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PhD Thesis © Andreas Dieberger 1994, 2000
Navigation in Textual Virtual Environments using a City Metaphor

[Contents]--[Abstract]--[1]--[2]--[3]--[4]--[5]--[6]--[7]--[8]--[References]


5. Navigation in computer environments

It must be granted that there is some value in mystification, labyrinth, or surprise in the environment. Many of us enjoy the House of Mirrors, and there is a certain charm in the crooked streets of Boston. This is so, however, only under two conditions. First, there must be no danger of losing basic form or orientation, or never coming out. The surprise must occur in an over-all framework; the confusion must be small regions in a visible whole. Furthermore, the labyrinth or mystery must in itself have some form that can be explored and in time be apprehended. Complete chaos without a hint of connection is never pleasurable. [LYNC60, pp. 5-6]

While the last chapter looked at user interfaces in general this chapter focuses on the navigational task in user interfaces. The concept of hypertext is described and it is shown how hypertext navigation can profit from a more spatial conception of the "hyperspace". In hypertext based information systems navigation of information is the primary task of the user. The user interface has been identified as an environment that commonly makes use of a spatial concept to support navigation. This chapter builds on this assumption and describes navigation in computer systems from a spatial viewpoint. A spatial user interface metaphor which supports navigation in collection of hypertextual data based on the metaphor of a city is described.

5.1. Hypertext and Hypermedia

This section describes the principles of hypertext and hypermedia systems. The field of hypermedia is concerned with the design and use of systems that support authoring, managing and navigating networks of interlinked textual and multimedia information. The term "hypertext" originally was used only for textual systems and the use of the term "hypermedia" hinted at a multimedial system. Nowadays almost every system is at least partly multimedial and those two terms are used synonymous. In this thesis the term hypertext is used and encompasses text-based and multimedial systems.

The section first describes basic principles of hypertextual systems. The navigation task in hypertext is specified and commonly used tools to help in navigation are described. The advantages of spatial hypertext are described.

5.1.1. Principles of hypertext and hypermedia

Hypertexts consist of nodes containing information and links connecting those nodes. Users can navigate the hypertext network using those links. Links typically are directed. A hypertext therefore is a directed graph and a topological space (see section 2.1.2.). In the hypertext literature the notion of "hyperspace" is sometimes used for the topological space defined in a hypertext. However most systems do not make explicit use of the spatial properties of hypertexts.

Another basic principle of hypertext is "non-linearity". Where most types of information have a typical order in which they should be apprehended this is not true for hypertexts. Hypertext reading can be seen as "associative reading", as the reader determines the order in which information is consumed. Where - for instance - books have their own way of telling a story and steer the user deterministically and linearly through a "space" described by the author, interactive books and hypertexts allow the user to navigate through the information space freely.

Hypertext typically is a computer-based medium. In a computer-based hypertext it is possible for instance to select a word "annotation" and a small information-window opens to describe the contents of the "annotation". The annotation again can contain a number of links and by following them the user of the hypertext can navigate the network structure at will. Hypertexts are often compared to dictionaries and dictionaries indeed are a form of paper-based hypertext.

This section described the concept of hypertext. Hypertext and hypermedia are often used synonymous. Hypertexts consist of nodes and links which are navigated by the user. The chief principle in hypertexts is non-linearity in information access.

5.1.2. The navigation problem in hypertexts

Navigation in hypertext is sometimes associated with the fear of "getting lost in hyperspace" because users can loose orientation even in small hypertexts. As in every other environment described so far navigation relies on communicating the structure of the environment to the traveler or user. The "lost in hyperspace problem" therefore is not a problem inherent to the hypertext concept but a problem of the user interface.

The main difference between file systems for computers and hypertextual information is that file systems are hierarchical constructs whereas hypertexts are networks and therefore mostly non-hierarchical. That means that there often are several paths to a certain node. Except for that the navigational task is similar (see section 4.1.)

Hypertexts can be degenerated to linear lists or strict hierarchies. Although these structures sometimes are not recognized as hypertext many hypertexts contain linear or hierarchical substructures. Figure 15 shows an overview map of a hypertext which shows a network structure. Still clusters and sequences of information can easily be identified in this network.


Fig. 15 - A Storyspace map showing general linking and substructures.

This section described the navigational task in hypertext systems which is commonly associated with the problem of "getting lost in hyperspace". Recent research brought forth that disorientation problems in hypertexts are not a problem of the hypertext concept but of the user interface. Disorientation occurs when the structure of the information space is not well communicated to the user.

5.1.3. Navigational aids in hypertext systems

Several navigational tools have been proposed and used to remedy the disorientation problem in hypertext. All these tools help navigating although not all tackle the underlying problem: communication of the structure to the user. Among the proposed and realized navigational tools are:

5.1.4. A hypertext using several navigational tools

This section shows the combination of several navigational tools in a small hypertext. The example used is J. Nielsen's "Hypertext Trip Report" [NIEL90] (see figure 16).

This hypertext has a mainly hierarchical structure and contains two overview maps, that show the structure in two levels of detail. The overview maps are hand-crafted. It is possible to navigate to another node simply by clicking a box in the maps. The check-marks in a several of the boxes show the use of bread-crumbs in the system. The bent arrow in the lower right corner of the system is the backup-link. In the text-page shown there are no links however many other pages of this hypertext contain links to other nodes. The structure of this system is mainly a hierarchy, that contains links across its structure.


Fig. 16 - Communicating the structure of a small hypertext as maps.

Other navigational tools present in this system are the history list, links to the starting node and to the next and previous node in a series. The small bar below the text-window shows the position of the reader in a linear series of nodes, that makes up the section "interactive fiction". This section consists of 4 nodes and we are looking at the third node of the series. This bar is an active indicator again: by sliding the black box in the bar it is possible to navigate to the other nodes in the series.

This section described how navigational tools can be used in combination to support navigation in a hypertext. It should be pointed out that these tools are useful mainly for avoiding disorientation - they do not really help to find information.

5.1.5. Spatial hypertext

As was mentioned already hypertexts use a space concept that comes close to a topological space. However by using overview maps this topological space is often represented in a form that suggests a more conventional space concept. This may lead to a navigational problem as nodes which are distant in the overview map can be very close according to the topological space concept.

As in the case of user interfaces a possible solution to such problems is to make the space concept explicit in the hypertext and to spatialize hypertexts on the first hand. Hypertexts and user interfaces are deeply intertwined and spatial hypertext therefore make use of spatial user interfaces.

For the process of spatialization a promising meta-concept has been proposed at the European Conference on Hypertext 1992 by Jay Bolter. He suggested two approaches to combine virtual environments and hypertext:

Those two principles are the basis for a spatial user interface for hypertexts which will be presented in section 5.3. - the Information City Metaphor.

Conclusion

This section described the concept of hypertext or hypermedia, two terms which often are used synonymously. The essence of hypertext systems is non-linearity. They consist of nodes containing information and links to connect those nodes. Navigation in hypertexts can cause disorientation problems if the space concept of the hypertext is not clearly communicated to the user. Hypertexts rely on a topological space concept but many tools meant to help in navigation are based on metric space concepts. Spatial hypertexts try to communicate their space concept clearly to the user. It is assumed that clearly communicating the structure helps in navigation.

5.2. Navigational problems in computer environments in general

In this thesis the task of navigation has been looked at from various sides - as a task in a real world city environment and as a task in a computer system - be it in user interfaces in general or in hypertextual systems in particular. Computer systems define an environment to navigate in - only the space concept this environment is based on is often either not well defined or not well communicated to the user. This leads to a set of typical navigational problems in these virtual spaces which are outlined in this section.

Tunneling through space

One example of such a problem is that two hypertext nodes which may be distant in an overview map may be considered close at the same time when connected by a link. When the overall structure of the hyperspace is such that closeness in the overview map expresses similarity of content then such a link is perceived as a tunneling through space.

The problem becomes apparent mainly when the user interface metaphor stresses the concept of the metric, flat space. In this case tunneling is perceived as a disruption or the metaphor and as a magic feature. If the tunneling is a useful feature is determined mainly by how the working of the magic feature is communicated to the user by making use of "enactment" (see below).

Tunneling occurs not only in hypertext linking. The Macintosh file system provides so-called aliases. Aliases are pointers to files located elsewhere, maybe even on another machine. Aliases can be used as if they were the actual file. They provide the user with functionality which is very similar to hypertext linking. Extensive use of aliases may restructure the file system from a hierarchy to a network.

Directionality in hypertexts

Although most hypertext system do not stress their spatial concept, users learn a mental representation of the hypertext structure. Based on this representation people may associate distances and directions to links. Closeness in hypertext is often interpreted as the length of the access path. This concept is similar to the reachability matrix described in section 2.1.2. Two nodes that are two links away are then seen as being closer than two nodes that are five links apart.

However this distance implicitly assumes that links always lead straight away from a node and that they have the same length. However it is well possible to follow two links and reach the first node again.

One possible solution is to associate directionality to link typing. A link-type that provides more detailed information could lead into a conceptual "direction". In case following several such links and arriving at the node one left in the first place is a clear disruption of the spatial structure and therefore should be avoided or at least be well enacted.

Searching computer space

Another problem of computer environments is closely related to the tunneling problem: the search problem. A typical task in a computer environment is to look for information one knows is existing in the system - only the location is not known. The standard solution for this situation is to make use of "search"-functions or a "find" command. The find command is the silent acknowledge of navigational problems in the desktop metaphor. If the desktop and the so-called "finder" of the Macintosh user interface really would allow users to "find" their documents easy, the find command would not be necessary in its present form.

Search functions navigate the computer environment using an identifier strategy (see section 3.1.). The search therefore degenerates to exhaustive search of the information environment. As modern computers are fast machines we normally do not regard this strategy as a problem. Still the information available to our machines grows much faster than the performance of our systems and in distributed systems this strategy is not very reasonable. This strategy is used in distributed system like the World Wide Web anyway where "Internet Worms" or "Knowbots" freely navigate the net to collect information.

When searching for information in the Macintosh desktop, the desktop space is searched linearly without making use of implicit information in the spatial arrangement on the desktop. When an item finally is found the user is moved to the location the item is contained in. This happens by opening a window showing the contents of the right folder. Little is done to communicate the location of this folder to the user. In a small, well-known computer environment the user may know from the window title where this location is. When searching in network-mounted folders or on very large hard disks such knowledge can not be relied on. Macintosh users frequently can be observed to use a function showing the path to an opened folder after a "find" - this function is similar to a history list up to the root folder. This indicates that users want to know "where they are" after a search.

Enacting the tunneling process

It was mentioned, that magic features are easier to understand when they are enacted well. The Macintosh user interface provides enactment for the tunneling problem however this hint is often ignored as it gives only a rough indication of the location: When a folder or document opens, a gray frame zooms open from the opened object till that frame reaches the size of the window to be opened. In the case of the find function this zooming often occurs from the symbol of the hard disk the opened folder is located in. The enactment of the find then shows only superficial information and is not as helpful as it should be.

As such an enactment has proven to be valuable it becomes a common practice to use more animation and enactment of user interface functionality. This gives users better feedback on what is happening and makes user interfaces more enjoyable to use. Well designed enactment can enforce the perception of the user interface as a space instead of only a flat picture on a screen [ChUn93], [BERN93a], [LAUR93].

Keeping an overview in large information spaces

In most computer environments it is impossible to get a quick overview of all folders available except on the highest hierarchical level. A lot of navigation is required only to locate folders that contain for instance project names - only then the quest for the document looked after really starts. There can be hundreds of documents, that all show the same icon and have only a short filename.

The problem of this type of navigation is that the representation of the information space is mainly flat. In a more spatial environment it is easy to move older documents more to the back, that is away from the user. This is the approach advocated in the information landscape metaphor (see section 4.3.4.). This approach keeps all the documents visible - only they get smaller and visually less important as they move back.

A 3D space concept allows much more information to be shown at the same time. This is shown impressively in systems like the Information Visualizer which is able to represent the complete file system of a workstation in a window [RoCM93].

Enrichment of information spaces

Enriching and spatializing a virtual world is possible in various ways. Several examples are discussed in [STAP93], for example the use of a virtual sun and virtual shadows to show the passing of time or using different sizes for information objects according to their size. A spatialized virtual space allows moving objects closer of farther from the user. Objects, that are important for the present work should be closer than others. This spatialization leads to the extension of the desktop space to room, house or city spaces.

The use of colors is a possibility to encode additional information in user interfaces. It is not always clear which color should be used to indicate, for instance, the age of a document [SmBo93], [LBSS85], [SOLO90]. Instead objects should be represented much richer thereby providing the user with important navigational cues [HoSa93].

Conclusion

Although computer systems are not seen as hypertexts the navigational task is strikingly similar and similar problems occur in both domains. Most navigational problems occur when the system uses a different spatial concept than is communicated to the user. As example the find command in the desktop space was compared to a tunneling through space. Such magic features are no disadvantage per se - indeed they can make an environment more useful. However their working must be clearly described by a well-designed "enactment" -- otherwise the user cannot make use of these features.

5.3. The Information City metaphor

This section outlines a spatial user interface metaphor to navigate large collections of hypertextual information. The metaphor is based on the structural metaphor of a city and allows embedded metaphors for informational and navigational infrastructure.

5.3.1. Overview of the Information City metaphor

The Information City is a user interface metaphor based on a city metaphor. Its aim is to help navigating large collections of hypertextual information. The Information City goes beyond the pure city metaphor because it provides users with magic features explicitly designed to support navigation. In a metaphor making use of a metaphor based on an Euclidean space concept these features are necessary to provide for instance hypertext linking functionality.

The city metaphor was chosen as a basis because people seldom get really lost in a real city even when they are in this city for the first time. Cities provide people with lots of informational and navigational infrastructure. Besides in all cities there are always other people around to help in navigation. It seems reasonable to make use of the city navigation skills most people have to navigate a complex computer generated information city.

The Information City shall not be designed by simply putting a few buildings into an empty space. It shall be tried to design a city environment by making use of knowledge in the fields of architecture and city planning. The Information City shall not only be a tool but an enjoyable place. The city will be clearly structured and the design of the city will strive to provide all those elements of the city image people use to navigate the environment. This description of the Information city follows the same structure as the ontology of the real city described in section 3.4.

[I]f the environment is visibly organized and sharply identified, then the citizen can inform it with his own meanings and connections. Then it will become a true place, remarkable and unmistakable [LYNC60, p.92].

Structure of the Information City

In the Information City buildings act as containers for documents. These documents can be for instance entire hypertexts. While navigation in the city structure is navigation in the collection of documents, entering a building allows navigation in the (spatialized) hypertext.

Buildings not only are containers for hypertexts but they show a lot of information about their contents. By making use of the writing on the world concept and additional concepts like read wear the facade of the buildings shows what type of information is contained in the building. The state of doors and windows gives information about the accessibility and the state of the facade gives hints about the age of the information contained in the building. The Information City therefore will be a rich spatial environment.

Navigation in the city is done either by walking on the streets, which is a metaphor for browsing between documents, or by using navigational infrastructure like taxis or subways. Navigation in the documents is done by walking the structure of the buildings.

Information in the buildings essentially is contained in information walls located in rooms or hallways. By navigating through the building structure the user walks along information walls and by doing so she navigates the actual information structure. Information walls and all other objects in the Information City exhibit read wear and show signs of use. This makes it easier for people to assess the age and relevance of information contained in the buildings.

The city is structured according to an abstract distance concept which is based on document similarity and user needs. Buildings thus are grouped into districts of interest and close buildings therefore should contain related information. Navigation in the city by walking will therefore allow accessing related documents easily. Navigation using navigational infrastructure will connect larger scale structures in the city - for instance districts each of which contains documents of a related topic. Navigation in the hypertexts or the documents is done by using the navigational structure of the building - that is hallways, stairs, elevators, rooms and so forth.

The space concept of the Information City

The Information City will be mainly based on an Euclidean space but is complemented by a topological space in the subway system. Additional magic features provide hypertext linking in the buildings and across buildings.

Buildings essentially are mainly hierarchical constructs which will be a problem in case a building contains an entirely web-like hypertext. This case can be handled in two ways. The first possibility is to use an embedded metaphor in parts of the building - for instance a special room using a view screen metaphor.

The other possibility is to make use of the building block concept [DIEB93b]. This concept has the disadvantage that it can be applied only during the authoring process of the hypertext. The building block concept essentially assigns the role of a skeleton to parts of the overall linking structure. The remaining link structure is then "wrapped around that skeleton". The skeleton structure can be visualized as the structure of a building - that is as hallways, rooms, doors and so forth whereas the remaining link structure is visualized using magic features - like magic mirrors or windows that look into other parts of the building. Magic features like these will enable users of the Information City to rapidly locate and access information.

Navigation and magic features

For these magic features link enactment is of special importance (see section 4.2.4.3). The main advantage of the city metaphor is that people cope well with navigation in cities. Using magic features for navigate basically disturbs the user's orientation. Enacting the magic features well can help to avoid disorientation problems. The enactment must give information about the direction and the distance traveled.

Of special importance in this respect is the subway metaphor in the city. It provides fast access to a landmark in a certain district and users of the subway do not expect to see the environment during the ride. As the user emerges from the subway system at a landmark reorientation is no problem for her.

At first sight realization of linking using the metaphor of flying would seem a good solution in a graphical virtual environment. On second thought flying is too distracting and visually intense to be useful for general hypertext linking. The user probably has forgotten why she traversed a link when she finally reaches the link destination. In the city a subway metaphor is therefore preferred. Subways are visually less distracting and always deliver the user at known landmarks from where it is possible to navigate further to the destination of a link.

Navigation starting at a landmark can be supported using light cues, signs or guides that lead the user to the destination. As in a real-life city navigational infrastructure shall be available at landmarks. Another possibility for linking would be to zoom out to a map view of the city and then to zoom in again to the destination. It is used in the Pad++ system [BeSt94]. For quick scanning of the neighborhood of information houses a surface tramway service can be used [TOGN93].

These examples of magic features needed in the city show that the city metaphor should not be carried so far that it limits its purpose. A single metaphor cannot cope with everything and it is necessary to make use of magical properties of the virtual world where it suits best. Such deviations should, however, be very well-chosen [WATE92].

Embedded metaphors

The Information City can be used as a front-end for various information services, like for instance the network based services Gopher, World-Wide Web and so forth. It will contain electronic mail, bulletin boards, meeting rooms where people from physically separate locations can interact virtually.

Specialized information rooms represent links to other cities, that represent data-bases at remote Internet sites. Users can automatically download data by requesting a copy of information they found in the city. There will be a place where people can request to have their own information linked to the city. The city provides information in information walls and other objects, which act similar but can be carried around and given to other users. Examples are newspapers or business cards. These objects can contain hypertext links but are not fixed to a location and are not visualized as houses [TROM93b] (see also [CuNi93] and [WATE92] for similar visions).

Not all these services can be realized well using the basic information building and information wall metaphors. Instead those services use embedded metaphors like the view screen, the post office and so forth. They will help to expand the Information City to be a useful place.

5.3.2. Metaphorical mapping from a real to a virtual city

The Information City uses a real city as the source domain for the user interface metaphor. In section 3.4. a detailed ontology of objects and operations in the real city was given. This section describes the target domain of the Information City metaphor using the same structure as section 3.4.

Structural objects and functionality

Unlike in the real city flying is a commonly used type of navigation in the Information City, although most navigation is done by staying on the ground. Flying allows taking a look at the city structure in the top-down fashion described in section 3.4. Like in the real city major navigational paths come into view first. These paths should separate large districts in the city. As districts signify areas of related information the separation into districts could be highlighted using colors. At this level of detail major navigational paths, crossings of paths, squares and districts can be recognized.

Between major areas in the city there are undefined areas These areas contain the "void". City areas are drifting in the void like swimming islands in the ocean. The void cannot be closed and therefore allows unlimited expansion of an area. Expansion of an area over a certain size may result in separation of the area into smaller areas or in creation of an envelope (see below). The areas in the city are connected using long-distance transports like subways, flying or magic features.

Looking at single districts lower order paths, edges and nodes come into view. At this level of detail buildings and small-scale areas can be recognized. The next level of detail shows single buildings. Again this level shows landmarks and allows viewing architectonic properties of single buildings. Specialized buildings like subway stops and transport functionality can be seen.

The elements of the environment at this level are:

Structures inside buildings Information providers Transportation Communication

Communication between users is provided in the information city using post offices and telephones. Communication with the user's agent requires no communication device. Ideally the city should provide helper agents that can be used to watch information walls for changes. These helper agents can communicate with the user via the user's agent. Communication is not treated in detail in this description.

Limits of this environment

The Information City is a very large structure which partly will be changing dynamically. It is to be expected that radical changes in the structure cannot be supported well. Multi-user access in the city is possible. However in this case it is not possible to restructure the city to optimally fit each user's needs.

The Information City is not ideally suited to represent entirely web-like structures. These structures depend mainly on magic features. Magic features are very useful in the city but should not be the main way of navigation.

In order to show information about buildings on the facade a sort of pictorial language has to be developed which can be used consistently in the city. For instance it has to be clearly defined what a certain change in color means.

This section outlines a spatial user interface metaphor based on the city model. The Information City relies mainly on information richness and psychological aspects of space to structure and navigate the space in the city. The metaphor is aimed at organizing and navigating large collections of hypertextual information.

Summary

This section described a novel spatial user interface metaphor called the Information City. This metaphor is based on the Euclidean space concept of a real city and enhances this space with magic features to support easy navigation and hypertext linking. The city metaphor is designed to make use of knowledge in the domains of architecture and city-planning to create an area that is easy to navigate. This includes the strive for designing a rich environment which provides informational and navigational infrastructure. Based on the ontology of the real city, which was described in section 3.4., this section gives a detailed ontology of the virtual city environment.

5.4. Open questions in the Information City

When realizing the Information City metaphor in a textual virtual environment a set of problems has to be solved. Summary

This section outlines several problems in the concept of the Information City metaphor which have to be researched into before being able to implement a system based on the Information City metaphor in a textual virtual environment. These questions are the basis for the study described in the next two chapters.

5.5. Conclusion

This chapter focused on the navigational task in computer systems. The concept of hypertext was described as an essentially non-linear concept to navigate information. Navigational problems in hypertexts are caused mainly by the lack of communicating the space concept and the structure of the information domain to the user. These problems are similar to general navigational problems in computer systems. It was pointed out that magic features are very useful but that their working has to be made explicit to the user using "enactment". Also enrichment of the information space can provide navigational infrastructure in the user interface.

The Information City metaphor is a spatial user interface metaphor based on the metaphor of a city. The city metaphor is designed to be a rich and well structured environment and shall make use of principles from architecture and city-planning. It is based on an Euclidean space concept and hypertext linking therefore relies on the well designed use of magic features.


[Contents]--[Abstract]--[1]--[2]--[3]--[4]--[5]--[6]--[7]--[8]--[References]

last modified on 10/31/96
Andreas Dieberger
andreas.dieberger@acm.org