[1]
Collocated Interaction: New Challenges in 'Same Time, Same Place' Research
Workshops
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Fischer, Joel
/
Porcheron, Martin
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Lucero, Andrés
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Quigley, Aaron
/
Scott, Stacey
/
Ciolfi, Luigina
/
Rooksby, John
/
Memarovic, Nemanja
Companion Proceedings of ACM CSCW 2016 Conference on Computer-Supported
Cooperative Work and Social Computing
2016-02-27
v.2
p.465-472
© Copyright 2016 ACM
Summary: In the 25 years since Ellis, Gibbs, and Rein proposed the time-space
taxonomy, research in the 'same time, same place' quadrant has diversified,
perhaps even fragmented. The goal of this one-day workshop is to bring together
researchers with diverse, yet convergent interests in tabletop, surface, mobile
and wearable technologies, and those interested in the social aspects of
interaction, such as conversation analysis and ethnomethodology. These
communities have matured considerably, and produced significant exemplars of
systems, methods, and studies concerned with collocated interactions. Yet, new
challenges abound as people wear and carry more devices than ever, creating
fragmented device ecologies at work, and changing the ways we socialise with
each other. In this workshop we seek to start a dialogue to look back as well
as forward, review best practices, discuss and design paper-prototypes using
the collocated design framework, to consider how we might address new and
future challenges through collocated design practice.
[2]
"Callout Bubble Saved My Life": Workspace Awareness Support in BYOD
Classrooms
Session 4: Let's Get Practical
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Chang, Y.-L. Betty
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Fong, Cresencia
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Tse, Edward
/
Hancock, Mark
/
Scott, Stacey D.
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.73-82
© Copyright 2015 ACM
Summary: Co-located students working in a bring-your-own-device (BYOD) classroom have
limited awareness of their peers' work. We investigated the design of an
awareness cue for students aged 6 to 17, in a large web-based canvas shared
among tablets and laptops. By incorporating teacher and student feedback in an
iterative design process, the project's goal was to support workspace awareness
needs on touch devices, as well as to ensure age-appropriateness and technical
feasibility. Specifically, we aimed to balance awareness, distraction, and
clutter. We designed an awareness cue for students, a Callout Bubble, which is
displayed near the object being manipulated by a peer, and fades away over
time. A study of 71 students and 4 teachers revealed that, with our awareness
cue design, students' awareness of their peers' actions in the shared canvas
was significantly correlated with increased task focus and decreased
frustration levels when peer conflicts arose. We also found that students
understood the awareness information conveyed and were able to self-monitor and
coordinate within the group.
[3]
Studying Attraction Power in Proxemics-Based Visual Concepts for Large
Public Interactive Displays
Session 5: Large Displays
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Cheung, Victor
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Scott, Stacey D.
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.93-102
© Copyright 2015 ACM
Summary: A key challenge in designing interfaces for large interactive displays
deployed in public settings is to draw (and keep) a passerby's attention.
Proxemic interactions -- a design approach that applies human spatial behavior
to guide system behavior in response to a user's proximity to a display -- has
been proposed for attracting and engaging potential users. Yet, the
effectiveness of this approach has not been evaluated. Moreover, little
research exists in the broader literature on the relative efficacy of possible
visual design strategies to attract and engage large display users. We
conducted a study to the effectiveness of promising visual concepts applied in
a proxemic interactions framework: content motion and user shadows. While both
visual concepts were more effective than a control condition at capturing
attention, the inclusion of user's shadow was found to have stronger attraction
power than content motion alone. In contrast, they were found to be ineffective
for communicating possible user interactions in the display, limiting their
potential to facilitate further system use.
[4]
"Beam Me 'Round, Scotty!": Studying Asymmetry and Interdependence in a
Prototype Cooperative Game
Student Game Design Competition
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Harris, John
/
Hancock, Mark
/
Scott, Stacey D.
Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2015-10-05
p.775-778
© Copyright 2015 ACM
Summary: In "Beam Me 'Round, Scotty!", pairs of players engage with asymmetric
gameplay mechanics and interfaces (e.g. leading vs. support, action vs.
strategy, gamepad vs. mouse interaction) in a cooperative adventure to escape a
hostile alien world. "Beam Me 'Round, Scotty!" presents a multi-faceted play
experience designed to bridge differences in player skills, styles, and
interests. By introducing deliberate interdependence through asymmetry,
different types of players can come together and have fun overcoming obstacles,
defeating enemies, and escaping the alien planet via their unique
contributions.
[5]
A laboratory-based study methodology to investigate attraction power of
large public interactive displays
Public displays
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Cheung, Victor
/
Scott, Stacey D.
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.1239-1250
© Copyright 2015 ACM
Summary: A known challenge of designing large public interactive displays is to
create an interface that attracts a passerby's attention and communicates its
interactivity. However, typical "in-the-wild" field study methods of assessing
public display design solutions require costly system implementation and
deployment, creating challenges for assessing early stage design concepts. Such
studies also limit the amount of experimental control researchers have over the
environment, limiting the precision of results. To address these issues, we
developed a complementary laboratory-based study methodology that employs
experimental deception to assess the ability of an interface design solution to
attract a passerby's attention. Our methodology enables more rigorous control
of confounding factors, study of early-stage prototypes, and requires minimal
setup. We used this methodology to assess existing visual design solutions for
drawing attention and enticing interaction, compare our results to previous
studies, and reflect on the benefits and limitations of this assessment
approach.
[6]
Dual Pilot and Single Pilot Operations -- Hierarchical Task Decomposition
Analysis of Doing More with Less
Aviation and Space Safety
/
Huddlestone, John
/
Harris, Don
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Richards, Dale
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Scott, Steve
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Sears, Rod
EPCE 2015: 12th International Conference on Engineering Psychology and
Cognitive Ergonomics
2015-08-02
p.365-376
Keywords: Hierarchical task decomposition; Hierarchical task analysis; Sub-goal
hierarchy; Plans; Single-pilot operations
© Copyright 2015 Springer International Publishing Switzerland
Summary: An operational concept for single pilot operations is being developed as
part of the work of the Future Flight Deck Technologies project. The
underpinning construct is that multiple single-pilot aircraft will be supported
by a ground-based team using one or more ground stations to interact with the
pilots and their aircraft. Concept development required detailed analysis of
two-pilot operations to identify the functions and interactions that the second
pilot engages in, to facilitate their reallocation or adaptation within the new
system architecture. The application of Hierarchical Task Analysis (HTA) in
this context revealed a number of issues related to the representation and
interpretation of sequencing information in plans in HTAs presented in
graphical form. This paper identifies these issues and presents a new graphical
notation, derived from software design notations, for presenting hierarchical
task decompositions. The use of the notation is illustrated with analysis
examples from different phases of flight.
[7]
"Local Remote" Collaboration: Applying Remote Group Awareness Techniques to
Co-located Settings
Workshops
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Scott, Stacey D.
/
Graham, T. C. Nicholas
/
Wallace, James R.
/
Hancock, Mark
/
Nacenta, Miguel
Companion Proceedings of ACM CSCW 2015 Conference on Computer-Supported
Cooperative Work and Social Computing
2015-03-14
v.2
p.319-324
© Copyright 2015 ACM
Summary: Co-located environments have long been considered ideal for many types of
group work, such as planning, decision-making, and design, since they provide a
rich communication environment (e.g. delay-free voice communication,
face-to-face interaction, eye gaze, and non-verbal communication), as well as
promote awareness and coordination through the use of shared artifacts.
However, the recent move towards multi-device ecologies in co-located settings,
such as the use of multiple personal devices (e.g., laptops, tablets) or
multiple personal devices in conjunction with larger, shared displays, such as
digital walls or tabletops, can interfere with these common co-located
communication and collaboration strategies, as various group members mentally
and/or physical shift their focus to their personal devices rather than to
their collaborators or to any physically shared artifacts. Group communications
and coordination can easily breakdown in these scenarios as the lack of a
physically shared group focus of attention can limit awareness of other's
activities and task progress. In this workshop, researchers and practitioners
will explore design techniques that can be used to address this issue, and
improve group awareness in these co-located multi-device ecologies. This will
be accomplished through group presentations, brainstorming sessions, and
small-group breakout sessions.
[8]
Surface Ghosts: Promoting Awareness of Transferred Objects during
Pick-and-Drop Transfer in Multi-Surface Environments
Session 4: Multi-Surface
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Scott, Stacey D.
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Besacier, Guillaume
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Tournet, Julie
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Goyal, Nippun
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Haller, Michael
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.99-108
© Copyright 2014 ACM
Summary: Rekimoto's Pick-and-Drop (P&D) transfer technique is commonly used to
support multi-surface object transfer (e.g., between a shared tabletop and
tablet) due to its easily understood metaphor of emulating object movement in
the physical world. Current multi-surface implementations of P&D provide
little to no feedback during transfer, causing confusion for the person
performing the action as well as others in the environment. To address this
issue, we investigated the use of virtual embodiments to improve awareness of
transferred objects, in the context of a real-world group task that relied
heavily on cross-device transfer. An iterative design process led to the design
of Surface Ghosts virtual embodiments, which take the form of semi-transparent
'ghosts' of the transferred objects displayed under the "owner's" hand on the
tabletop during transfer. A user study that compared two Surface Ghosts
designs-varied by how explicitly the "owner" was indicated-showed that both
designs improved awareness of transferred objects when compared to a
no-feedback control condition, especially for tabletop-to-tablet transfers.
[9]
Supporting Situation Awareness in Collaborative Tabletop Systems with
Automation
Session 6: Space, Activities and Workplace
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Chang, Y.-L. Betty
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Scott, Stacey D.
/
Hancock, Mark
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.185-194
© Copyright 2014 ACM
Summary: Human operators collaborating to complete complex tasks, such as a team of
emergency response operators, need to maintain a high level of situation
awareness to appropriately and quickly respond to critical changes. Even though
automation can help manage complex tasks and rapidly update information, it may
create confusion that negatively impacts operators' situation awareness, and
result in sub-optimal decisions. To improve situation awareness in co-located
environments on digital tabletop computers, we developed an interactive event
timeline that enables exploration of historical system events, using a
collaborative digital board game as a case study. We conducted a user study to
examine two factors, placement of timelines for multiple users and location of
awareness feedback, to understand their impact on situation awareness. The
study revealed that interaction with the timeline was correlated with improved
situation awareness, and that displaying feedback both on the game board and
timeline was the most preferred.
[10]
Overcoming Interaction Barriers in Large Public Displays Using Personal
Devices
Posters
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Cheung, Victor
/
Watson, Diane
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Vermeulen, Jo
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Hancock, Mark
/
Scott, Stacey
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.375-380
© Copyright 2014 ACM
Summary: This work presents a design space in which personal devices are used as a
means to facilitate "socially safe", ad-hoc interaction with large public
displays. Unlike most existing work that focuses on facilitating content
placement and transfer, this approach aims at minimizing the effort required to
initiate, sustain, and withdraw from interaction with a large public display,
and to communicate these capabilities to passersby. We identify barriers
hindering this process, and offer advice on overcoming them based on existing
work and our own experiences with these displays. We illustrate how this design
concept can be applied, and motivate applications in other domains.
[11]
"beam me 'round, Scotty!": exploring the effect of interdependence in
asymmetric cooperative games
Works-in-progress
/
Harris, John
/
Hancock, Mark
/
Scott, Stacey
Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2014-10-19
p.417-418
© Copyright 2014 ACM
Summary: In this paper, we explore interdependence through asymmetry as a possible
game design tool for enriching player experience. We describe a prototype game
we developed called "Beam Me 'Round, Scotty!" which alternately tightly or
loosely couples the cooperation of two heterogeneous groups of players in an
action-oriented science fiction survival game. Future studies will examine the
effects of interdependence on player experience and explore whether
deliberately symbiotic player relationships can serve as a shortcut to enhanced
socialization between players.
[12]
Object and ARM shadows: visual feedback for cross device transfer
Interactivity
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Besacier, Guillaume
/
Tournet, Julie
/
Goyal, Nippun
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Cento, Frank
/
Scott, Stacey D.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.463-466
© Copyright 2014 ACM
Summary: Rekimoto's Pick-and-Drop (PND) cross-device transfer technique is commonly
used to support multi-surface object transfer, for instance, between a
multi-touch tabletop and tablet, due to its easily understood metaphor that
emulates object movement in the physical world. Current multi-surface
implementations of PND provide little to no feedback during the transfer
process, creating confusion during transfer. This paper investigates two visual
feedback techniques, Object Shadow (OS) and Object-plus-Arm Shadow (O+AS),
designed to address this issue by visually representing the transferred object
and its "owning" user during the transfer process.
[13]
Perceptual grouping: selection assistance for digital sketching
Pen and touch
/
Lindlbauer, David
/
Haller, Michael
/
Hancock, Mark
/
Scott, Stacey D.
/
Stuerzlinger, Wolfgang
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.51-60
© Copyright 2013 ACM
Summary: Modifying a digital sketch may require multiple selections before a
particular editing tool can be applied. Especially on large interactive
surfaces, such interactions can be fatiguing. Accordingly, we propose a method,
called Suggero, to facilitate the selection process of digital ink. Suggero
identifies groups of perceptually related drawing objects. These "perceptual
groups" are used to suggest possible extensions in response to a person's
initial selection. Two studies were conducted. First, a background study
investigated participant's expectations of such a selection assistance tool.
Then, an empirical study compared the effectiveness of Suggero with an existing
manual technique. The results revealed that Suggero required fewer pen
interactions and less pen movement, suggesting that Suggero minimizes fatigue
during digital sketching.
[14]
Improving awareness of automated actions using an interactive event timeline
Poster
/
Chang, Y.-L. Betty
/
Mengual, Mylène
/
Parfett, Brian
/
Graham, T. C. Nicholas
/
Hancock, Mark
/
Scott, Stacey D.
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.353-356
© Copyright 2013 ACM
Summary: Digital tabletops provide an opportunity for automating complex tasks in
collaborative domains involving planning and decision-making, such as strategic
simulation in command and control. However, when automation leads to
modification of the system's state, users may fail to understand how or why the
state has changed, resulting in lower situation awareness and incorrect or
suboptimal decisions. We present the design of an interactive event timeline
that aims to improve situation awareness in tabletop systems that use
automation. Our timeline enables exploration and analysis of automated system
actions in a collaborative environment. We discuss two factors in the design of
the timeline: the ownership of the timeline in multi-user situations and the
location of the detailed visual feedback resulting from interaction with the
timeline. We use a collaborative digital tabletop board game to illustrate this
design concept.
[15]
Comparing visual feedback techniques for object transfer between private and
shared surfaces
Poster
/
Tournet, Julie
/
Besacier, Guillaume
/
Goyal, Nippun
/
McClelland, Phillip J.
/
Scott, Stacey D.
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.377-380
© Copyright 2013 ACM
Summary: The increasing trend toward multi-device ecologies that provide private and
shared digital surfaces introduces a need for effective cross-device object
transfer interaction mechanisms. This work-in-progress paper investigates
visual feedback techniques for enhancing the usability of the Pick-and-Drop
cross-device object transfer technique when used between a shared digital table
and private tablets. We propose two visual feedback designs aimed to improve
awareness of virtual objects during a Pick-and-Drop transfer. Initial results
from a comparative user study are presented and discussed, along with
directions for future work.
[16]
Investigating attraction and engagement of animation on large interactive
walls in public settings
Poster
/
Cheung, Victor
/
Scott, Stacey D.
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.381-384
© Copyright 2013 ACM
Summary: Large interactive walls capable of delivering dynamic content to broad
audiences are becoming increasingly common in public areas for information
dissemination, advertising, and entertainment purposes. A major design
challenge for these systems is to entice and engage passersby to interact with
the system, and in a manner intended by the designers. To address this issue,
we are examining the use of different types of animation at various stages of
the interaction as someone approaches and begins interacting with the system.
Using usage measures from museum studies, namely, attraction and engagement of
an exhibit, we plan to assess the effectiveness of different types of animation
in the context of an interactive notice board application in a university
campus. We describe our design approach and plans for studying the animation
design in a real-world public setting.
[17]
Interruption Management and Recovery in Time-critical Supervisory-level
Tasks: A Literature Review
Student Forum: SF3 -- Cognition
/
Sasangohar, Farzan
/
Scott, Stacey D.
/
Donmez, Birsen
Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting
2013-09-30
p.1745-1749
doi 10.1177/1541931213571389
© Copyright 2013 HFES
Summary: The negative effects of interruptions on task performance in modern work
environments are well documented. However, in most time-critical
supervisory-level tasks such as emergency response and mission command and
control, interruptions to supervisors may contain valuable information
necessary for the execution of the task. In such cases, supervisors may need
assistance to manage or recover from interruptions as efficiently and
effectively as possible. This paper reviews the relevant interruption
management and recovery literature to identify opportunities for research.
[18]
Canyon: providing location awareness of multiple moving objects in a detail
view on large displays
Papers: spatial interfaces
/
Ion, Alexandra
/
Chang, Y.-L. Betty
/
Haller, Michael
/
Hancock, Mark
/
Scott, Stacey D.
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.3149-3158
© Copyright 2013 ACM
Summary: Overview+Detail interfaces can be used to examine the details of complex
data while retaining the data's overall context. Dynamic data introduce
challenges for these interfaces, however, as moving objects may exit the detail
view, as well as a person's field of view if they are working at a large
interactive surface. To address this "off-view" problem, we propose a new
information visualization technique, called Canyon. This technique attaches a
small view of an off-view object, including some surrounding context, to the
external boundary of the detail view. The area between the detail view and the
region containing the off-view object is virtually "folded" to conserve space.
A comparison study was conducted contrasting the benefits and limitations of
Canyon to an established technique, called Wedge. Canyon was more accurate
across a number of tasks, especially more complex tasks, and was comparably
efficient.
[19]
Collaborative sensemaking on a digital tabletop and personal tablets:
prioritization, comparisons, and tableaux
Papers: multi-device interaction
/
Wallace, James R.
/
Scott, Stacey D.
/
MacGregor, Carolyn G.
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.3345-3354
© Copyright 2013 ACM
Summary: We describe an investigation of the support that three different display
configurations provided for a collaborative sensemaking task: a digital table;
personal tablets; and both the tabletop and personal tablets. Mixed-methods
analyses revealed that the presence of a digital tabletop display led to
improved sensemaking performance, and identified activities that were supported
by the shared workspace. The digital tabletop supported a group's ability to
prioritize information, to make comparisons between task data, and to form and
critique the group's working hypothesis. Analyses of group performance revealed
a positive correlation with equity of member participation using the shared
digital table, and a negative correlation of equity of member participation
using personal tablets. Implications for the support of sensemaking groups, and
the use of equity of member participation as a predictive measure of their
performance are discussed.
[20]
Investigating menu discoverability on a digital tabletop in a public setting
Surfaces in the wild
/
Seto, Mindy
/
Scott, Stacey
/
Hancock, Mark
Proceedings of the 2012 ACM International Conference on Interactive
Tabletops and Surfaces
2012-11-11
p.71-80
© Copyright 2012 ACM
Summary: A common challenge to the design of digital tabletops for public settings is
how to effectively invite and guide passersby -- who often have no prior
experience with such technology -- to interact using unfamiliar interaction
methods and interfaces. We characterize such enticement from the system
interface as the system's discoverability. A particular challenge to modern
surface interfaces is the discoverability of system functionality: does the
system require gestures? are there system menus? if so, how are they invoked?
This research focuses on the discoverability of system menus on digital
tabletops designed for public settings. An observational study of menu
invocation methods in a museum setting is reported. Study findings suggest that
discernible and recognizable interface elements, such as buttons, supported by
the use of animation, can effectively attract and guide the discovery of menus.
Design recommendations for improving menu discoverability are also presented.
[21]
Revisiting hovering: interaction guides for interactive surfaces
Posters
/
Cheung, Victor
/
Heydekorn, Jens
/
Scott, Stacey
/
Dachselt, Raimund
Proceedings of the 2012 ACM International Conference on Interactive
Tabletops and Surfaces
2012-11-11
p.355-358
© Copyright 2012 ACM
Summary: Current touch-based interactive surfaces rely heavily on a trial-and-error
approach for guiding users through the interaction process. In contrast, the
legacy WIMP (Windows, Icons, Menus, Pointer) paradigm employs various methods
to provide user assistance. A commonly used strategy is the use of mouse
hovering. This research explores how this strategy can be adapted and expanded
to user interaction with interactive surfaces to provide user assistance as
well as to help address common surface interaction issues, such as precisions.
Design dimensions and considerations are discussed, and potential hover
interaction techniques are proposed. These techniques emphasize the use of
animation to facilitate user engagement and improve the overall user
experience.
[22]
Bridging private and shared interaction surfaces in co-located group
settings
Posters
/
Scott, Stacey
/
McClelland, Phillip
/
Besacier, Guillaume
Proceedings of the 2012 ACM International Conference on Interactive
Tabletops and Surfaces
2012-11-11
p.403-406
© Copyright 2012 ACM
Summary: This work-in-progress paper describes the design of an interaction technique
that addresses user interaction challenges with digital object transfer between
private and shared surfaces, particularly in co-located group settings. We
propose a transfer technique for bridging tablets and digital tables that
builds on existing interaction techniques, such as virtual embodiments and
multi-display bridging techniques, to improve awareness of the transfer process
both for the person performing the transfer and for their collaborators. The
technique also minimizes effort involved in the transfer action, enabling
people to focus on the activity at hand -- or the ongoing conversation --
rather than on the technologies being used.
[23]
Regional undo/redo techniques for large interactive surfaces
Bigger is better: large & multiple display environments
/
Seifried, Thomas
/
Rendl, Christian
/
Haller, Michael
/
Scott, Stacey
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2855-2864
© Copyright 2012 ACM
Summary: When multiple users are simultaneously sharing a workspace, it is not always
clear what should happen when a user invokes an undo action. In this paper we
explore different user interfaces for undo/redo for co-located collaborative
workspaces, such as large interactive whiteboards. A preliminary study revealed
that users expect neither a global nor personal undo, but rather a regional
undo. We propose and evaluate three automatic regional undo/redo techniques
(clustering, workspace, field of view) designed for a large interactive
whiteboard. The results of the evaluation showed that an undo technique based
on users' field of view was most preferred, while the content-based clustering
technique produced most errors. We conclude with potential improvements to the
developed techniques, and propose a set of design recommendations for
implementing regional undo/redo on large interactive surfaces.
[24]
Communication channels and awareness cues in collocated collaborative
time-critical gaming
Social activity in games
/
Cheung, Victor
/
Chang, Y.-L. Betty
/
Scott, Stacey D.
Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work
2012-02-11
v.1
p.569-578
© Copyright 2012 ACM
Summary: During collaborative gameplay players make use of various methods to become
aware of the overall game status, develop strategies, and convey information to
other players. Efficient and effective use of these methods is essential,
especially during fast-paced time-critical collaborative games such as
first-person shooters. This paper presents an observational study aimed to
understand the communication channels and awareness cues used by players during
gameplay to collaboratively achieve the game objectives. The study revealed
that players utilize a variety of unconventional communication channels and
awareness cues in both the physical and virtual environments to compensate for
the inability to use commonly available collaborative human interaction
mechanisms, such as eye gaze and gesturing, during gameplay. Players tended to
use only auditory cues from their partner in the physical environment, while
relying heavily on interacting with their partner through the virtual
environment, using a variety of central and peripheral cues to maintain
awareness during gameplay. Implications of these findings are discussed and
recommendations for improving the quality of gameplay are provided.
[25]
Exploring automation in digital tabletop board game
Interactive poster
/
Wallace, James R.
/
Pape, Joseph
/
Chang, Yu-Ling Betty
/
McClelland, Phillip J.
/
Graham, T. C. Nicholas
/
Scott, Stacey D.
/
Hancock, Mark
Companion Proceedings of ACM CSCW'12 Conference on Computer-Supported
Cooperative Work
2012-02-11
v.2
p.231-234
© Copyright 2012 ACM
Summary: Digital tabletops present the opportunity to combine the social advantages
of traditional tabletop games with the automation and streamlined gameplay of
video games. However, it is unclear whether the addition of automation enhances
or detracts from the game experience. A study was performed where groups played
three versions of the cooperative board game Pandemic, with varying degrees of
automation. The study revealed that while game automation can provide
advantages to players, it can also negatively impact enjoyment, game state
awareness, and flexibility in game play.