[1]
Experimental study of stroke shortcuts for a touchscreen keyboard with
gesture-redundant keys removed
Input techniques
/
Arif, Ahmed Sabbir
/
Pahud, Michel
/
Hinckley, Ken
/
Buxton, Bill
Proceedings of the 2014 Conference on Graphics Interface
2014-05-07
p.43-50
© Copyright 2014 Springer International Publishing
Summary: We present experimental results for two-handed typing on a graphical Qwerty
keyboard augmented with linear strokes for Space, Backspace, Shift, and Enter
-- that is, swipes to the right, left, up, and diagonally down-left,
respectively. A first study reveals that users are more likely to adopt these
strokes, and type faster, when the keys corresponding to the strokes are
removed from the keyboard, as compared to an equivalent stroke-augmented
keyboard with the keys intact. A second experiment shows that the keys-removed
design yields 16% faster text entry than a standard graphical keyboard for
phrases containing mixed-case alphanumeric and special symbols, without
increasing error rate. Furthermore, the design is easy to learn: users
exhibited performance gains almost immediately, and 90% of test users indicated
they would want to use it as their primary input method.
[2]
Decreasing complexity and increasing value: beyond apps and gadgets
Keynote abstracts
/
Buxton, Bill
Proceedings of the 2013 Brazilian Symposium on Human Factors in Computing
Systems
2013-10-08
p.2
© Copyright 2013 SBC
Summary: I believe that we are in a critical phase of the history of technology, and
by extension, our culture. In many ways, insofar as digital technology is
concerned, things have never been so good. Devices are getting ever-less
expensive, the applications and services that they can deliver have become
ever-more numerous, and also inexpensive, and the human factors are at a high
standard, and the quality of user experience perhaps better than ever. So what
might be the problem? My argument is that the very success of current
technology runs the risk of causing the whole house of cards to collapse. In
short, the cumulative complexity of a ever larger collection of simple things
will eventually overwhelm. What I will argue is that the solution is to
approach technology from a cultural and ecological perspective, where the
social relationship amongst devices, applications and services -- and people --
is more important than any one of such things on their own.
[3]
Toward compound navigation tasks on mobiles via spatial manipulation
Navigation and selection
/
Pahud, Michel
/
Hinckley, Ken
/
Iqbal, Shamsi
/
Sellen, Abigail
/
Buxton, Bill
Proceedings of 2013 Conference on Human-computer interaction with mobile
devices and services
2013-08-27
2013-08-27
p.113-122
© Copyright 2013 ACM
Summary: We contrast the Chameleon Lens, which uses 3D movement of a mobile device
held in the nonpreferred hand to support panning and zooming, with the
Pinch-Flick-Drag metaphor of directly manipulating the view using multi-touch
gestures. Lens-like approaches have significant potential because they can
support navigation-selection, navigation-annotation, and other such compound
tasks by off-loading navigation to the nonpreferred hand while the preferred
hand annotates, marks a location, or draws a path on the screen. Our
experimental results show that the Chameleon Lens is significantly slower than
Pinch-Flick-Drag for the navigation subtask in isolation. But our studies also
reveal that for navigation between a few known targets the lens performs
significantly faster, that differences between the Chameleon Lens and
Pinch-Flick-Drag rapidly diminish as users gain experience, and that in the
context of a compound navigation-annotation task, the lens performs as well as
Pinch-Flick-Drag despite its deficit for the navigation subtask itself.
[4]
Informal information gathering techniques for active reading
Beyond paper
/
Hinckley, Ken
/
Bi, Xiaojun
/
Pahud, Michel
/
Buxton, Bill
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.1893-1896
© Copyright 2012 ACM
Summary: GatherReader is a prototype e-reader with both pen and multi-touch input
that illustrates several interesting design trade-offs to fluidly interleave
content consumption behaviors (reading and flipping through pages) with
information gathering and informal organization activities geared to active
reading tasks. These choices include (1) relaxed precision for casual
specification of scope; (2) multiple object collection via a visual clipboard;
(3) flexible workflow via deferred action; and (4) complementary use of
pen+touch. Our design affords active reading by limiting the transaction costs
for secondary subtasks, while keeping users in the flow of the primary task of
reading itself.
[5]
The narrative storyboard: telling a story about use and context over time
Features
/
Greenberg, Saul
/
Carpendale, Sheelagh
/
Marquardt, Nicolai
/
Buxton, Bill
interactions
2012-01-01
v.19
n.1
p.64-69
© Copyright 2012 ACM
[6]
INTERNET
Buxton Collection: input and interactive devices
/
Buxton, Bill
2011-10-06
Microsoft Research
Keywords: Chord Keyboard, e-Reader, Gloves and Rings, Handheld, Joystick, Keyboard,
Mouse, Pedal, Pen Computer, Phone, Reference Object, Stylus, Tablet, Touch Pad,
Touch Screen, Trackball, Watch, Miscellaneous
Languages: English
Summary: Over the past 30 years, designer, writer, and researcher Bill Buxton has
been collecting. Explore his collection of input and interactive devices that
he found interesting, useful, or important in the history of pen computing,
pointing devices, and touch technologies.
[7]
VisTACO: visualizing tabletop collaboration
Context 1
/
Tang, Anthony
/
Pahud, Michel
/
Carpendale, Sheelagh
/
Buxton, Bill
Proceedings of the 2010 ACM International Conference on Interactive
Tabletops and Surfaces
2010-11-07
p.29-38
© Copyright 2010 ACM
Summary: As we design tabletop technologies, it is important to also understand how
they are being used. Many prior researchers have developed visualizations of
interaction data from their studies to illustrate ideas and concepts. In this
work, we develop an interactional model of tabletop collaboration, which
informs the design of VisTACO, an interactive visualization tool for tabletop
collaboration. Using VisTACO, we can explore the interactions of collaborators
with the tabletop to identify patterns or unusual spatial behaviours,
supporting the analysis process. VisTACO helps bridge the gap between observing
the use of a tabletop system, and understanding users' interactions with the
system.
[8]
Pen + touch = new tools
Freeform input
/
Hinckley, Ken
/
Yatani, Koji
/
Pahud, Michel
/
Coddington, Nicole
/
Rodenhouse, Jenny
/
Wilson, Andy
/
Benko, Hrvoje
/
Buxton, Bill
Proceedings of the 2010 ACM Symposium on User Interface Software and
Technology
2010-10-03
p.27-36
Keywords: bimanual, gestures, pen, systems, tabletop, tablets, touch
© Copyright 2010 ACM
Summary: We describe techniques for direct pen+touch input. We observe people's
manual behaviors with physical paper and notebooks. These serve as the
foundation for a prototype Microsoft Surface application, centered on
note-taking and scrapbooking of materials. Based on our explorations we
advocate a division of labor between pen and touch: the pen writes, touch
manipulates, and the combination of pen + touch yields new tools. This
articulates how our system interprets unimodal pen, unimodal touch, and
multimodal pen+touch inputs, respectively. For example, the user can hold a
photo and drag off with the pen to create and place a copy; hold a photo and
cross it in a freeform path with the pen to slice it in two; or hold selected
photos and tap one with the pen to staple them all together. Touch thus unifies
object selection with mode switching of the pen, while the muscular tension of
holding touch serves as the "glue" that phrases together all the inputs into a
unitary multimodal gesture. This helps the UI designer to avoid encumbrances
such as physical buttons, persistent modes, or widgets that detract from the
user's focus on the workspace.
[9]
Manual deskterity: an exploration of simultaneous pen + touch direct input
alt.chi: i need your input
/
Hinckley, Ken
/
Yatani, Koji
/
Pahud, Michel
/
Coddington, Nicole
/
Rodenhouse, Jenny
/
Wilson, Andy
/
Benko, Hrvoje
/
Buxton, Bill
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.2793-2802
Keywords: bimanual input, gestures, pen, tabletop, tablets, touch
© Copyright 2010 ACM
Summary: Manual Deskterity is a prototype digital drafting table that supports both
pen and touch input. We explore a division of labor between pen and touch that
flows from natural human skill and differentiation of roles of the hands. We
also explore the simultaneous use of pen and touch to support novel compound
gestures.
[10]
What makes a good design critic?: food design vs. product design criticism
Panel session 1
/
Venkatacharya, Patañjali S.
/
Kessler, Jonathan
/
Hardeman, Tami
/
Seiber, Ed
/
Buxton, Bill
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.3131-3134
Keywords: criticism, culinary, food, metaphors, user experience
© Copyright 2010 ACM
Summary: This panel will bring together leading food design and product design
critics. The panelists will include: a leading Atlanta-based food critic and
writer, a food stylist, a restaurant architect & designer, and a well-known
product design critic familiar with the field of user experience. Together, the
panel will compare and contrast how design experts from these two disciplines
provide design criticism, and whether there are any novel learning points from
each perspective.
[11]
Three's company: understanding communication channels in three-way
distributed collaboration
Collaboration in place
/
Tang, Anthony
/
Pahud, Michel
/
Inkpen, Kori
/
Benko, Hrvoje
/
Tang, John C.
/
Buxton, Bill
Proceedings of ACM CSCW'10 Conference on Computer-Supported Cooperative Work
2010-02-06
p.271-280
Keywords: media space, shared workspace, tabletop, video-mediated communication
© Copyright 2010 ACM
Summary: We explore the design of a system for three-way collaboration over a shared
visual workspace, specifically in how to support three channels of
communication: person, reference, and task-space. In two studies, we explore
the implications of extending designs intended for dyadic collaboration to
three-person groups, and the role of each communication channel. Our studies
illustrate the utility of multiple configurations of users around a distributed
workspace, and explore the subtleties of traditional notions of identity,
awareness, spatial metaphor, and corporeal embodiments as they relate to
three-way collaboration.
[12]
Toward the Digital Design Studio: Large Display Explorations
/
Khan, Azam
/
Matejka, Justin
/
Fitzmaurice, George
/
Kurtenbach, Gord
/
Burtnyk, Nicolas
/
Buxton, Bill
Human-Computer Interaction
2009
v.24
n.1/2
p.9-47
© Copyright 2009 Taylor and Francis
Summary: Inspired by our automotive and product design customers using large displays
in design centers, visualization studios, and meeting rooms around the world,
we have been exploring the use and potential of large display installations for
almost a decade. Our research has touched on many aspects of this rich design
space, from individual tools to complete systems, and has generally moved
through the life cycle of a design artifact: from the creation phase, through
communication and collaboration, to presentation and dissemination. As we
attempt to preserve creative flow through the phases, we introduce social
structures and constraints that drive the design of possible point solutions in
the larger context of a digital design studio trail environment built in the
lab. Although many of the interactions presented are viable across several
design phases, this article focuses primarily on facilitating collaboration. We
conclude with critical lessons learned of both what avenues have been fruitful
and which roads to avoid. This article lightly covers the whole design process
and attempts to inform readers of key factors to consider when designing for
designers.
[13]
Usability evaluation considered harmful (some of the time)
Invited Session: Usability Evaluation Considered Harmful
/
Greenberg, Saul
/
Buxton, Bill
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008-04-05
v.1
p.111-120
© Copyright 2008 ACM
Summary: Current practice in Human Computer Interaction as encouraged by educational
institutes, academic review processes, and institutions with usability groups
advocate usability evaluation as a critical part of every design process. This
is for good reason: usability evaluation has a significant role to play when
conditions warrant it. Yet evaluation can be ineffective and even harmful if
naively done 'by rule' rather than 'by thought'. If done during early stage
design, it can mute creative ideas that do not conform to current interface
norms. If done to test radical innovations, the many interface issues that
would likely arise from an immature technology can quash what could have been
an inspired vision. If done to validate an academic prototype, it may
incorrectly suggest a design's scientific worthiness rather than offer a
meaningful critique of how it would be adopted and used in everyday practice.
If done without regard to how cultures adopt technology over time, then today's
reluctant reactions by users will forestall tomorrow's eager acceptance. The
choice of evaluation methodology -- if any -- must arise from and be
appropriate for the actual problem or research question under consideration.
[14]
Media spaces: past visions, current realities, future promise
Panels
/
Baecker, Ron
/
Harrison, Steve
/
Buxton, Bill
/
Poltrock, Steven
/
Churchill, Elizabeth
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008-04-05
v.2
p.2245-2248
© Copyright 2008 ACM
Summary: Established researchers and practitioners active in the development and
deployment of media spaces review what seemed to be promised twenty years ago,
what has actually been achieved, and what we might anticipate over the next
twenty years.
[15]
ThinSight: versatile multi-touch sensing for thin form-factor displays
Novel displays and interaction
/
Hodges, Steve
/
Izadi, Shahram
/
Butler, Alex
/
Rrustemi, Alban
/
Buxton, Bill
Proceedings of the 2007 ACM Symposium on User Interface Software and
Technology
2007-10-07
p.259-268
© Copyright 2007 ACM
Summary: ThinSight is a novel optical sensing system, fully integrated into a thin
form factor display, capable of detecting multi-ple fingers placed on or near
the display surface. We describe this new hardware in detail, and demonstrate
how it can be embedded behind a regular LCD, allowing sensing without
degradation of display capability. With our approach, fingertips and hands are
clearly identifiable through the display. The approach of optical sensing also
opens up the exciting possibility for detecting other physical objects and
visual markers through the display, and some initial experiments are described.
We also discuss other novel capabilities of our system: interaction at a
distance using IR pointing devices, and IR-based communication with other
electronic devices through the display. A major advantage of ThinSight over
existing camera and projector based optical systems is its compact, thin
form-factor making such systems even more deployable. We therefore envisage
using ThinSight to capture rich sensor data through the display which can be
processed using computer vision techniques to enable both multi-touch and
tangible interaction.
[16]
INTERNET
Sources for Input Technologies
/
Buxton, Bill
2007-01-24
Armatures
Assistive Technologies for Special Needs
Bar Code Readers
Boards, Desks, Pads and Pens
Character Recognition
Chord Keyboards
Digitizing Tablets
Eye and Head Movement Trackers
Foot Controllers
Force & Tactile Feedback ("Haptic") Devices
Game Controllers
Gloves
Joysticks
Keyboards and Keypads
Lightpens
Mice
MIDI Controllers and Accessories
Miscellaneous & High DOF Devices
Motion Capture
Speech Recognition
Stylus devices: see Digitizing Tablets, Lightpens, Boards, Desks and Pads, Touch Screens,
Miscellaneous and Force Feedback ("Haptic") Devices.
Touch Screens
Touch Tablets
Trackballs
Summary: Companies that make input devices and technologies.
[17]
AUTHORED BOOK
Sketching User Experiences: Getting the Design Right and the Right Design
/
Buxton, Bill
2007
p.448
Morgan Kaufmann Publishers
PART I: DESIGN AS DREAMCATCHER
Introduction
Case Study: Apple, Design and Business
The Bossy Rule
A Snapshot of Today
The Role of Design
A Sketch of the Process
The Cycle of Innovation
The Question of "Design"
The Anatomy of Sketching
Clarity is not always the Path to Enlightenment
The Larger Family of Renderings
Experience Design vs. Interface Design
Sketching Interaction
Sketches are not Prototypes
Where is the User in all of this?
You make that Sound like a Negative Thing
If Someone Made a Sketch in the Forest and Nobody Saw it?
The Object of Sharing
Annotation: Sketching on Sketches
Design Thinking & Ecology
The Second Worst Thing that Can Happen
A River Runs Through It
PART II: STORIES OF METHODS AND MADNESS
Introduction
The Wonderful Wizard of Oz
Chameleon: From Wizardry to Smoke-and-Mirrors
Le Bricolage: Cobbling Things Together
It was a Dark and Stormy Night?
Visual Story Telling
Simple Animation
Shoot the Mime
Sketch-a-Move
Extending Interaction: Real and Illusion
The Bifocal Display
Video Invisionment
Interacting with Paper
Are you Talking to me?
PART III: RECAPITULATION & CODA
Some Final Thoughts
PART IV: REFERENCES/BIBLIOGRAPHY
[18]
PNORMS: platonic derived normals for error bound compression
Modeling
/
Oliveira, João Fradinho
/
Buxton, Bernard Francis
Proceedings of the 2006 ACM Symposium on Virtual Reality Software and
Technology
2006-11-01
p.324-333
Keywords: colour compression, error bound, normal compression, run-time encoding
© Copyright 2006 ACM
Summary: 3D models of millions of triangles invariably repeatedly use the same
12-byte unit normals. Several bit-wise compression algorithms exist for
efficient storage and progressive transmission and visualization of normal
vectors. However such methods often incur a reconstruction time penalty which,
in the absence of dedicated hardware acceleration, make real-time rendering
with such compression/reconstruction methods prohibitive. In particular,
several methods use a subdivided octahedron to create look-up normals, where
the bit length of normal indices varies according to the number of subdivisions
used. Not much attention has been given to the error in the normals using such
schemes. We show that different Platonic solids create different amounts of
normals for each subdivision or bit length in bit-wise compression terms, with
different distributions and associated errors. In particular we show that
subdividing the icosahedron gives a smaller maximum and mean error than its
counterparts Platonic solids. This result has led us to create an alternative
to bit-wise compression of normal ids for real-time rendering, where we use a
x5 subdivided icosahedron to create 2.5 times more normals than a x5 subdivided
octahedron, with less error, and exploit the advantages of absolute normal
indices that do not require reconstruction at run-time, whilst still having
memory savings of over 83% when using 2-byte indices.
We present results using 2-byte indices for a target max error of 1.3ð
degrees and 4-byte for a max error of <0.1ð. We present two hierarchical
encoding methods, a fast method which allows one to dynamically encode large
sets of modified triangles, useful for task, and a slower but more accurate
method that caters for symmetry present in the subdivision solid being used.
Different levels of a database allow for different cartoon like shading
effects. The advantages of these databases are that they can be re-used for any
object, and have studied bounds on the maximum errors of normals for yet to be
known geometry such as new objects to be added to a scene. This error bound is
also independent of the size and normal distribution of the object that we wish
to add. In order to visualize the colour coding distribution of the errors in
the normals of large models a simple 1-byte color encoding algorithm was
developed.
[19]
When it gets more difficult, use both hands: exploring bimanual curve
manipulation
Two hands are better than one
/
Owen, Russell
/
Kurtenbach, Gordon
/
Fitzmaurice, George
/
Baudel, Thomas
/
Buxton, Bill
Proceedings of the 2005 Conference on Graphics Interface
2005-05-09
p.17-24
© Copyright 2005 Canadian Information Processing Society
Summary: In this paper we investigate the relationship between bimanual (two-handed)
manipulation and the cognitive aspects of task integration, divided attention
and epistemic action. We explore these relationships by means of an empirical
study comparing a bimanual technique versus a unimanual (one-handed) technique
for a curve matching task. The bimanual technique was designed on the principle
of integrating the visual, conceptual and input device space domain of both
hands. We provide evidence that the bimanual technique has better performance
than the unimanual technique and, as the task becomes more cognitively
demanding, the bimanual technique exhibits even greater performance benefits.
We argue that the design principles and performance improvements are applicable
to other task domains.
[20]
The renaissance is over: long live the renaissance
Invited Keynote
/
Buxton, Bill
Proceedings of the 2005 Conference on Creativity and Cognition
2005-04-12
p.3
© Copyright 2005 ACM
[21]
Tracking menus
/
Fitzmaurice, George
/
Khan, Azam
/
Pieke, Robert
/
Buxton, Bill
/
Kurtenbach, Gordon
Proceedings of the 2003 ACM Symposium on User Interface Software and
Technology
2003-11-02
p.71-79
© Copyright 2003 ACM
Summary: We describe a new type of graphical user interface widget, known as a
"tracking menu." A tracking menu consists of a cluster of graphical buttons,
and as with traditional menus, the cursor can be moved within the menu to
select and interact with items. However, unlike traditional menus, when the
cursor hits the edge of the menu, the menu moves to continue tracking the
cursor. Thus, the menu always stays under the cursor and close at hand. In this
paper we define the behavior of tracking menus, show unique affordances of the
widget, present a variety of examples, and discuss design characteristics. We
examine one tracking menu design in detail, reporting on usability studies and
our experience integrating the technique into a commercial application for the
Tablet PC. While user interface issues on the Tablet PC, such as preventing
round trips to tool palettes with the pen, inspired tracking menus, the design
also works well with a standard mouse and keyboard configuration.
[22]
Boom chameleon: simultaneous capture of 3D viewpoint, voice and gesture
annotations on a spatially-aware display
Papers: managing user interaction
/
Tsang, Michael
/
Fitzmaurice, George W.
/
Kurtenbach, Gordon
/
Khan, Azam
/
Buxton, Bill
Proceedings of the 2002 ACM Symposium on User Interface Software and
Technology
2002-10-27
p.111-120
© Copyright 2002 ACM
Summary: We introduce the Boom Chameleon, a novel input/output device consisting of a
flat-panel display mounted on a tracked mechanical boom. The display acts as a
physical window into 3D virtual environments, through which a one-to-one
mapping between real and virtual space is preserved. The Boom Chameleon is
further augmented with a touch-screen and a microphone/speaker combination. We
present a 3D annotation application that exploits this unique configuration in
order to simultaneously capture viewpoint, voice and gesture information.
Design issues are discussed and results of an informal user study on the device
and annotation software are presented. The results show that the Boom Chameleon
annotation facilities have the potential to be an effective, easy to learn and
operate 3D design review system.
[23]
Creating principal 3D curves with digital tape drawing
Two-Handed Interaction
/
Grossman, Tovi
/
Balakrishnan, Ravin
/
Kurtenbach, Gordon
/
Fitzmaurice, George
/
Khan, Azam
/
Buxton, Bill
Proceedings of ACM CHI 2002 Conference on Human Factors in Computing Systems
2002-04-20
p.121-128
© Copyright 2002 Association for Computing Machinery
Summary: Previous systems have explored the challenges of designing an interface for
automotive styling which combine the metaphor of 2D drawing using physical tape
with the simultaneous creation and management of a corresponding virtual 3D
model. These systems have been limited to only 2D planar curves while typically
the principal characteristic curves of an automotive design are three
dimensional and non-planar. We present a system which addresses this
limitation. Our system allows a designer to construct these non-planar 3D
curves by drawing a series of 2D curves using the 2D tape drawing technique and
interaction style. These results are generally applicable to the interface
design of 3D modeling applications and also to the design of arm's length
interaction on large scale display systems.
[24]
An Exploration into Supporting Artwork Orientation in the User Interface
Progress in Drawing and CAD
/
Fitzmaurice, George W.
/
Balakrishnan, Ravin
/
Kurtenbach, Gordon
/
Buxton, Bill
Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems
1999-05-15
v.1
p.167-174
Keywords: Rotating user interfaces, RUI, Pen-based computers, GUI toolkits, Tablets,
LCDs, Two-handed input
© Copyright 1999 ACM
Summary: Rotating a piece of paper while drawing is an integral and almost
subconscious part of drawing with pencil and paper. In a similar manner, the
advent of lightweight pen-based computers allow digital artwork to be rotated
while drawing by rotating the entire computer. Given this type of manipulation
we explore the implications for the user interface to support artwork
orientation. First we describe an exploratory study to further motivate our
work and characterize how artwork is manipulated while drawing. After
presenting some possible UI approaches to support artwork orientation, we
define a new solution called a rotating user interface (RUIs). We then discuss
design issues and requirements for RUIs based on our exploratory study.
[25]
The Design of a GUI Paradigm Based on Tablets, Two-Hands, and Transparency
PAPERS: Handy User Interfaces
/
Kurtenbach, Gordon
/
Fitzmaurice, George
/
Baudel, Thomas
/
Buxton, Bill
Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems
1997-03-22
v.1
p.35-42
Keywords: Two-handed input, Toolglass, Tablets, Transparency, Marking menus, Task
integration, Divided attention
© Copyright 1997 ACM
Summary: An experimental GUI paradigm is presented which is based on the design goals
of maximizing the amount of screen used for application data, reducing the
amount that the UI diverts visual attentions from the application data, and
increasing the quality of input. In pursuit of these goals, we integrated the
non-standard UI technologies of multi-sensor tablets, toolglass, transparent UI
components, and marking menus. We describe a working prototype of our new
paradigm, the rationale behind it and our experiences introducing it into an
existing application. Finally, we presents some of the lessons learned:
prototypes are useful to break the barriers imposed by conventional GUI design
and some of their ideas can still be retrofitted seamlessly into products.
Furthermore, the added functionality is not measured only in terms of user
performance, but also by the quality of interaction, which allows artists to
create new graphic vocabularies and graphic styles.