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User-defined gestures for surface computing
TLDR
The findings indicate that users rarely care about the number of fingers they employ, that one hand is preferred to two, that desktop idioms strongly influence users' mental models, and that some commands elicit little gestural agreement, suggesting the need for on-screen widgets. Expand
The aligned rank transform for nonparametric factorial analyses using only anova procedures
TLDR
This work presents the Aligned Rank Transform (ART) for nonparametric factorial data analysis in HCI, and re-examination of some published HCI results exhibits advantages of the ART. Expand
Gestures without libraries, toolkits or training: a $1 recognizer for user interface prototypes
TLDR
This work presents a "$1 recognizer" that is easy, cheap, and usable almost anywhere in about 100 lines of code, and discusses the effect that the number of templates or training examples has on recognition, the score falloff along recognizers' N-best lists, and results for individual gestures. Expand
EdgeWrite: a stylus-based text entry method designed for high accuracy and stability of motion
TLDR
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. Expand
Maximizing the guessability of symbolic input
TLDR
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. Expand
Formalizing Agreement Analysis for Elicitation Studies: New Measures, Significance Test, and Toolkit
TLDR
This work addresses in this work the process of agreement rate analysis for characterizing the level of consensus between participants' proposals elicited during guessability studies, and delivers a toolkit to assist practitioners to compute agreement, disagreement, and coagreement rates. Expand
In the shadow of misperception: assistive technology use and social interactions
TLDR
An interview study of 20 individuals found that specific assistive devices sometimes marked their users as having disabilities; that functional access took priority over feeling self-conscious when using assistive technologies; and that two misperceptions pervaded assistive technology use. Expand
Ability-Based Design: Concept, Principles and Examples
TLDR
This work presents ability-based design, a refinement to accessible computing that consists of focusing on ability throughout the design process in an effort to create systems that leverage the full range of human potential. Expand
Slide rule: making mobile touch screens accessible to blind people using multi-touch interaction techniques
TLDR
Slide Rule is introduced, a set of audio-based multi-touch interaction techniques that enable blind users to access touch screen applications and shows that Slide Rule was significantly faster than the button-based system, and was preferred by 7 of 10 users. Expand
Freedom to roam: a study of mobile device adoption and accessibility for people with visual and motor disabilities
TLDR
This formative study examines how people with visual and motor disabilities select, adapt, and use mobile devices in their daily lives, and provides guidelines for more accessible and empowering mobile device design. Expand
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