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» Interaction design patterns for computers in sociable use
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CHI
2005
ACM
16 years 7 months ago
Maximizing the guessability of symbolic input
Guessability is essential for symbolic input, in which users enter gestures or keywords to indicate characters or commands, or rely on labels or icons to access features. We prese...
Jacob O. Wobbrock, Htet Htet Aung, Brandon Rothroc...
CHI
2003
ACM
16 years 7 months ago
Where do helpers look?: gaze targets during collaborative physical tasks
This study used eye-tracking technology to assess where helpers look as they are providing assistance to a worker during collaborative physical tasks. Gaze direction was coded int...
Susan R. Fussell, Leslie D. Setlock, Elizabeth M. ...
CHI
2003
ACM
16 years 7 months ago
Dating example for information architecture
This paper provides the documented explanations of our submitted poster to CHI 2003 about the process of Information Architecture (IA). The general theme of CHI 2003 was to delive...
Ray Henderson, TaRan Wilson, Miyuki Shimbo
MHCI
2009
Springer
16 years 1 months ago
Kartta: extracting landmarks near personalized points-of-interest from user generated content
Most mobile navigation systems focus on answering the question, “I know where I want to go, now can you show me exactly how to get there?” While this approach works well for m...
Arttu Perttula, Scott Carter, Laurent Denoue
CHI
2010
ACM
16 years 1 days ago
Manual deskterity: an exploration of simultaneous pen + touch direct input
Manual Deskterity is a prototype digital drafting table that supports both pen and touch input. We explore a division of labor between pen and touch that flows from natural human ...
Ken Hinckley, Koji Yatani, Michel Pahud, Nicole Co...