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Showing papers in "ACM Transactions on Computer-Human Interaction in 2000"


Journal ArticleDOI
TL;DR: This article proposes distributed cognition as a new foundation for human-computer interaction, sketches an integrated research framework, and uses selections from earlier work to suggest how this framework can provide new opportunities in the design of digital work materials.
Abstract: We are quickly passing through the historical moment when people work in front of a single computer, dominated by a small CRT and focused on tasks involving only local information. Networked computers are becoming ubiquitous and are playing increasingly significant roles in our lives and in the basic infrastructures of science, business, and social interaction. For human-computer interaction to advance in the new millennium we need to better understand the emerging dynamic of interaction in which the focus task is no longer confined to the desktop but reaches into a complex networked world of information and computer-mediated interactions. We think the theory of distributed cognition has a special role to play in understanding interactions between people and technologies, for its focus has always been on whole environments: what we really do in them and how we coordinate our activity in them. Distributed cognition provides a radical reorientation of how to think about designing and supporting human-computer interaction. As a theory it is specifically tailored to understanding interactions among people and technologies. In this article we propose distributed cognition as a new foundation for human-computer interaction, sketch an integrated research framework, and use selections from our earlier work to suggest how this framework can provide new opportunities in the design of digital work materials.

2,047 citations


Journal ArticleDOI
TL;DR: Everyday computing is proposed, a new area of applications research, focussed on scaling interaction with respect to time, just as pushing the availiability of computing away from the traditional desktop fundamentally changes the relationship between humans and computers.
Abstract: The proliferation of computing into the physical world promises more than the ubiquitous availability of computing infrastructure; it suggest new paradigms of interaction inspired by constant access to information and computational capabilities. For the past decade, application-driven research on abiquitous computing (ubicomp) has pushed three interaction themes:natural interfaces, context-aware applications,andautomated capture and access. To chart a course for future research in ubiquitous computing, we review the accomplishments of these efforts and point to remaining research challenges. Research in ubiquitious computing implicitly requires addressing some notion of scale, whether in the number and type of devices, the physical space of distributed computing, or the number of people using a system. We posit a new area of applications research, everyday computing, focussed on scaling interaction with respect to time. Just as pushing the availiability of computing away from the traditional desktop fundamentally changes the relationship between humans and computers, providing continuous interaction moves computing from a localized tool to a constant companion. Designing for continous interaction requires addressing interruption and reumption of intreaction, representing passages of time and providing associative storage models. Inherent in all of these interaction themes are difficult issues in the social implications of ubiquitous computing and the challenges of evaluating> ubiquitious computing research. Although cumulative experience points to lessons in privacy, security, visibility, and control, there are no simple guidelines for steering research efforts. Akin to any efforts involving new technologies, evaluation strategies form a spectrum from technology feasibility efforts to long-term use studies—but a user-centric perspective is always possible and necessary

1,541 citations


Journal ArticleDOI
Thomas Erickson1, Wendy A. Kellogg1
TL;DR: A vision of knowledge communities, conversationally based systems that support the creation, management and reuse of knowledge in a social context, is developed and it is suggested that they have three characteristics—visbility, awareness, and accountability—which enable people to draw upon their experience and expertise to structure their interactions with one another.
Abstract: We are interested in desiging systems that support communication and collaboration among large groups of people over computing networks. We begin by asking what properties of the physical world support graceful human-human communication in face-to-face situations, and argue that it is possible to design digital systems that support coherent behavior by making participants and their activites visible to one another. We call such systems “socially translucent systems” and suggest that they have three characteristics—visbility, awareness, and accountability—which enable people to draw upon their experience and expertise to structure their interactions with one another. To motivate and focus our ideas we develop a vision of knowledge communities, conversationally based systems that support the creation, management and reuse of knowledge in a social context. We describe our experience in designing and deploying one layer of functionality for knowledge communities, embodied in a working system called “Barbie” and discuss research issues raised by a socially translucent approach to design.

1,026 citations


Journal ArticleDOI
TL;DR: This article considers cases of both success and failure in past user interface tools, and extracts a set of themes which can serve as lessons for future work.
Abstract: A user interface software tool helps developers design and implement the user interface. Research on past tools has had enormous impact on today's developers—virtually all applications today are built using some form of user interface tool. In this article, we consider cases of both success and failure in past user interface tools. From these cases we extract a set of themes which can serve as lessons for future work. Using these themes, past tools can be characterized by what aspects of the user interface they addressed, their threshold and ceiling, what path of least resistance they offer, how predictable they are to use, and whether they addressed a target that became irrelevant. We believe the lessons of these past themes are particularly important now, because increasingly rapid technological changes are likely to significantly change user interfaces. We are at the dawn of an era where user interfaces are about to break out of the “desktop” box where they have been stuck for the past 15 years. The next millenium will open with an increasing diversity of user interface on an increasing diversity of computerized devices. These devices include hand-held personal digital assistants (PDAs), cell phones, pages, computerized pens, computerized notepads, and various kinds of desk and wall size-computers, as well as devices in everyday objects (such as mounted on refridgerators, or even embedded in truck tires). The increased connectivity of computers, initially evidenced by the World Wide Web, but spreading also with technologies such as personal-area networks, will also have a profound effect on the user interface to computers. Another important force will be recognition-based user interfaces, especially speech, and camera-based vision systems. Other changes we see are an increasing need for 3D and end-user customization, programming, and scripting. All of these changes will require significant support from the underlying user interface sofware tools.

761 citations


Journal ArticleDOI
TL;DR: Challenges are identified that are seen as the limiting factors for future collaborative human-computer systems and the Envisionment and Discovery Collaboratory is introduced as an integrated physical, and computational environment addressing some of these challenges.
Abstract: Complex design problems require more knowledge than any single person possesses because the knowledge relevant to a problem is usually distributed among stakeholders. Bringing different and often controversial points of view together to create a shared understanding among these stakeholders can lead to new insights, new ideas, and new artifacts. New media that allow owners of problems to contribute to framing and resolving complex design problems can extend the power of the individual human mind. Based on our past work and study of other approaches, systems, and collaborative and participatory processes, this article identifies challenges we see as the limiting factors for future collaborative human-computer systems. The Envisionment and Discovery Collaboratory (EDC) is introduced as an integrated physical, and computational environment addressing some of these challenges. The vision behind the EDC shifts future development away from the computer as the focal point, toward an emphasis that tries to improve our understanding of the human, social, and cultural system that creates the context for use. This work is based on new conceptual principles that include creating shared understanding among various stakeholders, contextualizing information to the task at hand, and creating objects to think with in collaborative design activities. Although the EDC framework is applicable to different domains; our initial effort has focused on the domain of urban planning (specifically transportation planning) and community development.

527 citations


Journal ArticleDOI
TL;DR: A four-phase framework for creativity that might assist designers in providing effective tools for users is offered, which proposes eight activities that require human-computer interaction research and advanced user interface design.
Abstract: A challenge for human-computer interaction researchers and user interf ace designers is to construct information technologies that support creativity. This ambitious goal can be attained by building on an adequate understanding of creative processes. This article offers a four-phase framework for creativity that might assist designers in providing effective tools for users: (1)Collect: learn from provious works stored in libraries, the Web, etc.; (2) Relate: consult with peers and mentors at early, middle, and late stages, (3)Create: explore, compose, evaluate possible solutions; and (4) Donate: disseminate the results and contribute to the libraries. Within this integrated framework, this article proposes eight activities that require human-computer interaction research and advanced user interface design. A scenario about an architect illustrates the process of creative work within such an environment.

451 citations


Journal ArticleDOI
TL;DR: A design framework consisting of taxonomies of location, mobility, population, and device awareness is described consisting of a semantic model of space for mobile systems that allows contextual information to be shared across a number of mobile devices.
Abstract: This article considers the importance of context in mobile systems. It considers a range of context-related issues and focus on location as a key issue for mobile systems. A design framework is described consisting of taxonomies of location, mobility, population, and device awareness. The design framework inorms the construction of a semantic model of space for mobile systems. The semantic model is reflected in a computational model built on a distriuted platform that allows contextual information to be shared across a number of mobile devices. The framework support the design of interactive mobile systems while the platform supports their rapid development.

397 citations


Journal ArticleDOI
TL;DR: Iterative design and a preliminary user evaluation suggest that audio is an appropriate medium for mobile messaging, but that care must be taken to minimally intrude on the wearer's social and physical environment.
Abstract: Mobile workers need seamless access to communication and information services while on the move. However, current solutions overwhelm users with intrusive interfaces and ambiguous notifications. This article discusses the interaction techniques developed for Nomadic Radio, a wearable computing platform for managing voice and text-based messages in a nomadic environment. Nomadic Radio employs an auditory user interface, which synchronizes speech recognition, speech synthesis, nonspeech audio, and spatial presentation of digital audio, for navigating among messages as well as asynchonous notific ation of nely arrived messages. Emphasis is placed on an auditory modality as Nomadic Radio is designed to be used while performing other tasks in a user's everyday environment; a range of auditory cues provides peripheral awareness of incoming messages. Notification is adaptive and cntext sensitive; messages are presented as more or less obtrsive based on importance inferred from content filtering, whether the user is engaged in conversation and his or her own recent responses to prior messages. Auditory notifications are dynamically scaled from ambient sound through recorded voice cues up to message summaries. Iterative design and a preliminary user evaluation suggest that audio is an appropriate medium for mobile messaging, but that care must be taken to minimally intrude on the wearer's social and physical environment.

385 citations


Journal ArticleDOI
TL;DR: The resulting ideas about interface design for fieldworkers are formulated into two general principles: Minimal Attention User Interfaces (MAUIs) and context awareness.
Abstract: “Using while moving” is the basic ability fieldwork users require of a mobile computer system. These users come from a wide range of backgrounds but have in common an extremely mobile and dynamic workplace. We identify four specific characteristics of this class of users: dynamic user configuration, limited attention capacity, high-speed interaction, and context dependency. A prototype is then presented that was designed to assist fieldworkers in data collection tasks and to explore the HCI design issues involved. The prototype was used in an extensive field trial by a group of ecologists observing giraffe behavior in Kenya. Following this trial, improvements were made to the prototype interface which in turn was tested in a subsequent field trial with another group of ecologists. From this experience, we have formulated our resulting ideas about interface design for fieldworkers into two general principles: Minimal Attention User Interfaces (MAUIs) and context awareness. The MAUI seeks to minimize the attention, though not necessarily the number of interactions, required from the user in operating a device. Context awareness enables the mobile device to provide assistance based on a knowledge of its environment.

371 citations


Journal ArticleDOI
TL;DR: Two experiments were conducted to compare pen-based selection strategies and their characteristics and found the best strategy to be the “Slide Touch” strategy, where the target is selected at the moment the pen-tip touches the target for the first time after landing on the screen surface.
Abstract: Two experiments were conducted to compare pen-based selection strategies and their characteristics. Two state transition models were also formulated which provide new vocabulary that will help in investigating interactions related to target selection issues. Six strategies, which can be described by the state transition models, were used in the experiments. We determined the best strategy of the six to be the “Slide Touch” strategy, where the target is selected at the moment the pen-tip touches the target for the first time after landing on the screen surface. The six strategies were also classified into strategy groups according to their characteristics. We determined the best strategy group to be the “In-Out” strategy group, where the target is selected by contact either inside or outside the target. Analyses show that differences between strategies are influenced by variations in target size; however, the differences between strategies are not affected by the distance to the target (i.e., pen-movement-distance) or the direction of pen movement (i.e., pen-movement-direction). We also found “the smallest maximum size” of five pixels, i.e., the boundary value for the target size below which there are significant differences, and above which there are no significant differences between the strategies in error rate. Relationships between interaction states, routes, and strategy efficiency were also investigated.

231 citations


Journal ArticleDOI
TL;DR: It is argued that new approaches for delivering HCI knowledge from theory to designers will be necessary in the new millennium, and development of reusable “designer-digestible” packets will be an important contribution in the future.
Abstract: The article argues that new approaches for delivering HCI knowledge from theory to designers will be necessary in the new millennium. First the role of theory in HCI design to date is reviewed, including the progress made in cognitive theories of interaction and their impact on the design pr ocess. The role of bridging models that build on models of interaction is described, but it is argued that direct application of cognitive theory to design is limited by scalability problems. The alternative of representing HCI knowledge as claims and the role of the task-artefact approach to theory-based design are introduced. Claims are proposed as a possible bridging representation that may enable theories to frame appropriate recommendations for designers and, vice versa, enable designers to ask appropriate questions for theoretical research. However, claims provide design advice grounded in specific scenarios and examples, which limits their generality. The prospects for reuse becoming an important mode of development and the possible directions in generalizing claims for reuse are discussed, including generalizing claims beyond their original context, providing a context for reuse of claims by linking them to generic task and domain models. It is argued that generic models provide a way forward for developing reusable libraries of interactive components. The approach is illustrated from a case study of extracting claims from one information ret rieval application, generalizing claims for future reuse in information-searching tasks, and reapplying claims in the Web-based Multimedia Broker application. The article concludes by proposing that HCI knowledge should be theory-grounded, and development of reusable “designer-digestible” packets will be an important contribution in the future.

Journal ArticleDOI
Mik Lamming1, Marge Eldridge1, Michael J. Flynn1, Chris Jones1, David Pendlebury1 
TL;DR: Satchel is described, a system that is designed specifically to support the distinctive features of mobile document work, and provides a streamlined solution to the problem of remote document access.
Abstract: Current solutions for providing access to electronic documents while away from the office do not meet the special needs of mobile document workers. We describe ”Satchel,“ a system that is designed specifically to support the distinctive features of mobile document work. Satchel is designed to meet the following five high-level design goals (1) easy access to document services; (2) timely document access; (3) streamlined user interface; (4) ubiquity; and (5)compliance with security policies. Our current prototype uses a Nokia 9000 Communicator as the mobile device; it communicates to the rest of the Satchel system using wireless communications, both infrared and radio. A fundamental Satchel concept is the use of tokens, or small secure references, to represent documents on the mobile device. The mobile client only transmits small tokens over te wireless channels, leaving the wired network to transmit the contents of documents when, and only when, they are required. Another fundmental Satchel concept is the highly speclized and context-sensitive user interface on the mobile device. The user's interactions ae streamlined because of this specialization and though the use of contextual information gained by uing infrared communications. We report the results of a trial of Satchel that was carried out within our own company, and discuss how well Satchel met our design goals. We call Satchel a ”document appliance” because it provides a streamlined soultion to the problem of remote document access—it aims to support only a limited set of activities, but supports them very well.

Journal ArticleDOI
TL;DR: A case is presented for developing new forms of theory, based around generic “systems of interactors,” which could serve an explanatory role, and could also bind together contributions from the different disciplines.
Abstract: A significant proportion of early HCI research was guided by one very clear vision: that the existing theory base in psychology and cognitive science could be developed to yield engineering tools for use in the interdisciplinary context of HCI design. While interface technologies and heuristic methods for behavioral evaluation have rapidly advanced in both capability and breadth of application, progress toward deeper theory has been modest, and some now believe it to be unnecessary. A case is presented for developing new forms of theory, based around generic “systems of interactors.” An overlapping, layered structure of macro- and microtheories could then serve an explanatory role, and could also bind together contributions from the different disciplines. Novel routes to formalizing and applying such theories provide a host of interesting and tractable problems for future basic research in HCI.

Journal ArticleDOI
TL;DR: Five case studies show how models can interact with interfaces using an interaction mechanism that is designed to apply to all interfaces generated within a UIMS, and start to support and constrain performance in the same ways that human performance is supported and constrained by interaction.
Abstract: Cognitive models are computer programs that simulate human performance of cognitive skills. They have been useful to HCI by predicting task times, by assisting users, and by acting as surrogate users. If cognitive models could interact with the same interfaces that users do, the models would be easier to develop and would be easier to apply as interface testers. This approach can be encapsulated as a cognitive model interface management system (CMIMS), which is analogous to and based on a user interface management system (UIMS). We present five case studies using three different UIMSes. These show how models can interact with interfaces using an interaction mechanism that is designed to apply to all interfaces generated within a UIMS. These interaction mechanisms start to support and constrain performance in the same ways that human performance is supported and constrained by interaction. Most existing UIMSes can and should be extended to create CMIMSes, and models can and should use CMIMSes to look at larger and more complex tasks. CMIMSes will help to further exploit the synergy between the disciplines of cognitive modeling and HCI by supporting cognitive models as users.

Journal ArticleDOI
TL;DR: In the new millennium HCI should be concerned with explicitly designing for worker adaptation, and the cognitive work analysis framework is briefly described as a potential programmatic approach to this practical design challenge.
Abstract: Increasingly, people are being required to perform open-ended intellectual tasks that require discretionary decision making. These demands require a relatively unique approach to the design of computer-based support tools. A review of the characteristics associated with the global knowledge-based economy strongly suggests that there will be an increasing need for workers, managers, and organizations to adapt to change and novelty. This is equivalent to a call for designing computer tools that foster continuous learning. There are reasons to believe that the need to support adaptation and continuous learning will only increase. Thus, in the new millennium HCI should be concerned with explicitly designing for worker adaptation. The cognitive work analysis framework is briefly described as a potential programmatic approach to this practical design challenge.