Wednesday, June 18, 2008

Small meets Large

Alan Dix, Jan 2005, lancaster University. Internal Document

some potential use cases for combining SD/LD
  • SD to perform large display selections
  • SD to scroll, spin, or move the objects in the large display
  • navigate menus on SD to control LD content
  • use LD selection to control LD content
  • move content locus ... fluid exchange of information between SD and LD
  • move interaction focus
We should separate a collaborative work from large displays as LD is a combination of individual, grou, and community interactions all competing for the same screen real state. SD may give opportunities to help the conflicts.
  • The location of the screen
  • The size of the screen
  • The angle: affects the readability
Cases where small devices help with controlling the content
  • controlling pace of input: navigation to be performed on the small devices leading to change of content thus no navigation feedback. This undermines the fact that bystanders require to get the feedback to realize that an interaction is happening. This disables them from doing anything like that!
  • monitoring pace of delivery: The information about when items of interest are coming. This is a very interesting way of approaching users. Indicating when they should expect to receive information on the large public display.
  • escaping pace of output: Changes in the display can be recorded to be later watched by replaying or by going to a web portal or things like that. How is it useful?
Integration of SDs and LDs
  • shared services and information: services used by SD that affect the content of LD but indirectly ... (like voting systems).
  • incidental links: doing because of seeing
  • shared reference: a code to be taken from the public display and used later on by the phone so that it can be used for some purpose.
  • SD as input device: to use the phone as a mouse or something similar
  • uniform interaction environment: the same screen to be appeared on both devices
Interaction mechanisms
  1. Interaction method and binding challenges
  2. Knowing what you can do, when and how
  3. building suitable interaction based on the capabilities of the device
    1. self description based on the capability ontology of the device
    2. plug n play connection of the SD to the LD
    3. content negotiation (Need to know the possibility of interaction)
      1. flashing cameras
      2. combined device capabilities
      3. where the information is supported by both sides
      4. How this can be brought into the attention of the users
Situated displays
  1. multiple interaction with the same data
    1. where the locus of interaction and feedback is?!
    2. Fixed bindings
      1. input devices
      2. screens
      3. people
    3. rendering for different devices (not a good topic to investigate)
    4. How to dynamically change content between the large and public display?
Authentication, Security, and Privacy
  1. mutual need for trust between the (user+SD+service) & (public display)
    1. its users job to establish trust in the device
    2. Which displays are we connected to?
    3. Allowing access only to the trusted services
    4. Defining policies about what content should be displayed on the displays
A series of defined and determined scenarios:
  • Use of glyphs for attachment to display, selection, and movement, resizing, etc.
    • The glyphs should be different in shape but the size of the glyph doesn't really matter
    • glyph drag uses its location within the camera field rather than sweep line
  • Use of sweep or joystick to deliver abstract interaction
    • Using the joystick to draw things using a brush spray on a bill board
  • Use of sweep to naturally control virtual navigation
    • Using the cellphone to move in the sky and interact with the stars
  • Use of SDs to give local interfaces combined with large screen
    • The individual heads up can be shown on the screen of the mobile device
    • The large display can show the bird eye about the whole status of the game
  • Use of SD to give local navigation for shared large screen
    • To select something to see on the large display
    • Showing a queuing timer on the SD to show when the content is going to be provided
      • to smoothen the flow of information
      • Hiding who has chosen to see a particular content, preventing from social embarrassment.
  • Snap it later (use of SD to escape from fixed temporal flow of LD)
    • He can control the flow of information shown on the display using his cellphone too
    • He can take the information with him and reuse it later to access the same information over the internet.

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