Gina Venolia
Microsoft
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Publication
Featured researches published by Gina Venolia.
human factors in computing systems | 2003
Gina Venolia; Carman Neustaedter
It has been proposed that email clients could be improved if they presented messages grouped into conversations. An email conversation is the tree of related messages that arises from the use of the reply operation. We propose two models of conversation. The first model characterizes a conversation as a chronological sequence of messages; the second as a tree based on the reply relationship. We show how existing email clients and prior research projects implicitly support each model to a greater or lesser degree depending on their design, but none fully supports both models simultaneously. We present a mixed-model visualization that simultaneously presents sequence and reply relationships among the messages of a conversation, making both visible at a glance. We describe the integration of the visualization into a working prototype email client. A usability study indicates that the system meets our usability goals and verifies that the visualization fully conveys both types of relationships within the messages of an email conversation.
conference on computer supported cooperative work | 2002
Jonathan J. Cadiz; Gina Venolia; Gavin Jancke; Anoop Gupta
The concept of awareness has received increasing attention over the past several CSCW conferences. Although many awareness interfaces have been designed and studied, most have been limited deployments of research prototypes. In this paper we describe Sideshow, a peripheral awareness interface that was rapidly adopted by thousands of people in our company. Sideshow provides regularly updated peripheral awareness of a broad range of information from virtually any accessible web site or database. We discuss Sideshows design and the experience of refining and redesigning the interface based on feedback from a rapidly expanding user community.
international conference on software engineering | 2009
Jorge Aranda; Gina Venolia
Every bug has a story behind it. The people that discover and resolve it need to coordinate, to get information from documents, tools, or other people, and to navigate through issues of accountability, ownership, and organizational structure. This paper reports on a field study of coordination activities around bug fixing that used a combination of case study research and a survey of software professionals. Results show that the histories of even simple bugs are strongly dependent on social, organizational, and technical knowledge that cannot be solely extracted through automation of electronic repositories, and that such automation provides incomplete and often erroneous accounts of coordination. The paper uses rich bug histories and survey results to identify common bug fixing coordination patterns and to provide implications for tool designers and researchers of coordination in software development.
intelligent user interfaces | 2002
Joshua T. Goodman; Gina Venolia; Keith Steury; Chauncey R. Parker
Language models predict the probability of letter sequences. Soft keyboards are images of keyboards on a touch screen for input on Personal Digital Assistants. When a soft keyboard user hits a key near the boundary of a key position, the language model and key press model are combined to select the most probable key sequence. This leads to an overall error rate reduction by a factor of 1.67 to 1.87. An extended version of this paper [4] is available.
human factors in computing systems | 2001
Gavin Jancke; Gina Venolia; Jonathan Grudin; Jonathan J. Cadiz; Anoop Gupta
Three public spaces frequency used by members of a single organization who are distributed across different floors of two buildings were linked by constantly-running video and audio connections. We discuss the design of the system, including issues in providing low-latency, full-duplex audio-video connectivity, ways to increase possibilities for interaction while addressing privacy concerns, and the introduction of the system to the community. We report on responses to the system and lessions learned, including unexpected issues, such as creative decorations of the spaces and assertions by a vocal minority of employees about the private nature of “public space.”
designing interactive systems | 2012
Jed R. Brubaker; Gina Venolia; John C. Tang
Even with the investment of significant resources, video communication in professional settings has not gained mass appeal. This contrasts with the consumer space where, despite limited resources and low quality solutions, services such as Skype have seen widespread adoption. In this paper, we explore the behavior and attitudes of individuals who actively use video communication in both their personal and professional lives. We highlight similarities and differences across these two domains, with particular focus on the interpersonal relationships, spaces, and activities that each domain supports and enables. We conclude by discussing how our study leads to a new perspective that focuses on the shared experiences enabled by video communication.
symposium on visual languages and human-centric computing | 2006
Robert DeLine; Mary Czerwinski; Brian Meyers; Gina Venolia; Steven M. Drucker; George G. Robertson
Modern development environments provide many features for navigating source code, yet studies show the developers still spend a tremendous amount of time just navigating. Since existing navigation features rely heavily on memorizing symbol names, we present a new design, called code thumbnails, intended to allow a developer to navigate source code by forming a spatial memory of it. To aid intra-file navigation, we add a thumbnail image of the file to the scrollbar, which makes any part of the file one click away. To aid interfile navigation, we provide a desktop of file thumbnail images, which make any part of any file one click away. We did a formative evaluation of the design with eleven experienced developers and present the results
international conference on acoustics, speech, and signal processing | 2001
Xuedong Huang; Alex Acero; Ciprian Chelba; Li Deng; Jasha Droppo; Doug Duchene; Joshua T. Goodman; Hsiao-Wuen Hon; Derek Jacoby; Li Jiang; Ricky Loynd; Milind Mahajan; Peter Mau; Scott Meredith; Salman Mughal; Salvado Neto; Mike Plumpe; Kuansan Steury; Gina Venolia; Kuansan Wang; Ye-Yi Wang
Dr. Who is a Microsoft research project aiming at creating a speech-centric multimodal interaction framework, which serves as the foundation for the NET natural user interface. MiPad is the application prototype that demonstrates compelling user advantages for wireless personal digital assistant (PDA) devices, MiPad fully integrates continuous speech recognition (CSR) and spoken language understanding (SLU) to enable users to accomplish many common tasks using a multimodal interface and wireless technologies. It tries to solve the problem of pecking with tiny styluses or typing on minuscule keyboards in todays PDAs. Unlike a cellular phone, MiPad avoids speech-only interaction. It incorporates a built-in microphone that activates whenever a field is selected. As a user taps the screen or uses a built in roller to navigate, the tapping action narrows the number of possible instructions for spoken word understanding. MiPad currently runs on a Windows CE Pocket PC with a Windows 2000 machine where speech recognition is performed. The Dr Who CSR engine uses a unified CFG and n-gram language model. The Dr Who SLU engine is based on a robust chart parser and a plan-based dialog manager. The paper discusses MiPads design, implementation work in progress, and preliminary user study in comparison to the existing pen-based PDA interface.
IEEE Transactions on Visualization and Computer Graphics | 2011
Jagoda Walny; M. Sheelagh T. Carpendale; Nathalie Henry Riche; Gina Venolia; Philip Fawcett
While it is still most common for information visualization researchers to develop new visualizations from a data-or taskdriven perspective, there is growing interest in understanding the types of visualizations people create by themselves for personal use. As part of this recent direction, we have studied a large collection of whiteboards in a research institution, where people make active use of combinations of words, diagrams and various types of visuals to help them further their thought processes. Our goal is to arrive at a better understanding of the nature of visuals that are created spontaneously during brainstorming, thinking, communicating, and general problem solving on whiteboards. We use the qualitative approaches of open coding, interviewing, and affinity diagramming to explore the use of recognizable and novel visuals, and the interplay between visualization and diagrammatic elements with words, numbers and labels. We discuss the potential implications of our findings on information visualization design.
human factors in computing systems | 2016
John C. Tang; Gina Venolia; Kori Inkpen
We conducted a mixed methods study of the use of the Meerkat and Periscope apps for live streaming video and audio broadcasts from a mobile device. We crowdsourced a task to describe the content, setting, and other characteristics of 767 live streams. We also interviewed 20 frequent streamers to explore their motivations and experiences. Together, the data provide a snapshot of early live streaming use practices. We found a diverse range of activities broadcast, which interviewees said were used to build their personal brand. They described live streaming as providing an authentic, unedited view into their lives. They liked how the interaction with viewers shaped the content of their stream. We found some evidence for multiple live streams from the same event, which represent an opportunity for multiple perspectives on events of shared public interest.