32 research outputs found

    The Function of Gesture in an Architectural Design Meeting

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    This text presents a cognitive-psychology analysis of spontaneous, co-speech gestures in a face-to-face architectural design meeting (A1 in DTRS7). The long-term objective is to formulate specifications for remote collaborative-design systems, especially for supporting the use of different semiotic modalities (multi-modal interaction). According to their function for design, interaction, and collaboration, we distinguish different gesture families: representational (entity designating or specifying), organisational (management of discourse, interaction, or functional design actions), focalising, discourse and interaction modulating, and disambiguating gestures. Discussion and conclusion concern the following points. It is impossible to attribute fixed functions to particular gesture forms. "Designating" gestures may also have a design function. The gestures identified in A1 possess a certain generic character. The gestures identified are neither systematically irreplaceable, nor optional accessories to speech or drawing. We discuss the possibilities for gesture in computer-supported collaborative software systems. The paper closes on our contribution to gesture studies and cognitive design research

    Application of human computer interaction in developing an it-supported design collaboration process

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    Increasing globalisation and international collaboration have led to an increaseddemand for improvedcommunication within design collaboration processes. To address this issue, IT-supported design collaboration processes have been utilised, enablingprofessional design team members to work in a distributed design environment. However, IT-supported systems often lack human understanding, making such systems frustrating for professionals to use.The objective of this theoretical paper is to propose Human-Computer Interaction (HCI) integrated approaches that improve the interaction among professional design team members and collaborative technologies in a distributed design environment. This is particularly examined in the context of the building industry. For this purpose,this paper analysesthe related literature in design collaboration processes. This analysis is used toassess how earlier systems affect design team members’ capabilitiesto accept and use collaborative technologies.It is found that in addition to impacting the ergonomic and cognitive capabilities of professionals, a system should also motivate professionals intrinsically and extrinsically. The findings of this study are essential forpromoting the utility of IT-supported design collaboration projects.In addition, this study supports further research to increase the level of engagement in collaborative team work and mitigate knowledge loss in a complex project lifecycle

    Hands on Design : Comparing the use of sketching and gesturing in collaborative designing

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    This study explored the remaining potential of gestures as creative tools for collaborative designing. We compared novice designers' use of sketching against gesturing in early ideation and rough visualisation. To preserve the kinesic character of gestures, we developed a detailed video analysis method, which revealed that the majority of sketching and gesturing was complementary to speech. Sketching was important for defining complicated structures, while gesturing was frequently used for all aspects of designing. Moreover, we identified that the level of collaboration – the level and immediacy of sharing one's ideas for others – is an important factor. As an underrepresented phenomenon in the design literature, the meaning of collaboration unearthed here leads to unmistakable conclusions regarding the nature of gesturing, to the process of learning design, and to the use of design tools. Most notably, gesturing offers a complementary creative dimension - kinaesthetic thinking - which invites us to communicate and share instantaneously.Peer reviewe

    Action as language in a shared visual space

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    Analysis of Gestures in Face-to-Face Design Teams Provides Guidance for How to Use Groupware in Design

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    Many phases of design projects are done in groups. Communication in these groups is naturally supported through a variety of gestures. We catalog four types of gestures that people use when engaged in design (kinetic, spatial, pointing, and other), and overlay it with the purpose of the design subtask, -- design, meeting management, and other. From this and other observations, we list recommendations for supporting this kind of communication in settings which have technology support, either face-to-face with group editors (where people do not necessarily see the same thing at the same time), and remote work (where people see neither the same view of the object nor a full room view of the other participants). KEYWORDS: Group design, gesture, support for design, remote work. INTRODUCTION Most interactive systems are designed by groups or teams, and during the design phase there are often a number of meetings at which design ideas are discussed. Anyone who has sat through a face-to-fa..

    Les gestes dans des réunions de conception architecturale

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    L’importance d’autres modes d’expression et de représentation dans l’interaction que le « verbal » a été reconnue dans le domaine du « cognitive design research ». À quelques exceptions près, toutefois, la seule modalité « non verbale » étudiée a été le graphique ; le geste a reçu peu d’attention.Notre objectif à long terme est de déterminer la contribution de chacun des différents systèmes sémiotiques que des personnes collaborant sur une tâche adoptent dans leur interaction (modalités verbale, graphique, gestuelle et autres). Ici, nous étudions le geste dans la conception collaborative. Nous avons analysé une réunion de conception architecturale.Notre recherche sur la conception nous avait conduit à regarder la conception comme la construction de représentations. Dans nos analyses précédentes de conception collaborative, nous y avions distingué des activités de représentation et d’organisation. Ces études étaient, toutefois, basées principalement sur du verbal.Dans l’analyse présentée ici, nous avons observé que le geste aussi a ces deux utilisations. Il contribue à la construction de la représentation de l’artefact et à l’organisation des activités de conception et de l’interaction entre participants.Pour un certain nombre d’auteurs dans la recherche sur le geste, parole et geste constituent un système intégré. Notre analyse confirme que les gestes sont produits principalement dans une configuration co-verbale.Dans la conclusion, nous discutons les implications possibles de ces données pour différentes situations de travail collaboratif.The importance of other modes of expression and representation in the interaction than the “verbal” has been recognised in the field of cognitive design research. With few exceptions, however, the only “nonverbal” modality studied has been graphic, gesture having received little attention.Our long term goal is to determine the contribution of each of the different semiotic systems that people working on a task adopt in their interaction (especially, speech, graphic, and gestural modalities). Here, we focus on gesture in collaborative design. We analysed an architectural design meeting.Our research led us to consider design as the construction of representations. In our previous studies of collaborative design, we distinguished representational and organisational activities. These studies were, however, based primarily on the verbal.In the analysis presented here, we observed that gesture also has these two uses. It contributes to the construction of representations of the artefact and to the organisation of design activities and of interaction among participants.For a number of authors in the field of gesture research, speech and gesture are an integrated system. Our analysis confirms that gestures are mainly co-verbal.In conclusion, we discuss the results with respect to possible implications for different collaborative work situations and to their contribution to gesture studies and to cognitive design research

    Design Resources in Movement-based Design Methods:A Practice-based Characterization

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    Movement-based design methods are increasingly adopted to help design rich embodied experiences. While there are well-known methods in the field, there is no systematic overview to help designers choose among them, adapt them, or create their own. We collected 41 methods used by movement design researchers and employed a practice-based, bottom-up approach to analyze and characterize their properties. We found 17 categories and arranged them into five main groups: Design Resources, Activities, Delivery, Framing, and Context. In this paper, we describe these groups in general and then focus on Design Resources containing the categories of Movement, Space, and Objects. We ground the characterization with examples from empirical material provided by the design researchers and references to previous work. Additionally, we share recommendations and action points to bring these into practice. This work can help novice and seasoned design researchers who want to employ movement-based design methods in their practice.This research was supported by the EU Erasmus+ project Method Cardsfor Movement-based Interaction Design (2020-1-DK01-KA203-075164) IO4: Gathering movement-frst methods for the design of movement-based experiences. This work was also partially supported by the Madrid Government (Comunidad de Madrid) under the Multiannual Agreement with UC3M in the line of Research Funds for Beatriz Galindo Fellowships (MovIntPlayLab-CM-UC3M 2021/00050/001) in the context of the V PRICIT (Regional Programme of Research and Technological Innovation), and by the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (grant agreement No 101002711; project BODYinTRANSIT). We would like to collectively acknowledge all the people and institutions that have made possible the individual projects featured in this paper: ACHIEVE, KOMPAN Workshop, Astaire, Super Trouper (Vetenskapsrådet grant number 2017-04880), Magic outFit (Spanish Agencia Estatal de Investigación, PID2019-105579RBI00), Sense2makeSense (SpanishAgencia Estatal de Investigación, PID2019-109388GB-I00), LearnSPORTtech, Tangibles, DigiFys (Sweden Innovation Agency Vinnova grant number 2016-03777), Diverging Squash, GIFT, and Online Course in Embodied Interaction

    Understanding representation : contrasting gesture and sketching in design through dual-process theory

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    Representation is essential to design work. While there is a multitude of research on, for example, gesture, prototyping, and sketching, there is a critical need for a more general account of design representation, able to explain diverse results across representation modes and design tasks. We address this need by experimentally testing dual-process theory hypotheses regarding the impact of gesture and sketching on a range of design tasks, including reproduction, evaluation, elaboration, ideation, and selection. Central to this is the (mis)match between representation mode at input/response, and the interaction between Type 1 and Type 2 processing. These findings support a novel dual-process explanation of design representation, suggest resolutions to previously contradictory findings, and provide implications for design theory, education, and practice

    Joint Action Storyboards: A Framework for Visualizing Communication Grounding Costs

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    © {Owner/Author | ACM} 2021. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proceedings of the ACM on Human-Computer Interaction, https://doi.org/10.1145/3449102Building and maintaining common ground is vital for effective collaboration in CSCW. Moreover, subtle changes in a CSCW user interface can significantly impact grounding and collaborative processes. Yet, researchers and technology designers lack tools to understand how specific user interface designs may hinder or facilitate communication grounding. In this work, we leverage the well-established theory of communication grounding to develop a visual framework, called Joint Action Storyboards (JASs), to analyze and articulate how interaction minutiae impact the costs of communication grounding. JASs can depict an integrated view of mental actions of collaborators, their physical interactions with each other and the CSCW environment, and the corresponding grounding costs incurred. We present the development of JASs and discuss its various benefits for HCI and CSCW research. Through a series of case studies, we demonstrate how JASs provide an analysis tool for researchers and technology designers and serve as a tool to articulate the impact of interaction minutiae on communication grounding.
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