428 research outputs found
Style Blink: Exploring Digital Inking of Structured Information via Handcrafted Styling as a First-Class Object
Structured note-taking forms such as sketchnoting, self-tracking journals, and bullet journaling go beyond immediate capture of information scraps. Instead, hand-drawn pride-in-craftmanship increases perceived value for sharing and display. But hand-crafting lists, tables, and calendars is tedious and repetitive. To support these practices digitally, Style Blink ("Style-Blocks+Ink") explores handcrafted styling as a first-class object. Style-blocks encapsulate digital ink, enabling people to craft, modify, and reuse embellishments and decorations for larger structures, and apply custom layouts. For example, we provide interaction instruments that style ink for personal expression, inking palettes that afford creative experimentation, fillable pens that can be "loaded"with commands and actions to replace menu selections, techniques to customize inked structures post-creation by modifying the underlying handcrafted style-blocks and to re-layout the overall structure to match users' preferred template. In effect, any ink stroke, notation, or sketch can be encapsulated as a style-object and re-purposed as a tool. Feedback from 13 users show the potential of style adaptation and re-use in individual sketching practices
Visual analysis of anatomy ontologies and related genomic information
Challenges in scientific research include the difficulty in obtaining overviews of the large
amount of data required for analysis, and in resolving the differences in terminology used
to store and interpret information in multiple, independently created data sets. Ontologies
provide one solution for analysis involving multiple data sources, improving cross-referencing
and data integration.
This thesis looks at harnessing advanced human perception to reduce the cognitive load
in the analysis of the multiple, complex data sets the bioinformatics user group studied use
in research, taking advantage also of users’ domain knowledge, to build mental models of
data that map to its underlying structure. Guided by a user-centred approach, prototypes
were developed to provide a visual method for exploring users’ information requirements
and to identify solutions for these requirements. 2D and 3D node-link graphs were built to
visualise the hierarchically structured ontology data, to improve analysis of individual and
comparison of multiple data sets, by providing overviews of the data, followed by techniques
for detailed analysis of regions of interest.
Iterative, heuristic and structured user evaluations were used to assess and refine the
options developed for the presentation and analysis of the ontology data. The evaluation
results confirmed the advantages that visualisation provides over text-based analysis, and
also highlighted the advantages of each of 2D and 3D for visual data analysis.Overseas Research Students Awards SchemeJames Watt Scholarshi
Sketching sustainability in computing
We investigate engaging a computer science conference audience in sketching responses to the event as it occurs. In particular, we explore the response to inviting those present to engage in what is essentially an off-line, co-located, attendee-sourcing experience. Sketchnoting is a popular practice for documenting events, but these sketched records can be limited in scope at multi-track conferences, and paid professionals can be unaffordable at smaller events. Our challenges included: working with an audience with little or no experience of sketching or working with imagery; who were unaware of the possible benefits; and whose attendee engagement was variable - with individuals often working on laptops rather than actively listening during sessions. In order encourage engagement we hosted a pre-conference workshop, developed a conference-specific set of visual icons, and created prompt materials. This resulted in a remarkable visual record of the event, and also an increase in active listening and engagement
Recommended from our members
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
Kolab: Improvising Nomadic Tangible User Interfaces in the Workplace for Co-Located Collaboration
Tangible User Interfaces (TUIs) [Ishii 1997] offer an interface style that couples "digital information to everyday physical objects and environments" [Ishii 1997 page 2]. However this physicality may also be a limitation as the tendency to use iconic representations for tangibles can result in inflexible 'concrete and specialised objects' [Shaer 2009 page 107].
The current research investigates whether by reducing the dependence on specific tangible sets through the use of improvised tangibles we may begin to address the issue of tangible flexibility within TUIs. Improvised tangibles may be characterised by being potentially arbitrary and abstract, in that they may bear little or no resemblance to the underlying digital value. Core literature in the field (e. g. [Fitzmaurice 1996] [Ishii 2008] [Hornecker 2006] [Holmquist 1999]) suggests that a system based on improvised tangibles would suffer from impaired usability and so the research focuses on the impact on usability due to a lack of close representational significance [Ullmer 2000] during co-located collaboration.
Using a prototyping methodology a functional, shareable, TUI system was developed based on computer vision techniques using the Microsoft Kinect [Microsoft2011]. This prototype system ('Kolab') was used to explore an interaction design that supports the dynamic binding of improvised tangibles to digital values. A simple co-located collaborative task was developed using 'Kolab' and a user study was conducted to investigate the usability of the system in a collaborative context.
Within the limitations of the simple task the results of the study show that a) users appeared comfortable with improvising artefacts b) the high rate of task completion strongly suggests that a lack of close representational significance does not impair system usability and c) despite some temporary issues with users interfering with other's action an overall indication of equitable participation suggests that collaboration was not impaired by the 'Kolab' prototype
Endless Curiosity
Growing up in an image-based society with television, computer screens, and a massive swell of visual media leaves me overloaded with imagery and information. I seek to find beauty in the strangeness of interconnected nostalgia of family memories, loss and grief, escapism, and video games. I process and excavate my personal history by romanticizing memories, relationships, and the passage of time. I do this with constructed visual worlds created through the physical processes of drawing, bookbinding, ceramics, printmaking, and painting. I use references and influences from 20th-century artists Paul Klee, James Ensor, and Jim Nutt to connect and interweave video game graphics, archeological references, and contemporary cartooning as methods to transcend biography for an archetype of 21st-century life. I blend contemporary sources of images from media, digital research methods, and physical art making as a foundation of my studio practice and teaching philosophy
Physical Interaction Concepts for Knowledge Work Practices
The majority of workplaces in developed countries concern knowledge work. Accordingly, the IT industry and research made great efforts for many years to support knowledge workers -- and indeed, computer-based information workplaces have come of age. Nevertheless, knowledge work in the physical world has still quite a number of unique advantages, and the integration of physical and digital knowledge work leaves a lot to be desired. The present thesis aims at reducing these deficiencies; thereby, it leverages late technology trends, in particular interactive tabletops and resizable hand-held displays.
We start from the observation that knowledge workers develop highly efficient practices, skills, and dexterity of working with physical objects in the real world, whether content-unrelated (coffee mugs, stationery etc.) or content-related (books, notepads etc.). Among the latter, paper-based objects -- the notorious analog information bearers -- represent by far the most relevant (super-) category. We discern two kinds of practices: collective practices concern the arrangement of objects with respect to other objects and the desk, while specific practices operate on individual objects and usually alter them. The former are mainly employed for an effective management of the physical desktop workspace -- e.g., everyday objects are frequently moved on tables to optimize the desk as a workplace -- or an effective organization of paper-based documents on the desktop -- e.g., stacking, fanning out, sorting etc. The latter concern the specific manipulation of physical objects related to the task at hand, i.e. knowledge work. Widespread assimilated practices concern not only writing on, annotating, or spatially arranging paper documents but also sophisticated manipulations -- such as flipping, folding, bending, etc.
Compared to the wealth of such well-established practices in the real world, those for digital knowledge work are bound by the indirection imposed by mouse and keyboard input, where the mouse provided such a great advancement that researchers were seduced to calling its use "direct manipulation". In this light, the goal of this thesis can be rephrased as exploring novel interaction concepts for knowledge workers that i) exploit the flexible and direct manipulation potential of physical objects (as present in the real world) for more intuitive and expressive interaction with digital content, and ii) improve the integration of the physical and digital knowledge workplace. Thereby, two directions of research are pursued. Firstly, the thesis investigates the collective practices executed on the desks of knowledge workers, thereby discerning content-related (more precisely, paper-based documents) and content-unrelated object -- this part is coined as table-centric approaches and leverages the technology of interactive tabletops. Secondly, the thesis looks at specific practices executed on paper, obviously concentrating on knowledge related tasks due to the specific role of paper -- this part is coined as paper-centric approaches and leverages the affordances of paper-like displays, more precisely of resizable i.e. rollable and foldable displays.
The table-centric approach leads to the challenge of blending interactive tabletop technology with the established use of physical desktop workspaces. We first conduct an exploratory user study to investigate behavioral and usage patterns of interaction with both physical and digital documents on tabletop surfaces while performing tasks such as grouping and browsing. Based on results of the study, we contribute two sets of interaction and visualization concepts -- coined as PaperTop and ObjecTop -- that concern specific paper based practices and collective practices, respectively. Their efficiency and effectiveness are evaluated in a series of user studies.
As mentioned, the paper-centric perspective leverages late ultra-thin resizable display technology. We contribute two sets of novel interaction concepts again -- coined as FoldMe and Xpaaand -- that respond to the design space of dual-sided foldable and of rollout displays, respectively. In their design, we leverage the physical act of resizing not "just" for adjusting the screen real estate but also for interactively performing operations. Initial user studies show a great potential for interaction with digital contents, i.e. for knowledge work
- …