多设备交互研究综述

多设备交互研究综述

  • 前言
  • 标题
  • 摘要
  • CCS Concepts
  • KERWORDS
  • 1 引言
  • 2 方法
    • 2.1 创建相关文献的语料库
    • 2.2 筛选和筛选标准
    • 2.3 标记
    • 2.4 分析
    • 2.5 统计调查的规模
    • 2.6 开源数据
  • 3 研究历史和术语统一
    • 3.1 三个跨设备研究领域
      • 3.1.1 领域1:Multi-Monitor工作站
      • 3.1.2 领域2:Multi-Device环境和空间
      • 3.1.3 领域3:点对点,移动**cross-device**的使用
    • 3.2 统一术语
  • 4 关键特性的分类
    • 4.1 维度一:时间
    • 4.2 维度二:配置
    • 4.3 维度三:关系
    • 4.4 维度四:尺度
    • 4.5 维度五:动态
    • 4.6 维度六:空间
  • 5 应用领域
  • 6 跨设备界面的追踪系统
  • 7 交互技术
    • 7.1 跨设备交互技术阶段
      • 7.1.1 阶段1:设备配置
      • 7.1.2 阶段2:内容参与
      • 7.1.3 阶段3:脱离接触
    • 7.2 可视化和跨设备管理
  • 8 评估策略
    • 8.1 使用的评估方法
      • 8.1.1 示范评估
      • 8.1.2 使用评估
      • 8.1.3 启发式评估
      • 8.1.4 信息性研究
      • 8.1.5 技术性评估
  • 9 关键挑战和未来研究
    • 9.1 弥合研究与系统之间的差距
    • 9.2 减轻传统偏见的影响
    • 9.3 应对社会挑战
    • 9.4 实现主动式跨设备交互
    • 9.5 构建和部署跨设备的实用系统
    • 9.6 改进跟踪技术和基础设施
    • 9.7 制定解决方案和平台
    • 9.8 跨设备能力与人类生活的共生
  • 10 总结
  • 引用

前言

本文翻译了由Microsoft Research, University College London Interaction Centre, Aarhus University 和 Lancaster University合作,发表在CHI2019的研究综述 <>
本文比较系统化的介绍了2018年前与多设备交互研究相关的510个工作,并对它们进行了统一化的术语和标签分类.
译者水平有限,意在描述大体思路,多数句子意译.处理不当之处欢迎指出.

本文将几个关键的术语以英文形式列出,为了不因翻译问题造成困扰

Cross-device; Cross-surface; Cross-display
Multi-device; Multi-surface; Multi-display; Multi-monitor/screen; Multi-slate/tablet; Multi-mobile
Distributed; Trans-surface; Dual-display/monitor

此外,对于mapping一词的理解不深,不敢轻易翻译
第六章开始为机翻,有时间再修正,

标题

Cross-Device Taxonomy: Survey, Opportunities and Challenges of Interactions Spanning Across Multiple Devices

摘要

突破单一设备平面局限的界面或应用可以让人们以新的方式接触数字内容 (Digital content, 指以数字形式存在的文本、图象、声音等内容). Cross-device交互的研究也是HCI (Human-Computer Interaction, 人机交互)持续关注的焦点. 为了揭示这一领域未来的研究进程,我们对cross-device computing 领域中510篇论文进行了分析和分类.我们为这一领域的研究人员贡献了:一篇概述,包括关于主要和未充分开发的应用领域的探讨,使能技术的mapping,贯穿多设备交互的关键技术综述以及常见评估策略的回顾.

CCS Concepts

Human-centered computing → HCI theory, concepts and models; Ubiquitous and mobile computing systems and tools; Interaction paradigms; Ubiquitous and mobile computing design and evaluation methods.

KERWORDS

Cross-device Interaction; cross-device computing; survey; multi-device; taxonomy; cross-surface; distributed user interface

1 引言

我们与计算机交互的方式在过去的30年里发生了根本性的变化.我们从来没有像现在这样接触这大量的计算设备,它们有着不同形态的特点,功能和技术能力.自从Weiser在Ubiquitous computing上发表了开创性文章后,针对于这些设备形态特点的海量研究出现了,它们构想出了超越单个设备和单个用户的新的交互模式.从最初的smart-space到multi-display,distributed surface以及multi-device,到cross-display,trans-surface以及跨设备交互方式:涉及人们与各种设备的交互认知的研究是现代人机交互的前沿研究.

然而,这些研究爆炸式的发展使得术语,技术和系统开始脱节,从而形成了一个支离破碎的研究领域.在这篇论文里,我们多设备计算下的这些研究碎片修补到一起.为了便于将来的研究,我们分析了510篇跨设备交互领域的论文,以综合该领域的研究现状。基于我们对术语、应用、系统、技术和评估方法的分析,我们给出了一个统一的分类法和最新技术的概述。我们讨论了跨设备领域的开放性问题和挑战,并概述了跨设备交互领域未来研究方向。

这种分类法的提出是为更广泛的HCI领域提供一个通用的工作和讨论基础。我们为多设备研究领域的新人提供起点同时也为该领域目前研究人员提供共同的讨论平台,也为多设备社区提供了思考时间。这项工作直接合并和扩展了早期的跨设备研究分类法。我们的分类学横跨整个研究领域,包括distributed用户界面区域[76,86],第二屏幕和跨设备研究[229],移动跨设备生态系统[111]。我们建立在其他相关分类法的基础上(各有自己的侧重点):例如,multi-display系统的规模[330],multi-display的切换[275],自发设备关联的交互技术[62],或设备的所有权,访问性和间距[2]。我们的目标是统一跨设备领域中的术语和策略,扩展了早期分类法的范围。我们特别关注在"Multi-device"这一次关键词中围绕"Interaction"的主题。我们涵盖相关技术方面(例如跟踪系统和跨设备交互的评估策略),但其他工程方面不属于这个分类法的范围,例如跨设备架构或开发框架(概述见[149])。

总结一下,我们的主要贡献:(1)一个针对于跨设备的分类法;(2)当前设计领域(涵盖应用领域,跟踪系统,交互技术以及评估策略)的mapping和反思性讨论;以及(3)为跨设备未来发展提供信息.我们的数据和完整的标签工具已经开源,我们也欢迎研究社区的人贡献收集的研究来拓展我们的分类.

2 方法

多设备交互研究综述_第1张图片

多设备交互研究综述_第2张图片

2.1 创建相关文献的语料库

为了创建用于分析的论文集,我们于2018年4月在ACM Digital Library进行了系统化的搜索.我们的搜索字段包含了cross-,multi-与device,surface,monitor和display的任意组合,以及分布式用户界面和缩略词.通过语料库的引用和我们在跨设备搜索领域的专业知识,我们找出了检索结果缺失的48篇文献(这是一种常见的用于调查统计和分类论文的策略[111.184]).经过合并重复项,我们评选出了738篇论文

2.2 筛选和筛选标准

文章需要与交互任务或技术,面向用户和/或设备的跟踪技术或者涉及多设备的技术相关.我们剔除了没有贡献或贡献很较少的文献.我们最后总共剩下了510篇标记的论文,并并入我们的分类

2.3 标记

我们反复地为我们的分类制定了标记策略.最后的标记策略包括:贡献,应用领域,交互技术细节,部署,评估技术定义,技术方面以及几个更深的领域.我们用一个定制的基于web的文献标记系统对510篇论文进行标记.

2.4 分析

我们主要分析了3个f数据集(1)包含所有数据段的标记后的数据库,(2)所有的pdf文档集合以及(3)从PDF剔除引用提取出文本。分析通过所有作者反复进行单独,成对和小组讨论来完成。我们使用开放编码来分析我们的标签数据集,以及轴向编码来识别更高层次的主题。此外,我们使用Tableau、R和Excel来可视化随时间而变化的关键主题,并从而揭示趋势和模式。我们用这些可视化的东西作为我们应该深入研究数据集和论文本身的指南。频繁的全文搜索补充了这些探索。新出现的模式,发现和论文的关键类别与所有合著者讨论,并随着时间的推移不断完善。

2.5 统计调查的规模

我们分类的目标是对cross-device研究领域进行全面的分析,同时我们仔细地筛选了引用文献以避免读者读到过长的引用列表和综述表格.我们优先考虑具有开创性的文献,更早期的工作和首次贡献,但也包括其他相关工作.我们承认我们的参考文件并不是跨设备研究领域中所有论文的详尽列表,而是一个具有代表性和精心策划的与该分类法最相关的子集.

2.6 开源数据

我们的完整数据集和标记系统已经开源发布.我们邀请其他研究者来贡献数据语料库,推荐新的标签和分类,参与跨设备计算的讨论

3 研究历史和术语统一

在这一章中,我们综合相关工作来创建一个对于跨设备计算领域的统一理解.我们的目标是将相关但不同的研究线索(通常用不同的术语描述)编写到一个分类中,从而为这个领域当前和未来的研究人员提供信息和指导.

3.1 三个跨设备研究领域

首先我们将这一领域最早的工作进行了简要的回顾,并着重指出随时间推移的主要趋势变化.我们将这些工作归纳为跨设备工作的三个关键领域:(1)早期的multi-monitor工作站,(2)multi-display/surface的出现,以及(3)日益增长的移动,点对点跨设备的使用.

3.1.1 领域1:Multi-Monitor工作站

Memex[35]是对于个人工作站最早的工作之一,它的特点是由多个显示器组成,其中两个用于显示,一个用于笔输入.我们调查的早期工作包含multi-screen系统[201,202],它们研究了在一个工作站上安装四个显示器的效果.Wellner[356]提出了DigitalDesk,进一步阐述了这一概念.类似的,尽管是之后的工作,包括Grudin[112]关于多显示器使用中外围感知(peripheral awareness,可以感知不在主视线内的动作或物体的能力)以及在连接但不同的屏幕上传输信息的优势的工作.先前的工作已经广泛地研究了multi-screen[82,153,225,276,290].

3.1.2 领域2:Multi-Device环境和空间

Weiser写的<>[355] 激发了面向超越单台计算机和单个用户的研究.值得注意的是,在Fitzmaurice[90]引入掌上设备空间感知概念几年后,Rekimoto[278,281]在90年代后期的研究中探索了跨设备设备边界的交互技术.大约在同一时间,针对于大型互动空间的研究和开创性工作,比如i-LAND[324],开始出现.各种显示环境的出现,使得交互能够跨越各种设备:数字壁式显示器,桌面和平板电脑(例如[18,39,91,110,138,205,227, 305,352,357]).

3.1.3 领域3:点对点,移动cross-device的使用

不同于固定的空间和生态系统,跨设备工作的第三个领域侧重于移动和灵活的点对点跨设备配置.由于之恩那个手机和平板电脑的普遍可用性,这些研究致力于在便捷式设备上个人或协作应用,提供数字信息空间来支持日常工作[11,31,52-54,109,111,128,129,204,206,270,272,280,362].正如我们稍后将更深入地解释那样,点对点便携式设备给技术,跟踪和实地研究带来了新的挑战.

3.2 统一术语

在对研究领域进行抽样调查时,很明显有比要统一用于描述正在研究的术语.对于一个大的研究领域,有些时候有不同的术语指向相同的研究领域.其他时候,情况恰恰相反,相同的术语实际上指的是不同研究领域.我们梳理了跨设备工作的不同术语,并将这些属于映射到图1的单个本体(ontology)中.这一综合的主要目标是为我们领域内的研究范围和规范化提供更好的指导.这个统一的本体由两部分关键术语组成,用于描述跨设备文献.

  • 图一的顶部对跨设备子学科的关键术语进行了分类.这个嵌套的分类从底部的dual-displaymulti-monitor工作(1a)开始,进一步扩展到multiple mobile devices,tablets or slates(1c) 和cross/multi/trans-surfaces(1d),最后到覆盖范围最广的cross/multi-devicedistributed.图中的嵌套结构表示与每个术语相关的焦点关注区域以及通常包含的设备外形因素.需要注意的是,这些术语中很大一部分是可以互换使用的.
  • 图一的底部包含了一系列的术语,表明了研究的重点领域(1f):交互和协作;结构;应用程序或系统;平台或中间件;环境或生态以及计算.我们用每个术语相关论文中最常见的研究焦点对这些属于进行了注释.
    多设备交互研究综述_第3张图片
    如何使用本体(ontology):对于任何进入该领域的人来说,它理清了该领域所使用的术语,同时强调了一些术语是可以互换使用的.对于当前的研究者来说,这有助于确定描述工作的最佳术语.在跨设备社区中,本体可以引起对术语适当使用的反思.

4 关键特性的分类

在本章中,我们将深入探讨跨设备设计空间的关键特征的分类法.图2的分类是对研究领域中不同但是相互交织的线程的细粒度合成.我们解释了六个关键维度,并讨论了从这种分类法的视角来看待现有研究或为新研究提供信息.

4.1 维度一:时间

跨设备工作可以分为两类:同步(synchronous:交互同时发生)和异步(asynchronous:设备间交互有顺序).我们调查的大部分工作属于前一类.

4.2 维度二:配置

该维度对跨设备系统的实际配置及其输入输出模式的使用及逆行了分类.同步中主要类型包括镜像(mirrored)和分布式用户界面(distributed user interface).最活跃的研究在分布式UI中进行,包括界面的空间(spatial)分布和逻辑(logical)分布.异步工作分为两类:允许跨设备迁移的界面以及跨平台运行应用的研究.与这个维度相关的分类法,有Elmqvist针对分布式UI的分类[86]以及Rashid针对**multi-device""注意力切换的分类[276].

4.3 维度三:关系

这个维度针对于不同的人与设备的关系.虽然单人对单设备(1…1)交互通常不是跨设备工作的一部分,单人对两个或更多设备(1…m)的交互涵盖了跨设备工作站的工作.协作配置主要分为两类:没人主要使用一个设备(1…1*1…1)的团队活动,以及n个人对m个设备(n,m)的协作.最后两个类型的例子与CSCW(computer-supported cooperative works:计算机支持协同工作)社区的研究密切相关.

4.4 维度四:尺度

交互可以在不同的尺度上有所不同:从附近的,到私人的,社交的,公共房间或建筑物.Edward Hall的人际距离学(proxemics)是一种常用的人类学视角,用于研究交互作用的尺度[115],后来被用于跨设备工作,即人际距离交互[12,107,205].尺度维度与Terrenghgi对于显示生态分类法[330]和Weiser的Tab/Pad/Yard计算进展[355]密切相关.

4.5 维度五:动态

动态特性可能因配置而异,而点对点/移动设备,半固定和固定空间与我们之前介绍的跨设备研究密切相关.固定空间通常包括较大规模的壁式显示器和桌面,而半固定空间允许一定程序的重新配置,而点对点/移动折别则专注于便携式设备,允许动态更改和重新配置.

4.6 维度六:空间

最后一个维度区分了临近交互和远程交互(对应于Johnson的CSCW矩阵[162]).大多数跨设备工作都涉及到同一位置的场景,但是很少有例子能够解决跨远程分布式位置的跨设备交互[13,174].

:研究项目不一定非得归为一类.相反,项目在这个项目空间中属于不同领域是很常见的.此外,项目可能遵循横向转变,即研究的范围随着时间的推移在维度上发生变化.

如何使用这个分类法:这个分类法有不同的功能,帮助研究人员:(1)它精炼了庞大的研究工作,并综合了开创性的工作,以便于进入一个陌生的研究领域,(2)具体的维度(和子类别)可以帮助正在进行的和新的研究进行框架和范围的框定,以及(3)它允许在六个维度内对主要相关研究范畴进行讨论.这种分类法与跨应用程序分析(从下一章开始),技术,交互技术和评估操作综合考虑更为有效.
多设备交互研究综述_第4张图片

5 应用领域

我们的调查揭示了跨设备计算的一系列不同的应用领域.尽管510篇论文中只有63篇被标记出了"应用",但是361篇论文包含了某种形式的应用用例来辅助说明主要贡献,例如新的系统设计,交互技术,跟踪技术或交互概念.我们确定了九种高级应用级分类:(i)知识工作, (ii)家庭计算, (iii)数据检索, (iv)移动计算, (v)游戏/设置, (vi)协作, (vii)教育, (viii)健康 以及(ix)软件开发(表1).
最大的应用类别在知识工作上,共有62篇论文.典型的知识工作是跨显示器和设备的信息管理[90,201,283],跨设备共享信息和资源[164,252],multi-device活动和任务管理[13,140,265,353],或建设性和创造性任务[148,205,246,356,379].其他领域包括警察分析员工作站[4],工业设施[180],航空驾驶舱[88]以及航空科学家和工程师之间的合作[148].
从2000年开始,我们看到跨设备交互应用于数据挖掘的工作增多.利用移动设备(包括平板电脑和智能手机)实现信息可视化需要新的交互词汇[18,138,171,322].特别是Horak等人[138]描述了使用真实城市犯罪数据集的范围分析场景中,智能手表显示配置的交互概念.其他类型的数据集也被检索了,包括地理[210,249],物理[18,315,357],生命科学[66,92,102,108,296],城市规划[46,340],能源[43,306]和金融[204].
教育[37,179,365]和健康[3,87,217,363]也是流行的应用领域.在这些领域中,人们一直强调协作和分布式工作,教育应用主要集中在课堂捕捉[344],课堂演示[37,117],教育游戏[29,71,195]和课堂活动模拟[163,232,262,345,365].Kreimayer等人[179]展示了为数不多的实际研究,他们观察了课堂上的i协作活动,这种活动是使用共享平板电脑和大屏幕来进行财务管理活动的设计.在健康领域,已经有一些研究应用于实际场景,包括探索手术前场景[3],患者登记[363],以及在外科实践中设计分布式用户界面系统[87,217].其他健康应用程序是为个人使用而设计的,即记忆游戏[72],认知训练[73]和体力活动检测[172].

6 跨设备界面的追踪系统

跨设备交互的基础是设备之间交互数据的机制.这通常需要一个跟踪系统,能够可靠的跟踪单个设备,以及(最近)操作这些设备的个人.各种跟踪系统具有不同的特性,例如,空间分辨(空间中的3D位置与设备之间的距离),所需设备的程度或尺度(例如,跟踪设备是在桌子上还是在房间中).
在数据集中的510篇论文中,55篇论文的核心贡献设计开发或定制跟踪系统;所有其他论文要么利用指定固定设备位置的现有的跟踪系统(例如,设备静止的所设备系统),要么使用非空间跟踪系统(例如,在同一网络上).
我们在表2中组织了所有以跟踪系统为重点的论文,我们通过自下而上的跟踪特性(距离与相对位置,2D与3D)和模式(电容,惯性,声学,磁性,光学,无线电)进行了分析.跟踪系统通常分为两类:(1)有外到内,使用环境中的(静态)传感器进行跟踪;或(2)由内到外,仅使用设备内置的传感器,偶尔在环境中使用信号发射器.由内而外跟踪对于移动跨设备应用场景尤为实用,表2显示了使用设备摄像机声学,无线电和最近的光信号的主要用途.这种类型的跟踪通常剔红设备的二维位置或相对邻接配置.使用非空间传感器可靠的跟踪设备的三维位置仍然是一个重大挑战[160,267].在由外到内系统(深度)相机是主导技术.尽管具有3D功能,但大多数此类系统都是用摄像机来跟踪设备的二维位置和方向(见表2).该表还表明,最近更大规模的电容面积传感器正在取代以前的大表面光学传感(例如,在以前的桌面和墙壁屏幕中使用).
对于这两个主要的类型,没有一个由内到外的论文将跟踪用户作为感知的一部分.然而大多数由外到内的系统都集成了这一功能,以检测在设备上和周围的用户交互.
我们在跟踪系统中发现了一个趋势,那就是几乎“开箱即用”的野心。我们认识到未来跨设备跟踪系统在提供高保真、可靠和准确的跟踪信息的同时,将设备发现、校准和配对的用户输入保持在最低限度,尤其是对于移动系统。我们预见未来的由内而外的系统将提供更多当前系统的功能,包括用户和身份跟踪。我们还预计,由外到内系统会越来越多地感知用户的内容,比如他们的空间配置和活动。

如何使用跟踪分类:选择合适的跨设备跟踪技术是一项具有挑战性的任务,即使是对该领域的专家也是如此。这一选择遵循了几个考虑因素,权衡了倾向于高保真信息,而不是轻量级但保真度较低的由内向外跟踪技术。这种分类显示了跨设备跟踪技术的最新研究的广度,包括那些现成的技术。引用表可能是最适合使用的技术参考。
多设备交互研究综述_第5张图片

7 交互技术

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人们使用跨设备计算的基本方法是通过交互技术.在我们的样本中,130篇论文明确提到“交互技术”是本文的主要贡献。进一步的
深入分析表明,另有221篇论文介绍了交互技术作为新的跟踪方法,应用或系统的一部分,总共351篇论文描述并使用了跨设备交互
技术。

7.1 跨设备交互技术阶段

我们划分了跨设备交互技术的三个阶段(见表3中的完整概述,该表并不是所有交互技术的详尽或完整列表,而是来自我们数据集的代表性样本,可作为我们分析中确定的三个阶段和六种模式的典范):(第一阶段)配置阶段,(第二阶段)内容参与阶段和(第三阶段)脱离接触阶段.我们的分析表明,用户进行交互的输入方式可以分为五类:(i)屏幕交互;(ii)围绕设备交互和手势;(iii)设备运动;(iv)改变设备形状;(v)使用肢体手势。

7.1.1 阶段1:设备配置

第一阶段集中于设置设备的跨设备配置,包括配对、组合、连接或耦合多个设备。此配置阶段的目的是在支持跨设备活动的设备之间建立有意义的语义关系。跨设备交互技术的例子可以在所有6种模式中找到。例如,使用屏幕交互,诸如缝合[129]或融合[192,238,243]多个显示器,或执行同步触摸[280]等技术已被用于将设备配对到一个配置中。配对技术还利用设备指向[259,349]或不同的手指姿势和识别[144]来隐式创建跨设备配置。对于围绕设备的交互例子,包括敲打配对[103],甚至拍照识别其他设备[299]。手势配对技术包括Rekimoto的开创性敲击[280],以及roll- and pointing[61]或保持和翻转[54]等组合设备的技术.
配置阶段的大多数技术都是以2D或3D设备运动作为主要输入模式来设计的。如表3所示,使用运动配对技术的示例包括碰撞[127]、堆叠[61]或震动设备[131211]。通过改变形状、改变夹持装置的形状,可以相互联系。
使用眼睛、凝视或头部方向,使用透视感知界面[226]、透视感知光标[227]或显示改变可视化[81]等技术来选择正确的设备或屏幕。最后,诸如渐进参与[203]和前体交互[107]等技术利用整个身体的位置、位置和方向来创建设备之间的语义关系。由于将各种设备组合成跨设备配置或生态系统是任何应用程序或技术跨设备工作的中心前提条件,因此许多技术明确地集中在这个配对或配置阶段就不足为奇了。

7.1.2 阶段2:内容参与

第二阶段发生在为跨设备使用配置设备之后,包括与分布在多个设备上的内容、数据、可视化、应用程序或接口的直接或间接交互。内容参与封装了跨各种不断变化的设备配置对内容的实际消耗。许多经典的跨设备交互技术(源于开创性工作的Hyperdrag[281]和Pick and drop[223278])使用直接触摸或鼠标与显示器交互,将内容从一个设备移动到另一个设备。例如,在多个屏幕的边框上拖放[312],朝另一个设备的方向滑动[159,348],以及平移[270],轻敲[310]和笔势[277]。通过拖放代理图标门户[64、123、206]、基于压力的按下和轻按技术[223],多屏幕环境下的拖拽缩放技术[206]或多屏幕环境下的拖放和拖放技术支持跨设备直接交互[15].设备周围的交互主要基于交互界面(如PhoneTouch[294]或ActivitySpace[143]),或将交互空间扩展到设备旁边的视觉代理[311],扩展投影显示[57],设备周围支持触摸的表面[362],甚至是增强的鼠标、触摸,和键盘输入[23].
空中手势也被考虑用于跨设备交互。其中一些是挥舞的变体:例如在设备之间挥舞[50]或在设备上方挥舞[141]。其他空中例子是在触摸或三维运动交互之后进行的,例如点和抓[198]、升降[8]或抓握和微移动[375]。
大多数用于内容参与的交互技术使用2D或3D设备运动模式。第一类技术集中在平面上的二维运动。技术包括旋转设备与内容交互[143,270,288],移动设备来探索空间感知地图[90,270],或探索信息可视化[367]。第二类侧重于先进的三维运动与设备的内容互动。例如倾倒[159]或将内容扔到显示器上[69],以及倾斜操作来平移地图[69]。其他技术包括旋转[188]、投掷和夹击[122]、射击和复制[27]和倾斜[191]技术,以便在设备之间进行交互(见表3中的完整列表).
只有少数全身手势,例如通过F-formations传播的内容传输[206],或选择设备或屏幕的凝视和头部手势[183,303],以及选择内容[333]的研究。其中许多技术利用设备的物理性和可供性,使具有表现力的3D设备运动能够接收、使用或向其他设备发送数据,这些设备非常容易和直观地执行。

7.1.3 阶段3:脱离接触

最后一个阶段涉及一个人在设备、基础设施或应用程序级别停止跨设备内容参与的交互技术。虽然第一个配置阶段在早期的工作中受到了很大的关注,但脱离接触阶段的研究仍然较少。设备上和设备周围的一些示例包括跨设备会话管理[116]或覆盖智能手表以重置跨设备配置[32]。使用三维运动,有一些技术可以通过移动设备[127,298],从跟踪区域[143,190,270]拾取设备,垂直倾斜设备以停止共享[190],摇晃以断开连接[243],或通过断开物理接触来隐式断开设备连接[371]。最后,proxemic交互通过离开操作空间[206]或远离显示器[369]来支持隐式分离。
需要注意的是,交互技术可以同时出现在不同阶段的多个功能中,或者组合在一起。例如,PhoneTouch[294]、WatchConnect[141]、渐进参与[206]或Gluey[303]中讨论的技术在一种交互技术中结合了第1阶段配置和第2阶段内容参与功能。然而,应用这种分类法可以作为一种有用的分析视角来理解大多数跨设备交互技术的广度和重点。

7.2 可视化和跨设备管理

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与交互技术相关,我们确定了四大类可视化和反馈,它们被用来帮助用户理解特定的跨设备交互技术或应用程序是如何工作的(表4).
首先,许多技术为用户提供了跨设备和跨空间的跨设备交互的概述。示例包括布局或窗口管理器的使用[24,357]和使用概述或小地图[2,16,24,97,358]。第二,为了提高对信息和应用程序在设备中的位置的了解和了解,开发了许多内容可视化和分发方法。该类别包括设备间的实时协调视图[91、92、120、263、322]、设备之间的刷涂和链接[7、63]、按需或其他设备上的概述和详细信息[16、31、136、287、322]、魔术镜头视图[16、28]或动态校正的透视图[226]。第三,为了提高跨设备系统的可理解性,开发了反馈和前馈机制。例如对象预览和手势阴影[22,188,206,301],透视光标[227,349]或多显示指针[163,286]帮助用户理解信息是如何在设备之间传输的。最后一个策略是明确地可视化设备之间的链接.物理和数字彩色边框都是用于指示连通性[116、206、271、351、358]。设备上或设备周围的可视代理或门户用于可视化哪个设备拥有哪些信息[24、64、89、97、123、143、203、357、358],跨设备门户帮助用户识别设备之间的边界[143、206]。

8 评估策略

多设备交互研究综述_第8张图片
在本节中,我们报告了我们对跨设备工作的评估策略的分析。虽然技术研究可能会对开发人员进行性能评估或初步专家评估,但其他工作则通过实验室研究或与用户的实际部署进行评估

8.1 使用的评估方法

总之,在我们的语料库中,317/510篇论文报告了一项研究,我们将其归纳为我们针对跨设备工作的五种主要评估策略。由于许多跨设备研究可以被视为“建设性问题”(建设性概念或建设性经验[251]),我们扩展了Ledo等人的HCI技术工具包评估策略[184],以便我们用“信息性”进行分类,从而得出五大类:信息型(观察和启发)、演示、使用(定性和定量)、技术和启发式评估(表5)。我们想指出Ledo等人关于后四种工具的评估策略的深入讨论[184],这同样出现在我们的分析中。下面我们将对每一个策略做一个简短的总结,并对我们新增加的第四个策略进行详细的解释。

8.1.1 示范评估

演示展示了跨设备系统或交互技术支持什么,以及用户如何将其用于某些任务[184]。虽然这不涉及真实世界的部署,但它显示了所提议的解决方案解决实际问题的适用性[251]。因此,演示是一个强大的评估工具,特别是对于技术系统(例如跟踪工具包或其他开发框架)。

8.1.2 使用评估

使用评估一个跨设备系统或交互技术是否可以被某个用户或用户组使用(可用性),它如何支持某些任务(有用性),它是如何被适当使用的,或者引起其他用户的反馈[184]。大多数新的交互技术和跨设备系统都是通过定性的实验室研究或控制实验来评估的,这些研究很好地揭示了可用性问题,但往往缺乏生态有效性。野生研究弥补了这一局限性,因为它们提供了对特定系统使用环境的洞察[285]。然而,现实世界的部署很难进行,因为许多支持跨设备交互的技术在实验室外很难控制(前面在跟踪系统部分中提到)。然而,有20篇论文报道了在学校[179]和大学教室[37,53]中的实际部署。

8.1.3 启发式评估

启发式评估使用一组标准(如Nielsen[239])来评估可用性,而不需要人工参与。很少有论文(5)报告启发式作为一种评估方法。我们推测这可能是因为跨设备研究缺乏专门的启发式指标。启发式度量是发现可用性问题的有用工具,特别是在设计过程的早期阶段。然而,“简单的度量可以产生不一定有意义的简单化的进展”[247],因为它们不能提供对用户经常意外使用系统的洞察。

8.1.4 信息性研究

旨在深入了解用户需求和未解决问题的研究被归类为信息性研究。它们通常先于实现或开发工作,并让用户参与设计过程,从而使研究人员获得更广泛的可能解决方案,并在感知到的用户需求中确定系统设计选择。然而,并不是所有的项目都涉及一个专门的信息步骤,而是从现有的文献或其他以前的工作中得出他们的设计选择。在开发完成后,通过明确的评估步骤,工程工作通常会进一步以研究为基础。

观察性研究:在我们的语料库中,有几篇论文报道了现场观察或实验室研究的结果,以建立对跨设备使用的理解,以指导进一步的研究方向或促进设计选择。例如,对办公环境中多显示器使用的早期观察[112]引发了关于如何通过使用多个显示器和多个设备来降低认知负荷的其他研究[153]和[75252290]。类似地,其他观察研究也被用于调查当前的多设备利用率[41,42],真正多设备使用的障碍[263],或协同工作中显示尺寸的影响[148,377]。

手势诱导研究:跨设备交互技术通常涉及空中、周围和空中的手势来连接设备或操作内容。构建系统的研究人员设计的这种手势并不总是反映用户的首选。Wobbrock等人。[364]在设计新的互动技巧时,提议将手势诱导研究作为一种工具:参与者被呈现在动作(指涉)的效果上,并要求他们执行可能导致这些动作的符号。通过对协议得分进行加权和计算,提出的手势可以映射到用户友好性和接受度[343]。通过对启发式任务的合理设计,这些研究可以生成一个手势词汇,从而允许在类似任务中重复使用手势

8.1.5 技术性评估

“如何很好地展示的系统的评估”[184],我们的语料库中有66篇论文报告了一项技术评估,这项评估专门用于评估跟踪技术(28)或其他交叉设备工具包(38)我们再次指出Ledo等人[184]的更多细节。

如何使用评估分类:跨设备领域的评估策略分类可以帮助研究人员找到合适的评估方法。尽管可用性评估(有时)被认为是有害的[106],但我们希望表明,有多种方法可用于评估跨设备交互、系统和接口,我们鼓励在HCI社区中讨论这些方法。

研究跨设备交互:研究跨设备交互通常包括视频记录实验室研究或野外部署,尤其是定性研究。然而,只有少数系统支持研究人员分析这些视频材料:VICPAM[222]、EXCITE[207]和EagleView[34]是使研究人员能够可视化和/或查询与多个设备的空间交互的系统。最终,关于如何最好地评估跨设备交互和系统,还需要做更多的工作。

9 关键挑战和未来研究

对跨设备计算和交互的研究表明,打破孤立的计算机、设备和用户的限制可以获得巨大的好处。通过对跨设备文献的调查,我们发现了在标注我们的论文语料库时存在的挑战和问题,以及我们对这些发现的反思。我们明确地将以下67篇论文中提到的挑战综合成9个主题。我们将它们与先前工作中确定的挑战相结合(例如[111,142]).

9.1 弥合研究与系统之间的差距

为了支持跨设备生态中的人类活动或有意义地比较跨设备交互技术和方法,我们需要通过将应用程序和场景作为中心焦点来开发可测试的设计模式[203]。虽然有些工作试图比较技术[223,271],但根本的问题是没有参照系来比较和评估跨设备技术和系统。虽然许多技术贡献重新设想并推动了互动可能性的边界,但它们往往与实证研究的发现脱节。需要更多的工作来将经验和技术交叉设备的工作统一到一个研究流中。

9.2 减轻传统偏见的影响

虽然近几年来,跨设备功能开始出现在商业产品中,但有几项研究对设备利用率提出了有时有争议的发现。例如,一项关于苹果持续性的研究表明,用户在理解其功能、意识到其存在和影响以及在共享设备时减轻重大隐私问题等方面存在挑战[273]。而Rädle等人。他们认为,空间感知的跨设备交互,必须精心设计,以减少用户的认知负荷和心理需求[271]。潜在的挑战是在系统和应用程序中交流跨设备交互的可能性和好处。更具体地说,我们需要新的概念、反馈和前馈机制,以及专门为跨设备计算而设计的用户界面模式[31]。

9.3 应对社会挑战

传统偏见的现象,即用户即使在更有效和新颖的技术可用的情况下也会求助于众所周知的交互风格,这一现象在跨设备感官制作[263]、笔记记录[157]和策展任务[32]的研究中都有记载。尽管工作场所和用户体验研究一直报告说,许多人已经在为多设备碎片化而挣扎[42,75,290],但用户将在多大程度上采用新的多设备系统仍是一个悬而未决的问题。需要对单个设备的心理模型和更大的生态系统进行更多的研究,以便为新的跨设备技术研究提供经验基础。

9.4 实现主动式跨设备交互

设计新的跨设备系统包括应对社会关系和规范[77]、隐私[33、337]、身份验证等挑战,以及为跨设备交互的参与和脱离阶段所需的配置工作[143]提供支持。我们的分析发现,系统缺乏从跨设备交互中分离的交互技术(表3)。用户需要配置(或重新配置)跨设备功能的能力[273],Greenberg等人。主张明确支持交互系统的加入和退出[104]。虽然在这个领域已经进行了一些初步的工作,但围绕整个跨设备交互模型的基本问题仍然存在.

9.5 构建和部署跨设备的实用系统

虽然Weiser的观点[355]是跨设备计算研究的基础,但它也引起了批判性的反思。例如,罗杰斯提出了一个“从主动计算到主动的人的转变”[284],在这种转变中,有目的地建立的经验让人们参与进来,同时让他们控制自己与世界的互动[284]。类似地,Oulasvirta总结说,是用户在“做ubicomp”[250],Dourish认为,用户,而不是设计师,使用适当的技术,从而为他们的交互创造意义[83]。因此,与其将设备混合在一起,并试图隐藏它们之间的界限,设计者应该拥抱并利用设备和它们的“席”(45, 250)的异质性和灵活性——最终创造一种设备的生态学,从而建立跨设备计算的概念基础。当前向移动、即席和可重新配置的设备配置的转移反映了这种转变,但需要以一种更强有力的方式考虑使用环境、用户操作以及特定的应用程序和场景.

9.6 改进跟踪技术和基础设施

许多跨设备交互的实现技术(表3)是典型的、难以设置的、昂贵的,或者需要很大的空间。这类系统需要更可靠[181],以提高正常使用和运动时的速度和精度[47,145,258,267,299],并将跨设备能力带到研究空间之外的未经修改的设备[243]。在技术层面上,跨设备研究需要更实际的测试[160]和针
对实验室外情况的改进[187],以支持更广泛的应用和野外部署。外-内跟踪通常需要在被跟踪对象上附加标记,或者很容易与不确定条件(光、噪声)混淆。过去,由于其健壮性、移动性和对特殊情况的支持,由内向外跟踪一直用于野外部署,但它缺乏由外到内的逼真度和细节(例如跟踪用户)。另一方面,设备本身可以知道它们的使用环境。学术界和工业界的研究人员已经开始指出并解决这一基础设施问题[143250],但只有很少的努力集中在最小化用户的设置和配置时间,以实现开箱即用的交互(例如[159,378])。

9.7 制定解决方案和平台

跨设备计算的商业尝试仅限于单个用户在特定制造商的生态系统中管理他们的个人设备生态,几乎不支持真正的协作活动。然而,成功地突破商业应用和生态系统障碍的技术创新大多建立在开放标准之上,特别是万维网、电子邮件和开放文件格式。支持跨设备计算的标准并不多,现代web浏览器中对蓝牙等技术的集成为开发商业或研究领域之外的跨设备交互开辟了方向。然而,有意义的标准的设计必须通过严格的使用研究来进行,而不仅仅局限于实验室[142,250]。这就带来了一个鸡和蛋的问题,因为跨设备交互技术和应用程序的构建、部署和测试都是众所周知的困难和昂贵的。

9.8 跨设备能力与人类生活的共生

随着移动设备、可穿戴设备和有形设备的新交互技术的出现,跨设备的研究正在进一步分化,各种输入和输出模式。虽然跨设备计算本质上侧重于“设备”,但它本身也是“设备不可知论者”。随着新的设备外形因素、材料、混合现实技术、物联网设备和形状变化的界面,重新思考复杂生态系统中设备的边界、用途和范围将面临新的挑战和机遇。

10 总结

过去三十年,与计算机的交互从单屏主机计算,到双屏台式PC,到具有手势交互的先进多显示设备,到如今移动和可穿戴设备的扩散。多设备和跨设备计算已经成为人机交互研究的基础部分。尽管研究议程和重点有很大的不同,但我们社区的共同点是理解、创造和提供超越个人装置的经验。在一篇论文中调查30多年的交叉装置研究,对许多积极创造、开发、贡献和塑造这一领域的研究人员来说,并不公平。我们承认,本次调查有许多不同的广告,我们希望我们的解释是在HCI社区内进行更广泛讨论的进一步步骤。通过反思我们正在使用的术语,并通过确定和解决根本挑战,社区可以共同塑造跨设备计算的未来。我们期待着继续讨论我们的目标,并邀请跨设备研究人员和实践者——新的和已建立的——为我们的开放数据集作出贡献:https://github.com/ frederikbrudy/ cross-device-taxonomy.

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