Designing interfaces for multi-touch tabletop computers;

Using minimaps to allow for multiple users on the same computer
As I explained earlier, there are some interesting challenges when designing multi-touch multi-user applications. Take for instance the use of the table in a command and control center during a disaster. In this scenario there is a map which displays the area where the disaster has occurred. Additionally you can view the real-time location of different emergency vehicles. It could be that the chief fireman is interested in tracking a particular vehicle moving outside the current view, where as the rest of the staff around the table want to keep the current view. Right now the processes inside those command and control centers do not resemble the described scenario. For a starter because they don’t have a table.
There is an area though where you have similar scenarios: Gaming, especially RTS and certain simulation games. You need to keep track of different units and at the same time require a detailed zoom level which will exclude certain units. Although these games are rarely, if at all, multi-user in the sense of multiple users behind 1 computer at the same time, it does provide some interesting ideas. This is a screenshot of Transport Tycoon (from here):

It has the main mapview and two smaller mapviews. One with an overview of the entire area and one that tracks a train. Using mini-maps you could track particular vehicles are keep an eye on a specific location. Also you can use it to look something up on a different part of the map, while the main stays in view for the others. So the tug-of-war action, as described earlier, suddenly is possible without the tugging or warring bit.

One user is still zooming in, where as the other user has his own mini-map where he can drag the map at the same time. If anything interesting occurs in one of the mini-maps it can become the main view, where as the former main view becomes a mini-map itself.