How to Write an Abstract Grad Tips by Saul Greenberg University of Calgary Image from:

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Presentation transcript:

How to Write an Abstract Grad Tips by Saul Greenberg University of Calgary Image from:

Paper Structure Abstract communicates results of paper / thesis / grant … completely self-contained obibliographies, on-line databases... introduces and summarizes

With the ever increasing amount of digital information, users desire more screen real estate to process their daily computing work, and might well benefit from using a wall-size large high-resolution display instead of a desktop one. Unfortunately, we know very little about users' behaviors when using such a display for daily computing. We present a week-long study that investigates large display use in a personal desktop computing context by comparing it with single and dual desktop monitor use. Results show users' unanimous preference for using a large display: it facilitates multi- window and rich information tasks, enhances users' awareness of peripheral applications, and offers a more immersive experience. Further, the data reveals distinct usage patterns in partitioning screen real estate and managing windows on a large display. Detailed analysis of these results provides insights into designing interaction techniques and window management systems more suited to a large display. Bi, Xiaojun and Balakrishnan, Ravin (2009): Comparing usage of a large high-resolution display to single or dual desktop displays for daily work. ACM CHI

Example Abstract Background/motivation Focus and innovation Problem Method Results / Contribution

Example Abstract Background/motivation With the ever increasing amount of digital information, users desire more screen real estate to process their daily computing work.. Focus and innovation Problem Method Results / Contribution

Example Abstract Background/motivation Focus and innovation …and might well benefit from using a wall-size large high- resolution display instead of a desktop one. Problem Method Results / Contribution

Example Abstract Background/motivation Focus and innovation Problem Unfortunately, we know very little about users' behaviors when using such a display for daily computing. Method Results / Contribution

Example Abstract Background/motivation Focus and innovation Problem Method We present a week-long study that investigates large display use in a personal desktop computing context by comparing it with single and dual desktop monitor use. Results / Contribution

Example Abstract Background/motivation Focus and innovation Problem Method Results/Contribution Results show users' unanimous preference for using a large display: it facilitates multi-window and rich information tasks, enhances users' awareness of peripheral applications, and offers a more immersive experience. Further, the data reveals distinct usage patterns in partitioning screen real estate and managing windows on a large display.

Example Abstract Background/motivation Focus and innovation Problem Method Results/Contribution Detailed analysis of these results provides insights into designing interaction techniques and window management systems more suited to a large display.

Icons are used increasingly in interfaces because they are compact "universal" pictographic representations of computer functionality and processing. Animated icons can bring to life symbols representing complete applications or functions within an application, thereby clarifying their meaning, demonstrating their capabilities, and even explaining their method of use. To test this hypothesis, we carried out an iterative design of a set of animated painting icons that appear in the HyperCard tool palette. The design discipline restricted the animations to 10 to 20 second sequences of 22x20 pixel bit maps. User testing was carried out on two interfaces - one with the static icons, one with the animated icons. The results showed significant benefit from the animations in clarifying the purpose and functionality of the icons. Abstract from: Ronald Baecker, Ian Small, and Richard Mander Bringing icons to life. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '91), Scott P. Robertson, Gary M. Olson, and Judith S. Olson (Eds.). ACM, New York, NY, USA, 1-6.

Background/motivation Icons are used increasingly in interfaces because they are compact "universal" pictographic representations of computer functionality and processing. Focus and innovation: Animated icons can bring to life symbols representing complete applications or functions within an application, … Problem: thereby clarifying their meaning, demonstrating their capabilities, and even explaining their method of use. Method: To test this hypothesis, we carried out an iterative design of a set of animated painting icons that appear in the HyperCard tool palette. The design discipline restricted the animations to 10 to 20 second sequences of 22x20 pixel bit maps. User testing was carried out on two interfaces - one with the static icons, one with the animated icons. Results/Contribution The results showed significant benefit from the animations in clarifying the purpose and functionality of the icons. Abstract from: Ronald Baecker, Ian Small, and Richard Mander Bringing icons to life. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '91), Scott P. Robertson, Gary M. Olson, and Judith S. Olson (Eds.). ACM, New York, NY, USA, 1-6.

Many surface computing prototypes have employed gestures created by system designers. Although such gestures are appropriate for early investigations, they are not necessarily reflective of user behavior. We present an approach to designing tabletop gestures that relies on eliciting gestures from non- technical users by first portraying the effect of a gesture, and then asking users to perform its cause. In all, 1080 gestures from 20 participants were logged, analyzed, and paired with think-aloud data for 27 commands performed with 1 and 2 hands. Our 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. We also present a complete user-defined gesture set, quantitative agreement scores, implications for surface technology, and a taxonomy of surface gestures. Our results will help designers create better gesture sets informed by user behavior. Wobbrock, Jacob O., Morris, Meredith Ringel and Wilson, Andrew D. (2009): User-defined gestures for surface computing Proceedings of ACM CHI pp

Background/motivation Many surface computing prototypes have employed gestures created by system designers. Focus and innovation: We present an approach to designing tabletop gestures that relies on eliciting gestures from non-technical users by first portraying the effect of a gesture, and then asking users to perform its cause. Problem: Although such gestures are appropriate for early investigations, they are not necessarily reflective of user behavior. Method: In all, 1080 gestures from 20 participants were logged, analyzed, and paired with think-aloud data for 27 commands performed with 1 and 2 hands.. Results Our findings indicate that users rarely care about …. We also present a complete Contribution Our results will help designers create better gesture sets informed by user behavior. Abstract from: Ronald Baecker, Ian Small, and Richard Mander Bringing icons to life. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '91), Scott P. Robertson, Gary M. Olson, and Judith S. Olson (Eds.). ACM, New York, NY, USA, 1-6.

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