Summary
|
To allow for easier moving of objects across large screens, three techniques were devised: shuffling drags an object sideways to open space for others, throwing sends an object far away by pulling towards you then pointing the other way (like a slingshot). Taking allows you to remove an object by placing a hand over it, then tapping somewhere else to put it back.
|
Description
|
Geissler et al. (1998) developed a set of interaction techniques for the DynaWall - a large interactive workspace aimed at supporting project teams. Shuffling allows moving objects on the screen by drawing a directed stroke with a stylus. This is meant for moving objects in a medium-sized area. Throwing is meant to support movement of objects across large distances and is achieved by making a stroke in the opposite direction of where the object is meant to be moved, followed by a longer stroke in the originally intended direction. Finally, taking is achieved by placing a hand on an object and waiting half a second for the object to disappear behind the hand. Laying the hand on another part of the wall makes the object reappear.
|
Design motivation
|
Augmenting existing practices, Creating engaging experiences, Designing new types of interactions
|
Design goal
|
Designing new interaction techniques, Fostering collaboration, Supporting interaction in a free manner
|
Device type
|
Public
|
Enabling technology
|
Displays, Networking technologies, Physical object identification
|
Theory
|
|
Reference
|
Geissler, Jorg. "Shuffle, throw or take it! working efficiently with an interactive wall." Conference on Human Factors in Computing Systems: CHI 98 conference summary on Human factors in computing systems. Vol. 18. No. 23. 1998.
|
Pattern family
|
Throw
|
Cites
|
Pick-and-Drop
|
Cited by
|
Hyperdrag, Interface Currents, Vacuum, Chucking, Drag-and-Pop, Drag-and-Pick
|
Related to
|
Pick-and-Drop, Hyperdrag, Chucking, Throwing (MobiComics), Send-to-Me, Retrieving, Voting
|
Examples
|
|
Diagram
|
|