Mikkel Rønne Jakobsen

dblp:46/5910 · also Mikkel R. Jakobsen · DBLP profile ↗
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15ranked-venue papers
11as first author
0since 2021 · last 2016
0000-0001-6494-9037ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 12 · 9 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorArtificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 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
9 papers
Interaction techniques and input · 67% Collaborative and social computing · 19% User interface design and tools · 10%
Computer graphics and multimedia
4 papers
Visualization and visual analytics · 100%

Topics — the 26 heaviest of 29, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › large display interaction
wall-display interaction
0.532016
Is Moving Improving?: Some Effects of Locomotion in Wall-Display Interaction · CHI 2015
Up close and personal: Collaborative work on a high-resolution multitouch wall display · ACM Trans. Comput. Hum. Interact. 2014
Negotiating for Space?: Collaborative Work Using a Wall Display with Mouse and Touch Input · CHI 2016
Visualization and visual analytics
information visualization
0.322013
Information Visualization and Proxemics: Design Opportunities and Empirical Findings · IEEE Trans. Vis. Comput. Graph. 2013
Interactive Visualizations on Large and Small Displays: The Interrelation of Display Size, Information Space, and Scale · IEEE Trans. Vis. Comput. Graph. 2013
Interaction techniques and input › spatial interaction
navigation
0.322015
Is Moving Improving?: Some Effects of Locomotion in Wall-Display Interaction · CHI 2015
Evaluating a fisheye view of source code · CHI 2006
Collaborative and social computing
cooperative work
0.212016
Negotiating for Space?: Collaborative Work Using a Wall Display with Mouse and Touch Input · CHI 2016
Interaction techniques and input › touch interaction
touch input
0.212016
Negotiating for Space?: Collaborative Work Using a Wall Display with Mouse and Touch Input · CHI 2016
Collaborative and social computing › co-located collaboration
wall-display collaboration
0.212016
Negotiating for Space?: Collaborative Work Using a Wall Display with Mouse and Touch Input · CHI 2016
Interaction techniques and input › spatial interaction › navigation
pan and zoom interaction
0.212015
Is Moving Improving?: Some Effects of Locomotion in Wall-Display Interaction · CHI 2015
Interaction techniques and input › spatial interaction › navigation
physical navigation
0.212015
Is Moving Improving?: Some Effects of Locomotion in Wall-Display Interaction · CHI 2015
Interaction techniques and input › text entry
mid-air text entry
0.212014
Vulture: a mid-air word-gesture keyboard · CHI 2014
Interaction techniques and input › touch interaction
multi-touch interaction
0.212014
Up close and personal: Collaborative work on a high-resolution multitouch wall display · ACM Trans. Comput. Hum. Interact. 2014
Visualization and visual analytics
interaction techniques
0.212013
Information Visualization and Proxemics: Design Opportunities and Empirical Findings · IEEE Trans. Vis. Comput. Graph. 2013
Visualization and visual analytics › interactive visualization
multiscale navigation
0.212013
Interactive Visualizations on Large and Small Displays: The Interrelation of Display Size, Information Space, and Scale · IEEE Trans. Vis. Comput. Graph. 2013
Interaction techniques and input › spatial interaction
proxemic interaction
0.212013
Information Visualization and Proxemics: Design Opportunities and Empirical Findings · IEEE Trans. Vis. Comput. Graph. 2013
User interface design and tools › visualization
program visualization
0.222009
Fisheyes in the field: using method triangulation to study the adoption and use of a source code visualization · CHI 2009
Evaluating a fisheye view of source code · CHI 2006
Visualization and visual analytics
interactive visualization
0.112011
Sizing up visualizations: effects of display size in focus+context, overview+detail, and zooming interfaces · CHI 2011
Usability and user experience research
display size effects
0.112011
Sizing up visualizations: effects of display size in focus+context, overview+detail, and zooming interfaces · CHI 2011
Interaction techniques and input › spatial interaction › navigation
multi-scale navigation
0.112011
Sizing up visualizations: effects of display size in focus+context, overview+detail, and zooming interfaces · CHI 2011
Visualization and visual analytics
large display visualization
0.122015
Is Moving Improving?: Some Effects of Locomotion in Wall-Display Interaction · CHI 2015
Sizing up visualizations: effects of display size in focus+context, overview+detail, and zooming interfaces · CHI 2011
User interface design and tools
information visualization
0.112009
Fisheyes in the field: using method triangulation to study the adoption and use of a source code visualization · CHI 2009
Empirical software engineering
developer studies
0.112009
Fisheyes in the field: using method triangulation to study the adoption and use of a source code visualization · CHI 2009
Interaction techniques and input
large display interaction
0.112016
Off-Limits: Interacting Beyond the Boundaries of Large Displays · CHI 2016
User interface design and tools › information visualization
fisheye view
0.112006
Evaluating a fisheye view of source code · CHI 2006
Interaction techniques and input › text entry
gesture typing
0.112014
Vulture: a mid-air word-gesture keyboard · CHI 2014
Visualization and visual analytics › display technology
large display
0.012013
Information Visualization and Proxemics: Design Opportunities and Empirical Findings · IEEE Trans. Vis. Comput. Graph. 2013
Design research and methods
field study
0.012009
Fisheyes in the field: using method triangulation to study the adoption and use of a source code visualization · CHI 2009
Software maintenance and evolution
program comprehension
0.012006
Evaluating a fisheye view of source code · CHI 2006

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

controlled experiment · 1.2user study · 0.5position tracking · 0.3empirical study · 0.2method triangulation · 0.2logging · 0.2interviews · 0.2experience sampling · 0.2video observation · 0.2exploratory study · 0.2zooming · 0.2overview+detail · 0.2focus+context · 0.2think-aloud · 0.1usability evaluation · 0.1
YearPublicationVenuePosition
2016 Negotiating for Space?: Collaborative Work Using a Wall Display with Mouse and Touch Input
abstract
Wall-sized displays support group work by allowing several people to work both separately and together. However, whether people interact directly through touch input or indirectly through mouse input can have profound effects on collaboration. We present a study that compares how groups collaborate using either multitouch or multiple mice on a wall-display. Participants used both input methods to work on two tasks: a shared-goal task and a mixed-motive task. Results show differences in participants' awareness in collaborative tasks between the two input methods. The results also help understand the physical constraints touch input set on participants' control of actions in collaborative tasks. We discuss how this influences collaboration. Results also show that touch input did not promote more equal participation than mouse input. We contrast the findings to earlier research on wall-display and tabletop collaboration.
Mikkel Rønne Jakobsen, Kasper Hornbæk
CHI1
2016 Off-Limits: Interacting Beyond the Boundaries of Large Displays
abstract
The size of information spaces often exceeds the limits of even the largest displays. This makes navigating such spaces through on-screen interactions demanding. However, if users imagine the information space extending in a plane beyond the display's boundaries, they might be able to use the space beyond the display for input. This paper investigates Off-Limits, an interaction concept extending the input space of a large display into the space beyond the screen through the use of mid-air pointing. We develop and evaluate the concept through three empirical studies in one-dimensional space: First, we explore benefits and limitations of off-screen pointing compared to touch interaction and mid-air on-screen pointing; next, we assess users' accuracy in off-screen pointing to model the distance-to-screen vs. accuracy trade-off; and finally, we show how Off-Limits is further improved by applying that model to the naïve approach. Overall, we found that the final Off-Limits concept provides significant performance benefits over on-screen and touch pointing conditions.
Anders Markussen, Sebastian Boring, Mikkel Rønne Jakobsen, Kasper Hornbæk
CHI3
2015 Is Moving Improving?: Some Effects of Locomotion in Wall-Display Interaction
abstract
Physical movement plays an important role in interaction with wall-displays. Earlier work on its effect on performance has been inconclusive, however, because movement has not been experimentally controlled. In a first experiment, we controlled participants' ability to physically move in front of a 3-meter wide 24-megapixel wall-display. Participants performed a classification task involving navigation using a zoom-and-pan interface. Results suggest that the ability to move does not increase performance, and that a majority of participants used virtual navigation (i.e., zooming and panning) and little or no physical navigation (i.e., moving their bodies). To isolate the effects of physical and virtual navigation, a second experiment compared conditions where participants could navigate using either only physical movement or only virtual navigation. The second experiment showed that physical movement does benefit performance. The results from the experiments suggest that moving may not be improving performance, depending on the use of virtual navigation.
Mikkel Rønne Jakobsen, Kasper Hornbæk
CHI1
2015 Should I Stay or Should I Go? Selecting Between Touch and Mid-Air Gestures for Large-Display Interaction
Mikkel Rønne Jakobsen, Yvonne Jansen, Sebastian Boring, Kasper Hornbæk
INTERACT (3)1
2014 Vulture: a mid-air word-gesture keyboard
abstract
Word-gesture keyboards enable fast text entry by letting users draw the shape of a word on the input surface. Such keyboards have been used extensively for touch devices, but not in mid-air, even though their fluent gestural input seems well suited for this modality. We present Vulture, a word-gesture keyboard for mid-air operation. Vulture adapts touch based word-gesture algorithms to work in mid-air, projects users' movement onto the display, and uses pinch as a word delimiter. A first 10-session study suggests text-entry rates of 20.6 Words Per Minute (WPM) and finds hand-movement speed to be the primary predictor of WPM. A second study shows that with training on a few phrases, participants do 28.1 WPM, 59% of the text-entry rate of direct touch input. Participants' recall of trained gestures in mid-air was low, suggesting that visual feedback is important but also limits performance. Based on data from the studies, we discuss improvements to Vulture and some alternative designs for mid-air text entry.
Anders Markussen, Mikkel Rønne Jakobsen, Kasper Hornbæk
CHI2
2014 Up close and personal: Collaborative work on a high-resolution multitouch wall display
abstract
Multitouch wall-sized displays afford new forms of collaboration: They can be used up close by several users simultaneously, offer high resolution, and provide sufficient space for intertwining individual and joint work. The difference to displays without these capabilities is not well understood. To better understand the collaboration of groups around high-resolution multitouch wall displays, we conducted an exploratory study. Pairs collaborated on a problem-solving task using a 2.8m × 1.2m multitouch display with 24.8 megapixels. The study examines how participants collaborate; navigate relative to the display and to each other; and interact with and share the display. Participants physically navigated among different parts of the display, switched fluidly between parallel and joint work, and shared the display evenly. The results contrast earlier research that suggests difficulties in sharing and collaborating around wall displays. The study suggests that multitouch wall displays can support different collaboration styles and fluid transitions in group work.
Mikkel Rønne Jakobsen, Kasper Hornbæk
ACM Trans. Comput. Hum. Interact.1
2013 SkyView: a user evaluation of the skyline operator
abstract
The skyline operator has recently emerged as an alternative to ranking queries. It retrieves a number of potential best options for arbitrary monotone preference functions. The success of this operator in the database community is based on the belief that users benefit from the limited effort required to specify skyline queries compared to, for instance, ranking. While application examples of the skyline operator exist, there is no principled analysis of its benefits and limitations in data retrieval tasks. Our study investigates the degree to which users understand skyline queries, how they specify query parameters and how they interact with skyline results made available in listings or map-based interfaces.
Matteo Magnani, Ira Assent, Kasper Hornbæk, Mikkel Rønne Jakobsen, Ken Friis Larsen
CIKM4
2013 Selection-Based Mid-Air Text Entry on Large Displays
Anders Markussen, Mikkel Rønne Jakobsen, Kasper Hornbæk
INTERACT (1)2
2013 Interactive Visualizations on Large and Small Displays: The Interrelation of Display Size, Information Space, and Scale
abstract
In controlled experiments on the relation of display size (i.e., the number of pixels) and the usability of visualizations, the size of the information space can either be kept constant or varied relative to display size. Both experimental approaches have limitations. If the information space is kept constant then the scale ratio between an overview of the entire information space and the lowest zoom level varies, which can impact performance; if the information space is varied then the scale ratio is kept constant, but performance cannot be directly compared. In other words, display size, information space, and scale ratio are interrelated variables. We investigate this relation in two experiments with interfaces that implement classic information visualization techniques-focus+context, overview+detail, and zooming-for multi-scale navigation in maps. Display size varied between 0.17, 1.5, and 13.8 megapixels. Information space varied relative to display size in one experiment and was constant in the other. Results suggest that for tasks where users navigate targets that are visible at all map scales the interfaces do not benefit from a large display: With a constant map size, a larger display does not improve performance with the interfaces; with map size varied relative to display size, participants found interfaces harder to use with a larger display and task completion times decrease only when they are normalized to compensate for the increase in map size. The two experimental approaches show different interaction effects between display size and interface. In particular, focus+context performs relatively worse at a large display size with variable map size, and relatively worse at a small display size with a fixed map size. Based on a theoretical analysis of the interaction with the visualization techniques, we examine individual task actions empirically so as to understand the relative impact of display size and scale ratio on the visualization techniques' performance and to discuss differences between the two experimental approaches.
Mikkel Rønne Jakobsen, Kasper Hornbæk
IEEE Trans. Vis. Comput. Graph.1
2013 Information Visualization and Proxemics: Design Opportunities and Empirical Findings
abstract
People typically interact with information visualizations using a mouse. Their physical movement, orientation, and distance to visualizations are rarely used as input. We explore how to use such spatial relations among people and visualizations (i.e., proxemics) to drive interaction with visualizations, focusing here on the spatial relations between a single user and visualizations on a large display. We implement interaction techniques that zoom and pan, query and relate, and adapt visualizations based on tracking of users' position in relation to a large high-resolution display. Alternative prototypes are tested in three user studies and compared with baseline conditions that use a mouse. Our aim is to gain empirical data on the usefulness of a range of design possibilities and to generate more ideas. Among other things, the results show promise for changing zoom level or visual representation with the user's physical distance to a large display. We discuss possible benefits and potential issues to avoid when designing information visualizations that use proxemics.
Mikkel Rønne Jakobsen, Yonas Sahlemariam Haile, Søren Knudsen, Kasper Hornbæk
IEEE Trans. Vis. Comput. Graph.1
2011 Sizing up visualizations: effects of display size in focus+context, overview+detail, and zooming interfaces
abstract
Whereas the literature is clear on the benefits of large displays and visualizations, little is known about their combination, that is, how display size affect the usability of visualizations. We describe a controlled experiment where 19 participants used focus+context, overview+detail, and zooming techniques with varying display sizes (13.8, 1.5, and 0.17 megapixels). Participants navigated geographical maps to find specific locations, compare items, and follow routes. Results show that for multi-scale navigation, classic interactive visualization techniques did not benefit from being scaled to a large display: In contrast to the literature we find similar performance on medium and large displays. Across display sizes, overview+detail works the best, in particular for comparing items. Focus+context is relatively more difficult to use at a small display size. We explain these findings and discuss the design of interactive visualization techniques for large displays.
Mikkel Rønne Jakobsen, Kasper Hornbæk
CHI1
2009 Fisheyes in the field: using method triangulation to study the adoption and use of a source code visualization
abstract
Information visualizations have been shown useful in numerous laboratory studies, but their adoption and use in real-life tasks are curiously under-researched. We present a field study of ten programmers who work with an editor extended with a fisheye view of source code. The study triangulates multiple methods (experience sampling, logging, thinking aloud, and interviews) to describe how the visualization is adopted and used. At the concrete level, our results suggest that the visualization was used as frequently as other tools in the programming environment. We also propose extensions to the interface and discuss features that were not used in practice. At the methodological level, the study identifies contributions distinct to individual methods and to their combination, and discusses the relative benefits of laboratory studies and field studies for the evaluation of information visualizations.
Mikkel Rønne Jakobsen, Kasper Hornbæk
CHI1
2009 WIPDash: Work Item and People Dashboard for Software Development Teams
Mikkel Rønne Jakobsen, Roland Fernandez, Mary Czerwinski, Kori Inkpen, Olga A. Kulyk, George G. Robertson
INTERACT (2)1
2007 Interaction and Visualization Techniques for Programming
Mikkel Rønne Jakobsen
INTERACT (2)1
2006 Evaluating a fisheye view of source code
abstract
Navigating and understanding the source code of a program are highly challenging activities. This paper introduces a fisheye view of source code to a Java programming environment. The fisheye view aims to support a programmer's navigation and understanding by displaying those parts of the source code that have the highest degree of interest given the current focus. An experiment was conducted which compared the usability of the fisheye view with a common, linear presentation of source code. Sixteen participants performed tasks significantly faster with the fisheye view, although results varied dependent on the task type. The participants generally preferred the interface with the fisheye view. We analyse participants' interaction with the fisheye view and suggest how to improve its performance. In the calculation of the degree of interest, we suggest to emphasize those parts of the source code that are semantically related to the programmer's current focus.
Mikkel Rønne Jakobsen, Kasper Hornbæk
CHI1