# SurfaceDesigner: A Tool for Designing Interfaces on and for Wall-Sized Displays

Valérie Maquil, Lou Schwartz, Johannes Hermens

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Valérie Maquil, Lou Schwartz, Johannes Hermens. SurfaceDesigner: A Tool for Designing Interfaces on and for Wall-Sized Displays. IHM'25 - 36e Conférence Internationale Francophone sur l'Interaction Humain-Machine, Nov 2025, Toulouse, France. hal-05302508

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# SurfaceDesigner: A Tool for Designing Interfaces on and for Wall-Sized Displays

## SurfaceDesigner : un Outil pour la Conception d'Interfaces sur et pour les Écrans Muraux

Valérie Maquil*

Lou Schwartz*

Johannes Hermen*

valerie.maquil@list.lu

lou.schwartz@list.lu

johannes.hermen@list.lu

Luxembourg Institute of Science and Technology

Esch-sur-Alzette, Luxembourg

<figure><img src="image_2.png" /><figcaption>Figure 1: The testing session with SurfaceDesigner included three phases: 1) Fixing the objectives of the session, 2) Designing interactions on the tangible tabletop, 3) Designing the wireframe on the wall-sized display.</figcaption></figure>

## Abstract

In this paper, we describe SurfaceDesigner, a tool for co-designing interfaces at scale 1:1 for wall-sized displays. SurfaceDesigner is a web-based application that enables partitioning the display space into containers, which then function as drawing canvases or are connected to existing websites. This provides a quick and flexible way of defining wireframes and early mockups of interfaces for wall-sized displays. We present the underlying concepts, its main features and interactions, as well as the findings obtained from a preliminary user study dealing with the design of a geospatial interface for analysing and planning sustainable mobility concepts.

## Résumé

Dans cet article, nous décrivons SurfaceDesigner, un outil de co-conception d'interfaces à l'échelle 1:1 pour des écrans muraux. SurfaceDesigner est une application web qui permet de diviser l'espace d'affichage en conteneurs, qui fonctionnent ensuite comme des zones de dessin ou sont connectés à des sites web existants. Il s'agit d'un moyen rapide et flexible de définir des maquettes filiaires et

fonctionnelles des interfaces pour des écrans muraux. Nous présentons les concepts sous-jacents, ses principales caractéristiques et interactions, ainsi que les résultats obtenus à partir d'une étude utilisateur préliminaire portant sur la conception d'une interface géospatiale pour l'analyse et la planification de concepts de mobilité durable.

## CCS Concepts

* Human-centered computing → Human computer interaction (HCI); Interface design prototyping; Systems and tools for interaction design; Synchronous editors; User studies; Touch screens.

## Keywords

wall-sized display, collaboration, co-design, large interactive displays, large high-resolution displays, UI design

## Mots clés

écran mural, collaboration, co-conception, grands écrans interactifs, grands écrans haute résolution, conception de l'interface utilisateur

## Reference Format:

Valérie Maquil, Lou Schwartz, and Johannes Hermen. 2025. SurfaceDesigner: A Tool for Designing Interfaces on and for Wall-Sized Displays. In *IHM '25: Actes étendus de la 36ᵉ conférence Francophone sur l'Interaction Humain-Machine, Novembre 4-7, 2025*, Toulouse, France. 6 pages.

<footnote>*The authors contributed equally to this research.</footnote>
# 1 Introduction

Wall-Sized Displays (WSDs) exist in various names including Vertical Large Interactive Displays or Large High-Resolution Displays (LHRDs) and typically refer to a display that “creates a coherent physical view space that is at least of the size of the human body and exhibits a significantly higher resolution than a conventional display” [3]. With their large size, they enable the presentation of extensive datasets and complex visualizations in more detail or in different scales and views [18], while facilitating simultaneous interaction by multiple users [24].

WSDs vary in terms of visualization technology, display setup (size, orientation), interaction modality, application objectives (productivity, entertainment, social interaction, games, and advertising) and location (city, office, university/school, conference, third place and cultural site) [2]. WSDs are also used in combination with other devices, including tabletops, large screens, tablets and smartphones, which is then related to the domain of cross-device computing [4]. In prior work, WSDs were found to be well adapted for artifact generation and design tasks, such as collaborative organization and schedule creation [14], product-service system design [23], or architectural design [12].

Designing interfaces for WSD environments is a challenge raised in literature [13, 20], in particular when it concerns data visualization interfaces [3, 21]. Indeed, WSD applications frequently require the simultaneous use of diverse interaction methods for different tasks [13, 20]. Furthermore, with the large surrounding area of WSDs, users move considerably during sessions, causing physical fatigue and requiring additional awareness support, to know where everyone is and what they are doing [3, 20]. Finally, there is a lack of adequate design software, as well as clear, common design rules [13, 20].

Current design practices are often not documented in papers, and if so, they mostly make use of non-digital tools, such as paper prototyping (e.g., [5]). Existing software system to support the design process (e.g., [8, 17, 22]) focus on software engineering issues and the development of fully functional prototypes. Mini-studio [11] and SketchStudio [10] are mixed mockup tools that are mainly used to prototype ubiquitous computing systems, and combine physical models (e.g., based on paper) with projected digital content to prototype systems. While this approach is excellent for testing user interactions around a WSD, it lacks the precision needed to accurately prototype the on-screen layout and high-resolution content [3].

Recently, the design in real size and on site on a wall-sized display has been studied. Schwartz et al. conducted user tests with desktop optimized tools (Figma [7] and Miro [15]), and concluded that these cannot be used as-is to design at 1:1 scale in a WSD environment [19]. By analysing the encountered issues, they formulated recommendations related to how user interface elements should be placed, and which features need to be provided.

In this paper, we built upon these and other prior research to propose *SurfaceDesigner*, a real size design tool that supports teams in the design of user interfaces (UIs) for and on wall-display environments, described in Section 2. We present first features, the rationale behind them, and report on early findings obtained from a pilot study where five participants designed a geospatial WSD

interface for analysing and planning sustainable mobility concepts, in Section 3.

# 2 SurfaceDesigner

SurfaceDesigner is a tool to support designers of WSD environments, mainly during the phases of wireframing and mockup design. It was developed based on the results from prior work, in particular the observations and recommendations of Schwartz et al., as well as our own experiences with the WSD orchestration tool DeBORAh [22]. The work describes in this paper is still in progress, and we present the concept and features of the first version.

Our objective with SurfaceDesigner was to provide an easy and quick way of designing WSD interfaces in real size, with a focus on the early phases of design (sketching, wireframing, early mockups). The tool should be flexible to adapt to WSDs with various resolutions, sizes and screen partitions. Furthermore, it should be suited for small groups and support different interaction modalities (direct touch and from a distance through a connected device, as recommended in [19]).

## 2.1 Concept

The main principle behind SurfaceDesigner is the management of containers on a grid spanning the whole WSD. Designers can create and place as many containers as needed on a snapped grid. This allows them to quickly partition the space in different zones, and to move and rescale them in order to create and explore different layouts. SurfaceDesigner has been implemented using Webtechnologies and can be used on any device capable of running a recent web browser. All views are synced in real-time via web sockets to enable concurrent usage on multiple devices.

By default, a created container displays an Excalidraw [6] environment enabling common drawing features (adding shapes, text or hand drawing). Excalidraw is a collaborative open-source whiteboard tool to easily create sketches and diagrams with a hand-drawn look and feel. The Excalidraw tool has been adapted and deployed locally for seamless integration into SurfaceDesigner.

## 2.2 Interactions and features

This is how we imagine SurfaceDesigner to support design sessions. In a first step, the session organiser defines the environment, i.e. the arrangement of the displays and underlying grid. Then, the designers (who can include users) create or modify the design by placing containers, moving and resizing them, and editing their content. They can also display existing web content (e.g., maps) within a container or copy/paste pictures. During the session, they can take notes. In a more advanced stage of the process, they can reuse the wireframing and container layout and replace the mockups with web components of the actual application in order to test and discuss a functional prototype. At the end of a session, the result can be saved to be reloaded at a later time. Through this approach, the tool supports the creation of new designs, as well as the review and refining of an existing design.

In the following, we will explain the different features in more detail.

### 2.2.1 Environment definition.
The settings of the environment are defined before the design session. The session organiser (e.g., the
<figure><img src="image_3.png" /><figcaption>Figure 2: The SurfaceDesigner loaded on a tabletop to design a WSD surface, displaying a) a snapping grid, B) the menu, C) the container editor, and D) an enriched text box.</figcaption></figure>

lead designer or the facilitator) can set the number of displays composing the WSD horizontally and vertically. Furthermore, the number of columns and rows composing the snapping grid can be chosen to adapt the level of needed granularity. The background colour can be modified, as well as the colour of each grid section and screen section. Indicating screen sections is important in order to manage the bezel and perhaps avoid placing certain elements across screens. All the environment properties (number of displays, background colour, grid, etc.) can be modified during the design session.

2.2.2 *Containers management.* As mentioned before, the tool is based on the management of containers. Participants to the design session can add as many containers that they need and superpose them, however a container should have a minimum size of one grid cell.

By default, a new container contains an Excalidraw environment, but it is also possible to display, e.g., a webpage, pictures, or videos in a container by entering its address as shown on Figure 4A. Once created, containers can be resized and moved freely on the snapping grid.

2.2.3 *Interaction from anywhere.* The modifications can be done directly on the WSD, but also from any synchronized device like

a tablet, a tabletop or a laptop, called secondary device hereafter (see Figure 4B). That enables to take advantage of the interaction methods of the different devices, to distribute work, and to give the feeling of personalized workspaces. To connect to the SurfaceDesigner environment and directly load the right design, it is possible to scan the QR code displayed on the WSD (see Figure 4C).

However, the view is different between the WSD and any other device. The WSD displays the grid in full size, and the menu is hidden by default. On another device, the grid and the view of the selected container are displayed, and the menu is displayed by default. Through this miniaturized version of the WSD, all containers can be accessed and modified from a distance. If needed, it is also possible to open a container in full-screen mode to facilitate the modification of its content and to focus on this one.

2.2.4 *Note-taking.* During a design session, participants may want to take notes to explain design decisions. Therefore, an enriched text box is available that can be accessed from a secondary device through a button on the right.

2.2.5 *Long-term design management.* To support design activities over several sessions, we provided the possibility to save a design and to reload it at a later time. It is also possible to review sessions by adding comments on the design.
<figure><img src="image_4.png" /><figcaption>Figure 3: An example of the settings for an environment: the surface is composed of 4 screens horizontally and 1 display vertically with separations shown in red. The background is set to blue with a grid of 48 columns and 8 rows in yellow.</figcaption></figure>

## 2.3 Implementation

SurfaceDesigner has been implemented using web technologies. The backend is based on Node-Red [16]. Node-Red is an open source low-code programming tool for event-driven applications. In SurfaceDesigner it provides the webserver for static pages, the synchronization of views via web-socket, and the storage system. The front-end is a single-page web application that can be run on any decent browser (Chrome preferable). The integrated Excalidraw drawing tool had to be adapted and locally deployed to allow automatic creation of new "sessions", setting predefined zoom and location, background transparency, e.g. For now, the system is deployed within our lab network and can only run one design session at a time. For future versions, it could be possible to do distributed design sessions as well.

## 3 Preliminary user study

To obtain preliminary insights on the utility of the SurfaceDesigner for collaborative design of UIs, we prepared and conducted a design session for a multi-surface application to support citizen consultation. The session took place in June 2025 in our lab providing a capacitive multitouch wall-display (MidiWall) spanning 3.5x1.5m and 8640x3840px resolution, an interactive 55" 4k tabletop with object recognition capacity, two additional 65" screens to connect to personal laptops, two tablets, as well as additional movable tables to put equipment, and some chairs. The SurfaceDesigner was provided on the WSD, with the tabletop providing the grid view to arrange components and open them individually for modification. In addition, two keyboards were provided for use with the MidiWall and with the tabletop if needed.

Five persons participated in the session. Two are experimented in design, including for WSD. Two are experimented engineers, that develop since years for WSDs and tabletop interfaces. The last one

has a mixed profile between design and development, including of UIs for WSDs and tabletops. Three of the participants were already familiar with the SurfaceDesigner, with one of them having done the development work.

### 3.1 Sustainable mobility scenario

The session was dealing with the design of a citizen consultation tool in the domain of sustainable urban mobility in and around Belval, a former industrial site in the south of Luxembourg. As from the early 2000s, Belval was extensively redeveloped to become a mixed-use urban area integrating residential, commercial, educational, and recreational spaces. Part of this redevelopment is a new concept of mobility, focusing on reducing car dependency and opt for more sustainable modes of transport, such as public transport and soft mobility [1, 9]. To ensure that proposed solutions best meet the needs of residents, workers and students, the development organisation seeks to apply citizen participation methods.

In the context of an internal project, a structure for such a citizen consultation session was defined, consisting in (1) explaining the reason this session and giving some insights, (2) collecting current transport modes of the community, (3) collecting current pain points or barriers (4) ideating on potential improvements, and (5) providing a common visualisation and synthesis of the work done in the session.

### 3.2 Method

The session started with an explanation of the research project, the objectives of the study, as well as informed consent for the collection and use of the personal data. Then, we introduced the participants to the sustainable mobility scenario and the objectives behind the citizen consultation tool.
<figure><img src="image_5.png" /><figcaption>Figure 4: (A) Example of the integration of a webpage (Google Maps) in a container. (B) The SurfaceDesigner loaded on a tabletop, a WSD and a tablet to design the same surface. (C) The QR code to load the same environment is displayed on the WSD.</figcaption></figure>

The main aim of the session was to create a wireframe or mockup of the screen design, that supports the first step of the consultation session. Participants should use the tabletop and the MidiWall, whereas there were no other constraints regarding the use of additional devices and materials. Overall, participants had one hour for the design.

We audio and video recorded the session using three cameras from different angles. After the session, we provided a questionnaire on demographic data and debriefed by asking questions about the main difficulties, the positive points, and what was missing.

## 3.3 Results

3.3.1 *Observations.* The session was composed of three steps. First, the leader explained the purpose of the design session, the context and the objectives during 2 minutes, see on Figure 1.1. Then, the participants designed the interactions and the objects for the part that will be displayed on the tangible table during 26 minutes, see Figure 1.2. Finally, the participants drew a wireframe of the content to display on the WSD during 35 minutes, see Figure 1.3. The design produced consisted of a map displayed on the tangible table, enabling participants to explore the current and future mobility plan of the discussed district, as well as a dashboard displayed on the WSD.

When participants wanted to discuss the design of the tangible UI on the tabletop, they noticed that the grid view of the SurfaceDesigner was displayed, and closed it. Instead, they opened a new Excalidraw window on the tabletop to define the design. Then, during discussions about designing a tangible user interface on a tabletop, participants chose to close the Excalidraw application and opened a map management application previously developed, to check what already is supported and could be reused. Then, they took a screenshot of it and displayed the screenshot in full-screen to discuss new tangible interactions. To do that, several strategies were adopted. First to draw on paper, then to use existing white tangible objects and to add paper prototyping on them, and last one to use existing tangible objects.

Secondly, participants returned to the design of the UI for the WSD and reopened the SurfaceDesigner. The strategy was to discuss the organisation of the display using containers to draw a first coarse-grained wireframe. Participants used only Excalidraw containers, adding a rectangle of the size of the container to simulate a background colour and to distinguish each container on the grid. They used the same background colour for the same type of data. Then, they added a text box in each container to describe the content. Finally, they reorganised the containers to adapt the UI to the reading direction correlated to the time. That means that on the left were positioned general data useful for the urban planning consultation session (the objective of the session, and general fact sheets on each transport modes footprints), then data related to the current situation (graphs and pictures or 3D views of the current transport modes usages), and finally on the right part of the WSD all data related to the future (simulations or the goal to be achieved in terms of mobility, with graphics and images or 3D views).

Throughout the session, the two designers took notes separately on paper (text and drawings). They didn't use the text box on the SurfaceDesigner to take notes, as it was not opened by default and they didn't see it.

3.3.2 *Feedback from participants.* In the debriefing, participants confirmed the general benefit of the SurfaceDesigner to support the collaborative design process. They appreciated that the design was done directly on the wall, which enabled a concept of “what you see is what you will get”, and seeing the designed content in real size. Participants also positively mentioned the presence of a snapping grid that is adapted to the borders of the screens.

Concerning the main difficulties, they reported that they felt it took them quite a long time for a rather simple task, i.e. setting the background of the containers, resizing the containers, and adding a text box describing the content. Another difficulty was to add content on the table, for the table. This feature currently was not supported, and so a workaround had to be created.

From the point of view of the design process, participants positively mentioned the presentation of the context and task at the
beginning. However, they also pointed out that they felt a bit over-
whelmed and did not know how to start; i.e., whether it was better
to first select the data, or to define the containers, or to think about
the interactions. All participants experienced the collaboration in
the group as positive. They also indicated that they were satisfied
with the results, however mentioning that they were hoping to
advance a bit further.

To better facilitate their design work, participants requested the
possibility to work in parallel to be able, for instance, to modify two
containers simultaneously. Indeed, while it was planned to provide
multiple tablets that can access the same workspace simultaneously,
this feature was not working correctly, and could finally not be
used.

4 Conclusions and future work

As this first observational study shows us, the concept of Sur-
faceDesigner seems adapted to the co-design of WSDs, at least
for the wireframing step. Designing in real size is beneficial and
the connection and synchronisation of the workspace with various
devices is needed. In the future, the observation will be reproduced
in several use cases that also include more advanced design steps,
such the mockup step. Furthermore, remaining issues will be fixed,
and a new version will be developed integrating the knowledge
collected.

The first improvements will be to simplify the addition of a
name and a background colour for each container, to provide the
possibility to copy/paste containers, and to properly support parallel
work through the connection of various personal devices. We will
also extend the concept for all types of WSDs environments. That
means that we seek to support the possibility of designing for any
UI combining tabletops, tablets, or other displays with a WSD. And
in particular, we will manage environments composed of several
surfaces. To do so, we will enable the definition of several surfaces
composing an environment, with specific parameters for each of
them (number of displays, grid setting). These surfaces should all
be accessible from any secondary device.

With SurfaceDesigner and as part of the CoMixS project, we seek
to study how collaborative design on and for mixed-display ecosys-
tems can be supported, how the collaboration quality of design
teams can be captured, and how these insights can be translated to
more complex settings, that might be distributed and/or over long
periods of time.

Acknowledgements

This research was funded by the Luxembourg National Research
Fund (FNR) under the FNR INTER-ANR project CoMixS (Grant
nr INTER/ANR/24/1895811) and by the Luxembourg Institute of
Science and Technology (LIST) under the PLAY2 project.

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