Blended Library - Library of the Future

Description

Caused by the proceeding digitalization, real services of many domains were projected onto digital ones. Thus, a lot of social and physical values of real environments (e. g. face-to-face contact, spatial orientation, tangible media objects) got lost due to the duality of real and virtual services. This project proposes a paradigm shift, away from building separated virtual worlds to embedding information technology into the social and physical world of a library.

One approach to apply this paradigm shift will be introduced as the concept of the Blended Library, which makes use of the physical and social skills of a user within the library of the future. The theoretical foundation of this work is provided by embodiment theory, which is increasingly becoming relevant when designing integrated work environments. This theory reveals requirements for digital systems, which can only be met by a new generation of user interfaces. Therefore, Conceptual Blending is proposed as tool for creating these new user interfaces.

Institutions
  • Department of Computer and Information Science
  • IT-Dienste Verwaltungsprozesse
  • WG Reiterer (Human-Computer Interaction)
  • WG Scholl (Database and Information Systems)
  • WG Grossniklaus (Database and Information Systems)
Publications
Reiterer, Harald (2016): Blended Interaction : Konzepte für die Bibliothek der Zukunft MITTELSTRASS, Jürgen, ed., Ulrich RÜDIGER, ed.. Die Zukunft der Wissensspeicher : forschen, sammeln und vermitteln im 21. Jahrhundert. Konstanz [u.a.]: UVK Verlagsgesellschaft, 2016, pp. 161-172. Konstanzer Wissenschaftsforum. 7. ISBN 978-3-86764-716-8

Blended Interaction : Konzepte für die Bibliothek der Zukunft

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dc.title:


dc.contributor.author: Reiterer, Harald

Origin (projects)

    Reiterer, Harald; Rädle, Roman; Butscher, Simon; Müller, Jens (2016): Blended Library : neue Zugangswege zu den Inhalten wissenschaftlicher und öffentlicher Bibliotheken Bibliothek - Forschung und Praxis. 2016, 40(1), pp. 7-20. ISSN 0341-4183. eISSN 1865-7648. Available under: doi: 10.1515/bfp-2016-0010

Blended Library : neue Zugangswege zu den Inhalten wissenschaftlicher und öffentlicher Bibliotheken

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Der Beitrag stellt neue Formen des Zugangs zu den Inhalten von Bibliotheken vor. Diese wurden in Zusammenarbeit mit wissenschaftlichen und öffentlichen Bibliotheken im Rahmen zweier Forschungsinitiativen entwickelt. Zu Beginn jeder Forschungsinitiative wurden eine Reihe empirischer Studien durchgeführt, die wertvolle Erkenntnisse über die Nutzung von Bibliotheken lieferten. Diese Erkenntnisse wurden in die vier Qualitäten intuitiver, kollaborativer, transparenter und kontextueller Zugang überführt. Diese waren Ausgangspunkt für die Entwicklung mehrerer interaktiver Forschungssysteme. Die Herleitung aller vier Qualitäten der Zugänglichkeit werden erläutert und deren Umsetzung in den Forschungssystemen „Blended Shelf“, „TwisterSearch“, „Tiefenrausch“ und „Expedition“ beschrieben. Abschließend werden die mithilfe von Forschungssystemen gewonnenen Erkenntnisse und Erfahrungen unter Betrachtung der vier Qualitäten der Zugänglichkeit diskutiert.

Origin (projects)

    Schreiner, Mario; Rädle, Roman; Jetter, Hans-Christian; Reiterer, Harald (2015): Connichiwa : A Framework for Cross-Device Web Applications BO BEGOLE, , ed. and others. CHI EA '15 Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. New York: ACM, 2015, pp. 2163-2168. ISBN 978-1-4503-3146-3. Available under: doi: 10.1145/2702613.2732909

Connichiwa : A Framework for Cross-Device Web Applications

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While Mark Weiser's vision of ubiquitous computing is getting closer to reality, a fundamental part of it - the interconnection of devices into a "ubiquitous network" - is not achieved yet. Differences in hardware, architecture, and missing standardizations are just some reasons for this. We think that existing research is not versatile enough and too tailored to either single applications, hardware, or location. We contribute Connichiwa -- a versatile framework for creating web applications across multiple devices. We base Connichiwa on four key goals: integration of existing devices, independence of network infrastructure, versatility of application scenario, and usability of its API. Connichiwa runs web applications on off-the-shelf consumer devices. With no external dependencies, such as a server, it enables a great variety of possible scenarios. We tested the technical feasibility of Connichiwa in seven example applications and plan to evaluate the framework and the usability of its API in a one-week Hackathon.

Origin (projects)

    Rädle, Roman; Jetter, Hans-Christian; Schreiner, Mario; Lu, Zhihao; Reiterer, Harald; Rogers, Yvonne (2015): Spatially-aware or spatially-agnostic? : Elicitation and Evaluation of User-Defined Cross-Device Interactions BO BEGOLE, , ed. and others. CHI '15 Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. New York: ACM, 2015, pp. 3913-3922. ISBN 978-1-4503-3145-6. Available under: doi: 10.1145/2702123.2702287

Spatially-aware or spatially-agnostic? : Elicitation and Evaluation of User-Defined Cross-Device Interactions

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Cross-device interaction between multiple mobile devices is a popular field of research in HCI. However, the appropriate design of this interaction is still an open question, with competing approaches such as spatially-aware vs. spatially-agnostic techniques. In this paper, we present the results of a two-phase user study that explores this design space: In phase 1, we elicited gestures for typical mobile cross-device tasks from 4 focus groups (N=17). The results show that 71% of the elicited gestures were spatially-aware and that participants strongly associated cross-device tasks with interacting and thinking in space. In phase 2, we implemented one spatially-agnostic and two spatially-aware techniques from phase 1 and compared them in a controlled experiment (N=12). The results indicate that spatially-aware techniques are preferred by users and can decrease mental demand, effort, and frustration, but only when they are designed with great care. We conclude with a summary of findings to inform the design of future cross-device interactions.

Origin (projects)

    Fuchs, Johannes; Rädle, Roman; Sacha, Dominik; Fischer, Fabian; Stoffel, Andreas (2014): Collaborative Data Analysis with Smart Tangible Devices WONG, Pak Chung, ed. and others. Visualization and Data Analysis 2014. SPIE, 2014, 90170C. SPIE Proceedings. 9017. Available under: doi: 10.1117/12.2040011

Collaborative Data Analysis with Smart Tangible Devices

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We present a tangible approach for exploring and comparing multi-dimensional data points collaboratively by combining Sifteo Cubes with glyph visualizations. Various interaction techniques like touching, shaking, moving or rotating the displays support the user in the analysis. Context dependent glyph-like visualization techniques make best use of the available screen space and cube arrangements. As a first proof of concept we apply our approach to real multi-dimensional datasets and show with a coherent use case how our techniques can facilitate the exploration and comparison of data points. Finally, further research directions are shown when combining Sifteo Cubes with glyphs and additional context information provided by multi-touch tables.

Origin (projects)

Gebhardt, Christoph; Rädle, Roman; Reiterer, Harald (2014): Employing Blended Interaction to Blend the Qualities of Digital and Physical Books KOCH, Michael, ed.. Mensch und Computer 2014 - Tagungsband : 14. Fachübergreifende Konferenz für Interaktive und Kooperative Medien - Interaktiv unterwegs Freiräume gestalten. Berlin: de Gruyter Oldenbourg, 2014, pp. 35-44. ISBN 978-3-11-034448-6

Employing Blended Interaction to Blend the Qualities of Digital and Physical Books

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This paper presents Integrative Workplace, a system which blends the qualities of digital and physical sources by augmenting physical books with properties of digital books and vice versa. On the base of Blended Interaction, we designed a system which helps users to interact with the new and unfamiliar functionality of augmented documents and apply it to accomplish a real world task. In a user study, law students employed Integrative Workplace to work on a legal case. The positive feedback of participants indicated that we managed to design a system which is usable in a professional context. Furthermore, the study revealed evidence that participants apply Conceptual Blending to understand user interfaces and that digitally well-established concepts are a part of users’ reality. These findings resonate with the theoretical foundation of Blended Interaction. The results of this user study encourage us to continue to use Blended Interaction in the design process of novel user interfaces with an unfamiliar functionality.

Origin (projects)

    Gebhardt, Christoph; Rädle, Roman; Reiterer, Harald (2014): Employing Blended Interaction to Blend the Qualities of Digital and Physical Books i-com. 2014, 13(3), pp. 36-42. ISSN 1618-162X. eISSN 2196-6826. Available under: doi: 10.1515/icom.2014.0028

Employing Blended Interaction to Blend the Qualities of Digital and Physical Books

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This paper presents Integrative Workplace, a system which blends the qualities of digital and physical sources by augmenting physical books with properties of digital books and vice versa. On the base of Blended Interaction, we designed a system which helps users to interact with the new and unfamiliar functionality of digitally augmented books. In a user study, law students employed Integrative Workplace to work on a legal case. The positive feedback of participants indicated that we managed to design a system which is usable in a professional context. Furthermore, the study revealed evidence that digitally well-established concepts are a part of users’ reality and need to be considered in the design of new user interfaces. The results of this user study encourage us to continue to use Blended Interaction in the design process of novel user interfaces with an unfamiliar functionality.

Origin (projects)

    Gebhardt, Christoph; Rädle, Roman; Reiterer, Harald (2014): Integrative workplace : studying the effect of digital desks on users' working practices Proceedings of the extended abstracts of the 32nd annual ACM conference on Human factors in computing systems - CHI EA '14. New York, New York, USA: ACM Press, 2014, pp. 2155-2160. ISBN 978-1-4503-2474-8. Available under: doi: 10.1145/2559206.2581186

Integrative workplace : studying the effect of digital desks on users' working practices

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Digitally augmented workspaces have been extensively researched in the last two decades. However, no studies exist which compare the work at digital desks with the work at normal desks to examine how digital desks might change knowledge work practices and its outcomes. This paper reports our work on the design and implementation of Integrative Workplace, a digital desk to support legal work. The prototype allows the user to search and excerpt content from digital and printed documents. In contrast to related works, the system enables parallel interaction with multiple paper documents spread on an entire desk. We identified five key requirements to develop the system and tested it in a pre-study. The study revealed a system usability between ok and good having an average SUS score of 66.94. In future work, we want to conduct a compa-rative study to research the effect of digital desks on users' working practices in the domain of legal work.

Origin (projects)

    Rädle, Roman; Jetter, Hans-Christian; Marquardt, Nicolai; Reiterer, Harald; Rogers, Yvonne (2014): HuddleLamp : Spatially-Aware Mobile Displays for Ad-hoc Around-the-Table Collaboration DACHSELT, Raimund ..., ed.. ITS '14 : Proceedings of the 2014 ACM international conference on Interactive tabletops and surfaces. New York: ACM, 2014, pp. 45-54. ISBN 978-1-4503-2587-5. Available under: doi: 10.1145/2669485.2669500

HuddleLamp : Spatially-Aware Mobile Displays for Ad-hoc Around-the-Table Collaboration

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We present HuddleLamp, a desk lamp with an integrated RGB-D camera that precisely tracks the movements and positions of mobile displays and hands on a table. This enables a new breed of spatially-aware multi-user and multi-device applications for around-the-table collaboration without an interactive tabletop. At any time users can add or remove displays and reconfigure them in space in an ad-hoc manner without the need of installing any software or attaching markers. Additionally, hands are tracked to detect interactions above and between displays, enabling fluent cross-device interactions. The demo consists of the technical implementation of HuddleLamp's hybrid sensing and a Web-based architecture for installation-free ad-hoc collaboration. We demonstrate our implementation by showing a variety of possible interaction techniques.

Origin (projects)

    Rädle, Roman; Jetter, Hans-Christian; Müller, Jens; Reiterer, Harald (2014): Bigger is not always better : display size, performance, and task load during peephole map navigation Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14. New York, New York, USA: ACM Press, 2014, pp. 4127-4136. ISBN 978-1-4503-2473-1. Available under: doi: 10.1145/2556288.2557071

Bigger is not always better : display size, performance, and task load during peephole map navigation

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Dynamic peephole navigation is an increasingly popular technique for navigating large information spaces such as maps. Users can view the map through handheld, spatially aware displays that serve as peepholes and navigate the map by moving these displays in physical space. We conducted a controlled experiment of peephole map navigation with 16 participants to better understand the effect of a peephole's size on users' map navigation behavior, navigation performance, and task load. Simulating different peephole sizes from 4' (smartphone) up to 120' (control condition), we confirmed that larger peepholes significantly improve learning speed, navigation speed, and reduce task load; however, this added benefit diminishes with growing sizes. Our data shows that a relatively small, tablet-sized peephole can serve as a 'sweet spot' between peephole size and both user navigation performance and user task load.

Origin (projects)

    Rädle, Roman; Jetter, Hans-Christian; Marquardt, Nicolai; Reiterer, Harald; Rogers, Yvonne (2014): Demonstrating HuddleLamp : Spatially-Aware Mobile Displays for Ad-hoc Around-the-Table Collaboration Proceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces. New York, NY: ACM Press, 2014, pp. 435-438. ISBN 978-1-4503-2587-5. Available under: doi: 10.1145/2669485.2676584

Demonstrating HuddleLamp : Spatially-Aware Mobile Displays for Ad-hoc Around-the-Table Collaboration

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We present HuddleLamp, a desk lamp with an integrated RGB-D camera that precisely tracks the movements and positions of mobile displays and hands on a table. This enables a new breed of spatially-aware multi-user and multi-device applications for around-the-table collaboration without an interactive tabletop. At any time users can add or remove displays and reconfigure them in space in an ad-hoc manner without the need of installing any software or attaching markers. Additionally, hands are tracked to detect interactions above and between displays, enabling fluent cross-device interactions. The demo consists of the technical implementation of HuddleLamp's hybrid sensing and a Web-based architecture for installation-free ad-hoc collaboration. We demonstrate our implementation by showing a variety of possible interaction techniques.

Origin (projects)

  Jetter, Hans-Christian; Reiterer, Harald (2013): Self-Organizing User Interfaces : Envisioning the Future of Ubicomp UIs Workshop "Blended Interaction : Envisioning Future Collaborative Interactive Spaces" im Rahmen der CHI ' 13 2013 ACM SIGCHI Conference on Human Factors in Computing Systems ; April 27 - 2 May, 2013, Paris. 2013

Self-Organizing User Interfaces : Envisioning the Future of Ubicomp UIs

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This workshop paper envisions a future of selforganizing UIs for ubiquitous computing. It proposes using self-organization to join many co-located interactive devices into an ad-hoc community of devices that serves users as a single usable and seamless UI. All devices of the community are aware of each other’s presence and contribute their individual input/output capabilities for the common goal of providing users with a seamless, usable, and accessible interface that spans across device boundaries. This is achieved by letting the UI’s behavior emerge from simple rules that react to changes in presence, location, distance, orientation, and movement of neighboring devices and users. By using simple rules of proxemic interactions between devices, deterministic preciseness of classic top-down design and modeling is traded in against less controllable, but more adaptable, robust, and scalable bottom-up designs that automatically react to the dynamics of ad-hoc real-world usage.

Origin (projects)

    Rädle, Roman; Jetter, Hans-Christian; Reiterer, Harald (2013): TwisterSearch : a distributed user interface for collaborative web search LOZANO, María D., ed., Jose A. GALLUD, ed., Ricardo TESORIERO, ed., Victor M.R. PENICHET, ed.. Distributed User Interfaces: Usability and Collaboration. London: Springer London, 2013, pp. 53-67. Human–Computer Interaction Series. ISBN 978-1-4471-5498-3. Available under: doi: 10.1007/978-1-4471-5499-0_5

TwisterSearch : a distributed user interface for collaborative web search

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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 pre-sent TwisterSearch, an interactive DUI prototype that meets our four design goals. A formative study conducted with students at a high school shows its general ap-plicability for educational purposes.

Origin (projects)

  Jetter, Hans-Christian; Rädle, Roman (2013): Visual and Functional Adaptation in Ad-hoc Communities of Devices Workshop Visual Adaptation of Interfaces in conjunction with ITS ’13 conference. 2013

Visual and Functional Adaptation in Ad-hoc Communities of Devices

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In this position paper, we introduce our vision of interacting with future ubiquitous computing. It is based on a visual and functional adaptation of user interfaces to the presence and proximity of devices and users. We believe that this kind of adaptation based on proxemics is the key to a more social, natural, and usable interaction with digital technology. We discuss the promise of this novel style of interaction and its challenges based on previous and related work.

Origin (projects)

    Rädle, Roman; Jetter, Hans-Christian; Butscher, Simon; Reiterer, Harald (2013): The effect of egocentric body movements on users' navigation performance and spatial memory in zoomable user interfaces Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces - ITS '13. New York, New York, USA: ACM Press, 2013, pp. 23-32. ISBN 978-1-4503-2271-3. Available under: doi: 10.1145/2512349.2512811

The effect of egocentric body movements on users' navigation performance and spatial memory in zoomable user interfaces

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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.

Origin (projects)

    Rädle, Roman (2013): Design and Evaluation of Proxemics-Aware Environments to Support Navigation in Large Information Spaces CHI '13 Extended Abstracts on Human Factors in Computing Systems. New York, New York, USA: ACM Press, 2013, pp. 1957-1960. ISBN 978-1-4503-1952-2. Available under: doi: 10.1145/2468356.2468710

Design and Evaluation of Proxemics-Aware Environments to Support Navigation in Large Information Spaces

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In my research, I explore the use of proxemics in Human-Computer Interaction to design explicit and implicit interaction with knowledge work environments for literature review, reading & writing, or discussion. This paper proposes the employment of proxemics for different tasks in knowledge work such as navigation in large information spaces (e.g. zooming and panning). To evaluate different designs, I created a physical environment with interactive walls and multi-touch tables alongside displays of various sizes to form a multi-display environment that enables measuring proxemic relationships (e.g. for manipulating a digital viewport according to a user's location and orientation in physical space). The aim of my dissertation is to design and evaluate different navigation concepts for large information spaces that employ Proxemic Interactions.

Origin (projects)

    Kleiner, Eike; Rädle, Roman; Reiterer, Harald (2013): Blended shelf : reality-based presentation and exploration of library collections CHI '13 Extended Abstracts on Human Factors in Computing Systems. New York, New York, USA: ACM Press, 2013, pp. 577-582. ISBN 978-1-4503-1952-2. Available under: doi: 10.1145/2468356.2468458

Blended shelf : reality-based presentation and exploration of library collections

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We present the user interface Blended Shelf, which provides a shelf browsing experience beyond the physical location of the library. Blended Shelf offers a 3D visualization of library collections with the integration of real-world attributes like the size and availability of books. The application reflects the actual arrangement of items in the physical library and enables implicit serendipitous support of the shelf browsing process in the digital world. The interface offers multiple views with different levels of detail regarding the collection as well as various entrance points to it. The user can explore and search the shelves by touch interaction. Tracking the user's position and line of sight ensures the ideal perspective on the interface. Thus, a user can explore collections in a familiar way and benefit from serendipitous browsing discoveries without forfeiting the advantages of the digital domain.

Origin (projects)

    Marwecki, Sebastian; Rädle, Roman; Reiterer, Harald (2013): Encouraging Collaboration in Hybrid Therapy Games for Autistic Children CHI '13 Extended Abstracts on Human Factors in Computing Systems. New York, New York, USA: ACM Press, 2013, pp. 469-474. ISBN 978-1-4503-1952-2. Available under: doi: 10.1145/2468356.2468439

Encouraging Collaboration in Hybrid Therapy Games for Autistic Children

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Social competence and communicative skills of children with autism spectrum disorders are supported by behavioral therapy. "Serious games", especially therapeutic games on a hybrid medium, have been proven to serve as a useful tool for behavioral therapy. In this work, we present such a hybrid therapy game: "Invasion of the Wrong Planet". Based on the game, we demonstrate essential design principles for the development of therapeutic games. We focus on specific aspects of behavioral therapy, depending on which desired behavior is encouraged and not enforced. The project provides a basis for discussion on how collaboration using therapeutic games in general can be improved.

Origin (projects)

Rädle, Roman; Jetter, Hans-Christian; Reiterer, Harald (2012): TwisterSearch : Supporting Social Search with Tabletop and Mobile Displays REITERER, Harald, ed., Oliver DEUSSEN, ed.. Mensch & Computer 2012 - Workshopband : 12. fachübergreifende Konferenz für interaktive und kooperative Medien ; interaktiv informiert - allgegenwärtig und allumfassend!?. München: Oldenbourg, 2012, pp. 509-512. ISBN 978-3-486-71990-1

TwisterSearch : Supporting Social Search with Tabletop and Mobile Displays

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This demo presents TwisterSearch, a system for co-located and collaborative Web search that was designed in accordance with the canonical model of social search by Evans and Chi (2009). In a first phase before search, participants frame the context of the intended search and thereafter gather initial information requirements on a tabletop. These requirements are then refined through discussion and yield the foundation for the search task itself, which is performed in parallel on multiple mobile displays. These private devices are used to search the Web for evidence files and to populate the visual workspace of the tabletop with them. Moreover, the personal device allows both a highly parallel search as well as a tightly-coupled collaborative search, to enable seamless switching between collective and solitary search activities. In our TwisterSearch demo, participants can have a firsthand experience of these different individual phases of social search.

Origin (projects)

Rädle, Roman; Jetter, Hans-Christian; Reiterer, Harald (2012): TwisterSearch : a distributed user interface for collaborative Web search TESORIERO, Ricardo, ed. and others. Proceedings of the 2nd Workshop on Distributed User Interfaces : Collaboration and Usability (In conjunction with CHI 2012 Conference) ; Austin, Texas, USA, May 5th 2012. University of Castilla-La Mancha, ISE Research Group, 2012, pp. 1-4. ISBN 978-84-695-3318-5

TwisterSearch : a distributed user interface for collaborative Web search

×

Although 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 preparation or sensemaking. We believe that post-WIMP DUIs can help to better support social search 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.

Origin (projects)

    Kleiner, Eike; Schäfer, Benjamin (2012): Augmented Shelf : Digital Enrichment of Library Shelves REITERER, Harald, ed., Oliver DEUSSEN, ed.. Mensch & Computer 2012 Workshopband : 12. fachübergreifende Konferenz für interaktive und kooperative Medien : interaktiv informiert – allgegenwärtig und allumfassend!?. München: Oldenbourg, 2012, pp. 541-544. ISBN 978-3-486-71990-1. Available under: doi: 10.1524/9783486719918

Augmented Shelf : Digital Enrichment of Library Shelves

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Libraries are well known as work places and thus have a common way of everyday use. Unfortunately, there is a gap between the physical and digital contents of a library and its media. By expanding the physical, tangible media with digital information, many new possibilities for interaction would open up for users. With the help of a prototype, we want to show how it is possible to shrink this gap with the use of blends and augmented reality. The Augmented Shelf allows for an overlay of digital information and additional functionality over a certain inventory in real time depending on the position of the user in a three dimensional space. The users are able to highlight physical artifacts, leave virtual commentaries and search for related media.

Origin (projects)

    Rädle, Roman; Weiler, Andreas; Huber, Stephan; Jetter, Hans-Christian; Mansmann, Svetlana; Reiterer, Harald; Scholl, Marc H. (2012): eBook meets tabletop : using collaborative visualization for search and serendipity in online book repositories Proceedings of the fifth ACM workshop on Research advances in large digital book repositories and complementary media - BooksOnline '12. New York, New York, USA: ACM Press, 2012, pp. 3-6. ISBN 978-1-4503-1714-6. Available under: doi: 10.1145/2390116.2390120

eBook meets tabletop : using collaborative visualization for search and serendipity in online book repositories

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The ever-growing amount of digitized books and electronically published documents necessitates proper tools to search and explore such large digital information spaces. This paper presents the design of an interactive prototype for collaborative visual information seeking (VIS) in an on-line book repository. The main objectives of the prototype are a visual metaphor to query an on-line book repository and the facilitation of back-and-forth comparison of search results. Furthermore, an integrated cosine similarity search encourages for serendipitous discoveries while browsing through an information space.

Origin (projects)

  Rädle, Roman; Butscher, Simon; Huber, Stephan; Reiterer, Harald (2012): Navigation Concepts for ZUIs Using Proxemic Interactions Proxemics 2012 a Workshop in conjunction with NordiCHI 2012. 2012

Navigation Concepts for ZUIs Using Proxemic Interactions

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Proxemics in Human-Computer Interaction (HCI) offer new prospects for the design of explicit and implicit interaction techniques to support multiple users and a concurrent navigation for zoomable user interfaces (ZUI). In this paper we describe a navigation concept for zooming and panning based on a multi-display environment using proxemic relations as input (e.g. a user’s location and orientation in physical space to manipulate a viewport). We hope to foster awareness of the topic and to inspire further discussion and research on proxemics in HCI.

Origin (projects)

    Rädle, Roman; Heilig, Mathias; Reiterer, Harald (2011): Interactive reading : Serendipity in the context of the Blended Library MAKRI, Stephann, ed. and others. Proceedings of the 1st International Workshop on Encouraging Serendipity in Interactive Systems. 2011, pp. 24-26

Interactive reading : Serendipity in the context of the Blended Library

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In this paper we state our interest in the workshop themes according to the three categories understanding, designing, and evaluation. In addition, we give a short introduction into our research project Blended Library and describe the idea of an "Interactive Reading" environment that aims toward “encouraging serendipity in interactive systems".

Origin (projects)

    Heilig, Mathias; Rädle, Roman; Reiterer, Harald (2011): Die Blended Library : Benutzerorientierte Verschmelzung von virtuellen und realen Bibliotheksdiensten BEKAVAC, Bernard, ed. and others. Benutzerorientierte Bibliotheken im Web : Usability-Methoden, Umsetzung und Trends. Berlin: De Gruyter Saur, 2011, pp. 217-242. ISBN 978-3-11-025882-0. Available under: doi: 10.1515/9783110258837.217

Die Blended Library : Benutzerorientierte Verschmelzung von virtuellen und realen Bibliotheksdiensten

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dc.title:


dc.contributor.author: Heilig, Mathias; Rädle, Roman; Reiterer, Harald

Origin (projects)

    Heilig, Mathias; Huber, Stephan; Gerken, Jens; Demarmels, Mischa; Allmendinger, Katrin; Reiterer, Harald (2011): Hidden details of negotiation : the mechanics of reality-based collaboration in information seeking CAMPOS, Pedro, ed., Nicholas GRAHAM, ed., Joaquim JORGE, ed., Nuno NUNES, ed., Philippe PALANQUE, ed., Marco WINCKLER, ed.. Human-Computer Interaction – INTERACT 2011. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011, pp. 622-639. Lecture Notes in Computer Science. 6947. ISBN 978-3-642-23770-6. Available under: doi: 10.1007/978-3-642-23771-3_46

Hidden details of negotiation : the mechanics of reality-based collaboration in information seeking

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Social activities such as collaborative work and group negotiation can be an essential part of information seeking processes. However, they are not sufficiently supported by today’s information systems as they focus on individual users working with PCs. Reality-based UIs with their increased emphasis on social, tangible, and surface computing have the potential to tackle this problem. By blending characteristics of real-world interaction and social qualities with the advantages of virtual computer systems, they inherently change the possibilities for collaboration, but until now this phenomenon has not been explored sufficiently. Therefore, this paper presents an experimental user study that aims at clarifying the impact such reality-based UIs and its characteristics have on collaborative information seeking processes. Two different UIs have been developed for the purpose of this study. One is based on an interactive multi-touch tabletop in combination with on-screen tangibles, therefore qualifying as a reality-based UI, while the other interface uses three synchronized PCs each controlled by keyboard and mouse. A comparative user study with 75 participants in groups of three was carried out to observe fundamental information seeking tasks for co-located collaboration. The study shows essential differences of emerging group behavior, especially in terms of role perception and seeking strategies depending on the two different UIs.

Origin (projects)

Reiterer, Harald; Heilig, Mathias; Rexhausen, Sebastian; Demarmels, Mischa (2010): Idee der Blended Library : Neue Formen der Wissensvermittlung durch Vermischung der realen und digitalen Welt HOHOFF, Ulrich, ed., Christiane SCHMIEDEKNECHT, ed.. Ein neuer Blick auf Bibliotheken - 98. Deutscher Bibliothekartag in Erfurt 2009. Hildesheim [u.a.]: Olms, 2010, pp. 108-116. ISBN 978-3-487-14334-7

Idee der Blended Library : Neue Formen der Wissensvermittlung durch Vermischung der realen und digitalen Welt

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dc.title:


dc.contributor.author: Reiterer, Harald; Heilig, Mathias; Rexhausen, Sebastian; Demarmels, Mischa

Origin (projects)

    Heilig, Mathias; Demarmels, Mischa; Allmendinger, Katrin; Gerken, Jens; Reiterer, Harald (2010): Fördern realitätsbasierte UIs kollaborative Rechercheaktivitäten? ZIEGLER, Jürgen, ed., Albrecht SCHMIDT, ed.. Mensch & Computer 2010 : 10. fachübergreifende Konferenz für interaktive und kooperative Medien ; interaktive Kulturen. München: Oldenbourg, 2010, pp. 311-320. ISBN 978-3-486-70408-2

Fördern realitätsbasierte UIs kollaborative Rechercheaktivitäten?

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dc.title:


dc.contributor.author: Heilig, Mathias; Demarmels, Mischa; Allmendinger, Katrin; Gerken, Jens; Reiterer, Harald

Origin (projects)

  Demarmels, Mischa; Huber, Stephan; Heilig, Mathias (2010): Meet me in the library! ANDERSSON, Niklas, ed., Lauren JAVOR, ed., Camille MOUSSETTE, ed.. SIDer 2010 : Ingredients in Gradients : Conference Proceedings, 24 – 25 - 26 March 2010, Umeå Institute of Design. Umeå: Umeå Institute of Design, 2010, pp. 61-66

Meet me in the library!

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This paper discusses the topic of social interaction in the field of information-seeking. With our design of the “search tokens”, we suggest a new hardware setting and a novel tangible and multi-touch based user interface to support users in their informationseeking process and enabling co-located, collaborative knowledge work. We showcase our design with a scenario of a media library, presenting movies as information objects on a zoomable information landscape.

Origin (projects)

    Heilig, Mathias; Huber, Stephan; Demarmels, Mischa; Reiterer, Harald (2010): ScatterTouch : A Multi Touch Rubber Sheet Scatter Plot Visualization for Co-Located Data Exploration ACM International Conference on Interactive Tabletops and Surfaces - ITS '10. New York, New York, USA: ACM Press, 2010, pp. 263-264. ISBN 978-1-4503-0399-6. Available under: doi: 10.1145/1936652.1936707

ScatterTouch : A Multi Touch Rubber Sheet Scatter Plot Visualization for Co-Located Data Exploration

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This paper introduces a touch-sensitive two-dimensional scatter plot visualization, to explore and analyze movie data. The design focuses on the ability to work co-located with several users. These are able to create several focus regions through distortion techniques triggered by multi touch gestures. Furthermore, the introduced visualization is an example how promising concepts from InfoVis research can be transferred onto multi touch tables in order to offer more natural interaction.

Origin (projects)

    Heilig, Mathias; Demarmels, Mischa; Huber, Stephan; Reiterer, Harald (2010): Blended Library : neue Interaktionsformen für die Bibliothek der Zukunft i-com. 2010, 9(1). ISSN 1618-162X. Available under: doi: 10.1524/icom.2010.0007

Blended Library : neue Interaktionsformen für die Bibliothek der Zukunft

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Im Zuge der voranschreitenden Digitalisierung wurden in der Vergangenheit in den unterschiedlichsten Bereichen reale Dienste, wie die einer Bibliothek, auf digitale Dienste übertragen. Jedoch gingen dadurch viele soziale und physische Mehrwerte realer Umgebungen (z. B. persönlicher Kundenkontakt, räumliche Orientierung, greifbare Medienobjekte) verloren. Dieser Beitrag schlägt deshalb einen Paradigmenwechsel, weg von der Entwicklung rein virtueller Welten hin zur Einbettung von Informationstechnologien in die soziale und physische Welt einer Bibliothek vor. Eine Lösungsvariante für diesen Paradigmenwechsel ist das hier vorgestellte Konzept der Blended Library, welches die physischen und sozialen Fähigkeiten von Benutzern in die Interaktion mit der Bibliothek der Zukunft einbringt. Die theoretische Basis hierfür liefert die aus der Kognitionswissenschaft bekannte und zunehmend dominierende Theorie des Embodiment . Diese Theorie offenbart Anforderungen an digitale Systeme, welche eine neue Generation von Benutzerschnittstellen verlangen. Als konzeptionelles Werkzeug für diese neuen Benutzerschnittstellen werden Blends vorgeschlagen. MedioVis 2.0 dient dabei als erste exemplarische Umsetzung einer Blended Library, welche umfassend auf den kreativen Arbeitsablauf eines Wissensarbeiters in der Bibliothek der Zukunft eingeht. Das Konzept wird anhand eines realitätsnahen Szenarios vorgestellt, in dem die Designentscheidungen von MedioVis 2.0 basierend auf Conceptual Blending erklärt werden. Dazu wurde eine begleitende Benutzerstudie mit elf Teilnehmern durchgeführt, die das Potenzial von MedioVis 2.0 untersuchte.

Origin (projects)

Funding sources
Name Finanzierungstyp Kategorie Project no.
Ministerium für Wissenschaft, Forschung und Kunst Baden-Württemberg third-party funds research funding program 412/13
Further information
Period: since 31.12.2015