CS295J/Literature: Difference between revisions

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* [http://site.ebrary.com/lib/brown/docDetail.action?docID=10173678 The Laws of Simplicity] by John Maeda
* [http://site.ebrary.com/lib/brown/docDetail.action?docID=10173678 The Laws of Simplicity] by John Maeda
: An interesting work on the efficiency of minimalist design.  Quick read for those interested. (Steven)
: An interesting work on the efficiency of minimalist design.  Quick read for those interested. (Steven)
* [http://www.cs.umd.edu/hcil/pubs/presentations/eyeshaveit/index.htm Ben Shneiderman, The Eyes Have It: User Interfaces for  Information Visualization], UM, tech-report, CS-TR-3665. (Jian)
: the paper talks about visualization mantra.


==Thinking, analysis, decision making==
==Thinking, analysis, decision making==

Revision as of 21:19, 26 January 2009

Perception

  • Colin Ware: Information Visualization: Perception for Design
Insight into some of the theory of perception as it pertains to building visual interfaces (David)
  • Some unindentified paper(s)/book(s) about Gestalt theories of perception and cognition
These theories, from the 40's inform visual design and may provide an analogy for integration of theory and practice (David)
Looks like it could have cool information on "hacking" human perception. E J Kalafarski 16:02, 26 January 2009 (UTC)
"The authors focus at on three things: presentation of information to best match human cognitive and perceptual capabilities, interactive tools and systems to facilitate creation and navigation of visualizations, and software system features to improve visualization tools." First and third points sound relevant. E J Kalafarski 16:02, 26 January 2009 (UTC)
Differences and similarities between between the perceptions of individuals. E J Kalafarski 16:02, 26 January 2009 (UTC)

Cognition

  • Colin Ware: Visual Thinking: For Design
Insight into some of the theory of cognition as it pertains to building visual interfaces (David)
A clear description of one part of human thinking; will probably provide pointers to other things to read (David)
Abstract: "…we have only a partial understanding of how people perceive and process graphic information." Obvious potential relevance. E J Kalafarski 16:02, 26 January 2009 (UTC)
Older article but referenced in a lot of newer ones; looks at how conventional problem-solving is ineffective as a learning device. (lisajane)

HCI

  • John M. Carroll: HCI Models, Theories, and Frameworks: Toward a Multidisciplinary Science
A gargantuan book with chapters by many folks describing some of the models and theories from HCI that may relate back to cognition; may need to create individual (David)
A study in which the GOMS method is used to correctly predict the performance of call center operators using a new workstation. Might be interesting because of the methodology used to decompose the task into basic cognitive and perceptual actions, and then measuring these actions to evaluate the new interface. (Eric)

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. (Andrew Bragdon)

High-level theory of human-computer dialogues. (Andrew Bragdon)

  • Polson, P. and Lewis, C. Theory-Based Design for Easily Learned Interfaces. Human-Computer Interaction, 5, 2 (June 1990), 191-220.

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. (Andrew Bragdon)

This is a 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. (Andrew Bragdon)

Presents task models of user attention. (Andrew Bragdon)

Empirical study of how information workers spend their time. Puts forward a theory of how users organize small individual tasks into "working spheres." (Andrew Bragdon)

This looks money: somewhat-recent example of automating the evaluation process, very much one of our specific goals. E J Kalafarski 16:02, 26 January 2009 (UTC)
Survey of several evaluation methods, almost 20 yrs old. E J Kalafarski 16:02, 26 January 2009 (UTC)
One more method. E J Kalafarski 16:02, 26 January 2009 (UTC)
Another old one, not sure of relevance yet. "Major usability problems have a higher probability than minor problems of being found in a heuristic evaluation, but more minor problems are found in absolute numbers." E J Kalafarski 16:02, 26 January 2009 (UTC)
One of the first research papers to introduce eye tracking as a viable HCI technique. (Trevor)
Technical details about the implementation of a recent real-time eye-tracking system. (Trevor)
A workshop discussion from CHI 2007 discussing the idea of a "semantic internet" and its relevance to the HCI community. Discusses things like adaptive web interfaces, mashups, dynamic interactions, etc. (Trevor)
A highly cited paper discussing the notion of implicit HCI, including semantic grouping of interactions, and some perceptual rules. (Trevor)
This article investigates the cognitive strategies that people use to search computer displays. Several different visual layouts are examined. (lisajane)
This article reviews basic and applied research documenting failures of visual awareness and the related metacognitive failure and then discuss misplaced beliefs that could accentuate both in the context of the human-computer interface. (lisajane)
  • Shneiderman, Plaisant: Designing the User Interface
My textbook for an HCI class, has many good lists of guidelines. Especially Ch.2 pp 59-102. (lisajane)
Defines the task of the HCI specialist as the application of psychological and anthropological principles to specific design problems. It posits an inherent feud between the accurate study of relative contexts and the necessary, but more general, development of comparative models and results. Gives a coherent overview of activity theory, situated action models, and distributed cognition; finds that activity theory presents the best overall framework. There is little reason given for this ranking, however, and the description of activity theory is the most theoretical and least developed of the three.
Having spent quite a bit of time studying Soviet psychology (from which came activity theory) last semester, I question the validity of the paper’s claim, as its description of activity theory bears the artifacts of the oppressive regulations which the Soviet government imposed on psychologists. Although the theory may sound more practical, it seems fairly weak as a basis for empirical design analysis.
The paper’s strongest point is the criticisms which follow descriptions, in which theoretical shortcomings of each perspective are discussed. (Steven)
  • Robert Mack, Jakob Nielsen: Usability Inspection Methods (Ch. 1 Executive Summary)
Provides an overview of main usability inspection methods, a fair introduction to the industrial applications, as well as certain costs and benefits, of the methods as well as suggestions for expansive research. (Steven)

5(2):110-141, 1986. (Jian)

The first paper talked about how to automatically generate *good* graphs.
Extend their previous paper to analytics tasks.
discuss vis from a variety of angles as for art, science and technology and question and quantify the utility of visualization.
Extend Fitts' to trajectory based tasks.


an application-specific comparison of visualization method. a cool paper.
quantify visual complexity from a statistics point of view.

Design

see summary for Alexander below (David)
  • UI Design principles (feedback, etc -- find ref)
  • Alexander: A Pattern Language: Towns, Buildings, Construction
The original design pattern source; what makes a human space work, ineffable best practices, ~250 rules is enough to do communities and house-sized artifacts; could be a good metaphor for making; could be a good metaphor for making human virtual space work? (David)
A fairly-specific UI proposal, but could potentially have some nice relevant discussion on how we perceive "foreground" items and "background" items and their relationship. E J Kalafarski 16:02, 26 January 2009 (UTC)
Design method, five major design steps. E J Kalafarski 16:02, 26 January 2009 (UTC)
Really awesome book on the evolution of interactions with technology. (Trevor)
Another great book on the practices of interaction design. (Trevor)
An interesting work on the efficiency of minimalist design. Quick read for those interested. (Steven)
the paper talks about visualization mantra.

Thinking, analysis, decision making

  • Morgan D. Jones: The Thinker's Toolkit: Fourteen Powerful Techniques for Problem Solving
Set of methods for solving problems that might be incorporated into tools for thinking (David)
  • Keim, Shazeer, Littman: Proverb: The Probabilistic Cruciverbalist
An automatic crossword-puzzle solver; the software framework for building this program may be a metaphor for some thinking groupware with plug-in modules. (David)
  • Thomas, Cook: Illuminating the Path
a research agenda for tools for intelligence analysts; not sure of relevance (David)
  • Richard Thaler, Cass Sunstein: Nudge - Improving Decisions About Wealth, Health, and Happiness
A great, easy read for someone who isn't familiar with the psychological perspective. Focuses mainly on public policy issues, but certain sections (on developing a better social security website, for example) relate specifically to digital design. (Steven)

Visualization

  • Min Chen, David Ebert, Hans Hagen, Robert S. Laramee, Robert van Liere, Kwan-Liu Ma, William Ribarsky, Gerik Scheuermann, Deborah Silver, "Data, Information, and Knowledge in Visualization," IEEE Computer Graphics and Applications, vol. 29, no. 1, pp. 12-19, Jan./Feb. 2009, doi:10.1109/MCG.2009.6