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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.
in list: HCI & Usability
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.
in list: HCI & Usability
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.
in list: HCI & Usability
ABSTRACT
Evaluating the Information Architecture in an already deployed website is not an easy task. Most evaluation techniques are focused on examining system usability, but this is not the only factor that influences IA. The main technique that deals with IA in already deployed web environments is the Navigation Stress Test (NST). A new methodology makes this technique more informative by taking NST beyond simple notation on paper. This work proposes the use of NST combined with other usability testing techniques such as Thinking Aloud and a usability questionnaire. Eye tracking also has been used to supplement the information obtained from applied techniques. This new methodology has been tested by analyzing a series of websites belonging to Spanish public university libraries. The results of this study show the validity of the approach used, as well as the value that this approach and the use of Eye tracking bring to the analysis of IA compared to traditional NST.
in list: HCI & Usability
ABSTRACT
We investigated the efficacy of visual and textual web page previews in predicting the helpfulness of web pages related to a specific topic. We ran two studies in the usability lab and collected data through an online survey. Participants (total of 245) were asked to rate the expected helpfulness of a web page based on a preview (four different thumbnail variations: a textual web page summary, a thumbnail/title/URL combination, a title/URL combination). In the lab studies, the same participants also rated the helpfulness of the actual web pages themselves. In the online study, the web page ratings were collected from a separate group of participants. Our results show that thumbnails add information about the relevance of web pages that is not available in the textual summaries of web pages (title, snippet & URL). However, showing only thumbnails, with no textual information, results in poorer performance than showing only textual summaries. The prediction inaccuracy caused by textual vs. visual previews was different: textual previews tended to make users overestimate the helpfulness of web pages, whereas thumbnails made users underestimate the helpfulness of web pages in most cases. In our study, the best performance was obtained by combining sufficiently large thumbnails (at least 200x200 pixels) with page titles and URLs - and it was better to make users focus primarily on the thumbnail by placing the title and URL below the thumbnail. Our studies highlighted four key aspects that affect the performance of previews: the visual/textual mode of the previews, the zoom level and size of the thumbnail, as well as the positioning of key information elements.
in list: HCI & Usability
ABSTRACT
We investigate how people interact with Web search engine result pages using eye-tracking. While previous research has focused on the visual attention devoted to the 10 organic search results, this paper examines other components of contemporary search engines, such as ads and related searches. We systematically varied the type of task (informational or navigational), the quality of the ads (relevant or irrelevant to the query), and the sequence in which ads of different quality were presented. We measured the effects of these variables on the distribution of visual attention and on task performance. Our results show significant effects of each variable. The amount of visual attention that people devote to organic results depends on both task type and ad quality. The amount of visual attention that people devote to ads depends on their quality, but not the type of task. Interestingly, the sequence and predictability of ad quality is also an important factor in determining how much people attend to ads. When the quality of ads varied randomly from task to task, people paid little attention to the ads, even when they were good. These results further our understanding of how attention devoted to search results is influenced by other page elements, and how previous search experiences influence how people attend to the current page.
in list: HCI & Usability
ABSTRACT
The World Wide Web (Web) is changing. The much vaunted Web 2.0 sees once static pages evolving into hybrid applications. Content that was once simple is now becoming increasingly complicated due to the many updating components located throughout the page. The information overload and visual complexity of such components is significant. This increased complexity can produce lower performance and higher levels of stress and frustration which negatively effect the user. In previous work we have shown how galvanic skin response (GSR) measurements, collected in tandem with eye-tracking data, can be used as a method for determining how stressed users become when interacting with content. The results of that study demonstrated that when used appropriately, the presence of Web 2.0 content can reduce GSR measurements and be of benefit to users. In this work, the previous study was repeated with twenty-three older Web users to establish if similar patterns of interaction could be established. The results reveal that while older participants made use of dynamic content, unlike previous participants, they were a non-homogenous group with a large variance in the GSR measurements. We assert that a cause of this is hesitancy and therefore developing techniques to reduce hesitancy will benefit older users when interacting with Web 2.0 content.
in list: HCI & Usability
ABSTRACT
This study proposes to achieve the affective assessment of a computer user through the processing of the pupil diameter (PD) signal. An adaptive interference canceller (AIC) system using the H∞ time-varying (HITV) adaptive algorithm was developed to minimize the impact of the PLR (pupil size changes caused by light intensity variations) on the measured pupil diameter signal. The modified pupil diameter (MPD) signal, obtained from the AIC, was expected to reflect primarily the pupillary affective responses (PAR) of the subject. Additional manipulations of the AIC output resulted in a Processed MPD (PMPD) signal, from which a classification feature, “PMPDmean”, was extracted. This feature was used to train and test a support vector machine (SVM), for the identification of “stress” states in the subject, achieving an accuracy rate of 77.78%. The advantages of affective recognition through the PD signal were verified by comparatively investigating the classification of “stress” and “relaxation” states through features derived from the simultaneously recorded galvanic skin response (GSR) and blood volume pulse (BVP) signals, with and without the PD feature. Encouraging results in affective assessment based on pupil diameter monitoring were obtained in spite of intermittent illumination increases purposely introduced during the experiments. Therefore, these results confirmed the possibility of using PD monitoring to evaluate the evolving affective states of a computer user.
in list: HCI & Usability
ABSTRACT
Explanatory visualization is a promising approach that has been used in many tutoring systems. This paper presents an attempt to assess the value of adaptation in the context of explanatory visualization. It shows that a system employing a user model and tracking users’ progress gives students an opportunity to interact with larger amount of material in the same amount of time.
in list: Cognitive & Behavioural Psychology
ABSTRACT
In recent years, perceptual interfaces have emerged as an increasingly important research direction. The general focus of this area is to integrate multiple perceptual modalities (such as computer vision, speech and sound processing, and haptic I/O) into the user interface. Broadly dened, perceptual interfaces are highly interactive, multimodal interfaces that enable rich, natural, and ecient interaction with computers. More specically, perceptual interfaces seek to leverage sensing (input) and rendering (output) technologies in order to provide interactions not feasible with standard interfaces and the common triumvirate of I/O devices: the keyboard, mouse and monitor.
In this report, we seek to communicate the motivations and goals of perceptual interfaces, to enumerate the relevant technologies, to discuss the integration of multiple modalities, and to describe in more detail the role of computer vision in human-computer interaction. We cover vision problems, constraints, and approaches that are apropos to the area, survey the state of the art in computer vision research and multi-modal interfaces, and take a look at other perceptual technologies such as brain-computer interfaces. We focus on their application to perceptual interfaces, describe several near-term applications, and suggest promising research directions.
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
"Social Navigation" for the Web has been created as a response to the problem of disorientation in information space. It helps by visualizing traces of behavior of other users and adding social affordance to the information space. Despite the popularity of social navigation ideas, very few studies of social navigation systems can be found in the research literature. In this dissertation, I designed and carried out an experiment to explore the effect of several factors on social navigation support (SNS). The purpose of the experiment was to identify situations under which social navigation is most useful and to investigate the effect of personal factors, e.g., interpersonal trust, and gender on the likelihood of following social navigation cues. To gain a deeper insight into the effect of SNS on users' information seeking behavior, traditional evaluation methodologies were supplemented with eye tracking. The results of the study show that social navigation cues affect subjects' search behavior; specifically, while under time pressure subjects were more likely to use SNS. SNS was successful in guiding them to relevant documents and allowed them to achieve higher search performance. Reading abilities and interpersonal trust had a reliable effect on the SNS-following behavior and on subjects' subjective opinion about SNS. The effect of the gender was less pronounced than expected, contrary to the evidence in the literature.
in list: Cognitive & Behavioural Psychology
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
EXECUTIVE SUMMARY
This report includes a description of user trials that have been carried out by the three COGAIN partners – DART/Sahlgrenska University Hospital (Gothenburg), The Politecnico di Torino (in partnership with the Torino ALS Centre) and The ACE Centre, Oxford. All of the results point to the huge potential benefits for
the kinds of people who need it most. The findings of the Politecnico di Torino in partnership with the Torino ALS Centre were as follows:
• The level of satisfaction and engagement gained from eye-control was relative to the level of the
person’s disability.
• Patients who were unable to speak or move any of their limbs were very motivated to learn a new method of communication and felt that eye-control gave them hope.
• The team felt, following the trial, that eye-control potentially offers great satisfaction for ALS patients once other methods of control (head-mouse, switches etc.) have failed.
• The majority of the ALS patients involved were not aware that is possible to write a letter, play chess, send an e-mail, or communicate needs, emotions, and problems just by eye-gaze alone.
From a technical point of view, the process of implementing the use of an eye control system with the
majority of people with ALS is a comparatively straightforward process as most have good visual, cognitive and literacy skills. They do not have involuntary movement so they can potentially choose from a range of eye control systems, whether they are designed to accommodate head movement or not. On the other hand,
ACE and DART deliberately chose to work with people who might also benefit greatly from eye control but who find it difficult because of involuntary head movement, visual difficulties and/or learning difficulties. Their aim was to use their clinical and technical skills and experience to see how best to accommodate their
needs. They found that considerations when assessing for and implementing the use of an eye control system should include the following:
• Appropriate mounting and positionin
in list: Eye Control
"The focus of this master thesis investigates user-behavior within the scope of computer supported learing. The underlying study is carried out on the widely-used e-learning systems Moddle that is based on the constructivist-learning theory."
"Key content of this master thesis are the investigation of visual attention mechanisms, identification of the individual order of selecting learning material, influence of various media types, complexity, involvement, hedonistic / pragmatic qualities, internal / external learning factors as well as the analysis of perception laws towards user-behavior. Eye tracking recordings are evaluated in combination with qualitative interviews as well as usability-aspects carried out within the study. the collected eye tracking data respectively survey results permit conclusions to be drawn concerning users´ behavior as well a navigation-approach within learning process based on Moodle."
in list: HCI & Usability
Abstract
Acquiring relevant information to keep user’s preferences up-to-date is crucial in recommender systems in order to close the cycle of recommendations. Ambient Intelligence is a suitable approach for non-intrusively closing the loop in recommender systems using ambient eye-trackers. We combine a method for acquiring relevance feedback through eye-tracking with the functionalities of an extractor agent. We describe the results of experiments conducted in a recommender system to obtain implicit feedback using eye fixations. Finally, we obtain a ranking of user’s most relevant preferences and behaviours.
in list: HCI & Usability
ABSTRACT
Media spaces and videoconference systems are beneficial for connecting separated co-workers and providing rich contextual information. However, image sharing communication tools may also touch on sensitive spots of the human psyche related to personal, perceived image issues (e.g., appearance, self-image, self-presentation and vanity). We conducted two user studies to examine the impact of self-image concerns on the use of media spaces and videoconference systems. Our results suggest that personal, perceived image concerns have a considerable impact on the comfort level of users and may hinder effective communication [8]. We also found that image filtering techniques can help users feel more comfortable. Our results revealed that distortion filters, which are frequently cited to help preserve privacy, do not tend to be the ones preferred by users. Instead, users seemed to favor filters that make subtle changes to their appearance, or, in some instances, they preferred to use a surrogate instead.
in list: HCI & Usability
AdeLE (Adaptive e-Learning with Eye-Tracking):
Theoretical Background, System Architecture and Application Scenarios
Abstract
Due to the rapidly growing amount of knowledge, a stronger need emerges for efficient and improved knowledge acquisition strategies. E-learning can be very helpful for different learning activities in various learning environments. However, in order to support different teaching and learning paradigms, e-learning should deal with more than simply reading online lessons. Therefore, content as well as communication and collaboration have to be supported in a highly personalised manner by e-learning systems. Though, tracking and grasping the user behaviour in real time remains the most challenging task to retrieve an appropriate and fine-grained user profile as well as to provide personalised learning content. In this paper we present AdeLE, a technology-based solution of an enhanced adaptive e-learning framework, which comprises novel solution approaches for fine-grained user profiles by exploiting real time eye-tracking and content-tracking analysis as well as a dynamic background library. Based on the global objectives of an enhanced e-learning environment, the system architecture of AdeLE and the methods used in order to gain fine-grained user information by real time eye-tracking are addressed. Furthermore, various scenarios in different application domains are illustrated.
in list: HCI & Usability
Introduction
You’re waiting at the station for your train and you glance at the electronic poster next to you. It notices that you’re looking at it, and from your gaze it works out what you would most like to see. The display changes to show you new brands of mobile phone, and then changes again to show handheld computers as it notices your gaze flicker. You glance at the clock and so it brings up a list of forthcoming trains, then zooms in on yours and shows you exactly how long it will take to arrive. It’s as though it’s reading your mind – but really it’s reading your eyes.
in list: HCI & Usability
ABSTRACT
This study examined how searchers interacted with a webbased, faceted library catalog when conducting exploratory searches. It applied eye tracking, stimulated recall interviews, and direct observation to investigate important aspects of gaze behavior in a faceted search interface: what components of the interface searchers looked at, for how long, and in what order. It yielded empirical data that will be useful for both practitioners (e.g., for improving search interface designs), and researchers (e.g., to inform models of search behavior). Results of the study show that participants spent about 50 seconds per task looking at (fixating on) the results, about 25 seconds looking at the facets, and only about 6 seconds looking at the query itself. These findings suggest that facets played an important role in the exploratory search process.
in list: HCI & Usability
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