EDBT 2026 Demo / reviewers in the wild / expert
Sean Gustafson
dblp:79/3112
· DBLP profile ↗
10ranked-venue papers
4as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 4 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
8 papers |
Interaction techniques and input · 90% User interface design and tools · 7% Haptics and multimodal interaction · 3% | |
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 100% |
Topics — the 13 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › non-visual interaction
eyes-free interaction |
0.2 | 2 | 2011 | Imaginary phone: learning imaginary interfaces by transferring spatial memory from a familiar device · UIST 2011 Imaginary interfaces: spatial interaction with empty hands and without visual feedback · UIST 2010 |
Interaction techniques and input
spatial interaction |
0.2 | 2 | 2011 | Imaginary phone: learning imaginary interfaces by transferring spatial memory from a familiar device · UIST 2011 Imaginary interfaces: spatial interaction with empty hands and without visual feedback · UIST 2010 |
Interaction techniques and input › touch interaction
palm-based interaction |
0.2 | 2 | 2013 | Understanding palm-based imaginary interfaces: the role of visual and tactile cues when browsing · CHI 2013 Imaginary phone: learning imaginary interfaces by transferring spatial memory from a familiar device · UIST 2011 |
Interaction techniques and input › mobile interaction › wearable device interaction
on-body interaction |
0.2 | 1 | 2013 | Body-centric design space for multi-surface interaction · CHI 2013 |
Interaction techniques and input
mobile interaction |
0.1 | 2 | 2011 | Touch projector: mobile interaction through video · CHI 2010 Imaginary phone: learning imaginary interfaces by transferring spatial memory from a familiar device · UIST 2011 |
Interaction techniques and input
screen-less interaction |
0.1 | 1 | 2010 | Imaginary interfaces: spatial interaction with empty hands and without visual feedback · UIST 2010 |
Interaction techniques and input › sensor-based interaction
video-based interaction |
0.1 | 1 | 2010 | Touch projector: mobile interaction through video · CHI 2010 |
Interaction techniques and input › gesture input
tilt-based interaction |
0.1 | 1 | 2009 | Tilt techniques: investigating the dexterity of wrist-based input · CHI 2009 |
Interaction techniques and input › input device
pressure-based input |
0.1 | 1 | 2008 | PressureFish: a method to improve control of discrete pressure-based input · CHI 2008 |
Interaction techniques and input › target selection › pointing
mid-air pointing |
0.0 | 1 | 2013 | Body-centric design space for multi-surface interaction · CHI 2013 |
Haptics and multimodal interaction › haptic feedback
tactile cues |
0.0 | 1 | 2013 | Understanding palm-based imaginary interfaces: the role of visual and tactile cues when browsing · CHI 2013 |
Interaction techniques and input
touch interaction |
0.0 | 1 | 2010 | Touch projector: mobile interaction through video · CHI 2010 |
Interaction techniques and input
pointing and selection |
0.0 | 1 | 2008 | Wedge: clutter-free visualization of off-screen locations · CHI 2008 |
Methods — techniques the papers use, named apart from their topics
user study · 0.6design space · 0.2comparative study · 0.2transfer learning of spatial memory · 0.1depth camera tracking · 0.1system design · 0.1spatial interaction design · 0.1quantitative analysis · 0.1fisheye discretization · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Understanding palm-based imaginary interfaces: the role of visual and tactile cues when browsingabstractImaginary Interfaces are screen-less ultra-mobile interfaces. Previously we showed that even though they offer no visual feedback they allow users to interact spatially, e.g., by pointing at a location on their non-dominant hand. Sean Gustafson, Bernhard Rabe, Patrick Baudisch |
CHI | 1 |
| 2013 | Body-centric design space for multi-surface interactionabstractWe introduce BodyScape, a body-centric design space that allows us to describe, classify and systematically compare multi-surface interaction techniques, both individually and in combination. BodyScape reflects the relationship between users and their environment, specifically how different body parts enhance or restrict movement within particular interaction techniques and can be used to analyze existing techniques or suggest new ones. We illustrate the use of BodyScape by comparing two free-hand techniques, on-body touch and mid-air pointing, first separately, then combined. We found that touching the torso is faster than touching the lower legs, since it affects the user's balance; and touching targets on the dominant arm is slower than targets on the torso because the user must compensate for the applied force. Julie Wagner, Mathieu Nancel, Sean Gustafson, Stéphane Huot, Wendy E. Mackay |
CHI | 3 |
| 2013 | Imaginary devices: gesture-based interaction mimicking traditional input devicesabstractWe propose Imaginary Devices, a set of freehand gestures that mimic the use of physical input devices. Imaginary Devices allow users to choose the input modality best suited for the task at hand, such as a steering wheel for a driving game or a joystick for a flight simulator. Exploiting the skills that users have acquired using physical input devices, they can instantly begin interacting with an Imaginary Device. Since no physical device is involved, users can switch quickly and effortlessly among a number of devices. Christian Steins, Sean Gustafson, Christian Holz 0001, Patrick Baudisch |
Mobile HCI | 2 |
| 2011 | Imaginary phone: learning imaginary interfaces by transferring spatial memory from a familiar deviceabstractWe propose a method for learning how to use an imaginary interface (i.e., a spatial non-visual interface) that we call "transfer learning". By using a physical device (e.g. an iPhone) a user inadvertently learns the interface and can then transfer that knowledge to an imaginary interface. We illustrate this concept with our Imaginary Phone prototype. With it users interact by mimicking the use of a physical iPhone by tapping and sliding on their empty non-dominant hand without visual feedback. Pointing on the hand is tracked using a depth camera and touch events are sent wirelessly to an actual iPhone, where they invoke the corresponding actions. Our prototype allows the user to perform everyday task such as picking up a phone call or launching the timer app and setting an alarm. Imaginary Phone thereby serves as a shortcut that frees users from the necessity of retrieving the actual physical device. We present two user studies that validate the three assumptions underlying the transfer learning method. (1) Users build up spatial memory automatically while using a physical device: participants knew the correct location of 68% of their own iPhone home screen apps by heart. (2) Spatial memory transfers from a physical to an imaginary inter-face: participants recalled 61% of their home screen apps when recalling app location on the palm of their hand. (3) Palm interaction is precise enough to operate a typical mobile phone: Participants could reliably acquire 0.95cm wide iPhone targets on their palm-sufficiently large to operate any iPhone standard widget. Sean Gustafson, Christian Holz 0001, Patrick Baudisch |
UIST | 1 |
| 2010 | Touch projector: mobile interaction through videoabstractIn 1992, Tani et al. proposed remotely operating machines in a factory by manipulating a live video image on a computer screen. In this paper we revisit this metaphor and investigate its suitability for mobile use. We present Touch Projector, a system that enables users to interact with remote screens through a live video image on their mobile device. The handheld device tracks itself with respect to the surrounding displays. Touch on the video image is projected onto the target display in view, as if it had occurred there. This literal adaptation of Tani's idea, however, fails because handheld video does not offer enough stability and control to enable precise manipulation. We address this with a series of improvements, including zooming and freezing the video image. In a user study, participants selected targets and dragged targets between displays using the literal and three improved versions. We found that participants achieved highest performance with automatic zooming and temporary image freezing. Sebastian Boring, Dominikus Baur, Andreas Butz, Sean Gustafson, Patrick Baudisch |
CHI | 4 |
| 2010 | Imaginary interfaces: spatial interaction with empty hands and without visual feedbackabstractScreen-less wearable devices allow for the smallest form factor and thus the maximum mobility. However, current screen-less devices only support buttons and gestures. Pointing is not supported because users have nothing to point at. However, we challenge the notion that spatial interaction requires a screen and propose a method for bringing spatial interaction to screen-less devices. Sean Gustafson, Daniel Bierwirth, Patrick Baudisch |
UIST | 1 |
| 2009 | Tilt techniques: investigating the dexterity of wrist-based inputabstractMost studies on tilt based interaction can be classified as point-designs that demonstrate the utility of wrist-tilt as an input medium; tilt parameters are tailored to suit the specific interaction at hand. In this paper, we systematically analyze the design space of wrist-based interactions and focus on the level of control possible with the wrist. In a first study, we investigate the various factors that can influence tilt control, separately along the three axes of wrist movement: flexion/extension, pronation/supination, and ulnar/radial deviation. Results show that users can control comfortably at least 16 levels on the pronation/supination axis and that using a quadratic mapping function for discretization of tilt space significantly improves user performance across all tilt axes. We discuss the findings of our results in the context of several interaction techniques and identify several general design recommendations. Mahfuz Rahman, Sean Gustafson, Pourang Irani, Sriram Subramanian |
CHI | 2 |
| 2008 | The need for an interaction cost model in adaptive interfacesabstractThe development of intelligent assistants has largely benefited from the adoption of decision-theoretic (DT) approaches that enable an agent to reason and account for the uncertain nature of user behaviour in a complex software domain. At the same time, most intelligent assistants fail to consider the numerous factors relevant from a human-computer interaction perspective. While DT approaches offer a sound foundation for designing intelligent agents, these systems need to be equipped with an interaction cost model in order to reason the impact of how (static or adaptive) interaction is perceived by different users. In a DT framework, we formalize four common interaction factors --- information processing, savings, visual occlusion, and bloat. We empirically derive models for bloat and occlusion based on the results of two users experiments. These factors are incorporated in a simulated help assistant where decisions are modeled as a Markov decision process. Our simulation results reveal that our model can easily adapt to a wide range of user types with varying preferences. Bowen Hui, Sean Gustafson, Pourang Irani, Craig Boutilier |
AVI | 2 |
| 2008 | Wedge: clutter-free visualization of off-screen locationsabstractTo overcome display limitations of small-screen devices, researchers have proposed techniques that point users to objects located off-screen. Arrow-based techniques such as City Lights convey only direction. Halo conveys direction and distance, but is susceptible to clutter resulting from overlapping halos. We present Wedge, a visualization technique that conveys direction and distance, yet avoids overlap and clutter. Wedge represents each off-screen location using an acute isosceles triangle: the tip coincides with the off-screen locations, and the two corners are located on-screen. A wedge conveys location awareness primarily by means of its two legs pointing towards the target. Wedges avoid overlap programmatically by repelling each other, causing them to rotate until overlap is resolved. As a result, wedges can be applied to numbers and configurations of targets that would lead to clutter if visualized using halos. We report on a user study comparing Wedge and Halo for three off-screen tasks. Participants were significantly more accurate when using Wedge than when using Halo. Sean Gustafson, Patrick Baudisch, Carl Gutwin, Pourang Irani |
CHI | 1 |
| 2008 | PressureFish: a method to improve control of discrete pressure-based inputabstractStudies investigating user control of pressure input have reported time-accuracy trade-offs of, on average, over 30%, when interacting with a large number of pressure levels. To increase the level of control with pressure input, we designed and evaluated four different discretization functions: linear, fisheye, visual fisheye, and clustered. The fisheye discretization dynamically modifies the range of pressure values based on the position of the pressure cursor. Our results show that a fisheye function results in significantly lower error rates and a lower number of crossings than have been reported in the literature. Furthermore, the fisheye function improves control without compromising speed. We discuss the findings of our study and identify several design recommendations for integrating pressure control into common interface tasks. Kang Shi, Pourang Irani, Sean Gustafson, Sriram Subramanian |
CHI | 3 |