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A Pattern Approach to Interaction Design (2001)

by Jan Borchers
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Designing the Spectator Experience

by Stuart Reeves, Steve Benford , 2005
"... Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI – how should spectators experience a performer’s interaction with a computer? We classify public interfaces (including exampl ..."
Abstract - Cited by 41 (5 self) - Add to MetaCart
Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI – how should spectators experience a performer’s interaction with a computer? We classify public interfaces (including examples from art, performance and exhibition design) according to the extent to which a performer’s manipulations of an interface and their resulting effects are hidden, partially revealed, fully revealed or even amplified for spectators. Our taxonomy uncovers four broad design strategies: ‘secretive, ’ where manipulations and effects are largely hidden; ‘expressive, ’ where they tend to be revealed enabling the spectator to fully appreciate the performer’s interaction; ‘magical, ’ where effects are revealed but the manipulations that caused them are hidden; and finally ‘suspenseful, ’ where manipulations are apparent but effects are only revealed as the spectator takes their turn. ACM Classification

Towards a pattern language for learning management systems

by Paris Avgeriou, Andreas Papasalouros, Symeon Retalis, Manolis Skordalakis - Educational Technology & Society , 2003
"... Learning Management Systems are sophisticated web-based applications that are being engineered today in increasing numbers by numerous institutions and companies that want to get involved in e-learning either for providing services to third parties, or for educating and training their own people. Ev ..."
Abstract - Cited by 30 (3 self) - Add to MetaCart
Learning Management Systems are sophisticated web-based applications that are being engineered today in increasing numbers by numerous institutions and companies that want to get involved in e-learning either for providing services to third parties, or for educating and training their own people. Even though the construction of such systems has been taking place for many years, they are still designed and developed from scratch. The reason is that experience from previous Learning Management Systems, is not codified or documented, resulting in forcing the development teams to ‘re-invent the wheel’. This paper presents an approach of recording design experience in the form of design patterns for Learning Management Systems and aims at developing a pattern language for these systems.

Damask: A Tool for Early-Stage Design and Prototyping of Cross-Device User Interfaces

by James Lin - WORKSHOP AT CHI 2003, FORT LAUDERDALE , 2003
"... People often use a variety of computing devices, such as PCs, PDAs, and cell phones, to access the same information. The user interface to this information needs to be different for each device, due to the different input and output constraints of each device. Currently designers designing such mult ..."
Abstract - Cited by 27 (2 self) - Add to MetaCart
People often use a variety of computing devices, such as PCs, PDAs, and cell phones, to access the same information. The user interface to this information needs to be different for each device, due to the different input and output constraints of each device. Currently designers designing such multi-device user interfaces either have to design a UI separately for each device, which is time consuming, or use a program to automatically generate interfaces, which often result in interfaces that are awkward. Each method also discourages iterative design, considered critical for creating good user interfaces. We are creating a system called Damask to support the early-stage design of user interfaces targeted at multiple devices. With Damask, the designer will design a user interface for one device, by sketching the design and by specifying which design patterns the interface uses. The patterns will help Damask generate user interfaces optimized for the other devices targeted by the designer. The generated interfaces will be of sufficient quality so that it will be more convenient to use Damask than to design each of the other interfaces separately, and the ease with which designers will be able to create designs will encourage them to engage in iterative design. Damask will also

Security Engineering with Patterns

by Markus Schumacher, Utz Roedig - Lecture Notes in Computer Science, LNCS 2754 , 2002
"... Conducting digital business requires secure network and application architectures. The recently increasing occurrence of severe attacks has shown, however, that we will still need quite some time and effort to reach security standards of IT systems alike the standard already usual in other fields. ..."
Abstract - Cited by 26 (1 self) - Add to MetaCart
Conducting digital business requires secure network and application architectures. The recently increasing occurrence of severe attacks has shown, however, that we will still need quite some time and effort to reach security standards of IT systems alike the standard already usual in other fields. At present, there is a huge gap between theory and the code of practice. Whereas scientists work on formal approaches for the specification and verification of security requirements, practitioners have to meet the users' requirements. The Pattern Community recognized this problem, too. Patterns literally capture the experience from experts in a structured way. Thus novices can benefit from know-how and skills of experts. Hence, we propose to apply the pattern approach to the security problem. We show that recent security approaches are not sufficient and describe how Security Patterns contribute to the overall process of security engineering. A Security Pattern System provides linkage between Security Patterns. Thus dependencies between specific security problems can be considered in a comprehensive way.

Development and evaluation of emerging design patterns for ubiquitous computing

by Eric S. Chung, Jason I. Hong, James Lin, Madhu K. Prabaker, James A. L, Alan L. Liu - In Proceedings of Designing Interactive Systems (DIS2004 , 2004
"... Design patterns are a format for capturing and sharing design knowledge. In this paper, we look at a new domain for design patterns, namely ubiquitous computing. The overall goal of this work is to aid practice by speeding up the diffusion of new interaction techniques and evaluation results from re ..."
Abstract - Cited by 16 (4 self) - Add to MetaCart
Design patterns are a format for capturing and sharing design knowledge. In this paper, we look at a new domain for design patterns, namely ubiquitous computing. The overall goal of this work is to aid practice by speeding up the diffusion of new interaction techniques and evaluation results from researchers, presenting the information in a form more usable to practicing designers. Towards this end, we have developed an initial and emerging pattern language for ubiquitous computing, consisting of 45 pre-patterns describing application genres, physical-virtual spaces, interaction and systems techniques for managing privacy, and techniques for fluid interactions. We evaluated the effectiveness of our pre-patterns with 16 pairs of designers in helping them design location-enhanced applications. We observed that our pre-patterns helped new and experienced designers unfamiliar with ubiquitous computing in generating and communicating ideas, and in avoiding design problems early in the design process.

JAM-O-WORLD: Evolution of the Jam-O-Drum Multi-player Musical Controller into the Jam-O-Whirl Gaming Interface

by Tina Blaine, Clifton Forlines, Into The Jam-o-whirl Gaming Interface , 2002
"... This paper discusses the Jam-O-Drum multi-player musical controller and its adaptation into a gaming controller interface known as the Jam-O-Whirl. The Jam-O-World project positioned these two controller devices in a dedicated projection environment that enabled novice players to participate in imme ..."
Abstract - Cited by 14 (1 self) - Add to MetaCart
This paper discusses the Jam-O-Drum multi-player musical controller and its adaptation into a gaming controller interface known as the Jam-O-Whirl. The Jam-O-World project positioned these two controller devices in a dedicated projection environment that enabled novice players to participate in immersive musical gaming experiences. Players' actions, detected via embedded sensors in an integrated tabletop surface, control game play, real-time computer graphics and musical interaction. Jam-O-World requires physical and social interaction as well as collaboration among players.

You're The Conductor: A Realistic Interactive Conducting System for Children

by Eric Lee, Teresa Marrin Nakra, Jan Borchers - In Proceedings of the NIME 2004 Conference on New Interfaces for Musical Expression , 2004
"... This paper describes the first system designed to allow children to conduct an audio and video recording of an orchestra. No prior music experience is required to control the orchestra, and the system uses an advanced algorithm to time stretch the audio in real-time at high quality and without alter ..."
Abstract - Cited by 14 (4 self) - Add to MetaCart
This paper describes the first system designed to allow children to conduct an audio and video recording of an orchestra. No prior music experience is required to control the orchestra, and the system uses an advanced algorithm to time stretch the audio in real-time at high quality and without altering the pitch. We will discuss the requirements and challenges of designing an interface to target our particular user group (children), followed by some system implementation details. An overview of the algorithm used for audio time stretching will also be presented. We are currently using this technology to study and compare professional and non-professional conducting behavior, and its implications when designing new interfaces for multimedia. You're the Conductor is currently a successful exhibit at the Children's Museum in Boston, USA.

Personal Orchestra: A Real-Time Audio/video System for Interactive Conducting

by Jan Borchers, Eric Lee, Wolfgang Samminger, Max Mühlhäuser , 2004
"... We present the first multimedia system to conduct a realistic electronic orchestra. Users can control tempo, dynamics, and instrument emphasis of the orchestra through natural conducting gestures with an infrared baton. Using gesture recognition and tempo adjustment algorithms, the system plays back ..."
Abstract - Cited by 11 (5 self) - Add to MetaCart
We present the first multimedia system to conduct a realistic electronic orchestra. Users can control tempo, dynamics, and instrument emphasis of the orchestra through natural conducting gestures with an infrared baton. Using gesture recognition and tempo adjustment algorithms, the system plays back an audio and video recording of an actual orchestra that follows the user's conducting in real time. A major achievement of this system is its ability to vary playback speed in real time while avoiding audio artifacts such as pitch changes. The system has been deployed as an exhibit and has become a major attraction of a large Vienna-based music exhibition center.

Model-driven prototyping for corporate software

by Thomas Memmel, Carsten Bock, Harald Reiterer
"... specification ..."
Abstract - Cited by 10 (6 self) - Add to MetaCart
specification

New theoretical approaches for HCI

by Yvonne Rogers - Annual Review of Information Science and Technology , 2004
"... The field of human-computer interaction is rapidly expanding. Alongside the extensive technological developments that are currently taking place, is the emergence of a ‘cottage industry ’ culture, where a polyphony of new theories, methods and concerns have been imported into the field from a divers ..."
Abstract - Cited by 9 (1 self) - Add to MetaCart
The field of human-computer interaction is rapidly expanding. Alongside the extensive technological developments that are currently taking place, is the emergence of a ‘cottage industry ’ culture, where a polyphony of new theories, methods and concerns have been imported into the field from a diversity of disciplines and backgrounds. An extensive critique of recent theoretical developments is presented together with what practitioner’s currently use. A significant development of importing new theories into the field has been much insightful explication of ‘HCI ’ phenomena, together with extending the field’s discourse. However, at the same time, the theoretically-based approaches have had a limited impact on the practice of interaction design. This chapter discusses why this is so and suggests that different kinds of mechanisms are needed that will enable both designers and researchers to better articulate and theoretically ground the hard challenges facing them today.
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