John B. Black

dblp:15/3760 · DBLP profile ↗
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24ranked-venue papers
3as first author
0since 2021 · last 2017
—ORCID · none

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

Artificial intelligence and machine learning · 15Applied, interdisciplinary, general and emerging computing · 15Human-computer interaction and ubiquitous computing · 8 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1

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
5 papers
Learning and educational technologies · 59% User interface design and tools · 14% Usability and user experience research · 11%
Software engineering, system software, and programming languages
3 papers
Empirical software engineering · 74% Software maintenance and evolution · 18% Programming languages and type systems · 8%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%
Artificial intelligence
1 paper
Language models and text generation · 100%

Topics — the 13 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
instructional design
0.021989
On-line tutorials: What kind of inference leads to the most effective learning? · CHI 1989
What kind of minimal instruction manual is the most effective · CHI 1987
Computing education › programming education
novice programming
0.011986
Does programming language affect the type of conceptual bugs in beginners' programs? A comparison of FPL and Pascal · CHI 1986
Empirical software engineering
human factors in software engineering
0.011986
Software psychology: The need for an interdisciplinary program · Proc. IEEE 1986
Empirical software engineering › human factors in software engineering
psychology of programming
0.011986
Software psychology: The need for an interdisciplinary program · Proc. IEEE 1986
User interface design and tools
interactive systems
0.011983
How you tell your computer what you mean: Ostension in interactive systems · CHI 1983
Software maintenance and evolution
program comprehension
0.011983
Beyond numbers: Don't ask "how many" ... ask "why" · CHI 1983
Human-AI interaction › large language model interaction › language-based interaction
command languages
0.011982
Learning and remembering command names · CHI 1982
Natural language and speech › Language models and text generation › text summarization › domain-specific summarization
narrative summarization
0.011981
Summarizing Narratives · IJCAI 1981
Empirical software engineering
developer studies
0.011986
Software psychology: The need for an interdisciplinary program · Proc. IEEE 1986
Empirical software engineering
experimental methodology
0.011986
Software psychology: The need for an interdisciplinary program · Proc. IEEE 1986
Programming languages and type systems
language comparison
0.011986
Does programming language affect the type of conceptual bugs in beginners' programs? A comparison of FPL and Pascal · CHI 1986
User interface design and tools › interactive systems
help systems
0.011983
Planning units in text editing behavior · CHI 1983
Empirical software engineering
software metrics
0.011983
Beyond numbers: Don't ask "how many" ... ask "why" · CHI 1983

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

empirical study · 0.0comparative study · 0.0bug taxonomy · 0.0post-test · 0.0experimental research methods · 0.0psychological experiment · 0.0propositional analysis · 0.0observational study · 0.0keystroke analysis · 0.0halstead's volume metric · 0.0goal-fate analysis · 0.0
YearPublicationVenuePosition
2017 ¿From Abstract to Concrete? Evidence for designing learning platforms that adapt to user's proficiencies
Michael I. Swart, Sorachai Kornkasem, Nirmaliz Colon-Acosta, Amy Hachigian, Jonathan M. Vitale, John B. Black
CogSci6
2015 The Role of Embodiment on Children's Understanding and Motivation in Science Learning
Carol M. Lu, John B. Black
CogSci2
2015 M3 - Situating Embodied Learning: Embedding Gestures in Narratives to Learn Mathematical FrActions in a digital tablet environment
Michael I. Swart, Benjamin Friedman, Sorachai Kornkasem, John B. Black, Jonathan M. Vitale
CogSci4
2013 Proper Sequencing and Level-Bridging Scaffolding in Learning a Chemical System with Graphical Simulations
John B. Black
CogSci2
2013 Using LEGO Robotics to Engage Minority Students in Science and Technology
Carol M. Lu, John B. Black, Sorachai Kornkasem, Laura M. Lu
CogSci2
2012 The Role of Imagination in Augmenting Perceptual Representation
Seokmin Kang, Gregory Hallman Jr., John B. Black
CogSci3
2012 From Hands to Minds: Gestures Promote Action Understanding
Seokmin Kang, Barbara Tversky, John B. Black
CogSci3
2012 Designing Better Scaffolding in Simulation-Based Learning Environments Teaching Science Systems: A Pilot Study Report
John B. Black, Mengzi Gao
CogSci2
2012 The Role of Embodiment on Children's Memory Recall through LEGO Robotics Activities
Carol M. Lu, John B. Black, Seokmin Kang
CogSci2
2011 Moving Toward the Right Statement: Effects of Grounded Embodied Cognition on Computational Thinking
Cameron L. Fadjo, John B. Black
CogSci2
2011 Introducing Chinese Characters to Beginners Through the Use of Embodied Animations
MingTsan Lu, John B. Black
CogSci2
2011 The Effects of LEGO Robotics and Embodiment in Elementary Science Learning
Carol M. Lu, John B. Black, Seokmin Kang, Shih-Chieh Huang
CogSci2
2011 Complete versus Partial Visuo-Spatial External Representations of Abstract Physics Concepts
Satyugjit Virk, John B. Black
CogSci2
2011 Promoting Development of Geometry Concepts: Interfacing Multiple Embodied Representations with a Computer Game
Jonathan M. Vitale, John B. Black, Michael I. Swart
CogSci2
1989 On-line tutorials: What kind of inference leads to the most effective learning?
abstract
This paper presents an empirical study comparing the effectiveness of four different versions of an on-line database tutorial, each of which calls upon the student to perform a different kind of inference. The general-to-specific version presents instructions in the form of general rules, from which the students expected to infer how to apply the rule in the give context. The explanation-to-specific version supplies information about the functional organization of the database program in addition to general rules. The specific-to-specific condition gives an example of the use of a command; the student must infer how to apply the command in a slightly different context. The control version gives explicit instructions. The best performance on a post-test consisting of realistic tasks was obtained from the general-to-specific and explanation-to-specific conditions.
John B. Black, J. Scott Bechtold, Marco Mitrani, John M. Carroll 0001
CHI1
1987 What kind of minimal instruction manual is the most effective
John B. Black, John M. Carroll 0001, Stuart M. McGuigan
CHI1
1986 Does programming language affect the type of conceptual bugs in beginners' programs? A comparison of FPL and Pascal
abstract
The effect of the graphical programming language FPL (First Programming Language) on the occurrence of conceptual bugs in programs written by novices was studied. The type and location for each bug, and the frequency for each type were all recorded following procedures developed in an earlier Yale University study of novice Pascal programming. The findings were compared with those of the earlier study, and suggest that FPL may help beginning programmers avoid some common conceptual errors in their programming.
Nancy Cunniff, Robert P. Taylor, John B. Black
CHI3
1986 Structure and Development of Plans in Computer Text Editing
abstract
When people learn such a complex skill as computer text editing, they are learning a set of goals and the plans for accomplishing those goals. In this experiment we examined the structure and development of simple text-editing goals and plans. Long interkeystroke times were found to be associated with plan boundaries. The longest times were found between keystrokes separating superordinate goals, whereas less significant time increases appeared between keystrokes at subgoal boundaries. Changes in the patterns of interkeystroke times showed plan restructuring with experience.
Scott P. Robertson, John B. Black
Hum. Comput. Interact.2
1986 Software psychology: The need for an interdisciplinary program
abstract
Research issues concerning human interaction with computers have become crucial because of dramatic increases in the number of computer users who have no formal mathematical, engineering, or computer science training. This review focuses on the state of the art in Software Psychology--the study of human factors in computer systems. One area of software psychology, the psychology of programming, is picked for an in-depth discussion of research results. This area was selected for its interest to the readers of the PROCEEDINGS OF THE IEEE. The review then discusses the methodological issues involved in performing experimental research in software psychology. Future trends are discussed both for the programming research reviewed here and for the whole field of software psychology. The conclusions identify multidisciplinary training and research as critical to further progress in this field.
Bill Curtis, Elliot Soloway, Ruven E. Brooks, John B. Black, Kate Ehrlich, H. Rudy Ramsey
Proc. IEEE4
1983 How you tell your computer what you mean: Ostension in interactive systems
abstract
An important part of communication is being able to point to an object without referring to its components or to the area surrounding it. How to do this is the problem of ostension. We observed many ostension errors in novices learning to use a full-screen text editor. Specifically, the novices erroneously tried to use keys that are appropriate for pointing when using a typewriter but incorrect in screen editors (e.g., space bar, backspace key, etc.), they frequently missed the location they intended by one character, they inadvertently pointed to the wrong occurrcnce of a string using a FIND command, they incorrectly specified boundaries by forgetting about “invisible” characters (e.g., formatting characters), and they mistakenly attempted to point to non-typing areas of the screen that were off-limits.
James A. Galambos, Eloise S. Wikler, John B. Black, Marc M. Sebrechts
CHI3
1983 Planning units in text editing behavior
abstract
The organization of text editing behavior can be characterized by graph structures containing goals, subgoals, goal outcomes, and actions. Here we propose a model to represent the goals and plans of text editor users based on goal-fate analysis (Schank & Abelson, 1977). The representation captures relationships between a user's multiple goals and shows how errors can result from badly formed plans. We discuss some data from a psychological experiment which supports the hypothesis that text editing behavior is chunked into distinct plan units. The cognitive components of pause times between keystrokes were revealed by statistically removing the physical time required between keystrokes. Finally, we suggest how a system which builds goal-fate graphs from keystroke input might be useful in providing specific help information that is keyed to a user's intentions.
Scott P. Robertson, John B. Black
CHI2
1983 Beyond numbers: Don't ask "how many" ... ask "why"
abstract
While programmers may differ in their assessment of the comprehensibility of a program, there are nonetheless some clear cut cases of programs that are truly difficult to understand. In this paper, we analyze three programs—two of which are relatively incomprehensible—using Halstead's Volume Metric, Propositional Analysis and Plan Analysis. We argue that only Plan Analysis provides a satisfactory explanation for why the programs in question differ with respect to understandability. Moreover, we suggest that a qualitative analysis, such as provided by Plan Analysis, is the desired type of evaluation: rather than simply providing a numerical ranking for programs, the qualitative analysis can pinpoint the troublesome area in the code and provide prescriptive information for correcting the difficulty.
Elliot Soloway, Kate Ehrlich, John B. Black
CHI3
1982 Learning and remembering command names
abstract
Natural language would seem to have a strong effect on users' behavior with artificial command languages for interacting with computer systems.
John B. Black, Thomas P. Moran
CHI1
1981 Summarizing Narratives
Wendy G. Lehnert, John B. Black, Brian J. Reiser
IJCAI2