2015-04-29 research seminar

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Supporting the Design of Distributed User Interfaces Ilya Shmorgun Supervised by David Lamas

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Supporting the Design of Distributed User Interfaces

Ilya ShmorgunSupervised by David Lamas

Designing for Artifact Ecologies

As more people have access to an increasing number of heterogenous devices, it becomes an important consideration for interaction design.

A designer needs to take into account: ● The available hardware and software.● The way interactions can be distributed across devices,

users, and environments.● People’s perception.

Focus Areas of HCI

Focus Areas of HCI

Distributed User Interfaces

A DUI is any application interface that can be distributed across different displays, devices, and users engaged in co-located or remote collaboration (Melchior, 2011).

Dimensions of UI Distribution (Elmqvist, 2011)

How DUIs are Designed?

The predominant approach is genius design, where a small team produces an artifact based on goals and requirements derived from literature and occasional user studies. The user experience or usability is usually not evaluated.

Inspiration often comes from observing how physical tools are used and how they can be combined to support specific activities.

The main theoretical frameworks used are Proxemics Theory and Activity-Based Computing.

Examples of proxemic interactions from Marquardt et al. (2012) Activity-Based Computing system proposed by Bardram et al. (2012)

Range of DUI Research Outcomes

Retrospective Interviews with the LearnMix Team

Challenges with Designing DUIs

The concept of distributed interactions is fuzzy, hard to grasp without reading a significant amount of domain-specific literature, and is difficult to apply in design.

There is a need for a well-established vocabulary, which is supplemented by a set of examples and possible usage scenarios.

There is a need to find ways for introducing people to technical issues, especially in situations, when they are not properly equipped to discuss or relate to them.

Questions

How to actually design DUIs?

How to ensure a higher probability that the designed artifact will resonate with users’ assumptions and will be appropriated by them?

Research Goal

The aim is to provide interaction designers with:● A set of options to be used in the design of distributed user

interfaces.● A clear rationale to be able to choose among those options

and understand the implications of the choices made.

Possible Solution

The result could take the shape of a decision support system for designing DUIs.

In addition, concrete examples need to be provided to illustrate how this support system could be used to inform the design of a real-life service.

Specifically, this could be realized through a collection of design patterns.

DUI Design Patterns

Design patterns are a means for laymen to acquire a vocabulary that would help them express and communicate their ideas (Borchers, 2000a).

A design pattern aims to present “a proven solution to a recurring design problem” in a format that is easy to understand and can help generate new ideas (Borchers, 2000b).

Individual patterns can be assembled into pattern languages, which have been successfully used in architecture and software engineering as a means of communicating design knowledge (Borchers, 2001).

Pattern Language Example (Remy et al. 2010)

A Pattern Language for Touch Gestures (Wroblewski, 2010)

Name

Ranking

Illustration

Problem statement

Examples

Solution

Diagram

Forces

Borcher’s Design Pattern Structure (Borchers, 2000a)

DIxD Design Pattern Structure Human-Artifact Model Borchers’ Design Pattern Structure

Design motivation Why would the artifact be used? Problem statement + forces

Design goal Why would the artifact be used? Problem statement + forces

Setting Why would the artifact be used? Solution

Summary What can be done with the artifact? Solution

Examples What can be done with the artifact? Examples + Illustrations

Description How should the artifact be used? Solution

Enabling technology How can the artifact be operated? Solution

Diagram How can the artifact be operated? Diagram

Theory - Solution

References - References (implicit)

- - Ranking - not used (only later if we develop a way to establish the relevance of each design patterns OR if we are able to compare competing solutions)

- - Context - not used (only later if our work evolves into a pattern language)

Future Work

● [ST] Clarify the concepts and relationships in the DIxD pattern language.

● [ST] Assess the expressiveness of the patterns language by using it to analyze existing DUIs.

● [ST] Design a mobile DUI based on the DIxD pattern language.

● [MT] Assess the relevance of the DIxD pattern language for interaction designers.

● [MT] Explore how people interact with DUIs designed with DIxD patterns and improve the language based on that.

References● Melchior, J. (2011). Distributed user interfaces in space and time (p. 311). Presented at the Proceedings of the 3rd ACM SIGCHI

symposium on Engineering interactive computing systems - EICS '11, New York, New York, USA: ACM Press. http://doi.org/10.1145/1996461.1996544

● Elmqvist, N. (2011). Distributed User Interfaces: State of the Art. In J. A. Gallud, R. Tesoriero, & V. M. R. Penichet, Distributed User Interfaces (pp. 1–12). London: Springer London. http://doi.org/10.1007/978-1-4471-2271-5_1

● Rädle, R., Jetter, H.-C., Marquardt, N., Reiterer, H., & Rogers, Y. (2014). Demonstrating HuddleLamp: Spatially-Aware Mobile Displays for Ad-hoc Around-the-Table Collaboration. the Ninth ACM International Conference (pp. 435–438). New York, New York, USA: ACM. http://doi.org/10.1145/2669485.2676584

● Wroblewski, L. (2010). Touch Gesture Reference Guide. Retrieved from http://www.lukew.com/ff/entry.asp?1071 ● Marquardt, N., Hinckley, K., & Greenberg, S. (2012). Cross-device interaction via micro-mobility and f-formations (p. 13). Presented at

the Proceedings of the 25th annual ACM symposium on User interface software and technology - UIST '12, New York, New York, USA: ACM Press. http://doi.org/10.1145/2380116.2380121

● Bardram, J. E., Houben, S., Nielsen, S., & Gueddana, S. (2012). The Design and Architecture of ReticularSpaces – an Activity-Based Computing Framework for Distributed and Collaborative SmartSpaces (p. 269). Presented at the Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems - EICS '12, New York, New York, USA: ACM Press. http://doi.org/10.1145/2305484.2305529

● Borchers, J. O. (2000a). A pattern approach to interaction design. Presented at the Proceedings of the conference on Designing interactive systems processes, practices, methods, and techniques - DIS '00, New York, New York, USA. http://doi.org/10.1145/347642.347795

● Borchers, J. O. (2000b). CHI meets PLoP: An Interaction Patterns Workshop. ACM SIGCHI Bulletin, 32(1), 9–12. http://doi.org/10.1145/333329.333330

● Borchers, J. (2001). A Pattern Approach to Interaction Design. Wiley. Retrieved from http://www.amazon.com/dp/0471498289/ ● Mendel, J. (2012). A taxonomy of models used in the design process. Interactions, 19(1), 81. http://doi.org/10.1145/2065327.2065343