Joey Scarr
University of Canterbury
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Featured researches published by Joey Scarr.
human factors in computing systems | 2012
Joey Scarr; Andy Cockburn; Carl Gutwin; Andrea Bunt
Designers of GUI applications typically arrange commands in hierarchical structures, such as menus, due to screen space limitations. However, hierarchical organisations are known to slow down expert users. This paper proposes the use of spatial memory in combination with hierarchy flattening as a means of improving GUI performance. We demonstrate these concepts through the design of a command selection interface, called CommandMaps, and analyse its theoretical performance characteristics. We then describe two studies evaluating CommandMaps against menus and Microsofts Ribbon interface for both novice and experienced users. Results show that for novice users, there is no significant performance difference between CommandMaps and traditional interfaces -- but for experienced users, CommandMaps are significantly faster than both menus and the Ribbon.
ACM Computing Surveys | 2015
Andy Cockburn; Carl Gutwin; Joey Scarr; Sylvain Malacria
Interface design guidelines encourage designers to provide high-performance mechanisms for expert users. However, research shows that many expert interface components are seldom used and that there is a tendency for users to persistently fail to adopt faster methods for completing their work. This article summarizes and organizes research relevant to supporting users in making successful transitions to expert levels of performance. First, we provide a brief introduction to the underlying human factors of skill acquisition relevant to interaction with computer systems. We then present our focus, which is a review of the state of the art in user interfaces that promote expertise development. The review of interface research is based around four domains of performance improvement: intramodal improvement that occurs as a factor of repetition and practice with a single method of interaction; intermodal improvement that occurs when users switch from one method to another that has a higher performance ceiling; vocabulary extension, in which the user broadens his or her knowledge of the range of functions available; and task mapping, which examines the ways in which users perform their tasks. The review emphasizes the relationship between interface techniques and the human factors that explain their relative success.
human factors in computing systems | 2014
Carl Gutwin; Andy Cockburn; Joey Scarr; Sylvain Malacria; Scott C. Olson
Touch-based tablet UIs provide few shortcut mechanisms for rapid command selection; as a result, command selection on tablets often requires slow traversal of menus. We developed a new selection technique for multi-touch tablets, called FastTap, that uses thumb-and-finger touches to show and choose from a spatially-stable grid-based overlay interface. FastTap allows novices to view and inspect the full interface, but once item locations are known, FastTap allows people to select commands with a single quick thumb-and-finger tap. The interface helps users develop expertise, since the motor actions carried out as a novice rehearse the expert behavior. A controlled study showed that FastTap was significantly faster (by 33% per selection overall) than marking menus, both for novices and experts, and without reduction in accuracy or subjective preference. Our work introduces a new and efficient selection mechanism that supports rapid command execution on touch tablets, for both novices and experts.
human factors in computing systems | 2011
Joey Scarr; Andy Cockburn; Carl Gutwin; Philip Quinn
Interface guidelines encourage designers to include shortcut mechanisms that enable high levels of expert performance, but prior research has demonstrated that few users switch to using them. To help understand how interfaces can better support a transition to expert performance we develop a framework of the interface and human factors influencing expertise development. We then present a system called Blur that addresses three main problems in promoting the transition: prompting an initial switch to expert techniques, minimising the performance dip arising from the switch, and enabling a high performance ceiling. Blur observes the users interaction with unaltered desktop applications and uses calm notification to support learning and promote awareness of an alternative hot command interface. An empirical study validates Blurs design, showing that users make an early and sustained switch to hot commands, and that doing so improves their performance and satisfaction.
international conference on human computer interaction | 2009
Susanne Tak; Andy Cockburn; Keith Humm; David Ahlström; Carl Gutwin; Joey Scarr
Switching between windows on a computer is a frequent activity, but current switching mechanisms make it difficult to find items. We carried out a longitudinal study that recorded actual window switching behaviour. We found that window revisitation is very common, and that people spend most time working with a small set of windows and applications. We identify two design principles from these observations. First, spatial constancy in the layout of items in a switching interface can aid memorability and support revisitation. Second, gradually adjusting the size of application and window zones in a switcher can improve visibility and targeting for frequently-used items. We carried out two studies to confirm the value of these design ideas. The first showed that spatially stable layouts are significantly faster than the commonly-used recency layout. The second showed that gradual adjustments to accommodate new applications and windows do not reduce performance.
user interface software and technology | 2013
Sylvain Malacria; Joey Scarr; Andy Cockburn; Carl Gutwin; Tovi Grossman
Applications typically provide ways for expert users to increase their performance, such as keyboard shortcuts or customization, but these facilities are frequently ignored. To help address this problem, we introduce skillometers -- lightweight displays that visualize the benefits available through practicing, adopting a better technique, or switching to a faster mode of interaction. We present a general framework for skillometer design, then discuss the design and implementation of a real-world skillometer intended to increase hotkey use. A controlled experiment shows that our skillometer successfully encourages earlier and faster learning of hotkeys. Finally, we discuss general lessons for future development and deployment of skillometers.
international conference on human computer interaction | 2011
Susanne Tak; Joey Scarr; Carl Gutwin; Andy Cockburn
Computer users switch between applications and windows all day, but finding the target window can be difficult, particularly when the total number of windows is high. We describe the design and evaluation of a new window switcher called SCOTZ (for Spatially Consistent Thumbnail Zones). SCOTZ is a window switching interface which shows all windows grouped by application and allocates more space to the most frequently revisited applications. The two key design principles of SCOTZ are (1) predictability of window locations, and (2) improved accessibility of recently and frequently used windows. We describe the design and features of SCOTZ, and present the findings from qualitative and empirical studies which demonstrate that SCOTZ yields performance and preference benefits over existing window switching tools.
Behaviour & Information Technology | 2015
Joey Scarr; Carl Gutwin; Andy Cockburn; Andrea Bunt
Identifying a target command can be difficult and time-consuming when the user is unfamiliar with a software system. One technique for assisting command identification is to provide a subset interface that contains only a limited set of the systems capabilities. We examine the design of subset interfaces, showing that subsets can be presented separately to the full user interface (UI) (e.g. in a palette) or in place, with in-place methods using either static or dynamic methods to identify the subset. We introduce the StencilMap and EphemeralMap as in-place subset UIs that, respectively, use static and dynamic highlighting. Both StencilMaps and EphemeralMaps make all of an applications commands concurrently available for selection within a grid. To highlight subset items StencilMaps use a static dark semi-transparent ‘stencil’ overlay to de-emphasise all but the subset items; EphemeralMaps, in contrast, use a short delay, with subset items shown immediately, and other items gradually faded in. A first experiment compares user performance with the in-place presentation of StencilMaps against that of the separate presentation of a subset palette. Results confirm the predicted spatial memory benefits for StencilMaps. A second experiment analyses the performance impact of three approaches to highlighting: none, static highlighting in StencilMaps, and dynamic highlighting in EphemeralMaps. Results show an interesting trade-off – while highlighting can offer benefits in assisting rapid target identification (particularly when the user is unfamiliar with the interface layout), there can also be longer-term performance benefits when highlighting is absent because the increased difficulty of visual search promotes the use and formation of spatial memory.
Foundations and Trends in Human-computer Interaction | 2013
Joey Scarr; Andy Cockburn; Carl Gutwin
human factors in computing systems | 2013
Joey Scarr; Andy Cockburn; Carl Gutwin; Sylvain Malacria