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    Science. The improvement of the sketch-based interface is

    considered one of the most exciting and challenging

    areas.

    In the work presented by Seok-Hyung Bae and

    colleagues in [25], an interface metaphor of pencil and

    paper created for professional designers, called

    ILoveSketch. The users can draw curves freely and

    directly on the screen, and connect them through camera

    rotations. Although the results are 3D models, all objects

    are built through the users strokes, with no system

    interpretation. The researchers tested the prototype with

    the collaboration of a specialist with 12 years experience

    in design in the automobile industry and with toys and

    movies. The choice was justified by the decision to

    project the system for professional users with a high level

    of experience. The user carried out an intense evaluation

    of the system after a one-hour of training. The main

    conclusion was that the user was satisfied with the great

    numbers of features of the system.The software Fibermesh [3] is an evolution of

    Teddy. It brings even more power to the user in the task

    of creation of 3D models. The original curve stroke lies in

    the model. It makes possible to manipulate the object in a

    practical way with operations directly applied in the curve

    by user actions. The researchers presented also a non-

    formal evaluation of their system with novice users and

    artists. They concluded that Fibermesh is an easy to use

    tool, which permits evolution in the creativity tasks

    executed by the users.

    In the SESAME project [12], James Lin and

    colleagues studied ways to provide support to the work ofdesigners in the initial stages of the designing process.

    SESAME was created to explore different visions to solve

    conceptual design problems in three dimensions. The

    work was presented in two phases: the first presented a set

    of guidelines to create collaborative systems for

    conceptual designs, and the second compared SESAME

    against 3DS max. The main goal of the evaluation was to

    analyze how designers could make a creative complex

    design in the least amount of time, and what sets of

    operations they need to execute during the task.

    With the GODZILLA [26] system, S. Tano and

    colleagues presented experimental systems where theusers can make 2D drawings, which are recognized and

    exhibited as 3D sketches in a display (stereo vision TV).

    The user can later modify the drawings, as viewed from

    many view points (2D or 3D). In order to evaluate the

    system, they compared it against pencil and paper, and a

    3D CAD (Computer Aided Design) tool. The results

    revealed that the ideas in terms of numbers of sketched

    are much closer in this system to the numbers of sketched

    in traditional pencil and paper combination.

    Marcus Wacker and colleagues developed The Virtual

    Dressmaker [18], a Virtual Reality application to design

    clothes. The system supports advanced interactive

    techniques with six degrees of freedom. The researchers

    argue that sketch-based techniques are more natural than

    the traditional desktop techniques. They started with a

    pilot test, where the user needed to position clothes on an

    avatar in three different systems: the Virtual Dressmaker,

    Maya and the CosmoWorlds. They evaluated variables

    such as the time for task completion and precision

    achieved by the users. The results showed that the users

    performance was better with VirtualDressmaker. They

    also presented points to improve the users tasks in future

    versions of the software.

    In this work [16] Kamran Sedig and colleagues

    presents a methodology to evaluate the impact of using

    geometry learning software in the learning geometry

    process, for children at a basic educational level. The

    research compared three versions of the same softwarebuilt to teach geometry transformations. The goal was to

    find ways to design effective tools to ease the knowledge-

    building process in learning. The research revealed that

    the present interface style brings implications in the

    education by the way users interact with the tools.

    Another conclusion was that the HCI elements could

    improve the cognitive capabilities of users who use the

    software, although it can also affect the same capabilities.

    This work served also as an inspiration to us, since it

    advances the idea that sketch-based interfaces have to be

    more investigated in order to identify gains and eventual

    losses that the technique can offer in different contexts.

    Takeo Igarahashi and colleagues introduced the

    software Teddy [10], a gesture based system where the

    users draw on a white screen with strokes in 2D (input

    data), and the result of this interaction is a 3D model

    (output data). Basically, all operations are a result of a set

    of actions (gestures) like: creation, paint, extrusion, cut,

    smooth, bend, etc.

    3. Methodology

    We used a qualitative and quantitative methodology

    [4] to conduct our comparative study, described below.

    3.1. Pilot Tests

    We executed a great number of pilot tests [18] in order

    to decide the tools to be used, to evaluate and improve our

    methodology. After the pilot sessions, the collected data

    was analyzed and the methodology was adjusted when

    necessary. We repeated this procedure until we decided

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    that the methodology was ready to be executed in a real

    context.

    In our pilot tests we had the collaboration of a

    computer science student familiar with traditional

    software for 3D modeling (Maya in this case). One

    identified necessity was the reduction of the experiments

    length, to avoid the user becoming tired. Although there is

    no limit on the time to execute the tasks, we planned it to

    consume a minimum amount of the users time, without

    jeopardizing the goals of our study.

    An important decision taken during the pilot tests was

    the definition of the Teddy system as the selected tool to

    evaluate the sketch-based modeling technique. Our other

    choice, the software Fibermesh (which has more

    interaction possibilities than Teddy), was rejected due to

    great instability in the prototype version available. The

    details of the methodology are showed below.

    3.2. Hypotheses

    To evaluate our study, we considered the following

    hypothesis:

    H1: modeling with the use of sketch (as presented in

    Teddy), demands less effort from the user than modeling

    with the use of WIMP-like interfaces (as presented in

    Maya or 3DS Max).

    H2: the sketch-based modeling approach (as presented

    in Teddy) reduces the users time to complete tasks.

    H3: the sketch-based modeling technique (as presented

    in Teddy) produces satisfactory results.

    The effort (H1) and the satisfactory users results (H3)

    in this study were evaluated through the users answers

    collected in a survey related to the two techniquespresented. The time (H2) was verified through the video

    register of the users activities.

    3.2.1. Dependent and Independent Variables. The

    independent variables involved in this study were:

    the technique utilized (Sketch or WIMP); the target object to be modeled (a bear); the executed task.

    The dependent variables were the following:

    users effort; number of tries to realize the task; time to execute the tasks; users satisfaction; Hierarchical tasks models (HTA).

    The user effort and satisfaction with the results were

    collected through the same survey. All the other variables

    have their results computed after the analysis of the users

    activities.

    3.2.2. Subjects. The profile defined users who are

    studying or working in the Design, Art or Technology

    fields with experience in Computer Graphics products

    such as Maya or 3DSmax. They should also have basic

    understanding of the modeling process of these tools. All

    the users were recruited as volunteers in academic or

    technical schools, or in design, games, and technology

    companies.

    3.2.3. Collected Data. To collect the data, we defined

    25 users. In the study here presented we used only 6 users

    to show qualitative data, our quantitative analyze

    continues and will be shown in a future work.

    3.2.4. Users Mental Model. We used the user speech

    to analyze, in an hierarchical form, their activities in

    Teddy and Maya or 3DS Max. The main objective was to

    build two trees of analyses, one for each approach (sketch

    and WIMP). By analyzing each tree, we can extract

    details of the users modeling activities, such as usability

    gains, needs and requirements for designing a system

    based on our findings.

    3.2.5. Survey (personal data). A simple survey wasused to collect information about the users, such as

    occupation and familiarity with the WIMP tools defined

    for the study.

    3.2.6. Questionnaire (System Usability Scale). The

    use of a questionnaire was necessary to collect, through

    the users replies, the measures for the three subjective

    hypotheses (H1, H2, H3), which are related to the

    easiness of use and the satisfaction with the observed

    results. The questionnaire was adapted from the available

    model developed by SUS System Usability Scale [5]

    and applied to both techniques for comparison effect (the

    adaptation is available at

    www.cin.ufpe.br/~tlam/sus_adaptation ).3.2.7. Users Comments. Through the users answers

    we collected qualitative data related to their opinions

    about satisfaction with the created 3D models, the use of

    creativity in the tools, and ease of use with the software.

    3.3. Procedure

    The test sessions were composed of two phases: one

    dedicated to introduce Teddy, and another oriented to

    tasks execution and answering the questionnaire. In the

    first phase, the goal was to make Teddy more familiar to

    the users. They filled a simple questionnaire about their

    experience with the tools and their occupations.The users had time to test the system functions with a

    tutorial help available in: http://wwwui.is.s.utokyo.ac.

    jp/~takeo/teddy/teddy/tutorial.html.

    In the second phase, the users had to execute three

    tasks, one only for modeling and the other two dedicated

    to editing the model previously created. Each task was

    performed with both Teddy and Maya (or 3DS Max).

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    There was not a time limit to conclude the tasks, and

    the only rule was that the user needed to execute each task

    in each tool. The tasks were as follows:

    Creation - The user had to reproduce a teddy bear

    (Figure 1) model presented in a reference picture. This

    reference was used only to show a direction of how the

    users test could start and not to follow the reference

    exactly as seen in the picture.

    Figure 1. The reference picture of a teddy bear.

    Editing - Using the bear model created in the previous

    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

    bears surface. Following, they should erase this star and

    draw a five-point star instead. After that, the user needed

    to cut one of the bears ears, and create a little cavity in

    the bears body.

    Pointed ear - The user was asked to deform the bears

    ears to make it look like a cats ear. To do this task, the

    previously created ears must be used.

    After the conclusion of the third task, the users filled in

    a questionnaire about the tests and talked about their

    experience when performing the tasks.

    The tasks were defined in this way to cover a set of

    basic operations presented in the 3D modeling systems

    evaluated.

    4. Results

    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).

    We collected data from six subjects, all of whom were

    volunteers for the study. They were recruited in graduate

    courses (Computer Science, Design and Arts) and in

    game companies. All of them had little knowledge about

    sketch-based systems, but some experience with Maya or

    3DSMax in different levels, varying from beginner to

    professional, according to their use of these tools in their

    leisure time or in their professional lives.

    Unfortunatelly we didnt 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.

    We continue to work with the quantitative part of the

    study and soon as possible we will reveal all the achieved

    results and hypotheses comments.

    4.1 Task results

    4.1.1. Creation. NS < NW

    In task one - the creation of a 3D bear model - all the

    users used less operations in the sketch-based system than

    in the wimp based one(Figure 2 and Figure 3). The

    creation of the model in Teddy was straightforward. The

    users started this task in one of two ways: drawing

    directly on the screen with the mouse, or using the

    example sphere, which starts the software. All the modelelements such as arms and legs, were generated with the

    extrusion set of gestures available in Teddy.

    In the WIMP systems, the users used geometric

    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

    to adapt their ideas to the object seen currently on the

    screen, thus resulting in additional tasks.

    Figure 2. A pseudocode example of the creationtask in a sketch interface (Teddy) done by one of our

    test users.

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    Figure 3. A pseudocode example of the creationtask in a WIMP interface (Maya) done by one of our

    users 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

    Most of the results in this subtask showed that the

    number of operations is closer in both systems. In fact, all

    the users used the same approach in the sketch-basedsystem, i.e., they made strokes directly on the models

    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

    Staravailable in the system. But this function added more

    tasks related to typing the number of vertices to form the

    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 theWIMP-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 usertried the bend function with success.

    In the WIMP approach, all users selected a set of

    vertices or faces defining the ear, and pulled these to give

    the bears ear with a pointed view look.

    Figure 4. A example of the first and second try inthe Pointed ear task in a sketch interface (Teddy).

    The user used the bend function without success, so

    he made the ear pointed with an extrusion function.

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    Figure 5. The pointed task in the WIMPapproach.

    5. Conclusions

    In this section we present our main conclusions,

    grouped by our impressions regarding: the reducedinstruction set gestures presented by Teddy in our test

    sessions, the creation and the editing phase of the

    procedure, and their implications in the user activities.

    5.1 Reduced Instruction Set Gestures

    The sketch-based system Teddy has a reduced

    instruction set of gestures. This characteristic implies that

    the user can generate 3D models in a faster and easier

    way. They can interact with the computer environment

    without loss of time and concentration in long searches

    over interface menus.

    This reduced set of instructions can be repetitive andtedious in great projects or in the users time task along a

    computer, but it could not be observed in the tasks

    analyzed.In our sessions, we could observe that the users

    created the model basically with a simple extrude

    function.

    In the case of WIMP-based systems, the use of several

    menus and dialog boxes cause some mistakes and

    difficulties to get a solution for a specified task. The users

    have to acquire a great knowledge of the options

    presented in the system interface even to create simple

    objects.

    .

    5.2 Creation

    We could observe that the best usability gain that the

    sketch-based interface technique brings to the 3D

    modeling task, is in the creation phase. On this task, the

    number of user operations was consistently less than

    when realizing the same tasks in a WIMP-based

    interface. Creating a model in this way was very practical

    to our users, since the sketch technique is a

    straightforward way for users to express their ideas,without having to make technical decisions about the

    object to be generated.

    In the WIMP-based systems, the users need to plan

    ahead, or to have a well-defined idea to minimize theirtime and effort in the selection sets to construct their

    models. The technical background required to manipulate

    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

    reach the same level of interaction as in the sketch-based

    systems.

    5.3 Editing

    The editing operations revealed more usability gains in

    the WIMP-based systems. In task 2 (Editing) of our

    experiment, we could observe that the number of

    operations was very close, but in the task 3 (Bend) we

    observed that number of operations was greater in thesketch-based system. The possibility of direct

    manipulation of vertices and faces, and the use of

    keyboard commands to copy and paste, showed that these

    familiar computational and geometry instructions are

    more remarkable than some new gesture-based

    instructions.

    6. Requirements and Future Work

    We are developing a 3D geometric modeling prototype

    using sketch-based ideas for the interface, and we plan to

    use the gathered results from this study as requirements

    for this prototype. The evaluation of the HTAs and the

    user comments, showed us that a system combining the

    two approaches (sketch and WIMP) could be built with

    the following characteristics:

    Manipulationofvertices and faces - We observed that

    the manipulation of vertices and faces that define the

    models, is an operation for editing objects very popular

    with by the users. Editing a model at the level of a vertex

    or a face was very useful and simple in our tests sessions

    in the WIMP approach. In the sketch approach, although

    the interaction can be very simple too, the users have to

    make some effort to find the right stroke which will

    generate the desired modification.

    Copy and paste functions - Another functionality which

    reduces the users' efforts is the copy and paste functions.

    All users use it to avoid modeling similar objects from

    scratch several times. In a WIMP context, this use is very

    simple with selected options through the graphical

    interface or keyboard commands. But in the sketch

    software, this function was not available and the users had

    to develop similar objects from the scratch every time

    they needed to use them.

    This study did not yet reach a representative number

    of users to run the quantitative analysis as presented in the

    Methodology session. We continue to collect data from

    new users tests and we hope to show the results in a

    future as a natural evolution of this research.

    7. Acknowledgements

    We would like to thanks CNPQ for finatial support, the

    members of our research groups Cincias Cognitivas e

    Tecnologias Educacionais and Mdia & Interao,

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    Playlore Gameworks for the users, the teacher Richard

    Lane and Cultura Inglesa for the technical review of this

    paper, the teacher Renata Souza for consulting and all the

    users who participated in a volunteer way of this study.

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