Professional Documents
Culture Documents
Spatial Cognition
Mi Jeong Kim
Key Centre of Design Computing and Cognition, University of Sydney
Mary Lou Maher
Key Centre of Design Computing and Cognition, University of Sydney
RUNNING HEAD: TANGIBLE USER INTERFACES AND SPATIAL
COGNITION
Corresponding Authors Contact Information:
Mi Jeong Kim, PhD student
Key Centre of Design Computing and Cognition, University of Sydney
Wilkinson Building G04, Sydney, NSW2006, Australia,
Phone +61 2 9351 2053
Email: mkim9133@arch.usyd.edu.au
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ABSTRACT
Most studies on tangible user interfaces for the tabletop design systems are being
undertaken from a technology viewpoint. While there have been studies that focus on the
development of new interactive environments employing tangible user interfaces for
designers, there is a lack of evaluation with respect to designers spatial cognition. In this
research we study the effects of tangible user interfaces on designers spatial cognition to
provide empirical evidence for the anecdotal views of the effect of tangible user
interfaces. In order to highlight the expected changes in spatial cognition while using
tangible user interfaces, we compared designers using a tangible user interface on a
tabletop system with 3D blocks to designers using a graphical user interface on a desktop
computer with a mouse and keyboard. The ways in which designers use the two different
interfaces for 3D design were examined using a protocol analysis method. The result
reveals that designers using 3D blocks perceived more spatial relationships among
multiple objects and spaces, and discovered new visuo-spatial features when revisiting
their design configurations. The designers using the tangible interfaces spent more time
in relocating objects to different locations to test the moves, and interacted with the
external representation through large body movements implying an immersion in the
design model. These two physical actions assist in designers spatial cognition by
reducing cognitive load in mental visual reasoning. Further, designers using the tangible
interfaces spent more time in restructuring the design problem by introducing new
functional issues as design requirements, and produced more discontinuities to the design
processes, which provides opportunity for reflection and modification of the design.
Therefore this research shows that tangible user interfaces changes designers spatial
cognition, and the changes of the spatial cognition are associated with creative design
processes.
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CONTENTS
1. INTRODUCTION
2. SPAIAL COGNITION IN DESIGNING
2.1. Epistemic action vs. Pragmatic action
2.2. Spatial Cognition
2.3. Creative Design Process
2.4. Hypotheses
3. COMPARING GUI TO TUI
3.1. Experiment Design
Interfaces: 3D block vs. Mouse and Keyboard
Systems: Tabletop vs. Desktop
Applications: ARToolKit vs. ArchiCAD
Design Tasks: Home office and Design office
Participants
3.2. Experiment Set-ups
TUI session
GUI session
3.3. Experiment Procedure
Training
Experiment
4. METHOD: PROTOCOL ANALYSIS
4.1. Protocol Analysis in Design Research
4.2. Coding Scheme
4.3. Protocol Coding
Segmentation
Coding Process
5. ANALYSIS OF DESIGNERS SPATIAL COGNITION
5.1. Overall Observations
5.2. Analysis of the Three Levels of Designers Spatial Cognition
Action Level: 3D modeling and Gesture Actions
Perception Level: Perceptual and Functional Activities
Process Level: Set-up Goal Activities and Co-evolution
5.3. Correlation between Physical Actions and Perceptual Activities
3D modeling Actions and Perceptual Activities
Gesture Actions and Perceptual Activities
6. DISCUSSION AND CONCLUSION
6.1. Hypotheses Validation and Conclusion
6.2. Implications and Future Direction
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1. INTRODUCTION
A current paradigm in the study of Human-Computer Interaction (HCI) is to develop
novel user interfaces which afford a natural interaction that take advantage of both human
and computer perceptual capabilities (Turk 1998). People are developing tangible user
interfaces (TUIs) as alternatives to traditional graphical user interfaces (GUIs) to meet a
need for a more natural and direct interaction with computers. The term TUIs was
introduced by Ulmer and Ishii (Ullmer and Ishii 1997) as an extension of the ideas of
graspable user interfaces1; they argued that TUIs allow users to grasp & manipulate
bits by coupling digital information with physical objects and architectural surfaces.
Numerous tabletop systems have been customized for design applications and
demonstrate many potential uses for TUIs (Coquillart and Wessche 1999; Fjeld et al.
1998; Obeysekare et al. 1996; Ullmer and Ishii 1997). They restore some of the
tangibility by providing various physical interfaces through which designers create and
interact with digital models. We are particularly interested in TUIs employed in tabletop
systems for design applications since the tangible interaction afforded by the TUIs has
potential to offer significant benefit to designers for 3D design.
Most studies on TUIs for tabletop systems are being undertaken from a technology
viewpoint (Fitzmaurice et al. 1995; Regenbrecht et al. 2002; Underkoffler and Ishii
1999). They described the fundamental ideas behind the systems and implemented
prototypes for possible applications. Some initial user studies were conducted for the
implementation of the prototypes, but the focus has been on the functionality of the
prototypes, and the prototypes have not been evaluated from a cognitive perspective.
Further, many researchers have argued that TUIs improve designers spatial cognition,
but there has been no empirical evidence to support this (Fjeld et al. 1998; Lee et al.
2003; Ma et al. 2003). Although some researchers have reported on the users perception
of TUIs using survey questionnaires or designer comments, the subjective nature of selfreports questions their validity as measures of cognitive ability (Vega et al. 1996). Our
research starts from this gap in the existing research on TUIs, technology-oriented study,
anecdotal views and subjective measurement of cognition.
In this research we study the effects of TUIs on designers spatial cognition using
protocol analysis. In the context of this research, spatial cognition is defined as
perceiving and reasoning about visuo-spatial information in an external representation in
architectural design. TUIs can be easily and rapidly manipulated because of the natural
interaction afforded by the physical artifacts. However, this brings a question whether
such a physical interaction improves designers spatial cognition in a real design task. We
believe that a more in depth understanding of the effects of TUIs on designers spatial
cognition would provide a perspective other than usability and is essential for the
1
Fitzmaurice Fitzmaurice, G (1996). Graspable User Interfaces. PhD Thesis, University of Toronto, Fitzmaurice, GW,
Ishii, H and Buxton, W (1995). Bricks: Laying the Foundations for Graspable User Interfaces. In I. Katz R. Mack, L.
Marks (Ed.) Proceedings of the CHI'95 Conference on Human Factors in Computing Systems, ACM Press, New York,
442-449. defines and explores graspable user interfaces, presenting five basic defining properties: space-multiplex both
input and output; concurrent access and manipulation of interface components; strong specific devices; spatially-aware
computational devices; and spatial re-configurability of devices.
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In this research the term designing refers to a design activity and the term design refers to the result of the design
activity.
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perception spaces inherent in the design of TUIs enables epistemic actions, which
provides direct-interpreted 3D design platforms (Fjeld et al. 2001; Lee et al. 2003).
In addition, we consider designers hand movements along with their design activity
as possibly beneficial for cognitive processing because such movements characterize the
spatial relationships among entities, thus promoting spatial reasoning (Goldin-Meadow
2003; Lavergne and Kimura 1987). In the coin-counting experiment, Kirsh (Kirsh 1995;
Kirsh and Maglio 1994) demonstrated that organizing activities such as positioning and
arranging the position of nearby objects reduce cognitive loads as an complementary
strategy for the task performance. Thus, we explored the role of hand movements or
gestures in terms of a complementary strategy for designing, which would serve a similar
function to the 3D modeling actions that are integral to cognition.
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finding behaviors associated with creative design process. First, Suwa et al. (Suwa et al.
2000) proposes situated invention of new design requirements (S-invention) as a key to
obtaining a creative outcome. S-invention refers to the set-up goal activities of
introducing new functions as design requirements for the first time in the current task in a
situated way. The introduction of new constraints captures important aspects of the given
problem, going beyond a synthesis of solutions that satisfy the initially given
requirements. In a similar context, Cross and Dorst (Cross and Dorst 1999) proposes that
creative design can be modeled in terms of the co-evolution of problem and solution
spaces. Co-evolutionary design is an approach to problem-solving in which the design
requirements and solutions evolve separately, but affect each other (Maher et al. 1996).
The restructuring of a problem reflects a change in the designers perception of a
problem situation. With regards to the designers perception of a problem situation, Suwa
et al. (Suwa et al. 2000) propose unexpected discoveries of attending to implicit visuospatial features in an unexpected way as a key to gaining a creative outcome. Suwa and
Tversky (Suwa and Tversky 2001, 2002) propose the co-generation of new conceptual
thought and perceptual discoveries as constructive perception. Such constructive
perception allows the designer to perceive in another way, which may evoke the reinterpretation that provides the opportunity for the designer to be more creative (Gero
and Damski 1997). For the generation of re-interpretations in external representations,
Gero et al. (Gero and Damski 1997; Gero and Kelly 2005; Gero and Yan 1993; Jun and
Gero 1997) emphasize the process of re-representation producing multiple
representations since it allows emergence to occur, thereby introducing new variables for
the revision of design ideas and, as a consequence, leading to creative design.
2.4. Hypotheses
The background study on TUIs has argued that interfaces employing manipulable
physical objects have potential affordance of epistemic actions reducing cognitive loads.
We may argue that TUIs support designers spatial cognition if the 3D modeling actions
produced by TUIs can be characterized as epistemic actions while designing. In a similar
way, designers gestures are also considered as organizing activities which reduce
cognitive load. Therefore, at the Action level, we hypothesized about designers physical
actions while using TUIs as follows;
Hypothesis 1: The use of TUIs can change designers 3D modeling actions in
designing - 3D modeling actions may be dominated by epistemic actions.
Hypothesis 2: The use of TUIs can change designers gesture actions in designing
more gesture actions may serve as complementary functions to 3D modeling actions
in assisting in designers cognition.
The unstructured forms of pictorial representation in sketches can potentially be
perceived in different ways (Purcell and Gero 1998). However, 3D spatial configuration,
being dealt with in this research, does not present such ambiguous representations. Rather,
the functions of objects and spaces associated with the external representations are
ambiguous. We expected that the tactile interaction afforded by TUIs may stimulate
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designers to attend to the dynamic spatial relationships among elements rather than single
elements. Further the multiple representations produced by the TUIs may encourage
designers to create new visuo-spatial features. The perception on the spatial relationships
is especially functional, and this abstract relationship can be linked to more conceptual
information. Therefore, at the Perception level, we hypothesized on designers perceptual
activities while using TUIs as follows;
Hypothesis 3: The use of TUIs can change certain types of designers perceptual
activities - designers may perceive more spatial relationships between elements, and
create more and attend to new visuo-spatial features through the production of
multiple representations.
Our research is based on the assumption that the changes in designers spatial
cognition may affect the design process. If the problem-finding behaviors and the
process of re-representation increase while using TUIs, we may argue that the design
process is affected by the changes of designers spatial cognition, ultimately leading to
creative design. Therefore, at the Process level, we hypothesized the effect of the changes
of spatial cognition on the design processes while using TUIs as follows;
Hypothesis 4: The use of TUIs can change the design process the changes in
designers spatial cognition may increase problem-finding behaviors and the process
of re-representation, which are associated with creative designing.
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(a)
(b)
(c)
Figure 1 (a) a 3D block with a pattern; (b) a shelf panel virtual model; (c) multiple 3D blocks
(a)
b)
(c)
Figure 2. Tabletop system; (a) Horizontal table (b) Vertical screen (c) 3D blocks (Daruwala 2004)
3 ARToolKit is free AR software including tracking libraries and source codes for the libraries.
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(a)
(b)
(c)
Figure 3. Diagram showing the image processing used in ARToolKit; (a) a live video image (b) a binary image;
(c) a virtual overlay from http://www.fhbb.ch/hgk/af/livingroom/livingroom1/sources/ARToolKit2.33doc.pdf
(b)
(a)
(c)
Figure 4. ArchiCAD; (a) 2D view (b) 3D view (c) Library from http://www.graphisoft.com
computer programmer. The goal of the design office task was to define four required
areas, that of the designer, the secretary, the reception and utility areas for renovating a
designers private studio into a commercial design office for the designer and a secretary.
Windows
Bathroom entrance
Bathroom
Entrance
Windows
(a)
No Glass
wall
Figure 5. (a) 3D Home office plan and (b) 3D Design office plan
Participants
This research explores how different HCI affordances may change designers spatial
cognition using protocol analysis, so the decision on the number of designers is different
from those in HCI research that generalizes basic human performance capability from a
large number of designers. Designing is a high level of cognitive activity, so many
empirical studies on designers cognition include a relatively small number of designers
to seek an understanding of specific cognitive processes (Akin and Moustapha 2003; Ball
2003; McNeill 1999). Each segment of the design protocols is a data item, so our
protocols contain a large number of data elements. We use fewer designers, but still have
a significant amount of data to validate a quantitative analysis. The designers are 2nd or
3rd year-architecture students competent in ArchiCAD, so they have almost the same
range of experience and educational backgrounds.
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(b)
microphone is fed into the DVR system and the camera is located far enough from the
table to observe a designers gestures as well as the 3D modeling actions.
DVR
LCD screen
3D blocks
Microphone
Camera
GUI session
Figure 7 shows the set-up for the GUI session. Instead of the horizontal table, a
typical computer configuration with a vertical screen, keyboard and mouse are used. The
overall experimental set-up was similar to that of the TUI session. However the GUI
setting reduced the cameras view compared to the camera angle in the TUIs session, and
made it hard to include the external representation and designers behaviors in one shot.
DVR
Desktop
Microphone LCD Screen
Mouse & keyboard
Camera
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visualization of digital models in the TUI session. For the GUI session, they were asked
to work in the 3D view in ArchiCAD and instructed on how to access to the furniture
library constructed for the experiments.
Experiment
Designers were given time to read through the design briefs prior to the beginning of
the design sessions. They were asked to report as continuously as possible what they are
thinking as they carry out the design tasks for about 20 minutes. They did not need to
produce a final design by the end of the session because the focus of the experiments was
on the design process, not the final design output. An experimenter stayed in front of the
DVR system to observe the experiment process, not interfering with the designers.
However the experimenter reminded designers of verbalizing their thoughts when the
designers did not think aloud for over 1 minute, and answered their questions during the
design sessions. Table 1 shows the outline of the experiment sessions.
Table 1. Outline of the experiment sessions
Interface/Application
Hardware
Training/ Design session
Designer
Design Tasks
TUI session
GUI session
3D blocks/ARToolKit
Mouse and keyboard/ArchiCAD
Tabletop and webcam/LCD screen
Desktop/LCD screen
5-10 mins/20 mins
5-10 mins/20 mins
Individual 2nd or 3rd architecture student
Home office or Design office renovation
There were some concerns about the validity of the settings with regards to three
different conditions: application, work space and design task. First, in order to eliminate
the effect of the manipulability caused by the applications, we recruited competent
designers in ArchiCAD, and restricted the required functions of ArchiCAD for the tasks
to simple ones. It was consequently observed that there was no significant difference in
designers capabilities regarding the two different applications. Secondly, in order to
compensate for the different work spaces between two environments, we adopt a LCD
screen for the TUI session instead of HMDs. This was intended for providing a same
visual modality for the designers. Thirdly, the two design tasks were carefully developed
to be similar in complexity and type and to stimulate designers spatial cognition for 3D
design. Designers had to reason about 3D objects and the spatial relationships between
these objects despite the fact that they developed a 2D layout to work on the design tasks.
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bit, the layout is not...you end up with empty space..! This example suggests that during
inspection the designer has noticed the unexpected appearance of an empty space.
The Process level represents problem-finding behaviors associated with creative
design. Set-up goal activities refer to activities of introducing new design functions as
design requirements, which restructure the design problem. In terms of the semantic
mode, set-up goal activities basically belong to functional activities. If a designer
considers the view from a glass wall to outside, it is still a functional activity. However, if
s/he says lets put a display place in front of the glass wall for the view, then this
becomes an instance of set-up goal activity. The co-evolution category refers to design
activity that explores cognitive movement between design problem and solution spaces.
Table 2. Spatial Cognition Coding Scheme
Action Level
3D modeling actions
PlaceNew
PlaceExisting
ReplaceExisting
Rotate
Remove
Library
InspectBrief
InspectScreen
InspectTable
Gesture actions
Design gesture
General gesture
Touch gesture
Modeling action
Perception Level
Perceptual activities
E-visual feature
E-relation
E-space
E-object
N-relation
N-space
D-visual feature
D-relation
D-space
Process Level
G-knowledge
G-previous
G-implicit
G-brief
G-repeat
Co-evolution
P-space
S-space
The features and constraints that specify required aspects of a design solution
The features and behaviours of a range of design solution
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Combined codes
We combined some codes of 3D modeling action, perceptual activity and set-up goal
activity into generic activity components in order to highlight observed patterns of design
behaviors in the two design environments as shown in Table 3.
Table 3. Combined Codes
Combined Codes
New
Revisited
Inspection
Existing
Creating
Discovery
Object
Space
Spatial relation
S-invention
Others
Individual Codes
PlaceNew, PlaceExisting
ReplaceExisting, Rotate
InspectScreen, InspectTable
E-visual feature, E-relation, E-space, E-object
N-relation, N-space
D-visual feature, D-relation, D-space
E-visual feature, E-object, D-visual feature
E-space, N-space, D-space
E-relation, N-relation, D-relation
G-knowledge, G-previous, G-implicit
G-brief, G-repeat
Coding Categories
3D modeling actions
Perceptual activities
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Time
04:34-04:43
04:43-04:50
04:50-04:53
04:53-05:00
05:00-05:06
Transcripts
This thing is quite tall.
May be it should be moved to the corner or something.
This desk fits nicely with this
Just looking at the alternative desk. This is a corner desk.
So move it to here..ok.
3D modeling actions
InspectScreen
ReplaceExisting
ReplaceExisting
PlaceNew
ReplaceExisting
Coding Process
Transcriptions were done by native English speakers and then the segmentation was
done by one of the coders. The protocol coding was done concurrently by two coders,
and a final protocol coding was achieved using a process of arbitration. The coders read
the transcripts and watched the video. By using INTERACT and FileMaker, they coded
each segment according to the coding scheme. Each segment has a single code in 3D
modeling and gesture actions, and multi-codes in perceptual, functional and set-up goal
activities. After each coder finished the coding, they combined their results in a joint
arbitration process in which the coders consulted the transcript, referring to the video
when it was necessary to clarify the subjects actions. When there was a disagreement
each coder explained reasons for their results and by a consensus approach, an arbitrated
result was achieved. Figure 8 shows an arbitrated data of Designer 1.
The reliability of the coding process was measured by calculating the Kappa values
between two coders through the three coding phases (1st coder run, 2nd coder run, and
arbitration run). Table 5 shows the average kappa values for each session. The Kappa
values are bigger than 0.75, which means the reliability of the coding is quite high. In
general the reliability of coding the Action level was higher than other levels, because
physical actions are coded by inspecting what happens on the screen.
Table 5. Kappa values for the three coding phases
Kappa values between
F&S
F&A
S&A
TUI session
0.77
0.86
0.78
F & S: First coders coding and second coders coding
F & A: First coders coding and arbitrated coding
S & A: Second coders coding and arbitrated coding
- 17 -
F&S
0.79
F&A
0.85
S&A
0.81
Total time
Segment no
Mean (sec)
Std. Deviation
Designer 1
Designer 2
Designer 3
Designer 4
Designer 5
Designer 6
Designer 7
TUI1
GUI2
B
A
Yes
Yes
19 min
133
80
8.54
14.22
5.52
9.87
TUI2
GUI1
B
A
Yes
No
15 min
89
66
10.21
13.14
9.20
8.37
TUI1
GUI2
A
B
Yes
No
20 min
120
81
9.88
14.59
7.25
16.43
TUI2
GUI1
A
B
Yes
No
18 min
93
55
11.39
18.78
8.16
11.62
TUI2
GUI1
B
A
Yes
No
17 min
83
39
12.01
24.52
8.44
14.60
TUI1
GUI2
B
A
Yes
No
19 min
99
61
11.38
18.41
7.30
15.09
TUI2
GUI1
A
B
Yes
No
11 min
62
31
11.00
21.93
6.33
11.81
Session: 1 first session; 2 second session / Design task: A - Home office; B Design office
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TUI session
Mean: 18, Std.D: 1.1
Mean: 17, Std.D: 4.7
GUI session
Mean: 11, Std.D: 1.5
Mean: 9, Std.D: 1.8
However the average time spent per 3D modeling action is longer in the GUI session
as shown in Table 7. In a statistical measurement, there are significant differences in both
of the New (Z=-3.130, N=7, p<0.05) and Revisited (Z=-2.878, N=7, p<0.05)
modeling actions between the two design sessions. This result indicates that designers
cognitive load might have been reduced in the TUI session. It seems that rather than
internalizing the moves of the 3D objects, the designers discharged internal working
memory by performing Revisited modeling actions.
Table 8. Average time spent per 3D modeling action
3D modeling actions
New 3D modeling actions
Revisited 3D modeling actions
TUI session
GUI session
Figure 9 demonstrates Designer 1s 3D modeling action pattern. The codes are shown
along the timeline of the sessions, where the length of each horizontal bar indicates how
long the designer spent on each action. The horizontal bar of the TUI session has a lot of
short discontinuities, which indicates that the operation of the 3D blocks most likely
occurred in a trial-and error fashion with epistemic payoff. On the other hand, the
horizontal bar of the GUI session has a smaller number of longer discontinuities, which
suggests that operation of the mouse occurred for more pragmatically advantageous
actions.
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New
Revisit
Inspection
Gesture Actions
Four experiments were analyzed for gestures because three experiments were
excluded due to the insufficient gestural information captured in the video recordings.
The occurrence of Design gesture in the TUI sessions was significantly higher than that
in the GUI sessions (Z=-1.888, N=4, p=0.059). Figure 10 shows the relative average
proportions of gestures in each session. The grey marker cells represent codes that are
significantly higher than those in the other session. In the TUI session, designers
produced more Design and General gestures and fewer Touch gestures compared to
in the GUI session. Employing a larger, more expressive range of gestures designers
exhibited whole body interaction with the representation in the TUI sessions, which
implies designers immersion in designing. In contrast, designers exhibited small-scale
finger movements using the mouse in the GUI session..
Design gesture
General gesture
Design
gesture,
12.80%
Touch gesture
Modeling action
General
gesture,
10.30%
Modeling
action,
53.80%
Touch
gesture,
23.10%
Design gesture
TUI(%)
12.8
10.3
23.1
53.8
Design gesture
General gesture
Touch gesture
Modeling
GUI(%)
4.3
8.5
38.3
48.9
General gesture
Touch gesture
Design
gesture,
4.30%
General
gesture,
8.50%
Modeling action
Modeling
action,
48.90%
Touch
gesture,
38.30%
We conjectured that the immersion in designing may play a role in structuring the
designers spatial cognition. Above all, touching 3D digital images using the mouse was
of interest because the Touch actions appeared superfluous but seemed to improve
designers spatial cognition.
Perception Level
Perceptual Activities
In order to look into the changes of the focus in the perceptual activities according to
the interaction modes, we investigated the proportions of the codes within each session as
- 20 -
shown in Figure 11. Perceptual activities related to creating new relations, discovering
new relations and space increase in the TUI session whereas perceptual activities
related to attending to an existing visual feature and space and creating new space
increase in the GUI session. That is, designers in the TUI session created and perceived
new spatial relations among elements while designers in the GUI session focused more
on visual feature and space
D-space,
D-relation,
1.6%
D-visual,
E-relation
3.7%
E-visual,
1.4%
E-space
4.9%
N-space,
E-object
E-relation,
3.4%
N-relation
21.7%
N-relation,
N-space
20.9%
D-visual
E-space,
D-relation
16.2%
D-space
E-object,
(a) TUI session 26.2%
E-visual
TUI(%)
4.9
21.7
16.2
26.2
20.9
3.4
1.4
3.7
1.6
E-visual feature
E-relation
E-space
E-object
C-relation
C-space
D-visual feature
D-relation
D-space
GUI(%)
10.5
19.2
19.2
27.4
15.0
6.3
0.7
1.4
0.3
E-visual
E-relation
E-space
E-object
N-relation
N-space
N-space,
6.3%
N-relation,
15.0%
E-visual,
10.5%
E-relation,
19.2%
D-visual
D-relation
D-space
E-object,
27.4%
E-space,
19.2%
TUI session
GUI session
- 21 -
and to perform 3D modeling actions for it at the same time compared to the abstract
sketching involving lines and symbols. Figure 12 shows the proportions of the set-up goal
activities within each session. In the TUI session designers set up more goals to introduce
new functions derived from their knowledge (G-knowledge) and new implicit functions
(G-implicit), whereas in the GUI session they introduced more new functions based on
the design requirements (G-brief) and extended (G-previous) or repeated the same goals
(G-repeat). These findings suggest that designers in the TUI session constructed set-up
goals on the fly in a situated way whereas designers in the GUI session retrieved set-up
goals from initially given information.
G-brief,
13.6%
G-repeat,
9.1%
G-knowledge
G-previous
G-implicit
Gknowled
ge, 18.2%
Gprevious
,
9.1%
G-brief
G-repeat
Gimplicit,
50.0%
TUI(%)
18.2
9.1
50
13.6
9.1
77.3
22.7
G-knowledge
G-previous
G-implicit
G-brief
G-repeat
S-invention
Others
GUI(%)
14.3
14.3
35.7
21.4
14.3
64.3
35.7
G-repeat,
14.3%
G-brief,
G-knowledge
21.4%
G-previous
Gknowled
ge, 14.3%
Gprevious
, 14.3%
G-implicit
G-brief
G-repeat
Gimplicit,
35.7%
Co-evolution
This co-evolution category is concerned with the design process associated with
creative design. We examined the transition between the problem and solution spaces
using the interactive graphs as shown in Figure 13. There are more discontinuities in the
TUI sessions compared to the GUI session, which indicates that designers refined both
the formulation of a problem and ideas for a solution more pervasively in the former.
This process could be regarded as a co-evolutionary process. Further, the amount of time
spent in the two notional design spaces reveal that in the TUI session designers spent
more time reasoning about the problems compared with in the GUI session (Z=-2.108,
N=7, p<0.05). The time spent in the problem space is also associated with creative design
processes (Christiaans 1992).
Figure 13. Problem-Solution spaces (a) TUI session, (b) GUI session
actions, consisting of 3D modeling and gesture actions, and perceptual activities were
investigated visually in the graphs. The graph gives a clear representation of the segment
lengths and a comparison between the categories within the context of the whole design
process.
3D modeling Actions and Perceptual Activities
In the TUI session Revisited modeling actions and perceptual activities followed
each other quite frequently or even overlapped as shown in Figure 14 (a) whereas in the
GUI session perceptual activities did not accompany Revisited modeling actions as
frequently, as shown in Figure 11 (b). This finding suggests that the majority of
perceptual activities in the TUIs were triggered by performing Revisited modeling
actions, but there was not much interaction between Revisited modeling actions and
perceptual activities when using GUIs. This finding is consistent with our observation:
designers in the TUI sessions perceive visuo-spatial information while moving around 3D
blocks. Further, it was interesting to note that Revisited modeling actions appear in
parallel with Creating perceptual activities in the TUI sessions whereas in the GUI
sessions there are few Creating perceptual activities during the Revisited modeling.
This finding suggests that Revisited modeling actions using TUIs supported designers
creation of new visuo-spatial features, and this may be caused by reducing the cognitive
load in mental computation.
Figure 14. 3D Modeling actions and Perceptual activities in (a) TUI session, (b) GUI session
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Figure 15. Gestures and Perceptual activities in (a) TUI session, (b) GUI session
Hypothesis 2: The use of TUIs can change designers gesture actions in designing
more gesture actions may serve as complementary functions to 3D modeling actions in
assisting in designers cognition was validated by the results of the analyses of gesture
actions and the correlation between the gesture and perceptual activities. Compared to the
GUI session, designers using TUIs exhibited the following patterns of behavior:
more gestures, specifically more Design and General gestures leading to whole
body interaction with the external representation using hands and arms
perceptual ability for existing visuo-spatial features through Design and Touch
gestures
Through the validation of hypotheses 1 and 2, we concluded that the TUIs produced
epistemic actions revealing information that is hard to compute mentally. Rather than
internalizing the moves of the 3D objects, the designers performed more 3D modeling
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actions as epistemic actions, which may reflect a reduction of designers cognitive load.
Through the Revisited 3D modeling actions, designers produced more multiple
representations, resulting in revision of the design ideas. Consequently, designers in the
TUI session changed the external world through the 3D modeling actions, allowing them
to off-load their thought, thereby supporting further perceptual activities.
Furthermore, they exhibited more immersive gestures using large hand movements,
which functioned as a complementary strategy to the 3D modeling actions in assisting in
designers perception. The immersive interactions produced by the Design gestures
might be associated with designers spatial cognition since they support designers
cognitive process in designing. Touch gestures played the role of organizing activities
that recruit external elements to reduce cognitive loads. They did not produce direct
changes to the external representation, but stimulated designers perceptual activities.
Perception level
Hypothesis 3: The use of TUIs can change certain types of designers perceptual
activities in designing - designers may perceive more spatial relationships between
elements, and create more and attend to new visuo-spatial features through the
production of multiple representations was validated by the results of the analyses of the
perceptual activities. Compared to the GUI session, designers exhibited the following
patterns of behavior in the TUI session:
In testing Hypothesis 3, we found that designers perceptive ability for new visuospatial information, especially on spatial relationships, was improved in using the 3D
blocks. These findings suggest that they produced more new interpretations of the
external representation by creating and discovering new visuo-spatial features, and that
they explored more related functional thoughts to the spatial relationships. That is,
designers made more inferences from the visuo-spatial features freeing them from
fixation on the given requirements or information. Further, they produced more kinds of
conceptual interpretation of the spatial relationships by restructuring the perceived
information.
Process level
Hypothesis 4: The use of TUIs can change the design process the changes of
designers spatial cognition may increase problem-finding behaviors and the process of
re-representation, which are associated with creative design process was validated by
the results of the analyses of set-up goal activity and co-evolution categories. Compared
to the GUI session, designers exhibited the following patterns of behavior in the TUI
session:
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The results reveal that designers using 3D blocks spent more time reformulating the
design problem by introducing new functional issues as design requirements or tapping
into prior knowledge and memory. Furthermore, designers developed the design problem
and alternative ideas for a solution more pervasively, exhibiting a co-evolutionary
process. Accordingly, their problem-finding behaviors associated with creative design
were clearly increased through the use of TUIs.
In addition, unexpected discoveries via their perceptual and Revisited 3D
modeling actions were considered for examining the process of re-representation. The
high instances of the combined code Discovery suggest that the Revisited 3D
modeling actions resulted the production of multiple representations which enabled
designers to discover new visuo-spatial features, and afforded them more opportunities to
gain the sudden insight to find key concepts for a creative design.
This research analyses empirical results on the effects of TUIs on designers spatial
cognition using a protocol analysis in a comparative study of TUI vs. GUI, where
designing using a GUI was taken as the baseline to observe the changes caused when
using TUIs. Through the validation of the hypotheses a final conclusion of this research
is drawn as follows: TUIs change designers spatial cognition and these changes are
associated with creative design processes.
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- 27 -
NOTES
Background. Parts of this paper were presented at the first IEEE International
Workshop on Horizontal Interactive Human-Computer Systems, in Adelaide, Australia,
in 2006 (http://www.tinmith.net/tabletop2006/). Paper link:
http://www.arch.usyd.edu.au/~mkim9133/MMaher_spatial.pdf
Acknowledgments. We would like to acknowledge and thank Yohann Daruwara for
his assistance, and Human Research Ethics Committee for the ethical approval.
Support. This research is supported by an International Postgraduate Research
Scholarship, University of Sydney.
Authors Present Addresses. Mi Jeong Kim, Key Centre of Design Computing and
Cognition, University of Sydney, Wilkinson Building G04, Sydney, NSW, 2006,
Australia, Email: mkim9133@arch.usyd.edu.au. Mary Lou Maher, Key Centre of Design
Computing and Cognition, University of Sydney, Wilkinson Building G04, Sydney,
NSW, 2006, Australia, Email: mary@arch.usyd.edu.au
HCI Editorial Record. (supplied by Editor)
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