Designing and Deploying an Information Awareness Interface

Designing and Deploying an Information Awareness Interface

Designing and Deploying an Information Awareness Interface JJ Cadiz, Gina Venolia, Gavin Jancke, Anoop Gupta Collaboration & Multimedia Systems Team Microsoft Research One Microsoft Way, Redmond, WA 98052 {jjcadiz; ginav; gavinj; anoop} @microsoft.com ABSTRACT appeal to a broader audience. Although the ideas and The concept of awareness has received increasing attention lessons generated by such prototypes are valuable, they over the past several CSCW conferences. Although many leave a critical question: Why did these prototypes fail to awareness interfaces have been designed and studied, most provide users with substantial value relative to cost? What have been limited deployments of research prototypes. In combination of features, design, and process will help an this paper we describe Sideshow, a peripheral awareness application succeed in establishing a healthy user interface that was rapidly adopted by thousands of people in population? our company. Sideshow provides regularly updated Sideshow started as one more idea for an interface designed peripheral awareness of a broad range of information from to provide users with peripheral awareness of important virtually any accessible web site or database. We discuss information. Rather than concentrate on a specific Sideshow’s design and the experience of refining and awareness issue, the research team set out to incorporate a redesigning the interface based on feedback from a rapidly range of features into a versatile and extensible system for expanding user community. dynamic information awareness that could be easily Keywords deployed, extended by third parties, and quickly evolved in Situational awareness, peripheral awareness, awareness, response to users’ experiences. computer mediated communication, information overload What happened was something akin to an epidemic within 1 INTRODUCTION our company. Within a year of being first made available, Interfaces that help people stay aware of information 13,000 employees installed Sideshow and 7,000 were using without being overwhelmed or distracted are of key concern it on a regular basis. From logs of system use and as more of the people we interact with, information we are interviews of selected users we identified a range of factors interested in, and objects we work with are available contributing to this success. digitally. The word “awareness” did not appear in a paper First, the experience confirms that there is a tremendous title in the first five CSCW conferences, but appeared eight wealth of data available on the Internet and corporate times in the next five and eleven times in the most recent intranet that people would like to maintain in peripheral five conferences. Papers focusing on awareness and awareness and access with minimal effort. Second, users are notification have increased from one or two in early willing to give up a portion of their screen space conferences to a quarter of all papers more recently. permanently for a peripheral awareness application if the Unfortunately, this literature contains few unequivocal information presented is easily customized and individually success stories: few systems have been widely deployed. relevant. This requires an extensible architecture and a Many (including one created by an author of this paper) toolkit that allows the community to easily add new sources have not succeeded in convincing people to use them of information. Third, using the peripheral interface as a outside of lab studies or deployments within a research launch point for easy drill down substantially increased the group. Numerous factors can contribute to limited amount and value of information made accessible to the deployment of prototypes: research teams may be small and users. lack the resources to build deployable software, researchers In this paper we discuss Sideshow’s design and deployment may not have access to a receptive audience, and prototypes experience. We present the principles that informed the may be designed to test a particular hypothesis and not to initial design, the iterative design process used during its deployment, and refinements made to balance a broad and Permission to make digital or hard copies of all or part of this work for sometimes conflicting set of user desires. We present data personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and on what users found valuable and discuss an ecosystem that that copies bear this notice and the full citation on the first page. To allowed the user community to continually add value. copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. The next section discusses prior awareness research that CSCW’02, November 16–20, 2002, New Orleans, Louisiana, USA. helped inform the design of Sideshow. Section 3 presents Copyright 2002 ACM 1-58113-560-2/02/0011…$5.00. 313314 the design, while section 4 outlines the deployment and sometimes the display can be a normal monitor that experience and lessons learned. extends the user’s primary workspace to a second display. When studying people who used computers with multiple 2 RELATED WORK monitors, Grudin [6] found that often the second displays Awareness has been defined as an “understanding of the were not treated as more workspace, but as an area where activities of others, which provides a context for your own important information could be displayed peripherally. The activity” [2]). It has been plausibly argued that team Kimura system [10] explores the use of very large coordination and productivity can be enhanced if people secondary displays (in this case, a background wall display) can maintain better awareness of the activities of the team with the purposes of supporting multitasking and and the events in the world that may affect their team awareness. (especially with teams that have to work at different times and in different locations [3]). Ambient Awareness Displays The literature contains several examples of awareness Ambient awareness displays use the tactic of embedding interfaces. The Sideshow project focuses primarily on information into the user’s surrounding environment, often peripheral awareness interfaces: a class of awareness without using standard computer screens, and often utilizing interfaces that seeks to provide awareness via software that the senses of sound and touch (in addition to vision). resides in the user’s peripheral attention. Several projects Perhaps the most famous example of an ambient awareness have explored various methods and approaches to display is Weiser’s twirling string, which kept people aware providing peripheral awareness. of network traffic by twisting a small degree each time a packet passed through the network [20]. More recent work Awareness on Primary Displays includes the Information Percolator, which utilized water One area of peripheral awareness research examines tubes and bubbles to display information [8], and the methods for embedding peripheral information within a ambientROOM project, which examined various ways of user’s primary screen. When utilizing the user’s primary embedding information into artifacts in a typical office monitor, there is often a design tension between wanting to environment [9]. The AROMA project [18] also explored a display lots of information and not wanting to take up variety of methods to display abstract representations of precious screen real estate. Researchers have addressed awareness information, ranging from paintings and this tension in a variety of ways. landscapes to abstract haptic and kinetic interfaces (electric Both Elvin [4] and “What’s Happening?” [21] are ticker vibrators, heaters, etc.) to abstract audio (sounds of birds, interfaces that reside on the user’s main screen and slowly waterfalls, etc.). scroll through a variety of pieces of information. Tickers Providing awareness via sound was also the focus the and faders are attractive because they can display lots of Audio Aura project [16], which explored embedded speech, information within a small space; however, because they are music, and sound effects. These sound effects provided visually dynamic, there is some debate about how awareness of e-mail and presence of others and were distracting they are. Researchers have studied methods of delivered via portable, wireless headphones. Pacey and designing tickers to minimize their level of distraction [12, MacGregor [17] did a controlled study of using audio and 14]. visual cues for conveying awareness information and found Another approach has been to use interfaces that are gently that while audio awareness can be especially useful when blended into the background of whatever is currently on the people are performing a visual task, audio cues can also be screen. The Notification Collage [5] uses this approach to more distracting and annoying. display a variety of information, including shared group Awareness on Mobile Devices documents and status of group members. Harrison et al [7] Much of the literature has focused on providing awareness used a similar approach in a controlled experiment of of information while people are in their office, but with the transparent, layered windows. advent of mobile devices, some researchers have also Researchers have also explored the use of interfaces that do explored the use of hand-held devices for providing not guarantee they are always visible. The interfaces are awareness information

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