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Michael A. Terry

dblp:56/3708 · DBLP profile ↗
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35ranked-venue papers
7as first author
0since 2021 · last 2017
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 34 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorSecurity and privacy · 2Applied, interdisciplinary, general and emerging computing · 2Artificial intelligence and machine learning · 1 · 1 first-authorDatabases, 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
16 papers
Collaborative and social computing · 43% User interface design and tools · 23% Usability and user experience research · 15%
Databases, data mining, and information retrieval
2 papers
Information retrieval · 100%
Software engineering, system software, and programming languages
3 papers
Empirical software engineering · 82% Software maintenance and evolution · 18%

Topics — the 18 heaviest of 27, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
crowdsourcing
0.212016
Curiosity Killed the Cat, but Makes Crowdwork Better · CHI 2016
Collaborative and social computing › crowdsourcing
worker motivation
0.212016
Curiosity Killed the Cat, but Makes Crowdwork Better · CHI 2016
Collaborative and social computing › crowdsourcing
worker retention
0.212016
Curiosity Killed the Cat, but Makes Crowdwork Better · CHI 2016
Empirical software engineering
open source software
0.222010
Perceptions and practices of usability in the free/open source software (FoSS) community · CHI 2010
Ingimp: introducing instrumentation to an end-user open source application · CHI 2008
Collaborative and social computing › information seeking
information scent
0.212014
InterTwine: creating interapplication information scent to support coordinated use of software · UIST 2014
Information retrieval
query understanding
0.112011
Query-feature graphs: bridging user vocabulary and system functionality · UIST 2011
Information retrieval
search interfaces
0.112011
Query-feature graphs: bridging user vocabulary and system functionality · UIST 2011
Collaborative and social computing › collaborative learning › knowledge construction
sensemaking
0.112011
Examining the impact of collaborative tagging on sensemaking in nutrition management · CHI 2011
Collaborative and social computing › social computing
social tagging
0.112011
Examining the impact of collaborative tagging on sensemaking in nutrition management · CHI 2011
Usability and user experience research
error detection
0.112010
Estimating residual error rate in recognized handwritten documents using artificial error injection · CHI 2010
Health and well-being technologies
health informatics
0.112010
Estimating residual error rate in recognized handwritten documents using artificial error injection · CHI 2010
Games and playful interaction › social play
co-located social play
0.112008
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system · CHI 2008
User interface design and tools › authoring tools
writing support tools
0.112008
Is the sky pure today? AwkChecker: an assistive tool for detecting and correcting collocation errors · UIST 2008
Software maintenance and evolution
software documentation
0.012012
"Then click ok!": extracting references to interface elements in online documentation · CHI 2012
Information retrieval
search engines
0.012011
Characterizing the usability of interactive applications through query log analysis · CHI 2011
Ubiquitous computing and smart environments › pervasive displays
ambient display
0.012001
Time Aura: interfaces for pacing · CHI 2001
Collaborative and social computing › collaborative learning
collaborative problem solving
0.012009
Friend or foe?: examining CAS use in mathematics research · CHI 2009
Collaborative and social computing › social media
social gaming
0.012008
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system · CHI 2008

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

user study · 0.3text classification · 0.3feature engineering · 0.3crowdsourced experiment · 0.2command cue analysis · 0.2laboratory evaluation · 0.2formative study · 0.2browser-application linking · 0.2qualitative study · 0.2interviews · 0.2web page content analysis · 0.1search query log mining · 0.1query log analysis · 0.1clustering · 0.1interview study · 0.1suggestion generation · 0.1kinematic templates · 0.1instrumentation · 0.1
YearPublicationVenuePosition
2017 Label-and-Learn: Visualizing the Likelihood of Machine Learning Classifier's Success During Data Labeling
abstract
While machine learning is a powerful tool for the analysis and classification of complex real-world datasets, it is still challenging, particularly for developers with limited expertise, to incorporate this technology into their software systems. The first step in machine learning, data labeling, is traditionally thought of as a tedious, unavoidable task in building a machine learning classifier. However, in this paper, we argue that it can also serve as the first opportunity for developers to gain insight into their dataset. Through a Label-and-Learn interface, we explore visualization strategies that leverage the data labeling task to enhance developers' knowledge about their dataset, including the likely success of the classifier and the rationale behind the classifier's decisions. At the same time, we show that the visualizations also improve users' labeling experience by showing them the impact they have made on classifier performance. We assess the visualizations in Label-and-Learn and experimentally demonstrate their value to software developers who seek to assess the utility of machine learning during the data labeling process.
Yunjia Sun, Edward Lank, Michael A. Terry
IUI3
2016 Switter: Supporting Exploration of Software Learning Materials on Social Media
abstract
There is always something new to learn about feature-rich software, even for experienced users. This paper focuses on a specific type of learning activity that we refer to as ad libitum exploration. Based on an interview study with 11 experienced software users, we define ad libitum exploration as the process of routinely seeking new software knowledge, without necessarily having a specific problem to solve. To support this activity, we designed Switter, an alternative Twitter client embedded in a replica of Photoshop's user interface. Given a tweet referencing a tutorial, Switter highlights the interface elements mentioned in the tutorial in the interface replica. Switter also allows users to filter tweets by clicking tools in the interface replica. Through a weeklong field study with nine Photoshop experts, we found that Switter supports a range of software learning objectives, from focused exploration targeting known weaknesses, to the discovery of novel command combinations.
Volodymyr Dziubak, Patrick M. J. Dubois, Andrea Bunt, Michael A. Terry
Conference on Designing Interactive Systems4
2016 Curiosity Killed the Cat, but Makes Crowdwork Better
abstract
Crowdsourcing systems are designed to elicit help from humans to accomplish tasks that are still difficult for computers. How to motivate workers to stay longer and/or perform better in crowdsourcing systems is a critical question for designers. Previous work have explored different motivational frameworks, both extrinsic and intrinsic. In this work, we examine the potential for curiosity as a new type of intrinsic motivational driver to incentivize crowd workers. We design crowdsourcing task interfaces that explicitly incorporate mechanisms to induce curiosity and conduct a set of experiments on Amazon's Mechanical Turk. Our experiment results show that curiosity interventions improve worker retention without degrading performance, and the magnitude of the effects are influenced by both personal characteristics of the worker and the nature of the task.
Edith Law, Joslin Goh, Michael A. Terry, Krzysztof Z. Gajos
CHI5
2015 CheatSheet: a contextual interactive memory aid for web applications
Laton Vermette, Parmit K. Chilana, Michael A. Terry, Adam Fourney, Benjamin J. Lafreniere, Travis Kerr
Graphics Interface3
2015 These Aren't the Commands You're Looking For: Addressing False Feedforward in Feature-Rich Software
abstract
The names, icons, and tooltips of commands in feature-rich software are an important source of guidance when locating and selecting amongst commands. Unfortunately, these cues can mislead users into believing that a command is appropriate for a given task, when another command would be more appropriate, resulting in wasted time and frustration. In this paper, we present command disambiguation techniques that inform the user of alternative commands before, during, and after an incorrect command has been executed. To inform the design of these techniques, we define categories of false-feedforward errors caused by misleading interface cues, and identify causes for each. Our techniques are the first designed explicitly to solve this problem in feature-rich software. A user study showed enthusiasm for the techniques, and revealed their potential to play a key role in learning of feature-rich software.
Benjamin J. Lafreniere, Parmit K. Chilana, Adam Fourney, Michael A. Terry
UIST4
2014 TaggedComments: promoting and integrating user comments in online application tutorials
abstract
User comments posted to popular online tutorials constitute a rich additional source of information for readers, yet current designs for displaying user comments on tutorial webpages do little to support their use. Instead, comments are separated from the tutorial content they reference and tend to be ordered according to post date. We propose and evaluate the TaggedComments system, a new approach to displaying comments that users post to online tutorials. Using tags supplied by commenters, TaggedComments seeks to enhance the role of user comments by 1) improving their visibility, 2) allowing users to personalize their use of the comments according to their particular information needs, and 3) providing direct access to potentially helpful comments from the tutorial content. A laboratory evaluation with 16 participants shows that, in comparison to the standard comment layout, TaggedComments significantly improves users' subjective impressions of comment utility when interacting with Photoshop tutorials.
Andrea Bunt, Patrick M. J. Dubois, Benjamin J. Lafreniere, Michael A. Terry, David T. Cormack
CHI4
2014 InterTwine: creating interapplication information scent to support coordinated use of software
abstract
Users often make continued and sustained use of online resources to complement use of a desktop application. For example, users may reference online tutorials to recall how to perform a particular task. While often used in a coordinated fashion, the browser and desktop application provide separate, independent mechanisms for helping users find and re-find task-relevant information. In this paper, we describe InterTwine, a system that links information in the web browser with relevant elements in the desktop application to create interapplication information scent. This explicit link produces a shared interapplication history to assist in re-finding information in both applications. As an example, InterTwine marks all menu items in the desktop application that are currently mentioned in the front-most web page. This paper introduces the notion of interapplication information scent, demonstrates the concept in InterTwine, and describes results from a formative study suggesting the utility of the concept.
Adam Fourney, Benjamin J. Lafreniere, Parmit K. Chilana, Michael A. Terry
UIST4
2013 Classroom response systems in higher education: Meeting user needs with NetClick
abstract
Classroom response systems (CRS) have been shown to dramatically improve a variety of learning outcomes in science and engineering education. Their adoption in research university classrooms has been very slow. This paper postulates a contributing factor to the lack of widespread adoption of CRS in that context and introduces a new CRS designed to mitigate the identified factor. The CRS, NetClick, is built on the premise that the requirement of authoring new content prevents many Professors from using existing CRS. After describing the operation and advantages of NetClick to other CRS, we describe initial feedback from Computer Science Professors on its use for converting existing teaching slides into interactive content.
Darren Abramson 0001, Krzysztof Pietroszek, Leila Chinaei, Edward Lank, Michael A. Terry
EDUCON5
2013 Aiding human discovery of handwriting recognition errors
abstract
Handwriting recognizers occasionally misinterpret digital ink input, requiring users to compare their ink input and the recognizer output to identify and correct errors. Technologies like Anoto pens can make this error discovery and correction task more difficult, because verification of recognizer output may occur many hours after data input and may involve the verification of many documents. In this paper, we explore the design space for error discovery aids geared toward "out-of-the-moment" verification. We present three discovery techniques, a visual proximity technique, a multimodal technique, and a character manipulation technique, and analyze the performance of our techniques. Experimental results show that the visual proximity technique outperforms all others in number of errors caught, and is also significantly better than a control technique. This paper is the first experimental study of techniques that aid in the discovery of handwriting recognition errors.
Ryan Stedman, Michael A. Terry, Edward Lank
ICMI2
2013 Understanding the Roles and Uses of Web Tutorials
Benjamin J. Lafreniere, Andrea Bunt, Matthew Lount, Michael A. Terry
ICWSM4
2013 Challenges and Opportunities for Mathematics Software in Expert Problem Solving
abstract
Computer Algebra Systems and matrix-based mathematics packages provide sophisticated functionality to assist with mathematical problem solving. However, despite their widespread adoption, little work in the human–computer interaction community has examined the extent to which these computational tools support expert problem solving. In this article, we report findings from a qualitative study comparing and contrasting the work practices and software use of practicing researchers in mathematics and engineering who share the goal of developing and defending new mathematical formulations. Our findings indicate that although computational tools are used by both groups to support their work, current mathematics software plays a relatively minor, somewhat untrusted role in the process. Our data suggest that five primary factors limit the applicability of current mathematics software to expert work practices: (a) a lack of transparency in how current software derives its computed results; (b) the lack of clearly defined operational boundaries indicating whether the system can meaningfully operate on the user's input (whether expressions or data); (c) the need for free-form two-dimensional input to support annotations, diagrams, and in-place manipulation of objects of interest; (d) the potential for transcription problems when switching between physical and computational media; and (e) the need for collaboration, particularly in early stages of problem solving. Each of these issues suggests a concrete direction for future improvement of mathematics software for experts. These findings also have more general implications for the design of computational systems intended to support complex problem solving.
Andrea Bunt, Michael A. Terry, Edward Lank
Hum. Comput. Interact.2
2012 "Then click ok!": extracting references to interface elements in online documentation
abstract
This paper presents a recognizer for identifying references to user interface components in online documentation. The recognizer first extracts phrases matching a list of known components, then employs a classifier to reject coincidental matches. We describe why this seemingly straightforward problem is challenging, then show how informal conventions in documentation writing can be leveraged to perform classification. Using the features identified in this paper, our approach achieves an average F1 score of 0.81, and can correctly distinguish between actual command references and coincidental matches in 93.7% of test cases.
Adam Fourney, Benjamin J. Lafreniere, Richard Mann, Michael A. Terry
CHI4
2012 PICL: portable in-circuit learner
abstract
This paper introduces the PICL, the portable in-circuit learner. The PICL explores the possibility of providing standalone, low-cost, programming-by-demonstration machine learning capabilities to circuit prototyping. To train the PICL, users attach a sensor to the PICL, demonstrate example input, then specify the desired output (expressed as a voltage) for the given input. The current version of the PICL provides two learning modes, binary classification and linear regression. To streamline training and also make it possible to train on highly transient signals (such as those produced by a camera flash or a hand clap), the PICL includes a number of input inferencing techniques. These techniques make it possible for the PICL to learn with as few as one example. The PICL's behavioural repertoire can be expanded by means of various output adapters, which serve to transform the output in useful ways when prototyping. Collectively, the PICL's capabilities allow users of systems such as the Arduino or littleBits electronics kit to quickly add basic sensor-based behaviour, with little or no programming required.
Adam Fourney, Michael A. Terry
UIST2
2011 Characterizing the usability of interactive applications through query log analysis
abstract
People routinely rely on Internet search engines to support their use of interactive systems: they issue queries to learn how to accomplish tasks, troubleshoot problems, and otherwise educate themselves on products. Given this common behavior, we argue that search query logs can usefully augment traditional usability methods by revealing the primary tasks and needs of a product's user population. We term this use of search query logs CUTS - characterizing usability through search. In this paper, we introduce CUTS and describe an automated process for harvesting, ordering, labeling, filtering, and grouping search queries related to a given product. Importantly, this data set can be assembled in minutes, is timely, has a high degree of ecological validity, and is arguably less prone to self-selection bias than data gathered via traditional usability methods. We demonstrate the utility of this approach by applying it to a number of popular software and hardware systems.
Adam Fourney, Richard Mann, Michael A. Terry
CHI3
2011 Examining the impact of collaborative tagging on sensemaking in nutrition management
abstract
Collaborative tagging mechanisms are integral to social computing applications in a variety of domains. Their expected benefits include simplified retrieval of digital content, as well as enhanced ability of a community to makes sense of the shared content. We examine the impact of collaborative tagging in context of nutrition management. In a controlled experiment we asked individuals to assess the nutritional value of meals based on photographic images and observed the impact of different types of tags and tagging mechanisms on individuals nutritional sensemaking. The results of the study show that tags enhance individuals' ability to remember the viewed meals. However, we found that some types of tags can be detrimental to sensemaking, rather than supporting it. These findings stress the importance of tagging vocabularies and suggest a need for expert moderation of community sensemaking.
Lena Mamykina, Andrew D. Miller 0001, Catherine Grevet, Yevgeniy Eugene Medynskiy, Michael A. Terry, Elizabeth D. Mynatt, Patricia G. Davidson
CHI5
2011 Query-feature graphs: bridging user vocabulary and system functionality
abstract
This paper introduces query-feature graphs, or QF-graphs. QF-graphs encode associations between high-level descriptions of user goals (articulated as natural language search queries) and the specific features of an interactive system relevant to achieving those goals. For example, a QF-graph for the GIMP graphics manipulation software links the query "GIMP black and white" to the commands "desaturate" and "grayscale." We demonstrate how QF-graphs can be constructed using search query logs, search engine results, web page content, and localization data from interactive systems. An analysis of QF-graphs shows that the associations produced by our approach exhibit levels of accuracy that make them eminently usable in a range of real-world applications. Finally, we present three hypothetical user interface mechanisms that illustrate the potential of QF-graphs: search-driven interaction, dynamic tooltips, and app-to-app analogy search.
Adam Fourney, Richard Mann, Michael A. Terry
UIST3
2010 Estimating residual error rate in recognized handwritten documents using artificial error injection
abstract
Both handwriting recognition systems and their users are error prone. Handwriting recognizers make recognition errors, and users may miss those errors when verifying output. As a result, it is common for recognized documents to contain residual errors. Unfortunately, in some application domains (e.g. health informatics), tolerance for residual errors in recognized handwriting may be very low, and a desire might exist to maximize user accuracy during verification. In this paper, we present a technique that allows us to measure the performance of a user verifying recognizer output. We inject artificial errors into a set of recognized handwritten forms and show that the rate of injected errors and recognition errors caught is highly correlated in real time. Systems supporting user verification can make use of this measure of user accuracy in a variety of ways. For example, they can force users to slow down or can highlight injected errors that were missed, thus encouraging users to take more care.
Edward Lank, Ryan Stedman, Michael A. Terry
CHI3
2010 Perceptions and practices of usability in the free/open source software (FoSS) community
abstract
This paper presents results from a study examining perceptions and practices of usability in the free/open source software (FOSS) community. 27 individuals associated with 11 different FOSS projects were interviewed to understand how they think about, act on, and are motivated to address usability issues. Our results indicate that FOSS project members possess rather sophisticated notions of software usability, which collectively mirror definitions commonly found in HCI textbooks. Our study also uncovered a wide range of practices that ultimately work to improve software usability. Importantly, these activities are typically based on close, direct interpersonal relationships between developers and their core users, a group of users who closely follow the project and provide high quality, respected feedback. These relationships, along with positive feedback from other users, generate social rewards that serve as the primary motivations for attending to usability issues on a day-to-day basis. These findings suggest a need to reconceptualize HCI methods to better fit this culture of practice and its corresponding value system.
Michael A. Terry, Matthew Kay 0001, Benjamin J. Lafreniere
CHI1
2010 Characterizing large-scale use of a direct manipulation application in the wild
Benjamin J. Lafreniere, Andrea Bunt, John S. Whissell, Charles L. A. Clarke, Michael A. Terry
Graphics Interface5
2010 Textured agreements: re-envisioning electronic consent
abstract
Research indicates that less than 2% of the population reads license agreements during software installation [12]. To address this problem, we developed textured agreements, visually redesigned agreements that employ factoids, vignettes, and iconic symbols to accentuate information and highlight its personal relevance. Notably, textured agreements accomplish these goals without requiring modification of the underlying text. A between-subjects experimental study with 84 subjects indicates these agreements can significantly increase reading times. In our study, subjects spent approximately 37 seconds on agreement screens with textured agreements, compared to 7 seconds in the plain text control condition. A follow-up study examined retention of agreement content, finding that median scores on a comprehension quiz increased by 4 out of 16 points for textured agreements. These results provide convincing evidence of the potential for textured agreements to positively impact software agreement processes.
Matthew Kay 0001, Michael A. Terry
SOUPS2
2009 Creativity factor evaluation: towards a standardized survey metric for creativity support
abstract
We present a new survey metric, the Creativity Support Index (CSI) that is designed to help researchers and designers evaluate the level of creativity support provided by various systems or interfaces. We initially employed a top-down literature-based approach to develop a beta version of the Creativity Support Index (Beta CSI). We discuss our usage of the Beta CSI in three different studies and what we learned from those deployments. We also present the results from an extensive creativity vocabulary study (n=300), which revealed a set of orthogonal creativity factors. This led to the current version of the CSI presented in this paper. Initial results from these formative evaluations suggest the value of this tool in assessing and comparing creativity support tools at points in time and longitudinally.
Erin A. Carroll, Celine Latulipe, Richard Y. K. Fung, Michael A. Terry
Creativity & Cognition4
2009 Friend or foe?: examining CAS use in mathematics research
abstract
Computer Algebra Systems (CAS) provide sophisticated functionality to assist with mathematical problem solving. Despite their widespread adoption, however, little work in the HCI community has examined the extent to which these computational tools support domain experts. In this paper, we report findings from a qualitative study investigating the work practices and tools of nine mathematicians in a research setting. Counter to our expectations, our data suggests that computational tools play only a minor role in their workflow, with the limited use of CAS owing primarily to four factors: (1) the need for transparency in CAS's reasoning to explain computed results; (2) the problem of rigidity and formality in CAS's input/output style dialogue; (3) the need for 2D input to support a wide range of annotations, diagrams, and in-place manipulation of objects of interest; and (4) the need for collaboration, particularly in early stages of problem solving. While grounded in the study of mathematicians, these findings (particularly the first) have implications for the design of computational systems intended to support complex problem solving.
Andrea Bunt, Michael A. Terry, Edward Lank
CHI2
2009 Textured agreements: re-envisioning electronic consent
abstract
No abstract available.
Matthew Kay 0001, Michael A. Terry
SOUPS2
2008 Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system
abstract
Today's handheld gaming systems allow players to engage in multiplayer games via ad-hoc, wireless networking. They are also now sufficiently commonplace that it is possible to study how portability and ad-hoc wireless networking have affected the social gaming practices of owners of these systems. In this paper, we report findings from a qualitative study investigating the collocated multiplayer gaming practices of Nintendo DS owners. Based on interviews of nine DS owners and observations of three organized gaming events, we identified three major themes surrounding the social, multiplayer gaming practices of Nintendo DS users: renegade gaming, or the notion that users reappropriate contexts traditionally hostile to game play; pragmatic and social barriers to the formation of ad-hoc pick-up games, despite a clear desire for multiplayer, collocated gaming; and private gaming spheres, or the observation that the handheld device's form factor creates individual, privatized gaming contexts within larger social contexts. These findings lead to a set of implications for the design of future handheld gaming systems.
Christine Szentgyorgyi, Michael A. Terry, Edward Lank
CHI2
2008 Ingimp: introducing instrumentation to an end-user open source application
abstract
Open source projects are gradually incorporating usability methods into their development practices, but there are still many unmet needs. One particular need for nearly any open source project is data that describes its user base, including information indicating how the software is actually used in practice. This paper presents the concept of open instrumentation, or the augmentation of an open source application to openly collect and publicly disseminate rich application usage data. We demonstrate the concept of open instrumentation in ingimp, a version of the open source GNU Image Manipulation Program that has been modified to collect end-user usage data. ingimp automatically collects five types of data: The commands used, high-level user interface events, overall features of the user's documents, summaries of the user's general computing environment, and users' own descriptions of their planned tasks. In the spirit of open source software, all collected data are made available for anyone to download and analyze. This paper's primary contributions lie in presenting the overall design of ingimp, with a particular focus on how the design addresses two prominent issues in open instrumentation: privacy and motivating use.
Michael A. Terry, Matthew Kay 0001, Brad Van Vugt, Brandon Slack, Terry Park
CHI1
2008 Kinematic templates: end-user tools for content-relative cursor manipulations
abstract
This paper introduces kinematic templates, an end-user tool for defining content-specific motor space manipulations in the context of editing 2D visual compositions. As an example, a user can choose the "sandpaper" template to define areas within a drawing where cursor movement should slow down. Our current implementation provides templates that amplify or dampen the cursor's speed, attenuate jitter in a user's movement, guide movement along paths, and add forces to the cursor. Multiple kinematic templates can be defined within a document, with overlapping templates resulting in a form of function composition. A template's strength can also be varied, enabling one to improve one's strokes without losing the human element. Since kinematic templates guide movements, rather than strictly prescribe them, they constitute a visual composition aid that lies between unaided freehand drawing and rigid drawing aids such as snapping guides, masks, and perfect geometric primitives.
Richard Y. K. Fung, Edward Lank, Michael A. Terry, Celine Latulipe
UIST3
2008 Is the sky pure today? AwkChecker: an assistive tool for detecting and correcting collocation errors
abstract
Collocation preferences represent the commonly used expressions, idioms, and word pairings of a language. Because collocation preferences arise from consensus usage, rather than a set of well-defined rules, they must be learned on a case-by-case basis, making them particularly challenging for non-native speakers of a language. To assist non-native speakers with these parts of a language, we developed AwkChecker, the first end-user tool geared toward helping non-native speakers detect and correct collocation errors in their writing. As a user writes, AwkChecker automatically flags collocation errors and suggests replacement expressions that correspond more closely to consensus usage. These suggestions include example usage to help users choose the best candidate. We describe AwkChecker's interface, its novel methods for detecting collocation errors and suggesting alternatives, and an early study of its use by non-native English speakers at our institution. Collectively, these contributions advance the state of the art in writing aids for non-native speakers.
Taehyun Park, Edward Lank, Pascal Poupart, Michael A. Terry
UIST4
2007 Jump: a system for interactive, tangible queries of paper
abstract
This paper introduces Jump, a prototype computer vision-based system that transforms paper-based architectural documents into tangible query interfaces. Specifically, Jump allows a user to obtain additional information related to a given architectural document by framing a portion of the drawing with physical brackets. The framed area appears in a magnified view on a separate display and applies the principle of semantic zooming to determine the appropriate level of detail to show. Filter tokens can be placed on the paper to modify the digital presentation to include information not on the original drawing itself, such as electrical, mechanical, and structural information related to the given space. These filter tokens serve as tangible sliders in that their relative location on the paper controls the degree to which their information is blended with the original document. To address the issue of recognition errors, Jump introduces the notion of a reflection window, or an inset window that serves to reproduce Jump's current interpretation of the visual scene. The system's overall design is informed by a set of in situ studies of architectural technologists and formative evaluations with the same group.
Michael A. Terry, Janet Cheung, Justin Lee, Terry Park, Nigel Williams
Graphics Interface1
2006 Creativity Support Tools: Report From a U.S. National Science Foundation Sponsored Workshop
abstract
Creativity support tools is a research topic with high risk but potentially very high payoff. The goal is to develop improved software and user interfaces that empower users to be not only more productive but also more innovative. Potential users include software and other engineers, diverse scientists, product and graphic designers, architects, educators, students, and many others. Enhanced interfaces could enable more effective searching of intellectual resources, improved collaboration among teams, and more rapid discovery processes. These advanced interfaces should also provide potent support in hypothesis formation, speedier evaluation of alternatives, improved understanding through visualization, and better dissemination of results. For creative endeavors that require composition of novel artifacts (e.g., computer programs, scientific papers, engineering diagrams, symphonies, artwork), enhanced interfaces could facilitate exploration of alternatives, prevent unproductive choices, and enable easy backtracking. This U.S. National Science Foundation sponsored workshop brought together 25 research leaders and graduate students to share experiences, identify opportunities, and formulate research challenges. Two key outcomes emerged: (a) encouragement to evaluate creativity support tools through multidimensional in-depth longitudinal case studies and (b) formulation of 12 principles for design of creativity support tools.
Ben Shneiderman, Gerhard Fischer, Mary Czerwinski, Mitchel Resnick, Brad A. Myers, Linda Candy, Ernest A. Edmonds, Michael Eisenberg, Elisa Giaccardi, Thomas T. Hewett, Pamela Jennings, Bill Kules, Kumiyo Nakakoji, Jay F. Nunamaker Jr., Randy F. Pausch, Ted Selker, Elisabeth Sylvan, Michael A. Terry
Int. J. Hum. Comput. Interact.18
2005 Enhancing general-purpose tools with multi-state previewing capabilities
Michael A. Terry, Elizabeth D. Mynatt
Knowl. Based Syst.1
2004 Variation in element and action: supporting simultaneous development of alternative solutions
abstract
The complexity of many problems necessitates creating and exploring multiple, alternative solutions. However, current user interfaces do not cleanly support creating alternatives at a time when they are likely to be discovered: as users interactively modify data. This paper presents Parallel Paths, a novel model of interaction that facilitates generating, manipulating, and comparing alternative solutions. In contrast to existing approaches such as automated history capture tools, Parallel Paths emphasizes the active, simultaneous development of multiple, alternative solutions. We demonstrate this model of interaction in Parallel Pies, a user interface mechanism developed for image manipulation tasks that allows users to: easily create solution alternatives as they interact with a command; embed the alternatives in the same workspace; manipulate the alternatives independently or simultaneously as if they were the same object; and perform side-by-side comparisons of each. Results from an initial evaluation are presented, along with implications for future designs.
Michael A. Terry, Elizabeth D. Mynatt, Kumiyo Nakakoji, Yasuhiro Yamamoto
CHI1
2002 Recognizing creative needs in user interface design
abstract
The creative process requires experimentation, the exploration of variations, and the continual evaluation of one's progress. While these processes are frequently non-linear and iterative, modern user interfaces do not explicitly support these practices, and instead impose a linear progression through tasks that is a poor fit for creative pursuits. In this paper we use data from three case studies, and draw upon Sch$#246;n's theory of reflection-in-action to illustrate specific deficiencies in current user interfaces when used in creative endeavors. We then develop a set of guidelines for user interface design and demonstrate their application in three designs intended to support tasks in the domain of image manipulation.
Michael A. Terry, Elizabeth D. Mynatt
Creativity & Cognition1
2002 Distributing Event Information by Simulating Word-of-Mouth Exchanges
Elaine M. Huang, Michael A. Terry, Elizabeth D. Mynatt, Kent Lyons, Alan Chen 0002
Mobile HCI2
2002 Side views: persistent, on-demand previews for open-ended tasks
abstract
We introduce Side Views, a user interface mechanism that provides on-demand, persistent, and dynamic previews of commands. Side Views are designed to explicitly support the practices and needs of expert users engaged in openended tasks. In this paper, we summarize results from field studies of expert users that motivated this work, then discuss the design of Side Views in detail. We show how Side Views' design affords their use as tools for clarifying, comparing, and contrasting commands; generating alternative visualizations; experimenting without modifying the original data (i.e., "what-if" tools); and as tools that support the serendipitous discovery of viable alternatives. We then convey lessons learned from implementing Side Views in two sample applications, a rich text editor and an image manipulation application. These contributions include a discussion of how to implement Side Views for commands with parameters, for commands that require direct user input (such as mouse strokes for a paint program), and for computationally-intensive commands.
Michael A. Terry, Elizabeth D. Mynatt
UIST1
2001 Time Aura: interfaces for pacing
abstract
Historically one of the visions for human-computer symbiosis has been to augment human intelligence and extend people's cognitive abilities. In this paper, we present two visually-based systems to enhance a person's ability to flexibly control their pace while engaged in a cognitively demanding activity. In these investigations, we explore pacing interfaces that minimize the cognitive demands for assessing a current pace, provide ambient cues that can be quickly interpreted without incurring significant interruption from the current task, and place knowledge in the world to flexibly support different pacing strategies. Evaluation of our pacing interfaces shows that technology can successfully support pacing.
Lena Mamykina, Elizabeth D. Mynatt, Michael A. Terry
CHI3