Activity-Based Computing (ABC) has been proposed as an organisational structure for local desktop management and knowledge work. Knowledge work, however, typically occurs in partially overlapping subgroups and involves the use of multiple devices. We introduce co-Activity Manager, an ABC approach that (i) supports activity sharing for multiple collaborative contexts, (ii) includes collaborative tools into the activity abstraction and (iii) supports multiple devices by seamlessly integrated cloud support for documents and activity storage. Our 14 day field deployment in a multidisciplinary software development team showed that activity sharing is used as a starting point for long-term collaboration while integrated communication tools and cloud support are used extensively during the collaborative activities. The study also showed that activities are used in different ways ranging from project descriptions to to-do lists, thereby confirming that a document-driven activity roaming model seems to be a good match for collaborative knowledge work.
Posts tagged: HCI
Co-activity manager: Integrating activity-based collaboration into the desktop interface
Carpus: A non-intrusive user identification technique for interactive surfaces
Interactive surfaces have great potential for co-located collaboration because of their ability to track multiple inputs simultaneously. However, the multi-user experience on these devices could be enriched significantly if touch points could be associated with a particular user. Existing approaches to user identification are intrusive, require users to stay in a fixed position, or suffer from poor accuracy. We present a non-intrusive, high-accuracy technique for mapping touches to their corresponding user in a collaborative environment. By mounting a high-resolution camera above the interactive surface, we are able to identify touches reliably without any extra instrumentation, and users are able to move around the surface at will. Our technique, which leverages the back of users' hands as identifiers, supports walk-up-and-use situations in which multiple people interact on a shared surface.
Using storyboards to integrate models and informal design knowledge
Model-driven development of user interfaces has become increasingly powerful in recent years. Unfortunately, model-driven approaches have the inherent limitation that they cannot handle the informal nature of some of the artifacts used in truly multidisciplinary user interface development such as storyboards, sketches, scenarios and personas. In this chapter, we present an approach and tool support for multidisciplinary user interface development bridging informal and formal artifacts in the design and development process. Key features of the approach are the usage of annotated storyboards, which can be connected to other models through an underlying meta-model, and cross-toolkit design support based on an abstract user interface model.
User modeling approaches towards adaptation of users' roles to improve group interaction in collaborative 3D games
User driven evolution of user interface models - the FLEPR approach
In model-based user interface development, models at different levels of abstraction are used. While ideas may initially only be expressed in more abstract models, modifications and improvements according to user's feedback will likely be made at the concrete level, which may lead to model inconsistencies that need to be fixed in every iteration. Transformations form the bridge between these models. Because one-to-one mappings between models cannot always be defined, these transformations are completely manual or they require manual post-treatment. We propose interactive but automatic transformations to address the mapping problem while still allowing designer's creativity. To manage consistency and semantic correctness within and between models and therefore to foster iterative development processes, we are combining these with techniques to track decisions and modifications and techniques of intra- and inter-model validation. Our approach has been implemented for abstract and concrete user interface models using Eclipse-based frameworks for model-driven engineering. Our approach and tool support is illustrated by a case study.
Squeeze me and i'll change: An exploration of frustration-triggered adaptation for multimodal interaction
Complex 3D interaction in virtual environments may inhibit user interaction and cause frustration. Supporting adaptivity based on the detected user frustration can be considered as one promising solution to enhance user interaction. Our work proposes to provide adaptive assistance to users who are frustrated during their interac- tion with 3D user interfaces in virtual environments. The obtrusive- ness of physiological measurements to detect frustration inspired us to investigate the pressure patterns exerted on a 3D input de- vice for this purpose. The experiment presented in this paper has shown a great potential on utilizing the finger pressure measures as an alternative to physiological measures to indicate user frustration during interaction. Furthermore, the findings in this particular con- text showed that adaptation of haptic interaction was effective in increasing the user's performance and making users feel less frus- trated in performing their tasks in the 3D environment.
Second workshop on engineering patterns for multi-touch interfaces
iDiscover: Towards the next generation of contextualised mobile museum guides
In this paper we present a conceptual reference framework – the iDiscover framework – to make informed decisions on integrating technology in a museum environment in order to enhance the visitor experience. Our framework presents four dimensions of context that have proven to be indispensible for situation the most appropriate solutions for a specific cultural heritage site: the degree of mobility, the degree of personalisation, the degree of interaction with the environment and the degree of social interactions. Three cases are described in which we succesfully used this reference framework for creating mobile guides that fit both with the context of use and with the needs of the cultural heritage institute.