SIGCSE 2001 DC Application -- Thomas Pederson

Towards Physical-Virtual Knowledge Work Environments

Thomas Pederson

Dept. of Computing Science

Umeå University, Sweden

top@cs.umu.se

Introduction

The amount of people working with knowledge and refinement of data and information, i.e. performing knowledge work [4, 10] is increasing [5]. Increased knowledge-intensity has made learning an integral and inseparable part of work. An interesting pedagogical perspective to this phenomena is to see learners as knowledge workers, and to try to support the learning process by providing tools for knowledge work (KW) [2].

Although KW activities often involve extensive use of modern information technology, significant working time is spent on activities in the physical environment as well. However, knowledge work environments (KWEs) equipped with personal computers tend to create a significant gap between the virtual environment offered by the computer system(s) on the one hand, and the surrounding physical environment on the other [14].

Research goals

My thesis work aims to (1) define and acknowledge some existing problems for knowledge workers caused by the gap between physical and virtual environments, (2) suggest a design perspective and technology-based solutions for helping knowledge workers overcome these problems. My thesis work also (3) aims to suggest technology-based solutions that facilitate KW tasks that today are poorly supported by computer systems. Some of these solutions do themselves introduce new foreseeable problems for knowledge workers, problems of which some are also identified and addressed in my work.

Related work

Seeing Wellner's DigitalDesk [18] as a starting point, there has been a continuous interest in merging the physical and virtual worlds in office environments and in more specialised settings [1, 12]. Other sources of inspiration to the present work have been the research done on Graspable [6], Tangible [9] and Manipulative User Interfaces [8]. Seeing learners as knowledge workers and the approach to support them by supplying them with collections of cognitive, physical and virtual tools, has been proposed by Broberg et al. [3].

Current research status

Establishing empirical evidence for the existence of the physical-virtual environment gap

A field study involving 90 professionals categorised as knowledge workers with the aim of investigating the effects of alternating between physical and virtual environments has been performed during 1999 and 2000. Early analysis supports the belief that the gap is a common and noticeable obstacle in everyday KW although further empirical investigation is necessary.

Developing a physical-virtual design perspective

Based on analysis of differences and similarities between physical and virtual environments, such as [1, 14], a perspective for design and analysis of integrated physical-virtual environments has been derived. This "physical-virtual design perspective" emphasises a holistic view on the design of KWEs and the objects within them, in order to break loose from traditional distinctions made by designers of software, electronics hardware and architecture. In practice, the physical-virtual design perspective is about categorising physical and virtual objects with the aim to find ways to conceptually and technically link objects residing in both worlds to each other, forming Physical-Virtual Artefacts (PVAs).

 

Definition: A physical-virtual artefact is an abstract artefact that (1) is instantiated in both the physical and virtual environment, where (2) these instantiations to a large extent utilize the unique affordances and constraints that the two different environments facilitate, and finally (3) where one instantiation of a specific physical-virtual artefact is easily identified if an equivalent instantiation in the other environment is known. [14]

Empirical evaluation of a physical-virtual environment using Magic Touch

For experimental purposes, a system has been developed that keeps track of objects based on a wearable, position-tracked RF/ID reader placed on a finger [15, 16] (see http://www.cs.umu.se/~top/Magic_Touch/). The user of the system can easily assign names and functionality to physical objects and spaces, as well as create PVAs, e.g. link paper documents to Internet URLs. The system maintains a hierarchical representation of the physical environment where each physical space (e.g. book shelf) and object (e.g. coffee cup) is represented digitally. As soon as the user moves a physical instantiation of a PVA from one place to another, the hierarchical representation on the screen is immediately updated. By keeping information about all PVAs in a database, the system fulfils claim 3 of the PVA definition since this allows users to search for PVA instantiations both in physical and virtual space and inspect them at wish.

Telepresence: Within a physical environment facilitated with a Magic Touch system, users can define three-dimensional "active volumes" in physical space that automatically is given a virtual representation (a folder in the hierarchical structure). Soon, the system will allow the sharing of active volumes among users in connected offices so that physical activities within these distributed spaces are immediately visible to all participants. Interconnected Physical-Virtual Knowledge Work Environments (PVKWEs) allow for more physical interaction among distributed knowledge workers and probably increases "workspace awareness" [7].
The system is continuously evolving and enhanced. An empirical evaluation of the PVKWE provided by the Magic Touch system, compared to an ordinary office environment, is planned to take place during spring 2001.

Interim conclusions

It is too early to draw any general conclusion regarding the benefits and possibilities of integrating physical and virtual environments for the purpose of supporting KW. However, along the way so far, new things about the meaning of "physicality" and "virtuality" have been found. Additionally, alternative interaction styles have more or less automatically emerged when we have applied the proposed design perspective on the office environment enhanced with the Magic Touch system.

Open issues

The technological challenges posed by PVAs have been one centre of attention for my research so far. More theoretical challenges that have to be addressed in the future involve:

Why I want to participate in the doctoral consortium

Since the CSE community clearly addresses the issue of teaching abstract problem solving using computer technology both for providing a "learner's test bench" and as means for course-related communication, CSE can be said to concern KW support with a certain emphasis on learning. My work has so far only to small extent involved the support of learning in a computational context and my hope is to get hints and suggestions how to incorporate and extend my framework for analysis and design of PVKWEs from fellow doctoral students that are more acquainted with theories and practices in pedagogy and related areas. Social constructionism and phenomenography seems to be attractive theories for my purpose [3]. As mentioned earlier, learning is an important part in KW and it is reasonable that pedagogical and cognitive issues related to the process of learning should be reflected in any design of KWEs. Perhaps, my participation could help other doctoral students to see their own work from a different perspective by putting it in the context of KW support as well as re-evaluating their use of physical and virtual environment characteristics in their design.

Current stage in my doctoral studies

I am at the time of writing 2.5 years into a 5 year registration period.

References

  1. Arias, E., Eden, H., & Fischer, G. (1997). Enhancing Communication, Facilitating Shared Understanding, and Creating Better Artifacts by Integrating Physical and Computational Media. Designing Interactive Systems (DIS 97): Processes, Practices, Methods and Techniques Conference Proceedings . ACM Press.
  2. Broberg, A. (2000) Tools for Learners as Knowledge Workers . PhD Thesis, UMINF-00.01, ISSN-0348-0542. Umeå University, Sweden.
  3. Broberg, A., Milrad, M. & Pederson, T. (accepted for publication) Challenges for Design: Seeing Learners as Knowledge Workers Acting in Physical-Virtual Environments. Journal of Courseware Engineering .
  4. Drucker, P. F. (1973) Management: Tasks, Responsibility and Practices . New York: Harper & Row.
  5. European Round Table of Industrialist (ERT), (1997) Investing in Knowledge: The Integration of Technology in European Education . An ERT publication.
  6. Fitzmaurice, G.W., & Buxton, W. (1997) An Empirical Evaluation of Graspable User Interfaces: towards specialized, space-multiplexed input, in Proceedings of CHI '97 , ACM Press, 43-50.
  7. Gutwin, C., Greenberg, S., & Roseman, M. (1996) Workspace Awareness in Real-Time Distributed Groupware: Framework, Widgets, and Evaluation. In Proceedings of HCI'96 , BCS, Springer, 1996.
  8. Harrison S., & Dourish, P. (1996) Re-Place-ing Space: The Roles of Place and Space in Collaborative Environments", in Proc. ACM Conf. Computer-Supported Cooperative Work CSCW'96 , Boston, November 1996.
  9. Ishii, H., and Ullmer, B. (1997) Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms, in Proceedings of CHI'97 , ACM Press, 234-241.
  10. Kidd, A. (1994) The Mark are on the Knowledge Worker, presented at The Human Factors in Computing Systems (CHI'94), Boston.
  11. Levine, R. (2000) The other side of Embedding the Internet. In ACM Communications , August 2000.
  12. Mackay, W. E., Fayard, A.-L., Frobert, L., & Médini, L. (1998) Reinventing the Familiar: Exploring an Augmented Reality Design Space for Air Traffic Control, in Proceedings of CHI'98 , ACM Press, 558-565.
  13. Malone, T. W. (1983) How Do People Organize Their Desks? Implications for the Design of Office Information Systems. In ACM Transactions on Office Information Systems , Vol. 1, No. 1, January 1983, p99-112.
  14. Pederson, T. (1999) Physical-Virtual instead of Physical or Virtual - Designing Artefacts for Future Knowledge Work Environments, in Proceedings of the 8th International Conference on Human-Computer Interaction , München 22-26th of August, Lawrence Erlbaum Associates. ISBN 0-8058-3392-7.
  15. Pederson, T. (2000) Human Hands as a Link between Physical and Virtual. Position paper in Proceedings of DARE 2000 , Designing Augmented Reality Environments, ACM, 2000, Elsinore, Denmark.
  16. Pederson, T. (2001) Magic Touch: A Simple Object Location Tracking System Enabling the Development of Physical-Virtual Artefacts in Office Environments. Short paper for the Workshop on Situated Interaction in Ubiquitous Computing, ACM CHI2000. To appear in Journal of Personal Technologies , issue 5/1, Feb 2001.
  17. Suchman, L. (1987) Plans and situated actions: the problem of human-machine communication . Cambridge U.P., 1987.
  18. Wellner, P. (1993) Interacting With Paper On the DigitalDesk, in Communications of the ACM 36 , 7 (July 1993).