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[1] RetroFab: A Design Tool for Retrofitting Physical Interfaces using Actuators, Sensors and 3D Printing Collaborative Fabricatio? Making Much of Machines / Ramakers, Raf / Anderson, Fraser / Grossman, Tovi / Fitzmaurice, George Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.409-419
ACM Digital Library Link
Summary: We present RetroFab, an end-to-end design and fabrication environment that allows non-experts to retrofit physical interfaces. Our approach allows for changing the layout and behavior of physical interfaces. Unlike customizing software interfaces, physical interfaces are often challenging to adapt because of their rigidity. With RetroFab, a new physical interface is designed that serves as a proxy interface for the legacy controls that are now operated by actuators. RetroFab makes this concept of retrofitting devices available to non-experts by automatically generating an enclosure structure from an annotated 3D scan. This enclosure structure holds together actuators, sensors as well as components for the redesigned interface. To allow retrofitting a wide variety of legacy devices, the RetroFab design tool comes with a toolkit of 12 components. We demonstrate the versatility and novel opportunities of our approach by retrofitting five domestic objects and exploring their use cases. Preliminary user feedback reports on the experience of retrofitting devices with RetroFab.

[2] ChronoFab: Fabricating Motion Prototyping for Fabricatio, 3D Designing, Modelling & Printing / Kazi, Rubaiat Habib / Grossman, Tovi / Mogk, Cory / Schmidt, Ryan / Fitzmaurice, George Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.908-918
ACM Digital Library Link
Summary: We present ChronoFab, a 3D modeling tool to craft motion sculptures, tangible representations of 3D animated models, visualizing an object's motion with static, transient, ephemeral visuals that are left behind. Our tool casts 3D modeling as a dynamic art-form by employing 3D animation and dynamic simulation for the modeling of motion sculptures. Our work is inspired by the rich history of stylized motion depiction techniques in existing 3D motion sculptures and 2D comic art. Based on a survey of such techniques, we present an interface that enables users to rapidly explore and craft a variety of static 3D motion depiction techniques, including motion lines, multiple stroboscopic stamps, sweeps and particle systems, using a 3D animated object as input. In a set of professional and non-professional usage sessions, ChronoFab was found to be a superior tool for the authoring of motion sculptures, compared to traditional 3D modeling workflows, reducing task completion times by 79%.

[3] Skuid: Sketching Dynamic Illustrations Using the Principles of 2D Animation Expressive HCI / Kazi, Rubaiat Habib / Grossman, Tovi / Umetani, Nobuyuki / Fitzmaurice, George Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4599-4609
ACM Digital Library Link
Summary: We present Skuid, a sketching tool for crafting animated illustrations that contain the exaggerated dynamics of stylized 2D animations. Skuid provides a set of motion amplifiers which implement a set of established principles of 2D animation. These amplifiers break down a complex animation effect into independent, understandable chunks. Each amplifier imposes deformations to an underlying grid, which in turn updates the corresponding strokes. Users can combine these amplifiers at will when applying them to an existing animation, promoting rapid experimentation. Skuid leverages the freeform nature of sketching, allowing users to rapidly sketch, record motion, explore exaggerated dynamics using the amplifiers, and fine-tune their animations. Practical results confirm that users with no prior experience in animation can produce expressive animated illustrations quickly and easily with Skuid.

[4] Object-Oriented Drawing Expressive HCI / Xia, Haijun / Araujo, Bruno / Grossman, Tovi / Wigdor, Daniel Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4610-4621
ACM Digital Library Link
Summary: We present Object-Oriented Drawing, which replaces most WIMP UI with Attribute Objects. Attribute Objects embody the attributes of digital content as UI objects that can be manipulated through direct touch gestures. In the paper, the fundamental UI concepts are presented, including Attribute Objects, which may be moved, cloned, linked, and freely associated with drawing objects. Other functionalities, such as attribute-level blending and undo, are also demonstrated. We developed a drawing application based on the presented concepts with simultaneous touch and pen input. An expert assessment of our application shows that direct physical manipulation of Attribute Objects enables a user to quickly perform interactions which were previously tedious, or even impossible, with a coherent and consistent interaction experience throughout the entire interface.

[5] Faster Command Selection on Touchscreen Watches Interaction with Small Displays / Lafreniere, Benjamin / Gutwin, Carl / Cockburn, Andy / Grossman, Tovi Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4663-4674
ACM Digital Library Link
Summary: Small touchscreens worn on the wrist are becoming increasingly common, but standard interaction techniques for these devices can be slow, requiring a series of coarse swipes and taps to perform an action. To support faster command selection on watches, we investigate two related interaction techniques that exploit spatial memory. WristTap uses multitouch to allow selection in a single action, and TwoTap uses a rapid combination of two sequential taps. In three quantitative studies, we investigate the design and performance of these techniques in comparison to standard methods. Results indicate that both techniques are feasible, able to accommodate large numbers of commands, and fast users are able to quickly learn the techniques and reach performance of 1.0 seconds per selection, which is approximately one-third of the time of standard commercial techniques. We also provide insights into the types of applications for which these techniques are well-suited, and discuss how the techniques could be extended.

[6] The Effect of Visual Appearance on the Performance of Continuous Sliders and Visual Analogue Scales Natural User Interfaces for InfoVis / Matejka, Justin / Glueck, Michael / Grossman, Tovi / Fitzmaurice, George Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5421-5432
ACM Digital Library Link
Summary: Sliders and Visual Analogue Scales (VASs) are input mechanisms which allow users to specify a value within a predefined range. At a minimum, sliders and VASs typically consist of a line with the extreme values labeled. Additional decorations such as labels and tick marks can be added to give information about the gradations along the scale and allow for more precise and repeatable selections. There is a rich history of research about the effect of labelling in discrete scales (i.e., Likert scales), however the effect of decorations on continuous scales has not been rigorously explored. In this paper we perform a 2,000 user, 250,000 trial online experiment to study the effects of slider appearance, and find that decorations along the slider considerably bias the distribution of responses received. Using two separate experimental tasks, the trade-offs between bias, accuracy, and speed-of-use are explored and design recommendations for optimal slider implementations are proposed.

[7] ExoSkin: On-Body Fabrication Seams of Craft, Design and Fabrication / Gannon, Madeline / Grossman, Tovi / Fitzmaurice, George Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5996-6007
ACM Digital Library Link
Summary: There is a long tradition for crafting wearable objects directly on the body, such as garments, casts, and orthotics. However, these high-skill, analog practices have yet to be augmented by digital fabrication techniques. In this paper, we explore the use of hybrid fabrication workflows for on-body printing. We outline design considerations for creating on-body fabrication systems, and identify several human, machine, and material challenges unique to this endeavor. Based on our explorations, we present ExoSkin, a hybrid fabrication system for designing and printing digital artifacts directly on the body. ExoSkin utilizes a custom built fabrication machine designed specifically for on-body printing. We demonstrate the potential of on-body fabrication with a set of sample workflows, and share feedback from initial observation sessions.

[8] SKUID: Sketching Stylized Animated Drawings with Motion Amplifiers Video Showcase Presentations / Kazi, Rubaiat Habib / Grossman, Tovi / Umetani, Nobuyuki / Fitzmaurice, George Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.6
ACM Digital Library Link
Summary: We present Skuid, a sketching tool for crafting animated illustrations that contain the exaggerated dynamics of stylized 2D animations. Skuid provides a set of motion amplifiers which implement a set of established principles of 2D animation. These amplifiers break down a complex animation effect into independent, understandable chunks. Each amplifier imposes deformations to an underlying grid, which in turn updates the corresponding strokes. Users can combine these amplifiers at will when applying them to an existing animation, promoting rapid experimentation. Skuid leverages the freeform nature of sketching, allowing users to rapidly sketch, record motion, explore exaggerated dynamics using the amplifiers, and fine-tune their animations.

[9] Smart Makerspace: An Immersive Instructional Space for Physical Tasks Session 4: Let's Get Practical / Knibbe, Jarrod / Grossman, Tovi / Fitzmaurice, George Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.83-92
ACM Digital Library Link
Summary: We present the Smart Makerspace; a context-rich, immersive instructional workspace for novice and intermediate makers. The Smart Makerspace guides makers through the completion of a DIY task, while providing detailed contextually-relevant assistance, domain knowledge, tool location, usage cues, and safety advice. Through an initial exploratory study, we investigate the challenges faced in completing maker tasks. Our observations allow us to define design goals and a design space for a connected workshop. We describe our implementation, including a digital workbench, augmented toolbox, instrumented power-tools and environmentally aware audio. We present a qualitative user study that produced encouraging results; providing features that users unanimously found useful.

[10] NanoStylus: Enhancing Input on Ultra-Small Displays with a Finger-Mounted Stylus Session 7A: Wearable and Mobile Interactions / Xia, Haijun / Grossman, Tovi / Fitzmaurice, George Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.447-456
ACM Digital Library Link
Summary: Due to their limited input area, ultra-small devices, such as smartwatches, are even more prone to occlusion or the fat finger problem, than their larger counterparts, such as smart phones, tablets, and tabletop displays. We present NanoStylus -- a finger-mounted fine-tip stylus that enables fast and accurate pointing on a smartwatch with almost no occlusion. The NanoStylus is built from the circuitry of an active capacitive stylus, and mounted within a custom 3D-printed thimble-shaped housing unit. A sensor strip is mounted on each side of the device to enable additional gestures. A user study shows that NanoStylus reduces error rate by 80%, compared to traditional touch interaction and by 45%, compared to a traditional stylus. This high precision pointing capability, coupled with the implemented gesture sensing, gives us the opportunity to explore a rich set of interactive applications on a smartwatch form factor.

[11] Candid Interaction: Revealing Hidden Mobile and Wearable Computing Activities Session 7A: Wearable and Mobile Interactions / Ens, Barrett / Grossman, Tovi / Anderson, Fraser / Matejka, Justin / Fitzmaurice, George Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.467-476
ACM Digital Library Link
Summary: The growth of mobile and wearable technologies has made it often difficult to understand what people in our surroundings are doing with their technology. In this paper, we introduce the concept of candid interaction: techniques for providing awareness about our mobile and wearable device usage to others in the vicinity. We motivate and ground this exploration through a survey on current attitudes toward device usage during interpersonal encounters. We then explore a design space for candid interaction through seven prototypes that leverage a wide range of technological enhancements, such as Augmented Reality, shape memory muscle wire, and wearable projection. Preliminary user feedback of our prototypes highlights the trade-offs between the benefits of sharing device activity and the need to protect user privacy.

[12] MoveableMaker: Facilitating the Design, Generation, and Assembly of Moveable Papercraft Session 8B: Fabrication 3 -- Complex Shapes and Properties / Annett, Michelle / Grossman, Tovi / Wigdor, Daniel / Fitzmaurice, George Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.565-574
ACM Digital Library Link
Summary: In this work, we explore moveables, i.e., interactive papercraft that harness user interaction to generate visual effects. First, we present a survey of children's books that captured the state of the art of moveables. The results of this survey were synthesized into a moveable taxonomy and informed MoveableMaker, a new tool to assist users in designing, generating, and assembling moveable papercraft. MoveableMaker supports the creation and customization of a number of moveable effects and employs moveable-specific features including animated tooltips, automatic instruction generation, constraint-based rendering, techniques to reduce material waste, and so on. To understand how MoveableMaker encourages creativity and enhances the workflow when creating moveables, a series of exploratory workshops were conducted. The results of these explorations, including the content participants created and their impressions, are discussed, along with avenues for future research involving moveables.

[13] Supporting Subtlety with Deceptive Devices and Illusory Interactions Grip, Move & Tilt: Novel Interaction / Anderson, Fraser / Grossman, Tovi / Wigdor, Daniel / Fitzmaurice, George Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1489-1498
ACM Digital Library Link
Summary: Mobile devices offer constant connectivity to the world, which can negatively affect in-person interaction. Current approaches to minimizing the social disruption and improving the subtlety of interactions tend to focus on the development of inconspicuous devices that provide basic input or output. This paper presents a more general approach to subtle interaction and demonstrates how a number of principles from magic can be leveraged to improve subtlety. It also presents a framework that can be used to classify subtle interfaces along with a modular set of novel interfaces that fit within this framework. Lastly, the paper presents a new evaluation paradigm specifically designed to assess the subtlety of interactions. This paradigm is used to compare traditional approaches to our new subtle approaches. We find our new approaches are over five times more subtle than traditional interactions, even when participants are aware of the technologies being used.

[14] Tactum: A Skin-Centric Approach to Digital Design and Fabrication Design and 3D Object Fabrication / Gannon, Madeline / Grossman, Tovi / Fitzmaurice, George Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1779-1788
ACM Digital Library Link
Summary: Skin-based input has become an increasingly viable interaction model for user interfaces, however it has yet to be explored outside the domain of mobile computing. In this paper, we examine skin as an interactive input surface for gestural 3D modeling-to-fabrication systems. When used as both the input surface and base canvas for digital design, skin-input can enable non-experts users to intuitively create precise forms around highly complex physical contexts: our own bodies. In this paper, we outline design considerations when creating interfaces for such systems. We then discuss interaction techniques for three different modes of skin-centric modeling: direct, parametric, and generative. We also present Tactum, a new fabrication-aware design system that captures a user's skin-centric gestures for 3D modeling directly on the body. Lastly, we show sample artifacts generated with our system, and share a set of observations from design professionals.

[15] Your Paper is Dead!: Bringing Life to Research Articles with Animated Figures alt.chi: New User Interfaces / Grossman, Tovi / Chevalier, Fanny / Kazi, Rubaiat Habib Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.461-475
ACM Digital Library Link
Summary: The dissemination of scientific knowledge has evolved over the centuries from handwritten manuscripts transcribed and published as physical black and white prints-on-paper, to digital documents in full color available for consultation online. Even if it now primarily relies on digital media, academic publishing still generally adheres to its historical rigid paper-based style-where static content is presented at the ready-to-print letter format. In this paper, we reflect on our experience of authoring a published academic article that embeds an animated figure and discuss the opportunities and caveats of transitioning to such practice at the wider academic literature scale.

[16] Technology Transfer of HCI Research Innovations: Challenges and Opportunities Panels / Chilana, Parmit K. / Czerwinski, Mary P. / Grossman, Tovi / Harrison, Chris / Kumar, Ranjitha / Parikh, Tapan S. / Zhai, Shumin Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.823-828
ACM Digital Library Link
Summary: There has been a longstanding concern within HCI that even though we are accumulating great innovations in the field, we rarely see these innovations develop into products. Our panel brings together HCI researchers from academia and industry who have been directly involved in technology transfer of one or more HCI innovations. They will share their experiences around what it takes to transition an HCI innovation from the lab to the market, including issues around time commitment, funding, resources, and business expertise. More importantly, our panelists will discuss and debate the tensions that we (researchers) face in choosing design and evaluation methods that help us make an HCI research contribution versus what actually matters when we go to market.

[17] A series of tubes: adding interactivity to 3D prints using internal pipes Interacting with 3D data / Savage, Valkyrie / Schmidt, Ryan / Grossman, Tovi / Fitzmaurice, George / Hartmann, Björn Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.3-12
ACM Digital Library Link
Summary: 3D printers offer extraordinary flexibility for prototyping the shape and mechanical function of objects. We investigate how 3D models can be modified to facilitate the creation of interactive objects that offer dynamic input and output. We introduce a general technique for supporting the rapid prototyping of interactivity by removing interior material from 3D models to form internal pipes. We describe this new design space of pipes for interaction design, where variables include openings, path constraints, topologies, and inserted media. We then present PipeDream, a tool for routing such pipes through the interior of 3D models, integrated within a 3D modeling program. We use two distinct routing algorithms. The first has users define pipes' terminals, and uses path routing and physics-based simulation to minimize pipe bending energy, allowing easy insertion of media post-print. The second allows users to supply a desired internal shape to which we fit a pipe route: for this we describe a graph-routing algorithm. We present several prototypes created using our tool to show its flexibility and potential.

[18] Kitty: sketching dynamic and interactive illustrations Creative tools / Kazi, Rubaiat Habib / Chevalier, Fanny / Grossman, Tovi / Fitzmaurice, George Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.395-405
ACM Digital Library Link
Summary: We present Kitty, a sketch-based tool for authoring dynamic and interactive illustrations. Artists can sketch animated drawings and textures to convey the living phenomena, and specify the functional relationship between its entities to characterize the dynamic behavior of systems and environments. An underlying graph model, customizable through sketching, captures the functional relationships between the visual, spatial, temporal or quantitative parameters of its entities. As the viewer interacts with the resulting dynamic interactive illustration, the parameters of the drawing change accordingly, depicting the dynamics and chain of causal effects within a scene. The generality of this framework makes our tool applicable for a variety of purposes, including technical illustrations, scientific explanation, infographics, medical illustrations, children's e-books, cartoon strips and beyond. A user study demonstrates the ease of usage, variety of applications, artistic expressiveness and creative possibilities of our tool.

[19] Video lens: rapid playback and exploration of large video collections and associated metadata Video / Matejka, Justin / Grossman, Tovi / Fitzmaurice, George Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.541-550
ACM Digital Library Link
Summary: We present Video Lens, a framework which allows users to visualize and interactively explore large collections of videos and associated metadata. The primary goal of the framework is to let users quickly find relevant sections within the videos and play them back in rapid succession. The individual UI elements are linked and highly interactive, supporting a faceted search paradigm and encouraging exploration of the data set. We demonstrate the capabilities and specific scenarios of Video Lens within the domain of professional baseball videos. A user study with 12 participants indicates that Video Lens efficiently supports a diverse range of powerful yet desirable video query tasks, while a series of interviews with professionals in the field demonstrates the framework's benefits and future potential.

[20] Swipeboard: a text entry technique for ultra-small interfaces that supports novice to expert transitions Input techniques / Chen, Xiang 'Anthony' / Grossman, Tovi / Fitzmaurice, George Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.615-620
ACM Digital Library Link
Summary: Ultra-small smart devices, such as smart watches, have become increasingly popular in recent years. Most of these devices rely on touch as the primary input modality, which makes tasks such as text entry increasingly difficult as the devices continue to shrink. In the sole pursuit of entry speed, the ultimate solution is a shorthand technique (e.g., Morse code) that sequences tokens of input (e.g., key, tap, swipe) into unique representations of each character. However, learning such techniques is hard, as it often resorts to rote memory. Our technique, Swipeboard, leverages our spatial memory of a QWERTY keyboard to learn, and eventually master a shorthand, eyes-free text entry method designed for ultra-small interfaces. Characters are entered with two swipes; the first swipe specifies the region where the character is located, and the second swipe specifies the character within that region. Our study showed that with less than two hours' training, Tested on a reduced word set, Swipeboard users achieved 19.58 words per minute (WPM), 15% faster than an existing baseline technique.

[21] Duet: exploring joint interactions on a smart phone and a smart watch Watches and small devices / Chen, Xiang 'Anthony' / Grossman, Tovi / Wigdor, Daniel J. / Fitzmaurice, George Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.159-168
ACM Digital Library Link
Summary: The emergence of smart devices (e.g., smart watches and smart eyewear) is redefining mobile interaction from the solo performance of a smart phone, to a symphony of multiple devices. In this paper, we present Duet -- an interactive system that explores a design space of interactions between a smart phone and a smart watch. Based on the devices' spatial configurations, Duet coordinates their motion and touch input, and extends their visual and tactile output to one another. This transforms the watch into an active element that enhances a wide range of phone-based interactive tasks, and enables a new class of multi-device gestures and sensing techniques. A technical evaluation shows the accuracy of these gestures and sensing techniques, and a subjective study on Duet provides insights, observations, and guidance for future work.

[22] Draco: bringing life to illustrations with kinetic textures Image and animation authoring / Kazi, Rubaiat Habib / Chevalier, Fanny / Grossman, Tovi / Zhao, Shengdong / Fitzmaurice, George Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.351-360
ACM Digital Library Link
Summary: We present Draco, a sketch-based interface that allows artists and casual users alike to add a rich set of animation effects to their drawings, seemingly bringing illustrations to life. While previous systems have introduced sketch-based animations for individual objects, our contribution is a unified framework of motion controls that allows users to seamlessly add coordinated motions to object collections. We propose a framework built around kinetic textures, which provide continuous animation effects while preserving the unique timeless nature of still illustrations. This enables many dynamic effects difficult or not possible with previous sketch-based tools, such as a school of fish swimming, tree leaves blowing in the wind, or water rippling in a pond. We describe our implementation and illustrate the repertoire of animation effects it supports. A user study with professional animators and casual users demonstrates the variety of animations, applications and creative possibilities our tool provides.

[23] History assisted view authoring for 3D models 3D interaction: modeling and prototyping / Chen, Hsiang-Ting / Grossman, Tovi / Wei, Li-Yi / Schmidt, Ryan M. / Hartmann, Björn / Fitzmaurice, George / Agrawala, Maneesh Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2027-2036
ACM Digital Library Link
Summary: 3D modelers often wish to showcase their models for sharing or review purposes. This may consist of generating static viewpoints of the model or authoring animated fly-throughs. Manually creating such views is often tedious and few automatic methods are designed to interactively assist the modelers with the view authoring process. We present a view authoring assistance system that supports the creation of informative view points, view paths, and view surfaces, allowing modelers to author the interactive navigation experience of a model. The key concept of our implementation is to analyze the model's workflow history, to infer important regions of the model and representative viewpoints of those areas. An evaluation indicated that the viewpoints generated by our algorithm are comparable to those manually selected by the modeler. In addition, participants of a user study found our system easy to use and effective for authoring viewpoint summaries.

[24] CADament: a gamified multiplayer software tutorial system Learning and games / Li, Wei / Grossman, Tovi / Fitzmaurice, George Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3369-3378
ACM Digital Library Link
Summary: We present CADament, a gamified multiplayer tutorial system for learning AutoCAD. Compared with existing gamified software tutorial systems, CADament generates engaging learning experience through competitions. We investigate two variations of our game, where over-the-shoulder learning was simulated by providing viewports into other player's screens. We introduce an empirical lab study methodology where participants compete with one another, and we study knowledge transfer effects by tracking the migration of strategies between players during the study session. Our study shows that CADament has an advantage over pre-authored tutorials for improving learners' performance, increasing motivation, and stimulating knowledge transfer.

[25] Investigating the feasibility of extracting tool demonstrations from in-situ video content Tutorials / Lafreniere, Ben / Grossman, Tovi / Matejka, Justin / Fitzmaurice, George Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.4007-4016
ACM Digital Library Link
Summary: Short video demonstrations are effective resources for helping users to learn tools in feature-rich software. However manually creating demonstrations for the hundreds (or thousands) of individual features in these programs would be impractical. In this paper, we investigate the potential for identifying good tool demonstrations from within screen recordings of users performing real-world tasks. Using an instrumented image-editing application, we collected workflow video content and log data from actual end users. We then developed a heuristic for identifying demonstration clips, and had the quality of a sample set of clips evaluated by both domain experts and end users. This multi-step approach allowed us to characterize the quality of 'naturally occurring' tool demonstrations, and to derive a list of good and bad features of these videos. Finally, we conducted an initial investigation into using machine learning techniques to distinguish between good and bad demonstrations.
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