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Item Design
In addition to the spatial layout of items, the Scope can assist users
in deciding which items to focus on by providing visual annotations
(iconography) to make items more distinct and identifiable. We identified
numerous properties that the Notification Manager can provide that might
be of interest to the user. We chose to highlight a subset of these
properties in order to maintain visual clarity, focusing on email items.
The visual coding of attributes went through several design iterations.
Design criteria for the visual attributes are distinctiveness (each
attribute having a unique visual representation) and discernability (items
having a given property should be clearly different looking, even at small
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Old item design
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New item design
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Additional constraints and criteria which we
attempted to meet with our redesign include:
- items must have good contrast against each of the sector background
colors
- the sector background colors must have good pairwise contrast
- if multiple item shapes are used, they must be easily distinguished,
even at low level of detail
- any iconic or “glyph” annotations must be recognizable even when the
user resizes the Scope window and must be simple to minimize visual
clutter. Traditional icons do not resize gracefully and usually have a
great deal of high-frequency visual detail. We have limited ourselves to
simpler, more abstract designs.
- any properties coded as “glyph” annotations might not be shown in
low-LOD mode, and thus should be used for less important properties
- design of item visuals should take into account impact of graphical
complexity on the application’s frame rate. Some rendering techniques
like animation and transparency can slow down display updates
substantially when applied extensively. Their use should be carefully
considered.
- at most one (subtle) animation cue should be used, and employed in a
synchronized manner across items so that multiple items can be
highlighted with a unified visual “pop-out.” We found that having items
animate in sync (all starting the animation cycle at the same time)
greatly added to a gestalt appearance that reduced the need to visually
scan the display.
- “high urgency” and “newly arrived” are the most important
properties, and must be identifiable at a glance
- “overdue” and “pinned” items should be easily identifiable
- with slightly more effort, users should be able to read other
properties, such as the sender and addressee types.
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Level of Detail (LOD)
We designed the Scope to live in a corner of the user’s display, sized
small enough to be unobtrusive—and potentially rendered translucently on
top of other windows. If the user moves the mouse pointer into the Scope
window, it responds by changing into the active interaction mode: the
Scope is popped to the top of the window stack, the window doubles in
size, and the items are rendered in high-LOD mode, displaying all of the
properties |
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Low LOD (mouse not in Scope)
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High LOD (mouse in Scope). Additionally, a tooltip is displayed for
the item under the mouse cursor.
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