Below is an article I wrote for the Adobe Developer Connection (Education Category). The full article, published July 2010, can be found at: http://www.adobe.com/devnet/edu/articles/frank_garofalo.html
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"Multi-touch" technology has generated a large amount of buzz in the past several months. Some of the buzz is about mobile/handheld devices, and some has come from broadcast media's adoption of touch devices for their programs (such as CNN's "Magic Wall," NBC's Saturday Night Live, and ESPN). This has resulted in the term "multi-touch" being used to describe a broad range of interaction types, interfaces, and devices. Most of the uses for touch interfaces that I've seen have involved a single user interface allowing only one or two touch points at a time through tapping the screen or through gestures. However, the true capabilities of a "multi-touch" interface can accommodate multiple users interacting through any number of taps or gestures on the screen at the same time.
Multi-user Multi-touch
For the purpose of this article I do not refer to "multi-touch" to
describe a smart-phone or hand-held device that can recognize only one
or two points of touch simultaneously, such as a Motorola DROID; I refer
to larger devices like the Microsoft Surface product that can
accommodate multiple users and recognize points of touch from several
users simultaneously (at least three simultaneous points of touch).
The research conducted as part of my graduate studies in the
Department of Computer Graphics Technology at Purdue University (www.tech.purdue.edu/cgt/)
has been a qualitative examination of multi-user collaboration with
multi-touch devices. The study explored the experience of users
performing a common task in a shared environment (in this case the
shared environment is the single display screen of the multi-touch
device). For more details about this research study visit www.multiusermultitouch.com.
Digitally Replicating a Six Sigma Brainstorming Exercise
For my research, I designed and built my own multi-touch table (which
is currently pending a U.S. Patent) that could showcase the interface I
developed with the Adobe Flash Platform.
For the hardware, I used an open-source software package called
Community Core Vision (CCV), created by the NUI Group, to serve as a
liaison between the hardware components and the Adobe Flash Player. I
developed an Adobe AIR application to recreate a brainstorming exercise
used within Six Sigma, known as both "Affinity Diagrams" and "KJ
Analysis." Typically in Affinity Diagram exercises, participants
anonymously record and submit individual ideas or concepts on separate
sticky notes. Then the participants sort through the sticky notes,
grouping and categorizing them by moving them physically. Through this
process, unforeseen relationships between the ideas can emerge. Since
this activity requires participants to interact in a shared work
environment in the physical world, I chose to replicate it in a
multi-touch environment to explore the implications for a multi-user
interface.
Exploring the Multi-user Interface
A moderator with Six Sigma Green-Belt certification and experience
working with both corporations and universities served as a facilitator
for the exercises performed during user testing. I selected Adobe AIR as
the client since the application could run natively on a laptop
computer connected to the multi-touch table, and chose the Adobe Flash
Platform to capture the experience of multiple users simultaneously
interacting with multi-touch interface and hardware. In the AIR
application, users were able to move virtual sticky notes on the
multi-touch table, and perform the same grouping and categorizing
exercises that people do with physical sticky notes in an Affinity
Diagram exercise.

While both the hardware and software of the multi-touch device
created a few challenges for the participants on various levels,
including occasional software failures, they were able to complete the
exercises. That benefited not only this study, aimed at collecting
qualitative data from the participants, but also the participants
themselves, who were able to take the results of the Affinity Diagram
exercises back to their respective organizations on the Purdue campus.

Affirming Research Assumptions
My goal was to determine whether a multi-touch interface and
device can be a practical shared environment for a team of individuals
to complete a common task. The participants indicated that for
completing an Affinity Diagram exercise, the multi-touch device proved
to be a useful tool and believe that it improved collaboration. The
moderator for the Affinity Diagram exercise was surprised at the speed
with which the participants in both rounds completed the tasks, despite a
learning curve for them to become familiar with the multi-touch device.
She remarked that she has "not done one on paper that quickly."
Furthermore, participants in the study expressed appreciation for the
usefulness the multi-touch device provided. It allowed them to see all
the data in front of them at once, and to see most of the actions of
their fellow participants.
About the author
Frank Garofalo is a creative developer/technical
designer for online media. His professional experience includes
operating his own web & interactive multimedia firm named Cyber View
(www.cyberviewsites.com)
since 1999. In 2002 he began designing and developing with Adobe Flash.
He graduated from Purdue University with a degree in Computer Graphics
Technology in 2008. Additional professional experience includes
employment with the Walt Disney Company and Bank of America. To date his
graduate studies at Purdue University have focused on multi-touch
device interfaces built on the Adobe Flash Platform and he has examined
multi-user collaboration facilitated by multi-touch devices. His blog
and portfolio can be found at www.frankgarofalo.com.