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T. Scott Saponas

dblp:05/2451 · DBLP profile ↗
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27ranked-venue papers
7as first author
4since 2021 · last 2026
0000-0002-8806-0125ORCID · verified

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

Human-computer interaction and ubiquitous computing · 20 · 6 first-author · 2 since 2021Software engineering, systems software and programming languages · 2Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 1 · 1 since 2021Security and privacy · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

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
14 papers
Interaction techniques and input · 39% Human-AI interaction · 23% Wearable and physiological sensing · 18%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Embedded and real-time systems · 50% Energy-efficient computing · 50%
Artificial intelligence
1 paper
Language models and text generation · 100%
Computer graphics and multimedia
1 paper
Computational photography and imaging · 100%

Topics — the 22 heaviest of 30, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-AI interaction › trust in AI
trust calibration
1.012026
Exploring the Future of AI in Clinical Collaboration: A Study on Tumor Board Case Preparation · CHI 2026
Interaction techniques and input › input sensing
gesture recognition
0.422015
Leveraging Dual-Observable Input for Fine-Grained Thumb Interaction Using Forearm EMG · UIST 2015
Making gestural input from arm-worn inertial sensors more practical · CHI 2012
Interaction techniques and input › input device
muscle-computer interface
0.332010
Making muscle-computer interfaces more practical · CHI 2010
Enabling always-available input with muscle-computer interfaces · UIST 2009
Demonstrating the feasibility of using forearm electromyography for muscle-computer interfaces · CHI 2008
Interaction techniques and input › input sensing › gesture recognition
thumb gesture recognition
0.212015
Leveraging Dual-Observable Input for Fine-Grained Thumb Interaction Using Forearm EMG · UIST 2015
Health and well-being technologies › physical activity
exercise monitoring
0.212014
RecoFit: using a wearable sensor to find, recognize, and count repetitive exercises · CHI 2014
Wearable and physiological sensing
vital sign monitoring
0.212014
Health chair: implicitly sensing heart and respiratory rate · UbiComp 2014
Embedded and real-time systems
mobile computing
0.212013
The latency, accuracy, and battery (LAB) abstraction: programmer productivity and energy efficiency for continuous mobile context sensing · OOPSLA 2013
Energy-efficient computing › mobile device energy management
mobile device energy saving
0.212013
The latency, accuracy, and battery (LAB) abstraction: programmer productivity and energy efficiency for continuous mobile context sensing · OOPSLA 2013
Interaction techniques and input
gesture input
0.112012
Making gestural input from arm-worn inertial sensors more practical · CHI 2012
Interaction techniques and input › input sensing › gesture recognition
IMU-based gesture recognition
0.112012
Making gestural input from arm-worn inertial sensors more practical · CHI 2012
Interaction techniques and input › touch interaction
touch input
0.112011
PocketTouch: through-fabric capacitive touch input · UIST 2011
Accessibility and assistive technology
alternative input
0.112009
Optically sensing tongue gestures for computer input · UIST 2009
Interaction techniques and input › input sensing › gesture recognition
gesture classification
0.112009
Enabling always-available input with muscle-computer interfaces · UIST 2009
Wearable and physiological sensing › electromyography
EMG-based gesture recognition
0.112008
Demonstrating the feasibility of using forearm electromyography for muscle-computer interfaces · CHI 2008
Interaction techniques and input
pen input
0.112007
SketchWizard: Wizard of Oz prototyping of pen-based user interfaces · UIST 2007
Design research and methods › research methodology
wizard of oz prototyping
0.112007
SketchWizard: Wizard of Oz prototyping of pen-based user interfaces · UIST 2007
Interaction techniques and input › sensor-based interaction
always-available input
0.112015
Leveraging Dual-Observable Input for Fine-Grained Thumb Interaction Using Forearm EMG · UIST 2015
Health and well-being technologies › physical activity
fitness tracking
0.112014
RecoFit: using a wearable sensor to find, recognize, and count repetitive exercises · CHI 2014
Interaction techniques and input › non-visual interaction
eyes-free interaction
0.012011
PocketTouch: through-fabric capacitive touch input · UIST 2011
Interaction techniques and input
text entry
0.012011
PocketTouch: through-fabric capacitive touch input · UIST 2011
Wearable and physiological sensing
electromyography
0.012009
Enabling always-available input with muscle-computer interfaces · UIST 2009
Wearable and physiological sensing
optical sensing
0.012009
Optically sensing tongue gestures for computer input · UIST 2009

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

mixed-methods study · 3.0capacitive sensing · 0.5scene analysis · 0.4gesture classification · 0.3dual-observable labeling · 0.2EMG signal classification · 0.2signal processing · 0.2inertial sensing · 0.2cross-validation · 0.2machine learning classification · 0.2privacy analysis · 0.1
YearPublicationVenuePosition
2026 Exploring the Future of AI in Clinical Collaboration: A Study on Tumor Board Case Preparation
abstract
Multidisciplinary tumor boards (MTBs) bring specialists together to identify therapies for complex cancer cases, but preparing for them is time-intensive. Clinicians must extract key details from extensive records and evaluate treatment options. While large language models (LLMs) show promise in medicine for basic tasks like summarizing notes, little is known about their role in high-stakes tasks like MTB preparation. We conducted a mixed-methods study with 16 oncologists using two AI systems to prepare patient cases for MTB: an off-the-shelf assistant (Copilot) and a task-specific multi-agent system (Healthcare Agent Orchestrator, HAO). We analyzed oncologist prompts, AI responses, and oncologists’ perception of AI. Participants showed greater willingness to adopt HAO but were often overconfident in AI summaries and skeptical of AI-recommended therapies. Trust calibration strategies, such as source links and agent-trajectories, failed to align trust with system capabilities. We conclude with how AI systems should be built to support clinicians in high-stakes tasks.
Amanda K. Hall, Ruican Rachel Zhong, Selin S. Everett, Alyssa Unell, Matthias Blondeel, Jonathan Carlson, Katie Claveau, Thulasee Jose, Tristan Naumann, David C. Rhew, Naiteek Sangani, Frank Tuan, James Weinstein, Varun Mishra 0001, Elizabeth D. Mynatt, T. Scott Saponas, Leonardo Schettini, J. Samuel Preston, Yu Gu 0017, Naoto Usuyama, Zelalem Gero, Cliff Wong, Noel Codella, Hoifung Poon, Shrey Jain, Matthew P. Lungren, Eric Horvitz
CHI18
2025 Designing with Multi-Agent Generative AI: Insights from Industry Early Adopters
abstract
In this paper we present the results of our investigation into how employees at Microsoft, as early adopters of multi-agent generative AI systems, navigate the complexities of designing, testing, and deploying these technologies to extend the organization's product ecosystem.Through interviews with thirteen developers, we uncover the challenges, use cases, and lessons when designing with and for multi-agent AI frameworks.Our analysis reveals how participants leveraged this advanced emerging technology to enhance collaboration, productivity, customer support, creative processes, and security.Key design strategies include managing agent complexity, fostering transparency, and balancing agent autonomy with human oversight, essential considerations for human-agent interaction design.We provide empirical insights into the capabilities and limitations of multi-agent systems in real-world contexts, informing the design of future AI systems that align AI capabilities with human-centered design.By emphasizing first-person experiences and strategies, our research bridges human needs and AI potentials, advancing both the practice and theory of designing with and for AI systems.
Suchismita Naik, Austin Toombs, Amanda Snellinger, T. Scott Saponas, Amanda K. Hall
Conference on Designing Interactive Systems4
2025 AI-Enhanced Sensemaking: Exploring the Design of a Generative AI-Based Assistant to Support Genetic Professionals
abstract
Generative AI has the potential to transform knowledge work, but further research is needed to understand how knowledge workers envision using and interacting with generative AI. We investigate the development of generative AI tools to support domain experts in knowledge work, examining task delegation and the design of human–AI interactions. Our research focused on designing a generative AI assistant to aid genetic professionals in analyzing whole genome sequences (WGS) and other clinical data for rare disease diagnosis. Through interviews with 17 genetics professionals, we identified current challenges in WGS analysis. We then conducted co-design sessions with six genetics professionals to determine tasks that could be supported by an AI assistant and considerations for designing interactions with the AI assistant. From our findings, we identified sensemaking as both a current challenge in WGS analysis and a process that could be supported by AI. We contribute an understanding of how domain experts envision interacting with generative AI in their knowledge work, a detailed empirical study of WGS analysis, and three design considerations for using generative AI to support domain experts in sensemaking during knowledge work.
Angela Mastrianni, Hope Twede, Aleksandra Sarcevic, Jeremiah Wander, Christina Austin-Tse, T. Scott Saponas, Heidi L. Rehm, Ashley Mae Conard, Amanda K. Hall
ACM Trans. Interact. Intell. Syst.6
2022 A Comparison of Wearable Tonometry, Photoplethysmography, and Electrocardiography for Cuffless Measurement of Blood Pressure in an Ambulatory Setting
abstract
OBJECTIVE: While non-invasive, cuffless blood pressure (BP) measurement has demonstrated relevancy in controlled environments, ambulatory measurement is important for hypertension diagnosis and control. We present both in-lab and ambulatory BP estimation results from a diverse cohort of participants. METHODS: Participants (N=1125, aged 21-85, 49.2% female, multiple hypertensive categories) had BP measured in-lab over a 24-hour period with a subset also receiving ambulatory measurements. Radial tonometry, photoplethysmography (PPG), electrocardiography (ECG), and accelerometry signals were collected simultaneously with auscultatory or oscillometric references for systolic (SBP) and diastolic blood pressure (DBP). Predictive models to estimate BP using a variety of sensor-based feature groups were evaluated against challenging baselines. RESULTS: Despite limited availability, tonometry-derived features showed superior performance compared to other feature groups and baselines, yieldingprediction errors of 0.32 ±9.8 mmHg SBP and 0.54 ±7.7 mmHg DBP in-lab, and 0.86 ±8.7 mmHg SBP and 0.75 ±5.9 mmHg DBP for 24-hour averages. SBP error standard deviation (SD) was reduced in normotensive (in-lab: 8.1 mmHg, 24-hr: 7.2 mmHg) and younger (in-lab: 7.8 mmHg, 24-hr: 6.7 mmHg) subpopulations. SBP SD was further reduced 15-20% when constrained to the calibration posture alone. CONCLUSION: Performance for normotensive and younger participants was superior to the general population across all feature groups. Reference type, posture relative to calibration, and controlled vs. ambulatory setting all impacted BP errors. SIGNIFICANCE: Results highlight the need for demographically diverse populations and challenging evaluation settings for BP estimation studies. We present the first public dataset of ambulatory tonometry and cuffless BP over a 24-hour period to aid in future cardiovascular research.
Rebecca Mieloszyk, Hope Twede, Jonathan Lester, Jeremiah Wander, Sumit Basu, Gabe Cohn, Greg Smith, Dan Morris 0001, Sidhant Gupta, Desney S. Tan, Nicolas Villar, Moni Wolf, Sailaja Malladi, Matt Mickelson, Lauren Ryan, Lindsey Kim, Jeffrey Kepple, Susanne Kirchner, Emma Wampler, Riena Terada, Joel Robinson, Ron Paulsen, T. Scott Saponas
IEEE J. Biomed. Health Informatics23
2015 HyperCam: hyperspectral imaging for ubiquitous computing applications
abstract
Emerging uses of imaging technology for consumers cover a wide range of application areas from health to interaction techniques; however, typical cameras primarily transduce light from the visible spectrum into only three overlapping components of the spectrum: red, blue, and green. In contrast, hyperspectral imaging breaks down the electromagnetic spectrum into more narrow components and expands coverage beyond the visible spectrum. While hyperspectral imaging has proven useful as an industrial technology, its use as a sensing approach has been fragmented and largely neglected by the UbiComp community. We explore an approach to make hyperspectral imaging easier and bring it closer to the end-users. HyperCam provides a low-cost implementation of a multispectral camera and a software approach that automatically analyzes the scene and provides a user with an optimal set of images that try to capture the salient information of the scene. We present a number of use-cases that demonstrate HyperCam's usefulness and effectiveness.
Mayank Goel, Eric Whitmire, Alexander Mariakakis, T. Scott Saponas, Neel Joshi, Dan Morris 0001, Brian Guenter, Marcel Gavriliu, Gaetano Borriello, Shwetak N. Patel
UbiComp4
2015 Leveraging Dual-Observable Input for Fine-Grained Thumb Interaction Using Forearm EMG
abstract
We introduce the first forearm-based EMG input system that can recognize fine-grained thumb gestures, including left swipes, right swipes, taps, long presses, and more complex thumb motions. EMG signals for thumb motions sensed from the forearm are quite weak and require significant training data to classify. We therefore also introduce a novel approach for minimally-intrusive collection of labeled training data for always-available input devices. Our dual-observable input approach is based on the insight that interaction observed by multiple devices allows recognition by a primary device (e.g., phone recognition of a left swipe gesture) to create labeled training examples for another (e.g., forearm-based EMG data labeled as a left swipe). We implement a wearable prototype with dry EMG electrodes, train with labeled demonstrations from participants using their own phones, and show that our prototype can recognize common fine-grained thumb gestures and user-defined complex gestures.
Donny Huang, Xiaoyi Zhang 0006, T. Scott Saponas, James Fogarty, Shyamnath Gollakota
UIST3
2015 Menu-Match: Restaurant-Specific Food Logging from Images
abstract
Logging food and calorie intake has been shown to facilitate weight management. Unfortunately, current food logging methods are time-consuming and cumbersome, which limits their effectiveness. To address this limitation, we present an automated computer vision system for logging food and calorie intake using images. We focus on the "restaurant" scenario, which is often a challenging aspect of diet management. We introduce a key insight that addresses this problem specifically: restaurant plates are often both nutritionally and visually consistent across many servings. This insight provides a path to robust calorie estimation from a single RGB photograph: using a database of known food items together with restaurant-specific classifiers, calorie estimation can be achieved through identification followed by calorie lookup. As demonstrated on a challenging Menu-Match dataset and an existing third party dataset, our approach outperforms previous computer vision methods and a commercial calorie estimation app. Our Menu-Match dataset of realistic restaurant meals is made publicly available.
Oscar Beijbom, Neel Joshi, Dan Morris 0001, T. Scott Saponas, Siddharth Khullar
WACV4
2015 A Novel Framework for Pulse Pressure Wave Analysis Using Persistent Homology
abstract
Four characteristic points of pulse pressure waves-the systolic peak, the anacrotic notch, the dicrotic notch, and the diastolic foot-are used to estimate various aspects of cardiovascular function, such as heart rate and augmentation index. We propose a novel approach to extracting these characteristic points using a topological signal processing framework. We characterize the topology of the signals using a collection of persistence intervals, which are encapsulated in a persistence diagram. The characteristic points are identified based on their time of occurrence and their distance from the identity line in the persistence diagram. We validate this approach by collecting radial pulse pressure data from twenty-eight participants using a wearable tonometer, and computing the peripheral augmentation index using a traditional derivative-based method and our novel persistence-based method. The augmentation index values computed using the two methods are statistically indistinguishable, suggesting that this representation merits further exploration as a tool for analyzing pulse pressure waves.
Saba Emrani, T. Scott Saponas, Dan Morris 0001, Hamid Krim
IEEE Signal Process. Lett.2
2014 RecoFit: using a wearable sensor to find, recognize, and count repetitive exercises
abstract
Although numerous devices exist to track and share exercise routines based on running and walking, these devices offer limited functionality for strength-training exercises. We introduce RecoFit, a system for automatically tracking repetitive exercises - such as weight training and calisthenics - via an arm-worn inertial sensor. Our goal is to provide real-time and post-workout feedback, with no user-specific training and no intervention during a workout. Toward this end, we address three challenges: (1) segmenting exercise from intermittent non-exercise periods, (2) recognizing which exercise is being performed, and (3) counting repetitions. We present cross-validation results on our training data and results from a study assessing the final system, totaling 114 participants over 146 sessions. We achieve precision and recall greater than 95% in identifying exercise periods, recognition of 99%, 98%, and 96% on circuits of 4, 7, and 13 exercises respectively, and counting that is accurate to ±1 repetition 93% of the time. These results suggest that our approach enables a new category of fitness tracking devices.
Dan Morris 0001, T. Scott Saponas, Andrew Guillory, Ilya Kelner
CHI2
2014 Health chair: implicitly sensing heart and respiratory rate
abstract
People interact with chairs frequently, making them a potential location to perform implicit health sensing that requires no additional effort by users. We surveyed 550 participants to understand how people sit in chairs and inform the design of a chair that detects heart and respiratory rate from the armrests and backrests of the chair respectively. In a laboratory study with 18 participants, we evaluated a range of common sitting positions to determine when heart rate and respiratory rate detection was possible (32% of the time for heart rate, 52% for respiratory rate) and evaluate the accuracy of the detected rate (83% for heart rate, 73% for respiratory rate). We discuss the challenges of moving this sensing to the wild by evaluating an in-situ study totaling 40 hours with 11 participants. We show that, as an implicit sensor, the chair can collect vital signs data from its occupant through natural interaction with the chair.
Erin Griffiths, T. Scott Saponas, A. J. Bernheim Brush
UbiComp2
2013 Phoneprioception: enabling mobile phones to infer where they are kept
abstract
Enabling phones to infer whether they are currently in a pocket, purse or on a table facilitates a range of new interactions from placement-dependent notifications setting to preventing "pocket dialing". We collected data from 693 participants to understand where people keep their phone in different contexts and why. Using this data, we identified three placement personas: Single Place Pat, Consistent Casey, and All-over Alex. Based on these results, we collected two weeks of labeled accelerometer data in-situ from 32 participants. We used this data to build models for inferring phone placement, achieving an accuracy of approximately 85% for inferring whether the phone is in an enclosed location and for inferring if the phone is on the user. Finally, we prototyped a capacitive grid and a multispectral sensor and collected data from 15 participants in a laboratory to understand the added value of these sensors.
Jason Wiese, T. Scott Saponas, A. J. Bernheim Brush
CHI2
2013 Operating System Support for Augmented Reality Applications
Loris D'Antoni, Alan M. Dunn, Suman Jana, Tadayoshi Kohno, Benjamin Livshits, David Molnar, Alexander Moshchuk, Eyal Ofek, Franziska Roesner, T. Scott Saponas, Margus Veanes, Helen J. Wang
HotOS10
2013 Smartphone use does not have to be rude: making phones a collaborative presence in meetings
abstract
Our personal smartphones are our daily companions, coming with us everywhere, including into enterprise meetings. This paper looks at smartphone use in meetings. Via a survey of 398 enterprise workers, we find that people believe phone use interferes with meeting productivity and collaboration. While individuals tend to think that they make productive use of their own phones in meetings, they perceive others as using their phones for unrelated tasks. To help smartphones create a more collaborative meeting environment, we present an application that identifies and describes meeting attendees. We deploy the application to 114 people at real meetings, and find that users value being able to access information about the other people in the room, particularly when those people are unfamiliar. To prevent users from disengaging from the meeting while using their phones, we employ a gaming approach that asks trivia questions about the other attendees. We observe that gameplay focuses attention within the meeting context and sparks conversations. These findings suggest ways smartphone applications might help users engage with the people around them in enterprise environments, rather than removing them from their immediate social context.
Matthias Böhmer 0001, T. Scott Saponas, Jaime Teevan
Mobile HCI2
2013 The latency, accuracy, and battery (LAB) abstraction: programmer productivity and energy efficiency for continuous mobile context sensing
abstract
Emerging mobile applications that sense context are poised to delight and entertain us with timely news and events, health tracking, and social connections. Unfortunately, sensing algorithms quickly drain the phone's battery. Developers can overcome battery drain by carefully optimizing context sensing but that makes programming with context arduous and ties applications to current sensing hardware. These types of applications embody a twist on the classic tension between programmer productivity and performance due to their combination of requirements.
Aman Kansal, T. Scott Saponas, A. J. Bernheim Brush, Kathryn S. McKinley, Todd Mytkowicz, Ryder Ziola
OOPSLA2
2012 Making gestural input from arm-worn inertial sensors more practical
abstract
Gestural input can greatly improve computing experiences away from the desktop, and has the potential to provide always-available access to computing. Specifically, accelerometers and gyroscopes worn on the arm (e.g., in a wristwatch) can sense arm gestures, enabling natural input in untethered scenarios. Two core components of any gesture recognition system are detecting when a gesture is occurring and classifying which gesture a person has performed. In previous work, accurate detection has required significant computation, and high-accuracy classification has come at the cost of training the system on a per-user basis. In this note, we present a gesture detection method whose computational complexity does not depend on the duration of the gesture, and describe a novel method for recognizing gestures with only a single example from a new user.
Louis Kratz, Dan Morris 0001, T. Scott Saponas
CHI3
2011 PocketTouch: through-fabric capacitive touch input
abstract
PocketTouch is a capacitive sensing prototype that enables eyes-free multitouch input on a handheld device without having to remove the device from the pocket of one's pants, shirt, bag, or purse. PocketTouch enables a rich set of gesture interactions, ranging from simple touch strokes to full alphanumeric text entry. Our prototype device consists of a custom multitouch capacitive sensor mounted on the back of a smartphone. Similar capabilities could be enabled on most existing capacitive touchscreens through low-level access to the capacitive sensor. We demonstrate how touch strokes can be used to initialize the device for interaction and how strokes can be processed to enable text recognition of characters written over the same physical area. We also contribute a comparative study that empirically measures how different fabrics attenuate touch inputs, providing insight for future investigations. Our results suggest that PocketTouch will work reliably with a wide variety of fabrics used in today's garments, and is a viable input method for quick eyes-free operation of devices in pockets.
T. Scott Saponas, Chris Harrison 0001, Hrvoje Benko
UIST1
2010 Making muscle-computer interfaces more practical
abstract
Recent work in muscle sensing has demonstrated the poten-tial of human-computer interfaces based on finger gestures sensed from electrodes on the upper forearm. While this approach holds much potential, previous work has given little attention to sensing finger gestures in the context of three important real-world requirements: sensing hardware suitable for mobile and off-desktop environments, elec-trodes that can be put on quickly without adhesives or gel, and gesture recognition techniques that require no new training or calibration after re-donning a muscle-sensing armband. In this note, we describe our approach to over-coming these challenges, and we demonstrate average clas-sification accuracies as high as 86 % for pinching with one of three fingers in a two-session, eight-person experiment.
T. Scott Saponas, Desney S. Tan, Dan Morris 0001, Jim Turner, James A. Landay
CHI1
2009 Optically sensing tongue gestures for computer input
abstract
Many patients with paralyzing injuries or medical conditions retain the use of their cranial nerves, which control the eyes, jaw, and tongue. While researchers have explored eye-tracking and speech technologies for these patients, we believe there is potential for directly sensing explicit tongue movement for controlling computers. In this paper, we describe a novel approach of using infrared optical sensors embedded within a dental retainer to sense tongue gestures. We describe an experiment showing our system effectively discriminating between four simple gestures with over 90% accuracy. In this experiment, users were also able to play the popular game Tetris with their tongues. Finally, we present lessons learned and opportunities for future work.
T. Scott Saponas, Daniel Kelly, Babak A. Parviz, Desney S. Tan
UIST1
2009 Enabling always-available input with muscle-computer interfaces
abstract
Previous work has demonstrated the viability of applying offline analysis to interpret forearm electromyography (EMG) and classify finger gestures on a physical surface. We extend those results to bring us closer to using muscle-computer interfaces for always-available input in real-world applications. We leverage existing taxonomies of natural human grips to develop a gesture set covering interaction in free space even when hands are busy with other objects. We present a system that classifies these gestures in real-time and we introduce a bi-manual paradigm that enables use in interactive systems. We report experimental results demonstrating four-finger classification accuracies averaging 79% for pinching, 85% while holding a travel mug, and 88% when carrying a weighted bag. We further show generalizability across different arm postures and explore the tradeoffs of providing real-time visual feedback.
T. Scott Saponas, Desney S. Tan, Dan Morris 0001, Ravin Balakrishnan, Jim Turner, James A. Landay
UIST1
2008 Demonstrating the feasibility of using forearm electromyography for muscle-computer interfaces
abstract
We explore the feasibility of muscle-computer interfaces (muCIs): an interaction methodology that directly senses and decodes human muscular activity rather than relying on physical device actuation or user actions that are externally visible or audible. As a first step towards realizing the mu-CI concept, we conducted an experiment to explore the potential of exploiting muscular sensing and processing technologies for muCIs. We present results demonstrating accurate gesture classification with an off-the-shelf electromyography (EMG) device. Specifically, using 10 sensors worn in a narrow band around the upper forearm, we were able to differentiate position and pressure of finger presses, as well as classify tapping and lifting gestures across all five fingers. We conclude with discussion of the implications of our results for future muCI designs.
T. Scott Saponas, Desney S. Tan, Dan Morris 0001, Ravin Balakrishnan
CHI1
2008 VoiceLabel: using speech to label mobile sensor data
abstract
Many mobile machine learning applications require collecting and labeling data, and a traditional GUI on a mobile device may not be an appropriate or viable method for this task. This paper presents an alternative approach to mobile labeling of sensor data called VoiceLabel. VoiceLabel consists of two components: (1) a speech-based data collection tool for mobile devices, and (2) a desktop tool for offline segmentation of recorded data and recognition of spoken labels. The desktop tool automatically analyzes the audio stream to find and recognize spoken labels, and then presents a multimodal interface for reviewing and correcting data labels using a combination of the audio stream, the system's analysis of that audio, and the corresponding mobile sensor data. A study with ten participants showed that VoiceLabel is a viable method for labeling mobile sensor data. VoiceLabel also illustrates several key features that inform the design of other data labeling tools.
Susumu Harada, Jonathan Lester, Kayur Patel, T. Scott Saponas, James Fogarty, James A. Landay, Jacob O. Wobbrock
ICMI4
2007 Voicepen: augmenting pen input with simultaneous non-linguisitic vocalization
abstract
This paper explores using non-linguistic vocalization as an additional modality to augment digital pen input on a tablet computer. We investigated this through a set of novel interaction techniques and a feasibility study. Typically, digital pen users control one or two parameters using stylus position and sometimes pen pressure. However, in many scenarios the user can benefit from the ability to continuously vary additional parameters. Non-linguistic vocalizations, such as vowel sounds, variation of pitch, or control of loudness have the potential to provide fluid continuous input concurrently with pen interaction. We present a set of interaction techniques that leverage the combination of voice and pen input when performing both creative drawing and object manipulation tasks. Our feasibility evaluation suggests that with little training people can use non-linguistic vocalization to productively augment digital pen interaction.
Susumu Harada, T. Scott Saponas, James A. Landay
ICMI2
2007 SketchWizard: Wizard of Oz prototyping of pen-based user interfaces
abstract
SketchWizard allows designers to create Wizard of Oz prototypes of pen-based user interfaces in the early stages of design. In the past, designers have been inhibited from participating in the design of pen-based interfaces because of the inadequacy of paper prototypes and the difficulty of developing functional prototypes. In SketchWizard, designers and end users share a drawing canvas between two computers, allowing the designer to simulate the behavior of recognition or other technologies. Special editing features are provided to help designers respond quickly to end-user input. This paper describes the SketchWizard system and presents two evaluations of our approach. The first is an early feasibility study in which Wizard of Oz was used to prototype a pen-based user interface. The second is a laboratory study in which designers used SketchWizard to simulate existing pen-based interfaces. Both showed that end users gave valuable feedback in spite of delays between end-user actions and wizard updates.
Richard C. Davis, T. Scott Saponas, Michael Shilman, James A. Landay
UIST2
2007 Devices That Tell on You: Privacy Trends in Consumer Ubiquitous Computing
T. Scott Saponas, Jonathan Lester, Carl Hartung, Sameer Agarwal 0001, Tadayoshi Kohno
USENIX Security Symposium1
2006 External representations in ubiquitous computing design and the implications for design tools
abstract
One challenge for ubiquitous computing is providing appropriate tools for professional designers, thus leading to stronger user-valued applications. Unlike many previous tool-builders' attempts to support a specific technology, we take a designer-centered stance, asking the question: how do professional designers externalize ideas for off-the-desktop computing and how do these inform next generation design tools? We report on interviews with designers from various domains, including experience, interaction, industrial, and space designers. The study broadly reveals perceived challenges of moving into a non-traditional design medium, emphasizes the practice of storytelling for relating the context of interaction, and through two case studies, traces the use of various external representations during the design progression of ubicomp applications. Using paperprototyped "walkthroughs" centered on two common design representations (storyboards and physical simulations), we formed a deeper understanding of issues influencing tool development. We offer guidelines for builders of future ubicomp tools, especially early-stage conceptual tools for professional designers to prototype applications across multiple sensors, displays, and physical environments.
Steven Dow, T. Scott Saponas, Yang Li 0059, James A. Landay
Conference on Designing Interactive Systems2
2006 The impact of pre-patterns on the design of digital home applications
abstract
Recent research suggests design pre-patterns, structured collections of evidence-based research and design knowledge, provide a useful resource for design activities in emerging application domains. This paper extends previous research by exploring the impact of pre-patterns and tools to support pre-pattern exploration for the domain of ubiquitous computing in the home. We conducted an empirical study of 44 designers engaged in a two hour concentrated brainstorming and design task for the home of the future. Our results show pre-patterns are an easily adopted resource for designers that can impact even the earliest of design activities. We also provide insights for future development of pre-patterns based on designer feedback.
T. Scott Saponas, Madhu K. Prabaker, Gregory D. Abowd, James A. Landay
Conference on Designing Interactive Systems1
2006 UbiqStack: a taxonomy for a ubiquitous computing software stack
Martin Modahl, Bikash Agarwalla, T. Scott Saponas, Gregory D. Abowd, Umakishore Ramachandran
Pers. Ubiquitous Comput.3