18 research outputs found

    Reducing the effect of network delay on tightly-coupled interaction

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    Tightly-coupled interaction is shared work in which each person’s actions immediately and continuously influence the actions of others. Tightly-coupled interaction is a hallmark of expert behaviour in face-to-face activity, but becomes extremely difficult to accomplish in distributed groupware. The main cause of this difficulty is network delay – even amounts as small as 100ms – that disrupts people’s ability to synchronize their actions with another person. To reduce the effects of delay on tightly-coupled interaction, I introduce a new technique called Feedback-Feedthrough Synchronization (FFS). FFS causes visual feedback from an action to occur at approximately the same time for both the local and the remote person, preventing one person from getting ahead of the other in the coordinated interaction. I tested the effects of FFS on group performance in several delay conditions, and my study showed that FFS substantially improved users’ performance: accuracy was significantly improved at all levels of delay, and without noticeable increase in perceived effort or frustration. Techniques like FFS that support the requirements of tightly-coupled interaction provide new means for improving the usability of groupware that operates on real-world networks

    Estudo de modos de comando em cenários de interacção gestual

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    Tese de mestrado, Engenharia Informática (Sistemas de Informação), Universidade de Lisboa, Faculdade de Ciências, 2010Recentemente, tem-se assistido a uma “revolução tecnológica” na concepção de dispositivos computacionais que visam a interacção pessoa-máquina. Os periféricos de entrada deixaram de ser a única forma de transmitir intenções às máquinas, sendo agora possível fazê-lo com o próprio corpo. Dispositivos que permitem interacção por toque estão-se a disseminar por locais públicos, mas não é só nestes locais que o fenómeno se verifica. A quantidade de produtos comerciais que permitem este género de interacção também não pára de aumentar, pelo que é necessário compreender as vantagens e desvantagens da interacção gestual e torná-la cada vez mais eficaz. Existem muitas tecnologias que possibilitam a construção de dispositivos tácteis, variando nas suas capacidades e custos. O estudo dessas tecnologias, no decorrer deste trabalho, resultou na construção de uma mesa interactiva multi-toque de “baixo custo”. Nos dispositivos vocacionados para interacção gestual as dimensões da superfície com a qual é possível interagir são iguais às dimensões do ecrã, o que leva à necessidade de ter uma especial atenção na concepção de aplicações para estes dispositivos. As características de uma interface concebida para um ecrã de grandes dimensões poderão não ser adequadas para um ecrã de dimensões mais reduzidas, e vice-versa. Além das dimensões, o género de aplicação também influencia o paradigma de interacção. No caso específico de interacção gestual em aplicações de desenho existe a dificuldade acrescida da aplicação compreender quando o gesto do utilizador tem por objectivo desenhar ou executar um comando. Neste trabalho são apresentados dois conjuntos de gestos de comando com o objectivo de eliminar a ambiguidade existente entre os gestos em aplicações de desenho. São também apresentadas as conclusões de estudos conduzidos para atestar a qualidade dos conjuntos propostos, assim como a sua adequabilidade relativamente a diferentes dimensões de ecrã.Lately we’ve been witnessing a “technologic revolution” in the making of devices that allow human-computer interaction. Input devices are no longer the only way to instruct intentions to computers. It’s now possible to do the same using one's own body. Devices that allow touch interaction are being disseminated in public places, but it’s not only in those places that the phenomenon occurs. The number of commercial products that allow this kind of interaction doesn’t stop growing. So, it’s of vital importance to understand the advantages and disadvantages of gestural interaction and make it more effective. There are a lot of technologies that allow the construction of tactile devices, going through a wide range of capabilities and manufacturing costs. The study of those technologies, during this work, resulted in the construction of a “low-cost” multi-touch interactive table. In devices oriented for gestural interaction, the dimensions of the surface of interaction are equal to the dimensions of the screen, which demands a special attention in the design of applications for those devices. The features of an interface conceived for a large screen may not be suitable for a screen of smaller dimensions, and vice-versa. Apart from the dimensions, the kind of application can also influence the interaction paradigm. In the specific case of gestural interaction in drawing applications there’s also the increased difficulty of making the application understand when the gesture has the objective of drawing or, instead, executing a command. In this work, two sets of command gestures are introduced, with the goal of disambiguating the intent of gestures in drawing applications. Also presented are the conclusions of studies who aimed to test the quality of the proposed sets, as well as their suitability to multi-sized screens

    Negotiating Software: Redistributing Control at Work and on the Web

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    Since the 1970s, digital technologies increasingly determine who gets what, when, and how; and the workings of informational capitalism have concentrated control over those technologies into the hands of just a few private corporations. The normative stance of this dissertation is that control over software should be distributed and subject to processes of negotiation: consensus-based decision making oriented towards achieving collective benefits. It explores the boundaries of negotiating software by trying to effect a change in two different kinds of software using two different approaches. The first approach targets application software – the paradigmatic model of commodified, turn-key computational media – in the context of knowledge work – labour that involves the creation and distribution of information through non-routine, creative, and abstract thinking. It tries to effect change by developing negotiable software as an alternative to the autocratic application model, which is software that embeds the support for distributed control in and over its design. These systems successfully demonstrate the technological feasibility of this approach, but also the limitations of design as a solution to systemic power asymmetries. The second approach targets consent management platforms – pop-up interfaces on the web that capture visitor’s consent for data processing – in the context of the European Union’s data protection regulation. It tries to effect change by employing negotiation software, which is software that supports existing processes of negotiation in complex systems, i.e., regulatory oversight and the exercise of digital rights. This approach resulted in a considerable increase in data protection compliance on Danish websites, but showed that sustainable enforcement using digital tools also requires design changes to data processing technologies. Both approaches to effecting software change – making software negotiable and using software in negotiations – revealed the drawbacks of individualistic strategies. Ultimately, the capacity of the liberal subject to stand up against corporate power is limited, and more collective approaches to software negotiation need to be developed, whether when making changes to designs or leveraging regulation

    MĂ©thodologie et instrumentalisation pour la conception et l'Ă©valuation des claviers logiciels

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    Avec l'expansion des dispositifs mobiles, l'efficacité de la saisie de texte est un défi de plus en plus important pour l'interaction homme-machine. Or, nous observons que, bien que les claviers type AZERTY ou téléphone, traditionnellement utilisés sur ces supports, soient évalués comme sous-optimaux, et, bien que de nombreuses alternatives évaluées comme plus performantes soient proposées dans la littérature, ces nouvelles alternatives restent très marginalement utilisées. Sur la base de cette observation, nous argumentons que la finalité des évaluations ne tient compte que d'un aspect du clavier, aspect qui n'est pas représentatif de la capacité d'un utilisateur à intégrer les concepts proposés dans son quotidien. Nous proposons en conséquence une stratégie complémentaire d'évaluation sur la base d'une évaluation heuristique des claviers logiciels. Par ailleurs, de manière à faciliter la mise en œuvre des évaluations et simplifier le design de nouveaux claviers, nous proposons une nouvelle version (E-Assist II) de la plate-forme E-Assiste. Elle permet, en premier lieu, de facilité le design et le déroulement des expérimentations, et plus largement d'encadrer les évaluations théoriques, expérimentales et heuristiques des claviers. Une version TinyEAssist permet également de déployer des expérimentations sur des supports mobiles (téléphones portables notamment). En second lieu, sur la base de l'étude de la structure des claviers logiciels, nous avons de plus proposé un langage de spécification des claviers permettant de générer des claviers logiciels complexes (interagissant potentiellement avec des systèmes de prédiction) à des fins d'expérimentation ou de simple usage. Enfin, sur la base des critères de performance mis en évidence par les évaluations heuristiques, nous proposons quatre nouveaux paradigmes de claviers. Parmi ces paradigmes deux ont offert des perspectives particulièrement intéressantes : en premier lieu le clavier multi-layer consistant à conduire progressivement, au cours d'une période transitoire, un utilisateur d'une distribution de touches type AZERTY vers une distribution de touches optimisée ; Le second consistant à faciliter l'accès aux caractères type accents, majuscules ou ponctuation, souvent déconsidérés dans l'optimisation des claviers logiciels.The expansion of mobile devices turn text input performances a major challenge for Human-Machine Interaction. We observed that, even if traditional QWERTY soft keyboards or telephone based soft keyboard were evaluated as poorly efficient, and, even if several alternatives evaluated as more efficient were proposed in the research field, these new alternatives are rarely used. Based on this observation, we argue that the goal of soft keyboard evaluation focus on long term performances whereas does not take into account the perspective for a user to use it in his quotidian. Consequently, we propose a complementary evaluation strategy base on heuristic evaluation methodology. In order to ease the evaluation and design of new soft keyboards, we proposed a new version (E-Assist II) of the E-Assiste plate-form. This plate-form aims, at first, to facilitate the design and procedure of experimentations and, more generally, to guide the theoretical, experimental and heuristic evaluations. A compact version (TinyEAssist) enables to perform experimentation on mobile environment such as mobile phone. At second, based on soft keyboard structure study, we proposed a keyboard specification language enabling to generate complex keyboard (including soft keyboard interacting with prediction systems). The generated soft keyboards may be used into the experimentation plate-form or interacting with the exploration system. At last, based on the criteria highlighted by the heuristic evaluation, we proposed four new soft keyboard paradigms. Among them two paradigms showed interesting perspectives: at first the multilayer keyboard consist in accompanying the user from a standard QWERTY layout to an optimized layout during a transition period; the second consist in accelerating the access to the characters such as accents, upper-case, punctuation, etc., frequently ignored in the keyboard optimizations

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    Designing for the Cooperative Use of Multi-user, Multi-device Museum Exhibits.

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    This work explores software-based museum exhibits that allow groups of visitors to employ their own personal mobile devices as impromptu user interfaces to the exhibits. Personal devices commandeered into service in this fashion are dubbed Opportunistic User Interfaces (O-UIs). Because visitors usually prefer to engage in shared learning experiences, emphasis is placed on how to design software interfaces to support collaborative learning. To study the issue, a Design-Based Research approach was taken to construct an externally valid exemplar of this type of exhibit, while also conducting more traditional experiments on specific features of the O-UI design. Three analyses, of – (1) museums as a context, (2) existing computer-based museum exhibits, and (3) computer support of collaborative processes in both work and classroom contexts – produced guidelines that informed the design of the software-based exhibit created as a testbed for O-UI design. The exhibit was refined via extensive formative testing on a museum floor. The experimental phase of this work examined the impact of O-UI design on (1) the visual attention and (2) collaborative learning behaviors of visitors. Specifically, an O-UI design that did not display any graphical output (the “simple” condition) was contrasted against an O-UI design that displayed multi-element, dynamically animated graphics (the “complex” condition). The “complex” O-UIs promoted poor visual attention management, an effect known as the heads-down phenomenon, wherein visitors get so enmeshed with their O-UIs that they miss out on the shared context, to the detriment of group outcomes. Despite this shortcoming, the “complex” O-UIs better promoted goal awareness, on-task interactions between visitors, and equity in participation and performance. The tight output coupling (visitors see only one shared display) of the “simple” O-UI condition promoted emergent competition, and it encouraged some visitors (especially males) to become more engaged than others. Two design recommendations emerge: (1) incorporating devices with private displays (O-UIs with output) as interfaces to a single large display better promotes collaboration (especially equity), and (2) O-UIs with “complex” displays may be used in museum exhibits, but visitors would benefit from mechanisms to encourage them to direct their attention to the shared display periodically.Ph.D.Computer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/61771/1/ltoth_1.pd

    Interaction Tangible sur Table Interactive : application aux géosciences

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    256 pagesThis thesis focuses on tangible user interfaces (TUI). The first part of this manuscript is about tangible interaction ontabletop. We first introduce TUIs and tabletops. We validate a hypothesis about the specialization of the form of the tangible objects, and conclude from that consequences on TUIs design. We propose the solution of a button box to deport some operations in the context of tabletop TUI. We present the construction and development of a transportable and lowcost tabletop TUI system that allows rapid TUI prototyping. We end pointing out the special features of user experiments of TUIs. The second part of this manuscript deals with an application case of a TUI for geoscience: GeoTUI. We start presenting the context of the geophysicists work and their need in term of new way of interaction. We present the results ofour design of a TUI for geoscience. We detail the development of our prototype. To finish, we present two user experiments we conducted to validate our design choices.Cette thèse traite des interfaces utilisateur tangibles (TUI). La première partie de ce manuscrit concerne l'interaction tangible sur table interactive. Nous introduisons tout d'abord les TUIs et les tables interactives. Nous validons une hypothèse concernant la spécialisation de la forme des interacteurs tangibles et nous en tirons les conséquences pour la conception des TUIs. Nous proposons une solution de boîtier à boutons pour y déporter certaines opérations dans le contexte d'une TUI sur table interactive. Nous abordons la construction et le développement d'un système de tables interactives tangibles transportables et à faible coût permettant de faire du prototypage rapide de TUIs. Nous terminons en soulignant les particularités de l'évaluation expérimentale des TUIs. La seconde partie de ce manuscrit traite un cas d'application d'une TUI pour les géosciences : GeoTUI. Nous commençons par présenter le contexte métier des géophysiciens et leurs besoins en termes de nouveaux moyens d'interaction. Nous présentons les résultats de notre conception d'une TUI pour les géosciences. Nous précisons le détail du développement de notre prototype. Pour terminer, nous présentons les deux expérimentations utilisateurs qui ont été conduites pour valider nos choix de conception

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Working Notes from the 1992 AAAI Spring Symposium on Practical Approaches to Scheduling and Planning

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    The symposium presented issues involved in the development of scheduling systems that can deal with resource and time limitations. To qualify, a system must be implemented and tested to some degree on non-trivial problems (ideally, on real-world problems). However, a system need not be fully deployed to qualify. Systems that schedule actions in terms of metric time constraints typically represent and reason about an external numeric clock or calendar and can be contrasted with those systems that represent time purely symbolically. The following topics are discussed: integrating planning and scheduling; integrating symbolic goals and numerical utilities; managing uncertainty; incremental rescheduling; managing limited computation time; anytime scheduling and planning algorithms, systems; dependency analysis and schedule reuse; management of schedule and plan execution; and incorporation of discrete event techniques

    Interagir en l'absence de signifiants : le cas des swhidgets

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    At the heart of this thesis is a common but problematic situation that users of digital systems often face in their daily interactions: to interact with the system, they need some knowledge of an interaction possibility, some piece of information about the interface, but this information is not provided in the context in which they need it. I call such interaction possibilities non-signified, and signifier-less designs the interfaces and interaction techniques that rely on non-signified interaction possibilities.An example of modern signifier-less design is what I call "swhidgets" for "SWIpe-revealed HIDden WIDGETS": widgets that are hidden under the screen bezels or other interface elements, out of view and not advertised by any graphical mark, but that can be revealed by dragging them into view with a swipe gesture relying on a physical manipulation metaphor. Swhidgets are an important component of touch-based smartphone and tablets interfaces, and will be the principal signifier-less design studied in this thesis.When facing a signifier-less design, users may be confused about what they should do and how to achieve their goals; or they might have to use suboptimal ways of achieving their goals because they are unaware of the existence of more efficient options. It is thus usually advised to avoid signifier-less designs. Yet, despite designers’ awareness of the problems they may cause, signifier-less designs are common in user interfaces. They thus deserve a deeper analysis than simply advising to avoid them in interface design. Indeed, there might be good reasons to apply this design: maybe they provide some benefits that are hard to see with our current understanding of these designs, or maybe there is no way to avoid them.In this thesis, I study the question of why designers would create interfaces that do not clearly expose some of their interaction possibilities, taking the case of swhidgets as an example and focus of inquiry. As a preliminary work on swhidgets, I focus on the following questions: What are signifier-less designs and what aspects of swhidgets design make them unique? Do users know the swhidgets provided by their system? How did they get to know them despite their lack of signifiers? What are the benefits of not having signifiers in the design of swhidgets?My contributions to these questions are:- I define signifier-less designs and provide observations of this type of design in user interfaces.- I provide an analysis of the fundamental notions required to define signifier-less designs: affordances, signifiers and semiotics.- I propose a model of user discovery and adoption of interaction techniques in general, relying on three dimensions and their relationships: users’ current knowledge and skills, users’ motivations, and the design means of informing users provided by the interfaces.- I propose the notions of Degree of Knowledge and Source of Knowledge derived from this model, that can be used in experiments to evaluate how well the participants know an interaction technique and how they discovered it.- I present the design and results of two studies on iOS swhidgets that investigate how well users known them, how they discover them, their reasons for not using them, how they generally feel about them, and how they integrate them in the way they think about their interactions with the system. These studies revealed that swhidgets were globally appreciated and relatively well known by users, although there is still room for improvement, notably for some specific swhidgets.I conclude with perspective for future works regarding the transfer of knowledge about swhidgets from one application to another, the pertinence of considering all aspects of user experience to understand the design of swhidgets, and the possibility to increase the discoverability of swhidgets by using animated transitions between interface views.Le cas d'un utilisateur confronté à une interface qui ne l'informe pas d'une possibilité d'interaction au moment où il en a besoin est un problème fondamental d'IHM. La présence de telles possibilités d'interaction em non-signalées est fréquente dans les interfaces homme-machine modernes et potentiellement problématique, rendant nécessaire l'étude des interfaces et techniques d'interaction dites sans signifiants.Un exemple de conception "sans signifiants" moderne est ce que j'appelle un Swhidget pour "SWIpe-revealed HIDden WIDGET": un composant d'interface normalement caché sous les bords de l'écran ou sous un autre objet, pouvant être révélé en le tirant à l'aide d'un geste de balayage selon une métaphore de manipulation physique. Les Swhidgets sont des composants importants des interfaces de téléphones et tablettes à écran tactile, et sont la principale conception sans signifiant étudiée dans cette thèse.En présence d'une conception sans signifiant, les utilisateurs peuvent être confus quant à ce qu'ils doivent faire pour atteindre leur but, ou être réduits à utiliser des méthodes sous-optimales parce qu'ils ne sont pas conscients de l'existence de meilleures alternatives. Il est donc généralement recommandé d'éviter de concevoir des interfaces sans signifiants. De telles interfaces sont pourtant courantes bien que les concepteurs soient conscient des problèmes qu'elles causent. Elles méritent donc une analyse plus approfondie, au delà du simple conseil de les éviter. En effet, il pourrait y avoir de bonnes raisons de concevoir des interfaces sans signifiants, qu'elles aient des qualités difficiles à mettre en évidence en l'état actuel de notre compréhension ou qu'il soit simplement impossible de les éviter.Dans cette thèse, j'analyse les raisons pouvant inciter à la conception d'interfaces qui n'exposent pas clairement les possibilités d'interaction qu'elles offrent, en prenant les Swhidgets comme objet d'étude principal. Pour cette étude initiale des Swhidgets, je me concentre sur les points suivants : que sont les conceptions sans signifiants et quels aspects des Swhidgets leur sont propres ? Les utilisateurs connaissent-ils les Swhidgets de leurs systèmes ? Comment les ont-ils connus malgré l'absence de signifiants ? Quels avantages y a-t-il à ne pas avoir de signifiants ?Les contributions de cette thèse sur ces points sont :- Une definition des conceptions sans signifiants basée sur des observations de telles conceptions dans des interfaces. - Une analyse des notions fondamentales requises pour la définition des conceptions sans signifiants: affordances, signifiants et sémiotique.- Un modèle de la découverte et adoption par les utilisateurs de techniques d'interaction en général, reposant sur trois dimensions et leurs relations: les compétences et connaissances actuelles des utilisateurs, leur motivations, et les moyens par lesquels une interface peut informer ses utilisateurs.- Les notions de degré de connaissance et de source de connaissance, dérivées de ce modèle, qui permettent d'évaluer expérimentalement à quel point les utilisateurs connaissent une technique d'interaction et comment ils l'ont découverte.- La conception et les résultats de deux expériences sur les Swhidgets d'iOS pour évaluer la connaissance qu'en ont les utilisateurs, comment ils les ont découvert, leurs éventuelles raisons de ne pas les utiliser, comment ils les perçoivent globalement et les intègrent dans leur façon de penser l'interaction. Ces études montrent que les Swhidgets sont globalement appréciés et relativement bien connus, tout en laissant de la place pour des améliorations, surtout pour certains Swhidgets.Cette thèse ouvre des perspectives concernant le transfert de connaissances entre applications, la pertinence du concept d'expérience utilisateur pour la compréhension des Swhidgets, et la possibilité de favoriser leur découverte lors de transitions animées entre vues
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