- FB Informatik und Informationswissenschaft
|(2012): Designing Collaborative Interactive Spaces Proceedings of the International Working Conference on Advanced Visual Interfaces - AVI '12. - New York, New York, USA : ACM Press, 2012. - S. 818-820. - ISBN 978-1-4503-1287-5|
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.
|(2012): Does (Multi-)Touch Aid Users’ Spatial Memory and Navigation in ‘Panning’ and in ‘Zooming & Panning’ UIs? Proceedings of the International Working Conference on Advanced Visual Interfaces - AVI '12. - New York, New York, USA : ACM Press, 2012. - S. 83-90. - ISBN 978-1-4503-1287-5|
Does (Multi-)Touch Aid Users’ Spatial Memory and Navigation in ‘Panning’ and in ‘Zooming & Panning’ UIs?
Recent findings from Embodied Cognition reveal strong effects of arm and hand movement on spatial memory. This suggests that input devices may have a far greater influence on users’ cognition and users’ ability to master a system than we typically believe – especially for spatial panning or zooming & panning user interfaces. We conducted two experiments to observe whether multi-touch instead of mouse input improves users’ spatial memory and navigation performance for such UIs. We observed increased performances for panning UIs but not for zooming & panning UIs. We present our results, provide initial explanations and discuss opportunities and pitfalls for interaction designers.
|(2012): Blended Interaction : Toward a Framework for the Design of Interactive Spaces AVI 2012 : International Working Conference on Advanced Visual Interfaces|
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.
|(2012): Design and Implementation of Post-WIMP Distributed User Interfaces with ZOIL International Journal of Human-Computer Interaction ; 28 (2012), 11. - S. 737-747. - ISSN 1044-7318. - eISSN 1532-7590|
"Interactive spaces" are physical environments or rooms for collaborative work that are augmented with ubiquitous computing technology. Their purpose is to enable a computer-supported collaboration between multiple users that is based on a seamless use of different devices for natural "post-WIMP" interaction (e.g., multitouch walls, interactive tabletops, tablet PCs, or digital pen and paper). However, to this day, there are no well-established guidelines or toolkits for designing and implementing such distributed user interfaces (DUIs). Therefore, this article introduces the Zoomable Object-Oriented Information Landscape (ZOIL), a novel design approach and software framework for post-WIMP DUIs in interactive spaces.<br /><br /><br />In the following, the ZOIL design principles are first introduced and illustrated. They provide recommendations and examples of DUI interaction design for interactive spaces. Then the different software patterns and architectures that have been employed for implementing the open-source ZOIL software framework are described. This framework facilitates the implementation of ZOIL's design principles in practice. Lessons learned from ZOIL's implementation are shared, and the implementation is discussed and compared with related work and approaches. The results of an evaluation of ZOIL with designers and developers conclude the article.
|(2011): Lessons learned from the design and implementation of distributed post-WIMP user interfaces Distributed User Interfaces / Gallud, José A.; Tesoriero, Ricardo; Penichet, Victor M.R. (Hrsg.). - London : Springer London, 2011. - (Human-Computer Interaction Series). - S. 95-102. - ISBN 978-1-4471-2270-8|
Creating novel user interfaces that are “natural” and distributed is challenging for designers and developers. “Natural” interaction techniques are barely standardized and in combination with distributed UIs additional technical difficulties arise. In this paper we present the lessons we have learned in developing several natural and distributed user interfaces and propose design patterns to support development of such applications.
|(2011): ZOIL : A design paradigm and software framework for post-WIMP distributed user interfaces Distributed User Interfaces / Gallud, José A.; Tesoriero, Ricardo; Penichet, Victor M.R. (Hrsg.). - London : Springer London, 2011. - (Human-Computer Interaction Series). - S. 87-94. - ISBN 978-1-4471-2270-8|
We introduce ZOIL (Zoomable Object-Oriented Information Landscape), a design paradigm and software framework for post-WIMP distributed, zoomable and object-oriented user interfaces. This paper presents ZOIL’s design principles, functionality and software patterns to share them with other researchers. Additionally, ZOIL’s implementation as a software framework for C# and WPF (Windows Presentation Foundation) is available as open source under the BSD License for scientific and commercial projects (see http://zoil.codeplex.com).
|(2011): PaperSketch : a paper-digital collaborative remote sketching tool Proceedings of the 15th international conference on Intelligent user interfaces - IUI '11. - New York, New York, USA : ACM Press, 2011. - S. 155-164. - ISBN 978-1-4503-0419-1|
Pen and paper support the rapid production of sketches. However, the paper interface is not always optimal for collaborative sketching as seen in brainstorming sessions where multiple parties would often like to communicate and participate in the sketching synchronously. Novel interactive paper solutions may provide the answer by bridging the paper-digital divide and allowing users to sketch on paper simultaneously while capturing the actions digitally. We present an analysis of collaborative sketching activities in working environments with remote participation. After highlighting the importance of paper for natural interaction in these settings, we introduce PaperSketch, an interactive paper-digital tool for collaborative remote sketching. We discuss the collaborative development of ideas based on the prototype and outline how important feedback issues have been addressed by utilising spatial constraints and multimodal features.
|(2011): Fluid interaction for information visualization Information Visualization ; 10 (2011), 4. - S. 327-340. - ISSN 1473-8716|
Despite typically receiving little emphasis in visualization research, interaction in visualization is the catalyst for the user's dialogue with the data, and, ultimately, the user's actual understanding and insight into these data. There are many possible reasons for this skewed balance between the visual and interactive aspects of a visualization. One reason is that interaction is an intangible concept that is difficult to design, quantify, and evaluate. Unlike for visual design, there are few examples that show visualization practitioners and researchers how to design the interaction for a new visualization in the best manner. In this article, we attempt to address this issue by collecting examples of visualizations with "best-in-class" interaction and using them to extract practical design guidelines for future designers and researchers. We call this concept fluid interaction, and we propose an operational definition in terms of the direct manipulation and embodied interaction paradigms, the psychological concept of "flow", and Norman's gulfs of execution and evaluation.
|(2011): The concept maps method as a tool to evaluate the usability of APIs Proceedings of the 2011 annual conference on Human factors in computing systems - CHI '11. - New York, New York, USA : ACM Press, 2011. - S. 3373-3382. - ISBN 978-1-4503-0228-9|
Application programming interfaces (APIs) are the interfaces to existing code structures, such as widgets, frameworks, or toolkits. Therefore, they very much do have an impact on the quality of the resulting system. So, ensuring that developers can make the most out of them is an important challenge. However standard usability evaluation methods as known from HCI have limitations in grasping the interaction between developer and API as most IDEs (essentially the GUI) capture only part of it. In this paper we present the Concept Map method to study the usability of an API over time. This allows us to elicit the mental model of a programmer when using an API and thereby identify usability issues and learning barriers and their development over time.
|(2011): Materializing the query with facet-streams : A hybrid surface for collaborative search on tabletops Proceedings of the 2011 annual conference on Human factors in computing systems - CHI '11. - New York, New York, USA : ACM Press, 2011. - S. 3013-3022. - ISBN 978-1-4503-0228-9|
We introduce "Facet-Streams", a hybrid interactive surface for co-located collaborative product search on a tabletop. Facet-Streams combines techniques of information visualization with tangible and multi-touch interaction to materialize collaborative search on a tabletop. It harnesses the expressive power of facets and Boolean logic without exposing users to complex formal notations. Two user studies reveal how Facet-Streams unifies visual and tangible expressivity with implicity in interaction, supports different strategies and collaboration styles, and turns product search into a fun and social experience.
|(2011): Gestaltung und Programmierung von interaktiven Räumen mit dem ZOIL-Paradigma Wieder mehr sehen! : aktuelle Einblicke in die technische Visualistik / Groh, Rainer (Hrsg.). - Dresden : TUDpress Verlag der Wissenschaften Dresden, 2011. - S. 105-116. - ISBN 978-3-942710-39-8|
|(2010): Using Concept Maps to Evaluate the Usability of APIs Proceedings of the 28th of the international conference extended abstracts on Human factors in computing systems - CHI EA '10. - New York, New York, USA : ACM Press, 2010. - S. 3937-3942. - ISBN 978-1-60558-930-5|
Application programming interfaces (APIs) are the interfaces to existing code structures, such as widgets, frameworks, or toolkits. Therefore, they very much do have an impact on the quality of the resulting system. So ensuring that developers can make the most out of them is an important challenge. However standard usability evaluation methods as known from HCI have limitations in grasping the interaction between developer and API -- the GUI, which makes this interaction obvious, is missing. In this paper we present a longitudinal approach using concept maps and a question diary to make this interaction visible and study the usability of an API over time.
|(2010): Model-based Design and Prototyping of Interactive Spaces for Information Interaction Human-centred software engineering : Third International Conference, HCSE 2010, Reykjavik, Iceland, October 14 - 15, 2010 / Bernhaupt, Regina; Forbrig, Peter; Gulliksen, Jan; Lárusdóttir, Marta (Hrsg.). - Berlin : Springer, 2010. - (Lecture Notes in Computer Science : Programming and Software Engineering ; 6409). - S. 22-37. - ISBN 978-3-642-16487-3|
|(2010): Be-Greifbare Interaktion für die kollaborative Suche Interaktive Kulturen : Workshop-Band : Proceedings der Workshops der Mensch & Computer 2010 - 10. Fachübergreifende Konferenz für Interaktive und Kooperative Medien, DeLFI 2010 - die 8. E-Learning Fachtagung Informatik der Gesellschaft für Informatik e.V. und der Entertainment Interfaces 2010 ; Duisburg, 12. - 15. September 2010 / Schroeder, Ulrik (Hrsg.). - Berlin : Logos, 2010. - S. 145-150. - ISBN 978-3-8325-2578-1|
|(2010): Natural User Interfaces : Why We Need Better Model-Worlds, Not Better Gestures CHI 2010 Workshop - Natural User Interfaces : The Prospect and Challenge of Touch and Gestural Computing, Atlanta, USA, April 2010|
We introduce our view of the relation between symbolic gestures and manipulations in multi-touch Natural User Interfaces (NUI). We identify manipulations not gestures as the key to truly natural interfaces. Therefore we suggest that future NUI research should be more focused on designing visual workspaces and model-world interfaces that are especially appropriate for multi-touch manipulations.
|(2009): Lessons learned from the design and evaluation of visual information-seeking systems International journal on digital libraries ; 10 (2009), 2/3. - S. 49-66. - ISSN 1432-5012. - eISSN 1432-1300|
Designing information-seeking systems has become an increasingly complex task as today s information spaces are rapidly growing in quantity, heterogeneity, and dimensionality. The challenge is to provide user interfaces that have a satisfying usability and user experience even for novice users. Although information visualization and interaction design offer solutions, many informationseeking systems such as online catalogs for libraries or web search engines continue to use outdated user-interface concepts developed decades ago. In this paper, we will present four principles that we identified as crucial for the successful design of a modern visual information-seeking system.These are (1) to support variousways of formulating an information need, (2) to integrate analytical and browsing-oriented ways of exploration, (3) to provide views on different dimensions of the information space, and (4) to make search a pleasurable experience. These design principles are based on our experience over a long period in the user-centered design and evaluation of visual information-seeking systems. Accordingly, we will showcase individual designs from our own work of the past 10 years to illustrate each principle and hence narrow the gap between the scientific discussion and the designing practitioner that has often hindered research ideas from becoming reality. However, most of the times search is only one part of a higher level user activity (e.g. writing a paper). Thus future research should focus on the challenges when regarding search in such a broader context. We will use the final two chapters to point out some of these challenges and outline our vision of an integrated and consistent digital work environment named Zoomable Object-oriented Information Landscape.
|(2009): Understanding and Designing Surface Computing with ZOIL and Squidy CHI 2009 Workshop : Multitouch and Surface Computing, April 2009, Boston, USA|
In this paper we provide a threefold contribution to the Surface Computing (SC) community. Firstly, we will discuss frameworks such as Reality-based Interaction which provide a deeper theoretical understanding of SC. Secondly, we will introduce our ZOIL user interface paradigm for SC on mobile, tabletop or wall-sized devices. Thirdly, we will describe our two software tools Squidy and ZOIL UI Framework which have supported and facilitated our iterative design of SC prototypes.
|(2008): ZOIL : A Cross-Platform User Interface Paradigm for Personal Information Management Personal Information Management 2008 (PIM 2008), CHI 2008 Workshop, April 5 - 6, 2008, Florence, Italy|
In this paper we introduce the novel user interface paradigm ZOIL (Zoomable Object-Oriented Information Landscape). ZOIL is aimed at unifying all types of local and remote information items with their connected functionality and with their mutual relations in a single visual workspace as a replacement of today s desktop metaphor. This workspace can serve as an integrated work environment for traditional personal information management (PIM), but can also be used for PIM tasks in a wider sense. By formulating ZOIL s fundamental design principles we describe the interaction style, visualization techniques and interface physics of a ZOIL user interface. Furthermore we discuss ZOIL s ability to provide nomadic PIM environments for mobile and stationary use.
|(2008): Zooming not Zapping : Demonstrating the ZOIL User Interface Paradigm for ITV Applications EuroITV 2008, European Interactive TV Conference, Salzburg, Austria, July 3 - 4, 2008|
This paper introduces the ZOIL (Zoomable Object-Oriented Information Landscape) user interface paradigm, which is aimed at seamlessly integrating media services and content of all kinds into novel intuitive and natural visual user interfaces. In order to provide an intriguing user experience, ZOIL interfaces combine the principles of objectoriented and zoomable user interfaces with information visualization techniques. To demonstrate ZOIL s benefit for the ITV domain, we will provide visitors with an interactive firsthand experience of ZOIL s alternate interface physics, visual information exploration and usability.
|(2007): A Simplified Model of User Experience for Practical Application NordiCHI 2006, Oslo : The 2nd COST294-MAUSE International Open Workshop "User eXperience - Towards a unified view.". - S. 106-111|
Today s highly competitive mass markets of interactive products have led to a new perception of product quality by the users and providers of information technology. This new perception goes far beyond the concepts of pure functionality or usability, which are traditionally promoted by software engineering or HCI research. It also incorporates hard-to-grasp concepts from visual and industrial design, psychology, or marketing research, e.g. attractiveness, fun or the successful delivery of a brand proposition. Thus the achievement of this kind of a positive "user experience" (or UX) has become the design goal for numerous interdisciplinary UX teams at world s leading IT manufacturers. However, although the term user experience is already widely adopted by practitioners and the industry, there is no scientific consensus on a definition or a theoretical model of UX yet. In this paper we therefore collect different views from scientific and practitioner literature and unify them in a simplified model of UX for practical application and as a theoretical framework for future UX-oriented endeavors.
|(2007): Zoomable User Interfaces : Intuitive Navigation in komplexen Informationsräumen|
Obwohl heutige Anwender mit einer stetig ansteigenden Quantität, Dimensionalität und Heterogenität der zugänglichen Informationen konfrontiert werden, beherrschen immer noch die Konzepte aus den 60/70-er Jahren die derzeitigen Benutzeroberflächen. Der Autor stellt ein alternatives Gesamtkonzept in Form eines neuen Zoomable User Interface Paradigmas namens ZOIL vor, welches hinsichtlich einer benutzergerechten Aufbereitung von komplexen Informationsräumen das Konzept von Zoomable User Interfaces mit den direkt-manipulativen Konzepten von objektorientierten Benutzeroberflächen und der räumlichen Datenorganisation mithilfe einer beliebig skalierbaren Informationslandschaft und semantischem Zooming vereint. Das ZOIL Paradigma spezifiziert hierbei keine konkrete Benutzeroberfläche, sondern soll als eine in sich konsistente Kombination aus Visualisierungs- und Interaktionstechniken verstanden werden, welche als flexibles Grundkonzept für vielfältigste Anwendungsdomänen dienen kann. Die konzeptionelle und technische Machbarkeit wird anhand einer prototypischen Umsetzung für die Anwendungsdomäne Dokumentenmanagement überprüft. Zur Hinführung an die Thematik werden verwandte Konzepte, physiologische und psychologische Aspekte der menschlichen Wahrnehmung, grundlegende Navigationskonzepte sowie potentielle Eingabegeräte betrachtet.
|(2006): Die MCI im Wandel : User Experience als die zentrale Herausforderung? Mensch & Computer 2006 : Mensch und Computer im StrukturWandel / Heinecke, Andreas M. et al. (Hrsg.). - München : Oldenbourg Verlag, 2006. - S. 65-72. - ISBN 978-3-486-58129-4|
Die Informationstechnologie hat heute einen Reifegrad erlangt, der stark umkämpfte Massenmärkte von interaktiven Produkten hervorgebracht hat. In diesen sind - wie auch in den herkömmlichen Konsumgütermärkten - nicht nur die pragmatische Produktqualität, sondern auch das Benutzungserlebnis und die Gesamtwirkung auf den Käufer entscheidend für den Markterfolg. Eine erfolgreiche Gestaltung dieser "User Experience" geht dabei über die reine Softwareergonomie hinaus und erfordert interdisziplinäre Anstrengungen, die vom Design bis zur strategischen Unternehmenskommunikation reichen. Dieser Beitrag fasst die Sichtweisen zu "User Experience" in der Literatur zusammen und argumentiert für eine Öffnung der Disziplin MCI für derartige Fragestellungen jenseits der Usability.