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[1] Collocated Interaction: New Challenges in 'Same Time, Same Place' Research Workshops / Fischer, Joel / Porcheron, Martin / Lucero, Andrés / 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
ACM Digital Library Link
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 / Chang, Y.-L. Betty / Fong, Cresencia / 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
ACM Digital Library Link
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 / Cheung, Victor / Scott, Stacey D. Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.93-102
ACM Digital Library Link
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 / 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
ACM Digital Library Link
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 / Cheung, Victor / Scott, Stacey D. Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.1239-1250
ACM Digital Library Link
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 / Richards, Dale / Scott, Steve / 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
Link to Digital Content at Springer
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 / 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
ACM Digital Library Link
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 / Scott, Stacey D. / Besacier, Guillaume / Tournet, Julie / Goyal, Nippun / Haller, Michael Proceedings of the 2014 ACM International Conference on Interactive Tabletops and Surfaces 2014-11-16 p.99-108
ACM Digital Library Link
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 / Chang, Y.-L. Betty / Scott, Stacey D. / Hancock, Mark Proceedings of the 2014 ACM International Conference on Interactive Tabletops and Surfaces 2014-11-16 p.185-194
ACM Digital Library Link
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 / Cheung, Victor / Watson, Diane / Vermeulen, Jo / Hancock, Mark / Scott, Stacey Proceedings of the 2014 ACM International Conference on Interactive Tabletops and Surfaces 2014-11-16 p.375-380
ACM Digital Library Link
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
ACM Digital Library Link
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 / Besacier, Guillaume / Tournet, Julie / Goyal, Nippun / 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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to HFES Digital Content
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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.
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