- Interactive and Immersive Displays
- Usability and User Interface Design
- Augmented Reality Applications
- Virtual Reality Applications and Impacts
- Data Visualization and Analytics
- Personal Information Management and User Behavior
- Innovative Human-Technology Interaction
- Tactile and Sensory Interactions
- Human-Automation Interaction and Safety
- Maritime Navigation and Safety
- Context-Aware Activity Recognition Systems
- Maritime Transport Emissions and Efficiency
- Video Analysis and Summarization
- Digital Innovation in Industries
- Spatial Cognition and Navigation
- Marine and Coastal Research
- Data Management and Algorithms
- Multimedia Communication and Technology
- Geographic Information Systems Studies
- Recommender Systems and Techniques
- Risk and Safety Analysis
- Smart Cities and Technologies
- Software Engineering Research
- Information Retrieval and Search Behavior
- Team Dynamics and Performance
University of Lübeck
2020-2025
University of Konstanz
2005-2020
University of Applied Sciences Upper Austria
2015-2020
University College London
2013-2015
Natural History Museum of Basel
2006
Despite typically receiving little emphasis in visualization research, interaction is the catalyst for user's dialogue with data, and, ultimately, actual understanding and insight into these data. There are many possible reasons this skewed balance between visual interactive aspects of a visualization. One reason that an intangible concept difficult to design, quantify, evaluate. Unlike there few examples show practitioners researchers how design new best manner. In article, we attempt...
We present HuddleLamp, a desk lamp with an integrated RGB-D camera that precisely tracks the movements and positions of mobile displays hands on table. This enables new breed spatially-aware multi-user multi-device applications for around-the-table collaboration without interactive tabletop. At any time, users can add or remove reconfigure them in space ad-hoc manner need installing software attaching markers. Additionally, are tracked to detect interactions above between displays, enabling...
Transitional Interfaces are a yet underexplored, emerging class of cross-reality user interfaces that enable users to freely move along the reality-virtuality continuum during collaboration. To analyze and understand how such collaboration unfolds, we propose four analytical lenses derived from an exploratory study transitional with 15 dyads. While solving complex spatial optimization task, participants could switch between three contexts, each different displays (desktop screens,...
We introduce "Facet-Streams", a hybrid interactive surface for co-located collaborative product search on tabletop. Facet-Streams combines techniques of information visualization with tangible and multi-touch interaction to materialize It harnesses the expressive power facets Boolean logic without exposing users complex formal notations. Two user studies reveal how unifies visual expressivity simplicity in interaction, supports different strategies collaboration styles, turns into fun social...
Closing energy efficiency gaps in shipping requires understanding seafarers’ operations route planning and their preferences for assistive technology. The objective of this research was to systematically examine decision-making inform human-centered decision support systems (DSSs). We conducted a hierarchical task analysis based on guidelines expert interviews (Study 1, N = 3) assessed key tasks using expectancy-value-cost ratings (S2, 65) via online surveys. Tidal weather routing were rated...
Cross-device interaction between multiple mobile devices is a popular field of research in HCI. However, the appropriate design this still an open question, with competing approaches such as spatially-aware vs. spatially-agnostic techniques. In paper, we present results two-phase user study that explores space: phase 1, elicited gestures for typical cross-device tasks from 4 focus groups (N=17). The show 71% were and participants strongly associated interacting thinking space. 2, implemented...
We present Domino, a descriptive framework for hybrid collaboration and coupling styles in partially distributed teams. Domino enables researchers to describe, analyze, understand real-world practices, i.e., collaborative practices that involve simultaneous co-located remote with phases of both synchronous asynchronous work spans multiple groupware applications devices. It also helps categorize activities based on yet undocumented between the members or subgroups. Our was derived from...
Purpose Big Data introduces high amounts and new forms of structured, unstructured semi-structured data into the field accounting this requires alternative management reporting methods. Generating insights from these sources highlight need for different interactive visualization in visual analytics. Nonetheless, a considerable gap between recommendations research current usage practice is evident. In order to understand overcome gap, detailed analysis status quo as well identification...
We propose using virtual reality (VR) as a design tool for sketching and simulating spatially-aware interactive spaces. Using VR, designers can quickly experience their envisioned spaces interactions by technologies such motion tracking, multiple networked devices, or unusual form factors spherical touchscreens bezel-less display tiles. Design ideas be rapidly iterated without restrictions the number, size, shape availability of devices sensors in lab. To understand potentials challenges...
Augmented reality (AR) can create the illusion of being virtually co-located during remote collaboration, e.g., by visualizing co-workers as avatars. However, spatial awareness each other's activities is limited physical spaces, including position devices, are often incongruent. Therefore, alignment methods needed to support on devices. In this paper, we present concept Re-locations, a method for enabling collaboration with augmented in incongruent spaces. The idea enrich multiple devices...
Cross-Virtuality applications enabling users to move between different stages of Milgram's reality-virtuality continuum are a rapidly growing field research. Modern video see-through head-mounted displays allow switch augmented and virtual reality without removing the headset. This enables for first time fluent transition reality. Based on insights from literature preliminary experiments we designed implemented four transitions: Fade, SimpleCut, TeleportBeam Portal. These techniques were...
Cross-device collaboration with tablets is an increasingly popular topic in HCI. Previous work has shown that tablet-only can be improved by additional shared workspace on interactive tabletop. However, large tabletops are costly and need space, raising the question to what extent physical size of horizontal surfaces really pays off. In order analyse suitability smaller-than-tabletop devices (e.g. tablets) as a low-cost alternative, we studied effect users' attention, awareness, efficiency...
While Mark Weiser's vision of ubiquitous computing is getting closer to reality, a fundamental part it - the interconnection devices into "ubiquitous network" not achieved yet. Differences in hardware, architecture, and missing standardizations are just some reasons for this. We think that existing research versatile enough too tailored either single applications, or location. contribute Connichiwa -- framework creating web applications across multiple devices. base on four key goals:...
We present two experiments examining the impact of navigation techniques on users' performance and spatial memory in a zoomable user interface (ZUI). The first experiment with 24 participants compared effect egocentric body movements traditional multi-touch navigation. results indicate 47% decrease path lengths 34% task time favor navigation, but no significant immediately after task. However, an additional second 8 revealed such increase long-term memory: recall administered 15-minute...
A sizable part of HCI research on cross-device interaction is driven by the vision users conducting complex knowledge work seamlessly across multiple mobile devices. This based Weiserian assumption that people will be inclined to distribute their ``pads' if such are available. We observed this not reality today, even when devices were in abundance. present a study with 24 participants 12 dyads completing collaborative visualization task up six tablets. They could choose between three...
This pictorial explores the design space for communicating surface gestures to users of textile interfaces by experimenting with interfaces' physical and affordances. First, we created a collection functional non-functional samples. Their development was based on three aspects: design, fabrication, sensing. The aspect covered different visual (shape, color) haptic (details, textures) designs, fabrication explored textile-specific methods, electronic sensing offered options adding...
To achieve necessary CO2e emission reductions in the maritime industry, decision support systems (DSS) can assist seafarers energy-efficient operations. However, adequate evaluation measures beyond classical human-machine interaction (HCI) metrics are required to ensure these human-centered and align with Industry 5.0 goals, including cooperation basic psychological needs, especially autonomy. Objectives of this research were (1) understand how different evaluate route-planning DSS a route...
Abstract "Interactive spaces" are physical environments or rooms for collaborative work that augmented with ubiquitous computing technology. Their purpose is to enable a computer-supported collaboration between multiple users based on seamless use of different devices natural "post-WIMP" interaction (e.g., multitouch walls, interactive tabletops, tablet PCs, digital pen and paper). However, this day, there no well-established guidelines toolkits designing implementing such distributed user...
Recent findings from Embodied Cognition reveal strong effects of arm and hand movement on spatial memory. This suggests that input devices may have a far greater influence users' cognition ability to master system than we typically believe -- especially for panning or zooming & user interfaces. We conducted two experiments observe whether multi-touch instead mouse improves memory navigation performance such UIs. observed increased performances UIs but not present our results, provide initial...
Application programming interfaces (APIs) are the to existing code structures, such as widgets, frameworks, or toolkits. Therefore, they very much do have an impact on quality of resulting system. So, ensuring that developers can make most out them is important challenge. However standard usability evaluation methods known from HCI limitations in grasping interaction between developer and API IDEs (essentially GUI) capture only part it. In this paper we present Concept Map method study over...
Dynamic peephole navigation is an increasingly popular technique for navigating large information spaces such as maps. Users can view the map through handheld, spatially aware displays that serve peepholes and navigate by moving these in physical space. We conducted a controlled experiment of with 16 participants to better understand effect peephole's size on users' behavior, performance, task load. Simulating different sizes from 4' (smartphone) up 120' (control condition), we confirmed...
Constructive assemblies are tangible user interfaces (TUIs) that involve the interconnection of modular parts. As such, they offer a unique means to support us in our various and diverse activities. However, little information is available for understanding intricacies taking modular, constructive assembly approach TUI design. Based on an analysis extensive data collected from interviews with eight world-class experts, we propose descriptive, conceptual framework facilitate systematic...