Modern mobile phones can store a large amount of data, such as contacts, applications and music. However, it is difficult to access specific data items via existing mobile user interfaces. In this paper, we present Gesture Search, a tool that allows a user to quickly access various data items on a mobile phone by drawing gestures on its touch screen. Gesture Search contributes a unique way of combining gesture-based interaction and search for fast mobile data access. It also demonstrates a novel approach for coupling gestures with standard GUI interaction. A real world deployment with mobile
In this paper, we propose Objects, Containers, Gestures, and Manipulations (OCGM, pronounced like Occam’s Razor) as universal foundational metaphors of Natural User Interfaces. We compare OCGM to existing paradigms using SRK behavior classification and early childhood cognitive development, and justify the “universal” and “foundational” descriptors based upon cognitive linguistics and universal grammar. If adopted, OCGM would significantly improve the conceptual understanding of NUIs by developers and designers and ultimately result in better NUI applications.
Proton is a novel framework that addresses both of these problems. Using Proton, the application developer declaratively specifies each gesture as a regular expression over a stream of touch events. Proton statically analyzes the set of gestures to report conflicts, and it automatically creates gesture recognizers for the entire set. To simplify the creation of complex multitouch gestures, Proton introduces gesture tablature, a graphical notation that concisely describes the sequencing of multiple interleaved touch actions over time.
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TEAM MEMBERS:
Jim SpadacciniKenrick KinBjörn HartmannTony DeRoseManeesh Agrawala
This article introduces a new interaction model called Instrumental Interaction that extends and generalizes the principles of direct manipulation. It covers existing interaction styles, including traditional WIMP interfaces, as well as new interaction styles such as two-handed input and augmented reality. It defines a design space for new interaction techniques and a set of properties for comparing them.
Modern smartphones contain sophisticated sensors to monitor three-dimensional movement of the device. These sensors permit devices to recognize motion gestures— deliberate movements of the device by end-users to invoke commands. However, little is known about best-practices in motion gesture design for the mobile computing paradigm. To address this issue, we present the results of a guessability study that elicits end-user motion gestures to invoke commands on a smartphone device. We demonstrate that consensus exists among our participants on parameters of movement and on mappings of motion
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TEAM MEMBERS:
Jim SpadacciniJaime RuizYang LiEdward Lank
The Science Source Pathways Project will conduct initial work designing and testing a new model for providing news on STEM related topics to the rural and Native American communities in Montana. This project will enhance understanding of how the communication of scientific research reaches and impacts underrepresented audiences. A collaborative model will be developed between the environmental journalism program at the University of Montana and various local television, radio, and online media outlets that are either operated by or reach Native Americans on reservations and throughout the state. Project deliverables include a survey and analysis of current science reporting reaching this audience; and production and testing of prototype science news stories for dissemination on various platforms (print, radio, TV, web). The development of science news pieces will be led by graduate students in the School of Journalism under the careful guidance and mentorship of experienced professors. This project will enhance the communication and amount of STEM content delivered to underserved groups, and provide diverse opportunities for them to engage in STEM related environmental issues that affect their local communities.
This presentation is one of three focus point presentations delivered on day one of the Citizen Science Toolkit Conference (at the Cornell Lab of Ornithology in Ithaca, New York on June 20-23, 2007) as part of the opening session titled “Citizen Science Challenges and Opportunities.” Phillips describes two interconnected citizen science project by the Cornell Lab of Ornithology, both of which are research and audience driven.
In this article, Jim Spadaccini, owner and Creative Director of Ideum, examines the influence of Web 2.0 media and how new models (wikis, blogs, community sites, etc.) provoke new ideas and new questions. Spadaccini includes examples of how institutions are integrating this technology into their work.
In this article, Nina Simon, an experience design consultant at Museum 2.0, explores the correlation between museum and exhibit design and visitor participation. Simon suggests that increased parameters and more thoughtfully designed exhibits will yield more meaningful visitor participation.
This article explores the ways museums can utilize portable devices (i.e cell phones) as a way to engage visitors in their exhibits. Featured are three museums experimenting with this technology in their exhibit spaces. Authors include Wayne Labar, Vice President of Exhibitions and Theaters at the Liberty Science Center, Denise Bressler, an Exhibit Developer and Project Manager at the Liberty Science Center, David Asheim, Founder and CEO of Guide by Cell, Peter Samis, Associate Curator of Education and Program Manager of Interactive Educational Technologies, and Stephanie Pau, Associate
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TEAM MEMBERS:
Wayne LaBarDenise BresslerDavid AsheimPeter SamisStephanie Pau
In this article, Nina Simon, principal at Museum 2.0, presents the opportunities and challenges for different kinds of museums in pursuing participatory visitor engagement. Simon addresses the challenges and opportunities for history museums, art museums, science museums and science centers, and children's museums.
In this article, Dan Tomberlin, an exhibit and graphic design consultant, investigates virtual museums. Tomberlin presents several definitions of these online museum-like experiences and then highlights several noteworthy museum sites. This article is a reprint from the "Exhibitionist" vol.15, no.2, Fall 1996.
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Dan TomberlinNational Association for Museum Exhibition