TY - BOOK AU - Carroll,John M. TI - Human-computer interaction in the new millennium SN - 0201704471 U1 - 004.019 PY - 2002/// CY - New York PB - Addison-Wesley KW - Human-computer interaction N1 - Includes bibliographical references and index; PART I MODELS, THEORIES, AND FRAMEWORKS CHAPTER 1 On the Effective Use and Reuse of HCI Knowledge Alistair Sutcliffe 1.1 Introduction 1.2 Theories and Cognitive Models 1.3 Claims, Products, and Artifacts 1.4 Generalizing Claims and Reusing HCI Knowledge 1.5 Conclusions CHAPTER 2 Macrotheory for Systems of Interactors Philip Barnard, Jon May, David Duke, and David Duce 2.1 Theory Development in a Boundless Domain 2.2 Systems of Interactors, Macrotheory, Microtheory, and Layered Explanation 2.3 Macrotheory and Interaction 2.4 Capturing Significant Variation in Interaction Trajectories 2.5 Realizing Coherent Type 1 Theories of Interaction 2.6 Extension to Higher Order Systems of Interaction 2.7 Conclusion CHAPTER 3 Design In the MoRAS George W. Furnas 3.1 Introduction: ++HCI and the MoRAS 3.2 The MoRAS 3.3 Illustrating the Consequences 3.3.1 Blindness from Ignoring the MoRAS 3.3.2 Design Opportunities from Considering the MoRAS 3.3.3 New Problems Addressed—Needs and Wants 3.4 The MoRAS and ++HCI Design 3.5 Future Directions CHAPTER 4 Distributed Cognition: Toward a New Foundation for Human-Computer Interaction Research James Hollan, Edwin Hutchins, and David Kirsh 4.1 Introduction 4.2 A Distributed Cognition Approach 4.2.1 Socially Distributed Cognition 4.2.2 Embodied Cognition 4.2.3 Culture and Cognition 4.2.4 Ethnography of Distributed Cognitive Systems 4.3 An Integrated Framework for Research 4.3.1 Ship Navigation 4.3.2 Airline Cockpit Automation 4.3.3 Beyond Direct Manipulation 4.3.4 History-Enriched Digital Objects 4.3.5 PAD++: Zoomable Multiscale Interfaces 4.3.6 Intelligent Use of Space 4.4 Conclusions and Future Directions PART II USABILITY ENGINEERING METHODS AND CONCEPTS CHAPTER 5 The Strategic Use of Complex Computer Systems Suresh K. Bhavnani and Bonnie E. John 5.1 Introduction 5.2 Strategies in the Intermediate Layers of Knowledge 5.2.1 Strategies That Exploit the Iterative Power of Computers 5.2.2 Acquiring Strategies in the Intermediate Layers of Knowledge 5.2.3 Generality of Strategies in the Intermediate Layers of Knowledge 5.3 Evidence for the Effects of Aggregation Strategies on Performance 5.3.1 The Panel Clean-up Task 5.3.2 How LI Performed the Panel Clean-up Task 5.3.3 Cognitive Analysis of the Panel Clean-up Task 5.3.4 Inefficient Use Reported in Other Studies 5.4 Possible Explanations for Inefficient Computer Usage 5.4.1 Efficient Strategies Not Known 5.4.2 Efficient Strategies Known But Not Used 5.4.3 Discussion of Possible Explanations of Inefficient Computer Usage 5.5 General Computer Strategies beyond Aggregation 5.5.1 Propagation Strategies 5.5.2 Organization Strategies 5.5.3 Visualization Strategies 5.6 Summary and Future Research CHAPTER 6 User Interface Evaluation: How Cognitive Models Can Help Frank E. Ritter, Gordon D. Baxter, Gary Jones, and Richard M. Young 6.1 The Synergy between Cognitive Modeling and HCI 6.1.1 The Advantages for HCI 6.1.2 The Advantages for Models 6.2 A Route to Supporting Models as Users 6.2.1 The Artifacts of the Cognitive Modeling Process 6.2.2 The Role of User Interface Management Systems 6.2.3 Cognitive Model Interface Management Systems 6.2.4 A Functional Model Eye and Hand 6.3 Example Cognitive Models That Perform Interactive Tasks 6.3.1 A Simplified Air Traffic Control Model 6.3.2 Tower of Nottingham Model 6.3.3 Electronic Warfare Task Model 6.3.4 Related Systems 6.3.5 Limitations of This Approach 6.4 Cognitive Models as Users in the New Millennium 6.4.1 Implications for Models 6.4.2 Implications for Interfaces CHAPTER 7 HCI in the Global Knowledge-Based Economy: Designing to Support Worker Adaptation KimJ. Vicente 7.1 Introduction 7.2 Case Study: Hedge Funds in August 1998 7.2.1 What Are Hedge Funds? 7.2.2 What Happened? 7.2.3 Why Did It Happen? 7.2.4 Generalizing the Lessons Learned 7.3 The Global Knowledge-Based Economy and the Demand for Adaptation 7.3.1 The Global Knowledge-Based Economy 7.3.2 The Future Demand for Adaptation 7.3.3 The Relationship between Adaptation and Learning 7.3.4 How Much Have Things Changed? 7.4 Cognitive Work Analysis: A Potential Programmatic Approach 7.4.1 A Constraint-Based Approach 7.4.2 Five Layers of Constraint 7.4.3 Modeling Tools and Design Implications 7.5 The Future: What Can We Be Sure Of? CHAPTER 8 A Reference Task Agenda for HCI Steve Whittaker, Loren Terveen, and Bonnie A. Nardi 8.1 The Problems with HCI as Radical Invention 8.1.1 Radical Invention Is Not Always Effective 8.1.2 What We Don't Know: Requirements, Metrics, and Uses of Everyday Technologies 8.1.3 How We Don't Know It: The Dissemination Problem 8.2 The Reference Task Solution 8.2.1 Reference Tasks In Other Disciplines 8.3 Reference Tasks In HCI 8.3.1 Lessons from DARPA and TREC 8.4 How to Define a Reference Task 8.5 An Example Reference Task: Browsing and Retrieval In Speech Archives 8.5.1 Selecting and Specifying Reference Tasks In the Domain of Speech Archives 8.5.2 Defining Metrics 8.5.3 Task-Oriented Evaluation of a Speech Browsing System 8.5.4 General Issues Arising from Reference Task-Based Evaluation 8.6 Conclusions CHAPTER 9 The Maturation of HCI: Moving beyond Usability toward Holistic Interaction Ken Maxwell 9.1 Introduction 9.2 Present Levels of HCI Maturity 9.2.1 Level 1 HCI: Basic Usability 9.2.2 Level 2 HCI: Collaborative, Organizational, and Role-Based Interaction 9.3 Future HCI: Level 3: Individualized and Holistic Interaction 9.3.1 The Future Computing Environment 9.3.2 Individualized and Holistic Interaction Design 9.3.3 Moving toward Holistic Interaction 9.4 Summary and Conclusions PART III USER INTERFACE SOFTWARE AND TOOLS CHAPTER 10 Past, Present, and Future of User Interface Software Tools Brad Myers, Scott E. Hudson, and Randy Pausch 10.1 Introduction 10.2 Historical Perspective 10.2.1 Themes in Evaluating Tools 10.2.2 What Worked 10.2.3 Promising Approaches That Have Not Caught On 10.3 Future Prospects and Visions 10.3.1 Computers Becoming a Commodity 10.3.2 Ubiquitous Computing 10.3.3 Recognition-Based User Interfaces 10.3.4 Three-Dimensional Technologies 10.3.5 End-User Programminq, Customization, and Scripting 10.3.6 Further Issues for Future Tools 10.4 Operating System Issues 10.5 Conclusions CHAPTER 11 Creating Creativity: User Interfaces for Supporting Innovation Ben Shneiderman 11.1 Introduction 11.2 Three Perspectives on Creativity 11.3 Levels of Creativity 11.4 Genex: A Four-Phase Framework for Generating Excellence 11.5 Integrating Creative Activities 11.5.1 Searching and Browsing Digital Libraries 11.5.2 Consulting with Peers and Mentors 11.5.3 Visualizing Data and Processes 11.5.4 Thinking by Free Associations 11.5.5 Exploring Solutions—"What If" Tools 11.5.6 Composing Artifacts and Performances 11.5.7 Reviewing and Replaying Session Histories 11.5.8 Disseminating Results 11.6 Architectural Scenario 11.7 Conclusion CHAPTER 12 Interaction Spaces for Twenty-First-Century Computing Terry Winograd 12.1 Introduction 12.1.1 Scenario 12.2 Architecture Models 12.2.1 Decoupling Devices from Programs 12.2.2 Decoupling Devices from Phenomena 12.3 Robust Dynamic Configuration and Communication 12.4 Context-Based Interpretation 12.5 Action and Perception 12.5.1 Examples 12.6 Research Issues 12.6.1 Person-Centered Interaction 12.6.2 Dealing Efficiently with Incomplete and Unreliable Information 12.6.3 Variable Quality Guaranteed Response Rate 12.6.4 Multiperson, Multidevice. Interaction Modes 12.6.5 Standard Models 12.7 Conclusion PART IV GROUPWARE AND COOPERATIVE ACTIVITY CHAPTER 13 Computer-Mediated Communications for Group Support: Past and Future Murray Turoff, Starr Roxanne Hiltz, Jerry Fjermestad, Michael Bieber, and Brian Whitworth 13.1 Introduction 13.2 Early Roots and Insights 13.2.1 Quantitative Communication Structures 13.2.2 Content-Based Communication 13.2.3 Indirect Communication 13.2.4 Roles 13.2.5 Notifications 13.3 Tailoring Communications 13.3.1 Next Generation Systems 13.4 Discourse Structures 13.5 Collective Intelligence 13.5.1 Collaborative Model Building 13.5.2 Consistency Problems 13.5.3 Arrow's Paradox 13.6 Multimedia Communication Systems 13.6.1 Multi-Mode Experiments 13.6.2 Graphics and Collaborative Model Building 13.6.3 Virtual Reality 13.6.4 Pervasive/Mobile CMC Systems 13.7 Conclusion CHAPTER 14 The Intellectual Challenge of CSCW: The Gap between Social Requirements and Technical Feasibility Mark S. Ackerman 14.1 Introduction 14.2 A Biased Summary of CSCW Findings 14.3 The Social-Technical Gap in Action 14.3.1 Technical Research in CSCW 14.3.2 Arguments against the Significance of the Gap 14.4 What to Do? 14.4.1 A Return to Simon: The Science of CSCW 14.4.2 Palliatives: Ideological, Political, and Educational 14.4.3 Beginning Systematic Exploration: First-Order Approximations 14.4.4 Toward Making CSCW into a Science of the Artificial 14.5 Conclusion CHAPTER 15 Social Translucence: Designing Systems That Support Social Processes Thomas Erickson and Wendy A. Kellogg 15.1 Introduction 15.2 Foundations: Social Translucence 15.2.1 Visibility, Awareness, and Accountability 15.2.2 Translucence: Visibility and Privacy 15.3 Application Domain: Knowledge Management 15.3.1 Knowledge Management as a Social Phenomenon 15.3.2 From Knowledge Management to Knowledge Communities 15.3.3 Conversation: Knowledge Work Made Visible 15.3.4 The Vision: Conversationally Based Knowledge Communities 15.4 Implementation: Social Translucence in Digital Systems 15.4.1 Making Activity Visible 15.4.2 Abstract Representations of Social Information: The Babble Prototype 15.5 Some Research Issues 15.5.1 Social Proxies: What Should Be Represented? 15.5.2 Supporting Coherent Activity 15.5.3 Visualizing Conversation 15.5.4 Restructuring Conversation 15.5.5 Organizational Knowledge Spaces 15.6 Conclusion CHAPTER 16 Transcending the Individual Human Mind: Creating Shared Understanding through Collaborative Design Ernesto G. Arias, Hal Eden, Gerhard Fischer, Andrew Gorman, and Eric Scharff 16.1 Introduction 16.2 Challenging Problems for the Future of Human-Computer Interaction 16.2.1 Transcending the Individual Human Mind 16.2.2 Exploiting the Symmetry of Ignorance 16.2.3 Recognizing the Need for Externalizations in Collaborative Design 16.2.4 Supporting New Forms of Civic Discourse: From Access to Informed Participation 16.2.5 Moving beyond Closed Systems 16.2.6 Understanding Motivation and Rewards 16.2.7 Summary of Challenging Problems for the Future of Human-Computer Interaction 16.3 The Envisionment and Discovery Collaboratory (EDC) 16.3.1 A Scenario: Creating Shared Understanding through Collaborative Design 16.3.2 The Conceptual Principles behind the EDC 16.3.3 The Integration of Action and Reflection 16.3.4 The EDC as an Open System 16.4 Assessment 16.4.1 Integrating Assessment with Design and Practice 16.4.2 Assessment through Participatory Design 16.4.3 Assessment of Open Systems and Emerging Applications 16.4.4 Assessment of the Effectiveness of Interaction Techniques 16.5 Future Work 16.5.1 Assessment of Support for the Creation of Shared Understanding 16.5.2 Use of the EDC in Actual Work Situations 16.5.3 Beyond Binary Choices 16.6 Conclusion CHAPTER 17 The Development of Cooperation: Five Years of Participatory Design in the Virtual School John M. Carroll, George Chin, Mary Beth Rosson, and Dennis C. Neale 17.1 Introduction 17.2 Stages of Cooperative Engagement 17.3 The Practitioner-Informant 17.4 The Analyst 17.5 The Designer 17.6 The Coach 17.7 Transitions between Stages 17.8 Conclusion CHAPTER 18 Distance Matters Gary M. Olson and Judith S. Olson 18.1 Introduction 18.2 Collocated Work Today 18.3 Remote Work Today 18.3.1 Successes 18.3.3 Failures 18.4 The Findings Integrated; Four Concepts 18.4.1 Common Ground—A Characteristic of the Players 18.4.2 Coupling in Work—A Characteristic of the Work Itself 18.4.3 Collaboration Readiness 18.4.4 Technology Readiness 18.5 Distance Work in the New Millennium 18.5.1 Common Ground, Context, and Trust 18.5.2 Different Time Zones 18.5.3 Culture 18.5.4 Interactions among These Factors and with Technology 18.6 Conclusion PART V MEDIA AND INFORMATION CHAPTER 19 Designing the User Interface for Multimodal Speech and Pen-Based Gesture Applications: State-of-the-Art Systems and Future Research Directions Sharon Oviatt, Phil Cohen, Lizhong Wu, John Vergo, Lisbeth Duncan, Bernhard Suhm, Josh Bers, Thomas Holzman, Terry Winograd, James Landay, Jim Larson, and David Ferro 19.1 Introduction to Multimodal Speech and Gesture Interfaces 19.2 Advantages and Optimal Uses of Multimodal Interface Design 19.3 Architectural Approaches to Multimodal Integration and Systems 19.3.1 Introduction to Multimodal Architectural Requirements 19.3.2 Multi-Agent Architectures and Multimodal Processing Flow 19.3.3 Frame-Based and Unification-Based Multimodal Integration 19.3.4 New Hybrid Architectures: An Illustration 19.4 Diversity of Emerging Speech and Gesture Applications 19.4.1 OGI's QuickSet System 19.4.2 IBM's Human-Centric Word Processor 19.4.3 Boeing's Virtual Reality Aircraft Maintenance Training Prototype 19.4.4 NCR's Field Medic Information System 19.4.5 Limitations of Current Speech and Gesture Multimodal Systems 19.5 Future Research Directions for Multimodal Interfaces 19.5.1 New Multimodal Interface Concepts 19.5.2 Error Handling Techniques 19.5.3 Adaptive Multimodal Architectures 19.5.4 Multimodal Research Infrastructure 19.6 Conclusion CHAPTER 20 Technologies of Information: HCI and the Digital Library Andrew Dillon 20.1 Introduction 20.2 Antecedents of Digital Libraries: The Ideas and the Evidence 20.2.1 The Major Thinkers 20.2.2 HCI Enters the Digital Library 20.3 HCI Research: From Enabling to Envisioning 20.3.1 Stage 1—Interface Design and the Methodological Tradition 20.3.2 Stage 2—Modeling Interaction: The Theoretical Tradition 20.3.3 Stage 3—Beyond Usability: Enhancement and the Design of Augmenting Technologies 20.4 Problems with HQ's Role in Digital Library Design 20.4.1 Do We Really Know Our Users? 20.4.2 Variables in HQ Research and Measurement 20.5 Extending HQ's Remit with DLs 20.5.1 The Multimedia Mix and Match 20.5.2 Digital Genres and the Perception of Information Shape 20.5.3 Learning, Education, and Instruction 20.5.4 "Intelligent" IR 20.5.5 Ubiquity (or "We Want Information Where We Are") 20.6 Conclusion CHAPTER 21 Interfaces That Give and Take Advice Henry Lieberman 21.1 Introduction: Advance-Based Interfaces 21.1.1 Agents and Advice 21.2 Examples of Advice in Interfaces 21.2.1 Letizia: A Web Browser That Gives Advice 21.2.2 Mondrian: A Graphical Editor That Takes Advice 21.3 Advice-Based Interfaces in Al and HQ 21.3.1 More Flexible Planning and Reasoning 21.3.2 Resource-Limited Reasoning 21.3.3 Anytime Algorithms 21.3.4 Critics 21.3.5 Programming by Example 21.3.6 Context-Sensitivity 21.4 The Future of Advice-Oriented Interfaces 21.4.1 Internet Applications 21.4.2 Physically Based Interfaces 21.4.3 Speech, Natural Language, and Gesture Interfaces 21.4.4 Advice and the Design of Visual Communication 21.4.5 Advice as a Tool for Helping People Learn 21.5 Conclusion CHAPTER 22 Beyond Recommender Systems: Helping People Help Each Other Loren Terveen snd Will Hill 22.1 Introduction 22.2 Recommendation: Examples and Concepts 22.3 A Model of the Recommendation Process 22.3.1 Issues for Computational Recommender Systems 22.3.2 Major Types of Recommender Systems 22.4 Content-Based Recommenders 22.5 Recommendation Support Systems 22.6 Social Data Mining 22.7 Collaborative Filtering 22.8 Current Challenges and New Opportunities 22.8.1 Forming and Supporting Communities of Interest 22.8.2 Combining Multiple Types of Information to Compute Recommendations 22.9 Conclusion PART VI INTEGRATING COMPUTATION AND REAL ENVIRONMENTS CHAPTER 23 Charting Past, Present, and Future Research in Ubiquitous Computing Gregory D. Abowd and Elizabeth D. Mynatt 23.1 Introduction 23.1.1 Overview 23.2 Computing with Natural Interfaces 23.2.1 First-Class Natural Data Types 23.2.2 Error-Prone Interaction for Recognition-Based Interaction 23.3 Context-Aware Computing 23.3.1 What Is Context? 23.3.2 Representations of Context 23.3.3 The Ubiquity of Context Sensing— Context Fusion 23.3.4 Coupling Context-Aware and Natural Interaction— Augmented Reality 23.4 Automated Capture and Access to Live Experiences 23.4.1 Challenges in Capture and Access 23.5 Toward Everyday Computing 23.5.1 Research Directions in Everyday Computing 23.6 Additional Challenges for Ubicomp 23.6.1 Evaluating Ubicomp Systems 23.6.2 Social Issues for Ubiquitous Computing 23.7 Conclusion CHAPTER 24 Situated Computing: The Next Frontier for HCI Research Kevin L Mills and Jean Scholtz 24.1 Introduction 24.2 Grand Challenge #1: Emancipating Information 24.2.1 Moving Information to People 24.2.2 Removing the Tyranny of an Interface per Application per Device 1 24.2.3 Information Interaction: Making It Real Again 24.3 Grand Challenge #2: Clueing in Those Clueless Computers 24.3.1 Adapting Information Delivery Using Knowledge of People, Places, and Devices 24.3.2 Solving Three Hard Problems 24.4 Conclusion CHAPTER 25 Roomware: Toward the Next Generation of Human-Computer Interaction Based on an Integrated Design of Real and Virtual Worlds NorbertA. Streitz, Peter Tandler, Christian Muller-Tomfelde, and Shin'ichi Konomi 25.1 Introduction 25.1.1 CSW 25.1.2 Ubiquitous Computing 25.1.3 Augmented Reality 25.1.4 Architecture 25.2 Three Points of Departure ' 25.2.1 Information Technology; From the Desktop to the Invisible Computer 25.2.2 Organization: New Work Practices and Team Work 25.2.3 Architecture: The New Role and Structure of Office Buildings 25.3 Related Work 25.4 Design Perspectives for the Workspaces of the Future 25.5 Cooperative Buildings 25.6 Requirements from Creative Teams 25.7 Roomware® Components 25.7.1 The i-LAND Environment 25.7.2 TheDynaWall® 25.7.3 The CommChairs® 25.7.4 The InteracTable® 25.7.5 The ConnecTable® 25.7.6 The Passage Mechanism 25.8 Network Infrastructure 25.9 The Beach Software: Supporting Creativity 25.10 Conclusion CHAPTER 26 Emerging Frameworks for Tangible User Interfaces Brygg Ullmer and Hiroshi Ishii 26.1 Introduction 26.2 A First Example: Urp 26.3 Tangible User Interfaces 26.4 Interaction Model 26.5 Key Characteristics 26.6 Example Two: mediaBlocks 26.7 Terminology 26.8 Coupling Objects with Digital Information 26.8.1 Kinds of Digital Bindings 26.8.2 Methods of Coupling Objects with Information 26.8.3 Approaches to Physical Representation 26.8.4 Technical Realization of Physical/Digital Bindings 26.9 Interpreting Systems of Objects 26.9.1 Spatial Systems 26.9.2 Relational Systems 26.9.3 Constructive Systems 26.9.4 Mixed Constructive/Relational Systems 26.10 Application Domains 26.11 Related Areas 26.11.1 Broad Context 26.11.2 HCI Context 26.12 Conclusion PART VII HCI AND SOCIETY CHAPTER 27 Learner-Centered Design: Reflections and New Directions Chris Quintana, Andrew Carra, Joseph Krajclk, and Elliot Soloway 27.1 Introduction 27.2 An Overview of Learner-Centered Design 27.2.1 Audience: Who Are "Learners"? 27.2.2 LCD Problem: The Conceptual Gap betwden Learner and Work ( 27.2.3 Bridging the Learner-Centered Conceptual Gap: Designing for Learners 27.3 Open Issues In Designing Learner-Centered Tools 27.3.1 Issues in Learner-Centered Work and Task Analysis 27.3.2 Issues in Learner-Centered Requirements Specification 27.3.3 Issues in Learner-Centered Software Design 27.3.4 Issues in Learner-Centered Software Evaluation 27.4 Conclusion CHAPTER 28 HCI Meets the "Real World": Designing Technologies for Civic Sector Use Doug Schuler 28.1 Introduction: A "Network Society" 28.2 Support for the Community 28.3 Community Networks 28.4 The Seattle Community Network- A Whirlwind Tour 28.5 Opportunities and Ideas 28.6 How Can HCI Research Get Transferred to the Community? 28.7 Challenges for HCI 28.8 Discussion 28.9 Conclusion CHAPTER 29 Beyond Bowling Together: SocloTechnlcal Capital Paul Resnick 29.1 Introduction 29.1.1 The Civic Challenge 29.2 How Social Capital Works 29.3 The Anatomy of Social Capital 29.4 SocioTechnical Capital Opportunities 29.4.1 Removing Barriers to Interaction 29.4.2 Expanding Interaction Networks 29.4.3 Restricting Information Flows 29.4.4 Managing Dependencies 29.4.5 Maintaining History 29.4.6 Naming 29.4.7 Summary 29.5 Examples of New SocioTechnica! Relations 29.5.1 Enhanced Group Self-Awareness 29.5.2 Brief Interactions 29.5.3 Maintaining Ties While Spending Less Time 29.5.4 Support for Large Groups 29.5.5 Introducer Systems; Just-in-Time Social Ties 29.6 Research Agenda 29.6.1 Measurement of SocioTechnical Capital 29.6.2 Case Studies of New SocioTechnical Relations 29.6.3 Codification of the Opportunity Space and Determining Which Features Are Productive 29.7 Conclusionv ER -