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Dive into the research topics where Daniel C. Robbins is active.

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Featured researches published by Daniel C. Robbins.


user interface software and technology | 1998

Data mountain: using spatial memory for document management

George G. Robertson; Mary Czerwinski; Kevin Larson; Daniel C. Robbins; David Thiel; Maarten van Dantzich

Effective management of documents on computers has been a central user interface problem for many years. One common approach involves using 2D spatial layouts of icons representing the documents, particularly for information workspace tasks. This approach takes advantage of human 2D spatial cognition. More recently, several 3D spatial layouts have engaged 3D spatial cognition capabilities. Some have attempted to use spatial memory in 3D virtual environments. However, there has been no proof to date that spatial memory works the same way in 3D virtual environments as it does in the real world. We describe a new technique for document management called the Data Mountain, which allows users to place documents at arbitrary positions on an inclined plane in a 3D desktop virtual environment using a simple 2D interaction technique. We discuss how the design evolved in response to user feedback. We also describe a user study that shows that the Data Mountain does take advantage of spatial memory. Our study shows that the Data Mountain has statistically reliable advantages over the Microsoft Internet Explorer Favorites mechanism for managing documents of interest in an information workspace.


interactive 3d graphics and games | 1992

Three-dimensional widgets

Brookshire D. Conner; Scott S. Snibbe; Kenneth P. Herndon; Daniel C. Robbins; Robert C. Zeleznik; Andries van Dam

The 3D components of today’s user interfaces are still underdeveloped. Direct interaction with 3D objects has been limited thus far to gestural picking, manipulation with linear transformations, and simple camera motion. Further, there are no toolkits for building 3D user interfaces. We present a system which allows experimentation with 3D widgets, encapsulated 3D geometry and behavior. Our widgets are first-class objects in the same 3D environment used to develop the application. This integration of widgets and application objects provides a higher bandwidth between interface and application than exists in more traditional UI toolkit-based interfaces. We hope to allow user-interface designers to build highly interactive 3D environments more easily than is possible with today’s tools.


human factors in computing systems | 2000

The Task Gallery: a 3D window manager

George G. Robertson; Maarten van Dantzich; Daniel C. Robbins; Mary Czerwinski; Ken Hinckley; Kirsten Risden; David Thiel; Vadim Gorokhovsky

The Task Gallery is a window manager that uses interactive 3D graphics to provide direct support for task management and document comparison, lacking from many systems implementing the desktop metaphor. User tasks appear as artwork hung on the walls of a virtual art gallery, with the selected task on a stage. Multiple documents can be selected and displayed side-by-side using 3D space to provide uniform and intuitive scaling. The Task Gallery hosts any Windows application, using a novel redirection mechanism that routes input and output between the 3D environment and unmodified 2D Windows applications. User studies suggest that the Task Gallery helps with task management, is enjoyable to use, and that the 3D metaphor evokes spatial memory and cognition.


IEEE Computer Graphics and Applications | 2005

The large-display user experience

George G. Robertson; Mary Czerwinski; Patrick Baudisch; Brian Meyers; Daniel C. Robbins; Greg Smith; Desney S. Tan

The PCs increasing graphical-processing power is fueling a demand for larger and more capable display devices. Several operating systems have supported work with multiple displays for some time. This fact, coupled with graphic-card advancements has led to an increase in multiple monitor (multimon) use. Large displays offer users significant benefits and usability challenges. In this article the authors discuss those challenges along with novel techniques to address these issues.


human factors in computing systems | 2006

Fast, flexible filtering with phlat

Edward Cutrell; Daniel C. Robbins; Susan T. Dumais; Raman K. Sarin

Systems for fast search of personal information are rapidly becoming ubiquitous. Such systems promise to dramatically improve personal information management, yet most are modeled on Web search in which users know very little about the content that they are searching. We describe the design and deployment of a system called Phlat that optimizes search for personal information with an intuitive interface that merges search and browsing through a variety of associative and contextual cues. In addition, Phlat supports a unified tagging (labeling) scheme for organizing personal content across storage systems (files, email, etc.). The system has been deployed to hundreds of employees within our organization. We report on both quantitative and qualitative aspects of system use. Phlat is available as a free download at http://research.microsoft.com/adapt/phlat.


advanced visual interfaces | 2002

Scope: providing awareness of multiple notifications at a glance

Maarten van Dantzich; Daniel C. Robbins; Eric Horvitz; Mary Czerwinski

We describe the design and functionality of the Scope, a glanceable notification summarizer. The Scope is an information visualization designed to unify notifications and minimize distractions. It allows users to remain aware of notifications from multiple sources of information, including e-mail, instant messaging, information alerts, and appointments. The design employs a circular radar-like screen divided into sectors that group different kinds of notifications. The more urgent a notification is, the more centrally it is placed. Visual emphasis and annotation is used to reveal important properties of notifications. Several natural gestures allow users to zoom in on particular regions and to selectively drill down on items. We present key aspects of the Scope design, review the results of an initial user study, and describe the motivation and outcome of an iteration on the visual design.


user interface software and technology | 1992

Interactive shadows

Kenneth P. Herndon; Robert C. Zeleznik; Daniel C. Robbins; D. Brookshire Conner; Scott S. Snibbe; Andries van Dam

It is often difficult in computer graphics applications to understand spatial relationships between objects in a 3D scene or effect changes to those objects without specialized visualization and manipulation techniques. We present a set of three-dimensional tools (widgets) called “shadows” that not only provide valuable perceptual cues about the spatial relationships between objects, but also provide a direct manipulation interface to constrained transformation techniques. These shadow widgets provide two advances over previous techniques. First, they provide high correlation between their own geometric feedback and their effects on the objects they control. Second, unlike some other 3D widgets, they do not obscure the objects they control.


human factors in computing systems | 2006

FaThumb: a facet-based interface for mobile search

Amy K. Karlson; George G. Robertson; Daniel C. Robbins; Mary Czerwinski; Greg Smith

In this paper we describe a novel approach for searching large data sets from a mobile phone. Existing interfaces for mobile search require keyword text entry and are not suited for browsing. Our alternative uses a hybrid model to de-emphasize tedious keyword entry in favor of iterative data filtering. We propose navigation and selection of hierarchical metadata (facet navigation), with incremental text entry to further narrow the results. We conducted a formative evaluation to understand the relative advantages of keyword entry versus facet navigation for both browse and search tasks on the phone. We found keyword entry to be more powerful when the name of the search target is known, while facet navigation is otherwise more effective and strongly preferred.


human factors in computing systems | 2006

Large display research overview

Mary Czerwinski; George G. Robertson; Brian Meyers; Greg Smith; Daniel C. Robbins; Desney S. Tan

As large displays become more affordable, researchers are investigating their effects on productivity, and techniques for making the large display user experience more effective. Recent work has demonstrated significant productivity benefits, but has also identified numerous usability issues with current software design not scaling well. Studies show that larger displays enable users to create and manage many more windows, as well as to engage in more complex multitasking behavior. In this overview, various usability issues, including problems around accessing windows and icons at a distance, window management, and task management, will be discussedSeveral novel interaction techniques that address these issues and make users more productive across multiple sizes of displays will be explored.


user interface software and technology | 2006

Phosphor: explaining transitions in the user interface using afterglow effects

Patrick Baudisch; Desney S. Tan; Maxime Collomb; Daniel C. Robbins; Ken Hinckley; Maneesh Agrawala; Shengdong Zhao; Gonzalo Ramos

Sometimes users fail to notice a change that just took place on their display. For example, the user may have accidentally deleted an icon or a remote collaborator may have changed settings in a control panel. Animated transitions can help, but they force users to wait for the animation to complete. This can be cumbersome, especially in situations where users did not need an explanation. We propose a different approach. Phosphor objects show the outcome of their transition instantly; at the same time they explain their change in retrospect. Manipulating a phosphor slider, for example, leaves an afterglow that illustrates how the knob moved. The parallelism of instant outcome and explanation supports both types of users. Users who already understood the transition can continue interacting without delay, while those who are inexperienced or may have been distracted can take time to view the effects at their own pace. We present a framework of transition designs for widgets, icons, and objects in drawing programs. We evaluate phosphor objects in two user studies and report significant performance benefits for phosphor objects.

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