Results 1 - 10
of
136
Strategies for evaluating information visualization tools: multi-dimensional in-depth long-term case studies
- BELIV ’06: PROCEEDINGS OF THE 2006 AVI WORKSHOP ON BEYOND
, 2006
"... After an historical review of evaluation methods, we describe an emerging research method called Multi-dimensional In-depth Long-term Case studies (MILCs) which seems well adapted to study the creative activities that users of information visualization systems engage in. We propose that the efficacy ..."
Abstract
-
Cited by 138 (28 self)
- Add to MetaCart
After an historical review of evaluation methods, we describe an emerging research method called Multi-dimensional In-depth Long-term Case studies (MILCs) which seems well adapted to study the creative activities that users of information visualization systems engage in. We propose that the efficacy of tools can be assessed by documenting 1) usage (observations, interviews, surveys, logging etc.) and 2) expert users’ success in achieving their professional goals. We summarize lessons from related ethnography methods used in HCI and provide guidelines for conducting MILCs for information visualization. We suggest ways to refine the methods for MILCs in modest sized projects and then envision ambitious projects with 3-10 researchers working over 1-3 years to understand individual and organizational use of information visualization by domain experts working at the frontiers of knowledge in their fields.
Recognizing creative needs in user interface design
- In C&C '02: Proceedings of the 4th conference on Creativity & cognition
, 2002
"... ..."
Understanding Design as a Social Creative Process
, 2005
"... The Human-Computer Interaction community has long been concerned with design. Terms such as `creativity' and `innovation' are frequently used when referring to the design process and in this paper we examine what creativity is with respect to design. Design is often a collaborative and, th ..."
Abstract
-
Cited by 45 (3 self)
- Add to MetaCart
The Human-Computer Interaction community has long been concerned with design. Terms such as `creativity' and `innovation' are frequently used when referring to the design process and in this paper we examine what creativity is with respect to design. Design is often a collaborative and, therefore, a social activity. We review the evolution of definitions of creativity, leading to our proposal of a unified definition, we present a theoretical account of why social creativity should in principle be more productive than individual creativity. We explain findings to the contrary in terms of three social influences on creativity and suggest that research in supporting design should focus on mitigating the effects of these social influences on the creativity of design teams.
Informing the design of computer-based environments to support creativity
- International Journal of Human-Computer Studies
, 2005
"... www.library.drexel.edu The following item is made available as a courtesy to scholars by the author(s) and Drexel University Library and may contain materials and content, including computer code and tags, artwork, text, graphics, images, and illustrations (Material) which may be protected by copyri ..."
Abstract
-
Cited by 27 (1 self)
- Add to MetaCart
www.library.drexel.edu The following item is made available as a courtesy to scholars by the author(s) and Drexel University Library and may contain materials and content, including computer code and tags, artwork, text, graphics, images, and illustrations (Material) which may be protected by copyright law. Unless otherwise noted, the Material is made available for non profit and educational purposes, such as research, teaching and private study. For these limited purposes, you may reproduce (print, download or make copies) the Material without prior permission. All copies must include any copyright notice originally included with the Material. You must seek permission from the authors or copyright owners for all uses that are not allowed by fair use and other provisions of the U.S. Copyright Law. The responsibility for making an independent legal assessment and securing any necessary permission rests with persons desiring to reproduce or use the Material. Please direct questions to archives@drexel.edu
Real-time Human Interaction with Supervised Learning Algorithms for Music Composition and Performance
"... This thesis examines machine learning through the lens of human-computer interaction in order to address fundamental questions surrounding the application of machine learning to real-life problems, including: Can we make machine learning algorithms more usable and useful? Can we better understand th ..."
Abstract
-
Cited by 22 (6 self)
- Add to MetaCart
This thesis examines machine learning through the lens of human-computer interaction in order to address fundamental questions surrounding the application of machine learning to real-life problems, including: Can we make machine learning algorithms more usable and useful? Can we better understand the real-world consequences of algorithm choices and user interface designs for end-user machine learning? How can human interaction play a role in enabling users to efficiently create useful machine learning systems, in enabling successful application of algorithms by machine learning novices, and in ultimately making it possible in practice to apply machine learning to new problems? The scope of the research presented here is the application of supervised learning algorithms to contemporary computer music composition and performance. Computer music is a domain rich with computational problems requiring the modeling of complex phenomena, the construction of real-time interactive systems, and the support of human creativity. Though varied, many of these problems may be addressed
Copy-and-Paste Between Overlapping Windows
- in "Proceedings of ACM CHI 2007 Conference on Human Factors and Computing Systems", ACM
"... Copy-and-paste, one of the fundamental operations of mod-ern user interfaces, can be performed through various means (e.g. using the keyboard, mouse-based direct manipulation or menus). When users copy and paste between two differ-ent windows, the process is complicated by window man-agement tasks. ..."
Abstract
-
Cited by 21 (4 self)
- Add to MetaCart
(Show Context)
Copy-and-paste, one of the fundamental operations of mod-ern user interfaces, can be performed through various means (e.g. using the keyboard, mouse-based direct manipulation or menus). When users copy and paste between two differ-ent windows, the process is complicated by window man-agement tasks. In this paper, we propose two new window management techniques to facilitate these tasks in the par-ticular case of partially overlapping windows. We describe an experiment comparing four commonly used copy-and-paste techniques under four window management conditions – non-overlapping windows, partially overlapping windows, and partially overlapping ones with one of our two window management techniques. Results show that our new win-dow management techniques significantly reduce task com-pletion time for all copy-and-paste techniques. They also show that X Window copy-and-paste is faster than the other three techniques under all four window management condi-tions.
Toolkits and interface creativity
- J Multimedia Tools & Applications
, 2007
"... Abstract. Interface toolkits in ordinary application areas let average programmers rapidly develop software resembling other standard applications. In contrast, toolkits for novel and perhaps unfamiliar application areas enhance the creativity of these programmers. By removing low-level implementati ..."
Abstract
-
Cited by 17 (7 self)
- Add to MetaCart
(Show Context)
Abstract. Interface toolkits in ordinary application areas let average programmers rapidly develop software resembling other standard applications. In contrast, toolkits for novel and perhaps unfamiliar application areas enhance the creativity of these programmers. By removing low-level implementation burdens and supplying appropriate building blocks, toolkits give people a ‘language ’ to think about these new interfaces, which in turn allows them to concentrate on creative designs. This is important, for it means that programmers can rapidly generate and test new ideas, replicate and refine ideas presented by others, and create demonstrations for others to try. To illustrate this important link between toolkits and creativity, I describe example groupware toolkits we have built and how people have leveraged them to create innovative interfaces. 1
Workflow- and agent-based cognitive flow management for distributed team Cooperation
, 2003
"... ..."
Supporting Creativity in Distributed Scientific Communities
- In Proceedings of GROUP (Sanibel Island FL
, 2005
"... We are interested in supporting creativity in distributed scientific communities through socio-technical interventions. Based on a synthetic literature analysis of creativity and collaborative groups, we present and justify three requirements for supporting creativity: support for divergent and conv ..."
Abstract
-
Cited by 13 (6 self)
- Add to MetaCart
(Show Context)
We are interested in supporting creativity in distributed scientific communities through socio-technical interventions. Based on a synthetic literature analysis of creativity and collaborative groups, we present and justify three requirements for supporting creativity: support for divergent and convergent thinking, development of shared objectives, and reflexivity. We discuss our collaboratory prototype and its existing functionality to support creativity. We propose three design implications to support creativity in CSCW: integrate support for individual, dyadic, and group brainstorming, leverage cognitive conflict by preserving and reflecting on minority dissent, and support flexibility in granularity of planning.