509 research outputs found

    Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interface

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    Multi-touch tabletops have been much heralded as an innovative technology that can facilitate new ways of group working. However, there is little evidence of these materialising outside of research lab settings. We present the findings of a 5-week in-the-wild study examining how a shared planning application – designed to run on a walk-up- and-use tabletop – was used when placed in a tourist information centre. We describe how groups approached, congregated and interacted with it and the social interactions that took place – noting how they were quite different from research findings describing the ways groups work around a tabletop in lab settings. We discuss the implications of such situated group work for designing collaborative tabletop applications for use in public settings

    Understanding Public Evaluation: Quantifying Experimenter Intervention

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    Public evaluations are popular because some research questions can only be answered by turning “to the wild.” Different approaches place experimenters in different roles during deployment, which has implications for the kinds of data that can be collected and the potential bias introduced by the experimenter. This paper expands our understanding of how experimenter roles impact public evaluations and provides an empirical basis to consider different evaluation approaches. We completed an evaluation of a playful gesture-controlled display – not to understand interaction at the display but to compare different evaluation approaches. The conditions placed the experimenter in three roles, steward observer, overt observer, and covert observer, to measure the effect of experimenter presence and analyse the strengths and weaknesses of each approach

    Designing for Shareable Interfaces in the Wild

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    Despite excitement about the potential of interactive tabletops to support collaborative work, there have been few empirical demonstrations of their effectiveness (Marshall et al., 2011). In particular, while lab-based studies have explored the effects of individual design features, there has been a dearth of studies evaluating the success of systems in the wild. For this technology to be of value, designers and systems builders require a better understanding of how to develop and evaluate tabletop applications to be deployed in real world settings. This dissertation reports on two systems designed through a process that incorporated ethnography-style observations, iterative design and in the wild evaluation. The first study focused on collaborative learning in a medical setting. To address the fact that visitors to a hospital emergency ward were leaving with an incomplete understanding of their diagnosis and treatment, a system was prototyped in a working Emergency Room (ER) with doctors and patients. The system was found to be helpful but adoption issues hampered its impact. The second study focused on a planning application for visitors to a tourist information centre. Issues and opportunities for a successful, contextually-fitted system were addressed and it was found to be effective in supporting group planning activities by novice users, in particular, facilitating users’ first experiences, providing effective signage and offering assistance to guide the user through the application. This dissertation contributes to understanding of multi-user systems through literature review of tabletop systems, collaborative tasks, design frameworks and evaluation of prototypes. Some support was found for the claim that tabletops are a useful technology for collaboration, and several issues were discussed. Contributions to understanding in this field are delivered through design guidelines, heuristics, frameworks, and recommendations, in addition to the two case studies to help guide future tabletop system creators

    Designing visitor experience for open-ended creative engagement in art museums: A conceptual multi-touch prototype design

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    The popularity and influence of digital interaction in museum design has greatly increased along with developments of society and technology. Science museums and natural history museums treat digital interactions, such as multi-touch displays, as important tools in exhibition design that improve the interactivity of visitor experience through open-ended activities. Art museums, however, which mostly focus on displaying art collections and lack hands-on activities in exhibits, have yet to embrace this type of interactivity. The visitor experience in art museums is still relatively passive: their digital interactions are limited to catalogs of art history, which offer few opportunities for personal input. Furthermore, modern art is especially difficult for visitors to interpret and engage. This study is an attempt to address this gap in usage of interactive displays in art museums by introducing open-ended interactions as a way to engage visitors about modern art. It culminates in the design of a multi-touch application, What Inspires You?, to demonstrate possible approaches that can be used to enrich the visitor experience in art museums through educative perspectives. Museum education literature shows that constructivism is an effective theory for guiding interaction design to personalize visitors\u27 learning experiences at museums. The conceptual prototype developed in this study is informed by constructivism and a way for art museums to help visitors bridge modern art and personal experience by engaging them with the inspirations that affect art creation and then allowing them to experiment with artistic expression themselves. The prototype combines concepts of museum interactivity, pedagogies of museum education, and multi-touch interface design to enhance dynamic experience so visitors can create their own unique learning experience. This prototype is a new potential approach that can help art museums to engage their visitors more effectively through open-ended interactivity

    Mechanisms for collaboration: a design and evaluation framework for multi-user interfaces

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    Multi-user interfaces are said to provide “natural” interaction in supporting collaboration, compared to individual and noncolocated technologies. We identify three mechanisms accounting for the success of such interfaces: high awareness of others' actions and intentions, high control over the interface, and high availability of background information. We challenge the idea that interaction over such interfaces is necessarily “natural” and argue that everyday interaction involves constraints on awareness, control, and availability. These constraints help people interact more smoothly. We draw from social developmental psychology to characterize the design of multi-user interfaces in terms of how constraints on these mechanisms can be best used to promote collaboration. We use this framework of mechanisms and constraints to explain the successes and failures of existing designs, then apply it to three case studies of design, and finally derive from them a set of questions to consider when designing and analysing multi-user interfaces for collaboration

    Research Methods for HCI: Understanding People Using Interactive Technologies

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    This course will provide an introduction to methods used in Human-Computer Interaction (HCI) research. An equal focus will be given to both the quantitative and qualitative research traditions used to understand people and interactional contexts. We shall discuss these major philosophical traditions along with their contemporary framings (e.g., in-the-wild research and Interaction Science). By the end of the course attendees will have a detailed understanding of how to select and apply methods to address a range of problems that are of concern to contemporary HCI researchers

    Of catwalk technologies and boundary creatures

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    Researchers designing and deploying technologies in the wild can find it difficult to balance pure innovation with scalable solutions. We propose a catwalk technology metaphor where researchers as boundary creatures focus on innovation whilst providing links to prêt-a-porter (ready to wear) developments. Evidence from three ‘in-the-wild’ field-based learning case studies with 140 geosciences and history learners are used to conceptualise the researchers’ ‘boundary creature’ role in managing these design process tensions, specifically for e-learning using mobile systems, distributed collaboration, sensors and augmented reality in quarries, up mountains and in the city. The analysis details the researcher issues of spatial/temporal acuity and socio-political astuteness in an adapted practitioner inquiry approach. Ultimately, a researcher design role (RDR) model reveals how researchers establish expectations with the design team, stakeholders and users around what is to be innovated (e.g. technology, activities) and how the system will change or enable current practices

    Collaborating around digital tabletops: children’s physical strategies from the UK, India and Finland

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    We present a study of children collaborating around interactive tabletops in three different countries: the United Kingdom, India and Finland. Our data highlights the key distinctive physical strategies used by children when performing collaborative tasks during this study. Children in the UK tend to prefer static positioning with minimal physical contact and simultaneous object movement. Children in India employed dynamic positioning with frequent physical contact and simultaneous object movement. Children in Finland used a mixture of dynamic and static positioning with minimal physical contact and object movement. Our findings indicate the importance of understanding collaboration strategies and behaviours when designing and deploying interactive tabletops in heterogeneous educational environments. We conclude with a discussion on how designers of tabletops for schools can provide opportunities for children in different countries to define and shape their own collaboration strategies for small group learning that take into account their different classroom practices
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