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ISSN 1744-1986 Technical Report N o 2008/19 Augmenting Collaborative Tasks with Shareable Interactive Surfaces Richard Morris 19 th December 2008 Student Research Proposal Department of Computing Faculty of Mathematics and Computing The Open University Walton Hall, Milton Keynes MK7 6AA United Kingdom http://computing.open.ac.uk
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Page 1: Augmenting Collaborative Tasks with Shareable Interactive ...computing-reports.open.ac.uk/2008/TR2008-19.pdf · ISSN 1744-1986 Technical Report No 2008/19 Augmenting Collaborative

ISSN 1744-1986

T e c h n i c a l R e p o r t N o 2 0 0 8 / 1 9

Augmenting Collaborative Tasks with Shareable Interactive Surfaces

Richard Morris

19th December 2008

Student Research Proposal

Department of Computing Faculty of Mathematics and Computing The Open University Walton Hall, Milton Keynes MK7 6AA United Kingdom http://computing.open.ac.uk

Page 2: Augmenting Collaborative Tasks with Shareable Interactive ...computing-reports.open.ac.uk/2008/TR2008-19.pdf · ISSN 1744-1986 Technical Report No 2008/19 Augmenting Collaborative

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Page 3: Augmenting Collaborative Tasks with Shareable Interactive ...computing-reports.open.ac.uk/2008/TR2008-19.pdf · ISSN 1744-1986 Technical Report No 2008/19 Augmenting Collaborative

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Page 4: Augmenting Collaborative Tasks with Shareable Interactive ...computing-reports.open.ac.uk/2008/TR2008-19.pdf · ISSN 1744-1986 Technical Report No 2008/19 Augmenting Collaborative

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Page 5: Augmenting Collaborative Tasks with Shareable Interactive ...computing-reports.open.ac.uk/2008/TR2008-19.pdf · ISSN 1744-1986 Technical Report No 2008/19 Augmenting Collaborative

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Page 6: Augmenting Collaborative Tasks with Shareable Interactive ...computing-reports.open.ac.uk/2008/TR2008-19.pdf · ISSN 1744-1986 Technical Report No 2008/19 Augmenting Collaborative

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!!"

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"Figure 1: Extended McGrath Circumplex (Ward, Marshall and Novick, 1995)

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"Figure 2: Description of Task Classification

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(>S<9B"M4"DBK:C4">F"E"fG>7;"GEIc":X">FF<BF"F<99:<7;>7S"8R>F"9BFBE9=R"E7;">7=K<;BF"

E"K>F8":X"I:8B78>EK"8EFJF"X:9"F8<;T"E7;"8RB"=KEFF>X>=E8>:7"E9:<7;"CR>=R"E7"BYIKE7E8:9T"X9EGBC:9J"=E7"DB";BABK:IB;?"&RB"8EFJF"E9B";>A>;B;">78:"S9:<IF"DT"

:DhB=8"8TIB"E7;"F:=>EK"S9:<I>7S?""

&RB":DhB=8"8TIB";>A>F>:7"=:7F>F8F":X"EDF89E=84"=:7=9B8B"E7;"G>YB;"DEFB;":7"

CRB8RB9"8RB":DhB=8F"DB>7S"GE7>I<KE8B;":7"8RB"8EDKB8:I"9BI9BFB78"=:7=9B8B"

IRTF>=EK">8BGF"F<=R"EF"A>;B:4":9"EDF89E=8"=:7=BI8F4"F<=R"EF"X>7E7=>EK";E8E4":9"E9B"E"

G>Y8<9B":X"D:8R4"F<=R"EF"=9>G>7:K:ST">7ABF8>SE8>:7F"b"CR>=R"GET"=:78E>7"

9BI9BFB78E8>:7F":X">8BGF":X"BA>;B7=B"X:<7;"EF"CBKK"EF"GEIF"E7;"I:I<KE8>:7";E8E?"

&RB"F:=>EK"S9:<I>7S";>A>F>:7"FR:CF"CRB8RB9"8RB"GBGDB9F":X"8RB"S9:<I"=:KKED:9E8>7S">7"8RB"8EFJ"REAB"8RB"FEGB"KBABK":X"<7;B9F8E7;>7S":X"8RB":DhB=8F"E7;"

=:7=BI8F">7"<FB?"(:9"BYEGIKB4">X"8RB"8EFJ">7A:KABF"E9=R>8B=8F";BF>S7>7S"E7;";>FIKET>7S";BF>S7F"8:"E"=K>B784"8RB"KBABK":X"J7:CKB;SB":X"8RB"8C:"IE98>BF"C>KK"DB"

EFTGGB89>=EK4"D:8R">7"8B9GF":X"<F>7S"8RB">78B9E=8>AB"8EDKB8:I"EIIK>=E8>:7"E7;"8RB"

I9:=BFFBF"E7;"F<D8KB8>BF":X"=9BE8>7S"8RB"=:78B78?"&RB":DhB=8F"`B?S?"E"ML"9B7;B9>7S":X"E"D<>K;>7Sa":7"8RB"8EDKB8:I"=E7"8RB7"DB"<FB;"EF";B>=8>="I:>78":X"9BXB9B7=B"8:"

;>F=<FF"8RB">FF<BF"=:7=B97B;?"-7"BYEGIKBF"F<=R"EF"BYIK:9>7S"X>7E7=>EK";E8E4"8RB"

RTI:8RBF>FB;"=:KKED:9E8>7S"S9:<I"GBGDB9F"C:<K;"EKK"REAB"E"F>G>KE9"<7;B9F8E7;>7S":X"8RB";E8E"E7;">8F"9BI9BFB78E8>:7F4"E7;"8R>F"C:<K;"EKK:C"EKK"

GBGDB9F":X"8RB"S9:<I"8:">78B9E=8"F>G<K8E7B:<FKT4":9"8EJ>7S"8<97F"EF"8RBT"BYIKE>7":9"BYIK:9B"E7">;BE?"

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!Q"

"Figure 3: ‘Mindmap’ Illustrating Possible Task Types and Issues in Addressing Research Question

To the right are the numbers of the extended McGrath definitions outlined in 2.2.1 illustrating an example

of how these tasks cover a wide range. Contests/Battles (number 7) has not been included as this was not

viewed to be a collaborative task.

!"

]"

Q"

["

!W"

M4"N"

6"

@"

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!]"

"

Table 1: The Spectrum of Tasks

+DF89E=8" (>7E7=>EK"+7EKTF>F"

w" LBF>S7"d"Z9E>7F8:9G>7S"

x"#9>G>7EK"-7ABF8>SE8>:7""

`.>YB;"<FB":X":DhB=8Fa"

v &:<9>F8")XX>=B"

#:7=9B8B" 2>;B:"'BXKB=8>:7"`*I:98F"#:E=R>7Sa"

"

+7:8RB9"CET"8:"=KEFF>XT"8RB"8EFJF"FR:C7">7"(>S<9B"M">F"8:"=:7F>;B9"8RB"8TIB":X"

:DhB=8F"E7;"E98BXE=8F"<FB;">7"8RB"8EFJF?"&R>F">F">KK<F89E8B;"EF"E"=:78>7<<G">7"&EDKB"

!?"-7":9;B9"8:"FBB"8RB"S9BE8BF8"BXXB=8"F>VB":X"8EFJ"8TIB"EK:7S"8RB"EDF89E=8O=:7=9B8B"

FIB=89<G"-"FREKK"X:=<F"GT"9BFBE9=R":7"8RB"BY89BGB"B7;F?"

A3030 :9+1&%#1(5.&+2+(M*-#&.1.(

-7"8RB"ED:AB">KK<F89E8>:7"FBAB9EK"8TIBF":X"8EFJ"E9B">7=K<;B;"X:9"8RB>9"F<>8ED>K>8T"X:9"

8EDKB8:I"EIIK>=E8>:7F?"&RBFB"XEKK">78:";>XXB9B78"S9:<IF"E==:9;>7S"8:"8RB>9">78B7;B;"

<FB"E7;"<FB9"S9:<IF?"+"I9:IB98T"7:8"FR:C7">7"8RB";>ES9EG">F"8RB";>XXB9B7=B"

DB8CBB7"8EFJF"CR>=R"9B^<>9B"EDF89E=8"8R:<SR8"E7;"8R:FB"9B^<>9>7S"9BXKB=8>:7"

8R9:<SR"f=:7=9B8Bc"GB;>E"F<=R"EF"A>;B:?"&EFJF"F<=R"EF";BF>S7>7S"d"D9E>7F8:9G>7S"

:9"E7EKTF>F":X"X>7E7=>EK";E8E"E9B">7"8RB"EDF89E=8"=E8BS:9T"EF"8RB"8EDKB8:I"EIIK>=E8>:7">F"EFF>F8>7S">7"<7;B9F8E7;>7S"BFFB78>EKKT"EDF89E=8">;BEF"F<=R"EF"

G:7BT":9"X:9=BF?")8RB9"8EFJF"F<=R"EF"FI:98F"89E>7>7S":9"=:GGE7;"E7;"=:789:K"E9B"

=:7=9B8B">7"8RB"FB7FB"8RE8"8RBT":IB9E8B"<F>7S"A>;B:":9"9BI9BFB78E8>:7F":X"

IRTF>=EK"E98BXE=8F?"

&RB";>XXB9B7=B"DB8CBB7"EDF89E=8"E7;"=:7=9B8B"X:9GF":X"8EFJ"EKF:"9BI9BFB78F"E"

;>XXB9B7=B">7"8RB"=:S7>8>AB"I9:=BFFBF"DB>7S"IB9X:9GB;?"+DF89E=8"8EFJF"F<=R"EF"

SE>7>7S"E7"<7;B9F8E7;>7S":X"X>7E7=>EK";E8E4":9";:>7S"CRE8O>X"GE7>I<KE8>:7F"B8=?">7A:KAB"GEJ>7S"h<;SGB78F"E7;";B=>F>:7F?"&RB"=:7=9B8B"8EFJF"E9B"DEFB;":7"

BY>F8>7S">7X:9GE8>:7"E7;"E98BXE=8F4"F<=R"EF"E"I9BO9B=:9;B;"A>;B:4"E7;"8RB"S:EK"

RB9B">F"8:"9BXKB=8"E7;">GI9:AB"<7;B9F8E7;>7S"`FBB"P>F8:7"E7;"nB>=R7B94"!]][a?"

+"=:7=9B8B"8TIB":X"8EFJ">7>8>EKKT"=R:FB7"X:9">7ABF8>SE8>:7">7"GT"/RL">F"FI:98F"

=:E=R>7S?"&RB"GE>7"9BEF:7F"X:9"8R>F"E9B"GT"BYIB9>B7=B"E7;">78B9BF8">7"8R>F"E9BE4"

8RB"EFIB=8":X"KBE97>7S"8RE8">F">7A:KAB;4"8RB"XE=8"8RE8"8R>F"8EFJ">F"EK9BE;T"F<II:98B;"DT"/#"EIIK>=E8>:7F"X:9"A>;B:"9BA>BC>7S4"D<8"8RB"8EFJ"EKF:"EIIBE9F"8:"KB7;">8FBKX"8:"

:8RB9"X:9GF":X"E<SGB78E8>:7"`F<=R"EF"CEKK":9"8EDKB8:I"DEFB;">78B9E=8>:7a?"+7"EDF89E=8"8TIB":X"8EFJ"C>KK"DB"=R:FB"X9:G"8R:FB"CR>=R">7A:KAB"EDF89E=8";E8E"F<=R"EF"

X>7E7=>EK">7X:9GE8>:7":9":8RB9"KE9SB";E8EFB8F"CRB9B4"=<99B78KT4">7;>A>;<EK"8::KF"

E9B"<FB;"DT"S9:<IF4"F<=R"EF"E"FI9BE;FRBB8":7"E"/#?"&R>F"EIIBE9F"8:"KB7;">8FBKX"8:"

B7RE7=BGB78"DT";BABK:IGB78":X"E"=:KKED:9E8>AB"A>F<EK>FE8>:7"E7;"E7EKTF>F"

EIIK>=E8>:7?"+F"GB78>:7B;"ED:AB4"8RBFB"8C:"8EFJF"E9B"=R:FB7"8:"I9:A>;B"

=:789EF8>7S"BA>;B7=B":X"=:KKED:9E8>:7"E7;"8R>7J>7S"C>8R">78B9E=8>AB"8EDKB8:IF?"

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6W"

+7"BYEGIKB":X"R:C"=:7=9B8B"E7;"EDF89E=8"8EFJF"GET";>XXB9">F">7"8B9GF":X"8RB"

IE88B97F":X"R:C"8RB"<FB9F"C:9J"E8"8RB"8EDKB"E7;"CRB9B"9BXKB=8>:7":==<9F?"(:9"BYEGIKB4"=:7=9B8B"8EFJF"GET">7A:KAB"FIB7;>7S"8RB"S9BE8B9"IB9>:;":X"8>GB";:>7S"

E7"E=8>A>8T"`B?S?"IB9X:9G>7S"FI:98"E7;"=EI8<9>7S">8":7"A>;B:a"E7;"E"K>88KB"D>8":X"

8>GB4">7ODB8CBB74"9BXKB=8>7S"E8"8RB"8EDKB8:I4"CRB9BEF">7"EDF89E=8"8EFJF4"F<=R"EF"

<7;B9F8E7;>7S"X>7E7=>EK";E8E4"<FB9F"GET"FIB7;"G:9B"8>GB"C:9J>7S"E8"8RB"

8EDKB8:I"E7;"8RB7"D9>BXKT"F8BI"DE=J"E7;"9BXKB=8":<8F>;B":X">8?"P>F8:7"E7;"nB>=R7B9"

`!]][a"E7;",E88:7"E7;"*G>8R"`!]]@a"REAB"F<SSBF8B;"8RE8"9BXKB=8>:7"=E7":==<9">7"

;>XXB9B78"8>GBX9EGBF4"X9:G">7F8E78"9BE=8>:7"8:"K:7SO8B9G"=:7F>;B9E8>:7"E7;"

=RE7SBF":X"I:>78O:XOA>BC?",E88:7"E7;"*G>8R"REAB"EKF:"F<SSBF8B;"8RE8"REA>7S"E"9B=:9;":X"C:9J"8RE8"IB9F>F8F":AB9"E"K:7S"8>GB"=E7"DB"<FBX<K"X:9"9BXKB=8>:7"DT"

I9:A>;>7S"E"DEF>F"X:9"9BX9EG>7S"<7;B9F8E7;>7S":AB9"8>GB?"&RB">FF<B":X"R:C"

9B=:9;F"E9B"9BA>F>8B;":AB9"8>GB"C>KK"7BB;"8:"DB"BYEG>7B;"X:9"8EFJF"F8<;>BF">7"8R>F"

9BFBE9=R?"

(9:G"8RB">78B9A>BCF"E7;":DFB9AE8>:7F4"-"IKE7"8:"SB7B9E8B"RTI:8RBFBF"ED:<8"=:KK:=E8B;"=:KKED:9E8>:7"<F>7S"*-L$*"X:9"=:7=9B8B"E7;"EDF89E=8"8EFJF"8RE8"8EJB"

>78:"E==:<78"8RB"X:KK:C>7SU"

• e<;SGB784"=9BE8>A>8T"E7;"9BXKB=8>:7"C>KK"DB"B7RE7=B;"CRB7"<F>7S"8EDKB8:IF"X:9"=:KKED:9E8>AB"C:9J4"=:GIE9B;"8:"BY>F8>7S"GB8R:;Fg"

• &RB"BXXB=8"C>KK";>XXB9"X:9"EDF89E=8"E7;"=:7=9B8B"8EFJF4"C>8R"8RB"X:9GB9"

FR:C>7S"E"S9BE8B9"DB7BX>8">7"h<;SBGB78"E7;"8RB"KE88B9">7"9BXKB=8>:7?"&R>F">F"

;<B"8:"8RB"F:=>EK"E7;"=:S7>8>AB"I9:=BFFBF";>XXB9>7S"DEFB;":7"8TIBF":X"

:DhB=8"GE7>I<KE8B;">7"8RB"8EFJ?"

A37 !.+.%&#$(421#*;.+(

&RB"IKE77B;"9BFBE9=R":<8=:GBF"E9BU"

• +7"BGI>9>=EKKTOS9:<7;B;"<7;B9F8E7;>7S"E7;"E7"BYIKE7E8:9T"X9EGBC:9J"

:XU"o ,:C";>XXB9B78"8EFJ"8TIBF"EXXB=8"=:KK:=E8B;"=:KKED:9E8>AB"C:9Jg"

o ,:C"8RB"EXX:9;E7=B":X"*-L$*"EXXB=8"=:KK:=E8B;"=:KKED:9E8>AB"C:9Jg"

"

• -"EKF:"IKE7"8:";BABK:I"RB<9>F8>=F"X:9"8RB";BF>S7"E7;"BAEK<E8>:7":X"*-L$*"

EIIK>=E8>:7F"X:9"=:KK:=E8B;"=:KKED:9E8>AB"C:9J?"

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6!"

B !.+.%&#$().1$*'*?*GH(

&R>F"FB=8>:7":<8K>7BF"8RB"GB8R:;F"E7;"8B=R7>^<BF"I9:I:FB;"8:"E=R>BAB"8RB"

:DhB=8>ABF"E7;":<8=:GBF";BF=9>DB;">7"*B=8>:7"M?"

&R9BB"IREFBF":X"C:9J"E9B"IKE77B;U"

/REFB"!U" -7ABF8>SE8>7S"&EFJF"

/REFB"6U" #:7;<=8>7S"$YIB9>GB78F"

/REFB"MU" $AEK<E8>:7"E7;"(9EGBC:9J"#:7F:K>;E8>:7"

(:9"8RB"X>9F8"IREFB4"-"IKE7"8:"=:7;<=8"FBAB9EK">78B9A>BCF"E7;":DFB9AE8>:7EK"

F8<;>BF"C>8R"IB:IKB">7"FI:98F"89E>7>7S"E7;"8R:FB"CR:"C:9J"C>8R"8EFJF">7A:KA>7S"

KE9SB"EDF89E=8";E8E"FB8F?"&RB"FB=:7;"IREFB"C>KK">7A:KAB"=E99T>7S":<8"=:789:KKB;"

BYIB9>GB78F"8:"8BF8"8RB"RTI:8RBFBF"SB7B9E8B;">7"8RB"X>9F8"IREFB?"&RB"8R>9;"IREFB"

C>KK">7A:KAB";BABK:I>7S"S<>;BK>7BF"X:9"8RB"DBF8"<FB":X"*-L$*"E7;";BABK:I>7S"E7"

BYIKE7E8:9T"X9EGBC:9J?"

-"REAB"EK9BE;T"=:7;<=8B;"FBAB9EK">78B9A>BCF"`FBB"DBK:Ca">7":9;B9"8:"KBE97"G:9B"ED:<8"8C:"BY>F8>7S"8EFJ"8TIBFU"FI:98F"=:E=R>7S"E7;"X>7E7=>EK"X:9B=EF8>7S?"&R>F"

C:9J"REF"S>AB7"E"I:F>8>AB">7;>=E8>:7":X"8RB"I:8B78>EK"BXXB=8>AB7BFF":X"E"*-L$*"

F:K<8>:7?"

B30 8$%+.(0J(,-5.+1"G%1"-G(F%+>+(

B3030 8&.?";"-%&H(,-1.&5".6+(M*;<?.1.'(

-7"8RB"X:KK:C>7S"IE9ES9EIRF"-"REAB"F<GGE9>FB;"8RB">78B9A>BCF"8RE8"-"REAB"

EK9BE;T"=:7;<=8B;?"(:9"E7"BY8B7;B;";BF=9>I8>:7":X"8RB">78B9A>BCF"FBB"+IIB7;>Y"

+[?"

&RB"SB7B9EK"X>7;>7S":X"8RB"8C:"FI:98F"=:E=R>7S">78B9A>BCF"=:GIKB8B;">F"8RE8":7B"

:X"8RB"GE>7"8EFJF">7A:KAB;">F"9BXKB=8>:7":7"A>;B:"BA>;B7=B4"E>GB;"E8"8RB"IKETB9"

E7;"S<>;B;"DT"8RB"=:E=R?"&R>F">F"F:GB8R>7S"X:9"CR>=R"/#ODEFB;"F:X8CE9B"F:K<8>:7F"REAB"DBB7";BABK:IB;"E7;"D:8R">78B9A>BCBBF"ES9BB;"8RE8"8RB"BY89E"BEFB"

:X"=:KKED:9E8>:7"E9:<7;">78B9E=8>AB"8EDKB8:IF"C:<K;"DB"DB7BX>=>EK?"

-7"8B9GF":X"EDF89E=8"8EFJ"8TIBF4"+7;9BC"/>IB9">F"9BFI:7F>DKB"X:9"=:GG<7>=E8>7S"

D<F>7BFF"E7EKT8>=F"8:">7ABF8:9F"E7;")0"RBE;F?"-7"8RB">78B9A>BC"RB";BF=9>DB;"

=:GG:7"F=B7E9>:F"CRB9B"RB"G<F8";>F=<FF"8RB"9BF<K8F":X"R>F"E7EKTFBF":X"D<F>7BFF";E8E"E7;"B7F<9B"8RE8"EKK"GBGDB9F":X"E"S9:<I"REAB"E7"<7;B9F8E7;>7S":X"E"=:GIKBY"

S9:<I":X";E8E"FB8F"E7;"8RB>9">GIK>=E8>:7F?",B"ES9BB;"8RE8"E7">78B9E=8>AB"8EDKB8:I"=:<K;"DB"DB7BX>=>EK">7"8RBFB"=:KKED:9E8>AB"FB88>7SF"DT"A>98<B":X"8RB"F<II:98"X:9"

=:KKED:9E8>:74"fCRE8O>Xc"E7EKTFBF"E7;";>9B=8"GE7>I<KE8>:7"CR>=R"EKK:C"E";BBIB9"

<7;B9F8E7;>7S":X"8RB";E8E"E7;"8RB"9BKE8>:7FR>IF"8RB9B>7?"&R>F"=:<K;">7A:KAB"R>F"<F>7S"8RB"8EDKB8:I"8:"I9BFB78";E8E"E7;";>FIKET";>XXB9B78"A>F<EK>FE8>:7F"E7;"

89E7FX:9GE8>:7F4":9"8:"EKK:C"8RB"E<;>B7=B"8:"BYIK:9B"8RB";E8E"DT"8RBGFBKABF?"

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66"

B3037 I212&.(,-1.&5".6+(

.:9B">7O;BI8R">78B9A>BCF"E9B"IKE77B;"X:9";>XXB9B78"8EFJF"`FBB"+IIB7;>Y"+Ha?"

*:GB":X"8RBFB"IKE77B;">78B9A>BCF"REAB"=:GB"ED:<8"X9:G">7X:9GE8>:7"SE8RB9B;">7"

8RB"I9BK>G>7E9T">78B9A>BCF?"&RB"I:FF>D>K>8T":X"=RE7SBF">7"8RB";>9B=8>:7":X"8RB"

9BFBE9=R"9BF<K8>7S"X9:G"7BC">7X:9GE8>:7"EKCETF"BY>F8F?"&RB"E>G":X"8RBFB">7>8>EK"

>78B9A>BCF">F"8:"EF=B98E>7"CR>=R"8EFJ"8TIBF"C>KK"I9:A>;B"8RB"G:F8"BXXB=8>AB"9BF<K8F?"&RE8">F"8:"FET"8RE8"E";BS9BB":X"h<;SGB78">F"7B=BFFE9T"8:"I9B;>=84"DEFB;":7"8RB"

<7;B9F8E7;>7S":X"I9BA>:<F"C:9J">7"8RBFB"E9BEF4"CR>=R"EAB7<BF":X"BYIK:9E8>:7"

C>KK"KBE;"8:"8BF8EDKB"RTI:8RBFBF"CR>=R"C>KK"=:789>D<8B"8:"8RB";BABK:IGB78":X"8RB"

BYIKE7E8:9T"X9EGBC:9J"X:9"8RB"DBF8"<FB":X"*-L$*?"

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!"#

$%&''#()%*'#

10 11 12 13 14 2009 16 17 18 19 20 21 22 23 24 25 2010 27 28 29 30 31 32

Sep Oct Nov Dec Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec Jan Feb Mar Apr May Jun Jul

Phase 0: Literature Review

Task Taxonomy

Framework

Development

Phase 1:

Interviews & Observation

Concrete Tasks

Abstract Tasks

Phase 2: Experimentation

Requirements Analysis

Coding / Prototyping

Framework / Testing

Phase 3: Analysis and

Framework Development

Coding and stats

Framework

Consolidation

Writing Up

Internship

Page 28: Augmenting Collaborative Tasks with Shareable Interactive ...computing-reports.open.ac.uk/2008/TR2008-19.pdf · ISSN 1744-1986 Technical Report No 2008/19 Augmenting Collaborative

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Sidanius, J. and Pratto, F. (1999) Social Dominance: An Intergroup Theory of Social

Hierarchy and Oppression. New York: Cambridge University Press.

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Framing Fluidity: The Flow of Ideas across Interactions ???

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ABSTRACT

The concept of fluidity is increasingly being used in the HCI

literature to describe a desired state of user experience,

especially for new interfaces such as multi-touch surfaces and

pervasive technologies. Design principles and guidelines have

been suggested to achieve optimally fluid interactions.

However, the term is in a state of flux and has proven difficult

to operationalise. Means of evaluation and the true value of

fluid interaction are still in debate. In this paper, we provide a

critique of the various uses of the term fluidity, focussing on the

flow of ideas across interactions. To analyse fluidity we

propose a framework, comprising three heuristics: ready-

presence ratio, cognitive focus and interaction matrices. We

show how this can be used to examine the both the user’s

cognitive state when carrying out tasks and the switching of

attention between interface and conversation in collaborative

settings and learning environments.

Categories and Subject Descriptors

H.1.2 [User/Machine Systems]: human factors, human

information processing, software psychology.

H.5.2 [Information Interfaces and Presentation (e.g., HCI)]:

user interfaces.

General Terms

Measurement, Design, Human Factors, Theory.

Keywords

Fluidity, User Experience, Interaction, Interface Design

1. INTRODUCTION “The hope is that in not too many years, human brains and

computing machines will be coupled together very tightly,

and that the resulting partnership will think as no human

brain has ever thought.” (J.C.R. Licklider, 1960)

The way we interact with computers and what we do with them

is changing at a rapid rate. Only 20 years ago, most of us used a

PC primarily to launch a word processing application in order

to create and edit text. Much of HCI research at the time

followed suit, focusing on how to design usable interfaces that

could make text editing interfaces easier for users [e.g., 8].

Efficiency, effectiveness, learnability, utility and safety emerged

as the core usability principles guiding interface design [41].

Design principles such as visibility, affordance, feedback and

consistency also came to the fore [41].

Since the ‘80s, our everyday and work lives have become

suffused with technologies of every shape and form, from

mobile phones to large multi-touch displays, performing all

manner of functions. In an attempt to keep up with the

technological advances, a central concern in current day HCI is

to consider what other kinds of principles are now needed to

guide the design of the diversity of new human-computer

interactions [10].

A development has been the emergence of a plethora of terms

that describe more subjective aspects of the user experience

when interacting with a technology, such as aesthetically

pleasing, rewarding, motivating and emotionally fulfilling [41].

Higher-level concepts have also entered the HCI vocabulary

that aim to define desirable properties of interfaces, such as

findability [34], ambiguity [15] and shareability [41]. One that

is increasingly being used in the literature to describe the

fundamental aspects of interaction is ‘fluidity,’ for example;

“dialog boxes and prompts...hinder fluid interaction” [19, pg.

3], “occlusion can be an obstacle to fluid interaction with a

shared object.” [40, pg. 9] and “a flexible set of tools allowing

fluid transitions between views is required to fully

support...collaboration” [43, pg. 10].

Fluidity in general parlance means the physical property of a

substance that enables it to flow. In HCI, this is the property of

an interface which allows ideas and information to flow.

Similar to how affordance became widely used in the HCI

community [36], the term is being increasingly used by

researchers, designers and practitioners. One of the reasons is

its accessibility; it encapsulates tangible properties that are easy

to imagine and which are suggestive of a variety of phenomena,

such as the flow of data, interaction and thoughts, in a

continuous way and across a period of time. The term can be

used to express things that are otherwise difficult to articulate.

However, the problem of using fluidity in such a loose way is it

becomes difficult to operationalise in any meaningful sense.

Within HCI, it has been used to describe a range of different

phenomena, including: the smooth transfer of data between

devices [7]; the avoidance of interruptions to the user’s

workflow [19, 6]; the naturalness of an interface in relation to

its functions [12]; supporting the transitions between activities

[40] through boundaries [28] and with animation [6, 17, 23].

For it to have utility as a guiding principle it is necessary to be

more precise in defining its qualities, i.e., how it is possible to

allow an idea or expression to flow from the user through a

machine. The goal of this paper is to explicate the concept of

fluidity in the context of HCI and suggest a framework for how

it can be operationalised to inform both the design and

evaluation of interactions for the diversity of emerging

ubiquitous technologies.

Throughout this paper we examine the effects of the users’ level

of expertise, their interactions with the task, the interfaces of the

various technologies at play, the physical environment and their

interactions with other people. A focus is on the level of task

complexity the technology or interface is designed for, and how

© The Authors 2007.

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many assumptions the designer or software makes about the

users and how the tools will be used. Following our critique, we

present three complimentary heuristics that are intended to be

used as analytic measures of fluidity and illustrate how they can

be used through worked examples.

2. FROM SEAMLESSNESS TO FLOW Mark Weiser’s vision of ubiquitous computing centred around

the idea of seamless interactions that are rendered invisible to

the user:

“A good tool is an invisible tool. By invisible, I mean that

the tool does not intrude on your consciousness; you focus

on the task, not the tool...” [44, pg. 1]

He went on to say how the disappearance should not be a result

of the technology per se, but of cognition [45]. Information

would appear in the centre of our attention when needed and

disappear into the periphery of our attention when not.

Moreover, when things disappear into the background people

can use them without thinking, which allows them to focus on

higher-level goals.

Since Weiser’s seminal article, the notion of seamlessness has

frequently been used to refer to what technology should be like

in the future, namely, without distinct boundaries between

devices and functions. However, as noted by [32], Weiser was

not necessarily endorsing a concept of seamlessness in the

sense of a physical property of the technology. The point is that

computing systems need not hide their visible boundaries to

conceal their shortcomings and, equally, it may be desirable to

have seamfulness where the context is appropriate. Indeed, it is

possible to have ‘beautiful seams’ [9], such as being able to

choose which cell mast your mobile phone will connect to

instead of the phone software, being led by the assumptions of

its designer, choosing for you.

It has been argued that the ideal situation would be when

technologies are “literally visible, effectively invisible” [9]. The

idea of seamlessness has also been recast in terms of

ordinariness [13], in the sense that ordinary things do not

intrude into our consciousness whereas extraordinary things do.

Related to ordinariness is the property of expertise or

automaticity – things which are familiar to us or which we are

expert with are psychologically different compared with novel

things. And when couched in terms of expertise, the notion of

flow becomes relevant.

Czikszentmihalyi [11] first described how individuals can

achieve a state of flow by engaging in a task where their skills

are matched to the task(s) – somewhere between the states of

anxiety and boredom. These ‘flow experiences’ are subjectively

described as enjoyable and creative by the individuals

experiencing them, which suggests that this would be a good

state for a computer user to be in. A computer interface which

allows users to enter a ‘flow state’ is one which is performing

well and not frustrating them. Reviewing the literature, fluidity

has sometimes been used to represent this quality of ‘flow’ in

using an interface, when the user is not frustrated, bored or

restricted by the limitations of the interface [3, 6, 17, 37].

Reliably designing for these states has been difficult. This is

where the notion of fluidity has been brought to bear.

3. FROM TRANQUIL INTERACTION TO

EVER-READY One of the first researchers in HCI to use the phrase fluidity

was Guimbretière [19] who drew on an analogy to how we

interact with physical tools:

“Based on our observations of fluid expert interactions from

everyday life, such as driving a car or playing a violin, we

have designed and built a fluid interaction framework which

encourages gesture memory, reduces the need for dialog

with the user, and provides a scoping mechanism for modes.

Together, these features progressively make the cognitive

load of using the interface disappear. The user becomes free

to focus on other tasks, the same way one can drive a car

while conversing with a passenger.” [18, pg. iv]

Applying this idea to the design of computer interfaces

Guimbretière developed a framework that comprised of five

principles thought to lead to more fluidity. These are reducing

cognitive load, avoiding temporal modes, avoiding dialogs,

developing graceful latency management and avoiding visual

artefacts.

Reducing Cognitive Load

By simplifying commands and helping the user become familiar

with the interface more quickly, cognitive load can be reduced,

freeing up the user to focus on higher-order goals.

Avoiding Temporal Modes

If an interface has different modes which persist over time, such

as selecting a paint or text tool in a graphics package, or using

the Caps Lock key, a user might become confused momentarily

if their work is interrupted or if they forget which temporal

mode they are working in. Spatial modes or quasi-modes (using

the Shift key is an example of a quasi-mode) are considered to

be preferable for fluid interfaces.

Avoiding Dialogs

Dialogs appear when the application requires some clarification

from the user or to notify the user of a state change. These can

distract the user and require direct manipulation to deal with

(i.e. clicking the OK button) and therefore interrupt the flow of

work. Additionally, on large screens a dialog box may go

unnoticed and cause confusion when it interferes with the

users’ area of focus [4].

Developing Graceful Latency Management

If a user has to wait more than a few tenths of a second after

issuing a command for it to be completed by the computer they

change their interaction style, slowing down their interactions

and checking to see if their commands were issued correctly.

Guimbretière suggests that, since users are good at switching

between tasks, providing low-fidelity feedback on the state of

their running commands and providing the ability to switch

between tasks is a way of overcoming these problems [25].

This is not just an issue of speed. An interaction can be slow

but also fluid. For example, interfaces that are deliberately

designed to forcefully slow down the interaction, such as the

Drift Table [16] and pHotOluck [32] have the effect of shifting

the users’ attention to other aspects of the interaction which are

related to higher order functions of a task, like reflecting on

their experience or socialising more.

Avoiding Visual Artefacts

Visual clutter from toolbars, scrollbars, icons and palettes can

distract the user and obstruct their interaction by taking up a lot

of otherwise usable screen real estate. By focusing on the

immediacy of performing simple tasks like writing, and

providing gesture-based menus like Guimbretière’s FlowMenu

[20], the visual attention of the user can be focused better.

These five principles instruct mostly about things to avoid –

things which might interrupt the flow of activity, which might

be an ongoing discussion, for example. A group of people

interacting with a wall display, for example, are also engaged in

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a conversation with each other about what they are designing.

Their focus on the computer interface is likely to be sporadic

rather than continuous. Moreover, they don’t want to be

distracted from the conversation by having to pay too much

attention to what has to be done at the interface. Activities like

brainstorming depend on unhampered dynamic social

interaction and the ability of participants to readily switch from

one medium to another. If an interface is designed to avoid

interruptions and reduce cognitive demands on users it is more

likely they will be able to focus on their primary task – be it

planning, designing, socialising or other. The result of

achieving this is a more ‘tranquil’ interaction.

When an interface is more tranquil, e.g., it does not throw up

dialog boxes as frequently, the interaction has a higher

probability of being fluid, thus allowing for the continued

thought and expression of the user to be held in a high

cognitive state. In contrast, a ‘turbulent’ interface requires users

to constantly change their focus of attention and deal with low-

level objects of the interface. A tranquil interface enables

greater attention to be placed on higher-order goals and social

interaction. This is seen in emerging interfaces, such as tabletop

displays, which are aimed at collaboration and feature less

visual ‘furniture’ and dialog boxes.

4. REALITY-BASED INTERFACES The emerging class of new technologies such as interactive

tabletops, wall displays and augmented reality offer a multitude

of interfaces to be designed and integrated. The new interaction

styles that are becoming available, such as gesture, multi-touch,

two-handed input, etc. are capable of exploiting people’s pre-

existing knowledge of the everyday, non-digital world far more

than desktop computers did.

"Just think of the brain cells you don't have to devote to

remembering the syntax of the user interface. You can

devote those brain cells to the job you are trying to do.”

(Jacob, in [3], pg .1)

Designers must decide which models, metaphors and

interaction methods to use with these new input and output

techniques in order to enable such fluid interactions to

materialise, from the many available. A recent approach that

has been advocated is reality-based interaction [27], which

models real-world themes and seeks to reduce the gulf of

execution [36, 22], namely, the gap between a user’s goals for

action and the means to execute those goals. The real-world

themes are naïve physics, body awareness, environmental

awareness and social awareness.

Naïve Physics

Experience from the real world teaches people about the

relations between certain physical properties such as mass,

gravity, inertia and elasticity. This innate knowledge can be

used to operate an interface which shows the same qualities as a

real-world object, e.g., the scrolling feature in the Apple iPhone

which continues scrolling as if it had mass. An example of a

new interface that has used physical modelling at the desktop is

the BumpTop platform [1]. This has been designed to allow

users to pick up, stack, throw, drop and collide objects such as

files on a 3D modelled virtual desktop.

Body Awareness and Skills

People have the ability to co-ordinate their limbs in an

unconscious manner and also have a proprioceptive sense of

where their limbs are in relation to their body without having to

look. Input techniques can be designed to exploit these skills,

including two-handed and whole body interaction.

Environmental Awareness and Skills

When people perform tasks, whether computationally-aided or

not, they have a sense of the context they and the task hold in

the surrounding environment. Mobile or collaborative

interfaces could take into account the environment in which

they are being used and adjust to variables such as the number

of people in the room, or the surrounding noise level.

Social Awareness and Skills

New shareable technologies are being developed to support

collaborative tasks such as tabletop displays (e.g. Mitsubishi

DiamondTouch and Microsoft Surface) that allow users to

interact with the interface with increased eye-contact and

awareness of other collaborators.

By designing more intuitive interfaces, based on the rules of

real-world dynamics, the need for low-level operational

expertise can be reduced providing the user with more

opportunities to focus on higher-order goals and more focused

creativity. It should also help users, if interrupted, to get back to

where they were before the interruption, as the cognitive effort

of getting back into the framework of the interaction is reduced.

There is also a benefit to stepping back and viewing the bigger

picture [33] to facilitate learning or to take a fresh perspective.

Jacob notes, however, that certain trade-offs have to be made

when designing reality-based interfaces in order to provide the

complex functionality of advanced software packages. An

interface should not be unnecessarily complicated, and should

employ reality-based interaction as much as possible, except

where certain explicit trade-offs are made to add further

functionality. Jacob uses the analogy of the character

Superman. When he is performing simple tasks he walks and

talks like a regular human. But when the situation calls for more

power he can use X-ray vision or fly to increase his efficiency

in completing his task.

5. INCREASING FUNCTIONALITY AND

EXPERTISE Microsoft’s Surface technology has been demonstrated using an

example of placing a photo camera on a table whereby the

photos from that camera are displayed in an arc around it. Then,

by placing a phone on the table and dragging and flicking a

picture towards it one can transfer the photo from camera to

phone without having to deal with the machines at any point1.

This is an example of a fluid interaction which uses physical

modelling and gestures to create an intuitive way of completing

a task which, as most are familiar with, can involve a lot of

dialog boxes, selecting devices and menu selections in a more

awkward desktop interface. However, this task is quite simple.

One cannot, for example, imagine an architect using AutoCAD

to design a house in this way.

However, watching an expert AutoCAD user might give the

impression of the same ease of interaction between the user and

the interface. Here, the expert user knows which dialog boxes

will come up when they perform certain actions such as

selecting a material or choosing a thickness of a metal girder.

The user is also engaged with the machine in a one-on-one

manner giving it his full attention and using a mouse and

keyboard to make fine-grained inputs. The flexibility of the

AutoCAD tool lets the architect create any structure they wish,

as the assumptions made on the part of the software developer

do not extend to simplifying the design process by limiting

choice of materials or dimensions. As Guimbretière states,

1 see http://youtube.com/watch?v=rP5y7yp06n0

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dialog boxes, tool selections, object handles etc. are “inevitable

to provide complex functionality” as “the traditional

workstation GUI is oriented toward facilitating the speed of

highly differentiated actions done by experienced users whose

attention focus is entirely on the current computer activity.”

[19, pg. 3]

Consider all the properties a ‘perfect’ machine would have:

efficiency, flexibility, fluidity, good ergonomics, easy

upgradeability, low cost, etc. However, there is a trade-off

which touches on Jacob’s ‘Superman’ analogy. The more

complex a task is the more input it requires from the user and

the less the designer of the application can make assumptions

about how their tool is going to be used. Hence, an interface

should be designed to be as fluid as possible up to the point that

it is over-simplified and compromises flexibility and features

that an expert user would expect.

There is also a trade-off to be made in terms of the immediacy

of the interface to a novice user and providing means for the

interface to assist learning so that novice users can become

more expert. Bederson [6] describes interfaces which support

the ‘flow’ experience as defined by Csikszentmihalyi. Anderson

[2] describes one hypothesised process by which a novice

becomes an expert. The first stage is called the ‘cognitive stage’

where a learner is working using explicit conscious directions

and thoughts. This could be made intuitive by using reality-

based interaction. The next stage is called the ‘associative

stage’ where the learner can apply a domain-specific skill based

on previous experience without having to think through how

they will complete the task. The final stage is the ‘autonomous

stage’ where the skill becomes automated and rapid, and the

conscious cognitive effort and control is minimised. This is

where a computer user can operate without feedback, for

example, when using keyboard shortcuts. As an example of the

whole process, one can become skilled at squash by practicing

different swings, moves and shots until they become

‘automatic’ and can be executed swiftly and in full without

conscious load on the player, thus freeing the player’s thoughts

to consider higher order goals like positioning and defence.

The flip-side to simplifying an interface is that it can negatively

affect the process whereby a novice user can become expert.

Removing menu bars in an effort to reduce visual clutter can

hamper learning in the associative stage; options in menus

which are ‘greyed out’ according to which tool is selected are

still visible and can act as reminders and a means for learners to

associate actions and properties. This type of learning facilitates

exploration of features which the learner is not yet familiar with

and ‘scaffolds’ their learning as they explore functions [24].

Guimbretière’s FlowMenu [20] neatly gives visual feedback

without permanent menu bars or palettes by using a pen-based

radial layout menu system which encircles the pointer whenever

the menu is summoned but also allows experts to use gestural

memory without feedback.

This approach to interacting with pen- and touch-enabled

surfaces suggests that it is possible for these new post-WIMP

technologies to afford even more fluidity than traditional

desktops: these pen-gestures provide access to the elevated

‘superman’ functionality for expert users. However, these

gestures are more expressive than keyboard shortcuts. Imagine

a designer being able to draw a line in one material and with the

other hand change material while still drawing and without

even lifting their pen. This possibility brings to mind Chalmers

and MacColl: “the ultimate design goal...a good tool lets users

focus on their task – even when that task involves changing the

tool itself.” [9, pg.7]

However, the fluidity of the interaction is not governed just by

the quality of the interaction which the user has with the

interface but also the interactions between the user and others,

and other users and the interface. A successful collaborative

task may depend on the ability of individuals to work singly in

personal spaces while carefully choosing their interactions with

the other users at various stages. How is it possible to

conceptualise fluidity in terms of the integration of

technologies, people and tasks? Group settings, where there are

two or more people interacting with an interface and with each

other, are especially complex: the users’ attention is split

between social and computer interaction and interruptions from

outside sources, as well as changes in tracks of thought, can be

disruptive if the interface is too demanding.

6. GROUP INTERACTIONS

In group settings, interruptions in the conversation can happen

quite often [39]. Nowadays, people often check their mobile

phones for messages during a conversation, while others may

enter the room to pass on messages. This requires the group of

users to get back into the particular zone or train of thought

they were on just before they were interrupted. Interruptions

can come from other sources, such as having to deal with

technical problems, and misunderstandings in social

interactions. A highly fluid interface will be able to facilitate

getting back up to speed quickly and accurately. Being able to

provide buffers or cues for users to transition easily between

fluid and non-fluid states, or to take breaks and resume when

refreshed is important.

Focusing the users’ attention and providing sensory cues is one

way to assist users in these transitions. However, if, for

example, the primary user is interrupted because the technology

breaks while they are giving a presentation, or working in a

collaborative group, the stress / nervous arousal from the

frustration and the effect of being observed while struggling

with the technology may hamper the effectiveness of these

sensory cues and make it harder to get back into the ‘zone’.

It is often assumed that tasks which might benefit from a highly

fluid interface are ones which involve a creative process or an

aspect of learning [4, 16, 19, 33, 43]. In these cases it can be

useful for individuals to purposely interrupt themselves and

take a step back to see the bigger picture. Then it becomes more

important to support the user in getting back into their previous

state of mind and/or resuming the group activity after they have

stopped and gained a wider perspective [c.f. 29]. This transition

from working through the interface on a design, to stepping

back and looking at the machine and the ideas represented

therein with a broader scope is an important aspect of how

fluidity, and assisting the movement of the user in and out of

the interaction, can be beneficial to learning and overall goal

evaluation.

Given how complex group interactions can be, it is a very

challenging to design a computer interface which can both

support group interaction at the same time as being simple

enough to use so that all group members can contribute without

being overly frustrated. Giving a collaborative interface the

affordance of paper in these scenarios is difficult enough.

However, with careful thought about the ways in which ideas

will flow into and out of the interface, and the different levels

of expertise the users will have and the flexibility they will

require in using an interface, technology can surpass paper, as

shown in Guimbretière’s studies. Good human-computer

interaction is necessary for good social interaction. Making an

interface as intuitive as picking up a pen and writing allows

equitable participation and better group dynamics [e.g., 38].

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7. ANALYSING FLUIDITY So far we have examined how to design reality-based and

intuitive interfaces that can support fluid interactions, for high

level tasks, from single user to group settings for both simple to

complex applications. How do we begin to analyse and test

interfaces to determine if they support fluid interactions? Is it

possible to assess whether one interface affords a higher level

of fluidity than another – in ways that we are able to determine

if one kind of word processor or mobile phone is more usable

than another? In this section we propose three heuristics that

can be used to analyse fluidity.

7.1 Ready-presence Ratio The first heuristic is based on the idea of measuring interactions

when moving between subjective states of involvement; our

starting point is Heidegger’s well known concepts of readiness-

to-hand and presence-at-hand. The canonical example of using

a concrete tool such as a hammer exemplifies what it means to

switch between ‘present-at-hand’ and ‘ready-to-hand’

depending on the user’s awareness of the hammer [see 14, 33].

When hammering away at a nail one is often not aware of the

hammer as being distinct from one’s own arm and hand or part

of our ‘totality of involvements’. The tool becomes an

extension of ourselves in the expression of our task, in this

case, driving a nail into something. In this state the hammer is

ready-to-hand. However, should the hammer break or hit our

thumb we would become aware of the interruption to our task

and the hammer would become present-at-hand.

In terms of user interactions, we can use this idea to

conceptualise when a user is interrupted in the flow of

completing their task, e.g., finding they are using the type tool

when they wanted the draw tool because they were unaware of

the temporal mode of the system; the tool moves from ready-to-

hand to present-at-hand.

So how can we analyse these switches between states? We

propose that user actions which are directly related to dealing

creatively with a task can be considered as higher order and

those which are directed at dealing with the state of the

computer as lower order. Crudely speaking, an interaction

where the ratio of higher order to lower order actions is greater

than another is said to be more fluid, or have greater fluidity. In

this sense, fluidity is essentially the property of being in a

higher cognitive state, focused on the task over the period of the

task as opposed to dealing with the lower order states of the

machine:

The key feature of fluidity is that it is a measure of the

unbroken chain of task-specific actions and cognitions. The

formula shows the ratio of the frequency of operations which

are in the purpose of high-level goals of the task to the low-

level object-based operations. For example, if a user is to draw

a circle and label it with text, they might perform 15 operations

dealing with low level aspects of the machine such as opening

the program, selecting the appropriate view and palette,

selecting the right tool, and changing to the text tool, and the

operations which are related to the higher-order goal such as

drawing the circle or typing the text would amount to two. This

would give a fluidity score of F=-0.77 ((2-15)/17).

Compare this to performing a similar task on a drawing surface

such as Guimbretière’s PostBrainstom interface. The lower-

order task would be picking up the pen, but drawing the circle

and writing the text would be done directly as two higher order

goal-centred operations, giving a fluidity score of F=0.67. The

difference in the fluidity score F is large, with the latter

interface in a more positive direction, indicating that it leads to

a more fluid interaction.

This example illustrates how a user of a certain experience level

would interact with the two interfaces. However, if the user

were an expert in the first interface but novice in the second the

result would appear somewhat at odds to how you would see

them carry out the tasks. That is to say that there is an

interaction between user experience and interface design.

This heuristic can provide a way of assessing the fluidity of new

reality-based interfaces in terms of whether they support high or

low levels. Imagine a new style tabletop post-WIMP interface.

Assuming that it is highly reality-based, both novice and expert

users should achieve a similar F score, no matter what their

difference in experience level. Any difference in F score would

indicate that higher functionality is being employed and that

access to this functionality and how it can be learned should be

addressed.

When defining and analysing fluid human-computer

interactions, therefore, it is important to take into account the

users’ level of expertise with the task and the technology. It

may be possible to design interfaces that are fluid to use by

experts for a task (e.g., a games console) but not for novices.

There is a distinction also between expertise at lower and

higher levels. For example, being an expert typist may not

automatically confer an advantage to a player in a strategy game

if they are not expert at the higher-level goals and conventions

of the game. Conversely, an expert tennis player might be at a

disadvantage in a game of Wii Tennis against someone who has

more expertise in using the WiiMote controller.

There are some odd effects to consider when applying this

analysis of fluidity to certain applications. For example,

researchers using large displays (

[19, 4] found that users were confused or made mistakes when

dialog boxes or notifications were displayed outside of their

visual field. This is an oversight of the interface design which

leads to lower overall fluidity. However, a user who knew that

their action was likely to result in an error box or dialog would

know to look for it. Being an expert can also lead to a greater

resilience to being disrupted by interruptions through

familiarity with interface quirks.

7.2 Cognitive Focus Our second heuristic is to graphically project cognitive focus

over time in an interaction. Figure 1, below, shows an example

of how an experienced user might interact with a complicated

application like AutoCAD. After launching the application the

user can begin drawing and setting up a basic outline whilst in a

high-order cognitive stage and thinking about the goals of their

design. However, a time must come where the user has to

specify a certain variable and a specific dialogue must be

sought where the user can input a variable such as wall

thickness, or choose a material. Because the user is experienced

and knows what to expect they can interact smoothly and

without feedback or cogitation. Like Jacob’s Superman the

architect must make a small but useful interruption to their flow

and focus to make an explicit input which is not expressible in a

reality-based interaction manner.

fluidity = higher-order – lower-order

total operations

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Figure 2 shows an individual sharing photos with someone else

using a tabletop display such as a Microsoft Surface with an

inturruption in the middle of the task. The graph is intended to

highlight the difference between the users’ experience of

interacting with the table at times when low-level objects must

be dealt with, such as waiting for data transfer or changing the

power state of the machine, and being able to operate on the

higher-order goals of the task, the actual photo sharing and

discussion.

Following the interruption and then resuming the machine from

its standby state, a short period of time is spent by both users

looking back over the photos in the stack. This is an example of

how the user experience can be ‘buffered’ when moving back

into an interaction, whereby remembering the state of the

interface before the interruption is stored and the position of

photos relative to each other can jog the users’ memories and

help in resuming the conversational thread. This could be

enhanced further by, for example, replaying recorded audio

from before the interruption to further assist recollection.

Figure 2. Cognitive focus over time. In this example one

person is sharing photos using Microsoft Surface with

another person. At point A the camera is placed on the table

and the photos are fanned out. At point B the user is sifting

through the photos to find the ones they want to share. At C

the user is showing and discussing the photos with the other

person. At point D an interruption occurs and the task is

halted. At E the user has to touch the screen because it has

gone into standby state and at F they sift through the last

few photos to retrieve their conversational thread. At G the

sharing and discussion continues. At H the users are waiting

while the photos are transferred to a mobile phone.

7.3 Interaction Matrices Our third heuristic, interaction matrices, analyzes the

interactions between groups of users when using various

interfaces. As already noted, supporting a collaborative design

task requires the ability to move from working one-on-one with

the computer, to social interaction, and three-way or higher-

order interaction with the interface. In this context, fluidity

impacts on the quality of an interaction that extends beyond the

user-interface, as the properties of this interaction can have an

effect on social interactions, collaboration and the flow of ideas.

A user who is experiencing a fluid interaction with an interface

will find it easier to take part in the social level of interaction,

facilitating good all-round interaction and more comprehensive

collaboration.

Figure 3 depicts several modes of interaction using a short-hand

notation. Situation ‘A’ is the simplest, where one user and one

interface are having one interaction {1:1}. In ‘B’ there are three

users all interacting with both the interface and each other. The

dotted lines on the interface are meant to denote that there are

different possible ways to divide the work area. All three users

could be sharing the one interface together {(3*3):1}, or they

could be working in separate spaces and sharing between each

others’ spaces {(3*3):(3*3)}, or simply working on their private

Figure 1. Cognitive focus over time in an interaction. The

line represents the user’s level of cognitive involvement in

the interaction. At point A the user is opening the

application, dealing with low-level objects of the system. At

point B the user has begun thinking on the abstract levels of

the goals they wish to achieve in this task. At point C the

user has had to deal with a task-specific dialog such as

entering a value into a dialog box.

A

B

C

Cognitive focus

Higher order

Specific

variable

selection

Low level

Time

Interruption D

E

G

H

F

A

B

C

Cognitive focus

Higher order

Specific

variable

selection

Low level

Time

Figure 1. Different interaction modes. In A the user interacts with the computer. In B, two or more users interact with each

other and with the computer in either a shared or a private mode. In C a single user interacts with the computer and with a

separate group who can dip in and out of interacting with the computer. In D a single user interacts with the computer to

create a visualisation for the separate group to use in their interaction.

A. 1:1 B. (3*3):1 or (3*3):(3*3) or (3*3):(1*3)

C. (3*3):1 D. (3*3):1:1

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spaces alone {(3*3):(1*3)}. In ‘C’ the users are interacting with

each other but one user is mainly interacting with the interface.

Situation ‘D’ is a special situation where an expert ‘superman’

user is interacting with the interface in a way the other group

cannot and the output of this interaction is used by the group

{(3*3):1:1}. This describes the situation in which a note-taker

or facilitator can create a hypertext representation of the

arguments and facts being used in the group discussion. This is

the same situation as used by Shum [42] with the application

‘Compendium’ which creates visualisations of a discussion and

the arguments used therein.

All these situations have different modes of interaction, but a

fluid interaction between the user and the interface always

benefits the entire goal, whether the user is in a group, alone,

novice or expert.

In ‘D’ the user is required to be highly expert as creating real-

time visualisations of discussions is a complicated task. The

user is one of Jacob’s ‘Supermen’. However, in ‘B’ simpler

actions must be used to ensure that everyone is at a similar level

of control of the interface. The interface should be more

tranquil as if a dialog box pops up, it is unclear which user it

corresponds to. In ‘A’ the user can be novice or expert,

depending on their level of experience and the necessity for

complex ‘superpower’ operations. ‘C’ is in-between as the main

user can fall on a range of expertise but other users may wish to

input directly.

The interaction matrices can be used to describe how different

user / interface combinations can lead to different design goals

and expectations about fluidity. By separating the interaction

matrices inside and outside the interface a clearer understanding

can be reached of the true nature of interaction occurring. When

a single user is using a single interface, there is scope to make

the interaction highly fluid but also to extend functionality

using ‘Superman’ elevated commands. With a larger group

there is less scope for complex functionality as the whole user

group must be catered for at the same level.

7.4 Using the Heuristics The three heuristics above are intended to assist both in the

design and evaluation of interfaces and the various types of

interactions, and group modes, by expressing different aspects

of the fluidity of these interactions. The ready-presence ratio

focuses the thought of the designer on the way a user

experiences readiness-to-hand, when focused on the higher-

order goals of the task, and presence-at-hand, when the user

experience changes to see themselves and the tool (interface)

separately. This can then be used in tandem with the guidelines

produced by other authors, and enhance them by increasing

understanding of the shifts in conscious awareness of the

user(s). It also assists in evaluation of the overall interaction, as

shown, and provides a means to analyse the equivalence of

reality-based interfaces for novice and expert users.

The cognitive focus graph can help in highlighting the

transitions between users’ states of awareness and presence in

the interaction, to help identify key areas where the design of

the interface could help these transitions. The area under the

graph also gives an evaluative indication of the overall fluidity

of the interface, where a larger area indicates greater time spent

in goal-focused states of mind. By adjusting for the total length

of time of the interaction, it could be possible to analyse

interactions in a way which is less skewed by experience level,

in terms of dealing with dialog boxes etc., than the ready-

presence ratio.

The interaction matrices heuristic can be useful in designing an

interface by considering the multiplicity of ways that groups

and single users can interact with it and with each other. By

separating the interactions ‘inside’ and ‘outside’ of the interface

it can be seen where design goals such as removing visual

clutter will be effective. It also provides a shorthand way of

expressing specific interaction modes which can help in

discussion and evaluation.

8. CONCLUSION Our critique of fluidity has shown how the term has come to be

used to express various aspects of human-computer interaction,

but often without being precisely operationalised. Sometimes

the term has been used to mean ‘flow’ in the sense that the user

can extend their thought to the higher-order goals of the task,

and a subjective experience of ease and pleasure when using an

interface. The design principles suggested by Guimbretière are

valuable constraints for improving interfaces, especially with

post-WIMP technologies, but do not provide specific or

particularly helpful means of analysing the resulting interaction.

Fluidity was re-expressed in terms of the users’ state of

cognition and how it can be conceptualised as allowing better

collaboration by helping design interfaces which allow

intermittent attention between interface and conversation to

happen whilst keeping the creative thoughts and expressions

‘flowing’.

Design guidelines are also emerging to help develop more fluid

interfaces. For example, Scott, et al. have produced a series of

guidelines for designing tabletop interfaces [40], where the

concept of fluidity is expressed as a list of principles with a

focus on lowering the cognitive overhead of making transitions

from one representation to another, from group work to shared

work or moving between activities. Isenberg et al. [26] have

noted that these guidelines can be expressed in the positive

sense of supporting high-level cognitive aspects of a task

without forcing the user to deal with low-level objects.

Complementing this work, in our paper we have proposed three

new heuristics intended to guide analysis of interfaces to

determine their level of fluidity for different settings, namely

ready-presence ratio, cognitive focus and interaction matrices.

Each is intended to ‘raise the consciousness’ of the designer

and theorist alike in thinking about the flow of ideas across

interactions and the ultimate expressive goal of the new

interfaces we are designing. In addition to using heuristic

analysis, we also need new ways of empirically measuring

fluidity.

Computers can be used as creative instruments, and like the

design of musical instruments which have evolved over many

years, or how car design allows us to hold a conversation whilst

driving, it is likely that more fluid interactions with machines

will enhance and express this creativity more clearly. In

particular, with tabletop and wall displays becoming more

‘ordinary’ technology, and with the affordances they provide in

terms of shareability, fluidity will become an increasingly

important concept.

As a final thought; perhaps it is a limit of the brain that it wants

to function in a continuous manner [see 5 and 31], but this can

be accommodated by a fluid interface, by supporting transitions

between tasks [40] and avoiding interruptions [18]. However, it

is important to keep in mind that there is a value in being able

to make guided pauses in interactions to adjust perspectives on

the work, enhance learning, or to refresh the eyes and mind, as

long as these transitions can be supported or ‘buffered’ by the

interface. It is certainly necessary for interface designers to

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ensure users are helped when moving in and out of interaction,

as interruptions are certain to happen.

9. ACKNOWLEDGMENTS

???.

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Analysing Fluid Interaction across Multiple Displays Richard Morris, Paul Marshall and Yvonne Rogers

Open University Milton Keynes, UK

ABSTRACT

Interaction with groups carrying out tasks across multiple

displays and devices can be complex. Users have to switch their

attention from controlling one device to another while

continuing with their ongoing activity and conversations. This

raises questions about how to support and evaluate interface

design which facilitate fluid interaction. This paper provides a

nascent framework of fluidity as a way of analysing interactions

across multiple displays and tasks. Three fluidity heuristics are

outlined illustrating how they can be used to aid the design and

evaluation of interactions with multi-display systems.

1. INTRODUCTION

Shareable and personal devices are providing designers with

new opportunities for creating a wide range of rich technology-

augmented spaces that can support collaborative working,

learning or playing. However, there are significant challenges in

doing so: infrastructure and interfaces must be developed to

share information, representations and interactions across an

increasingly diverse ecology of devices. Furthermore, this

diversification leads to a combinatorial explosion of factors that

the designer must take into account when developing such a

system for a user group, task or context. Such factors include

the number of devices available to the users; what kinds of

information should be shared and what should be private; what

mechanism or metaphor should be used to move information

between devices; and in what orientation should shared displays

be placed. As pointed out by Tan et al. [6] there is a dearth of

evaluation methods, tasks and metrics that could be used in

evaluating multi-device collaborative environments.

A key problem is managing the flow of work between displays,

be they personal/small or shared/large displays, specifically

how one addresses the other displays, and transfers work, from

the one currently in use. Will they be controlled through

gestures (if touch-enabled) or menus? Will animation help in

reducing the cognitive overhead of switching between screens?

How will the users be given feedback or retrieve their work if

something goes wrong? Our research seeks to help designers

address these questions by providing conceptual tools of

analysis.

2. BACKGROUND

Fluidity is a concept that is increasingly being used to describe

a desired state for new forms of interaction. This would be

manifest in ways such as users being able to move smoothly

between displays, devices and tasks without having to exert too

much cognitive effort. In particular, users should not have to

constantly switch their attention between control operations and

the goals of the task. The aim is to enable a group’s actions and

interactions with a system to be invisible (cognitively), ordinary

and to flow smoothly. While this is an important goal, the

concept has yet to be operationalized so that it is possible to

assess the fluidity of the diversity of interactions when using

multiple displays.

Fluidity has been used to describe the various transitions that

are needed to enable collaboration [7] and the obstacles that can

hinder interactions, such as dialog boxes popping up [1] and as

Isenberg et al. [3] have noted that these guidelines can be

expressed in the positive sense of supporting high-level

cognitive aspects of a task without forcing the user to deal with

low-level objects. The benefit of such fluidity of interaction is

that users can bring more of their attention and creativity to

bear on their ultimate goals, or other demands such as

collaboration, leading to more productivity and higher quality

work.

One approach to fluid interface design is in terms of reality-

based interaction [4]. This seeks to model real-world themes

and to reduce the gap between a user’s goals and the means of

execution. The real-world themes are naïve physics, body

awareness, environmental awareness and social awareness. By

designing interfaces, based on the rules of these dynamics, the

need for low-level operational expertise is reduced, affording

the user the opportunity to focus on higher-order goals and

more focused creativity. Also, it should be easier for users to

return to where they were previously when interrupted, as the

cognitive effort of getting back into the framework of the

interaction is reduced. This also affords the benefit of

encouraging reflection and viewing the bigger picture for a

fresh perspective or learning. As these interfaces provide more

natural interaction it is also hypothesised that they will lead to

better social interaction when working in groups.

It follows that multiple display and device systems should not

be unnecessarily complicated, and should employ reality-based

interaction where possible, except where certain explicit trade-

offs are made to add further functionality. Jacob uses the

analogy of the character Superman: when he is performing

simple tasks he walks and talks like a regular human, but when

the situation requires it he uses his powers to increase his

efficiency in completing his task.

The concept of fluidity is appropriate for analysing the complex

development of multi-user, multi-device interactions. One

challenge is to provide a way for users to get the most out of the

technology at novice and expert levels. Too little help or

signposting and the novice cannot engage with the system: too

much and the expert user becomes frustrated. Guimbretière

argues that dialog boxes, tool selections, object handles etc. are

“inevitable to provide complex functionality” [1, pg. 3]. His

FlowMenu [2] gives visual feedback without permanent menu

bars or palettes by using a pen-addressed radial layout menu,

which encircles the pointer whenever the menu is summoned

but also allows experts to use gestural memory without

feedback.

However, collaboration is not governed solely by the quality of

the interaction that the user has with the interface but also the

interactions between the user and others, and other users and

the interface. A successful collaborative task may depend on the

ability of individuals to work singly in personal spaces while

carefully choosing their interactions with the other users at

various stages. Given the intricacy of group interactions,

another challenge is to design computer interfaces which can

support them while being simple enough to use that all group

members can contribute effectively.

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3. FLUIDITY HEURISTICS Below we propose three heuristics that can be used to analyse

how systems of multiple displays and devices are able to

support users in achieving their task goals. These are ready-

presence ratio, cognitive focus maps and interaction matrices.

3.1 Ready-presence Ratio The first heuristic, ready-presence ratio, is based on the idea of

measuring interactions when moving between subjective states

of involvement: our starting point is Heidegger’s well known

concepts of readiness-to-hand and presence-at-hand (see also

[8]). The canonical example of using a concrete tool such as a

hammer exemplifies what it means to switch between ‘present-

at-hand’ and ‘ready-to-hand’ depending on the user’s

awareness of the hammer. When hammering away at a nail one

is often not aware of the hammer as being distinct from one’s

own arm and hand or part of our ‘totality of involvements’. The

tool becomes an extension of ourselves in the expression of our

task. In this state the hammer is ready-to-hand. However,

should the hammer break or hit our thumb we would become

aware of the interruption to our task and the hammer would

become present-at-hand.

In terms of user interactions, we employ this idea to

conceptualise when a user is interrupted in the flow of

completing their task. Higher-order user actions are those

directly related to dealing creatively with a task; those which

are directed at dealing with the state of the computer are lower-

order. Expressed as a ratio of higher- to lower-order action,

fluidity is essentially the property of being in a higher cognitive

state and focused on the task, not the tool. Thus:

The key feature of fluidity is that it is a measure of the

proportion of task-specific actions and cognition. For example,

if a user is to draw a circle and label it with text, they might

perform 15 operations dealing with low level aspects of the

machine such as opening the program, selecting the appropriate

view and palette, selecting the right tool, and changing to the

text tool, and the operations which are related to the higher-

order goal such as drawing the circle or typing the text would

amount to two. This would give a fluidity score of F=-0.77

(2-15)/17).

Compare this to performing a similar task on a drawing surface

such as Guimbretière’s PostBrainstom interface [1]. The lower-

order task would be picking up the pen, but drawing the circle

and writing the text would be done directly as two higher-order

goal-centred operations, giving a fluidity score of F=0.33.

Compared to the previous example the fluidity score F is large,

and in a more positive direction, indicating that it leads to a

more fluid interaction.

As well as comparing across interfaces, this heuristic is also

intended to be applied across experience levels. Supposing that

a new interface is highly reality-based then experience level

should have less of an effect on the F score. Any difference in F

could indicate that experienced users are employing shortcuts,

which could indicate an area for further study.

When defining and analysing fluid human-computer

interactions, therefore, it is important to take into account the

users’ level of expertise with the task and the technology. It

may be possible to design interfaces that are fluid to use by

experts for a task but not for novices (e.g., a games console).

There is a distinction also between expertise at lower and

higher levels of action. For example, being an expert typist may

not automatically confer an advantage to a player in a strategy

game if they are not also expert at the higher-level goals and

conventions of the game. Conversely, an expert tennis player

might be at a disadvantage in a game of Wii Tennis against

someone who has more expertise in using the WiiMote

controller.

3.2 Cognitive Focus Maps The second heuristic, cognitive focus maps, graphically project

cognitive focus over time in an interaction. Figure 1 (top) shows

an example of how an experienced user might interact with a

complicated application like AutoCAD. After launching the

application the user can begin outlining whilst in a high-order

cognitive state and considering their design goals. Next the user

has to specify a certain variable and a specific dialogue must be

sought where the user can input a variable e.g. wall thickness,

or material type. Because the user is experienced and knows

what to expect they can interact smoothly and without feedback

or cogitation. Like Jacob’s Superman the architect must make a

small but useful interruption to their flow to make an explicit

input.

Figure 1. Cognitive focus over time in an interaction for

(top) an experienced user and (bottom) during an

interruption.

Figure 1 (bottom) describes a difference scenario where an

individual is sharing photos with someone else using a tabletop

display such as a Microsoft Surface with an inturruption in the

middle of the task. The figure is intended to highlight the

difference between the users’ experience of interacting with the

table at times when low-level objects must be dealt with, such

as waiting for data transfer or resuming the machine after it

goes into standby during the interruption, and being able to

operate on the higher-order goals of the task such as the actual

photo sharing and discussion.

Following the interruption and resuming the machine from its

standby state, a short period of time is spent by both users

looking back over the photos in the stack. This is an example of

fluidity = higher-order – lower-order

total operations

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how the user experience can be ‘buffered’ when moving back

into an interaction, whereby remembering the state of the

interface before the interruption and the position of photos

relative to each other can aid the users’ memories and help in

resuming the conversational thread. This could be enhanced

further by, for example, replaying recorded audio from before

the interruption to assist recollection.

3.3 Interaction Matrices Our third heuristic, interaction matrices, describes the

interactions between groups of users with various interfaces.

Supporting a collaborative design task requires the ability to

move from working one-on-one with the computer, to social

interaction, and multi-user interaction with the interface. In this

context, fluidity impacts on the quality of an interaction that

extends beyond the user-interface, as the properties of

interaction ‘inside the interface’ can have an effect on social

interactions ‘outside’, collaboration and the flow of ideas. Thus

a user who is experiencing a fluid interaction with an interface

will find it easier to take part in the social level of interaction,

theoretically leading to better collaboration.

Figure 2 depicts several modes of interaction using a short-hand

notation, or interaction matrix, taking the form {(‘outside’

interactions):(interface interactions)}. Situation ‘A’ is the

simplest: one user and one interface are having one interaction

{1:1}. In ‘B’ there are three users all interacting with both the

interface and each other. The dotted lines on the interface are

meant to denote that there are different ways to divide the work

area. All three users could be sharing the one interface together

{(3*3):1} or they could be working in separate spaces and

sharing between each others’ spaces {(3*3):(3*3)}, or simply

working on their private spaces alone {(3*3):(1*3)}. In ‘C’ the

users are interacting with each other but one user is mainly

interacting with the interface.

Situation ‘D’ is a special situation where an expert user is

interacting with the interface in a way the other group cannot

and the output of this interaction is used by the group

{(3*3):1:1}, such as when using a facilitator.

The interaction matrices can be used to describe how different

user / interface combinations can lead to different design goals

and expectations about fluidity. By separating the interaction

matrices inside and outside the interface a clearer understanding

can be reached of the true nature of interaction occurring. All

these situations have different modes of interaction, but a fluid

interaction between the user and the interface always benefits

the entire goal, whether the user is in a group, alone, novice or

expert. In ‘D’ the user is required to be highly expert as creating

real-time visualisations of discussions is a complicated task.

However, in ‘B’ simpler interface actions should be used to

ensure all users have a similar level of control. Also, the

interface should avoid dialog boxes, as it may be unclear which

user it corresponds to. In ‘A’ the user can be novice or expert,

depending on their level of experience and the necessity for

complex ‘superpower’ operations. ‘C’ is in-between as the main

user can fall on a range of expertise but other users may wish to

input directly.

4. USING THE HEURISTICS Our fluidity heuristics are intended to assist both in the design

and evaluation of interfaces and the various types of

interactions, and group modes, by expressing different aspects

of the fluidity of these interactions. The ready-presence ratio is

intended to focus the designer on the way a user experiences

readiness-to-hand, when focused on the higher-order goals of

the task, and presence-at-hand – seeing the user and the tool

(interface) separately. This heuristic can be used in tandem with

the guidelines produced by other authors (e.g. [1],[5]) to assist

understanding of users’ shifts in conscious awareness at key

points. It assists in evaluation of the overall interaction quality

and in comparing across interfaces or user experience levels.

The cognitive focus map can help in highlighting the transitions

between users’ states of awareness and ‘presence’ in the

interaction, to help identify key areas in the design of the

interface to enhance the user experience. The area under the

graph also gives an evaluative indication of the overall fluidity

of the interface, where a larger area indicates greater time spent

in goal-focused states of mind. By adjusting for the total length

of time of the interaction, it could be possible to analyse

interactions in a way which is less skewed by experience level,

in terms of dealing with dialog boxes etc., than the ready-

presence ratio.

The interaction matrices heuristic can be useful in designing an

interface by highlighting the ways that groups and single users

can interact with it and with each other. By separating the

interactions inside and outside of the interface it can be seen

where design goals, such as removing visual clutter, will be

most effective. It also provides a shorthand way of expressing

specific interaction modes to help facilitate discussion and

evaluation.

To illustrate how these heuristics can be used together to

analyse how fluid the interactions are for users moving between

displays consider the scenario of how scheduling work

meetings could be enhanced through having a system of shared

and personal displays. People in organisations use shared

software calendars to arrange projects, meetings and schedules

of work. However, it can be very time consuming to arrange a

meeting, especially when it depends on email response. If a

shared calendar application was made available whereby a large

touchscreen could display an overall work schedule (i.e. a Gantt

chart), representatives from each team could work either on the

overview schedule or on small tablet or handheld devices to

make fine-scale adjustments or to rearrange outside

commitments around the emerging work schedule. The

application could be analysed by using the three heuristics

above. The interaction matrices would help in describing the

different permutations of interaction possible in this

Figure 1. Different interaction modes and associated interaction matrices.

A. 1:1 B. (3*3):(3*3) or (3*3):(1*3) C. (3*3):1 D. (3*3):1:1

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arrangement, i.e. whether the users are all interacting with the

large screen, their small screens or any combination between.

This could assist a designer focus their methods for moving

data between screens at the most appropriate times.

The fluidity of the interaction could be assessed for each

individual user using the ready-presence ratio. This would give

an impression of how different styles of interface would support

or hinder fluid interaction for any given situation. For example,

when working on a small personal screen the user may have to

make more low-level actions due to the size constraint of the

interface, but this may lead to more rapid progression of the

overall goal of organisation on the main chart.

The cognitive focus maps can be used to analyse the interaction

over time and to bring attention to key moments, such as when

a user switches between working at the big screen to their

individual screen, or to help design ways for users to

collaborate or resume work after an interruption. Explicitly

considering where the user is focusing their attention at certain

points can help the interface designer support key actions.

One problem which may arise when collaboratively creating

schedules is that a clash may arise. Being able to work on their

own sub-schedules individually, the team members involved

can work in parallel to make fine adjustments and compromise

to make the overall schedule work, and this could be expressed

in an interaction matrix. Key points in this interaction would be

the identifying of the clash on the main screen. Then the users

would have to use the interface to edit their schedules

individually and then return their change to the main schedule.

How this is accomplished through interface design choices can

be readily assessed using the ready-presence ratio and cognitive

focus maps. Experimental studies could then be performed on

different interface prototypes to evaluate their fluidity.

5. SUMMARY

We propose that in order for groups to effectively utilise

multiple displays by switching work between screens, interfaces

and interaction styles and be able to do so without interrupting

the flow of their ongoing tasks, the interactions have to be fluid.

However, fluidity can be a nebulous term that is difficult to

define. In this paper we propose three heuristics intended to aid

in the analysis of interface and task interactions, which can

provide an indication of fluidity and clarify the processes

involved. In so doing, they can highlight how to design for

users so they can easily transition between multiple interfaces,

tasks and conversation whilst keeping their creative thoughts

and expressions ‘flowing’.

6. ACKNOWLEDGMENTS

This work is supported by the EPSRC who are funding the

ShareIT project (shareitproject.org).

7. REFERENCES

[1] Guimbretiere, F. V. 2002. Fluid Interaction for High

Resolution Wall-Size Displays. Doctoral Thesis. UMI

Order Number: AAI3040022. Stanford University.

[2] Guimbretiére, F. and Winograd, T. 2000. FlowMenu:

combining command, text, and data entry. In Proc. of the

13th Annual ACM Symposium on User interface Software

and Technology (San Diego, California, United States,

November 06 - 08, 2000). UIST '00. ACM, New York,

NY, 213-216.

[3] Isenberg, T., Nix, S., Schwarz, M., Miede, A., Scott, S. D.

and Carpendale, S. 2007. Mobile spatial tools for fluid

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