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[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
ACM Digital Library Link
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
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link

[6] INTERNET Buxton Collection: input and interactive devices / Buxton, Bill 2011-10-06 Microsoft Research
Keywords: hci-sites:history | 
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
research.microsoft.com/en-us/um/people/bibuxton/buxtoncollection/
E-mail: bibuxton@microsoft.com
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Article at informaworld
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Keywords: hci-sites:resources |  input devices
www.billbuxton.com/InputSources.html
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
ISBN: 0-12-374037-1, 978-0-12-374037-3
Companion Web Site
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
ACM Digital Library Link
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
ACM Digital Library Citation
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
ACM Digital Library Link

[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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Broken Link to ACM Digital Library
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
Link to ACM SIGCHI Conference Paper
Broken Link to ACM Digital Library
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.
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