Steven M. Drucker
Microsoft
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Featured researches published by Steven M. Drucker.
IEEE Computer | 1988
Nichole Yankelovich; Bernard J. Haan; Norman K. Meyrowitz; Steven M. Drucker
A description is given of Intermedia, a tool designed to support both teaching and research in a university environment. This multiapplication hypermedia system provides linking capabilities integrated into a desktop user environment. Hypermedia is simply an extension of hypertext that incorporates other media in addition to text. To promote consistency, the applications were built with an object-oriented framework. A sample Intermedia session is presented.<<ETX>>
acm multimedia | 2002
Jim Gemmell; Gordon Bell; Roger Lueder; Steven M. Drucker; Curtis G. Wong
MyLifeBits is a project to fulfill the Memex vision first posited by Vannevar Bush in 1945. It is a system for storing all of ones digital media, including documents, images, sounds, and videos. It is built on four principles: (1) collections and search must replace hierarchy for organization (2) many visualizations should be supported (3) annotations are critical to non-text media and must be made easy, and (4) authoring should be via transclusion.
international world wide web conferences | 2007
Ryen W. White; Steven M. Drucker
Understanding the extent to which peoples search behaviors differ in terms of the interaction flow and information targeted is important in designing interfaces to help World Wide Web users search more effectively. In this paper we describe a longitudinal log-based study that investigated variability in people.s interaction behavior when engaged in search-related activities on the Web.allWe analyze the search interactions of more than two thousand volunteer users over a five-month period, with the aim of characterizing differences in their interaction styles.allThe findings of our study suggest that there are dramatic differences in variability in key aspects of the interaction within and between users, and within and between the search queries they submit.allOur findings also suggest two classes of extreme user. navigators and explorers. whose search interaction is highly consistent or highly variable. Lessons learned from these users can inform the design of tools to support effective Web-search interactions for everyone.
Interactions | 2012
Danyel Fisher; Robert DeLine; Mary Czerwinski; Steven M. Drucker
Increasingly in the 21st century, our daily lives leave behind a detailed digital record: our shifting thoughts and opinions shared on Twitter, our social relationships, our purchasing habits, our information seeking, our photos and videos—even the movements of our bodies and cars. Naturally, for those interested in human behavior, this bounty of personal data is irresistible. Decision makers of all kinds, from company executives to government agencies to researchers and scientists, would like to base their decisions and actions on this data. In response, a new discipline of big data analytics is forming. Fundamentally, big data analytics is a workflow that distills terabytes of low-value data (e.g., every tweet) down to, in some cases, a single bit of high-value data (Should Company X acquire Company Y? Can we reject the null hypothesis?). The goal is to see the big picture from the minutia of our digital lives. It is no surprise today that big data is useful for HCI researchers and user interface design. As one example, A/B testing is a standard practice in the usability community to help determine relative differences in user performance using different interfaces. For many years, we have used strict laboratory conditions to evaluate interfaces, but more recently we have seen the ability to implement those tests quickly and on a large population by running controlled Interactions with Big Data Analytics
human factors in computing systems | 2000
Carlos Jensen; Shelly D. Farnham; Steven M. Drucker; Peter Kollock
One of the most robust findings in the sociological literature is the positive effect of communication on cooperation and trust. When individuals are able to communicate, cooperation increases significantly. How does the choice of communication modality influence this effect? We adapt the social dilemma research paradigm to quantitatively analyze different modes of communication. Using this method, we compare four forms of communication: no communication, text-chat, text-to-speech, and voice. We found statistically significant differences between different forms of communication, with the voice condition resulting in the highest levels of cooperation. Our results highlight the importance of striving towards the use of more immediate forms of communication in online environments, especially where trust and cooperation are essential. In addition, our research demonstrates the applicability of the social dilemma paradigm in testing the extent to which communication modalities promote the development of trust and cooperation.
interactive 3d graphics and games | 1995
Steven M. Drucker; David Zeltzer
In this paper, a method of encapsulation camera tasks into well defined units called “camera modules” is described. Through this encapsulation, camera modules can be programmed and sequenced, and thus can be used as the underlying framework for controlling the virtual camera in the widely disparate types of graphical environments. Two examples of the camera framework are shown: an agent which can film a conversation between two virtual actors and a visual programming language for filming a virtual football game.
human factors in computing systems | 2000
Marc A. Smith; Shelly D. Farnham; Steven M. Drucker
This paper provides a unique quantitative analysis of the social dynamics of three chat rooms in the Microsoft V-Chat graphical chat system. Survey and behavioral data were used to study user experience and activity. 150 V-Chat participants completed a web-based survey, and data logs were collected from three V-Chat rooms over the course of 119 days. This data illustrates the usage patterns of graphical chat systems, and highlights the ways physical proxemics are translated into social interactions in online environments. V-Chat participants actively used gestures, avatars, and movement as part of their social interactions. Analyses of clustering patterns and movement data show that avatars were used to provide nonverbal cues similar to those found in face-to-face interactions. However, use of some graphical features, in particular gestures, declined as users became more experienced with the system. These findings have implications for the design and study of online interactive environments.
human factors in computing systems | 2009
Jaime Teevan; Edward Cutrell; Danyel Fisher; Steven M. Drucker; Gonzalo Ramos; Paul André; Chang Hu
People regularly interact with different representations of Web pages. A person looking for new information may initially find a Web page represented as a short snippet rendered by a search engine. When he wants to return to the same page the next day, the page may instead be represented by a link in his browser history. Previous research has explored how to best represent Web pages in support of specific task types, but, as we find in this paper, consistency in representation across tasks is also important. We explore how different representations are used in a variety of contexts and present a compact representation that supports both the identification of new, relevant Web pages and the re-finding of previously viewed pages.
human factors in computing systems | 2012
Danyel Fisher; Igor O. Popov; Steven M. Drucker; m.c. schraefel
Queries over large scale (petabyte) data bases often mean waiting overnight for a result to come back. Scale costs time. Such time also means that potential avenues of exploration are ignored because the costs are perceived to be too high to run or even propose them. With sampleAction we have explored whether interaction techniques to present query results running over only incremental samples can be presented as sufficiently trustworthy for analysts both to make closer to real time decisions about their queries and to be more exploratory in their questions of the data. Our work with three teams of analysts suggests that we can indeed accelerate and open up the query process with such incremental visualizations.
human factors in computing systems | 2002
Steven M. Drucker; Asta L. Glatzer; Steven Douglas De Mar; Curtis G. Wong
In this paper, we describe an interface for browsing and skipping digital video content in a consumer setting; that is, sitting and watching television from a couch using a standard remote control. We compare this interface with two other interfaces that are in common use today and found that subjective satisfaction was statistically better with the new interface. Performance metrics however, like time to task completion and number of clicks were worse.