Home : : Research : : Tangible menus 
Menus: how to make menus tangible?
Investigating menu designs for Build-it system
by Fred Voorhorst, Helmut Krueger & Martin Bischel (Zürich, 2000)
Build-It [2, 5] is an AR based desktop tool based on intuitive manipulation for the support of planning and configuration tasks. Build-It presents the user with two views: a table view showing the virtual environment in plan, and a wall projection, showing the virtual environment in perspective. The plan view contains a (virtual) camera that determines the image presented on the wall view. Build-it has a so-called graspable user interface. An interface is called graspable when each function of the interface is operated by means of a dedicated physical device. The device a function is operated with serves as a graspable function [1].
The technical implementation of Build-it (two projectors and an infrared tracking system) can be used to the advantage of the implementation of menus. Both the tracking of the bricks and the projecting of the computer image is done from above the table surface. Augmented reality systems (AR) provide the possibility to explore the use of menus in an unconstraint way.
A possible implementation for an AR system would be selection directly from a catalog and dragging it on the desktop.
In a small experiment two principles of implementing menus were tested. First, with respect to selection: a menu can be accessed either direct or through a handler. Second, with respect to interaction: the menu or handler either is virtual or real.
Subjects were shown a configuration which they were asked to rebuild as accurately as possible. Three subjects participated in the experiment. Graspable, i.e. easily accessible, menus were assumed to have the advantage over non-graspable menus.
Although subjects were asked to be as good as possible, and not as fast as possible, one could expect the amount of time needed to be less for easy conditions compared to difficult conditions. However, no time differences were found (figure on the right).
The figure on the left gives an overview of the number of times subjects switched between menus. These results indicate two types of strategies. Strategy 1 is the optimization of menu access and is used when menus are difficult accessible (condition 4). Subjects optimize the number of changes between menus by accessing each menu only once. Strategy 2 is the optimization of task performance and is used when menus are easily accessible (e.g. condition 2). Subjects selected freely from different menus, depending on the menu item that is needed.
Results of the experiment demonstrate the advantage of making menus graspable but also show the importance of making perceivable this grasp-ability as not all users will fully explore the possibilities of the system. Most interestingly, depending on how the interface was offered the subjects seemed to develop a different strategy.
References
[1] Fitzmaurice, G. W., Buxton, W., 1997, An empirical evaluation of graspable user-interfaces: towards specialized space-multiplexed input: CHI 97: Looking to the future.
[2] Fjeld, M., Bichsel, M., Rauterberg, M., (1998), Build-It: A brick based tool for direct interaction: Engineering, Psychology and Cognitive Ergonomics, v.
[3] Ashgate, Hampshire, 5 p. 3. Hummels, C. J., Stappers, P.J., 1998, Meaningful gestures for human computer interaction: beyond hand postures: Proceedings 3rd Int. Conference on Automatic Face & Hand recognition, p. 591 - 596.
[4] Milgram, P., Takemura, H., Utsumi, A. & Kishino, K., (1994) Augmented Reality, a class of displays on the reality-virtuality continuum: SPIE, v. 2351.
[5] Rauterberg, M., Fjeld, M., Krueger, H., Bichsel, M., Leonhardt, U. & Meier, M., 1997, BUILD-IT: a video-based interaction technique of a planning tool for construction and design.: Proceedings of Work With Display Units -- WWDU'97, p. 175-176.
[6] Voorhorst, F.A & Krueger, H. (1999) User-friendly by making the interface graspable. In: Proceedings of 8th HCI conference. Eds: M.J. Smith, G. Salvendy & R.J. Koubek. Volume 1. Pp.416-420
This works was presented as a short paper at the CHI2000: the full CHI2000 paper (56kb)
Build-it® is trademark of the company TELLWARE GmbH
Kees Overbeeke - Interaction design & Affordances
Tom Djajadiningrat - Tangible interaction
Stephan Wensveen - Emotional design
John Flach - Ecological system design and cognitive engineering
Douglas Adams
Caroline Hummels - POP, for insiders, expert in Wizard of Oz studies
Bill buxton
Jan Koenderink
Bill Gaver
www.brusino.com