Reflections on Interactive Tabletops: User Experience, Usability, Evaluation

Reviews
By S. Kubicki, K. Borgiel, S. Lepreux, Marion Wolff, Christophe Kolski
English

"Since the beginning of the?1990s, interactive tabletops have generated growing interest in academic and industrial research. The interest for these new interactive tabletops has increased every year. In this paper, we propose a literature review, associated with a set of reflections on interactive tabletops. First, we present the various types of interactive tabletops, which we classify in terms of interfaces and interactions: tactile, tangible, and mixed. Applications running on interactive tabletops have evolved gradually, from the exploitation of virtual objects to the exploitation of tangible objects. Current research shows that tangibility is used in a considerable proportion of the new platforms, especially interactive tabletops. Generally, interactions that were first carried out using virtual objects have become mixed interactions (i.e., mixing simultaneously virtual and tangible objects). Since the uses are different from the current usual platforms (e.g., personal computers, mobile devices), we propose to present ways for reflecting upon multi-users? experience and the utility and usability of interactive tabletops. From the multi-users? experience perspective, we begin by describing the factors influencing human-machine interactions on interactive tabletops. Then, we present and discuss the perception of instrumental qualities (i.e. utility and usability) and non-instrumental qualities (e.g., aesthetic, symbolic and motivational) of interactive tabletops. The article continues with a set of perspectives related to potential evaluations, linked to the use of these new platforms that, like every type of new interaction device, must be evaluated many times in terms of usability criteria, but also more generally with other user experience criteria. Five types of general evaluation approaches can be distinguished: 1) comparative studies with other platforms for the same tasks; 2) detailed studies of new applications for interactive tabletops; 3) studies focused primarily on collaboration; 4) studies involving free-use observations; and 5) longitudinal studies. The paper ends with a conclusion and a discussion of future research prospects from the perspective of multi-domain collaborations."

Keywords

  • interactive tabletops
  • ergonomics
  • usability
  • user experience
  • evaluation
  • human-technology symbiosis
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