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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design Considerations for the Placement of Data Visualisations in Virtually Extended Desktop Environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>David Aigner</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Judith Friedl-Knirsch</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christoph Anthes</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Technical University of Munich, Human-Centered Computing and Extended Reality Lab</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Applied Sciences Upper</institution>
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>As novel mixed reality devices are developed, the use case of augmented reality display extension becomes feasible. Especially, in a visual data analysis use case, users can then benefit from expanding the conventional screen space using augmented reality head-mounted displays. This opens up the discussion of suitable placement of user interface elements in this extended augmented reality space. This includes questions about customisability, interaction, and moving elements across the borders of a desktop screen. Therefore, we present design considerations on layout and interaction with augmented reality extended displays and propose a system that employs the discussed techniques to support the data analysis process.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Extended Displays</kwd>
        <kwd>Augmented/Mixed Reality</kwd>
        <kwd>Cross Reality</kwd>
        <kwd>Visual Data Analysis</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The development of novel devices that allow users to freely move along Milgrams’s Reality
Virtuality Continuum (RVC)[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] opens opportunities to extend conventional 2D systems into
3D space. Cross Reality systems can then allow users to switch between diferent stages on
the RVC, depending on their preferences and the current requirements of their task, using
transition techniques [
        <xref ref-type="bibr" rid="ref2 ref3 ref4 ref5">2, 3, 4, 5</xref>
        ]. This means that users can switch to an augmented reality (AR)
perspective for collaboration with a collocated partner and switch further along the continuum
towards virtual reality to be fully immersed in a digital environment.
      </p>
      <p>
        There are numerous use cases that can benefit from this opportunity to move along the RVC.
For example, in a data analysis process, immersive analytics allows users to experience and
analyse data in a three-dimensional immersive environment [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Cross reality systems can
extend this visual data analysis process to integrate multiple stages of the RVC [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        However, most data analysis processes are still focused on 2D desktop environments. With
users being familiar with this environment as well as its inherent benefits for text entry[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and
precise interaction [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], integrating this environment plays a vital role in employing immersive
systems in data analysis. Therefore, a cross reality system could support the analysis process
by extending the display space beyond the limitations of the physical screen. Users could then
utilise the same interaction methods and analysis tools that are already part of their data analysis
process and use the large display space as a dashboard to view multiple visual representations
of their data at the same time and get an overview of all important information at a glance [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        This use case then opens the discussion on how these additional visualisations can or should
be placed. While the information layout in sensemaking tasks, where users arrange the
information based on their needs, has been well explored in literature [
        <xref ref-type="bibr" rid="ref11 ref12 ref13 ref14">11, 12, 13, 14</xref>
        ], an automatic
approach for this information layout has not yet been explored. We therefore propose
design considerations and a concept for an immersive cross reality system that implements an
automatic layout for a visual data analysis dashboard.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>In this section, we focus on the two most relevant fields for user interface layouts. First, we
discuss methods for display extension with a focus on virtual display extensions using
headmounted displays (HMDs). Secondly, we elaborate on common placement strategies in 2D
dashboards and 3D information layouts.</p>
      <sec id="sec-2-1">
        <title>2.1. Extended display environments</title>
        <p>
          When aiming to extend displays, there are multiple diferent approaches, starting with simply
adding more displays [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] over cross-device interaction between multiple small devices [
          <xref ref-type="bibr" rid="ref15 ref16 ref17">15, 16,
17</xref>
          ] towards extending displays using immersive technology [
          <xref ref-type="bibr" rid="ref18 ref19">18, 19</xref>
          ].
        </p>
        <p>
          There have been studies on diferent display types and sizes when using immersive display
extensions, i.e. mobile devices [
          <xref ref-type="bibr" rid="ref20 ref21 ref22 ref23">20, 21, 22, 23</xref>
          ], desktop monitors [
          <xref ref-type="bibr" rid="ref18 ref19 ref24 ref25 ref26">18, 24, 19, 25, 26</xref>
          ], and
largescale displays [
          <xref ref-type="bibr" rid="ref27 ref28">27, 28</xref>
          ]. The display extension itself can then either be screen-aligned or utilise
the entire three-dimensional space as a layout area. Within the area of utilising immersive
technologies for display extension, the extended area is either connected to the display [
          <xref ref-type="bibr" rid="ref18 ref20 ref21">18, 21,
20</xref>
          ] or enables the free use of three-dimensional space [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
        </p>
        <p>
          In the research on screen-aligned display spaces for mobile devices, research focuses on
interaction methods for the AR display extension [
          <xref ref-type="bibr" rid="ref22 ref29">22, 29</xref>
          ], as well as diferent sizes of extensions
and their impact on spatial memory, workload, and user experience for smartwatches [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] and
smartphones [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. For both types of displays, researchers come to the conclusion that there is a
limit on how large the extended display space should be to positively impact spatial memory,
although the recommended sizes vary between the display types [
          <xref ref-type="bibr" rid="ref20 ref21">20, 21</xref>
          ]. Additionally, Biener
et al. [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] explored the feasibility of using VR to extend a tablet display for knowledge work.
        </p>
        <p>
          For desktop-based display extension, the display extension is used for a 3D perspective on
objects [
          <xref ref-type="bibr" rid="ref18 ref24">24, 18</xref>
          ], for placing or extending controls into the screen-adjacent space [
          <xref ref-type="bibr" rid="ref18 ref24">24, 18</xref>
          ], or
for free placement of data plots for visual data analysis [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]. Cools et al. [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] define a hybrid
display space that is subdivided into screen space, screen border, a cylindrical space around the
user and a desk surface space. Additionally, Pavanatto et al. [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] compared the physical and
virtual monitors to a hybrid condition where the physical monitor was extended by two virtual
ones in AR. They found that virtual displays can be used for knowledge work. Nevertheless, the
discomfort of the HMD is still a problem. They also report that the hybrid condition represented
a middle ground between the physical and virtual condition in terms of time and accuracy. This
is similar to one of the findings of Pavanatto et al. [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] which found no significant diference
in performance time between virtual displays and the combination of real and virtual screens.
However, the relatively small field of view of the Microsoft HoloLens 2, which was used in both
studies, might influence the results.
        </p>
        <p>
          When looking at the extension of large scale displays, there is research in interaction
techniques and visualisation techniques for transferring graph based data into the 3D space for
exploration [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]. For screen-aligned display extension, Perelman et al. [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] have proposed to
add an immersive personal view using AR HMDs to a shared space on a large interactive display.
This personal view is then placed in an orthogonal manner to the large display. This allows
users to decouple their own exploration from a collaborative analysis.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Layouts in 2D and 3D</title>
        <p>
          For two-dimensional information layouts, Bach et al. [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] analysed 144 dashboards in order
to identify design patterns that are being used when designing dashboard user interfaces.
They distinguish between two diferent groups of patterns. A dashboard usually consists of
multiple dashboard elements. Content design patterns describe diferent facets of the content of
dashboard elements. Composition design patterns describe how these dashboard elements are
combined and presented. Furthermore, they state that while there are some high-level design
guidelines, there are still many open questions that have not been answered in research at this
point.
        </p>
        <p>
          In virtual environments, there are multiple studies that explore how users utilise the
threedimensional space around them, both in single-user scenarios [
          <xref ref-type="bibr" rid="ref13 ref14 ref32">32, 14, 13</xref>
          ], and collaborative
user studies [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]. These studies focus on diferent sensemaking or clustering tasks with map
data, including one larger map and several smaller multiples [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ], as well as image data [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]
and textual data [
          <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
          ]. Overall, there are diferent layout patterns that were observed. For the
planar layout, the items are mostly aligned flat, next to each other [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] and may be sorted into
several planar clusters [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. For a spherical layout, the items are clustered in a sphere around
the user while for a spherical layout with cap, only a portion of this sphere is used [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. Similar
to the latter one, a semicircular layout was found in two other studies [
          <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
          ]. The last common
layout identified is the environmental layout where clusters are formed based on cues, such
as objects, in the virtual environment [
          <xref ref-type="bibr" rid="ref13 ref14 ref33">33, 13, 14</xref>
          ]. Additionally, Lisle et al. [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] found, that an
increase in available workspace also increases user satisfaction and decreases frustration.
        </p>
        <p>
          In a diferent approach, based on visual data analysis with small multiples, Liu et al. [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]
compared the performance and user experience of planar, semicircular and circular layouts.
They found that planar is the most eficient layout while semicircular is the most preferred
layout, as it provides a good compromise between walking distance and getting an overview of
all plots. This was also later confirmed in two further studies, which also confirmed that there
was no statistically significant benefit from the semicircular over the planar layout while users
still preferred it [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. Reipschlager et al. [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ] also included a curved AR screen in their work to
enable an overview of the whole screen while limiting distortion based on the viewing angle.
For individual charts they included hinged visualisations that are connected by a hinge to the
larger display while being angled towards the user to mitigate the perception distortion.
        </p>
        <p>
          Liu et al. [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ] consolidate the opportunities for visualisation view management in a design
space, where thy consider four major topics concerning view presentation and user interaction.
They include the spatial relationship between user and visualisation view, the coordinate system
of the layout, the intent of the interaction and the input modality. When placing digital content
in an AR environment, coupling information based on semantic meaning or based on geometric
surfaces should also be considered [38]. Furthermore, Liu et al. [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] provide a design space
for the layout of immersive small multiples including dimension, curvature, aspect ratio, and
orientation. Daeijavad and Maurer [39] later add height and detail level and argue for the
inclusion of interaction technique as an additional dimension.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Design Considerations and System Concept</title>
      <p>This section presents our design considerations for display-external placement of user interface
(UI) elements in a virtually extended display space and our concept for a respective system to
support the visual data analysis process. First, we elaborate on the issues of customisability
versus predetermination, external-to-internal versus internal-to-external transitions, and input
methods. Then, we describe the architecture of our proposed virtually extended desktop
environment in which we want to explore display-external UI placement.</p>
      <sec id="sec-3-1">
        <title>3.1. Considerations for User Interface Layouts</title>
        <p>
          One goal of UI placement is to provide users with an intuitive overview of the interface they
are about to use. The suitability of a layout varies depending on the confronted user and the
performed task [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ].
        </p>
        <sec id="sec-3-1-1">
          <title>3.1.1. Customisability versus Predetermination</title>
          <p>The layout of UIs can either be predetermined by the developers, customised by the users or
something in between (semi-customisability). This results in a dichotomy of two
complementary states: Customisability and predetermination. While customising a layout is done by the
application’s users, predetermining a layout is a task done by the application’s developers.</p>
          <p>Customisability has the advantage of providing individual users with the ability to choose their
own individual layout. This is valuable, as a predetermined layout might not be equally suitable
for all users. It also leads to a higher level of complexity for the application, as the graphical
user interface must therefore be designed more flexibly and allow the users to customise it. An
extreme example of a customisable user interface provides its users with the ability to position
and resize elements free-handedly.</p>
          <p>Predetermination allows the developers to keep the application more simple, compared to an
application with a user interface that is fully customisable. It also limits the user’s flexibility
in adjusting the interface to their needs. Predetermination must not imply limiting the user
interface to a single layout. The developers may also predetermine a set of layouts the users can
choose from but not customise. An extreme example of a predetermined user interface provides
its users with a singular layout, which was defined by the developers.</p>
          <p>Semi-customisable user interfaces might feature diferent mechanics in order to assist the
users in customising the interface. A layout manager might allow users to save their customised
layout as a template. This allows switching between diferent layouts without having to freshly
customise them again when switching. User interface docks might allow users to assign a
certain element to a predefined slot on the display space. These docks might have their own
predetermined or customisable layout.</p>
        </sec>
        <sec id="sec-3-1-2">
          <title>3.1.2. External-to-Internal versus Internal-to-External</title>
          <p>The process of user interface placement involves moving elements of the user interface from
an origin position to a destination position. In a virtually extended desktop environment, we
distinguish between display-internal and display-external workspace. The origin and destination
positions are in either of these two workspaces. Depending on which workspace these positions
are located on, the transition of interface elements will be performed from one workspace to
another or just within one workspace.</p>
          <p>Transitions from display-internal to display-external workspace involve interface elements
that are originally located on the display-internal workspace to transition to the display-external
workspace. One possible example in the data analysis use case would be a "filter visualisations"
mechanic, in which an overly crowded display-internal workspace is jammed with too many
data visualisations. In order to reestablish an overview of the interface and reduce the number
of visualisations on screen, the user decides on a filter configuration and triggers the transition
of filtered visualisations from the internal to the external workspace. This results in a clearer
and less jammed display-internal workspace and other visualisations being displayed on the
display-external workspace in a sorted and organised layout.</p>
          <p>Transitions from display-external to display-internal workspace involve interface elements
that are originally located on the display-external workspace to transition to the display-internal
workspace. One possible example in the data analysis use case would be a "thumbnail overview"
mechanic, in which a set of data visualisations is aligned around the display-internal workspace
in the form of small thumbnails. The resolution of these thumbnail visualisations is too small
for actually analysing them. Clicking the thumbnails transitions them to the display-internal
workspace, where they are displayed with a high resolution. This provides the users with an
overview of all interface elements and the possibility to interchange them efortlessly.</p>
          <p>Transitions within the display-internal workspace resemble the already well-established UI
placement, which can also be found in graphical user interfaces like Microsoft Windows and
Apple macOS.</p>
          <p>
            Transitions within the display-external workspace do not involve the desktop display.
Therefore, they can be performed without a virtually extended desktop environment only using a
HMD. UI placement that exclusively takes place in the display-external workspace has been
investigated in other articles [
            <xref ref-type="bibr" rid="ref12 ref32 ref33 ref35">32, 12, 39, 35, 33, 40, 41</xref>
            ].
          </p>
        </sec>
        <sec id="sec-3-1-3">
          <title>3.1.3. Interaction with User Interface Elements</title>
          <p>The controller input modality is established and often used in applications featuring a HMD. It
provides the user with the ability to interact with the three-dimensional space. However, using
it in combination with a desktop environment urges the user to frequently switch between
controller and mouse or keyboard, causing a breach in input modalities.</p>
          <p>Hand gestures do not require additional handheld hardware, but they are not available for
every HMD. The front camera of the HMD may detect and track the user’s hands’ position,
orientation and finger placement. This allows the user to perform certain hand gestures in
order to interact with the application. Using hand gestures in combination with a desktop
environment results in a smaller breach of input modalities compared to controllers. This is
due to no hardware devices being involved in hand gestures. However, utilising hand gesture
input in a large workspace may require a certain proximity between the user’s hands and the
points of interest in the workspace with which the user wants to interact. This might result in a
decrease in comfort for the user.</p>
          <p>
            An alternative to the previous options is the traditional mouse and keyboard input modalities.
These are established in desktop environments. They ofer benefits in terms of precision [
            <xref ref-type="bibr" rid="ref9">9</xref>
            ]
and text entry [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ]. Additionally, this input modality is strongly associated with desktop
environments, which our architecture extends virtually. Given such a virtual workspace extension
of the planar desktop environment, the pointer associated with the mouse input modality can
traverse both the display-internal and the display-external workspace.
          </p>
          <p>
            Additionally, there is the option of including diferent input technologies for the desktop
interaction and the AR space. Cools et al. [
            <xref ref-type="bibr" rid="ref18">18</xref>
            ] argue in favour of employing mixed input
modalities, using traditional keyboard and mouse interaction for the desktop system in combination
with hand gesture interaction in the AR space. The integration of a touchscreen input modality
should also be considered, as the hand gesture input modality already involves hand input
in front of the desktop screen. Therefore, these input modalities are rather similar in this
scenario. On the other hand, Seraji et al. [
            <xref ref-type="bibr" rid="ref30">30</xref>
            ] found in their user study, where participants also
used mouse and keyboard interaction for desktop, but a tracked controller for AR interaction,
that this mixed interaction led to a mental context-switching efort. Thus, they suggest that
interaction methods should be as similar as possible to enhance user performance. Both of these
approaches allow participants to place items far away from their screen, making interaction
in the extended space dificult to achieve with a 2D device such as the mouse. Our proposed
data analysis system, on the other hand, is mainly desktop based with the display extension
only concerning the space in close proximity to the screen. Therefore, we suggest only using
traditional mouse and keyboard input modalities for this system.
          </p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Proposed Architecture</title>
        <p>
          Out of many possible use cases, we decided to use a data analysis use case that is performed on
a desktop computer system in an ofice environment in order to illustrate the diferent facets of
display-external UI placement. Our setup is similar to the one proposed by Cools et al. [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. It
includes a desktop computer with one monitor that provides the user with keyboard and mouse
input modalities. Diverging from the usual ofice equipment, a HMD and a tracking device
are needed in order to virtually extend this setup. While being seated in front of the desktop
system, the user is wearing the HMD and therefore viewing the contents of the monitor as
well as the rest of the desktop system and their environments via the HMD. In addition, the
HMD tracks the position and orientation of the user’s head, while performing the data analysis
task. Additionally, a tracking device is attached to the monitor in order to track its position and
orientation.
        </p>
        <p>
          Via the HMD, the user can view both the contents situated inside the desktop display
(displayinternal workspace) as well as the contents situated outside the desktop display (display-external
workspace). Due to the shape of the monitor hardware, the shape of the display-internal
workspace must remain planar. The shape of the display-external workspace can be altered,
though. Although a planar surface seems reasonable as it mimics the shape of the
displayinternal workspace, previous work [
          <xref ref-type="bibr" rid="ref32 ref33 ref34 ref35">32, 33, 34, 35</xref>
          ] has documented improved performance when
working on tasks in cylindrically or spherically shaped virtual workspaces contrary to planar
workspaces. Following the WIMP design schematic [? ], we nest the data of our analysis task in
windows. This creates logically separable entities in our user interface. These user interface
elements can be portrayed both on the display-internal and the display-external workspace.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion and Future Work</title>
      <p>In this work, we presented design considerations for the layout of data visualisations on a
generic architecture for a system in which user interface placement can be investigated. This
system combines a conventional desktop environment with an HMD to extend the planar
desktop environment by a virtual surface around the display. This results in the division of a
display-internal and a display-external workspace.</p>
      <p>In the design considerations we discuss the topic of layouts being either customisable by the
user or rather predetermined by the developer. Furthermore, the transition of user interface
elements from an origin position to a destination position needs to be thought out during the
design of the virtually extended display. Based on the location of these positions in regards
to the display, the transition can be external-to-internal or internal-to-external. Other
directionalities like internal-to-internal or external-to-external are not unique to virtually extended
desktop environments. Furthermore, we argue for conventional mouse and keyboard input
modality, because they are more precise, well established and strongly associated with desktop
environments.</p>
      <p>As part of our future work, we suggest implementing a prototype that features a virtually
extended desktop environment. This prototype should be capable of simulating a user interface
and enable the user to create and experience the efects of diferent user interface layouts.
Additionally, a user study is required to evaluate the efects of diferent user interface layouts
on performance, spatial memory and user experience.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>This publication is a part of the X-PRO project. The project X-PRO is financed by research
subsidies granted by the government of Upper Austria.
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  </body>
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