Kevin Mullet
Delft University of Technology
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Featured researches published by Kevin Mullet.
human factors in computing systems | 1992
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
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
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
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
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
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
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
Kevin Mullet; Darrell Sano
ACM Sigchi Bulletin | 1996
Kevin Mullet; Darrell Sano
human factors in computing systems | 1997
Kevin Mullet; Christopher Fry; Diane J. Schiano