"What is conversation? How do we design for effective conversation?", co-authored with Hugh Dubberly, in Interactions Magazine, publication of the ACM, July / August ‘09
“What is Interaction? Are There Different Types?”, co-authored with Hugh Dubberly and Usman Haque, in Interactions Magazine, publication of the ACM, Volume XVI.1, January / February ‘09
“Instruction for Design and Designs for Conversation” [PDF], Chapter III in Handbook for Conversation Design for Instructional Applications, Information Science Reference Publishers, February 2008.
Presentation materials for talk and software demonstration on 'media — interaction — cybernetics', given at UC Santa Cruz's Digital Arts and New Media Program, April 2005.
Argument for using conversation as model for user interface architecture, based on 3 axioms for effective conversation, March 2005.
Some considerations of Internet Search: ultimate goals for search, how to improve it, and a model of consumer confidence as it relates to eCommerce, January 2005.
Design As I See It ,
a summary sketch of fundamental elements of design process, from a talk given at the Bartlett School of Architecture, London, January 2005.
Cybernetics of HCI,
A Pragmatic Approach. Abstract for presentation to Computer-Human
Interaction Seminar, Stanford University, February 2002.
for Introduction to Cybernetics and Design, Stanford University
of a framework for evaluating what demos are interesting,
and what would make them more so.
for reference to 1/23/01 class) and slides
of a talk to Human-Centered Computing class at Berkeley about
how end-users are fundamentally engaged in prototyping activity,
so every UI needs to be designed to facilitate end-users' designing,
trying, iterating, and refining their products as well as their
A conceptual talk
about the value in putting goals into user interfaces.
Presented at BayCHI, San Francisco Bay Area ACM Special Interest
Group in Human-Computer Interaction, March 2000.
A comment about
personal computing and user purpose.
A talk about
wealth creation in e-commerce given at the MIT Media Lab.
Another talk given there was about expressing
purpose at the interface, an idea that can be expressed less
formally in the context of interaction design, as in a
presentation for Netscape/AOL during a design summit.
A paper from 1982 published
from the Harvard Graphics Conference, about personalizing user
interfaces and measuring their effectiveness.
THOUGHTSHUFFLER, a new approach to reading, searching, and blogging, on desktop or handheld.
Help system for
commercial search engine toolbar, the first of its kind, distributed on the web in 1996.
HTML is auto-generated from a proprietary software tool that
automatically converts metadata plus application documentation
into a web-based HELP system.
Web-based tutorial for commercial, enterprise
is auto-generated to produce
a user experience that would be impractical to hand-code or
create from existing web production tools.
Screenshots of a prototype from early
1997. Focused on functions rather than visual design (which was
addressed when moved to Java from LISP), this tool greatly improved
the experience of web searches by capturing a personal, dynamic
ontology. The tool contains features still not available commercially.
of an adaptive
hypermedia system called THOUGHTSTICKER. Built in the mid-1980s,
the system responded to each click based on the history of interaction
with that individual. The result was extremely efficient and
pleasing for the user, who was treated as a unique individual.
Written for a festschrift, the early sections of the paper that
describe personal history can be skipped.
of THOUGHTSTICKER to nuclear power plant emergency operations.
This $1.2M development project, completed in 1992, was also documented
in an IEEE paper.
EOM, a graphically scripted, simulation-based
animation system (PDF
file, 200K). Built in 1977 at MIT, this system used 2-dimensional
scripts to define arbitrary simulations that resulted in color
animations. The system was a complete, generalized programming
environment that was graphical and based on data-flow, rather
than linear code. One user interface innovation was the use of
the locations of the elements on the 2-d script as starting conditions
for the animation, making revision and evolution extremely fast.
EOM was used to create animation sequences for the WGBH-TV "NOVA"
program on Linus Pauling. See also a
published article (also available in PDF
File, 50K) from Creative Computing in 1980 for a less formal
description of the same system.)