EDBT 2026 Demo / reviewers in the wild / expert
Katherine Everitt
dblp:e/KatherineEveritt
· DBLP profile ↗
11ranked-venue papers
4as first author
0since 2021 · last 2010
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 11 · 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
6 papers |
Usability and user experience research · 35% User interface design and tools · 28% Collaborative and social computing · 14% | |
| Network and information security
1 paper |
Authentication and access control · 100% |
Topics — the 9 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
User interface design and tools › prototyping
rapid prototyping |
0.1 | 1 | 2010 | FrameWire: a tool for automatically extracting interaction logic from paper prototyping tests · CHI 2010 |
Usability and user experience research › security usability
authentication usability |
0.1 | 1 | 2009 | A comprehensive study of frequency, interference, and training of multiple graphical passwords · CHI 2009 |
Authentication and access control › knowledge-based authentication
graphical password |
0.1 | 1 | 2009 | A comprehensive study of frequency, interference, and training of multiple graphical passwords · CHI 2009 |
User interface design and tools
adaptive user interfaces |
0.1 | 1 | 2008 | Predictability and accuracy in adaptive user interfaces · CHI 2008 |
Collaborative and social computing › computer-supported cooperative work
distributed collaboration |
0.0 | 1 | 2003 | Two worlds apart: bridging the gap between physical and virtual media for distributed design collaboration · CHI 2003 |
Collaborative and social computing › co-located collaboration
face-to-face collaboration |
0.0 | 1 | 2003 | UbiTable: Impromptu Face-to-Face Collaboration on Horizontal Interactive Surfaces · UbiComp 2003 |
Personal fabrication and tangible interfaces
tangible interaction |
0.0 | 1 | 2003 | Two worlds apart: bridging the gap between physical and virtual media for distributed design collaboration · CHI 2003 |
Usability and user experience research › usability evaluation
usability testing |
0.0 | 1 | 2010 | FrameWire: a tool for automatically extracting interaction logic from paper prototyping tests · CHI 2010 |
Interaction techniques and input › surface computing
tabletop interaction |
0.0 | 1 | 2003 | UbiTable: Impromptu Face-to-Face Collaboration on Horizontal Interactive Surfaces · UbiComp 2003 |
Methods — techniques the papers use, named apart from their topics
controlled study · 0.3training study · 0.2computer vision · 0.1clustering · 0.1step count sharing · 0.1in situ pilot study · 0.1system design · 0.0informal evaluation · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | FrameWire: a tool for automatically extracting interaction logic from paper prototyping testsabstractPaper prototyping offers unique affordances for interface design. However, due to its spontaneous nature and the limitations of paper, it is difficult to distill and communicate a paper prototype design and its user test findings to a wide audience. To address these issues, we created FrameWire, a computer vision-based system that automatically extracts interaction flows from the video recording of paper prototype user tests. Based on the extracted logic, FrameWire offers two distinct benefits for designers: a structural view of the video recording that allows a designer or a stakeholder to easily distill and understand the design concept and user interaction behaviors, and automatic generation of interactive HTML-based prototypes that can be easily tested with a larger group of users as well as "walked through" by other stakeholders. The extraction is achieved by automatically aggregating video frame sequences into an interaction flow graph based on frame similarities and a designer-guided clustering process. The results of evaluating FrameWire with realistic paper prototyping tests show that our extraction approach is feasible and FrameWire is a promising tool for enhancing existing prototyping practice. Yang Li 0059, Katherine Everitt, Morgan Dixon, James A. Landay |
CHI | 3 |
| 2009 | A comprehensive study of frequency, interference, and training of multiple graphical passwordsabstractGraphical password systems have received significant attention as one potential solution to the need for more usable authentication, but nearly all prior work makes the unrealistic assumption of studying a single password. This paper presents the first study of multiple graphical passwords to systematically examine frequency of access to a graphical password, interference resulting from interleaving access to multiple graphical passwords, and patterns of access while training multiple graphical passwords. We find that all of these factors significantly impact the ease of authenticating using multiple facial graphical passwords. For example, participants who accessed four different graphical passwords per week were ten times more likely to completely fail to authenticate than participants who accessed a single password once per week. Our results underscore the need for more realistic evaluations of the use of multiple graphical passwords, have a number of implications for the adoption of graphical password systems, and provide a new basis for comparing proposed graphical password systems. Katherine Everitt, Tanya Bragin, James Fogarty, Tadayoshi Kohno |
CHI | 1 |
| 2008 | Predictability and accuracy in adaptive user interfacesabstractWhile proponents of adaptive user interfaces tout potential performance gains, critics argue that adaptation's unpredictability may disorient users, causing more harm than good. We present a study that examines the relative effects of predictability and accuracy on the usability of adaptive UIs. Our results show that increasing predictability and accuracy led to strongly improved satisfaction. Increasing accuracy also resulted in improved performance and higher utilization of the adaptive interface. Contrary to our expectations, improvement in accuracy had a stronger effect on performance, utilization and some satisfaction ratings than the improvement in predictability. Krzysztof Z. Gajos, Katherine Everitt, Desney S. Tan, Mary Czerwinski, Daniel S. Weld |
CHI | 2 |
| 2008 | Integrating Physical and Digital Interactions on Walls for Fluid Design CollaborationabstractWeb designers use pens, paper, walls, and tables for explaining, developing, and communicating ideas during the early phases of design. These practices inspired The Designers' Outpost. With Outpost, users collaboratively author Web site information architectures on an electronic whiteboard using physical media (sticky notes and images), structuring and annotating that information with electronic pens. This interaction is enabled by a touch-sensitive electronic whiteboard augmented with a computer vision system. The Designers' Outpost integrates wall-scale, paper-based design practices with novel electronic tools to better support collaboration during early-phase design. Our studies with professional designers showed this integration to be especially helpful for fluidly transitioning to other design tools, access and exploration of design history, and remote collaboration. Scott R. Klemmer, Katherine Everitt, James A. Landay |
Hum. Comput. Interact. | 2 |
| 2007 | Disambiguating speech commands using physical contextabstractSpeech has great potential as an input mechanism for ubiquitous computing. However, the current requirements necessary for accurate speech recognition, such as a quiet environment and a well-positioned and high-quality microphone, are unreasonable to expect in a realistic setting. In a physical environment, there is often contextual information which can be sensed and used to augment the speech signal. We investigated improving speech recognition rates for an electronic personal trainer using knowledge about what equipment was in use as context. We performed an experiment with participants speaking in an instrumented apartment environment and compared the recognition rates of a larger grammar with those of a smaller grammar that is determined by the context. Figure 1: We tagged gym objects with modified RFID tags to provide context to the speech recognizer. Categories and Subject Descriptors the device. Speech itself is commonly used and so requires little H.5.2 [User Interfaces]: Voice I/O additional training to use. However, current speech recognizers are often inaccurate in non-controlled conditions due to ambient General Terms Katherine Everitt, Susumu Harada, Jeff A. Bilmes, James A. Landay |
ICMI | 1 |
| 2007 | Conducting In Situ Evaluations for and With Ubiquitous Computing TechnologiesabstractTo evaluate ubiquitous computing technologies, which may be embedded in the environment, embedded in objects, worn, or carried by the user throughout everyday life, it is essential to use methods that accommodate the often unpredictable, real-world environments in which the technologies are used. This article discusses how we have adapted and applied traditional methods from psychology and human-computer interaction, such as Wizard of Oz and Experience Sampling, to be more amenable to the in situ evaluations of ubiquitous computing applications, particularly in the early stages of design. The way that ubiquitous computing technologies can facilitate the in situ collection of self-report data is also discussed. Although the focus is on ubiquitous computing applications and tools for their assessment, it is believed that the in situ evaluation tools that are proposed will be generally useful for field trials of other technology, applications, or formative studies that are concerned with collecting data in situ. Sunny Consolvo, Beverly L. Harrison, Ian E. Smith, Mike Y. Chen, Katherine Everitt, Jon Froehlich, James A. Landay |
Int. J. Hum. Comput. Interact. | 5 |
| 2006 | Design requirements for technologies that encourage physical activityabstractOverweight and obesity are a global epidemic, with over one billion overweight adults worldwide (300+ million of whom are obese). Obesity is linked to several serious health problems and medical conditions. Medical experts agree that physical activity is critical to maintaining fitness, reducing weight, and improving health, yet many people have difficulty increasing and maintaining physical activity in everyday life. Clinical studies have shown that health benefits can occur from simply increasing the number of steps one takes each day and that social support can motivate people to stay active. In this paper, we describe Houston, a prototype mobile phone application for encouraging activity by sharing step count with friends. We also present four design requirements for technologies that encourage physical activity that we derived from a three-week long in situ pilot study that was conducted with women who wanted to increase their physical activity. Sunny Consolvo, Katherine Everitt, Ian E. Smith, James A. Landay |
CHI | 2 |
| 2005 | DocuBits and Containers: Providing e-Document Micro-mobility in a Walk-Up Interactive Tabletop Environment
Katherine Everitt, Chia Shen, Kathy Ryall, Clifton Forlines |
INTERACT | 1 |
| 2005 | iDwidgets: Parameterizing Widgets by User Identity
Kathy Ryall, Alan Esenther, Katherine Everitt, Clifton Forlines, Meredith Ringel Morris, Chia Shen, Sam Shipman, Frédéric Vernier |
INTERACT | 3 |
| 2003 | Two worlds apart: bridging the gap between physical and virtual media for distributed design collaborationabstractA tension exists between designers' comfort with physical artifacts and the need for effective remote collaboration: physical objects live in one place. Previous research and technologies to support remote collaboration have focused on shared electronic media. Current technologies force distributed teams to choose between the physical tools they prefer and the electronic communication mechanisms available. We present Distributed Designers' Outpost, a remote collaboration system based on The Designers' Outpost, a collaborative web site design tool that employs physical Post-it notes as interaction primitives. We extended the system for synchronous remote collaboration and introduced two awareness mechanisms: transient ink input for gestures and a blue shadow of the remote collaborator for presence. We informally evaluated this system with six professional designers. Designers were excited by the prospect of physical remote collaboration but found some coordination challenges in the interaction with shared artifacts. Katherine Everitt, Scott R. Klemmer, Robert Lee, James A. Landay |
CHI | 1 |
| 2003 | UbiTable: Impromptu Face-to-Face Collaboration on Horizontal Interactive Surfaces
Chia Shen, Katherine Everitt, Kathy Ryall |
UbiComp | 2 |