Title: The Designers Outpost: A Tangible Interface for Collaborative Design
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
2Where Do Web Sites Come From?Capturing and
Interacting with Design History
The Designers Outpost
- Scott KlemmerMichael Thomsen
- Ethan Phelps-Goodman
- Robert Lee
- James Landay
- 08 April 2002
- DAIMIUniversity of AarhusDenmark
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
- Fluid, informal interface
- 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
5Designers 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 (180 cm diagonal SMART
Board) - Regular Post-it notes
- Computer vision, stylus, and physical tools UI
- Evaluated with 15 professional designers
6Hardware Architecture
I N F R A S T R U C T U R E
Touch sensitive SMART board augmented with two
digital cameras
7Adding Value to Outpost
- Transition to other tools DENIM, a sketch-based
web design app. - Design History
- Remote Collaboration
8Why Design History?
- Provides a historical record, a process document
- Enables risk-free exploration of alternatives
- Browsing history helps education
- History combined with comments provides a
platform for design rationale
9Video!
10Three History Visualizations
- Main Timeline
- Note Timeline
- Synopsis Visualization
11Main Timeline
- Consists of visual thumbnails
- Each thumbnail represents the board at one point
in time - Changes between thumbnails are highlighted
12Direct manipulation
- The timeline outputs (a subset) of the whole
design history - The timeline inputs the current location in the
history Clicking a thumbnail jumps in time - A jog-dial offers physical navigation
13Branched History
- How can we offer the flexibility and power of
branched history, with the ease of use of linear
history?
14Filters
- Thumbnails are generated based on a filter
15Local Timeline
- Lighter weight history for individual objects
- Provides detailed information about a particular
note without visually cluttering the entire board
16Synopsis View
- Provides a radically different visualization
optimized for offline usage
17Combining Physical and Virtual
- Consistency between physical and virtual needed
- User intervention is required
- Designing a fluid system that makes sense is
difficult - E.g., user 1) creates phy. note, 2) moves phy.
Note, 3) invokes undo
18Related Work Visual History
19Implementation
- Implemented i Java on top of the SATIN toolkit
- The commands are stored in a BranchedCommandQueue
(a specialization of the default CommandQueue) - Jumping in time involves walking the command
queue tree and invoking undo redo on the way
20Evaluation
- 6 professional designers
- Physical/Electronic in Cycles
- View All confusing
- Enthusiastic about easy capture of different
states facilitates experimentation and provides
easy reference
21Summary and Current Work
S U M M A R Y
- History system supports and 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
22Papers and videos available athttp//guir.berkel
ey.edu/outpost
The Designers Outpost
Where Do Web Sites Come From?Capturing and
Interacting with Design History