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Jean Vanderdonckt
Louvain School of Management (LSM)
Université catholique de Louvain (UCL)
Place des Doyens, 1 – B-1348 Louvain-la-Neuve, Belgium
jean.vanderdonckt@uclouvain.be – http://www.uclouvain.be/jean.vanderdonckt
Pen-based gestures and Sketching
Place des Doyens, 1 – B-1348 Louvain-la-Neuve, Belgium
http://www.lilab.be, http://www.lilab.eu, http://www.lilab.info
Louvain Interaction Laboratory
(LILab)
Who is talking?
• Jean VANDERDONCKT
– Lic. & Agreg. Mathematics, Univ. Namur, 1987
– Lic. & Master in Computer Science, Univ. Namur, 1989
– PhD in Computer Science, Univ. Namur, 1997
– Post-doc in eLearning, Univ. Lille 1, 1998
– Post-doc in HCI, Stanford Univ., 2000
• Researcher in Human-Computer Interaction (HCI) since 1988
• Full professor at UCL, Past President of LSM Research Institute
• Involvement in various R&D projects
– local level, Walloon Region
– Federal level, Belgium
– In Europe and outside (e.g., with USA)
• Scientific coordinator of the UsiXML Consortium
• See profile at
– DBLP: http://www.informatik.uni-trier.de/~ley/pers/hd/v/Vanderdonckt:Jean
– Google Scholar: http://scholar.google.com/citations?user=U-FgGrkAAAAJ&hl=fr
– Microsoft Academic: http://academic.research.microsoft.com/Author/495619.aspx
– ArnetMiner: http://arnetminer.org/person/j-vanderdonckt-1306161.html
3
• LinkedIn Profile: http://www.linkedin.com/in/jeanvdd
• Academia Profile:
http://uclouvain.academia.edu/JeanVanderdonckt
• YouTube:
http://www.youtube.com/results?search_query=usixml
• Slides: http://www.slideshare.net/jeanvdd
• Books
4
Who is talking?
• Introduction and motivations
• What Sketching as a Service is made for?
• What can we do with a Skaas tool?
• Perspectives
• Conclusion
Overview
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
• Ink-based interaction, pen-based interaction
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
• Gesture interaction (2D, 2D½ , 3D): EdgeWrite
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
• Gesture interaction (2D, 2D½ , 3D): DocToon
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
• Gesture interaction (2D, 2D½ , 3D): DocToon
– In an other room, a person is operating remotely an
avatar with gestures on WACOM Cintiq
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Backgrounds
Room cameras
Animation
• Drawing
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: Luca Galuzzi [CC-BY-SA-2.5] via Wikimedia Commons
• Sketching
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: http://min-linesonpaper.blogspot.be/2011_12_01_archive.html
• Sketching: workspace activity of design teams
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Tang88]
Action/function List Draw Gesture Total
Store
information
40 19 1 60 (27%)
Convey ideas 0 22 24 46 (20%)
Represent
ideas
2 41 9 52 (23%)
Engage
attention
0 21 46 67 (30%)
Total 42 (19%) 103 (46%) 80 (35%) 225 (100%)
• Sketching for User Interface Prototyping
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
• Functions of Sketching
– Externalize ideas
– Interpret each other’s ideas
– Stimulate use of early ideas
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
• UI design is a wicked problem
– There is no definitive statement of the problem
– The search for solutions is open ended
– Constraints are constantly changing
• UI development life cycle is
– Open
– Ill-defined
– Incomplete
– Iterative (e.g., Spiral model)
• Three strategies
– Authoritative: impose a solution (maybe sub-optimal)
– Competitive: race for a solution (maybe not the best one)
– Collaborative: gather for a solution (perhaps the most accepted)
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
• Observations
• Comments
– To register design sessions was a problem
– Designers and users worked together
– Both sketches on paper and pixel-perfect drawings
– “Test on the device”
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• How previous work addressed the four activities
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Requirements
– R1 Support iterative design of interfaces
• Wicked Nature of UI design
– R2 Support collaboration between designers and
users
• UCD, brainstorming, collaborative solution to wicked problems
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Sketching evolves from informal to more formal
– Different levels of fidelity: low, medium, high
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Coyette2007]
Low
Check box
Identification label
Medium Final
SketchiXML
• Sketching evolves from informal to more formal
– Different levels of fidelity: low, medium, high
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Coyette2007]
• Requirements
– R1 Support iterative design of interfaces
• Wicked Nature of UI design
– R2 Support collaboration between designers and
users
• UCD, brainstorming, collaborative solution to wicked problems
– R3 Support different levels of fidelity
• Designers used sketches and pixel-perfect UIs
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Multiple devices
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Google 2012. The New Multi-screen World: Understanding Cross-platform Consumer Behavior]
• Multiple devices
– By the end of 2015, the number of connected mobile devices will
exceed the Earth’s population.
– By 2018 there will be 1.4 devices per person on the planet
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [CISCO Visual Networking Index
http://www.cisco.com/c/en/us/solutions/collateral/service-provider/
visual-networking-index-vni/white_paper_c11-520862.html]
• Multiple devices
– Design with/for multiple devices
– Responsive design = graceful degradation + progressive
enhancement
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: http://smartwebsiteguide.com/2013/11/responsive-web-design/
• Requirements
– R1 Support iterative design of interfaces
• Wicked Nature of UI design
– R2 Support collaboration between designers and
users
• UCD, brainstorming, collaborative solution to wicked problems
– R3 Support different levels of fidelity
• Designers used sketches and pixel-perfect UI’s
– R4 Support the design of interfaces on multiple
platforms
• Contemporary context, Designers used multiple devices
– R5 Support the prototyping of interfaces on multiple
platforms
• Contemporary context, Test on the device
Introduction and motivations
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Sketching as a Service (Skaas) is a delivery model where
the sketching activity is offered as a service for
– Multiple users
– Multiple platforms
– Multiple environments
– Multiple purposes
• A significant example:
GAMBIT
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
• GAMBIT configurations
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• GAMBIT configurations
– Single User, Single Device (SUSD)
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• GAMBIT configurations
– Single User, Multiple Devices (SUMD)
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• GAMBIT configurations
– Multiple Users, Single Device (MUSD)
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• GAMBIT configurations
– Multiple Users, Multiple Devices (MUMD)
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• GAMBIT: infinite workspace
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• GAMBIT: architecture
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• GAMBIT: Step 1= define structure
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• GAMBIT: Step 2= define behavior
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• GAMBIT: Step 3= test
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• GAMBIT: Step 3= test
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• GAMBIT: Step 4= reflect: video
What Skaas is made for?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
Gambit
• Experiment #1
– 9 UI designers
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #1: configuration
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #1: results
– Preferred devices for Sketching were: Other (Pen and paper),
Tabletop, Wall Screen, Tablet, Smartphone
– The tool did not have all the functions designers expected (CSUQ)
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #2:
– 6 UI designers
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #2: configuration
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #2: setup
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #2: results = 11.529 words
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #2: results
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #2: results
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #2: results
– Qualitative impact – designers talked about different aspects while
using different devices
– Quantitative impact – designers talked more or less according to
which device they were using
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
Smartphone Tablet Tabletop
0
500
1000
1500
2000
Words
0
500
1000
1500
2000
Words
TabletSmartphone Tabletop
r2= 0.43
• Experiment #3: real-world case study
– Factory for steel galvanisation
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #3: real-world case study
– Mobile application
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #3: real-world case study
– Mobile application
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #3: configuration
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #3: brainstorming
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #3: GAMBIT prototype
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #3: setup
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #3: setup
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Experiment #3: results
– Prototyping with GAMBIT represented only 8% of the project
lifecycle and the satisfaction with the system (CSUQ) increased by
30%.
– Prototyping with multiple devices is possible on realistic contexts
What can we do with a Skaas tool?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Source: [Sangiorgi2014]
• Prototyping
different UI types:
Zoomable UIs
Perspectives
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
• Sketching as a Service (Skaas) is appropriate for
– Sketching any diagram
• An informal sketch: e.g., a graphical user interface (at any CRF level)
• A formal sketch: e.g., a UML model
– From any input material
• E.g., for UI design: screenshot, picture, mockup, sketch, wireframe,…
– With any level of fidelity
• Low, medium, high
• With/out recognition for transition
– On/for multiple devices
• Any interaction surface in principle
– By multiple users
• Different categories, profiles
– In various environments
• Stationary vs mobile, centralized vs distributed
• Same time vs asynchronous – Same space vs remote
Conclusion
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
About ACM
 ACM, the Association for Computing Machinery (www.acm.org), is the
premier global community of computing professionals and students
with nearly 100,000 members in more than 170 countries interacting
with more than 2 million computing professionals worldwide.
 OUR MISSION: We help computing professionals to be their best and
most creative. We connect them to their peers, to what the latest
developments, and inspire them to advance the profession and make a
positive impact on society.
 OUR VISION: We see a world where computing helps solve tomorrow’s
problems – where we use our knowledge and skills to advance the
computing profession and make a positive social impact throughout the
world.
Questions?
Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
25H@USV
Students’ contest for
development of new technology
5th edition, Suceava
15-16 November 2018
6225h@USV | www.eed.usv.ro/25h
11/15/2018 6325h@USV | www.eed.usv.ro/25h
Contest theme
In a world of smart devices, homes, cars, and
clothes, design smart interactive jewelry.
11/15/2018 6425h@USV | www.eed.usv.ro/25h
Contest theme
In a world of smart devices, homes, cars, and
clothes, design smart interactive jewelry.
Stage #1: capture the movement of the body, or body parts,
using the acceleration sensors that were provided to you.
Stage #2: design, engineer, and demonstrate an interactive
application that makes use of this information for a practical,
useful purpose.
Stage #3 (not mandatory): include in your design other sensors,
devices, or software libraries to support your goal. Unleash your
creativity to create beautiful apps for smart jewelry!
11/15/2018 6525h@USV | www.eed.usv.ro/25h
Contest theme
In a world of smart devices, homes, cars, and
clothes, design smart interactive jewelry.
Stage #1: capture the movement of the body, or body parts,
using the acceleration sensors that were provided to you.
Stage #2: design, engineer, and demonstrate an interactive
application for smart jewelry that makes use of the information
collected during stage #1 for a practical, useful purpose.
Stage #3 (not mandatory): include in your design other sensors,
devices, or software libraries to support your goal. Unleash your
creativity to create beautiful apps for smart jewelry!
11/15/2018 6625h@USV | www.eed.usv.ro/25h
Contest theme
In a world of smart devices, homes, cars, and
clothes, design smart interactive jewelry.
Stage #1: capture the movement of the body, or body parts,
using the acceleration sensors that were provided to you.
Stage #2: design, engineer, and demonstrate an interactive
application for smart jewelry that makes use of the information
collected during stage #1 for a practical, useful purpose.
Stage #3 (not mandatory): include in your design other sensors,
devices, or online APIs to support your goal. Unleash your
creativity to create beautiful apps for smart jewelry!
11/15/2018 6725h@USV | www.eed.usv.ro/25h
Contest theme
In a world of smart devices, homes, cars, and
clothes, design smart interactive jewelry.
Stage #1: capture the movement of the body, or body parts,
using the acceleration sensors that were provided to you.
Stage #2: design, engineer, and demonstrate an interactive
application for smart jewelry that makes use of the information
collected during stage #1 for a practical, useful purpose.
Stage #3 (not mandatory): include in your design other sensors,
devices, or online APIs to support your goal. Unleash your
creativity to create beautiful apps for smart jewelry!
This is a minimum requirement for you to qualify
for further evaluation and the awards!
11/15/2018 6825h@USV | www.eed.usv.ro/25h
Contest theme
In a world of smart devices, homes, cars, and
clothes, design smart interactive jewelry.
Stage #1: capture the movement of the body, or body parts,
using the acceleration sensors that were provided to you.
Stage #2: design, engineer, and demonstrate an interactive
application for smart jewelry that makes use of the information
collected during stage #1 for a practical, useful purpose.
Stage #3 (not mandatory): include in your design other sensors,
devices, or software libraries to support your goal. Unleash your
creativity to create beautiful apps for smart jewelry!
• Total freedom to envision smart jewelry (e.g.,
ring, earrings, bracelet, necklace, brooch, etc.)
• Be creative! Keep in mind that one criteria is how
creative you were in your idea, design,
implementation, and demonstration
11/15/2018 6925h@USV | www.eed.usv.ro/25h
Contest theme
In a world of smart devices, homes, cars, and
clothes, design smart interactive jewelry.
Stage #1: capture the movement of the body, or body parts,
using the acceleration sensors that were provided to you.
Stage #2: design, engineer, and demonstrate an interactive
application for smart jewelry that makes use of the information
collected during stage #1 for a practical, useful purpose.
Stage #3 (not mandatory): include in your design other sensors,
devices, or online APIs to support your goal. Unleash your
creativity to create beautiful apps for smart jewelry!
• Total freedom to make your own electronics
• Be creative! You will be evaluated by how
innovative your extended design is.
During your evaluation:
11/15/2018 7025h@USV | www.eed.usv.ro/25h
 You will demonstrate to the jury how well your project works
 The jury will try out your prototype
 Communicate your solution clearly to the jury, provide
strong arguments, and answer carefully jury questions
During your evaluation:
11/15/2018 7125h@USV | www.eed.usv.ro/25h
 You will demonstrate to the jury how well your project works
 The jury will try out your prototype
 Communicate your solution clearly to the jury, provide
strong arguments, and answer carefully jury questions
 Evaluation criteria:
 The first stage (capture motion) is mandatory to qualify
for the awards
 Criterion #1 - Functionality: your prototype works (50%
of your evaluation)
 Criterion #2 - Originality and creativity: your prototype
brings a new perspective on smart jewelry
 Criterion #3 - Presentation: you manage to deliver a
great presentation to our jury (20%)
During your evaluation:
11/15/2018 7225h@USV | www.eed.usv.ro/25h
 You will demonstrate to the jury how well your project works
 The jury will try out your prototype
 Communicate your solution clearly to the jury, provide
strong arguments, and answer carefully jury questions
 Evaluation criteria:
 The first stage (capture motion) is mandatory to qualify
for the awards
 Criterion #1 - Functionality: your prototype works (50%
of your evaluation)
 Criterion #2 - Originality and creativity: your prototype
brings a new perspective on smart jewelry
 Criterion #3 - Presentation: you manage to deliver a
great presentation to our jury (20%)
1st prize = 900 RON
2nd prize = 450 RON
3rd prize = 300 RON
During the contest:
11/15/2018 7325h@USV | www.eed.usv.ro/25h
 Free access to your own documentation, development
equipment (laptops, tablets, phones, video projectors, etc.),
and electronic devices and prototypes that you made
 Free access to internet
 You are free to use any development environment
 The solution you propose must use the Phidgets HUB and
sensors that your received

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Pen-based Gestures and Sketching User Interfaces

  • 1. Jean Vanderdonckt Louvain School of Management (LSM) Université catholique de Louvain (UCL) Place des Doyens, 1 – B-1348 Louvain-la-Neuve, Belgium jean.vanderdonckt@uclouvain.be – http://www.uclouvain.be/jean.vanderdonckt Pen-based gestures and Sketching
  • 2. Place des Doyens, 1 – B-1348 Louvain-la-Neuve, Belgium http://www.lilab.be, http://www.lilab.eu, http://www.lilab.info Louvain Interaction Laboratory (LILab)
  • 3. Who is talking? • Jean VANDERDONCKT – Lic. & Agreg. Mathematics, Univ. Namur, 1987 – Lic. & Master in Computer Science, Univ. Namur, 1989 – PhD in Computer Science, Univ. Namur, 1997 – Post-doc in eLearning, Univ. Lille 1, 1998 – Post-doc in HCI, Stanford Univ., 2000 • Researcher in Human-Computer Interaction (HCI) since 1988 • Full professor at UCL, Past President of LSM Research Institute • Involvement in various R&D projects – local level, Walloon Region – Federal level, Belgium – In Europe and outside (e.g., with USA) • Scientific coordinator of the UsiXML Consortium • See profile at – DBLP: http://www.informatik.uni-trier.de/~ley/pers/hd/v/Vanderdonckt:Jean – Google Scholar: http://scholar.google.com/citations?user=U-FgGrkAAAAJ&hl=fr – Microsoft Academic: http://academic.research.microsoft.com/Author/495619.aspx – ArnetMiner: http://arnetminer.org/person/j-vanderdonckt-1306161.html 3
  • 4. • LinkedIn Profile: http://www.linkedin.com/in/jeanvdd • Academia Profile: http://uclouvain.academia.edu/JeanVanderdonckt • YouTube: http://www.youtube.com/results?search_query=usixml • Slides: http://www.slideshare.net/jeanvdd • Books 4 Who is talking?
  • 5. • Introduction and motivations • What Sketching as a Service is made for? • What can we do with a Skaas tool? • Perspectives • Conclusion Overview Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
  • 6. • Ink-based interaction, pen-based interaction Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
  • 7. • Gesture interaction (2D, 2D½ , 3D): EdgeWrite Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
  • 8. • Gesture interaction (2D, 2D½ , 3D): DocToon Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
  • 9. • Gesture interaction (2D, 2D½ , 3D): DocToon – In an other room, a person is operating remotely an avatar with gestures on WACOM Cintiq Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Backgrounds Room cameras Animation
  • 10. • Drawing Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: Luca Galuzzi [CC-BY-SA-2.5] via Wikimedia Commons
  • 11. • Sketching Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: http://min-linesonpaper.blogspot.be/2011_12_01_archive.html
  • 12. • Sketching: workspace activity of design teams Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Tang88] Action/function List Draw Gesture Total Store information 40 19 1 60 (27%) Convey ideas 0 22 24 46 (20%) Represent ideas 2 41 9 52 (23%) Engage attention 0 21 46 67 (30%) Total 42 (19%) 103 (46%) 80 (35%) 225 (100%)
  • 13. • Sketching for User Interface Prototyping Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
  • 14. • Functions of Sketching – Externalize ideas – Interpret each other’s ideas – Stimulate use of early ideas Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
  • 15. • UI design is a wicked problem – There is no definitive statement of the problem – The search for solutions is open ended – Constraints are constantly changing • UI development life cycle is – Open – Ill-defined – Incomplete – Iterative (e.g., Spiral model) • Three strategies – Authoritative: impose a solution (maybe sub-optimal) – Competitive: race for a solution (maybe not the best one) – Collaborative: gather for a solution (perhaps the most accepted) Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
  • 16. • Observations • Comments – To register design sessions was a problem – Designers and users worked together – Both sketches on paper and pixel-perfect drawings – “Test on the device” Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 17. • How previous work addressed the four activities Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 18. • Requirements – R1 Support iterative design of interfaces • Wicked Nature of UI design – R2 Support collaboration between designers and users • UCD, brainstorming, collaborative solution to wicked problems Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 19. • Sketching evolves from informal to more formal – Different levels of fidelity: low, medium, high Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Coyette2007] Low Check box Identification label Medium Final SketchiXML
  • 20. • Sketching evolves from informal to more formal – Different levels of fidelity: low, medium, high Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Coyette2007]
  • 21. • Requirements – R1 Support iterative design of interfaces • Wicked Nature of UI design – R2 Support collaboration between designers and users • UCD, brainstorming, collaborative solution to wicked problems – R3 Support different levels of fidelity • Designers used sketches and pixel-perfect UIs Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 22. • Multiple devices Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Google 2012. The New Multi-screen World: Understanding Cross-platform Consumer Behavior]
  • 23. • Multiple devices – By the end of 2015, the number of connected mobile devices will exceed the Earth’s population. – By 2018 there will be 1.4 devices per person on the planet Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [CISCO Visual Networking Index http://www.cisco.com/c/en/us/solutions/collateral/service-provider/ visual-networking-index-vni/white_paper_c11-520862.html]
  • 24. • Multiple devices – Design with/for multiple devices – Responsive design = graceful degradation + progressive enhancement Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: http://smartwebsiteguide.com/2013/11/responsive-web-design/
  • 25. • Requirements – R1 Support iterative design of interfaces • Wicked Nature of UI design – R2 Support collaboration between designers and users • UCD, brainstorming, collaborative solution to wicked problems – R3 Support different levels of fidelity • Designers used sketches and pixel-perfect UI’s – R4 Support the design of interfaces on multiple platforms • Contemporary context, Designers used multiple devices – R5 Support the prototyping of interfaces on multiple platforms • Contemporary context, Test on the device Introduction and motivations Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 26. • Sketching as a Service (Skaas) is a delivery model where the sketching activity is offered as a service for – Multiple users – Multiple platforms – Multiple environments – Multiple purposes • A significant example: GAMBIT What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
  • 27. • GAMBIT configurations What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 28. • GAMBIT configurations – Single User, Single Device (SUSD) What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 29. • GAMBIT configurations – Single User, Multiple Devices (SUMD) What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 30. • GAMBIT configurations – Multiple Users, Single Device (MUSD) What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 31. • GAMBIT configurations – Multiple Users, Multiple Devices (MUMD) What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 32. • GAMBIT: infinite workspace What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 33. • GAMBIT: architecture What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 34. • GAMBIT: Step 1= define structure What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 35. • GAMBIT: Step 2= define behavior What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 36. • GAMBIT: Step 3= test What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 37. • GAMBIT: Step 3= test What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 38. • GAMBIT: Step 4= reflect: video What Skaas is made for? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014] Gambit
  • 39. • Experiment #1 – 9 UI designers What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 40. • Experiment #1: configuration What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 41. • Experiment #1: results – Preferred devices for Sketching were: Other (Pen and paper), Tabletop, Wall Screen, Tablet, Smartphone – The tool did not have all the functions designers expected (CSUQ) What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 42. • Experiment #2: – 6 UI designers What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 43. • Experiment #2: configuration What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 44. • Experiment #2: setup What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 45. • Experiment #2: results = 11.529 words What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 46. • Experiment #2: results What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 47. • Experiment #2: results What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 48. • Experiment #2: results – Qualitative impact – designers talked about different aspects while using different devices – Quantitative impact – designers talked more or less according to which device they were using What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014] Smartphone Tablet Tabletop 0 500 1000 1500 2000 Words 0 500 1000 1500 2000 Words TabletSmartphone Tabletop r2= 0.43
  • 49. • Experiment #3: real-world case study – Factory for steel galvanisation What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 50. • Experiment #3: real-world case study – Mobile application What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 51. • Experiment #3: real-world case study – Mobile application What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 52. • Experiment #3: configuration What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 53. • Experiment #3: brainstorming What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 54. • Experiment #3: GAMBIT prototype What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 55. • Experiment #3: setup What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 56. • Experiment #3: setup What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 57. • Experiment #3: results – Prototyping with GAMBIT represented only 8% of the project lifecycle and the satisfaction with the system (CSUQ) increased by 30%. – Prototyping with multiple devices is possible on realistic contexts What can we do with a Skaas tool? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 Source: [Sangiorgi2014]
  • 58. • Prototyping different UI types: Zoomable UIs Perspectives Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
  • 59. • Sketching as a Service (Skaas) is appropriate for – Sketching any diagram • An informal sketch: e.g., a graphical user interface (at any CRF level) • A formal sketch: e.g., a UML model – From any input material • E.g., for UI design: screenshot, picture, mockup, sketch, wireframe,… – With any level of fidelity • Low, medium, high • With/out recognition for transition – On/for multiple devices • Any interaction surface in principle – By multiple users • Different categories, profiles – In various environments • Stationary vs mobile, centralized vs distributed • Same time vs asynchronous – Same space vs remote Conclusion Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
  • 60. Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018 About ACM  ACM, the Association for Computing Machinery (www.acm.org), is the premier global community of computing professionals and students with nearly 100,000 members in more than 170 countries interacting with more than 2 million computing professionals worldwide.  OUR MISSION: We help computing professionals to be their best and most creative. We connect them to their peers, to what the latest developments, and inspire them to advance the profession and make a positive impact on society.  OUR VISION: We see a world where computing helps solve tomorrow’s problems – where we use our knowledge and skills to advance the computing profession and make a positive social impact throughout the world.
  • 61. Questions? Ștefan cel Mare University of Suceava - Suceava, November 15th, 2018
  • 62. 25H@USV Students’ contest for development of new technology 5th edition, Suceava 15-16 November 2018 6225h@USV | www.eed.usv.ro/25h
  • 63. 11/15/2018 6325h@USV | www.eed.usv.ro/25h Contest theme In a world of smart devices, homes, cars, and clothes, design smart interactive jewelry.
  • 64. 11/15/2018 6425h@USV | www.eed.usv.ro/25h Contest theme In a world of smart devices, homes, cars, and clothes, design smart interactive jewelry. Stage #1: capture the movement of the body, or body parts, using the acceleration sensors that were provided to you. Stage #2: design, engineer, and demonstrate an interactive application that makes use of this information for a practical, useful purpose. Stage #3 (not mandatory): include in your design other sensors, devices, or software libraries to support your goal. Unleash your creativity to create beautiful apps for smart jewelry!
  • 65. 11/15/2018 6525h@USV | www.eed.usv.ro/25h Contest theme In a world of smart devices, homes, cars, and clothes, design smart interactive jewelry. Stage #1: capture the movement of the body, or body parts, using the acceleration sensors that were provided to you. Stage #2: design, engineer, and demonstrate an interactive application for smart jewelry that makes use of the information collected during stage #1 for a practical, useful purpose. Stage #3 (not mandatory): include in your design other sensors, devices, or software libraries to support your goal. Unleash your creativity to create beautiful apps for smart jewelry!
  • 66. 11/15/2018 6625h@USV | www.eed.usv.ro/25h Contest theme In a world of smart devices, homes, cars, and clothes, design smart interactive jewelry. Stage #1: capture the movement of the body, or body parts, using the acceleration sensors that were provided to you. Stage #2: design, engineer, and demonstrate an interactive application for smart jewelry that makes use of the information collected during stage #1 for a practical, useful purpose. Stage #3 (not mandatory): include in your design other sensors, devices, or online APIs to support your goal. Unleash your creativity to create beautiful apps for smart jewelry!
  • 67. 11/15/2018 6725h@USV | www.eed.usv.ro/25h Contest theme In a world of smart devices, homes, cars, and clothes, design smart interactive jewelry. Stage #1: capture the movement of the body, or body parts, using the acceleration sensors that were provided to you. Stage #2: design, engineer, and demonstrate an interactive application for smart jewelry that makes use of the information collected during stage #1 for a practical, useful purpose. Stage #3 (not mandatory): include in your design other sensors, devices, or online APIs to support your goal. Unleash your creativity to create beautiful apps for smart jewelry! This is a minimum requirement for you to qualify for further evaluation and the awards!
  • 68. 11/15/2018 6825h@USV | www.eed.usv.ro/25h Contest theme In a world of smart devices, homes, cars, and clothes, design smart interactive jewelry. Stage #1: capture the movement of the body, or body parts, using the acceleration sensors that were provided to you. Stage #2: design, engineer, and demonstrate an interactive application for smart jewelry that makes use of the information collected during stage #1 for a practical, useful purpose. Stage #3 (not mandatory): include in your design other sensors, devices, or software libraries to support your goal. Unleash your creativity to create beautiful apps for smart jewelry! • Total freedom to envision smart jewelry (e.g., ring, earrings, bracelet, necklace, brooch, etc.) • Be creative! Keep in mind that one criteria is how creative you were in your idea, design, implementation, and demonstration
  • 69. 11/15/2018 6925h@USV | www.eed.usv.ro/25h Contest theme In a world of smart devices, homes, cars, and clothes, design smart interactive jewelry. Stage #1: capture the movement of the body, or body parts, using the acceleration sensors that were provided to you. Stage #2: design, engineer, and demonstrate an interactive application for smart jewelry that makes use of the information collected during stage #1 for a practical, useful purpose. Stage #3 (not mandatory): include in your design other sensors, devices, or online APIs to support your goal. Unleash your creativity to create beautiful apps for smart jewelry! • Total freedom to make your own electronics • Be creative! You will be evaluated by how innovative your extended design is.
  • 70. During your evaluation: 11/15/2018 7025h@USV | www.eed.usv.ro/25h  You will demonstrate to the jury how well your project works  The jury will try out your prototype  Communicate your solution clearly to the jury, provide strong arguments, and answer carefully jury questions
  • 71. During your evaluation: 11/15/2018 7125h@USV | www.eed.usv.ro/25h  You will demonstrate to the jury how well your project works  The jury will try out your prototype  Communicate your solution clearly to the jury, provide strong arguments, and answer carefully jury questions  Evaluation criteria:  The first stage (capture motion) is mandatory to qualify for the awards  Criterion #1 - Functionality: your prototype works (50% of your evaluation)  Criterion #2 - Originality and creativity: your prototype brings a new perspective on smart jewelry  Criterion #3 - Presentation: you manage to deliver a great presentation to our jury (20%)
  • 72. During your evaluation: 11/15/2018 7225h@USV | www.eed.usv.ro/25h  You will demonstrate to the jury how well your project works  The jury will try out your prototype  Communicate your solution clearly to the jury, provide strong arguments, and answer carefully jury questions  Evaluation criteria:  The first stage (capture motion) is mandatory to qualify for the awards  Criterion #1 - Functionality: your prototype works (50% of your evaluation)  Criterion #2 - Originality and creativity: your prototype brings a new perspective on smart jewelry  Criterion #3 - Presentation: you manage to deliver a great presentation to our jury (20%) 1st prize = 900 RON 2nd prize = 450 RON 3rd prize = 300 RON
  • 73. During the contest: 11/15/2018 7325h@USV | www.eed.usv.ro/25h  Free access to your own documentation, development equipment (laptops, tablets, phones, video projectors, etc.), and electronic devices and prototypes that you made  Free access to internet  You are free to use any development environment  The solution you propose must use the Phidgets HUB and sensors that your received