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A comparison study: sketch-based interface versus wimp interfaces

in three-dimensional modeling tasks

Tiago Lemos de Araujo Machado, Alex Sandro Gomes, Marcelo Walter


Centro de Informática – CIn, Departamento de Ciência da Computação
Universidade Federal de Pernambuco – UFPE
{tlam, asg, marcelow}@cin.ufpe.br

Abstract software like Alice [2]. Also, in the steps of Teddy,


Sketch-Based Interfaces are becoming a popular research activity in this topic increased with the
interaction style for many applications. The interaction publication of many papers in the last few years, mainly
style tries to recreate the experience of sketching that is applying sketch ideas in new applications. In spite of all
similar to real paper and pencil drawings. They are the research activity, there has been no detailed study on
being used to accomplish tasks related to geometric how sketch-based ideas compare to traditional interaction.
modeling, animation, architecture, design, music, and In this work, we investigate how sketch-based
learning, among others. In this work we evaluate and modeling interface compares with traditional WIMP
compare two interaction approaches, Sketch and WIMP, interface for geometric modeling tasks. We used three
in tasks for modeling 3D objects. We used two distinct systems to evaluate the techniques: Teddy [10] for its
tools: Teddy – a sketch based modeling software, and the large repercussion in the academic field and commercial
more traditional WIMP modeling tools Maya & 3DS success, Maya [1] and 3DS Max [19] two of the most
Max. We used quantitative and qualitative methods to well-known systems for content production in 3D. We
identify benefits from both techniques from the users’ used a task analysis methodology to collect quantitative
perspective. These data will be turned into requirements and qualitative data related to the users interaction with
for a future prototype based on the usability gains of a the two styles (in the WIMP style the users could choose
combination between the two approaches in study. between Maya or 3DS Max, based on their experience
with these products).
Key Words: interaction styles, user studies, software This paper is organized as follows: the related works
evaluate. are presented in Section 2. Our methodology is presented
in Section 3. The data analysis and results are presented
and discussed in Section 4, and the conclusions with
1. Introduction appointments for future work are presented in Section 5.
The Sketch-Based Interface technique has been known
in the Computer Science field since the beginnings of the 2. Related Works
Computer Graphics and Human-Computer Interaction
fields. In 1963, Ivan Sutherland developed Sketch Pad, The main strength of Sketch-Based Interfaces is its
one of the most influential works in Computer Science in potential to create user experiences inspired by real
the last 50 years. In Sketch Pad, the user could interact drawing with pencil and paper. The ideas have been used
with a light pen, drawing geometric figures directly on a in a large range of applications, such as educational
vector display [11]. Further advances in software and software [6], computer games [8][22], physics simulation,
hardware research since then, have developed more manipulation of mathematical symbols [13][14][15][24],
complex Sketch-Based Systems, making them available prototyping of web pages [11], architecture [9],
and accessible to domestic users, according to predictions animation [19], and the creation of presentations [20]. Our
in Sutherland’s work. work concentrates on the evaluation of systems to create
Since Sutherland’s original work, it took sometime for 3D content. Below, we discuss previous work closely
the research community to realize the potential of Sketch- related to our project.
Based approaches, and it was not until the 1990s that this
subject attracted attention again, for instance in the Sketch Olsen and colleagues [17], introduced the theme
work [23]. In 1999 the software Teddy [10], had a great through a taxonomy which classifies the sketch-based
impact on the research community, attributed by the modeling systems by the way of their creation, kind of
authors to the simplicity of usage, vis-à-vis the users, surface, edit operations and interface paradigms. The
even children. The acceptance of Teddy influenced the paper presents many implementation details of the
use of sketch-based techniques in a great number of software and reveals the influence of different areas in the
systems such as computer games [22][7] and educational creation of the projects, such as HCI and Cognitive
Science. The improvement of the sketch-based interface is
considered one of the most exciting and challenging Marcus Wacker and colleagues developed The Virtual
areas. Dressmaker [18], a Virtual Reality application to design
clothes. The system supports advanced interactive
In the work presented by Seok-Hyung Bae and techniques with six degrees of freedom. The researchers
colleagues in [25], an interface metaphor of pencil and argue that sketch-based techniques are more natural than
paper created for professional designers, called the traditional desktop techniques. They started with a
ILoveSketch. The users can draw curves freely and pilot test, where the user needed to position clothes on an
directly on the screen, and connect them through camera avatar in three different systems: the Virtual Dressmaker,
rotations. Although the results are 3D models, all objects Maya and the CosmoWorlds. They evaluated variables
are built through the users’ strokes, with no system such as the time for task completion and precision
interpretation. The researchers tested the prototype with achieved by the users. The results showed that the user’s
the collaboration of a specialist with 12 years experience performance was better with VirtualDressmaker. They
in design in the automobile industry and with toys and also presented points to improve the users tasks in future
movies. The choice was justified by the decision to versions of the software.
project the system for professional users with a high level
of experience. The user carried out an intense evaluation In this work [16] Kamran Sedig and colleagues
of the system after a one-hour of training. The main presents a methodology to evaluate the impact of using
conclusion was that the user was satisfied with the great geometry learning software in the learning geometry
numbers of features of the system. process, for children at a basic educational level. The
research compared three versions of the same software
The software Fibermesh [3] is an evolution of built to teach geometry transformations. The goal was to
Teddy. It brings even more power to the user in the task find ways to design effective tools to ease the knowledge-
of creation of 3D models. The original curve stroke lies in building process in learning. The research revealed that
the model. It makes possible to manipulate the object in a the present interface style brings implications in the
practical way with operations directly applied in the curve education by the way users interact with the tools.
by user actions. The researchers presented also a non- Another conclusion was that the HCI elements could
formal evaluation of their system with novice users and improve the cognitive capabilities of users who use the
artists. They concluded that Fibermesh is an easy to use software, although it can also affect the same capabilities.
tool, which permits evolution in the creativity tasks This work served also as an inspiration to us, since it
executed by the users. advances the idea that sketch-based interfaces have to be
more investigated in order to identify gains and eventual
In the SESAME project [12], James Lin and losses that the technique can offer in different contexts.
colleagues studied ways to provide support to the work of
designers in the initial stages of the designing process. Takeo Igarahashi and colleagues introduced the
SESAME was created to explore different visions to solve software Teddy [10], a gesture based system where the
conceptual design problems in three dimensions. The users draw on a white screen with strokes in 2D (input
work was presented in two phases: the first presented a set data), and the result of this interaction is a 3D model
of guidelines to create collaborative systems for (output data). Basically, all operations are a result of a set
conceptual designs, and the second compared SESAME of actions (gestures) like: creation, paint, extrusion, cut,
against 3DS max. The main goal of the evaluation was to smooth, bend, etc.
analyze how designers could make a creative complex
design in the least amount of time, and what sets of 3. Methodology
operations they need to execute during the task.
We used a qualitative and quantitative methodology
With the GODZILLA [26] system, S. Tano and [4] to conduct our comparative study, described below.
colleagues presented experimental systems where the
users can make 2D drawings, which are recognized and 3.1. Pilot Tests
exhibited as 3D sketches in a display (stereo vision TV).
The user can later modify the drawings, as viewed from We executed a great number of pilot tests [18] in order
many view points (2D or 3D). In order to evaluate the to decide the tools to be used, to evaluate and improve our
system, they compared it against pencil and paper, and a methodology. After the pilot sessions, the collected data
3D CAD (Computer Aided Design) tool. The results was analyzed and the methodology was adjusted when
revealed that the ideas in terms of numbers of sketched necessary. We repeated this procedure until we decided
are much closer in this system to the numbers of sketched
in traditional pencil and paper combination.
that the methodology was ready to be executed in a real 3.2.2. Subjects. The profile defined users who are
context. studying or working in the Design, Art or Technology
In our pilot tests we had the collaboration of a fields with experience in Computer Graphics products
computer science student familiar with traditional such as Maya or 3DSmax. They should also have basic
software for 3D modeling (Maya in this case). One understanding of the modeling process of these tools. All
identified necessity was the reduction of the experiment’s the users were recruited as volunteers in academic or
length, to avoid the user becoming tired. Although there is technical schools, or in design, games, and technology
no limit on the time to execute the tasks, we planned it to companies.
consume a minimum amount of the user’s time, without 3.2.3. Collected Data. To collect the data, we defined
jeopardizing the goals of our study. 25 users. In the study here presented we used only 6 users
An important decision taken during the pilot tests was to show qualitative data, our quantitative analyze
the definition of the Teddy system as the selected tool to continues and will be shown in a future work.
evaluate the sketch-based modeling technique. Our other 3.2.4. User’s Mental Model. We used the user speech
choice, the software Fibermesh (which has more to analyze, in an hierarchical form, their activities in
interaction possibilities than Teddy), was rejected due to Teddy and Maya or 3DS Max. The main objective was to
great instability in the prototype version available. The build two trees of analyses, one for each approach (sketch
details of the methodology are showed below. and WIMP). By analyzing each tree, we can extract
details of the users’ modeling activities, such as usability
3.2. Hypotheses gains, needs and requirements for designing a system
based on our findings.
To evaluate our study, we considered the following 3.2.5. Survey (personal data). A simple survey was
hypothesis: used to collect information about the users, such as
H1: modeling with the use of sketch (as presented in occupation and familiarity with the WIMP tools defined
Teddy), demands less effort from the user than modeling for the study.
with the use of WIMP-like interfaces (as presented in 3.2.6. Questionnaire (System Usability Scale). The
Maya or 3DS Max). use of a questionnaire was necessary to collect, through
H2: the sketch-based modeling approach (as presented the users’ replies, the measures for the three subjective
in Teddy) reduces the user’s time to complete tasks. hypotheses (H1, H2, H3), which are related to the
H3: the sketch-based modeling technique (as presented easiness of use and the satisfaction with the observed
in Teddy) produces satisfactory results. results. The questionnaire was adapted from the available
model developed by SUS – System Usability Scale [5]
The effort (H1) and the satisfactory user’s results (H3) and applied to both techniques for comparison effect (the
in this study were evaluated through the user’s answers adaptation is available at
collected in a survey related to the two techniques www.cin.ufpe.br/~tlam/sus_adaptation ).
presented. The time (H2) was verified through the video 3.2.7. User’s Comments. Through the users answers
register of the user’s activities. we collected qualitative data related to their opinions
about satisfaction with the created 3D models, the use of
3.2.1. Dependent and Independent Variables. The creativity in the tools, and ease of use with the software.
independent variables involved in this study were:
3.3. Procedure
• the technique utilized (Sketch or WIMP);
• the target object to be modeled (a bear); The test sessions were composed of two phases: one
• the executed task. dedicated to introduce Teddy, and another oriented to
The dependent variables were the following: tasks execution and answering the questionnaire. In the
• user’s effort; first phase, the goal was to make Teddy more familiar to
• number of tries to realize the task; the users. They filled a simple questionnaire about their
• time to execute the tasks; experience with the tools and their occupations.
The users had time to test the system functions with a
• users satisfaction;
tutorial help available in: http://wwwui.is.s.utokyo.ac.
• Hierarchical tasks models (HTA).
jp/~takeo/teddy/teddy/tutorial.html.
In the second phase, the users had to execute three
The user effort and satisfaction with the results were
tasks, one only for modeling and the other two dedicated
collected through the same survey. All the other variables
to editing the model previously created. Each task was
have their results computed after the analysis of the user’s
performed with both Teddy and Maya (or 3DS Max).
activities.
There was not a time limit to conclude the tasks, and We collected data from six subjects, all of whom were
the only rule was that the user needed to execute each task volunteers for the study. They were recruited in graduate
in each tool. The tasks were as follows: courses (Computer Science, Design and Arts) and in
game companies. All of them had little knowledge about
Creation - The user had to reproduce a teddy bear sketch-based systems, but some experience with Maya or
(Figure 1) model presented in a reference picture. This 3DSMax in different levels, varying from beginner to
reference was used only to show a direction of how the professional, according to their use of these tools in their
users’ test could start and not to follow the reference leisure time or in their professional lives.
exactly as seen in the picture.
Unfortunatelly we didn’t´ reach a large number of
users (we defined 25) to generate enough data.
We have a consulting with a specialist in statistics and
the recommendation was following this study until we get
the specified amount of users’ data.
According to the specialist, an analyze with only 6
users is insufficient to give effective results.
By these reasons this paper section analyze our
qualitative data exclusively.
Figure 1. The reference picture of a teddy bear. We continue to work with the quantitative part of the
study and soon as possible we will reveal all the achieved
Editing - Using the bear model created in the previous results and hypotheses comments.
task (did not need to be complete), the user was asked to
make a drawing of a four-point star at any point on the 4.1 Task results
bear’s surface. Following, they should erase this star and
draw a five-point star instead. After that, the user needed 4.1.1. Creation. NS < NW
to cut one of the bear’s ears, and create a little cavity in
the bear’s body.
In task one - the creation of a 3D bear model - all the
Pointed ear - The user was asked to deform the bear’s
users used less operations in the sketch-based system than
ears to make it look like a cat’s ear. To do this task, the
in the wimp based one(Figure 2 and Figure 3). The
previously created ears must be used.
creation of the model in Teddy was straightforward. The
After the conclusion of the third task, the users filled in
users started this task in one of two ways: drawing
a questionnaire about the tests and talked about their
directly on the screen with the mouse, or using the
experience when performing the tasks.
example sphere, which starts the software. All the model
elements such as arms and legs, were generated with the
The tasks were defined in this way to cover a set of
extrusion set of gestures available in Teddy.
basic operations presented in the 3D modeling systems
In the WIMP systems, the users used geometric
evaluated.
references to construct the model. The manipulation of
these references, in order to build the model, forces the
users to think in some pre-defined ways. The users have
4. Results to adapt their ideas to the object seen currently on the
screen, thus resulting in additional tasks.
For our qualitative study, we used the Hierarchical
Task Analyses (HTA) technique. Based on the full video
and audio recorded during the sessions, we developed a
HTA related to each task executed by the users. The
HTAs were generated with the trial version of the
Software Task Architect [27]. We adopted the number of
units generated in the tasks to define the usability gains of
the techniques. We will use the definition NS to denote the
number of operations in a sketch-based interface for
modeling (Teddy in this case) and the definition NW to
denote the number of operations in a traditional desktop
interface system (Maya or 3DSMax).
Figure 2. A pseudocode example of the creation
task in a sketch interface (Teddy) done by one of our
test users.
star which increases the effort (NS < NW) in an WIMP
interface.

Editing: creating a cavity. NS ~= NW

To create a cavity in the sketch-based system the users


only needed to apply the extrusion function. In the
WIMP-based systems the users executed the task by
selecting some vertices and pushing one to define the
cavity.

4.1.3. Pointed ear. NS > NW

In this task, the number of operations was greater in


the sketch-based system (Figure 4 & and Figure 5). In
the sketch approach almost all users used cut and extrude
operations to give the ears of the bear a pointed view
look. One user tried the bend function, the most common
alternative to this task, but he did not finish his action
because a system fail locked the system. Another user
tried the bend function with success.
In the WIMP approach, all users selected a set of
Figure 3. A pseudocode example of the creation vertices or faces defining the ear, and pulled these to give
task in a WIMP interface (Maya) done by one of our the bear’s ear with a pointed view look.
user´s test.

4.1.2. Editing. NS ~= NW

In this task, the number of operations was close in both


approaches. We will present the result of this task
according to their subtasks: cut operation, drawing (and
erase) a star, and creating a cavity.

Editing: cut operation. NS ~= NW

In this subtask, with only a single stroke in Teddy, the


users can cut the ear off the bear. In the WIMP-based
system, two techniques were used: some preferred to use
the “delete face” function, whereas others preferred the
Boolean operation to cut the ear.

Editing: drawing (and erase) a star. NS ~= NW


Figure 4. A example of the first and second try in
Most of the results in this subtask showed that the the Pointed ear task in a sketch interface (Teddy).
number of operations is closer in both systems. In fact, all The user used the bend function without success, so
the users used the same approach in the sketch-based he made the ear pointed with an extrusion function.
system, i.e., they made strokes directly on the model’s
surface to create the stars and then scribbled to erase it. In
the WIMP-based systems, the users defined a few points
to connect edges in the surface model. The stars were
built in this way. To erase it, they used the delete
command. Another user preferred to use the function
Star available in the system. But this function added more
tasks related to typing the number of vertices to form the
Figure 5. The pointed task in the WIMP 5.3 Editing
approach.
The editing operations revealed more usability gains in
5. Conclusions the WIMP-based systems. In task 2 (Editing) of our
experiment, we could observe that the number of
In this section we present our main conclusions, operations was very close, but in the task 3 (Bend) we
grouped by our impressions regarding: the reduced observed that number of operations was greater in the
instruction set gestures presented by Teddy in our test sketch-based system. The possibility of direct
sessions, the creation and the editing phase of the manipulation of vertices and faces, and the use of
procedure, and their implications in the user activities. keyboard commands to copy and paste, showed that these
familiar computational and geometry instructions are
more remarkable than some new gesture-based
5.1 Reduced Instruction Set Gestures
instructions.
The sketch-based system Teddy has a reduced
instruction set of gestures. This characteristic implies that
6. Requirements and Future Work
the user can generate 3D models in a faster and easier
We are developing a 3D geometric modeling prototype
way. They can interact with the computer environment
using sketch-based ideas for the interface, and we plan to
without loss of time and concentration in long searches
use the gathered results from this study as requirements
over interface menus.
for this prototype. The evaluation of the HTAs and the
This reduced set of instructions can be repetitive and
user comments, showed us that a system combining the
tedious in great projects or in the user’s time task along a
two approaches (sketch and WIMP) could be built with
computer, but it could not be observed in the tasks
the following characteristics:
analyzed.In our sessions, we could observe that the users
created the model basically with a simple extrude
Manipulation of vertices and faces - We observed that
function.
the manipulation of vertices and faces that define the
In the case of WIMP-based systems, the use of several
models, is an operation for editing objects very popular
menus and dialog boxes cause some mistakes and
with by the users. Editing a model at the level of a vertex
difficulties to get a solution for a specified task. The users
or a face was very useful and simple in our tests sessions
have to acquire a great knowledge of the options
in the WIMP approach. In the sketch approach, although
presented in the system interface even to create simple
the interaction can be very simple too, the users have to
objects.
make some effort to find the right stroke which will
.
generate the desired modification.
5.2 Creation
Copy and paste functions - Another functionality which
We could observe that the best usability gain that the
reduces the users' efforts is the copy and paste functions.
sketch-based interface technique brings to the 3D
All users use it to avoid modeling similar objects from
modeling task, is in the creation phase. On this task, the
scratch several times. In a WIMP context, this use is very
number of user operations was consistently less than
simple with selected options through the graphical
when realizing the same tasks in a WIMP-based
interface or keyboard commands. But in the sketch
interface. Creating a model in this way was very practical
software, this function was not available and the users had
to our users, since the sketch technique is a
to develop similar objects from the scratch every time
straightforward way for users to express their ideas, they needed to use them.
without having to make technical decisions about the
object to be generated. This study did not yet reach a representative number
In the WIMP-based systems, the users need to plan of users to run the quantitative analysis as presented in the
ahead, or to have a well-defined idea to minimize their Methodology session. We continue to collect data from
time and effort in the selection sets to construct their new user’s tests and we hope to show the results in a
models. The technical background required to manipulate future as a natural evolution of this research.
these interfaces is also higher, if the user wants to make
full use or their creativity throughout the project. A high
level experience in the use of these interfaces is needed to 7. Acknowledgements
reach the same level of interaction as in the sketch-based
systems. We would like to thanks CNPQ for finatial support, the
members of our research groups – Ciências Cognitivas e
Tecnologias Educacionais and Mídia & Interação,
Playlore Gameworks for the users, the teacher Richard in computing systems, March 31-April 05, 2001, Seattle,
Lane and Cultura Inglesa for the technical review of this Washington
paper, the teacher Renata Souza for consulting and all the
users who participated in a volunteer way of this study. [13]Ji-Young Oh, Wolfgang Stuerzlinger, John Danahy,
SESAME: Towards Better 3D Conceptual Design
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