[1]
AUTHORED BOOK
Web usability for dummies
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Mander, Richard
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Smith, Bud E.
2002
p.318
Hungry Minds
[2]
Content Awareness in a File System Interface: Implementing the 'Pile'
Metaphor for Organizing Information
Interface Issues
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Rose, David E.
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Mander, Richard
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Oren, Tim
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Ponceleon, Dulce B.
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Salomon, Gitta
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Wong, Yin Yin
Proceedings of the Sixteenth Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
1993-06-27
p.260-269
© Copyright 1993 Association for Computing Machinery
Summary: The pile is a new element of the desktop user interface metaphor, designed
to support the casual organization of documents. An interface design based on
the pile concept suggested uses of content awareness for describing,
organizing, and filing textual documents. We describe a prototype
implementation of these capabilities, and give a detailed example of how they
might appear to the user. We believe the system demonstrates how content
awareness can be not only used in a computer filing system, but made an
integral part of the user's experience.
[3]
Prototyping an Intelligent Agent through Wizard of Oz
Demonstration Based Systems
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Maulsby, David
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Greenberg, Saul
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Mander, Richard
Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing
Systems
1993-04-24
p.277-284
Keywords: Intelligent agent, Instructible system, Programming by demonstration, Wizard
of Oz, Prototyping
© Copyright 1993 Association for Computing Machinery
Summary: Turvy is a simulated prototype of an instructible agent. The user teaches
it by demonstrating actions and pointing at or talking about relevant data. We
formalized our assumptions about what could be implemented, then used the
Wizard of Oz to flesh out a design and observe users' reactions as they taught
several editing tasks. We found: a) all users invent a similar set of commands
to teach the agent; b) users learn the agent's language by copying its speech;
c) users teach simple tasks with ease and complex ones with reasonable effort;
and d) agents cannot expect users to point to or identify critical features
without prompting.
In conducting this rather complex simulation, we learned some lessons about
using the Wizard of Oz to prototype intelligent agents: a) design of the
simulation benefits greatly from prior implementation experience; b) the
agent's behavior and dialog capabilities must be based on formal models; c)
studies of verbal discourse lead directly to an implementable system; d) the
designer benefits greatly by becoming the Wizard; and e) qualitative data is
more valuable for answering global concerns, while quantitative data validates
accounts and answers fine-grained questions.
[4]
Blind Models as Minimal Artifacts
Short Papers (Talks): Design Milieux
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Mander, Richard
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Arent, Michael
Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing
Systems -- Adjunct Proceedings
1993-04-24
p.203-204
Summary: As the use of and the demand for electronic products becomes more diverse,
it has become ever more essential to actively involve end-users in the design
of the human interface of these products through a process of user studies,
iterative design, and user testing [1] [2]. Our work has shown that an
important component of human interface design is to conceptualize user
scenarios based on observational studies of end-users [3]. These scenarios
should be articulated very early on in the design process. From these
scenarios, role plays can be developed and carried out with users to gain an
initial understanding about what kind of functionality and product form factors
might be appropriate for enhancing such aspects of users' lives as
entertainment/ recreational factors, work-related productivity, interpersonal
communications, human memory enhancement, knowledge acquisition/retention, etc.
[5]
Working with Audio: Integrating Personal Tape Recorders and Desktop
Computers
Buttons and Gestures and Voice, Oh My!
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Degen, Leo
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Mander, Richard
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Salomon, Gitta
Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems
1992-05-03
p.413-418
Keywords: Audio interfaces, Audio browsing, Multi-media, User interface, User
observation, Design process
© Copyright 1992 Association for Computing Machinery
Summary: Audio data is rarely used on desktop computers today, although audio is
otherwise widely used for communication tasks. This paper describes early work
aimed at creating computer tools that support the ways users may want to work
with audio data. User needs for the system were determined by interviewing
people already working with audio data, using existing devices such as portable
tape recorders. A preliminary prototype system -- consisting of a personal
tape recorder for recording and simultaneously marking audio and a Macintosh
application for browsing these recordings -- was built. Informal field user
tests of this prototype system have indicated areas for improvement and
directions for future work.
[6]
A 'Pile' Metaphor for Supporting Casual Organization of Information
Graphical Interfaces for Drawing, Exploring, and Organizing
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Mander, Richard
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Salomon, Gitta
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Wong, Yin Yin
Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems
1992-05-03
p.627-634
Keywords: Interface design, Design process, Interactive systems, User observation,
Desktop metaphor, Interface metaphors, Pile metaphor, Information
visualization, Information organization, End-user programming
© Copyright 1992 Association for Computing Machinery
Summary: A user study was conducted to investigate how people deal with the flow of
information in their workspaces. Subjects reported that, in an attempt to
quickly and informally manage their information, they created piles of
documents. Piles were seen as complementary to the folder filing system.
which was used for more formal archiving. A new desktop interface element --
the pile -- was developed and prototyped through an iterative process. The
design includes direct manipulation techniques and support for browsing, and
goes beyond physical world functionality by providing system assistance for
automatic pile construction and reorganization. Preliminary user tests
indicate the design is promising and raise issues that will be addressed in
future work.
[7]
Bringing Icons to Life
Use of Familiar Things in the Design of Interfaces
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Baecker, Ronald
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Small, Ian
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Mander, Richard
Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems
1991-04-28
p.1-6
Keywords: Icons, Interaction techniques, Dialogue methods, Interactive design,
Empirical studies, HyperCard
© Copyright 1991 Association for Computing Machinery
Summary: Icons are used increasingly in interfaces because they are compact
"universal" pictographic representations of computer functionality and
processing. Animated icons can bring to life symbols representing complete
applications or functions within an application, thereby clarifying their
meaning, demonstrating their capabilities, and even explaining their method of
use. To test this hypothesis, we carried out an iterative design of a set of
animated painting icons that appear in the HyperCard tool palette. The design
discipline restricted the animations to 10 to 20 second sequences of 22x20
pixel bit maps. User testing was carried out on two interfaces - one with the
static icons, one with the animated icons. The results showed significant
benefit from the animations in clarifying the purpose and functionality of the
icons.