122,058 research outputs found

    Semi-Automated SVG Programming via Direct Manipulation

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    Direct manipulation interfaces provide intuitive and interactive features to a broad range of users, but they often exhibit two limitations: the built-in features cannot possibly cover all use cases, and the internal representation of the content is not readily exposed. We believe that if direct manipulation interfaces were to (a) use general-purpose programs as the representation format, and (b) expose those programs to the user, then experts could customize these systems in powerful new ways and non-experts could enjoy some of the benefits of programmable systems. In recent work, we presented a prototype SVG editor called Sketch-n-Sketch that offered a step towards this vision. In that system, the user wrote a program in a general-purpose lambda-calculus to generate a graphic design and could then directly manipulate the output to indirectly change design parameters (i.e. constant literals) in the program in real-time during the manipulation. Unfortunately, the burden of programming the desired relationships rested entirely on the user. In this paper, we design and implement new features for Sketch-n-Sketch that assist in the programming process itself. Like typical direct manipulation systems, our extended Sketch-n-Sketch now provides GUI-based tools for drawing shapes, relating shapes to each other, and grouping shapes together. Unlike typical systems, however, each tool carries out the user's intention by transforming their general-purpose program. This novel, semi-automated programming workflow allows the user to rapidly create high-level, reusable abstractions in the program while at the same time retaining direct manipulation capabilities. In future work, our approach may be extended with more graphic design features or realized for other application domains.Comment: In 29th ACM User Interface Software and Technology Symposium (UIST 2016

    VideoScheme: A Programmable Video Editing System for Automation and Media Recognition

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    The recent development of powerful, inexpensive hardware and software support had made digital video editing possible on personal computers and workstations. To date the video editing application category has been dominated by visual, easy-to-use, direct manipulation interfaces. These systems bring high-bandwidth human-computer interaction to a task formerly characterized by slow, inflexible, indirectly-operated machines. However, the direct manipulation computer interfaces are limited by their manual nature, and can not easily accommodate algorithmically- defined operations. This paper proposes a melding of the common direct manipulation interfaces with a programming language which we have enhanced to manipulate digital audio and video. The result is a system which can automate routine tasks as well as perform tasks based on sophisticated media recognition algorithms

    Towards automation of user interface design

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    This paper suggests an approach to automatic software design in the domain of graphical user interfaces. There are still some drawbacks in existing user interface management systems (UIMS's) which basically offer only quantitative layout specifications via direct manipulation. Our approach suggests a convenient way to get a default graphical user interface which may be customized and redesigned easily in further prototyping cycles

    Ecological Interface Design for Flexible Manufacturing Systems: An Empirical Assessment of Direct Perception and Direct Manipulation in the Interface

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    Four interfaces were developed to factorially apply two principles of ecological interface design (EID; direct perception and direct manipulation) to a flexible manufacturing system (FMS). The theoretical foundation and concepts employed during their development, with findings related to more significant issues regarding interface design for complex socio-technical systems, are discussed. Key aspects of cognitive systems engineering (CSE) and EID are also discussed. An FMS synthetic task environment was developed, and an experiment was conducted to evaluate real-time decision support during supervisory operations. Participants used all four interfaces to supervise and maintain daily part production at systematically varied levels of difficulty across sessions. Significant results provide evidence that the incorporation of direct perception and direct manipulation in interface design produced an additive effect, allowing for greater support for the supervisory agents

    Toward Evaluating Lighting Design Interface Paradigms for Novice Users

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    Lighting design is a complex and fundamental task in computer cinematography, involving adjustment of light parameters to define final scene appearance. Many lighting interfaces have been proposed to improve lighting design work flow. These paradigms exist in three paradigm categories: direct light parameter manipulation, indirect light feature manipulation (e.g., shadow dragging), and goal-based optimization of light through painting. To this date, no formal evaluation of the relative effectiveness of these methods has been performed. In this paper, we present a first step toward evaluating the three paradigms in the form of a user study with novice users. We focus our evaluation on simple tasks that directly affect lighting features, such as highlights, shadows and intensity gradients, in scenes with up to 2 point lights and 5 objects under direct illumination. We perform quantitative experiments to measure relative efficiency between interfaces together with qualitative input to explore the intuitiveness of the paradigms. Our results indicate that paint-based goal specification is more cumbersome than either direct or indirect manipulation. Furthermore, our investigation suggests improvements to not only the implementation of the paradigms, but also overall paradigm structure for further exploration

    LineFORM: Actuated Curve Interfaces for Display, Interaction, and Constraint

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    In this paper we explore the design space of actuated curve interfaces, a novel class of shape changing-interfaces. Physical curves have several interesting characteristics from the perspective of interaction design: they have a variety of inherent affordances; they can easily represent abstract data; and they can act as constraints, boundaries, or borderlines. By utilizing such aspects of lines and curves, together with the added capability of shape-change, new possibilities for display, interaction and body constraint are possible. In order to investigate these possibilities we have implemented two actuated curve interfaces at different scales. LineFORM, our implementation, inspired by serpentine robotics, is comprised of a series chain of 1DOF servo motors with integrated sensors for direct manipulation. To motivate this work we present various applications such as shape changing cords, mobiles, body constraints, and data manipulation tools

    The Lean Cuisine+ notation revised

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    The Lean Cuisine+ notation was developed by Chris Phillips (1995) as an executable semi-formal graphical notation for describing the underlying behaviour of event-based direct manipulation interfaces. Lean Cuisine+ builds on the original Lean Cuisine notation introduced in Apperley & Spence (1989). During the construction of a CASE tool for the notation, as well as further research into the use of the Lean Cuisine+ notation, various changes have been made and the revised notation is presented here. The format and much of the content of this document follows that of Appendix C of Phillips (1993) in order to easily distinguish between the earlier and later versions of the notation

    Programmatic and Direct Manipulation, Together at Last

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    Direct manipulation interfaces and programmatic systems have distinct and complementary strengths. The former provide intuitive, immediate visual feedback and enable rapid prototyping, whereas the latter enable complex, reusable abstractions. Unfortunately, existing systems typically force users into just one of these two interaction modes. We present a system called Sketch-n-Sketch that integrates programmatic and direct manipulation for the particular domain of Scalable Vector Graphics (SVG). In Sketch-n-Sketch, the user writes a program to generate an output SVG canvas. Then the user may directly manipulate the canvas while the system immediately infers a program update in order to match the changes to the output, a workflow we call live synchronization. To achieve this, we propose (i) a technique called trace-based program synthesis that takes program execution history into account in order to constrain the search space and (ii) heuristics for dealing with ambiguities. Based on our experience with examples spanning 2,000 lines of code and from the results of a preliminary user study, we believe that Sketch-n-Sketch provides a novel workflow that can augment traditional programming systems. Our approach may serve as the basis for live synchronization in other application domains, as well as a starting point for yet more ambitious ways of combining programmatic and direct manipulation.Comment: PLDI 2016 Paper + Supplementary Appendice

    A Study of File Manipulation by Novices Using Commands vs. Direct Manipulation

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    There are three basic interactive styles of control in human interfaces with computers: command, menu, and direct manipulation. In the past few years, these three styles have become the subject of many studies. However, few comparisons have been done between interfaces that use direct manipulation and command styles. This experiment compares file manipulation operations on the Apple Macintosh, which has a direct manipulation interface, with the IBM PC with MS-DOS, which has the command interface. After a brief training period, novices accomplished file manipulation tasks more rapidly, with fewer errors and greater satisfaction with the Apple Macintosh. Problems arising for both versions are discussed and suggestions for improvements are made. (Also cross-referenced as CAR-TR-264
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