CS295J/Class Members' Pages/Andrew Bragdon/acb-Week 1: Difference between revisions
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Andrew Bragdon's Contributions to Week 1 | Andrew Bragdon's Contributions to Week 1 | ||
'''HCI- Mult-tasking''' | OWNER (and poster): | ||
'''HCI- Mult-tasking''' | |||
Empirical study of how information workers spend their time. Puts forward a theory of how users organize small individual tasks into "working spheres." | Empirical study of how information workers spend their time. Puts forward a theory of how users organize small individual tasks into "working spheres." | ||
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González, V. M. and Mark, G. 2004. "Constant, constant, multi-tasking craziness": managing multiple working spheres. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vienna, Austria, April 24 - 29, 2004). CHI '04. ACM, New York, NY, 113-120. DOI= http://doi.acm.org/10.1145/985692.985707 | González, V. M. and Mark, G. 2004. "Constant, constant, multi-tasking craziness": managing multiple working spheres. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vienna, Austria, April 24 - 29, 2004). CHI '04. ACM, New York, NY, 113-120. DOI= http://doi.acm.org/10.1145/985692.985707 | ||
'''250-word summary and relevance statement''' | |||
Any visualization which is used extensively by a user over a period of time will be used in the context of that user's daily workflow. It is therefore essential to understand this larger workflow context to design the visualization application appropriately to fit the needs of real world users. This paper studies in detail the daily workflow tasks and patterns of work of analysts, managers and software developers in a medium-sized software company. This paper provides strong empirical evidence that users, rather than working on discrete and well-defined tasks, in reality, switch tasks on average every two to three minutes, and instead, work on larger thematically connected units of work (working spheres). In addition, the study found that users switched between these larger working spheres on average every 12 minutes. Thus, it is strongly indicated by this paper that many information workers are in a constant state of rapid fire multi-tasking. This suggests that for a visualization to be relevant to any of these information workers, it would need to fit into, and support, this workflow. This is just a first step towards understanding how users interact with visualizations in particular, however; future work that studies how users interact with visualizations as part of their larger daily work patterns is warranted, and would be an important component of a broad theory of visualization. | |||
DISCUSSANT: | |||
* Perceptual causality and animacy Scholl-2000-PCA | |||
Discusses some of the automatic interpretation in our perception, focusing on inferring causal relations and animacy. (Andrew Bragdon - discussant) | |||
* Implicit Human Computer Interaction Through Context Schmidtt-2000-IHC | |||
A highly cited paper discussing the notion of implicit HCI, including semantic grouping of interactions, and some perceptual rules. (Andrew Bragdon - discussant) | |||
Latest revision as of 16:42, 30 January 2009
Andrew Bragdon's Contributions to Week 1
OWNER (and poster):
HCI- Mult-tasking
Empirical study of how information workers spend their time. Puts forward a theory of how users organize small individual tasks into "working spheres."
González, V. M. and Mark, G. 2004. "Constant, constant, multi-tasking craziness": managing multiple working spheres. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vienna, Austria, April 24 - 29, 2004). CHI '04. ACM, New York, NY, 113-120. DOI= http://doi.acm.org/10.1145/985692.985707
250-word summary and relevance statement
Any visualization which is used extensively by a user over a period of time will be used in the context of that user's daily workflow. It is therefore essential to understand this larger workflow context to design the visualization application appropriately to fit the needs of real world users. This paper studies in detail the daily workflow tasks and patterns of work of analysts, managers and software developers in a medium-sized software company. This paper provides strong empirical evidence that users, rather than working on discrete and well-defined tasks, in reality, switch tasks on average every two to three minutes, and instead, work on larger thematically connected units of work (working spheres). In addition, the study found that users switched between these larger working spheres on average every 12 minutes. Thus, it is strongly indicated by this paper that many information workers are in a constant state of rapid fire multi-tasking. This suggests that for a visualization to be relevant to any of these information workers, it would need to fit into, and support, this workflow. This is just a first step towards understanding how users interact with visualizations in particular, however; future work that studies how users interact with visualizations as part of their larger daily work patterns is warranted, and would be an important component of a broad theory of visualization.
DISCUSSANT:
- Perceptual causality and animacy Scholl-2000-PCA
Discusses some of the automatic interpretation in our perception, focusing on inferring causal relations and animacy. (Andrew Bragdon - discussant)
- Implicit Human Computer Interaction Through Context Schmidtt-2000-IHC
A highly cited paper discussing the notion of implicit HCI, including semantic grouping of interactions, and some perceptual rules. (Andrew Bragdon - discussant)
Posted:
HCI - Marking Menus
Marking menus naturally facillitate the transition from novice to expert performance for command invocation, and have been quite influential over the years to research into menu techniques.
Kurtenbach, G. and Buxton, W. 1993. The limits of expert performance using hierarchic marking menus. In Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems (Amsterdam, The Netherlands, April 24 - 29, 1993). CHI '93. ACM, New York, NY, 482-487. DOI= http://doi.acm.org/10.1145/169059.169426
Kurtenbach, G., Sellen, A. & Buxton, W. (1993) An empirical evaluation of some articulatory and cognitive aspects of "marking menus". Journal of Human Computer Interaction, Volume 8, Number 1
HCI- Chunking and Phrasing
Buxton, W. (1986). Chunking and Phrasing and the Design of Human-Computer Dialogues, Proceedings of the IFIP World Computer Congress, Dublin, Ireland, 475-480.
HCI- Polson's CE+ Model
This is a cognitive model of how users find and learn commands in an unfamiliar user interface. This could potentially be adapted to be a piece of a theory of visualization.
Polson, P. and Lewis, C. Theory-Based Design for Easily Learned Interfaces. Human-Computer Interaction, 5, 2 (June 1990), 191-220.
HCI- Manual and gaze input cascaded
This is an exciting system which combines gaze input (coarse-grained) and mouse input (fine-grained) to quickly target items. This is important because it "kind of" gets around Fitt's law by using gaze input to "warp" the cursor to the general vicinity of what the user wants to work on.
Zhai, S., Morimoto, C., and Ihde, S. 1999. Manual and gaze input cascaded (MAGIC) pointing. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems: the CHI Is the Limit (Pittsburgh, Pennsylvania, United States, May 15 - 20, 1999). CHI '99. ACM, New York, NY, 246-253. DOI= http://doi.acm.org/10.1145/302979.303053
HCI- Attention
Presents task models of user attention.
Adamczyk, P. D. and Bailey, B. P. 2004. If not now, when?: the effects of interruption at different moments within task execution. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vienna, Austria, April 24 - 29, 2004). CHI '04. ACM, New York, NY, 271-278. DOI= http://doi.acm.org/10.1145/985692.985727