Beyond Paper

Case Study & Paper

May 9, 2012 @ 11:30, Room: 16AB

Chair: Mikael B. Skov, Aalborg University, Denmark
Successful Classroom Deployment of a Social Document Annotation System - Paper
Contribution & Benefit: NB supports collaborative student annotation of online lecture notes. Our study of NB use shows its efficacy and demonstrates that the time for annotation systems has finally arrived.
Abstract » NB is an in-place collaborative document annotation website targeting students reading lecture notes and draft textbooks. Serving as a discussion forum in the document margins, NB lets users ask and answer questions about their reading material as they are reading. NB users can read and annotate documents using their web browsers, without any special plug-ins. We describe the NB system and its evaluation in real class environment, where students used it to submit their reading assignments, ask questions and get or provide feedback.
We show that this tool can be and has been successfully incorporated into a number of different classes at different institutions. To understand how and why, we focus on a particularly successful class deployment where the instructor adapted his teaching style to take students' comment into account. We analyze the annotation practices that were observed---including the way geographic locality was exploited in ways unavailable in traditional forums---and discuss general design implications for online annotation tools in academia.
ACM
Focusing Our Vision - The Process of Redesigning Adobe Acrobat - Long Case Study
Community: designCommunity: user experience
Contribution & Benefit: Presents a design process of redesigning a legacy software with millions of users. Provides an insight into how user interface design and user testing are executed in the real world.
Abstract » In this paper we describe the rationale, strategy, and approach of redesigning Adobe Acrobat and Reader from 2008 to 2010. User research techniques, methodologies, and a series of lessons learned during the two-and-a-half-year development cycle are also summarized.
Informal Information Gathering Techniques for Active Reading - Note
Contribution & Benefit: Contributes informal information gathering techniques-- that embrace both content consumption and content creation within the same workflow-- for active reading with a prototype e-reader employing both multi-touch and pen input.
Abstract » GatherReader is a prototype e-reader with both pen and multi-touch input that illustrates several interesting design trade-offs to fluidly interleave content consumption behaviors (reading and flipping through pages) with information gathering and informal organization activities geared to active reading tasks. These choices include (1) relaxed precision for casual specification of scope; (2) multiple object collection via a visual clipboard; (3) flexible workflow via deferred action; and (4) complementary use of pen+touch. Our design affords active reading by limiting the transaction costs for secondary subtasks, while keeping users in the flow of the primary task of reading itself.
ACM
A Print Magazine on Any Screen: The Wired App Story - Short Case Study
Community: user experience
Contribution & Benefit: Reports on the design process behind the the digital reading experience developed by Adobe Systems for Wired Magazine.
Abstract » Magazines are a cultural artifact. In the USA alone, there are 189 million individuals who read magazines, and 88% of adults between 18-34 are active magazine readers. Through the portrail of their editors' views, magazines provide a lens into what society is thinking. These views are expressed not only through the words of articles but also through the careful design and layout of each issue. So what would it mean to take this important physical media into the digital world? This case study reports on the design process behind the the digital reading experience developed by Adobe Systems for Wired Magazine.
Toward a Theory of Interaction in Mobile Paper-Digital Ensembles - Note
Community: design
Contribution & Benefit: Empirically grounded theory of interaction in mobile paper-digital ensembles (pen, paper and mobile device). Can inform interaction design for this setting by explaining its specific characteristics.
Abstract » Although smartphones and tablets become increasingly popular,
pen and paper continues to play an important role in
mobile practices, such as note taking or creative discussions.
Applications designed to combine the benefits of both worlds
in a mobile paper-digital ensemble require a theoretical understanding
of interaction, to inform the design of adequate
interaction techniques. To fill this void, we propose a theory
based on the results of a stimulus driven exploratory study.
ACM