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Jochen Rick

dblp:79/4579 · DBLP profile ↗
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14ranked-venue papers
7as first author
0since 2021 · last 2018
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 14 · 7 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 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
5 papers
Interaction techniques and input · 51% Collaborative and social computing · 35% Games and playful interaction · 6%

Topics — the 7 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
text entry
0.112010
Performance optimizations of virtual keyboards for stroke-based text entry on a touch-based tabletop · UIST 2010
Interaction techniques and input › text entry
virtual keyboard layout optimization
0.112010
Performance optimizations of virtual keyboards for stroke-based text entry on a touch-based tabletop · UIST 2010
Interaction techniques and input › surface computing
tabletop interaction
0.012010
Performance optimizations of virtual keyboards for stroke-based text entry on a touch-based tabletop · UIST 2010
Interaction techniques and input
touch interaction
0.012010
Performance optimizations of virtual keyboards for stroke-based text entry on a touch-based tabletop · UIST 2010
Personal fabrication and tangible interfaces › tabletop interfaces
tabletop tangible interface
0.012009
Fighting for control: children's embodied interactions when using physical and digital representations · CHI 2009
Collaborative and social computing
groupware
0.012000
Recognizing and supporting roles in CSCW · CSCW 2000
Collaborative and social computing › computer-supported cooperative work
asynchronous collaboration
0.012000
Recognizing and supporting roles in CSCW · CSCW 2000

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

video analysis · 0.3user study · 0.2fitts's law modeling · 0.1prototyping · 0.1long-term deployment study · 0.0
YearPublicationVenuePosition
2018 Evaluating the Efficiency and Effectiveness of Adaptive Parsons Problems
abstract
Practice is essential for learning. There is evidence that solving Parsons problems (putting mixed up code blocks in order) is a more efficient, but just as effective, form of practice than writing code from scratch. However, not all students successfully solve every Parsons problem. Making the problems adaptive, so that the difficulty changes based on the learner's performance, should keep the learner in Vygotsky's zone of proximal development and maximize learning gains. This paper reports on a study comparing the efficiency and effectiveness of learning from solving adaptive Parsons problems vs non-adaptive Parsons problem vs writing the equivalent code. The adaptive Parsons problems used both intra-problem and inter-problem adaptation. Intra-problem adaptation means that if the learner is struggling to solve the current problem, the problem can dynamically be made easier. Inter-problem adaptation means that the difficulty of the next problem is modified based on the learner's performance on the previous problem. This study provides evidence that solving intra-problem and inter-problem adaptive Parsons problems is a more efficient, but just as effective, form of practice as writing the equivalent code.
Barbara Ericson, James D. Foley, Jochen Rick
ICER3
2015 Innovations in interaction design & learning
abstract
Many new technologies for children focus on fostering learning. However, designers and researchers often come from disparate traditions that either stress innovative design methodologies (e.g. participatory design) or rigorous examination of learning (e.g., design-based research). This workshop brings together researchers who are actively engaged in, or interested in, weaving together these research fields to develop usable, engaging, and innovative technologies that are also deeply grounded in theories of learning. We invite participants to submit position papers describing their work in progress. The goals of the workshop will be to better articulate the unique issues that arise at the intersection of interaction design and learning design, and develop an agenda for a next wave of research that draws a clear link between methodologies in these fields. All topic areas related to design, learning, and children are welcome.
June Ahn, Tamara L. Clegg, Jason C. Yip 0001, Elizabeth M. Bonsignore, Jochen Rick
IDC5
2013 Pass the iPad: collaborative creating and sharing in family groups
abstract
The increasingly cross-generational use of personal technology portrays families each absorbed in individual devices. Tablets potentially support multi-user working but are currently used as personal devices primarily for consumption, or individual or web-based games. Could tablets support creative co-located groupwork in families and how does such creative work differ from the same task on paper? We designed and evaluated an app requiring individual and group co-creation in families. 262 family groups visiting a science fair played the collaborative drawing game on paper and iPads. Group creations were rated significantly more original and cohesive on iPads than paper. Detailed video analysis of seven family groups showed how tablets support embodiment and use of digital traces, and how the different media sustain individual and shared actions at different stages in the creative process. We sketch out implications for ownership and 'scrap computers': going beyond personally-owned devices and developing collaborative apps to support groupwork with tablets.
Nicola Yuill, Yvonne Rogers, Jochen Rick
CHI3
2012 Proportion: a tablet app for collaborative learning
abstract
Everyday computing technology is transitioning from PCs to more natural user interfaces. At the forefront of this trend are multi-touch tablets. Each year, tablets become more affordable, capable and widespread. Now is the time for research to shape how they will be used to support learning. In this paper, I introduce the Proportion tablet application as both a concrete vision of how tablets can be used to support co-located collaborative learning and as a research platform for investigating that possibility. I motivate the work, describe how the design has evolved and outline the questions this design-based research aims to address.
Jochen Rick
IDC1
2012 Proportion: Learning Proportional Reasoning Together
Jochen Rick, Alexander Bejan, Christina Roche, Armin Weinberger
EC-TEL1
2012 Developing, evaluating and deploying multi-touch systems
Shamus P. Smith, Elizabeth Burd, Jochen Rick
Int. J. Hum. Comput. Stud.3
2011 The design of t-vote: a tangible tabletop application supporting children's decision making
abstract
Children are not necessarily motivated to collaborate if no common ground can be found. In this paper, we present t-vote, a system supporting children's decision making. To encourage collaboration in a museum's context, we employ tangible pawns on a tabletop interface and implicitly script the decision making process of children. We describe the system design, our design process, and rationale.
Carrie McCrindle, Eva Hornecker, Andreas Lingnau, Jochen Rick
IDC4
2011 Beyond one-size-fits-all: how interactive tabletops support collaborative learning
abstract
Previous research has demonstrated the capacity of interactive table-tops to support co-located collaborative learning; however, these analyses have been at a coarse scale---focusing on general trends across conditions. In this paper, we offer a complimentary perspective by focusing on specific group dynamics. We detail three cases of dyads using the DigiTile application to work on fraction challenges. While all pairs perform well, their group dynamics are distinctive; as a consequence, the benefits of working together and the benefits of using an interactive tabletop are different for each pair. Thus, we demonstrate that one size does not fit all when characterizing how interactive tabletops support collaborative learning.
Jochen Rick, Paul Marshall, Nicola Yuill
IDC1
2010 Quadratic: manipulating algebraic expressions on an interactive tabletop
abstract
This paper introduces Quadratic---a virtual manipulative for two people to explore algebraic expressions on an interactive tabletop. Users assemble rectangles out of fundamental components: 1, x, and x2. As the area of a rectangle is both the product of its sides and the sum of its components, users can explore how the product of two linear expressions (the rectangle's sides) equals a quadratic equation (the rectangle's area). This virtual manipulative adds several important features to the previously existing physical manipulative: 1) negative pieces; 2) multiple palettes; 3) multiple linked representations between the visual elements, the equivalent algebraic expression, and the graph of that expression; 4) the ability to provide feedback on posed challenges.
Jochen Rick
IDC1
2010 Lo-fi prototyping to design interactive-tabletop applications for children
abstract
Interactive tabletops are an exiting new platform for supporting children's collaboration. With design guidelines and standardized interaction principles still immature, there is a considerable need for iterative prototyping to define the task and interface. Lo-fi prototypes---using cardboard, paper, etc.---are easy to develop, flexible to adjust during design sessions, and intuitive for users to manipulate. Using them can be a valuable step in designing tabletop applications.
Jochen Rick, Phyllis Francois, Bob Fields, Rowanne Fleck, Nicola Yuill, Amanda Carr
IDC1
2010 Performance optimizations of virtual keyboards for stroke-based text entry on a touch-based tabletop
abstract
Efficiently entering text on interactive surfaces, such as touch-based tabletops, is an important concern. One novel solution is shape writing - the user strokes through all the letters in the word on a virtual keyboard without lifting his or her finger. While this technique can be used with any keyboard layout, the layout does impact the expected performance. In this paper, I investigate the influence of keyboard layout on expert text-entry performance for stroke-based text entry. Based on empirical data, I create a model of stroking through a series of points based on Fitts's law. I then use that model to evaluate various keyboard layouts for both tapping and stroking input. While the stroke-based technique seems promising by itself (i.e., there is a predicted gain of 17.3% for a Qwerty layout), significant additional gains can be made by using a more-suitable keyboard layout (e.g., the OPTI II layout is predicted to be 29.5% faster than Qwerty).
Jochen Rick
UIST1
2009 Children designing together on a multi-touch tabletop: an analysis of spatial orientation and user interactions
abstract
Applications running on multi-touch tabletops are beginning to be developed to enable children to collaborate on a variety of activities, from photo sharing to playing games. However, little is know as to how children work together on such interactive surfaces. We present a study that investigated groups of children's use of a multitouch tabletop for a shared-space design task, requiring reasoning and compromise. The OurSpace application was designed to allow children to arrange the desks in their classroom and allocate students to seats around those desks. A number of findings are reported, including a comparison of single versus multiple touch, equity of participation, and an analysis of how a child's tabletop position affects where he or she touches. A main finding was that children used all of the tabletop surface, but took more responsibility for the parts of the design closer to their relative position.
Jochen Rick, Amanda Carr, Paul Marshall, Rowanne Fleck, Nicola Yuill, Yvonne Rogers
IDC1
2009 Fighting for control: children's embodied interactions when using physical and digital representations
abstract
Tabletop and tangible interfaces are often described in terms of their support for shared access to digital resources. However, it is not always the case that collaborators want to share and help one another. In this paper we detail a video-analysis of a series of prototyping sessions with children who used both cardboard objects and an interactive tabletop surface. We show how the material qualities of the digital interface and physical objects affect the kinds of bodily strategies adopted by children to stop others from accessing them. We discuss how children fight for and maintain control of physical versus digital objects in terms of embodied interaction and what this means when designing collaborative applications for shareable interfaces.
Paul Marshall, Rowanne Fleck, Amanda Carr, Jochen Rick, Eva Hornecker, Yvonne Rogers, Nicola Yuill, Nicholas Sheep Dalton
CHI4
2000 Recognizing and supporting roles in CSCW
abstract
In this paper, we describe our experience with the long-term, widespread use of CoWeb, an asynchronous collaborative tool that is mostly used to complement existing face-to-face groups (such as classes). The CoWeb is an openended tool that does not enforce or explicitly support specific roles or usage, yet several well-defined uses and roles have emerged over time. In our design methodology, we recognize these roles and refine our collaboration environment to better support them.
Mark Guzdial, Jochen Rick, Bolot Kerimbaev
CSCW2