Ben Shneiderman

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Ben Shneiderman
Ben Shneiderman at UNCC.jpg
Shneiderman at UNC Charlotte, April 1, 2011
Born (1947-08-21) August 21, 1947 (age 76)
NationalityAmerican
Alma mater City College of New York (B.S., Mathematics and Physics, 1968)
Stony Brook University (M.S., Computer Science, 1972; Ph.D., 1973)
Known for Nassi–Shneiderman diagram, treemap, Information Visualization, HyperLink, Touchscreen, Direct manipulation interface
AwardsMember National Academy of Engineering, ACM Fellow, AAAS Fellow, IEEE Fellow, IEEE Visualization Career Award, SIGCHI LifeTime Achievement, Miles Conrad Award, National Academy of Inventors Fellow
Scientific career
Fields Computer science, human–computer interaction, information visualization social media
Institutions University of Maryland, College Park
Doctoral advisor Jack Heller
Doctoral students Andrew Sears

Ben Shneiderman (born August 21, 1947) is an American computer scientist, a Distinguished University Professor in the University of Maryland Department of Computer Science, which is part of the University of Maryland College of Computer, Mathematical, and Natural Sciences at the University of Maryland, College Park, and the founding director (1983-2000) of the University of Maryland Human-Computer Interaction Lab. He conducted fundamental research in the field of human–computer interaction, developing new ideas, methods, and tools such as the direct manipulation interface, and his eight rules of design. [1]

Contents

Early life and education

Born in New York, Shneiderman, attended the Bronx High School of Science, and received a BS in Mathematics and Physics from the City College of New York in 1968. He then went on to study at the State University of New York at Stony Brook, where he received an MS in Computer Science in 1972 and graduated with a PhD in 1973.

Career

Shneiderman started his academic career at the State University of New York at Farmingdale in 1968 as instructor at the Department of Data Processing. In the last year before his graduation he was an instructor at the Department of Computer Science of Stony Brook University (then called State University of New York at Stony Brook). In 1973 he was appointed assistant professor at the Indiana University, Department of Computer Science. In 1976 he moved to the University of Maryland. He started out as assistant professor in its Department of Information Systems Management, and became associate professor in 1979. In 1983 he moved to its Department of Computer Science as associate professor, and was promoted to full professor in 1989. In 1983 he was the Founding Director of its Human-Computer Interaction Lab, which he directed until 2000. [2]

In 2002 his book Leonardo's Laptop: Human Needs and the New Computing Technologies was Winner of an IEEE-USA Award for Distinguished Contributions Furthering Public Understanding of the Profession. His 2016 book, The New ABCs of Research: Achieving Breakthrough Collaborations, encourages applied and basic research to be combined. In 2019, he published Encounters with HCI Pioneers: A Personal History and Photo Journal, and Human-Centered AI in 2022. [3]

Awards and honors

Shneiderman was inducted as a Fellow of the Association for Computing Machinery in 1997, a Fellow of the American Association for the Advancement of Science in 2001, a Member of the National Academy of Engineering in 2010, an IEEE Fellow in 2012, [4] and a Fellow of the National Academy of Inventors in 2015. [5] He is an ACM CHI Academy Member and received their Lifetime Achievement Award in 2001. [6] He received the IEEE Visualization Career Award in 2012 and was inducted into the IEEE VIS Academy in 2019. In 2021 he received the InfoVis Conference Test of Time Award [7] with co-authors Ben Bederson and Martin M. Wattenberg.

He received Honorary Doctorates from the University of Guelph (Canada) in 1995, the University of Castile-La Mancha (Spain) in 2010, [8] Stony Brook University in 2015, [9] the University of Melbourne in 2017, Swansea University (in Wales, UK) in 2018, and the University of Pretoria (in South Africa) in 2018.

Personal life

Shneiderman resides in Bethesda, Maryland. He is the nephew of photographer David Seymour. [10]

Work

Nassi–Shneiderman diagram

Example of a Nassi-Shneiderman diagram Multiple Branching.svg
Example of a Nassi–Shneiderman diagram

In the 1973 article "Flowchart techniques for structured programming" presented at a 1973 SIGPLAN meeting Isaac Nassi and Shneiderman argued:

With the advent of structured programming and GOTO-less programming a method is needed to model computation in simply ordered structures, each representing a complete thought possibly defined in terms of other thoughts as yet undefined. A model is needed which prevents unrestricted transfers of control and has a control structure closer to languages amenable to structured programming. We present an attempt at such a model. [11]

The new model technique for structured programming they presented has become known as the Nassi–Shneiderman diagram; a graphical representation of the design of structured software. [12]

Flowchart research

In the 1970s Shneiderman continued to study programmers, and the use of flow charts. In the 1977 article "Experimental investigations of the utility of detailed flowcharts in programming" Shneiderman et al. summarized the origin and status quo of flowcharts in computer programming:

Flowcharts have been a part of computer programming since the introduction of computers in the 1940s. In 1947 Goldstein and von Neumann [7] presented a system of describing processes using operation, assertion, and alternative boxes. They felt that "coding begins with the drawing of flow diagram." Prior to coding, the algorithm had been identified and understood. The flowchart represented a high level definition of the solution to be implemented on a machine. Although they were working only with numerical algorithms, they proposed a programming methodology which has since become standard practice in the computer programming field. [13]

Furthermore, Shneiderman had conducted experiments which suggested that flowcharts were not helpful for writing, understanding, or modifying computer programs. At the end of their 1977 paper, Shneiderman et al. concluded:

Although our original intention was to ascertain under which conditions detailed flowcharts were most helpful, our repeated negative results have led us to a more skeptical opinion of the utility of detailed flowcharts under modern programming conditions. We repeatedly selected problems and tried to create test conditions which would favor the flowchart groups, but found no statistically significant differences between the flowchart and non-flowchart groups. In some cases the mean scores for the non-flowchart groups even surpassed the means for the flowchart groups. We conjecture that detailed flowcharts are merely a redundant presentation of the information contained in the programming language statements. The flowcharts may even be at a disadvantage because they are not as complete (omitting declarations, statement labels, and input/output formats) and require many more pages than do the concise programming language statements. [14]

Designing the User Interface

In 1986, he published the first edition (now on its sixth edition) of his book "Designing the User Interface: Strategies for Effective Human-Computer Interaction". Included in this book is his most popular list of "Eight Golden Rules of Interface Design", which read:

  1. Strive for consistency. Consistent sequences of actions should be required in similar situations ...
  2. Enable frequent users to use shortcuts. As the frequency of use increases, so do the user's desires to reduce the number of interactions ...
  3. Offer informative feedback. For every operator action, there should be some system feedback ...
  4. Design dialog to yield closure. Sequences of actions should be organized into groups with a beginning, middle, and end ...
  5. Offer simple error handling. As much as possible, design the system so the user cannot make a serious error ...
  6. Permit easy reversal of actions. This feature relieves anxiety, since the user knows that errors can be undone ...
  7. Support internal locus of control. Experienced operators strongly desire the sense that they are in charge of the system and that the system responds to their actions. Design the system to make users the initiators of actions rather than the responders.
  8. Reduce short-term memory load. The limitation of human information processing in short-term memory requires that displays be kept simple, multiple page displays be consolidated, window-motion frequency be reduced, and sufficient training time be allotted for codes, mnemonics, and sequences of actions. [15]

These guidelines are frequently taught in courses on Human-Computer Interaction.

The Craft of Information Visualization: Readings and Reflections, 2003

In 2003, Ben Bederson and Shneiderman coauthored the book "The Craft of Information Visualization: Readings and Reflections". Included in Chapter 8: Theories for Understanding Information Visualization in this book are five goals of theories for HCI practitioners and researchers, which read:

The typical goals of theories are to enable practitioners and researchers to:

  1. Describe objects and actions in a consistent and clear manner to enable cooperation
  2. Explain processes to support education and training
  3. Predict performance in normal and novel situations so as to increase the chances of success
  4. Prescribe guidelines, recommend best practices, and caution about dangers
  5. Generate novel ideas to improve research and practice. [16]

These goals are frequently taught in courses on Human-Computer Interaction and cited in works by authors such as Yvonne Rogers, Victor Kaptelinin, and Bonnie Nardi.

Direct manipulation interface

Shneiderman's cognitive analysis of user needs led to principles of direct manipulation interface design in 1982: (1) continuous representation of the objects and actions, (2) rapid, incremental, and reversible actions, and (3) physical actions and gestures to replace typed commands, which enabled designers to craft more effective graphical user interfaces. He applied those principles to design innovative user interfaces such as the highlighted selectable phrases in text, that were used in the commercially successful Hyperties. [17] Hyperties was used to author the world's first electronic scientific journal issue, which was the July 1988 issue of the Communications of the ACM [18] with seven papers from the 1987 Hypertext conference. It was made available as a floppy disk accompanying the printed journal. Tim Berners-Lee cited this disk as the source for his "hot spots" in his Spring 1989 manifesto [19] for the World Wide Web. Hyperties was also used to create the world's first commercial electronic book, Hypertext Hands-On! in 1988.

Direct manipulation concepts led to touchscreen interfaces for home controls, finger-painting, and the now ubiquitous small touchscreen keyboards. The development of the "Lift-off strategy" [20] by University of Maryland Human–Computer Interaction Lab (HCIL) researchers enabled users to touch the screen, getting feedback as to what will be selected, adjust their finger position, and complete the selection by lifting the finger off the screen.

The HCIL team applied direct manipulation principles for touchscreen home automation systems, finger-painting programs, [21] and the double-box range sliders [22] that gained prominence by their inclusion in Spotfire. The visual presentation inherent in direct manipulation emphasized the opportunity for information visualization.

In 1997, Pattie Maes and Shneiderman had a public debate on Direct Manipulation vs. Interface Agents at CHI'97 [23] and IUI 1997 (with the IUI Proceedings showing two separate papers [24] [25] but no remaining internet trace of the panel.) Those events helped define the two current dominant themes in human-computer interaction: [26] direct human control of computer operations via visual user interfaces vs delegation of control to interface agents that know the users desires and act on their behalf, thereby requiring less human attention. Their debate continues to be highly cited (with 479 citations in January 2022 for the original CHI debate [27] ), especially in user interface design communities where return debates took place at the ACM CHI 2017 [28] and ACM CHI 2021 [29] conferences.

Information visualization

His major work in recent years has been on information visualization, originating the treemap concept for hierarchical data. [30] Treemaps are implemented in most information visualization tools including Spotfire, Tableau Software, QlikView, SAS, JMP, and Microsoft Excel. Treemaps are included in hard drive exploration tools, stock market data analysis, census systems, election data, gene expression, and data journalism. The artistic side of treemaps are on view in the Treemap Art Project.

He also developed dynamic queries sliders with multiple coordinated displays that are a key component of Spotfire, which was acquired by TIBCO in 2007. His work continued on visual analysis tools for time series data, TimeSearcher, high dimensional data, Hierarchical Clustering Explorer, and social network data, SocialAction. [31] Shneiderman contributed to the widely used social network analysis and visualization tool NodeXL.

Current work deals with visualization of temporal event sequences, such as found in Electronic Health Records, in systems such as LifeLines2 [32] and EventFlow. [33] These tools visualize the categorical data that make up a single patient history and they present an aggregated view that enables analysts to find patterns in large patient history databases.

Taxonomy of interactive dynamics for visual analysis, 2012

In 2012, Jeffrey Heer and Shneiderman coauthored the article "Interactive Dynamics for Visual Analysis" in Association for Computing Machinery Queue vol. 10, no. 2. Included in this article is a taxonomy of interactive dynamics to assist researchers, designers, analysts, educators, and students in evaluating and creating visual analysis tools. The taxonomy consists of 12 task types grouped into three high-level categories, as shown below.

Data & View SpecificationVisualize data by choosing visual encodings.

Filter out data to focus on relevant items.
Sort items to expose patterns.
Derive values or models from source data.

View ManipulationSelect items to highlight, filter, or manipulate them.

Navigate to examine high-level patterns and low-level detail.
Coordinate views for linked, multi-dimensional exploration.
Organize multiple windows and workspaces.

Process & ProvenanceRecord analysis histories for revisitation, review, and sharing.

Annotate patterns to document findings.
Share views and annotations to enable collaboration.
Guide users through analysis tasks or stories.

[34]

Universal usability

He also defined the research area of universal usability to encourage greater attention to diverse users, languages, cultures, screen sizes, network speeds, and technology platforms.

Human-Centered AI

The current topic of Shneiderman's Scholarship is Human-Centered Artificial Intelligence [3] [35]

Shneiderman proposes an alternative vision of AI which focuses on the need for reliable, safe and trustworthy systems that enable people to benefit from the power of AI while remaining in control. Shneiderman emphasizes the need for technologies that "augment, amplify, empower, and enhance humans rather than replace them". [36]

Publications

List of articles: [37] [38]

Related Research Articles

In computer science, human–computer interaction, and interaction design, direct manipulation is an approach to interfaces which involves continuous representation of objects of interest together with rapid, reversible, and incremental actions and feedback. As opposed to other interaction styles, for example, the command language, the intention of direct manipulation is to allow a user to manipulate objects presented to them, using actions that correspond at least loosely to manipulation of physical objects. An example of direct manipulation is resizing a graphical shape, such as a rectangle, by dragging its corners or edges with a mouse.

<span class="mw-page-title-main">WIMP (computing)</span> Style of human-computer interaction

In human–computer interaction, WIMP stands for "windows, icons, menus, pointer", denoting a style of interaction using these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer.

<span class="mw-page-title-main">Visualization (graphics)</span> Set of techniques for creating images, diagrams, or animations to communicate a message

Visualization or visualisation is any technique for creating images, diagrams, or animations to communicate a message. Visualization through visual imagery has been an effective way to communicate both abstract and concrete ideas since the dawn of humanity. from history include cave paintings, Egyptian hieroglyphs, Greek geometry, and Leonardo da Vinci's revolutionary methods of technical drawing for engineering and scientific purposes.

The following outline is provided as an overview of and topical guide to human–computer interaction:

Stuart K. Card is an American researcher and retired senior research fellow at Xerox PARC. He is considered to be one of the pioneers of applying human factors in human–computer interaction. With Jock D. Mackinlay, George G. Robertson and others he invented a number of information visualization techniques. He holds numerous patents in user interfaces and visual analysis.

<span class="mw-page-title-main">Ike Nassi</span> American computer scientist

Isaac Robert "Ike" Nassi, born 1949 in Brooklyn, New York, is the founder, and former CTO and chairman at TidalScale, Inc. before its acquisition by HPE, and an Adjunct Professor of Computer Science at the University of California, Santa Cruz. He is known for creating the highly influential Nassi–Shneiderman diagram notation. He also helped design the Ada programming language.

Andrew Sears is an American computer scientist. He is a professor and dean of the School of Information Studies at Syracuse University.

End-user development (EUD) or end-user programming (EUP) refers to activities and tools that allow end-users – people who are not professional software developers – to program computers. People who are not professional developers can use EUD tools to create or modify software artifacts and complex data objects without significant knowledge of a programming language. In 2005 it was estimated that by 2012 there would be more than 55 million end-user developers in the United States, compared with fewer than 3 million professional programmers. Various EUD approaches exist, and it is an active research topic within the field of computer science and human-computer interaction. Examples include natural language programming, spreadsheets, scripting languages, visual programming, trigger-action programming and programming by example.

<span class="mw-page-title-main">University of Maryland Human–Computer Interaction Lab</span> Research lab at the University of Maryland, College Park

The Human–Computer Interaction Lab (HCIL) at the University of Maryland, College Park is an academic research center specializing in the field of human-computer interaction (HCI). Founded in 1983 by Ben Shneiderman, it is one of the oldest HCI labs of its kind. The HCIL conducts research on the design, implementation, and evaluation of computer interface technologies. Additional research focuses on the development of user interfaces and design methods. Primary activities of the HCIL include collaborative research, publication and the sponsorship of open houses, workshops and annual symposiums.

The ACM Conference on Human Factors in Computing Systems (CHI) series of academic conferences is generally considered the most prestigious in the field of human–computer interaction and is one of the top-ranked conferences in computer science. It is hosted by ACM SIGCHI, the Special Interest Group on computer–human interaction. CHI has been held annually since 1982 and attracts thousands of international attendees. CHI 2020, which was originally planned to take place on April, was cancelled due to COVID-19, and CHI 2021 was held online as a virtual conference chaired by Yoshifumi Kitamura and Aaron Quigley. CHI 2021 “making waves, combining strengths” was originally scheduled to take place in Yokohama.

The Special Interest Group on Computer–Human Interaction (SIGCHI) is one of the Association for Computing Machinery's special interest groups which is focused on human–computer interactions (HCI).

Jock D. Mackinlay is an American information visualization expert and Vice President of Research and Design at Tableau Software. With Stuart Card, George G. Robertson and others he invented a number of information visualization techniques.

In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.

Martin M. Wattenberg is an American scientist and artist known for his work with data visualization. He is currently the Gordon McKay Professor of Computer Science at the Harvard University School of Engineering and Applied Sciences.

<span class="mw-page-title-main">Marilyn Tremaine</span> American computer scientist

Marilyn Mantei Tremaine is an American computer scientist. She is an expert in human–computer interaction and considered a pioneer of the field.

Michel Beaudouin-Lafon is a French computer scientist working in the field of human–computer interaction. He received his PhD from the Paris-Sud 11 University in 1985. He is currently professor of computer science at Paris-Sud 11 University since 1992 and was director of LRI, the laboratory for computer science, from 2002 to 2009.

<span class="mw-page-title-main">Jean-Daniel Fekete</span>

Jean-Daniel Fekete is a French computer scientist.

<span class="mw-page-title-main">Catherine Plaisant</span> French American computer scientist

Catherine Plaisant is a French/American Research Scientist Emerita at the University of Maryland, College Park and assistant director of research of the University of Maryland Human–Computer Interaction Lab.

<span class="mw-page-title-main">Wendy Mackay</span> Computer Scientist

Wendy Elizabeth Mackay is a Canadian researcher specializing in human-computer interaction. She has served in all of the roles on the SIGCHI committee, including Chair. She is a member of the CHI Academy and a recipient of a European Research Council Advanced grant. She has been a visiting professor in Stanford University between 2010 and 2012, and received the ACM SIGCHI Lifetime Service Award in 2014.

<span class="mw-page-title-main">Shumin Zhai</span> Human–computer interaction research scientist

Shumin Zhai is a Chinese-born American Canadian Human–computer interaction (HCI) research scientist and inventor. He is known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. His studies have contributed to both foundational models and understandings of HCI and practical user interface designs and flagship products. He previously worked at IBM where he invented the ShapeWriter text entry method for smartphones, which is a predecessor to the modern Swype keyboard. Dr. Zhai's publications have won the ACM UIST Lasting Impact Award and the IEEE Computer Society Best Paper Award, among others, and he is most known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. Dr. Zhai is currently a Principal Scientist at Google where he leads and directs research, design, and development of human-device input methods and haptics systems.

References

  1. "Shneiderman's Eight Golden Rules of Interface Design" . Retrieved December 4, 2015.
  2. CURRICULUM VITAE (June 20, 2014) at cs.umd.edu. Accessed 14-04-2015.
  3. 1 2 Shneiderman, Ben (2022). Human-Centered AI. Oxford University Press. ISBN   978-0-19-284529-0.
  4. 2012 Newly Elevated Fellows Archived February 15, 2012, at the Wayback Machine IEEE, accessed 2011-12-10.
  5. "Colwell Named a Fellow in the National Academy of Inventors | UMIACS".
  6. "2001 SIGCHI Awards (Incomplete) —". Archived from the original on September 7, 2015. Retrieved December 4, 2015.
  7. 2021 InfoVis Conference Test of Time Award
  8. Doctorado Honoris Causa de Ben Shneiderman Archived September 2, 2011, at the Wayback Machine (in Spanish)
  9. "Newsday | Long Island's & NYC's News Source | Newsday".
  10. Library (of Congress) to Commemorate Work of Photographer David Seymour, OCTOBER 31, 2014. Retrieved 11 January 2022
  11. Nassi, Isaac, and Ben Shneiderman. "Flowchart techniques for structured programming.|ACM SIGPLAN Notices 8.8 (1973): 12-26.
  12. Ben Shneiderman. "A short history of structured flowcharts (Nassi–Shneiderman diagram)," at www.cs.umd.edu. May 27, 2003.
  13. B. Shneiderman, R. Mayer, D. McKay, and P. Heller. "Experimental investigations of the utility of detailed flowcharts in programming," Communications of the ACM, Vol. 20, Iss. 6, June 1977.
  14. Shneiderman et al. (1977, p. 380)
  15. Shneiderman (1998, p. 75); as cited in: "Eight Golden Rules of Interface Design". at www.cs.umd.edu. Accessed 15.04.2015.
  16. Bederson, B., Shneiderman, B. 2003. The Craft of Information Visualization: Readings and Reflections. Morgan Kaufmann, p.349-351.
  17. "Hypertext Research: The Development of HyperTIES".
  18. "July 1988 Table of Contents | Communications of the ACM".
  19. "The original proposal of the WWW, HTMLized".
  20. Potter, R.; Weldon, L.; Shneiderman, B. "Improving the accuracy of touch screens: an experimental evaluation of three strategies". Proceedings of the Conference on Human Factors in Computing Systems, CHI '88 (Abstract). Washington, DC. pp. 27–32. doi:10.1145/57167.57171. Archived from the original on December 8, 2015.
  21. "PlayPen II (Now known as PenPlay II): A novel fingerpainting program (1991)". YouTube .
  22. "Dynamic queries, starfield displays, and the path to Spotfire".
  23. Maes, Pattie; Shneiderman, Ben; Miller, Jim (1997). "Intelligent software agents vs. User-controlled direct manipulation: A debate". CHI '97 extended abstracts on Human factors in computing systems looking to the future - CHI '97. CHI EA '97. New York, NY, USA: Association for Computing Machinery. pp. 105–106. doi: 10.1145/1120212.1120281 . ISBN   978-0-89791-926-5.
  24. Shneiderman, Ben (1997). "Direct manipulation for comprehensible, predictable and controllable user interfaces". Proceedings of the 2nd international conference on Intelligent user interfaces - IUI '97. New York, NY, USA: Association for Computing Machinery. pp. 33–39. doi: 10.1145/238218.238281 . ISBN   978-0-89791-839-8.
  25. Maes, Pattie (1997). "Intelligent software". Proceedings of the 2nd international conference on Intelligent user interfaces - IUI '97. New York, NY, USA: Association for Computing Machinery. pp. 41–43. doi:10.1145/238218.238283. ISBN   978-0-89791-839-8. S2CID   40879463.
  26. Shneiderman, Ben; Maes, Pattie (1997). "Direct manipulation vs. interface agents". Interactions. 4 (6): 42–61. doi:10.1145/267505.267514. ISSN   1072-5520. S2CID   27708923.
  27. Google Scholar list of citations of the Maes-Shneiderman CHI Panel debate
  28. Farooq, Umer; Grudin, Jonathan; Shneiderman, Ben; Maes, Pattie; Ren, Xiangshi (2017). "Human Computer Integration versus Powerful Tools". Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. CHI EA '17. New York, NY, USA: Association for Computing Machinery. pp. 1277–1282. doi:10.1145/3027063.3051137. ISBN   978-1-4503-4656-6. S2CID   26983275.
  29. Wang, Dakuo; Maes, Pattie; Ren, Xiangshi; Shneiderman, Ben; Shi, Yuanchun; Wang, Qianying (2021). "Designing AI to Work WITH or FOR People?". Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems. CHI EA '21. New York, NY, USA: Association for Computing Machinery. pp. 1–5. doi:10.1145/3411763.3450394. ISBN   978-1-4503-8095-9. S2CID   233987632.
  30. history page
  31. "SocialAction". University of Maryland. December 30, 2007. Retrieved December 30, 2007.
  32. "Lifelines2". umd.edu. Retrieved September 23, 2011.
  33. "EventFlow". umd.edu. Retrieved March 11, 2015.
  34. Heer, J., Shneiderman, B. 2012. Interactive Dynamics for Visual Analysis. ACM Queue, 10(2), Issue 2, 1-22.
  35. Shneiderman, Ben (2020). "Human-centered artificial intelligence: Reliable, safe & trustworthy". International Journal of Human–Computer Interaction. 36 (6): 495–504. arXiv: 2002.04087 . doi:10.1080/10447318.2020.1741118. S2CID   211259461.
  36. Shneiderman, Ben (2020). "Human-Centered Artificial IntelligenceI". Human-Computer Interaction Lab. University of Maryland. Retrieved January 12, 2022.
  37. Ben Shneiderman at DBLP Bibliography Server OOjs UI icon edit-ltr-progressive.svg
  38. Ben Shneiderman publications indexed by Google Scholar
  39. https://global.oup.com/academic/product/human-centered-ai-9780192845290? Human-Centered AI
  40. https://global.oup.com/academic/product/the-new-abcs-of-research-9780198758839 The New ABCs of Research