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Using ensembles of decision trees to automate repetitive tasks in web
applications
Supporting context and inference
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Bray, Zachary
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Kristensson, Per Ola
ACM SIGCHI 2010 Symposium on Engineering Interactive Computing Systems
2010
p.35-40
Keywords: end-user programming, programming by example
© Copyright 2010 ACM
Summary: Web applications such as web-based email, spreadsheets and form filling
applications have become ubiquitous. However, many of the tasks that users try
to accomplish with such web applications are highly repetitive. In this paper
we present the design of a system we have developed that learns and thereafter
automates users' repetitive tasks in web applications. Our system infers users'
intentions using an ensemble of decision trees. This enables it to handle
branching, generalization and recurrent changes of relative and absolute
positions. Our evaluation shows that our system converges to the correct
solution after 3-8 iterations when the pattern is noise-free, and after 3-14
iterations for a noise level between 5-35%.
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Text entry performance of state of the art unconstrained handwriting
recognition: a longitudinal user study
Non-traditional interaction techniques
/
Kristensson, Per Ola
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Denby, Leif C.
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009
v.1
p.567-570
Keywords: handwriting, handwriting recognition, software keyboard
© Copyright 2009 ACM
Summary: We report on a longitudinal study of unconstrained handwriting recognition
performance. After 250 minutes of practice, participants had a mean text entry
rate of 24.1 wpm. For the first four hours of usage, entry and error rates of
handwriting recognition are about the same as for a baseline QWERTY software
keyboard. Our results reveal that unconstrained handwriting is faster than what
was previously assumed in the text entry literature.
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Shapewriter on the iPhone: from the laboratory to the real world
Design methods & practice/designing for expression
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Zhai, Shumin
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Kristensson, Per Ola
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Gong, Pengjun
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Greiner, Michael
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Peng, Shilei Allen
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Liu, Liang Mico
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Dunnigan, Anthony
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009
v.2
p.2667-2670
Keywords: iPhone, mobile, shapewriter, text input, touch screen
© Copyright 2009 ACM
Summary: We present our experience in bringing ShapeWriter, a novel HCI research
product, from the laboratory to real world users through iPhone's App Store.
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Usable intelligent interactive systems: CHI 2009 special interest group
meeting
Special interest groups
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Spaulding, Aaron
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Gajos, Krzysztof Z.
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Jameson, Anthony
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Kristensson, Per Ola
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Bunt, Andrea
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Haines, Will
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009
v.2
p.2743-2746
Keywords: artificial intelligence, human computer interaction
© Copyright 2009 ACM
Summary: The AI and HCI communities have often been characterized as having opposing
views of how humans and computers should interact" observes Winograd in
Shifting Viewpoints. It is time to narrow this gap. What was once considered
the forefront of artificial intelligence (AI) research can now be found in
commercial products. While some have failed, others, such as face detection in
digital cameras or product recommendation systems, have become so mainstream
they are no longer thought of as artificial intelligence. This special interest
group provides a forum to examine the apparent gap between HCI and AI
communities, to explore how intelligent technologies can enable novel
interaction with computation, and to investigate the challenges associated with
understanding human abilities, limitations, and preferences in order to drive
the design of intelligent interactive systems.
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Parakeet: a continuous speech recognition system for mobile touch-screen
devices
Mobile interaction
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Vertanen, Keith
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Kristensson, Per Ola
Proceedings of the 2009 International Conference on Intelligent User
Interfaces
2009
p.237-246
Keywords: continuous speech recognition, error correction, mobile text entry,
predictive keyboard, speech input, text input, touch-screen interface, word
confusion network
© Copyright 2009 ACM
Summary: We present Parakeet, a system for continuous speech recognition on mobile
touch-screen devices. The design of Parakeet was guided by computational
experiments and validated by a user study. Participants had an average text
entry rate of 18 words-per-minute (WPM) while seated indoors and 13 WPM while
walking outdoors. In an expert pilot study, we found that speech recognition
has the potential to be a highly competitive mobile text entry method,
particularly in an actual mobile setting where users are walking around while
entering text.
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Parakeet: a demonstration of speech recognition on a mobile touch-screen
device
Demonstrations
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Vertanen, Keith
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Kristensson, Per Ola
Proceedings of the 2009 International Conference on Intelligent User
Interfaces
2009
p.483-484
Keywords: error correction, mobile continuous speech recognition, speech input,
touch-screen interface, word confusion network
© Copyright 2009 ACM
Summary: We demonstrate Parakeet -- a continuous speech recognition system for mobile
touch-screen devices. Parakeet's interface is designed to make correcting
errors easy on a handheld device while on the move. Users correct errors using
a touch-screen to either select alternative words from a word confusion network
or by typing on a predictive software keyboard. Our interface design was guided
by computational experiments. We conducted a user study to validate our design.
We found novices entered text at 18 WPM while seated indoors and 13 WPM while
walking outdoors.
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Interlaced QWERTY: accommodating ease of visual search and input flexibility
in shape writing
Post-QWERTY QWERTY
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Zhai, Shumin
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Kristensson, Per Ola
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008
v.1
p.593-596
© Copyright 2008 ACM
Summary: Shape writing is an input technology for touch-screen mobile phones and
pen-tablets. To shape write text, the user spells out word patterns by sliding
a finger or stylus over a graphical keyboard. The user's trace is then
recognized by a pattern recognizer. In this paper we analyze and evaluate
various keyboard layouts, including alphabetic, optimized (ATOMIK), QWERTY, and
interlaced QWERTY for shape writing. The goodness of a layout for shape writing
has two aspects. For users' initial ease of use the letters should be easy to
visually locate. For long term use, however, the layout should maximize the
imprecision tolerance and writing flexibility for all words. We present
empirical studies for the former and mathematical analyses for the latter. Our
results led to a new layout, interlaced QWERTY, which offers excellent
separation of word shapes, while still maintaining a low visual search time.
Many of the findings in our study also apply to traditional soft keyboards
tapped with a stylus or one finger.
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On the benefits of confidence visualization in speech recognition
Visualizations
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Vertanen, Keith
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Kristensson, Per Ola
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008
v.1
p.1497-1500
© Copyright 2008 ACM
Summary: In a typical speech dictation interface, the recognizer's best-guess is
displayed as normal, unannotated text. This ignores potentially useful
information about the recognizer's confidence in its recognition hypothesis.
Using a confidence measure (which itself may sometimes be inaccurate), we
investigated providing visual feedback about low-confidence portions of the
recognition using shaded, red underlining. An evaluation showed, compared to a
baseline without underlining, underlining low-confidence areas did not increase
user's speed or accuracy in detecting errors. However, we found that when
recognition errors were correctly underlined, they were discovered
significantly more often than baseline. Conversely, when errors failed to be
underlined, they were discovered less often. Our results indicate confidence
visualization can be effective -- but only if the confidence measure has high
accuracy. Further, since our results show that users tend to trust confidence
visualization, designers should be careful in its application if a high
accuracy confidence measure is not available.
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Improving word-recognizers using an interactive lexicon with active and
passive words
Short papers
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Kristensson, Per Ola
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Zhai, Shumin
Proceedings of the 2008 International Conference on Intelligent User
Interfaces
2008
p.353-356
© Copyright 2008 ACM
Summary: The words a user is likely to write comprise the user's active vocabulary.
This vocabulary is considerably smaller than the passive vocabulary of words a
user reads. We explore an interactive adaptive lexicon method that separates a
large lexicon into active and passive sets, and gradually expands and adapts
the active set to reflect the user's active vocabulary. The adaptation is
achieved through lightweight interaction as a by product of actual use. The
effectiveness of the technique is demonstrated through a computational
experiment and a user study.
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InfoTouch: an explorative multi-touch visualization interface for tagged
photo collections
Short papers
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Kristensson, Per Ola
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Arnell, Olof
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Björk, Annelie
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Dahlbäck, Nils
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Pennerup, Joackim
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Prytz, Erik
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Wikman, Johan
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Åström, Niclas
Proceedings of the Fifth Nordic Conference on Human-Computer Interaction
2008
p.491-494
Keywords: information visualization, interaction surfaces, multi-touch, photo
browsing, photo collections, tag clouds, tagging, tags, visualization
© Copyright 2008 ACM
Summary: We report on a design exploration into how a large multi-touch tabletop
display can be used for information visualization. We designed an interface
where users explored a tagged photo collection by bi-manual manipulation of the
collections' tag cloud. User feedback showed that despite the availability of
multi-touch most of the actual interactions were single-touch. However, some
particular natural actions, such as grabbing the tag cloud and partitioning it
into two parts, were often carried with both hands. Thus our user study
indicates that multi-touch can act as a useful complementary interaction method
in information visualization interfaces.
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Command strokes with and without preview: using pen gestures on keyboard for
command selection
Novel navigation
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Kristensson, Per Ola
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Zhai, Shumin
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007
v.1
p.1137-1146
© Copyright 2007 ACM
Summary: This paper presents a new command selection method that provides an
alternative to pull-down menus in pen-based mobile interfaces. Its primary
advantage is the ability for users to directly select commands from a very
large set without the need to traverse menu hierarchies. The proposed method
maps the character strings representing the commands onto continuous pen-traces
on a stylus keyboard. The user enters a command by stroking part of its
character string. We call this method "command strokes." We present the results
of three experiments assessing the usefulness of the technique. The first
experiment shows that command strokes are 1.6 times faster than the de-facto
standard pull-down menus and that users find command strokes more fun to use.
The second and third experiments investigate the effect of displaying a visual
preview of the currently recognized command while the user is still
articulating the command stroke. These experiments show that visual preview
does not slow users down and leads to significantly lower error rates and
shorter gestures when users enter new unpracticed commands.
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Hard lessons: effort-inducing interfaces benefit spatial learning
Learning
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Cockburn, Andy
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Kristensson, Per Ola
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Alexander, Jason
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Zhai, Shumin
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007
v.1
p.1571-1580
© Copyright 2007 ACM
Summary: Interface designers normally strive for a design that minimises the user's
effort. However, when the design's objective is to train users to interact with
interfaces that are highly dependent on spatial properties (e.g. keypad layout
or gesture shapes) we contend that designers should consider explicitly
increasing the mental effort of interaction. To test the hypothesis that effort
aids spatial memory, we designed a "frost-brushing" interface that forces the
user to mentally retrieve spatial information, or to physically brush away the
frost to obtain visual guidance. We report results from two experiments using
virtual keypad interfaces -- the first concerns spatial location learning of
buttons on the keypad, and the second concerns both location and trajectory
learning of gesture shape. The results support our hypothesis, showing that the
frost-brushing design improved spatial learning. The participants' subjective
responses emphasised the connections between effort, engagement, boredom,
frustration, and enjoyment, suggesting that effort requires careful
parameterisation to maximise its effectiveness.
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Learning shape writing by game playing
Interactivity
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Kristensson, Per Ola
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Zhai, Shumin
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007
v.2
p.1971-1976
© Copyright 2007 ACM
Summary: We present a computer game designed to efficiently and playfully teach users
shape writing -- a new text entry method for pen-based devices.
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In search of effective text input interfaces for off the desktop computing
ARTICLE
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Zhai, Shumin
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Kristensson, Per-Ola
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Smith, Barton A.
Interacting with Computers
2005
v.17
n.3
p.229-250
Keywords: Text input; Pervasive; Mobile; Off-desktop computing; Shorthand; Gesture;
Stylus; Virtual keyboard
© Copyright 2005 Elsevier B.V.
Summary: It is generally recognized that today's frontier of HCI research lies beyond
the traditional desktop computers whose GUI interfaces were built on the
foundation of display -- pointing device -- full keyboard. Many interface
challenges arise without such a physical UI foundation. Text writing -- ranging
from entering URLs and search queries, filling forms, typing commands, to
taking notes and writing emails and chat messages -- is one of the hard
problems awaiting for solutions in off-desktop computing. This paper summarizes
and synthesizes a research program on this topic at the IBM Almaden Research
Center. It analyzes various dimensions that constitute a good text input
interface; briefly reviews related literature; discusses the evaluation
methodology issues of text input; presents the major ideas and results of two
systems, ATOMIK and SHARK; and points out current and future directions in the
area from our current vantage point.
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Relaxing stylus typing precision by geometric pattern matching
Long papers: natural language and gestural input
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Kristensson, Per-Ola
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Zhai, Shumin
Proceedings of the 2005 International Conference on Intelligent User
Interfaces
2005
p.151-158
© Copyright 2005 ACM
Summary: Fitts' law models the inherent speed-accuracy trade-off constraint in stylus
typing. Users attempting to go beyond the Fitts' law speed ceiling will tend to
land the stylus outside the targeted key, resulting in erroneous words and
increasing users' frustration. We propose a geometric pattern matching
technique to overcome this problem. Our solution can be used either as an
enhanced spell checker or as a way to enable users to escape the Fitts' law
constraint in stylus typing, potentially resulting in higher text entry speeds
than what is currently theoretically modeled. We view the hit points on a
stylus keyboard as a high resolution geometric pattern. This pattern can be
matched against patterns formed by the letter key center positions of
legitimate words in a lexicon. We present the development and evaluation of an
"elastic" stylus keyboard capable of correcting words even if the user misses
all the intended keys, as long as the user's tapping pattern is close enough to
the intended word.
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Breaking the laws of action in the user interface
Doctoral consortium
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Kristensson, Per-Ola
Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems
2005
v.2
p.1120-1121
© Copyright 2005 ACM
Summary: Fitts' law, Steering law and Law of crossing, collectively known as the laws
of action, model the speed-accuracy trade-offs in common hci tasks. These laws
impose a certain speed ceiling on precise actions in a user interface. My
hypothesis is that for some interfaces, the constraints of these laws can be
relaxed by using context information of the task. To support this thesis, I
present two systems I have developed for pen-based text input on stylus
keyboards. These systems break either Fitts' law or the Law of crossing by
taking advantage of high-resolution information from the pen, and the fact that
words can be seen as patterns traced on the keyboard. Using these systems users
can potentially gain higher text entry speed than on a regular stylus keyboard
that is limited by the laws of action. I conclude by discussing planned future
research, primarily improved visual feedback and empirical evaluation.
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SHARK2: a large vocabulary shorthand writing system for pen-based
computers
Gestures
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Kristensson, Per-Ola
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Zhai, Shumin
Proceedings of the ACM Symposium on User Interface Software and Technology
2004
p.43-52
© Copyright 2004 ACM
Summary: Zhai and Kristensson (2003) presented a method of speed-writing for
pen-based computing which utilizes gesturing on a stylus keyboard for familiar
words and tapping for others. In SHARK2:, we eliminated the necessity to
alternate between the two modes of writing, allowing any word in a large
vocabulary (e.g. 10,000-20,000 words) to be entered as a shorthand gesture.
This new paradigm supports a gradual and seamless transition from visually
guided tracing to recall-based gesturing. Based on the use characteristics and
human performance observations, we designed and implemented the architecture,
algorithms and interfaces of a high-capacity multi-channel pen-gesture
recognition system. The system's key components and performance are also
reported.
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Shorthand writing on stylus keyboard
Input interaction
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Zhai, Shumin
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Kristensson, Per-Ola
Proceedings of ACM CHI 2003 Conference on Human Factors in Computing Systems
2003
v.1
p.97-104
© Copyright 2003 ACM
Summary: We propose a method for computer-based speed writing, SHARK (shorthand aided
rapid keyboarding), which augments stylus keyboarding with shorthand gesturing.
SHARK defines a shorthand symbol for each word according to its movement
pattern on an optimized stylus keyboard. The key principles for the SHARK
design include high efficiency stemmed from layout optimization, duality of
gesturing and stylus tapping, scale and location independent writing, Zipf's
law, and skill transfer from tapping to shorthand writing due to pattern
consistency. We developed a SHARK system based on a classic handwriting
recognition algorithm. A user study demonstrated the feasibility of the SHARK
method.