Design and Implementation of Post-WIMP Interactive Spaces with the ZOIL Paradigm

dc.contributor.authorJetter, Hans-Christian
dc.date.accessioned2013-11-18T08:05:12Zdeu
dc.date.available2013-11-18T08:05:12Zdeu
dc.date.issued2013deu
dc.description.abstractPost-WIMP (post-“Windows, Icons, Menu, Pointer”) interactive spaces are physical environments or rooms for collaborative work that are augmented with ubiquitous computing technology. Their purpose is to enable a computer-supported collaboration of multiple co-located users that is based on a seamless use of and “natural” interaction with multiple devices and displays.



This thesis answers the research question how the designers and developers of such ubiquitous computing environments can be supported to create more usable multi-user and multi-device post-WIMP interactive spaces for co-located collaborative knowledge work.



For this purpose, it first defines concepts such as post-WIMP interaction, interactive spaces, and knowledge work. Then it formulates the novel ZOIL (Zoomable Object-Oriented Information Landscape) technological paradigm. The ZOIL paradigm is the main contribution of this thesis and consists of three components:



1.) The six ZOIL design principles that define ZOIL’s interaction style and provide “golden rules” to support interaction designers.



2.) The ZOIL software framework that supports developers during the implementation of post-WIMP interactive spaces for collaborative knowledge work and enables the realization of ZOIL’s design principles in practice.



3.) The four example prototypes based on ZOIL that can serve as exemplars for designers and developers likewise.

Each of the six ZOIL design principles is derived from literature of disciplines related to Human-Computer Interaction including Ubiquitous Computing, Information Visualization, Computer-supported Cooperative Work, Cognitive Science, Personal Information Management, and Software Engineering.



The formulation of the ZOIL design principles is empirically validated and extended based on the experiences and the findings from own user studies during creating and deploying the four ZOIL example prototypes for different application domains (e.g., e-Science, collaborative search, creative design).



The new open-source ZOIL software framework serves the implementation of post-WIMP interactive spaces that follow the ZOIL design principles. This software framework is described in its architecture and software design patterns and is evaluated in terms of its usability and practical value for developers in an API usability evaluation study.
eng
dc.description.versionpublished
dc.identifier.ppn396808433deu
dc.identifier.urihttp://kops.uni-konstanz.de/handle/123456789/25178
dc.language.isoengdeu
dc.legacy.dateIssued2013-11-18deu
dc.rightsterms-of-usedeu
dc.rights.urihttps://rightsstatements.org/page/InC/1.0/deu
dc.subject.ddc004deu
dc.titleDesign and Implementation of Post-WIMP Interactive Spaces with the ZOIL Paradigmeng
dc.typeDOCTORAL_THESISdeu
dspace.entity.typePublication
kops.citation.bibtex
@phdthesis{Jetter2013Desig-25178,
  year={2013},
  title={Design and Implementation of Post-WIMP Interactive Spaces with the ZOIL Paradigm},
  author={Jetter, Hans-Christian},
  address={Konstanz},
  school={Universität Konstanz}
}
kops.citation.iso690JETTER, Hans-Christian, 2013. Design and Implementation of Post-WIMP Interactive Spaces with the ZOIL Paradigm [Dissertation]. Konstanz: University of Konstanzdeu
kops.citation.iso690JETTER, Hans-Christian, 2013. Design and Implementation of Post-WIMP Interactive Spaces with the ZOIL Paradigm [Dissertation]. Konstanz: University of Konstanzeng
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    <dcterms:abstract xml:lang="eng">Post-WIMP (post-“Windows, Icons, Menu, Pointer”) interactive spaces are physical environments or rooms for collaborative work that are augmented with ubiquitous computing technology. Their purpose is to enable a computer-supported collaboration of multiple co-located users that is based on a seamless use of and “natural” interaction with multiple devices and displays.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;This thesis answers the research question how the designers and developers of such ubiquitous computing environments can be supported to create more usable multi-user and multi-device post-WIMP interactive spaces for co-located collaborative knowledge work.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;For this purpose, it first defines concepts such as post-WIMP interaction, interactive spaces, and knowledge work. Then it formulates the novel ZOIL (Zoomable Object-Oriented Information Landscape) technological paradigm. The ZOIL paradigm is the main contribution of this thesis and consists of three components:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;1.) The six ZOIL design principles that define ZOIL’s interaction style and provide “golden rules” to support interaction designers.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;2.) The ZOIL software framework that supports developers during the implementation of post-WIMP interactive spaces for collaborative knowledge work and enables the realization of ZOIL’s design principles in practice.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;3.) The four example prototypes based on ZOIL that can serve as exemplars for designers and developers likewise.&lt;br /&gt;&lt;br /&gt;Each of the six ZOIL design principles is derived from literature of disciplines related to Human-Computer Interaction including Ubiquitous Computing, Information Visualization, Computer-supported Cooperative Work, Cognitive Science, Personal Information Management, and Software Engineering.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The formulation of the ZOIL design principles is empirically validated and extended based on the experiences and the findings from own user studies during creating and deploying the four ZOIL example prototypes for different application domains (e.g., e-Science, collaborative search, creative design).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The new open-source ZOIL software framework serves the implementation of post-WIMP interactive spaces that follow the ZOIL design principles. This software framework is described in its architecture and software design patterns and is evaluated in terms of its usability and practical value for developers in an API usability evaluation study.</dcterms:abstract>
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kops.date.examination2013-03-22deu
kops.description.abstractPost-WIMP (post-“Windows, Icons, Menu, Pointer”) interaktive Räume sind physische Umgebungen oder Räume für die kollaborative Arbeit, die mit Technologien des Ubiquitous Computing angereichert sind. Ihr Zweck ist es, eine computer-unterstützte Kollaboration mehrerer Benutzer zu ermöglichen, die auf einer nahtlosen Benutzung mehrerer Geräte und Bildschirme mittels „natürlicher“ post-WIMP Interaktion basiert.<br /><br /><br /><br />Diese Dissertation beantwortet die Forschungsfrage, wie Gestalter und Entwickler solcher Umgebungen dabei unterstützt werden können, gebrauchstaugliche interaktive Räume für mehrere Benutzer mit mehreren Geräten zu erschaffen, die eine kollaborative Wissensarbeit ermöglichen.<br /><br /><br /><br />Zu diesem Zweck werden zunächst Konzepte wie post-WIMP Interaktion, interaktive Räume und Wissensarbeit definiert. Die Arbeit formuliert dann das neue technologische Paradigma ZOIL (Zoomable Object-Oriented Information Landscape). Dieses ZOIL Paradigma ist der Hauptbeitrag dieser Arbeit und besteht aus drei Komponenten:<br /><br /><br /><br />1.) Die sechs ZOIL Gestaltungsprinzipien, welche die Art der Benutzerinteraktion mit ZOIL Benutzungsschnittstellen definieren und Interaktionsdesigner mit „goldenen Regeln“ unterstützen.<br /><br /><br /><br />2.) Das ZOIL Software Framework, das Entwickler während der Implementierung von post-WIMP interaktiven Räumen für die kollaborative Wissensarbeit unterstützt und die praktische Umsetzung der ZOIL Gestaltungsprinzipien ermöglicht.<br /><br /><br /><br />3.) Die vier auf ZOIL basierenden Beispiel-Prototypen, die Gestaltern und Entwicklern gleichermaßen als Anschauungsobjekte dienen können.<br />Jedes der sechs ZOIL Gestaltungsprinzipien ist aus existierender Literatur hergeleitet. Dazu wurde Literatur aus den Disziplinen Mensch-Computer Interaktion, Ubiquitous Computing, Informationsvisualisierung, Computerunterstützte Gruppenarbeit, Kognitionswissenschaft, Persönliches Informationsmanagement und Software Engineering herangezogen.<br /><br /><br /><br />Die Formulierung der Prinzipien wird durch eigene Erkenntnisse während der Erstellung der ZOIL Beispiel-Prototypen für verschiedene Anwendungsdomänen (z.B. e-Science, kollaborative Suche, Produktdesign) und durch die Ergebnisse von eigenen Benutzerstudien empirisch validiert und erweitert.<br /><br /><br /><br />Das neue quelloffene ZOIL Software Framework dient dem Zweck der Implementierung von post-WIMP Interaktiven Räumen entsprechend den ZOIL Gestaltungsprinzipien. Dieses Software Framework wird anhand seiner Architektur und Design Patterns vorgestellt und mit Hinblick auf seine Gebrauchstauglichkeit und seinen praktischen Nutzen für Entwickler im Rahmen einer API-Gebrauchstauglichkeits-Studie evaluiert.deu
kops.description.openAccessopenaccessgreen
kops.flag.knbibliographytrue
kops.identifier.nbnurn:nbn:de:bsz:352-251789deu
kops.submitter.emailhans-christian.jetter@uni-konstanz.dedeu
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