|
People typically spend most of their time concentrating on one task at a
time, whether on the computer or engaged in more tangible pursuits. This
concentrated focus, though, is often interspersed with attempts to gain overall
awareness of context. Sometimes this happens serially: intense focus while
writing a document and then a brief and temporary switch to check email.
Sometimes it happens in parallel: taking in peripheral information while
driving. Current computer-based productivity applications do not support this
basic need: the need to combine focus and context. By placing existing
productivity applications in a 3D environment, the TaskGallery design lets the
user easily and dynamically choose a balance between focus and context. A
user can:
- Choose to have a single document fill nearly the entire screen.
- "Step-back" and compare several
documents.
- Gather several related documents together into a Task
- Spatially arrange Tasks to suit a
particular working style
|

|
|
The screen becomes a room for the user to work in, a
long gallery with paintings on the walls that represent different tasks.
|
The overall containment structure of the TaskGallery is fairly simple.
Windows are in Tasks, Tasks are in rooms, and the TaskGallery itself is made up
of some number of rooms.N
|
Non-Focused Application
(does not receive keyboard focus) |
 |
Focused Application (receives keyboard focus)
|
|

|
 |
| Ordered Stack
(linear arrangement of Applications on a base) |
Loose Stack
(informal arrangement of Applications) |
Selected Applications
(Applications in the foreground) |
 |
|

|
|
Task (containter of Stacks and Forcused
Appllications) |
|

|
|
The backwall, or Stage, holds the
currently active task. The Stage distinguishes the backwall from other
walls and adds a sense of drama!
|

|
The sidewalls hold tasks which are not currently
being used. |
|
Room (containter of Tasks)
[NOTE: This third-person view is not
typically seen by users and is provided here for didactic purposes.] |
Spatial Memory
Our new TaskGallery 3D Window Manager extends the desktop
metaphor, and tailors it to the way our own minds work to identify and track
objects in physical space.
The user navigates
the space and manipulates objects with a simple series of mouse and keyboard
commands. We kept the controls as simple as possible, reasoning that the less
the user has to think about how the system works, the more brainpower she has
left over for her work, which is the reason for using the computer in the first
place.
Placement of tasks in the gallery takes advantage of human
spatial memory – the active task takes center stage on a platform at the end
of the room, and other tasks are shunted to the periphery.
 |
Each task has several related windows in
it. This allows users to easily recall sets of related applications
and documents |
The user can arrange
the tasks any way she wants, and the system will remember where she left them.
|
|
|
Over time a user may use each task in different
ways. Some tasks may be used more than others and some tasks may be
related to other tasks. To support this, a user can easily change the
location of stowed tasks in the TaskGallery. |
To reposition a task, all a user need do is
grab it with the cursor, and drag to a new location. |
In user studies, we found that users preferred
placing tasks on the walls over using the floor and ceiling |
 |
We made it as easy as possible to rearrange
tasks, thus addressing the different ways in which a user may want to organize
their information at different times. |
Switching between tasks is a quick and simple matter of moving back down the
gallery to see more tasks, and then selecting the right one.
|

|
| Here, the
user first clicks on the task which is on the floor. |
The task on
the Stage automatically moves back to its "stowed"
location. |
The Task on
the floor then moves up to take its place on the Stage. |
The user can
now move back in to the stage to focus on the desired task. |
 |
Switching between tasks is a very fluid action
and allows users to easily shift their attention from one detailed view to
an overview to another detail view. |
|

|
As the user adds tasks, more rooms are
dynamically created, successively behind the "last" room. |
Additional Tools
In the user’s virtual left hand is a palette that contains
frequently used applications and favorite documents, which she can add to the
current task or use to create new tasks. Users can freely arrange and group
items on the palette to suit their own working style.
|
|
|
The StartPalette takes advantage of spatial
memory by supporting user specified arrangements. |
The user creates a new task, selects a background to help her
remember which one it is, and arranges the documents and applications associated
with that task as she sees fit. Instead of confusable and hard to learn icons,
open documents and running applications are shown as snapshots, small versions
of their actual appearance. In this friendly environment, finding a document in
a hurry is easy.
Looking at multiple documents at the same time is as easy to do
in the Task Gallery as it is in physical space. Instead of fussing with moving
and resizing windows, the user can just select a few documents and the system
automatically lays them out side by side, scaling them to fit.
|

|
|
We have a notion of a "selected set"
of windows. As users add windows to the selected set, they are
automatically arranged to best use the screen real-estate.
Typically this works well for up to four selected windows. It is
important to understand that by taking advantage of 3D hardware, we
generally can scale windows rather than having to crop them. |
The user can move the application windows within the selected
task like cards in a solitaire game – bringing them to the front to work on
them, or back to sit with others on an ordered stack where they are clearly
visible for easy retrieval later. The movements are accompanied by sounds, and
together they create the illusion of an object moving through space. The
illusion appeals to people’s knowledge of the way physical space works - they
don’t have to learn or adjust to it, they get it intuitively. For more
information on this, refer to the Windows page.
The untrained user can easily become confused and disoriented
when confronted with a virtual 3D environment that allows freeform navigation.
To combat this effect, we made the controls as simple as we could and
constrained movement to a series of set vantage points. The user can choose
between on-screen mouse controls or keyboard commands to go forward and back,
turn from side to side, go to a home position, or gain an overview. It’s
impossible to get lost in the TaskGallery.
The Future
As we move forward, we
will extend our design by exploring additional visual metaphors and other
high-level interaction techniques. These lessons will help inform future
versions of the Windows User Interface. |