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© 2003 Microsoft Corporation. All rights reserved. Large Display User Interaction Mary Czerwinski, Senior Researcher Microsoft Research.

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Presentation on theme: "© 2003 Microsoft Corporation. All rights reserved. Large Display User Interaction Mary Czerwinski, Senior Researcher Microsoft Research."— Presentation transcript:

1 © 2003 Microsoft Corporation. All rights reserved. Large Display User Interaction Mary Czerwinski, Senior Researcher Microsoft Research

2 © 2003 Microsoft Corporation. All rights reserved. Thanks to my Colleagues Desney Tan George Robertson Greg Smith Patrick Baudisch Brian Meyers Gary Starkweather

3 © 2003 Microsoft Corporation. All rights reserved. Ignore Science Fiction at Our Peril Workstation in the world of the Matrix

4 © 2003 Microsoft Corporation. All rights reserved. Large Display Surfaces are Here Workstation in the real world

5 © 2003 Microsoft Corporation. All rights reserved. Why A Larger Display Surface? Productivity benefits 15-30% (despite OS issues) Users prefer more display surface Prices dropping fast Footprints getting smaller

6 © 2003 Microsoft Corporation. All rights reserved. Multimon Trend is Growing (Jon Peddie Research Dec, 2002 N=6652) No Multimon 30% Plan to Use Multimon 38% Use Multimon 32%

7 © 2003 Microsoft Corporation. All rights reserved. 2004 Large Monitor ASP Projections Single 20 ” Diagonal 2 x 17” (30” Diagonal) 2 x 15” (26” Diagonal) 17 ” Diagonal 15 ” Diagonal 16:9 x 22” Diagonal Note: All Prices are for Liquid Crystal Displays Source for Single Panel Pricing: IDC and Display Search Relative Pricing MultipleWide $1000

8 © 2003 Microsoft Corporation. All rights reserved. Large Display User Experience, MSR Large display surfaces fundamentally change user interaction –Visualization, input techniques, work management, … Large display surfaces provide non- linear productivity increases –Additional space has different utility –E.g. Focal/peripheral displays provide different cues

9 © 2003 Microsoft Corporation. All rights reserved. Windows and Task Management Issues Emerge Larger displays = more open windows Multimon users arrange windows spatially TaskBar does not scale: –Aggregation model not task-based –Users can’t operate on groups of related windows

10 © 2003 Microsoft Corporation. All rights reserved. DEMOS: High Density Cursor

11 © 2003 Microsoft Corporation. All rights reserved. INPUT: Drag ‘n Pop Problems: –Large displays create long distance mouse movement –Drag ‘n Pop brings proxies of targets to the user from across display surfaces

12 © 2003 Microsoft Corporation. All rights reserved. DEMO: GroupBar GroupBar joins related items in the taskbar and remembers spatial layouts of tasks To help solve this problem, Shell needs to remember Windows’ states between sessions Download: \\gregsmi2\dowloads\groupba r.exe

13 © 2003 Microsoft Corporation. All rights reserved. DEMO: GroupBar Layouts Windows management time- consuming –Screen real estate often gets wasted during layout Solution—Smart Windows Layout Options

14 © 2003 Microsoft Corporation. All rights reserved. Advanced UI: Scalable Fabric Configurable central focus + peripheral context areas Easy task switch from periphery to focus area Personally meaningful layouts are preserved by system Leverages human spatial memory Proximity determines group membership

15 © 2003 Microsoft Corporation. All rights reserved. Women Take a Wider View (CHI 2002) Grew from work designing and evaluating 3D virtual navigation techniques On regular desktop display: –Men performed significantly better than women On exploratory widescreen display: –Overall improvement for all users Surprising finding: –Gender gap disappeared - Males and females performed equally on widescreen display

16 © 2003 Microsoft Corporation. All rights reserved. Related Work Formation of cognitive maps while navigating 3D virtual worlds –Spatial abilities –Artifacts (maps, landmarks,…) Gender differences in spatial ability and navigation strategies –Most report male advantages, especially in virtual environments

17 © 2003 Microsoft Corporation. All rights reserved. Related Work: Optical Flow Changing retinal image as we move through the environment –Aids perception of environmental structure

18 © 2003 Microsoft Corporation. All rights reserved. Related Work: Optical Flow Changing retinal image as we move through the environment –Aids perception of environmental structure

19 © 2003 Microsoft Corporation. All rights reserved. What we know about Optical Flow Optical flow benefits heading perception in active navigation –Shown for fields of view up to 90 degrees Hypothesized that effectiveness of optical flow depends on spatial ability –[Cutmore et al. 2000] –Gender unexplored

20 © 2003 Microsoft Corporation. All rights reserved. Our Hypotheses 1.Optical flow cues help all users form better cognitive maps when navigating 3D virtual environments 2.Better optical flow cues help women more than men in cognitive map formation 3.Wider displays offer even better optical flow cues

21 © 2003 Microsoft Corporation. All rights reserved. Dsharp Display 43" 11"

22 © 2003 Microsoft Corporation. All rights reserved. Task: General Description Learning: User controls movement along path through virtual 3D maze Testing: Remember path traveled

23 © 2003 Microsoft Corporation. All rights reserved. Virtual Maps 14 rooms (6 straight ahead, 8 turns) Some paths go through same room twice For example:

24 © 2003 Microsoft Corporation. All rights reserved. Cognitive Map Learning Use arrow keys to go through green door Determine if path crosses itself Remember full path

25 © 2003 Microsoft Corporation. All rights reserved. Cognitive Map Memory Test Tested on memory for maze –Forward test and backward test –Measured task time & number of correct doors opened on first attempt Same controls as in learning phase, but without green door guides Given feedback

26 © 2003 Microsoft Corporation. All rights reserved. Experimental Design Large FOV: 120 degreesSmall FOV: 100 degrees Optical Flow Present Optical Flow Absent Male Female

27 © 2003 Microsoft Corporation. All rights reserved. Experimental Procedure Paper folding test of spatial ability 1 practice trial + 4 test trials Satisfaction questionnaire

28 © 2003 Microsoft Corporation. All rights reserved. Benefits of Optical Flow

29 © 2003 Microsoft Corporation. All rights reserved. Optical Flow Helps All Users in Forward Test Forward Backward

30 © 2003 Microsoft Corporation. All rights reserved. Optical Flow Benefits Females More in the Forward Test FemalesMales

31 © 2003 Microsoft Corporation. All rights reserved. Other Results No effects for field of view No effects for spatial ability measure Satisfaction ratings matched performance results

32 © 2003 Microsoft Corporation. All rights reserved. Conclusion 1.Optical flow cues help all users form better cognitive maps when navigating 3D virtual environments 2.Better optical flow cues help women more than men in cognitive map formation Unexplained by biases in spatial ability 3.Wider displays offer even better optical flow cues 100 degree field of view seems sufficient

33 © 2003 Microsoft Corporation. All rights reserved. Information Voyeurism: Social Impact of Large Displays Exploit social cues induced by physical size: –Help people communicate –Increase productivity on individual tasks Must quantify in order to exploit Information on large displays more public –Ask user? Cannot guarantee accuracy –Video? Cannot disambiguate glance from reading

34 © 2003 Microsoft Corporation. All rights reserved. Measuring ‘ Peeking ’ Implicit memory priming paradigm –Expose user to stimulus –Test user implicitly on how much they’ve processed stimulus Word stem completion Eg. Mon_____ –Priming measured by faster response or higher frequency of stimulus Monkey, Money, Monster, Monday, Monopoly, …

35 © 2003 Microsoft Corporation. All rights reserved. Experiment Materials Stimulus: 30 words embedded in: –7 e-mail subject lines –2 e-mail messages Place e-mail where it can be seen by user Priming test to see if they’ve read it –Word stem completion

36 © 2003 Microsoft Corporation. All rights reserved. Experimental Setup 156″ 38″ 16″ 27.5″ 66″114″ Experimenter Participant Large Projection Screen Small Desktop Monitor

37 © 2003 Microsoft Corporation. All rights reserved. Implicit Memory Results Small DisplayLarge Display Average # of Target Words N=12

38 © 2003 Microsoft Corporation. All rights reserved. Other Converging Data More users admitted reading text on: –Large Screen (7/12) vs. Small Screen (3/12) Comments indicated reading someone else’s e-mail more acceptable on large screen Video shows users glanced more at: –Large Screen (M=19 seconds) vs. Small Screen (M=14 seconds)

39 © 2003 Microsoft Corporation. All rights reserved. Future Work Understand why large displays more public –Physical proximity of information to owner? –Wall-mounted nature of large display? Protect private information from prying eyes –Private information never placed on public screens –Interface conventions that convey level of privacy Facilitate ad hoc collaboration –Display systems that make people interact more

40 © 2003 Microsoft Corporation. All rights reserved. Summary Novel application of implicit memory priming paradigm for measuring if someone has peeked at information People are more willing to read someone else’s e-mail on large wall-sized displays than on smaller displays –Even with identical visual angles and legibility Future Work

41 © 2003 Microsoft Corporation. All rights reserved. Future Research Directions Continue researching benefits of and methods for testing large displays Task management for information workers Reconfigurable information display surfaces – Heterogeneous devices Social impact, collaboration and communication scenarios Gestures, vision and tracking Novel UI and interaction techniques

42 © 2003 Microsoft Corporation. All rights reserved. Thank you…

43 © 2003 Microsoft Corporation. All rights reserved. Large Display Surfaces are Here Workstation in the real world (InfoCockpit--CMU)

44 © 2003 Microsoft Corporation. All rights reserved. Optical Flow Benefits All Users Equally in the Backward Test

45 © 2003 Microsoft Corporation. All rights reserved. User Views of Maze Narrow field of view (100 degrees) Wide field of view (120 degrees)


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