Abstract
In order to support co-located collaboration, many researchers are now investigating how to effectively augment tabletops with electronic displays. As far back as 1988, orientation was recognized as a significant human factors issue that must be addressed by electronic tabletop designers. As with traditional tables, when people stand or sit at different positions around a horizontal display they will be viewing the contents from different angles. One common solution to this problem is to have the software reorient objects so that a given individual can view them ‘right way up.’ Yet is this the best approach? If not, how do people actually use orientation on tables? To answer these questions, we conducted an observational study of collaborative activity on a traditional table. Our results show that the strategy of reorienting objects to a person’s view is overly simplistic: while important, it is an incomplete view of how people exploit their ability to reorient objects. Orientation proves critical in how individuals comprehend information, how collaborators coordinate their actions, and how they mediate communication. The coordinating role of orientation is evident in how people establish personal and group spaces and how they signal ownership of objects. In terms of communication, orientation is useful in initiating communicative exchanges and in continuing to speak to individuals about particular objects and work patterns as collaboration progresses. The three roles of orientation have significant implications for the design of tabletop software and the assessment of existing tabletop systems.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.