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

Oct
3
2011

ABSTRACT
With heavy competition between iPhone games, proper
playtesting is vital in making an easy to use, fun game. Eye
tracking can give valuable insights in player behavior but
current handheld eye tracking set-ups suffer technologial
limitations, inhibiting normal play. This study aims to
identify the merits and shortcomings of a new handheld
eyetracking set-up for qualitative user research. It is part of
a series of ongoing tests to improve the set-up. In this
study, seven participants played an iPhone puzzle game
using the new set-up. Results indicated the set-up was
suited for simple tasks like browsing, but interfered with
normal gaming too much for most players. Factors
contributing to interference were: Lack of depth perception,
unnatural handling, uncomfortable posture and enlarged
display of hands. Solutions for improvement are discussed:
With longer practice for players and with tweaks to the setup,
interference can be reduced or partly removed.
Accurate depth perception remains a challenge, however.

Netherlands 2011 Game user testing playtest mobile gaming handheld device usability playability iPhone eye tracking Tobii T60XL HCI

in list: HCI & Usability

Dec
7
2010

ABSTRACT
This study investigates dynamic information acquisition strategies during decision making. The authors conduct an eye-tracking experiment to trace consumers‘ moment-to-moment decision process on comparison websites. A new hierarchical Hidden Markov Model is developed to analyze the eye-movement data. It consists of three connected hierarchical layers: a lower layer that describes the eye-movements, a middle layer that captures product-based and attribute-based information acquisition strategies, and an upper layer that enables us to analyze the time course of switching between these information acquisition strategies. In the experiment on the effects of presentation formats of comparison websites for laptop computers, the authors quantify the usage of information acquisition strategies, identify switching patterns, and investigate the impact that strategy switching has on evaluation of the choice process. Consumers switch frequently between information acquisition strategies: around 50 to 60 times for the average decision. The contiguity of presented information and the row-column presentation format influence information strategy usage and product choice. These findings support our recommendations for the rapidly growing comparison website industry.

USA 2010 HCI Usability Tobii eye tracking 1750 dynamic information acquisition strategies comparison websites Switching Hidden Markov model

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Nov
30
2010

ABSTRACT
The use of e-book readers (e-readers or electronic-readers) has become increasingly widespread. An e-reader should meet two important requirements: adequate legibility and good usability. In our study, we investigated these two requirements of e-reader design. Within the framework of a multifunctional approach, we combined eye tracking with other usability testing methods. We tested five electronic reading devices and one classic paper book. The results suggested that e-readers with e-ink technology provided legibility that was comparable to classic paper books. However, our study also showed that the current e-reader generation has large deficits with respect to usability. Users were unable to use e-readers intuitively and without problems. We found significant differences between the different brands of e-book readers. Interestingly, we found dissociations between objective eye-tracking data and subjective user data, stressing the importance of multi-method approaches.

Switzerland 2010 HCI Usability Tobii eye tracking x120 e-book reader legibility e-ink intuitively

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ABSTRACT
We analysed the eye-tracking data of 147 participants as they used a total of 15 separate website navigation menus to complete key activities. The hypotheses for this study were that (a) the psychological phenomenon of the order effect would manifest in that items at either end of a menu would be located more quickly than those in the middle and (b) that the items that were relevant to completing the user‘s tasks would be located more quickly through peripheral visual identification of these items. Although items relevant to the user‘s task were acquired 1.8 seconds faster on average, both of the hypotheses were rejected as no statistically significant patterns were found. It was concluded that each user was likely to have his or her own searching behaviour and this could be affected by other factors such as the graphic design of the menu.

UK 2010 HCI Usability Tobii eye tracking T60 order effect menu peripheral search behavior navigation

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Nov
19
2010

ABSTRACT
An experiment was conducted to test the efficacy of a new intelligent hypermedia system, MetaTutor, which is intended to prompt and scaffold the use of self-regulated learning (SRL) processes during learning about a human body system. Sixty-eight (N=68) undergraduate students learned about the human circulatory system under one of three conditions: prompt and feedback (PF), prompt-only (PO), and control (C) condition. The PF condition received timely prompts from animated pedagogical agents to engage in planning processes, monitoring processes, and learning strategies and also received immediate directive feedback from the agents concerning the deployment of the processes. The PO condition received the same timely prompts, but did not receive any feedback following the deployment of the processes. Finally, the control condition learned without any assistance from the agents during the learning session. All participants had two hours to learn using a 41-page hypermedia environment which included texts describing and static diagrams depicting various topics concerning the human circulatory system. Results indicate that the PF condition had significantly higher learning efficiency scores, when compared to the control condition. There were no significant differences between the PF and PO conditions. These results are discussed in the context of development of a fully-adaptive hypermedia learning system intended to scaffold self-regulated learning.

USA 2010 HCI Usability Tobii eye tracking T60 self-regulated learning educational system prompt feedback planning strategies efficacy

in list: HCI & Usability

Nov
2
2010

ABSTRACT
The affective component has been acknowledged as critical to understand information search behavior and user–computer interactions. There is a lack of studies that analyze the emotions that the user feels when searching for information about products with search engines. The present study analyzes the emotional outcomes of the online search process, taking into account the user’s (a) perceptions of success and effort exerted on the search process, (b) initial affective state, and (c) emotions felt during the search process. In addition, we identify profiles of online searchers based on the emotional outcomes of the search process, which allow us to differentiate the emotional processes and behavioral patterns that lead to such emotions. The results of the study stress the importance of the affective component of the online search behavior, given that these emotional outcomes are likely to influence all the subsequent actions that users perform on the Web.

Spain 2010 HCI Usability Tobii eye tracking T60 search engines behavior effort emotion affect

in list: HCI & Usability

Nov
1
2010

ABSTRACT
Web sites need fast and effective navigation systems. An eye tracking laboratory study with n = 120 participants was conducted to compare the influence of different navigation designs (vertical versus dynamic menus) and task complexity (simple versus complex navigation tasks) on user performance, navigation strategy, and subjective preference. With vertical menus, users needed less eye fixations, were faster and more successful. We conclude that, firstly, vertical menus fit better to perception and cognition than dynamic menus, where the navigation items are hidden and must be accessed by an additional mouse click. Secondly, navigation systems should be extended with different kinds of navigation items adapted to the complexity of the users’ navigation tasks, because users tend to switch their navigation strategy when confronted with complex tasks.

Switzerland 2010 HCI Usability Tobii eye tracking effective navigation vertical dynamic menus complexity performance preference strategy

in list: HCI & Usability

Oct
26
2010

ABSTRACT
This paper investigates the eye movement sequences of users visiting web pages repeatedly. We are interested in potential habituation due to repeated exposure. The scanpath theory posits that every person learns an idiosyncratic gaze sequence on first exposure to a stimulus and re-applies it on subsequent exposures. Josephson and Holmes (2002) tested the applicability of this hypothesis to web page revisitation but results were inconclusive. With a recurrent temporal pattern detection technique, we examine additional aspects and expose scanpaths. Results do not suggest direct applicability of the scanpath theory. While repetitive scan patterns occurred and were individually distinctive, their occurrence was variable, there were often several different patterns per person, and patterns were not primarily formed on the first exposure. However, extensive patterning occurred for some participants yet not for others which deserves further study into its determinants.

Germany 2010 HCI Usability Tobii eye tracking 1750 websites sequence repeat revisit scanpath pattern

in list: HCI & Usability

Oct
21
2010

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.

Switzerland 2010 HCI Usability Tobii eye tracking X120 visual analytics strategy interactions dynamic display efficiency design

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ABSTRACT
In order to improve human-computer interaction, eyetracking, physiological measures and task recognition are used to assess the content and quality of interaction in an ecommerce application with User Generated Content. Results are analyzed in conjunction with users’ verbalization and their subjective assessment of attitudes
toward the product and their wish to contribute.

2010 Canada HCI Usability Tobii eye tracking X120 content quality interaction e-commerce application user generated content

in list: HCI & Usability

Oct
5
2010

ABSTRACT
Recommender systems have emerged as an effective decision tool to help users more easily and quickly find products that they prefer, especially in e-commerce environments. However, few studies have tried to understand how this technology has influenced the way users search for products and make purchase decisions. Our current research aims at examining the impact of recommenders by understanding how recommendation tools integrate the classical economic schemes and how they modify product search patterns. We report our work in employing an eye tracking system and collecting users' interaction behaviors as they browsed and selected products to buy from an online product retail website offering over 3,500 items. This in-depth user study has enabled us to collect over 48,000 fixation data points and 7,720 areas of interest from eighteen users, each spending more than one hour on our site. Our study shows that while users still use traditional product search tools to examine alternatives, recommenders definitely provide users with new opportunities in their decision process. More specifically, users actively click and gaze at products recommended to them, up to 40% of the time. In addition, recommendation areas are highly attractive, drawing users to add 50% more items to their baskets as a traditional tool does. Observing that users consult the recommendation area more as they are close to the end of their search process, it seems that recommenders enhance users' decision confidence by satisfying their need for diversity. Based on these results, we derive several interaction design guidelines that can significantly improve users' satisfaction and perception of product recommenders.

Switzerland 2010 HCI Usability Tobii eye tracking 1750 recommendation Recommender product search evaluate understanding attention usage user

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Oct
4
2010

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.

Scotland 2010 HCI Usability Tobii eye tracking X120 age older adults information search design

in list: HCI & Usability

Sep
21
2010

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.

Saudi Arabia 2010 HCI Usability Developmental Tobii eye tracking X120 dyslexia attention deficit memory education game design

in list: HCI & Usability

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

Sep
9
2010

ABSTRACT
This paper presents an exploratory empirical study about users’ reception and usage behavior with interactive information graphics. 14 participants took part in the study. We assume users to act interest-driven. Therefore no explicit tasks were assigned to participants. In order not to distract the user, retrospective thinking aloud was employed. Results show that (1) usage durations were heterogeneous between users and between different types of interactive information graphics; (2) users tended to watch introductory animations; (3) initial orientation without interaction on the first content screen (after intro) was rather long with 23 seconds on average; (4) story-based approaches seem to motivate users but might lead to less intensive reception of information; (5) several reception and usage problems have been identified regarding information presentation and interaction. Interactive information graphics tend to overwhelm users with too much information and disregard well-known principles and rules of the old media and web design.

UK 2010 HCI Usability Tobii eye tracking 1750 reception behavior usage interactive information graphics

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ABSTRACT
Delivering digitally a realistic appearance of materials is one of the most difficult tasks of computer vision. Accurate representation of surface texture can be obtained by means of view- and illumination-dependent textures. However, this kind of appearance representation produces massive datasets so their compression is inevitable. For optimal visual performance of compression methods, their parameters should be tuned to a specific material. We propose a set of statistical descriptors motivated by textural features, and psychophysically evaluate their performance on three subtle artificial degradations of textures appearance. We tested five types of descriptors on five different textures and combination of thirteen surface shapes and two illuminations. We found that descriptors based on a two-dimensional causal auto-regressive model, have the highest correlation with the psychophysical results, and so can be used for automatic detection of subtle changes in rendered textured surfaces in accordance with human vision.

Czech Republic 2010 HCI Usability Tobii eye tracking X50 material texture parameter specific performance surface illumination degradation

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ABSTRACT
In most coordinated multiple view geovisualization systems a visual effect is used to mark observations across views when a user brushes with a mouse or other input device. This transient visual effect is called highlighting and is the focus of our recent research efforts. Current geovisualization systems make use of colored outlines or fills to mark highlighted observations, but there remain a wide range of alternatives to color that have yet to be implemented or compared in terms of user performance.
This paper describes the results of an experiment we developed to compare the performance of two highlighting methods (color and leader lines). Our approach makes use of an eye-tracking system to capture users’ gaze patterns while they answer questions that require attention to highlighted observations. The overall goal of our research is to explore whether or not there are good alternatives to color-based methods for highlighting in multiple views. In the following sections we briefly describe the motivation behind our work, the methodology we developed to compare highlighting methods, and preliminary results from our first experiments.

Australia 2010 HCI Usability Tobii eye tracking X120 60Hz geovisualization highlighting compare performance Visual

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ABSTRACT
This article discusses how eye-tracking can be used to supplement traditional usability test measures. User performance on two usability tasks with three e-commerce websites is described. Results show that eye-tracking data can be used to better understand how users initiate a search for a targeted link or web object. Frequency, duration and order of visual attention to Areas of Interest (AOIs) in particular are informative as supplemental information to standard usability testing in understanding user expectations and making design recommendations.

USA 2005 Tobii eye tracking 1750 HCI Usability e-commerce search understanding expectation

in list: HCI & Usability

Aug
31
2010

ABSTRACT
Modern search engines display a summary for each ranked document that is returned in response to a query. These summaries typically include a snippet -- a collection of text fragments from the underlying document -- that has some relation to the query that is being answered.
In this study we investigate how 10 humans construct snippets: participants first generate their own natural language snippet, and then separately extract a snippet by choosing text fragments, for four queries related to two documents. By mapping their generated snippets back to text fragments in the source document using eye tracking data, we observe that participants extract these same pieces of text around 73% of the time when creating their extractive snippets.
In comparison, we notice that automated approaches for extracting snippets only use these same fragments 10% of the time. However, when the automated methods are evaluated using a position-independent bag-of-words approach, as typically used in the research literature for evaluating snippets, they are scored much more highly, seemingly extracting the "correct" text 24% of the time.
In addition to demonstrating this large scope for improvement in snippet generation algorithms with our novel methodology, we also offer a series of observations on the behaviour of participants as they constructed their snippets.

Australia 2010 search engine snippet generation construct extract data human automated HCI Usability Tobii eye tracking

in list: HCI & Usability

ABSTRACT
This paper reports on the preliminary findings of a user study that explored how searchers fixate on information associated with different relevance criteria during the process of predictive relevance judgment. In order to address this objective a user study was conducted that involved the completion of questionnaires, use of eye tracking technology, talk aloud protocols and post-search interviews. As opposed to previous studies, the present research asked participants to search for real information needs that represented different search contexts (e.g. from searches about personal interest to academic related searches). This permitted the identification of several relevance criteria that naturally occur across different search contexts and the emergence of some fixation patterns, not observed before, associated to the use of these criteria. The paper concludes with a discussion of the impact and implication of this study in the wider context of relevance judgment and information seeking in context research.

UK 2010 Tobii eye tracking HCI Usability searchers fixate relevance judgment information natural

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