Collaborative Interfaces and More Exotic User Interfaces


(material from: Designing the User Interface 3rd edition by Ben Schneiderman, Human-Computer Interaction 2nd edition by Dix and friends)

Typically people work in groups which must cooperate.

There is a need to provide tools for groups to collaborate in the same room, and a need to help individuals and groups collaborate over distance.

Teams working in the same room:

Technology gives more opportunity for real-time collaboration across time and distance


 
Time Space Matrix (Ellis et al 1991)

 


Same Time (synchronous) Different Time (asynchronous)
Different Place
telephone, computer-mediated chat

video conferencing

shared whiteboard

shared PC windows

letter, email
Same Place
face to face conversation

meeting rooms

post-it note

telephone is popular
email is popular
facebook / blogs forums are popular
twitter is popular
videoconferencing is getting popular especially with tools like skype, ichat etc.
text chatting is getting extremely popular
desktop sharing is less popular

However popularity doesn't map directly onto 'success'
    - does email increase productivity?
    - does videoconferencing reduce travel?

Its hard to perform studies

Different types of work can be done by teams in person and remotely. The Team Performance Model shows how work modes change over time. One of the important things is the importance of groups meeting in person for steps 1 and 2 before going on to the later steps which can be done remotely.



People are used to certain 'norms' in interpersonal communication. These can be social norms in how one acts in certain situations (how one acts as a student in a classroom, or talking to a co-worker, how one talks to a group of friends, or giving a presentation, even just the idea that you take turns during a conversation), concepts of personal space.

People are used to audio-only communication over the telephone.

People are getting used to text-only communication via messenger services, chat rooms, twitter/messenger services on smart phones, etc.

People are getting used to audio+video communication via cameras in computers, smart phones and tablets


Lots of issues involved:

    -When we talk, we tend to stand with our heads a certain distance apart. Talking further apart seems somewhat uncomfortable, talking closer together seems very uncomfortable.


    - Hearing just a person's voice versus seeing their face we lose many things


    - Affects how video conferencing systems are setup


    - Audio is critical

    - Things get much harder when there are more than 2 sites


    - What is the meeting about? What documents need to be shared to maintain a common context?
    - Want to be able to see your collaborators and the documents you are talking about at the same time

    - Public space and private space


    - Gestures also important


    - More information being passed than just the voice/words/tone


    - Conversation (turn taking)


working in groups is much more than a technological issue - also an issue of social organization


in different group activities in a physical room there are different room layouts


Better / more technology solves many of these problems, but making it convenient still involves a good user interface for setting up the meeting and working conveniently during the meeting



What infrastructure is available?



More Exotic User Interfaces


There are a wide variety of computer interfaces that look nothing like a desktop computer. We use many of them every day when driving a car or cooking rice. Other exotic interfaces are more obvious, especially in video arcades:

driving a train


arm wrestling:


playing drums:


Dog Walking:



piloting a mech:


and some that are just hard to believe they could make it to market:

at home there is a large variety of game controllers from dance pads, to guitar hero guitars, and all of the possibilities that the wiimote brings.



And now some things that go on here at UIC that are more exotic than what we have covered in class. UIC has been one of the leading research sites into advanced visualization technology for over 15 years. With these devices the types of interaction that a person can have are different ... in some ways better, in some ways worse.

and this is also a not-so-subtle attempt to get you to consider maybe going on to graduate school ...

In 1992 this lab redefined the field of virtual reality with the introduction of the CAVE, taking a research area that had been focused on single-user head-mounted displays and moving it towards shared experiences inside rooms built from projection screens.

The CAVE was a 10 foot x 10 foot x 10 foor (3 meter x 3 meter x 3 meter) room with stereoscopic images rear projected onto the walls, and front projected onto the floor, and a magnetic tracking system to locate the primary user, so that the visuals could be updated based on that user's position and hear orientation.


Other smaller devices would follow including the ImmersaDesk and the PARIS. The ImmersaDesk was a drafting table sized single-screen version of the CAVE using the same technology. The PARIS would add a haptic (touch) component and a half-silvered mirror to allow the users hands and the computer graphics to both be visible at the same time.



Other groups would build related devices including 6 sided CAVEs, projection tables, etc.


These days you can build a stereoscopic projection-based display for under $8,000 with two powerpoint projectors and a personal computer with a dual-head graphics card.

This is a GeoWall. The photograph was taken in the auditorium of Abraham Lincoln elementary school in Oak Park where we were doing so research.



In the late 90s we started moving away from projectors and towards LCD panels as the panels became higher resolution and much cheaper.


This allowed us to build the highest resolution display available in 2004 at 104 megapixels. The CAVE had a resolution of roughly 4 megapixels. Since that time higher resolution tiled displays have been built. We can use this display to show a single application, or show multiple applications simultaneously.



While screens are good for presenting to groups, tables are more appropriate for smaller groups actively working together.



We are also working on autostereoscopic displays - so users can see stereo on LCD panels without wearing special glasses. There are some commercial products out there that do this on single screens. We are doing it with multiple screens and adding tracking so the user can move around.

Right now we are moving to HD (1920 x 1080) as the new default video resolution in the home. Theatres are moving to 4K (4096 x 2160) as their new standard, which is basically 4X HD resolution. There are (expensive) flat panels and projectors out now that can handle that resolution. The Muvico theatres in Rosemont are one place that has these projectors installed in the area. The highest resolution consumer computer monitors are the 30" 2560 x 1600 panels sold by Apple and HP and Dell.



To go along with this hardware there is new software that has to be developed to allow users to interact with their data through the hardware.

What kinds of data do we deal with?

We are working with the US Geological Survery who have 51 TB of aerial photos for the largest 133 US cities at 1/3 meter resolution. The imagery for Chicago stretches from Wisconsin to Indiana and west past the tollway at that resolution. On a common desktop you have the choice of viewing a city block at full resolution or the city at  very low resolution. With a high-resolution display you can see more of the city at full resolution, or all of the city at higher resolution. The ability to see context plus detail is very important.

We are working with the National Center for Imaging and Microscopy Research who are imaging rat brains down to the individual neuron where they create montages of 40,000 images where each image is 8K by 8K. Its roughly the same amount of pixel data as we have for the aerial view of a city.

We worked with NASA and the Naval Research Laboratory to view the stereo movies of the sun from the STEREO project that put one satellite in orbit around the sun in front of the Earth and one trailing behind the Earth.

We are working with Northwestern University to easily view their archive of high resolution montages from the Hubble Space Telescope, Mars, and the upcoming Lunar Reconaissance Orbiter mission to map the moon in high resolution. We helped the Adler Planetarium become the first museum to show images from the Mars rovers in stereo  to the public.

We are working with geoscientists who drill cores over a kilometer deep into the planet to bring up mud to study the climate from thousands to millions of years ago. Imagery of these cores is taken at 10-40 pixels per milimeter. Currently scientists make printouts on paper, tape the pages together, and lay them out down the hallway to be able to view the core data. We allow the scientists to view these core images along with other numerical data about the cores on high-resolution tiled displays. One of these 'corewall' stations was used in Antarctica in 2006. It was successful enough that six were taken down to Antarctica in 2007.

We are working with NASA on software to plan and visualize the data from missions for an underwater robot that will be deployed to antarctica this fall to investigate an ice-covered lake.

What else is going on?

We are working with doctors from our west campus to use eye-tracking to diagnose patients with attention deficit disorder.

We are using our motion capture studio to create realistic avatars that people can can talk to.

We are working with the Science Museum of Minnesota on a table-top simulation of water flow.

We are working with professors in Mechanical Engineering to see how we can better visualize and teach concepts of nanotechnology.

We are working with movie studios on the west coast as part of their transition to 4K digital cinema



Several of these applications are now at work that the Adler Planetarium downtown, two in the main exhibits area and several in the new Space Visualization Laboratory.


last updated 4/8/2012