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Toolglass and magic lenses: The see-through interface
, 1993
"... Toolglass ™ widgets are new user interface tools that can appear, as though on a transparent sheet of glass, between an application and a traditional cursor. They can be positioned with one hand while the other positions the cursor. The widgets provide a rich and concise vocabulary for operating on ..."
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Cited by 343 (8 self)
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Toolglass ™ widgets are new user interface tools that can appear, as though on a transparent sheet of glass, between an application and a traditional cursor. They can be positioned with one hand while the other positions the cursor. The widgets provide a rich and concise vocabulary for operating on application objects. These widgets may incorporate visual filters, called Magic Lens™ filters, that modify the presentation of application objects to reveal hidden information, to enhance data of interest, or to suppress distracting information. Together, these tools form a see-through interface that offers many advantages over traditional controls. They provide a new style of interaction that better exploits the user’s everyday skills. They can reduce steps, cursor motion, and errors. Many widgets can be provided in a user interface, by designers and by users, without requiring dedicated screen space. In addition, lenses provide rich context-dependent feedback and the ability to view details and context simultaneously. Our widgets and lenses can be combined to form operation and viewing macros, and can be used over multiple applications.
Single Display Groupware: A Model for Co-present Collaboration
, 1999
"... We introduce a model for supporting collaborative work between people that are physically close to each other. We call this model Single Display Groupware (SDG). In this paper, we describe this model, comparing it to more traditional remote collaboration. We describe the requirements that SDG places ..."
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Cited by 154 (12 self)
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We introduce a model for supporting collaborative work between people that are physically close to each other. We call this model Single Display Groupware (SDG). In this paper, we describe this model, comparing it to more traditional remote collaboration. We describe the requirements that SDG places on computer technology, and our understanding of the benefits and costs of SDG systems. Finally, we describe a prototype SDG system that we built and the results of a usability test we ran with 60 elementary school children. Keywords CSCW, Single Display Groupware, children, educational applications, input devices, Pad++, KidPad. INTRODUCTION In the early 1970's, researchers at Xerox PARC created an atmosphere in which they lived and worked with technology of the future. When the world's first personal computer, the Alto, was invented, it had only a single keyboard and mouse. This fundamental design legacy has carried through to nearly all modern computer systems. Although networks have...
Palantír: Raising Awareness among Configuration Management Workspaces
, 2003
"... Current configuration management systems promote workspaces that isolate developers from each other. This isolation is both good and bad. It is good, because developers make their changes without any interference from changes made concurrently by other developers. It is bad, because not knowing whic ..."
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Cited by 96 (19 self)
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Current configuration management systems promote workspaces that isolate developers from each other. This isolation is both good and bad. It is good, because developers make their changes without any interference from changes made concurrently by other developers. It is bad, because not knowing which artifacts are changing in parallel regularly leads to problems when changes are promoted from workspaces into a central configuration management repository. Overcoming the bad isolation, while retaining the good isolation, is a matter of raising awareness among developers, an issue traditionally ignored by the discipline of configuration management. To fill this void, we have developed Palantr, a novel workspace awareness tool that complements existing configuration management systems by providing developers with insight into other workspaces. In particular, the tool informs a developer of which other developers change which other artifacts, calculates a simple measure of severity of those changes, and graphically displays the information in a configurable and generally non-obtrusive manner. To illustrate the use of Palantr, we demonstrate how it integrates with two representative configuration management systems.
The Movable Filter as a User Interface Tool
, 1994
"... Magic Lens filters are a new user interface tool that combine an arbitrarily-shaped region with an operator that changes the view of objects viewed through that region. These tools can be interactively positioned over on-screen applications much as a magnifying glass is moved over a newspaper. They ..."
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Cited by 94 (1 self)
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Magic Lens filters are a new user interface tool that combine an arbitrarily-shaped region with an operator that changes the view of objects viewed through that region. These tools can be interactively positioned over on-screen applications much as a magnifying glass is moved over a newspaper. They can be used to help the user understand various types of information, from text documents to scientific visualizations. Because these filters are movable and apply to only part of the screen, they have a number of advantages over traditional windowwide viewing modes: they employ an attractive metaphor based on physical lenses, show a modified view in the context of the original view, limit clutter to a small region, allow easy construction of visual macros and provide a uniform paradigm that can be extended across different types of information and applications. This paper describes these advantages in more detail and illustrates them with examples of magic lens filters in use over a variety...
System Guidelines for Co-located, Collaborative Work on a Tabletop Display
- Proc. ECSCW 2003
, 2003
"... Collaborative interactions with many existing digital tabletop systems lack the fluidity of collaborating around a table using traditional media. This paper presents a critical analysis of the current state-of-the-art in digital tabletop systems research, targeted at discovering how user requirement ..."
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Cited by 89 (3 self)
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Collaborative interactions with many existing digital tabletop systems lack the fluidity of collaborating around a table using traditional media. This paper presents a critical analysis of the current state-of-the-art in digital tabletop systems research, targeted at discovering how user requirements for collaboration are currently being met and uncovering areas requiring further development. By considering research on tabletop displays, collaboration, and communication, several design guidelines for effective colocated collaboration around a tabletop display emerged. These guidelines suggest that technology must support: (1) natural interpersonal interaction, (2) transitions between activities, (3) transitions between personal and group work, (4) transitions between tabletop collaboration and external work, (5) the use of physical objects, (6) accessing shared physical and digital objects, (7) flexible user arrangements, and (8) simultaneous user interactions. The critical analysis also revealed several important directions for future research, including: standardization of methods to evaluate co-located collaboration; comparative studies to determine the impact of existing system configurations on collaboration; and creation of a taxonomy of collaborative tasks to help determine which tasks and activities are suitable for tabletop collaboration.
Designing Storytelling Technologies to Encourage Collaboration Between Young Children
, 2000
"... We describe the iterative design of two collaborative storytelling technologies for young children, KidPad and the Klump. We focus on the idea of designing interfaces to subtly encourage collaboration so that children are invited to discover the added benefits of working together. This idea has been ..."
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Cited by 86 (25 self)
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We describe the iterative design of two collaborative storytelling technologies for young children, KidPad and the Klump. We focus on the idea of designing interfaces to subtly encourage collaboration so that children are invited to discover the added benefits of working together. This idea has been motivated by our experiences of using early versions of our technologies in schools in Sweden and the UK. We compare the approach of encouraging collaboration with other approaches to synchronizing shared interfaces. We describe how we have revised the technologies to encourage collaboration and to reflect design suggestions made by the children themselves. Keywords Children, Single Display Groupware (SDG), Computer Supported Cooperative Work (CSCW), Education, Computer Supported Collaborative Learning (CSCL). INTRODUCTION Collaboration is an important skill for young children to learn. Educational research has found that working in pairs or small groups can have beneficial effects on l...
A High-Level and Flexible Framework for Implementing Multi-User User-Interfaces
- ACM Transactions on Information Systems
, 1992
"... We have developed a high-level and flexible framework for supporting the construction of multi-user user-interfaces. The framework is based on a generalized editing interaction model, which allows users to view programs as active data that can be concurrently edited by multiple users. It consists of ..."
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Cited by 83 (11 self)
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We have developed a high-level and flexible framework for supporting the construction of multi-user user-interfaces. The framework is based on a generalized editing interaction model, which allows users to view programs as active data that can be concurrently edited by multiple users. It consists of several novel components including a refinement of both the Seeheim UIMS architecture and the distributed graphics architecture that explicitly addresses multi-user interaction; the abstractions of shared active variables and interaction variables, which allow users and applications to exchange information; a set of default collaboration rules designed to keep the collaboration-awareness low in multi- user programs; and a small but powerful set of primitives for overriding these rules. The framework allows users to be dynamically added and removed from a multi-user session, different users to use different user interfaces to interact with an application, the modules interacting with a particular user to execute on the local workstation, and program- mers to incrementally trade automation for flexibility. We have implemented the framework as part of a system called Suite. This paper motivates, describes, and illustrates the framework using the concrete example of Suite, discusses how it can be implemented in other kinds of systems, compares it with related work, discusses its shortcom- ings, and suggests directions for future work.
A taxonomy of see-through tools
, 1994
"... In current interfaces, users select objects, apply operations, and change viewing parameters in distinct steps that require switching attention among several screen areas. Our See-Through Interface ™ software reduces steps by locating tools on a transparent sheet that can be moved over applications ..."
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Cited by 82 (6 self)
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In current interfaces, users select objects, apply operations, and change viewing parameters in distinct steps that require switching attention among several screen areas. Our See-Through Interface ™ software reduces steps by locating tools on a transparent sheet that can be moved over applications with one hand using a trackball, while the other hand controls a mouse cursor. The user clicks through a tool onto application objects, simultaneously selecting an operation and an operand. Tools may include graphical filters that display a customized view of application objects. Compared to traditional interactors, these tools save steps, require no permanent screen space, reduce temporal modes, apply to multiple applications, and facilitate customization. This paper presents a taxonomy of see-through tools that considers variations in each of the steps they perform. As examples, we describe particular see-through tools that perform graphical editing and text editing operations.
Dynamo: A Public Interactive Surface Supporting the Cooperative Sharing and Exchange of Media
, 2003
"... of media ..."

