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Prefab: Implementing Advanced Behaviors Using Pixel-Based Reverse Engineering of Interface Structure
"... Current chasms between applications implemented with different user interface toolkits make it difficult to implement and explore potentially important interaction techniques in new and existing applications, limiting the progress and impact of human-computer interaction research. We examine an appr ..."
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Cited by 16 (5 self)
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Current chasms between applications implemented with different user interface toolkits make it difficult to implement and explore potentially important interaction techniques in new and existing applications, limiting the progress and impact of human-computer interaction research. We examine an approach based in the single most common characteristic of all graphical user interface toolkits, that they ultimately paint pixels to a display. We present Prefab, a system for implementing advanced behaviors through the reverse engineering of the pixels in graphical interfaces. Informed by how user interface toolkits paint interfaces, Prefab features a separation of the modeling of widget layout from the recognition of widget appearance. We validate Prefab in implementations of three applications: target-aware pointing techniques, Phosphor transitions, and Side Views parameter spectrums. Working only from pixels, we demonstrate a single implementation of these enhancements in complex existing applications created in different user interface toolkits running on different windowing systems.
UIMarks: Quick Graphical Interaction with Specific Targets
"... Figure 1: Entering the UIMarks mode (A → B), selecting the top mark (C), activating this mark, which double-clicks and sends the cursor back to the entering point (C → D). In this note we present UIMarks, a novel system that lets users specify on-screen targets and associated actions by means of gra ..."
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Cited by 4 (0 self)
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Figure 1: Entering the UIMarks mode (A → B), selecting the top mark (C), activating this mark, which double-clicks and sends the cursor back to the entering point (C → D). In this note we present UIMarks, a novel system that lets users specify on-screen targets and associated actions by means of graphical marks. UIMarks supplements traditional pointing by providing users with an alternative mode in which they can quickly create, select, configure, activate and delete marks. Actions associated to these marks can range from basic point-and-click interactions to the execution of complex action sequences. UIMarks has been implemented on two different platforms, Metisse and OS X. ACM Classification: H.5.2 [Information interfaces and presentation]: User interfaces- Graphical user interfaces.
Enhanced Area Cursors: Reducing Fine Pointing Demands for People with Motor Impairments
"... Computer users with motor impairments face major challenges with conventional mouse pointing. These challenges are mostly due to fine pointing corrections at the final stages of target acquisition. To reduce the need for correction-phase pointing and to lessen the effects of small target size on acq ..."
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Cited by 2 (1 self)
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Computer users with motor impairments face major challenges with conventional mouse pointing. These challenges are mostly due to fine pointing corrections at the final stages of target acquisition. To reduce the need for correction-phase pointing and to lessen the effects of small target size on acquisition difficulty, we introduce four enhanced area cursors, two of which rely on magnification and two of which use goal crossing. In a study with motorimpaired and able-bodied users, we compared the new designs to the point and Bubble cursors, the latter of which had not been evaluated for users with motor impairments. Two enhanced area cursors, the Visual-Motor-Magnifier and Click-and-Cross, were the most successful new designs for users with motor impairments, reducing selection time for small targets by 19%, corrective submovements by 45%, and error rate by up to 82 % compared to the point cursor. Although the Bubble cursor also improved performance, participants with motor impairments unanimously preferred the enhanced area cursors. ACM Classification: H5.2 [Information interfaces and presentation]: User Interfaces—Input devices and strategies. K4.2. Computers and society: Social issues— assistive technologies for persons with disabilities.
Effects of Target Size and Distance on Kinematic Endpoint Prediction
"... Because of the ubiquity of the WIMP paradigm, many researchers seek to design new pointing facilitation techniques for Fitts-style pointing tasks. However, many of these pointing facilitation techniques make one of two simplifying assumptions: either salient targets are sparsely placed on the displa ..."
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Cited by 1 (1 self)
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Because of the ubiquity of the WIMP paradigm, many researchers seek to design new pointing facilitation techniques for Fitts-style pointing tasks. However, many of these pointing facilitation techniques make one of two simplifying assumptions: either salient targets are sparsely placed on the display, or there exists some ability to identify the endpoint, the target, of a user's movement in real time. In this paper we extend previous work on kinematic endpoint prediction (KEP), a technique that uses models of user motion to predict endpoint in Fitts-style pointing tasks. We introduce a simplified algorithm to predict user endpoint. We present a technique to measure the numerical stability of endpoint predictions in real time. We show that the distance of motion has a significant effect on predictor accuracy. Finally, we develop an accurate understanding of the relationship between movement distance and predictor accuracy and show how we can use this understanding to infer accurate, real-time probability distributions on target sets within an interface. Together, these results allow KEP to be applied in new and novel ways to pointing facilitation techniques.
Harvard School of Engineering and Applied Sciences
"... Current approaches to accessible computing share a common goal of making technology accessible to users with disabilities. Perhaps because of this goal, they may also share a tendency to centralize disability rather than ability. We present a refinement to these approaches called ability-based desig ..."
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Current approaches to accessible computing share a common goal of making technology accessible to users with disabilities. Perhaps because of this goal, they may also share a tendency to centralize disability rather than ability. We present a refinement to these approaches called ability-based design that consists of focusing on ability throughout the design process in an effort to create systems that leverage the full range of human potential. Just as user-centered design shifted the focus of interactive system design from systems to users, ability-based design attempts to shift the focus of accessible design from disability to ability. Although prior approaches to accessible computing may consider users ’ abilities to some extent, ability-based design makes ability its central focus. We offer seven ability-based design principles and describe the projects that inspired their formulation. We also present a research agenda for ability-based design. Categories and Subject Descriptors: K.4.2 [Computers and society]: Social issues – assistive technologies for persons with disabilities.
Moving Target Selection in 2D Graphical User Interfaces
"... Abstract. Target selection is a fundamental aspect of interaction and is particularly challenging when targets are moving. We address this problem by introducing a novel selection technique we call Hold which temporarily pauses the content while selection is in progress to provide a static target. B ..."
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Abstract. Target selection is a fundamental aspect of interaction and is particularly challenging when targets are moving. We address this problem by introducing a novel selection technique we call Hold which temporarily pauses the content while selection is in progress to provide a static target. By studying users, we evaluate our method against two others for acquiring moving targets in one and two dimensions with variations in target size and velocity. Results demonstrate that Hold outperforms traditional approaches in 2D for small or fast-moving targets. Additionally, we investigate a new model to describe acquisition of 2D moving targets based on Fitts ’ Law. We validate our novel 2D model for moving target selection empirically. This model has application in the development of acquisition techniques for moving targets in 2D encountered in domains such as hyperlinked video and video games.
A General-Purpose Target-Aware Pointing Enhancement Using Pixel-Level Analysis of Graphical Interfaces
"... We present a general-purpose implementation of a target-aware pointing technique, functional across an entire desktop and independent of application implementations. Specifically, we implement Grossman and Balakrishnan’s Bubble Cursor, the fastest general pointing facilitation technique in the liter ..."
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We present a general-purpose implementation of a target-aware pointing technique, functional across an entire desktop and independent of application implementations. Specifically, we implement Grossman and Balakrishnan’s Bubble Cursor, the fastest general pointing facilitation technique in the literature. Our implementation obtains the necessary knowledge of interface targets using a combination of pixel-level analysis and social annotation. We discuss the most novel aspects of our implementation, including methods for interactive creation and correction of pixellevel prototypes of interface elements and methods for interactive annotation of how the cursor should select identified elements. We also report on limitations of the Bubble Cursor unearthed by examining our implementation in the complexity of real-world interfaces. We therefore contribute important progress toward real-world deployment of an important family of techniques and shed light on the gap between understanding techniques in controlled settings versus behavior with real-world interfaces.

