10 research outputs found

    Effects of display position and control space orientation on user preference and performance

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    Factors influencing visual attention switch in multi-display user interfaces: a survey

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    Multi-display User Interfaces (MDUIs) enable people to take advantage of the different characteristics of different display categories. For example, combining mobile and large displays within the same system enables users to interact with user interface elements locally while simultaneously having a large display space to show data. Although there is a large potential gain in performance and comfort, there is at least one main drawback that can override the benefits of MDUIs: the visual and physical separation between displays requires that users perform visual attention switches between displays. In this paper, we present a survey and analysis of existing data and classifications to identify factors that can affect visual attention switch in MDUIs. Our analysis and taxonomy bring attention to the often ignored implications of visual attention switch and collect existing evidence to facilitate research and implementation of effective MDUIs.Postprin

    Isolation and distinctiveness in the design of e-learning systems influence user preferences

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    When faced with excessive detail in an online environment, typical users have difficulty processing all the elements of representation. This in turn creates cognitive overload, which narrows the user's focus to a few select items.In the context of e-learning, we translated this aspect as the learner's demand for a system that facilitates the retrieval of learning content – one in which the representation is easy to read and understand.We hypothesized that the representation of content in an e-learning system's design is an important antecedent for learner preferences.The aspects of isolation and distinctiveness were incorporated into the design of e-learning representation as an attempt to promote student cognition.Following its development, the model was empirically validated by conducting a survey of 300 university students. We found that isolation and distinctiveness in the design elements appeared to facilitate the ability of students to read and remember online learning content. This in turn was found to drive user preferences for using e-learning systems.The findings provide designers with managerial insights for enticing learners to continue using e-learning systems

    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.

    Automatic adoption of touch as pointing modality on a touchscreen laptop: Beginners' motivators and inhibitors

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    Touch modality is a widely integrated and a highly desirable feature in modern interactive technological devices. It is the de-facto interaction modality in touch-enabled mobile devices such as smartphones and tablets. Nowadays, the list of touchable interfaces is continuously expanding and even includes previously non-touchable devices such as laptops. Touch modality in laptops, however, does not stand out as the default modality for interacting with the device. Primarily, a laptop can be operated with either of the traditional point-and-click modality alternatives already present, the mouse and the trackpad. User studies on pointing modalities have generated little information on the automatic use of touch since these studies are often grounded on users' preferential intentions, but rarely on the drivers that facilitate or impede the adoption of touch. This thesis endeavours to understand how certain factors such as background in touch usage, usage mode, type of pointing task, pointing targets and starting modality motivate or inhibit beginners' automatic adoption of touch modality for activating interactive web elements on a touchscreen laptop device. An observation of users' pointing movements was conducted in two sets of possible laptop usage mode - on a desktop and on a couch - with the aim of identifying the frequency of touches occurring as first instance. The observation aims to investigate the automatic adoption of touch by having participants perform pointing tasks on interactive web elements. The data obtained show that participants are motivated to automatically adopt touch within a more relaxed use context such as sitting on a sofa or on a playful task such as drawing. In conclusion, while there are not too many interactions on a touchscreen laptop which would necessitate the use of touch, its automatic adoption is, nevertheless, possible and has the potential to become widespread if user interfaces convey discoverable features of 'touchability' and if perceived worthiness of using touch overrides existing habitual usage of non-touch modalities

    Interaction Design for Mixed-Focus Collaboration in Cross-Device Environments

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    The proliferation of interactive technologies has resulted in a multitude of form factors for computer devices, such as tablets and phones, and large tabletop and wall displays. Investigating how these devices may be used together as Cross-Device Environments (XDEs) to facilitate collaboration is an active area of research in Human Computer Interaction (HCI) and Computer-Supported Cooperative Work (CSCW). The research community has explored the role of personal and shared devices in supporting group work and has introduced a number of cross-device interaction techniques to enable interaction among devices in an XDE. However, there is little understanding of how the interface design of those techniques may change the way people conduct collaboration, which, in turn, could influence the outcome of the activity. This thesis studies the impact of cross-device interaction techniques on collaborative processes. In particular, I investigated how interface design of cross-device interaction techniques may impact communication and coordination during group work. First, I studied the impact of two specific cross-device interaction techniques on collaboration in an XDE comprised of tablets and a tabletop. The findings confirmed that the choice of interaction techniques mattered when it came to facilitating both independent and joint work periods during group work. The study contributes knowledge towards problematizing the impact of cross-device interaction techniques on collaboration in HCI research. This early work gave rise to deeper questions regarding coordination in cross-device transfer and leveraging that to support the flexibility of work periods in collaborative activities. Consequently, I explored a range of interface design choices that varied the degree of synchronicity in coordinating data transfer across two devices. Additionally, I studied the impact of those interface designs on collaborative processes. My findings resulted in design considerations as well as adapting a synchronicity framework to articulate the impact of cross-device transfer techniques on collaboration. While performing the two research projects, I identified a need for a tool to articulate the impact of specific user interface elements on collaboration. Through a series of case studies, I developed a visual framework that researchers can use as a formative and summative method to understand if a given interaction technique hinders or supports collaboration in the specific task context. I discuss the contributions of my work to the field of HCI, design implications beyond the environments studied, and future research directions to build on and extend my findings

    Effekte und Potenziale eines gebogenen interaktiven Displays

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    Ein heutiger Computerarbeitsplatz besteht normalerweise aus einer horizontalen Arbeitsfläche und mindestens einem vertikalen Bildschirm. Beide Orientierungen der Arbeitsbereiche haben Vorteile für einzelne Arbeitsschritte. Auf vertikalen Flächen ist beispielsweise das Lesen langer Texte ergonomischer, während das direkte Bearbeiten von Texten auf horizontalen Flächen weniger anstrengend ist. Der Wechsel zwischen den beiden Arbeitsbereichen ist jedoch umständlich, da die horizontale Arbeitsfläche häufig nicht digital ist. Doch selbst die steigende Verbreitung berührungsempfindlicher Bildschirme im horizontalen Arbeitsbereich (z.B. Tablets) löst dieses Problem nicht. Zwar bringen diese Geräte zum einen die Vorteile direkter Interaktion mit sich, führen aber zum anderen zur Frage, wie die digitalen Inhalte zwischen den unterschiedlich orientierten, digitalen Bereichen ausgetauscht werden. Eine Lösung hierfür ist die Kombination unterschiedlich orientierter Displays. Es gibt mehrere Ansätze diese zu kombinieren, jedoch sind die Displays dabei meistens physikalisch voneinander getrennt. Das führt dazu, dass der Nutzer die Displays zum einen eher als separate Einheiten wahrnimmt und zum anderen kein einfacher Übergang zwischen den Displays möglich ist. Eine Verbindungsart, die bis jetzt noch weitgehend unerforscht ist, ist die Kombination beider Displaybereiche durch eine gebogene Verbindung. Die Biegung stellt eine nahtlose Verbindung und einen unterbrechungsfreien Übergang zwischen den Displaybereichen her. Der Effekt eines solchen Übergangs auf die Nutzerinteraktion ist jedoch unbekannt. Die Biegung des Bildschirms eröffnet darüber hinaus auch die Möglichkeit für neuartige Visualisierungen, die von der nahtlosen Kombination unterschiedlicher Displayorientierungen profitieren. Außerdem können auch gewöhnliche, grafische Benutzerschnittstellen hinsichtlich der Displayform optimiert werden. Im Rahmen dieser Arbeit wird ein solches Display vorgestellt und dessen Effekte auf die Nutzerinteraktion und Potenziale für grafische Benutzerschnittstellen untersucht. Der Curve ist ein interaktives Display, das einen horizontalen und einen vertikalen Bereich durch eine nahtlose, gebogene Verbindung kombiniert. Im ersten Teil der Arbeit werden die Entwicklung der Displayform und die technische Umsetzung des Prototyps beschrieben. Anschließend wird im zweiten Teil der Einfluss der Displayform sowohl auf direkte als auch auf indirekte Interaktionsarten evaluiert. Außerdem wird der Curve um eine greifbare Benutzerschnittstelle erweitert und die Auswirkung der Displayform auf die Bedienbarkeit dieser Schnittstelle untersucht. Im dritten Teil werden zwei Visualisierungen und eine vorhandene, grafische Benutzerschnittstelle vorgestellt, die jeweils an die gebogene Displayform angepasst wurden. Die praktischen Erfahrungen aus den Entwicklungsprozessen werden dann in Form von Empfehlungen für vergleichbare Displayprojekte zusammengefasst. Am Ende der Arbeit stehen sowohl Ausgangspunkte für eine technische Weiterentwicklung, als auch weitere exemplarische Anwendungsszenarien, die von der gebogenen Displayform des Curve profitieren können.The working environment in a current office usually consists of a horizontal working area and at least one vertical digital display. Both workspace orientations offer specific advantages for a certain task. While reading a long documentis easier on a vertical display, editing a document is less exhausting on a horizontal working area. If a user wants to benefit from these advantages the working area has to be changed frequently, which is time-consuming as most of today’s horizontal areas are non-digital. This problem even remains as more and more interactive displays (e.g. tablets) are used on the horizontal surface because the content cannot be seamlessly transferred between them. Although these interactive horizontal displays offer direct interaction with digital content, transferring digital content between both display orientations is cumbersome. A solution for this problem is the combination of differently oriented working areas. There are different ways of combining display areas. Most of them still rely on physically separated displays. This hampers the transfer of documents from one display area to the other. The user also perceives the displays as separated areas. Another way, which could overcome these problems is a curved display connection. While the curved connection allows for a seamless transition between differently oriented display areas, it remains unclear how it simultaneously influences the interaction of the user. Besides this influence on the interaction a curved connection also allows for new ways of visualizing data using both display orientations in a single visualization or an adapted graphical user interface. This thesis presents an approach towards a curved connection of differently oriented display areas. The Curve is an interactive display that seamlessly combines a horizontal display area and a vertically inclined display area with a curved connection. The first part of this work presents the fundamental design of the Curve and its technical implementation in terms of hard- and software. Based on the constructed prototype several studies about the Curve’s influence on basic interaction techniques were conducted and are described in the second part of this thesis. These studies include direct interaction as well as indirect input using a pointing device and a first exploration of a graspable user interface. The next part describes the development of novel visualizations and a graphical user interface, which rely on the Curve’s display form. Lessons learned from these projects led to a first draft of guidelines for the development of similar displays and interfaces, which conclude the third part of this thesis. The last part summarizes the entire thesis and points at possible future steps like the technical improvement of the Curve’s technology and further application scenarios, which might also benefit from a curved display environment
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