As computers become more ubiquitous, traditional two-dimensional interfaces must be replaced with interfaces based on a three-dimensional metaphor. However, these interfaces must still be as simple and functional as their two-dimensional predecessors. This paper introduces SWiM, a new interface for moving application windows between various screens, such as wall displays, laptop monitors, and desktop displays, in a three-dimensional physical environment. SWiM was designed based on the results of initial "paper and pencil" user tests of three possible interfaces. The results of these tests led to a map-like interface where users select the destination display for their application from various icons. If the destination is a mobile display it is not displayed on the map. Instead users can select the screen's name from a list of all possible destination displays. User testing of SWiM was conducted to discover whether it is easy to learn and use. Users that were asked to use SWiM without any instructions found the interface as intuitive to use as users who were given a demonstration. The results show that SWiM combines simplicity and functionality to create an interface that is easy to learn and easy to use.
Moving application windows among various displays has been the focus of research in multiple ubiquitous computing environments. In i-Land, a room with an interactive electronic wall (DynaWall), computer-enhanced chairs, and an interactive table, three methods were introduced for moving application windows on the DynaWall. @cite_6 @cite_3 Two of these methods, shuffling and throwing, are implemented using gestures. Shuffling is done by drawing a quick left or right stroke above the title bar of a window. This will move the window a distance equal to the width of the window in the gestured direction. Throwing is done by making a short gesture backward, then a longer gesture forward. This will move the window a distance proportional to the ratio between the backward and forward movement. The throwing action requires practice because there is no clear indication of how far something will move prior to using it. The final method for moving windows in i-Land is taking. If a user's hand is placed on a window for approximately half a second, that window shrinks into the size of an icon. The next time the user touches any display, the window will grow behind the hand back to its original size.
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Publisher Summary This chapter presents an overview of usability inspection methods. Usability inspection is the generic name for a set of methods based on having evaluators inspect or examine usability-related aspects of a user interface. Usability inspectors can be usability specialists, but they can also be software development consultants with special expertise, end users with content or task knowledge, or other types of professionals. The different inspection methods have slightly different goals, but normally, usability inspection is intended as a way of evaluating user interface designs. In usability inspection, the evaluation of the user interface is based on the considered judgment of the inspector(s). The individual inspection methods vary as to how this judgment is derived and on what evaluative criteria inspectors are expected to base their judgments. Typically, a usability inspection is aimed at finding usability problems in an existing user interface design, and then using these problems to make recommendations for fixing the problems and improving the usability of the design. This means that usability inspections are normally used at the stage in the usability engineering cycle when a user interface design has been generated and its usability for users needs to be evaluated. We describe the i-LAND environment which constitutes an exampleof our vision of the workspaces of the future, in this casesupporting cooperative work of dynamic teams with changing needs.i-LAND requires and provides new forms of human-computerinteraction and new forms of computer-supported cooperative work.Its design is based on an integration of information andarchitectural spaces, implications of new work practices and anempirical requirements study informing our design. i-LAND consistsof several roomware components, i.e. computer-aug- mented objectsintegrating room elements with information technology. We presentthe current realization of i-LAND in terms of an interactiveelectronic wall, an interactive table, two computer-enhancedchairs, and two bridges for the Passage-mechanism. This iscomplemented by the description of the creativity supportapplication and the technological infrastructure. The paper isaccompanied by a video figure in the CHI99 video program.