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Instrumental Interaction: an Interaction Model for Designing PostWIMP User Interfaces. In: (2000)

by M Beaudouin-Lafon
Venue:Proc. CHI
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Reality-based interaction: a framework for post-WIMP interfaces.

by Robert J K Jacob , Audrey Girouard , Leanne M Hirshfield , Michael S Horn , Orit Shaer , Erin Treacy Solovey , Jamie Zigelbaum - Proc. of Human Factors in Computing Systems, , 2008
"... ABSTRACT We are in the midst of an explosion of emerging humancomputer interaction techniques that redefine our understanding of both computers and interaction. We propose the notion of Reality-Based Interaction (RBI) as a unifying concept that ties together a large subset of these emerging interac ..."
Abstract - Cited by 162 (26 self) - Add to MetaCart
ABSTRACT We are in the midst of an explosion of emerging humancomputer interaction techniques that redefine our understanding of both computers and interaction. We propose the notion of Reality-Based Interaction (RBI) as a unifying concept that ties together a large subset of these emerging interaction styles. Based on this concept of RBI, we provide a framework that can be used to understand, compare, and relate current paths of recent HCI research as well as to analyze specific interaction designs. We believe that viewing interaction through the lens of RBI provides insights for design and uncovers gaps or opportunities for future research.
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...pts to explain or organize emerging styles of interaction has focused more on individual classes of interfaces than on ideas that unify several classes [16, 18, 19, 22, 35, 47]. Some work has focused more generally on new issues that are not present in interactions with traditional WIMP interfaces [8, 9, 14, 17, 29]. For example, Coutrix and Nigay[14] as well as Dubois and Gray[17] have developed interaction models for guiding designers of mixed reality systems (such as augmented reality, tangible systems, and ubiquitous applications). Other work has focused on specific new interaction styles [6, 23, 37, 55]. While previous work focuses on subsets of interaction styles, our RBI framework applies to a wider range of emerging interaction styles. Finally, the work that helped define the GUI generation was an inspiration for our work. Shneiderman took a variety of what, at the time, seemed disparate new user interface inventions and brought them together by noting their common characteristics and defining them as a new generation of user interfaces [39]. Hutchins, Hollan and Norman went on to explain the power and success of these interfaces with a theoretical framework that provided a basic understa...

Drag-and-Pop and Drag-and-Pick: techniques for accessing remote screen content on touch- and pen-operated systems

by Patrick Baudisch, Edward Cutrell, Dan Robbins, Mary Czerwinski, Peter Tandler, Peter T, Benjamin Bederson, Alex Zierlinger , 2003
"... Drag-and-pop and drag-and-pick are interaction techniques designed for users of pen- and touchoperated display systems. They provide users with access to screen content that would otherwise be impossible or hard to reach, e.g., because it is located behind a bezel or far away from the user. Drag-and ..."
Abstract - Cited by 144 (12 self) - Add to MetaCart
Drag-and-pop and drag-and-pick are interaction techniques designed for users of pen- and touchoperated display systems. They provide users with access to screen content that would otherwise be impossible or hard to reach, e.g., because it is located behind a bezel or far away from the user. Drag-and-pop is an extension of traditional drag-and-drop. As the user starts dragging an icon towards some target icon, drag-and-pop responds by temporarily moving potential target icons towards the user's current cursor location, thereby allowing the user to interact with these icons using comparably small hand movements. Drag-and-Pick extends the drag-and-pop interaction style such that it allows activating icons, e.g., to open folders or launch applications. In this paper, we report the results of a user study comparing drag-and-pop with traditional drag-and-drop on a 15' (4.50m) wide interactive display wall. Participants where able to file icons up to 3.7 times faster when using the drag-and-pop interface.
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...f icons.s3 Related worksDrag-and-drop is a well-know interaction techniquesfor transferring or copying information using aspointing device, while avoiding the use of a hiddensclipboard (Wagner, 1995; =-=Beaudouin-Lafon, 2000-=-).sHyperdragging (Rekimoto, 1999), allows extendingsdrag-and-drop across physically separate displayss(Scenario 2), but requires an indirect input device,ssuch as a mouse. Most techniques compatible w...

iStuff: A physical user interface toolkit for ubiquitous computing environments

by Rafael Ballagas, Meredith Ringel, Maureen Stone, Jan Borchers , 2003
"... The iStuff toolkit of physical devices, and the flexible software infrastructure to support it, were designed to simplify the exploration of novel interaction techniques in the post-desktop era of multiple users, devices, systems and applications collaborating in an interactive environment. The tool ..."
Abstract - Cited by 118 (8 self) - Add to MetaCart
The iStuff toolkit of physical devices, and the flexible software infrastructure to support it, were designed to simplify the exploration of novel interaction techniques in the post-desktop era of multiple users, devices, systems and applications collaborating in an interactive environment. The toolkit leverages an existing interactive workspace infrastructure, making it lightweight and platform independent. The supporting software framework includes a dynamically configurable intermediary to simplify the mapping of devices to applications. We describe the iStuff architecture and provide several examples of iStuff, organized into a design space of ubiquitous computing interaction components. The main contribution is a physical toolkit for distributed, heterogeneous environments with run-time retargetable device data flow. We conclude with some insights and experiences derived from using this toolkit and framework to prototype experimental interaction techniques for ubiquitous computing environments.
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...portance of the type of flexibility our PatchPanel intermediary provides—it included several “candidate technique actions” for a variety of tasks. Beaudouin-Lafon’s concept of “Degree of Integration” =-=[2]-=- discussed the mapping of devices to tasks that require a different number of dimensions than the device offers (for instance, when mapping a 2-D device like a wireless mouse to provide control for a ...

High precision touch screen interaction

by Pär-anders Albinsson - SIGCHI Conference on Human Factors in Computing , 2003
"... Bare hand pointing on touch screens both benefits and suffers from the nature of direct input. This work explores techniques to overcome its limitations. Our goal is to design interaction tools allowing pixel level pointing in a fast and efficient manner. Based on several cycles of iterative design ..."
Abstract - Cited by 83 (1 self) - Add to MetaCart
Bare hand pointing on touch screens both benefits and suffers from the nature of direct input. This work explores techniques to overcome its limitations. Our goal is to design interaction tools allowing pixel level pointing in a fast and efficient manner. Based on several cycles of iterative design and testing, we propose two techniques: Cross-Keys that uses discrete taps on virtual keys integrated with a crosshair cursor, and an analog Precision-Handle that uses a leverage (gain) effect to amplify movement precision from the user’s finger tip to the end cursor. We conducted a formal experiment with these two techniques, in addition to the previously known Zoom-Pointing and Take-Off as baseline anchors. Both subjective and performance measurements indicate that Precision-Handle and Cross-Keys complement existing techniques for touch screen interaction.
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...ossible to make Precision-Handle a one-step technique by using finger lifting, rather than a separate tap, as selection event. Our exploration can be considered as designing “interaction instruments” =-=[2]-=- to overcome the limitations of bare hand direct manipulation. Take-Off, the prior art to our work, can also be considered as such because it offsets the user’s finger action and the end-effecter (cur...

Designing interaction, not interfaces

by Michel Beaudouin-lafon - AVI ’04: Conference on Advanced Visual Interfaces 2004 ; ACM
"... Although the power of personal computers has increased 1000-fold over the past 20 years, user interfaces remain essentially the same. Innovations in HCI research, particularly novel interaction techniques, are rarely incorporated into products. In this paper I argue that the only way to significantl ..."
Abstract - Cited by 72 (6 self) - Add to MetaCart
Although the power of personal computers has increased 1000-fold over the past 20 years, user interfaces remain essentially the same. Innovations in HCI research, particularly novel interaction techniques, are rarely incorporated into products. In this paper I argue that the only way to significantly improve user interfaces is to shift the research focus from designing interfaces to designing interaction. This requires powerful interaction models, a better understanding of both the sensory-motor details of interaction and a broader view of interaction in the context of use. It also requires novel interaction architectures that address reinterpretability, resilience and scalability. Categories and Subject Descriptors H.5.2 [Information Interfaces and Presentation]: User Interfaces – graphical user interfaces (GUI), interaction
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.... As with programming languages, where one can write terrible programs with a good language, one can create terrible interfaces with a good model. 3. INSTRUMENTAL INTERACTION Instrumental Interaction =-=[4]-=- is an interaction model that operationalizes the computer-as-tool paradigm. Building on direct manipulation [30], it introduces the notion of instruments as mediators between users and domain objects...

Video Browsing by Direct Manipulation

by Pierre Dragicevic, Gonzalo Ramos, Jacobo Bibliowicz, Derek Nowrouzezahrai, Ravin Balakrishnan, Karan Singh
"... We present a method for browsing videos by directly dragging their content. This method brings the benefits of direct manipulation to an activity typically mediated by widgets. We support this new type of interactivity by: 1) automatically extracting motion data from videos; and 2) a new technique c ..."
Abstract - Cited by 54 (7 self) - Add to MetaCart
We present a method for browsing videos by directly dragging their content. This method brings the benefits of direct manipulation to an activity typically mediated by widgets. We support this new type of interactivity by: 1) automatically extracting motion data from videos; and 2) a new technique called relative flow dragging that lets users control video playback by moving objects of interest along their visual trajectory. We show that this method can outperform the traditional seeker bar in video browsing tasks that focus on visual content rather than time. ACM Classification: H5.2 [Information interfaces and presentation]: User Interfaces.- Graphical user interfaces.
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...at focus on visual content rather than time. ACM Classification: H5.2 [Information interfaces and presentation]: User Interfaces. - Graphical user interfaces. INTRODUCTION Despite its many advantages =-=[6, 15, 30]-=-, direct manipulation has not been adopted consistently across all computer applications, and there remain tasks that could benefit from a better application of its principles. For example, video play...

Software Infrastructure for Ubiquitous Computing Environments: Supporting Synchronous Collaboration with Heterogeneous Devices

by Peter Tandler , 2001
"... In ubiquitous computing environments, multiple users work with a wide range of different devices. In many cases, users interact and collaborate using multiple heterogeneous devices at the same time. The configuration of the devices should be able to change frequently due to a highly dynamic, flexibl ..."
Abstract - Cited by 53 (2 self) - Add to MetaCart
In ubiquitous computing environments, multiple users work with a wide range of different devices. In many cases, users interact and collaborate using multiple heterogeneous devices at the same time. The configuration of the devices should be able to change frequently due to a highly dynamic, flexible and mobile nature of new work practices. This produces new requirements for the architecture of an appropriate software infrastructure. In this paper, an architecture designed to meet these requirements is proposed. To test its applicability, this architecture was used as the basis for the implementation of BEACH, the software infrastructure of i-LAND (the ubiquitous computing environment at GMD-IPSI). It provides the functionality for synchronous cooperation and interaction with roomware components, i.e. room elements with integrated information technology. In conclusion, our experiences with the current implementation are presented.

Video artifacts for design: Bridging the gap between abstraction and detail

by Wendy E. Mackay, Anne V. Ratzer, Paul Janecek , 2000
"... This paper describes how our use of video artifacts affected the re-design of a graphical editor (Design/CPN) for building, simulating, and analyzing Coloured Petri Nets. The two primary goals of the project were to create design abstractions that integrate recent advances in graphical interaction t ..."
Abstract - Cited by 40 (7 self) - Add to MetaCart
This paper describes how our use of video artifacts affected the re-design of a graphical editor (Design/CPN) for building, simulating, and analyzing Coloured Petri Nets. The two primary goals of the project were to create design abstractions that integrate recent advances in graphical interaction techniques and to explicitly support the various patterns of using Petri Nets in real-world settings.
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...ques The first consideration in the design framework is technological: the choice of interaction technique (upper right-hand corner, figure 2). We are working with the Instrumental Interaction model (=-=Beaudouin-Lafon, 2000) -=-in which instruments mediate the interaction between a user and the objects in the interface. This model extends Shneiderman’s (1983) description of direct manipulation interfaces, which follow thre...

Polymorphism and Reuse: Three Principles for Designing Visual Interfaces

by Michel Beaudouin-lafon, Wendy E. Mackay - In Proc. Conference on Advanced Visual Interfaces, AVI 2000
"... This paper presents three design principles to support the development of large-scale applications and take advantage of recent research in new interaction techniques: Reification turns concepts into first class objects, polymorphism permits commands to be applied to objects of different types, and ..."
Abstract - Cited by 35 (11 self) - Add to MetaCart
This paper presents three design principles to support the development of large-scale applications and take advantage of recent research in new interaction techniques: Reification turns concepts into first class objects, polymorphism permits commands to be applied to objects of different types, and reuse makes both user input and system output accessible for later use. We show that the power of these principles lies in their combination. Reification creates new objects that can be acted upon by a small set of polymorphic commands, creating more opportunities for reuse. The result is a simpler yet more powerful interface. To validate these principles, we describe their application in the redesign of a complex interface for editing and simulating Coloured Petri Nets. The cpn2000 interface integrates floating palettes, toolglasses and marking menus in a consistent manner with a new metaphor for managing the workspace. It challenges traditional ideas about user interfaces, getting rid of pull-down menus, scrollbars, and even selection, while providing the same or greater functionality. Preliminary tests with users show that they find the new system both easier to use and more efficient.
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...is represented as an image of a circle in a tool palette. Reification creates new objects that can be manipulated by the user, thus increasing the set of objects of interest. Instrumental Interaction =-=[1]-=- extends the principles of Direct Manipulation [26] by reifying commands into interaction instruments. An interaction instrument is a mediator between the user and objects of interest: the user acts o...

The beach application model and software framework for synchronous collaboration in ubiquitous computing environments

by Peter Tandler - Journal of Systems and Software , 2004
"... In this paper, a conceptual model for synchronous applications in ubiquitous computing environments is proposed. To test its applicability, it was used to structure the architecture of the BEACH software framework that is the basis for the software infrastructure of i-LAND (the ubiquitous computing ..."
Abstract - Cited by 28 (2 self) - Add to MetaCart
In this paper, a conceptual model for synchronous applications in ubiquitous computing environments is proposed. To test its applicability, it was used to structure the architecture of the BEACH software framework that is the basis for the software infrastructure of i-LAND (the ubiquitous computing environment at FhG-IPSI). The BEACH framework provides the functionality for synchronous cooperation and interaction with roomware components, i.e. room elements with integrated information technology. To show how the BEACH model and framework can be applied, the design of a sample application is explained. Also, the BEACH model is positioned against related work. In conclusion, we provide our experiences with the current implementation.
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