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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 ..."
Abstract
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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.
Editable Graphical Histories
- Proc. 1988 IEEE Workshop on Visual Languages
, 1988
"... Graphical interfaces typically provide their users with little idea of a session’s history, except insofar as it is reflected in the current state of the system. If undo and redo commands are provided, they are often the only way to review the actions performed, cycling through them in sequence. We ..."
Abstract
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Cited by 31 (2 self)
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Graphical interfaces typically provide their users with little idea of a session’s history, except insofar as it is reflected in the current state of the system. If undo and redo commands are provided, they are often the only way to review the actions performed, cycling through them in sequence. We introduce the notion of an editable graphical history that can allow the user to review and modify the actions performed with a graphical interface. We have designed a testbed system that creates a series of automatically-generated panels that depict in chronological order the important events in the history of a user’s session with Chimera, a graphical editor. Our system uses heuristics to determine the contents of each panel and the actions that it illustrates. The user may scroll through the sequence of panels, reviewing actions at different levels of detail, and selectively undoing, modifying, and redoing previous actions.
A Visual Language for Browsing, Undoing, and Redoing Graphical Interface Commands
, 1990
"... We present the concept of an editable graphical history that allows the user to review and modify the actions performed with a graphical user interface. Using a pictorial metaphor borrowed from comic strips, an editable graphical history consists of a series of panels that depict in chronological or ..."
Abstract
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Cited by 22 (7 self)
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We present the concept of an editable graphical history that allows the user to review and modify the actions performed with a graphical user interface. Using a pictorial metaphor borrowed from comic strips, an editable graphical history consists of a series of panels that depict in chronological order the important events in the history of a user's session. We discuss the visual language used in editable graphical histories, and describe Chimera, a graphical editor that generates these histories automatically. The user may scroll through the sequence of panels, reviewing actions at different levels of detail, and selectively undoing, modifying, and redoing previous actions. Chimera's editable graphical histories are constructed from parts of the editor window, the editor control panel, and the editor's pop up menus. Panels indicate both the objects that are modified and the actions performed on them. We describe the heuristics used to determine the objects depicted in each panel, the ...
A New Direct Manipulation Technique for Aligning Objects in Drawing Programs
- In Proc. UIST’96
, 1996
"... Current drawing programs provide mainly three ways for carrying out object alignment: either by issuing an alignment command, or by using direct positioning with the help of gravity active points, or by making use of constraints. The first technique has limited functionality, and the other two may b ..."
Abstract
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Cited by 13 (0 self)
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Current drawing programs provide mainly three ways for carrying out object alignment: either by issuing an alignment command, or by using direct positioning with the help of gravity active points, or by making use of constraints. The first technique has limited functionality, and the other two may be mysterious for a novice. We describe here a new direct manipulation tool for alignment. We show that while direct manipulation helps to make the tool intuitive, it has through iterative design evolved into a tool that also offers functionality not found in current commercial products. KEYWORDS: drawing programs, alignment tools, direct manipulation, two-handed interaction, iterative design INTRODUCTION Direct manipulation has for more than a decade been one of the preferred styles of interaction. Drawing programs were among the first applications that made heavy use of direct manipulation. Recent developments in drawing programs have concentrated on intelligent techniques, such as the u...
Issues for Location-Independent Interfaces
, 1992
"... This paper addresses issues raised by locationindependence on a large display surface as exemplified by the Xerox Liveboard. We summarize related work both early and contemporary, enumerate some of the challenges raised by location-independent interfaces, discuss the problem of ..."
Abstract
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Cited by 12 (3 self)
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This paper addresses issues raised by locationindependence on a large display surface as exemplified by the Xerox Liveboard. We summarize related work both early and contemporary, enumerate some of the challenges raised by location-independent interfaces, discuss the problem of
Techniques for Aligning Objects in Drawing Programs
, 1996
"... Object alignment is one of the basic operations in drawing programs. Current solutions provide mainly three ways for carrying out this operation: either by issuing an alignment command, or by using direct positioning with the help of gravity active points, or by making use of constraints. The first ..."
Abstract
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Cited by 2 (0 self)
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Object alignment is one of the basic operations in drawing programs. Current solutions provide mainly three ways for carrying out this operation: either by issuing an alignment command, or by using direct positioning with the help of gravity active points, or by making use of constraints. The first technique has limited functionality, and the other two may be mysterious for a novice. We describe here a new direct manipulation tool for alignment. We show that while direct manipulation helps to make the tool intuitive, it has through iterative design evolved into a tool that also offers functionality not found in current commercial products.
Design and Evaluation of the Alignment Stick
, 1999
"... Object alignment is one of the basic operations in drawing programs. Current solutions provide mainly three ways for carrying out this operation: either by issuing an alignment command, or by using direct positioning with the help of gravity active points, or by making use of constraints. The first ..."
Abstract
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Cited by 1 (0 self)
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Object alignment is one of the basic operations in drawing programs. Current solutions provide mainly three ways for carrying out this operation: either by issuing an alignment command, or by using direct positioning with the help of gravity active points, or by making use of constraints. The first technique has limited functionality, and the other two may be mysterious for a novice. We describe here a new direct manipulation tool for alignment. We show that while direct manipulation helps to make the tool intuitive, it has through iterative design evolved into a tool that also offers functionality not found in current commercial products. We also report on an experiment in which we compared the ease of use, intuitiveness, learnability, and efficiency of alignment menus, palettes and the alignment stick. Finally, we discuss our experiences in the two-handed control of the alignment stick and report on other interesting findings in our experiment. KEYWORDS: drawing programs, alignment ...
Graphical Interface Commands
, 1989
"... We present the concept of an editable graphical history that allows the user to review and modify the actions performed with a graphical user interface. Using a pictorial metaphor borrowed from comic strips, an editable graphical history consists of a series of panels that depict in chronological or ..."
Abstract
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We present the concept of an editable graphical history that allows the user to review and modify the actions performed with a graphical user interface. Using a pictorial metaphor borrowed from comic strips, an editable graphical history consists of a series of panels that depict in chronological order the important events in the history of a user’s session. We discuss the visual language used in editable graphical histories, and describe Chimera, a graphical editor that generates these histories automatically. The user may scroll through the sequence of panels, reviewing actions at different levels of detail, and selectively undoing, modifying, and redoing previous actions. Chimera’s editable graphical histories are constructed from parts of the editor window, the editor control panel, and the editor’s pop up menus. Panels indicate both the objects that are modified and the actions performed on them. We describe the heuristics used to determine the objects depicted in each panel, the style in which they are drawn, and how actions are distributed among panels.

