5,910 research outputs found

    Improving users’ comprehension of changes with animation and sound: an empirical assessment

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    Animation or sound is often used in user interfaces as an attempt to improve users' perception and comprehension of evolving situations and support them in decision-making. However, empirical data establishing their real effectiveness on the comprehension of changes are still lacking. We have carried out an experiment using four combinations of visual and auditory feedback in a split attention task. The results not only confirm that such feedback improves the perception of changes, but they also demonstrate that animation and sound used alone or combined bring major improvements on the comprehension of a changing situation. Based on these results, we propose design guidelines about the most efficient combinations to be used in user interfaces

    Physicality and Cooperative Design

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    CSCW researchers have increasingly come to realize that material work setting and its population of artefacts play a crucial part in coordination of distributed or co-located work. This paper uses the notion of physicality as a basis to understand cooperative work. Using examples from an ongoing fieldwork on cooperative design practices, it provides a conceptual understanding of physicality and shows that material settings and co-worker’s working practices play an important role in understanding physicality of cooperative design

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Multimodality and parallelism in design interaction: co-designers' alignment and coalitions

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    This paper presents an analysis of various forms of articulation between graphico-gestural and verbal modalities in parallel interactions between designers in a collaborative design situation. Based on our methodological framework, we illustrate several forms of multimodal articulations, that is, integrated and non-integrated, through extracts from a corpus on an architectural design meeting. These modes reveal alignment or disalignment between designers, with respect to the focus of their activities. They also show different forms of coalition

    Collaborative design : managing task interdependencies and multiple perspectives

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    This paper focuses on two characteristics of collaborative design with respect to cooperative work: the importance of work interdependencies linked to the nature of design problems; and the fundamental function of design cooperative work arrangement which is the confrontation and combination of perspectives. These two intrinsic characteristics of the design work stress specific cooperative processes: coordination processes in order to manage task interdependencies, establishment of common ground and negotiation mechanisms in order to manage the integration of multiple perspectives in design

    A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment

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    As Virtual Reality (VR) products are becoming more widely available in the consumer market, improving the usability of these devices and environments is crucial. In this paper, we are going to introduce a framework for the usability evaluation of collaborative 3D virtual environments based on a large-scale usability study of a mixedmodality collaborative VR system. We first review previous literature about important usability issues related to collaborative 3D virtual environments, supplemented with our research in which we conducted 122 interviews after participants solved a collaborative virtual reality task. Then, building on the literature review and our results, we extend previous usability frameworks. We identified twelve different usability problems, and based on the causes of the problems, we grouped them into three main categories: VR environment-, device interaction-, and task-specific problems. The framework can be used to guide the usability evaluation of collaborative VR environments

    La graphique de l'intention: Transfert et appropriation d'intentions graphiques en collaboration.

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    peer reviewedCet article traite de la passation graphique d'une intention et rĂ©vĂšle, par l'intermĂ©diaire d'expĂ©rimentations ciblĂ©es, quels composants graphiques soutiennent particuliĂšrement bien ou mal cette passation. Les rĂ©sultats suggĂšrent d'apporter une attention toute particuliĂšre, que l'on soit concepteur-collaborateur ou dĂ©veloppeur d'interfaces de soutien Ă  la collaboration distante, aux courbes dites "principales". Celles-ci semblent effectivement ĂȘtre garantes d'une intention graphique potentiellement mieux transmise et mieux capturĂ©e - l'essence graphique d'une collaboration distante efficace

    Enseigner la conception collaborative Ă  distance avec des technologies innovantes : retours d’expĂ©rience du SDC et du HIS

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    Cet article dĂ©crit deux dispositifs de collaboration Ă  distance innovants, utilisĂ©s notamment pour l’apprentissage de la conception collaborative Ă  distance. Ces deux dispositifs, Ă  savoir le Hybrid Ideation Space (HIS) et le Stu-dio Digital Collaboratif (SDC) sont basĂ©s sur le mĂȘme paradigme d’esquisse numĂ©rique, bien que les objectifs sous-jacents et leur mise en Ɠuvre soient diffĂ©rents. Nous dĂ©crivons dans l’article les objectifs sous-tendant leur dĂ©veloppement, synthĂ©tisons l’approche pĂ©dagogique et dĂ©crivons un retour d’expĂ©rience sur ces deux situations complĂ©mentaires
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