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Case Study: Zoomable Product Browser

Table of Contents

  1. Research Questions
  2. Features and Limitations
  3. Scenario
  4. Findings and Discussion

Zoomable Product Browser: Inspecting products within a focus region

Profile field Description
Title Zoomable Product Browser
Year 2017
Focus Concept
Format Elastic Display tabletop
Framework FlexiWall
Sensor Microsoft Kinect 2
Architecture Monolithic (.NET, WPF)
Scenario Similarity-based product search
Features - glyph-based visualization with semantic zoom
- physics-based filtering and fuzzy selection
- gestures for selection and persistent focus regions
Publication Müller, M., Keck, M., Gründer, T., Hube, N. & Groh, R. (2017): A Zoomable Product Browser for Elastic Displays. In: L. Ribas, A. Rangel, M. Verdicchio & M. Carvalhais (Eds.): xCoAx 2017: Proceedings of the Fifth Conference on Computation, Communication, Aesthetics and X, pp. 127–136. Paper.

The profile describes the historical FlexiWall-based prototype, following the conventions in the case study overview. The study focused on the visualization and interaction concept; gesture recognition was only partially implemented.

Research Questions

The Zoomable Product Browser developed ideas from DEEP into a more familiar application context. Earlier observations suggested that experimenting with tag weights encouraged playful exploration and helped users understand relationships. However, selecting individual results was difficult: tracking inaccuracies and deformation-dependent projection distortion caused detected finger positions and visible objects to diverge. Continually moving results and the lack of persistent filters also interfered with detailed inspection.

Similarity-based product search offered a setting in which users could explore relationships without needing a precise search target. Two questions guided the study:

The aim was to retain the playful, physical character of Elastic Display interaction while accommodating its imprecision and transience. The concept used a tabletop format and interaction patterns suited to deforming the surface.

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Features and Limitations

Prototype and Technical Basis

The concept was implemented as a high-fidelity prototype using the FlexiWall framework, Microsoft Kinect 2, and a monolithic .NET/WPF application. It reused single-touch detection from earlier case studies to favour precision and low latency. It did not introduce independent multi-touch control.

Surface deformation controlled both simulated forces and changes in detail. Shallow deformation supported collecting and moving products; crossing a depth threshold suspended the gravity simulation so that objects remained stationary during inspection. Deeper deformation created a persistent focus region or increased detail within it.

Implemented Gestures and Conceptual Boundaries

The prototype demonstrated the central ideas with a reduced gesture vocabulary:

The implementation explored a limited product collection and small focus regions. It was intended to demonstrate and try out the interaction concept, rather than provide a complete product-search application.

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Scenario

Product Data and Initial Layout

The source dataset contained 548,552 Amazon products in four categories: books, DVDs, music CDs, and videos. The prototype used 600 products, selecting 150 per category through similarity searches starting from a reference product. Metadata included product group, sales rank, overall rating, individual reviews, and review helpfulness. Each product was linked to its five most similar products.

Three layouts were explored: random placement, four quadrants organized by product category, and five radial sectors organized by rating. Rearranging the overview left existing focus regions and their associated products intact. The proposed swirl gesture evoked rummaging through a shop’s bargain bin; in the prototype, layout changes were triggered by keyboard.

Glyphs and Semantic Zoom

Each product was represented by a circular glyph. Semantic zoom progressively exposed more attributes for a smaller set of products, while geometric enlargement provided space to read them.

Visualization Concept: Glyphs and Level-of-Detail

Detail level Product representation
1: Overview Small circles represented all products. Colour identified the category, and brightness encoded average rating: brighter colours indicated higher ratings. Products without reviews used an outline only.
2: Focus preview Stars around the outer circle showed the average rating. Gaps in the contour preserved a cue to the star count at low projection resolution; unrated products had an unbroken contour. Brightness retained the redundant rating cue, while the inner circle’s radius encoded the number of reviews.
3: Product identification A cover preview and product title identified the item. Cover size encoded review count, the fill of the outer contour represented sales rank, and average rating retained the level-2 encoding.
4: Review details Individual ratings appeared clockwise around the circle. Stars expressed each rating and opacity indicated its helpfulness. The cover and sales-rank representation were retained from level 3.

Collecting and Moving Products

The interaction used a bargain-bin metaphor: users could browse without a predetermined target, treating products as small balls rolling over the surface, as in DepthTouch.

Surface interaction Effect on products
Pull outward Separate products and disperse groups.
Press lightly Attract nearby products towards the deepest point.
Move laterally while maintaining light pressure Move the collected group and gather additional products along the way.

Interaction Concept

These operations supported spatial sorting and filtering through simulated forces. Selection therefore developed through gathering a neighbourhood of products, reducing dependence on precisely hitting a single small glyph.

Previewing and Preserving a Focus Region

Pressing beyond the gravity-simulation threshold froze product positions and opened a zoom preview. The lens showed nearby products at detail level 2 and followed the hand, allowing users to choose a group without attracting more objects. Pressing deeper created a persistent focus region, preserving the selection after the surface was released.

Focus Area and Semantic Zoom

A focus region held at most 20 products. If too many products were included when it was created, those furthest from its centre were excluded. Further deformation within the region increased detail to levels 3 and 4.

Inspecting a product also highlighted similar products outside the region. They moved towards its boundary and became anchored there; their highlighting remained after release. Users could refine the selection by pushing products out and drawing related products in, provided the region had not reached its capacity.

Pulling the surface outward at a focus region deleted that region. Its products returned to detail level 1 while retaining their current positions. Together, these operations connected exploratory filtering, persistent selection, and detailed inspection without requiring users to maintain constant pressure.

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Findings and Discussion

The following section provides exploratory observations about the interaction concepts and implementation.

Exploration and Selection Efficiency

Collecting products through simulated forces fitted the playful interaction concept and made similarity-based search a suitable application context. Adding and removing related products also matched the metaphor. However, tracking inaccuracies and latency made this refinement less efficient than alternatives such as lasso selection or tapping individual items. The study therefore supports the concept’s exploratory value without establishing a performance advantage.

Persistent State and Depth Feedback

Focus regions and the suspension of simulated motion addressed DEEP’s difficulty with inspecting transient results. They combined physics-based filtering with an interaction lens that preserved a manageable selection.

This transition needed clear visual feedback about the current deformation depth and the threshold for creating a focus region. The physical gesture alone did not sufficiently communicate the change of state.

The 20-product limit constrained more complex decisions, and automatically excluding excess products could be confusing. A fisheye-like alternative that enlarged products near the lens centre was proposed, but would still require a policy for displaced items.

Gesture Usability and Scaling

Pulling outward was less usable than pressing because the fabric was difficult to grasp. An alternative deletion gesture was therefore needed. A fixed focus region that collected products through simulated forces up to its capacity was suggested as another direction, with individual products removed through targeted pulling.

Two further extensions remained open:

These alternatives were proposals for further work, rather than demonstrated capabilities of the prototype.

Implications for Framework Development

Although the prototype was developed using single-touch detection, the application context highlighted the importance of multi-touch input with persistent touch identifiers for collaboration and complex gestures. Supporting multiple contacts and tracking each contact across frames therefore emerged as a central requirement for this type of application.

For the forthcoming requirements analysis, the study provides evidence for several areas:

These implications are derived from the prototype’s capabilities and limitations. They establish a basis for later design decisions without implying that a general gesture system or scalable product-search infrastructure was implemented in this study.

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