Show all publications

Woman walking with mobile phone and luggage Understanding, Sensing, and Accommodating Situational Impairments (NSF funded)
Understanding the effects of situational impairments and devising new sensors and interfaces to help users overcome these impairments.
[Show 7 publications]
Athlete in wheelchair Ability-Based Design (NSF funded)
Developing technologies, principles, and methods to support the full range of human abilities with interactive systems. Grew out of "ability-based UIs" pioneered by Gajos, Wobbrock and Weld.
[Show 13 publications]
Hand holding an iPhone Mobile-Device Accessibility for People with Disabilities
Making mobile devices more accessible for people who are blind, have low vision, or have motor impairments. Also using mobile devices to make the world more accessible.
[Show 11 publications]
Old-fashioned hearing aid Design for Social Accessibility (NSF funded)
Performing foundational studies and methodology development for creating "socially accessible" assistive technologies that reduce stigma and promote self-confidence over self-consciousness.
[Show 4 publications]
Students collaborating at a tabletop computer Improving Student Collaboration on Interactive Tabletops
Understanding, modeling, and designing techniques for students to more effectively collaborate while working together at interactive tabletops.
[Show 3 publications]
MobileASL MobileASL (NSF funded)
Conducting user-centered laboratory and field studies of MobileASL, which allows deaf people to communicate with video using today's mobile phones and networks. Seeking to understand system parameters and effectiveness, factors affecting use, and communicative aspects of using ASL over this medium.
[Show 10 publications]
Hand on surface Methods and Tools for Understanding and Designing Gestures
Studying gestures and creating methods and tools for designers and users to create gesture interactions.
[Show 11 publications]
Simple gesture recognizers for arbitrary strokes The $-Family Gesture Recognizers
Exploring the performance of simple, easily implementable stroke-gesture recognition algorithms as they compare to high-end pattern matching algorithms many user interface prototypers can't or don't want to implement.
[Show 4 publications]
Access Overlays Making Interactive Tabletops Accessible
Making large interactive tabletops accessible to people with disabilities.
[Show 3 publications]
Software keyboard
Software keyboard with drawn punctuation
Touch-Typing on Interactive Tabletops
Studying and enabling expert touch-typing on interactive surfaces.
[Show 4 publications]
TrueKeys text entry interface
Typing on a QWERTY keyboard
TrueKeys: Automatic Typing Correction for People with Motor Impairments
Exploring ways to make accurate typists out of inaccurate typing for people with peripheral neuropathy, children typists, typing on mobile virtual and physical keypads, and flat projection or touch-screen keyboards that lack tactility.
[Show 2 publications]
Bonfire Laptop/Tabletop System Extending Laptop and Tablet Interactions with Projectors and Cameras
Using computer vision and micro-projectors to spill interaction onto the surrounding table surface.
[Show 3 publications]
Bubble Lens High-Performance Mouse Pointing
Speeding and making accessible the most common action we perform with desktop computers every day.
[Show 7 publications]
Goal crossing with mouse Accessible Goal Crossing (NSF funded)
Creating accessible desktop user interfaces based on goal crossing instead of pointing-and-clicking for people with motor impairments.
[Show 4 publications]
Graph of the pointing error model A Fitts' Law for Pointing Errors
Formulating an equation predicting a user's chances of hitting or missing a target when pointing. Similar to Fitts' law for pointing movement time, this is a "Fitts' law for pointing errors."
[Show 2 publications]
  • Wobbrock, J.O., Jansen, A. and Shinohara, K. (2011). Modeling and predicting pointing errors in two dimensions. Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI '11). Vancouver, British Columbia (May 7-12, 2011). New York: ACM Press, pp. 1653-1656.
  • Wobbrock, J.O., Cutrell, E., Harada, S. and MacKenzie, I.S. (2008). An error model for pointing based on Fitts' law. Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI '08). Florence, Italy (April 5-10, 2008). New York: ACM Press, pp. 1613-1622. Best Paper Winner.
Help interface Improving Web Usability with Contextual Help
Understaning web sites' challenges for users and creating systems to address those challenges. Led to the founding of AnswerDash, Inc.
[Show 10 publications]
Contemplative multitasking Contemplative Multitasking (NSF funded)
Exploring the effects of mindfulness-based meditation training on human-computer multitasking performance.
[Show 2 publications]
ARTool software Nonparametric Statistics for HCI
Bringing the Aligned Rank Transform for nonparametric factorial analyses into human-computer interaction research.
[Show 4 publications]
Bipolar bear Peer-based support for mental health
Understanding and creating tools for peer-to-peer mental health support.
[Show 2 publications]
  • O'Leary, K., Bhattacharya, A., Munson, S., Wobbrock, J.O. and Pratt, W. (2017). Design opportunities for mental health peer support technologies. Proceedings of the ACM Conference on Computer-Supported Cooperative Work and Social Computing (CSCW '17). Portland, Oregon (February 25-March 1, 2017). New York: ACM Press, pp. 1470-1484.
  • O'Leary, K., Dixon, M., Toomim, M., Wobbrock, J.O. and Pratt, W. (2016). Peer-to-peer psychotherapy tools. Proceedings of the International Society for Research on Internet Interventions Scientific Meeting (ISRII '16). Seattle, Washington (April 7-9, 2016).
HCI-Q HCI-Q: Using Q-Methodology in HCI
Investigating the application and adaptation of Q-methodology for research and design in HCI, especially for technologies for which productivity may be secondary to matters of personal significance.
[Show 1 publication]
  • O'Leary, K., Wobbrock, J.O. and Riskin, E.A. (2013). Q-methodology as a research and design tool for HCI. Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI '13). Paris, France (April 27-May 2, 2013). New York: ACM Press, pp. 1941-1950.
Non-speech voice-based computer access Non-speech Voice-based Computer Access
Exploring continuous non-speech voice control of computers for people with motor impairments.
[Show 5 publications]
TapSongs TapSongs: Rhythm-Based Password Entry
Devising a user authentication method that uses a single sensor tapped according to a song rhythm. Useful for logging into devices that have no space for keyboards or gestures.
[Show 1 publication]
EyeWrite text entry software for the eyes EyeWrite
Comparing a gestural means of writing with the eyes to traditional eye-typing on an on-screen keyboard. Significantly adapts and extends the EdgeWrite design for text input to the vagaries of eye-tracking.
[Show 2 publications]
EdgeWrite for Palm OS EdgeWrite
Making accessible text entry possible on a variety of devices through a simple, versatile, reusable design using letter-like gestures. EdgeWrite was originally designed as an accessible technology for improving text entry on PDAs, but now has versions on trackballs, joysticks, touchpads, capacitive sensors, four keys, and more. Innovations include continuous recognition feedback, non-recognition retry, slip detection, a four-way scroll ring, and in-stroke word completion.