Justin Matejka

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50ranked-venue papers
14as first author
18since 2021 · last 2026
0009-0002-2680-2645ORCID · verified

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

Human-computer interaction and ubiquitous computing · 48 · 14 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021
YearPublicationVenuePosition
2026 MakeAloud: Think-Aloud to Bridge Design-Fabrication Workflows
abstract
Translating Computer-Aided Design (CAD) models into physical objects requires expertise and adjustments to navigate fabrication constraints. Makers develop this tacit knowledge by understanding materials, techniques, and practical requirements. Adjustments are typically shared with designer collaborators through sketches and text. However, this documentation lacks situated knowledge gained during fabrication and remains disconnected from the model.
Ritik Batra, Kendra Wannamaker, George W. Fitzmaurice, Justin Matejka
DIS4
2026 Lost in Translation: The Value of Verbalizations in Interpreting 3D Computer-Aided Design Workflows
abstract
AI assistants are transforming creative and knowledge domains, holding similar promise for mechanical design via 3D CAD software. Yet, current AI assistance for CAD relies on geometry or command history, lacking rich design intent. We investigate think-aloud computing as a lightweight approach to capture designers’ spoken intent and inform how future AI assistance could leverage this to provide in-situ feedback. Through a three-part study with 10 designers and 10 experts, we (1) recorded designers’ think-aloud verbalizations during 3D modelling, (2) compared expert feedback with and without think-aloud recordings, and (3) interviewed the original designers to evaluate feedback quality. Findings show that verbalizations surface rationale, future actions, and challenges — insights absent from geometric and command data — that enable feedback attuned to designers’ goals. By harnessing think-aloud data, we uncover when to intervene, what to prompt, and characteristics of effective feedback, paving the way for context-aware AI assistance for CAD.
Kathy Cheng, Jo Vermeulen, George W. Fitzmaurice, Justin Matejka
CHI4
2026 PointAloud: An Interaction Suite for AI-Supported Pointer-Centric Think-Aloud Computing
abstract
Think-Aloud Computing, a method for capturing users’ verbalized thoughts during software tasks, allows eliciting rich contextual insights into evolving intentions, struggles, and decision-making processes of users in real-time. However, existing approaches face practical challenges: users often lack awareness of what is captured by the system, are not effectively encouraged to speak, and miss or are interrupted by system feedback. Additionally, thinking aloud should feel worthwhile for users due to the gained contextual AI assistance. To better support and harness Think-Aloud Computing, we introduce PointAloud, a suite of novel AI-driven pointer-centric interactions for in-the-moment verbalization encouragement, low-distraction system feedback, and contextually rich work process documentation alongside proactive AI assistance. Our user study with 12 participants provides insights into the value of pointer-centric think-aloud computing for work process documentation and human-AI co-creation. We conclude by discussing the broader implications of our findings and design considerations for pointer-centric and AI-supported Think-Aloud Computing workflows.
Frederic Gmeiner, John Thompson 0002, George W. Fitzmaurice, Justin Matejka
CHI4
2025 To Use or Not to Use: Impatience and Overreliance When Using Generative AI Productivity Support Tools
Han Qiao, Jo Vermeulen, George W. Fitzmaurice, Justin Matejka
CHI4
2025 FeedQUAC: Quick Unobtrusive AI-Generated Commentary
abstract
Design thrives on feedback. However, gathering constant feedback throughout the design process can be labor-intensive and disruptive. We explore how AI can bridge this gap by providing effortless, ambient feedback. We introduce FeedQUAC, a lightweight design companion that delivers real-time, read-aloud, AI-generated commentary from diverse personas based on live screenshots of the designer’s workspace. FeedQUAC is always available, context-aware, ambient, playful, and iteration-aware. In a design probe with eight 3D CAD designers, participants highlighted convenience, playfulness, confidence boosts, and inspiration. Our findings suggest that ambient interaction is a valuable consideration for both designing and evaluating future creativity support systems.
Tao Long 0003, Kendra Wannamaker, Jo Vermeulen, George W. Fitzmaurice, Justin Matejka
HAI5
2025 Improving Visual Comparison Across Multiple Views with Shadow Marks
Adam Baker, Carl Gutwin, Justin Matejka, Ian Stavness
INTERACT (3)3
2025 Curompt: A Spatially Situated Interface for Generative AI in 3D Design Software
abstract
Generative AI tools are increasingly being integrated into various workflows. Many powerful AI systems, such as ChatGPT, Gemini, and Grok, are accessed through simple chat interfaces. While these language-based interactions may seem intuitive and futuristic, they also bear a resemblance to early computer command lines. With our prototype system, Curompt (combined cursor+prompt), we explore how to integrate conversational interaction powered by generative AI into familiar graphical interfaces with direct manipulation. We focused on the 3D environment, where relying on language-based interactions alone proves to be challenging.
Mitchell Foo, Kendra Wannamaker, Jo Vermeulen, George W. Fitzmaurice, Justin Matejka
VL/HCC5
2024 Communicating Design Intent Using Drawing and Text
abstract
Realizing a designer’s intent in software currently requires tedious manipulation of geometric primitives, such as points and curves. By contrast, designers routinely communicate more abstract design goals to one another using an efficient combination of natural language and drawings. What would it take to develop artificial systems that understand how humans naturally convey design intent, and thereby enable more seamless interactions between humans and machines throughout the design process? First, it is vital to establish benchmarks that showcase the full range of strategies that humans use to successfully communicate about design intent. Here we take initial steps towards that goal by conducting an online study in which pairs of human participants – a “Designer” and “Maker” – collaborated over multiple turns to recreate target designs. In each turn, Designers sent messages containing language, drawings, or both to the Maker, describing how to modify an existing design toward the target. We found a preference for communicating using drawings in early turns and observed several multimodal strategies for conveying design intent. By comparing how human Makers and GPT-4V carried out instructions, we identify a gap in human and machine understanding of multimodal instructions and suggest a path for bridging this gap.
William P. McCarthy, Justin Matejka, Karl D. D. Willis, Judith E. Fan, Yewen Pu
Creativity & Cognition2
2024 AQuA: Automated Question-Answering in Software Tutorial Videos with Visual Anchors
abstract
Tutorial videos are a popular help source for learning feature-rich software. However, getting quick answers to questions about tutorial videos is difficult. We present an automated approach for responding to tutorial questions. By analyzing 633 questions found in 5,944 video comments, we identified different question types and observed that users frequently described parts of the video in questions. We then asked participants (N=24) to watch tutorial videos and ask questions while annotating the video with relevant visual anchors. Most visual anchors referred to UI elements and the application workspace. Based on these insights, we built AQuA, a pipeline that generates useful answers to questions with visual anchors. We demonstrate this for Fusion 360, showing that we can recognize UI elements in visual anchors and generate answers using GPT-4 augmented with that visual information and software documentation. An evaluation study (N=16) demonstrates that our approach provides better answers than baseline methods.
Saelyne Yang, Jo Vermeulen, George W. Fitzmaurice, Justin Matejka
CHI4
2024 Interaction Techniques for Comparing Video
abstract
Comparison is a well-studied task in visual analytics, but there is still little support for comparison of temporal streams such as video. There are a wide range of tasks that involve video comparison, but there are very few systems or techniques to support this kind of analysis. To help address this problem, we have developed new interaction techniques that explicitly support video comparison. We provide techniques for equalizing the reference frame of videos to be compared, juxtaposition techniques for enhancing side-by-side and small-multiples comparisons, superposition techniques for comparing overlaid videos, explicit-encoding techniques that visualize differences between extracted points, and temporal-to-linear techniques that translate between a temporal sequence of frames and a 1D timeline. We built a demonstration system with five different datasets, and evaluated our interaction techniques in two ways: an analysis of steps to show their efficiency, and a preliminary user study to explore learnability, utility, and usability.
Adam Baker, Carl Gutwin, Justin Matejka, Ian Stavness
Graphics Interface3
2023 3DALL-E: Integrating Text-to-Image AI in 3D Design Workflows
abstract
Text-to-image AI are capable of generating novel images for inspiration, but their applications for 3D design workflows and how designers can build 3D models using AI-provided inspiration have not yet been explored. To investigate this, we integrated DALL-E, GPT-3, and CLIP within a CAD software in 3DALL-E, a plugin that generates 2D image inspiration for 3D design. 3DALL-E allows users to construct text and image prompts based on what they are modeling. In a study with 13 designers, we found that designers saw great potential in 3DALL-E within their workflows and could use text-to-image AI to produce reference images, prevent design fixation, and inspire design considerations. We elaborate on prompting patterns observed across 3D modeling tasks and provide measures of prompt complexity observed across participants. From our findings, we discuss how 3DALL-E can merge with existing generative design workflows and propose prompt bibliographies as a form of human-AI design history.
Vivian Liu, Jo Vermeulen, George W. Fitzmaurice, Justin Matejka
Conference on Designing Interactive Systems4
2022 Supercharging Trial-and-Error for Learning Complex Software Applications
abstract
Despite an abundance of carefully-crafted tutorials, trial-and-error remains many people’s preferred way to learn complex software. Yet, approaches to facilitate trial-and-error (such as tooltips) have evolved very little since the 1980s. While existing mechanisms work well for simple software, they scale poorly to large feature-rich applications. In this paper, we explore new techniques to support trial-and-error in complex applications. We identify key benefits and challenges of trial-and-error, and introduce a framework with a conceptual model and design space. Using this framework, we developed three techniques: ToolTrack to keep track of trial-and-error progress; ToolTrip to go beyond trial-and-error of single commands by highlighting related commands that are frequently used together; and ToolTaste to quickly and safely try commands. We demonstrate how these techniques facilitate trial-and-error, as illustrated through a proof-of-concept implementation in the CAD software Fusion 360. We conclude by discussing possible scenarios and outline directions for future research on trial-and-error.
Damien Masson, Jo Vermeulen, George W. Fitzmaurice, Justin Matejka
CHI4
2022 AvatAR: An Immersive Analysis Environment for Human Motion Data Combining Interactive 3D Avatars and Trajectories
abstract
Analysis of human motion data can reveal valuable insights about the utilization of space and interaction of humans with their environment. To support this, we present AvatAR, an immersive analysis environment for the in-situ visualization of human motion data, that combines 3D trajectories with virtual avatars showing people’s detailed movement and posture. Additionally, we describe how visualizations can be embedded directly into the environment, showing what a person looked at or what surfaces they touched, and how the avatar’s body parts can be used to access and manipulate those visualizations. AvatAR combines an AR HMD with a tablet to provide both mid-air and touch interaction for system control, as well as an additional overview device to help users navigate the environment. We implemented a prototype and present several scenarios to show that AvatAR can enhance the analysis of human motion data by making data not only explorable, but experienceable.
Patrick Reipschläger, Frederik Brudy, Raimund Dachselt, Justin Matejka, George W. Fitzmaurice, Fraser Anderson
CHI4
2022 SimCURL: Simple Contrastive User Representation Learning from Command Sequences
abstract
User modeling is crucial to understanding user behavior and essential for improving user experience and personalized recommendations. When users interact with software, vast amounts of command sequences are generated through logging and analytics systems. These command sequences contain clues to the users’ goals and intents. However, these data modalities are highly unstructured and unlabeled, making it difficult for standard predictive systems to learn from. We propose SimCURL, a simple yet effective contrastive self-supervised deep learning framework that learns user representation from unlabeled command sequences. Our method introduces a user-session network architecture, as well as session dropout as a novel way of data augmentation. We train and evaluate our method on a real-world command sequence dataset of more than half a billion commands. Our method shows significant improvement over existing methods when the learned representation is transferred to downstream tasks such as experience and expertise classification.
Hang Chu, Amir Khasahmadi, Karl D. D. Willis, Fraser Anderson, Yaoli Mao, Justin Matejka, Jo Vermeulen
ICMLA7
2021 Think-Aloud Computing: Supporting Rich and Low-Effort Knowledge Capture
abstract
When users complete tasks on the computer, the knowledge they leverage and their intent is often lost because it is tedious or challenging to capture. This makes it harder to understand why a colleague designed a component a certain way or to remember requirements for software you wrote a year ago. We introduce think-aloud computing, a novel application of the think-aloud protocol where computer users are encouraged to speak while working to capture rich knowledge with relatively low effort. Through a formative study we find people shared information about design intent, work processes, problems encountered, to-do items, and other useful information. We developed a prototype that supports think-aloud computing by prompting users to speak and contextualizing speech with labels and application context. Our evaluation shows more subtle design decisions and process explanations were captured in think-aloud than via traditional documentation. Participants reported that think-aloud required similar effort as traditional documentation.
Rebecca Krosnick, Fraser Anderson, Justin Matejka, Steve Oney, Walter S. Lasecki, Tovi Grossman, George W. Fitzmaurice
CHI3
2021 MeetingMate: an Ambient Interface for Improved Meeting Effectiveness and Corporate Knowledge Sharing
Justin Matejka, Tovi Grossman, George W. Fitzmaurice
Graphics Interface1
2021 Paper Forager: Supporting the Rapid Exploration of Research Document Collections
Justin Matejka, Tovi Grossman, George W. Fitzmaurice
Graphics Interface1
2021 How Tall is that Bar Chart? Virtual Reality, Distance Compression and Visualizations
abstract
As VR technology becomes more available, VR applications will be increasingly used to present information visualizations. While data visualization in VR is an interesting topic, there remain questions about how effective or accurate such visualization can be. One known phenomenon with VR environments is that people tend to unconsciously compress or underestimate distances. However, it is unknown if or how this effect will alter the perception of data visualizations in VR. To this end, we replicate portions of Cleveland and McGill's foundational perceptual visualization studies, in VR. Through a series of three studies we find that distance compression does negatively affect estimations of actual lengths (heights of bars), but does not appear to impact relative comparisons. Additionally, by replicating the position-angle experiments, we find that (as with traditional 2D visualizations) people are better at relative length evaluations than relative angles. Finally, by looking at these open questions, we develop a series of best practices for performing data visualization in a VR environment.
Diane K. Watson, George W. Fitzmaurice, Justin Matejka
Graphics Interface3
2020 MicroMentor: Peer-to-Peer Software Help Sessions in Three Minutes or Less
abstract
While synchronous one-on-one help for software learning is rich and valuable, it can be difficult to find and connect with someone who can provide assistance. Through a formative user study, we explore the idea of fixed-duration, one-on-one help sessions and find that 3 minutes is often enough time for novice users to explain their problem and receive meaningful help from an expert. To facilitate this type of interaction, we developed MicroMentor, an on-demand help system that connects users via video chat for 3-minute help sessions. MicroMentor automatically attaches relevant supplementary materials and uses contextual information, such as command history and expertise, to encourage the most qualified users to accept incoming requests. These help sessions are recorded and archived, building a bank of knowledge that can further help a broader audience. Through a user study, we find MicroMentor to be useful and successful in connecting users for short teaching moments.
Nikhita Joshi, Justin Matejka, Fraser Anderson, Tovi Grossman, George W. Fitzmaurice
CHI2
2020 AuthAR: Concurrent Authoring of Tutorials for AR Assembly Guidance
abstract
Augmented Reality (AR) can assist with physical tasks such as object assembly through the use of situated instructions. These instructions can be in the form of videos, pictures, text or guiding animations, where the most helpful media among these is highly dependent on both the user and the nature of the task. Our work supports the authoring of AR tutorials for assembly tasks with little overhead beyond simply performing the task itself. The presented system, AuthAR reduces the time and effort required to build interactive AR tutorials by automatically generating key components of the AR tutorial while the author is assembling the physical pieces. Further, the system guides authors through the process of adding videos, pictures, text and animations to the tutorial. This concurrent assembly and tutorial generation approach allows for authoring of portable tutorials that fit the preferences of different end users.
Matt Whitlock, George W. Fitzmaurice, Tovi Grossman, Justin Matejka
Graphics Interface4
2019 Geppetto: Enabling Semantic Design of Expressive Robot Behaviors
abstract
Expressive robots are useful in many contexts, from industrial to entertainment applications. However, designing expressive robot behaviors requires editing a large number of unintuitive control parameters. We present an interactive, data-driven system that allows editing of these complex parameters in a semantic space. Our system combines a physics-based simulation that captures the robot's motion capabilities, and a crowd-powered framework that extracts relationships between the robot's motion parameters and the desired semantic behavior. These relationships enable mixed-initiative exploration of possible robot motions. We specifically demonstrate our system in the context of designing emotionally expressive behaviors. A user-study finds the system to be useful for more quickly developing desirable robot behaviors, compared to manual parameter editing.
Ruta Desai, Fraser Anderson, Justin Matejka, Stelian Coros, James McCann, George W. Fitzmaurice, Tovi Grossman
CHI3
2018 Dream Lens: Exploration and Visualization of Large-Scale Generative Design Datasets
abstract
This paper presents Dream Lens, an interactive visual analysis tool for exploring and visualizing large-scale generative design datasets. Unlike traditional computer aided design, where users create a single model, with generative design, users specify high-level goals and constraints, and the system automatically generates hundreds or thousands of candidates all meeting the design criteria. Once a large collection of design variations is created, the designer is left with the task of finding the design, or set of designs, which best meets their requirements. This is a complicated task which could require analyzing the structural characteristics and visual aesthetics of the designs. Two studies are conducted which demonstrate the usability and usefulness of the Dream Lens system, and a generatively designed dataset of 16,800 designs for a sample design problem is described and publicly released to encourage advancement in this area.
Justin Matejka, Michael Glueck, Erin Bradner, Ali Hashemi 0001, Tovi Grossman, George W. Fitzmaurice
CHI1
2017 AMI: An Adaptable Music Interface to Support the Varying Needs of People with Dementia
abstract
Dementia is a progressive, degenerative syndrome that erodes cognition, long term memory, and the ability to maintain social relationships. Anxiety is common among those with dementia, and ranges from momentary and mild, to chronic and severe. Listening to familiar music from childhood or early adulthood has been shown to provide therapeutic and positive quality of life effects for individuals with dementia, but most modern interfaces are unfamiliar and difficult to use which may add frustration and stress that music is intended to relieve. To enable individuals with dementia to control playback of music, we present AMI, a tangible music player that can be reconfigured and adapted to meet the changing needs and preferences of individuals. AMI provides a set of input components (e.g., buttons, switches, knobs) with varying physical properties which can be easily interchanged by a non-technical user (such as a caregiver). This work contributes the system design, results of user tests with the target population, as well as a set of design principles that can be used in the development of future interfaces.
P. Frazer Seymour, Justin Matejka, Geoff Foulds, Ihor Petelycky, Fraser Anderson
ASSETS2
2017 Same Stats, Different Graphs: Generating Datasets with Varied Appearance and Identical Statistics through Simulated Annealing
abstract
Datasets which are identical over a number of statistical properties, yet produce dissimilar graphs, are frequently used to illustrate the importance of graphical representations when exploring data. This paper presents a novel method for generating such datasets, along with several examples. Our technique varies from previous approaches in that new datasets are iteratively generated from a seed dataset through random perturbations of individual data points, and can be directed towards a desired outcome through a simulated annealing optimization strategy. Our method has the benefit of being agnostic to the particular statistical properties that are to remain constant between the datasets, and allows for control over the graphical appearance of resulting output.
Justin Matejka, George W. Fitzmaurice
CHI1
2016 The Effect of Visual Appearance on the Performance of Continuous Sliders and Visual Analogue Scales
abstract
Sliders and Visual Analogue Scales (VASs) are input mechanisms which allow users to specify a value within a predefined range. At a minimum, sliders and VASs typically consist of a line with the extreme values labeled. Additional decorations such as labels and tick marks can be added to give information about the gradations along the scale and allow for more precise and repeatable selections. There is a rich history of research about the effect of labelling in discrete scales (i.e., Likert scales), however the effect of decorations on continuous scales has not been rigorously explored. In this paper we perform a 2,000 user, 250,000 trial online experiment to study the effects of slider appearance, and find that decorations along the slider considerably bias the distribution of responses received. Using two separate experimental tasks, the trade-offs between bias, accuracy, and speed-of-use are explored and design recommendations for optimal slider implementations are proposed.
Justin Matejka, Michael Glueck, Tovi Grossman, George W. Fitzmaurice
CHI1
2016 Crowdsourced Fabrication
abstract
In recent years, extensive research in the HCI literature has explored interactive techniques for digital fabrication. However, little attention in this body of work has examined how to involve and guide human workers in fabricating larger-scale structures. We propose a novel model of crowdsourced fabrication, in which a large number of workers and volunteers are guided through the process of building a pre-designed structure. The process is facilitated by an intelligent construction space capable of guiding individual workers and coordinating the overall build process. More specifically, we explore the use of smartwatches, indoor location sensing, and instrumented construction materials to provide real-time guidance to workers, coordinated by a foreman engine that manages the overall build process. We report on a three day deployment of our system to construct a 12-tall bamboo pavilion with assistance from more than one hundred volunteer workers, and reflect on observations and feedback collected during the exhibit.
Benjamin J. Lafreniere, Tovi Grossman, Fraser Anderson, Justin Matejka, Heather Kerrick, Danil Nagy, Lauren Vasey, Evan Atherton, Nicholas Beirne, Marcelo H. Coelho, Nick Cote, Steven Li, Andy Nogueira, Tobias Schwinn, James Stoddart, David Thomasson, Ray Wang, Thomas White, David Benjamin, Maurice Conti, Achim Menges, George W. Fitzmaurice
UIST4
2015 Dynamic Opacity Optimization for Scatter Plots
abstract
Scatterplots are an effective and commonly used technique to show the relationship between two variables. However, as the number of data points increases, the chart suffers from "over-plotting" which obscures data points and makes the underlying distribution of the data difficult to discern. Reducing the opacity of the data points is an effective way to address over-plotting, however, setting the individual point opacity is a manual task performed by the chart designer. We present a user-driven model of opacity scaling for scatter plots built from crowd-sourced responses to opacity scaling tasks using several synthetic data distributions, and then test our model on a collection of real-world data sets.
Justin Matejka, Fraser Anderson, George W. Fitzmaurice
CHI1
2015 Candid Interaction: Revealing Hidden Mobile and Wearable Computing Activities
abstract
The growth of mobile and wearable technologies has made it often difficult to understand what people in our surroundings are doing with their technology. In this paper, we introduce the concept of candid interaction: techniques for providing awareness about our mobile and wearable device usage to others in the vicinity. We motivate and ground this exploration through a survey on current attitudes toward device usage during interpersonal encounters. We then explore a design space for candid interaction through seven prototypes that leverage a wide range of technological enhancements, such as Augmented Reality, shape memory muscle wire, and wearable projection. Preliminary user feedback of our prototypes highlights the trade-offs between the benefits of sharing device activity and the need to protect user privacy.
Barrett Ens, Tovi Grossman, Fraser Anderson, Justin Matejka, George W. Fitzmaurice
UIST4
2014 Deploying CommunityCommands: A Software Command Recommender System Case Study
abstract
In 2009 we presented the idea of using collaborative filtering within a complex software application to help users learn new and relevant commands (Matejka et al. 2009). This project continued to evolve and we explored the design space of a contextual software command recommender system and completed a four-week user study (Li et al. 2011). We then expanded the scope of our project by implementing CommunityCommands, a fully functional and deployable recommender system. CommunityCommands was made available as a publically available plug-in download for Autodesk‟s flagship software application AutoCAD. During a one-year period, the recommender system was used by more than 1100 AutoCAD users. In this paper, we present our system usage data and payoff. We also provide an in-depth discussion of the challenges and design issues associated with developing and deploying the front end AutoCAD plug-in and its back end system. This includes a detailed description of the issues surrounding cold start and privacy. We also discuss how our practical system architecture was designed to leverage Autodesk‟s existing Customer Involvement Program (CIP) data to deliver in-product contextual recommendations to endusers. Our work sets important groundwork for the future development of recommender systems within the domain of end-user software learning assistance.
Wei Li 0002, Justin Matejka, Tovi Grossman, George W. Fitzmaurice
AAAI2
2014 Investigating the feasibility of extracting tool demonstrations from in-situ video content
abstract
Short video demonstrations are effective resources for helping users to learn tools in feature-rich software. However manually creating demonstrations for the hundreds (or thousands) of individual features in these programs would be impractical. In this paper, we investigate the potential for identifying good tool demonstrations from within screen recordings of users performing real-world tasks. Using an instrumented image-editing application, we collected workflow video content and log data from actual end users. We then developed a heuristic for identifying demonstration clips, and had the quality of a sample set of clips evaluated by both domain experts and end users. This multi-step approach allowed us to characterize the quality of 'naturally occurring' tool demonstrations, and to derive a list of good and bad features of these videos. Finally, we conducted an initial investigation into using machine learning techniques to distinguish between good and bad demonstrations.
Benjamin J. Lafreniere, Tovi Grossman, Justin Matejka, George W. Fitzmaurice
CHI3
2014 Video lens: rapid playback and exploration of large video collections and associated metadata
abstract
We present Video Lens, a framework which allows users to visualize and interactively explore large collections of videos and associated metadata. The primary goal of the framework is to let users quickly find relevant sections within the videos and play them back in rapid succession. The individual UI elements are linked and highly interactive, supporting a faceted search paradigm and encouraging exploration of the data set. We demonstrate the capabilities and specific scenarios of Video Lens within the domain of professional baseball videos. A user study with 12 participants indicates that Video Lens efficiently supports a diverse range of powerful yet desirable video query tasks, while a series of interviews with professionals in the field demonstrates the framework's benefits and future potential.
Justin Matejka, Tovi Grossman, George W. Fitzmaurice
UIST1
2013 Swifter: improved online video scrubbing
abstract
Online streaming video systems have become extremely popular, yet navigating to target scenes of interest can be a challenge. While recent techniques have been introduced to enable real-time seeking, they break down for large videos, where scrubbing the timeline causes video frames to skip and flash too quickly to be comprehendible. We present Swifter, a new video scrubbing technique that displays a grid of pre-cached thumbnails during scrubbing actions. In a series of studies, we first investigate possible design variations of the Swifter technique, and the impact of those variations on its performance. Guided by these results we compare an implementation of Swifter to the previously published Swift technique, in addition to the approaches utilized by YouTube and Netfilx. Our results show that Swifter significantly outperforms each of these techniques in a scene locating task, by a factor of up to 48%.
Justin Matejka, Tovi Grossman, George W. Fitzmaurice
CHI1
2013 Patina: dynamic heatmaps for visualizing application usage
abstract
We present Patina, an application independent system for collecting and visualizing software application usage data. Patina requires no instrumentation of the target application, all data is collected through standard window metrics and accessibility APIs. The primary visualization is a dynamic heatmap overlay which adapts to match the content, location, and shape of the user interface controls visible in the active application. We discuss a set of design guidelines for the Patina system, describe our implementation of the system, and report on an initial evaluation based on a short-term deployment of the system.
Justin Matejka, Tovi Grossman, George W. Fitzmaurice
CHI1
2013 YouMove: enhancing movement training with an augmented reality mirror
abstract
YouMove is a novel system that allows users to record and learn physical movement sequences. The recording system is designed to be simple, allowing anyone to create and share training content. The training system uses recorded data to train the user using a large-scale augmented reality mirror. The system trains the user through a series of stages that gradually reduce the user's reliance on guidance and feedback. This paper discusses the design and implementation of YouMove and its interactive mirror. We also present a user study in which YouMove was shown to improve learning and short-term retention by a factor of 2 compared to a traditional video demonstration.
Fraser Anderson, Tovi Grossman, Justin Matejka, George W. Fitzmaurice
UIST3
2012 Swift: reducing the effects of latency in online video scrubbing
abstract
We first conduct a study using abstracted video content to measure the effects of latency on video scrubbing performance and find that even very small amounts of latency can significantly degrade navigation performance. Based on these results, we present Swift, a technique that supports real-time scrubbing of online videos by overlaying a small, low resolution copy of the video during video scrubbing, and snapping back to the high resolution video when the scrubbing is completed or paused. A second study compares the Swift technique to traditional online video players on a collection of realistic live motion videos and content-specific search tasks which finds the Swift technique reducing completion times by as much as 72% even with a relatively low latency of 500ms. Lastly, we demonstrate that the Swift technique can be easily implemented using modern HTML5 web standards.
Justin Matejka, Tovi Grossman, George W. Fitzmaurice
CHI1
2012 Waken: reverse engineering usage information and interface structure from software videos
abstract
We present Waken, an application-independent system that recognizes UI components and activities from screen captured videos, without any prior knowledge of that application. Waken can identify the cursors, icons, menus, and tooltips that an application contains, and when those items are used. Waken uses frame differencing to identify occurrences of behaviors that are common across graphical user interfaces. Candidate templates are built, and then other occurrences of those templates are identified using a multi-phase algorithm. An evaluation demonstrates that the system can successfully reconstruct many aspects of a UI without any prior application-dependant knowledge. To showcase the design opportunities that are introduced by having this additional meta-data, we present the Waken Video Player, which allows users to directly interact with UI components that are displayed in the video.
Nikola Banovic 0001, Tovi Grossman, Justin Matejka, George W. Fitzmaurice
UIST3
2011 Magic desk: bringing multi-touch surfaces into desktop work
abstract
Despite the prominence of multi-touch technologies, there has been little work investigating its integration into the desktop environment. Bringing multi-touch into desktop computing would give users an additional input channel to leverage, enriching the current interaction paradigm dominated by a mouse and keyboard. We provide two main contributions in this domain. First, we describe the results from a study we performed, which systematically evaluates the various potential regions within the traditional desktop configuration that could become multi-touch enabled. The study sheds light on good or bad regions for multi-touch, and also the type of input most appropriate for each of these regions. Second, guided by the results from our study, we explore the design space of multi-touch-integrated desktop experiences. A set of new interaction techniques are coherently integrated into a desktop prototype, called Magic Desk, demonstrating potential uses for multi-touch enabled desktop configurations.
Xiaojun Bi 0001, Tovi Grossman, Justin Matejka, George W. Fitzmaurice
CHI3
2011 Ambient help
abstract
In this paper we present Ambient Help, a system that supports opportunistic learning by providing automatic, context-sensitive learning resources while a user works. Multiple videos and textual help resources are presented ambiently on a secondary display. We define and examine a collection of design consideration for this type of interface. After describing our implementation details, we report on an experiment which shows that Ambient Help supports finding more helpful information, while not having a negative impact on the user's productivity, as compared to a traditional help condition.
Justin Matejka, Tovi Grossman, George W. Fitzmaurice
CHI1
2011 Searching for software learning resources using application context
abstract
Users of complex software applications frequently need to consult documentation, tutorials, and support resources to learn how to use the software and further their understand-ing of its capabilities. Existing online help systems provide limited context awareness through "what's this?" and simi-lar techniques. We examine the possibility of making more use of the user's current context in a particular application to provide useful help resources. We provide an analysis and taxonomy of various aspects of application context and how they may be used in retrieving software help artifacts with web browsers, present the design of a context-aware augmented web search system, and describe a prototype implementation and initial user study of this system. We conclude with a discussion of open issues and an agenda for further research.
Michael D. Ekstrand, Wei Li 0002, Tovi Grossman, Justin Matejka, George W. Fitzmaurice
UIST4
2011 TwitApp: in-product micro-blogging for design sharing
abstract
We describe TwitApp, an enhanced micro-blogging system integrated within AutoCAD for design sharing. TwitApp integrates rich content and still keeps the sharing transaction cost low. In TwitApp, tweets are organized by their project, and users can follow or unfollow each individual project. We introduce the concept of automatic tweet drafting and other novel features such as enhanced real-time search and integrated live video streaming. The TwitApp system leverages the existing Twitter micro-blogging system. We also contribute a study which provides insights on these concepts and associated designs, and demonstrates potential user excitement of such tools.
Wei Li 0002, Tovi Grossman, Justin Matejka, George W. Fitzmaurice
UIST3
2011 IP-QAT: in-product questions, answers, & tips
abstract
We present IP-QAT, a new community-based question and answer system for software users. Unlike most community forums, IP-QAT is integrated into the actual software application, allowing users to easily post questions, answers and tips without having to leave the application. Our in-product implementation is context-aware and shows relevant posts based on a user's recent activity. It is also designed with minimal transaction costs to encourage users to easily post, include annotated images and file attachments, as well as tag their posts with relevant UI components. We describe a robust cloud-based system implementation, which allowed us to release IP-QAT to 37 users for a 2 week field study. Our study showed that IP-QAT increased user contributions, and subjectively, users found our system more useful and easier to use, in comparison to the existing commercial discussion board.
Justin Matejka, Tovi Grossman, George W. Fitzmaurice
UIST1
2011 Design and evaluation of a command recommendation system for software applications
abstract
We examine the use of modern recommender system technology to aid command awareness in complex software applications. We first describe our adaptation of traditional recommender system algorithms to meet the unique requirements presented by the domain of software commands. A user study showed that our item-based collaborative filtering algorithm generates 2.1 times as many good suggestions as existing techniques. Motivated by these positive results, we propose a design space framework and its associated algorithms to support both global and contextual recommendations. To evaluate the algorithms, we developed the CommunityCommands plug-in for AutoCAD. This plug-in enabled us to perform a 6-week user study of real-time, within-application command recommendations in actual working environments. We report and visualize command usage behaviors during the study, and discuss how the recommendations affected users behaviors. In particular, we found that the plug-in successfully exposed users to new commands, as unique commands issued significantly increased.
Wei Li 0002, Justin Matejka, Tovi Grossman, Joseph A. Konstan, George W. Fitzmaurice
ACM Trans. Comput. Hum. Interact.2
2010 Chronicle: capture, exploration, and playback of document workflow histories
abstract
We describe Chronicle, a new system that allows users to explore document workflow histories. Chronicle captures the entire video history of a graphical document, and provides links between the content and the relevant areas of the history. Users can indicate specific content of interest, and see the workflows, tools, and settings needed to reproduce the associated results, or to better understand how it was constructed to allow for informed modification. Thus, by storing the rich information regarding the document's history workflow, Chronicle makes any working document a potentially powerful learning tool. We outline some of the challenges surrounding the development of such a system, and then describe our implementation within an image editing application. A qualitative user study produced extremely encouraging results, as users unanimously found the system both useful and easy to use.
Tovi Grossman, Justin Matejka, George W. Fitzmaurice
UIST2
2009 The design and evaluation of multi-finger mouse emulation techniques
abstract
We explore the use of multi-finger input to emulate full mouse functionality, such as the tracking state, three buttons, and chording. We first present the design space for such techniques, which serves as a guide for the systematic investigation of possible solutions. We then perform a series of pilot studies to come up with recommendations for the various aspects of the design space. These pilot studies allow us to arrive at a recommended technique, the SDMouse. In a formal study, the SDMouse was shown to significantly improve performance in comparison to previously developed mouse emulation techniques.
Justin Matejka, Tovi Grossman, Jessica Lo, George W. Fitzmaurice
CHI1
2009 CommunityCommands: command recommendations for software applications
abstract
We explore the use of modern recommender system technology to address the problem of learning software applications. Before describing our new command recommender system, we first define relevant design considerations. We then discuss a 3 month user study we conducted with professional users to evaluate our algorithms which generated customized recommendations for each user. Analysis shows that our item-based collaborative filtering algorithm generates 2.1 times as many good suggestions as existing techniques. In addition we present a prototype user interface to ambiently present command recommendations to users, which has received promising initial user feedback.
Justin Matejka, Wei Li 0002, Tovi Grossman, George W. Fitzmaurice
UIST1
2009 Toward the Digital Design Studio: Large Display Explorations
abstract
Inspired by our automotive and product design customers using large displays in design centers, visualization studios, and meeting rooms around the world, we have been exploring the use and potential of large display installations for almost a decade. Our research has touched on many aspects of this rich design space, from individual tools to complete systems, and has generally moved through the life cycle of a design artifact: from the creation phase, through communication and collaboration, to presentation and dissemination. As we attempt to preserve creative flow through the phases, we introduce social structures and constraints that drive the design of possible point solutions in the larger context of a digital design studio trail environment built in the lab. Although many of the interactions presented are viable across several design phases, this article focuses primarily on facilitating collaboration. We conclude with critical lessons learned of both what avenues have been fruitful and which roads to avoid. This article lightly covers the whole design process and attempts to inform readers of key factors to consider when designing for designers.
Azam Khan, Justin Matejka, George W. Fitzmaurice, Gordon Kurtenbach, Nicholas Burtnyk, William Buxton
Hum. Comput. Interact.2
2008 PieCursor: merging pointing and command selection for rapid in-place tool switching
abstract
We describe a new type of graphical user interface widget called the "PieCursor." The PieCursor is based on the Tracking Menu technique and consists of a radial cluster of command wedges, is roughly the size of a cursor, and replaces the traditional cursor. The PieCursor technique merges the normal cursor function of pointing with command selection into a single action. A controlled experiment was conducted to compare the performance of rapid command and target selection using the PieCursor against larger versions of Tracking Menus and a status quo Toolbar configuration. Results indicate that for small clusters of tools (4 and 8 command wedges) the PieCursor can outperform the toolbar by 20.8% for coarse pointing. For fine pointing, the performance of the PieCursor degrades approximately to the performance found for the Toolbar condition.
George W. Fitzmaurice, Justin Matejka, Azam Khan, Michael Glueck, Gordon Kurtenbach
CHI2
2008 Safe 3D navigation
abstract
Typical commercial 3D CAD tools provide modal tools such as pan, zoom, orbit, look, etc. to facilitate freeform navigation in a 3D scene. Mastering these navigation tools requires a significant amount of learning and even experienced computer users can find learning confusing and error-prone. To address this we have developed a concept called "Safe 3D Navigation" where we augment these modal tools with properties to reduce the occurance of confusing situations and improve the learning experience. In this paper we describe the major properties needed for safe navigation, the features we implemented to realize these properties, and usability tests on the effectiveness of these features. We conclude that indeed these properties do improve the learning experience for users that are new to 3D. Furthermore, many of the features we implemented for safe navigation are also very popular with experienced 3D users. As a result, these features have been integrated into six commercial 3D CAD applications and we recommend other application developers include these features to improve 3D navigation.
George W. Fitzmaurice, Justin Matejka, Igor Mordatch, Azam Khan, Gordon Kurtenbach
SI3D2
2008 ViewCube: a 3D orientation indicator and controller
abstract
Literally hundreds of thousands of users of 2D computer-aided design (CAD) tools are in the difficult process of transitioning to 3D CAD tools. A common problem for these users is disorientation in the abstract virtual 3D environments that occur while developing new 3D scenes. To help address this problem, we present a novel in-scene 3D widget called the ViewCube as a 3D orientation indicator and controller. The ViewCube is a cube-shaped widget placed in a corner of the window. When acting as an orientation indicator, the ViewCube turns to reflect the current view direction as the user re-orients the scene using other tools. When used as an orientation controller, the ViewCube can be dragged, or the faces, edges, or corners can be clicked on, to easily orient the scene to the corresponding view. We conducted a formal experiment to measure the performance of the ViewCube comparing: (1) ArcBall-style dragging using the ViewCube for manual view switching, (2) clicking on face/edge/corner elements of the ViewCube for automated view switching and (3) clicking on a dedicated row of buttons for automated view switching. The results indicate that users prefer and are almost twice as fast at using the ViewCube with dragging compared to clicking techniques, independent of a number of ViewCube representations that we examined.
Azam Khan, Igor Mordatch, George W. Fitzmaurice, Justin Matejka, Gordon Kurtenbach
SI3D4
2005 Spotlight: directing users' attention on large displays
abstract
We describe a new interaction technique, called a spotlight, for directing the visual attention of an audience when viewing data or presentations on large wall-sized displays. A spotlight is simply a region of the display where the contents are displayed normally while the remainder of the display is somewhat darkened. In this paper we define the behavior of spotlights, show unique affordances of the technique, and discuss design characteristics. We also report on experiments that show the benefit of using the spotlight a large display and standard desktop configuration. Our results suggest that the spotlight is preferred over the standard cursor and outperforms it by a factor of 3.4 on a wall-sized display.
Azam Khan, Justin Matejka, George W. Fitzmaurice, Gordon Kurtenbach
CHI2