4,202 Matching Annotations
  1. Mar 2026
    1. Furthermore, according to Stevens's power law, people perceive changes in gray scale not linearly, but rather by a factor of approximately 0.5 [71]. For instance, a threefold increase in opacity might only be perceived as 1.5 times more significant, further complicating the differentiation of levels.

      sentences that implicitly or explicitly mention theory

    2. This sequence resonates with efficient content absorption strategies highlighted in speed reading literature, where readers first capture the gist and then delve deeper [1, 63]. The interface, therefore, may inadvertently facilitate this structured, layered reading approach, which might explain the improvement in reading efficiency and comprehension.

      sentences that implicitly or explicitly mention theory

    3. We adopt the term "saliency" based on its definition (a "bottom-up, stimulus-driven perceptual quality which makes some items stand out from their neighbors") [42], and its use in augmented reality [85, 88], computer vision [17, 55], and cognitive science [37, 56].

      sentences that implicitly or explicitly mention theory

    4. Modulating text saliency is a widely studied aspect of textual information representation. This technique modifies the visual attributes of text to promote words of interest and guide readers' attention, making pertinent information more perceptible and thereby enhancing comprehension and the user experience [12, 42].

      sentences that implicitly or explicitly mention theory

    5. compressive summarization aims to select the shortest subsequence of words within a sentence that yields an informative and grammatical sentence [64]. This framework allows for a more concise representation of the original content while retaining the essence of its meaning.

      sentences that implicitly or explicitly mention theory

    6. Given the cognitive effort reading requires, readers frequently resort to skimming, which is a rapid, selective, and non-linear form of reading [2]. Eye tracking studies [30, 74] validate that such behavior is extremely common. However, multiple studies have suggested a significant trade-off between reading speed and comprehension [65, 66, 76, 87].

      sentences that implicitly or explicitly mention theory

    7. Automated text summarization techniques, including but not limited to crowd-powered systems [10], prompting large language models (LLMs) [105], and other AI technologies, can address a subset of these difficulties, i.e., the resulting text may be shorter, with simpler sentence structures and fewer unusual words [62]. However, unless there is information within the original document that is truly redundant, the result is a lossy representation of the original document, regardless of whether the process is abstractive or extractive.

      sentences that implicitly or explicitly mention theory

    8. Support skimming without interrupting flow. The system should improve skimming of text while minimizing the impact on the user's natural reading flow. In particular, as much as possible, it should avoid presenting users with salient text that is unparsable as a coherent thought, i.e., the system should present a complete sentence rather than a phrase or sentence fragment.

      sentences about intended user's goals

    9. Support reading at multiple levels of detail. The system should help users navigate the full complexity of a text, shifting focus seamlessly between different levels of semantic coverage, or granularity, from the big picture to the fine details.

      sentences about intended user's goals

    10. Integrate seamlessly into existing reading experiences. The system should complement and not interfere with the existing digital reading workflow that people are used to. It should provide all the functionalities in the same view, minimizing the overhead of mode and context switching.

      sentences about intended user's goals

    11. Remain faithful to the original text. The system should not automatically reword or add new words or phrases to the original text. It should preserve the original text, while rendering it in a way that aids reading, skimming, or information retrieval.

      sentences about intended user's goals

    12. We aspired to design a text rendering interface that alleviates some of the cognitive demands of reading, skimming, or performing information retrieval on natural language documents—particularly those with long, complicated sentences—without compromising the integrity of the original content.

      sentences about intended user's goals

    1. Established theories of human cognition describe how exposure to variation and consistency within prescribed structures can help people more robustly form mental models of a phenomenon, e.g., how an LLM behaves. Specifically, in line with Variation Theory [35], the features we instantiate identify patterns of consistency (Figure 1d, "Exact Matches"), variation (Figure 1c, "Unique Words"), or both (Figures 1a, 1b, "Positional Diction Clustering (PDC)"—a novel algorithm we introduce in this paper). In line with Analogical Learning Theory [13], PDC highlights analogous text across LLM responses, i.e., positionally consistent and similar in diction, such that users can see emergent relationships.

      sentences that implicitly or explicitly mention theory

    2. users may want to select the best option from among many, compose their own response through bricolage, consider many ideas during ideation, audit a model by looking at the variety of possible responses, or compare the functionality of different models or prompts.

      sentences about intended user's goals

    3. There are two hypothesized benefits of this view. One is based on an understanding of human perception: the grid layout should help users compare more LLM responses because the spatial arrangement assists their memory. The other benefit is based on Variation Theory, which posits that discerning the impact of a critical aspect, for example model temperature, is only possible when experiencing variation along that dimension, isolated from variation along other dimensions.

      sentences that implicitly or explicitly mention theory

    4. Given that the features implemented in this work are in line with design implications of Variation Theory and Analogical Learning Theory, the results suggest that there may be further utility of these theories for guiding the design of future systems that help users make sense of data and form mental models from examples.

      sentences that implicitly or explicitly mention theory

    5. Theories of human concept learning suggest that a key step in forming accurate, robust mental models of a phenomenon is to be able to discern the underlying dimensions of variation (Variation Theory) and any latent structures beneath superficial details (Analogical Learning Theory). By detecting and communicating which sentences are both structurally analogous (by virtue of their position within the response) and semantically related (by virtue of highly overlapping content), users should be able to more easily identify emergent structures, as well as compare and contrast particular compositions of structural elements across responses and syntactic elements that may vary in meaningful ways across analogous sentences within those responses. These theories assert that these subtasks are key ingredients in forming those robust accurate mental models, i.e., learning from the LLM responses in order to better perform their overarching task.

      sentences that implicitly or explicitly mention theory

    6. In this work, in line with Variation Theory, the existing and novel features instantiated and described in the next subsection collectively identify patterns of consistency, variation, or both; they are explicitly designed to make emergent dimensions of consistency and variation easier for the user to perceive.

      sentences that implicitly or explicitly mention theory

    7. Variation Theory describes how helping people perceive the different dimensions of consistency and variation across examples (here, LLM responses) of the object of learning helps them more quickly and robustly leap to more accurate mental models. Analogical Learning Theory describes how people can form mental models or schema from perceiving structural analogical relationships across superficially varying examples (again, here LLM responses).

      sentences that implicitly or explicitly mention theory

    8. we want to decorate text to show pre-computed relationships, such as string matches or analogous sentences, across responses. In this way, we help users shift cognitive bandwidth away from identifying overlapping or \

      sentences about intended user's goals

    9. We want to support a wide range of tasks that involve sensemaking. For example, we want to support the detection of similarities and differences between individual responses as well as groups of responses, and support the detection of

      sentences about intended user's goals

    1. As corporate IT departments have found themselves with long backlogs of requests, Excel users have discovered that they can produce the reports needed to run their businesses themselves using the macro language Visual Basic for Applications (VBA).

      Find macros

    2. VBA enables you to achieve tremendous efficiencies in your day-to-day use of Excel. VBA helps you figure out how to import data and produce reports in Excel so that you don't have to wait for the IT department to help you.

      Find macros

    1. Usability concerns how easily computer-based tools may be operated by users trying to accomplish a task. Usability differs from utility. Usability concerns whether users can use the product in a way that makes it possible to realize its utility; utility is about whether the goal is important to the user.

      Highlight tasks

    2. The utility of an interactive system concerns its match with the tasks of users. If the match is good, the tool has high utility; if the tasks that users want to do are not supported by the tool, the tool has low utility.

      Highlight tasks

    3. Users actively repurpose tools to make them more personally usable and relevant. Design should support such repurposing. For example, Renom et al. [696] conducted a study on text editing using a novel user interface. They found that exploration and technical reasoning facilitate creative tool use. Users who explore available commands in a tool are better at repurposing its functionality. More surprisingly, engaging in technical reasoning (reasoning about functionality and objects) supports repurposing more than procedural knowledge inherited from other software.

      Highlight tasks

    4. Tversky and Jamalian [833] proposed that embodied action is at the core of this. We move our bodies and toss, push, and pull objects. These movements can be thought about, imagined, and referred to in language. This, in turn, can change the substrate of thinking.

      Highlight theories. a theory consists of a set of propositions, or statements

    5. The theory of task–technology fit (TTF) can illuminate what users consider useful and how this affects their decision to adopt a particular technology. TTF refers to the ability of technology to support a task [197]. The capabilities of the technology should match the demands of the task and the skills of the individual; in this case, the fit is perfect. TTF theory posits that a rational user will choose the tool with the highest fit due to its efficacy and efficiency. Conversely, a system that does not offer a good fit will not be used.

      Highlight theories. a theory consists of a set of propositions, or statements

    6. TAM posits that the intention to adopt a particular technology is driven by two kinds of perceptions: (1) how easy it is to use a system and (2) how useful it will be to use it [180]. Furthermore, the perceived ease of use affects the perceived usefulness: If technology is hard to use, it is less useful.

      Highlight theories. a theory consists of a set of propositions, or statements

    7. Renom et al. [696] conducted a study on text editing using a novel user interface. They found that exploration and technical reasoning facilitate creative tool use.

      What are examples of tasks that the reading gives?

    8. Students who learned to do calculations with an abacus solve mathematical problems differently from others [796]. They rely more on mental imagery of the movement of beads on the abacus, which makes their mental calculations highly efficient for certain types of calculations.

      What are examples of tasks that the reading gives?

    9. For example, augmentative and alternative communication (AAC) is concerned with supporting non-speaking individuals with motor disabilities. AAC users rely on speech-generating devices (SGDs) to communicate with other people.

      What are examples of tasks that the reading gives?

    10. a user using a system to accomplish a task is not markedly different from a person using a hammer to drive nails or an algebraic rule to do calculations in one's head.

      What are examples of tasks that the reading gives?

    11. While a tool can enhance performance in cognitively challenging tasks, its extended use may erode the cognitive capability of the user.

      Highlight propositions. Propositions make a claim about the world. Propositions characterize entities and link them to other entities, some of which are conceptual.

    12. Using a tool for extended periods can fundamentally change the way a user thinks and perceives both the tool and the world.

      Highlight propositions. Propositions make a claim about the world. Propositions characterize entities and link them to other entities, some of which are conceptual.

    13. accessibility concerns the match between a user's abilities and the system's required abilities.

      Highlight propositions. Propositions make a claim about the world. Propositions characterize entities and link them to other entities, some of which are conceptual.

    14. TTF theory posits that a rational user will choose the tool with the highest fit due to its efficacy and efficiency. Conversely, a system that does not offer a good fit will not be used.

      Highlight propositions. Propositions make a claim about the world. Propositions characterize entities and link them to other entities, some of which are conceptual.

    15. TAM posits that the intention to adopt a particular technology is driven by two kinds of perceptions: (1) how easy it is to use a system and (2) how useful it will be to use it. Furthermore, the perceived ease of use affects the perceived usefulness: If technology is hard to use, it is less useful.

      Highlight propositions. Propositions make a claim about the world. Propositions characterize entities and link them to other entities, some of which are conceptual.

    16. usability is multidimensional. This means that in most settings, a valid characterization of usability will need to employ several dimensions and measures.

      Highlight propositions. Propositions make a claim about the world. Propositions characterize entities and link them to other entities, some of which are conceptual.

    17. usability is measurable, that is, it is possible to quantify usability based on users' behaviors or opinions.

      Highlight propositions. Propositions make a claim about the world. Propositions characterize entities and link them to other entities, some of which are conceptual.

    18. usability is relational; it arises as an interplay between people, tasks (problems), and interactive systems (tools)

      Highlight propositions. Propositions make a claim about the world. Propositions characterize entities and link them to other entities, some of which are conceptual.

    19. Usability concerns how easily computer-based tools may be operated by users trying to accomplish a task. Usability differs from utility. Usability concerns whether users can use the product in a way that makes it possible to realize its utility; utility is about whether the goal is important to the user.

      Highlight propositions. Propositions make a claim about the world. Propositions characterize entities and link them to other entities, some of which are conceptual.

    20. The utility of an interactive system concerns its match with the tasks of users. If the match is good, the tool has high utility; if the tasks that users want to do are not supported by the tool, the tool has low utility.

      Highlight propositions. Propositions make a claim about the world. Propositions characterize entities and link them to other entities, some of which are conceptual.

    21. accessibility concerns the match between a user's abilities and the system's required abilities. As such, it differs from usability (which is about the relationship between users, tools, and tasks) and utility (which is about whether a tool may be used to complete a task).

      Highlight concepts

    22. TAM posits that the intention to adopt a particular technology is driven by two kinds of perceptions: (1) how easy it is to use a system and (2) how useful it will be to use it. Furthermore, the perceived ease of use affects the perceived usefulness: If technology is hard to use, it is less useful.

      Highlight concepts

    23. Acceptability has two main dimensions. The first dimension, practical acceptability, includes costs, the reliability of the interactive system, and its compatibility with other systems. The perceptions of utility and usability may also influence the judgment of practical acceptability.

      Highlight concepts

    24. The utility of an interactive system concerns its match with the tasks of users. If the match is good, the tool has high utility; if the tasks that users want to do are not supported by the tool, the tool has low utility.

      Highlight concepts

    25. Usability concerns how easily computer-based tools may be operated by users trying to accomplish a task. Usability differs from utility. Usability concerns whether users can use the product in a way that makes it possible to realize its utility; utility is about whether the goal is important to the user.

      Highlight concepts

    26. Eye-typing is an effective means of communication; however, it is not efficient. Three fundamental problems prevent high entry rates. First, the eyes are sensory organs and not control organs. It is difficult for users to artificially maintain fixation on specific keys. Second, the dwell timeout provides a low ceiling on performance. Third, people think in terms of words, phrases, and sentences when they communicate. Eye-typing forces users to think in terms of individual letters.

      What are interesting use cases of tools given in the paper?

    27. Supple++ [266] is a computational method developed in HCI that can improve graphical user interfaces to better fit a user's unique motor and vision abilities. In Supple++, the user is first asked to perform a series of motor tasks. This information is used to calibrate an internal computational model of the user's motor ability. Once the calibration is complete, Supple++ optimizes the user interface automatically by changing the size and location of user interface elements and the organization of the user interface, subject to constraints specified by the designer.

      What are interesting use cases of tools given in the paper?

    28. Galletta et al. [267] warned against the effect of spell checkers on verbal ability. Having a spell checker in a word processing program may make users overly rely on the tool even if it makes several mistakes, both false positives and false negatives. The authors showed experimentally that university students who had a spell checker on during a document editing task had more errors left in the document than those who did not.

      What are interesting use cases of tools given in the paper?

    29. Blind cane users are a good example [756]. When blind users learn to sense the environment with a cane, their perception of tactile and auditory stimuli slowly changes. Instead of sensing stimuli close to their hand, when they hold the cane, they can integrate tactile (vibration) and auditory stimuli close to the tip of the cane. They develop multimodal, integrated percepts that correspond to the tip of the cane.

      What are interesting use cases of tools given in the paper?

    30. Students who learned to do calculations with an abacus solve mathematical problems differently from others [796]. They rely more on mental imagery of the movement of beads on the abacus, which makes their mental calculations highly efficient for certain types of calculations.

      What are interesting use cases of tools given in the paper?

    31. Beaudouin-Lafon [53] departed from the idea that the manipulation of physical objects with our hands can be used as the basis for designing new user interfaces. He separated domain objects that are manipulated from interaction instruments, which are computer artifacts that manipulate domain objects. For example, a scrollbar is an interaction instrument, or tool, that operates on documents. Further analysis reveals it has low integration because a 1D action is controlled by a 2D mouse, and it has low compatibility in some designs because the content moves in a different direction from the movement of the scrollbar.

      What are interesting use cases of tools given in the paper?

    32. Galletta et al. [267] warned against the effect of spell checkers on verbal ability. Having a spell checker in a word processing program may make users overly rely on the tool even if it makes several mistakes, both false positives and false negatives. The authors showed experimentally that university students who had a spell checker on during a document editing task had more errors left in the document than those who did not.

      Highlight examples for the previously highlighted terms and definitions

    33. Blind cane users are a good example [756]. When blind users learn to sense the environment with a cane, their perception of tactile and auditory stimuli slowly changes. Instead of sensing stimuli close to their hand, when they hold the cane, they can integrate tactile (vibration) and auditory stimuli close to the tip of the cane.

      Highlight examples for the previously highlighted terms and definitions

    34. For example, the abacus is a wooden device used for teaching basic calculations. It consists of a frame with rows of wires along which beads can slide. Students who learned to do calculations with an abacus solve mathematical problems differently from others [796]. They rely more on mental imagery of the movement of beads on the abacus, which makes their mental calculations highly efficient for certain types of calculations.

      Highlight examples for the previously highlighted terms and definitions

    35. For example, social acceptability was an important consideration for early smart glasses, that is, eyewear with computational capabilities, particularly models fitted with cameras [426].

      Highlight examples for the previously highlighted terms and definitions

    36. For instance, Nielsen and Levy [592] compared users' performance and their preferences across 57 studies and found what they called a strong positive correlation. Nevertheless, they concluded that "there are still many cases in which users prefer systems that are measurably worse for them, so one should exercise caution" [p. 75].

      Highlight examples for the previously highlighted terms and definitions

    37. For instance, Whiteside et al. [886] showed how to make explicit quantitative goals for usability. They provided an example of the usability of software installation. This was quantified through the time it takes to install software. This could take one hour or, in the best case, just 10 minutes.

      Highlight examples for the previously highlighted terms and definitions

    38. For example, Renom et al. [696] conducted a study on text editing using a novel user interface. They found that exploration and technical reasoning facilitate creative tool use. Users who explore available commands in a tool are better at repurposing its functionality.

      Highlight examples for the previously highlighted terms and definitions

    39. For example, Koelle et al. [426] studied the adoption of data glasses (e.g., Google Glass, Meta Pro) over multiple years. They asked experts familiar with data glasses what would need to be improved to make data glasses more acceptable. Usefulness, functionality, and usability were the most important factors—more important than security, privacy, pricing, experience, and compatibility.

      Highlight examples for the previously highlighted terms and definitions

    40. For example, a scrollbar is an interaction instrument, or tool, that operates on documents. Further analysis reveals it has low integration because a 1D action is controlled by a 2D mouse, and it has low compatibility in some designs because the content moves in a different direction from the movement of the scrollbar.

      Highlight examples for the previously highlighted terms and definitions

    41. TTF refers to the ability of technology to support a task [197]. The capabilities of the technology should match the demands of the task and the skills of the individual; in this case, the fit is perfect.

      Highlight important HCI concepts definitions for the previously highlighted terms

    42. One prominent definition of accessibility is given by ISO 9241-171, which defines it as "the usability of a product, service, environment or facility by people with the widest range of capabilities."

      Highlight important HCI concepts definitions for the previously highlighted terms

    1. According to Suchman, robustness is a key consideration in the design of dialogue. Robustness refers to the communication partners' ability to achieve shared understanding even in light of misunderstandings and other unanticipated troubles.

      theories

    2. HCI researchers have developed a rich palette of theories to understand such dialogues. These theories explain what happens in dialogue and how it shapes the relationship between the partners. These theories also have implications for how we design interaction.

      theories

    3. Comparing mode-based interactions. A device is designed to allow users to control the relative humidity in their house. The device has two modes. In Automatic mode, the system keeps the relative humidity in the 50%–60% range. In the Manual mode, the user can set the desired level of relative humidity and the system will attempt to maintain it. The device is a small wall-mounted unit with the following UI elements. (a) The visual display indicates the current level of relative humidity and whether the system is in Automatic or Manual mode. (b) The "–" and "+" buttons enable the user to reduce or increase the desired level of relative humidity, respectively. (c) The "Automatic" button puts the system in Automatic mode. If the user pushes the "–" or "+" button, the system switches to Manual mode and remains in that mode until the user pushes the "Automatic" button. (a) Draw a state diagram for this system. (b) By viewing interaction with this system as goal-directed action, explain the steps comprising the gulf of evaluation and the gulf of execution for this UI. (c) State the type and level of automation of this system. (d) Is this system a mixed-initiative interface? Justify your answer.

      the tasks from the paper

    4. Gulfs. Pick a graphical user interface, for example, something you use for education. Then, choose a task, for example, "sending a message to the teacher." Assess this task through the lens of Norman's two gulfs: the gulf of evaluation and the gulf of execution.

      the tasks from the paper

    5. Theories of human–computer dialogue. Consider the following potential dialogue interfaces: (a) a user interacting with an automated chat agent from an airline to resolve a delayed flight; (b) a child uploading homework using a web interface; and (c) a user who is trying to show a picture on their mobile phone on a nearby television screen. Make any necessary assumptions about the interfaces and discuss which model of dialogue would provide the most insight for each interface: (a) FSMs, (b) dialogue as goal-directed action, (c) dialogue as embodied action, or (d) dialogue from a communication perspective.

      the tasks from the paper

    6. Communication partners: Who are the actors in the dialogue? Communication goals: What is the final state the computer should be in for the user to consider the task completed? Communication act: What are the possible communication acts? In other words, what are the possible utterances or messages that can be delivered? Communication sequence: Draw a sequence of the communication turns leading to the goal, similar to Figure 18.1. Initiative: To which degree can each partner initiate communication on their own? Cue: Which cues are shown to help the user understand the state of the computer? Feedback: Which cues are shown to help the user understand the effects of their communication acts?

      the tasks from the paper

    7. Core concepts of dialogue interaction. Dialogue offers a rich conceptual framework for understanding interaction. First, choose an everyday interaction with which you are familiar. It can be anything from filling out a form to chatting with a chatbot. Then, choose a particular dialogue to focus on, for example, creating a user account or printing a document. Now, provide the following information for the dialogue:

      the tasks from the paper

    8. The mapping requires the user to figure out how to accomplish a goal with an interface. It implies that "The user must translate the psychological goals and intentions into the desired system state, then determine what settings of the control mechanisms will yield that state, and then determine what physical manipulations of the mechanism are required" [600, p. 37].

      sentences that cite other researchers, exhaustive list

    9. In direct manipulation interfaces (Chapter 28), the visual presentation of an object resembles its physical correspondent and can be directly acted on. For example, text in a text editor can be highlighted, deleted, or changed by point-and-click-style interactions [416].

      sentences that cite other researchers, exhaustive list

    10. Norman's model stresses the need for users' acts to be understood by the computer and for users to understand the computer. Successful interfaces should also "provide a strong sense of understanding and control" [600, p. 49].

      sentences that cite other researchers, exhaustive list

    11. Affordance, which we discussed in Chapter 3, refers to how well users can interpret what actions are possible with a widget. Visibility is a handy related concept in design that underlies direct manipulation interfaces [416].

      sentences that cite other researchers, exhaustive list

    12. Norman suggested that the ease of mapping is related to its directness, "where directness can be measured by the complexity of the relationship between representation and value, measured by the length of the description of the mapping" [600, pp. 28–29].

      sentences that cite other researchers, exhaustive list

    13. Liu and Chilton [488] studied prompt engineering for text-to-image generation; see the figure in this paper example box, which shows examples of answers to the prompt "SUBJECT in the style of STYLE."

      sentences that cite other researchers, exhaustive list

    14. Liu and Chilton [488] noted that interaction with such models faces a dilemma. While it is possible to input anything as a prompt to such models, users must "engage in bruteforce trial and error with the text prompt when the result quality is poor."

      sentences that cite other researchers, exhaustive list

    15. Kirsh points out that Norman's model makes an unrealistic assumption: The user is assumed to know the environment and its options and is merely picking an option. In practice, we do not always know what the options mean or even what options are available. Kirsh argued that users need to actively explore interfaces to become aware of the available functions and how they work.

      highlight all definitions of theories grounded in existing psychological phenomena

    16. Code-switching refers to a switch in language to match the capabilities of the communication partner. For example, you likely use different language when talking with friends and with family.

      highlight all definitions of theories grounded in existing psychological phenomena

    17. Human–machine interaction, according to Suchman, is similar to but different from human–human dialogue. It is similar in the sense that people pursue a shared understanding: They actively work to make themselves understood. It is different in the sense that the communication abilities of computers are limited, which requires humans to adapt.

      highlight all definitions of theories grounded in existing psychological phenomena

    18. Norman offered two central concepts to help us understand these cognitive efforts: the gulf of execution and the gulf of evaluation. These two concepts describe inferential breakpoints for users seeking to express their intentions and interpret feedback from the system, respectively.

      highlight all definitions of theories grounded in existing psychological phenomena

    19. The model subscribes to a theoretical assumption about dialogue: The defining cognitive challenge in dialogue is understanding the communication partner such that the appropriate next turn can be taken. In other words, the dialogue is intentional or goal-directed: Users aim to drive the computer to a particular desired state.

      highlight all definitions of theories grounded in existing psychological phenomena

    20. The How was School today. . .? concept was developed iteratively with two children with CP and the help of school staff. This AAC system was designed to use context to facilitate the creation of personal narratives [75].

      sentences that cite other researchers that aren't already highlighted

    21. dialogue, as a form of interaction, is not limited to speech and language even though this is often our first interpretation of the term "dialogue."... the concepts of dialogue are applicable across modalities.

      highlight the most important assumptions, conclusions, and points of the paper

    22. Kirsh proposed an alternate model, showing that every stage in Norman's model can have an interactive relationship with the environment. We learn about options by exploring the interface, discover how to specify actions by trying them out and observing the outcomes, position our bodies to better perceive environmental responses, and adjust the environment to facilitate response evaluation.

      Highlight all theories in this paper

    23. Norman offered two central concepts to help us understand these cognitive efforts: the gulf of execution and the gulf of evaluation (Figure 18.2). These two concepts describe inferential breakpoints for users seeking to express their intentions and interpret feedback from the system, respectively.

      Highlight all theories in this paper

    24. The How was School today. . .? concept was developed iteratively with two children with CP and the help of school staff. This AAC system was designed to use context to facilitate the creation of personal narratives [75].

      sentences that cite other researchers

    25. FSMs, as formal accounts of dialogue, are limited to transitions in a dialogue. They do not make assumptions about the way options or feedback are presented to the user. The same FSM could be implemented as an interface in multiple ways. FSMs do not make explicit assumptions about the user, either: FSMs are mute about how users perceive, reason, learn, and experience.

      highlight the most important assumptions, conclusions, and points of the paper

    26. Formal models of computation are suitable for describing discrete, moded dialogues. A mode refers to the variation in the interpretation of a user's input according to an internal state.

      highlight the most important assumptions, conclusions, and points of the paper

    27. The model subscribes to a theoretical assumption about dialogue: The defining cognitive challenge in dialogue is understanding the communication partner such that the appropriate next turn can be taken. In other words, the dialogue is intentional or goal-directed: Users aim to drive the computer to a particular desired state.

      highlight the most important assumptions, conclusions, and points of the paper