CAPÍTULO IV: APLICACIÓN
4.5 Análisis Costo Beneficio
4.5.3 Resultados Comparativos
After defining the research goals and choosing the methodology of the evaluation tasks and scenarios have to be developed. The tasks that participants have to do during a study have to be based on the purposes and goals of the evaluation, as well, because they form the foundation on which the data is collected. If the task does not fit with the purposes of the study, the results will not be reliable. Group tasks are often based on plan-
ning [AEF+00, RL04] or on organization [SCH05, RFSM04]. The problem is, however,
that there is no clear definition for group tasks. When a new email client gets evaluated for usability, for example, it is clearly defined what kind of tasks a user should be able to perform (writing, sending and retrieving emails, making new entries into the address book, etc.). In contrast, the tasks that could be performed within a group supported by Interface Currents are ill-defined. Appropriate tasks should be creative, collaborative, and involve large amounts of items that need to be shared within a group. Developing the right tasks for the evaluation of the concept of Interface Currents was a challenge because it was not clear which tasks Interface Currents could support concretely. In fact, as mentioned above, the study should indicate for which purposes groups use Interface Currents. On the one hand, a task scenario had to be designed for the participants to provide a starting point for them, on the other hand the task scenario should not bias their natural tendencies on how to use or not use Interface Currents.
Chapter 3 Methodology
This challenge was solved by dividing the study in two parts (see Chapter 5). The first scenario contained a clearly defined task where participants had to interact at least min- imally with one Interface Current. This was intentional to let them experience the in- teraction with this new form of interface component. The possibility to use more than one Interface Current was given but not enforced. In the second scenario the groups got much more freedom to solve the task. They could use their experiences gained from the first task scenario that could be positive or negative with respect to the interaction with Interface Currents. In that way it could be observed, how people would interact with Interface Currents and for which purposes people would use them. For more details see Chapter 5.
3.4 Chapter Summary
This chapter described the concept of Interface Currents that was introduced by HIN-
RICHS et al. [HCS05a] and the questions and issues it raises. Although the concept of
Interface Currents seems promising in terms of supporting and facilitating co-located collaborative work around large displays, no assessment or evaluation has ever been performed to explore the functionality of Interface Currents. The research goals for an evaluation of the concept of Interface Currents were:
• To investigate how people would interact with Interface Currents in general, • to understand the purposes for which Interface Currents would be used, and • to explore how Interface Currents would influence work strategies of collaborating
groups.
To find answers to these questions an exploratory user study was conducted following a qualitative research approach. The qualitative research supports the investigation of Interface Currents as a highly new and innovative interaction technique on a general level without actually providing underlying hypotheses beforehand. Qualitative meth- ods do not necessarily involve the creation of hypothesis and focus on observations and self-reports as techniques for data collection. Since these methods are very vulnerable to biases, the evaluation of Interface Currents was performed as a triangulation of meth- ods:
1. Observations were made and field notes were taken during each study session and the interviews with the participants.
2. Each study session was videotaped recording nonverbal and verbal activities. 3. Qualitative data was enhanced by quantitative data gained from a logging program
3.4 Chapter Summary Two distinct tasks were designed. The first was a more structured task providing the participants with the opportunity to experience the interaction with Interface Currents. The second task involved a more free form scenario and let the participants decide how to use Currents. Both scenarios are described full detail in Chapter 5. The two task sce- narios required more interface components than Interface Currents. Otherwise, the tasks would not be realistic. Thus, before the actual procedure of the evaluation is explained, the underlying system, that is the implemented task workspace and its components, is described and illustrated in the following chapter.
CHAPTER 4
Workspace Design and Implementation
The previous chapter exemplified that the study design is a very important aspect in the process of planning an evaluation. Based on these findings, this chapter discusses the workspace design which plays another important role. The workspace has to provide a stable work environment that allows users to perform tasks within the scope of the user study. Therefore, for the exploratory user study evaluating the concept of Interface Cur- rents an environment has to be developed where people can perform collaborative tasks. Such an environment has to provide Interface Currents as the component to be evalu- ated, but also other components that people can interact with, such as text documents or photos. For a normal single-user environment this may sound trivial since many tools were developed that facilitate building single-user interfaces, for instance the Jigloo GUI
Builder1. In contrast, developing a workspace that can be used by multiple users col-
laboratively is still a challenge [SVFR04]. Interfaces for horizontal displays have special requirements, as explained in Section 2.2, and for this reason it is not possible to hark back to predefined solutions provided by single-user applications.
Furthermore, a virtual work environment that is used for an evaluation is required to run stable. Program crashes are very disruptive during a user study and, thus, it is critical to avoid them. While crashes during a study session where an individual participant is performing tasks are annoying, they are especially problematic for study sessions where groups of people are involved. Group tasks usually require more time than individual tasks due to the time that has to be invested in the coordination of activities among group members. Thus, it is usually not possible to resume the task when the system crashes. Even if data can be recovered, crashes disturb the group’s work flow and interrupt their interactions. This can have a huge impact on all following group activities.
Program crashes also bias the opinion that users develop about a system or an interac- tion technique that is to evaluate. This will influence the statements given in self-reports. Furthermore, while the interactions of individuals are much easier to control without
Chapter 4 Workspace Design and Implementation
constraining them too much, systems supporting collaborative work between multiple people have to handle a high variety of interactions that can, in addition, occur simul- taneously. Thus, developing collaborative workspaces is also a challenge in terms of stability.
Finally, all implemented interaction techniques within the workspace should be tested by sample participants, so-called pilots, to discover interaction problems before the actual evaluation takes place. As mentioned before, people are able to work around awkward interaction techniques or work environments although this can be frustrating. However, if work strategies are changed due to awkward interaction techniques or other problems, this will influence the results so that the actual research goal cannot be achieved any- more. Thus, such problems have to be discovered and eliminated or minimized in a user centered design process where the system is continuously tested by individual pilots or pilot groups. This approach slows down the design and implementation process but is very useful to prevent problems or breakdowns during the actual user study.
The interactive workspace, that was used for the evaluation of the concept of Interface Currents was developed in a collaborative process where several people were involved.
The prototypes of Interface Currents as described by HINRICHS et al. [HCS05a], were
build in a strictly 2-dimensional workspace that provided interaction with virtual images and Interface Currents but did not support simultaneous multi-user interaction. Further- more, most of the interaction techniques with components such as virtual images were not intuitive and fluent enough to really support collaborative work between people. Habelski [Hab04] used this workspace as a base platform and redesigned it for a user
study conducted by SCOTT et al. [SCH05]. In particular, he improved the interaction
techniques with the virtual images in the workspace (see Section 4.1) and enabled si- multaneous user interaction with the help of Tse and Greenberg’s SDG Toolkit [TG04].
The user study by SCOTTet al. [SCH05] was an evaluation of so-calledstorage bins. Stor-
age bins are containers in the workspace that offer people the opportunity to organize items in restricted areas that can be fixed or mobile (see Figure 4.1). While the visual de- sign of storage bins follows the design of Interface Currents to a great extend, they have very different characteristics. For instance, storage bins do not provide no flow interac- tion. Within the scope of this thesis’ research project, an advanced version of Interface
Currents in terms of interaction and concept was installed into the workspace of SCOTT
et al. [SCH05] although only certain interface components and interaction techniques were adopted. The workspace is implemented in Microsoft Visual C# and OpenGL using
the Tao OpenGL library2. All interface components described in the following sections
are based on simple OpenGL primitives. The following section will describe Interface Objects — the information items in the workspace — and the relating interaction tech- niques. After this, the general concept of Interface Currents is explained with the basic algorithms and interaction techniques, followed by the introduction of the new version of Interface Currents that was developed based on several pilot tests. The last section
4.1 Interface Objects
Figure 4.1:Mark-up menu on a storage bin [SCH05].
of this chapter describes the concept of Interface Folders, a new interface component for tabletop displays that form a functional extension of Interface Currents.
4.1 Interface Objects
One of the main components in the workspace are the so-called Interface Objects. In-
terface Objects are small items that carry information in form of images or text (see Figure 4.2(a)). Every Interface Object can be moved and rotated freely within the
workspace. For the realization of translation and rotation of Interface Objects, KRUGER
et al.’s [KCST05] Rotate’N Translate (RNT) technique was used. It allows the user to perform rotation and translation of items in one single point–and–touch gesture (see Section 2.2.4). While the RNT technique alone is found very intuitive and easy to
use [KCST05], Habelski [Hab04] extended this technique with the possibility totossand
catchitems, an interaction technique based on the “throwing” gesture by Geißler [Gei98], described in Section 2.2.4. When the user touches an Interface Object with the finger or stylus, it will change into “interaction mode” indicated by a half-transparent blue circle surrounding the area around its center (see Figure 4.2(b)). A touch-and-move gesture with the touch point within the blue circle causes the Interface Object to move without reorienting itself (see Figure 4.2(c)), that means that it will translate only. A touch-and-move gesture with the touch point outside the blue circle will cause the Ob- ject to Rotate’N Translate (see Figure 4.2(d)). To toss an Interface Object, the user has to point-and-touch the desired object and make a short touch-and-push gesture. This will cause the Interface Object to slide into the direction it was pushed. Depending on the applied pressure and the location of the touch point, the Object slides slower or faster or rotates while sliding. Furthermore, sliding Interface Objects can be caught by users,
i. e., the sliding can be interrupted. SCOTT et al. [SCH05] found that people used the
tossing technique extensively for passing items to each other or just for presorting them. Besides alternatives for moving, Interface Objects also provide a technique for resizing. Each Interface Object is furnished with a little resizing handle on its right lower corner
Chapter 4 Workspace Design and Implementation
(see Figure 4.2(e)). A touch-and-move gesture allows the user to scale it whereas it is possible to scale width and height independently.
(a) Interface Object in the
workspace. (b) Interface Object in “inter-action mode”.
(c) Translating Interface Object. (d) Moving an Interface Ob-
ject using RNT. (e) Resizing an Interface Object.
Figure 4.2: Interaction with Interface Objects.
Due to one of the tasks people should perform during the exploratory user study, an
extension to the Interface Object, the so-calledPage Objectwas developed. Page Objects
have the same characteristics as Interface Objects, however, when an Interface Object is placed over a Page Object, it “sticks” to it just like a sticky note. When the Page Object is moved by the user, rotated, or tossed, all Interface Objects sticking on it, will stay on their positions on the Page Object and, thus, follow all transformations of the Page Object (see Figure 4.3). Only resizing the Page Object will not cause sticking Interface Objects resize as well. The functionality of Page Objects is useful for building collages or page layouts as demanded from participants during the study.
As mentioned above, Interface Objects form the foundation for the tasks that people were ask to perform during the study. Thus, it is very important that people can interact with them fluently and intuitively. Both RNT and tossing are light-weight interaction techniques similar to gestures that are used on traditional tables. People find them so easy and intuitive to use [KCST05].