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ABSTRACT
Visual analytics is often based on the intuition that highly interactive and dynamic depictions of complex and multivariate databases amplify human capabilities for inference and decision-making, as they facilitate cognitive tasks such as pattern recognition, association, and analytical reasoning (Thomas and Cook 2005). But how do we know whether visual analytics really works? This article offers a generic evaluation approach combining theory- and data-driven methods based on sequence similarity analysis. The approach systematically studies users' visual interaction strategies when using highly interactive interfaces. We specifically ask whether the efficiency (i.e., speed) of users can be characterized by specific display interaction event sequences, and whether studying user strategies could be employed to improve the (interaction) design of the dynamic displays. We showcase our approach using a very large, fine-grained spatiotemporal dataset of eye movement recordings collected during a controlled human subject experiment with dynamic visual analytics displays. With this methodological approach based on empirical evidence, we hope to contribute to a deeper understanding of how people make inferences and decisions with highly interactive visualization tools and complex displays.
in list: HCI & Usability
ABSTRACT
With the advent of a digital economy, an emphasis on digital products and services has emerged. Those who are not using current technologies will become excluded, however, from this revolution. Older adults represent one such group in danger of exclusion. In some cases, older adults have been disinterested in new technologies. In other cases, however, the technologies fail to take into consideration the strengths and weaknesses of older users that would promote this usability. This paper examines components of information search by younger and older adults. These are considered in terms of long-term implications of designing for older users, with current problems viewed as foreshadowing future trends.
in list: HCI & Usability
ABSTRACT
Children with dyslexia and attention deficit disorders often have problems in short term memory, yet can benefit from learning strategies for remembering. In this paper, we describe the design of a multimedia educational game called Memory Challenge to help children with Specific Learning Difficulties (SpLDs) learn strategies for memory and to develop their cognitive skills. We focus in our approach on the involvement of children with SpLDs and domain specialists and practitioners in the design process. Involving various
participants from our target population (native Arabic-speaking users) in different stages of our design process was effective in obtaining an insight into the needs of people with SpLDs and has contributed to the design with actionable implications.
in list: HCI & Usability
ABSTRACT
Introducing distortions into perspective views is a popular technique to direct our visual attention to specific objects, as seen in hand-drawn illustrations and cartoon animations. This type of image expression, called nonperspective projection, is feasible in visual communication, because the human visual system can reconstruct the target three-dimensional (3D) scene correctly provided that the corresponding image distortions are within a certain perceptual tolerance. In this paper, we develop a perceptual approach to guiding the design of such nonperspective images by referring to the 3D perception induced by pictorial depth cues. We formulate an acceptable tolerance by investigating how we perceive image distortion according to the change in the configuration of depth cues. The obtained formulation is then incorporated into our new algorithm, with which we can automatically control plausible image deformation by simply modifying the positions and sizes of specific objects in a scene.
in list: Ophthalmology & Vision science
ABSTRACT
Generation Y (age 18–31) is a very large and economically powerful generation, containing eighty-two million people and spending $200 billion annually. It is not surprising that companies are interested in gaining the patronage of this group, particularly via the web. Surprisingly, very little research into making web pages appealing to this important demographic has been done. This paper addresses this need through two separate studies. The first, an online survey, provides evidence that our proposed score for predicting the visual appeal of web pages reflects the self report measure of what pages Generation Y likes. To refine these findings, an eye tracking study is conducted using the pages that were most and least liked in Study I. Participants’ eye movement is tracked while browsing these pages, providing evidence of what attracts their attention. The results of these two studies suggest that Generation Y may prefer pages that include a main large image, images of celebrities, little text, and a search feature. This research has important implications.
in list: HCI & Usability
ABSTRACT
Product listing pages, where information on multiple products are displayed, represent a vital point of an E-commerce website on which consumer decisions are made. Prior research has shown that the design of product listing pages has an impact on users’ performance and their recall of brand names. The aim of this study was to examine effects of presentation on cognitive load and consumer decisions. An online study was conducted comparing presentation type (matrix versus list presentation). List presentation was associated with lower cognitive load and more economic product selections. Eye-tracking data from an additional laboratory experiment suggest that list presentation triggers comparison processes which could account for the differences found.
in list: HCI & Usability
ABSTRACT
Participants in a usability evaluation are often asked whether they noticed certain elements after some level of interaction with a design. The purpose of this study was to evaluate the reliability of self-reported awareness measures using eye tracking data. Participants were shown 20 popular homepages for 7 seconds each and then asked afterwards if they saw 2 particular elements on each page. The results showed that self-reported awareness measures are reliable, but can vary depending on question structure and object type. These findings have implications for how usability practitioners ask questions about object awareness, and how that information is used in the design process.
in list: HCI & Usability
ABSTRACT
Recommender systems, as a type of Web personalized service to support users’ online product searching, have been widely developed in recent years but with primary emphasis on algorithm accuracy. In this paper, we particularly investigate the efficacy of recommender interface designs in affecting users’ decision making strategies through the observation of their eye movements and product selection behavior. One interface design is the standard list interface where all recommended items are listed one by one. Another two are layout variations of organization-based interface where recommendations are grouped into categories. The eye-tracking user evaluation shows that the organization interfaces, especially the one with a quadrant layout, can significantly attract users’ attentions to more items, with the resulting benefit to enhance their objective decision quality.
in list: HCI & Usability
INTRODUCTION
In design research and in the education of designers, a holistic approach is prevalent. Since design quality is often understood through the relationship between a design product and its context of use, the details of a design product do not always get the attention they deserve. Managing the details and their interrelationships is, however, essential as much of the design process in practice consists of finalizing the details, choosing the best shapes and selecting the most appropriate colours.
This trend is partly caused by the lack of proper methods for studying the details of design products. Typical consumer research methods rely on consumers’ opinions, which by their nature are inaccurate and depends on interpretation.
However, eye-tracking provides useful methods for evaluating the details of design for usability. This research project aimed at applying these established methods in the field of design research, in order to create an evaluation approach that is both feasible and reliable. The research was carried out jointly by University of Tampere having expertise in usability evaluation and eye-tracking research and University of Art and Design Helsinki having expertise in industrial design. Nokia, Fiskars and Clothing+ acted as business partners in the research project. This project was a part of the Design 2005 program organised by the Finnish National Technology Agency Tekes.
in list: HCI & Usability
ABSTRACT
In this study, effectiveness, efficiency and user satisfaction of different menu designs were investigated. 24 graduate students voluntarily participated to the study. The results indicate that horizontal menus are more effective than vertical menus in terms of selecting sub menu items, overall task completion time is not related to menu design, horizontal overlapping menu design is the most effective one in terms of preventing user errors. Lastly, user satisfaction doesn't vary according to menu designs.
in list: HCI & Usability
ABSTRACT
This paper describes one test from a larger eye tracking and design evaluation research aiming at developing methods for studying the perception of design products. The test focuses on searching for a connection between gaze, product attitude and preference when comparing the products in pairs and when selecting a favorite from the available products. The role of appearance and apparent usability in product attitude and preference are also explored.
The test results suggest that a correlation between gaze and product attitude can be found with certain indicators. Product preference can also be seen quite clearly in the visualized gaze data. Some distinct differences were found between the groups of designers and other test persons in the emphasis of appearance and apparent usability as variables influencing on both the product attitude and preference.
in list: HCI & Usability
ABSTRACT
Conducting psychophysiological experiments that measure how players experience digital games not only allows investigating the effects digital games have on players, it also gives game developers a tool to validate game design. In order to rapidly develop digital games that can be used as stimuli in psychophysiological experiments, a coherent and flexible development environment is required. A development environment that allows researchers to design their experiments, build the stimulus game and easily integrate all required data acquisition functionality into it.
Throughout this thesis, such an environment for rapid development of stimulus games that employ logging of psychophysiological data will be designed and implemented. Methods for gathering player related data in digital games and related fields of application will be compared, in order to establish a theoretical foundation for the conception of a logging framework. Based on this, game engines, development suites and frameworks will be reviewed, leading to the selection of the XNA framework and the Torque X Engine as suitable technologies for the implementation of this logging framework.
The logging framework will be implemented as a set of Torque X components and an example game will be developed in order to demonstrate the application of the framework and the different logging components. Finally, the choice of C#, XNA and the Torque X Engine for development, the impact of the logging framework in accelerating the development of stimulus games, as well as prospects for the future development of the logging framework will\nbe discussed.
in list: HCI & Usability
ABSTRACT
An important question for HCI is to understand how and why visual search strategy is adapted to the demands imposed by the task of searching the results of a search engine. There is emerging evidence that a key part of the answer concerns the expected information gain of each of the set of available information gathering actions. We build on previous research to show that people are acutely sensitive to differences in the spacing and in the number of items returned by the search engine. These factors cause shifts in the efficiency of the available information gathering actions. We focus on an image browsing task, and show that, as a consequence of changes to the efficiency of available actions, people make small but significant changes to eye-movement strategy.
in list: HCI & Usability
ABSTRACT
Addressing data visualization challenges typically involves applying lessons from visualization theory to inform design and implementation approaches. This process is shaped to a large extent by the availability of tools that are aimed at enabling visualization designers to focus on visualization design rather than on low-level software engineering. Recently, such tools have become powerful enough to be used effectively. We discuss the ideation process informing our design approach and describe the use of Macromedia Flash MX 2004 for the rapid prototyping of a gaze data visualization tool. We highlight selected gaze data visualization ideas to illustrate the most innovative aspects of our design. In particular, we explain our strategy to reveal the underlying mechanisms that produce the summarizing visual constructs and why this is important. We introduce a new technique for visualizing gaze data for dynamic stimuli. The novelty of this approach is that it avoids the traditional frame-by-frame analyses typically carried out for such stimuli.
in list: Ophthalmology & Vision science
ABSTRACT
The purpose of this research is to learn about the preferences of young people on the design of information in the media on the Internet. The research takes the view that the sample of students is selected from eight designs real information online. First valued in a quantitative way and then justify their responses. The quantitative and qualitative methodology allows the results benefit from statistical rigor and greater depth. Due to the number of elements that make up the message visual information, this exploratory research pretending to know which are the most Initial findings have realized that the main preferences are linked to the presence of the media and typographical. With this data has begun a new investigation that materializa only in a quantitative way, the importance of the components of the design cited.
in list: HCI & Usability
ABSTRACT
The eyes are a rich source of information for gathering context in our everyday lives. Using eye-gaze information as a form of input can enable a computer system to gain more contextual information about the user's task, which in turn can be leveraged to design interfaces which are more intuitive and intelligent. With the increasing accuracy and decreasing cost of eye gaze tracking systems it will soon be practical for able-bodied users to use gaze as a form of input in addition to keyboard and mouse. Our research explores how gaze information can be effectively used as an augmented input in addition to traditional input devices. We present several novel prototypes that explore the use of gaze as an augmented input to perform everyday computing tasks. In particular we explore the use of gaze for pointing and selection, scrolling, application switching and password entry. We present the results of user experiments which compare the gaze-augmented interaction techniques with traditional mechanisms and show that the resulting interaction is either comparable to or an improvement over existing input methods. These results show that it is indeed possible to devise novel interaction techniques that use gaze as a form of input while minimizing false activations and without overloading the visual channel. We also discuss some of the problems and challenges of using gaze information as a form of input and propose solutions which, as discovered over the course of the research, can be used to mitigate these issues.
in list: HCI & Usability
ABSTRACT
Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.
in list: HCI & Usability
ABSTRACT
Graphs are often accompanied by text, i.e. linguistically coded information, augmenting the information presented diagrammatically. Thus, graph comprehension by humans often constitutes comprehension and integration of information provided by different representational modalities, namely graphical elements and verbal constituents. In this study we focus on textual annotations to line graphs providing information about events, processes and their temporal properties as well as temporal relations about the events and processes in question. We present results of an experimental investigation on parameters which influence subject’s interpretations concerning the temporal properties of the annotated events and on eye movement behavior. In particular, we discuss the role of graph shape and the role of graphical means for relating textual annotations and determined parts of the graph line.
in list: Linguistics
ABSTRACT
Previous research (Summers & Summers, 2003) has identified patterns of behavior and effective practices related to how lower literacy users interact with health-related Internet sites. However, prior research has not addressed how such users react to the unique challenges represented by interactive medical forms on health sites, such as interactive health quizzes, questionnaires, and registration forms. The goal of this four-month study was twofold: 1) to identify reading, writing, and navigational strategies of users with lower literacy skills when interacting with web-based forms in a medical context; 2) to develop design principles for making such web-based medical forms usable and accessible for lower-literacy adults. Eyetracking was used to gather data about how users interacted with a variety of web-based forms. Analysis of sessions with 26 low-literacy users (REALM score < 60) identified a variety of challenges users faced in completing forms. Based on these observations, proposed principles of effective form design were developed. Revised prototype forms were designed in accordance with these principles and iteratively tested with 14 users to verify improved usability.
in list: HCI & Usability
ABSTRACT
An investigation into user attention and design quality in websites is described. The investigation combined reported attention to areas of interest, with free memory recall and a questionnaire to assess whether areas of interest that users attended to were also remembered and rated well in terms of aesthetic design and usability. Users' memory of areas of interest and design features agreed reasonably well with their reported attention. The sites which were rated more attractive overall had an open layout, extensive use of animations which drew users' attention, and good aesthetic design ratings. Aesthetics was the more important determinant for overall attractiveness; whereas content, brand and usability were more important for overall preference. Based on the analysis, design guidelines for directing user attention are proposed.
in list: HCI & Usability
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