人们如何在桌子上使用方位:理解、协调和沟通[41](仅抽象)

Russell Kruger, Sheelagh Carpendale, Stacey D. Scott, S. Greenberg
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引用次数: 1

摘要

为了支持同址协作,许多研究人员正在研究如何有效地用电子显示器增加桌面。早在1988年,定位就被认为是电子桌面设计师必须解决的一个重要的人为因素问题。与传统的桌子一样,当人们站在水平显示器周围的不同位置时,他们将从不同的角度观看内容。这个问题的一个常见解决方案是让软件重新定位对象,以便任何给定的个人都可以“正确地”看到它们。然而,这是最好的方法吗?如果不是,人们实际上是如何在桌子上使用定向的?为了回答这些问题,我们对传统餐桌上的协作活动进行了观察性研究。我们的研究结果表明,将物体重新定位到一个人的视角的策略过于简单:虽然重要,但它是人们如何利用他们重新定位物体的能力的一个不完整的观点。在个体如何理解信息、合作者如何协调行动以及如何协调沟通方面,取向被证明是至关重要的。取向的协调作用在人们如何建立个人和群体空间,以及他们如何表明物体的所有权中是显而易见的。就通信而言,定向在启动通信交换和随着协作的进展继续与个人谈论特定对象和工作模式方面是有用的。定位的三种作用对桌面软件的设计和现有桌面系统的评估具有重要的意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
How people use orientation on tables: comprehension, coordination and communication[41] (abstract only)
In order to support co-located collaboration, many researchers are now investigating how to effectively augment tabletops with electronic displays. As far back as 1988, orientation was recognized as a significant human factor issue that must be addressed by electronic tabletop designers. As with traditional tables, when people stand at different positions around a horizontal display they will be viewing the contents from different angles. One common solution to this problem is to have the software reorient objects so that any given individual can view them 'right way up.' Yet is this the best approach? If not, how do people actually use orientation on tables? To answer these questions, we conducted an observational study of collaborative activity on a traditional table. Our results show that the strategy of reorienting objects to a person's view is overly simplistic: while important, it is an incomplete view of how people exploit their ability to reorient objects. Orientation proves critical in how individuals comprehend information, how collaborators coordinate their actions, and how they mediate communication. The coordinating role of orientation is evident in how people establish personal and group spaces, and how they signal ownership of objects. In terms of communication, orientation is useful in initiating communicative exchanges and in continuing to speak to individuals about particular objects and work patterns as collaboration progresses. The three roles of orientation have significant implications for the design of tabletop software and the assessment of existing tabletop systems.
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