177 research outputs found
Studying Group Decision Making in Affinity Diagramming
Affinity diagramming is a commonly used contextual design practice for which many tools have been developed. However, experts and novices alike eschew tool use, instead using traditional paper and whiteboard methods. This paper presents observations of traditional affinity diagramming sessions, focusing on three areas of consideration—shared awareness, cognitive offloading, and understanding, organizing and searching—that are important for collaborative tools. Specific design requirements for each of these three areas are described
Experimental Object-Oriented Modelling
This thesis examines object-oriented modelling in experimental system development. Object-oriented modelling aims at representing concepts and phenomena of a problem domain in terms of classes and objects. Experimental system development seeks active experimentation in a system development project through, e.g., technical prototyping and active user involvement. We introduce and examine "experimental object-oriented modelling" as the intersection of these practices
Multi-Touch Table for Enhancing Collaboration during Software Design
Encouraging collaborative software design through the use of Multi-touch interfaces has become increasingly important because such surfaces can accommodate more than one user concurrently, which is particularly useful for collaborative software design. This study investigated the differences in collaborative design among groups of students working in PC-based and Multi-touch table conditions to determine the potential of the Multi-touch table to increase the effectiveness of collaboration during software design.
The literature includes several interesting studies reflecting the role of Multi-touch tables in enhancing collaborative activities. Research has found that Multi-touch tables increase group interaction and therefore increase the attainment of group goals. Although many research efforts have facilitated collaboration among users in software design using Unified Modelling Language (UML), these studies examined distributed collaboration and not face-to-face collaboration. However, existing research that studied facilitating co-located collaborative software design has some limitations such as using technologies that prevent parallel design activities.
Collaborative software design using Multi-touch table has not been widely explored. A structured literature review revealed that no Multi-touch collaborative UML design tool is available. Thus, a Multi-touch enabled tool called MT-CollabUML was developed for this study to encourage students to work collaboratively on software design using UML in a co-located setting. Eighteen master’s level students enrolled in the Software Engineering for the Internet module were selected to participate in the study. The participants formed nine pairs. The experiment followed a counterbalanced within-subjects design where groups switched experiment conditions to ensure each group used the Multi-touch table and PC-based conditions. All collaborative UML diagramming activities were video recorded for quantitative and qualitative analysis.
Results show that using the MT-CollabUML tool in the Multi-touch table condition enhanced the level of collaboration among the team members and increased their shared contribution. It also increased the equity of participation; the individuals contributed almost equally to the task, and single-person domination decreased in the Multi-touch condition. Results also show that the Multi-touch table encourages parallel-participative design where both group members work in a parallel manner to accomplish the final agreed-upon design. The analysis of verbal communication shows that both experiment conditions encouraged subjects to use collaborative learning skills
Designing multi-touch tabletop interaction techniques to support co-located Group Information Management
Co-located group information management (GIM) is a form of groupware with the aim of enabling users to collaboratively find, store, maintain, organise and share personal and/or group information in support of a group activity. Existing systems aimed at partially supporting GIM activities have been implemented on single user devices. These systems make use of asynchronous communication that may hinder collaboration by misinterpretation, information leaks, etc. Few systems exist, with limited functionality, that support co-located GIM. Multi-touch tabletop interaction has given rise to a new approach for supporting Computer Supported Cooperative Work (CSCW). Multi-touch tabletops allow multiple users to naturally interact with a computer device using a shared display and gesture interaction. The tabletop environment also enables users to sit in a natural environment and synchronously communicate without bulky desktops or laptops. Multi-touch tabletops provide the hardware necessary to support co-located GIM. Existing multi-touch interaction techniques were analysed and proved insufficient to support the advanced functional requirements of GIM. The goal of this research was therefore to support co-located GIM by designing new multi-touch tabletop interaction techniques. An architecture was proposed to support co-located GIM with new multi-touch interaction techniques. A software prototype was developed based on the proposed architecture to facilitate the main activities of GIM and to collaboratively compile documents. The prototype was named CollaGIM (Colla – collaborative, GIM – group information management). CollaGIM supports the main activities of GIM using natural gesture interaction on a multi-touch tabletop. An evaluation of the software was conducted by means of a user study where 15 teams of two people participated. High task success rates and user satisfaction results were achieved, which showed that CollaGIM was capable of supporting co-located GIM using the new multi-touch tabletop interaction techniques. CollaGIM also positively supported collaboration between users
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Constructionism through mobile interactive knowledge elicitation (MIKE) in human-computer interaction
Mobile computing holds significant as-yet unknown applications of interest in the field of Cyberscience (e-Science) methods. This thesis provides a diverse exploration into the advancement of HC1 theory through the development and testing of mobile cyberscience tools. This is done by synthesising new metrics from learning epistemologies, with the benefits that can be provided by mobile computing solutions.
This thesis aims to explore how mobile cyberscience can improve HCI knowledge elicitation (KE) methods. A review of the current state of the art in mobile computing and mobile HCI demonstrates that there is very little reported research in the direction of applying mobile computing to HCI theory (rather than the reverse which is demonstrated to be significantly considered in academia). This motivates a review of the current methods and cyberscience-based tools in the domain of KE in HCI, with several prototype mobile tool designs discussed. A review of candidate grounding theories in pedagogical epistemologies is then covered to build a theoretical foundation for this work. This facilitates the acquisition of a mobile-applicable investigation candidate, namely Constructionism theory, for software modelling in mobile computing methods in HCI KE. A framework for investigating constructionism is designed and presented, describing three key models that extend the domain of HCI KE theory. Through the design, implementation and testing (both expert and user testing) of several mobile computing tools for HCI KE, termed MIKE (Mobile Interactive Knowledge Elicitation) tools, these three key models of constructionism are explored through empirical research and are reported in this thesis as separate case studies.
Case study 1 investigates the use of inert constructionism through the use of card sorting. Case Study 2 investigates the use of semi-dynamic constructionism through the use of affinity diagramming. Case Study 3 investigates the use of dynamic constructionism, through the use of low fidelity paper prototyping. The findings from these case studies indicate that mobile cyberscience has a significant scope for application in the practice of current-day HCI methods, and that new qualitative measures in HCI can be acquired through mobile cyberscience tools.
There are three main contributions of this thesis that provide practitioners, educators and researchers in HCI with new knowledge. Firstly, the fields of mobile computing and mobile HCI are expanded with the empirically tested simulation of the techniques of card sorting, affinity diagramming and low-fidelity paper prototyping in HCI theory through mobile software. Secondly, a developed framework of constructionism theory successfully enhances the field of HCI KE, contributing to the growth of grounding theories in the field of HCI through the findings of three separately reported case studies. Lastly, cyberscience research for HCI has been given an expansion of research in the area of augmenting HCI with mobile computing. This is achieved through the user centred design, development and user testing of several mobile tools incorporating facilities unique to HCI practitioners, educators and researchers, leading to several related peer-reviewed publications
Investigations of collaborative design environments: A framework for real-time collaborative 3D CAD
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.This research investigates computer-based collaborative design environments, in particular issues of real-time collaborative 3D CAD. The thesis first presents a broad perspective of collaborative design environments with a preliminary case study of team design activities in a conventional and a computer mediated setting. This study identifies the impact and the feasibility of computer support for collaborative design and suggests four kinds of essential technologies for a successful collaborative design environment: information-sharing systems, synchronous and asynchronous co- working tools, project management systems, and communication systems. A new conceptual framework for a real-time collaborative 3D design tool, Shared Stage, is proposed based upon the preliminary study. The Shared Stage is defined as a shared 3D design workspace aiming to smoothly incorporate shared 3D workspaces into existing individual 3D workspaces. The addition of a Shared Stage allows collaborating designers to interact in real-time and to have a dynamic and interactive exchange of intermediate 3D design data. The acceptability of collaborative features is maximised by maintaining consistency of the user interface between 3D CAD systems. The framework is subsequently implemented as a software prototype using a new software development environment, customised by integrating related real-time and 3D graphic software development tools. Two main components of the Shared Stage module in the prototype, the Synchronised Stage View (SSV) and the Data Structure Diagram (DSD), provide essential collaborative features for real-time collaborative 3D CAD. These features include synchronised shared 3D representation, dynamic data exchange and awareness support in 3D workspaces. The software prototype is subsequently evaluated to examine the usefulness and usability. A range of quantitative and qualitative methods is used to evaluate the impact of the Shared Stage. The results, including the analysis of collaborative interactions and user perception, illustrate that the Shared Stage is a feasible and valuable addition for real-time collaborative 3D CAD. This research identifies the issues to be addressed for collaborative design environments and also provides a new framework and development strategy of a novel real-time collaborative 3D CAD system. The framework is successfully demonstrated through prototype implementation and an analytical usability evaluation.Financial support from the Department and from the UK government through the Overseas Research Studentship Awards
Phrasing Bimanual Interaction for Visual Design
Architects and other visual thinkers create external representations of their ideas to support early-stage design. They compose visual imagery with sketching to form abstract diagrams as representations. When working with digital media, they apply various visual operations to transform representations, often engaging in complex sequences. This research investigates how to build interactive capabilities to support designers in putting together, that is phrasing, sequences of operations using both hands. In particular, we examine how phrasing interactions with pen and multi-touch input can support modal switching among different visual operations that in many commercial design tools require using menus and tool palettes—techniques originally designed for the mouse, not pen and touch.
We develop an interactive bimanual pen+touch diagramming environment and study its use in landscape architecture design studio education. We observe interesting forms of interaction that emerge, and how our bimanual interaction techniques support visual design processes. Based on the needs of architects, we develop LayerFish, a new bimanual technique for layering overlapping content. We conduct a controlled experiment to evaluate its efficacy. We explore the use of wearables to identify which user, and distinguish what hand, is touching to support phrasing together direct-touch interactions on large displays. From design and development of the environment and both field and controlled studies, we derive a set methods, based upon human bimanual specialization theory, for phrasing modal operations through bimanual interactions without menus or tool palettes
Mixed-fidelity prototyping of user interfaces
This research presents a new technique for user interface prototyping, called mixed-fidelity prototyping. Mixed-fidelity prototyping combines low-, medium-, and high-fidelity interface elements within a single prototype in a lightweight manner, supporting independent refinement of individual elements. The approach allows designers to investigate alternate designs, including more innovative designs, and elicit feedback from stakeholders without having to commit too early in the process. As well, the approach encourages collaboration among a diverse group of stakeholders throughout the design process. For example, individuals who specialize in specific fidelities, such as high-fidelity components, are able to become involved earlier on in the process.
We developed a conceptual model called the Region Model and implemented a proof-of-concept system called ProtoMixer. We demonstrated the mixed-fidelity approach by using ProtoMixer to design an example application.
ProtoMixer has several benefits over other existing prototyping tools. With ProtoMixer, prototypes can be composed of multiple fidelities, and elements are easily refined and transitioned between different fidelities. Individual elements can be tied into data and functionality, and can be executed inside prototypes. As well, traditional informal practices such as sketching and storyboarding are supported. Furthermore, ProtoMixer is designed for collaborative use on a high-resolution, large display workspace
A MEETING OF MINDS ACROSS THE WORKSPACE: COMMON GROUND IN COLLABORATIVE DESIGN
This thesis reports an exploration of how the use and construction of external
representations through methods of signalling and conversational grounding, support the sharing
of ideas for spatial design tasks and how that support changes as a function of access to a shared
works pace, external representations and memory support. Further aims of the study were to
develop a coding scheme to identify the use of language in establishing and maintaining mutual
understanding between collaborators. Pilot studies identified appropriate tasks relating to visual
problem-solving design tasks for use in the main studies. For the main studies, video recordings
were obtained, coded and time-stamped and analysis of the duration of grounding and activity
codes, as well as concurrent grounding and activity, was carried on the impact of tasks and
constraints on communication. For the first study 36 pairs of participants were used to investigate
collaborative problem-solving and visual access to a shared workspace was varied. For the
second study, 30 pairs of participants were used to investigate how ‘learned’ solutions are
communicated. Again visual access to a shared workspace was varied, together with the
manipulation of the opportunity for communicators to have access to external representations and
memory support. Evidence was obtained to support the principles of ‘co-operation' and 'least
collaborative effort' in conversation. Differences in the use and construction of external
representations were discussed in terms of compensations, and changes in dyadic interactivity,
made as a function of limitations in the media settings and the purpose of the joint activity. Other
issues emerged relating to perceived communication efficacy as a result of a divided workspace
focus and competition between problem-solving and grounding resources. These findings have
implications for design cognition and communication as well as the technological support offered
to support such activities
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