Abstract
The rapid growth in platform-level support for real-time 3D
rendering and animation has recently created an explosion
of public interest in adding to the dimensionality of the user
interface, and the SIGCHI community has been a major
source of activity in this area. This panel considers several
points of view on the ever-increasing use of 3D visual
representations in the user interface itself. We aim to help
distinguish between conditions under which "more" truly is
better - from a user-centered perspective - and those in
which a well-designed 2D solution would serve as well or
even better. Panelists will offer examples of applications in
which 3D is highly essential or completely unnecessary.
Keywords
Visualization, 3D Graphics, User Interface Design.
Introduction
Diane Schiano (Moderator) is a cognitive psychologist at
Interval Research Corporation whose work focuses on
visual-spatial thinking.
More is Better? A Critical Look at a Common Assumption.
Until very recently, 3D displays were used primarily to
render three-dimensional objects and data sets in
specialized domains such as CAD/CAM and geometric
modeling. But 3D representations are now commonplace in
general-purpose analysis and visualization packages, often
in the very controls provided for data manipulation. Interest
in 3D visualizations - including some described here - has
grown beyond the confines of the CHI and SIGGRAPH
communities and captured the public imagination through
the print and broadcast media, as well as such Hollywood
blockbusters as Jurassic Park.
This innovative, entertaining approach has become so
popular that its ultimate ubiquity in GUI design is rapidly
becoming part of the received wisdom of the industry. The
attractiveness of 3D displays may reflect many factors,
from a simple technology-driven delight in surpassing the
all-too-familiar WIMP interface, to an implicit belief in the
inherent efficacy of more "natural" perceptual processes
and more "realistic" visual displays. While much of the
work is of real significance, a tendency to conflate style
and substance is also common.
We believe the time is ripe for a considered examination of
the implications of this growing phenomenon, including an
assessment of the costs (in terms of the complexity of
implementation and use, beyond the obvious hardware
expense) and benefits of choosing 3D solutions to specific
interface design problems. This panel discussion gives
CHI'95 the opportunity to initiate informed discussion on a
topic of growing significance for our community, as well as
to help frame the issues in terms of implications for design.
Panelist's Statements
George Robertson is a Principal Scientist at Xerox PARC,
in the User Interface Research area, working on 3D inter-
active animation interfaces for intelligent information
access. He is the architect of the Information Visualizer. In
the past, he was a Senior Scientist at Thinking Machines, a
Senior Scientist at Bolt Beranek and Newman, and a
faculty member of the Computer Science Department at
Carnegie-Mellon University. He has made contributions to
machine learning, multimedia message systems, hypertext
systems, operating systems, and programming languages.
Highly-coupled, Perceptually-Intensive User Interfaces.
The
question of "3D or Not 3D" is not well-formed. Techno-
logical advances in graphics and processor performance
make new user interface paradigms practical. 3D is just one
of the new capabilities. The characteristics are highly-cou-
pled, perceptually-intensive interaction. The proper ques-
tion is, how can these capabilities be used to enhance hu-
man capabilities?
There are two broad classes of enhanced human capabili-
ties. First is extension of perceptually-oriented capabilities.
(1) The perceptual vocabulary available for representation
and visualization is increased. (2) Animated transitions ex-
tend representation from space into time, communicate
transformation, and support object constancy.(3) Natural
3D entities can be naturally represented. And (4) better"
impedance matching" to human perceptual operators is
possible.
Second is enhanced support of human activity. (1) Larger
workspaces that lower the cost structure for activity are
possible. (2) People are made dramatically smarter by pro-
viding external cognitive working memory. Finally, (3)
more peripheral channel and back channel communication
is possible. It is through their effect on specific human ca-
pabilities that highly-coupled, perceptually-intensive inter-
active systems can be understood. 3D contributes to these
effects and hence is an advance, but it is not the most im-
portant contributor.
Joel Tesler is a Member of the Technical Staff at Silicon
Graphics Computer Systems. Along with Steven Strasnick,
he invented the Information Landscape for the visualization
of large amounts of data. He was also part of the design
team for the Silicon Graphics Indigo Magic Desktop. He
has a B.S. in Electrical Engineering and Computer Science
from the University of California at Davis. Prior to joining
Silicon Graphics, he held a position at Hewlett Packard.
The Information Landscape
The information landscape is
a paradigm for displaying large amounts of multivariate
data. It combines the simplicity of 2D layout and
navigation with the power of 3D visualization. In our
environment, the user is able to "fly" over a plain, on which
objects are laid out representing the data. Our
implementation places many 3D bar charts in the
landscape. The bar charts are connected to one another,
indicating relationships. Examples built with this
technology include a filesystem viewer, retail sales
analysis, state budgets, and an org chart.
This model nicely combines benefits of 2D and 3D. 3D al-
lows display of additional information through the use of
3D attributes such as height. Also using 3D perspective al-
lows viewing more data simultaneously than a 2D view
would permit. For example, we can quickly search through
thousands of bar charts, which would be much harder using
a traditional 2D layout using scrollbars and zoom wheels.
At the same time, by limiting the layout to a 2D plain, nav-
igation through the objects is simpler than through a full
3D network. The number of degrees of freedom is lowered,
and the model resembles our day-to-day navigation through
the real world.
Barbara Tversky is a cognitive psychologist at Stanford
University working on visual thinking and production and
memory of graphic displays.
Perception & Cognition in 2D and 3D Graphics
Graphic
displays serve many functions. A major one is to facilitate
memory, partly by using space as a cue, partly by turning
recall tasks into recognition ones. Another function of
graphic displays is to convey meaning more directly and
succinctly than through words. Meaning can be conveyed
representationally as in pictographic languages and simple
computer icons, or metaphorically, as in graphs and charts,
that make abstract ideas more concrete and accessible. New
technology has made the third dimension and animation
available for graphic displays. Clearly, these improve rep-
resentational displays, like CAD/CAM or navigation.
For conveying more abstract information, the third dimen-
sion and animation can be used or abused. Each can present
visual problems, for example, 3D graphics can be unstable
and animation can be hard to perceive and remember.
These devices, however, can be used metaphorically in
meaning-ful ways. Depth conveys distance, so that things
in the fore-ground are in the focus of attention. Animation
can be used to convey change or transformation. But, these
devices can also be misused, conveying information less
successfully than simpler displays.
Kevin Mullet is a human interface engineer at Macromedia,
where he is designing new tools for multimedia authoring.
He has worked previously as an interface designer for Sun
Microsystems, SunSoft, SunPro, and Aaron Marcus +
Associates, and is an author of the recent book, Designing
Visual Interfaces: Communication Oriented Techniques
(SunSoft Press/Prentice-Hall, 1994).
3D Representations: Tools or Toys?
It has long been rec-
ognized that the underlying structure of an argument can be
obscured by the technical virtuosity of its presentation. The
same risk is apparent in the trend toward increasingly richer
interface representations - at least to the extent that this new
realism does not serve legitimate communication goals.
Consumers clearly enjoy the "3D button" or "virtual of-
fice" metaphor, but are hardly in a position to assess their
human performance costs.
Under what conditions does a true 3D representation add to
the effectiveness of an information display? This is a cen-
tral question that ought to addressed by the research com-
munity. As advocates of user-centered design, we have a
responsibility to evaluate ideas on the basis of their tangible
benefits to the user rather than our own fascination with a
hot new technology or our boredom with the familiar
WIMP interface. 3D representations hold much promise,
but only if used in ways that exploit their strengths while
avoiding their weaknesses.
It seems reasonable to suppose that any visualization whose
third view dimension does not carry a data dimension
would be better served by an optimized 2D display. To test
this hypothesis, a 2D analog of the Spiral Calendar (from
the Xerox Information Visualizer toolset) was created in
Macromedia Director to study the contributions of real-
time interaction dynamics and 3D representational
structure. The resulting DynaCalendar shows that an
effective two-dimensional spatial representation can be as
useful as a sophisticated geometrical model in navigating
through large hierarchical data sets.