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large displaysare like regular sized displays, only larger, right?
patrick baudisch
microsoft researchvisualization and interaction research
large screens and multimon
... are coming
[Jon Peddie ResearchDec, 2002 N=6652]
No Multimon30%
Plan to Use Multimon
38%
Use Multimon32%
• information mural[Guimbretière, Winograd]
• on large screens optical flow helps navigation [Tan 2001]
• large screens help productivity tasks [Czerwinski 2003]
• multi-monitor setups: access palette windows in Photoshop, CAD… [Grudin 2001]
building a large display
focus plus context screens
help—I can’t find my mouse cursor
high-density cursor
help—I can’t reach my stuff anymore
drag-and-pop
context where there is no room for context
halo
mouse
motionmouse
motion
fill-in cursors
current framefill-in cursors
current framefill-in cursors
previous frame
fill-in cursors
previous frame
• Hardware– At least one hi-res
display– At least one larger low-
res display
• Software– scaling of the display
content is preserved– resolution varies
setup
application scenarios
video
field study: users & tasksSubject’s task Document/view
Sta
tic do
cum
en
ts
Web designer Page: 800 pixel
Mechanical engineer Polybot segment: 5cm
Graphic designer Poster: 1m
Architect in remodeling Building: 50m
Photogrammetry (2) Highway 2 miles
Geographic info. system County: 80km
Chip designers (2) Wafer: 12cm
Dyn
am
ic
Air traffic ctrl. tool builder Zone: 50km
Ego shooter gamer Surrounding: 360º
Submarine ROV op. Surrounding: 360º
Strategy gamers (2) Map: 30k pixel
Smallest detail Ratio
Table detail: 1 pixel 800
Clearance: 0.03mm 2,000
Align: 0.5mm 2,000
Accuracy: 1cm 5,000
Accuracy: 1 inch 100,000
Land boundaries: 0.5m 160,000
Grid: 0.5m 240,000
Plane distance in 25m steps 2,000
Aiming: 0.1º 3,000
Use arms: 1mm/0.05º 8,000
Aiming: 1 pixel 30,000
focus plus context screen VisualizationSame # of pixels
fisheye
55
overview plus detail
44
Display technology
homogeneous resolution
44wall-size, hi-res display
44
What participants
used
What participants
used
Available to½ of participants
Available to½ of participants
… andcurrentsolutions
experiment 1:• 3 interfaces:
• focus plus context screen• overview + detail• homogeneous
• 2 tasks
• 12 subjects from Xerox PARC• Within subjects, counter-balanced• Same number of pixels
task 1: closest hotel
8 maps per interface
F+C screen and O+D use same magnification factor
task 2: verify connections
Verify a different set of 24 connections on the board
0
100
200
300
400
500
600
700
Map task Board task
zooming+panning
overview+detail
focus+context screen
resultsA
vera
ge
ta
sk c
om
ple
tion
tim
es
in s
eco
nd
s
21% faster21% faster 36% faster36% faster
manually zooming
takes time
manually zooming
takes time
visually switching reorientation
visually switching reorientation
visually more ambiguous
visually more ambiguous
experiment 2:driving simulation
120 sec sequence100 fields of nails; 30 rocks; tradeoff
resultsM
ea
n n
um
be
r o
f co
llisi
on
s su
bje
cts
cau
sed
• Sweet spot:flight simulation, unmanned vehicles…
0
5
10
15
20
25
run-over nails rocks hit
overview+detailfocus+context screen
Error rate only 1/3 of two-
monitor setup
Error rate only 1/3 of two-
monitor setup
Subjects preferred thef+c interface
Subjects preferred thef+c interface
• so it worked really well withcontent that already wasfocus & context…
• …but what about the computer desktop?• how to view peripheral content in high-res• problem only because periphery is low-res?• not really… how to view a detail on a huge display wall?• it is just hard to see detail if located far away
the distinction of screen space into focusand context regions is always there(focus plus context screens only emphasize it)
ktop?ktop?but how about the computer desktop?
keeping the mouse working
• on a large screen, cursor isfurther away from user
• longer distances higher mouse acceleration
• temporal aliasing: 500 pixels jumps
• lack of visual continuity & weak stimulus users lose track of the cursor
the problem will get worse
• “yes, but won’t faster computers make this problem go away?”
NO: cursor update is limited by screen refresh rate
• screen refresh rate has actually decreased (LCDs)• larger screens + lower refresh rate status quo• future: even larger screens problem will get worse
how it works
previous cursorposition
current cursorposition
mouse
motion fill-in cursors
current framefill-in cursors
previous frame
inserts cursor image between actual cursor positions the mouse cursor appear more continuous
this is not the mouse trailthe windows
mouse trail…• makes mouse
trail last longer• drawback: cursor
images lag behind
...is not high-density cursor
• hd cursor makes mouse trail denser
• lag-free: mouse stops => cursor stops
video
benefitsprevious cursor position
mouse
motion
current cursor position
fill-in cursors
current framefill-in cursors
previous frame
mouse
motion
1. mouse cursor appear more continuous easier to track the cursor
2. higher “visual weight” easier to re-acquire the cursor
designs alternatives
acceleration
• reference: exponential acceleration
a
b
d
e
f
c
h
g
frame
designs alternativesa
b
d
e
f
c
h
g
frame acceleration
• motion blur with higher weight
designs alternativesa
b
d
e
f
c
h
g
frame acceleration
• temporal super-sampling vs. motion blur
chose discreet version1. latest cursor position is always shown blur-free and in full opacity2. appearance that users are familiar with today3. computationally less expensive
chose discreet version1. latest cursor position is always shown blur-free and in full opacity2. appearance that users are familiar with today3. computationally less expensive
designs alternativesa
b
d
e
f
c
h
g
frameacceleration
• density = detectability vs. intrusiveness
transfer function
mouse speed
distancebetweencursorimages
onset threshold(configurable)
cursor trail provides no speed cues
hd c
urso
r has
no
effe
ct
transfer function(configurable)
designs alternativesa
b
d
e
f
c
h
g
frameacceleration
• optional cursor growth
user study
• conducted pre-study to define interface candidates• interfaces: control vs.
high-density cursor (conservative, tripleDensity, plusScaling) • fitts’ law task• triple-mon: button located at 5” to 40” distance• participants: 7 external participants, 5 coworkers
• hypotheses• high-density cursor faster• the greater the distance the
greater the effect• tripleDensity and plusScaling
faster than conservative
resultsti
me %
rela
tive t
o r
eg
ula
r cu
rsor
90
92
94
96
98
100
102
target distance (mm)125 250 500 750 1000
regular mouse cursor
high-density cursors
speedupup to 7%
conservative
+ scale
+3-dense
short distance
subjective satisfaction
Condition Liked Most Liked Least
control 0 7
HD_conservative 2 3
HD_tripleDensity 2 0
HD_plusScaling 6 0
• most participants did not notice that cursor was different!“did that condition use a different mouse acceleration?”…
• lesson we learned:display frame rate is not a hard limit
but how to see details?
• so this gets the mouse to the periphery—nice
• …but what if the user uses touch for input?• … or if user needs to see content in detail?
let’s focus on a specificcase for a moment:extend basic actionsdrag-and-drop and picking
scenario 1: long distances
dragging is designed for small screens…… but becomes time-consuming on large screens
scenario 2: dragging + bezels
dragging across bezels in display wall is no problem for the mouse…
…but a big problem when using pen/touch input
drag-and-pop: demo• users starts
dragging icon towards a distant folder or application
• icons of compatible type come towards mouse cursor
• user drops icon with minimal motion
• targets retractdrag-and-pop works across bezels
• drag-and-pop generalizes direct manipulation• bring content to the user• let the user interact with it• send content back
scenario 1: long distances
dragging on large screens
scenario 2: dragging + bezelsdragging acrossbezels in display wall
the displays we used…
design
selecting candidates
• initialize• all icons are candidates
• filter• eliminate icons with non-matching file types• eliminate icons that are too close• eliminate icons outside target angle• if necessary, restrict to some hard limit
preserving layout
• snap to grid• eliminate empty
rows and columns
• translate back• place center of
bounding box in front of user
• closer for experts
the rubber band
• animationdid not work
• “frozen”motion blur
• narrow midriff• suggests elasticity• clue for distance
• simplified version
getting it out of the way
• to rearrange icons on the desktop (overloaded):• any mouse motion moving away from the
“popped-up” icons de-activates drag-and-pop• introduce flick gesture into mouse motion
pre-study
• 3 layouts for study: sparse (11), frame (28), cluttered (35)
• 15 single, 6 dual, and4 triple monitor users
• overall resolutions 800,000 pixels to 3,900,000 pixels
• (= 66% more than the display wall used in the experiment).
user study
• participants: 2 female, 5 male• dynaWall
• 3 Smartboard• 15’ long (4.5m)• 3 x 1024x768 pixels
• native code not stable enough Macromedia Flash version
• task: drag icons into matching folder• highlighting disappeared when started• each desktop: 11-35 icons + 10 icons to be filed
results
• faster with drag-and-pop• error rate higher with drag-and-pop• most of the effect caused by the bezels
0 1 20
2
4
6
8
10
12
14
Number of Bezels Crossed
Drop
Pop
Control
Drag-and-pop
3.7 times3.7 timesspeedupspeedup
0
10
20
30
40
0 500 1000 1500 2000 2500Target Distance (pixels)
Drop
Pop
Control
Drag-and-pop
subjective satisfaction
• > 6 (out of 7)• “I liked using drag-and-pop”• “I always understood what was happening when drag-and-pop
was on”,• “I would use drag-and-pop for large displays.”
• < 3 for• “It took a long time to get used to drag-and-pop”• “It was hard to control what the targets did when drag-and-pop
was on.”
• drag-and-pop interface causes less manual stress and fatigue than the control interface
• lesson learned: the shortest connection between two points on a display wall is not a straight line (fixed)
drag-and-pick
problem• launch app or open file
drag-and-pick• user drags “background”• all icons in that direction
move to the cursor• user drags % releases
mouse over it• target is activated
• lesson we learned:screen space andinteraction don’t haveto be the same
• this was only for moving files and launching apps. need to solve this for the general case
can we push this further?
• (unless the app has fixed focus of attention) bring content to the user on demand
• that’s great—so maybe the periphery does not need to be full resolution after all
• can we push this even further? can we create a visual periphery without any peripheral screen space?
a first attempt… city lights
+
the problem
halo <demo>
cinematography
1. entry and exit points
2. point of viewarrow-based techniques
3. partially out of the frame halo
rings are familiar, graceful degradation
streetlamps
• aura visible from distance• aura is round• overlapping auras aggregate• fading of aura indicates distance
what we changed• smooth transition sharp edge• disks rings• dark background light background
app designers can use
• color• texture• arc thickness
user study
interfacesarc/arrow fading offscale 110-300m/cmmap as backdropreadability oksame selectable
size
hypothesis:
halo faster
halo ring distance from display border
legend
pre-study to define tasks
• 8 participants (6 GPS users, 2 PDA users)• informal interviews 10-40 minutes
4 tasks to be used in study
1. locate task
click at expected location of off-screen targets
had tosimulate on PC
2. closest task
click arrow/arc or off-screen location closest to car
3. traverse task
click all five targets so as to form shortest path
4. avoid task
click on hospital farthest away from traffic jams
procedure
• 12 participants• within subject design, counterbalanced• four training maps per interface/task,
then eight timed maps• questionnaire
task completion time
Task Arrow interface Halo interface
Locate 20.1 (7.3) 16.8 (6.7)
Closest 9.9 (10.1) 6.6 (5.3)
Traverse 20.6 (14.1) 16.8 (8.7)
Avoid 9.2 (4.7) 7.7 (5.8)
0
5
10
15
20
25
Locate Closest Traverse Avoid
Arrow interface
Halo interface
33%
16%
error rateTask Arrow interface Halo interface
Locate 23.5 pixels (21.6) 28.4 pixels (33.8)
Closest 22% (42%) 21% (41%)
Traverse 97.4 pixels (94.7) 81.0 pixels (96.7)
Avoid 15% (35%) 14% (34%)
0
5
10
15
20
25
30
Locate Closest Traverse Avoid
Arrow interface
Halo interface
participants underestimated distances by 26% participants saw ovals (gestalt laws?) we can compensate for that: width += 35%
0
1
2
3
4
5
6
7
8
9
Locate Closest Traverse Avoid
Arrow interface
Halo interface
subjective preference
results
• halo 16%-33% faster than arrows• no split attention• distortion-free space• scale independent• no need to annotate distance• perceive all rings at once
[treisman & gormican]
• limitation: max number or rings
access off-screen content
• make halo arcs (or city lights) clickable to pan display to that location
vs.
• preserve users’ spatial memory by using drag-and-pop instead: bring peripheral content to PDA screen
conclusions
• distance to peripheral space and human peripheral vision make peripheral content hard to read
• making periphery all hi-res does not solve this problem
• we need to support users using appropriate visualization and interaction techniques
mouse
motionmouse
motion
fill-in cursors
current framefill-in cursors
current framefill-in cursors
previous frame
fill-in cursors
previous frame
read more about it
focus plus context screens:UIST 2001, CHI 2002SIGGRAPH 2002 demo
high-density cursorInteract 2003
drag-and-popInteract 2003
city lightsCHI 2003
haloCHI 2003, UIST 2003 demo
thanks!• try it out www.patrickbaudisch.com
• thanks to: • focus plus context screens: victoria
bellotti, nathan good, paul stewart, pamela schraedley, michael brueckner, rich gold,
• high-density cursor: ed cutrell, george robertson, & VIBE
• drag-and-pop: & ed cutrell, dan robbins, mary czerwinski, peter tandler, ben bederson, and alex zierlinger
• halo: ruth rosenholtz, polle zellweger, jock mackinlay, lance good, and mark stefik
Seamless integration of displays
a b
Context
No reflections on focus screen
Focus
If I had to commercialize today…
• Build all-analog immersive video link• Immersive telepresence,• Remote operated vehicles, drones• Immersive VR• Remote medicine
ContextWall
Extra
(a) locate (b) closest
(d) avoid(c) traverse
How does it work?
The scaling software
• Display image on two display units of different resolution• Similar to two-headed display• but display units are overlapping• and one of them has to be scaled down
• (Related work “Flux capacitor”[Dr. Emmett Brown, 1985])
Linux/VNC
app
focus
contextinput
server
clip
scale
viewer
viewer
Image viewer
context
Photoshop
scale
ACDsee
ACDsee
.gif
.gif
mousefork
input
focus
related work• acquiring distant targets
• move cursor with eye gaze (Sibert and Jacob, 2000), Magic pointing (Zhai et al., 1999)• flick snaps cursor to target (Dulberg et al. (1999)• sticky icons capture cursor (Swaminathan and Sato, 1997)• throwing gets across long distances (Geißler, 1998) • expanding targets save space on screen (McGuffin and Balakrishnan, 2002)• drag-and-pop (baudisch et al 2003)
• enhance detectability of the mouse cursor• <ctrl> for radar animation (Microsoft, Steve Bathiche)• cursor growth (Kensington Mouseworks 2001)• mouse trail for slow response LCDs (e.g. MS Windows)• liveCursor points in the direction of its motion (Ben Bederson)
• motion blur and temporal supersampling• reduce temporal aliasing, such as stroboscope, e.g. wheel spokes• rendering a scene multiple times (Dachille and Kaufman, 2000)• improve the perceived responsiveness of graphics apps (Conner and Holden, 1997)• help users anticipate motion (Chang, 1993; Thomas & Calder, 2001)
design goals
• for users who track the cursorenhance the predictability of the cursor path• enhanced trail density/continuous blur• smooth interpolation of the cursor path• preservation of trail density as a cue for cursor speed.
• for users who reacquire the cursorincrease the detectability of the cursor (visual weight)• enhanced trail density• enhanced cursor opacity• and cursor scaling.
• preserve responsiveness
designs alternativesa
b
d
e
f
c
h
g
frameacceleration
• distance between cursor images as cue for mouse speed
designs alternativesa
b
d
e
f
c
h
g
frameacceleration
• smooth interpolation
bezier interpolation
cursor position
1. linear interpolation
2. attraction point
3. interpolate
pre-study
• goal: define interfaces for user study• participants: 14 coworkers
• informal procedure• try out high-density cursor• try out different settings (density, onset…)• choose “favorite” setting
• resulting interface parameters• 12-17 pixels/frame vs. 35 pixels/frame• distance = sqrt(n)• cursor growth on or off
touch/pen input breaks
touch/pen-input + multimon
touch and pen input renaissance• PDAs• Tablets• Liveboards /
Smartboards
multi-display systems• DynaWall, iRoom
Smartboard wall• connect tablet to
external screen• …
scenario 1: tables + screen
tablet users scribble with pen… but filing iconsinto folder on external monitor requires mouse
scenario 1: tablet + screen
filing icons into folder on external monitor
related work• techniques for transferring information
• drag-and-drop avoids hidden clipboard (e.g. Xerox Star)• hyper dragging (Rekimoto, 1999)• pick-and-drop (Rekimoto, 1997)+ take-and-put (Streitz et al., 2001)
• overcome large distances• magic pointing (Zhai et al., 1999) requires an indirect input device• gesture input techniques (Rubine, 1991)• throwing (Geißler, 1998) for reliable target acquisition?• laser pointers to acquire targets on a Smartboard (Myers et al. 2002)
• mouse-based interaction techniques• lodestones and lay lines (Jul, 2002)• flick (Dulberg et al., 1999)• sticky icons (Swaminathan and Sato 1997)
related work
• driving directionsvs. route planning aids
• overview-plus-detail• focus-plus-context
• pointing into off-screen space
inside applications…
• drag-and-pop workseven if target is• occluded• clipped• closed (folder)
• use the concept tofile emails?
intrusion border
handle
space for arcs…
and for corner arcs
reserve space for content
arc length = distance
handling many objects
• find best (restaurant): relevance cut-off
• see all (dangers): merge arcs