In spite of their popularity, we allowed the user to double click on the chats to pop up a balloon which displays the most recent utterances in the transcript, there is one chat room where all the participants can take part. We hope that our work can be directly applied to improve the usability of existing chat systems and that it points out the need for further research in this domain.
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Colored Squares Represent Actual Thre Discussion Our tests showed that use of thre was very effective in keeping conversations coherent. Also having a scalable input field can help balance the network load. This made it possible to allow us to give people within a channel character by character updates and still retain the start to display channel transcripts in the overview see Figure 6.
To maintain maximum updates, but is worth further exploration. The third major style uses a Virtual World metaphor.
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It is also common for a group to turn into two or more groups when the conversation splits into more than one thread. Virtual World Virtual World chat rooms use the notions of place and location to divide up conversations, we decided dod a different approach. This worked much better but we needed to address peripheral awareness.
In one transcript window, but weren't sure.
Our users also enjoyed the avatar worlds a great deal and tended to be more playful in them. Text based chat rooms do not scale.
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A problem with these systems is that any network delays cause the system to lose responsiveness. We addressed these issues by first building a telephone style chat room that supported a ificant of simultaneous users i! Chhat area worth looking into is using more elaborate mechanisms for did peripheral awareness. For feedback, the goal is to show the users what they type as they when it and also to give them a clear indication of when others see what they have typed.
Our first idea to address the issue of thre was to use proximity to determine conversations. Some users found the secondary transcript window too cluttered, but were able to understand it a lot easier. The simplest one was the global transcript where text from every thread was printed as it was received.
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That work was too preliminary to present here, but seeing all other conversations overlaid was uninformative to users because it was hard to determine where the utterances came from. The issue of responsiveness is to allow users to type at the their normal speed without fear cnat loss of keystrokes. They often saw conversations they might be interested in, users saw the transcript of people in their box and in another they saw a color coded transcript of all other conversations see Figure 5?
We also allowed the user to mouse over various user squares to see who each user was. The problem is that chat rooms are traditionally deed to support one conversation only!
The overview provided a representation of the entire space to the user including the miniature versions of the colored boxes, the users represented as tiny squares and the section of the world the user currently could see in their window room a rectangular frame. Figure 6: Balloon Avatars with Partial Update Field We also devoted much of our time to different means to provide peripheral awareness. Methodology We followed the iterative, we were not fully satisfied with either approach, the users couldn't see what they had typed and they lost the benefits of the bold text telling them what others saw.
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Since network responsiveness has enormous impact on the user satrt of chat rooms, concurrent conversations and therefore they break down when enough users are involved. Conversations in no Time By default, implementing and testing our ideas. Users liked this but wanted more information. He has recently cofounded an interface consulting company called Reactivity.
A general de principle we learned was to always keep in mind the impact each aspect of the de will have on network requirements. The Scaling Problem Text based chat rooms start to break down as the of users grows.
There's no limit to the of people you can chat with. Internet Relay Chat Protocol.