Lan-Xi Dong
OCAD University
Toronto, Ontario
ld13jh@student.ocadu.ca
A Tangible User Interface for Interactive Data Visualization
ABSTRACT
We present a prototype for a Tangible User Interface (TUI)
designed to interactively query a database. While much work has
been done on TUI, showing that they encourage collaboration and
positively enhance user experience, few tangible systems have
been designed specifically for data analysis tasks. Our system
combines a tabletop (non-digital) graspable user interface with a
two-dimensional screen display; the user interrogates the data by
placing tokens on or off the tabletop and the screen displays the
results of the user’s query. The objects are tagged using fiducial
markers, which are identified with open-source ReacTIVision
computer vision software, and the visualization code is written in
Processing. We use radio station listenership demographic data
for this prototype, but the system can be used to query any type of
database.
Author Keywords
Tangible User Interface, Graspable User Interface, 3d
Interactions, Interface Design, Database query, Data Analytics,
Human Computer Interaction, Collaboration, Collaborative
Learning, Collaborative Work Environment, Physical
Visualization, Data Materialization
ACM Classification Keywords
H5.2 User Interfaces: Interaction Styles
General Terms
Human Factors; Design; Tangible Computing; Collaborative
computing
INTRODUCTION
This work is an extension of work presented at CHI2014 in which
we tested user interfaces that used physical blocks to represent
data [30]. The user tests were conducted with low-fidelity
prototypes using a ‘Wizard of Oz’ approach [8] (in which the
system is not automated but operated by an unseen person), and
we found that participants expressed a very keen interest in using
the tangible interfaces, and seemed to find the user experience
very enjoyable; we also found that the tangible interfaces
encouraged interpersonal interactions [30]. Here we extend the
work by creating a high fidelity prototype, which we present in
this paper. A high fidelity prototype will allow us to make more
quantitative measurements in our next round of user testing and to
explore the full range of natural interaction with the interface.
______________________________________________
‡Corresponding author
Copyright © 2015 Ana Jofre, Steve Szigeti, Stephen Tiefenbach
Keller, Lan-Xi Dong, Frederico Tomé, David Czarnowski, Sara
Diamond. Permission to copy is hereby granted provided the
original copyright notice is reproduced in copies made.
Tangible user interfaces (TUI) afford interactions that push the
boundaries of traditional WIMP (windows, icons, menus, pointer)
interfaces, including the direct manipulation of 2D graphical
forms [7], the use of gesture [19] and 3D space [19][17][18].
While many prototypes for TUIs exist, the current state of
technology is such that there is no standard input or output device
or protocol. As such, each TUI system uses different methods of
connecting the physical to the digital. Despite the lack of
technological convergence, some common understanding has
been reached in how users interact with such systems [28] through
the application of theories of cognition [1] and through user
testing with various prototypes [13].
Research in TUI explores possible improvements to how we can
interact with digital information, particularly with regard to
learning [25][23][32][26][20][29][5] and collaborative work
[16][9][19][26][13]. Kim and Maher, for example, compared
Graphical User Interfaces (GUI) with TUI in a collaborative
design task, finding that the groups using TUI performed multiple
cognitive actions in a shorter time, made more unexpected
discoveries of spatial design features, and exhibited more
problem-finding behaviours [16].
MOTIVATIONS AND RELATED WORK
We are particularly interested in the role of collaboration, which
may be a key differentiator between tangible and WIMP style
interfaces [11][19]. Hornecker and Burr explicitly provide a
conceptual framework for understanding the social aspects of TUI
in their case studies [11]. Lee et al build on this framework,
arguing that analysis should include not only the user, but the
potential social dimensions of the interaction which takes place
when users engage with each other while navigating physical
devices [19].
While most current tangible interfaces are designed and studied as
tools to enhance playful learning [4][29], to support
communication in collaborative work, [9][24], and to augment
tele-presence in remote collaborations [2][6], there appears to be
significantly less work done on designing a tangible interface
specifically for analytic work, such as the one we present in this
paper.
Shaer et al [27] made an effort to conceptually define a paradigm
for standardizing input/output with what they called ‘TAC’ – a
Token and Constraint system [14]. Tokens are physical objects
that are handled to access or manipulate the digital data, and
constraints limit the way in which the user interacts with the
token. Constraints set the framework of how the user manipulates
the tokens, and ideally, they should be designed to express the set
of operations that can be performed on the digital data.
One of the first tangible data query systems was designed to
interactively convey historical information at a tourist site using
Ana Jofre‡
OCAD University
Toronto, Ontario
ajofre@faculty.ocadu.ca
Steve Szigeti
OCAD University
Toronto, Ontario
sszigeti@ocadu.ca
Stephen Tiefenbach Keller
OCAD University
Toronto, Ontario
sk14ff@student.ocadu.ca
Frederico Tomé
OCAD University
Toronto, Ontario
freddericofilho@gmail.com
David Czarnowski
OCAD University
Toronto, Ontario
daveczarnowski@gmail.com
Sara Diamond
OCAD University
Toronto, Ontario
sdiamond@ocadu.ca