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Watch what I do: programming by demonstration
Part 1 Systems: Pygmalion tinker a predictive calculator rehearsal world smallStar peridot metamouse TELS eager garnet the Turvy experience chimera the geometer's sketchpad tourmaline a history-based
An Exploratory Study of How Developers Seek, Relate, and Collect Relevant Information during Software Maintenance Tasks
A study was performed in which developers were given an unfamiliar program and asked to work on two debugging tasks and three enhancement tasks for 70 minutes, suggesting a new model of program understanding grounded in theories of information foraging.
Past, present, and future of user interface software tools
This article considers cases of both success and failure in past user interface tools, and extracts a set of themes which can serve as lessons for future work.
Interactive sketching for the early stages of user interface design
An interactive tool that allows designers to quickly sketch an interface using an electronic pad and stylus and can transform the sketch into a complete, finished interface in a specified look-and-feel.
Maximizing the guessability of symbolic input
This approach can be used by anyone wishing to design a symbol set with high guessability, or to evaluate the guessability of an existing symbol set, and formulae for quantifying guessability and agreement among guesses are presented.
The state of the art in end-user software engineering
This article summarizes and classifies research on end-user software engineering activities, defining the area of End-User Software Engineering (EUSE) and related terminology, and addresses several crosscutting issues in the design of EUSE tools.
EdgeWrite: a stylus-based text entry method designed for high accuracy and stability of motion
A study of able-bodied users showed subjects with no prior experience were 18% more accurate during text entry with Edge Write than with Graffiti, with no significant difference in speed.
Six Learning Barriers in End-User Programming Systems
A study of beginning programmers learning Visual Basic.NET identified six types of barriers, which inspire a new metaphor of computation, which provides a more learner-centric view of programming system design.
Designing the whyline: a debugging interface for asking questions about program behavior
The Whyline is a prototype Interrogative Debugging interface for the Alice programming environment that visualizes answers in terms of runtime events directly relevant to a programmer's question.
Sketching Interfaces: Toward More Human Interface Design
Researchers at University of California, Berkeley and Carnegie Mellon University have designed, implemented, and evaluated SILK (Sketching Interfaces Like Krazy), an informal sketching tool that