[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
© Copyright 2015 ACM
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
== 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
© Copyright 2009 IFIP
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
© Copyright 2009 ACM
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
© Copyright 2009 ACM
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
© Copyright 2008 ACM
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
© Copyright 2008 ACM
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
© Copyright 2008 Canadian Information Processing Society
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
© Copyright 2008 ACM
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
© Copyright 2007 ACM
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
© Copyright 2007 Canadian Information Processing Society
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
© Copyright 2007 ACM
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
© Copyright 2006 Canadian Information Processing Society
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
© Copyright 2006 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
© Copyright 2005 Springer
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
© Copyright 2004 ACM
[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
© Copyright 2003 ACM
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
© Copyright 2003 Springer-Verlag
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
© Copyright 2003 Canadian Information Processing Society
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
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
© Copyright 2002 Association for Computing Machinery
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.