A Descriptive Framework of Workspace Awareness for Real-Time Groupware
Computer Supported Cooperative Work
Sharing and building digital group histories
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Territoriality in collaborative tabletop workspaces
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Tabletop sharing of digital photographs for the elderly
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SIDES: a cooperative tabletop computer game for social skills development
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Effective Prototyping for Software Makers
Effective Prototyping for Software Makers
Interaction Design: Beyond Human Computer Interaction
Interaction Design: Beyond Human Computer Interaction
Affordances for manipulation of physical versus digital media on interactive surfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
System guidelines for co-located, collaborative work on a tabletop display
ECSCW'03 Proceedings of the eighth conference on European Conference on Computer Supported Cooperative Work
It's Mine, Don't Touch!: interactions at a large multi-touch display in a city centre
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas
ACM Transactions on Computer-Human Interaction (TOCHI)
Designing and evaluating the tabletop game experience for senior citizens
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
InfoTouch: an explorative multi-touch visualization interface for tagged photo collections
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Architales: physical/digital co-design of an interactive story table
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
User-defined gestures for surface computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tabletop displays for small group study: affordances of paper and digital materials
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Potential Limitations of Multi-touch Gesture Vocabulary: Differentiation, Adoption, Fatigue
Proceedings of the 13th International Conference on Human-Computer Interaction. Part II: Novel Interaction Methods and Techniques
Understanding Multi-touch Manipulation for Surface Computing
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
Special issue on interaction with coupled and public displays
Personal and Ubiquitous Computing
Bringing tabletop technologies to kindergarten children
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
Low-fidelity prototyping of gesture-based applications
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems
Semiotic analysis of multi-touch interface design: The MuTable case study
International Journal of Human-Computer Studies
Understanding the fidelity effect when evaluating games with children
Proceedings of the 12th International Conference on Interaction Design and Children
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This paper describes a comparative study between the usage of low-fidelity and a high-fidelity prototyping for the creation of multi-user multi-touch interfaces. The multi-touch interface presented in this paper allows users to collaboratively search for existing multimedia content, create new compositions with this content, and finally integrate it in a layout for presenting it. The study we conducted consists of a series of parallel user tests using both low-fidelity and high-fidelity prototypes to inform the design of the multi-touch interface. Based on a comparison of the two test sessions, we found that one should be cautious in generalising high-level user interactions from a low towards a high-fidelity prototype. However, the low-fidelity prototype approach presented proved to be very valuable to generate design ideas concerning both high and low-level user interactions on a multi-touch tabletop.