692-696

%M C.HCII.01.2.697
%T Diagnostic Methods in Distance Education and Non-Traditional Learning
Environments
%A P. Callahan
%B HCII01
%D 2001
%V 2
%P 697-700

%M C.HCII.01.2.701
%T Teaching and Learning in a Technology Assisted Environment: Learning
Outcomes and Cost Effectiveness of Instructional Technology Initiatives
at Rutgers University
%A G. A. Gigliotti
%A A. O'Donnell
%A M. A. Devanas
%A J. P. Delaney
%B HCII01
%D 2001
%V 2
%P 701-704

%M C.HCII.01.2.705
%T Computers as Cultural Artifacts and Their Impact on Learning
%A I. M. Chisholm
%B HCII01
%D 2001
%V 2
%P 705-709

%M C.HCII.01.2.710
%T Adaptive Hypermedia Presentation Modeling for Domain Ontologies
%A J. A. Macias
%A P. Castells
%B HCII01
%D 2001
%V 2
%P 710-714

%M C.HCII.01.2.715
%T Interactions Between Students and Support Agents for Online Learning
%A J. Whatley
%A M. Beer
%A G. Staniford
%B HCII01
%D 2001
%V 2
%P 715-719

%M C.HCII.01.2.720
%T Storytelling at a Distance
%A L. Neal
%B HCII01
%D 2001
%V 2
%P 720-724

%M C.HCII.01.2.725
%T Information Literacy and Telelearning: A Case Study of Teachers Use
of an Electronic Tool
%A J. Henri
%A J. Messing
%A K. Eustace
%B HCII01
%D 2001
%V 2
%P 725-729

%M C.HCII.01.2.730
%T Supporting Peer Help and Collaboration in a Mobile Environment
%A J. Vassileva
%A R. Deters
%B HCII01
%D 2001
%V 2
%P 730-734

%M C.HCII.01.2.735
%T Graphical Interfaces for Constructionist Learning Environments
%A R. H. Kemp
%A T. Stewart
%A C. Allan
%B HCII01
%D 2001
%V 2
%P 735-739

%M C.HCII.01.2.740
%T Web-Based Testing: Providing Learners with Customized Feedback and
Instructors with a Powerful Tool for Constructing Tests
%A P. Zaharias
%A A. Poulymenakou
%A K. Samiotis
%B HCII01
%D 2001
%V 2
%P 740-744

%M C.HCII.01.2.745
%T Designing an Intelligent Tutoring System for Database Modelling
%A P. Suraweera
%A A. Mitrovic
%B HCII01
%D 2001
%V 2
%P 745-749

%M C.HCII.01.2.750
%T Students Teach Students in Japanese-German Distance Learning Settings
Including Video Conferences
%A K.-D. Graf
%B HCII01
%D 2001
%V 2
%P 750-754

%M C.HCII.01.2.755
%T Java Power Tools: A Foundation for Interactive HCI Exploration
%A V. K. Proulx
%A R. Rasala
%A J. Raab
%B HCII01
%D 2001
%V 2
%P 755-759

%M C.HCII.01.2.760
%T Is the Indirect Learning Possible Through the UMM Assessment Tool for
UI Designer
%A Y. Choi
%A E.-S. Lee
%B HCII01
%D 2001
%V 2
%P 760-764

%M C.HCII.01.2.765
%T SEGODON: A Distance Learning Support System Using Personal Computers
via the Internet
%A J. Munemori
%A T. Yoshino
%B HCII01
%D 2001
%V 2
%P 765-769

%M C.HCII.01.2.770
%T An Interactive Distance Learning System and its Experiments in
Domestic and Overseas Applications
%A H. Koizumi
%A T. Dasai
%A K. D. Graf
%B HCII01
%D 2001
%V 2
%P 770-774

%M C.HCII.01.2.775
%T Methods of Visualizing Paper-Relation-Diagrams Based on the
Viewpoints of Users
%A Y. Miyadera
%A A. Taji
%A J. Yaku
%B HCII01
%D 2001
%V 2
%P 775-779

%M C.HCII.01.2.780
%T Agent-based Virtual Class Room
%A Y. Sakakibara
%A S. Naka
%B HCII01
%D 2001
%V 2
%P 780-784

%M C.HCII.01.2.785
%T A Framework for Personalizable Community Web Portals
%A M. S. Lacher
%A M. Koch
%A W. Worndl
%B HCII01
%D 2001
%V 2
%P 785-789

%M C.HCII.01.2.790
%T Is Interactivity a Good Thing? Assessing its Benefits for Learning
%A N. Otero
%A Y. Rogers
%A B. d. Boulay
%B HCII01
%D 2001
%V 2
%P 790-794

%M C.HCII.01.2.795
%T Graduating Assistance to the User in a Multimodal Educational System
%A E. Godbert
%A J.-L. Massat
%B HCII01
%D 2001
%V 2
%P 795-799

%M C.HCII.01.2.800
%T Software Development for Problem Solving in Learning Contexts
%A J. Barojas
%A F. Lara
%A F. Gamboa
%A E. Jimenez
%B HCII01
%D 2001
%V 2
%P 800-804

%M C.HCII.01.2.805
%T Designing eTui, A Computational Toy for Learning Reflection
%A J. Blat
%A D. Griffiths
%A R. Millwood
%A K. Popat
%A C. Torres
%A W. Wang
%B HCII01
%D 2001
%V 2
%P 805-809

%M C.HCII.01.2.810
%T Supporting Learning and Instruction in Programming
%A S. Davies
%B HCII01
%D 2001
%V 2
%P 810-814

%M C.HCII.01.2.815
%T Positive Affect and Flow Experience in Vocational Hypermedia Learning
%A U. Konradt
%B HCII01
%D 2001
%V 2
%P 815-818

%M C.HCII.01.2.819
%T Integrating Real and Virtual Training Tools via a Graspable User
Interface in Vocational Training: The Evaluation of a New Training Tool
%A S. Grund
%A S. Grote
%B HCII01
%D 2001
%V 2
%P 819-823

%M C.HCII.01.2.824
%T Contextual Online Help: Elicitation of Human Experts' Strategies
%A A. Capobianco
%A N. Carbonell
%B HCII01
%D 2001
%V 2
%P 824-828

%M C.HCII.01.2.829
%T An Intelligent and Distributed Virtual Training Environment
%A A. Cohen
%A C. Chen
%A J. Kuljis
%B HCII01
%D 2001
%V 2
%P 829-833

%M C.HCII.01.2.834
%T Interactive and Multimedia Interfaces for Knowledge Management and
Learning Systems: Enabling Self and Work Based Learning
%A K. Samiotis
%A A. Poulymenakou
%A P. Zaharias
%B HCII01
%D 2001
%V 2
%P 834-838

%M C.HCII.01.2.839
%T Development of a Computer-Based On-the-Job Training Test
%A S. B. Morgan
%B HCII01
%D 2001
%V 2
%P 839-843

%M C.HCII.01.2.844
%T "Tool-expert" Development of a Knowledge-based System for Design,
Selection and Use of Non-Powered Hand Tools"
%A B. Kayis
%A N. Charoenchai
%B HCII01
%D 2001
%V 2
%P 844-848

%M C.HCII.01.2.849
%T An Example of General Aviation Simulation Research for Developing
Certification Criteria and Guidelines: Primary Flight Displays
%A D. B. Beringer
%A J. D. Ball
%B HCII01
%D 2001
%V 2
%P 849-853

%M C.HCII.01.2.854
%T Applying Flight Simulation and Rehearsal Concepts to Enhance
Aerospace Warfighting Effectiveness
%A T. S. Andre
%A W. Bennett
%B HCII01
%D 2001
%V 2
%P 854-858

%M C.HCII.01.2.859
%T Advanced Embeddedd Training with Real-Time Simulation for Navy
Surface Combatant Tactical Teams
%A D. M. Lyons
%A D. P. McDonald
%B HCII01
%D 2001
%V 2
%P 859-863

%M C.HCII.01.2.864
%T Real-time Virtual Environment Applications for Military Maritime
Training
%A L. Nguyen
%A J. Cohn
%A A. Mead
%A J. Helmick
%A J. Patrey
%B HCII01
%D 2001
%V 2
%P 864-868

%M C.HCII.01.2.869
%T Matching Automotive Simulator Capabilities to the Emerging Associated
with In-Vehicle Information Systems
%A J. D. Lee
%B HCII01
%D 2001
%V 2
%P 869-873

%M C.HCII.01.2.874
%T Using Head Mounted Displays in Low-Cost Simulations
%A R. W. Allen
%A J. R. Hague
%A Z. Parseghian
%B HCII01
%D 2001
%V 2
%P 874-878

%M C.HCII.01.2.879
%T Evidence of Human Cognitive Bias with Human-Computer Interaction
%A M. E. McBride
%A C. A. Ntuen
%B HCII01
%D 2001
%V 2
%P 879-883

%M C.HCII.01.2.884
%T Human-Centered Design of a Non-Linear Tactical Map Display
%A D. Mountjoy
%A S. Converse
%A W. Marshak
%A C. Ntuen
%A J. R. Wilson
%B HCII01
%D 2001
%V 2
%P 884-888

%M C.HCII.01.2.889
%T Using Ecotopic Display to Support Adaptive Interaction with Computer
Agents
%A C. Ntuen
%A E. H. Park
%B HCII01
%D 2001
%V 2
%P 889-893

%M C.HCII.01.2.894
%T A Functionalist Approach to Usability Evaluation of Adaptive Learning
Environment
%A B. Okoye
%A C. Ntuen
%A C. Plaisant
%B HCII01
%D 2001
%V 2
%P 894-897

%M C.HCII.01.2.898
%T Lessons Learned from Usability Analysis of Adaptive Learning
Simulation Environment
%A W. W. Winchester
%A C. A. Ntuen
%A C. Plaisant
%A L. Reeves
%B HCII01
%D 2001
%V 2
%P 898-902

%M C.HCII.01.2.903
%T Evaluating the Human and Organizational Aspects of Information
Technology Implementation in a Small Clinic
%A P. Carayon
%A P. Smith
%B HCII01
%D 2001
%V 2
%P 903-907

%M C.HCII.01.2.908
%T Do Electronic Medical Records Improve the Quality of Medical Records?
%A B.-T. Karsh
%A J. W. Beasley
%A M. E. Hagenauer
%A F. Sainfort
%B HCII01
%D 2001
%V 2
%P 908-912

%M C.HCII.01.2.913
%T The Foundation of a Conceptual Framework for Individuals with
Disabilities
%A J. A. Jacko
%A H. S. Vitense
%B HCII01
%D 2001
%V 2
%P 913-917

%M C.HCII.01.2.918
%T HCI in Health Care: Meeting the Decision Support Needs of the
Clinical Care Team, Including Patients
%A P. F. Brennan
%A K. Kwaitkowski
%B HCII01
%D 2001
%V 2
%P 918-922

%M C.HCII.01.2.923
%T Cognitive Load for WebTV and PC Browser
%A G. J. Marmet
%A J. A. Jacko
%A P. F. Brennan
%A K. Hamilton
%B HCII01
%D 2001
%V 2
%P 923-926

%M C.HCII.01.2.927
%T The Relationship of Nurses' Cognitive and Demographic Characteristics
with Reaction Times in GUI and Text-Based Clinical Information Systems
%A N. Staggers
%A D. A. Kobus
%B HCII01
%D 2001
%V 2
%P 927-931

%M C.HCII.01.2.932
%T The Role of Information Presentation in Decision-Making During
Anesthesia
%A F. A. Drews
%A J. Agutter
%A N. S. Syroid
%A D. R. Westenskow
%B HCII01
%D 2001
%V 2
%P 932-936

%M C.HCII.01.2.937
%T Patient Perspectives as a Source of Product Planning Data
%A D. M. Womack
%B HCII01
%D 2001
%V 2
%P 937-941

%M C.HCII.01.2.942
%T Enhancing the Report of Errors in Healthcare: A Systems Approach
%A D. A. Kobus
%B HCII01
%D 2001
%V 2
%P 942-946

%M C.HCII.01.2.947
%T Controls of Reinforcement for Knowledge Tasks in Agile Manufacturing
%A E. Bamba
%A K. Nakazato
%B HCII01
%D 2001
%V 2
%P 947-951

%M C.HCII.01.2.952
%T Application of Information Technology to Manufacturing and Human
Networking
%A Y. Kume
%A M. Ito
%A N. Sato
%B HCII01
%D 2001
%V 2
%P 952-956

%M C.HCII.01.2.957
%T Integration of Cyber Marketing and Agile Production System
%A K. Terashima
%A T. Ui
%B HCII01
%D 2001
%V 2
%P 957-961

%M C.HCII.01.2.962
%T A Methodology for Quality Document Management Based on Hypertext
%A H. S. Jung
%A C. M. Joo
%A B. G. Lee
%A Y. Kume
%B HCII01
%D 2001
%V 2
%P 962-966

%M C.HCII.01.2.967
%T Co-Adaptation of Human and Machine Autonomies Mediated by Ecological
Environment
%A T. Sawaragi
%A Y. Horiguchi
%A Y. Suzui
%B HCII01
%D 2001
%V 2
%P 967-971

%M C.HCII.01.2.972
%T Using Time Windows to Aid Situation Comprehension in a Highly
Automated Control Environment
%A D. Bejarano
%A L. Rothrock
%A J. Warner
%B HCII01
%D 2001
%V 2
%P 972-975

%M C.HCII.01.2.976
%T Team Intention Inference for Intelligent Interfaces
%A T. Kanno
%A K. Furuta
%A K. Nakata
%B HCII01
%D 2001
%V 2
%P 976-980

%M C.HCII.01.2.981
%T ECHO Responds to NASA's Earth Science User Community
%A R. Pfister
%A R. Ullman
%A K. Wichmann
%B HCII01
%D 2001
%V 2
%P 981-985

%M C.HCII.01.2.986
%T Ergonomic Evaluation of a Pre-Information System for Drivers
%A C. Servignat
%A M. Vernet
%B HCII01
%D 2001
%V 2
%P 986-990

%M C.HCII.01.2.991
%T Desired Features of Future Mobile Phones--Comparison of Two Methods
%A L. Repokari
%A V. Salmela
%A K. Hyyppa
%A T. Koskinen
%B HCII01
%D 2001
%V 2
%P 991-994

%M C.HCII.01.2.995
%T An Analysis of Human Computer Interaction in Vehicles
%A P. Roessger
%A J. Hofmeister
%B HCII01
%D 2001
%V 2
%P 995-999

%M C.HCII.01.2.1000
%T Collective Intelligence via Robotic Communication-From the Viewpoint
of Computational Human Vision Modeling
%A K. Kamejima
%B HCII01
%D 2001
%V 2
%P 1000-1004

%M C.HCII.01.2.1005
%T Collective Intelligence via Robotic Communication-From the View Point
of Computer Aided Education
%A H. Nakayasu
%B HCII01
%D 2001
%V 2
%P 1005-1009

%M C.HCII.01.2.1010
%T Collective Intelligence via Robotic Communication-From the View Point
of Social Safety Systems
%A T. Hamada
%B HCII01
%D 2001
%V 2
%P 1010-1014

%M C.HCII.01.2.1015
%T Collective Intelligence via Robotic Communication-From the View Point
of Robotic Networks
%A P. Coppin
%A M. Wagner
%A J. Li
%B HCII01
%D 2001
%V 2
%P 1015-1019

%M C.HCII.01.2.1020
%T Computer Method of Establishing the Foetus' and Infants' Age
%A B. Gworys
%B HCII01
%D 2001
%V 2
%P 1020-1024

%M C.HCII.01.2.1025
%T Laterna Magica-Future Architecture in Neuromntic Relation Pose of
Customers
%A A. Foltarz
%B HCII01
%D 2001
%V 2
%P 1025-1029

%M C.HCII.01.2.1030
%T Results of a Symptom Questionnaire on Selected Departments of Office
Workers at a Large Teaching and Research Institution
%A C. Alvarado
%A M. Sesto
%B HCII01
%D 2001
%V 2
%P 1030-1034

fpack:!@#$%^&*(): HFS90-2a.BA
%T Controlled English for International Technical Communication
%S International Technology Transfer: Progress in Development:
Concentration on Basics
%A J. Peter Kincaid
%A Margaret Thomas
%A Kimberly Strain
%A Ivonne Couret
%A Kevin Bryden
%M C.HFS.90.815 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 815-819
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T The Implications of Schema Theory Reading Research
to Technology Transfer in Developing Countries
%S International Technology Transfer: Progress in Development:
Concentration on Basics
%A Gayle L. Nelson
%M C.HFS.90.820 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 820-823
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Acquisition of Skills for New Plant Start-Up in
Singapore Along with a Plan to Retain Employees
%S International Technology Transfer: Progress in Development:
Concentration on Basics
%A Herman Birnbrauer
%M C.HFS.90.824 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 824-826
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Primary Human Factors Considerations in the Transfer
of Large-Scale Technological Systems to Developing Countries
%S International Technology Transfer: Progress in Development:
Concentration on Basics
%A Najmedin Meshkati
%M C.HFS.90.827 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 827-831
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Pay Me Now or Pay Me Later -- But How Much?
%S Organizational Design and Management:
Cost-Justifying Human Factors Support
%A Randolph G. Bias
%M C.HFS.90.832 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 832-833
%* (c) Copyright 1990 Human Factors Society
%X This introductory paper to the symposium on Cost-Justifying Human Factors Support
makes the point that human factors professionals vying for development resources
must quantify the value of their support.  It asks the question "How can we better
cost-justify our human factors support"?  It then introduces the other five
panelists who will proceed to answer the question.

%T Cost-Justifying Human Factors Support -- A Framework
%S Organizational Design and Management:
Cost-Justifying Human Factors Support
%A Deborah J. Mayhew
%M C.HFS.90.834 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 834-838
%* (c) Copyright 1990 Human Factors Society
%X This paper is part of a symposium on Cost-Justifying Human Factors Support. 
The preceding paper sets the stage for and motivates the topic.  This paper
provides a broad framework for performing a cost/benefit analysis for any
collection of (or any single) human factors tasks and activities that might be added
to a development project.  Although the emphasis is on software human factors,
the framework would apply equally well to hardware human factors projects. 
The perspectives of both vendor companies and internal data processing
organizations serving internal users are taken into account.  Other papers in the
symposium offer particular case histories supporting the cost/benefit approach
outlined here, and offer a manager's perspective on the cost/benefit analysis
technique.

%T Cost-Benefit Analysis of Usability Engineering Techniques
%S Organizational Design and Management:
Cost-Justifying Human Factors Support
%A Clare-Marie Karat
%M C.HFS.90.839 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 839-843
%* (c) Copyright 1990 Human Factors Society
%X A methodology for computing the value of iterative usability work is presented using data
from a series of three usability tests of each of two software applications.  The cost-benefit
analysis methodology provides software development managers a basis for making pragmatic
decisions about human factors work.  The projected dollar value of the reduction in end user
time on an application task based on data from the first to the third test is compared to the
costs of the usability work.  The analysis shows a 2:1 dollar savings-to-cost ratio for a relatively
small development project and a 100:1 savings-to-cost ratio for a large development project. 
Sources of additional savings are examined.  Methodological techniques employed during the
iterative usability testing are highlighted and the tradeoffs concerning use of these techniques
for human factors, software development schedule, and economic reasons are discussed. 
Cost-benefit analysis is one of several mechanisms that generate product management support
for human factors work and may facilitate a better understanding of the value of incorporating
human factors work in software development.

%T Computer Use in the Scientific Office
%S Organizational Design and Management:
Macroergonomic Considerations in Office Environments
%A Doug Miller
%A Donald D. Davis
%A Frank Elio
%M C.HFS.90.844 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 844-848
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Perceptions of Work Environment and Psychological Strain
across Categories of Office Jobs
%S Organizational Design and Management:
Macroergonomic Considerations in Office Environments
%A Pascale C. Sainfort
%M C.HFS.90.849 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 849-853
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Electronic Performance Monitoring, Job Design and Psychological Stress
%S Organizational Design and Management:
Macroergonomic Considerations in Office Environments
%A Katherine J. S. Rogers
%A Michael J. Smith
%A Pascale C. Sainfort
%M C.HFS.90.854 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 854-858
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Computer-Aided Facilities Diagnostics:
A New Software Tool for the Armory of the Macro-Ergonomist
%S Organizational Design and Management:
Macroergonomic Considerations in Office Environments
%A Alan Hedge
%A Dana Ellis
%M C.HFS.90.859 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 859-863
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T The Case for Integrating Human Factors and Industrial-Organizational
Psychology
%S Organizational Design and Management: Panel
%A Carlla S. Smith
%A Ogden Brown, Jr.
%A Eduardo Salas
%A Grace Waldrop
%M C.HFS.90.864 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 864-865
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Diffusing Human Factors Expertise:
Human Factors Training in the Client Community
%S Organizational Design and Management: Panel
%A John G. Geirland
%A Michelle Robertson
%A Gunilla Bradley
%A Bruce Lierman
%M C.HFS.90.866 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 866-867
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Overview of Management and Organizational Effects on Industrial Safety
%S Organizational Design and Management:
Overview of Management and Organizational Effects on Industrial Safety
%A Donald L. Schurman
%A Joel J. Kramer
%M C.HFS.90.868 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 868-870
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Influence of Organizational Factors on Safety
%S Organizational Design and Management:
Overview of Management and Organizational Effects on Industrial Safety
%A Sonja B. Haber
%A Daniel S. Metlay
%A Deborah A. Crouch
%M C.HFS.90.871 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 871-875
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Empirical Studies of Candidate Leading Indicators of Safety
in Nuclear Power Plants: An Expanded View of Human Factors Research
%S Organizational Design and Management:
Overview of Management and Organizational Effects on Industrial Safety
%A Mary L. Nichols
%A Alfred A. Marcus
%M C.HFS.90.876 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 876-880
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T A Structure of Influences of Management and
Organizational Factors on Unsafe Acts at the Job Performer Level
%S Organizational Design and Management:
Overview of Management and Organizational Effects on Industrial Safety
%A Nancy S. Anderson
%A Donald L. Schurman
%A John Wreathall
%M C.HFS.90.881 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 881-884
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Types, Tokens and Indicators
%S Organizational Design and Management:
Overview of Management and Organizational Effects on Industrial Safety
%A James Reason
%M C.HFS.90.885 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 885-889
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Total Quality Management within a Navy Organization:
Assessing the Transformation Process
%S Organizational Design and Management:
Macroergonomic Enhancement of Individual and Team Performance
%A Delora M. McDaniel
%A Amy L. Culbertson
%A Tom L. Diamond
%A Linda M. Doherty
%M C.HFS.90.890 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 890-894
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T MANPRINT Enhancement Methods: Organizational Change Process Review
%S Organizational Design and Management:
Macroergonomic Enhancement of Individual and Team Performance
%A Joseph I. Peters
%A Stephen P. Masterson
%A Glen Hewitt
%M C.HFS.90.895 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 895-898
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T The Adjustment to a Slowly Rotating Shift Schedule:
Are Two Weeks Better Than One?
%S Organizational Design and Management:
Macroergonomic Enhancement of Individual and Team Performance
%A James C. Duchon
%A Christopher M. Keran
%M C.HFS.90.899 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 899-903
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Macroergonomic Considerations in Determining
Minimum Safe Crew Size on Maritime Vessels
%S Organizational Design and Management:
Macroergonomic Enhancement of Individual and Team Performance
%A Hal W. Hendrick
%A Martha Grabowski
%M C.HFS.90.904 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 904-906
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Social Influence and Preference of Direct-Manipulation
and Keyboard-Command Computer Interfaces
%S Personality and Individual Differences in Human Performance:
Individual Differences in Man-Machine Interaction
%A Michael S. Wogalter
%A Richard L. Frei
%M C.HFS.90.907 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 907-911
%* (c) Copyright 1990 Human Factors Society
%X Direct-manipulation and command-based computer interfaces have each found their own following among
microcomputer users.  This study explores some of the differences between these two groups of computer users. 
Participants completed a questionnaire that requested their microcomputer usage and ownership, usage and
preference of various command methods and pointing devices, the microcomputers most of their friends use, the
microcomputer they would be most willing to purchase next, and their preference for several models of
microcomputers.  The results showed that participants preferred pointing devices (e.g., mouse) compared to other
input methods (e.g., arrow keys) regardless of their prior usage.  They tended to use an interface similar to that of
their friends' and they reported greater willingness to purchase a computer with an interface similar to the one they
most often use.  In general, the results suggest that social influence and interface familiarity are important factors in
determining which interface people choose to use.  Being surrounded by others who use a similar computer interface
eases the burden (in terms of effort, time, and expense) of obtaining relevant computer information.  An implication
of this work is that these variables may hinder approval and acceptance of improved computer interface designs
offered by human factors specialists.

%T Interruption of a Monotonous Activity with Complex Tasks:
Effects of Individual Differences
%S Personality and Individual Differences in Human Performance:
Individual Differences in Man-Machine Interaction
%A Ph. Cabon
%A A. Coblentz
%A R. Mollard
%M C.HFS.90.912 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 912-916
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Modeling Individual Differences at a Process Control Task
%S Personality and Individual Differences in Human Performance:
Individual Differences in Man-Machine Interaction
%A C. Michael Lewis
%M C.HFS.90.917 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 917-921
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T The Iowa Silent Reading Test's Comprehension Section:
Local Norms and Predictive Validity for Usability Studies
%S Personality and Individual Differences in Human Performance:
Individual Differences in Man-Machine Interaction
%A James R. Lewis
%M C.HFS.90.922 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 922-926
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Individual Differences in Dynamic Spatial Reasoning
%S Personality and Individual Differences in Human Performance:
Individual Differences in Dynamic Spatial Reasoning
%A James W. Pellegrino
%M C.HFS.90.927 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 927-928
%* (c) Copyright 1990 Human Factors Society
%X N/A

%T Factors Governing Performance in a Visual Interception Task
%S Personality and Individual Differences in Human Performance:
Individual Differences in Dynamic Spatial Reasoning
%A Susan C. Fischer
%M C.HFS.90.929 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 929-933
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Individual Differences in Strategic Processing in a
Dynamic Spatial Reasoning Task
%S Personality and Individual Differences in Human Performance:
Individual Differences in Dynamic Spatial Reasoning
%A Daniel T. Hickey
%M C.HFS.90.934 2/19/92 lms
%B HFS90
%D 1990
%V 2
%P 934-938
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T An Analysis of Performance in a Two Object Arrival Time Task
%S Personality and Individual Differences in Human Performance:
Individual Differences in Dynamic Spatial Reasoning
%A David Law
%M C.HFS.90.939 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 939-943
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Individual Differences in Real-Time Information Coordination:
Relating Dynamic Spatial and Verbal Information
%S Personality and Individual Differences in Human Performance:
Individual Differences in Dynamic Spatial Reasoning
%A Kevin A. Morrin
%M C.HFS.90.944 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 944-948
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T An Evaluation of Performance-Based Tests Designed
to Predict Success in Primary Flight Training
%S Personality and Individual Differences in Human Performance:
Individual Differences in Human Performance
%A D. J. Blower
%A D. L. Dolgin
%M C.HFS.90.949 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 949-953
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Driver Locus of Control:
Age and Sex Differences in Predicting Driving Performance
%S Personality and Individual Differences in Human Performance:
Individual Differences in Human Performance
%A Lila F. Laux
%A John Brelsford, Jr.
%M C.HFS.90.954 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 954-958
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Differences in Time-Sharing Ability Between Successful and
Unsuccessful Trainees in the Landing Craft Air Cushion
Vehicle Operator Training Program
%S Personality and Individual Differences in Human Performance:
Individual Differences in Human Performance
%A T. Nontasak
%A D. L. Dolgin
%M C.HFS.90.959 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 959-961
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Do Intraclass Correlation Coefficients Index Interrater Agreement?
%S Personality and Individual Differences in Human Performance:
Individual Differences in Human Performance
%A Robert P. Mahan
%A Charles E. Lance
%A Julie A. LaPointe
%M C.HFS.90.962 2/19/92 lms
%B HFS90
%D 1990
%V 2
%P 962-965
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T The Effect of Law and Training on All-Terrain Vehicle
Riders' Safety-Related Behaviors
%S Safety: Protective Equipment
%A James P. Foley
%A Mark R. Lehto
%M C.HFS.90.966 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 966-970
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Motorcycle Helmet Retention Devices: Convenience and Comfort
%S Safety: Protective Equipment
%A David R. Thom
%A Michael Cann
%M C.HFS.90.971 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 971-975
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Quantifying Subjective Reactions to Wearing Protective Equipment
%S Safety: Protective Equipment
%A Max Vercruyssen
%A Barbara Jex Courter
%M C.HFS.90.976 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 976-980
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Measure of Work Performance Decrement Due to Respirators
%S Safety: Protective Equipment
%A Neil J. Zimmerman
%A Cindelyn Eberts
%A Gavriel Salvendy
%A George McCabe
%M C.HFS.90.981 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 981-983
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T The Effect of Symbols on Warning Compliance
%S Safety: Safety and Hazard Communication
%A Linda S. Jaynes
%A David B. Boles
%M C.HFS.90.984 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 984-987
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Human Factors Design of an AIDS Prevention Pamphlet
%S Safety: Safety and Hazard Communication
%A Michael E. Wiklund
%A Beth A. Loring
%M C.HFS.90.988 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 988-992
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Automotive Maintenance and Safety Preparedness among Drivers:
Aspects of Age and Gender
%S Safety: Safety and Hazard Communication
%A David L. Mayer
%A Lila F. Laux
%M C.HFS.90.993 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 993-997
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Emerging Methodologies for the Assessment of
Safety Related Product Communications
%S Safety: Safety and Hazard Communication
%A Timothy P. Rhoades
%A J. Paul Frantz
%A James M. Miller
%M C.HFS.90.998 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 998-1002
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Highway Safety: Identifying and Coping with the Impaired Driver
%S Safety: Highway Safety:
Identifying and Coping with the Impaired Driver
%A David Shinar
%M C.HFS.90.1003 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1003-1004
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Preventing Alcohol-Impaired Driving: Evaluating
Simple Behavioral Tests and their Effects on Driving Decisions
%S Safety: Highway Safety:
Identifying and Coping with the Impaired Driver
%A Fredrick M. Streff
%A Michael J. Kalsher
%M C.HFS.90.1005 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 1005-1009
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T The Effects of Raised Lane Markers on the Accident
Involvement of Older and Alcohol-Impaired Drivers
%S Safety: Highway Safety:
Identifying and Coping with the Impaired Driver
%A David Shinar
%A James C. Fell
%M C.HFS.90.1010 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1010-1014
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Recognition of the Drug-Impaired Driver by
Examination of Behavioral and Physiological Signs
%S Safety: Highway Safety:
Identifying and Coping with the Impaired Driver
%A Marcelline Burns
%M C.HFS.90.1015 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1015-1019
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Hazard Management: Principles, Applications and Evaluation
%S Safety: The Arnold Small Lecture in Safety
%A Karl U. Smith
%M C.HFS.90.1020 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1020-1024
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Smart Vehicles: New Directions for Human Factors Safety Research
%S Safety: Panel
%A Michael Perel
%A H. Keith Brewer
%A Wade Allen
%M C.HFS.90.1025 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 1025-1026
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Perceived Automobile Safety as a Function of Body
Style, Cosmetic Design Variation, and Viewing Distance
%S Safety: Risk Perception
%A Dennis B. Beringer
%M C.HFS.90.1027 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1027-1031
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Gender Differences in Traffic Accident Risk Perception
%S Safety: Risk Perception
%A David M. DeJoy
%M C.HFS.90.1032 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1032-1036
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Factors Involved in Risk Perception
%S Safety: Risk Perception
%A S. David Leonard
%A G. William Hill, IV
%A Hajime Otani
%M C.HFS.90.1037 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1037-1041
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Drivers as Decision Makers at Rail-Highway Grade Crossings
%S Safety: Risk Perception
%A Neil D. Lerner
%A Donna J. Ratte
%M C.HFS.90.1042 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1042-1046
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Requirements for an Aircraft Mishap Analysis System
%S Safety: Aviation Safety and Analysis
%A John F. Courtright
%M C.HFS.90.1047 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1047-1051
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Pre-Flight Risk Assessment in Emergency Medical Service (EMS) Helicopters
%S Safety: Aviation Safety and Analysis
%A Robert J. Shively
%M C.HFS.90.1052 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1052-1056
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Analysis of General Aviation Accidents During
Operations Under Instrument Flight Rules
%S Safety: Aviation Safety and Analysis
%A C. Thomas Bennett
%A M. Schwirzke
%A C. Harm
%M C.HFS.90.1057 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1057-1061
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Vigilance in Transport Operations:
Field Studies in Air Transport and Railways
%S Safety: Aviation Safety and Analysis
%A R. Mollard
%A A. Coblentz
%A Ph. Cabon
%M C.HFS.90.1062 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1062-1066
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Response Covariation as a Design Consideration in
Developing Workplace Safety Interventions
%S Safety: Safety Potpourri
%A Fredrick M. Streff
%A Michael J. Kalsher
%M C.HFS.90.1067 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1067-1071
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Analysis of Selected Scaffold-Related Fatal Falls
%S Safety: Safety Potpourri
%A Thomas G. Bobick
%A Catherine A. Bell
%A Ronald L. Stanevich
%A Dwayne L. Smith
%A Nancy A. Stout
%M C.HFS.90.1072 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1072-1076
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Development of a Workstation Software Package to
Support Probabilistic Safety Assessment
%S Safety: Safety Potpourri
%A Wendy J. Reece
%A David I. Gertman
%M C.HFS.90.1077 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1077-1080
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Predicting the Effects of Stress on Performance
%S Safety: Safety Potpourri
%A P. A. Hancock
%A M. H. Chignell
%A M. Vercruyssen
%M C.HFS.90.1081 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1081-1085
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Headlight Use
%S Safety: Transportation Safety
%A Daniel Johnson
%M C.HFS.90.1086 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 1086-1090
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Designing Antecedent Strategies for Increasing Safe Driving:
A Pledgecard for Encouraging Belts and Discouraging Booze
%S Safety: Transportation Safety
%A Katrin A. Gamble
%A Michael J. Kalsher
%M C.HFS.90.1091 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1091-1094
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T A Testbed for the Evaluation of Computer Aids for
Enroute Flight Path Planning
%S Special Sessions: Demonstrations
%A Philip J. Smith
%A Chuck Layton
%A Deb Galdes
%A C. Elaine McCoy
%M C.HFS.90.1095 12/10/9 hnt
%B HFS90
%D 1990
%V 2
%P 1095
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T TAWL Operator Simulation System (TOSS) -- Version 4.0
%S Special Sessions: Demonstrations
%A Laura A. Fulford
%A David B. Hamilton
%A Carl R. Bierbaum
%M C.HFS.90.1096 12/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 1096
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T DAS: A Graphical Computer System for the
Collection of Musculoskeletal Discomfort Data
%S Special Sessions: Demonstrations
%A Norka Saldana
%M C.HFS.90.1097 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1097
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Substituting Rapid Prototyping for Task Analysis for a
Major System Upgrade Project: Lessons Learned
%S System Development: Requirements Analysis and Design
%A Robert E. Richards
%A James C. Byers
%A David G. Kuipers
%A Beva Gay Gilbert
%A Lon N. Haney
%M C.HFS.90.1098 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1098-1102
%* (c) Copyright 1990 Human Factors Society
%X Performing a front-end analysis (FEA) is a required part of user training, documentation, and interface
development for nuclear-related systems (NUREG CR/0737, DOE Order 5480.6).  A traditional FEA for a
large existing system can be extremely expensive and require many months to complete.  Performing a complete
front-end analysis on an emerging or changing system can be even more costly.  In some cases, this may
be almost impossible because the data required for the later steps in the analysis simply do not exist or are
constantly changing.  The use of rapid prototyping is less time consuming than the traditional top-down (or
sequential front-to-back) approaches used to develop the training, documentation, and human-computer interfaces
for new or evolving systems.  In addition, it provides for enhanced communication between the
analysts, designers, and end users of the system.  This paper details the approach taken and the lessons learned
for one example of rapid prototyping as applied to a nuclear facility upgrade.

%T New Challenges for Iterative Software Design of a Panel-Oriented Interface
%S System Development: Requirements Analysis and Design
%A Greta L. Myers
%A Deborah A. T. Larnerd
%M C.HFS.90.1103 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1103-1107
%* (c) Copyright 1990 Human Factors Society
%X Gould's (1987) iterative design principle was applied to the design and development of a large, complex interface.  Specific
challenges we faced in implementing his recommended design approach included the sheer volume of panels in the interface,
communication across the design team, excess baggage stemming from the previous interface, management of design changes,
and translation into multiple languages.  Our methods of facing those challenges are documented, and the lessons we learned in
the process are detailed.

%T Workstation Design for ATC Systems
%S System Development: Requirements Analysis and Design
%A Russell A. Benel
%A Louis M. Adams
%M C.HFS.90.1108 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1108-1112
%* (c) Copyright 1990 Human Factors Society
%X Developing a workstation for the next generation Air Traffic Control system
(AAS) represents a significant design challenge.  Not only are a large number
of potentially conflicting requirements identified for this workstation, but
several unique features of those requirements exacerbate the potential
problems.  For example, a large (20 X 20 inch) CRT is the primary visual display. 
This must move to both an inline and wraparound console configuration.  The
system must accommodate a large range of user sizes and be acceptable to
approximately 16,000 air traffic controllers.  A team of controllers has
participated in the iterative design effort through reviews, demonstrations
and hands-on evaluation.  The key feature of all design activities is the
narrowing of alternatives as the design approaches production release.  This
paper addresses this process and suggests how this process may be managed to
ensure a satisfactory outcome.

%T The Army MANPRINT IDEA (Integrated Decision/Engineering Aid)
%S System Development: Modeling
%A Thomas B. Malone
%A Christopher C. Heasly
%A David R. Eike
%M C.HFS.90.1113 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1113-1116
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Task Analysis/Workload (TAWL):
A Methodology for Predicting Operator Workload
%S System Development: Modeling
%A David B. Hamilton
%A Carl R. Bierbaum
%M C.HFS.90.1117 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1117-1121
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Model Validation, Sensitivity Analysis, and Utilization
with Micro SAINT: A Case Study
%S System Development: Modeling
%A Louis Tijerina
%A Delia Treaster
%M C.HFS.90.1122 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1122-1126
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Mathematical Description of Crew Response Times
in Simulated Nuclear Power Plant Emergencies
%S System Development: Emergencies in Complex Systems
%A Barry H. Kantowitz
%A Alvah C. Bittner, Jr.
%A Yushi Fujita
%M C.HFS.90.1127 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 1127-1131
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Modeling Operator Performance in Emergencies
%S System Development: Emergencies in Complex Systems
%A David D. Woods
%A Emilie M. Roth
%A Harry E. Pople, Jr.
%M C.HFS.90.1132 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1132-1136
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Decision Making in an Emergency: When Information is Not Enough
%S System Development: Emergencies in Complex Systems
%A William A. Wheeler
%A Patricia A. Bolton
%A Thomas F. Sanquist
%M C.HFS.90.1137 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1137-1141
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Cockpit Distractions: Precursors to Emergencies
%S System Development: Emergencies in Complex Systems
%A Valerie E. Barnes
%A Willam P. Monan
%M C.HFS.90.1142 12/10/91 hnt
%B HFS90
%D 1990
%V 2
%P 1142-1144
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Verbal Protocols as a Research Tool in Human Factors
%S System Development: Panel
%A Gerhard Deffner
%A Harry L. Snyder
%A Alvah C. Bittner, Jr.
%A Carolanne Fisher
%A Detlef Rhenius
%A Penelope M. Sanderson
%M C.HFS.90.1145 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 1145-1147
%* (c) Copyright 1990 Human Factors Society
%X Verbal protocols have been used for many years in different research contexts, but there
still is no clear consensus about the validity of the technique and methods for maximizing
validity in an applied setting; how to standardize the collection and analysis of protocols;
and last but certainly not least, whether the resulting data is worth the effort.
   This panel discussion is a companion to a symposium at this conference which
presents empirical studies and human factors applications of verbal protocol techniques. 
The panel will focus in more depth on issues raised in that earlier session, with the goal of
providing guidance for practical applications of the technique.

%T Methodology for Determining the Human Role
in the Strategic Defense System Command Center
%S System Development: Applied Decision Making
%A Donna L. Cuomo
%A Anthony P. Rizzuto
%M C.HFS.90.1148 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 1148-1152
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Automated Tactical C2 Systems: Do They Support the Decision Maker?
%S System Development: Applied Decision Making
%A John A. Whittenburg
%M C.HFS.90.1153 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 1153-1157
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Application of Human Engineering to a Shipboard Damage Control Console
%S System Development: Applied Decision Making
%A Kathryn Permenter Callahan
%A Clifford C. Baker
%A Thomas B. Malone
%A Franklin D. Pearce
%M C.HFS.90.1158 1/10/92 hnt
%B HFS90
%D 1990
%V 2
%P 1158-1162
%* (c) Copyright 1990 Human Factors Society
%X N/A

%T An Integrated Embedded Training and Decision Aiding Design Methodology
%S System Development: Applied Decision Making
%A Joan M. Ryder
%A Allen L. Zaklad
%A Floyd A. Glenn, III
%A Wayne W. Zachary
%M C.HFS.90.1163 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1163-1166
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Human Factors in the Maintenance and Inspection of Aircraft
%S System Development: Human Factors in the Maintenance and
Inspection of Aircraft
%A William T. Shepherd
%M C.HFS.90.1167 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1167
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T A Program to Study Human Factors in Aircraft
Maintenance and Inspection
%S System Development: Human Factors in the Maintenance and
Inspection of Aircraft
%A William T. Shepherd
%M C.HFS.90.1168 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1168-1170
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Advanced Technology for Aviation Maintenance Training:
An Industry Status Report and Development Plan
%S System Development: Human Factors in the Maintenance and
Inspection of Aircraft
%A William B. Johnson
%M C.HFS.90.1171 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1171-1175
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Organizational Context for Aircraft Maintenance and Inspection
%S System Development: Human Factors in the Maintenance and
Inspection of Aircraft
%A James C. Taylor
%M C.HFS.90.1176 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1176-1180
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Task Analysis of Aircraft Inspection Activities: Methods and Findings
%S System Development: Human Factors in the Maintenance and
Inspection of Aircraft
%A C. G. Drury
%A P. Prabhu
%A A. Gramopadhye
%M C.HFS.90.1181 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1181-1185
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Examining Human-System Interactions: The HSYS Methodology
%S Test and Evaluation: Large-Scale System Evaluation
%A Susan G. Hill
%A Jerry L. Harbour
%A Christopher Sullivan
%A Bruce P. Hallbert
%M C.HFS.90.1186 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1186-1189
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Using HSYS in the Analysis of Human-System Interactions:
Examples from the Offshore Petroleum Industry
%S Test and Evaluation: Large-Scale System Evaluation
%A Jerry L. Harbour
%A Susan G. Hill
%M C.HFS.90.1190 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1190-1194
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Experimental Evaluation of a Diagnostic Rule-Based Expert System
for the Nuclear Industry
%S Test and Evaluation: Large-Scale System Evaluation
%A Conny B. O. Holmstroem
%A William R. Nelson
%M C.HFS.90.1195 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1195-1199
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Empirical Identification of User Information Requirements in
Command and Control Evaluation
%S Test and Evaluation: Large-Scale System Evaluation
%A Marvin C. McCallum
%A Alvah C. Bittner, Jr.
%A Richard V. Badalamente
%M C.HFS.90.1200 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1200-1203
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Assessing Icon Appropriateness and Icon Discriminability with a
Paired-Comparison Testing Procedure
%S Test and Evaluation: Methods and Tools
%A Regis L. Magyar
%M C.HFS.90.1204 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1204-1208
%* (c) Copyright 1990 Human Factors Society
%X Traditional methods of evaluating icon comprehension and discriminability have relied
on a sequence of multiple screening tests to measure various aspects of icon
meaning, image content, and the user's perception of the icon.  The most frequently
used procedures have been the icon appropriateness test to determine the best conceptual
design from a group of icon candidates, followed by the icon matching test to
ensure that individual icons are not confused with others in a set.  This paper
describes an automated paired-comparison test procedure that provides reliable
measures of both icon appropriateness and icon discriminability using the same test
method with a single metric.  The procedure was validated in two experiments
involving the design and evaluation of two different mouse-pointer icons.  In
Experiment 1, the procedure was used as an icon screening test to determine the most
appropriate and meaningful icon that best represented each concept from two
different sets of proposed icon variants.  In Experiment 2, the same procedure was then
used to confirm the discriminability of the final icon selections, and to verify the
accuracy of results from the initial appropriateness test.

%T Development and Evaluation of a Digital Critical Tracking Task
%S Test and Evaluation: Methods and Tools
%A Jonathan F. Antin
%A W. Patrick Gatewood, Jr.
%A Richard S. Dunn
%M C.HFS.90.1209 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1209-1213
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Assessment of Workload in a Field Environment
%S Test and Evaluation: Methods and Tools
%A Michelle R. Sams
%A Richard E. Christ
%M C.HFS.90.1214 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1214-1218
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Manpower, Personnel, Training and Safety (MPTS) Simulation Tools:
Network and Simulation for Workload Assessment and Modeling (SIMWAM)
%S Test and Evaluation: Methods and Tools
%A Mark Kirkpatrick
%A Thomas B. Malone
%A Christopher C. Heasly
%A Clifford C. Baker
%M C.HFS.90.1219 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1219-1223
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Empirical Models Based on Data from Several Experiments
%S Test and Evaluation: Models and Methods
%A Sung H. Han
%A Robert C. Williges
%A Beverly H. Williges
%M C.HFS.90.1224 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1224-1228
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Relative vs. Absolute Rating
%S Test and Evaluation: Models and Methods
%A T. S. Liu
%A S. Narayanan
%A V. Subramanian
%A S. Konz
%M C.HFS.90.1229 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1229-1232
%* (c) Copyright 1990 Human Factors Society
%X Making relative and absolute judgments of alternatives is compared.
   Relative judgments, following Saaty's procedure, require that each
possible pair of conditions be compared.  The subject indicates which
member of the pair is preferred, then gives the magnitude of the preference
on a 1-9 scale.  The scores are entered into a matrix and eigenvectors
calculated for each subject in each condition.  These eigenvectors then are
evaluated in a conventional subjects x conditions analysis of variance.
   Two experiments are reported which show relative rating using
eigenvectors is a more sensitive rating instrument than absolute rating.
   Experiment 1 compared discomfort glare for three simulated streetlight
luminances.  Experiment 2 evaluated the likability of various fonts when
used on transparencies with two sizes of fonts (subtending .57 or .72 {deg}),
two styles (bold and regular) and three types (executive, roman and sans
serif).
   The relative rating method is a "more sensitive instrument."  It has
two disadvantages.  One, it requires evaluation of all possible pairs of
conditions by the same subject so the experiment itself may take longer. 
Second, the program to calculate the eigenvectors is not presently
available in a standard statistical package such as SAS or SPSS.

%T A Usability Testing Method Employing the "Trouble Model"
%S Test and Evaluation: Models and Methods
%A Toshiyuki Asahi
%A Hitoshi Miyai
%M C.HFS.90.1233 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1233-1237
%* (c) Copyright 1990 Human Factors Society
%X This paper proposes a technique to apply the protocol analysis method to usability testing.  The
"trouble analysis" method is offered for data analysis tasks.  These techniques involve a procedure to
improve time efficiency and convenience.  As a criterion for data analysis, a "trouble model", which
consists of 22 trouble categories, is also offered.  Most of the problems in a user-interface can be
identified by extracting troubles from the verbal protocols using the model.  In the trouble analysis
technique, analyses of the human cognitive/thought processes, which usually requires expert knowledge
and a lot of time, are not taken into consideration.  Quick and easy detection of problems is
first considered.  The "trouble analysis" technique contributions to usability testing were empirically
verified through 9 tests, employed on different kinds of products.  The evaluation extent limitation,
and user behavior during trouble situations, are also discussed.

%T Guide for Human Performance Measurements
%S Test and Evaluation: Models and Methods
%A Valerie J. Gawron
%A Leonard Cipriano
%A Edwin Fleishman
%A Fred Hegge
%A Ed Lehman
%A David Meister
%A John Reising
%M C.HFS.90.1238 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1238-1240
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Human Factors Measurement: The Challenge
%S Test and Evaluation: Human Factors Measurement:
The Challenge
%A David Meister
%A Thomas Enderwick
%A Alvah Bittner
%A Barry Kantowitz
%M C.HFS.90.1241 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1241-1242
%* (c) Copyright 1990 Human Factors Society
%X N/A

%T An Alternative Measurement Paradigm
%S Test and Evaluation: Human Factors Measurement:
The Challenge
%A D. Meister
%M C.HFS.90.1243 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1243-1247
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Some Pragmatic Issues of Measurement
%S Test and Evaluation: Human Factors Measurement:
The Challenge
%A Thomas P. Enderwick
%M C.HFS.90.1248 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1248-1252
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Human Factors Measurement: Nature, Problems, and Strengthening
%S Test and Evaluation: Human Factors Measurement:
The Challenge
%A Alvah C. Bittner, Jr.
%M C.HFS.90.1253 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1253-1257
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Can Cognitive Theory Guide Human Factors Measurement?
%S Test and Evaluation: Human Factors Measurement:
The Challenge
%A Barry H. Kantowitz
%M C.HFS.90.1258 2/20/92 lms
%B HFS90
%D 1990
%V 2
%P 1258-1262
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Verbal Protocols as a Research Tool in Human Factors
%S Test and Evaluation: Verbal Protocols as a Research Tool in Human Factors
%A Gerhard Deffner
%M C.HFS.90.1263 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1263-1264
%* (c) Copyright 1990 Human Factors Society
%X The five papers in this symposium are aimed at providing empirical background for
addressing the questions of how useful, and also how usable, verbal protocol methodology
is within the field of human factors.  Research approaches range from experimental to case
study, and topics range from comparative assessment of procedural variations in verbal
protocols, to their applications in unique task domains.  Both types of research have shown
encouraging results, which will be discussed in terms of potential standardization of
procedure, and of wider use and application of verbal protocol methodology.

%T Evaluation of Concurrent Thinking Aloud Using Eye-Tracking Data
%S Test and Evaluation: Verbal Protocols as a Research Tool in Human Factors
%A Detlef Rhenius
%A Gerhard Deffner
%M C.HFS.90.1265 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1265-1269
%* (c) Copyright 1990 Human Factors Society
%X In a series of studies we address the two questions of: 1) Do verbalizations reflect concurrent
thought, and 2) Does concurrent thinking aloud differ from normal thinking?  The design of
experimental tests was based upon Ericsson and Simon's model of thinking aloud, incorporating
variation of how information is represented in short term memory.  Eye-movement recordings
were used as a source of additional data, allowing us to go beyond a mere analysis of solution
time and accuracy.  Comparing verbalizations and eye-movement data, we arrived at a positive
answer to the first of our initial questions.  The second question was approached on several
levels, always involving a comparison of 'think-aloud groups' with silent controls.  We found no
differences with respect to accuracy, but longer solution times in think-aloud groups.  In a final
experiment, the influence of thinking aloud on concurrent task performance could be narrowed
down to an effect which only persists through the early stages of familiarization with tasks.  We
conclude that concurrent verbalization is a viable tool in the study of cognitive processes.

%T Concurrent versus Retrospective Verbal Protocol
for Comparing Window Usability
%S Test and Evaluation: Verbal Protocols as a Research Tool in Human Factors
%A Victoria A. Bowers
%A Harry L. Snyder
%M C.HFS.90.1270 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1270-1274
%* (c) Copyright 1990 Human Factors Society
%X A traditional concurrent verbal protocol method was compared to a heavily cued retrospective verbal protocol in which
users were presented with a video tape of their performance to help them recall their thoughts after task completion.  The two
methods of protocol were employed in a comparison of two different size monitors.  Subjects were required to complete 12
tasks which varied in the number of windows required simultaneously on the monitor.  The subjects' performance, as
measured by steps to completion, task completion time, and errors committed, was compared across monitors and protocol
methods.  Subjective data were also collected in the form of task difficulty ratings, as well as a global measure of user
satisfaction.  Verbal data were compared to assess any information differences due to the methods of collection or the monitor
sizes.
   No performance or subjective differences were found between the two protocol methods.  The kinds of information
gathered were quite different for the two methods, with concurrent protocol subjects giving procedural information and
retrospective protocol subjects giving explanations and design statements.  Performance data, as well as subjective data,
indicated that on tasks that require that one or two windows be present simultaneously, there were no differences between the
two monitor sizes.  As the number of simultaneous windows increased, however, the large monitor's advantages became
apparent.  Tasks which require that four windows be present simultaneously were judged to be easier and required fewer
steps on the large monitor than on the small monitor.

%T The Playback Method of Protocol Analysis Applied to a Rapid Aiming Task
%S Test and Evaluation: Verbal Protocols as a Research Tool in Human Factors
%A T. J. Triggs
%A B. H. Kantowitz
%A B. S. Terrill
%A A. C. Bittner, Jr.
%A T. E. Fleming
%M C.HFS.90.1275 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1275-1279
%* (c) Copyright 1990 Human Factors Society
%X The analysis of subjective verbal protocols can provide valuable information
additional to that obtained from traditional objective data sources.  The most
frequently used type of protocol analysis is of the "think-aloud" report where
operators verbalize as they perform a task of interest.  However, while this
concurrent method has been usefully applied to high-level cognitive tasks that are
accomplished over extended periods, it is generally considered to be less
appropriate for short-duration tasks where the emphasis is on speed of performance. 
This study reports on the application of a new protocol method to a speeded task
based on a procedure where the computer "plays back" the experimental trials and
shows the subject's response.  The verbal response of the subject was recorded
during the playback, augmented by prompts from the experimenter.  Several aiming
tasks requiring rapid movements to a target were examined using this method.  The
data obtained from the protocol analysis were a valuable adjunct to the actual
performance results, and demonstrated that the new method appears to be a
satisfactory procedure for obtaining protocols for rapidly performed tasks.  Where
movements involving both hands were involved, the verbal protocols supported a
divided attention hypothesis for performance over a competing motor-program
hypothesis.  The reports implied that the movement characteristics were under
conscious control requiring division of attention.

%T Verbal Protocol Analysis in Three Experimental Domains Using SHAPA
%S Test and Evaluation: Verbal Protocols as a Research Tool in Human Factors
%A Penelope M. Sanderson
%M C.HFS.90.1280 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1280-1284
%* (c) Copyright 1990 Human Factors Society
%X SHAPA is an interactive verbal protocol analysis tool based on Ericsson and Simon's (1984) recommendations for verbal protocol analysis
(Sanderson, James, and Seidler, 1989).  It provides a "shell" for carrying out protocol analysis.  This paper shows how SHAPA has been used
in three different domains: (1) the control of a complex continuous process, (2) a task where subjects give navigational information to active or
passive listeners, and (3) the control of a simple city transport system.  These examples show how SHAPA can help researchers collect data
about the frequencies with which certain categories of verbalization occur and determine the patterns into which they fall.

%T The Value of Thinking-Aloud Protocols in Industry:
A Case Study at Microsoft Corporation
%S Test and Evaluation: Verbal Protocols as a Research Tool in Human Factors
%A Susan Denning
%A Derek Hoiem
%A Mark Simpson
%A Kent Sullivan
%M C.HFS.90.1285 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1285-1289
%* (c) Copyright 1990 Human Factors Society
%X Thinking-aloud protocols traditionally have been used by academic researchers as a
qualitative data collection method.  This method is currently gaining acceptance in industry
usability testing.  The Usability Group at Microsoft has adopted the thinking-aloud protocol as a
primary method for obtaining data from users.  We have found the method valuable not only
because it is valid for gathering qualitative data, but also because it is responsive to the constraints
we face and the organizational culture we work within.  The issue of validity has been discussed in
detail by researchers such as Deffner & Rhenius and Ericsson & Simon.  Our case study further
pursues the validity of thinking-aloud protocols and also discusses how this method allows the
researcher to work within industry constraints and incorporate changes into the product within a
small time frame.  Finally, our case study demonstrates how thinking-aloud protocols fit in well
with Microsoft corporate culture where understandable and persuasive results are needed.  This
case study will have particular relevance for usability practitioners in industry.

%T Workload and Strategic Adaptation Under
Transformations on Visual-Coordinative Mappings
%S Test and Evaluation: Methods and Tools
%A J. K. Caird
%A P. A. Hancock
%A M. G. Wade
%A M. Vercruyssen
%M C.HFS.90.1290 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1290-1294
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Task Analysis: A Polyhedral Dynamics Approach
%S Test and Evaluation: Methods and Tools
%A Luiz M. Cabral
%M C.HFS.90.1295 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1295-1298
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Validation of a Driving Simulation Facility for
Instrument Panel Task Performance
%S Test and Evaluation: Methods and Tools
%A Ko Kurokawa
%A Walter W. Wierwille
%M C.HFS.90.1299 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1299-1303
%* (c) Copyright 1990 Human Factors Society
%X N/R

%T Taking Cognitive Task Analysis into the Field:
Bridging the Gap from Research to Application
%S Training: Training Task Analysis
%A Richard E. Redding
%M C.HFS.90.1304 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1304-1308
%* (c) Copyright 1990 Human Factors Society
%X Cognitive methods of task analysis have been used for training development.  Although quite promising, these methods are generally
time consuming and labor-intensive, and require considerable expertise.  This has precluded their full use in field training situations. 
Economical, practical and user-friendly methods are needed which can be integrated easily with current approaches.  This symposium
paper discusses the potential of cognitive task analysis as well as the practicality problem.  Of particular concern is how cognitive methods
can receive widespread application among training practitioners -- how to transition theory and research in cognitive task analysis into
mainstream training development programs.

%T Cognitive Task Analysis for the Real(-Time) World
%S Training: Training Task Analysis
%A Mark S. Schlager
%A Barbara Means
%A Chris Roth
%M C.HFS.90.1309 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1309-1313
%* (c) Copyright 1990 Human Factors Society
%X As part of a review and evaluation of the Federal Aviation Administration's air traffic control (ATC) training program, we
tested whether cognitive task analysis techniques could help identify the knowledge, skills, and strategies used by
proficient controllers, at a level appropriate for deriving instructional objectives.  Our approach involved modifying
commonly-used methods (e.g., interviews and think-aloud protocols) for use in a real-time, real-world task domain.  Expert
controllers were videotaped performing realistic ATC scenarios.  We then elicited "play-by-play" analysis of the scenario
from other expert controllers and retrospective protocols from the subjects.  Other techniques were used to obtain
convergent data on controllers' knowledge representation and organization.  The methodology was successful in
describing several cognitive components of ATC expertise that had previously defied explication at a level of detail
appropriate for instruction.  We discuss briefly training implications and other ways in which we have used the data.

%T Analyzing the Cognitive Demands of Problem-Solving Environments:
An Approach to Cognitive Task Analysis
%S Training: Training Task Analysis
%A Emilie M. Roth
%A David D. Woods
%M C.HFS.90.1314 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1314-1317
%* (c) Copyright 1990 Human Factors Society
%X We describe an approach to cognitive task analysis that utilizes two mutually reinforcing
analyses.  One analysis focuses on building a description of the cognitive demands imposed
by the world that any intelligent agent would have to deal with (a model of the cognitive
environment).  The second analysis, conducted in parallel, is an empirical investigation of
how practitioners, both experts and less skilled individuals, respond to the task demands (a
performance model).  We then discuss how a cognitive simulation can support a cognitive
task analysis.

%T Applying Knowledge Engineering to Training and Technology Transfer
%S Training: Training Task Analysis
%A Gary A. Klein
%A Beth Crandall
%M C.HFS.90.1318 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1318-1322
%* (c) Copyright 1990 Human Factors Society
%X "Knowledge engineering" refers to the process of getting rules out of the heads of experts and
into expert systems.  A broader field include a variety of "low technology" applications.  If we think
of knowledge as a valued resource, analogous to petroleum, this suggests four aspects of knowledge
engineering: (a) locating sources of expertise in organizations; (b) assaying the cost/benefits of
engineering the expertise; (c) acquiring the knowledge; and (d) codifying the knowledge.  In this
paper we discuss knowledge engineering strategies and applications beyond expert systems.

%T Knowledge Acquisition and Representation for the Systems Test and
Operations Language (STOL) Intelligent Tutoring System (ITS)
%S Training: Training Task Analysis
%A Thomas L. Seamster
%A David R. Eike
%A Troy J. Ames
%M C.HFS.90.1323 12/20/91 hnt
%B HFS90
%D 1990
%V 2
%P 1323-1327
%* (c) Copyright 1990 Human Factors Society
%X This presentation concentrates on knowledge acquisition and its application to the development of an expert module
and a user interface for an Intelligent Tutoring System (ITS).  The Systems Test and Operations Language (STOL)
ITS is being developed to assist NASA control center personnel in learning a command and control language as it is
used in mission operations rooms.  The objective of the tutor is to impart knowledge and skills that will permit the
trainee to solve command and control problems in the same way that the STOL expert solves those problems.  The
STOL ITS will achieve this objective by representing the solution space in such a way that the trainee can visualize
the intermediate steps, and by having the expert module production rules parallel the STOL expert's knowledge
structures.  This approach has resulted in a knowledge acquisition process that places a great emphasis on both the
domain expert's knowledge structures and solutions steps.  Concept sorting tasks combined with scaling analysis
techniques are being used for organizing and analyzing domain concepts.  These techniques have been used to
identify the critical STOL commands, the related concepts, and significant problems that will direct the design of the
tutor's user interface as well as the production rules of the expert module.

fpack:!@#$%^&*(): HFS92-1c.BA
%T Interactions between Environmental Design and Human Factors Specialists
%S ENVIRONMENTAL DESIGN: Panel
%A G. F. McVey
%A Daniel E. McCrobie
%A Deane Evans
%A H. McIlvaine Parsons
%A John A. Templar
%A Stephan Konz
%A Barrett S. Caldwell
%B HFS92
%M C.HFS.92.575
%D 1992
%V 1
%P 575-577
%* (c) Copyright 1992 Human Factors Society
%X Most of the interactions between human factors specialists, such as ergonomists, and environmental specialists
such as facility planners and architects tend to be task specific and do not follow any accepted process. 
Consequently, the success of such interactions are usually a function of serendipity rather than informed
expectation.  It is anticipated that by gathering such specialists in an open discussion, relevant issues may be
addressed and successful interaction procedures introduced and discussed.  Such a forum is desirable for
developing an understanding of the differences, educational and operational, between environmental design
specialists, and human factors specialists, as well as for exploring the ways their communications can be
enhanced.  It is anticipated that by sharing their experiences with the attendees, the presenters will identify
relevant on-going knowledge transfer activities, and also introduce and discuss practical problem-solving and
communication methods that can be used with assurance by the attendees themselves when faced with similar
problems in the future.
   This panel will focus on issues that arrive out of situations where human factors specialists and environmental
design specialists are joined together in project development.  The specialties represented include architecture,
facility planning, environmental psychology, ergonomic research, industrial design and engineering, and equipment
and furniture design and manufacturing.

%T In the Era of ADA, Do We Really Have Accessible Bathrooms: A Survey
%S ENVIRONMENTAL DESIGN: Planning for Environmental Design and Follow-Up
Evaluations
%A Pascal Malassigne
%A Thomas L. Amerson
%B HFS92
%M C.HFS.92.578
%D 1992
%V 1
%P 578-581
%* (c) Copyright 1992 Human Factors Society
%X A postal opinion survey examined several issues related to use of home modifications, bathrooms and bathroom fixtures by
783 adults with disabilities.  Key research issues included the following questions:
 1.  What are the types of approaches and transfers to bathtubs and toilets made by non-ambulatory people, and how do they
     differ from the approaches and transfers of those who are semi-ambulatory?
 2.  How effective are grab-bars in transferring to and from the bathtub or the toilet?
 3.  What are the design features of the lavatory which are liked or disliked by semi and non-ambulatory users?
Of those responding to the questionnaire, 60% were older than 50 years of age; so the opinions or experiences expressed may be
more reflective of an older population.  Of the non-ambulatory respondents, 83% used a manual chair and 17% used an electric
wheelchair.  Among semi-ambulatory respondents, 28% used a cane or crutches for assistance.  Most respondents lived with family,
and modifications were made in 69% of these homes to enhance independence in daily activities.  Nearly half of the respondents were
unsatisfied with their bathroom fixtures.  Although there was a relatively wide range of responses depending upon the type of disability
impairment of respondents, strong preferences (or dislikes) were noted for fixture designs.

%T AutoNet: An Application of a Neural Network Simulation as a Tool for
Planning Office Layout
%S ENVIRONMENTAL DESIGN: Planning for Environmental Design and Follow-Up
Evaluations
%A Michael J. O'Neill
%B HFS92
%M C.HFS.92.582
%D 1992
%V 1
%P 582-585
%* (c) Copyright 1992 Human Factors Society
%X When people have trouble finding their way through office gettings, there are
costs in terms of poor communication, lost efficiency, time, and stress
(Brill, et. al., 1984; O'Neill, 1991; Weisman, 1981; Zimring, 1981).  To cope
with wayfinding problems, facilities managers often have to resort to partial
solutions, like complex signage, color coding schemes, and other methods to
guide people.  AutoNet is an experimental computer-aided design and planning
tool that predicts the paths people will take through a building based on the
layout of the space and their level of experience.  AutoNet represents
environmental information by using an artificial 'neural network' simulation. 
The mechanisms of this simulation are based on the physiology of the brain. 
Knowledge about the layout of the environment is represented through a network
of interconnected processing elements, modeled on the behavior of groups of
neurons in the brain.  Thus it can create its own rules for predicting worker
behavior rather than using predetermined sets of rules that a typical expert
system would rely on.  This system has great flexibility since there are no
rules to rewrite for each setting it evaluates.  The predictive validity of
this simulation was empirically validated (O'Neill, 1991).  This software runs
within a popular and commonly available CAD software package in an MS-DOS
environment.  AutoNet is viewed as a "macro-ergonomic" tool to enhance the
office work environment (Hedge & Ellis, 1990).

%T User Assessments of Selected Lecture Halls and the Relative Merits of
Architectural Standards and Ergonomic Guidelines
%S ENVIRONMENTAL DESIGN: Planning for Environmental Design and Follow-Up
Evaluations
%A G. F. McVey
%A James D. Bethune
%B HFS92
%M C.HFS.92.586
%D 1992
%V 1
%P 586-590
%* (c) Copyright 1992 Human Factors Society
%X In two studies spanning approximately twenty years, two investigators employed a nearly
identical user assessment instrument (questionnaire) in the evaluation of college lecture
halls.  The results of both of these studies, although performed approximately twenty
years apart, indicate the firm and continuing existence of a strong and statistically
significant student preference for lecture halls designed and constructed in accordance
with ergonomic guidelines, in addition to standard architectural practices and prevailing
building codes, over those designed and constructed in accordance with the architectural
standards and prevailing building codes but without observance of ergonomic guidelines. 
In both studies, an analysis of individual item responses against the physical
characteristics of each lecture hall revealed the specific environmental and display
system features preferred by the students.  Consequently, it is recommended that now
and in the future, facility planners and architects make every effort to utilize existing
ergonomic guidelines and standards in their educational facility design, construction
and remodeling efforts.

%T Environmental Evaluation of Control Rooms in Nuclear Power Plants
%S ENVIRONMENTAL DESIGN: Planning for Environmental Design and Follow-Up
Evaluations
%A Shusa Hashimoto
%A Tadashi Nihei
%B HFS92
%M C.HFS.92.591
%D 1992
%V 1
%P 591-595
%* (c) Copyright 1992 Human Factors Society
%X In recent years, it has been expected more than before that the indoor
environment of control rooms in nuclear power plants will be made more comfortable
without inhibiting function.  In order to derive the environmental problems of
control rooms in nuclear power plants that should be discussed, the design standards
and operators' complaints were investigated.  As a result, some problems such as
unsuitable lighting, noisy acoustics and operators' dissatisfaction with their
enclosed circumstances were derived.  In order to improve the indoor environments and
to establish comprehensive environmental evaluation methodology, experiments on
environmental factors such as indoor view, noise level, glare on VDU and shift
time-zone that were thought to be related to the above problems were conducted. 
6 subjects' psychological, physiological and behavioral responses to their
environments were measured in the environmentally changeable laboratory, which was
mocked up like a control room.  Subjects were imposed to do 2 kinds of VDU tasks. 
From Principal Component Analysis of the experimental results, some psychological,
physiological and behavioral indices for evaluating indoor environments were
obtained.  Furthermore, the relationship between these indices and environmental
factors was obtained by Multiple Regression Analysis.  The multiple correlation
values shows that the environmental factors were most reflected in the psychological
evaluation indices.  However, other indices are also important because psychological
comfort does not always mean good physiological conditions or good task performance. 
The space functions of the room as a control room and operator's physicological
condition should be considered for comprehensive environmental evaluation. 
The result shows that the introduction of dark green louver, potted plants/artificial
window and noise reduction are desirable in control rooms.

%T Forensics Practice -- Headaches and Remedies
%S FORENSICS PROFESSIONAL: Panel
%A Richard J. Hornick
%A Robert O. Besco
%A James L. Harris
%A Kenneth R. Laughery, Sr.
%A Mark S. Sanders
%B HFS92
%M C.HFS.92.596
%D 1992
%V 1
%P 596-597
%* (c) Copyright 1992 Human Factors Society
%X Attorneys are increasingly using human factors practitioners to perform
analyses and to testify as expert witnesses in product liability and personal
injury cases.  Previous panels and symposia have addressed a variety of
technical considerations and applications in those arenas.  However, there are
many practical challenges in providing such services to the legal community in
an effective and personally satisfying manner.  This panel is focused on the
practical matters faced by the individual human factors consultant providing
services to the legal community.  The panel is intended to explore different
experiential perspectives regarding effective procedures for dealing with the
unique demands of the litigation field.

%T Swimming Pool Diving Accidents: Human Factors Analyses of Case Study Data
%S FORENSICS PROFESSIONAL: Warnings and Hazard Prevention
%A Kenneth R. Laughery
%A Stephen L. Young
%A Anna Rowe
%B HFS92
%M C.HFS.92.598
%D 1992
%V 1
%P 598-602
%* (c) Copyright 1992 Human Factors Society
%X As many as 350 serious spinal cord injuries occur in the United States every year as a result of diving into
swimming pools.  While there is substantial data on the demographics of injured divers and the events
surrounding their injuries, there has been little analysis of the human factors issues associated with this type of
accident.  Data from 12 swimming pool diving accidents were analyzed in terms of their human factors issues,
and the data revealed a number of consistent findings.  By virtue of the fact that pools are fairly common, people
generally perceive them to be safe.  Compounding this sense of security are several interesting perceptual issues
about the water depth and the potential risks.  People inherently overestimate distances under water, and this
effect is exacerbated by cloudy water.  Also, all of the divers in this study were young males, who tend to be
excessively optimistic and who hold an unrealistic sense of control over potential hazards.  This characteristic
of male divers was substantiated by the fact that, even when they knew the water was shallow, they
unsuccessfully attempted a "shallow dive".  In addition to these perceptions and control factors, there appears
to be a lack of appreciation of the hazards associated with diving into swimming pools.  Quadriplegia or death
are not commonly perceived to be a consequence of diving.  Several suggestions are offered which could lead
to a reduction in the number and magnitude of swimming pool diving accidents.  One approach is to provide an
appreciation of the hazards and consequences associated with diving so people can exercise reasonable judgment
about when and where to dive.

%T Effects of an Aversive Vicarious Experience and Modelling on Perceived Risk
and Self-Protective Behavior
%S FORENSICS PROFESSIONAL: Warnings and Hazard Prevention
%A Evangeline A. Chy-Dejoras
%B HFS92
%M C.HFS.92.603
%D 1992
%V 1
%P 603-607
%* (c) Copyright 1992 Human Factors Society
%X A 2 x 3 between-subjects design was used to determine the effects of modelling
and aversiveness of a vicarious experience on perceived risk and self-protective
behavior.  Modelling and aversiveness of experience were manipulated using an
instructional videotape.  Unprotected model and protected model conditions were
compared.  Benign, slightly aversive, and highly aversive conditions were compared. 
The dependent variables were self-protective behavior and perceptions regarding the
hazardousness of the product, severity of injury, likelihood of injury, likelihood of an
accident, and familiarity with the product.
   More subjects in the protected model group exhibited self-protective behavior
compared to the control group.  There was no difference in levels of perceived risk
between the two groups.  Aversiveness had an effect on self-protective behavior.  The
slightly aversive group showed an incidence of self-protective behavior significantly
greater than that of the control group and the highly aversive group.  Examination of the
nature of manipulation used in the slightly aversive condition suggests that an
ambiguous portrayal of the consequences of a hazard while implying its potential to
inflict harm causes people to behave cautiously.  The incidence of self-protective
behavior in the highly aversive group did not differ significantly from that of the control
group despite a significant difference in perceived levels of hazardousness.  This is
explained as a manifestation of the so-called "self-protective attribution of
responsibility." Perceived hazardousness was found to be the primary predictor of self-protective
behavior.  Perceived severity and likelihood of injury were found to be the
primary predictors of perceived hazardousness.  A strong association was found
between self-protective behavior and perceived personal susceptibility to injury.

%T Warning Compliance: Effects of a Video Warning Sign and Modeling on Behavior
%S FORENSICS PROFESSIONAL: Warnings and Hazard Prevention
%A Bernadette M. Racicot
%A Michael S. Wogalter
%B HFS92
%M C.HFS.92.608
%D 1992
%V 1
%P 608-610
%* (c) Copyright 1992 Human Factors Society
%X The effectiveness of warnings and social influence (modeling) for improving
safety behavior was examined in a
laboratory setting.  Although training programs aimed at improving safety
behavior in the workplace frequently use videotapes
with models portraying safe and unsafe behaviors, the effectiveness of training
interventions of this type are rarely evaluated
nor have results been published in the research literature.  Training to
increase safety behaviors can translate into large savings
to an organization in terms of reductions in equipment damage, cost of liability
litigation, and decreases in injury to both
consumers and employees.  The present research examined the effects of a
posted (video) warning, video role-modeling, and a
voice warning on compliance with safety behaviors.  Participants were randomly
assigned to one of three conditions, warning
alone, warning and exposure to a video model performing the appropriate safety
behaviors, or warning, video modeling, and a
voice warning.  The results showed that behavioral modeling presented through
a video display significantly enhanced
behavioral compliance compared to a video sign warning alone.  The addition
of a voice warning did not further increase
compliance due to ceiling effects produced by the powerful influence of the
modeling.  Implications of this research for safety
training programs and forensic human factors as well as suggestions for future
research are discussed.

%T A Warning Label for Scaffold Users
%S FORENSICS PROFESSIONAL: Warnings and Hazard Prevention
%A Daniel Johnson
%B HFS92
%M C.HFS.92.611
%D 1992
%V 1
%P 611-615
%* (c) Copyright 1992 Human Factors Society
%X The purpose of this research project was to develop a warning label which would: a) alert scaffold workers
to the potential of danger when working on scaffolds, and b) to increase the likelihood they would seek out
and read the safety guidelines supplied with the scaffolds.  A warning was developed and tested on 150 potential
users.  It significantly increased subjects' behavioral intentions to seek safety information before working on a
scaffold they had not been on before.  This was true for inexperienced and experienced scaffold workers.  This
effect was not found for scaffolds the subjects supposedly had been on before.  Highly experienced workers
were less likely to comply with the warning than less experienced workers.  It was concluded that the warning
would increase the use of safety guidelines by those working on a scaffold that was new to them.  But a new
warning on a scaffold a worker had already been on would have no effect on the reading of safety guidelines.

%T Qualifying as an Expert Witness and a Perspective on Negligence
%S FORENSICS PROFESSIONAL: Real-World Problems and Practices in Forensics
%A Leighton L. Smith
%B HFS92
%M C.HFS.92.616
%D 1992
%V 1
%P 616-620
%* (c) Copyright 1992 Human Factors Society
%X This article discusses the process of qualifying as an expert witness in
court cases.  The author's personal experience as a human factors expert
witness in a representative case is described and used as an illustrative
example.  The role of the expert witness in typical injury litigations is
described.  The difficulty in convincing judges to allow such testimony by
experts is also discussed.  The value of human factors expert witness
testimony is shown through the particulars of an inadvertent landing gear
retraction accident lawsuit.  In addition, a discussion of the negligence
phase of these types of litigations is provided and it is demonstrated again
using the landing gear case as illustration, how human factors expert witness
testimony can be extremely integral to the judgment of negligence.

%T The Application of an Expanded Accident Sequence Model to Forensic Human
Factors
%S FORENSICS PROFESSIONAL: Real-World Problems and Practices in Forensics
%A Gary D. Sloan
%B HFS92
%M C.HFS.92.621
%D 1992
%V 1
%P 621-625
%* (c) Copyright 1992 Human Factors Society
%X There are several models that assist the human factors specialist in identifying those behaviors
that most likely contributed to an accident's occurrence.  Of particular importance to
forensic human factors specialists are models that can also serve as demonstrative aids in
communicating the bases of their opinions to jurors.  One such aid is a version of Ramsey's
(1978) accident sequence model.  The model, which has been expanded by the author, traces
sequentially the activities that likely take place within the individual before an accident occurs. 
The expanded model prompts the investigator to ask the following questions: (1) Was
the hazard detected?  (2) If so, was it identified?  (3) If correctly identified, were its characteristics
perceived accurately?  (4) If perception was veridical, was the individual alert to the danger? 
(5) If alert to the danger, did they appreciate the degree of risk involved?  (6) If their assessment
of risk was realistic, did the individual want to avoid the hazard?  (7) And if they
sought to avoid the hazard, could they to do so under the existing conditions?  The author
draws from cases in which he served as an expert witness to illustrate the model's application.

%T The Effects of the Image Factor in Televised Advertising on Consumer
Perception
%S FORENSICS PROFESSIONAL: Real-World Problems and Practices in Forensics
%A David M. Cohen
%A H. Harvey Cohen
%B HFS92
%M C.HFS.92.626
%D 1992
%V 1
%P 626-630
%* (c) Copyright 1992 Human Factors Society
%X A review of the literature suggests that televised commercials display a definite image in
presenting their product, and that airing of the commercial will have a predictable effect on
consumer perception of the product advertised.  The present study involved a questionnaire in
which 140 subjects were asked to design a commercial using directed choices for one of four
motor vehicle types: a mini-van, a pickup truck, a sports car or a luxury car.  The hypothesis
was that most subjects would design a commercial that reflected a definite image which would
vary amongst vehicle types.  Though the results did not support the original hypothesis in all
respects, there were patterns of similarity in the responses which led to modification of the
hypothesis, that being that image does not dictate the way motor vehicles in the commercials
are perceived, but rather it directs the way they are perceived in accordance with viewers'
varying needs and desires.

%T The NAS/NRC Committee on Human Factors: What It is and What It Does
%S GENERAL SESSIONS: NAS/NRC Committee on Human Factors: Retrospect and
Prospect
%A Raymond S. Nickerson
%B HFS92
%M C.HFS.92.631
%D 1992
%V 1
%P 631-632
%* (c) Copyright 1992 Human Factors Society
%X The National Research Council's Committee on Human Factors attempts to identify
human-factors research needs of special interest to its sponsors and of importance to the country as
a whole.  This paper gives a brief overview of what the committee is and how it functions, by way
of introduction to the succeeding presentations, which describe three of its current activities.

%T Education, Training, and Training Technologies
%S GENERAL SESSIONS: NAS/NRC Committee on Human Factors: Retrospect and
Prospect
%A Joyce L. Shields
%B HFS92
%M C.HFS.92.-
%D 1992
%V 1
%P --
%* (c) Copyright 1992 Human Factors Society
%X N/A

%T Human Factors Issues in Information Access
%S GENERAL SESSIONS: NAS/NRC Committee on Human Factors: Retrospect and
Prospect
%A Christopher D. Wickens
%B HFS92
%M C.HFS.92.-
%D 1992
%V 1
%P --
%* (c) Copyright 1992 Human Factors Society
%X N/A

%T Emerging Technologies and Work Design
%S GENERAL SESSIONS: NAS/NRC Committee on Human Factors: Retrospect and
Prospect
%A Paul A. Attewell
%B HFS92
%M C.HFS.92.-
%D 1992
%V 1
%P --
%* (c) Copyright 1992 Human Factors Society
%X N/A

%T U.S. DOE's Office of Technology Development Solves Environmental Restoration
and Waste Management Problems
%S GENERAL SESSIONS: Environmental Management: Interfaces with Human Factors
%A Donald Beck
%B HFS92
%M C.HFS.92.633
%D 1992
%V 1
%P 633-635
%* (c) Copyright 1992 Human Factors Society
%X DOE's 30-year goal is, by the year
2019, to clean up its current
inventory of inactive sites and
facilities and, on a much faster
track, bring its nuclear-related
sites and facilities into compliance
with applicable Federal, State, and
local laws and regulations.
   The U.S. DOE Environmental
Restoration and Waste Management (EM)
Office of Technology Development has
program responsibility for providing
new and more effective technologies
for meeting DOE's 30-year compliance
and cleanup goal.  The Office of
Technology Development seeks to
resolve major technical issues and
advance rapidly beyond current
technologies for Environmental
Restoration and Waste Management
activities.

%T Impact of Operation and Maintenance on the Performance of Energy Systems
%S GENERAL SESSIONS: Environmental Management: Interfaces with Human Factors
%A M. Kevin Drost
%B HFS92
%M C.HFS.92.-
%D 1992
%V 1
%P --
%* (c) Copyright 1992 Human Factors Society
%X N/A

%T Human Factors in Environmental Management: New Directions from the Hanford
Site
%S GENERAL SESSIONS: Environmental Management: Interfaces with Human Factors
%A James A. Wise
%A S. F. Savage
%B HFS92
%M C.HFS.92.-
%D 1992
%V 1
%P --
%* (c) Copyright 1992 Human Factors Society
%X N/A

%T What Does Human Factors Research Have to Do with Environmental Management?
%S GENERAL SESSIONS: Environmental Management: Interfaces with Human Factors
%A Raymond S. Nickerson
%B HFS92
%M C.HFS.92.636
%D 1992
%V 1
%P 636-639
%* (c) Copyright 1992 Human Factors Society
%X Human factors research has not focused much on the problem of environmental change and
its management.  The problem has many aspects that interrelate in complex ways.  Its roots are in
human behavior, so if approaches toward solutions are to be effective, they must involve
modifying that behavior or mitigating its detrimental effects.  A few suggestions of directions that
human-factors efforts aimed at helping manage environmental change might take are made, but the
main point of the paper is a plea for more discussion of the topic among human-factors
researchers.  Such discussion would result, it is assumed, in the identification of specific ways in
which the field could contribute significantly to the development of solutions to the problem.

%T Capturing Medical Device Error
%S GENERAL SESSIONS: Human Error and Medical Devices
%A Marilyn Sue Bogner
%B HFS92
%M C.HFS.92.-
%D 1992
%V 1
%P --
%* (c) Copyright 1992 Human Factors Society
%X N/A

%T Toward an Agenda for Error Research
%S GENERAL SESSIONS: Human Error and Medical Devices
%A Neville Moray
%B HFS92
%M C.HFS.92.640
%D 1992
%V 1
%P 640-643
%* (c) Copyright 1992 Human Factors Society
%X There has been a great increase in interest in human error and its
impact on the individual and society in recent years.  The present
symposium is but one example of this in a restricted area.  Several
general accounts of human error and the psychological mechanisms
which underlie it have appeared in recent years, but for the most part
these have concentrated on accounts of error based on research on the
cognitive psychology of the individual.  In this paper I discuss a more
general framework for the study of error, not for the purpose of
understanding it alone, but rather for putting into place a program for
mitigating its effect in the larger arena of social impact.  Only by
integrating research at a variety of levels and using a variety of
techniques can we hope to understand and control the effects of error.

%T The Link between Design Errors in Human-Computer Interaction, Latent
Failures, and System Disaster
%S GENERAL SESSIONS: Human Error and Medical Devices
%A David D. Woods
%A Richard I. Cook
%B HFS92
%M C.HFS.92.-
%D 1992
%V 1
%P --
%* (c) Copyright 1992 Human Factors Society
%X N/A

%T On the Remedies for Medical Error
%S GENERAL SESSIONS: Human Error and Medical Devices
%A John W. Senders
%B HFS92
%M C.HFS.92.-
%D 1992
%V 1
%P --
%* (c) Copyright 1992 Human Factors Society
%X N/A

%T Some Ergonomic Considerations in the Design of Material Handling Devices
%S INDUSTRIAL ERGONOMICS: Lifting/Manual Material Handling
%A Marc L. Resnick
%A Don B. Chaffin
%B HFS92
%M C.HFS.92.644
%D 1992
%V 1
%P 644-648
%* (c) Copyright 1992 Human Factors Society
%X Material handling devices (MHD's) are being proliferated in factory workplaces to prevent workers from being
injured due to the lifting of heavy loads.  These devices require exertions which have not been adequately studied from
an ergonomic perspective.  Jobs with MHDs often require complex 3-dimensional movements and loaded axial rotation. 
One type of MHD, an articulated arm, was used to investigate the effects of inertial load, arm joint friction, and
positioning accuracy requirements.  The kinematic variables of peak push and pull hand forces, velocities, and
accelerations were measured or computed in both a task that allowed sagittally symmetric postures as well as one in
which loaded axial torso rotation was required.  Greater inertial loads increased the peak push and pull hand forces in all
cases by an average of 20%.  The activation of a 40 psi brake at both joints of the articulated arm increased the peak
hand forces by about 40% on average and decreased the peak velocities and accelerations in both tasks by about 20%
and 15% respectively.  The effects of positioning accuracy required were not as universal.  There was a 10% decrease
in peak velocity and acceleration for smaller target size in the sagittally symmetric task but no significant effect in the
torso twisting task.  The study generated some guidelines for the implementation of MHD's, and suggests some areas
where further research is required.

%T Fatigue Effect on Lifting Acceleration in Frequent Lifting
%S INDUSTRIAL ERGONOMICS: Lifting/Manual Material Handling
%A Y. Kim
%A K. Lee
%A F. Aghazadeh
%B HFS92
%M C.HFS.92.649
%D 1992
%V 1
%P 649-653
%K Manual lifting, Lifting acceleration, Muscular fatigue
%* (c) Copyright 1992 Human Factors Society
%X The objective of this study was to investigate the effects of fatigue, caused by
frequent manual lifting, on lifting velocity and lifting acceleration.  Ten male
volunteers performed lifting at a rate of 4 times per minute, continuously, for
two hours using the free-style posture.  A box (30cm x 30cm x 20cm) with a fixed
weight (15.9 kg) was used as the load for lifting.  Heart rate, oxygen
consumption, and EMG were also measured to estimate the level of fatigue.  The
posture as well as acceleration was recorded.  The results show that the lifting
acceleration at the end of two hour increased significantly (20%, p < 0.001)
compared to the acceleration after fifteen minutes of lifting.  It was also
found that subjects changed their lifting postures as the result of fatigue. 
All subjects also indicated pain in their upper legs and the lower back at the
conclusion of the experiment.

%T Maximum Acceptable Weights of Lift for Common Coal Mine Supply Items
%S INDUSTRIAL ERGONOMICS: Lifting/Manual Material Handling
%A Sean Gallagher
%A Christopher A. Hamrick
%B HFS92
%M C.HFS.92.654
%D 1992
%V 1
%P 654-658
%* (c) Copyright 1992 Human Factors Society
%X A series of psychophysical lifting studies was conducted to establish maximum acceptable
weights of lift (MAWL) for three supply items commonly handled in underground coal mines (rock
dust bags, ventilation stopping blocks, and crib blocks).  Each study utilized 12 subjects, all of whom
had considerable experience working in underground coal mines.  Effects of lifting in four postures
(standing, stooping under a 1.5 m ceiling, stooping under a 1.2 m ceiling, and kneeling) were
investigated together with four lifting conditions (combinations of lifting symmetry and lifting height). 
The frequency of lifting was set at 4 per minute, and the task duration was 15 minutes.  Posture
significantly affected the MAWL for the rock dust bag (standing MAWL was 7% greater than
restricted postures and kneeling MAWL was 6.4% less than stooped); however, posture interacted with
lifting conditions for both of the other materials.  Physiological costs were found to be significantly
greater in the stooped postures compared to kneeling for all materials.  Other contrasts (standing
versus restricted postures, stooping under 1.5 m ceiling versus stooping under 1.2 m ceiling) did not
exhibit significantly different levels of energy expenditure.  Energy expenditure was significantly
affected by vertical lifting height; however, the plane of lifting had little influence on metabolic cost. 
Recommended acceptable workloads for the three materials are 20.0 kg for the rock dust bag, 16.5 kg
for the ventilation stopping block, and 14.7 kg for the crib block.  These results suggest that miners
are often required to lift supplies that are substantially heavier than psychophysically acceptable lifting
limits.

%T Implications of the Proposed Revisions in a Draft of the Revised NIOSH
Lifting Guide (1991) for Job Redesign: A Field Study
%S INDUSTRIAL ERGONOMICS: Lifting/Manual Material Handling
%A Waldemar Karwowski
%A Nina Brokaw
%B HFS92
%M C.HFS.92.659
%D 1992
%V 1
%P 659-663
%* (c) Copyright 1992 Human Factors Society
%X The main objective of this research project was to compare the recommended load limits for lifting tasks
derived based on the NIOSH (1981) Lifting Guide and the proposed NIOSH Draft Revisions of (1991).  The
study involved the following steps: 1) Identification of a total of 15 manual lifting tasks from 8 different jobs
performed at the industrial site, with different tasks characteristics in order to cover most of the possible lifting
conditions considered under the Draft Revisions to the NIOSH Guide (1991), 2) Description of the lifting tasks
variables for the identified jobs, 3) Calculation of the RWL values for the identified jobs per 1991 Lifting Guide,
as well as the AL and MPL values according the 1981 Lifting Guide, 4) Comparison of the actual loads lifted (L)
with the values of RWL, AL and MPL, and calculation.  The results showed that the Draft Guide of 1991 was
much more restrictive with respect to defining the lifting acceptable jobs.  Under this Guide, 10 out of 15 tasks
analyzed in this study (66.7%) were found unacceptable, and required redesigning.  For comparison, under the
NIOSH (1981) Guide, as many as 8 of 15 (53.3%) of the tasks were found fully acceptable (below the action
limit or AL level), while 6 tasks (40%) required application of administrative controls, and only 1 of the 15 tasks
analyzed (6.7%) was found unacceptable.

%T Isometric Strength Capability for a Vertical Wheel-Turning Task
%S INDUSTRIAL ERGONOMICS: Strength and Capacity Issues
%A Jeffrey C. Woldstad
%A Christopher J. Rockwell
%A Christian A. Johnson
%A Mark McMulkin
%A Paul B. McMahan
%B HFS92
%M C.HFS.92.664
%D 1992
%V 1
%P 664-668
%* (c) Copyright 1992 Human Factors Society
%X This paper reports on the measured isometric strength capability of 125 male and 125 female
college students performing a one-handed wheel turning task.  Three measures of isometric strength
were used: (1) a three-second average of steady state levels taken from a six-second exertion, (2)
the largest value (peak) from the same six-second exertion, and (3) a maximum exertion level taken
from a separate "ramp-to-peak" exertion.  Standardized whole-body strength measurements for the
legs, arms, and torso as well as grip strength were also taken for each subject.  The results presented
in this paper demonstrate average isometric wheel turning strengths (torques) ranging from 109 to
152 N-m for males and 66 to 91 N-m for females, depending upon the strength measure used.  The
three strength measures were highly correlated, but produced significantly different estimates of
strength.  The three-second average produced the lowest estimate while the ramp-peak value
produced the highest.  Wheel turning strengths were also highly correlated with the standardized
whole-body strength measures and with grip strength.  Multiple regression models developed to
predict wheel turning strength using these values accounted for 69 to 71 percent of the variation in
the measures.  The model results also suggest that grip strength plays an important role in
determining wheel turning strength capability.

%T Effects of Gender, Lift Height, Direction, and Load on the Ability to
Estimate Weight
%S INDUSTRIAL ERGONOMICS: Strength and Capacity Issues
%A Valerie J. Rice
%A Marilyn A. Sharp
%A Tania L. Williamson
%A Bradley C. Nindl
%B HFS92
%M C.HFS.92.669
%D 1992
%V 1
%P 669-673
%* (c) Copyright 1992 Human Factors Society
%X The study evaluated the effects of gender, lift height, direction
(lift/lower), and load on the ability to correctly estimate weight
handled.  Seven women and six men lifted and lowered boxes to and from
knuckle, waist, and shoulder heights.  Subjects were asked to estimate
weights corresponding to 50, 40, 30, and 20% of gender specific lifting
strength to 152 cm.  The difference between the actual and estimated
weight (DIFF) was 100% greater for men than for women (F = 6.27, p =
0.03).  When the percent difference was analyzed, there was no
significant gender effect.  The least accurate estimates occurred when
lowering a weight from knuckle height (p < 0.05).  The majority of
subjects underestimated the weight and men underestimated more
frequently than women (Chi{squared} = 12.57, p = 0.0004).  Subjects over-estimated
the weight more often at higher weights.  The results suggest
that both men and women tend to underestimate weight, especially when
lowering from knuckle height, possibly putting them at risk for injury.

%T Development of Prediction Models for Physical Work Capacity: Practical and
Theoretical Implications
%S INDUSTRIAL ERGONOMICS: Strength and Capacity Issues
%A Chris Schacherer
%A Anna Rowe
%A Andrew S. Jackson
%B HFS92
%M C.HFS.92.674
%D 1992
%V 1
%P 674-678
%* (c) Copyright 1992 Human Factors Society
%X The use of pre-employment physical abilities tests has often been criticized as discriminatory
to women, older people, and members of certain minority groups.  In the present study,
body composition (%fat) and VO2 Max were measured in a sample of 771 men and 159
women ranging in age from 21 to 66 years.  A hierarchical regression analysis revealed that
body composition, age, gender, and the interaction between gender and body composition
all accounted for statistically significant proportions of variance in VO2 Max.  The results
are discussed in terms of their support for the validity of pre-employment physical abilities
tests for placement in jobs with a high aerobic component.

%T Utilization of Direct Estimation Method to Predict the Maximum Acceptable
Weight of Symmetrical and Asymmetrical Lift
%S INDUSTRIAL ERGONOMICS: Strength and Capacity Issues
%A Feng Chen
%A Fereydoun Aghazadeh
%A Kwan Suk Lee
%B HFS92
%M C.HFS.92.679
%D 1992
%V 1
%P 679-683
%* (c) Copyright 1992 Human Factors Society
%X The objective of this research was to study the effectiveness
and accuracy of using the direct estimation method to determine a
worker's lifting capacity or MAWOL of symmetrical and asymmetrical
lifting tasks.  Sixteen lifting tasks involving four different
lifting angles and lifting frequencies were studied.  In the first
part of the study, ten male subjects performed sixteen lifting
tasks to predict the MAWOL for each task condition using the
psychophysical method.  In the second session of the study, the
MAWOL for sixteen task conditions were estimated using the direct
estimation method.  The results of this study indicate that direct
estimation is an accurate method to establish MAWOL quickly for a
series of lifting tasks.  Analysis of the MAWOLs determined by two
different methods indicated no significant difference between these
two values.  However, a significant difference was found between the
direct estimated MAWOLs and the psychophysically predicted MAWOLs
at the frequency of 1 lift/min with 30{deg} or 60{deg} asymmetry.  This
finding indicates as the interval between lifts increases, subjects
have difficulty in making accurate estimates of the stress of the
specific task, therefor, the direct estimation method should be
used with caution.

%T Ergonomic Improvement of a Machine Maintenance Procedure: A Case Study
%S INDUSTRIAL ERGONOMICS: Occupational Ergonomics
%A Kelly A. Eckbreth
%B HFS92
%M C.HFS.92.684
%D 1992
%V 1
%P 684-687
%* (c) Copyright 1992 Human Factors Society
%X An employee who performs maintenance work on machinery used in the manufacture of electronics equipment
reported to the company medical department and was diagnosed with elbow tendinitis.  An ergonomic job analysis
was conducted and solutions implemented to prevent future injuries.  Significant improvements were realized as a
result of new tools, engineering changes, personal protective equipment, process changes, and ergonomic training. 
The most significant were the reduction of musculoskeletal stresses suffered by these workers as well as substantial
reductions in machine downtime per year.

%T Validity of Isometric Strength Tests for Predieting the Capacity to Crack,
Open, and Close Industrial Valves
%S INDUSTRIAL ERGONOMICS: Occupational Ergonomics
%A Andrew S. Jackson
%A Hobart G. Osburn
%A Kenneth R. Laughery
%A Kent P. Vaubel
%B HFS92
%M C.HFS.92.688
%D 1992
%V 1
%P 688-691
%* (c) Copyright 1992 Human Factors Society
%X Cracking, opening, and closing valves are physically demanding tasks required of chemical plant process
operators.  This study determined if isometric strength tests predicted the capacity to: 1) crack valves; and 2)
fully open or close them.  The study involved three interrelated steps: 1) complete task analyses to define the
torque required to crack valves and the total amount of work required to open or close industrial valves; 2) develop
valve turning simulation tests; and 3) complete laboratory studies to define the level of isometric
strength demanded for valve turning performance.  A total of 405 valves at two major chemical plants were
measured to find the torque required to crack, open, and close industrial valves.  These data were used to develop
two job simulation tests, one measured valve cracking capacity, and the second the endurance needed
to open or close a valve.  An electronic torque wrench measured valve cracking capacity in eight different
ways, and a valve turning ergometer measured the subject's endurance to work for 15 minutes at a power
output of 1,413.5 foot-pounds/minute.  The sum of isometric grip, arm lift, and torso lift strength tests ({Sigma}IS)
measured strength.  The isometric strength and endurance work valve tests were administered to 26 men and
25 women.  The isometric strength and valve cracking tests were administered to a second sample of 118
men and 66 women.  The correlations between {Sigma}IS and work test performance were 0.65 and 0.83 for valve
cracking and valve endurance tests respectively.  Logistic regression models defined the strength level needed
to crack valves and completely close valves.

%T MAF for Males Performing Drilling Tasks
%S INDUSTRIAL ERGONOMICS: Occupational Ergonomics
%A Viswanath Vaidyanathan
%A Jeffrey E. Fernandez
%B HFS92
%M C.HFS.92.692
%D 1992
%V 1
%P 692-696
%* (c) Copyright 1992 Human Factors Society
%X A laboratory experiment was conducted using the psychophysical approach to determine maximum
acceptable frequency (MAF) for a simulated sheet metal drilling task under varying angles of wrist flexion. 
Fifteen male students served as subjects for this study.  The subjects were asked to perform a simulated
drilling task in five different wrist flexion postures.  Results indicated that MAF was significantly reduced
(p<0.001) for deviated wrist postures in the transverse plane.  It was noted that there was a 33% decrease
in MAF values from 0 degree wrist flexion (neutral posture) to 40 degree wrist flexion.  These results
imply that industrial guidelines for drilling operations involving wrist flexion must consider the MAFs in
order to reduce the risk of cumulative trauma disorders.

%T The Evaluation of Occupational Ergonomics Programs
%S INDUSTRIAL ERGONOMICS: Occupational Ergonomics
%A David C. Alexander
%A Gary B. Orr
%B HFS92
%M C.HFS.92.697
%D 1992
%V 1
%P 697-701
%* (c) Copyright 1992 Human Factors Society
%X The purpose of this article is to acquaint the
reader with alternatives that can be used to evaluate
occupational ergonomics programs.  These
evaluations are helpful in monitoring the
effectiveness of the ergonomics program as well as to
direct and enhance future efforts.  The adage, "You
don't manage what you can't measure", describes the
purpose of ergonomic program evaluations.
   The benefits of ergonomic program evaluations
include:
 * Objective reviews of program content and
   effectiveness;
 * Specific targeted improvements for program
   changes;
 * Clear understanding of program goals;
 * More efficient and effective ergonomic
   programs.

%T Reach Posture Prediction of Upper Limb for Ergonomic Workspace Evaluation
%S INDUSTRIAL ERGONOMICS: Strength/Potpourri
%A Eui S. Jung
%A Dohyung Kee
%A Min K. Chung
%B HFS92
%M C.HFS.92.702
%D 1992
%V 1
%P 702-706
%* (c) Copyright 1992 Human Factors Society
%X Proper assessment of reach posture is one of the essential functions for
ergonomic workspace evaluation in CAD systems with a built-in man-model.  In this
study, each upper limb is modelled as a four-link system, consisting of trunk, upper
arm, lower arm, and hand, being regarded as a redundant manipulator with a total of
eight degrees of freedom.  Inverse kinematics is introduced in this study to predict the
trajectory of multi-link segmental movement.  Among several kinematic methods for
solving the multi-link system, the resolved motion method was found to be effective to
solve this redundant manipulator model, and the joint range availability was used as a
performance function in order to guarantee local optimality.  Real reach postures taken
from the subject were analyzed by Motion Analysis System and showed reasonable
results when compared to those obtained from the model.

%T Predicting the Maximum Acceptable Weight of Lift for an Asymmetrical
Combination Task
%S INDUSTRIAL ERGONOMICS: Strength/Potpourri
%A Tycho K. Fredericks
%A Jeffrey E. Fernandez
%A Clarence C. Rodrigues
%B HFS92
%M C.HFS.92.707
%D 1992
%V 1
%P 707-711
%* (c) Copyright 1992 Human Factors Society
%X This paper presents prediction models based on a study of a
combination lift and lower manual handling task that was designed to
simulate the loading of grocery bags into a car trunk.  Twelve male
subjects performed an externally-paced task of lifting plastic grocery bags
(with handles) loaded with weights from 15 cm above the floor and over a
wooden sill.  There were two different sill heights of 70 cm and 90 cm, and
for each of these heights there were two frequencies of 3 and 6 lifts per
cycle.  A unique lifting sequence and a modified version of the
psychophysical methodology was used to determine the maximum acceptable
weight of lift (MAWOL).  Prediction models were determined for MAWOL based
upon task, physiological and anthropometric variables as well as a
combinations of these.  The results indicated that MAWOL could be predicted
fairly well.

%T Perceived Exertion in Isometric Muscular Contractions Related to Age,
Muscle, Force Level and Duration
%S INDUSTRIAL ERGONOMICS: Strength/Potpourri
%A Joseph M. Deeb
%A Colin G. Drury
%B HFS92
%M C.HFS.92.712
%D 1992
%V 1
%P 712-716
%* (c) Copyright 1992 Human Factors Society
%X This research was concerned with studying the development and
growth of perceived effort of long-term isometric contractions as
a function of muscle group (biceps vs quadriceps), of subjects with
different age groups (20-29 vs. 50-59 years old) on long-term
muscular isometric contractions (5 minutes) at different levels
of {percent}MVC (20,40,60,80 and 100 {percent}MVC).  An experiment testing 20
subjects each performing 10 conditions (two muscle groups x five
levels of {percent}MVC) showed that the older age group reported Significantly
higher perceived exertion at higher levels of {percent}MVC and
across time.  Furthermore, subjects experienced a higher and faster
increase in their perceived exertion when the level of {percent}MVC and
time increased.

%T The Effects of Tool Type and Barrier on Time Required for a Remove and
Replace Task
%S INDUSTRIAL ERGONOMICS: Strength/Potpourri
%A David E. Kancler
%A Glen C. Robbins
%A William F. Moroney
%A David W. Biers
%B HFS92
%M C.HFS.92.717
%D 1992
%V 1
%P 717-721
%* (c) Copyright 1992 Human Factors Society
%X The Air Force's CREW CHEF is a computer-graphics model of the physical characteristics of a maintenance
technician.  It is used to evaluate the ability of maintenance personnel to work in areas with respect to arm reach,
operation of hand tools, strength available for torquing with wrenches, strength for manual materials handling,
vision analysis, and accessibility analysis.  A new CREW CHIEF feature under development is the Task Time
Estimator, which will predict the time required to perform a remove/replace task in an obstructed environment.  The
goal of this experiment was to gather time to completion data and determine the effect of different tool type
combinations.
   The task, performed while standing erect in a simulated work area, was to remove and replace a flange
coupling while reaching through a six by eight inch opening.  On half of the trials a barrier was positioned so as to
restrict hand and tool movement.  On the other half of the trials, no barrier was used.  Thirty subjects, representative
of USAF personnel, were divided into five groups, each of which utilized a different combination of wrenches
(ratchet/box, box/box, box/open, open/box, and open/open).
   The ratchet/box and box/box tool combination resulted in the fastest completion times.  The open/box
combination resulted in intermediate completion times, while the box/open and open/open conditions produced the
slowest completion times.  Barrier presence increased the time required to complete both tasks and removal took less
time than installation.  Several noteworthy interactions and implications regarding tool selection are discussed.

%T Applications of Optimization in Biomechanics: Consensus and Controversy
%S INDUSTRIAL ERGONOMICS: Panel
%A Donald L. Fisher
%A Robert O. Andres
%A Bryan Buchholz
%A Richard Hughes
%A William S. Marras
%B HFS92
%M C.HFS.92.722
%D 1992
%V 1
%P 722-723
%* (c) Copyright 1992 Human Factors Society
%X Increasingly, optimization is appearing as an integral part
of biomechanical solutions to ergonomic problems.  The primary
objective of this panel is to introduce several different optimization
tools and point out their related strengths and weaknesses.
   Optimization techniques have been used to solve a wide
range of ergonomic problems.  These problems include those
which prove the most costly of the occupationally related disorders
(in particular, lower back disorders) and those which are the most
frequently reported of the occupationally related disorders (in
particular, repetitive motion disorders).  The problems addressed by
this panel will include the above two disorders as well as several
related ones.  Specifically, mention will made of both lower back
disorders (Marras) and repetitive motion disorders (Fisher) as well
as slips and falls (Andres), mechanical trauma to the upper
extremities (Buchholz), and more general problems requiring the
determination of muscle forces (Hughes).
   The applications were also chosen to provide a window
on the controversy which is attached to the use of various
optimization techniques.  Three elements of the controversy will
be discussed: the verifiability of the ideal or optimal models of the
biomechanical system; the tractability of the optimization
techniques; and the generality of the optimization techniques.

%T Biomechanical Analysis of Locomotion Patterns in Earth, Lunar, and Martian
Gravity Environments
%S INDUSTRIAL ERGONOMICS: Potpourri
%A Sudhakar L. Rajulu
%A Glenn K. Klute
%B HFS92
%M C.HFS.92.724
%D 1992
%V 1
%P 724-728
%* (c) Copyright 1992 Human Factors Society
%X The primary objectives of this study were to determine the factors that affect stability during locomotion in both
lunar and martian gravity environments and to determine the criteria needed to enhance stability and traction.  This
study tested the effects of three different speeds of locomotion and three different patterns of locomotion under three
gravity conditions.  The results showed some similarities across gravity levels with regard to changing the speed as
well as the pattern of locomotion.  Interestingly, the study also showed that as the gravity level decreased, the ratio
of horizontal to vertical forces increased significantly.  It appears that the tendency to move forward will be more in
reduced gravity than compared to earth gravity.  Thus, to ensure safe locomotion in reduced gravity, additional traction
might be needed.  Finally, selection of an appropriate traction material surface should be based on how well the ratio
of horizontal to vertical forces is reduced.

%T Effect of Product Structure on Manual Assembly Performance
%S INDUSTRIAL ERGONOMICS: Potpourri
%A Girish V. Prabhu
%A Martin G. Helander
%A Valerie L. Shalin
%B HFS92
%M C.HFS.92.729
%D 1992
%V 1
%P 729-732
%* (c) Copyright 1992 Human Factors Society
%X Using Maynard's description, an assembly task may be divided into various task elements like
reach, select, grasp, move, position, and assemble (Ghosh and Helander, 1985).  Activities such
as "reach" and "move" are governed by biomechanics of body motions including human factors
principles such as Fitts' law.  This research investigated the effect of the structure of the assembly
and the type of assembly instructions on performance.  Two different product structures were used
-- a vertical assembly, built bottom-up, and a hierarchical assembly, consisting of several sub-assemblies. 
Two different instruction strategies were used: 1. top-down sequential instructions
2. No Instructions.  The research showed that vertical products were easier for manual assembly,
when provided with instructions.  For all three dependant measures, there was no interaction
effect between the two factors, namely product structure and instructions.  Average time for
completion was significant for both factors i.e. product structures (F(1,20) = 4.417, p < 0.0485)
and instructions (F(1,20) = 5.886, p < 0.0248).  However, time for learning was significant only
for product structure factor (F(1,20) = 5.239, p < 0.033).  Also, trials to learn was significant
only for product structure factor (F(1,20) = 4.449, p < 0.047).

%T Heat Stress Associated with the Use of Tyvek Coveralls in Asbestos Removal
Inspection
%S INDUSTRIAL ERGONOMICS: Potpourri
%A Debra A. Griffith
%A William Reddan
%A William Schmitz
%B HFS92
%M C.HFS.92.733
%D 1992
%V 1
%P 733-737
%* (c) Copyright 1992 Human Factors Society
%X This two-part study was undertaken to determine if increased heat stress was associated with
the use of Tyvek suits at a given temperature and workload, and the effect of ambient temperature
on the level of heat stress experienced within the suit.
   In the first part of the study the independent variables were: ambient condition (22.2{deg} C and
50% rh vs. 32.2{deg} C and 60% rh) and workload (20% vs. 40% of maximum VO{sub:2}).  The eight subjects
ranged in age from 27 to 63, with equal numbers of men and women.  Treadmill walking was used to
simulate workload.  Each experimental run lasted 45 minutes.  In the second part, workload was fixed at
40% of maximum VO{sub:2} and the suits were not worn.  All other conditions were the same.  Subjects
(female, age 32; male, age 32; male, age 63) were chosen from the original eight.  Results for the two
parts were compared.
   Wearing the suit increased the heat stress upon an individual.  Rectal temperature increased by
an average of .17{deg} C, heart rate by 16 bpm, average heat stored by 54 kcals, and average sweat loss
by .73 liters/m{squared}.  Ambient temperature appeared to have a positive effect on the level of heat stress
experienced within the suit.  There were confounds, indicating a need for further study.
   It is recommended that ACGIH guidelines for work-rest ratio determination be followed, providing
one adds 6{deg}-11{deg} C to the calculated ambient WBGT before entering the chart.  These findings agree
with the TLV WBGT Correction factors for clothing provided in the 1991 ACGIH guidelines on heat
stress and the findings of Paull and Rosenthal (1987).

%T Slip Distance as an Objective Criterion to Determine the Dominant Parameter
between Static and Dynamic COFs
%S INDUSTRIAL ERGONOMICS: Potpourri
%A Rohae Myung
%A James L. Smith
%A Tom B. Leamon
%B HFS92
%M C.HFS.92.738
%D 1992
%V 1
%P 738-741
%* (c) Copyright 1992 Human Factors Society
%X Dynamic friction seems to be more appropriate as a measure of floor slipperiness. 
However, static friction has been more commonly used and has been a good measure for non-slippery
conditions.  Therefore, an experiment was conducted to find the dominant COF (static or
dynamic) in non-slippery floors and correlating slip distance with each COF.  As a result, slip
distance was found to be a good measure to represent floor slipperiness because it was
exponentially related with static and dynamic COFs.  In conclusion, static COF can be a good
parameter in non-slippery conditions for prevention of slips and falls.

%T The Effects of Lifting Posture on Trunk Muscle Activity
%S INDUSTRIAL ERGONOMICS: Back/Trunk Ergonomics
%A Christopher A. Hamrick
%A Sean Gallagher
%B HFS92
%M C.HFS.92.742
%D 1992
%V 1
%P 742-746
%* (c) Copyright 1992 Human Factors Society
%X Trunk muscle activity of twelve healthy males with coal mining experience was examined
while each subject lifted a box under various conditions.  The independent variables were four levels
of posture (kneeling, stooped under a 1.2 m roof, stooped under a 1.6 m roof, and standing), height to
which the box was lifted (35 cm or 70 cm), and weight of the lifting box (15 kg, 20 kg, or 25 kg). 
The dependent variables were the peak EMG values recorded during a lift for each of eight trunk
muscles (left and right erectores spinae, left and right latissimus dorsi, left and right external oblique,
and left and right rectus abdominis).  Posture and weight of lift significantly affected peak activity of
the left and right erectores spinae, the left and right latissimus dorsi muscles, and the right external
oblique muscle.  The latissimus dorsi muscle activity was highest in the low stooping posture, and was
lowest in the kneeling posture, while erectores spinae activity was highest in the kneeling posture and
decreased as the trunk became more flexed.  Thus, the muscle activity during lifting tasks is affected
by restricting a worker's posture.  Consequently, many lifting guidelines and recommendations
currently, in use may not be directly applicable to work being performed in restricted postures.

%T Modeling the Stochastic Nature of Trunk Muscle Forces
%S INDUSTRIAL ERGONOMICS: Back/Trunk Ergonomics
%A Gary A. Mirka
%A William S. Marras
%B HFS92
%M C.HFS.92.747
%D 1992
%V 1
%P 747-751
%* (c) Copyright 1992 Human Factors Society
%X In an effort to understand the mechanism of low back disorders,
researchers have developed EMG driven biomechanical models which estimate the
magnitude of the internal reaction forces of the spine (compression and
shear), by using information about the activity of the muscles of the trunk. 
But, because the trunk is multi-dimensional in nature, there is variability
in the relative contribution of the various muscles, which implies
variability in the reaction forces of the spine.  Therefore, it may be more
appropriate to discuss the range of spine reaction forces during a lift as
opposed to the mean spine reaction force.  The present research was an
attempt to model the muscle forces stochastically and to develop a simulation
model which predicts trunk muscle EMG that could occur during a lift.  The
simulated EMGs which resulted were then input into an EMG driven
biomechanical model so the variability in spine reaction forces could be
quantified.  Under simple sagittally symmetric isometric conditions,
compression which occurred at three standard deviations above the mean was
12% higher than that of the mean.  The results for anterior shear (24%
higher) and lateral shear (50% higher) showed even larger increases.

%T Trunk Muscle Activation while Resisting Asymmetrically Applied Loads in an
Axially Rotated Posture
%S INDUSTRIAL ERGONOMICS: Back/Trunk Ergonomics
%A Steven A. Lavender
%A Yang-Hwei Tsuang
%A Gunnar B. J. Andersson
%B HFS92
%M C.HFS.92.752
%D 1992
%V 1
%P 752-756
%* (c) Copyright 1992 Human Factors Society
%X The present investigation describes the electromyographic (EMG)
response of eight trunk muscles during the application of loads to the
torso while subjects maintained a twisted posture.  The external
moments of 20 and 40 Nm were applied to a harness system as each of the
10 subjects twisted 25 degrees.  The applied moment direction was
varied in 30 degree increments completely around the subjects (0 to 330
degrees).  Surface EMG was used to monitor the left and right
Latissimus Dorsi, Erector Spinae, External Oblique, and Rectus
Abdominus.  Multivariate and univariate analyses of variance (MANOVA
and ANOVA) procedures showed significant main effects for all muscles
and a significant moment magnitude by moment direction interaction
effect in 6 of the 8 muscles.  The greatest muscle activity was
observed in the right Erector Spinae and the left External Oblique
muscles.  The results are also compared with an earlier study in which
a similar loading paradigm was used as subject maintained a neutral
upright posture.

%T Industrial Quantification of Occupationally-Related Low Back Disorder Risk
Factors
%S INDUSTRIAL ERGONOMICS: Back/Trunk Ergonomics
%A William S. Marras
%A Steven A. Lavender
%A Sue E. Leurgans
%A Sudhakar L. Rajulu
%A W. Gary Allread
%A Fadi A. Fathallah
%A Sue A. Ferguson
%B HFS92
%M C.HFS.92.757
%D 1992
%V 1
%P 757-760
%* (c) Copyright 1992 Human Factors Society
%X Few assessment techniques have attempted to define the role of occupational trunk
motion in the risk of occupationally-related low back disorder (LBD) even though
laboratory studles have indicated that motion significantly increases spine loading. 
An in-vivo study was performed to assess the contribution of three-dimensional
dynamic trunk motions to the risk of LBD during occupational lifting in industry. 
Over 400 industrial lifting jobs were studied in 48 industries.  Specific manual
materials handling jobs historically identify as either high risk or low risk for
LBD were identified.  A tri-axial electrogoniometer was worn by workers and
documented the three-dimensional trunk motion characteristics associated with these
high risk or low risk jobs.  Workplace characteristics such as load moment arm, load
weight, etc. were also documented for each of the repetitive lifting tasks.  A
multiple logistic regression model indicated that a combination of five trunk motion
and workplace factors (lifting frequency, load moment, trunk lateral velocity, trunk
twisting velocity, and trunk sagittal angle) predicted occupational-related LBD risk
well.  The analyses have enabled us to determine the LBD risk associated with
combined changes in the magnitudes of the five factors.  This model could be used as
a quantitative, objective measure to redesign the workplace so that the risk of
occupationally-related LBD is minimized.

%T Effects of Mass on Wrist Velocities and Accelerations
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics I
%A Jasper Shealy
%A Wendi Latko
%B HFS92
%M C.HFS.92.761
%D 1992
%V 1
%P 761-764
%* (c) Copyright 1992 Human Factors Society
%X Upper Extremity Cumulative Trauma Disorders (UECTD) have been linked to risk factors such as frequency,
forcefulness, posture and time for rest/recovery.  More recently, wrist and forearm movement velocities and
accelerations have been identified as significant correlates to UECTD in industrial tasks.  In earlier work with
biomechanical analysis of Sign Language Interpreting (SLI), we found that SLI involves frequencies, velocities
and accelerations of wrist and forearm motions that greatly exceed those noted as UECTD high risk jobs.  A
primary difference between the workers in the industrial studies and our studies of SLI is that industrial
workers typically hold objects in their hands, while in SLI, the hand is empty.  In SLI, we have found the
maximum velocities and accelerations reach as much as 70 to 80% of the maximum possible values.
   This study looks at the effect of holding graduated masses on the maximum velocities and accelerations
for the wrist joint for the flexion/extension and radial/ulnar deviation and forearm pronation/supination
motions.  Five subjects were used.  Each subject repeated a maximum voluntary motion three times in each
configuration, starting from a stationary neutral position, with the forearm held stationary for the wrist
movements.  Four different masses were used (9.5, 125, 250 and 500 grams) to assess the effect of mass.  Each
mass was a cylinder of the same external dimensions.  As a control, a hollow cardboard tube (9.5 grams) was
used to measure the velocity and acceleration for essentially a no-load condition.  Thus the hand was always
in the same grip configuration.
   The results show that for the masses and hand-grip configurations used, the effect of the masses was not
statistically significant for forearm pronation/supination, but was for wrist movements.  The effect was
greatest for flexion/extension, with about a 20% decline in velocity and acceleration at 500 grams versus the 9.5
gram weight.

%T Effects of Hand Vibration on Postural Stability
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics I
%A Lisa Fletcher
%A Hee-Seok Park
%A Bernard J. Martin
%B HFS92
%M C.HFS.92.765
%D 1992
%V 1
%P 765-769
%* (c) Copyright 1992 Human Factors Society
%X The present work was aimed at defining the contribution of vibration-induced perturbation of
hand proprioceptive/exteroceptive feedback on standing equilibrium.  A vibrating handle, free in
space or fixed to a stationary support, was held in the dominant hand while maintaining an erect
posture on a force platform, eyes closed.  Four arm positions were used.  The results show that
body sways increase significantly during hand vibration exposure when the handle is fixed. 
Significant shifts of the center of pressure COP are elicited in every situations.  Furthermore, the
shifts of the COP are clearly oriented in the direction of the handle when this latter is fixed.  It is
suggested that the proprioceptive information issued from the hand contributes to the
elaboration of a spatial reference and to the control of posture as a function of the environmental
context.  These results indicate that hand vibration exposure can be considered as a risk factor
which may contribute to fall accidents.

%T Comparison of Power Grasp and Three-Jaw Chuck Pinch Static Strength and
Endurance between Industrial Workers and College Students: A Pilot Study
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics I
%A Dianne L. McMullin
%A M. Susan Hallbeck
%B HFS92
%M C.HFS.92.770
%D 1992
%V 1
%P 770-774
%* (c) Copyright 1992 Human Factors Society
%X Due to the ease of obtaining subjects, much ergonomics research utilizes students. 
However, is it valid to make a hypothesis concerning industrial workers from this student data? 
To evaluate the validity of such a generalization, ten industrial workers and ten students, five men
and five women from each subject sample participated in the study.  The functional range of
motion for extension and flexion in the wrist and anthropometric measurements of the hand and
arm were measured for each subject.  In addition, the three-jaw chuck pinch force and endurance
and power grasp force and endurance were also measured.  The data was analyzed using both
paired comparisons and ANOVA tests.  Only power grasp force showed a strength difference
between students and industrial workers.  The students had 82.9% of the grasp force of the
industrial workers.

%T Development of a New Automated Tactility Test for Assessing Hand Sensory
Function
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics I
%A Robert G. Radwin
%A One-Jang Jeng
%A Edward T. Gisske
%A Young-Lae Park
%B HFS92
%M C.HFS.92.775
%D 1992
%V 1
%P 775-778
%* (c) Copyright 1992 Human Factors Society
%X Design and test results of an automated aesthesiometer for measuring gap detection threshold in a
tactile inspection task are presented.  What distinguishes this test from conventional tactility tests, such as
two-point discrimination or monofilaments, is that it measures performance in a functional tactility task
resembling those performed during manual work activities.  Although test conditions are highly controlled,
this test still permits natural finger probing activity while sensing surface feature defects like scratches,
rather than sensing static unnatural sensory stimuli such as distinguishing two points, or detecting a point-pressure
stimulus.  The size of a precision scratch, or gap, introduced in an otherwise smooth surface is
controlled using a micropositioner capable of producing a gap as small as 0.1 {micro}m.  Finger contact force is
also carefully controlled within 100 mg accuracy for loads between 25 g and 75 g using a precision balance
beam system.  This instrument is entirely under microcomputer control and can be administered on a table-top
in the field.  In this study, normative performance is compared between static and dynamic sensory
function rapid method of limits threshold detection paradigm.  Probability of detecting randomly presented
stimuli was also studied.

%T Ergonomics Research Efforts in the Supermarket Industry
%S INDUSTRIAL ERGONOMICS: Panel
%A Thomas J. Sluchak
%A Mark S. Hoffman
%A David J. Cochran
%A William S. Marras
%A Katharyn Grant
%A Daniel Habes
%B HFS92
%M C.HFS.92.779
%D 1992
%V 1
%P 779-782
%* (c) Copyright 1992 Human Factors Society
%X This panel is composed of researchers from private industry, academia and NIOSH, who are currently
involved with ergonomics research in the supermarket industry.  Presenters summarize their research
efforts and discuss key ergonomics challenges present in the supermarket industry today.

%T Application of Survival Analysis to CTD Risk
Assessment
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics II
%A Donghyun Park
%B HFS92
%M C.HFS.92.783
%D 1992
%V 1
%P 783-787
%* (c) Copyright 1992 Human Factors Society
%X This paper demonstrates the application of survival models to CTD (Cumulative
Trauma Disorder) studies.  Survival analysis techniques are usually applied to the analysis of
prospective epidemiological studies examining related risk factors.  However, survival models
have never been used in CTD etiology, perhaps due to mathematical complexities imposed
on survival analysis techniques and its interpretation.  The other reason might be the fact that
it has not been considered as serious as other diseases usually studied in epidemiology. 
However, the conditions and assumptions of survival models fit completely into CTD studies
(the existence of concomitant variables, a heterogeneous study population, censored
observations etc.).  Thus it is inappropriate to analyze CTD problems (specifically etiology and
prevention) using typical statistical technique (ANOVA or ordinary regression).
   In this study, 143 subjects participated from an automobile carpet manufacturing plant
which was experiencing a high number of CTD cases (107 cases, 1988-1989) and two
groups of potential risk factors were examined.  They were mainly categorized into personal
and job-related information.  This information was collected through survey questionnaires
and video-taping.  As the first step of analysis, survival, hazard and probability density
functions were estimated.  The estimated survival function shows that CTD incidence rate
remained relatively constant fluctuating 5-15%, through the first 12 years.  Also, univariate
associations between survival time and individual risk factors were tested using log rank and
Wilcoxon rank test.  Finally, the CTD data was fitted to 'Proportional Hazard Model' (the most
generalized survival model with distribution-free baseline hazard function).  This model
explains 75% (R{squared}=0.75) of CTD data with the following covariates; cycle time per part,
number of meals a day, dominant hand, general attitude, hand posture, degree of physical
fitness, hobby and job title.  The feasibility of the Proportional Hazard Modeling was
investigated by test and plot.  The test was conducted under the global null hypothesis about
the significance of the overall model and t vs. log(-log(S(t))) was plotted to check with the
assumption of proportionality.  Both results ascertain the feasibility of Proportional Hazard
Modeling for CTD studies.

%T Carpal Tunnel Syndrome Prevalence in a Heavy Railroad Maintenance and Repair
Facility
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics II
%A T. L. Stentz
%A M. W. Riley
%A C. L. Glismann
%A J. L. Ballard
%A R. C. Sposato
%B HFS92
%M C.HFS.92.788
%D 1992
%V 1
%P 788-790
%* (c) Copyright 1992 Human Factors Society
%X Carpal tunnel syndrome (CTS) is clinically evaluated with the aid of nerve conduction
testing.  CTS diagnosis is typically confirmed by the presence of higher than normal median nerve
distal latencies accompanied by lower than normal conduction velocities depending on the degree
of neuropathy.  The main objective of this research was to estimate the prevalence of CTS in a
population of 800 railroad maintenance workers.  A non-random sample of 322 volunteer workers
participated in the study.  Demographic and anthropometric data was collected.  Median nerve
distal latencies and conduction velocities were measured on both hands.  Based on the test results,
subjects were separated into 6 classes of CTS severity from "normal" to "severe".  Data analysis
revealed some CTS was present.  Analysis of wrist geometry did not confirm wrist squareness as a
predictor of CTS.

%T Grip Strength as a Function of Forearm Rotation and Elbow Posture
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics II
%A Robert J. Marley
%A Rob R. Wehrman
%B HFS92
%M C.HFS.92.791
%D 1992
%V 1
%P 791-795
%* (c) Copyright 1992 Human Factors Society
%X An investigation was performed to assess the effect of forearm rotation (pronation and
supination) and elbow orientation upon maximum grip strength of 10 male and 10 female subjects. 
Seven positions of forearm rotation which ranged from 90 degrees pronation to 90 degrees
supination in both the 90 degree elbow flexion (arm adducted, forearm horizontal) and 0 degree
flexion (shoulder flexed, whole-arm extended forward and horizontal) postures were examined. 
Thus a total combination of 14 postures were documented.  Results indicate that maximum grip
strength decreased significantly with forearm pronation, relative to the "neutral" forearm posture (p
= 0.086).  Other rotation postures did not yield significantly different grip strength from the neutral,
but there was a clear decreasing trend in grip strength with forearm rotation away from neutral,
particularly in pronation.  The 0 degree elbow flexion showed the highest average grip strength
values compared to 90 degree elbow flexion postures.  Also, in the 90 degree elbow flexion
posture, grip strength tended to increase with some supination from neutral rotation.  It is
recommended that for repetitive grasping activities, the arm and forearm postures should be
considered in evaluating maximum grip strength.  A regression model is presented to estimate
maximum grip strength as a function of forearm rotation and elbow posture.

%T Effects of Full-Motion Forearm Supports and a Negative Slope Keyboard
Support System on Hand-Wrist Posture while Keyboarding
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics II
%A James R. Powers
%A Alan Hedge
%A Michael G. Martin
%B HFS92
%M C.HFS.92.796
%D 1992
%V 1
%P 796-800
%* (c) Copyright 1992 Human Factors Society
%X The effects of full motion forearm supports and a negative slope keyboard support
system on hand-wrist posture was tested.  No differences in posture were found
between normal use of a keyboard and that with full motion forearm supports.  Use of
the negative slop keyboard support system increased body-to-screen distance and
reduced wrist extension so that the wrist was vertically neutral for keyboarding.

%T The Effects of Forearm Posture, Wrist Posture, Gender, and Hand on Three
Peak Pinch Force Types
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics III
%A M. Susan Hallbeck
%A Abe H. Kamal
%A Paul E. Harmon
%B HFS92
%M C.HFS.92.801
%D 1992
%V 1
%P 801-805
%* (c) Copyright 1992 Human Factors Society
%X In many industries the hand is utilized as a fixture, pinching in various wrist postures and forearm
postures.  In an effort to quantify the effects of wrist posture, forearm posture, gender, and
dominant/non-dominant hand upon three peak pinch forces, a study was performed.  Three pinch
types were tested in this study: index pad pinch, middle pad pinch, and three-jaw chuck pinch
force.  For each pinch exertion condition, one of five wrist postures were employed: neutral, 45{deg}
extension, 65{deg} extension, 45{deg} flexion, and 65{deg} flexion.  Each pinch was also performed in one of
three forearm postures: neutral, full pronation, and full supination.  Ten subjects between 20-25
years of age within each gender category were tested giving a total of 20 subjects.  Each subject
was asked to build up to his or her maximal voluntary contraction using a modified Caldwell
regimen, and hold that pinch level for three seconds.  Results were analyzed using analysis of
variance (ANOVA) with significant effects (gender, hand, pinch type, wrist posture, and forearm
posture) tested using post hoc analysis.  The results and their implications are discussed.

%T Using Force-Sensitive Resistors to Evaluate Hand Tool Grip Design
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics III
%A Myung Hwan Yun
%A Kentaro Kotani
%A Darin Ellis
%B HFS92
%M C.HFS.92.806
%D 1992
%V 1
%P 806-810
%* (c) Copyright 1992 Human Factors Society
%X The pressure distribution of the hand is an important element in evaluating hand tool
grip.  For measuring the pressure distributions of the hand, a portable sensor glove was
developed using force sensitive resistors of the conductive polymer type.  Pressure
distributions of three hand tools for three male subjects were measured.  The pressure
distribution pattern varied significantly between type of grip, location, and subjective
exertion level.  Factor analysis was used to identify the relative importance of each area of
the hand doing grip action.  The results showed that there is an 'active' area involved in
gripping the hand tool and a 'control' area which supports the hand motion for the given
task.  Studies about hand tool pressure distributions will provide an important guideline in
designing a new tool or improving an existing one.  A microcomputer based system is
being developed that records data on grip pressure distribution throughout a tool grip task. 
The digitized data then will be analyzed both graphically and statistically and will be used to
evaluate various hand tools for industrial settings.

%T Shape and Placement of Faucet Handles for the Elderly
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics III
%A Beverly A. Meindl
%A Andris Freivalds
%B HFS92
%M C.HFS.92.811
%D 1992
%V 1
%P 811-815
%* (c) Copyright 1992 Human Factors Society
%X The 'modern' bathroom is an area which poses considerable barriers
to the elderly, specifically a mismatch between the shape and the
placement of faucet handles and their physiological capabilities. 
Fifteen residents of a retirement facility, with a mean age of 79.9
years, exerted their maximum turning torques in a randomized fully-crossed
design incorporating the following factors: two positions (low-21
inches and high-42 inches), two angles (45{deg} and 90{deg}) and three types
of handles (acrylic, star, and lever).  Analysis of covariance (ANCOVA)
of the data indicated that the type of handle and the position, along
with the covariates: age, gender and subject height, were significant
at p<.05.  Angle and the covariates: weight and arthritis were not
significant, most likely because weight is correlated with height and
arthritis with age.  The second order interactions of handle-angle and
position-angle were also significant at p<.05.
   The lever handle was clearly superior with average torques produced
being 50% greater than those from the acrylic and star handles.  Torque
levels on the acrylic handle and the star handle were very similar,
with the acrylic handle slightly superior in the 45{deg}-angled position
and the star handle being slightly better in the 90{deg}-angled position. 
Overall, the 45{deg}-low position resulted in the lowest torques, while the
45{deg} high position resulted in the highest torques.  Age had a profound
effect, with torque values decreasing an average of 10% over the 15
year age span of the subjects.  Based on the study, it is recommended
that plumbing systems with both high (42 inches) and low (21 inches)
faucets with lever handles be installed where ever possible.

%T Force Distribution at Hand/Handle Coupling: The Effect of Handle Type
%S INDUSTRIAL ERGONOMICS: Hand Ergonomics III
%A R. R. Bishu
%A Wang Wei
%A M. S. Hallbeck
%A D. J. Cochran
%B HFS92
%M C.HFS.92.816
%D 1992
%V 1
%P 816-820
%* (c) Copyright 1992 Human Factors Society
%X Handle location and geometry play an important role in container
design and effectiveness.  An ideal handle position and angle should
minimize stress at L5/S1 and minimize average grip pressure on the two
hands with force distributed evenly on both hands.  Handles in such a
position will be most comfortable for performing a MMH task and reduce the
likelihood of compressive injuries on the lumbar spine.  Most of the
published research on container handles have used the psychophysical,
biomechanical, and/or physiological methods to determine handle
effectiveness.  The force distribution at the exact point of energy
transfer, namely the hand/handle interface has rarely been addressed by the
scientific community.  The intent of this study was to determine the force
distribution at the hand/handle interface and use the same to compare the
effectiveness of various handle types, positions, and angles.  Six factors
were tested in this experiment using a fractional factorial design.  The
pressure at the interface was measured using a number of force sensing
resistors (FSRs) in each hand.  The results indicate handle positions 2/2,
8/8, and 3/7 to be far superior to position 6/8.  The average pressure at
the FSR sites appear to be the least at handle angles of 0 degree. 
Further, the force distribution for the cut-out handle appears to be more
uniform than that for the cylindrical handle (circular cross-section). 
Based on these findings recommendations are made for container designer.

fpack:!@#$%^&*(): HYPER91.BA
%M C.HYPER.91.1 1/27/92 hnt
%T Cognitive Overheads and Prostheses: Some Issues in Evaluating Hypertexts
%S Plenary Address
%A Patricia Wright
%B HYPER91
%D 1991
%P 1-12
%K Cognition, Design, Memory, Planning, Reading, Tools
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p1-wright/p1-wright.pdf
%X There are many criteria for evaluating hypertexts.  Adequacy and cost effectiveness are
perhaps the most obvious from the producer's perspective; additional criteria are important
for users.  Examination of the limitations of various assessment criteria highlights the
twin issues of the cognitive costs and benefits experienced by the using hypertexts as
part of some other task.  Many interface characteristics can contribute to readers' cognitive
overheads.  There is evidence that even changing screens to access information only a
click away can impair memory processes.  Fortunately, because hypertexts are computer-based,
readers can call upon a variety of aids to support their cognitive activities,
particularly memory and planning processes.  The novelty of some of these prostheses
raises questions about the literacy skills that hypertext readers may need.  Studies of
factors influencing readers' strategic decisions about using memory aids are discussed,
together with their implications for hypertext design.  It is concluded that hypertext
evaluation requires a richer understanding of the cognitive entailments of working with
information.  But hypertexts, having highlighted the problems of cognitive costs, have the
potential for offering readers the means of reducing these overheads not just for hypertext
use but for many tasks that involve working with information.

%M C.HYPER.91.13 1/27/92 hnt
%T Industrial Strength Hypermedia: Requirements for a Large Engineering
Enterprise
%S Real-World Issues
%A Kathryn C. Malcolm
%A Steven E. Poltrock
%A Douglas Schuler
%B HYPER91
%D 1991
%P 13-24
%K Engineering applications, Requirements, Interoperability, Deployment
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p13-malcolm/p13-malcolm.pdf
%X Current hypermedia tools do not support the needs of collaborative work groups in
distributed heterogeneous environment and cannot be integrated into the existing and
planned computing environment at large enterprises like Boeing.  It is in meeting these
needs, however, that hypermedia could make its greatest impact.  Hypermedia systems
must evolve beyond their current standalone status into a technology that is truly
integrative.  We use a description of some current hypermedia projects and a representative
future scenario to help identify technical requirements and strategies for developing and
deploying hypermedia that is of sufficient "industrial strength" to support a large
engineering enterprise.  This paper is addressed to hypermedia researchers and developers as
well as to our colleagues in other business and engineering organizations.  The intent of
this paper is to remind both the research and development communities of the urgent,
"real-world" needs that exist and to encourage dialogue between the two worlds.

%M C.HYPER.91.25 1/28/92 hnt
%T Using Hypertext in Selecting Reusable Software Components
%S Real-World Issues
%A Michael L. Creech
%A Dennis F. Freeze
%A Martin L. Griss
%B HYPER91
%D 1991
%P 25-38
%K Software reuse, Software libraries, Component selection, Hypertext, Kiosk
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p25-creech/p25-creech.pdf
%X Recently, there has been increasing interest in software reuse as a way to improve
software quality and productivity.  One of the major problems with reusing libraries of
software components is helping users effectively select (find and understand) components
of interest.  This paper explores the use of hypertext to enhance the process of component
selection through a prototype system called Kiosk.  Included are discussions of the
selection process, why hypertext is well suited for supporting selection, and important
characteristics of hypertext systems intended to support reuse.  Also discussed are how
reusable libraries can be structured using hypertext, how such libraries can be
mechanically built, and how their use enhances the component selection process.
   Kiosk consists of an open set of tools that can created, browse, and modify nodes and links
in a software library.  One of these tools, Cost++, can automatically generate a linked
structure for libraries by clustering workproducts into components, and then placing
components into multiple classification hierarchies.  The Kiosk browsing tools allow
users to peruse the components in libraries, examine library structures from multiple
perspectives, and add new links and nodes to enhance the standard library structure.

%M C.HYPER.91.39 1/28/92 hnt
%T Intellectual Property Rights for Digital Library and Hypertext Publishing
Systems: An Analysis of Xanadu
%S Real-World Issues
%A Pamela Samuelson
%A Robert J. Glushko
%B HYPER91
%D 1991
%P 39-50
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p39-samuelson/p39-samuelson.pdf
%X Copyright law is being applied to works in digital form.  The special character of digital
media will inevitably require some adjustments in the copyright model if digital libraries
and hypertext publishing environments are to become as commercially viable as the print
industries have been.  An intellectual property system works only when it embodies a
reasonably accurate model of how people are likely to behave, but it is hard to predict
author and reader behavior in an environment that has yet to be built.  By far the most
ambitious proposal for a digital library and hypertext publishing environment is Ted
Nelson's Xanadu system.  This paper reviews the intellectual property scheme in Xanadu
and contrasts it with current copyright law.  Xanadu's predictions about reader and author
behavior are examined in light of how people currently behave in computer conferencing,
electronic mail, and similar existing systems.  These analyses identify some respects in
which intellectual property systems might have to be changed to make digital libraries
and hypertext publishing systems viable.

%M C.HYPER.91.51 1/28/92 hnt
%T Indexing Hypertext Documents in Context
%S Discovering Structure I
%A Guy A. Boy
%B HYPER91
%D 1991
%P 51-61
%K Contextual indexing, Information retrieval, Tailorable system, Context acquisition, Hypertext
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p51-boy/p51-boy.pdf
%X To generate intelligent indexing that allows context-sensitive information retrieval, a
system must be able to acquire knowledge directly through interaction with users.  In this
paper, we present the architecture for CID (Computer Integrated Documentation), a
system that enables integration of various technical documents in a hypertext framework
and includes an intelligent browsing system that incorporates indexing in context.  CID's
knowledge-based indexing mechanism allows case-based knowledge acquisition by
experimentation.  It utilizes on-line user information requirements and suggestions either
to reinforce current indexing in case of success or to generate new knowledge in case of
failure.  This allows CID's intelligent interface system to provide helpful responses, even
when no a priori user model is available.  Our system in fact learns how to exploit a user
model based on experience (from user feedback).  We describe CID's current capabilities
and provide an overview of our plans for extending the system.

%M C.HYPER.91.63 1/28/92 hnt
%T Identifying Aggregates in Hypertext Structures
%S Discovering Structure I
%A Rodrigo A. Botafogo
%A Ben Shneiderman
%B HYPER91
%D 1991
%P 63-74
%K Hypertext, Structural analysis, Graph theory, Abstraction, Aggregation, Generalization
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p63-botafogo/p63-botafogo.pdf
%X Hypertext systems are being used in many applications because of their flexible structure
and the great browsing freedom they give to diverse communities of users.  However, this
same freedom and flexibility is the cause of one of its main problem: the "lost in
hyperspace" problem.  One reason for the complexity of hypertext databases is the large
number of nodes and links that compose them.  To simplify this structure we propose
that nodes and links be clustered forming more abstract structures.  An abstraction is the
concealment of all but relevant properties from an object or concept.
   One type of abstraction is called an aggregate.  An aggregate is a set of distinct concepts
that taken together form a more abstract concept.  For example, two legs, a trunk, two
arms and a head can be aggregate together in a single higher level object called a "body."
In this paper we will study the hypertext structure, i.e., the way nodes are linked to each
other in order to find aggregates in hypertext databases.  Two graph theoretical algorithms
will be used: biconnected components and strongly connected components.

%M C.HYPER.91.75 1/29/92 hnt
%T Implementing Hypertext Database Relationships through Aggregations and
Exceptions
%S Discovering Structure I
%A Yoshinori Hara
%A Arthur M. Keller
%A Gio Wiederhold
%B HYPER91
%D 1991
%P 75-90
%K Hypertext database, Physical database design, Database clustering, Overview diagram,
Aggregation, Exception
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p75-hara/p75-hara.pdf
%X In order to combine hypertext with database facilities, we show how to extract an effective
storage structure from given instance relationships.  The schema of the structure
recognizes clusters and exceptions.  Extracting high-level structures is useful for providing
a high performance browsing environment as well as efficient physical database design,
especially when handling large amounts of data.
   This paper focuses on a clustering method, ACE, which generates aggregations and
exceptions from the original graph structure in order to capture high-level relationships. 
The problem of minimizing the cost function is NP-complete.  We use a heuristic
approach based on an extended Kernighan-Lin algorithm.
   We demonstrate our method on a hypertext application and on a standard random graph,
compared with its analytical model.  The storage reductions of input database size in main
memory were 77.2% and 12.3%, respectively.  It was also useful for secondary storage
organization for efficient retrieval.

%M C.HYPER.91.91 1/29/92 hnt
%T Screen Management in Hypertext Systems with Rubber Sheet Layouts
%S Presentation Issues
%A Marc Kaltenbach
%A Francois Robillard
%A Claude Frasson
%B HYPER91
%D 1991
%P 91-105
%K Collage, Graph, Hypertext, Motion picture, Rubber sheet layout, Scale factor, Tack point
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p91-kaltenbach/p91-kaltenbach.pdf
%X This paper addresses the issue of screen management in hypertext systems.  It presents a
new way of placing windows, or any graphical object delimited by rectangular boundaries,
in the context of an existing set of windows.  The heart of the technique presented is a
particular re-scaling of the display which changes the locations of objects while
maintaining their sizes and avoiding object overlapping.  This functionality has uses both
for authoring and browsing hypertext documents.  In particular it enables the display of
hierarchically structured information at various levels of detail and complements other
visual graph management functions.  More generally, the objective is to attenuate the
feeling of disorientation users experience when related informations obtained through
hypertext browsing are stacked upon a display screen.  This work suggests extending
hypertext systems by enabling users to create well structured information "collages" and
to program animated presentations on the basis of browsing through ill or differently
structured collections of documents.

%M C.HYPER.91.107 1/29/92 hnt
%T CYBERMAP: Yet Another Way of Navigating in Hyperspace
%S Presentation Issues
%A Peter A. Gloor
%B HYPER91
%D 1991
%P 107-121
%K Overview map, Automatic link generation, Dynamic linking, Fish eye views,
Hypertext conversion, Navigation in hyperspace
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p107-gloor/p107-gloor.pdf
%X By integrating dynamic linking and automatic link generation into the automatic
generation of an overview map we get a unique tool for navigation in hyperspace.  We
introduce the concept of HYPERDRAWERs to get a means for the partitioning of nodes
in ordered sequences.  CYBERMAP either complements existing navigational aids for
hyperdocuments or provides a self sufficient navigation tool for browsing in a document. 
In addition CYBERMAP offers the capability of horizontal growth and easy
hypertextualization of non-hypertextual documents without restricting the use of already
installed browsing mechanisms besides CYBERMAP.

%M C.HYPER.91.123 1/29/92 hnt
%T Flying Through Hypertext
%S Presentation Issues
%A Patrick Lai
%A Udi Manber
%B HYPER91
%D 1991
%P 123-132
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p123-lai/p123-lai.pdf
%X Hypertext systems provide links between different pieces of information (text, figures,
pictures, etc.) so that the reader can follow many different paths corresponding to lines of
thoughts, levels of description, levels of details, and so on.  One of the main problems in
using hypertext systems is the navigation problem [Ni90a].  Users tend to get lost partly
because the information they are reading can have a complicated structure which is usually
unknown to them.  We study in this paper a technique to help users orient themselves by
a quick browsing, which we call flying, through hypertext.
   The first thing many people do when given a new book is flip through the pages to get a
first impression of the book.  Quite a bit of information can be gained by this quick
informal evaluation.  First, just the size of the book is a good indicator.  A ten-page
brochure is treated differently than a 500-page instruction manual.  The book's density
(how many characters per page), its layout (e.g., the font, the percentage of pictures), the
technical content (e.g., number of equations, number of technical drawings), familiar
features (e.g., pictures or drawings that the reader has seen elsewhere), just to name a few
simple things that can be determined quickly, all give us important information about the
book without reading even one sentence.  This kind of information is not immediately
available in hypertext, and we believe that the lack of it contributes to the navigation
problem.  We would like to provide this type of information in a quick and flexible way.
   We describe in this paper a tool for flying through hypertext systems and discuss the
issues involved in its implementation.  Our tool is analogous to flipping the pages of a
book with one notable exception: the flipping is not necessarily in a linear order.  The
variability of the links and the structure that they provide enable flexible flipping in
many different orders controlled by the reader.  The key to any flipping is speed.  The goal
is not to digest the contents of the pages, but rather to gain some insight to features such
as organization, size, depth, level, detail, and so on.  Another analogy is to seeing a
movie, or better yet a videodisk, in fast forward.  There are certain characteristics of the
movie that can be studied better that way.  Flying can also be used to move fast from one
place to another in the hypertext following a certain order or traversal.  Flying is not
intended to replace any of the other navigation tools; it is an additional tool.

%M C.HYPER.91.133 1/30/92 hnt
%T Hyperspeech: Navigating in Speech-Only Hypermedia
%S Presentation Issues
%A Barry Arons
%B HYPER91
%D 1991
%P 133-146
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p133-arons/p133-arons.pdf
%X Most hypermedia systems emphasize the integration of graphics, images, video, and audio
into a traditional hypertext framework.  The hyperspeech system described in this paper, a
speech-only hypermedia application, explores issues of navigation and system architecture
in an audio environment without a visual display.  The system under development uses
speech recognition to maneuver in a database of digitally recorded speech segments;
synthetic speech is used for control information and user feedback.
   In this research prototype, recorded audio interviews were segmented by topic, and
hypertext-style links were added to connect logically related comments and ideas.  The
software architecture is data driven, with all knowledge embedded in the links and nodes,
allowing the software that traverses through the network to be straightforward and
concise.  Several user interfaces were prototyped, emphasizing different styles of speech
interaction and feedback between the user and machine.  In addition to the issues of
navigation in a speech only database, areas of continuing research include: dynamically
extending the database, use of audio and voice cues to indicate landmarks, and the
simultaneous presentation of multiple channels of speech information.

%M C.HYPER.91.147 1/30/92 hnt
%T Hypermedia Templates: An Author's Tool
%S Construction and Authoring
%A Karen Smith Catlin
%A L. Nancy Garrett
%A Julie A. Launhardt
%B HYPER91
%D 1991
%P 147-160
%K Hypermedia templates, Hypermedia design principles, Intermedia
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p147-catlin/p147-catlin.pdf
%X Recently Brown University's Institute for Research in Information and Scholarship (IRIS)
extended Intermedia to allow authors to define Hypermedia Templates -- sets of pre-linked
documents which can be duplicated.  Templates facilitate the creation of consistent
hypermedia collections by automating what can be a laborious task: making documents
and forging links manually.
   In this paper we discuss the Hypermedia Templates project.  We first describe a collection
of Intermedia materials that has been electronically published and explain the information
design principles that were applied to it.  We point out some general principles for
building consistent hypermedia collections and discuss how these were reflected in the list
of features for Hypermedia Templates.  We then describe a user's interaction with a
prototypical Hypermedia Template, as well as details of the user interface that we have
built to provide template functionality in Intermedia.  Finally, we identify some key
features that would be important components of any next-generation template software.

%M C.HYPER.91.161 2/1/92 hnt
%T What's Eliza Doing in the Chinese Room?  Incoherent Hyperdocuments -- and
How to Avoid Them
%S Construction and Authoring
%A Manfred Thuring
%A Jorg M. Haake
%A Jorg Hannemann
%B HYPER91
%D 1991
%P 161-177
%K Design of hyperdocuments, Coherent hyperdocuments, Rhetorics of hypertext,
Hyperdocument construction kit, Labelled links, Composite nodes, Navigation,
Comprehension of hyperdocuments
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p161-thuring/p161-thuring.pdf
%X Research on understanding linear texts has shown that comprehension and navigation
mainly depend on the reader's ability to construct a coherent mental representation.  While
the author of a traditional document can use a variety of structural cues to support his
readers in building up such a representation, the author of a hyperdocument faces a new
problem.  If he wants to ensure that his readers understand the entire hyperdocument as a
coherent entity, he needs means to indicate its structure in a comprehensible way.  In this
paper, we propose a construction kit which provides dedicated design objects for this
purpose.  The design objects can be characterized as building blocks for three functionally
different components of a hyperdocument: its content part, organizational part, and
presentation part.  In addition to the design objects, we propose some design rules which
should guide the construction of coherent hyperdocuments.

%M C.HYPER.91.179 2/1/92 hnt
%T ABC: A Hypermedia System for Artifact-Based Collaboration
%S Construction and Authoring
%A John B. Smith
%A F. Donelson Smith
%B HYPER91
%D 1991
%P 179-192
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p179-smith/p179-smith.pdf
%X Our project is studying the process by which groups of individuals work together to build
large, complex structures of ideas, and we are developing a distributed hypermedia system
to support that process.  This description includes a brief overview of the system, but
emphasizes three components: a hypermedia data management system or graph server, a
set of browsers for working with graph objets, and a set of applications for working with
data contents of graph nodes.  A number of research issues are raised and discussed in
context, including: composite objets; anchored links; scaling up for large applications;
partitioning the hypermedia graph; consistency and completeness across subgraphs; and an
open, extensible architecture for applications.

%M C.HYPER.91.193 2/1/92 hnt
%T The Nested Context Model for Hyperdocuments
%S Malleable Structure
%A Marco A. Casanova
%A Luiz Tucherman
%A Maria Julia D. Lima
%A Jose L. Rangel Netto
%A Noemi Rodriguez
%A Luiz F. G. Soares
%B HYPER91
%D 1991
%P 193-201
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p193-casanova/p193-casanova.pdf
%X This paper describes the nested context model, a conceptual framework for the definition,
presentation and browsing of documents.  The model carefully combines hypertext links
with the concept of context nodes, used to group together sets of nodes.  Context nodes
can be nested to any depth and, thus, generalize the classical hierarchical organization of
documents.  The nested context model also defines an abstract and flexible application
program interface that captures the idea that different applications may observe the same
node in different ways.  Finally, the model offers a rich set of operations to explore the
double structure of a hyperdocument - that defined by the links and that induced by the
nesting of context nodes.

%M C.HYPER.91.203 2/1/92 hnt
%T Issues in Modeling a "Dynamic" Hypertext Interface for Non-Hypertext Systems
%S Malleable Structure
%A Michael Bieber
%B HYPER91
%D 1991
%P 203-217
%K Hypertext computation, Hypertext virtual structures, Bridge laws, Decision support
systems, Information systems, Document interchange, Knowledge-based system shell architecture
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p203-bieber/p203-bieber.pdf
%X Many hypertext systems are primarily "static" systems that were designed specifically to
apply a hypertext interface to a particular domain.  For us, hypertext is a tool for
augmenting "dynamic", non-hypertext information systems such as decision support
systems and expert systems.  Many information systems require a dynamic
implementation of hypertext, one that relies primarily on virtual structures and
computation to generate a hypertext network in real time.  This paper explores the
demands our dynamic view of hypertext makes on hypertext standards from two angles. 
First, what coordination is necessary to establish a dynamic hypertext interface to an
arbitrary front-end or back-end information system?  Here we introduce the concept of
bridge laws to map application components to hypertext structures.  Second, how does a
dynamic view of hypertext affect document interchange among hypertext systems and
between a hypertext and non-hypertext systems?

%M C.HYPER.91.219 2/2/92 hnt
%T Dynamic Adaptation of Hypertext Structure
%S Malleable Structure
%A P. David Stotts
%A Richard Furuta
%B HYPER91
%D 1991
%P 219-231
%K Hypertext, Trellis, Petri nets, Place/transition nets, Browsing semantics, Adaptation,
Parallel computation model, Timing
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p219-stotts/p219-stotts.pdf
%X A technique is described for adapting the apparent structure of a hypertext to the behavior
and preferences exhibited by its users while browsing.  Examples are given an
implementation of this technique using the timing mechanism in Trellis.  In the
technique, event durations in a document are altered without actually changing the links in
the underlying Petri net.  The two extrema of instantaneous events and infinite delays can
be used to create apparent node and link deletions and additions, as well as to insert new
tokens (loci of activity) into a document.  Adaptation of these times is accomplished using
a simple data state in which the event timings (and other document properties) are
variables, called attributes.  As a reader traverses hypertext links, author-supplied
adaptation agents are invoked to collect information and possibly change the values of the
attributes.  Agents encapsulate and effect the criteria for deciding when, and specifically
how, a structure should be adapted.  Several practical examples illustrate the conclusion of
this report: sophisticated alterations do not require a complicated adaptation mechanism,
that changing document constants into document variables provides flexibility to this
mechanism, and that using a limited simple mechanism is the only hope for retaining
analysis of the static and dynamic net properties.

%M C.HYPER.91.233 2/2/92 hnt
%T Don't Link Me In: Set Based Hypermedia for Taxonomic Reasoning
%S Discovering Structure II
%A H. Van Dyke Parunak
%B HYPER91
%D 1991
%P 233-242
%K User models, Taxonomic reasoning, Interfaces, System architectures
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p233-van_dyke_parunak/p233-van_dyke_parunak.pdf
%X Hypermedia is often described as nodes of information with links between them,
suggesting the conceptual model of a graph.  A broader definition is a system of nodes of
information through which people can move nonlinearly.  Such a definition, while
including graph-based hypermedia, also allows alternative implementations.  This paper
illustrates the need for alternative models by exhibiting a particular reasoning task for
which navigating among nodes by way of explicit links is less effective than an
alternative model of intersecting sets of nodes.  The task is taxonomic reasoning, a
particular kind of reasoning task that deals with the comparison and classification of
highly similar nodes, in which an analyst viewing one node thinks not in terms of
linking it to another node, but of including it in or excluding it from a set of related
nodes.
   This paper discusses this kind of reasoning and describes HyperSet, a set-based
hypermedia system designed to support it.  It compares HyperSet with other tools that
support taxonomic reasoning, discusses the formal and implementational relationships
between graph-based and set-based hypermedia, and defines the features that are required in
a hybrid system that can concurrently support both set and graph manipulations.

%M C.HYPER.91.243 2/3/92 hnt
%T Architectures for Volatile Hypertext
%S Discovering Structure II
%A Mark Bernstein
%A Jay David Bolter
%A Michael Joyce
%A Elli Mylonas
%B HYPER91
%D 1991
%P 243-260
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p243-bernstein/p243-bernstein.pdf
%X N/A

%M C.HYPER.91.261 2/3/92 hnt
%T Aquanet: A Hypertext Tool to Hold Your Knowledge in Place
%S Discovering Structure II
%A Catherine C. Marshall
%A Frank G. Halasz
%A Russell A. Rogers
%A William C. Janssen, Jr.
%B HYPER91
%D 1991
%P 261-275
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p261-marshall/p261-marshall.pdf
%X Hypertext systems have traditionally focused on information management and
presentation.  In contrast, the Aquanet hypertext system described in this paper is designed
to support knowledge structuring tasks.  Aquanet is a browser-based tool that allows users
to graphically represent information in order to explore its structure.  In this paper, we
discuss our motivations for developing Aquanet.  We then describe the basic concepts
underlying the tool and give an overview of the user interface.  We close with some brief
comments about our initial experiences with the tool in use and some of the directions we
see the Aquanet research moving in the near future.

%M C.HYPER.91.277 2/3/92 hnt
%T The Pedagogy of Computing: Hypermedia in the Classroom
%S Academic Hypertext
%A Charles Ess
%B HYPER91
%D 1991
%P 277-289
%K Hypertext, Hypermedia, IRIS intermedia, History of philosophy, History of science,
Pedagogy, Collaborative learning, Electronic conferencing, Electronic journaling, Computer ethics,
Postmodernism
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p277-ess/p277-ess.pdf
%X I describe how I have used IRIS Intermedia, a sophisticated hypermedia program, in
teaching an upper-level class on the emergence of philosophy and science in the context
of religious story and material culture.  I first describe the program and summarize the
pedagogical results of using the program as documented at Brown University.  I then
describe various uses of the program in the Drury class, and the observed impacts of these
uses.  Our experience with hypermedia at Drury College both corroborates and extends the
pedagogical impacts of hypermedia already documented at Brown University, especially in
terms of dramatically increasing student mastery of difficult material, and student
involvement in the course through collaborative learning strategies supported by
hypermedia resources distributed across a network.  These pedagogically desirable benefits,
however, are accompanied by concerns regarding "fragmentation" and "decentering" in
student work in hypermedia, and regarding ethical irresponsibility towards shared and thus
vulnerable resources.
   These results are especially significant as they demonstrate that instructors with relatively
limited resources can nonetheless reap dramatic pedagogical benefits from hypermedia
technologies in the classroom.  This also means: relatively exotic hypermedia
technologies may successfully migrate to the resource-limited classrooms of smaller
colleges and universities.

%M C.HYPER.91.291 2/5/92 hnt
%T Beyond the Electronic Book: A Critique of Hypertext Rhetoric
%S Academic Hypertext
%A Stuart Moulthrop
%B HYPER91
%D 1991
%P 291-298
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p291-moulthrop/p291-moulthrop.pdf
%X N/A

%M C.HYPER.91.299 2/5/92 hnt
%T Hypertext for the Electronic Library?  CORE Sample Results
%S Academic Hypertext
%A Dennis E. Egan
%A Michael E. Lesk
%A R. Daniel Ketchum
%A Carol C. Lochbaum
%A Joel R. Remde
%A Michael Littman
%A Thomas K. Landauer
%B HYPER91
%D 1991
%P 299-312
%K Evaluation, Information retrieval, Hypertext design
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p299-egan/p299-egan.pdf
%X The Chemistry Online Retrieval Experiment, or CORE project, is studying the possibility
of creating a useful, usable electronic library for chemistry researchers.  In a preliminary
study, chemists were observed performing five different tasks representative of typical
uses of the scientific journal literature.  The tasks simulated browsing journals, answering
specific questions given a citation to an article, answering specific questions given no
citation, writing essays to summarize and integrate information, and finding "analogous
transformations" for chemical reactions.  Chemists carried out these tasks using one of
three systems: (a) the printed journals supplemented with a widely used printed index
system, (b) a hypertext system (the SuperBook document browser), or (c) a new
electronic system (Pixlook) that incorporates traditional document retrieval methods plus
full text indexing and delivers bitmap images of journal pages.  Both electronic systems
had a large advantage over the printed system for search and essay tasks.  SuperBook
users were faster and more accurate than Pixlook users at finding information relevant to
browsing and search topics.  Certain SuperBook hypertext features, however, did not
work as well as Pixlook for displaying target articles.  The patterns of data and log files of
subjects suggest how SuperBook, Pixlook and related systems might be improved.

%M C.HYPER.91.313 2/5/92 hnt
%T HDM -- A Model for the Design of Hypertext Applications
%S Hypertext -- Integrative Issues
%A Franca Garzotto
%A Paolo Paolini
%A Daniel Schwabe
%B HYPER91
%D 1991
%P 313-328
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p313-garzotto/p313-garzotto.pdf
%X We present the latest developments of HDM, a design model for Hypertext Applications. 
The basic features of HDM are the representation of applications through several design
primitives: typed entities composed of hierarchies of components; different perspectives
for each component; units corresponding to component-perspective pairs; bodies
representing the actual content of the units; structural links, binding together components
or sub-entities of the same entity; typed application links, interconnecting components
belonging to different entities; and a specific browsing semantics based on anchors, as a
way to activate many different link types from within a unit.
   The development of HDM is part of the HYTEA project, carried on by a European
consortium, aiming at the development of a set of authoring tools for an "engineered"
development of Hypertext-Hypermedia applications.  A HYTEA application is made by an
HDM schema and an HDM Hyperbase (i.e., a set of instances).  The basic HDM has
already been shown to be translatable, either manually or through a compiler, into a
node-and-link model ("a la DEXTER model"; the translated application can be targeted on
several implementation tools (i.e., standard Hypertext tools already available on the
market).  HDM has already been used to develop a (small number) of applications, and to
describe preexisting applications.  These experiments have shown the need for
improvements that are discussed in the paper: aggregate entities; sharing of components;
is-a relationships and inheritance between entity types; sharing of bodies; structured access
and "guided tours"; use of active media (animations and video-clips).

%M C.HYPER.91.329 2/6/92 hnt
%T Using Structured Types to Incorporate Knowledge in Hypertext
%S Hypertext -- Integrative Issues
%A Jocelyne Nanard
%A Marc Nanard
%B HYPER91
%D 1991
%P 329-343
%K Structured types, Knowledge representation, Object-oriented, Hypertext model,
Document synthesis
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p329-nanard/p329-nanard.pdf
%X It has been shown that the famous problem of user disorientation in hypertext is not due
to the concept of hypertext itself but rather generally results from the lack of a conceptual
model for hypertext application.  Unfortunately, in most hypertext systems, the weakness
of structure specification mechanisms discourages the development and use of such a
model since it is difficult to reinforce hypertext structure and to really incorporate
knowledge.  A lot of works provide intelligent mechanisms to help navigation but either
they use external knowledge or automatically synthesize links from information included
in nodes which thereby have no sufficient conceptual value.
   The present paper focuses on an object-oriented hypertext model (implemented in the
MacWeb system) using structured types to incorporate knowledge in hypertexts.  Concepts
and their relationships as well as their instances and their own relationships may be
represented.  Such a model makes the capture of knowledge at source easier thus allowing
a more conceptual navigation.  Furthermore, active behaviors may be associated, as
methods, to types.  This provides a powerful mechanism to help develop structured
hypertext as well as task centered applications, by taking advantage of knowledge
representation.

%M C.HYPER.91.345 2/6/92 hnt
%T Hypertext and Structured Object Representation: A Unifying View
%S Hypertext -- Integrative Issues
%A Hermann Kaindl
%A Mikael Snaprud
%B HYPER91
%D 1991
%P 345-358
%K Hypertext, Frames, Knowledge representation, Knowledge-based systems, Knowledge
acquisition
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p345-kaindl/p345-kaindl.pdf
%X This paper addresses combining hypertext with knowledge representation as used in
knowledge-based systems.  Hypertext imposes explicit structure on text, whereas certain
knowledge representation formalisms of AI are designed for structuring knowledge.  We
propose a way of tightly integrating hypertext and structured object representation, using
(AI) frames for the basic representation of hypertext nodes.  Moreover, we allow for the
additional option of explicit representation of structure using partitions of hypertext
nodes, which are realized as slots.  In order to make the text more dynamic, our approach
facilitates some aspects of object-oriented programming using message passing from the
text in the browser.
   The proposed tight integration is useful for design tasks, in particular for building
knowledge-based systems.  According to our experience, hypertext provides a useful
intermediary representation of knowledge between informal and formal.  Based on a level
of basic hypertext functionality, we provide several features useful for supporting
knowledge acquisition.  As an example of our results of using this method of knowledge
acquisition, we illustrate the strategic knowledge in our application domain.  In addition,
tight integration supports important aspects of software engineering and the user interface. 
Moreover, we discuss several advantages from a hypertext point of view.  In particular, the
partitions of hypertext nodes can be useful for selective inheritance of text.  In summary,
both AI and hypertext will benefit from such a tight integration.

%M C.HYPER.91.359 2/8/92 hnt
%T The Nielsen Ratings: Hypertext Reviews
%S Panels
%A Jakob Nielsen
%A Lynda Hardman
%A Anne Nicol
%A Nicole Yankelovich
%B HYPER91
%D 1991
%P 359-360
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p359-nielsen/p359-nielsen.pdf
%X N/A

%M C.HYPER.91.361 2/8/92 hnt
%T From Memex to Hypertext: Understanding the Influence of Vannevar Bush
%S Panels
%A Paul Kahn
%A James M. Nyce
%A Tim Oren
%A Gregory Crane
%A Linda C. Smith
%A Randall Trigg
%A Norman Meyrowitz
%B HYPER91
%D 1991
%P 361
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p361-kahn/p361-kahn.pdf
%X N/A

%M C.HYPER.91.363 2/8/92 hnt
%T Structure, Navigation, and Hypertext: The Status of the Navigation Problem
%S Panels
%A Mark Bernstein
%A Peter J. Brown
%A Mark Frisse
%A Robert Glushko
%A George Landow
%A Polle Zellweger
%B HYPER91
%D 1991
%P 363-366
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p363-bernstein/p363-bernstein.pdf
%X N/A

%M C.HYPER.91.367 2/8/92 hnt
%T When Worlds Collide -- Reconciling the Research, Marketplace, and
Applications Views of Hypertext
%S Panels
%A Robert Glushko
%A David Gunning
%A Ken Kershner
%A Catherine Marshall
%A Louis Reynolds
%B HYPER91
%D 1991
%P 367-368
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p367-glushko/p367-glushko.pdf
%X N/A

%M C.HYPER.91.369 2/8/92 hnt
%T The Role of Hypertext for CSCW Applications
%S Panels
%A Norbert Streitz
%A Frank Halasz
%A Hiroshi Ishii
%A Tom Malone
%A Chris Neuwirth
%A Gary Olson
%B HYPER91
%D 1991
%P 369-377
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p369-streltz/p369-streltz.pdf
%X N/A

%M C.HYPER.91.379 2/8/92 hnt
%T Hypertext and Pen Computing
%S Technical Briefings
%A Norman Meyrowitz
%B HYPER91
%D 1991
%P 379
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p379-meyrowitz/p379-meyrowitz.pdf
%X Some of the original goals of hypertext were accessibility, seamlessness, and
connectivity.  Yet most implementations of hypertext are still bound to large, immobile
workstations, are operated with keyboards and mice and a reasonably complex interface,
and are often focused on standalone, rather than connected, tasks.
   With the advent of pen-computing, we are beginning to see linking as a fundamental
operating system and user interface component.  In GO's PenPoint operating system, any
selection in any notebook page can be linked to a selection on another page through the
means of a simple pen gesture.  The ability to create and follow links with a mere gesture
creates a new level of accessibility to hypertext.
   Similarly, applications built on PenPoint are exploiting the pen interface for new
generations of electronic book technology, in which browsing and search for information
can be done without keyboard and mouse, in which annotation can be done with
computerized "ink" and in which remote, wireless connectivity serves as a major new
component.
   The demonstration will show each of these technologies and explain the fundamental
basis behind each of these technologies.

%M C.HYPER.91.381 2/9/92 hnt
%T Storyspace as a Hypertext System for Writers and Readers of Varying Ability
%S Technical Briefings
%A Michael Joyce
%B HYPER91
%D 1991
%P 381-387
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p381-joyce/p381-joyce.pdf
%X N/A

%M C.HYPER.91.389 2/9/92 hnt
%T WALT: A Research Environment for Medical Hypertext
%S Technical Briefings
%A Mark E. Frisse
%A Steve B. Cousins
%A Scott Hassan
%B HYPER91
%D 1991
%P 389-394
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p389-frisse/p389-frisse.pdf
%X WALT (Washington University's Approach to Lots of Text), is a prototype interface
designed to support hypertext and information retrieval research.  The WALT hypertext
interface can serve as a "front end" to a wide array of retrieval engines including those
based on Boolean retrieval, latent semantic indexing, term frequency - inverse document
frequency, and Bayesian inference techniques.  The WALT interface is composed of seven
distinct components: a document examination component known as the Document
Browsing Area; four navigation components called the Book Shelf, the Book Spine, the
Table of Contents, and the Path Clipboard; a term-based information retrieval component
called Control Panel; and a relevance feedback component known as the Reader Feedback
Panel.  All browsing and navigation components incorporate "active text" and explicit
hypertext links.  WALT's most unique feature may be it's use of "book shelf" and "book
spine" metaphors both to facilitate navigation and to provide a histogram-based display
showing documents deemed appropriate for answering user queries.

%M C.HYPER.91.395 2/9/92 hnt
%T The Virtual Notebook System
%S Technical Briefings
%A Andrew M. Burger
%A Barry D. Meyer
%A Cindy P. Jung
%A Kevin B. Long
%B HYPER91
%D 1991
%P 395-401
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p395-burger/p395-burger.pdf
%X N/A

%M C.HYPER.91.403 2/9/92 hnt
%T The ACM Hypertext Compendium: Lessons in Hypertext Publishing
%S Technical Briefings
%A Robert M. Akscyn
%B HYPER91
%D 1991
%P 403
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p403-akscyn/p403-akscyn.pdf
%X N/A

%M C.HYPER.91.405 1/27/92 hnt
%T InterMail: A Prototype Hypermedia Mail System
%S Technical Briefings
%A Shari Jackson
%A Nicole Yankelovich
%B HYPER91
%D 1991
%P 405-410
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p405-jackson/p405-jackson.pdf
%X N/A

%M C.HYPER.91.411 2/9/92 hnt
%T Applications Navigator: Using Hypertext to Support Effective Scientific
Information Exchange
%S Technical Briefings
%A Ottavia Bassetti
%A Daniele Pagani
%A Marney Smyth
%B HYPER91
%D 1991
%P 411-416
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p411-bassetti/p411-bassetti.pdf
%X The Applications Navigator is an hypertext publishing solution adopted by a
supercomputer manufacturer for circulating scientific information amongst its user
community.  Hypertext is the preferred medium for delivering complex and dynamic
information because it provides a self-explanatory interface, facilitates direct searching and
also encourages more general exploration, via browsing facilities.  However the hypertext
systems currently available do not provide proper tools for administrators of larger
databases.  Thus, we designed and implemented a system comprising two components: a
relational back-end database and an hypertextual front-end.  The back-end is designed to
address the needs of database administrators: a robust and fast database management engine
for data entry and update with consistency checks, flexible reporting and printing, and
multiuser access.  The front-end is published and distributed periodically via floppy disk to
users, who need a fast, easy-to-install and easy-to-use read-only environment for browsing
and searching information.

%M C.HYPER.91.417 2/9/92 hnt
%T The Virtual Notebook System: An Architecture for Collaborative Work
%S Videos
%A Kevin Brook Long
%A G. Anthony Gorry
%B HYPER91
%D 1991
%P 417-418
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p417-long/p417-long.pdf
%X N/A

%M C.HYPER.91.419 2/9/92 hnt
%T Hypermedia Applied to Manufacturing Environments
%S Videos
%A Glenna G. Gertley
%A Burke R. Magee
%B HYPER91
%D 1991
%P 419-424
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p419-gertley/p419-gertley.pdf
%X N/A

%M C.HYPER.91.425 2/9/92 hnt
%T Encyclopedia of Software Components
%S Videos
%A Brian Beckman
%A Bonnie Boyd
%A Joseph Jupin
%A Sheldon Shen
%A W. Van Snyder
%A Robert Tausworthe
%A L. Van Warren
%B HYPER91
%D 1991
%P 425-426
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p425-beckman/p425-beckman.pdf
%X N/A

%M C.HYPER.91.427 3/19/92 gp
%T SAL: A Hypermedia System
%S Videos
%A Curtis Eubanks
%A Yasuaki Yamagishi
%B HYPER91
%D 1991
%P 427-428
%* (c) Copyright 1991 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/122974/p427-eubanks/p427-eubanks.pdf
%X N/A

fpack:!@#$%^&*(): HYPER93X.BA
%M C.HYPER.93.Workshops.1
%T Hypertext in Engineering
%S Workshops
%A Kasper Osterbye
%B HYPER93 -- Unpublished Program
%D 1993
%X On a number of occasions it has been
stated that hypertext is the
perfect technology for supporting
engineering teams in organizing
information about ongoing and past
projects.  In general, hypertext has
been proposed for interrelating such
things as project diaries, schedules,
documentation, blueprints, test
requirements, standards materials,
etc.  In software engineering, program-related
information is envisioned to be
managed through a hypertext system
that supports collaborative work.  This
workshop will bring
together researchers working toward
these visions, with workshop
discussions concentrating on how
these visions can be realized and
supported.
   The workshop will be organized as a
number of discussions around specific
topics.  Topics of interest include, but
are not limited to:
 * Experiences of using hypertext in engineering
 * Requirements for using hypertext systems in engineering
 * Concurrent engineering, version and configuration control
 * Integration of documentation and specifications of design
 * Use of hypertext for software engineering

%M C.HYPER.93.Workshops.2
%T Hyperbase Systems
%S Workshops
%A John J. Leggett
%B HYPER93 -- Unpublished Program
%D 1993
%X The hyperbase (hypermedia database)
system architectures to be
discussed are large-scale (tens of
terabytes), open, distributed,
heterogeneous and extensible with
capabilities for computation and
collaboration.  Typical application
environments are archival digital
libraries, large-scale collaborative
systems and large
engineering enterprises.  Discussion
will concentrate on hyperbase systems
and not hypermedia environments or
user-interface issues except as they
might impact the hyperbase.
   The areas listed below may serve as
focal points for
discussions.  Participants are
encouraged to identify additional
areas of critical importance.
 * Models and Architectures
 * Node, Link and Structure Management
 * Browsing/Search and Query
 * Version Control
 * Concurrency Control, Transaction Management and Notification Control
 * Impacts of Application Environments

%M C.HYPER.93.Courses.1
%T Educational Uses of Hypermedia: From Design to the Classroom
%S Courses
%A Daniel M. Russell
%A George P. Landow
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: To provide a broad survey of
educational uses of hypermedia along
with specific advice for designing and
deploying effective educational
applications.
   Content: Hypermedia creates rich
possibilities to dramatically expand on
traditional educational practices.  In this
course we'll examine the state-of-the-art
in educational hypermedia.  At the same
time, we'll be grounded in reality.  Based
on the instructors'real-world uses of
hypermedia in a variety of educational
settings, many stories will be told,
examples will be given, and heuristics
for selecting, using, and creating
effective educational hypermedia will be
illustrated.  This is both a broad survey
of the field and a course that can be
directly applicable in your use
of hypermedia for learning.

%M C.HYPER.93.Courses.2
%T The HyTime Interchange Standard
%S Courses
%A Steven J. DeRose
%A David G. Durand
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This course will provide the
essential background required to read the
HyTime standard, understand its
structure, and apply it in practical
situations.
   Content: After a brief review of SGML,
this course introduces and describes
HyTime (ISO 10744) an SGML-based
standard for representing hypermedia
and multimedia documents.  HyTime
provides flexible ways of representing
links, without constraining the kinds of
data objects that can be connected by
those links.  HyTime also includes
methods for handling both temporal and
spatial rendering and synchronization. 
We will describe HyTime mechanics in
some detail and will also
include recommendations about its use.

%M C.HYPER.93.Courses.3
%T Introduction to Hypertext and Hypermedia
%S Courses
%A Jakob Nielsen
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: The goals of this course are
to give attendees an introduction to
the concepts of hypertext (non-sequential
writing) and hypermedia
(multimedia hypertext), to provide them
with the background necessary to take
more advanced courses at Hypertext'93,
and to participate in the conference even
if they are not hypertext specialists.
   Content:
 * Definition of hypertext and hypermedia.
 * Survey of the state-of-the art of hypertext with several demonstrations.
 * Hypertext architectures and system-level hypertext.
 * User interface issues and problems in hypertext.
 * Empirical tests of the usability of hypermedia systems and documents.
 * Navigating large information spaces.

%M C.HYPER.93.Courses.4
%T Putting Documents Online: A Manager's Guide
%S Courses
%A Ann Rockley
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: Participants will be able to
evaluate information, identify key factors
affecting decisions, and develop criteria
for decision making in projects to put
documents online.
   Content: There are a number of
decisions to be made before beginning to
put a document online.  Making the
correct decisions up front can save you
months of work and assist you in
avoiding pitfalls.  This workshop will
show participants how to identify criteria
for document design and software
selection based on the results of
audience and information analysis.  The
pros and cons of different online
document formats (e.g., document
database, SGML, proprietary) and
distribution methods (e.g. CD-ROM/WAN/diskette) will be examined. 
We will look at the issues of
documentation management (link
management, revision control, and
multiple authors).  Some of the pitfalls of
conversion will also be reviewed.  This
course does not review issues of writing
for online.  A sample exercise scenario
will be used throughout to assist
participants in applying the information
and skills.

%M C.HYPER.93.Courses.5
%T Becoming a CD-ROM Publisher
%S Courses
%A Bruce Winters
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This course describes the
current environment for CD-ROM
publishing and outlines a general and
cost-effective path to follow.
   Content: This course is a comprehensive
introduction for the author,
publisher, and user of electronic
information delivered on CD-ROM.  The
course addresses both technology "nuts
and bolts" issues and the management
issues for successful CD-ROM
publishing.  Topics include user types,
authoring tools, retrieval software,
desktop production, effective use of
hyper- and multimedia, platforms, CD
drives, standards, distribution, security,
allocation of resources, intellectual
property rights, cost-benefit analysis, and
project management.

%M C.HYPER.93.Courses.6
%T SGML for Writers: An Introduction to Document Structure and Analysis
%S Courses
%A Elizabeth Gilmore
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: The SGML concept that most
affects writers is that SGML documents
have a hierarchical or tree structure that
is rigorously defined as a Document Type
Definition or DTD.  The primary
objective of this course is for writers to
gain sufficient knowledge of SGML to
understand the role of DTDs in an
SGML-based publication system.  The
course is designed to teach writers how to
think effectively about SGML, not simply
to understand SGML syntax.
   Content: After an overview of SGML-based electronic publishing, the
instructor uses a sample document to
introduce DTDs, SGML markup and the
process of analyzing documents to
identify and describe their structure. 
Following the instructor's example,
participants analyze some short
documents, describe their document's
hierarchical structure in a simple graphic
tree notation, and begin learning how to
use SGML to describe document
structures.
   The course is designed to give writers
first hand experience with the decisions
and trade-offs that are inherent in DTD
development.

%M C.HYPER.93.Courses.7
%T Automatic Information Retrieval and Text Utilization
%S Courses
%A Gerard Salton
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This course covers basic
methodologies for dealing effectively with
large full-text information files
consisting of documents of different type
and covering many different subject
areas.
   Content: The course provides a brief
introduction to basic text storage and file
organization methods.  Procedures are
described for carrying-out a viable
analysis of text content (text indexing)
applicable to collections in arbitrary
subject areas, for efficiently
comparing query statements with stored
items, and for optimizing the
query formulations during the search
process.
   Since long book-size documents are
often processed, it is important to provide
access to smaller text excerpts rather
than only to full documents.  Strategies
are described for accessing text passages
of arbitrary size, and for automatically
linking related text passages.  The
manipulation of collections of linked text
passages leads to procedures for
constructing text summaries, identifying
the main themes apparent in the texts,
and implementing selective text reading
and text traversal strategies.  Such
applications and other similar ones
are briefly described.

%M C.HYPER.93.Courses.8
%T Designing Electronic Publications: How We Do It
%S Courses
%A Paul Kahn
%A Krzysztof Lenk
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: The purpose of this course is
to teach the design of electronic
publications by leading participants
through the basic principles of visual
rhetoric and logic, highlighting those
universal elements of visual design that
apply to design for the computer.  We
will focus on issues of information
design, symbolic and representational
language in icons, the challenges of type
on the computer screen, and methods for
representing hypertext links.
   Content: The lecture will be illustrated
with slides of information
design examples, computer animations of
effective typography on the
computer screen, and examples of
electronic publications produced by
the instructors.  We will illustrate the
methodology used to develop visual
language for electronic publications such
as online software and hardware
documentation, college-level text books,
and consumer reference books.

%M C.HYPER.93.Courses.9
%T Visual Language: Analyzing the Emerging New Language Combining
Words, Images, and Shapes
%S Courses
%A Robert Horn
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: Visual language is an
emerging new language composed of
words, images and shapes, which are
tightly coupled.  So closely are words and
visual elements integrated that, in many
communication situations, we can not do
without either.  This course will focus
on approaches to analysis of visual
language as a language and such topics
as how to integrate words and images. 
The outcomes for participants will be a
greater understanding of visual language
and a greater propensity to use it in their
own communication.
   Content: This course will present
evidence for why we should begin to
treat visual language as a language that
most of us will be "speaking" more
frequently in the next 10 years.  We will
analyze visual language to sort out what
words do best and what the images
and other shapes contribute.  We will then
explore what is known about the
"systematics" (the grammar and
semantics) of the language.  Finally, a
wrap-up group discussion about the
hypermedia implications.

%M C.HYPER.93.Courses.10
%T Interactive Learning Environments: Where They've Come from and
Where They're Going
%S Courses
%A Elliot Soloway
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: To enable attendees to better
understand the alternative computing
technologies that are available for
learning, teaching and training, i.e.,
strengths/weaknesses, technology &
classroom requirements, domain/task
applicability.
   Content: A historical survey of the
various teaching and training
technologies will be given.  The
architectures of computer-assisted
instruction (CAI) systems, simulations,
intelligent tutoring systems (ITS),
microworlds, and interactive learning
environments (ILE) will be described. 
Emphasis will be placed on how the 90's
computing infrastructure (e.g., high-MIP/GIP
computation, high-bandwidth
networks, multimedia, portable
computing) will impact teaching and
learning.

%M C.HYPER.93.Courses.11
%T Hypermedia Documents for Regulatory and ISO 9000 Compliance
%S Courses
%A Bruce A. Warren
%A Neil W. Blahut
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: You will be able to decide if
you need electronic document
management and delivery to meet OSHA
and ISO 9000 requirements.  You will be
able to identify, specify, and satisfy the
architectural and user
interface requirements that distinguish a
document management/workflow
system suitable for white collar document
creators, and a plant floor
hypermedia tool that will be accepted and
used by production workers.
   Content: Electronic at-the-job
information is almost the only way to
meet OSHA and/or ISO 9000
compliance requirements without
large staff increases to handle paperwork. 
Case histories from three large chemical
companies that have implemented
OSHA/ISO hypermedia projects will be
used as examples and project
planning templates.  The case studies will
illustrate how to identify the
information needs of production workers. 
We will explain and demonstrate user
interface designs for packaging and
delivering information in ways that plant
floor workers can absorb while on the job.

%M C.HYPER.93.Courses.12
%T Forging the Business of Hypertext Publishing
%S Courses
%A Dale Dougherty
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This course provides a basic
understanding of how publishing works
as a business.  It reviews current academic
and commercial experimentation
with distributed hypertext publishing to
explain how technological innovations in
distribution are changing the activities
and economics of publishing.
   Content: Traditional publishing consists
of acquiring or developing content,
manufacturing the content as a tangible
product, and marketing and distributing
those products in volume.  Large
computer networks such as the Internet
are making it possible for a new kind of
information publishing that incorporates
hypertext technology on a global scale. 
We will look at existing Internet-based
models for distributed information
servers.  In particular, we will look at the
WorldWideWeb, a hypertext project
originating at CERN in Switzerland.  We
will examine how information servers
provide a useful framework for
satisfying the requirements of the owners
of information as well as providing
transparent access to users.

%M C.HYPER.93.Courses.13
%T Text to Hypertext Conversion: A Practical Engineering Approach
%S Courses
%A Mark Chignell
%A Bernd Nordhausen
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This course is a
comprehensive survey of how people are
solving the problem of converting text to
hypertext, and it focuses on practical
engineering approaches.  Participants will
gain the required knowledge to convert
existing text to hypertext.
   Content: This course begins with an
overview of the conversion problem, and
an introduction of the two basic problems,
node segmentation and automatic linking. 
We then show how SGML can simplify
the conversion process, and improve the
quality of the resulting hypertext
documents.  In addition, we touch upon
several advanced topics of hypertext
conversion, such as lexical and linguistic
approaches for automatic linking, and
signature methods.  The course also
includes an evaluation of different
conversion methods and a demonstration
of conversion tools.

%M C.HYPER.93.Courses.14
%T Hypermedia in Museums
%S Courses
%A David Bearman
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This course surveys the use of
hypermedia in museum exhibitions and
reviews the unique requirements for
hypermedia applications in the museum
context.  Participants will be better able to
understand issues of design, copyright,
production, staffing, standards, and
distribution that determine the success of
museum applications.
   Content: The workshop will explore the
museum setting as an environment,
museum audiences, and the design
consequences for interactive multimedia. 
It will demonstrate and discuss examples
of the best hypermedia applications
installed in or developed by museums
worldwide.
   Requirements specific to the museum
setting will be matched to capabilities and
features of hypermedia.  Production
related issues, including contracting with
museums, copyright concerns of
museums, hardware and software
requirements for delivery in museum
environments will be discussed.

%M C.HYPER.93.Courses.15
%T Introduction to Virtual Environments and Advanced Interfaces
%S Courses
%A Daria Bergen
%A James K. Hahn
%A Robert J. K. Jacob
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: To introduce basic concepts
of virtual environments and other
advanced user interfaces.  Attendees will
learn about current virtual
environment research, implementation
techniques for virtual environments,
hardware and software for virtual
environments, and some advanced
interaction techniques, including the use
of eye movements.
   Content: Topics: human-computer
interaction styles; hardware, software,
and application considerations for
getting started in virtual environments;
building a laboratory; creating virtual
environments; image, sound, and motion
synthesis; advanced interfaces using eye
movements; designing interaction
techniques for eye movements.

%M C.HYPER.93.Courses.16
%T Evaluating Hypermedia Usability
%S Courses
%A Gary Perlman
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: To introduce cost effective
methods of evaluating hypermedia
systems, particularly early in the
development process, when redesign is
least expensive.  To provide participants
with enough experience during the
course so that they are able to apply the
methods on their own.
   Content: The course introduces a
development methodology
for hypermedia applications designed to
enable cost-effective evaluation and
usability testing.  The course will focus on
three methods for evaluating systems:
Observational Skills and Video; Program
Instrumentation; and Questionnaires and
Checklists.  All three methods are
designed to be used by a broad base of
evaluators, minimizing skill and
equipment requirements.  Participants will
be given hands-on experience gathering
and interpreting each kind of evaluation
information.

%M C.HYPER.93.Courses.17
%T Hypertext in Legal Education and Law Practice
%S Courses
%A Ronald W. Staudt
%A William R. Andersen
%A David E. Kiefer
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: To provide a survey of
current hypertext applications in law
schools and law firms, including basic
legal education for law students, training
for new associates in law firms,
continuing legal education for
experienced attorneys, legal research, and
litigation support.
   Content: The course will provide an
overview of law as an inherently
hypertextual domain.  The instructors
will describe specific hypertext and
multimedia applications that are being
used in the teaching and practice of law
around the world.  The instructors will
discuss design and implementation
methods and review lessons they have
learned from extensive use of hypertext in
legal applications.

%M C.HYPER.93.Courses.18
%T Metaphor Design in Hypertext Systems: Managing Expectations and Surprise
%S Courses
%A Aaron Marcus
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This course will help
participants manage the fundamental
terms, images, and concepts in complex
systems and displays that they develop
for hypertext systems to make it easier for
users to understand complex structures
and processes.  Participants will learn
terminology, theory, and practical
techniques that will improve their use of
metaphors in products and provide
guidance for research.
   Content: This course will begin with a
discussion of user interface
components, classical semiotics and
rhetoric, and the history of metaphors in
computer systems.  Then we'll look at
what is happening in the industry as
the metaphors of computer systems are
changing.  We'll close with a pen-and-paper
design exercise to explore the basic
nouns and verbs of a hypermedia system.

%M C.HYPER.93.Courses.19
%T Cooperative Hypermedia Systems
%S Courses
%A Norbert A. Streitz
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This course will help
participants to evaluate the innovative
potential of hypertext/hypermedia for
CSCW scenarios and the need to
expand hypermedia systems into
cooperative systems.  Learning about the
roles of hypermedia, i.e. to be content of
and medium for cooperative work,
participants will gain a better
understanding of the opportunities of
cooperative hypermedia.
   Content: The course will begin by
introducing the basic concepts
of hypertext/hypermedia and selected
scenarios of CSCW applications
(e.g., document preparation, decision
making and argumentation).  These
scenarios are used to discuss
requirements for supporting synchronous
as well as asynchronous cooperative
work using hypermedia features. 
Examples of multi-user hypermedia
systems are presented.  This includes
design decisions, system features and
experiences.  In addition, the integration
of additional CSCW support
(e.g. audio/video conferencing, shared
screens) will be discussed.

%M C.HYPER.93.Courses.20
%T SGML for Implementers
%S Courses
%A Steven DeRose
%A Darrell Raymond
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This course will help
participants apply ISO 8879 Standard
Generalized Markup Language to
hypermedia applications. 
SGML's document model can greatly
enhance portability and effectiveness of
electronic documents.  This course will
demonstrate how to use SGML
effectively, and the fundamental database
principles underlying it.
   Content: We will focus on using SGML
well (not merely "validly"); how to
workaround certain rough edges of
SGML; and how to think analytically
about document models, structural
design, and electronic documents. 
Attendees will learn principles of
structured documents, means by which
SGML supports them, and when to
consider alternative techniques.

%M C.HYPER.93.Courses.21
%T Intellectual Property Protection
%S Courses
%A Pamela Samuelson
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This course introduces the
intellectual property issues faced by
software developers, including the
specific issues that are raised by the
unique character of hypertext,
multimedia, and digital libraries.  The
course is not designed to provide specific
legal advice, but people taking the course
will be much better able to seek
and understand legal advice about
intellectual property concerns.
   Content: This course will begin with an
overview of the intellectual property
system and the basic principles of
copyright law.  The course will explain
why the special character of digital
media poses problems for traditional legal
models of intellectual property.  The
course will review and critique key
judicial decisions on copyright protection
for software, graphics, and multimedia.

%M C.HYPER.93.Courses.22
%T Presenting Information Visually: Graphic Design Principles for Use-Oriented
Designers
%S Courses
%A Suzanne Watzman
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This "device-independent"
course introduces graphic and
information design principles to
professionals with no formal visual
design training.  Understanding and
appropriate application of visual design
principles are the criteria for successful
communication of ideas.  Today's
challenge is as much an issue of creating
good technology as making it intuitively
useful.  This course will demonstrate and
instruct in the value of quality visual
design when integrated into the user
interface design process.
   Content: This is a highly-illustrated
overview of principles and
concepts, including: terminology,
process, perceptual concepts,
typography, page/screen composition and
organization, forms/diagrams, graphics,
color, style guides.  Case studies and
examples demonstrate principles in
context and a guidelines section will
summarize principles.  This course WILL
NOT turn participants into graphic
designers!  IT WILL demonstrate how
understanding and appropriate
application of these principles can make
products easier to use and understand
and, ultimately more successful.

%M C.HYPER.93.Courses.23
%T Resource-Based Hypermedia for Education and Training
%S Courses
%A Wendy Hall
%A Hugh Davis
%A Gerard Hutchings
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: This course will examine the
potential for resource-based learning in
education and training and show how
open hypermedia systems can be used to
create instructional material from large
sets of multimedia resources.  Based on
examples drawn from a number of case
studies, participants will be shown how
such material can be customised and
tailored to meet a variety of educational
and training needs.
   Content: The course will show how
hypermedia systems can be used to guide
students through core instructional
material whilst having full access to
large databases of multimedia resources. 
Such environments can be customised
and tailored to meet individual needs,
authoring effort is reduced, and
instructional material can be integrated
with existing working environments.  The
course will present the authoring,
navigation and interface issues of such
environments through a number of case
studies, drawn from both industry and
education.

%M C.HYPER.93.Courses.24
%T Interactive Electronic Technical Manuals and the Content Data Model
%S Courses
%A Bryan K. Caporlette
%B HYPER93 -- Unpublished Program
%D 1993
%X Objective: The course explains the
information requirements and user
interface capabilities needed for
Interactive Electronic Technical Manuals
(IETMs), especially those based on the
U.S. Department of Defense's Content
Data Model (CDM).  It will enable
participants to plan an evolution from
page-oriented technical manuals
to database-oriented ones in which
"neutral" information can be reused
for different presentation devices and user
tasks.
   Content: The CDM is an SGML-based
specification that is required for defense
contractors and which is well-suited for
interactive manuals in air transport,
automotive, and other applications
involving maintenance of complex
systems.  The CDM supports context-dependent
filtering, branching based on
user interaction, dynamic generation
of information, and other complex
presentation techniques that can
be exploited in IETMs.
   The course begins with an introduction
and rationale for this model-based
approach to technical manuals.  It
explains how the CDM distinguishes
application-specific information from a
"generic layer" and emphasizes how
generic templates for
information development can be applied
in IETMs in a variety of industries.

%M C.HYPER.93.CommercialSymposium.1
%T Multimedia Authoring and Viewing Tools
%S Commercial Symposium
%A Daryl Savell
%A Clay Vervalen
%A Jeff Day
%A Steve Schmitt
%B HYPER93 -- Unpublished Program
%D 1993
%X Multimedia technologies offer tremendous new opportunities to
developers of interactive information systems.  The experiential
nature of multimedia is fueling its growing use in electronic
documentation systems, computer-based instruction, and other
application areas.  Speakers from Microsoft, Asymetrix, and
Silicon Graphics will describe different approaches to
developing and delivering applications that integrate digital
media objects with traditional text, graphics, and fixed forms of
data.  Speakers will demonstrate their latest development and
delivery tools and present practical, finished applications.

%M C.HYPER.93.CommercialSymposium.2
%T Corporate-Wide Hypertext Systems
%S Commercial Symposium
%A Ken Kershner
%A Dennis Egan
%A Tom Rearick
%A Mike Judson
%B HYPER93 -- Unpublished Program
%D 1993
%X Hypertext applications in corporate environments are subject to
frequent data changes, simultaneous access by multiple users,
heterogeneous computing environments, and requirements for
personalization.  Practical issues in building and deploying large-scale,
commercial hypertexts will be addressed by
representatives of Bellcore, Lotus Development, and Folio
Corporation.  They will share their experiences and
recommendations for developing robust hypertext systems in
corporate environments.  Demonstrations will include systems
that have been fielded and used in distributed corporate settings.

%M C.HYPER.93.CommercialSymposium.3
%T Hypertext Writing and Publishing
%S Commercial Symposium
%A Rosemary Simpson
%A Rob Akscyn
%A Mark Bernstein
%B HYPER93 -- Unpublished Program
%D 1993
%X Hypertext publishing can provide new forms of interaction for
readers, but it imposes new requirements on authors
and computing systems.  This session will focus on present and
future tools and systems to support hypertext publications. 
Representatives of Eastgate Systems and Knowledge Systems
will discuss the major issues in creating and distributing literary
and scholarly hypertexts.  Presentations will include examples of
published works and projections concerning the future of
electronic publishing.

%M C.HYPER.93.CommercialSymposium.4
%T Corporate Conversion Strategies and Methodologies
%S Commercial Symposium
%A Daryl Savell
%A Robert Glushko
%A John Johnson
%B HYPER93 -- Unpublished Program
%D 1993
%X Many organizations recognize the benefits of converting to on-line
publishing and SGML source files.  However, the transition
from paper-based methods and proprietary authoring tools can
be risky and expensive.  Speakers from Passage Systems and
Communitec will describe their experiences helping
organizations convert to on-line publishing while preserving
their sizable investment in technology, process, and legacy
documents.  Presentations will include a review of the benefits of
SGML and on-line publishing, typical costs and problems in
making the transition, and step-by-step guides to help ensure
success.

%M C.HYPER.93.CommercialSymposium.5
%T Building Embedded Hypertext Applications
%S Commercial Symposium
%A Dennis Egan
%A Bruce Warren
%A Dan Cunningham
%A Surend Dayal
%B HYPER93 -- Unpublished Program
%D 1993
%X Hypertext as a technology is finding its way into many different
application areas.  As an integral part of applications in
industrial process control, computer aided design, legal research,
and many other systems, hypertext has become an embedded
information-access technology.  Warren Forthought, Intelligent
Controls, and SoftLaw Corporation will describe their
experiences in building and fielding embedded
hypertext applications in industrial, engineering, and legal
settings.

%M C.HYPER.93.CommercialSymposium.6
%T SGML Authoring and Viewing Tools
%S Commercial Symposium
%A Victor Riley
%A Faye Merrideth
%A Jolana Leinson
%A Bill Smith
%B HYPER93 -- Unpublished Program
%D 1993
%X SGML is an international standard for text representation that
enables a single document source to take on multiple forms for
viewing and printing across different platforms.  Speakers from
Arbortext, Frame Technology, and Electronic
Book Technologies will discuss their tools for creating and
delivering SGML-based data, and will demonstrate how their
tools support the process.  Both complementary and
competing approaches among the vendors may emerge as they
discuss and demonstrate their individual tools.

%M C.HYPER.93.CommercialSymposium.7
%T Converting Legacy Data to SGML
%S Commercial Symposium
%A Robert Glushko
%A John McFadden
%A Harry Summerfield
%A David Silverman
%B HYPER93 -- Unpublished Program
%D 1993
%X Electronic publishing and neutral data formats are attractive
visions, but many organizations have large volumes of data in
several different proprietary formats.  How can these legacy
printed and word-processor documents be converted to a single
form that enables both hypertext and paper delivery? 
Representatives of Exoterica, Zandar, and Data Conversion
Laboratories compare and contrast their approaches to
converting legacy data.  Typical benefits, costs, and
problems associated with data conversion will be discussed,
along with presentations of vendor tools and services for aiding
the process.

%M C.HYPER.93.CommercialSymposium.8
%T Minimum Platform Hypertext Tools for Technical Publications
%S Commercial Symposium
%A Phill Murray
%A Scott Johnson
%A Ronald Turner
%B HYPER93 -- Unpublished Program
%D 1993
%X Hypertext is viewed by some as an expensive technology,
requiring pricey software tools and high-end graphical
workstations, but tools are available for creating and deploying
high quality, cost effective hypertexts on MS-DOS computers. 
Representatives from Ntergaid and Sophware Supplements will
present electronic technical manuals created and deployed on
low-end PCs, and will discuss the creation and conversion
processes.  The emphasis will be on delivering low cost,
high quality, electronic technical documents.  Demonstrations
will address problems such as automatic link-creation,
approaches to handling graphics, and deployment strategies.

%M C.HYPER.93.Reception.1
%T Above and Beyond Publishing: The Inexorable Logic of Metamedia Publishing
%S Reception
%A Ted Nelson
%B HYPER93 -- Unpublished Program
%D 1993
%O Handout, Xanadu On-Line Publishing, Sausalito, California
%X THE TRAGEDY OF CLOSED MEDIA.
 * Closed media, unusable together, unable to quote from or link to one
   another, are creating a Balkanized world of electronic media. 
   Whereas what we need is on-line media with comparable connections --
   for scholarship, controversy, anthologizing, understanding, the
   reworking of ideas, and freedom.
THEY DON'T UNDERSTAND WHAT WE NEED --
 * A Point-and-click universe.  We want to be able to jump from document
   to document, like a squirrel from branch to branch, passing through
   one document on the way to another, purchasing just that moment's
   portion.
 * Networked interwoven documents.  We need to be able to treat the
   network as a seamless whole, and the contents as a unified docuverse.
 * Royalty.  Owners need to be paid.  Copyright is not an imposition; it
   is the compromise under which things are made available.  The new
   system must extend it inconspicuously and innocuously.
 * Open hypermedia publishing.  Everyone must be free and equal to
   publish, to comment, to publish links, to quote.  Quotation can work
   within the copyright system, by purchasing the quotation from the
   document of origin.
 * Compatibility.  Enough of this hardware incompatibility hogwash!  We
   need compatible data, to which the hardware is a window.
 * Connectedness.  Any document must be able to connect to any other.
 * Stability.  We need to know the material will be addressable in the
   same form and the same way, decades from now.
 * A Populist System.  This cannot just be for the wireheads, early
   adopters, elite; it must be accessible to all.
 * THEREFORE WE START OUR OWN UNIVERSE.
CONCLUSION: THESE PREMISES LEAD TO A NEW PLAYING FIELD:
 * Open-ended technology, capped by trademark: a variety of database
   methods can implement this publishing model, in a mix of assured
   upward compatibility.
 * Defined by contract.  Participants agree to unusual terms of sale,
   etc.  No rights are relinquished by participants except within this
   closed system.
 * Promise of stability.  Publisher and vendor agree to keep material in
   the repository.
 * Minute sale.  Sale is interactive and on request, with royalty even on
   tiny portions.
 * Clean royalty.  Proportional on every piece bought by user.
 * Arbitrary links.  Any type of connection, from an expansible list of
   link types.
 * Quotation.  Transclusion, or virtual instance pointer, says "buy from
   there."
TECHNICALITIES --
 * Harpoon table.  Inbound links and transclusion pointers are stored
   also with the destination document; this storage is paid for by those
   who point.
 * Local caching of transclusions.  Quoted material may be stored with a
   new document, still owned by original publisher, but storage paid for
   by new publisher.

%M C.HYPER.93.Keynote.1
%T Hypertext and Group-Enabling: Lessons from the Desktop
%S Keynote
%A Irene Greif
%B HYPER93 -- Unpublished Program
%D 1993
%X Desktop products for individual use have been
richly developed in the past decade.  A generation
of "group-enabled" products is now
emerging to meet users' needs to share documents,
graphics and models from the desktop. 
Key technologies for this group-enabling
include messaging, versioning and distributed
data.  We show how Hypertext can be another
valuable group-enabling technology in such
application as spreadsheets, worked processing
and presentation graphics.

%M C.HYPER.93.Keynote.2
%T Writing Toward the Future: What Avant-Garde Writing Has to Tell Hypertext
Designers
%S Keynote
%A George P. Landow
%B HYPER93 -- Unpublished Program
%D 1993
%X In an important sense all writing in hypertext is experimental
since the medium is taking form as we read and
write.  Electronic linking, one of the defining features of
this technology, can reconfigure notions of author, text,
reader, writer, intellectual property, and other matters of
immediate concern to those who design hypertext
systems or author documents with them.  Because
hypertext fiction -- writing at and over the edge -- sets
out to probe the limits of the medium itself, it acts as a
laboratory to test our paradigms and our fundamental
assumptions.  A sample of experimental hypertexts shows
the ways they illuminate issues ranging from reader
disorientation and authorial property to the nature of
hypertext genres and the rules of electronic writing.

%M C.HYPER.93.Keynote.3
%T Reengineering the Field: Hypertext in the 21st Century
%S Keynote
%A Robert Akscyn
%B HYPER93 -- Unpublished Program
%D 1993
%X What goals (if any) should the field of Hypertext
have and how should those goals be pursued?  This
talk will assess the current 'state of the field' and
present some proposals for future directions.

fpack:!@#$%^&*(): HYPER96.BA
%M C.HYPER.96.1
%T HyperCafe: Narrative and Aesthetic Properties of Hypervideo
%S Spatial Hypertexts
%A Nitin "Nick" Sawhney
%A David Balcom
%A Ian Smith
%B HYPER96
%D 1996
%P 1-10
%K Aesthetics, Multi-threaded narratives,
Navigation, Temporal links, Digital video
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p1-sawhney/p1-sawhney.pdf
%X HyperCafe is an experimental hypermedia prototype,
developed as an illustration of a general hypervideo
system.  This program places the user in a virtual cafe,
composed primarily of digital video clips of actors
involved in fictional conversations in the cafe;
HyperCafe allows the user to follow different
conversations, and offers dynamic opportunities of
interaction via temporal, spatio-temporal and textual
links to present alternative narratives.  Textual elements
are also present in the form of explanatory text,
contradictory subtitles, and intruding narratives.  Based
on our work with HyperCafe, we discuss the components
and a framework for hypervideo structures, along with
the underlying aesthetic considerations.

%M C.HYPER.96.11
%T Content-Oriented Integration in Hypermedia Systems
%S Spatial Hypertexts
%A Kyoji Hirata
%A Yoshinori Hara
%A Hajime Takano
%A Shigehito Kawasaki
%B HYPER96
%D 1996
%P 11-21
%K Content-oriented integration, Conceptual-based
navigation, Media-based navigation, Media
augmenter, Recognition engine, Matching engine,
Moving hot-spots, Content-based retrieval
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p11-hirata/p11-hirata.pdf
%X In this paper, we present the concept and the general
framework of a new integration model for hypermedia
systems, the content-oriented integration.  Content-oriented
integration provides an integrated navigational environment
that consists of both conceptual-based navigation and
media-based navigation.  For the conceptual-based
navigation, each media representation is translated into a
conceptual representation with the help of media
recognition techniques and media understanding
techniques.  The media representation derives its own
semantics by connecting the media-independent part to the
conceptual representation such as an object name,
keywords, etc.  Media-based navigation supports media-dependent
information difficult to translate into the
conceptual representation.  Conceptual-based navigation
and media-based navigation enrich navigational capabilities
in complementary fashion.
   We also describe our content-oriented integrated
hypermedia system "Himotoki." It provides a wide variety
of navigational tools such as visual content-based
navigation, moving hot-spot navigation and schema
navigation.  Each media translation is modularized as the
corresponding media augmenter so that it can flexibly
adapt to a distributed environment.  Applications such as
"Electronic Aquatic Life" and "Hypermedia Museum"
demonstrate the usefulness of these navigational tools.

%M C.HYPER.96.22
%T The Structure of Hypertext Activity
%S Spatial Hypertexts
%A Jim Rosenberg
%B HYPER96
%D 1996
%P 22-30
%K Hypertext, Rhetoric, Acteme, Episode, Session,
Gathering, Contour, Emergent structure
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p22-rosenberg/p22-rosenberg.pdf
%X A framework for discussion of hypertext activity is introduced
using the concepts acteme, episode, and session. 
Acteme is a low-level unit such as link-following; episode
is a collection of actemes that cohere in the reader's mind;
session is the entirety of contiguous activity.  Well known
issues in hypertext rhetoric are recast in this framework and
generalized to all varieties of acteme.  We consider whether
the episode is a virtual document, user interface issues pertaining
to the episode, multi-episode structure, concurrency
issues, and reader-as-writer activity, with a frequent emphasis
on hypertext gathering.

%M C.HYPER.96.31
%T Practical Methods for Automatically Generating Typed Links
%S Autonomous Hypertext Systems and Link Discovery
%A Chip Cleary
%A Ray Bareiss
%B HYPER96
%D 1996
%P 31-41
%K Automated linking, Typed links, Structured
hypermedia system
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p31-cleary/p31-cleary.pdf
%X Our research concerns how to construct knowledge-rich
hypermedia systems for use as aids to problem-solving. 
One of the most difficult steps in building such systems is
constructing a fertile set of hypermedia links between the
nodes they contain (i.e., text segments, graphics, and video
clips).  This paper describes the progress we have made in
formalizing and automating the process of creating typed
links, that is links that not only join nodes, but also label
the relationship between them.  We present four different
methods we have developed for automated linking, each of
which uses a different scheme for representing nodes, and
we evaluate each method by the criteria of recall, precision,
thoroughness, and ease of use.  Two of these methods,
designed for two different user populations, are being
incorporated into the ASKTool, a hypermedia editor
currently in use at the Institute for the Learning Sciences.

%M C.HYPER.96.42
%T Automatic Hypertext Link Typing
%S Autonomous Hypertext Systems and Link Discovery
%A James Allan
%B HYPER96
%D 1996
%P 42-52
%K Link generation, Link types, Information retrieval
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p42-allan/p42-allan.pdf
%X We present entirely automatic methods for gathering documents
for a hypertext, linking the set, and annotating those
connections with a description of the type (i.e., nature) of the
link.  Document linking is based upon high-quality information
retrieval techniques developed using the Smart system. 
We apply an approach inspired by relationship visualization
techniques and by graph simplification, to show how to identify
automatically tangential, revision, summary, expansion,
comparison, contrast, equivalence, and aggregate links.

%M C.HYPER.96.53
%T Automatic Text Decomposition Using Text Segments and Text Themes
%S Autonomous Hypertext Systems and Link Discovery
%A Gerard Salton
%A Amit Singhal
%A Chris Buckley
%A Mandar Mitra
%B HYPER96
%D 1996
%P 53-65
%K Text structuring, Text decomposition, Segments,
Themes, Information retrieval, Passage retrieval,
Text summarization
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p53-salton/p53-salton.pdf
%X With the widespread use of full-text information retrieval,
passage-retrieval techniques are becoming increasingly
popular.  Larger texts can then be replaced
by important text excerpts, thereby simplifying the retrieval
task and improving retrieval effectiveness.  Passage-level
evidence about the use of words in local contexts
is also useful for resolving language ambiguities and improving
retrieval output.
   Two main text decomposition strategies are introduced
in this study, including a chronological decomposition
into text segments, and semantic decomposition into text
themes.  The interaction between text segments and text
themes is then used to characterize text structure, and
to formulate specifications for information retrieval, text
traversal, and text summarization.

%M C.HYPER.96.66
%T Ut Pictura Hyperpoesis: Spatial Form, Visuality, and the Digital Word
%S Hypertext Rhetoric and Criticism
%A John Tolva
%B HYPER96
%D 1996
%P 66-73
%K Hypertext, Spatial form, Ekphrasis,
Visual, Flatland, Mola, World Wide Web
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p66-tolva/p66-tolva.pdf
%X This essay discusses the visual characteristics of
hypertext (space, contour, depth) by situating it, as an
artistic form, in the literary traditions that it extends and
modifies.  While, from a literary perspective,
hypertextuality is nothing new, what is revolutionary is
the way that computerized hypertext emulates the
spatial and visual qualities that literary texts have
historically struggled to effect.  To illustrate the concept
of spatial form I have chosen to analyze the mola web,
a hypertext which is unique, though not abnormal, in
the extremity of its link structure.  One needs only think
of the ubiquitous metaphor of the labyrinth in hypertext
criticism [5] or of the recent attention given to spatial
user interfaces [17] to see how dependent is the idea of
hypertext on a spatial form.

%M C.HYPER.96.74
%T Hypertextual Dynamics in a Life Set for Two
%S Hypertext Rhetoric and Criticism
%A Robert Kendall
%B HYPER96
%D 1996
%P 74-83
%K Poetry, Dynamic links, Floating links, Variable
nodes, Embedded variables, Global states, Reading
templates
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p74-kendall/p74-kendall.pdf
%X In most hypertexts the contents of nodes and the positions
of links are fixed.  Making these elements dynamic can
help writers solve structural problems and help prevent
navigational dilemmas for readers.  The hypertext poem A
Life Set for Two demonstrates several techniques for doing
this.  Floating links are positioned dynamically in response
to the reader's progress.  Variable nodes change their texts
according to factors such as their context within the current
reading.  The texts of individual nodes are also influenced
by global states -- settings that can be changed
manually by the reader or automatically by the program.

%M C.HYPER.96.85
%T Hypertext with Consequences: Recovering a Politics of Hypertext
%S Hypertext Rhetoric and Criticism
%A Diane Greco
%B HYPER96
%D 1996
%P 85-92
%K Hypertext, Rhetoric, Cyborgs, Technology and society, Literary theory, Postmodernism,
Authorship, Copyright
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p85-greco/p85-greco.pdf
%X This paper aims to situate the practice of creating hypertexts and hypertext authoring systems within a
larger political framework.  Although hypertext design and use has always been both political and about
human bodies, hypertext theorists have generally failed to explore the political dimensions of this lineage. 
The paper concludes with a discussion of recent work which bears on non-technological issues such as
collaborative authoring, genre status of hypertexts (fiction or non-fiction) and reproduction of proprietary
materials.

%M C.HYPER.96.93
%T Information Reuse in Hypermedia Applications
%S Models of Hypermedia Design and Evaluation
%A Franca Garzotto
%A Luca Mainetti
%A Paolo Paolini
%B HYPER96
%D 1996
%P 93-104
%K Hypermedia, Reuse, Authoring, Design,
Models, Evaluation, Usability
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p93-garzotto/p93-garzotto.pdf
%X Reuse -- broadly defined as the use of existing
information objects or software artifacts in different
contexts and for different purposes -- is a technology for
improving productivity, reducing the production effort and
cost, and increasing the quality of end applications
(promoting consistency and therefore improving usability). 
Reuse is a crucial issue in hypermedia applications.  Reuse
may be applied to items of different sizes and different
complexity (from an elementary value to a large structured
portion of the application).  It may involve several aspects
of the hypermedia application (content, organisation,
presentation and connections).  It can be implemented with
different techniques, by creating a new copy of an item, or
by sharing the same item in two (or more) different
contexts.
   In this paper we analyse hypermedia reuse under these
different viewpoints, discuss a classification of different
types of reuse, and present a few examples from
commercial and prototype hypermedia titles.  From the
analysis of these case studies we derive technical hints,
recommendations and pitfalls-to-avoid, that would help
hypermedia authors handle reuse in the most effective way
possible.  We also suggest reuse techniques that can be
incorporated in future authoring systems.

%M C.HYPER.96.105
%T Evaluating HyTime: An Examination and Implementation Experience
%S Models of Hypermedia Design and Evaluation
%A John F. Buford
%B HYPER96
%D 1996
%P 105-115
%K HyTime, Hypermedia models, Hypermedia
standards
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p105-buford/p105-buford.pdf
%X HyTime defines an extensive meta-language for
hypermedia documents, including general representations
for links and anchors, a framework for positioning and
projecting arbitrary objects in time and space, and a
structured document query language.  We propose a set of
criteria for evaluating the HyTime model.  We then review
the model with respect to these criteria and describe our
implementation experience.  Our review indicates both the
benefits and limitations of HyTime.  These results are
relevant to systems and applications designers who are
considering HyTime, and also to possible future revisions
of the standard.

%M C.HYPER.96.116
%T Systematic Hypermedia Application Design with OOHDM
%S Models of Hypermedia Design and Evaluation
%A Daniel Schwabe
%A Gustavo Rossi
%A Simone D. J. Barbosa
%B HYPER96
%D 1996
%P 116-128
%K Hypermedia design, Methodology,
Modeling, Object orientation, Navigation, Interfaces
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p116-schwabe/p116-schwabe.pdf
%X In this paper we analyze the process of hypermedia
applications design and implementation, focusing in
particular on two critical aspects of these applications: the
navigational and interface structure.
   We discuss the way in which we build the navigation and
abstract interface models using the Object-Oriented
Hypermedia Design Method (OOHDM); we show which
concerns must be taken into account for each task by giving
examples from a real project we are developing, the
Portinari Project.  We show which implementation concerns
must be considered when defining interface behavior
discussing both a Toolbook and a HTML implementation
of the example application.

%M C.HYPER.96.129
%T The Flag Taxonomy of Open Hypermedia Systems
%S Open Hypermedia
%A Kasper Osterbye
%A Uffe Kock Wiil
%B HYPER96
%D 1996
%P 129-139
%K Open hypermedia systems, Dexter model,
Taxonomy, Link protocol, Third-party viewers, Integration
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p129-osterbye/p129-osterbye.pdf
%X This paper presents a taxonomy for open hypermedia
systems.  The purpose of the Flag taxonomy is manifold:
(1) to provide a framework to classify and concisely
describe individual systems, (2) to characterize what an
open hypermedia system is, (3) to provide a framework
for comparing different systems in a system independent
way, and (4) to provide an overview of the design space
of open hypermedia systems.
   The Flag taxonomy builds on the achievements of the
Dexter model.  It extends the terminology of the Dexter
model to adequately cover issues that relate to open
hypermedia systems such as integration and use of third-party
applications to edit and display hypermedia components.
   Two of the most prominent open hypermedia systems,
DeVise Hypermedia and Microcosm, are used as case
studies.  The Flag taxonomy is used to compare these
systems on a carefully selected set of aspects that distinguish
open hypermedia systems from other hypermedia
systems.

%M C.HYPER.96.140
%T The HyperDisco Approach to Open Hypermedia Systems
%S Open Hypermedia
%A Uffe Kock Wiil
%A John J. Leggett
%B HYPER96
%D 1996
%P 140-148
%K Open hypermedia systems, Integration,
Hypermedia platforms, Collaborative work, System architectures,
Data models, Inter-tool linking, Link services,
Hyperbase management systems, Scalability, Openness,
Distribution, Heterogeneity, Interoperability, Extensibility,
Computation
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p140-wiil/p140-wiil.pdf
%X Computing support for large engineering enterprises provides
an example of the need for hypermedia-based collaborative
computing systems composed of a large number
of distributed heterogeneous tools.  These computing
environments place complex requirements on the underlying
hypermedia platform.  To support integration
of independently written tools for these environments,
hypermedia platforms must address several important
issues such as scalability, openness, distribution, heterogeneity,
interoperability, extensibility and computation.
   This paper describes the HyperDisco approach to open
hypermedia systems.  HyperDisco provides an extensible
object-oriented hypermedia platform supporting inter-tool
linking, computation, concurrency control, notification
control, version control, access control, query and
search, and various other features.  The present work has
two main objectives: 1) to provide a platform to integrate
existing and future distributed heterogeneous tools
and data formats and 2) to provide a platform to extend
integrated tools to handle multiple collaborating users
and multiple versions of shared artifacts.  The paper
presents important dimensions of hypermedia platforms
that helped to formulate the goals for HyperDisco, the
HyperDisco prototype, and two integration examples to
illustrate the distinctive features of the HyperDisco approach.

%M C.HYPER.96.149
%T Toward a Dexter-Based Model for Open Hypermedia: Unifying Embedded
References and Link Objects
%S Open Hypermedia
%A Kaj Gronbaek
%A Randall H. Trigg
%B HYPER96
%D 1996
%P 149-160
%K Open hypermedia, Link objects, Embedded
links, Dexter hypertext reference model, Dynamic
hypermedia, Generic links
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p149-gronbaek/p149-gronbaek.pdf
%X The Dexter Hypertext Reference model is well suited to
modelling anchor-based hypermedia systems and static
hypermedia structures.  But it is less clear that Dexter
is adequate for systems whose linking is based on
embedded references like the World Wide Web (WWW),
nor for modelling the dynamic aspects of contemporary
hypermedia systems like DHM and Microcosm.  This
paper proposes a new Dexter-based extensible object-oriented
model designed to cover a broader spectrum of
the features of contemporary hypermedia systems.  The
model introduces two new concepts, LocationSpecifiers
and ReferenceSpecifiers, which let us model links as
references embedded in documents as well as links as
objects in separate databases.  This suggests the idea of
new systems that could support both styles as one step
toward integrating global networked information
sources with application-bridging systems on local
hosts.  In addition, our model is better equipped to
handle dynamic hypermedia structures.  As an example,
a model of Microcosm's Generic Link is given which
extends that important concept in useful ways.

%M C.HYPER.96.161
%T A Study of Navigational Support Provided by Two World Wide Web Browsing
Applications
%S Navigation in the World-Wide Web
%A Steve Jones
%A Andy Cockburn
%B HYPER96
%D 1996
%P 161-169
%K World Wide Web, Hypermedia navigation,
Usability
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p161-jones/p161-jones.pdf
%X This paper describes a usability study of the Hypertext
navigation facilities provided by two popular World
Wide Web client applications (also termed 'browsers'). 
We detail the navigation tools provided by the clients
and describe their underlying page retrieval models.
   We introduce a notation that represents the system
states resulting from the user's navigation actions in
World Wide Web subspaces.  The notation is used to
analyse the client applications.  We find that the client
user interfaces present a model of navigation that conflicts
with the underlying stack-based system model.
   A small usability study was carried out to investigate the
effects of the clients' browser behaviour on users.  The
study reveals that users have incorrect models of their
navigation support, and they have little confidence in
the application of their models when using the clients.
   The paper concludes with a description of future work
and a discussion of implications for WWW page and
client designers.

%M C.HYPER.96.170
%T Browsing the WWW by Interacting with a Textural Virtual Environment --
A Framework for Experimenting with Navigational Metaphors
%S Navigation in the World-Wide Web
%A Andreas Dieberger
%B HYPER96
%D 1996
%P 170-179
%K WWW, Navigation, Spatial hypertext,
Metaphors, Collaborative navigation
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p170-dieberger/p170-dieberger.pdf
%X This paper describes a system that combines a textual
virtual environment (MOO -- MUD Object Oriented) and a
WWW browser.  The MOO provides a text-only but
information-rich spatial user interface in which objects and
locations can be associated with pointers to WWW pages. 
When using a specialized MOO client, navigation in the
MOO causes the corresponding Web pages to be loaded. 
The overall effect is the possibility to navigate the Web
using spatial navigational metaphors.  Textual virtual
environments support the creation of diverse navigation
tools and metaphors.  The Juggler system we describe can
thus serve as an experimental tool to explore diverse
navigational metaphors for the WWW.  The system uses
references to Web pages which can be arranged in any
possible way and allows users to overlay a new secondary
structure on existing Web structures, even using Web pages
not on one's own Web server.  Textual virtual environments
further support almost real time communication and
interaction between several users.  Because of the extensive
interaction possibilities, the Juggler system can be used to
discuss material on the Web, conduct guided tours through
the Web or give presentations using material available on
the Web.

%M C.HYPER.96.180
%T HyPursuit: A Hierarchical Network Search Engine that Exploits Content-Link
Hypertext Clustering
%S Navigation in the World-Wide Web
%A Ron Weiss
%A Bienvenido Velez
%A Mark A. Sheldon
%A Chanathip Nanprempre
%A Peter Szilagyi
%A Andrzej Duda
%A David K. Gifford
%B HYPER96
%D 1996
%P 180-193
%K Network resource discovery, Hypertext
clustering, Hyperlink structures
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p180-weiss/p180-weiss.pdf
%X HyPursuit is a new hierarchical network search engine
that clusters hypertext documents to structure a given
information space for browsing and search activities. 
Our content-link clustering algorithm is based on the
semantic information embedded in hyperlink structures
and document contents.  HyPursuit admits multiple
coexisting cluster hierarchies based on different principles
for grouping documents, such as the Library of
Congress catalog scheme and automatically created hypertext
clusters.
   HyPursuit's abstraction functions summarize cluster contents
to support scalable query processing.  The abstraction
functions satisfy system resource limitations with
controlled information loss.  The result of query processing
operations on a cluster summary approximates
the result of performing the operations on the entire information
space.  We constructed a prototype system
comprising 100 leaf World-Wide Web sites and a hierarchy
of 42 servers that route queries to the leaf sites. 
Experience with our system suggests that abstraction
functions based on hypertext clustering can be used to
construct meaningful and scalable cluster hierarchies. 
We are also encouraged by preliminary results on clustering
based on both document contents and hyperlink
structures.

%M C.HYPER.96.194
%T Hypermedia Operating Systems: A New Paradigm for Computing
%S Systems and Infrastructure
%A Peter J. Nurnberg
%A John J. Leggett
%A Erich R. Schneider
%A John L. Schnase
%B HYPER96
%D 1996
%P 194-202
%K Open hypermedia systems, Operating
systems, System architectures, Hyperbases, Link services,
Hypermedia applications
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p194-nurnberg/p194-nurnberg.pdf
%X Hypermedia is often viewed as either a paradigm for
human-computer interaction or information organization. 
Human-computer interaction provides a view of
hypermedia that involves the creation, manipulation, and
access of information through a "point-and-click"
navigation mechanism.  Information organization provides
a view of hypermedia that involves the storage of
information as a set of data and metadata objects, where
metadata objects capture structural relationships among
information objects.  This paper describes a third view of
hypermedia -- hypermedia as a computing paradigm.  In
this paper, we explore the implications of pushing
hypermedia beyond its traditional role in human-computer
interaction and information organization into the
computer's core operating environment.  We believe the
resulting hypermedia operating systems provide a new
paradigm for computing -- one in which human-computer
interaction, information storage and retrieval,
programming, and control are integrated in a common
conceptual framework.  We discuss the basic concepts of
hypermedia operating systems and describe a general
hypermedia operating system architecture and prototype. 
While this work represents only a beginning, we feel that
viewing hypermedia as a computing paradigm ofters a
broad new field of research.

%M C.HYPER.96.203
%T HyperStorM: An Extensible Object-Oriented Hypermedia Engine
%S Systems and Infrastructure
%A Ajit Bapat
%A Jurgen Wasch
%A Karl Aberer
%A Jorg M. Haake
%B HYPER96
%D 1996
%P 203-214
%K Hypermedia engine, Open extensible hypermedia systems,
Database management system support for hypermedia applications
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p203-bapat/p203-bapat.pdf
%X It is a well-known problem that developers of hypermedia
applications need assistance for modeling and maintaining
application-specific hypermedia structures.  In the past, various
hypermedia engines have been proposed to support these
tasks.  Until now, hypermedia engines either provided a fixed
hypermedia data model and left extensions to the hypermedia
application or they left the modeling of the hypermedia
data completely to the application developer and only
provided storage functionality which had to be plugged into
the data model by the application developer.  As an alternative,
we propose an extensible object-oriented hypermedia
engine which supports the specification of application semantics
as application classes within the hypermedia engine,
thereby supporting complex operations maintaining
application-specific as well as application-independent
constraints.
   In the HyperStorM hypermedia engine, the storage layer and
the application layer of a hypermedia system are implemented
within the object-oriented database management system
VODAK.  Only the presentation layer is kept outside the
OODBMS.  This approach facilitates both the reuse of database
functionality as well as the flexibility necessary to support
the efficient development of different kinds of
hypermedia applications.  First evaluations show that our approach
presents a much more powerful hypermedia engine
than previous approaches, thus giving a new quality to hypermedia
application development.

%M C.HYPER.96.215
%T Media-Based Navigation with Generic Links
%S Systems and Infrastructure
%A Paul H. Lewis
%A Hugh C. Davis
%A Steve R. Griffiths
%A Wendy Hall
%A Rob J. Wilkins
%B HYPER96
%D 1996
%P 215-223
%K Open hypermedia, Content based navigation,
Information retrieval
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p215-lewis/p215-lewis.pdf
%X Microcosm is an open architecture hypermedia system
in which documents remain in their native format and
link information is held in separate link databases.  This
has facilitated the introduction of generic links which,
once authored from a text string to a destination anchor,
may be followed from any occurrence of the text string
in any document.  The generic link provides substantial
reductions in authoring effort for large hypermedia systems,
but the limitation of the generic link to text string
source anchors needed to be addressed.
   This paper describes extensions to the Microcosm architecture
to create MAVIS, Microcosm Architecture for
Video, Image and Sound, in which generic links may be
used from both text and non-text media.  This development
makes it possible to navigate through non-text
media using content as the key and, through the facilities
of the dynamic link, content based retrieval is also
available.  Examples of content based navigation with
image, video and sound are presented.

%M C.HYPER.96.224
%T VerSE: Towards Hypertext Versioning Styles
%S Versioning
%A Anja Haake
%A David Hicks
%B HYPER96
%D 1996
%P 224-234
%K Version support / control, Version support environment, Versioning
styles / policies, Task-based versioning
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p224-haake/p224-haake.pdf
%X Much of the previous work on version support for hypertext
has focused primarily on the development of functionality
for specific hypertext systems and/or a specific hypertext application
domain.  Although these models address crucial
version support problems in specific hypertext application
domains, they cannot be easily adapted and then integrated
into other hypertext applications.
   Hypertext version support environments have been
introduced to help alleviate these problems.  They are designed
to meet the version support needs of a wide range of
hypertext applications.  However, so far few high level versioning
facilities have been constructed in these environments,
creating a gap between the facilities provided directly
within the environment and the versioning needs of some
applications.
   The intent of this research is to bridge this gap.  It turned out
that task-based versioning styles are easy to use by both hypertext
application developers and hypertext application users. 
As shown in previous work, task-based versioning helps
to alleviate cognitive overhead and disorientation problems
for users.  In addition, it requires little investment from the
point of view of application development, since task-based
versioning does not necessarily require an application to incorporate
an extra notion for individual versions.  This paper
presents a set of task-based hypertext versioning styles that
are offered in the VerSE flexible version support environment
and shows the direction towards the design of additional
versioning styles.

%M C.HYPER.96.235
%T Logic Programming with the World-Wide Web
%S Extending the World-Wide Web
%A Seng Wai Loke
%A Andrew Davison
%B HYPER96
%D 1996
%P 235-245
%K World-Wide Web, Structured logic programming,
Mobile code, Mosaic, Common client interface,
Prolog
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p235-loke/p235-loke.pdf
%X We introduce LogicWeb, an integration of structured
logic programming and the World-Wide Web.  We show
how LogicWeb enables programmable behaviour and
state to be incorporated into Web pages, allowing them
to be viewed as modules or objects with state.  LogicWeb
renders a Web page as a live information entity, able to
determine its own response to user queries, and modify
the behaviour of hyperlinks.  This amalgamation of
logic and the Web makes it possible to reason with Web
pages, state relationships between pages, and dynamically
generate pages.  A prototype system is described,
which extends Mosaic with LogicWeb capabilities using
the Common Client Interface.  In addition, we outline
a client-based search tool written with LogicWeb and
compare it with an existing package.

%M C.HYPER.96.246
%T Experiences in Developing Collaborative Application Using the World Wide
Web "Shell"
%S Extending the World-Wide Web
%A Andreas Girgensohn
%A Alison Lee
%A Kevin Schlueter
%B HYPER96
%D 1996
%P 246-255
%K Collaborative application, World Wide Web,
Rapid prototyping, HTTP server and clients, Portholes, Design
Intent, Forms and scripts, Work groups, Community of
users, Awareness and familiarization
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p246-girgensohn/p246-girgensohn.pdf
%X The components of the World Wide Web, which we call the
World Wide Web Shell, provide a framework for collaborative
application development in much the same way as an
expert system shell does for expert system development. 
This development is quick enough to support rapid prototyping. 
Once the collaborative application is developed, the
WWW Shell facilitates the distribution of the application
and its data to geographically-separated users on diverse
computing platforms.  We have developed and deployed two
collaborative applications, Design Intent and NYNEX Portholes,
using the WWW Shell.  These applications are described
and our experiences developing them with the
WWW Shell are detailed.  In the process of developing these
applications we discovered limitations of the WWW Shell
which we present, along with suggested modifications and
extensions to address them.

%M C.HYPER.96.256
%T Case Study: A Hypermedia System as Change Agent
%S Perspectives
%A Miriam Grace
%A Ward Webber
%A Kaj Gronbaek
%A Robert J. Glushko
%B HYPER96
%D 1996
%P 256
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p256-grace/p256-grace.pdf
%X Boeing is re-engineering the corporation by doing fundamental business process
redesign and development in conjunction with implementation of new technologies
and tools to support the new business processes.  A strong link between the end-users
and the newly defined business process information is necessary, or it won't
be possible to maintain the gains created by the re-engineering program.  The Boeing
participants will present an overview of their system development activities,
focusing mainly on how they used hypertext to increase the usability of paper
documentation and the role of the customer in the development process.  After
describing the context in which they developed their original hypertext system
(COIN) they will discuss current development activities that are supporting the
process re-engineering of Boeing.  The current information system design (based on
the original COIN model) will make a significant contribution toward the success
of the re-engineering.

%M C.HYPER.96.257
%T Visual Metaphor and the Problem of Complexity in the Design of Web Sites:
Techniques for Generating, Recognizing and Visualizing Structure
%S Panel
%A Michael Joyce
%A Robert Kolker
%A Stuart Moulthrop
%A Ben Shneiderman
%A John Merritt Unsworth
%B HYPER96
%D 1996
%P 257
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p257-joyce/p257-joyce.pdf
%X The notion of cyberspace having no "there" has outlived its usefulness for mystification
and titillation.  In fact, the Internet, and the World Wide Web in particular,
are quite "there," and in very concrete ways.  Ignoring this concreteness may be a
way of evading responsibility for conceptualizing how the Web can be used for
serious and complex purposes.  Our panel will consider alternatives to conventional
ideas and structures and submit that the design of Web sites does not have to be
limited to simple advertising vehicles or to equally simple institutional show and
tell screens.  We want to suggest that complexity and imagination ought not be limited
by the constraints of HTML, bandwidth, or conventional wisdom, but freed by
larger, more thoughtful notions of the possibilities of user interaction and hypertextuality. 
Proposed for discussion will be theories of metaphor through which design
becomes a way of thinking about various structures and the connections between
them.

%M C.HYPER.96.258
%T The Process of Discovery: Hypertext and Scholarship
%S Panel
%A Mark Bernstein
%A George P. Landow
%A Elli Mylonas
%A John B. Smith
%B HYPER96
%D 1996
%P 258
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p258-bernstein/p258-bernstein.pdf
%X We have all seen hypertext applied to teaching and publication, and certainly as an
object of research in itself.  What is far more rare are examples of hypertext systems
and documents integrated into the research process in other fields.  Where are the
scholars who are taking notes and organizing their thoughts and data using a
hypertext system?  Why do so many hypertext researchers still work with conventional
word processors?  Is This lack due to intrinsic problems with the systems?  Or
is it a problem of the scholars and researchers?  Will this change in a generation? 
The participants will discuss these questions based on their own experience both
positive and negative, with an especial focus on the use (or non-use) of hypertext(s)
as laboratory, or "sandbox" for scholarship and scientific work.

%M C.HYPER.96.259
%T Things Change: Deal with it!  Versioning, Cooperative Editing and Hypertext
%S Panel
%A Wojciech Cellary
%A David Durand
%A Anja Haake
%A David Hicks
%A Fabio Vitali
%A James Whitehead
%B HYPER96
%D 1996
%P 259
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p259-cellary/p259-cellary.pdf
%X A document that is in active use is generally one that is changing.  Version control
provides one way to control the disruptive effects of change without the worse
solution of preventing or obstructing it.  This panel will examine the relevance and
problems of version control, with an emphasis on the topic of collaboration support. 
Despite its long history in the hypertext community (usually as something to be
added in the future), the topics of shared editing and revision control remain complex,
controversial and frequently misunderstood.  Now that a really large public
hypertext has come into existence, the issues of long-term maintenance and referential
integrity are coming to the fore.  The panel will give an overview of the
fundamental issues, as well as a selection of arguments for and against different
approaches to the issues.  It builds on the perspective the presenters have gained
from their own research, as well as their workshops on Hypertext and version control
at ECHT '94 and ECSCW '95.

%M C.HYPER.96.260
%T Evaluation
%S Perspectives
%A Gary Marchionini
%B HYPER96
%D 1996
%P 260
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p260-ficarra/p260-ficarra.pdf
%Y "The Importance of Visual Components in the Creation of Educational
Hypermedia Packages for a Virtual Campus"
	Francisco V. Cipolla Ficarra
"Reading Hypertext Fiction: The Effect of Individual Beliefs and Assumptions
about Authors, Readers and Texts"
	Punyashloke Mishra
	Kim Nguyen
"Video-Based Hypermedia: Guiding Design with Users' Questions"
	Blair Nonnecke
	Jenny Preece
%X Evaluation is one of the most important aspects of application system design.  This
is especially so for hypertext systems and documents since they are user centered at
a fundamental level.  This is apparent in the basic hypertext model of user-controlled
navigation.  These perspectives will focus on different aspects of
evaluating hypertexts, with a focus on the integration of multimedia components
into a hypertext system.

%M C.HYPER.96.261
%T Future (Hyper)Spaces
%S Panel
%A Kathryn Cramer
%A Sam Epstein
%A Cathy Marshall
%A Tom Meyer
%A Mark Pesce
%B HYPER96
%D 1996
%P 261
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p261-cramer/p261-cramer.pdf
%X As the Internet has emerged into common consciousness, the notion of hypertext,
especially as illustrated by the World Wide Web, has prospered.  However, with the
creation of other Internet-based media, such as MUDs and VRML, we are encountering
new types of textual/narrative/hyper paradigms.  These are close enough to
hypertext that they can be discussed in similar terms, but they nevertheless represent
something new, and are perhaps as far removed from traditional hypertext as
hypertext is from flat text.  The key aspects of these new forms that we will discuss
include: reactivity, feeling of presence, shared spaces, wide range of interaction.

%M C.HYPER.96.262
%T World-Wide Web Authoring and Collaboration
%S Perspectives
%A Norbert Streitz
%A Steven J. DeRose
%B HYPER96
%D 1996
%P 262
%* (c) Copyright 1996 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/hypertext/234828/p262-besser/p262-besser.pdf
%Y "Hypermedia in Support of Distant-Independant Education"
	Howard Besser
"Crafting the Electronic Edition of the Communications of the ACM August 1995
Special Issue on Hypermedia Design"
	Michael Bieber
"Collaborative Hypertext Authoring in the Web"
	Paul De Bra
	Frank Dignum
"The Distributed Link Service: Multiple Views on the WWW"
	Gary Hill
	Les Carr
	Dave De Roure
	Wendy Hall
%X Despite its limitations, the WWW is the largest global hypertext laboratory that has
ever existed.  Hypertext researchers were previously limited to creating their own
hypertext docu-islands.  Links to other hypertexts were not easy to make, nor was it
easy to disseminate individual hypertexts.  Unlike the earlier generation of research
systems, the WWW is a real world publishing medium on a large scale, and this is
mostly due to its simple model.  The presenters of this set of perspectives will discuss
experiences using the WWW for hypertext research and publication.  They
also propose extensions to the WWW, based on their experiences creating WWW
information and in the context of previous hypertext research.

fpack:!@#$%^&*(): HYPER98.BA
%M C.HYPER.98.1
%T Evaluation of Hypermedia Application Development and Management Systems
%S Hypermedia Application Design
%A S. P. Christodoulou
%A G. D. Styliaras
%A T. S. Papatheodrou
%B HYPER98
%D 1998
%P 1-10
%K Hypermedia application development systems,
Evaluation framework, Criteria, Methodology, Hypermedia
design, Hypermedia systems, WWW
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p1-christodoulou/p1-christodoulou.pdf
%X In this paper we propose and study a framework for evaluating
Hypermedia Application Development and Management
Systems (HADMS) in relation to specific application
requirements.  We address the need for HADMS capable to
efficiently support the main users involved in the life cycle
of hypermedia applications, namely designers, programmers/implementers,
authors/administrators and end-users. 
A HADMS consists of a hypermedia application development
and management methodology and the respective
environment.  In this work, we propose and classify a set of
evaluation criteria.  These are mainly imposed by real life
development and the need to support forthcoming, or next
generation, features for hypermedia applications.  We also
introduce a simple framework for a comparative evaluation
of HADMS.  Furthermore, we demonstrate the use of the
criteria and the framework proposed, for the case of three
real-life applications.  A representative set of seven
HADMS is selected and the evaluation of these systems is
carried out, leading to some useful conclusions and suggestions
for future work.

%M C.HYPER.98.11
%T Pushing Reuse in Hypermedia Design: Golden Rules, Design Patterns and Constructive Templates
%S Hypermedia Application Design
%A Marc Nanard
%A Jocelyne Nanard
%A Paul Kahn
%B HYPER98
%D 1998
%P 11-20
%K Hypermedia design, Golden rules, Design
patterns, Templates, Reuse, Hypermedia generation
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p11-nanard/p11-nanard.pdf
%X Reuse is increasingly strategic for reducing cost and
improving quality of hypermedia design and development.  In
this paper, based on the design and development of a real
hypermedia application, we classify and explore different types
of reuse in hypermedia design.  We show how constructive
templates constitute a practical technique for capturing the
specification of reusable structures and components and
enabling the automation of the production process.  We also
discuss connections between constructive templates and design
patterns.

%M C.HYPER.98.21
%T Patterns of Hypertext
%S Hypermedia Application Design
%A Mark Bernstein
%B HYPER98
%D 1998
%P 21-29
%K Design, Patterns, Pattern languages, Rhetoric,
Hypertext structure, Criticism, Navigation
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p21-bernstein/p21-bernstein.pdf
%X The apparent unruliness of contemporary hypertexts arises,
in part, from our lack of a vocabulary to describe hypertext
structures.  From observation of a variety of actual
hypertexts, we identify a variety of common structural
patterns that may prove useful for description, analysis, and
perhaps for design of complex hypertexts.  These patterns
include:
   Cycle
   Counterpoint
   Mirrorworld
   Tangle
   Sieve
   Montage
   Split/Join
   Missing Link
   Feint

%M C.HYPER.98.30
%T Linking by Inking: Trailblazing in a Paper-Like Hypertext
%S Novel Systems and Interfaces
%A Morgan N. Price
%A Gene Golovchinsky
%A Bill N. Schilit
%B HYPER98
%D 1998
%P 30-39
%K Dynamic hypertext, Information retrieval,
Paper-like user interface, Pen computing, Document
metaphor, Digital ink
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p30-price/p30-price.pdf
%X "Linking by inking" is a new interface for reader-directed
link construction that bridges reading and browsing
activities.  We are developing linking by inking in XLibris,
a hypertext system based on the paper document
metaphor.  Readers use a pen computer to annotate page
images with free-form ink, much as they would on paper,
and the computer constructs hypertext links based on the
ink marks.  This paper proposes two kinds of reader-directed
links: automatic and manual.  Automatic links are
created in response to readers' annotations.  The system
extracts the text near free-form ink marks, uses these terms
to construct queries, executes queries against a collection
of documents, and unobtrusively displays links to related
documents in the margin or as "further reading lists." We
also present a design for manual (ad hoc) linking: circling
an ink symbol generates a multi-way link to other
instances of the same symbol.

%M C.HYPER.98.40
%T Toward an Ecology of Hypertext Annotation
%S Novel Systems and Interfaces
%A Catherine C. Marshall
%B HYPER98
%D 1998
%P 40-49
%K Annotation, Study, Spatial hypertext, Reading-oriented
systems, Consensus
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p40-marshall/p40-marshall.pdf
%X Annotation is a key way in which hypertexts grow and
increase in value.  This paper first characterizes annotation
according to a set of dimensions to situate a long-term study
of a community of annotators.  Then, using the results of the
study, the paper explores the implications of annotative
practice for hypertext concepts and for the development of
an ecology of hypertext annotation, in which consensus
creates a reading structure from an authorial structure.

%M C.HYPER.98.50
%T Fluid Links for Informed and Incremental Link Transitions
%S Novel Systems and Interfaces
%A Polle T. Zellweger
%A Bay-Wei Chang
%A Jock D. Mackinlay
%B HYPER98
%D 1998
%P 50-57
%K Fluid UI, Fluid links, Hypertext navigation
paradigms, Rhetoric of departure, Scent, User interface,
Animation
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p50-zellweger/p50-zellweger.pdf
%X We have developed a novel user interface technique for
hypertext, called fluid links, that has several advantages over
current methods.  Fluid links provide additional information
at a link source to support readers in choosing among links
and understanding the structure of a hypertext.  Fluid links
present this information in a convenient location that does
not obscure the content or layout of the source material. 
The technique uses perceptually-based animation to provide
a natural and lightweight feeling to readers.  In their richer
forms, fluid links can provide a novel hypertext navigation
paradigm that blurs the boundaries of hypertext nodes and
can allow readers to fluidly control the focus on the material
to support their current reading goals.

%M C.HYPER.98.58
%T Graphical Multiscale Web Histories: A Study of PadPrints
%S Mapping and Visualizing Navigation
%A Ron R. Hightower
%A Laura T. Ring
%A Jonathan I. Helfman
%A Benjamin B. Bederson
%A James D. Hollan
%B HYPER98
%D 1998
%P 58-65
%K World Wide Web, Web navigation, Web browser,
Usability, Pad++, Zooming user interface (ZUI),
Hypertext, Multiscale interfaces, Information visualization
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p58-hightower/p58-hightower.pdf
%X We have implemented a browser companion called
PadPrints that dynamically builds a graphical history-map
of visited web pages.  PadPrints relies on Pad++, a
zooming user interface (ZUI) development substrate, to
display the history-map using minimal screen space. 
PadPrints functions in conjunction with a traditional web
browser but without requiring any browser modifications.
   We performed two usability studies of PadPrints.  The first
addressed general navigation effectiveness.  The second
focused on history-related aspects of navigation.  In tasks
requiring returns to prior pages, users of PadPrints
completed tasks in 61.2% of the time required by users of
the same browser without PadPrints.  We also observed
significant decreases in the number of pages accessed when
using PadPrints.  Users found browsing with PadPrints more
satisfying than using Netscape alone.

%M C.HYPER.98.66
%T MAPA: A System for Inducing and Visualizing Hierarchy in Websites
%S Mapping and Visualizing Navigation
%A David Durand
%A Paul Kahn
%B HYPER98
%D 1998
%P 66-76
%K Hypertext interfaces, Structural analysis,
Hierarchical organization, WWW, Web mapping, Data
visualization
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p66-durand/p66-durand.pdf
%X The MAPA system provides improved navigation facilities
for large web sites.  It extracts a hierarchical structure from
an arbitrary web site, with no or minimal human assistance,
and creates an interactive map of that site that can be used
for orientation and navigation.  MAPA is designed and most
useful for large web sites of from 500 to 50,000 pages.  We
present an overview of the mapping problem, with a list of
10 important user facilities that maps can offer.  Then we
describe how the MAPA system analyzes the link structure
of a site, and provides effective aids for the navigation of
large hypertexts.  We also compare MAPA with a number
of other web-mapping systems, and conclude with a review
of how MAPA stands with respect to our wish-list of map
features.

%M C.HYPER.98.77
%T From Latent Semantics to Spatial Hypertext -- An Integrated Approach
%S Mapping and Visualizing Navigation
%A Chaomei Chen
%A Mary Czerwinski
%B HYPER98
%D 1998
%P 77-86
%K Spatial hypertext, Latent semantic indexing,
Virtual reality, Digital libraries
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p77-chen/p77-chen.pdf
%X In this paper, we introduce an integrated approach to the
development of spatial hypertext.  This approach brings
together several theories and techniques concerning semantic
structures, and streamlines the transformation from implicit
semantic structures to a semantic space rendered in virtual
reality.  Browsing and querying become natural, inherent, and
compatible activities within the same semantic space.  The
overall design principle is based on the theory of cognitive
maps.  Techniques such as latent semantic indexing,
Pathfinder network scaling, and virtual reality modelling are
used in harmony.  The value of this integrated approach is
discussed based on initial results of a recent empirical study,
which suggests that the spatial metaphor is intuitive and
particularly useful when dealing with implicit information
structures, or when a highly flexible and extensible virtual
environment is required.  Search strategies in association with
the spatial hypertext and further work are also discussed.

%M C.HYPER.98.87
%T Temporally Threaded Workspace: A Model for Providing Activity-Based Perspectives on Document Spaces
%S Temporal Models
%A Koichi Hayashi
%A Takahiko Nomura
%A Tan Hazama
%A Makoto Takeoka
%A Sunao Hashimoto
%A Stephan Gumundson
%B HYPER98
%D 1998
%P 87-96
%K Hypertext, WWW, Spatial hypertext, Version
management, Shared workspace, Authoring, Activity
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p87-hayashi/p87-hayashi.pdf
%X In this paper, we present a framework for providing
activity-based perspectives of a document space,
especially in the WWW.  An activity-based perspective is
a view of the subspace of the WWW document space that
a knowledge worker should understand or modify while
executing the activity.  We designed the framework to
reduce the cognitive overhead of managing document
spaces dependent on various internal and external changes. 
Changes within the activity (often resulting from the
natural progress of the activity) result in changes of focus
in the subspace related to the activity.  For such internal
changes, we introduce a temporally-threaded workspace
model.  Our model introduces a structured workspace that
maintains a thread of snapshots of a knowledge worker's
perspective on a document space.  Such threads of
snapshots are constructed by monitoring user actions. 
External changes (for example, changes to documents
managed in external sites) are independent of the progress
of users' activities.  To deal with these changes, we
introduce a proxy mechanism to maintain documents in the
same state as accessed.  This paper also describes the
implementation of prototype systems, in the WWW
environment, based on our frameworks.  Interlocus is a
client/server system providing facilities based on the
temporally-threaded workspace model.  It provides a user
interface that presents spatial-temporal views of a
workspace thread.  Packrat is a WWW proxy server that
maintains documents in the same state as accessed.

%M C.HYPER.98.97
%T Adaptive Narrative Abstraction
%S Temporal Models
%A Michel Crampes
%A Jean Paul Veuillez
%A Sylvie Ranwez
%B HYPER98
%D 1998
%P 97-105
%K Narratives, Abstraction, Hypermedia,
Adaptivity, Granularity, Causality, Context
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p97-crampes/p97-crampes.pdf
%X Narrative abstraction consists in selecting and
assembling meaningful events from an original set
of related events.  This acquisition of information
hinges on several requirements.  This paper deals
with some of them, namely the viewer's intention,
the viewer's resource constraint, particularly the
time constraint, and the narrative coherence.
   We present a foundation of narrative abstraction
and several algorithms that can be used to build up
abstracts compliant with the requirements.  Our
evaluation of these algorithms in a prototype leads
to some questioning about their performance.  We
propose and discuss several solutions to improve
them with regard to the flexibility of the abstract
building process.

%M C.HYPER.98.106
%T The Moment in Hypertext: A Brief Lexicon of Time
%S Temporal Models
%A Marjorie C. Luesebrink
%B HYPER98
%D 1998
%P 106-112
%K Time frames, Hypertext fiction, Hypertext
poetry, Narrative structures, Story parameters, Spatial
metaphor, Temporal metaphor, Interface, Hypertext structure
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p106-luesebrink/p106-luesebrink.pdf
%X Hypertext literature has been characterized as spatial
construct by many of the critics involved with its aesthetics
and poetics.  Michael Joyce, Cathy Marshall, Mark
Bernstein, Carolyn Guyer, George Landow, Stuart
Moulthrop and many others have explored the way in which
metaphors of visual space can inform hypertexts -- impacting
both meaning and process.  Although these writers refer to
the time/space continuum, their writing has been less
concerned with temporal constructs -- how time might
influence the programming, writing, and reading of
hypertext literature.  Time factors, however, could be
viewed as important elements in the way hypertexts are
conceived and received.  This paper seeks to raise questions
about issues of time -- and to suggest some possible
categories that might be investigated.  Significant
"information" is coded into everything from the equipment --
determined limitations of "Machine Time" to the author --
controlled clues embedded in "Mythic Time." To the extent
that we make mental scripts of spatial parameters, readers
and writers of hypertext fiction may build into the space of
the cyberworld a complementary universe fully as rich in
temporal experience.  In both the Interface Experience and
the Cognitive Structure, time is part of the inscription of
coherent meaning for cyber-narratives and electronic
poetry.

%M C.HYPER.98.113
%T Link Services or Link Agents?
%S Linking Mechanisms
%A L. A. Carr
%A W. Hall
%A S. Hitchcock
%B HYPER98
%D 1998
%P 113-122
%K Links, Hypertext, Open hypermedia, Link
services, Autonomous user interface agents
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p113-carr/p113-carr.pdf
%X A general link service for the WWW has been used within
an Electronic Libraries' project.  Experience using it shows
that as the links become increasingly interesting to the user,
processing them becomes increasingly expensive. 
Eventually textual analysis, ontological services and remote
database lookups conflict with the goal of prompt delivery
of documents.  This paper summarizes the history of the
Link Service software behind the Open Journal project
together with the kind of links that it has been used to
produce.  Building on this work it then discusses how the
paradigm, architecture and user interface of the DLS have
been newly modified both in response to user feedback and
also to allow more linking facilities to be added to the
WWW environment.  We then introduce AgentDLS, an
agent-style system that offers suggestions to help the user's
browsing and information discovery activities.

%M C.HYPER.98.123
%T Dynamic Hypertext Catalogues: Helping Users to Help Themselves
%S Linking Mechanisms
%A Maria Milosavljevic
%A Jon Oberlander
%B HYPER98
%D 1998
%P 123-131
%K Adaptive hypertext, Dynamic hypertext, Natural
language generation, User modelling, Discourse history
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p123-milosavljevic/p123-milosavljevic.pdf
%X Electronic hypertext catalogues provide an important channel
for information provision.  However, static hypertext documents
cannot be dynamically adapted to help the user find
what he/she is looking for.  We demonstrate that natural language
generation techniques can be used to produce tailored
hypertext documents, and we focus on two key benefits of the
resulting DYNAMIC HYPERTEXT.  First, documents can be tailored
more precisely to an individual's needs and background,
thus aiding the search process.  Secondly, the incorporation
of techniques for comparing catalogue items allows the user
to search still more effectively.  We describe the automatic
generation of hypertext documents containing comparisons,
with illustrations from two implemented systems.

%M C.HYPER.98.132
%T TourisT: The Application of a Description Logic Based Semantic Hypermedia System for Tourism
%S Linking Mechanisms
%A Joe Bullock
%A Carole Goble
%B HYPER98
%D 1998
%P 132-141
%K Semantic hypermedia, Tourism, Description
logics, Link services
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p132-bullock/p132-bullock.pdf
%X Web-based Public Information Systems of the kind
common in tourism do not satisfy the needs of the
customer because they do not offer a sufficiently flexible
linking environment capable of emulating the mediation
role of a tourist adviser.  We present the requirements of a
tourism hypermedia system resulting from ethnographic
studies of tourist advisers, and conclude that an open
semantic hypermedia (SH) approach is appropriate.  We
present a novel and powerful SH prototype based on the
use of a semantic model expressed as a terminology.  The
terminological model is implemented by a Description
Logic, GRAIL, capable of the automatic and dynamic
multi-dimensional classification of concepts, and hence
the web pages they describe.  We show how GRAIL-Link
has been used within the TourisT hypermedia system and
conclude with a discussion.

%M C.HYPER.98.142
%T Stalking the Paratext: Speculations on Hypertext Links as a Second Order Text
%S Articulation in Hypermedia
%A Francisco J. Ricardo
%B HYPER98
%D 1998
%P 142-151
%K Hypertext, Intertextuality, Link semantics,
Grammatology, Paratext, Rhetoric
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p142-ricardo/p142-ricardo.pdf
%X In the popular conception of hypertext as nonlinear writing,
primary emphasis typically falls on the construction,
character, and quantity of constituent lexias that comprise
any given hypertext.  This paper, however, will focus on
what the text would reveal if an ordered collection were
made of the links emerging from the main (first order) text. 
Such a collection, as a second order text or parallel text,
which I propose to call the paratext, comprises the layer-world
of links, of intertextual descriptors that could he
subjected to cluster analyses that reveal aspects of cohesion,
breadth, and other speculative characteristics of the first
order text.

%M C.HYPER.98.152
%T Locus Looks at the Turing Play: Hypertextuality vs. Full Programmability
%S Articulation in Hypermedia
%A Jim Rosenberg
%B HYPER98
%D 1998
%P 152-160
%K Hypertext, Extensibility, User interface, Localization,
User/algorithm relationship, Algorithm identity, Sampling,
Structure, Behavior
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p152-rosenberg/p152-rosenberg.pdf
%X Hypertext extensibility is briefly reviewed: strategies have
included external execution, published internal primitives,
scripted articulation points, generalized object inheritance,
and guest algorithms.  Hypertext algorithms are typically
localized.  The user/algorithm relationship in hypertext is
typically master/slave; other types of relationship are possible
in generalized cybertext.  Hypertext algorithms normally
have a clear identity; for generalized cybertext, identity of
the algorithm may need to be hidden.  The algorithm might
only be revealed by sampling activities; these activities
might or might not be structured.  Identity of the programmer
needs to be considered as much as that of reader or
writer.  Hypertext is typically structurally focused; generalized
algorithms exhibit behavior, and a behavioral rather
than a structural focus may be important in certain types of
cybertext.  Hypertextuality is not "all or nothing"; there are
dimensionalities to hypertextuality, only some of which
may be present.  The extensibility architecture should be
flexible enough to allow for all of these dimensionalities.

%M C.HYPER.98.161
%T XHMBS: A Formal Model to Support Hypermedia Specification
%S Structural Models
%A Fabiano B. Paulo
%A Marcelo Augusto S. Turine
%A Maria Cristina F. de Oliveira
%A Paulo C. Masiero
%B HYPER98
%D 1998
%P 161-170
%K Multimedia/hypermedia modeling,
Statecharts, Hypercharts, HMBS, XHMBS, Temporal
synchronization, Formal specification
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p161-paulo/p161-paulo.pdf
%X This paper introduces XHMBS (the eXtended
Hyperdocument Model Based on Statecharts) to support the
formal specification of general hypermedia applications. 
XHMBS uses a novel formalism called hypercharts as its
underlying model for specifying the navigational structure,
browsing semantics and synchronization requirements of a
hyperdocument.  Hypercharts are statecharts extended with
additional mechanisms for describing the time sequencing
and information synchronization requirements typical of
multimedia.  The extensions incorporated into hypercharts
are based on the major characteristics of some Petri net
based multimedia models, and make it an alternative to such
models for multimedia and hypermedia specification. 
XHMBS provides facilities for defining the structure of a
hypermedia application in terms of nodes and links and also
for describing the temporal behavior of dynamic data
streams contained in nodes.  The model incorporates
presentation and communication channels for describing
spatial coordination and distribution of information, and
anchor objects for ensuring separation between information
structure and content.

%M C.HYPER.98.171
%T Enforcing Strong Object Typing in Flexible Hypermedia
%S Structural Models
%A Pedro Furtado
%A H. Madeira
%B HYPER98
%D 1998
%P 171-179
%K Hypermedia, Flexibility, Knowledge
structuring, Emergent structures, Frame model, OODBMS
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p171-furtado/p171-furtado.pdf
%X The presentation layer of hypermedia systems
could benefit from standard object querying functionality
and this is most effective if strong typing is enforced.  By
strong typing we mean the direct representation of data
semantics as object types in an object database as opposed to
a "slotted frames" representation.  On the other hand, the
flexible emergent nature of structure must be considered in
the authoring activity and in this sense premature typing and
organizing is counterproductive.  Reflecting on these
apparently contradictory issues and the past proposals to
handle the problem, we extend the strongly typed data
model of a prototype hypermedia system, WorldView, to
support semi-automatic object submission and type
metamorphosis.  Weak types are also necessary for some
constructs, so they coexist with strong types, but these are
enforced.  We emphasize the benefits available to the
presentation layer of keeping a uniform object oriented
structure.  In particular we implement a dynamic linking
capability that uses queries to retrieve the objects related to
some object attribute and suggest other improvements.  We
stress that most object oriented hypermedia systems are
frame-based, especially in what concerns user-defined and
emergent structure.

%M C.HYPER.98.180
%T Structural Properties of Hypertext
%S Structural Models
%A Seongbin Park
%B HYPER98
%D 1998
%P 180-187
%K Hypertext structure, Dexter model, Regular set,
Context-free language, Hypertext models, Link-following, a-transducer,
Virtual document
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p180-park/p180-park.pdf
%X We provide a framework that allows one to study structural
properties of hypertext in connection with formal language
theory.  We model hypertext as a transformation device (an a-transducer)
that transforms a link-following into a sequence
of matched pairs: basic linkable units.  Then, we address the
following questions: What can hypertext do?  What structure
is formed when a link-following is done?  What structure is
built when a virtual document is constructed?  We show that
the set of all link-followings in hypertext is a regular set.  Then,
the set of all possible outputs of link-followings is shown to
be context-free, which means that constructing virtual documents
is essentially same as generating words of a context-free
language.

%M C.HYPER.98.188
%T Using the Flag Taxonomy to Study Hypermedia System Interoperability
%S Open Hypermedia
%A Uffe Kock Wiil
%A Kasper Osterbye
%B HYPER98
%D 1998
%P 188-197
%K Flag taxonomy, Interoperability matrix,
Partial hypermedia system, Interoperability protocol
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p188-wiil/p188-wiil.pdf
%X Interoperability between existing systems, program
packages, tools and applications with various degrees of
hypermedia awareness is a complex and important
challenge facing the hypermedia community.  This paper
presents a general framework (called the Flag
Interoperability Matrix) to discuss and examine hypermedia
system interoperability based on the concepts and principles
of the Flag taxonomy of open hypermedia systems.  The
purposes of the Flag Interoperability Matrix are to provide a
framework to classify, describe concisely and compare
different approaches to hypermedia system interoperability,
and provide an overview of the design space of hypermedia
system interoperability.  The Flag Interoperability Matrix is
used to examine existing interoperability approaches.  Based
on a systematic analysis of possible approaches to
hypermedia system interoperability, the paper explores one
solution to hypermedia system interoperability that seems
particularly promising with respect to handling the growing
number of applications with increasing but incomplete
awareness of hypermedia structure concepts.

%M C.HYPER.98.198
%T An Agenda for Open Hypermedia Research
%S Open Hypermedia
%A Peter J. Nurnberg
%A John J. Leggett
%A Uffe K. Wiil
%B HYPER98
%D 1998
%P 198-206
%K Open hypermedia system (OHS), Component-based
open hypermedia system (CB-OHS), Structural
computing, Hypermedia middleware, Hyperbase, Hypermedia
operating system, Hypermedia domain research
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p198-nurnberg/p198-nurnberg.pdf
%X The historical development of hypermedia systems can be
characterized as a series of successive abstractions of
functionality away from the "core" hypermedia server, often
resulting in a new open layer in the hypermedia environment
architecture.  Recently, this trend of abstraction has been
applied to the hypermedia server itself, replacing the notion
of a single, closed hypermedia server with an open layer of
structure servers.  This newest development brings with it a
new set of challenges and research issues for open
hypermedia researchers.  In this paper, we discuss these
issues, review some of our collective applicable experience
with contemporary open hypermedia systems and other
work, and point out some of the more pressing and
intriguing open questions that we feel are facing open
hypermedia researchers today.  We also examine the "split"
in the current hypermedia research community between
"system" and "domain" researchers and the still-present
need for interoperability among systems, and discuss why
any attempt to address the issues we discuss in this paper
must account for these observations.

%M C.HYPER.98.207
%T Referential Integrity of Links in Open Hypermedia Systems
%S Open Hypermedia
%A Hugh C. Davis
%B HYPER98
%D 1998
%P 207-216
%K Open hypermedia, Link services, Dangling
links, Broken links, Referential integrity
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p207-davis/p207-davis.pdf
%X This paper is concerned with broken hypertext links.  These
are links which do not refer the reader to the information
that was intended by the author of the link.  The paper
presents three distinct models which have been adopted by
various developers for the storage of hypertext links, and
considers the problems that may result from adopting each
of these models, and reviews and classifies a number of
methods that may be adopted for preventing these problems.
   The link models that are reviewed range from the tightly
coupled links implemented by html in the World Wide Web,
through to the loosely coupled links adopted by some link
server systems.
   The paper concludes that there can be no universal solution
to this problem; rather there is a range of approaches from
which hypertext developers must choose a solution
appropriate to their needs.

%M C.HYPER.98.217
%T Combining Structure Search and Content Search for the World-Wide Web
%S Structural Queries
%A Hermann Kaindl
%A Stefan Kramer
%A Luis Miguel Afonso
%B HYPER98
%D 1998
%P 217-224
%K World-Wide Web, Content search, Structure
search, Meta-search engine
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p217-kaindl/p217-kaindl.pdf
%X When searching information in the World-Wide Web
(WWW), the currently available search engines typically
return too many irrelevant addresses to their users.  This is a
deep and many-faceted issue and very hard to be generally
solved.  One of the current problems involved is that these
search engines focus on content search and not on structure
search as investigated in hypertext research.  A prerequisite
of full-fledged structure search would be that links are first-class
objects.  This is obviously not the case for the representation
of links in the WWW.  So, we introduce a rudimentary
form of structure search that is based upon content
search.  In our application of this approach to searching the
WWW, we combine this kind of structure search with content
search in a meta-search engine.  In this way, we are able
to reduce the number of irrelevant addresses returned.  As a
consequence, we propose this approach for searching the
World-Wide Web.

%M C.HYPER.98.225
%T Inferring Web Communities from Link Topology
%S Structural Queries
%A David Gibson
%A Jon Kleinberg
%A Prabhakar Raghavan
%B HYPER98
%D 1998
%P 225-234
%K Hypertext communities, Information exploration,
World Wide Web, Collaborative annotation
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p225-gibson/p225-gibson.pdf
%X The World Wide Web grows through a decentralized,
almost anarchic process, and this has resulted in a large
hyperlinked corpus without the kind of logical organization
that can be built into more traditionally-created hypermedia. 
To extract meaningful structure under such
circumstances, we develop a notion of hyperlinked communities
on the www through an analysis of the link
topology.  By invoking a simple, mathematically clean
method for defining and exposing the structure of these
communities, we are able to derive a number of themes:
The communities can be viewed as containing a core of
central, "authoritative" pages linked together by 'hub
pages"; and they exhibit a natural type of hierarchical
topic generalization that can be inferred directly from
the pattern of linkage.  Our investigation shows that although
the process by which users of the Web create
pages and links is very difficult to understand at a "local"
level, it results in a much greater degree of orderly
high-level structure than has typically been assumed.

%M C.HYPER.98.235
%T Cut as a Querying Unit for WWW, Netnews, E-Mail
%S Structural Queries
%A Keishi Tajima
%A Yoshiaki Mizuuchi
%A Masatsugu Kitagawa
%A Katsumi Tanaka
%B HYPER98
%D 1998
%P 235-244
%K Query, Structuring, Information discovery,
Graph-partitioning, WWW, Netnews, E-mail, Hypertext
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p235-tajima/p235-tajima.pdf
%X In this paper, we propose a query framework for hypertext
data in general, and for WWW pages, Netnews articles. 
and e-mails in particular.  In existing query tools
for hypertext data, such as search engines for WWW
or intelligent news/mail readers, data units in query are
typically individual nodes.  In actual hypertext data,
however, one topic is often described over a series of connected
nodes, and therefore, the logical data unit should
be such a series of nodes corresponding to one topic. 
This discrepancy between the data unit in query and
the logical data unit hinders the efficient information
discovery from hypertext data.  To solve this problem,
in our framework, we divide hypertexts into connected
subgraphs corresponding to individual topics, and we
use those subgraphs as the data units in queries.

%M C.HYPER.98.245
%T Flexible Coordination with Cooperative Hypertext
%S Cooperative Hypermedia
%A Weigang Wang
%A Jorg M. Haake
%B HYPER98
%D 1998
%P 245-255
%K Cooperative hypermedia, Groupware, Coordination,
Workflow, CHIPS
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p245-wang/p245-wang.pdf
%X In current workflow and groupware systems, there is a
gap between formal and informal coordination mechanisms. 
To fill the gap, flexible coordination support
covers the whole spectrum of informal and formal coordination
mechanisms.  In this paper, a flexible coordination
model integrating formal and informal coordination
mechanisms is presented.  Methods of using cooperative
hypermedia concepts to uniformly model all
objects representing coordination mediums and shared
artifacts are described.  Using the proposed model and
methods, a cooperative hypermedia system (CHIPS),
that offers flexible coordination support has been implemented. 
An application example of the system shows
how a set of tasks and different coordination mechanisms
are integrated into a cooperative process.  This work
demonstrates that cooperative hypermedia can serve as
a bridge to close the gap.

%M C.HYPER.98.256
%T JPernLite: An Extensible Transaction Server for the World Wide Web
%S Cooperative Hypermedia
%A Jack J. Yang
%A Gail E. Kaiser
%B HYPER98
%D 1998
%P 256-266
%K Distributed transactions, Extended
transaction models, WWW, Computer supported
collaborative work
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p256-yang/p256-yang.pdf
%X Concurrency control is a well-known problem in design and
implementation of multi-user hypermedia systems.  Most
existing systems store data and links in specialized
databases (link servers or hyperbases) with a built-in
concurrency control policy, typically the conventional
atomic/serializable transaction model, usually implemented
via locking.  But this conventional model may not be
appropriate for collaborative hypermedia systems, where
the multiple users work together in groups on shared tasks.
   Further, it is desirable to construct collaborative hypermedia
systems on top of the World Wide Web, but most web
servers do not support even conventional transactions, let
alone distributed (multi-website) transactions or flexible
concurrency control mechanisms oriented towards
teamwork -- such as event notification, shared locks and
fine granularity locks.
   We present a transaction server that operates independently
of web servers or the hypermedia applications, to fill the
concurrency control gap.  The transaction server by default
enforces the conventional transaction model, where sets of
operations are performed in an all-or-nothing fashion and
isolated from concurrent users.  The server can be tailored
dynamically to apply more sophisticated concurrency
control policies appropriate for collaboration.  The
transaction server also supports applications employing
information resources other than web servers, such as
legacy databases, CORBA objects, and other hypermedia
systems.

%M C.HYPER.98.267
%T Using Paths in the Classroom: Experiences and Adaptations
%S Cooperative Hypermedia
%A Frank M. Shipman, III
%A Richard Furuta
%A Donald Brenner
%A Chung-Chi Chung
%A Hao-wei Hsieh
%B HYPER98
%D 1998
%P 267-276
%K Computers and education, Meta-documents,
Guided tours, Directed paths, World-Wide Web, Walden's
paths
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p267-shipman/p267-shipman.pdf
%X Walden's Paths was designed to enable teachers to collect, organize,
and annotate Web-based information for presentation
to their students.  Experiences with the use of Walden's Paths
in high-school classrooms have identified four needs/issues:
(1) better support for the gradual authoring of paths by teachers,
(2) support for student authoring of paths including the
ability for students to collaborate on paths, (3) more obvious
distinction between content of the original source materials
and that added by the path author, and (4) support for maintaining
paths over an evolving set of source documents.  These
observed needs have driven the development of new versions
of Walden's Paths.  Additionally, the experiences with path
authoring have led to a conceptualization of meta-documents,
documents whose components include complete documents,
as a general domain where issues of collaboration, intellectual
property, and maintenance are decidedly different from
traditional document publication.

%M C.HYPER.98.277
%T Hypertext and Web Engineering
%S Short Papers: Articulation in Hypermedia
%A Michael Bieber
%B HYPER98
%D 1998
%P 277-278
%K Hypermedia, World Wide Web, Web
engineering, Software engineering, Relationship
management, Linking, Complex interfaces
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p277-bieber/p277-bieber.pdf
%X We take a two-stage approach to engineering World Wide
Web applications.  First a Relationship-Navigation
Analysis, analyzes an existing or new application
specifically in terms of its intra- and inter-relationships. 
Second, a dynamic hypermedia engine (DHymE),
automatically generates links for each relationship and
metaknowledge items at run-time.  Links and navigation
supplement the application's primary functionality.

%M C.HYPER.98.279
%T Automatic Creation of Hypervideo News Libraries for the World Wide Web
%S Short Papers: Adaptivity and Automatic Creation of Structures
%A Guillaume Boissiere
%B HYPER98
%D 1998
%P 279-280
%K Hypervideo server, Closed caption, Digital
libraries, News segmentation
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p279-boissiere/p279-boissiere.pdf
%X This paper presents the design of a server offering up-to-date
hypervideo news to World Wide Web users.  The novel
advantage of this system is that it combines simplicity to
maintain: all the tasks are automated, accessibility: everyone
with a widely used browser can access the interactive videos
and view them inside the browser, and extensibility: new
video databases or links can be easily added to the database. 
The segmentation of news video is done automatically by
using the closed caption information extracted from the
broadcast, and the hyperlinks are defined with a simple
scripting language.

%M C.HYPER.98.281
%T Designing Open Hypermedia Applets: Experiences and Prospects
%S Short Papers: Advanced Browsing Interfaces
%A Niels Olof Bouvin
%B HYPER98
%D 1998
%P 281-282
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p281-bouvin/p281-bouvin.pdf
%X The experiences with the continued development of
DHM/WWW, an applet integrating WWW with external
structures stored in the Dexter-based hypermedia system
Devise Hypermedia (DHM), will be described, some problems
discussed, and a brief outline of current and future
work will be given.

%M C.HYPER.98.283
%T 2L670: A Flexible Adaptive Hypertext Courseware System
%S Short Papers: Adaptivity and Automatic Creation of Structures
%A Paul De Bra
%A Licia Calvi
%B HYPER98
%D 1998
%P 283-284
%K Hypertext courseware, Adaptive content, Adaptive
hiding and annotation
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p283-de_bra/p283-de_bra.pdf
%X In [4,5] (among other papers) we have reported on the development
of an adaptive hypertext document and system, used
for learning about the subject of hypertext, through distance
learning by means of World Wide Web.  In the terminology
of Brusilovsky's overview paper [1], the system offered
adaptive content and link hiding.  This short paper briefly describes
the latest developments, which include the possibility
for users to choose between link hiding and link annotation. 
The adaptive hypertext contents consists of standard HTML
(3.2) pages, which makes it easy for authors to create adaptive
courses using off the shelf authoring tools.

%M C.HYPER.98.285
%T Applying Open Hypermedia to Audio
%S Short Papers: Advanced Browsing Interfaces
%A David DeRoure
%A Steven Blackburn
%A Lee Oades
%A Jonathan Read
%A Neil Ridgway
%B HYPER98
%D 1998
%P 285-286
%K Open hypermedia, Content-based navigation,
Open Hypermedia Protocol (OHP), Branching audio
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p285-deroure/p285-deroure.pdf
%X We describe a set of tools to support navigational
hypermedia linking within audio ('branching audio') and
between media types including audio.  We have adopted an
open hypermedia approach, with a component-based
architecture, and aim to be compliant with the emerging
Open Hypermedia Protocol (OHP).  Content-based
navigation is supported and we have focused on speech and
musical content for our case studies.  Although our
investigation concentrates on audio, many of the techniques
are generic and therefore applicable to other temporal
media.

%M C.HYPER.98.287
%T 1-800-Hypertext: Browsing Hypertext with a Telephone
%S Short Papers: Advanced Browsing Interfaces
%A Stuart Goose
%A Michael Wynblatt
%A Hans Mollenhouer
%B HYPER98
%D 1998
%P 287-288
%K Hypertext, Browsing, WWW, Telephone
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p287-goose/p287-goose.pdf
%X We present the issues and design of a telephone-based
browser for email and the World Wide Web.

%M C.HYPER.98.289
%T Clusters on the World Wide Web: Creating Neighborhoods of Make-Believe
%S Short Papers: Adaptivity and Automatic Creation of Structures
%A Stephen C. Hirtle
%A Molly E. Sorrows
%A Guoray Cai
%B HYPER98
%D 1998
%P 289-290
%K World Wide Web, Neighborhoods, Navigation
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p289-hirtle/p289-hirtle.pdf
%X A study is reported on the role of neighborhoods in
searching for information on the WWW.  Users were asked
to search collections of web pages in which the conceptual
content of groups of pages was used to assign a specific
background color to each group.  The results indicate that
for collections of web pages with moderately complex
topologies, the structured backgrounds were significantly
easier to search.  The results suggest that neighborhoods can
be induced by visual characteristics of the page and that the
identification of neighborhoods can improve the overall
navigability of the space.

%M C.HYPER.98.291
%T Adaptive Navigational Facilities in Educational Hypermedia
%S Short Papers: Adaptivity and Automatic Creation of Structures
%A Denise Pilar da Silva
%A Rafael Van Durm
%A Erik Duval
%A Henk Olivie
%B HYPER98
%D 1998
%P 291-292
%K Adaptiveness, Navigation, Educational hypermedia
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p291-pilar_da_silva/p291-pilar_da_silva.pdf
%X Hypermedia users with different goals and knowledge may
be interested in different pieces of information and may use
different links for navigation.  Irrelevant information and
links overload their working memories and screen [1].  In
order to overcome this problem, it is possible to use information
represented in a user model and then adapt the content
and/or the links to be presented to that user.  Adaptive
hypermedia systems build such a model with the goal of
personalizing hypermedia.
   Adaptation can be done either at content level (adaptive
presentation), or at link level (adaptive navigation).  In this
paper, we focus on adaptive navigation support.  More specifically,
we want to reduce the cognitive overload in order
to facilitate learning.
   In the following sections, we present our system, called
AHM, which consists of three main parts: the domain
model, the user model, and the adaptive engine.  Then we
come to our conclusions and present the main open issues
in this research.

%M C.HYPER.98.293
%T Browsing Hyperdocuments with Multiple Focus+Context Views
%S Short Papers: Advanced Browsing Interfaces
%A Laurent Robert
%A Eric Lecolinet
%B HYPER98
%D 1998
%P 293-294
%K Information visualization, World Wide Web,
Multi-view system, Focus+context, Zooming interfaces,
Hierarchical representations, Animation
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p293-robert/p293-robert.pdf
%X We present an interactive focus+context environment based
on zooming and hierarchical representations for browsing
large data sets.  It gives an overview of the data and provides
multiple views for visualizing the content and the local
organization of documents of interest.  This multi-view
system has been applied to the World Wide Web browsing
as a first practical demonstration.

%M C.HYPER.98.295
%T Contextures: focus+context+texture
%S Short Papers: Advanced Browsing Interfaces
%A Terry Stanley
%B HYPER98
%D 1998
%P 295-296
%K Focus, Context, Critical discussion, Mediator,
Navigation, Linkmap
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p295-stanley/p295-stanley.pdf
%X When the amount of information to present is large relative
to the display area, views organized around a focus of
attention and its surrounding context make effective use of
the limited area.  Contextures extend the concept of
focus+context by adding texture -- compact, expressive
views providing statistical rather than detail information.

%M C.HYPER.98.297
%T Dynamic Bookmarks for the WWW: Managing Personal Navigation Space by Analysis of Link Structure and User Behavior
%S Short Papers: Adaptivity and Automatic Creation of Structures
%A Hajime Takano
%A Terry Winograd
%B HYPER98
%D 1998
%P 297-298
%K WWW navigation, Bookmark, Link analysis,
User behavior analysis
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p297-takano/p297-takano.pdf
%X This paper describes a management tool to support
revisiting WWW pages, which we call "WWW Dynamic
Bookmark (WDB)." WDB watches and archives a user's
navigation behavior, analyses the archive, and shows
analyzed results as clues for revisiting URLs.  We have
integrated link analysis and user behavior analysis to
evaluate WWW page importance.  WDB presents a list of
sites that a user has visited, in importance order, via a
landmark list in each site, and showing relationships among
sites.  Experimental implementation shows that importance
calculation and structure displays help users to pick up
useful URLs.

%M C.HYPER.98.299
%T Finding Links
%S Short Papers: Advanced Browsing Interfaces
%A John Tebbutt
%B HYPER98
%D 1998
%P 299-300
%K Automatic hypertext construction, Embedded
links, Installed links, Hypertext, Information retrieval, IR
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p299-tebbutt/p299-tebbutt.pdf
%X Possibilities for the automatic designation of pre-existing
text elements as implicitly-typed links through the use of
information retrieval technology are discussed.  Results of
preliminary work in this area are presented, and plans for
future research outlined.

%M C.HYPER.98.301
%T Generating Hypertext Explanations for Visual Languages
%S Short Papers: Adaptivity and Automatic Creation of Structures
%A Neil W. Van Dyke
%B HYPER98
%D 1998
%P 301-302
%K Generated hypertext, Dynamic hypertext, Explanation,
Visual languages, Education
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p301-van_dyke/p301-van_dyke.pdf
%X Visual languages with well-defined semantics are used for
systems analysis and design, software programming, business
process modeling, architectural and mechanical drafting,
scientific visualization, and other purposes in a variety
of fields.  Many of these languages are highly expressive and
employ large sets of graphical elements that a reader can
find difficult to learn fully.
   Hypertext can aid understanding of a given visual language
diagram by essentially allowing the reader to point at a use
of an unfamiliar language element and ask, "what is this
thing here saying?" The system can respond with a dynamically
generated natural language text explanation of the language
element in terms of the particular usage.  The explanation
can embed hypertext links to explanations of other
elements of the diagram and definitions of language terms.

%M C.HYPER.98.303
%T Grammatron: Filling the Gap?
%S Short Papers: Articulation in Hypermedia
%A Karin Wenz
%B HYPER98
%D 1998
%P 303-304
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p303-wenz/p303-wenz.pdf
%X The aesthetically open and fragmented character of modern
and postmodern texts which is based on the technically
prescribed linearity of the medium of the book, turns out to
be trivial in hypertext as it is the material nature of this new
medium.  The resulting gap has to be filled in new ways. 
Some of these new possibilities can be shown in hypertext
literature.  I have chosen Mark Amerika's Grammatron,
because he develops a kind of reader instruction for the new
functions of narrativity.

%M C.HYPER.98.305
%T Camping on the Banks of the Hypermedia Literature: Waiting for (a Hyperliterate) Civilization to Arrive
%S Keynote
%A John J. Leggett
%B HYPER98
%D 1998
%P 305
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p305-leggett1/p305-leggett1.pdf
%X After all, our intellectual product is all that endures.  What legacy are we leaving for
the future?  Is this the legacy we wish to leave?  Are we making the impact in the
world that we thought we could when we started this conference series?
   This talk will concentrate on the body of literature produced by the hypertext
conference community.  I will trace the previous threads of research through the
literature and discuss where I see these threads going in the future.  It will be like
camping on the banks or bluffs overlooking the hypertext conference literature.  We
will be trying to identify the rudiments of a civilization.  Will we find civilization?  Or just
more camps?  Will we find a literate culture?  Could we dare hope for a hyperliterate
culture?
   I will give you my perspective on the above and outline some ideas of things we
could do as a community to move towards a more rewarding civilization.  Despite the
topic of this talk, it will be light-hearted with many fond remembrances and
anecdotes!

%M C.HYPER.98.306
%T Straight Talk for Troubled Times, or: The Street Finds Its Uses for Things
%S Keynote
%A Stuart Moulthrop
%B HYPER98
%D 1998
%P 306
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p306-moulthrop/p306-moulthrop.pdf
%X A few years ago Thomas Landauer, a key figure in hypertext research, wrote an
indispensable book called The Trouble with Computers.  According to Landauer,
society fails to understand that information technologies breed complexity in almost
every area of application; yet inexplicably we expect these technologies to deliver
simplicity, efficiency, and a straightforward return on investment.  Landauer answers
these false expectations with "user-centered design" (UCD), asking us to shift
attention from systems and software to people, their activities, and their needs. 
Though this is a promising thesis, it begs some primary questions: Who defines
appropriate uses of information technology?  How do new technological affordances
affect our concepts of value and productivity?  Could a more basic process precede
UCD, one in which we redefine use itself?  The talk applies these questions to the
most notorious area of hypertext development, HTTP and the World Wide Web. 
What has the Web meant so far for business, academia, and society in general? 
Has widespread and relatively intense engagement with hypertext produced any
changes in our understanding of this technology?  What does it mean to use the
Web?

%M C.HYPER.98.307
%T Actual & Potential Hypertext & Hypermedia: 5 Realizations
%S Panel
%A Diane Greco
%A Markku Eskelinen
%A Chis Funkhouser
%A Marjorie Luesebrink
%A Jim Rosenberg
%B HYPER98
%D 1998
%P 307
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p307-greco/p307-greco.pdf
%X It is by now a commonplace that the advent of hypertext and hypermedia
has changed, and will continue to change, received notions of what it means to
organize and consume information.  However, much of the promise of these new
media is in fact limited by the availability of sufficiently flexible and sophisticated
authoring tools.  This disconnect between designers and users often leads to the
disappointing situation in which work-arounds designed to refine the functionality of
an existing hypertext/hypermedia system themselves compromise the integrity of
the writer's or artist's original vision.  To motivate a deeper and fuller discussion
between developers and writers, the panelists will discuss their experiences trying
to "write around" various software constraints and will demonstrate their solutions
and/or ideas for solutions, either in systems or interface design.

%M C.HYPER.98.307
%T Developing Hypermedia
%S Panel
%A David Lowe
%A Mark Bernstein
%A Paolo Paolini
%A Daniel Schwabe
%B HYPER98
%D 1998
%P 307
%* (c) Copyright 1998 ACM
%W http://www.acm.org/pubs/articles/proceedings/hypertext/276627/p307-lowe/p307-lowe.pdf
%X Although various hypertexts and hypertext-based applications exist which
demonstrate the power of HT concepts, hypertext still tends to be underutilised in
many systems, especially the Web.  This can possibly be attributed in part to the
lack of appropriate approaches to the creation or development of hypertext-based
applications and sites.  This panel will focus on different perspectives relating to how
we should be approaching the development.  In particular, the panel will consider
development which enhances both the quality of the creative or development
process, and the quality of the (hypertext) results of our development.  The
panelists will discuss aspects such as their positions with respect to the level of
formality needed in the process and where the strong focus of attention during the
development should be placed.

fpack:!@#$%^&*(): INT01.B
%M C.INT.01.3
%T Designing Usability, Supporting Sociability: Questions Participants
Ask about Online Communities
%A J. Preece
%B INT01
%D 2001
%P 3-12

%M C.INT.01.13
%T Affective and Wearable Interfaces: Sensing and Responding to Human
Emotion
%A R. Picard
%B INT01
%D 2001
%P 13

%M C.INT.01.14
%T Interacting with a Computer Augmented Environment
%A J. Rekimoto
%B INT01
%D 2001
%P 14-16

%M C.INT.01.19
%T Software Architecture for Audio and Haptic Rendering Based on a
Physical Model
%A H. Yano
%A H. Iwata
%B INT01
%D 2001
%P 19-26

%M C.INT.01.27
%T Building a Worldwide Photorealistic Virtual Environment by Switching
between Subenvironments
%A T. Tanikawa
%A M. Hirose
%B INT01
%D 2001
%P 27-34

%M C.INT.01.35
%T Collaborative Creation of a Persistent Virtual World
%A J. Purbrick
%A C. Greenhalgh
%B INT01
%D 2001
%P 35-42

%M C.INT.01.43
%T Information Overload and Virtual Public Discourse Boundaries
%A Q. Jones
%A G. Ravid
%A S. Rafaeli
%B INT01
%D 2001
%P 43-50

%M C.INT.01.51
%T The Interactive Design Collaboratorium
%A S. Bodker
%A P. Krogh
%A M. G. Petersen
%B INT01
%D 2001
%P 51-58

%M C.INT.01.59
%T Fostering Social Interaction in Online Spaces
%A A. Lee
%A C. Danis
%A T. Miller
%A Y. Jung
%B INT01
%D 2001
%P 59-66

%M C.INT.01.67
%T The Use of Conventional and New Music Media: Implications for Future
Technologies
%A B. Brown
%A E. Geelhoed
%A A. Sellen
%B INT01
%D 2001
%P 67-75

%M C.INT.01.76
%T Measuring Purchasing Intentions for Internet Retail Sites against
Usability Attributes
%A K. Vassilopoulou
%A K. Keeling
%A L. Macaulay
%A P. McGoldrick
%B INT01
%D 2001
%P 76-83

%M C.INT.01.84
%T TV Home Banking and the Technology Acceptance Model: Intrinsic
Motivation and Gender Issues
%A K. Keeling
%A D. Fowler
%A P. McGoldrick
%A L. Macaulay
%B INT01
%D 2001
%P 84-91

%M C.INT.01.92
%T Optimised Virtual Keyboards with and without Alphabetical Ordering -
A Novice User Study
%A B. A. Smith
%A S. Zhai
%B INT01
%D 2001
%P 92-99

%M C.INT.01.100
%T Combined Voluntary Gaze Direction and Facial Muscle Activity as a New
Pointing Technique
%A T. Partala
%A A. Aula
%A V. Surakka
%B INT01
%D 2001
%P 100-107

%M C.INT.01.108
%T Representation of Volumetric Data Using Immersive Projection Display
and Haptic Display
%A W. Hashimoto
%A H. Iwata
%B INT01
%D 2001
%P 108-114

%M C.INT.01.115
%T Designing for Sociability in Shared Browsers
%A S. Farnham
%A M. Zaner
%A L. Cheng
%B INT01
%D 2001
%P 115-123

%M C.INT.01.124
%T "You Mean Here?" - Video-Mediated Nurse-Patient Communication
%A H. Tap
%B INT01
%D 2001
%P 124-131

%M C.INT.01.132
%T Emergent Structure in Analytic Workspaces: Design and Use of the
Visual Knowledge Builder
%A F. Shipman
%A H. Hsieh
%A R. Airhart
%A P. Maloor
%A J. M. Moore
%A D. Shah
%B INT01
%D 2001
%P 132-139

%M C.INT.01.140
%T Sharing Searches: Developing Open Support for Collaborative Searching
%A J. Walkerdine
%A T. Rodden
%B INT01
%D 2001
%P 140-147

%M C.INT.01.148
%T Evaluating Animation in the Periphery as a Mechanism for Maintaining
Awareness
%A D. S. McCrickard
%A R. Catrambone
%A J. T. Stasko
%B INT01
%D 2001
%P 148-156

%M C.INT.01.157
%T Moving Icons: Detection and Distraction
%A L. Bartram
%A C. Ware
%A T. Calvert
%B INT01
%D 2001
%P 157-165

%M C.INT.01.166
%T Exploring Cognitive Issues in Visual Information Retrieval
%A T. Cribbin
%A C. Chen
%B INT01
%D 2001
%P 166-173

%M C.INT.01.174
%T Auditory Cues for Monitoring a Background Process: A Comparative
Evaluation
%A M. Pacey
%A C. MacGregor
%B INT01
%D 2001
%P 174-181

%M C.INT.01.182
%T Simulating Affective Communication with Animated Agents
%A H. Prendinger
%A M. Ishizuka
%B INT01
%D 2001
%P 182-189

%M C.INT.01.190
%T TelMeA: An Asynchronous Community System with Avatar-like Agents
%A T. Takahashi
%A H. Takeda
%B INT01
%D 2001
%P 190-197

%M C.INT.01.198
%T Personifying the e-Market: A Framework for Social Agents
%A A. De Angeli
%A P. Lynch
%A G. Johnson
%B INT01
%D 2001
%P 198-205

%M C.INT.01.206
%T Information-Enriched Workspaces
%A Y. Ye
%B INT01
%D 2001
%P 206-213

%M C.INT.01.214
%T Design and Evaluation of Four AR Navigation Tools Using Scene and
Viewpoint Handling
%A M. Fjeld
%A N. Ironmonger
%A S. Guttormsen-Schar
%A H. Krueger
%B INT01
%D 2001
%P 214-223

%M C.INT.01.224
%T An Evaluation of Augmented Reality Navigational Maps in Head-Worn
Displays
%A J. Lehikoinen
%B INT01
%D 2001
%P 224-231

%M C.INT.01.232
%T Visual Interaction Platform
%A D. Aliakseyeu
%A J.-B. Martens
%A S. Subramanian
%A M. Vroubel
%A W. Wesselink
%B INT01
%D 2001
%P 232-239

%M C.INT.01.240
%T SnapLink: Interactive Object Registration and Recognition for
Augmented Desk Interface
%A T. Nishi
%A Y. Sato
%A H. Koike
%B INT01
%D 2001
%P 240-246

%M C.INT.01.247
%T THEA: A Technique for Human Error Assessment Early in Design
%A S. Pocock
%A M. Harrison
%A P. Wright
%A P. Johnson
%B INT01
%D 2001
%P 247-254

%M C.INT.01.255
%T Unmasking Mode Errors: A New Application of Task Knowledge Principles
to the Knowledge Gaps in Cockpit Design
%A R. Hourizi
%A P. Johnson
%B INT01
%D 2001
%P 255-262

%M C.INT.01.263
%T Notification, Disruption, and Memory: Effects of Messaging
Interruptions on Memory and Performance
%A E. Cutrell
%A M. Czerwinski
%A E. Horvitz
%B INT01
%D 2001
%P 263-269

%M C.INT.01.270
%T User Interface Evaluation When User Errors May Have Safety-Critical
Effects
%A F. Paterno
%A C. Santoro
%B INT01
%D 2001
%P 270-277

%M C.INT.01.278
%T Social Effects on Human-Computer Interaction of Simultaneous
Utterances with Inarticulate Sounds
%A N. Suzuki
%A Y. Takeuchi
%A M. Okada
%B INT01
%D 2001
%P 278-285

%M C.INT.01.286
%T Speech Interaction with Graphical User Interfaces
%A D. R. Olsen
%A S. E. Hudson
%A C. M. Tam
%A G. Conaty
%A M. Phelps
%A J. M. Heiner
%B INT01
%D 2001
%P 286-293

%M C.INT.01.294
%T Spoken Interaction with Computers in a Native or Non-Native Language
- Same or Different?
%A N. Dahlback
%A S. Swamy
%A C. Nass
%A F. Arvidsson
%A J. Skageby
%B INT01
%D 2001
%P 294-301

%M C.INT.01.302
%T Browsing the Web from a Speech-Based Interface
%A J. Poon
%A C. Nunn
%B INT01
%D 2001
%P 302-309

%M C.INT.01.310
%T Detectability and Comprehensibility Study on Audio Hyperlinking
Methods
%A Q. Wang
%A M. Shen
%A R. Shui
%A H. Su
%B INT01
%D 2001
%P 310-317

%M C.INT.01.318
%T Digital Annotation and Exploration Techniques for Handling
Image-Based Hypermedia
%A L. Robert
%A E. Lecolinet
%B INT01
%D 2001
%P 318-325

%M C.INT.01.326
%T Semi-Automatic Image Annotation
%A L. Wenyin
%A S. Dumais
%A Y. Sun
%A H. Zhang
%A M. Czerwinski
%A B. Field
%B INT01
%D 2001
%P 326-333

%M C.INT.01.334
%T Tiles: A Mixed Reality Authoring Interface
%A I. Poupyrev
%A D. Tan
%A M. Billinghurst
%A H. Kato
%A H. Regenbrecht
%A N. Tetsutani
%B INT01
%D 2001
%P 334-341

%M C.INT.01.342
%T Where Theory Meets Practice: A Case for an Activity Theory Based
Methodology to Guide Computer System Design
%A D. Mwanza
%B INT01
%D 2001
%P 342-349

%M C.INT.01.350
%T Usability Pattern Languages: the "Language" Aspect
%A M. Mahemoff
%A L. J. Johnston
%B INT01
%D 2001
%P 350-358

%M C.INT.01.359
%T Reengineering the Systems Development Process for User Centred Design
%A J. Gulliksen
%A B. Goransson
%B INT01
%D 2001
%P 359-366

%M C.INT.01.367
%T Elastic Systems
%A P. B. Andersen
%B INT01
%D 2001
%P 367-374

%M C.INT.01.375
%T "Let There Be Light": Examining Interfaces for Homes of the Future
%A B. Brumitt
%A J. J. Cadiz
%B INT01
%D 2001
%P 375-382

%M C.INT.01.383
%T User Interface for an In-Home Environment
%A R. van de Sluis
%A B. Eggen
%A J. Jansen
%A H. Kohar
%B INT01
%D 2001
%P 383-390

%M C.INT.01.391
%T Handheld Applications Design: Merging Information Appliances without
Affecting Usability
%A M. Nyberg
%A S. Bjork
%A M. Goldstein
%A J. Redstrom
%B INT01
%D 2001
%P 391-398

%M C.INT.01.399
%T Activity and Artifact: The Symbiosis of Truck Drivers' Work and
Navigational Systems
%A M. Johansson
%A M. Pettersson
%B INT01
%D 2001
%P 399-406

%M C.INT.01.407
%T Interactive Room Support for Complex and Distributed Design Projects
%A K. Gronboek
%A K. K. Gundersen
%A P. Mogensen
%A P. Orboek
%B INT01
%D 2001
%P 407-414

%M C.INT.01.415
%T Soft Initiation in HyperMirror-III
%A O. Morikawa
%A J. Yamashita
%A Y. Fukui
%A S. Sato
%B INT01
%D 2001
%P 415-422

%M C.INT.01.423
%T Pirates! Using the Physical World as a Game Board
%A S. Bjork
%A J. Falk
%A R. Hansson
%A P. Ljungstrand
%B INT01
%D 2001
%P 423-430

%M C.INT.01.431
%T Creating an Infrastructure for Ubiquitous Awareness
%A M. Kantor
%A D. Redmiles
%B INT01
%D 2001
%P 431-438

%M C.INT.01.439
%T Augmenting Museums and Art Galleries
%A C. Baber
%A H. Bristow
%A S.-L. Cheng
%A A. Hedley
%A Y. Kuriyama
%A M. Lien
%A J. Pollard
%A P. Sorrell
%B INT01
%D 2001
%P 439-446

%M C.INT.01.447
%T Expressions: Towards a Design Practice of Slow Technology
%A L. Hallnas
%A P. Jaksetic
%A P. Ljungstrand
%A J. Redstrom
%A T. Skog
%B INT01
%D 2001
%P 447-454

%M C.INT.01.455
%T Less Clicking, More Watching: Results of the Iterative Design and
Evaluation of Entertaining Web Experiences
%A C.-M. Karat
%A C. Pinhanez
%A J. Karat
%A R. Arora
%A J. Vergo
%B INT01
%D 2001
%P 455-463

%M C.INT.01.464
%T Home Video Editing Made Easy - Balancing Automation and User Control
%A A. Girgensohn
%A S. Bly
%A F. Shipman
%A J. Boreczky
%A L. Wilcox
%B INT01
%D 2001
%P 464-471

%M C.INT.01.472
%T Fostering Engagement in Asynchronous Learning through Collaborative
Multimedia Annotation
%A S. LeeTiernan
%A J. Grudin
%B INT01
%D 2001
%P 472-479

%M C.INT.01.480
%T Learning Enhancement in Web Contents through Inter-Agent Interaction
%A Y. Takeuchi
%A Y. Katagiri
%A T. Takahashi
%B INT01
%D 2001
%P 480-487

%M C.INT.01.488
%T Bringing Human Computer Interaction into a Department of Product and
Systems Design
%A J. Darzentas
%A T. T. Hewett
%A T. Spyrou
%A J. Darzentas
%B INT01
%D 2001
%P 488-495

%M C.INT.01.496
%T Electronic Blocks: Tangible Programming Elements for Preschoolers
%A P. Wyeth
%A G. Wyeth
%B INT01
%D 2001
%P 496-503

%M C.INT.01.504
%T An Automatic GUI Design Checking Tool from the Viewpoint of Design
Standards
%A H. Okada
%A T. Asahi
%B INT01
%D 2001
%P 504-511

%M C.INT.01.512
%T Requirements Engineering of Personal Technology for Police Officers
%A C. Baber
%A M. Sharples
%A M. Boardman
%A A. Price
%A D. Haniff
%B INT01
%D 2001
%P 512-520

%M C.INT.01.521
%T Analysing Viewpoints in Design through the Argumentation Process
%A G. Martin
%A F. Detienne
%A E. Lavigne
%B INT01
%D 2001
%P 521-529

%M C.INT.01.530
%T Effects of Prompt Style when Navigating through Structured Data
%A V. Vanhoucke
%A W. L. Neeley
%A M. Mortati
%A M. J. Sloan
%A C. Nass
%B INT01
%D 2001
%P 530-536

%M C.INT.01.537
%T How Are Searching and Reading Intertwined during Retrieval from
Hierarchically Structured Documents?
%A M. Hertzum
%A M. Lalmas
%A E. Frokjaer
%B INT01
%D 2001
%P 537-544

%M C.INT.01.545
%T Context Lenses - Document Visualization and Navigation Tools for
Rapid Access to Detail
%A A. Dieberger
%A D. M. Russell
%B INT01
%D 2001
%P 545-552

%M C.INT.01.553
%T A Comparative Study of Distortion-Oriented Displays
%A Y. K. Leung
%A M. Smith
%A J. Fabre
%B INT01
%D 2001
%P 553-560

%M C.INT.01.561
%T JigsawTree: Design of a Task Composition Interface for Complex
Applications
%A E. Kandogan
%B INT01
%D 2001
%P 561-568

%M C.INT.01.569
%T Large-Scale Collection of Usage Data to Inform Design
%A D. M. Hilbert
%A D. F. Redmiles
%B INT01
%D 2001
%P 569-576

%M C.INT.01.577
%T PUMA Footprints: Linking Theory and Craft Skill in Usability
Evaluation
%A A. Blandford
%A R. Butterworth
%A P. Curzon
%B INT01
%D 2001
%P 577-584

%M C.INT.01.585
%T Analytical Prototyping of Personal Technologies: Using Predictions of
Time and Error to Evaluate User Interfaces
%A C. Baber
%A N. Stanton
%B INT01
%D 2001
%P 585-592

%M C.INT.01.593
%T The Effects of Interruptions on Task Performance, Annoyance, and
Anxiety in the User Interface
%A B. P. Bailey
%A J. A. Konstan
%A J. V. Carlis
%B INT01
%D 2001
%P 593-601

%M C.INT.01.602
%T Age, Stereotypes and Videoconferencing
%A N. G. Pollard
%A A. F. Monk
%B INT01
%D 2001
%P 602-608

%M C.INT.01.609
%T A Real-Time Thinking State Monitoring System for Plant Operation
%A T. Kurooka
%A M. Yamakawa
%A Y. Yamashita
%A H. Nishitani
%B INT01
%D 2001
%P 609-616

%M C.INT.01.617
%T Telepresence under Exceptional Circumstances: Enriching the
Connection to School for Sick Children
%A D. I. Fels
%A J. K. Waalen
%A S. Zhai
%A P. Weiss
%B INT01
%D 2001
%P 617-624

%M C.INT.01.627
%T Gender Differences in Spatial Ability within Virtual Reality
%A E. Billen
%B INT01
%D 2001
%P 627-631

%M C.INT.01.632
%T Temporal Patterns for Complex Interaction Design
%A M. Du
%B INT01
%D 2001
%P 632-635

%M C.INT.01.636
%T "Where's the Interface?" Enhanced Use Models for Mobile Interaction
%A D. Fallman
%B INT01
%D 2001
%P 636-639

%M C.INT.01.640
%T A Conceptual-Level Design Environment for Learning Contents
%A Y. Hayashi
%B INT01
%D 2001
%P 640-643

%M C.INT.01.644
%T A New Approach to Interactive On-line Mapping
%A B. Mancilla
%B INT01
%D 2001
%P 644-647

%M C.INT.01.648
%T EVIDII: An Environment to Help Externalizing Implicit Ideas through
Visualizing Individual Associations
%A M. Ohira
%B INT01
%D 2001
%P 648-651

%M C.INT.01.652
%T Design, Implementation and Evaluation of Universal End-User Textual
Languages and Tools Based on Nativeization
%A B. Patil
%B INT01
%D 2001
%P 652-655

%M C.INT.01.656
%T Multi Modal Map Learning for Mobile Home Robot
%A S. S. Ghidary
%B INT01
%D 2001
%P 656-659

%M C.INT.01.660
%T Interfaces for Diverse Cultures: An Activity Theory Approach
%A L. Vrazalic
%B INT01
%D 2001
%P 660-664

%M C.INT.01.665
%T Gaze Added Interface Suitable for General GUIs
%A M. Yamato
%B INT01
%D 2001
%P 665-668

%M C.INT.01.671
%T The BubbleFish: Digital Documents Available on Hand
%A D. Fallman
%B INT01
%D 2001
%P 671-672

%M C.INT.01.673
%T Ti-ti Ke-ke: Architecture as Intelligent Interface
%A I. Aw
%A W. McLean
%A S. Gage
%B INT01
%D 2001
%P 673-674

%M C.INT.01.675
%T Hands-on Modelling Interface System for Co-creative Telecommunication
%A S. Wesugi
%A S. Itai
%A Y. Miwa
%B INT01
%D 2001
%P 675-677

%M C.INT.01.678
%T A New Input Method of Computers with One CCD Camera: Virtual Keyboard
%A N. Matsui
%A Y. Yamamoto
%B INT01
%D 2001
%P 678-679

%M C.INT.01.680
%T Physical Paper as the User Interface for an Architectural Design Tool
%A D. Aliakseyeu
%A J.-B. Martens
%B INT01
%D 2001
%P 680-681

%M C.INT.01.682
%T Implementation of ActiveCube for Multi-modal Interaction
%A Y. Itoh
%A Y. Kitamura
%A M. Kawai
%A F. Kishino
%B INT01
%D 2001
%P 682-683

%M C.INT.01.684
%T Effective Notification Systems Depend on User Trust
%A S. LeeTiernan
%A E. Cutrell
%A M. Czerwinski
%A H. Hoffman
%B INT01
%D 2001
%P 684-685

%M C.INT.01.686
%T "Bello", an Animated Character Facilitating Voice Control
%A E. Diederiks
%A R. van de Sluis
%B INT01
%D 2001
%P 686-687

%M C.INT.01.688
%T Inference of Human Psychology with CE Game
%A H. Ito
%A T. Tanaka
%A N. Sugie
%B INT01
%D 2001
%P 688-689

%M C.INT.01.690
%T Evaluation of Communication with Robot and Agent: Are Robots Better
Social Actors than Agents?
%A J. Yamato
%A K. Shinozawa
%A F. Naya
%A K. Kogure
%B INT01
%D 2001
%P 690-691

%M C.INT.01.692
%T Computers as Cognitive Assistants for Elderly People
%A N. Alm
%A L. Dobinson
%A P. Massie
%A I. Hewines
%B INT01
%D 2001
%P 692-693

%M C.INT.01.694
%T Building Virtual Interfaces with the GaCIV Tool
%A A. R. Assis
%A J. C. A. Silva
%B INT01
%D 2001
%P 694-695

%M C.INT.01.696
%T A Basic Estimation of Predictive Feedback Loop (PFL) in a Distributed
Virtual Environment (DVE) with Lag
%A D. Hanawa
%A T. Yonekura
%B INT01
%D 2001
%P 696-697

%M C.INT.01.698
%T An Intuitive and Efficient Interface for Drawing Programs
%A C. Houser
%B INT01
%D 2001
%P 698-699

%M C.INT.01.700
%T Perceiving Depth in Desktop Virtual Environments: Effects of Motion
Parallax and Object Placement
%A S. S. Morar
%A R. D. Macredie
%A T. Cribbin
%B INT01
%D 2001
%P 700-701

%M C.INT.01.702
%T Graphic Design of Voice Dialogue Applications
%A T. Nouza
%A J. Nouza
%B INT01
%D 2001
%P 702-703

%M C.INT.01.704
%T A Hierarchical Framework for Integrating Constraints with Graph
Layouts
%A H. Hosobe
%B INT01
%D 2001
%P 704-705

%M C.INT.01.706
%T Positioning the Camera for Desktop Video
%A D. Grayson
%A A. Monk
%B INT01
%D 2001
%P 706-707

%M C.INT.01.708
%T From Consciousness to Unconsciousness - a Model of Motor Skill
Acquisition -
%A Y. Toya
%A E. Uozumi
%A Y. Sagawa
%A N. Sugie
%B INT01
%D 2001
%P 708-709

%M C.INT.01.710
%T Computer Program for Scissors Game May Infer Opponent's Tactics
%A K. Yamamoto
%A E. Uozumi
%A S. Yamamoto
%A N. Sugie
%B INT01
%D 2001
%P 710

%M C.INT.01.711
%T Extracting Subjective Object Contours against Complex Background - Is
a Zebra Visible? -
%A H. Banno
%A Y. Ohtsuka
%A T. Tanaka
%A N. Sugie
%B INT01
%D 2001
%P 711-712

%M C.INT.01.713
%T Extracting Knowledge from Usability Evaluation Databases
%A E. Garcia
%A M. A. Sicilia
%A J. R. Hilera
%A J. A. G. de Mesa
%B INT01
%D 2001
%P 713-714

%M C.INT.01.715
%T QUIM: An Integrated Framework for Modeling and Measuring Quality in
Use
%A M. Donyaee
%A A. Seffah
%A A. Khelifi
%B INT01
%D 2001
%P 715-716

%M C.INT.01.717
%T Supporting Conversations with Vicarious Learning Using Personal
Technologies
%A P. Rudman
%B INT01
%D 2001
%P 717-718

%M C.INT.01.719
%T Mobile-Transparent Access to Web Services
%A E. Kaasinen
%A J. Kolari
%A T. Laakko
%B INT01
%D 2001
%P 719-720

%M C.INT.01.721
%T Designing Feedback for an Attentive Office
%A T. Matlock
%A C. S. Campbell
%A P. P. Maglio
%A S. Zhai
%A B. Smith
%B INT01
%D 2001
%P 721-722

%M C.INT.01.723
%T A Diary Study of Rendezvousing: Implications for Position-Aware
Communications for Mobile Groups
%A M. Colbert
%B INT01
%D 2001
%P 723-724

%M C.INT.01.725
%T Managing Information of Real-World Objects through a Cellular Phone
Java Client (i-Mode Java Application)
%A Y. Ikei
%A H. Tanaka
%A M. Hirose
%B INT01
%D 2001
%P 725-726

%M C.INT.01.727
%T Multi-modal Interface with Voice and Head Tracking for Multiple Home
Appliances
%A E. Ito
%B INT01
%D 2001
%P 727-728

%M C.INT.01.729
%T Exploring TypeSpace: A Comparative Study of Interactive Evolution and
Direct Manipulation
%A A. Lund
%B INT01
%D 2001
%P 729-730

%M C.INT.01.731
%T A SOFM/HMM System for Person-Independent Isolated Sign Language
Recognition
%A G. Fang
%A W. Gao
%B INT01
%D 2001
%P 731-732

%M C.INT.01.733
%T The RealEYES-Project: Usability Evaluation with Eye Tracking Data
%A K. Oertel
%A O. Hein
%A A. Elsner
%B INT01
%D 2001
%P 733-734

%M C.INT.01.735
%T How Long is a "Long" Key Press?
%A S. Mizobuchi
%A E. Wanibe
%B INT01
%D 2001
%P 735-736

%M C.INT.01.737
%T Sound-Responsive Magnetic Fluid Display
%A S. Kodama
%A M. Takeno
%B INT01
%D 2001
%P 737-738

%M C.INT.01.739
%T An Evaluation of Multiple Pointing Input Systems
%A K. Fukuchi
%A S. Matsuoka
%B INT01
%D 2001
%P 739-740

%M C.INT.01.743
%T EyePrint: An Information Navigation Method with Gaze Position Trace
%A T. Ohno
%B INT01
%D 2001
%P 743-744

%M C.INT.01.745
%T The ScrollSearcher Technique: Using Scrollbars to Explore Search
Results
%A S. Bjork
%B INT01
%D 2001
%P 745-746

%M C.INT.01.747
%T Mobile Reporting: Supporting Road Inspectors
%A M. Esbjornsson
%B INT01
%D 2001
%P 747-748

%M C.INT.01.749
%T Rethinking Scrolling on Mobile Phones Interfaces
%A F. Djabri
%A P. Karlsson
%B INT01
%D 2001
%P 749-750

%M C.INT.01.751
%T Figure Recognition by Tactile Stimulation: Difference between the
Blind and the Non-Blind
%A M. G. Kwok
%A T. Fukuda
%B INT01
%D 2001
%P 751-752

%M C.INT.01.753
%T A Study of Recognition of Human-Shaped Trademark Images by Applying
Structured Models
%A J. Nakajima
%A K. Maejima
%A H. Nagashima
%B INT01
%D 2001
%P 753-754

%M C.INT.01.755
%T Why Diagrams Are Sometimes Difficult
%A J. Chattratichart
%A J. Kuljis
%B INT01
%D 2001
%P 755-756

%M C.INT.01.757
%T A Framework for the Development of an International Resource Base for
Human-Computer Interaction Educational Material
%A P. Kotze
%A L. Oestreicher
%B INT01
%D 2001
%P 757-758

%M C.INT.01.759
%T Category Overlap between Hierarchies in User Workspace
%A R. Boardman
%B INT01
%D 2001
%P 759-760

%M C.INT.01.761
%T 'Subjunctive Interface' Support for Combining Context-Dependent
Semi-Structured Resources
%A A. Lunzer
%B INT01
%D 2001
%P 761-762

%M C.INT.01.763
%T XISL: An Attempt to Separate Interactions from Data
%A K. Katsurada
%A Y. Nakamura
%A S. Kobayashi
%A T. Nitta
%B INT01
%D 2001
%P 763-764

%M C.INT.01.765
%T Supporting Peripheral Web Awareness Using Wallpaper
%A W. A. Schafer
%A J. W. Helms
%A S. Ramnani
%A S. Suresh
%A D. S. McCrickard
%B INT01
%D 2001
%P 765-766

%M C.INT.01.767
%T Usability Evaluation of Component-Based User Interfaces
%A W.-P. Brinkman
%A R. Haakma
%A D. G. Bouwhuis
%B INT01
%D 2001
%P 767-768

%M C.INT.01.769
%T CommonGIS Usability Lifecycle
%A F. Bernardo
%A J. Hipolito
%B INT01
%D 2001
%P 769-770

%M C.INT.01.771
%T Testing Usability Tests for Web Sites: An Evaluation of Task
Variation in Think Aloud Sessions
%A L. Van Waes
%B INT01
%D 2001
%P 771-772

%M C.INT.01.773
%T Using Physiological Criteria to Improve Usability: The Physiological
Evaluation LCD and CRT Effects on Users
%A S. Chen
%A X. Ren
%A S. Moriya
%A Y. Machi
%B INT01
%D 2001
%P 773-774

%M C.INT.01.775
%T Interaction with Laser Pointer on Large Screens
%A R. Knudsen
%A T. Enig
%A D. A. E. Perge
%A P. Mogensen
%B INT01
%D 2001
%P 775-776

%M C.INT.01.777
%T Vision-Based Recognition of the Hand Postures using Self-Organizing
Map and Linear Discriminant Analysis
%A K. Yasumoto
%A T. Kurita
%A T. Takahashi
%B INT01
%D 2001
%P 777-778

%M C.INT.01.779
%T Unsupervised Learning of Faces for Human-Computer Interfaces
%A B. Raytchev
%A H. Murase
%B INT01
%D 2001
%P 779-780

%M C.INT.01.781
%T Sound Source Separation in the Frequency Domain with Image Processing
%A K. Ninagawa
%A T. Umeyama
%A K. Suzuki
%A N. Sugie
%B INT01
%D 2001
%P 781-782

%M C.INT.01.783
%T The Influence of Voice Recognition on the Writing Process. Cognitive
and Stylistic Effects of Speech Technology on Writing Business Texts
%A M. Leijten
%A L. Van Waes
%B INT01
%D 2001
%P 783-784

%M C.INT.01.785
%T Interactive Virtual Fashion Simulator
%A J. Hoshino
%A H. Saito
%B INT01
%D 2001
%P 785-786

%M C.INT.01.787
%T A Study on the System for Visualized Information of Health Risks from
Ionizing Particles by CG Technology
%A M. Katagiri
%A Y. Tuzuki
%A M. Kitaichi
%A S. Sawamura
%A Y. Aoki
%B INT01
%D 2001
%P 787-788

%M C.INT.01.789
%T Spoken Message Length for Older Adults
%A M. Zajicek
%A W. Morrissey
%B INT01
%D 2001
%P 789-790

%M C.INT.01.791
%T A Multi-Lingual Communication System for Non-Speaking People
%A M. Iwabuchi
%A N. Alm
%A P. N. Andreasen
%A K. Nakamura
%B INT01
%D 2001
%P 791-792

%M C.INT.01.793
%T Expressing Personality of Interface Agents by Gaze
%A A. Fukayama
%A M. Sawaki
%A T. Ohno
%A H. Murase
%A N. Hagita
%A N. Mukawa
%B INT01
%D 2001
%P 793-794

%M C.INT.01.795
%T Towards a Standard for the Annotation and Analysis of User Multimodal
Behavior
%A J.-C. Martin
%A S. Grimard
%A K. Alexandri
%B INT01
%D 2001
%P 795-796

%M C.INT.01.797
%T Developing Situated Applications in Mobile Personal Computing
%A K. P. Hewagamage
%A M. Hirakawa
%B INT01
%D 2001
%P 797-798

%M C.INT.01.799
%T Enabling Commuters to Find the Best Route: An Interface for Analyzing
Driving History Logs
%A M. Konishi
%A C. Plaisant
%A B. Shneiderman
%B INT01
%D 2001
%P 799-800

%M C.INT.01.801
%T User Organization of Personal Data - Implications for the Design of
Wireless Information Devices
%A L. Peacock
%A D. Chmielewski
%A P. Jordan
%A S. Jenson
%B INT01
%D 2001
%P 801-802

%M C.INT.01.803
%T Optimizing Content for Mobile Terminals will Reduce Bandwidth
Requirement
%A J. Oja
%A K. Tuomainen
%A T. Koskinen
%A A. Kaikkonen
%A P. Korhonen
%A P. Laine
%A J. Stromberg
%A E. Hyvonen
%A J. Hatonen
%B INT01
%D 2001
%P 803-804

%M C.INT.01.805
%T Speakers versus Headphones: Preference, Valence, Arousal and
Experience of Presence in Audio PDA News
%A K. Kallinen
%B INT01
%D 2001
%P 805-806

%M C.INT.01.809
%T Info. Table: Realisation of Embedded Intelligence
%A T. Suzuki
%A M. Tsunoo
%A T. Kobayashi
%A K. Irie
%B INT01
%D 2001
%P 809-810

%M C.INT.01.811
%T Ceramic Tile Database System
%A R. Ueno
%A Y. Masuda
%A T. Kobayashi
%A K. Irie
%B INT01
%D 2001
%P 811-812

%M C.INT.01.813
%T reGossip: Playing Games at Interact 2001
%A K. Andersen
%A J. Holopainen
%A R. Wakkary
%B INT01
%D 2001
%P 813-814

%M C.INT.01.817
%T Cost Effective User-Centred Design Using ISO 13407
%A N. Bevan
%B INT01
%D 2001
%P 817-818

%M C.INT.01.819
%T Collaboration Technology in Teams, Organizations, and Communities
%A S. Poltrock
%A J. Grudin
%B INT01
%D 2001
%P 819-820

%M C.INT.01.821
%T Video as Design Material - Expanding the Potential of Video in User
Centered Design
%A J. Buur
%A T. Binder
%B INT01
%D 2001
%P 821-822

%M C.INT.01.823
%T Introduction to User Requirements Analysis and Early Design
%A M. Maguire
%B INT01
%D 2001
%P 823-824

%M C.INT.01.825
%T "Here, There, Everywhere": Designing Usable Wireless Serviccs
%A A. Kaikkonen
%A D. Williams
%B INT01
%D 2001
%P 825-826

%M C.INT.01.827
%T Usability Assessment of Products Based on ISO 9241 - The DATech
Approach -
%A W. Dzida
%A T. Geis
%A T. Hanashima
%B INT01
%D 2001
%P 827-829

%M C.INT.01.830
%T Participatory Analysis: Modelling Users, Tasks and Domains
%A E. O'Neill
%A P. Johnson
%A H. Johnson
%B INT01
%D 2001
%P 830-831

%M C.INT.01.832
%T Cross-Cultural Web User-Interface Design
%A A. Marcus
%B INT01
%D 2001
%P 832-834

%M C.INT.01.835
%T Developing Web-Based Collaborative Applications - Social and
Technical Issues
%A A. Lee
%A A. Girgensohn
%A C. Danis
%B INT01
%D 2001
%P 835-836

%M C.INT.01.839
%T Software and Usability Engineering Cross-Pollination
%A A. Seffah
%A P. Forbrig
%B INT01
%D 2001
%P 839

%M C.INT.01.840
%T Workshop on Developing Educational Material for HCI: Validation and
Quality Control Issues
%A P. Kotze
%A L. Oestreicher
%A M. Rauterberg
%A M. Toleman
%B INT01
%D 2001
%P 840

%M C.INT.01.841
%T Usability throughout the Entire Software Development Lifecycle
%A J. Gulliksen
%A I. Boivie
%B INT01
%D 2001
%P 841

%M C.INT.01.842
%T Human-Work Interaction in Dynamic Work
%A A. M. Pejtersen
%A S. Bodker
%A P. B. Andersen
%B INT01
%D 2001
%P 842

%M C.INT.01.843
%T The Benefits of Using ISO 13407: Human Centred Design Process for
Interactive Systems
%A N. Bevan
%A J. Earthy
%A M. Kurosu
%B INT01
%D 2001
%P 843

%M C.INT.01.844
%T Designing for the Mobile World: Current Challenges and the Future
%A A. Thomas
%A A. Palmer
%B INT01
%D 2001
%P 844

%M C.INT.01.845
%T Issues on the Application of Guidelines to the Design of HCI Systems
for People with Disabilities
%A J. Abascal
%A C. Nicolle
%A M. Noirhomme-Fraiture
%B INT01
%D 2001
%P 845-846

%M C.INT.01.849
%T The Design of a Smart Card-Based Home-Help System
%A A. Frisk
%A B. Goransson
%A T. Sandback
%A V. Thomasson
%B INT01
%D 2001
%P 849-855

%M C.INT.01.856
%T Introducing User Needs Gathering to Product Development: Increasing
Innovation and Customer Satisfaction
%A S. Kujala
%A M. Kauppinen
%A S. Rekola
%B INT01
%D 2001
%P 856-861

%M C.INT.01.862
%T Incorporating Usability in the Development Process at Inland Revenue
and Israel Aircraft Industries
%A N. Bevan
%A I. Bogomolni
%A N. Ryan
%B INT01
%D 2001
%P 862-868

%M C.INT.01.871
%T Usability Standards for Industry - ISO13407, CIF and the Future of
Usability Activities -
%A M. Kurosu
%A N. Bevan
%A J. Scholtz
%A T. Geis
%A Y. Horibe
%A W. Dzida
%B INT01
%D 2001
%P 871-872

%M C.INT.01.873
%T Entertainment Computing
%A T. Kamae
%A J. van den Herik
%A K. Nishi
%A M. Tsukamoto
%A H. Matsubara
%A I. Frank
%A H. Iida
%B INT01
%D 2001
%P 873-874

%M C.INT.01.875
%T Mobile Communication Services: Which Acceptability Factors Matter
Most?
%A K.-i. Enoki
%A M. Kurosu
%A V. Lahoche
%A M. Nael
%A S. Mitome
%B INT01
%D 2001
%P 875-876

%M C.INT.01.879
%T Cognition and Cooperation in Design: the EIFFEL Research Group
%A F. Detienne
%A P. Falzon
%B INT01
%D 2001
%P 879-880

%M C.INT.01.881
%T Activity Theory Usability Laboratory (ATUL)
%A L. Vrazalic
%A H. Hasan
%B INT01
%D 2001
%P 881-882

%M C.INT.01.883
%T Virtual Reality Lab. - University of Tsukuba
%A H. Yano
%A W. Hashimoto
%A H. Iwata
%B INT01
%D 2001
%P 883-884

%M C.INT.01.885
%T Multimedia Virtual Laboratory
%A T. Ogi
%A T. Yamada
%A K. Hirota
%A M. Hirose
%B INT01
%D 2001
%P 885-886

fpack:!@#$%^&*(): IR01.BA
%M C.IR.01.1
%T Applying summarization techniques for term selection in relevance
feedback
%A Adenike M. Lam-Adesina
%A Gareth J. F. Jones
%B IR01
%D 2001
%P 1-9
%W http://doi.acm.org/10.1145/383952.383953
%X Query-expansion is an effective Relevance Feedback technique for
improving performance in Information Retrieval. In general
query-expansion methods select terms from the complete contents of
relevant documents. One problem with this approach is that expansion
terms unrelated to document relevance can be introduced into the
modified query due to their presence in the relevant documents and
distribution in the document collection. Motivated by the hypothesis
that query-expansion terms should only be sought from the most relevant
areas of a document, this investigation explores the use of document
summaries in query-expansion. The investigation explores the use of both
context-independent standard summaries and query-biased summaries.
Experimental results using the Okapi BM25 probabilistic retrieval model
with the TREC-8 ad hoc retrieval task show that query-expansion using
document summaries can be considerably more effective than using
full-document expansion. The paper also presents a novel approach to
term-selection that separates the choice of relevant documents from the
selection of a pool of potential expansion terms. Again, this technique
is shown to be more effective that standard methods. 

%M C.IR.01.10
%T Temporal summaries of new topics
%A James Allan
%A Rahul Gupta
%A Vikas Khandelwal
%B IR01
%D 2001
%P 10-18
%W http://doi.acm.org/10.1145/383952.383954
%X We discuss technology to help a person monitor changes in news
coverage over time. We define temporal summaries of news stories as
extracting a single sentence from each event within a news topic, where
the stories are presented one at a time and sentences from a story must
be ranked before the next story can be considered. We explain a method
for evaluation, and describe an evaluation corpus that we have built. We
also propose several methods for constructing temporal summaries and
evaluate their effectiveness in comparison to degenerate cases. We show
that simple approaches are effective, but that the problem is far from
solved. 

%M C.IR.01.19
%T Generic text summarization using relevance measure and latent
semantic analysis
%A Yihong Gong
%A Xin Liu
%B IR01
%D 2001
%P 19-25
%W http://doi.acm.org/10.1145/383952.383955
%X In this paper, we propose two generic text summarization methods that
create text summaries by ranking and extracting sentences from the
original documents. The first method uses standard IR methods to rank
sentence relevances, while the second method uses the latent semantic
analysis technique to identify semantically important sentences, for
summary creations. Both methods strive to select sentences that are
highly ranked and different from each other. This is an attempt to
create a summary with a wider coverage of the document's main content
and less redundancy. Performance evaluations on the two summarization
methods are conducted by comparing their summarization outputs with the
manual summaries generated by three independent human evaluators. The
evaluations also study the influence of different VSM weighting schemes
on the text summarization performances. Finally, the causes of the large
disparities in the evaluators' manual summarization results are
investigated, and discussions on human text summarization patterns are
presented. 

%M C.IR.01.26
%T A new approach to unsupervised text summarization
%A Tadashi Nomoto
%A Yuji Matsumoto
%B IR01
%D 2001
%P 26-34
%W http://doi.acm.org/10.1145/383952.383956
%X The paper presents a novel approach to unsupervised text
summarization. The novelty lies in exploiting the diversity of concepts
in text for summarization, which has not received much attention in the
summarization literature. A diversity-based approach here is a
principled generalization of Maximal Marginal Relevance criterion by
Carbonell and Goldstein.
   We propose, in addition, an information-centric approach to evaluation,
where the quality of summaries is judged not in terms of how well they
match human-created summaries but in terms of how well they represent
their source documents in IR tasks such document retrieval and text
categorization.
   To find the effectiveness of our approach under the proposed
evaluation scheme, we set out to examine how a system with the diversity
functionality performs against one without, using the BMIR-J2 corpus, a
test data developed by a Japanese research consortium. The results
demonstrate a clear superiority of a diversity based approach to a
non-diversity based approach. 

%M C.IR.01.35
%T Vector-space ranking with effective early termination
%A Vo Ngoc Anh
%A Owen de Kretser
%A Alistair Moffat
%B IR01
%D 2001
%P 35-42
%W http://doi.acm.org/10.1145/383952.383957
%X Considerable research effort has been invested in improving the
effectiveness of information retrieval systems. Techniques such as
relevance feedback, thesaural expansion, and pivoting all provide better
quality responses to queries when tested in standard evaluation
frameworks. But such enhancements can add to the cost of evaluating
queries. In this paper we consider the pragmatic issue of how to improve
the cost-effectiveness of searching. We describe a new inverted file
structure using quantized weights that provides superior retrieval
effectiveness compared to conventional inverted file structures when
early termination heuristics are employed. That is, we are able to reach
similar effectiveness levels with less computational cost, and so
provide a better cost/performance compromise than previous inverted file
organisations. 

%M C.IR.01.43
%T Static index pruning for information retrieval systems
%A David Carmel
%A Doron Cohen
%A Ronald Fagin
%A Eitan Farchi
%A Michael Herscovici
%A Yoelle S. Maarek
%A Aya Soffer
%B IR01
%D 2001
%P 43-50
%W http://doi.acm.org/10.1145/383952.383958
%X We introduce static index pruning methods that significantly reduce
the index size in information retrieval systems.
   We investigate uniform and term-based methods that each remove
selected entries from the index and yet have only a minor effect on
retrieval results. In uniform pruning, there is a fixed cutoff
threshold, and all index entries whose contribution to relevance scores
is bounded above by a given threshold are removed from the index. In
term-based pruning, the cutoff threshold is determined for each term,
and thus may vary from term to term. We give experimental evidence that
for each level of compression, term-based pruning outperforms uniform
pruning, under various measures of precision. We present theoretical and
experimental evidence that under our term-based pruning scheme, it is
possible to prune the index greatly and still get retrieval results that
are almost as good as those based on the full index. 

%M C.IR.01.51
%T Rank-preserving two-level caching for scalable search engines
%A Paricia Correia Saraiva
%A Edleno Silva de Moura
%A Nivio Ziviani
%A Wagner Meira
%A Rodrigo Fonseca
%A Berthier Ribeiro-Neto
%B IR01
%D 2001
%P 51-58
%W http://doi.acm.org/10.1145/383952.383959

%M C.IR.01.59
%T Using event segmentation to improve indexing of consumer photographs
%A Amanda Stent
%A Alexander Loui
%B IR01
%D 2001
%P 59-65
%W http://doi.acm.org/10.1145/383952.383960
%X Automatic albuming -- the automatic organization of photographs,
either as an end in itself or for use in other applications -- is an
application that promises to be of great assistance to photographers.
Relatively sophisticated image content analysis techniques have been
used for image indexing, organization and retrieval. In this paper, we
describe a method of organizing photographs into events using spoken
photograph captions. The results of this process can be used to improve
image indexing and retrieval. 

%M C.IR.01.66
%T Ranking retrieval systems without relevance judgments
%A Ian Soboroff
%A Charles Nicholas
%A Patrick Cahan
%B IR01
%D 2001
%P 66-73
%W http://doi.acm.org/10.1145/383952.383961
%X The most prevalent experimental methodology for comparing the
effectiveness of information retrieval systems requires a test
collection, composed of a set of documents, a set of query topics, and a
set of relevance judgments indicating which documents are relevant to
which topics. It is well known that relevance judgments are not
infallible, but recent retrospective investigation into results from the
Text REtrieval Conference (TREC) has shown that differences in human
judgments of relevance do not affect the relative measured performance
of retrieval systems. Based on this result, we propose and describe the
initial results of a new evaluation methodology which replaces human
relevance judgments with a randomly selected mapping of documents to
topics which we refer to as pseudo-relevance judgments.
   Rankings of systems with our methodology correlate positively with
official TREC rankings, although the performance of the top systems is
not predicted well. The correlations are stable over a variety of pool
depths and sampling techniques. With improvements, such a methodology
could be useful in evaluating systems such as World-Wide Web search
engines, where the set of documents changes too often to make
traditional collection construction techniques practical. 

%M C.IR.01.74
%T Evaluation by highly relevant documents
%A Ellen M. Voorhees
%B IR01
%D 2001
%P 74-82
%W http://doi.acm.org/10.1145/383952.383963
%X Given the size of the web, the search engine industry has argued that
engines should be evaluated by their ability to retrieve highly relevant
pages rather than all possible relevant pages. To explore the role
highly relevant documents play in retrieval system evaluation, assessors
for the TREC-9 web track used a three-point relevance scale and also
selected best pages for each topic. The relative effectiveness of runs
evaluated by different relevant document sets differed, confirming the
hypothesis that different retrieval techniques work better for
retrieving highly relevant documents. Yet evaluating by highly relevant
documents can be unstable since there are relatively few highly relevant
documents. TREC assessors frequently disagreed in their selection of the
best page, and subsequent evaluation by best page across different
assessors varied widely. The discounted cumulative gain measure
introduced by Jarvelin and Kekalainen increases evaluation stability by
incorporating all relevance judgments while still giving precedence to
highly relevant documents. 

%M C.IR.01.83
%T Meta-scoring: automatically evaluating term weighting schemes in IR
without precision-recall
%A Rong Jin
%A Christos Falusos
%A Alex G. Hauptmann
%B IR01
%D 2001
%P 83-89
%W http://doi.acm.org/10.1145/383952.383964
%X In this paper, we present a method that can automatically evaluate
performance of different term weighting schemes in information retrieval
without resorting to precision-recall based on human relevance
judgments. Specifically, the problem is: given two document-term
matrixes generated from two different term weighting schemes, can we
tell which term weighting scheme will performance better than the other?
We propose a meta-scoring function, which takes as input the
document-term matrix generated by some term weighting scheme and
computes a goodness score from the document-term matrix. In our
experiments, we found out that this score is highly correlated with the
precision-recall measurement for all the collections and term weighting
schema we tried. Thus, we conclude that our meta-scoring function can be
a substitute for the precision-recall measurement that needs relevance
judgments of human subject. Furthermore, this meta-scoring function is
not limited only to text information retrieval can be applied to fields
such as image and DNA retrieval. 

%M C.IR.01.90
%T Improving cross language retrieval with triangulated translation
%A Tim Gollins
%A Mark Sanderson
%B IR01
%D 2001
%P 90-95
%W http://doi.acm.org/10.1145/383952.383965
%X Most approaches to cross language information retrieval assume that
resources providing a direct translation between the query and document
languages exist. This paper presents research examining the situation
where such an assumption is false. Here, an intermediate (or pivot)
language provides a means of transitive translation of the query
language to that of the document via the pivot, at the cost, however, of
introducing much error. The paper reports the novel approach of
translating in parallel across multiple intermediate languages and
fusing the results. Such a technique removes the error, raising the
effectiveness of the tested retrieval system, up to and possibly above
the level expected, had a direct translation route existed. Across a
number of retrieval situations and combinations of languages, the
approach proves to be highly effective. 

%M C.IR.01.96
%T Improving query translation for cross-language information retrieval
using statistical models
%A Jianfeng Gao
%A Jian-Yun Nie
%A Endong Xun
%A Jian Zhang
%A Ming Zhou
%A Changning Huang
%B IR01
%D 2001
%P 96-104
%W http://doi.acm.org/10.1145/383952.383966
%X Dictionaries have often been used for query translation in
cross-language information retrieval (CLIR). However, we are faced with
the problem of translation ambiguity, i.e. multiple translations are
stored in a dictionary for a word. In addition, a word-by-word query
translation is not precise enough. In this paper, we explore several
methods to improve the previous dictionary-based query translation.
First, as many as possible, noun phrases are recognized and translated
as a whole by using statistical models and phrase translation patterns.
Second, the best word translations are selected based on the cohesion of
the translation words. Our experimental results on TREC English-Chinese
CLIR collection show that these techniques result in significant
improvements over the simple dictionary approaches, and achieve even
better performance than a high-quality machine translation system. 

%M C.IR.01.105
%T Evaluating a probabilistic model for cross-lingual information
retrieval
%A Jinxi Xu
%A Ralph Weischedel
%A Chanh Nguyen
%B IR01
%D 2001
%P 105-110
%W http://doi.acm.org/10.1145/383952.383968
%X This work proposes and evaluates a probabilistic cross-lingual
retrieval system. The system uses a generative model to estimate the
probability that a document in one language is relevant, given a query
in another language. An important component of the model is translation
probabilities from terms in documents to terms in a query. Our approach
is evaluated when 1) the only resource is a manually generated bilingual
word list, 2) the only resource is a parallel corpus, and 3) both
resources are combined in a mixture model. The combined resources
produce about 90% of monolingual performance in retrieving Chinese
documents. For Spanish the system achieves 85% of monolingual
performance using only a pseudo-parallel Spanish-English corpus.
Retrieval results are comparable with those of the structural query
translation technique (Pirkola, 1998) when bilingual lexicons are used
for query translation. When parallel texts in addition to conventional
lexicons are used, it achieves better retrieval results but requires
more computation than the structural query translation technique. It
also produces slightly better results than using a machine translation
system for CLIR, but the improvement over the MT system is not
significant. 

%M C.IR.01.111
%T Document language models, query models, and risk minimization for
information retrieval
%A John Lafferty
%A Chengxiang Zhai
%B IR01
%D 2001
%P 111-119
%W http://doi.acm.org/10.1145/383952.383970
%X We present a framework for information retrieval that combines
document models and query models using a probabilistic ranking function
based on Bayesian decision theory. The framework suggests an operational
retrieval model that extends recent developments in the language
modeling approach to information retrieval. A language model for each
document is estimated, as well as a language model for each query, and
the retrieval problem is cast in terms of risk minimization. The query
language model can be exploited to model user preferences, the context
of a query, synonomy and word senses. While recent work has incorporated
word translation models for this purpose, we introduce a new method
using Markov chains defined on a set of documents to estimate the query
models. The Markov chain method has connections to algorithms from link
analysis and social networks. The new approach is evaluated on TREC
collections and compared to the basic language modeling approach and
vector space models together with query expansion using Rocchio.
Significant improvements are obtained over standard query expansion
methods for strong baseline TF-IDF systems, with the greatest
improvements attained for short queries on Web data. 

%M C.IR.01.120
%T Relevance based language models
%A Victor Lavrenko
%A W. Bruce Croft
%B IR01
%D 2001
%P 120-127
%W http://doi.acm.org/10.1145/383952.383972
%X We explore the relation between classical probabilistic models of
information retrieval and the emerging language modeling approaches. It
has long been recognized that the primary obstacle to effective
performance of classical models is the need to estimate a relevance
model: probabilities of words in the relevant class. We propose a novel
technique for estimating these probabilities using the query alone. We
demonstrate that our technique can produce highly accurate relevance
models, addressing important notions of synonymy and polysemy. Our
experiments show relevance models outperforming baseline language
modeling systems on TREC retrieval and TDT tracking tasks. The main
contribution of this work is an effective formal method for estimating a
relevance model with no training data. 

%M C.IR.01.128
%T A statistical learning model of text classification for
support vector machines
%A Thorsten Joachims
%B IR01
%D 2001
%P 128-136
%W http://doi.acm.org/10.1145/383952.383974
%X This paper develops a theoretical learning model of text
classification for Support Vector Machines (SVMs). It connects the
statistical properties of text-classification tasks with the
generalization performance of a SVM in a quantitative way. Unlike
conventional approaches to learning text classifiers, which rely
primarily on empirical evidence, this model explains why and when SVMs
perform well for text classification. In particular, it addresses the
following questions: Why can support vector machines handle the large
feature spaces in text classification effectively? How is this related
to the statistical properties of text? What are sufficient conditions
for applying SVMs to text-classification problems successfully? 

%M C.IR.01.137
%T A study of thresholding strategies for text categorization
%A Yiming Yang
%B IR01
%D 2001
%P 137-145
%W http://doi.acm.org/10.1145/383952.383975
%X Thresholding strategies in automated text categorization are an
underexplored area of research. This paper presents an examination of
the effect of thresholding strategies on the performance of a classifier
under various conditions. Using k-Nearest Neighbor (kNN) as the
classifier and five evaluation benchmark collections as the test best,
three common thresholding methods were investigated, including
rank-based thresholding (RCut), proportion-based assignments (PCut) and
score-based local optimization (SCut); in addition, new variants of
these methods are proposed to overcome significant problems in the
existing approaches. Experimental results show that the choice of
thresholding strategy can significantly influence the performance of
kNN, and that the ``optimal'' strategy may vary by application. SCut is
potentially better for fine-tuning but risks overfitting. PCut copes
better with rare categories and exhibits a smoother trade-off in recall
versus precision, but is not suitable for online decision making. RCut
is most natural for online response but is too coarse-grained for global
or local optimization. RTCut, a new method combining the strength of
category ranking and scoring, outperforms both PCut and RCut
significantly. 

%M C.IR.01.146
%T On feature distributional clustering for text categorization
%A Ron Bekkerman
%A Ran El-Yaniv
%A Naftali Tishby
%A Yoad Winter
%B IR01
%D 2001
%P 146-153
%W http://doi.acm.org/10.1145/383952.383976
%X We describe a text categorization approach that is based on a
combination of feature distributional clusters with a support vector
machine (SVM) classifier. Our feature selection approach employs
distributional clustering of words via the recently
introduced information bottleneck method, which generates a more
efficient word-cluster representation of documents. Combined with the
classification power of an SVM, this method yields high performance text
categorization that can outperform other recent methods in terms of
categorization accuracy and representation efficiency. Comparing the
accuracy of our method with other techniques, we observe significant
dependency of the results on the data set. We discuss the potential
reasons for this dependency. 

%M C.IR.01.154
%T Iterative residual rescaling
%A Rie Kubota Ando
%A Lillian Lee
%B IR01
%D 2001
%P 154-162
%W http://doi.acm.org/10.1145/383952.383981
%X We consider the problem of creating document representations in which
inter-document similarity measurements correspond to semantic
similarity. We first present a novel subspace-based framework for
formalizing this task. Using this framework, we derive a new analysis
of Latent Semantic Indexing(LSI), showing a precise relationship between
its performance and the uniformityof the underlying distribution of
documents over topics. This analysis helps explain the improvements
gained by Ando's (2000) Iterative Residual Rescaling (IRR) algorithm:
IRR can compensate for distributional non-uniformity. A further benefit
of our framework is that it provides a well-motivated, effective method
for automatically determining the rescaling factor IRR depends on,
leading to further improvements. A series of experiments over various
settings and with several evaluation metrics validates our claims. 

%M C.IR.01.163
%T Expressive retrieval from XML documents
%A Taurai Tapiwa Chinenyanga
%A Nicholas Kushmerick
%B IR01
%D 2001
%P 163-171
%W http://doi.acm.org/10.1145/383952.383982
%X The emergence of XML as a standard interchange format for structured
documents/data has given rise to many XML query language proposals.
However, some of these languages do not support information
retrieval-style ranked queries based on textual similarity. There have
been several extensions to these query languages to support keyword
search, but the resulting query languages cannot express queries such
as``find books and CDs with similar titles''. Either these extensions
use keywords as mere boolean filters, or similarities can be calculated
only between data values and constants rather than two data values. We
propose ELIXIR, an expressive and efficient language for XML information
retrieval that extends the query language XML-QL [6],[7] with a textual
similarity operator. ELIXIR is a general-purpose XML information
retrieval language, sufficiently expressive to handle the above query.
Our algorithm for answering ELIXIR queries rewrites the original ELIXIR
query into a series of XML-QL queries that generate intermediate
relational data, and uses relational database techniques to efficiently
evaluate the similarity operators on this intermediate data, yielding an
XML document with nodes ranked by similarity. Our experiments
demonstrate that our prototype scales well with the size of the XML data
and complexity of the query. 

%M C.IR.01.172
%T XIRQL: a query language for information retrieval in XML documents
%A Norbert Fuhr
%A Kai Gross
%B IR01
%D 2001
%P 172-180
%W http://doi.acm.org/10.1145/383952.383985
%X Based on the document-centric view of XML, we present the query
language XIRQL. Current proposals for XML query languages lack most
IR-related features, which are weighting and ranking, relevance-oriented
search, datatypes with vague predicates, and semantic relativism. XIRQL
integrates these features by using ideas from logic-based probabilistic
IR models, in combination with concepts from the database area. For
processing XIRQL queries, a path algebra is presented, that also serves
as a starting point for query optimization. 

%M C.IR.01.181
%T Empirical investigations on query modification using abductive
explanations
%A Ian Rithven
%A Mounia Lalmas
%A Keith van Rijsbergen
%B IR01
%D 2001
%P 181-189
%W http://doi.acm.org/10.1145/383952.383986
%X In this paper we report on a series of experiments designed to
investigate query modification techniques motivated by the area of
abductive reasoning. In particular we use the notion of abductive
explanation, explanations being a description of data that highlight
important features of the data. We describe several methods of creating
abductive explanations, exploring term reweighting and query
reformulation techniques and demonstrate their suitability for relevance
feedback. 

%M C.IR.01.190
%T Generic summaries for indexing in information retrieval
%A Tetsuya Sakai
%A Karen Sparck-Jones
%B IR01
%D 2001
%P 190-198
%W http://doi.acm.org/10.1145/383952.383987
%X This paper examines the use of generic summaries for indexing in
information retrieval. Our main observations are that: (1) With or
without pseudo-relevance feedback, a summary index may be as effective
as the corresponding fulltext index for precision-oriented search of
highly relevant documents. But a reasonably sophisticated
summarizer, using a compression ratio of 10-30%, is desirable for this
purpose. (2) In pseudo-relevance feedback, using a summary index at
initial search and a fulltext index at final search is possibly
effective for precision-oriented search, regardless of relevance levels.
This strategy is significantly more effective than the one using the
summary index only and probably more effective than using summaries as
mere term selection filters. The use of summaries as mere term
selection filters. The summary quality is probably not a critical
factor for this strategy, For this strategy, the summary quality is
probably not a critical factor, and a compression ratio of 5-10% appears
best. 

%M C.IR.01.199
%T Automatic generation of concise summaries of spoken dialogues in
unrestricted domains
%A Klaus Zechner
%B IR01
%D 2001
%P 199-207
%W http://doi.acm.org/10.1145/383952.383989
%X Automatic summarization of open domain spoken dialogues is a new research
area. This paper introduces the task, the challenges involved, and presents an
approach to obtain automatic extract summaries for multi-party dialogues of
four different genres, without any restriction on domain. We address the
following issues which are intrinsic to spoken dialogue summarization and
typically can be ignored when summarizing written text such as newswire data:
(i) detection and removal of speech disfluencies; (ii) detection and insertion
of sentence boundaries; (iii) detection and linking of cross-speaker
information units (question-answer pairs). A global system evaluation using a
corpus of 23 relevance annotated dialogues containing 80 topical segments
shows that for the two more informal genres, our summarization system using
dialogue specific components significantly outperforms a baseline using TFIDF
term weighting with maximum marginal relevance ranking (MMR). 

%M C.IR.01.208
%T Enhanced topic distillation using text, markup tags, and hyperlinks
%A Soumen Chakrabarti
%A Mukul Joshi
%A Vivek Tawde
%B IR01
%D 2001
%P 208-216
%W http://doi.acm.org/10.1145/383952.383990
%X Topic distillation is the analysis of hyperlink graph structure to
identify mutually reinforcing authorities (popular pages) and hubs
(comprehensive lists of links to authorities). Topic distillation is
becoming common in Web search engines, but the best-known algorithms
model the Web graph at a coarse grain, with whole pages as single nodes.
Such models may lose vital details in the markup tag structure of the
pages, and thus lead to a tightly linked irrelevant subgraph winning
over a relatively sparse relevant subgraph, a phenomenon called topic
drift or contamination. The problem gets especially severe in the face
of increasingly complex pages with navigation panels and advertisement
links. We present an enhanced topic distillation algorithm which
analyzes text, the markup tag trees that constitute HTML pages, and
hyperlinks between pages. It thereby identifies subtrees which have high
text- and hyperlink-based coherence w.r.t. the query. These subtrees get
preferential treatment in the mutual reinforcement process. Using over
50 queries, 28 from earlier topic distillation work, we analyzed over
700,000 pages and obtained quantitative and anecdotal evidence that the
new algorithm reduces topic drift. 

%M C.IR.01.217
%T Transparent Queries: investigation users' mental models of search
engines
%A Jack Muramatsu
%A Wanda Pratt
%B IR01
%D 2001
%P 217-224
%W http://doi.acm.org/10.1145/383952.383991
%X Typically, commercial Web search engines provide very little feedback
to the user concerning how a particular query is processed and
interpreted. Specifically, they apply key query transformations without
the users knowledge. Although these transformations have a pronounced
effect on query results, users have very few resources for recognizing
their existence and understanding their practical importance. We
conducted a user study to gain a better understanding of users knowledge
of and reactions to the operation of several query transformations that
web search engines automatically employ. Additionally, we developed and
evaluated Transparent Queries, a software system designed to provide
users with lightweight feedback about opaque query transformations. The
results of the study suggest that users do indeed have difficulties
understanding the operation of query transformations without additional
assistance. Finally, although transparency is helpful and valuable,
interfaces that allow direct control of query transformations might
ultimately be more helpful for end-users. 

%M C.IR.01.225
%T Why batch and user evaluations do not give the same results
%A Andrew H. Turpin
%A William Hersh
%B IR01
%D 2001
%P 225-231
%W http://doi.acm.org/10.1145/383952.383992
%X Much system-oriented evaluation of information retrieval systems has
used the Cranfield approach based upon queries run against test
collections in a batch mode. Some researchers have questioned whether
this approach can be applied to the real world, but little data exists
for or against that assertion. We have studied this question in the
context of the TREC Interactive Track. Previous results demonstrated
that improved performance as measured by relevance-based metrics in
batch studies did not correspond with the results of outcomes based on
real user searching tasks. The experiments in this paper analyzed those
results to determine why this occurred. Our assessment showed that while
the queries entered by real users into systems yielding better results
in batch studies gave comparable gains in ranking of relevant documents
for those users, they did not translate into better performance on
specific tasks. This was most likely due to users being able to
adequately find and utilize relevant documents ranked further down the
output list. 

%M C.IR.01.232
%T Evaluating a content based image retrieval system
%A Sharon McDonald
%A Ting-Sheng Lai
%A John Tait
%B IR01
%D 2001
%P 232-240
%W http://doi.acm.org/10.1145/383952.383993
%X Content Based Image Retrieval (CBIR) presents special challenges in
terms of how image data is indexed, accessed, and how end systems are
evaluated. This paper discusses the design of a CBIR system that uses
global colour as the primary indexing key, and a user centered
evaluation of the systems visual search tools. The results indicate that
users are able to make use of a range of visual search tools, and that
different tools are used at different points in the search process. The
results also show that the provision of a structured navigation and
browsing tool can support image retrieval, particularly in situations in
which the user does not have a target image in mind. The results are
discussed in terms of their implications for the design of visual search
tools, and their implications for the use of user-centered evaluation
for CBIR systems. 

%M C.IR.01.241
%T Evaluating topic-driven web crawlers
%A Filippo Menczer
%A Gautam Pant
%A Padmini Srinivasan
%A Miguel E. Ruiz
%B IR01
%D 2001
%P 241-249
%W http://doi.acm.org/10.1145/383952.383995
%X Due to limited bandwidth, storage, and computational resources, and
to the dynamic nature of the Web, search engines cannot index every Web
page, and even the covered portion of the Web cannot be monitored
continuously for changes. Therefore it is essential to develop effective
crawling strategies to prioritize the pages to be indexed. The issue is
even more important for topic-specific search engines, where crawlers
must make additional decisions based on the relevance of visited pages.
However, it is difficult to evaluate alternative crawling strategies
because relevant sets are unknown and the search space is changing. We
propose three different methods to evaluate crawling strategies. We
apply the proposed metrics to compare three topic-driven crawling
algorithms based on similarity ranking, link analysis, and adaptive
agents. 

%M C.IR.01.250
%T Effective site finding using link anchor information
%A Nick Craswell
%A David Hawking
%A Stephen Robertson
%B IR01
%D 2001
%P 250-257
%W http://doi.acm.org/10.1145/383952.383999
%X Link-based ranking methods have been described in the literature and
applied in commercial Web search engines. However, according to recent
TREC experiments, they are no better than traditional content-based
methods. We conduct a different type of experiment, in which the task is
to find the main entry point of a specific Web site. In our experiments,
ranking based on link anchor text is twice as effective as ranking based
on document content, even though both methods used the same BM25
formula. We obtained these results using two sets of 100 queries on a
18.5 million document set and another set of 100 on a 0.4 million
document set. This site finding effectiveness begins to explain why many
search engines have adopted link methods. It also opens a rich new area
for effectiveness improvement, where traditional methods fail. 

%M C.IR.01.258
%T Stable algorithms for link analysis
%A Andrew Y. Ng
%A Alice X. Zheng
%A Michael I. Jordan
%B IR01
%D 2001
%P 258-266
%W http://doi.acm.org/10.1145/383952.384003
%X The Kleinberg HITS and the Google PageRank algorithms are eigenvector
methods for identifying ``authoritative'' or ``influential'' articles,
given hyperlink or citation information. That such algorithms should
give reliable or consistent answers is surely a desideratum, and in
[10], we analyzed when they can be expected to give stable rankings
under small perturbations to the linkage patterns. In this paper, we
extend the analysis and show how it gives insight into ways of designing
stable link analysis methods. This in turn motivates two new algorithms,
whose performance we study empirically using citation data and web
hyperlink data. 

%M C.IR.01.267
%T Modeling score distributions for combining the outputs of search
engines
%A R. Manmatha
%A T. Rath
%A F. Feng
%B IR01
%D 2001
%P 267-275
%W http://doi.acm.org/10.1145/383952.384005
%X In this paper the score distributions of a number of text search
engines are modeled. It is shown empirically that the score
distributions on a per query basis may be fitted using an exponential
distribution for the set of non-relevant documents and a normal
distribution for the set of relevant documents. Experiments show that
this model fits TREC-3 and TREC-4 data for not only probabilistic search
engines like INQUERY but also vector space search engines like SMART for
English. We have also used this model to fit the output of other search
engines like LSI search engines and search engines indexing other
languages like Chinese.
   It is then shown that given a query for which relevance information
is not available, a mixture model consisting of an exponential and a
normal distribution can be fitted to the score distribution. These
distributions can be used to map the scores of a search engine to
probabilities. We also discuss how the shape of the score distributions
arise given certain assumptions about word distributions in documents.
We hypothesize that all 'good' text search engines operating on any
language have similar characteristics.
   This model has many possible applications. For example, the outputs
of different search engines can be combined by averaging the
probabilities (optimal if the search engines are independent) or by
using the probabilities to select the best engine for each query.
Results show that the technique performs as well as the best current
combination techniques. 

%M C.IR.01.276
%T Models for metasearch
%A Javed A. Aslam
%A Mark Montague
%B IR01
%D 2001
%P 276-284
%W http://doi.acm.org/10.1145/383952.384007
%X Given the ranked lists of documents returned by multiple search
engines in response to a given query, the problem of metasearch is to
combine these lists in a way which optimizes the performance of the
combination. This paper makes three contributions to the problem of
metasearch: (1) We describe and investigate a metasearch model based on
an optimal democratic voting procedure, the Borda Count; (2) we describe
and investigate a metasearch model based on Bayesian inference; and (3)
we describe and investigate a model for obtaining upper bounds on the
performance of metasearch algorithms. Our experimental results show that
metasearch algorithms based on the Borda and Bayesian models usually
outperform the best input system and are competitive with, and often
outperform, existing metasearch strategies. Finally, our initial upper
bounds demonstrate that there is much to learn about the limits of the
performance of metasearch. 

%M C.IR.01.285
%T The score-distributional threshold optimization for adaptive binary
classification tasks
%A Avi Arampatzis
%A Andre van Hameran
%B IR01
%D 2001
%P 285-293
%W http://doi.acm.org/10.1145/383952.384009
%X The thresholding of document scores has proved critical for the
effectiveness of classification tasks. We review the most important
approaches to thresholding, and introduce thescore-distributional (S-D)
threshold optimization method. The method is based on score distributions
and is capable of optimizing any effectiveness measure defined in terms
of the traditional contingency table.
   As a byproduct, we provide a model for score distributions, and
demonstrate its high accuracy in describing empirical data. The
estimation method can be performed incrementally, a highly desirable
feature for adaptive environments. Our work in modeling score
distributions is useful beyond threshold optimization problems. It
directly applies to other retrieval environments that make use of score
distributions, e.g., distributed retrieval, or topic detection and
tracking.
   The most accurate version of S-D thresholding -- although incremental
-- can be computationally heavy. Therefore, we also investigate more
practical solutions. We suggest practical approximations and discuss
adaptivity, threshold initialization, and incrementality issues. The
practical version of S-D thresholding has been tested in the context of
the TREC-9 Filtering Track and found to be very effective [2]. 

%M C.IR.01.294
%T Maximum likelihood estimation for filtering thresholds
%A Yi Zhang
%A Jamie Callan
%B IR01
%D 2001
%P 294-302
%W http://doi.acm.org/10.1145/383952.384012
%X Information filtering systems based on statistical retrieval models
usually compute a numeric score indicating how well each document
matches each profile. Documents with scores above
profile-specific dissemination threshold sare delivered.
   An optimal dissemination threshold is one that maximizes a given
utility function based on the distributions of the scores of relevant
and non-relevant documents. The parameters of the distribution can be
estimated using relevance information, but relevance information
obtained while filtering is biased. This paper presents a new method of
adjusting dissemination thresholds that explicitly models and
compensates for this bias. The new algorithm, which is based on the
Maximum Likelihood principle, jointly estimates the parameters of the
density distributions for relevant and non-relevant documents and the
ratio of the relevant document in the corpus. Experiments with TREC-8
and TREC-9 Filtering Track data demonstrate the effectiveness of the
algorithm. 

%M C.IR.01.303
%T A meta-learning approach for text categorization
%A Wai Lam
%A Kwok-Yin Lai
%B IR01
%D 2001
%P 303-309
%W http://doi.acm.org/10.1145/383952.384011
%X We investigate a meta-model approach, called Meta-learning Using
Document Feature characteristics (MUDOF), for the task of automatic
textual document categorization. It employs a meta-learning phase using
document feature characteristics. Document feature characteristics,
derived from the training document set, capture some inherent
category-specific properties of a particular category. Different from
existing categorization methods, MUDOF can automatically recommend a
suitable algorithm for each category based on the category-specific
statistical characteristics. Hence, different algorithms may be employed
for different categories. Experiments have been conducted on a
real-world document collection demonstrating the effectiveness of our
approach. The results confirm that our meta-model approach can exploit
the advantage of its component algorithms, and demonstrate a better
performance than existing algorithms. 

%M C.IR.01.310
%T Unsupervised and supervised clustering for topic tracking
%A Martin Franz
%A Todd Ward
%A J. Scott McCarley
%A Wei-Jing Zhu
%B IR01
%D 2001
%P 310-317
%W http://doi.acm.org/10.1145/383952.384013
%X We investigate important differences between two styles of document
clustering in the context of Topic Detection and Tracking. Converting a
Topic Detection system into a Topic Tracking system exposes fundamental
differences between these two tasks that are important to consider in
both the design and the evaluation of TDT systems. We also identify
features that can be used in systems for both tasks. 

%M C.IR.01.318
%T Intelligent information triage
%A Sofus A. Macskassy
%A Foster Provost
%B IR01
%D 2001
%P 318-326
%W http://doi.acm.org/10.1145/383952.384015
%X In many applications, large volumes of time-sensitive textual
information require triage: rapid, approximate prioritization for
subsequent action. In this paper, we explore the use of prospective
indications of the importance of a time-sensitive document, for the
purpose of producing better document filtering or ranking. By
prospective, we mean importance that could be assessed by actions that
occur in the future. For example, a news story may be assessed
(retrospectively) as being important, based on events that occurred
after the story appeared, such as a stock price plummeting or the
issuance of many follow-up stories. If a system could anticipate
(prospectively) such occurrences, it could provide a timely indication
of importance. Clearly, perfect prescience is impossible. However,
sometimes there is sufficient correlation between the content of an
information item and the events that occur subsequently. We describe a
process for creating and evaluating approximate information-triage
procedures that are based on prospective indications. Unlike many
information-retrieval applications for which document labeling is a
laborious, manual process, for many prospective criteria it is possible
to build very large, labeled, training corpora automatically. Such
corpora can be used to train text classification procedures that will
predict the (prospective) importance of each document. This paper
illustrates the process with two case studies, demonstrating the ability
to predict whether a news story will be followed by many, very similar
news stories, and also whether the stock price of one or more companies
associated with a news story will move significantly following the
appearance of that story. We conclude by discussing how the
comprehensibility of the learned classifiers can be critical to
success.

%M C.IR.01.327
%T Discovering information flow suing high dimensional conceptual space
%A Dawei Song
%A Peter Bruza
%B IR01
%D 2001
%P 327-333
%W http://doi.acm.org/10.1145/383952.384017
%X This paper presents an informational inference mechanism realized via
the use of a high dimensional conceptual space. More specifically, we
claim to have operationalized important aspects of Gardenforss recent
three-level cognitive model. The connectionist level is primed with the
Hyperspace Analogue to Language (HAL) algorithm which produces vector
representations for use at the conceptual level. We show how inference
at the symbolic level can be implemented by employing Barwise and
Seligmans theory of information flow. This article also features
heuristics for enhancing HAL-based representations via the use of
quality properties, determining concept inclusion and computing concept
composition. The worth of these heuristics in underpinning informational
inference are demonstrated via a series of experiments. These
experiments, though small in scale, show that informational inference
proposed in this article has a very different character to the semantic
associations produced by the Minkowski distance metric and concept
similarity computed via the cosine coefficient. In short, informational
inference generally uncovers concepts that are carried, or, in some
cases, implied by another concept, (or combination of concepts). 

%M C.IR.01.334
%T A study of smoothing methods for language models applied to Ad Hoc
information retrieval
%A Chengxiang Zhai
%A John Lafferty
%B IR01
%D 2001
%P 334-342
%W http://doi.acm.org/10.1145/383952.384019
%X Language modeling approaches to information retrieval are attractive
and promising because they connect the problem of retrieval with that of
language model estimation, which has been studied extensively in other
application areas such as speech recognition. The basic idea of these
approaches is to estimate a language model for each document, and then
rank documents by the likelihood of the query according to the estimated
language model. A core problem in language model estimation is
smoothing, which adjusts the maximum likelihood estimator so as to
correct the inaccuracy due to data sparseness. In this paper, we study
the problem of language model smoothing and its influence on retrieval
performance. We examine the sensitivity of retrieval performance to the
smoothing parameters and compare several popular smoothing methods on
different test collections. 

%M C.IR.01.343
%T Topic segmentation with an aspect hidden Markov model
%A David M. Blei
%A Pedro J. Moreno
%B IR01
%D 2001
%P 343-348
%W http://doi.acm.org/10.1145/383952.384021
%X We present a novel probabilistic method for topic segmentation on
unstructured text. One previous approach to this problem utilizes the
hidden Markov model (HMM) method for probabilistically modeling sequence
data [7]. The HMM treats a document as mutually independent sets of
words generated by a latent topic variable in a time series. We extend
this idea by embedding Hofmann's aspect model for text [5] into the
segmenting HMM to form an aspect HMM (AHMM). In doing so, we provide an
intuitive topical dependency between words and a cohesive segmentation
model. We apply this method to segment unbroken streams of New York
Times articles as well as noisy transcripts of radio programs on
SpeechBot, an online audio archive indexed by an automatic speech
recognition engine. We provide experimental comparisons which show that
the AHMM outperforms the HMM for this task. 

%M C.IR.01.349
%T Finding topic words for hierarchical summarization
%A Dawn Lawrie
%A W. Bruce Croft
%A Arnold Rosenberg
%B IR01
%D 2001
%P 349-357
%W http://doi.acm.org/10.1145/383952.384022
%X Hierarchies have long been used for organization, summarization, and
access to information. In this paper we define summarization in terms of
a probabilistic language model and use the definition to explore a new
technique for automatically generating topic hierarchies by applying a
graph-theoretic algorithm, which is an approximation of the Dominating
Set Problem. The algorithm efficiently chooses terms according to a
language model. We compare the new technique to previous methods
proposed for constructing topic hierarchies including subsumption and
lexical hierarchies, as well as the top TF.IDF terms. Our results show
that the new technique consistently performs as well as or better than
these other techniques. They also show the usefulness of hierarchies
compared with a list of terms. 

%M C.IR.01.358
%T Exploiting redundancy in question answering
%A Charles L. A. Clarke
%A Gordon V. Cormack
%A Thomas R. Lynam
%B IR01
%D 2001
%P 358-365
%W http://doi.acm.org/10.1145/383952.384024
%X Our goal is to automatically answer brief factual questions of the
form ``When was the Battle of Hastings?'' or ``Who wrote The Wind in the
Willows?''. Since the answer to nearly any such question can now be
found somewhere on the Web, the problem reduces to finding potential
answers in large volumes of data and validating their accuracy. We apply
a method for arbitrary passage retrieval to the first half of the
problem and demonstrate that answer redundancy can be used to address
the second half. The success of our approach depends on the idea that
the volume of available Web data is large enough to supply the answer to
most factual questions multiple times and in multiple contexts. A query
is generated from a question and this query is used to select short
passages that may contain the answer from a large collection of Web
data. These passages are analyzed to identify candidate answers. The
frequency of these candidates within the passages is used to ``vote''
for the most likely answer. The approach is experimentally tested on
questions taken from the TREC-9 question-answering test collection. As
an additional demonstration, the approach is extended to answer multiple
choice trivia questions of the form typically asked in trivia quizzes
and television game shows. 

%M C.IR.01.366
%T High performance question/answering
%A Marius A. Pasca
%A Sandra M. Harabagiu
%B IR01
%D 2001
%P 366-374
%W http://doi.acm.org/10.1145/383952.384025
%X In this paper we present the features of a Question/Answering (Q/A)
system that had unparalleled performance in the TREC-9 evaluations. We
explain the accuracy of our system through the unique characteristics of
its architecture: (1) usage of a wide-coverage answer type taxonomy; (2)
repeated passage retrieval; (3) lexico-semantic feedback loops; (4)
extraction of the answers based on machine learning techniques; and (5)
answer caching. Experimental results show the effects of each feature on
the overall performance of the Q/A system and lead to general
conclusions about Q/A from large text collections. 

%M C.IR.01.375
%T Searcher performance in question answering
%A Mingfang Wu
%A Michael Fuller
%A Ross Wilkinson
%B IR01
%D 2001
%P 375-381
%W http://doi.acm.org/10.1145/383952.384028
%X There are many tasks that require information finding. Some can be
largely automated, and others greatly benefit from successful
interaction between system and searcher. We are interested in the task
of answering questions where some synthesis of information is
required-the answer would not generally be given from a single passage
of a single document. We investigate whether variation in the way a list
of documents is delivered affected searcher performance in the question
answering task. We will show that there is a significant difference in
performance using a list customized to the task type, compared with a
standard web-engine list. This indicates that paying attention to the
task and the searcher interaction may provide substantial improvement in
task performance. 

%M C.IR.01.384
%T Toward an improved concept-based information retrieval system
%A Peter V. Henstock
%A Daniel J. Pack
%A Young-Suk Lee
%A Clifford J. Weinstein
%B IR01
%D 2001
%P 384-385
%W http://doi.acm.org/10.1145/383952.384029
%X This paper presents a novel information retrieval system that
includes 1) the addition of concepts to facilitate the identification of
the correct word sense, 2) a natural language query interface, 3) the
inclusion of weights and penalties for proper nouns that build upon the
Okapi weighting scheme, and 4) a term clustering technique that exploits
the spatial proximity of search terms in a document to further improve
the performance. The effectiveness of the system is validated by
experimental results. 

%M C.IR.01.386
%T Metasearch consistency
%A Mark Montague
%A Javed A. Aslam
%B IR01
%D 2001
%P 386-387
%W http://doi.acm.org/10.1145/383952.384030
%X We investigate the performance of metasearch algorithms in terms of
how much they improve consistency. We find that three different
metasearch algorithms, each over three datasets, usually improve the
consistency of search results; sometimes the improvement is dramatic.
Furthermore, consistency tends to improve when performance improves. 

%M C.IR.01.388
%T Anchor text mining for translation extraction of query terms
%A Wen-Hsiang Lu
%A Lee-Feng Chein
%A Hsi-Jian Lee
%B IR01
%D 2001
%P 388-389
%W http://doi.acm.org/10.1145/383952.384031
%X This paper presents an approach to automatically extracting the
bilingual translations of many Web query terms through mining the Web
anchor texts. Some preliminary experiments are conducted on using
109,416 Web pages containing both Chinese and English anchor texts in
their in-links to extract Chinese translations of 200 English queries
selected from popular query terms in Taiwan. It is found that the
effective translations of 75% of the popular query terms can be
extracted, in which 87.2% cannot be obtained in common translation
dictionaries. 

%M C.IR.01.390
%T Selecting expansion terms in automatic query expansion
%A Hiroko Mano
%A Yasushi Ogawa
%B IR01
%D 2001
%P 390-391
%W http://doi.acm.org/10.1145/383952.384032

%M C.IR.01.392
%T An experimental framework for email categorization and management
%A Kenricj Mock
%B IR01
%D 2001
%P 392-393
%W http://doi.acm.org/10.1145/383952.384033
%X Many problems are difficult to adequately explore until a prototype
exists in order to elicit user feedback. One such problem is a system
that automatically categorizes and manages email. Due to a myriad of
user interface issues, a prototype is necessary to determine what
techniques and technologies are effective in the email domain. This
paper describes the implementation of an add-in for Microsoft Outlook
2000 TM that intends to address two problems with email: 1) help manage
the inbox by automatically classifying email based on user folders, and
2) to aid in search and retrieval by providing a list of email relevant
to the selected item. This add-in represents a first step in an
experimental system for the study of other issues related to information
management. The system has been set up to allow experimentation with
other classification algorithms and the source code is available online
in an effort to promote further experimentation. 

%M C.IR.01.394
%T Analyses of multiple-evidence combinations for retrieval strategies
%A Abdur Chowdhury
%A Ophir Frieder
%A David Grossman
%A Catherine McCabe
%B IR01
%D 2001
%P 394-395
%W http://doi.acm.org/10.1145/383952.384034

%M C.IR.01.396
%T Flexible pseudo-relevance feedback using optimization tables
%A Tetsuya Sakai
%A Stephen E. Robertson
%B IR01
%D 2001
%P 396-397
%W http://doi.acm.org/10.1145/383952.384035

%M C.IR.01.398
%T Quantifying the utility of parallel corpora
%A Martin Franz
%A J. Scott McCarley
%A Todd Ward
%A Wei-Jing Zhu
%B IR01
%D 2001
%P 398-399
%W http://doi.acm.org/10.1145/383952.384037
%X Our English-Chinese cross-language IR system is trained from parallel
corpora; we investigate its performance as a function of training corpus
size for three different training corpora. We find that the performance
of the system as trained on the three parallel corpora can be related by
a simple measure, namely the out-of-vocabulary rate of query words. 

%M C.IR.01.400
%T Unitary operators for fast latent semantic indexing (FLSI)
%A Eduard Hoenkamp
%B IR01
%D 2001
%P 400-401
%W http://doi.acm.org/10.1145/383952.384038
%X Latent Semantic Indexing (LSI) dramatically reduces the dimension of
the document space by mapping it into a space spanned by conceptual
indices. Empirically, the number of concepts that can represent the
documents are far fewer than the great variety of words in the textual
representation. Although this almost obviates the problem of lexical
matching, the mapping incurs a high computational cost compared to
document parsing, indexing, query matching, and updating. This paper
shows how LSI is based on a unitary transformation, for which there are
computationally more attractive alternatives. This is exemplified by the
Haar transform, which is memory efficient, and can be computed in linear
to sublinear time. The principle advantages of LSI are thus preserved
while the computational costs are drastically reduced. 

%M C.IR.01.402
%T Probabilistic combination of content and links
%A Rong Jin
%A Susan Dumais
%B IR01
%D 2001
%P 402-403
%W http://doi.acm.org/10.1145/383952.384039
%X Previous research has shown that citations and hypertext links can be
usefully combined with document content to improve retrieval. Links can
be used in many ways, e.g., link topology can be used to identify
important pages, anchor text can be used to augment the text of cited
pages, and activation can be spread to linked pages. This paper
introduces a probabilistic model that integrates content matching and
these three uses of link information in a single unified framework.
Experiments with a web collection show benefits for link information
especially for general queries. 

%M C.IR.01.404
%T Structure and content-based segmentation of speech transcripts
%A Dulce Ponceleon
%A Savitha Srinivasan
%B IR01
%D 2001
%P 404-405
%W http://doi.acm.org/10.1145/383952.384041
%X algorithm for the segmentation of an audio/video source into
topically cohesive segments based on automatic speech recognition (ASR)
transcriptions is presented. A novel two-pass algorithm is described
that combines a boundary-based method with a content-based method. In
the first pass, the temporal proximity and the rate of arrival of ngram
features is analyzed in order to compute an initial segmentation. In the
content- based second pass, changes in content-bearing words are
detected by using the ngram features as queries in an
information-retrieval system. The second pass validates the initial
segments and merges them as needed. Feasibility of the segmentation task
can vary enormously depending on the structure of the audio content, and
the accuracy of ASR. For real-world corporate training data our method
identifies, at worst, a single salient segment of the audio and, at
best, a high-level table-of-contents. We illustrate the algorithm in
detail with some examples and validate the results with segmentation
boundaries generated manually. 

%M C.IR.01.406
%T Text summarization via hidden Markov models
%A John M. Conroy
%A Dianne P. O'leary
%B IR01
%D 2001
%P 406-407
%W http://doi.acm.org/10.1145/383952.384042
%X A sentence extract summary of a document is a subset of the
document's sentences that contains the main ideas in the document. We
present an approach to generating such summaries, a hidden Markov model
that judges the likelihood that each sentence should be contained in the
summary. We compare the results of this method with summaries generated
by humans, showing that we obtain significantly higher agreement than do
earlier methods. 

%M C.IR.01.408
%T Reading time, scrolling and interaction: exploring implicit sources
of user preferences for relevance feedback
%A Diane Kelly
%A Nicholas J. Belkin
%B IR01
%D 2001
%P 408-409
%W http://doi.acm.org/10.1145/383952.384045

%M C.IR.01.410
%T Interactive phrase browsing within compressed text
%A Raymond Wan
%A Alistair Moffat
%B IR01
%D 2001
%P 410-411
%W http://doi.acm.org/10.1145/383952.384061

%M C.IR.01.412
%T Query-biased web page summarisation: a task-oriented evaluation
%A Ryen White
%A Joemon M. Jose
%A Ian Ruthven
%B IR01
%D 2001
%P 412-413
%W http://doi.acm.org/10.1145/383952.384062
%X We present a system that offers a new way of assessing web document
relevance and new approach to the web-based evaluation of such a system.
Provisionally named WebDocSum, the system is a query-biased web page
summariser that aims to provide an alternative to the short, irrelevant
abstracts typical of many web search result lists. Based on an initial
evaluation the system appears to be more useful in helping users gauge
document relevance than the traditional ranked titles/abstracts
approach. 

%M C.IR.01.414
%T Query expansion based on predictive algorithms for collaborative
filtering
%A Keiichiro Hoashi
%A Kazunori Matsumoto
%A Naomi Inoue
%A Kazuo Hashimoto
%B IR01
%D 2001
%P 414-415
%W http://doi.acm.org/10.1145/383952.384063

%M C.IR.01.416
%T Query optimization for vector space problems
%A K. Goda
%A T. Tamura
%A M. Kitsuregawa
%A A. Chowdhury
%A O. Frieder
%B IR01
%D 2001
%P 416-417
%W http://doi.acm.org/10.1145/383952.384064
%X We present performance measurement results for a parallel SQL based
information retrieval system implemented on a PC cluster system. We used
the Web-TREC dataset under a left-deep query execution plan. We achieved
satisfactory speed up. 

%M C.IR.01.418
%T Generic topic segmentation of document texts
%A Marie-Francine Moens
%A Rik De Busser
%B IR01
%D 2001
%P 418-419
%W http://doi.acm.org/10.1145/383952.384065
%X Topic segmentation is an important initial step in many text-based
tasks. A hierarchical representation of a texts topics is useful in
retrieval and allows judging relevancy at different levels of detail.
This short paper describes research on generic algorithms for topic
detection and segmentation that are applicable on texts of heterogeneous
types and domains. 

%M C.IR.01.420
%T Towards the use of prosodic information for spoken document retrieval
%A Fabio Crestani
%B IR01
%D 2001
%P 420-421
%W http://doi.acm.org/10.1145/383952.384066

%M C.IR.01.422
%T A homogeneous framework to model relevance feedback
%A David E. Losada
%A Alvaro Barreiro
%B IR01
%D 2001
%P 422-423
%W http://doi.acm.org/10.1145/383952.384067
%X Relevance feedback is an appreciated process to produce increasingly
better retrieval. Usually, positive feedback plays a fundamental role in
the feedback process whereas the role of negative feedback is limited.
We think that negative feedback is a promising precision oriented
mechanism and we propose a logical framework in which positive and
negative feedback are homogeneously modeled. Evaluation results against
small test collections are provided. 

%M C.IR.01.424
%T Combining semantic and syntactic document classifiers to improve
first story detection
%A Nicola Stokes
%A Joe Carthy
%B IR01
%D 2001
%P 424-425
%W http://doi.acm.org/10.1145/383952.384068
%X In this paper we describe a type of data fusion involving the
combination of evidence derived from multiple document representations.
Our aim is to investigate if a composite representation can improve the
online detection of novel events in a stream of broadcast news stories.
This classification process otherwise known as first story detection FSD
(or in the Topic Detection and Tracking pilot study as online new event
detection [1]), is one of three main classification tasks defined by the
TDT initiative. Our composite document representation consists of a
semantic representation (based on the lexical chains derived from a
text) and a syntactic representation (using proper nouns). Using the
TDT1 evaluation methodology, we evaluate a number of document
representation combinations using these document classifiers. 

%M C.IR.01.426
%T Browsing in a digital library collecting linearly arranged documents
%A Yanhua Qu
%A Keizo Sato
%A Makoto Nakashima
%A Tetsuro Ito
%B IR01
%D 2001
%P 426-427
%W http://doi.acm.org/10.1145/383952.384069
%X A method of assisting a user in finding the required documents
effectively is proposed. A user being informed which documents are worth
examining can browse in a digital library (DL) in a linear fashion.
Computational evaluations were carried out, and a DL and its navigator
are designed and constructed. 

%M C.IR.01.428
%T Feature selection for polyphonic music retrieval
%A Jeremy Pickens
%B IR01
%D 2001
%P 428-429
%W http://doi.acm.org/10.1145/383952.384070

%M C.IR.01.430
%T Automatic information extraction from web pages
%A Budi Rahardjo
%A Roland H. C. Yap
%B IR01
%D 2001
%P 430-431
%W http://doi.acm.org/10.1145/383952.384071
%X Many web pages have implicit structure. In this paper, we show the
feasibility of automatically extracting data from web pages by using
approximate matching techniques. This can be applied to generate
automatic wrappers or to notify/display web page differences, web page
change monitoring, etc. 

%M C.IR.01.432
%T Automatic web search query generation to create minority language
corpora
%A Rayid Ghani
%A Rosie Jones
%A Dunja Mladenic
%B IR01
%D 2001
%P 432-433
%W http://doi.acm.org/10.1145/383952.384072
%X The Web is a valuable source of language specific resources but
collecting, organizing and utilizing this information is difficult. We
describe CorpusBuilder, an approach for automatically generating
Web-search queries to collect documents in a minority language. It
differs from pseudo-relevance feedback in that retrieved documents are
labeled by an automatic language classifier as relevant or irrelevant
and a subset of documents is used to generate new queries. We experiment
with various query-generation methods and query-lengths to find
inclusion/exclusion terms that are helpful for finding documents in the
target language and find that using odds-ratio scores calculated over
the documents acquired so far was one of the most consistently accurate
query-generation methods. We also describe experiments using a handful
of words elicited from a user instead of initial documents and show that
the methods perform similarly. Applying the same approach to multiple
languages show that our system generalizes to a variety of languages. 

%M C.IR.01.434
%T Perpetual consistency improves image retrieval performance
%A Huizhong Long
%A Wee Kheng Leow
%B IR01
%D 2001
%P 434-435
%W http://doi.acm.org/10.1145/383952.384073
%X An ideal retrieval system should retrieve images that satisfy the
user's need, and should, therefore, measure image similarity in a manner
consistent with human's perception. However, existing computational
similarity measures are not perceptually consistent. This paper proposes
an approach of improving retrieval performance by improving the
perceptual consistency of computational similarity measures for textures
based on relevance feedback judgments. 

%M C.IR.01.436
%T Intelligent object-based image retrieval using cluster-driven
personal preference learning
%A Kyong-Mi Lee
%A W. Nick Street
%B IR01
%D 2001
%P 436-437
%W http://doi.acm.org/10.1145/383952.384074
%X This paper introduces a personalization method for image retrieval
based on the learning of personal preferences. The proposed system
indexes objects based on shape and groups them into a set of clusters,
or prototypes. Our personalization method refines corresponding
prototypes from objects provided by the user in the foreground, and
simultaneously adapts the database index in the background. 

%M C.IR.01.438
%T Construction of a hierarchical classifier schema using a combination
of text-based and image-based approaches
%A Cheng Lu
%A Mark S. Drew
%B IR01
%D 2001
%P 438-439
%W http://doi.acm.org/10.1145/383952.384075
%X Web document hierarchical classification approaches often rely on
textual features alone even though web pages include multimedia data. We
propose a new hierarchical integrated web classification approach that
combines image-based and text-based approaches. Instead of using a flat
classifier to combine text and image classification, we perform
classification on a hierarchy differently on different levels of the
tree, using text for branches and images only at leaves. The results of
our experiments show that the use of the hierarchical structure improved
web document classification performance significantly. 

%M C.IR.01.440
%T A method based on the chi-square test for document classification
%A Michael Oakes
%A Robert Gaaizauskas
%A Helene Fowkes
%A Anna Jonsson
%A Vincent Wan
%A Micheline Beaulieu
%B IR01
%D 2001
%P 440-441
%W http://doi.acm.org/10.1145/383952.384080
%X We introduce a method for document classification based on using the
chi-square test to identify characteristic vocabulary of document
classes. 

%M C.IR.01.442
%T Query clustering using content words and user feedback
%A Ji-Rong Wen
%A Jian-Yun Nie
%A Hong-Jiang Zhang
%B IR01
%D 2001
%P 442-443
%W http://doi.acm.org/10.1145/383952.384083
%X Query clustering is crucial for automatically discovering frequently
asked queries (FAQs) or most popular topics on a question-answering
search engine. Due to the short length of queries, the traditional
approaches based on keywords are not suitable for query clustering. This
paper describes our attempt to cluster similar queries according to
their contents as well as the document click information in the user
logs. 

%M C.IR.01.444
%T Modifications of Kleinberg's HITS algorithm using matrix
exponentiation and web log records
%A Joel C. Miller
%A Gregory Rae
%A Fred Schaefer
%A Lesley A. Ward
%A Thomas LoFaro
%A Ayman Farahat
%B IR01
%D 2001
%P 444-445
%W http://doi.acm.org/10.1145/383952.384086

%M C.IR.01.446
%T Cite me, cite my references?: (Scholarly use of the ACM SIGIR
proceedings based on two citation indexes)
%A Elana Broch
%B IR01
%D 2001
%P 446-447
%W http://doi.acm.org/10.1145/383952.384090
%X A three-part study was designed to document Internet use in scholarly
research, using the Annual SIGIR Conference Proceedings from 1997
through 1999. The results suggest an increasing trend toward electronic
self-publishing. Furthermore, while electronic availability did not
insure that one would be cited, the most highly cited articles were
available on the "free" web. The study also found that electronic
availability has not, in most cases, decreased the length of time
between publication and citation. 

%M C.IR.01.450
%T iFind: a web image search engine
%A Zheng Chen
%A Liu Wenyin
%A Chunhui Hu
%A Mingjing Li
%A Hong-Jiang Zhang
%B IR01
%D 2001
%P 450
%W http://doi.acm.org/10.1145/383952.384091

%M C.IR.01.451
%T Building interoperable digital library services: MARIAN, open
archives, and the NDLTD
%A Edward A. Fox
%A Robert France
%A Marcos Andre Goncalves
%A Hussein Suleman
%B IR01
%D 2001
%P 451
%W http://doi.acm.org/10.1145/383952.384092
%X In this demonstration, we present interoperable and personalized
search services for the Networked Digital Library of Theses and
Dissertations (NDLTD). Using standard protocols and software, including
those specified by the Open Archives Initiative (OAI), distributed sites
can share metadata easily. On top of these harvesting protocols, we
implement a union collection of theses managed by the MARIAN digital
library system. Our demonstration covers aspects of NDLTD, OAI, and
MARIAN. 

%M C.IR.01.452
%T AUTINDEX: an automatic multilingual indexing system
%A Barbel Ripplinger
%A Paul Schmidt
%B IR01
%D 2001
%P 452
%W http://doi.acm.org/10.1145/383952.384093

%M C.IR.01.453
%T Does visualization improve our ability to find and learn from
internet based information?
%A Daniel A. Kauwell
%A Jim Levin
%A Hwan Jo Yu
%A Young Jin Lee
%A Jeff Ellen
%A Arun Bahalla
%B IR01
%D 2001
%P 453
%W http://doi.acm.org/10.1145/383952.384094

%M C.IR.01.454
%T The HySpirit retrieval platform
%A Thomas Rolleke
%A Ralf Lubeck
%A Gabriella Kazai
%B IR01
%D 2001
%P 454
%W http://doi.acm.org/10.1145/383952.384095

%M C.IR.01.455
%T Distributed resource discovery and structured data searching with
Chesire II
%A Ray R. Larson
%B IR01
%D 2001
%P 455
%W http://doi.acm.org/10.1145/383952.384096
%X This demonstration will show describe the construction and
application of Cross-Domain Information Servers using features of the
standard Z39.50 information retrieval protocol[Z39.50]. The system is
currently being used to build and search distributed indexes for
databases with disparate structured data (SGML and XML). We use the
Z39.50 Explain Database to determine the databases and indexes of a
given server, then use the Z39.50 SCAN facility to extract the contents
of the indexes. This information is used to build collection documents
that can be retrieved using probabilistic retrieval algorithms. 

%M C.IR.01.456
%T Searching the deep web: distributed explorit directed query
applications
%A Valerie S. Allen
%A Abe Lederman
%B IR01
%D 2001
%P 456
%W http://doi.acm.org/10.1145/383952.384097
%X In 1999 a directed query distributed search engine was integrated
into a new Department of Energy Virtual Library of Energy Science and
Technology. Millions of pages of government information across multiple
agencies were made immediately searchable via one query, setting the
stage for the development of a variety of interagency initiatives and
applications. 

%M C.IR.01.457
%T CROWSE: a system for organizing repositories and web search results
%A Kinshuman
%A Sudeshna Sarkar
%B IR01
%D 2001
%P 457
%W http://doi.acm.org/10.1145/383952.384098

%M C.IR.01.458
%T MS read: user modeling in the web environment
%A Natasa Milio-Frayling
%A Ralph Sommerer
%B IR01
%D 2001
%P 458
%W http://doi.acm.org/10.1145/383952.384099
%X MS Read is a prototype application implemented as an extension of the
Web Browser that creates an evolving model of the users topic of
interest. It uses that model to analyze documents that are accessed
while searching and browsing the Web. In the presented version of MS
Read the model is used to highlight topic related terminology in the
documents. MS Read model of the user need is created by applying natural
language processing to search queries captured within the Browser and to
topic descriptions explicitly provided by the user while browsing and
reading documents. It is semantically enhanced using linguistic and
custom knowledge resources. 

fpack:!@#$%^&*(): IR95a.BA
%M C.IR.95.2 acmdl missing entry
%T Digital vs. Libraries: Bridging the Two Cultures
%S Keynote Address
%A Terry Winograd
%B IR95
%D 1995
%P 2
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p2-winograd/p2-winograd.pdf

%M C.IR.95.4
%T NetSerf: Using Semantic Knowledge to Find Internet Information Archives
%S Distributed IR and the Internet
%A Anil S. Chakravarthy
%A Kenneth B. Haase
%B IR95
%D 1995
%P 4-11
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p4-chakravarthy/p4-chakravarthy.pdf
%X This paper describes the architecture, implementation
and evaluation of NetSerf, a program for finding information
archives on the Internet using natural language
queries.  NetSerf's query processor extracts structured,
disambiguated representations from the queries.  The
query representations are matched to hand-coded representations
of the archives using semantic knowledge
from WordNet (a semantic thesaurus) and an on-line
Webster's dictionary.  NetSerf has been tested using a
set of questions and answers developed independently
for a game called Internet Hunt.  The paper presents
results comparing the performance of NetSerf and the
standard IR system SMART on this set of queries.

%M C.IR.95.12
%T Dissemination of Collection Wide Information in a Distributed
Information Retrieval System
%S Distributed IR and the Internet
%A Charles L. Viles
%A James C. French
%B IR95
%D 1995
%P 12-20
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p12-viles/p12-viles.pdf
%X We find that dissemination of collection wide information
(CWI) in a distributed collection of documents is needed to
achieve retrieval effectiveness comparable to a centralized
collection.  Complete dissemination is unnecessary.  The required
dissemination level depends upon how documents are
allocated among sites.  Low dissemination is needed for random
document allocation, but higher levels are needed when
documents are allocated based on content.  We define parameters
to control dissemination and document allocation
and present results from four test collections.  We define the
notion of iso-knowledge lines with respect to the number of
sites and level of dissemination in the distributed archive,
and show empirically that iso-knowledge lines are also iso-effectiveness
lines when documents are randomly allocated.

%M C.IR.95.21
%T Searching Distributed Collections with Inference Networks
%S Distributed IR and the Internet
%A James P. Callan
%A Zhihong Lu
%A W. Bruce Croft
%B IR95
%D 1995
%P 21-28
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p21-callan/p21-callan.pdf
%X The use of information retrieval systems in networked environments
raises a new set of issues that have received little
attention.  These issues include ranking document collections
for relevance to a query, selecting the best set of
collections from a ranked list, and merging the document
rankings that are returned from a set of collections.  This
paper describes methods of addressing each issue in the inference
network model, discusses their implementation in
the INQUERY system, and presents experimental results
demonstrating their effectiveness.

%M C.IR.95.30
%T Fast Evaluation of Structured Queries for Information Retrieval
%S Efficiency Techniques
%A Eric W. Brown
%B IR95
%D 1995
%P 30-38
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p30-brown/p30-brown.pdf
%X Information retrieval systems are being challenged to manage larger
and larger document collections.  In an effort to provide better
retrieval performance on large collections, more sophisticated retrieval
techniques have been developed that support rich, structured
queries.  Structured queries are not amenable to previously proposed
optimization techniques.  Optimizing execution, however, is
even more important in the context of large document collections. 
We present a new structured query optimization technique which
we have implemented in an inference network-based information
retrieval system.  Experimental results show that query evaluation
time can be reduced by more than half with little impact on retrieval
effectiveness.

%M C.IR.95.39
%T Efficient Recompression Techniques for Dynamic Full-Text Retrieval
Systems
%S Efficiency Techniques
%A Shmuel T. Klein
%B IR95
%D 1995
%P 39-47
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p39-klein/p39-klein.pdf
%X An efficient variant of an optimal algorithm is presented,
which, in the context of a large dynamic full-text
information retrieval system, reorganizes data that
has been compressed by an on-the-fly compression
method based on LZ77, into a more compact form,
without changing the decoding procedure.  The algorithm
accelerates a known technique based on a reduction
to a graph-theoretic problem, by reducing the size
of the graph, without affecting the optimality of the solution. 
The new method can thus effectively improve
any dictionary compression scheme using a static encoding
method.

%M C.IR.95.49
%T Design of a Reusable IR Framework
%S Advanced Systems
%A Gabriele Sonnenberger
%A Hans-Peter Frei
%B IR95
%D 1995
%P 49-57
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p49-sonnenberger/p49-sonnenberger.pdf
%X In this paper, we describe the design of a reusable IR
framework, called FIRE, that is being implemented to facilitate
the development of IR systems.  In addition, FIRE is
designed to support the experimental evaluation of both
indexing and retrieval techniques.  First, we discuss the
development of reusable software in the IR domain and
derive essential criteria for the design of an IR framework. 
Next, we sketch the object model developed for FIRE.  We
present the basic concepts and their modeling and show
how the components interact when performing indexing and
retrieval tasks.

%M C.IR.95.58
%T Parallel Text Retrieval on a High Performance Supercomputer Using the Vector
Space Model
%S Advanced Systems
%A P. Efraimidis
%A C. Glymidakis
%A B. Mamalis
%A P. Spirakis
%A B. Tampakas
%B IR95
%D 1995
%P 58-66
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p58-efraimidis/p58-efraimidis.pdf
%X This paper discusses the efficiency of a parallel text retrieval
system that is based on the Vector Space Model.  Specifically,
we describe a general parallel retrieval algorithm for use
with this model, the application of the algorithm in the FIRE
system [1], and its implementation on the high performance
GCel3/512 Parsytec parallel machine [2].  The use of this
machine's two-dimensional grid of processors provides an efficient
basis for the virtual tree that lies at the heart of our
retrieval algorithm.  Analytical and experimental evidence is
presented to demonstrate the efficiency of the algorithm.

%M C.IR.95.68
%T A Trainable Document Summarizer
%S Text Summarization
%A Julian Kupiec
%A Jan Pedersen
%A Francine Chen
%B IR95
%D 1995
%P 68-73
%K Summary sentence, Original documents, Summary
pairs, Training corpus, Document extracts
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p68-kupiec/p68-kupiec.pdf
%X * To summarize is to reduce in complexity, and hence in length,
   while retaining some of the essential qualities of the original.
 * This paper focusses on document extracts, a particular kind
   of computed document summary.
 * Document extracts consisting of roughly 20% of the original
   can be as informative as the full text of a document, which
   suggests that even shorter extracts may be useful indicative
   summaries.
 * The trends in our results are in agreement with those of Edmundson
   who used a subjectively weighted combination of
   features as opposed to training the feature weights using a corpus.
 * We have developed a trainable summarization program that
   is grounded in a sound statistical framework.

%M C.IR.95.74
%T Generating Summaries of Multiple News Articles
%S Text Summarization
%A Kathleen McKeown
%A Dragomir R. Radev
%B IR95
%D 1995
%P 74-82
%K Natural language summarization, Natural language
generation, Summarization of multiple texts
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p74-mckeown/p74-mckeown.pdf
%X We present a natural language system which summarizes
a series of news articles on the same event.  It uses summarization
operators, identified through empirical analysis
of a corpus of news summaries, to group together templates
from the output of the systems developed for ARPA's Message
Understanding Conferences.  Depending on the available
resources (e.g., space), summaries of different length
can be produced.  Our research also provides a methodological
framework for future work on the summarization task
and on the evaluation of news summarization systems.

%M C.IR.95.84
%T Integrating IR and RDBMS Using Cooperative Indexing
%S Integrating Structured and Unstructured Information
%A Samuel DeFazio
%A Amjad Daoud
%A Lisa Ann Smith
%A Jagannathan Srinivasan
%A Bruce Croft
%A Jamie Callan
%B IR95
%D 1995
%P 84-92
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p84-defazio/p84-defazio.pdf
%X The full integration of information retrieval (IR) features into a
database management system (DBMS) has long been recognized
as both a significant goal and a challenging undertaking.  By full
integration we mean: i) support for document storage, indexing,
retrieval, and update, ii) transaction semantics, thus all database
operations on documents have the ACID properties of atomicity,
consistency, isolation, and durability, iii) concurrent addition,
update, and retrieval of documents, and iv) database query
language extensions to provide ranking for document retrieval
operations.  It is also necessary for the integrated offering to
exhibit scaleable performance for document indexing and
retrieval processes.  To identify the implementation requirements
imposed by the desired level of integration, we layered a
representative IR application on Oracle Rdb and then conducted
a number of database load and document retrieval experiments. 
The results of these experiments suggest that infrastructural
extensions are necessary to obtain both the desired level of IR
integration and scaleable performance.  With the insight gained
from our initial experiments, we developed an approach, called
cooperative indexing, that provides a framework to achieve both
scaleability and full integration of IR and RDBMS technology. 
Prototype implementations of system-level extensions to support
cooperative indexing were evaluated with a modified version of
Oracle Rdb.  Our experimental findings validate the cooperative
indexing scheme and suggest alternatives to further improve
performance.

%M C.IR.95.93
%T A Language for Queries on Structure and Contents of Textual Databases
%S Integrating Structured and Unstructured Information
%A Gonzalo Navarro
%A Ricardo Baeza-Yates
%B IR95
%D 1995
%P 93-101
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p93-navarro/p93-navarro.pdf
%X We present a model for querying textual databases by both
the structure and contents of the text.  Our goal is to obtain
a query language which is expressive enough in practice
while being efficiently implementable, features not present
at the same time in previous work.  We evaluate our model
regarding expressivity and efficiency.  The key idea of the
model is that a set-oriented query language based on operations
on nearby structure elements of one or more hierarchies
is quite expressive and efficiently implementable, being
a good tradeoff between both goals.

%M C.IR.95.102
%T An NF{squared} Relational Interface for Document Retrieval, Restructuring
and Aggregation
%S Integrating Structured and Unstructured Information
%A Kalervo Jarvelin
%A Timo Niemi
%B IR95
%D 1995
%P 102-110
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p102-jarvelin/p102-jarvelin.pdf
%X Complex documents are used in many environments,
e.g., information retrieval (IR).  Such documents contain
subdocuments, which may contain further subdocuments,
etc.  Powerful tools are needed to facilitate their retrieval, restructuring,
and analysis.  Existing IR systems are poor in complex
document restructuring and data aggregation.  However, in
practice, IR system users would often want to obtain aggregation
information on subdocuments of complex documents.  In
this paper we address this problem and provide a truly declarative
and powerful interface for the users.  Our interface is based
on the non-first-normal-form (NF{squared}) relational model.  It allows
intuitive and systematic modeling of complex documents.

%M C.IR.95.112
%T Fast and Quasi-Natural Language Search for Gigabits of Chinese Texts
%S Natural Language Processing
%A Lee-Feng Chien
%B IR95
%D 1995
%P 112-120
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p112-chien/p112-chien.pdf
%X This paper presents an efficient signature file approach
for fast and intelligent retrieval of large Chinese full-text
document databases.  The proposed approach is an
integrated and efficient text access method, which performs
well both in exact match searching of Boolean queries and
best match searching (ranking) of quasi-natural language
queries.  Using this approach, the inherent difficulties of
Chinese word segmentation and proper noun identification
can be effectively reduced, queries can be expressed with
non-controlled vocabulary, and the ranking function can be
easily implemented neither demanding extra space
overhead nor affecting the retrieval efficiency.  The
experimental results show that the proposed approach
achieves good performance in many ways, especially in the
reduction of false drops and space overhead, the speedup of
retrieval time, and the capability of best match searching
using quasi-natural language queries.  In conclusion, the
proposed approach is capable of retrieving gigabytes of
Chinese texts very efficiently and intelligently.

%M C.IR.95.121
%T A New Character-Based Indexing Method using Frequency Data for Japanese
Documents
%S Natural Language Processing
%A Yasushi Ogawa
%A Iwasaki Masajirou
%B IR95
%D 1995
%P 121-129
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p121-yasushi/p121-yasushi.pdf
%X A character based indexing is preferable for Japanese IR
systems since Japanese words are not segmented.  This paper
proposes a new character indexing method to enhance our
previous method which divided character pair index entries
into disjoint groups based on character classes.  Since frequency
data is used to determine hashed entries for character
pairs and to establish a special string index, both search
speed and precision are improved.  Moreover, bit strings are
managed using small and large blocks, so registration and
retrieval are accelerated.  Experiments using patent abstracts
showed these proposals are quite effective.

%M C.IR.95.130
%T Little Words Can Make a Big Difference for Text Classification
%S Natural Language Processing
%A Ellen Riloff
%B IR95
%D 1995
%P 130-136
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p130-riloff/p130-riloff.pdf
%X Most information retrieval systems use stopword lists
and stemming algorithms.  However, we have found
that recognizing singular and plural nouns, verb forms,
negation, and prepositions can produce dramatically
different text classification results.  We present results
from text classification experiments that compare relevancy
signatures, which use local linguistic context,
with corresponding indexing terms that do not.  In two
different domains, relevancy signatures produced better
results than the simple indexing terms.  These experiments
suggest that stopword lists and stemming algorithms
may remove or conflate many words that could
be used to create more effective indexing terms.

%M C.IR.95.138
%T Evaluation of Evaluation in Information Retrieval
%S Keynote Address
%A Tefko Saracevic
%B IR95
%D 1995
%P 138-146
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p138-saracevic/p138-saracevic.pdf
%X Evaluation is a major force in research, development and
applications related to information retrieval (IR).  This paper is
a critical and historical analysis of evaluations of IR systems
and processes.  Strengths and shortcomings of evaluation efforts
and approaches are discussed, together with major challenges
and questions.  A limited comparison is made with evaluation
in experts systems and Online Public Access Catalogs
(OPACs).  Evaluation is further analyzed in relation to the
broad context and specific problems addressed.  Levels of
evaluation are identified and contrasted; most IR evaluations
were concerned with the processing level, but others were
conducted at the output, users and use, and social levels.  A
major problem is the isolation of evaluations at a given level. 
Issues related to systems under evaluation, and evaluation
criteria, measures, measuring instruments, and methodologies
are examined.  A general point is also considered: IR is
increasingly imbedded into many other applications, such as
the Internet or digital libraries.  Little evaluation in the
traditional IR sense is undertaken in relation to these
applications.  The challenges are to integrate IR evaluations
from different levels and to incorporate evaluation in new
applications.

%M C.IR.95.149
%T Searchers and Searchers: Differences between the Most and Least
Consistent Searchers
%S User Studies
%A Mirja Iivonen
%B IR95
%D 1995
%P 149-157
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p149-iivonen/p149-iivonen.pdf
%X Differences between the most and least consistent
searchers are considered.  Attention is payed both to term-consistency
and concept-consistency.  The paper is based on an
empirical study where 32 searchers formulated query statements
from 12 search requests.  The searchers were also interviewed to
obtain information about their experience.  There was a
statistically significant dependence between term-consistency
and the terminological styles of searchers on the one hand and
between concept-consistency and searchers' search strategies
on the other hand.  There were also clear differences in the
experience of most and least consistent searchers both in
information storage and information retrieval.

%M C.IR.95.158
%T Information Processing in the Context of Medical Care
%S User Studies
%A Valerie Florance
%A Gary Marchionini
%B IR95
%D 1995
%P 158-163
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p158-florance/p158-florance.pdf
%X We report findings from an exploratory study whose overall
goal was to design an online document surrogate for journal
articles, customized for use in clinical problem solving.  We
describe two aspects of literature-based medical decision
making.  First, there are interaction effects among citations in a
search output (or among articles in a stack of articles) that
affect the physician's judgment of clinical applicability. 
Second, physicians select among different information
processing strategies when attempting to use literature for
finding an answer a clinical question.

%M C.IR.95.164
%T Towards New Measures of Information Retrieval Evaluation
%S User Studies
%A William R. Hersh
%A Diane L. Elliot
%A David H. Hickam
%A Stephanie L. Wolf
%A Anna Molnar
%A Christine Leichtenstien
%B IR95
%D 1995
%P 164-170
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p164-hersh/p164-hersh.pdf
%X All of the methods currently used to evaluate information
retrieval (IR) systems have limitations in their ability to
measure how well users are able to acquire information. 
We utilized an approach to assessing information obtained
based on the user's ability to answer questions from a short-answer
test.  Senior medical students look the ten-question
test and then searched one or two IR systems on the five
questions for which they were least certain of their answer. 
Our results showed that pre-searching scores on the test
were low but that searching yielded a high proportion of
answers with both systems.  These methods are able to
measure information obtained, and will be used in
subsequent studies to assess differences among IR systems.

%M C.IR.95.172 acmdl missing link to pdf because 1st two authors swapped
%T Learning Collection Fusion Strategies
%S Fusion Strategies
%A Ellen M. Voorhees
%A Narendra K. Gupta
%A Ben Johnson-Laird
%B IR95
%D 1995
%P 172-179
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p172-voorhees/p172-voorhees.pdf
%X Collection fusion is a data fusion problem in which the results
of retrieval runs on separate, autonomous document
collections must be merged to produce a single, effective result. 
This paper explores two collection fusion techniques
that learn the number of documents to retrieve from each
collection using only the ranked lists of documents returned
in response to past queries and those documents' relevance
judgements.  Retrieval experiments using the TREC test collection
demonstrate that the effectiveness of the fusion techniques
is within 10% of the effectiveness of a run in which
the entire set of documents is treated as a single collection.

%M C.IR.95.180
%T Combining Multiple Evidence from Different Properties of Weighting
Schemes
%S Fusion Strategies
%A Joon Ho Lee
%B IR95
%D 1995
%P 180-188
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p180-lee/p180-lee.pdf
%X It has been known that using different representations
of either queries or documents, or different retrieval
techniques retrieves different sets of documents.  Recent
work suggests that significant improvements in retrieval
performance can be achieved by combining multiple representations
or multiple retrieval techniques.  In this
paper we propose a simple method for retrieving different
documents within a single query representation,
a single document representation and a single retrieval
technique.  We classify the types of documents, and describe
the properties of weighting schemes.  Then, we
explain that different properties of weighting schemes
may retrieve different types of documents.  Experimental
results show that significant improvements can be
obtained by combining the retrieval results from different
properties of weighting schemes.

%M C.IR.95.189
%T Efficient Processing of Vague Queries using a Data Stream Approach
%S Fusion Strategies
%A Ulrich Pfeifer
%A Norbert Fuhr
%B IR95
%D 1995
%P 189-197
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p189-pfeifer/p189-pfeifer.pdf
%X In this paper, we consider vague queries in
text and fact databases.  A vague query can be formulated
as a combination of vague criteria.  A single database object
can meet a vague criterion to a certain degree.  We confine
ourselves to queries for which the answer can be computed
efficiently by (perhaps repetitive) combination of rankings to
new rankings.  Since users usually will inspect some of the
best answer objects only, the corresponding rankings need to
be computed just as far as necessary to generate these first
answer objects.  In this contribution we describe an approach
for estimating the number of elements needed from the basic
rankings to compute a given number of elements of the resulting
ranking.  Experiments with a large text database prove
the applicability of our approach.

%M C.IR.95.199
%T Document Analysis for Visualization
%S Search Interfaces
%A David Dubin
%B IR95
%D 1995
%P 199-204
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p199-dubin/p199-dubin.pdf
%X An experimental term selection strategy for document visualization
is described.  Strong discriminators with few co-occurrences increase
the clustering tendency of low-dimensional document browsing
spaces.  Clustering tendency is tested with diagnostic measures
adapted from the field of cluster analysis, and confirmed using the
VIBE visualization tool.  This method supports browsing in high
recall, low precision document retrieval and classification tasks.

%M C.IR.95.205
%T Users' Model of the Information Space: The Case for Two Search Models
%S Search Interfaces
%A Sylvia Willie
%A Peter Bruza
%B IR95
%D 1995
%P 205-210
%K Venn metaphor, Information retrieval, Individual differences,
Query languages, Novices
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p205-willie/p205-willie.pdf
%X Computerised information spaces evolved using the Boolean
logic paradigm for retrieval of their stored information.  While
many studies have looked at ways to improve training to enable
users to create queries appropriate to their information need,
little attention has been paid to users' cognitive models of the
information.  This research shows that when people can illustrate
their queries graphically, they have at least two quite different
mental models.  These incorporate the information space they are
working with and the particular approach applied to their search. 
This paper presents the findings to date and indicates the
additional avenues which we believe warrant investigation.

%M C.IR.95.212
%T The Newspaper Image Database: Empirical Supported Analysis of Users'
Typology and Word Association Clusters
%S Cognition and Association
%A Susanne Ornager
%B IR95
%D 1995
%P 212-218
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p212-ornager/p212-ornager.pdf
%X This paper touches upon the problems arising in connection
with indexing and retrieval for effective searching of digitized images. 
An empirical study, based on 13 newspaper archives, demonstrates that
rules for indexing images can be formulated and that a user group
typology can be established.  An image user model is suggested based on
word clusters.  The empirical analysis demonstrates how the results of the
word association tests can be used as the foundation for a semantic
model.

%M C.IR.95.219
%T Human Memory Models and Term Association
%S Cognition and Association
%A Gerda Ruge
%B IR95
%D 1995
%P 219-227
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p219-ruge/p219-ruge.pdf
%X Results of cognitive psychology research are
analysed to explain why it is difficult for retrieval system
users to bring to mind alternative search terms.  A human
memory model is modified in such a way that it produces
additional search terms instead of human associations.  A
small experiment shows that such a spreading activation
network can find alternative terms -- with a performance
similar to the normally used similarity measures.

%M C.IR.95.229
%T A Comparison of Classifiers and Document Representations for the
Routing Problem
%S Automatic Classification
%A Hinrich Schutze
%A David A. Hull
%A Jan O. Pedersen
%B IR95
%D 1995
%P 229-237
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p229-schutze/p229-schutze.pdf
%X In this paper, we compare learning techniques based on statistical
classification to traditional methods of relevance feedback for the
document routing problem.  We consider three classification techniques
which have decision rules that are derived via explicit error
minimization: linear discriminant analysis, logistic regression, and
neural networks.  We demonstrate that the classifiers perform 10-15%
better than relevance feedback via Rocchio expansion for the
TREC-2 and TREC-3 routing tasks.
   Error minimization is difficult in high-dimensional feature spaces
because the convergence process is slow and the models are prone
to overfitting.  We use two different strategies, latent semantic indexing
and optimal term selection, to reduce the number of features. 
Our results indicate that features based on latent semantic indexing
are more effective for techniques such as linear discriminant analysis
and logistic regression, which have no way to protect against
overfitting.  Neural networks perform equally well with either set of
features and can take advantage of the additional information available
when both feature sets are used as input.

%M C.IR.95.238
%T A Case-Based Approach to Intelligent Information Retrieval
%S Automatic Classification
%A Jody J. Daniels
%A Edwina L. Rissland
%B IR95
%D 1995
%P 238-245
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p238-daniels/p238-daniels.pdf
%X We have built a hybrid Case-Based Reasoning (CBR) and Information
Retrieval (IR) system that generates a query to the IR system
by using information derived from CBR analysis of a problem situation. 
The query is automatically formed by submitting in text
form a set of highly relevant cases, based on a CBR analysis, to a
modified version of INQUERY's relevance feedback module.  This
approach extends the reach of CBR, for retrieval purposes to much
larger corpora and injects knowledge-based techniques into traditional
IR.

%M C.IR.95.246
%T Evaluating and Optimizing Autonomous Text Classification Systems
%S Automatic Classification
%A David D. Lewis
%B IR95
%D 1995
%P 246-254
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p246-lewis/p246-lewis.pdf
%X Text retrieval systems typically produce a ranking of documents
and let a user decide how far down that ranking to go.  In contrast,
programs that filter text streams, software that categorizes documents,
agents which alert users, and many other IR systems must
make decisions without human input or supervision.  It is important
to define what constitutes good effectiveness for these autonomous
systems, tune the systems to achieve the highest possible effectiveness,
and estimate how the effectiveness changes as new data is
processed.  We show how to do this for binary text classification
systems, emphasizing that different goals for the system lead to different
optimal behaviors.  Optimizing and estimating effectiveness
is greatly aided if classifiers that explicitly estimate the probability
of class membership are used.

%M C.IR.95.256
%T Noise Reduction in a Statistical Approach to Text Categorization
%S Text Categorization
%A Yiming Yang
%B IR95
%D 1995
%P 256-263
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p256-yang/p256-yang.pdf
%X This paper studies noise reduction for computational efficiency
improvements in a statistical learning method for text categorization,
the Linear Least Squares Fit (LLSF) mapping.  Multiple
noise reduction strategies are proposed and evaluated, including:
an aggressive removal of "non-informative words" from texts before
training; the use of a truncated singular value decomposition
to cut off noisy "latent semantic structures" during training; the
elimination of non-influential components in the LLSF solution
(a word-concept association matrix) after training.  Text collections
in different domains were used for evaluation.  Significant
improvements in computational efficiency without losing categorization
accuracy were evident in the testing results.

%M C.IR.95.264
%T Partial Orders for Document Representation: A New Methodology for
Combining Document Features
%S Text Categorization
%A Steven Finch
%B IR95
%D 1995
%P 264-272
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p264-finch/p264-finch.pdf
%X This paper describes a novel paradigm for representing
many types of information about documents in a manner
particularly suited to text categorization by a trivial
empirical rule induction system.  It also has potential
application to full-text retrieval paradigms.
   The paradigm allows many different types of document
predicates to be combined together with logical
dependencies being controlled for.  This is shown to be
justified by any reasonable model of descriptor inference,
and the effect of increasing representation sophistication
is shown for two corpora.

%M C.IR.95.273
%T Cluster-Based Text Categorization: A Comparison of Category Search
Strategies
%S Text Categorization
%A Makoto Iwayama
%A Takenobu Tokunaga
%B IR95
%D 1995
%P 273-280
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p273-iwayama/p273-iwayama.pdf
%X Text categorization can be viewed as a process of category search, in
which one or more categories for a test document are searched for by
using given training documents with known categories.  In this paper
a cluster-based search with a probabilistic clustering algorithm
is proposed and evaluated on two data sets.  The efficiency,
effectiveness, and noise tolerance of this search strategy were
confirmed to be better than those of a full search, a category-based
search, and a cluster-based search with nonprobabilistic clustering.

%M C.IR.95.282
%T Probabilistic Datalog -- A Logic for Powerful Retrieval Methods
%S Retrieval Logic
%A Norbert Fuhr
%B IR95
%D 1995
%P 282-290
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p282-fuhr/p282-fuhr.pdf
%X In the logical approach to information retrieval, retrieval is
considered as uncertain inference.  Here we present a new,
powerful inference method for this purpose which combines
Datalog with probability theory on the basis of intensional
semantics.  We describe syntax and semantics of probabilistic
Datalog and also present an evaluation method and a prototype
implementation.  This approach allows for easy formulation
of specific retrieval models for arbitrary applications,
and classical probabilistic IR models can be implemented by
specifying the appropriate rules.  In comparison to other approaches,
the possibility of recursive rules allows for more
powerful inferences.  Finally, probabilistic Datalog can be
used as a query language for integrated information retrieval
and database systems.

%M C.IR.95.291
%T Probability Kinematics in Information Retrieval
%S Retrieval Logic
%A F. Crestani
%A C. J. van Rijsbergen
%B IR95
%D 1995
%P 291-299
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p291-crestani/p291-crestani.pdf
%X In this paper we discuss the dynamics of probabilistic term
weights in different IR retrieval models.  We present four
different models based on different notions of retrieval.  Two
of these models are classical probabilistic models long in use
in IR, the two others are based on a logical technique of
evaluating the probability of a conditional called Imaging,
one is a generalisation of the other.  We analyse the transfer
of probabilities occurring in the representation space at
retrieval time for these four models, compare their retrieval
performance using classical test collections, and discuss the
results.

%M C.IR.95.300
%T An Image Retrieval Model Based on Classical Logic
%S Retrieval Logic
%A Carlo Meghini
%B IR95
%D 1995
%P 300-308
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p300-meghini/p300-meghini.pdf
%X Images are a communication medium, hence
objects of a linguistic nature having a form and
a content.  The form of an image is the image
appearance and is understood as depicting a
scene, the image content.  The relationship between
the form of an image and its content is
established through a process of interpretation,
capturing the meaning of the image form.  Any
information need on images can, and indeed
has to, be seen as addressing either the image
form, or its content, or the relationship between
them.  Consequently, any general, domain independent
image retrieval facility should be based
on a model supporting all these aspects of images. 
An image retrieval model, based on classical
logic, is proposed which fulfills this basic
requirement.

%M C.IR.95.310
%T One Term or Two?
%S Term Statistics
%A Kenneth Ward Church
%B IR95
%D 1995
%P 310-318
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p310-church/p310-church.pdf
%X How effective is stemming?  Text normalization?  Stemming experiments test two hypotheses: one term (+stemmer) or two
(-stemmer).  The truth lies somewhere in between.  The correlations, {rho}, between a word and its variants (e.g., +s, +ly,
+uppercase) tend to be small (refuting the one term hypothesis), but non-negligible (refuting the two term hypothesis). 
Moreover, {rho} varies systematically depending on the words involved; it is relatively large for a good keyword,
{rho}(hostage, hostages){approx}0.5, and small for pairs with little content, {rho}(anytime, Anytime){approx}0, or conflicting content,
{rho}(continental, Continental){approx}0.

%M C.IR.95.319
%T Detecting Content-Bearing Words by Serial Clustering
%S Term Statistics
%A A. Bookstein
%A S. T. Klein
%A T. Raita
%B IR95
%D 1995
%P 319-327
%* (c) Copyright 1995 Association for Computing Machinery
%O Extended Abstract
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p319-bookstein/p319-bookstein.pdf
%X Information Retrieval Systems typically distinguish between
content bearing words and terms on a stop list. 
But "content-bearing" is relative to a collection.  For
optimal retrieval efficiency, it is desirable to have automated
methods for custom building a stop list.  This
paper defines the notion of serial clustering of words
in text, and explores the value of such clustering as
an indicator of a word bearing content.  The numerical
measures we propose may also be of value in assigning
weights to terms in requests.  Experimental support is
obtained from natural text databases in three different
languages.

%M C.IR.95.328
%T Applying Probabilistic Term Weighting to OCR Text in the Case of a
Large Alphabetic Library Catalogue
%S Term Statistics
%A Elke Mittendorf
%A Peter Schauble
%A Paraic Sheridan
%B IR95
%D 1995
%P 328-335
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p328-mittendorf/p328-mittendorf.pdf
%X We report on a probabilistic weighting approach to indexing
the scanned images of very short documents.  This fully automatic
process copes with short and very noisy texts (67%
word accuracy) derived from the images by Optical Character
Recognition (OCR).  The probabilistic term weighting
approach is based on a theoretical proof explaining how the
retrieval effectiveness is affected by recognition errors.  We
have evaluated our probabilistic weighting approach on a
sample of index cards from an alphabetic library catalogue
where, on the average, a card contains only 23 terms.  We
have demonstrated over 30% improvement in retrieval effectiveness
over a conventional weighted retrieval method
where the recognition errors are not taken into account.  We
also show how we can take advantage of the ordering information
of the alphabetic library catalogue.

%M C.IR.95.337
%T Relevance Feedback with Too Much Data
%S Feedback Methods
%A James Allan
%B IR95
%D 1995
%P 337-343
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p337-allan/p337-allan.pdf
%X Modern text collections often contain large documents that span
several subject areas.  Such documents are problematic for relevance
feedback since inappropriate terms can easily be chosen. 
This study explores the highly effective approach of feeding back
passages of large documents.  A less-expensive method that discards
long documents is also reviewed and found to be effective if
there are enough relevant documents.  A hybrid approach that feeds
back short documents and passages of long documents may be the
best compromise.

%M C.IR.95.344
%T On the Reuse of Past Optimal Queries
%S Feedback Methods
%A Vijay V. Raghavan
%A Hayri Sever
%B IR95
%D 1995
%P 344-350
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p344-raghavan/p344-raghavan.pdf
%X Information Retrieval (IR) systems exploit user feedback by
generating an optimal query with respect to a particular information
need.  Since obtaining an optimal query is an expensive
process, the need for mechanisms to save and reuse
past optimal queries for future queries is obvious.  In this article,
we propose the use of a query base, a set of persistent
past optimal queries, and investigate similarity measures between
queries.  The query base can be used either to answer
user queries or to formulate optimal queries.  We justify the
former case analytically and the latter case by experiment.

%M C.IR.95.351
%T Optimization of Relevance Feedback Weights
%S Feedback Methods
%A Chris Buckley
%A Gerard Salton
%B IR95
%D 1995
%P 351-357
%* (c) Copyright 1995 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/ir/215206/p351-buckley/p351-buckley.pdf
%X Methods for learning weights of terms using relevance information
from a learning set of document has been studied
for decades in information retrieval research.  The approach
used here, Dynamic Feedback Optimization, starts with a
good weighting scheme based on Rocchio feedback, and
then improves those weights in a dynamic fashion by testing
possible changes of query weights on the learning set
documents.  The resulting optimized query performs 10-15%
better that the original when evaluated on the test set. 
We discuss this constant tension between describing what a
relevant document should contain, and describing what the
known relevant documents do contain.

fpack:!@#$%^&*(): IUI03.BA
%M C.IUI.03.2
%T Semantic information processing of spoken language: how may I help
you?
%S Invited Papers
%A Allen Gorin
%B IUI03
%D 2003
%P 2
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604047
%X The next generation of voice-based user interface technology will
enable easy-to-use automation of new and existing communication
services, achieving a more natural human-machine interaction. By
natural, we mean that the machine understands what people actually say,
in contrast to what a system designer expects them to say. This approach
is in contrast with menu-driven or strongly-prompted systems, where many
users are unable or unwilling to navigate such highly structured
interactions. AT&Ts How May I Help You? (HMIHY)(sm) technology shifts
the burden from human to machine wherein the system adapts to peoples
language, as contrasted with forcing users to learn the machine's jargon.
We have developed algorithms which learn to extract meaning from fluent
speech via automatic acquisition and exploitation of salient words,
phrases and grammar fragments from a corpus. In this talk I will
describe the speech, language and dialog technology underlying HMIHY,
plus experimental evaluation on live customer traffic from AT&T's
national deployment for customer care. Allen Gorin is the Head of the
Speech Interface Research Department at AT&T Laboratories, with
long-term research interests focusing on machine learning methods for
spoken language understanding. In recent years, he has led a research
team in applying speech, language and dialog technology to AT&Ts "How
May I Help You?" (HMIHY) (sm) service, which has been deployed
nationally for long distance customer care. He was awarded the 2002 AT&T
Science and Technology Medal for his research contributions to spoken
language understanding for HMIHYHe received the B.S. and M.A. degrees in
Mathematics from SUNY at Stony Brook, and the Ph.D. in Mathematics from
the CUNY Graduate Center in 1980. From 1980-83 he worked at Lockheed
investigating algorithms for target recognition from time-varying
imagery. In 1983 he joined AT&T Bell Labs where he was the Principal
Investigator for AT&T's ASPEN project within the DARPA Strategic
Computing Program, investigating parallel architectures and algorithms
for pattern recognition. In 1987, he was appointed a Distinguished
Member of the Technical Staff. In 1988, he joined the Speech Research
Department at Bell Labs. He has served as a guest editor for the IEEE
Transactions on Speech and Audio, and was a visiting researcher at the
ATR Interpreting Telecommunications Research Laboratory in Japan. He is
a member of the Acoustical Society of America, Association for
Computational Linguistics and an IEEE Senior MemberHome page for Allen
Gorin: http://www.research.att.com/info/algor.

%M C.IUI.03.3
%T Tangible bits: designing the seamless interface between people, bits,
and atoms
%S Invited Papers
%A Hiroshi Ishii
%B IUI03
%D 2003
%P 3
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604048
%X Where the sea meets the land, life has blossomed into a myriad of
unique forms in the turbulence of water, sand, and wind. At another
seashore between the land of atoms and the sea of bits, we are now acing
the challenge of reconciling our dual citizenships in the physical and
digital worlds. Windows to the digital world are confined to flat square
screens and pixels, or "painted bits." Unfortunately, one cannot feel
and confirm the virtual existence of this digital information through
one's body. Tangible Bits, our vision of Human Computer Interaction
(HCI), seeks to realize seamless interfaces between humans, digital
information, and the physical environment by giving physical form to
digital information, making bits directly manipulable and perceptible.
The goal is to blur the boundary between our bodies and cyberspace and
to turn the architectural space into an interface between the people,
bits, and atoms. In this talk, I will present a variety of tangible user
interfaces the Tangible Media Group has designed and presented within
the CHI, SIGGRAPH, UIST, CSCW, IDSA, ICSID, ICC, and Ars Electronica
communities. Hiroshi Ishii is a tenured Associate Professor of Media Arts
and Sciences, at the MIT Media Lab. His research focuses upon the design
of seamless interfaces between humans, digital information, and the
physical environment. At the MIT Media Lab, he founded and directs the
Tangible Media Group pursuing a new vision of Human Computer Interaction
(HCI): "Tangible Bits." His team seeks to change the "painted bits" of
GUIs to "tangible bits" by giving physical form to digital information.
He also co-directs Things That Think (TTT) Consortium at the MIT Media
Lab. Ishii and his students have presented their vision of "Tangible
Bits" at a variety of academic, industrial design, and artistic venues
(including ACM SIGCHI, ACM SIGGRAPH, Industrial Design Society of
America, and Ars Electronica), emphasizing that the development of
tangible interfaces requires the rigor of both scientific and artistic
review. A display of many of the groups projects took place at the NTT
InterCommunication Center (ICC) in Tokyo in summer 2000. A new,
two-year-long exhibition "Get in Touch" that features the Tangible Media
group's work opened at Ars Electronica Center (Linz, Austria) in
September 2001Prior to MIT, from 1988-1994, he led a CSCW research group
at the NTT Human Interface Laboratories, where his team invented
TeamWorkStation and ClearBoard. In 1993 and 1994, he was a visiting
assistant professor at the University of Toronto, Canada. He received B.
E. degree in electronic engineering, M. E. and Ph. D. degrees in
computer engineering from Hokkaido University, Japan, in 1978, 1980 and
1992, respectively. Home page for Hiroshi Ishii:
<http://web.media.mit.edu/~ishii/>.

%M C.IUI.03.4
%T What users want
%S Invited Papers
%A Daniel Weld
%B IUI03
%D 2003
%P 4
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604049
%X Todays computer interfaces are one size fits all. Users with little
programming experience have only limited opportunities to customize
their interface to their task and work habits (e.g., adding buttons to a
toolbar). Furthermore, the overhead induced by generic interfaces will
be proportionately greater on small form-factor PDAs, embedded
applications and wearable devices. Searching for a solution, researchers
argue that productivity can be greatly enhanced if interfaces
anticipated their users, adapted to their preferences, and reacted to
high-level customization requests. But realizing these benefits is
tricky, because there is an inherent tension between the dynamism
implied by automatic interface adaptation and the stability required in
order for the user to maintain an accurate mental model, predict the
computers behavior, and feel in control. In this talk, I discuss several
principles governing effective adaptation, describe algorithms for data
mining user action traces, and suggest mechanisms for dynamically
transforming interfaces.

%M C.IUI.03.6
%T Self-adaptive multimodal-interruption interfaces
%S Full Technical Papers
%A Ernesto Arroyo
%A Ted Selker
%B IUI03
%D 2003
%P 6-11
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604051
%X This work explores the use of ambient displays in the context of
interruption. A multimodal interface was created to communicate with
users by using two ambient channels for interruption: heat and light.
These ambient displays acted as external interruption generators
designed to get users attention away from their current task; playing a
game on a desktop computer. It was verified that the disruptiveness and
effectiveness of interruptions varies with the interruption modality
used to interrupt. The thermal modality produced a larger decrease in
performance and disruptiveness on a task being interrupted than the
visual modality. Our results set the initial point in providing the
theory behind future self-adaptive multimodal-interruption interfaces
that will employ users individual physiological responses to each
interruption modality and dynamically select the modality based on
effectiveness and performance metrics.

%M C.IUI.03.12
%T Towards more conversational and collaborative recommender systems
%S Full Technical Papers
%A Giuseppe Carenini
%A Jocelyin Smith
%A David Poole
%B IUI03
%D 2003
%P 12-18
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604052
%X Current recommender systems, based on collaborative filtering,
implement a rather limited model of interaction. These systems
intelligently elicit information from a user only during the initial
registration phase. Furthermore, users tend to collaborate only
indirectly. We believe there are several unexplored opportunities in
which information can be effectively elicited from users by making the
underlying interaction model more conversational and collaborative. In
this paper, we propose a set of techniques to intelligently select what
information to elicit from the user in situations in which the user may
be particularly motivated to provide such information. We argue that the
resulting interaction improves the user experience. We conclude by
reporting results of an offline experiment in which we compare the
influence of different elicitation techniques on both the accuracy of
the systems predictions and the users effort.

%M C.IUI.03.19
%T A virtual patient based on qualitative simulation
%S Full Technical Papers
%A Marc Cavazza
%A Altion Simo
%B IUI03
%D 2003
%P 19-25
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604053
%X In this paper, we describe the development of a virtual human to be
used for training applications in the field of cardiac emergencies. The
system integrates AI techniques for simulating medical conditions (shock
states) with a realistic visual simulation of the patient in a 3D
environment representing an ER room. It uses qualitative simulation of the
cardio-vascular system to generate clinical syndromes and simulate the
consequences of the trainees therapeutic interventions. The use of
knowledge-based simulation provides a strong basis to integrate the
behavioural aspects with the graphical appearance of the patient in the
virtual ER. This also supports the creation of an emotional atmosphere
increasing the realism of the training system.

%M C.IUI.03.26
%T Intelligent user interface design for teachable agent systems
%S Full Technical Papers
%A J. Davis
%A K. Leelawong
%A K. Belynne
%A B. Bodenheimer
%A G. Biswas
%A N. Vye
%A J. Bransford
%B IUI03
%D 2003
%P 26-33
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604054
%X This paper describes the interface components for a system called
Bettys Brain, an intelligent agent we have developed for studying the
learning by teaching paradigm. Our previous studies have shown that
students gain better understanding of domain knowledge when they prepare
to teach others versus when they prepare to take an exam. This finding
has motivated us to develop computer agents that students teach using
concept map representations with a visual interface. Betty is
intelligent not because she learns on her own, but because she can apply
qualitative-reasoning techniques to answer questions that are directly
related to what she has been taught through the concept map. We evaluate
the agents interfaces in terms of how well they support learning
activities, using examples of their use by fifth grade students in an
extensive study that we performed in a Nashville public school. A
critical analysis of the outcome of our studies has led us to propose
the next generation interfaces in a multi-agent paradigm that should be
more effective in promoting constructivist learning and self-regulation
in the learning by teaching framework.

%M C.IUI.03.34
%T Buddies in a box: animated characters in consumer electronics
%S Full Technical Papers
%A Elmo M. A. Diederiks
%B IUI03
%D 2003
%P 34-38
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604055
%X In this paper it is argued that animated characters in the
interaction with consumer electronics products can have four kinds of
benefits. They can add fun to the interaction and realise a more
enjoyable experience. Animated characters can deploy social behaviour
and social rules known from daily life and thus make it more natural and
easier to interact with consumer electronic products. Furthermore an
animated character can set the right level of expectation and finally
they can make system errors and interaction obstacles more acceptable. Two
examples are described to illustrate this argumentation. The L-icons are
virtual personal friends that live inside the television and that
represent a so-called recommendation system. Bello is a virtual pet dog
that facilitates voice-controlled interaction for a television set. The
evaluation results of two example applications confirm the four
arguments, but they also show that the right form of animated character
must be application specific in order to come to an optimal match
between the characteristics of the character and those of the system
they represent.

%M C.IUI.03.39
%T Interactive machine learning
%S Full Technical Papers
%A Jerry Alan Fails
%A Dan R. Olsen, Jr.
%B IUI03
%D 2003
%P 39-45
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604056
%X Perceptual user interfaces (PUIs) are an important part of ubiquitous
computing. Creating such interfaces is difficult because of the image
and signal processing knowledge required for creating classifiers. We
propose an interactive machine-learning (IML) model that allows users to
train, classify/view and correct the classifications. The concept and
implementation details of IML are discussed and contrasted with
classical machine learning models. Evaluations of two algorithms are
also presented. We also briefly describe Image Processing with Crayons
(Crayons), which is a tool for creating new camera-based interfaces
using a simple painting metaphor. The Crayons tool embodies our notions
of interactive machine learning.

%M C.IUI.03.46
%T Personal choice point: helping users visualize what it means to buy a
BMW
%S Full Technical Papers
%A Andrew Fano
%A Scott W. Kurth
%B IUI03
%D 2003
%P 46-52
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604057
%X How do we know if we can afford a particular purchase? We can find
out what the payments might be and check our balances on various
accounts, but does this answer the question? What we really need to know
is how this purchase would affect our other goals. What do I have to
give up to afford this purchase?Personal Choice Point is a financial
planning tool that addresses these questions by enabling a user to
explore the repercussions of her decisions at the level of her lifestyle
goals, not just her accounts. The user is presented with a graphical
representation of primary lifestyle goals such as home, car, vacation,
education, etc. As the user selects goals and modifies them, it presents
the impact on the users life by graphically depicting the impact of a
decision on her other goals. In effect, Personal Choice Point is a
planner that helps restrict the users search for a suitable allocation
of resources among goals to the likely set of allocations, from the much
larger space of possible ones. The result is a system that changes the
focus of the users task from managing the mechanics of resource
allocation to the evaluation and selection of likely ones.

%M C.IUI.03.53
%T Multimodal event parsing for intelligent user interfaces
%S Full Technical Papers
%A Will Fitzgerald
%A R. James Firby
%A Michael Hannemann
%B IUI03
%D 2003
%P 53-60
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604058
%X Many intelligent interfaces must recognize patterns of user activity
that cross a variety of different input channels. These multimodal
interfaces offer significant challenges to both the designer and the
software engineer. The designer needs a method of expressing interaction
patterns that has the power to capture real use cases and a clear
semantics. The software engineer needs a processing model that can
identify the described interaction patterns efficiently while
maintaining meaningful intermediate state to aid in debugging and system
maintenance. In this paper, we describe an input model, a general
recognition model, and a series of important classes of recognition
parsers with useful computational characteristics; that is, we can say
with some certainty how efficient the recognizers will be, and the kind
of patterns the recognizers will accept. Examples illustrate the ability
of these recognizers to integrate information from multiple channels
across varying time intervals.

%M C.IUI.03.61
%T Sketching for military courses of action diagrams
%S Full Technical Papers
%A Kenneth D. Forbus
%A Jeffrey Usher
%A Vernell Chapman
%B IUI03
%D 2003
%P 61-68
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604059
%X A serious barrier to the digitalization of the US military is that
commanders find traditional mouse/menu, CAD-style interfaces unnatural.
Military commanders develop and communicate battle plans by sketching
courses of action (COAs). This paper describes nuSketch Battlespace, the
latest version in an evolving line of sketching interfaces that
commanders find natural, yet supports significant increased automation.
We describe techniques that should be applicable to any specialized
sketching domain: glyph bars and compositional symbols to tractably
handle the large number of entities that military domains use,
specialized glyph types and gestures to keep drawing tractable and
natural, qualitative spatial reasoning to provide sketch-based visual
reasoning, and comic graphs to describe multiple states and plans.
Experiments, both completed and in progress, are described to provide
evidence as to the utility of the system.

%M C.IUI.03.69
%T MORE for less: model recovery from visual interfaces for multi-device
application design
%S Full Technical Papers
%A Yves Gaeremynck
%A Lawrence D. Bergman
%A Tessa Lau
%B IUI03
%D 2003
%P 69-76
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604060
%X An emerging approach to multi-device application development requires
developers to build an abstract semantic model that is translated into
specific implementations for web browsers, PDAs, voice systems and other
user interfaces. Specifying abstract semantics can be difficult for
designers accustomed to working with concrete screen-oriented layout. We
present an approach to model recovery: inferring semantic models from
existing applications, enabling developers to use familiar tools but
still reap the benefits of multi-device deployment. We describe MORE, a
system that converts the visual layout of HTML forms into a semantic
model with explicit captions and logical grouping. We evaluate MOREs
performance on forms from existing Web applications, and demonstrate
that in most cases the difference between the recovered model and a
hand-authored model is under 5%.

%M C.IUI.03.77
%T On-line personalization of a touch screen based keyboard
%S Full Technical Papers
%A Johan Himberg
%A Jonna Hakkila
%A Petri Kangas
%A Jani Mantyjarvi
%B IUI03
%D 2003
%P 77-84
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604061
%X The user expectations for usability and personalization along with
decreasing size of handheld devices challenge traditional keypad layout
design. We have developed a method for on-line adaptation of a touch pad
keyboard layout. The method starts from an original layout and monitors
the usage of the keyboard by recording and analyzing the keystrokes. An
on-line learning algorithm subtly moves the keys according to the
spatial distribution of keystrokes. In consequence, the keyboard matches
better to the users physical extensions and grasp of the device, and
makes the physical trajectories during typing more comfortable. We
present two implementations that apply different vector quantization
algorithms to produce an adaptive keyboard with visual on-line feedback.
Both qualitative and quantitative results show that the changes in the
keyboard are consistent, and related to the user's handedness and hand
extensions. The testees found the on-line personalization positive. The
method can either be applied for on-line personalization of keyboards or
for ergonomics research.

%M C.IUI.03.85
%T Lessons learned in modeling schizophrenic and depressed responsive
virtual humans for training
%S Full Technical Papers
%A Robert C. Hubal
%A Geoffrey A. Frank
%A Curry I. Guinn
%B IUI03
%D 2003
%P 85-92
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604062
%X This paper describes lessons learned in developing the linguistic,
cognitive, emotional, and gestural models underlying virtual human
behavior in a training application designed to train civilian police
officers how to recognize gestures and verbal cues indicating different
forms of mental illness and how to verbally interact with the mentally
ill. Schizophrenia, paranoia, and depression were all modeled for the
application. For linguistics, the application has quite complex language
grammars that captured a range of syntactic structures and semantic
categories. For cognition, there is a great deal of augmentation to a
plan-based transition network needed to model the virtual humans
knowledge. For emotions and gestures, virtual human behavior is based on
expert-validated mapping tables specific to each mental illness. The
paper presents five areas demanding continued research to improve
virtual human behavior for use in training applications.

%M C.IUI.03.93
%T Evolution of user interaction: the case of agent adele
%S Full Technical Papers
%A W. Lewis Johnson
%A Erin Shaw
%A Andrew Marshall
%A Catherine LaBore
%B IUI03
%D 2003
%P 93-100
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604063
%X Animated pedagogical agents offer promise as a means of making
computer-aided learning more engaging and effective. To achieve this, an
agent must be able to interact with the learner in a manner that appears
believable, and that furthers the pedagogical goals of the learning
environment. In this paper we describe how the user interaction model of
one pedagogical agent evolved through an iterative process of design and
user testing. The pedagogical agent Adele assists students as they
assess and diagnose medical and dental patients in clinical settings. We
describe the results of, and our responses to, three studies of Adele,
involving over two hundred and fifty medical and dental students over
five years, that have led to an improved tutoring strategy, and discuss
the interaction possibilities of two different reasoning engines. With
the benefit of hindsight, the paper articulates the principles that
govern effective user-agent interaction in educational contexts, and
describes how the agents interaction design in its current form embodies
those principles.

%M C.IUI.03.101
%T Learning implicit user interest hierarchy for context in
personalization
%S Full Technical Papers
%A Hyoung R. Kim
%A Philip K. Chan
%B IUI03
%D 2003
%P 101-108
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604064
%X To provide a more robust context for personalization, we desire to
extract a continuum of general (long-term) to specific (short-term)
interests of a user. Our proposed approach is to learn a user interest
hierarchy (UIH) from a set of web pages visited by a user. We devise a
divisive hierarchical clustering (DHC) algorithm to group words (topics)
into a hierarchy where more general interests are represented by a
larger set of words. Each web page can then be assigned to nodes in the
hierarchy for further processing in learning and predicting interests.
This approach is analogous to building a subject taxonomy for a library
catalog system and assigning books to the taxonomy. Our approach does
not need user involvement and learns the UIH "implicitly." Furthermore,
it allows the original objects, web pages, to be assigned to multiple
topics (nodes in the hierarchy). In this paper, we focus on learning the
UIH from a set of visited pages. We propose a few similarity functions
and dynamic threshold-finding methods, and evaluate the resulting
hierarchies according to their meaningfulness and shape.

%M C.IUI.03.109
%T Supporting plan authoring and analysis
%S Full Technical Papers
%A Jihie Kim
%A Jim Blythe
%B IUI03
%D 2003
%P 109-116
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604065
%X Interactive tools to help users author plans or processes are
essential in a variety of domains. KANAL helps users author sound plans
by simulating them, checking for a variety of errors and presenting the
results in an accessible format that allows the user to see an overview
of the plan steps or timelines of objects in the plan. From our
experience in two domains, users tend to interleave plan authoring and
plan checking while extending background knowledge of actions. This has
led us to refine KANAL to provide a high-level overview of plans and
integrate a tool for refining the background knowledge about actions
used to check plans. We report on these lessons learned and new
directions in KANAL.

%M C.IUI.03.117
%T Presenting route instructions on mobile devices
%S Full Technical Papers
%A Christian Kray
%A Christian Elting
%A Katri Laakso
%A Volker Coors
%B IUI03
%D 2003
%P 117-124
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604066
%X In this paper, we evaluate several means of presenting route
instructions to a mobile user. Starting from an abstract
language-independent description of a route segment, we show how to
generate various presentations for a mobile device ranging from spoken
instructions to 3D visualizations. We then examine the relationship
between the quality of positional information, available resources and
the different types of presentations. The paper concludes with
guidelines that help to determine which presentation to choose for a
given situation.

%M C.IUI.03.125
%T A model of textual affect sensing using real-world knowledge
%S Full Technical Papers
%A Hugo Liu
%A Henry Lieberman
%A Ted Selker
%B IUI03
%D 2003
%P 125-132
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604067
%X This paper presents a novel way for assessing the affective qualities
of natural language and a scenario for its use. Previous approaches to
textual affect sensing have employed keyword spotting, lexical affinity,
statistical methods, and hand-crafted models. This paper demonstrates a
new approach, using large-scale real-world knowledge about the inherent
affective nature of everyday situations (such as "getting into a car
accident") to classify sentences into "basic" emotion categories. This
commonsense approach has new robustness implications. Open Mind
Commonsense was used as a real world corpus of 400,000 facts about the
everyday world. Four linguistic models are combined for robustness as a
society of commonsense-based affect recognition. These models cooperate
and compete to classify the affect of text. Such a system that analyzes
affective qualities sentence by sentence is of practical value when
people want to evaluate the text they are writing. As such, the system
is tested in an email writing application. The results suggest that the
approach is robust enough to enable plausible affective text user
interfaces.

%M C.IUI.03.133
%T Dynamic web page authoring by example using ontology-based domain
knowledge
%S Full Technical Papers
%A Jose A. Macias
%A Pablo Castells
%B IUI03
%D 2003
%P 133-140
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604068
%X Authoring dynamic web pages is an inherently difficult task. We
present DESK, an interactive authoring tool that allows the
customization of dynamic page generation procedures with no a-priori
tool-specific skill requirements from authors. Our approach consists of
combining Programming By Example (PBE) techniques with an ontology-based
representation of knowledge displayed in web pages. DESK acts as a
client-side complement of a dynamic web page generation system, PEGASUS,
which generates HTML pages from a formally structured domain model and
an abstract presentation model. Authorized users can modify the internal
presentation model by editing the generated HTML pages with DESK in a
WYSIWYG environment. DESK keeps track of all users actions and exploits
the explicitly represented domain semantics to enhance the power of PBE
techniques.

%M C.IUI.03.141
%T Tool support for designing nomadic applications
%S Full Technical Papers
%A Giulio Mori
%A Fabio Paterno
%A Carmen Santoro
%B IUI03
%D 2003
%P 141-148
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604069
%X Model-based approaches can be useful when designing nomadic
applications, which can be accessed through multiple interaction
platforms. Various models and levels of abstraction can be considered in
such approaches. The lack of automatic tool support has been the main
limitation to their use. We present a tool, TERESA, supporting top-down
transformations from task models to abstract user interfaces and then to
user interfaces for different types of interaction platforms (such as
mobile phones or desktop systems). It allows designers to keep a unitary
view of the design of a given nomadic application. Moreover, the tool
provides support for obtaining effective interfaces for each type of
platform available, taking into account the consequent differences in
terms of tasks and their performance.

%M C.IUI.03.149
%T Towards a theory of natural language interfaces to databases
%S Full Technical Papers
%A Ana-Maria Popescu
%A Oren Etzioni
%A Henry Kautz
%B IUI03
%D 2003
%P 149-157
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604070
%X The need for Natural Language Interfaces to databases (NLIs) has
become increasingly acute as more and more people access information
through their web browsers, PDAs, and cell phones. Yet NLIs are only
usable if they map natural language questions to SQL queries correctly.
As Shneiderman and Norman have argued, people are unwilling to trade
reliable and predictable user interfaces for intelligent but unreliable
ones. In this paper, we introduce a theoretical framework for reliable
NLIs, which is the foundation for the fully implemented Precise NLI. We
prove that, for a broad class of semantically tractable natural language
questions, Precise is guaranteed to map each question to the
corresponding SQL query. We report on experiments testing Precise on
several hundred questions drawn from user studies over three benchmark
databases. We find that over 80% of the questions are semantically
tractable questions, which Precise answers correctly. Precise
automatically recognizes the 20% of questions that it cannot handle, and
requests a paraphrase. Finally, we show that Precise compares favorably
with Mooney's learning NLI and with Microsoft's English Query product.

%M C.IUI.03.158
%T A flexible platform for building applications with life-like
characters
%S Full Technical Papers
%A Thomas Rist
%A Elisabeth Andre
%A Stephan Baldes
%B IUI03
%D 2003
%P 158-165
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604071
%X During the last years, an increasing number of R&D projects has
started to deploy life-like characters for presentation tasks in a
diverse range of application areas, including, for example, E-Commerce,
E-learning, and help systems. Depending on factors, such as the degree
of interactivity and the number of the deployed characters, different
architectures have been proposed for system implementation. In this
contribution, we first analyse a number of existing user interfaces with
presentation characters from an architectural point of view. We then
introduce the MIAU platform and illustrate by means of illustrated
generation examples how MIAU can be used for the realization of
character applications with different conversational settings. Finally,
we sketch a number of potential application fields for the MIAU platform.

%M C.IUI.03.166
%T Illustrative shadows: integrating 3D and 2D information displays
%S Full Technical Papers
%A Felix Ritter
%A Henry Sonnet
%A Knut Hartmann
%A Thomas Strothotte
%B IUI03
%D 2003
%P 166-173
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604072
%X Many exploration and manipulation tasks benefit from a coherent
integration of multiple views onto complex information spaces. This
paper proposes the concept of Illustrative Shadows for a tight
integration of interactive 3D graphics and schematic depictions using
the shadow metaphor. The shadow metaphor provides an intuitive visual
link between 3D and 2D visualizations integrating the different displays
into one combined information display. Users interactively explore
spatial relations in realistic shaded virtual models while functional
correlations and additional textual information are presented on
additional projection layers using a semantic network approach.
Manipulations of one visualization immediately influence the others,
resulting in an in-formationally and perceptibly coherent presentation.

%M C.IUI.03.174
%T Environment modification in a simulated human-robot interaction
task:: experimentation and analysis
%S Full Technical Papers
%A Robert St. Amant
%A David B. Christian
%B IUI03
%D 2003
%P 174-180
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604073
%X This paper describes a novel approach to human-robot interaction, in
which a user modifies a robot's environment to constrain its actions,
rather than programming its controller. An HRI simulation of a maze
navigation task is presented. An empirical evaluation shows that for
this task, users prefer an environment modification strategy rather than
a programming strategy as the difficulty of the task increases. Further,
user alternation between the two types of strategy follows a clear
pattern. A preliminary model extending the HRI simulation, one which
allows the specification of more general navigation environments, is
also presented.

%M C.IUI.03.181
%T Balancing efficiency and interpretability in an interactive
statistical assistant
%S Full Technical Papers
%A Robert St. Amant
%A Michael D. Dinardo
%A Nickie Buckner
%B IUI03
%D 2003
%P 181-188
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604074
%X Making an interface more efficient, in a task analysis sense, can
make it more difficult for an automated reasoning system to infer user
goals, by eliminating some user actions, by presenting information
without requiring overt user selection, and so forth. We call the extent
to which a system can make such inferences interpretability. In this
paper we describe the tradeoff between interpretability and efficiency.
We give some general heuristics for improving interpretability in a
system and explain how they apply in an implemented system, an assistant
for exploratory statistical analysis. Increased interpretability in the
system is provided by navigation techniques for data exploration and a
data mountain for organizing results; a formative evaluation illustrates
some of the potential benefits of applying interpretability heuristics
to an intelligent user interface.

%M C.IUI.03.189
%T A reliable natural language interface to household appliances
%S Full Technical Papers
%A Alexander Yates
%A Oren Etzioni
%A Daniel Weld
%B IUI03
%D 2003
%P 189-196
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604075
%X As household appliances grow in complexity and sophistication, they
become harder and harder to use, particularly because of their tiny
display screens and limited keyboards. This paper describes a strategy
for building natural language interfaces to appliances that circumvents
these problems. Our approach leverages decades of research on planning
and natural language interfaces to databases by reducing the appliance
problem to the database problem; the reduction provably maintains
desirable properties of the database interface. The paper goes on to
describe the implementation and evaluation of the EXACT interface to
appliances, which is based on this reduction. EXACT maps each English
user request to an SQL query, which is transformed to create a PDDL
goal, and uses the Blackbox planner [13] to map the planning problem to
a sequence of appliance commands that satisfy the original request. Both
theoretical arguments and experimental evaluation show that EXACT is
highly reliable.

%M C.IUI.03.197
%T An adaptive stock tracker for personalized trading advice
%S Full Technical Papers
%A Jungsoon Yoo
%A Melinda Gervasio
%A Pat Langley
%B IUI03
%D 2003
%P 197-203
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604076
%X The Stock Tracker is an adaptive recommendation system for trading
stocks that automatically acquires content-based models of user
preferences to tailor its buy and sell advice. The system incorporates
an efficient algorithm that exploits the fixed structure of user models
and relies on unobtrusive data-gathering techniques. In this paper, we
describe our approach to personalized recommendation and its
implementation in this domain. We also discuss experiments that evaluate
the system's behavior on both human subjects and synthetic users. The
results suggest that the Stock Tracker can rapidly adapt its advice to
different types of users.

%M C.IUI.03.204
%T Recognition of freehand sketches using mean shift
%S Full Technical Papers
%A Bo Yu
%B IUI03
%D 2003
%P 204-210
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604077
%X Freehand sketching is a natural and powerful means of interpersonal
communication. But to date, it still cannot be supported effectively by
human-computer interface. In this paper, we propose a robust method for
sketch recognition. It uses mean shift, a nonparametric technique which
can delineate arbitrarily shaped clusters, as a pre-process to analyze
the direction-curvature joint space and suppress the severe noise of
sketched strokes. Furthermore, it combines the vertex detection and
primitive shape approximation into a unified and incremental procedure
which, by fully utilizing the visual features, can handle hybrid and
smooth curves gracefully. Our method does not rely on any
domain-specific knowledge, and therefore it can be easily integrated
with other high-level applications.

%M C.IUI.03.211
%T Inferring user goals from personality and behavior in a causal model
of user affect
%S Full Technical Papers
%A Xiaoming Zhou
%A Cristina Conati
%B IUI03
%D 2003
%P 211-218
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604078
%X We present a probabilistic model, based on Dynamic Decision Networks,
to assess user affect from possible causes of emotional arousal. The
model relies on the OCC cognitive theory of emotions and is designed to
assess student affect during the interaction with an educational game. A
key element of applying the OCC theory to assess user affect is
knowledge of user goals. Thus, in this paper we focus on describing how
our model infers these goals from user personality traits and
interaction behavior. In particular, we illustrate how we iteratively
defined the structure and parameters for this part of the model by using
both empirical data collected through Wizard of Oz experiments and
relevant psychological findings.

%M C.IUI.03.221
%T Navigating by knowledge
%S Accepted Posters
%A I. Alfaro
%A M. Zancanaro
%A M. Nardon
%A A. Guerzoni
%B IUI03
%D 2003
%P 221-223
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604080
%X In this paper, we introduce a framework to automatically build
associations between pieces of information in different media. The key
idea is to use a semantic model to co-index the entire information space
and exploit the reasoning capabilities of the knowledge base in defining
strategies of navigation. The main advantage over traditional hypermedia
lies primarily in the ease with which the system can be updated since
the new data is automatically connected to the rest of the
information. Examples are given from a prototype hypermedia to navigate
documentation about a fresco in the Buonconsiglio Castle in Trento,
Italy.

%M C.IUI.03.224
%T Affective multi-modal interfaces: the case of McGurk effect
%S Accepted Posters
%A Azra N. Ali
%A Philip H. Marsden
%B IUI03
%D 2003
%P 224-226
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604081
%X This study is motivated by the increased need to understand human
response to video-links, 3G telephony and avatars. We focus on response
of participants to audiovisual presentations of talking heads, and
examine the effect of noise and temporal misalignment of channels. We
show that misalignment of audio and visual channels not only cause
strange perception phenomena -- the McGurk effect but also cause
participants to apply extra mental effort, which is detectable from the
physiological data collected. These data allow inferences to be drawn
about the impact of the McGurk effect, thus providing indication of
stress levels. This illuminates both to the mental and physical aspects
of users interacting with multi-modal interfaces.

%M C.IUI.03.227
%T Safety and operating issues for mobile human-machine interfaces
%S Accepted Posters
%A Dirk Buhler
%A Sebastien Vignier
%A Paul Heisterkamp
%A Wolfgang Minker
%B IUI03
%D 2003
%P 227-229
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604082
%X In this paper we present recent research and development efforts
carried out at DaimlerChrysler to integrate speech technology for use in
mobile environments, notably in cars. Speech undeniably has the
potential to considerably improve the safety and user friendliness of
Human-machine interfaces, especially when complex technical
functionalities and devices need to be accessed. As an example, we
describe Linguatronic, a commercially available in-vehicle
Command&Control dialog system. In addition, the SmartKom project
demonstrates advanced concepts for intuitive multimodal computer
interfaces in three different application scenarios.

%M C.IUI.03.230
%T Intelligent user interfaces in the living room: usability design for
personalized television applications
%S Accepted Posters
%A Konstantinos Chorianopoulos
%A George Lekakos
%A Diomidis Spinellis
%B IUI03
%D 2003
%P 230-232
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604083
%X The purpose of this paper is to present our experience from the
design of a personalized television application, and the implications
for the design of interactive television applications in general.
Personalized advertising is a gentle introduction to interactive
television applications through a push paradigm that is closer to the
established patterns of television use. While personalization is a
practice widely used on the Internet, applying personalization
techniques over digital television infrastructures presents significant
obstacles, which we address with explicit design moves.

%M C.IUI.03.233
%T Power tools and composite tools: integrating automation with direct
manipulation
%S Accepted Posters
%A John M. Daughtry
%A Robert St. Amant
%B IUI03
%D 2003
%P 233-235
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604084
%X This paper describes a drawing system that incorporates two novel
interaction techniques based on analogies to physical tools. Power tools
add limited autonomy in the form of rotators and movers for automated
circular, linear, and Bezier-curve movement. Composite tools are
user-constructed combinations of existing tools to create new
functionality.

%M C.IUI.03.236
%T Designing intelligent and dynamic interfaces for communicating
mathematics
%S Accepted Posters
%A Anton N. Dragunov
%A Jonathan L. Herlocker
%B IUI03
%D 2003
%P 236-238
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604085
%X Current approaches to presentation of mathematics (on paper or in
electronic format) have usability drawbacks that make learning and
appreciation of mathematics challenging and often frustrating. We
propose a development of a software user toolkit aimed to facilitate the
creation of highly usable and effective presentations of mathematical
ideas. In this paper we identify three problems which readers of math
documents usually experience, and give a vision of how we might address
those problems by designing a more interactive and intelligent interface.

%M C.IUI.03.239
%T Towards individual service provisioning
%S Accepted Posters
%A Fredrik Espinoza
%B IUI03
%D 2003
%P 239-241
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604086
%X With the emergence of modularized component-based electronic
services, such as Web Services and semantically tagged services,
Individual Service Provisioning, wherein any user can be a service
provider, can become a reality. We argue that there are three basic
requirements for such an architecture: a personal service platform for
using services, tools for creating services, and a network for sharing
services, and we present our motivation, design, and implementation of
these parts. With our enabling architecture we hope to demonstrate a
feasible prototype system that stimulates the emergence of more
specialized services for all users.

%M C.IUI.03.242
%T Recommendations without user preferences: a natural language
processing approach
%S Accepted Posters
%A Michael Fleischman
%A Eduard Hovy
%B IUI03
%D 2003
%P 242-244
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604087
%X We examine the problems with automated recommendation systems when
information about user preferences is limited. We equate the problem to
one of content similarity measurement and apply techniques from Natural
Language Processing to the domain of movie recommendation. We describe
two algorithms, a naive word-space approach and a more sophisticated
approach using topic signatures, and evaluate their performance compared
to baseline, gold standard, and commercial systems.

%M C.IUI.03.245
%T Social cues and awareness for recommendation systems
%S Accepted Posters
%A Punit Gupta
%A Pearl Pu
%B IUI03
%D 2003
%P 245-247
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604088

%M C.IUI.03.248
%T DJ-boids: emergent collective behavior as multichannel radio station
programming
%S Accepted Posters
%A Jesus Ibanez
%A Antonio F. Gomez-Skarmeta
%A Josep Blat
%B IUI03
%D 2003
%P 248-250
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604089
%X In this paper we propose to apply emergent collective behavior ideas
to automatically program Internet multichannel radio stations. The
proposed model simulates n virtual Dj's (one per channel) playing songs
at the same time. Every virtual Dj takes into account the songs played
by the other ones, programming a sequence of songs whose order is also
coherent. That is, every song played in a channel takes into account
both, the song previously played in the same channel and the songs being
played in the other channels at the same time.

%M C.IUI.03.251
%T Interaction tactics for socially intelligent pedagogical agents
%S Accepted Posters
%A W. Lewis Johnson
%B IUI03
%D 2003
%P 251-253
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604090
%X Guidebots, or animated pedagogical agents, can enhance interactive
learning environments by promoting deeper learning and improve the
learner's subjective experience. Guidebots exploit a person's natural
tendency to interact socially with computers, as documented by Reeves,
Nass, and their colleagues. However they also raise expectations of
social abilities, and failure to meet those expectations can have
unintended negative effects. The Social Intelligence Project is
developing improved social interaction skills for guidebots. This paper
describes efforts to model and implement interaction tactics for
guidebots, i.e., dialog exchanges that are intended to achieve
particular communicative and motivational effects. These are based on
analyses of student-tutor interaction during computer-based learning.

%M C.IUI.03.254
%T Sticky notes for the semantic web
%S Accepted Posters
%A David R. Karger
%A Boris Katz
%A Jimmy Lin
%A Dennis Quan
%B IUI03
%D 2003
%P 254-256
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604091
%X Computer-based annotation is increasing in popularity as a mechanism
for revising documents and sharing comments over the Internet. One
reason behind this surge is that viewpoints, summaries, and notes
written by others are often helpful to readers. In particular, these
types of annotations can help users locate or recall relevant documents.
We believe that this model can be applied to the problem of retrieval on
the Semantic Web. In this paper, we propose a generalized annotation
environment that supports richer forms of description such as natural
language. We discuss how RDF can be used to model annotations and the
connections between annotations and the documents they describe.
Furthermore, we explore the idea of a question answering interface that
allows retrieval based both on the text of the annotations and the
annotations associated metadata. Finally, we speculate on how these
features could be pervasively integrated into an information management
environment, making Semantic Web annotation a first class player in
terms of document management and retrieval.

%M C.IUI.03.257
%T End-user debugging for e-commerce
%S Accepted Posters
%A Henry Lieberman
%A Earl Wagner
%B IUI03
%D 2003
%P 257-259
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604092
%X One of the biggest unaddressed challenges for the digital economy is
what to do when electronic transactions go wrong. Consumers are
frustrated by interminable phone menus, and long delays to problem
resolution. Businesses are frustrated by the high cost of providing
quality customer service. We believe that many simple problems, such as
mistyped numbers or lost orders, could be easily diagnosed if users were
supplied with end-user debugging tools, analogous to tools for software
debugging. These tools can show the history of actions and data, and
provide assistance for keeping track of and testing hypotheses. These
tools would benefit not only users, but businesses as well by decreasing
the need for customer service.

%M C.IUI.03.260
%T Beyond broadcast
%S Accepted Posters
%A Kevin Livingston
%A Mark Dredze
%A Kristian Hammond
%A Larry Birnbaum
%B IUI03
%D 2003
%P 260-262
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604093
%X The work presented in this paper takes a novel approach to the task
of providing information to viewers of broadcast news. Instead of
considering the broadcast news as the end product, this work uses it as
a starting point to dynamically build an information space for the user
to explore. This information space is designed to satisfy the users
information needs, by containing more breadth, depth, and points of view
than the original broadcast story. The architecture and current
implementation are discussed, and preliminary results from the analysis
of some its components are presented.

%M C.IUI.03.263
%T MovieLens unplugged: experiences with an occasionally connected
recommender system
%S Accepted Posters
%A Bradley N. Miller
%A Istvan Albert
%A Shyong K. Lam
%A Joseph A. Konstan
%A John Riedl
%B IUI03
%D 2003
%P 263-266
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604094
%X Recommender systems have changed the way people shop online.
Recommender systems on wireless mobile devices may have the same impact
on the way people shop in stores. We present our experience with
implementing a recommender system on a PDA that is occasionally
connected to the network. This interface helps users of the MovieLens
movie recommendation service select movies to rent, buy, or see while
away from their computer. The results of a nine month field study show
that although there are several challenges to overcome, mobile
recommender systems have the potential to provide value to their users
today.

%M C.IUI.03.267
%T Intelligent dialog overcomes speech technology limitations: the
SENECa example
%S Accepted Posters
%A Wolfgang Minker
%A Udo Haiber
%A Paul Heisterkamp
%A Sven Scheible
%B IUI03
%D 2003
%P 267-269
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604095
%X We present a primarily speech-based user interface to a wide range of
entertainment, navigation and communication applications for use in
vehicles. The multimodal dialog enables the system to uniquely identify
one of 79,000 place name variants using an active vocabulary of only
3,000 words at any given time. Low confidence in speech recognition and
word-level ambiguities are compensated for in flexible clarification
dialogs with the user. The underlying dialog concept was developed in
the framework of the EU-project SENECa. Some recent evaluation results
of the SENECa system demonstrator are discussed in the paper.

%M C.IUI.03.270
%T Enhancing conversational flexibility in multimodal interactions with
embodied lifelike agent
%S Accepted Posters
%A Kyoshi Mori
%A Adam Jatowt
%A Mitsuru Ishizuka
%B IUI03
%D 2003
%P 270-272
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604096
%X Research carried out in authoring systems for embodied agent based
presentations have traditionally been confined to scripted interactive
presentations. In recent years, however, there has been a gradual shift
to adopting a more dynamic approach that supports a higher degree of
flexibility in user-agent interactivity, where the user is allowed to
engage in more natural conversations with the agent. In this paper, we
will describe a conversational module based on techniques used in
chat-bots, that we have implemented as an extension to our previously
developed agent authoring system.

%M C.IUI.03.273
%T Summarizing archived discussions: a beginning
%S Accepted Posters
%A Paula S. Newman
%A John C. Blitzer
%B IUI03
%D 2003
%P 273-276
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604097
%X This paper describes an approach to digesting threads of archived
discussion lists by clustering messages into approximate topical groups,
and then extracting shorter overviews, and longer summaries for each
group.

%M C.IUI.03.277
%T On-demand geo-referenced terrafly data miner
%S Accepted Posters
%A Naphtali Rishe
%A Maxim Chekmasov
%A Marina Chekmasova
%A Scott Graham
%A Ian De Felipe
%B IUI03
%D 2003
%P 277-279
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604098
%X We present a comprehensive Internet data extraction tool adopted for
the TerraFly Geographic Information System (GIS). TerraFly is a
web-enabled system that allows users to virtually fly over remotely
sensed data, including satellite imagery and aerial photography, using a
standard Internet browser. The data extraction tool presented here is
designed to augment the user's virtual flight experience with extensive
data relevant to any given geographical point along the virtual flight
path. The data presented to the user is retrieved from several
server-side databases and is collected from the Internet data providers
using our patented data extraction technology. Some data elements are
presented to the user as overlays, some in popup windows, and some via
hyper-linking to third-party web sites.

%M C.IUI.03.280
%T Information filtering using bayesian networks: effective user
interfaces for aviation weather data
%S Accepted Posters
%A Corinne Clinton Ruokangas
%A Ole J. Mengshoel
%B IUI03
%D 2003
%P 280-283
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604099
%X Weather is a complex, dynamic process with tremendous impact on
aviation. While pilots often have access to large amounts of aviation
weather data, they find it difficult and time-consuming to identify
weather hazards, due to the sheer amount and cryptic formatting of the
data. To address this challenge, we have developed information filtering
concepts based on a unified Bayesian network model, integrating text and
graphical weather data in the context of specific mission, equipment and
personal profiles. Based on these concepts, we have implemented three
applications, all of which were to existing technology. Using one of the
applications, the AWARE Preflight system, pilots found significantly
more hazards in about half the time compared to using the current
technology.

%M C.IUI.03.284
%T Adapting to the user's internet search strategy on small devices
%S Accepted Posters
%A Jean-David Ruvini
%B IUI03
%D 2003
%P 284-286
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604100
%X World Wide Web search engines typically return thousands of results
to the users. To avoid users browsing through the whole list of results,
search engines use ranking algorithms to order the list according to
predefined criteria. In this paper, we present Toogle, a front-end to
the Google search engine for mobile phones offering web browsing. For a
given search query, Toogle first ranks results using Google's algorithm
and, as the user browses through the result list, uses machine learning
techniques to infer a model of her search goal and to adapt accordingly
the order in which yet-unseen results are presented. We report
preliminary experimental results that show the effectiveness of this
approach.

%M C.IUI.03.287
%T Towards intuitive interaction for end-user programming
%S Accepted Posters
%A Eric Schwarzkopf
%A Mathias Bauer
%A Dietmar Dengler
%B IUI03
%D 2003
%P 287-289
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604101

%M C.IUI.03.290
%T A zero-input interface for leveraging group experience in web
browsing
%S Accepted Posters
%A Taly Sharon
%A Henry Lieberman
%A Ted Selker
%B IUI03
%D 2003
%P 290-292
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604102
%X The experience of a trusted group of colleagues can help users
improve the quality and focus of their browsing and searching
activities. How could a system provide such help, when and where the
users need it, without disrupting their normal work activities? This
paper describes Context-Aware Proxy based System (CAPS), an agent that
recommends pages and annotates links to reveal their relative popularity
among the users colleagues, matched with their automatically computed
interest profiles. A Web proxy tracks browsing habits, so CAPS requires
no explicit input from the user. We review here CAPS design principles
and implementation. We tested user satisfaction with the interface and
the accuracy of the ranking algorithm. These experiments indicate that
CAPS has high potential to support effective ranking for quality
judgment -- by users.

%M C.IUI.03.293
%T Abbreviated text input
%S Accepted Posters
%A Stuart M. Shieber
%A Ellie Baker
%B IUI03
%D 2003
%P 293-296
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604103
%X We address the problem of improving the efficiency of natural
language text input under degraded conditions (for instance, on PDAs or
cell phones or by disabled users) by taking advantage of the
informational redundancy in natural language. Previous approaches to this
problem have been based on the idea of prediction of the text, but these
require the user to take overt action to verify or select the system's
predictions. We propose taking advantage of the duality between
prediction and compression. We allow the user to enter text in
compressed form, in particular, using a simple stipulated abbreviation
method that reduces characters by about 30% yet is simple enough that it
can be learned easily and generated relatively fluently. Using
statistical language processing techniques, we can decode the
abbreviated text with a residual word error rate of about 3%, and we
expect that simple adaptive methods can improve this to about 1.5%.
Because the system's operation is completely independent from the
user's, the overhead from cognitive task switching and attending to the
system's actions online is eliminated, opening up the possibility that
the compression-based method can achieve text input efficiency
improvements where the prediction-based methods have not.

%M C.IUI.03.297
%T Search for efficient device-dependent action sequences in the user
interface
%S Accepted Posters
%A A. Simpson
%A Robert St. Amant
%B IUI03
%D 2003
%P 297-299
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604104
%X This paper describes a design tool, under development, that
identifies efficient low-level action sequences in the user interface,
accounting for the relationships between the physical properties of an
input device and the requirements of primitive tasks. A device
representation and a task taxonomy are presented. These, along with a
library of efficiency measures for specific devices, provide information
to steer search through the space of action sequences.

%M C.IUI.03.300
%T An experiment in automated humorous output production
%S Accepted Posters
%A Oliviero Stock
%A Carlo Strapparava
%B IUI03
%D 2003
%P 300-302
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604105
%X Computational humor will be needed in interfaces, no less than other
cognitive capabilities. There are many practical settings where
computational humor will add value. Among them there are: business world
applications (such as advertisement, e-commerce, etc...), general
computer-mediated communication and human-computer interaction, increase
in the friendliness of natural language interfaces, educational and
edutainment systems. In particular in the educational field it is an
important resource for getting selective attention, help in memorizing
names and situations etc. And we all know how well it works with
children. Automated humor production in general is a very difficult task
but we wanted to prove that some results can be achieved even in short
time. We have worked at a concrete limited problem, as the core of the
European Project HAHAcronym. The main goal of HAHAcronym has been the
realization of an acronym ironic re-analyzer and generator as a proof of
concept in a focalized but non restricted context. In order to implement
this system some general tools have been adapted, or developed for the
humorous context. Systems output has been submitted to evaluation by
human subjects, with a very positive result.

%M C.IUI.03.303
%T EduNuggets: an intelligent environment for managing and delivering
multimedia education content
%S Accepted Posters
%A Eleni Stroulia
%A Kavita Jari
%B IUI03
%D 2003
%P 303-306
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604106
%X Todays teaching and learning practices are evolving to leverage the
continuously increasing information available on the web, on all
conceivable subject matters. This wealth of information presents a great
challenge: how to provide an integrated, authoritative, extendible and
shareable information collection of related multimedia education
materials. In this paper, we describe EduNuggets
(http://www.cs.ualberta.ca/~stroulia/EduNuggets), our intelligent
repository for multimedia educational materials.

%M C.IUI.03.307
%T An emotional interface for a music gathering application
%S Accepted Posters
%A Albert van Breemen
%A Christoph Bartneck
%B IUI03
%D 2003
%P 307-309
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604107
%X Listening to music while travelling is a pleasant activity. The
latest MP3 players demonstrate that storage and management of music will
not be a problem in the near future. Besides listening to music the user
might also want to gather new music from the Internet. We propose a
music gathering application that helps the user to collect music and
that is able to proactively search and download music based on the users
music preferences. Furthermore, we developed an emotional interface
character that provides instant and natural feedback on the status of
the application.

%M C.IUI.03.310
%T Towards an architecture for intelligent control of narrative in
interactive virtual worlds
%S Accepted Posters
%A R. Michael Young
%A Mark Riedl
%B IUI03
%D 2003
%P 310-312
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604108
%X The creation of novel, engaging and dynamic interactive stories
presents a unique challenge to the designers of systems for interactive
entertainment, education and training. Unlike conventional narrative
media, an interactive narrative-based system may be required to generate
its own story structure, determine the appropriate interface elements to
use to convey the story's action and manage the effective interaction of
a user within the story as it plays out. Here we describe the
architecture of the Mimesis system, which integrates a 3D graphical
gaming environment with intelligent techniques for generating and
controlling interaction with and within a narrative in order to create
an engaging and coherent user experience.

%M C.IUI.03.313
%T Scripting embodied agents behaviour with CML: character markup
language
%S Accepted Posters
%A Yasmine Arafa
%A Abe Mamdani
%B IUI03
%D 2003
%P 313-316
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604109
%X Embodied agents present ongoing challenging agenda for research in
multi-modal user interfaces and human-computer-interaction. Such agent
metaphors will only be widely applicable to online applications when
there is a standardised way to map underlying engines with the visual
presentation of the agents. This paper delineates the functions and
specifications of a mark-up language for scripting the animation of
virtual characters. The language is called: Character Mark-up Language
(CML) and is an XML-based character attribute definition and animation
scripting language designed to aid in the rapid incorporation of
lifelike characters/agents into online applications or virtual reality
worlds. This multi-modal scripting language is designed to be easily
understandable by human animators and easily generated by a software
process such as software agents. CML is constructed based jointly on
motion and multi-modal capabilities of virtual life-like figures. The
paper further illustrates the constructs of the language and describes a
real-time execution architecture that demonstrates the use of such a
language as a 4G language to easily utilise and integrate MPEG-4 media
objects in online interfaces and virtual environments.

%M C.IUI.03.318
%T MORE: model recovery from visual interfaces for multi-device
application design
%S Accepted Demo Papers
%A Lawrence D. Bergman
%A Yves Gaeremynck
%A Tessa Lau
%B IUI03
%D 2003
%P 318
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604111

%M C.IUI.03.319
%T Interactive problem solving in an intelligent virtual environment
%S Accepted Demo Papers
%A Carlos Calderon
%A Marc Cavazza
%A Daniel Diaz
%B IUI03
%D 2003
%P 319
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604112

%M C.IUI.03.320
%T Intelligent user interface design for teachable agent systems
%S Accepted Demo Papers
%A J. Davis
%A K. Leelawong
%A K. Belynne
%A G. Biswas
%A N. Vye
%A R. Bodenheimer
%A J. Bransford
%B IUI03
%D 2003
%P 320
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604113
%X Bettys Brain [1] is a learning-by-teaching environment where students
"teach" Betty by constructing a concept map that models relations
between domain concepts. The relations can be causal, hierarchical, and
property links.

%M C.IUI.03.321
%T Demonstration of the complex event recognition architecture for
multimodal event parsing
%S Accepted Demo Papers
%A Will Fitzgerald
%A R. James Firby
%A Michael Hannemann
%B IUI03
%D 2003
%P 321
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604114
%X An important criterion for many intelligent user interfaces is that
the interface be multimodal, that is, allow the user to interact with
the system using a variety of different input channels. In addition to
user interface interactions per se, the system may need to process input
from multiple channels to make decisions in response to interface
interactions or for other related purposes. The multimodal event parsing
system described in our paper has been implemented in a working system
called CERA, the Complex Event Recognition Architecture. CERA, developed
under contract with NASA, has been used to identify complex events
across multiple sensor channels in an advanced life support system
demonstration project. We will demonstrate:
 * The CERA event recognition language,
 * The CERA event recognition engine at work,
 * A custom development environment for writing and debugging CERA event
   recognizers,
 * Visualization tools for complex event display,
 * Integrating CERA with various toolkits and projects.
The CERA event recognition engine is written in Common Lisp [1] and has
a custom development environment with visualization tools based within
the Eclipse extensible IDE [2]. This combination provides an easy to use
development environment that can be used remotely, while maintaining the
interactive flexibility of Lisp. As well as being a stand-alone event
recognition system, CERA has also been tightly integrated with the RAP
execution system [3] and the I/NET Conversational Interface system for
dialogue management [4]. This combination allows the creation of
human/computer interfaces for dynamic systems that make use of natural
language, multi-channel controls and sensors, and other available
physical context. Our demonstration will consist of a number of different
components designed to illustrate the various aspects of CERA and our
approach to building multimodal interfaces. The first demonstration will
show CERA processing and combining events from multiple input streams,
including examples from the NASA advanced life support system domain.
The emphasis of this demonstration will be to show how event recognizers
are built and how they work in practice. Our second demonstration will
illustrate the CERA IDE and visualization tools. These tools allow the
programming of a remote CERA system and the monitoring and debugging of
its operation. Techniques for monitoring recognition progress and
examining partial recognition state will be examined. Finally, we will
demonstrate a more complex interface that combines natural language
input with various non-linguistic input streams. An automotive
telematics application will form the basis of this demonstration. The
audience will be encouraged to participate in this demonstration.

%M C.IUI.03.322
%T nuSketch battlespace: a demonstration
%S Accepted Demo Papers
%A Kenneth D. Forbus
%A Jeffrey Usher
%A Vernell Chapman
%B IUI03
%D 2003
%P 322
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604115
%X Sketching provides a natural means of interaction for many
spatially-oriented tasks. One task where sketching is used extensively
is when military planners are formulating battle plans, called Courses
of Action (COAs). This paper describes a system we have built, nuSketch
Battlespace (nSB), which provides a sketching interface for creating
COAs. The system is described in the paper "Sketching for Military
Courses of Action" in these proceedings. The demonstration will
highlight:
 * How we engineer around the need for recognition in sketching systems
   (a key feature of the nuSketch approach to multimodal interfaces), so
   that we can focus instead on understanding.
 * The use of comic graphs to manipulate multiple states and the
   relationships between them, for developing and visualizing complex
   plans.
 * The spatial reasoning carried out by nuSketch Battlespace, including
   the use of qualitative topology and Voronoi diagrams in computing
   spatial relationships, and our methods for path-finding and
   position-finding.
 * The use of analogy to generate enemy intent hypotheses based on
   previously drawn sketches.

%M C.IUI.03.323
%T Haystack: a platform for creating, organizing and visualizing
semistructured information
%S Accepted Demo Papers
%A David Huynh
%A David R. Karger
%A Dennis Quan
%A Vineet Sinha
%B IUI03
%D 2003
%P 323
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604116

%M C.IUI.03.324
%T TellMaris and deep map: two navigational assistants
%S Accepted Demo Papers
%A Katri Laakso
%A Christian Kray
%B IUI03
%D 2003
%P 324
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604117
%X This demo will present Tellmaris and Deep Map, two system offering
navigational assistance and other services to an untrained user. We will
put an emphasis on different ways to present route instructions on
mobile devices.

%M C.IUI.03.325
%T Beyond broadcast: a demo
%S Accepted Demo Papers
%A Kevin Livingston
%A Mark Dredze
%A Kristian Hammond
%A Larry Birnbaum
%B IUI03
%D 2003
%P 325
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604118
%X This research discusses a method for delivering just-in-time
information to television viewers to provide more depth and more breadth
to television broadcasts. A novel aspect of this research is that it
uses broadcast news as a starting point for gathering information
regarding specific stories, as opposed to considering the broadcast
version to be the end of the viewers exploration. This work is
implemented in Cronkite, a system that provides viewers with expanded
coverage of broadcast news stories.

%M C.IUI.03.326
%T AttrActive windows: active windows for pervasive computing
applications
%S Accepted Demo Papers
%A Les Nelson
%A Laurent Denoue
%A Elizabeth Churchill
%B IUI03
%D 2003
%P 326
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604119
%X We introduce the AttrActive Windows user interface, a novel approach
for presenting interactive content on large screen, interactive,
digital, bulletin boards. Moving away from the desktop metaphor,
AttrActive Windows are dynamic, non-uniform windows that can appear in
different orientations and have autonomous behaviours to attract
passers-by and invite interactions.

%M C.IUI.03.327
%T Towards a theory of natural language interfaces to databases
%S Accepted Demo Papers
%A Ana-Maria Popescu
%A Oren Etzioni
%A Henry Kautz
%B IUI03
%D 2003
%P 327
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604120
%X The need for Natural Language Interfaces (NLIs) to databases has
become increasingly acute as more nontechnical people access information
through their web browsers, PDAs and cell phones. Yet NLIs are only
usable if they map natural language questions to SQL queries correctly.
We introduce the Precise NLI [2], which reduces the semantic
interpretation challenge in NLIs to a graph matching problem. Precise
uses the max-flow algorithm to efficiently solve this problem. Each
max-flow solution corresponds to a possible semantic interpretation of
the sentence. precise collects max-flow solutions, discards the
solutions that do not obey syntactic constraints and retains the rest as
the basis for generating SQL queries corresponding to the question q.
The syntactic information is extracted from the parse tree corresponding
to the given question which is computed by a statistical parser [1]. For
a broad, well-defined class of semantically tractable natural language
questions, Precise is guaranteed to map each question to the
corresponding SQL query. Semantically tractable questions correspond to a
natural, domain-independent subset of English that can be efficiently
and accurately interpreted as nonrecursive Datalog clauses. Precise is
transportable to arbitrary databases, such as the Restaurants, Jobs and
Geography databases used in our implementation. Examples of semantically
tractable questions include: "What Chinese restaurants with a 3.5 rating
are in Seattle?", "What are the areas of US states with large
populations?", "What jobs require 4 years of experience and desire a
B.S.CS degree?".Given a question which is not semantically tractable,
Precise recognizes it as such and informs the user that it cannot answer
it. Given a semantically tractable question, Precise computes the set of
non-equivalent SQL interpretations corresponding to the question. If a
unique such SQL interpretation exists, Precise outputs it together with
the corresponding result set obtained by querying the current database.
If the set contains more than one SQL interpretation, the natural
language question is ambiguous in the context of the current database.
In this case, Precise asks for the user's help in determining which
interpretation is the correct one. Our experiments have shown that
Precise has high coverage and accuracy over common English questions. In
future work, we plan to explore increasingly broad classes of questions
and include Precise as a module in a full-fledged dialog system. An
important direction for future work is helping users understand the
types of questions Precise cannot handle via dialog, enabling them to
build an accurate mental model of the system and its capabilities. Also,
our own group's work on the EXACT natural language interface [3] builds
on Precise and on the underlying theoretical framework. EXACT composes
an extended version of Precise with a sound and complete planner to
develop a powerful and provably reliable interface to household
appliances.

%M C.IUI.03.328
%T Building applications with life-like characters: the MIAU platform
%S Accepted Demo Papers
%A Thomas Rist
%A Elisabeth Andre
%A Stephan Baldes
%B IUI03
%D 2003
%P 328
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604121

%M C.IUI.03.329
%T Towards a non-linear narrative construction
%S Accepted Demo Papers
%A Vidya Setlur
%A David A. Shamma
%A Kristian Hammond
%A Sanjay Sood
%B IUI03
%D 2003
%P 329
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604122
%X This article describes the implementation of a system that 'imagines'
while a movie is being played by finding associations in the movie's
content and presenting them to the viewer. This related information, in
the form of images and movie clips, helps enhance the viewer's
experience in a new immerse environment.

%M C.IUI.03.330
%T EROS: explorer for RDFS-based ontologies
%S Accepted Demo Papers
%A Richard Vdovjak
%A Peter Barna
%A Geert-Jan Houben
%B IUI03
%D 2003
%P 330
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604123

%M C.IUI.03.331
%T An end-user tool for e-commerce debugging
%S Accepted Demo Papers
%A Earl Wagner
%A Henry Lieberman
%B IUI03
%D 2003
%P 331
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604124
%X We demonstrate Woodstein, a software agent that tracks user
interaction with e-commerce Web sites through a browser, and relates the
browsing events to high-level models of complex, multi-step processes
such as purchases or account transfers. Woodstein explains action steps
and data in an understandable form, visualizes action history, and aids
the user in exploring the causes of errors.

%M C.IUI.03.332
%T Personalized trading recommendation system
%S Accepted Demo Papers
%A Jungsoon Yoo
%A Melinda Gervasio
%A Pat Langley
%B IUI03
%D 2003
%P 332
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/604045.604125
%X The Stock Tracker is a personalized recommendation system for trading
stocks. The system tailors its buy, sell, and hold recommendations to
individual users through automatically acquired content-based models of
user preferences. It relies on data gathered unobtrusively during the
natural course of interacting with a user.

fpack:!@#$%^&*(): OCS93.BA
%M C.OCS.93.-
%T Object-Oriented Analysis of Organizational Activities
%S Tutorials
%A Yair Wand
%A Carson C. Woo
%B OCS93
%D 1993
%P --
%* (c) Copyright 1993 Association for Computing Machinery
%X Our experience of teaching object-oriented analysis suggests difficulties
in applying the approach, in particular, in identifying the objects
necessary to model an organizational system.  Examination of the literature
as well as teaching experience indicate that what is missing is a set of
well-formulated rules on how to apply the approach.  We developed a set of
rules for this purpose.  These rules are based on certain fundamental
principles.  We have tested these rules in classes on systems analysis at
both the undergraduate and graduate levels and by applying them to many
test cases.  The rules were found very useful in modelling organizational
activities and in resolving ambiguities identified in the modelling
process.  The resulting models were easy to understand and verify against
the case facts.
   The purpose of this tutorial is to present and practice the aforementioned
set of rules for object-oriented modelling in systems analysis.  It is
important to point out that the rules are independent of any specific
object-oriented analysis approach or technique.

%M C.OCS.93.-
%T Computer-Supported Meeting Environments
%S Tutorials
%A Marilyn Mantei
%A Lisa Neal
%B OCS93
%D 1993
%P --
%* (c) Copyright 1993 Association for Computing Machinery
%X This tutorial will help participants develop a general understanding of
existing research and development in computer supported meeting
environments (CSME).  Participants will gain an understanding of the
differences between various CSME's and be introduced to the software
technologies and physical architectures that support each environment.
   The tutorial will survey existing computer supported meeting environments,
with an emphasis on the types of meetings each supports and their
underlying communications and distributed systems architecture
solutions.  User interface design problems will be covered in-depth along
with the psychological issues associated with building software for
groups.  The tutorial will present what is known about how groups interact,
make decisions, brainstorm, perform work, cooperate and negotiate while
using a CSME.  It will conclude with a discussion of the major hurdles in
understanding how to design for groups and in building robust software
systems.

%M C.OCS.93.-
%T Supporting Cooperative Processes with Workflow Management Technology
%S Tutorials
%A Thomas Schael
%B OCS93
%D 1993
%P --
%* (c) Copyright 1993 Association for Computing Machinery
%X Process management is the way to approach the transformation of
traditionally bureaucratic organizations into market-oriented
companies.  The tutorial is aimed at identifying the benefit of a change
from a functional to a business process organization and defining
methodological and design implications for the transformation of an
organization.  New software products with enhanced office information
systems functionalities are developed which fall under the new domain of
workflow management technologies.  The new technology addresses the
different aspect of cooperative work in their temporal distribution in the
process.  However, workflow management technology is still an unfamiliar
term for many system developers and users.  Growth is currently hindered by
a lack of knowledge about the concepts and benefits of workflow management
technology.
   The tutorial is addressed to CSCW practitioners, managers (e.g., MIS, Human
Resources, Organization), information systems people, organizational
analysts, system designers, etc. of business or public organizations.  The
tutorial provides theoretical methods and practical experiences carried out
by the instructor, a consistent guideline to understanding the key issues
and how to approach concrete projects for process analysis and design, as
well as for workflow technology implementation.

%M C.OCS.93.-
%T Marvelous Support for Semi-Structured Group Activities
%S Keynote Address
%A Gail Kaiser
%B OCS93
%D 1993
%P --
%* (c) Copyright 1993 Association for Computing Machinery
%X Processes (or workflows) for even the same basic tasks can vary
substantially across institutions and projects, and may change in
response to a variety of technological, sociological and political
stimuli.  Processes are of major concern in many organizational
activities, where goals are achieved by breaking down participant
tasks into steps, with prerequisites imposed on the initiation of
particular steps and consequences implied by the completion of
particular steps.  Examples include group decision support, desktop
publishing, software engineering, CAD/CAM, and numerous other
collaborative work areas.
   A process-centered environment (PCE) provides computer-aided support
for a range of project-specific processes across such application
domains.  The general goals of research in PCEs are to devise useful
paradigms for representing processes, to develop ways in which
environments may assist groups of users in collaborating to carry out
processes, and to discover mechanisms that permit processes to evolve
compatibly while in progress.
   The Programming Systems Laboratory at Columbia University has led this
community, with research on: rule-based process definition languages;
process execution software that supports process enforcement,
consistency maintenance, and automation; facilities for integrating
commercial off-the-shelf tools into new processes; semantics-based
transactions for concurrency control and recovery in cooperative
applications; and process evolution for long-lived processes.
   This work culminated in the Marvel 3.1 environment, released in March
1993.  Marvel 3.1 and earlier releases 3.0 and 3.0.1 have been
licensed to a total of 35 external sites, including industrial
sponsors and government laboratories in North America as well as
universities on four continents.  Marvel 3.1 consists of over 150,000
lines of C code, and runs on Sun, DEC and IBM Unix workstations with
X11 Windows.

%M C.OCS.93.-
%T Workflow Technology: Successes, Perils and Promises
%S Panel
%A Clarence (Skip) Ellis
%A Raul Medina-Mora
%A Sunil Sarin
%A Thomas Schael
%A Baldev Singh
%B OCS93
%D 1993
%P --
%* (c) Copyright 1993 Association for Computing Machinery

%M C.OCS.93.1
%T Comparing Rankings of Heterogeneous Agents
%S Group Ranking
%A Norbert Kuhn
%B OCS93
%D 1993
%P 1-12
%K Multi-agent systems, Cooperative problem solving,
Task decomposition and task allocation
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p1-kuhn/p1-kuhn.pdf
%X A central problem in the study of autonomous
cooperating systems is that of how to establish
mechanisms for controlling the interactions between
different parts (which are called agents) of the system. 
For heterogeneous agents this aims at, modeling the
basics for their decisions.
   The mechanisms we discuss in this paper are based
on the assumption that the agents can estimate the
effects of being attached to a certain set of goals.  In
the simplest case this is expressed by a single value
e.g., the cost that will arise for the accomplishment
of these goals.  But in general this estimation may be
arbitrarily complicated.  In addition, we assume that
the agents have a function available to rank their goals
according to the estimated values and they pursue the
goals they rank best.  Then, these values can be used to
resolve various kinds of conflicts in this kind of systems. 
For example in the task allocation phase the case of
multiple applications for the allocation of a goal can
be decided by allocating the goal to the agent with
the "best estimation".  Another way of using these
values is for establishing collaborative actions between
a pair (or a set) of agents: If one agent wants to get
support in the accomplishment of a particular goal he
will try to persuade another agent to modify his ranking
of the goal in such a way that they both will rank
best this "common" goal.  Thus, the use of ranking
functions provides a general framework for considering
cooperative aspects within the study of multi-agent
systems.
   An essential question in this context is how the rankings
of different agents can be compared.  Therefore, we
develop in this paper a formalization of the concept of
ranking functions and discuss mechanisms that establish
the comparability of different rankings.

%M C.OCS.93.13
%T Multi-User Interfaces for Group Ranking: User-Centered Analysis
%S Group Ranking
%A Wai-Lan Luk
%A V. Srinivasan Rao
%B OCS93
%D 1993
%P 13-20
%K Multi-user interface, Computer supported cooperative
work, User interface design, Human computer
interaction
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p13-luk/p13-luk.pdf
%X The user-centered approach was adopted to design
multi-user interfaces for group ranking.  Six groups of 4
members, four groups of 3 members, and one group of 6
members were videotaped while performing a ranking
task.  The videotapes were analyzed resulting in
recommendations for the design of multi-user human-computer
interfaces for group ranking of items.  The
usefulness of the findings and the usefulness of the
method are discussed.

%M C.OCS.93.21
%T A Tour Through Tapestry
%S Facilitating Group Communication
%A Douglas B. Terry
%B OCS93
%D 1993
%P 21-30
%K Information filtering, Personalized information delivery, Collaborative
filtering, Appraisers, Highlighting, Electronic mail
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p21-terry/p21-terry.pdf
%X The Information Tapestry is an experimental system that
employs both collaborative filtering and content-based filtering,
as well as automatic appraising and highlighting, to tailor
the delivery and presentation of information to each
user's personal interests.  This permits users to cope with
large volumes of incoming documents, including electronic
mail, news wire stories and NetNews articles.  This paper
presents the facilities available to Tapestry users by way of a
scenario depicting a day in the life of an active user.

%M C.OCS.93.31
%T Making Contact: Getting the Group Communicating with Groupware
%S Facilitating Group Communication
%A Andy Cockburn
%A Saul Greenberg
%B OCS93
%D 1993
%P 31-41
%K Contact facilitation, Casual interaction, Coordination,
Computer supported cooperative work, Groupware
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p31-cockburn/p31-cockburn.pdf
%X While groupware is readily available, people on wide area
networks -- such as the Internet -- have considerable trouble
contacting each other and setting up groupware connections. 
To pinpoint why this occurs, this paper identifies human
factors critical to getting a group communicating through
groupware.  It addresses how people find suitable partners,
and how people choose appropriate communication
mediums.  These factors are discussed in detail, and form a
design foundation for systems that promote social presence
and that integrate communication.
   Existing systems are critically reviewed and shown to be
inadequate for general use over a wide area net, for they
either do not meet some basic design criteria, or they require
a very high technological entry level that is beyond the
reach of most computer users.  As an alternative, the paper
presents the design considerations behind TELEFREEK, a
flexible, extensible, and customizable platform for
collaboration.  Drawing on resources freely available to the
Internet community, TELEFREEK assists people making
contact with others, and integrates access to common
communication facilities.

%M C.OCS.93.42
%T Information and Context: Lessons from the Study of Two Shared Information
Systems
%S Facilitating Group Communication
%A Paul Dourish
%A Victoria Bellotti
%A Wendy Mackay
%A Chao-Ying Ma
%B OCS93
%D 1993
%P 42-51
%K Collaborative systems, Cooperative work, Information
systems, Information context, Coadaptive systems
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p42-dourish/p42-dourish.pdf
%X With the increasing ease and power of computer networking
technologies, many organisations are taking information
which was previously managed and distributed on paper and
making it available electronically.  Such shared information
systems are the basis of much organisational collaboration,
and electronic distribution holds great promise.  However, a
primary focus of such systems is on the ease of information
retrieval.  We believe that an equally important component is
the problem of information interpretation, and that this interpretation
is guided by a context which many electronic systems
do not fully acknowledge.
   We report on a study of two systems, one paper-based and
one electronic, managing similar information within the
same organisation.  We describe the ways in which information
retrieved from these systems is interpreted subjectively
by individuals, and point to some of the factors contributing
to this interpretation.  These factors, together making up the
context of the information, are of critical importance in the
design of successful electronic shared information systems.

%M C.OCS.93.52
%T Supporting Collaboration with Loose Relationship
%S Underlying Technologies
%A Shin-ya Sato
%A Tatsuro Murakami
%B OCS93
%D 1993
%P 52-58
%K Tight relationship, Loose relationship, Management object,
Management unit, Information flow
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p52-sato/p52-sato.pdf
%X The potential of loose-style support of collaboration is
discussed.  This kind of support does not directly control
the way of doing jobs, but indirectly supports collaboration
by helping workers to recognize the current situation
of the project, to make decisions, to avoid mistakes,
and so on.  An example of a collaboration supporting
system for large-scale software development is presented
that adopts both loose-style and tight-style.  In our
implementation of the loose-style, the system extracts
information during the tightly controlled collaboration
processes and distributes it.  This enables developers to
share information flow.

%M C.OCS.93.59
%T A PilotCard-Based Shared Hypermedia System Supporting Shared and Private
Databases
%S Underlying Technologies
%A Satoshi Ichimura
%A Takeshi Kamita
%A Yutaka Matushita
%B OCS93
%D 1993
%P 59-68
%K Groupware, Hypermedia, Object-oriented database
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p59-ichimura/p59-ichimura.pdf
%X We developed a PilotCard-based shared hypermedia system
supporting a shared database and a number of private
databases.  By integrating a layered architectural
object-oriented database with PilotCard mechanisms,
we realized a shared hypermedia system in which individual
users can maintain private data in their own
private workstation and use the shared data in a remote
workstation.  Furthermore, we extend the concept of a
version-derivation hierarchy to cope with the requirements
of multi-user environments.  In the system, the
versions of an object can be physically dispersed over
both personal layers and the common layer; the system
combines the versions stored in the personal layer with
different versions in the common layer.  Moreover, a user
can attach PilotCards to any data as annotations and
create associative hypertext-links between related data. 
Since PilotCards attached to shared data are invisible
to any other user, the user can add his/her personal
view to the shared data layer without disturbing other
members.

%M C.OCS.93.69
%T Development of Multiple Media Documents
%S Underlying Technologies
%A S. J. Morris
%A A. C. W. Finkelstein
%B OCS93
%D 1993
%P 69-77
%K Multimedia document, Design method, Discourse
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p69-morris/p69-morris.pdf
%X Development of documents in multiple media involves
activities in three different fields, the technical, the
discoursive and the procedural.  The major development
problems of artifact complexity, cognitive processes, design
basis and working context are located where these fields
overlap.  Pending the emergence of a unified approach to
design, any method must allow for development at the three
levels of discourse structure, media disposition and
composition, and presentation.  Related work concerned with
generalized discourse structures, structured documents,
production methods for existing multiple media artifacts,
and hypertext design offer some partial forms of assistance
at different levels.  Desirable characteristics of a multimedia
design method will include three phases of production, a
variety of possible actions with media elements, an
underlying discoursive structure, and explicit comparates for
review.

%M C.OCS.93.78
%T Critical Success Factors in the Implementation of Information Centre in
Hong Kong's Banking Industry
%S Case Studies
%A Willie Yip
%A Chi Wing To
%A Louis C. K. Ma
%B OCS93
%D 1993
%P 78-89
%K Information system management, End user computing,
Information center
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p78-yip/p78-yip.pdf
%X Information Centers (ICs) are an important strategic
component in the overall End-user Computing strategies
of many banks in Hong Kong.  This paper presents the
research findings on the differences and similarities in
perceptions of IC managers and IC users towards a list of
Critical Success Factors (CSFs).  Data was collected
through a mail questionnaire survey conducted in late
1992.  Nineteen banks participated in this research and
sixteen matched pairs of data were used in the final
analysis.  Seven hypothesis were tested statistically on the
perceptions of current level of importance, current level of
satisfaction, and future level of importance by IC
managers and IC users towards 28 CSFs.  The results
suggest that there is disagreement among IC managers and
IC users as to the importance of different CSFs.  Also,
there is no direct relationship between importance and
satisfaction perceived by IC managers and IC users
towards different CSFs.  The findings and
recommendations in this study should provide some
valuable inputs for managers in the planning and
implementation of ICs.

%M C.OCS.93.90
%T Towards Integrated Support of Synchronous and Asynchronous Communication in
Cooperative Work: An Empirical Study of Real Group Communication
%S Case Studies
%A Yasuhisa Sakamoto
%A Eiji Kuwana
%B OCS93
%D 1993
%P 90-97
%K Communication modes, Argument model, Cooperative
effects, Electronic mail
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p90-sakamoto/p90-sakamoto.pdf
%X This paper analyzes the role of the two communication
modes in cooperative work: synchronous and
asynchronous.  While it is natural and indispensable that
both modes be used together, most existing groupware
handles only one or the other, which reduces the
effectiveness of cooperation.  This hypothesis is confirmed
by defining an argument model that uses the concept of
cooperative effects and using it to analyze a decision-making
discussion consisting of both synchronous face-to-face
meetings and asynchronous electronic mail meetings. 
Several discussion characteristics using both modes are
identified and the need for and the requirements for an
integrated support system are clarified.

%M C.OCS.93.98 acmdl missing pdf link
%T Information Artisans: Patterns of Result Sharing by Information Searchers
%S Case Studies
%A Vicki L. O'Day
%A Robin Jeffries
%B OCS93
%D 1993
%P 98-107
%K Information search, Information use, Information artifacts,
Intermediaries, Collaborative work
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p98-oday/p98-oday.pdf
%X We studied the uses of information search results by
regular clients of professional intermediaries.  We found
that all of the participants in our study acted as intermediaries
themselves, sharing information they had
received from library searches with others in their work
settings.  There were four basic models of sharing: updating
team members, consulting, broadcasting, and
putting information into a shared archive.  In many
sharing scenarios, the library clients acted as information
artisans, creating new artifacts by transforming and
enhancing their search results before passing them on. 
When possible, the library clients delivered their new
information artifacts in collaborative settings, to ensure
that recipients understood and could apply the results
and to allow opportunities for follow-up search requests. 
These observations suggest that new functionality is
needed for information search systems, to support the
analysis, manipulation, and packaging of search results,
and collaborative information delivery with intertwined
communication and information components.

%M C.OCS.93.108
%T Supporting Dynamic Interdependencies among Collaborative Activities
%S Act-Based Collaboration Tools
%A Douglas P. Bogia
%A William J. Tolone
%A Simon M. Kaplan
%A Eric de la Tribouille
%B OCS93
%D 1993
%P 108-118
%K Toolkits, CSCW environments, Active/flexible support
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p108-bogia/p108-bogia.pdf
%X Real-life work requirements seldom result in tasks being
truly independent.  Instead, webs of interdependencies
evolve among tasks in a fashion which is sometimes
predictable, but often completely ad hoc.  In this paper
we are concerned with both uncovering a family of basic
concepts and mechanisms that can be used to support
the mixture of anticipated and ad hoc dependencies that
can arise among tasks and describing the reification
of these concepts through our Obligation System implemented
within the prototype collaboration support
environment ConversationBuilder.

%M C.OCS.93.119
%T Design and Implementation of CB Lite
%S Act-Based Collaboration Tools
%A Dan Kogan
%B OCS93
%D 1993
%P 119-129
%K Case study, System architecture, Conversation-based
cooperation
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p119-kogan/p119-kogan.pdf
%X The CB Lite project presents a case study in the design to
integrate flexible fund active support for cooperative work
activities into an existing environment.  The system's
underlying philosophy and architecture are based on the
ConversationBuilder work pioneered at the University of
Illinois.  Our goals for this project were to understand the
fundamental architectural issues of this technology in
order to integrate it with the operating environment of the
PC platform.  Specifically, we sought to define a formal
model of the system's Architecture, to define a high level
language for specifying cooperative process models and
to build a prototype embodying the model to interpret the
language.

%M C.OCS.93.130
%T Visual Support for Reengineering Work Processes
%S Business Process Reengineering
%A Keith D. Swenson
%B OCS93
%D 1993
%P 130-141
%K Visual language, Collaboration, Work flow, Process
modeling, Business process reengineering
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p130-swenson/p130-swenson.pdf
%X A model for collaborative work process and a graphical
language to support this model is presented.  The model
allows for informal flow of communications and flexible
access to information along with a formal flow of responsibility. 
Work is decomposed into a network of task assignments
(actually requests for those tasks), which may be
recursively decomposed to finer Trained tasks.  The model
includes consideration for authority and responsibility. 
Process flow can be dynamically modified.  Policies
(templates for a process) may be tailored to provide versions
of a process customized for different individuals.  The visual
language is designed to ease the creation of policies and
modification of ongoing processes, as well as to display the
status of an active process.

%M C.OCS.93.142
%T Workflow Management Systems for Financial Services
%S Business Process Reengineering
%A Thomas Schael
%A Buni Zeller
%B OCS93
%D 1993
%P 142-153
%K Computer supported cooperative work, Groupware,
Workgroup computing, Workflow management technology,
Office automation, Office procedure, Business process
automation, Process reengineering, Customer satisfaction
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p142-schael/p142-schael.pdf
%X This paper describes the application of workflow management
systems in an Italian bank.  Under a changing competitive
and financial situation, the bank had to react by redesigning
its market-oriented business processes.  Customer
related credit processes have been analyzed using a method
based on a client/supplier model.  The credit management
process was the target for a workflow-based reporting system. 
The system copes with events in the daily appearance
of overdrafts on current accounts which have to be managed
by the agency director and the branch's staff.  The reporting
system developed is part of a global change from the centralized
into a distributed credit management information system
based on a client/server architecture.  The functional architecture
for workflow management technology defines how to
integrate the different functional modules (message handling,
data management and document management), and in particular,
mainframe EDP with end user computing.

%M C.OCS.93.154
%T Reengineering a Business Process with an Innovative Workflow Management
System: A Case Study
%S Business Process Reengineering
%A A. Agostini
%A G. De Michelis
%A M. A. Grasso
%A S. Patriarca
%B OCS93
%D 1993
%P 154-165
%K Computer-supported cooperative work, Groupware, Office
routine, Workflow management system, Transaction
cost, Work process, Conversation, Communication
system
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p154-agostini/p154-agostini.pdf
%X In this paper we report on the application to a real bank
procedure of both a new approach to the analysis of work
processes, allowing the evaluation of its transaction costs,
and a prototype of a Workflow Management System,
allowing an effective handling of procedure breakdowns
without forcing the designers to take care of them.

%M C.OCS.93.166
%T An Interface for Navigating Clustered Document Sets Returned by Queries
%S Posters
%A Robert B. Allen
%A Pascal Obry
%A Michael Littman
%B OCS93
%D 1993
%P 166-171
%K Clustering, Information retrieval, Interfaces
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p166-allen/p166-allen.pdf
%X An interface has been implemented for exploring the
structure of document sets returned in response to a
query.  The interface allows a user to find subsets of
documents that are especially relevant to the query
through interaction with an interactive dendrogram
which displays a hierarchical clustering of the
documents.  Dynamic lists of document titles are
interlocked with the dendrogram to provide detail of
the clusters being viewed by the user.  For efficiency,
the interface has been implemented in several parallel
and distributed computation environments and has
been applied to retrieval of encyclopedia articles and
news stories.

%M C.OCS.93.172
%T MOCCA: An Environment for CSCW Applications
%S Posters
%A Steve Benford
%A John Mariani
%A Leandro Navarro
%A Wolfgang Prinz
%A Tom Rodden
%B OCS93
%D 1993
%P 172-177
%K CSCW environments, CSCW architecture, Integration,
Information-, Organization-, Workspaces-, Rooms-model
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p172-benford/p172-benford.pdf
%X Our belief is that in the future Computer Supported
Cooperative Work will by necessity involve a
heterogeneous collection of applications, paradigms and
models and that no single system will meet all the
requirements of all groups.  We propose a CSCW
Environment which facilitates inter-working between
many different CSCW applications.  We describe the key
requirements of such an environment, followed by a set of
models which offer different perspectives on the
environment and which collectively define its
functionality.  We then discuss how these models might be
used to specify the components of an open distributed
architecture for implementing the model.

%M C.OCS.93.178
%T Supporting the Dynamics of Knowledge Sharing within Organizations
%S Posters
%A Monica Divitini
%A Giuseppe Omodei Sale
%A Alberto Pozzoli
%A Carla Simone
%B OCS93
%D 1993
%P 178-183
%K CSCW, User models, Knowledge sharing, Commitments
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p178-divitini/p178-divitini.pdf
%X The paper proposes an architecture to memorize the
knowledge generated and used by the members of an
organization in their cooperative work.  The main focus is
on the identification of mechanisms to enhance
organization members capability to reconstruct the dynamic
evolution of the knowledge generated through computer
supported human to human communication within the
organization.  These mechanisms are triggered by
communicative events in a user transparent way.  The notion
of degree of consciousness of knowledge sharing is proposed
as a basic means to allow members to look for the most
appropriate context of each communicative event.  This
context is where the reconstruction becomes sensible in
relation to the user needs.

%M C.OCS.93.184
%T Data Object Creation and Display Techniques for the Huge Database of
Subscriber Cable Networks
%S Posters
%A Yasuyuki Kato
%A Yasuo Kataoka
%A Yoshihiro Nakamura
%A Yutaka Mitsunaga
%B OCS93
%D 1993
%P 184-189
%K Object-oriented, Database, Data-object, Subscriber cable
network, Object creation, Storage-list object, Display, View-object
server, Dynamic loading
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p184-kato/p184-kato.pdf
%X Subscriber cable network management systems have
huge-scale relational databases.  It is difficult to realize a
user-friendly data display for these systems due to their non-object
data structure.  Two techniques are proposed in order
to overcome this problem which create dynamic data objects
and provide multi-category views.  The creation of dynamic
data objects is successfully developed by using a special
class which manages an array containing data elements of
an arbitrary type.  The multi-category view system is developed
by realizing a multi-category view server which provides
several view objects for client applications by object
transportation.  A complete prototype system based on these
techniques is constructed and evaluated.  It is confirmed
experimentally that a total time of one second is required
from the start of data reference to the completion of data
object display on a map.

%M C.OCS.93.190
%T OMNI: A Model for Focused Collaborative Work Through Issue Management
%S Posters
%A Beth Lange
%A James B. Treleaven
%A Anatole Gershman
%B OCS93
%D 1993
%P 190-195
%K Collaboration, Issue management, Negotiation, Consensus,
Group memory, Visualization, Group support systems
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p190-lange/p190-lange.pdf
%X The bulk of the research done on collaborative work has
been on improving the effectiveness of meetings.  Little
work has been done on providing support for knowledge-intensive,
physically dispersed, asynchronous group tasks. 
These tasks have the essential characteristics of requiring
collaboration among a team of participants, consisting of
complex issue structures, requiring a significant amount of
shared information, and necessitating negotiation in order to
reach consensus.  OMNI is a domain independent, general
model of collaborative issue management designed to
support such tasks.  This collaboration model has four key
elements which must be supported -- group processes,
dynamics of group interactions, communications, and
group memory.  The central feature of the model is an issue
management system capable of supporting complex,
domain independent issue structures.  OMNI has been
implemented in the initial domain of venture capital
investment decision-making.

%M C.OCS.93.196
%T Goal-Based Process Analysis: A Method for Systematic Process Redesign
%S Posters
%A Jintae Lee
%B OCS93
%D 1993
%P 196-201
%K Process redesign, Process analysis, Goal
analysis, Work flow design, Organizational
design
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p196-lee/p196-lee.pdf
%X A method is proposed for systematically analyzing
and redesigning processes.  The method, Goal-based
Process Analysis (GPA), helps its user to
systematically identify missing objectives, ensure
implementation of all the objectives, identify non-functional
parts of a process, and explore
alternative processes for achieving a given set of
objectives.  As such, GPA addresses a critical
component in process reengineering, that of
identifying which part of a given process needs to
be improved and what alternatives could be used
instead.

%M C.OCS.93.202
%T Enactment Theory as a Paradigm for Enabling Flexible Workflows
%S Posters
%A Dirk E. Mahling
%B OCS93
%D 1993
%P 202-209
%K CSCW, Workflow, Group work, Enactment theory
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p202-mahling/p202-mahling.pdf
%X This paper proposes collective enactment theory as an
alternative to speech acts or situated actions as the
basis for workflow systems.  Enactment theory goes beyond
the conventional scope of theories of action by
acknowledging affordances in the environment, needs of
individuals and organizations, decision and preparation,
motivation, planning and scheduling, execution, evaluation,
and consequential changes in the organization and
their environment.  This encompassing scope allows to
overcome limitations of current workflow systems and to
integrate a large range of organizational and individual
behavior.  Particular emphasis in this paper is given
to organizational activities that precede or follow the
planning, scheduling, and execution of organizational
work.  The integration of planning and scheduling activities
in enactment theory is shown and implications
for workflow design and architectures are delineated.

%M C.OCS.93.210
%T A Blackboard-Based Architecture for Filtering New Software Features
%S Posters
%A Masashi Uyama
%B OCS93
%D 1993
%P 210-215
%K Intelligent assistance, Context sensitivity, Task model,
Trialability, Information filtering, Modifiability, Organizational
memory
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p210-uyama/p210-uyama.pdf
%X Newly designed software products are frequently disseminated
and installed in an open network environment. 
This paper proposes a blackboard-based human
interface architecture for filtering these new software
features.  This architecture performs three-step filtering. 
First, the credibility-based selection mechanism selects
features that trustworthy colleagues have recommended. 
Second, the context-sensitive selection mechanism selects
features specific to the context of a user's task
execution.  Finally, the context-sensitive disclosure
mechanism discloses the selected features to the user
dynamically and unobtrusively.  This disclosure allows
users to try out potentially useful features in their own
task context and at the same time, helps users evaluate
the real usefulness of the features.  With this filtering
mechanism, users can incorporate really useful features
into their tasks with little effort.

%M C.OCS.93.216
%T ORDIT: A New Methodology to Assist in the Process of Eliciting and
Modelling Organisational Requirements
%S Supporting Software Development Organizations
%A A. J. C. Blyth
%A J. Chudge
%A J. E. Dobson
%A M. R. Strens
%B OCS93
%D 1993
%P 216-227
%K Organisational requirements, Enterprise modelling,
Structural relationships, Functional relationships,
Conversation modelling
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p216-blyth/p216-blyth.pdf
%X Requirements engineering from an organisational
perspective needs to be viewed as social engineering. 
Thus in this paper a modelling language will be
presented, which is visual in nature, and with which we
assert that it is possible to diagrammatically represent
and reason about the impact that an information
technology system may have on an organisation, and thus
derive organisational requirements.

%M C.OCS.93.228
%T Supporting Long Term Collaboration in Software Maintenance
%S Supporting Software Development Organizations
%A Robert Lougher
%A Tom Rodden
%B OCS93
%D 1993
%P 228-238
%K Support for long-term collaboration, Annotative collaboration,
Software maintenance, Hypertext
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p228-lougher/p228-lougher.pdf
%X The maintenance of large software systems is a collaborative
activity requiring the combined efforts of a team
of maintenance engineers.  Due to the extended time
period over which maintenance occurs, direct communication
between these team members is however, difficult
or impossible.
   This paper presents a system which supports long-term
collaboration in software maintenance by allowing maintenance
rationale to be captured and shared by maintenance
engineers.  The system concentrates on the construction
of maintenance rationale by providing a range
of unconstrained documentation facilities.  The general
model adopted exploits hypertext technology to allow
rationale to be integrated into the system by attaching
comments to the appropriate source component.

%M C.OCS.93.239
%T Combining Local Negotiation and Global Planning in Cooperative Software
Development Projects
%S Supporting Software Development Organizations
%A Kazuo Okamura
%B OCS93
%D 1993
%P 239-249
%K Change management, Software project management, Planning,
Conflict resolution, Negotiation, Version and configuration
management
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p239-okamura/p239-okamura.pdf
%X In cooperative software development, each programmer has
their own plans and conflicts or redundancies inevitably
arise among them.  We are concerned with two main
problems: first, to control changes without sacrificing
programmers' flexibility, and, second, to guide change
activities to conform project policies.  Traditional methods
of change request management focus on the management
process structure based on project policies while cooperative
development methodologies concern mainly with the
conflict resolutions among each changes.  In this paper, we
describe an architecture which deals with proposal of
changes.  Based on plan integration it seamlessly supports
both change coordination through negotiations and the
change management process to have changes converge until
they meet the project goals.

%M C.OCS.93.250
%T Methods for Organizational Development
%S Actor-Based Organizational Modeling
%A Peter de Jong
%B OCS93
%D 1993
%P 250-257
%K Organizational computer systems, Organizational development,
Distributed systems, Distributed objects, Active objects,
Active messages, Work flow, Tapeworms, Object-based
concurrent programming, Actor object model
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p250-de_jong/p250-de_jong.pdf
%X Organizational development refers to the continual change
which large, distributed organizations undergo.  Described
are some methods for organizational development.  These
methods include message elimination, regrouping, reclustering,
regression, and reuse.
   Development occurs within a modeling system called Ubik. 
It is a concurrent object based system which supports a
high level representation of an organization.  The structure
of an organization is modeled with collections of linked
together objects.  The action of an organization is carried
out via message passing.  Active messages are used to build
a specialized object called a Tapeworm, which monitors
and constrains organizational structure and action.  The
Tapeworms are used to identify the mismatch between the
model and the external organization.  They are also used to
support the development methods.

%M C.OCS.93.258
%T An Actor Dependency Model of Organizational Work -- With Application to
Business Process Reengineering
%S Actor-Based Organizational Modeling
%A Eric S. K. Yu
%A John Mylopoulos
%B OCS93
%D 1993
%P 258-268
%K Organization model, Organization analysis and design,
Business process reengineering, Workflow, Requirements
engineering
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p258-yu/p258-yu.pdf
%X In developing information systems for use in an organization,
one often needs to understand the reasons that
underlie established work patterns and practices.  Because
organizational actors depend on each other for
goals to be achieved, tasks to be performed, and resources
to be furnished, reasons for work patterns can
be revealed by examining the dependencies among actors. 
We present a model which characterizes a work
organization in terms of the network of dependencies
among organizational actors.  Actor dependencies are
taken to be intentional -- they expand or restrict an
actor's ability to pursue goals.  The network of actor
dependencies constitutes the intentional structure of the
organization.  We use examples from business process
reengineering to motivate and illustrate the model.

%M C.OCS.93.269
%T ASCW: An Assistant for Cooperative Work
%S Groupware Architectures
%A Thomas Kreifelts
%A Wolfgang Prinz
%B OCS93
%D 1993
%P 269-278
%K Group communication, Distributed work management,
Organizational modeling, Video conferencing, Integration
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p269-kreifelts/p269-kreifelts.pdf
%X The Assistant for Cooperative Work (ASCW) is a powerful
system for the management of distributed work.  It consists
of the Task Manager, the organizational information
system TOSCA and the video conferencing tool LIVE. 
With the Task Manager, common tasks may be shared and
manipulated independently by a number of people.  Users
may organize cooperative tasks, monitor their progress,
share documents and services, and exchange messages
during task performance.  TOSCA provides knowledge
about the organizations and their resources which are relevant
for the support of communication and cooperation,
both for users and applications.  Complementary to these
two systems, LIVE supports in-house and wide area video
conferencing based on the broadband telecommunication net
of the German Telecom.

%M C.OCS.93.279
%T Building Flexible Groupware Through Open Protocols
%S Groupware Architectures
%A Mark Roseman
%A Saul Greenberg
%B OCS93
%D 1993
%P 279-288
%K Personalizable groupware, Expandability, Open protocols,
Implementation technique
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p279-roseman/p279-roseman.pdf
%X This paper presents a technical approach to building flexible
groupware applications.  Flexibility provides the promise of
personalizable groupware, allowing different groups to work
with the system in diverse ways which best suit the group's
own needs.  An implementation technique called open
protocols is described, which is a variation of client/server
architectures.  Open protocols facilitate the addition of
group-specific modules long after the system has been
created.  Three examples illustrating the use of open
protocols are presented: floor control, conference
registration, and brainstorming.  Finally, a number of issues
facing the groupware developer using open protocols are
addressed, along with strategies that can help in dealing
with these issues.

%M C.OCS.93.289
%T Access as a Means of Configuring Cooperative Interfaces
%S Groupware Architectures
%A Gareth Smith
%A Tom Rodden
%B OCS93
%D 1993
%P 289-298
%K Multi-user interface development environment, Access
control, User interface tailoring, CSCW architectures
%* (c) Copyright 1993 Association for Computing Machinery
%W http://www.acm.org/pubs/articles/proceedings/cocs/168555/p289-smith/p289-smith.pdf
%X The emergence of CSCW has seen the development of a
number of applications which simultaneously present a
number of interfaces to a community of users.  Limited
consideration has been given to the provision of facilities
that support the configuration and tailoring of these
cooperative user interfaces.  This paper presents a simple
mechanism that enables dynamic support for tailoring user
interfaces.  Rather than focus on the interface as having
been derived from a set of shared objects, we choose to
view the problem as one of a shared interface constructed
from a collection of interface objects and access to this
shared interface.  This paper presents an access model and
an environment that facilitates the construction and runtime
support of cooperative user interfaces.

fpack:!@#$%^&*(): OZCHI93.BA
%S Keynote address
%T Electronic Documentation -- Past Imperfect and Future Conditional?
%A Brian Shackel
%P --
%B OZCHI93
%M C.OZCHI.93.-
%D 1993

%S Tutorials
%P --
%B OZCHI93
%M C.OZCHI.93.-
%D 1993
%Y
The Business Case for Human Factors in Information Technology
	Brian Shackel
CHI in the LaserJet 4 Family of Printers -- from Hewlett Packard
	George Flanagin
Issues within the Teaching of Computer-Human Interaction
	Konrad Morgan
Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem
	Tom Hewett
Participatory Design Games
	Ellen White
	Aita Salasoo
Theory and Practice -- Commercial Applications of CHI Research
	Bruce Chandler

%T A Multimedia CSCW System for Film and TV Pre-Production
%S Part One: Computer Assisted Co-Operative Work
%A Eric Gidney
%A Annmarie Chandler
%A Greg McFarlane
%B OZCHI93
%M C.OZCHI.93.2
%D 1993
%P 2-22
%K Multimedia, CSCW, ISDN, Film, Television, Visual design
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X This paper describes the development of a prototype CSCW
application for the film and television industries.  The research
was the product of an interdisciplinary approach involving
academic researchers from the humanities and software
developers in the telecommunications industry.  Task analysis was
carried out with end-users, and a requirements specification
drawn up which was implemented by Telstra (previously OTC)
on their experimental multimedia communications platform.  The
system was then installed on sites at UNSW and UTS linked via
ISDN.  The prototype was successfully demonstrated to major
clients in the film and television industry.  It allows real-time
sharing and discussion of visual material for casting, locations,
special effects, storyboarding, etc.

%T The Use of a Shared Drawing Surface as a Co-Ordination Tool
%S Part One: Computer Assisted Co-Operative Work
%A Maryliza Mazijoglou
%A Sean M. Clark
%A Stephen A. R. Scrivener
%B OZCHI93
%M C.OZCHI.93.23
%D 1993
%P 23-34
%K Shared view systems, Co-ordination tools, Telepointing,
Drawing, CSCW
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X Shared view systems allow groups to share single-user computer
applications whilst working in distributed collaborative settings. 
While these systems are useful for sharing applications in
situations where all members of a group have similar skills, they
are not so suited to situations where group members have
differing skills.  In some contexts certain group members may not
have the knowledge or desire to operate the single-user
application, yet they may still wish to comment on the shared
view and indicate possible alterations to it.  How does one offer
support to these users?  This paper describes a series of
experiments in which a shared drawing surface was integrated
with a shared view system in order to explore this issue
empirically.  It is concluded that there are significant benefits in
adding pointing and drawing facilities to a shared view system. 
Additionally, the study illustrates how group dynamics are
influenced by the resources available to each participant.

%T Computing Telecommuting and Distance Education at the Technology Management
Centre
%S Part One: Computer Assisted Co-Operative Work
%A A. Finegan
%A C. Trathen
%A P. Nicholas
%B OZCHI93
%M C.OZCHI.93.35
%D 1993
%P 35-41
%K Distance learning, Electronic mail, Computer managed learning,
higher education
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X In the 1990's distance education is much more than the traditional
correspondence school that typically served the needs of students
in remote locations.  Today, off-campus programmes are using the
readily available computing and telecommunication technologies
to provide higher education to people throughout the community. 
This facilitates study for busy people in both the work-place and
the home.
   The Technology Management Centre at Deakin University has
developed an innovative off-campus programme that combines
technology and management in a technological environment.  This
new degree is the Bachelor of Applied Science (Technology
Management).  It focuses on training professionals in the workplace
to bring together science and technology with other activities
within industry and society.
   The computing and telecommunication technologies are more than
just the essential interface between student and the resources of
the university.  Study of computing and information technology is
integrated throughout all levels of the curriculum.  The skills learnt
at each stage are supported by the technological environment, and
form the foundation for subsequent study units.
   This paper reflects upon the implications of the programme as a
form of distance education, dependent upon information
technology, that has a significant computing content in the
curriculum.

%T Spinning a Yarn: User Interfaces for Synchronous Remote Electronic Meetings
%S Part One: Computer Assisted Co-Operative Work
%A Michael J. Rees
%A Renato Iannella
%A Andrew Lee
%A Glenn P. Smith
%A Tak K. Woo
%B OZCHI93
%M C.OZCHI.93.42
%D 1993
%P 42-58
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X Members of the Distributed User Interface Architecture project
have evaluated text-based multiple-user communication tools for
conducting electronic meetings in real-time from remote locations. 
The results of some experience with the user interface of an
existing meeting server tools are reported in this paper. 
Discussions using these tools centred on designing a convenient
conversation protocol which was given the name Yarn. 
Subsequent development led to the implementation of a Yarn
meeting server with improved facilities, commands and dialogue
mechanisms.  Analysis of sustained use of the Yarn tool has
yielded requirements for a graphical user interface incorporating
more convenient features for the meeting participants.  Prototypes
of the graphical user interface are discussed and solutions
proposed.

%T CHI and Organisational Effectiveness: The CAA National Aeronautical
Information Processing System
%S Part Two: Organisational Issues
%A Andrew Donald
%B OZCHI93
%M C.OZCHI.93.60
%D 1993
%P 60-72
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X To a Project manager, responsible for the management of a
software development project, the very thought of the word
change sends shivers down the spine.  Long term software
development projects will inevitably face the prospect of change. 
Accordingly the management processes involved in delivering the
project must take the prospect of change into account.  The very
fact that a Project is being delivered in the first place pre supposes
that change is about to be introduced.  Introduction of change,
particularly those changes with their origins in software based
systems, is always difficult.  The change is often justified on the
grounds of improved organisational effectiveness.  What aspects
of the system will most likely influence the improvements to
effectiveness?  The most important is usually deemed to be the
task inventory of the system, i.e. what tools will the system
introduce, what jobs will it do, how fast will it do them, how
accurate, how reliable?  However the most complete and complex
set of functionality will not make an organisation more effective if
the target user cannot use the tools.  Suppliers and builders of
software based systems are now acutely aware of how poor CHI,
the useability of a system, can reduce the impact a system has on
organisational effectiveness.
   System suppliers are also now developing an awareness of how
improvements to organisational effectiveness, brought about by
other outside factors, (and the changes that effected those
improvements) can render developing systems ineffective even
before they are delivered.  These changes tend not to affect the
inventory of tasks but more the CHI of the system, how the tasks
are carried out, the order of tasks, the presentation of tasks, etc. 
Changes to Project management disciplines and procedures are
being introduced that better enable projects to keep abreast of
changes being effected inside the customer organisation and to
make them better able to react to these changes in a controlled,
cost effective and risk averse manner.

%T Outline of a Groupware System for Workplace Learning
%S Part Two: Organisational Issues
%A R. T. Jim Eales
%A Jim Welsh
%B OZCHI93
%M C.OZCHI.93.73
%D 1993
%P 73-84
%K User support, Learnability, Skill development, Situated learning,
Groupware
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X This paper considers some of the problems involved in computer
skills development by end-users.  It attempts to highlight the
limitations of existing skill development approaches by
interpreting the learning needs of computer users in terms of the
emerging paradigm of situated learning.  We suggest that while the
distributed use of computer systems may isolate users from the
assistance and support of colleagues, it can provide the
opportunity for the introduction of groupware systems to support
distributed user-based skill development.  Some of the social and
technical issues of such a system are identified and a number of
design issues are outlined.

%T Standards for Usability: Towards Usable Interfaces
%S Part Two: Organisational Issues
%A J. H. Hammond
%B OZCHI93
%M C.OZCHI.93.85
%D 1993
%P 85-93
%K Standards, User interface, Usability, System design
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X Many organisations use standards to provide a framework for
good practice in the design process and a consistent approach to
systems development.  Standards support the integration of
usability into systems design and ensure more usable interfaces. 
Many organisations develop their own in-house standards. 
National and international standards may also be adopted, when
available.  Recent developments in drafting international standards
involving usability aspects of IT design activities will have major
effects for organisations wanting to achieve high levels of
usability in their interface design.
   This paper describes some aspects of what is currently under
discussion in ISO committees given the task of creating new
usability standards.  It draws conclusions about the relevance of
emerging ISO usability standards for Australian developers, and
the possible role of Australian HCI professionals in influencing
the drawing process.

%T Real Projects Don't Need User Interface Designers: Overcoming the Barriers
to HCI in the Real World
%S Part Two: Organisational Issues
%A Sarah Bloomer
%B OZCHI93
%M C.OZCHI.93.94
%D 1993
%P 94-108
%K User interface design, Methods, Graphical user interfaces, Project
planning, Project management
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X User Interface Design as a distinct component of systems design
is relatively new to software development, having traditionally
been the job of the programmer/analyst.  The competitive nature of
the commercial software industry has demonstrated that good user
interface design is paramount to the success of an application.  Yet
in-house development rarely includes user interface design
expertise.  One reason is that current methods do not include the
steps required to carry out user interface design and managers do
not see the value.  The cold reality is that tight budgets and
deadlines leave little room for new approaches.
   Bringing human-computer interaction (HCI) expertise to projects
that might otherwise forego it requires a careful strategy focussed
on real world constraints.  Only by demonstrating the value of
user interface design will systems methods evolve to include HCI. 
In the meantime, we need the tools and approach to bring HCI to
the industry efficiently and effectively, and in fact, by refining
many of the tools and techniques currently at hand, we already
have a viable, working solution.  This paper presents a market
driven approach which applies existing methods and tools to real
world constraints.

%T Extending the Perspective Wall
%S Part Three: Multi Media & Information Retrieval
%A Ying K. Leung
%A Mark D. Apperley
%B OZCHI93
%M C.OZCHI.93.110
%D 1993
%P 110-120
%K Graphical interfaces, Data visualisation, Distortion-oriented
presentation techniques, Perspective Wall, Bifocal display
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X A visualisation tool for data with a linear hierarchical structure,
known as the Perspective Wall, was proposed by a group of
researchers at Xerox PARC at the CHI '91 conference.  This
paper explains the concept of the Perspective Wall and contrasts it
with an earlier approach, the Bifocal Display.  It then highlights
the problems associated with the implementation of the
Perspective Wall and suggests two directions for improvement. 
One proposal, which can be adequately implemented using
currently available technology, is to extend the Bifocal Display;
for systems with more computational resources, Trifocal and
Quadfocal Displays are also practical.  Another proposal, the
Perspective Space, which is proposed as an extension of the
Perspective Wall, would provide the user with a realistic 3D feel
in visualising very large data spaces.

%T A Browsing Conceptual Model for Information Retrieval
%S Part Three: Multi Media & Information Retrieval
%A K. R. Cox
%A D. W. Walker
%A D. I. Clark
%B OZCHI93
%M C.OZCHI.93.121
%D 1993
%P 121-132
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X Most information retrieval systems are based on a query
conceptual model.  In this model a user creates a query, the query
is matched with the objects in the information space and matching
objects are returned to the user.  The user may then scan the
retrieved objects and modify the search criteria to get a new set of
matching objects.  This paper describes a different information
retrieval system based on a browsing conceptual model.  There is
no explicit query formulation.  The user is presented with a set of
objects and moves to a new object.  When at that object a set of
near objects is then displayed.  The system uses a (display objects --
user recognise -- user move) cycle.  Different ways of
implementing the model are outlined.  For illustration purposes the
user interface of an artificial retrieval system is given and it shows
how a user may browse through an information space.  The
application of the model to a text information retrieval problem is
outlined.

%T Presenting Query Results in a Hyperbase
%S Part Three: Multi Media & Information Retrieval
%A Michael Fuller
%A Ron Sacks-Davis
%A Ross Wilkinson
%B OZCHI93
%M C.OZCHI.93.133
%D 1993
%P 133-149
%K Hypertext, Information retrieval, SGML, Structured documents
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X There is a simple method for integrating information retrieval and
hypertext.  This consists of treating nodes as isolated documents
and retrieving them in order of similarity.  If the nodes are
structured, in particular, if sets of nodes collectively constitute
documents, we can do better.  This paper shows how the
formation of the hypertext, the retrieval of nodes in response to
content based queries, and the presentation of the nodes can be
achieved in a way that exploits the knowledge encoded as the
structure of the documents.  Two alternatives for using this
structure in presenting knowledge to the user are described: using
statistically based techniques to determine viewing order, or
presenting the user with the information needed to make their own
choice.  The ideas are then exemplified in an SGML based
hypertext information retrieval system.

%T The HIV Hypermedia Project: Learning through Computer-Human Interaction
%S Part Three: Multi Media & Information Retrieval
%A Margaret Bearman
%A Michael Kidd
%A Branko Cesnik
%B OZCHI93
%M C.OZCHI.93.150
%D 1993
%P 150-160
%K CAL, Hypermedia, Hypermedia structure, Interface design
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X Computer Assisted Learning (CAL) is slowly integrating into
Australian society as a meaningful mode of education.  The HIV
Hypermedia Project is an example of how the principles of CHI
can improve CAL packages by creating a meaningful dialogue
between the student and the computer.  Appropriate design
decisions, coupled with the hypermedia format, help integrate the
contents, structure and interface of the package.  This makes the
context of the content apparent to users, thus assisting the
learning process.

%T A Tool to Determine the Efficiency of Icon Selection in a Windows Environment
%S Part Four: Research
%A John R. Maltby
%B OZCHI93
%M C.OZCHI.93.162
%D 1993
%P 162-178
%K Data envelopment analysis, Efficiency, Icons, Search time, Tool
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X This paper describes a software tool called IDC (for icon data
collection) which enables icon search and selection data to be
automatically collected in a Microsoft Windows environment for a
variety of different icons styles, designs and types.  The tool
incorporates a theoretical method by which the efficiency of icon
selection in a graphical user interface can be defined and
measured.  The method utilises a form of analysis known as Data
Envelopment Analysis (DEA), initially devised to evaluate
efficiency in non-profit making organisations.  It is shown that a
simplified form of DEA can be used to index icons relative to a
reference icon, thus enabling icons to be ranked in order of
selection efficiency.  The nature of the IDC program is such that
data can be readily and reliably collected in a field situation for a
wide variety of different icon parameters, including type, size,
display density, spatial orientation (fixed or random), colour and
the presence or otherwise of text.  The versatility and ease of use
of the software opens up the possibility of obtaining a significant
quantity of data from a large number of subject groups.

%T Towards Usable Requirements
%S Part Four: Research
%A Benjamin Baker
%A Janis McKauge
%B OZCHI93
%M C.OZCHI.93.179
%D 1993
%P 179-192
%K User requirements, Human factors, Usability, Scope, Software
development
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X Insufficient attention to usability requirements is identified by the
authors as a major emblem in software development projects
undertaken on a commercial basis.  They argue that emphasis is
usually given to functional requirements at the expense of
usability requirements leading to contractual difficulties.  Even in
HCI circles usability is generally not dealt with in depth until the
prototyping stage.  The authors believe that this delay hampers the
commercial success of a project.  Presented in the paper is a model
that provides a framework which explains the imbalance of
requirements emphasis.  It shows a user's business task depicted
with balanced emphasis on the user actions and the system
processes.
   The usefulness of this model is illustrated by its application to a
case study of a system with a graphical user interface.  The case
study describes a project that ran into contractual difficulty over a
prescribed user requirements specification.  It relates steps taken to
deal with this problem and illustrates successful application of a
more general approach to user requirements.
   The authors conclude that traditional user requirements documents
do not provide an appropriate base for a contract to develop
software where usability is important.  This problem has arisen
from the maturing of the software development industry.  Instead
of traditional user requirements specifications, they suggest that
alternative approaches are more useful.  The solutions offered go
part of the way in dealing with the problem and point the way for
further progress in this area.

%T User Interface Construction under Motif: A Comparison of UIL and WCL
%S Part Four: Research
%A T. Graham Freeman
%A Patrick Sefton
%B OZCHI93
%M C.OZCHI.93.193
%D 1993
%P 193-210
%K Motif, User-interface, Widget Creation Language, User Interface
Language, UIL, WCL
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X The specification of a simple, intuitive Graphical User Interface is
essential to modern application design, and is one of the more
time-consuming tasks of the software engineer.  Several utilities
designed to simplify GUI design under the X Window System
are available.  This report examines and compares the functionality
and usefulness of two such tools: the Motif User Interface
Language, and David Smyth's Widget Creation Library.  The
relative merits of the two packages are discussed, and an example
is given of a simple application built in three ways, using each of
these two packages, and without any such supports.

%T Knowledge Elicitation for the Design of Complex Human-Computer Systems
%S Part Four: Research
%A Elizabeth M. Grey
%A David J. Creed
%B OZCHI93
%M C.OZCHI.93.211
%D 1993
%P 211-223
%K Knowledge elicitation, Repertory Grid, Systems design,
Teamwork, Communication
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X A knowledge elicitation technique known as the Repertory Grid
was used to investigate aircrew opinion regarding the impact of
cabin layout on information flow and teamwork in the RAAF
P-3C Orion Long Range Maritime Patrol Aircraft (LRMPA).  A
series of Repertory Grid based interviews with operational
aircrew formed the basis of a set of rating scales designed to
assess aircrew opinion of cabin layout in LRMPA.  The Repertory
Grid technique proved useful in eliciting aircrew knowledge,
providing insight into the teamwork and information transfer
requirements of operators in a complex system in which such
elements are crucial to system performance.

%T Supporting Social Awareness in Distributed Work
%S Part Four: Research
%A Andrew Cockburn
%B OZCHI93
%M C.OZCHI.93.224
%D 1993
%P 224-241
%K Groupware, Social awareness, Integrated environments, Current
technology, Critical mass
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X The social factors in collaborative work are fundamental to its
success.  In recognition of this, several groupware applications
support social awareness through functionality that is dedicated to
the provision of a sense of community: techniques include
innovative metaphors such as "media spaces," "virtual hallways,"
and "social browsing."
   This paper reviews groupware that provides these facilities.  Their
potential and limitations are discussed, and their similar support
mechanisms are shown to restrict the range of colleagues
accessible.  These observations are used as an introduction to
TELEFREEK, a customisable and extendible platform for
communication resources and facilities.  Using widely available
communication network technology, TELEFREEK provides many
of the social awareness facilities for which related groupware
systems have required restrictively high-bandwidth video
channels.  TELEFREEK's avoidance of technology-oriented
restrictions on the user community reduces the barriers to its
attainment of a critical mass of users: a fundamental requirement
for success in communication oriented systems.
   Although TELEFREEK's social awareness facilities are currently
limited to local-area networks, on-going work will extend its
social awareness to the global Internet.  The mechanisms enabling
this extension are described.

%T What Do Interface Designers Say They Need to Know about HCI?
%S Part Four: Research
%A S. Howard
%B OZCHI93
%M C.OZCHI.93.242
%D 1993
%P 242-254
%K HCI education, Definition, Design practice, Views of
practitioners
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X Published resources in HCI were synthesised into a single
resource detailing the scope of HCI.  The single resource was
used to generate a checklist of 'things a user interface designer
might need to know'.  The checklist was then used as the basis of
a series of structured interviews with selected industrial
practitioners in user interface design.
   The paper presents the validated resource, along with the rationale
for including each major element, and some heuristics for guiding
the construction of future HCI resources.  The new resource
differs from previously published resources in teens of its
content, form of utilisation and philosophical basis.

%T The Teaching Efficiency of an On-Line Tutorial as Compared with That
of a User Manual
%S Part Five: Posters
%A Karyn Burger
%B OZCHI93
%M C.OZCHI.93.256
%D 1993
%P 256-257
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X N/A

%T Using Khoros/Cantata as a Visual Programming Language for Process Simulation
%S Part Five: Posters
%A Harvey A. Cohen
%A Dougal Beilby
%B OZCHI93
%M C.OZCHI.93.258
%D 1993
%P 258-261
%K Visual programming language, Khoros, Cantata, Simulation
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X The paper describes experience in using the Visual Programming
Language Cantata in the implementation of a specific process
control simulator -- a Digital Logic Simulator.  Cantata is the VPL
component of Khoros, a comprehensive image processing system
developed for the X-Windows environment, has extensive image
processing capabilities for graphic and imagery rich simulations. 
Although Khoros/Cantata, which is based on a very highly
specified data-flow model for image processing has no actual
state-transition handling scheme, we found that propagating a
'common clock' to all processing elements enabled a proper
sequencing of sequential processing.

%T A Role-Playing Game for Redesigning Information Systems
%S Part Five: Posters
%A Penny Collings
%A David Walker
%B OZCHI93
%M C.OZCHI.93.262
%D 1993
%P 262-263
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X A very effective method of learning about working in a group to
achieve common objectives, is through the use of role-playing or
behavioural simulation games.  In these games, groups of
students over a number of weeks or days work through a
simulation of an organisational situation such as the development
of a new policy for the organisation.  In the process they learn
though action and experience about problems in group behaviour
and group design.
   We have designed a prototype simulation of the development of
information systems in an Australian organization.  The purpose
of the prototype simulation is to provide a learning environment
in which students can develop interpersonal, design and
management skills required for professional practice in the
information technology field.  They design systems and evaluate
them and develop an initial version of the systems to see if they
will be effective in the organisational environment.  The students
play organisational roles, for example user, designer, project
manager and information technology (IT) professional, and
decide which information systems are required to support the
work they do.  Through this they have the opportunity to
understand the process of information systems design and the
role of prototyping user interfaces as part of this process.

%T Usability through Iconic Interfaces
%S Part Five: Posters
%A Maria De Marsico
%A Roberta Mancini
%B OZCHI93
%M C.OZCHI.93.264
%D 1993
%P 264-266
%K Usability, Human-computer interaction, Mental model, Cognitive
process, Iconic interface
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG

%T Evaluations of the Human-Computer Interface by Questionnaire
%S Part Five: Posters
%A Shirley Gregor
%A Ron Balsys
%B OZCHI93
%M C.OZCHI.93.267
%D 1993
%P 267
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X This paper reports initial findings from an investigation into the
use of questionnaires to evaluate human-computer interfaces.  The
investigation has begun with the evaluation of the Questionnaire
for User Interface Satisfaction (QUIS), developed at the
University of Maryland (Chin, Diehl and Norman, 1988).  The
questionnaire has been used by undergraduate students to evaluate
dBase IV, Lotus 1-2-3 for Windows and DECforms (Digital
Equipment Corporation).  Results are compared with those
reported by Chin et al.  The relative merits and disadvantages of
questionnaire methods for evaluating interfaces are discussed. 
The overall aim of the project is to develop or identify a
questionnaire which is both reliable and valid.

%T A Pawn in the Game of Power -- Doing Research on Computer Use in Companies
%S Part Five: Posters
%A Lena M. Holmberg
%B OZCHI93
%M C.OZCHI.93.268
%D 1993
%P 268
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X N/A

%T Human Factors Engineering Techniques at Air Operations Division DSTO:
S-70B-2 Helicopter
%S Part Five: Posters
%A Helen M. Kiehoom
%A Robert B. King
%B OZCHI93
%M C.OZCHI.93.269
%D 1993
%P 269-270
%K Human factors, Military aviation, Aircrew performance,
Workload, Task analysis
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X Air Operations Division was asked to assess the human factors
aspects of the S-70B-2 helicopter.  Initially a computer based
simulation technique, Micro SAINT was used to model aircrew
workload, before the first aircraft had been delivered.  The
S-70B-2 was then subjected to an Operational Test and Evaluation
programme (OT & E).

%T Remote Collaborative Drawing for Visual Designers
%S Part Five: Posters
%A Toni Rohertson
%A Eric Gidney
%B OZCHI93
%M C.OZCHI.93.271
%D 1993
%P 271-272
%K CSCW, Visual design, User-centred, Remote collaboration
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%X User-centred trials of visual design tasks were performed to
assess the potential of simple Macintosh-based Computer-Supported
Collaborative Work (CSCW) systems to support real-time
collaboration over distance.  Experiments were carried out in
the areas of theatre and fashion design, both locally and
internationally.  The airs was to examine how effectively
commercially-available computer systems and groupware support
remote visual design collaboration.

%T The Politics of Information System Projects
%S Part Five: Posters
%A Leoni Warne
%B OZCHI93
%M C.OZCHI.93.273
%D 1993
%P 273
%* (c) Copyright 1993 Ergonomics Society of Australia CHISIG
%O Research in Progress: A Case Study of the Australian Department
of Defence Services Manpower and Pay Project
%X The Services Manpower and Pay Project (SMPP) was initiated in
June 1990, and was to run for several years.  The purpose of the
project was to build an information system to handle manpower
and pay functions within the Australian Defence Forces (ADF)
and the Department of Defence, and therefore to increase
organisational effectiveness.  The project was therefore involved
with a large matrix of geographically-distant stakeholders from
the top management of each of the Armed Services and the
Department, to the end-users in Personnel and Pay sections
throughout the ADF and the Department of Defence.  The project
was terminated in November 1992.
   The purpose of the case study is to investigate and identify the
conflicts between the business and operational stakeholders and
the conflicts between the users and the developers that may have
contributed to the premature ending of this project.  Furthermore,
the study will investigate how the users' unmet requirements will
now be addressed.  The issue of conflict between clients and
computer professionals is addressed by Rob Thomsett who
identifies four stages in the evolution of computer and business
professional relations.  He describes the third stage as the 'Get
Even' stage where there is an antagonistic attitude between
computing and business professionals (Thomsett, 1992). 
Preliminary research indicates that SMPP may characterise this
stage of Thomsett's client/professional relationships.

fpack:!@#$%^&*(): OZCHI95.BA
%M C.OZCHI.95.2
%T Design History as a Tool
%S Keynote Speakers
%A John Carroll
%B OZCHI95
%D 1995
%P 2
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X We describe the notion of design history and two design history systems
created to develop and study this notion.  Raison d'Etre is a video information
system that presents stories and personal perspectives of design team
members recorded at various times through the course of a project.  The
Blacksburg Electronic Village History Base is a multimedia information system
now being developed that presents documents and annotations describing a
community network and the community within which it exists.
   The culture of technology is surprisingly ahistorical: Technologies and their
applications in design are often thought of and talked about merely as
solutions to problems.  Their meanings are couched in a language of results:
hardware and software tradeoffs, consequences for user learning and
performance.  Though it is well-known that technologies emerge through a
continuous process of innovation, development, and adoption, it is rare to see
this process explicitly acknowledged or documented.  When they exist at all,
histories in technology tend to be somewhat whiggish reconstructions that
justify or critique past actions based on present understandings.
   This product-oriented view of technology is a useful simplification.  It may not
be necessary to understand the origins of display icons just in order to
diagnose and address user problems in interpreting a particular icon design.
However, there is a danger in taking this simplification too seriously.  The full
meaning of technologies and designed artifacts emerges from contingencies
in the processes of innovation, development, and adoption.  The most
scrupulous description of an artifact per se will not incorporate the informal
motivations of the designers who created it.  It will probably not include an
accounting of the many ideas and approaches that were tried and discarded
in the design.  Even the designers' most self-reflective efforts may still fail to
re-capture the actual motivations that caused particular decisions.
   My efforts to fathom the historical nature of HCI in a practical manner started
at the British HCI'91 conference.  There I presented a paper in which I
described a variety of typical characteristics which seemed to urge a historical
view; for example, I pointed out that the meaning of the term "direct
manipulation" changed through the 1980's, as the technologies we now call
direct manipulation became available.  In preparing for that conference, I
carried out a series of individual interviews with the members of two project
teams in IBM.  Both projects had been running for more than ten years, and
hence had a significant history to query; one involved a media workbench and
the other a user interface architecture.  The interviews elicited a plethora of
stories: parables and legends identifying the significant issues, attitudes, and
events.
   In the stories, there was a recognition of and allowance for individual
knowledge and perspective.  Team members sometimes sketched the gist of a
particular story, and then indicated that a colleague could provide the full
version.  They seemed to accept that not all of their colleagues would share
their attitudes or perspectives, sometimes even suggesting that another
colleague's version be consulted because it conveyed an alternate
perspective.  The informality of stories seemed to provide a means for the
designers to socially construct the coherence of their projects.
   As I delivered the talk, standing at the podium in Edinburgh, I suddenly saw an
implication of what I was saying: I decided to build a video information system
of designers telling their stories, a documentation system containing informal
material about a development process as it occurred through time.  I decided
to study the role of history in system development by building and studying
history systems.

%M C.OZCHI.95.3
%T Mind Extensions: On the Role of Computer Artifacts in Human Activity
%S Keynote Speakers
%A Victor Kapelinin
%B OZCHI95
%D 1995
%P 3
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X While it is widely accepted that computer artifacts are basically, cognitive
tools, surprisingly little is known about the actual mechanisms underlying
integration of these tools into human cognition.  This problem is addressed in
the paper from the point of view of Activity Theory, a conceptual framework
originally developed in Russian psychology.  It is suggested that cognitive tools
are to be analyzed within the general context of mediated activity.  The notion
of "functional organs" will be introduced to provide a conceptual basis for
understanding the role computer artifacts play in human activity.  Development
of functional organs in social context is considered the key factor in producing
such phenomena as user interface transparency and consistency.  The
implications of the proposed approach for design of computer artifacts is
discussed.

%M C.OZCHI.95.4
%T Task Models of Creativity: A Contradiction of Terms?
%S Keynote Speakers
%A Ernest Edmonds
%B OZCHI95
%D 1995
%P 4-5
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X "Thought is not a means of solving the problems of this world as they arise.
Thought is not a problem solver but a great process of realisation that is
forever transcending, transformed, changed, developed." Mead 1917.
   So-called 'creative' tasks are not easily pre-defined or pre-selected, even by
the person who is embarking upon such work, because discovering new ideas
or solutions and new ways of achieving them occur during the process.
Indeed, this characteristic is at the very heart of creative work.  Given these
circumstances, and if existing predictive models can only help with computer
design for stereotypical users with routine tasks, is there any way of offering
the interaction designer more support?
   In order to address that question, I argue that there is a need to reassess
current task modelling approaches that are available for the interaction
designer to use.  New forms of modelling are required because current models
do not represent the salient aspects of creative activities and behaviour.  In
this paper, I make a case for adopting criteria-based models that support the
designer of computer systems for creative tasks.  The criteria-based model
expresses criteria that may be used to evaluate the design as opposed to task
modelling, a representation form from which one might hope to deduce the
design.

%M C.OZCHI.95.6
%T More Than We Think: Facing Up to the Plurality of Goals Methods Needs and
Resources in HCI
%S Keynote Speakers
%A Steve Draper
%B OZCHI95
%D 1995
%P 6-9
%K Affordance, Activity theory, Plurality, Tasks, Guessability, Learnability,
Experienced user performance, Learning by exploration
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Most analyses of how humans use artifacts, and interactive software in
particular, have a strong tendency to assign 1:1 correspondences between
goals and methods: to see software as supporting one task, users as having
one way of executing a task, one thing to learn when learning a command,
and one source for discovering the information.  In fact this is a rare case, and
multiplicity of goals, methods, information needs, and information resources is
the rule even in simple software.  How this causes problems for the design and
testing of user interfaces can be illustrated by examples from a wide range of
domains and levels of design, including studies on learning by exploration, the
effect of machine delays on user strategies, the learnability of icon sets,
evaluation studies of Computer Assisted Learning, and an analysis of the
concept of affordance.  Such plurality can be a source of robustness for the
performance of interfaces: it is a problem mainly for analysis and HCI
research, which struggle to account for the frequent case of high average
performance levels mixed with a few residual problems.  To address this
plurality, we must extend our analyses to cover sets of alternative methods for
tasks rather than single user procedures, and perhaps draw on concepts such
as Activity Theory to address users' mental organisation of such plurality.

%M C.OZCHI.95.10
%T A Participatory Methodology for Driving OO GUI Design from User Needs:
%S Tutorials
%A Tom Dayton
%A Al Mcfarland
%B OZCHI95
%D 1995
%P 10-11
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This intermediate-to-advanced, two-full-days tutorial gives participants
hands-on experience in a graphical user interlace (GUI) design methodology
for translating user data (users' task requirements and user-centred model of
the data) into an object-oriented (00) GUI design that conforms to multiple GUI
platform styles.  The participants' first activity is hands-on practice in a
participatory method for turning user needs that exist only in users' heads,
into concrete user requirements represented as task flows.  The second step
is utilising those detailed task flows as the source of information for
developing task objects.  Those task objects are the bridge between the task
design and the GUI design, because participants then take the third step of
mapping the task objects onto GUI objects such as windows.  This three-step
methodology is unusual in its tight integration not only of those explicit steps,
but also of several aspects of usability engineering: task analysis/design;
consistent, 00, multiplatform GUI style; 00 analysis/design; participatory
methods; low-tech materials; and fast, iterative usability testing.
   Through all these activities, participants get hands-on practice in participatory
analysis, design, and usability testing methods that involve all the
stakeholders (users, usability engineers, developers, etc.) as collaborators.
Such participatory methods get all the stakeholders to buy into the
completeness of the definition of the user requirements, and into the optimality
of the task flow.  Participants work in groups of five or six people at small
tables, using index cards and removable sticky notes to document the task
and task objects.  At least 80% of the tutorial is hands-on practice by the
participants while the two instructors advise and demonstrate at the tables.
   The tutorial contains several layers of information that participants can tap
into, so participants can learn advanced skills if they are sufficiently
pre-educated in the intermediate-level skills, and intermediate skills if they
start only with an introductory-level back-ground.  The prerequisite is that
participants must have some experience (even introductory-level is okay) in at
least one of these areas: (1) participatory methods, (2) task analysis, (3)
object-oriented design or analysis, or (4) GUI design.  As long as that
requirement is met participants may have nearly any background, such as
usability engineer, system engineer, developer, documenter, trainer, designer,
or manager.  We highly recommend that potential participants read an
extended description of the tutorial before signing up.  That description is
available from the primary contact, Tom Dayton, whose email is listed.

%M C.OZCHI.95.12
%T The Usability Engineering Lifecycle
%S Tutorials
%A Gitte Lindguard
%B OZCHI95
%D 1995
%P 12
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X In this hands-on tutorial, participants will learn how to design, implement, and
integrate a coherent usability programme into systems design and
development procedures.  Through a case study, we will identify users and
their needs quantitatively and qualitatively, and we will design a rough user
interface.  The details of the analyses are then used to develop a
comprehensive test and evaluation programme which guides usability
activities throughout the systems development process.  The test and
evaluation plan contains usability goals and criteria, and it specifies how
usability will be tested iteratively and monitored throughout to meet these
goals.  We will apply a range of tools to all aspects of this process throughout
the day.  At the end of the day, participants should be able to design and run
their own usability programmes, no matter what development methodology
they are using.

%M C.OZCHI.95.13
%T Imaginary Interfaces
%S Tutorials
%A David Comberg
%B OZCHI95
%D 1995
%P 13
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X By imagining products free from the limitations of current interface paradigms,
developers will be better able to invent interactive media environments where
computers are integral to everyday objects and places.  As technologies
become 'smart' and responsive to their users they will disappear under the
surface of products and spaces [2].  Interface design, when seen in this light
moves beyond computer technology to human environmental design -- an art
of interaction that is rich in aesthetic complexity and meaning.
   To envision this world developers must explore our relationships with media,
objects and spaces -- what they are and what they might be.  Using the long
history of literary and artistic imagination as a guide [3] -- from illustrated books
of fairytales to visionary architectural models and science fiction films --
designers can find ways to create useful and enjoyable proposals for
alternative realities.  These imagined interfaces are a merging of the useful
with the artistic, where information technologies are mirror-like reflections of
dreams and visions, designed by people to foster relationships and
characterized by a cultural/social focus and an aesthetic quality.

%M C.OZCHI.95.14
%T Interface Design for an Interactive Conference Proceedings
%S Tutorials
%A Sandra Wills
%A Beth Cavallari
%B OZCHI95
%D 1995
%P 14
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X In this tutorial Sandra will talk about and demonstrate a variety
of interface designs, followed by some directed exploration and evaluation by
participants.  The second half will be devoted to developing an interface
design for the Interactive Proceedings of the OZCHI'95 conference.
   The Talk:
Sandra will show interface designs from other Interactive Proceedings and
also from educational, application and game software.  She will talk about the
metaphors used in each case and how the metaphor and consequent design
features either promote or impede usage and learning.
   The Exploration and Evaluation:
The participants will be provided with several software packages (some of
these will already be installed on the computers, others will be run from CDs)
and an evaluation proforma.
   Interactive Proceedings Design:
This part will focus on the development process, by having the participants
actually doing the developing.  We will discuss what is required for an
Interactive Proceedings interface design in general and what we need in
particular.  We will go on to design an appropriate interface as a group activity.

%M C.OZCHI.95.15
%T Interfaces for Interactive Learning Software
%S Tutorials
%A John Hedberg
%A Barry Harper
%A Susan Metros
%B OZCHI95
%D 1995
%P 15
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X To assist multimedia developers, there are numerous rule-based, resource
manuals for interface standards available that dictate the look and behaviour
of design elements.  The trouble with relying solely on rule-based instruction is
that the developer runs the risk of following orders without understanding the
concepts supporting them.  In this tutorial, a graphic designer, a science
educator and cognitive psychologist show an interactive series of packages
which often defy the rules and yet provide an exciting learning environment.
The tutorial will discuss a number of learning packages and indicate the
impact of learning outcomes on the design of appropriate interfaces.  It will
illustrate that rule-based resources have their place as core reference tools,
but they are no substitute for actively learning and applying the concepts that
embody the vocabulary of interface, graphic design and the cognitive
underpinnings of the interface.  Participants will learn how to use the
vocabulary of visual interface design and gain an understanding of cognitive
demands of interfaces, so that they can recognise good design and ultimately
create interfaces that are clean, uncluttered, visually stimulating and
information rich.

%M C.OZCHI.95.16
%T Methodology for Designing Collaborative Systems
%S Tutorials
%A Igor Hawryszkiewycz
%B OZCHI95
%D 1995
%P 16
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%O Tutorial not held
%X The tutorial begins by describing the basic principles behind
collaborative systems, in particular, group dynamics, processes and culture.  It
then describes a design process, supported by tools, for developing such
systems.  The design process starts with physical and logical analysis to
identify critical processes and interpersonal relationships.  It commences with
rich pictures of the collaborative context.  These are then converted to a
conceptual logical model based on well-defined concepts.  The design process
then continues with logical design to specify requirements in terms of
repository, communication and process needs.  Finally physical design selects
groupware tools to satisfy these needs.  The final design is presented as a
flexible platform of services defined in terms of data repositories and
communication services.  A CASE study will be used to illustrate the design
method.

%M C.OZCHI.95.17
%T Cognitive Issues in HCI
%S Tutorials
%A Tom Hewett
%B OZCHI95
%D 1995
%P 17
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This full day tutorial introduces and illustrates
basic processes and phenomena of human memory, and human problem
solving.  The tutorial has three objectives.  The first is to help an attendee
develop an educated basis for making interface design choices when
guidelines fail, conflict, or are non-existent.  This objective is accomplished
through the use of "hands-on" demonstrations, exercises, examples and
supplemental mini-lectures which focus the participant's attention upon
significant phenomena which not otherwise ordinarily be noticed.  The second
objective is to relate some of the phenomena being illustrated to
human-computer interaction.  This objective is accomplished through the use
of thought questions in the notes, occasional mini-lectures, and examples
which help to bridge the gap between the demonstrations and their application
to the design of human-computer interaction.  The final objective is to provide
attendees with a basis for undertaking self-directed study on these or related
topics of their own choosing in cognitive psychology.

%M C.OZCHI.95.18
%T Multimedia Interface Design
%S Tutorials
%A Jim Alty
%B OZCHI95
%D 1995
%P 18
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Too many papers and tutorials on the subject of Multimedia interfaces begin
with an assumption that such interfaces are wonderful and will solve most of
our problems.  The reality is quite different.  Firstly, more is not always better.
Just as a fast computer can enable users to make mistakes quicker, so a
multimedia interface can confuse and overload a user.  The underlying issues
of Multimedia Interface Design are:
 * when are particular media "better" at conveying certain types of
   information?
 * what are the goals of the user?
The first question cannot be answered without knowing the answer to the
second question.  There is an urgent need for a methodology for interface
design which enables designers to choose appropriate media to meet user
goals.
   The tutorial defines a multimedia interfaces as a set of (possibly parallel and
co-operating) languages.  It reviews current empirical information on how and
when different media have been successful in enabling users to meet their
goals (quoting in particular from an extensive study carried out by the author
in process control).  It examines media which have not been extensively treated
in the literature (such as audio interfaces and the use of music, and moving
video interface design).  Finally it suggests some design principles for
designing Multimedia Interfaces.

%M C.OZCHI.95.19
%T Interaction Design
%S Tutorials
%A Nathan Shedroff
%B OZCHI95
%D 1995
%P 19
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Interaction Design is the art of effectively creating interesting
and compelling experiences for others.  It applies to all forms of interaction, all
products, and all media.  Unfortunately, not only are few of us ever taught
about explicitly creating experiences, almost all of the focus on interface
design and multimedia has been centred around the technology instead of the
interaction.  The current backlash against CD-ROMs, for example, has
everything to do with how they were designed and what they allow audiences
to do and little with the technology.
   What people find interesting, the kinds of activities they choose to spend
money for, and the things that excite them and are memorable, have not
changed much since recorded history began.  Indeed, we can expect it change
little in the next 1000 years-long after any of us need to concern ourselves
with.  This tutorial will describe many of the key components of interaction and
how to use these in the creation of experiences.  Special attention will be given
to the process of uncovering the opportunities for rich and satisfying
interactions in any product, media type, or "platform."
   The tutorial will include examples of successful interactive "products" from a
variety of sources and media, but focused on those in electronic and online
media.  Many will come from the attendees themselves as the group is
challenged to apply these principles to their current work.  Participation from
the audience is mandatory and there will be many opportunities for
discussions, arguments, and fist fights (if it comes to that).

%M C.OZCHI.95.20
%T Teaching HCI -- Current Perspectives and Innovations
%S Workshops
%A Penny Collings
%A David Walker
%B OZCHI95
%D 1995
%P 20
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X How can we create meaningful and responsive environments for teaching and
learning how to design computer systems?  Our focus is at the user interface
as the primary view and representation of the system.  The interface must be
designed to support human activities.  It is difficult for users and clients to
explain and for developers to understand how computer systems can be
designed to support any particular human activity.  Therefore, HCI educators
must provide an environment in which mutual understanding between users
and developers can occur through iterative design in a way that ensures
learning and is seen as realistic.  The overall aim of the workshop is to explore
innovative ways of teaching the HCI design process.
Our emphasis is on socio-technical systems design although we are also
interested in the more detailed issues of user interface design.  We have spent
20 years teaching user interface design and the last six years considering and
evaluating ways of teaching the HCI design process.  We have used a variety
of methods to do this including:
 * The use of behavioural simulations in Leaching socio-technical systems
   design.  With the support of an Australian Government Innovative
   Teaching -- CAUT -- grant) we have developed, trialled and evaluated a
   large-scale behavioural simulation (called Heritage Information) through
   which participants team how user needs arise and how users and
   developers negotiate the design and implementation of information
   systems to support user tasks.  This form of experiential learning has
   dramatic outcomes and provides a base for long term reflection on
   processes.
 * The use of case studies in which experienced professionals play user
   roles and guide participants through an iterative design process to
   solve complex problems.  This model of learning has the particular
   strength of requiring, through iterative processes, concentration on
   difficult areas of systems design.
 * The design and use of an IT infrastructure (in our case Lotus Notes) to
   support group work as a way of teaching issues in the design of
   groupware systems and HCI.  We have developed, implemented and
   evaluated the use of a conceptual model of group work which supports
   participant group work.  Participants can participate in group work from
   any place at any time with this IT support.  By engaging in this activity
   participants develop a complex understanding of group processes and
   of design issues for groupware.
Our workshop will review and compare the strengths and limitations of each
approach and will extend an existing set of criteria for evaluating innovative
teaching/learning approaches in the HCI domain.  By incorporating innovative
ideas from all participants, further advances in the teaching process may be
achieved.  Areas for further investigation will be identified.

%M C.OZCHI.95.21
%T Executive Information Systems
%S Workshops
%A Helen Hasan
%B OZCHI95
%D 1995
%P 21
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X In this workshop we examine the successful utilisation of Information Systems
by senior executives in organisations which are using, or developing,
Executive Information Systems (EIS).  The aim is to bring together people from
a variety of organisations interested in EIS and to compare experiences.
Present at the workshop will be people with considerable experience of EIS as
well as those interested in learning from them.
   There is a reported high failure rate of EIS systems which may be due to the
fact that EIS developers do not realise that high powered executives form a
very special group of highly individual and powerful computer users.
Designing and implementing EIS thus presents problems not encountered in
conventional computer system development.  Participants in the workshop will
be able to share their experiences and learn of ways in which these problems
can be addressed.

%M C.OZCHI.95.22
%T Gender Issues and IT
%S Workshops
%A Joan Cooper
%B OZCHI95
%D 1995
%P 22
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%O The Workshop was not held
%X The suggestion that women cope differently with technology
than men, requires exploration.  A wide range of opinion has been forthcoming.
This workshop provides the opportunity to discuss current opinion and
research and to canvas ideas.  This can be done by submitting short papers or
by the provision of discussion points prior to the workshop.  Many current
publications comment on the role women have on the "Information
Superhighway".  Results from a recently conducted survey on Australian
Women users of the Internet will be.  Also discussed will be the employment
and education of women in the IT sector.
   As the world of IT is making an impact on our daily lives does it manifest a
gender division?  Can we change the current way of thinking and provide a
positive status to the role of women?  Headlines appear creating the image
that "Women may miss the bus" so the workshop will endeavour to turn
around the negative publicity into that of being positive.  Is their a need to
provide a more available resource that women can tap into?
   World Wide Web sites that are particular to women and their role in providing
support will be examined.  The workshop will provide an opportunity to question
the need for a site that will provide easier access and support to women in
Australia.  This site could be a source that women will use when needed and
enable women that are in IT to have a common space.  The future needs for
women in IT and the role education and employment plays is important in
giving ongoing support and encouragement that may be necessary to keep
women in the IT sector.

%M C.OZCHI.95.23
%T Making Usability Work for Organisations
%S Workshops
%A Janis Mckauge
%A Helen Kieboom
%B OZCHI95
%D 1995
%P 23
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X A one day workshop was held called Making Usability Work for Organisations.
Its aim was to look at perceptions that either facilitate or inhibit the cause of
usability in an organisational context and to come up with strategies on how
usability can be "packaged" so it can gain wider acceptance.
   We tried to encourage input from both industry and academia to explore these
issues.  Ten people attended the workshop (including ourselves) providing a
balance of 4 academics and 6 industry people.  We had dispensed with the
usual position papers and asked for questionnaires to be completed instead.

%M C.OZCHI.95.24
%T Task and Object Modelling in High Level GUI Design: An Integrated Approach
%S Full Papers
%A Chris Phillips
%A Chris Scogings
%B OZCHI95
%D 1995
%P 24-29
%K High level GUI design, Essential modelling, Task models, Object models,
Dialogue specification
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Task models and interaction object models are important abstractions in the
high level design of graphical user interfaces (GUIs).  In this paper the roles of
task and object models in interface development are briefly reviewed, and a
methodology for high level GUI design is developed in which task and object
modelling are integrated.  The methodology includes a task decomposition
derived from essential modelling, and the construction of a dialogue
specification using Lean Cuisine+.  Lean Cuisine+ is a multi-layered
object-based graphical notation for specifying the behaviour of GUIs
independently of the details of their presentation, which supports description
of both the interaction object model and of task action sequences.  An example
is used to illustrate this approach to high-level GUI design.

%M C.OZCHI.95.30
%T Towards a Language for GUI Dialogues
%S Full Papers
%A John Maltby
%B OZCHI95
%D 1995
%P 30-35
%K GUI, Windows, Usability, Comparison, Language
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper describes a taxonomy of the operations possible in graphical user
interfaces of the WIMP variety.  The taxonomy has been designed to
encompass the common user operations which can be performed on five
commercially available WIMP interfaces, these being Microsoft Windows,
Apple Macintosh Finder, IBM OS/2, UNIX XWindow and Acorn RISCOS.  The
taxonomy is utilised to describe common user tasks in each of these
environments with a view to determining the syntactic structure, relative
entropy and subsequent redundancy of these WIMP languages.

%M C.OZCHI.95.36
%T An Architecture for Cooperative User Interface
%S Full Papers
%A Hung Wing
%A Robert Colomb
%B OZCHI95
%D 1995
%P 36-42
%K Interface to object-oriented systems, UIMS, Distributed object systems,
Collaborative computing
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X The vision of world wide computing involving large numbers of heterogeneous,
autonomous, distributed computing resources has prompted the sharing of
applications.  Due to the lack of commonality in the user interface design of
object-oriented systems, co-operative use of a user interface to interact with
these systems becomes a vital issue.  This paper introduces a general
architecture of a user interface which promotes such co-operative use.  In
particular, this architecture is designed as a platform to access, federate, and
allow for the co-operation of data among various object-oriented applications
including database systems.  The features of this architecture are illustrated in
an example which shows how surrogate objects can be populated between the
display and the databases.

%M C.OZCHI.95.43
%T Information Portrayal for Decision Support in Dynamic Intentional Process
Environments
%S Full Papers
%A William Wong
%A Philip Sallis
%A David O'Hare
%B OZCHI95
%D 1995
%P 43-48
%K Information portrayal, Information display design, Decision support design,
Decision modelling, Naturalistic decision making, Critical decision method,
Ambulance service
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper is part of a study to determine the information portrayal
requirements of dynamic process environments, and in particular reports on
preliminary findings of a cognitive task analysis (CTA) conducted at an
ambulance dispatch control center.  The centre uses the Computer-Assisted
Dispatch System to manage its ambulance operations.  The intense and
dynamic nature of the decision making environment is first described, and the
decision process modelled in an attempt to identify decision strategies used
by the dispatch officers.  Some information portrayal requirements stemming
from one of the decision processes are then discussed, and these
requirements are then translated into a proposed display solution.

%M C.OZCHI.95.49
%T Visualisation of Complex Data Display: An Application to Interactive School
Population Modelling
%S Full Papers
%A Edward Gould
%A Irina Verenikina
%B OZCHI95
%D 1995
%P 49-55
%K Visualisation, Interface design, Colour cognition, Human-computer interaction,
Visual interactive modelling, Population modelling
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X An interface has been designed based on the results of an experiment into
the use of colour to cater for the unique characteristics of population
projection in small geographical areas.  The required interface was for the
visual presentation of a mass of relevant data from a school population
prediction model made available to demographers to manipulate on the
screen in the form of coloured maps.  In the design of the interface,
consideration has been given to standard HCI design methodologies, work
done on visualisation based on cognitive modelling and the results of a
psychological experiment into aspects of colour cognition.

%M C.OZCHI.95.56
%T Guided Hypermedia Navigation Based on Cases
%S Full Papers
%A Alessandro Micarelli
%A Filippo Sciarrone
%B OZCHI95
%D 1995
%P 56-61
%K Navigational aids, Hypermedia, Artificial intelligence, Case-based reasoning
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X In this paper we describe a system for adaptive navigation in a network of
interlinked textual and multimedia information using a procedure based on
cases.  In the presentation we stress the innovative technique, based on a
sub-symbolic approach, we have used to retrieve cases from a case library,
and the kind of help given to the user, based on a structural analysis of the
hypermedia.

%M C.OZCHI.95.62
%T Towards a Synthesised Object-Oriented Methodology Incorporating
User-Interface Design
%S Full Papers
%A Ivan Crawford
%B OZCHI95
%D 1995
%P 62-67
%K User interface, Object orientation, Software engineering, Methodology
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper reviews a number of object-oriented analysis and design
methodologies highlighting their strengths and weaknesses.  Secondly, a
number of user interface design methods are described.  A synthesised
methodology is proposed, with a view to developing a set of Computer Aided
Software Engineering (CASE) Tools covering both the systems analysis and
design (functional) features and the user-interface design requirements.
Finally there is a discussion of those areas that would require such tool
support.

%M C.OZCHI.95.68
%T Programming by Demonstration: Detect Repetitive Tasks in Telecom Services
%S Full Papers
%A Marc Yvon
%A Philippe Piernot
%A Norbet Cot
%B OZCHI95
%D 1995
%P 68-74
%K Programming by demonstration, Macro commands, End-user programming,
Horizontal cooperation, Journal
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Telecommunication services are bundled together into single applications.
These applications allow for connections to many servers and computers, for
quick and reliable data access and for document exchange.  The invoked
tasks can be combined and complex, they may take place in several
applications such as copying final data in spreadsheets or word processors
using inter-application communication protocols.  Users should perform these
time consuming tasks only once and let the computer take care of repetitive
tasks.  Programming by demonstration is a solution to that issue, it empowers
the telecommunication services by detecting repetitive sequences, automating
them and learning about the users' working methodology.

%M C.OZCHI.95.75
%T Gender-Related Attitudes to Computers: A Message for HCI
%S Full Papers
%A Helen Hasan
%A Josie Ruthenfluh
%B OZCHI95
%D 1995
%P 75-81
%K Gender, Information technology, Computers, Attitude, Anxiety
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Human-Computer Interaction is one of the few computer related domains
where men and women are equally represented among practitioners.  There is
no inherent reason why current technology should be gender-biased, but
there are many studies which report that women are consistently
under-represented in computer-related areas and that software companies
continue to believe that their market is male.  In this paper we will present the
results of a study where sex difference in computer anxiety and attitudes have
been observed in a mixed group of adults but experience and the provision of
suitable role models may have overcome the low confidence of the females.
We suggest that the equal contribution made by women in the field of HCI may
be the reason for its growth and success in improving the quality of modern
computer systems.

%M C.OZCHI.95.82
%T Usefulness of Paper Mockups
%S Full Papers
%A Soren Lausen
%A Susanne Salbo
%A Ann Thomsen
%B OZCHI95
%D 1995
%P 82-87
%K Paper mockups, Prototypes, Usability test, Test coverage, Problem frequency
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Usability testing with prototypes is probably the most important design
technique for user interfaces.  Prototypes in the form of paper mockups are
faster to develop than functional prototypes, but practitioners disagree
whether they reveal the same usability problems.  This paper reports on an
experiment showing that paper mockups can reveal most usability problems,
except those relating to keyboard conventions.  The paper also shows that it is
difficult in practice to find a reasonable estimate of problem frequencies: Even
with nine test people, chance has a large influence on problem counts.

%M C.OZCHI.95.88
%T Using the Soft Systems Methodology to Front-End Task Analysis
%S Full Papers
%A Steve Howard
%A R. Smith
%B OZCHI95
%D 1995
%P 88-94
%K Task analysis, Systems theory, SSM, KAT
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Task analysis has received substantial attention from the Human Computer
Interaction community.  However, most task analysis techniques are subject to
major limitations.  Here we discuss a common catch-22 for task analysis -- how
can tasks worth analysing be identified before the analysis has been
conducted?  We argue that an extant systemically-based problem
understanding approach, the Soft Systems Methodology (SSM), can address
this situation, in part at least, by providing a front-end to task analysis.  We
describe and informally evaluate the potential interconnections between SSM
and the Knowledge Analysis of Tasks (KAT) task analysis method.

%M C.OZCHI.95.95
%T An Empirical Study of Professional Software Designers' Use of Scenarios
%S Full Papers
%A Tove Klausen
%A Annette Aboulafia
%B OZCHI95
%D 1995
%P 95-100
%K Software development, Qualitative research interviews, Structure, Function and
genesis of scenarios, Narratives, Mutual understanding, Design rationale
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X In this paper we present the analysis from two qualitative research interviews
with professional software designers.  The interviews focus on the use of
scenarios during design and are analysed at three levels: 1) subjects own
understanding, 2) common sense understanding and 3) interpretation.  The
interviews reveal that the subjects do not consider themselves to use
scenarios during design, the analysis that they do so (they prefer to call them
use-situations).  A categorisation of the use-situations in structure, function
and genesis reveals the patterns in construction and usage of use-situations.
The interpretation discusses the psychological complexity of construction and
usage of the use-situations.  We argue that use-situations (or scenarios) are
crucial vehicles for thought processes and mediators between individual and
distributed cognitions.  We conclude by arguing that an efficient method for
scenario driven design should support and build on the psychological
structures (social, cognitive and communicative) in the design processes.

%M C.OZCHI.95.101
%T Cover Yourself with Skin
%S Full Papers
%A John Hosking
%A Warwick Mugridge
%A Stephen Fenwick
%A John Grundy
%B OZCHI95
%D 1995
%P 101-106
%K User interface construction, Visual language, Functional language,
Object-oriented language
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X A visual functional language for constructing user interface components is
described.  The language, Skin, assumes a simple object-oriented interface to
the underlying application and components may flexibly adapt to changes in
the application.  The language avoids the need for absolute or relative
coordinate specification for subcomponents.  An interesting feature of the
language is that meaningful icons for user-defined functions are able to be
automatically constructed using prototype applications of the function.

%M C.OZCHI.95.107
%T A Lens Metaphor for Data Visualisation
%S Full Papers
%A Paul Anderson
%B OZCHI95
%D 1995
%P 107-113
%K Lens metaphor, Data visualisation, Distortion-oriented presentation
techniques, Visualisation techniques
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X In recent years, researchers have used the different ways of operating a lens
as a convenient analogy to describe their strategies in overcoming the
inherent problem associated with the viewing of large information spaces.  This
metaphor is based on the familiar concept of a magnifying or photographic
lens where the user can intuitively apply its functionalities to the
large-world-small-screen situation.  However, various aspects of this metaphor
have been used in a piece-meal fashion, thus, underexploiting its potential
application domains.  The main aim of this paper is to bring together these
concepts and extends the lens metaphor as a more comprehensive approach
to data visualisation.  Practical examples are used to illustrate these
techniques for different types of information spaces.

%M C.OZCHI.95.114
%T Collapsible Highgraphs: A Folding Paradigm for Hypertext Visualisation
%S Full Papers
%A Paul Anderson
%B OZCHI95
%D 1995
%P 114-117
%K Hypertext, Authoring systems, Visual language
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X With the increasing use of the WWW, a profusion of HTML editors have
appeared.  These editors tend to concentrate on the formatting of documents
with only limited facilities to support the creation of links.  Graphical link editors
are needed to address this need.  Such tools need to convey both document
and link information within the context of the local hypertext environment.  This
paper describes a new paradigm, collapsible higraphs, that permits as much
or as little detail to be presented as is necessary for the required task, yet still
allows the user to see the overall context.

%M C.OZCHI.95.114
%T A User Interface for a City Navigator
%S Full Papers
%A Tang Kin Shing
%A Kevin Cox
%B OZCHI95
%D 1995
%P 118-121
%K Pedestrian navigation, User interface
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X The Global Positioning Satellite (GPS) system enables us to know where we
are on the surface of the earth.  It offers the possibility for many new products
and useful aids for navigation.  Systems using GPS already exist for boat, air
and vehicle navigation.  This paper describes an investigation leading to a
possible user interface for a hand-held device to help people find their way
around cities.  The investigation reviewed the literature, tested a similar
product, devised experiments to test out user interface ideas and built a
prototype for the user interface.  At present the hardware technology is not
economically viable to support a commercial product.  When prices and size of
hardware are both reduced then the style of user interface described here is
likely to be appropriate for the "City Navigator".

%M C.OZCHI.95.122
%T The Effect of Configural and Separable Graphs on Memory-Based Integrated
Task Performance
%S Full Papers
%A Karel Hurts
%B OZCHI95
%D 1995
%P 122-128
%K Concurrent vs. retrospective processing, Graphical perception, Configural
vs. separable dimensions
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X In this paper the effectiveness of configural displays and separable displays
for supporting integrated task performance is investigated under
memory-based (retrospective) conditions.  Memory for configural displays has
sometimes been found to be inferior to that for separable displays.  An
experiment is described which attempted to replicate this finding and, in
addition, to make explicit measurements of two factors that may explain the
overall effect of display type on integrated task performance.  These factors
are time needed to memorize the graph (before the task is known) and the
ease with which the task-relevant feature of the graph can be decoded.  The
results show that memory-based performance for separable graphs was better
and quicker than for configural graphs.  Further data analyses showed that
this overall effect could be explained in terms of direct effects of ease of
decoding and type of graph on search performance and, contrary to our
expectations, not in terms of memorization time.

%M C.OZCHI.95.129
%T Setting the Record Straight: Computers and Creative Fashion Designers
%S Full Papers
%A Paivi Makirinnie-Crofts
%A Lynn Stokes
%A William Godwin
%A Sohrab Saadat
%B OZCHI95
%D 1995
%P 129-134
%K Fashion design, Computer aided design, Creativity
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Studies into the Fashion Design Process and the characteristics of creative
fashion designers' thinking and responses are few: either for teaching or for
the computerisation of elements in this process.  The language in the studies
is understood clearly by design literate people but maybe less so by computer
experts producing specialist systems.  Explanations received of the difficulties
designers experience with computers in their creative working process are
superficial; these experiences generally go unrecorded.  An unhappy first
encounter with a computer can weaken a user's motivation to master new
skills, and the pressurised work environment allows marginal room for
constructive reflection.  This paper documents a case study of learning to use
a fashion CAD system, and offers some possible explanations from the
designer's standpoint, in the hope that this will inspire an active working
relationship between articulate users and system developers.

%M C.OZCHI.95.135
%T A Multimedia Speech Training Tool for Dyspraxic Clients
%S Full Papers
%A D. J. Calder
%A B. M. Chen
%A G. Mann
%B OZCHI95
%D 1995
%P 135-137
%K Speech therapy, Dyspraxia, Cardiovascular accident, Stroke, Digitised
recorded speech, Animation, Cerebral palsy, Language, Windows graphics
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Articulator is a multimedia system for use by speech therapists to assist in the
rehabilitation of dyspraxic patients.  These people may be stoke victims who
have to relearn the ability to communicate effectively.  The process is laborious
and usually conducted in a one- to-one situation where interaction between
therapist and client depends on visual and audio cues.  The aim is to have the
client participate in order to achieve the desired phoneme or phoneme/vowel
combinations.  Instead of the standard paper-based prompts used by the
therapist, this new system offers screen prompts together with high quality
digitised speech.  The load is therefore reduced for the speech therapist, with
many benefits for the client.

%M C.OZCHI.95.138
%T The Development of a Measure of Attitudes Toward Computers in Nursing
%S Full Papers
%A Peter Caputi
%A Rohan Jayasuriya
%A Jenny Fares
%B OZCHI95
%D 1995
%P 138-141
%K Computer attitudes, Psychometrics
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper discusses the results of a study investigating the psychometric
properties of a new measure of computer attitudes in nursing.  The participants
in the study consisted of 71 first year nursing students at the University of
Wollongong and 99 nursing professionals.  The factor structure of the
measure identified four factors dealing with (1) the relationship between
computers and patient care, (2) computer anxiety, (3) work efficiency and
computer technology and (4) patient confidentiality.  All factors demonstrated
good reliability.  Preliminary validity analyses also yielded sound validity
coefficients.  Results also indicated that generally positive attitudes about
computers were associated with the degree of perceived experience of
computers for the nursing professionals group, however this general
relationship was not replicated with the student group.

%M C.OZCHI.95.142
%T Voice Activated Systems for Handicapped People
%S Full Papers
%A Lourival Lippmann, Jr.
%A Percy Nohama
%B OZCHI95
%D 1995
%P 142-145
%K Speech recognition, Digital signal processing, Handicapped people
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper describes speech recognition applications for people with
disabilities.  A speech recognition, voice dependent, system design and
evaluation are describe.  The system is based on DSP (Digital Signal
Processor) technology that run FIR (Finite Impulse Response) filters in
real-time, implementing a speaker dependent word command recognition.  The
device can be put in portable equipment like a wheels chair voice activated for
tetraplegic people.  The system was evaluated and tested in a TV set voice
activated and in a phone set voice activated for people with disabilities or
motionless in bed.

%M C.OZCHI.95.146
%T Coordinating, Capturing and Presenting Work Contexts in CSCW Systems
%S Full Papers
%A John Grundy
%A Warwick Mugridge
%A John Hosking
%A Mark Apperley
%B OZCHI95
%D 1995
%P 146-151
%K Computer-supported cooperative work, Work coordination, Work contexts,
Software engineering environments
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Large Computer Supported Cooperative Work (CSCW) systems require both
high level work coordination mechanisms and low level asynchronous and
synchronous editing capabilities.  We describe an architecture supporting
flexible, user-defined work coordination mechanisms, fully integrated with work
artefacts.  Users define and work within task contexts.  When artefacts change,
descriptions of the changes are automatically annotated with task
context-dependent information.  This contextual information is presented (at a
suitable level of abstraction) to interested users facilitating coordination
between collaborative workers.  We illustrate the use of this architecture in a
collaborative software engineering environment.

%M C.OZCHI.95.152
%T Maintaining Awareness in Tightly Coordinated Asynchronous Groups
%S Full Papers
%A I. T. Hawryszkiewycz
%A I. Gorton
%A L. Fung
%B OZCHI95
%D 1995
%P 152-156
%K Asynchronous collaboration, Software engineering, Groupware
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X The most common use of the information highway is to access information and
exchange messages between individuals.  It can also be used to provide
support for commercial operations where groups jointly work towards a
common goal.  The support needed here goes beyond simple transfer of
information, but also requires tools to maintain coordination between team
members.  This support depends on the kind of group and the process
followed by the group.  This paper describes tools being developed to
asynchronously support tightly coordinated groups working on software
projects.  The paper describes support of such groups through notification
schemes, while at the same time maintaining general awareness through
browsing facilities.

%M C.OZCHI.95.157
%T Loganweb: A Web User Interface for Electronic Meeting Documents
%S Full Papers
%A Gitesh Raikundalia
%A Michael Rees
%B OZCHI95
%D 1995
%P 157-162
%K Computer-supported cooperative work, User interface design, Document
management, Electronic meetings, World-Wide Web
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Browser tools for navigating the World-Wide Web (Web) have provided a
convenient, universal user interface (UI) with which many users have now
become familiar.  This Web UI can be exploited during an electronic meeting
for the presentation and management of documents relevant to that meeting.
The Web can become, in effect, a centralised document repository for
electronic meeting support with the hypertext linking facilities being leveraged
to structure the meeting documents.  This paper briefly discusses the design of
several Web user interfaces for presenting to an electronic meeting the
meeting logs and summary documents automatically generated from the logs
by an application called LoganWeb.  A meeting scenario is given to exemplify
the application and operation of LoganWeb and show the benefits to the
meeting participants.

%M C.OZCHI.95.163
%T An Empirical Investigation of Language-Based Editing Paradigms
%S Full Papers
%A Mark Toleman
%A Jim Welsh
%B OZCHI95
%D 1995
%P 163-168
%K Usability study, Language-based editors
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X We have been concerned for some time with the lack of rigorous experimental
evaluation of design options chosen for tools used by software engineers.  In a
series of studies of various evaluation techniques we conducted an empirical
usability study of a design issue (choice of editing paradigm for
language-based editors) that has reached a "subjective stalemate" in the
research community.  This usability study, although limited to some extent by
sample size and user type, has shown little advantage to either tree-building
or text-recognition and probably indicated that some hybrid of the two is more
appropriate.

%M C.OZCHI.95.169
%T Criterion Redundancy within the Multi-Method Software Evaluation Context
%S Full Papers
%A Ron Henderson
%A John Podd
%A Karen Henderson
%B OZCHI95
%D 1995
%P 169-174
%K Usability evaluation, Criterion redundancy
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X The concept of criterion redundancy is examined within a multi-method user
software evaluation context.  A total of 148 subjects participated in a
between-group, software (spreadsheet, word processor, database) by
evaluation method (logged data, questionnaire, interview, verbal protocol
analysis) study.  Results indicated that when moving from a single to a
multi-method evaluation strategy both criterion relevancy and redundancy are
increased.  Importantly, the increase in redundant data was not necessarily an
attributable of the number of evaluation methods used within the model, but
rather the evaluation methods within the strategy.  Conceptually, an interaction
was present.

%M C.OZCHI.95.175
%T Evaluating Usability of Screen Design with Layout Complexity
%S Full Papers
%A Tim Comver
%A John Maltby
%B OZCHI95
%D 1995
%P 175-178
%K Evaluation, Usability, Screen, Design, Layout, Complexity
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper presents work-in-progress in assessing the usefulness of the
layout complexity metric in evaluating the usability of different screen designs.
An application "Launcher" was developed in Visual Basic that calculated
complexity and collected usability data.  Seven subjects provided some
evidence that complexity could be of benefit to the screen designer.  However,
though Launcher proved useful in collecting data, some problems needed to
be overcome, namely more concise data collection and a better method for
building screens, before more data can be collected.

%M C.OZCHI.95.179
%T Human Factors Issues in Tough Screen Design for Public Access Applications
%S Full Papers
%A Penelope Roberts
%B OZCHI95
%D 1995
%P 179-182
%K Touch screen, Alphabet wheel, Multi-media, Graphical user interface
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X There are a number of human factors issues involved in the design of a touch
screen interface for Electronic White Pages.  Design can be constrained by
the fact that the user group is the general public.  User interfaces for public
access systems necessitate a somewhat different approach to design due to
the diversity of the user group and the inability to train users.
   This paper discusses issues that need to be considered in order to design an
application that allows users to perform their tasks efficiently and effectively
whilst maintaining an attractive and innovative interface.  This includes
consideration of user needs, screen layout, feedback, text input mechanisms,
and labelling of fields and buttons.  It also discusses some of the trade-offs
and compromises that may need to occur between human factors experts and
graphic designers in order to make the application an easy to use, yet
attractive and novel one.  The implications for other Telstra multi-media
applications that are aimed at the general public are also addressed.

%M C.OZCHI.95.183
%T Creating 3d Stereo Movies -- Seeing with Stereo-Vision
%S Full Papers
%A Ronald Balsys
%B OZCHI95
%D 1995
%P 183-190
%K Stereopsis, Quicktime, MPEG, Ray tracing, 3D previewing systems, Virtual
worlds
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Methods for achieving stereopsis rely on presenting the left and right eyes
with respective left and right eye views of the image.  Virtual reality systems
use stereopsis as the basis of the 3D display and these systems require the
use of relatively expensive hardware.  This paper describes a simple
technique, similar to that used to view the popular "magic eye"
autostereograms, that can be used to view 3D stereo animations (movie
pictures) on standard video displays.
   Inherent in this technique is the concept of decoupling the eye's convergence
system from the eye focussing system to allow for a 3D image to form in the
eye/brain system.  This technique requires the user to relearn how they use
their eyes, as the user has to maintain an eye focus on infinity whilst using the
mind to scan the stereo images and form the 3D view in the minds image
space.  In this work such views are suggested for use as 3D preview systems
of 3D virtual worlds similar to file preview in painting packages.

%M C.OZCHI.95.191
%T Animated Interaction for a Graphical Editor
%S Full Papers
%A Bruce Thomas
%A Paul Calder
%B OZCHI95
%D 1995
%P 191-196
%K Animation, Direct manipulation, Graphical interfaces, Warp transformation
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X If judiciously applied, the techniques of cartoon animation can enhance the
illusion of direct manipulation that many human computer interfaces strive to
present.  In particular, animation can convey a feeling of substance in the
objects that a user manipulates, strengthening the sense that real work is
being done.  This paper describes some techniques we have used to animate
interaction with a graphical editor.  Our approach is based on suggesting a
range of animation effects by distorting the shape of the manipulated object.
The editor demonstrates the effectiveness of the animation for simple
operations, and it shows that the technique is practical even on standard
workstation hardware.

%M C.OZCHI.95.197
%T Active View: A Frame Work for User Interface Development
%S Full Papers
%A Hung Wing
%A Robert Colomb
%B OZCHI95
%D 1995
%P 197-203
%K User interface development, Constraint-based UIMS, Co-operative UIMS,
Object-oriented UIMS
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper introduces a flexible and active view mechanism to support user
interface development.  In particular, it incorporates the notions of an
object-oriented view, constraint maintenance, and an active rule as a unified
approach to facilitate collaborations among interface objects.  We believe that
this approach provides many useful features for developing user interfaces.
Besides providing flexible ways to view collaboration, the framework supports
view propagation, automatic suppression, forward exclusion, prototyping and
isolating schema changes of the interfaces.  This paper discusses these
features and their uses.

%M C.OZCHI.95.204
%T A New Face for Ergo: Adding a User Interface to a Programmable Theorem
Prover
%S Full Papers
%A Ray Nickson
%B OZCHI95
%D 1995
%P 204-209
%K Proof tools, User interfaces, Prototyping, Emacs
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X We describe some of the technology we used to build a user interface for a
programmable theorem prover.  By separating the user interface from the
application itself, it is possible to experiment with new interface features very
easily, without compromising the soundness of the proof tool.

%M C.OZCHI.95.210
%T Knowledge Based Design of User Interfaces
%S Full Papers
%A Elizabeth Chang
%A T. S. Dillon
%A Timothy Maher
%A Warren Bloomer
%B OZCHI95
%D 1995
%P 210-222
%K User interface, Knowledge based CASE, Semiautomatic design,
Object-oriented
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X The process of design of a user interface (UI) involves two clear parts namely:
(a) the logical design (b) the perceptual design.  The paper describes an
approach that utilises the notion of perspectives of an Object Oriented
Conceptual Model to carry out the logical design.  It then uses a Knowledge
Based System (KBS) containing user interface design guidelines to produce
the initial prototype of the perceptual design.  The input to this KBS is the
logical design of the UI.  The methodology proposed in this paper uses this
initial basic set of screens in an iterative prototyping approach with user
evaluation of each prototype to produce the final screen.

%M C.OZCHI.95.223
%T The Psysiological Effects of Electronic Employee Performance and Security
Monitoring Systems
%S Full Papers
%A Ron Henderson
%A Doug Mahar
%A Anthony Saliba
%A Kate Barrelle
%A Frank Deane
%A Renee Napier
%A Michael Hiron
%B OZCHI95
%D 1995
%P 223-228
%K Electronic performance monitoring, Keyboard verification, Physiological
reactions
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X The present study examined the effects of both security and performance
based electronic monitoring systems on physiological and performance
indices of users' behaviour.  The 32 subjects performed a computer-based
data entry task under various conditions.  In the "control security challenge"
condition subjects were informed that a keystroke security monitoring system
had been instituted, but no security challenges occurred.  In the "explicit
security challenge" condition, however, a number of explicit security
challenges occurred.  In the final "electronic performance monitoring" (EPM)
condition, subjects were informed their data entry speed was monitored and
they were placed on a response-cost schedule for poor performance.  Blood
pressure and continuous inter-heart beat latency were recorded for the
security challenge and EPM conditions.  Results indicated that monitoring
systems have the potential to evoke altered arousal states in the form of
increased heart rate and blood pressure.  The implications of these results for
the design and implementation of electronic behavioural based security and
performance monitoring systems are discussed.

%M C.OZCHI.95.229
%T Evaluation of User Experience Levels by Non-Intrusive Monitoring
%S Full Papers
%A Peter Hyland
%B OZCHI95
%D 1995
%P 229-235
%K User modelling, User skill measurement, Application familiarity, Operating
system familiarity, Interface design
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper describes the importance of effective user models on interface
design and presents a framework for identifying the user's level of computer
experience.  The framework consists of four components, namely, the users
level of experience with hardware, operating systems, applications and
common computing procedures.  It is suggested that measurements of these
four components can be made non-intrusively, that is, without the user having
to respond to queries or even being aware that any measurement is taking
place.  Appropriate measurements are suggested for each of these four
factors.  An initial study, in which some of the proposed measurements were
made and evaluated against other indicators of user experience is described
and a brief analysis of the effectiveness of these measurements is presented.
Details are given of a planned study to further evaluate the usefulness of this
approach.

%M C.OZCHI.95.236
%T Incorporating Humans and Machines into New Assessment Practices: Software
in Psychology
%S Full Papers
%A Joanna Dodd
%B OZCHI95
%D 1995
%P 236-241
%K User systems, Software development, Cyborgs, Expertise, Psychological
assessment
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper describes a case study of software development which started with
an original conception of the contribution of technology as automating the
assessment process.  However, following the failure of automation, different
questions about the nature of assessment were be asked.  These allowed
assessment roles to be shared between humans and the machines which
exploits the strengths of each.  The argument in this paper is that in the work
of undertaking psychometric assessments, we need to consider assessment
as undertaken by 'cyborg' assessment systems which incorporate human and
machine components, rather than by automated expert systems constructed
out of disembodied human attributes.  To construct this argument, this paper
reports on the development of a computer based test of cognitive processing
to address critical questions about the relationship between humans and
machines in the assessment process.

%M C.OZCHI.95.242
%T Creativity in Knowledge Work: A Process Model and Requirements for Support
%S Full Papers
%A Linda Candy
%A Ernest Edmonds
%B OZCHI95
%D 1995
%P 242-248
%K Creativity, Science, Process model, Computer support, Knowledge work
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper is concerned with the requirements of computer support for
creativity.  Our objective was to understand the creative process in knowledge
intensive work and to draw from that the constraints and possibilities for
helpful human-computer interaction.  A study of a scientist using a knowledge
support system is described.  We present the process model of support for
creative knowledge work and show how it can be used to specify HCI
requirements for computer support.

%M C.OZCHI.95.249
%T A Situation Based Dialog Model for Complex Direct Manipulation Interfaces
%S Full Papers
%A Friedrich Strauss
%B OZCHI95
%D 1995
%P 249-255
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%O paper not available

%M C.OZCHI.95.256
%T Adaptive Discovery and Least Commitment: An Extension of Cognitive Fit
%S Full Papers
%A Donald Day
%B OZCHI95
%D 1995
%P 256-261
%K Adaptive interfaces, Mental model, Cognitive fit, Design, User profiles
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper proposes refinement of a model of cognitive fit that can be applied
to describe how developers of computerised design tools communicate
process preferences to tool users via the human-computer interface.
Suggested changes to the model are prompted by findings of an empirical
study of user responses to process constraint.  This paper describes and
justifies extension of the model, which was cast originally as a means to match
computer technology to user need.  Following an examination of the model and
of proposed changes, the paper discusses research to validate or disprove
suggested refinements.

%M C.OZCHI.95.262
%T Cognitive Style and Computer Support to Creative Design
%S Short Papers
%A Linda Candy
%A Ernest Edmonds
%B OZCHI95
%D 1995
%P 262-263
%K Design, Cognitive style, Creativity, Computer support
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Research into innovative design provides a source for considering
opportunities for computer support to creative work.  We have identified
aspects of cognitive style in creative design from an empirical study.  Future
research directions for the provision of support to creative knowledge work
are proposed.

%M C.OZCHI.95.264
%T WWW Page Metaphor Considered Harmful
%S Short Papers
%A Rodney Clarke
%B OZCHI95
%D 1995
%P 264-267
%K WWW, Genre, Systemic-functional linguistics, "Skim, scroll and peck", "Look,
feel and language"
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X The 'page' metaphor generally employed when developing WWW systems is
viewed as misleading and harmful to both developers and users.  Problems
associated with this metaphor are discussed and some design principles are
formulated which run contrary to the prevailing wisdom for the development of
web pages.  These design principles have been applied in the development of
a prototype of the Systems in Context (SysCo) Research Weblet.

%M C.OZCHI.95.268
%T Incentives for Formally Specifying User Interfaces
%S Short Papers
%A Paul Chesson
%A Lorraine Johnston
%B OZCHI95
%D 1995
%P 268-269
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Formally specifying user interfaces offers incentives not provided by
prototyping.  Customer requirements are clearly communicated by
distinguishing them from design decisions, completely specifying their
behaviour, and abstracting relevant views.  Formal analysis can be used to
detect problems in the dialogue structure and usability of the interface.

%M C.OZCHI.95.270
%T Rapid Evolutionary Prototyping Using Tcl/Tk
%S Short Papers
%A Andrew Hussey
%A David Carrington
%B OZCHI95
%D 1995
%P 270-275
%K Prototyping, Evolutionary, Tcl/Tk, User-interface
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Rapid prototyping of user interfaces is useful for obtaining user feedback to
validate requirements and to correct design deficiencies.  Evolutionary
prototyping allows a prototype to be re-used for constructing an end-product,
saving development time.  In this paper we discuss using Tcl/Tk as a
mechanism for rapid evolutionary prototyping.  Two case studies of rapid
evolutionary prototyping using Tcl/Tk are described.

%M C.OZCHI.95.276
%T Why is Usability Engineering Failing Multimedia and What Should We Do about
It?
%S Short Papers
%A Steve Howard
%A Ying Leung
%A N. Kaiyan
%B OZCHI95
%D 1995
%P 276-277
%K Multi-media, Determinism
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X What are the current trends in interactive technology?  Structured methods,
CASE tools and object orientation have all come and gone (at least from the
pages of the technical press).  Current technological trends relate to the
'information super-highway' and multimedia and today's fashionable
application areas are probably entertainment, education and information
services.  In the paper, we focus on multimedia and explore the readiness of
usability engineering to contribute to this new wave of technology.

%M C.OZCHI.95.278
%T WARP: A Distortion Oriented Implementation Based on the STAR Architecture
Display
%S Short Papers
%A Paul Anderson
%A Ray Smith
%B OZCHI95
%D 1995
%P 278-282
%K Distortion-oriented presentation techniques, User-interface design,
Information visualisation, Geographical information systems, Adaptive
interface, User interface architectures
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Distortion oriented displays (DOD) are an interface approach for supporting
navigation through large visual datasets without losing context.  They are
particularly well suited to applications such as Geographical Information
Systems (GIS).  STAR (Self Tuning ARchitecture) is a general architecture for
the support of DOD for very large datasets.  STAR divides a DOD interface
into a set of tuneable, independently threaded modules responsible for key
tasks in the system.  The dynamic response of the interface is continually
monitored and the modules tuned or detuned to achieve the best display
possible within the response constraints of the system.  WARP is a multiple
transformation DOD implementation of a GIS browser based on the STAR
architecture.

%M C.OZCHI.95.283
%T Executives and Computers
%S Short Papers
%A Colin Jones
%A Edward Gould
%B OZCHI95
%D 1995
%P 283-284
%K Executive information systems, Profiling, Executive support systems, Cognition,
Decision making, Interface design
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Following an introduction to EIS and interface design for these systems the
topic of executive cognition is examined.  The technique of psychological
profiling is considered as a possible method for eliciting details of executive
psychology as a starting point for the design of an interface for EIS systems.

%M C.OZCHI.95.285
%T Implementing a GUI at BHP to Improve the Interface to a SAP Mainframe
System
%S Short Papers
%A Fred Sutton
%B OZCHI95
%D 1995
%P 285-287
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X The introduction of Total Quality Management in the 1980's had brought a
cultural change to the Management and Control at the BHP Slab Plate &
Products Division.  With the changing needs of business, new demands were
being made on the information systems required to manage the business.
   In June 1992 following a review of existing systems, the Phoenix 21 project
was established to manage the implementation of the SAP system to replace
the existing systems at BHP Slab & Plate Products Division.

%M C.OZCHI.95.288
%T An EIS Implementation: A Developer's View
%S Short Papers
%A Belinda Gibbons
%A Glen Peary
%B OZCHI95
%D 1995
%P 288-289
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X The success of an EIS system relies heavily on the support it receives from
management.  The Executive Information System in place at Illawarra Electricity
is successful due in no small part to the fact that it was not imposed on
management, but initiated by them.

%M C.OZCHI.95.290
%T Cultural Dimensions of a Hand Posture when Using a Whole Hand Input (WHI)
in a Virtual Environment
%S Short Papers
%A Mike Edwards
%B OZCHI95
%D 1995
%P 290-292
%K Cultural dimension, Whole hand input
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X The paper addresses the melding of computer interface technology and
human anthropology, with regard to a cultural dimension that may have mental
connotations to either influence or disrupt an activity in a virtual environment
(VE).  A cultural dimension was apparent when executing a lexicon, drawn from
a European complexion of hand gesture, but adapted to address hand
posture using a Whole Hand Input (WHI).  Conventional input devices such as
a keyboard or mouse do not exhibit such a quality.  A cultural dimension in a
hand posture maybe identified, provisionally from a list of eighteen
generalized facets.

%M C.OZCHI.95.293
%T Power and Conflict in Organisation -- Implications for Information Systems
Development
%S Short Papers
%A Leoni Warne
%B OZCHI95
%D 1995
%P 293-294
%K Information systems development, Power, Conflict, Organisational issues
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper discusses some findings from a Case Study of a failed Information
Systems development in a large public sector organisation.  The study
confirmed the proposition that organisational power plays and conflict
contributed to the failure of the project, and suggests that computing
professionals need to involve themselves more in organisational issues in
order to minimise the risk these factors pose to project success.

%M C.OZCHI.95.295
%T Strategies and Standards for CHI in Global Business Systems
%S Short Papers
%A Stephen Little
%A Ronald Kaye
%B OZCHI95
%D 1995
%P 295-296
%K Strategy, Standards, Business processes, Organizational culture, Globalization
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Global integration and greater economic interaction implies a need for
interoperability and compatibility which can be achieved through appropriate
standards for technology and procedures.  Such standards are the product of
market processes which are historically and culturally specific but which now
impact on a much broader range of actors.  Understanding the dynamics of
these processes is necessary for effective interoperability between user
organisations and between technical developers if they are to achieve
effectively their global aims.  In particular the relationship between official and
emergent standards must be recognised.  To gain the potential benefits of
emerging technologies, CHI workers and researchers must broaden their
technical competences to encompass cultural interoperability at individual,
organisational and social levels of activity.

%M C.OZCHI.95.297
%T Usability Evaluation of Multimedia
%S Short Papers
%A Malcolm Keys
%B OZCHI95
%D 1995
%P 297-300
%K Multimedia, Usability, Usability testing, Usability evaluation, Education, Multimedia development, Entertainment, Computer games
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Like all products, it is essential to evaluate the usability of multimedia
products.  How else can it be guaranteed that the product will be successful:
that learning will take place, that entertainment will be achieved and
consumers will be satisfied.
   This paper takes well accepted usability methods from the traditional domain
of software development and shows how and why they should be successfully
implemented in the multimedia development process.
   Computer Based Training, Information Kiosks, Computer Games and
Infotainment are types of multimedia to which usability evaluation is ideally
suited.  If a product is usable, the user can do all that they set out to do and
enjoy the process.
   We present a set of unique design principles targeted to the different
requirements of both the education and entertainment market sectors.  Several
alternative usability evaluation methods will be discussed along with the
benefits of subjective and objective measurements.

%M C.OZCHI.95.301
%T The Usability Analyst Model: Using Minimum Resources to Gain Maximum Effect
%S Short Papers
%A Fiona Meighan
%B OZCHI95
%D 1995
%P 301-304
%K Usability analyst, Usability coordinator, Usability consultant
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X As the profile of usability has increased, the demand for Human Factors
Researchers has far outweighed the possible supply within Telstra.  To
address this problem, Telstra has recently implemented a Usability Analyst
Project on a small scale, where selected members of Project Development
Teams take on a large proportion of usability issues themselves.  This paper
describes how this project was adapted from a model implemented in
Hewlett-Packard (2), the resulting materials, progress made, and future
directions.  In addition, potential problems and solutions are discussed.

%M C.OZCHI.95.305
%T A User and Organisational Factors Audit of an Info System Implementation
%S Short Papers
%A Jukka Rantanen
%B OZCHI95
%D 1995
%P 305-307
%K Information system implementation, Audit of success factors, Change
management, Evaluation of usability and usefulness, Maintenance
management systems, SAP
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X This paper presents a practical audit method for an IT implementation process
and its outcome, which addresses the key user and organisational factors and
their improvement opportunities.  These are frequently the main reason for
implementation failures of complex organisational information systems.  The
process audit makes an assessment of the implementation and change
management strategy as well as implementation success factors.  The
outcome audit makes an evaluation of the resulting outcome of an
implementation: perceived usefulness, perceived usability, operational
effectiveness, and impacts of a system on jobs and business processes.  The
audit method was developed for assessing the progress of the implementation
of SAP Plant Maintenance system at BHP steelworks during 1994-1995.

%M C.OZCHI.95.308
%T Communicating the Value of Usability Engineering in the with Cost-Benefit
Analysis Techniques
%S Short Papers
%A Helen Kieboom
%A Steve Howard
%B OZCHI95
%D 1995
%P 308-309
%K Cost-benefit analysis, Software development life cycle, Usability engineering,
Communication, Process model of HCI
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Usability engineering has the potential to make significant contributions to
projects and organisation's financial success, given the substantial amount of
project life cycle effort and resource devoted to a project's user interface.
Despite this, many companies perceive it as costly and of little benefit.  It is
therefore necessary to be able to demonstrate that usability engineering can
add value to any given project, as well as being able to assist in the planning
of a sensible, cost-effective usability engineering programme for that project.
The concept of a tool is proposed that will assist usability specialists more
effectively communicate the value of usability engineering.  The foundation of
the proposed tool is based on cost-benefit analysis techniques and data that
enable the benefits to be estimated for a planned usability engineering
programme.

%M C.OZCHI.95.310
%T Task Models and Automaton of the Evaluation of User Interface Usability
%S Short Papers
%A Sandrie Balbo
%B OZCHI95
%D 1995
%P 310-311
%K Human-computer interaction, Usability evaluation, Task models
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X The methods and techniques used for evaluating the usability of user
interfaces (UI) are generally split into two categories: formal versus
experimental methods (Coutaz, Nielsen, Senach, Whitefield, etc.).  This paper
follows a different approach which highlights the automation aspect of
evaluation techniques.  This discussion is illustrated with a number of these
methods and techniques with an emphasis on the role played by task models.

%M C.OZCHI.95.312
%T Evaluating Information Technology at a Public Library
%S Short Papers
%A Tove Klausen
%A Ann Bygholm
%B OZCHI95
%D 1995
%P 312-314
%K Action research, Development of user types, Access to Internet, Usability tests
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X In this paper we present a strategy for evaluating a project which aims at
studying the future role of the public library, both as mediator of information
and as mediator of access to information in media and information society.
The overall aim was divided into four sub-goals which could be evaluated by a
triangulation of qualitative and quantitative research methods.  A key point in
the strategy was "action research" i.e. how to make results from the evaluation
usable for the further development of the project in question.

%M C.OZCHI.95.315
%T Object-Oriented Design in Practice
%S Short Papers
%A Soren Lausen
%B OZCHI95
%D 1995
%P 315-320
%K Object-oriented design, Dialogue design, Task support, Usability
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Object-oriented design is expected to give many benefits, but observations of
industrial practice show that many benefits are not obtained in practice: User
involvement cannot be based on object diagrams, and a user interface
derived directly from object models will not support users efficiently.  In
business applications, the functional aspects of analysis are difficult to trace to
final implementation, and the implemented systems are not truly
object-oriented because objects have trivial functionality (read and update) or
they are "procedure libraries" without data.  There are good reasons to believe
that these problems are not due to inexperienced developers.  Rather they
may be inherent to the technology.

%M C.OZCHI.95.321
%T Software's Implied Users
%S Short Papers
%A Christopher Chesher
%B OZCHI95
%D 1995
%P 321-322
%K Implied users, Literary theory, Culture, Cultural studies
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X Behind every interface lurks the implied user: the person the developers
imagine will use their software.  An adaption of the "implied reader" from
literary theory, the concept of the implied user focuses on how any piece of
software tends to address itself to a particular vision of its users.  The market
dominance of business software has meant a Western businessman is most
often the implied user.

%M C.OZCHI.95.323
%T Exploring HCI as Science, Design and Art: Three Personal Views
%S Short Papers
%A Steve Howard
%A Sarah Bloomer
%A Bridget Mcgraw
%B OZCHI95
%D 1995
%P 323-327
%K Psychology, Design, Art, Perspectives on HCI
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG
%X A recent book (Monk and Gilbert, 1995) discusses the multi-disciplinary nature
of HCI without referencing the contributions of art or design.  For too long HCI
has been viewed as a discipline at the nexus of computer science and
psychology.  Monk and Gilbert extend their focus to include software
engineering, cognitive science, task analysis, ethnography, activity and
conversation theory and organisational analysis -- all disciplines that have a
traditional 'academic' place, research process and intellectual history.  What of
art and design, and are computer science and psychology really as central to
HCI as at first appears?  This paper only partly addresses these questions by
focusing on the contribution to HCI of three different types of knowledge:
science (specifically 'hard science' as applied experimental psychology);
design (specifically graphic and industrial design) and art (specifically the
visual arts).  The paper is intentionally philosophical, contentious and
rhetorical; we are attempting to highlight differences between, and problems
with, the three types of knowledge with a view to exploring their possible
contributions to HCI.  What emerges is a cry, hopeful but cautionary, for the
value of all three to be recognised and for HCI to be pragmatic in what it takes
from science, art and design and makes its own.

%M C.OZCHI.95.328
%T The Interactive Experience
%A Bridget Mcgraw
%A Fiona Ingram
%A Sally Pryor
%B OZCHI95
%D 1995
%P 328-338
%* (c) Copyright 1997 Ergonomics Society of Australia CHISIG

fpack:!@#$%^&*(): UI4ALL97.BA
%M C.UI4ALL.97.1
%T "Foreword"
%A Constantine Stephanidis
%A Noelle Carbonell
%B UI4ALL97
%D 1997
%N 1
%P 1
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/foreword.pdf

%M C.UI4ALL.97.2
%T Bringing Computing to the Maintainers of Large Vehicles
%S Invited Talks
%A Len Bass
%B UI4ALL97
%D 1997
%N 2
%P 1
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/bass.pdf
%X The maintenance of large vehicles (airplanes, trains, tractors) provides difficult
problems for computing devices. The environment has extremes of temperature and
light, dirt and grease are common and tools such as computers must be very robust.
The technicians who perform the maintenance must have the mobility to move
around, over, under and inside the vehicle and must have their hands free much of the
time. Maintenance is an activity that is performed both solo and with collaboration
and the individuals who perform it tend to be have little computer sophistication.
   Since 1993, the Wearable Computer Laboratory at Carnegie Mellon University has
been constructing and testing a variety of different hardware and software systems in a
variety of different maintenance contexts. Five different disciplines have been
involved in these designs: user interface and industrial designers and software,
electrical and mechanical engineers. Some of these systems constructed are body
worn, some are hand held. All have limited capability for input and output and are
designed for the maintenance environment.
   This talk will describe the canonical solutions that have been developed during the
wearable work and how and why the systems that have been developed vary from the
canonical solution. Although none of the systems utilize the canonical solution, it still
provides the basis from which the designs have progressed. The manner in which the
various disciplines interact and the constraints they place on each other will also be
explored.

%M C.UI4ALL.97.3
%T Intelligent Multimedia Interaction
%S Invited Talks
%A Mark T. Maybury
%B UI4ALL97
%D 1997
%N 3
%P 2
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/maybury.pdf
%X Governments, industry and academia have increased their focus on the importance of
the human machine interface in the global information economy. More effective,
efficient and natural human computer or computer mediated human-human interaction
will require automated understanding and generation of multimedia and will rely upon
precise information about the user, discourse, task and context (Maybury 1993).
   This invited talk will begin by briefly outlining the history of and advances in the area
of intelligent multimedia interfaces including multimedia input analysis, multimedia
presentation generation, model based interfaces, and the use of user, discourse and
task models to enhance interaction.
   The talk will describe our research to provide users with intelligent interfaces which
reason about and exploit tasks models and models of user focus of attention to
mitigate application and domain complexity through such means as tailored
presentation design and cooperative responses. Through a video demonstration, I will
show an early intelligent multimedia interface that incorporates language processing,
simple user and discourse modeling, and visualization to improve the timeliness and
accuracy of information access from the web (Smotroff et al. 1995).
The talk will then describe architectures that have evolved from research in intelligent
user interfaces over the past twenty years (Sullivan and Tyler 1991; Maybury and
Wahlster 1997) and distinguish these from conventional commercial user interface
architectures.
   The presentation will conclude by pointing out current work in progress that aims to
fully instrument the interface and build (automatically and semi-automatically)
annotated corpora of human-machine interaction. We believe this will yield deeper
and more comprehensive models of interaction which should ultimately enable more
principled interface design.
   Time permitting, we will also overview our current, ambitious effort to create
algorithms to segment, extract, summarize and visualize broadcast news in MITRE's
Broadcast News Navigator (Maybury et al. 1997). This exemplifies an emerging class
of applications that support content-based retrieval of multimedia (Maybury 1997).
The talk will conclude with comments on the future of intelligent human computer
interaction.

%M C.UI4ALL.97.4
%T Supporting Interface Adaptation: the AVANTI Web Browser
%S Long Papers
%A C. Stephanidis
%A A. Paramythis
%A C. Karagiannidis
%A A. Savidis
%B UI4ALL97
%D 1997
%N 4
%P 14
%I ERCIM
%K User interface adaptation, Web-based applications for people with disabilities,
Unified user interface development
%W http://ui4all.ics.forth.gr/UI4ALL-97/stephanidis.pdf
%X The increasing use of Internet and the World Wide Web as a primary medium for
communication and access to information is creating numerous opportunities and challenges for the
population at large and especially for people with disabilities. The importance of supporting
information exchange between all potential users in the context of the emerging Information Society
has, therefore, increased significantly. This paper focuses on the employment of user interface
adaptation techniques, for the provision of accessibility and high-quality interaction to Web-based
applications and services to able-bodied, blind and motor-impaired users. The work reported has been
conducted in the context of the ACTS AC042 AVANTI project of the European Commission.

%M C.UI4ALL.97.5 @ paper missing
%T Adaptation Agents: Providing Uniform Adaptations in Open Service Architectures
%S Long Papers
%A Markus Bylund
%A Annika Waern
%B UI4ALL97
%D 1997
%N 5
%P 15
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/bylund.pdf
%X We present the notion of adaptivity agents, agents that can be used to adapt an open
range of services to a common user model, using a common adaptation scheme. The idea is
illustrated with a specific adaptation agent, and exemplified with the KIMSAC system, an agent-based
system for an open range of public information services to citizens.
   The usage of adaptation agents has several advantages to existing work on user-adaptive systems.
The user model is shared between services, allowing services to make use of each other's
inferences about the user. The adaptation agent is intended to be owned by the user, who can
inspect and control its content and decide how information can be distributed to services. This
way, an important privacy issue for open service architectures is addressed. The adaptation agent
also provides a common model of user adaptations to services. This way, the user needs not
learn a new interaction model each time a service is added.
   The functionality of the adaptation agent is determined by its service contract with services. The
service contract specifies which adaptations will be made, and what information needs to be
exchanged between agents to achieve these adaptations. We provide a first step towards a truly
open service environment, by providing an analysis of the ontologies needed for communication
between services and adaptation agents.

%M C.UI4ALL.97.6
%T The PPP Persona: Towards a Highly Personalised User Interface
%S Long Papers
%A Elisabeth Andre
%A Thomas Rist
%A Jochen Mueller
%B UI4ALL97
%D 1997
%N 6
%P 9
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/andre.pdf
%X Animated agents -- either based on real video, cartoon-style drawings or even
model-based 3D graphics -- offer great promise for computer-based presentations as they
make presentations more lively and appealing and allow for the emulation of conversation
styles known from human-human communication. In this paper, we describe a
life-like interface agent which presents multimedia material to the user following the directives
of a script. The overall behavior of the presentation agent is partly determined
by such a script, and partly by the agent's self-behavior.

%M C.UI4ALL.97.7
%T How to Integrate Concepts for the Design and the Evaluation of Adaptable and Adaptive User Interfaces
%S Long Papers
%A Chris Stary
%A Alex Totter
%B UI4ALL97
%D 1997
%N 7
%P 15
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/stary.pdf
%X Adaptation and adaptability are on their way to become common features of user interfaces that claim
to provide access to users with different abilities (user interfaces for all). Facing this fact one should expect a
sound conceptual and technical background for adaptable or adaptive system design and evaluation.
Unfortunately, neither a common terminological framework, nor a comprehensive framework for design and
evaluation exists. However, both framework developments should be enforced, in order to avoid further
diversifications of concepts and methodologies. In this paper we detail and exemplify an enforcement procedure
to establish a terminological and methodological framework. The procedure is based on an epistemological and
semantic analysis. It combines conceptual and empirical research in an unifying way. First results for adaptation
and adaptability are presented.

%M C.UI4ALL.97.8
%T IRIS: an Intelligent Tool Supporting Visual Exploration of Spatially Referenced Data
%S Long Papers
%A Gennady L. Andrienko
%A Natalia V. Andrienko
%B UI4ALL97
%D 1997
%N 8
%P 14
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/andrienko.pdf
%X To obtain a visual data presentation with a conventional geographic information system (GIS)
or another graphic tool, the user should have special knowledge on graphics design for making correct
selection of visualisation techniques in accord with the characteristics of data to be presented and
relations between data components. Including such knowledge into a visualisation system allows to find
correct solutions automatically and to save user's time and efforts for data exploration. A very important
role in data exploration belongs to interactive manipulations with data and graphics such as querying,
filtering, transformations of graphics, obtaining supplementary presentations. An attempt to provide
extensive intelligent support to users in data investigation is made in the knowledge-based system IRIS.
It automatically generates cartographic presentations of spatially referenced data and enables a wide
range of interactive manipulations with maps and data. The peculiarities and restrictions of cartographic
presentation are accounted for in the approach to visualisation design applied in the system. The recent
implementation of the system runs in the World Wide Web and allows work of remote users from all
over the world.

%M C.UI4ALL.97.9
%T Unified Manipulation of Interaction Objects: Integration, Augmentation, Expansion and Abstraction
%S Long Papers
%A Anthony Savidis
%A Constantine Stephanidis
%B UI4ALL97
%D 1997
%N 9
%P 15
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/savidis.pdf
%X Interface developers combine interaction elements in order to implement the User
Interface of interactive software applications, using the development facilities available by a given
development tool. The functional capabilities of the interface tool may significantly affect the quality
of the resulting interactive software product, as well as the resources needed for further maintenance,
upgrade, porting and expansion. Interaction objects play a key role in interface tools, irrespective of
the nature of the interface construction technique (e.g. graphical construction, programming
language, declarative specification, task notation). We have identified four fundamental categories of
mechanisms for manipulating interaction objects in interface tools. Their merits in the context of
interface development tools are identified, particularly in the context of developments for diverse
user groups and openness for different interaction technologies. We will also show that these two
functional requirements play a key role towards meeting the objectives of User Interfaces for All.

%M C.UI4ALL.97.10
%T A Review of User Interface Design Guidelines for Public Information Kiosk Systems
%S Long Papers
%A M. C. Maguire
%B UI4ALL97
%D 1997
%N 10
%P 17
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/maguire.pdf
%X This paper reviews general guidelines on user interface design for self service and
public information kiosk systems, based on the author's research and existing
literature. The guidelines are divided into: defining user requirements, location
and encouraging use, physical access, introduction and instruction, language
selection, privacy, help, input, output, structure and navigation, and customisation.
The paper also emphasises the need to design for stakeholders other than the end
users, and offers some guidelines on user-based evaluation of kiosk systems.

%M C.UI4ALL.97.11
%T Adapting Multimedia Information for Internationalisation and; for Users with Disabilities
%S Short Papers
%A Martin Prime
%B UI4ALL97
%D 1997
%N 11
%P 6
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/prime.pdf
%X There is considerable pressure to make information more accessible, both to
users with disabilities, and to users around the world. One focus of information
dissemination and adaptation is the WWW. Current changes to browsers and content
mainly effect HTML text, not multimedia. HMML is the proposed WWW standard for
synchronised multimedia including video, audio, and media which are themselves
static. The Chameleon editor produces HMML and provides conditionals on the
selection of channels for a particular presentation. This provides support for the
adaptability of multimedia by rules to select the one appropriate for the users language,
presentation and other adaptation needs.

%M C.UI4ALL.97.12
%T Convene -- MUD Interfaces for Disabled Users
%S Short Papers
%A Kent Saxin Hammarstroem
%A Kristina Hook
%A Anna-Lena Ereback
%B UI4ALL97
%D 1997
%N 12
%P 6
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/hammarstroem.pdf
%X Convene is a problem oriented project regarding communication interfaces for
disabled users. We have chosen to especially study interfaces for MUD (Multi
User Dimension) systems, i.e. environments where multiple users interact in a
common virtual environment, often in the form of a game. The results will be
applicable in other areas, as the interactions in a MUD comprise most aspects of
communication.
   In the first, ongoing phase, we identify the problems specific to our user groups.
These problems include handling fast interactions among participants,
navigation in the MUD world, and general communication skills. Starting from
our understanding of these problems, we propose a design with two main
approaches to tackling the problems of our users:
 * Separation of information into multiple modalities (speech, images,
   etc) and adaptation of these to specific disabilities;
 * Transferring some information processing to simple forms of agents.

%M C.UI4ALL.97.13
%T Impediments to Designing and Developing for Accessibility, Accommodation and High Quality Interaction
%S Short Papers
%A D. Akoumianakis
%A C. Stephanidis
%B UI4ALL97
%D 1997
%N 13
%P 5
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/akoumianakis.pdf
%X Universal design entails the design of products and environments to be usable by all people,
to the greatest extent possible, without the need for adaptation or specialised design. In the
context of Human-Computer Interaction (HCI), design for all entails the design of interactive
artefacts accessible and highly usable by the broadest possible end user population, including
disabled and elderly people. The distinctive characteristics of such a notion is the emphasis
upon accessibility and high quality interaction. These two usability requirements provide the
driving forces towards a new paradigm of User Interface Software and Technology (UIST)
intended to deliver products widely usable by users with diverse requirements in a variety of
contexts. The current generation of UIST, though making solid contributions towards more
natural and intuitive interaction mechanisms, has traditionally failed to account for the notion
of accessibility, as considered in the present context. As a result, the capability to effectively
and efficiently produce user interfaces for all is seriously prohibited.
   Given the current practice regarding interactive computer-based software development and
the requirements for accessibility, accommodation and high quality interaction, it follows that
a new HCI research and practice agenda is needed based on human needs and social
responsibility. At the core of such an agenda lie two basic questions, which have surfaced
throughout the short history of HCI and continue to pose challenges, despite recent progress.
These are the underlying theory of design and the notion of user interface software
architecture. In the following, we provide a brief account of each one and reflect upon the
challenges underpinning the study of HCI in the emerging information age.

%M C.UI4ALL.97.14
%T From Adaptable Interfaces to Model-Based Interface Development: The GIPSE Project
%S Short Papers
%A G. Patry
%A P. Girard
%B UI4ALL97
%D 1997
%N 14
%P 7
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/patry.pdf
%X Developing specialized versions of applications is usually made by
computer experts.  The GIPSE system has been designed to allow end-users
to specialise their application by creating new functions.  As it allows
this task by Programming by Demonstration techniques, without any use of
textual programming language, GIPSE can be used by non computer
literates.
   Starting from GIPSE, we propose to rely two approaches which, at a first
glance, seem very different: model-based interface development and
user-adaptable applications.  We argue that these two approaches may
converge, bringing user empowerment to formal approaches, and
conversely, bringing formal insurance to end-user developments.

%M C.UI4ALL.97.15
%T Using Agents in Social Navigation
%S Short Papers
%A David Benyon
%A Alan Munro
%B UI4ALL97
%D 1997
%N 15
%P 3
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/benyon.pdf
%X The issue of how users can navigate their way through large information spaces is crucial to the ever expanding
and interlinking of computer systems. Computer users live in a world of information spaces. One of the most
critical activities which users need to undertake is to retrieve information from such spaces and thus the problem
of how to help the user to navigate, explore and identify the objects of interest is critical to the success of the
system (Benyon and Hook, 1997).
   The PERSONA project is a collaborative long-term research project between the Swedish Institute of
Computer Science and Napier University. It is funded by the EU's fourth framework programme, task LTR4.4,
and is investigating a new approach to navigation based on a personalised and social navigational paradigm.
Most information retrieval in the "real" world is accomplished through communication between people. We trust
certain individuals to possess the information we are looking for. In addition, we expect them to be able to
express the information so that it becomes personalised to our needs, understanding and abilities. Often the
information seeking is done through talking to several persons, comparing the advice given, reformulating the
original need for information, and only sometimes turning to other information sources such as books or on-line
databases. One way in which this project seeks to develop our understanding of human activities in information
spaces is by looking at the concept of social navigation.

%M C.UI4ALL.97.16
%T A World Wide Web-Based HCI-Library Designed for Interaction Studies
%S Short Papers
%A Ketil Perstrup
%A Erik Frokjeer
%A Maria Konstantinovitz
%A Thorbjorn Konstantinovitz
%A Flemming S. Sorensen
%A Jytte Varming
%B UI4ALL97
%D 1997
%N 16
%P 6
%I ERCIM
%K Information search and retrieval, Information interfaces and presentation, Query
formulation and search process, Digital libraries, World Wide Web, Scatter/gather, Browsing
%W http://ui4all.ics.forth.gr/UI4ALL-97/perstrup.pdf
%X The World Wide Web has the potential for making scientific information widely available
even to people without access to scientific libraries, but using the World Wide Web for this is hard in
practice. Possible causes for this are that there is no central repository for scientific papers, that the papers
are often not indexed by the World Wide Web search engines, and when they are, novices have
trouble using the services. We have developed HCILIB as an interface to a collection of scientific articles
on Human-Computer Interaction available on the World Wide Web. HCILIB uses a scatter/gather
inspired technique to display a browsable structure for the collection integrated with Boolean queries. It
has facilities for searchers to restrict their view of the collection to the parts they consider interesting
and reorganize these to display a personal classification of documents. This allows us to investigate usage
patterns and differences in them for such a library including field studies of the interaction.

%M C.UI4ALL.97.17
%T METADYNE: A Dynamic Adaptive Hypermedia System for Teaching
%S Short Papers
%A Nicolas Delestre
%A Catherine Greboval
%A Jean-Pierre Pecuchet
%B UI4ALL97
%D 1997
%N 17
%P 7
%I ERCIM
%K Adaptive hypermedia, Multimedia, Object-oriented database,
Computer aided teaching, Internet
%W http://ui4all.ics.forth.gr/UI4ALL-97/delestre.pdf
%X Following ITS and BLE, research on Computer Aided Teaching has taken an
interest in hypertext systems.  However the main advantage of those
hypertext systems, i.e. the liberty of navigation, has quickly become a
major drawback for a lot of types of system (for instance information
systems, help systems, research systems, etc.) and especially teaching
systems.  From that time, research has turned toward Adaptive Hypermedia
and more recently toward Dynamic Adaptive Hypermedia.  This paper
introduces the architecture of a Dynamic Adaptive Hypermedia tool for
Teaching, using the Internet as communication system.  This system being
developed within our laboratory.

%M C.UI4ALL.97.18
%T A Design Methodology and a Prototyping Tool for Adaptive Interface Design
%S Short Papers
%A Sebastien Romitti
%A Charles Santoni
%A Philippe Francois
%B UI4ALL97
%D 1997
%N 18
%P 6
%I ERCIM
%K Design methodology, Specification, Petri net, Interface generation, Adaptive interfaces
%W http://ui4all.ics.forth.gr/UI4ALL-97/romitti.pdf
%X In this paper, the authors show a design methodology for adaptive interfaces. This methodology allows to completely
specify, and then generate the interface. The specification consists of two stages: a stage of Petri net modelisation of the
interface dialogue, from a static task modelisation under MAD or UAN, and a stage of specification of the presentation,
using Abstract Interactive Objects. A Petri net interpreter uses the dialogue and the presentation specification in order to
generate the interface. With those tools, development of adaptive interface becomes easier.

%M C.UI4ALL.97.19
%T Adaptive Toolbars: An Architectural Overview
%S Short Papers
%A T. Miah
%A M. Karageorgou
%A R. P. Knott
%B UI4ALL97
%D 1997
%N 19
%P 7
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/miah.pdf
%X Applications today are "Packed" with toolbars. If we take a count of the number of toolbars in
some of today's application, we see that MS-Word has 9 toolbars, MS-Excel has 13, and MS-PowerPoint
has 7. One obvious question to ask is; do users really use all of the toolbar items available
in each application, or are they just cluttering the screen?
   This paper presents a technique for automatically adapting the toolbar to user needs. For example as
users work through a document in MS-Word, they may select BOLD from the format menu and not use
the toolbar, or the toolbar with the BOLD icon is not displayed. As the user continues to use the
command repeatedly from the menu bar the software should detect this usage and display the
appropriate toolbar.
   A system for adapting the toolbars for MS-Word has been designed, implemented and preliminary
evaluation carried out. The result of the evaluation showed that on average most subjects prefer the
adaptive version of Word. These subjects were mainly from the novice and expert group of users.

%M C.UI4ALL.97.20
%T An Adaptive USENET Interface Supporting Situated Actions
%S Short Papers
%A Christopher Lueg
%B UI4ALL97
%D 1997
%N 20
%P 6
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/lueg.pdf
%X In this paper, we discuss a novel approach to support users in information
overload situations. This situated approach is based on the perspective that
human cognition is most appropriately described as situated. In this context,
situated means that human cognition is considered as an emergent property
of the interaction of an individual with his or her environment. Our work
aims at supporting humans in coping with information overload situations.
In order to account for situatedness, we only support users in finding interesting
information instead of automating the search task. Reading Usenet news
is a prime example for situations with high volume conversational data. The
global conferencing system Usenet offers an amount of conversational data per
day that exceeds human cognitive capabilities by far. We have augmented a
standard newsreading tool to offer support for situated actions. First experiences
with the augmented newsreader are encouraging and suggest that
this situated approach is an interesting complement to traditional information
filtering approaches.

%M C.UI4ALL.97.21
%T Visual Scripting for Virtual Behaviours
%S Short Papers
%A Mansoo Kim
%A Ee-Taek Lee
%B UI4ALL97
%D 1997
%N 21
%P 5
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/kim.pdf
%X We suggest an interactive method that visually describes the behaviors of virtual objects,
parses the visual scripting and finally achieves the semantics. In this approach, users draw only curves,
which describe synchronization among motions as well as geometric motion paths of virtual
characters, in the same three-dimensional space. This approach promotes the maximum transfer of the
users' knowledge of behaviors of physical objects and actions into virtual environments, so the users
can rapidly generate virtual characters' behaviors such as running, walking, grasping, and other
motions.

%M C.UI4ALL.97.22
%T Error Recovery Representations in Interactive System Development
%S Short Papers
%A Francis Jambon
%B UI4ALL97
%D 1997
%N 22
%P 7
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/jambon.pdf
%X This paper deals with human error resistance.  In the first part of it,
a short state-of-the-art of human error resistance, i.e., error
prevention and error correction will be presented.  Then, error
correction, which is usually divided into three sequential tasks:
detection, explanation, and recovery will be described.
   The second part of the paper will put emphasis on error recovery, which
is our main object of study.  First and foremost, through an example, we
will see what makes the distinction between forward and backward error
recovery, i.e., how the system is able to restore its previous state
after an error occurrence.  In addition to it, the three different kinds
of backward error recovery -- undo, cancel, and stop -- will be
illustrated.
   Then, the limits of the current distinction between forward and backward
error recovery will be highlighted.  As a consequence, the paper
proposes a new representation of error recovery based on two dimensions:
error additional cost and system state degradation.  In the context of
time-critical systems, another dimension will be introduced: time.

%M C.UI4ALL.97.23
%T Visual Representation Concept of Factory Information
%S Short Papers
%A Gert Zulch
%A Volker Keller
%A Axel Fischer
%B UI4ALL97
%D 1997
%N 23
%P 6
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/zuelch.pdf
%X The development in industries like the machine tool industry or the automotive industry is to
concentrate on the major working fields and buying the best competence in the other working fields
from system suppliers (see STRASMANN, SCHULER 1996). An information system allowing a
fast information flow between customer and suppliers (esp. while constructing a new product) has
to be built up. In order to guarantee that every partner gets the actual information, everybody should
have access to a shared data base.

%M C.UI4ALL.97.24
%T Customising by Demonstration Generic Systems to Specific Tasks
%S Short Papers
%A P. Girard
%A G. Pierra
%A J. C. Potier
%B UI4ALL97
%D 1997
%N 24
%P 7
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/girard.pdf
%X Most of the computer applications are generic in nature.  As a result,
end-user must map their specific activities into the capabilities of the
generic applications and their specific classes of objects onto the
low-levels entities supported by their systems.  Programming by
Demonstration (PbD) is a technique that enables to abstract from a
particular example of a process, the general program that describes a
family of similar processes.  We describe a 2D graphic editor which
incorporates PbD capabilities.  This system, named EBP, is intended to
bring to draftsmen a complete environment for programming without any
textual interaction with programs.  It follows technical draftsmen
habits, using a purely procedural approach without any inference, and it
offers several original programming goodies: complete support of control
structures, visual debugging, fully integrated PbD user interface.

%M C.UI4ALL.97.25
%T Seeing the Wood for the Trees
%S Short Papers
%A Phil Turner
%A Alex R. Rogers
%A Susan Turner
%A Jeremy Ellman
%B UI4ALL97
%D 1997
%N 25
%P 6
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/turner.pdf
%X This paper describes the work in progress of the TWEE project.  TREE is
a European-funded language engineering project addressing the issue of
advertising and accessing employment opportunities across Europe.
Advertisements for jobs will be stored in a database and made available
in the language of choice of the end-user via a WWW interface.  An
account of the early design and evaluation of the user interface to the
TREE system is here described.

%M C.UI4ALL.97.26
%T Certifying Web Accessibility for the Handicapped by ISO 9241 Conformance Testing
%S Short Papers
%A Henrike Gappa
%A Reinhard Oppermann
%A Michael Pieper
%B UI4ALL97
%D 1997
%N 26
%P 7
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/gappa.pdf
%X Software-ergonomic evaluation is aimed at assessing a system's degree of
usability.  The criteria of the evaluation can be established in several
ways, e.g., by a theory or standards.  The European Union (EU) published
the directive 90/270/EWG concerning the minimum safety and health
requirements for VDT workers (EEC 1990) to establish common working
conditions for users of visual display terminals.  The national
governments participating in the EU have transformed this directive into
national law.  The international standardisation activities of ISO 9241
concerning ergonomic requirements for visual display terminals form the
basis which define the relevant technological requirements necessary to
fulfil the directive.  In this paper, an expert support method for
evaluating user interfaces according to the ISO 9241 standard is
presented and applied to a web tool's accessibility assessment for
end-users with special needs.

%M C.UI4ALL.97.27
%T The Difficulties and the Possibilities of Adapted Access for the Blind to the Web
%S Short Papers
%A Siwar Farhat
%B UI4ALL97
%D 1997
%N 27
%P 7
%I ERCIM
%K Blind people, Graphical user interface, Web, System author, Non visual interface
%W http://ui4all.ics.forth.gr/UI4ALL-97/farhat.pdf
%X The Internet represents one of the most used tools in the field of communication, thanks
to its richness, its capacity to communicate rapidly and effectively on a world scale. The
Man-Machine interfaces for accessing the Internet are currently too rigid and poorly
adapted to human research strategies. This leads us to reconsider the interface for access
to the Internet, hence the introduction of speech as a mean of interaction to access the
Internet, both for input and output. The adaptation of the Internet using the concept of
multimodality is a one of our objectives, to give the visually handicapped the ability to
communicate easily with the outside world. In this article we will demonstrate the difficulties
and possibilities of adapting access to graphic interfaces, in particular the Web,
in accordance with the user profile.

%M C.UI4ALL.97.28
%T Customising HTML by Filtering: Techniques for Making the Internet Accessible to the Visually Handicapped
%S Short Papers
%A Djamel Hadjadj
%A Robert Agro
%A Dominique Burger
%B UI4ALL97
%D 1997
%N 28
%P 6
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/hadjadj.pdf
%X This paper describes new techniques for making HTML documents more accessible to all
users. Since visually handicapped users have great difficulty accessing the Web, this
discussion focuses on their special needs. We have developed a software to ensure that
adaptation of documents is independent of their production and delivery. The software is
compatible with existing recommendations for HTML design [4][11], is readily customised
and updated. The software is implemented in the context of Microsoft ActiveX.

%M C.UI4ALL.97.29
%T A Textual Journal for Telecommunication Services
%S Poster Presentations
%A Olivier Cure
%B UI4ALL97
%D 1997
%N 29
%P 3
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/cure.pdf
%X The significant increase of telecommunication services over the last few
years combined with a widespread use of personal computers and
workstations has opened up an incredible amount of application
possibilities.  Human factors and ergonomics have become a main concern
for overcoming new kinds of problems raising along with the complexity
and changes of these working environments.
   On the request of the CNET and CNRS, we have been studying the
interactions of an end-user with a system that bundles together as many
as five different services: a wordprocessor, an action historic, a
macro-command recorder, a journal and a telecommunication tool (a French
minitel emulator).  One of our main concerns was to help the user with
all the repetitive tasks by applying demonstrational techniques into the
prototype.  Repetitive tasks are such a burden for all potential users,
from the experienced programmers to first timer computer users.
   The heart of such a system is to define the invocation of these services
while anticipating the upcoming end-user's actions.  When trying to do
so, we need to infer on the tasks performed by the user, we need to
trace the data by storing them in a macro-command, keeping track of the
user's past command history.

%M C.UI4ALL.97.30
%T Adoption and Diffusion of Groupware in Software Engineering Projects
%S Poster Presentations
%A Sarah Drummond
%A Cornelia Boldyreff
%B UI4ALL97
%D 1997
%N 30
%P 3
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/drummond.pdf
%X Software engineering tasks, during both development and maintenance, typically
involve teamwork using computers. Team members rarely work on isolated
computers; networked computers are commonly used. An underlying assumption is
that software engineering teams will work more effectively if adequately supported
   by network-based groupware technology and project management tools.
This research is investigating the provision of such network-based support for
software engineering teams, both geographically distributed and co-located. The
immediate objective is to provide network-based support, specifically groupware and
distributed project management, for students working on Software Engineering
Group (SEG) projects in the Department of Computer Science at Durham and to
develop and trial SEG projects involving staff and students from a number of
universities. The long term objectives are to develop more flexible support for group
working among university students and their staff supervisors for project work and
tutorials in general.

%M C.UI4ALL.97.31 @ paper is missing
%T Towards an Oral Interface for Data Entry: The MAUD System
%S Poster Presentations
%A A. Fohr
%A J.-P. Haton
%A J.-F. Mari
%A K. Smaili
%A I. Zitouni
%B UI4ALL97
%D 1997
%N 31
%P
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/fohr.pdf

%M C.UI4ALL.97.32
%T The SVT: A Workflow Visualisation Tool
%S Poster Presentations
%A Martin Howard
%B UI4ALL97
%D 1997
%N 32
%P 3
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/howard.pdf
%X In the summer of 1996, the SUPREME research project was started with the
aim to adapt workflow technology to process industry and power plant
maintenance.  Part of this was to provide a tool that displayed the
contents of the workflow database, enabling those involved in
maintenance work to form an understanding of the ongoing and planned
work and to enable them to handle scheduling and replanning of
activities.  During late 1996 to early 1997, Martin Howard and Jonas
Lowgren at Linkoping University designed a system with the working name
Supreme Visualization Tool (SVT), to support these activities.  At the
time of writing, the implementation of the first prototype is taking
place, so we have no experience of the system in use.  However, it is
presented here because it signifies an important alternative approach to
the more traditional database applications and one that probably will
become more and more common in the future.  Additionally, it is an
attempt to combine and integrate various visualization and interaction
techniques, as well as extending them.

%M C.UI4ALL.97.33
%T User Interface of a New Generation of Authoring Environment of Multimedia Documents
%S Poster Presentations
%A Muriel Jourdan
%A Cicile Roisin
%A Laurent Tardif
%B UI4ALL97
%D 1997
%N 33
%P 3
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/jourdan.pdf
%X Multimedia documents compose in time and space different kinds of
objects (audio, text, ...).  Some of these objects; like video, have
intrinsic durations.  Furthermore, they can be temporally organized by
the author to define the temporal scenario of the document.  Due to this
temporal dimension, authoring a multimedia presentation is known to be a
non-trivial task.  Numerous works [Buc93, Song96, Jou97a] tend to prove
that using temporal constraints, like the Allen operators [All89]
(before, equal, during, ...) to specify the temporal scenario of a
document is a good way to achieve the "easy-to-use" goal.  However even
by using temporal constraints, specifying a temporal scenario is still a
complex task, if no visual interface helps the author to understand the
set of solutions of his specification and the interdependencies between
the objects due to explicit and induced constraints (i.e.  A equal C and
C before D implies A before D).
   We discuss in this paper the main requirements for the design of such an
interface and we present our proposition experimented in our
constraint-based authoring environment called Madeus [Jou97a].  A more
detailed presentation of these aspects could be found in [Jou97b].

%M C.UI4ALL.97.34
%T Querying by Iconic User Interface on an Object-Oriented Database Desktop
%S Poster Presentations
%A Armstrong Kadyamatimba
%A John Mariani
%B UI4ALL97
%D 1997
%N 34
%P 2
%I ERCIM
%W http://ui4all.ics.forth.gr/UI4ALL-97/kadyamatimba.pdf
%X In (Kadyamatimba 1996) we described our basic concept of Desktop Objects for supporting
browsing and direct manipulation schema evolution with the Oggetto OODB (Mariani 1992).
Iconic User Interface (IUI) is an extension to provide a fully integrated querying service.
Substantial work exists on graphical interfaces to databases: QBD* (Angelaccio 1990),
OdeView (Agrawal 1990) and Moggetto (Sawyer 1995). Most of these interfaces support the
browsing of schema of databases.  However, OdeView extensions (Dar 1995) support
browsing and querying but as separate operations. Querying operations should be integrated
with browsing mechanism as in PESTO (Carey 1996). However, the difference with our work
is that we exploit the desktop's direct manipulation to integrate the querying operations and
results browsing.
   The focus of IUI is not on the statement and formulation of the query, although this is certainly
a major part of any future work on the system. Rather, once queries have been stated
(potentially by expert users), our concern is that they are easily available and useful to even
novice users, and that their appearance and presentation of results are potentially
indistinguishable from the browsing process supported by our desktop. This is a major
diversion from some of the systems mentioned above. The next sections describes the IUI.

fpack:!@#$%^&*(): BIT16.BA
%M J.BIT.16.1.1
%T Editorial
%E Tom Stewart
%J BIT
%D 1997
%V 16
%N 1
%P 1-2
%* (c) Copyright 1997 Taylor & Francis

%M J.BIT.16.1.3
%T An Interview Study of 'Continuous' Implementations of Information
Technology
%A Cristian Korunka
%A Andreas Weiss
%A Sabine Zauchner
%J BIT
%D 1997
%V 16
%N 1
%P 3-16
%* (c) Copyright 1997 Taylor & Francis
%X Modern workplaces are continuously affected by
frequent implementations of information technology.  Managing
the technology's implementation can have an important
moderating function between implementation characteristics
and demands as well as effects for the companies and their
employees.  The development of an interview guide for
evaluating technology implementations and their management
and a first empirical application of the instrument are presented
here.  Developed incrementally, the interview guide consists of
139 questions on implementation characteristics, implementation
management, and effects.  Results of interviews with 59
managers of implementation projects are presented.  The
implementation projects fulfilled the following criteria: no
first-time introduction of information technology, at least 10
employees affected and at least one day of training per
employee.  Most of the implementations investigated were
characterized by increases in qualification demands, changes in
work structures, and increases in working time with the new
technology.  Large implementations characterized by a management
using few management tools showed high negative effects
for the company (e.g., over-budget), whereas large implementations
characterized by few participation indicators showed high
negative effects for the employees (e.g., complaints).  The
interview-guide proved usable for the description of important
characteristics of continuous implementations of information
technology.

%M J.BIT.16.1.17
%T The Evaluation of an Information System for Intensive Care
%A Judith Ramsay
%A Hans-Joachim Popp
%A Bernhard Thull
%A Gunter Rau
%J BIT
%D 1997
%V 16
%N 1
%P 17-24
%* (c) Copyright 1997 Taylor & Francis
%X This paper describes the application of human-computer
interaction (HCI) research methods in critical care
medicine.  An evaluation of an information system for the
support of cardiological intensive care (The Aachen Information
System for Intensive Care -- AISIC) is outlined.  AISIC
supports the capturing of diagnostic and therapeutic patient
data by nursing staff, the requesting of external diagnostic
reports, and the retrieval of information for treatment planning
performed by physicians (Popp 1994).  It was hypothesized that
use of the information system would result in quicker task
completion times and a reduction in error-making, when
compared to the existing paper-based record-keeping system. 
The evaluation was carried out using eight different forms of
data capture, ranging from interview and questionnaire to
automatic keystroke logging.  The results of the evaluation
revealed problems in the prescribing and recording of
medication dosage and administration.  The resultant redesign
of the medication option is discussed, along with implications
for improved patient care through the cognitive engineering of
medical information systems.  The problems encountered in
conducting this type of work in a critical care environment are
also discussed.

%M J.BIT.16.1.25
%T Style Guides and Their Application: The Case of Microsoft 'Windows' and a
Remote Tutoring Environment
%A Martin Colbert
%J BIT
%D 1997
%V 16
%N 1
%P 25-42
%* (c) Copyright 1997 Taylor & Francis
%X The application of Graphical User Interface styles
is supported by 'style guides' -- books which authoritatively
specify a basic set of application controls (interface objects) and
user input methods, and which advise when and how to use
these controls and input methods.  Style guides are typically
presented as resources that encourage consistency and re-use. 
This paper reports a recent project which applied the Microsoft
'Windows' style as a de facto standard, rather than a resource. 
The style was applied in this manner, to offer potential
customers a guarantee of usability (of a kind).  The project
was a success, in that the Windows re-design of a remote
tutoring environment out-performed the previous, push button
design in key respects in a usability trial.  However, with the
benefit of hindsight, the Windows re-design was also
unnecessarily complex, because the project's view of style
compliance was somewhat misleading.  If styles are to be used as
de facto standards, then it is suggested that projects are
provided with explicit concepts of style compliance, compliance
rules and compliance assessment procedures.

%M J.BIT.16.1.43
%T Evaluating and Improving the Usability of a User Manual
%A Carl Martin Allwood
%A Tomas Kalen
%J BIT
%D 1997
%V 16
%N 1
%P 43-57
%* (c) Copyright 1997 Taylor & Francis
%X This research deals with user-testing as a means to
improve the usability of a user manual.  In Study 1 we analysed
the effects of three different methods for user-testing a
commercial user manual to a patient administrative system. 
Thirty nurses read the manual and noted difficulties found by
either (1) making underlinings, (2) writing questions, or (3)
verbalizing their comments aloud.  Underlinings were more
associated with difficult words or concepts, and question
writing with broader content issues.  Comments verbalized
aloud produced the greatest variety of information and the
greatest number of comments.  In Study 2 we analysed the
effects of rewriting the user manual on the basis of the results
from the user-tests performed in Study 1 and some general
writing principles.  The modified manual group spent significantly
less time (21% less) on the tasks, issued significantly
fewer ineffective commands and made significantly fewer
obstructive errors, compared to the original manual group. 
However, no differences were found with respect to error
recovery.  These results suggest that user-testing by means of the
investigated methods can be an important means to enhance
the usability of user instruction manuals.

%M J.BIT.16.2.59
%T Editorial
%E Tom Stewart
%J BIT
%D 1997
%V 16
%N 2
%P 59-60
%* (c) Copyright 1997 Taylor & Francis

%M J.BIT.16.2.61
%T Graphing Small Data Sets: Should We Bother?
%S Information Presentation -- It's Not What You Show It's the Way That You
Show It
%A C. Melody Carswell
%A Catherine Ramzy
%J BIT
%D 1997
%V 16
%N 2
%P 61-71
%* (c) Copyright 1997 Taylor & Francis
%X While display designers tend to agree that the
communication of large amounts of quantitative information
calls for the use of graphs, there is less consensus about whether
graphs should be used for small, summarized data sets.  In the
present study, three groups of 16 subjects viewed 11 sets of time
series data presented as tables, bar charts, or line graphs.  Data
sets varied in size (4, 7, or 13 values) and complexity (number
and type of departures from linearity).  Subjects provided
written interpretations of each of the data sets, and these
interpretations were scored for (1) overall number of
propositions pertaining to the data set as a whole (global
content), (2) number of propositions describing relations within
a subset of the data (local content), and (3) number of
references to specific data values (numeric content).  For the
larger (7- and 13-point) data sets, interpretations based on bar
charts included the greatest overall global content, but line
graph interpretations proved to be most sensitive to the actual
information content (complexity) of the data sets.  The greater
sensitivity of the line graphs was still obtained with four-point
data sets; however, this advantage was greater for men than for
women.  For data sets of all sizes, but especially for the smallest
sets, gender differences in interpretation content were obtained. 
These differences are discussed within the context of more
general individual differences presumed to exist in graph-reading
strategies.

%M J.BIT.16.2.72
%T Reading Music from Screens vs Paper
%S Information Presentation -- It's Not What You Show It's the Way That You
Show It
%A Richard Picking
%J BIT
%D 1997
%V 16
%N 2
%P 72-78
%* (c) Copyright 1997 Taylor & Francis
%X The reading of music text from a computer screen
was compared to paper in a laboratory controlled study. 
Computer-based animated score tracking devices of three types
were tested, as well as a static screen representation of the music
text and its paper-based counterpart.  A proof-reading exercise
was given to subjects, which involved them listening to pieces of
music and identifying intentional errors in the score.  Their
subjective views were also recorded.  No significant difference
between the five presentation styles were apparent in the proof-reading
study.  However, subjects showed a significant
preference for animation over paper and static representation. 
The most popular style of animation was where each note on
the score was marked in time to the music.  The medium of
paper performed better overall than the static screen
representation.

%M J.BIT.16.2.79
%T Spoken Help for a Car Stereo: An Exploratory Study
%S Computers in Cars -- Why Don't You Talk to Me?
%A Govert de Vries
%A Graham I. Johnson
%J BIT
%D 1997
%V 16
%N 2
%P 79-87
%* (c) Copyright 1997 Taylor & Francis
%X This paper reports an investigation of the use of
spoken (audible) help in an attempt to increase the usability
and learnability of a high-end car stereo.  To investigate the
usefulness of audible spoken help for a car stereo, a simulation
was constructed within which experimental help systems were
incorporated.  To validate the simulation, the 'real' car stereo
(an existing consumer product, acting as the control condition)
was compared empirically with its simulation.  An experiment,
using the four conditions of actual product, simulation of
actual product, and two simulations employing different
spoken help functions was undertaken.  Forty participants in
a between subjects design, carried out specified tasks with the
car stereo version according to experimental condition.  User
performance, specifically task completion and number of
button presses, and subjective reactions were measured.  The
simulated spoken help versions clearly assisted users with their
tasks, and, in general, were responded to favourably when
compared to performance with the control simulation and its
product equivalent.  This exploratory study provided further
insight into users' concerns about car stereo usability and the
overall results revealed the potential of spoken help facilities for
novice users.  We can conclude that the use of audible, spoken
help, whether as a global option or as a specific 'button help',
enhances the performance of, and is acceptable to, novice users
of this consumer product type.  Finally, this investigation also
demonstrated that the use of a (Hypercard) simulation versus
the 'real' counterpart (the simulated car stereo) to be generally
valid and appropriate for this type of evaluation.  In order to
progress this direction, examination of the design of spoken
help dialogues, user control of these, and issues concerning
'longitudinal' use of the product type are recommended.

%M J.BIT.16.2.88
%T In-Vehicle Intelligent Information Technologies as Safety Benefit Systems:
Consideration of Philosophy and Function
%S Computers in Cars -- Why Don't You Talk to Me?
%A Nicholas J. Ward
%A Steve Hirst
%J BIT
%D 1997
%V 16
%N 2
%P 88-97
%* (c) Copyright 1997 Taylor & Francis
%X Various technological solutions have been advanced
to address motorist failings (e.g., sensory limitations,
perceptual biases, fatigue, inattention) in the acquisition of
safety relevant information.  One goal of these systems is to
improve traffic safety.  Although the functional goal of these
technologies is to serve as safety benefit systems, they are
foremost information technologies.  This paper reviews a
number of fundamental issues which underlie the basic nature
of these systems as informational services.  From the discussion
of the philosophy of these systems in relation to the meaning of
'information', a number of functional requirements and
limitations of these systems are identified.

%M J.BIT.16.2.98
%T Trade-Off Decision Making in User Interface Design
%S An Empirical Study of Interface Designers
%A S. Howard
%J BIT
%D 1997
%V 16
%N 2
%P 98-109
%* (c) Copyright 1997 Taylor & Francis
%X The way in which designers choose between
alternatives in user interface design can affect both the design
process and also the quality of the outcome, i.e., the user
interface.  However, little is known about the knowledge drawn
on during, or the processes that guide, the choice between
design alternatives.  This paper presents the results of an
empirical study aimed at modelling 'trade-off decision making'
in user interface design.  It is argued that a single abstract
vocabulary can capture important aspects of the rich knowledge
drawn on during design problem solving.  It is also argued
that designers' reasoning during 'choice episodes' is not
sophisticated.  In choosing between alternatives in design,
designers invariably limit the range, or nature, of the
alternatives considered.  The implications of this finding are
discussed.

%M J.BIT.16.2.111
%T Determinants of User Participation: A Finnish Survey
%S Computing and Culture
%A Juhani Iivari
%A Magid Igbaria
%J BIT
%D 1997
%V 16
%N 2
%P 111-121
%* (c) Copyright 1997 Taylor & Francis
%X The relationship between user participation and
information systems success has intrigued researchers for two
decades.  Despite this history there is minimal research on the
antecedents of user participation.  The tenet of the present paper
is that the conditions of user participation are essentially
changing.  Especially, the European tradition of user participation
has focused on blue collar workers rather than professionals
and managers.  Users are normally assumed to be
computer illiterate.  The North American tradition has almost
exclusively focused on the impact of user participation on
information systems success.  The present paper examined the
significance of organizational level of users, their task variety
and computer experience as determinants of user participation
including age, gender, education, computer training, organizational
tenure and job tenure as control variables.  The three
determinants were found to have a significant positive effect on
user participation, computer experience emerging as the most
dominant factor.  Gender, education and computer training
were discovered to have significant effects mediated by
organizational level, task variety and computer experience.

%M J.BIT.16.3.123
%T Editorial
%E Tom Stewart
%J BIT
%D 1997
%V 16
%N 3
%P 123-124
%* (c) Copyright 1997 Taylor & Francis

%M J.BIT.16.3.125
%T Public Attitudes Toward Voice-Based Electronic Messaging Technologies in
the United States: A National Survey of Opinions about Voice Response Units
and Telephone Answering Machines
%S Three Surveys and a Framework
%A James Katz
%A Philip Aspden
%A Warren A. Reich
%J BIT
%D 1997
%V 16
%N 3
%P 125-144
%* (c) Copyright 1997 Taylor & Francis
%X We surveyed 912 Americans in the Fall of 1993
about their attitudes toward voice response units (VRUs, also
known as voice-based electronic messaging or Interactive Voice
Response Units, IVRs) and telephone answering machines or
devices (TAMs or TADs).  We present data from a national
survey to provide an empirical understanding of these novel
and significant forms of technologically mediated interpersonal
communications.  Our results suggest that attitudes toward
electronic voice response systems are less closely linked to
demographic variables than are attitudes toward answering
machines.  We uncovered no evidence that the 'information
rich' are more positively inclined to electronic voice response
systems than the 'information poor'.  We also found that
attitudes toward the electronic technologies varied strongly by
age.  The most significant predictor of liking for electronic voice
response systems was the quality of one's most recent
experience with this technology.  We conclude by considering
some insights about the formation of attitudes toward these
electronic technologies and argue that voice-based services
could provide an important access modality to a wide range of
electronically-delivered phone services.

%M J.BIT.16.3.145
%T An Analysis of the Use of Natural Language Processing Systems in Business
%S Three Surveys and a Framework
%A J. Sidhu
%A C. J. Hinde
%J BIT
%D 1997
%V 16
%N 3
%P 145-157
%* (c) Copyright 1997 Taylor & Francis
%X The results of a survey conducted amongst
managers, users and application developers of Natural
Language interrogation systems are presented and analysed. 
Those that were able to develop successful and effective
applications using natural language paid careful attention to
the certain stages.  It is proposed that these stages are:
 1. Systematic analysis of the company's requirements.
 2. Effective integration of the natural language technology
    with the target database ensuring current applications
    are not adversely affected.
 3. Introduction to new users of the system.  This resulted
    in realistic user expectations and enabled effective use of
    the natural language software.
The advantages and disadvantages of natural language
interfaces from an application developer, manager and user
perspective are also discussed and recommendations made.

%M J.BIT.16.3.158
%T Empirical Assessment of Individuals' 'Personal Information Management
Systems'
%S Three Surveys and a Framework
%A Stephen R. Jones
%A Peter J. Thomas
%J BIT
%D 1997
%V 16
%N 3
%P 158-160
%* (c) Copyright 1997 Taylor & Francis
%X A simple pilot study has been undertaken to
investigate the use of 'personal information management
technologies' (including both traditional and emerging electronic
technologies) via a combination of nominal questionnaire
and semi-structured interview schedules.  The pilot study
suggested that the number of users adopting computer-based
personal information management technologies is low, as is the
combination of computer-based technologies with traditional
paper-based technologies in users' 'personal information
management systems'.

%M J.BIT.16.3.161
%T A Design-Oriented Framework for Modelling the Planning and Control of
Multiple Task Work in Secretarial Office Administration
%S Three Surveys and a Framework
%A Wally Smith
%A Becky Hill
%A John Long
%A Andy Whitefield
%J BIT
%D 1997
%V 16
%N 3
%P 161-183
%* (c) Copyright 1997 Taylor & Francis
%X Design-oriented frameworks are a type of Human-Computer
Interaction (HCI) discipline knowledge.  They are
intended to support iterative 'specify-and-implement' design
practice, by assisting designers to create models of specific
design problems, within a class of design problem.  This paper
presents a design-oriented framework for a class of HCI design
problem, expressed as a the planning and control of multiple
task work in secretarial office administration.  The planning and
control of multiple task work refers generally to how interactive
human-computer worksystems specify and select behaviours
for performing multiple concurrent tasks.  Secretarial office
administration is a sub-class of design problem, in which the
work supports communications of the organization commissioning
the new worksystem.  The framework is based on a
conception proposed to support an engineering discipline of
HCI.  The framework conceptualizes the relationship between
an interactive worksystem, its domain of work and the
effectiveness, or performance, with which work is carried out. 
The framework was developed from cognitive science and HCI
theory and an empirical case-study of an existing secretarial
worksystem.  The framework expresses the domain of secretarial
work as the state transformation of hierarchies of abstract
and physical objects, representing communications carried out
by the organization.  The description of the secretarial work-system
expresses the relationship between abstract processes of
planning, controlling, perceiving and executing, and abstract
representations of plans and knowledge-of-tasks.  Planning
heuristics and control rules reflect general properties of the
dynamic work domain, such as external interruptions and
temporary opportunities.  The framework also expresses the
relationship between these planning and control structures and
performance.  In its current form, the framework is incomplete,
but illustrates an approach to the development of design-oriented
knowledge.  Using this type of knowledge, a designer
may reason about potential solutions to HCI design problems
concerning planning and control behaviours for carrying out
multiple task work for secretarial office administration.

%M J.BIT.16.4/5.185
%T Guest Editorial
%S Usability Evaluation Methods
%E Dominique L. Scapin
%E Tomas Berns
%J BIT
%D 1997
%V 16
%N 4/5
%P 185-187
%* (c) Copyright 1997 Taylor & Francis

%M J.BIT.16.4/5.188
%T Tracking the Effectiveness of Usability Evaluation Methods
%S Usability Evaluation Methods
%A Bonnie E. John
%A Steven J. Marks
%J BIT
%D 1997
%V 16
%N 4/5
%P 188-202
%* (c) Copyright 1997 Taylor & Francis
%X We present a case study that tracks usability
problems predicted with six usability evaluation methods
(claims analysis, cognitive walkthrough, GOMS, heuristic
evaluation, user action notation, and simply reading the
specification) through a development process.  We assess the
method's predictive power by comparing the predictions to the
results of user tests.  We assess the method's persuasive power
by seeing how many problems led to changes in the
implemented code.  We assess design-change effectiveness by
user testing the resulting new versions of the system.  We
conclude that predictive methods are not as effective as the HCI
field would like and discuss directions for future research.

%M J.BIT.16.4/5.203
%T A Planning Aid for Human Factors Evaluation Practice
%S Usability Evaluation Methods
%A Ian Denley
%A John Long
%J BIT
%D 1997
%V 16
%N 4/5
%P 203-219
%* (c) Copyright 1997 Taylor & Francis
%X The work reported here attempts to address Human-Computer
Interaction (HCI) design problems by the
creation of support for the conceptualization of such problems
during evaluation.  This support takes the form of a planning
aid intended to aid novice human factors practitioners (recently
qualified graduates, for example) to evaluate interactive
worksystems.  The planning aid provides a structure for relating
and recruiting techniques used in Human Factors (HF)
evaluations.  It incorporates relevant information for planning
an evaluation (e.g., evaluation methods themselves), and offers
advice in the form of heuristics about the use of the methods,
their selection, and configuration.  The output of the planning
aid is an evaluation plan.  This paper reports the development of
the planning aid, and illustrates its application with a case
study.  Two assessments of the planning aid with novice HF
practitioners are also presented and discussed.

%M J.BIT.16.4/5.220
%T Ergonomic Criteria for Evaluating the Ergonomic Quality of Interactive
Systems
%S Usability Evaluation Methods
%A Dominique L. Scapin
%A J. M. Christian Bastien
%J BIT
%D 1997
%V 16
%N 4/5
%P 220-231
%* (c) Copyright 1997 Taylor & Francis
%X This paper summarizes research work conducted on
the design and assessment of a set of usability dimensions called
'ergonomic criteria'.  It also provides a detailed description of
each of the individual criteria.  The paper then mentions the
inherent limitations of the method discusses the notion of
ergonomic quality, the differences in perspective compared to
empirical testing, and identifies the potential users of the
method.  Finally the paper stresses the limitations in the current
state of development of the method and identifies research
issues for further improving the method.

%M J.BIT.16.4/5.232
%T Software Evaluation Using the 9241 Evaluator
%S Usability Evaluation Methods
%A Reinhard Oppermann
%A Harald Reiterer
%J BIT
%D 1997
%V 16
%N 4/5
%P 232-245
%* (c) Copyright 1997 Taylor & Francis
%X There is an increasing need for practical and
comprehensive evaluation methods and tools for conformance
testing with ISO standards.  In this study, we focus on ISO 9241
which is an important ergonomic standard.  A brief description
shows its content and structure.  Practical evaluations include
the amount of time and resources which must be managed in
software projects, while comprehensive evaluations require that
the context of use be considered during the evaluation of user
interfaces.  In order to complete a comprehensive evaluation of
usability, it is necessary to use more than one evaluation
method.  Therefore, an overview of different evaluation
approaches is given, describing their advantages and disadvantages. 
Finally, the ISO 9241 evaluator is presented in
detail as an example of a practical expert-based evaluation
method for conformance testing with the ISO 9241 standard,
that can be integrated in a comprehensive evaluation approach.

%M J.BIT.16.4/5.246
%T Comparison of Evaluation Methods Using Structured Usability Problem Reports
%S Usability Evaluation Methods
%A Darryn Lavery
%A Gilbert Cockton
%A Malcolm P. Atklnson
%J BIT
%D 1997
%V 16
%N 4/5
%P 246-266
%* (c) Copyright 1997 Taylor & Francis
%X Recent HCI research has produced analytic evaluation
techniques which claim to predict potential usability
problems for an interactive system.  Validation of these methods
has involved matching predicted problems against usability
problems found during empirical user testing.  This paper shows
that the matching of predicted and actual problems requires
careful attention, and that current approaches lack rigour or
generality.  Requirements for more rigorous and general
matching procedures are presented.  A solution to one key
requirement is presented: a new report structure for usability
problems.  It is designed to improve the quality of matches made
between usability problems found during empirical user testing
and problems predicted by analytic methods.  The use of this
report format is placed within its design research context, an
ongoing project on domain-specific methods for software
visualizations.

%M J.BIT.16.4/5.267
%T A Proposed Index of Usability: A Method for Comparing the Relative
Usability of Different Software Systems
%S Usability Evaluation Methods
%A Han X. Lin
%A Yee-Yin Choong
%A Gavriel Salvendy
%J BIT
%D 1997
%V 16
%N 4/5
%P 267-278
%* (c) Copyright 1997 Taylor & Francis
%X Usability is becoming a more and more important
software criterion but the present usability measurement
methods are either difficult to apply or overly dependent upon
evaluators' expertise.  Based on human information processing
theory, this study identified eight human factors considerations
which are relevant to software usability.  These considerations
as well as the three stages of human information processing
theory formed the framework from which our Purdue Usability
Testing Questionnaire (PUTQ) is derived.  An experiment was
conducted to test the validity of PUTQ.  The experiment result
showed high correlation between PUTQ and the Questionnaire
for User Interaction Satisfaction (QUIS version 5.5).  In
addition, PUTQ detected the differences in user performance
between two experimental interface systems, but QUIS failed to
do so.
%X Both the questionnaire and answer sheets are reproducible
without permission provided this footnote is included in all copies
used.  Reproduced by permission from Han X. Lin, Yee-Yin Choong,
and Gavriel Salvendy, A proposed index of usability: a method for
comparing the relative usability of different software systems,
Behaviour & Information Technology, 1997, Oct., pp. 267-278.
   Instruction: This questionnaire contains 100 questions
about computer interfaces.  They are grouped into
eight parts.  Please answer each of these questions
regarding the system to be evaluated in the order they
are given, using the answer sheet provided.
   Answer Sheet Instruction: For the 100 questions in the Purdue
Usability Testing Questionnaire, your answer for each
question regarding the system to be evaluated will
consist of the following three sequential parts:
 (a) Please evaluate each of the 100 questions whether
     they are applicable to the system to be evaluated. 
     If it is not applicable then please proceed to the
     next question.  If it is applicable, then please
     proceed to answer the following two questions.
 (b) Please rate how important is the question to the
     system being evaluated (1 is the least important; 3 is
     most important).
 (c) Rate the system to be evaluated for effectiveness
     on the scale of 1 to 7 (1 for very bad; 7 for very
     good), or choose 'Not available' is the item is not
     available in the system being evaluated.
%Y 1. COMPATIBILITY
	1. Is the control of cursor compatible with movement?
	2. Are the results of control entry compatible with user expectations?
	3. Is the control matched to user skill?
	4. Are the coding compatible with familiar conventions?
	5. Is the wording familiar?
2. CONSISTENCY
	6. Is the assignment of colour codes conventional?
	7. Is the coding consistent across displays, menu options?
	8. Is the cursor placement consistent?
	9. Is the display format consistent?
	10. Is the feedback consistent?
	11. Is the format within data fields consistent?
	12. Is the label format consistent?
	13. Is the label location consistent?
	14. Is the labelling itself consistent?
	15. Is the display orientation consistent? -- panning vs. scrolling.
	16. Are the user actions required consistent?
	17. Is the wording consistent across displays?
	18. Is the data display consistent with entry requirements?
	19. Is the data display consistent with user conventions?
	20. Are symbols for graphic data standard?
	21. Is the option wording consistent with command language?
	22. Is the wording consistent with user guidance?
3. FLEXIBILITY
	23. Does it have by-passing menu selection with command entry?
	24. Does it have direct manipulation capability?
	25. Is the design for data entry flexible?
	26. Can the display be controlled by user flexibly?
	27. Does it provide flexible sequence control?
	28. Does it provide flexible user guidance?
	29. Are the menu options dependent on context?
	30. Can user name displays and elements according to their needs?
	31. Does it provide good training for different users?
	32. Are users allowed to customize windows?
	33. Can users assign command names?
	34. Does it provide user selection of data for display?
	35. Does it handle user-specified windows?
	36. Does it provide zooming for display expansion?
4. LEARNABILITY
	37. Does it provide clarity of wording?
	38. Is the data grouping reasonable for easy learning?
	39. Is the command language layered?
	40. Is the grouping of menu options logical?
	41. Is the ordering of menu options logical?
	42. Are the command names meaningful?
	43. Does it provide no-penalty learning?
5. MINIMAL ACTION
	44. Does it provide combined entry of related data?
	45. Will the required data be entered only once?
	46. Does it provide default values?
	47. Is the shifting among windows easy?
	48. Does it provide function keys for frequent control entries?
	49. Does it provide global search and replace capability?
	50. Is the menu selection by pointing? -- primary means of sequence control.
	51. Is the menu selection by keyed entry? -- secondary means of control entry.
	52. Does it require minimal cursor positioning?
	53. Does it require minimal steps in sequential menu selection?
	54. Does it require minimal user control actions?
	55. Is the return to higher-level menus required only one simple key action?
	56. Is the return to general menu required only one simple key action?
6. MINIMAL MEMORY LOAD
	57. How are abbreviations and acronyms used?
	58. Does it provide aids for entering hierarchic data?
	59. Is the guidance information always available?
	60. Does it provide hierarchic menus for sequential selection?
	61. Are selected data highlighted?
	62. Does it provide index of commands?
	63. Does it provide index of data?
	64. Does it indicate current position in menu structure?
	65. Are data items kept short?
	66. Are the letter codes for menu selection designed carefully?
	67. Are long data items partitioned?
	68. Are prior answers recapitulated?
	69. Are upper and lower case equivalent?
	70. Does it use short codes rather than long ones?
	71. Does it provide supplementary verbal labels for icons?
7. PERCEPTUAL LIMITATION
	72. Does it provide coding by data category?
	73. Is the abbreviation distinctive?
	74. Is the cursor distinctive?
	75. Are display elements distinctive?
	76. Is the format for user guidance distinctive?
	77. Do the commands have distinctive meanings?
	78. Is the spelling distinctive for commands?
	79. Does it provide easily distinguished colours?
	80. Is the active window indicated?
	81. Are items paired for direct comparison?
	82. Is the number of spoken messages limited?
	83. Does it provide lists for related items?
	84. Are menus distinct from other displayed information?
	85. Is the colour coding redundant?
	86. Does it provide visually distinctive data fields?
	87. Are groups of information demarcated?
	88. Is the screen density reasonable?
8. USER GUIDANCE
	89. System feedback: How helpful is the error message?
	90. Does it provide CANCEL option?
	91. Are erroneous entries displayed?
	92. Does it provide explicit entry of corrections?
	93. Does it provide feedback for control entries?
	94. Is HELP provided?
	95. Is completion of processing indicated?
	96. Are repeated errors indicated?
	97. Are error messages non-disruptive/informative?
	98. Does it provide RESTART option?
	99. Does it provide UNDO to reverse control actions?
	100. Is the sequence control user initiated?

%M J.BIT.16.4/5.279
%T The MUSiC Performance Measurement Method
%S Usability Evaluation Methods
%A Miles Macleod
%A Rosemary Bowden
%A Nigel Bevan
%A Ian Curson
%J BIT
%D 1997
%V 16
%N 4/5
%P 279-293
%* (c) Copyright 1997 Taylor & Francis
%X This paper reports a method for measuring usability
in terms of task performance -- achievement of frequent and
critical task goals by particular users in a context simulating the
work environment.  The terms usability and quality in use are
defined in international standards as the effectiveness, efficiency
and satisfaction with which goals are achieved in a specific
context of use.  The performance measurement method gives
measures which, in combination with measures of satisfaction,
operationalize these definitions.  User performance is specified
and assessed by measures including task effectiveness (the
quantity and quality of task performance) and User efficiency
(effectiveness divided by task time).  Measures are obtained with
users performing tasks in a context of evaluation which
matches the intended context of use.  This can also reveal
usability problems which may not become evident if the
evaluator interacts with the user.  The method is supported by
tools which make it practical in commercial timescales.  The
method has been widely applied in industry, and can be
adapted for use early in design, and to evaluate non-computer
products and the performance of small work groups.

%M J.BIT.16.6.295
%T Editorial
%E Tom Stewart
%J BIT
%D 1997
%V 16
%N 6
%P 295-296
%* (c) Copyright 1997 Taylor & Francis

%M J.BIT.16.6.297
%T The Role of Working Memory on Graphical Information Processing
%S Design and Evaluation of User Interface Software
%A Gerald L. Lohse
%J BIT
%D 1997
%V 16
%N 6
%P 297-308
%* (c) Copyright 1997 Taylor & Francis
%X This research extends previous graphics research by
examining how individual differences in working memory
(WM) capacity and changes in graphic design influence
graphical information processing.  An experiment compared
decision accuracy of two graphic decision aids and an unaided
group for a task at two levels of complexity.  There were no
accuracy differences for the low complexity task.  At high levels
of task complexity, accuracy depended upon WM capacity and
how the graphic aid influenced perception.  Eye movement data
show information processing differences also are contingent
upon graphic design features and WM capacity.  We postulate
that graphs reduce cognitive overhead by shifting some of the
cognitive burden to our visual perception system.  More efficient
graphical perceptual will improve decision performance only if
our cognitive resources are capacity constrained and those
cognitive resources are used elsewhere in the problem solving
process.

%M J.BIT.16.6.309
%T Age Differences in Reactions to Errors in Computer-Based Work
%S Design and Evaluation of User Interface Software
%A Kamaljit S. Birdi
%A Dieter Zapf
%J BIT
%D 1997
%V 16
%N 6
%P 309-319
%* (c) Copyright 1997 Taylor & Francis
%X The present study examined the reactions of older
and younger workers to the situation of encountering an error
during computer-based work.  It was expected that older
workers would have a stronger negative emotional reaction to
such an error due to a combination of age-related factors.  In
both a questionnaire and an observational study among 134
office workers this was found to be the case.  This age
relationship remained after controlling for differences in
computer experience, attitudes to new technology, education
and the number of errors made by participants during a typical
computer-based work session.  More detailed analyses showed
that in response to an error situation, older workers compared
to younger ones stated they were significantly less likely to try
and solve the problem entirely on their own; this was also partly
supported by the observational data.  In terms of the available
options for helping rectify errors, older workers reported that
they were more often likely to use written documentation and
rely less on asking other workers.  The implications of the
findings are discussed in terms of interventions to ameliorate
the impact of errors in computer-based work on an older
workforce.

%M J.BIT.16.6.320
%T Responses to Comprehension Questions and Verbal Protocols as Measures of
Computer Program Comprehension Processes
%S Design and Evaluation of User Interface Software
%A Teresa M. Shaft
%J BIT
%D 1997
%V 16
%N 6
%P 320-336
%* (c) Copyright 1997 Taylor & Francis
%X To study cognitive processes, such as computer
program comprehension, researchers often use verbal protocols
to collect a process trace.  However, the difficulty of collecting
and analysing verbal protocol data can discourage even the
most resolute researcher.  Therefore, alternatives to verbal
protocols, such as responses to comprehension questions, are
undeniably attractive.  Unfortunately, there is little methodological
research to justify the use of most alternative methods. 
The current study compares the use of verbal protocol data
with responses to comprehension questions as measures of
comprehension process.  According to results from the protocol
analysis data, programmers used significantly different comprehension
processes to understand computer programs in two
phases of an experiment.  If previous research was correct, then
programmers' responses to different types of comprehension
questions should reflect the differences in comprehension
process.  Unfortunately, comprehension process was not
reflected in the responses to the questions.  Hence, this research
confirms that process tracing methods, such as verbal
protocols, are a more appropriate method by which to
investigate program comprehension processes.

%M J.BIT.16.6.337
%T The Importance of the Number of Degrees of Freedom for Rotation of Objects
%S Design and Evaluation of User Interface Hardware
%A J. P. Djajadiningrat
%A C. J. Overbeeke
%A G. J. F. Smets
%J BIT
%D 1997
%V 16
%N 6
%P 337-347
%* (c) Copyright 1997 Taylor & Francis
%X In an experiment input methods for object rotation
with differing degrees of freedom were assessed.  The results
are relevant for human-computer interfacing, not only for the
finger tip controlled interface proposed in this paper but also
for evaluation of existing approaches to rotation.  When
designing an interface with finger tip controlled rotation of
virtual objects, for technical reasons the number of finger tips
to be registered should be minimized.  Performance of subjects
who rotated real objects with different numbers of finger tips
was assessed.  Subjects rotated a transparent sphere encasing
an object according to their personal preference, with three,
two or one finger, and restricted to three orthogonal axes.  The
latter reflects rotation in much current 3D software, whereby
only one rotational degree of freedom (DOF) is accessible at a
time.  Performance in the three and two finger conditions did
not differ significantly from the free condition, whilst
performance with one finger and orthogonally restricted was
significantly lower.  However, only the three finger condition
was rated as comfortable as the free condition, whilst the two
finger, one finger and orthogonally restricted conditions were
rated as less comfortable.  It is argued that the number of
DOFS which can be accessed simultaneously is an important
design consideration when quick and intuitive rotation is to be
achieved.

%M J.BIT.16.6.348
%T Applying the AHP Approach to Evaluate Human Sensitivity to Chromatic Light
%S Design and Evaluation of User Interface Hardware
%A Mao-Jiun J. Wang
%A Ying-Jye Lee
%J BIT
%D 1997
%V 16
%N 6
%P 348-358
%* (c) Copyright 1997 Taylor & Francis
%X The difference threshold of judging chromatic light
was evaluated in this study.  The experimental factors included
target colour, background colour, interspacing, target surface
interferences, and luminance level.  Results showed that humans
were more sensitive to green light than to red or blue light.  The
differential brightness sensitivity was higher for dark target on
bright background than for bright target on dark background. 
The interspacing between two targets also affected differential
brightness sensitivity, but the luminance level of the standard
stimulus was found to have no effect on difference threshold.  In
addition, there was significant individual differences in
differential brightness sensitivity.  Further, by comparing the
results obtained from the Analytic Hierarchy Process (AHP)
and the method of constant stimuli, it suggests that the AHP
approach was a valid and effective method to assess difference
threshold.

%M J.BIT.16.6.359
%T Software Development: Some Critical Views
%S Short Papers
%A Chris W. Clegg
%A Patrick E. Waterson
%A Carolyn M. Axtell
%J BIT
%D 1997
%V 16
%N 6
%P 359-362
%* (c) Copyright 1997 Taylor & Francis
%X We argue that the software development process
can be interpreted as a knowledge-intensive system, incorporating
the expertise and skills of many different people over
extended periods of time and facing high levels of internal and
external uncertainty.  Such a perspective enables us to question
some current fashions, challenge some powerful and pervasive
ideas and assumptions, redefine some problems and open up
new debates and opportunities.

%M J.BIT.16.6.363
%T Boosting Trainees' Expectations of Success Through Knowledge of Performance
Norms
%S Short Papers
%A Karen T. Hilling
%A Andrew J. Tattersall
%J BIT
%D 1997
%V 16
%N 6
%P 363-364
%* (c) Copyright 1997 Taylor & Francis
%X A field study of the role of performance norms in
computer training shows that norms have an influential impact
on expectations and anticipated satisfaction.

fpack:!@#$%^&*(): BIT19.BA
%M J.BIT.19.1.1
%T A Theoretical Framework and Empirical Examination of the Effects of Foreign
and Translated Interface Language
%A Noam Tractinsky
%J BIT
%D 2000
%V 19
%N 1
%P 1-13
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Given the increased globalization and popularization of computer
applications, translating a system's human interface into the local
language has become a major consideration for software vendors and
distributors. In this paper, we suggest a theoretical framework for the
study of user interface translation. The framework includes recognizing
vendors' and users' costs of, and benefits from, software translation.
An experiment was conducted, based on this framework, to test user
performance and preferences regarding interface translations. The
experiment manipulated the translation of two interface components:
documentation language and manipulation language. The results indicate
that users are sensitive to different combinations of interface
translation in a way that is commensurate with the instruction-following
process (Terwilliger and Polson 1997). Users performed best when a fully
translated interface was used and worst when only the manipulation
language was translated. Users' preferences were in line with their
performance, indicating that a cost benefit approach can serve as a
promising starting point to the study of interface translation.

%M J.BIT.19.1.15
%T Understanding the Roles of Signs and Norms in Organizations -- A Semiotic
Approach to Information Systems Design
%A Ronald Stamper
%A Kecheng Liu
%A Mark Hafkamp
%A Yasser Ades
%J BIT
%D 2000
%V 19
%N 1
%P 15-27
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X To apply semiotics to organizational analysis and information systems
design, it is essential to unite two basic concepts: the sign and the
norm. A sign is anything that stands for something else for some
community. A norm is a generalized disposition to the world shared by
members of a community. When its condition is met, a norm generates a
propositional attitude which may, but not necessarily will, affect the
subject's behaviour. Norms reflect regularities in the behaviour of
members in an organization, allowing them to coordinate their actions.
Organized behaviour is norm-governed behaviour. Signs trigger the norms
leading to more signs being produced. Both signs and norms lend
themselves to empirical study. The focus in this paper is on the
properties of norms since those for signs are relatively well known. The
paper discusses a number of different taxonomies of norms: formal,
informal, technical; evaluative, perceptual, behavioural, cognitive;
structure, action; substantive, communication and control. A semiotic
analysis of information systems is adduced in this paper from the
social, pragmatic, semantic, syntactic, empiric and physical
perspectives. The paper finally presents a semiotic approach to
information systems design, by discussing the method of information
modelling and systems architecture. This approach shows advantages over
other traditional ones in a higher degree of separation of knowledge,
and hence in the consistency, integrity and maintainability of systems.

%M J.BIT.19.1.29
%T Prioritizing Usability Problems: Data-Driven and Judgement-Driven Severity
Estimates
%A Marc Hassenzahl
%J BIT
%D 2000
%V 19
%N 1
%P 29-42
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Software-ergonomic system analysis often reveals numerous usability
problems. Given that system design suffers from limited resources, the
prioritization of usability problems seems inevitable. Surprisingly
enough, prioritization is not in the focus of scientific interest.
Within this paper, approaches to prioritization relying on severity
estimates will be presented. Two of the approaches, namely priorities
based on data about the impact of a problem (data-driven) and priorities
based on judgements of interest group members (judgement-driven) will be
further explored. In the data-driven approach total problem-handling
time caused by a usability problem is presented as a measure of
severity. The major disadvantage of the data-driven approach is its
costs. A possible alternative are severity estimates based on judgements
by members of involved interest groups. The first of two studies shows
how to obtain judgement driven severity estimates and reveals a
fundamental lack of correspondence between data-driven and
judgement-driven severity estimates. The second study supports the
notion that the lack of correspondence may stem from a difference
between assumptions of the data-driven approach and the naive judgement
model of interest group members in the judgement-driven approach. A
hypothetical model for severity estimates by interest group members is
presented.

%M J.BIT.19.1.43
%T Model Mismatch Analysis: Towards a Deeper Explanation of Users' Usability
Problems
%A Alistair Sutcliffe
%A Michele Ryan
%A Ann Doubleday
%A Mark Springett
%J BIT
%D 2000
%V 19
%N 1
%P 43-55
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X An evaluation method is proposed based on walkthrough analysis
coupled with a taxonomic analysis of observed problems and causes of
usability error. The model mismatch method identifies usability design
flaws and missing requirements from user errors. The method is tested
with a comparative evaluation of two information retrieval products.
Different profiles of usability and requirements problems were found for
the two products, even though their overall performance was similar.

%M J.BIT.19.1.57
%T The Importance of Task Analysis in Usability Context Analysis -- Designing
for Fitness for Purpose
%A Stella Mills
%J BIT
%D 2000
%V 19
%N 1
%P 57-68
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Usability Context Analysis (UCA) suggests the use of task analysis in
order to characterize the user's requirements of a product. This paper
shows that a task analysis is a necessary (but not sufficient) part of a
usability context analysis. Further, it is argued that it is necessary
to carry out the task analysis to sufficient depth to establish fitness
for purpose of the product under test. In addition, the analyst should
have some knowledge of the application domain so that from various task
sequences, that giving the best user-product task match can be used. The
paper indicates by using an example of an echosounder that discrepancies
of use can be highlighted through this task-based approach to usability
context analysis.

%M J.BIT.19.1.69
%T An Exploratory Investigation of the Antecedents and Impact of Internet
Usage: An Individual Perspective
%A Murugan Anandarajan
%A Claire Simmers
%A Magid Igbaria
%J BIT
%D 2000
%V 19
%N 1
%P 69-85
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Internet usage in the US workplace is increasing at a phenomenal
rate. This exploratory study examines factors influencing employee
internet usage and individual perceptions of the consequences of such
usage. Using the Theory of Reasoned Behaviour, a questionnaire was
designed and circulated to part time MBA students in north-east United
States. This preliminary study suggests that the personal factors of web
skills and playfulness are associated with perceived internet
usefulness, the degree of internet usage, and have both positive
(enhanced job characteristics, job satisfaction) and negative (increased
inefficiency) impacts. Neither the personal variables of age and gender
nor any of the organizational variables are important antecedent
variables. To those who perceive the internet as intimidating, there
was, understandably, less internet usage. Perceived usefulness was
positively related to increased time of use and internet impacts. In
general, the findings indicate that extending the research on
microcomputers to internet usage is a promising research focus. On the
basis of this study, the leadership challenge is to harness the
tremendous potential of the internet, working to control and improve
inefficiencies while not discouraging internet usage.

%M J.BIT.19.1.86
%T Erratum
%J BIT
%D 2000
%V 19
%N 1
%P 86
%* (c) Copyright 2000 Taylor and Francis Ltd.

%M J.BIT.19.2.87
%T Productivity Prediction by Extrapolation: Using Workload Memory as a
Predictor of Target Performance
%A Gunilla Alsio
%A Mikael Goldstein
%J BIT
%D 2000
%V 19
%N 2
%P 87-96
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X In order to assess if productivity based on extrapolated data is a
good predictor of longer texts, an experimental study was conducted. Two
full-sized text input devices for touch typing and two miniaturized for
tapping were used, all featuring QWERTY layout, in a repeated measurement
design. Twenty subjects were exposed to both a task within the limit of
working memory (nine words) and four running memory tasks (approx. 275
words). For miniaturized tapping keyboards, extrapolated data
significantly underestimated both entry speed (uncorrected wpm, up to
17%) and character error rate (up to 61%) whereas it significantly
overestimated ratio of correct words (up to 62%) of running memory
tasks. Further, error-corrected entry speed was significantly
overestimated up to a factor of 2.7. Results based on extrapolated
productivity metrics must therefore be interpreted with caution. Running
memory tasks with text length of more than 32 words is needed to assess
productivity of text input devices if tapping is used.

%M J.BIT.19.2.97
%T Interacting with Infotainment Applications: Navigation Patterns and Mental
Models
%A Joyce H. D. M. Westerink
%A Betty G. M. M. Majoor
%A Mili Docampo Rama
%J BIT
%D 2000
%V 19
%N 2
%P 97-106
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This article investigates the way users interact with typical
multimedia infotainment applications. The focus is on the development
over time of their navigation behaviours in the information structure
and their mental models of it. The experiment involved a multimedia
infotainment (CD-i) title with some 150 information items. Subjects were
asked to perform a series of exploration, search and drawing tasks;
sessions were concluded with an interview and a reconstruction task.
Objective navigational data were compared with subjective results
concerning the users' mental models, using the terminology of the
navigational framework of Edwards and Hardman. It was found that, after
1 hour, only 25% of the information items had been explored. Subjects
use the first 20-30 minutes of explorative interaction time to discover
the (local) structures in the title. They then start to observe the
presentations in a more content-related way. The development of the
user's mental model appears to proceed relatively steadily. The
perceived distance between information elements mainly depends on the
number of steps to be taken.

%M J.BIT.19.2.107
%T Influences of General Computer Experience and Age on Library Database
Search Performance
%A Sherry E. Mead
%A Richard A. Sit
%A Wendy A. Rogers
%A Brian A. Jamieson
%A Gabriel K. Rousseau
%J BIT
%D 2000
%V 19
%N 2
%P 107-123
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Two experiments examined the effects of general computer experience
and age on library system search performance among novice library system
users. Twenty younger adults (10 with high and 10 with low computer
experience) and 20 older adults (10 with low and 10 with no computer
experience) performed 10 search tasks of varying difficulty. Search
success, syntax errors, database field specifications, keyword
specifications, and use of Boolean operators were examined. Among
younger novices, high computer experience was associated with slightly
better performance than low computer experience. Among older novices,
having some computer experience was associated with much better
performance than no computer experience. Older computer users showed
lower overall success rates, made more syntax and field specification
errors, and demonstrated poorer understanding of Boolean logic and
keyword matching algorithms than younger adults with similar computer
experience. Implications for interface design and training interventions
for novice on-line library system users are discussed.

%M J.BIT.19.2.125
%T Positive and Negative Aspects of the Work of Information Technology
Personnel: An Exploratory Analysis
%A Catrien C. J. H. Bijleveld
%A Frank Andries
%A Jan L. A. Van Rijckevorsel
%J BIT
%D 2000
%V 19
%N 2
%P 125-138
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This paper re-analyses data gathered in a 1989 research among Dutch
information technology personnel. Working from Karasek's job stress
model, we use exploratory multiple correspondence analyses on the
aggregated data matrix of occupations and work items. We employed two
models: one that emphasised the negative evaluations of job aspects, and
one that emphasised positive evaluations. The structuring of positive
evaluations of job aspects proved most meaningful. Occupations could be
distinguished into three groups. The first and largest group is
characterised by a fairly balanced degree of autonomy and workload. A
second group comprised of middle management occupations is characterised
by unfavourable judgement on workload, matched by insufficient autonomy;
as such, employees in these occupations appear at risk of overburdening.
A third group of computer specialists report a workload that is too
slight given their degree of autonomy; this group appears to be at risk
of underburdening.

%M J.BIT.19.2.139
%T An Ergonomics Approach for Work in the Next Millennium in an IT World
%A Toni Ivergard
%J BIT
%D 2000
%V 19
%N 2
%P 139-148
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This article begins by giving the background to different the
approaches in trying to predict what the labour market will look like in
the future. Ongoing changes in the labour market are then discussed,
together with their consequences in the slightly longer term. We then
look at various ways in which we can steer changes in the labour market
into a direction desirable to both society and the workforce. Finally,
the needs for new research are reviewed, followed by some concluding
remarks.

%M J.BIT.19.3.151
%T Guest Editorial
%E Toni Ivergard
%E Tomas Berns
%J BIT
%D 2000
%V 19
%N 3
%P 151-152
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X The extreme high speed of change in the area of information
technology creates a new demand for a process of continues learning and
relearning in the workplaces but also among the public as a whole. There
is need for a deeper crossdisciplinary and interdisciplinary
understanding of the effects of this extreme demand for learning and
relearning, both on us as individuals, on public and private
organization and on the society as a whole. Information technology
provides to some extent possible solutions to the problems it creates.
Consequently, web based learning is also expanding with an accelerating
speed. But this new form of learning is not to the same extent backed up
by a fast growing research, in areas like on-the job-learning, workplace
pedagogics, 'competence ergonomics', etc. But there are a number of very
good exceptions like the Knowledge Media Institute of the Open
University, and also a number of newly established facilities like the
network university in the north of Sweden, the Mid Sweden University. In
this special issue these types of problems are discussed, including
those where the emphasis lies in creating rational and effective methods
for web-based training and learning. The following was put forward in
the invitation to a particular target group for this special issue.

%M J.BIT.19.3.153
%T Knowledge Architecture for the Twenty-First Century
%A Prasad Kaipa
%J BIT
%D 2000
%V 19
%N 3
%P 153-161
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This paper begins with defining data, information, knowledge, and
wisdom and proposes an architecture for managing knowledge (which is
different from managing information). This architecture helps us to
develop different perspectives, not just patterns and relationships. An
example is presented of a group that used this approach to build a
sustainability framework. The twenty-first century is going to be about
creating pathways to a sustainable future. Creating a shared
understanding of what data, information, knowledge, and wisdom mean to
us and how they interrelate enables us to define and move along those
pathways. Applying our model of knowledge architecture from a position
of values, principles, and beliefs will allow us to evolve a deeper
understanding of what a sustainable future could mean to us and how we
can pursue it. The framework presented contains essential ingredients to
be explored in building our future: 'We struggle between the 1% of what
we know, 1% of what we don't know but rarely come across the 98% of what
we don't know that we don't know'. (Buckminster Fuller, full details not
available)

%M J.BIT.19.3.163
%T Information Technology and Knowledge-Based Business Development
%A Toni Ivergard
%J BIT
%D 2000
%V 19
%N 3
%P 163-169
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Information technology creates a very fast increase in the demand for
new skills, competencies and knowledge in all types of organisations and
in society as a whole. We know how important learning and knowledge
development are, but we do not understand how we should bring it about
in a rational and effective way. The objective of this analysis and
review is to suggest methods and ideas about how to make optimal use of
the intellectual capital in companies, regardless of whether it is
carried by people or by information technology. Three models for
management of change are presented: (1) allocation of functions, (2)
business development, (3) web based learning. Finally the concept of
competence ergonomics is introduced to decrease 'learning stress'. The
ergonomic design of new technology and its related tasks fit the skill,
competence and learning potential of the available personnel.

%M J.BIT.19.3.171
%T Integrating Working and Enrichment Approach Learning: A Document
%A Paul Mulholland
%A Zdenek Zdrahal
%A John John Domingue
%A Marek Hatala
%J BIT
%D 2000
%V 19
%N 3
%P 171-180
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Integrating working and learning is seen as a desirable alternative
to traditional training regimes. An integrated approach to working and
learning is more gradual, contextual, problem oriented and cost
effective. Knowledge technology aims to catalyze workplace learning, but
requires the right organisational culture and brings additional costs
regarding the articulation, representation and transmission of
knowledge. Our approach reduces these costs by making articulation a
natural part of collaborative working, designing for both informal and
formal knowledge, and facilitating the transition of socially situated
knowledge through enriched documents. To be successful, our approach has
certain prequesites concerning organisational culture, and the nature of
shared documents, organisational knowledge and work activities.

%M J.BIT.19.3.181
%T Learning at Work -- A Combination of Experience Based Learning and
Theoretical Education
%A Katarina Paulsson
%A Lisa Sundin
%J BIT
%D 2000
%V 19
%N 3
%P 181-188
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Training and learning at work is important as employees competence
has to meet organisational requirements for flexibility. This study
examines conditions and obstacles in integrating a web-based course at
work in order to enhance employees level of competence. Employees view
of working condition, competence and how they learn at work is also of
importance. A selection of 35 people was made at a company which is part
of a large business. The design was quantitative with complementary
qualitative data. The employees had a positive attitude towards work
despite increasing difficulties in work tasks and an increasing
workload, which was the greatest barrier of integrating the web-based
course at work. Competence development involved a certain degree of
stress, but was outweighed by the fact that it was stimulating and led
to the work feeling easier. To manage work, knowledge was obtained
primarily by colleagues and company courses.

%M J.BIT.19.3.189
%T Sharing Engineering Design Knowledge in a Distributed Environment
%A Zdenek Zdrahal
%A Paul Mulholland
%A John Domingue
%A Marek Hatala
%J BIT
%D 2000
%V 19
%N 3
%P 189-200
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Engineering design is a complex activity, relying heavily on know-how
gained from personal experience. Competitive pressures and new
technology are making further demands on the skills and experience of
designers, as effective knowledge reuse in design is seen as
increasingly vital, and the work of design teams is often a
collaborative and distributed activity. University students with a
thorough knowledge of the engineering domain can be ill prepared for
professional practice, with its increasing reliance on skills and
know-how as well as knowledge of theory. Our approach aims to better
prepare students for professional practice, through hands-on experience
of design reuse, participation in distributed collaboration, and the
development of presentation and documentation skills. Our case-study in
the domain of modelling engineering systems, in which the course
materials themselves are evolving and distributed, has ramifications for
the publication model of educational materials, and the way students
should be prepared for working life.

%M J.BIT.19.3.201
%T Information Technology Levels, Competence Development and Performance in
Swedish Small Business Enterprises
%A Stig Vinberg
%A Gunnar Gelin
%A Karl Sandberg
%J BIT
%D 2000
%V 19
%N 3
%P 201-210
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This paper analyses relations between leaders' and co-workers'
competence, IT-levels and organizational aspects within ten small
business enterprises in Sweden. Data from questionnaires and
semi-structured interviews were used for statistical data analyses
organized in four steps. A result is that IT-levels and change
competence go together with higher levels of educational investment, and
that companies with high levels on these aspects also tend to have a
proneness for joining change programs. Another finding is that the
higher the rate of IT in a company, the lower the incidence of
musculoskeletal problems among employees. The study shows that an
increase in leader change competence, a flat organization, a higher
leader than co-worker change competence, and an ongoing program
contribute significantly to profit per capita at the company level. The
analysis model seems to give a good integration of the results, but
underlying mechanisms must be dealt with in future research.

%M J.BIT.19.3.211
%T Influences of the 'Social Contract', Technology and Restructuring, and
Training on the Supply and Demand for Skilled Technology Workers
%A Phillip W. Payton
%J BIT
%D 2000
%V 19
%N 3
%P 211-219
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This article is designed to trace the forces influencing the supply
and demand for 'knowledge workers'. The effects of technology and
restructuring are the most important from industry's standpoint in
influencing demand because industry as a whole 'does not do enough'
training to help in the supply, based on the comments of experts. The
incentives provided by industry through the 'social contract' with
workers, as discussed, are as essential as training in affecting the
supply of these workers. But because industry does not want to train
unless there is a condition of payback in its investment in training,
such preparation is left to the high schools and colleges. Thus
school-to-work transitions are needed as an important part of what high
schools and colleges should offer.

%M J.BIT.19.3.221
%T Information Technology and Learning Strategies in Small Enterprises
%A Karl Sandberg
%A Stig Vinberg
%J BIT
%D 2000
%V 19
%N 3
%P 221-227
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X The aim of this paper is to define and explain information technology
strategic dispositions and competence development within small
enterprises. Small enterprises are a heterogeneous group of firms and
for that reason, a universal explanation of strategic dispositions and
learning strategies makes it advisable to draw upon a diverse range of
methods, practices and approaches. 'Competence ergonomics' that fosters
learning, empowerment and participation offers the flexibility within
which to frame this strategy description. Introduction of information
technology into small enterprises is treated as being of strategic
importance to the future growth and survival of a firm. Methods and
theories now being used in The Swedish National Institute of Working
Life's (Arbetslivsinstitutet) Balanced Information Technology Project
are those described. The Project is located in the area of Ostersund,
Sweden where small industries have the need to adopt information
technology as a means of promoting continuing competitiveness.

%M J.BIT.19.3.229
%T Competence via the Web
%A Ulf Soderberg
%J BIT
%D 2000
%V 19
%N 3
%P 229-232
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X With the rapid growth and technical development of the internet, the
interest in distributing education over the web has increased greatly
during recent years. Educational systems and industry see the
possibilities for more flexible and cost efficient solutions. At the
same time, the internet industry is sensing a new market. The challenge
lies in producing competence for the individual student through good
teaching, while at the same time using technical solutions to create
added value via the net. This article gives a short background to the
new possibilities in distributed education over the internet, and
discusses various factors for success in competence development efforts.
The discussion focuses on the different aspects of educational design of
web-based educational material.

%M J.BIT.19.4.233
%T Articulating Collaboration in a Learning Community
%S Organizational and Social Issues in the Use of Computer Technology
%A George Chin, Jr.
%A John M. Carroll
%J BIT
%D 2000
%V 19
%N 4
%P 233-246
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X A common computer-based collaborative learning approach is to simply
introduce contemporary computermediated communication technology into
the classroom to support prescribed learning activities. This approach
assumes that all students collaborate in similar ways and that
presentday technology is sufficient to accommodate all collaboration
forms. This view is superficial and limiting. Students collaborate in
different ways at different levels on different learning activities. A
more detailed articulation of collaboration in learning is crucial to
understanding and extending the pedagogical capabilities and usefulness
of collaborative technologies. A model is presented for a more finely
articulated form of analysis that enumerates types of collaborative
learning activities and evaluates how these activities may be supported
through different design options. The analysis is based on actual
classroom scenarios and the collaboration requirements that emerge from
them. The authors have successfully applied this analysis model in the
design of a computer-based collaborative learning environment for
science education.

%M J.BIT.19.4.247
%T Sociotechnical Issues in the Implementation of Imaging Technology
%S Organizational and Social Issues in the Use of Computer Technology
%A Pascale Carayon
%A Ben-Tzion Karsh
%J BIT
%D 2000
%V 19
%N 4
%P 247-262
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This study examined the implementation of imaging technology into two
public sector organizations in the Midwest in the USA. The aims of the
study were to analyze the impact of imaging technology on job
characteristics and quality of working life, and the influence of the
technological change process on employees and organizations.
Quantitative and qualitative data were collected using questionnaire
surveys and structured and semi-structured interviews. Results showed
that imaging users reported more problems with technology and less job
satisfaction than employees who were still using their 'old' computer
systems. In addition, imaging users in the organization that utilized
end user participation in the implementation of their imaging system
rated their imaging systems better and reported higher job satisfaction
than imaging users in the organization that did not incorporate end user
participation in the implementation of the system. The results are
discussed in terms of the importance of the technology implementation/
change process, and future directions for research are provided.

%M J.BIT.19.4.263
%T The Artful Use of Groupware: An Ethnographic Study of How Lotus Notes is
Used in Practice
%S Organizational and Social Issues in the Use of Computer Technology
%A Barry Brown
%J BIT
%D 2000
%V 19
%N 4
%P 263-273
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This paper uses the results from an ethnographic study of a groupware
system in use to argue against two accepted views on groupware systems.
Firstly, this paper argues that groupware is useful in how it supports
existing everyday organizational processes, rather than as an agent of
radical organizational change. Discussing the use of Lotus Notes in a
British oil company shows how groupware supports mundane processes such
as tracking repairs to equipment or encouraging good ideas. In this case
groupware is a useful, yet unradical, technology. This is contrasted
with discussions of groupware as a technology of radical change.
Secondly, this paper argues that rigidity-the inability to change how a
system works-can be a positive feature of a groupware system, or indeed,
a very requirement of that system. A Notes system is shown being used to
support accountability, in that staff used the record kept within the
system to make their actions seem orderly and sensible to others. In
this case the rigidity of the system was needed to convince others that
the record was not being altered or fabricated. This is contrasted with
those who have argued that groupware systems should be highly
customisable by their users. More generally, this study uncovers the
'artful use' of groupware systems, how they are inventively integrated
into work processes by those who use them.

%M J.BIT.19.4.275
%T How Useful are Strategic Plans for Information Systems?
%S Organizational and Social Issues in the Use of Computer Technology
%A Thompson S. H. Teo
%A James S. K. Ang
%J BIT
%D 2000
%V 19
%N 4
%P 275-282
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Although much research has been done in the area of strategic
planning for information systems (IS), relatively less research has
focused on the output of the IS planning process, namely, the IS plan.
This paper examines the usefulness of IS plans through a field survey of
136 IS executives. Results indicate that IS plans are generally
perceived to be useful for supporting business objectives, improving
systems integration, exploiting information technology (IT) for
competitive advantage, and prioritising IS development projects.
Conversely, IS plans are perceived to be less useful for clarifying the
role of IS, evaluating IS performance, anticipating surprises and
crisis, and adapting to unanticipated situations. Implications of these
results are discussed.

%M J.BIT.19.4.283
%T Gender Differences in Internet Usage and Task Preferences
%S Individual Issues in the Use of Computers
%A Thompson S. H. Teo
%A Vivien K. G. Lim
%J BIT
%D 2000
%V 19
%N 4
%P 283-295
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Although there has been much publicity about the Internet, empirical
research focusing on it is still relatively sparse. Much of the existent
research on the internet has been predicated upon data collected in
Europe and America. To date, there is a dearth of published studies on
the internet in the Asian context. This study examines gender
differences in internet usage in Singapore, a small island of 650 square
kilometres in south-east Asia. Data were collected on internet users via
a questionnaire survey placed on the World Wide Web. 1370 usable
responses were received, of which 89% were males and 11% were females.
Gender differences in terms of the demographic profile of internet
users, usage patterns, task preferences and factors affecting an
enjoyable Internet experience are examined.

%M J.BIT.19.4.297
%T Heart Period Variability as Mental Effort Monitor in Human Computer
Interaction
%S Individual Issues in the Use of Computers
%A Lajos Izso
%A Eszter Lang
%J BIT
%D 2000
%V 19
%N 4
%P 297-306
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Elementary steps of Human Computer Interaction (HCI), like users'
mental actions followed by a series of keystrokes and mouse-clicks, are
the basic components of using information technological systems. This is
why examination methods capable of assessing users' actual mental effort
corresponding to these elementary steps during HCI in a scientifically
sound way have great importance. It is known that under certain
circumstances, Heart Period Variability (HPV) could be a measure of
actual mental effort. This paper gives a short overview of applications
of HPV in ergonomics in general and, based on empirical evidence intends
to prove that this methodology, after a careful adaptation, could be
powerful technique for monitoring mental effort in HCI. The paper
outlines the main components of the INTERFACE testing workstation and
the related methodology for investigatingamong others-users mental
effort. A detailed application example is also provided.

%M J.BIT.19.4.307
%T Do Systems Development Methodologies and CASE Tools Decrease Stress Among
Systems Analysts?
%S Individual Issues in the Use of Computers
%A Anthony C. Nelson
%A James T. C. Teng
%J BIT
%D 2000
%V 19
%N 4
%P 307-313
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This paper investigates whether computer-aided systems engineering
tool and systems development methodology usage reduce or increase the
amount of stress (i.e. ambiguity and conflict) experienced by analysts.
Increased methodology usage was found to be associated with less role
stress. Computer-aided systems engineering tool usage, however, did not
have a statistically significant impact on role stress.

%M J.BIT.19.5.315
%T Knowledge Acquisition in Ecological Product Design: The Effects of
Computer-Mediated Communication and Elicitation Method
%S Communication Issues
%A Jurgen Sauer
%A Simone Schramme
%A Bruno Ruttinger
%J BIT
%D 2000
%V 19
%N 5
%P 315-327
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This article presents a study that examines multiple effects of using
different means of computer-mediated communication and knowledge
elicitation methods during a product design process. The experimental
task involved a typical scenario in product design, in which a knowledge
engineer consults two experts to generate knowledge about a design
issue. Employing a 3 x 2 between-subjects design, three conference types
(face-to-face, computer, multimedia) and two knowledge elicitation
methods (structured interview, network technique) were compared. One
hundred and eight participants took part in the study. They were
assigned to 36 groups of three. Quantitative and qualitative performance
data were collected and the group processes with the IPA method
analysed. The results showed that the computer conference group was
generally more productive than the two other groups during the
conference. However, participants were unable to maintain their higher
performance levels in a later task where the conference results had to
be edited before being fed into an expert system. As expected, the
computer conference group showed the lowest socio-emotional content
during interaction. The network technique was largely more productive
than structured interviewing, though it was more time-consuming.
Furthermore, the findings suggested that both the network technique and
computer conferencing achieved their higher productivity in knowledge
generation only at the cost of information processing depths, resulting
in poorer performance for subsequent transfer activities. The results
are discussed with regard to organizational choice in managing
conferences of this kind.

%M J.BIT.19.5.329
%T An Experimental Investigation of the Impact of NSS and Proximity on
Negotiation Outcomes
%S Communication Issues
%A John Lim
%J BIT
%D 2000
%V 19
%N 5
%P 329-338
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Negotiations are often not as rational as desired due to the
cognitive difficulty of finding optimal agreements. With higher
information-processing capacity and capability, negotiation support
systems (NSS) are viewed as a viable solution to overcome this
difficulty and help negotiators achieve integrative agreements. In
addition, advances in network communication technology have enabled
distributed meetings to be carried out easily. This in turn leads to the
notion of conducting distributed negotiations by combining NSS and
distributed communication technology. This study examined the impact of
NSS in face-to-face and distributed settings. The results suggested that
NSS led to higher and fairer outcomes for both face-to-face and
distributed dyads. Another interesting finding from this study is that
there were gains with respect to initial expectations of outcomes when
NSS support was provided. As corporations expand globally, NSS will play
a significant role in coordinating distributed negotiations, saving time
and cost.

%M J.BIT.19.5.339
%T The Value of Video in Work at a Distance: Addition or Distraction?
%S Communication Issues
%A Giacinto Matarazzo
%A Abigail Sellen
%J BIT
%D 2000
%V 19
%N 5
%P 339-348
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This paper reports on a laboratory experiment aimed at exploring the
importance of 'person' versus 'task' space in supporting work at a
distance through Multimedia Desktop Systems (MDSs). 'Person space'
refers to the ability to see and hear remote colleagues while 'task
space' refers to the ability to share work-related artifacts. A 2 x 2 x
4 mixed factorial experimental design was used (n = 72) in which video
quality (broad band vs narrow band) was varied for the display of remote
colleagues, group size (point-to-point vs point-to multipoint), and
task. Surprisingly, subjects not only rated the poor quality video
conditions more highly than good quality video conditions, but they also
completed their tasks faster. These findings are explained in terms of a
'distraction effect' imposed by the display of remote colleagues. This
has practical implications for the design of MDSs.

%M J.BIT.19.5.349
%T Building a Perceptual Visualization Architecture
%S Communication Issues
%A Christopher G. Healey
%J BIT
%D 2000
%V 19
%N 5
%P 349-366
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Scientific datasets are often difficult to analyse or visualize, due
to their large size and high dimensionality. A multistep approach to
address this problem is proposed. Data management techniques are used to
identify areas of interest within the dataset. This allows the reduction
of a dataset's size and dimensionality, and the estimation of missing
values or correction of erroneous entries. The results are displayed
using visualization techniques based on perceptual rules. The
visualization tools are designed to exploit the power of the low-level
human visual system. The result is a set of displays that allow users to
perform rapid and accurate exploratory data analysis. In order to
demonstrate the techniques, an environmental dataset being used to model
salmon growth and migration patterns was visualized. Data mining was
used to identify significant attributes and to provide accurate
estimates of plankton density. Colour and texture were used to visualize
the significant attributes and estimated plankton densities for each
month for the years 1956-1964. Experiments run in the laboratory showed
that the chosen colours and textures support rapid and accurate element
identification, boundary detection, region tracking and estimation. The
result is a visualization tool that allows users to quickly locate
specific plankton densities and the boundaries they form. Users can
compare plankton densities to other environmental conditions like sea
surface temperature and current strength. Finally, users can track
changes in any of the dataset's attributes on a monthly or yearly basis.

%M J.BIT.19.5.367
%T Aesthetics and Preferences of Web Pages
%S Communication Issues
%A Bo N. Schenkman
%A Fredrik U. Jonsson
%J BIT
%D 2000
%V 19
%N 5
%P 367-377
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X The first impressions of web pages presented to users was
investigated by using 13 different web pages, three types of scales and
18 participants. Multidimensional analysis of similarity and preference
judgements found four important dimensions: beauty, mostly illustrations
versus mostly text, overview and structure. Category scales indicated
the existence of two factors related to formal aspects and to appeal of
the objects, respectively. The best predictor for the overall judgement
of the category scales was beauty. Property vector fitting of the
multidimensional solutions with the category scales further indicated
the importance of beauty for the preference space. Aspects of usability,
product design and aesthetics are discussed.

%M J.BIT.19.5.379
%T Discrimination Between Design Errors and User Errors by Binomial Test
%S Communication Issues
%A Lajos Izso
%J BIT
%D 2000
%V 19
%N 5
%P 379-384
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X In laboratory usability studies, error collecting and analysis are
frequently used methods of software evaluation and usually are capable
of revealing the most conspicuous design deficiencies, if there are any.
In certain cases, however, it is hard if not impossible to distinguish
accidental user errors from systematic errors attributable to design
failures without a careful statistical hypothesis testing. An
appropriate, additional statistical analysis of the distribution of
observed errors along the steps of the standard tasks could add further
useful information to the obvious results of the study. For this purpose
a simple binomial model is proposed, which proved to be applicable in a
case study: by the help of this model it was possible to discover some
further design failures in addition to the already obvious ones.

%M J.BIT.19.5.385
%T Exposure to Information Technology and its Relation to Burnout
%S Communication Issues
%A Marisa Salanova
%A Wilmar B. Schaufeli
%J BIT
%D 2000
%V 19
%N 5
%P 385-392
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This paper investigates -- in a sample of 202 Spanish employees -- the
hypothesis that the impact of the exposure to technology on burnout is
mediated by the appraisal of technology. In addition, the factorial
validity of the Maslach Burnout Inventory-General Survey (MGI-GS) is
studied. The hypothesized three-factor-model of the MBI-GS (i.e.
exhaustion, cynicism and professional efficacy) was not replicated;
instead a four-factor model (i.e. exhaustion, cynicism, selfconfidence
and goal-attainment) fitted better to the data. Results from Structural
Equation Modelling confirmed the hypothesis that the impact on burnout
of the exposure to technology (in terms of time and frequency of use of
computer aided technology) is mediated by the appraisal of technology.
The higher the exposure, the more positive the appraisal and the lower
the burnout levels (i.e. less cynicism, more selfconfidence and a
greater sense of goal attainment). No such effect was demonstrated for
exhaustion. Limitations of the study and future research directions are
discussed.

%M J.BIT.19.6.393
%T Facilitating Data Exploration with Query Previews: A Study of User
Performance and Preference
%A Egemen Tanin
%A Amnon Lotem
%A Ihab Haddadin
%A Ben Shneiderman
%A Catherine Plaisant
%A Laura Slaughter
%J BIT
%D 2000
%V 19
%N 6
%P 393-403
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Networked and local data exploration systems that use command
languages, menus, or form fill-in interfaces rarely give users an
indication of the distribution of data. This often leads users to waste
time, posing queries that have zero-hit or mega-hit results. Query
previews are a novel visual approach for browsing databases. Query
previews supply users with data distribution information for selected
attributes of the database, and give continuous feedback about the size
of the result set as the query is being formed. Subsequent refinements
might be necessary to narrow the search. As there is a risk that query
previews are an additional step, leading to a more complex and slow
search process, a within-subjects empirical study was ran with 12
subjects who used interfaces with and without query previews and with
minimized network delays. Even with 12 subjects and minimized network
delays statistically significant differences were found, showing that
query previews could speed up performance 1.6 to 2.1 times and lead to
higher user satisfaction.

%M J.BIT.19.6.405
%T Barriers and Facilitators to the Use of Knowledge Management Systems
%A Leela Damodaran
%A Wendy Olphert
%J BIT
%D 2000
%V 19
%N 6
%P 405-413
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This paper reports a post-implementation review of usage and user
experiences of an electronic information management system (EIM) in a
multinational company. The implementation of this system was the first
step in the company's programme to achieve effective knowledge
management leading to innovative and integrated business solutions. In
the context of low levels of usage, users were asked to identify
barriers and facilitators to the use of EIM. The resultant list relates
to a considerable array of human and organizational issues that the
current implementation methodology has failed to address. This failure
impedes progress towards effective knowledge management and realization
of the associated business advantages. The findings suggest that a
'technology push' approach to knowledge management has serious
limitations. The identification of the critical success factors for EIM
provides the basis for a change management process that includes
development of the knowledge sharing culture needed to enable effective
knowledge management.

%M J.BIT.19.6.415
%T Evaluating the Usability of Virtual Reality User Interfaces
%A A. G. Sutcliffe
%A K. Deol Kaur
%J BIT
%D 2000
%V 19
%N 6
%P 415-426
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X A walkthrough method for evaluating virtual reality (VR) user
interfaces is described and illustrated with a usability assessment of a
virtual business park application. The method is based on a theory of
interaction that extends Norman's model of action. A walkthrough
analysis method uses three models derived from the theory. The first
model describes goal-oriented task action, the second exploration and
navigation in virtual worlds, while the third covers interaction in
response to system initiative. Each stage of the model is associated
with generic design properties that specify the necessary support from
the system for successful interaction. The evaluation method consists of
a checklist of questions using the properties and following the model
cycle. Use of the method uncovered several usability problems.
Approaches to evaluation of VR applications and future work are
discussed.

%M J.BIT.19.6.427
%T The Effect of Network Delay and Media on User Perceptions of Web Resources
%A Julie A. Jacko
%A Andrew Sears
%A Michael S. Borella
%J BIT
%D 2000
%V 19
%N 6
%P 427-439
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This research experimentally examines the effects of network delays,
document type, and various user characteristics on the perceived
usability of distributed documents on the internet. Six experimental
conditions were analysed: text only documents and documents including
text and graphics at three levels of delay. Users were undergraduate and
graduate students who reported spending zero to 50 hours per week on the
internet. Usability was assessed by analysing responses to questions
about ease of locating information, information organization,
information quality, and navigation problems. The results showed
significant interactions of network delay and document type on subjects'
perceptions of quality, organization, navigation, and several additional
factors that are important to organizations providing information on the
internet. Both the number of hours subjects reported spending using the
internet and subjects' self-reported command of the English language
were significantly correlated with perceptions of various aspects of the
internet sites examined. While the results indicate that internet users
may prefer highly graphical web sites, it appears that they are
unwilling to tolerate substantial delays. As a result, users in the
study preferred plain text documents as delays increased.

%M J.BIT.19.6.441
%T Effects of Dialogue Design on Automatic Teller Machine (ATM) Usability:
Transaction Times and Card Loss
%A Claus M. Zimmermann
%A Robert S. Bridger
%J BIT
%D 2000
%V 19
%N 6
%P 441-449
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X Unobtrusive observation of automatic teller machine (ATM) use was
carried out to compare the efficiency and error profiles of two ATM
interfaces in current use. Transaction times for the same transaction
differed by 39%. Frequency of forgetting cards in the ATM differed by
96-100%. The differences were attributed to the sequencing of sub tasks
with respect to the goal state. The cost of a lack of ergonomics in the
less efficient interface was estimated conservatively to be US$1.7
million due to task sequencing, and between US$2 million and US$4.5
million from forgetting cards in the ATM.

%M J.BIT.19.6.451
%T Designing Time at the User Interface
%A John Fabre
%A Steve Howard
%A Ross Smith
%J BIT
%D 2000
%V 19
%N 6
%P 451-463
%* (c) Copyright 2000 Taylor and Francis Ltd.
%X This paper describes research that seeks to facilitate the capture,
representation, and reasoning about, temporal information by usability
engineers. The product, a method we call KAT-LITTER, is an extension of
Johnson and Johnson's (1991) Knowledge Analysis of Tasks (KAT). An
evaluation of KAT-LITTER showed that it influenced the design process in
two significant ways: firstly, designers using KAT-LITTER spent more
time reasoning about temporal issues than designers using KAT alone, and
secondly these same designers considered a broader spectrum of temporal
issues. Further developments of KAT-LITTER are briefly discussed.

fpack:!@#$%^&*(): IJHCI13.BA
%M J.IJHCI.13.1.1
%T The Effectiveness of Virtual Reality Pain Control With Multiple
Treatments of Longer Durations: A Case Study
%A Hunter G. Hoffman
%A David R. Patterson
%A Gretchen J. Carrougher
%A Dana Nakamura
%A Merilyn Moore
%A Azucena Garcia-Palacios
%A Thomas A. Furness, III
%J IJHCI
%D 2001
%V 13
%N 1
%P 1-12
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Immersive virtual reality (VR) has proved to be potentially valuable
as a pain control technique for patients with severe burns undergoing
wound care and physical therapy. Recent studies have shown that single,
3-min visits to a virtual world can dramatically reduce the amount of
pain experienced during wound care, and the illusion of going inside the
computer-generated world helps make VR analgesia unusually effective.
This case study explored whether VR continues to reduce pain when the
duration and frequency of VR treatments are increased to more practical
levels. A patient with deep flash burns covering 42% of his body spent
varying amounts of time performing physical therapy with and without
virtual reality. Five subjective pain ratings for each treatment
condition served as the dependent measures. The magnitude of pain
reduction with VR, and the patient's illusion of "going into" the
virtual world did not diminish with repeated administration and longer
treatment durations. Practical implications are discussed. The results
of this study may be examined in more detail at
www.hitl.washington.edu/projects/burn/.

%M J.IJHCI.13.1.13
%T Can a More Neutral Position of the Forearm When Operating a Computer
Mouse Reduce the Pain Level for Visual Display Unit Operators? A
Prospective Epidemiological Intervention Study: Part II
%A Arne Aaras
%A Marvin Dainoff
%A Ola Roas
%A Magne Thoresen
%J IJHCI
%D 2001
%V 13
%N 1
%P 13-40
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X The aim of this study was to investigate if participants with pain
experience reduced pain development when using a mouse allowing a more
neutral position of the wrist (Anir) compared with development of pain
using a traditional mouse. The study population consisted of 67
participants with mean intensity of pain of approximately 50 mm on a
100-mm Visual Analog Scale (VAS). The total group was randomly divided
into 1 intervention group and 1 control group. The study was performed
as a prospective parallel group study. VAS was used to assess the
average level of pain in the musculoskeletal system during a 6-month
period. An earlier article on this study found that after using the Anir
mouse for 6 months, a significant reduction was reported in neck pain
(48.9 to 33.9). Corresponding data for other areas of the upper
extremities were shoulder (54.1 to 31.8), forearm (52.9 to 32.8), and
wrist and hand (42.5 to 22.3), respectively (Aaras, Ro, & Thoresen,
1999). The control group using the traditional mouse reported no
significant changes in pain level. This article describes the results
after giving an identical intervention to the control group. After 6
months, the former control group reported a significant reduction in
average pain for the following body areas: shoulder, M = 48.0 (CI =
32.5-63.5) to M = 28.7 (CI = 18.7-38.8); forearm, M = 45.6 (CI =
30.8-60.4) to M = 15.6 (CI = 5.5-25.7); and wrist and hand, M = 34.8 (CI
= 20.1-49.5) to M = 15.8 (6.4-25.2). Neck pain was marginally
significantly reduced, M = 39.4 (CI = 25.2-53.6) to M = 27.4 (CI =
15.2-39.6), p = .07. The group getting the initial intervention did not
report any significant changes in any of the body areas from 6 to 12
months after the study period; that is, the reduction in pain level
obtained still existed. The results from this study indicate clearly the
importance of using a more neutral position of the forearm when using a
computer mouse. Laboratory tests on performance measures (speed and
accuracy) showed that the Anir mouse falls well within the range of
performance measures associated with already existing commercially
available input devices.

%M J.IJHCI.13.1.41
%T Beyond Translation: Approaches to Interactive Products for Chinese
Consumers
%A Heiko Sacher
%A Tai-Hou Tng
%A Gareth Loudon
%J IJHCI
%D 2001
%V 13
%N 1
%P 41-51
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X The localization of interactive, digital products often centers
around disconnects between a foreign language and North American
conventions-the deficit-driven approach. The fact that a distinct user
language can be the key to a deep understanding of a culture that
ultimately leads to solutions that go beyond purely functional language
support is often overlooked. In this article we describe the challenges
of enabling products for interaction with Chinese customers. We show how
deficit-driven approaches have been used for quickly identifying and
addressing usability issues in interfaces. However, when fundamental
disconnects between a product and a user culture exist, the deficit
perspective can result in hard-to-understand and cumbersome products. We
propose an alternative, complementary approach that is based on the
interdependency of language, culture, and interaction. It allows product
and interface design practitioners to reveal users' language rules,
elements, and structures. Those characteristics reflect users' mental
models, problem-solving approaches, and behavioral patterns. This
approach fosters the integration of cultural aspects into the design
process to create products that connect to the conventions of
interaction in the Chinese culture-toward truly "smart" products for the
Chinese market.

%M J.IJHCI.13.1.53
%T Model Testing of Users' Comprehension in Graphical Animation: The
Effect of Speed and Focus Areas
%A Nancy J. Lightner
%J IJHCI
%D 2001
%V 13
%N 1
%P 53-73
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Graphics provide a means of displaying large numbers of data points
at one time. Multidimensional graphs are used for recognizing trends and
analyzing a business environment for decision making. When several
images are shown in an ordered sequence, an animated display is created.
As the use of graphical, animated displays becomes more prevalent for
business analysis and decision making, a better understanding of the
conditions under which these displays are useful is needed. This
research presents a model of animation speed setting based on Bloch's
law of temporal summation; rapid, sequential, visual presentation; and
eye movement timings. The model was tested in a laboratory experiment.
The experimental results indicate that the model can be used to
determine animation speed but only within the limits of human
comprehension. Response accuracy to basic comparison questions was
highest when the number of nonadjacent areas viewed on the display was 1
or 2. Based on these findings, a revised model is presented as well as a
new guideline for interface design.

%M J.IJHCI.13.1.75
%T The Implications of Visualization Ability and Structure Preview
Design for Web Information Search Tasks
%A Honggang Zhang
%A Gavriel Salvendy
%J IJHCI
%D 2001
%V 13
%N 1
%P 75-95
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X This study investigates the effects of users' visualization ability
and Web site structure display design on users' performance and memory
organization in Web site information search tasks using a browsing
strategy. A human-centered design-structure preview-was proposed in this
study. Structure preview is a Web site navigation menu in which each
menu item serves as a link to one Web page, similar to a menu design in
Microsoft Windows 95 and Windows 98. An experiment was conducted in
which 40 individuals participated. The experimental design was a
2-factor factorial design. Independent variables were visualization
ability (low and high) and Web site design (conventional and structure
preview). Twenty participants were identified as users with low
visualization ability and 20 participants were identified as users with
high visualization ability. Dependent variables were the number of
identified items, the number of steps per item, and memory organization.
Results indicated that both low- and high-visualization users'
performance improved significantly (76.3% more identified items and
83.4% fewer steps per item for low-visualization users; 36.5% more
identified items and 78.4% fewer steps per item for high-visualization
users) when using the structure preview design than when using the
conventional design. When using the conventional design,
high-visualization users had significantly better performance (36.9%
more identified items and 23.6% fewer steps per item) than
low-visualization users. Also, the memory organization of all users
(including both low- and high-visualization users) improved
significantly (42.9%) when using the structure preview design compared
with the conventional design.

%M J.IJHCI.13.1.97
%T Book reviews
%A Randy J. Pagulayan
%A Brian H. Philips
%J IJHCI
%D 2001
%V 13
%N 1
%P 97-103
%* (c) Copyright 2001 Lawrence Erlbaum Associates

%M J.IJHCI.13.2.107
%T Introduction: Ubiquitous Computing: Anytime, Anyplace, Anywhere?
%A Neville A. Stanton
%J IJHCI
%D 2001
%V 13
%N 2
%P 107-111
%* (c) Copyright 2001 Lawrence Erlbaum Associates

%M J.IJHCI.13.2.113
%T Ensemble Computing
%A Peter Thomas
%A Hans-W Gellersen
%J IJHCI
%D 2001
%V 13
%N 2
%P 113-121
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X The technology space that includes ubiquitous computing, information
appliances, and pervasive and situated systems is the subject of intense
interest among the research community. In this article, we examine some
of the principles implicit in this space and introduce the idea of
"ensemble computing" to describe technologies that extend this space.

%M J.IJHCI.13.2.123
%T Wearable Computers: A Human Factors Review
%A Chris Baber
%J IJHCI
%D 2001
%V 13
%N 2
%P 123-145
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X In this article, wearable computers are considered from the
perspective of human factors. Three approaches to the development of
this technology are presented: computers that can be worn, information
appliances that can be worn, and computers as clothing. The implications
for how people will wear and interact with computers in these forms are
considered. In particular, in this article a discussion of forms of
dialogue to demonstrate how wearable computers require fundamental
revision of the way in which we consider human-computer interaction is
presented. This article concludes with reports of work on human
interaction with wearable computers, both in terms of task performance
and physical effects of wearing technology.

%M J.IJHCI.13.2.147
%T Sensory Fabric for Ubiquitous Interfaces
%A Stan S. Swallow
%A Asha Peta Thompson
%J IJHCI
%D 2001
%V 13
%N 2
%P 147-159
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Sensory Fabric is a technology that uses electrically conductive
textiles to fabricate switches and sensors. In this article we examine
how a number of broad device types, or form factors, can be reconfigured
or made more ubiquitous by replacing their traditional interface
hardware with Sensory Fabric. The implications of using a fabric
solution are explored for handheld and personal devices, educational
computing, and the personal computer interface. Each case study
describes a number of technology demonstrator devices, using them to
illustrate how some of the drawbacks of traditionally packaged
interfaces can be countered. Sensory Fabric can replace small, cold,
hard, heavy, and smooth interfaces with large area, warm, soft,
lightweight, and tactile ones.

%M J.IJHCI.13.2.161
%T "You Talking to Me?" Exploring Voice in Self-Service User Interfaces
%A Graham I. Johnson
%A Lynne Coventry
%J IJHCI
%D 2001
%V 13
%N 2
%P 161-186
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Automated teller machines (ATMs) are a classic example of ubiquitous
computing as they pervade our everyday life and, for many, are typical
artifacts of convenient, modern living. More important, most people are
unaware that in using an ATM they are connected via a computer to a
powerful network. Through our research reported within this article, we
examine the user acceptance and usability aspects of a novel,
"contactless" ATM. This prototype ATM has iris identification, speech
recognition, speech synthesis, and communication to a user's personal
digital assistant (PDA).
   In this article, we describe our experiences of and explorations with
"Stella," a contactless ATM. First, we briefly discuss the background to
the study in terms of technology and trends, and then overview previous
usability research in the area. We report our findings from a cognitive
walkthrough, the heuristic review of the prototype, focus groups, and a
user trial. These results underline the need for multiple evaluation
methods for novel concepts. In general, from the findings of this work,
consumers believe that speech is a technology that will create more
usable applications, even when faced with the relative failure of
current technology to live up to their expectations or fulfill their
practical needs. People are often initially resistant to the concept of
iris identification and the PDA interaction, yet basic experience with a
usable prototype quickly overcame people's reservations. Finally, we
outline some of the underlying challenges facing voice-based interaction
approaches to this form of ubiquitous, public self-service computing.

%M J.IJHCI.13.2.187
%T A Case Study of On-Screen Prototypes and Usability Evaluation of
Electronic Timers and Food Menu Systems
%A Joanne O. Crawford
%A Chris Taylor
%A Nicolas Li Wan Po
%J IJHCI
%D 2001
%V 13
%N 2
%P 187-201
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Ubiquitous computing in domestic products, although allowing smarter
products, can increase the complexity of interfaces that the end user
has to face. This case study is an evaluation of an on-screen prototype
of a cooker timer and food menu system. The techniques used to evaluate
the prototype included questionnaire, user trial, System Usability Scale
questionnaire (Brooke, 1996), observation, interview, repertory grid,
Hierarchical Task Analysis (Kirwan & Ainsworth, 1992), and Task Analysis
for Error Identification (Baber & Stanton, 1991, 1996; Stanton & Baber,
1998). From the usability evaluation a simplified interface was designed
that will be taken forward and reevaluated in the future. Issues raised
in the case study were first that of increased complexity allowed by
increased levels of processing power, and second that of on-screen
prototypes and the difference between interacting with traditional
desktop computing applications as opposed to a physical product. We
highlight in the conclusion that there is a need for those involved in
development of on-screen and physical prototypes to work with those
involved in human factors and usability to ensure a usable end product.

%M J.IJHCI.13.2.203
%T Where Is Computing Driving Cars?
%A Guy H. Walker
%A Neville A. Stanton
%A Mark. S. Young
%J IJHCI
%D 2001
%V 13
%N 2
%P 203-229
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Cars offer an excellent example of ubiquitous computing, and a
technological revolution is currently underway that will eventually see
in-vehicle computers empowered with increasingly complex sections of the
driving task. In this article, we critically review the effect of
ubiquitous computing in cars with reference to the psychology of the
driver and present a survey of automotive researchers drawn from five
major carmakers. The results illustrate the role of the computer in
vehicles over the short, medium, and long term. Systems that are likely
to be fitted into vehicles in the next 5 years include sophisticated
electronic architectures and greater penetration of navigation and
telematics systems. In the next 5 to 15 years drive by wire and
collision sensing are anticipated. In the long term, 15 years and
beyond, advanced driver-assistance systems will increasingly automate
the driving task, and in-car personal computers and Internet will be
commonplace. We conclude that the increased complexity and prominence of
computing in cars requires further investigation of the needs,
abilities, and limitations of the driver if the aims of safety,
efficiency, and enjoyment, as well as greater ubiquity, are to be
realized.

%M J.IJHCI.13.2.231
%T Data Collection in the Palm of Your Hand: A Case Study
%A Kelly A. Spain
%A Chad A. Phipps
%A Michael E. Rogers
%A Barbara S. Chaparro
%J IJHCI
%D 2001
%V 13
%N 2
%P 231-243
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Portable computing is an emerging technology that allows computing to
occur practically anywhere. Going beyond the typical use as the
"pocket-sized organizer," new methods of using handheld devices are
being developed. One new method is to use handheld devices to collect
data in the field. The portability of handheld devices allows for data
collection in virtually any setting and frees the researcher from the
confines of the laboratory. This article describes the process of
converting a paper-and-pencil method of data collection to a 3Com Palm
Pilot(tm)III application. An iterative design process was used to
evaluate the ease of use of the new application. The new application (a)
substantially reduced time to transfer the data to a database, (b) did
not interfere with the task, (c) allowed the user to accomplish the same
tasks as with the paper method while adding functionality beyond the
paper method, and (d) was rated as easy to use.

%M J.IJHCI.13.2.245
%T Ubiquitous Computing on Campus: Patterns of Engagement by University
Students
%A Charles Crook
%A David Barrowcliff
%J IJHCI
%D 2001
%V 13
%N 2
%P 245-256
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X It is argued that, for full-time undergraduates, ubiquitous computing
will continue to involve the private, circumscribed workstation as a
significant feature of its design. We report records of how a random
sample of campus-resident students makes use of a networked and
versatile infrastructure of computers. Highly detailed system logs
revealed intensive periods of use. The content of this activity was
strongly biased toward more playful interests than the curricula agenda
of the institution. This did not reflect unfavorable competition between
the activity of study and other discrete activities such as computer
games. Instead, the capacity of the desktop environment to provide
strong distracting affordances for interaction and interruption is
noted. This sustains a significantly mobile and multitasking style of
engagement. We noted that the versatility of ubiquitous computing
creates tensions in relation to the activity system of private study.
The same characteristics that empower research-led study practices also
empower the pursuit of interests in distracting competition with the
demands of learning and research. Moreover, study may demand ways of
acting that are not consistent with the affordances of ubiquity.

%M J.IJHCI.13.2.257
%T The Effects of Wireless Computing in Collaborative Learning
Environments
%A Geri Gay
%A Michael Stefanone
%A Michael Grace-Martin
%A Helene Hembrooke
%J IJHCI
%D 2001
%V 13
%N 2
%P 257-276
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Eighty-four students distributed between two different courses at a
major research university (one a communication course, the other a
computer science course) were given laptop computers with wireless
network access during the course of a semester. A wide variety of data
(from questionnaires, e-mail logs, proxy server logs, and diaries)
regarding students' use of the laptops for electronic communication, Web
browsing, and local application use (e.g., word processing) was
collected and analyzed. The influences of course, network
(wireless-wired), student population, and the passage of time were
investigated in relation to the prevalence and nature of social
computing (e.g., e-mail, instant messaging, chat, discussion boards,
online annotations) in students' laptop usage. The relative prevalence
of social computing increased and became more exclusive for students in
the communication course, especially on the wireless network. Social
computing and use of the wireless network were less prominent and
influential for students in the computer science course.

%M J.IJHCI.13.3.279
%T Experience of Stress, Musculoskeletal Discomfort, and Eyestrain in
Computer-Based Office Work: A Study in Municipal Workplaces
%A Pentti Seppala
%J IJHCI
%D 2001
%V 13
%N 3
%P 279-304
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X A questionnaire on the use of information technology and stress at
work was administered in 3 organizational units of a large municipality
in 1996. Three hundred seventy-nine employees from several professional
groups (e.g., architects, engineers, lawyers, clerical workers,
draftspersons, etc.) answered the questionnaire. The age of the
respondents ranged from 21 to 62 years (M = 45.2, SD = 8.7). Sixty-one
percent of the respondents were women, and 39% were men. Psychosocial
and organizational factors were related to the experiences of
psychological stress as well as to musculoskeletal disorders and
problems with vision. Women reported stress and all symptoms more often
than men. The occupational groups differed according to the main sources
of stress. Age associated with the concern about changes in tasks and
responsibilities, lack of competence, and difficulties in using
computers. In regression analyses, workload and haste, management and
work atmosphere, work demands, defects of the workplace, and gender
explained 42% of the experience of mental stress and anxiety.
Twenty-five percent of the complaints of discomfort of the upper limbs
were explained by workload and haste, management and atmosphere, defects
of the workplace, hours of daily computer use, and gender. Nineteen
percent of the problems with vision were explained by age, workload and
haste, defects of the workplace, hours of daily computer use, skills in
computer use, and stress related to computer use.

%M J.IJHCI.13.3.305
%T Proposal of an Index to Evaluate Visual Fatigue Induced During Visual
Display Terminal Tasks
%A Atsuo Murata
%A Atsushi Uetake
%A Miho Otsuka
%A Yosuke Takasawa
%J IJHCI
%D 2001
%V 13
%N 3
%P 305-321
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X The study described in this article was designed to evaluate visual
fatigue induced during video display terminal (VDT) tasks. Newly
developed equipment was used that can simultaneously measure pupillary
change, focal accommodation, and eye movement. The changes in these 3
physiological measures, taken during a VDT task, were used to propose an
index for evaluating visual fatigue. Through multiple regression
analysis, an index to describe the psychological sense of visual fatigue
was obtained. In this index, the minimum pupil diameter, velocity of
focal accommodation for constriction, and width of focal accommodation
were included. The results suggest that visual fatigue in VDT tasks can
be evaluated effectively using both pupil diameter and focal
accommodation. The index can be used to assess visual fatigue induced
during a VDT task if the following 3 conditions are satisfied:
 1. Head movement is limited and infrequent.
 2. The task requires focal accommodation.
 3. During the task, there is no outstanding change in the lighting
    environment such as luminous intensity or brightness.

%M J.IJHCI.13.3.323
%T Implications of User Characteristics in Information Seeking on the
World Wide Web
%A Kyung-Sun Kim
%J IJHCI
%D 2001
%V 13
%N 3
%P 323-340
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X The study described in this article investigated how differences in
cognitive style and online search experience influence the search
performance and navigational pattern of individuals utilizing a
university World Wide Web (WWW) site. Forty-eight undergraduate students
with diverse academic backgrounds participated in the study. On the
basis of cognitive style and prior experience with online database
search, the participants were assigned to 1 of the following groups: (a)
field-dependent (FD) with little or no online search experience, (b) FD
with substantial online search experience, (c) field-independent (FI)
with little or no online search experience, and (d) FI with substantial
online search experience. It was found that cognitive style influenced
search time, whereas online search experience affected navigational
style, such as jumps and layer traversal. Cognitive style and online
search experience also interacted to influence search performance and
navigational style. FDs with little or no online search experience
navigated the WWW in a fairly linear mode, using embedded links
frequently. They also tended to visit more nodes and used "Home" more
frequently than the rest. The results imply that as FD searchers gain
more online search experience, their navigational style and search
performance change and become comparable to that of FDs. Based on these
findings, some suggestions are made to improve the WWW interface and WWW
user training programs.

%M J.IJHCI.13.4.343
%T Current Issues in Usability Evaluation
%A James R. Lewis
%J IJHCI
%D 2001
%V 13
%N 4
%P 343-349
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X In this introduction to the special issue of the International
Journal of Human-Computer Interaction, I discuss some current topics in
usability evaluation and indicate how the contributions to the issue
relate to these topics. The contributions cover a wide range of topics
in usability evaluation, including a discussion of usability science,
how to evaluate usability evaluation methods, the effect and control of
certain biases in the selection of evaluative tasks, a lack of
reliability in problem detection across evaluators, how to adjust
estimates of problem-discovery rates computed from small samples, and
the effects of perception of hedonic and ergonomic quality on user
ratings of a product's appeal.

%M J.IJHCI.13.4.351
%T Usability Science. I: Foundations
%A Douglas J. Gillan
%A Randolph G. Bias
%J IJHCI
%D 2001
%V 13
%N 4
%P 351-372
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X In this article, we describe and analyze the emergence of a
scientific discipline, usability science, which bridges basic research
in cognition and perception and the design of usable technology. An
analogy between usability science and medical science (which bridges
basic biological science and medical practice) is discussed, with
lessons drawn from the way in which medical practice translates
practical problems into basic research and fosters technology transfer
from research to technology. The similarities and differences of
usability science to selected applied and basic research
disciplines-human factors and human-computer interaction (HCI) is also
described. The underlying philosophical differences between basic
cognitive research and usability science are described as Wundtian
structuralism versus Jamesian pragmatism. Finally, issues that usability
science is likely to continue to address-presentation of information,
user navigation, interaction, learning, and methods-are described with
selective reviews of work in graph reading, controlled movement, and
method development and validation.

%M J.IJHCI.13.4.373
%T Criteria For Evaluating Usability Evaluation Methods
%A H. Rex Hartson
%A Terence S. Andre
%A Robert C. Williges
%J IJHCI
%D 2001
%V 13
%N 4
%P 373-410
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X The current variety of alternative approaches to usability evaluation
methods (UEMs) designed to assess and improve usability in software
systems is offset by a general lack of understanding of the capabilities
and limitations of each. Practitioners need to know which methods are
more effective and in what ways and for what purposes. However, UEMs
cannot be evaluated and compared reliably because of the lack of
standard criteria for comparison. In this article, we present a
practical discussion of factors, comparison criteria, and UEM
performance measures useful in studies comparing UEMs. In demonstrating
the importance of developing appropriate UEM evaluation criteria, we
offer operational definitions and possible measures of UEM performance.
We highlight specific challenges that researchers and practitioners face
in comparing UEMs and provide a point of departure for further
discussion and refinement of the principles and techniques used to
approach UEM evaluation and comparison.

%M J.IJHCI.13.4.411
%T Task-Selection Bias: A Case for User-Defined Tasks
%A Richard E. Cordes
%J IJHCI
%D 2001
%V 13
%N 4
%P 411-419
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Usability evaluations typically occur throughout the life cycle of a
product. A number of decisions and practical biases concerning the tasks
selected for usability evaluations can influence the results. A
pervasive bias is to select only tasks that are possible to perform with
the product under evaluation, introducing a subtle bias for the
participants. One way to avoid this problem is to employ user-defined
tasks (UDTs) in usability evaluations. In addition, having participants
define tasks to perform in a product evaluation allows a more accurate
assessment of product usability. This is because UDTs based on users'
requirements and expectations should be relatively independent of the
functional capabilities of a product. However, there are a number of
methodological and practical issues that result from the introduction of
UDTs in a usability evaluation. The best approach is to design hybrid
evaluations using both UDTs and product-supported tasks.

%M J.IJHCI.13.4.421
%T The Evaluator Effect: A Chilling Fact About Usability Evaluation
Methods
%A Morten Hertzum
%A Niels Ebbe Jacobsen
%J IJHCI
%D 2001
%V 13
%N 4
%P 421-443
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Computer professionals have a need for robust, easy-to-use usability
evaluation methods (UEMs) to help them systematically improve the
usability of computer artifacts. However, cognitive walkthrough (CW),
heuristic evaluation (HE), and thinking- aloud study (TA)-3 of the most
widely used UEMs-suffer from a substantial evaluator effect in that
multiple evaluators evaluating the same interface with the same UEM
detect markedly different sets of problems. A review of 11 studies of
these 3 UEMs reveals that the evaluator effect exists for both novice
and experienced evaluators, for both cosmetic and severe problems, for
both problem detection and severity assessment, and for evaluations of
both simple and complex systems. The average agreement between any 2
evaluators who have evaluated the same system using the same UEM ranges
from 5% to 65%, and no 1 of the 3 UEMs is consistently better than the
others. Although evaluator effects of this magnitude may not be
surprising for a UEM as informal as HE, it is certainly notable that a
substantial evaluator effect persists for evaluators who apply the
strict procedure of CW or observe users thinking out loud. Hence, it is
highly questionable to use a TA with 1 evaluator as an authoritative
statement about what problems an interface contains. Generally, the
application of the UEMs is characterized by (a) vague goal analyses
leading to variability in the task scenarios, (b) vague evaluation
procedures leading to anchoring, or (c) vague problem criteria leading
to anything being accepted as a usability problem, or all of these. The
simplest way of coping with the evaluator effect, which cannot be
completely eliminated, is to involve multiple evaluators in usability
evaluations.

%M J.IJHCI.13.4.445
%T Evaluation of Procedures for Adjusting Problem-Discovery Rates
Estimated From Small Samples
%A James R. Lewis
%J IJHCI
%D 2001
%V 13
%N 4
%P 445-479
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X There are 2 excellent reasons to compute usability problem-discovery
rates. First, an estimate of the problem-discovery rate is a key
component for projecting the required sample size for a usability study.
Second, practitioners can use this estimate to calculate the proportion
of discovered problems for a given sample size. Unfortunately,
small-sample estimates of the problem-discovery rate suffer from a
serious overestimation bias. This bias can lead to serious
underestimation of required sample sizes and serious overestimation of
the proportion of discovered problems. This article contains
descriptions and evaluations of a number of methods for adjusting
small-sample estimates of the problem-discovery rate to compensate for
this bias. A series of Monte Carlo simulations provided evidence that
the average of a normalization procedure and Good-Turing (Jelinek, 1997;
Manning & Schutze, 1999) discounting produces highly accurate estimates
of usability problem-discovery rates from small sample sizes.

%M J.IJHCI.13.4.481
%T The Effect of Perceived Hedonic Quality on Product Appealingness
%A Marc Hassenzahl
%J IJHCI
%D 2001
%V 13
%N 4
%P 481-499
%* (c) Copyright 2001 Lawrence Erlbaum Associates
%X Usability can be broadly defined as quality of use. However, even
this broad definition neglects the contribution of perceived fun and
enjoyment to user satisfaction and preferences. Therefore, we recently
suggested a model taking "hedonic quality" (HQ; i.e., non-task-oriented
quality aspects such as innovativeness, originality, etc.) and the
subjective nature of "appealingness" into account (Hassenzahl, Platz,
Burmester, & Lehner, 2000).
   In this study, I aimed to further elaborate and test this model. I
assessed the user perceptions and evaluations of 3 different visual
display units (screen types). The results replicate and qualify the key
findings of Hassenzahl, Platz, et al. (2000) and lend further support to
the model's notion of hedonic quality and its importance for subjective
judgments of product appealingness.

fpack:!@#$%^&*(): IJHCI05.BA
%T Stress Reactions to Computer-Interactive Tasks as a Function of Task
Structure and Individual Differences
%S Articles
%A Sara J. Czaja
%A Joseph Sharit
%M J.IJHCI.5.1.1
%J IJHCI
%D 1993
%V 5
%N 1
%P 1-22
%* (c) Copyright 1993 Ablex Publishing
%X The resurgence of interest in occupational stress has resulted in an emphasis
on identifying work conditions that are potentially causal in generating stress
reactions and psychological disorders among workers.  Although a considerable
knowledge base related to this topic has evolved, relatively little is
known regarding the impact of computer technology on incidence of job
stress.  This issue is especially important for older workers, given the increased
use of computers in most occupations, the aging of the workforce,
and the changes in cognitive and physiological capacities that occur with increased
age.  The study reported in this article was concerned with developing
a methodology to evaluate stress for computer-interactive tasks as a function
of the mental workload of the task and the age of the individual. 
Sixty-five women ranging in age from 25 to 70 years performed three computer-interactive
tasks that varied as a function of information processing
complexity and pacing requirements.  The methodology encompassed physiological,
subjective, and performance measures.  Results indicated differences
in sensitivity among the measures as a function of task and age.  The data also
indicated age differences in stress reactions and performance.  The findings
are discussed in terms of the suitability of computer tasks for older people.

%T Applications of Psychology to Computer-Based Tutoring Systems
%S Articles
%A Dan Milech
%A Kim Kirsner
%A Geoffrey Roy
%A Brook Waters
%M J.IJHCI.5.1.23
%J IJHCI
%D 1993
%V 5
%N 1
%P 23-40
%* (c) Copyright 1993 Ablex Publishing
%X Recent theory and research in psychology suggests that computer-managed
tutoring systems should have two goals.  One goal should be to impact
knowledge, that is, the rules or algorithms that lead to optimal performance
of the task in question.  A second goal should be to teach novices to represent
or use this knowledge in the way that an expert would, and this involves
more than simply teaching rules.  A brief review of selected tutoring systems
shows that current systems have contrasting strengths and weaknesses.  Intelligent
tutoring systems are relatively good in imparting knowledge but
poor at teaching appropriate knowledge representations, whereas simulation-based
tutoring systems that provide exploratory learning environments
may be poor at imparting knowledge, but are likely to be good at teaching
appropriate knowledge representations.  We conclude with a very general
description of a hybrid tutoring system that aims to accomplish both goals.

%T New Goals for HCI Training: How to Mix Old and New Skills in the Trainee
%S Articles
%A Craig P. Speelman
%A Kim Kirsner
%M J.IJHCI.5.1.41
%J IJHCI
%D 1993
%V 5
%N 1
%P 41-69
%* (c) Copyright 1993 Ablex Publishing
%X The development of human-computer interaction systems and the acquisition
of skills associated with such systems typically occur in the context of
previous experience.  What is learned in one situation may facilitate or impede
learning in another situation.  The aim of this article is to discuss the role
of experience in human-computer interaction.  The ACT* theory of skill acquisition
and transfer is extended to account for the effects of old skills on the
learning of new tasks.  The extended model predicts a number of changes in
performance that will occur when a new task involves the combination of
old and new skills, including the suggestion that the learning rate of the new
task will be slower than the rate at which the old skills were originally acquired. 
Two experiments are reported, the results of which support most of
the model's predictions.  The results also suggest that the minimum performance
time of a task may be increased if performance of the task involves
combining old and new skills.  Implications of the effects of such combinations
are considered with respect to the best methods of training for human-computer
interaction systems and the development of such systems.

%T Application of Theories of Decision Making to Group Decision Support Systems
(GDSS)
%S Articles
%A Clare Pollock
%A Andrew Kanachowski
%M J.IJHCI.5.1.71
%J IJHCI
%D 1993
%V 5
%N 1
%P 71-94
%* (c) Copyright 1993 Ablex Publishing
%X This article identifies the need to support group decision making in a business
context and the potential for such support from information technology. 
The article reviews existing systems that are intended to support the group
decision process: Group Decision Support Systems or GDSSs.  One GDSS in
particular is used as an illustration of some of the general features of GDSSs
in the latter part of the article.  It is noted that existing GDSSs are based on
normative models of decision making, and therefore, decision-making theories
from decision science are briefly reviewed.  It is argued that GDSSs have
failed to be universally successful and that one reason for this lack of success
could be due to ignoring peoples' actual decision-making behaviour.  To
illustrate how peoples' performance on decision-making tasks differs from
that given by normative theories, evidence from the cognitive psychology literature
is presented.  The implications of the cognitive psychology literature
for supporting decisions through information technology are discussed.  The
article concludes that the indiscriminate application of normative theories to
the design of systems may be inappropriate if people do not behave according
to the normative principles, and that systems can be improved by integrating
descriptive and normative theories.

%T "Systems that Support Decision Makers: Description and Analysis," by
Mark S. Silver
%S Book Review
%A Liwana S. Bringelson
%M J.IJHCI.5.1.95
%J IJHCI
%D 1993
%V 5
%N 1
%P 95-96
%* (c) Copyright 1993 Ablex Publishing

%T Pool Size, Job Stressors, and Health Problems: A Study of Data Entry Clerks
%S Articles
%A Andre Billette
%A Renaud Bouchard
%M J.IJHCI.5.2.101
%J IJHCI
%D 1993
%V 5
%N 2
%P 101-113
%* (c) Copyright 1993 Ablex Publishing
%X A study was conducted of the health problems of two groups of data entry
clerks drawn from 39 government agencies' pools.  One group was formed of
182 clerks who worked in large pools, whereas the second one was composed
of 87 clerks in small pools.  The clerks who worked in large pools were
characterized by a higher rate of occurrence of symptoms of mental health
problems (measured by the Ilfeld Index), as well as a higher degree of use of
sleeping pills and tranquilizers, than those who worked in the small pools. 
The effect of pool size was indirect and originated from the more intense job
stressors found in the large pools: greater pressure to increase output, more
fragmented work, and bureaucratic work relationships.  A more extensive
analysis showed the lack of recognition and mobility as a characteristic of all
work pools and a major factor of mental health problems.

%T The Relationship between Post-Task and Continuous-Vicarious Ratings of
Difficulty
%S Articles
%A Richard E. Cordes
%M J.IJHCI.5.2.115
%J IJHCI
%D 1993
%V 5
%N 2
%P 115-127
%* (c) Copyright 1993 Ablex Publishing
%X A study was conducted that used continuous-vicarious ratings (CVRs) of difficulty
to investigate how people make judgments of task difficulty.  Twelve
people performed five editing tasks using a text editor.  After each task, the
participants rated the overall difficulty they experienced in performing the
task.  They then viewed a videotape of their performance.  While the participants
were viewing the tape, they were asked to rate continuously the difficulty
they felt they had experienced at that moment when performing the
task.  From this curve of difficulty over time, seven variables were obtained
as possible candidates in predicting their overall task-difficulty ratings.  It
was found that the contrast between the maximum or peak of the continuous
rating and the mean difficulty level best accounted for the post-task ratings
of difficulty, followed by the time it took to perform a task.  In other words,
the more the peak difficulty stood out from the background average-difficulty
level combined with the more time spent performing a task, the higher
the participants rated their overall task difficulty.  A three-variable (maximum
difficulty, mean difficulty, and time) power-function model was developed
that best predicted the post-task difficulty ratings.  The terms in this
model were statistically significant and accounted for 63% of the variability
in the task-difficulty ratings.  These results imply that human factors practitioners
may be more effective focusing on and improving what people judge
to be the most difficult aspects of an interface.  Indeed, the results suggest that
concentrating on other areas to improve an interface may actually cause an
increase in perceived difficulty simply because the problem causing the peak
difficulty has become more salient.

%T The Role of Previous Questions and Answers in Natural Language Dialogues
with Computers
%S Articles
%A Andrew Patrick
%A Wendy Jacques-Locmelis
%A Thomas Whalen
%M J.IJHCI.5.2.129
%J IJHCI
%D 1993
%V 5
%N 2
%P 129-145
%* (c) Copyright 1993 Ablex Publishing
%X An important factor for determining the success of any natural language
program is the variability in the users' questions that must be handled by the
system.  Thus, it is important to find methods of measuring and handling this
variability.  In this article we examine the tendency for subjects to use the topics
and terms introduced in the computer's answers in forming their questions. 
It is shown that the last and next-to-last answers have a strong effect on
the questions users ask.  It is also shown that although users often do ask
questions that are related to their previous questions, the most frequent case
is for users to introduce new questions related to the computer's answers. 
Thus, the effect of the computer's answers is stronger than the effect of users'
own questions when forming new questions.  Finally, it is shown that the accuracy
of the computer's responses in answering the questions has important
effects on the tendency to use previous questions and answers.  These results
suggest that natural language systems that take advantage of these
features of human-computer interaction may be successful.

%T Transfer of Knowledge Across Computer Command Menus
%S Articles
%A John B. Smelcer
%A Neff Walker
%M J.IJHCI.5.2.147
%J IJHCI
%D 1993
%V 5
%N 2
%P 147-165
%* (c) Copyright 1993 Ablex Publishing
%X Two experiments are reported that examine the effects of menu organization
and command naming on performance within and across computer command
menus.  The work on performance within menus extends prior work
on information retrieval (IR) menus to computer command menus.  We
found that selection of computer commands conforms to the same laws that
govern selection of IR categories and object names, with alphabetic organization
leading to shorter search times in early trials when users knew the
names of the commands.  When users did not know the exact names of the
commands, the functional organization led to shorter search times.  More importantly,
we found that the knowledge of the functional organization transferred
from one application menu to another, thereby reducing search time
in the menu of the second application.

%T A Complexity Measure of Task Content in Information-Input Tasks
%S Articles
%A Katsuhiko Ogawa
%M J.IJHCI.5.2.167
%J IJHCI
%D 1993
%V 5
%N 2
%P 167-188
%* (c) Copyright 1993 Ablex Publishing
%X This article presents a measure of the task complexity a human operator
faces while inputting information.  The measure, called task-content complexity
(TCC), depends only on the complexity of the task content.  A human-computer
information-transmission model is proposed to clarify task complexity. 
It is shown that the model has three hierarchical levels of task
complexities: the computer device (hardware), the computer software, and
the task content.  The model provides a definition of task content and the concept
of the TCC measure.  It is theoretically proven that the TCC measure is
related to the task content, and is independent of the computer system used. 
Experiments based on graphical information-input tasks confirm that the
TCC measures of the same task using two different computer systems are almost
equal.  They also confirm the strong relationship between the TCC measure
and the cognitive complexity of the task the operator performs.  The
TCC measure will be very useful in the design of computer tasks and in the
evaluation and the usability rating of computer systems.

%T Cognitive Processes in Software Fault Detection: A Review and Synthesis
%S Articles
%A David B. Bisant
%A Lowell Groninger
%M J.IJHCI.5.2.189
%J IJHCI
%D 1993
%V 5
%N 2
%P 189-206
%* (c) Copyright 1993 Ablex Publishing
%X The authors discuss empirical research about the cognitive structures and
strategies used by programmers during fault location.  Empirical evidence
indicates the cognitive processes involved in fault detection consist of a comprehension
process and a fault location process.  The two processes are distinct
and separate.  The comprehension process is extremely important and
was found to be superior in experts due to the semantic encoding they utilize. 
The semantic representations used by experts consist of abstract hierarchies
based on functional meaning.  Fault location is less important and usually
takes the form of hand simulation or causal reasoning.  The fault locating
strategies used by experts and novices were similar.  The better debugging
performance by experts is due to their superior abilities at comprehension. 
Research indicates that the semantic organizations used by experts can be
successfully taught to novices and used by them to improve performance.
   The authors also examine two methods, slicing and team reviews, which
seek to improve the debugging process.  Each was found to affect comprehension
and fault location differently.  A review of slicing research revealed
that it is performed during the fault location process, and does not apply to
the comprehension process as some believe.  Automating slicing was found
to be a technique with potential benefits for debugging.  The survey of the
team dynamics during inspections and other reviews found them to be effective
by enhancing the comprehension process, by improving fault location,
and by providing more than one chance to catch each error.

%T A Comparative Review of Knowledge Structure Measurement Techniques
for Interface Design
%S Articles
%A Darel V. Benysh
%A Richard J. Koubek
%A Vance Calvez
%M J.IJHCI.5.3.211
%J IJHCI
%D 1993
%V 5
%N 3
%P 211-237
%* (c) Copyright 1993 Ablex Publishing
%X Recent research suggests that the structure of user knowledge, in addition to
the content, is a significant determinant of user behavior in computer-oriented
tasks.  The purpose of this article is to provide the researcher in human-computer
interaction with a comparative review of available knowledge
structure measurement techniques and to summarize their potential application
for aiding the designer at various stages of interface design.  Three general
classes of techniques are identified: verbal reports, clustering, and scaling. 
Each group is reviewed according to (1) the manner in which concepts
and relationships are elicited, (2) the method used to derive the knowledge
structure, and (3) procedures used to analyze the knowledge structure.  With
this information, the human-computer interface designer can more effectively
use these techniques for their particular application.

%T Measurements of Computer Anxiety: A Review
%S Articles
%A Mary J. LaLomia
%A Joseph B. Sidowski
%M J.IJHCI.5.3.239
%J IJHCI
%D 1993
%V 5
%N 3
%P 239-266
%* (c) Copyright 1993 Ablex Publishing
%X The objective of this article is to present a review and discussion of scales
and questionnaires developed to assess computer anxiety.  Included are
descriptions of the scales, scale development procedures, and reliability
and validity testing.  Research questions generated and examined with the
scales are also included.  Finally, problems with reliability and validity testing
are presented along with an assessment of future directions of computer
anxiety research.

%T Operation of Ternary Chorded Keys
%S Articles
%A K. H. E. Kroemer
%M J.IJHCI.5.3.267
%J IJHCI
%D 1993
%V 5
%N 3
%P 267-288
%* (c) Copyright 1993 Ablex Publishing
%X Operation of the ternary chord keyboard (TCK) requires fast and finely controlled
force and displacement by the fingertips in a horizontal plane -- that
is, rocking instead of the familiar tapping of keys.  Associated human motoric
abilities relate to finger movement directions, force capabilities, and responses
to displayed stimuli.  Underlying mental tasks are memorization of
the chords for each character to be generated and control of simultaneous
fingertip movements.
   Experiments were performed: (1) on a TCK prototype to measure the time
needed to learn its operation and to assess keying performance, and (2) on
specially designed experimental apparatus to measure finger mobility,
strength, and speed.  The results indicate that finger mobility, strength, and
tapping performance were not well correlated with keying performance and
that the TCK principle is feasible.

%T Design of an Alternative Keyboard Layout for the Greek Language
%S Articles
%A Nicolas Marmaras
%A Kostas Lyritzis
%M J.IJHCI.5.3.289
%J IJHCI
%D 1993
%V 5
%N 3
%P 289-310
%* (c) Copyright 1993 Ablex Publishing
%X This study constitutes a first attempt to design an alternative keyboard layout
for the Greek language that satisfies ergonomic requirements.  The criticisms
leveled at the standard keyboard layout, the opportunities offered by
recent changes in the technology of editing devices, and the increasing number
of new keyboard users are among the reasons justifying this study.  Ten
ergonomic requirements were considered during the design process.  The designed
keyboard layout was compared to the standard Greek keyboard by
two different evaluations.  The first evaluation, which was analytical, was
based on the ergonomic requirements and the frequencies of letters and
digrams in the Greek language.  The second evaluation, which was experimental,
was aimed at comparing the typing performance as well as the ease
of learning of the two keyboard layouts.  The results showed that: (1) the designed
keyboard layout satisfies the ergonomic requirements much better,
and (2) there were no significant differences in the typing performance between
the two keyboards, for equal typing training and for small typing periods. 
It is concluded that the improved layout could be used as a programmed
alternative alongside the standard keyboard.

%T Visual Comfort in Using Different VDT Screens
%S Articles
%A Susumu Saito
%A Sasitorn Taptagaporn
%A Gavriel Salvendy
%M J.IJHCI.5.4.313
%J IJHCI
%D 1993
%V 5
%N 4
%P 313-323
%* (c) Copyright 1993 Ablex Publishing
%X In order to meet the goal of user comfort of information displays, visual
problems of video display terminal (VDT) work were studied through the
analysis of visual functions in two experiments.  Eye movement analysis, in
Experiment 1, revealed that VDT operators had to move their eyes 2.5 times
faster than traditional clerical workers.  Lens accommodation, pupil size, and
subjective visual comfort were investigated in Experiment 2.  A significant
correlation was found between the velocity of lens accommodation and the
subjective visual comfort while viewing seven different displays (r = .809).  A
positive-type cathode-ray tube (CRT), which has dark characters on a light
background, was ascertained to be the most appropriate display type, while
working with a liquid crystal display (LCD) was considered to be the least
visually comfortable, with the lowest accommodative velocity.

%T The Structure and Content of Programming Knowledge: Disentangling
Training and Language Effects in Theories of Skill Development
%S Articles
%A Simon P. Davies
%M J.IJHCI.5.4.325
%J IJHCI
%D 1993
%V 5
%N 4
%P 325-346
%* (c) Copyright 1993 Ablex Publishing
%X This article reviews the extensive literature emerging from studies concerned
with skill acquisition and the development of knowledge representation in
programming.  In particular, it focuses upon theories of program comprehension
that suggest programming knowledge can be described in terms of stereotypical
knowledge structures that can in some way capture programming
expertise independently of the programming language used and in isolation
from a programmer's specific training experience.  An attempt is made to
demonstrate why existing views are inappropriate.  On the one hand, programs
are represented in terms of a variety of formal notations ranging from
the quasi-mathematical to the near textual.  It is argued that different languages
may lead to different forms of knowledge representation, perhaps
emphasizing certain structures at the expense of others or facilitating particular
strategies.  On the other hand, programmers are typically taught problem-solving
techniques that suggest a strict approach to problem decomposition. 
Hence, it seems likely that another factor that may mediate the
development of knowledge representation, and that has not received significant
attention elsewhere, is related to the training experience that programmers
typically encounter.  In this article, recent empirical studies that have
addressed these issues are reviewed, and the implications of these studies for
theories of skill acquisition and for knowledge representation are discussed. 
In conclusion, a more extensive account of knowledge representation in programming
is presented that emphasizes training effects and the role played
by specific language features in the development of knowledge representation
within the programming domain.

%T Performance Comparison of Multiple Image Depth and Shape Cues
%S Articles
%A Stephen J. Adelson
%A Jeanette Allen
%A Albert N. Badre
%A Larry F. Hodges
%A Andrea Lawrence
%M J.IJHCI.5.4.347
%J IJHCI
%D 1993
%V 5
%N 4
%P 347-360
%* (c) Copyright 1993 Ablex Publishing
%X This research has implications for tasks in human-computer interaction
where the user must interact with display information that is organized on
multiple axes.  We describe the results of an experiment that compared the effectiveness
of five different techniques for shape and depth discrimination. 
The methods evaluated were binocular parallax, alternating horizontal parallax,
alternating vertical parallax, motion parallax, and motion parallax in
conjunction with the Pulfrich effect.  Binocular parallax, closely followed by
motion parallax and the Pulfrich effect, was most effective for the depth discrimination
task in terms of both correctness and response time.  Alternating
parallax techniques provided cues for distinguishing between foreground
and background in a scene but did not provide cues that were intuitively
translated into depth.  Response time of subjects for the shape discrimination
task was fastest with alternating parallax.  For depth discrimination, subjects
preferred binocular parallax.  For shape discrimination, binocular parallax
and motion parallax were both highly rated.

%T Visualization of 3-D Computer-Aided Design Objects
%S Articles
%A Jennie J. Gallimore
%A Michael E. Brown
%M J.IJHCI.5.4.361
%J IJHCI
%D 1993
%V 5
%N 4
%P 361-382
%* (c) Copyright 1993 Ablex Publishing
%X There are many significant human factors issues associated with the design
and visualization of complex, computer-generated images.  One such issue is
to determine the most effective techniques for providing engineers with realistic
three-dimensional (3-D) objects.  Differences in subjects' ability to discriminate
between the shape of two 3-D, perspective, computer-aided design-type
(CAD-type) objects were investigated for various levels of
monocular coding techniques and the binocular cue stereopsis.  Performance
was assessed at all combinations of five levels of monocular cues and two
levels of disparity.  The task was similar to the classic mental rotation paradigm
except that subjects were provided with the ability to rotate one of the
objects using a two-dimensional (2-D) joystick.  Results indicate that interposition
was the only depth cue that significantly enhanced subject performance. 
One explanation for the lack of significance of stereopsis is that, for
this particular task, depth information provided by disparity was not
needed.  Detailed analysis of object rotation data using an orientation index
(OI) suggests that subjects employed a feature-by-feature comparison task
strategy.  With tools that can evaluate cognitive activity such as the mental rotation
paradigm and orientation index, researchers can learn more about
how designers visualize and understand 3-D CAD objects.

%T Multipoint Scales: Mean and Median Differences and Observed
Significance Levels
%S Articles
%A James R. Lewis
%M J.IJHCI.5.4.383
%J IJHCI
%D 1993
%V 5
%N 4
%P 383-392
%* (c) Copyright 1993 Ablex Publishing
%X Researchers in human-computer interaction (HCI) often use discrete multipoint
scales (such as 5- or 7-point scales) to measure user satisfaction and
preference.  Many knowledgeable authors state that the median is the appropriate
measure of central tendency for such ordinal scales, although others
challenge this assertion.  This article introduces a new point of view, based on
a human factors consideration.  When decision makers read a usability report
or attend a briefing, they may make decisions based on the magnitude of the
difference between the measures of central tendency for key dependent variables. 
A major criterion that should affect the choice of presenting means or
medians is the strength of the relationship between this difference and the
observed significance levels of appropriate statistical tests.  The results from
two series of "real-world" usability studies showed that the mean difference
correlated more than the median difference with the observed significance
levels (both parametric and nonparametric) for discrete multipoint scale
data.  Therefore, for these scales in this measurement context, the mean can
be a better measure of central tendency than the median.  The results also
provided evidence that mean differences for 7-point scales correlate more
strongly with observed significance levels than those for 5-point scales.

%T The Effects of Running Fewer Subjects on Time-on-Task Measures
%S Articles
%A Richard E. Cordes
%M J.IJHCI.5.4.393
%J IJHCI
%D 1993
%V 5
%N 4
%P 393-403
%* (c) Copyright 1993 Ablex Publishing
%X There is a desire to streamline the development design process by conducting
usability evaluations with fewer subjects.  This study examined the impact
of using fewer subjects on the accuracy and stability of the mean and
median.  Monte Carlo simulations were conducted to model the skewed task-completion
times typically found in usability studies.  The results showed
that the mean was a more accurate estimate of its respective population parameter
than the median and should be the preferred metric in usability
evaluations.  However, the mean cannot always be used because it will underestimate
the population mean when there are missing data as a result of
subjects exceeding time limits.  Alternatively, it was found that the median
tended to consistently overestimate the population median by as much as
10% in one examined case.  The average 95% confidence limits of both estimates
were quite broad, particularly for the smaller sample sizes.  Based on
these results, it was concluded that with reduced sample sizes (e.g., 5), we
are not able to measure population parameters with either a high degree of
confidence or, in the case of medians, with any accuracy.  It was recommended
that usability measurements take a back seat to usability testing
when conducting tests with small sample sizes.

%T "People and Computers VII," edited by A. Monk, D. Diaper, and M. D. Harrison
%S Book Reviews
%A Cortney G. Vargo
%M J.IJHCI.5.4.405
%J IJHCI
%D 1993
%V 5
%N 4
%P 405-407
%* (c) Copyright 1993 Ablex Publishing

%T "On-Line Help: Design and Evaluation," by T. M. Duffy, J. E. Palmer, and
B. Mehlenbacher
%S Book Reviews
%A Cortney G. Vargo
%M J.IJHCI.5.4.405
%J IJHCI
%D 1993
%V 5
%N 4
%P 405-407
%* (c) Copyright 1993 Ablex Publishing

%T Report on HCI International'93
%A Gavriel Salvendy
%M J.IJHCI.5.4.409
%J IJHCI
%D 1993
%V 5
%N 4
%P 409-410
%* (c) Copyright 1993 Ablex Publishing
%O 5th International Conference on Human-Computer Interaction held jointly with
9th Symposium on Human Interface (Japan) August 8-13, 1993 Orlando, Florida, USA
%X The conference was organized under the auspices of four boards consisting of 98
distinguished members from 27 countries.  The conference had an organizational
board and three technical boards responsible for the technical content in the areas
of work with display units, human-computer interaction, and management of information
technology.  There were 26 major professional organizations and governmental
institutions that cooperated with the conference.
   About 1,900 people submitted their work for consideration of presentation at
the conference.  Of those, 376 were accepted for parallel presentations and 231 for
poster presentations.  The conference started with a 2 1/2-day preconference tutorial
in which 15 subject areas were covered in half-day and full-day tutorials.  Subjects
ranged from computer graphics, knowledge visualization, next-generation interfaces,
to musculoskeletal disorders when working with computers, voice communications,
and innovations in human-computer interfaces in Japan.  All the tutorials
were well attended, averaging about 40 participants per tutorial.  The
conference had over 800 participants from 43 countries.  The three distinguished
plenary speakers were Yuichiro Anzai on "Human-Robot-Computer Interaction
in Multiagent Environment," Hans-Jorg Bullinger on "Human-Computer Interaction
and Lean Management," and Thomas Malone on "How Will Information
Technology Change the Ways We Work Together?"
   The conference presentations have been published in three volumes with two
hardcover volumes published by Elsevier covering 2,300 pages.  The first volume
deals with software and hardware interfaces in HCI whereas the second volume
deals with applications and case studies in HCI.  The third volume is a softcover
book with 313 pages and provides a summary of all the accepted presentations for
late-breaking news in the poster session.  At the conference there were 49 papers
dealing with help and training, 47 with multi-media, 40 on special applications in a
variety of diversified settings, 40 in psychosocial and stress issues, 39 with software
knowledge, 32 with software tools, 25 in user issues, 20 in case studies, 19
with hardware interfaces, 18 in manufacturing, 14 in health issues, 13 in methodologies,
and 5 in longitudinal studies.

fpack:!@#$%^&*(): IJHCI09.BA
%M J.IJHCI.9.1.1
%T Introduction
%S Neural Networks in User Modeling and Intelligent Interface
%A Nong Ye
%J IJHCI
%D 1997
%V 9
%N 1
%P 1
%* (c) Copyright 1997 ACM

%M J.IJHCI.9.1.3
%T Neural Networks Approach to User Modeling and Intelligent Interface: A
Review and Reappraisal
%S Neural Networks in User Modeling and Intelligent Interface
%A Nong Ye
%J IJHCI
%D 1997
%V 9
%N 1
%P 3-23
%* (c) Copyright 1997 ACM
%X This article provides background and an overview of
the neural networks approach to user modeling and
intelligent interface.  Activities in user modeling
and intelligent interface are discussed. 
Intelligent architectures of various neural network
models are introduced to illustrate how neural
networks solve problems and learn knowledge of
problem solving.  The introduction of neural
networks helps in associating intelligent
capabilities of neural networks with the activities
in user modeling and intelligent interface.  The
practical utility of neural networks in supporting
user modeling and intelligent interface is
demonstrated by reviewing neural networks developed
in this area.  Issues relating to the design of
neural networks in various contexts of user
modeling and intelligent interface are also
addressed.

%M J.IJHCI.9.1.25
%T Modeling a User's Domain Knowledge with Neural Networks
%S Neural Networks in User Modeling and Intelligent Interface
%A Qiyang Chen
%A A. F. Norcio
%J IJHCI
%D 1997
%V 9
%N 1
%P 25-40
%* (c) Copyright 1997 ACM
%X This article presents a neural network approach for
user modeling.  A set of neural networks is utilized
to represent and infer users' task-related
characteristics.  These networks function as
associative memories that can capture the causal
relations among users' characteristics for the
system adaptation.  It is suggested that this
approach can be expected to overcome some inherent
problems of the conventional stereotyping
approaches in terms of pattern recognition and
classification of user characteristics.

%M J.IJHCI.9.1.41
%T A Comparison of Three Methods of Task Analysis: Cognitive Analysis,
Graph-Matrix Analysis, and Self-Organizing Networks
%S Neural Networks in User Modeling and Intelligent Interface
%A John F. McGrew
%J IJHCI
%D 1997
%V 9
%N 1
%P 41-57
%* (c) Copyright 1997 ACM
%X Three methods of performing a task analysis are
compared: cognitive analysis, graph-matrix
analysis, and self-organizing networks.  Cognitive
analysis relies on the ability of an observer to
abstract and generalize over situations. 
Graph-matrix analysis is valuable for its precision
and inclusion of details.  Neural networks have an
ability to generalize uninfluenced by observer
bias.  Comparison demonstrates that each method
misses some important but different aspect of
human-computer interaction.  The cognitive analysis
included infrequently used information that was not
captured by direct observation.  The graph-matrix
analysis included frequency of use information and
details missed by the cognitive analysis.  The
self-organizing network generated an alternative
view of the task structure that was not influenced
by observer bias.  It showed that the underlying
structure for the user-computer interaction in this
study was the structure of the computer system
itself.

%M J.IJHCI.9.1.59
%T A Neural Network Approach to Tracking Eye Position
%S Neural Networks in User Modeling and Intelligent Interface
%A Bryn Wolfe
%A David Eichmann
%J IJHCI
%D 1997
%V 9
%N 1
%P 59-79
%* (c) Copyright 1997 ACM
%X The design of a neural network-based eye tracker is
presented.  A series of experiments with
counterpropagation neural networks convert
synthetic video images into eye coordinates by an
enhanced feed-forward neural network with multiple
winning hidden layer nodes.  Difficulties
encountered during the design process are
discussed.  The results show that accurate,
fine-grained tracking of a human's eye position is
possible by processing the video image collected
from a goggle-mounted miniature charge-coupled
device (CCD) camera.

%M J.IJHCI.9.1.81
%T Automatic Setting of Article Format Through Neural Networks
%S Neural Networks in User Modeling and Intelligent Interface
%A Nong Ye
%A Baijun Zhao
%J IJHCI
%D 1997
%V 9
%N 1
%P 81-100
%* (c) Copyright 1997 ACM
%X The automatic format setting of journal articles
for reducing the workload of computer users
involves two processes: automatic acquisition of
article format and automatic recall of article
format.  Several neural networks have been explored
to implement the two processes.  The advantages and
disadvantages of these neural networks are
evaluated in comparison with capabilities of
conventional computer programs.  A heteroassociative
back-propagation network has been developed for the
automatic acquisition process.  This network excels
over computer programs because of its abilities in
learning and generalizing implicit knowledge from
examples.  A bidirectional associative memory
network, a Boltzman network, and an autoassociative
back-propagation network have been investigated for
the automatic recall process.  None of them excel
over computer programs in terms of recall accuracy.

%M J.IJHCI.9.2.105 bad author in ECO
%T Workload when Using a Mouse as an Input Device
%A Arne Aaras
%A Ola Ro
%J IJHCI
%D 1997
%V 9
%N 2
%P 105-118
%* (c) Copyright 1997 ACM
%X A newly developed mouse, which seemed to give the
operator a more neutral forearm position, was
compared with a traditional mouse.  The muscle load
was recorded by electromyography from the extensor
digitorum communis, extensor carpi ulnaris, and
trapezius muscles.  The muscle load of the forearm
was significantly less when using the new mouse
compared with the traditional one.  This was true
for the extensor digitorum communis regarding the
static (p = .0005) and the median (p = .001) values
of the amplitude distribution function (ADF) and
the number of periods per minute when the muscle
load was below 1% of maximum voluntary contraction
(p = .03). The same clear tendency was also found
regarding the static muscle load from the extensor
carpi ulnaris (p = .06). These results indicate the
need for reducing the pronation of the forearm when
working with a mouse.

%M J.IJHCI.9.2.119
%T The Effect of Pictogram-Based Interface Design on Human-Computer
Performance
%A Laura A. Miller
%A Kay M. Stanney
%J IJHCI
%D 1997
%V 9
%N 2
%P 119-131
%* (c) Copyright 1997 ACM
%X Metaphors are commonly used in human-computer
interface design.  These metaphoric designs,
however, often do not extend beyond the
surface-level interface.  It stands to reason that a
more valid test of the benefits of such
context-based designs would be derived from an
analysis of metaphors that more closely approximate
human-environment interaction.  In this study, the
influence of pictogram-based versus symbolic
interface designs on human-computer performance was
empirically evaluated.  First, a Goals, Operators,
Methods, Selection rules analysis was performed to
determine how closely each of the designs
assimilated the actual procedures an individual
would use in real life.  As expected, the symbolic
design was found to break from the analogy at an
earlier stage than the pictogram-based design, thus
providing impetus for empirical testing.  Novice and
expert participants were given a set of
computer-based tasks to perform using both designs. 
Dependent variables were performance time, total
number of steps to task completion, and subjective
reports of workload.  The performance results
indicated that the novices significantly benefited
from the use of the pictogram-based design in terms
of performance time and efficiency.  In addition,
the performance of experts was significantly more
efficient while using the pictogram-based design. 
These results provide empirical evidence to support
the current trend in pictorial human-computer
interface designs.

%M J.IJHCI.9.2.133
%T Desktop Agent Manager (DAM): Decision Mechanism
%A Deborah Ann Guerrera Ercolini
%A Mieczyslaw M. Kokar
%J IJHCI
%D 1997
%V 9
%N 2
%P 133-149
%* (c) Copyright 1997 ACM
%X Desktop software agents are background processes
that notify a computer user of certain predefined
events.  The complexity of desktop computing is
increasing due to the proliferation of software
agents.  A desktop agent manager (DAM) may become an
important component of desktop computing.  This
article focuses on the decision mechanism for the
DAM to decide which agents should be allowed to
access the user, which agents' results should be
stored for future review by the user, and which of
the agents should be filtered out.  We prove the
validity of the concept of a DAM by developing an
architecture that includes both a prototype of the
DAM and a simulator of various types of agents.  In
this article, we present the results of our
simulations and analyses of the DAM decision
mechanism.

%M J.IJHCI.9.2.151
%T Toward a Theory of the Effectiveness of Multimedia Systems
%A Martijn Hoogeveen
%J IJHCI
%D 1997
%V 9
%N 2
%P 151-168
%* (c) Copyright 1997 ACM
%X This article presents steps toward a theory of the
basic effects that multimedia systems have on
people.  These effects are grouped into knowledge
transfer, entertainment, and data processing. 
Although based on empirical investigations, several
components of the theory are controversial and in
need of further critical empirical investigation. 
This article criticizes the optimistic multimedia
paradigm, the dominant conviction among multimedia
system developers and users that adding multimedia
functionality to information systems (always) leads
to improved information and knowledge transfer. 
Adding multimedia functionality is not sufficient
for these and other learning effects.  The role of
independent variables that facilitate multimedia
effects is reviewed and a more moderate, realistic
multimedia paradigm is proposed.

%M J.IJHCI.9.2.169
%T Effects of Color Combination and Typography on Identification of
Characters Briefly Presented on VDTs
%A Kong-King Shieh
%A Ming-Te Chen
%A Jiunn-Huei Chuang
%J IJHCI
%D 1997
%V 9
%N 2
%P 169-181
%* (c) Copyright 1997 ACM
%X This study examines the effects of text and
background color combination and typography of
characters on visual performance and visual fatigue
of individuals working on a visual display terminal
(VDT). Correct percentage of performance, critical
fusion frequency, near point of convergence,
subjective visual fatigue, and preference ranking
of color combinations of 40 participants were
collected and analyzed.  Color combination had no
significant effects on visual performance. 
Typography significantly affected performance. 
Aesthetically pleasing but more cluttered
characters were detrimental to visual performance. 
Characters of higher frequency and fewer strokes
were identified more accurately.  Participants also
showed differential preference for color
combinations.  Red-on-green was ranked inferior to
color combinations generally used in computer
software.  Participants showed no visual fatigue
during the VDT work.

%M J.IJHCI.9.2.183
%T Individual Differences in the Use of Command Line and Menu Computer
Interfaces
%A S. J. Westerman
%J IJHCI
%D 1997
%V 9
%N 2
%P 183-198
%* (c) Copyright 1997 ACM
%X This article presents an experimental investigation
of the process of computer-based command
generation.  The comparative cognitive demands
imposed by menu and command line interfaces are
examined in relation to individual differences in
expertise and cognitive ability.  Three-way
interactions between associative memory, expertise,
and command generation method indicated
similarities in the performance of expert
participants with low associative memory and that
of novices.  Spatial memory also interacted with
expertise, with novices with low spatial memory
performing more poorly than any other group. 
Implications for interface design are considered.

%M J.IJHCI.9.3.201
%T Development and Evaluation of the Windows Computer Experience
Questionnaire (WCEQ)
%A Laura A. Miller
%A Kay M. Stanney
%A William Wooten
%J IJHCI
%D 1997
%V 9
%N 3
%P 201-212
%* (c) Copyright 1997 ACM
%X The software market has been inundated with
Windows-based application programs claiming
increased usability and convenience.  Although this
trend is indeed prolific, it has resulted in two
important implications: (a) an increase in the need
to select employees with high levels of
Windows-based computer expertise or to identify
current employees who require enhanced training,
and (b) an increase in the need to measure user
expertise to support human-computer interaction
research.  Despite these increasing demands,
questionnaires used to determine general computer
experience are scarce.  Furthermore, questionnaires
regarding computer experience in a Windows
environment are seemingly nonexistent.  A reliable
means of measuring experience in a Windows
environment could substantially facilitate both
human-computer interaction research and training. 
This article describes the procedures used to
develop and test the reliability of the Windows
Computer Experience Questionnaire (WCEQ). A
test-retest correlation revealed that the WCEQ is a
reliable measure of computer experience. 
Furthermore, a subsequent factor analysis revealed
that the WCEQ is composed of four main factors:
general Windows experience, advanced Windows
experience, formal instruction, and reliance on
help functions.

%M J.IJHCI.9.3.213
%T Heuristic Walkthroughs: Finding the Problems Without the Noise
%A Andrew Sears
%J IJHCI
%D 1997
%V 9
%N 3
%P 213-234
%* (c) Copyright 1997 ACM
%X Inspection-based evaluation techniques are popular
because they require less formal training, are
quick, can be used throughout the development
process, do not require test users, and can result
in finding numerous usability problems.  A new
technique is described that combines the benefits
of heuristic evaluations, cognitive walkthroughs,
and usability walkthroughs.  This technique, a
heuristic walkthrough, provides more structure than
heuristic evaluations but less than cognitive
walkthroughs.  The result is an effective
task-oriented evaluation technique that is easy to
learn and apply.  Methods are proposed for comparing
the validity, thoroughness, and reliability of
evaluation techniques.  Finally, heuristic
walkthroughs are compared to heuristic evaluations
and cognitive walkthroughs in a controlled study. 
The results indicate that heuristic walkthroughs
are more thorough than cognitive walkthroughs and
more valid than heuristic evaluations.  In other
words, heuristic walkthroughs resulted in finding
more problems than cognitive walkthroughs and fewer
false positives than heuristic evaluations.

%M J.IJHCI.9.3.235 missing special chars
%T The Effect of the Interface on Learning Style in a Simulation-Based
Learning Situation
%A Sissel Guttormsen Schar
%A Christoph Schierz
%A Francois Stoll
%A Helmut Krueger
%J IJHCI
%D 1997
%V 9
%N 3
%P 235-253
%* (c) Copyright 1997 ACM
%X The applicability of a cognitive theory of implicit
and explicit learning to computer-aided learning
was tested with a two-factor experimental design. 
The interface factor tested whether a direct
manipulation and a command-based interface can
induce the users to implicit or explicit learning,
respectively.  The complexity factor tested whether
the benefit of using one of the interfaces (i.e.,
learning modes) depends on the task complexity
(high or low). According to the theory, the success
of using one of the learning modes depends on
characteristics of the tasks.  The application of
the theory to computer-aided learning would be to
characterize the learning task and then choose the
interface that best fits the task requirements.  The
ability of the user interfaces to induce the
learning modes was supported by the results.  The
explicit learning mode observed in the users of the
command-based interface resulted in better
performance for both complexity conditions. 
Although the users of the direct manipulation
interface did not fail to learn, their performance
was inferior to those of the other group.  Based on
the results, task complexity is not suggested as a
criterion for selecting interface.

%M J.IJHCI.9.3.255
%T Analysis of Information Utilization (AIU)
%A Jan Gulliksen
%A Magnus Lif
%A Mats Lind
%A Else Nygren
%A Bengt Sandblad
%J IJHCI
%D 1997
%V 9
%N 3
%P 255-282
%* (c) Copyright 1997 ACM
%X Analysis of information utilization (AIU) is a
method for describing and analyzing how information
entities identified in information analysis are
being used in the work situation.  AIU aims at
complementing existing methods for user interface
design by identifying additional requirements for
human-computer interaction.  The method focuses on
aspects of computer-supported work, related to
cognitive load, aspects of which end users often
not are explicitly aware.
   For skilled workers, in a professional work
environment, the efficiency of the user interface
is extremely important.  We earlier stressed that
important criteria for design of user interfaces
deals with making the interface "obvious" to the
users, by minimizing the cognitive load associated
with the handling of it.
   AIU is performed through observation interviews in
which human-computer experts interview
representative users about their work situation and
observe physical information-handling routines.  The
analysis identifies work tasks in terms of
judgments and decision-making situations,
requirements concerning the tasks that may have to
be performed simultaneously, important features and
priorities of the information, actions the user can
initiate, and so on.  The method supports the
interface designer with human-computer interaction
requirements structured for a workspace-oriented
design.  It is integrated in a user-centered
development model and supports the simultaneous
development of competence, organization, work
activity, and information technology.
   This article describes the background and contents
of the method and how the results of the analysis
are documented and used in the design process.  A
number of application projects have shown that AIU
makes it possible to capture aspects of human work
and information processing that are important to
the design of better interfaces.  AIU is not a new
method for system development but complements
today's methods for task and information analysis
with more design-relevant information.  For
illustration, an example is presented, describing
interface design based on AIU in a system
development project in the Swedish National Tax
Board.

%M J.IJHCI.9.3.283
%T Preference-Based Human Factors Knowledge Repository for Designing User
Interfaces
%A Constantine Stephanidis
%A Demosthenes Akoumianakis
%J IJHCI
%D 1997
%V 9
%N 3
%P 283-318
%* (c) Copyright 1997 ACM
%X This article proposes and describes a
representational framework and a supporting tool
environment for embedding and propagating human
factors expertise into high-level user interface
design and development platforms.  The proposed
framework allows user interface designers to
elicit, accommodate, and articulate user interface
guidelines and results of experimental studies into
reusable, evolutionary, and "living" design
cases.  The building blocks of the representational
framework are a set of primitive constructs for
consolidating the semantics of human factors
knowledge into a design representation that
characterizes the physical level of interaction. 
This is achieved through the development of a
logical framework based on preference constraints
and an initial set of preference and indifference
expressions.  The preference constraints provide a
reasoning engine and a proof strategy for compiling
a preference ordering of competing design
alternatives and subsequently aggregating them into
indifferent classes of design options per
interaction element.  The article also reports the
implications of the proposed technique for user
interface designers and the underlying requirements
of user interface development platforms.  Finally,
the representational sufficiency of the proposed
approach is discussed in the context of recent case
studies aiming to consolidate human factors
knowledge into a reusable repository supporting the
ergonomic design of user interfaces in two example
application domains, namely nonvisual hypermedia
accessible to blind people and interpersonal
communication aids for speech-motor-impaired and
language-cognitive-impaired users.

%M J.IJHCI.9.4.323
%T Introduction
%S Longitudinal Studies of Human-Computer Interaction
%A Pascale Carayon
%J IJHCI
%D 1997
%V 9
%N 4
%P 323
%* (c) Copyright 1997 ACM

%M J.IJHCI.9.4.325
%T Temporal Issues of Quality of Working Life and Stress in Human-Computer
Interaction
%S Longitudinal Studies of Human-Computer Interaction
%A Pascale Carayon
%J IJHCI
%D 1997
%V 9
%N 4
%P 325-342
%* (c) Copyright 1997 ACM
%X This special issue of the International Journal of
Human-Computer Interaction presents longitudinal
research on quality of working life and stress in
office computer work.  These recent longitudinal
studies examine the relation between people and
their work environments in a dynamic manner. 
Conceptual and methodological issues related to the
dynamic study of quality of working life and stress
in human-computer interaction are discussed in this
article.

%M J.IJHCI.9.4.343 wrong special char for Lindstrom
%T A Longitudinal Study of Work Characteristics and Health Complaints among
Insurance Employees in VDT Work
%S Longitudinal Studies of Human-Computer Interaction
%A Kari Lindstrom
%A Tuula Leino
%A Jorma Seitsamo
%A Ilkka Torstila
%J IJHCI
%D 1997
%V 9
%N 4
%P 343-368
%* (c) Copyright 1997 ACM
%X Employees using visual display terminals (VDT) in
their work in the head office and branch offices of
a Finnish insurance company were followed for 8
years.  Their job satisfaction and health complaints
were studied in relation to VDT-use characteristics
and job demands and stressors.  A total of 144
employees participated 3 times in a questionnaire
survey: in 1985 before a major change was
implemented in the data system used, just after its
implementation in 1987, and later after the gradual
increase of VDT application and enlargement of the
data system in 1993. Most of the employees were
women (65%) in customer service work.  The original
group of 477 decreased to these 144 employees
during the follow-up due to employees leaving the
company, moving to other departments, retiring, and
nonresponding.  The dropouts did not differ
considerably from the retainees in the central
variables of the study.  The follow-up results
showed an increase in the daily amount of VDT work
and a better mastering of VDT applications.  Only
minor changes in job demands were found.  A slight
increase occurred between 1985 and 1987 in
attention and psychomotor demands.  The greatest
increase was found in job insecurity between 1987
and 1993. The level of job dissatisfaction,
psychological symptoms, and eye discomfort
decreased somewhat, and neck and upper limb
complaints increased between the two later study
phases.  The factors explaining job dissatisfaction
and subjective symptoms were partly different in
the 3 study phases.  In the last study phase, job
dissatisfaction was dependent on job insecurity,
being earlier explained mainly by psychological and
social job demands.  Neck and upper limb complaints
were in the beginning clearly related to high
physical workload and later more directly dependent
on VDT-use characteristics.  Eye discomfort was
explained inconsistently by various factors.  In
conclusion, the results of the subjective symptoms
became more dependent directly on VDT
characteristics after the major implementation of
new VDT applications and as the follow-up
proceeded.  The results also indicated that in
changing work life no constant explanatory model
for the subjective symptoms could be found.

%M J.IJHCI.9.4.369
%T Longitudinal Study of Work Stress among Information System Professionals
%S Longitudinal Studies of Human-Computer Interaction
%A Yuko Fujigaki
%A Kazuko Mori
%J IJHCI
%D 1997
%V 9
%N 4
%P 369-381
%* (c) Copyright 1997 ACM
%X In order to examine the effect of a stressor
changing over time on information system
professionals, a longitudinal study on work stress
was conducted.  Data on job events, urinary
catecholamine, salivary cortisol, and subjective
symptoms were collected for 10 male engineers who
were observed every 2 weeks for 5 months and every
week for the following 2 months.  Results show that
adrenaline reflects reactions to the acute job
events whereas cortisol seems to capture the
chronic state of work-stress reaction.  This study
allows us to specify the job events that affect
stress, which can be useful for intervention.

%M J.IJHCI.9.4.383
%T Toward a Multilevel Model in Longitudinal Studies on Computerization in
Offices
%S Longitudinal Studies of Human-Computer Interaction
%A Pekka Huuhtanen
%J IJHCI
%D 1997
%V 9
%N 4
%P 383-405
%* (c) Copyright 1997 ACM
%X The theoretical framework of longitudinal field
studies on office automation has expanded from the
stress paradigm to the implementation and planning
of change.  Research has started to focus on the
design processes of both the computer applications
and work organizations simultaneously as opposed to
the earlier descriptions of the effects of
automation on stress and well-being.  New technology
should have a variety-increasing rather than a
variety-decreasing effect on operations, by
supporting flexible and adaptive work organizations
instead of formalized hierarchical control and
tight standardization of work routines.  The goals
of planning, the ways of organizing it, and
leadership styles are decisive, as regards the
benefits and quality of changes.  In addition,
assessment of possible new health and safety risks
at the worksite level should be organized.  One
future risk factor is information overflow in a
multimedia environment with increasing productivity
demands.
   In this article, key psychological questions
concerning the studies of new technology
implementations in office settings from the health
and safety perspective are discussed.  A conceptual
review of some previous studies is presented, with
special emphasis on longitudinal research.  The
focus is more on research questions and methodology
than on the presentation of empirical results as
such.  A multilevel process model for the study of
change is presented that combines technological,
organizational, and psychological change processes
on both organizational and individual levels. 
Concerning the continuous change of information
technology, work organization, and the age
structure of labor force, future research needs are
discussed.

%M J.IJHCI.9.4.407
%T New Information Technologies, Job Profiles, and External Workload as
Predictors of Subjectively Experienced Stress and Dissatisfaction at Work
%S Longitudinal Studies of Human-Computer Interaction
%A Cristian Korunka
%A Sabine Zauchner
%A Andreas Weiss
%J IJHCI
%D 1997
%V 9
%N 4
%P 407-424
%* (c) Copyright 1997 ACM
%X Implementation cycles of information technologies
in modern workplaces have become shorter, and
employees have to constantly adapt to changing work
situations.  Presented here are preliminary results
from a comprehensive research project, the 2nd
Vienna Implementation Study, which investigated the
effects on workers of continuous implementations,
that is, the implementations of new information
technologies on workplaces already equipped with
computers.  In a longitudinal research design,
strain and dissatisfaction of 466 employees in 10
different companies are investigated.  In each
company, an implementation of a new information
technology occurs during a specified time period. 
Seven measurements are taken over a 22-month
period.  Contextual factors postulated to moderate
employee reactions to the new information
technology include the following: type of
implementation, implementation style (e.g.,
implementation management, participation), job
profiles, external workload of employees, and
personality factors.
   Preliminary analyses of the first two measurements
of subjectively experienced stress and
dissatisfaction (2 subscales representing strain
and job satisfaction) in 9 companies are presented
here.  Compared to a control sample (the first 2
measurements in companies in which the
implementation has not occurred), employees in the
implementation sample had an increase in
subjectively experienced stress and no changes in
dissatisfaction shortly after the implementation. 
Both preimplementation values and changes in
subjectively experienced stress and dissatisfaction
seemed to be highly influenced by contextual
factors at an organizational level.  Regarding job
characteristics (decision latitude) and external
workload (e.g., family, children, and household
responsibilities), employees with low decision
latitude at their workplaces and a high external
workload showed the strongest increases in
subjectively experienced stress after the
implementation.  Preimplementation levels of
subjectively experienced stress and dissatisfaction
also seemed to be affected by decision latitude and
external workload.

%M J.IJHCI.9.4.425 missing chars in author
%T Implementation of Office Automation and its Effects on Job Characteristics
and Strain in a District Court
%S Longitudinal Studies of Human-Computer Interaction
%A Eila Jarvenpaa
%J IJHCI
%D 1997
%V 9
%N 4
%P 425-442
%* (c) Copyright 1997 ACM
%X Using a longitudinal case study design, the
implementation of office automation was examined at
a district court office during a 4-year period.  The
aims of the study were to examine the effects of
the implementation of office automation on
perceived job characteristics and on the
personnel's short-term mental strain, long-term
mental strain, and job satisfaction.  All
occupational groups at the district court, that is,
the office workers, the judges, and the court
clerks, participated in the study.  After the
implementation, the office workers perceived their
job as slightly more interesting than before the
implementation.  After the implementation, their
short-term mental strain was slightly lower than
before it.  However, this effect seemed to diminish
in the long run.  On the other hand, a slight
increase in the office workers' long-term strain
was found.  Moreover, the judges' job
characteristics changed slightly.
   Using a longitudinal research design, the
development of job stress among the personnel at
the district court could be followed up, and the
changes in job stress could be compared according
to the phases of the implementation of office
automation.

%M J.IJHCI.9.4.443
%T Use of Design Methods, Team Leaders' Goal Orientation, and Team
Effectiveness: A Follow-Up Study in Software Development Projects
%S Longitudinal Studies of Human-Computer Interaction
%A Sabine Sonnentag
%A Michael Frese
%A Felix C. Brodbeck
%A Torsten Heinbokel
%J IJHCI
%D 1997
%V 9
%N 4
%P 443-454
%* (c) Copyright 1997 ACM
%X This article reports an empirical study on
effectiveness of software development teams.  It was
predicted that both the extent to which design
methods are used and team leaders' goal orientation
is related to team effectiveness.  Follow-up data
(6-12 months after first assessment) were available
from 25 German and Swiss software development
projects.  Hierarchical regression analysis showed
that use of design methods and team leaders' goal
orientation predicted team efficiency and
changeability of the software product.  In addition,
goal orientation predicted maintaining schedule and
budget.  Practical implications of this study refer
to the necessity to consider both the use of design
methods and leadership issues when aiming at
effective software development projects.

fpack:!@#$%^&*(): IJHCS40.BA
%T Editorial
%E Brian Gaines
%M J.IJHCS.40.1.1
%J IJHCS
%D 1994
%V 40
%N 1
%P 1-3
%* (c) Copyright 1994 Academic Press

%T The Development of Cognitive Models of Planning for Use in the Design of
Project Management Systems
%A Christine M. Pietras
%A Bruce G. Coury
%M J.IJHCS.40.1.5
%J IJHCS
%D 1994
%V 40
%N 1
%P 5-30
%* (c) Copyright 1994 Academic Press
%X The research presented in this paper is concerned with the planning component of
project management and describes the use of interviewing techniques to develop
cognitive models of planning for project management systems.  Interviews were
conducted with six project managers from six different problem domains.  Protocol
analysis was used to develop two types of cognitive models: process models that
provided detailed descriptions of planning actions; and a higher level model of the
planning process based on the Hayes-Roth theoretical model of planning.  A visual
representation of the planning process, called DMAP, was created to identify the
type of planning that occurs at each stage of the planning process in project
management.  The discussion focuses on the use of cognitive models in the design of
knowledge-based systems for project management.

%T A Shell for Developing Non-Monotonic User Modeling Systems
%A Giorgio Brajnik
%A Carlo Tasso
%M J.IJHCS.40.1.31
%J IJHCS
%D 1994
%V 40
%N 1
%P 31-62
%* (c) Copyright 1994 Academic Press
%X This paper first presents a general structured framework for user modeling, which
includes a set of basic user modeling purposes exploited by a user modeling system
when providing a set of services to other components of an application.  At a higher
level of abstraction such an application may perform a generic user modeling task,
which results from an appropriate combination of some basic user modeling
purposes.  The central aim of the paper is to present, within the proposed framework,
a flexible general-purpose shell, called UMT (User Modeling Tool), which supports
the development of user modeling applications.  UMT features a non-monotonic
approach for performing the modeling activity: more specifically, it utilizes a
modeling approach called assumption-based user modeling, which exploits a truth
maintenance mechanism for maintaining the consistency of the user model.  The
modeling task is divided into two separate activities, one devoted to user
classification and user model management, and the other devoted to consistency
maintenance of the model.  The modeling knowledge exploited by UMT is
represented by means of stereotypes and production rules.  UMT is capable of
identifying, at any given moment during an interaction, all the possible alternative
models which adequately describe the user and are internally consistent.  The choice
of the most plausible one among them is then performed using an explicit
programmable preference criterion.  UMT is also characterized by a very well
defined and simple interface with the hosting application, and by a specialized
development interface which supports the developer during the construction of
specific applications.  This paper includes an example application in the field of
information-providing systems.  UMT has been developed in Common LISP.

%T Productivity Gains via an Adaptive User Interface: An Empirical Analysis
%A James E. Trumbly
%A Kirk P. Arnett
%A Peter C. Johnson
%M J.IJHCS.40.1.63
%J IJHCS
%D 1994
%V 40
%N 1
%P 63-81
%* (c) Copyright 1994 Academic Press
%X This study examines the impact of a user's level of computer knowledge and an
adaptive software interface on performance.  Performance is examined with a
simulation game decision-making task and with the user's expertise on the type of
computer interface used to accomplish the task.  MIS literature offers various
interface characteristics for novice users that are different from those recommended
for experienced users.  The premise of this research is that the characteristics of the
computer user will change based on exposure to the experience with the application
at hand.  When such change transpires, the characteristics of the interface can be
software-adjusted to maximize the productivity of the user.  This empirical study
investigates the impact of using an adaptive user interface that evolves to correspond
to the skill level of the user.  Results indicate that the level of computer knowledge,
when using an adaptive interface, is not significant on either task performance or
interface learning.  More importantly, however, the type of interface coupled to a
particular user -- novice, adaptive, or experienced -- produces significant performance
differences.

%T Making the Abstraction Hierarchy Concrete
%A Ann M. Bisantz
%A Kim J. Vicente
%M J.IJHCS.40.1.83
%J IJHCS
%D 1994
%V 40
%N 1
%P 83-117
%* (c) Copyright 1994 Academic Press
%X The abstraction hierarchy (AH) is a multileveled representation framework,
consisting of physical and functional system models, which has been proposed as a
useful framework for developing representations of complex work environments.
Despite the fact that the AH is well known and widely cited in the cognitive
engineering community, there are surprisingly few examples of its application.
Accordingly, the intent of this paper is to provide a concrete example of how the
AH can be applied as a knowledge representation framework.  A formal instantiation
of the AH as the basis for a computer program is presented in the context of a
thermal-hydraulic process.  This model of the system is complemented by a relatively
simple reasoning mechanism which is independent of the information contained in
the knowledge representation.  This reasoning mechanism uses the AH model, along
with qualitative user input about system states, to generate reasoning trajectories for
different types of events and problems.  Simulation outputs showing how the AH
model can provide an effective basis for reasoning under different classes of
situations, including challenging faults of various types, are presented.  These
detailed examples illustrate the various benefits of adopting the AH as a knowledge
representation framework, namely: providing sufficient representations to allow
reasoning about unanticipated fault and control situations, allowing the use of
reasoning mechanisms that are independent of domain information, and having
psychological relevance.

%T Knowledge Assessment: Tapping Human Expertise by the QUERY Routine
%A Maria Kambouri
%A Mathieu Koppen
%A Michael Villano
%A Jean-Claude Falmagne
%M J.IJHCS.40.1.119
%J IJHCS
%D 1994
%V 40
%N 1
%P 119-151
%* (c) Copyright 1994 Academic Press
%X The QUERY procedure is designed to systematically question an expert, and
construct the unique knowledge space consistent with the expert's responses.  Such a
knowledge space can then serve as the core of a knowledge assessment system.  The
essentials of the theory of knowledge spaces are given here, together with the
theoretical underpinnings of the QUERY procedure.  A full scale application of the
procedure is then described, which consists in constructing the knowledge spaces of
five expert-teachers, pertaining to 50 mathematics items of the standard high school
curriculum.  The results show that the technique is applicable in a realistic setting.
However, the analysis of the data indicates that, despite a good agreement across
experts concerning item difficulty and other coarse measures, the constructed
knowledge spaces obtained for the different experts are not as consistent as one
might expect or hope.  Some experts appear to be considerably more skillful than
others at generating a usable knowledge space, at least by this technique.

%T Trust, Self-Confidence, and Operators' Adaptation to Automation
%A John D. Lee
%A Neville Moray
%M J.IJHCS.40.1.153
%J IJHCS
%D 1994
%V 40
%N 1
%P 153-184
%* (c) Copyright 1994 Academic Press
%X The increasing use of automation to supplant human intervention in controlling
complex systems changes the operators' role from active controllers (directly
involved with the system) to supervisory controllers (managing the use of different
degrees of automatic and manual control).  This paper examines the relationship
between trust in automatic controllers, self-confidence in manual control abilities,
and the use of automatic controllers in operating a simulated semi-automatic
pasteurization plant.  Trust, combined with self-confidence, predicted the operators'
allocation strategy.  A Multitrait-multimethod matrix and logit functions showed how
trust and self-confidence relate to the use of automation.  An ARMAV time series
model of the dynamic interaction of trust and self-confidence, combined with
individual biases, accounted for 60.9-86.5% of the variance in the use of the three
automatic controllers.  In general, automation is used when trust exceeds self-confidence,
and manual control when the opposite is true.  Since trust and
self-confidence are two factors that guide operators' interactions with automation,
the design of supervisory control systems should include provisions to ensure that
operators' trust reflects the capabilities of the automation and operators' self-confidence
reflects their abilities to control the system manually.

%T Editorial
%S Special Issue: Sisyphus: Models of Problem Solving
%E Brian Gaines
%M J.IJHCS.40.2.185
%J IJHCS
%D 1994
%V 40
%N 2
%P 185-186
%* (c) Copyright 1994 Academic Press

%T Problem Statement for Sisyphus: Models of Problem Solving
%S Special Issue: Sisyphus: Models of Problem Solving
%A Brian Gaines
%M J.IJHCS.40.2.187
%J IJHCS
%D 1994
%V 40
%N 2
%P 187-192
%* (c) Copyright 1994 Academic Press
%X We devised the Sisyphus problem to compare different approaches to the modeling
of problem-solving processes in knowledge-based systems and the influences of the
models on the knowledge acquisition activities.  To this purpose we give a short
description of a sample problem concerned with office assignment in a research
environment.
   After a brief description of the settings in which the problem occurs, we describe
the organizational structure of the research group and that group's facilities.  We will
then render a sample annotated protocol of the local expert Siggi D. solving the
office assignment problem.  A slightly different second problem allows authors to
illustrate the flexibility of their approach and to show how their model reacts to
borderline cases.
   The papers that describe solutions to the office assignment problem address the
following points: (1) the description of the tools and the generic structures used to
provide a solution; (2) the authors' interpretations of the protocol, and assumptions
and decisions taken about unclear points; (3) the description of the solution
proposed, the instantiated generic structures, and traces for the solution of the
problem; (4) the knowledge acquisition approach, that is, authors describe the links
between the knowledge structures of the tool and actions or utterances of the
protocol, the design decisions and their justifications and the questions arising from
the modeling process that they would address to Siggi D.
   To refer to the protocol elements in the papers, authors use the numbers on the
left of the action descriptions (e.g. Action 1), and those on the left of the comments
(e.g. Comment la).

%T Making a Method of Problem Solving Explicit with MACAO
%S Special Issue: Sisyphus: Models of Problem Solving
%A Nathalie Aussenac-Gilles
%A Nada Matta
%M J.IJHCS.40.2.193
%J IJHCS
%D 1994
%V 40
%N 2
%P 193-219
%* (c) Copyright 1994 Academic Press
%X This paper synthesizes the experiment carried out during two years with the
MACAO knowledge acquisition method within the Sisyphus project.  It relates our
contribution to the project purpose of clarifying the definition and use of
problem-solving methods when acquiring knowledge and designing a knowledge
base.  The lessons we derive from this work concern the definition, structure,
building and use of the problem-solving model in MACAO, as well as the steps in
the methodology.
   Firstly, we present the MACAO methodology, the associated software and its
modelling structures.  Next, we explain our interpretation of the expert's protocol
given as an example of problem solving, and we report decisions taken about
implicit knowledge.  Then, we detail how the expertise is modelled with MACAO
and we describe the model.  This model is used to simulate the solving of the two
problems given as possible inputs to the system to be designed.  These cases provide
support in explaining the acquisition process.  They also prove the importance of an
explicit problem-solving method in the model to guide the knowledge acquisition
and the system design from the model.  Comparing the problem solutions helps to
evaluate how the model resists changes, and its behaviour when dealing with
conflicting situations.
   These results highlight limitations in MACAO concerning the knowledge representation
structures and the tool supporting the methodology.  We finally discuss
evolutions aiming at an easier identification and representation of the problem-solving
method and at its use for knowledge elicitation and for the system design.
We also consider possible extensions of the representation language in order to
model the problem solving at different levels of abstraction.

%T Solving Sisyphus by Design
%S Special Issue: Sisyphus: Models of Problem Solving
%A Alan Balkany
%A William P. Birmingham
%A Jay Runkel
%M J.IJHCS.40.2.221
%J IJHCS
%D 1994
%V 40
%N 2
%P 221-241
%* (c) Copyright 1994 Academic Press
%X This paper demonstrates how the Domain-Independent Design System (DIDS) was
used to solve the Sisyphus room-assignment problem by viewing it as a
configuration-design task.  We have developed a general problem-solving method for
configuration design, based on constraint-satisfaction techniques.  This method
efficiently solves the Sisyphus problem, and provides strong guidance for knowledge
acquisition.  This paper presents both the problem solver and knowledge-acquisition
support created by DIDS to solve the Sisyphus problem.

%T A Situated Classification Solution of a Resource Allocation Task Represented
in a Visual Language
%S Special Issue: Sisyphus: Models of Problem Solving
%A Brian R. Gaines
%M J.IJHCS.40.2.243
%J IJHCS
%D 1994
%V 40
%N 2
%P 243-271
%* (c) Copyright 1994 Academic Press
%X The Sisyphus room allocation problem-solving example has been solved using a
situated classification approach.  A solution was developed from the protocol
provided in terms of three heuristic classification systems, one classifying people,
another rooms, and another tasks on an agenda of recommended room allocations.
The domain ontology, problem data, problem-solving method, and domain-specific
classification rules, have each been represented in a visual language.  These
knowledge structures compile to statements in a term-subsumption knowledge
representation language, and are loaded and run in a knowledge representation
server to solve the problem.  The user interface has been designed to provide support
for human intervention in under-determined and over-determined situations, allowing
advantage to be taken of the additional choices available in the first case, and a
compromise solution to be developed in the second.

%T Solving the Office Allocation Task in Reflective ASSIGN
%S Special Issue: Sisyphus: Models of Problem Solving
%A Werner L. Karbach
%A Angi W. Voss
%A Uwe Drouven
%M J.IJHCS.40.2.273
%J IJHCS
%D 1994
%V 40
%N 2
%P 273-291
%* (c) Copyright 1994 Academic Press
%X We show how we solved the Sisyphus task with an existing assignment problem
solver, ASSIGN.  The system is written in MODEL-K, a language for mechanizing
KADS models of expertise.  MODEL-K was extended to build reflective systems
that reason about other problem solvers.  Our assignment system has reflective
components to simplify the problem, to solve it incrementally and to relax
inconsistent constraints in the problem definition.

%T Exploiting Problem Descriptions to Provide Assistance with the Sisyphus Task
%S Special Issue: Sisyphus: Models of Problem Solving
%A Georg Klinker
%A Marc Linster
%A David Marques
%A John McDermott
%A Gregg Yost
%M J.IJHCS.40.2.293
%J IJHCS
%D 1994
%V 40
%N 2
%P 293-314
%* (c) Copyright 1994 Academic Press
%X We describe the Spark, Burn, FireFighter solution to the office allocation problem as
defined for the Sisyphus task.  The Spark, Burn, FireFighter framework assists a
development team with building application programs.  The framework pays
particular attention to the problems that arise from the nature of real-world tasks:
they are messy, filled with details, and change continuously.  To overcome these
problems, the Spark, Burn, FireFighter approach exploits a problem description of a
real-world workplace.  This workplace description is at the heart of our approach and
integrates all of the development team's activities.  It is exploited to assist a
development team with extending the description of a workplace, managing the
activities in the workplace, describing programming constructs, finding programming
constructs that automate some activities in the workplace, customizing those
programming constructs, and doing the work.

%T Grounding GDMs: A Structured Case Study
%S Special Issue: Sisyphus: Models of Problem Solving
%A Enrico Motta
%A Kieron O'Hara
%A Nigel Shadbolt
%M J.IJHCS.40.2.315
%J IJHCS
%D 1994
%V 40
%N 2
%P 315-347
%* (c) Copyright 1994 Academic Press
%X In this paper a solution to the Sisyphus room allocation problem is discussed which
uses the generalized directive model (GDM) methodology developed in the
ACKnowledge project, together with the knowledge engineering methodology
developed in the VITAL project.  After briefly introducing these methodologies, the
paper presents a "walkthrough" of the Sisyphus solution from analysis to implementation
in detail, so that all acquisition, modelling and design decisions can be seen in
context.  The selection of a reusable off-the-shelf model from the GDM library is
presented, together with a discussion of the ways in which this selection process can
drive the knowledge acquisition process.  Next, there is an account of the
instantiation of the GDM and the imposition of a control regime over the dataflow
structure; we show how this process uncovers hidden constraints and inconsistencies
in Siggi's account of his own problem solving.  The output of this KA phase consists
of a conceptual model of the problem which is discussed in detail and formalized in
terms of the VITAL conceptual modelling language.  From this analysis of the
problem, we move on to discussion of the issues concerning the design and
implementation of a system, and we show how our implementation satisfies the
specification of the Sisyphus problem.

%T Applying KADS to the Office Assignment Domain
%S Special Issue: Sisyphus: Models of Problem Solving
%A A. Th. Schreiber
%M J.IJHCS.40.2.349
%J IJHCS
%D 1994
%V 40
%N 2
%P 349-377
%* (c) Copyright 1994 Academic Press
%X In this article, the KADS approach is used to model and implement the office
assignment problem.  We discuss both the final products (the model of expertise and
the design) and the process that led to these product.  Emphasis is put on modelling
the problem in such a way that it closely corresponds to the behaviour of the expert
in the sample protocol.  The last section of the paper addresses the evaluation points
raised by the initiators of Sisyphus.

%T Sisyphus Project: EMA Approach
%S Special Issue: Sisyphus: Models of Problem Solving
%A Susan Spirgi
%A Dieter Wenger
%M J.IJHCS.40.2.379
%J IJHCS
%D 1994
%V 40
%N 2
%P 379-401
%* (c) Copyright 1994 Academic Press
%X This paper outlines the Sisyphus project realized with the EMA methodology.  For
this application two problem-solving methods are used: one based on the solution
described by Gaines (The Sisyphus problem solving example through a visual
language with KL-ONE-like knowledge representation, Proceedings of EKAW'91,
1991) and the other on a genetic algorithm.  This application allows intervention by
the user and the solution is represented graphically.

%T Performance Comparisons of Classification Techniques for Multi-Font
Character Recognition
%A Antonette M. Logar
%A Edward M. Corwin
%A William J. B. Oldham
%M J.IJHCS.40.3.403
%J IJHCS
%D 1994
%V 40
%N 3
%P 403-423
%* (c) Copyright 1994 Academic Press
%X This paper reports the performance of several neural network models on the
problem of multi-font character recognition.  The networks are trained on machine
generated, upper-case English letters in selected fonts.  The task is to recognize the
same letters in different fonts.  The results presented here were produced by
back-propagation networks, radial basis networks and a new hybrid algorithm which
is a combination of the two.  These results are compared to those of the
Hogg-Hubermann model as well as to those of nearest neighbor and maximum
likelihood classifiers.  The effects of varying the number of nodes in the hidden layer,
the initial conditions, and the number of iterations in a back-propagation network
were studied.  The experimental results indicate that the number of nodes is an
important factor in the recognition rate and that over-training is a significant
problem.  Different initial conditions also had a measurable effect on performance.
The radial basis experiments used different numbers of centers and differing
techniques for selecting the means and standard deviations.  The best results were
obtained with one center per training vector in which the standard deviation for each
center was set to the same small number.  Finally, a new hybrid technique is
discussed in which a radial basis network is used to determine a starting point for a
back-propagation network.  The back-propagation network refines the radial basis
means and standard deviations which are replaced in the radial basis network and
used for another iteration.  All three networks out-performed the Hogg-Hubermann
network as well as the maximum likelihood classifiers.

%T A Method for Checking and Restoring the Consistency of Knowledge Bases
%A Stephane Loiseau
%M J.IJHCS.40.3.425
%J IJHCS
%D 1994
%V 40
%N 3
%P 425-442
%* (c) Copyright 1994 Academic Press
%X The arrival of knowledge-based systems in industrial sectors requires specific
software engineering, sometimes known as knowledge engineering.  A good criterion
to validate a knowledge-based system is to check its consistency.  In this paper, a
distinction between sure and heuristic knowledge is proposed.  These two kinds of
knowledge can be expressed in a single formalism.  A powerful criterion of
consistency for knowledge bases, based on this differentiation, is presented and
formally expressed.  The reasons why a knowledge base can be inconsistent are
studied, and formally expressed.  We present the COCO system, which checks
knowledge bases.  Then, we present the X system, which helps restore the
consistency of an inconsistent knowledge base.  The COCO-X system, which enables
the expert to refine (check and restore) knowledge bases, is described.

%T A Multi-Modal Mouse with Tactile and Force Feedback
%A Motoyuki Akamatsu
%A Sigeru Sato
%M J.IJHCS.40.3.443
%J IJHCS
%D 1994
%V 40
%N 3
%P 443-453
%* (c) Copyright 1994 Academic Press
%X We have developed a mouse with tactile and force feedback.  Tactile information is
provided to the operator by a small pin which projects slightly through the mouse
button when pulsed.  Force information is provided by an electromagnet inside the
mouse in conjunction with an iron mouse pad.  Tactile and force feedback are
controlled by software linked to the visual information of targets on the visual
display.  In an empirical evaluation using a target selection task, the addition of
tactile and force feedback shortened the response time and widened the effective
area of targets.  Design issues for interactive systems are discussed.

%T Adaptively Supported Adaptability
%A Reinhard Oppermann
%M J.IJHCS.40.3.455
%J IJHCS
%D 1994
%V 40
%N 3
%P 455-472
%* (c) Copyright 1994 Academic Press
%X This paper presents an adaptive and adaptable system and its evaluation.  The system
is based on a commercial spreadsheet application and provides adaptation opportunities
for defining a user- and task-specific user interface (new menu entries and
key shortcuts for subrouting names and parameters, changing default parameters).
The development following a design-evaluation-redesign approach has shown that
adaptations are accepted if the user has the opportunity to control their timing and
content.  This does not necessarily mean that the adaptation is initiated and
performed by the user alone (adaptability).  On the contrary, the strictly user-controlled
adaptation is too demanding for the user.  The paper shows how the user's
own adaptations can be supported by the system by initial adaptive suggestions
showing the rationale of adaptations and the way to perform them.

%T EDWARD: Full Integration of Language and Action in a Multimodal User
Interface
%A Edwin Bos
%A Carla Huls
%A Wim Claassen
%M J.IJHCS.40.3.473
%J IJHCS
%D 1994
%V 40
%N 3
%P 473-495
%* (c) Copyright 1994 Academic Press
%X This paper presents EDWARD, a multimodal user interface fully integrating several
interface styles, viz. natural language (Dutch), manipulation of graphical representations,
menus, and command language.  The focus is on the following two issues: (1)
the new design principle of making all interface styles available at all times; and (2)
the new generic approach in processing referring expressions, which is applied both
in interpretation and generation, for all sorts of expressions, including multimodal
deictic expressions such as "put that there" with simultaneous pointing gestures.
EDWARD is a generic interface, currently applied to the file system domain.

%T Attribute-Mastery Patterns from Rule Space as the Basis for Student Models
in Algebra
%A Menucha Birenbaum
%A Anthony E. Kelly
%A Kikumi K. Tatsuoka
%A Yaffa Gutvirtz
%M J.IJHCS.40.3.497
%J IJHCS
%D 1994
%V 40
%N 3
%P 497-508
%* (c) Copyright 1994 Academic Press
%X Student models for procedural tasks in mathematics have relied heavily on analyses
of bugs to guide their remediation.  This paper reports on an analysis of data that first
confirms the results of recent studies by finding a relatively large number of bugs to
be unstable, with stable bugs tending to be infrequent.  The paper then illustrates a
method for classifying students according to higher-level (and presumably more
stable) knowledge deficits using a psychometric classification technique, known as
rule space.  A rule space analysis is performed on the same test items.  The resulting
diagnoses (describing attribute-mastery patterns) are shown to demonstrate within-test
stability.  These patterns are then discussed in the light of their potential
contribution to the design of machine-delivered remediation.

%T Conversations with Graphics: Implications for the Design of Natural
Language/Graphics Interfaces
%A Irene Neilson
%A John Lee
%M J.IJHCS.40.3.509
%J IJHCS
%D 1994
%V 40
%N 3
%P 509-541
%* (c) Copyright 1994 Academic Press
%X The design of interfaces which support a user's natural cognitive processes and
structures depends on an understanding of communicational codes as well as task
structures etc.  Research in human-computer interaction has, however, tended to
neglect the former in favour of the latter.  This paper seeks to redress this imbalance
by reporting in detail the results of an empirical enquiry into how people use two
communicational codes -- natural language and drawing -- to achieve a shared understanding
of a problem (the redesign of a kitchen) and its solution.  This enquiry
clearly indicates the complex interdependency of these forms of communication
when used in combination.  While a graphical depiction may provide a context for
linguistic interpretation, especially in respect of the disambiguation of spatial
expressions, graphical expressions (pictures and drawings) themselves require a
context-dependent interpretation which, itself, can derive from an accompanying
natural language expression.  Often, however, neither form of expression can be
independently interpreted.  Rather the meaning of the situation is dependent on the
synergistic combination of both forms of expression and is heavily dependent on the
common background knowledge of participants in the interaction.  While natural
language expressions may be explicitly linked to graphical depictions through
pointing actions, such actions are not mandatory for effective communication.  The
implications of these observations for the design of natural language/graphics
interfaces are discussed.  Among the questions raised by the paper are: how to
characterize the difference between representation or modelling and communication
in graphics; how to apply current object-oriented theories of knowledge representation
to the highly fluid yet knowledge-rich use of pictures that was observed in our
study; and finally what differences might emerge between dialogues of this type in
different domains.

%T Machines, Social Attributions, and Ethopoeia: Performance Assessments of
Computers Subsequent to "Self-" or "Other-" Evaluations
%A Clifford Nass
%A Jonathan Steuer
%A Lisa Henriksen
%A D. Christopher Dryer
%M J.IJHCS.40.3.543
%J IJHCS
%D 1994
%V 40
%N 3
%P 543-559
%* (c) Copyright 1994 Academic Press
%X We show that individuals use inappropriate social rules in assessing machine
behavior.  Explanations of ignorance and individuals' views of machines as proxies
for humans are shown to be inadequate; instead, individuals' responses to technology
are shown to be inconsistent with their espoused beliefs.  In two laboratory
studies, computer-literate college students used computers for tutoring and testing.
The first study (n=22) demonstrates that subjects using a computer that praised
itself believed that it was more helpful, contributed more to the subject's test score,
and was more responsive than did subjects using a computer that criticized itself,
although the tutoring and testing sessions were identical.  In the second study
(n = 44), the praise or criticism came from either the computer that did the tutoring
or a different computer.  Subjects responded as if they attributed a "self" and
self-focused attributions (termed "ethopoeia") to the computers.  Specifically,
subjects responses followed the rules "other-praise is more valid and friendlier than
self-praise", "self-criticism is friendlier than other-criticism", and "criticizers are
smarter than praisers" to evaluate the computers, although the subjects claimed to
believe that these rules should not be applied to computers.

%S Bulletin
%M J.IJHCS.40.3.561
%J IJHCS
%D 1994
%V 40
%N 3
%P 561-566
%* (c) Copyright 1994 Academic Press

%T "Gendered by Design?  Information Technology and Office Systems,"
by E. Green, J. Owen and D. Pain
%S Book Reviews
%A Elizabeth Churchill
%M J.IJHCS.40.3.567
%J IJHCS
%D 1994
%V 40
%N 3
%P 567-569
%* (c) Copyright 1994 Academic Press

%T "Bluff Your Way in Science," by Brian Malpas
%S Book Reviews
%A T. R. G. Green
%M J.IJHCS.40.3.569
%J IJHCS
%D 1994
%V 40
%N 3
%P 569-570
%* (c) Copyright 1994 Academic Press

%T "Novice Programming Environments: Explorations in HCI and AI,"
edited by M. Eisenstadt, M. T. Keane and T. Rajan
%S Book Reviews
%A Jim Spohrer
%M J.IJHCS.40.3.570
%J IJHCS
%D 1994
%V 40
%N 3
%P 570-572
%* (c) Copyright 1994 Academic Press

%T "Things That Make Us Smart," by D. A. Norman
%S Book Reviews
%A T. R. G. Green
%M J.IJHCS.40.3.572
%J IJHCS
%D 1994
%V 40
%N 3
%P 572-573
%* (c) Copyright 1994 Academic Press

%T "Pictorial Communication in Virtual and Real Environments,"
edited by S. R. Ellis, M. Kaiser and J. Grunwald
%S Book Reviews
%A Carol-Ina Trudel
%M J.IJHCS.40.3.573
%J IJHCS
%D 1994
%V 40
%N 3
%P 573-575
%* (c) Copyright 1994 Academic Press

%T The Effects of Paradigm on Cognitive Activities in Design
%A Adrienne Lee
%A Nancy Pennington
%M J.IJHCS.40.4.577
%J IJHCS
%D 1994
%V 40
%N 4
%P 577-601
%* (c) Copyright 1994 Academic Press
%X This research examines differences in cognitive activities and final designs among
expert designers using object-oriented and procedural design methodologies, and
among expert and novice object-oriented designers, when novices have extensive
procedural experience.  We observed, as predicted by others, a closer alliance of
domain and solution spaces in object-oriented design compared to procedural
design.  Procedural programmers spent a large proportion of their time analysing the
problem domain.  In contrast, object-oriented designers defined objects and methods
much more quickly and spent more time evaluating their designs through simulation
processes.  Novices resembled object-oriented experts in some ways and procedural
experts in others.  Their designs had the general shape of the object-oriented experts'
designs, but retained some procedural features.  Novices were very inefficient at
defining objects, going through an extensive situation analysis first, in a manner
similar to the procedural experts.  Some suggestions for instruction are made on the
basis of novice object-oriented designers' difficulties.

%T Argumentation-Based Design Rationale: What Use at What Cost?
%A Simon Buckingham
%A Nick Hammond
%M J.IJHCS.40.4.603
%J IJHCS
%D 1994
%V 40
%N 4
%P 603-652
%* (c) Copyright 1994 Academic Press
%X A design rationale (DR) is a representation of the reasoning behind the design of an
artifact.  In recent years, the use of semiformal notations for structuring arguments
about design decisions has attracted much interest within the human-computer
interaction and software engineering communities, leading to a number of DR
notations and support environments.  This paper examines two foundational claims
made by argumentation-based DR approaches: that expressing DR as argumentation
is useful, and that designers can use such notations.  The conceptual and empirical
basis for these claims is examined, firstly by surveying relevant literature on the use
of argumentation in non-design contexts (from which current DR efforts draw much
inspiration), and secondly, by surveying DR work.  Evidence is classified according to
the research contribution it makes, the kind of data on which claims are based
(anecdotal or experimental), the extent to which the claims made are substantiated,
and whether or not the users of the approach were also the researchers.
   In the survey, a trend towards tightly integrating DR with other design
representations is noted, but it is argued that taken too far, this may result in the loss
of the original vision of argumentative design.  In examining the evidence for each
claim, it is demonstrated firstly, that research into semiformal argumentation outside
the design context has failed to substantiate convincingly either of the two claims
implicitly attributed to it in current DR research, and secondly, that there are also
significant gaps in the DR literature.  There are emerging indications, however, that
argumentation-based DR can assist certain kinds of design reasoning by turning the
representational effort to the designer's advantage, and that such DRs can be useful
at a later date.  This analysis of argumentation research sets an agenda for future
work driven by a concern to support the designer in the whole process of
externalizing and structuring DR, from initially ill-formed ideas to more rigorous.
coherent argumentation.  The paper concludes by clarifying implications for the
design of DR training, notations, and tools.

%T Improving Conceptual Database Design through Feedback
%A Dinesh Batra
%A Maung K. Sein
%M J.IJHCS.40.4.653
%J IJHCS
%D 1994
%V 40
%N 4
%P 653-676
%* (c) Copyright 1994 Academic Press
%X Design aids can improve the quality of systems developed by end-users and
non-expert designers.  This paper reports a study undertaken to establish the concept
validation of a design aid that is based on feedback to improve the quality of
conceptual and logical relational databases.  We describe the design of SERFER
(Simulated ER based FEedback system for Relational databases) and test its
effectiveness in a laboratory experiment using the "hidden operator" method.  The
results show that feedback can help users detect and correct certain types of
database design errors in modeling ternary relationships.  However, no improvement
seems possible in the case of unary relationships.  The experiment could not
determine whether errors can be corrected in modeling binary relationships, since
the subjects were reasonably adept and rarely committed serious errors in this ease.

%T The Design of Joint Cognitive Systems: The Effect of Cognitive Coupling on
Performance
%A Nikuni P. Dalal
%A George M. Kasper
%M J.IJHCS.40.4.677
%J IJHCS
%D 1994
%V 40
%N 4
%P 677-702
%* (c) Copyright 1994 Academic Press
%X In recent years, there has been a growing interdisciplinary interest in designing
intelligent human-computer systems for problem-solving.  Although progress has
been made, we are far from building intelligent human-computer systems that fully
exploit the natural synergies of the combination of human and intelligent machine
One of the significant paradigms of intelligent decision support is the cognitive
systems engineering approach.  This approach considers the human and the intelligent
machine as components of a joint cognitive system and focuses on the need
to maximize the overall performance of the joint system.  Factors influencing the
performance of the joint cognitive system include the cognitive characteristics of the
human, the computer system, and the task.  An important relationship between the
cognitive characteristics of the human and those of the system is cognitive coupling,
which has a number of dimensions.
   The study described in this paper explores the style dimension of cognitive
coupling by presenting a laboratory experiment that examines the interactions
among human cognitive style (analytic vs. heuristic), problem type (analysis-inducing
vs. heuristic-inducing), and nature of decision aid (analytic vs. heuristic).  The study
demonstrates that, depending on the characteristics of the human, the computerized
aid, and the problem to be solved, the joint human-computer system performance
can be better or worse than the performance of the individual human or computer
system working alone.  Furthermore, the results suggest that the impact of cognitive
style on decision-making performance may depend upon the characteristics of the
problem, the nature of the decision-aid, and the measures used to evaluate
performance.  Inadequate recognition of these factors and their interactions may
have led to conflicting results in prior decision-making studies using cognitive style.

%T Knowledge Restructuring and the Acquisition of Programming Expertise
%A Simon P. Davies
%M J.IJHCS.40.4.703
%J IJHCS
%D 1994
%V 40
%N 4
%P 703-726
%* (c) Copyright 1994 Academic Press
%X This paper explores the relationship between knowledge structure and organization
and the development of expertise in a complex problem-solving task.  An empirical
study of skill acquisition in computer programming is reported, providing support for
a model of knowledge organization that stresses the importance of knowledge
restructuring processes in the development of expertise.  This is contrasted with
existing models which have tended to place emphasis upon schemata acquisition and
generalization as the fundamental modes of learning associated with skill development.
The work reported in this paper suggests that a fine-grained restructuring of
individual schemata takes place during the later stages of skill development.  It is
argued that those mechanisms currently thought to be associated with the development
of expertise may not fully account for the strategic changes and the types of
error typically found in the transition between intermediate and expert problem
solvers.  This work has a number of implications.  Firstly, it suggests important
limitations of existing theories of skill acquisition.  This is particularly evident in
terms of the ability of such theories to account for subtle changes in the various
manifestations of skilled performance that are associated with increasing expertise.
Secondly, the work reported in this paper attempts to show how specific forms of
training can give rise to this knowledge restructuring process.  It is argued that the
effects of particular forms of training are of primary importance, but these effects are
often given little attention in theoretical accounts of skill acquisition.  Finally, the
work presented here has practical relevance in a number of applied areas including
the design of intelligent tutoring systems and programming environments.

%T A Comparison of Algorithms for Hypertext Notes Network Linearization
%A Mike Sharples
%A James Goodlet
%A Andrew Clutterbuck
%M J.IJHCS.40.4.727
%J IJHCS
%D 1994
%V 40
%N 4
%P 727-752
%* (c) Copyright 1994 Academic Press
%X New computer-based writing environments are being developed which combine a
hypertext "ideas organizer" with a text editor.  We compare two algorithms which
could be used in such environments for turning networks of notes indicating ideas
into linear draft documents.  The algorithms are designed to produce a linear
ordering of the notes which is acceptable to the writer as a first draft of the
document.  We report on experiments to test their effectiveness.  Subjects were asked
to create notes networks which were then linearized by the two algorithms.  The
resulting linearizations, plus a random ordering of nodes and a linearization created
by hand, were assessed for textual organization.  The experiments indicate that both
algorithms produce linearizations which are acceptable as draft texts, that the "best
first" algorithm is marginally superior to the "hillclimbing" one, and that providing
information to the algorithms about link types had little effect on their effectiveness.
The paper concludes by describing an implementation of the best first algorithm as
part of the Writer's Assistant writing environment.

%S Bulletin
%M J.IJHCS.40.4.753
%J IJHCS
%D 1994
%V 40
%N 4
%P 753-754
%* (c) Copyright 1994 Academic Press

%T The Effects of Naming Style and Expertise on Program Comprehension
%A Barbee E. Teasley
%M J.IJHCS.40.5.757
%J IJHCS
%D 1994
%V 40
%N 5
%P 757-770
%* (c) Copyright 1994 Academic Press
%X The question of whether the use of good naming style in programs improves
program comprehension has important implications for both programming practice
and theories of program comprehension.  Two experiments were done based on
Pennington's (Stimulus structures and mental representations in expert comprehension
of computer programs.  Cognitive Psychology, 19, 295-341, 1987) model of
programmer comprehension.  According to her model, different levels of knowledge.
ranging from operational to functional, are extracted during comprehension in a
bottom-up fashion.  It was hypothesized that poor naming style would affect
comprehension of function, but would not affect the other sorts of knowledge.  An
expertise effect was found, as well as evidence that knowledge of program function is
independent of other sorts of knowledge.  However, neither novices nor experts
exhibited strong evidence of bottom-up comprehension.  The results are discussed in
terms of emerging theories of program comprehension which include knowledge
representation, comprehension strategies, and the effects of ecological factors such
as task demands and the role-expressiveness of the language.

%T Memory for Task-Action Mappings: Mnemonics, Regularity and Consistency
%A Adrienne Y. Lee
%A Peter W. Foltz
%A Peter G. Polson
%M J.IJHCS.40.5.771
%J IJHCS
%D 1994
%V 40
%N 5
%P 771-794
%* (c) Copyright 1994 Academic Press
%X Much of the knowledge required to use modern computing systems takes the form of
mappings or associations.  These associations occur between user goals and the
functions that accomplish those goals, between functions and the user actions that
activate a desired function, and between a menu item or a button label and the
function associated with that item or label.  The question we explore in this paper is:
when is it worthwhile, if ever, to make a user pay the price of learning a new set of
task-action mappings?  In other words, how much interference is there when the new
set is inconsistent with the original set of task-action mappings of the previously
known system?  We consider three factors that determine the ease of learning and
retention of task-action mappings: mnemonics, regularity within a set of mappings,
and consistency of mapping across different system contexts.  In two experiments, we
found that Irregular-Non-Mnemonic mappings take much longer to master than
Regular-Mnemonic mappings and that Irregular-Non-Mnemonic mappings are more
rapidly forgotten and subject to interference effects due to inconsistency.  Regular-Non-Mnemonic
mappings fall between the two groups.  They are easier to learn and
retain than Irregular-Non-Mnemonic but harder than Regular-Mnemonic mappings.
We conclude that transferring from a well-learned set of old task-action mappings is
simple when the new set is regular (completely consistent) and mnemonic.

%T Mental Models and Computer Programming
%A Jose Juan Canas
%A Maria Teresa Bajo
%A Pilar Gonzalvo
%M J.IJHCS.40.5.795
%J IJHCS
%D 1994
%V 40
%N 5
%P 795-811
%* (c) Copyright 1994 Academic Press
%X Programming is a cognitive activity that requires the learning of new reasoning skills
and the understanding of new technical information.  Since novices lack domain-specific
knowledge, many instructional techniques attempt to provide them with a
framework or mental model that can be used for incorporating new information.  A
major research question concerns how to encourage the acquisition of good mental
models and how these models influence the learning process.  One possible technique
for providing an effective mental model is to use dynamic cues that make transparent
to the user all the changes in the variable values, source codes, output, etc., as the
program runs.  Two groups of novice programmers were used in the experiment.  All
subjects learned some programming notions in the C language (MIXC).  The MIXC
version of the programming language provides a debugging facility (C trace)
designed to show through a system window all the program components.  Subjects
were either allowed to use this facility or not allowed to do so.  Performance
measures of programming and debugging were taken as well as measures directed to
assess subjects' mental models.  Results showed differences in the way in which the
two groups represented and organized programming concepts, although the performance
tasks did not show parallel effects.

%T A Neural Network Tool for Identifying Text-Editing Goals
%A Leticia Villegas
%A Ray E. Eberts
%M J.IJHCS.40.5.813
%J IJHCS
%D 1994
%V 40
%N 5
%P 813-833
%* (c) Copyright 1994 Academic Press
%X When performing a computer task, a user will decompose the task into cognitive
goals and subgoals.  These goals are accomplished through the use of external
operators (e.g. keystrokes, mouse button presses) or internal mental operators (e.g.
reading parts of the display, deciding on the goal).  Users may utilize different goals
and sequence the goals differently to accomplish the same overall task.  Determining
the goals and the sequencing of the goals could be useful for several reasons, such as
providing a means for on-line assistance with the task.  Determining these goals in
the past, however, has been a time-consuming process.  A neural network tool for
automatically identifying cognitive text-editing goals from operators is investigated.
The first of three memos edited by subjects was used to train the neural network
successfully to map the operators (keystrokes) to cognitive goals.  In a test of the
trained network's ability to generalize to new input -- the second and third memos
edited by the subjects -- the net could identify the cognitive goals with an overall
performance accuracy of 96%.  Two methods were used to investigate the validity of
the goals which were identified by the tool.  The characteristics of the goals were
consistent with that which could be expected based upon previous research.  This
research illustrates that a neural network tool can identify the cognitive goals of a
task.

%T The Measurement of Computer Literacy: A Comparison of Self-Appraisal
and Objective Tests
%A Paul J. A. van Vliet
%A Marilyn G. Kletke
%A Goutam Chakraborty
%M J.IJHCS.40.5.835
%J IJHCS
%D 1994
%V 40
%N 5
%P 835-857
%* (c) Copyright 1994 Academic Press
%X Whenever decisions are made based upon a person's level of computer literacy, it is
important that such expertise is accurately assessed.  This paper takes a thorough
methodological approach to the measurement of computer literacy using both
objective and self-appraisal tests.  While objective tests have been used on many
occasions to measure computer literacy, they suffer from generalizability problems.
Self-appraisal tests, on the other hand, are subject to leniency bias by the
respondents.  Taken together, though, the potential exists for the establishment of a
computer literacy assessment instrument with high levels of generalizability and
accuracy.  For this research, an objective test for computer literacy was developed
and an existing self-appraisal test was extended for use in a computer literacy
assessment experiment.  It was found that the self-appraisal test is a more lenient
performance indicator than the objective test.  Both male and female subjects
exhibited substantial self-leniency in their self-appraisals, but both self-leniency and
gender-based differences in self-appraisal decreased as the subjects' level of
computer expertise increased.  Finally, the low level of convergence between the
self-appraisal test and the objective test found in this study cast doubt on the ability
of any self-appraisal test to assess accurately computer literacy by itself.  A
combination of different measures may be more appropriate when it is important to
determine computer literacy levels accurately.

%T An Extended Fisheye View Browser for Collaborative Writing
%A C. Chen
%A R. Rada
%A A. Zeb
%M J.IJHCS.40.5.859
%J IJHCS
%D 1994
%V 40
%N 5
%P 859-878
%* (c) Copyright 1994 Academic Press
%X This study investigated information-seeking tasks and associated cognitive issues in
the context of interacting with an evolving collaborative hypertext.  Fisheye view
browsers were used to facilitate exploring in a large information space.  The fisheye
view browser was extended to incorporate word frequencies.  The effects of the
fisheye view browser and the changing document were tested with a 2 x 2 factorial
experiment.  Multivariate tests found a significant interaction between the two factors
and a significant main effect of the fisheye view browser.  The users who had access
to the word frequency information performed their tasks more effectively than the
users without access to word frequencies.  This work implies that several aspects of
an evolving hypertext might also be usefully incorporated in an associated fisheye
view browser.

%T Consistency versus Compatibility: A Question of Levels?
%A Alan Tero
%A Pamela Briggs
%M J.IJHCS.40.5.879
%J IJHCS
%D 1994
%V 40
%N 5
%P 879-894
%* (c) Copyright 1994 Academic Press
%X Consistency can be expressed in terms of minimal components of an interaction
language.  However, what is taken as a unit in describing stimulus events is crucial.  A
particular command set may be generated by very few rules (internal consistency)
but should also map on to the users' expectations (higher level consistency, or
compatibility).  Sixty subjects took part in a simple computer game in order to
explore the relationship between internal consistency, compatibility, and mode of
learning.  Internal consistency was found to be related to the subjects' ability to
create an explicit model of the task, and compatibility was related to enhanced
performance on the task.  There was evidence that properties of a consistent
underlying rule structure were made more salient when the mappings were
consistent with users' expectations -- and only under these circumstances were
performance benefits observed.

%T A Laboratory Evaluation of a Human Operator Support System
%A J. M. Annemarie Sassen
%A Eric F. T. Buiel
%A Jan H. Hoegee
%M J.IJHCS.40.5.895
%J IJHCS
%D 1994
%V 40
%N 5
%P 895-931
%* (c) Copyright 1994 Academic Press
%X A possible way of supporting a human operator with the supervision of complex
industrial processes is to provide him or her with a knowledge-based system that can
detect faults in the process and infer their cause(s) and consequences.  The effects of
the introduction of such an aid cannot be predicted.  On the one hand, it may
improve the performance of the operator since it provides additional information
about causes and consequences of a malfunction.  On the other hand, it may worsen
the operator's performance since he or she is either mentally underloaded (when all
that is left for the operator to do is to follow the advice of the knowledge-based
system) or mentally overloaded (because there is one more system which the
operator must understand and check).  In order to improve our understanding of this
point, we constructed a monitoring and diagnosis system for a nuclear power plant
simulation and carried out a laboratory evaluation of this system.  During the
evaluation, we compared the performance of a group of operators using the support
system with a control group.  The latter had to perform the same task in a model of a
normally equipped control room.  Results show that the aided operators performed
better when they had to diagnose malfunctions caused by multiple failures, and when
they had to diagnose malfunctions which they did not practise during their training.

%T A Probabilistic Theory of Model-Based Diagnosis
%A Jiah-Shing Chen
%A Sargur N. Srihari
%M J.IJHCS.40.6.933
%J IJHCS
%D 1994
%V 40
%N 6
%P 933-963
%* (c) Copyright 1994 Academic Press
%X Diagnosis of a malfunctioning physical system is the task of identifying those
component parts whose failures are responsible for discrepancies between observed
and correct system behavior.  The result of diagnosis is to enable system repair by
replacement of failed parts.
   The model-based approach to diagnosis has emerged as a strong alternative to
both symptom-based and fault-model-based approaches.  Hypothesis generation and
hypothesis discrimination (action selection) are two major subtasks of model-based
diagnosis.  Hypothesis generation has been partially resolved by symbolic reasoning
using a subjective notion of parsimony such as non-redundancy.  Action selection has
only been studied for special cases, e.g. probes with equal cost.  Little formal work
has been done on repair selection and verification.
   This paper presents a probabilistic theory for model-based diagnosis.  An objective
measure is used to rank hypotheses, viz., posterior probabilities, instead of subjective
parsimony.  Fault hypotheses are generated in decreasing probability order.  The
theory provides an estimate of the expected diagnosis cost of an action.  The result of
the minimal cost action is used to adjust hypothesis probabilities and to select further
actions.
   The major contributions of this paper are the incorporation of probabilistic
reasoning into model-based diagnosis and the integration of repair as part of
diagnosis.  The integration of diagnosis and repair makes it possible to troubleshoot
failures effectively in complex systems.

%T Menus and Memory Load: Navigation Strategies in Interactive Search Tasks
%A Patricia Wright
%A Ann Lickorish
%M J.IJHCS.40.6.965
%J IJHCS
%D 1994
%V 40
%N 6
%P 965-1008
%* (c) Copyright 1994 Academic Press
%X When tasks offer alternative methods for attaining subgoals, several factors may
determine which method is selected.  People might choose procedures that are, or
appear, cognitively less demanding.  These demands can operate over several
different dimensions (e.g. learnability, solution speed, number of motor actions).  A
series of studies is reported of method selection for a task that involved locating and
comparing information within an electronic document.  A variety of computer-based
memory aids were also available to readers.  Experiment 1 showed that subjects'
navigation choices were predicted more successfully by a GOMS analysis than by the
number of discrete actions (mouse clicks) required for the alternative procedures.
However, the GOMS model failed to predict subjects' choices in experiment 2 where
the previously chosen navigation method was modified to increase its procedural
length and reduce its perceptual affordances.  Subjects still frequently chose this
navigation method but they also significantly increased their use of memory aids.
Experiment 3 examined whether subjects' navigation choices arose from the memory
demands of the alternative methods.  The results showed that the method rejected by
subjects in experiment 2 gave faster performance and reduced the use of some of the
memory aids.  It is suggested that number of motor actions in a procedure determines
the use of memory aids but not the selection of navigation method.  The perceptual
characteristics of the alternative methods, which may relate to factors such as
subjective risk, need to be incorporated into models predicting the procedures that
people will select in complex tasks.

%T A Comprehensive Comparison between Generalized Incidence Calculus and the
Dempster-Shafer Theory of Evidence
%A Weiru Lui
%A Alan Bundy
%M J.IJHCS.40.6.1009
%J IJHCS
%D 1994
%V 40
%N 6
%P 1009-1032
%* (c) Copyright 1994 Academic Press
%X Dealing with uncertainty problems in intelligent systems has attracted a lot of
attention in the AI community.  Quite a few techniques have been proposed.  Among
them, the Dempster-Shafer theory of evidence (DS theory) has been widely
appreciated.  In DS theory, Dempster's combination rule plays a major role.
However, it has been pointed out that the application domains of the rule are rather
limited and the application of the theory sometimes gives unexpected results.  We
have previously explored the problem with Dempster's combination rule and
proposed an alternative combination mechanism in generalized incidence calculus.
In this paper we give a comprehensive comparison between generalized incidence
calculus and the Dempster-Shafer theory of evidence.  We first prove that these two
theories have the same ability in representing evidence and combining DS-independent
evidence.  We then show that the new approach can deal with some
dependent situations while Dempster's combination rule cannot.  Various examples
in the paper show the ways of using generalized incidence calculus in expert systems.

%T Creating, Comprehending and Explaining Spreadsheets: A Cognitive
Interpretation of What Discretionary Users Think of the Spreadsheet Model
%A D. G. Hendry
%A T. R. G. Green
%M J.IJHCS.40.6.1033
%J IJHCS
%D 1994
%V 40
%N 6
%P 1033-1065
%* (c) Copyright 1994 Academic Press
%X Ten discretionary users were asked to recount their experiences with spreadsheets
and to explain how one of their own sheets worked.  The transcripts of the interviews
are summarized to reveal the key strengths and weaknesses of the spreadsheet
model.  There are significant discrepancies between these findings and the opinions of
experts expressed in the HCI literature, which have tended to emphasize the
strengths of spreadsheets and to overlook the weaknesses.  In general, the strengths
are such as allow quick gratification of immediate needs, while the weaknesses are
such as make subsequent debugging and interpretation difficult, suggesting a situated
view of spreadsheet usage in which present needs outweigh future needs.  We
conclude with an attempt to characterize three extreme positions in the design space
of information systems: the incremental addition system, the explanation system and
the transcription system.  The spreadsheet partakes of the first two.  We discuss how
to improve its explanation facilities.

%T "Communication at a Distance: The Influence of Print on Sociocultural
Organization and Change," by David S. Kaufer and Kathleen M. Carley
%S Book Reviews
%A Davida Charney
%M J.IJHCS.40.6.1067
%J IJHCS
%D 1994
%V 40
%N 6
%P 1067-1068
%* (c) Copyright 1994 Academic Press

%T "Human Reasoning: The Psychology of Deduction," by J. St. B. T. Evans,
S. E. Newstead and R. M. J. Byrne
%S Book Reviews
%A T. C. Ormerod
%M J.IJHCS.40.6.1068
%J IJHCS
%D 1994
%V 40
%N 6
%P 1068-1069
%* (c) Copyright 1994 Academic Press

%T "A Small Matter of Programming," by B. A. Nardi
%S Book Reviews
%A Frank Wales
%M J.IJHCS.40.6.1069
%J IJHCS
%D 1994
%V 40
%N 6
%P 1069-1071
%* (c) Copyright 1994 Academic Press

%T "Intelligence as Adaptive Behaviour; An Experiment in Computational
Neuroethology," by R. D. Beer
%S Book Reviews
%A D. Benyon
%M J.IJHCS.40.6.1071
%J IJHCS
%D 1994
%V 40
%N 6
%P 1071-1073
%* (c) Copyright 1994 Academic Press

%S Bulletin
%M J.IJHCS.40.6.1075
%J IJHCS
%D 1994
%V 40
%N 6
%P 1075-1081
%* (c) Copyright 1994 Academic Press

fpack:!@#$%^&*(): IJHCS45.BA
%T Knowledge Acquisition in Poetry Criticism: The Expert's Eye Movements
as an Information Tool
%A Johan Lauwereyns
%A Gery d'Ydewalle
%M J.IJHCS.45.1.1
%J IJHCS
%D 1996
%V 45
%N 1
%P 1-18
%* (c) Copyright 1996 Academic Press
%X Implicit knowledge, that is, task performance knowledge which cannot
be articulated by the expert, presents one of the most difficult problems
for knowledge acquisition.  The present paper examines the information
value of the expert's eye movements as a complementary method to
elicit implicit knowledge.  In a first step, a focused interview and a
repertory grid analysis were carried out with a single poetry expert,
leading to a first draft of the conceptual domain of poetry criticism.  In a
second step, the expert was requested to assess 10 poems; his
thinking aloud and eye movements while reading the poems were
registered.  A group of 42 subjects (knowledge engineers) received 10
poems, together with the expert's assertions and information about his
eye movements while reading the poems.  For half the assertions, the
eye information was genuine; for the other assertions, the eye
information was misleading.  The subjects were asked (a) to decide
whether or not genuine eye movements were presented with the
assertion, (b) to formulate a paraphrase of the assertion, (c) to formulate
a production rule from the assertion, and (d) to decide to what degree
the eye information was useful to the elicitation of the knowledge
structure.  A direct comparison of the findings from the protocol analysis
with and without genuine eye information revealed both quantitative and
qualitative differences, pertaining to the structure of the information that
the expert is attending to during classification.  With this information, the
reconstruction of the expert's implicit problem analysis was considerably
enhanced.

%T A Critical Assessment of Potential Measurement Biases in the Technology
Acceptance Model: Three Experiments
%A Fred D. Davis
%A Viswanath Venkatesh
%M J.IJHCS.45.1.19
%J IJHCS
%D 1996
%V 45
%N 1
%P 19-45
%* (c) Copyright 1996 Academic Press
%X The Technology Acceptance Model (TAM) is widely used by
researchers and practitioners to predict and explain user acceptance of
information technologies.  TAM models system usage intentions and
behavior as a function of perceived usefulness and perceived ease of
use.  The original scales for measuring the TAM constructs have been
confirmed to be reliable and valid in several replications and
applications spanning a range of technologies and user populations. 
However, a measurement bias may be present because the TAM
instrument physically groups together the multiple items measuring each
individual construct.  Many scholars of instrument design would object to
such item grouping, instead advocating that items from different
constructs be intermixed in order to reduce "carryover" effects among
the responses to multiple items targeting a specific construct, which
might artificially inflate the observed reliability and validity.  Three
experiments involving two systems and a total of 708 subjects are
reported which address whether such carryover biases are present in
the TAM measures.  All three studies found that item grouping vs. item
intermixing had no significant effect (positive or negative) either on the
high levels of reliability and validity of the TAM scales, or on the path
coefficients linking them together.  Ironically, open-ended verbal
evaluations indicated that subjects were more confused and annoyed
when items were intermixed, suggesting a tendency toward "output
interference" effects, which themselves could have a biasing effect.  Our
findings suggest that those who employ the TAM measures should
continue using the original (grouped) format in order to best predict and
explain user acceptance of information technology.

%T User Verification through Pointing Characteristics: An Exploration
Examination
%A Kate Barrelle
%A William Laverty
%A Ron Henderson
%A Jon Gough
%A Michael Wagner
%A Michael Hiron
%M J.IJHCS.45.1.47
%J IJHCS
%D 1996
%V 45
%N 1
%P 47-57
%* (c) Copyright 1996 Academic Press
%X Previous research has highlighted that all data security systems rest on
the assumption of accurate user verification.  Although much research
has focused on speech and keystroke characteristics, no study has
examined the potential of indirect cursor control devices, such as mouse
or pen, as a means of personal user verification.  This paper presents
the result of an exploratory examination of the measurement of individual
users' behaviour elicited while using two indirect input devices (puck
and pen).  Ten subjects undertook two series of 500 trials using the puck
and pen in a counterbalanced design.  Each trial involved guiding the
cursor to one of ten possible targets, projected upon one of five angles
of projection and one of two distances.  Data recorded comprised a
series of (x, y) coordinates and associated time stamps of each
component of the movement.  Five parameters for each full movement
were extracted -- total time to reach the target, maximum velocity of the
movement, maximum acceleration for the movement, time to maximum
velocity of movement, time to maximum acceleration of the movement. 
Results of a series of Multivariate Analyses of Variance indicated that
for both the puck and the pen data, there were statistically significant
differences between subjects for each of the five parameters.  This set of
discriminating parameters was then embedded in a verification
paradigm.  Results indicated that the average error rates varied between
39% (S.D.=2%) and 14% (S.D.=2%) for the puck and 38% (S.D.=2%)
and 12% (S.D.=2%) for the pen.  Error rates were dependent upon the
number of samples used when making the verification decision.  This
research suggests that pointing device measurements using the current
parameters are not a viable method of user verification by themselves. 
However, with average error rates as low as 12%, it may be reasonable
to integrate them into a multi-modal security system.  Practical
implications and future research directions are discussed.

%T A Representational Analysis of Relational Information Displays
%A Jiajie Zhang
%M J.IJHCS.45.1.59
%J IJHCS
%D 1996
%V 45
%N 1
%P 59-74
%* (c) Copyright 1996 Academic Press
%X Graphic and tabular displays are analysed under a common, unified
form -- relational information displays (RIDs), which are displays that
represent relations between dimensions.  First, the mapping between
the represented and the representing dimensions of RIDs is analysed
from the perspective of distributed representations (Zhang & Norman,
1994).  Second, the structures of RIDs are analysed at three levels:
dimensionality, scale types, and dimensional representations.  From this
analysis, a representational taxonomy is developed that not only can
classify all RIDs but also can serve as a framework for systematic
studies of RIDs.  Third, a task taxonomy of RIDs is developed, which can
classify the majority of dimension-based display tasks.  Finally, the
relation between representations of displays and structures of tasks is
analysed in terms of a mapping principle: the information perceivable
from a RID should exactly match the information required for the task. 
Thus, although there are no best displays that are efficient for all types of
tasks, there is a correct or incorrect mapping between the
representation of a display and the structure of a task.

%T Stress and Operator Decision Making in Coping with Emergencies
%A Tom Kontogiannis
%M J.IJHCS.45.1.75
%J IJHCS
%D 1996
%V 45
%N 1
%P 75-104
%* (c) Copyright 1996 Academic Press
%X Although considerable effort has been put into the design of
hardware-oriented strategies for mitigating high risk emergencies, the
role of decision aids and training strategies to support human
performance under stress has not been explored systematically.  This
has important implications for the management of emergencies since
inadequacies in decision-making skills may jeopardise the success of
any hardware-oriented mitigations.  This paper proposes a
quasi-analytical framework of decision making under stress to integrate
findings of the stress literature and identify cognitive activities and skills
involved in decision making.  Practical implications of the proposed
framework include; designing simulations of system emergencies,
monitoring and analysing operator performance under stress, and
providing guidelines for making training hypotheses about instructional
strategies which could potentially lead to improved performance.  A case
study from the nuclear industry is also presented to illustrate the
theoretical framework and the proposed tools.

%T Which Way Now?  Analysing and Easing Inadequacies in WWW Navigation
%A Andy Cockburn
%A Steve Jones
%M J.IJHCS.45.1.105
%J IJHCS
%D 1996
%V 45
%N 1
%P 105-129
%* (c) Copyright 1996 Academic Press
%X This paper examines the usability of the hypertext navigation facilities
provided by World Wide Web client applications.  A notation is defined
to represent the user's navigational acts and the resultant system states. 
The notation is used to report potential, or "theoretical" problems in the
models of navigation supported by three web client applications.  A
usability study confirms that these problems emerge in actual use, and
demonstrates that incorrect user models of the clients' facilities are
common.  A usability analysis identifies inadequacies in the clients'
interfaces.
   Motivated by the analysis of usability problems, we propose extensions
to the design of WWW client applications.  These proposals are
demonstrated by our system WEBNET which uses dynamic graphical
overview diagrams to extend the navigational facilities of conventional
World Wide Web client applications.  Related work on graphical overview
diagrams for web navigation is reviewed.

%T Announcements
%M J.IJHCS.45.1.131
%J IJHCS
%D 1996
%V 45
%N 1
%P 131-133
%* (c) Copyright 1996 Academic Press

%T User Interface Issues Raised by Knowledge Refinement
%A Andrew Basden
%A Peter R. Hibberd
%M J.IJHCS.45.2.135
%J IJHCS
%D 1996
%V 45
%N 2
%P 135-155
%* (c) Copyright 1996 Academic Press
%X The concept of ease of use has evolved over the last 30 years, keeping
pace with developments in user interface technology, in the manner of
Carroll's task-artifact cycle.  This paper argues that recent developments
in knowledge engineering require yet further changes in the concept and
discusses what implications they might have for user interface design.
   The development in question is that construction of knowledge bases is,
in many cases, no longer a matter of assembling pieces of knowledge
that have been made available by knowledge acquisition, but takes on
the nature of creative design which results in the generation of new
knowledge at the user interface.  A key difference is that while
knowledge base assembly can be seen as a series of discrete events,
creative design is more of a continuous process in which the user's flow
of thinking must not be interrupted.  This means that traditional WIMP
and GUI interfaces are no longer appropriate and a more "proximal"
form must be found.

%T Design of a User Interface for a Knowledge Refinement Tool
%A Andrew Basden
%A Alex J. Brown
%A Stephen D. A. Tetlow
%A Peter R. Hibberd
%M J.IJHCS.45.2.157
%J IJHCS
%D 1996
%V 45
%N 2
%P 157-183
%* (c) Copyright 1996 Academic Press
%X As argued in a companion paper, Basden and Hibberd (1996), there is
a need for a more "proximal" form of user interface than is currently
offered by traditional WIMP styles of interface.  This is necessary for
knowledge representation tools used in ill structured domains, in the use
of which new knowledge is generated by the very act of representation. 
The tool should ideally then become so "proximal" that the user's flow of
creative thinking is not interrupted.
   In this paper we examine traditional principles that guide the design of
user interfaces and find them suited to user activity that is a series of
separable, goal-directed events but not to activity that is a continuous,
holistic process.  While some of the principles are applicable, others
must be replaced or augmented and most must be made more specific. 
We describe a set of principles that we found important to guide the
design of a knowledge representation tool, some of which do not seem
to have been brought together before in the way described here, and
discuss what forms their implementation might take.

%T External Cognition: How Do Graphical Representations Work?
%A Mike Scaife
%A Yvonne Rogers
%M J.IJHCS.45.2.185
%J IJHCS
%D 1996
%V 45
%N 2
%P 185-213
%* (c) Copyright 1996 Academic Press
%X Advances in graphical technology have now made it possible for us to
interact with information in innovative ways, most notably by exploring
multimedia environments and by manipulating three-dimensional virtual
worlds.  Many benefits have been claimed for this new kind of
interactivity, a general assumption being that learning and cognitive
processing are facilitated.  We point out, however, that little is known
about the cognitive value of any graphical representations, be they good
old-fashioned (e.g. diagrams) or more advanced (e.g. animations,
multimedia, virtual reality).  In our paper, we critique the disparate
literature on graphical representations, focusing on four representative
studies.  Our analysis reveals a fragmented and poorly understood
account of how graphical representations work, exposing a number of
assumptions and fallacies.  As an alternative we propose a new agenda
for graphical representation research.  This builds on the nascent
theoretical approach within cognitive science that analyses the role
played by external representations in relation to internal mental ones. 
We outline some of the central properties of this relationship that are
necessary for the processing of graphical representations.  Finally, we
consider how this analysis can inform the selection and design of both
traditional and advanced forms of graphical technology.

%T Training Experiences and Usage Intentions: A Field Study of a Graphical
User Interface
%A Ritu Agarwal
%A Jayesh Prasad
%A Michael C. Zanino
%M J.IJHCS.45.2.215
%J IJHCS
%D 1996
%V 45
%N 2
%P 215-241
%* (c) Copyright 1996 Academic Press
%X User perceptions about the attributes of an information system have
been found to be good predictors of system utilization intentions.  This
paper explores the effects of an important intervention, user training, on
the development of user perceptions about a target system.  The
theoretical model underlying the study postulates that two other classes
of variables -- situational and individual -- moderate the relationship
between training and user perceptions.  Predicted usage behavior,
measured through intended use of the system in the future, is, in turn,
predicated upon perceptions of the system.  We present the results of a
field study of 230 users conducted to examine the impacts of training on
the development of user perceptions about a graphical user interface,
Microsoft Windows, and the relationship between user perceptions and
system use.  Two different types of training experiences, formal training
and self training, were investigated.  Results show that user perceptions
are reasonable predictors of usage intentions, and that training
experiences moderated by several individual variables play an
important role in the development of user perceptions. 
Recommendations for the design of user training programs as well as
for future research are offered.

%T The Importance of Usability in the Establishment of Organizational Software
Standards for End User Computing
%A Michael G. Morris
%A Andrew P. Dillon
%M J.IJHCS.45.2.243
%J IJHCS
%D 1996
%V 45
%N 2
%P 243-258
%* (c) Copyright 1996 Academic Press
%X The rapid introduction of microcomputers into organizations throughout
the last decade gave new importance to the analysis of how technology
impacts organizations.  In particular, research on usability has sought to
become central to the design and selection of technology for large
organizations.  However, definitions and methods are not yet
standardized.  Data gathered from semi-structured interviews of three
MIS managers and a survey of 125 end-users in three organzations
suggest that differences in emphasis on, and definition of usability can
exist between these two groups.  Usability was not a central concern to
managers when evaluating end-user software packages considered for
adoption as the organizational standard, though it appeared to be so for
end-users.  Moreover, managers tended to consider and evaluate
usability based only on features contained in the user interface, whereas
end-users often cited contextual factors such as task and environmental
considerations.  Implications for technology assessment and future
research into organizational impact of IT are presented.

%T Announcements
%M J.IJHCS.45.2.259
%J IJHCS
%D 1996
%V 45
%N 2
%P 259-262
%* (c) Copyright 1996 Academic Press

%T Dialogue Design in Speech-Mediated Data-Entry: The Role of Syntactic
Constraints and Feedback
%A A. C. Murray
%A D. M. Jones
%A C. R. Frankish
%M J.IJHCS.45.3.263
%J IJHCS
%D 1996
%V 45
%N 3
%P 263-286
%* (c) Copyright 1996 Academic Press
%X Human-computer interfaces which use speech as the medium for
interaction present unique problems for human factors research, due to
the fact that automatic speech recognition (ASR) technology is still error
prone.  The experiments described here address the design of ASR
interfaces for data-entry tasks.  Particular emphasis was placed on
human factors, and users' data-entry performance was compared using
not only quantitative measures of speed and accuracy but also more
qualitative analyses of user-errors.  Experiment 1 investigated the merits
of using closed word-sets (syntax) to enhance recognition accuracy. 
Participants used a purely auditory interface (i.e. one with no visual
component to it) programmed to exercise Full Syntactic constraints
(FS), Partial Syntactic constraints (PS) or No Syntactic constraints (NS)
on the set of words available for recognition at any given time in the
data-entry dialogue.  Comparisons of data-entry performance showed an
advantage of syntax in terms of ASR performance, and when errors and
their consequences were taken into account PS was shown to
accommodate users' attempts at error-correction more readily than FS. 
Experiment 2 compared design options for visual prompts and
feedback: a limited area of the visual display was dedicated to the
provision of prompts and feedback supporting the spoken data-entry
dialogue.  Two styles of visual prompt were contrasted: Options Prompts
(OP) which displayed the full set of current options for input, and
Fieldname Prompts (FP) which displayed only the current Fieldname but
could be expanded on command to include the relevant options.  The
results showed that overall OP led to more efficient performance than
FP.  The errors made by users in the absence of visual feedback were
compared with those occurring when the visual component was included
in the interface.  Recommendations for design of ASR systems for
data-entry tasks are made based on the experimental results.

%T The Impacts on User Performance and Satisfaction of a Voice-Based Front-End
Interface for a Standard Software Tool
%A Kathleen K. Molnar
%A Marilyn G. Kletke
%M J.IJHCS.45.3.287
%J IJHCS
%D 1996
%V 45
%N 3
%P 287-303
%* (c) Copyright 1996 Academic Press
%X The objective of this study was to compare empirically the effect on
performance and satisfaction of a menu and a front-end voice interface
to a commonly used spreadsheet software package.  In this study, the
type of human-computer interface used (standard keyboard/mouse use
of menus or keyboard/mouse with a voice front-end) is expected to
influence user performance (task completion time and error rates) and
satisfaction.  The user's novice/expert classification is expected to
interact with these two types of interfaces to influence the efficiency of
the user's performance.  The results suggest that there are significant
relationships between task performance and level of expertise/type of
interface and between user attitudes and type of interface.  In general,
the front-end voice interface users performed worse and had less
favorable attitudes towards the software tool than the menu interface
users.

%T Applications of Abduction: Knowledge-Level Modelling
%A Tim Menzies
%M J.IJHCS.45.3.305
%J IJHCS
%D 1996
%V 45
%N 3
%P 305-335
%* (c) Copyright 1996 Academic Press
%X A single inference procedure (abduction) can operationalise a wide
variety of knowledge-level modelling problem solving methods; i.e.
prediction, classification, explanation, tutoring, qualitative reasoning,
planning, monitoring, set-covering diagnosis, consistency-based
diagnosis, validation, and verification.  This abductive approach offers a
uniform view of different problem solving methods in the style proposed
by Clancey and Breuker.  Also, this adbuctive approach is easily
extensible to validation; i.e. using this technique we can implement both
inference tools and testing tools.  Further, abduction can execute in
vague and conflicting domains (which we believe occur very frequently). 
We therefore propose abduction as a framework for knowledge-level
modelling.

%T Speech versus Keying in Command and Control: Effect of Concurrent Tasking
%A R. I. Damper
%A M. A. Tranchant
%A S. M. Lewis
%M J.IJHCS.45.3.337
%J IJHCS
%D 1996
%V 45
%N 3
%P 337-348
%* (c) Copyright 1996 Academic Press
%X As a result of Poock's influential work in the early 1980s, command and
control is generally believed to be one specific application where
speech input holds great advantages over keyed data entry.  However, a
recent paper (Damper & Wood, 1995 "Speech versus keying in
command and control applications ", International Journal of
Human-Computer Studies, 42, 289-305) has questioned this
interpretation of Poock's data because the experimental conditions
seemed to bias the results against keyed entry.  While Damper and
Wood modelled their experiments on Poock's, however, there were
important differences which mean that their conclusions are uncertain. 
The objective of the work reported here was to determine if the major
difference -- the omission of concurrent, secondary tasking from their
study -- could explain Damper and Wood's observed superiority of keying
over speech.
   Simulated command and control experiments are described in which
speech input, abbreviated command keying and full command keying
are compared under dual-task conditions.  We find that speech input is
no faster (a nonsignificant 1.23% difference) and enormously more
error-prone (1038%, highly significant) than abbreviated keying for the
primary data entry task, but allows somewhat more (11.32%, not
significant) of a secondary information-transcription task to be
completed.  Full keying has no advantages whatsoever: we believe that
this confirms the methodological flaw in Poock's work.  If recognizer
errors (as opposed to speaker errors) are discounted, however, speech
shows a clear superiority over keying.  This indicates that speech input
has potential for the future -- especially for high workload situations
involving concurrent tasks -- if the technology can be developed to the
point where most errors are attributable to the speaker rather than to the
recognizer.

%T Designing Intelligent Help for Information Processing Systems
%A Conroy Mallen
%M J.IJHCS.45.3.349
%J IJHCS
%D 1996
%V 45
%N 3
%P 349-377
%* (c) Copyright 1996 Academic Press
%X As information processing systems become more prevalent in the
workplace there is an every expanding community of users that need to
be instructed in their use.  This requirement may be met by trainers and,
to a lesser extent, by manuals (possibly presented on-line).  However, the
first solution is expensive, and the second limited in its objectives.  So
the goal of the work described in this paper is to provide a methodology
for the construction of integrated help systems that are capable of
providing the quality of support of trainers but are as cheap and
accessible as manuals.
   This goal places extra constraints on the design and construction of the
information processing system which must now be capable of taking
account of the user's goals and previous experience if it is to be able to
tune help adaptively to the context-of-use.  Previous help systems have
encountered problems integrating these requirements within a working
application.  The work described in this paper addresses these by noting
that the designer's description of an application contains much
information that is useful in explaining its workings.  It will show how
extending the designer's description of the information processing
system (with a language that details how changes within the application
occur) can allow for the construction of applications that are self
explicating.  To this end an effects language is defined which connects
the designer's description with the implemented functionality of the
application.  Hence the two processes of design and construction are
linked, and the act of building the application produces a system which a
computer based instructor can immediately use.  In this paper the
extended design methodology will be described and its use by such an
instructor outlined.  To demonstrate the methodology an email
application was built and illustrates how the approach leads to a system
capable of supplying intelligent help.

%T Erratum
%M J.IJHCS.45.3.379
%J IJHCS
%D 1996
%V 45
%N 3
%P 379
%* (c) Copyright 1996 Academic Press
%O Correction to Figure 1 in Vol. 44, No. 6, pp. 829-847

%T Human-Centered Knowledge Acquisition: A Structural Learning Theory Approach
%A David P. Hale
%A Shane Sharpe
%A Dwight A. Haworth
%M J.IJHCS.45.4.381
%J IJHCS
%D 1996
%V 45
%N 4
%P 381-396
%* (c) Copyright 1996 Academic Press
%X This paper develops the application of structural learning theory (SLT) to
support the knowledge engineer (KE) in the knowledge acquisition
process and the development of expert systems.  The underlying
research focuses on the knowledge to elicit from skilled domain
problem solvers, and the structure (i.e. form and type) of this knowledge
using SLT to guide elicitation and interpretation.  SLT explicitly models
both declarative and procedural knowledge, while presuming an innate
backward-chaining mechanism.
   Guidelines based on SLT allow knowledge engineers to concentrate on
the human-centered knowledge of domain specific problem solvers.  In
fact, the SLT model presumes that skilled problem solvers do not
automatically divulge all rules.  This human-centered, needs-based
approach provides a point of departure from previous knowledge
acquisition methods and serves as a distinguishing feature of this
knowledge acquisition method.  Specifically grounded in SLT, distinct
rule types are developed to be extracted from skilled domain problem
solvers.  Based on these rule types, guidelines are developed to aid the
KEs in the acquisition process.

%T Computer Aided Instruction Systems for Plant Operators
%A Hiroshi Ujita
%A Takeshi Yokota
%A Naoshi Tanikawa
%A Keiko Mutoh
%M J.IJHCS.45.4.397
%J IJHCS
%D 1996
%V 45
%N 4
%P 397-412
%* (c) Copyright 1996 Academic Press
%X Two types of CAI systems have been developed which make it possible
to provide consistent education in plant operation for personnel from
novice to expert levels and on to professionals like shift supervisors.  The
main features are summarized as follows.  (1) Realization of an attractive
feature, representing the fusion of education and amusement.  A two
layer structure was adopted, so operators can get systematic
knowledge spontaneously, while enjoying the task.  In the lower layer
which is hidden from the operators, an education scenario was created
to provide overall knowledge for the plant operators, such as system
configurations and functions, and normal and emergency operation
procedures.  In the upper layer which is shown to operators, an attractive
story with a game feeling was constructed corresponding to the
education scenario.  (2) Satisfaction of intrinsic motivation, representing
instruction according to the learners' level.  The student model is derived
from a hierarchical function model which is a goal-oriented mental
model of a plant operator.  It is common to both the teaching course for
presenting text knowledge of emergency procedures and the indicating
course for actual plant behaviour and procedures using the plant
simulator.  The understanding level of each node (element of a function)
in the model is evaluated by personal history conditions calculated from
both the tutoring record of the node and the understanding level of the
connecting nodes.

%T Virtual Spaces and Real World Places: Transfer of Route Knowledge
%A Bob G. Witmer
%A John H. Bailey
%A Bruce W. Knerr
%A Kimberly C. Parsons
%M J.IJHCS.45.4.413
%J IJHCS
%D 1996
%V 45
%N 4
%P 413-428
%* (c) Copyright 1996 Academic Press
%X It has been widely suggested, but rarely demonstrated, that virtual
environments (VEs) are effective training media.  The purpose of this
investigation was to evaluate how well a VE model of a complex office
building trained individuals to navigate in the actual building.  Sixty
participants studied route directions and landmark photographs, then
rehearsed the route using either the VE model, the actual building, or
verbal directions and photographs.  The VE model was presented in real
time via a head-tracked display.  Half of the participants in each
rehearsal group also studied route maps.  Everyone's route knowledge
was then measured in the actual building.  Building configuration
knowledge was also measured.  VE rehearsal produced more route
knowledge than verbal rehearsal, but less than with rehearsal in the
actual building.  Type of rehearsal had no effect on configuration
knowledge.  Map study influenced neither route nor configuration
knowledge.  These results suggest that VEs that adequately represent
real world complexity can be effective training media for learning
complex routes in buildings, and should be considered whenever the
real world site is unavailable for training.

%T Tools for Spreadsheet Auditing
%A J. Steve Davis
%M J.IJHCS.45.4.429
%J IJHCS
%D 1996
%V 45
%N 4
%P 429-442
%* (c) Copyright 1996 Academic Press
%X Few tools are available for understanding and debugging spreadsheets,
but they are needed because spreadsheets are being used for large,
important business applications.  The key to understanding
spreadsheets is to clarify the data dependencies among cells.  We
developed and evaluated two interactive tools which aid in investigating
data dependencies, an on-line flowchart-like diagram and a tool which
represents dependencies by drawing arrows among cells on the display
of the spreadsheet.  Users found both tools helpful, but preferred the
arrow tool.

%T Intelligent Multimedia Repositories (IMRs) for Project Estimation and
Management: An Empirical Study
%A Barry G. Silverman
%A Nabil Bedewi
%M J.IJHCS.45.4.443
%J IJHCS
%D 1996
%V 45
%N 4
%P 443-482
%* (c) Copyright 1996 Academic Press
%X This research explores whether the use of multimedia and intelligent
agents foster the reuse of artifacts from a repository.  That is, can a
repository enhance reuse effectivity if it can (1) offer diverse media for
conveying an artifact's information, and (2) utilize agents that support
human reuse processes?  A study was conducted with 33 professional
respondents in a software project estimation repository.  Performance
and reaction data were collected on the purpose, role, usefulness,
impact, and importance of 14 media/artifact categories.  Results show
the repository improves performance significantly, and the multimedia
and agents play an important role.  Specific lessons learned are offered
for the design of reuse repositories, the use of multimedia, and the role
for intelligent agents.

%T Movement Characteristics using a Mouse with Tactile and Force Feedback
%A Motoyuki Akamatsu
%A I. Scott MacKenzie
%M J.IJHCS.45.4.483
%J IJHCS
%D 1996
%V 45
%N 4
%P 483-493
%* (c) Copyright 1996 Academic Press
%X A multi-modal mouse incorporating tactile and force feedback was
tested in a target selection task with 12 subjects.  Four feedback
conditions (normal, tactile, force, tactile+force) were combined with
three target distances and three target sizes.  We found significant
reductions in the overall movement times and in the time to stop the
cursor after entering the target.  This effect was particularly pronounced
for the tactile condition and for small targets.  However, compared to
normal feedback, error rates were higher with the tactile and
tactile+force conditions.  The motor-sensory bandwidth calculated using
Fitts' law, normalized for spatial variability, was highest in the presence
of tactile feedback (6.4 bits/s).  This was followed by tactile+force (6.2
bits/s), normal (5.9 bits /s), and force feedback (5.8 bits/s).  These
results indicate that modifying a mouse to include tactile feedback, and
to a lesser extent, force feedback, offers performance advantages in
target selection tasks.

%T Bulletin
%M J.IJHCS.45.4.495
%J IJHCS
%D 1996
%V 45
%N 4
%P 495-497
%* (c) Copyright 1996 Academic Press

%T Interactive Improvement of Decision Trees through Flaw Analysis and
Interpretation
%A Katsuhiko Tsujino
%A Vlad G. Dabija
%A Shogo Nishida
%M J.IJHCS.45.5.499
%J IJHCS
%D 1996
%V 45
%N 5
%P 499-526
%* (c) Copyright 1996 Academic Press
%X This paper describes a framework for knowledge acquisition based on
analysing and interpreting flaws in decision trees.  The decision trees
inductively learned are analysed using domain and task specific
knowledge to detect improper states called flaws.  These are further
used to formulate questions to eliminate the flaws by stimulating the
acquisition of new examples and domain knowledge for a new induction
cycle.  To facilitate this process we frame a unified theory in the
classification trees' paradigm arguing: (1) what means to have a
good/bad tree; (2) why it is good/bad; and (3) how to obtain a better
one.  We also describe some experimental results of applying this
framework to a domain knowledge acquisition system named KAISER
and its meta-learner for the decision trees domain theory which build
this theory by keeping track of the experts' response of domain level
interaction.

%T Generating Explanations in a Simulation-Based Learning Environment
%A Rachel Pilkington
%A Alec Grierson
%M J.IJHCS.45.5.527
%J IJHCS
%D 1996
%V 45
%N 5
%P 527-551
%* (c) Copyright 1996 Academic Press
%X In formative pilot studies medical students interacting with a
simulation-based learning environment were found to require additional
support.  In particular, students wanted both the interactive qualities of
the human tutor's feedback and, access to more expository reference
material.  To improve the support provided, an explanation-generating
component was added to the simulation.  This employed rhetorical
schemata capable of dynamic specialization to meet multiple
communicative goals within a single response.  Moreover, responses
contained Hyper-media links to pre-stored reference material, allowing
the student to follow-up generated explanations with self-directed
browsing.  The mechanisms for producing help explanation, through
rhetorical predicates, are described.  An underlying knowledge-base
formalism was adopted which permitted the expression of domain
concepts in cohered text form, and enabled the generation of textual
descriptions of animated-graph simulation output.  Using this prototype
as a platform, current work is aimed at supporting knowledge
negotiation between computer-based system and student, in order to
further the development of students' diagnostic reasoning skills.

%T Information Retrieval through Hybrid Navigation of Lattice Representations
%A Claudio Carpineto
%A Giovanni Romano
%M J.IJHCS.45.5.553
%J IJHCS
%D 1996
%V 45
%N 5
%P 553-578
%* (c) Copyright 1996 Academic Press
%X In this paper we present a comprehensive approach to automatic
organization and hybrid navigation of text databases.  An organizing
stage first builds a particular lattice representation of the data, through
text indexing followed by lattice clustering of the indexed texts.  The
lattice representation, then, supports the navigation stage of the system,
a visual retrieval interface that combines three main retrieval strategies:
browsing, querying, and bounding.  Browsing and querying are used to
search the retrieval space, bounding is used to restrict it based on the
information that users have, or get during their interaction with the
system.  We show that such a hybrid paradigm permits high flexibility in
trading off information exploration and retrieval and, in addition, has
good retrieval performance.  We compared information retrieval using
lattice-based hybrid navigation with conventional Boolean querying.  The
results of an experiment conducted on two medium-sized bibliographic
databases showed that the performance of lattice retrieval was
comparable to or better than Boolean retrieval.

%T Differences in Expert and Novice Situation Awareness in Naturalistic
Decision Making
%A Josephine M. Randel
%A H. Lauren Pugh
%A Stephen K. Reed
%M J.IJHCS.45.5.579
%J IJHCS
%D 1996
%V 45
%N 5
%P 579-597
%* (c) Copyright 1996 Academic Press
%X We studied situation awareness as the first part of a decision in a
naturalistic setting involving a complex cognitive task.  Three measures
of situation awareness were used.  Further we examined differences in
decision making by expert and novice performers, including their use of
rules and possible conflicts in using rules.  Twenty-eight electronic
warfare technicians from U.S. Navy ships were classified as novices,
intermediates, or experts according to their performance on a scenario
exercise.  Results indicated that expertise included proficiency in the
following skills: visually and verbally recalling radar emitters that appear
on the screen, the ability to make correct decisions based on better
situation awareness, and the ability to understand the conditions for
applying rules in a consistent manner.

%T Patterns in Information Search for Decision Making: The Effects of
Information Abstraction
%A N. P. Archer
%A M. M. Head
%A Y. Yuan
%M J.IJHCS.45.5.599
%J IJHCS
%D 1996
%V 45
%N 5
%P 599-616
%* (c) Copyright 1996 Academic Press
%X This paper reports on a study of abstraction in an information retrieval
interface, where users had access to both detailed data and to two
higher levels of abstraction of the data, in a multiple attribute alternative
ranking situation.  Through an experiment with a total of 76 subjects we
found that, when they were not constrained by any built-in structure in
their choice of information, there was a spectrum of use which combined
various proportions of top-down search with opportunistic episodes
(non-top-down branches to view various information attributes).  We
developed a measure of the degree of top-down search used, and
found that this measure correlated positively with an increased
propensity to use a compensatory decision strategy.  Users also tended
to reduce their use of top-down search in favour of more opportunistic
search as they moved through the stages of the decision process.  The
degree of top-down search correlated significantly with a tendency to
search within alternatives, but did not correlate with user domain
experience.  An implication of our findings is that, in order for a data
retrieval interface to be implemented successfully, users should not be
constrained by the system to follow a built-in search strategy, but should
be allowed to develop their own search strategies through the use of a
flexible interface.

%T Bulletin
%M J.IJHCS.45.5.617
%J IJHCS
%D 1996
%V 45
%N 5
%P 617-618
%* (c) Copyright 1996 Academic Press

%T User Analysis in HCI -- The Historical Lessons from Individual Differences
Research
%A Andrew Dillon
%A Charles Watson
%M J.IJHCS.45.6.619
%J IJHCS
%D 1996
%V 45
%N 6
%P 619-637
%* (c) Copyright 1996 Academic Press
%X User analysis is a crucial aspect of user-centered systems design, yet
Human-Computer Interaction (HCI) has yet to formulate reliable and
valid characterizations of users beyond gross distinctions based on task
and experience.  Individual differences research from mainstream
psychology has identified a stable set of characteristics that would
appear to offer potential application in the HCI arena.  Furthermore, in its
evolution over the last 100 years, research on individual differences has
faced many of the problems of theoretical status and applicability that
are common to HCI.  In the present paper, the relationship between work
in cognitive and differential psychology and current analyses of users in
HCI is examined.  It is concluded that HCI could gain significant
predictive power if individual differences research was related to the
analysis of users in contemporary systems design.

%T The Role of Prior Experience and Task Characteristics in Object-Oriented
Modeling: An Empirical Study
%A Ritu Agarwal
%A Atish P. Sinha
%A Mohan Tanniru
%M J.IJHCS.45.6.639
%J IJHCS
%D 1996
%V 45
%N 6
%P 639-667
%* (c) Copyright 1996 Academic Press
%X The object-oriented methodology for systems analysis and design has
generated considerable interest recently.  Object-orientation represents
a fundamental shift in focus from the traditional process-oriented
approaches that have dominated software development for over two
decades.  Although there is anecdotal evidence to suggest that systems
analysts experienced in process-oriented modeling approaches will find
it difficult to apply objective-oriented methodologies, there is no
empirical work investigating the relationship between a procedural
mindset and an ability to learn and apply object-oriented concepts.  Prior
research in human problem solving, however, suggests that the efficacy
of a systems analysis and design methodology should be judged in the
context of the task to which it is applied.  To explore the effects of prior
experience and task characteristics on performance in systems analysis
and design, we conducted an experiment in which two groups of
subjects applied the object-oriented methodology to two types of tasks,
one process-oriented and the other object-oriented.  One group had
significant prior experience in process-oriented methodologies, while
the other group had no formal experience.  Both groups were provided
identical training in object-oriented analysis and design prior to the
experiment.  The results of the study suggest that both prior experience
and task characteristics play a role in determining performance.  The
implications that follow for research and practice are discussed.

%T Can Computers be Teammates?
%A Clifford Nass
%A B. J. Fogg
%A Youngme Moon
%M J.IJHCS.45.6.669
%J IJHCS
%D 1996
%V 45
%N 6
%P 669-678
%* (c) Copyright 1996 Academic Press
%X This study investigated the claim that humans will readily form team
relationships with computers.  Drawing from the group dynamic literature
in human-human interactions, a laboratory experiment (n=56)
manipulated identity and interdependence to create team affiliation in a
human-computer interaction.  The data show that subjects who are told
they are interdependent with the computer affiliate with the computer as
a team.  The data also show that the effects of being in a team with a
computer are the same as the effects of being in a team with another
human: subjects in the interdependence conditions perceived the
computer to be more similar to themselves, saw themselves as more
cooperative, were more open to influence from the computer, thought
the information from the computer was of higher quality, found the
information from the computer friendlier, and conformed more to the
computer's information.  Subjects in the identity conditions showed
neither team affiliation nor the effects of team affiliation.

%T Information Requirements of Aircraft Inspection: Framework and Analysis
%A Colin G. Drury
%A Prasad Prabhu
%M J.IJHCS.45.6.679
%J IJHCS
%D 1996
%V 45
%N 6
%P 679-695
%* (c) Copyright 1996 Academic Press
%X The information environment is seen to be one of the predominant
factors for effective maintenance and inspection systems in the
operation of commercial aircraft.  The design issues can be stated
simply as decisions on what information to present, when to present this
information, and how to present this information.  It is desirable that in
answering these questions, the designer accounts for the cognitive
abilities of humans and the demands that the task requirements
generate.  This paper provides a framework for information design by
combining the concepts from the human factors knowledge base with
the specific needs of aircraft inspection.  This framework captures the
interaction between the inspection task and its information
requirements, leading to an analysis of the information needs of aircraft
inspectors, using this framework and the cognitive control categories of
Skill-Rule-Knowledge based behaviors.  Based on this analysis,
guidelines for information systems design have been suggested.

%T Advances in Local Student Modeling using Informal Fuzzy Reasoning
%A Lois Wright Hawkes
%A Sharon J. Derry
%M J.IJHCS.45.6.697
%J IJHCS
%D 1996
%V 45
%N 6
%P 697-722
%* (c) Copyright 1996 Academic Press
%X This paper presents an approach to local student modeling in
mathematics intelligent tutors.  A knowledge representation is developed
that stores separately the semantic and structural information needed to
represent math word problems.  Based on this representation, and the
assignment of weights to semantic labels for problem sets, the student
is allowed considerable flexibility in the development of solutions.  The
technique used in matching student solutions to acceptable solutions is
based on imprecision or fuzziness, i.e. exact matches to stored
solutions are not required.  Moreover, this imprecise approach, together
with a "collapsing" of the tree of all possible solutions, substantially
reduces storage and search requirements, addressing some
combinatorial explosion and speed problems of modeling.  This method
can support a variety of instructional strategies.

%T Self-Monitoring During Exploration of an Interactive Device
%A Carol-Ina Trudel
%A Stephen J. Payne
%M J.IJHCS.45.6.723
%J IJHCS
%D 1996
%V 45
%N 6
%P 723-747
%* (c) Copyright 1996 Academic Press
%X We report four experiments in which we manipulated the conditions
under which subjects explored an unfamiliar interactive device without
the benefit of assistance or instruction.  Our aim was to increase the
amount of knowledge subjects acquired about the device and to
influence how efficient they were at later applying the operational
procedures they discovered.  The interventions were to interrupt subjects'
exploration at regular intervals and ask them to verbally report on what
they had learned so far (Experiment I) or to state their future intention
(Experiment II).  Both manipulations yielded significant benefits, when
compared to subjects who explored the same device without such
interruptions.  In Experiment III there were four conditions in which
interrupted subjects reported on topics of different levels of relevance to
the task.  This experiment showed that it is the relevance of the
verbalised content as opposed to an "incubation" period which affects
performance in a beneficial manner.  Finally we investigated whether it
was necessary to employ external prompts to obtain these effects
(Experiment IV).  It was found that subjects were in fact able to effectively
interrupt their work in order to review their progress.

fpack:!@#$%^&*(): IJMMS32.BA
%M J.IJMMS.32.1.1 10/25/91 DV
%A Valerie J. Gawron
%A David J. Travale
%A Jeannette G. Neal
%A Colin G. Drury
%A Sara J. Czaja
%T Evaluation of Algorithms for Combining Independent Data Sets in a Human
Performance Expert System
%D 1990
%J IJMMS
%V 32
%N 1
%P 1-19
%* (c) Copyright 1990 Academic Press
%X As part of an ongoing program to develop a Computer Aided Engineering (CAE)
system for human factors engineers, a Human Performance Expert System, Human,
was designed.  The system contains a large database of human-performance
equations derived from human performance research reported in the open literature. 
Human accesses these data to predict task performance times, task completion
probabilities, and error rates.  A problem was encountered when multiple independent
data sets were relevant to one task.  For example, a designer is interested in the
effects of luminance and font size on a number of reading errors.  Two data sets exist
in the literature: one examining the effects of luminance, the other, font size.  The
data in the two sets were collected at different locations with different subjects, and
at different times in history.  How can the two data sets best be combined to address
the designer's problems?
   On the basis of an extensive review of the human performance literature and
statistical procedures, four combining algorithms were developed.  These four
algorithms were tested in two steps.  In step one, two reaction-time experiments were
conducted: one to evaluate the effect of the number of alternatives on reaction times;
the second, evaluated signals per minute and number of displays being monitored. 
The four algorithms were used on the data from these two experiments to predict
reaction time in the situation where all three independent variables are manipulated
simultaneously.  In step two of the test procedure, a third experiment was conducted. 
Subjects who had not participated in either Experiment 1 or 2 performed a
reaction-time task under the combined effects of all three independent variables. 
The predictions made from step one were compared to the actual empirical data
collected in Experiment 3.  The best predictor of the mean in Experiment 3 was
an unweighted average of the means in Experiments 1 and 2; the best predictor of
the standard deviation in Experiment 3 was an unweighted average of the standard
deviations, (S.D.s) in Experiments 1 and 2.  Based on these results, Human uses an
average of the means to combine the results from multiple independent data sets.

%M J.IJMMS.32.1.21 10/25/91 DV
%A Brian Moffat
%T Normalized Performance Ratio -- A Measure of the Degree to which a
Man-Machine Interface Accomplishes Its Operational Objective
%D 1990
%J IJMMS
%V 32
%N 1
%P 21-108
%* (c) Copyright 1990 Academic Press
%X A metric, referred to as the Normalized Performance Ratio (NPR), is defined.  The
NPR measures a quality of the man-machine interface (MMI) which profoundly
influences its value to the human operator of the associated man-machine system. 
The value of an MMI's NPR is equal to the mean of the periods of time required by
a group of people, varying in their familiarity with the interface's operation, to
complete an identical processing task with the system (the mean of the completion
times), divided by the sample standard deviation of those completion times.
   The potential variability among MMIs is infinite.  However, all MMIs share a
common operational objective, which is to facilitate an operator's ability to
manipulate the MMI's associated processor.  The value of an MMI's NPR is a
measure of the degree to which that MMI satisfies that operational objective.  It is
asserted that the value of an MMI's NPR is independent of the complexity of the
processing task(s) used for its measurement, and of the complexity of the
MMI-processor system.  The NPR would thus provide the basis for the unbiased
comparison of all MMIs.
   A detailed description of the methodology with which an MMI's NPR may be
measured is provided, along with illustrations of that methodology which are based
on the analyses of the MMIs of actual man-machine systems.  Existing MMI-evaluation
methods are critically reviewed.

%M J.IJMMS.32.1.109 10/25/91 DV
%A Paul Buchheit
%A Thomas Moher
%T Response Assertiveness in Human-Computer Dialogues
%D 1990
%J IJMMS
%V 32
%N 1
%P 109-117
%* (c) Copyright 1990 Academic Press
%X This paper describes an attempt to determine expectations in human-computer
dialogue through an experiment in which human subjects predict the responses of
another human or a computer to natural language input.  The experiment consists of
a questionnaire based on discourse patterns that exhibit slight differences in their
syntactic structures, and which, as a consequence, represent distinct levels of
linguistic meaning.  The specific speech acts defined by these levels: directives,
assertions, requests, etc., are used as a basis of categorization for a series of
multiple choice questions and answers which are designed to measure a subject's
relative predispositions toward human and computer speakers.  Results of the test
are compared to intuitive expectations and then analysed in terms of potential
application to a natural language processing system.

%M J.IJMMS.32.2.121 10/28/91 DV
%A Jeffrey M. Bradshaw
%A John H. Boose
%T Decision Analysis Techniques for Knowledge Acquisition:
Combining Information and Preferences Using Aquinas and Axotl
%D 1990
%J IJMMS
%V 32
%N 2
%P 121-186
%* (c) Copyright 1990 Academic Press
%X The field of decision analysis is concerned with the application of formal theories of
probability and utility to the guidance of action.  Decision analysis has been used for
many years as a way to gain insight regarding decisions that involve significant
amounts of uncertain information and complex preference issues, but it has been
largely overlooked by knowledge-based system researchers.  This paper illustrates
the value of incorporating decision analysis insights and techniques into the
knowledge acquisition and decision making process.  This approach is being
implemented within Aquinas, a personal construct-based knowledge acquisition tool,
and Axotl, a knowledge-based decision analysis tool.  The need for explicit
preference models in knowledge-based systems will be shown.  The modeling of
problems will be viewed from the perspectives of decision analysis and personal
construct theory.  We will outline the approach of Aquinas and then present an
example that illustrates how preferences can be used to guide the knowledge
acquisition process and the selection of alternatives in decision making.  Techniques
for combining supervised and unsupervised inductive learning from data with expert
judgment, and integration of knowledge and inference methods at varying levels of
precision will be presented.  Personal construct theory and decision theory are shown
to be complementary: the former provides a plausible account of the dynamics of
model formulation and revision, while the latter provides a consistent framework for
model evaluation.  Applied personal construct theory (in the form of tools such as
Aquinas) and applied decision theory (in the form of tools such as Axotl) are moving
along convergent paths.  We see the approach in this paper as the first step toward a
full integration of insights from the two disciplines and their respective repertory
grid and influence diagram representations.

%M J.IJMMS.32.2.187 10/28/91 DV
%A J. C. Santamarina
%A J. L. Chameau
%T Fuzzy Windows and Classification Systems
%D 1990
%J IJMMS
%V 32
%N 2
%P 187-201
%* (c) Copyright 1990 Academic Press
%X A fuzzy sets based structure for classification systems is proposed in this paper.  The
basic idea is to use "windows" to represent the constraints on the possible values
variables may take.  The formalism is very simple, however, this simplicity makes
it attractive in the development of knowledge based systems.  The most salient
features of this structure include the possibility of developing composite solutions,
searching for lacunae, and creating a case based representation of knowledge with
an avenue for modeling learning.

%M J.IJMMS.32.2.203 10/28/91 DV
%A Sabah U. Randhawa
%A Edward D. McDowell
%T An Investigation of the Applicability of Expert Systems to Job Shop
Scheduling
%D 1990
%J IJMMS
%V 32
%N 2
%P 203-213
%* (c) Copyright 1990 Academic Press
%X Although the job shop scheduling (JSS) problem is of eminent practical importance
and has received considerable attention by both industry and academia, because of
its complexity, it still remains an enigma.  Artificial Intelligence holds the potential
for providing solutions to complex problems, such as the JSS problem.  However,
due to the magnitude of the JSS problem, search techniques are not computationally
feasible.  Expert Systems, though, have been successfully applied to problems of this
type.  The development of an expert system, however, implies the availability of an
expert.  Regrettably, such experts are not readily available in the JSS environment. 
The approach presented in this paper involves the use of computer simulation
models of a job shop to train subjects so that they are capable of effective
scheduling, and then extracting the knowledge of these "experts" to develop an
expert system.

%M J.IJMMS.32.2.215 10/28/91 DV
%A Song Yuan Yan
%T Foundations of Declarative Debugging in Arbitrary Logic Programming
%D 1990
%J IJMMS
%V 32
%N 2
%P 215-232
%* (c) Copyright 1990 Academic Press
%X Declarative debugging is an interactive process where the debugger acquires
knowledge from an oracle (usually the user) about the intended interpretation of a
program to be debugged and uses it to compare with the machine interpretation of
the program in order to find the error in that program.  The debugging is declarative
in the sense that the user need only know the logic aspect of a program (i.e. its
declarative meaning) and does not need to consider the computational behaviour of
the program.  An error is found by checking the validity of the solved goals with
respect to their intended interpretation.  In this paper, we introduce the basic ideas
and concepts of declarative debugging, and provide a theoretical foundation with
emphasis on the study of soundness and completeness for declarative debugging in
arbitrary (unrestricted) first order logic programming.

%M J.IJMMS.32.2.233 10/29/91 DV
%A David G. Andrewes
%A Dana Maude
%T A Computerised Clinical Test of Forgetting Based on the ACT Model of Memory
Retrieval
%D 1990
%J IJMMS
%V 32
%N 2
%P 233-244
%* (c) Copyright 1990 Academic Press
%X The ACT model of interference (Anderson, 1976) was applied to a visual-search
paradigm using an elderly population (N=22) 65-85 years, in order to develop a
computerised clinical test of forgetting.  The test is to be used to identify similarities
and differences between etiologically-distinct amnesic populations on the basis of
susceptibility to interference.  A visual-search task manipulated the number of
examples presented in association with a particular category.  This was achieved by
requiring the subject to search for a varied number of distractor examples with a
target example.  As predicted by the ACT model, increasing the number of
distractors resulted in slower identification of the target item, as measured by
increased recognition response latency.  Also as predicted, increasing the number of
distractors also increased the number of recognition errors.  The interference effect
produced by the distractors was reduced by strengthening the association between
the target word and the category.  This was achieved by presenting the target and
category a second time in the presence of different distractors.  The test's potential as
an automated assessment device is discussed.

%M J.IJMMS.32.3.245 10/29/91 DV
%A Ann Majchrzak
%T Effect of CAD on the Jobs of Drafters and Engineers:
A Quantitative Case Study
%D 1990
%J IJMMS
%V 32
%N 3
%P 245-262
%* (c) Copyright 1990 Academic Press
%X Job characteristics and performance data for users and nonusers of a CAD system
for mechanical design work were quantitatively compared.  Results indicated that for
engineers, CAD users experienced more interdependence on their job while, for
drafters, CAD users experienced less discretion, creativity, and teamwork.  These
differences between users and nonusers were not related to individual performance. 
Implications for practitioners implementing CAD and researchers studying
technological change are drawn.

%M J.IJMMS.32.3.263 10/29/91 DV
%A Elzbieta Hajnicz
%T Role of the Present in Temporal Representation in Artificial Intelligence
%D 1990
%J IJMMS
%V 32
%N 3
%P 263-274
%* (c) Copyright 1990 Academic Press
%X In this paper some philosophical considerations concerning Time are mentioned. 
The classical temporal logic is covered, but the main point of interest is an
application of the notion of the present in artificial intelligence.  Especially, methods
of representation of now in different temporal structures are described.

%M J.IJMMS.32.3.275 10/29/91 DV
%A Jae Kyu Lee
%A In Koo Lee
%A Hyung Rim Choi
%A Sung Mahn Ahn
%T Automatic Rule Generation by the Transformation of Expert's Diagram: LIFT
%D 1990
%J IJMMS
%V 32
%N 3
%P 275-292
%* (c) Copyright 1990 Academic Press
%X To enhance the efficiency of revealing and refining an expert's knowledge, the
Expert's Diagram approach is proposed.  The Expert's Diagram proposed in this
paper is specifically designed for rule-based consulting systems.  Using the Expert's
Diagram approach, the knowledge acquisition system LIFT is developed, which
transforms the Expert's Diagram automatically to rules in the syntax of the shell SKI
2 that is developed for tax consulting-purposes.  For the transformation, either the
conclusion-directed approach or the condition-directed approach can be applied. 
The role of LIFT can be generalized to some extent to adapt to the changes in the
Expert's Diagram and target shells.  According to our experience in the acquisition
of Korean corporate tax knowledge, experts could reveal their knowledge effectively
using the Expert's Diagram after a short period of training.  Thus the rules could be
generated automatically by LIFT without the aid of knowledge engineers.

%M J.IJMMS.32.3.293 10/29/91 DV
%A Daniel E. O'Leary
%T Soliciting Weights or Probabilities from Experts for Rule-Based Expert
Systems
%D 1990
%J IJMMS
%V 32
%N 3
%P 293-301
%* (c) Copyright 1990 Academic Press
%X Rule-based expert systems attach a weight to each rule in order to represent
uncertainty or strength of association.  There are a number of schemes that are used
to represent uncertainty in expert systems.  Some of these methods allow the system
designer to solicit either the probabilities, used to compute the weights, or to solicit
the weights directly, or both.
   This paper presents results that indicate that if the weights are gathered directly,
rather than using probabilities, then the weights may not meet the underlying
conditions of the mathematical model of uncertainty on which the weights are based
or the weights may imply highly unusual behavior for the underlying probabilities
and implicit utility function.
   In one system it is found that there were violations of the mathematical properties
of the model in over forty percent of the weights on the rules of the system.  If the
weights do not meet the constraints of the underlying mathematical models then
such violations may yield inappropriate parameterization of other weights in order to
make the model work.  Further, such violations can lead to an inappropriate
estimation of the probabilities of events by the system and yield inappropriate
inferred weights.
   In another case it was found that a system was dominated by weights that suggest
highly unusual behavior for the underlying probabilities.
   From an operational perspective these inconsistencies indicate the importance of
the method used in gathering the weights, e.g. indirectly through the probabilities or
directly through the weights.  It also indicates the importance of validating and
verifying the weights to ensure that the weights meet the needs of the underlying
theory and do not force unusual relationships onto the underlying probabilities.

%M J.IJMMS.32.3.303 10/29/91 DV
%A Sharon L. Greene
%A Susan J. Devlin
%A Philip E. Cannata
%A Louis M. Gomez
%T No IFs, ANDs, or ORs: A Study of Database Querying
%D 1990
%J IJMMS
%V 32
%N 3
%P 303-326
%* (c) Copyright 1990 Academic Press
%X The difficulty of expressing database queries was examined as a function of the
language used.  Two distinctly different query methods were investigated.  One used a
standard database query language, SQL, requiring users to express an English query
using a formal syntax and appropriate combinations of boolean operators.  The
second used a newly designed Truth-table Exemplar-Based Interface (TEBI), which
only required subjects to be able to choose examplars from a system-generated table
representing a sample database.  Through users' choices of critical examplars, the
system could distinguish between interpretations of an otherwise ambiguous English
query.  Performance was measured by number correct, time to complete queries, and
confidence in query correctness.  Individual difference analyses were done to
examine the relationship between subjects' characteristics and ability to express
database queries.  Subjects' performance was observed to be both better, and more
resistant to variability in age and levels of cognitive skills, when using TEBI than
when using SQL to specify queries.  Possible reasons for these differences are
discussed.

%M J.IJMMS.32.3.327 10/30/91 DV
%A Saroj Parasuraman
%A Magid Igbaria
%T An Examination of Gender Differences in the Determinants of Computer Anxiety
and Attitudes Toward Microcomputers Among Managers
%D 1990
%J IJMMS
%V 32
%N 3
%P 327-340
%* (c) Copyright 1990 Academic Press
%X The study examined the determinants of computer anxiety and attitudes toward
microcomputers among 166 managers employed in a variety of organizations. 
Results indicated that men and women in managerial positions do not differ in the
level of computer anxiety reported, and are very similar in their attitudes toward
microcomputers.  However, gender differences were found in the pattern of
relationships of demographic and personality variables with computer anxiety and
microcomputer attitudes.  For men, education and intuition-sensing were negatively
related to computer anxiety, while age, external locus of control, and math anxiety
were associated with heightened computer anxiety.  In contrast, demographic and
personality variables were unrelated to computer anxiety among women.  Computer
anxiety was the strongest predictor of attitudes toward microcomputers among both
men and women.  Among women, however, the feeling-thinking dimension of
cognitive style, and math anxiety were additional determinants of microcomputer
attitudes.

%M J.IJMMS.32.3.341 10/30/91 DV
%A Ruth A. Capindale
%A Robert G. Crawford
%T Using a Natural Language Interface with Casual Users
%D 1990
%J IJMMS
%V 32
%N 3
%P 341-361
%* (c) Copyright 1990 Academic Press
%X Although there is much controversy about the merits of natural language interfaces,
little empirical research has been conducted on the use of natural language interfaces
for database access, especially for casual users.  In this work casual users were
observed while interacting with a real-life database using a natural language
interface, Intellect.
   Results show that natural language is an efficient and powerful means for
expressing requests.  This is especially true for users with a good knowledge of the
database contents regardless of training or previous experience with computers. 
Users generally have a positive attitude towards natural language.  The majority of
errors users make are directly related to restrictions in the vocabulary.  However,
feedback helps users understand the language limitations and learn how to avoid or
recover from errors.  Natural language processing technology is developed enough to
handle the limited domain of discourse associated with a database; it is simple
enough to support casual users with a general knowledge of the database contents;
and it is flexible enough to assist problem-solving behaviour.

%M J.IJMMS.32.4.363 10/30/91 DV
%A Godwin M. Gwei
%A Eric Foxley
%T Towards a Consultative On-Line Help System
%D 1990
%J IJMMS
%V 32
%N 4
%P 363-383
%* (c) Copyright 1990 Academic Press
%X Most computer systems provide a help facility which offers users on-line assistance in
response to a query.  The explanations provided by most systems often concentrate
on the syntax of commands, and the user is expected to cite exactly the name of the
command for which help is required.  Often, the vocabulary involved is restrictive
(because exact citation is essential) and confusing (because different systems adopt
different terms).
   This paper explores ways of improving on-line help systems
 * by developing user models to enable the explanations to match that user's
   particular needs and experience;
 * by categorising explanations in a way which enables more appropriate information
   to be presented; and
 * by incorporating an interface which provides users with the freedom to use natural
   language with a wide ranging vocabulary of their choice.
The paper also describes the implementation of a help system which incorporates the
listed facilities.  In conclusion it outlines the prospects for developing a flexible
vocabulary front-end to any command language.

%M J.IJMMS.32.4.385 10/30/91 DV
%A Pamela Briggs
%T Do They Know What They're Doing?
An Evaluation of Word-Processor Users' Implicit and Explicit Task-Relevant
Knowledge, and Its Role in Self-Directed Learning
%D 1990
%J IJMMS
%V 32
%N 4
%P 385-398
%* (c) Copyright 1990 Academic Press
%X Many people teach themselves how to use word-processing systems, but how
successful are they in their endeavor?  This study investigates a number of theoretical
and practical issues associated with self-directed learning.  Users of differing
experience were asked to perform a simple task, using an unfamiliar word-processing
system.  However, they were given no information about the new system,
prior to task commencement, save information they explicitly requested.  An analysis
of users' questions revealed that only the most experienced had a suitable mental
task description available to them.  Others relied upon visible components of the task
to cue their questioning strategy in a manner which suggested reliance upon a
recognition, rather than a recall strategy.  A clear dissociation was noted between
users' procedural knowledge of a task, reflected in their performance ability; and
their metaknowledge of the task, i.e. their awareness of what procedural knowledge
would be required in order to complete the task.  The implications of these findings
for the design of user support systems, and for user modelling are discussed.

%M J.IJMMS.32.4.399 10/31/91 DV
%A Jurgen Pilgrim
%T On the Training of EDP Novices on the Personal Computer
%D 1990
%J IJMMS
%V 32
%N 4
%P 399-421
%* (c) Copyright 1990 Academic Press
%X Notions are developed on the training of employed EDP novices in the field of
personal computing.  A strategy and method for conducting PC training courses is
introduced, taking into account the complicated starting situation of the current
purposive computerization at the institutions.  Based on the questioning of EDP
novices who took part in these courses corresponding results of the study are
commented on and discussed.  The results show that the introduced method for
imparting knowledge in the field of personal computing proves its worth.

%M J.IJMMS.32.4.423 10/31/91 DV
%A Jeff Johnson
%T Modes in Non-Computer Devices
%D 1990
%J IJMMS
%V 32
%N 4
%P 423-438
%* (c) Copyright 1990 Academic Press
%X The user-interfaces of several non-computer devices are examined for modes.  The
distinguishing features of these modes, the problems they cause and those they
solve, possible ways in which the devices might be improved, and the implications
for design of computer-based interactive systems are discussed.

%M J.IJMMS.32.4.439 10/31/91 DV
%A J. Steve Davis
%T Effect of Modularity on Maintainability of Rule-Based Systems
%D 1990
%J IJMMS
%V 32
%N 4
%P 439-447
%* (c) Copyright 1990 Academic Press
%X Software engineers have for many years employed modularity in conventional
programming.  Recently, Jacob and Froscher proposed a new method for achieving
modularity in rule-based systems.  We conducted the first experiments to evaluate
the effect of their new method on the maintainability of rule-based systems.  Our
results were encouraging.  Subjects who used a modular rule-based system tended to
accomplish modifications more correctly and more quickly than those who used a
non-modular version.

%M J.IJMMS.32.4.449 11/1/91 DV
%A J. Steve Davis
%T Experimental Investigation of the Utility of Data Structure and E-R
Diagrams in Database Query
%D 1990
%J IJMMS
%V 32
%N 4
%P 449-459
%* (c) Copyright 1990 Academic Press
%X We empirically tested several graphical forms of database documentation to
determine their utility in the performance of database queries.  The data structure
diagram and the entity-relationship diagram were shown to be helpful in performing
queries on a relational database.

%M J.IJMMS.32.4.461 11/1/91 DV
%A Simon P. Davies
%T The Nature and Development of Programming Plans
%D 1990
%J IJMMS
%V 32
%N 4
%P 461-481
%* (c) Copyright 1990 Academic Press
%X The notion of the programming plan as a description of one of the main types of
strategy employed in the comprehension of programs is now widely accepted to
form an adequate basis for an account of programming knowledge.  Such plans are
thought to be used universally in all programming languages by expert programmers. 
Recent work, however, has questioned the psychological reality of such plans and
has suggested that they may be artifacts of the particular programming language
used and the structure that it imposes on the programmer via the constraints of
certain features of its notation.  This paper considers the results of two experimental
studies that suggest that the development and use of programming plans is strongly
tied to the particular learning experience of the programmer.  It is argued that
programming plans cannot be considered solely to be natural strategies that evolve
independently of teaching nor as mere artifacts or static properties of a particular
programming language.  Rather, such plans can be seen to be related to the
expression of design-related skills.  This has a number of important implications for
our understanding of the nature and development of programming plans, and in
particular, it appears that the notion of the programming plan provides too limited a
view to adequately and straightforwardly explain the differences between novice and
the expert's programming performance.

%M J.IJMMS.32.5.483 11/4/91 DV
%A Cecilia Katzeff
%T System Demands on Mental Models for a Fulltext Database
%D 1990
%J IJMMS
%V 32
%N 5
%P 483-509
%* (c) Copyright 1990 Academic Press
%X The aim of the study was to investigate the relationship between mental models
required by a database system, clues provided by the system to these models, and
users' behaviour in operating the system.  For this purpose a fulltext database system
containing news articles about telecommunication and information technology was
used.  Ten non professional computer users participated in the study.  The subjects'
tasks were to retrieve and display certain articles and pieces of articles on the screen. 
By analysing knowledge needed to carry out these tasks, the required mental models
could be identified.  Then, through analysing the specific system clues to the required
mental models, difficulties subjects would run into were predicted.  The fulltext
database system employed for the study operated on three different levels of display. 
That is, it operated as if it had three different modes, each level corresponding to a
different mode.  The clarity of clues to adequate mental models differed on the three
levels.  Most salient were clues concerning the order in which articles and pieces of
articles were presented.  These clues were least clear on the second level of display. 
As predicted this was also the level of display on which subjects' performance was
worst (p<0.05).  Among difficulties identified in subjects' think-aloud protocols,
difficulties with the numbering system ("record numbers") were the most frequent
on the second level.  In contrast, clues concerning the order of articles were relatively
clear on the first level of display.  As predicted subjects performed well on this level
with 90% correct responses.  The central role of appropriate clues to adequate
mental models is further illustrated by examples of subjects' mental model
reasoning.  In these examples three different phases of mental models are shown to
exist -- a construction, a testing, and a running phase.

%M J.IJMMS.32.5.511 11/4/91 DV
%A Robert B. Allen
%T User Models: Theory, Method, and Practice
%D 1990
%J IJMMS
%V 32
%N 5
%P 511-543
%* (c) Copyright 1990 Academic Press
%X While the technology of new information services is rapidly advancing, it is not clear
how this technology can be best adapted to people's needs and interests.  One
possibility is that user models may select and filter information sources for readers. 
This paper examines the prospects and implications of automatic filtering of
information, and focuses on predicting preferences for news articles presented
electronically.  The results suggest that the prediction of preferences can be
straightforward when general categories for news articles are used; however,
prediction for specific news reports is much more difficult.  In addition, an effort is
made to establish a systematic study of the effectiveness of information interfaces
and user models.  Fundamental issues are raised such as techniques for evaluating
user models, their essential components, their relationship to information retrieval
models, and the limits of using them to predict user behavior at various levels of
granularity.  For instance, prediction and evaluation methodology may be adopted
from personality psychology.  Finally, several directions for research are discussed
such as treating news as hypertext and integration of news with other information
sources.

%M J.IJMMS.32.5.545 11/4/91 DV
%A Ian H. Witten
%A Timothy C. Bell
%T Source Models for Natural Language Text
%D 1990
%J IJMMS
%V 32
%N 5
%P 545-579
%* (c) Copyright 1990 Academic Press
%X A model of a natural language text is a collection of information that approximates
the statistics and structure of the text being modeled.  The purpose of the model may
be to give insight into rules which govern how language is generated, or to predict
properties of future samples of it.  This paper studies models of natural language
from three different, but related, viewpoints.  First, we examine the statistical
regularities that are found empirically, based on the natural units of words and
letters.  Second, we study theoretical models of language, including simple random
generative models of letters and words whose output, like genuine natural language,
obeys Zipf's law.  Innovation in text is also considered by modeling the appearance
of previously unseen words as a Poisson process.  Finally, we review experiments that
estimate the information content inherent in natural text.

%M J.IJMMS.32.5.581 11/5/91 DV
%A Palmer Morrel-Samuels
%T Clarifying the Distinction Between Lexical and Gestural Commands
%D 1990
%J IJMMS
%V 32
%N 5
%P 581-590
%* (c) Copyright 1990 Academic Press
%X A distinction is drawn between conventional lexical commands and gestural
commands (e.g. circles, arrows, X's, etc.).  The distinction is discussed in the context
of a central metaphor that likens computer use to communication between
programmer and user.  A number of limitations and benefits unique to gestural
interfaces are described.  It is suggested that gestural commands tend to be terse,
common, unambiguous, iconic, and similar to the spontaneous hand gestures that
accompany speech.  The potential effects of these five qualities are outlined by
summarizing selected research from cognitive and social psychology.  Some potential
applications are also described.

%M J.IJMMS.32.5.591 11/5/91 DV
%A Eoghan Mac Aogain
%A Ronan Reilly
%T Discourse Theory and Interface Design: The Case of Pointing with the Mouse
%D 1990
%J IJMMS
%V 32
%N 5
%P 591-602
%* (c) Copyright 1990 Academic Press
%X An empirical study is reported in which a formal model of person-person discourse
is applied to person-machine communication, with special reference to the use of
the mouse for pointing at objects on the screen.  Pointing with the mouse is
compared with its natural-language equivalent, pointing with the finger or hand
while speaking.  Contrasting discourse structures are proposed for (1) pointing with
the mouse which involves auditory signals, one from the user and an acknowledgment
from the system, and (2) pointing with the mouse which consists of silent
parking of the cursor, unacknowledged by the system.  It is argued that the latter is
more natural and leads to more "efficient" communication, as this is understood in
Situation Semantics.  This should lead to a lessening of keyboard input and a less
complex discourse structure.  The latter hypothesis was confirmed but not the
former.  A number of practical and theoretical implications are discussed.

%M J.IJMMS.32.6.603 11/5/91 DV
%A Janet Spavold
%T The Child as Naive User: A Study of Database Use with Young Children
%D 1990
%J IJMMS
%V 32
%N 6
%P 603-625
%* (c) Copyright 1990 Academic Press
%X A year-long project to study two groups of children aged between nine and eleven
years old was undertaken in which the children compiled substantial databases of the
1881 Census material and subsequently interrogated it.  The main aims of the study
were to obtain information to provide guidance for teachers on the introduction of
databases with young children, and to gain insight into the methods young children
employed to understand database information in terms of their own experience.  The
children's reaction to menus and commands, and their ability to navigate around
the database were noted.  Attention was paid to their mental mapping and to the
effectiveness with which they used the system.

%M J.IJMMS.32.6.627 11/5/91 DV
%A Ronald E. Rice
%T Computer-Mediated Communication System Network Data:
Theoretical Concerns and Empirical Examples
%D 1990
%J IJMMS
%V 32
%N 6
%P 627-647
%* (c) Copyright 1990 Academic Press
%X The review combines two separate foci in recent research: (1) the diffusion and use
of computer-mediated communication (CMC) systems in organizations, and (2) the
conceptualization of communication as a process of interaction and convergence, as
represented by the network paradigm.  The article discusses (1) rationales for this
combined focus based upon the characteristics of CMC systems, (2) application of
the network paradigm to study CMC systems, (3) the collection samples, usage data,
network flows, and content by CMC systems, (4) some theoretical issues that may be
illuminated through analyses of data collected by CMC systems.  The article
concludes by discussing issues of reliability, validity and ethics.

%M J.IJMMS.32.6.649 11/5/91 DV
%A Robert J. Kreigh
%A Joseph F. Pesot
%A Charles G. Halcomb
%T An Evaluation of Look-Ahead Help Fields on Various Types of Menu Hierarchies
%D 1990
%J IJMMS
%V 32
%N 6
%P 649-661
%* (c) Copyright 1990 Academic Press
%X Look-ahead help fields were examined in a menu selection task using menus varying
in depth and breadth.  Experimental subjects received menu panels of specific menu
alternatives plus help fields containing upcoming alternatives; whereas control
subjects received only the specific menu alternatives.  Subjects were permitted to
navigate through the menu hierarchy, searching for targets.  Results replicated
earlier studies in terms of depth and breadth considerations.  However, the addition
of help fields did not enhance subject performance in any systematic fashion. 
Comparisons are made with previous findings in this area.

%M J.IJMMS.32.6.663 11/5/91 DV
%A James D. Arthur
%T Partitioned Frame Networks for Multi-Level, Menu-Based Interaction
%D 1990
%J IJMMS
%V 32
%N 6
%P 663-672
%* (c) Copyright 1990 Academic Press
%X Menu-based systems have continued to flourish because they present a simple
interaction format that is adaptable to many diverse applications.  The continued
integration of menu-based interaction with increasingly sophisticated software
systems, however, is resulting in complex, monolithic frame networks with several
undesirable characteristics.  This paper presents a novel approach to frame network
construction and menu-based interaction for application systems that support user
task specifications.  The approach is based on partitioning the conventional,
monolithic frame network into a set of hierarchically structured, disjoint networks
that preserves the original network topology while reducing its overall complexity
and size.  By exploiting partitioned frame networks, menu-based interaction can
support multiple levels of task specification.  Initially, a task overview can be
constructed without the user being encumbered by refinement details that could
obscure the overall solution specification.  Guided by the overview, subsequent
interaction leads to a detailed refinement of the intended task specification.

%M J.IJMMS.32.6.673 11/6/91 DV
%A Hsinchun Chen
%A Vasant Dhar
%T User Misconceptions of Information Retrieval Systems
%D 1990
%J IJMMS
%V 32
%N 6
%P 673-692
%* (c) Copyright 1990 Academic Press
%X We report results of an investigation where thirty subjects were observed performing
subjects-based search in an online catalog system.  The observations have revealed a
range of misconceptions users have when performing subject-based search.  We have
developed a taxonomy that characterizes these misconceptions and a knowledge
representation which explains these misconceptions.  Directions for improving search
performance are also suggested.

%M J.IJMMS.32.6.693 11/6/91 DV
%A Krzysztof Slowinski
%A Roman Slowinski
%T Sensitivity Analysis of Rough Classification
%D 1990
%J IJMMS
%V 32
%N 6
%P 693-705
%* (c) Copyright 1990 Academic Press
%X Rough classification of patients after highly selective vagotomy (HSV) for duodenal
ulcer is analysed from the viewpoint of sensitivity of previously obtained results to
minor changes in the norms of attributes.  The norms translate exact values
of pre-operating quantitative attributes into some qualitative terms, e.g. "low",
"medium" and "high".  An extensive computational experiment leads to the general
conclusion that original norms following from medical experience were well defined,
and that the results of analysis of the considered information system using rough sets
theory are robust in the sense of low sensitivity to minor changes in the norms of
attributes.

%M J.IJMMS.32.6.707 11/6/91 DV
%A Mert Cramer
%T Structure and Mnemonics in Computer and Command Languages
%D 1990
%J IJMMS
%V 32
%N 6
%P 707-722
%* (c) Copyright 1990 Academic Press
%X Payne and Green have proposed the Task Action Grammar (TAG) as a formalism
for the evaluation of command language organization.  TAG is a competence model
of command language organization which emphasizes the structural organization of
the command language.  That is, a group of commands all with the same form but
differing values is predicted to be easier to use than one where each command of the
group has a unique pattern of values.  From the first, Payne and Green (1983, 1984)
have used their experimental results at the University of Sheffield to illustrate the
two level organization of TAG.  The four test command languages they used were:
"structure and mnemonics"; "structure only"; "mnemonics only"; and a version of
the EMACS editor command language.  The subject's recall performance for any of
the first three languages was better than for the fourth.  The original experiment was
replicated at the University of Waterloo to gain a better view of user's capabilities
for command language usage.  At Waterloo a fifth language was added to the testing,
"neither structure nor mnemonics" to complete the 2 x 2 block design.  Contrary to
the original results, n the replication, the structural factor was not a significant
factor.  In fact, the structure only language, the EMACS variant and the language
with neither structure nor mnemonics were not significantly different.  Considering
only the languages with structure, the use of word abbreviation as mnemonic
appears to be more effective than the use of graphical symbols.
   As TAG depends on the explanation of the importance of structure, this finding
raises questions as to its utility.  A categorization exercise given to the Waterloo
subjects gave the only result which showed any influence of the structure factor.  If
TAG does provide a performance model of command languages, it appears to have
much less influence on the user's performance than some types of mnemonics.
   The EMACS variant has more complex organization than any other of the test
languages.  The test results do not show that the subjects were able to use the clues
provided.  Payne and Green (1984, 1986), Carroll (1982) and Dixon (1987) have
suggested possible explanations for this poor recall, but the current work leaves the
question unresolved.

fpack:!@#$%^&*(): TYPOS.TXT
NAME CORRECTION FORMAT:
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%M C.CHI.02.2.714
%A Judith S. Olsen
%A Judith S. Olson

%M B.Felker.81
%A Felker, D. B.
%A Daniel B. Felker

%M B.Felker.81
%A et al
%A Frances Pickering
%A Veda Charrow
%A V. Melissa Holland
%A Janice Redish

%M J.BIT.19.4.233
%A George Chin Jr
%A George Chin, Jr
%O done

%M C.INTACT.87.973
%A Don Sawtelle 3d
%A Don Sawtelle, III

%M B.Preece.02
-
%D 2002

%M B.Czaja.95
-
%D 1995

%M B.Norlin.02
-
%D 2002

%M B.Redmond-Pyle.95
-
%D 1995

%M B.Thomas.98
-
%D 1998
%O done

%M J.IJMMS.34.6.751
-
%D 1991

%M B.Varhol.95
%A 325
%P 325
%O done

%M C.HCI.93.3.111
%A Onyesonwu Anthony C.
%A Anthony C. Onyesonwu

%M C.HCI.93.3.113
%A Anene Rita N.
%A Rita N. Anene

%M C.HCI.93.3.127
%A Olatunji Dele A.
%A Dele A. Olatunji

%M C.HCI.93.3.48
%A Ogunseitan Agness A.
%A Agness A. Ogunseitan

%M C.HCI.93.3.58
%A Somefun Folorunsho. S.
%A Folorunsho. S. Somefun

%M C.HCI.93.3.65
%A Ogunmoyero Odunayo K.
%A Odunayo K. Ogunmoyero

%M C.HCI.93.3.85
%A Fajoyomi Tomi O.
%A Tomi O. Fajoyomi

%M C.HCI.93.3.88
%A Okoye Emeka F.
%A Emeka F. Okoye

%M C.HCI.93.3.90
%A Osita David O.
%A David O. Osita

%M C.HCI.93.3.94
%A Overare F.
%A F. Overare

%M B.Weinschenk.95
%A Sarah C Yeo
%A Sarah C. Yeo

------

%M C.ECSCW.99.199
%A Volkmar Pipek and Volker Wulf
%A Volkmar Pipek
%A Volker Wulf

%M J.BIT.11.1.13
%A Catherine C. Wolf
%A Catherine G. Wolf

%M E.Wogalter.94
%E Kenneth R Laughery
%E Kenneth R. Laughery

%M E.Wogalter.94
%E Michael S Wogalter
%E Michael S. Wogalter

%M E.Wogalter.94
%E Stephen L Young
%E Stephen L. Young

%M J.JOCEC.11.1.1
%A P Pete Chong
%A P. Pete Chong

%M J.JOCEC.11.1.15
%A Stephen G Powell
%A Stephen G. Powell

%M J.JOCEC.11.1.31
%A Surya B Yadav
%A Surya B. Yadav

%M J.JOCEC.11.1.47
%A Ross A Malaga
%A Ross A. Malaga

%M J.JOCEC.11.1.59
%A E Vance Wilson
%A E. Vance Wilson

%M J.JOCEC.11.3.153
%A James Y L Thong
%A James Y. L. Thong

%M J.JOCEC.11.3.179
%A Shan L Pan
%A Shan L. Pan

%M J.JOCEC.11.4.229
%A Patrick Y K Chau
%A Patrick Y. K. Chau

%M J.JOCEC.11.4.269
%A Masoud H Saeedi
%A Masoud H. Saeedi

%M J.JOCEC.11.4.269
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%A John A. A. Sillince

%M J.JOCEC.11.4.285
%A Ali F Farhoomand
%A Ali F. Farhoomand

%M J.BIT.7.3.295
%A Patrizia V. Papstein
%A Patricia Von Papstein

%M C.DIS.2000.48
%A Stephen Wensveen
%A Stephan Wensveen

%M J.SIGDOC.23.3.96
%A Edmund H. Weiss
%A Edmond H. Weiss

%M J.INTER.1.1.7
%A Marc Weiser
%A Mark Weiser

%M C.CHI.01.2.303
%A John A Waterworth
%A John A. Waterworth

%M C.CHI.01.2.303
%A Eva L Waterworth
%A Eva L. Waterworth

%M C.CHI.99.1.48
%A Yancling Wang
%A Yanqing Wang

%M C.CHI.02.2.530
%A Vera Vukovic'
%A Vera Vukovic

%M J.IJHCS.40.2.273
%A Angh W. Voss
%A Angi W. Voss

%M C.IUI.99.65
%A Adrian S. Vivacqua
%A Adriana S. Vivacqua

%M J.IJHCS.52.6.991
%A Visawanath Venkatesh
%A Viswanath Venkatesh

%M C.CHI.96.1.496
%A Boris M. Velichovsky
%A Boris M. Velichkovsky

%M J.IJHCS.53.3.333
%A Raul Valdws-Perez
%A Raul Valdes-Perez

%M J.SIGDOC.21.1.26
%A Emmmanuel Uren
%A Emmanuel Uren

%M C.CHI.94.2.-
%A Kari Ueno
%A Kaori Ueno

%M C.CHI.03.2.872
%A Manfred Tschelig
%A Manfred Tscheligi

%M J.IJHCS.56.2.173
%A Ame Elliott and Marti A. HearsT
%A Ame Elliott
%A Marti A. Hearst

%M J.IJHCS.56.2.199
%A M. Le Goc, C. Frydman and L. Torres
%A M. Le Goc
%A C. Frydman
%A L. Torres

%M J.IJHCS.56.2.247
%A Ann M. Bisantz and Jennifer J. Ockerman
%A Ann M. Bisantz
%A Jennifer J. Ockerman

%M J.IJHCS.56.4.423
%A Richard E. Potter and Pierre A. Balthazard
%A Richard E. Potter
%A Pierre A. Balthazard

%M J.IJHCS.56.6.569
%A Dal Vernon C. Reising and Penelope M. SandersoN
%A Dal Vernon C. Reising
%A Penelope M. Sanderson

%M J.IJHCS.56.6.597
%A Dal Vernon C. Reising and Penelope M. SandersoN
%A Dal Vernon C. Reising
%A Penelope M. Sanderson

%M J.JCSCW.6.4.327
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%A Norbert A. Streitz

%M C.DL.02.98
%A Elliott Soloway
%A Elliot Soloway

%M C.CHI.95.2.379
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%A Cynthia Solomon

%M C.CHI.02.2.692
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%A Elliot Soloway

%M C.CHI.02.2.704
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%A Elliot Soloway

%M C.HCII.01.2.397
%A M. Sobiesczczanska
%A M. Sobieszczanska

%M C.HFS.93.803
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%A Stover H. Snook

%M C.CHI.01.2.321
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%A Barton A. Smith

%M C.CSCW.2000.145
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%A Monindar Singh

%M C.ECSCW.99.371
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%M C.CHI.96.2.89
%A Marylin C. Salzman
%A Marilyn C. Salzman

%M J.IJHCS.59.6.777
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%A Guangfeng Song
%A Gavriel Salvendy

%M B.Salton.83
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%A Gerard Salton

%M J.HYPERM.5.1.47
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%A Guido Van Rossum

%M C.CHI.95.2.156
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%A Elizabeth Rosenzweig

%M C.ECHT.92.53
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%A Russell A. Rogers

%M J.IJHCS.43.3.281
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%A Antoine Rizk

%M C.CHI.02.2.592
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%A Meredith Ringel

%M C.IUI.2000.207
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%A Ellen Riloff

%M C.IR.01.51
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%A Berthier Ribeiro-Neto

%M J.SIGCHI.31.1.13
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%M J.INTER.3.3.5
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%A Marc Rettig

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%A Mitchel Resnick

%M C.HCI.95.1.755
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%A Luiza Helena
%A Boueri Rebello

%M C.BCSHCI.97.303
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%A M. Rauterberg

%M C.CHI.95.1.511
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%A Philippe Piernot

%M C.ESP.93.1
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%A Marian Petre

%M J.IJHCS.51.2.369
%A Zdzisaw Pawlak
%A Zdzislaw Pawlak

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%A Mark S. Ackerman

%M J.INTER.4.5.9
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%A Kristin Alexander

%M C.HFS.92.679
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%A Fereydoun Aghazadeh

%M J.HCI.5.2-3.267
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%A Roberta L. Klatzky

%M B.Brockman.86
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%A R. John Brockmann

%M B.Brockman.90
%A R. John Brockman
%A R. John Brockmann

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%A Tony Fernandes

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%A Shoshana Zuboff

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%A Chieko Asakawa

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%A Julie Morrison

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%A Karri-Pekka Laakso

%M C.CHI.02.2.512
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%M C.CHI.02.2.820
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%A Claire O'Malley

%M C.CHI.03.2.858
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%A Stephen A. Brewster

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%A Marc Hassenzahl

%M C.CHI.2000.2.97
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%A Karri-Pekka Laakso

%M C.CHI.93.144
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%A Henry Lieberman

%M C.CHI.93.301
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%M C.CHI.93.515
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%A Lynne Colgan

%M C.CHI.94.1.399
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-
%O done

%M C.CHI.94.2.147
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%A Pamela A. Burke

%M C.CHI.95.1.338
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%A Octavio Juarez

%M C.CHI.95.2.170
%A Rahgu Kolli
%A Raghu Kolli

%M C.CHI.95.2.174
%A Diane L. Schiano
%A Diane J. Schiano

%M C.CHI.95.2.178
%A Sara Keisler
%A Sara Kiesler

%M C.CHI.95.2.195
%A Morton Kyng
%A Morten Kyng

%M C.CHI.96.2.293
%A Chris Atkenson
%A Chris Atkeson

%M C.CHI.96.2.97
%A Anne Schomer
%A Anna Schomer

%M C.CHI.97.1.147
%A Massaki Fukumoto
%A Masaaki Fukumoto

%M C.CHI.97.2.277
%A Kai-yu Hsiao
%A Kai-yuh Hsiao

%M C.CHI.97.2.95
%A Julie Nowick
%A Julie Nowicki

%M C.CHI.98.2.277
%A Kellog S. Booth
%A Kellogg S. Booth

%M C.CHI.99.1.246
%A Research Center
-

%M C.CHI.99.2.176
%A James A Larson
%A James A. Larson

%M C.CSCW.2000.309
%A Anop Gupta
%A Anoop Gupta

%M C.CSCW.2000.359
%A Ruzena Bajesy
%A Ruzena Bajcsy

%M C.DIS.02.87
%A Thorston Joachims
%A Thorsten Joachims

%PT J
%M C.DIS.97.1
%A Gerhard Fisher
%A Gerhard Fischer

%M C.DIS.97.385
%A Kari Thoreson
%A Kari Thoresen

%M C.DL.01.79
%A Hinchun Chen
%A Hsinchun Chen

%M C.DOC.97.309
%A Beverly B. Zimmermann
%A Beverly B. Zimmerman

%M C.DOC.99.65
%A Jochern Bern
%A Jochen Bern

%M C.ECHT.92.286
%A Linda Hardman
%A Lynda Hardman

%M C.ECSCW.89.343
%A K. Gronboek
%A K. Gronbaek

%M C.ECSCW.99.139
%A Wendy A. Kellogg and Thomas Erickson
%A Wendy A. Kellogg
%A Thomas Erickson

%M C.ECSCW.99.277
%A Olav W. Bertelsen and Christina Nielsen
%A Olav W. Bertelsen
%A Christina Nielsen

%M C.ECSCW.99.311
%A John Bowers and David Martin
%A John Bowers
%A David Martin

%M C.ECSCW.99.411
%A Karen Ruhleder and Brigitte Jordan
%A Karen Ruhleder
%A Brigitte Jordan

%PT J
%M C.ECSCW.99.81
%A Jens Bergquist
%A Jens Bergqvist

%M C.EWHCI.93.2.177
%A Saran M. North
%A Sarah M. North

%M C.HCI.93.2.1034
%A Hirosi Taninaka
%A Hiroshi Taninaka

%M C.HCI.93.3.112
%A Martin J. Dainoff
%A Marvin J. Dainoff

%M C.HCI.95.2.311
%A Ranvindra S. Goonetilleke
%A Ravindra S. Goonetilleke

%M C.HCI.95.2.459
%A V. L. Maloyran
%A V. L. Maloryan

%M C.HCI.97.1.261
%A T. Waefter
%A T. Waefler

%M C.HCI.99.2.772
%A E. Guttmann
%A E. Guttman

%M C.HCII.01.1.248
%A S. Itaj
%A S. Itai

%M C.HCII.01.2.829
%A J. Kuljus
%A J. Kuljis

%M C.HFS.90.1195
%A Conny B. O. Holmstrom
%A Conny B. O. Holmstroem

%M C.HFS.92.596
%A Roben O. Besco
%A Robert O. Besco

%M C.HYPER.91.345
%A Hermamn Kaindl
%A Hermann Kaindl

%M C.HYPER.93.Courses.8
%A Krzystof Lenk
%A Krzysztof Lenk

%M C.HYPER.96.246
%A Keven Schlueter
%A Kevin Schlueter

%M C.HYPER.98.235
%A Keisha Tajima
%A Keishi Tajima

%M C.INT.01.537
%A E. Frokjoer
%A E. Frokjaer

%M C.IR.01.51
%A Novio Ziviani
%A Nivio Ziviani

%M C.IR.95.273
%A Makato Iwayama
%A Makoto Iwayama

%M C.IUI.03.158
%A Elisabeth Andr?
%A Elisabeth Andre

%M C.OCS.93.258
%A John Mylopolous
%A John Mylopoulos

%M C.OZCHI.93.264
%A Roherta Mancini
%A Roberta Mancini

%M C.OZCHI.95.146
%A Warwicj Mugridge
%A Warwick Mugridge

%M C.OZCHI.95.20
%A Penny Collins
%A Penny Collings

%M C.OZCHI.95.23
%A Janis Mckange
%A Janis Mckauge

%M C.OZCHI.95.308
%A Helen Kieboo
%A Helen Kieboom

%M C.UI4ALL.97.16
%A Erik Frokjoer
%A Erik Frokjaer

%M E.Galer.92.373
%A Lampros Laios
%A Lambros Laios

%M E.delGaldo.96
%E Eliza del Galdo
%E Elisa del Galdo

%M J.BIT.16.1.3
%A Cristiaan Korunka
%A Cristian Korunka

%M J.BIT.19.3.189
%A Mark Hatala
%A Marek Hatala

%M J.IJHCI.13.1.13
%A Marvin Dainoffas
%A Marvin Dainoff

%M J.IJHCI.5.3.289
%A Nicholas Marmaras
%A Nicolas Marmaras

%M J.IJHCI.9.4.407
%A Christian Korunka
%A Cristian Korunka

%M J.IJHCS.40.1.31
%A Georgio Brajnik
%A Giorgio Brajnik

%M J.IJHCS.45.2.157
%A Peter R. R. Hibberd
%A Peter R. Hibberd

%M J.IJMMS.32.1.1
%A Jeanette G. Neal
%A Jeannette G. Neal

%M J.IJMMS.39.6.881
%A Brian Gains
%A Brian Gaines
%O Done

%M J.INTER.9.2.59
%A Accenture
-

%M J.IWC.3.2.217
%A Karen F. O'Neill Strong
%A Karen E. O'Neill Strong

%M J.IWC.6.1.23
%A Hans van per Meij
%A Hans van der Meij

%M J.JCSCW.8.3.207
%A Thmoas Berlage
%A Thomas Berlage

%M J.SIGCHI.28.2.43
%A Rimi Bastide
%A Remi Bastide

%M J.TOCHI.10.2.119
%A Kasper Hornbsaek
%A Kasper Hornbaek

%M J.TOCHI.7.3.384
%A Shinju Moriya
%A Shinji Moriya

fpack:!@#$%^&*(): INTER09.B
%M J.INTER.9.1.4
%T Editorial
%S COLUMN: Editorial
%E Steven Pemberton
%J INTER
%D 2002
%V 9
%N 1
%P 4
%* (c) Copyright 2002 ACM

%M J.INTER.9.1.7
%T Certifying usability (professionals): a scheme to qualify
practitioners
%S DEPARTMENT: What's happening
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 1
%P 7-9
%* (c) Copyright 2002 ACM

%M J.INTER.9.1.11
%T Question and answer: design means remembering to ask the question
%S COLUMN: Whiteboard
%A Joshua Seiden
%J INTER
%D 2002
%V 9
%N 1
%P 11-15
%* (c) Copyright 2002 ACM

%M J.INTER.9.1.17
%T Uncovering the new wireless interaction paradigm
%S COLUMN: Business
%A Heiko Sacher
%A Gareth Loudon
%J INTER
%D 2002
%V 9
%N 1
%P 17-23
%* (c) Copyright 2002 ACM

%M J.INTER.9.1.25
%T Conceptual models: begin by designing what to design
%S COLUMN: Design
%A Jeff Johnson
%A Austin Henderson
%J INTER
%D 2002
%V 9
%N 1
%P 25-32
%* (c) Copyright 2002 ACM

%M J.INTER.9.1.34
%T Designing the PDA of the future
%A Aaron Marcus
%A Eugene Chen
%J INTER
%D 2002
%V 9
%N 1
%P 34-44
%* (c) Copyright 2002 ACM

%M J.INTER.9.1.45
%T Book preview
%S DEPARTMENT: Book preview
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 1
%P 45-48
%* (c) Copyright 2002 ACM

%M J.INTER.9.1.49
%T CHI 2002
%S DEPARTMENT: Conference preview
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 1
%P 49-55
%* (c) Copyright 2002 ACM

%M J.INTER.9.1.56
%T Electric IP
%S DEPARTMENT: Reflections
%A Steven Pemberton
%J INTER
%D 2002
%V 9
%N 1
%P 56
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.4
%T Editorial
%S COLUMN: Editorial
%E Steven Pemberton
%J INTER
%D 2002
%V 9
%N 2
%P 4
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.7
%T Metaphors and user interfaces in the 21st Century
%S COLUMN: Fast forward
%A Aaron Marcus
%J INTER
%D 2002
%V 9
%N 2
%P 7-10
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.11
%T Why do version 1.0 and not release it?: Conducting field trials of
the tablet PC
%S COLUMN: Business
%A S. Dray
%A D. Siegel
%A E. Feldman
%A M. Potenza
%J INTER
%D 2002
%V 9
%N 2
%P 11-16
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.17
%T What's in a word?: The semantics of usability
%S COLUMN: The Whiteboard
%A Bruce G. Allen
%A Elizabeth Buie
%J INTER
%D 2002
%V 9
%N 2
%P 17-21
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.23
%T What we say, what we do: third annual special issue on interface
design
%S SPECIAL ISSUE: Interface design, 2002
%A Elizabeth Dykstra-Erickson
%J INTER
%D 2002
%V 9
%N 2
%P 23
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.25
%T Aalborg University
%S SPECIAL ISSUE: Interface design, 2002: University Briefs
%A Jan Stage
%J INTER
%D 2002
%V 9
%N 2
%P 25-28
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.29
%T Indiana University-Purdue University Indianapolis (IUPUI)
%S SPECIAL ISSUE: Interface design, 2002: University Briefs
%A Anthony Faiola
%J INTER
%D 2002
%V 9
%N 2
%P 29-32
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.33
%T University of British Columbia
%S SPECIAL ISSUE: Interface design, 2002: University Briefs
%A Brian Fisher
%J INTER
%D 2002
%V 9
%N 2
%P 33-36
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.37
%T Umea University
%S SPECIAL ISSUE: Interface design, 2002: University Briefs
%A Mike Stott
%A Alistair Regan
%A Daniel Fallman
%J INTER
%D 2002
%V 9
%N 2
%P 37-40
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.41
%T University of Melbourne
%S SPECIAL ISSUE: Interface design, 2002: University Briefs
%A Steve Howard
%J INTER
%D 2002
%V 9
%N 2
%P 41-44
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.45
%T Vrije Universiteit
%S SPECIAL ISSUE: Interface design, 2002: University Briefs
%A Gerrit C. van der Veer
%A Mari Carmen Puerta
%A Anton Eliens
%A Cristina Chisalita
%A Janke Smit
%J INTER
%D 2002
%V 9
%N 2
%P 45-50
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.51
%T Washington State University
%S SPECIAL ISSUE: Interface design, 2002: University Briefs
%A Abbie Brown
%J INTER
%D 2002
%V 9
%N 2
%P 51-53
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.55
%T Wichita State University
%S SPECIAL ISSUE: Interface design, 2002: University Briefs
%A Charles G. Halcomb
%A Barbara S. Chaparro
%J INTER
%D 2002
%V 9
%N 2
%P 55-57
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.59
%S SPECIAL ISSUE: Interface design, 2002: Industry Briefs: Accenture
%A Cynthia L. Perrine
%A Jeffry J. Tar
%A Alan E. Asper
%J INTER
%D 2002
%V 9
%N 2
%P 59-61
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.63
%T AM+A
%S SPECIAL ISSUE: Interface design, 2002: Industry Briefs
%A Eugene Chen
%J INTER
%D 2002
%V 9
%N 2
%P 63-68
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.69
%T Constantine & Lockwood
%S SPECIAL ISSUE: Interface design, 2002: Industry Briefs
%A Larry Constantine
%J INTER
%D 2002
%V 9
%N 2
%P 69-71
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.73
%T Lycos Europe: Lycos Europe
%S SPECIAL ISSUE: Interface design, 2002: Industry Briefs
%A Jens Jonason
%J INTER
%D 2002
%V 9
%N 2
%P 73-76
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.77
%T Motivo
%S SPECIAL ISSUE: Interface design, 2002: Industry Briefs
%A Robert Abbott
%A Bill Litfin
%J INTER
%D 2002
%V 9
%N 2
%P 77-80
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.81
%T Oracle
%S SPECIAL ISSUE: Interface design, 2002: Industry Briefs
%A Jeremy Ashley
%A Kristin Desmond
%J INTER
%D 2002
%V 9
%N 2
%P 81-86
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.87
%T Siemens AG
%S SPECIAL ISSUE: Interface design, 2002: Industry Briefs
%A Stefan Schoen
%A Helmut Degen
%A Nuray Aykin
%A Arnold Rudorfer
%A Xiaowei Yuan
%J INTER
%D 2002
%V 9
%N 2
%P 87-90
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.91
%T SWIM: SWIM
%S SPECIAL ISSUE: Interface design, 2002: Industry Briefs
%A Gitta Salomon
%A Jason Ward
%A Tzufen Liao
%J INTER
%D 2002
%V 9
%N 2
%P 91-94
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.95
%T Syntagm
%S SPECIAL ISSUE: Interface design, 2002: Industry Briefs
%A William Hudson
%J INTER
%D 2002
%V 9
%N 2
%P 95-98
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.99
%T SRA, NAIST & JST
%S SPECIAL ISSUE: Interface design, 2002: Industry Briefs
%A Kumiyo Nakakoji
%A Yasuhiro Yamamoto
%A Aoki Atsushi
%J INTER
%D 2002
%V 9
%N 2
%P 99-102
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.103
%T SQR
%S SPECIAL ISSUE: Interface design, 2002: Industry Briefs
%A Ariel Guersenzvaig
%J INTER
%D 2002
%V 9
%N 2
%P 103-105
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.107
%T HCI down under
%S SPECIAL ISSUE: Interface design, 2002: Perspectives
%A John Murphy
%J INTER
%D 2002
%V 9
%N 2
%P 107-108
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.109
%T Coming together to explore the intersections of HCI, experience
design, and information architecture
%S SPECIAL ISSUE: Interface design, 2002: Perspectives
%A Richard Anderson
%J INTER
%D 2002
%V 9
%N 2
%P 109-111
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.113
%T Alben Design by Lauralee Alben
%S SPECIAL ISSUE: Interface design, 2002: Interviews
%A Elizabeth Dykstra-Erickson
%J INTER
%D 2002
%V 9
%N 2
%P 113-118
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.119
%T Perspectives on interaction design by Yvonne Rogers, Helen Sharp, and
Jennifer J. Preece
%S SPECIAL ISSUE: Interface design, 2002: Interviews
%A Elizabeth Dykstra-Erickson
%J INTER
%D 2002
%V 9
%N 2
%P 119-122
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.123
%T Perspectives on user interface design training by Scott Berkun
%S SPECIAL ISSUE: Interface design, 2002: Interviews
%A Elizabeth Dykstra-Erickson
%J INTER
%D 2002
%V 9
%N 2
%P 123-125
%* (c) Copyright 2002 ACM

%M J.INTER.9.2.128
%T Choose one: fast, correct, or pleasurable
%S COLUMN: Reflections
%A Steven Pemberton
%J INTER
%D 2002
%V 9
%N 2
%P 128-127
%* (c) Copyright 2002 ACM

%M J.INTER.9.3.4
%T Editorial
%S COLUMN: Editorial
%E Steven Pemberton
%J INTER
%D 2002
%V 9
%N 3
%P 4
%* (c) Copyright 2002 ACM

%M J.INTER.9.3.7
%T Interaction design and children international workshop
%S DEPARTMENT: What's happening
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 3
%P 7-9
%* (c) Copyright 2002 ACM

%M J.INTER.9.3.11
%T Consistency maintenance in real-time collaborative graphics editing
systems
%S DEPARTMENT: Research alerts
%A Chengzheng Sun
%A David Chen
%J INTER
%D 2002
%V 9
%N 3
%P 11-12
%* (c) Copyright 2002 ACM

%M J.INTER.9.3.13
%T Laid-off usability engineer, or why we don't get no respect
%S COLUMN: The whiteboard
%A Jon Meads
%J INTER
%D 2002
%V 9
%N 3
%P 13-16
%* (c) Copyright 2002 ACM

%M J.INTER.9.3.17
%T A photo history of SIGCHI: evolution of design from personal to
public
%S COLUMN: Design
%A Ben Shneiderman
%A Hyunmo Kang
%A Bill Kules
%A Catherine Plaisant
%A Anne Rose
%A Richesh Rucheir
%J INTER
%D 2002
%V 9
%N 3
%P 17-23
%* (c) Copyright 2002 ACM

%M J.INTER.9.3.25
%T Culture class vs. culture clash
%S COLUMN: Fast forward
%A Aaron Marcus
%J INTER
%D 2002
%V 9
%N 3
%P 25-28
%* (c) Copyright 2002 ACM

%M J.INTER.9.3.29
%T Understanding and overcoming resistance to ethnographic design
research
%S COLUMN: Business
%A David Gilmore
%J INTER
%D 2002
%V 9
%N 3
%P 29-35
%* (c) Copyright 2002 ACM

%M J.INTER.9.3.36
%T Remedies for common user-agent problems
%A Karl Dubost
%A Hugo Haas
%A Ian Jacobs
%J INTER
%D 2002
%V 9
%N 3
%P 36-44
%* (c) Copyright 2002 ACM

%M J.INTER.9.3.45
%T Shaping web usability -- interaction design in context
%S DEPARTMENT: Book preview
%A Al Badre
%J INTER
%D 2002
%V 9
%N 3
%P 45-47
%* (c) Copyright 2002 ACM

%M J.INTER.9.3.49
%T DIS2002
%S DEPARTMENT: Conference preview
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 3
%P 49-51
%* (c) Copyright 2002 ACM

%M J.INTER.9.3.56
%T Multimedia in 1938: utterly fantastic plans?
%S DEPARTMENT: Reflections
%A G. Alan Creak
%J INTER
%D 2002
%V 9
%N 3
%P 56-ff
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.4
%T Use is beauty, beauty use
%S COLUMN: Editorial
%E Steven Pemberton
%J INTER
%D 2002
%V 9
%N 4
%P 4
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.7
%T Call for participation: HCI International 2003 10th International
Conference on Human-Computer Interaction
%S DEPARTMENT: What's happening
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 4
%P 7-9
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.11
%T From use to presence: on the expressions and aesthetics of everyday
computational things
%S DEPARTMENT: Research Alerts
%J INTER
%D 2002
%V 9
%N 4
%P 11-12
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.13
%T The emperor has no lab coat
%S COLUMN: The whiteboard
%A George Olsen
%J INTER
%D 2002
%V 9
%N 4
%P 13-17
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.19
%T Multiples x 1
%S COLUMN: Design
%A Hani Asfour
%J INTER
%D 2002
%V 9
%N 4
%P 19-21
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.22
%T Internet and architecture
%S DEPARTMENT: Design
%A Jeffrey Huang
%J INTER
%D 2002
%V 9
%N 4
%P 22-24
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.25
%T Demo-driven design or design-driven demos: vaporware, demos, and
prototypes
%S COLUMN: Business
%A David Siegel
%A Tracy Rouchka
%J INTER
%D 2002
%V 9
%N 4
%P 25-30
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.31
%T CHI as a cross-tribal community
%S COLUMN: Fast forward
%A Aaron Marcus
%J INTER
%D 2002
%V 9
%N 4
%P 31-35
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.36
%T Emotion & design: attractive things work better
%A Don Norman
%J INTER
%D 2002
%V 9
%N 4
%P 36-42
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.43
%T Book preview
%S DEPARTMENT: Book preview
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 4
%P 43-45
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.47
%T Mobile HCI 02
%S DEPARTMENT: Conference preview
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 4
%P 47-50
%* (c) Copyright 2002 ACM

%M J.INTER.9.4.52
%T Go away!
%S DEPARTMENT: Reflections
%A Steven Pemberton
%J INTER
%D 2002
%V 9
%N 4
%P 52-51
%* (c) Copyright 2002 ACM

%M J.INTER.9.5.4
%T Pemberton's laptop
%S DEPARTMENT: Editorial
%E Steven Pemberton
%J INTER
%D 2002
%V 9
%N 5
%P 4
%* (c) Copyright 2002 ACM

%M J.INTER.9.5.7
%T Call for papers: User Modeling `03
%S DEPARTMENT: What's happening
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 5
%P 7-8
%* (c) Copyright 2002 ACM

%M J.INTER.9.5.9
%T A scalable method for deductive generalization in the spreadsheet
paradigm
%S DEPARTMENT: Research alerts
%A Margaret Burnett
%A Sherry Yang
%A Jay Summet
%J INTER
%D 2002
%V 9
%N 5
%P 9-11
%* (c) Copyright 2002 ACM

%M J.INTER.9.5.13
%T Sale must end: should discount methods be cleared off HCI's shelves?
%S COLUMN: Business
%A Gilbert Cockton
%A Alan Woolrych
%J INTER
%D 2002
%V 9
%N 5
%P 13-18
%* (c) Copyright 2002 ACM

%M J.INTER.9.5.19
%T Dare we define user-interface design?
%S COLUMN: Fast forward
%A Aaron Marcus
%J INTER
%D 2002
%V 9
%N 5
%P 19-24
%* (c) Copyright 2002 ACM

%M J.INTER.9.5.25
%T Visualization strategies for the design of interactive navigable 3-D
worlds
%S COLUMN: Design
%A I. Wagner
%A M. Kompast
%A R. Lainer
%J INTER
%D 2002
%V 9
%N 5
%P 25-34
%* (c) Copyright 2002 ACM

%M J.INTER.9.5.35
%T "Pardon me, but your baby is ugly..."
%S COLUMN: The whiteboard
%A Larry Marine
%J INTER
%D 2002
%V 9
%N 5
%P 35-39
%* (c) Copyright 2002 ACM

%M J.INTER.9.5.40
%T Understanding human reactivites and relationships: an excerpt from
Leonardo's laptop
%A Ben Shneiderman
%J INTER
%D 2002
%V 9
%N 5
%P 40-53
%* (c) Copyright 2002 ACM

%M J.INTER.9.5.55
%T Book preview
%S DEPARTMENT: Book preview
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 5
%P 55-56
%* (c) Copyright 2002 ACM

%M J.INTER.9.5.57
%T First UIST interface-design contest
%S DEPARTMENT: ACM symposium
%A Marty Frenzel
%A Joe Marks
%A Kathy Ryall
%J INTER
%D 2002
%V 9
%N 5
%P 57-62
%* (c) Copyright 2002 ACM

%M J.INTER.9.5.64
%T A pixel is not a point
%S DEPARTMENT: Reflections
%A Steven Pemberton
%J INTER
%D 2002
%V 9
%N 5
%P 64
%* (c) Copyright 2002 ACM

%M J.INTER.9.6.4
%T Pemberton's PDA
%S COLUMN: Editorial
%E Steven Pemberton
%J INTER
%D 2002
%V 9
%N 6
%P 4
%* (c) Copyright 2002 ACM

%M J.INTER.9.6.7
%T What's happening
%S DEPARTMENT: What's happening
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 6
%P 7-8
%* (c) Copyright 2002 ACM

%M J.INTER.9.6.9
%T Symmetric and asymmetric action integration during cooperative object
manipulation in virtual environments
%S DEPARTMENT: Research alerts
%A Roy A. Ruddle
%A Justin C.D. Savage
%A Dylan M. Jones
%J INTER
%D 2002
%V 9
%N 6
%P 9-10
%* (c) Copyright 2002 ACM

%M J.INTER.9.6.11
%T Letter from the dark side: confessions of an applications developer
%S COLUMN: The whiteboard
%A Thomas McCoy
%J INTER
%D 2002
%V 9
%N 6
%P 11-15
%* (c) Copyright 2002 ACM

%M J.INTER.9.6.17
%T How to cope with success
%S COLUMN: Business
%A Tom Stewart
%J INTER
%D 2002
%V 9
%N 6
%P 17-21
%* (c) Copyright 2002 ACM

%M J.INTER.9.6.23
%T An equilibrium of value: linking business decisions and user benefits
%S COLUMN: Design
%A Karen Donoghue
%J INTER
%D 2002
%V 9
%N 6
%P 23-27
%* (c) Copyright 2002 ACM

%M J.INTER.9.6.29
%T The cult of cute: the challenge of user experience design
%S COLUMN: Fast forward
%A Aaron Marcus
%J INTER
%D 2002
%V 9
%N 6
%P 29-34
%* (c) Copyright 2002 ACM

%M J.INTER.9.6.36
%T Interaction design prototyping of communicator devices: towards
meeting the hardware-software challenge
%A Celine Pering
%J INTER
%D 2002
%V 9
%N 6
%P 36-46
%* (c) Copyright 2002 ACM

%M J.INTER.9.6.47
%T Book preview
%S DEPARTMENT: Book preview
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 6
%P 47-49
%* (c) Copyright 2002 ACM

%M J.INTER.9.6.51
%T Conference preview
%S DEPARTMENT: Conference preview
%E Marisa Campbell
%J INTER
%D 2002
%V 9
%N 6
%P 51-54
%* (c) Copyright 2002 ACM

%M J.INTER.9.6.56
%T Must the sale end?
%S DEPARTMENT: Reflections
%A Harley Manning
%J INTER
%D 2002
%V 9
%N 6
%P 56-ff
%* (c) Copyright 2002 ACM

fpack:!@#$%^&*(): IWC03.BA
%M J.IWC.3.1.3 4/21/91 ht; 4/27/19 gp
%S Editorial
%T Importance of Failure Analysis for Human-Computer Interface Design
%A Thomas T. Hewett
%J IWC
%V 3
%N 1
%D 1991
%P 3-8
%X N/A

%M J.IWC.3.1.9 4/21/91 ht; 4/27/19 gp
%S Articles
%T Direct Manipulation Interaction Tasks: A Macintosh-Based Analysis
%A C. H. E. Phillips
%A M. D. Apperley
%J IWC
%V 3
%N 1
%D 1991
%P 9-26
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X Direct manipulation interfaces cover a range of interactions involving a
variety of styles.  An important first step in developing techniques for
describing and implementing asynchronous interactive dialogues of
the type found in direct manipulation environments is an understanding
of the underlying interaction tasks viewed from a user perspective. 
This paper reviews previous attempts to classify interaction tasks,
examines them in the context of the Macintosh environment and
proposes a taxonomy of tasks.  Particular attention is devoted to tasks
involving repeated actions.  It is shown that all tasks reduce to selection
sub-tasks, which has implications for the types of tools and techniques
needed to describe and implement direct manipulation interfaces.  In
particular it is suggested that the meneme model of Lean Cuisine
(Apperley and Spence, 1989) which was developed in the context of
menu systems, and is based on selectable representations of objects,
could be extended to handle the other interactions of a direct manipulation
interface.
%K Direct manipulation, Interaction tasks, Macintosh interface,
Design notations

%M J.IWC.3.1.27 4/21/91 ht; 4/27/19 gp
%S Articles
%T Adaptive Predictive Text Generation and the Reactive Keyboard
%A John J. Darragh
%A Ian H. Witten
%J IWC
%V 3
%N 1
%D 1991
%P 27-50
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X The paper explores the application of predictive text generation to the
human-computer interface.  Predictive techniques exploit the statistical
redundancy of language to accelerate and amplify user inputs. 
Acceleration is achieved by making more likely language elements faster to
select, while amplification is accomplished by selection of concatenated
elements.  The language models used are created adaptively,
decoupling the prediction mechanism from the application domain
and user's vocabulary, and conforming automatically to whatever kind
of text is entered.
   A device called the 'reactive keyboard' is described along with two
user interface implementations, one for keyboard entry and the other
for a mouse/window environment.  A clear separation is made between
the system's user interface and the underlying model it employs, and
the two versions share the same prediction technique and adaptive
modelling mechanism.  The basic idea is to order context-conditioned
candidate strings, which are predicted by the model, according to
frequency and display them for selection.
%K Communication aid, Predictive text generation, Adaptive
modelling, Disabled users, Typing aid, Human-computer interface,
Command-line editing

%M J.IWC.3.1.51 4/21/91 ht; 4/27/19 gp
%S Articles
%T Rapid Prototyping in Human-Computer Interface Development
%A H. Rex Hartson
%A Eric C. Smith
%J IWC
%V 3
%N 1
%D 1991
%P 51-91
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X Some conventional approaches to interactive system development tend
to force commitment to design detail without a means for visualizing
the result until it is too late to make significant changes.  Rapid
prototyping and iterative system refinement, especially for the human
interface, allow early observation of system behaviour and opportunities
for refinement in response to user feedback.  The role of rapid
prototyping for evaluation of interface designs is set in the system
development life-cycle.  Advantages and pitfalls are weighed, and
detailed examples are used to show the application of rapid prototyping
in a real development project.  Kinds of prototypes are classified
according to how they can be used in the development process, and
system development issues are presented.  The future of rapid prototyping
depends on solutions to technical problems that presently limit
effectiveness of the technique in the context of present day software
development environments.
%K Rapid prototyping, Human-computer interaction,
Prototyping, User interface, Development environment, Development
methodology, Evaluation, Life-cycle, Software tools, User interface
management

%M J.IWC.3.1.92 4/21/91 ht; 4/27/19 gp
%S Articles
%T Teaching the Practitioners: Developing a Distance Learning Postgraduate HCI
Course
%A Jenny Preece
%A Laurie Keller
%J IWC
%V 3
%N 1
%D 1991
%P 92-118
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X This paper reports on HCI education and on issues in HCI needing
resolution when developing a course in human-computer interaction. 
   We also look at how HCI can be taught, particularly to professional
engineers, scientists and managers, using distance teaching and
predicated on students using their industrial base as a classroom and
laboratory.
   The paper also draws a comparison between the practices of
user-centred iterative software design and the way that our course was
developed.
%K Curriculum development, Multidisciplinary, Theory,
Practice, Knowledge, Tools, Terminology, Distance learning, User-centred
course development

%M J.IWC.3.1.119 4/21/91 ht; 4/27/19 gp
%S Articles
%T Rogerian Psychology and Human-Computer Interaction
%A H. W. Killam
%J IWC
%V 3
%N 1
%D 1991
%P 119-128
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X Psychology is an important part of human-computer interface design,
and many schools of psychology have contributed to our understanding
in this area.  Humanistic psychology, particularly the work of Carl
Rogers and his client-centred approach to therapy, is one area of
psychology that has not been directly applied to human-computer
interaction, yet it is being applied unknowingly.  The paper presents an
overview of the development of Rogerian psychology and attempts to
show how its principles are currently being addressed in human-computer
interface design.  It is hoped that an understanding of the
humanistic perspective will provide insight into why certain guidelines
and applications elicit user acceptance while others do not. 
Particular areas of computer use and specific applications where this
knowledge can be applied are discussed.
%K Human-computer interaction, Psychology, Human factors

%M J.IWC.3.2.131
%S Articles
%T IMAGES: A User Interface Development System
%A J. Alves Marques
%A Nuno Guimaraes
%A L. Pinto Simoes
%J IWC
%V 3
%N 2
%D 1991
%P 131-154
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X The paper describes the user interface (UI) environment developed for
the SOMIW (Secure Open Multimedia Integrated Workstation) project. 
The basic goals of the project were the definition of a comprehensive
architecture handling all relevant UI concepts and the implementation
of an interface generator integrated in the programming environment. 
Other goals were related to the specific requirements of a multimedia
workstation (image, voice synthesis and recognition), distribution and
integration with the operating system.
   The architecture of the user interface management system is based
on a conceptual virtual environment defined by an object-oriented
computational model, and visualization and input models.  This
environment is described in the initial sections, followed by an outline of
the specification and generation tools.  We conclude by describing the
internal details of IMAGES, the implementation techniques in
development and the target machines.
%K User interface management systems, Object-oriented programming

%M J.IWC.3.2.155
%S Articles
%T Users, A Software Usability Model and Product Evaluation
%A Richard Holcomb
%A Alan L. Tharp
%J IWC
%V 3
%N 2
%D 1991
%P 155-166
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X The paper advances an amalgamated model of software usability in
conjunction with a method for improving the usability of commercial
software products.  The model organises the substantial amount of
prior research on software usability into seven basic principles, their
underlying attributes, and associated relative weights.  This model of
software usability for human-computer interaction has two primary
goals: first, to allow software designers to make quantitative decisions
about which usability attributes should be included in a design; and
second, to provide a usability metric by which software designs can be
consistently rated and compared.  The paper focuses on the second
goal.
   Since it is ultimately the users of a software system who decide its
usability, the method proposed suggests that the users be made an
integral part of the software design and development process.  It
recommends that the users of current and future software products be
asked, through questionnaires, how well a product meets the principles
and underlying attributes of usability as defined by the model. 
Only if the ultimate users of a product are pleased is a product likely to
succeed.
   The paper reviews the model and its evaluation.  It then illustrates
the method by describing its use in evaluating a particular
word-processing product, WordPerfect.  In that evaluation, 988 questionnaires
were sent to users of the product.
%K Human-computer interaction, Usability, Software design, WordPerfect

%M J.IWC.3.2.167
%S Articles
%T Interactive Modelling in Decision Support Systems
%A Matthew R. Jones
%J IWC
%V 3
%N 2
%D 1991
%P 167-186
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X In the past, the use of computer models in decision support has
involved the interpretation of written reports derived from the output
of the model.  In recent years, however, the development of microcomputers
and distributed computing systems has made it possible for
decision-makers to be provided, not with a written report, but with a
copy of the model itself.  The new relationship between the user and
the model, which this development establishes, has important
implications for the way in which decision support systems (DSSs) are
designed and used.
%K Human-computer interaction, Decision support systems, Interfaces

%M J.IWC.3.2.187
%S Articles
%T Visual Simulation as an Aid to Understanding Computer Functions
%A Inger V. Eriksson
%A Annika E. Finnas
%A Pekka Reijonen
%J IWC
%V 3
%N 2
%D 1991
%P 187-203
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X A help system with a visual simulation model is presented and
evaluated.  The simulation model allows the user to follow the transactions
in a storage department on different hierarchical levels of detail;
transaction flows between departments and units, detailed manipulation
on the section level, and step-by-step progress of computer
functions.  The time dimension is taken into consideration, and the
transactions can be followed forwards but may also be traced backwards. 
The backward trace is accomplished by two history files
concerning data and actions taken.  The model is designed to be used in
two modes: simulation controlled by the system and simulation
controlled by the user, controlled and interactive simulation, respectively. 
A prototype version of controlled simulation is presented as an
example.  Performed experiments show that the simulation model is
useful as an aid in learning to understand computer functions.
%K Simulation, Visualization, Help-system, Information system,
End-user knowledge, Learning

%M J.IWC.3.2.204
%S Articles
%T Observations and Inventions: New Approaches to the Study of Human-Computer
Interaction
%A Andrew F. Monk
%A P. C. Wright
%J IWC
%V 3
%N 2
%D 1991
%P 204-216
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X Dissatisfaction with the traditional model of HCI research borrowed
from experimental psychology has lead to a number of interesting new
approaches.  One is the so-called 'hermeneutic approach' based on field
research methods.  Another is to apply existing theory from cognitive
psychology.  This paper is mainly concerned with a third discernible
approach based around a study of the artifacts or inventions built to
facilitate human-computer interaction.  The effectiveness of different
system features is explained by reference to the user's task.  The
investigation of 'observation-invention pairs' is suggested as a way of
providing generalisations about user behaviour consistent with this
approach.  The observation part is a statement about the behaviour of
users with some specific generality.  The invention serves to illustrate
the observation's implications for design and provides a heuristic for
further inventions.  The paper relates observation-invention pairs to
other analyses of artifacts and concludes that they have a place as
general statements of knowledge for HCI design.
%K Human-computer interaction, User behaviour, Observation-invention pairs

%M J.IWC.3.2.217
%S Articles
%T Visual Guidance for Information Navigation: A Computer-Human Interface
Design Principle Derived from Cognitive Neuroscience
%A Gary W. Strong
%A Karen E. O'Neill Strong
%J IWC
%V 3
%N 2
%D 1991
%P 217-231
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X Cognitive neuroscience describes the important function of the
'where' cortical processing system in directing attention to locations in
space at which the 'what' cortical processing system identifies
information.  Spatial information detected by the 'where' system therefore
indexes content information.  Studies have shown that such spatial
indexing can occur in recall as well as in the direction of perception
within a stimulus array.  Application of spatial indexing, as understood
in cognitive neuroscience, to the design of computer interfaces would
more closely couple computer applications to human information
processing capabilities.  A principle of computer-human interface
design is offered which takes spatial indexing into account at both the
screen and application levels.  The principle states that designers
should communicate via a spatial code in the range of possible
behaviours available from each location within the application.  In other
words, the designer must define an information space and present it to
users from each location-relative point of view as they navigate
through the space rather than from an absolute, location-independent
point of view as if they are looking down from above.  The goal of this
paper is to get computer-human interface designers to recognize that
people are actually highly skilled navigators within three-dimensional
space and that interfaces would improve if designers would take such
skills into account.
%K Human-computer interaction, Interface design, Spatial indexing

%M J.IWC.3.2.232
%S Articles
%T Report on the INTERACT'90 Workshop on Education in HCI:
Transcending Disciplinary and National Boundaries
%A Marilyn Mantei
%A Thomas Hewett
%A Ken Eason
%A Jenny Preece
%J IWC
%V 3
%N 2
%D 1991
%P 232-240
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X N/A

%M J.IWC.3.3.243
%S Articles
%T Context and its Representation
%A Geoff Cooper
%P 243-252
%K Human-computer interaction, Context, Ethnomethodology,
Practical reasoning, Representation
%J IWC
%V 3
%N 3
%D 1991
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X Recent work in HCI has argued that an adequate account of computer
use and the user's understandings should pay attention to the contexts
in which interactions take place.  The paper reaffirms this claim and
distinguishes some variants of it, but simultaneously argues that the
specification of what is to count as 'context' is more problematic than is
often supposed.  Some empirical data in the form of a transcribed
videotape of one interaction is discussed to illustrate the argument. 
Finally, some implications for HCI are briefly considered.

%M J.IWC.3.3.253
%S Articles
%T Improving Touchscreen Keyboards:
Design Issues and a Comparison with Other Devices
%A Andrew Sears
%P 253-269
%K Human-computer interaction, Interaction devices, Touchscreens
%J IWC
%V 3
%N 3
%D 1991
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X The study explored touchscreen keyboards using high precision touchscreen
strategies.  Phase one evaluated three possible monitor positions:
30{deg}, 45{deg}, and 75{deg} from horizontal.  Results indicate that the 75{deg}
angle, approximately the standard monitor position, resulted in more
fatigue and lower preference ratings.  Phase two collected touch bias
and key size data for the 30{deg} angle.  Subjects consistently touched below
targets, and touched to the left of targets on either side of the screen. 
Using these data, a touchscreen keyboard was designed.  Phase three
compared this keyboard with a mouse-activated keyboard, and the
standard QWERTY keyboard for typing relatively short strings of 6, 19,
and 44 characters.  Results indicate that users can type approximately 25
words/minute (wpm) with the touchscreen keyboard, compared to 17
wpm using the mouse, and 58 wpm when using the keyboard.  Possible
improvements to touchscreen keyboards are suggested.

%M J.IWC.3.3.270
%S Articles
%T Cognitive Assessment of Alternatives
%A Robert Spence
%A Maureen Parr
%P 270-282
%K Cognition, Decision-making, Choice-representation
%J IWC
%V 3
%N 3
%D 1991
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X To support a wide range of cognitive tasks involving the relative
assessment of alternative choices, the authors advocate consideration
of the simultaneous presentation of those choices, each choice being
represented by a multidimensional icon (a 'portrayal') whose features
encode the attribute values of a particular choice.  An experiment is
reported which focused on the relative merits, for a decision-making
task, of textual and graphical (iconic) descriptions of alternative
choices.  Significant effects of representation and choice population on
time taken to reach a solution were found.

%M J.IWC.3.3.283
%S Articles
%T The Challenge of Interface Design for Communication Theory:
From Interaction Metaphor to Contexts of Discovery
%A Mary A. Keeler
%A Susan M. Denning
%P 283-301
%K Human-computer interaction, Interface design, Multimedia
%J IWC
%V 3
%N 3
%D 1991
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X Those who study interface design still have not resolved the issue of
whether the computer is a passive medium or a communicative
participant with which we can hope to 'engage in conversation'.  The
authors think that this controversy reflects an inadequate philosophy
of interface design, which cannot account for what purpose a medium
serves in a human communication.  In a short history of human-computer
interface research, we trace the development of this philosophy
through three generations of computer interface technology and
find that its failure lies in the conceptual limitations of its driving
concept of interaction.
   Just as the concept of interaction provided the transition from the
past (command-line interface) to the present (desktop metaphor interface),
perhaps, the concept of engagement can provide the transition
from our present understanding of the 'interactive desktop' interface to
multimedia's 'contexts of discovery'.
   The development of multimedia gives interface designers the ultimate
challenge to develop interface technology that will simulate
human-to-human communication.  Should human communication
theory be able to treat the conceptual deficiencies of interface design
philosophy?  The authors find fundamental challenges here and briefly
indicate what Charles S. Peirce's semiotic might offer as an age-old
remedy.

%M J.IWC.3.3.302
%S Articles
%T Visual Development of Database Applications
%A Levent V. Orman
%P 302-318
%K Visual development, Database application, Application development,
Visual language, Visual design
%J IWC
%V 3
%N 3
%D 1991
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X An exclusively visual approach to the development of database
applications is introduced.  Graphical tools and techniques are designed
to represent all components of an application system, and all phases of
the development process.  Data, constraints, queries, transactions and
programs are all expressed graphically.  Analysis, design, maintenance,
and even inference are carried out using graphical techniques.  The
visual approach is expected to be most appropriate for end users, and it
is likely to encourage end-user participation in application development.

%M J.IWC.3.3.319
%S Articles
%T A Survey of CSCW Systems
%A Tom Rodden
%P 319-353
%K Computer supported cooperative work, Message systems,
Conference systems, Authoring systems
%J IWC
%V 3
%N 3
%D 1991
%* (c) Copyright 1991 Butterworth-Heinemann Ltd.
%X Over the last decade, computer supported cooperative work (CSCW)
has emerged as an identifiable research area that focuses on the role of
the computer in group work.  CSCW is a generic term which combines
the understanding of the nature of group working with the enabling
technologies of computer networking, systems support and applications. 
The paper examines the classes of system which have emerged to
support cooperative working.  A framework for characterising and
describing CSCW systems is presented and four major classes of
cooperative system identified.  Each of these classes of cooperative
system are examined highlighting their general characteristics and
applicability to CSCW.

fpack:!@#$%^&*(): IWC06.BA
%T Learning to Use a Spreadsheet By Doing and By Watching
%A Michael P. Kerr
%A Stephen J. Payne
%M J.IWC.6.1.3
%J IWC
%D 1994
%V 6
%N 1
%P 3-22
%K Human-computer interaction, Training, Animated
demonstrations, Problem solving
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X An important practical question is: how should instruction for computer
skills be designed to facilitate effective learning?  The reported
study examines the instructional efficacy of animated demonstrations
within active and passive learning contexts of teaching basic spreadsheet
skills.  Four content-matched instructional regimes were compared:
the commercially available tutorial (a 'scenario machine'), an
animated demonstration of this tutorial being used, and problem-solving
supported by either the user manual or a set of task-specific
demonstrations.  Acquired spreadsheet skills were then tested on a
standard task.  Results indicate a clear learning advantage of problem-solving,
over prompted interaction (the scenario machine).
   The study suggests two distinctive roles that animations could
exploit within computer instruction.  Simply watching an animated
demonstration can provide a useful introduction to complex interfaces;
additionally, animations can be an effective 'example following' resource
for more active problem-solving.

%T Effect of Error Information in Tutorial Documentation
%A Ard W. Lazonder
%A Hans van der Meij
%M J.IWC.6.1.23
%J IWC
%D 1994
%V 6
%N 1
%P 23-40
%K Human-computer interaction, Human error, Tutorial
documentation, Error information, Corrective skills development
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X In learning to use software, people spend at least 30% of their time on
dealing with errors.  It could therefore be desirable to exploit users'
errors rather than to avoid them.  That is, to include error information
in a manual to support users in dealing with errors.  An experiment
was performed to examine the functionality of such error information
in a manual for a word processor.  Two manuals were compared, one
with error information and one from which this information was
removed.  Forty-two subjects were randomly assigned to one of the two
conditions.  Subjects who used the manual with error information were
expected to become more proficient at using the word processor (i.e. to
show better constructive and corrective skills) and to develop more
self-confidence.  The results were equivocal.  On some aspects of skill
the error information in the manual led to better performance (i.e.
correcting syntactic errors).  On others it had an adverse effect (i.e.
detection of semantic errors and overall error-correction time).  Explanations
are advanced for these findings and topics for further
research are identified.

%T Design and Implementation of a User-Oriented Speech Recognition Interface:
The Synergy of Technology and Human Factors
%A Sietse H. Kloosterman
%M J.IWC.6.1.41
%J IWC
%D 1994
%V 6
%N 1
%P 41-60
%K Human-computer interaction, Interface, Speech
recognition, Interactive voice response system
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X The design and implementation of a user-oriented speech recognition
interface are described.  The interface enables the use of speech
recognition in so-called interactive voice response systems which can
be accessed via a telephone connection.  In the design of the interface a
synergy of technology and human factors is achieved.  This synergy is
very important for making speech interfaces a natural and acceptable
form of human-machine interaction.  Important concepts such as
interfaces, human factors and speech recognition are discussed.  Additionally,
an indication is given as to how the synergy of human factors
and technology can be realised by a sketch of the interface's implementation. 
An explanation is also provided of how the interface might
be integrated in different applications fruitfully.

%T Interacting Cognitive Subsystems: A Framework for Considering the
Relationships between Performance and Knowledge Representations
%A Alison J. K. Green
%M J.IWC.6.1.61
%J IWC
%D 1994
%V 6
%N 1
%P 61-85
%K Human-computer interaction, Knowledge representation,
Cognitive subsystems
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X The paper has two principal aims.  The first is to explore the role played
in expertise by information represented in different mental codes.  The
second is to forge some links between research in the more traditional
problem-solving domains and research in the domain of human-computer
interaction.  Barnard's (1985, 1987) model of human information
processing, Interacting Cognitive Subsystems (ICS), is referred to
extensively in order to do this.  The ICS framework distinguishes
several different subsystems, each specialised for processing information
represented in particular mental codes.  The paper explores the
relationships between tasks and different types of mental representations. 
Examples from traditional problem-solving domains and from
the human-computer interaction domain are analysed in terms of their
requirements for different classes of mental representations in order to
show how the approach provides useful insights into the development
of skilled behaviour.

%T Understanding Usability Issues Addressed by Three User-System Interface
Evaluation Techniques
%A Donna L. Cuomo
%A Charles D. Bowen
%M J.IWC.6.1.86
%J IWC
%D 1994
%V 6
%N 1
%P 86-108
%K Human-computer interaction, User interface, Evaluation,
Usability, Cognitive walk-through, Guidelines
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X Three structured judgment evaluation techniques were applied to a
system with a graphical direct manipulation style interface, to
understand the types of usability problems they address.  These
evaluation techniques were cognitive walkthrough, heuristic evaluation,
and the Smith and Mosier (1986) guidelines.  The authors wanted
to learn whether the techniques identify problems: across all stages of
user activity, which noticeably affect users' performance with the
system, and which are important to the usability of direct
manipulation-style systems.  Results showed that the cognitive walkthrough
method identifies issues almost exclusively within the action
specification stage, while guidelines covered more stages.  The walkthrough
was best, however, and the guidelines worst at predicting
problems that cause users noticeable difficulty (as observed during a
usability study).  All the techniques could be improved in assessing
semantic distance and addressing all stages on the evaluation side of
the HCI activity cycle.  To evaluate the directness of engagements,
improved or new techniques are needed.

%T Reply to Fraser and Wrigley or Definitely Not the Last Word on Language
Varieties
%S Author's reply
%A Jussi Karlgren
%M J.IWC.6.1.109
%J IWC
%D 1994
%V 6
%N 1
%P 109-110
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.

%T Electronic Bulletin Boards: A Case Study of Computer-Mediated Communication
%A Raymond S. Nickerson
%M J.IWC.6.2.117
%J IWC
%D 1994
%V 6
%N 2
%P 117-134
%K Human-computer interaction, Computer-mediated
communication, Electronic bulletin boards, Electronic mail
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X Some observational data are presented on the use of an electronic
bulletin board that serves a community of users within a single
company.  The major purposes for which this bulletin board is used are
identified and some use patterns are given.  Opportunities for human
factors research on this technology are discussed.

%T Multiple Worlds: An Approach to Multimedia Resource Management Using Truth
Maintenance
%A A. D. Bray
%A J. L. Alty
%M J.IWC.6.2.135
%J IWC
%D 1994
%V 6
%N 2
%P 135-150
%K Human-computer interaction, Multimedia, Media
alternatives, Resource allocation, Knowledge base, Truth maintenance,
PROMISE
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X Resource management in a multimedia presentation system is discussed
with reference to the PROMISE multimedia presentation system. 
Because of the complex nature of environments such as process control,
designers need to be able to examine the alternative possibilities
which arise from their design decisions.  The paper describes an
approach to this problem using truth maintenance.  A tool is described
which allows multiple views of competing presentation worlds.

%T Studies of Turn-Taking in Computer-Mediated Communication
%A Andy McKinlay
%A Rob Procter
%A Oliver Masting
%A Robin Woodburn
%A John Arnott
%M J.IWC.6.2.151
%J IWC
%D 1994
%V 6
%N 2
%P 151-171
%K Human-computer interaction, Computer-supported cooperative
work, Conversational analysis, Computer-mediated
communications, Turn-taking
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X Groupware is designed to provide opportunities for physically dispersed
computer users to co-operate in a manner akin to a face-to-face
meeting.  Little is understood, however, of the factors that might
influence its success.  One possible factor is 'floor control', or turn-taking,
which is an important feature of face-to-face meetings.  The
paper describes experiments designed to examine the importance of
turn-taking in computer-mediated communications, in comparison
with face-to-face conversations, and considers means whereby turn-taking
behaviour, and hence the effectiveness of groupware, can be
improved.

%T A Conceptualisation of Multiparty Interaction
%A Graham Storrs
%M J.IWC.6.2.173
%J IWC
%D 1994
%V 6
%N 2
%P 173-189
%K Human-computer interaction, Theoretical model,
Multiparty interaction, Computer-supported co-operative work
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X An ontology is presented for the field of human-computer interaction
(HCI).  This amplifies and extends an earlier version of the conceptualisation
(Storrs, 1989).  The paper argues that such a conceptualisation
is a necessary step in the development of theory in HCI and
discusses the need for and the nature of such a theory.  It is argued that
no adequate theory of HCI exists at present and this paper does not
attempt to offer one.  The model proposed is based on the idea that an
interaction is an exchange of information between participating agents
through sets of information channels (interfaces) for the purpose of
altering their states.  These notions are defined and the paper pays
particular attention to the concepts of participant, interaction and
purpose, describing several different types of participant and the
different roles they may play as well as various dimensions and
elements of interactions.  Finally, the strong and weak points of the
conceptualisation are discussed in an attempt to assess its value.

%T Development and Validation of Icons Varying in their Abstractness
%A Mariano Garcia
%A Albert N. Badre
%A John T. Stasko
%M J.IWC.6.2.191
%J IWC
%D 1994
%V 6
%N 2
%P 191-211
%K Human-computer interaction, Interfaces, Icons,
Abstractness-concreteness
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X Icons are used widely in human-computer interfaces.  The level of
abstractness-concreteness of an icon and its effect upon performance is
of widespread interest.  The authors have devised a quantitative
measure for abstractness based on the complexity of the icon.  They test
their metric against subjective judgments of abstractness as identified
by two different groups of subjects.  After ranking two sets of 'abstract'
and 'concrete' icons, the authors examined how well the icons were
matched to the Pascal constructs that they represented.  Further experiments
were conducted using different groups of subjects to check
whether correct matching of the icons with constructs was influenced
by context.  In summary the authors found that their metric was a good
match for subjective measures of abstractness-concreteness.  They also
found that there is a better identification of concrete icons than
abstract icons.  Finally, it was shown that context does affect the correct
identification of icons.

%T Prediction of Pointing and Dragging Times in Graphical User Interfaces
%A I. Scott MacKenzie
%A William Buxton
%M J.IWC.6.2.213
%J IWC
%D 1994
%V 6
%N 2
%P 213-227
%K Human-computer interaction, Interaction techniques,
Pointing and dragging tasks, Fitts' law, Human performance modelling
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X An experiment is described which demonstrates that the point-drag
sequence common on interactive systems can be modelled as two
separate Fitts law tasks -- a point-select task followed by a drag-select
task.  Strong prediction models were built; however, comparisons with
previous models were not as close as the standard error coefficients
implied.  Caution is therefore warranted in follow-up applications of
models built in research settings.  Additionally, the previous claim that
target height is the appropriate substitute for target width in calculating
Fitts' index of difficulty in dragging tasks was not supported.  The
experiment described varied the dragging target's width and height
independently.  Models using the horizontal width of the drag target or
the smaller of the target's width or height outperformed the target
height model.

%T Organisation of Design Activities: Opportunistic, with Hierarchical Episodes
%A Willemien Visser
%M J.IWC.6.3.235
%J IWC
%D 1994
%V 6
%N 3
%P 235-274
%K Organisation, Planning, Design activity
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X The organisation of actual design activities, even by experts involved
in routine tasks, is not appropriately characterised by the retrieval of
pre-existing plans, but is opportunistic (possibly with hierarchical
episodes at a local level, but not globally hierarchical).  Actually
executed design actions depend, at each moment t, on the evaluation of
actions proposed at t-1.  These proposals can be made by pre-established
plans, but also by other action-proposal knowledge structures. 
This position is supported by results from diverse empirical
design studies.  A major reason why design activities are organised
opportunistically is that, even if designers possess plans which they
may retrieve and use, the designers very often deviate from these plans
so that their activities satisfy action-management constraints, of which
the most important is cognitive economy.  Two types of variables
underlying this opportunism are discussed: situational and processing.
   If design is opportunistically organised, a support system which
imposes a hierarchically structured design process will probably
handicap designers.  Suggestions for systems offering real support are
formulated.

%T Task-Based Method for Creating Usable Hypertext
%A Elizabeth Charnock
%A Roy Rada
%A Steve Stichler
%A Peter Weygant
%M J.IWC.6.3.275
%J IWC
%D 1994
%V 6
%N 3
%P 275-287
%K Hypertext, Authoring documentation, Usability
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X Although large hypertext documentation systems have many benefits
in the commercial world, they can be difficult to build and use.  To help
overcome both these obstacles, a method under development at
Hewlett-Packard assists authors in creating usable hypertext.  A
Wizard of Oz experiment was done with traditional on-line documentation
and hypertext documentation to see what users liked and
disliked.  The experiment showed the need for a set of hypertext
construction rules to ensure usability.  Following these rules, and with
computer assistance, authors are expected to do a task analysis of
users' activities, to identify critical objects and create content nodes for
them, to create links between nodes within clearly defined and
cognitively justified limits, and to conduct usability tests on the
resulting hypertext volume.  Whilst this method recognises the importance
of good clear writing, the rules and suggested practices are not
primarily about writing or screen design, but about creating a coherent
navigational web that ensures success among commercial users of
hypertext.  The authoring system described in this paper has been
developed for the HP Help system, which has been adopted as the
common help delivery system for developers of Common Open
Systems Environments on Unix-like platforms.

%T Comparative Analysis of Task Analysis Products
%A Andy Whitefield
%A Becky Hill
%M J.IWC.6.3.289
%J IWC
%D 1994
%V 6
%N 3
%P 289-309
%K Human-computer interaction, Task analysis, Comparative
assessment of TA products
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X Given the number and variety of task analysis (TA) products in the
human-computer interaction literature, it is often difficult to understand
exactly what they contain and how they differ from each other. 
This paper presents a schema for the possible content of a TA product,
and uses the schema to examine in detail four particular products.  A
comparison of these enables the identification of five suggested
features for distinguishing between TA products: the psychological
status of the behaviours; any fixed behaviours; the number of levels in
the decomposition; any fixed levels in the decomposition; and the
separation of objects and behaviours.  Both the schema and the
distinguishing features support the comparative assessment of TA
products.

%T Delivering HCI Modelling to Designers: A Framework and Case Study of
Cognitive Modelling
%A Simon Buckingham Shum
%A Nick Hammond
%M J.IWC.6.3.311
%J IWC
%D 1994
%V 6
%N 3
%P 311-341
%K Human-computer interaction, Cognitive modelling,
Evaluation
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X The human-computer interaction (HCI) research community is generating
a large number of usability-oriented models and design
frameworks.  However, a critical factor which will determine whether
any of these achieve significant penetration into the real world of
software design is the effort required by practitioners to understand
and apply them.  In short, analytic tools for usability design must
themselves be usable.  In response to this challenge, we present a
framework which identifies four different 'gulfs' between user-centred
modelling and design approaches, and their intended users.  These
gulfs are potential opportunities to support designers if a given
analytic approach can be encapsulated in appropriate forms.  We then
illustrate the framework's application with a concrete example.  An
evaluation is reported which investigates gulfs associated with an
approach which uses an expert system to automate cognitive modelling
for human factors designers.  An early prototype was evaluated in
order to assess the knowledge required to use it.  The study demonstrates
that whilst this tool does shield users from the complexities of
the underlying modelling, they need to understand the way in which it
builds its description of the task and user interface.  Implications for
bridging the different gulfs are then considered.

%T Foundations of Multimodal Representations: A Taxonomy of Representational
Modalities
%A Niels Ole Bernsen
%M J.IWC.6.4.347
%J IWC
%D 1994
%V 6
%N 4
%P 347-371
%K Interfaces, Modalities, Representations
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X Advances in information technologies are producing a very large
number of possible interface modality combinations which are potentially
useful for the expression and exchange of information in human-computer
interaction.  However, a principled basis for analysing arbitrary
input/output modality types and combinations as to their capabilities
of information representation and exchange is still lacking.  The
paper presents a generative approach to the analysis of output modality
types and their combinations and takes some steps towards its
implementation, departing from a taxonomy of generic unimodal
modalities of representation.  A small number of key properties appear
sufficient for creating a taxonomy of generic output modalities which
is relatively simple, robust, intuitively plausible and reasonably complete. 
These (orthogonal) properties are: analogue and non-analogue
representations; arbitrary and non-arbitrary representations; static
and dynamic representations; linguistic and non-linguistic representations;
different media of representation; and modality structure.  The
work presented is part of the larger research agenda of modality
theory.

%T User Interface Design for Older Adults
%A J. Morgan Morris
%M J.IWC.6.4.373
%J IWC
%D 1994
%V 6
%N 4
%P 373-393
%K User interfaces, Older adults, Adult education
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X The percentage of older adults is expected to increase to unprecedented
levels within the next decade.  Little attention has been devoted to
understanding, organizing, and accommodating the needs of older
adults with respect to interaction with computers.  Indeed, most
usability studies have focused on the needs of younger adults, to the
neglect of the elderly.  As computerized products increasingly appeal to
broader audiences, the needs of older adults will become a concern for
designers.  This review focuses on the organization and presentation of
characteristics of older adult learners, along with recommendations
based on those characteristics, with the hope that their accessibility
will enhance designer intuition and provide suitable information to
guide user testing.

%T Interdisciplinary Collaboration: A Case Study of Software Development for
Fashion Designers
%A Mike Scaife
%A Eleanor Curtis
%A Charlie Hill
%M J.IWC.6.4.395
%J IWC
%D 1994
%V 6
%N 4
%P 395-410
%K Human-computer interaction, Software development,
Prototyping
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X There is an increasing involvement of different disciplines in requirements
capture.  However, such collaboration can result in the replacement
of one set of problems with another as the priorities of systems
designers conflict with those of social science researchers.  Some of
these difficulties are illustrated by a description of the course of a
project to develop a software tool for fashion designers.

%T Review of Graphical Notations for Specifying Direct Manipulation Interfaces
%A C. H. E. Phillips
%M J.IWC.6.4.411
%J IWC
%D 1994
%V 6
%N 4
%P 411-431
%K Direct manipulation, Interface design, Graphical dialogue
notations
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X At the early stage of interface design, the designer requires models and
notations that can assist with reasoning and the exploration of ideas,
and which are unconstrained by implementation issues.  The review
focuses on graphical notations for specifying the underlying behaviour
of direct manipulation interfaces.  Parallels are drawn with the requirements
of notations employed in the more general areas of system
requirements specifications.  A number of existing graphical notations
are compared and contrasted through a common example drawn from
the Macintosh interface, and the required scope of an ideal notation for
describing the behaviour of direct manipulation interfaces is defined.

%T Structure for User-Oriented Dialogues in Computer-Aided Telephony
%A K. Brownsey
%A M. Zajicek
%A J. Hewitt
%M J.IWC.6.4.433
%J IWC
%D 1994
%V 6
%N 4
%P 433-449
%K Human-computer interaction, Computer-aided telephony,
Relevance-directed network
%* (c) Copyright 1994 Butterworth-Heinemann Ltd.
%X Members of The Speech Project, at Oxford Brookes University, have
been experimenting with alternative structures for 'goal-seeking' dialogues. 
A dialogue prototyping system has been developed that can
instantiate different dialogue structures kept on file.  These become
active after being installed using dynamic data structures.  Input is
achieved using speech recognition for a small range of words, and
output is in the form of pre-recorded speech messages.  The dialogues
thus created employ a new approach, and replace the usual menu-structure
with a simpler question-answer process.
   The nature of dialogues using computer aided telephony is analysed,
and then the work done by members of The Speech Project on an
alternative approach using a simpler dialogue structure is described.

fpack:!@#$%^&*(): JCSCW08.BA
%M J.JCSCW.8.1/2.1
%T A Web on the Wind: The Structure of Invisible Work
%A Bonnie A. Nardi
%A Yrjo ENgestrom
%J JCSCW
%D 1999
%V 8
%N 1/2
%P 1-8
%* (c) Copyright 1999 Kluwer Academic Publishers

%M J.JCSCW.8.1/2.9
%T Layers of Silence, Arenas of Voice: The Ecology of Visible and
Invisible Work
%A Susan Leigh Star
%A Anselm Strauss
%J JCSCW
%D 1999
%V 8
%N 1/2
%P 9-30
%K cooperative work, articulation work, invisible work, social
informatics, requirements analysis, feminism
%* (c) Copyright 1999 Kluwer Academic Publishers
%X No work is inherently either visible or invisible. We always "see"
work through a selection of indicators: straining muscles, finished
artifacts, a changed state of affairs. The indicators change with
context, and that context becomes a negotiation about the relationship
between visible and invisible work. With shifts in industrial practice
these negotiations require longer chains of inference and
representation, and may become solely abstract. This article provides a
framework for analyzing invisible work in CSCW systems. We sample across
a variety of kinds of work to enrich the understanding of how
invisibility and visibility operate. Processes examined include creating
a "non-person" in domestic work; disembedding background work; and going
backstage. Understanding these processes may inform the design of CSCW
systems and the development of related social theory.

%M J.JCSCW.8.1/2.31
%T Invisible Work of Telephone Operators: An Ethnocritical Analysis
%A Michael J. Muller
%J JCSCW
%D 1999
%V 8
%N 1/2
%P 31-61
%K work analysis, task analysis, participatory analysis, knowledge work,
GOMS, CARD, ethnocriticism, ethnocritical heuristics, telephone
operators, invisible work
%* (c) Copyright 1999 Kluwer Academic Publishers
%X This paper applies principles derived from ethnocriticism to help
explain differential outcomes with different methods used to analyze the
work of Directory Assistance telephone operators in a large US
telecommunications company. The work of Directory Assistance operators
provides a subtle case of computer-supported cooperative work.
Collaborative work between operator and customer is supported and shaped
by digitized-voice and database technologies. Our work also involved the
introduction of additional voice-recognition technologies to this
human-to-human collaboration. In a previous paper, we used methods from
participatory design to show that knowledge work is a major component of
the operators' conversations with customers. By contrast, other research
using formal cognitive task analyses had described operators' work as
routine and as involving no active problem solving. How had evidence
that we had found so compelling been invisible to other analysts? I
analyze the concept of "invisible work" as an attribute not of the work,
but rather of the perspectives from which that work appeared to be
invisible. Ethnocritical heuristics help us to contrast the analytical
methods and their outcomes.

%M J.JCSCW.8.1/2.63
%T Expansive Visibilization of Work: An Activity-Theoretical Perspective
%A Yrjo Engestrom
%J JCSCW
%D 1999
%V 8
%N 1/2
%P 63-93
%K activity theory, action, transformation, expansive learning,
intervention, visibilization, health care, medical records
%* (c) Copyright 1999 Kluwer Academic Publishers
%X Work is commonly made visible along two dimensions: the linear and
the socio-spatial. Both are limited to depicting work in terms of
relatively discrete actions. Activity theory introduces the crucial
distinction between collective activity systems and individual actions.
Expansive visibilization of collective activity systems offers a
powerful intervention methodology for dealing with major transformations
of work. The linear and the socio-spatial dimensions of work actions are
seen in the broader perspective of a third, developmental dimension of
work activity. Four steps are identified in a cycle of expansive
visibilization, combining activity-level visions and action-level
concretizations. The cycle is examined in detail as it unfolded in an
intervention study at a children's hospital in Finland. It is concluded
that expansive visibilization, driven by contradictions and seeking to
reconceptualize the object and motive of work, is not a straightforward
process which can be neatly controlled from above. Coherent analytical
explanation and goal-setting may come only after the creation and
practical implementation of innovative solutions.

%M J.JCSCW.8.1/2.95
%T Collaborative Networks Among Female Middle Managers in a Hierarchical
Organization
%A Kristina Westerberg
%J JCSCW
%D 1999
%V 8
%N 1/2
%P 95-114
%K female leaders, middle managers, elder care, hierarchy, social
network
%* (c) Copyright 1999 Kluwer Academic Publishers
%X I present empirical findings from an observational study of female
municipal middle managers who are home help assistants in elder care.
The observations showed that the home help assistants' sphere of
activity was influenced by two distinct patterns: the official line
organization and the invisible horizontal social network. I first give a
brief description to the immediate background of the present study. Then
I describe the line organization and give two empirical examples of
information exchange where the practical implication of the line
organization at different levels is visible. However, the study also
revealed another pattern opposed to the line organization, called the
horizontal network. I will give an empirical example of an incident that
illustrates how the home help assistants use a social network to solve
problems and to make judgments. The study showed that these networks are
not persistent -- they are rebuilt depending upon context. Members of
the network can be people both within and outside the municipal
organization. Decisions and problem solving are thus conducted in a
process of interaction and negotiations with other people. The social
networks are not visible in the official organizational description.
Still they form the foundation for the home help assistants' work and
influence their ideas of how the work should be conducted. Finally I
discuss some implications of the line organization and the social
network and the possible consequences when introducing new technology,
i.e., computers in work. In this case the computers were planned to
support the line organization but not the work practice of social
networks.

%M J.JCSCW.8.1/2.115
%T Visible and Invisible Work: The Emerging Post-Industrial Employment
Relation
%A Libby Bishop
%J JCSCW
%D 1999
%V 8
%N 1/2
%P 115-126
%* (c) Copyright 1999 Kluwer Academic Publishers

%M J.JCSCW.8.1/2.127
%T "It's Just a Matter of Common Sense": Ethnography as Invisible Work
%A Diana E. Forsythe
%J JCSCW
%D 1999
%V 8
%N 1/2
%P 127-145
%K ethnography, anthropology, medical informatics, computers and
medicine, qualitative methods, user studies, evaluation
%* (c) Copyright 1999 Kluwer Academic Publishers
%X Anthropologists have been using ethnographic methods since the 1970s
to support the design and evaluation of software. While early use of
such skills in the design world was viewed as experimental, at least by
computer scientists and engineers, ethnography has now become
established as a useful skill in technology design. Not only are
corporations and research laboratories employing anthropologists to take
part in the development process, but growing numbers of
non-anthropologists are attempting to borrow ethnographic techniques.
The results of this appropriation have brought out into the open a kind
of paradox: while ethnography looks and sounds straightforward, this is
not really the case. The work of untrained ethnographers tends to
overlook things that anthropologists see as important parts of the
research process. The consistency of this pattern suggests that some
aspects of ethnographic fieldwork are invisible to the untrained eye. In
short, ethnography would appear to constitute an example of invisible
work. Drawing on my own decade of experience as an anthropologist
working in design, I attempt to clarify the nature of ethnographic
expertise, describe six misconceptions about ethnography that I have
encountered among scientists, and present real-life examples to
illustrate why quasi-ethnographic work based on these misconceptions is
likely to be superficial and unreliable.

%M J.JCSCW.8.1/2.147
%T The Invisible World of Intermediaries: A Cautionary Tale
%A Kate Ehrlich
%A Debra Cash
%J JCSCW
%D 1999
%V 8
%N 1/2
%P 147-167
%K CSCW, electronic commerce, intermediary, digital library, electronic
community, customer support, librarians, notes, trust
%* (c) Copyright 1999 Kluwer Academic Publishers
%X Many observers consider traditional intermediaries such as brokers,
lenders and salespersons anachronisms in a world where consumers can
communicate directly with providers of products and services over
computer networks. Under the same rubric, information mediators such as
journalists, editors, librarians and customer support representatives
are being targeted for elimination. Drawing on our
ethnographically-informed studies of customer support analysts and
librarians, we demonstrate that the expertise and experience of
intermediaries is often invisible -- to the consumer, to the
organization in which these intermediaries work, and even to the
intermediaries' managers. The valuable services provided by
intermediaries are not made unnecessary by end-user access. We argue for
a richer understanding of intermediation, and a reallocation of
functions and roles in which "new intermediaries" -- people, software or
a combination of the two -- aggregate, personalize and assure the
quality of information.

%M J.JCSCW.8.3.175
%T Meetings of the Board: The Impact of Scheduling Medium on Long Term
Group Coordination in Software Development
%A Steve Whittaker
%A Heinrich Schwarz
%J JCSCW
%D 1999
%V 8
%N 3
%P 175-205
%K commitment, communication, group coordination, group memory,
long-term coordination, media, paper, scheduling, social factors,
software development
%* (c) Copyright 1999 Kluwer Academic Publishers
%X Despite a wealth of electronic group tools for coordinating the
software development process, instead we find technologically adept
groups preferring to use what seem to be outmoded "material" tools in
critical projects. The current ethnographic study investigates this
apparent paradox. We begin by building up a detailed picture of the
overall software development process and identify critical general
problems in achieving coordination. Coordination problems arise in
software development not only because of the complex dependencies that
hold among the work of different individuals, but also for social and
motivational reasons. We identify the central role of the schedule as a
coordination device, but find that its value can be undermined because
the schedule is often neither accurate, current nor credible. As a
result, the schedule is not used as a resource for individual or group
planning. We then compare coordination in two development groups, one
using electronic and the other material scheduling tools. We found that
the medium of the schedule has a major impact on coordination problems.
The size, public location and physical qualities of material tools
engender certain crucial group processes that current electronic
technologies fail to support. A large wallboard located in a public area
encouraged greater responsibility, commitment and updating and its
material properties served to encourage more reflective planning. As a
result the wallboard schedule was both accurate and current.
Furthermore, the public nature of the wallboard promoted group
interaction around the board, it enabled collaborative problem solving,
as well as informing individuals about the local and global progress of
the project. Despite these benefits, however, the material tool fell
short on several other dimensions such as distribution, complex
dependency tracking, and versioning. We make design recommendations
about how the benefits of material tools could be incorporated into
electronic groupware systems and discuss the theoretical implications of
this work.

%M J.JCSCW.8.3.207
%T Visualizing Common Artefacts to Support Awareness in
Computer-Mediated Cooperation
%A Thomas Berlage
%A Markus Sohlenkamp
%J JCSCW
%D 1999
%V 8
%N 3
%P 207-238
%K awareness, common artefact, CSCW, distortion, notification, state
presentation
%* (c) Copyright 1999 Kluwer Academic Publishers
%X The idea of a "common artefact" is a useful metaphor for the design
of CSCW systems. Our ACCT model of a common artefact describes
structural elements that provide awareness about the work of others. The
ACCT model identifies actors, contents, conversations, and tools as the
central components of a common artefact, arranged on a shared
background. The elements of a common artefact provide both a background
visualization of the activity, but also permit dynamic notification of
particular events. We explore this process of notification, which is
composed of a selection and a presentation stage. We identify the
critical factors of the process, in particular we highlight techniques
related to temporal and spatial distortion. The framework helps to
prepare design decisions of multi-user systems more consciously.

%M J.JCSCW.8.3.239
%T Integrating Contexts to Support Coordination: The CHAOS Project
%A Carla Simone
%A Monica Divitini
%J JCSCW
%D 1999
%V 8
%N 3
%P 239-283
%K adaptive systems, communication supports, language/action perspective
%* (c) Copyright 1999 Kluwer Academic Publishers
%X The paper reports on the outcomes of the CHAOS project whose aim was
the development of a computer-based tool for coordinating activities not
organized in a structured flow of work. In CHAOS coordination is
achieved by negotiating commitments within conversations. The paper
illustrates the conceptual foundation on which the prototype is based
and its main functionalities. The latter are organized into four logical
modules that are responsible of the management of the information
concerning the communication, operation, organization and linguistic
contexts, respectively, in which the communication occurs. The paper
presents achievements and limits of the project and positions its aims
and outcomes in relation to the recent debate about the Coordinator.

%M J.JCSCW.8.3.285
%T Sharrock and Button ... and Much Ado about Nothing
%A Kalle Lyytinen
%A Ojelanki Ngwenyama
%J JCSCW
%D 1999
%V 8
%N 3
%P 285-293
%K CSCW, critical theory, deconstruction, ideal speech situation, social
action theory
%* (c) Copyright 1999 Kluwer Academic Publishers
%X The paper discusses Sharrock's and Button's criticism of our attempt
to use Habermas' communicative action theory to analyze group work
platforms. We demonstrate that they misconstrue our goals of the paper,
misinterpret our analysis of Habermas' action types, and misunderstand
the concept of critical science. At the end we question the usefulness
of these types of debates in furthering CSCW research.

%M J.JCSCW.8.3.295
%T "CSCW Requirements and Evaluation," edited by Thomas, P. J.
%A Richard H. R. Haper
%J JCSCW
%D 1999
%V 8
%N 3
%P 295-297
%* (c) Copyright 1999 Kluwer Academic Publishers

%M J.JCSCW.8.3.299
%T "Video-Mediated Communication," edited by Kathleen E. Finn, Abigail
J. Sellen, Sylvia B. Wilbur
%A Hubert Knoblauch
%J JCSCW
%D 1999
%V 8
%N 3
%P 299-301
%* (c) Copyright 1999 Kluwer Academic Publishers

%M J.JCSCW.8.4.303
%T Media Production: Towards Creative Collaboration Using Communication
Networks
%A Ellen Baker
%A John Geirland
%A Tom Fisher
%A Annmarie Chandler
%J JCSCW
%D 1999
%V 8
%N 4
%P 303-332
%K media production, distributed workgroups, emerging technologies,
diffusion of innovations, work practices, electronic networks, creative
collaboration
%* (c) Copyright 1999 Kluwer Academic Publishers
%X To examine the diffusion of remote collaboration technologies within
the media production industries, a series of case studies was recently
conducted with early adopters of advanced electronic networks in Sydney,
Los Angeles and London. The studies assessed: 1) user reactions to these
collaboration technologies and types of activities being supported and
2) factors influencing their adoption decisions. Interviews conducted
also provided early indications of the conditions likely to facilitate
remote collaboration and the likely impacts on work practices in media
production organizations. It was established that electronic delivery,
remote access to resources and materials, and remote creative
collaboration were all being carried out, even internationally. Although
most network applications were routine substitutions for non-electronic
equivalents (e.g. couriers or catalogue browsing), some did involve
shared creative activities, thus confirming that remote creative
collaboration is a viable option. Key factors influencing network
adoption were cost considerations and regulatory issues, time savings
and productivity, and security concerns. Certain industry segments --
animation, post-production, and advertising -- were more likely to be
early adopters, as were companies who found innovative ways to achieve
greater benefits. Conditions likely to facilitate remote collaboration
include more sophisticated change-agent strategies, increasing the
perceived control of creative outputs, developing and maintaining trust,
providing more auxiliary support for coordination needs, and making more
effective use of timing and time-zone differences. Likely impacts of
remote collaboration in media production are: more overlap between
pre-production, production, and post-production activities; faster work
pace; enhanced creativity; and improved quality of work life.

%M J.JCSCW.8.4.333
%T Formality Considered Harmful: Experiences, Emerging Themes, and
Directions on the Use of Formal Representations in Interactive Systems
%A Frank M. Shipman, III
%A Catherine C. Marshall
%J JCSCW
%D 1999
%V 8
%N 4
%P 333-352
%K formalization, structure, hypermedia, argumentation, design
environments, knowledge-based systems, groupware, knowledge
representation, tacit knowledge
%* (c) Copyright 1999 Kluwer Academic Publishers
%X This paper reflects on experiences designing, developing, and working
with users of a variety of interactive computer systems. The authors
propose, based on these experiences, that the cause of a number of
unexpected difficulties in human-computer interaction lies in users'
unwillingness or inability to make structure, content, or procedures
explicit. Besides recounting experiences with system use, this paper
discusses why users reject or circumvent formalisms which require such
explicit expression, and suggests how system designers can anticipate
and compensate for problems users have in making implicit aspects of
their tasks explicit. The authors propose computational approaches that
address this problem, including incremental and system-assisted
formalization mechanisms and methods for recognizing and using
undeclared structure; they also propose non-computational solutions that
involve designers and users reaching a shared understanding of the task
situation and the methods that motivate the formalisms. This paper poses
that, while it is impossible to remove all formalisms from computing
systems, system designers need to match the level of formal expression
entailed with the goals and situation of the users -- a design criteria
not commonly mentioned in current interface design.

%M J.JCSCW.8.4.353
%T Voice Loops as Coordination Aids in Space Shuttle Mission Control
%A Emily S. Patterson
%A Jennifer Watts-Perotti
%A David D. Woods
%J JCSCW
%D 1999
%V 8
%N 4
%P 353-371
%K attention, broadcasting, common ground, coordination, ethnographic
study, mission control, mutual awareness, overhearing, voice loops
%* (c) Copyright 1999 Kluwer Academic Publishers
%X Voice loops, an auditory groupware technology, are essential
coordination support tools for experienced practitioners in domains such
as air traffic management, aircraft carrier operations and space shuttle
mission control. They support synchronous communication on multiple
channels among groups of people who are spatially distributed. In this
paper, we suggest reasons for why the voice loop system is a successful
medium for supporting coordination in space shuttle mission control
based on over 130 hours of direct observation. Voice loops allow
practitioners to listen in on relevant communications without disrupting
their own activities or the activities of others. In addition, the voice
loop system is structured around the mission control organization, and
therefore directly supports the demands of the domain. By understanding
how voice loops meet the particular demands of the mission control
environment, insight can be gained for the design of groupware tools to
support cooperative activity in other event-driven domains.

%M J.JCSCW.8.4.373
%T Accumulating and Coordinating: Occasions for Information Technologies
in Medical Work
%A Marc Berg
%J JCSCW
%D 1999
%V 8
%N 4
%P 373-401
%K actor-network theory, distributed cognition, electronic medical
record, information technology, politics, reading and writing artifacts,
workpractice
%* (c) Copyright 1999 Kluwer Academic Publishers
%X This paper attempts to provide a relational understanding of the
generative power of information technologies: an understanding that sees
information technologies as embedded in workpractices. This theoretical
undertaking, inspired by actor-network theory and work within CSCW, has
a practical and political aim. The problems it discusses are directly
relevant for the aims and hopes of CSCW: the design of systems that fit
workpractices better than traditionally designed systems, and that
enhance worker's competencies and responsibilities. The paper depicts
information technologies as reading and writing artifacts. Taking parts
of the medical record as an example, the paper argues that those tools
-- in relation with the reading and writing activities of nurses,
doctors, laboratory systems -- can be seen to perform two roles in work
practices. They accumulate inscriptions and coordinate activities of
other entities in the work practice, and in that way afford the handling
of more complex worktasks. This focus on the generative power of these
artifacts leads to a reconsideration of the notions of "supporting" work
and "transparent" technologies, and to a series of specific entry-points
for a politics of IT.

fpack:!@#$%^&*(): SIGCHI28.BAC
%M J.SIGCHI.28.1.1
%T CHI as in arCHIve
%S From the Editor
%A Steven Pemberton
%J SIGCHI
%D 1996
%V 28
%N 1
%P 1
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/editorial.html
%Y A Look Back at SIGCHI
The Bulletin Online
Omission
%X Introduction to a special issue on the history of SIGCHI.

%M J.SIGCHI.28.1.2
%T 50 Years ACM, 14 Years SIGCHI
%S From the Chairs
%A Mike Atwood
%A Guy Boy
%J SIGCHI
%D 1996
%V 28
%N 1
%P 2-3
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/chairs.html

%M J.SIGCHI.28.1.4
%T SIGCHI: The Early Years
%A Lorraine Borman
%J SIGCHI
%D 1996
%V 28
%N 1
%P 4-6
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/borman.html
%Y 1978: Before the Beginning
1982: The Beginning
SIGCHI...the Conference
SIGCHI People: 1978-1987
Raoul Smith

%M J.SIGCHI.28.1.7
%T SIGCHI: The Later Years: Interviews with Past Chairs
%A Steven Pemberton
%J SIGCHI
%D 1996
%V 28
%N 1
%P 7-9
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/past-chairs.html
%Y Phyllis Reisner, 1987-89
Austin Henderson, 1988-95
Peter Polson, 1991-1993
Jim Miller, 1993-95
Mike Atwood, 1993-present

%M J.SIGCHI.28.1.10
%T The SIGCHI Bulletin: Interviews with the Editors
%A Steven Pemberton
%J SIGCHI
%D 1996
%V 28
%N 1
%P 10-13
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/bulletin.html
%Y Ann Janda
Peter Orbeton
Bill Hefley
Steven Pemberton

%M J.SIGCHI.28.1.14
%T The CHI Conference: Interviews with Conference Chairs
%A Steven Pemberton
%J SIGCHI
%D 1996
%V 28
%N 1
%P 14-24
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/conf-chairs.html
%Y Bill Curtis 1982
Raoul Smith 1983
Austin Henderson 1985
Raoul Smith 1986
Bill Curtis 1989
Jon Meads 1990
Keith Butler 1991
John Thomas 1991
Scooter Morris 1992
Gerrit van der Veer 1993
Bert Arnold 1993
Tom Hewett 1994
Terry Roberts 1995
Scott Robertson 1995

%M J.SIGCHI.28.1.25
%T HCI Education: Past, Present and Future?
%S Education
%A Jean B. Gasen
%J SIGCHI
%D 1996
%V 28
%N 1
%P 25-27
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/education.html
%Y Past
Present
Future?
Real possibilities or wishful thinking?

%M J.SIGCHI.28.1.28
%T The Evolution of the Student Experience: Interviews with Stuart Card and
James Foley
%S Students
%A James E. Pitkow
%J SIGCHI
%D 1996
%V 28
%N 1
%P 28-31
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/students.html

%M J.SIGCHI.28.1.32
%T Visual Interaction Design: Rites of Passage
%S Visual Interaction Design
%A Maria G. Wadlow
%J SIGCHI
%D 1996
%V 28
%N 1
%P 32-33
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/vid.html

%M J.SIGCHI.28.1.34
%T Conferences
%S Local SIGs
%A Kate Ehrlich
%J SIGCHI
%D 1996
%V 28
%N 1
%P 34-35
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/local-sigs.html
%Y Profile: Vancouver
News and Views: BayCHI

%M J.SIGCHI.28.1.36
%T Simplifying Conformance
%S Standards
%A Pat Billingsley
%J SIGCHI
%D 1996
%V 28
%N 1
%P 36-38
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/standards.html
%Y ISO TC159/SC4/WG5: Software Ergonomics and Human-Computer Dialogues
ISO TC159/SC4/WG6: Human-Centered Design Processes for Interactive Systems
U.S.  TAG to ISO TC159/SC4
US HCI Expert Alert
HFES-HCI: Human Factors and Ergonomics Society Human-Computer Interaction Standards Committee
ISO-IEC JTC1/SC18/WG9: User System Interfaces in Documents and Related Communications
ANSI X3V1.9: User-System Interfaces in Text and Office Systems
ANSI/HFES 100-1988 Revision Committee
Key to Abbreviations

%M J.SIGCHI.28.1.39
%T Perspectives on Design and Internationalization
%S World-Wide CHI
%A John Karat
%A Clare-Marie Karat
%J SIGCHI
%D 1996
%V 28
%N 1
%P 39-40
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/international.html
%Y Internationalization and Nationalization
Nationalization and Customization
Internationalization, Nationalization and Customization

%M J.SIGCHI.28.1.41
%T Designing Interactive Systems: Ann Arbor, Michigan 23-25th August 1995
%S Conference Report
%A Alistair Sutcliff
%J SIGCHI
%D 1996
%V 28
%N 1
%P 41-42
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/sutcliff.html

%M J.SIGCHI.28.1.43
%T Knowledge-Based Support for the User-Interface Design Process
%S A CHI '95 Workshop
%A Kumiyo Nakakoji
%A Uwe Malinowski
%A Jonas Lowgren
%J SIGCHI
%D 1996
%V 28
%N 1
%P 43-47
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/nakakoji.html
%Y Motivations and Goals of the Workshop
	Background
	Goals of the Workshop
	Pre-workshop Activities and Participants
Workshop Activities
	Defining the Scope of the Workshop
	State of the Art -- Example Systems
	First Classification Scheme
	Example Classification: Application to Humanoid
	Second Classification Scheme
	A Conceptual MAP for different Support Techniques
Summary

%M J.SIGCHI.28.1.48
%T Minimizing Bias in Computer Systems
%S A CHI '95 Workshop
%A Batya Friedman
%A Eric Brok
%A Susan King Roth
%A John Thomas
%J SIGCHI
%D 1996
%V 28
%N 1
%P 48-51
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/friedman.html
%Y A Framework for Understanding Bias in Computer Systems
	Preexisting Bias
	Technical Bias
	Emergent Bias
Examples of Bias in Computer Systems
	Case 1: Gender Bias in Entertainment Software (John Thomas)
	Case 2: Graphical User Interfaces (GUIs) and the Visually Impaired (Eric Brok)
	Case 3: Unfamiliar Metaphor (Eric Brok)
	Case 4: Display Height, Visual Acuity, and Literacy in Voting Machines (Susan King Roth)
	Case 5: Computer Science Education (Eric Brok)
Methods for Minimizing Bias in Computer Systems
	Develop an Awareness of Common Biases
	Hold Early Public Discussion of Designs
	Explicitly Target Potential Users
	Design for Diversity
	Design for Flexibility
	Track Bias Throughout the Design Process
	Set Standards for Freedom From Bias in Computer Systems
	Educate Professionals
Extending the Framework on Bias in Computer Systems
Conclusion

%M J.SIGCHI.28.1.52
%T The Denver Model for Groupware Design: (Yeeeeee Haaaaaa!)
%A Tony Salvador
%A Jean Scholtz
%A James Larson
%J SIGCHI
%D 1996
%V 28
%N 1
%P 52-58
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/salvador.html
%Y Introduction
The Denver Model
The Denver Model: Description of the Design Submodel
	People
	Artifacts
	Tasks and Activities
	Interactive Situations
	Interactive Social Protocols
	Awareness
Evaluation of Groupware
Evaluation Space
	Task Focus
	Accurate predictions, trust, usefulness
	Low Cognitive Demand
	Acceptability
	Awareness
Issues in Choosing Procedures and Evidence
Future Work
Workshop Format
Contact Address
%X The Denver Model is offered as a framework with which to plan or evaluate
the capabilities associated with a particular groupware application.  This
model was the output of 14 participants at the two day workshop on Designing
and Evaluating Groupware, held at CHI'95, Denver Colorado.  The Denver Model
consists of three submodels: goals and requirements, design and technology.  A
description of the framework is provided and evaluation strategies are
described in this paper.

%M J.SIGCHI.28.1.59
%T Why Don't More Non-North-American Papers Get Accepted to CHI?
%A Ellen A. Isaacs
%A John C. Tang
%J SIGCHI
%D 1996
%V 28
%N 1
%P 59-65
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/isaacs.html
%Y Method
Results
The Difference Exists
Reasons for the Difference
Discussion
Conclusion
%X In this report, we describe how we carried out our analysis, explain our
findings, and discuss some preliminary ideas about actions that might increase
the participation of non-North Americans at CHI, should that be accepted as a
goal.

%M J.SIGCHI.28.1.66
%T "Finding and Reminding" Reconsidered
%A Scott Fertig
%A Eric Freeman
%A David Gelernter
%J SIGCHI
%D 1996
%V 28
%N 1
%P 66-69
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/fertig.html
%Y Analysis
	Preference for Location-based Search
	Reminding
	Archiving
New Metaphors
	Dynamic Queries
	Semantic File System
	Lifestreams
	How do Lifestreams match the way people work?
Conclusion
%X In the July 1995 SIGCHI Bulletin, Deborah Barreau and Bonnie Nardi rightly
point out that "every computer user spends enormous time and effort in filing
and finding of electronic files, yet there has been very little research on
the subject." To this end, Barreau and Nardi have investigated electronic
filing and finding practices of the users of common desktop systems to
determine "the factors affecting individual decisions to acquire, organize,
maintain, and retrieve information." While we applaud their efforts to study
the most basic aspects of user/computer interaction, we believe they draw the
wrong conclusions from their own research.  Our goal in this paper is to
explain why.

%M J.SIGCHI.28.1.70
%T Window Sharing with Collaborative Interface Agents
%A Charles Rich
%J SIGCHI
%D 1996
%V 28
%N 1
%P 70-79
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/rich.html
%Y Introduction
Example Scenario
	Home Windows
	Input Permission
	Signalling and Communicating
Architecture
Multiple Users and Agents
	The NShare Interface
	Automatic Input Permission Control
	Inter-Participant Communication
	Comparison with SharedX
Implementation
	Controller Requests
	Permission Requests
	Geometric Requests
	Status Requests
	Message Requests
	Translator Rules
Further Work
	Model-Based User Interfaces
	Collaboration and Discourse Structure
%X An implemented system is described which allows a software agent to
collaborate with a human user using a shared application window.  The system
automatically controls input permission and also provides mechanisms for
signalling and communication.  A generalization of the system to multiple
users and agents, called NShare, is compared with common window-sharing tools,
such as SharedX.  This work is part of a larger agenda to apply principles of
human collaboration and discourse structure to human-computer interaction
using the interface agent paradigm.

%M J.SIGCHI.28.1.81
%T SIGCHI News
%J SIGCHI
%D 1996
%V 28
%N 1
%P 81-82
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/minutes.html
%Y Hand-off Meeting of the SIGCHI Executive Committee (EC) August 25-27, 1995
	Participants
	Overview of Past Activities by Outgoing EC
		Jim Miller, Outgoing Chair
		Don Patterson, Member, Advisory Board
		Steven Pemberton, Editor, SIGCHI Bulletin
		Robin Jeffries, Outgoing Chair for Special Needs
		Jim Miller, Outgoing Chair
	Reports to the New EC on ACM, Finances and Conferences
		Diane Darrow, ACM SIGCHI Program Director.
		Clare-Marie Karat, V.C. for Finances
		Gene Lynch, V.C. for Conferences
	CHI-Related Business for the New EC
		The CHI '96 Budget
		CHI Video Series
	Goals and Plans Set by the New Committee
		Goals
		Potential Deliverables and Plans
		Activities Related to Increasing the Value and Usability of SIGCHI for its Members
		Activities Related to the Goal of Creating an Environment to Draw from all Areas of the HCI Community
		Activities Related to Being a Focal Point for HCI in the World
		Activities Related to Being the 'Heart' of SIGCHI Member's Professional Network
	Additional Action Items
	Workshop

%M J.SIGCHI.28.1.83
%T CHI 96: A Preview
%A Peter Stevens
%J SIGCHI
%D 1996
%V 28
%N 1
%P 83-84
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/chi96.html

%M J.SIGCHI.28.1.85
%T CHI 96 Workshops
%J SIGCHI
%D 1996
%V 28
%N 1
%P 85-90
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/workshops.html
%Y Workshop on Manipulation in Virtual Environments
User-Centred Design Principles -- How Far Have They Been Industrialised?
User Autonomy: Who Should Control What and When?
Towards an International Information Interface
A Future for Email
Educating HCI Practitioners: Evaluating What Industry Needs and What Academia Delivers
Formal Methods in Computer Human Interaction: Comparison, Benefits, Open Questions
Transforming User-Centered Analysis into Concrete Design
HCI and the Web
The HCI Professional as Consultant
The User Model as a Discipline for Interface Design
Psychological Issues of Virtual Environment Interfaces
Designing the User Interface for Speech Recognition Applications
Corporate Strategy and Usability Research: A New Partnership
CHI Ten Year View: Creating and Sustaining Common Ground

%M J.SIGCHI.28.1.96
%T Uppers and Downers
%S The Real World
%A Lon Barfield
%J SIGCHI
%D 1996
%V 28
%N 1
%P 96
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/real-world.html

%M J.SIGCHI.28.1.97
%T Programmers Are Humans Too
%S Views and Feelings
%A Steven Pemberton
%J SIGCHI
%D 1996
%V 28
%N 1
%P 97
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.1/views.html
%X One of the pieces of evidence that HCI hasn't yet reached maturity is the
fact that it is so difficult to write a GUI program.

%M J.SIGCHI.28.2.1
%T WWW
%S From the Editor
%A Steven Pemberton
%J SIGCHI
%D 1996
%V 28
%N 2
%P 1
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/editorial.html
%Y The World Wide Web
The Online Bulletin
Feedback Please!
SIGCHI News
Special Issue
%X An introduction to an issue with many articles about the World Wide Web.

%M J.SIGCHI.28.2.2
%T Quiz
%S From the Chairs
%A Mike Atwood
%A Guy Boy
%J SIGCHI
%D 1996
%V 28
%N 2
%P 2
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/chairs.html
%Y Membership Survey
SIGCHI Development Fund
CHI 96

%M J.SIGCHI.28.2.3
%T ACM SIGCHI Development Fund: Call for Proposals
%J SIGCHI
%D 1996
%V 28
%N 2
%P 3
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/chairs.html
%Y Funding Criteria
Funds Available for FY '96
The Proposal
Submission Procedures
Questions

%M J.SIGCHI.28.2.4
%T More Needles in the Haystack
%S Education
%A Jean B. Gasen
%J SIGCHI
%D 1996
%V 28
%N 2
%P 4
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/education.html

%M J.SIGCHI.28.2.5
%T Teaching Human Computer Interaction to Programmers
%S Education
%A Saul Greenberg
%J SIGCHI
%D 1996
%V 28
%N 2
%P 5-6
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/greenberg.html
%Y The Challenge
The Course
Students
Purpose
Structure
Course text
Assignments
Availability

%M J.SIGCHI.28.2.7
%T "Enough is Enough, and Enough is Too Much!"
%S Visual Interaction Design
%A Maria G. Wadlow
%J SIGCHI
%D 1996
%V 28
%N 2
%P 7
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/vid.html

%M J.SIGCHI.28.2.8
%T ANSI/HFES 200 Canvass Committee Now Forming
%S Standards
%A Pat Billingsley
%J SIGCHI
%D 1996
%V 28
%N 2
%P 8-9
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/standards.html
%Y Ordering Standards on the Web?  Not quite yet...
Key to Abbreviations

%M J.SIGCHI.28.2.10
%T World Wide Web
%S Local SIGs
%A Kate Ehrlich
%J SIGCHI
%D 1996
%V 28
%N 2
%P 10-11
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/local-sigs.html
%Y Local SIG Web Pages
	BAYCHI San Francisco Bay Area, California, USA
	LSCHI "Lone Star CHI".  Dallas/Ft.  Worth, Texas, USA
	GB/SIGCHI.  Greater Boston Area, Massachusetts, USA
	NU CHI Northern Utah, USA
	TorCHI Toronto, Canada
NEWS AND VIEWS

%M J.SIGCHI.28.2.12
%T "So How Are Your Hands?": Thoughts from a CS Student with RSI
%S Students
%A Rob Jackson
%J SIGCHI
%D 1996
%V 28
%N 2
%P 12-15
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/students.html
%Y About RSI
About My Hands
Getting Out of Hand -- RSI in our Crisis-Driven Culture
RSI in the Hands of Vanilla Media
Hand Over Fist -- RSI and the Workplace
Research Opportunities
Computer Scientists and RSI
For Further Reading

%M J.SIGCHI.28.2.16
%T Tools & Techniques in Visual Design Development
%S A CHI '95 Workshop
%A Loretta Staples
%A Dan Boyarski
%A Eviatar Shafrir
%A Peter Vanags
%A Annette Wagner
%A Linda Wall
%J SIGCHI
%D 1996
%V 28
%N 2
%P 16-17
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/staples.html
%Y Introduction
Workshop Goals
Format
The Tools & Techniques
	Mapping Navigation in Information Spaces
	Prototyping World Wide Web Exhibits Using Adobe Acrobat Exchange
	Layered Painting Techniques for Interface Design
	Getting Started Creating Graphics for Web Pages
	Photographic and Video Techniques for Icon Design and Animation
Conclusions

%M J.SIGCHI.28.2.18
%T Cognitive Architectures and HCI
%A Susan S. Kirschenbaum
%A Wayne D. Gray
%A Richard M. Young
%J SIGCHI
%D 1996
%V 28
%N 2
%P 18-21
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/kirsch.html
%Y Introduction
Represented Architectures
HCI Tasks
%X The Cognitive Architectures and Human-Computer Interaction Workshop
examined computational cognitive modeling approaches to human-computer
interaction issues (HCI).  The five major architectures and variations
represented were briefly summarized.  Participants compared approaches to a
set of selected HCI problems and alternative solutions, and compared the
strengths and weaknesses of the architectures.  A list of additional issues
was generated and discussed.

%M J.SIGCHI.28.2.22
%T Gesture at the User Interface
%S A CHI '95 Workshop
%A Alan Wexelblat
%J SIGCHI
%D 1996
%V 28
%N 2
%P 22-26
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/wex.html
%Y Coutaz
Maggioni
Altman
Gao
Fels
Kuehn
Hataoka
Cavazza
Wexelblat
Pook
Mulder
Hibbits
Appendix A
	Panel on Issues in Vision and Gesture
	Panel on Issues in Gesture Recognition
	Panel on Issues in Multimodal Interaction
	Panel on Issues in Application Development
Address

%M J.SIGCHI.28.2.27
%T OZCHI '95: 4th Australian Conference on Computer-Human Interaction
%A Donald L. Day
%J SIGCHI
%D 1996
%V 28
%N 2
%P 27
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/day.html
%Y HCI: A Light Into the Future
Paper Presentations
Keynote Speakers
Interactive Experience
Conference Mechanics
Future Conferences

%M J.SIGCHI.28.2.28
%T Educating Computer People about People & Computers: Report on Conference
Panel, HCI'95, Huddersfield
%A Philip J. A. Scown
%A Barbara McManus
%J SIGCHI
%D 1996
%V 28
%N 2
%P 28-31
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/scown.html
%Y Introduction -- The Context for the Panel Discussion
The Panel
The Panel Discussion
How Can Educators Cope with the Flood of New HCI Ideas?
Should HCI Be Fully Integrated into Software Engineering Courses or Taught in Specialist Modules?
What Are the Core Elements of HCI that All Students Should Do?
Should We Be Sharing Educational Materials?
Can HCI Design Be Taught or Are Creative Designers Born Not Bred?
Conclusions
%X This report describes a panel session on HCI Education held at the HCI'95
Conference.  During the debate, expert views were expressed about many of the
key issues affecting HCI teachers today, including: how can educators cope
with the flood of new HCI ideas?  should HCI be fully integrated into software
engineering courses or taught in specialist modules?  what are the core
elements of HCI that all students should learn?  there are perceived cultural
differences in HCI teaching in the UK, USA and Scandinavia -- are these
differences real and are they important?  should we be sharing educational
materials?  can HCI design be taught or are creative designers born not bred?

%M J.SIGCHI.28.2.32
%T Temporal Aspects of Usability: Papers from a Workshop
%S Temporal Aspects of Usability
%A Chris Johnson
%A Phil Gray
%J SIGCHI
%D 1996
%V 28
%N 2
%P 32
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/timeintro.html
%X In July 1995, a workshop on 'Temporal Aspects Of Usability' was organised
at the University of Glasgow.  This was intended to provide a common forum for
researchers in this area.  The following contributions were submitted as
position papers for this workshop.  They fall into three broad themes.

%M J.SIGCHI.28.2.33
%T Assessing the Impact of Time on User Interface Design
%S Temporal Aspects of Usability
%A Chris Johnson
%A Philip Gray
%J SIGCHI
%D 1996
%V 28
%N 2
%P 33-35
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/Chris-Johnson.html
%Y Introduction
Simulation Versus Prototyping
The XUAN Notation
The TAU Simulator
The Experimental Analysis
Conclusions
%X Temporal properties of interaction have a profound impact upon the
usability of human computer interfaces.  Delays in response time can lead to
frustration and error.  The simultaneous presentation of many different pieces
of information imposes heavy demands upon the cognitive and perceptual
resources of system operators.  These problems have been investigated by a
number of recent research initiatives.  Unfortunately, it has been difficult
to replicate the results that have been obtained from experimental
investigations.  This creates significant problems for designers if these
results are to guide the future development of interactive systems.  This
paper briefly describes how an multi-disciplinary team has addressed this
problem during the Temporal Aspects of Usability (TAU) project.

%M J.SIGCHI.28.2.36
%T Long-Term Variation in User Actions
%S Temporal Aspects of Usability
%A Richard C. Thomas
%J SIGCHI
%D 1996
%V 28
%N 2
%P 36-38
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/Rich-Thomas.html
%Y The Experiment
Key Trends
	Z-curves
	Exploration Curves
	Command Ranks
	Invariant Components
Implications
Conclusions
%X There has been little research into the study of long term adaptation by
users or the extent to which usage is enhanced over a substantial period [1].
However, there is general agreement that some interfaces, such as Unix shells
and certain editors, take years to master.  In this paper we present evidence
that users do indeed change their actions in the long term.  Some implications
of our findings are discussed.

%M J.SIGCHI.28.2.39
%T How Machine Delays Change User Strategies
%S Temporal Aspects of Usability
%A Paddy O'Donnell
%A Stephen W. Draper
%J SIGCHI
%D 1996
%V 28
%N 2
%P 39-42
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/Steve-Draper.html
%Y Introduction
The Task
Abbreviated Method
Our Experiment
Discussion
Conclusion
%X As machine response delays vary, the most important effect on users may be
not their annoyance but that they change the way they use an interface.  Even
the very simple task of copytyping three digit numbers gives rise to at least
three different user strategies (i.e. procedures).  However the effect seems
not be a simple function of delay length, contrary to earlier reported work. 
Instead users are probably shifting between strategies more fluidly.

%M J.SIGCHI.28.2.43
%T Time Modelling in Petri Nets for the Design of Interactive Systems
%S Temporal Aspects of Usability
%A Philippe Palanque
%A Remi Bastide
%J SIGCHI
%D 1996
%V 28
%N 2
%P 43-46
%K Formal models, Petri nets, Time modelling, Temporal relationships
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/Philippe-Palanque.html
%Y Introduction
Time Modelling
	Petri Nets Principles
	Qualitative Time Modelling
	Quantitative Time Modelling
Case Study in Time Modelling
Conclusion
%X This paper addresses the problem of the representation of time in
interactive software models.  We aim at providing solutions allowing the
software designers to efficiently use time modelling during the design
process, and to check that the software being built actually corresponds to
the temporal requirements.  The modelling approach makes a precise distinction
between qualitative and quantitative time modelling.  The qualitative aspects
are presented according to basic constructs of Petri nets while quantitative
aspects are introduced according to several extensions to the basic constructs
of Petri nets.  Each of those constructs is presented on a simple example.

%M J.SIGCHI.28.2.47
%T Delays and Temporal Incoherence Due to Mediated Status-Status Mappings
%S Temporal Aspects of Usability
%A Alan Dix
%A Gregory Abowd
%J SIGCHI
%D 1996
%V 28
%N 2
%P 47-49
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/Alan-Dix.html
%Y Status/Event Analysis and Event-event Mediation
Status-Status Mappings
Status-Status Mediation
A Taxonomy of Status-Status Mediation
Weakening Status-Status Mappings
Temporal Incoherence
Summary
%X The paper describes how the identification of 'status-status mappings'
early in the specification and design of an interactive system can highlight
potential temporal problems in the interface.  These problems arise because
without infinitely fast computation and communication, any constraints between
status in the interface are bound to be violated some of the time.  This
violation will at best be a slight lag between the source of a change and its
display and at worst may lead to inconsistency between parts of the interface.
We identify the ways in which status-status mappings are violated and the way
in which they are mediated by events in the implementation of a system.  This
enables the designer to control the eventual behaviour of the system and avoid
the worst pitfalls.

%M J.SIGCHI.28.2.50
%T Automated Verification of Temporal Dialogue Properties
%S Temporal Aspects of Usability
%A Gregory D. Abowd
%A Lein Ton
%J SIGCHI
%D 1996
%V 28
%N 2
%P 50-52
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/Greg-Abowd.html
%Y Introduction: A Synergy between HCI and Software Engineering
Progress Report
Critique of Approach and Future Work

%M J.SIGCHI.28.2.53
%T Time, Tasks and Errors
%S Temporal Aspects of Usability
%A Bob Fields
%A Peter Wright
%A Michael Harrison
%J SIGCHI
%D 1996
%V 28
%N 2
%P 53-56
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/Bob-Fields.html
%Y Introduction
An example
Formal Hierarchical Task Analysis
Timed models of task and system
	System and world behaviour
	Human temporal behaviour
Discussion
Conclusion
%X An aspect of usability that has often been downplayed in previous HCI
modelling research involves time.  Time dependencies and temporal constraints
are an important aspect of action, and failure to meet them leads to an
important class of human errors; many of the errors associated with safety
critical systems have a significant temporal component.  An attempt is made to
show how properties and behaviours that are important from this temporal
perspective may be modelled using concepts from our previous work [7] and
using real-time CSP [2]; some of the issues and problems with such approaches
are examined.

%M J.SIGCHI.28.2.57
%T Including Time in the Notion of Interactor
%S Temporal Aspects of Usability
%A M. Mezzanotte
%A F. Paterno'
%J SIGCHI
%D 1996
%V 28
%N 2
%P 57-61
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/Fabio-Paterno.html
%Y Introduction
The Extension of the Interactor Model
	Interactor Class that Constrains the Time of Input Data from the User Side
	Interactors Class that Constrains the Output towards the User
	Interactor Class that Constrains an Input from the User Depending on an Output Result from the Application to the User
An Example of Input Interaction Using Temporal LOTOS and User Model
Conclusion
%X The concept of an interactor is an abstraction which captures specific
requirements of software objects which interact with users.  The software
architecture of an Interactive System can be built by composing instances of
the interactor model which communicate with each other.  The model allows
designers and developers to identify easily the main elements to take into
account in the selection of concrete instances of interaction objects and to
develop software architectures in a systematic way.  In [P94] a theory of user
interaction objects was presented.  This theory was developed mainly for
graphical interaction objects and needs some extensions in order to capture
the specific time requirements of multimedia user interfaces more efficiently.
In this paper we give indications on how to perform such an extension.

%M J.SIGCHI.28.2.62
%T The CHI '95 Conference Electronic Publication: Introduction to an
Experiment
%A Robert Mack
%A Linn Marks
%A Dave Collins
%A Keith Instone
%J SIGCHI
%D 1996
%V 28
%N 2
%P 62-75
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/mack.html
%Y Introduction
Electronic Publishing Goals and Plan
Form and Content
	Embedded URL References to Web Home Pages or Electronic Versions of Papers on the Web
	Footnotes
	Image Presentation: In-line or as Links?
	Reference Citations: Link References in Text Body to Citation in References Section?
	Mathematics
	Navigation Buttons
Development Process
	Computing and Software Resources for CD-ROM Production
	TimeLine
	Document File Input
	Organizing Files
	Converting Files to Source Document Formats
	Converting Files to HTML
	HTML Formatting and Style Issues
	Images
	QuickTime Videos
	CD-ROM Manufacturing Process
	CD-ROM Artwork
	Proofing HTML Documents
Problems
	Computing and Software for CD-ROM Production
	TimeLine
	Document File Input
	Converting files to HTML
	Images
	QuickTime Videos
	Proofing HTML Documents
	CD-ROM Manufacturing Process
	General Observations about Production Problems
	Timing Problems
	How Can We Solve these Problems?
The Experiment Begins: Plans and Issues
	ACM/SIGCHI Long-Term Electronic Publication Plans
	Preliminary Recommendations for Producing Electronic Submissions
	Uploading the CD-ROM Publication to an ACM/SIGCHI Web Site
	Taking Advantage of Web Hyperlinks
	Evaluating Usage of CD-ROM and Web Publications
%X In the spring of 1994, the CHI '95 Conference Committee decided to produce
an electronic Conference Proceedings and Companion, to be delivered on CD-ROM.
The CD-ROM version of the Proceedings and Companion were delivered to
attendees of the CHI '95 Conference.  Soon after the conference, the fourth
author created the World Wide Web, or "Web" version based on the CD-ROM
contents, which is accessible via: http://www.acm.org/ in directories
/sigchi/chi95/Electronic/chi95cd.htm.  This report describes the rationale and
development process for the CD-ROM, and introduces the ACM/SIGCHI experiment
in electronic, Web-based Conference publication.

%M J.SIGCHI.28.2.76
%T Interactive Video
%A Michael K. Stenzler
%A Richard R. Eckert
%J SIGCHI
%D 1996
%V 28
%N 2
%P 76-81
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/eckert.html
%Y What Does Interactive Mean?
Levels of Interactivity
Examples
Other Uses
Conclusion
Bibliography
%X Having more effective communication devices allows one to create better
teaching tools.  Many studies have demonstrated that multimedia instructional
applications are more effective than traditional teaching methods [1-5].
Interactive video will make these educational tools even more effective.  One
of the programs described in this paper gives an excellent example of this. 
That program allows a person to take video clips of herself speaking Chinese
phrases and then compares those clips with clips of native Chinese speakers
saying the same phrases.  Because the program shows the user a video clip of
the native speaker, the user can see how the speaker's mouth moves while
speaking as well as being able to hear the correct pronunciation.  This is
helpful when trying to mimic the sounds.  With this program, a Chinese
language student can practice and perfect her pronunciation without the need
of anyone else's assistance.

%M J.SIGCHI.28.2.
%T "Designing Visual Interfaces," by Kevin Mullet and Darrell Sano
%S Book Review
%A Raghu Kolli
%J SIGCHI
%D 1996
%V 28
%N 2
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/book-review.html

%M J.SIGCHI.28.2.82
%T Dissertations
%D 1996
%N 2
%P 82-84
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/dissertations.html
%Y Abstracts of Interest

%M J.SIGCHI.28.2.85
%T SIGCHI News
%J SIGCHI
%D 1996
%V 28
%N 2
%P 85-91
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/minutes.html
%Y Telephone Conference Meeting of the SIGCHI Executive Committee (EC) November 11, 1995
	Participants
		Elected Officers
		Chairs' Appointee
		Non-Voting
	Minutes
	Information Director
	Status of Continuing Education Units
	Budget Proposals Received
Meeting of the SIGCHI Executive Committee (EC) December 9-10, 1995
	Participants
		Elected Officers
		Chairs' Appointees (1 vote for the Board as a whole)
		Non-Voting
	Approval of Minutes
	Public Vote on Prior Motions
	Conference Management Committee (CMC) Report
		CHI '95
		CHI 96
		CHI 97
		Future CHIs
		Development of HCI
		Conference Experiments
		Trade Show
		Publications
	Report from VC for Operations
	Report from VC for Publications
	Report from VC for Communications
	Report from the SIGCHI Bulletin Editor
	Report from Past Chair
	Report from ACM Liaison
	Report from Co-chairs
	Miscellaneous Financial Issues
	Budget Item Proposals and Votes
		Membership Directory (J.  Karat)
		Member Appreciation Gift (Atwood, Teasley)
		Development Fund (Atwood)
		Market Research Study (CM Karat and Teasley)
		Advisory Committee on Education (Williams)
		Working Group on Continuing Education (Williams)
		Winter School (Boy)
		HCI Central Service Site (Miller)
		Trade Show (Lynch)
		Local SIGs (Kate Ehrlich, represented by CM Karat)
		Reception for Bulletin Supporters (Pemberton)
		Identity Package (Shelley Evanson and Rosemary Wick Stevens)
		Standards (J.  Karat)
	Action Items and Additional Issues
		Trade Show
		Approval of the SIGCHI FY97 Budget
	Approval of Doctoral Consortium Chair
	SIGCHI Approval of CHI Treasurer
	CHI 94 Financial Status
	Privacy of CHI-Submitters Databases
	CHI Conference Reviewers Databases
	Communicating with Members at CHI
	General SIG Development Fund
	Change of SIGCHI to a Society
	Ongoing Accountability
	Advertising the Development Fund
	Status of Programs in the 1996 Budget
	Status Reports on Budgeted Actions
	Mailing Lists
	Bringing Adjunct Chairs Up to Speed
	Business Cards
	Migration of SIGCHI Email Lists
	Proposal to Give Video to Every CHI Attendee
	WWW Presence
	ACM SIGCHI Curricula for Human-Computer Interaction on WWW
	Future Meetings
Conference Call Meeting of the SIGCHI Executive Committee (EC) January 31, 1996
		Participants
		Elected Officers
		Chairs' Appointees (1 vote for the Board as a whole)
		Non-Voting
	Minutes
	Development Consortium Proposal
	Archiving of SIGCHI Materials
	ToDo List
	Web Publication of Document

%M J.SIGCHI.28.2.95
%T Sticky Labels
%S The Real World
%A Lon Barfield
%J SIGCHI
%D 1996
%V 28
%N 2
%P 95
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/real-world.html

%M J.SIGCHI.28.2.96
%T What Was the Subject of Titchner's Doctoral Thesis?
%S Views and Feelings
%A Ed Chilton
%J SIGCHI
%D 1996
%V 28
%N 2
%P 96
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.2/views.html

%M J.SIGCHI.28.3.1
%T Italy
%S From the Editor
%A Steven Pemberton
%J SIGCHI
%D 1996
%V 28
%N 3
%P 1
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/editorial.html
%Y New Editors
Future Issues

%M J.SIGCHI.28.3.2
%T Questions and Answers and Requests for More Questions
%S From the Chairs
%A Mike Atwood
%A Guy Boy
%J SIGCHI
%D 1996
%V 28
%N 3
%P 2-3
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/chairs.html
%Y Was CHI 96 Successful?
Why is SIGCHI a Global instead of an International Society?
What Does SIGCHI Do to Recognize that We Are a Global Society?
Questions for SIGCHI Members
What's the Tie between SIGCHI and interactions Magazine?
Can We Make Our Conferences More "Family Friendly?"
Who Would You Like to See on the SIGCHI Executive Committee?
What Are the Top 2 Things SIGCHI Could Do for You?
What Questions Do You Have For Us and the Other Executive Committee Members?

%M J.SIGCHI.28.3.4
%T Cultural User Interfaces: A Silver Lining in Cultural Diversity
%S World-Wide CHI
%A Alvin Yeo
%J SIGCHI
%D 1996
%V 28
%N 3
%P 4-7
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/international.html
%Y Introduction
Different Perceptions
Cultures
Proposal
	Technical Considerations
	Strategy for Developing a CUI
	Other Benefits of a CUI
Glimpse of the CUI's Future ...

%M J.SIGCHI.28.3.8
%T The Industrial Design of the Software Industry
%S Visual Interaction Design
%A Brad Weed
%J SIGCHI
%D 1996
%V 28
%N 3
%P 8-11
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/vid.html
%Y What is Industrial Design?
Industrial Design as a Model for Interaction Design
Graphic Design vs. Industrial Design
The Current State of Interaction Design
The Future of Interaction Design

%M J.SIGCHI.28.3.12
%T Students
%S Local SIGs
%A Kate Ehrlich
%J SIGCHI
%D 1996
%V 28
%N 3
%P 12-13
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/local-sigs.html
%Y Profile: Ottawa
New Local SIGs Chair

%M J.SIGCHI.28.3.14
%T Time Flies You Cannot They Fly Too Fast
%S Education
%A Jean Gasen
%J SIGCHI
%D 1996
%V 28
%N 3
%P 14
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/education.html

%M J.SIGCHI.28.3.15
%T Programming Languages: A Play in Three Acts
%S Students
%A Ben Anderson
%A Blair MacIntyre
%Q The SIGCHI Bullets
%J SIGCHI
%D 1996
%V 28
%N 3
%P 15-19
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/students.html
%Y Act One
In Summary: A Call for Discussion
A Small Plug: Call for Student Articles

%M J.SIGCHI.28.3.20
%T Hail and Farewell
%S Standards
%A Pat Billingsley
%J SIGCHI
%D 1996
%V 28
%N 3
%P 20
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/standards.html
%Y Introducing Harry Blanchard, Incoming SIGCHI Standards Chair

%M J.SIGCHI.28.3.21
%T Field Oriented Design Techniques: Case Studies and Organizing Dimensions
%A Dennis Wixon
%A Judy Ramey
%J SIGCHI
%D 1996
%V 28
%N 3
%P 21-26
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/wixon.html
%Y Background of the Workshop
Developing a Common Understanding of the Work Done
Success of the Workshop
Summary of the Thirteen Cases
	Focus on Roots in Ethnography and Participatory Design
	Focus on the Development Process
	Two Organizational Case Studies
	Focus on Specifics of Method
	Focus on Contextual Design
	Bringing the Field into the Lab
Case Studies: Lessons and Principles of Field research
	General Process: It Looks Easy
	The Ease of Conducting and Applying Field Research Depends on the Development Organization
	Field Methods Apply to an Extraordinarily Wide Range of Design Challenges
	Field Research Works Well in Combination with Other Methods and Philosophies
	Using Field Research Methodology Requires Creative Invention
	The Success of Field Research Can Depend on Well-Structured Deliverables
Conclusion

%M J.SIGCHI.28.3.27
%T Formal Specification of User Interfaces
%A Christopher Rouff
%J SIGCHI
%D 1996
%V 28
%N 3
%P 27-33
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/rouff.html
%Y Motivation of Workshop
Participants and Their Interests
Issues and Observations
	Issues
	Observations
Results of Group Discussions
	What Makes a Specification Formal?
	What are the Goals of Formal Specifications?
	Which Technique Should We Use?
	Issues of Next Generation User Interfaces
	What are the Dimensions of a Specification?
	Is There a Holy Grail?
Conclusion

%M J.SIGCHI.28.3.34
%T Collective Learning and Collective Memory for Coping with Dynamic
Complexity: Co-tech Workshop at ECSCW 95
%A Yvonne Waern
%J SIGCHI
%D 1996
%V 28
%N 3
%P 34-41
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/waern.html
%Y Background
Objectives
Introduction
Conflict between Computerised Collective Memory and the Prescriptive Organisation
	Summary
	Presentation and Discussion
Organizational Memory as Process not Object: What We Can Learn from Systems that Work Now (From Observations of Air Traffic Control)
	Summary
	Presentation and Discussion
Collective Decision Making and Knowledge Management in Oncology
	Summary
	Falzon: Presentation and Discussion
	Sauvignac Presentation and Discussion
Cooperative Work Conditions in a Satellite Control Room
	Summary and Presentation
Read My Lips....But Also the Rest
	The Institutional Common Information Space, Organisational Memory and the fulfillment of necessary organisational learning as represented by Signs and Symbols in a Military Occupational Culture, Sanctuary Threatened by the Introduction of Information Technology
	Summary
	Presentation and Discussion
Collective Memory from Everyday Work
	Summary
	Presentation and Discussion
Visualised Co-ordination Support in Distributed Decision Making
	Summary and Presentation
Knowledge Management for Collective Learning and Organisational Memory
	Summary
	Presentation and Discussion
Knowledge Graphs
	Summary
Shifting Perspectives on Organizational Memory: From Storage to Active Remembering
	Presentation
	Discussion
General discussion

%M J.SIGCHI.28.3.42
%T ESP6 (or, Snowbound during the great storm of '96): 6th Workshop on
Empirical Studies of Programmers, Alexandria, Virginia, USA, Jan 5-7
%A Deborah A. Boehm-Davis
%A Wayne D. Gray
%J SIGCHI
%D 1996
%V 28
%N 3
%P 42-43
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/boehm.html

%M J.SIGCHI.28.3.44
%T In Search of Clickable Dons: Learning about HCI Through Interacting with
Norman's CD-ROM
%A Yvonne Rogers
%A Frances Aldrich
%J SIGCHI
%D 1996
%V 28
%N 3
%P 44-47
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/rogers.html
%Y Introduction
Norman's CD-ROM
The Study
	Aims
	The HCI Course and the Students
	Findings
Students' Evaluation of the CD-ROM
	Students' Positive Responses
	Students' Negative Responses
	Students' Recommendations
Benefits of Using the CD-ROM
Discussion and Conclusion
%X As part of a university HCI course, masters students used and evaluated
Norman's CD-ROM Defending Human Attributes in the Age of the Machine [1].  This
paper reports on the advantages and disadvantages of the CD-ROM from the
students' perspective, and reflects on the learning benefits of using this
kind of interactive media.  Problems with adapting existing books from paper
to CD-ROM are discussed, and a number of suggestions are put forward of ways
in which the interactivity of electronic media could be further exploited for
teaching HCI and interface design.

%M J.SIGCHI.28.3.48
%T HCI in Italy: An Overview of the Current State of Research
%S HCI in Italy
%A Berardina Nadja De Carolis
%J SIGCHI
%D 1996
%V 28
%N 3
%P 48-49
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/italy.html
%Y Research
	User Interface Design
	Advanced Interfaces
	Definition and Evaluation of Usability
Relevant Activities

%M J.SIGCHI.28.3.50
%T A Visual Approach to HCI
%S HCI in Italy
%A P. Bottoni
%A M. F. Costabile
%A S. Levialdi
%A P. Mussio
%J SIGCHI
%D 1996
%V 28
%N 3
%P 50-55
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/levialdi.html
%Y Introduction
The Com{sup:2} model
Visual languages in HCI
Conclusions
About the PCL group
%X The Pictorial Computing Laboratory (PCL) evolves its past experience in
image processing and pattern recognition to the design of interactive systems.
In the last ten years, a model for visual interactive computing has been
developed based on the following abstraction: in interactive activities human
beings communicate with computers through digital messages representing (part
of) the state of the computation.  Such a model, called Com{sup:2}, is
described, and an interaction with a system, developed following it, is shown
as example, thus highlighting the use of visual languages for human-computer
interaction.

%M J.SIGCHI.28.3.56
%T A Visual Approach to Object-Oriented Analysis Based on Abstract Diagrams
%S HCI in Italy
%A M. Missikoff
%A R. Pizzicannella
%J SIGCHI
%D 1996
%V 28
%N 3
%P 56-64
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/missikoff.html
%Y Introduction
	Related Work
The Conceptual Language TQL++
	Structural Specification
	Explicit Constraints
	Behaviour Specification
TQD++: The Diagrammatic Notation for TQL++
	The Basic Figures of TQD++
	From Basic to Composite Figures
	The Composite Figures of TQD++
Implementation Issues and Future Works
	Future Work
%X Object-Oriented Analysis and Design (OOAD) methods are rapidly getting a
wide consensus.  They are mainly based on a diagrammatic approach.  Diagrams
are intuitive, fast to learn and easy to use.  However, they lack of a formal
basis and their semantics is mainly descriptive.  Furthermore, validation and
verification of analysis specifications are, to a large extent, performed
manually.  Conversely, formal specification methods, such as Z or Larch, do
not guarantee the same level of intuitiveness and have not been conceived for
a diagrammatic representation.
   In this paper we present a visual, diagrammatic OOAD method conceived to
joining formality and intuitive user interaction.  The method is organised in
three layers.  The external layer allows the user directly manipulate diagrams
representing analysis specifications.  The internal layer represents the
formal model of the application being analysed.  Then we have an intermediate
layer that decouples the two, so that the external (presentation) layer has
the independence from the formal layer that allows the flexibility to meet at
the best the interaction needs of the user.  The proposed method has been
embodied in Mosaico, an O-O conceptual modeling tool developed at IASI-CNR.

%M J.SIGCHI.28.3.65
%T Task-Centred Design: Turning Task Modelling into Design
%S HCI in Italy
%A P. Marti
%J SIGCHI
%D 1996
%V 28
%N 3
%P 65-70
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/marti.html
%Y Introduction
The Functional Perspective
	Task Analysis and Task Modelling
The Interaction Perspective
	Initial Design
	Redesign
The GUI Design Process
The Evaluation Process
Conclusions
%X A task-centred approach to systems design and evaluation is presented.  In
particular, task analysis and task modelling are described as major human
factors tools for a structured user-centred and task-centred design
methodology.  It will be shown how these techniques can be exploited
throughout the development process, and their beneficial effects in terms of
software usability.

%M J.SIGCHI.28.3.71
%T Reasoning on Gestural Interfaces through Syndetic Modelling
%S HCI in Italy
%A G. P. Faconti
%J SIGCHI
%D 1996
%V 28
%N 3
%P 71-76
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/faconti.html
%Y Introduction
Syndetic Modelling and the Role of Interactors
Interactive Cognitive Subsystems
	A Formal Representation of ICS
A Simple System for Gestural Interaction
Building the Syndetic Model
Analysis of the Syndetic Model
	Standard Mouse Operation
	Performing Gestures with the Mouse
Conclusions
%X This paper builds on previous works carried within the ESPRIT Amodeus
project and shows how a new approach to human-computer interaction, called
syndetic modeling, can be used to gain insight into user-oriented properties
of interactive systems.  The word syndesis comes from the ancient greek and
means conjunction.  It is used to emphasize the key point of this approach:
user and system models are described within a common framework that enables
one to reason about how cognitive resources are mapped onto the functionality
of the system.

%M J.SIGCHI.28.3.77
%T Moving Tasks at the Center of the Development, Execution and Evaluation
Process
%S HCI in Italy
%A Fabio Paterno'
%J SIGCHI
%D 1996
%V 28
%N 3
%P 77-81
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/paterno.html
%Y Introduction
Task-driven Specification of Interactive Systems Software
Verification of Properties of the User Interface
Task-oriented Toolkit for the Software Development of User Interfaces
Automatic Generation of Task-Oriented Help
Evaluation of User Sessions with Respect to their Tasks
The Resulting Environment
Conclusions and Further Works
%X This paper shows how the concept of user task can be used to drive various
phases of the design process.  The basic idea is to create a direct
correspondence between user tasks and the software components needed to
perform them.  This leads to such results as the design of functionalities
which are easier to use, task-oriented help, and the evaluation of users
sessions with respect to their tasks.

%M J.SIGCHI.28.3.82
%T A Tool to Support Specification and Evaluation of Context-Customized
Interfaces
%S HCI in Italy
%A Fiorella de Rosis
%A Sebastiano Pizzutilo
%A Berardina De Carolis
%J SIGCHI
%D 1996
%V 28
%N 3
%P 82-88
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/derosis.html
%Y Introduction
XDM Models
Model Building
	a.  Defining the Contexts in which the System Should Operate
	b.  Defining the Tasks in a Top-Down Way
	c.  Describing each Task in Terms of Application Conditions and Effects
	d.  Defining Dynamical Aspects of Interaction
	e.  Completing the Definition of Logical Aspects of Interaction
	f.  Selecting an Environment
	g.  Define Physical Aspects of the Interface
Model Use
	Description
	Simulation
Formal Evaluation
	Correctness
	Usability
State of the Art and Future Developments
%X This paper describes a tool which aims at responding to the mentioned
objectives: XDM (Context-Sensitive Dialogue Modeling) extends Coloured Petri
Nets to specify context-customized interfaces in a task-based way and to
simulate their behaviour in defined contexts.  By integrating this modeling
approach with KLM theory [2], XDM also enables evaluating (in an automatic or
semi-automatic way) whether the interface is correct and usable.

%M J.SIGCHI.28.3.89
%T A Multiparadigmatic Environment for Interacting with Databases
%S HCI in Italy
%A T. Catarci
%A M. F. Costabile
%A A. Massari
%A L. Saladini
%A G. Santucci
%J SIGCHI
%D 1996
%V 28
%N 3
%P 89-96
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/catarci.html
%Y Introduction
The System Architecture
Theoretical Foundations
	The Graph Model and the Graphical Primitives
	The Structure Tree
Query Phase
	An Example of Query Interaction
Result Presentation
	An Example of Interaction during the Result Visualization
User Issues
	The User Model
	Usability Tests
Conclusions
About the Research Group
%X We present a prototype system to be used for visually accessing
heterogeneous databases.  The basic idea is to provide the user with several
visual representations of data as well as multiple interaction mechanisms for
both querying databases and visualizing the query results.  Since some visual
representations better fit certain user classes, the system adapts to the
user's needs by switching to the most appropriate visual representation and
interaction mechanism, according to a suitable user model.  The data and query
representations are consistent in every paradigm.  Such a notion of
consistency stems from formal basis, i.e. a twofold data/representation model,
namely the Graph Model, and a set of basic Graphical Primitives.  This formal
approach allows the user to switch from one interaction paradigm to another,
always saving the query state.

%M J.SIGCHI.28.3.97
%T Virtual ECHO: An Interface for a Simulated Environment
%S HCI in Italy
%A Daniela Meloni
%A Alessandro Mura
%A Francesco S. Nucci
%A Angelo Cangelosi
%A Maria Beatrice Ligorio
%J SIGCHI
%D 1996
%V 28
%N 3
%P 97-101
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/meloni.html
%Y Group Description
Theoretical and General Framework
User Interface
	The Basic Idea
	The Interface and the System Functionalities
	The Structure Interface
Implementation Notes
Addresses
%X ECHO is a simulated environment with multimedia technology aimed to
training specialized technical staff in using radar techniques.  The system
was designed using the user-centered perspective and a relevant knowledge
acquisition phase in order to define a suitable Human-Computer Interface.  The
interface chosen for the system is the visit metaphor in order to leave the
student free in exploring a virtual environment.
   ECHO was designed by the Advanced Methodologies and Interface Design group
(MEDIA group), of the L.I.T (Laboratory of Information Technologies) of the
Alenia
   The paper, after a brief MEDIA group description, discusses the theory (as
the theoretical framework and system architecture), as well as the user
interface specific aspects (as the basic idea, the functionalities, and the
interface structure).  Finally the paper describes some implementation notes.

%M J.SIGCHI.28.3.102
%T Human-Computer Interaction through Natural Language and Hypermedia in
AlFresco
%S HCI in Italy
%A Oliviero Stock
%A Carlo Strapparava
%A Massimo Zancanaro
%J SIGCHI
%D 1996
%V 28
%N 3
%P 102-107
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/stock.html
%Y Introduction
A Brief Account of AlFresco
	User Model
	The Dialogue Cohesion Manager
	Presentation Actions and Media Coordinator
Information Access and Multimodal Dialogue
Graphical Feedback and Reference Errors
Conclusions
%X Multimodality is a powerful concept for dealing with dialogue cohesion in a
Human-Computer Natural Language centered system.  Two issues, important for a
the more effective exploitation of the potentially large bandwidth of
communication provided by this situation are presented: (i) the integration of
navigational and mediated aspects of interaction; (ii) the use of a graphical
representation of the dialogue structure to allow the possibility of direct
manipulation.  Examples from real interaction with AlFresco, a prototype for
art exploration, are used to give a concrete idea of the implemented concepts.

%M J.SIGCHI.28.3.108
%T Building Interfaces as Personal Agents: A Case Study
%S HCI in Italy
%A Amedeo Cesta
%A Daniela D'Aloisi
%J SIGCHI
%D 1996
%V 28
%N 3
%P 108-113
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/cesta.html
%Y Introduction
Multi-Agent Systems for User Interfaces
	The Single-Agent Architecture
	Putting Several Agents Together
Active Interfaces for Repetitive Tasks
	The Mail Agent
	The Meeting Agent
Conclusions
%X This paper concerns the development of interfaces which perform tasks on
behalf of the user.  Recently the concept of task delegation has gained
consideration due to the increasing number of assignments that are quite
repetitive and tedious, like dealing with electronic messages, managing
personal agendas, retrieving data and information in remote and distributed
repositories.  These tasks are generally connected to the development of
computer networks.  The design of such interfaces presents a high degree of
complexity since the relationship with the user and his needs is very
critical: in most cases the user wants to control the jobs to be mechanized
but in the same time he wants to be free from wasting his time in performing
repetitive patterns of actions.  In this paper the main problems concerning
the design of active and cooperative interfaces are investigated.  Then a
solution is proposed based on the approaches of software agents and
distributed architectures.  Starting point of the project is to integrate and
make accessible different tools and applications regularly utilized by a user:
all these elements concur in building a flexible and scalable environment that
the user can access through intelligent agents that work as interfaces.

%M J.SIGCHI.28.3.114
%T The Management of Human Errors in User-Centered Design
%S HCI in Italy
%A A. Rizzo
%A O. Parlangeli
%A E. Marchigiani
%A S. Bagnara
%J SIGCHI
%D 1996
%V 28
%N 3
%P 114-119
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/rizzo.html
%Y Introduction
Evaluation and Human Error
Guidelines for Handling Human Errors
	Make the Action More Perceptible
	Use Multi-Sensory Feedback
	Display Message at High Level but with Specific Content
	Provide an Activity Log
	Allow Comparisons
	Make Result Available to User Evaluation as Soon as Possible and Allow the User to Have Control on the Format Display
	Provide Result Explanations
Conclusions
%X User-Centered Design puts the users at the center of the design activity by
involving them from the very beginning in the process and by iteratively
testing and re-designing the product.  In every testing and evaluation phase
human error analysis plays an important role.  Although it is not possible to
design systems in which people do not make errors, much can be done to
minimize the incidence of error, to maximize error detection, and to make
easier error recovery.  However, the qualitative analysis on human error has
not received the attention that it deserves.  In the paper the main features
of the user-centered approach are sketched and a set of guidelines for
handling human error is presented.  An example drawn from our design
experience is reported for each guideline.

%M J.SIGCHI.28.3.120
%T "Multimedia and Hypertext: the Internet and Beyond," by Jakob Nielsen
%S Book Review
%A Bert Bos
%J SIGCHI
%D 1996
%V 28
%N 3
%P 120-122
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/book-review.html

%M J.SIGCHI.28.3.123
%T SIGCHI News
%J SIGCHI
%D 1996
%V 28
%N 3
%P 123
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/minutes.html
%Y Conference Call Meeting of the SIGCHI Executive Committee (EC) February 28, 1996
	Participants
	Minutes
	CHI 96 Conference Activities
	Development Fund Proposal and Vote
	SIGCHI Logo and Identity Package
	SIGCHI and the Telecommunications Decency Act
	Trade Show
	SIGCHI Bulletin Evaluation Page
Conference Call Meeting of the SIGCHI Executive Committee (EC) March 27, 1996
	Participants
	Minutes
	Touring Tutorials
	Recognition Awards at CHI
	Continuing Education

%M J.SIGCHI.28.3.127
%T Waiting
%S The Real World
%A Lon Barfield
%J SIGCHI
%D 1996
%V 28
%N 3
%P 127
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/real-world.html

%M J.SIGCHI.28.3.128
%T Beep Beep!
%S Views and Feelings
%A Steven Pemberton
%J SIGCHI
%D 1996
%V 28
%N 3
%P 128
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.3/views.html
%X An invective harangue against unnecessary noise in user interfaces.

%M J.SIGCHI.28.4.1
%T CHI 96
%S From the Editor
%A Steven Pemberton
%J SIGCHI
%D 1996
%V 28
%N 4
%P 1
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/editorial.html
%Y New VID Editors
Toulouse SIG
Deadline Reminder Service
Cover Photo

%M J.SIGCHI.28.4.2
%T SIGCHI Annual Report
%S From the Chairs
%A Mike Atwood
%J SIGCHI
%D 1996
%V 28
%N 4
%P 2-3
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/chairs.html
%Y Publications
Special Projects
Conferences and Workshops
Awards
Education
International Activities
Collaboration
Membership Activities
Equipment Purchases

%M J.SIGCHI.28.4.4
%T The Voluntary Workcamps Association of Ghana's Computer Literacy/Distance
Learning Project: Appeal for Equipment and Financial Support
%S World-Wide CHI
%A Osei Darkwa
%J SIGCHI
%D 1996
%V 28
%N 4
%P 4-6
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/international.html
%Y The VOLU Distance Learning Program
Goals of the Program
Sponsoring Organizations
	The Voluntary Workcamps Association of Ghana
	Operation Crossroads Africa, Inc.
	The Singapore International Foundation (SIF)
Current Needs of the Project
Other Contact Addresses

%M J.SIGCHI.28.4.7
%T A Look Ahead and an Overview
%S Standards
%A Harry E. Blanchard
%J SIGCHI
%D 1996
%V 28
%N 4
%P 7-9
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/standards.html
%Y Standards Organizations Involved in User Interface Standards
Worldwide International Organizations
	ISO
	ISO TC159 SC4
	ISO TC159 SC4 WG5 & WG6
	ISO/IEC JTC1
	ISO/IEC JTC1 SC18 WG9
	ITU Telecommunications Standardization Sector (ITU-T)
Regional International Organizations
	CEN
	ETSI
National Organizations
	USA: ANSI (American National Standards Institute)
	UK: BSI (British Standards Institute)
	France: AFNOR (Association Frangaise de Normalisation -- French Standards Association)
	Germany: DIN (Deutsches Institut fur Normung -- German Standards Institute)
Other Standards Organizations

%M J.SIGCHI.28.4.10
%T Time to Go
%S Visual Interaction Design
%A Maria G. Wadlow
%J SIGCHI
%D 1996
%V 28
%N 4
%P 10
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/vid.html

%M J.SIGCHI.28.4.11
%T Some Progress and Some New Questions
%S Education
%A Andrew Sears
%J SIGCHI
%D 1996
%V 28
%N 4
%P 11-14
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/education.html
%Y Some New, and Not So New, Questions
Where is HCI Education Today?
	Undergraduate
	Graduate
Providing Resources
Evaluating Outcomes
Spreading the Word
Conclusions

%M J.SIGCHI.28.4.15
%T The Year-Round CHI Conference: At a Local SIG Near You
%S Local SIGs
%A Richard Anderson
%J SIGCHI
%D 1996
%V 28
%N 4
%P 15-16
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/local-sigs.html
%Y CHI 96 Local SIGs Challenge
BuckCHI Joins the Challenge
Similar, Yet Unique
A New CHI Conference Challenge: Greater Local SIGs Visibility
Thank you, Kate

%M J.SIGCHI.28.4.17
%T A Common Ground between Student Volunteers & the CHI 96 Community
%S Students
%A Sara Rochelle Parsowith
%A Carol Traynor
%J SIGCHI
%D 1996
%V 28
%N 4
%P 17-19
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/students.html
%Y New Ground with Other SVs
Conclusion

%M J.SIGCHI.28.4.20
%T CHI 96: Interviews with the Conference Co-Chairs
%A Steven Pemberton
%J SIGCHI
%D 1996
%V 28
%N 4
%P 20-22
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/conf-chairs.html
%Y Kevin Schofield
Michael Tauber

%M J.SIGCHI.28.4.23
%T User-Centred Design Principles: How Far Have They Been Industrialised?
%S A CHI 96 Workshop
%A Ian McClelland
%A Bronwen Taylor
%A Bill Hefley
%J SIGCHI
%D 1996
%V 28
%N 4
%P 23-25
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/mcclelland.html
%Y Why the Interest?
Who Participated?
The Process
Key Practices
Skills
Dependencies
The Afternoon Session
The Key Practices
The Skills
Pointers to the Future
	Making UCD Visible
	Expanding beyond Usability Testing & Evaluation
	Process Definition and Use
	Change Management Skills
Where Does This Take Us?
Acknowledgements and Responsibilities

%M J.SIGCHI.28.4.26
%T Educating HCI Practitioners: Evaluating What Industry Needs and Academia
%S A CHI 96 Workshop
%A Andrew Sears
%A Mary Czerwinski
%A Laurie P. Dringus
%A Barbara Bernal Thomas
%J SIGCHI
%D 1996
%V 28
%N 4
%P 26-28
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/sears.html
%Y Introduction
Workshop Activities
Results of Goal One: HCI skills and knowledge that industrial representatives must teach recent graduates
	Computer Science
	Behavioral Sciences
	Graphic/Industrial Design
Results of Goal Two: Techniques academia can use to convey HCI issues to students
Results of Goal Three: Develop an action plan for collaboration between industry and academia
The Monday Morning Wrap-up

%M J.SIGCHI.28.4.29
%T Designing the User Interface for Speech Recognition Applications
%S A CHI 96 Workshop
%A Amir Mane
%A Susan Boyce
%A Demetrios Karis
%A Nicole Yankelovich
%J SIGCHI
%D 1996
%V 28
%N 4
%P 29-34
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/boyce.html
%Y Introduction
Current State of ASR Technology and its Implications for Design
Phone-based ASR Applications
Design Issues
Multimodal Interaction
Dialog Management
Error Handling
Design Methodology and Case studies
Demonstrations
Conclusion

%M J.SIGCHI.28.4.35
%T Transforming User-Centered Analysis into Concrete Design
%S A CHI 96 Workshop
%A Larry E. Wood
%A Ron Zeno
%J SIGCHI
%D 1996
%V 28
%N 4
%P 35-38
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/wood.html
%Y Participants
Issues
	Work/task analysis representations.
Scenarios
The Role of Metaphor
Subject-oriented vs. task-oriented task flow
Designing for heterogeneous vs. homogeneous user populations
Interface Prototyping
	Lo-fi
	Hi-fi
Heuristics
	Task/Work Analysis
	Scenario Use
	Metaphor Use
	Task-Centered vs. Subject-Centered task flow
	Different Classes of Users
	Prototyping

%M J.SIGCHI.28.4.39
%T The HCI Professional as Consultant
%S A CHI 96 Workshop
%A Heather Desurvire
%A Lauren Schwartz
%J SIGCHI
%D 1996
%V 28
%N 4
%P 39-41
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/desurvire.html
%Y Purpose of the Workshop
Participants
Structure
Lessons Learned
	Effective Consulting Techniques
	Problems
		Testing methods and metrics
		Globalization
		Education
		Management issues
		Process
		Marketing
		Creativity & Design
		Justification
		Vision
Unresolved Issues
Moving Forward

%M J.SIGCHI.28.4.42
%T HCI and the Web
%S A CHI 96 Workshop
%A Keith Instone
%J SIGCHI
%D 1996
%V 28
%N 4
%P 42-45
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/instone.html
%Y Position Papers
Identifying the Issues
	High level
	Organizational
	Accessibility
	Information
	Authoring
	Design
	Applets
	Browser
	Technical
	Miscellaneous
Some Issues in Detail
	Why has the Web Been So Successful?
	What are the Models of the Web?
	How Can Information Maps Help on the Web?
	What Navigation Research Needs to be Done in Light of the Web?
	How Can the Print and Online Worlds Exist in Harmony?
	How will increased interaction change the Web?
Results and Plan of Action

%M J.SIGCHI.28.4.46
%T Formal Methods in Computer Human Interaction: Comparison, Benefits, Open
Questions
%S A CHI 96 Workshop
%A Fabio Paterno'
%A Philippe Palanque
%J SIGCHI
%D 1996
%V 28
%N 4
%P 46-48
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/paterno.html
%Y Goals
Participants
Approaches Considered
Approaches Considered
Evaluation of the Approaches
Research Agenda
	Formalization of Human Aspects
	Improvement of Tools to Support Formal Analysis
	More Industrial Case Studies
Future Work

%M J.SIGCHI.28.4.49
%T Psychological Issues of Virtual Environment Interfaces
%S A CHI 96 Workshop
%A Casey Boyd
%A Rudy Darken
%J SIGCHI
%D 1996
%V 28
%N 4
%P 49-53
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/boyd.html
%Y Introduction
Workshop Structure
	Pre-Workshop Task
Discussions
Some of the Outcome
	Realism
	Usefulness and Usability
Conclusion
Participants
	Workshop Organizers
	Workshop Participants
Bibliography

%M J.SIGCHI.28.4.54
%T Reflections on the CHI 96 Doctoral Consortium
%A Stacie Hibino
%J SIGCHI
%D 1996
%V 28
%N 4
%P 54-55
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/doc-cons.html
%Y The DC Class of '96
Other DC Activities at CHI 96
Suggestions for Next Year
Closing Remarks
How to Find Us
CHI 96 Doctoral Consortium Participants and Topics
CHI 96 Doctoral Consortium Advisors (Faculty)

%M J.SIGCHI.28.4.56
%T Common Ground for CHI Students at CHI 96
%S A CHI 96 Special Interest Group
%A Casey Boyd
%A Jennifer Kay
%J SIGCHI
%D 1996
%V 28
%N 4
%P 56
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/students-sig.html

%M J.SIGCHI.28.4.57
%T What I Learned at CHIkids
%A Allison Druin
%J SIGCHI
%D 1996
%V 28
%N 4
%P 57-60
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/chikids.html
%Y Technology as Furniture
The One-Room School House
Playing versus Learning
CHIkids Self-Rule

%M J.SIGCHI.28.4.61
%T Self Assessment -- How Do You Stack Up?
%S Usability Management Maturity, Part 1
%A George A. Flanagan
%J SIGCHI
%D 1996
%V 28
%N 4
%P 61-62
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/flanagan.html
%Y The Plan for this SIG
Usability Leadership Assessment Process and Background
	The Inputs
	The Tools
Leading Organizations
Self Assessment at the SIG
Summary

%M J.SIGCHI.28.4.63
%T Usability Techniques -- What Can You Do?
%S Usability Management Maturity, Part 2
%A Thyra Rauch
%A Susan Kahler
%A George Flanagan
%J SIGCHI
%D 1996
%V 28
%N 4
%P 63-65
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/rauch.html
%Y Usability Techniques
Getting Your Foot in the Door
Increased Market Share
Top 5 Causes of Success
Top 5 Causes of Failure
Knowing the User
Doing a Task Analysis
Goal Setting
Prototyping
Testing
Conclusion
Bibliography

%M J.SIGCHI.28.4.66
%T Usability Engineering: Industry-Government Collaboration for System
Effectiveness and Efficiency
%S Symposium Report
%A Laura L. Downey
%A Sharon J. Laskowski
%A Elizabeth A. Buie
%A H. Rex Hartson
%J SIGCHI
%D 1996
%V 28
%N 4
%P 66-67
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/downey.html
%Y Introduction
Background
Usability Engineering and Re-Inventing Government
Logistics
Organizers
Topics
Presentations and Speakers
Demographics
Feedback
Future Activities
Introduction
The Agenda for User-Centred Web R&D
What Do We Know about Hypermedia Usability?

%M J.SIGCHI.28.4.68
%T The Missing Link: Hypermedia Usability Research & The Web
%S Report on the British HCI Group Symposium, 1st May, 1996
%A Simon Buckingham Shum
%J SIGCHI
%D 1996
%V 28
%N 4
%P 68-75
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/shum.html
%Y How is the Web Different from Previous Hypermedia Systems?
	Speed
	Interactivity
	Commercialisation
	Variable End-user Environment:
How To Make the Biggest User-Centred Impact on the Web Community?
	Quality Sites Will Speak for Themselves
	User-centred Web Guidelines
	A Usability Standard Kitemark
	New Features List:
Hotlist for Future User-Centred Web R+D...
	Long-term Solutions vs. Quick Fixes
	Usability of Search Agents and Engines
	Towards the World Wide Knowledge Web
	Taking Links Seriously
	We Need New Metaphors
	Content is More Important than Usability?
	What is Browsing? (or: I'm an HCI Analyst -- What's the Task?)
	We Shouldn't Talk about 'The Web'; It's About Tools to Support Tasks
	A Task Model for Web-User Interaction
	So, a Challenge Now Faces the HCI Community...
Abstracts for Symposium Position Papers
	The Web -- Hyperspace, Hypermedia or Just Hyped?
	Beyond Halasz's Hypertext Research Agenda -- The WWW?
	Applying Usability Research to the Web: Virtual Hypermedia Domains and Virtual Search Hierarchies
	Web in a Spin
	A Link-oriented Tool for Evaluation of Hyperdocuments
	Systematic Web Authoring
	A Student-Centred Approach to Networked Multimedia Courseware
Web Resources

%M J.SIGCHI.28.4.76
%T "Cool Stuff and Hot Interfaces": The Human-Computer Interaction
Laboratory's 13th Annual Symposium and Open House
%A Jennifer L. DePaul
%A Thomas T. Hewett
%J SIGCHI
%D 1996
%V 28
%N 4
%P 76-78
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/hewett.html
%Y Session I -- User Interface Design
Session II -- Digital Visual Libraries
Session III -- Evaluation Tools
Session IV -- Learning Tools
Demonstrations and Informal Discussions
Address

%M J.SIGCHI.28.4.79
%T The Attributistical Understanding of Information: Its Evaluation and Its
Consequences for the Soft Redesign of User Interface Screens
%A Gunter Dubrau
%J SIGCHI
%D 1996
%V 28
%N 4
%P 79-84
%K Attributistical information theory, Screen redesign recommendations,
Effects of redesign of existing user interfaces, Complex changing tools
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/dubrau.html
%Y The Attributistical Information Theory
The Evaluation of the Attributistical Information Theory
Consequences for Common Information Systems
Consequences for the Redesign of Existing User Interface Screens
	1. If There Are Several Information Carriers on the Screen, They Form New Information
	2. All Information on the Screen Consists of Information Carriers.  Their Information also Transfers to the User
	3. Because Information is Based on Information Carriers, Every Change to these Information Carriers also Changes the Information Itself
	4. If Possible, Information Should Be Present in Context to the Related Objects
Empirical Investigations
%X Good interface and screen redesign needs a fundamental theory based on
philosophical reflections.  Only in this way is there a possibility of an
accurate theory discussion.  This way will also open up the opportunity for
computer and information scientists to understand basic principles on
designing human-computer interfaces.  With such a background they will be able
to work with other scientists on the mosaic field of HCI.
   In this paper I show a bridge beginning at the one end with philosophical
reflections on the term of information, going on with the properties of the
information and an evolution of this theory made as a part of my thesis for
doctoral degree.  The other end of the bridge are empirical investigations on
effects of redesigning user interface screens in existing information systems
made with ToolBook, WinHelp and Internet HTML.  This redesign is based on
recommendations made as consequences of the evaluated attributistical
understanding of the information.  Another consequence presented briefly in
this paper are complex changing tools.

%M J.SIGCHI.28.4.85
%T "Scenario-Based Design: Envisioning Work and Technology in System
Development," edited by John M. Carroll
%S Book Review
%A Paul McInerney
%J SIGCHI
%D 1996
%V 28
%N 4
%P 85-86
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/book-review.html

%M J.SIGCHI.28.4.87
%T SIGCHI News
%J SIGCHI
%D 1996
%V 28
%N 4
%P 87-90
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/minutes.html
%Y Meeting of the SIGCHI Extended Executive Committee (EC) Vancouver, B.C., CA.  April 19-20, 1996
	Participants
		Elected Officers
		Chairs' Appointees (1 vote for the Board as a whole)
		Non-Voting
	CHI 96 Conference Report
	Minutes
	Web Site Status
	HCI Central Service Site
	SIGCHI Influence on Web
	interactions Discussion Site
	Membership Directory
	ACM Awards
	Nominations Committee
	Progress on Market Survey
	Tour of CHI Tutorials
	Upcoming CHI Conferences
	Privacy of Personal Information
	Short Items
	Future EC Meetings
Conference Call Meeting of the SIGCHI Executive Committee (EC) May 29, 1996
	Participants
		Elected Officers
		Chairs' Appointees (1 vote for the Board as a whole)
		Non-Voting
	Minutes
	Reorganization of Conference Management
	Tutorials On Tour
	Next Meeting
Conference Call Meeting of the SIGCHI Executive Committee (EC) June 26, 1996
	Participants
		Elected Officers
		Chairs' Appointees (1 vote for the Board as a whole)
		Non-Voting
	Minutes
	CHI Conference Videos
	Revised SIGCHI Web Pages
	Preparation for the July EC Meeting

%M J.SIGCHI.28.4.95
%T Cooking
%S The Real World
%A Lon Barfield
%J SIGCHI
%D 1996
%V 28
%N 4
%P 95
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/real-world.html

%M J.SIGCHI.28.4.96
%T Never is a Long Time
%S Views and Feelings
%A Steven Pemberton
%J SIGCHI
%D 1996
%V 28
%N 4
%P 96
%* (c) Copyright 1996 ACM
%W http://www.acm.org/sigchi/bulletin/1996.4/views.html
%X Reflections on how changing screen technology may affect how we use
computers.

fpack:!@#$%^&*(): TOCHI10.BA
%M J.TOCHI.10.1.1
%T Diagramming information structures using 3D perceptual primitives
%A Pourang Irani
%A Colin Ware
%J TOCHI
%D 2003
%V 10
%N 1
%P 1-19
%W http://doi.acm.org/10.1145/606658.606659
%X The class of diagrams known collectively as node-link diagrams are
used extensively for many applications, including planning,
communications networks, and computer software. The defining features of
these diagrams are nodes, represented by a circle or rectangle connected
by links usually represented by some form of line or arrow. We
investigate the proposition that drawing three-dimensional shaded
elements instead of using simple lines and outlines will result in
diagrams that are easier to interpret. A set of guidelines for such
diagrams is derived from perception theory and these collectively define
the concept of the geon diagram. We also introduce a new substructure
identification task for evaluating diagrams and use it to test the
effectiveness of geon diagrams. The results from five experiments are
reported. In the first three experiments geon diagrams are compared to
Unified Modeling Language (UML) diagrams. The results show that
substructures can be identified in geon diagrams with approximately half
the errors and significantly faster. The results also show that geon
diagrams can be recalled much more reliably than structurally equivalent
UML diagrams. In the final two experiments geon diagrams are compared
with diagrams having the same outline but not constructed with shaded
solids. This is designed to specifically test the importance of using 3D
shaded primitives. The results also show that substructures can be
identified much more accurately with shaded components than with 2D
outline equivalents and remembered more reliably. Implications for the
design of diagrams are discussed. 

%M J.TOCHI.10.1.20
%T The effects of information scent on visual search in the hyperbolic
tree browser
%A Peter Pirolli
%A Stuart K. Card
%A Mija M. Van Der Wege
%J TOCHI
%D 2003
%V 10
%N 1
%P 20-53
%W http://doi.acm.org/10.1145/606658.606660
%X The Hyperbolic Tree is a focus + context information visualization
that has been developed to amplify users' ability to navigate large
tree-structured information systems. Information scent is a theoretical
construct that captures one kind of interaction between task and
display. Information scent is provided by task-relevant display cues,
such as node labels on a tree that influence a user's visual search
behavior and navigation decisions. An empirical Accuracy of Scent (AOS)
score was developed to characterize a set of tasks that required users
to find (Retrieval Tasks) or compare (Comparison Tasks) information in
tree structures. Two experiments investigated the effect of information
scent (tasks with different AOS scores) on performance with the
Hyperbolic Tree Browser and the Microsoft Windows File Browser, which is
a widely available conventional browser. Experiment 1 found no overall
difference in performance time between the two browsers, but did reveal
a marginal interaction of information scent with browser performance on
Retrieval Tasks. On high AOS tasks the Hyperbolic showed faster
performance, but on low AOS tasks the Windows File Browser showed faster
performance. Experiment 2 focused only on the Retrieval tasks and
revealed that Hyperbolic Tree users examined more tree nodes at a faster
rate and visually searched through the tree hierarchy at a faster rate
than users of a Windows File Browser lookalike, however, visual search
paths were shortened in dense areas of the Hyperbolic Tree display when
information scent was low. Two processes appear to affect visual search
in the Hyperbolic display: strong information scent improves visual
search, and the crowding of targets in a compressed region degrades
visual search especially when there is weak information scent. 

%M J.TOCHI.10.1.54
%T Experiments in social data mining: The TopicShop system
%A Brian Amento
%A Loren Terveen
%A Will Hill
%A Deborah Hix
%A Robert Schulman
%J TOCHI
%D 2003
%V 10
%N 1
%P 54-85
%W http://doi.acm.org/10.1145/606658.606661
%X Social data mining systems enable people to share opinions and
benefit from each other's experience. They do this by mining and
redistributing information from computational records of social activity
such as Usenet messages, system usage history, citations, or hyperlinks.
Some general questions for evaluating such systems are: (1) is the
extracted information valuable? and (2) do interfaces based on the
information improve user task performance? We report here on TopicShop,
a system that mines information from the structure and content of Web
pages and provides an exploratory information workspace interface. We
carried out experiments that yielded positive answers to both evaluation
questions. First, a number of automatically computable features about
Web sites do a good job of predicting expert quality judgments about
sites. Second, compared to popular Web search interfaces, the TopicShop
interface to this information lets users select significantly more
high-quality sites, in less time and with less effort, and to organize
the sites they select into personally meaningful collections more
quickly and easily. We conclude by discussing how our results may be
applied and considering how they touch on general issues concerning
quality, expertise, and consensus. 

%M J.TOCHI.10.2.87
%T Designing human-computer interfaces for quadriplegic people
%A Constantine E. Steriadis
%A Philip Constantinou
%J TOCHI
%D 2003
%V 10
%N 2
%P 87-118
%W http://doi.acm.org/10.1145/772047.772049
%X The need for participation in an emerging Information Society has led
to several research efforts for designing accessibility solutions for
disabled people. In this paper we present a method for developing
Human-Computer Interfaces (HCIs) for quadriplegic people in modern
programming environments. The presented method accommodates the design
of scanning interfaces with modern programming tools, leading to
flexible interfaces with improved appearance and it is based on the use
of specially designed software objects called "wifsids" (Widgets For
Single-switch Input Devices). The wifsid structure is demonstrated and 4
types of wifsids are analyzed. Developed software applications are to be
operated by single-switch activations that are captured through the
wifsids, with the employment of several modes of the scanning technique.
We also demonstrate the "Autonomia" software application, that has been
developed according to the specific methodology. The basic snapshots of
this application are analyzed, in order to demonstrate how the wifsids
cooperate with the scanning process in a user-friendly environment that
enables a quadriplegic person to access an ordinary computer system. 

%M J.TOCHI.10.2.119
%T Reading patterns and usability in visualizations of electronic
documents
%A Kasper Hornbaek
%A Erik Frokjaer
%J TOCHI
%D 2003
%V 10
%N 2
%P 119-149
%W http://doi.acm.org/10.1145/772047.772050
%X We present an exploration of reading patterns and usability in
visualizations of electronic documents. Twenty subjects wrote essays and
answered questions about scientific documents using an overview+detail,
a fisheye, and a linear interface. We study reading patterns by
progression maps that visualize the progression of subjects' reading
activity, and by visibility maps that show for how long different parts
of the document are visible. The reading patterns help explain
differences in usability between the interfaces and show how interfaces
affect the way subjects read. With the overview+detail interface,
subjects get higher grades for their essays. All but one of the subjects
prefer this interface. With the fisheye interface, subjects use more
time on gaining an overview of the document and less time on reading the
details. Thus, they read the documents faster, but display lower
incidental learning. We also show how subjects only briefly have visible
the parts of the document that are not initially readable in the fisheye
interface, even though they express a lack of trust in the algorithm
underlying the fisheye interface. When answering questions, the overview
is used for jumping directly to answers in the document and to
already-visited parts of the document. However, subjects are slower at
answering questions with the overview+detail interface. From the
visualizations of the reading activity, we find that subjects using the
overview+detail interface often explore the document further even when a
satisfactory answer to the given question has already been read. Thus,
overviews may grab subjects' attention and possibly distract them. 

%M J.TOCHI.10.2.150
%T Evaluating a scientific collaboratory: Results of a controlled
experiment
%A Diane H. Sonnenwald
%A Mary C. Whitton
%A Kelly L. Maglaughlin
%J TOCHI
%D 2003
%V 10
%N 2
%P 150-176
%W http://doi.acm.org/10.1145/772047.772051
%X The evaluation of scientific collaboratories has lagged behind their
development. Do the capabilities afforded by collaboratories outweigh
their disadvantages? To evaluate a scientific collaboratory system, we
conducted a repeated-measures controlled experiment that compared the
outcomes and process of scientific work completed by 20 pairs of
participants (upper level undergraduate science students) working
face-to-face and remotely. We collected scientific outcomes (graded lab
reports) to investigate the quality of scientific work,
post-questionnaire data to measure the adoptability of the system, and
post-interviews to understand the participants' views of doing science
under both conditions. We hypothesized that study participants would be
less effective, report more difficulty, and be less favorably inclined
to adopt the system when collaborating remotely. Contrary to
expectations, the quantitative data showed no statistically significant
differences with respect to effectiveness and adoption.
   The qualitative data helped explain this null result: participants
reported advantages and disadvantages working under both conditions and
developed work-arounds to cope with the perceived disadvantages of
collaborating remotely. While the data analysis produced null results,
considered as a whole, the analysis leads us to conclude there is
positive potential for the development and adoption of scientific
collaboratory systems. 

%M J.TOCHI.10.3.177
%T ScentTrails: Integrating browsing and searching on the Web
%A Christopher Olston
%A Ed H. Chi
%J TOCHI
%D 2003
%V 10
%N 3
%P 177-197
%W http://doi.acm.org/10.1145/937549.937550
%X The two predominant paradigms for finding information on the Web are
browsing and keyword searching. While they exhibit complementary
advantages, neither paradigm alone is adequate for complex information
goals that lend themselves partially to browsing and partially to
searching. To integrate browsing and searching smoothly into a single
interface, we introduce a novel approach called ScentTrails. Based on
the concept of information scent developed in the context of information
foraging theory, ScentTrails highlights hyperlinks to indicate paths to
search results. This interface enables users to interpolate smoothly
between searching and browsing to locate content matching complex
information goals effectively. In a preliminary user study, ScentTrails
enabled subjects to find information more quickly than by either
searching or browsing alone. 

%M J.TOCHI.10.3.198
%T Effects of scent and breadth on use of site-specific search on
e-commerce Web sites
%A Michael A. Katz
%A Michael D. Byrne
%J TOCHI
%D 2003
%V 10
%N 3
%P 198-220
%W http://doi.acm.org/10.1145/937549.937551
%X Users faced with Web sites containing many possibly relevant pages
often have a decision to make about navigation: use the menu of links or
use the provided site search function. Two studies were conducted to
examine what users do when faced with this decision on e-commerce Web
sites, and how users go about deciding which method to attempt. An
exploratory study revealed a wide distribution of searching and browsing
behavior across sites and users. Counter to some predictions, use of the
site search functions did not yield faster or more accurate performance
in locating products. Questionnaire data suggested that factors relevant
to the menu structure, interface element prominence, information scent
and user dispositions all influenced the decision of whether to browse
or search a site for a product. A second experiment utilizing novel
e-commerce sites and allowing for more control of factors found to be
important in the first study found that browsing behavior was influenced
by both the breadth and information scent of the menus. These results
suggest that providing site search should not be used to compensate for
poor menu design, and provide further evidence regarding the design of
effective menu structures. 

%M J.TOCHI.10.3.221
%T Are you looking at me? Eye contact and desktop video conferencing
%A David M. Grayson
%A Andrew F. Monk
%J TOCHI
%D 2003
%V 10
%N 3
%P 221-243
%W http://doi.acm.org/10.1145/937549.937552
%X Mutual gaze is an important conversational resource, but is difficult
to provide using conventional video conferencing equipment due to the
disparity between the position of the camera and the position of the
eyes on the screen. Various elaborate inventions have been proposed to
get around this problem but none have found wide use. The alternative
explored here is that these expensive alternatives may be unnecessary.
Users of conventional desktop video equipment may, under the right
conditions, be able to learn to interpret what is at first sight
inappropriate apparent gaze direction as signalling that the other
person is "looking at me.
   "Data are presented from two experiments where an estimator judges
where a gazer is looking. The gazer may be looking either at the desktop
video image of the estimator or some point to the side. Experiment 1
compared two image sizes and two camera positions. While the size of the
image (352 x 288 pixels versus 176 x 144) had no significant effect on
participants' ability to judge where the gazer was looking, horizontally
offsetting the position of the camera inhibited performance. Experiment
2 examined the effect of reducing the image size further. The smallest
image size (88 x 72 pixels) resulted in poorer performance than the
intermediate (176 x 144). The results show that it is possible for users
of low cost desktop video conferencing to learn to interpret gaze
direction to a very high degree of accuracy if the equipment is
configured optimally. The practical and theoretical implications of
these results are discussed. 

%M J.TOCHI.10.3.244
%T Automatic generation of intelligent diagram editors
%A Sitt Sen Chok
%A Kim Marriott
%J TOCHI
%D 2003
%V 10
%N 3
%P 244-276
%W http://doi.acm.org/10.1145/937549.937553
%X The intelligent diagram is a recent metaphor for diagramming in which
the underlying graphic editor parses the diagram as it is being
constructed, performing error correction and collecting geometric
constraints that capture the relationships between diagram components.
During diagram manipulation a constraint solver uses these geometric
constraints to maintain the diagram's semantics. We introduce the
Penguins system. This automates the development of graphical editors
that support the intelligent diagram metaphor. It takes a grammatical
specification of a particular diagram language and generates an editor
specialized for the creation, manipulation and parsing of diagrams in
that visual language. We extend previous research in this area by
allowing more expressive grammars, performing automatic error
correction, and detailing how efficient incremental parsing has been
achieved. We also provide an empirical evaluation of the system. This
shows that the system can be used to generate customized editors for a
wide variety of diagram languages, ranging from state transition
diagrams to mathematical equations, with real-time incremental parsing
and error correction. 

%M J.TOCHI.10.4.277
%T Introduction to multiple and collaborative tasks
%A Peter Johnson
%A Jon May
%A Hilary Johnson
%J TOCHI
%D 2003
%V 10
%N 4
%P 277-280
%W http://doi.acm.org/10.1145/966930.966931

%M J.TOCHI.10.4.281
%T Task analysis for groupware usability evaluation: Modeling
shared-workspace tasks with the mechanics of collaboration
%A David Pinelle
%A Carl Gutwin
%A Saul Greenberg
%J TOCHI
%D 2003
%V 10
%N 4
%P 281-311
%W http://doi.acm.org/10.1145/966930.966932
%X Researchers in Computer Supported Cooperative Work have recently
developed discount evaluation methods for shared-workspace groupware.
Most discount methods rely on some understanding of the context in which
the groupware systems will be used, which means that evaluators need to
model the tasks that groups will perform. However, existing task
analysis schemes are not well suited to the needs of groupware
evaluation: they either do not deal with collaboration issues, do not
use an appropriate level of analysis for concrete assessment of
usability in interfaces, or do not adequately represent the variability
inherent in group work. To fill this gap, we have developed a new
modeling technique called Collaboration Usability Analysis. CUA focuses
on the teamwork that goes on in a group task rather than the taskwork.
To enable closer links between the task representation and the groupware
interface, CUA grounds each collaborative action in a set of group work
primitives called the mechanics of collaboration. To represent the range
of ways that a group task can be carried out, CUA allows variable paths
through the execution of a task, and allows alternate paths and optional
tasks to be modeled. CUA's main contribution is to provide evaluators
with a framework in which they can simulate the realistic use of a
groupware system and identify usability problems that are caused by the
groupware interface. 

%M J.TOCHI.10.4.312
%T A model for notification systems evaluation -- assessing user goals
for multitasking activity
%A D. Scott McCrickard
%A C. M. Chewar
%A Jacob P. Somervell
%A Ali Ndiwalana
%J TOCHI
%D 2003
%V 10
%N 4
%P 312-338
%W http://doi.acm.org/10.1145/966930.966933
%X Addressing the need to tailor usability evaluation methods (UEMs) and
promote effective reuse of HCI knowledge for computing activities
undertaken in divided-attention situations, we present the foundations
of a unifying model that can guide evaluation efforts for notification
systems. Often implemented as ubiquitous systems or within a small
portion of the traditional desktop, notification systems typically
deliver information of interest in a parallel, multitasking approach,
extraneous or supplemental to a user's attention priority. Such systems
represent a difficult challenge to evaluate meaningfully. We introduce a
design model of user goals based on blends of three critical parameters
-- interruption, reaction, and comprehension. Categorization
possibilities form a logical, descriptive design space for notification
systems, rooted in human information processing theory. This model
allows conceptualization of distinct action models for at least eight
classes of notification systems, which we describe and analyze with a
human information processing model. System classification regions
immediately suggest useful empirical and analytical evaluation metrics
from related literature. We present a case study that demonstrates how
these techniques can assist an evaluator in adapting traditional UEMs
for notification and other multitasking systems. We explain why using
the design model categorization scheme enabled us to generate evaluation
results that are more relevant for the system redesign than the results
of the original exploration done by the system's designers. 

%M J.TOCHI.10.4.339
%T Towards modeling individual and collaborative construction of jigsaws
using task knowledge structures (TKS)
%A Hilary Johnson
%A Joanne Hyde
%J TOCHI
%D 2003
%V 10
%N 4
%P 339-387
%W http://doi.acm.org/10.1145/966930.966934
%X Recent years have seen an overwhelming interest in how people work
together as a group. Both the nature of collaboration and research into
how people collaborate is complex and multifaceted, with different
research agendas, types of studies, and variations in the behavioral
data collected. A better understanding of collaboration is needed in
order to be able to make contributions to the design of systems to
support collaboration and collaborative tasks. In this article, we
combine relevant literature, past research, and a small-scale empirical
study of two people individually and collaboratively constructing
jigsaws. The objective is to make progress towards the goal of
generating extensions to an existing task modeling approach, Task
Knowledge Structures. The research described has enabled us to generate
requirements for approaches to modeling collaborative tasks and also a
set of requirements to be taken into account in the design of a
computer-based collaborative virtual jigsaw. 

fpack:!@#$%^&*(): TOCHI07.BA
%M J.TOCHI.7.1.3
%T Past, Present, and Future of User Interface Software Tools
%A Brad Myers
%A Scott E. Hudson
%A Randy Pausch
%J TOCHI
%D 2000
%V 7
%N 1
%P 3-28
%K Software -- Software Engineering -- Design Tools and Techniques (D.2.2): User
interfaces; Information Systems -- Models and Principles -- User/Machine Systems
(H.1.2): Human factors; Information Systems -- Information Interfaces and
Presentation -- User Interfaces (H.5.2): User interface management systems
(UIMS); Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Windowing systems;
%K event languages, interface builders, scripting languages, toolkits, user
interface development environments, user interface software
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-1/p3-myers/p3-myers.pdf
%X A user interface software tool helps developers design and implement the
user interface. Research on past tools has had enormous impact on today's
developers -- virtually all applications today are built using some form of user
interface tool. In this article, we consider cases of both success and failure
in past user interface tools. From these cases we extract a set of themes
which can serve as lessons for future work. Using these themes, past tools can
be characterized by what aspects of the user interface they addressed, their
threshold and ceiling, what path of least resistance they offer, how
predictable they are to use, and whether they addressed a target that became
irrelevant. We believe the lessons of these past themes are particularly
important now, because increasingly rapid technological changes are likely to
significantly change user interfaces. We are at the dawn of an era where user
interfaces are about to break out of the "desktop" box where they have been
stuck for the past 15 years. The next millenium will open with an increasing
diversity of user interface on an increasing diversity of computerized
devices. These devices include hand-held personal digital assistants (PDAs),
cell phones, pages, computerized pens, computerized notepads, and various
kinds of desk and wall size-computers, as well as devices in everyday objects
(such as mounted on refridgerators, or even embedded in truck tires). The
increased connectivity of computers, initially evidenced by the World Wide
Web, but spreading also with technologies such as personal-area networks, will
also have a profound effect on the user interface to computers. Another
important force will be recognition-based user interfaces, especially speech,
and camera-based vision systems. Other changes we see are an increasing need
for 3D and end-user customization, programming, and scripting. All of these
changes will require significant support from the underlying user interface
software tools.

%M J.TOCHI.7.1.29
%T Charting Past, Present, and Future Research in Ubiquitous Computing
%A Gregory D. Abowd
%A Elizabeth D. Mynatt
%J TOCHI
%D 2000
%V 7
%N 1
%P 29-58
%K Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Evaluation/methodology; Information Systems -- Information
Interfaces and Presentation -- Miscellaneous (H.5.m); Computer Applications --
Miscellaneous (J.m); Computing Milieux -- Computers and Society -- Social Issues
(K.4.2);
%K augmented reality, capture and access, context-aware applications,
evaluation, everyday computing, natural interfaces, social implications,
ubiquitous computing, user interfaces
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-1/p29-abowd/p29-abowd.pdf
%X The proliferation of computing into the physical world promises more than
the ubiquitous availability of computing infrastructure; it suggest new
paradigms of interaction inspired by constant access to information and
computational capabilities. For the past decade, application-driven research
on ubiquitous computing (ubicomp) has pushed three interaction themes: natural
interfaces, context-aware applications, and automated capture and access. To
chart a course for future research in ubiquitous computing, we review the
accomplishments of these efforts and point to remaining research challenges.
Research in ubiquitous computing implicitly requires addressing some notion
of scale, whether in the number and type of devices, the physical space of
distributed computing, or the number of people using a system. We posit a new
area of applications research, everyday computing, focussed on scaling
interaction with respect to time. Just as pushing the availability of
computing away from the traditional desktop fundamentally changes the
relationship between humans and computers, providing continuous interaction
moves computing from a localized tool to a constant companion. Designing for
continuous interaction requires addressing interruption and resumption of
interaction, representing passages of time and providing associative storage
models. Inherent in all of these interaction themes are difficult issues in
the social implications of ubiquitous computing and the challenges of
evaluating ubiquitous computing research. Although cumulative experience
points to lessons in privacy, security, visibility, and control, there are no
simple guidelines for steering research efforts. Akin to any efforts involving
new technologies, evaluation strategies form a spectrum from technology
feasibility efforts to long-term use studies -- but a user-centric perspective
is always possible and necessary.

%M J.TOCHI.7.1.59
%T Social Translucence: An Approach to Designing Systems that Support Social
Processes
%A Thomas Erickson
%A Wendy A. Kellogg
%J TOCHI
%D 2000
%V 7
%N 1
%P 59-83
%K Information Systems -- Models and Principles -- User/Machine Systems (H.1.2):
Human factors; Information Systems -- Models and Principles -- User/Machine
Systems (H.1.2): Human information processing; Information Systems
-Information Interfaces and Presentation -- User Interfaces (H.5.2): Graphical
user interfaces (GUI); Information Systems -- Information Interfaces and
Presentation -- User Interfaces (H.5.2): Theory and methods; Information
Systems -- Information Interfaces and Presentation -- Group and Organization
Interfaces (H.5.3): Asynchronous interaction; Information Systems -- Information
Interfaces and Presentation -- Group and Organization Interfaces (H.5.3):
Collaborative computing; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3): Computer-supported
cooperative work; Information Systems -- Information Interfaces and Presentation
-- Group and Organization Interfaces (H.5.3): Organizational design;
Information Systems -- Information Interfaces and Presentation -- Group and
Organization Interfaces (H.5.3): Synchronous interaction; Information Systems
-Information Interfaces and Presentation -- Group and Organization Interfaces
(H.5.3): Theory and models; Computing Milieux -- Computers and Society --
Organizational Impacts (K.4.3): Computer-supported collaborative work;
%K Design, Human Factors, CMC, CMI, CSCW, computer-mediated communication,
social computing, social navigation, social visualization, visualization
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-1/p59-erickson/p59-erickson.pdf
%X We are interested in designing systems that support communication and
collaboration among large groups of people over computing networks. We begin
by asking what properties of the physical world support graceful human-human
communication in face-to-face situations, and argue that it is possible to
design digital systems that support coherent behavior by making participants
and their activities visible to one another. We call such systems "socially
translucent systems" and suggest that they have three characteristics --
visibility, awareness, and accountability -- which enable people to draw upon
their experience and expertise to structure their interactions with one
another. To motivate and focus our ideas we develop a vision of knowledge
communities, conversationally based systems that support the creation,
management and reuse of knowledge in a social context. We describe our
experience in designing and deploying one layer of functionality for knowledge
communities, embodied in a working system called "Barbie" and discuss research
issues raised by a socially translucent approach to design.

%M J.TOCHI.7.1.84
%T Transcending the Individual Human Mind -- Creating Shared Understanding
through Collaborative Design
%A Ernesto Arias
%A Hal Eden
%A Gerhard Fischer
%A Andrew Gorman
%A Eric Scharff
%J TOCHI
%D 2000
%V 7
%N 1
%P 84-113
%K Software -- Software Engineering -- Design Tools and Techniques (D.2.2);
Information Systems -- Models and Principles -- User/Machine Systems (H.1.2);
Information Systems -- Information Storage and Retrieval (H.3); Information
Systems -- Information Interfaces and Presentation (H.5); Information Systems
-Information Interfaces and Presentation -- Multimedia Information Systems
(H.5.1); Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2); Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3); Computing
Methodologies -- Computer Graphics -- Methodology and Techniques (I.3.6);
Computer Applications -- Social and Behavioral Sciences (J.4);
%K Design, Human Factors, collaborative design and knowledge construction,
design support systems, distributed cognition, integration of action and
reflection spaces, integration of physical and computational environments,
open systems, symmetry of ignorance
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-1/p84-arias/p84-arias.pdf
%X Complex design problems require more knowledge than any single person
possesses because the knowledge relevant to a problem is usually distributed
among stakeholders. Bringing different and often controversial points of view
together to create a shared understanding among these stakeholders can lead to
new insights, new ideas, and new artifacts. New media that allow owners of
problems to contribute to framing and resolving complex design problems can
extend the power of the individual human mind. Based on our past work and
study of other approaches, systems, and collaborative and participatory
processes, this article identifies challenges we see as the limiting factors
for future collaborative human-computer systems. The Envisionment and
Discovery Collaboratory (EDC) is introduced as an integrated physical, and
computational environment addressing some of these challenges. The vision
behind the EDC shifts future development away from the computer as the focal
point, toward an emphasis that tries to improve our understanding of the
human, social, and cultural system that creates the context for use. This work
is based on new conceptual principles that include creating shared
understanding among various stakeholders, contextualizing information to the
task at hand, and creating objects to think with in collaborative design
activities. Although the EDC framework is applicable to different domains; our
initial effort has focused on the domain of urban planning (specifically
transportation planning) and community development.

%M J.TOCHI.7.1.114
%T Creating Creativity: User Interfaces for Supporting Innovation
%A Ben Shneiderman
%J TOCHI
%D 2000
%V 7
%N 1
%P 114-138
%K Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2); Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3);
%K creativity support tools, direct manipulation, graphical user interfaces,
human-computer interaction, information visualization
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-1/p114-shneiderman/p114-shneiderman.pdf
%X A challenge for human-computer interaction researchers and user interface
designers is to construct information technologies that support creativity.
This ambitious goal can be attained by building on an adequate understanding
of creative processes. This article offers a four-phase framework for
creativity that might assist designers in providing effective tools for users:
(1) Collect: learn from previous works stored in libraries, the Web, etc.; (2)
Relate: consult with peers and mentors at early, middle, and late stages,
(3) Create: explore, compose, evaluate possible solutions; and (4) Donate:
disseminate the results and contribute to the libraries. Within this
integrated framework, this article proposes eight activities that require
human-computer interaction research and advanced user interface design. A
scenario about an architect illustrates the process of creative work within
such an environment.

%M J.TOCHI.7.2.141
%T Supporting Cognitive Models as Users
%A Frank E. Ritter
%A Gordon D. Baxter
%A Gary Jones
%A Richard M. Young
%J TOCHI
%D 2000
%V 7
%N 2
%P 141-173
%K Software -- Software Engineering -- Testing and Debugging (D.2.5): Testing
tools (e.g., data generators, coverage testing); Information Systems -- Models
and Principles -- User/Machine Systems (H.1.2): Human information processing;
Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Evaluation/methodology; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): User interface
management systems (UIMS); Computing Methodologies -- Artificial Intelligence --
General (I.2.0): Cognitive simulation; Computing Methodologies -- Simulation and
Modeling -- Model Development (I.6.5); Computing Methodologies -- Simulation and
Modeling -- Simulation Support Systems (I.6.7);
%K Design, Human Factors, cognitive modeling, usability engineering
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-2/p141-ritter/p141-ritter.pdf
%X Cognitive models are computer programs that simulate human performance of
cognitive skills. They have been useful to HCI by predicting task times, by
assisting users, and by acting as surrogate users. If cognitive models could
interact with the same interfaces that users do, the models would be easier to
develop and would be easier to apply as interface testers. This approach can
be encapsulated as a cognitive model interface management system (CMIMS),
which is analogous to and based on a user interface management system (UIMS).
We present five case studies using three different UIMSes. These show how
models can interact with interfaces using an interaction mechanism that is
designed to apply to all interfaces generated within a UIMS. These interaction
mechanisms start to support and constrain performance in the same ways that
human performance is supported and constrained by interaction. Most existing
UIMSes can and should be extended to create CMIMSes, and models can and should
use CMIMSes to look at larger and more complex tasks. CMIMSes will help to
further exploit the synergy between the disciplines of cognitive modeling and
HCI by supporting cognitive models as users.

%M J.TOCHI.7.2.174
%T Distributed Cognition: Toward a New Foundation for Human-Computer
Interaction Research
%A James Hollan
%A Edwin Hutchins
%A David Kirsh
%J TOCHI
%D 2000
%V 7
%N 2
%P 174-196
%K Software -- Software Engineering -- Requirements/Specifications (D.2.1):
Methodologies (e.g., object-oriented, structured); Information Systems -- Models
and Principles -- User/Machine Systems (H.1.2); Information Systems
-Information Interfaces and Presentation -- User Interfaces (H.5.2):
Evaluation/methodology; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3): Theory and models;
Information Systems -- Information Interfaces and Presentation -- Group and
Organization Interfaces (H.5.3): Evaluation/methodology;
%K Design, Human Factors, Theory, cognitive science, distributed cognition,
ethnography, human-computer interaction, research methodology
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-2/p174-hollan/p174-hollan.pdf
%X We are quickly passing through the historical moment when people work in
front of a single computer, dominated by a small CRT and focused on tasks
involving only local information. Networked computers are becoming ubiquitous
and are playing increasingly significant roles in our lives and in the basic
infrastructures of science, business, and social interaction. For
human-computer interaction to advance in the new millennium we need to better
understand the emerging dynamic of interaction in which the focus task is no
longer confined to the desktop but reaches into a complex networked world of
information and computer-mediated interactions. We think the theory of
distributed cognition has a special role to play in understanding interactions
between people and technologies, for its focus has always been on whole
environments: what we really do in them and how we coordinate our activity in
them. Distributed cognition provides a radical reorientation of how to think
about designing and supporting human-computer interaction. As a theory it is
specifically tailored to understanding interactions among people and
technologies. In this article we propose distributed cognition as a new
foundation for human-computer interaction, sketch an integrated research
framework, and use selections from our earlier work to suggest how this
framework can provide new opportunities in the design of digital work
materials.

%M J.TOCHI.7.2.197
%T On the Effective Use and Reuse of HCI Knowledge
%A Alistair Sutcliffe
%J TOCHI
%D 2000
%V 7
%N 2
%P 197-221
%K Information Systems -- Models and Principles -- User/Machine Systems (H.1.2):
Human factors;
%K Design, Human Factors, Theory, HCI theory, claims, cognitive models, design
process, reuse, review
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-2/p197-sutcliffe/p197-sutcliffe.pdf
%X The article argues that new approaches for delivering HCI knowledge from
theory to designers will be necessary in the new millennium. First the role of
theory in HCI design to date is reviewed, including the progress made in
cognitive theories of interaction and their impact on the design process. The
role of bridging models that build on models of interaction is described, but
it is argued that direct application of cognitive theory to design is limited
by scalability problems. The alternative of representing HCI knowledge as
claims and the role of the task-artefact approach to theory-based design are
introduced. Claims are proposed as a possible bridging representation that may
enable theories to frame appropriate recommendations for designers and, vice
versa, enable designers to ask appropriate questions for theoretical research.
However, claims provide design advice grounded in specific scenarios and
examples, which limits their generality. The prospects for reuse becoming an
important mode of development and the possible directions in generalizing
claims for reuse are discussed, including generalizing claims beyond their
original context, providing a context for reuse of claims by linking them to
generic task and domain models. It is argued that generic models provide a way
forward for developing reusable libraries of interactive components. The
approach is illustrated from a case study of extracting claims from one
information retrieval application, generalizing claims for future reuse in
information-searching tasks, and reapplying claims in the Web-based Multimedia
Broker application. The article concludes by proposing that HCI knowledge
should be theory-grounded, and development of reusable "designer-digestible"
packets will be an important contribution in the future.

%M J.TOCHI.7.2.222
%T Systems, Interactions, and Macrotheory
%A Philip Barnard
%A Jon May
%A David Duke
%A David Duce
%J TOCHI
%D 2000
%V 7
%N 2
%P 222-262
%K Information Systems -- Models and Principles -- User/Machine Systems (H.1.2):
Human factors; Information Systems -- Models and Principles -- Systems and
Information Theory (H.1.1): General systems theory;
%K Design, Human Factors, Theory, cognitive models, computing system models,
models of interaction
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-2/p222-barnard/p222-barnard.pdf
%X A significant proportion of early HCI research was guided by one very clear
vision: that the existing theory base in psychology and cognitive science
could be developed to yield engineering tools for use in the interdisciplinary
context of HCI design. While interface technologies and heuristic methods for
behavioral evaluation have rapidly advanced in both capability and breadth of
application, progress toward deeper theory has been modest, and some now
believe it to be unnecessary. A case is presented for developing new forms of
theory, based around generic "systems of interactors." An overlapping, layered
structure of macro- and microtheories could then serve an explanatory role,
and could also bind together contributions from the different disciplines.
Novel routes to formalizing and applying such theories provide a host of
interesting and tractable problems for future basic research in HCI.

%M J.TOCHI.7.2.263
%T HCI in the Global Knowledge-Based Economy: Designing to Support Worker
Adaptation
%A Kim J. Vicente
%J TOCHI
%D 2000
%V 7
%N 2
%P 263-280
%K Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): User interface management systems (UIMS); Information
Systems -- Information Interfaces and Presentation -- Group and Organization
Interfaces (H.5.3);
%K Human Factors, adaptation, cognitive work analysis, knowledge-based economy
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-2/p263-vicente/p263-vicente.pdf
%X Increasingly, people are being required to perform open-ended intellectual
tasks that require discretionary decision making. These demands require a
relatively unique approach to the design of computer-based support tools. A
review of the characteristics associated with the global knowledge-based
economy strongly suggests that there will be an increasing need for workers,
managers, and organizations to adapt to change and novelty. This is equivalent
to a call for designing computer tools that foster continuous learning. There
are reasons to believe that the need to support adaptation and continuous
learning will only increase. Thus, in the new millennium HCI should be
concerned with explicitly designing for worker adaptation. The cognitive work
analysis framework is briefly described as a potential programmatic approach
to this practical design challenge.

%M J.TOCHI.7.3.285
%T Exploiting Space and Location as a Design Framework for Interactive Mobile
Systems
%A Alan Dix
%A Tom Rodden
%A Nigel Davies
%A Jonathan Trevor
%A Adrian Friday
%A Kevin Palfreyman
%J TOCHI
%D 2000
%V 7
%N 3
%P 285-321
%K Computer Systems Organization -- Computer-Communication Networks --
Distributed Systems (C.2.4): Distributed applications; Information Systems
-Models and Principles -- User/Machine Systems (H.1.2); Information Systems
-Information Systems Applications -- Communications Applications (H.4.3);
Information Systems -- Information Interfaces and Presentation -- Group and
Organization Interfaces (H.5.3): Synchronous interaction; Information Systems
-Information Interfaces and Presentation -- Group and Organization Interfaces
(H.5.3): Theory and models;
%K Design, Human Factors, Theory, awareness, context information, design
framework, location-sensitive applications, mobile systems, platform support,
shared interaction, virtual space
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-3/p285-dix/p285-dix.pdf
%X This article considers the importance of context in mobile systems. It
considers a range of context-related issues and focus on location as a key
issue for mobile systems. A design framework is described consisting of
taxonomies of location, mobility, population, and device awareness. The design
framework informs the construction of a semantic model of space for mobile
systems. The semantic model is reflected in a computational model built on a
distributed platform that allows contextual information to be shared across a
number of mobile devices. The framework support the design of interactive
mobile systems while the platform supports their rapid development.

%M J.TOCHI.7.3.322
%T Satchel: Providing Access to Any Document, Any Time, Anywhere
%A Mik Lamming
%A Marge Eldridge
%A Mike Flynn
%A Chris Jones
%A David Pendlebury
%J TOCHI
%D 2000
%V 7
%N 3
%P 322-352
%K Computer Systems Organization -- Computer-Communication Networks --
Distributed Systems (C.2.4): Distributed applications; Information Systems
-Models and Principles -- User/Machine Systems (H.1.2): Human factors;
Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Evaluation/methodology; Computing Methodologies -- Computer
Graphics -- Methodology and Techniques (I.3.6): Interaction techniques;
%K Human Factors, document access, document appliance, document processing,
information appliance, mobile computing, mobile work
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-3/p322-lamming/p322-lamming.pdf
%X Current solutions for providing access to electronic documents while away
from the office do not meet the special needs of mobile document workers. We
describe "Satchel," a system that is designed specifically to support the
distinctive features of mobile document work. Satchel is designed to meet the
following five high-level design goals (1) easy access to document services;
(2) timely document access; (3) streamlined user interface; (4) ubiquity; and
(5) compliance with security policies. Our current prototype uses a Nokia 9000
Communicator as the mobile device; it communicates to the rest of the Satchel
system using wireless communications, both infrared and radio. A fundamental
Satchel concept is the use of tokens, or small secure references, to represent
documents on the mobile device. The mobile client only transmits small tokens
over the wireless channels, leaving the wired network to transmit the contents
of documents when, and only when, they are required. Another fundamental
Satchel concept is the highly specialized and context-sensitive user interface
on the mobile device. The user's interactions are streamlined because of this
specialization and though the use of contextual information gained by using
infrared communications. We report the results of a trial of Satchel that was
carried out within our own company, and discuss how well Satchel met our
design goals. We call Satchel a "document appliance" because it provides a
streamlined solution to the problem of remote document access -- it aims to
support only a limited set of activities, but supports them very well.

%M J.TOCHI.7.3.353
%T Nomadic Radio: Speech and Audio Interaction for Contextual Messaging in
Nomadic Environments
%A Nitin Sawhney
%A Chris Schmandt
%J TOCHI
%D 2000
%V 7
%N 3
%P 353-383
%K Hardware -- Input/Output and Data Communications -- Input/Output Devices
(B.4.2): Voice; Software -- Software Engineering -- Design Tools and Techniques
(D.2.2): Modules and interfaces; Software -- Software Engineering -- Design
Tools and Techniques (D.2.2): User interfaces; Information Systems -- Models and
Principles -- User/Machine Systems (H.1.2): Human factors; Information Systems
-Models and Principles -- User/Machine Systems (H.1.2): Human information
processing; Information Systems -- Information Systems Applications --
Communications Applications (H.4.3): Electronic mail; Information Systems
-Information Interfaces and Presentation -- Multimedia Information Systems
(H.5.1): Audio input/output; Information Systems -- Information Interfaces and
Presentation -- Multimedia Information Systems (H.5.1):
Evaluation/methodology; Information Systems -- Information Interfaces and
Presentation -- User Interfaces (H.5.2): Evaluation/methodology; Information
Systems -- Information Interfaces and Presentation -- User Interfaces (H.5.2):
Input devices and strategies; Information Systems -- Information Interfaces and
Presentation -- User Interfaces (H.5.2): Interaction styles; Information
Systems -- Information Interfaces and Presentation -- User Interfaces (H.5.2):
Theory and methods; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3): Asynchronous
interaction;
%K Design, Human Factors, adaptive interfaces, contextual interfaces,
interruptions, nonspeech audio, notifications, passive awareness, spatial
listening, speech interaction, wearable computing
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-3/p353-sawhney/p353-sawhney.pdf
%X Mobile workers need seamless access to communication and information
services while on the move. However, current solutions overwhelm users with
intrusive interfaces and ambiguous notifications. This article discusses the
interaction techniques developed for Nomadic Radio, a wearable computing
platform for managing voice and text-based messages in a nomadic environment.
Nomadic Radio employs an auditory user interface, which synchronizes speech
recognition, speech synthesis, nonspeech audio, and spatial presentation of
digital audio, for navigating among messages as well as asynchronous
notification of newly arrived messages. Emphasis is placed on an auditory
modality as Nomadic Radio is designed to be used while performing other tasks
in a user's everyday environment; a range of auditory cues provides peripheral
awareness of incoming messages. Notification is adaptive and context
sensitive; messages are presented as more or less obtrusive based on
importance inferred from content filtering, whether the user is engaged in
conversation and his or her own recent responses to prior messages. Auditory
notifications are dynamically scaled from ambient sound through recorded voice
cues up to message summaries. Iterative design and a preliminary user
evaluation suggest that audio is an appropriate medium for mobile messaging,
but that care must be taken to minimally intrude on the wearer's social and
physical environment.

%M J.TOCHI.7.3.384
%T Improving Selection Performance on Pen-Based Systems: A Study of Pen-Based
Interaction for Selection Tasks
%A Xiangshi Ren
%A Shinji Moriya
%J TOCHI
%D 2000
%V 7
%N 3
%P 384-416
%K Categories and Subject Descriptors: Software -- Software Engineering --
Requirements/Specifications (D.2.1): Methodologies (e.g., object-oriented,
structured); Software -- Software Engineering -- Design Tools and Techniques
(D.2.2): User interfaces; Information Systems -- Models and Principles --
User/Machine Systems (H.1.2): Human factors; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2):
Evaluation/methodology; Information Systems -- Information Interfaces and
Presentation -- User Interfaces (H.5.2): Input devices and strategies;
Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Interaction styles; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Screen design;
Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Theory and methods; Computing Methodologies -- Computer
Graphics -- Methodology and Techniques (I.3.6): Interaction techniques;
%K Design, Experimentation, Human Factors, Measurement, Theory,
classifications of selection strategies, mobile computing, pen-based input
interfaces, pen-based systems, small targets, state-transition models, target
selection strategies
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-3/p384-ren/p384-ren.pdf
%X Two experiments were conducted to compare pen-based selection strategies
and their characteristics. Two state transition models were also formulated
which provide new vocabulary that will help in investigating interactions
related to target selection issues. Six strategies, which can be described by
the state transition models, were used in the experiments. We determined the
best strategy of the six to be the "Slide Touch" strategy, where the target is
selected at the moment the pen-tip touches the target for the first time after
landing on the screen surface. The six strategies were also classified into
strategy groups according to their characteristics. We determined the best
strategy group to be the "In-Out' strategy group, where the target is selected
by contact either inside or outside the target. Analyses show that differences
between strategies are influenced by variations in target size; however, the
differences between strategies are not affected by the distance to the target
(i.e., pen-movement-distance) or the direction of pen movement (i.e.,
pen-movement-direction). We also found "the smallest maximum size" of five
pixels, i.e., the boundary value for the target size below which there are
significant differences, and above which there are no significant differences
between the strategies in error rate. Relationships between interaction
states, routes, and strategy efficiency were also investigated.

%M J.TOCHI.7.3.417
%T Using while Moving: HCI Issues in Fieldwork Environments
%A Jason Pascoe
%A Nick Ryan
%A David Morse
%J TOCHI
%D 2000
%V 7
%N 3
%P 417-437
%K Information Systems -- Models and Principles -- User/Machine Systems (H.1.2):
Human factors; Information Systems -- Information Interfaces and Presentation --
User Interfaces (H.5.2): Ergonomics; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Graphical user
interfaces (GUI); Information Systems -- Information Interfaces and Presentation
-- User Interfaces (H.5.2): Haptic I/O; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Input devices and
strategies; Information Systems -- Information Interfaces and Presentation --
User Interfaces (H.5.2): Interaction styles; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Style guides; Computer
Applications -- Life and Medical Sciences (J.3);
%K Design, Experimentation, Human Factors, MAUI, PDA, archaeology, context,
context awareness, ecology, fieldwork, giraffe, minimal attention user
interface, palmtop, small screen
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-3/p417-pascoe/p417-pascoe.pdf
%X "Using while moving" is the basic ability fieldwork users require of a
mobile computer system. These users come from a wide range of backgrounds but
have in common an extremely mobile and dynamic workplace. We identify four
specific characteristics of this class of users: dynamic user configuration,
limited attention capacity, high-speed interaction, and context dependency. A
prototype is then presented that was designed to assist fieldworkers in data
collection tasks and to explore the HCI design issues involved. The prototype
was used in an extensive field trial by a group of ecologists observing
giraffe behavior in Kenya. Following this trial, improvements were made to the
prototype interface which in turn was tested in a subsequent field trial with
another group of ecologists. From this experience, we have formulated our
resulting ideas about interface design for fieldworkers into two general
principles: Minimal Attention User Interfaces (MAUIs) and context awareness.
The MAUI seeks to minimize the attention, though not necessarily the number of
interactions, required from the user in operating a device. Context awareness
enables the mobile device to provide assistance based on a knowledge of its
environment.

%M J.TOCHI.7.4.439
%T Introduction to the Special Issue on Human-Computer Interaction and
Collaborative Virtual Environments
%A Steve Benford
%A Paul Dourish
%A Tom Rodden
%J TOCHI
%D 2000
%V 7
%N 4
%P 439-441
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-4/p439-benford/p439-benford.pdf

%M J.TOCHI.7.4.443
%T An Experimental Study on the Role of Touch in Shared Virtual Environments
%A Cagatay Basdogan
%A Chih-hao Ho
%A Mandayam A. Srinivasan
%A Mel Slater
%J TOCHI
%D 2000
%V 7
%N 4
%P 443-460
%K Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Interaction styles; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Haptic I/O; Computing
Methodologies -- Computer Graphics -- Methodology and Techniques (I.3.6):
Interaction techniques; Computing Methodologies -- Computer Graphics --
Three-Dimensional Graphics and Realism (I.3.7): Virtual reality; Computing
Methodologies -- Artificial Intelligence -- Robotics (I.2.9): Manipulators;
Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Input devices and strategies;
%K Design, Human Factors, Management, Performance, Theory, copresence, force
feedback devices, haptic interaction, shared virtual environments
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-4/p443-basdogan/p443-basdogan.pdf
%X Investigating virtual environments has become an increasingly interesting
research topic for engineers, computer and cognitive scientists, and
psychologists. Although there have been several recent studies focused on the
development of multimodal virtual environments (VEs) to study human-machine
interactions, less attention has been paid to human-human and human-machine
interactions in shared virtual environments (SVEs), and to our knowledge, no
attention paid at all to what extent the addition of haptic communication
between people would contribute to the shared experience. We have developed a
multimodal shared virtual environment and performed a set of experiments with
human subjects to study the role of haptic feedback in collaborative tasks and
whether haptic communication through force feedback can facilitate a sense of
being and collaborating with a remote partner. The study concerns a scenario
where two participants at remote sites must cooperate to perform a joint task
in an SVE. The goals of the study are (1) to assess the impact of force
feedback on task performance, (2) to better understand the role of haptic
communication in human-human interactions, (3) to study the impact of touch on
the subjective sense of collaborating with a human as reported by the
participants based on what they could see and feel, and (4) to investigate if
gender, personality, or emotional experiences of users can affect haptic
communication in SVEs. The outcomes of this research can have a powerful
impact on the development of next-generation human-computer interfaces and
network protocols that integrate touch and force feedback technology into the
internet, development of protocols and techniques for collaborative
teleoperation such as hazardous material removal, space station.

%M J.TOCHI.7.4.461
%T Supporting Presence in Collaborative Environments by Haptic Force Feedback
%A Eva-Lotta Sallnas
%A Kirsten Rassmus-Grohn
%A Calle Sjostrom
%J TOCHI
%D 2000
%V 7
%N 4
%P 461-476
%K Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Theory and methods; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Input devices and
strategies; Information Systems -- Information Systems Applications --
Communications Applications (H.4.3): Computer conferencing, teleconferencing,
and videoconferencing; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3):
Evaluation/methodology; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3): Synchronous
interaction; Information Systems -- Information Interfaces and Presentation --
User Interfaces (H.5.2): Haptic I/O;
%K Human Factors, Measurement, Performance, distributed collaboration, haptic
force feedback, presence
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-4/p461-sallnas/p461-sallnas.pdf
%X An experimental study of interaction in a collaborative desktop virtual
environment is described. The aim of the experiment was to investigate if
added haptic force feedback in such an environment affects perceived virtual
presence, perceived social presence, perceived task performance, and task
performance. A between-group design was employed, where seven pairs of
subjects used an interface with graphic representation of the environment,
audio connection, and haptic force feedback. Seven other pairs of subjects
used an interface without haptic force feedback, but with identical features
otherwise. The PHANToM, a one-point haptic device, was used for the haptic
force feedback, and a program especially developed for the purpose provided
the virtual environment. The program enables for two individuals placed in
different locations to simultaneously feel and manipulate dynamic objects in a
shared desktop virtual environment. Results show that haptic force feedback
significantly improves task performance, perceived task performance, and
perceived virtual presence in the collaborative distributed environment. The
results suggest that haptic force feedback increases perceived social
presence, but the difference is not significant.

%M J.TOCHI.7.4.477
%T Object-Focused Interaction in Collaborative Virtual Environments
%A Jon Hindmarsh
%A Mike Fraser
%A Christian Heath
%A Steve Benford
%A Chris Greenhalgh
%J TOCHI
%D 2000
%V 7
%N 4
%P 477-509
%K Information Systems -- Information Systems Applications -- Communications
Applications (H.4.3): Computer conferencing, teleconferencing, and
videoconferencing; Information Systems -- Information Interfaces and
Presentation -- Multimedia Information Systems (H.5.1): Artificial, augmented,
and virtual realities; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3):
Evaluation/methodology;
%K Design, Experimentation, Human Factors, CSCW, embodiment, objects, shared
spaces, social interaction, user interface design, virtual reality
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-4/p477-hindmarsh/p477-hindmarsh.pdf
%X This paper explores and evaluates the support for object-focused
interaction provided by a desktop Collaborative Virtual Environment. An
experimental "design" task was conducted, and video recordings of the
participants' activities facilitated an observational analysis of interaction
in, and through, the virtual world. Observations include: problems due to
"fragmented" views of embodiments in relation to shared objects; participants
compensating with spoken accounts of their actions; and difficulties in
understanding others' perspectives. Implications and proposals for the design
of CVEs drawn from these observations are: the use of semidistorted views to
support peripheral awareness; more explicit or exaggerated representations of
actions than are provided by pseudohumanoid avatars; and navigation techniques
that are sensitive to the actions of others. The paper also presents some
examples of the ways in which these proposals might be realized.

%M J.TOCHI.7.4.510
%T Inhabited Television: Broadcasting Interaction from Within Collaborative
Virtual Environments
%A Steve Benford
%A Chris Greenhalgh
%A Mike Craven
%A Graham Walker
%A Tim Regan
%A Jason Morphett
%A John Wyver
%J TOCHI
%D 2000
%V 7
%N 4
%P 510-547
%K Computer Systems Organization -- Computer-Communication Networks --
Distributed Systems (C.2.4): Distributed applications; Information Systems
-Models and Principles -- User/Machine Systems (H.1.2): Human factors;
Information Systems -- Information Interfaces and Presentation -- Multimedia
Information Systems (H.5.1): Artificial, augmented, and virtual realities;
Information Systems -- Information Interfaces and Presentation -- Group and
Organization Interfaces (H.5.3): Theory and models; Computing Methodologies
-Computer Graphics -- Three-Dimensional Graphics and Realism (I.3.7): Virtual
reality; Computer Applications -- Arts and Humanities (J.5): Arts, fine and
performing**;
%K Design, Human Factors, computer-supported cooperative work, entertainment,
media spaces, social interaction
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-4/p510-benford/p510-benford.pdf
%X Inhabited television combines collaborative virtual environments (CVEs)
with broadcast television so that on-line audiences can participate in
television shows within shared virtual worlds. We describe a series of
experiments with inhabited television, beginning with the NOWninety6 poetry
performance, The Mirror, and Heaven & Hell -- Live. These early experiments
raised fundamental questions for inhabited television concerning the extent to
which it is possible to establish fast-paced social interaction within a CVE,
and to which it is possible to produce a coherent and engaging broadcast of
this action. We then present a fourth more recent experiment, Out of This
World, that directly addressed these questions. We describe how the
formulation of inhabited television design principles, combined with the use
of dedicated production software for scripting and directing a show and for
controlling virtual cameras, enabled us to create a fast-moving and more
coherent experience.

fpack:!@#$%^&*(): TOCHI07.BA
%M J.TOCHI.7.1.3
%T Past, Present, and Future of User Interface Software Tools
%A Brad Myers
%A Scott E. Hudson
%A Randy Pausch
%J TOCHI
%D 2000
%V 7
%N 1
%P 3-28
%K Software -- Software Engineering -- Design Tools and Techniques (D.2.2): User
interfaces; Information Systems -- Models and Principles -- User/Machine Systems
(H.1.2): Human factors; Information Systems -- Information Interfaces and
Presentation -- User Interfaces (H.5.2): User interface management systems
(UIMS); Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Windowing systems;
%K event languages, interface builders, scripting languages, toolkits, user
interface development environments, user interface software
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-1/p3-myers/p3-myers.pdf
%X A user interface software tool helps developers design and implement the
user interface. Research on past tools has had enormous impact on today's
developers -- virtually all applications today are built using some form of user
interface tool. In this article, we consider cases of both success and failure
in past user interface tools. From these cases we extract a set of themes
which can serve as lessons for future work. Using these themes, past tools can
be characterized by what aspects of the user interface they addressed, their
threshold and ceiling, what path of least resistance they offer, how
predictable they are to use, and whether they addressed a target that became
irrelevant. We believe the lessons of these past themes are particularly
important now, because increasingly rapid technological changes are likely to
significantly change user interfaces. We are at the dawn of an era where user
interfaces are about to break out of the "desktop" box where they have been
stuck for the past 15 years. The next millenium will open with an increasing
diversity of user interface on an increasing diversity of computerized
devices. These devices include hand-held personal digital assistants (PDAs),
cell phones, pages, computerized pens, computerized notepads, and various
kinds of desk and wall size-computers, as well as devices in everyday objects
(such as mounted on refridgerators, or even embedded in truck tires). The
increased connectivity of computers, initially evidenced by the World Wide
Web, but spreading also with technologies such as personal-area networks, will
also have a profound effect on the user interface to computers. Another
important force will be recognition-based user interfaces, especially speech,
and camera-based vision systems. Other changes we see are an increasing need
for 3D and end-user customization, programming, and scripting. All of these
changes will require significant support from the underlying user interface
software tools.

%M J.TOCHI.7.1.29
%T Charting Past, Present, and Future Research in Ubiquitous Computing
%A Gregory D. Abowd
%A Elizabeth D. Mynatt
%J TOCHI
%D 2000
%V 7
%N 1
%P 29-58
%K Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Evaluation/methodology; Information Systems -- Information
Interfaces and Presentation -- Miscellaneous (H.5.m); Computer Applications --
Miscellaneous (J.m); Computing Milieux -- Computers and Society -- Social Issues
(K.4.2);
%K augmented reality, capture and access, context-aware applications,
evaluation, everyday computing, natural interfaces, social implications,
ubiquitous computing, user interfaces
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-1/p29-abowd/p29-abowd.pdf
%X The proliferation of computing into the physical world promises more than
the ubiquitous availability of computing infrastructure; it suggest new
paradigms of interaction inspired by constant access to information and
computational capabilities. For the past decade, application-driven research
on ubiquitous computing (ubicomp) has pushed three interaction themes: natural
interfaces, context-aware applications, and automated capture and access. To
chart a course for future research in ubiquitous computing, we review the
accomplishments of these efforts and point to remaining research challenges.
Research in ubiquitous computing implicitly requires addressing some notion
of scale, whether in the number and type of devices, the physical space of
distributed computing, or the number of people using a system. We posit a new
area of applications research, everyday computing, focussed on scaling
interaction with respect to time. Just as pushing the availability of
computing away from the traditional desktop fundamentally changes the
relationship between humans and computers, providing continuous interaction
moves computing from a localized tool to a constant companion. Designing for
continuous interaction requires addressing interruption and resumption of
interaction, representing passages of time and providing associative storage
models. Inherent in all of these interaction themes are difficult issues in
the social implications of ubiquitous computing and the challenges of
evaluating ubiquitous computing research. Although cumulative experience
points to lessons in privacy, security, visibility, and control, there are no
simple guidelines for steering research efforts. Akin to any efforts involving
new technologies, evaluation strategies form a spectrum from technology
feasibility efforts to long-term use studies -- but a user-centric perspective
is always possible and necessary.

%M J.TOCHI.7.1.59
%T Social Translucence: An Approach to Designing Systems that Support Social
Processes
%A Thomas Erickson
%A Wendy A. Kellogg
%J TOCHI
%D 2000
%V 7
%N 1
%P 59-83
%K Information Systems -- Models and Principles -- User/Machine Systems (H.1.2):
Human factors; Information Systems -- Models and Principles -- User/Machine
Systems (H.1.2): Human information processing; Information Systems
-Information Interfaces and Presentation -- User Interfaces (H.5.2): Graphical
user interfaces (GUI); Information Systems -- Information Interfaces and
Presentation -- User Interfaces (H.5.2): Theory and methods; Information
Systems -- Information Interfaces and Presentation -- Group and Organization
Interfaces (H.5.3): Asynchronous interaction; Information Systems -- Information
Interfaces and Presentation -- Group and Organization Interfaces (H.5.3):
Collaborative computing; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3): Computer-supported
cooperative work; Information Systems -- Information Interfaces and Presentation
-- Group and Organization Interfaces (H.5.3): Organizational design;
Information Systems -- Information Interfaces and Presentation -- Group and
Organization Interfaces (H.5.3): Synchronous interaction; Information Systems
-Information Interfaces and Presentation -- Group and Organization Interfaces
(H.5.3): Theory and models; Computing Milieux -- Computers and Society --
Organizational Impacts (K.4.3): Computer-supported collaborative work;
%K Design, Human Factors, CMC, CMI, CSCW, computer-mediated communication,
social computing, social navigation, social visualization, visualization
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-1/p59-erickson/p59-erickson.pdf
%X We are interested in designing systems that support communication and
collaboration among large groups of people over computing networks. We begin
by asking what properties of the physical world support graceful human-human
communication in face-to-face situations, and argue that it is possible to
design digital systems that support coherent behavior by making participants
and their activities visible to one another. We call such systems "socially
translucent systems" and suggest that they have three characteristics --
visibility, awareness, and accountability -- which enable people to draw upon
their experience and expertise to structure their interactions with one
another. To motivate and focus our ideas we develop a vision of knowledge
communities, conversationally based systems that support the creation,
management and reuse of knowledge in a social context. We describe our
experience in designing and deploying one layer of functionality for knowledge
communities, embodied in a working system called "Barbie" and discuss research
issues raised by a socially translucent approach to design.

%M J.TOCHI.7.1.84
%T Transcending the Individual Human Mind -- Creating Shared Understanding
through Collaborative Design
%A Ernesto Arias
%A Hal Eden
%A Gerhard Fischer
%A Andrew Gorman
%A Eric Scharff
%J TOCHI
%D 2000
%V 7
%N 1
%P 84-113
%K Software -- Software Engineering -- Design Tools and Techniques (D.2.2);
Information Systems -- Models and Principles -- User/Machine Systems (H.1.2);
Information Systems -- Information Storage and Retrieval (H.3); Information
Systems -- Information Interfaces and Presentation (H.5); Information Systems
-Information Interfaces and Presentation -- Multimedia Information Systems
(H.5.1); Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2); Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3); Computing
Methodologies -- Computer Graphics -- Methodology and Techniques (I.3.6);
Computer Applications -- Social and Behavioral Sciences (J.4);
%K Design, Human Factors, collaborative design and knowledge construction,
design support systems, distributed cognition, integration of action and
reflection spaces, integration of physical and computational environments,
open systems, symmetry of ignorance
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-1/p84-arias/p84-arias.pdf
%X Complex design problems require more knowledge than any single person
possesses because the knowledge relevant to a problem is usually distributed
among stakeholders. Bringing different and often controversial points of view
together to create a shared understanding among these stakeholders can lead to
new insights, new ideas, and new artifacts. New media that allow owners of
problems to contribute to framing and resolving complex design problems can
extend the power of the individual human mind. Based on our past work and
study of other approaches, systems, and collaborative and participatory
processes, this article identifies challenges we see as the limiting factors
for future collaborative human-computer systems. The Envisionment and
Discovery Collaboratory (EDC) is introduced as an integrated physical, and
computational environment addressing some of these challenges. The vision
behind the EDC shifts future development away from the computer as the focal
point, toward an emphasis that tries to improve our understanding of the
human, social, and cultural system that creates the context for use. This work
is based on new conceptual principles that include creating shared
understanding among various stakeholders, contextualizing information to the
task at hand, and creating objects to think with in collaborative design
activities. Although the EDC framework is applicable to different domains; our
initial effort has focused on the domain of urban planning (specifically
transportation planning) and community development.

%M J.TOCHI.7.1.114
%T Creating Creativity: User Interfaces for Supporting Innovation
%A Ben Shneiderman
%J TOCHI
%D 2000
%V 7
%N 1
%P 114-138
%K Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2); Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3);
%K creativity support tools, direct manipulation, graphical user interfaces,
human-computer interaction, information visualization
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-1/p114-shneiderman/p114-shneiderman.pdf
%X A challenge for human-computer interaction researchers and user interface
designers is to construct information technologies that support creativity.
This ambitious goal can be attained by building on an adequate understanding
of creative processes. This article offers a four-phase framework for
creativity that might assist designers in providing effective tools for users:
(1) Collect: learn from previous works stored in libraries, the Web, etc.; (2)
Relate: consult with peers and mentors at early, middle, and late stages,
(3) Create: explore, compose, evaluate possible solutions; and (4) Donate:
disseminate the results and contribute to the libraries. Within this
integrated framework, this article proposes eight activities that require
human-computer interaction research and advanced user interface design. A
scenario about an architect illustrates the process of creative work within
such an environment.

%M J.TOCHI.7.2.141
%T Supporting Cognitive Models as Users
%A Frank E. Ritter
%A Gordon D. Baxter
%A Gary Jones
%A Richard M. Young
%J TOCHI
%D 2000
%V 7
%N 2
%P 141-173
%K Software -- Software Engineering -- Testing and Debugging (D.2.5): Testing
tools (e.g., data generators, coverage testing); Information Systems -- Models
and Principles -- User/Machine Systems (H.1.2): Human information processing;
Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Evaluation/methodology; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): User interface
management systems (UIMS); Computing Methodologies -- Artificial Intelligence --
General (I.2.0): Cognitive simulation; Computing Methodologies -- Simulation and
Modeling -- Model Development (I.6.5); Computing Methodologies -- Simulation and
Modeling -- Simulation Support Systems (I.6.7);
%K Design, Human Factors, cognitive modeling, usability engineering
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-2/p141-ritter/p141-ritter.pdf
%X Cognitive models are computer programs that simulate human performance of
cognitive skills. They have been useful to HCI by predicting task times, by
assisting users, and by acting as surrogate users. If cognitive models could
interact with the same interfaces that users do, the models would be easier to
develop and would be easier to apply as interface testers. This approach can
be encapsulated as a cognitive model interface management system (CMIMS),
which is analogous to and based on a user interface management system (UIMS).
We present five case studies using three different UIMSes. These show how
models can interact with interfaces using an interaction mechanism that is
designed to apply to all interfaces generated within a UIMS. These interaction
mechanisms start to support and constrain performance in the same ways that
human performance is supported and constrained by interaction. Most existing
UIMSes can and should be extended to create CMIMSes, and models can and should
use CMIMSes to look at larger and more complex tasks. CMIMSes will help to
further exploit the synergy between the disciplines of cognitive modeling and
HCI by supporting cognitive models as users.

%M J.TOCHI.7.2.174
%T Distributed Cognition: Toward a New Foundation for Human-Computer
Interaction Research
%A James Hollan
%A Edwin Hutchins
%A David Kirsh
%J TOCHI
%D 2000
%V 7
%N 2
%P 174-196
%K Software -- Software Engineering -- Requirements/Specifications (D.2.1):
Methodologies (e.g., object-oriented, structured); Information Systems -- Models
and Principles -- User/Machine Systems (H.1.2); Information Systems
-Information Interfaces and Presentation -- User Interfaces (H.5.2):
Evaluation/methodology; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3): Theory and models;
Information Systems -- Information Interfaces and Presentation -- Group and
Organization Interfaces (H.5.3): Evaluation/methodology;
%K Design, Human Factors, Theory, cognitive science, distributed cognition,
ethnography, human-computer interaction, research methodology
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-2/p174-hollan/p174-hollan.pdf
%X We are quickly passing through the historical moment when people work in
front of a single computer, dominated by a small CRT and focused on tasks
involving only local information. Networked computers are becoming ubiquitous
and are playing increasingly significant roles in our lives and in the basic
infrastructures of science, business, and social interaction. For
human-computer interaction to advance in the new millennium we need to better
understand the emerging dynamic of interaction in which the focus task is no
longer confined to the desktop but reaches into a complex networked world of
information and computer-mediated interactions. We think the theory of
distributed cognition has a special role to play in understanding interactions
between people and technologies, for its focus has always been on whole
environments: what we really do in them and how we coordinate our activity in
them. Distributed cognition provides a radical reorientation of how to think
about designing and supporting human-computer interaction. As a theory it is
specifically tailored to understanding interactions among people and
technologies. In this article we propose distributed cognition as a new
foundation for human-computer interaction, sketch an integrated research
framework, and use selections from our earlier work to suggest how this
framework can provide new opportunities in the design of digital work
materials.

%M J.TOCHI.7.2.197
%T On the Effective Use and Reuse of HCI Knowledge
%A Alistair Sutcliffe
%J TOCHI
%D 2000
%V 7
%N 2
%P 197-221
%K Information Systems -- Models and Principles -- User/Machine Systems (H.1.2):
Human factors;
%K Design, Human Factors, Theory, HCI theory, claims, cognitive models, design
process, reuse, review
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-2/p197-sutcliffe/p197-sutcliffe.pdf
%X The article argues that new approaches for delivering HCI knowledge from
theory to designers will be necessary in the new millennium. First the role of
theory in HCI design to date is reviewed, including the progress made in
cognitive theories of interaction and their impact on the design process. The
role of bridging models that build on models of interaction is described, but
it is argued that direct application of cognitive theory to design is limited
by scalability problems. The alternative of representing HCI knowledge as
claims and the role of the task-artefact approach to theory-based design are
introduced. Claims are proposed as a possible bridging representation that may
enable theories to frame appropriate recommendations for designers and, vice
versa, enable designers to ask appropriate questions for theoretical research.
However, claims provide design advice grounded in specific scenarios and
examples, which limits their generality. The prospects for reuse becoming an
important mode of development and the possible directions in generalizing
claims for reuse are discussed, including generalizing claims beyond their
original context, providing a context for reuse of claims by linking them to
generic task and domain models. It is argued that generic models provide a way
forward for developing reusable libraries of interactive components. The
approach is illustrated from a case study of extracting claims from one
information retrieval application, generalizing claims for future reuse in
information-searching tasks, and reapplying claims in the Web-based Multimedia
Broker application. The article concludes by proposing that HCI knowledge
should be theory-grounded, and development of reusable "designer-digestible"
packets will be an important contribution in the future.

%M J.TOCHI.7.2.222
%T Systems, Interactions, and Macrotheory
%A Philip Barnard
%A Jon May
%A David Duke
%A David Duce
%J TOCHI
%D 2000
%V 7
%N 2
%P 222-262
%K Information Systems -- Models and Principles -- User/Machine Systems (H.1.2):
Human factors; Information Systems -- Models and Principles -- Systems and
Information Theory (H.1.1): General systems theory;
%K Design, Human Factors, Theory, cognitive models, computing system models,
models of interaction
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-2/p222-barnard/p222-barnard.pdf
%X A significant proportion of early HCI research was guided by one very clear
vision: that the existing theory base in psychology and cognitive science
could be developed to yield engineering tools for use in the interdisciplinary
context of HCI design. While interface technologies and heuristic methods for
behavioral evaluation have rapidly advanced in both capability and breadth of
application, progress toward deeper theory has been modest, and some now
believe it to be unnecessary. A case is presented for developing new forms of
theory, based around generic "systems of interactors." An overlapping, layered
structure of macro- and microtheories could then serve an explanatory role,
and could also bind together contributions from the different disciplines.
Novel routes to formalizing and applying such theories provide a host of
interesting and tractable problems for future basic research in HCI.

%M J.TOCHI.7.2.263
%T HCI in the Global Knowledge-Based Economy: Designing to Support Worker
Adaptation
%A Kim J. Vicente
%J TOCHI
%D 2000
%V 7
%N 2
%P 263-280
%K Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): User interface management systems (UIMS); Information
Systems -- Information Interfaces and Presentation -- Group and Organization
Interfaces (H.5.3);
%K Human Factors, adaptation, cognitive work analysis, knowledge-based economy
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-2/p263-vicente/p263-vicente.pdf
%X Increasingly, people are being required to perform open-ended intellectual
tasks that require discretionary decision making. These demands require a
relatively unique approach to the design of computer-based support tools. A
review of the characteristics associated with the global knowledge-based
economy strongly suggests that there will be an increasing need for workers,
managers, and organizations to adapt to change and novelty. This is equivalent
to a call for designing computer tools that foster continuous learning. There
are reasons to believe that the need to support adaptation and continuous
learning will only increase. Thus, in the new millennium HCI should be
concerned with explicitly designing for worker adaptation. The cognitive work
analysis framework is briefly described as a potential programmatic approach
to this practical design challenge.

%M J.TOCHI.7.3.285
%T Exploiting Space and Location as a Design Framework for Interactive Mobile
Systems
%A Alan Dix
%A Tom Rodden
%A Nigel Davies
%A Jonathan Trevor
%A Adrian Friday
%A Kevin Palfreyman
%J TOCHI
%D 2000
%V 7
%N 3
%P 285-321
%K Computer Systems Organization -- Computer-Communication Networks --
Distributed Systems (C.2.4): Distributed applications; Information Systems
-Models and Principles -- User/Machine Systems (H.1.2); Information Systems
-Information Systems Applications -- Communications Applications (H.4.3);
Information Systems -- Information Interfaces and Presentation -- Group and
Organization Interfaces (H.5.3): Synchronous interaction; Information Systems
-Information Interfaces and Presentation -- Group and Organization Interfaces
(H.5.3): Theory and models;
%K Design, Human Factors, Theory, awareness, context information, design
framework, location-sensitive applications, mobile systems, platform support,
shared interaction, virtual space
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-3/p285-dix/p285-dix.pdf
%X This article considers the importance of context in mobile systems. It
considers a range of context-related issues and focus on location as a key
issue for mobile systems. A design framework is described consisting of
taxonomies of location, mobility, population, and device awareness. The design
framework informs the construction of a semantic model of space for mobile
systems. The semantic model is reflected in a computational model built on a
distributed platform that allows contextual information to be shared across a
number of mobile devices. The framework support the design of interactive
mobile systems while the platform supports their rapid development.

%M J.TOCHI.7.3.322
%T Satchel: Providing Access to Any Document, Any Time, Anywhere
%A Mik Lamming
%A Marge Eldridge
%A Mike Flynn
%A Chris Jones
%A David Pendlebury
%J TOCHI
%D 2000
%V 7
%N 3
%P 322-352
%K Computer Systems Organization -- Computer-Communication Networks --
Distributed Systems (C.2.4): Distributed applications; Information Systems
-Models and Principles -- User/Machine Systems (H.1.2): Human factors;
Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Evaluation/methodology; Computing Methodologies -- Computer
Graphics -- Methodology and Techniques (I.3.6): Interaction techniques;
%K Human Factors, document access, document appliance, document processing,
information appliance, mobile computing, mobile work
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-3/p322-lamming/p322-lamming.pdf
%X Current solutions for providing access to electronic documents while away
from the office do not meet the special needs of mobile document workers. We
describe "Satchel," a system that is designed specifically to support the
distinctive features of mobile document work. Satchel is designed to meet the
following five high-level design goals (1) easy access to document services;
(2) timely document access; (3) streamlined user interface; (4) ubiquity; and
(5) compliance with security policies. Our current prototype uses a Nokia 9000
Communicator as the mobile device; it communicates to the rest of the Satchel
system using wireless communications, both infrared and radio. A fundamental
Satchel concept is the use of tokens, or small secure references, to represent
documents on the mobile device. The mobile client only transmits small tokens
over the wireless channels, leaving the wired network to transmit the contents
of documents when, and only when, they are required. Another fundamental
Satchel concept is the highly specialized and context-sensitive user interface
on the mobile device. The user's interactions are streamlined because of this
specialization and though the use of contextual information gained by using
infrared communications. We report the results of a trial of Satchel that was
carried out within our own company, and discuss how well Satchel met our
design goals. We call Satchel a "document appliance" because it provides a
streamlined solution to the problem of remote document access -- it aims to
support only a limited set of activities, but supports them very well.

%M J.TOCHI.7.3.353
%T Nomadic Radio: Speech and Audio Interaction for Contextual Messaging in
Nomadic Environments
%A Nitin Sawhney
%A Chris Schmandt
%J TOCHI
%D 2000
%V 7
%N 3
%P 353-383
%K Hardware -- Input/Output and Data Communications -- Input/Output Devices
(B.4.2): Voice; Software -- Software Engineering -- Design Tools and Techniques
(D.2.2): Modules and interfaces; Software -- Software Engineering -- Design
Tools and Techniques (D.2.2): User interfaces; Information Systems -- Models and
Principles -- User/Machine Systems (H.1.2): Human factors; Information Systems
-Models and Principles -- User/Machine Systems (H.1.2): Human information
processing; Information Systems -- Information Systems Applications --
Communications Applications (H.4.3): Electronic mail; Information Systems
-Information Interfaces and Presentation -- Multimedia Information Systems
(H.5.1): Audio input/output; Information Systems -- Information Interfaces and
Presentation -- Multimedia Information Systems (H.5.1):
Evaluation/methodology; Information Systems -- Information Interfaces and
Presentation -- User Interfaces (H.5.2): Evaluation/methodology; Information
Systems -- Information Interfaces and Presentation -- User Interfaces (H.5.2):
Input devices and strategies; Information Systems -- Information Interfaces and
Presentation -- User Interfaces (H.5.2): Interaction styles; Information
Systems -- Information Interfaces and Presentation -- User Interfaces (H.5.2):
Theory and methods; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3): Asynchronous
interaction;
%K Design, Human Factors, adaptive interfaces, contextual interfaces,
interruptions, nonspeech audio, notifications, passive awareness, spatial
listening, speech interaction, wearable computing
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-3/p353-sawhney/p353-sawhney.pdf
%X Mobile workers need seamless access to communication and information
services while on the move. However, current solutions overwhelm users with
intrusive interfaces and ambiguous notifications. This article discusses the
interaction techniques developed for Nomadic Radio, a wearable computing
platform for managing voice and text-based messages in a nomadic environment.
Nomadic Radio employs an auditory user interface, which synchronizes speech
recognition, speech synthesis, nonspeech audio, and spatial presentation of
digital audio, for navigating among messages as well as asynchronous
notification of newly arrived messages. Emphasis is placed on an auditory
modality as Nomadic Radio is designed to be used while performing other tasks
in a user's everyday environment; a range of auditory cues provides peripheral
awareness of incoming messages. Notification is adaptive and context
sensitive; messages are presented as more or less obtrusive based on
importance inferred from content filtering, whether the user is engaged in
conversation and his or her own recent responses to prior messages. Auditory
notifications are dynamically scaled from ambient sound through recorded voice
cues up to message summaries. Iterative design and a preliminary user
evaluation suggest that audio is an appropriate medium for mobile messaging,
but that care must be taken to minimally intrude on the wearer's social and
physical environment.

%M J.TOCHI.7.3.384
%T Improving Selection Performance on Pen-Based Systems: A Study of Pen-Based
Interaction for Selection Tasks
%A Xiangshi Ren
%A Shinji Moriya
%J TOCHI
%D 2000
%V 7
%N 3
%P 384-416
%K Categories and Subject Descriptors: Software -- Software Engineering --
Requirements/Specifications (D.2.1): Methodologies (e.g., object-oriented,
structured); Software -- Software Engineering -- Design Tools and Techniques
(D.2.2): User interfaces; Information Systems -- Models and Principles --
User/Machine Systems (H.1.2): Human factors; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2):
Evaluation/methodology; Information Systems -- Information Interfaces and
Presentation -- User Interfaces (H.5.2): Input devices and strategies;
Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Interaction styles; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Screen design;
Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Theory and methods; Computing Methodologies -- Computer
Graphics -- Methodology and Techniques (I.3.6): Interaction techniques;
%K Design, Experimentation, Human Factors, Measurement, Theory,
classifications of selection strategies, mobile computing, pen-based input
interfaces, pen-based systems, small targets, state-transition models, target
selection strategies
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-3/p384-ren/p384-ren.pdf
%X Two experiments were conducted to compare pen-based selection strategies
and their characteristics. Two state transition models were also formulated
which provide new vocabulary that will help in investigating interactions
related to target selection issues. Six strategies, which can be described by
the state transition models, were used in the experiments. We determined the
best strategy of the six to be the "Slide Touch" strategy, where the target is
selected at the moment the pen-tip touches the target for the first time after
landing on the screen surface. The six strategies were also classified into
strategy groups according to their characteristics. We determined the best
strategy group to be the "In-Out' strategy group, where the target is selected
by contact either inside or outside the target. Analyses show that differences
between strategies are influenced by variations in target size; however, the
differences between strategies are not affected by the distance to the target
(i.e., pen-movement-distance) or the direction of pen movement (i.e.,
pen-movement-direction). We also found "the smallest maximum size" of five
pixels, i.e., the boundary value for the target size below which there are
significant differences, and above which there are no significant differences
between the strategies in error rate. Relationships between interaction
states, routes, and strategy efficiency were also investigated.

%M J.TOCHI.7.3.417
%T Using while Moving: HCI Issues in Fieldwork Environments
%A Jason Pascoe
%A Nick Ryan
%A David Morse
%J TOCHI
%D 2000
%V 7
%N 3
%P 417-437
%K Information Systems -- Models and Principles -- User/Machine Systems (H.1.2):
Human factors; Information Systems -- Information Interfaces and Presentation --
User Interfaces (H.5.2): Ergonomics; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Graphical user
interfaces (GUI); Information Systems -- Information Interfaces and Presentation
-- User Interfaces (H.5.2): Haptic I/O; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Input devices and
strategies; Information Systems -- Information Interfaces and Presentation --
User Interfaces (H.5.2): Interaction styles; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Style guides; Computer
Applications -- Life and Medical Sciences (J.3);
%K Design, Experimentation, Human Factors, MAUI, PDA, archaeology, context,
context awareness, ecology, fieldwork, giraffe, minimal attention user
interface, palmtop, small screen
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-3/p417-pascoe/p417-pascoe.pdf
%X "Using while moving" is the basic ability fieldwork users require of a
mobile computer system. These users come from a wide range of backgrounds but
have in common an extremely mobile and dynamic workplace. We identify four
specific characteristics of this class of users: dynamic user configuration,
limited attention capacity, high-speed interaction, and context dependency. A
prototype is then presented that was designed to assist fieldworkers in data
collection tasks and to explore the HCI design issues involved. The prototype
was used in an extensive field trial by a group of ecologists observing
giraffe behavior in Kenya. Following this trial, improvements were made to the
prototype interface which in turn was tested in a subsequent field trial with
another group of ecologists. From this experience, we have formulated our
resulting ideas about interface design for fieldworkers into two general
principles: Minimal Attention User Interfaces (MAUIs) and context awareness.
The MAUI seeks to minimize the attention, though not necessarily the number of
interactions, required from the user in operating a device. Context awareness
enables the mobile device to provide assistance based on a knowledge of its
environment.

%M J.TOCHI.7.4.439
%T Introduction to the Special Issue on Human-Computer Interaction and
Collaborative Virtual Environments
%A Steve Benford
%A Paul Dourish
%A Tom Rodden
%J TOCHI
%D 2000
%V 7
%N 4
%P 439-441
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-4/p439-benford/p439-benford.pdf

%M J.TOCHI.7.4.443
%T An Experimental Study on the Role of Touch in Shared Virtual Environments
%A Cagatay Basdogan
%A Chih-hao Ho
%A Mandayam A. Srinivasan
%A Mel Slater
%J TOCHI
%D 2000
%V 7
%N 4
%P 443-460
%K Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Interaction styles; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Haptic I/O; Computing
Methodologies -- Computer Graphics -- Methodology and Techniques (I.3.6):
Interaction techniques; Computing Methodologies -- Computer Graphics --
Three-Dimensional Graphics and Realism (I.3.7): Virtual reality; Computing
Methodologies -- Artificial Intelligence -- Robotics (I.2.9): Manipulators;
Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Input devices and strategies;
%K Design, Human Factors, Management, Performance, Theory, copresence, force
feedback devices, haptic interaction, shared virtual environments
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-4/p443-basdogan/p443-basdogan.pdf
%X Investigating virtual environments has become an increasingly interesting
research topic for engineers, computer and cognitive scientists, and
psychologists. Although there have been several recent studies focused on the
development of multimodal virtual environments (VEs) to study human-machine
interactions, less attention has been paid to human-human and human-machine
interactions in shared virtual environments (SVEs), and to our knowledge, no
attention paid at all to what extent the addition of haptic communication
between people would contribute to the shared experience. We have developed a
multimodal shared virtual environment and performed a set of experiments with
human subjects to study the role of haptic feedback in collaborative tasks and
whether haptic communication through force feedback can facilitate a sense of
being and collaborating with a remote partner. The study concerns a scenario
where two participants at remote sites must cooperate to perform a joint task
in an SVE. The goals of the study are (1) to assess the impact of force
feedback on task performance, (2) to better understand the role of haptic
communication in human-human interactions, (3) to study the impact of touch on
the subjective sense of collaborating with a human as reported by the
participants based on what they could see and feel, and (4) to investigate if
gender, personality, or emotional experiences of users can affect haptic
communication in SVEs. The outcomes of this research can have a powerful
impact on the development of next-generation human-computer interfaces and
network protocols that integrate touch and force feedback technology into the
internet, development of protocols and techniques for collaborative
teleoperation such as hazardous material removal, space station.

%M J.TOCHI.7.4.461
%T Supporting Presence in Collaborative Environments by Haptic Force Feedback
%A Eva-Lotta Sallnas
%A Kirsten Rassmus-Grohn
%A Calle Sjostrom
%J TOCHI
%D 2000
%V 7
%N 4
%P 461-476
%K Information Systems -- Information Interfaces and Presentation -- User
Interfaces (H.5.2): Theory and methods; Information Systems -- Information
Interfaces and Presentation -- User Interfaces (H.5.2): Input devices and
strategies; Information Systems -- Information Systems Applications --
Communications Applications (H.4.3): Computer conferencing, teleconferencing,
and videoconferencing; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3):
Evaluation/methodology; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3): Synchronous
interaction; Information Systems -- Information Interfaces and Presentation --
User Interfaces (H.5.2): Haptic I/O;
%K Human Factors, Measurement, Performance, distributed collaboration, haptic
force feedback, presence
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-4/p461-sallnas/p461-sallnas.pdf
%X An experimental study of interaction in a collaborative desktop virtual
environment is described. The aim of the experiment was to investigate if
added haptic force feedback in such an environment affects perceived virtual
presence, perceived social presence, perceived task performance, and task
performance. A between-group design was employed, where seven pairs of
subjects used an interface with graphic representation of the environment,
audio connection, and haptic force feedback. Seven other pairs of subjects
used an interface without haptic force feedback, but with identical features
otherwise. The PHANToM, a one-point haptic device, was used for the haptic
force feedback, and a program especially developed for the purpose provided
the virtual environment. The program enables for two individuals placed in
different locations to simultaneously feel and manipulate dynamic objects in a
shared desktop virtual environment. Results show that haptic force feedback
significantly improves task performance, perceived task performance, and
perceived virtual presence in the collaborative distributed environment. The
results suggest that haptic force feedback increases perceived social
presence, but the difference is not significant.

%M J.TOCHI.7.4.477
%T Object-Focused Interaction in Collaborative Virtual Environments
%A Jon Hindmarsh
%A Mike Fraser
%A Christian Heath
%A Steve Benford
%A Chris Greenhalgh
%J TOCHI
%D 2000
%V 7
%N 4
%P 477-509
%K Information Systems -- Information Systems Applications -- Communications
Applications (H.4.3): Computer conferencing, teleconferencing, and
videoconferencing; Information Systems -- Information Interfaces and
Presentation -- Multimedia Information Systems (H.5.1): Artificial, augmented,
and virtual realities; Information Systems -- Information Interfaces and
Presentation -- Group and Organization Interfaces (H.5.3):
Evaluation/methodology;
%K Design, Experimentation, Human Factors, CSCW, embodiment, objects, shared
spaces, social interaction, user interface design, virtual reality
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-4/p477-hindmarsh/p477-hindmarsh.pdf
%X This paper explores and evaluates the support for object-focused
interaction provided by a desktop Collaborative Virtual Environment. An
experimental "design" task was conducted, and video recordings of the
participants' activities facilitated an observational analysis of interaction
in, and through, the virtual world. Observations include: problems due to
"fragmented" views of embodiments in relation to shared objects; participants
compensating with spoken accounts of their actions; and difficulties in
understanding others' perspectives. Implications and proposals for the design
of CVEs drawn from these observations are: the use of semidistorted views to
support peripheral awareness; more explicit or exaggerated representations of
actions than are provided by pseudohumanoid avatars; and navigation techniques
that are sensitive to the actions of others. The paper also presents some
examples of the ways in which these proposals might be realized.

%M J.TOCHI.7.4.510
%T Inhabited Television: Broadcasting Interaction from Within Collaborative
Virtual Environments
%A Steve Benford
%A Chris Greenhalgh
%A Mike Craven
%A Graham Walker
%A Tim Regan
%A Jason Morphett
%A John Wyver
%J TOCHI
%D 2000
%V 7
%N 4
%P 510-547
%K Computer Systems Organization -- Computer-Communication Networks --
Distributed Systems (C.2.4): Distributed applications; Information Systems
-Models and Principles -- User/Machine Systems (H.1.2): Human factors;
Information Systems -- Information Interfaces and Presentation -- Multimedia
Information Systems (H.5.1): Artificial, augmented, and virtual realities;
Information Systems -- Information Interfaces and Presentation -- Group and
Organization Interfaces (H.5.3): Theory and models; Computing Methodologies
-Computer Graphics -- Three-Dimensional Graphics and Realism (I.3.7): Virtual
reality; Computer Applications -- Arts and Humanities (J.5): Arts, fine and
performing**;
%K Design, Human Factors, computer-supported cooperative work, entertainment,
media spaces, social interaction
%* (c) Copyright 2000 ACM
%W http://acm.org/pubs/articles/journals/tochi/2000-7-4/p510-benford/p510-benford.pdf
%X Inhabited television combines collaborative virtual environments (CVEs)
with broadcast television so that on-line audiences can participate in
television shows within shared virtual worlds. We describe a series of
experiments with inhabited television, beginning with the NOWninety6 poetry
performance, The Mirror, and Heaven & Hell -- Live. These early experiments
raised fundamental questions for inhabited television concerning the extent to
which it is possible to establish fast-paced social interaction within a CVE,
and to which it is possible to produce a coherent and engaging broadcast of
this action. We then present a fourth more recent experiment, Out of This
World, that directly addressed these questions. We describe how the
formulation of inhabited television design principles, combined with the use
of dedicated production software for scripting and directing a show and for
controlling virtual cameras, enabled us to create a fast-moving and more
coherent experience.

fpack:!@#$%^&*(): 


From perlman@turing.acm.org Fri Feb  3 13:21:51 2006 -0500
Date: Fri, 3 Feb 2006 13:21:51 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Dan Horn <danhorn@gmail.com>
cc: Gary perlman <perlman@turing.acm.org>
Subject: Re: Six Degrees of Jonathan Grudin
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X-Keywords:                  
X-UID: 7

Thanks a million, Dan, or at least a couple hundred.
I counted 184 typos, of which only 5 had been found by other means.
Some new ones were examples of classes of errors, like a missing date
on a book, or a missing period on an author initial, or an unprocesed
"and" in an author list, so I could run some scripts to find a few
dozen more. In all, 110 files were updated.

Can I have your permission to add you to the page of fame:
	http://www.hcibib.org/fame.html

Gary

On Fri, 3 Feb 2006, Dan Horn wrote:

> Gary,
Only 2 months after I said I'd look for my list of errors in the
hcibib database, I've found the file we created.  I'm enclosing it
here.  The format is described at the top of the file.  Basically, it
lists the article unique ID then the field with the error (or a "-" if
the field is missing), then a list of the field(s) that should replace
it.  Obviously, it is only current to early 2004.
Dan

On 12/2/05, Gary PERLMAN <perlman@turing.acm.org> wrote:
> Thanks. I checked all my mail folders but did not find a message from you
> with corrections. I think my last message to you was January 26, 2004.
>
> I would welcome any ideas you have on what to do with the name change
> issue. I think I could:
>  1. change the author names to some standard version;
>     this would ignore name changes (e.g., Mantei / Tremaine)
>  2. add a searchable but non-displayed field with a standard version;
>     this would be difficult to apply to names in tables of contents
> I am paralyzed by the lack of good options.
>
> On the 6 misspelled author names in the papers themselves,
> the number is actually higher because I've made dozens of
> corrections over the years. A typical situation is when
> the person writing up a panel misspells a panelist's name.
> Schneiderman, Manati, and Jacob Neilson have all appeared.
>
> Then there is the issue of diacritics in author names.
> The software I use for processing HCIBIB data has problems
> with any non-ascii data, so I remove all the accents.
>
> Stumbling along,
>
> Gary
>
> On Fri, 2 Dec 2005, Dan Horn wrote:
>
> > Gary,
> > I sent the message a long time ago.  It may still be on my older
> > semi-functional computer.  I'll see if I can dig it up.
> > Dan
> >
> > On 12/2/05, Gary PERLMAN <perlman@turing.acm.org> wrote:
> > > From the article:
> > >        One beneficial side
> > >        effect of this process was the identification of 185 name errors in
> > >        the database (as well as 6 misspelled author names in the papers
> > >        themselves!) – a remarkably small error rate given the number of
> > >        entries. These errors were corrected in our analyses, and
> > >        forwarded to hcibib in order to update their database.
> > > I don't recall having received any list of errors.
> > > Do you still have it?
> > >
> > > Gary
> > >
> > > On Fri, 2 Dec 2005, Gary PERLMAN wrote:
> > >
> > > > Hi!
> > > >
> > > > Although I've only skimmed the paper, it inspired me to add a new feature
> > > > to the HCI Bibliography. It shows the most frequent authors in a set of
> > > > bibs (e.g., a subject, a journal, a conference, or several of the above).
> > > > The help has some examples:
> > > >       http://www.hcibib.org/gs.html#authors
> > > >
> > > > Gary
> > > >
> > > >
> > >
> > >
> >
>
>


From perlman@turing.acm.org Fri Feb  3 15:37:54 2006 -0500
Date: Fri, 3 Feb 2006 15:37:54 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Alan Cantor <acantor@cantoraccess.com>
Subject: Re: Announcement: New paper on job accommodation
In-Reply-To: <NDBBIFAOLLCHBBKFDBJJEEDCGMAA.acantor@cantoraccess.com>
Message-ID: <Pine.LNX.4.44.0602031532090.31073-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 8

Hi Alan,

Why was Joan not a good candidate for a trackball?
It seems like a good match for limited range of motion.
I have a 3-button trackball that lets me program a button
to click=lock/unlock.

Gary

On Fri, 3 Feb 2006, Alan Cantor wrote:

> Hello friends and colleagues,
> 
> Today I posted a new paper on the Cantor Access web site that documents the
> case of an employee with a disability whose productivity quadrupled as a
> result of a workplace accommodation:
> 
> http://www.cantoraccess.com/csun2006-casestudy.htm
> 
> Two accommodation strategies are described: the development of macros, and
> training on keyboard-only access to Windows (i.e., operating a PC without a
> mouse or mouse emulator).
> 
> Beside allowing her to complete tasks four-times faster, the accommodation
> resulted in another benefit. In a previous job posting, excessive mouse-use
> led to painful back spasms. The pain was severe enough to cause her to miss
> work. During my training program, the spasms began to abate. Six weeks
> later, she reported that the spasms were less of a problem than they had
> been in the past. I credit the improvement to her newfound ability to
> maintain more biomechanically-neutral postures while operating a PC.
> 
> This paper lends weight to a position I have advanced for several years:
> Organizations may not be meeting their legal duty to accommodate if they
> fail to provide software customization (e.g., macros, user interface
> modifications, and scripting), alternative access training (e.g.,
> keyboard-only techniques), and ergonomic adjustments. Had this employee not
> been accommodated in these ways, she may not have been successful in this
> job.
> 
> I will be presenting the paper at the CSUN Conference in Los Angeles on 24
> March 2006. During the presentation, I will demonstrate macros I developed
> for this employee. See http://www.cantoraccess.com/upcoming.htm#csun2006.
> 
> Alan
> 
> Alan Cantor
> Cantor Access Inc.
> acantor@cantoraccess.com
> www.cantoraccess.com
> 
> 
> You have received this announcement because you have expressed interest in
> my company's services or resources. Please write if you want to be removed
> from this mailing list: mailto:remove@cantoraccess.com
> 
> 


From perlman@turing.acm.org Fri Feb  3 18:14:57 2006 -0500
Date: Fri, 3 Feb 2006 18:14:57 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Alan Cantor <acantor@cantoraccess.com>
Subject: RE: Announcement: New paper on job accommodation
In-Reply-To: <NDBBIFAOLLCHBBKFDBJJGEDIGMAA.acantor@cantoraccess.com>
Message-ID: <Pine.LNX.4.44.0602031804440.2471-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 9

If the user does not like the trackball, then the trackball is wrong for the user.
I would add that to the paper: that she had tried it and that it did not work out.

I think that accessibility, multilinguality, and usability consulting
combine to over 50% of my time.

This week's accessibility problem was psawned from a dislike of an
underline attribute to the left of text. We had an icon and label
	[] label
(with blank alt text for the icon to avoid the user hearing "label label"
from a screen reader, but making both hot made it look like
	[]_label
so the programmer/designer wanted to make two links, so the user
woud not only hear "label label", there would be a bunch of doubled
links in their list of links. Then a marketing person suggested
using two different labels for the links that went to the same place.

My final solution was to add padding on the right side of the icon
so that a space was not necessary.

As you might expect, while looking at these screens, I noticed that
the online help contained images with no alt text, the comment form
did not use label tags, etc.

Soon, I will be helping a bunch of unilingual developers internationalize
the software. *sigh*

There. I've vented some steam.

Gary

On Fri, 3 Feb 2006, Alan Cantor wrote:

> > Hi Alan,
> >
> > Why was Joan not a good candidate for a trackball?
> > It seems like a good match for limited range of motion.
> > I have a 3-button trackball that lets me program a button
> > to click=lock/unlock.
> 
> 
> Hi Gary,
> 
> You are correct, the trackball was an obvious choice. I was involved in
> accommodating "Joan" in the mid-1990s, and did set her up with a four-button
> programmable trackball. She hated it, and ultimately rejected it.  I don't
> remember why. Maybe she had difficulty getting her hand on the device
> because it was fairly thick. Or maybe she didn't have the tone in her thumb
> or fingers. I really don't recall. But she was emphatic about not wanting a
> trackball this time, and being the considerate assistive technologist that I
> am, I respected her decision.
> 
> She liked using a regular mouse. But her range of motion made it hard for
> her to handle any kind of physical pointing device, mouse, trackball or
> touchpad. There was not enough room at her workstation for keyboard AND
> mouse. She needed the keyboard front and centre, and when she reached
> outside her comfort zone, she got back spasms.
> 
> Her best option for pointing and clicking was MouseKeys. The keypad, located
> to the left of her mini-keyboard, was within easy reach, and she could
> easily control the pointer. It did take her longer to move long distances
> across the screen than with a regular mouse; but on the other hand, she did
> not lose time moving her hand away from the keyboard and reaching for the
> mouse. To click and double-click, she always used MouseKeys anyways. So I
> encouraged her to use MouseKeys as much as possible.
> 
> I taught her keyboard techniques because many tasks she was doing with the
> mouse and/or MouseKeys were taking forever. She spent so much time pointing
> and clicking that she sometimes forgot what she was trying to accomplish.
> Yet many of these tasks could be done by pressing a single key: Esc; Enter;
> or spacebar; or two or three key sequences like Tab Enter; Alt T; Ctrl V; or
> Shift Tab spacebar. I taught her general principals rather than have her to
> memorize hotkeys. This approach made a huge difference. Tasks that took her
> a minute + by mouse and/or MouseKeys were now taking her a couple of
> seconds.
> 
> But it was the macros that made the biggest difference. I created over a
> dozen macros (global, window-specific, and application-specific) for
> performing tasks that were not keyboard accessible, or that she could not do
> efficiently by keyboard or mouse. I also used macros to create workarounds
> for UI inconsistencies: for example, Esc closed child-window A, but not the
> almost identical child-window B. In a third child-window, pressing Esc
> exited the application without warning. I fixed many of these problems with
> macros.
> 
> I asked to talk to the in-house programmers who were maintaining these
> hellish applications. I wanted to pass along a handful of guidelines so that
> they would not inadvertently create access barriers in the future. I never
> heard from them. Just as well. It is always a happy time for me when I get
> paid to create macros.
> 
> Alan
> 
> 
> 


From perlman@turing.acm.org Fri Feb  3 18:29:55 2006 -0500
Date: Fri, 3 Feb 2006 18:29:55 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Elizabeth Grove <grove_e@hq.acm.org>
cc: Mary Czerwinski <marycz@microsoft.com>,  <grove_e@acm.org>
Subject: RE: SIGCHI Lifetime Service Award Money Notice
In-Reply-To: <8DFA8DABC2E6FA438EDCFD26881380A50DFE92D7@hq.acm.org>
Message-ID: <Pine.LNX.4.44.0602031825100.2738-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 10

Folks,

I'm thinking that if my prize is something my company would pay for anyway,
but if I'd accept it, I'd need to pay tax on it, then maybe it's a prize I can
do without. I appreciate the plaque, though.

Gary

On Fri, 3 Feb 2006, Elizabeth Grove wrote:

> Hi Gary,
> 
> I'm waiting to hear back from the CHI committee about the best way to
> process your registration.  Thanks for letting me know that you already have
> the plaque.  As for the SSN, I'm also finding out which you should send.
> Will be back in touch shortly with some answers.  Thanks.
> 
> Best regards,
> Elizabeth Grove
> 
> ACM
> 1515 Broadway, 17th Floor
> New York, NY 10036
> 212-626-0614
> 212-302-5826 (fax)
> 
> 
> -----Original Message-----
> From: Gary PERLMAN [mailto:perlman@turing.acm.org] 
> Sent: Thursday, February 02, 2006 8:04 PM
> To: Mary Czerwinski
> Cc: johnson_e@hq.acm.org; grove_e@hq.acm.org; jacko@isye.gatech.edu; Gary
> Olson
> Subject: RE: SIGCHI Lifetime Service Award Money Notice
> 
> 
> I only heard about free conference registration, but I also got a nice
> plaque, so it's more than my 1997 SIGCHI Distinguished Service Award.
> 
> Gary
> 
> On Thu, 2 Feb 2006, Mary Czerwinski wrote:
> 
> > Ok!  Great.
> > 
> > Elizabeth, I just got Erica's OOF message saying she was on vacation. 
> > Can you work with the conference chair, Gary Olsen, to see that Gary 
> > Perlman gets his service award "perks" taken care of?
> > 
> > Thanks very much.  BTW, Gary, we changed the award policy for service 
> > awards this year at the EC level.  So you may have to remind Gary what 
> > you were awarded last year, it could be different from this year's 
> > recipients.
> > 
> > Cheers,
> > Mary
> > 
> > -----Original Message-----
> > From: Gary PERLMAN [mailto:perlman@turing.acm.org]
> > Sent: Thursday, February 02, 2006 4:36 PM
> > To: Mary Czerwinski
> > Cc: johnson_e@hq.acm.org; grove_e@hq.acm.org; jacko@isye.gatech.edu
> > Subject: RE: SIGCHI Lifetime Service Award Money Notice
> > 
> > Thanks Mary.
> > 
> > I did get a very nice plaque from SIGCHI, so there is no need for 
> > another.
> > 
> > http://www.acm.org/~perlman/images/2005-sigchi-service.jpg
> > 
> > Gary
> > 
> > On Thu, 2 Feb 2006, Mary Czerwinski wrote:
> > 
> > > Erica, can you help Gary Perlman?  He was awarded the Lifetime 
> > > Service Award for CHI 2005 last year but opted to receive it this 
> > > year, in his hometown.  See his questions below.
> > > 
> > > Elizabeth, note that we need another plaque made for Gary, unless we 
> > > made it last year.  I don't think we did.
> > > 
> > > Best,
> > > Mary
> > > 
> > > -----Original Message-----
> > > From: Gary PERLMAN [mailto:perlman@turing.acm.org]
> > > Sent: Thursday, February 02, 2006 4:02 PM
> > > To: Mary Czerwinski
> > > Cc: codrington@hq.acm.org; Gary perlman
> > > Subject: Re: SIGCHI Lifetime Service Award Money Notice
> > > 
> > > Hi Mary and Julie,
> > > 
> > > I guess it's time for to get my award at CHI 2006,
> > > which is in my home town of Montreal this year.
> > > I'd like to know how to get free registration for the conference.
> > > 
> > > My ACM member number is 2463016.
> > > I will also want to add a two day workshop:
> > > 
> > > The Many Faces of Consistency in Cross-Platform Design
> > > 
> > > I do not have the special code for the workshop,
> > > but I know that the fee is $225, so that will
> > > need to be factored in somehow.
> > > 
> > > Do you want my US SSN or Canadian SIN or both?
> > > 
> > > Gary
> > > 
> > > On Mon, 14 Feb 2005, Mary Czerwinski wrote:
> > > 
> > > > Dear SIGCHI Lifetime Service Award winners:
> > > > 
> > > > We heard that some of you would prefer some flexibility in terms 
> > > > of
> > > how
> > > > you use your award money.   We agree!  For that reason, you can use
> > > your
> > > > 525.00 (the equivalent of the CHI 2005 conference registration) in
> > the
> > > > following ways as you see fit.  Please email Julie Codrington
> > (cc:'d)
> > > > with your full contact information, your SSN and the way in which
> > you
> > > > would like your award applied.
> > > > 
> > > > Thanks very much and I hope to see you at the awards banquet!
> > > > 
> > > > Best,
> > > > Mary
> > > > 
> > > > Here are options (at your discretion):
> > > > 
> > > > *	Free reg at CHI 2005
> > > > 
> > > > *	Free reg (and the award presentation) at any other SIGCHI
> > > > conference instead
> > > > 
> > > > *	$525 either as a travel reimbursement (so no tax consequences)
> > > > or as an award (which has tax consequences).
> > > > 
> > > > 
> > > 
> > > 
> > 
> > 
> 


From perlman@turing.acm.org Sat Feb  4 17:15:18 2006 -0500
Date: Sat, 4 Feb 2006 17:15:18 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Alan Cantor <acantor@cantoraccess.com>
Subject: RE: Announcement: New paper on job accommodation
In-Reply-To: <NDBBIFAOLLCHBBKFDBJJMEDNGMAA.acantor@cantoraccess.com>
Message-ID: <Pine.LNX.4.44.0602041714500.28714-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 11

Sure. Happy to have helped a little.
	Gary

On Sat, 4 Feb 2006, Alan Cantor wrote:

> Hey Gary,
> 
> > If the user does not like the trackball, then the trackball is wrong for
> the user.
> > I would add that to the paper: that she had tried it and that it did not
> work out.
> 
> 
> I rewrote several paragraphs in light of your suggestion. May I acknowledge
> your contribution?
> 
> Alan
> 


From perlman@turing.acm.org Sun Feb  5 16:02:51 2006 -0500
Date: Sun, 5 Feb 2006 16:02:51 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Michael Friendly <friendly@yorku.ca>
Subject: Re: |STAT request
In-Reply-To: <43E6536C.5040408@yorku.ca>
Message-ID: <Pine.LNX.4.44.0602051602400.15314-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 12

Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.
	http://www.hcibib.org/stat/xyzzy/

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Sun, 5 Feb 2006, Michael Friendly wrote:

>     I AGREE TO ADHERE TO THE CONDITIONS OF USING |STAT.
>     I AGREE NOT TO SHARE THE |STAT LOCATION WITH OTHERS.
> 
> 
> 


From perlman@turing.acm.org Sun Feb  5 16:03:50 2006 -0500
Date: Sun, 5 Feb 2006 16:03:50 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Jose Coronado <Jose_Coronado@hyperion.com>
cc: Richard Branham <richard.branham@gmail.com>
Subject: Re: IWIPS 2006 
In-Reply-To: <8B183F7341D99040AD2E97C0AEF8C186014D9B63@NASTMEXM12.hyperion.com>
Message-ID: <Pine.LNX.4.44.0602051603160.15314-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 13

I'd be happy to help out.  I'll try to get it done in a day or two.

GP

On Sun, 5 Feb 2006, Jose Coronado wrote:

> Dear Mr. Perlman,
> 
>  
> 
> I am contacting you as the co-chair for IWIPS 2006 - International
> Workshop on Internationalization of Products and Systems. In the past,
> IWIPS has been fortunate to be promoted in your HCI BIB web site. I
> would like to know if it would be possible to provide information about
> this up-coming conference in your site.  For your information, the
> following are the key details of IWIPS 2006.
> 
>  
> 
> IWIPS 2006 - 8th International Workshop on Internationalization of
> Products and Systems
> 
> 13-15 July 2006 - The University of Kansas. Lawrence, Kansas - USA
> 
> Paper submission deadline: 28 February 2006
> 
> Send submissions to: review-chair@iwips2006.org
> 
> http://www.iwips2006.org/
> 
>  
> 
> Please let me know if there is any additional information that you may
> need.
> 
>  
> 
> Thanks in advance for your help.
> 
>  
> 
> Sincerely,
> 
> JOSE
> 
> ____________________________________
> 
> JOSE CORONADO & RICHARD BRANHAM
> 
> IWIPS 2006 Conference Co-Chairs
> 
> local-chair@iwips2006.org
> 
>  
> 
> 


From perlman@turing.acm.org Mon Feb  6 08:36:36 2006 -0500
Date: Mon, 6 Feb 2006 08:36:35 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Stephen Blott <sblott@computing.dcu.ie>
Subject: Re: |STAT request
In-Reply-To: <20060206105417.GA58466@computing.dcu.ie>
Message-ID: <Pine.LNX.4.44.0602060836230.30198-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 14

Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.
	http://www.hcibib.org/stat/xyzzy/

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Mon, 6 Feb 2006, Stephen Blott wrote:

> I AGREE TO ADHERE TO THE CONDITIONS OF USING |STAT.
> I AGREE NOT TO SHARE THE |STAT LOCATION WITH OTHERS.
> 
> Steve Blott
> 


From perlman@turing.acm.org Mon Feb  6 23:47:42 2006 -0500
Date: Mon, 6 Feb 2006 23:47:41 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Keith Instone <instone@USER-EXPERIENCE.ORG>, 
    Hans de Graff <hans@degraaff.org>, Mikael Ericsson <miker@ida.liu.se>, 
    HCIRN <hcirn@hcirn.com>, Chris McEvoy <chris@firstcircle.co.uk>
cc: Gary perlman <perlman@turing.acm.org>
Subject: meet about IA at CHI'2006 in Montreal?
Message-ID: <Pine.LNX.4.44.0602062322220.27968-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 15

IA - not Information Architecture, but Infoholics Anonymous

Greetings from www.hcibib.org. No introduction needed,
but I will mention that I am a Montreal native,
now living in Montreal.

I thought it might be nice for a bunch of compulsive
organizers of information resources to get together.
Sure, some of you are recovering addicts, but that
itself might be a good subject to discuss.

I was wondering how each of us got started, how it
evolved, and where, if anywhere, it's going. I also
wonder what is out there to be done, perhaps by the
next generation of infoholics.

So, if you are going to be in Montreal, and if you would
like to have the first (and maybe last) meeting of HCI InfoAnon,
please let me know. I'll propose a unique Montreal gastronomic
experience and I'll show you some trendy or classic sites,
and I promise not to drive like a Montrealer.

If you are interested, please send me your arrival/departure
day+time. I'd block out the big reception and suggest other
dayes/times.

Hope to hear from you,

Gary

Anyone missing from this list?

HCI Resources - Mikael Ericsson
	http://www.ida.liu.se/~miker/hci/
HCI Index - Hans de Graaff
	http://degraaff.org/hci/  
UsableWeb - Keith Erickson
	http://usableweb.com/
HCI Bibliography - Gary Perlman
	http://www.hcibib.org/    
HCI Resource Network - Thomas Wolfmaier
	http://www.hcirn.com/
Usability Views - Chris McEvoy
	http://www.usabilityviews.com/


From perlman@turing.acm.org Tue Feb  7 08:36:08 2006 -0500
Date: Tue, 7 Feb 2006 08:36:08 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Bill Frakes <frakes@cs.vt.edu>
Subject: Re: request unixstat address
In-Reply-To: <20060207082432.mddzscwfysogwcow@webmail.cs.vt.edu>
Message-ID: <Pine.LNX.4.44.0602070835520.5699-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 16

Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Tue, 7 Feb 2006, Bill Frakes wrote:

> Gary -- I plan to install it on a linux system.
> 
> Thanks -- Bill
> 


From perlman@turing.acm.org Tue Feb  7 13:15:50 2006 -0500
Date: Tue, 7 Feb 2006 13:15:49 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Bill Frakes <frakes@cs.vt.edu>
Subject: Re: |STAT request
In-Reply-To: <20060207084949.f86zseci8cc0cog4@webmail.cs.vt.edu>
Message-ID: <Pine.LNX.4.44.0602071315430.13402-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 17

Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.
	http://www.hcibib.org/stat/xyzzy/

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Tue, 7 Feb 2006, Bill Frakes wrote:

>   I AGREE TO ADHERE TO THE CONDITIONS OF USING |STAT.
>    I AGREE NOT TO SHARE THE |STAT LOCATION WITH OTHERS.
> 
> 


From perlman@turing.acm.org Tue Feb  7 14:10:50 2006 -0500
Date: Tue, 7 Feb 2006 14:10:49 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Keith Instone <keith2006@instone.org>
Subject: Re: meet about IA at CHI'2006 in Montreal?
In-Reply-To: <84ff7af49cd9a969c673d76954e1574a@instone.org>
Message-ID: <Pine.LNX.4.44.0602071346080.13869-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 18

Awww. You could've seen where les Canadiens used to play hockey,
where the Expos used to play baseball, and ...

On Tue, 7 Feb 2006, Keith Instone wrote:

> not planning on being in Montreal for CHI - first time missed CHI in 12 
> years....
> 
> On Feb 6, 2006, at 11:47 PM, Gary PERLMAN wrote:
> 
> > IA - not Information Architecture, but Infoholics Anonymous
> >
> > Greetings from www.hcibib.org. No introduction needed,
> > but I will mention that I am a Montreal native,
> > now living in Montreal.
> >
> > I thought it might be nice for a bunch of compulsive
> > organizers of information resources to get together.
> > Sure, some of you are recovering addicts, but that
> > itself might be a good subject to discuss.
> >
> > I was wondering how each of us got started, how it
> > evolved, and where, if anywhere, it's going. I also
> > wonder what is out there to be done, perhaps by the
> > next generation of infoholics.
> >
> > So, if you are going to be in Montreal, and if you would
> > like to have the first (and maybe last) meeting of HCI InfoAnon,
> > please let me know. I'll propose a unique Montreal gastronomic
> > experience and I'll show you some trendy or classic sites,
> > and I promise not to drive like a Montrealer.
> >
> > If you are interested, please send me your arrival/departure
> > day+time. I'd block out the big reception and suggest other
> > dayes/times.
> >
> > Hope to hear from you,
> >
> > Gary
> >
> > Anyone missing from this list?
> >
> > HCI Resources - Mikael Ericsson
> > 	http://www.ida.liu.se/~miker/hci/
> > HCI Index - Hans de Graaff
> > 	http://degraaff.org/hci/
> > UsableWeb - Keith Erickson
> > 	http://usableweb.com/
> > HCI Bibliography - Gary Perlman
> > 	http://www.hcibib.org/
> > HCI Resource Network - Thomas Wolfmaier
> > 	http://www.hcirn.com/
> > Usability Views - Chris McEvoy
> > 	http://www.usabilityviews.com/
> >
> >
> >
> 


From perlman@turing.acm.org Wed Feb  8 21:22:29 2006 -0500
Date: Wed, 8 Feb 2006 21:22:29 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Gary Perlman @ Yahoo" <garyperlman@yahoo.com>
Subject: iui bu
Message-ID: <Pine.LNX.4.44.0602082122160.32208-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 19

Listing of files in this pack:
  IUI06.BA
fpack:!@#$%^&*(): IUI06.BA
http://portal.acm.org/toc.cfm?id=1111449

%T Interactive humanoids and androids as ideal interfaces for humans
%A Hiroshi Ishiguro
%S Invited talks
%P 2-9
%W 
%X 

%T Meaningful interfaces in immersive environments
%A Jeffrey Shaw
%S Invited talks
%P 10-11
%W 
%X 

%T Cognitive prostheses and assisted communication
%A Norman Alm
%A Shinji Abe
%A Noriaki Kuwahara
%S Workshops
%P 14
%W 
%X 

%T Workshop W2: multi-user and ubiquitous user interfaces (MU3I 2006)
%A Andreas Butz
%A Christian Kray
%A Antonio Kruger
%A Carsten Schwesig
%S Workshops
%P 15
%W 
%X 

%T Intelligent user interfaces for intelligence analysis
%A Michelle X. Zhou
%A Mark Maybury
%S Workshops
%P 16
%W 
%X 

%T Workshop on effective multimodal dialogue interfaces
%A Lawrence Cavedon
%A Robert Dale
%A Fang Chen
%A David Traum
%S Workshops
%P 17
%W 
%X 

%T Introduction to human-robot interaction
%A Jean Scholtz
%A Holly A. Yanco
%A Jill L. Drury
%S Tutorials
%P 20
%W 
%X 

%T Interfaces everywhere: interacting with the pervasive computer
%A Alois Ferscha
%A Clemens Holzmann
%A Michael Leitner
%S Tutorials
%P 21
%W 
%X 

%T Constructive dialogue management for speech-based interaction systems
%A Kristiina Jokinen
%S Tutorials
%P 22
%W 
%X 

%T Posture and activity silhouettes for self-reporting, interruption management, and attentive interfaces
%A Alejandro Jaimes
%S Gestural input
%P 24-31
%W 
%X 

%T Head gesture recognition in intelligent interfaces: the role of context in improving recognition
%A Louis-Philippe Morency
%A Trevor Darrell
%S Gestural input
%P 32-38
%W 
%X 

%T Eye-tracking to model and adapt to user meta-cognition in intelligent learning environments
%A Christina Merten
%A Cristina Conati
%S Gestural input
%P 39-46
%W 
%X 

%T Taking advantage of the situation: non-linguistic context for natural language interfaces to interactive virtual environments
%A Michael Fleischman
%A Eduard Hovy
%S Natural language in the interface
%P 47-54
%W 
%X 

%T Three phase verification for spoken dialog clarification
%A Sangkeun Jung
%A Cheongjae Lee
%A Gary Geunbae Lee
%S Natural language in the interface
%P 55-61
%W 
%X 

%T Automatic prediction of misconceptions in multilingual computer-mediated communication
%A Naomi Yamashita
%A Toru Ishida
%S Natural language in the interface
%P 62-69
%W 
%X 

%T Automatically classifying emails into activities
%A Mark Dredze
%A Tessa Lau
%A Nicholas Kushmerick
%S Personal assistants I
%P 70-77
%W 
%X 

%T Linking messages and form requests
%A Anthony Tomasic
%A John Zimmerman
%A Isaac Simmons
%S Personal assistants I
%P 78-85
%W 
%X 

%T A hybrid learning system for recognizing user tasks from desktop activities and email messages
%A Jianqiang Shen
%A Lida Li
%A Thomas G. Dietterich
%A Jonathan L. Herlocker
%S Personal assistants I
%P 86-92
%W 
%X 

%T Trust building with explanation interfaces
%A Pearl Pu
%A Li Chen
%S Recommendations I
%P 93-100
%W 
%X 

%T Is trust robust?: an analysis of trust-based recommendation
%A John O'Donovan
%A Barry Smyth
%S Recommendations I
%P 101-108
%W 
%X 

%T Detecting noise in recommender system databases
%A Michael P. O'Mahony
%A Neil J. Hurley
%A Guenole C. M. Silvestre
%S Recommendations I
%P 109-115
%W 
%X 

%T Enabling context-sensitive information seeking
%A Michelle X. Zhou
%A Keith Houck
%A Shimei Pan
%A James Shaw
%A Vikram Aggarwal
%A Zhen Wen
%S Multimedia and multimodality
%P 116-123
%W 
%X 

%T Interactive multimedia summaries of evaluative text
%A Giuseppe Carenini
%A Raymond T. Ng
%A Adam Pauls
%S Multimedia and multimodality
%P 124-131
%W 
%X 

%T A conceptual framework for developing adaptive multimodal applications
%A Carlos Duarte
%A Luis Carrico
%S Multimedia and multimodality
%P 132-139
%W 
%X 

%T Direct manipulation of user interfaces for migration
%A Jose Pascual Molina Masso
%A Jean Vanderdonckt
%A Pascual Gonzalez Lopez
%S Ubiquitous computing
%P 140-147
%W 
%X 

%T Structuralizing digital ink for efficient selection
%A Xiang Ao
%A Junfeng Li
%A Xugang Wang
%A Guozhong Dai
%S Ubiquitous computing
%P 148-154
%W 
%X 

%T Deriving quantitative overviews of free text assessments on the web
%A Timothy Chklovski
%S Question answering
%P 155-162
%W 
%X 

%T Towards intelligent QA interfaces: discourse processing for context questions
%A Mingyu Sun
%A Joyce Y. Chai
%S Question answering
%P 163-170
%W 
%X 

%T An intelligent discussion-bot for answering student queries in threaded discussions
%A Donghui Feng
%A Erin Shaw
%A Jihie Kim
%A Eduard Hovy
%S Question answering
%P 171-177
%W 
%X 

%T Fewer clicks and less frustration: reducing the cost of reaching the right folder
%A Xinlong Bao
%A Jonathan L. Herlocker
%A Thomas G. Dietterich
%S Personal assistants 2
%P 178-185
%W 
%X 

%T Who's asking for help?: a Bayesian approach to intelligent assistance
%A Bowen Hui
%A Craig Boutilier
%S Personal assistants 2
%P 186-193
%W 
%X 

%T SWISH: semantic analysis of window titles and switching history
%A Nuria Oliver
%A Greg Smith
%A Chintan Thakkar
%A Arun C. Surendran
%S Personal assistants 2
%P 194-201
%W 
%X 

%T Augmentation-based learning: combining observations and user edits for programming-by-demonstration
%A Daniel Oblinger
%A Vittorio Castelli
%A Lawrence Bergman
%S Adaptation to users
%P 202-209
%W 
%X 

%T Interactive learning of structural shape descriptions from automatically generated near-miss examples
%A Tracy Hammond
%A Randall Davis
%S Adaptation to users
%P 210-217
%W 
%X 

%T Recognizing user interest and document value from reading and organizing activities in document triage
%A Rajiv Badi
%A Soonil Bae
%A J. Michael Moore
%A Konstantinos Meintanis
%A Anna Zacchi
%A Haowei Hsieh
%A Frank Shipman
%A Catherine C. Marshall
%S Adaptation to users
%P 218-225
%W 
%X 

%T A goal-oriented interface to consumer electronics using planning and commonsense reasoning
%A Henry Lieberman
%A Jose Espinosa
%S Adaptation to users
%P 226-233
%W 
%X 

%T Debugging user interface descriptions of knowledge-based recommender applications
%A Alexander Felfernig
%A Kostyantyn Shchekotykhin
%S Recommendation 2
%P 234-241
%W 
%X 

%T Social summarization of text feedback for online auctions and interactive presentation of the summary
%A Yoshinori Hijikata
%A Hanako Ohno
%A Yukitaka Kusumura
%A Shogo Nishida
%S Recommendation 2
%P 242-249
%W 
%X 

%T Automatic construction of personalized customer interfaces
%A Bob Price
%A Russ Greiner
%A Gerald Haubl
%A Alden Flatt
%S Recommendation 2
%P 250-257
%W 
%X 

%T What's on tonight: user-centered and situation-aware proposals for TV programmes
%A Bernd Ludwig
%A Stefan Mandl
%A Sebastian von Mammen
%S Short papers
%P 258-260
%W 
%X 

%T Mixing robotic realities
%A Mauro Dragone
%A Thomas Holz
%A Gregory M. P. O'Hare
%S Short papers
%P 261-263
%W 
%X 

%T Splitting rules for graceful degradation of user interfaces
%A Murielle Florins
%A Francisco Montero Simarro
%A Jean Vanderdonckt
%A Benjamin Michotte
%S Short papers
%P 264-266
%W 
%X 

%T Group recommender systems: a critiquing based approach
%A Kevin McCarthy
%A Maria Salamo
%A Lorcan Coyle
%A Lorraine McGinty
%A Barry Smyth
%A Paddy Nixon
%S Short papers
%P 267-269
%W 
%X 

%T Creating multiplatform user interfaces by annotation and adaptation
%A Yun Ding
%A Heiner Litz
%S Short papers
%P 270-272
%W 
%X 

%T Evaluating stories in narrative-based interfaces
%A Daniel Goncalves
%A Joaquim A. Jorge
%S Short papers
%P 273-275
%W 
%X 

%T Topic modeling in fringe word prediction for AAC
%A Keith Trnka
%A Debra Yarrington
%A Kathleen McCoy
%A Christopher Pennington
%S Short papers
%P 276-278
%W 
%X 

%T The delivery of multimedia presentations in a graphical user interface environment
%A Nathalie Colineau
%A Julien Phalip
%A Andrew Lampert
%S Short papers
%P 279-281
%W 
%X 

%T iCARE: intelligent customer assistance for recommending eyewear
%A Edwin Costello
%A John Doody
%A Lorraine McGinty
%A Barry Smyth
%S Short papers
%P 282-284
%W 
%X 

%T Interactive prototyping for ubiquitous augmented reality user interfaces
%A Otmar Hilliges
%A Christian Sandor
%A Gudrun Klinker
%S Short papers
%P 285-287
%W 
%X 

%T PastMaster@storytelling: a controlled interface for interactive drama
%A Nicolas Szilas
%A Manolya Kavakli
%S Short papers
%P 288-290
%W 
%X 

%T When Media Gets Wise: collaborative filtering with mobile media agents
%A Mattias Jacobsson
%A Mattias Rost
%A Lars Erik Holmquist
%S Short papers
%P 291-293
%W 
%X 

%T MapTable: a tactical command and control interface
%A Fan Yang
%A Christopher Baber
%S Short papers
%P 294-296
%W 
%X 

%T Presence based collaborative recommender for networked audiovisual displays
%A James H. Errico
%A Ibrahim Sezan
%S Short papers
%P 297-299
%W 
%X 

%T A TV agent system that integrates knowledge and answers users' questions
%A Jun Goto
%A Masaru Miyazaki
%A Takeshi Kobayakawa
%A Nobuyuki Hiruma
%A Noriyoshi Uratani
%S Short papers
%P 300-302
%W 
%X 

%T A cognitively based approach to affect sensing from text
%A Mostafa Al Masum Shaikh
%A Prendinger Helmut
%A Mitsuru Ishizuka
%S Short papers
%P 303-305
%W 
%X 

%T Audio subtle expressions affecting user's perceptions
%A Takanori Komatsu
%S Short papers
%P 306-308
%W 
%X 

%T A task-driven user interface architecture for ambient intelligent environments
%A Tim Clerckx
%A Chris Vandervelpen
%A Kris Luyten
%A Karin Coninx
%S Short papers
%P 309-311
%W 
%X 

%T An approach to adaptive user interfaces using interactive media systems
%A Mithilesh Kumar
%A Akhilesh Gupta
%A Sharad Saha
%S Short papers
%P 312-314
%W 
%X 

%T Intelligent fridge poetry magnets
%A Kavita Thomas
%A Pierre Proske
%A Mattias Rickardsson
%S Short papers
%P 315-317
%W 
%X 

%T Designing an intelligent user interface for instructional video indexing and browsing
%A Lijun Tang
%A John R. Kender
%S Short papers
%P 318-320
%W 
%X 

%T Training a training system
%A Debbie Richards
%A Nicolas Szilas
%S Short papers
%P 321-323
%W 
%X 

%T Multimodal error correction for continuous handwriting recognition in pen-based user interfaces
%A Xugang Wang
%A Junfeng Li
%A Xiang Ao
%A Gang Wang
%A Guozhong Dai
%S Short papers
%P 324-326
%W 
%X 

%T Inducing shortcuts on a mobile phone interface
%A Robert Bridle
%A Eric McCreath
%S Short papers
%P 327-329
%W 
%X 

%T A multi modal supporting tool for multi lingual communication by inducing partner's reply
%A Kazunori Imoto
%A Munehiko Sasajima
%A Taishii Shimomori
%A Noriko Yamanaka
%A Makoto Yajima
%A Yasuyuki Masai
%S Short papers
%P 330-332
%W 
%X 

%T Modeling gaze behavior for a 3D ECA in a dialogue situation
%A Gaspard Breton
%A Danielle Pele
%A Christophe Garcia
%S Short papers
%P 333-335
%W 
%X 

%T Modality preferences in mobile and instrumented environments
%A Rainer Wasinger
%A Antonio Kruger
%S Short papers
%P 336-338
%W 
%X 

%T Investigating the relation between robot bodily expressions and their impression on the user
%A Abdelaziz Khiat
%A Masataka Toyota
%A Yoshio Matsumoto
%A Tsukasa Ogasawara
%S Short papers
%P 339-341
%W 
%X 

%T Recovering semantic relations from web pages based on visual cues
%A Peifeng Xiang
%A Yuanchun Shi
%S Short papers
%P 342-344
%W 
%X 

%T Geometric anticipation: assisting users in 2D layout tasks
%A Jessi Stumpfel
%A James Arvo
%A Kevin Novins
%S Short papers
%P 345-347
%W 
%X 

%T Augmenting kitchen appliances with a shared context using knowledge about daily events
%A Chia-Hsun Jackie Lee
%A Leonardo Bonanni
%A Jose H. Espinosa
%A Henry Lieberman
%A Ted Selker
%S Short papers
%P 348-350
%W 
%X 

%T Multimodal interaction styles for hypermedia adaptation
%A Ronnie Taib
%A Natalie Ruiz
%S Short papers
%P 351-353
%W 
%X 

%T Activity-oriented context-aware adaptation assisting mobile geo-spatial activities
%A Guoray Cai
%A Yinkun Xue
%S Short papers
%P 354-356
%W 
%X 

%T Constraint-based livespaces configuration management
%A Markus Stumptner
%A Bruce Thomas
%S Short papers
%P 357-359
%W 
%X 

%T How to talk to a hologram
%A Anton Leuski
%A Jarrell Pair
%A David Traum
%A Peter J. McNerney
%A Panayiotis Georgiou
%A Ronakkumar Patel
%S Short papers
%P 360-362
%W 
%X 

%T Intelligent drawing correction using place vocabulary constraints
%A Ronald W. Ferguson
%A Neil Cutshaw
%A Huzaifa Zafar
%S Short papers
%P 363-365
%W 
%X 

%T Are two talking heads better than one?: when should use more than one agent in e-learning?
%A Hua Wang
%A Mark Chignell
%A Mitsuru Ishizuka
%S Short papers
%P 366-368
%W 
%X 

%T Improving question-answering with linking dialogues
%A Sudeep Gandhe
%A Andrew S. Gordon
%A David Traum
%S Short papers
%P 369-371
%W 
%X 

%T Ambient Display using Musical Effects
%A Luke Barrington
%A Michael J. Lyons
%A Dominique Diegmann
%A Shinji Abe
%S Short papers
%P 372-374
%W 
%X 

fpack:!@#$%^&*(): 


From perlman@turing.acm.org Thu Feb  9 14:24:43 2006 -0500
Date: Thu, 9 Feb 2006 14:24:43 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Gary Perlman @ Yahoo" <garyperlman@yahoo.com>
Subject: IUI 06 bu
Message-ID: <Pine.LNX.4.44.0602091424350.6323-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 20

Listing of files in this pack:
  IUI06.BA
fpack:!@#$%^&*(): IUI06.BA
%M C.IUI.06.2
%T Interactive humanoids and androids as ideal interfaces for humans
%S Invited talks
%A Hiroshi Ishiguro
%B IUI06
%D 2006
%P 2-9
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111451
%X We, humans, anthropomorphize targets of communication. In this sense,
humanoids or androids can have ideal interface for humans. This paper
focuses on two new fundamental issues in the human interface studies.
There are two relationships between robots and humans: one is
inter-personal and the other is social. In the inter-personal
relationships, the appearance of the robot is a new and important
research issues. In the social relationships, a function to recognize
human relationships through interaction is needed for robots of the next
generation. These two issues explore new possibilities of androids and
humanoids. Especially, the appearance problem bridges between science
and engineering. The approach from robotics tries to build very
humanlike robots based on knowledge from cognitive science. The approach
from cognitive science uses the robot for verifying hypotheses for
understanding humans. We call this cross-interdisciplinary framework
android science.

%M C.IUI.06.10
%T Meaningful interfaces in immersive environments
%S Invited talks
%A Jeffrey Shaw
%B IUI06
%D 2006
%P 10-11
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111452
%X While generic user interfaces are ubiquitous and customarily bland,
the idiosyncratic interfaces developed in art practice over the last
decades are significant because of their ability to embody meaning.

%M C.IUI.06.14
%T Cognitive prostheses and assisted communication
%S Workshops
%A Norman Alm
%A Shinji Abe
%A Noriaki Kuwahara
%B IUI06
%D 2006
%P 14
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111454
%X This workshop offers the opportunity for researchers in the fields of
assistive technology, cognitive psychology, user interface design and
context-awareness to present the state of the art in each field and to
discuss an approach and a research agenda for realizing effective
cognitive prostheses.

%M C.IUI.06.15
%T Workshop W2: multi-user and ubiquitous user interfaces (MU3I 2006)
%S Workshops
%A Andreas Butz
%A Christian Kray
%A Antonio Kruger
%A Carsten Schwesig
%B IUI06
%D 2006
%P 15
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111455
%X The main objective of the third workshop on Multi-User and Ubiquitous
User Interfaces (MU3I 2006) is to bring people with relevant backgrounds
(e.g. interface design, CSCW, ubiquitous computing) together to discuss
two key questions in this field: How can we build interfaces, which span
multiple devices so that the user knows that they can be used to control
a specific application? How can we build interfaces for public displays?
Therefore, the main outcome of the workshop is expected to consists of
further insights into those problems, potential solutions and a research
agenda to investigate these further.

%M C.IUI.06.16
%T Intelligent user interfaces for intelligence analysis
%S Workshops
%A Michelle X. Zhou
%A Mark Maybury
%B IUI06
%D 2006
%P 16
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111456

%M C.IUI.06.17
%T Workshop on effective multimodal dialogue interfaces
%S Workshops
%A Lawrence Cavedon
%A Robert Dale
%A Fang Chen
%A David Traum
%B IUI06
%D 2006
%P 17
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111457
%X This workshop addresses the issue of evaluating multimodal dialogue
systems, and in particular the characteristics and interaction styles
that are particularly effective for human-machine collaborative task
performance.

%M C.IUI.06.20
%T Introduction to human-robot interaction
%S Tutorials
%A Jean Scholtz
%A Holly A. Yanco
%A Jill L. Drury
%B IUI06
%D 2006
%P 20
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111459
%X This tutorial presents the current status of research in interactions
with robots, including adaptive robots/interfaces, speech, gestures,
virtual reality, and social interactions. Different user interface
designs will be shown and discussed during the tutorial. Human-robot
interaction (HRI) guidelines, evaluation methodologies and metrics
currently used by the community will be presented. Research needs will
also be discussed. Participants will work in small groups to design a
robotic application as well as an evaluation plan.

%M C.IUI.06.21
%T Interfaces everywhere: interacting with the pervasive computer
%S Tutorials
%A Alois Ferscha
%A Clemens Holzmann
%A Michael Leitner
%B IUI06
%D 2006
%P 21
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111460
%X Due to recent technological advances, it has become possible to
integrate sensor and actuator technologies as well as wireless
communication in everyday objects and environments. These developments
open up a huge amount of innovative interaction scenarios, involving new
forms of user interfaces. This half day tutorial gives an overview of
the emerging field of everywhere interfaces, referring to computing
devices that disappear within objects of everyday life and thus enable
omnipresent physical interfaces to the digital world, describes the
state of the art of sensor and actuator technologies and demonstrates
the development of a smart artefact for controlling everyday
environments.

%M C.IUI.06.22
%T Constructive dialogue management for speech-based interaction systems
%S Tutorials
%A Kristiina Jokinen
%B IUI06
%D 2006
%P 22
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111461
%X The tutorial will introduce the major topics, established practices
and methodologies in dialogue management research. Evaluation criteria
and usability aspects for useful and enjoyable interactive systems will
also be discussed. The tutorial is based on the framework of
Constructive Dialogue Management, and focuses especially on the
technological and theoretical challenges in designing adaptive and
intelligent conversational systems.

%M C.IUI.06.24
%T Posture and activity silhouettes for self-reporting, interruption
management, and attentive interfaces
%S Gestural input
%A Alejandro Jaimes
%B IUI06
%D 2006
%P 24-31
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111463
%X In this paper we present a novel system for monitoring a computer
user's posture and activities in front of the computer (e.g., reading,
speaking on the phone, etc.) for self-reporting. In our system, a camera
and a microphone are placed in front of a computer work area (e.g., on
top of the computer screen). The system can be used as a component in an
attentive interface, or for giving the user real time feedback on the
goodness of his current posture, and generating summaries of postures
and activities over a specified period of time (e.g., hours, days,
months, etc.). All elements of the system are highly customizable: the
user decides what "good" postures are, what alarms and interruptions are
triggered, if any, and what activity and posture summaries are
generated. We present novel algorithms for posture measurement (using
geometric features of the user's silhouette), and activity
classification (using machine learning). Finally, we present experiments
that show the feasibility of our approach.

%M C.IUI.06.32
%T Head gesture recognition in intelligent interfaces: the role of
context in improving recognition
%S Gestural input
%A Louis-Philippe Morency
%A Trevor Darrell
%B IUI06
%D 2006
%P 32-38
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111464
%X Acknowledging an interruption with a nod of the head is a natural and
intuitive communication gesture which can be performed without
significantly disturbing a primary interface activity. In this paper we
describe vision-based head gesture recognition techniques and their use
for common user interface commands. We explore two prototype perceptual
interface components which use detected head gestures for dialog box
confirmation and document browsing, respectively. Tracking is performed
using stereo-based alignment, and recognition proceeds using a trained
discriminative classifier. An additional context learning component is
described, which exploits interface context to obtain robust
performance. User studies with prototype recognition components indicate
quantitative and qualitative benefits of gesture-based confirmation over
conventional alternatives.

%M C.IUI.06.39
%T Eye-tracking to model and adapt to user meta-cognition in intelligent
learning environments
%S Gestural input
%A Christina Merten
%A Cristina Conati
%B IUI06
%D 2006
%P 39-46
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111465
%X In this paper we describe research on using eye-tracking data for
on-line assessment of user meta-cognitive behavior during the
interaction with an intelligent learning environment. We describe the
probabilistic user model that processes this information, and its formal
evaluation. We show that adding eye-tracker information significantly
improves the model accuracy on assessing user exploration and
self-explanation behaviors.

%M C.IUI.06.47
%T Taking advantage of the situation: non-linguistic context for natural
language interfaces to interactive virtual environments
%S Natural language in the interface
%A Michael Fleischman
%A Eduard Hovy
%B IUI06
%D 2006
%P 47-54
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111467
%X We introduce a framework for learning situated Natural Language
Interfaces (NLIs) to interactive virtual environments. The framework
exploits the non-linguistic context, or situation, explicitly modeled in
such interactive applications. This situation model is integrated with a
model of word meaning in a principled manner using a noisy channel
approach to language understanding. Preliminary experimentation in an
independently designed interactive application, i.e. the Mission
Rehearsal Exercise (MRE), shows that this situated NLI outperforms a
state of the art NLI on both whole frame accuracy and F-Score metrics.
Further, use of the situation model in the situated NLI is shown to
increase robustness to the noise introduced by the use of automatic
speech recognition.

%M C.IUI.06.55
%T Three phase verification for spoken dialog clarification
%S Natural language in the interface
%A Sangkeun Jung
%A Cheongjae Lee
%A Gary Geunbae Lee
%B IUI06
%D 2006
%P 55-61
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111468
%X Spoken dialog tasks incur many errors including speech recognition
errors, understanding errors, and even dialog management errors. These
errors create a big gap between user's will and the system's
understanding, and eventually result in a misinterpretation. To fill in
the gap, people in human-to-human dialog try to clarify the major causes
of the misunderstanding and selectively correct them. This paper
presents a method for applying the human's clarification techniques to
human-machine spoken dialog systems. To increase the error detection
precision and error recovery efficiency for the clarification dialogs,
error detection phase is organized into three systematic phases and a
clarification expert is devised for recovering the errors using the
three phase verification. The experiment results demonstrate that the
three phase verification could effectively catch the word and
utterance-level errors in order to increase the SLU (spoken language
understanding) performance and the clarification experts can actually
increase the dialog success rate and the dialog efficiency.

%M C.IUI.06.62
%T Automatic prediction of misconceptions in multilingual
computer-mediated communication
%S Natural language in the interface
%A Naomi Yamashita
%A Toru Ishida
%B IUI06
%D 2006
%P 62-69
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111469
%X Multilingual communities using machine translation to overcome
language barriers are showing up with increasing frequency. However,
when a large number of translation errors get mixed into conversations,
users have difficulty completely understanding each other. In this
paper, we focus on misconceptions found in high volume in actual online
conversations using machine translation. We first examine the response
patterns in machine translation-mediated communication and associate
them with misconceptions. Analysis results indicate that response
messages to include misconceptions posted via machine translation tend
to be incoherent, often focusing on short phrases of the original
message. Next, based on the analysis results, we propose a method that
automatically predicts the occurrence of misconceptions in each
dialogue. The proposed method assesses the tendency of each dialogue
including misconceptions by calculating the gaps between the regular
discussion thread (syntactic thread) and the discussion thread based on
lexical cohesion (semantic thread). Verification results show
significant positive correlation between actual misconception frequency
and gaps between syntactic and semantic threads, which indicate the
validity of the method.

%M C.IUI.06.70
%T Automatically classifying emails into activities
%S Personal assistants I
%A Mark Dredze
%A Tessa Lau
%A Nicholas Kushmerick
%B IUI06
%D 2006
%P 70-77
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111471
%X Email-based activity management systems promise to give users better
tools for managing increasing volumes of email, by organizing email
according to a user's activities. Current activity management systems do
not automatically classify incoming messages by the activity to which
they belong, instead relying on simple heuristics (such as message
threads), or asking the user to manually classify incoming messages as
belonging to an activity. This paper presents several algorithms for
automatically recognizing emails as part of an ongoing activity. Our
baseline methods are the use of message reply-to threads to determine
activity membership and a naive Bayes classifier. Our SimSubset and
SimOverlap algorithms compare the people involved in an activity against
the recipients of each incoming message. Our SimContent algorithm uses
IRR (a variant of latent semantic indexing) to classify emails into
activities using similarity based on message contents. An empirical
evaluation shows that each of these methods provide a significant
improvement to the baseline methods. In addition, we show that a
combined approach that votes the predictions of the individual methods
performs better than each individual method alone.

%M C.IUI.06.78
%T Linking messages and form requests
%S Personal assistants I
%A Anthony Tomasic
%A John Zimmerman
%A Isaac Simmons
%B IUI06
%D 2006
%P 78-85
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111472
%X Large organizations with sophisticated infrastructures have large
form-based systems that manage the interaction between the user
community and the infrastructure. In many cases, when a user needs to
complete a form to accomplish a task, the user e-mails a description of
the task to the appropriate form expert. In many cases this description
is incomplete and the expert engages in a clarification dialog to
determine the details of the task. Since many tasks and descriptions are
routine, this e-mail dialog can be replaced with an intelligent user
interface. The interface proactively reads e-mail (or IM) messages and
assists the user in completing the associated task without involving the
expert. To ground our vision in a specific application, we have built an
agent that functions as a webmaster assistant. For example, a user
emails the request: "Change John Doe's home phone number to
800-555-1212" to the agent. The webmaster agent then replies with the
biographical data form displaying information about John Doe with the
new phone number pre-filled in the form. The user then simply approves
the change.
   In this paper we describe a prototype website maintenance agent that
(i) allows users to express the updates they want to make in human terms
(free text input expression of intent), and (ii) allows users to quickly
repair any inference errors the agent makes. In addition, we present the
results of a proof of concept study that details how interacting with a
webmaster agent that makes inference errors is both more efficient
(faster) and more effective (errors made to site) than sending a request
to a human webmaster. We conclude the paper with a discussion of the
application of our work to any form-based system.

%M C.IUI.06.86
%T A hybrid learning system for recognizing user tasks from desktop
activities and email messages
%S Personal assistants I
%A Jianqiang Shen
%A Lida Li
%A Thomas G. Dietterich
%A Jonathan L. Herlocker
%B IUI06
%D 2006
%P 86-92
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111473
%X The TaskTracer system seeks to help multi-tasking users manage the
resources that they create and access while carrying out their work
activities. It does this by associating with each user-defined activity
the set of files, folders, email messages, contacts, and web pages that
the user accesses when performing that activity. The initial TaskTracer
system relies on the user to notify the system each time the user
changes activities. However, this is burdensome, and users often forget
to tell TaskTracer what activity they are working on. This paper
introduces TaskPredictor, a machine learning system that attempts to
predict the user's current activity. TaskPredictor has two components:
one for general desktop activity and another specifically for email.
TaskPredictor achieves high prediction precision by combining three
techniques: (a) feature selection via mutual information, (b)
classification based on a confidence threshold, and (c) a hybrid design
in which a Naive Bayes classifier estimates the classification
confidence but where the actual classification decision is made by a
support vector machine. This paper provides experimental results on data
collected from TaskTracer users.

%M C.IUI.06.93
%T Trust building with explanation interfaces
%S Recommendations I
%A Pearl Pu
%A Li Chen
%B IUI06
%D 2006
%P 93-100
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111475
%X Based on our recent work on the development of a trust model for
recommender agents and a qualitative survey, we explore the potential of
building users' trust with explanation interfaces. We present the major
results from the survey, which provided a roadmap identifying the most
promising areas for investigating design issues for trust-inducing
interfaces. We then describe a set of general principles derived from an
in-depth examination of various design dimensions for constructing
explanation interfaces, which most contribute to trust formation. We
present results of a significant-scale user study, which indicate that
the organization-based explanation is highly effective in building
users' trust in the recommendation interface, with the benefit of
increasing users' intention to return to the agent and save cognitive
effort.

%M C.IUI.06.101
%T Is trust robust?: an analysis of trust-based recommendation
%S Recommendations I
%A John O'Donovan
%A Barry Smyth
%B IUI06
%D 2006
%P 101-108
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111476
%X Systems that adapt to input from users are susceptible to attacks
from those same users. Recommender systems are common targets for such
attacks since there are financial, political and many other motivations
for influencing the promotion or demotion of recommendable items
[2].
   Recent research has shown that incorporating trust and reputation
models into the recommendation process can have a positive impact on the
accuracy and robustness of recommendations. In this paper we examine the
effect of using five different trust models in the recommendation
process on the robustness of collaborative filtering in an attack
situation. In our analysis we also consider the quality and accuracy of
recommendations. Our results caution that including trust models in
recommendation can either reduce or increase prediction shift for an
attacked item depending on the model-building process used, while
highlighting approaches that appear to be more robust.

%M C.IUI.06.109
%T Detecting noise in recommender system databases
%S Recommendations I
%A Michael P. O'Mahony
%A Neil J. Hurley
%A Guenole C. M. Silvestre
%B IUI06
%D 2006
%P 109-115
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111477
%X In this paper, we propose a framework that enables the detection of
noise in recommender system databases. We consider two classes of noise:
natural and malicious noise. The issue of natural noise arises from
imperfect user behaviour (e.g. erroneous/careless preference selection)
and the various rating collection processes that are employed. Malicious
noise concerns the deliberate attempt to bias system output in some
particular manner. We argue that both classes of noise are important and
can adversely effect recommendation performance. Our objective is to
devise techniques that enable system administrators to identify and
remove from the recommendation process any such noise that is present in
the data. We provide an empirical evaluation of our approach and
demonstrate that it is successful with respect to key performance
indicators.

%M C.IUI.06.116
%T Enabling context-sensitive information seeking
%S Multimedia and multimodality
%A Michelle X. Zhou
%A Keith Houck
%A Shimei Pan
%A James Shaw
%A Vikram Aggarwal
%A Zhen Wen
%B IUI06
%D 2006
%P 116-123
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111479
%X Information seeking is an important but often difficult task,
especially when it involves large and complex data sets. We hypothesize
that a context-sensitive interaction paradigm would greatly assist users
in their information seeking. Such a paradigm would allow users to both
express their requests and receive requested information in context.
Driven by this hypothesis, we have taken rigorous steps to design,
develop, and evaluate a full-fledged, context-sensitive information
system. We started with a Wizard-of-OZ (WOZ) study to verify the
effectiveness of our envisioned system. We then built a fully automated
system based on the findings from our WOZ study. We targeted the
development and integration of two sets of technologies:
context-sensitive multimodal input interpretation and multimedia output
generation. Finally, we formally evaluated the usability of our system
in real world conditions. The results show that our system greatly
improves the users' ability to perform practical information-seeking
tasks. These results not only confirm our initial hypothesis, but they
also indicate the practicality of our approaches.

%M C.IUI.06.124
%T Interactive multimedia summaries of evaluative text
%S Multimedia and multimodality
%A Giuseppe Carenini
%A Raymond T. Ng
%A Adam Pauls
%B IUI06
%D 2006
%P 124-131
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111480
%X We present an interactive multimedia interface for automatically
summarizing large corpora of evaluative text (e.g. online product
reviews). We rely on existing techniques for extracting knowledge from
the corpora but present a novel approach for conveying that knowledge to
the user. Our system presents the extracted knowledge in a hierarchical
visualization mode as well as in a natural language summary. We propose
a method for reasoning about the extracted knowledge so that the natural
language summary can include only the most important information from
the corpus. Our approach is interactive in that it allows the user to
explore in the original dataset through intuitive visual and textual
methods. Results of a formative evaluation of our interface show general
satisfaction among users with our approach.

%M C.IUI.06.132
%T A conceptual framework for developing adaptive multimodal
applications
%S Multimedia and multimodality
%A Carlos Duarte
%A Luis Carrico
%B IUI06
%D 2006
%P 132-139
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111481
%X This article presents FAME, a model-based Framework for Adaptive
Multimodal Environments. FAME proposes an architecture for adaptive
multimodal applications, a new way to represent adaptation rules -- the
behavioral matrix -- and a set of guidelines to assist the design
process of adaptive multimodal applications. To demonstrate FAME's
validity, the development process of an adaptive Digital Talking Book
player is summarized.

%M C.IUI.06.140
%T Direct manipulation of user interfaces for migration
%S Ubiquitous computing
%A Jose Pascual Molina Masso
%A Jean Vanderdonckt
%A Pascual Gonzalez Lopez
%B IUI06
%D 2006
%P 140-147
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111483
%X From a topological model of a working environment, MigriXML
automatically generates a virtual reality environment for controlling
the run-time migration of a graphical user interface from one computing
platform to another one (e.g., from a desktop to a pocket computer),
from one interaction surface to another (e.g., from a laptop to a wall
screen) at run-time. For this purpose, any user interface subject to
migration is described in USer Interface eXtensible Markup Language
regarding its look & feel as well as the platforms and the surfaces
involved in the migration. Each interface, in part or in whole, can be
attached to a platform or a surface, detached from it, and migrated
across platforms or interaction surfaces. Instead of communicating data
and code during the migration, the description of the user interface of
concern is wirelessly passed from one platform to another one to be
regenerated on the target platform. To ensure a continuous control of
the run-time migration, MigriXML automatically generates a world model
representing the context of use where the source/target
platforms/interaction surfaces are represented. Finally, migrating a
user interface becomes as natural as its direct manipulation from one
platform to another exactly in the same way as it is done on a single
platform.

%M C.IUI.06.148
%T Structuralizing digital ink for efficient selection
%S Ubiquitous computing
%A Xiang Ao
%A Junfeng Li
%A Xugang Wang
%A Guozhong Dai
%B IUI06
%D 2006
%P 148-154
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111484
%X Raw digital ink is informal and unstructured. Its editing, especially
its selection, is often inefficient. In this paper, we present
approaches to structuralize raw digital ink as multiple hierarchies to
facilitate its selection. First a link model is built to organize ink as
a mesh-like structure. Based on the link model, the isolated stroke
groups form patches. In each patch, textual and graphical areas are
separated. Then, each textual area is segmented into text lines, and
each text line is partitioned to words. We also design gestures for
selecting structured ink. Experiments showed that our
ink-structuralizing approaches are effective and selecting structured
ink by our gestures considerably outperforms selecting raw ink.

%M C.IUI.06.155
%T Deriving quantitative overviews of free text assessments on the web
%S Question answering
%A Timothy Chklovski
%B IUI06
%D 2006
%P 155-162
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111486
%X Many research efforts are addressing the problem of enabling
automatic summarization of opinions and assessments stated on the web in
product reviews, discussion forums, and blogs. One key difficulty is
that relevant assessments scattered throughout web pages are obscured by
variations in natural language. In this paper, we focus on a novel
aspect of enabling aggregations of assessments of degree to which a
given property holds for a given entity (for instance, how touristy is
Boston). We present GrainPile, a user interface for extracting from the
web, aggregating and quantifying degree assessments of unconstrained
topics. The interface provides a variety of functions: a) identification
of dimensions of comparison (properties) relevant to a particular entity
or set of entities, b) comparisons of like entities on user-specified
properties (for example, which university is more prestigious, Yale or
Cornell), c) tracing the derived opinions back to their sources (so that
the reasons for the opinions can be found). A central contribution in
GrainPile is the evaluated demonstration of feasibility of mapping the
recognized expressions (such as fairly, very, extremely, and so on) to a
common scale of numerical values and aggregating across all the
extracted assessments to derive an overall assessment of degree.
GrainPile's novel assessment and aggregation of degree expressions is
shown to strongly outperform an interpretation-free, co-occurrence based
method.

%M C.IUI.06.163
%T Towards intelligent QA interfaces: discourse processing for context
questions
%S Question answering
%A Mingyu Sun
%A Joyce Y. Chai
%B IUI06
%D 2006
%P 163-170
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111487
%X Question answering (QA) systems take users' natural language
questions and retrieve relevant answers from large repositories of free
texts. Despite recent progress in QA research, most work on question
answering is still focused on isolated questions. In a real-world
information seeking scenario, questions are not asked in isolation, but
rather in a coherent manner that involves a sequence of related
questions to meet users' information needs. Therefore, to support
coherent information seeking, intelligent QA interfaces will inevitably
require techniques to support context question answering. To address
this problem, this paper investigates approaches to discourse processing
of a sequence of coherent questions and their implications on query
expansion. In particular, we examine three models for query expansion
that are motivated by Centering Theory. Our empirical results indicate
that more sophisticated processing based on discourse transitions and
centers can significantly improve the performance of document retrieval
compared to models that only resolve references.

%M C.IUI.06.171
%T An intelligent discussion-bot for answering student queries in
threaded discussions
%S Question answering
%A Donghui Feng
%A Erin Shaw
%A Jihie Kim
%A Eduard Hovy
%B IUI06
%D 2006
%P 171-177
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111488
%X This paper describes a discussion-bot that provides answers to
students' discussion board questions in an unobtrusive and human-like
way. Using information retrieval and natural language processing
techniques, the discussion-bot identifies the questioner's interest,
mines suitable answers from an annotated corpus of 1236 archived
threaded discussions and 279 course documents and chooses an appropriate
response. A novel modeling approach was designed for the analysis of
archived threaded discussions to facilitate answer extraction. We
compare a self-out and an all-in evaluation of the mined answers. The
results show that the discussion-bot can begin to meet students'
learning requests. We discuss directions that might be taken to increase
the effectiveness of the question matching and answer extraction
algorithms. The research takes place in the context of an undergraduate
computer science course.

%M C.IUI.06.178
%T Fewer clicks and less frustration: reducing the cost of reaching the
right folder
%S Personal assistants 2
%A Xinlong Bao
%A Jonathan L. Herlocker
%A Thomas G. Dietterich
%B IUI06
%D 2006
%P 178-185
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111490
%X Helping computer users rapidly locate files in their folder
hierarchies has become an important research topic in today's
intelligent user interface design. This paper reports on
FolderPredictor, a software system that can reduce the cost of locating
files in hierarchical folders. FolderPredictor applies a cost-sensitive
prediction algorithm to the user's previous file access information to
predict the next folder that will be accessed. Experimental results show
that, on average, FolderPredictor reduces the cost of locating a file by
50%. Another advantage of FolderPredictor is that it does not require
users to adapt to a new interface, but rather meshes with the existing
interface for opening files on the Windows platform.

%M C.IUI.06.186
%T Who's asking for help?: a Bayesian approach to intelligent assistance
%S Personal assistants 2
%A Bowen Hui
%A Craig Boutilier
%B IUI06
%D 2006
%P 186-193
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111491
%X Automated software customization is drawing increasing attention as a
means to help users deal with the scope, complexity, potential
intrusiveness, and ever-changing nature of modern software. The ability
to automatically customize functionality, interfaces, and advice to
specific users is made more difficult by the uncertainty about the needs
of specific individuals and their preferences for interaction. Following
recent probabilistic techniques in user modeling, we model our user with
a dynamic Bayesian network (DBN) and propose to explicitly infer the
"user's type" -- a composite of personality and affect variables -- in
real time. We design the system to reason about the impact of its
actions given the user's current attitudes. To illustrate the benefits
of this approach, we describe a DBN model for a text-editing help task.
We show, through simulations, that user types can be inferred quickly,
and that a myopic policy offers considerable benefit by adapting to both
different types and changing attitudes. We then develop a more realistic
user model, using behavioural data from 45 users to learn model
parameters and the topology of our proposed user types. With the new
model, we conduct a usability experiment with 4 users and 4 different
policies. These experiments, while preliminary, show encouraging results
for our adaptive policy.

%M C.IUI.06.194
%T SWISH: semantic analysis of window titles and switching history
%S Personal assistants 2
%A Nuria Oliver
%A Greg Smith
%A Chintan Thakkar
%A Arun C. Surendran
%B IUI06
%D 2006
%P 194-201
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111492
%X Information workers are often involved in multiple tasks and
activities that they must perform in parallel or in rapid succession. In
consequence, task management itself becomes yet another task that
information workers need to perform in order to get the rest of their
work done. Recognition of this problem has led to research on task
management systems, which can help by allowing fast task switching, fast
task resumption, and automatic task identification. In this paper we
focus on the latter: we tackle the problem of automatically detecting
the tasks that the user is involved in, by identifying which of the
windows on the user's desktop are related to each other. The underlying
assumption is that windows that belong to the same task share some
common properties with one another that we can detect from data. We will
refer to this problem as the task assignment problem.
   To address this problem, we have built a prototype named Swish that:
(1) constantly monitors users' desktop activities using a stream of
windows events; (2) logs and processes this raw event stream, and (3)
implements two criteria of window "relatedness", namely the semantic
similarity of their titles, and the temporal closeness in their access
patterns.
   In addition to describing the Swish prototype in detail, we validate
it with 4 hours of user data, obtaining task classification accuracies
of about 70%. We also discuss our plans on including Swish in a number
of intelligent user interfaces and future lines of research.

%M C.IUI.06.202
%T Augmentation-based learning: combining observations and user edits
for programming-by-demonstration
%S Adaptation to users
%A Daniel Oblinger
%A Vittorio Castelli
%A Lawrence Bergman
%B IUI06
%D 2006
%P 202-209
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111494
%X In this paper we introduce a new approach to
Programming-by-Demonstration in which the user is allowed to explicitly
edit the procedure model produced by the learning algorithm while
demonstrating the task. We describe a new algorithm, Augmentation-Based
Learning, that supports this approach by considering both demonstrations
and edits as constraints on the hypothesis space, and resolving con icts
in favor of edits.

%M C.IUI.06.210
%T Interactive learning of structural shape descriptions from
automatically generated near-miss examples
%S Adaptation to users
%A Tracy Hammond
%A Randall Davis
%B IUI06
%D 2006
%P 210-217
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111495
%X Sketch interfaces provide more natural interaction than the
traditional mouse and palette tool, but can be time consuming to build
if they have to be built anew for each new domain. A shape description
language, such as the LADDER language we created, can significantly
reduce the time necessary to create a sketch interface by enabling
automatic generation of the interface from a domain description.
However, structural shape descriptions, whether written by users or
created automatically by the computer, are frequently over- or under-
constrained. We present a technique to debug over- and under-constrained
shapes using a novel form of active learning that generates its own
suspected near-miss examples. Using this technique we implemented a
graphical debugging tool for use by sketch interface developers.

%M C.IUI.06.218
%T Recognizing user interest and document value from reading and
organizing activities in document triage
%S Adaptation to users
%A Rajiv Badi
%A Soonil Bae
%A J. Michael Moore
%A Konstantinos Meintanis
%A Anna Zacchi
%A Haowei Hsieh
%A Frank Shipman
%A Catherine C. Marshall
%B IUI06
%D 2006
%P 218-225
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111496
%X People frequently must sort through large sets of documents to
identify useful materials, for example, when they look through web
search results. This document triage process may involve both reading
and organizing, possibly using different applications for each activity.
Users' interests may be inferred from what they read and how they
interact with individual documents; these interests may in turn be used
as a basis for identifying other documents or document elements of
potential interest within the set. To most effectively identify related
documents of interest, activity data must be collected from all
applications used in document triage. In this paper we present a common
framework (the Interest Profile Manager) for collecting and analyzing
user interest. We also present models for detecting user interest based
on reading activity alone, on organizing activity alone, and on combined
reading and organizing activity. A study comparing document value
calculated using the different models shows that incorporating interest
information from both reading and organizing activity better predicted
users' valuation of documents. This difference was statistically
significant when compared to using reading activity alone.

%M C.IUI.06.226
%T A goal-oriented interface to consumer electronics using planning and
commonsense reasoning
%S Adaptation to users
%A Henry Lieberman
%A Jose Espinosa
%B IUI06
%D 2006
%P 226-233
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111497
%X We are reaching a crisis with design of user interfaces for consumer
electronics. Flashing 12:00 time indicators, push-and-hold buttons, and
interminable modes and menus are all symptoms of trying to maintain a
one-to-one correspondence between functions and physical controls, which
becomes hopeless as the number of capabilities of devices grows. We
propose instead to orient interfaces around the goals that users have
for the use of devices.
   We present Roadie, a user interface agent that provides intelligent
context-sensitive help and assistance for a network of consumer devices.
Roadie uses a Commonsense knowledge base to map between user goals and
functions of the devices, and an AI partial-order planner to provide
mixed-initiative assistance with executing multi-step procedures and
debugging help when things go wrong.

%M C.IUI.06.234
%T Debugging user interface descriptions of knowledge-based recommender
applications
%S Recommendation 2
%A Alexander Felfernig
%A Kostyantyn Shchekotykhin
%B IUI06
%D 2006
%P 234-241
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111499
%X The complexity of product assortments offered by e-Commerce platforms
requires intelligent sales assistance systems alleviating the retrieval
of solutions fitting to the wishes and needs of a customer.
Knowledge-based recommender applications meet these requirements by
allowing the calculation of personalized solutions based on an explicit
representation of product, marketing and sales knowledge stored in an
underlying recommender knowledge base. Unfortunately, in many cases
faulty models of recommender user interfaces are defined by knowledge
engineers and no automated support for debugging such process designs is
available. This paper presents an approach to automated debugging of
faulty process designs of knowledge-based recommenders which increases
the productivity of user interface development and maintenance. The
approach has been implemented for a knowledge-based recommender
environment within the scope of the Koba4MS project.

%M C.IUI.06.242
%T Social summarization of text feedback for online auctions and
interactive presentation of the summary
%S Recommendation 2
%A Yoshinori Hijikata
%A Hanako Ohno
%A Yukitaka Kusumura
%A Shogo Nishida
%B IUI06
%D 2006
%P 242-249
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111500
%X Buyers in online auctions write feedback comments to the sellers from
whom the buyers have bought the items. Other bidders read them to
determine which item to bid for. In this research, we aim at helping
bidders by summarizing the feedback comments. Firstly, we examine
feedback comments in online auctions. From the results of the
examination, we propose a method called social summarization method,
which uses social relationships in online auctions for summarizing
feedback comments. We implement a system based on our method and
evaluate its effectiveness. Finally, we propose an interactive
presentation method of the summaries based on the result of the
evaluation.

%M C.IUI.06.250
%T Automatic construction of personalized customer interfaces
%S Recommendation 2
%A Bob Price
%A Russ Greiner
%A Gerald Haubl
%A Alden Flatt
%B IUI06
%D 2006
%P 250-257
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111501
%X Interface personalization can improve a user's performance and
subjective impression of interface quality and responsiveness.
Personalization is difficult to implement as it requires an accurate
model of a user's intentions and a formal model of how an interface
meets a user's need. We present a novel model for tractable inference of
consumer intentions in the context of grocery shopping. The model makes
unique use of a priori temporal relations to simplify inference. We then
present a simple interface generation framework that was inspired by
viewing user interface interaction as a channel coding problem. The
resulting model defines a simplified but clear notion of a user's
utility for an interface. We demonstrate the effectiveness of the
research prototype on some simple data, and explain how the model can be
augmented with richer user modeling to create a deployable application.

%M C.IUI.06.258
%T What's on tonight: user-centered and situation-aware proposals for TV
programmes
%S Short papers
%A Bernd Ludwig
%A Stefan Mandl
%A Sebastian von Mammen
%B IUI06
%D 2006
%P 258-260
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111503
%X This paper presents an approach to exploit free text descriptions of
TV programmes as available from EPG data sets for a TV recommender
system that takes the content of programmes into account. The paper
focuses on the natural language understanding problem underlying the
analysis of free text descriptions and on methods of classifying free
text descriptions with respect to a natural language user query. We
close with an evaluation of user acceptance and a discussion of future
work.

%M C.IUI.06.261
%T Mixing robotic realities
%S Short papers
%A Mauro Dragone
%A Thomas Holz
%A Gregory M. P. O'Hare
%B IUI06
%D 2006
%P 261-263
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111504
%X This paper contests that Mixed Reality (MR) offers a potential
solution in achieving transferability between Human Computer Interaction
(HCI) and Human Robot Interaction (HRI). Virtual characters (possibly of
a robotic genre) can offer highly expressive interfaces that are as
convincing as a human, are comparably cheap and can be easily adapted
and personalized. We introduce the notion of a mixed reality agent, i.e.
an agent consisting of a physical robotic body and a virtual avatar
displayed upon it. We realized an augmented reality interface with a
Head-Mounted Display (HMD) in order to interact with such systems and
conducted a pilot study to demonstrate the usefulness of mixed reality
agents in human-robot collaborative tasks.

%M C.IUI.06.264
%T Splitting rules for graceful degradation of user interfaces
%S Short papers
%A Murielle Florins
%A Francisco Montero Simarro
%A Jean Vanderdonckt
%A Benjamin Michotte
%B IUI06
%D 2006
%P 264-266
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111505
%X This paper addresses the problem of the graceful degradation of user
interfaces where an initial interface is transferred to a smaller
platform. It presents a technique for pagination of interaction spaces
(e.g., windows, dialog boxes, web pages) based on a multi-layer
specification in the user interface description language UsiXML. We
first describe how an interaction space can be split using information
from the presentation layer (Concrete User Interface). We then show how
information from higher abstraction levels (Abstract user Interface,
Task model) can be used to refine the process. This technique belongs to
a collection of transformation rules that have been developed to adapt a
user interface to smaller, more constrained displays.

%M C.IUI.06.267
%T Group recommender systems: a critiquing based approach
%S Short papers
%A Kevin McCarthy
%A Maria Salamo
%A Lorcan Coyle
%A Lorraine McGinty
%A Barry Smyth
%A Paddy Nixon
%B IUI06
%D 2006
%P 267-269
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111506
%X Group recommender systems introduce a whole set of new challenges for
recommender systems research. The notion of generating a set of
recommendations that will satisfy a group of users, with potentially
competing interests, is challenging in itself. In addition to this we
must consider how to record and combine the preferences of many
different users as they engage in simultaneous recommendation dialogs.
In this paper we introduce a group recommender system that is designed
to provide assistance to a group of friends trying to plan a skiing
vacation.

%M C.IUI.06.270
%T Creating multiplatform user interfaces by annotation and adaptation
%S Short papers
%A Yun Ding
%A Heiner Litz
%B IUI06
%D 2006
%P 270-272
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111507
%X This paper presents our novel framework, which creates user
interfaces (UIs) for a variety of devices by annotating and reusing an
existing one originally designed for large devices. It distinguishes
itself from previous work by the unique combination of reusing existing
UIs, intuitive graphical support and adaptation-based approach. It is
extensible by supporting UI developers to build and integrate their
customized transformation strategies into our framework.

%M C.IUI.06.273
%T Evaluating stories in narrative-based interfaces
%S Short papers
%A Daniel Goncalves
%A Joaquim A. Jorge
%B IUI06
%D 2006
%P 273-275
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111508
%X Traditional ways to help users organize and retrieve their documents
don't scale well, nor do they properly handle non-textual documents.
This paper evaluates narrative-based interfaces as a natural and
effective alternative for document retrieval. We have identified what
shape document-describing stories take, and what contents to expect.
This led to an interface that is able to capture stories, and a
knowledge-based infrastructure to understand them. A prototype of the
interface was used to validate narrative-based interfaces, with emphasis
on story accuracy. To this end, we collected thirty stories whose
contents were then compared to the documents they portrayed. Results
allow us to conclude that, for the most part, such stories are
trustworthy enough to allow humans to retrieve documents reliably
(81%-91% of all information is correct). We also confirmed that stories
told to a computer are similar to those told to human interviewers.

%M C.IUI.06.276
%T Topic modeling in fringe word prediction for AAC
%S Short papers
%A Keith Trnka
%A Debra Yarrington
%A Kathleen McCoy
%A Christopher Pennington
%B IUI06
%D 2006
%P 276-278
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111509
%X Word prediction can be used for enhancing the communication ability
of persons with speech and language impairments. In this work, we
explore two methods of adapting a language model to the topic of
conversation, and apply these methods to the prediction of fringe words.

%M C.IUI.06.279
%T The delivery of multimedia presentations in a graphical user
interface environment
%S Short papers
%A Nathalie Colineau
%A Julien Phalip
%A Andrew Lampert
%B IUI06
%D 2006
%P 279-281
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111510
%X A major issue in many domains is to present information to people
that is tailored to their need, in such a way that it supports them in
their tasks. In this paper, we present the Virtual Document Planner
(VDP), a platform we developed for generating tailored interactive
multimedia presentations in the surveillance domain. Integrated with the
surveillance operators' graphical interface, the VDP provides tailored
information delivery mechanisms that adapt the operators' information
rich environment to their tasks and information needs.

%M C.IUI.06.282
%T iCARE: intelligent customer assistance for recommending eyewear
%S Short papers
%A Edwin Costello
%A John Doody
%A Lorraine McGinty
%A Barry Smyth
%B IUI06
%D 2006
%P 282-284
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111511
%X Consumers are often overwhelmed by the range of product choices
available, especially online, and recommender systems have emerged as an
important tool for helping users to navigate through complex product
spaces based on their preferences. In this paper we describe work that
concentrates on how research ideas from two complimentary research
communities (recommender systems and intelligent user interfaces) can be
married to improve online recommender systems. In particular, we are
interested in content-based recommendation domains that rely heavily on
explicit feature-level feedback from users. Oftentimes this type of
feedback is difficult for users to provide and we look at how this might
be addressed through product visualization techniques in this paper,
focusing on the iCARE System for recommending suitable eyeglasses to
individual users.

%M C.IUI.06.285
%T Interactive prototyping for ubiquitous augmented reality user
interfaces
%S Short papers
%A Otmar Hilliges
%A Christian Sandor
%A Gudrun Klinker
%B IUI06
%D 2006
%P 285-287
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111512
%X User interfaces for ubiquitous augmented reality incorporate a wide
variety of concepts such as multi-modal, multi-user, multi-device
aspects and new input/output devices. In this paper we present a twofold
approach that consists of an execution engine for ubiquitous augmented
reality user interfaces and a runtime development environment that
enables rapid prototyping and live system adaption for such advanced
user interfaces.

%M C.IUI.06.288
%T PastMaster@storytelling: a controlled interface for interactive drama
%S Short papers
%A Nicolas Szilas
%A Manolya Kavakli
%B IUI06
%D 2006
%P 288-290
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111513
%X In this paper, we describe a controlled interface for Interactive
Drama, PastMaster@Storytelling. PastMaster is used for interacting with
an Interactive Drama engine. The paper discusses the test results
regarding the usability of the interface.

%M C.IUI.06.291
%T When Media Gets Wise: collaborative filtering with mobile media
agents
%S Short papers
%A Mattias Jacobsson
%A Mattias Rost
%A Lars Erik Holmquist
%B IUI06
%D 2006
%P 291-293
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111514
%X We present a mode where media (e.g. music files) are autonomous
entities that carry their own individual information. Our goal is to turn
such files into autonomous, rule-following agents capable of building
their own identities from interactions with other agents and users. We
are exploring how collaborative filtering-like behaviour could emerge
out of large ensembles of interacting agents, which are distributed over
mobile devices in socia networks. We have implemented a first version of
the mode in the form of a music player application for mobile devices,
called Push!Music. This system takes advantage of active recommendations
as we as implicit user activity to build a profile for each media file.

%M C.IUI.06.294
%T MapTable: a tactical command and control interface
%S Short papers
%A Fan Yang
%A Christopher Baber
%B IUI06
%D 2006
%P 294-296
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111515
%X This paper describes a novel tabletop interface, MapTable, which can
be used as a tactical command and control interface. It is designed and
implemented to explore more intelligent and intuitive interaction in a
distributed environment that can support remote collaboration. MapTable
offers a common space for planners to work, which retains the intuitive
feel of a "sandbox" around which discussion can take place and plans
easily displayed, whilst the automated navigation command system means
that both planning and the issuing of directions can effectively be
merged into a single activity using a single user interface that embeds
the tasks into the interaction. Empirical studies were conducted to test
this tactical interface in a remote searching task environment. Compared
to the traditional desktop command and control interface, MapTable can
lead to significant differences in performance. This fusion of planning,
command and control means that planners can be expected have a high
level of situational awareness with regard to where those they are
directing are, where they will be and what others in the team are doing.

%M C.IUI.06.297
%T Presence based collaborative recommender for networked audiovisual
displays
%S Short papers
%A James H. Errico
%A Ibrahim Sezan
%B IUI06
%D 2006
%P 297-299
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111516
%X In this paper, we describe a presence based collaborative recommender
(PBCR) system for networked audiovisual (AV) displays such as Internet
connected TV sets with access to broadcast TV programs over traditional
channels, video on demand, and Internet Protocol (IP) AV programs. The
proposed PBCR system is based on presence technology and provides
viewers with collaborative recommendations on AV programs based on
presence or ratings of users within viewer's community.

%M C.IUI.06.300
%T A TV agent system that integrates knowledge and answers users'
questions
%S Short papers
%A Jun Goto
%A Masaru Miyazaki
%A Takeshi Kobayakawa
%A Nobuyuki Hiruma
%A Noriyoshi Uratani
%B IUI06
%D 2006
%P 300-302
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111517
%X Aiming to close the digital divide in the television viewing
environment, we are developing a TV system with an agent that controls
the TV and peripherals on behalf of the user and provides information to
the user. We propose a TV system function that answers viewers'
questions about TV programs by calling upon multiple question-answering
agents that search for relevant information.

%M C.IUI.06.303
%T A cognitively based approach to affect sensing from text
%S Short papers
%A Mostafa Al Masum Shaikh
%A Prendinger Helmut
%A Mitsuru Ishizuka
%B IUI06
%D 2006
%P 303-305
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111518
%X Studying the relationship between natural language and affective
information as well as assessing the underpinned affective qualities of
natural language are becoming crucial for improving human computer
interaction. Different approaches have already been employed to "sense"
affective information from text but none of those considered the
cognitive structure of individual emotions and appraisal structure of
those emotions adopted by emotion sensing programs. It has also been
observed that previous attempts for textual affect sensing have
categorized texts into a number of emotion groups, e.g. six so-called
"basic" emotion proposed by Paul Ekman which we believe insufficient to
classify textual emotions. Hence we propose a different approach to
sense affective information from texts by applying the cognitive theory
of emotions known as OCC model [1] which distinguishes several emotion
types that can be identified by assessing valenced reactions to events,
agents or objects described in the texts. In particular we want to
create a formal model that can not only "understand" what emotions
people wrap with their textual messages, but also can make automatic
empathic response with respect to the emotional state detected in the
text (e.g. in a chat system). We first briefly describe relevant works
and then we explain our proposal with examples. Finally we conclude with
future work plans.

%M C.IUI.06.306
%T Audio subtle expressions affecting user's perceptions
%S Short papers
%A Takanori Komatsu
%B IUI06
%D 2006
%P 306-308
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111519
%X Can we assign attitudes to an artifact based on its expressed beep
sounds as audio subtle expressions? If so, which kinds of beep sounds
are perceived as specific attitudes, such as "disagreement" as a
negative attitude, "hesitation" as neutral or "agreement" as positive?
To examine this issue, I carried out an experiment to observe and
clarify how participants assign an attitude to an artifact according to
beeps of different durations and F0 values. The results revealed that 1)
sounds with rising tones regardless of duration were perceived by
participants as "disagreement," and 2) flat sounds with longer duration
were interpreted as "hesitation", and 3) falling tones with shorter
duration were taken as "agreement".

%M C.IUI.06.309
%T A task-driven user interface architecture for ambient intelligent
environments
%S Short papers
%A Tim Clerckx
%A Chris Vandervelpen
%A Kris Luyten
%A Karin Coninx
%B IUI06
%D 2006
%P 309-311
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111520
%X This paper presents a modular runtime architecture supporting our
model-based user interface design approach for designing context-aware,
distributable user interfaces for ambient intelligent environments.

%M C.IUI.06.312
%T An approach to adaptive user interfaces using interactive media
systems
%S Short papers
%A Mithilesh Kumar
%A Akhilesh Gupta
%A Sharad Saha
%B IUI06
%D 2006
%P 312-314
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111521
%X Adaptive interfaces are a promising attempt to overcome contemporary
problems due to the increasing complexity of human-computer interaction.
They are designed to tailor a system's interactive behavior with
consideration of individual needs of human users and altering conditions
within an application environment. For building adaptive user
interfaces, we developed a system that interacts with users in a variety
of terminals. The system has three categories. First we have MPEG-4
Binary Format for Scenes (BIFS) [5,6] for creating interactive media. The
second category is the adaptor chain which brings about a user interface
depending upon user preferences, terminal capabilities and network
constraints. The third category is the iPlayer or Interactive Player
that plays the transferred media data and interacts with the user. The
player, when implemented finally, operates on Win32, WinCE and Linux and
plays MPEG-4 video and MP3 audio.

%M C.IUI.06.315
%T Intelligent fridge poetry magnets
%S Short papers
%A Kavita Thomas
%A Pierre Proske
%A Mattias Rickardsson
%B IUI06
%D 2006
%P 315-317
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111522
%X This paper presents a community of communicating embodied agents
which learn an adjacency-based grammar from user interactions. The
agents act as intelligent fridge magnets, each printing a word on their
respective displays. The user places agents next to other agents on the
fridge, removing and replacing them if the word they display is
ungrammatical given the current context, thereby indicating grammatical
acceptability. We present these agents both as a test bed for exploring
research into embodied communicating agents and as a means of
investigating how users respond to expressive devices like fridge poetry
magnets which learn from user interaction.

%M C.IUI.06.318
%T Designing an intelligent user interface for instructional video
indexing and browsing
%S Short papers
%A Lijun Tang
%A John R. Kender
%B IUI06
%D 2006
%P 318-320
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111523
%X Instructional videos are used intensively in universities for remote
education and e-learning, and a typical university course consists of
videos of more than two thousand minutes in total length. This paper
presents a novel graphics user interface for indexing and browsing such
extensive but thematically related content. We present how the interface
automatically extracts semantic indices from the visual content, and
then presents both high- and low-level cues from five different
conceptual viewpoints. We detail each of these novel UI units, and show
how they are integrated into a user-adjustable main framework, and
interconnected and navigated through user mouse events.

%M C.IUI.06.321
%T Training a training system
%S Short papers
%A Debbie Richards
%A Nicolas Szilas
%B IUI06
%D 2006
%P 321-323
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111524
%X We are interested in using game technology to provide an engaging and
immersive environment for experiential learning of workplace situations.
Narrative intelligence will be used to provide the adventure. For
authoring we provide an adaptive interface that allows the direct
capture of the workplace situations and the knowledge driving the
interaction. We include an initial study comparing the learning outcomes
for an animated demonstration with video footage of a similar scenario.

%M C.IUI.06.324
%T Multimodal error correction for continuous handwriting recognition in
pen-based user interfaces
%S Short papers
%A Xugang Wang
%A Junfeng Li
%A Xiang Ao
%A Gang Wang
%A Guozhong Dai
%B IUI06
%D 2006
%P 324-326
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111525
%X In this paper, we describe a multimodal error correction mechanism.
It allows the user to correct errors in continuous handwriting
recognition naturally by simultaneously using pen gesture and speech. A
multimodal fusion algorithm is designed to enhance recognition
accuracies of handwriting and speech through cross-modal influence. We
have performed preliminary evaluation experiments and the results show
that this multimodal mechanism can efficiently correct the errors in
continuous handwriting recognition.

%M C.IUI.06.327
%T Inducing shortcuts on a mobile phone interface
%S Short papers
%A Robert Bridle
%A Eric McCreath
%B IUI06
%D 2006
%P 327-329
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111526
%X Due to size restrictions, mobile phone user interfaces are often
difficult to use[8]. In this short paper, we investigated inducing
shortcuts to replace the sequence of actions required to complete common
tasks on a mobile phone. In particular, we used mobile phone interaction
data to evaluate several methods for inducing shortcuts. We considered
the balance between maximising interface efficiency and shortcuts that
remained stable and hence predictable.

%M C.IUI.06.330
%T A multi modal supporting tool for multi lingual communication by
inducing partner's reply
%S Short papers
%A Kazunori Imoto
%A Munehiko Sasajima
%A Taishii Shimomori
%A Noriko Yamanaka
%A Makoto Yajima
%A Yasuyuki Masai
%B IUI06
%D 2006
%P 330-332
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111527
%X This paper introduces a new tool for supporting multilingual
communication between speakers of different languages. Conventional
tools such as electronic dictionaries enable users to communicate basic
intentions to others, but are often insufficient to help understand
replies. The input of a Japanese sentence in the proposed tool not only
produces a translation of the sentences but also displays a window
featuring possible answers. The authors have evaluated the function of a
prototype system which resulted in a thorough understanding of the
merits and comings of the proposed tool.

%M C.IUI.06.333
%T Modeling gaze behavior for a 3D ECA in a dialogue situation
%S Short papers
%A Gaspard Breton
%A Danielle Pele
%A Christophe Garcia
%B IUI06
%D 2006
%P 333-335
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111528
%X This paper presents an approach to model the gaze behavior of an
Embodied Conversational Agent in a real time multimodal dialogue
interaction with users. The ECA's gaze control results from the fusion
of a rational dialogue engine based on natural language interaction and
a multi-users face tracker.

%M C.IUI.06.336
%T Modality preferences in mobile and instrumented environments
%S Short papers
%A Rainer Wasinger
%A Antonio Kruger
%B IUI06
%D 2006
%P 336-338
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111529
%X In this paper, we describe the results of a usability study on user
preferences for multimodal interaction in an instrumented environment.
The study was conducted in a public setting, and provides insight into
modality preferences among users, and specific to among men and women.
The returned results are also contrasted to the results of a former
study based on the same evaluation procedures but conducted under a
laboratory setting.

%M C.IUI.06.339
%T Investigating the relation between robot bodily expressions and their
impression on the user
%S Short papers
%A Abdelaziz Khiat
%A Masataka Toyota
%A Yoshio Matsumoto
%A Tsukasa Ogasawara
%B IUI06
%D 2006
%P 339-341
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111530
%X During an interaction process, people usually adapt their behavior
according to the interpretation of their partner's bodily expressions.
It is not known how much similar expressions performed by robots affect
a human observer. This paper explores this issue. The study shows a
correlation between the nature of the bodily expressions, through the
result of questionnaires, and the effect on brain activity. It has been
demonstrated that unpleasant bodily expressions of the robot elicit
unpleasant impressions and vice versa. This was observed through brain
activity in a specific area when the expression is pleasant, and in
another area when it is unpleasant.

%M C.IUI.06.342
%T Recovering semantic relations from web pages based on visual cues
%S Short papers
%A Peifeng Xiang
%A Yuanchun Shi
%B IUI06
%D 2006
%P 342-344
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111531
%X Recovering semantic relations between different parts of web pages
are of great importance for multi-platform web interface development, as
they make it possible to re-distribute interaction objects and change
the structure of interfaces while preserving the semantics of the UI.
Important semantic relations include topic, order, hierarchy, etc. This
paper presents a visual cues based approach, which is tag-tree structure
independent, to automatically detect such kind of semantic relations in
web pages. Comparing with other existing techniques, such as DOM-based
methods, this approach mostly depends on interfaces' perceptible visual
information that is more reliable. The preliminary evaluation on complex
web sites shows promising results. We believe further exploration is
worth taken.

%M C.IUI.06.345
%T Geometric anticipation: assisting users in 2D layout tasks
%S Short papers
%A Jessi Stumpfel
%A James Arvo
%A Kevin Novins
%B IUI06
%D 2006
%P 345-347
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111532
%X We describe an experimental interface that anticipates a user's
intentions and accommodates predicted changes in advance. Our canonical
example is an interactive version of "magnetic poetry" in which
rectangular blocks containing single words can be juxtaposed to form
arbitrary sentences or "poetry." The user can rearrange the blocks at
will, forming and dissociating word sequences. A crucial attribute of
the blocks in our system is that they anticipate insertions and
gracefully rearrange themselves in time to make space for a new word or
phrase. The challenges in creating such an interface are three fold: 1)
the user's intentions must be inferred from noisy input, 2) arrangements
must be altered smoothly and intuitively in response to anticipated
changes, and 3) new and changing goals must be handled gracefully at any
time, even in mid animation. We describe a general approach for handling
the dynamic creation and deletion of organizational goals. Fluid motion
is achieved by continually applying and correcting goal-directed forces
to the objects. Future applications of this idea include the
manipulation of text and graphical elements within documents and the
manipulation of symbolic information such as equations.

%M C.IUI.06.348
%T Augmenting kitchen appliances with a shared context using knowledge
about daily events
%S Short papers
%A Chia-Hsun Jackie Lee
%A Leonardo Bonanni
%A Jose H. Espinosa
%A Henry Lieberman
%A Ted Selker
%B IUI06
%D 2006
%P 348-350
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111533
%X Networked appliances might make them aware of each other, but
interacting with a complex network can be difficult in itself.
KitchenSense is a sensor rich networked kitchen research platform that
uses Common Sense reasoning to simplify control interfaces and augment
interaction. The system's sensor net attempts to interpret people's
intentions to create fail-soft support for safe, efficient and aesthetic
activity. By considering embedded sensor data together with daily-event
knowledge, a centrally-controlled system can develop a shared context
across various appliances. The system is a research platform that is
used to evaluate augmented intelligent support of work scenarios in
physical spaces.

%M C.IUI.06.351
%T Multimodal interaction styles for hypermedia adaptation
%S Short papers
%A Ronnie Taib
%A Natalie Ruiz
%B IUI06
%D 2006
%P 351-353
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111534
%X We explore the concept of interaction styles used to navigate through
hypermedia systems. A demonstrator was built to conduct a user study
with the objective of detecting whether any interaction pattern exists
in relation to input modality choices. Our lightweight server-side web
demonstrator is able to adapt output modalities as a function of input
received from the user. The interface and content displayed are built
from predefined presentation schemes that attempt to optimize the user's
experience and website's functionality. The results suggest that some
levels of entrenchment do occur with reference to modality choices, with
45% of participants deviating from their preferred pattern in one or
less interaction turns.

%M C.IUI.06.354
%T Activity-oriented context-aware adaptation assisting mobile
geo-spatial activities
%S Short papers
%A Guoray Cai
%A Yinkun Xue
%B IUI06
%D 2006
%P 354-356
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111535
%X Human geospatial activities often involves the use of geographic
information in mobile environment where the context of technology use is
dynamic, complex, and unstable, creating unique challenges in designing
effective mobile mapping applications. Enhancing the context awareness
of the computing device can improve the usability of mobile map
applications, but the potentially large number of contexts (physical
context, computing context, human factors, and time) are not easily
managed without a workable organizing structure. This paper proposes an
activity-oriented context model that establish late (run-time) binding
of contexts to the ongoning avtivity according to how they contribute to
the success of the activity. Using this context model, adaptation of
mobile map display to the changes of other contexts is based on the
knowledge of ongoing task (within an activity) rather anticipated tasks.
We discuss advantages of such an approach over traditional
template-based model of context models in mobile computing applications.

%M C.IUI.06.357
%T Constraint-based livespaces configuration management
%S Short papers
%A Markus Stumptner
%A Bruce Thomas
%B IUI06
%D 2006
%P 357-359
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111536
%X In this paper, we describe use of constraint-based methods for
configuring ubiquitous workspaces. A declarative representation allows
succinct, easily maintainable definitions of the dependencies inherent
in setting up a meeting, and permits the use of general constraint
reasoners for various standard tasks such as setting up meeting
interfaces, switching between setting for different meetings, and saving
and restoring settings. Personalisation techniques can be used for
intelligently adapting the workspace to individual user needs.

%M C.IUI.06.360
%T How to talk to a hologram
%S Short papers
%A Anton Leuski
%A Jarrell Pair
%A David Traum
%A Peter J. McNerney
%A Panayiotis Georgiou
%A Ronakkumar Patel
%B IUI06
%D 2006
%P 360-362
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111537
%X There is a growing need for creating life-like virtual human
simulations that can conduct a natural spoken dialog with a human
student on a predefined subject. We present an overview of a
spoken-dialog system that supports a person interacting with a full-size
hologram-like virtual human character in an exhibition kiosk settings.
We also give a brief summary of the natural language classification
component of the system and describe the experiments we conducted with
the system.

%M C.IUI.06.363
%T Intelligent drawing correction using place vocabulary constraints
%S Short papers
%A Ronald W. Ferguson
%A Neil Cutshaw
%A Huzaifa Zafar
%B IUI06
%D 2006
%P 363-365
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111538
%X Diagrams used in many domains often require continual redrawing.
Diagram drawing programs often aid redrawing by applying secondary
corrections that change visual elements to maintain preexisting
relationships. These corrections, though useful, can operate in
unintuitive ways and cause disfluencies. We describe an implemented
prototype system that improves corrections based on place vocabularies
(domain-specific spatial relation sets). Place vocabulary constraints
(PVCs) translate high-level place vocabularies into low-level geometric
constraints by reversing pre-existing recognition rules. By making
corrections congruent with a domain vocabulary, PVCs may provide more
intuitive drawing corrections.

%M C.IUI.06.366
%T Are two talking heads better than one?: when should use more than one
agent in e-learning?
%S Short papers
%A Hua Wang
%A Mark Chignell
%A Mitsuru Ishizuka
%B IUI06
%D 2006
%P 366-368
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111539
%X Recent interest in the use of software character agents raises the
issue of how many agents should be used in online learning. In this
paper we review evidence concerning the relative effectiveness of
multi-agent systems and introduce a multiple agent system that we have
developed for online instruction. A user test is carried out that
compares one and two agent versions of the learning system. The results
are interpreted in terms of their implications for selecting when and
how more than one agent should be used in online learning. We conclude
with some recommendations on when multiple agents may help online
learners to interact with the learning environment more easily and
efficiently.

%M C.IUI.06.369
%T Improving question-answering with linking dialogues
%S Short papers
%A Sudeep Gandhe
%A Andrew S. Gordon
%A David Traum
%B IUI06
%D 2006
%P 369-371
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111540
%X Question-answering dialogue systems have found many applications in
interactive learning environments. This paper is concerned with one such
application for Army leadership training, where trainees input free-text
questions that elicit pre-recorded video responses. Since these
responses are already crafted before the question is asked, a certain
degree of incoherence exists between the question that is asked and the
answer that is given. This paper explores the use of short linking
dialogues that stand in between the question and its video response to
alleviate the problem of incoherence. We describe a set of experiments
with human generated linking dialogues that demonstrate their added
value. We then describe our implementation of an automated method for
utilizing linking dialogues and show that these have better coherence
properties than the original system without linking dialogues.

%M C.IUI.06.372
%T Ambient Display using Musical Effects
%S Short papers
%A Luke Barrington
%A Michael J. Lyons
%A Dominique Diegmann
%A Shinji Abe
%B IUI06
%D 2006
%P 372-374
%* (c) Copyright 2006 ACM
%W http://doi.acm.org/10.1145/1111449.1111541
%X The paper presents a novel approach to the peripheral display of
information by applying audio effects to an arbitrary selection of
music. We examine a specific instance: the communication of information
about human affect, and construct a functioning prototype which captures
behavioral activity level from the face and maps it to musical effects.
Several audio effects are empirically evaluated as to their suitability
for ambient display. We report measurements of the ambience, perceived
affect, and pleasure of these effects. The findings support the
hypothesis that musical effects are a promising method for ambient
informational display.

fpack:!@#$%^&*(): 


From perlman@turing.acm.org Thu Feb  9 17:03:07 2006 -0500
Date: Thu, 9 Feb 2006 17:03:02 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: PRASHANT DIXIT 03020511 <dixitp@iitg.ernet.in>
Subject: Re: Request for Research Opportunity
In-Reply-To: <Pine.LNX.4.44.0602100003450.4253-101000@kamrup.iitg.ernet.in>
Message-ID: <Pine.LNX.4.44.0602091701420.8795-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 21

Dear Prashant Dixit,

I am sorry but we do not accept interns at  this time.

Best wishes,

Gary Perlman

On Fri, 10 Feb 2006, PRASHANT DIXIT 03020511 wrote:

> Dear  Sir Gary,
> 
> I'm a 6th semester Communication Design undergraduate student in    
> the Indian Institute of Technology (IIT) Guwahati
> (http://www.iitg.ernet.in).
> The IITs are among the best technical institutes in the world.
> 
> I have a great deal of interest in pursuing a career in research
> particularly that pertaining to creative Interaction and User Interface 
> design, 
> Human computer interaction,Ubiquitous computing, Usability engineering,
> Developing intelligent software agents and VRML.
> 
> I am looking for a summer intern's position during May-July 2006
> (for a period of 3 months) under your esteemed guidance.
> 
> I've attached all the details about my projects and publications in my
> CURRICULUM VITAE.
> 
> Please find my CV in attachments (pdf format).
> 
> It would be a rewarding experience for me to expand my knowledge boundary
> under a person of your stature and to work on a challenging project that
> would further help me develop a keener insight in these fields.
> 
> Going through your homepage, I came to know that your research interests  
> are:-- 
> HCI/Usability  
> Interaction and UI Design
> Information and User-centered Design
> 
> I have gone through many of your very interesting and challenging research
> activities and have found it highly fascinating and enlightening, and how 
> it may
> be utilized diverse user groups has inculcated my interest in the field of
> Software/Web usability and Human Computer Interaction and interaction/UI 
> design.
> 
> -------------------------------------------------------------------------
> Brief about My Research works , projects and other academic activities
> ----------------------------------------- -------------------------------
> I've co-authored a research paper under the guidance of Prof. Pradeep 
> Yammiyavar 
> who is a well known usability and HCI researcher around the world.
> 
> Research paper titled :
> "A Quality Function Deployment (QFD) based tool for testing usability of a
> Software"
> (PAPER # : DPLC-DFX & SS-01)
> which has been accepted for oral + poster presentation and inclusion in 
> the
> proceedings in the Conference on Design for Product Life Cycle
> (DPLC - 2006),February 17-18, 2006.
> (http://www.bits-pilani.ac.in/Other/dplc2006.html)
> 
> During my academics, I've done research/project works in the fields of
> Interaction design & HCI, Ubiquitous computing,VRML, Developing
> intelligent software agents, applications and web-architectures, Building 
> futuristic e-learning and adaptive environments,User Interface Design,
> Information System Analysis and Design, Usability Engineering, Multimedia.
> 
> And hence, I felt that your guidance would be best way to further my
> research interest and also to hone my skills. 
> 
> I have done projects on developing intelligent software agents and web
> based architectures in finance and investment fields.
> (1) IPFAA (Intelligent Personal-finance Advisory Agent) which is based on
> paper  titled "Common-sense investing"  (that was presented at CHI-2004
> International Conference).
> (2) INCA (Investor Network Collaborative Architecture) : A Method in the
> Madness of Wall Street. (Based on the paper that accepted to the workshop
> at AAMAS-05)
> 
> 
> As a part of my achievements during academics , I organised and presented
> multimedia workshop "STILLS & MOTIONS" in national technical festival
> "Techniche, 2005"
> 
> I am an enthusiastic programmer (I am the winner of 'Open
> Software' challenge in National technical festival of IIT guwahati , 
> TECHNICHE 2005)
> and passionate about design ( top prizes at both the design events at the
> national level technical festival - Techniche 2005).
> -------------------------------------------------------------------------------
> Working as a summer intern under your guidance would give me a chance to
> work on world class projects and gain deep insights into the field of
> Human computer interaction , virtual environments, Interaction design ,
> Developing intelligent software agents , Usability engineering and 
> Multimedia .
> 
> Studying in India's premier technological institute in a design
> curriculum has inculcated in me both an appreciation for design as well
> as computer science - and the  difference that the confluence of both
> can make to a memorable user experience and this internship under your
> valuable guidance will go a long way in shaping my future research
> interests.
> 
> I would be grateful to you if you can apprise me regarding my chances in
> getting internship under your guidance.
> 
> I promise you that I would give my best shot for any work provided to me 
> and that 
> I would put my faculties to their best use for the internship work
> 
> 
> Yours Sincerely,
> Prashant Dixit
> Pre-final year
> Department of design,
> Indian Institute of Technology, Guwahati , India
> PIN 781039
> Phone No: +91 9854152808
> Fax : +91 - 361 - 2690762
> website : http://www.geocities.com/dixitp_iitg/
> 


From perlman@turing.acm.org Fri Feb 10 18:49:15 2006 -0500
Date: Fri, 10 Feb 2006 18:49:15 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Alan Cantor <acantor@cantoraccess.com>
Subject: Re: Revised version of paper
In-Reply-To: <NDBBIFAOLLCHBBKFDBJJIEHGGMAA.acantor@cantoraccess.com>
Message-ID: <Pine.LNX.4.44.0602101848290.17493-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 22

Hi Alan,

Sure, I could look at it this weekend. Where is it?

Gary

On Fri, 10 Feb 2006, Alan Cantor wrote:

> Hey Gary,
> 
> Your initial suggestion has led me to do a major reworking of my case study.
> Do you have time to review it? I would be very interested in your comments
> before I publish.
> 
> Alan
> 
> 
> 


From perlman@turing.acm.org Mon Feb 13 10:38:25 2006 -0500
Date: Mon, 13 Feb 2006 10:38:22 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: jgrudin@microsoft.com,  <snowfall@acm.org>
cc: Gary Perlman <perlman@turing.acm.org>
Message-ID: <Pine.LNX.4.44.0602131027280.1464-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 23

Hi guys,

Will you be in Montreal for CHI? I'd like to invite the UCSD crowd over for a party.
I'd probably dig Serge out of the woodwork. Who else might be there? Don, I assume,
maybe Jim Hollan.

What nights would be good? I would not want to conflict wth the conference reception,
but we could get together before or after the conference proper, if people are here.
Families are invited, too. We live 2-3 miles from the convention center.

Gary


From perlman@turing.acm.org Wed Feb 15 09:29:55 2006 -0500
Date: Wed, 15 Feb 2006 09:29:55 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Roberto Chiantaretto <roberto.chiantaretto@localport.it>
Subject: Re: |STAT
In-Reply-To: <200602151458.AA45154644@localport.it>
Message-ID: <Pine.LNX.4.44.0602150929490.25088-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 24

Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.
	http://www.hcibib.org/stat/xyzzy/

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Wed, 15 Feb 2006, Roberto Chiantaretto wrote:

> I AGREE TO ADHERE TO THE CONDITIONS OF USING |STAT.
> I AGREE NOT TO SHARE THE |STAT LOCATION WITH OTHERS. 
> 
> 
> 
> ____________________________________________
> La tua mail gratis registrandoti su Localport 
>                    
> 


From perlman@turing.acm.org Thu Feb 16 08:55:31 2006 -0500
Date: Thu, 16 Feb 2006 08:55:30 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: s.sievert@directbox.com
Subject: Re: SUGGEST-A-LINK!: Mouseevent, Agentur fuer Mediendesign - Webdesign
 Berlin
In-Reply-To: <200602160826.k1G8QTg5016426@turing.acm.org>
Message-ID: <Pine.LNX.4.44.0602160854550.22047-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 25

I am sorry, but the site below does not have specific HCI
content and will not be included in the HCI Bibliography.
	http://hcibib.org/faq.html#Data-5

Gary Perlman, Director, HCI Bibliography Project
mailto:director@hcibib.org  http://hcibib.org/

On Thu, 16 Feb 2006, Apache Web Server wrote:

> This data is being sent to director@hcibib.org
> to be considered for inclusion in the HCI Bibliography
> 
> %M U.webdesignagentur-berlin.de   87.123.29.84
> %0 INTERNET
> %D 2006-02-16
> %K hci-sites:companies 
> %A Sebastian Sievert
> %C Germany, Berlin
> %I Mouseevent
> %K Webdesign, Berlin, Germany, Werbeagentur, Webagentur, Internetagentur, Webdesignagentur, Webdesign Berlin
> %L german
> %T Mouseevent, Agentur fuer Mediendesign - Webdesign Berlin
> %U s.sievert@directbox.com
> %W http://www.webdesignagentur-berlin.de/
> %X Webdesign, administration, web application development and printdesign made in Berlin. Mouseevent is a media design agency in germany.
> 


From perlman@turing.acm.org Sat Feb 18 15:14:01 2006 -0500
Date: Sat, 18 Feb 2006 15:14:00 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: nikola.ostrun@email.htnet.hr
Subject: Re: |STAT request
In-Reply-To: <8664ncmpxm.fsf@nocomp.hr>
Message-ID: <Pine.LNX.4.44.0602181513540.19076-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 26

Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.
	http://www.hcibib.org/stat/xyzzy/

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Sat, 18 Feb 2006, Nikola Ostrun wrote:

> I AGREE TO ADHERE TO THE CONDITIONS OF USING |STAT.
> I AGREE NOT TO SHARE THE |STAT LOCATION WITH OTHERS.
> 


From perlman@turing.acm.org Sat Feb 18 21:11:13 2006 -0500
Date: Sat, 18 Feb 2006 21:11:13 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: crj@duke.edu
Subject: Re: |STAT request
In-Reply-To: <b9150cee0602181517o1d6281a7g8027544a46153443@mail.gmail.com>
Message-ID: <Pine.LNX.4.44.0602182111070.22035-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 27

Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.
	http://www.hcibib.org/stat/xyzzy/

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Sat, 18 Feb 2006, Chad Johnson wrote:

> I AGREE TO ADHERE TO THE CONDITIONS OF USING |STAT.
> I AGREE NOT TO SHARE THE |STAT LOCATION WITH OTHERS.
> 
> --
> Chad R. Johnson
> Biomedical Engineering
> Duke University
> crj@duke.edu
> 919.475.1017
> 


From perlman@turing.acm.org Sun Feb 19 21:43:00 2006 -0500
Date: Sun, 19 Feb 2006 21:42:59 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Jonathan Grudin <jgrudin@microsoft.com>
cc: Tom Erickson <snowfall@acm.org>
Subject: RE: UCSD get together in Montreal
In-Reply-To: <CC1FD7F4C1A244449DD6DF72439BE7F307FBA85D@RED-MSG-50.redmond.corp.microsoft.com>
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Wahh! Well, maybe you can come and play during a summer.
June 24th is St. Jean Baptiste day (patron saint of Quebec)
and a really huge party in Montreal. Then, around July 4th,
is the Jazz festival, which is very family friendly.

I'm having second thoughts about trying to set up a UCSD
event, but maybe we'll try to get some together for the night before
the main conference starts. Tom, I'll be available as tour guide:
	http://acm.org/perlman/guide.html

Gary

On Mon, 13 Feb 2006, Jonathan Grudin wrote:

> Hi Gary, Tom --
> 
> Unfortunately, I won't be there. In the end, the chance to see you
> (Gary, I see Tom at HICSS and elsewhere) was by far the major
> attraction, and it was too hard to make a case for it. Gayna is now a
> Director who sends people to conferences but doesn't get to go herself.
> It is during the school year (and I think CHI Kids is gone as well)
> which now gets in the way, we are at the high end of pulling Eleanor out
> of school already. They rejected my paper. They discontinued tutorials
> as we knew them -- I don't think Steve Poltrock is going to attend
> either. Last year was a record travel year for me with about a
> conference a month and I promised to go easy this year. If it sounds
> like making excuses that is only because I do feel bad about not seeing
> you, but not about missing CHI. I hope we find another opportunity to
> get together before long... Last year in Portland, Don Norman did not
> make it and I think he is way under 50% for CHI nowadays -- he lost
> enthusiasm for CHI after it rejected two of his papers in a row, one
> written with me -- but Jim Hollan did. I think Claire makes it
> occasionally. I hadn't reflected on it, but it is noteworthy how UCSD
> participation has dried up, at its peak I suppose there were 10 people
> from our era there.
> 
> Cheers -- Jonathan
> 
> -----Original Message-----
> From: Tom Erickson [mailto:snowfall@acm.org] 
> Sent: Monday, February 13, 2006 8:12 AM
> To: Gary PERLMAN
> Cc: Jonathan Grudin
> Subject: Re: UCSD get together in Montreal
> 
> Hi Gary!
> 
> What a nice idea. Thanks!
> 
> I'm attending a workshop, so Saturday and Sunday nights, the 23rd and 
> 24th would work for me -- probably the latter would be best for those 
> not doing workshops... things start first thing Monday morning so a 
> lot of people will presumably be around the night before.
> 
> The rest of the week is harder to specify, as I don't see schedule 
> info about anything other than the tech program... I wil be staying 
> over to Friday, so Thursday evening would work as well, although 
> again that might not work for everyone.
> 
> Re UCSD folk, I can't think of very many who regularly attend CHI 
> besides Jonathan and I. Bill Gaver, Abi Sellen, and Liam Bannon are 
> possibilities, but I don't actually recall if they overlapped with 
> you. And Christine Halverson and Dan Gruen, but they were both 
> definitely past your time.
> 
> --Tom
> 
> >Hi guys,
> >
> >Will you be in Montreal for CHI? I'd like to invite the UCSD crowd 
> >over for a party.
> >I'd probably dig Serge out of the woodwork. Who else might be there? 
> >Don, I assume,
> >maybe Jim Hollan.
> >
> >What nights would be good? I would not want to conflict wth the 
> >conference reception,
> >but we could get together before or after the conference proper, if 
> >people are here.
> >Families are invited, too. We live 2-3 miles from the convention
> center.
> >
> >Gary
> 
> 
> 


From perlman@turing.acm.org Mon Feb 20 21:29:58 2006 -0500
Date: Mon, 20 Feb 2006 21:29:57 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: chi2006-blog@acm.org,  <chi2006-montreal@acm.org>
cc: chi2006-chair@acm.org
Subject: Gary Perlman's guide to Montreal
Message-ID: <Pine.LNX.4.44.0602202120070.16946-100000@turing.acm.org>
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Not that anyone asked for it...

I think I'm done with a reasonable first version to a native's guide to Montreal:
	http://acm.org/perlman/guide.html
I've probably left out piles of stuff, but I cover a lot, maybe too much.
A native francophone's guide might be good, too.

When I told my sister about what i was doing, she immediately asked if
Thrills gum was in there, and it was, so maybe there is enough in there.

If you want a contest, I'm pretty confident that no room full of Americans
can name all the provinces in Canada. I've tried this with as many as 20
people. Instead of just provinces, I get cities and territories. Fun!

Gary Perlman


From perlman@turing.acm.org Mon Feb 20 23:35:31 2006 -0500
Date: Mon, 20 Feb 2006 23:35:31 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Gary Olson <gmo@umich.edu>
cc: CHI2006-CHAIR@listserv.acm.org
Subject: Re: Gary Perlman's guide to Montreal
In-Reply-To: <421aa0da0602201852rebc02bfmf2892d41e06ec499@mail.gmail.com>
Message-ID: <Pine.LNX.4.44.0602202332310.19196-100000@turing.acm.org>
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Sure, please link to it.

On Mon, 20 Feb 2006, Gary Olson wrote:

> Thanks; this is brilliant. I assume it's fine for us to link to your
> site from the CHI 2006 web site, right? Gary
> 
> 
> On 2/20/06, Gary PERLMAN <perlman@turing.acm.org> wrote:
> > Not that anyone asked for it...
> >
> > I think I'm done with a reasonable first version to a native's guide to Montreal:
> >         http://acm.org/perlman/guide.html
> > I've probably left out piles of stuff, but I cover a lot, maybe too much.
> > A native francophone's guide might be good, too.
> >
> > When I told my sister about what i was doing, she immediately asked if
> > Thrills gum was in there, and it was, so maybe there is enough in there.
> >
> > If you want a contest, I'm pretty confident that no room full of Americans
> > can name all the provinces in Canada. I've tried this with as many as 20
> > people. Instead of just provinces, I get cities and territories. Fun!
> >
> > Gary Perlman
> >
> 
> 
> --
> Gary M. Olson
> Paul M. Fitts Professor of Human-Computer Interaction
> School of Information
> University of Michigan
> 1075 Beal Avenue
> Ann Arbor, Michigan 48109-2112
> e-mail: gmo@umich.edu
> phone: 734 763-5644
> fax: 734 647-8045
> 


From perlman@turing.acm.org Tue Feb 21 11:57:32 2006 -0500
Date: Tue, 21 Feb 2006 11:57:31 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Ioana Mihailas <links@lingo24.com>
Subject: Re: Content/linking partnership proposal from Lingo24 Translation
 Services
In-Reply-To: <43FB3B95.8090809@lingo24.com>
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Thanks, I added two links on:
	http://www.hcibib.org/intercultural/
You could also fill out a form on the company:
	http://www.hcibib.org/suggest.cgi?category=intercultural:companies

Gary Perlman, Director, HCI Bibliography Project
mailto:director@hcibib.org  http://hcibib.org/

On Tue, 21 Feb 2006, Ioana Mihailas wrote:

> Hello,
> 
> I’m writing on behalf of Lingo24 Translation Services (www.lingo24.com), 
> a top UK company that provides professional language translation and 
> other services to blue chip companies and other translation agencies.
> I’ve recently come across this page - 
> http://www.hcibib.org/intercultural/ - and was wondering whether you 
> might consider including a link to our site. Our site features different 
> resources your visitors might find interesting (translation and language 
> related articles - http://www.lingo24.com/articles/index.html , news 
> from the translation
> industry - http://www.lingo24.com/blogs/index.html , a career guide for 
> linguists interested in finding out more about the translation industry 
> - http://www.lingo24.com/careerguide.html and many more). If not, and if 
> there is something you can think of which would make our site more 
> useful to you, please let us know.
> I'm looking forward to hearing from you.
> 
> Respectfully,
> Ioana Mihailas
> 
> 
> 


From perlman@turing.acm.org Tue Feb 21 16:21:55 2006 -0500
Date: Tue, 21 Feb 2006 16:21:55 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Thomas Wolfmaier <twolfmaier@acm.org>
Subject: Re: meet about IA at CHI'2006 in Montreal?
In-Reply-To: <5.1.0.14.1.20060220080413.00aa55e0@pop.ym.phub.net.cable.rogers.com>
Message-ID: <Pine.LNX.4.44.0602211616460.12181-100000@turing.acm.org>
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Hi Thomas,

Sorry you won't be here. It's so close for you.

I've always liked HCIRN, so I'll miss your input.

I'll let you know if I get a group to meet.
Thus far, I've only heard from you and Keith Instone,
who is also not coming to CHI'06.

Gary

On Mon, 20 Feb 2006, Thomas Wolfmaier wrote:

> Hi Gary,
> 
> Thanks for your note. Sorry for not responding sooner. I was honored to be 
> included in you list of IA. I thought it was a great idea to get this group 
> together. Your suggestion came at an appropriate time. Over the past few 
> months I have been seriously contemplating the purpose and future of HCIRN. 
> It has been nearly ten years since the inception of HCIRN (the site was 
> launched in Jan 2007). I have come to realize that HCIRN has its origin in 
> a time when the Internet was new, Google was a still a twinkle in its 
> inventors' eyes, and HCI seemed a well-defined and well-contained area. I 
> am trying to understand the implications of the changes since then. It 
> would have been a wonderful opportunity to discuss these issues with this 
> esteemed group. Unfortunately, I won't be attending CHI this year. If you 
> manage to get a group together, I certainly would like to learn about your 
> discussions.
> 
> Thanks again,
> 
> Thomas
> 
> -----------------------------------------------------
> Thomas Wolfmaier
> HCIRN
> 55 Aldershot Crescent
> Toronto, ON M2P 1L7
> Canada
> Tel: +1-416-730-9451
> Mobile: +1-416-436-7057
> twolfmaier@acm.org
> www.hcirn.com
> -----------------------------------------------------
> 
> 
> 
> At 11:47 PM 2/6/2006 -0500, you wrote:
> IA - not Information Architecture, but Infoholics Anonymous
> 
> Greetings from www.hcibib.org. No introduction needed,
> but I will mention that I am a Montreal native,
> now living in Montreal.
> 
> I thought it might be nice for a bunch of compulsive
> organizers of information resources to get together.
> Sure, some of you are recovering addicts, but that
> itself might be a good subject to discuss.
> 
> I was wondering how each of us got started, how it
> evolved, and where, if anywhere, it's going. I also
> wonder what is out there to be done, perhaps by the
> next generation of infoholics.
> 
> So, if you are going to be in Montreal, and if you would
> like to have the first (and maybe last) meeting of HCI InfoAnon,
> please let me know. I'll propose a unique Montreal gastronomic
> experience and I'll show you some trendy or classic sites,
> and I promise not to drive like a Montrealer.
> 
> If you are interested, please send me your arrival/departure
> day+time. I'd block out the big reception and suggest other
> dayes/times.
> 
> Hope to hear from you,
> 
> Gary
> 
> Anyone missing from this list?
> 
> HCI Resources - Mikael Ericsson
> 	http://www.ida.liu.se/~miker/hci/
> HCI Index - Hans de Graaff
> 	http://degraaff.org/hci/
> UsableWeb - Keith Erickson
> 	http://usableweb.com/
> HCI Bibliography - Gary Perlman
> 	http://www.hcibib.org/
> HCI Resource Network - Thomas Wolfmaier
> 	http://www.hcirn.com/
> Usability Views - Chris McEvoy
> 	http://www.usabilityviews.com/
> 
> 


From perlman@turing.acm.org Tue Feb 21 17:52:20 2006 -0500
Date: Tue, 21 Feb 2006 17:52:20 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Ioana Mihailas <links@lingo24.com>
Subject: Re: Content/linking partnership proposal from Lingo24 Translation
 Services
In-Reply-To: <43FB92C4.7000805@lingo24.com>
Message-ID: <Pine.LNX.4.44.0602211752001.13799-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=ISO-8859-1
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Done.

Best,

GP

On Wed, 22 Feb 2006, Ioana Mihailas wrote:

> Hello Mr Perlman,
> 
> thanks for adding the two links, I really appreciate it.
> I filled out the form on the company too; looking forward to see Lingo24 
> listed on your site.
> 
> Best wishes,
> Ioana Mihailas
> 
> Gary PERLMAN wrote:
> 
> >Thanks, I added two links on:
> >	http://www.hcibib.org/intercultural/
> >You could also fill out a form on the company:
> >	http://www.hcibib.org/suggest.cgi?category=intercultural:companies
> >
> >Gary Perlman, Director, HCI Bibliography Project
> >mailto:director@hcibib.org  http://hcibib.org/
> >
> >On Tue, 21 Feb 2006, Ioana Mihailas wrote:
> >
> >  
> >
> >>Hello,
> >>
> >>I’m writing on behalf of Lingo24 Translation Services (www.lingo24.com), 
> >>a top UK company that provides professional language translation and 
> >>other services to blue chip companies and other translation agencies.
> >>I’ve recently come across this page - 
> >>http://www.hcibib.org/intercultural/ - and was wondering whether you 
> >>might consider including a link to our site. Our site features different 
> >>resources your visitors might find interesting (translation and language 
> >>related articles - http://www.lingo24.com/articles/index.html , news 
> >>from the translation
> >>industry - http://www.lingo24.com/blogs/index.html , a career guide for 
> >>linguists interested in finding out more about the translation industry 
> >>- http://www.lingo24.com/careerguide.html and many more). If not, and if 
> >>there is something you can think of which would make our site more 
> >>useful to you, please let us know.
> >>I'm looking forward to hearing from you.
> >>
> >>Respectfully,
> >>Ioana Mihailas
> >>
> >>
> >>
> >>    
> >>
> >
> >  
> >
> 
> 


From perlman@turing.acm.org Wed Feb 22 19:09:52 2006 -0500
Date: Wed, 22 Feb 2006 19:09:52 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Longoria, Roman G" <Roman.Longoria@ca.com>
cc: director@hcibib.org
Subject: Re: Book addition to http://www.hcibib.org/
In-Reply-To: <1335FF3F144C424F839EFBA7AD8A56E0700CBF@USILMS12.ca.com>
Message-ID: <Pine.LNX.4.44.0602221909360.28498-100000@turing.acm.org>
MIME-Version: 1.0
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Yes. http://www.hcibib.org/gs.cgi?searchtype=bookmark&word=checked&terms=B.Longoria.04

On Wed, 22 Feb 2006, Longoria, Roman G wrote:

> Gary, Would it be possible to add my book to the HCI bibliography? 
> 
>  
> 
> http://www.amazon.com/gp/product/1852337850 
> 
>  
> 
>  
> 
> Designing Software for the Mobile Context : A Practitioner's Guide
> (Computer Communications and Networks) (Paperback)
> 
>  
> 
> thanks,
> 
>  
> 
> --roman
> 
>  
> 
> Roman Longoria
> 
> CA
> 
> Vice President
> 
> User - Centered Design
> 
> Tel: +1 713.561.9910
> 
> Mobile: +1 713.392.7495
> 
> roman.longoria@ca.com <mailto:roman.longoria@ca.com> 
> 
>  
> 
> 


From perlman@turing.acm.org Fri Feb 24 12:14:59 2006 -0500
Date: Fri, 24 Feb 2006 12:14:59 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Tom Hewett <hewett@drexel.edu>
Subject: Re: CHI'2006 in Montreal - Food for thought
In-Reply-To: <f06230901c024aa2e9fdb@[10.0.1.3]>
Message-ID: <Pine.LNX.4.44.0602241120090.29367-100000@turing.acm.org>
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Well, I would have liked to have seen you.

-- Gary

On Fri, 24 Feb 2006, Tom Hewett wrote:

> Many thanks for this.
> 
> Makes me regret even more that I will have to be in Philadelphia for 
> a conflicting set of events....
> 
> --tom
> 
> 
> >
> >For more quirky material on Montreal, from a native (me), try:
> >     http://acm.org/perlman/guide.html
> >
> 


From perlman@turing.acm.org Fri Feb 24 12:21:39 2006 -0500
Date: Fri, 24 Feb 2006 12:21:39 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: William Jones <williamj@u.washington.edu>
Subject: RE: CHI'2006 in Montreal - Food for thought
In-Reply-To: <95055394CCB8474A8C7719144D48EA020168F59D@iexchange.ischool.washington.edu>
Message-ID: <Pine.LNX.4.44.0602241220030.29367-100000@turing.acm.org>
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Hi W(fB),

Dinner sounds good. When do you get in town/leave? I'll be here before,
during, and after, and we live near downtown, so I'm flexible.

Gary

On Fri, 24 Feb 2006, William Jones wrote:

> Hi Gary Perlman, remember me?
> (once upon a time I worked on the "Memory Extender").
> Here's hoping to see you at CHI (I'm giving a course and moderating a
> panel, "It's about the information stupid!...")
> How about dinner some evening?
> -- William (formerly "Bill")
> 
> Research Associate Professor
> The Information School
> University of Washington
> http://kftf.ischool.washington.edu
>  
> 
> -----Original Message-----
> From: ACM SIGCHI General Interest Announcements (Mailing List)
> [mailto:CHI-ANNOUNCEMENTS@LISTSERV.ACM.ORG] On Behalf Of Gary Perlman
> Sent: Thursday, February 23, 2006 9:48 PM
> To: CHI-ANNOUNCEMENTS@LISTSERV.ACM.ORG
> Subject: CHI'2006 in Montreal - Food for thought
> 
> Just a few days left for early registration (27 February).
>     http://www.chi2006.org/registerforchi.php
> 
> The March 2006 issue of Gourmet magazine is devoted to Montreal.
> 
> For more quirky material on Montreal, from a native (me), try:
>     http://acm.org/perlman/guide.html
> 
> Gary Perlman
> 
>     ---------------------------------------------------------------
>                 To unsubscribe, send an empty email to
>      mailto:chi-announcements-unsubscribe-request@listserv.acm.org
>     For further details of CHI lists see http://sigchi.org/listserv
>     ---------------------------------------------------------------
> 


From perlman@turing.acm.org Fri Feb 24 15:17:44 2006 -0500
Date: Fri, 24 Feb 2006 15:17:43 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: William Jones <williamj@u.washington.edu>
Subject: RE: CHI'2006 in Montreal - Food for thought
In-Reply-To: <95055394CCB8474A8C7719144D48EA020168F5DF@iexchange.ischool.washington.edu>
Message-ID: <Pine.LNX.4.44.0602241515520.1750-100000@turing.acm.org>
MIME-Version: 1.0
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I am a dumb user and could not find the list of conference hotels.
I really do not know any of them, but I assume they are all pretty central
to the conference. In general, there is more up the hill (north and west)
than down.

Gary

On Fri, 24 Feb 2006, William Jones wrote:

>  p.s. if you didn't live in Montreal, which hotel would you stay in if
> you were coming to CHI?  I like to walk places, don't mind paying a
> little extra and really need to have access to workout facilities (hotel
> or nearby health club).
> -- William
> 
> -----Original Message-----
> From: William Jones 
> Sent: Friday, February 24, 2006 9:38 AM
> To: 'Gary PERLMAN'
> Subject: RE: CHI'2006 in Montreal - Food for thought
> 
> I expect to arrive Sunday 23rd in the afternoon.  And I probably won't
> leave until Friday  morning the 28th.
> I have every evening free right now. I think the 24th or 25th might be
> esp. good.  (I'm assuming the 26th or 27th are when CHI has the big deal
> meal).
> I wonder if Steve Poltock is coming to CHI (Jonathan Grudin is not).
> -- William
> 
> -----Original Message-----
> From: Gary PERLMAN [mailto:perlman@turing.acm.org]
> Sent: Friday, February 24, 2006 9:22 AM
> To: William Jones
> Subject: RE: CHI'2006 in Montreal - Food for thought
> 
> Hi W(fB),
> 
> Dinner sounds good. When do you get in town/leave? I'll be here before,
> during, and after, and we live near downtown, so I'm flexible.
> 
> Gary
> 
> On Fri, 24 Feb 2006, William Jones wrote:
> 
> > Hi Gary Perlman, remember me?
> > (once upon a time I worked on the "Memory Extender").
> > Here's hoping to see you at CHI (I'm giving a course and moderating a 
> > panel, "It's about the information stupid!...") How about dinner some 
> > evening?
> > -- William (formerly "Bill")
> > 
> > Research Associate Professor
> > The Information School
> > University of Washington
> > http://kftf.ischool.washington.edu
> >  
> > 
> > -----Original Message-----
> > From: ACM SIGCHI General Interest Announcements (Mailing List) 
> > [mailto:CHI-ANNOUNCEMENTS@LISTSERV.ACM.ORG] On Behalf Of Gary Perlman
> > Sent: Thursday, February 23, 2006 9:48 PM
> > To: CHI-ANNOUNCEMENTS@LISTSERV.ACM.ORG
> > Subject: CHI'2006 in Montreal - Food for thought
> > 
> > Just a few days left for early registration (27 February).
> >     http://www.chi2006.org/registerforchi.php
> > 
> > The March 2006 issue of Gourmet magazine is devoted to Montreal.
> > 
> > For more quirky material on Montreal, from a native (me), try:
> >     http://acm.org/perlman/guide.html
> > 
> > Gary Perlman
> > 
> >     ---------------------------------------------------------------
> >                 To unsubscribe, send an empty email to
> >      mailto:chi-announcements-unsubscribe-request@listserv.acm.org
> >     For further details of CHI lists see http://sigchi.org/listserv
> >     ---------------------------------------------------------------
> > 
> 
> 


From perlman@turing.acm.org Sat Feb 25 18:11:06 2006 -0500
Date: Sat, 25 Feb 2006 18:11:05 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Caroline Palmer <caroline.palmer@mcgill.ca>
cc: jgrudin@microsoft.com
Subject: Question for Caroline (fwd) on performance errors
Message-ID: <Pine.LNX.4.44.0602251809370.29326-100000@turing.acm.org>
MIME-Version: 1.0
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A question from Jonathan...

---------- Forwarded message ----------
Date: Sat, 25 Feb 2006 09:25:55 -0800
From: Jonathan Grudin <jgrudin@microsoft.com>
To: Gary Perlman <perlman@TURING.ACM.ORG>
Subject: Question for Caroline

Hi --

>From time to time I get a question about my old motor control of skilled
typing work. I focused on errors in transcription typing. Someone asked
what I knew about errors in skilled musical performance and I was kind
of mystified that I don't think I know anything about it, though it
would have been such a logical thing to look into. I would guess any
music teacher has a fairly good sense of what errors beginners make, and
that professionals would also know what kinds of errors they make. Piano
would be a good correlate to typing but all would be interesting. I
suppose people have even studied it more quantitatively. Any thoughts on
where to look?

Cheers -- Jonathan


From perlman@turing.acm.org Sun Feb 26 19:01:21 2006 -0500
Date: Sun, 26 Feb 2006 19:01:20 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Ron Baecker <rmb@kmdi.utoronto.ca>
Subject: Re: CHI'2006 in Montreal - Food for thought
In-Reply-To: <p06230911c02788e95a13@[4.237.213.50]>
Message-ID: <Pine.LNX.4.44.0602261850450.701-100000@turing.acm.org>
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Thanks, Ron,

Having grown up in Cote St. Luc, I am biased to Snowdon,
but Schwartz's is an experience in itself.

We live in Westmount, near King George park.

Gary

On Sun, 26 Feb 2006, Ron Baecker wrote:

> Great guide, Gary, although I would have mentioned Schwartz's more 
> vigrously ;-)
> Look forward to seeing you there!
> Where are you living now?
> Ron
> 
> =====At 12:47 AM -0500 2/24/06, Gary Perlman wrote:
> >Just a few days left for early registration (27 February).
> >     http://www.chi2006.org/registerforchi.php
> >
> >The March 2006 issue of Gourmet magazine is devoted to Montreal.
> >
> >For more quirky material on Montreal, from a native (me), try:
> >     http://acm.org/perlman/guide.html
> >
> >Gary Perlman
> >
> >     ---------------------------------------------------------------
> >                 To unsubscribe, send an empty email to
> >      mailto:chi-announcements-unsubscribe-request@listserv.acm.org
> >     For further details of CHI lists see http://sigchi.org/listserv
> >     ---------------------------------------------------------------
> 


From perlman@turing.acm.org Sun Feb 26 22:32:53 2006 -0500
Date: Sun, 26 Feb 2006 22:32:52 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Gary Olson <gmo@umich.edu>
Subject: Re: Chair a session at CHI?
In-Reply-To: <421aa0da0602260850t4a8538a1p76abbbada39cd856@mail.gmail.com>
Message-ID: <Pine.LNX.4.44.0602262231130.7346-100000@turing.acm.org>
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Hi Gary. I will be busy during that time. -- Gary Perlman

On Sun, 26 Feb 2006, Gary Olson wrote:

> Gary -- Would you be willing to chair the following session at CHI? Gary
> 
> Wednesday, April 26, 2006	14:30-16:00
> 	Palais des Congrès 511CF
> 3301 HCI Overviews HCI Overviews 1
> 
> Chairperson
> 
> HCI overview  UCD of Financial Services at the Smart Internet Technology Centre
> 
> Supriya Singh RMIT University, Australia
> 
> The experience of contributing sociological and anthropological
> perspectives to the user-centered design of financial services in the
> Smart Internet Technology Cooperative Research Centre in Australia.
> [DES ]
> 
> HCI Overview  COST294-MAUSE:  A Pan European Usability Research Community
> 
> Effie Lai-Chong Law Institut TIK, ETH Zurich, Switzerland
> Ebba Thora Hvannberg University of Iceland, Iceland
> 
> COST294-MAUSE is a usability research community whose goal is to apply
> more science to usability evaluation methods and transfer this deeper
> understanding to industry and educators.  Its working groups address
> usability database management, comparative studies, defect
> classification, and formalized models.
> [USA ]
> 
> HCI Overview  The HTI Lab @ ftw: User Research for Telecom Systems
> 
> Peter Fröhlich Telecommunications Research Center Vienna (ftw.), Austria
> Lynne Baillie Telecommunications Research Center Vienna (ftw.), Austria
> Peter Reichl Telecommunications Research Center Vienna (ftw.), Austria
> Raimund Schatz Telecommunications Research Center Vienna (ftw.), Austria
> Florian Hammer Telecommunications Research Center Vienna (ftw.), Austria
> Georg Niklfeld Telecommunications Research Center Vienna (ftw.), Austria
> 
> This overview presents the Human-Telecom Systems Interaction
> Laboratory at the Telecommunications Research Center (FTW), Vienna. 
> The current setup of the HTI Lab and its contributions to related
> application-oriented projects at FTW are described.
> 
> 
> --
> Gary M. Olson
> Paul M. Fitts Professor of Human-Computer Interaction
> School of Information
> University of Michigan
> 1075 Beal Avenue
> Ann Arbor, Michigan 48109-2112
> e-mail: gmo@umich.edu
> phone: 734 763-5644
> fax: 734 647-8045
> 


From perlman@turing.acm.org Mon Feb 27 14:12:56 2006 -0500
Date: Mon, 27 Feb 2006 14:12:56 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: paul@seventwentyfour.com
cc: directory@hcibib.org
Subject: Re: Your LinkChecking trial ends this week for www.hcibib.org
In-Reply-To: <TORRESijpImpB8cJ3OT00018612@torres.seventwentyfour.com>
Message-ID: <Pine.LNX.4.44.0602271348320.32623-100000@turing.acm.org>
MIME-Version: 1.0
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I found the service to be very useful, in part because I had not run
my own link checker for four years. I'd like to continue using your
service, but, I have no budget to pay for it. Instead, I have already
done what I propose to do, add to every link page:
	Links checked by: SevenTwentyFour.com
with a hotlink to your site.

The pages include:
	http://www.hcibib.org/accessibility/
		which is the acm sigaccess link page
	http://www.hcibib.org/education/ 
	http://www.hcibib.org/intercultural/
	http://www.hcibib.org/kids/ 
	http://www.hcibib.org/publications/ 
	http://www.hcibib.org/hci-sites/ 
		many subpages to hci-sites, in all caps below
These pages had a total of over 1.5 million visits in just under 8 years.
Here are the past two week's hits. 6462 page hits last week,
6074 the week before, so I think you could count on 
250K page exposures per year, give or take.

	=======  Sun  Sat  Fri Thur Weds Tues  Mon  WEEK  LAST
	 309917   83   67  112  134  127  125  124   772   708 .hci-sites.html
	 140351   65   69   69   81  108   98   65   555   490 .education.html
	 121060   78   75  113  118  141  115   90   730   698 .kids.html
	 112677   20   19   30   26   35   38   35   203   196 .publications.html
	  93933   61   51   63   66   68  100   55   464   481 .intercultural.html
	  80091   41   49   67   71   79   75   63   445   423 .accessibility.html
	  72445   42   30   62   60   66   67   65   392   365 .CONSULTANTS.html
	  61874   31   31   46   64   59   53   39   323   292 .COMPANIES.html
	  61007   43   29   52   69   86   68   52   399   342 .GUIDELINES.html
	  52767   38   27   41   52   64   40   45   307   242 .HISTORY.html
	  51356   17   15   23   21   20   19   15   130   113 .RESOURCES.html
	  49326   27   14   27   30   36   33   32   199   164 .JOURNALS.html
	  39131   26   17   24   34   29   23   23   176   177 .LABORATORIES.html
	  36922   20   16   32   35   27   21   27   178   181 .HUMOR.html
	  35842   14   11   20   20   17   10   25   117   123 .BIBLIOGRAPHY.html
	  33158   26   20   28   29   33   29   32   197   193 .ORGANIZATIONS.html
	  26241    7    6   13   19   14    5   13    77    54 .COLUMNS.html
	  24833   13    8   20   16   16   16   12   101    85 .PEOPLE.html
	  21450    6    8   11   12   10    8    9    64    53 .INDEXES.html
	  20131    8   14   18   23   18   13   16   110   184 .MAIL.html
	  18243   11   12   18   20   18   11   17   107   101 .NEWSGROUPS.html
	  15862    8    9   12   15   14    6   10    74    56 .PUBLISHERS.html
	  15090    6    5   14   12   13    7   11    68    54 .EVENTS.html
	  14905   20   20   22   33   23   32   32   182   162 .CONFERENCES.html
	   2657    8    7   14   14   14   12   23    92   137 .DISCUSSION.html
	1511269  719  629  951 1074 1135 1024  930  6462  6074 SUM  

So, if you think it's worth your while, keep the sevice running for hcibib.org
and I'll keep your link on those pages.  If not, then thanks for the trial.

Gary Perlman, Director, HCI Bibliography Project
mailto:director@hcibib.org  http://hcibib.org/

On Mon, 27 Feb 2006 paul@seventwentyfour.com wrote:

> Hi Gary,
> 
> Free PageChecking Offer...
> 
> Over the past month, perhaps for the first time ever, you’ve known 
> if your links on www.hcibib.org are working, and if inbound traffic from 
> other sites is reaching you. Next month, through no fault of your own, 
> people will likely break your links by deleting pages you reference. 
> When other webmasters make typos in links to your pages you'll lose 
> traffic, and never know without the LinkChecking service.
> 
> We can help preserve your traffic, reputation and business. And with
> this special offer I can save you money.
> 
> LinkChecking for only $899 for one year.
> 
>     * Get PageChecking Free with your LinkChecking order!
> 
>     Google lowers your ranking if it sees broken links on your site, 
>     and Yahoo! won’t even list sites in its directory unless the 
>     links are perfect. Link errors aren’t just cosmetic. They cost 
>     you ranking, traffic and money.
> 
>     LinkChecking will verify links within and from your site daily,
>     and even check links into your site from elsewhere on the Web. 
>     Receive emails when something breaks and weekly summary reports. 
> 
> PageChecking for Free! (Regularly $299 per year)
> 
>     * PageChecking Included Free with your LinkChecking Order!
>  
>     PageChecking quickly alerts you to hacker intrusion, virus or 
>     denial of service attacks, DNS failure or configuration errors, 
>     and Web server hardware, software or connectivity problems. 
>     Every 10 minutes we check your DNS and Web servers to ensure 
>     they’re operating as intended and email you detailed diagnostic 
>     information when something goes wrong.
> 
> RankChecking for only $149 per year. That's $50 off!
> 
>     Track your Ranking: The major search engines routinely purge 
>     sites from their indexes and change their ranking rules, so 
>     without constant monitoring you won't know about a problem 
>     until you've lost traffic. With our RankChecking service, 
>     you'll receive weekly reports detailing how you rank for 
>     your chosen search phrase, and whether each engine properly 
>     indexes your site. 
> 
> If you'd like to order I can invoice you. We accept payment either by check or credit card.
>  
> How I should proceed?
> 
> Thanks,
> 
> Paul
> 
>  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
>  Mr. Paul Dallas
>  Paul@SEVENtwentyfour.com
>  Sales Engineer
>  SEVENtwentyfour Inc.
>  (888) 724-4724 x303
>  http://www.SEVENtwentyfour.com
>  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
> 
> 
> * All prices in US dollars.
> * Responsible for more than one site? Ask me about our wholesale rates.
> 


From perlman@turing.acm.org Mon Feb 27 16:48:35 2006 -0500
Date: Mon, 27 Feb 2006 16:48:34 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Ron Baecker <rmb@kmdi.utoronto.ca>
cc: rmb@kmdi.toronto.edu
Subject: Re: CHI'2006 in Montreal - Food for thought
In-Reply-To: <p06230952c0291674a50c@[4.237.213.50]>
Message-ID: <Pine.LNX.4.44.0602271646080.9771-100000@turing.acm.org>
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Cher Ron,

Thanks you for your interest in Gary's travel service.
You question has been referred to our panel of experts
and we will get back to you with recommendations soon.

Jean-Sebastien

On Mon, 27 Feb 2006, Ron Baecker wrote:

> Gary,
> A quick question.
> We are trying to arrange for a place to have 
> lunch on the Saturday and Sunday for the 22 
> people in our workshop, close to the Convention 
> Centre and the Hyatt, where we can reserve in 
> advance for the group.
> Any suggestions? e.g., among
> Here's the list of restaurants in Chinatown (all 
> of them either chinese, schezuan or vietnamese... 
> except one italian near the Palais des Congrès). 
> The  means that it is one of the best restaurant, 
> the  means that there is a photograph of the 
> restaurant and the  means that the information 
> contains a link to the restaurant's own web site 
> (just click on the name of the restaurant to get 
> more information) :
> 	*	Chez Chine - Chinese ($$, N/A)
> 	*	Cristal de Saigon - Vietnamese 
> ($, 3), inexpensive but not the best anymore.
> 	*	Jardin de Jade - Chinese-Buffet 
> ($, 2), unfortunatly the only chinese buffet in 
> Chinatown.
> 	*	Jardin du cerf / Deer Garden - 
> Chinese ($$, 5), one of the best chinese 
> restaurant in town.
> 	*	Le soleil - Chinese ($, 3), for their hot pots.
> 	*	Lotte Furama - Chinese-Dim Sum 
> ($$, 4), they serve some hard to find specialties 
> and inexpensive lobsters.
> 	*	Maison V.I.P. - Chinese ($, 4), 
> the most inexpensive lunch in town.
> 	*	Restaurant Cactus - 
> Chinese-Taiwanese ($, 2), for the bubble teas.
> 	*	Tong Por - Chinese-Dim Sum ($, 3), for the great soups.
> I take it that we can do better than the Jade 
> Garden.  Our price goal is under $17.50 CDN 
> including everything.  A good dim sum for Sunday 
> would be great :-)
> Thanks for your help,
> Ron
> 
> =====
> 
> At 7:01 PM -0500 2/26/06, Gary PERLMAN wrote:
> >Thanks, Ron,
> >
> >Having grown up in Cote St. Luc, I am biased to Snowdon,
> >but Schwartz's is an experience in itself.
> >
> >We live in Westmount, near King George park.
> >
> >Gary
> >
> >On Sun, 26 Feb 2006, Ron Baecker wrote:
> >
> >>  Great guide, Gary, although I would have mentioned Schwartz's more
> >>  vigrously ;-)
> >>  Look forward to seeing you there!
> >>  Where are you living now?
> >>  Ron
> >>
> >>  =====At 12:47 AM -0500 2/24/06, Gary Perlman wrote:
> >>  >Just a few days left for early registration (27 February).
> >>  >     http://www.chi2006.org/registerforchi.php
> >>  >
> >>  >The March 2006 issue of Gourmet magazine is devoted to Montreal.
> >>  >
> >>  >For more quirky material on Montreal, from a native (me), try:
> >  > >     http://acm.org/perlman/guide.html
> >>  >
> >>  >Gary Perlman
> >>  >
> >>  >     ---------------------------------------------------------------
> >>  >                 To unsubscribe, send an empty email to
> >>  >      mailto:chi-announcements-unsubscribe-request@listserv.acm.org
> >>  >     For further details of CHI lists see http://sigchi.org/listserv
> >>  >     ---------------------------------------------------------------
> >>
> 


From perlman@turing.acm.org Tue Feb 28 16:39:16 2006 -0500
Date: Tue, 28 Feb 2006 16:39:15 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Ron Baecker <rmb@kmdi.utoronto.ca>
Subject: Re: CHI'2006 in Montreal - Food for thought
In-Reply-To: <p06230952c0291674a50c@[4.237.213.50]>
Message-ID: <Pine.LNX.4.44.0602281637170.15977-100000@turing.acm.org>
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Chinese food near Palais de Congres

Chinatown is immediately to the east and north of the Palais des Congres:
    http://perlypalms.com/montreal/large/chinatown.jpg

Lotte Furama - 1115 Clark (upstairs) 398-3838 - daily dim sum, big place
Maison V.I.P. - 1077 Clark - $3.25 lunch, small, no vegie, good for students
Red Ruby Rouge - 1008 Clark (upstairs) 390-1338 - daily dim sum, huge place
New Maison Kam Fung - 1071 St-Urbain 390-9928 (upstairs) - popular dim sum
Deer garden - 1162 St-Laurent - nice looking place, never tried

We liked Ruby Rouge, which we tried because the line at Kam Fung was long,
so maybe Kam Fung is even better.

On Mon, 27 Feb 2006, Ron Baecker wrote:

> Gary,
> A quick question.
> We are trying to arrange for a place to have 
> lunch on the Saturday and Sunday for the 22 
> people in our workshop, close to the Convention 
> Centre and the Hyatt, where we can reserve in 
> advance for the group.


From perlman@turing.acm.org Tue Feb 28 16:45:37 2006 -0500
Date: Tue, 28 Feb 2006 16:45:37 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Aann Shevans <aann@seventwentyfour.com>
cc: director@hcibib.org
Subject: RE: Your LinkChecking trial ends this week for www.hcibib.org
In-Reply-To: <BA4E0603CB7C8B449629B0D4512A49F705411E36@affsvr02.affsys.com>
Message-ID: <Pine.LNX.4.44.0602281641230.15977-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 44

That's a very nice offer, but I'd resurrect my own link checker
for anything over $0. I'll keep the links to SevenTwentyFour
for a while to give you some credit for the trial.

Gary Perlman, Director, HCI Bibliography Project
mailto:director@hcibib.org  http://hcibib.org/

PS: I live in Montreal.

On Tue, 28 Feb 2006, Aann Shevans wrote:

> Hi Gary,
> 
> It sounds like a great idea.  I'm very impressed by your page hits and
> your Google PageRank. We are in the midst of a great deal of changes, so
> to get permission for pro-bono, there would be some hurdles that I'd
> have to climb.
> 
> I'll explain.  SEVENTwentyfour was recently acquired by Brandimensions
> Inc. http://www.brandimensions.com/
> We are in the process of creating the proper departments and defining
> responsibilities.  
> 
> The simplest solution, would be to offer you our LinkChecking service at
> just $99 USD annually.  
> 
> That's about 1/9 of the quoted rate.  And with that you can put a link
> to our website.  Of course to be reasonable, I'd leave it to you to
> determine which pages are okay with you.
> 
> Thanks for the opportunity on this.  
> 
> Best regards,
> 
> Aann Shevans | Sales Engineer - SEVENtwentyfour Inc. / Brandimensions
> Inc. | Tel: 416.269.7744 x300 | toll free: 888-724-4724 |
> aann@seventwentyfour.com
> 
> 
> 
> -----Original Message-----
> From: Gary PERLMAN [mailto:perlman@turing.acm.org] 
> Sent: Monday, February 27, 2006 2:13 PM
> To: Paul Dallas
> Cc: directory@hcibib.org
> Subject: Re: Your LinkChecking trial ends this week for www.hcibib.org
> 
> I found the service to be very useful, in part because I had not run my
> own link checker for four years. I'd like to continue using your
> service, but, I have no budget to pay for it. Instead, I have already
> done what I propose to do, add to every link page:
> 	Links checked by: SevenTwentyFour.com
> with a hotlink to your site.
> 
> The pages include:
> 	http://www.hcibib.org/accessibility/
> 		which is the acm sigaccess link page
> 	http://www.hcibib.org/education/ 
> 	http://www.hcibib.org/intercultural/
> 	http://www.hcibib.org/kids/ 
> 	http://www.hcibib.org/publications/ 
> 	http://www.hcibib.org/hci-sites/ 
> 		many subpages to hci-sites, in all caps below These
> pages had a total of over 1.5 million visits in just under 8 years.
> Here are the past two week's hits. 6462 page hits last week,
> 6074 the week before, so I think you could count on 250K page exposures
> per year, give or take.
> 
> 	=======  Sun  Sat  Fri Thur Weds Tues  Mon  WEEK  LAST
> 	 309917   83   67  112  134  127  125  124   772   708
> .hci-sites.html
> 	 140351   65   69   69   81  108   98   65   555   490
> .education.html
> 	 121060   78   75  113  118  141  115   90   730   698
> .kids.html
> 	 112677   20   19   30   26   35   38   35   203   196
> .publications.html
> 	  93933   61   51   63   66   68  100   55   464   481
> .intercultural.html
> 	  80091   41   49   67   71   79   75   63   445   423
> .accessibility.html
> 	  72445   42   30   62   60   66   67   65   392   365
> .CONSULTANTS.html
> 	  61874   31   31   46   64   59   53   39   323   292
> .COMPANIES.html
> 	  61007   43   29   52   69   86   68   52   399   342
> .GUIDELINES.html
> 	  52767   38   27   41   52   64   40   45   307   242
> .HISTORY.html
> 	  51356   17   15   23   21   20   19   15   130   113
> .RESOURCES.html
> 	  49326   27   14   27   30   36   33   32   199   164
> .JOURNALS.html
> 	  39131   26   17   24   34   29   23   23   176   177
> .LABORATORIES.html
> 	  36922   20   16   32   35   27   21   27   178   181
> .HUMOR.html
> 	  35842   14   11   20   20   17   10   25   117   123
> .BIBLIOGRAPHY.html
> 	  33158   26   20   28   29   33   29   32   197   193
> .ORGANIZATIONS.html
> 	  26241    7    6   13   19   14    5   13    77    54
> .COLUMNS.html
> 	  24833   13    8   20   16   16   16   12   101    85
> .PEOPLE.html
> 	  21450    6    8   11   12   10    8    9    64    53
> .INDEXES.html
> 	  20131    8   14   18   23   18   13   16   110   184
> .MAIL.html
> 	  18243   11   12   18   20   18   11   17   107   101
> .NEWSGROUPS.html
> 	  15862    8    9   12   15   14    6   10    74    56
> .PUBLISHERS.html
> 	  15090    6    5   14   12   13    7   11    68    54
> .EVENTS.html
> 	  14905   20   20   22   33   23   32   32   182   162
> .CONFERENCES.html
> 	   2657    8    7   14   14   14   12   23    92   137
> .DISCUSSION.html
> 	1511269  719  629  951 1074 1135 1024  930  6462  6074 SUM  
> 
> So, if you think it's worth your while, keep the sevice running for
> hcibib.org and I'll keep your link on those pages.  If not, then thanks
> for the trial.
> 
> Gary Perlman, Director, HCI Bibliography Project
> mailto:director@hcibib.org  http://hcibib.org/
> 
> On Mon, 27 Feb 2006 paul@seventwentyfour.com wrote:
> 
> > Hi Gary,
> > 
> > Free PageChecking Offer...
> > 
> > Over the past month, perhaps for the first time ever, you've known if 
> > your links on www.hcibib.org are working, and if inbound traffic from 
> > other sites is reaching you. Next month, through no fault of your own,
> 
> > people will likely break your links by deleting pages you reference.
> > When other webmasters make typos in links to your pages you'll lose 
> > traffic, and never know without the LinkChecking service.
> > 
> > We can help preserve your traffic, reputation and business. And with 
> > this special offer I can save you money.
> > 
> > LinkChecking for only $899 for one year.
> > 
> >     * Get PageChecking Free with your LinkChecking order!
> > 
> >     Google lowers your ranking if it sees broken links on your site, 
> >     and Yahoo! won't even list sites in its directory unless the 
> >     links are perfect. Link errors aren't just cosmetic. They cost 
> >     you ranking, traffic and money.
> > 
> >     LinkChecking will verify links within and from your site daily,
> >     and even check links into your site from elsewhere on the Web. 
> >     Receive emails when something breaks and weekly summary reports. 
> > 
> > PageChecking for Free! (Regularly $299 per year)
> > 
> >     * PageChecking Included Free with your LinkChecking Order!
> >  
> >     PageChecking quickly alerts you to hacker intrusion, virus or 
> >     denial of service attacks, DNS failure or configuration errors, 
> >     and Web server hardware, software or connectivity problems. 
> >     Every 10 minutes we check your DNS and Web servers to ensure 
> >     they're operating as intended and email you detailed diagnostic 
> >     information when something goes wrong.
> > 
> > RankChecking for only $149 per year. That's $50 off!
> > 
> >     Track your Ranking: The major search engines routinely purge 
> >     sites from their indexes and change their ranking rules, so 
> >     without constant monitoring you won't know about a problem 
> >     until you've lost traffic. With our RankChecking service, 
> >     you'll receive weekly reports detailing how you rank for 
> >     your chosen search phrase, and whether each engine properly 
> >     indexes your site. 
> > 
> > If you'd like to order I can invoice you. We accept payment either by
> check or credit card.
> >  
> > How I should proceed?
> > 
> > Thanks,
> > 
> > Paul
> > 
> >  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
> >  Mr. Paul Dallas
> >  Paul@SEVENtwentyfour.com
> >  Sales Engineer
> >  SEVENtwentyfour Inc.
> >  (888) 724-4724 x303
> >  http://www.SEVENtwentyfour.com
> >  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
> > 
> > 
> > * All prices in US dollars.
> > * Responsible for more than one site? Ask me about our wholesale
> rates.
> > 
> 
> 
> 
> 


From perlman@turing.acm.org Tue Feb 28 21:33:11 2006 -0500
Date: Tue, 28 Feb 2006 21:33:11 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Joseph A. Konstan" <konstan@exchange.cs.umn.edu>
cc: perlman@turing.acm.org
Subject: Re: Congratulations!  And information for SIGCHI Award Winners
In-Reply-To: <A53B13EAA9779C45B0AE3E87290773829015FF@exchange2.cs.umn.edu>
Message-ID: <Pine.LNX.4.44.0602282119470.20016-100000@turing.acm.org>
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As a local -- I take one subway seven stops to the conference -- I think
I will not have any travel or hotel costs, so SIGCHI can save on that.

I have already registered. If my reg fee can be reimbused, OCLC will benefit.

Gary

On Tue, 28 Feb 2006, Joseph A. Konstan wrote:

> First of all, congratulations!!  On behalf of ACM SIGCHI, I am honored to be
> able to invite you to CHI 2006 to receive your awards.  (You should have all
> received individual notification of awards, but in case you didn't, I'll
> include the list below.)
> 
> As part of this recognition, SIGCHI would like to invite you to the
> conference at our expense, and to a CHI Academy/Awards banquet.  The details
> for each of these follow:
> 
> 1.  Attending CHI 2006 at SIGCHI's expense:
> 
> 	*  If you have not already registered for the conference, you can do
> 	   so using the code:  CHIAR and the registration will be processed
> 	   as complimentary.  I must point out that this covers the registration
> 	   fee only -- add-ons such as tutorial notes, workshops, hardcopy 
> 	   proceedings, or souvenirs are add-ons for which you'll be charged.  
> 
> 	*  If you have registered, please let me know and we'll work with the
> 	   registration vendor to refund your registration fee.  
> 
> 	*  We would be happy to make hotel arrangements for you at one of the
> 	   conference hotels.  SIGCHI will pay for 4 nights of hotel directly, 
> 	   and you can pay any additional nights (at the conference rate) or
> 	   incidentals when you depart.  You will receive a message directly
> 	   from our conference administrator to get your arrival/departure 
> 	   dates and any preferences related to hotel rooms.  If you have a 
> 	   reservation already, just provide him with the details and we'll 
> 	   "take it over" to cover those nights for you.  I'm afraid we cannot
> 	   ordinarily pay for nights at non-conference hotels due to our obligation
> 	   to the hotels (however, if there are special needs involved, please
> 	   let me know and we'll find a way to accommodate them).  
> 
> 	*  Finally, we will reimburse basic travel expenses (airfare, taxi 
> 	   fare, etc.) of up to US $800 (if you're coming from North America)
> 	   or up to US $1800 (from elsewhere in the world).  For this, we'll
> 	   require receipts.  Airfare is limited to coach class travel. We'll
> 	   provide you with reimbursement forms and envelopes at the banquet.
> 
> 2.  The Banquet:
> 
> 	*  As Stu Card already announced, the awards will be given out at an
> 	   Academy/Awards banquet on Sunday evening, March 23rd.  We are finalizing
> 	   details of the specific location, but will get that information to 
> 	   you well in advance.  We will be able to accommodate dietary restrictions
> 	   (as long as you indicate them on your registration).  
> 
> 	*  As an awardee, we welcome you as our guest, and would be happy to host
> 	   your spouse or partner as well.  You will receive by e-mail an invitation
> 	   to this "event"--a custom link from our registration vendor--which you
>      can use to register.  I must ask you to register as soon as possible, and
> 	   no later than March 31st so that we can finalize arrangements for the 
> 	   dinner.    
> 
> 
> Once again, congratulations!
> 
> Award details:
> 
> 2006 SIGCHI Lifetime Achievement Award:   jointly to Judy Olson and Gary
> Olson
> 
> 2006 SIGCHI Lifetime Service Award:		Susan Dray
> 
> 2006 SIGCHI Social Impact Award:		Ted Henter
> 
> Class of 2006 CHI Academy Members:		Michel Beaudoin-Lafon 
> 							Scott Hudson
> 							Hiroshi Ishii
> 							Jakob Nielsen
> 							Peter Pirolli
> 							George Robertson
> 							
> 
> 2005 SIGCHI Lifetime Service Awardee (to be honored at CHI 2006):  Gary
> Perlman
> 
> 
> 
> JK
> 
> --
> Joseph A. Konstan
> President, ACM SIGCHI
> Professor of Computer Science & Engineering
> University of Minnesota
> konstan@cs.umn.edu
> http://www.cs.umn.edu/~konstan
> 


From perlman@turing.acm.org Tue Feb 28 21:41:23 2006 -0500
Date: Tue, 28 Feb 2006 21:41:23 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: chi2006sv@gmail.com
Subject: cheapest lunch in Montreal Chinatown
Message-ID: <Pine.LNX.4.44.0602282138230.20543-100000@turing.acm.org>
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For budget-minded student volunteers:

La Maison V.I.P.
1077 rue Clark (very close to le Palais des Congres)
861-1943
Lunch is $3.25.
Cantonese (like most of Montreal Chinese food)


