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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Ideas Mapping, Surface Computing and User Experience</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Panayiotis Zaphiris</string-name>
          <email>panayiotis.zaphiris@cut.ac.cy</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andri Ioannou</string-name>
          <email>andri.ioannou@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fernando Loizides</string-name>
          <email>fernando.loizides@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christina Vasiliou</string-name>
          <email>vasi.christina@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Cyprus University of Technology Limasol</institution>
          ,
          <country country="CY">Cyprus</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2009</year>
      </pub-date>
      <fpage>335</fpage>
      <lpage>344</lpage>
      <abstract>
        <p>This paper reports work regarding the design, development and evaluation of a surface computing application to support collaborative decision making.. The domainindependent application, so called Ideas Mapping, builds on the principle of Affinity Diagramming to allow participants to analyze a problem and brainstorm around possible solutions while they actively construct a consensus artifact - a taxonomy of their ideas. During idea generation, Ideas Mapping replicates physical post-it notes on a multi-touch tabletop. Additional functionality supports student collaboration and interaction around the organization of ideas into thematic categories associated with the problem at hand. We report on the functionality and user experience while interacting with the application which was designed and developed using a user-centered approach. We also report initial findings regarding the affordances of surface computing for collaborative decision making.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
A multi-touch interactive tabletop can support
collaboration, allowing different patterns of turn taking,
negotiation and interaction [
        <xref ref-type="bibr" rid="ref2">5, 2</xref>
        ]. In this paper we report
the design, development and evaluation of a surface
computing application that supports idea generation,
collaborative decision making and group artifact
construction. The paper starts by covering related research
literature and continues with the description of the design
and development of Ideas Mapping and its use in two
studies aiming to understand the affordances of surface
computing for collaborative decision making. The paper
concludes with a discussion of the key findings and makes
suggestions to researchers and practitioners.
      </p>
      <p>EXISTING KNOWLEDGE
The work reported in this paper draws from literature in the
areas of Human Computer Interaction (HCI) methods
(Affinity Diagramming) and Multi-touch interactive
surfaces. The current state of the art in these areas is briefly
summarized in this section.</p>
      <p>
        Affinity Diagramming
HCI techniques exist to facilitate discussion in groups and
to extract ideas from users’ initial conceptual models. For
example, the Kawakita Jiro diagrammatic method [
        <xref ref-type="bibr" rid="ref6">8</xref>
        ], also
known as Affinity Diagramming, is a team-based
knowledge elicitation technique. It is used for grouping
information into categorical domains [
        <xref ref-type="bibr" rid="ref8">10</xref>
        ] and bears
similarities to open card sorting. Users write down items of
knowledge or descriptions on sticky notes and then
organize the notes into groups before creating group
headings. These methods are useful to HCI specialists as
techniques for creating and analyzing categorizations of
knowledge and are considered among the foremost usability
methods for investigating a user’s (and groups of users’)
mental model of an information space [
        <xref ref-type="bibr" rid="ref7">9</xref>
        ]. In affinity
diagramming, the method is enforced in teams usually
working on a shared whiteboard or large piece of paper.
They are encouraged to communicate their reasoning
verbally; thus, collaborative team decisions upon consensus
lead to category cluster formation [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        Multi-touch Interactive Tabletops
Multi-touch interactive tabletops have recently attracted the
attention of the HCI and Computer Supported Collaborative
Learning (CSCL) communities. Based on preliminary
evidence from the education and computer-science
literature, Higgins et al. [
        <xref ref-type="bibr" rid="ref5">7</xref>
        ] provide a review of the
technological characteristics of multi-touch interactive
tabletops and their pedagogical affordances. Overall, as
pointed out by Higgins et al. [
        <xref ref-type="bibr" rid="ref5">7</xref>
        ], most of what we know in
this area concerns technical issues related to interaction of
users with the technology, but we know little about the use
and value of multi-touch tabletops on collaborative learning
situations within formal educational settings. Below we
summarize some recent empirical evidence related to
multitouch tabletops and learning.
      </p>
      <p>
        Multi-touch tabletops have been used with disabled user
groups to promote development of social skills. SIDES, for
example, is a four-player cooperative computer game
designed to support adolescents with Asperger’s syndrome
to practice social skills and effective group work during
their group therapy sessions [
        <xref ref-type="bibr" rid="ref9">11</xref>
        ]. SIDES provided an
engaging experience for this audience who remained
engaged in the activity the entire time and learned from the
activity (unlike typical behavior of this population) [
        <xref ref-type="bibr" rid="ref9">11</xref>
        ].
Similarly, StoryTable has been used to facilitate
collaboration and social interaction for children with
autistic spectrum disorder with positive effects [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
StoryTable was initially designed to support children’s
storytelling activity in groups [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]; Evaluation of StoryTable
showed that it enforced cooperation between children
during the storytelling activity, by allowing simultaneous
work on different tasks, while forcing them to perform
crucial operations together in order to progress [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In some
other work, multi-touch tabletops have been studied for
their added benefits compared to single-touch tabletops.
Harris et al. [5] contrasted groups of children in multi-touch
and single-touch conditions and found that children talked
more about the task in the multi-touch condition while in
the single-touch condition; they talked more about turn
taking. Furthermore, the technology is considered engaging
For example, the overall (perceived) usefulness and benefit
of using interactive tabletops in collaboration contexts was
assessed in a recent experiment by [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] with 80 participants.
That study showed that groups in the tabletop condition had
improved subjective experience and increased motivation to
engage in the task.
      </p>
      <p>
        With regards to using tabletops in formal learning settings,
a series of studies are currently being conducted as part of
the SynergyNet project [
        <xref ref-type="bibr" rid="ref5">7</xref>
        ]. SynergyNet goes beyond using
single tables to studying a network of tabletops that can
communicate with each other. SynergyNet focuses on how
this technology can best support collaboration within small
groups, while undertaking the development of curricula and
tabletop applications for classroom integration [
        <xref ref-type="bibr" rid="ref5">7</xref>
        ]. A recent
SynergyNet study contrasted groups of children in
multitouch and paper-based conditions to examine the
differences in their collaborative learning strategies [
        <xref ref-type="bibr" rid="ref5">7</xref>
        ]. The
authors found that student groups in the multi-touch
condition maintained better joint attention on the task than
groups in the paper-based condition. Another recent
SynergyNet study examined NumberNet, a tool designed to
promote within and between group collaboration in a
mathematic classroom using a network of tabletops [6]. In
this study, pilot results from 32 students showed significant
knowledge gains from pre to post testing.
      </p>
      <p>DESIGN METHODOLOGY
We adopted a strongly user-centered approach,
emphasizing the engagement of students and instructors in
all phases of the design process. Four university students
and three instructors were involved, contributing to design
elements of the application.</p>
      <p>First, through low-fidelity paper-based prototypes, we
simulated a collaborative activity with four students around
a (turned-off) tabletop using paper and pencil. The scenario
involved “the creation of a computer games industry in
Cyprus and the factors involved.” First, students generated
ideas individually for 10 minutes. They wrote a (physical)
post-it note for each new idea. Next, the ideas appeared
one-by-one on the table and became subject to discussion,
after a brief explanation from their originator, in an effort to
categorize them in thematic units. Students revisited and
changed ideas, rejected less promising ones, and generated
new ideas during a collaborative decision making process
leading to their thematic categorization. Finally, the activity
concluded with a consensus of the main factors (i.e.,
resulting thematic categories) involved in the creation of a
computer games industry in Cyprus. After the completion
of the activity, instructors (who observed and kept records
of all interactions during the activity) and students
discussed the potential surface computing application and
contributed to elements of the design from their own
viewpoints.</p>
      <p>Following the low-fidelity design discussions and analysis
of user needs, a prototype Beta version application was
developed in Action Script 3.0, for a multi-touch tabletop,
the MagixTable. The application, so
called Ideas Mapping, was designed to be
domainindependent with a mild learnability curve. Our participants
were called back to collaborate on different scenarios
using Ideas Mapping and provide feedback on its user
experience and further suggestions for improvement.
Evaluation sessions took place in a fully equipped usability
lab and all sessions were video recorded and analyzed.
Ideas Mapping was optimized and finalized in three major
iterative cycles of design, development and evaluation.
OVERVIEW OF THE APPLICATION
Overall, Ideas Mapping is designed to support idea
generation, collaborative decision making and group
artifact construction. The application builds on the principle
of Affinity Diagramming to allow participants to analyze a
problem and brainstorm around possible solutions while
they actively construct a consensus artifact; namely, a
taxonomy of their ideas. This is done in three stages:
Stage 1: With a scenario at hand, each collaborator
generates new ideas. Ideas are typed into a web application
(producing an XML file associated with Ideas Mapping)
through the use of a mobile device (laptop, tablet,
smartphone connected to the Internet). The need for the
integration of mobile devices and a web application
emerged from a constraint imposed by the MagixTable
(also true for other platforms such as the MS Surface)
-that text entry can be done from one pre-existing keyboard
at a time. For the kind of activity we sought, this constraint
would be significant. To resolve this problem, we
developed four virtual keyboards on the tabletop (one for
each user). However, users experienced difficulties typing
extended ideas on the virtual keyboard during stage 1; the
keyboard interaction suffered from input latency and
mistyping issues. Thus, the use of mobile devices for input
via a web application was considered as a practical solution
to this problem for stage 1. This problem demonstrates both
the still existing technical limitations of tabletops but also
the importance of user input in developing applications for
such technologies.
educational aspects.” The session was video recorded and
analyzed.</p>
      <p>
        Stage 2: Next, the ideas are presented one-by-one, as digital
post-it notes in the middle of the tabletop surface and
become subject to discussion amongst the collaborators. For
each idea, collaborators make an effort to categorize it in a
thematic unit. Functionalities include:
• Each post-it note must be categorized before the next
one appears. If controversy exists, an idea can be
placed in the “Decide Later” depository to be revisited
upon the categorization of other ideas. Post-it notes are
automatically oriented to face their contributor, which
encourages them to elaborate on the idea. This
functionality was implemented as a result of users’
feedback and is consistent with previous work by [
        <xref ref-type="bibr" rid="ref10">12</xref>
        ]
showing that orientation can play an important role in
collaborative interactions around tabletops by
signifying ownership and directing attention.
• Thematic units can be created by any participant using
the virtual keyboard. Once a participant begins the
categorization of an idea (e.g., either begins to type a
thematic unit or simply touches the post-it note), others
must wait as only one keyboard is presented at any
given time. Thematic units can be renamed if needed.
• Participants can drag and drop a post-it note over a
thematic unit to categorize it. Post-it notes can be
manipulated in order to move them across the surface,
rotate and resize them.
• In this stage participants cannot edit ideas, or generate
new ideas notes, and thematic units cannot be deleted.
These design decisions aimed to scaffold the
collaborative activity by allowing time for learners to
consider all contributed ideas before making significant
decisions.
      </p>
      <p>Stage 3: In this last stage, more flexibility is given to the
participants to finalize their taxonomy. In addition to the
above, users can now edit ideas or generate new ones,
delete ideas or thematic units that are less promising, and
reallocate ideas into thematic units for a better fit. Overall,
students engage in a collaborative decision making process,
leading to the construction of a group artifact -- a taxonomy
of their ideas.</p>
      <p>STUDIES WITH IDEAS MAPPING
To examine the affordances of surface computing for
collaborative decision making two studies were conducted
with groups of university students: a small pilot study and a
larger scale investigation.</p>
      <p>THE PILOT STUDY
Participants and Setting:
Four university students, aged between 22-27 years old,
were recruited to participate in a short activity around the
tabletop. The scenario involved the “creation of an action
plan that can improve university students’ experiences at
the Cyprus University of Technology, including social and</p>
    </sec>
    <sec id="sec-2">
      <title>Video Analysis and Preliminary Findings</title>
      <p>An exploratory approach was used to trace the kinds of
interactions amongst the collaborators and the technology
and to better understand the role of tabletops in supporting
learning. General research questions guided our video
analysis such as: what kinds of interactions take place
around the tabletop? and what evidence is present regarding
the value of multitouch interactive tabletops for
collaborative decision making?
One of the researchers considered the video corpus in its
entirety – a total of 57 minutes. Most interaction occurred
during the 2nd and 3rd stages of Ideas Mapping, which
became the focus of the analysis. The researcher repeatedly
watched the video, marked segments of interest, and created
transcripts, in an effort to categorize the types of discourse
and gestures used by the group members around the
tabletop. A preliminary coding scheme is presented in
Table 1. This coding scheme will be further refined as more
studies are conducted in this context. Understanding
collaborative decision making around tabletops is currently
limited. It is thus important to establish a coding scheme of
the interactions evident around this technology
(particularly, the synergetic dialog and physical gestures) to
be able to examine the phenomenon further. Ultimately,
the coding scheme should help us examine interesting
patterns of collaborative decision making around
multitouch interactive tabletops.</p>
      <p>Spoken Contributions
• Information Sharing – Defining/describing/identifying the
problem
• Proposing – Proposing a thematic unit/new idea
• Elaborating – Building on previous statements, Clarifying
• Negotiating meaning – Evaluation of proposal,
Questioning/ answering, Expressing
agreement/disagreement, Providing arguments for/against
• Stating consensus – Summarizing ideas, Metacognitive
reflections
• Other talk – Tool-related talk, Social talk, Laughter
Gesture Contributions
• Communicative Gestures – Show on the table without
touching, Dominating/blocking gestures
• Touch Gestures – Resize, Rotate, Type, Move something
across, Random touching or touching to explore
Overall, the pilot study provided initial evidence that the
CSCL setting encouraged and stimulated discussion and
physical interaction around shared artifacts.</p>
      <p>LARGER SCALE INVESTIGATION
Participants
To further examine the value of multitouch interactive
tables for collaborative decision making, we recruited
postgraduate students in Cyprus to discuss a scenario
related to peace. The sample was composed of
17 postgraduate students enrolled in a CSCL/CSCW course
at a public university in Cyprus, aged between 22-45 years
old (M=30).</p>
      <p>The participants were divided into five groups: 3 groups of
3 students and 2 groups of 4 students, suitable for the
foursided tabletop. Group members were familiar with working
together through other course learning activities. All, but
one student, had no prior experience with using a
multitouch tabletop.
Procedures
In this study there was a preparatory phase before students
engaged in group work around the tabletop. That is, Stage
1 of Ideas Mapping was completed in distance, during
the week before the tabletop investigation. The preparatory
week aimed to allow students to research the scenario and
think at their own pace. During the preparation week,
students were tasked to investigate the topic, think
creatively and record at least 10 ideas into the Ideas
Mapping web application.
The following scenario was presented to the students:
“Your team works at a non-governmental organization
dealing with global peace. Your project is to create a
roadmap of actions to promote global peace using
technology.” The specific scenario was chosen for it to
be thought-provoking and without obvious answers to it.
The goal was to stimulate critical thinking, dialog, and
creative problem solving. Cyprus is a country in a long
lasting political conflict. Thus, the topic was both
personally important for the student participants, but also
required their emotional and mental engagement.
The next phase involved collocated collaboration around
the tabletop. Following the prep week, each group met
faceto-face and engaged in collaborative work as described in
Stages 2 and 3 of Ideas Mapping. Briefly, the ideas of each
group were presented on the tabletop one-by-one.
Students engaged in discussion and physical interaction
with the tabletop in an effort to categorize the ideas in
thematic units (i.e., taxonomy of ideas).</p>
      <p>Data collection
The sessions of all five groups were video recorded for
subsequent utterance coding and analysis. To complement
the video data, a questionnaire was administered to all
participants soon after the completion of the activity. The
questionnaire aimed to assess students’ perceptions of the
collaborative learning experience and the usability of
the surface computing application.</p>
      <p>Video Analysis
An extensive video analysis of the data was carried out but
due to the scope and space limitations of this paper the
results will be presented elsewhere.</p>
    </sec>
    <sec id="sec-3">
      <title>Quantitative Data Analysis</title>
      <p>The questionnaire included 30 Likert-type items with a
7point agreement response scale (from 1: completely
disagree to 7: completely agree). These
items measured three constructs of interest:
(1) Collaboration Support, assessing the extent to which
students thought the technology supported their
collaboration such as, “The technology helped me work
effectively in my group”, “The technology met my needs as
a collaborator”; (2) Learning Experience, assessing the
extent to which students were satisfied with their learning
experience overall, such as “Overall, my collaborative
learning experience was positive”, “I am satisfied with my
experience through this activity”, and
(3) Usability Satisfaction (adapted from Lewis, 1995),
assessing the extent to which students were satisfied with
the usability of the system such as, “It was simple to use
this system”, “I can effectively complete my work using
this system”, “I like using the interface of this system”.
A total of 17 students completed the questionnaire. First,
the internal consistency for each subscale was assessed
using Cronbach’s alpha; all 3 subscales had acceptable
internal consistency (Cronbach’s alphas &gt; .80). Then,
subscale mean scores were calculated for every participant
(i.e., an un-weighted composite score for each participant
on each subscale) followed by computation of descriptive
statistics. As shown in Table 2, means were well above the
midpoint of the 7-point response scale for all
three measures, suggesting that the technology was
positively endorsed by the participants overall.
Specifically, the participants thought the technology
supported their collaboration (M=5.53, SD= .22), and
were satisfied with their learning experience (M=5.77, SD=
.51). With regards to the third measure, participants found
the system usable overall (M=4.93, SD= .77), but
individual item means pointed to some aspects which may
need improvement. The rating average was lower for three
particular items in this scale, suggesting that we should
improve the way participants recover from mistakes (“The
system gives error messages that clearly tell me how to fix
problems” M=3:00 and “Whenever I make a mistake using
the system, I recover easily and quickly” M=3.36), as well
as extend the application to include more functionality
(“This system has all the functions and capabilities I expect
it to have” M=3.88).</p>
      <p>The questionnaire also included an open-ended
question concerning the pros and cons of using tabletops for
collaborative learning activities. We reviewed students’
responses to identify themes. Several students commented
on how the tabletop promoted collaboration, helped them
maintain attention to the task and was enjoyable to use. For
example, one of the participants commented: “The tabletop
helped us collaborate and the resulting product was a
group effort. It helps you pay attention. I also found it very
enjoyable”. Often, students pointed
out the capabilities of the system that enabled effective
collaboration, such as “It was nice all of us could use the
tools at the same time, to rotate a note, to make it larger to
read, or to put it in the box to revisit later.” On the negative
side, a few participants found the virtual keyboard difficult
to use and that the system needed improvement in handling
mistakes, which was consistent with the findings from the
quantitative data. These results confirmed our views
regarding the affordances of multi-touch tabletops to
support collaboration activities and also contributed to
further refinement of Ideas Mapping.</p>
      <p># Cronbach’s
Subscale M (SD)</p>
      <p>Items Alpha
1. Collaboration Support 6 .94 5.53 (.22)
2. Learning Experience 5 .96 5.77 (.51)
3. Usability Satisfaction 19 .97 4.93 (.77)
Table 2: Subscales statistics and descriptive statistics
(N=17)
DISCUSSION - CONCLUSION
This study reports on the functionality and user experience
while interacting with a multitouch application which was
designed and developed using a user-centered approach.
We also report initial findings regarding the affordances of
surface computing for collaborative decision making.
Ideas Mapping builds on the principle of Affinity
Diagramming to allow participants to analyze a problem
and brainstorm around possible solutions while they
actively construct a consensus artifact -- a taxonomy of
their ideas. We feel Ideas Mapping makes the Affinity
Diagramming technique more collaborative. By allowing
for an extension sorting activity, it provides a way for
participants to negotiate around an emerging group artifact
and make sense of challenging problems, such as how to
promote world peace using technology.</p>
      <p>We further have evidence that the CSCL setting of the
study, and surface computing more generally, encouraged
and stimulated dialog and collaborative work around an
authentic problem . Following the individual generation of
ideas, Ideas Mapping supported a 2-stage collaborative
activity that promoted ideas sharing, negotiating, sorting
and constructing a group artifact while coming to a
consensus.</p>
      <p>Moreover, we believe that traditional user experience
evaluation methods (e.g. questionnaires) were useful for
evaluating Ideas Mapping. However qualitative
evaluation (e.g. video analysis and the establishment of a
coding scheme) is also important; such methods can reveal
interesting patterns of interactions amongst the participants
and with the technology beyond what is self-reported.
Below, we identify some implications of this work for
future research and practice in the fields of HCI and CSCL.</p>
    </sec>
    <sec id="sec-4">
      <title>Suggestions to Practitioners:</title>
      <p>1.
2.</p>
      <p>Designers should focus on engaging students and
instructors in the design process of educational
surfaces computing applications.</p>
      <p>Current interactive tabletop technologies come with
a lot of user interface limitations. These should be
taken into account when designing applications for
such surfaces.</p>
      <p>The CSCL setting of the study encouraged and
stimulated active dialogue with a problem at hand
and a multitouch interactive tabletop application to
support them.
4. Self-reported measures showed that students
positively endorsed the use of multitouch interactive
tabletops for small group work.</p>
    </sec>
    <sec id="sec-5">
      <title>Suggestions to Researchers:</title>
      <p>The proposed coding scheme can be applied and
extended to more studies in the area.</p>
      <p>New qualitative analysis methodologies
evaluating user experience are needed.
for
The role of surface computing in promoting
dialogue around sensitive topics (like peace) is an
interesting area for further research.</p>
      <p>A framework for using surface computing for
collaborative decision making in general (especially
related to sensitive issues) can be developed and
tested.</p>
      <p>This project is funded under the Cyprus Research
Promotion Foundation’s Framework Programme for
Research, Technological Development and Innovation
2009-2010 (DESMI 2009-2010), co-funded by the Republic
of Cyprus and the European Regional Development Fund,
and specifically under "Bilateral Cooperation"
(ΔΙΑΚΡΑΤΙΚΕΣ/ΚΥ-ΣΛΟ/0411)
6.Hatch, A., Higgins, S., Joyce-Gibbons, A. &amp; Mercier, E.
(2011) NumberNet: Using Multi-touch Technology to
Support Within and Between Group Mathematics
Learning. In Proceedings of the 9th International
Conference on Computer Supported Collaborative
Learning (pp. 176-183). International Society of the
Learning Sciences.</p>
    </sec>
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