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188
Reality-based interaction: a framework for post-WIMP interfaces.
- 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 ..."
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Cited by 162 (26 self)
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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.
Drag-and-Pop and Drag-and-Pick: techniques for accessing remote screen content on touch- and pen-operated systems
, 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 ..."
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Cited by 144 (12 self)
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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.
iStuff: A physical user interface toolkit for ubiquitous computing environments
, 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 ..."
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Cited by 118 (8 self)
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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.
High precision touch screen interaction
- 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 ..."
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Cited by 83 (1 self)
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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.
Designing interaction, not interfaces
- 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 ..."
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Cited by 72 (6 self)
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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
Video Browsing by Direct Manipulation
"... 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 ..."
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Cited by 54 (7 self)
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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.
Software Infrastructure for Ubiquitous Computing Environments: Supporting Synchronous Collaboration with Heterogeneous Devices
, 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 ..."
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Cited by 53 (2 self)
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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
, 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 ..."
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Cited by 40 (7 self)
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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.
Polymorphism and Reuse: Three Principles for Designing Visual Interfaces
- 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 ..."
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Cited by 35 (11 self)
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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.
The beach application model and software framework for synchronous collaboration in ubiquitous computing environments
- 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 ..."
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Cited by 28 (2 self)
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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.