uta hinrichs

@INPROCEEDINGS {Drift:Hinrichs:2017, AUTHOR = {Uta Hinrichs and Mennatallah El-Assady and Adam James Bradely and Christopher Collins and Stefania Forlini}, TITLE = {Risk the Drift: Stretching Disciplinary Boundaries Through Critical Collaborations between the Humanities and Visualization}, BOOKTITLE = {Proceedings of the 2nd Workshop on Visualization for the Digital Humanities (Vis4DH'17)}, ABSTRACT = {In this paper, we discuss collaborations that can emerge between humanities and visualization researchers. Based on four case studies we illustrate different collaborative constellations within such cross-disciplinary projects that are influenced as much by the general project goals as by the expertise, disciplinary background and individual aims of the involved researchers. We found that such collaborations can introduce productive tensions that stretch the boundaries of visualization research and the involved humanities fields, often leaving team members ``adrift'' trying to make sense of findings that are the result of a mixture of different (sometimes competing) research questions, methodologies, and underlying assumptions. We discuss inherent challenges and productive synergies that these drifts can introduce. We argue that greater critical attention must be brought to the collaborative process itself in order to facilitate effective cross-disciplinary collaborations, and also enhance potential contributions and research impact for all involved disciplines. We introduce a number of guiding questions to facilitate critical awareness and reflection throughout the collaborative process, allowing for more transparency, productive communication, and equal participation within research teams. }, Note = {http://vis4dh.dbvis.de/}, YEAR = { 2017 }, pubtype = {workshop}, PROJECT = {SpeculativeWanderverse}, PDF = {RiskTheDrift_hinrichs.pdf} }

@INPROCEEDINGS {Hinrichs:2017, AUTHOR = {Uta Hinrichs and Stefania Forlini}, TITLE = {In Defense of Sandcastles: Research Thinking through Visualization in DH}, BOOKTITLE = {Proceedings of Digital Humanities 2017 (DH'17)}, abstract = {Although recent research acknowledges the potential of visualization methods in DH, the predominant terminology used to describe visualizations (prototypes, tools) narrowly focuses on their use as a means to an end and, more importantly, as an instrument in the service of humanities research. While acknowledging the broad range of possible approaches to visualization, we introduce the metaphor of the sandcastle to highlight visualization as a research process in its own right. We argue that building visualization sandcastles provides a holistic approach to interdisciplinary knowledge generation that embraces visualization as (1) a dynamic interdisciplinary process where speculation and re-interpretation advance knowledge in all disciplines involved, (2) a mediator of ideas and theories within and across disciplines and (3) an aesthetic provocation to elicit critical insights, interpretation, speculation and discussions within and beyond scholarly audiences. We illustrate our argument based on our own research of an exceptional literary collection.}, PDF = {visualizationSandcastles.pdf}, YEAR = { 2017 }, pubtype = {abstract}, PROJECT = {SpeculativeWanderverse} }

@INPROCEEDINGS {Forlini:2017, AUTHOR = {Stefania Forlini and Uta Hinrichs}, TITLE = {Synesthetic Visualization: Balancing Sensate Experience and Sense Making in Digitized Print Collections}, BOOKTITLE = {Proceedings of the 2017 Conference on Digital Preservation for Social Sciences and Humanities (DPASSH'17)}, abstract = {Large-scale digitization appears to put literary collections at one's fingertips, but, as some critical observers warn, the books themselves are increasingly out of reach as libraries continue to shift from being "physical repositories and research spaces" to becoming "access portals" to digitized materials (Stauffer, 2012). The digital surrogates of print books preserve verbal content but not their many meaningful physical features, which are largely obscured in digitization processes. As many critics recognize, with the passing of the age of print we have become increasingly aware of "the assumptions, presuppositions, and practices associated with it" (Hayles, 2012), and by contrast we glimpse the devaluation of materiality that appears to haunt digital culture (Hayles, 1999). What are the best ways to treat print-based collections digitally? How can we harness the potential of digital media to better represent and analyze cultural collections, accentuating their unique aesthetic and material qualities while also allowing for diverse perspectives and rich linking supported by computer-assisted content analyses?

In this paper we synthesize perspectives from book history, reception studies, literary studies, information visualization, human computer interaction (HCI) and digital arts to discuss practical approaches to these questions. Working with the Bob Gibson anthologies of speculative fiction - a unique collection of periodical-based science fiction selectively assembled, annotated, and bound into 888 handcrafted booklets by an avid science fiction fan, collector and artist - we explore possibilities for digital synesthesia and multi-modal interaction in sketching how digital representations of print collections can go far beyond typical digital library interfaces. By embracing a synergy between content-related metadata and physical artifactual characteristics (e.g. size, weight, paper texture, typography), we seek to engage multiple sensory modalities and provoke critical and aesthetic engagement with digitized print collections.}, PDF = {DPSSH_Forlini.pdf}, YEAR = { 2017 }, pubtype = {abstract}, PROJECT = {SpeculativeWanderverse} }

@INPROCEEDINGS {Hogan:2017, AUTHOR = {Trevor Hogan and Uta Hinrichs and Eva Hornecker}, TITLE = {The Visual and Beyond: Characterizing Experiences with Auditory, Haptic and Visual Data Representations}, BOOKTITLE = {Proceedings of the 2017 Conference on Designing Interactive Systems (DIS'17)}, abstract = {Research in sonification and physicalization have expanded data representation techniques to include senses beyond the visual. Yet, little is known of how people interpret and make sense of haptic and sonic compared to visual representations. We have conducted two phenomenologically oriented comparative studies (applying the Repertory Grid and the Microphenomenological interview technique) to gather in-depth accounts of people's interpretation and experience of different representational modalities that included auditory, haptic and visual variations . Our findings show a rich characterization of these different representational modalities: our visually oriented representations engage through their familiarity, accuracy and easy interpretation, while our representations that stimulated auditory and haptic interpretation were experienced as more ambiguous, yet stimulated an engaging interpretation of data that involved the whole body. We describe and discuss in detail participants' processes of making sense and generating meaning using the modalities' unique characteristics, individually and as a group. Our research informs future research in the area of multimodal data representations from both a design and methodological perspective.}, pages = {797--809}, PDF = {Hogan_DIS2017.pdf} YEAR = { 2017 }, pubtype = {Paper}, project = {BeyondTheVisual}, DOI={10.1145/3064663.3064702} }

@INPROCEEDINGS {Huron:2017, AUTHOR = {Samuel Huron and Pauline Gourlet and Uta Hinrichs and Trevor Hogan and Yvonne Jansen}, TITLE = {Let's Get Physical: Promoting Data Physicalization in Workshop Formats}, BOOKTITLE = {Proceedings of the 2017 Conference on Designing Interactive Systems (DIS'17)}, abstract = {In this pictorial, we present a method to facilitate hands-on physicalization processes during workshops. Data physicalization - encoding data in physical artefacts - allows for new ways to represent and communicate data and, as a process, can make the principles of data representation more "graspable". In order to (1) engage different research communities to discuss data physicalization from a social and technology point of view, (2) promote data-driven prototyping, and (3) teach physicalization as a creative process in educational settings we have run hands-on data physicalization workshops within Human Computer Interaction, Information visualization and Design communities. Based on these workshops, we identified three main pitfalls that can cause participants to get stuck in the data preparation, ideation and construction phases. To address these, we designed a workshop to facilitate a rapid engagement in physicalization activities. Testing this method as part of another physicalization workshop shows its potential for participant engagement, prototyping and design reflection.}, YEAR = { 2017 }, pubtype = {Paper}, pages = {1409-1422}, PDF = {LetsGetPhysicalPictorial_2017.pdf} }

@INPROCEEDINGS {Bishop:2017, AUTHOR = {Fearn Bishop and Uta Hinrichs}, TITLE = {Challenges of Running Constructive Visualization Studies with Children}, BOOKTITLE = {DIS'17 workshop on Pedagogy & Physicalization: Designing Learning Activities around Physical Data Representations}, YEAR = { 2017 }, abstract{Previous work has shown that physical materials such as simple plastic tokens can be used to study novices' rich and diverse processes of mapping abstract data to visual constructs [e.g. 2] which, in turn, can shed light onto sense-making processes and inform the design of visualization tools. Our research focuses on exploring children’s approaches to visual mapping of abstract data. We have run a constructive vis study where we observed 7-11 year olds construct visualizations using physical tokens. While this study brought forth interesting findings, we also came across several methodological challenges related to the choice of data, study tasks, choice of material, and the study environment. We discuss how we approached these challenges in our study design and the questions this raises in the areas of pedagogy and physicalization.}, pubtype = {Workshop}, note = {http://dataphys.org/workshops/dis17/}, PDF = {Bishop_DIS2017.pdf} }

@INPROCEEDINGS {Hogan:2017, AUTHOR = {Trevor Hogan and Uta Hinrichs and Yvonne Jansen and Samuel Huron and Pauline Gourlet and Eva Hornecker and Bettina Nissen}, TITLE = {Pedagogy & Physicalization: Designing Learning Activities around Physical Data Representations}, BOOKTITLE = {Proceedings of the 2017 Conference on Designing Interactive Systems (DIS'17)}, abstract = {In an age where data and their various representations proliferates many aspects of our professional and private lives, a new form of awareness and visual literacy is required to interpret, critically discuss and actively engage in activities around data representation. Research has found Physicalization to be a productive way to introduce people to activities around data collection, processing, and representation – be it to learn about the concepts of making abstract data graspable, or to learn about complex phenomena represented within the data. This full-day hands-on workshop will explore how designing and building Physicalizations can be a way to actively learn the principles of data representation. The aim of this workshop is to (1) discuss different learning scenarios in which Physicalization activities can be beneficial, (2) explore different approaches to introduce Physicalization activities to different learning audiences, and (3) to build a community interested in the pedagogy of Physicalization.}, YEAR = { 2017 }, pubtype = {workshopOrg}, URL = {http://dataphys.org/workshops/dis17/}, note = {http://dataphys.org/workshops/dis17/}, PDF = {PhysializationPedagogy_2017.pdf} }

@INPROCEEDINGS {Thudt:2017:DataCraft, AUTHOR = {Alice Thudt and Uta Hinrichs and Sheelagh Carpendale}, TITLE = {{D}ata {C}raft: {I}ntegrating {D}ata into {D}aily {P}ractices and {S}hared {R}eflections}, BOOKTITLE = {CHI'17 workshop on Quantified Data & Social Relationships}, abstract = { We explore data craft as a means to create mementos that integrate data about personal and shared experiences into people's everyday lives. Digital mementos, e.g., in form of visualizations, aim to support personal and joint reminiscing by leveraging personal data archives. However, their digital nature can complicate value construction and integration with social and everyday practices. We propose to consider data craft - the manual crafting of functional objects that incorporate personal visualizations - as an opportunity to create meaningful physical objects. We suggest that the manual creation and habitual use of these objects adds to their perceived value and authenticity and can spark recollection based on digital traces of personal and shared experiences. We illustrate the concept of data craft through examples and reflect on the resulting objects as keepsakes and gifts that strengthen social relationships. }, YEAR = { 2017 }, URL = {https://openlab.ncl.ac.uk/datarelationships/}, pubtype = {workshop}, note = {https://openlab.ncl.ac.uk/datarelationships/}, PDF = {Thudt_DataCraft_2017.pdf} }

@INPROCEEDINGS {Carpendale:2016:QualTutorial, AUTHOR = {Sheelagh Carependale and Uta Hinrichs and Trevor Hogan and Alice Thudt and Melanie Tory and Jo Vermeulen and Jagoda Walny}, TITLE = {{C}onsidering {Q}alitative {E}valuation}, BOOKTITLE = {Tutorial at VisWeek'16}, abstract = { Evaluation is increasingly recognized as an essential component of visualization research. However, evaluation itself is a changing area of research. New methods to extend and validate our research continue to emerge. This half-day tutorial is designed for beginning to intermediate audiences. We will focus on methods for collecting qualitative data using a mixture of talks and hands- on activities. After completing this tutorial, people will have a richer understanding of the benefits and challenges of qualitative empirical research. }, URL = {http://innovis.cpsc.ucalgary.ca/qualeval-vis-tutorial/} YEAR = { 2016 }, pubtype = {workshopOrg}, note = {http://innovis.cpsc.ucalgary.ca/qualeval-vis-tutorial/} } @INPROCEEDINGS {Mendez:2017, AUTHOR = {Gonzalo Gebriel Mendez and Uta Hinrichs and Miguel Nacenta}, TITLE = {Bottom-Up vs. Top-Down: Trade-Offs in Efficiency, Understanding, Freedom and Creativity with InfoVis Tools}, BOOKTITLE = {Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems}, PDF = {Mendez_2017.pdf}, abstract = {The emergence of tools that support fast-and-easy visualization creation by non-experts has made the benefits of InfoVis widely accessible. Key features of these tools include attribute-level operations, automated mappings, and visualization templates. However, these features shield people from lower-level visualization design steps, such as the specific mapping of data points to visuals. In contrast, recent research promotes constructive visualization where individual data units and visuals are directly manipulated. We present a qualitative study comparing people’s visualization processes using two visualization tools: one promoting a top-down approach to visualization construction (Tableau Desktop) and one implementing a bottom-up constructive visualization approach (iVoLVER). Our results show how the two approaches influence: 1) the visualization process, 2) decisions on the visualization design, 3) the feeling of control and authorship, and 4) the willingness to explore alternative designs. We discuss the complex trade-offs between the two approaches and outline considerations for designing better visualization tools.}, Note = {to appear}, YEAR = { 2017 }, pubtype = {Paper}, project = {Ivolver}, URL = {https://ivolver.cs.st-andrews.ac.uk/study/} }

@INPROCEEDINGS {Alex:2015, AUTHOR = {Beatrice Alex and Claire Grover and Jon Oberlander and Ke Zhou and Uta Hinrichs}, TITLE = {Palimpsest: Improving Assisted Curation of Loco-Specific Literature}, BOOKTITLE = {Proceedings of Digital Humanities (DH 2015), Sydney, Australia}, PDF = {Alex_2015.pdf}, abstract = {This paper reports on interdisciplinary work carried out for the Palimpsest project, focusing on mining literary works set in Edinburgh, a UNESCO City of Literature. The project's aim is to use text mining to scour accessible literary works and find those mentioning Edinburgh or places within it. We ground loco-specific passages of text by identifying their latitudes and longitudes, so that both scholars and the public can geographically explore their fictional city. Palimpsest is a collaboration between literary scholars studying the use of place in literature and computer scientists working on text mining and information visualisation. Through a range of maps and accessible visualisations, users are able to explore the spatial relations of the literary city at particular times in its history, in the works of specific authors, or across eras and writers.

We present an overview of the project workflow and describe the assisted curation process adopted. It involves automatic retrieval and ranking of accessible literature according to its loco-specificity followed by manual selection of ranked documents, resulting in a set of literary works identified as set in Edinburgh. We report on the fine-tuning of the retrieval and ranking prototype based on literary scholar annotators' feedback.}, YEAR = { 2015 }, pubtype = {abstract}, project = {palimpsest} }

@INPROCEEDINGS {Hinrichs:2016DRS:workshop, AUTHOR = {Yvonne Jansen and Pauline Gourlet and Samuel Huron and Uta Hinrichs and Trevor Hogan}, TITLE = {{E}xploring the {D}esign {P}rocess of {D}ata {P}hysicalization}, BOOKTITLE = {Workshop at the Design Research Society DRS'16 Conference}, PDF = {HINRICHS_DRS.pdf}, abstract = { Humans have invented and used many forms to represent data, in order to facilitate sense making, communication and exploration processes. Data visualization is becoming a common practice in industry and a recognized research field that contributes to a richer understanding of the potential to encode data visually. Yet representations which address more than the visual sense and which could facilitate sense making in novel ways are still largely unexplored. Data physicalization, i.e. the design of physical artifacts whose geometry or material properties encode data, is an emerging research area that explores the potential of physical data representations as a sense making and communication medium; making information genuinely graspable.

This workshop is the fourth in a loosely connected series that commenced in 2014 at the IEEE VIS conference. Since then, we have conducted related workshops at ACM CHI and ACM TEI. These have attracted practitioners and researchers from the Design, Information Visualization, Computer Science, Interaction Design and Tangible Interaction communities. Previous workshops demonstrated that Data Physicalization is a vast emerging field that connects multiple and crossdisciplinary perspectives. Topics of interest range from perceptual and cognitive aspects to applicationoriented questions.

This workshop is targeted specifically to the design community of DRS: through handson activities, we will introduce researchers and practitioners to the data physicalization process and engage them in an open discussion about (1) potential application scenarios, (2) how to engage people in data physicalization practices (e.g., in educational and/or creative settings), and (3) identify the research questions and challenges that arise in their own work.}, URL = {http://dataphys.org/workshops/drs16/} YEAR = { 2016 }, pubtype = {workshopOrg}, }

@INPROCEEDINGS{Hinrichs:2016:CHI, author = {Uta Hinrichs, Simon Butscher, Jens Müller and Harald Reiterer}, title = {Diving in at the Deep End: The Value of Alternative In-Situ Approaches for Systematic Library Search}, booktitle = {Proceedings of the ACM SIGCHI Conference Conference on Human Factors in Computing Systems (CHI'16)}, year = {2016}, abstract = {OPAC interfaces, still the dominant access point to library catalogs, support systematic search but are problematic for open-ended exploration and generally unpopular with visitors. As a result, libraries start subscribing to simplified search paradigms as exemplified by web-search systems. This is a problem considering that systematic search is a crucial skill in the light of today’s abundance of digital information. Inspired by novel approaches to facilitating search, we designed CollectionDiver, an installation for supporting systematic search in public libraries. The CollectionDiver combines tangible and large display direct-touch interaction with a visual representation of search criteria and filters. We conducted an in-situ qualitative study to compare participants’ search approaches on the CollectionDiver with those on the OPAC interface. Our findings show that while both systems support a similar search process, the CollectionDiver (1) makes systematic search more accessible, (2) motivates proactive search approaches by (3) adding transparency to the search process, and (4) facilitates shared search experiences. We discuss the CollectionDiver’s design concepts to stimulate new ideas toward supporting engaging approaches to systematic search in the library context and beyond.}, pubtype = {Paper}, PDF = {Hinrichs_chi_2016.pdf}, pages = {4634--4646}, note = {Honourable Mention Award} }

@INPROCEEDINGS{Mann:2016:CHI, author = {Anne-Marie Mann, Uta Hinrichs, Janet C. Read and Aaron Quigley}, title = {Facilitator, Functionary, Friend or Foe? Studying the Role of iPads within Learning Activities Across a School Year}, booktitle = {Proceedings of the ACM SIGCHI Conference Conference on Human Factors in Computing Systems (CHI'16)}, year = {2016}, abstract = {We present the findings from a longitudinal study of iPad use in a Primary school classroom. While tablet devices have found their way into classroom environments, we still lack in-depth and long-term studies of how they integrate into everyday classroom activities. Our findings illustrate in-classroom tablet use and the broad range of learning activities in subjects such as maths, languages, social sciences, and even physical education. Our observations expand current models on teach- ing and learning supported by tablet technology. Our findings are child-centred, focusing on three different roles that tablets can play as part of learning activities: Friend, Functionary, and Facilitator. This new perspective on in-classroom tablet use can facilitate critical discussions around the integration and impact of these devices in the educational context, from a design and educational point of view.}, pubtype = {Paper}, PDF = {Mann_chi2016.pdf}, PAGES = {1833--1845} }

@Article {Hogan:2016:elicitation,

 AUTHOR = {Trevor Hogan, Uta Hinrichs, Eva Hornecker},
 TITLE = {The Elicitation Interview Technique: Capturing People's Experiences of Data Representations},
 JOURNAL = {IEEE Transactions on Visualization and Computer Graphics},
 YEAR = {2016},
 PUBTYPE = {Journal},
 ABSTRACT = {Abstract—Information visualization has become a popular tool to facilitate sense-making, discovery and communication in a large range of professional and casual contexts. However, evaluating visualizations is still a challenge. In particular, we lack techniques to help understand how visualizations are experienced by people. In this paper we discuss the potential of the Elicitation Interview technique to be applied in the context of visualization. The Elicitation Interview is a method for gathering detailed and precise accounts of human experience. We argue that it can be applied to help understand how people experience and interpret visualizations as part of exploration and data analysis processes. We describethe key characteristics of this interview technique and present a study we conducted to exemplify how it can be applied to evaluate data representations. Our study illustrates the types of insights this technique can bring to the fore, for example, evidence for deep interpretation of visual representations and the formation of interpretations and stories beyond the represented data. We discuss general visualization evaluation scenarios where the Elicitation Interview technique may be beneficial and specify what needs to be considered when applying this technique in a visualization context specifically.},

VOLUME = {22}, NUMBER = {12}, PAGES = {2579--2593}, PDF = {elicitationInterview_preprint2_2015.pdf} }

@INPROCEEDINGS {Hinrichs:2016TEI:workshop, AUTHOR = {Trevor Hogan and Eva Hornecker and Simon Stusak and Yvonne Jansen and Jason Alexander and Andrew Vande Moere and Uta Hinrichs and Kieran Nolan}, TITLE = {{T}angible {D}ata. {E}xplorations in {D}ata {P}hysicalization}, BOOKTITLE = {Proceedings of the Conference on Tangible Embedded Interaction (TEI '16)}, PDF = {HINRICHS_TEI.pdf}, abstract = { Humans have represented data in many forms for thousands of years, yet the main sensory channel we use to perceive these representations today still remains largely exclusive to sight. Recent developments, such as advances in digital fabrication, microcontrollers, actuated tangibles, and shape-changing interfaces offer new opportunities to encode data in physical forms and have stimulated the emergence of 'Data Physicalization' as a research area.

The aim of this workshop is (1) to create an awareness of the potential of Data Physicalization by providing an overview of state-of-the-art research, practice, and tools and (2) to build a community around this emerging field and start to discuss a shared research agenda. This workshop therefore addresses both experienced researchers and practitioners as well as those who are new to the field but interested in applying Data Physicalization to their own (research) practice. The workshop will provide opportunities for participants to explore Data Physicalization hands-on, by creating their own prototypes. These practical explorations will lead into reflective discussions on the role tangibles and embodiment play in Data Physicalization and the future research challenges for this area.}, URL = {http://dataphys.org/workshops/tei16/} YEAR = { 2016 }, pubtype = {workshopOrg}, }

@Article {Hinrichs:2015:infoVis,

 AUTHOR = {Uta Hinrichs, Stefania Forlini and Bridget Moynihan},
 TITLE = {Speculative Practices: Utilizing InfoVis to Explore Untapped Literary Collections},
 JOURNAL = {IEEE Transactions on Visualization and Computer Graphics (Proceedings Visualization / Information Visualization, Oct. 2015)},
 YEAR = {2016},

VOLUME = {22}, NUMBER = {1}, PAGES = {429--438},

 PROJECT = {SpeculativeWanderverse},
 PUBTYPE = {Journal},
 ABSTRACT = {In this paper we exemplify how information visualization supports speculative thinking, hypotheses testing, and preliminary interpretation processes as part of literary research. While InfoVis has become a buzz topic in the digital humanities, skepticism remains about how effectively it integrates into and expands on traditional humanities research approaches. From an InfoVis perspective, we lack case studies that show the specific design challenges that make literary studies and humanities research at large a unique application area for information visualization. We examine these questions through our case study of the Speculative W@nderverse, a visualization tool that was designed to enable the analysis and exploration of an untapped literary collection consisting of thousands of science fiction short stories. We present the results of two empirical studies that involved general-interest readers and literary scholars who used the evolving visualization prototype as part of their research for over a year. Our findings suggest a design space for visualizing literary collections that is defined by (1) their academic and public relevance, (2) the tension between qualitative vs. quantitative methods of interpretation, (3) result- vs. process-driven approaches to InfoVis, and (4) the unique material and visual qualities of cultural collections. Through the Speculative W@nderverse we demonstrate how visualization can bridge these sometimes contradictory perspectives by cultivating curiosity and providing entry points into literary collections while, at the same time, supporting multiple aspects of humanities research processes.},

PDF = {Hinrichs_scifi_2015.pdf} }

@Article {Forlini:2015:specFic,

 AUTHOR = {Stefania Forlini, Uta Hinrichs, and Bridget Moynihan},
 TITLE = {The Stuff of Science Fiction: An Experiment in Literary History},
 JOURNAL = {Digital Humanities Quarterly (DHQ); DHSI Colloquium 2014 Special Issue},
 YEAR = {2015},
 PROJECT = {SpeculativeWanderverse},
 PUBTYPE = {Journal},

ABSTRACT = {This article argues for a speculative, exploratory approach to literary history that incorporates information visualization early on into, and throughout, the research process. The proposed methodology combines different kinds of expertise—including that of fans and scholars in both literary studies and computer science—in processing and sharing unique cultural materials. Working with a vast fan-curated archive, we suggest tempering scholarly approaches to the history of science fiction (SF) with fan perspectives and demonstrate how information visualization can be incorporated into humanistic research processes, supporting exploration and interpretation of little-known cultural collections.}, VOLUME = {10}, NUMBER = {1}, NOTE = {http://www.digitalhumanities.org/dhq/vol/10/1/000228/000228.html} }

@Article {Hinrichs:2015:tradCon,

 AUTHOR = {Uta Hinrichs, Beatrice Alex, Jim Clifford, Andrew Watson, Aaron Quigley, Ewan Klein, Colin M. Coates},
 TITLE = {Trading Consequences: A Case Study of Combining Text Mining & Visualisation to Facilitate Document Exploration},
 JOURNAL = {Digital Scholarship in the Humanities (DSH); DH2014 Special Issue},
 YEAR = {2015},
 PROJECT = {TradCon},
 PUBTYPE = {Journal},

VOLUME = {30}, NUMBER = {1}, PAGES = {i50--i75}, ABSTRACT = {Large-scale digitization efforts and the availability of computational methods, including text mining and information visualization, have enabled new approaches to historical research. However, we lack case studies of how these methods can be applied in practice and what their potential impact may be. Trading Consequences is an interdisciplinary research project between environmental historians, computational linguists and visualization specialists. It combines text mining and information visualization alongside traditional research methods in environmental history to explore commodity trade in the nineteenth century from a global perspective. Along with a unique data corpus, this project developed three visual interfaces to enable the exploration and analysis of four historical document collections, consisting of approximately 200,000 documents and 11 million pages related to commodity trading. In this paper we discuss the potential and limitations of our approach based on feedback from historians we elicited over the course of this project. Informing the design of such tools in the larger context of digital humanities projects, our findings show that visualization-based interfaces are a valuable starting point to large-scale explorations in historical research. Besides providing multiple visual perspectives on the document collection to highlight general patterns, it is important to provide a context in which these patterns occur and offer analytical tools for more in-depth investigations.}, PDF = {Hinrichs_tradCon_2015.pdf} }

@INPROCEEDINGS{Thudt:2015:CC, author = {Alice Thudt and Uta Hinrichs and Sheelagh Carpendale}, title = {A Modular Approach to Promote Creativity and Inspiration in Search}, booktitle = {Proceedings of the ACM Conference on Creativity and Cognition (C&C'15)}, year = {2015}, PDF = {Thudt2015.pdf}, abstract = {When searching through collections of books or written texts, the efficient yet limiting query paradigm is still the most dominant entry point. Previous work characterizes search processes in various contexts and describes them as integral and closely related to creative endeavours. We revisit this work from a design perspective, proposing guidelines for versatile search interfaces that are based on a modular approach to search. Inspired by aspects of search in physical environments, our recommendations address learning, creativity, inspiration, and pleasure as positive aspects of (book) search. Based on in-depth interviews with library patrons about search practises in physical and digital environments and drawing from previous work on search behaviour, we discuss search patterns as modular constructs consisting of micro-strategies. We illustrate how the structure of these patterns is highly flexible. Much like creative processes, they fluidly evolve based on learning and ideation during search, particularly in physical environments. This modular perspective provides a basis for designing interfaces that facilitate creative approaches to search in digital environments.}, pubtype = {Paper} }


 author = {Katja Rogers and Uta Hinrichs and Aaron Quigley},
 title = {It Doesn't Compare to Being There: In-Situ vs. Remote Exploration of Museum Collections},
 booktitle = {Workshop The Search Is Over! Exploring Cultural Collections with Visualization, held in conjunction with the Digital Libraries Conference (DL'14)}, year = {2014},

note = {http://searchisover.org}, PDF = {Rogers_2014.pdf}, abstract={The digitization of museum collections has the potential not only to make them accessible remotely but also to augment their in-situ exploration at the gallery. We are interested in how mobile visual interfaces to museum collections can enhance explorations and experiences of the collection insitu, and how these in-situ explorations compare to remote browsing of collections, e.g., through web-based interfaces. We discuss findings from a study where potential visitors explored a museum collection using a tablet-based visualization remotely, at first, and then as part of their museum visit. Our findings show that the entry points to the collection differ in the two different contexts: while overview visualizations linked with individual artifacts triggered curiosity and promoted exploration in the remote setting, it was the individual (physical) artifacts that drove explorations of the mobile visualization in-situ. While remote explorations of the visualization can be characterized as highly open-ended, in-situ, people approached the interface in a more targeted way. These findings suggest an item-centric approach to the design of mobile visualizations that bridges the physical and digital information space to assist in-situ explorations of museums collections.}, pubtype = {workshop} }

@techreport{Klein_2014_tradCon, author = {Ewan Klein and Beatrice Alex and Claire Grover and Richard Tobin and Colin Coates and Jim Clifford and Aaron Quigley and Uta Hinrichs and James Reid and Nicola Osborne and Ian Fieldhouse}, title = {Digging into Data White Paper: Trading Consequences}, pdf = {tradConWhitePaper.pdf}, institution ={[-''School of Informatics, University of Edinburgh, UK; Multidisciplinary Studies Department, Glendon College, York University, Toronto, Canada; SACHI, School of Computer Science, University of St Andrews, UK; EDINA, University of Edinburgh, UK''-]}, year = {2014}, month = {March}, note = {Trading Consequences Project website}, project = {TradCon}, pubtype = {White Paper}, abstract={Scholars interested in nineteenth century global economic history face a voluminous historical record. Conventional approaches to primary source research on the economic and environmental implications of globalised commodity flows typically restrict researchers to specific locations or a small handful of commodities. By taking advantage of cutting edge computational tools, the project was able to address much larger data sets for historical research, and thereby provides historians with the means to develop new data driven research questions. In particular, this project has demonstrated that text mining techniques applied to tens of thousands of documents about nineteenth century commodity trading can yield a novel understanding of how economic forces connected distant places all over the globe and how efforts to generate wealth from natural resources impacted on local environments. The large scale findings that result from the application of these new methodologies would be barely feasible using conventional research methods. Moreover, the project vividly demonstrates how the digital humanities can benefit from transdisciplinary collaboration between humanists, computational linguists and information visualisation experts}, url={http://tradingconsequences.blogs.edina.ac.uk/} }

@INPROCEEDINGS{Hinrichs:2014:DH author = {Uta Hinrichs and Beatrice Alex and Jim Clifford and Aaron Quigley}, title = {Trading Consequences: A Case Study of Combining Text Mining & Visualisation to Facilitate Document Exploration}, year = {2014}, booktitle = {Proceedings of Digital Humanities, DH 2014} pubtype = {abstract}, project = {TradCon}, abstract = {Trading Consequences is an interdisciplinary research project between historians, computational linguists and visualization specialists. We use text mining and visualisations to explore the growth of the global commodity trade in the nineteenth century. Feedback from a group of environmental historians during a workshop provided essential information to adapt advanced text mining and visualisation techniques to historical research. Expert feedback is an essential tool for effective interdisciplinary research in the digital humanities.} }


 author = {Anne-Marie Mann and Uta Hinrichs and Aaron Quigley},
 title = {Digital Pen Technology's Suitability to Support Handwriting Learning},
 booktitle = {Workshop on the Impact of Pen and Touch Technology on Education, WIPTTE'14},
 year = {2014},

note = {}, PDF = {penAndTouch_14.pdf}, project = {}, pubtype = {Paper}, abstract ={While digital technology is entering today’s classrooms and learning environments, handwriting is still primarily taught using regular pencil and paper. In our research we explore the potential of digital writing tools to augment the handwriting process while preserving its cognitive benefits. In particular, we are interested in (1) how the characteristics of digital writing tools influence children’s handwriting experience and quality, compared to regular pencil and paper and (2) what kind of feedback may be beneficial to digitally augment the handwriting process and how this can be integrated into handwriting technology. In this paper we describe early findings of a study we conducted at a primary school to investigate how existing digital pens (iPad and stylus, WACOM tablet, and Livescribe pen) affect children’s handwriting quality and the handwriting experience. As part of this we discuss our methodology on evaluating handwriting quality, an inherently subjective activity. Furthermore, we outline the potential design space that digital writing tools open up when it comes to augmenting the handwriting process to facilitate learning.} }


 author = {Jakub Dostal and Uta Hinrichs and Per Ola Kristensson and Aaron Quigley},
 title = {SpiderEyes: Designing Attention and Proximity-Aware Collaborative Interfaces for Wall-Sized Displays},
 booktitle = {Proceedings of the Conference on Intelligent User Interfaces, IUI'14},
 year = {2014},

note = {video}, pages = {143--152}, PDF = {spidereyes_14.pdf}, project = {}, pubtype = {Paper}, abstract = {With the proliferation of large multi-faceted datasets, a critical question is how to design collaborative environments, in which this data can be analysed in an efficient and insightful manner. Exploiting people’s movements and distance to the data display and to collaborators, proxemic interactions can potentially support such scenarios in a fluid and seamless way, supporting both tightly coupled collaboration as well as parallel explorations. In this paper we introduce the concept of collaborative proxemics: enabling groups of people to collaboratively use attention- and proximity-aware applications. To help designers create such applications we have developed SpiderEyes: a system and toolkit for designing attention- and proximity-aware collaborative interfaces for wall-sized dis- plays. SpiderEyes is based on low-cost technology and al- lows accurate markerless attention-aware tracking of multiple people interacting in front of a display in real-time. We discuss how this toolkit can be applied to design attention- and proximity-aware collaborative scenarios around large wall-sized displays, and how the information visualisation pipeline can be extended to incorporate proxemic interactions.} }


  author = 	 {Uta Hinrichs},
  title = 	 {Open-Ended Explorations in Exhibition Spaces: A Case for Information Visualization and Large Direct-Touch Displays},
  school = 	 {InnoVis Group, Department of Computer Science, University of Calgary},
  year = 	 {2012},
  address =	 {Canada},
  type = 	 {PhD Thesis},

pubtype = {Thesis},

  month =	 {December},
  pdf = 	 {hinrichs_phdthesis.pdf},
  project = {},
  url = 	 {http://www.utahinrichs.de/Phd/Phd},
  note = {2012 Bill Buxton Best Canadian HCI Dissertation Award}
  abstract =     {Over the past few years, large direct-touch information displays have become more common place in exhibition spaces such as museums, libraries, and art galleries. Their interactive capabilities and size offer opportunities to present information to visitors in an engaging yet informative way. However, the characteristics of exhibition spaces, such as broad and diverse audiences, brief interaction times, and self-guided, open-ended exploration styles present challenges to the design of such information displays. While a number of large display installations have been designed and deployed as interactive exhibits in public spaces, their potential and their particular role as digital information exhibits is still largely underexplored. In this doctoral thesis, I present four case studies that investigate how self-guided and open-ended information exploration can be promoted using visualization-based large display exhibits, how shared interactions with large display exhibits can be characterized, and how multi-touch capabilities influence walk-up-and-use interaction in exhibition spaces. 

The first case study, memory [en]code, constitutes an initial investigation of how to support walk-up-and-use information exploration on direct-touch tabletop displays in the context of an art gallery. This case study touches upon the concepts of serendipity, participation, and visual aesthetics as different ways to promote individual and collaborative engagement with information via direct-touch displays. The second case study, EMDialog, further explores these aspects by investigating how museum visitors, individually and collaboratively, experience interactive information visualizations as part of an exhibition of traditional paintings. The third case study, the Bohemian Bookshelf, investigates the role of serendipity for open-ended information exploration. The Bohemian Bookshelf is discussed as one example of how serendipitous discoveries can be deliberately promoted by combining information visualization with large direct-touch displays in the context of library book collections. In the fourth case study that was conducted at the Vancouver Aquarium, I investigate visitors' individual and collaborative interactions with two different third-party multi-touch tabletop exhibits---the Collection Viewer and the Arctic Choices table. This case study focuses on how the interface design influences individual and collaborative exploration strategies around public tabletop exhibits and investigates the role of multi-touch gestures as part of open-ended information exploration.

This doctoral research contributes to the areas of information visualization, museum studies, and interactive surfaces on a design and empirical level. As a primary contribution, I introduce the idea of promoting open-ended and self-guided information exploration in exhibition spaces by combining information visualization with large display technology and direct-touch interaction. As part of this I take on a new perspective on serendipity, as one important aspect of open-ended information exploration. I show how serendipitous discoveries can be promoted through visualization-based large display exhibits. Through empirical studies that I conducted in three different real-life exhibition spaces, my research shows how visitors experience and interact with large display exhibits. In particular, I contribute a detailed characterization of the range of collaborative activities that evolve around visualization-based large display and how these are influenced by the interface and interaction design of exhibits. Furthermore, my research provides insights on how multi-touch gestures are spontaneously applied as part of walk-up-and-use information explorations around large display exhibits. On a methodological level, the field studies discussed as part of this thesis expand on qualitative methods in the context of real-world, uncontrolled study settings. Lastly, the four case studies as a whole show how visitor expectations toward large direct-touch exhibits have changed across the years and provide a glimpse into future research directions. } }

@Article{Hinrichs:2013:SpecialIssue, AUTHOR = {Uta Hinrichs and Sheelagh Carpendale and Nina Valkanova and Kai Kuikkaniemi and Giulio Jacucci and Andrew Vande Moere}, TITLE = {Guest Editor's Introduction: Interactive Public Displays}, JOURNAL = {IEEE Computer Graphics & Applications: Special Issue on Interactive Public Displays}, YEAR = {2013}, VOLUME = {33}, NUMBER = {2}, PAGES = {25--27}, URL = {http://www.computer.org/csdl/mags/cg/2013/02/mcg2013020025.html}, PUBTYPE = {Journal}}


 author = {Uta Hinrichs and Sheelagh Carpendale},
 title = {Making Sense of Wild Data: Using Visualization to Analyze In-the-Wild Video Records},
 booktitle = {Research in the Wild workshop, DIS'12},
 year = {2012},

note = {http://www.researchinthewild.org}, PDF = {wildData.pdf}, project = {Aquarium}, pubtype = {workshop} }

@InProceedings{Nacenta:2012:, author = {Miguel Nacenta and Mikkel Jakobsen and Remy Dautriche and Uta Hinrichs and Marian Dörk and Jonathan Haber and Sheelagh Carpendale}, title = {The LunchTable: A Multi-User, Multi-Display System for Information Sharing in Casual Group Interactions}, booktitle = {ISPD 2012: Proceedings of the International Symposium on Pervasive Displays}, year = {2012}, month = {June}, note = {To Appear} }

@Article {Hinrichs:2011:BIMA,

 AUTHOR = {Uta Hinrichs and Zannah Marsh},
 TITLE = {Everybody Map Now: Participatory Map Making on Bumpkin Island},
 JOURNAL = {Journal of Computational Media Design},
 YEAR = {2011},
 VOLUME = {4},

PAGES = {40--64},

 PROJECT = {BumpkinIslandMapArchive},
 PUBTYPE = {Journal}

PDF = {BumpkinIsland.pdf}, URL = {http://cmdjournal.com/ISSUE_ARCHIVE.html} }


 author = {Miguel Nacenta and Uta Hinrichs and Sheelagh Carpendale},
 title = {FatFonts: Combining the Symbolic and Visual Aspects of Numbers},
 booktitle = {AVI '12: Proceedings of the International Working Conference on Advanced Visual Interfaces},
 year = {2012},

month = {May}, pages = {407--414}, PDF = {FatFonts.pdf}, pubtype = {Paper}, project = {FatFonts} }


 author = {Alice Thudt and Uta Hinrichs and Sheelagh Carpendale},
 title = {The Bohemian Bookshelf: Supporting Serendipitous Book Discoveries through Information Visualization},
 booktitle = {CHI '12: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
 year = {2012},

month = {May},

 pages = {1461--1470},
 abstract = {Serendipity, a trigger of exciting yet unexpected discoveries, is an important but comparatively neglected factor in information seeking, research, and ideation. We suggest that serendipity can be facilitated through visualization. To explore this, we introduce the Bohemian Bookshelf, which aims to support serendipitous discoveries in the context of digital book collections. The Bohemian Bookshelf consists of five interlinked visualizations each offering a unique overview of the collection. It aims at encouraging serendipity by (1) offering multiple visual access points to the collection, (2) highlighting adjacencies between books, (3) providing flexible visual pathways for exploring the collection, (4) enticing curiosity through abstract, metaphorical, and visually distinct representations of books, and (5) enabling a playful approach to information exploration. A deployment at a library revealed that visitors embraced this approach of utilizing visualization to support open-ended explorations and serendipitous discoveries. This encourages future explorations into promoting serendipity through information visualization.

}, pdf = {ThudtCHI2012.pdf}, pubtype = {Paper}, project = {BohemianBookshelf}



  author = {Uta Hinrichs and Sheelagh Carpendale},
  title = {Interactive Tables in the Wild - Visitor Experiences with Multi-Touch Tables in the Arctic Exhibit at the Vancouver Aquarium},
  institution = {University of Calgary},
  year = {2010},
  type = {Technical Report},
  project = {Aquarium},
  number = {2010-973-22},
  url = {https://dspace.ucalgary.ca/handle/1880/48199},
  pdf = {interactiveTablesInTheWild.pdf}


@INPROCEEDINGS { Hinrichs:2011CHI:, AUTHOR = {Uta Hinrichs and Sheelagh Carpendale}, TITLE = {{G}estures in the {W}ild: {S}tudying {M}ulti-{T}ouch {G}esture Sequences on {I}nteractive {T}abletop {E}xhibits }, BOOKTITLE = {CHI'11: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems}, PDF = {HINRICHS2011CHI.pdf}, PROJECT = {Aquarium}, YEAR = {2011}, MONTH = {May}, PAGES={3023--3032}, pubtype = {Paper}, abstract = {In this paper we describe our findings from a field study that was conducted at the Vancouver Aquarium to investigate how visitors interact with a large interactive table exhibit using multi-touch gestures. Our findings show that the choice and use of multi-touch gestures are influenced not only by general preferences for certain gestures but also by the interaction context and social context they occur in. We found that gestures are not executed in isolation but linked into sequences where previous gestures influence the formation of subsequent gestures. Furthermore, gestures were used beyond the manipulation of media items to support social encounters around the tabletop exhibit. Our findings indicate the importance of versatile many-to-one mappings between gestures and their actions that, other than one-to-one mappings, can support fluid transitions between gestures as part of sequences and facilitate social information exploration.} project = {Aquarium}, }

@INPROCEEDINGS {Hinrichs:2011CHI:workshop, AUTHOR = {Uta Hinrichs and Nina Valkanova and Kai Kuikkaniemi and Giulio Jacucci and Sheelagh Carpendale and Ernesto Arroyo }, TITLE = { {L}arge {D}isplays in {U}rban {L}ife: from {E}xhibition {H}alls to {M}edia {F}acades }, BOOKTITLE = { CHI '11: Extended Abstracts of the SIGCHI Conference on Human Factors in Computing Systems }, PDF = {HINRICHS_CHI2011_workshop.pdf}, abstract = {Recent trends show an increasing prevalence of large interactive displays in public urban life. For example, museums, libraries, public plazas, or architectural facades take advantage of interactive technologies that present information in a highly visual and interactive way. Studies confirm the potential of large interactive display installations for educating, entertaining, and providing evocative experiences. This workshop will provide a platform for researchers and practitioners from different disciplines to exchange insights on current research questions in the area. The workshop will focus on how to design large interactive display installations that promote engaging experiences that go beyond playful interaction, and how to evaluate their impact. The goal is to cross-fertilize in-sights from different disciplines, establish a more general understanding of large interactive displays in public urban contexts, and to develop an agenda for future research directions in this area.}, note = {A CHI 2011 workshop;http://largedisplaysinurbanlife.cpsc.ucalgary.ca/}, URL = {http://largedisplaysinurbanlife.cpsc.ucalgary.ca/} YEAR = { 2011 }, pubtype = {workshopOrg}, }

@INPROCEEDINGS {Haber:2011CHI:workshop, AUTHOR = { Jonathan Haber and Miguel Nacenta and Uta Hinrichs and Marian Dörk and Remy Dautriche and Sheelagh Carpendale}, TITLE = { {L}et's {A}ll {G}o to the {L}unch {T}able: {P}erformance in {I}nteractive {S}emi-{P}ublic {S}paces }, BOOKTITLE = { Proceedings of the CHI'11 Workshop on Performative Interaction in Public Space}, YEAR = { 2011 }, TYPE = {workshop}, PDF = {performativeInteractionWorkshop.pdf} }


  author = {Alice Thudt and Uta Hinrichs and Sheelagh Carpendale},
  title = {The Bohemian Bookshelf: Supporting Serendipitous Discoveries through Visualization},
  institution = {University of Calgary},
  year = {2011},
  type = {Technical Report},
  number = {2011-1009-21},
  url = {https://dspace.ucalgary.ca/handle/1880/48717}
  pdf = {serendipity_alice_techReport.pdf},
  project = {BohemianBookshelf}


@INPROCEEDINGS { Hinrichs_doc:2010DIS:, AUTHOR = { Uta Hinrichs }, TITLE = { {L}arge {D}isplay {I}nformation {V}isualization in {P}ublic {S}paces }, BOOKTITLE = { Extended Abstract for Doctoral Colloquium at the ACM SIGCHI conference on Designing Interactive Systems (DIS)}, PDF = {DisDocHinrichs.pdf}, YEAR = { 2010 }, MONTH = {August}, pubtype = {workshop}, }

@INPROCEEDINGS { Hinrichs:2010DIS:, AUTHOR = { Uta Hinrichs and Danyel Fisher and Nathalie Henry Riche }, TITLE = { {R}esearch{W}ave: {A}n {A}mbient {V}isualization for {P}roviding {A}wareness of {R}esearch {A}ctivities }, BOOKTITLE = { Proceedings of the ACM SIGCHI conference on Designing Interactive Systems (DIS)}, PDF = {ResearchWaveHinrichs.pdf}, YEAR = { 2010 }, MONTH = {August}, PROJECT = {ResearchWave}, pubtype = {Paper}, PAGES = { 31--34}, ABSTRACT = {The goal of a research institution is, ultimately, to share and disseminate knowledge. Yet the sheer volume of information produced by large institutions makes it challenging to keep track of the vast knowledge within. Information on who knows what is often scattered across multiple sources and media. Expertise tracking systems allow users to search for people who know answers, but do not support serendipitous discovery. To help visitors and researchers alike develop awareness of research activities, we have designed ResearchWave---a large-display ambient visualization, installed in the social spaces of a research institution. ResearchWave represents information on research activities in a lightweight and aesthetically pleasing manner. Research-Wave is based on a "walk up and use" approach: it uses multiple levels of visual encodings to engage people while allowing them to learn more with each novel encounter. In this paper, we report our design process, first prototype and lessons learned from initial user feedback.} }

@INCOLLECTION { Isenberg:2010:DTF, AUTHOR = { Petra Isenberg and Uta Hinrichs and Mark Hancock and Sheelagh Carpendale }, TITLE = { Digital Tables for Collaborative Information Exploration }, BOOKTITLE = { Tabletops---Horizontal Interactive Displays }, PUBLISHER = { Springer Verlag }, YEAR = { 2010 }, pubtype = {bookchapter}, EDITOR = { Mueller-Tomfelde, Christian }, SERIES = { Human-Computer Interaction Series }, PAGES = {387--406}, DOI = {http://dx.doi.org/10.1007/978-1-84996-113-4} TIMESTAMP = { 2008.05.13 }, }

@INPROCEEDINGS { IsenbergTob:2009IVO:, AUTHOR = { Tobias Isenberg and Uta Hinrichs and Sheelagh Carpendale }, TITLE = { {S}tudying {D}irect-{T}ouch {I}nteraction for 2D {F}low {V}isualization }, BOOKTITLE = { Proceedings of the Workshop on Collaborative Visualization on Interactive Surfaces (CoVIS 2009, October 11, 2009, Atlantic City, USA) }, PDF = {IsenbergTob_2009IVO.pdf}, YEAR = { 2009 }, pubtype = {workshop}, NOTE = { To appear in the »Technical Reports« series of the Department of Media Informatics of the Ludwig-Maximilians-University of Munich, Germany }, }

@INPROCEEDINGS { Isenberg:2009IVO:, AUTHOR = { Petra Isenberg and Uta Hinrichs and Mark Hancock and Matthew Tobiasz and Sheelagh Carpendale }, TITLE = { Information {V}isualization on {I}nteractive {T}abletops in {W}ork vs. {P}ublic {S}ettings}, BOOKTITLE = { Proceedings of the Workshop on Collaborative Visualization on Interactive Surfaces (CoVIS 2009, October 11, 2009, Atlantic City, USA) }, YEAR = { 2009 }, pubtype = {workshop}, PDF = {Isenberg_2009IVO}, NOTE = { To appear in the »Technical Reports« series of the Department of Media Informatics of the Ludwig-Maximilians-University of Munich, Germany }, }

@Article {Hinrichs:2008:emdialog,

 AUTHOR = {Uta Hinrichs, Holly Schmidt and Sheelagh Carpendale},
 TITLE = {{EMD}ialog: Bringing Information Visualization into the Museum},
 JOURNAL = {IEEE Transactions on Visualization and Computer Graphics (Proceedings Visualization / Information Visualization 2008)},
 YEAR = {2008},
 VOLUME = {14},
 NUMBER = {6},
 MONTH = {November-December},
 PDF = {Hinrichs_2008_emdialog.pdf},

PAGES = {1181--1188}

 PROJECT = {EMDialog},
 PUBTYPE = {Journal},
 ABSTRACT = {Digital interactive information displays are becoming more common in public spaces such as museums, galleries, and

libraries. However, the public nature of these locations requires special considerations concerning the design of information visualization in terms of visual representations and interaction techniques. We discuss the potential for, and challenges of, information visualization in the museum context based on our practical experience with EMDialog, an interactive information presentation that was part of the Emily Carr exhibition at the Glenbow Museum in Calgary. EMDialog visualizes the diverse and multi-faceted discourse about Emily Carr, a Canadian artist, with the goal to both inform and provoke discussion. It provides a visual environment that allows for exploration of the interplay between two integrated visualizations, one for information access along temporal, and the other along contextual dimensions. We describe the results of an observational study we conducted at the museum that revealed the different ways visitors approached and interacted with EMDialog, as well as how they perceived this form of information presentation in the museum context. Our results include the need to present information in a manner sufficiently attractive to draw attention and the importance of rewarding passive observation as well as both short and longer term information exploration.}, url = {http://www.utahinrichs.de/emdialog} } @techreport{Hinrichs_2008_bubbletype, author = {Uta Hinrichs and Holly Schmidt and Tobias Isenberg and Mark S. Hancock and Sheelagh Carpendale}, title = {BubbleType: Enabling Text Entry within a Walk-Up Tabletop Installation}, pdf = {Hinrichs_2008_bubbletype.pdf}, institution ={Department of Computer Science, University of Calgary, Canada}, year = {2008}, month = {February}, pubtype = {Research Report}, number = {2008-893-06}, project = {BubbleType}, abstract={We address the issue of enabling text entry for walk-up-and-use interactive tabletop displays located in public spaces. Public tabletop installations are characterized by a diverse target user group, multiperson interaction, and the need for high approachability and intuitiveness. We first define the design constraints of text-entry methods for public tabletop installations such as clear affordances, audience expertise, support of direct-touch interaction, visual appearance, space requirements, multi-user support, and technical simplicity. We then describe an iterative design process that was informed by these constraints and led to the development of two stylus keyboard prototypes—BubbleQWERTY and BubbleCIRCLE—for use in interactive public tabletop installations.}, url={http://www.utahinrichs.de/memoryencode} }


  author = {Uta Hinrichs and Mark S. Hancock and Christopher Collins and Sheelagh Carpendale},
  title = {Examination of Text-Entry Methods for Tabletop Displays},
  booktitle = {Proceedings of the IEEE International Workshop on Horizontal Interactive Human-Computer Systems (Tabletop'07)},
  year = {2007},

month = {October}, pubtype = {Paper},

  pages = {105--112},
  publisher = {IEEE},

PDF = {Hinrichs_2007_textEntry.pdf}, PROJECT = {TextEntryMethods},

  ABSTRACT = {Although text entry is a vital part of day-to-day computing

familiar to most people, not much research has been done to enable text entry on large interactive tables. One might assume that a good approach would be to choose an existing technique known to be fast, ergonomic, and currently preferred by the general population, but there are many additional factors to consider in this specific domain. We consider a variety of existing text-entry methods and examine their viability for use on tabletop displays. We discuss these techniques not only in terms of their general characteristics, performance, and adoption, but introduce other evaluative criteria, including: environmental factors unique to large digital tables and the support for multi-user simultaneous interaction. Based on our analysis we illustrate by example how to choose appropriate text-entry methods for tabletop applications with differing requirements, whether by selection from existing methods, or through a combination of desirable elements from a variety of methods. Our criteria can also be used as heuristics during the iterative design of a completely new text-entry technique.} }


  author = {Holly Schmidt and Uta Hinrichs and Alan Dunning and Sheelagh Carpendale},
  title = { memory [en]code - Building a Collective Memory within a Tabletop Installation},
  booktitle = {Proceedings of Computational Aesthetics in Graphics, Visualization, and Imaging 2007 (CAe'07)},
  year = {2007},

month = {June}, pubtype = {Paper},

  pages = {135 -- 142},
  publisher = {Eurographics Association},

PDF = {Schmidt_2007_memoryencode.pdf}, PROJECT = {memory [en]code},

  ABSTRACT = {In this paper, we introduce memory [en]code, a project that evolved through an art+science collaboration. memory

[en]code is an interactive tabletop installation that visualizes different concepts of human memory in an interactive and exploratory way. Designed to be installed in a public space, memory [en]code enables people to enter their personal memories and to explore memories entered by other people. Reacting to people’s interactions, memory [en]code dynamically changes and redefines itself continuously, in ways similar to human memory. Over time memory [en]code forms a collective memory mirroring the experiences and associations of people that have participated in the installation. Within memory [en]code we have approached the concept of human memory in a way that combines art+sciences and that makes the complexity of memory visible and tangible.}, url={http://www.utahinrichs.de} }


  author = {Uta Hinrichs and Sheelagh Carpendale and Stacey D. Scott},
  title = {Interface Currents: Supporting Fluent Face-to-Face Collaboration},
  booktitle = {Video Proceedings of the ACM Conference on Computer Supported Cooperative Work 2006 (CSCW'06)},
  year = {2006},
  publisher = {ACM Press},

month = {November}, pubtype = {Refereed Short Publication}, PDF = {Hinrichs_2006_currentvideo.pdf}, VIDEO = {Hinrichs_2006_currentvideo_vid.avi}, PROJECT = {InterfaceCurrents} }


  author = {Sheelagh Carpendale and Tobias Isenberg and Stacey D. Scott and Uta Hinrichs and Andre Miede and Russell Kruger and Stefan Habelski and Kori Inkpen},
  title = { Collaborative Interaction on Large Tabletop Displays},
  booktitle = {Adjunct Proceedings of the ACM Conference on Computer Supported Cooperative Work 2006 (CSCW'06)},
  year = {2006},

month = {November},

  publisher = {ACM Press},

pubtype = {Refereed Short Publication}, PDF = {Carpendale_2006_poster.pdf}, PROJECT = {InterfaceCurrents} }


  author = {Uta Hinrichs and Sheelagh Carpendale and Stacey D. Scott},
  title = {Evaluating the Effects of Fluid Interface Components on Tabletop Collaboration},
  booktitle = {Proceedings of the International Working Conference on Advanced Visual Interfaces 2006 (AVI'06)},

pages = {27--34}, month = {May},

  year = {2006},
  publisher = {ACM Press},

PDF = {Hinrichs_2006_avi.pdf}, pubtype = {Paper}, PROJECT = {InterfaceCurrents}, PROJECTDES = {InterfaceCurrentsAVI}, abstract = {Tabletop displays provide exciting opportunities to support individual and collaborative activities such as planning, or- ganizing, and storyboarding. It has been previously sug- gested that continuous flow of interface items can ease infor- mation access and exploration on a tabletop workspace, yet this concept has not been adequately studied. This paper presents an exploratory user study of Interface Currents, a reconfigurable and mobile tabletop interface component that offers a controllable flow for interface items placed on its surface. Our study shows that Interface Currents supported information access and sharing on a tabletop workspace. The study findings also demonstrate that mobility, flexibility, and general adjustability of Interface Currents are impor- tant factors in providing interface support for variations in task and group interactions.} }

@INPROCEEDINGS{Hinrichs_2005_smartgraphics, author = {Uta Hinrichs and Sheelagh Carpendale and Stacey D. Scott and Eric Pattison}, title = {Interface Currents: Supporting Fluent Collaboration on Tabletop Displays.} booktitle = {Proceedings of the 5th Symposium on Smart Graphics (SmartGraphics'05)}, publisher = {Springer Verlag}, pages = {185-197}, year = {2005}, month = {August}, pubtype = {Paper}, pdf = {Hinrichs_2005_smartgraphics.pdf}, PROJECTDES={InterfaceCurrentsSmart}, project = {InterfaceCurrents}, abstract = {Large horizontal displays provide new opportunities to support individual and collaborative activities such as creativity and organizational tasks. We present Interface Currents, a fluid interaction technique designed to support face-to-face collaboration by improving access to and sharing of workspace items. Interface Currents are flexible containers that provide a controllable flow of interface items that support creativity during collaborative tasks and enable intuitive organization and sharing of digital information around horizontal displays.}

} @INPROCEEDINGS{Hinrichs_2005_siggraph,

  author = {Uta Hinrichs and Sheelagh Carpendale and Stacey D. Scott},
  title = {Interface Currents: Supporting Fluent Face-to-Face Collaboration},
  booktitle = {Adjunct Proceedings of the 32th International Conference on Computer Graphics and Interaction Techniques (SIGGRAPH'05)},
  year = {2005},

month = {July},

  publisher = {ACM Press},

PDF = {Hinrichs_2005_siggraph.pdf}, pubtype = {Refereed Short publication}, VIDEO = {Hinrichs_2005_siggraph_vid.avi}, PROJECT = {InterfaceCurrents}, pubtype = {Refereed Short Publication}, abstract = {While large displays, such as tabletops and walls, are being developed to technically support collaborative work, the design of interfaces that support face-to-face collaboration is still a challenge [Scott et al. 2003]. We present Interface Currents – flexible containers which provide controllable, automated movement of interface items – in order to support the creative flow during collaborative tasks and to enable intuitive organizing and sharing of digital information around large horizontal displays.} }


  author = 	 {Uta Hinrichs},
  title = 	 {Interface Currents: Evaluating a Fluid Interface for Tabletop Collaboration},
  school = 	 {Otto-von-Guericke University of Magdeburg},
  year = 	 {2005},
  address =	 {Germany},
  type = 	 {Diplom Thesis},

pubtype = {Thesis},

  month =	 {September},
  pdf = 	 {Hinrichs_thesis_2005.pdf},
  project = {InterfaceCurrents},
  url = 	 {},
  abstract =     {Large screen vertical and horizontal displays provide new opportunities to support individual

and collaborative activities especially in terms of creativity and design tasks. The size of these displays introduces several unique opportunities such as co-located collaboration but at the same time issues for interface designers such as: potential difficulties of reaching workspace items far away from one’s current position at the display, and the tendency of people to walk around when using a wall display or sit in various positions around a tabletop display. Thus, in contrast to traditional interfaces, large display interfaces need to support access to workspace items from a variety of positions at the display. In order to improve access to workspace items, providing better support for obtaining and sharing items and for mobility at the display which can be very important to improve creative processes, we propose a novel interaction metaphor, the so-called Interface Current, that allows interface components to play a more active role in the workspace activity.} }

@techreport{Hinrichs_2005_currentSketch, author = {Uta Hinrichs}, title = {Interface Currents: Supporting Co-located Work on Tabletop Displays}, year = {2005}, month = {February}, institution = {Department of Computer Science, University of Calgary, Canada}, number = {2005-773-04}, pubtype = {Research Report,Thesis}, project = {InterfaceCurrents}, abstract = {Large screen vertical and horizontal displays provide new opportunities to support individual and collaborative activities especially in terms of creativity and design tasks. The size of these displays introduces several unique opportunities such as co-located collaboration but at the same time issues for interface designers such as: potential difficulties of reaching workspace items far away from one’s current position at the display, and the tendency of people to walk around when using a wall display or sit in various positions around a tabletop display. Thus, in contrast to traditional interfaces, large display interfaces need to support access to workspace items from a variety of positions at the display. In order to improve access to workspace items, providing better support for obtaining and sharing items and for mobility at the display which can be very important to improve creative processes, we propose a novel interaction metaphor, the so-called Interface Current, that allows interface components to play a more active role in the workspace activity.} PDF = {Hinrichs_2005_currentSketch.pdf} }