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[1] The Effects of View Portals on Performance and Awareness in Co-Located Tabletop Groupware Framing Collaboration: Systems and Analysis / Pinelle, David / Gutwin, Carl Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.195-206
ACM Digital Library Link
Summary: Tabletop work surfaces have natural advantages for co-located collaboration, but also have physical constraints that can make group work difficult. View portals have been proposed as a way to provide access to other parts of a table surface, and as a way to re-orient content for group members in different locations; however, there is little research on whether portals really do improve group performance, how much they help, and whether they change other aspects of collaboration. We report on two studies that evaluate the effects of portals on group performance and behavior. Our first study showed significant performance advantages for portals: people were able to complete tasks more quickly and with more equal division of labor. Our second study, with a realistic design task, showed that people used portals extensively and saw them as valuable, but that they affected people's ability to maintain awareness, coordinate access to objects, and understand the organization of the workspace. Our work demonstrates benefits and potential drawbacks of portals for tables, and suggests that designers should carefully consider both individual and group needs before implementing these and other tabletop view augmentations.

[2] EDITED BOOK Tabletops -- Horizontal Interactive Displays Human-Computer Interaction Series / Müller-Tomfelde, Christian 2010 n.18 p.456 Springer London
DOI: 10.1007/978-1-84996-113-4
ISBN: 978-1-84996-112-7 (print), 978-1-84996-113-4 (online)
Link to Digital Content at Springer
== Under Tabletops ==
Building Interactive Multi-touch Surfaces (27-49)
	+ Schöning, Johannes
	+ Hook, Jonathan
	+ Bartindale, Tom
	+ Schmidt, Dominik
	+ Oliver, Patrick
	+ et al
From Table-System to Tabletop: Integrating Technology into Interactive Surfaces (51-69)
	+ Kunz, Andreas
	+ Fjeld, Morten
High-Resolution Interactive Displays (71-100)
	+ Ashdown, Mark
	+ Tuddenham, Philip
	+ Robinson, Peter
Optical Design of Tabletop Displays and Interactive Applications (101-129)
	+ Kakehi, Yasuaki
	+ Naemura, Takeshi
Hand and Object Recognition on Liquid Crystal Displays (131-146)
	+ Koike, Hideki
	+ Sato, Toshiki
	+ Nishikawa, Wataru
	+ Fukuchi, Kentaro
== On and Above Tabletops ==
Augmenting Interactive Tabletops with Translucent Tangible Controls (149-170)
	+ Weiss, Malte
	+ Hollan, James D.
	+ Borchers, Jan
Active Tangible Interactions (171-187)
	+ Inami, Masahiko
	+ Sugimoto, Maki
	+ Thomas, Bruce H.
	+ Richter, Jan
Interaction on the Tabletop: Bringing the Physical to the Digital (189-221)
	+ Hilliges, Otmar
	+ Butz, Andreas
	+ Izadi, Shahram
	+ Wilson, Andrew D.
Supporting Atomic User Actions on the Table (223-247)
	+ Aliakseyeu, Dzmitry
	+ Subramanian, Sriram
	+ Alexander, Jason
Imprecision, Inaccuracy, and Frustration: The Tale of Touch Input (249-275)
	+ Benko, Hrvoje
	+ Wigdor, Daniel
On, Above, and Beyond: Taking Tabletops to the Third Dimension (277-299)
	+ Grossman, Tovi
	+ Wigdor, Daniel
== Around and Beyond Tabletops ==
Individual and Group Support in Tabletop Interaction Techniques (303-333)
	+ Nacenta, Miguel A.
	+ Pinelle, David
	+ Gutwin, Carl
	+ Mandryk, Regan
File System Access for Tabletop Interaction (335-355)
	+ Collins, Anthony
	+ Kay, Judy
Theory of Tabletop Territoriality (357-385)
	+ Scott, Stacey D.
	+ Carpendale, Sheelagh
Digital Tables for Collaborative Information Exploration (387-405)
	+ Isenberg, Petra
	+ Hinrichs, Uta
	+ Hancock, Mark
	+ Carpendale, Sheelagh
Coordination and Awareness in Remote Tabletop Collaboration (407-434)
	+ Tuddenham, Philip
	+ Robinson, Peter
Horizontal Interactive Surfaces in Distributed Assemblies (435-456)
	+ Müller-Tomfelde, Christian
	+ O'Hara, Kenton

[3] Looking Ahead: A Comparison of Page Preview Techniques for Goal-Directed Web Navigation HCI and Web Applications 1 / Genest, Aaron / Gutwin, Carl / Reetz, Adrian / Mandryk, Regan L. / Pinelle, David / Doucette, Andre Proceedings of IFIP INTERACT'09: Human-Computer Interaction 2009-08-24 v.1 p.378-391
Keywords: Goal-directed browsing; information scent; page previews
Link to Digital Content at Springer
Summary: On the World Wide Web, page previews augment hyperlinks to provide extra information about each link's destination. These previews can reduce navigation time and errors in goal-directed navigation tasks when the information provided by the text and context of links is inadequate. A number of different types of page previews have been proposed, and some are already in use; however, little is known about which preview types will consistently help users make good navigation decisions. Our study compares six preview techniques (title, URL, subject category, page genre, genre symbol, and thumbnail), two delivery mechanisms (inline and popup), and two page load times (fast and slow). We found that previews showing the genre of the page (e.g., whether the page is an information page or a search page) yielded significantly faster performance than other preview techniques, and participants also preferred the genre-based previews. Our study is the first to compare the performance of a wide range of page previews in a naturalistic, non-search environment, and provides empirical data that can improve support for goal-directed navigation.

[4] Usability heuristics for networked multiplayer games Collaborative tools and technologies II / Pinelle, David / Wong, Nelson / Stach, Tadeusz / Gutwin, Carl GROUP'09: International Conference on Supporting Group Work 2009-05-10 p.169-178
Keywords: NGH, game usability, heuristic evaluation, multiplayer games, networked game heuristics, networked games, usability
ACM Digital Library Link
Summary: Networked multiplayer games must support a much wider variety of interactions than single-player games because networked games involve communication and coordination between players. This means that designers must consider additional usability issues that relate to group play -- but there are currently no usability engineering methods that are specifically oriented towards the needs of multiplayer games. To address this problem, we developed a new set of usability heuristics, called Networked Game Heuristics (NGH), which can be used in the design and evaluation of networked multiplayer games. The new heuristics were identified by analyzing problem reports from 382 reviews of networked PC games, covering six main genres. We aggregated problem reports into ten problem categories (covering issues from session management to cheating to training for novice players) and developed heuristics that describe how these usability problems can be avoided. We tested the new heuristics by having evaluators use them and an existing set to assess the usability of two networked games. Evaluators found more usability problems with NGH, and stated that the new heuristics were better for evaluating multiplayer game usability. Our research is the first to present networked game heuristics that are derived from real problem reports, and the first to evaluate the heuristics' effectiveness in a realistic usability test.

[5] An evaluation of coordination techniques for protecting objects and territories in tabletop groupware Tabletops and single display groupware / Pinelle, David / Barjawi, Mutasem / Nacenta, Miguel / Mandryk, Regan Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.2129-2138
Keywords: awareness, collaboration, coordination techniques, groupware, interaction techniques, tabletop
ACM Digital Library Link
Summary: Indirect input techniques allow users to quickly access all parts of tabletop workspaces without the need for physical access; however, indirect techniques restrict the available social cues that are seen on direct touch tables. This reduced awareness results in impoverished coordination; for example, the number of conflicts might increase since users are more likely to interact with objects that another person is planning to use. Conflicts may also arise because indirect techniques reduce territorial behavior, expanding the interaction space of each collaborator. In this paper, we introduce three new tabletop coordination techniques designed to reduce conflicts arising from indirect input, while still allowing users the flexibility of distant object control. Two techniques were designed to promote territoriality and to allow users to protect objects when they work near their personal areas, and the third technique lets users set their protection levels dynamically. We present the results of an evaluation, which shows that people prefer techniques that automatically provide protection for personal territories, and that these techniques also increase territorial behavior.

[6] Using genres to customize usability evaluations of video games Game design / Pinelle, David / Wong, Nelson / Stach, Tadeusz Proceedings of the 2008 Conference on Future Play 2008-11-03 p.129-136
Keywords: game genres, heuristic evaluation, usability evaluation, video games
ACM Digital Library Link
Summary: Video games are varied, with vastly different visual layouts and interaction styles; however, most games that share a common genre still have many user interface similarities. These similarities suggest that genres can be used as a conceptual framework for examining design issues in video games, and for developing a deeper understanding of how the design process can be specialized for specific types of games. In this paper, we consider how genre relates to one aspect of design -- the usability of games, which deals with players' ability to learn, control, and understand a game interface. We report results from a study where we coded usability problems in reviews of 108 commercial video games. The review set included 18 games from each of six major game genres. We statistically analyzed the problems from each genre, and found significant differences between many of the genres. We present usability profiles for each genre based on the problem distributions that we found. The profiles describe both common and infrequent problems in each genre and provide details on how they commonly occur in games. The profiles can be used to specialize usability evaluations by helping designers focus on common problems seen in games from each genre.

[7] Integrating cumulative context into computer games Graphics, visual techniques, sound in games, and hardware / Stanley, Kevin G. / Pinelle, David / Bandurka, Alan / McDine, David / Mandryk, Regan L. Proceedings of the 2008 Conference on Future Play 2008-11-03 p.248-251
Keywords: chess, exertion interfaces, persuasive games, sensors, ubiquitous games
ACM Digital Library Link
Summary: In this paper, we describe a cumulative context computer game, where accumulated contextual information of the players' activity levels, obtained through mobile sensors, is used to modify game state. Our implementation used a statistic-based, real-time version of the classic game of chess, where the statistics of the pieces depended on the activity of the users and the environment in which they performed the activity. Users found the game engaging and fun, and almost all of the participants altered their behaviors to enhance their performance in the game. This work provides a platform for further research into meaningful integration of cumulative context in games.

[8] The Effects of Co-Present Embodiments on Awareness and Collaboration in Tabletop Groupware Large Displays / Pinelle, David / Nacenta, Miguel / Gutwin, Carl / Stach, Tadeusz Proceedings of the 2008 Conference on Graphics Interface 2008-05-28 p.1-8
Summary: Most current tabletop groupware systems use direct touch, where people manipulate objects by touching them with a pen or a fingertip. The use of people's real arms and hands provides obvious awareness information, but workspace access is limited by the user's reach. Relative input techniques, where users manipulate a cursor rather than touching objects directly, allow users to reach all areas of the table. However, the only available awareness information comes from the virtual embodiment of the user (e.g., their cursor). This presents designers with a tradeoff: direct-touch techniques have advantages for group awareness; relative input techniques offer additional power but less awareness information. In this paper, we explore this tradeoff, and we explore the design space of virtual embodiments to determine whether factors such as size, realism, and visibility can improve awareness and coordination. We conducted a study in which seven groups carried out a picture-categorizing task using seven techniques: direct touch and relative input with six different virtual embodiments. Our results provide both valuable information to designers of tabletop groupware, and a number of new directions for future research.

[9] Heuristic evaluation for games: usability principles for video game design Game Zone / Pinelle, David / Wong, Nelson Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.1 p.1453-1462
ACM Digital Library Link
Summary: Most video games require constant interaction, so game designers must pay careful attention to usability issues. However, there are few formal methods for evaluating the usability of game interfaces. In this paper, we introduce a new set of heuristics that can be used to carry out usability inspections of video games. The heuristics were developed to help identify usability problems in both early and functional game prototypes. We developed the heuristics by analyzing PC game reviews from a popular gaming website, and the review set covered 108 different games and included 18 from each of 6 major game genres. We analyzed the reviews and identified twelve common classes of usability problems seen in games. We developed ten usability heuristics based on the problem categories, and they describe how common game usability problems can be avoided. A preliminary evaluation of the heuristics suggests that they help identify game-specific usability problems that can easily be overlooked otherwise.

[10] Beyond the lan: techniques from network games for improving groupware performance Design methods / Dyck, Jeff / Gutwin, Carl / Graham, T. C. Nicholas / Pinelle, David GROUP'07: International Conference on Supporting Group Work 2007-11-04 p.291-300
ACM Digital Library Link
Summary: Networked games can provide groupware developers with important lessons in how to deal with real-world networking issues such as latency, limited bandwidth and packet loss. Games have similar demands and characteristics to groupware, but unlike the applications studied by academics, games have provided production-quality real-time interaction for many years. The techniques used by games have not traditionally been made public, but several game networking libraries have recently been released as open source, providing the opportunity to learn how games achieve network performance. We examined five game libraries to find networking techniques that could benefit groupware; this paper presents the concepts most valuable to groupware developers, including techniques to deal with limited bandwidth, reliability, and latency. Some of the techniques have been previously reported in the networking literature; therefore, the contribution of this paper is to survey which techniques have been shown to work, over several years, and then to link these techniques to quality requirements specific to groupware. By adopting these techniques, groupware designers can dramatically improve network performance on the real-world Internet.

[11] The effects of interaction technique on coordination in tabletop groupware Collaboration and communication / Nacenta, Miguel A. / Pinelle, David / Stuckel, Dane / Gutwin, Carl Proceedings of the 2007 Conference on Graphics Interface 2007-05-28 p.191-198
ACM Digital Library Link
Summary: The interaction techniques that are used in tabletop groupware systems (such as pick-and-drop or pantograph) can affect the way that people collaborate. However, little is known about these effects, making it difficult for designers to choose appropriate techniques when building tabletop groupware. We carried out an exploratory study to determine how several different types of interaction techniques (pantograph, telepointers, radar views, drag-and-drop, and laser beam) affected coordination and awareness in two tabletop tasks (a game and a storyboarding activity). We found that the choice of interaction technique significantly affected coordination measures, performance measures, and preference -- but that the effects were different for the two different tasks. Our study shows that the choice of tabletop interaction technique does indeed matter, and provides insight into how tabletop systems can better support group work.

[12] Improving recognition and characterization in groupware with rich embodiments Faces & bodies in interaction / Stach, Tadeusz / Gutwin, Carl / Pinelle, David / Irani, Pourang Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.1 p.11-20
ACM Digital Library Link
Summary: Embodiments are visual representations of people in a groupware system. Embodiments convey awareness information such as presence, location, and movement -- but they provide far less information than what is available from a real body in a face-to-face setting. As a result, it is often difficult to recognize and characterize other people in a groupware system without extensive communication. To address this problem, information-rich embodiments use ideas from multivariate information visualization to maximize the amount of information that is represented about a person. To investigate the feasibility of rich embodiment and their effects on group interaction, we carried out three studies. The first shows that users are able to recall and interpret a large set of variables that are graphically encoded on an embodiment. The second and third studies demonstrated rich embodiments in two groupware systems -- a multiplayer game and a drawing application -- and showed that the enhanced representations do improve recognition and characterization, and that they can enrich interaction in a variety of ways.

[13] TNT: improved rotation and translation on digital tables Finger and hand input / Liu, Jun / Pinelle, David / Sallam, Samer / Subramanian, Sriram / Gutwin, Carl Proceedings of the 2006 Conference on Graphics Interface 2006-06-07 p.25-32
ACM Digital Library Citation
Summary: Digital tabletop systems allow users to work on computational objects in a flexible and natural setting. Since users can easily move to different positions around a table, systems must allow people to orient artifacts to their current position. However, it is only recently that rotation and translation techniques have been specifically designed for tabletops, and existing techniques still do not feel as simple and efficient as their real-world counterparts. To address this problem, we studied the ways that people move and reorient sheets of paper on real-world tabletops. We found that in almost all cases, rotation and translation are carried out simultaneously, and that an open-palm hand position was the most common way to carry out the motion. Based on our observations, we designed a new set of reorientation techniques that more closely parallel real-world motions. The new techniques, collectively called TNT, use three-degree-of-freedom (3DOF) input to allow simultaneous rotation and translation. A user study showed that all three variants of TNT were faster than a recent technique called RNT; in addition, participants strongly preferred TNT.

[14] Loose Coupling and Healthcare Organizations: Deployment Strategies for Groupware / Pinelle, David / Gutwin, Carl Computer Supported Cooperative Work 2006 v.15 n.5/6 p.537-572
Keywords: deployment planning; groupware deployment; healthcare; human service organizations; loose coupling
Link to Digital Content at Springer
Summary: Healthcare organizations are often organized in a modular, loosely coupled fashion where separate and semi-autonomous work units specialize in different areas of care delivery. This partitioning allows each unit to adapt to emerging practice standards in its area of expertise and to adjust to its local work environment. However, organizational loose coupling can limit the flow of information within organizations and can make it difficult to coordinate services when patients' care is dependent on professionals from more than one unit. Groupware systems have the potential to improve coordination and information access in healthcare organizations. However, modularity and loose coupling make it difficult to introduce new systems when they span more than one unit, since authority is not always centralized and since perceptions and frames of reference on new deployments differ across units. In this paper, we define a groupware deployment framework for loosely coupled healthcare organizations that has two parts: a set of deployment challenges and a set of deployment strategies. The deployment challenges include: difficulties centralizing deployments, perceptions of inequity, role conflicts, and problems achieving critical mass. The deployment strategies outline a preliminary set of approaches for addressing the difficulties of deploying CSCW systems in loosely coupled healthcare organizations. We illustrate the framework by presenting a case study of a groupware deployment in a home care setting.

[15] A groupware design framework for loosely coupled workgroups / Pinelle, David / Gutwin, Carl Proceedings of the Ninth European Conference on Computer-Supported Cooperative Work 2005-09-18 p.65-82
Summary: Loosely coupled workgroups - where workers are autonomous and weakly interdependent - are common in the real world. They have patterns of work and collaboration that distinguish them from other types of groups, and groupware systems that are designed to support loose coupling must address these differences. However, loosely coupled groups have not been studied in detail in CSCW, and the design process for these groups is currently underspecified. This forces designers to start from scratch each time they develop a system for loosely coupled groups, and they must approach new work settings with little information about how work practices are organized. In this paper, we present a design framework to improve the groupware design process for loosely coupled workgroups. The framework was developed to provide designers with a better understanding of how groupware systems can be designed to support loosely coupled work practices. It is based on information from CSCW and organizational research, and on real-world design experiences with one type of loosely coupled grouphome care treatment teams. The framework was used to develop Mohoc, a groupware system for home care, and the system and underlying framework were evaluated during two field trials.

[16] Collaboration usability analysis: task analysis for groupware usability evaluations Research alerts / Pinelle, David / Gutwin, Carl / Greenberg, Saul interactions 2004 v.11 n.2 p.7-8
ACM Digital Library Link

[17] Designing for loose coupling in mobile groups Mobility / Pinelle, David / Gutwin, Carl GROUP'03: International Conference on Supporting Group Work 2003-11-09 p.75-84
ACM Digital Library Link
Summary: Loose coupling is a common way of organizing collaboration in work groups, but it has not been studied extensively in CSCW. In this paper, we consider the patterns of work that are seen in mobile groups that adopt a loosely coupled collaboration style. We report findings from interviews and fieldwork with teams of workers who deliver home healthcare services. In these teams, workers are mobile, widely dispersed, and autonomous, and team members communicate with each other only intermittently. Based on these findings, we identify and discuss four work patterns that occur in loosely coupled mobility: discretionary collaboration and effort thresholds, implicitly shared information, asynchronous communication and coordination, and barriers to synchrony. We consider the implications of these findings for the design of CSCW technologies.

[18] Aligning Work Practices and Mobile Technologies: Groupware Design for Loosely Coupled Mobile Groups Bringing Mobile Services to Groups in Workplaces / Pinelle, David / Dyck, Jeff / Gutwin, Carl Proceedings of 2003 Conference on Human-Computer Interaction with Mobile Devices and Services 2003-09-08 p.177-192
Link to Digital Content at Springer
Summary: Supporting mobile collaborative work over wide areas is challenging due to the limitations and unreliability of wide area wireless networks. However, variations in patterns of collaboration require different levels of timeliness and synchrony, and place different demands on groupware and its supporting technologies. In this paper, we argue that groupware supported by wide area mobile networks strongly favors loosely coupled work, where workers are autonomous and require a reduced level of communication. We examine the relationship between loosely coupled group characteristics and wide area mobile groupware by considering one particular loosely coupled group-teams of home care workers. Over a two-year period, we analyzed home care work practices, and designed and field tested Mohoc, a mobile groupware application to support home care work. From this experience, we identified four characteristics of loosely coupled groups that enable workers to accommodate the uncertainty of wide area mobile groupware: autonomy and the partitioning of work, clear ownership of data and artifacts, asynchronous awareness, and explicit asynchronous communication.

[19] Learning from Games: HCI Design Innovations in Entertainment Software Multimedia / Dyck, Jeff / Pinelle, David / Brown, Barry / Gutwin, Carl Proceedings of the 2003 Conference on Graphics Interface 2003-06-11 p.237-246
www.graphicsinterface.org/cgi-bin/DownloadPaper
GI Online Paper
Summary: Computer games are one of the most successful application domains in the history of interactive systems. This success has come despite the fact that games were 'separated at birth' from most of the accepted paradigms for designing usable interactive software. It is now apparent that this separate and less-constrained environment has allowed for much design creativity and many innovations that make game interfaces highly usable. We analyzed several current game interfaces looking for ideas that could be applied more widely to general UIs. In this paper we present four of these: effortless community, learning by watching, deep customizability, and fluid system-human interaction. These ideas have arisen in games because of their focus on user performance and user satisfaction, and we believe that they can help to improve the usability of other types of applications.

[20] Task analysis for groupware usability evaluation: Modeling shared-workspace tasks with the mechanics of collaboration / Pinelle, David / Gutwin, Carl / Greenberg, Saul ACM Transactions on Computer-Human Interaction 2003 v.10 n.4 p.281-311
ACM Digital Library Link
Summary: Researchers in Computer Supported Cooperative Work have recently developed discount evaluation methods for shared-workspace groupware. Most discount methods rely on some understanding of the context in which the groupware systems will be used, which means that evaluators need to model the tasks that groups will perform. However, existing task analysis schemes are not well suited to the needs of groupware evaluation: they either do not deal with collaboration issues, do not use an appropriate level of analysis for concrete assessment of usability in interfaces, or do not adequately represent the variability inherent in group work. To fill this gap, we have developed a new modeling technique called Collaboration Usability Analysis. CUA focuses on the teamwork that goes on in a group task rather than the taskwork. To enable closer links between the task representation and the groupware interface, CUA grounds each collaborative action in a set of group work primitives called the mechanics of collaboration. To represent the range of ways that a group task can be carried out, CUA allows variable paths through the execution of a task, and allows alternate paths and optional tasks to be modeled. CUA's main contribution is to provide evaluators with a framework in which they can simulate the realistic use of a groupware system and identify usability problems that are caused by the groupware interface.

[21] Groupware walkthrough: adding context to groupware usability evaluation Design Methods / Pinelle, David / Gutwin, Carl Proceedings of ACM CHI 2002 Conference on Human Factors in Computing Systems 2002-04-20 p.455-462
ACM Digital Library Link
Summary: Discount usability evaluation methods have recently been introduced as a way to assess groupware systems. However, one criticism of these techniques is that they do not make use of information about users and their work contexts. To address this problem, we developed groupware walkthrough, a new usability inspection technique for groupware. The technique is a substantive modification of cognitive walkthrough to include consideration for the complexities of teamwork. The two components of groupware walkthrough are a task model for identifying and analysing real-world collaborative tasks, and a walkthrough process for assessing a system's support for those tasks. Groupware walkthrough is a low-cost technique that can identify collaboration-specific usability problems and can find problems that would not be revealed through other inspection methods.