Tools and Principles for Collaborative Design

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Tools and Principles for Collaborative Design
Mark D Gross
CoDe Lab
Carnegie Mellon University
mdgross@cmu.edu
Ellen Yi-Luen Do
ACME Lab
Georgia Institute of Technology
ellendo@gatech.edu
ABSTRACT
Advocacy
We reflect on our experience and efforts engaged in tool
building to support design from shared drawing to both
physical and virtual space. We briefly describe the
characters of these projects and outline their commonalities
to discuss the design principles.
A tool implicitly advocates for a particular type of
interactions or a familiar practice. This quality expresses
the tool builder’s position about how the practice would be.
Buoyancy
For a tool to possess buoyancy it must have an easy to use
interface with an elastic spirit. This principle is concerned
about the multiple modalities with which people would
interact with the tool.
Author Keywords
Sketching, annotation, physical computing, multimodal
interaction.
ACM Classification Keywords
Efficacy
H5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
By efficacy we mean the ability to provide functional
capabilities, to produce effects, and to affect the intended
outcome. This principle reminds us of the requirement
specifications of the tool.
INTRODUCTION
Design of various kinds often involves collaborations
among many disciplines. These collaboration activities can
happen synchronously, or asynchronously, at the same
location or between remote places. For example, architects
use drawing documents such as a floor plan or a detailed
elevation to discuss a design with engineers and clients.
City planners and neighborhood residents meet at
community workshops to discuss and review future
developments over aerial maps and physical models.
Interactive exhibit space engages an audience of different
backgrounds as participants to affect the multimedia
performance of sound, light or video. These conventions of
practice are well accepted among the communities because
they have worked (to a certain extent), as the result of years
of use and incremental modification. Recently we have also
seen the advent of computing (software and hardware,
physical or virtual) that provides added value to facilitate
these types of work.
Fluency
Each tool that effectively supports design collaboration
would exhibit certain degrees of fluency. As with fluency in
speech, language, music, poetry, or thought, fluency in
collaborative tools supports a smooth and easy flow of
actions and transitions.
Transparency
A good tool would exhibit the transparency of the design.
The interface and interactions should be transparent to the
users and match users’ perceptions of how these tools and
technologies can be used seamlessly in our collaborative
environment.
PROJECTS
The aforementioned design principles were derived from
our experience and reflections of several of our past
projects built to support collaborative design. The “shared
space” for collaborative practice in these projects can be
characterized into the following three categories: (1) shared
drawing surface and multimodal interaction, (2) annotations
in the virtual environments, and (3) computationally
enhanced physical Space.
DESIGN PRINCIPLES FOR COLLABORATIVE TOOLS
Over the past decade, we have developed different tools to
support collaborative design activities. Most of the tools
and projects we built were inspired by our own experience
in practice and the need to communicate and to collaborate.
Even though the “shared spaces” for collaborative practice
are different for these projects, they all have certain
characteristics and design principles. We come to reflect
that the characters of Advocacy, Buoyancy, Efficacy,
Fluency and Transparency are important principles for
designing collaborative tools. Below we briefly discuss
their qualities and speculate on the implications for tool
making and tool use.
Shared Drawing Surface and Multimodal Interaction
Our first round of efforts focused on the idea of shared
drawing boards that support sketching and drawing. This
drawing-centered view of designing results from the
observation that drawing is typically the most prevalent
representation of the object under consideration throughout
1
the design process in the architectural domain, from early
conceptual sketches to final fabrication drawings.
Annotations in the Virtual Environments
In the domain of architectural design, the eventual artifact
of design is inherently three-dimensional. Therefore, to
support collaboration between designers and their partners
such as clients and contractors, we first built the Redliner
[8], a web-based system that enables users to post text
annotations on a 3D model to support asynchronous
collaboration.
Figure 1. Synchronous collaboration with design history,
locking and ephemeral arrow gesture in NetDraw
The Electronic Cocktail Napkin [4, 5] and the Right Tool at
the Right Time projects [3] support recognition of freehand
sketching symbols, analysis of spatial relations, and
inference of design intentions to activate knowledge based
design tools that support the tasks at hand. For example, a
designer could sketch symbols of floor plan elements (e.g.,
window, door, furniture) to retrieve a similar spatial layout
from a case library, or to activate a simulation program of
visual access to inform design decisions.
NetDraw [11] supports synchronous collaborative drawing
across the network with server-client architecture and
design history capture that allows backtracking to a
previous stage in time for editing. Ephemeral gesture
commands support deictic reference to draw attention to the
point of interest with drawing marks that gradually fade
away. NetDraw’s concurrency control provides a locking
synchronization to assure that no object can be edited at the
same time as well as flagging the “being edited” object
status with changed color display.
Figure 3. Recording design rationale with annotation markers
representing different stakeholders in Redliner.
Collaborators can navigate and walk through the virtual
model just as in a game environment, and can click on any
surface to leave “post-it note” comments. These comments
could be design rationale, critiques, concerns or
suggestions. The viewpoint when the annotation was made
is saved and associated with the annotation mark. Any
visitor can click on any of the annotation markers to be
“tele-ported” into the location where the annotation was
made. This is particularly useful when the concern is about
visual access from a specific vista point, or to identify
nearby or intersecting objects that might not be easily
perceived on a 2D drawing (e.g., beam overhang obstructs
access to duct work). This tool effectively creates a “placebased” discussion forum in which corresponding concerns
and responses are co-located, with easily identified author
color and ID markers. Alternative design options can also
be embedded in the virtual model for other collaborators to
compare and leave comments.
Figure 2. Recording, playback and search of the graphical and
spoken design conversation in Design Amanuensis
While NetDraw supports a chat function for capturing
design discussion, the Design Amanuensis [6] combines the
capture of strokes with a continuous speech-to-text
recognizer as multimodal design conversation that can be
playback and analyzed later. The speech record and
drawing events are linked through their time stamps. The
design record can be searched by key phrases in the speech
or by graphic components in the drawing. The playback of
speech record highlights both the text in the transcripts and
the drawing components that were drawn at that time.
Selecting any part of the drawing plays back the
corresponding associated text record.
Figure 4. Sketching annotation on temporary surface and on
the wall to suggest design alternatives in Space Pen.
The lessons learned from user studies of Redliner led to the
development of Space Pen [9]. The Space Pen project [10]
supports both sketching and text annotations on any 3D
surface. For example, a user could quickly sketch the shape
and location for an opening on any existing surface (e.g.,
the wall), or create a temporary drawing surface anywhere
to sketch a mark where no surface existed, or to create a
new foam board like shape surface in the space. All
viewpoints of the annotations are saved and displayed on a
floor plan view, and user can click on the viewpoints for a
guided tour. A location based threaded discussion is
supported by clicking on any surface to initiate new
comments, or by clicking on any existing yellow post-it
note marker to add or view past discussions.
The Plant Tiles project and the Alphabet Paint Space [1]
also encourage people to use their body movement to affect
their experience of the environment by changing the
outcome of a multimedia presentation. The subject matter
of Plant Tiles is the transformation and the cycles of growth
in plants. Moving forward and backward on the home-made
pressure sensitive floor tiles controls the playback speed
and sequence of these video segments and time-lapse
photography of these plants in different scale. By moving
around the space the occupants control the showing of
individual growth of the plants.
Computationally Enhanced Shared Physical Space
Embodiment in a real physical space with computation
could enhance and empower our experience in
collaboration. The design of the MouseHaus Table [7] is a
computationally enhanced physical environment to support
discussion in urban design. The system consists of a
custom-made table with a rear projection screen, a video
camera, projector and a simple pedestrian movement
simulation program. MouseHaus Table provides a physical
interface that enables participants who have no previous
computer experience to interact with a pedestrian
simulation program by cutting and putting colored paper on
the table to represent placements of functional objects such
as buildings and parks in an urban design context.
Figure 7. Movements on Plant Tiles triggered different
playback speeds and displays of educational video of plants
The Alphabet Paint Space “paints” with people’s motion.
The environment is a building atrium decorated with an
abstract painting wall and a set of large randomly placed
Sesame Street style letters with embedded photocell
sensors.
Figure 5. MouseHaus Table facilitates collaborative urban
design with color papers and pedestrian movement simulation
The People Pretzel [12] is a computationally enhanced play
board designed to promote informal interaction in public
gathering spaces. The game board uses audio, light and
visual information to intrigue and entice passers-by to
participate in a playful social interaction. It augments
physical group interaction in a multimedia performance.
Players and audience alike engage in such group activity
both actively and in a passive manner. The board can also
serve as a programmable physical interface to support a
variety of games or to control environment parameters such
as lights and background music. This artifact encourages
people to shape and enrich their collective experience in a
community gathering space. Using the People Pretzel game
board tends to make people laugh and it initiates
spontaneous conversation, even among strangers.
Figure 8. Interactive mural capturing people movements in
Alphabet Paint Space
A video camera captures images of people moving through
the space. The processed images are projected onto a large
screen resulting light-painted mural traces movement that
fades slowly over time. The traces disappear so that the
mural constantly evolves, reflecting the current state of the
space. Passing in front of a letter causes that character to
appear on the bottom of the movie screen and this
encourages communications and coordination about
movement among people to collaboratively construct poetic
text as if writing an abstract title together.
THE BE-FAT DESIGN PRINCIPLES
We have described a sample of our tools that aim to support
collaborative practice in design. We have come up with the
BE-FAT –Buoyancy, Efficacy, Fluency, Advocacy and
Transparency principles. We are interested in the study of
methods for designing design tools, maybe with the
concerns of “designerly ways of knowing” [2]. Below we
briefly recapitulate these principles in light of the projects
outlined above:
Figure 6. People Pretzel game board encourages social
interaction and game playing with light and sound.
3
Buoyancy is the flexibility and ease of use. For example,
the ephemeral gesture commands in NetDraw suggests a
“Cheshire cat” lightheartedness that encourages casual and
frequent engagements (one can mark up as much as he
wants to call for attention and discussion without messing
up the drawing). People Pretzel encourages people to
participate either as players or audience by stepping on it or
putting any body part on it. The “walk up and use” aspects
of Space Pen, Plant Tiles and Alphabet Paint Space all
attest to the attractiveness of Buoyancy.
Efficacy can be seen in the process of using the tools.
Effects are produced by operations. A tool that supports
easy operations would achieve its efficacy. For example,
the ideas of the Right Tool at the Right Time or Design
Amanuensis all support the shared artifacts (drawing and
conversation) that can be manipulated effectively. Redliner
and Space Pen support annotations that can be retrieved and
viewed at the appropriate locations. Moving and cutting
color papers to represent design objects in the MouseHaus
Table project is an effective way for citizen participations.
Fluency - Many of the sketching systems we describe
exhibit the quality or state of flowing or being fluent by
simply allowing people to draw what they want.
Recognizing a familiar interaction pattern can also be
considered as fluency in action. Electronic Cocktail Napkin,
MouseHaus Table and Plant Tiles all support operation of
smooth transitions between states.
Advocacy is the position about how a collaborative tool
would facilitate people to perform intended actions. For
example, Redliner’s default click function opens a text
input window and leaves an annotation mark in space. This
encourages leaving comments for other people to see.
Design Amanuensis leverages the fact that people engage in
multimodal communication (speech and gesture), and
supports searching with both textual and graphic inputs.
MouseHaus Table suggests the affordance of putting
everyday objects on the table to facilitate communication.
Likewise, the pressure sensitive Plant Tiles simply
advocates movement for exploration of plant lives.
Transparency- The tool is supposed to facilitate
collaboration, and should not get in the way of creative
practice of design. The functionalities of the tools therefore
should be obvious for the intended users. For example, the
“play back” control panel in Design Amanuensis makes it
obvious and transparent that one can “forward” or “rewind”
the recorded design conversation. Running forward on Plant
Tiles would fast-forward the plant life video also
demonstrates this transparency principle.
ACKNOWLEDGMENTS
We thank our students who participated in the projects
mentioned in this paper, their names appeared either as
paper co-authors or were acknowledged in these papers.
This research was supported in part by the National Science
Foundation under Grants CCLI DUE-0127579 and ITR-
0326054. The views and findings contained in this material
are those of the authors and do not necessarily reflect the
views of the National Science Foundation
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Knowledge Based Design Tools. Georgia Institute of
Technology, Atlanta, 1998. PhD Dissertation
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