Derek Reilly

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42ranked-venue papers
12as first author
11since 2021 · last 2026
0000-0003-4960-8757ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 42 · 12 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 3 first-author · 6 since 2021
YearPublicationVenuePosition
2026 A Scoping Survey on Augmented Display Systems
abstract
Augmented displays (ADs), where AR extends the workspace of a physical display, are gaining momentum across productivity, visual analytics, and collaborative scenarios; yet, the field lacks a unified conceptual foundation. We present the first scoping survey on ADs, synthesizing 62 papers (2010-2024), including one earlier paper from 2005. From the corpus, we derive the AR-Display Spatial Integration Framework, capturing recurring patterns across AD systems along four core dimensions: extension type, AR content type, placement, and layout. We map existing systems across the framework to identify design patterns and translate them into recommendations. We further consolidate insights on development and evaluation practices, followed by a discussion on using the framework, AD applications, cross-cutting factors, and managing the complexity of AD systems. Our survey also outlines research gaps for advancing the field, particularly in the design space of AR-Display integration and the broader support and use of AD.
Muhammad Raza, Vachiraporn Ketsoi, Derek Reilly
CHI3
2025 PerspectAR: Addressing Perspective Distortion on Very Large Displays with Adaptive Augmented Reality Overlays
Muhammad Raza, Vachiraporn Ketsoi, Joseph Malloch, Saman Bashbaghi, Hakimeh Purmehdi, Derek Reilly
CHI6
2025 Combining Experiential and Spatial Data for Immersive AR Narrative Creation: A Phased Methodology
Nirmal Adhikari, Brian Lilley, Martha Radice, Susan Fitzgerald, Alex McLean, Derek Reilly
ICIDS (1)6
2025 Rewind and Recover: A Comparative Study of Resumption Aids for 3D Model Tasks
Rugaia Mohamed Almangush, Muhammad Raza, Raghav V. Sampangi, Derek Reilly
INTERACT (1)4
2024 mF+C: Linking suboptimal projections to detail on handheld devices
Majid Nasirinejad, Derek Reilly
Int. J. Hum. Comput. Stud.2
2023 A Comparative Evaluation of AR Embodiments vs. Videos and Figures for Learning Bead Weaving
abstract
The most common learning materials for handcraft today are videos and figures, which are limited in their ability to express embodied knowledge as an in-person tutor could. We developed WeavAR, an application for headworn augmented reality (AR) displays designed to teach basic bead weaving patterns. WeavAR combines virtual 3D hands showing weaving sequences recorded from an experienced bead weaver and a dynamic 3D bead model showing how the work progresses. Using a mixed within/between-subjects user study (n=30), we compared learning materials (AR to videos and figures) and learning material placement (in the area of work or to the side). Results show that the AR learning materials had comparable effectiveness to video and figures. Hand visualizations were found to lack crucial context, however, making them less useful than the 3D bead model. Extra measures to prevent obstruction are required when placing learning materials at the area of work.
Peter Haltner, Rowland Goddy-Worlu, James Forren, Claire Nicholas, Derek Reilly
ISMAR5
2022 Ride With Me: Exploring Group Road Cycling Through Contextual Design
abstract
Group sports such as cycling promote a healthy lifestyle and contribute to an active social life among individuals with a common interest. HCI research has mainly focused on supporting individual riders like commuters, young children learning to ride safely, and tourists using bikes. In this work, we present the results of a study exploring the work done by road cyclists while training together, following a Contextual Design methodology involving participants from three different cycling groups across different geographic regions. We share their strategies and challenges with group coordination and communication, and uncover a lack of support for sharing individual metrics such as effort in common tools.
Juliano Franz, Derek Reilly
Conference on Designing Interactive Systems2
2022 Supporting Spatial Thinking in Augmented Reality Narrative: A Field Study
Abbey Singh, Matthew Peachey 0001, Ramanpreet Kaur, Peter Haltner, Shannon Frederick, Mohammed Alnusayri, David Choco Manco, Colton Morris, Shannon Brownlee, Joseph Malloch, Derek Reilly
ICIDS11
2022 Design of an Extended Reality Collaboration Architecture for Mixed Immersive and Multi-surface Interaction
Thiago Malheiros Porcino, Seyed Adel Ghaeinian, Juliano Franz, Joseph Malloch, Derek Reilly
ICEC5
2021 A Comparative Evaluation of Techniques for Locating Out-of-View Targets in Virtual Reality
abstract
In this work, we present the design and comparative evaluation of techniques for increasing awareness of out-of-view targets in virtual reality. We first compare two variants of SOUS-a technique that guides the user to out-of-view targets using circle cues in their peripheral vision-with the existing FlyingARrow technique, in which arrows fly from the user's central (foveal) vision toward the target. fSOUS, a variant with low visual salience, performed well in a simple environment but not in visually complex environments, while bSOUS, a visually salient variant, yielded faster target selection than both fSous and FlyingARrow across all environments. We then compare hybrid techniques in which aspects of SOUS relating to unobtrusiveness and visual persistence were reflected in design modifications made to FlyingARrow. Increasing persistence by adding trails to arrows improved performance but there were concerns about obtrusiveness, while other modifications yielded slower and less accurate target acquisition. Nevertheless, since fSOUS and bSOUS are exclusively for head-mounted display with wide field-of-view, FlyingARrow with trail can still be beneficial for devices with limited field-of-view.
Sathaporn "Hubert" Hu, Joseph Malloch, Derek Reilly
Graphics Interface3
2021 Story CreatAR: a Toolkit for Spatially-Adaptive Augmented Reality Storytelling
abstract
Headworn Augmented Reality (AR) and Virtual Reality (VR) displays are an exciting new medium for locative storytelling. Authors face challenges planning and testing the placement of story elements when the story is experienced in multiple locations or the environment is large or complex. We present Story CreatAR, the first locative AR/VR authoring tool that integrates spatial analysis techniques. Story CreatAR is designed to help authors think about, experiment with, and reflect upon spatial relationships between story elements, and between their story and the environment. We motivate and validate our design through developing different locative AR/VR stories with several authors.
Abbey Singh, Ramanpreet Kaur, Peter Haltner, Matthew Peachey 0001, Mar González-Franco, Joseph Malloch, Derek Reilly
VR7
2020 Compensating for Perspective-based Distortion on Large Interactive Floor Displays: the SpaceHopper Field Experiment
abstract
Very large floor displays can promote engaging public experiences, but incur perspective-related warping, making it challenging to comprehend and interact with distal objects when standing on the display. We introduce a perspective compensated view technique that maintains the relative size and shape of objects as they move away from the viewer, and explore the technique in SpaceHopper, a large-scale, floor-projected version of the game Asteroids. Players bounce on a hopper ball to control their ship in one of two control modes: bounce to repel or bounce to shoot. We evaluated SpaceHopper in a field experiment with 59 participants, finding that perspective compensated view yielded longer playing times (and higher scores) in the bounce to fire modality. Bystanders were highly engaged with players and also seemed to be unaware of the perspective warping, suggesting that visually compensating for the interactor’s perspective does not adversely impact the enjoyment of passive participants and audience members, at least under some circumstances.
Juliano Franz, Joseph Malloch, Derek Reilly
IMX3
2019 Deconstructing persuasiveness of strategies in behaviour change systems using the ARCS model of motivation
abstract
Persuasive technologies (PTs) motivate behaviour change using various persuasive strategies. However, there is still a dearth of knowledge on how PTs motivate behaviour change and how to design systems to increase their persuasiveness. To provide empirical insight into the mechanism through which PTs persuade, we conducted a large-scale study with 543 participants to investigate the relation between Attention, Relevance, Confidence, and Satisfaction constructs from the ARCS model of motivation and 10 strategies that are commonly used in persuasive systems design. Our results show that the ARCS constructs collectively explain between 82% and 91% of the variance in persuasiveness across the ten strategies. Relevance, followed by Attention, has the strongest association with persuasiveness. The result generalises across gender groups. Therefore, to increase a system’s persuasiveness, designers should focus on designing to increase relevance and to capture user’s attention, while also promoting confidence and a feeling of satisfaction. We contribute to Human–Computer Interaction (HCI) and Persuasive Technology by offering design guidelines for PTs to increase their persuasiveness and hence efficacy.
Rita Orji, Derek Reilly, Kiemute Oyibo, Fidelia A. Orji
Behav. Inf. Technol.2
2019 A Comparative Evaluation of Techniques for Sharing AR Experiences in Museums
abstract
Museums are constantly searching for new ways to increase engagement with their exhibits, from electronic guides to modern digital technologies such as special-purpose tablets, smartphones, and virtual and augmented reality (AR). For AR exhibits in particular, promoting shared experience and group cohesion is not straightforward. In this work, we investigate scenarios in which not everyone is using a head-worn display (HWD), either because there aren't enough available or simply because someone might feel uncomfortable using it. We propose two sharing techniques for AR experiences and evaluate them in a long term in-the-wild study: Over-the-Shoulder AR, which renders a real-time virtual representation of the augmented reality content on a large secondary display; Semantic Linking, which displays contextual information about the virtual content on the same large display. We also introduce a complementary technique: Indicator Rings, which display the locations of the HWD user's objects-of-focus. We observed that participants in the Over-the-Shoulder AR and Semantic Linking conditions stayed together and exhibited more verbal exchanges than participants in a Baseline condition, which could indicate that they were more engaged. Self-reported measures indicated an increase in pair communication and increased comprehension of the virtual content for participants without the HWD. Participants without the HWD also displayed a greater understanding of the location of virtual elements with support from the Indicator Rings, and used them as a tool to guide the HWD user through the virtual content. We discuss design implications for interactive augmented reality exhibits and possible applications outside the cultural heritage scenario.
Juliano Franz, Mohammed Alnusayri, Joseph Malloch, Derek Reilly
Proc. ACM Hum. Comput. Interact.4
2019 MP Remix: Relaxed WYSIWIS Immersive Interfaces for Mixed Presence Collaboration With 3D Content
abstract
to create an integrated space. We consider an MR configuration in which collocated collaborators work around a tabletop display, while remote collaborators wear an HMD to interact with a connected virtual environment that gives a 3D perspective, and consider the impact of varying degrees of view congruence with their collaborators. In a within-subjects study with 18 groups of 3, groups completed task scenarios involving 3D object manipulation around a physical-virtual mapped tabletop. We compare a synchronized Tabletop display baseline and two MR conditions with different levels of view congruence: Fishtank and Hover. Fishtank has a high degree of congruence as it shares a top-down perspective of the 3D objects with the tabletop collaborators. The Hover condition has less view congruence since 3D content hovers front of the remote collaborator above the table. The MR conditions yielded higher self-reported awareness and co-presence than the Tabletop condition for both collocated and remote participants. Remote collaborators significantly preferred the MR conditions for manipulating shared 3D models and communicating with their collaborators. Our findings illustrate strengths and weaknesses of both MR techniques but show that more participants preferred the less-congruent Hover condition overall. Reasons include that it facilitated interaction and viewing 3D objects.
Mohamad H. Salimian, Stephen Brooks, Derek Reilly
Proc. ACM Hum. Comput. Interact.3
2018 It's the Gesture That (re)Counts: Annotating While Running to Recall Affective Experience
Felwah Alqahtani, Derek Reilly
Graphics Interface2
2018 Session details: Michael A. J. Sweeney Best Student Paper Award Talk (HCI)
Derek Reilly
Graphics Interface1
2017 Block Party: Synchronized Planning and Navigation Views for Neighbourhood Expeditions
abstract
Mobile wayfinding and guide apps have become indispensable tools for navigating unfamiliar urban spaces. Such applications address targeted, "just-in-time" queries, but are not optimally designed for multi-point expeditions that can quickly build route and survey-level familiarity with a neighbourhood. We first conducted an experimental simulation involving a homebuying scenario to assess the usefulness of a popular mobile wayfinding and search application (Google Maps) for exploring a neighbourhood. We then designed a prototype application called Block Party that addresses a number of limitations of Google Maps for this purpose, and evaluated it in a second replica study. The results suggested that application designs that facilitate switching among distinct but synchronized navigation views such as Block Party might support more efficient usage and the selection of task-appropriate views, leading to better overall spatial awareness.
Huiyuan Zhou, Aisha Edrah, Bonnie MacKay, Derek Reilly
CHI4
2017 Once More, With Feeling: Expressing Emotional Intensity in Touchscreen Gestures
abstract
In this paper, we explore how people use touchscreens to express emotional intensity, and whether these intensities can be understood by oneself at a later date or by others. In a controlled study, 26 participants were asked to express a set of emotions mapped to predefined gestures, at range of different intensities. One week later, participants were asked to identify the emotional intensity visualized in animations of the gestures made by themselves and by other participants. Our participants expressed emotional intensity using gesture length, pressure, and speed primarily; the choice of attributes was impacted by the specific emotion, and the range and rate of increase of these attributes varied by individual and by emotion. Recognition accuracy of emotional intensity was higher at extreme ends, and was higher for one's own gestures than those made by others. The attributes of size and pressure (mapped to color in the animation) were most readily interpreted, while speed was more difficult to differentiate. We discuss human gesture drawing patterns to express emotional intensities and implications for developers of annotation systems and other touchscreen interfaces that wish to capture affect.
Nabil Bin Hannan, Khalid Tearo, Joseph Malloch, Derek Reilly
IUI4
2016 Doing While Thinking: Physical and Cognitive Engagement and Immersion in Mixed Reality Games
abstract
We present a study examining the impact of physical and cognitive challenge on reported immersion for a mixed reality game called Beach Pong. Contrary to prior findings for desktop games, we find significantly higher reported immersion among players who engage physically, regardless of their actual game performance. Building a mental map of the real, virtual, and sensed world is a cognitive challenge for novices, and this appears to influence immersion: in our study, participants who actively attended to both physical and virtual game elements reported higher immersion levels than those who attended mainly or exclusively to virtual elements. Without an integrated mental map, in-game cognitive challenges were ignored or offloaded to motor response when possible in order to achieve the minimum required goals of the game. From our results we propose a model of immersion in mixed reality gaming that is useful for designers and researchers in this space.
Gang Hu 0011, Nabil Bin Hannan, Khalid Tearo, Arthur Bastos, Derek Reilly
Conference on Designing Interactive Systems5
2016 Enhancing Mobile Content Privacy with Proxemics Aware Notifications and Protection
abstract
Given the widespread adoption of mobile devices and the private personal and work information they carry, casual or deliberate shoulder surfing is an increasing concern with these devices. We iteratively designed a tablet interface that detects when people nearby are looking at the screen, providing awareness through glyph notifications, and response through visual protections, and evaluated its use in two experiments. The results indicate that mobile content privacy management systems such as ours could help alleviate the cognitive and social burden of managing mobile device privacy in dynamic settings. We identify physical privacy behaviours and preferences that can inform the design of privacy notification and management protocols on mobile devices. We argue that such systems require subtlety so as not to advertise the users' intention for privacy, flexibility in addressing dynamic privacy needs and trustworthiness to promote adoption.
Huiyuan Zhou, Khalid Tearo, Aniruddha Waje, Elham Alghamdi, Thamara Alves, Vinicius Ferreira, Kirstie Hawkey, Derek Reilly
CHI8
2016 Physical-Digital Privacy Interfaces for Mixed Reality Collaboration: An Exploratory Study
abstract
We present a study exploring privacy behaviours in mixed reality collaborative environments. We consider two scenarios involving hiding and sharing blended physical-virtual documents around a tabletop, under two vertical display conditions: a solo display showing the remote collaborator as an avatar, and circumambient displays showing the rest of the connected virtual environment. We explore four types of cues (interactive, communication-based, ambient, and infrastructure) and their impact on how collaborators hide and share blended physical-virtual documents. Many participants did not obviously develop a sense that the physical and virtual surroundings were fused; as a result, certain physical privacy behaviours (e.g., orienting one's body to shield documents from the remote collaborator) were less apparent in the study. However, the circumambient displays generated curiosity about how the spaces were connected, and episodes where breaches were enacted or the spatial correlation was otherwise suggested led some participants to trust the environment less. On the table, the presence of fiducial markers and digital document "shadows" served to cue participants about the impact of hiding and sharing physical documents, however accidental breaches usually went unnoticed.
Mohamad H. Salimian, Derek Reilly, Stephen Brooks, Bonnie MacKay
ISS2
2016 Grab This, Swipe That: Combining Tangible and Gestural Interaction in Multiple Display Collaborative Gameplay
abstract
In this paper, we explore the use of multimodal interfaces (tangible and gestural) in collaborative gameplay. In our setup, gestural interaction is performed to perform tasks with reference content on a wall display, in support of a main activity involving tangible interaction on a tabletop display. We designed two games using this configuration, in order to explore how children share these multimodal tasks during collaborative gameplay. We conducted a pilot within-subjects user study, piloting the games with 35 children between the ages of 8 and 15, and considered the impact of a number of factors (group size, age range, game type and interaction style) on gameplay. We present lessons learned from prototyping and pilot testing tangible+gestural multi-display systems, and describe the resulting refinements made in our design and implementation.
Aniruddha Waje, Khalid Tearo, Raghav V. Sampangi, Derek Reilly
ISS4
2015 Mapping out Work in a Mixed Reality Project Room
abstract
We present results from a study examining how the physical layout of a project room and task affect the cognitive maps acquired of a connected virtual environment during mixed-presence collaboration. Results indicate that a combination of physical layout and task impacts cognitive maps of the virtual space. Participants did not form a strong model of how different physical work regions were situated relative to each other in the virtual world when the tasks performed in each region differed. Egocentric perspectives of multiple displays enforced by different furniture arrangements encouraged cognitive maps of the virtual world that reflected these perspectives, when the displays were used for the same task. These influences competed or coincided with document-based, audiovisual and interface cues, influencing collaboration. We consider the implications of our findings on WYSIWIS mappings between real and virtual for mixed-presence collaboration.
Derek Reilly, Andy Echenique, Chih-Sung (Andy) Wu, Anthony Tang 0001, W. Keith Edwards
CHI1
2014 Workshop on designing the future of mobile healthcare support
abstract
This workshop aims to discuss and develop ideas on how healthcare services, mobile technologies, and visual analytics techniques can be leveraged and contribute to new ways of mobile healthcare supportive system designs. Designing contemporary mobile support systems for healthcare support requires a clear understanding of information requirements, behaviors and basic needs of users. Design must take into account the challenges of human-device interactions in the healthcare environment; the extension of the care environment beyond the institutional setting and the engagement of patients, facility residents and families in an extended circle of care; and issues of formal and informal data sharing and privacy. This workshop invites researchers and designers working in relevant fields to discuss, compare, and demonstrate effective design approaches that can be adopted to improve the designs of mobile support systems for interactive visualization in healthcare.
Sara Diamond, Bhuvaneswari Arunachalan, Derek Reilly, Anne Stevens
Mobile HCI3
2013 Tweetris: a study of whole-body interaction during a public art event
abstract
We explore whole-body interaction with Tweetris, a game where two players competitively race to form Tetris shapes (tetrominos) with their body. We debuted Tweetris at an all-night, public art event, collecting 6000 winning body shapes made by more than 270 players. Tweetris employs a novel form of interaction cue we call a discretized silhouette: the mapping from physical continuous input is discretized to create a virtual body representation. Discretization creates an interesting set of properties: notably, players have a great deal of flexibility in how they create a given shape with their body. We classify and analyze successful player strategies as design input for whole body interaction, and present results showing how small differences in environment impacted player behaviour. We argue that our approach to eliciting and analyzing interaction in Tweetris has general utility to researchers and designers and we formalize it as the LoFi (Low-Fidelity) Elicitation Protocol.
Dustin Freeman, Nathan Lapierre, Fanny Chevalier, Derek Reilly
Creativity & Cognition4
2013 Annotating ecology: looking to biological fieldwork for mobile spatial annotation workflows
abstract
We present findings from a qualitative study of the spatial practices of biological fieldwork. We argue that these fieldwork practices inform a vision of decentralized spatial annotation in which a variety of motivations, needs, and perspectives coexist, and may support each other synergistically. We contrast this with current and past designs of mobile spatial annotation systems in the literature. From our analysis we identify three guidelines for mobile annotation systems design in biological fieldwork that we argue also extend to other domains: allowing the management of space through user control over annotation processes, promoting structured but flexible annotation through user-defined annotation formats, and providing robust and comprehensive integration of disparate data sources to allow ad hoc, exploratory queries.
Derek Reilly, Bonnie MacKay
Mobile HCI1
2013 Special Section on mobile interaction with the real world
Enrico Rukzio, Paul Holleis, Derek Reilly
Pervasive Mob. Comput.3
2012 Verbal coordination in first person shooter games
abstract
We explore how expert First Person Shooter (FPS) players coordinate actions using a shared voice channel. Our findings emphasize the importance of the temporality and spatiality of these tactical verbal communications ("call-outs"). From here, we outline potential designs to mitigate problems in the production/interpretation of call-outs to better support coordination.
Anthony Tang 0001, Jonathan Massey, Nelson Wong, Derek Reilly, W. Keith Edwards
CSCW4
2012 Tweetris: play with me
abstract
We present Tweetris, a full-body interactive Tetris game with extended audience participation. Snapshots of players making correct tetrominos are tweeted, and this feed is used by a mobile and web-based Tetris game, which can be played from anywhere in real-time.
Dustin Freeman, Fanny Chevalier, Emma Westecott, Kyle Duffield, Kate Hartman, Derek Reilly
TEI6
2012 Limber: DIY wearables for reducing risk of office injury
abstract
"Limber" refers to an interconnected system of wearable, sensor-enabled components and game-like desktop software, designed to reduce repetitive stress injury among knowledge workers. Regular bodily movement/exercise and maintenance of good posture is rewarded with within a game experience during the course of a workday. We present two design and evaluation iterations that illustrate the utility of the system and identify key design challenges.
Ken Leung, Derek Reilly, Kate Hartman, Suzanne Stein, Emma Westecott
TEI2
2011 Toward a Framework for Prototyping Physical Interfaces in Multiplayer Gaming: TwinSpace Experiences
Derek Reilly, Anthony Tang 0001, Chih-Sung (Andy) Wu, Niels Raabjerg Mathiasen, Andy Echenique, Jonathan Massey, Hafez Rouzati, Shashank Chamoli
ICEC1
2011 Tangible navigation and object manipulation in virtual environments
abstract
In this paper, we introduce approaches to navigating and manipulating objects in a Collaborative Virtual Environment (CVE) that engage tangible objects and an interactive table interface. We also identify three design concerns that are common to physical-virtual connectivity for interaction with CVE systems. At last, we propose solutions to these issues within the context of CVEs.
Chih-Sung (Andy) Wu, Derek Reilly, Anthony Tang 0001, Ali Mazalek
TEI2
2011 Reaching the same point: Effects on consistency when pointing at objects in the physical environment without feedback
Derek Reilly
Int. J. Hum. Comput. Stud.1
2010 TwinSpace: an infrastructure for cross-reality team spaces
abstract
We introduce TwinSpace, a flexible software infrastructure for combining interactive workspaces and collaborative virtual worlds. Its design is grounded in the need to support deep connectivity and flexible mappings between virtual and real spaces to effectively support collaboration. This is achieved through a robust connectivity layer linking heterogeneous collections of physical and virtual devices and services, and a centralized service to manage and control mappings between physical and virtual. In this paper we motivate and present the architecture of TwinSpace, discuss our experiences and lessons learned in building a generic framework for collaborative cross-reality, and illustrate the architecture using two implemented examples that highlight its flexibility and range, and its support for rapid prototyping.
Derek Reilly, Hafez Rouzati, Chih-Sung (Andy) Wu, Jee Yeon Hwang, Jeremy T. Brudvik, W. Keith Edwards
UIST1
2009 Planners, navigators, and pragmatists: collaborative wayfinding using a single mobile phone
Derek Reilly, Bonnie MacKay, Carolyn R. Watters, Kori Inkpen
Pers. Ubiquitous Comput.1
2008 Small details: using one device to navigate together
abstract
We present results from a study examining the sensitivity of group navigation strategies to changes in route presentation on a shared mobile device. Two content-equivalent interfaces are compared. An interface providing textual instructions linked to regions on a route map yields reliance on text primarily, encouraging route planning and a divide-and-conquer strategy we term 'navigator and scout'. An interface combining text instructions with map segments on individual pages yields less planning, still permits nav/scout, and sees an increase in an ad-hoc 'sync and go' strategy involving more gathering around the device. Finally, when the route map is used without text, the frequency of the nav/scout strategy drops markedly as sync and go increases.
Derek Reilly, Bonnie MacKay, Carolyn R. Watters, Kori Inkpen
CSCW1
2007 White rooms and morphing don't mix: setting and the evaluation of visualization techniques
abstract
The results presented in this paper illustrate how a specific map visualization technique is sensitive to setting: a comparative evaluation of the technique gives conflicting results depending on where it takes place. While prior research has explored the impact of factors other than basic visual perception on visualization techniques, relatively little attention has been directed toward the physical setting in which the technique is used. We present results from a study involving 120 participants, comparing the effectiveness of two different geovisualization techniques in promoting recall of map layout. Recall was shown to be sensitive to setting, such that one technique in particular was more effective in a noisy public space than in a controlled, 'white-room' environment. The results have implications for the validation and measurement of information visualization techniques as a whole, and in particular for those employing motion as a communicative attribute.
Derek Reilly, Kori Inkpen
CHI1
2006 Marked-up maps: combining paper maps and electronic information resources
Derek Reilly, Malcolm E. Rodgers, Ritchie Argue, Mike Nunes, Kori Inkpen
Pers. Ubiquitous Comput.1
2005 The proximity factor: impact of distance on co-located collaboration
abstract
Groups collaborating around a large wall display can do so in a variety of arrangements, positioning themselves at different distances from the display and from each other. We examined the impact of proximity on the effectiveness and enjoyment of co-located collaboration. Our results revealed collaborative benefits when participants were positioned close together, and interaction with the display was felt to be more effective when participants were close to the display. However, clear tradeoffs were evident for these configurations. When at a distance to the display, the choice of direct versus indirect interaction revealed that interactions were easier when using direct input but the effectiveness of the collaboration was compromised.
Kirstie Hawkey, Melanie Kellar, Derek Reilly, Tara Whalen, Kori Inkpen
GROUP3
2005 Just point and click?: using handhelds to interact with paper maps
abstract
We present preliminary results from two studies examining the selection techniques suitable for paper maps using handheld computers or cellphones as interaction devices. An informal mockup exploration indicated a strong tendency toward point-and-click style interaction when participants were asked to envision how a range of queries might be expressed. A subsequent study involving a functional prototype and a short training session showed that participants were receptive to other interaction styles, including tracing paths, circling regions, constraining queries with paper menus, and selecting multiple non-adjacent map icons. The contrasting results underline the importance of using a range of design evaluation techniques when developing applications involving handheld devices as interactors.
Derek Reilly, Michael Welsman-Dinelle, Colin Bate, Kori Inkpen
Mobile HCI1
2004 Map Morphing: Making Sense of Incongruent Maps
Derek Reilly, Kori Inkpen
Graphics Interface1