James R. Wallace

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37ranked-venue papers
9as first author
10since 2021 · last 2025
0000-0002-5162-0256ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 37 · 9 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2025 Community Support for Aging in Place: A Computational Thematic Analysis of Discussions about Informal Care on Reddit
abstract
Adult children often help their older parents maintain independence at home, and this informal caregiving can be overwhelming and challenging to balance with other aspects of life. Yet, adult children's requirements tend to be overlooked when designing technologies to foster aging in place. In this work, we use reflexive thematic analysis to study Reddit content to understand the experiences of adult caregivers and the issues that they face in supporting their parents. The pseudonymous data allowed us to explore three research questions: 1) What are the experiences of adult children as informal helpers for elderly parents? 2) How do adult children currently manage their role as informal helpers? and 3) How might digital technology facilitate communication between aging parents and adult children as informal helpers? Our findings lead to a number of design considerations for technologies that support adult children caring for parents who are aging in place, including: building common ground, establishing boundaries, addressing guilt, encouraging in-person communication, community support for adult children, and adapting to changes in role reciprocity.
Leila Homaeian, Vanessa Duong, Keiko Katsuragawa, James R. Wallace
Proc. ACM Hum. Comput. Interact.4
2024 "I'm not alone in that battle": Designing Mobile AR for Mental Health Communication and Community Connectedness
abstract
For researchers at the intersection of health and human computer interaction, mobile AR presents a compelling platform for public health communication: it is increasingly available, highly customizable, and can present interactive visualizations of complex data. However, designers face challenges not only in adapting appropriate data and relevant public health metrics, but also in assessing their communicative potential and effectiveness for the target community. To contribute insight into this research area, we designed four mobile AR visualizations based on mental health issues and resources for our local university community. We then conducted a mixed-methods field experiment to investigate the impact of our AR visualizations on participants’ awareness and understanding of pressing health issues, and to document barriers to use in this context. We show that our visualizations increased participants’ sense of community connectedness and prompted them to reflect on their relationship with the university community. Based on these findings, we discuss opportunities for the field of human-computer interaction to further support public health communication.
Rachel Woo, Daniel Harley, James R. Wallace
Conference on Designing Interactive Systems3
2023 Agency and Amplification: A Comparison of Manual and Computational Thematic Analyses by Public Health Researchers
abstract
Computational techniques offer a means to overcome the amplified complexity and resource-intensity of qualitative research on online communities. However, we lack an understanding of how these techniques are integrated by researchers in practice, and how to address concerns about researcher agency in the qualitative research process. To explore this gap, we deployed the Computational Thematic Analysis Toolkit to a team of public health researchers, and compared their analysis to a team working with traditional tools and methods. Each team independently conducted a thematic analysis of a corpus of comments from Canadian news sites to understand discourses around vaccine hesitancy. We then compared the analyses to investigate how computational techniques may have influenced their research process and outcomes. We found that the toolkit provided access to advanced computational techniques for researchers without programming expertise, facilitated their interaction and interpretation of the data, but also found that it influenced how they approached their thematic analysis.
Robert Gauthier 0001, Catherine Pelletier, Laurie-Ann Carrier, Maude Dionne, Ève Dubé, Samantha Meyer, James R. Wallace
Proc. ACM Hum. Comput. Interact.7
2023 Design and Evaluation of Technologies for Informed Food Choices
abstract
Technology increasingly mediates our everyday interactions with food, ranging from its production and handling to the experience of preparing and eating it with friends and family. However, it is unclear whether these technologies support decisions conducive to a healthy diet. In this work, we devised the first heuristics for evaluating a technology’s support for food literacy: the interconnected combination of awareness, knowledge, and skills to empower individuals to make informed food choices. We applied an iterative, expert-driven process to derive and refine our heuristics, starting with an established food literacy framework. We then conducted evaluations with Nutrition and HCI experts to show how the heuristics support the summative and formative design and evaluations of food-related technologies. We show that the heuristics are valuable design tools and that they help participants reflect on food literacy challenges. We also discuss tensions between nutrition and HCI best practices.
Marcela C. C. Bomfim, Erin Wong, Paige Liang, James R. Wallace
ACM Trans. Comput. Hum. Interact.4
2022 "I Will Not Drink With You Today": A Topic-Guided Thematic Analysis of Addiction Recovery on Reddit
abstract
Recovery from addiction is a journey that requires a lifetime of support from a strong network of peers. Many people seek out this support through online communities, like those on Reddit. However, as these communities developed outside of existing aid groups and medical practice, it is unclear how they enable recovery. Their scale also limits researchers’ ability to engage through traditional qualitative research methods. To study these groups, we performed a topic-guided thematic analysis that used machine-generated topic models to purposively sample from two recovery subreddits: r/stopdrinking and r/OpiatesRecovery. We show that these communities provide access to an experienced and accessible support group whose discussions include consequences, reflections, and celebrations, but that also play a distinct metacommunicative role in supporting formal treatment. We discuss how these communities can act as knowledge sources to improve in-person recovery support and medical practice, and how computational techniques can enable HCI researchers to study communities at scale.
Robert Gauthier 0001, Mary Jean Costello, James R. Wallace
CHI3
2022 The Computational Thematic Analysis Toolkit
abstract
As online communities have grown, Computational Social Science has rapidly developed new techniques to study them. However, these techniques require researchers to become experts in a wide variety of tools in addition to qualitative and computational research methods. Studying online communities also requires researchers to constantly navigate highly contextual ethical and transparency considerations when engaging with data, such as respecting their members' privacy when discussing sensitive or stigmatized topics. To overcome these challenges, we developed the Computational Thematic Analysis Toolkit, a modular software package that supports analysis of online communities by combining aspects of reflexive thematic analysis with computational techniques. Our toolkit demonstrates how common analysis tasks like data collection, cleaning and filtering, modelling and sampling, and coding can be implemented within a single visual interface, and how that interface can encourage researchers to manage ethical and transparency considerations throughout their research process.
Robert Gauthier 0001, James R. Wallace
Proc. ACM Hum. Comput. Interact.2
2022 Handoff and Deposit: Designing Temporal Coordination in Cross-Device Transfer Techniques for Mixed-Focus Collaboration
abstract
When working together, people frequently share information with each other to enable division of labour, assistance, and delegation of responsibility. The literature has explored both synchronous and asynchronous transfer techniques, known as Handoff and Deposit, respectively. However, current cross-device environments tend to only provide a single mechanism. Moreover, we have little understanding of the impact of different techniques on collaborative process. To understand how Handoff and Deposit may be designed to support complex sensemaking tasks, we followed a Research through Design process to iteratively design Handoff and Deposit techniques using paper and digital sketches and high-fidelity prototypes. We consulted the HCI literature to corroborate our findings with studies and descriptions of existing cross-device transfer designs and to understand the potential impact of those designs on mixed-focus collaboration. We learned that as we move away from a restricted physical workspace and leverage the flexibility of digital personal devices, there is a large design space for realizing cross-device transfer. To inform these designs, we provide five design considerations for cross-device transfer techniques: Transfer Acceptance, Action Dependencies, Immediate Usability, Interruption Potential, and Connection Actions.
Leila Homaeian, James R. Wallace, Stacey D. Scott
Proc. ACM Hum. Comput. Interact.2
2021 Merlynne: Motivating Peer-to-Peer Cognitive Behavioral Therapy with a Serious Game
abstract
Human-Computer Interaction researchers have explored how online communities can be leveraged for peer support, but general disinterest and a lack of engagement have emerged as substantial barriers to their use in practice. To address this gap, we designed Merlynne, a serious game that seeks to motivate individuals to support peers through Cognitive Behavioural Therapy (CBT). Our game explored use of the Proteus Effect - a phenomenon where players adopt characteristics of their in-game avatar - to motivate peer support through stereotyped 'helpful' and 'unhelpful' avatars. We then conducted a mixed-methods, exploratory study to investigate its design. We found that our game successfully motivated players to offer peer support, despite the substantial emotional labour required by CBT. However, we were not able to replicate the Proteus Effect, and did not find differences in that support based on a player's avatar. In reflecting on our findings, we discuss design challenges and considerations for the use of serious games to motivate participation in mental health support, including: fatigue, a player's need for self-expression and to relate to those they are supporting, and ludonarrative dissonance.
Tina Chan, Robert Gauthier 0001, Ally Suarez, Nicholas F. Sia, James R. Wallace
Proc. ACM Hum. Comput. Interact.5
2021 Joint Action Storyboards: A Framework for Visualizing Communication Grounding Costs
abstract
Building and maintaining common ground is vital for effective collaboration in CSCW. Moreover, subtle changes in a CSCW user interface can significantly impact grounding and collaborative processes. Yet, researchers and technology designers lack tools to understand how specific user interface designs may hinder or facilitate communication grounding. In this work, we leverage the well-established theory of communication grounding to develop a visual framework, called Joint Action Storyboards (JASs), to analyze and articulate how interaction minutiae impact the costs of communication grounding. JASs can depict an integrated view of mental actions of collaborators, their physical interactions with each other and the CSCW environment, and the corresponding grounding costs incurred. We present the development of JASs and discuss its various benefits for HCI and CSCW research. Through a series of case studies, we demonstrate how JASs provide an analysis tool for researchers and technology designers and serve as a tool to articulate the impact of interaction minutiae on communication grounding.
Leila Homaeian, James R. Wallace, Stacey D. Scott
Proc. ACM Hum. Comput. Interact.2
2021 Nature vs. Stress: Investigating the Use of Biophilia in Non-Violent Exploration Games to Reduce Stress
abstract
Games hold the potential to help many address health-related issues such as chronic stress. We investigated the use of biophilia, an affective response to nature grounded in the psychology literature, as indirect physiological input for biofeedback games. We designed and developed a non-violent exploration game, and conducted an empirical study that examined affective and physiological responses to gameplay in virtual nature and urban settings. Our results did not identify a difference in stress levels experienced by players between these two settings, but point to improved attention when playing in nature settings. We discuss implications of these findings, and discuss both difficulties in and potential future strategies for applying biophilia to the design of biofeedback games.
Adrian Reetz, Deltcho Valtchanov, Michael Barnett-Cowan, Mark S. Hancock, James R. Wallace
Proc. ACM Hum. Comput. Interact.5
2020 Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App
abstract
Establishing healthy eating patterns early in life is critical and has implications for lifelong health. Situated interventions are a promising approach to improve eating patterns. However, HCI research has emphasized calorie control and weight loss, potentially leading consumers to prioritize caloric intake over healthy eating patterns. To support healthy eating more holistically, we designed a gameful app called Pirate Bri's Grocery Adventure (PBGA) that seeks to improve food literacy—meaning the interconnected combination of food-related knowledge, skills, and behaviours that empower an individual to make informed food choices— through a situated approach to grocery shopping. Findings from our three-week field study revealed that PBGA was effective for improving players' nutrition knowledge and motivation for healthier food choices and reducing their impulse purchases. Our findings highlight that nutrition apps should promote planning and shopping based on balance, variety, and moderation.
Marcela C. C. Bomfim, Sharon I. Kirkpatrick, Lennart E. Nacke, James R. Wallace
CHI4
2019 Co-located Collaborative Block-Based Programming
abstract
With the increasing need to teach programming to novices using collaborative methods like pair programming, it is important to understand how different input devices can help support collaborative learning. In this paper we present Multi-Device Grace, the first application to explore block-based programming in a cross-device environment consisting of digital tabletops, mobile tablets, and laptops. We conducted a user study (n = 18) to explore how cross-device environments can support co-located collaborative block-based programming. The study used Tiled Grace, an existing block-based programming language, and our extensions: Tabletop Grace (designed for tabletops) and Mobile Grace (designed for tablets). Our results show that the majority of participants felt they were able to collaborate quickly and easily, and the cross device interaction would be particularly beneficial in an education setting.
Ben Selwyn-Smith, Craig Anslow, Michael Homer, James R. Wallace
VL/HCC4
2018 Group vs Individual: Impact of TOUCH and TILT Cross-Device Interactions on Mixed-Focus Collaboration
abstract
Cross-device environments (XDEs) have been developed to support a multitude of collaborative activities. Yet, little is known about how different cross-device interaction techniques impact group collaboration, including how their impact on independent and joint work that often occurs during group work. In this work, we explore the impact of two XDE data browsing techniques: TOUCH and TILT. Through a mixed-methods study of a collaborative sensemaking task, we show that TOUCH and TILT have distinct impacts on how groups accomplish, and shift between, independent and joint work. Finally, we reflect on these findings and how they can more generally inform the design of XDEs.
Leila Homaeian, Nippun Goyal, James R. Wallace, Stacey D. Scott
CHI3
2018 SmartSurveys: Does Context Influence Whether We'll Share Healthcare Experience Data with our Smartphone?
abstract
Consumer feedback is collected in many industries, including in healthcare where patient feedback contributes to a higher quality of care. Current collection methods include complaints, local surveys, and patient stories, but these methods yield low participation at high costs. Providers need affordable and effective ways to collect feedback, and smartphone applications present as suitable solutions. However, previous research shows that patients are hesitant to provide smartphone-based feedback in a care setting due to perceived risks and apparent futility of expecting change as a result. We will conduct a study to observe consumer behaviour using smartphones to provide service feedback in healthcare spaces versus non-healthcare spaces. We will identify addressable barriers that impact the adoption of smartphone technology to gather patient experience data in health care spaces.
Tina Chan, Josephine McMurray, Alaaddin Sidahmed, James R. Wallace
ISS4
2018 Increasing Passersby Engagement with Public Large Interactive Displays: A Study of Proxemics and Conation
abstract
Prior research has shown that large interactive displays deployed in public spaces are often underutilized, or even un- noticed, phenomena connected to 'interaction' and 'display blindness', respectively. To better understand how designers can mitigate these issues, we conducted a field experiment that compared how different visual cues impacted engagement with a public display. The deployed interfaces were designed to progressively reveal more information about the display and entice interaction through the use of visual content designed to evoke direct or indirect conation (the mental faculty related to purpose or will to perform an action), and different animation triggers (random or proxemic). Our results show that random triggers were more effective than proxemic triggers at overcoming display and interaction blindness. Our study of conation - the first we are aware of - found that "conceptual" visuals designed to evoke indirect conation were also useful in attracting people's attention.
Mojgan Ghare, Marvin Pafla, Caroline Wong, James R. Wallace, Stacey D. Scott
ISS4
2017 Exploring At-Your-Side Gestural Interaction for Ubiquitous Environments
abstract
Free-space gestural systems are faced with two major issues: a lack of subtlety due to explicit mid-air arm movements, and the highly effortful nature of such interactions. With an ever-growing ubiquity of interactive devices, displays, and appliances with non-standard interfaces, lower-effort and more socially acceptable interaction paradigms are essential. To address these issues, we explore at-one's-side gestural input. Within this space, we present the results of two studies that investigate the use of side-gesture input for interaction. First, we investigate end-user preference through a gesture elicitation study, present a gesture set, and validate the need for dynamic, diverse, and variable-length gestures. We then explore the feasibility of designing such a gesture recognition system, dubbed WatchTrace, which supports alphanumeric gestures of up to length three with an average accuracy of up to 82%, providing a rich, dynamic, and feasible gestural vocabulary.
Shaishav Siddhpuria, Keiko Katsuragawa, James R. Wallace, Edward Lank
Conference on Designing Interactive Systems3
2017 Subtle and Personal Workspace Requirements for Visual Search Tasks on Public Displays
abstract
We explore how users approach and define personal space on large, public displays. Our results show that users of public displays use one of two strategies for visual search tasks: minimizers create a small window and work up close to the display, and maximizers expand content to its full resolution and work at a distance. We show that these interaction styles match predicted 'personal' and 'subtle' interaction zones, characterize typical width and height requirements for these interactions, and show that these requirements are independent of the on-screen content's dimensions. Finally, we suggest practical guidelines for defining workspaces during personal and subtle interaction on large, public displays.
James R. Wallace, Ariel Weingarten, Edward Lank
CHI1
2017 Investigating Communication Grounding in Cross-Surface Interaction
abstract
This work investigates how two different cross-surface interaction techniques support communication "grounding" during a collaborative sensemaking task. Grounding is the process of establishing mutual knowledge, beliefs, or assumptions during conversation to effectively communicate, and is essential for collaborative analysis. Our study found several specific design features of the studied cross-surface interfaces that either supported or hindered the grounding process. For instance, one technique provided "flexible ownership" of widgets on a shared tabletop that controlled the data connection between the tabletop and users' personal tablets. This feature enabled cooperative interaction strategies known to facilitate the grounding process. We discuss these results, and other cross-surface design features that impact grounding.
Leila Homaeian, Nippun Goyal, James R. Wallace, Stacey D. Scott
ISS3
2017 The Disappearing Tabletop: Social and Technical Challenges for Cross-Surface Collaboration
abstract
After 20 years of research, it is unclear what role the tabletop should play in the home or workplace. Progress has been made towards hardware and software interfaces, connectivity with nearby devices, and understanding human behaviour on and around the table -- yet, in practice tabletops see limited use. This workshop seeks to explore the development and use of tabletops from historical, technical, and social perspectives. Workshop goals include synthesizing opinion and experience from new and established researchers on future directions of tabletop research, and an open discussion of questions such as to what applications are tabletops best suited? and how can tabletops be better integrated into larger workflows and digital ecosystems?
James R. Wallace, Steven Houben, Craig Anslow, Andrés Lucero, Yvonne Rogers, Stacey D. Scott
ISS1
2017 Technologies, Methods, and Values: Changes in Empirical Research at CSCW 1990 - 2015
abstract
The field of Computer Supported Cooperative Work has constantly evolved to meet the changing needs of individuals at home, at work, and online. To understand how these changes impacted CSCW research, we systematically reviewed 1209 papers and notes published at the ACM Conference on Computer Supported Cooperative Work between 1990 and 2015. When considered with results from two previous literature reviews, covering 1990 - 1998 and 1998 - 2004 respectively, our analysis provides perspective on 25 years of groupware research. We show that the field has responded to, not anticipated, changes in the computing landscape, long-term trends away from 'systems' and explanatory research, and a lack of bibliographic research that synthesizes findings. Finally, we discuss implications of these trends for CSCW research: how results are synthesized across the field, what kinds of research we value, and how multi-device ecologies are studied.
James R. Wallace, Saba Oji, Craig Anslow
Proc. ACM Hum. Comput. Interact.1
2016 Watchpoint: Freehand Pointing with a Smartwatch in a Ubiquitous Display Environment
abstract
We describe the design and evaluation of a freehand, smartwatch-based, mid-air pointing and clicking interaction technique, called Watchpoint. Watchpoint enables a user to point at a target on a nearby large display by moving their arm. It also enables target selection through a wrist rotation gesture. We validate the use of Watchpoint by comparing its performance with two existing techniques: Myopoint, which uses a specialized forearm mounted motion sensor, and a camera-based (Vicon) motion capture system. We show that Watchpoint is statistically comparable in speed and error rate to both systems and, in fact, outperforms in terms of error rate for small (high Fitts's ID) targets. Our work demonstrates that a commodity smartwatch can serve as an effective pointing device in ubiquitous display environments.
Keiko Katsuragawa, Krzysztof Pietroszek, James R. Wallace, Edward Lank
AVI3
2016 Gestural Text Input Using a Smartwatch
abstract
One challenge with modern smartwatches is text input. In this paper we explore the use of gestural interaction with a smartwatch to support text input. The inertial measurement unit of a smartwatch is used to capture gestural interaction by a user, and an external display is used to provide feedback. We examine two specific variants of gesture keyboards: the swype keyboard common on modern smartphones and the cirrin keyboard, a gestural keyboard that supports character input via directional gestures. We show, first, that freearm gestural input as sensed by a smartwatch exhibits similar efficiency as freearm gestural input sensed by motion capture systems. As well, we show that the smartwatch inertial measurement unit can support text input on ubiquitous computing displays.
Keiko Katsuragawa, James R. Wallace, Edward Lank
AVI2
2016 Creating Your Bubble: Personal Space On and Around Large Public Displays
abstract
We describe an empirical study that explores how users establish and use personal space around large public displays (LPDs). Our study complements field studies in this space by more fully characterizing interpersonal distances based on coupling and confirms the use of on-screen territories on vertical displays. Finally, we discuss implications for future research: limitations of proxemics and territoriality, how user range can augment existing theory, and the influence of dis- play size on personal space.
James R. Wallace, Nancy Iskander, Edward Lank
CHI1
2016 Collaboration Meets Interactive Surfaces and Spaces (CMIS): Walls, Tables, Mobiles, and Wearables
abstract
The CMIS workshop proposes to bring together researchers who are interested in improving collaborative experiences through the combination of multiple interaction surfaces with diverse sizes and formats, ranging from large-scale walls, to tables, mobiles, and wearables. The opportunities for innovation exist, but the ISS, CHI, CSCW, and other HCI communities have not yet thoroughly addressed the problem of bringing effective collaboration activities together using multiple interactive surfaces, especially in complex work domains. Of particular interest is the potential synergy that one can obtain by effectively combining different-sized surfaces and sharing information between devices.
Craig Anslow, Pedro F. Campos, Andrés Lucero, Laurent Grisoni, Mirjam Augstein, James R. Wallace
ISS6
2016 Felines, Foragers, and Physicists: Supporting Scientific Outreach with Multi-Surface and Multi-Space Games
abstract
We describe the design, development, and deployment of two scientific outreach games to support an open house event at an Institute for Quantum Computing (IQC) by an 11-member team of academics and practitioners over a one-year period. We overview our collaborative design process, the development of design goals aligned with facilitating scientific outreach during a one-day open house, and report on how successfully our final prototypes achieved those goals. We then reflect on implications for the use of interactive surfaces and spaces as a platform for scientific outreach, and in particular, the effectiveness of large displays as 'honey pots', the immaturity of technologies for creating interactive spaces, and extending the reach of outreach activities through technology.
Victor Cheung, James R. Wallace
ISS2
2016 Quantum Cats: The Demo
abstract
We describe the design, development, and deployment of a scientific outreach game to support an open house event at an Institute for Quantum Computing (IQC) by an 11-member team of academics and practitioners over a one-year period. We overview our design process, the development of design goals that aligned with facilitating scientific outreach during a one-day open house, and report on how successfully our final prototype achieved those goals. We then reflect on the effectiveness of large displays as `honey pots' and extending the reach of outreach activities through technology. This demonstration accompanies our ISS 2016 paper.
Victor Cheung, James R. Wallace
ISS2
2015 Tiltcasting: 3D Interaction on Large Displays using a Mobile Device
abstract
We develop and formally evaluate a metaphor for smartphone interaction with 3D environments: Tiltcasting. Under the Tiltcasting metaphor, users interact within a rotatable 2D plane that is "cast" from their phone's interactive display into 3D space. Through an empirical validation, we show that Tiltcasting supports efficient pointing, interaction with occluded objects, disambiguation between nearby objects, and object selection and manipulation in fully addressable 3D space. Our technique out-performs existing target agnostic pointing implementations, and approaches the performance of physical pointing with an off-the-shelf smartphone.
Krzysztof Pietroszek, James R. Wallace, Edward Lank
UIST2
2014 The effect of interior bezel presence and width on magnitude judgement
James R. Wallace, Daniel Vogel 0001, Edward Lank
Graphics Interface1
2013 Collaborative sensemaking on a digital tabletop and personal tablets: prioritization, comparisons, and tableaux
abstract
We describe an investigation of the support that three different display configurations provided for a collaborative sensemaking task: a digital table; personal tablets; and both the tabletop and personal tablets. Mixed-methods analyses revealed that the presence of a digital tabletop display led to improved sensemaking performance, and identified activities that were supported by the shared workspace. The digital tabletop supported a group's ability to prioritize information, to make comparisons between task data, and to form and critique the group's working hypothesis. Analyses of group performance revealed a positive correlation with equity of member participation using the shared digital table, and a negative correlation of equity of member participation using personal tablets. Implications for the support of sensemaking groups, and the use of equity of member participation as a predictive measure of their performance are discussed.
James R. Wallace, Stacey D. Scott, Carolyn G. MacGregor
CHI1
2011 Modelling and Identifying Collaborative Situations in a Collocated Multi-display Groupware Setting
Roberto Martínez-Maldonado, James R. Wallace, Judy Kay, Kalina Yacef
AIED2
2011 Modelling Symmetry of Activity as an Indicator of Collocated Group Collaboration
Roberto Martínez-Maldonado, Judy Kay, James R. Wallace, Kalina Yacef
UMAP3
2011 Investigating the Role of a Large, Shared Display in Multi-Display Environments
James R. Wallace, Stacey D. Scott, Eugene Lai, Deon Jajalla
Comput. Support. Cooperative Work.1
2010 The NICE discussion room: integrating paper and digital media to support co-located group meetings
abstract
Current technological solutions that enable content creation and sharing during group discussion meetings are often cumbersome to use, and are commonly abandoned for traditional paper-based tools, which provide flexibility in supporting a wide range of working styles and task activities that may occur in a given meeting. Paper-based tools, however, have their own drawbacks; paper-based content is difficult to modify or replicate. We introduce a novel digital meeting room design, the NiCE Discussion Room, which integrates digital and paper tools into a cohesive system with an intuitive pen-based interface. The combination of digital and paper media provides groups with a flexible design solution that enables them to create, access, and share information and media from a variety of sources to facilitate group discussions. This paper describes the design solution, along with results from a user study conducted to evaluate the usability and utility of the system. © 2010 ACM.
Michael Haller, Jakob Leitner, Thomas Seifried, James R. Wallace, Stacey D. Scott, Christoph Richter, Peter Brandl, Adam Gokcezade, Seth E. Hunter
CHI4
2009 Investigating teamwork and taskwork in single- and multi-display groupware systems
James R. Wallace, Stacey D. Scott, Taryn Stutz, Tricia Enns, Kori Inkpen
Pers. Ubiquitous Comput.1
2008 GroupBanter: Supporting Serendipitous Group Conversations with IM
Kori Inkpen, Steve Whittaker 0001, Mary Czerwinski, Roland Fernandez, James R. Wallace
CollaborateCom5
2008 Comparing content and input redirection in MDEs
abstract
Designers of Multi-Display Environments (MDEs) often use input redirection to allow users to manipulate content on multiple displays with a single interaction device, but users seated at sub-optimal positions (i.e., not facing the display) may find interaction difficult or frustrating. In collaborative MDEs, users should be able to choose their preferred collaborative arrangement, rather than adjusting to the limitations of the technology. We compare content and input redirection from a variety of seating positions in an MDE. Results from our studies show that content redirection does not suffer from performance loss in sub-optimal seating positions, as opposed to input redirection, which does. Content redirection provides a method for all members of a group to interact with shared content regardless of their position relative to a shared display.
James R. Wallace, Regan L. Mandryk, Kori Inkpen
CSCW1
2006 Left-handed scrolling for pen-based devices
abstract
The effectiveness of interaction with mobile devices can be impacted by handedness; however, support for handedness in the interface is rarely provided. The goal of this article is to demonstrate that handedness is a significant interface consideration that should not be overlooked. Four studies were conducted to explore left‐handed user interaction with right‐ or left‐aligned scrollbars on personal digital assistants. Analysis of the data shows that left‐handed users are able to select targets significantly faster using a left‐aligned scrollbar when compared to a right‐aligned scrollbar. User feedback also indicated that a left‐aligned scrollbar was preferred by left‐handed users and provided more natural interaction.
Kori Inkpen, David Dearman, Ritchie Argue, Marc Comeau, Ching-Lung Fu, Sekhar Kolli, Jeremy Moses, Nick Pilon, James R. Wallace
Int. J. Hum. Comput. Interact.9