Title: The Designers
1 We interact with documents in two separate
worlds the electronic world of the workstation,
and the physical world of the desk. Interaction
styles in these two worlds do not resemble each
other, functions available are different, and the
interaction between the two is limited. - Pierre
Wellner, Xerox Researcher, 1993
2A Tangible Interfacefor CollaborativeWeb Site
Design
- Scott KlemmerMark Newman
- Ryan Farrell
- Mark Bilezikjian
- James Landay
3Information Architecture Comes First
W E B D E S I G N
- Interviews with 11 professional designers
- Post-It notes on large surfaces
- affinity diagrams
- Brainstorming
- collaborative
- solo
- Advantages
- persistent
- immersive
- Difficulties
- hard to edit
- to share
- to make digital
Contextual Design, by Hugh Beyer and Karen
Holtzblatt
4Above At a Silicon Valley design firm
specializing in the customer service portion of
web sites Left Collaborating on a project
schedule at Hanna Hodge http//www.enteract.com/
marc/rettig.walls.72dpi.pdf
5Web Artifacts/Representations
P R A C T I C E
- Designers create representations of sites at
multiple levels of detail - Web sites are iteratively refined at all levels
of detail
6Physical? Virtual?
P R A C T I C E
7Designers Outpost
I N T E R A C T I O N S
- Combining...
- affordances of paper and
- advantages of electronic media
- to support design practice
-
- Electronic wall surface (72 Diagonal SMART
Board) - Regular Post-it Notes
- Computer Vision, Pen, and Physical Tools UI
8Design Evolution of Outpost
I N T E R A C T I O N S
PAPER PROTOTYPE
PAPER AND PIXELS
INTERACTIVE WALL
9Hardware Architecture
I N F R A S T R U C T U R E
Touch sensitive SMART board augmented with two
digital cameras
10Video
11Interaction Techniques
I N T E R A C T I O N S
INK
ADD
LINK
REMOVE
SAVE
MOVE
MENU
12Physical Tools
PENS
MOVE TOOL
ERASER
13Moving Electronic Content
14Design Study Setup
S T U D Y F I N D I N G S
- 15 professional bay area designers
- Five teams
15Design Study Findings
S T U D Y F I N D I N G S
- Three phase process
- Brainstorming
- Top-level information architecture
- Drilling down and annotating
- Two working styles
- Facilitator / gate keeper
- Open board
- Paper as personal input
16Hardware Architecture
I N F R A S T R U C T U R E
Rear Camera Vision (640x480, 7fps)
17Hardware Architecture
I N F R A S T R U C T U R E
18Software Infrastructure
I N F R A S T R U C T U R E
- Split into two pieces, connected by sockets
- Vision in C
- Intel Computer Vision Library
- CMU Firewire Driver
- Realtime (7fps) performance
- Interface in Java, using SATIN
19Sensing Paradigms
I N F R A S T R U C T U R E
- At least one object needs to be smart
- pen, paper, or surface
- Surface augmentation best enables informal
document use - good for notes
- Tool augmentation best for included objects
- pens, move tool, eraser
20Summary and Future Work
S U M M A R Y
- Outpost supports, enhances current information
architecture practices - Task oriented tangible UI
- Brings vision to real world application
- Versioning, capture essential
- Support for distributed teams
- Both on laptops and at boards
21Video, software available at http//guir.berkeley.
edu/outpost
22 Yellow - the color of alert, of highlighting -
and a square, meant to contain a thought, a
reminder. Like hypertext, they are a way of
making associations and combining them. - Paola
Antonelli, Museum of Modern Art Curator, 1999.
(Nominating the 3M Post-It note for a design
award.)
23What is Design Rationale?
D E S I G N R A T I O N A L E
- Communication of reasons for design decisions
- Logical reasons given to justify a designed
artifact - Historical account of design decisions
- Metadata to the designed artifact
- Change over time is key making history an
effective pairing with DR
24DR and Early-Phase Design
D E S I G N R A T I O N A L E
- Mostly team members communicating with each other
- Informal representations
- Later phases involve more parties
- clients, developers
- Require more formal representations
- Design Rationale capture and retrieval for people
involved in or close to the process
25Related Work
D E S I G N R A T I O N A L E
- Design Rationale
- IBIS
- QOC
- Moran Carroll
- Lots AI stuff
- Informal Capture
- Tivoli/CORAL
- Audio Notebook
- Classroom 2000
- NotePals
QOC exampleQuestions, Options, Criteria
26Annotations in Outpost
D E S I G N R A T I O N A L E
- Currently an envisionment
- Annotations come in three flavors
- Ink, Explicit Audio, and Implicit Audio
- Annotations are associated with
- Author
- Time of creation
- Relevant objects in the artifact
- Who needs to see this (explicitly assigned)
- Rationale is visually embedded
27Creating Ink Annotations
D E S I G N R A T I O N A L E
ASSOCIATION WITH GROUPS
28Explicit Audio Annotations
D E S I G N R A T I O N A L E
29Implicit Audio Annotations
D E S I G N R A T I O N A L E
30Annotation Operations
D E S I G N R A T I O N A L E
- Cut, Copy, Paste, Edit Delete
- Associate (explicitly/implicitly)
- Transgender operations
- Ink Note Audio
- Assignment
31Dude, Wheres my Car? Example retrieval tasks
- A What did Mark say about the customer service
section? - B What do I need to follow up on?
- C I missed the meeting what was discussed?
- D What was the thinking behind this checkout
navigation? - E I need to write up a summary of our meeting.
32Timeline Visualization
D E S I G N R A T I O N A L E
C I missed the meeting E I need to write up a
summary
Time-Machine Computing Rekimoto, UIST 2001
33Embedded Visualization
D E S I G N R A T I O N A L E
A What did Mark say about ? D What was the
thinking behind ?
The Audio Notebook Stifelman et al, CHI 2001
34List Visualization
D E S I G N R A T I O N A L E
B What do I need to follow up on? E I need to
write up a summary
Microsoft Outlook Everywhere, always
35Outpost, DR, and CMC
D E S I G N R A T I O N A L E
- Focus on communication with self and among design
team - Communication with other roles tends to involve
more planning formality - Informal design suggests informal capture
- Flexible retrieval and exploration to aid
construction of design rationales
36Informal Design History
H I S T O R Y
- Goal Enable designers to fluidly access earlier
states - Design choice We preserve the full branched
history, but present it linearly
state currently being viewed
filter the history
collapsed branches
most recent state
37Transactional Consistency in Physical Interfaces
38Keyframing
- Two axes Keyframe metric/type and timeline
granularity - Keyframe types
- Every n commands
- Every n seconds
- Every semantic level
- project (e), session (e, i?), working area,
spatial or semantic (i), intensive design, i.e.
board inverse (i), intensive discussion
inverse, i.e. audio (i), bookmarks (e), branch
points (e), change between creating, editing, and
structuring (i), creating or editing or
structuring (i), change of interactor (i), change
of working style, e.g. facilitator vs. group (i),
pauses (i)
39History and Design Rationale
- History is integrated with design rationale
- view history thumbnails with annotations in
chronological order - view history based on semantic info intensive
design points, branch points, , and these could
have annotations
40Recent Design Study
- Subjects Two professional designers
- Same format as earlier study, this time focusing
on history DR - Lessons
- All the small things need to work
- History is really useful, mostly over a longer
term (a few weeks) - Design rationale is very important
41Presenting Branches