Shuffle, throw or take it! working efficiently with an interactive wall
CHI 98 Cconference Summary on Human Factors in Computing Systems
DiamondTouch: a multi-user touch technology
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False prophets: exploring hybrid board/video games
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Designing interaction, not interfaces
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Towards the next generation of tabletop gaming experiences
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Beyond "social protocols": multi-user coordination policies for co-located groupware
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Territoriality in collaborative tabletop workspaces
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
The vacuum: facilitating the manipulation of distant objects
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A comparison of techniques for multi-display reaching
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Storage Bins: Mobile Storage for Collaborative Tabletop Displays
IEEE Computer Graphics and Applications
TractorBeam: seamless integration of local and remote pointing for tabletop displays
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Low-cost multi-touch sensing through frustrated total internal reflection
Proceedings of the 18th annual ACM symposium on User interface software and technology
Cooperative gestures: multi-user gestural interactions for co-located groupware
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Superflick: a natural and efficient technique for long-distance object placement on digital tables
GI '06 Proceedings of Graphics Interface 2006
Mediating Group Dynamics through Tabletop Interface Design
IEEE Computer Graphics and Applications
How pairs interact over a multimodal digital table
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The effects of interaction technique on coordination in tabletop groupware
GI '07 Proceedings of Graphics Interface 2007
Multimodal multiplayer tabletop gaming
Computers in Entertainment (CIE) - Interactive TV
An exploratory study of visual information analysis
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Integrating cumulative context into computer games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Understanding Multi-touch Manipulation for Surface Computing
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
The effects of changing projection geometry on the interpretation of 3D orientation on tabletops
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
iDwidgets: parameterizing widgets by user identity
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
Marble market: bimanual interactive game with a body shape sensor
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Collaborative brushing and linking for co-located visual analytics of document collections
EuroVis'09 Proceedings of the 11th Eurographics / IEEE - VGTC conference on Visualization
Semiautomatic and user-centered orientation of digital artifacts on multi-touch tabletops
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Proceedings of the 5th ACM SIGCHI symposium on Engineering interactive computing systems
Deconstructing the touch experience
Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
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We report on a long-term participatory design process during which we designed and improved RealTimeChess, a collaborative but competitive game that is played using touch input by multiple people on a tabletop display. During the design process we integrated concurrent input from all players and pace control, allowing us to steer the interaction along a continuum between high-paced simultaneous and low-paced turn-based gameplay. In addition, we integrated tutorials for teaching interaction techniques, mechanisms to control territoriality, remote interaction, and alert feedback. Integrating these mechanism during the participatory design process allowed us to examine their effects in detail, revealing for instance effects of the competitive setting on the perception of awareness as well as territoriality. More generally, the resulting application provided us with a testbed to study interaction on shared tabletop surfaces and yielded insights important for other time-critical or attention-demanding applications.