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Dennis R. Wixon

dblp:99/287 · DBLP profile ↗
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10ranked-venue papers
3as first author
0since 2021 · last 2016
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 10 · 3 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
10 papers
Games and playful interaction · 62% Usability and user experience research · 20% Collaborative and social computing · 15%
Software engineering, system software, and programming languages
4 papers
Empirical software engineering · 79% Requirements engineering and software design · 21%

Topics — the 14 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › digital gaming
online games
0.212016
Uses of Multiple Characters in Online Games and Their Implications for Social Network Methods · CSCW 2016
Games and playful interaction › player behavior
player behavior analysis
0.112008
Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems · CHI 2008
Collaborative and social computing
social network analysis
0.112016
Uses of Multiple Characters in Online Games and Their Implications for Social Network Methods · CSCW 2016
Empirical software engineering
user behavior analysis
0.012008
Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems · CHI 2008
Usability and user experience research
usability inspection
0.011996
Making a Difference - the Impact of Inspections · CHI 1996
Usability and user experience research
usability engineering
0.021990
Engineering for usability (panel session): lessons from the user derived interface · CHI 1985
Contextual design: an emergent view of system design · CHI 1990
Collaborative and social computing
team collaboration
0.011988
Contextualism as a World View for the Reformation of Meetings · CSCW 1988
Empirical software engineering › software evaluation
inspection effectiveness
0.011996
Making a Difference - the Impact of Inspections · CHI 1996
Usability and user experience research
user performance
0.011985
User performance with command, menu, and iconic interfaces · CHI 1985
User interface design and tools › interaction design
command language design
0.011983
Building a user-defined interface · CHI 1983
Interaction techniques and input
text entry
0.011983
Building a user-defined interface · CHI 1983
Collaborative and social computing
computer-supported cooperative work
0.011988
Contextualism as a World View for the Reformation of Meetings · CSCW 1988
Usability and user experience research
usability evaluation
0.011985
Computer human factors in computer interface design (panel session) · CHI 1985
Requirements engineering and software design
user-centered design
0.011985
Engineering for usability (panel session): lessons from the user derived interface · CHI 1985

Methods — techniques the papers use, named apart from their topics

statistical analysis · 0.2social network analysis · 0.2case study · 0.2behavioral instrumentation · 0.2impact ratio metric · 0.0interview study · 0.0contextual inquiry · 0.0co-design · 0.0contextualism · 0.0cognitive human factors · 0.0
YearPublicationVenuePosition
2016 Uses of Multiple Characters in Online Games and Their Implications for Social Network Methods
abstract
In most sociotechnical systems, individuals are tracked through user accounts. This paper explores the various ways in which people create and use multiple user representations, specifically in online games. Using 8 years of population data from a popular multiplayer online game, EVE Online, we examine how multiple character creation and use occurs at scale and how operationalization of individuals between accounts and characters impacts methods. We suggest that conceptualizing participants in online games based on the assumption that one character equals one individual can lead to incorrect analyses regarding the demographics or behaviors of the population. Additionally, social network analysis suggests that a character-centric, rather than account-level, viewpoint can change the results of statistical relationships with network metrics such as eigenvector centrality.
Alex Leavitt, Joshua A. Clark, Dennis R. Wixon
CSCW3
2008 Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems
abstract
Automatic recording of user behavior within a system (instrumentation) to develop and test theories has a rich history in psychology and system design. Often, researchers analyze instrumented behavior in isolation from other data. The problem with collecting instrumented behaviors without attitudinal, demographic, and contextual data is that researchers have no way to answer the 'why' behind the 'what'. We have combined the collection and analysis of behavioral instrumentation with other HCI methods to develop a system for Tracking Real-Time User Experience (TRUE). Using two case studies as examples, we demonstrate how we have evolved instrumentation methodology and analysis to extensively improve the design of video games. It is our hope that TRUE is adopted and adapted by the broader HCI community, becoming a useful tool for gaining deep insights into user behavior and improvement of design for other complex systems.
Jun H. Kim, Daniel V. Gunn, Eric Schuh, Bruce Phillips, Randy J. Pagulayan, Dennis R. Wixon
CHI6
1996 Making a Difference - the Impact of Inspections
abstract
In this methodology paper we define a metric we call impact ratio.We use this ratio to measure the effectiveness of inspections and other evaluative techniques in getting usability improvements into products.We inspected ten commercial software products and achieved an average impact ratio of 78%.We discuss factors affecting this ratio and its value in helping us to appraise usability engineering's impact on products.
Paul Sawyer, Alicia Flanders, Dennis R. Wixon
CHI3
1990 Contextual design: an emergent view of system design
abstract
We offer an introduction to contextual design as an emergent method for building effective systems. Contextual design addresses a number of the inadequacies in previous methods by emphasizing: interview methods conducted in the context of the user's work, codesigning with the user, building an understanding of work in context, and summarizing conclusions through out the research. We contrast this design method to usability engineering and artifact examination.
Dennis R. Wixon, Karen Holtzblatt, Stephen Knox
CHI1
1988 Contextualism as a World View for the Reformation of Meetings
abstract
The foundations for research and action in the area of group work are examined. Four alternative “world views” are presented. One of these, contextualism, is discussed in depth. Its methodological consequences for research and implications for reform of group meetings are explored.
John A. Whiteside, Dennis R. Wixon
CSCW2
1987 The politics of human factors (panels)
abstract
No abstract available.
William Mosteller, Stephen J. Boies, Charles E. Grantham, Thomas C. Irby, Richard Rubinstein, Dennis R. Wixon
CHI6
1985 Computer human factors in computer interface design (panel session)
abstract
Human factors psychologists contribute in many ways to improving human-computer interaction. One contribution involves evaluating existing or prototype systems, in order to assess usability and identify problems. Another involves contributing more directly to the design of systems in the first place: that is, not only evaluating systems but bringing to bear empirical methods and theoretical considerations that help specify what are plausible designs in the first place. The goal of this panel is to discuss four case studies emphasizing this role of cognitive human factors, and identify relevant methods and theoretical considerations.
Robert Mack 0001, Thomas P. Moran, Judith Reitman Olson, Dennis R. Wixon, John A. Whiteside
CHI4
1985 User performance with command, menu, and iconic interfaces
abstract
Performance and subjective reactions of 76 users of varying levels of computer experience were measured with 7 different interfaces representing command, menu, and iconic interface styles. The results suggest three general conclusions:
John A. Whiteside, Sandra J. Jones, Paula S. Levy, Dennis R. Wixon
CHI4
1985 Engineering for usability (panel session): lessons from the user derived interface
abstract
The focus here is on the lessons learned from the UDI project for building usability into the software development process. In the UDI project we attempted to engineer a usable system. That process involved:
Dennis R. Wixon, John A. Whiteside
CHI1
1983 Building a user-defined interface
abstract
A measurably easy-to-use interface has been built using a novel technique. Novices attempted an electronic mail task using a command-line interface containing no help, no menus, no documentation, and no instruction. A hidden operator intercepted commands when necessary, creating the illusion of a true interactive session. The software was repeatedly revised to recognize users' new commands; in essence, the users defined the interface. This procedure was used on 67 subjects. The first version of the software could recognize only 7% of all the subjects' spontaneously generated commands; the final version could recognize 76% of those commands. This experience contradicts the idea that people are not good at designing their own command languages. Through careful observation and analysis of user behavior, a mail interface unusable by novices evolved into one that let novices do useful work within minutes.
Dennis R. Wixon, John A. Whiteside, Michael Good 0001, Sandra J. Jones
CHI1