VLDB 2026 Research / reviewers in the wild / expert
Haijun Xia
dblp:121/4984
· DBLP profile ↗
58ranked-venue papers
12as first author
42since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 54 · 11 first-author · 38 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Exploring Fairy Cursor as a Form of AI Agent for In-the-Flow Assistance: Design Opportunities and ChallengesabstractWhat would it mean for a digital assistant to stay with our cursor, rather than as a chatbot in a separate window? By staying near the user’s actions, such assistance promises lightweight, continuous, in-the-flow help, but also introduces unique risks of intrusion. However, little is known about the tasks it is suited for, and the design considerations it entails. This study offers an initial investigation of this space through a multi-stage design inquiry. First, a retrospective think-aloud study with nine participants reveals common inefficiencies in everyday information work where cursor-centric support may be valuable. Building on these observations, we proposed the Fairy Cursor as a design probe and developed a proof-of-concept environment to examine users’ interpretations, preferences and concerns around it. Our findings surfaced key challenges and opportunities in designing cursor-centric assistants, including how users tolerate presence, interpret initiatives, and balance assistance with ongoing engagement. We conclude with design implications for in-the-flow human–AI collaboration and outline directions for future systems. Yining Cao, James D. Hollan, Haijun Xia |
DIS | 3 |
| 2026 | Belidor: A Specification Language for Operationalizing Structural Analogies Between User Interfaces
Matthew Beaudouin-Lafon, Devamardeep Hayatpur, Arvind Satyanarayan, Haijun Xia |
CHI | 4 |
| 2026 | Tidynote: Always-Clear Notebook AuthoringabstractRecent work identified clarity as one of the top quality attributes that notebook users value, but notebooks lack support for maintaining clarity throughout the exploratory phases of the notebook authoring workflow. We propose always-clear notebook authoring that supports both clarity and exploration, and present a Jupyter implementation called Tidynote. The key to Tidynote is three-fold: (1) a scratchpad sidebar to facilitate exploration, (2) cells movable between the notebook and the scratchpad to maintain organization, and (3) linear execution with state forks to clarify program state. An exploratory study (N=13) of open-ended data analysis tasks shows that Tidynote features holistically promote clarity throughout a notebook’s lifecycle, support realistic notebook tasks, and enable novel strategies for notebook clarity. These results suggest that Tidynote supports maintaining clarity throughout the entirety of notebook authoring. Ruanqianqian (Lisa) Huang, Brian Hempel, Yining Cao, James D. Hollan, Haijun Xia, Sorin Lerner |
CHI | 5 |
| 2026 | Orca: Browsing at Scale Through User-Driven and AI-Facilitated Orchestration Across Malleable WebpagesabstractWeb-based activities span multiple webpages. However, conventional browsers with stacks of tabs cannot support operating and synthesizing large volumes of information across pages. While recent AI systems enable fully automated web browsing and information synthesis, they often diminish user agency and hinder contextual understanding. We explore how AI could instead augment user interactions with content across webpages and mitigate cognitive and manual efforts. Through literature on information tasks and web browsing challenges, and an iterative design process, we present novel interactions with our prototype web browser, Orca. Leveraging AI, Orca supports user-driven exploration, operation, organization, and synthesis of web content at scale. To enable browsing at scale, webpages are treated as malleable materials that humans and AI can collaboratively manipulate and compose into a malleable, dynamic, and browser-level workspace. Our evaluation revealed an increased “appetite” for information foraging, enhanced control, and more flexible sensemaking across a broader web information landscape. Peiling Jiang, Haijun Xia |
CHI | 2 |
| 2026 | VizCrit: Exploring Strategies for Displaying Computational Feedback in a Visual Design ToolabstractVisual design instructors often provide multi-modal feedback, mixing annotations with text. Prior theory emphasizes the importance of actionable feedback, where “actionability” lies on a spectrum—from surfacing relevant design concepts to suggesting concrete fixes. How might creativity tools implement annotations that support such feedback, and how does the actionability of feedback impact novices’ process-related behaviors, perceptions of creativity, learning of design principles, and overall outcomes? We introduce VizCrit, a system for providing computational feedback that supports the actionability spectrum, realized through algorithmic issue detection and visual annotation generation. In a between-subjects study (N=36), novices revised a design under one of three conditions: textbook-based, awareness-centered, or solution-centered feedback. We found that solution-centered feedback led to fewer design issues and higher self-perceived creativity compared with textbook-based feedback, although expert ratings on creativity showed no significant differences. We discuss the implications for AI in Creativity Support Tools, including the potential of calibrating feedback actionability to help novices balance productivity with learning, growth, and developing design awareness. Mengyi Chen, Sarah Luo, Yining Cao, Haijun Xia, Maitraye Das, Steven Dow, Jane E |
CHI | 5 |
| 2026 | Gazeify Then Voiceify: Physical Object Referencing Through Gaze and Voice Interaction with Displayless Smart GlassesabstractSmart glasses enhance interactions with the environment by using head-mounted cameras to observe the user’s viewpoint, but lack the visual feedback used for common interactions. We introduce “Gazeify then Voiceify”, a multimodal approach allowing object selection via gaze and voice using displayless smart glasses. Users can select a physical object with their gaze, and the system generates a digital mask and a voice description of the object’s semantics. Users can further correct errors through free-form conversation. To demonstrate our approach, we develop an interactive system by integrating advanced object segmentation and detection with a visual-language model. User studies reveal that participants achieve correct gaze selection in 53% of the task trials and use voice disambiguation to correct 58% remaining errors. Participants also rated the system as likable, useful and easy to use. Zheng Zhang 0043, Mengjie Yu, Tianyi Wang 0004, Kashyap Todi, Ajoy Savio Fernandes, Haijun Xia, Tovi Grossman, Tanya R. Jonker |
IUI | 7 |
| 2025 | PersonaFlow: Designing LLM-Simulated Expert Perspectives for Enhanced Research Ideationabstract○ where users can indicate their topics of interest for exploration.Persona Nodes 2 ○ represent AI-simulated expert perspectives that can suggest related literature retrieved from online publication database (Literature Nodes 3 ○), and subsequently provide feedback and critiques (Critique Nodes 4 ○) to users' initial research idea.Based on the critiques and identified literature, the system can further help revise users' initial idea into a revised RQ (RQ node 5 ○).Users can perform this process iteratively and combine inputs from multiple expert personas until they discover satisfactory RQs of their interest. Yiren Liu, Pranav Sharma, Mehul Oswal, Haijun Xia, Yun Huang 0003 |
Conference on Designing Interactive Systems | 4 |
| 2025 | Compositional Structures as Substrates for Human-AI Co-creation Environment: A Design Approach and A Case Study
Yining Cao, Yiyi Huang, Anh Truong, Hijung Shin, Haijun Xia |
CHI | 5 |
| 2025 | Generative and Malleable User Interfaces with Generative and Evolving Task-Driven Data Model
Yining Cao, Peiling Jiang, Haijun Xia |
CHI | 3 |
| 2025 | The Shapes of Abstraction in Data Structure DiagramsabstractTools to inspect runtime state, like print statements and debuggers, are an essential part of programming.Yet, a major limitation is that they present data at a fixed, low level of abstraction which can overload the user with irrelevant details.In contrast, human drawings of data structures use many illustrative visual abstractions to show the most useful information.We attempt to bridge the gap by surveying 80 programmer-produced diagrams to develop a mechanical approach for capturing visual abstraction, termed abstraction moves.An abstraction move selects data objects of interest, and then revisualizes, simplifies, or annotates them.We implement these moves as a diagramming language for JavaScript code, named Chisel, and show that it can effectively reproduce 78 out of the 80 surveyed diagrams.In a preliminary study with four CS educators, we evaluate its usage and discover potential contexts of use.Our approach of mechanically moving between levels of abstraction in data displays opens the doors to new tools and workflows in programming education and software development. Devamardeep Hayatpur, Brian Hempel, Richard Lin, Haijun Xia |
CHI | 4 |
| 2025 | Malleable Overview-Detail InterfacesabstractThe overview-detail design pattern, characterized by an overview of multiple items and a detailed view of a selected item, is ubiquitously implemented across software interfaces. Designers often try to account for all users, but ultimately these interfaces settle on a single form. For instance, an overview map may display hotel prices but omit other user-desired attributes. This research instead explores the malleable overview-detail interface, one that end-users can customize to address individual needs. Our content analysis of overview-detail interfaces uncovered three dimensions of variation: content, composition, and layout, enabling us to develop customization techniques along these dimensions. For content, we developed Fluid Attributes, a set of techniques enabling users to show and hide attributes between views and leverage AI to manipulate, reformat, and generate new attributes. For composition and layout, we provided solutions to compose multiple overviews and detail views and transform between various overview and overview-detail layouts. A user study on our techniques implemented in two design probes revealed that participants produced diverse customizations and unique usage patterns, highlighting the need and broad applicability for malleable overview-detail interfaces. Bryan Min, Allen Chen, Yining Cao, Haijun Xia |
CHI | 4 |
| 2025 | Assistance or Disruption? Exploring and Evaluating the Design and Trade-offs of Proactive AI Programming SupportabstractAI programming tools enable powerful code generation, and recent prototypes attempt to reduce user effort with proactive AI agents, but their impact on programming workflows remains unexplored. We introduce and evaluate Codellaborator, a design probe LLM agent that initiates programming assistance based on editor activities and task context. We explored three interface variants to assess trade-offs between increasingly salient AI support: prompt-only, proactive agent, and proactive agent with presence and context (Codellaborator). In a within-subject study (N=18), we find that proactive agents increase efficiency compared to prompt-only paradigm, but also incur workflow disruptions. However, presence indicators and interaction context support alleviated disruptions and improved users' awareness of AI processes. We underscore trade-offs of Codellaborator on user control, ownership, and code understanding, emphasizing the need to adapt proactivity to programming processes. Our research contributes to the design exploration and evaluation of proactive AI systems, presenting design implications on AI-integrated programming workflow. Kevin Pu, Daniel Lazaro, Ian Arawjo, Haijun Xia, Ziang Xiao, Tovi Grossman, Yan Chen 0033 |
CHI | 4 |
| 2025 | Less or More: Towards Glanceable Explanations for LLM Recommendations Using Ultra-Small Devices
Mengjie Yu, Hannah Nguyen, Michael L. Iuzzolino, Tianyi Wang 0004, Peiqi Tang, Natasha Lynova, Co Tran, Ting Zhang 0013, Naveen Sendhilnathan, Hrvoje Benko, Haijun Xia, Tanya R. Jonker |
IUI | 12 |
| 2025 | Sculpin: Direct-Manipulation Transformation of JSON
Joshua Horowitz, Devamardeep Hayatpur, Haijun Xia, Jeffrey Heer |
UIST | 3 |
| 2025 | Meridian: A Design Framework for Malleable Overview-Detail Interfaces
Bryan Min, Haijun Xia |
UIST | 2 |
| 2025 | The Command Line GUIde: Graphical Interfaces from Man Pages via AI
Saketh Ram Kasibatla, Kiran Medleri Hiremath, Raven Rothkopf, Sorin Lerner, Haijun Xia, Brian Hempel |
VL/HCC | 5 |
| 2024 | When to Give Feedback: Exploring Tradeoffs in the Timing of Design FeedbackabstractAdvances in AI have opened up the potential for creativity tools to computationally generate design feedback. In a future when designers can request feedback anytime on demand, how would the timing of these requests impact novices’ creative learning processes? What are the tradeoffs of providing access to feedback throughout a design task (in-action) versus only providing feedback after (on-action)? We explored these questions through a Wizard-of-Oz study (N=20) using an interactive design probe, where participants could request feedback either throughout the design process or only after they complete a full draft. We found that in-action participants frequently request feedback, resulting in better improvements as indicated by a greater decrease in issues in their final design. However, we saw that in-action feedback can also risk users overly relying on feedback instead of engaging in more holistic self-evaluation. We discuss the implications of our insights on designing tools for creative feedback. Jane E, Yu-Chun (Grace) Yen, Isabelle Yan Pan, Grace Lin, Hyoungwook Jin, Mengyi Chen, Haijun Xia, Steven Dow |
Creativity & Cognition | 8 |
| 2024 | Exploring the Potential for Generative AI-based Conversational Cues for Real-Time Collaborative IdeationabstractWhat is the potential value and role for AI to facilitate real-time creative discussions? The paper explores principles for Generative-AI based conversational support by investigating how humans – playing the role of an AI agent – generate contextual conversational cues to guide an ideation session. We studied n=42 people (14 triads) brainstorming through a remote meeting design probe that allows a wizard facilitator to oversee the ideation and send text-based cues that appear real-time in the ideator interface. Thematic analysis of conversations, cues and post-hoc reflections by facilitators uncovered focal points, strategies and challenges. Notably, 44% of the cues sent out by the facilitators were either dismissed or ignored because they did not notice the cue update. When ideators did notice cues, certain facilitator strategies impacted the conversation more than others. Based on our analysis, we present design opportunities to improve generative AI-based systems to better support real-time creative collaborations. Jude Abishek Rayan, Dhruv Kanetkar, Yifan Gong 0008, Yuewen Yang, Srishti Palani, Haijun Xia, Steven Dow |
Creativity & Cognition | 6 |
| 2024 | Elastica: Adaptive Live Augmented Presentations with Elastic Mappings Across ModalitiesabstractAugmented presentations offer compelling storytelling by combining speech content, gestural performance, and animated graphics in a congruent manner. The expressiveness of these presentations stems from the harmonious coordination of spoken words and graphic elements, complemented by smooth animations aligned with the presenter’s gestures. However, achieving such desired congruence in a live presentation poses significant challenges due to the unpredictability and imprecision inherent in presenters’ real-time actions. Existing methods either leveraged rigid mapping without predefined states or required the presenters to conform to predefined animations. We introduce adaptive presentations that dynamically adjust predefined graphic animations to real-time speech and gestures. Our approach leverages script following and motion warping to establish elastic mappings that generate runtime graphic parameters coordinating speech, gesture, and predefined animation state. Our evaluation demonstrated that the proposed adaptive presentation can effectively mitigate undesired visual artifacts caused by performance deviations and enhance the expressiveness of resulting presentations. Yining Cao, Rubaiat Habib Kazi, Li-Yi Wei, Deepali Aneja, Haijun Xia |
CHI | 5 |
| 2024 | Taking ASCII Drawings Seriously: How Programmers Diagram CodeabstractDocumentation in codebases facilitates knowledge transfer. But tools for programming are largely text-based, and so developers resort to creating ASCII diagrams—graphical artifacts approximated with text—to show visual ideas within their code. Despite real-world use, little is known about these diagrams. We interviewed nine authors of ASCII diagrams, learning why they use ASCII and what roles the diagrams play. We also compile and analyze a corpus of 507 ASCII diagrams from four open source projects, deriving a design space with seven dimensions that classify what these diagrams show, how they show it, and ways they connect to code. These investigations reveal that ASCII diagrams are professional artifacts used across many steps in the development lifecycle, diverse in role and content, and used because they visualize ideas within the variety of programming tools in use. Our findings highlight the importance of visualization within code and lay a foundation for future programming tools that tightly couple text and graphics. Devamardeep Hayatpur, Brian Hempel, Kathy Chen, William Duan, Philip J. Guo, Haijun Xia |
CHI | 6 |
| 2024 | Luminate: Structured Generation and Exploration of Design Space with Large Language Models for Human-AI Co-CreationabstractThanks to their generative capabilities, large language models (LLMs) have become an invaluable tool for creative processes. These models have the capacity to produce hundreds and thousands of visual and textual outputs, offering abundant inspiration for creative endeavors. But are we harnessing their full potential? We argue that current interaction paradigms fall short, guiding users towards rapid convergence on a limited set of ideas, rather than empowering them to explore the vast latent design space in generative models. To address this limitation, we propose a framework that facilitates the structured generation of design space in which users can seamlessly explore, evaluate, and synthesize a multitude of responses. We demonstrate the feasibility and usefulness of this framework through the design and development of an interactive system, Luminate, and a user study with 14 professional writers. Our work advances how we interact with LLMs for creative tasks, introducing a way to harness the creative potential of LLMs. Sangho Suh, Meng Chen 0020, Bryan Min, Toby Jia-Jun Li, Haijun Xia |
CHI | 5 |
| 2024 | LAVE: LLM-Powered Agent Assistance and Language Augmentation for Video EditingabstractVideo creation has become increasingly popular, yet the expertise and effort required for editing often pose barriers to beginners. In this paper, we explore the integration of large language models (LLMs) into the video editing workflow to reduce these barriers. Our design vision is embodied in LAVE, a novel system that provides LLM-powered agent assistance and language-augmented editing features. LAVE automatically generates language descriptions for the user’s footage, serving as the foundation for enabling the LLM to process videos and assist in editing tasks. When the user provides editing objectives, the agent plans and executes relevant actions to fulfill them. Moreover, LAVE allows users to edit videos through either the agent or direct UI manipulation, providing flexibility and enabling manual refinement of agent actions. Our user study, which included eight participants ranging from novices to proficient editors, demonstrated LAVE’s effectiveness. The results also shed light on user perceptions of the proposed LLM-assisted editing paradigm and its impact on users’ creativity and sense of co-creation. Based on these findings, we propose design implications to inform the future development of agent-assisted content editing. Bryan Wang, Yuliang Li 0001, Zhaoyang Lv, Haijun Xia, Raj Sodhi |
IUI | 4 |
| 2024 | DrawTalking: Building Interactive Worlds by Sketching and SpeakingabstractWe introduce DrawTalking, an approach to building and controlling interactive worlds by sketching and speaking while telling stories. It emphasizes user control and flexibility, and gives programming-like capability without requiring code. An early open-ended study with our prototype shows that the mechanics resonate and are applicable to many creative-exploratory use cases, with the potential to inspire and inform research in future natural interfaces for creative exploration and authoring. Karl Rosenberg, Rubaiat Habib Kazi, Li-Yi Wei, Haijun Xia, Ken Perlin |
UIST | 4 |
| 2024 | WaitGPT: Monitoring and Steering Conversational LLM Agent in Data Analysis with On-the-Fly Code VisualizationabstractLarge language models (LLMs) support data analysis through conversational user interfaces, as exemplified in OpenAI’s ChatGPT (formally known as Advanced Data Analysis or Code Interpreter). Essentially, LLMs produce code for accomplishing diverse analysis tasks. However, presenting raw code can obscure the logic and hinder user verification. To empower users with enhanced comprehension and augmented control over analysis conducted by LLMs, we propose a novel approach to transform LLM-generated code into an interactive visual representation. In the approach, users are provided with a clear, step-by-step visualization of the LLM-generated code in real time, allowing them to understand, verify, and modify individual data operations in the analysis. Our design decisions are informed by a formative study (N=8) probing into user practice and challenges. We further developed a prototype named WaitGPT and conducted a user study (N=12) to evaluate its usability and effectiveness. The findings from the user study reveal that WaitGPT facilitates monitoring and steering of data analysis performed by LLMs, enabling participants to enhance error detection and increase their overall confidence in the results. Liwenhan Xie, Chengbo Zheng, Haijun Xia, Huamin Qu, Chen Zhu-Tian |
UIST | 3 |
| 2024 | CoLadder: Manipulating Code Generation via Multi-Level BlocksabstractThis paper adopted an iterative design process to gain insights into programmers’ strategies when using LLMs for programming. We proposed CoLadder, a novel system that supports programmers by facilitating hierarchical task decomposition, direct code segment manipulation, and result evaluation during prompt authoring. A user study with 12 experienced programmers showed that CoLadder is effective in helping programmers externalize their problem-solving intentions flexibly, improving their ability to evaluate and modify code across various abstraction levels, from their task’s goal to final code implementation. Ryan Yen, Jiawen Stefanie Zhu, Sangho Suh, Haijun Xia, Jian Zhao 0010 |
UIST | 4 |
| 2023 | Metaphorian: Leveraging Large Language Models to Support Extended Metaphor Creation for Science WritingabstractScience writers commonly use extended metaphors to communicate unfamiliar concepts in a more accessible way to a wider audience. However, creating metaphors for science writing is challenging even for professional writers; according to our formative study (n=6), finding inspiration and extending metaphors with coherent structures were critical yet significantly challenging tasks for them. We contribute Metaphorian, a system that supports science writers with the creation of scientific metaphors by facilitating the search, extension, and iterative revision of metaphors. Metaphorian uses a large language model-based workflow inspired by the heuristic rules revealed from a study with six professional writers. A user study (n=16) revealed that Metaphorian significantly enhances satisfaction, confidence, and inspiration in metaphor writing without decreasing writers’ sense of agency. We discuss design implications for creativity support for figurative writing in science. Jeongyeon Kim, Sangho Suh, Lydia B. Chilton, Haijun Xia |
Conference on Designing Interactive Systems | 4 |
| 2023 | DataParticles: Block-based and Language-oriented Authoring of Animated Unit VisualizationsabstractUnit visualizations have been widely used in data storytelling within interactive articles and videos. However, authoring data stories that contain animated unit visualizations is challenging due to the tedious, time-consuming process of switching back and forth between writing a narrative and configuring the accompanying visualizations and animations. To streamline this process, we present DataParticles, a block-based story editor that leverages the latent connections between text, data, and visualizations to help creators flexibly prototype, explore, and iterate on a story narrative and its corresponding visualizations. To inform the design of DataParticles, we interviewed 6 domain experts and studied a dataset of 44 existing animated unit visualizations to identify the narrative patterns and congruence principles they employed. A user study with 9 experts showed that DataParticles can significantly simplify the process of authoring data stories with animated unit visualizations by encouraging exploration and supporting fast prototyping. Yining Cao, Jane E, Chen Zhu-Tian, Haijun Xia |
CHI | 4 |
| 2023 | iBall: Augmenting Basketball Videos with Gaze-moderated Embedded VisualizationsabstractWe present iBall, a basketball video-watching system that leverages gaze-moderated embedded visualizations to facilitate game understanding and engagement of casual fans. Video broadcasting and online video platforms make watching basketball games increasingly accessible. Yet, for new or casual fans, watching basketball videos is often confusing due to their limited basketball knowledge and the lack of accessible, on-demand information to resolve their confusion. To assist casual fans in watching basketball videos, we compared the game-watching behaviors of casual and die-hard fans in a formative study and developed iBall based on the findings. iBall embeds visualizations into basketball videos using a computer vision pipeline, and automatically adapts the visualizations based on the game context and users’ gaze, helping casual fans appreciate basketball games without being overwhelmed. We confirmed the usefulness, usability, and engagement of iBall in a study with 16 casual fans, and further collected feedback from 8 die-hard fans. Chen Zhu-Tian, Qisen Yang, Jiarui Shan, Tica Lin, Johanna Beyer, Haijun Xia, Hanspeter Pfister |
CHI | 6 |
| 2023 | CrossCode: Multi-level Visualization of Program ExecutionabstractProgram visualizations help to form useful mental models of how programs work, and to reason and debug code. But these visualizations exist at a fixed level of abstraction, e.g., line-by-line. In contrast, programmers switch between many levels of abstraction when inspecting program behavior. Based on results from a formative study of hand-designed program visualizations, we designed CrossCode, a web-based program visualization system for JavaScript that leverages structural cues in syntax, control flow, and data flow to aggregate and navigate program execution across multiple levels of abstraction. In an exploratory qualitative study with experts, we found that CrossCode enabled participants to maintain a strong sense of place in program execution, was conducive to explaining program behavior, and helped track changes and updates to the program state. Devamardeep Hayatpur, Daniel J. Wigdor, Haijun Xia |
CHI | 3 |
| 2023 | Log-it: Supporting Programming with Interactive, Contextual, Structured, and Visual LogsabstractLogging is a widely used technique for inspecting and understanding programs. However, the presentation of logs still often takes its ancient form of a linear stream of text that resides in a terminal, console, or log file. Despite its simplicity, interpreting log output is often challenging due to the large number of textual logs that lack structure and context. We conducted content analysis and expert interviews to understand the practices and challenges inherent in logging. These activities demonstrated that the current representation of logs does not provide the rich structures programmers need to interpret them or the program’s behavior. We present Log-it, a logging interface that enables programmers to interactively structure and visualize logs in situ. A user study with novices and experts showed that Log-it’s syntax and interface have a minimal learning curve, and the interactive representations and organizations of logs help programmers easily locate, synthesize, and understand logs. Peiling Jiang, Fuling Sun, Haijun Xia |
CHI | 3 |
| 2023 | Color Field: Developing Professional Vision by Visualizing the Effects of Color FiltersabstractColor filters are ubiquitous across visual digital media due to their transformative effect. However, it can be difficult to understand how a color filter will affect an image, especially for novices. In order to become experts, we argue that novices need to develop Goodwin’s notion of Professional Vision [29]. Then, they can "see" and interpret their work in terms of their domain knowledge like experts. Using the theory of Professional Vision, we present two design objectives for systems that aim to help users develop expertise. These goals were used to develop Color Field, an interactive visualization of color filters as a vector field over the Hue-Saturation-Lightness color space. We conducted an exploratory user study in which five color grading novices and four experts were asked to analyze color filters. We found that Color Field enabled multiple strategies to make sense of filters (e.g. reviewing the overall shape of the vector field) and discuss them (e.g. using spatial language). We conclude with other applications of Color Field and future work to leverages Professional Vision in HCI. Matthew Beaudouin-Lafon, Jane E, Haijun Xia |
UIST | 3 |
| 2023 | Graphologue: Exploring Large Language Model Responses with Interactive DiagramsabstractLarge language models (LLMs) have recently soared in popularity due to their ease of access and the unprecedented ability to synthesize text responses to diverse user questions. However, LLMs like ChatGPT present significant limitations in supporting complex information tasks due to the insufficient affordances of the text-based medium and linear conversational structure. Through a formative study with ten participants, we found that LLM interfaces often present long-winded responses, making it difficult for people to quickly comprehend and interact flexibly with various pieces of information, particularly during more complex tasks. We present Graphologue, an interactive system that converts text-based responses from LLMs into graphical diagrams to facilitate information-seeking and question-answering tasks. Graphologue employs novel prompting strategies and interface designs to extract entities and relationships from LLM responses and constructs node-link diagrams in real-time. Further, users can interact with the diagrams to flexibly adjust the graphical presentation and to submit context-specific prompts to obtain more information. Utilizing diagrams, Graphologue enables graphical, non-linear dialogues between humans and LLMs, facilitating information exploration, organization, and comprehension. Peiling Jiang, Jude Abishek Rayan, Steven Dow, Haijun Xia |
UIST | 4 |
| 2023 | Sensecape: Enabling Multilevel Exploration and Sensemaking with Large Language ModelsabstractPeople are increasingly turning to large language models (LLMs) for complex information tasks like academic research or planning a move to another city. However, while they often require working in a nonlinear manner — e.g., to arrange information spatially to organize and make sense of it, current interfaces for interacting with LLMs are generally linear to support conversational interaction. To address this limitation and explore how we can support LLM-powered exploration and sensemaking, we developed Sensecape, an interactive system designed to support complex information tasks with an LLM by enabling users to (1) manage the complexity of information through multilevel abstraction and (2) switch seamlessly between foraging and sensemaking. Our within-subject user study reveals that Sensecape empowers users to explore more topics and structure their knowledge hierarchically, thanks to the externalization of levels of abstraction. We contribute implications for LLM-based workflows and interfaces for information tasks. Sangho Suh, Bryan Min, Srishti Palani, Haijun Xia |
UIST | 4 |
| 2023 | CrossTalk: Intelligent Substrates for Language-Oriented Interaction in Video-Based Communication and CollaborationabstractDespite the advances and ubiquity of digital communication media such as videoconferencing and virtual reality, they remain oblivious to the rich intentions expressed by users. Beyond transmitting audio, videos, and messages, we envision digital communication media as proactive facilitators that can provide unobtrusive assistance to enhance communication and collaboration. Informed by the results of a formative study, we propose three key design concepts to explore the systematic integration of intelligence into communication and collaboration, including the panel substrate, language-based intent recognition, and lightweight interaction techniques. We developed CrossTalk, a videoconferencing system that instantiates these concepts, which was found to enable a more fluid and flexible communication and collaboration experience. Haijun Xia, Tony Wang, Aditya Gunturu, Peiling Jiang, William Duan, Xiaoshuo Yao |
UIST | 1 |
| 2023 | 1D-Touch: NLP-Assisted Coarse Text Selection via a Semi-Direct GestureabstractExisting text selection techniques on touchscreen focus on improving the control for moving the carets. Coarse-grained text selection on word and phrase levels has not received much support beyond word-snapping and entity recognition. We introduce 1D-Touch, a novel text selection method that complements the carets-based sub-word selection by facilitating the selection of semantic units of words and above. This method employs a simple vertical slide gesture to expand and contract a selection area from a word. The expansion can be by words or by semantic chunks ranging from sub-phrases to sentences. This technique shifts the concept of text selection, from defining a range by locating the first and last words, towards a dynamic process of expanding and contracting a textual semantic entity. To understand the effects of our approach, we prototyped and tested two variants: WordTouch, which offers a straightforward word-by-word expansion, and ChunkTouch, which leverages NLP to chunk text into syntactic units, allowing the selection to grow by semantically meaningful units in response to the sliding gesture. Our evaluation, focused on the coarse-grained selection tasks handled by 1D-Touch, shows a 20% improvement over the default word-snapping selection method on Android. Peiling Jiang, Fuling Sun, Parakrant Sarkar, Haijun Xia, Can Liu 0003 |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2023 | Sporthesia: Augmenting Sports Videos Using Natural LanguageabstractAugmented sports videos, which combine visualizations and video effects to present data in actual scenes, can communicate insights engagingly and thus have been increasingly popular for sports enthusiasts around the world. Yet, creating augmented sports videos remains a challenging task, requiring considerable time and video editing skills. On the other hand, sports insights are often communicated using natural language, such as in commentaries, oral presentations, and articles, but usually lack visual cues. Thus, this work aims to facilitate the creation of augmented sports videos by enabling analysts to directly create visualizations embedded in videos using insights expressed in natural language. To achieve this goal, we propose a three-step approach - 1) detecting visualizable entities in the text, 2) mapping these entities into visualizations, and 3) scheduling these visualizations to play with the video - and analyzed 155 sports video clips and the accompanying commentaries for accomplishing these steps. Informed by our analysis, we have designed and implemented Sporthesia, a proof-of-concept system that takes racket-based sports videos and textual commentaries as the input and outputs augmented videos. We demonstrate Sporthesia's applicability in two exemplar scenarios, i.e., authoring augmented sports videos using text and augmenting historical sports videos based on auditory comments. A technical evaluation shows that Sporthesia achieves high accuracy (F1-score of 0.9) in detecting visualizable entities in the text. An expert evaluation with eight sports analysts suggests high utility, effectiveness, and satisfaction with our language-driven authoring method and provides insights for future improvement and opportunities. Chen Zhu-Tian, Qisen Yang, Xiao Xie, Johanna Beyer, Haijun Xia, Yingcai Wu, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2022 | CrossData: Leveraging Text-Data Connections for Authoring Data DocumentsabstractData documents play a central role in recording, presenting, and disseminating data. Despite the proliferation of applications and systems designed to support the analysis, visualization, and communication of data, writing data documents remains a laborious process, requiring a constant back-and-forth between data processing and writing tools. Interviews with eight professionals revealed that their workflows contained numerous tedious, repetitive, and error-prone operations. The key issue that we identified is the lack of persistent connection between text and data. Thus, we developed CrossData, a prototype that treats text-data connections as persistent, interactive, first-class objects. By automatically identifying, establishing, and leveraging text-data connections, CrossData enables rich interactions to assist in the authoring of data documents. An expert evaluation with eight users demonstrated the usefulness of CrossData, showing that it not only reduced the manual effort in writing data documents but also opened new possibilities to bridge the gap between data exploration and writing. Chen Zhu-Tian, Haijun Xia |
CHI | 2 |
| 2022 | Millions and Billions of Views: Understanding Popular Science and Knowledge Communication on Video-Sharing PlatformsabstractScience and knowledge communication is the process of informing and engaging the public about a diverse array of topics, such as science, health, philosophy, and history. Effective science and knowledge communication is challenging because communicators need to balance several factors, such as the complexity of topics, viewers' diverse backgrounds, and the characteristics of the medium. With the widespread availability of design tools and platforms to create and share content, laypeople can disseminate knowledge widely through online platforms. Popular science and knowledge communication video channels on YouTube, for example, have millions or tens of millions of subscribers, as well as millions or billions of accumulated views. Even with the growing popularity of science and knowledge communication videos, there is little understanding of the practices the creators use to make and increase the reach of their videos, the challenges they encounter while doing so, and how these videos impact viewers. This paper reports on interviews conducted with 27 creators of popular science and knowledge communication videos on YouTube and 13 viewers of these creators' videos. We present the motivations of creators and viewers, the practices creators use for broad science and knowledge communication, and the challenges encountered by members of the community. Haijun Xia, Hui Xin Ng, Chen Zhu-Tian, James D. Hollan |
L@S | 1 |
| 2022 | A novel interval linear programming based on probabilistic dominance
Zhiping Qiu, Haijun Xia |
Fuzzy Sets Syst. | 2 |
| 2022 | Iteratively Designing Gesture Vocabularies: A Survey and Analysis of Best Practices in the HCI LiteratureabstractGestural interaction has evolved from a set of novel interaction techniques developed in research labs, to a dominant interaction modality used by millions of users everyday. Despite its widespread adoption, the design of appropriate gesture vocabularies remains a challenging task for developers and designers. Existing research has largely used Expert-Led, User-Led, or Computationally-Based methodologies to design gesture vocabularies. These methodologies leverage the expertise, experience, and capabilities of experts, users, and systems to fulfill different requirements. In practice, however, none of these methodologies provide designers with a complete, multi-faceted perspective of the many factors that influence the design of gesture vocabularies, largely because a singular set of factors has yet to be established. Additionally, these methodologies do not identify or emphasize the subset of factors that are crucial to consider when designing for a given use case. Therefore, this work reports on the findings from an exhaustive literature review that identified 13 factors crucial to gesture vocabulary design and examines the evaluation methods and interaction techniques commonly associated with each factor. The identified factors also enable a holistic examination of existing gesture design methodologies from a factor-oriented viewpoint and highlighting the strengths and weaknesses of each methodology. This work closes with proposals of future research directions of developing an iterative user-centered and factor-centric gesture design approach as well as establishing an evolving ecosystem of factors that are crucial to gesture design. Haijun Xia, Michael Glueck, Michelle Annett, Daniel J. Wigdor |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2022 | Augmenting Sports Videos with VisCommentatorabstractVisualizing data in sports videos is gaining traction in sports analytics, given its ability to communicate insights and explicate player strategies engagingly. However, augmenting sports videos with such data visualizations is challenging, especially for sports analysts, as it requires considerable expertise in video editing. To ease the creation process, we present a design space that characterizes augmented sports videos at an element-level (what the constituents are) and clip-level (how those constituents are organized). We do so by systematically reviewing 233 examples of augmented sports videos collected from TV channels, teams, and leagues. The design space guides selection of data insights and visualizations for various purposes. Informed by the design space and close collaboration with domain experts, we design VisCommentator, a fast prototyping tool, to eases the creation of augmented table tennis videos by leveraging machine learning-based data extractors and design space-based visualization recommendations. With VisCommentator, sports analysts can create an augmented video by selecting the data to visualize instead of manually drawing the graphical marks. Our system can be generalized to other racket sports (e.g., tennis, badminton) once the underlying datasets and models are available. A user study with seven domain experts shows high satisfaction with our system, confirms that the participants can reproduce augmented sports videos in a short period, and provides insightful implications into future improvements and opportunities. Chen Zhu-Tian, Shuainan Ye, Xiangtong Chu, Haijun Xia, Hui Zhang 0051, Huamin Qu, Yingcai Wu |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2021 | Beyond Show of Hands: Engaging Viewers via Expressive and Scalable Visual Communication in Live StreamingabstractLive streaming is gaining popularity across diverse application domains in recent years. A core part of the experience is streamer-viewer interaction, which has been mainly text-based. Recent systems explored extending viewer interaction to include visual elements with richer expression and increased engagement. However, understanding expressive visual inputs becomes challenging with many viewers, primarily due to the relative lack of structure in visual input. On the other hand, adding rigid structures can limit viewer interactions to narrow use cases or decrease the expressiveness of viewer inputs. To facilitate the sensemaking of many visual inputs while retaining the expressiveness or versatility of viewer interactions, we introduce a visual input management framework (VIMF) and a system, VisPoll, that help streamers specify, aggregate, and visualize many visual inputs. A pilot evaluation indicated that VisPoll can expand the types of viewer interactions. Our framework provides insights for designing scalable and expressive visual communication for live streaming. John Joon Young Chung, Hijung Shin, Haijun Xia, Li-Yi Wei, Rubaiat Habib Kazi |
CHI | 3 |
| 2020 | DataHop: Spatial Data Exploration in Virtual RealityabstractVirtual reality has recently been adopted for use within the domain of visual analytics because it can provide users with an endless workspace within which they can be actively engaged and use their spatial reasoning skills for data analysis. However, virtual worlds need to utilize layouts and organizational schemes that are meaningful to the user and beneficial for data analysis. This paper presents DataHop, a novel visualization system that enables users to lay out their data analysis steps in a virtual environment. With a Filter, a user can specify the modification they wish to perform on one or more input data panels (i.e., containers of points), along with where output data panels should be placed in the virtual environment. Using this simple tool, highly intricate and useful visualizations may be generated and traversed by harnessing a user's spatial abilities. An exploratory study conducted with six virtual reality users evaluated the usability, affordances, and performance of DataHop for data analysis tasks, and found that spatially mapping one's workflow can be beneficial when exploring multidimensional datasets. Devamardeep Hayatpur, Haijun Xia, Daniel J. Wigdor |
UIST | 2 |
| 2020 | Multi-Modal Repairs of Conversational Breakdowns in Task-Oriented DialogsabstractA major problem in task-oriented conversational agents is the lack of support for the repair of conversational breakdowns. Prior studies have shown that current repair strategies for these kinds of errors are often ineffective due to: (1) the lack of transparency about the state of the system's understanding of the user's utterance; and (2) the system's limited capabilities to understand the user's verbal attempts to repair natural language understanding errors. This paper introduces SOVITE, a new multi-modal speech plus direct manipulation interface that helps users discover, identify the causes of, and recover from conversational breakdowns using the resources of existing mobile app GUIs for grounding. SOVITE displays the system's understanding of user intents using GUI screenshots, allows users to refer to third-party apps and their GUI screens in conversations as inputs for intent disambiguation, and enables users to repair breakdowns using direct manipulation on these screenshots. The results from a remote user study with 10 users using SOVITE in 7 scenarios suggested that SOVITE's approach is usable and effective. Toby Jia-Jun Li, Haijun Xia, Tom M. Mitchell, Brad A. Myers |
UIST | 3 |
| 2020 | Crosspower: Bridging Graphics and LinguisticsabstractDespite the ubiquity of direct manipulation techniques available in computer-aided design applications, creating digital content remains a tedious and indirect task. This is because applications require users to perform numerous low-level editing operations rather than allowing them to directly indicate high-level design goals. Yet, the creation of graphic content, such as videos, animations, and presentations often begins with a description of design goals in natural language, such as screenplays, scripts, outlines. Therefore, there is an opportunity for language-oriented authoring, i.e., leveraging the information found in the structure of a language to facilitate the creation of graphic content. We present a systematic exploration of the identification, graphic description, and interaction with various linguistic structures to assist in the creation of visual content. The prototype system, Crosspower, and its proposed interaction techniques, enables content creators to indicate and customize their desired visual content in a flexible and direct manner. Haijun Xia |
UIST | 1 |
| 2020 | Crosscast: Adding Visuals to Audio Travel PodcastsabstractAudio travel podcasts are a valuable source of information for travelers. Yet, travel is, in many ways, a visual experience and the lack of visuals in travel podcasts can make it difficult for listeners to fully understand the places being discussed. We present Crosscast: a system for automatically adding visuals to audio travel podcasts. Given an audio travel podcast as input, Crosscast uses natural language processing and text mining to identify geographic locations and descriptive keywords within the podcast transcript. Crosscast then uses these locations and keywords to automatically select relevant photos from online repositories and synchronizes their display to align with the audio narration. In a user evaluation, we find that 85.7% of the participants preferred Crosscast generated audio-visual travel podcasts compared to audio-only travel podcasts. Haijun Xia, Jennifer Jacobs 0001, Maneesh Agrawala |
UIST | 1 |
| 2019 | DataToon: Drawing Dynamic Network Comics With Pen + Touch InteractionabstractComics are an entertaining and familiar medium for presenting compelling stories about data. However, existing visualization authoring tools do not leverage this expressive medium. In this paper, we seek to incorporate elements of comics into the construction of data-driven stories about dynamic networks. We contribute DataToon, a flexible data comic storyboarding tool that blends analysis and presentation with pen and touch interactions. A storyteller can use DataToon rapidly generate visualization panels, annotate them, and position them within a canvas to produce a visually compelling narrative. In a user study, participants quickly learned to use DataToon for producing data comics. Nathalie Henry Riche, Benjamin Bach, Guanpeng Xu, Matthew Brehmer, Ken Hinckley, Michel Pahud, Haijun Xia, Michael J. McGuffin, Hanspeter Pfister |
CHI | 8 |
| 2019 | Sensing Posture-Aware Pen+Touch Interaction on TabletsabstractMany status-quo interfaces for tablets with pen + touch input capabilities force users to reach for device-centric UI widgets at fixed locations, rather than sensing and adapting to the user-centric posture. To address this problem, we propose sensing techniques that transition between various nuances of mobile and stationary use via postural awareness. These postural nuances include shifting hand grips, varying screen angle and orientation, planting the palm while writing or sketching, and detecting what direction the hands approach from. To achieve this, our system combines three sensing modalities: 1) raw capacitance touchscreen images, 2) inertial motion, and 3) electric field sensors around the screen bezel for grasp and hand proximity detection. We show how these sensors enable posture-aware pen+touch techniques that adapt interaction and morph user interface elements to suit fine-grained contexts of body-, arm-, hand-, and grip-centric frames of reference. Yang Zhang 0041, Michel Pahud, Christian Holz 0001, Haijun Xia, Gierad Laput, Michael J. McGuffin, Xiao Tu, Andrew Mittereder, William Buxton, Ken Hinckley |
CHI | 4 |
| 2019 | Plane, Ray, and Point: Enabling Precise Spatial Manipulations with Shape ConstraintsabstractWe present Plane, Ray, and Point, a set of interaction techniques that utilizes shape constraints to enable quick and precise object alignment and manipulation in virtual reality. Users create the three types of shape constraints, Plane, Ray, and Point, by using symbolic gestures. The shape constraints are used like scaffoldings and limit and guide the movement of virtual objects that collide or intersect with them. The same set of gestures can be performed with the other hand, which allow users to further control the degrees of freedom for precise and constrained manipulation. The combination of shape constraints and bimanual gestures yield a rich set of interaction techniques to support object transformation. An exploratory study conducted with 3D design experts and novice users found the techniques to be useful in 3D scene design workflows and easy to learn and use. Devamardeep Hayatpur, Seongkook Heo, Haijun Xia, Wolfgang Stuerzlinger, Daniel J. Wigdor |
UIST | 3 |
| 2019 | CAVRN: An Exploration and Evaluation of a Collective Audience Virtual Reality Nexus ExperienceabstractThe virtual reality ecosystem has gained momentum in the gaming, entertainment, and enterprise markets, but is hampered by limitations in concurrent user count, throughput, and accessibility to mass audiences. Based on our analysis of the current state of the virtual reality ecosystem and relevant aspects of traditional media, we propose a set of design hypotheses for practical and effective seated virtual reality experiences of scale. Said hypotheses manifest in the Collective Audience Virtual Reality Nexus (CAVRN), a framework and management system for large-scale (30+ user) virtual reality deployment in a theater-like physical setting. A mixed methodology study of CAVE, an experience implemented using CAVRN, generated rich insights into the proposed hypotheses. We discuss the implications of our findings on content design, audience representation, and audience interaction. Sebastian Herscher, Connor DeFanti, Nicholas Gregory Vitovitch, Corinne Brenner, Haijun Xia, Kris Layng, Ken Perlin |
UIST | 5 |
| 2018 | You Watch, You Give, and You Engage: A Study of Live Streaming Practices in ChinaabstractDespite gaining traction in North America, live streaming has not reached the popularity it has in China, where live- streaming has a tremendous impact on the social behaviors of users. To better understand this socio-technological phenomenon, we conducted a mixed methods study of live streaming practices in China. We present the results of an online survey of 527 live streaming users, focusing on their broadcasting or viewing practices and the experiences they find most engaging. We also interviewed 14 active users to explore their motivations and experiences. Our data revealed the different categories of content that was broadcasted and how varying aspects of this content engaged viewers. We also gained insight into the role reward systems and fan group-chat play in engaging users, while also finding evidence that both viewers and streamers desire deeper channels and mechanisms for interaction in addition to the commenting, gifting, and fan groups that are available today. Zhicong Lu, Haijun Xia, Seongkook Heo, Daniel J. Wigdor |
CHI | 2 |
| 2018 | DataInk: Direct and Creative Data-Oriented DrawingabstractCreating whimsical, personal data visualizations remains a challenge due to a lack of tools that enable for creative visual expression while providing support to bind graphical content to data. Many data analysis and visualization creation tools target the quick generation of visual representations, but lack the functionality necessary for graphics design. Toolkits and charting libraries offer more expressive power, but require expert programming skills to achieve custom designs. In contrast, sketching affords fluid experimentation with visual shapes and layouts in a free-form manner, but requires one to manually draw every single data point. We aim to bridge the gap between these extremes. We propose DataInk, a system supports the creation of expressive data visualizations with rigorous direct manipulation via direct pen and touch input. Leveraging our commonly held skills, coupled with a novel graphical user interface, DataInk enables direct, fluid, and flexible authoring of creative data visualizations. Haijun Xia, Nathalie Henry Riche, Fanny Chevalier, Bruno Rodrigues De Araújo, Daniel J. Wigdor |
CHI | 1 |
| 2018 | Spacetime: Enabling Fluid Individual and Collaborative Editing in Virtual RealityabstractVirtual Reality enables users to explore content whose physics are only limited by our creativity. Such limitless environments provide us with many opportunities to explore innovative ways to support productivity and collaboration. We present Spacetime, a scene editing tool built from the ground up to explore the novel interaction techniques that empower single user interaction while maintaining fluid multi-user collaboration in immersive virtual environment. We achieve this by introducing three novel interaction concepts: the Container, a new interaction primitive that supports a rich set of object manipulation and environmental navigation techniques, Parallel Objects, which enables parallel manipulation of objects to resolve interaction conflicts and support design workflows, and Avatar Objects, which supports interaction among multiple users while maintaining an individual users' agency. Evaluated by professional Virtual Reality designers, Spacetime supports powerful individual and fluid collaborative workflows. Haijun Xia, Sebastian Herscher, Ken Perlin, Daniel J. Wigdor |
UIST | 1 |
| 2017 | Collection Objects: Enabling Fluid Formation and Manipulation of Aggregate SelectionsabstractDespite the long development of Graphical User Interfaces, working with multiple graphical objects remains a challenge, due to the difficulties of forming complex selections, ambiguities of operations, and tediousness of repetitively unselect-reselect or ungroup-regroup objects. Instead of tackling them as individual problems, we attribute it to the lack of system support to the general selection-action cycles. We propose Collection Objects to not only support a single fast selection-action cycle but also allow multiple cycles to be chained together into a fluid workflow. Collection Objects unifies selection, grouping, and manipulation of aggregate selections into a single object, with which selection can be composed with various techniques, modified for later actions, grouped with objects inside still directly accessible, and quasi-moded for less context switching. We implemented Collection Object in the context of a vector drawing application with simultaneous pen and touch input. Results of an expert evaluation show that Collection Objects holds considerable promises for fluid interaction with multiple objects. Haijun Xia, Bruno Rodrigues De Araújo, Daniel J. Wigdor |
CHI | 1 |
| 2017 | WritLarge: Ink Unleashed by Unified Scope, Action, & ZoomabstractWritLarge is a freeform canvas for early-stage design on electronic whiteboards with pen+touch input. The system aims to support a higher-level flow of interaction by 'chunking' the traditionally disjoint steps of selection and action into unified selection-action phrases. This holistic goal led us to address two complementary aspects: SELECTION, for which we devise a new technique known as the Zoom-Catcher that integrates pinch-to-zoom and selection in a single gesture for fluidly selecting and acting on content; plus: ACTION, where we demonstrate how this addresses the combined issues of navigating, selecting, and manipulating content. In particular, the designer can transform select ink strokes in flexible and easily-reversible representations via semantic, structural, and temporal axes of movement that are defined as conceptual 'moves' relative to the specified content. Haijun Xia, Ken Hinckley, Michel Pahud, Xiao Tu, William Buxton |
CHI | 1 |
| 2016 | Object-Oriented DrawingabstractWe 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. Haijun Xia, Bruno Rodrigues De Araújo, Tovi Grossman, Daniel J. Wigdor |
CHI | 1 |
| 2015 | NanoStylus: Enhancing Input on Ultra-Small Displays with a Finger-Mounted StylusabstractDue 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. Haijun Xia, Tovi Grossman, George W. Fitzmaurice |
UIST | 1 |
| 2014 | Zero-latency tapping: using hover information to predict touch locations and eliminate touchdown latencyabstractA method of reducing the perceived latency of touch input by employing a model to predict touch events before the finger reaches the touch surface is proposed. A corpus of 3D finger movement data was collected, and used to develop a model capable of three granularities at different phases of movement: initial direction, final touch location, time of touchdown. The model is validated for target distances >= 25.5cm, and demonstrated to have a mean accuracy of 1.05cm 128ms before the user touches the screen. Preference study of different levels of latency reveals a strong preference for unperceived latency touchdown feedback. A form of 'soft' feedback, as well as other uses for this prediction to improve performance, is proposed. Haijun Xia, Ricardo Jota, Benjamin McCanny, Clifton Forlines, Karan Singh 0004, Daniel J. Wigdor |
UIST | 1 |