ABSTRACT
An experimental GUI paradigm is presented which is based on the design goals of maximizing the amount of screen used for application data, reducing the amount that the UI diverts visual attentions from the application data, and increasing the quality of input. In pursuit of these goals, we integrated the non-standard UI technologies of multi-sensor tablets, toolglass [1], transparent UI components [4], and marking menus [6]. While our prototypes and efforts focus within the domain of creating digital art, we believe the concepts and lessons learned are generalizable to other domains. The video shows three main segments: (1) motivation by showing an artist using traditional paper-based interactions, (2) a prototype system called T3 and (3) integration of the concepts into StudioPaint, a high end commercial paint application.
Supplemental Material
- Bier, E. A., Stone, M. C., Fishkin, K., Buxton, W., Baudel, T. (1994) A Taxonomy of See-Through Tools. Proceedings of the ACM CHI'94 Conference on Human Factors in Computing Systems, 358--364. Google ScholarDigital Library
- Buxton, W. & Myers, B. A., (1986) A study in two-handed input. Proceedings of the ACM CHI'86 Conference on Human Factors in Computing Systems, 321--326. Google ScholarDigital Library
- Guiard, Y. (1987). Asymmetric Division of Labor in Human Skilled Bimanual Action: The Kinematic Chain as a Model. Journal of Motor Behavior, 19(4), 486--517.Google Scholar
- Harrison, B. Kurtenbach, K., Vicente, K. (1995) An Experiment Evaluation of Transparent User Interface Tools and Information Content. Proceedings of the ACM UIST'95 Conference on User Interface Software and Technology, 81--90. Google ScholarDigital Library
- Kabbash, P., Buxton, W., and Sellen, A., (1994) Two-Handed Input in a Compound Task. Proceedings of the CHI'94 Conference on Human Factors in Computing Systems, 417--423. Google ScholarDigital Library
- Kurtenbach, G., Buxton, W. (1993) The limits of expert performance using hierarchical marking menus. Proceedings of CHI '93 Conference on Human Factor in Computing, 482--487. Google ScholarDigital Library
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