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  • Zagermann, Johannes; Pfeil, Ulrike; Reiterer, Harald (2016): Measuring Cognitive Load using Eye Tracking Technology in Visual Computing SEDLMAIR, Michael, ed. and others. Proceedings of the Sixth Workshop on Beyond Time and Errors on Novel Evaluation Methods for Visualization, BELIV '16. New York, NY: ACM Press, 2016, pp. 78-85. ISBN 978-1-4503-4818-8. Available under: doi: 10.1145/2993901.2993908

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    Measuring Cognitive Load using Eye Tracking Technology in Visual Computing

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    In this position paper we encourage the use of eye tracking measurements to investigate users' cognitive load while interacting with a system. We start with an overview of how eye movements can be interpreted to provide insight about cognitive processes and present a descriptive model representing the relations of eye movements and cognitive load. Then, we discuss how specific characteristics of human-computer interaction (HCI) interfere with the model and impede the application of eye tracking data to measure cognitive load in visual computing. As a result, we present a refined model, embedding the characteristics of HCI into the relation of eye tracking data and cognitive load. Based on this, we argue that eye tracking should be considered as a valuable instrument to analyze cognitive processes in visual computing and suggest future research directions to tackle outstanding issues.

  • Houben, Steven; Marquardt, Nicolai; Vermeulen, Jo; Schöning, Johannes; Klokmose, Clemens; Reiterer, Harald; Korsgaard, Henrik; Schreiner, Mario (2016): Cross-Surface : Challenges and Opportunities for 'bring your own device' in the wild KAYE, Jofish, ed. and others. CHI EA '16 : Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. New York, NY: ACM Press, 2016, pp. 3366-3372. ISBN 978-1-4503-4082-3. Available under: doi: 10.1145/2851581.2856490

    Cross-Surface : Challenges and Opportunities for 'bring your own device' in the wild

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    In this workshop, we will review and discuss challenges and opportunities for HCI in relation to cross-surface interaction in the wild based on the bring-your-own-device (BYOD) practice. We aim to bring together researchers and practitioners working on technical infra-structures for cross-surface computing, studies of cross-surface computing in particular domains as well as interaction challenges for introducing cross-surface computing in the wild, all with a particular focus on BYOD. Examples of application domains are: cultural institutions, work places, public libraries, schools and education.

  • Butscher, Simon; Reiterer, Harald (2016): Applying Guidelines for the Design of Distortions on Focus+Context Interfaces BUONO, Paolo, ed. and others. AVI '16 : Proceedings of the International Working Conference on Advanced Visual Interfaces. New York, NY: ACM Press, 2016, pp. 244-247. ISBN 978-1-4503-4131-8. Available under: doi: 10.1145/2909132.2909284

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    Applying Guidelines for the Design of Distortions on Focus+Context Interfaces

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    Distortion-based visualization techniques allow users to examine focused regions of a multiscale space at high scales but preserve their contextual information. However, the distortion can come at the coast of confusion, disorientation and impairment of the users' spatial memory. Yet, how distortions influence users' ability to build up spatial memory, while taking into account human skills of perception, interpretation and comprehension, remains underexplored. This note reports findings of an experimental comparison between a distortion-based focus+context interface and an undistorted overview+detail interface. The focus+context technique follows guidelines for the design of comprehensible distortions: make use of real-world metaphors, visual clues like shading, smooth transitions and scaled-only focus regions. The results show that the focus+context technique designed following these guidelines help to keep track of the position within the multiscale space and does not impair users' spatial memory.

  • Müller, Jens; Rädle, Roman; Reiterer, Harald (2016): Virtual Objects as Spatial Cues in Collaborative Mixed Reality Environments : How They Shape Communication Behavior and User Task Load KAYE, Jofish, ed. and others. CHI'16 : Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM Press, 2016, pp. 1245-1249. ISBN 978-1-4503-3362-7. Available under: doi: 10.1145/2858036.2858043

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    Virtual Objects as Spatial Cues in Collaborative Mixed Reality Environments : How They Shape Communication Behavior and User Task Load

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    In collaborative activities, collaborators can use physical objects in their shared environment as spatial cues to guide each other's attention. Collaborative mixed reality environments (MREs) include both, physical and digital objects. To study how virtual objects influence collaboration and whether they are used as spatial cues, we conducted a controlled lab experiment with 16 dyads. Results of our study show that collaborators favored the digital objects as spatial cues over the physical environment and the physical objects: Collaborators used significantly less deictic gestures in favor of more disambiguous verbal references and a decreased subjective workload when virtual objects were present. This suggests adding additional virtual objects as spatial cues to MREs to improve user experience during collaborative mixed reality tasks.

  • Zagermann, Johannes; Pfeil, Ulrike; Rädle, Roman; Jetter, Hans-Christian; Klokmose, Clemens; Reiterer, Harald (2016): When Tablets meet Tabletops : The Effect of Tabletop Size on Around-the-Table Collaboration with Personal Tablets KAYE, Jofish, ed. and others. CHI'16 : Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM Press, 2016, pp. 5470-5481. ISBN 978-1-4503-3362-7. Available under: doi: 10.1145/2858036.2858224

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    When Tablets meet Tabletops : The Effect of Tabletop Size on Around-the-Table Collaboration with Personal Tablets

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    Cross-device collaboration with tablets is an increasingly popular topic in HCI. Previous work has shown that tablet-only collaboration can be improved by an additional shared workspace on an interactive tabletop. However, large tabletops are costly and need space, raising the question to what extent the physical size of shared horizontal surfaces really pays off. In order to analyse the suitability of smaller-than-tabletop devices (e.g. tablets) as a low-cost alternative, we studied the effect of the size of a shared horizontal interactive workspace on users' attention, awareness, and efficiency during cross-device collaboration. In our study, 15 groups of two users executed a sensemaking task with two personal tablets (9.7") and a horizontal shared display of varying sizes (10.6", 27", and 55"). Our findings show that different sizes lead to differences in participants' interaction with the tabletop and in the groups' communication styles. To our own surprise we found that larger tabletops do not necessarily improve collaboration or sensemaking results, because they can divert users' attention away from their collaborators and towards the shared display.

  • Wang, Yunlong; Pfeil, Ulrike; Reiterer, Harald (2016): Supporting Self-Assembly : A Demo on Mobile Health Apps MMHealth '16 : Proceedings of the 2016 ACM Workshop on Multimedia for Personal Health and Health Care. New York, NY: ACM, 2016, pp. 49. ISBN 978-1-4503-4518-7. Available under: doi: 10.1145/2985766.2988528

    Projekt : SMARTACT Teilprojekt 6: Smartmobility

    Supporting Self-Assembly : A Demo on Mobile Health Apps

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    This is the demo version of our workshop paper (Supporting Self-Assembly: The IKEA Effect on Mobile Health Persuasive Technology). We describe our proposal and experimental plan in this demo.

    Forschungszusammenhang (Projekte)

  • Wang, Yunlong; Pfeil, Ulrike; Reiterer, Harald (2016): Supporting Self-Assembly : the IKEA Effect on Mobile Health Persuasive Technology MMHealth '16 : Proceedings of the 2016 ACM Workshop on Multimedia for Personal Health and Health Care. New York, NY: ACM, 2016, pp. 19-22. ISBN 978-1-4503-4518-7. Available under: doi: 10.1145/2985766.2985775

    Projekt : SMARTACT Teilprojekt 6: Smartmobility

    Supporting Self-Assembly : the IKEA Effect on Mobile Health Persuasive Technology

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    In this paper, we propose the idea of examining the effect of self-assembly on the success of mobile health persuasive technology. The IKEA effect shows that individuals evaluate products assembled by themselves more positively than pre-assembled products. The IKEA effect has been proven in several domains, e.g., in human robot interaction, where participants who assembled the robot evaluated the robot and the interaction with the robot more favorably than participants who did not assemble the robot themselves. We propose that the IKEA effect exists in the context of mobile health persuasive technology and has high potential for improving users' engagement and long-term user experience of mobile health persuasive applications. In this paper, we describe the IKEA effect and its potential for mobile health applications. In addition, we propose an experimental design to analyze the effect of self-assembly on user engagement and satisfaction.

    Forschungszusammenhang (Projekte)

  • 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:

  • Hofmann, Jacqueline; Müller, Jens; Gipp, Bela; Reiterer, Harald (2016): bibox : A Tangible Approach to Motivating Participation in Public Libraries PRINZ, Wolfgang, ed. and others. Mensch und Computer 2016 : Tagungsband. Aachen: Gesellschaft für Informatik e.V., 2016. Available under: doi: 10.18420/muc2016-mci-0030

    Projekt : Lernort Bibliothek

    bibox : A Tangible Approach to Motivating Participation in Public Libraries

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    Within the Library 2.0 model, visitors of public libraries are enabled to actively shape the services of their library. Unlike previous trends, principles of participation and collaboration should be assimilated into the physical space of public libraries instead of being added as an extra layer on top of existing services. We present a set of eight design principles for motivating participatory systems in the Library 2.0 context. Based on these principles, we introduce bibox, a tangible book rating- and recommendation system for public libraries. In an in-the-wild study, we evaluate how our system motivates active participation. We show that the proposed design principles can contribute to higher levels of engagement from the users of the system within the Library 2.0 context.

    Forschungszusammenhang (Projekte)

  • Wang, Yunlong; Duan, Le; Butscher, Simon; Müller, Jens; Reiterer, Harald (2016): Fingerprints : detecting meaningful moments for mobile health intervention MobileHCI '16 : Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct. New York, NY: ACM, 2016, pp. 1085-1088. ISBN 978-1-4503-4413-5. Available under: doi: 10.1145/2957265.2965006

    Projekt : SMARTACT Teilprojekt 6: Smartmobility

    Fingerprints : detecting meaningful moments for mobile health intervention

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    Personalized and contextual interventions are promising techniques for mobile persuasive technologies in mobile health. In this paper, we propose the "fingerprints" technique to analyze the users' daily behavior patterns to find the meaningful moments to better support mobile persuasive technologies, especially mobile health interventions. We assume that for many persons, their behaviors have patterns and can be detected through the sensor data from smartphones. We develop a three-step interactive machine learning workflow to describe the concept and approach of the "fingerprints" technique. By this we aim to implement a practical and light-weight mobile intervention system without burdening the users with manual logging. In our feasibility study, we show results that provide first insights into the design of the "fingerprints" technique.

    Forschungszusammenhang (Projekte)

  • Müller, Jens; Butscher, Simon; Reiterer, Harald (2016): Immersive Analysis of Health-Related Data with Mixed Reality Interfaces : Potentials and Open Questions HANCOCK, Mark, ed.. ISS Companion '16 Proceedings of the 2016 ACM : Companion on Interactive Surfaces and Spaces. New York: ACM, 2016, pp. 71-76. ISBN 978-1-4503-4530-9. Available under: doi: 10.1145/3009939.3009951

    Projekt : SMARTACT Teilprojekt 6: Smartmobility / SMARTACT 2 Teilprojekt 6

    Immersive Analysis of Health-Related Data with Mixed Reality Interfaces : Potentials and Open Questions

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    In this paper we propose Mixed Reality (MR) interfaces as tools for the analysis and exploration of health-related data. Reported findings originate from the research project "SMARTACT" in which several intervention studies are conducted to investigate how participants' long-term health behavior can be improved. We conducted a focus group to identify limitations of current data analysis technologies and practices, possible uses of MR interfaces and associated open questions to leverage their potentials in the given domain.

  • Hinrichs, Uta; Butscher, Simon; Müller, Jens; Reiterer, Harald (2016): Diving in at the Deep End : The Value of Alternative In-Situ Approaches for Systematic Library Search KAYE, Jofish, ed. and others. CHI'16 : Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM Press, 2016, pp. 4634-4646. ISBN 978-1-4503-3362-7. Available under: doi: 10.1145/2858036.2858549

    Projekt : Lernort Bibliothek

    Diving in at the Deep End : The Value of Alternative In-Situ Approaches for Systematic Library Search

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    OPAC interfaces, still the dominant access point to library catalogs, support systematic search but are problematic for open-ended exploration and generally unpopular with visitors. As a result, libraries start subscribing to simplified search paradigms as exemplified by web-search systems. This is a problem considering that systematic search is a crucial skill in the light of today's abundance of digital information. Inspired by novel approaches to facilitating search, we designed CollectionDiver, an installation for supporting systematic search in public libraries. The CollectionDiver combines tangible and large display direct-touch interaction with a visual representation of search criteria and filters. We conducted an in-situ qualitative study to compare participants' search approaches on the CollectionDiver with those on the OPAC interface. Our findings show that while both systems support a similar search process, the CollectionDiver (1) makes systematic search more accessible, (2) motivates proactive search approaches by (3) adding transparency to the search process, and (4) facilitates shared search experiences. We discuss the CollectionDiver's design concepts to stimulate new ideas toward supporting engaging approaches to systematic search in the library context and beyond.

    Forschungszusammenhang (Projekte)

  • Müller, Jens; Rädle, Roman; Jetter, Hans-Christian; Reiterer, Harald (2015): An Experimental Comparison of Vertical and Horizontal Dynamic Peephole Navigation 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. 1523-1526. ISBN 978-1-4503-3145-6. Available under: doi: 10.1145/2702123.2702227

    An Experimental Comparison of Vertical and Horizontal Dynamic Peephole Navigation

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    Dynamic peephole navigation represents a technique for navigating large information spaces in an egocentric way. Studies have shown cognitive benefits for a vertical peephole orientation, when compared to non-egocentric interaction styles. To see how the aspect of canvas orientation effects user performance, we conducted a study (N=16) which revealed that canvas orientation has no significant effect on either navigation performance or spatial memory. We also found a significantly lower physical demand and a higher mental demand in the horizontal orientation. For short-term activities we therefore propose a vertical orientation, while for long-term activities horizontal dynamic peephole navigation is more suitable.

  • Klinkhammer, Daniel; Mateescu, Magdalene; Reiterer, Harald; Zahn, Carmen (2015): Examining the Differences of On-Tabletop and Off-Tabletop Personal Territories in Collaborative Interaction Workshop Collaboration Meets Interactive Surfaces (CMIS) 2015. 2015

    Examining the Differences of On-Tabletop and Off-Tabletop Personal Territories in Collaborative Interaction

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    In this work in progress paper, we present first results of a collaborative tabletop study that compares different types of territories. Our research focuses on interaction with digital objects (post-it notes) during a brainstorming task in two conditions: In the first condition, the creation of digital objects took place on a large scaled tabletop screen – no delimited territories. In the second condition, mobile personal spaces (personal tablets) were used for the creation of digital objects. In both conditions, the tabletop was used for collaborative organization of the created digital objects. Based on a total of 20 groups, we report qualitative results about different territorial strategies during the observed brainstorming sessions. Furthermore, we discuss the dynamic positioning of the participants at the tabletop during collaborative work.

  • Lischke, Lars; Mayer, Sven; Wolf, Katrin; Henze, Niels; Schmidt, Albrecht; Leifert, Svenja; Reiterer, Harald (2015): Using Space : Effect of Display Size on Users' Search Performance 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. 1845-1850. ISBN 978-1-4503-3146-3. Available under: doi: 10.1145/2702613.2732845

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    Using Space : Effect of Display Size on Users' Search Performance

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    Due to advances in technology large displays with very high resolution started to become affordable for daily work. Today it is possible to build display walls with a pixel density that is comparable to standard office screens. Previous work indicates that physical navigation enables a deeper engagement with the data set. In particular, the visibility of detailed data subsets on large screens supports the user's work and understanding of large data. In contrast to previous work we explore how users' performance scales with an increasing amount of large display space when working with text documents. In a controlled experiment, we determine participants' performance when searching for titles and images in large text documents using one to six 50" 4K monitors. Our results show that the users' visual search performance does not linearly increase with an increasing amount of display space.

  • Müller, Jens; Reiterer, Harald (2015): Mixed Reality Environments as Ecologies for Cross-Device Interaction HOUBEN, Steven, ed., Harald REITERER, ed. and others. Cross-Surface : interacting with multi-device ecologies in the wild : proceedings of Cross-Surface 2015. 2015, pp. 37-41

    Projekt : SMARTACT Teilprojekt 6: Smartmobility / SMARTACT 2 Teilprojekt 6

    Mixed Reality Environments as Ecologies for Cross-Device Interaction

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    In Mixed Reality (MR) environments, virtual objects can be represented as if they were situated in the viewer’s physical environment. While the potentials of MR have been recognized and extensively researched for single user scenarios (e.g., in perceptual studies), MR for collaborative scenarios has not been widely investigated. In this paper we propose MR environments as ecologies for collaborative, cross-device interaction. We provide a scenario that illustrates its potentials and discuss possible research directions. We then present intermediate results of our research.

  • Schreiner, Mario; Rädle, Roman; O’Hara, Kenton; Reiterer, Harald (2015): Deployable Cross-Device Experiences : Proposing Additional Web Standards ITS '15 : 2015 ACM International Conference on Interactive Tabletops and Surfaces. 2015

    Deployable Cross-Device Experiences : Proposing Additional Web Standards

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    Cross-device interaction is rarely observed in everyday life and outside of research facilities. In this position paper we explore potential reasons for this shortcoming and discuss why the web is a promising enabling technology for crossdevice interactions. We propose a concept for new, crossdevice centric web standards that would allow to develop, deploy, and use cross-device applications in everyday life.

  • 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

    Projekt : Blended Library - Bibliothek der Zukunft

    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.

    Forschungszusammenhang (Projekte)

  • 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

    Projekt : Blended Library - Bibliothek der Zukunft

    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.

    Forschungszusammenhang (Projekte)

  • Reporting Experiences on Group Activities in Cross-Device Settings

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    Even though mobile devices are ubiquitous and users often own several of them, using them in concert to achieve a common goal is not well supported and remains a challenge for HCI. In this paper, we report on our observations of cross-device usage within groups when they engaged in a dyadic collaborative sensemaking task. Based on our findings, we discuss limitations of a state-of-the-art cross-device setting and present a set of design recommendations. We then propose an alternative design that aims for greater flexibility when using mobile devices to enable a free configuration of workspaces depending on users’ current activity.

  • Proxemics-Aware Multi-Focus Visualizations to Support Mutual Awareness during Co-located Collaboration

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  • Houben, Steven; Vermeulen, Jo; Klokmose, Clemens; Marquardt, Nicolai; Schöning, Johannes; Reiterer, Harald (2015): Cross-Surface : Workshop on Interacting with Multi-Device Ecologies in the Wild NUNES, Nuno, ed. and others. Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces - ITS '15. New York: ACM Press, 2015, pp. 485-489. ISBN 978-1-4503-3899-8. Available under: doi: 10.1145/2817721.2835067

    Cross-Surface : Workshop on Interacting with Multi-Device Ecologies in the Wild

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    In this workshop, we will review and discuss opportunities, technical challenges and problems with cross-device interactions in interactive multi-surface and multi-device ecologies. We aim to bring together researchers and practitioners currently working on novel techniques for cross-surface interactions, focusing both on technical as well as interaction challenges for introducing these technologies into the wild, and highlighting opportunities for further research. The workshop will help to facilitate knowledge exchange on the inherent challenges of building robust and intuitive cross-surface interactions, identify application domains and enabling technologies for cross-surface interactions in the wild, and establish a research community to develop effective strategies for successful design of cross-device interactions.

  • Eibl, Maximilian; Loebel, Jens-Martin; Reiterer, Harald (2015): Grand Challenge "Erhalt des digitalen Kulturerbes" Informatik-Spektrum. 2015, 38(4), pp. 269-276. ISSN 0170-6012. eISSN 1432-122X. Available under: doi: 10.1007/s00287-015-0898-5

    Grand Challenge "Erhalt des digitalen Kulturerbes"

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    Die kulturelle Massenproduktion digitaler Objekte ist zum Bestandteil unserer Gesellschaft und damit Teil des digitalen kulturellen Erbes geworden, dessen dauerhafte Bewahrung und Zugänglichmachung zu den dringenden gesellschaftlichen Aufgaben zählt. Langzeitarchivierung ist dabei kein einmaliger Vorgang, sondern eine dauerhafte Herausforderung, die eine Fülle unterschiedlicher immer wiederkehrender Prozesse und Techniken wie Migration und Emulation umfasst. Diese und weitere Aspekte der Grand Challenge werden im vorliegenden Beitrag anhand von Praxisbeispielen vorgestellt. Es gilt Technik zu entwickeln, die Workflows der Langzeitbewahrung unterstützt und dabei auf große Datenmengen skalierbar ist.

  • 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

    Projekt : Blended Library - Bibliothek der Zukunft

    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.

    Forschungszusammenhang (Projekte)

  • Müller, Jens; Schwarz, Tobias; Butscher, Simon; Reiterer, Harald (2014): Back to tangibility : a post-WIMP perspective on control room design Proceedings of the 2014 International Working Conference on Advanced Visual Interfaces - AVI '14. New York, New York, USA: ACM Press, 2014, pp. 57-64. ISBN 978-1-4503-2775-6. Available under: doi: 10.1145/2598153.2598161

    Projekt : Holistic Workspace

    Back to tangibility : a post-WIMP perspective on control room design

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    In today's digital control rooms, desktop computers represent the most common interface for process control. Compared to their predecessors -- manual control actuators -- desktop computers enable quick and effective process intervention but they lack in process-related interaction qualities such as haptic feedback and the involvement of motor skills. Thus, design trade-offs have to be made to combine the strengths of both paradigms: today's processing power with the interaction qualities of former control room interfaces. In this paper related interaction concepts are presented and evaluated. In a control room scenario, participants were tasked with adjusting numerical values -- so-called process variables -- under two traditional conditions (mouse, keyboard) and two post-WIMP conditions (touch, tangible). Task completion time and recall accuracy of the adjusted values were measured. As a result, traditional desktop interaction proved to be faster, whereas control actions could be recalled significantly better using the tangible control elements. We therefore suggest providing both tangible control for process maintenance and traditional desktop interaction in critical situations that require quick intervention.

    Forschungszusammenhang (Projekte)

  • 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

    Projekt : Blended Library - Bibliothek der Zukunft

    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.

    Forschungszusammenhang (Projekte)

  • Butscher, Simon (2014): Explicit & Implicit Interaction Design for Multi-Focus Visualizations ITS '14 : Proceedings of the 2014 ACM international conference on Interactive tabletops and surfaces. New York: ACM, 2014, pp. 455-460. ISBN 978-1-4503-2587-5. Available under: doi: 10.1145/2669485.2669487

    Explicit & Implicit Interaction Design for Multi-Focus Visualizations

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    Many tasks that have to be performed to analyze data in large visual information spaces require the user to have several foci. This is for example the case for comparing or organizing digital artefacts. In my research, I explore alternative interaction concepts for multi-focus visualizations in the context of single and multi-user scenarios. Alongside explicit interaction for navigating within multi-focus visualizations I investigate implicit interaction for making the visualization react on the social and spatial context. To evaluate different designs, measures like task completion time, spatial memory and subjective preferences are examined.

  • 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

    Projekt : Blended Library - Bibliothek der Zukunft

    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.

    Forschungszusammenhang (Projekte)

  • 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

    Projekt : Blended Library - Bibliothek der Zukunft

    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.

    Forschungszusammenhang (Projekte)

  • Interactive Spaces for Supporting Embodied Collaborative Design Practices

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    Digital technology is increasingly influencing how design is practiced. However, it is not always successful in supporting all design activities. In contrast, especially informal collaborative design methods that are typically practiced early in the design process are still poorly supported by digital tools. This thesis takes this critical gap as a central motive for investigating how digital tools can be designed to both preserve and augment existing material and social practices of collaborative design activities.

    Within three case studies, new concepts for supporting collaborative embodied design practices are presented. Within the first study, the interactive space AffinityTable is discussed which was designed to support the collaborative design method affinity diagramming. A second case study presents the tool IdeaVis for supporting collaborative sketching sessions. In a third case study, support for the particular activity of documenting and organizing design artifacts is explored with the interactive space ArtifactBubbles.

    As a result, this thesis delivers three types of contributions. As a first contribution, the thesis describes a novel design methodology than can be applied to related design problems. As a second contribution, new design concepts and interaction techniques are introduced that can be reused and adapted by other researchers or practitioners. Eventually, empirical data that relates to the effect of the designed methods on properties of design practice is provided. The thesis concludes with abstract design guidelines that bring together all contributions for reuse by researchers and practitioners.

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