This report discusses the 'AHA' system for presenting HTML in audio for blind users and others who wish to access the WWW non-visually. AHA is a framework and set of suggestions for HTML presentation based on an initial experiment. Further experimentation and further revisions will be performed with the system.
James, Frankie. Stanford University (1998). Design>Web Design>Accessibility>Audio
Building Disappearing Computers 
A trio of systems illustrates the challenges of designing large displays for use in ubiquitous computing environments that are, indeed, unremarkable.
Russell, Daniel M., Norbert A. Streitz and Terry Winograd. Stanford University (2005). Articles>Computing>User Interface
A collection of links to high-quality intellectual property websites that focus on copyright.
Stanford University. Resources>Intellectual Property>Copyright
Focused Sharing of Information for Multi-disciplinary Decision Making by Project Teams 
Today's electronic and paper-based approaches to the sharing of project information do not scale to the information sharing and interaction challenges of multi-disciplinary project team meetings. The inability to share and interact with information easily and effectively is one of the biggest bottlenecks in using electronic (online) information for collaborative decision-making. Through scenarios from recent construction projects, this paper summarizes existing approaches to the sharing of information and assesses their effectiveness in supporting multi-disciplinary decision-making by project teams. It then discusses recent research into interactive information workspaces where, with minimal software overhead, participants can share information that is relevant to a particular context to establish a common focus. We believe that the construction community can make significant progress quickly in leveraging existing and future investments in information infrastructure if it not only pursues information sharing through the use of product models but also formalizes the focused sharing of information and separates information interaction and view control from software services and underlying data as outlined in this paper.
Liston, Kathleen, Martin Fischer and Terry Winograd. Stanford University (2001). Articles>Collaboration>TC
From Computing Machinery to Interaction Design
When asked to project 50 years ahead, a scientist is in a bit of a quandary. It is easy to indulge in wishful thinking, or to promote favorite current projects and proposals, but it is a daunting task to anticipate what will actually come to pass in a time span that is eons long in our modern accelerated age. If fifty years ago, when the ACM was founded, biologists had been asked to predict the next 50 years of biology, it would have taken amazing prescience to anticipate the science of molecular biology. Or for that matter, only a few years before the initiation of the ACM even those with the most insight about computing would have been completely unable to foresee today's world of pervasive workstations, mobile communicators, and gigabit networking.
Winograd, Terry. Stanford University (1997). Design>User Interface>Interaction Design
Listen Up!: Speech Recognition's Impact on Communication, Rhetoric, and Interface
Look around the computer screen on which you're viewing this document. Do you see a keyboard and mouse a short distance away? These two traditional input devices have become so deeply entrenched as the established human-computer interface that they are inseparable from our notion of the 'computing experience.' Yet in many ways, keyboards and mice only make our experiences with computers more unnatural, forcing us into modes of interaction that we would never use with other people. In other words, they make humans interact with machines, rather than machines with humans.
Propper, Ryan. Stanford University (2005). Articles>User Interface>Rhetoric>Voice
Issues of technical writing and the effective presentation of mathematics and computer science. Preparation of theses, papers, books, and 'literate' computer programs.
Knuth, Donald E., Tracy Larrabee and Paul M. Roberts. Stanford University (1987). Articles>Writing>Scientific Communication>Mathematics
Mediating Group Dynamics through Tabletop Interface Design 
Our tabletop research efforts at Stanford University have focused on how tabletop user interfaces (UIs) might respond to and even influence a user group's social dynamics.
Morris, M.R., Piper, A.M., Cassanego, A., Huang, A., Paepcke, A., and Winograd, T. Stanford University (2006). Articles>Collaboration>User Interface
Stanford Guidelines for Web Credibility
How can you boost your web site's credibility? We have compiled 10 guidelines for building the credibility of a web site. These guidelines are based on three years of research that included over 4,500 people.
Technical Writing and the Macintosh
Technical writing is one of those activities that historians of technology have almost completely ignored.
Stanford University (2000). Articles>Writing>Technical Writing>Macintosh
The Ethics of Computers that Persuade
Ethics is an important perspective from which to view computers as persuasive technologies. Adopting an ethical perspective on this domain is vital because the topic of computers and the topic of persuasion both raise important issues about ethics and values.
Fogg, B.J. Stanford University (1998). Articles>Technology>Persuasive Design>Ethics
Ten Ways Computers Manipulate People
My most recent captology course at Stanford focused on 10 ways computers manipulate people. In total, I've found about 60 strategies that software can use to change what people think and do.
Stanford University (2004). Articles>Human Computer Interaction>Persuasive Design
Using Computer-Based Narratives to Persuade
Our lab has been investigating how computer-based narratives can change people's beliefs and behaviors.
Fogg, B.J. Stanford University (2004). Articles>Human Computer Interaction>Persuasive Design
Persuading People via Computer-Based Narratives 
Computer technology opens new doors for researching, creating, and distributing WIN (interactivity and narrative) experiences. Increased insight in this area could create a potential to change people’s attitudes and behaviors in ways never before possible. For example, in researching WIN experiences, our online system can now test stories to identify which stories have an impact on specific types of people. Alternately in creating WIN experiences, a computer could glean information from an interaction in order to select a specific story from a large database of proven stories. From a distribution standpoint, WIN experiences could be delivered through mobile handsets, increasing reach beyond the desktop. The potential for impact is significant. Computer-supported WIN experiences could lead to large-scale interventions to improve health, enhance learning and training, boost workplace performance, and motivate participation in civic life.
Fogg, B.J., Angela Booker and Abbe Don. Stanford University (2004). Articles>Human Computer Interaction>Workplace>Persuasive Design
What Makes Web Sites Credible? A Report on a Large Quantitative Study 
The credibility of web sites is becoming an increasingly important area to understand. To expand knowledge in this domain, we conducted an online study that investigated how different elements of Web sites affect people’s perception of credibility. Over 1400 people participated in this study, both from the U.S. and Europe, evaluating 51 different Web site elements. The data showed which elements boost and which elements hurt perceptions of Web credibility. Through analysis we found these elements fell into one of seven factors. In order of impact, the five types of elements that increased credibility perceptions were “real-world feel,” “ease of use,” “expertise,” “trustworthiness,” and “tailoring.” The two types of elements that hurt credibility were “commercial implications” and “amateurism.” This large-scale study lays the groundwork for further research into the elements that affect Web credibility. The results also suggest implications for designing credible Web sites.
Fogg, B.J., Jonathan Marshall, Othman Laraki, Alex Osipovich, Chris Varma, Nicholas Fang, Jyoti Paul, Akshay Rangnekar, John Shon, Preeti Swani and Marissa Treinen. Stanford University (2001). Articles>Web Design>Rhetoric
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