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i Exploring gesture based interaction and visualizations for supporting collaboration Bachelor Thesis Author: Andreas Simonsson Huck Supervisors: Bahtijar Vogel & Oskar Pettersson Semester: Spring 2011 Level: C Course code: 2ME10E

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Exploring gesture based interaction and

visualizations for supporting collaboration

Bachelor Thesis

Author: Andreas Simonsson Huck

Supervisors: Bahtijar Vogel & Oskar

Pettersson

Semester: Spring 2011

Level: C

Course code: 2ME10E

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Abstract

This thesis will introduce the concept of collaboratively using freehand gestures to interact

with visualizations. It could be problematic to work with data and visualizations together with

others in the traditional desktop setting because of the limited screen size and a single user

input device. Therefore this thesis suggests a solution by integrating computer vision and

gestures with interactive visualizations. This integration resulted in a prototype where

multiple users can interact with the same visualizations simultaneously. The prototype was

evaluated and tested on ten potential users. The results from the tests show that using gestures

have potential to support collaboration while working with interactive visualizations. It also

shows what components are needed in order to enable gestural interaction with visualizations.

Keywords

Gesture interaction, Vision based interaction, Interactive visualizations, Computer vision,

Collaborative interaction, Microsoft Kinect

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Contents 1 Introduction ......................................................................................................................... 1

1.1 Problem definition ....................................................................................................... 2

1.2 Purpose and goal .......................................................................................................... 3

1.3 Limitations ................................................................................................................... 3

1.4 Disposition ................................................................................................................... 3

2 Methods ............................................................................................................................... 5

2.1 Prototyping .................................................................................................................. 5

2.2 User tests ...................................................................................................................... 7

2.2.1 Usability test ......................................................................................................... 7

3 Theory ................................................................................................................................. 8

3.1 Interactive technologies ............................................................................................... 8

3.1.1 Technological ....................................................................................................... 8

3.1.2 Usability ............................................................................................................. 10

3.2 Data Visualization ..................................................................................................... 12

3.3 Collaboration using interactive technologies ............................................................ 13

3.4 Summary and features definition ............................................................................... 14

3.4.1 Interactive Technologies .................................................................................... 14

3.4.2 Visualizations ..................................................................................................... 16

3.4.3 Collaboration ...................................................................................................... 16

4 Design and development ................................................................................................... 17

4.1 Requirements ............................................................................................................. 17

4.2 Initial technological evaluation ................................................................................. 18

4.3 Development .............................................................................................................. 18

4.3.1 Design & implementation .................................................................................. 18

5 User tests ........................................................................................................................... 26

5.1 Users and settings ...................................................................................................... 26

5.2 Tasks .......................................................................................................................... 26

5.3 Questionnaires ........................................................................................................... 27

5.4 Data analysis and results ............................................................................................ 27

5.4.1 Calibration .......................................................................................................... 28

5.4.2 Click gesture ....................................................................................................... 29

5.4.3 Swipe gesture ..................................................................................................... 29

5.4.4 Swim gesture ...................................................................................................... 30

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5.4.5 Collaboration ...................................................................................................... 31

5.4.6 Summarizing impressions .................................................................................. 32

6 Conclusion ........................................................................................................................ 34

6.1 Discussion .................................................................................................................. 34

6.2 Future work ................................................................................................................ 37

6.3 Reflection ................................................................................................................... 38

References ................................................................................................................................ 39

Appendix A .............................................................................................................................. 43

Appendix B .............................................................................................................................. 45

Table of figures

Figure 2.1 Prototyping (CMS 2008) .......................................................................................... 6

Figure 3.1 OpenNI Framework (OpenNI User Guide, 2011) .................................................. 10

Figure 4.1 The gestures ............................................................................................................ 19

Figure 4.2 Basic interaction ..................................................................................................... 21

Figure 4.3 Google Maps ........................................................................................................... 22

Figure 4.4 Google Maps combined with charts and pictures ................................................... 23

Figure 4.5 Live demo ............................................................................................................... 24

Figure 4.6 System Components Overview ............................................................................... 25

Figure 4.7 Software overview .................................................................................................. 25

Figure 5.1 User tests ................................................................................................................. 26

Figure 5.2 Questionnaires/tasks results .................................................................................... 28

Figure 5.3 Calibration .............................................................................................................. 28

Figure 5.4 Click gesture ........................................................................................................... 29

Figure 5.5 Swipe gesture .......................................................................................................... 30

Figure 5.6 Swim gesture ........................................................................................................... 31

Figure 5.7 Collaboration .......................................................................................................... 32

List of Tables

Table 5.1 The Tasks ................................................................................................................. 27

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1 Introduction Traditionally human computer interaction has consisted of different types of physical input

devices such as the mouse and keyboard. With the evolvement of ubiquitous computing and

touch technologies new types of interaction technologies have become more used and new

interfaces have been developed (Kela et al. 2005). New interaction technologies such as

computer vision and speech enable richer interaction with a computer (Hardenberg et al.

2001). However, these technologies have rarely been widely adopted due to cost and

complexity (Wang et al. 2009). This is often the case when interacting with large displays

where traditional input devices often restrict the user to be stationary while interacting with

the content. These devices also restrict the interaction to one user at the time. To enable

multiple users to interact with the same display, direct multi-touch approaches have been

suggested (Isenberg et al. 2007). Utilizing small and medium displays where the user can

physically reach all parts of the display has had some success. In order to create a more

natural and less restricted interaction, research into computer vision as an input device has

suggested gesture-based approaches (Nielsen et al. 2004).

Recent advances in the computer vision technology, such as the Microsoft Kinect (Microsoft,

2011), have enabled tracking of multiple users without any external input devices. This makes

it possible to interact with a computer without being restricted to for example a desktop

mouse or keyboard. Because a computer vision based system could allow the user to interact

from a distance it opens up for larger displays. The use of large displays is beneficial when for

example viewing visualized data because the user can use a wider field of vision. It also

allows multiple users to view and interact with the data (Zudilova-Seinstra et al. 2009).

The large amount of various data available today often has to be interpreted to be

comprehensible. One way this interpretation can be done is by creating visualizations.

―Visualization technologies empower users to perceive important patterns in a large amount

of data, identify areas that need further scrutiny and make sophisticated decisions‖ (Zudilova-

Seinstra et al. 2009:3). The writers also emphasize that the visualizations has to be interactive

and how that interaction is done affects the users understanding of the data. This is also the

case in visual analytics which Keim et al., defined as ―[v]isual analytics combines automated

analysis techniques with interactive visualizations for an effective understanding, reasoning

and decision making on the basis of very large and complex data sets.‖ (2008:157). Thomas et

al., (2005) suggests that visual analytics is a dialogue between the user and the visualizations

and through interaction the user asks the system for new views of the data.. Visualizations are

often used by people working in groups to more easily communicate and interpret the

information (Isenberg et al. 2007).

Collaboration occurs when people are working with information together and sharing a

common goal. Having people with different skills to work and interpret the information being

presented can enhance the understanding (Isenberg et al. 2010). However most visualization

systems only allow one user to interact with the content at the time and this is often done on a

small screen by using traditional input devices such as mouse and keyboard (Isenberg et al.

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2007). Isenberg et al. stated that ―Attempting to collaborate under these conditions can be

awkward and unnatural‖ (2007:1232). Collaborative interaction of visualizations have often

been achieved by networked visualizations when people are physically distributed (Zudilova-

Seinstra et al. 2009).

The purpose of this thesis is to integrate interactive technologies with visualizations to support

collaboration. Integrating visualizations with multi-user computer vision technology will

enable collaboration between co-located users in the same workspace. Referring to the recent

advances in computer vision, the large amount of data that need to be displayed in an

interactive manner and the benefits of collaboration, these areas motivates this work.

1.1 Problem definition

While collaborating with other co-located users using interactive visualizations of data, the

interaction is restricted to one user at the time when using traditional desktop computers. The

relatively small display of a desktop computer also makes it more cumbersome for several

users to view the visualizations (Isenberg et al. 2007). Using a larger display makes it possible

to multiple users to interact with the visualizations (Zudilova-Seinstra et al. 2009). However

simultaneously multi-user interaction requires a system that supports multiple user input.

With advances of computer vision techniques, such as the Microsoft Kinect which is able to

recognize multiple users and gestures (Leyvand et al. 2011), this could be achieved. Using

freehand gestures removes the burden of having to physically interact with the content on a

large screen and it also supports natural interaction (Bellucci et. Al 2010). With the need for

easier means of multi-user interaction with visualized data on a large screen the main research

question in this thesis is formulated as follows.

How could the integration of interactive technologies and visualizations support

collaboration using gesture based controls utilizing large displays?

In order to tackle the main question the following sub-questions are formulated as well.

What are the components of an interactive gesture based visualization system?

Compared to traditional means of interacting with visualization systems, what are the

potentials of utilizing gesture based interaction?

These questions are answered by the development and evaluation of a prototype based on

existing research in the fields of computer vision, visualizations and collaborative interaction.

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1.2 Purpose and goal

As stated in the introduction a vast amount of data is available and being used in different

kinds of visualizations. The interaction with these visualizations is often done in a traditional

setting with a desktop computer. With the benefit of using large displays while working with

visualizations of data combined with the less restricted interaction of a computer vision and

user recognition system. The purpose of this thesis is to design and develop a computer

vision-based interaction system to support collaboration while working with interactive

visualizations of data. By integrating existing visualizations of data with a computer vision

system that is able to track multiple users, this system supports collaboration between co-

located users.

In order to answer the research questions stated in the previous section the components of an

interactive gesture based visualization system has to be identified. The work includes

investigating potential technologies for computer vision and user gesture recognition then the

development of a prototype. The system is developed to support collaboration between two

co-located users while viewing visualized data in form of map with points of interests, charts

and pictures. The prototype is then tested by ten users to assess the usability and to see if it

could support collaboration.

1.3 Limitations

Both the fields of human computer interaction and visualization technologies are broad and

therefore a set of limitations are required. This thesis will focus on the interactive

technologies to support collaboration and thus not aim to create new visualizations or evaluate

the collaboration between the users.

The software efforts done as a part of this thesis were developed only to test the

gestural functionality and ideas.

This thesis does not aim to create new methods of visualization but instead makes use

of existing efforts.

This thesis does not evaluate the level of collaboration between the users; it merely

aims to support it by enabling gestures for multiple users.

1.4 Disposition

The second chapter of this thesis will introduce the methodical approaches that are used to

explore the problem definition and answer the research questions.

The third chapter will review current research in the fields of computer vision, visualizations

and collaborative interaction. Based on the literature review a number of features concerning

the different fields of research were identified.

The fourth chapter will describe the development of a prototype based on the features

identified in the literature review.

The fifth chapter will present the assessment of the prototype based on user tests.

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The sixth and last chapter will lay out the results and discussion concerning the conclusions

from the previous chapters. In this chapter the research questions will be answered and

discussed. There will also be a discussion about future research that could be conducted to

further explore the area of this thesis.

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2 Methods This chapter will discuss and argue for the methods used to answer the research question. The

methods will guide and structure the work in order to make it a scientific contribution. The

research consists of two main parts, prototyping and user testing. The prototype was

developed to investigate potential technologies that could be used for gestural interaction and

how it could support collaboration. The prototype was tested on ten users in order to evaluate

the system and the concept. The goal of using these methods combined was to answer the

research questions stated in chapter one by analyzing the data gathered from the tests.

2.1 Prototyping

A prototype is according to Sharp et al. ―[…] a limited representation of a design that allows

users to interact with it and to explore its suitability‖ (2007:530). The purposes of developing

a prototype was to be able to test it with users in order identify usability issues and assess the

general attitude towards such system. Sharp et al. states that a prototype can be used for

different purposes, for example ―[…] test out technical feasibility [and to] do some user

testing and evaluation‖ (2007:531). These statements cohere well with the choice of

prototyping as a method. Because this work makes use of a fairly new technology in a new

context a prototyping method was deemed most suitable. By developing a prototype the focus

could be on evaluating the concept and assessing the usability rather than developing flawless

code. The fast iterations of prototyping were another important reason for choosing it as a

development method due to the limited time frame of this project.

The prototype was developed as a high fidelity prototype which makes it fully functional.

This makes it possible to use it for exploration and tests (Sharp et al. 2007). Cooper et al.

argues that a product have to be fairly complete in order to conduct user tests with good

results (2007). Another aspect which argued for the use of a high fidelity prototype was the

relative completeness of the components which were to be implemented. Another reason was

to be able to test gestural interaction. This could be difficult if using a low fidelity prototype

such as a paper prototype and would not add much to the development. Therefore to be able

to test it with good results a fully functional prototype was deemed the most appropriate

approach.

To guide the prototyping efforts an iterative prototyping model was followed (CMS 2008). As

can be seen in Figure 2.1 it consists of a number of steps which are discussed below.

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Figure 2.1 Prototyping (CMS 2008)

Initial investigation

Before any development could begin an initial investigation had to be done. The initial

investigation consisted of investigating potential computer vision technologies that

could be used for enabling gesture recognition. When appropriate hardware was

identified, different software approaches was evaluated. In this stage a basic concept

of the prototype was also constructed. This concept was refined throughout the whole

process.

Requirements definition

To get an understanding of what functionality the prototype was going to have,

requirements had to be identified. These requirements were created from identified

features in the literature survey. The initial and general features were identified during

the literature survey by looking at how earlier research have been approaching similar

problems. The features regarded the interactive technologies, usability, visualizations

and collaboration and are discussed more in chapter 3.

Additional requirements were identified during the iterations and were considered

while designing the prototype.

System Design

The design of the prototype consisted of three parts which in the end were combined

to cohere with the features identified in the literature survey. The first part was to

enable user tracking and gesture based interaction. The second part was to implement

a digital map and the third and final part was to implement the visualizations in

relation to the map.

Coding, testing…

The parts described in the System design were implemented by coding and testing.

Each part was first implemented separately and tested. The tests were conducted with

a couple of potential users which gave their opinions of the specific parts being tested.

These opinions guided the development throughout the iterations.

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Implementation

When the parts were deemed complete they were combined and tested again. When

the prototype was fully functional a formal evaluation test was conducted. The test

will be described further in section 2.2.

Maintenance

This stage will not be considered during this work and the reason for this is that the

prototype will not reach a final working stage. The goal of using these steps was to be

able to test the acceptance of using gestures during collaboration and therefore this

final stage was considered to be redundant.

2.2 User tests

In order to assess the prototypes usefulness a series of user tests were conducted. The user

tests included both qualitative and quantitative methods using a number of tasks, observation

and questionnaires. The tasks can be viewed in chapter five, table 5.1, and the questionnaire

can be viewed in Appendix B. The data gathered from the tests was analyzed to assess the

prototype and identify usability issues. Sharp et al. suggests that evaluation of a product is

about checking if the users like and can use the product, especially if it is a new concept

(2007). Because the concept of using gestures to interact with visualizations is fairly new,

user testing was considered to be crucial to assess the usability prototype.

2.2.1 Usability test

To assess the usability of the prototype, a series of usability tests were conducted. Usability

tests include measuring the performance of a typical user on typical tasks according to Sharp

et al., (2007). They also claim that the usability test is used for evaluation of the prototypes

ease of use, effectiveness and user satisfaction.

The participants were given a set of tasks to complete. According to Lazar et al. a task list is

often needed when testing functional prototypes. They also emphasize that the tasks need to

be clear and should not need explanation. The tasks should include steps that are frequently

used in the prototype (2010). In addition to the tests qualitative data can be collected by

encouraging the participants to think aloud while interacting with the prototype. According to

Lazar et al. there is often very useful information to be gathered by letting the users express

their opinions during the tests (2010). The participants were observed while interacting with

the prototype in order to identify errors and problems of the interaction. Because of the multi-

user nature of the prototype the tests were conducted in pairs.

To capture the interaction between the users and the prototype the tests were recorded using a

video camera. Using multimedia content, such as video- and audio-recordings is a good way

to better understand the users‘ interaction with the system (Lazar et al. 2010). In order to

further complement the data from the user tests a questionnaire was given to the participants.

According to Sharp et al. questionaries‘ is a widely used approach for gather opinions from

the users and are used in addition to usability tests (2007). The questions in the questionnaire

regarded the tasks in the test and the overall attitude towards the prototype.

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3 Theory The purpose of the literature survey was to get a greater understanding of similar systems and

how the interaction previously has been in computer vision based systems, visualization

systems and collaborative systems. To understand the scope of the current research in these

areas they were divided into sections. The information studied in the survey was broken down

into a list of features. These features were then used to support the development of the

prototype. Studying how existing systems work was argued by Sharp et al., as a viable

technique to help establishing requirements (2007).

The literature has been gathered from different sources. The main source was Google scholar

which led to a number of scientific databases such as ACM Digital Library (ACM, 2010)

IEEE Explorer (IEEE, 2010), Springerlink (SpringerLink, 2010). To be able to find relevant

articles in the databases a number of keywords was used. Keywords such as Gesture

interaction, Vision based interaction, Interactive visualizations, Computer vision,

Collaborative interaction, etc. Other sources of information have been in form of books.

3.1 Interactive technologies

This section will deal with interactive technologies such as computer vision and touch

surfaces. There has been much research in the field of gesture interaction using computer

vision. Some has used computer vision to enable touch on surfaces other have used computer

vision for mid-air interaction. There have been two prominent fields of research with two

different approaches related to computer vision, the technological and the usability

approaches. The technological approach has dealt with the technical aspects such as different

types of camera hardware and recognition algorithms. The usability approach has concerned

the usability and user experience of computer vision interaction.

3.1.1 Technological

The technological approach has focused on computer input devices such as different types of

cameras, laser and external handheld input devices to be able to accurately track movement of

the user.

There are different approaches to sense interaction using computer vision. First the computer

must be able to track the user. Then there has to be software that can recognize gestures from

the user. Nielsen et al. divided gestures in two categories, static and dynamic gestures (2004).

Static gestures are postures, for instance an open hand which is recognized by the system.

Dynamic gestures are movements that can be sensed by the system, one example is making a

circle motion or a push movement to interact.

An approach to track hands using external artifacts such as multi-colored gloves has been

purposed by Wang et al., (2009). Their technique was to use a color web-camera and a multi

colored glove in order to track one hand of the user in real time above a surface. They used

the tracking for interacting directly with 3d objects and hand poses for interacting indirectly.

They argue that their system can be extended to utilize two hands, however only if the hands

does not share the same space. The goal of their work was to create an inexpensive and robust

hand tracking input device.

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Yin et al., (2010) made use of the technology created by Wang et al. in order to create a more

natural interaction for large displays in a case study with urban search and rescue (USAR).

They state that ―Interfaces that more closely conform to the way people naturally interact

would have the potential to lower the users‘ cognitive load, allowing them to concentrate on

the decision-making task‖ (2009:1). They used projectors and a camera mounted above a

surface table to track a hand of a user.

Vogel et al., (2005) used a motion-tracking system with reflective markers on each finger to

track one hand of the user. They investigated the possibility of pointing and clicking at a large

vertical display from a distance. They argued that the point and click metaphor is better than

using other gestures to interact.

Z-touch was a project that used (IR) laser to be able to sense touch above and on a surface

(Takeoka et al.2010). The authors stressed the importance of sensing depth of the users‘ hands

near a table-top surface because it allows 3d gestural interaction. Approaches using depth-

cameras have been investigated but the authors express that the cameras are still too

expensive and inaccurate.

One project using a depth-camera was DepthTouch by Benko et al. which combined direct

touch and mid-air interaction on a vertical display. The author stated that they wanted to

preserve the ―[…] ‗walk-up-and-use‘ simplicity of the touch-sensitive interactive surface‖

(2008:3) and thus not use any external controls. DepthTouch is using a depth camera to track

the user and hence does not make use of any external controls. Their approach was to track

the user‘s hands by calculating the nearest point to the camera and use them as ―blobs‖ for

interaction. They argued that their tracking procedure was robust but also suffers from

limitations. Their algorithm was not able to distinguish between hands that were close

together or close to the body.

Wilson (2010) explored the possibility to use a depth sensing camera as a touch sensor using

the Microsoft Kinect. He states that the Microsoft Kinect software development kit enables

skeletal models of the users viewed by the camera which is useful for animating in game

characters. His approach was to sense touch over a surface by mounting the Microsoft Kinect

sensor above the surface and hence not makes use of the skeleton tracking feature.

The Microsoft Kinect is a user tracking sensor for the Xbox 360. It combines an RGB camera

and depth sensors in order to track multiple users for gaming and entertainment purposes

(Microsoft 2010). Basically, users playing a game supported by the kinect can control it with

their body using gestures. However almost immediately after the release of the Microsoft

Kinect several ―hacks‖ were also made to it making it possible to connect the device to a PC (

Giles et al. 2010). This made it possible to use it for other purposes than entertainment and

gaming. In a couple of months several frameworks was developed to be able to make use of

the data from the sensors. One framework that supports the Microsoft kinect is OpenNI1

which enables communication between sensors, middleware and the application as seen in

figure 3.1.

1 OpenNI 2011 http://www.openni.org/

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The OpenNI framework combined with the NITE middleware from Primesense2 made it

possible to use full body tracking in many different languages and applications. Open source

projects like AS3Kinecet3 made it possible to use the data and skeleton tracking from the

Microsoft Kinect via a server in Adobe Flash using ActionScript 3.

Another project that made use of the skeleton data from the device was as3osceleton4. The

author combined a server, OSCeleton5, with an actionscript3 multi-touch library, AS3TUIO

6.

The OSCeleton translates the data from the Microsoft Kinect to skeletal joints. These joints

are then used as touch points. By doing this the multi-touch features of the AS3TUIO library

can be used.

Figure 3.1 OpenNI Framework (OpenNI User Guide, 2011)

3.1.2 Usability

The usability approach has focused on the user friendliness of the different technological

solutions. But with the increase of touch and gesture enabled devices the usability has

sometimes become secondary objectives in the development. Norman et al., says that ‖[t]here

are several fundamental principles of interaction design that are completely independent of

technology‖ (2010:46) and that these often are overlooked when designing gestural

interfaces. These principles are:

• Visibility (also called perceived affordances or signifiers)

• Feedback

2 Primesense 2011 http://www.primesense.com/

3 AS3Kinect 2011 http://www.as3kinect.org/

4 as3osceleton 2011 http://blog.aboutme.be/2011/03/07/as3osceleton-using-kinect-as-a-multitouch-device-in-

adobe-air/ 5 OSCeleton 2011 https://github.com/Sensebloom/OSCeleton

6 AS3TUIO 2011 http://www.tuio.org/?flash

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• Consistency (also known as standards)

• Non-destructive operations (hence the importance of undo)

• Discoverability: All operations can be discovered by systematic exploration of menus.

• Scalability: The operation should work on all screen sizes, small and large.

• Reliability: Operations should work. Period. And events should not happen randomly.

Norman (2010) also criticizes the use of gestures due to its lack of clues. He states that clues

of how the interaction should be done are essential for successful interaction with a computer.

Also gestures could be difficult to use due to cultural differences, one gesture that is natural

for one person is not necessarily natural for another. Nevertheless research in the area

describes different aspects of gestures and how they can be used.

The interaction in a vision based system could either use a single input such as controlling a

pointer with one hand or multiple inputs such as multi-touch but also combine with speech.

Systems like this are often referred to as multi-modal systems. Raisamo describes it like this

“Multimodal interaction is a way to make user interfaces natural and efficient with parallel

and synergistic use of two or more input or output modalities” (1999:vii). He also suggests

that many benefits of multimodal interaction also can be seen in two-handed interaction.

Forlines et al. compared uni-manual and bi-manual mouse interaction to direct touch

interaction on a horizontal display. They found that uni-manual works best with a traditional

mouse and bi-manual works better with direct touch on the surface. They also found that

direct touch might not lead to improved speed or performance but it could be better for ―[…]

fatigue, spatial memory, and awareness of other‘s actions in a multi-user setting[…]‖

(2007:655).

In the case of free hand interaction Cabral et al. found that gesture interaction was

significantly slower than mouse interaction and that it rapidly causes fatigue. However they

also found it easy to learn and could be useful in for instance collaborative work during short

periods. They argue for the benefits of using it in a multimodal interface due to its natural feel

of interaction (2005). The term natural interaction has been argued from different

perspectives. In the next section natural interaction is defined and discussed.

Natural interaction

Raisamo discusses the term Natural interaction and argues that it is not an exact expression

but merely a way to describe the ways to control an interface without any external devices

(1999). Others has also defined and discussed the naturalness of vision based interaction. Yin

et al. wrote ―By natural gestures we mean those encountered in spontaneous interaction, rather

than a set of artificial gestures chosen to simplify recognition‖ (2010:1) when describing a

multi-camera tabletop display system.

One way of achieving naturalness in interaction is to use multimodal or two handed

interaction (Raisamo 1999). He concluded that two handed interfaces were faster and easier to

interact with than traditional interfaces using mouse and a keyboard.

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One thing that can affect the natural feel and user experience of a system is how fast it

responds to user input. In the next section the aspect of latency and responsiveness are

discussed.

Latency and responsiveness

The responsiveness in real time interaction is an important aspect. Wachs et Al. identified a

number of requirements for developing hand gesture interaction. One of these requirements

was responsiveness where they argued that ―The system should be able to perform real-time

gesture recognition. If slow, the system will be unacceptable for practical purposes.‖

(2011:62). They also argue that latency above 45ms between action and response is the

maximum value for the system to feel responsive.

Vogel et al., speaks about a classical problem in ―device-free interaction‖ where the user lacks

any physical buttons to click. One way to deal with this issue is to use a latency also known as

dwelling to make the pointer click after a set time. This could cause the interaction to suffer

from constant lag. To minimize any type of lag this technique should be avoided gestural

interaction (2005). However it might be a good way to give the user feedback and hints

concerning the systems state.

Lag could affect the ergonomics of a system by having to statically hold the hands over a

certain point. In the next section the ergonomics of gestural interfaces is discussed.

Ergonomics

While using one‘s body to interact with a computer system the aspect of fatigue has to be

taken into consideration. Standing and moving about while interacting with a screen could

cause the user to become tired and less focused. Cabral et al. experienced that even in short

periods of time gestural interaction could cause fatigue in their gesture based virtual reality

interface. They purposed that the hand should be used to control a cursor so the arms could be

closer to the body instead of having to keep the arm extended (2005). They considered

principles for creating good gestural interfaces established by Nielsen et al. (2004).

Avoid outer positions.

Relax muscles

Relaxed neutral position is in the middle between outer positions

Avoid repetition.

Avoid staying in static position

Avoid internal and external force on joints that may stop body fluids

3.2 Data Visualization

With the evolution of larger storage devices and new ways of collecting data the amount of

data being generated and saved today are enormous (Keim et al. 2008). The data itself are

seldom usable without ways to extract the information from it. Furthermore they describe an

―information overload problem‖ which refers to that the data might be interpreted incorrectly

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due to the vast amount at ones disposal. One way to overview large amount of data is to make

graphical representations of it in form of visualizations.

Visualization of data is a powerful way to make sense of large amounts of data. However

without interactivity the visualizations are often used as communication and not a tool during

the workflow for better understanding of the data. How the interaction is done also affect the

users understanding of the data (Zudilova-Seinstra et al. 2009). Card et al. defines information

visualizations as ―The use of computer-supported, interactive, and dynamic visual

representations of data to amplify cognition‖ (2009:6). Thomas et al. states that ―Visual

representations invite the user to explore his or her data‖ and that it therefore has to be

interactive (2005:69). This highlights the need of interactivity in visualizations of data.

Depending on the nature of the data there are different ways of visualizing it. The data can for

example be one dimensional or two-dimensional (Keim et al. 2002). If a dataset consists of

two-dimensional GPS-coordinates the data can be represented on a digital map, for instance

Google maps. Other types of visualizations could be in from of one-dimensional charts.

One project that made use of a digital map and chars for visualization was the interactive

web-based visualization tool by Vogel (2011). The tool was developed to help students

understand environmental data collected during science based inquiry learning. They stated

that it is important to be able to, in an interactive manner, explore, analyze and reflect upon

the data. These data comprises from geo-tagged content and sensor data, and the overall

dataset is offered over Google spreadsheet (Vogel, 2011). The data was visualized using

Google maps and Google visualization API. The prototype in this work will make use of the

same data source in order to create visualizations.

3.3 Collaboration using interactive technologies

When people are working towards a common goal they often collaborate. Isenberg et al.,

states that people collaborating often use visualizations to interpret data. They also say that

having people with different skills working with the same information is beneficial especially

when the data is too complex for one user to handle or when the amount of data is too great

(2007).

Collaborative visualization is according to Zudilova-Seinstra et al. when more than one user

can interact with the same visualization at the time. They also say that this type of

collaboration often has been used over networks when users are physically distributed (2009).

Isenberg et al. presented a multi-user information visualization system using a large horizontal

multi-touch display. Their research concerned the collaboration between co-located users

while interacting with information visualization. They provided a set of guidelines for a ―co-

located collaborative information visualization systems‖ (2007:1233). In the guidelines of the

hardware they stressed the issue of display size. The display size is important in order to fit

the visualizations but also to enable multiple users to interact with it. Another aspect of the

hardware is the input from the users. In order to support collaboration multiple users have to

be able to interact with the content at the same time.

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Another research project that enabled multiuser interaction was the DiamonTouch by Dietz et

al. which used a table-top touch screen to track multiple user interaction. In their research they

identified potential problems using a traditional mouse in a multiuser environment. The

problems consisted of keeping track of whose pointer was whose. They also meant that using

an external device hinders the users natural movement such as reaching, touching and

grasping (2001).

While evaluating a gestural interface for virtual reality Cabral et al. came to the conclusion

that despite the drawback of fatigue, their gestural interaction system could be used to support

collaboration by extend it to track multiple users (2005).

Stewart et al. found that children often gather around a computer screen and wanting to

interact with the content. They also found that the user experience increased when having

control over the content. Therefore they suggested a multi-user system that made use of

multiple input devices on a single display. They concluded that using multiple mice in one

screen was more fun while testing it with children (1999).

3.4 Summary and features definition

The purpose of this section is to identify possible features from the literature survey which

will serve as a basis and to be considered during the development of the prototype.

3.4.1 Interactive Technologies

The first section of the literature survey addressed interactive technologies, both technological

and usability aspects were described.

Technological

There have been many different approaches to use computer vision as input for interaction.

Some have used it to sense touch over a surface (Wang et al. 2009), (Takeoka et al. 2010)

(Wilson, 2010). Others have used it for freehand interaction (Benko et al. 2008). With the

release and hacks of the Microsoft Kinect a relatively low-cost camera with the ability to track

multiple users became available. One benefit of using the Microsoft Kinect could be that it

does not require any external devices for interaction. In the technological section the

Microsoft Kinect and some of its application were described. Because of the availability of

frameworks and the robustness of the user tracking this was considered to be the first feature.

A list of features related to the technological aspects is presented below.

Interactive Technologies

o Full body tracking

o Multi-user tracking

o Gesture recognition

o Device free – freehand

By looking at the Microsoft Kinect a number of sub-features were identified. The Microsoft

Kinect combined with the OpenNI framework and the NITE middleware enables full body

tracking of several users. This feature is essential to allow simultaneously interaction and thus

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support collaborative interaction. Another aspect of gesture interaction discussed in the

literature survey was the benefit of device-free or freehand interaction. This is also enabled by

the Microsoft Kinect.

Usability

The second section of the interactive technologies was about the usability aspects of gesture

based interaction.

Norman et al. argued that principles and standards in usability often are overlooked while

designing gestural interfaces (2010). These principles are important to have in mind especially

when designing gestural interfaces which Norman claim are invisible and does not give the

user any clues of interaction (2010).

Raisamo concluded that interaction of a two handed interface is more natural and faster to use

if designed well (1999). Forlines et al. found that bimanual interaction works best with direct

touch on a surface (2007). Cabral et al., found device less two handed interaction is easy to

learn and could be useful for collaboration and that it feels natural (2005). Raisamo described

natural interaction as device-less interaction with a compute (1999). Norman (2010) does

however not think that most gestures are natural because of cultural differences. He does not

think that gestures are easy to learn and remember due to lack of clues in how the interaction

is supposed to be done.

Wachs et al. discussed that gestural interaction should be in real time thus not have high

latency (2011). Vogel et al. brought up the issue of clicking with device-free interaction

.Often the solution have been to use dwelling over an object to interact with it. This is not a

good way for interaction since it causes a constant lag (2005).

Cabral et al. found that gestural interaction could cause fatigue and is best used for short

periods of time. They followed a list of principles that would make gestural interaction more

ergonomically (2005). Below the features of the usability aspect are presented.

Usability aspects

o Principles of interaction design

o Clues of interaction

o Two-handed

o Low latency

o Principles of good ergonomics

To ensure good usability and user experience the principles of interaction design described by

Norman et al. (2010) would have to be considered. The principles of good ergonomics by

Nielsen et al. (2004) are also important to achieve a pleasant user experience. Because of

device-free interaction there has to be clues of how the interaction is done. With the argument

that two handed interaction is more natural and faster in a two handed interface this is also

considered a feature. Another important aspect related to the user experience would be that

the application should be responsive at all time. Therefor a direct click interaction should be

used instead of the alternative using dwelling.

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3.4.2 Visualizations

The second section of the literature survey was about visualizations. Zudilova-Seinstra et al.,

highlighted the importance of visualization in order to understand data. They also states by

making visualizations interactive it becomes more of a tool in understanding the data than for

static presentation of it (2009).Vogel (2011) used a Google map, charts and pictures to present

environmental data. This was to let users explore data collected. The features of the

visualizations are presented below.

Interactive visualizations

o External data source

o Digital map

o Charts

o Pictures

Because of the importance of interactivity a number of approaches to visualize the data were

considered. The GPS data would need to be presented in a way that is simple and relates to

where the other data was gathered. This could be done by a digital map. To easily compare

the one dimensional data it could be presented in charts. To get a better view of the location

where the data was gathered, pictures would be needed.

3.4.3 Collaboration

The third and last section of the literature survey concerned collaboration using interactive

technologies. The benefit of having several people working together while trying to

understand data was discussed.

Isenberg et al. stated that visualizations often are used in collaboration in order to discuss and

understand data. Their multi-touch multi-user information visualization system made use of a

set of guidelines. Important aspects in the guidelines regarded the display size and input from

the users (2007). To enable interaction from multiple users a large display is needed.

Dietz et al. found that multiuser interaction using a traditional mouse was problematic. Instead

they used a multi-touch display to enable multi-user interaction (2001).

Stewart et al. found that the user experience could be better if one have control of the content

on the screen when collaborating (1999). Below features that enable collaboration is

presented.

Collaboration

o Large display

o Simultaneous interaction

A large display is important to physically allow numerous users to interact and view the data.

There has to be simultaneous interaction from several users to enable collaborative

interaction.

In the next chapter the features described above will be used to support the design and

development of the prototype.

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4 Design and development This chapter will describe the design and development of the prototype. First the features

identified in the literature survey will be used to create requirements that will guide the

development process. Then a short technological evaluation was made. Third the development

efforts will be described in relation to the requirements.

4.1 Requirements The features identified in the literature survey are in this section used to create a set of

requirements that will support the development of the prototype.

Interactive technologies

To enable multiple users to interact using gestures without any external devices the system

should allow for:

Full body tracking: The prototype shall track the whole body of each user

independently.

Multi-user tracking: The prototype must allow multiple users to interact with the

content simultaneously.

Gestural interaction: The prototype shall have a set of gestures for interacting with

the content on the screen.

Device free interaction: The prototype shall not require any external devices in order

to interact with it.

Usability aspects

To increase the probability of a good user experience a number of usability requirements were

identified:

Principles of interaction design: The prototype shall follow the principles of

interaction design stated in the literature survey.

Clues of interaction: The prototype shall have visual clues of how to interact with it.

Two-handed: The prototype shall make use of both hands of each user.

Low latency: The interaction of the prototype shall be continuous and make use of

direct interaction instead of dwelling interaction where the user only moves the hand

over an object and the interaction is triggered by a set timer.

Principles of good ergonomics: The prototype shall conform to the principles of

good ergonomics stated in the literature survey.

Interactive visualizations

To create interactive visualizations the following requirements were identified:

External data source: The prototype shall make use of an external data source in

order to create visualizations.

Digital map: The GPS data shall be presented on an interactive digital map.

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Charts: The one dimensional data shall be presented in charts.

Pictures: Pictures shall be displayed in relation to the charts.

Collaboration

Because the prototype should support collaboration, requirements regarding this aspect were

identified:

Large display: The prototype shall make use of a large display.

Simultaneously interaction: The prototype shall allow multiple users to interact

simultaneously.

4.2 Initial technological evaluation The development of the prototype started with testing out the feasibility of using the

Microsoft Kinect as an input device. Two Actionscript approaches were compared and

evaluated. The first framework was the AS3Kinect which had the skeleton tracking feature

but no good way of creating interaction. The other approach was as3osceleton combined with

the multi-touch library AS3Tuio which also had the skeleton tracking feature. Because of the

multi-touch features which made it possible to create gestures, the AS3Tuio was the given

choice for the development of the prototype.

4.3 Development

The development consisted of several iterations of high fidelity prototyping. The prototype

was developed with Adobe Flash Builder 47 with the Flex SDK

8. The Flex SDK is an open

source framework for cross platform web, mobile and desktop application development. The

SDK contains many components which are used to rapidly create rich interfaces (Adobe Flex,

2011). To support each step of the development the requirements were used to implement the

functionality of the prototype.

During the initial investigations a basic concept of the prototype was constructed. This was

done to get an overview of what was to be done. The concept of the prototype was to create a

digital map with geo-tagged data related to locations. The data was going to be visualized by

using charts and pictures. The map, charts and pictures was going to be interactive and

controlled solely by using gestures. The prototype was going to let multiple users to interact

with the visualizations simultaneously. This was going to be achieved by using the Microsoft

Kinect. The prototype was also going to be used on a large display in order to more easily

support collaboration.

4.3.1 Design & implementation

This section will describe the different parts of the prototype and how the requirements are

met during the development. The development consisted of three main components which

were iteratively implemented and combined. The parts are: the basic interaction using

7Flash Builder 2011 http://www.adobe.com/products/flash-builder.html

8Flex SDK 2011 http://www.adobe.com/products/flex/

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gestures, a digital map and the charts and pictures. Below the development of each part is

described.

Basic interaction

The first part of the development regarded the implementation of the basic user tracking and

gestural interaction. The first step was to consider the requirements of the interactive

technologies. To enable full body tracking of multiple users a combination of the OpenNI

framework and the NITE middleware was used. The software combined registers the position

of the user and creates data of a skeleton which are later used in the prototype. When the

tracking of the users was functional, the requirements of gestural and device free interaction

was implemented.

To enable the device free interaction the skeletal data from the OpenNI and NITE software

was put through a server, OSCeletton, to translate it to skeletal joints. The data of the skeletal

joints are read by the prototype and then translated into touch points by the as3osceleton

library. By creating touch points from the skeletal joints that represent the hands of the user;

this lets the user to basically touch the screen from a distance.

During this stage some of the usability requirements also had to be considered. To conform to

the visibility principle in the principles of interaction design, graphical pointers in form of

hands were positioned at the touch points. The reason for making the pointers to look like

hands was to give the users clues of how to interact and thus meet the requirement of clues of

interaction. To strengthen this clue the hands are always visible, even if the user is resting his

arms along the sides. The hands and touch points are used to create the gestures in the

prototype.

There are four gestures that the prototype is making use of. Three of the gestures were

identified as a part of the AS3Tuio multi-touch library and the Flex SDK. The forth one is

required to calibrate the NITE middleware in order to track the users independently. The

gestures were chosen because of their simplicity and that they were supported by the multi-

touch library. The principles of ergonomics were used as guidelines for choosing the gestures

so they would be as usable as possible.

Figure 4.1 shows the gestures and below the gestures are described in relation to the

functionality.

Figure 4.1 The gestures

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Calibration

Before any interaction can be done each user have to calibrate. This is done by

standing in front of the screen and raising the hands in level with the head. When the

calibration is done each user will be assigned a set of graphical pointers connected to

the hands.

Click

The most basic interaction of the prototype is the click. This is done by moving one

hand at a pace towards the screen. The click is a key component in the other gestures

and has to be performed as an initial gesture. The click alone is used to open markers

on the map and close charts and pictures.

Swipe

The swipe is done by performing a click gesture then while with the arm extended

moving it x or y direction. The swipe is used to pan the map and drag and drop the

charts and pictures.

Swim

The swim gestures are performed by first clicking with both hands and then make a

swim motion with the arms. Moving the hands further or closer to each other enables

the zoom out or in functionality. The swim gesture is used to zoom in and out the map

but also to scale the charts and pictures.

In this stage the requirement of two handed interaction was met. The click and swipe gesture

are can be performed by any hand while the swim gesture requires both hands. By using direct

interaction with objects the requirement of Low latency was also met. By using only three

gestures for all interaction, the prototype follow Consistency requirement of the basic

principles of interaction. The idea behind this was to use the same gestures for similar

operations in order to make it easier to recognize how to use. The other requirements of the

principles of interaction design were none-destructive operations, discoverability, scalability

and reliability. The prototype does not have any destructive functionality and therefore this

principle is not considered. Because of the simplicity of the prototype all the functionality is

shown to the user at all time. The scalability principle regarded that the operation should work

on all screen sizes. Even though the prototype is developed with large screens in mind it can

still be used with an ordinary desktop monitor. The reliability principle was considered

because it was going to be tested on potential users. Therefore it was important to have a

prototype that was stable and functional.

To conform to the requirement Principles of good ergonomics the gestures was meant to be as

easy and simple as possible. Below the principles are discussed in relation to the gestures.

Avoid outer positions.

The gestures utilized in the prototype do not require full extension of joints. This is an

important aspect to avoid causing fatigue while performing the gestures.

Relax muscles

To successfully complete a gesture it is unavoidable to tense the muscles. However the

interaction is designed to work best with relaxed motions and not to cause fatigue.

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Relaxed neutral position is in the middle between outer positions

As stated earlier the gestures do not require the user to fully extend any joints. All the

interaction can be done by between the outer positions. The outer positions are a fully

extended arm or fully bent arm.

Avoid repetition.

Because the prototype makes use of three gestures for six different tasks, the gestures

will be repeated often. But because the gesture movement is a bit flexible the user can

vary how to perform the gestures. For instance the swipe motion can be done with

either hands, the hand can be closed, open or pointing with one finger at the screen.

Avoid staying in static position

There is no functionality of the prototype that requires the user to be in a static

position for a longer period of time. The gestures were used because of their

continuous movement which prevents static positions.

Avoid internal and external force on joints that may stop body fluids

By not using any handheld devices for interaction there is no external force that can be

discomforting. The gestures are simple and relaxed and are thus not introducing much

internal forces on the joints.

In this first part the gestures was used for creating interaction with simple objects. The

interaction consisted of scaling and moving objects. Figure 4.2 shows the basic concept with

the hands and a square which the user could move and scale.

Figure 4.2 Basic interaction

This was tested and demonstrated for a couple of users which gave their opinions. Some

opinions concerned the pointers which were connected to the hands. In the first tests, the

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hands were static images with a fixed size which made it hard to perceive the depth of the

interaction. This was solved by making size of the pointers depend on how far from the screen

they are. Another concern stated by the participants was that it was hard to know when the

interaction occurred. A suggestion about using a glow around the hands was made and also

implemented. When the basic gestural interaction was deemed complete the implementation

of the digital map began.

Digital map

The second part of the prototype was the digital map which was created with the Google maps

API and can be seen in figure 4.3. In this section the requirement of using an external data

source and a digital map was met. The map was used to visualize data from an external data

source. The data was stored in a Google spreadsheet document which is published as an RSS

feed. The RSS feed was put through a PHP-proxy to be able to read it in the prototype. The

data comprises from geo-tagged content and sensor data. The geo-tagging consists of GPS

coordinates in latitude and longitude. These coordinates are used to position interactive

markers on the map in order to display the sensor data in relation to the locations.

The original mouse interaction of the Google maps consists of clicking markers, panning and

zooming of the map. This interaction was implemented by applying the gestures instead of

using a mouse. The functionality of the Google Maps API is rather restricted when it comes to

multi-touch interaction. Therefore the gestural interaction had to be adjusted to suit the map.

Figure 4.3 Google Maps

The map was also tested by a couple of users which gave their opinions regarding the gestural

interaction of the map. The first implementation made use of a satellite map which the

participants thought was slow and hard to navigate. Therefore a more simple map was used

instead. When the map was functional the implementation of the sensor data visualizations

began.

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Charts & pictures

In this section the implementation of the charts and pictures are described and thus the

requirement of charts and pictures is met. The sensor data from the data source was

visualized by using the standard column chart component in Flex. The data source also

contained URL to pictures related to the locations. The charts and pictures were set to be

displayed when a marker was clicked. In order to be able to close the charts and pictures a red

square was added as a close button. The gestural interaction created in the first part was

implemented for the charts and pictures. This means that they can be scaled and moved.

Figure 4.4 shows the different parts combined.

Figure 4.4 Google Maps combined with charts and pictures

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When the three parts were implemented they were tested again with a couple of users. The

participants wanted to be able view more than one chart and picture at the time. Therefore the

functionality of opening multiple markers was implemented. When the prototype was deemed

functional, an evaluation test was conducted. The evaluation test is described in detail in

chapter five. Figure 4.5 shows a user interacting with the prototype. Furthermore this is also

demonstrated in a short demo video which is available at: http://vimeo.com/24271754

Figure 4.5 Live demo

The implementation of the different parts resulted in a fully functional prototype where two

users can interact with a Google map, charts and pictures using gestures. During the

development stage a number of components were identified and integrated in order to create

the functionality.

Figure 4.6 presents an overview of the components used. These components can be divided

into two parts, user input and system output. The user input consists of the Microsoft Kinect

combined with tracking and gesture recognition software. The system output is the Google

map with visualizations displayed on a projector screen. These parts each is comprised of a

number of frameworks, libraries and APIs which were discussed during the implementation

and can be seen in figure 4.7.

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Figure 4.6 System Components Overview

The OpenNI, NITE and OSCeleton software was used to track the users. The AS3osceleton,

AS3TUIO and native Actionscript gestures was implemented in a Flex application. These

parts combined enabled the user input from the Microsoft Kinect. The Google Maps and

Google Spreadsheet together with components from the Flex library were used to create the

visualizations and output to the users.

Figure 4.7 Software overview

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5 User tests The user tests were conducted to assess the usability and identify usability issues of the

prototype. The participants were given a short user manual to familiarize with the concept

before the tests, see Appendix A. To further instruct the participants a short demonstration of

the basic functionality were made in connection to each test session. When the participants

had understood the basics they were given a set of tasks to complete. After the tasks had been

completed they were given a questionnaire with questions related to the tasks.

To gather as much data as possible a video camera was used to record the tests. The video

material was used to aid the analysis of the tests.

5.1 Users and settings

The user tests were conducted with ten participants; three of them were females and seven

were males. The participants age ranged from twenty-one to thirty-one. All of the participants

were used to work with computers. The test took place in a computer lab with a projector

screen. The size of the interaction space was 3x3 meters in front of the projector screen.

Figure 5.1 shows the setting in which the tests were conducted.

Figure 5.1 User tests

5.2 Tasks

The participants were given seven tasks to complete while interacting with the prototype, see

table 5.1. The tasks were composed to identify potential usability issues and drawbacks

concerning the interaction of the prototype. To assess the tasks they were related to the

gestures which are the core interaction of the prototype. To collect subjective opinions about

the interaction the participants were encouraged to think out loud while performing the task.

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Table 5.1 The Tasks

Description

1 Stand in front of the screen, raise your hands as instructed and wait for

calibration(both, one at the time)

2 By using the swim gesture zoom the map.

3 Click one marker each to view the data (charts and pictures).

4 Move the charts and pictures by swiping so they do not overlap each

other.

5 Close the charts by clicking the red square.

6 Scale the pictures by using the swim gesture so they do not fit the

screen anymore, and then close them.

7 Open one marker each (as in Task 3) and switch objects with each other

(collaborate).

5.3 Questionnaires

After the test of the prototype the participants were given a questionnaire. The questionnaire

was comprised of eight close ended questions with a likert-scale ranging from 1 to 4 (1 =

Strongly disagree; 2 = Disagree; 3 = Agree; 4 = Strongly agree). The questions regarded the

participants opinions about the tasks performed in the test. In addition three open ended

general questions were included in the questionnaire. The general questions regarded the

overall impression of the prototype, collaboration and suggestions for improvement.

5.4 Data analysis and results

In this section the results from the questionnaire and the tasks are presented and analyzed. The

gestures identified during the development have served as a base for the test and analysis of

the results. The gestures have been used as categories and below the results for each gesture

are presented. The overall results presented in figure 5.2 shows the mean value for each task.

From these results usability issues, mainly related to the click and swim gesture, were

identified. The overall mean for the prototype was 2.9125 which indicate that it overall

worked rather well but clearly had some usability issues.

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Figure 5.2 Questionnaires/tasks results

5.4.1 Calibration

The first task regarded the calibration of the users. Each participant had to make the

calibration pose in order use the prototype. The pose were described in the user manual and

also demonstrated to the users. In all the tests the initial calibration went fairly easy. Most of

the users agreed or strongly agreed that it was easy to understand according to figure 5.3.

However some drawbacks were observed during the tests.

Figure 5.3 Calibration

The users have to be in the Microsoft Kinects field of vision at all time otherwise the

calibration could be lost. If the calibration is lost the user has to recalibrate. This happened a

few times during the tests, and although the recalibration also went easy this is a tiring

interruption in the interaction. When this occurred discontent from the participants were

noted. Therefore the calibration should be easier and more robust.

0

0,5

1

1,5

2

2,5

3

3,5

4

Task1 Task3 Task5 Task 4 Task7q1 Task2 Task6 Task7q1 Task7q2

Calibration Click gesture Swipe Gesture Swim gesture Collaboration

Mean values of the tasks

0

1

2

3

4

5

6

Stronglydissagree

Disaagree Agree Strongly Agree

Callibration

Task1

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5.4.2 Click gesture

Tasks three and five required the participant to use the Click gesture. Task three was to open a

marker on the map; task five was to close the charts and pictures displayed when a marker

was opened.

Figure 5.4 Click gesture

The results from the questionnaire were alike for both of the tasks. A majority of the

participants thought it was hard to do the click gesture. According to figure 5.4 the disagree

and strongly disagree results indicate that there are some usability issues. This was also

observed during the tests. One issue which became apparent was that it was hard to hold the

hand still while performing the click gesture. The result was that the participants missed the

markers or moved the map instead. Problems also occurred when one user wanted to click a

marker while the other paned the map. Some of the participants tried to reach objects by fully

extending their arms and click, this approach did not work well because it was hard to hit the

intended area. It worked better when they moved the object directly in front of them and

clicked.

The click gesture was however a bit easier to use when closing the charts and pictures. This

could be because the button used to close the charts and pictures was larger than the markers

on the map. The click gesture became easier to perform when the participants got used to it,

but they still thought that it was a bit cumbersome.

5.4.3 Swipe gesture

Task four and seven regarded the swipe gesture. The swipe gesture was used to pan the map

and move charts and pictures.

0

1

2

3

4

5

6

7

Stronglydissagree

Disaagree Agree Strongly Agree

Click gesture

Task3

Task5

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Figure 5.5 Swipe gesture

According to the results from the questionnaire the swipe gesture worked well which also was

observed during the tests. However the disagree and strongly disagree results in figure 5.5

indicate that there might be some issues related to the usability. Also observations that suggest

this were made during the tests. Some of the participants had trouble moving the charts and

pictures in one relaxed swipe. Another issue that became apparent when one user wanted to

move a picture to the other side of the screen. He began the swipe motion and walked behind

the other user, which resulted in that the calibration was lost and he had to recalibrate. This

affected the experience of the swipe gesture.

Another drawback that was expressed by one participant was that he could not reach whole of

the screen from a stationary position. He could not either move to the other side because of

the screen without bumping in to or disturbing the other participant. He wanted to be able to

reach the whole screen without walking there.

Despite a few drawbacks the swipe motion worked well and was easy for most of the

participants to perform. However the negative answers from the questionnaire shows that it

needs improvement. Nevertheless this gesture became easier after getting used to it and was

also underlined by some participants.

5.4.4 Swim gesture

The swim gesture was tested in task two and six. In task two it was used to zoom the map; in

task six to scale charts and pictures.

0

1

2

3

4

5

6

7

8

Strongly dissagree Disaagree Agree Strongly Agree

Swipe Gesture

Task4

Task7q1

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Figure 5.6 Swim gesture

Figure 5.6 clearly shows that there is some usability issues related to the swim gesture. The

participants thought that the swim gesture used to zoom the map was a bit easier than to scale

the charts and pictures. Zooming the map seemed easier when the participants both agreed

how and when to use it. But difficulties to accurately zoom a certain amount were observed.

Several participants zoomed too much unintentionally and had to zoom back out.

Nevertheless the scaling of charts and pictures actually seemed, by observation, to work better

than the zooming of the map. This could be because the scaling was smoother and more

continuous then the zooming. However it became difficult to scale the objects when they were

small. If the objects were scaled to big, they covered the other objects.

One issue observed was that when scaling charts and pictures it was easy to unintentionally

zoom the map instead. It was also hard to zoom the map while having charts and pictures in

the way. This could explain some of the negative answers from the questionnaire. One

participant requested a way to quickly hide the objects to access the map.

The swim gesture seemed to be the most difficult for the participants to get used to. Some

participants expressed that they thought it was hard to sync the movement with both hands.

Some also thought that it was easier to first ―grab‖ the object by selecting it with one hand

and then scale it with the other.

5.4.5 Collaboration

Task seven was to measure the collaboration between the participants. However in almost all

the other tasks collaboration was observed. Most of the participants agreed that it was easy to

interact with each other‘s charts and pictures and that it encourages collaboration. Still figure

5.7 indicate that there might be some issues related to the collaboration.

0

1

2

3

4

5

6

7

Strongly dissagree Disaagree Agree Strongly Agree

Swim Gesture

Task2

Task6

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Figure 5.7 Collaboration

Collaboration was observed while zooming and panning the map, scaling and moving charts

and pictures, closing of charts and pictures and when finding places on the map. In some

cases one participant started to zoom then the other panned the map to the right location. Even

if this approach sometimes interfered with each other, it seemed to be a fast way to find places

on the map. However it also requires that the participants agree on what to do.

When there was more than one object on the screen, the participants often interacted with the

same objects. They discussed how to do certain things and were instructing each other. One

example of collaboration is when one participant wanted to give a picture to the other; he

swiped the picture towards the others hands and the other took it. However when they did this

a technical problem became prominent, when the second participant tried to move the picture

at the same time as the first they, instead of moving the picture, scaled it. This is because the

prototype does not distinguish between the hands of different users. This could be beneficial if

the users would like to scale an object together, otherwise frustrating.

When the participants were about to close a chart or picture they sometimes collaborated by

having one participant to move the picture so the other could close it. This approach was

effective when they had scaled the objects to a larger size because one of the users could

reach the close button before the other.

Even though the participants thought that this type of interaction encourages collaboration,

many of them complained about bumping in to each other while moving about. This could be

one reason to the negative answers from the questionnaire.

5.4.6 Summarizing impressions

The last three open ended questions in the questionnaire regarded the general impression of

the application, opinions about the collaboration and suggestions for improvement.

The general impression of the application was that it was ―really cool‖, ―interesting but

unpolished‖, ―a bit hard in the beginning but really fun and interesting‖. These statements

0

1

2

3

4

5

6

7

Stronglydissagree

Disaagree Agree Strongly Agree

Collaboration

Task7q1

Task7q2

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were given in the questionnaire and showed an overall support. Other opinions from the think

out loud were noted during the test. These opinions often regarded that it was fun but also

quite difficult sometimes.

Overall the collaboration was according to the questionnaire fun and interesting. However one

participant stated that he did not find it very necessary but that it worked well. Some of the

participants stated that it they easily bumped into each other and that the gestures of one user

sometimes were interfering with the other users‘ gesture.

The last question gave the participants an opportunity to suggest improvement and to request

features. The conclusion was that the participants wanted more content to interact with, more

gestures, and gestures that were easier to perform. As the test result showed, the click and

swim gestures needs improvement. Several of the participants suggested that the click could

be performed by closing and opening the hand. This gesture could be more controlled and

give better accuracy. The same approach was suggested when moving objects or panning the

map.

One participant requested a functionality to hide all content to quickly view the map. She

thought that when having a lot of objects it became hard to access the map. The interaction of

the map was also a bit difficult when for instance one participant wanted to pan the map when

the other wanted to open a marker.

Throughout the tests several potentials of using freehand gestures could be observed by

looking at and listen to the participants while they were interacting with the prototype. For

example, the participants often worked together and helped each other with the tasks. How to

interact with the prototype seemed to be relatively easy to understand, even though actually

performing the interaction sometimes was not so easy.

The next and final chapter of this thesis will discuss these results in relation to the research

questions stated in chapter one.

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6 Conclusion This chapter will present the results and conclusions from the other chapters in this thesis.

First there will be a discussion regarding the research questions, development of the prototype

and user tests. Secondly, suggestions for future research in the subject will be made. In the

final section of this chapter an overall reflection of the work will be presented.

6.1 Discussion

As stated in chapter one, this thesis aimed to research the possibility of using gestures to

support collaboration while interacting with visualized data. The main question asked: How

could the integration of interactive technologies and visualizations support collaboration

using gesture based controls utilizing large displays? To answer this question a set of features

and requirements were identified during a literature survey. These features and requirements

was the used to create a prototype. To assess the usability of the prototype and to identify

potentials in using gestural interaction but also see if it could support collaboration, five user

tests with ten participants were conducted.

During the user tests, the prototype itself was evaluated to in the future improve the user

experience and further develop the application. Also the collaboration and attitude towards

gestural interaction was observed and analyzed.

The participants were observed while interacting with the prototype and were given a

questionnaire with questions related to the interaction of the prototype. This combination of

methods gave valuable information about the prototypes interface and gestural interaction in

relation to collaboration. The overall mean value of 2.9125 out of 4 shows that the prototype

worked rather well but clearly had some issues. The conclusion was that the prototype alone

needs improvements in order to conform to good user experience. However the attitude

towards using such system in collaboration was in general good. Issues related to all of the

gestures were identified and these are discussed below.

As can be seen in figure 5.2 the participants had most trouble with the click and swim

gestures while the swipe and calibration gestures worked better. The click gesture did inflict

most problems for the participants. They often missed the intended hit area and thought it was

hard to perform the gesture accurately. The reason for this could be that it is hard to move the

hand in a perfectly straight line while extending it. Therefore another click approach could be

necessary which also was requested by some of the participants. One suggestion was to

perform the click gesture by hover the object and then closing the hand instead of extending

the arm.

The swim gesture also posed issues according to the test results. The gesture itself was

working rather well but the participants did not feel when the zooming or scaling began and

they often got surprised when map zoomed. The zooming of the map was less smooth and

continuous than the scaling of the objects which resulted in the participants not knowing when

the zoom began. Using the swim gesture to scale charts and pictures worked better but the

objects should have a minimum and maximum size. If the object gets scaled to a size smaller

than the touch points it could be hard to rescale it again.

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The swipe gesture worked better than the other gestures. The reason for this was that it did not

require the same precision as the other gestures. However an alternate approach was

suggested by several participants. Instead of extending the arm one should grab it by hover

over the object then closing the hand. Another issue that was expressed by the participants

was that if they wanted to move an object to the other side of the screen, they had to walk

there and thus risk bumping in to each other. Therefore they suggested that the whole screen

should be reachable from a stationary position.

The gesture that posed least problem was the calibration gesture. This gesture should only be

needed initially and is required to get an accurate tracking with this current prototype.

Nevertheless the calibration is an interruption in the work and could make users not willing to

use the system. The calibration should be easier and more robust. Another aspect of the

calibration is that only users calibrated can interact with the content which means that

unintentional interaction is easily avoided.

To further answer the main question the collaborative aspects must be discussed. According

to the results from the user tests, gestural interaction on large screen could be beneficial when

collaborating with the same content. However this thesis does not measure the collaboration

between users, it merely tries to answer if this technology with gestures is suitable to support

collaboration. According to the results the participants were positive towards using the

prototype in collaboration even though the prototype itself was a bit limiting. Some

participants expressed however that they did not see the point of having multiple users

interacting with the same content when they could discuss it in front of the screen. The reason

for this could be that the participants did not relate to the tasks at hand and therefore was not

motivated to collaborate.

Even though the technology needs some improvement, almost all of the participants were

positive to use such a system to collaboratively interact with visualizations. Many of them

also saw potential in this kind of interaction in this setting as well as other applications. One

potential advantage is that the users are active together while working with the content, it also

could support peer teaching between the users. This potential was observed during the tests

where the participants often helped each other to learn the system. However using a projector

screen limits the interaction to two users at the time. Compared to a table-top screen which

could let more than two users interact at the same time using a vertical screen could be

limiting. One drawback with using a table-top screen could be that it is harder to track

individual users. The comparison between a table-top and vertical screen should be

investigated in relation to the collaboration between the users in the future work.

The second question asked: What are the components of an interactive gesture based

visualization system? This question was answered in chapter four and shows that there is a

combination of different technologies that are needed in order to enable collaborative gestural

interaction and visualizations. In large there are two main components. The first is the user

input in form of computer vision with user tracking and gesture recognition software. The

second is the system output in form of interactive visualizations that makes use of an external

data source. The combination of these components proved to be crucial in order to create the

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prototype. These components could be used to further develop the prototype or other

applications. Even though other approaches could be used, these components met the

requirements of the prototype.

The third question regarded the potentials of using gestural interaction and was formulated as

follows: Compared to traditional means of interacting with visualization systems, what are

the potentials of using gesture based interaction? In the literature survey it was stated and

discussed that using gestures to interact could in fact be more natural. This is however argued

to not be the case by some practitioners who mean that gestures are related to context and

culture and does not conform to everyone. Nevertheless some argue that the naturalness of

device free interaction combined with gestures is beneficial due to the less restricted

interaction. The potential of not using external devices could be observed in the user tests.

The users did not need to learn a new external device such as a remote but instead interacted

more like in real life with gestures. Therefore it was fairly easy to learn how to interact with

the content. However when the complexity of the application increases the might be need for

more gestures. This could have a negative effect on the usability and learnability of the

system. Therefore a limited set of gestures should be considered and the reuse of gestures for

similar interaction.

Another potential noted was that freehand gestures makes it possible to interact with

visualizations in other contexts than the traditional desktop computer. The visualizations

could therefore be used in environments where the desktop computer is not suitable, in this

case in front of a large screen together with another user. A potential in not using external

devices could also be that it causes less fatigue. Even if an external remote such as a remote

control is fairly light weight it still introduces some external stress to the hand.

Another important aspect when discussing the potentials is the user experience which was

considered during the tests. Even though the prototype have some flaws most of the

participants thought it was fun and interesting. If the interaction between the user and

visualizations are considered to be fun then the user could be more enthusiastic to view the

visualization. This could be beneficial to use for instance in a learning environment where

several users could be motivated to discuss visualized data in a more fun way. Although the

fun-effect might have been the result of introducing the participants to a new technology and

should therefore be evaluated for a longer period of time to determine the long term attitude

towards using freehand gestures.

It was stated in the literature survey that traditional means of interacting with visualizations

have been restricted to one user at the time using a rather small screen. In this case with a

projector screen, using gestures lets several users to interact with the visualizations at the

same time. This is a potential in more easily understanding complex data which also was

argued in the literature survey. Although the prototype did not make use of very complex

data, this potential could be seen when the participants for instance discussed the location on

the map. However with the current gestures and visualizations used in the prototype it could

be difficult to work with very complex data and visualizations. Complex visualizations with

many variables could be cumbersome to interact with using gestures because of the limited

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gesture vocabulary and that it is difficult to give visual clues of how the interaction could be

done. The observations from the user tests suggest that more simple visualizations or

overview of large amount of data could work better. Large objects seem to be easier to

interact than smaller, such as links and small icons. Using gestures for very precise interaction

could rapidly cause fatigue due to for example having to pose in static position for a long

period of time. Even though the prototype was designed to conform to the basic principles of

ergonomics there were some indication during the tests that the prototype could cause fatigue

if used for a longer period of time. Observations from the tests suggest that gesture based

systems might not be suitable to replace traditional desktop systems; it should perhaps rather

complement the existing ones. Nevertheless the use of a system like this could have great

potential where many different persons work together. The multiuser computer vision allows

for any user to walk up and interact together with others without having to switch place with

each other in front of a desktop computer. Therefore the potential of supporting collaboration

between co-located users is perhaps the most important aspect when contrasting it to

traditional visualization systems. Also simplicity of using gestures to interact could make it

easier to learn and therefore make it available to other than expert users.

To summarize, this thesis has explored interactive technologies to enable gestural interaction

with visualizations. The components of the system have been identified and the potentials of

using gestural interaction have been discussed. By the results and discussion there can be

concluded that freehand gestures to interact with a computer system has potential but also

some drawbacks. The drawbacks were mainly related to the particular gestures used in the

prototype which needs further improvement. The potentials are related to the collaboration,

simplicity and making visualizations usable and more available in other contexts than the

desktop environment.

It is important to identify in which contexts it might be suitable to use gestures and

consequently not use it as a substitute for traditional input devices. There is still no gesture

vocabulary that can be adapted to the same extent as for instance the mouse. Therefore the

need for further research in the field is important. The next section will introduce some

possible future work related to this work.

6.2 Future work

Even though there has been much research in the area of gestural interaction with computers

the technology used in this thesis is rather unexplored and require further research. More

precise computer vision and gestures should be investigated in further work. The user tests of

the prototype presented in this work have shown a number of potential future improvements.

The participants often requested more and different gestures while interacting with the

visualizations. Below some aspects are discussed.

Gestures

Some participants during the user tests requested different and more gestures to use for

interaction. One request was to instead of making a click motion a grab motion where

the user would close the hand to grab or click an object. This should be investigated to

see if this approach could work better. Different sets of gestures should perhaps be

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evaluated against each other in different contexts in order to find a vocabulary that

could work for many purposes.

Users

The possibility of making the system more user dependent where perhaps different

users could perform different actions or have different roles. In relation to this it

should also be investigated if there are benefits to be drawn from having access the

whole screen from a stationary position. Will the interaction of the content be

smoother or will it make the users interfere with each other more?

Functionality of the prototype

Suggestions for additional features for the prototype were gathered from the

questionnaires and opinions during the tests. One specific request was to have either a

gesture or a button to hide all content and only display the map. Requests were also

made for more objects to interact with, filtering of data, lock map option, and more

ways to interact with the content.

Collaboration

The collaboration between users using a system like this should be further investigated

Perhaps the collaboration in relation to vertical and table-top displays and how the

users could be individually tracked while using a table-top. Which approach should be

used in which situation?

6.3 Reflection

In conclusion this thesis has been very interesting but also challenging. The work has revealed

a great potential of using gesture based interaction but it has also shown that there are much

work to be done in the combination of data visualization and gestural interaction from a

distance. The most challenging part of this work was the development of the prototype. The

Microsoft Kinect was released in November 2010, short after it was ―hacked‖. This work

began in January 2011 and yet as of May 2011 no official SDK has been released for the

Microsoft Kinect. Therefore the combination of different libraries and frameworks has

sometimes been difficult to work with due to lack of documentation and many different

versions. However the choice of making a high-fidelity prototype resulted in having the

benefits of testing it with potential users in a fairly early stage.

The user testing proved to be a good way to gather valuable information, both about the

prototype itself but also about the overall attitude towards gestural interaction while

collaborating. User tests should also be used in future for evaluation of the application.

Using gestures to interact with different types of computers will certainly be a more common

part of our everyday life in a not too distant future. With the availability fairly accurate

computer vision at a low cost and an active internet community, the field of gestural

interaction will without a doubt be very interesting in the time to come.

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Appendix A

User manual This is a short description of how the application works and how you interact with it. The application is comprised of a map, charts and pictures and supports two users at the time.

Calibration The first thing before you can start using the application is a calibration. Both users must calibrate. How to:

Stand in front of the camera, raise your hands in level with your head and lean slightly backwards.

When calibration is done, a set of pointers(hands) for each user will be displayed on the screen.

The map The map can be interacted with in three ways: 1. Zoom

2. Pan

3. Click a marker

The charts and pictures The charts and pictures can be interacted with in three ways: 1. Move

2. Scale

3. Close

How to interact There are three basic gestures for interacting with the application: Click, Swipe and swim. Below these are described in relation to their functions. Click The click gesture is the most basic gesture and is used to open markers on the map and close charts and pictures. How to:

Hold your hands in front of you, close to the body. Move one of your hands closer to the screen in a “click motion”.

Swipe The swipe motion is used to pan the map and move charts and pictures. How to:

Hold your hands in front of you, close to the body. Move your hand closer to the screen. When the arm is extended towards the screen, move the arm in the direction you

want the object to go.

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Swim The swim gesture is used for zooming the map and scaling of charts and pictures. How to:

Hold your hands in front of you, close to the body. Move both hands towards the screen. When arms are extended, move the hands closer or further from each other.

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Appendix B

QUESTIONNAIRE RELATED TO TASKS

Usability Study

Dear participant,

Please read carefully the statements below before selecting your answer. The questions are related to

the tasks and will help me to assess the usefulness of the application. Thank you for your assistance.

Best regards.

Andreas Simonsson Huck

The values of your answers are based on the scale presented in the table below:

Strongly Disagree Disagree Agree Strongly Agree

1 2 4 5

My age is ____ years old and

I am

Female

Male

TASK 1

1. The calibration process was easy to understand.

Strongly Disagree

Disagree

Agree

Strongly Agree

TASK 2

2. Performing the swim gesture to zoom the map was easy.

Strongly Disagree

Disagree

Agree

Strongly Agree

TASK 3

3. Performing the click gesture to open a marker was easy.

Strongly Disagree

Disagree

Agree

Strongly Agree

TASK 4

4. Performing the swipe gesture to move charts and pictures was easy.

Strongly Disagree

Disagree

Agree

Strongly Agree

TASK 5

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5. Performing the click gesture to close charts and pictures was easy.

Strongly Disagree

Disagree

Agree

Strongly Agree

TASK 6

6. Scaling pictures by performing the swim gesture was easy.

Strongly Disagree

Disagree

Agree

Strongly Agree

TASK 7

7. Interacting with each other’s charts and pictures was easy.

Strongly Disagree

Disagree

Agree

Strongly Agree

8. Performing task 7 encourage collaboration.

Strongly Disagree

Disagree

Agree

Strongly Agree

GENERAL QUESTIONS

9. General impression of the application.

…………………………………………………………………..

…………………………………………………………………..

…………………………………………………………………..

…………………………………………………………………..

10. How did you find collaborating using this application?

…………………………………………………………………..

…………………………………………………………………..

…………………………………………………………………..

…………………………………………………………………..

11. Other comments and suggestions for improvement. (Such as added functionality, gestures etc.)

…………………………………………………………………..

…………………………………………………………………..

…………………………………………………………………..

…………………………………………………………………..

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