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Featured researches published by Kevin Mullet.


human factors in computing systems | 1992

Coupling application design and user interface design

Dennis J. M. J. de Baar; James D. Foley; Kevin Mullet

Building an interactive application involves the design of both a data model and a graphical user interface (GUI) to present that model to the user. These two design activities are typically approached as separate tasks and are frequently undertaken by different individuals or groups. Our apporach eliminated redundant specification work by generating an interface directly from the data model itself. An inference engine using style rules for selecting and placing GUI controls (i.e., widgets) is integrated with an interface design tool to generate a user interface definition. This approach allows a single data model to be mapped onto multiple GUIs by substituting the appropriate rule set and thus represents a step toward a GUI-independent run-time layout facility.


human factors in computing systems | 2002

Patterns in practice: a workshop for UI designers

Martijn van Welie; Kevin Mullet; Paul McInerney

This one-day workshop focuses on how UI designers are using patterns today. The scope includes the two overlapping areas of concern to design practitioners: (1) writing valid and useful patterns and (2) using patterns effectively in a design assignment.


human factors in computing systems | 1995

Creative prototyping tools: what interaction designers really need to produce advanced user interface concepts

Manfred Tscheligi; Stephanie Houde; Raghu Kolli; Aaron Marcus; Michael Muller; Kevin Mullet

Prototyping is an important well accepted and compelling technique for any person dealing with the design of effective communication between people and technology. We all use some “tool” to enlive our ideas and to tell our stories to all of the other people involved during development of new and alternative riser interface concepts. The word “tool” covers all sorts of means to tell these stories. Available prototyping tools run behind the need of interaction designers in particular with the goal to invent new forms of interaction. Do they really deserve the name “prototyping” tool? Based on the experiences of the panelists the panel should discuss the current situation and proclaim thinking in the direction of more designer oriented and flexible prototyping support. Panelists should discuss their vision of an “ideal” prototyping environment useful for designers and not only suited for programmers. The discussion should include support for the whole activity of innovation (from high level conceptual design and idea sketching to detailed design activities) and support for non style guide oriented interaction designs. At the beginning of the panel a short introduction to the main issues of the panel is given by the moderator. This will be followed by the initial position presentations of the panelists. The panelists cover the topic by adressing their experiences based on their different backgrounds and fields of experience. Examples will be provided. Time will be reserved for interaction with the audience. At the end of the panel the panelists will be asked to give a personal summery of the discussion and will be particularly assked to address the most important parts of their dreams of an ideal prototyping tool. The panel is closed by a short resume.


human factors in computing systems | 1994

Applying VisualDesign: trade secrets for elegant interfaces

Kevin Mullet; Darrell Sano

This tutorial describes a number of fundamental techniques applied routinely in communication-oriented visual design. The orientation, process, training, and culture of the visual design disciplines (graphic design, industrial design, interior design, architecture) are essential components of effective interface design. Unfortunately, few software developers or human factors engineers receive any training in these disciplines. This tutorial describes important design rules and techniques internalized by every visual designer through coursework and studio experience. While mastery will indeed require extended practice, the tech– niques we describe are not difficult to understand and can be immediately applied to real-world problems.


human factors in computing systems | 1995

3D or not 3D: “more is better” or “less is more”? (panel session)

Kevin Mullet

The rapid growth in platform-level support for real-time 3D rendering and animation has recently created an explosion of public interest in adding to the dimensionality of the user interface, and the SIGCHI community has been a major source of activity in this area. This panel considers several points of view on the ever-increasing use of 3D visual representations in the user interface itself. We aim to help distinguish between conditions under which “more” truly is better – from a user-centered perspective – and those in which a well-designed 2D solution would serve as well or even better. Panelists will offer examples of applications in which 3D is highly essential or completely unnecessary.


human factors in computing systems | 1996

Designing visual interfaces: how to create communication-oriented solutions

Kevin Mullet

This tutorial describes a number of fundamental techniques applied routinely in communication-oriented visual design. The orientation, process, training, and culture of the visual design disciplines (graphic design, industrial design, interior design, architecture) are essential components of effective interface design. Unfortunately, few software developers or human factors engineers receive any training in these disciplines. This tutorial describes important design rules and techniques internalized by every visual designer through coursework and studio experience. While mastery will indeed require extended practice, the tech– niques we describe are not difficult to understand and can be immediately applied to real-world problems.


human factors in computing systems | 1997

Transferring a designed user experience to product

Gitta B. Salomon; Chris Edwards; Hector J. Moll-Carrillo; Kevin Mullet; Laura Teodosio

How can interaction designers ensure that their work makes its way into the final implementation of a product? The language, tools and techniques for communicating design ideas within the interactive product development domain are currently emerging. This panel provides insight into promising approaches by examining the ways in which several practitioners have succeeded, and failed, at transferring their design ideas to current products.


Archive | 1994

Designing Visual Interfaces: Communication Oriented Techniques

Kevin Mullet; Darrell Sano


ACM Sigchi Bulletin | 1996

Designing Visual Interfaces

Kevin Mullet; Darrell Sano


human factors in computing systems | 1997

On your marks, get set, browse!

Kevin Mullet; Christopher Fry; Diane J. Schiano

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Laura Teodosio

Massachusetts Institute of Technology

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James D. Foley

Georgia Institute of Technology

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Aaron Marcus

Delft University of Technology

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Manfred Tscheligi

Delft University of Technology

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Michael Muller

Delft University of Technology

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Raghu Kolli

Delft University of Technology

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Stephanie Houde

Delft University of Technology

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