Meeting the Challenges

of Collaborative Multimedia Editing


Course title: Design of Interactive Systems
Course no.: CIS 732
Semester: Fall 1999

Submitted by:Claire St. Louis
Submitted to:Dr. Murray Turoff

Assignment:Final Project
Due:December 13, 1999

Copyright Ó 1999
Copying Authorized for Educational Use


 
 

 

Introduction

There have been several applications and designs developed to assist collaborative groups in the area of on-line text editing. However, the area that is equally important, but not yet thoroughly addressed, is that of on-line visual or graphics editing. Several designers have attempted to develop systems that address this editing gap; some have used text editors as springboards for visual editor designs, while others have developed completely new and innovative systems. The ultimate goal is to create a truly multimedia editing environment that serves both the textual and graphical elements of collaborative work.
 
 

Analytical Overview

This paper will discuss the studies and efforts of these designers in the development of on-line visual editing tools. It will also address the challenges presented by visual editing, which serve as the primary causes for the present lack of a workable, integrated solution. Finally, this paper will evaluate the current success and future direction and application of such editing tools, as well as their implication in collaborative design and authoring.
 
 

Traditional Challenges in Multimedia Editing

A review of several technical articles regarding visual editing indicates that several challenges exist in the arena of multimedia editing. These challenges include the following:

The authors noted above are among those who have developed systems that attempt to resolve many of these challenges. The following sections of this paper detail some of these developments, as well as the advantages of each design.

Prototypes and Other Developments in Multimedia Editing Systems

Levels-of-Edit Method

Kristin Dukay, Patricia Locke and Charles Tyrone developed their Levels-of-Edit Method after recognizing the evolution of design teams from groups of many to groups of very few . and in most cases today, to "groups" of one. The figure below illustrates this evolution of the one-person design team:


 
 

To compensate for the lack of several layers of independent review, companies such as Hewlett Packard and SAP developed levels of edit for performing quality control reviews of their printed products. Hewlett Packard. s editorial system comprises two levels:

In contrast, SAP. s editorial system contains five levels of edit, which evaluate: Dukay, et al. took these levels of edit to the next logical step, by accounting for the element present in these companies. products but absent from their evaluation: the visual content. While not dismissing the importance of a product. s textual message, Dukay, et al. emphasized that the visual elements in these products needed to solidify that message, and join with it to form a cohesive product. While the text needed to be grammatically correct, geared toward the appropriate audience, and consistent with corporate style guidelines, the visuals needed to correlate to the text, be consistent in its style and placement, and progress the overall message of the product.

But as mentioned earlier in this paper, the challenge faced by most modern design teams . teams of one or two people . is a lack of time or visual literacy to ensure that the visual communication is as strong as the textual communication. Dukay. s Levels-of-Edit Method attempts to resolve at least a portion of this challenge, by providing the designer with checklists for evaluating that visual communication. Building upon the work of companies like Hewlett Packard and SAP, Dukay developed three levels of visual edit:

The figure below presents a more detailed breakdown of these levels of edit, which are intended to evaluate particular visual areas and the components contained within them, as well as sample checklist questions offered by Dukay, et al.:

Dukay, et al. focus primarily on establishing guidelines for editors to evaluate multimedia content. They attempt to offer some commonalties of judgment to overcome the reality that no two editors edit in the same manner (Plotnik 11). They also aid the modern graphics team of one person assigned the multiple tasks of designer, editor, and reviewer by providing third-party criteria for evaluation. The challenge still remains of how to edit this multimedia content on-line, in a collaborative environment.
 
 

Cut-and-Paste Graphical Editor

Wayne Citrin, Daniel Brodsky and Jeffrey McWhirter confront the mechanics of multimedia editing, rather than Dukay. s approach of setting up reviewer. s guidelines. Citrin, et al. developed a method to assist designers in editing graphics efficiently: the Cut and Paste Method.

Citrin, et al. based their method on G.K. Zipf. s Principle of Least Effort, which states that "humans tend to adopt solutions to problems that require minimal effort" (Zipf 36). They maintained that when given the choice between adapting existing software application skills to a task and learning a new and complicated software application for that task, users would opt for the easier tool (Citrin 105).

In traditional graphic editing software applications, such as MacDraw or PowerPoint, a designer wishing to remove certain objects or elements from his "diagram" would select those items, and then press "Delete" or "Cut"; those selected items would then disappear, while the unselected items would remain unaffected. If the designer wants to fill in the gaps left by those removed items . for example, close corners or rejoin curves . he must perform several mouse drags/clicks and/or keystrokes to do so. In contrast, in traditional text editing applications such as WordPerfect or Microsoft Word, the "Cut" function not only removes the selected text, but it also closes the gap in the text area where those characters appeared, without requiring the user to perform additional keystrokes (Citrin 105).

In developing a method combining graphical editing with the Principle of Least Effort, Citrin, et al. evaluated several alternate approaches, including Hudson. s gravity fields, or snap-dragging; Von Känel. s semantic nets; and Arefi, et al.. s syntax-based editors. Citrin, et al. dismissed the first two approaches as far too restrictive and non-robust, and only loosely based their approach on Arefi. s syntax method (which is discussed in the next section, entitled "Syntax-Directed Editor"). Instead, Citrin, et al. looked to the Escalante system as the basis for their approach (Citrin 107).

The Escalante system is based on the visual language environment, rather than on a particular graphic (McWhirter 53). Its main advantage, other than not being tied to one particular graphical structure, is that it requires "a minimal amount of manual programming" (Citrin 107). Escalante is composed of two main elements, or modules:

The editor module is robust in that it allows the designer both variety and flexibility in his desired functions. For example, the user can move, resize, delete, and group objects; undo/redo an unlimited number of steps; and review his design through multiple views. Escalante even provides the designer with a mechanism for creating customized on-line help (Citrin 107).

The second major feature of the Escalante system is the flowchart editor. The underlying functionality of this component is reminiscent of Von Känel. s semantic nets, in that the cut function retains the relationships between the elements that have been removed and those that remain; if the user pastes those cut elements back into the design, the semantic relationships are re-established. The figure below presents an example of how Escalante. s cut-and-paste function retains the semantic relationships between elements of a flowchart:


 
 

As the above figure illustrates, Escalante retains the semantic relationships that node B had with nodes C and D; so when the user pasted node B back into the design . this time beneath node E instead of above it . the system remembered those relationships and adjusted nodes C and D accordingly.

Citrin, et al.. s Escalante system certainly takes a step forward in the challenge to minimize effort on the part of the designer. The memory function of Escalante reduces the number of steps the user must take in order to re-establish semantic relationships between design elements in flowcharts. The obvious disadvantage to this automated function is that if the designer wants to change the relationships between nodes in his design . for example by cutting and pasting one node to another location . this task involves more keystrokes than a traditional cut-and-paste tool, such as in PowerPoint. Another disadvantage observed by the authors themselves is the programming time required: although the basic language editor in the Escalante system requires little manual programming, "specification of the behavior of the flowchart editor required over 200 lines of new code" (Citrin 111). This programming burden, unforeseen by Citrin, et al., certainly contradicts Zipf. s least effort principle.
 
 

Syntax-Directed Editor

Farahangiz Arefi, Charles E. Hughes, and David A. Workman concur with the other authors discussed in this paper in the belief that insufficient editing tools exist for non-text elements of multimedia environments. The premise for their work is that software applications cannot be edited with text editors, because programs are not text; they are merely represented textually. Therefore, in order to edit these programs, designers require editing tools that "view programs as hierarchical collections of programming language constructs" (Arefi 349). To accomplish this goal, Arefi, et al. developed a Syntax-Directed Editor, because they maintain that "syntax-directed, language-sensitive or structured editors, have knowledge of the underlying programming language constructs" (Notkin 18).

The Syntax-Directed Editor is similar in construct to Citrin, et al.. s Cut and Paste Method, in that it is "a cut-and-paste scheme based on syntactically correct sequences of editing operations" (Citrin 107). At the core of this scheme is the use of templates. "Templates depict the structure of the programming construct being represented and contain placeholders at positions where user-insertions are allowed" (Arefi 349). The benefit of using templates in syntax-directed editors over traditional text editors is three-fold:

The problem with syntax-directed editors is similar to the problem presented by Citrin, et al.. s Escalante system. It was observed earlier in this paper that because Escalante retains the semantic relationship of "Cut" elements to undeleted items, it will require more keystrokes for the user to change the relationship than if he were using a program such as PowerPoint, which does not recognize relationships. Similarly, since the syntactic-directed editor does not merely edit text, simple text changes to a program result in global changes to the remaining syntax. For example, if the user wishes to change all occurrences in a program of "IF" to "WHILE," he cannot easily do so with this type of editor; because the first step in that two-step operation is to "Cut" a word (i.e. delete it from the program), the syntactic-directed editor will prohibit this task, since the removal of that word results in an incorrect program (Arefi 350). As with the Escalante system, this seemingly simple text change requires several complex lines of code to achieve the same result as a two-step function with a traditional text editor. Evaluating this feature through the lens of Zipf. s Principle of Least Effort reveals the disadvantage to this system.

To address this disadvantage, Arefi, et al. took syntactic-directed editors one step further: visual language. Now, the user, or programmer, manipulates visual representations of a program . through flowcharts or other schematic diagrams . while the program generates the code, represented textually, in the background. This approach is reminiscent of the relatively new program, Macromedia Dreamweaver, which is a visually based HTML editor; designers who prefer to manipulate objects rather than recall strict lines of HTML code can do so, while the system automatically writes the HTML code in the background. The advantage to a visually based syntactic-directed editor is that it allows users the flexibility to carry out a multi-step editing task without having the editor disallow it because the first step removes a critical word. The value of this feature is that it reminds earlier syntactic-directed editors of the fundamental fact that programs are not text; they are merely represented textually.
 
 

MediaMosaic

The added challenge in the modern-day production environment is that graphics are not just stand-alone or inserted into printed text documents. Today. s documents are truly multimedia in that they often combine more than one form of communication . including text and graphics, drawings and photographs, audio and video. In addition, documents are no longer limited to the print media; they can be electronic as well.

Because of the virtually limitless forms of document elements, and of applications used to create them, today. s multimedia environments present two primary challenges:

Since advanced technology has begun to tackle the former problem of storage and speed, Lin focused on the latter of these two challenges. Lin developed the MediaMosaic system to enable users of multiple systems to annotate and edit in context. In addition, the system provides a mechanism for collaborators to share ideas and incorporate revisions in a manner that had not previously been supported.

MediaMosaic is based on the use of virtual screens. Users can view all or portions of a multimedia document; scan all elements throughout a document that are similar in structure, e.g. all images or video clips; and resize or reposition the virtual windows to fill all or only a part of their window (Lin 136-7).

Although some might question how the functionality of MediaMosaic differs from that of annotation tools in word processing programs . such as "Track Changes" in Microsoft Word . the key advantage to MediaMosaic is that it provides users with two modes of editing: general mode and comment mode. In the general mode, users can edit text directly; this is the feature that is most similar to Word. s "Track Changes." However, the added value of MediaMosaic is the comment mode, which allows users to annotate documents with editorial comments; this mode is attractive to those users who have been resistant to computer editing because of the comparative ease of hardcopy markup editing.

The MediaMosaic system offers the following advantageous features:

MediaMosaic is the first system evaluated in this paper that truly provides a viable approach for collaborative multimedia editing. Although this system still has limitations . which are discussed in a later section of this paper, "Direction for Future Work" . it is the first true attempt at an application-independent mechanism for reviewing and revising multimedia documents, particularly in a collaborative environment.
 
 

SILK

James Landay and Brad Meyers agree with Lin. s assessment that users resist computer editors because of their inability to permit free-hand editing of documents (Lin 137). Their solution to this challenge was to develop an interface that made it as easy to create free-form sketches as with pencil and paper. Their design, called SILK (or Sketching Interfaces Like Krazy), provides added value over the traditional pencil-and-paper method: it streamlines the step of transferring draft sketches to electronic format (Landay 44).

It is a widely held belief that designers should sketch out preliminary ideas for interfaces on paper, and work them through before transferring them to computer design applications. Similarly, many designers recommend prototyping draft interfaces in black-and-white, with placeholders for graphics and icons. The reasoning behind this is that, in this preliminary brainstorming stage, formatting issues, such as fonts and color, will distract designers if the tools to address these issues are available to them (Landay 43).

SILK does not offer these advanced formatting features to users in the brainstorming stage. Instead, it provides the same environment as pencil and paper, through the use of an electronic stylus, for designers to "sketch" their initial ideas quickly. However, perhaps the greatest value of the SILK system is its high degree of normative visioning. Not only does its simple sketching interface enable to designer to focus on rapid prototyping, but as the design project evolves, the tools provided by SILK evolve so that it supports the entire design life cycle, from brainstorming through prototyping to programming and testing (Landay 44-5). The figure below depicts the value of SILK as a robust system:
 
 

SILK offers the following added benefits:

SILK eliminates the step of transferring hand-drawn sketches to electronic format, and thus allows designers to distribute preliminary interface designs instantly to collaborators and reviewers. The robustness of this system allows designers to stay within the same application for the duration of the design. s life cycle, rather than slowing down the design process by transferring to another system. Overall, SILK appears to provide designers with a transparent interface during the stage at which the computer should not take a central role, while evolving with the design to provide its creators and editors with the tools they need to carry the design through to implementation.
 

Conclusions

Successes of Current Designs

Earlier in this paper, several challenges to multimedia editing were identified:

Dukay, et al.. s Levels-of-Edit Method seeks to cure users. visual illiteracy by challenging them to become as versed in the visual design of their products as they are in the textual content. It provides them with a tool that relates to them in terms they can understand: textual, methodical checklists that walk them through each visual component and help them evaluate the effectiveness of those visuals in producing a cohesive end product. Finally, this method entices editors to learn more about visual communication, so that as on-line products become richer in visual components, they can "evaluate visual components of multimedia documentation with as much sophistication as they do verbal components" (Dukay 136). Citrin, et al.. s Escalante system certainly takes a step forward in the challenge to minimize effort on the part of the designer. The value of this system. s memory capability to retain semantic relationships between elements of a design certainly saves the designer several steps in reconnecting elements. Although other challenges have been identified through the development of this system, it is certainly a useful first step toward reducing the designer. s cognitive burden.

Arefi, et al.. s work with Syntactic-Directed Editors has also addressed the design challenge of minimizing effort. By building upon the earlier efforts of text-based syntactic-directed editors, Arefi, et al. have evolved this concept to allow the designers to focus on what concerns them most . the design . by providing them with a system that worries about the background programming for them.

Lin. s MediaMosaic is the first product evaluated in this paper that addresses the added multimedia challenge of collaborative editing. MediaMosaic. s comment mode provides users with a tool through which they can annotate, comment, and critique in a manner that is comfortable to them. Comfort reduces users. resistance to switch to electronic modes of editing, enhances frequency of use, and consequently increases the success and life span of the system. Perhaps the richest system reviewed in this paper is Landay, et al.. s SILK. The electronic stylus is as close to the user. s mental model as a pencil, so the user can quickly progress from the uncertainty phase into full incorporation. Because the robust system evolves as the user. s design evolves, it gradually provides the designer more advanced tools as he needs them in order to collaborate rather than compete with him. SILK. s robustness also enables the user to remain with the system for the duration of the design life cycle, through implementation of the final product.
 
 

Direction for Future Work

Each of the systems evaluated provides positive steps toward richer, more robust systems for creating, standardizing, refining and/or collaborating on multimedia designs. However, they are still evolving, and as such have opened up paths for future development efforts. Dukay, et al. acknowledge that their checklists are not the definitive style guidelines for multimedia designs; rather, they "illustrate a method for editing" (Dukay 136). Additional editing models could include those focusing on magazines, books, and film, for example. While Dukay, et al. have made strides in assisting designers in the self-evaluation of their work, additional research should be conducted into "applying visual communication to technical documentation" (Dukay 136).

Moreover, in terms of individual design efforts such as flowcharts, certain stylistic and syntactic rules apply for creating them. However, no automation exists in current design applications for these rules. Therefore, this is an area of evolution for design packages, which corresponds to Zipf. s Principle of Least Effort: automate as many steps as possible in order to maximize the consistency and efficiency of the designer. s task (Citrin 111).

Even the seemingly rich MediaMosaic does not represent a fully evolved system. Lin acknowledges that the system presently lacks "a mechanism to print the multimedia document and there is no convenient way to instruct all editors to perform a save operation" (Lin 140). In addition, the markup editing functionality should continue to be refined. The system currently only contains free-form markup capability; drawing tools could be enhanced to enable more precise editing of graphics (Lin 140).

As should be apparent from the systems evaluated in this paper, there are many tools designed to assist designers in the creation and refinement of multimedia products; however, there are very few that reliably support collaboration in this regard. Lin. s MediaMosaic and Landay, et al.. s SILK are certainly positive steps in this direction, but there is a long development road ahead toward the ultimate destination of true collaborative multimedia design, and toward "intelligent assistance to the design process" (Miller 159).

Implications for Collaborative Multimedia Editing

Landay, et al. set an ambitious course for the future of collaborative multimedia editing: "We envision a future in which most of the user interface code will be generated by user interface designers using tools like SILK rather than by programmers writing the code" (Landay 52). Products like Macromedia Dreamweaver bear out this prediction: rather than forcing designers to be programmers, Dreamweaver frees the designers to concentrate on the design, while it writes the HTML code for them. Other products such as Digital Juice for PowerPoint . which provides presentation designers with a rich selection of backgrounds, animations, and images . facilitate the design process by automating frequently used processes. These developments in system design also provide users with enhanced templates and designs so that they are not starting with a blank slate, but rather using advanced design ideas as springboards for even better products.

References

Arefi, Farah, Charles E. Hughes and David A. Workman, Automatically generating visual syntax-directed editors, Communications of the ACM, Volume 33, Issue 3 (1990), 349-360.

Citrin, Wayne, Daniel Brodsky and Jeffrey McWhirter, Style-based cut-and-paste in graphical editors, ACM Proceedings of the Workshop on Advanced Visual Interfaces, June 1-4, 1994, Bari, Italy, 105-112.

Dukay, Kristin, Patricia Locke and Charles Tyrone, A method for editing visual components of multimedia documentation, ACM Proceedings of the 10th Annual International Conference on Systems Documentation, October 13-16, 1992, Ottawa, Canada, 135-143.

Landay, James A., and Brad A. Myers, Interactive sketching for the early stages of user interface design, ACM Conference Proceedings on Human Factors in Computing Systems, May 7-11, 1995, Denver, CO, USA, 43-53.

Lin, Jin-Kun, MediaMosaic . a multimedia editing environment, ACM Proceedings of the Fifth Annual ACM Symposium on User Interface Software and Technology, November 15-18, 1992, Monterey, CA, USA, 135-141.

McWhirter, J.D., and G.J. Nutt, Generation of visual language environments, InterCHI . 93: Conference on Human Factors in Computing Systems . Short paper session, Amsterdam, May 1993.

Miller, David S., John G. Smith, and Michael J. Muller, TelePICTIVE: computer-supported collaborative GUI design for designers with diverse expertise, ACM Proceedings of the Fifth Annual ACM Symposium on User Interface Software and Technology, November 15-18, 1992, Monterey, CA, USA, 151-160.

Notkin, D., Interactive structure-oriented computing, Ph.D. dissertation, Carnegie-Mellon University, Pittsburgh, 1984.

Plotnik, Arthur, The Elements of Editing, New York, NY: Macmillan Publishing Company, 1984.

Zipf, G.K., Human Behavior and the Principle of Least Effort: An Introduction to Human Ecology, New York: Hafner Publishing, 1972.