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Tobii EyeTracking's Library tagged qualitative   View Popular, Search in Google

Sep
16
2010

EXECUTIVE SUMMARY
Europeana’s priority as it moves towards a fully operational service is to provide access to Europe’s heritage in ways that engage and satisfy users.
A principal objective of Europeana.eu is to engage young people, both in the course of their learning experience and for personal enrichment. In the swift current of online innovation, theirs are the needs and expectations that change most rapidly. Consequently, in order to define the user requirements for the fully operational service, Europeana focused on detailed qualitative analyses of user behaviour, paying particular attention to students.
Six focus groups were convened, comprising a total of 77 participants in four European countries. Two of the focus groups took place in an international school in Amsterdam, the Netherlands; in Sofia, Bulgaria they were held in a secondary school and a school of applied arts. There was also one for university students in Fermo, Italy and one for university library and teaching staff with representatives of the general public in Glasgow, Scotland.
Studies were also run in Media Labs. These tests used eye-tracking and close observation of 12 subjects to derive empirical evidence of their response to Europeana’s navigation and usability. This is one of the first studies published in the digital library context in which eye tracking combined with analysis of user behaviour and feedback have been used to refine the vision of what users want.
The results of the studies inform the design and functionality of the operational Europeana. In addition, and of value to the marketing and communications initiatives, the studies have helped define the benefits sought by primary target segments, what promotional messages they would respond to, and how these should be delivered to them.

EU 2010 HCI Usability Tobii eye tracking X50 user behavior qualitative navigation analysis feedback

in list: HCI & Usability

Jul
20
2010

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.

2008 Spain HCI Usability Spanish Tobii internet design information quantitative qualitative typography eye tracking 1750 ClearView

in list: HCI & Usability

Dec
3
2009

Introduction
Visualizing gaze data is an effective way for the quick interpretation of eye tracking results. In the two general application areas of eye tracking, diagnostics and interaction (Duchowski, 2002), recently there has been put much effort into gaze interaction for three-dimensional (3D) virtual environments (VEs) (Castellina and Corno, 2008; Isokoski and Martin, 2006; Smith and Graham, 2006). However, since diagnostic studies benefit from visualizations of eye tracking data for understanding complex relationships between gaze behavior and stimuli, developing visualization techniques for 3D VEs is a fundamental next step in eye tracking research. A classification of gaze visualization techniques by Špakov (Špakov, 2008, pp. 37-49) emphasized the limited variety of suitable techniques for 3D stimuli. The most widely used procedure for investigating gaze data for dynamic and 3D stimuli is to analyze superimposed gaze plots over video recordings on a frame-by-frame basis. This quickly results in a monotonous and time-consuming process. The lack of suitable techniques for a more efficient gaze analysis of 3D VEs results in the desire for enhanced procedures. Such techniques may provide quick insights into gaze behavior for evaluative studies of, for example, digital games, model designs, and product placement in virtual worlds. The purpose of the research presented here is to establish a foundation for improving gaze visualizations of eye tracking data. We conducted a survey with professionals and researchers working with different stimulus types to find out more about the importance of gaze visualizations and general requirements for improved eye tracking analysis. This research aims at gaining a formal understanding of gaze visualization techniques and applying this knowledge to the design and development of novel visualizations especially for VEs. In this paper, preliminary findings from mixed-method (some quantitative, but a major emphasis on qualitative) questions will be presented and discussed in...

HCI Gaze visualization trends virtual environments qualitative and quantitative survey eye tracking Germany 2009 Tobii

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