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Blended Interaction - Toward a Framework for the Design of Interactive Spaces
- DCIS 2012 (an AVI 2012 workshop), HCI Group, University of Konstanz (2012). http://hci.uni-konstanz.de/downloads/dcis2012_ Jetter.pdf
"... In this paper, we propose Blended Interaction as a conceptual framework for the design of interactive spaces. We argue that for realizing a natural computer-supported collaboration in smart environments or interactive spaces, designers must achieve a holistic understanding and design of the users ’ ..."
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Cited by 9 (4 self)
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In this paper, we propose Blended Interaction as a conceptual framework for the design of interactive spaces. We argue that for realizing a natural computer-supported collaboration in smart environments or interactive spaces, designers must achieve a holistic understanding and design of the users ’ individual interactions, social interactions, workflows and their physical environment. To thoughtfully blend the power of the digital world with the users ’ pre-existing skills and practices, we propose and explain conceptual blending as a potential design methodology. We illustrate our framework by discussing related theoretical and conceptual work and by explaining the design decisions we made in recent projects. In particular, we highlight how Blended Interaction introduces a new and more accurate description of users ’ cognition and interaction in interactive spaces that can serve as a tool for HCI researchers and interaction designers.
IdeaVis: A Hybrid Workspace and Interactive Visualization for Paper-based Collaborative Sketching Sessions
"... In this paper we describe IdeaVis, a novel approach for supporting co-located sketching sessions. Our system is based on digital pen & paper for augmenting the traditional paper-based workflows of sketching sessions. An additional focus & context visualization is used to support creative fac ..."
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Cited by 6 (0 self)
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In this paper we describe IdeaVis, a novel approach for supporting co-located sketching sessions. Our system is based on digital pen & paper for augmenting the traditional paper-based workflows of sketching sessions. An additional focus & context visualization is used to support creative facilitators in exploring and examining the design activity, thereby increasing awareness over inhibitors that may impede the success of such sessions. The general applicability of our approach was confirmed in a user study with creative professionals. We conclude that live design activity visualizations can provide benefits for controlling typical inhibitors of creative group work without the need to change traditional workflows.
The Effect of Egocentric Body Movements on Users’ Navigation Performance and Spatial Memory in Zoomable User Interfaces
"... We present two experiments examining the impact of navigation techniques on users ’ navigation performance and spatial memory in a zoomable user interface (ZUI). The first experiment with 24 participants compared the effect of egocentric body movements with traditional multi-touch navigation. The re ..."
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Cited by 4 (2 self)
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We present two experiments examining the impact of navigation techniques on users ’ navigation performance and spatial memory in a zoomable user interface (ZUI). The first experiment with 24 participants compared the effect of egocentric body movements with traditional multi-touch navigation. The results indicate a 47 % decrease in path lengths and a 34 % decrease in task time in favor of egocentric navigation, but no significant effect on users’ spatial memory immediately after a navigation task. However, an additional second experiment with 8 participants revealed such a significant increase in performance of long-term spatial memory: The results of a recall task administered after a 15-minute distractor task indicate a significant advantage of 27 % for egocentric body movements in spatial memory. Furthermore, a questionnaire about the subjects ’ workload revealed that the physical demand of the egocentric navigation was significantly higher but there was less mental demand. Author Keywords Spatial memory; navigation performance; egocentric body
TwisterSearch: A distributed user interface for collaborative Web search
, 2013
"... Abstract Although a Web search is typically regarded as a solitary activity, collaborative search approaches are becoming an increasingly relevant topic for HCI and distributed user interfaces (DUIs). Today’s collaborative search systems lack comprehensive search support that also involves pre- or p ..."
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Cited by 2 (2 self)
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Abstract Although a Web search is typically regarded as a solitary activity, collaborative search approaches are becoming an increasingly relevant topic for HCI and distributed user interfaces (DUIs). Today’s collaborative search systems lack comprehensive search support that also involves pre- or post-search activities such as preparing for a search or making sense of search results. We believe that post-WIMP DUIs can help to better support social searches and have identified four design goals that are critical for their successful design. In consequence, we present TwisterSearch, an interactive DUI prototype that meets our four design goals. A formative study conducted with students at a high school shows its general applicability for educational purposes. In the recent years, research in HCI has increasingly focused on collaborative searches [1–6]. Collaborative search approaches can support activities and decision making such as planning travel, purchasing products, or searching for literature and could become important tools for users ’ information practice in future. Consequen-
Harnessing the benefits of bimanual and multi-finger input for supporting grouping tasks on interactive tabletops
- In Proc. of NordiCHI 2012
, 2012
"... In this paper we describe an experimental study investigating the use of bimanual and multi-finger input for grouping items spatially on a tabletop interface. In a singleuser setup, we compared two typical interaction techniques supporting this task. We studied the grouping and regrouping performanc ..."
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Cited by 1 (1 self)
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In this paper we describe an experimental study investigating the use of bimanual and multi-finger input for grouping items spatially on a tabletop interface. In a singleuser setup, we compared two typical interaction techniques supporting this task. We studied the grouping and regrouping performance in general and the use of bimanual and multi-finger input in particular. Our results show that the traditional container concept may not be an adequate fit for interactive tabletops. Rather, we demonstrate that informal and organic spatial metaphors are able to harness more benefits of multi-finger and bimanual interaction. We conclude with recommendations for the design of grouping techniques on interactive surfaces.
Beyond the Desktop
, 2013
"... Beyond the Desktop An overview of current trends, developments, and research in human-computer interactionPreface This report provides an overview of current applications and research trends in the field of human-computer interaction. It discusses various topics ranging from organic user interfaces, ..."
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Beyond the Desktop An overview of current trends, developments, and research in human-computer interactionPreface This report provides an overview of current applications and research trends in the field of human-computer interaction. It discusses various topics ranging from organic user interfaces, interactive surfaces, and information visualization to augmented reality. During the winter term 2012/2013, students from the Computer Science Department at the Ludwig-Maximilians-University in Munich did research on specific topics and analyzed various publications. This report comprises a selection of papers that resulted from the seminar. Each chapter presents a survey of current trends, developments, and research with regard to a specific topic. Although the students ’ background is computer science, their work includes interdisciplinary viewpoints such as theories, methods, and findings from interaction design, ergonomics, hardware design and many more.
Systematic Integration of Solution Elements: How Does Digital Creativity Support Change Group Dynamics?
"... Abstract. In practice, most creativity techniques are still performed with traditional tools, such as pen and paper, whiteboards, and flipcharts. When transforming these techniques into a digital environment, the reduction of organizational overhead is the main goal to foster accessibility. Still, w ..."
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Abstract. In practice, most creativity techniques are still performed with traditional tools, such as pen and paper, whiteboards, and flipcharts. When transforming these techniques into a digital environment, the reduction of organizational overhead is the main goal to foster accessibility. Still, we do not know if overhead reduction fosters creativity or if it eliminates an important part of the creative process. To get a deeper understanding of these effects, we compare the performance of the creativity technique SIS (Systematic Integration of Solution Elements) in a traditional setting with a setup based on multiple interactive surfaces. By using a mix of diverse evaluation methods, we show how the use of a digital interactive creativity room can really foster creativity and produce better results.
Interactive Menus in Augmented Reality Environments ………………………... 1
, 2013
"... Beyond the Desktop An overview of current trends, developments, and research in human-computer interactionPreface This report provides an overview of current applications and research trends in the field of human-computer interaction. It discusses various topics ranging from organic user interfaces, ..."
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Beyond the Desktop An overview of current trends, developments, and research in human-computer interactionPreface This report provides an overview of current applications and research trends in the field of human-computer interaction. It discusses various topics ranging from organic user interfaces, interactive surfaces, and information visualization to augmented reality. During the winter term 2012/2013, students from the Computer Science Department at the Ludwig-Maximilians-University in Munich did research on specific topics and analyzed various publications. This report comprises a selection of papers that resulted from the seminar. Each chapter presents a survey of current trends, developments, and research with regard to a specific topic. Although the students ’ background is computer science, their work includes interdisciplinary viewpoints such as theories, methods, and findings from interaction design, ergonomics, hardware design and many more.
Applying Embodied Cognition Theory to the Design of Collaborative Design Tools
"... In this paper we describe our approach for designing collaborative design tools based on embodiment theory. We present the motivation and rationale behind our work as well an exemplary design study. We argue that when designing for embodiment, it is not only crucial to have a firm understanding of e ..."
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In this paper we describe our approach for designing collaborative design tools based on embodiment theory. We present the motivation and rationale behind our work as well an exemplary design study. We argue that when designing for embodiment, it is not only crucial to have a firm understanding of embodied practice but also for the consequences that are introduced with specific decisions between preserving or giving up embodied practice when designing digital tools. Author Keywords Embodied cognition, reality-based interaction, design tools
Designing Collaborative Interactive Spaces Hans-Christian Jetter,
"... bochum.de Interactive spaces are ubiquitous computing environments for computer-supported collaboration that exploit and enhance the existing cognitive, physical and social skills of users or groups of users. The workshop aims at documenting and advancing the current state-of-the-art of co-located c ..."
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bochum.de Interactive spaces are ubiquitous computing environments for computer-supported collaboration that exploit and enhance the existing cognitive, physical and social skills of users or groups of users. The workshop aims at documenting and advancing the current state-of-the-art of co-located collaboration in interactive spaces and identifying research challenges and formulating a research agenda by inviting high-quality position and research papers from HCI, Information Visualization, CSCW and CSCL.