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Building non-visual interaction through the development of the Rooms metaphor

Anthony Savidis and Constantine Stephanidis

Institute of Computer Science
Foundation for Research and Technology-Hellas (FORTH)
Science and Technology Park
P.O. Box 1385, GR 711 10, Heraklion, Crete, Greece
Tel: +30-81-391741, Fax: +30-81-391740
Email: as@csi.forth.gr, cs@csi.forth.gr

© ACM

Abstract

Today, there are no tools for supporting non-visual User Interface construction. Computer-based applications accessible by blind users are merely non-visual reproductions [2] of interactive software designed for sighted users. Moreover, the above approaches explicitly employ the Desktop metaphor for non-visual interaction. It is evident that there is a the need for: (i) the design of interaction metaphors appropriate for blind users, and (ii) a software developer's library for building non-visual User Interfaces on the basis of these new metaphors. In this context: (a) a methodology for metaphor development has been constructed, (b) a metaphor called Rooms (not to be confused with other systems) has been designed, and (c) a toolkit for developing Rooms-based non- visual interfaces, called COMONKIT, has been developed.

Keywords:

Metaphors, non-visual interaction, interface toolkits, aids for the impaired.

Introduction

The motivation for this work was: (i) the lack of an interface development toolkit for implementing non-visual User Interfaces, and (ii) the fact that currently existing applications, which are made accessible to blind users through run-time adaptations, either implicitly support the visual Desktop metaphor or they do not offer an explicit interaction metaphor. The work presented in this paper concerns the general metaphor for the interaction environment (i.e. how the user realizes the overall interaction space, like the Desktop metaphor) which is different from metaphors which are embedded in the User Interface design (e.g. chalkboard, business forms, restaurant menus, etc) [1]. The methodological framework that has been constructed and employed is illustrated in Figure 1. Generally, the metaphor development process can be split in three distinct phases: design, realization and implementation. Following this scheme, modifications can be introduced to a particular level without necessarily affecting the levels above (i.e. various realizations can be constructed for a single design and various implementations can be built for a particular realization). For example, a visual realization of the Rooms metaphor could be specified and implemented (for instance, in terms of a 3D immersive graphical world through Virtual Reality technology). The principal requirements on which the design of the Rooms metaphor has been based are: (1) to provide a real-world spatial but not necessarily visual metaphor, (2) to enable blind users to conceive the interaction space in a manner similar to the way the real world-analogy is conceived in real life, and (3) to facilitate easy memorization of the structure of the interaction space.

Figure 1: Steps and issues to metaphor development.

DESIGN OF THE ROOMS METAPHOR

The interaction space is structured in terms of Room objects which form the main category of container-type entities. Rooms may enclose interactive entities (the type of which is defined via the realization phase). Room objects have doors and a lift; doors lead to other Room objects of the same floor, while the lift leads to Room objects which are either at a level above or below. The objects belonging to a Room object may be assigned to one of the following six parenthood groups: front wall, back wall, left wall, right wall, floor and ceiling. As it is outlined in Figure 2, this property of supporting a two-dimensional character for the parenthood relationship (i.e. the parent object dimension and the group dimension), which is expressively more general than the uni-dimensional existing approaches (i.e. only the parent object dimension), can be illustrated by a real world analogy. According to this scheme, within a particular realization of a designed metaphor, the various owned objects may inherit particular interaction properties from the specific parenthood group in which they belong.

Figure 2: A real-world analogy for the multidimensional nature of the parenthood relationship in Rooms.

NON-VISUAL REALIZATION OF ROOMS

Some of the various classes of interaction objects are: Menu, Textfield, Book (i.e. read only text reviewer), Switch (i.e. toggle), Button, Label, etc. In order to reproduce the "door" and "lift" concepts, it was decided to allow Room objects to be specified as children of Room objects, with the following representation to the user: in case that a child Room belongs to the vertical wall group, it is represented as a door leading to another Room object (which is the Room object itself), while in case that it belongs to the "floor" or "ceiling" groups it is made accessible through the lift which leads either to one level above (providing access to the Room objects of the "ceiling" group) or one level below (providing access to the Room objects of the "floor" group). Two different non-visual realizations of the Rooms metaphor have been assembled: (i) a non-spatial simple realization, providing media space which combines Braille, speech and non-speech audio output with keyboard input, and (ii) a direct manipulation spatial realization, with a media space combining 3D audio (speech and non-speech), 3D pointing via a glove and hand gestures, keyword speech recognition and keyboard input. Currently, the first realization has been fully implemented (i.e. a software development library is available) while the second is still under development. In both realizations, special sound effects accompany particular user actions such as selecting doors (e.g. "opening door" sound), selecting the lift (e.g. "lift" sound), pressing a Button or a Switch object, etc. Also, particular emphasis was given on providing efficient navigation facilities. For instance, the blind user is able to move forward / backward in the list of parenthood groups, have dialogue directly with the next / previous object in a group, to have dialogue directly with the last or first object in a group, etc.

Another important feature is that the analogy of pop-up dialogue boxes can be supported, with which the user has to necessarily interact with. For example, a vertical "wall" group can be dedicated for presenting dialogue boxes (e.g. messages, data entry fields, confirmation boxes, etc). Imposing exclusive interaction would result in the following actions: (i) to store the present status of the dialogue, (ii) to directly focus the dialogue to the specified "wall" group (the user can not exit unless the interaction with this "wall" group is completed), and (iii) to restore the previous dialogue state once the user has completed interaction with this particular "wall" group.

IMPLEMENTATION OF ROOMS: THE COMONKIT DEVELOPMENT LIBRARY

The non-spatial realization has been implemented by means of the development library called COMONKIT, which constitutes a compact non-visual interface development toolkit complying to the designed Rooms metaphor. It has been developed in C++ and it provides an object oriented programming model for interface development. It encompasses many features of conventional toolkits (e.g. main loop, callbacks, workprocs, etc) and currently it supports only one client (i.e. it is not possible to run two or more COMONKIT applications in parallel). It has been used for developing a variety of non-visual User Interfaces and it has been also integrated in a User Interface Management System.

FUTURE WORK

Future work concerns: (i) the extension of COMONKIT to handle multiple clients; this will also require the development of an efficient navigator handling the various clients (i.e. the analogy of a window manager), and (ii) the completion of the implementation for the spatial realization of the Rooms metaphor by means of an appropriate interface development toolkit handling directly multiple clients.

ACKNOWLEDGEMENTS

This work has been partially funded by the TIDE Programme of the Commission of European Union (DG XIII), under the project GUIB-II (TP 215). The partners of the GUIB consortium are: IROE-CNR, Italy; Institute of Computer Science-FORTH, Greece; Vrije Universiteit Brussel, Belgium; Department of Computer Science-FUB, Germany; Institute of Telecommunications-TUB, Germany; IFI, University of Stuttgart, Germany; VTT, Finland; RNIB, England; F. H. Papenmeier GmbH&Co,KG, Germany;

References

1. Caroll, J., Mack, R. L., and Kellogg, W. A. Interface Metaphors and User Interface Design. In Handbook of Human-Computer Interaction. M. Helander (ed). Elsevier, 1988, 67-85.
2. Mynatt, E.D., and Weber, G. Nonvisual Presentation of Graphical User Interfaces: Contrasting Two Approaches. In Proceeding of the CHI'94 Conference on Human Factors in Computing Systems (Boston, Massachusetts, April 24-28, 1994). ACM, New York, 1994, 166-172.