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4   The Blended Library

4.5   Outlook and Future Work

Emphasis in the further development of the case study will be increasingly placed on reality-based UIs. The blend hybrid medium, described in the scenario by means of a DVD, enables new methods of knowledge transfer that should be enhanced and refined with new blends in the future. In addition, other challenges of knowledge work in libraries must be faced, such as the generation of new knowledge artifacts and the integration of extensive information spaces.

Figure 24 Mobile Devices in the Blended Library

Mobile devices are becoming increasingly influential in the information-seeking processes of knowledge workers. Therefore, future concepts will address this aspect.

In addition, the interaction concept of the system should be reconsidered in terms of portability to additional devices used by knowledge workers during their IS processes. One example is mobile devices, which offer many new interaction possibilities (Figure 24). In addition to the use as independent client applications, the devices themselves can be integrated into the interaction, in combination with multi-touch tables or interactive surfaces similar to the hybrid medium blend. In this way, a new design space can be generated that offers nearly infinite possibilities: for example, magic lenses on an interactive surface with the help of the mobile device’s display, remote control interaction, or the use of mobile devices

Figure 25 Interactive Reading Environment

During the reading process, continuative information is visible on a large peripheral display. This approach allows users to follow literature

references, to clarify open questions or to activate new thoughts.

To process and make sense of information constitutes another important part of the Blended Library. Reading and the accompanying reflection are central aspects of these activities. New devices, such as E-Book reader or tablet-PCs play an essential role for this task in the library of the future. The process of understanding for example a research paper relies to an essential extent on sensemaking. For instance, making relations to other work or linking it to information gathered previously. If such functionality or information is not instantly available, the gap needs to be bridged by the knowledge worker (e.g., search and browse in the web). However, access to external resources interrupts the reader from his main task – reading – especially if reading comprehension is regarded as an essential task, which is performed better if it is done with no distraction.

Therefore, the concept of an “Interactive Reading Environment” (Figure 25) supports knowledge workers with in-depth details on a document and information related to it by offering these contents on an additional ambient wall-sized display. The system searches implicitly for related information, while the user continues reading. This information is then displayed dynamically and unobtrusively on the ambient display. A study from André et al.

(2009) has shown that “personalization scores correlate with both relevance and also with interestingness, suggesting that information about personal interests and behavior may be used to support serendipity”. Therefore, this display may encourage the knowledge worker to

explore the personalized information space on demand and to offer the chance for serendipitous discoveries.

Figure 26 Blended Library Living Lab

(a) 3d sketch of the Blended Library living lab that is integrated in the environment of the library of the University of Konstanz (b) Three colleagues working in front of the public wall.

Besides the Media Room, a further lab is under construction that is integrated in the physical and social environment of the library of the University of Konstanz (Figure 26). Thus, we are able to use this environment in accordance with the idea of a “living lab” (Følstad 2008) for the development and seamless evaluation of new concepts and methods of interaction.

Følstad defines living labs as “environments for innovation and development where users are exposed to new ICT [information and communication technology] solutions in (semi)realistic contexts, as part of medium- or long-term studies targeting evaluation of new ICT solutions and discovery of innovation opportunities”. The technical and conceptual integration of such a ubiquitous environment can thus be evaluated and demonstrated, without being recognized as research lab from the library visitors. Via this living lab, the applicability and sustainability of the Blended Library vision can be observed.

4.6 Chapter Summary

In this chapter, the concept of the Blended Library was introduced as the research context of this thesis. In the “library of the future”, the experiences, skills, individual processes, and changing physical contexts of knowledge workers will be important factors for consideration.

With the inclusion of human characteristics, interactions between the system and knowledge workers can reach new levels. Embodiment theory demonstrates why it is important to consider cognitive, social, and physical characteristics in a balanced fashion when designing

(a) (b)

interactive systems. As a method of supporting the requirements of embodiment theory, conceptual blending is used; this method promises to promote the creativity of designers during the design process of interactive systems and to broaden their perspectives.

The concept of the Blended Library was showcased by the prototyped system. For the UI, the blends ZOIL, search, virtual windows, portals, annotations, and hybrid medium were developed to enable knowledge workers to use not only their cognitive skills, but also their physical and social skills and real-life experiences during their interactions with the system. This was presented with the help of a realistic scenario based on the insights of the IS models described in chapter 3.1. The scenario depicts situations in which users work on different activities using various devices at different places and in changing social environments. Users are thus able to accomplish their work within one consistent interaction model. Special attention was paid to the physical library as a place to meet and to learn in collaboration with others. A first qualitative user study during the design process demonstrated the basic comprehension of the introduced blends. In summary, with the Blended Library we developed an appropriate research environment for reality-based UIs that aim at supporting IS activities. Hence, we can implement our concepts and design cases for the topic of investigation of this thesis into this vision. Furthermore, it offers enormous promise for additional research activities regarding the integration of emerging technologies in the real-world practices of information seekers.

Key Points

• The Blended Library research project constitutes the context for this thesis.

• Based on the embodiment theory, conceptual blending has been selected as the conceptual tool to be used for the development of UIs for the Blended Library.

• The case study presents a first prototype of the vision of the Blended Library.

• An explorative, qualitative user study demonstrated the general applicability of conceptual blending.