Finding the Right Way for Interrupting People Improving Their Sitting Posture | | BIBAK | Full-Text | 1-17 | |
Michael Haller; Christoph Richter; Peter Brandl; Sabine Gross; Gerold Schossleitner; Andreas Schrempf; Hideaki Nii; Maki Sugimoto; Masahiko Inami | |||
In this paper, we present three different ways of interrupting people to
posture guidance. We developed an ergonomically adjustable office chair
equipped with four sensors measuring the office worker's posture. It is
important that users do some training after bad posture and be alerted of this;
therefore, we implemented three different alert modalities (Graphical Feedback,
Physical Feedback, and Vibrotactile Feedback), with the goal to find out which
of the techniques is the most effective interruption modality without causing a
huge disruption effect. To measure the task-performance, we conducted a formal
user study. Our user study results show there are different effects on
performance and disruptiveness caused by the three interruption techniques.
While the vibrotactile feedback might have higher information awareness
benefits at the beginning, it causes a huge intrusion side-effect. Thus, the
physical feedback was rated less disruptive to the workflow as the other two
feedback modalities. Keywords: Posture Care; Interrupts; Physical Feedback; Graphical Feedback;
Vibrotactile Feedback |
Exploring Haptic Feedback in Exergames | | BIBAK | Full-Text | 18-35 | |
Tadeusz Stach; T. C. Nicholas Graham | |||
Exergames combine entertainment and exercise in an effort to encourage
people to be more physically active. Although exergames require active input,
interactions are less physical than those experienced in real-world exercise.
Interactions can feel artificial, limiting the captivating experience exergames
aim to provide. To address this problem, haptics have been proposed as a means
of providing additional feedback to players through the sense of touch.
However, there is very little empirical evidence supporting the benefits of
haptics in exergames. To address this, we have identified and evaluated three
ways in which haptic feedback can enhance exergames: by helping to balance
group exercise among people of different fitness levels, by guiding players
toward safe and healthy interaction, and by increasing peoples' sense of
virtual presence in exergames. We present three novel exergames incorporating
haptic feedback, and report on experiments investigating their success. We find
that haptics which are consistent with actions displayed on-screen increase
immersion and improve enjoyment. However, we discover pitfalls when using
haptics to represent phenomena that do not have a physical basis. These results
allow us to present a set of design issues for haptic feedback in exergames. Keywords: Exergames; haptics; force-feedback; exercise video games; exertion
interfaces; active games |
Identifying Barriers to Effective User Interaction with Rehabilitation Tools in the Home | | BIBAK | Full-Text | 36-43 | |
Stephen Uzor; Lynne Baillie; Dawn Skelton; Fiona Fairlie | |||
This paper presents the results from a user workshop that was undertaken to
investigate the relationship between the nature of current home rehabilitation
tools and the motivation to exercise. We also present a method of visual
feedback which we hope will be an effective tool for informing users regarding
important clinical measures associated with their recovery. Older adults over
the age of 60 were involved in the study. The findings from the user workshop
suggest that the relatively passive nature of current rehabilitation materials
is less than ideal for sustaining motivation to exercise. Furthermore, our
results suggest that visual feedback and more interactive methods can play an
important role in engaging users in home rehabilitation. Keywords: falls prevention; user interaction; rehabilitation; visual feedback; user
workshop |
Clinical Validation of a Virtual Environment Test for Safe Street Crossing in the Assessment of Acquired Brain Injury Patients with and without Neglect | | BIBAK | Full-Text | 44-51 | |
Patricia Mesa-Gresa; José Antonio Lozano; Roberto Lloréns; Mariano Alcañiz Raya; María Dolores Navarro; Enrique Noé | |||
Acquired brain injury (ABI) is a complex disease that involves loss of brain
functions related to cognitive and motor capabilities and that can produce
unilateral spatial neglect (USN). The heterogeneity of the symptoms of these
disorders causes a lack of consensus on suitable tools for evaluation and
treatment. Recently, several studies have initiated the application of virtual
reality (VR) systems as an evaluation instrument for neuropsychological
disorders. Our main objective was to evaluate the validity of the VR Street
Crossing Test (VRSCT) as an assessment tool. Twenty-five patients with ABI were
evaluated with traditional tests and with the VRSCT. The results showed
significant correlations between the conventional tests and the measures
obtained with the VRSCT in non-negligent patients. Moreover, the VRSCT
indicated significant differences in performance of negligent and non-negligent
subjects. These pilot results indicate that ABI patients with and without USN
can be assessed by the therapists using the VRSCT system as a complementary
tool. Keywords: Acquired brain injury; unilateral spatial neglect; pencil-and-paper tests;
cognitive assessment; virtual reality; rehabilitation |
Smart Homes or Smart Occupants? Supporting Aware Living in the Home | | BIBAK | Full-Text | 52-64 | |
Lyn Bartram; Johnny Rodgers; Rob Woodbury | |||
Awareness of resource consumption in the home is a key part of reducing our
ecological footprint yet lack of appropriate understanding and motivation often
deters residents from behaviour change. The coming deployment of smart metering
technologies, the increasing practicality of embedded devices, and the
widespread use of Internet and mobile tools offer new opportunities for
"greener" residents. We report on the design and implementation of a holistic
interactive system that supports residents in awareness of resource use and
facilitates efficient control of house systems to encourage conservation in
daily activities. Initial response from two high-profile deployments in unique
homes indicates this approach has great potential in engaging residents in
sustainable living, but presents many challenges in how technology is
integrated into the home environment. Keywords: Residential resource use; interaction design; ubiquitous computing;
information visualization; sustainability; domestic design |
Input Devices in Mental Health Applications: Steering Performance in a Virtual Reality Paths with WiiMote | | BIBAK | Full-Text | 65-72 | |
Maja Wrzesien; María José Rupérez; Mariano Alcañiz Raya | |||
Recent studies present Virtual Reality (VR) as potentially effective
technology in the Mental Health (MH) field. The objective of this paper is to
evaluate two interaction techniques (traditional vs novel) using a popular and
low-cost input device (WiiMote) within a theoretical framework of the Steering
Law. The results show that the WiiMote responds to the requirements for the MH
technologies, and that the law of Steering continues to be valid on all of
three paths. This opens up a new range of possible research studies for the
design and evaluation of interaction techniques in MH field. Keywords: Mental health; virtual reality; steering law |
'Acted Reality' in Electronic Patient Record Research: A Bridge between Laboratory and Ethnographic Studies | | BIBAK | Full-Text | 73-80 | |
Lesley Axelrod; Geraldine Fitzpatrick; Flis Henwood; Liz Thackray; Becky Simpson; Amanda Nicholson; Helen Smith; Greta Rait; Jackie Cassell | |||
This paper describes and reflects on the development and use of 'acted
reality' scenarios to study variability in General Practitioners' (GPs') record
keeping practices, particularly their use of free text and coded entries. With
actors playing the part of patients and in control of certain elements of the
interaction, the acted reality approach creates a bridge between the controlled
but often unrealistic laboratory setting and the arguably more 'realistic' but
often messy world observed in traditional ethnographic studies. The skills and
techniques of actors were compelling, helping to develop and sustain
interaction, whilst keeping the process on track and providing rich data. This
paper discusses the benefits and challenges of working with actors in this
specific context and argues that the acted reality approach might be applied
elsewhere in HCI research, especially in contexts where there are multiple
individuals involved, but where the behaviour of one user is of special
interest. Keywords: acted reality; electronic patient records; HCI; virtual patient; drama |
Exercise Support System for Elderly: Multi-sensor Physiological State Detection and Usability Testing | | BIBA | Full-Text | 81-88 | |
Jan Macek; Jan Kleindienst | |||
We present an interactive system for physical exercise of older people and provide results of a usability study with target user group. The system motivates an elderly person to do regular physical activity based on an easy exercise in a monitored environment without a direct supervision from care-givers. Our system employs multi-modal interface including speech synthesis and speech recognition, as well as distance measurement using an ultrasound range finder. The system coaches the user through a sequence of body movements in the exercise utilizing an underlying human activity model. For evaluation of the performance of the user we present a statistical human activity model to estimate physical load of the user. The system tracks user load by monitoring heart rate and by scanning movement patterns using statistical estimators. At well-defined moments and when the scanning suggests there is a problem with the user, the user is asked to verify his ability to continue with the exercise. The system was tested on a set of elderly users to gather usability data and to estimate the acceptance of the system. While simplicity of the setup proved to work well for the users, suggestions for further extensions of the system were gathered. Usefulness of the concept was verified with a physiotherapist. |
Estimating the Perceived Difficulty of Pen Gestures | | BIBAK | Full-Text | 89-106 | |
Radu-Daniel Vatavu; Daniel Vogel; Géry Casiez; Laurent Grisoni | |||
Our empirical results show that users perceive the execution difficulty of
single stroke gestures consistently, and execution difficulty is highly
correlated with gesture production time. We use these results to design two
simple rules for estimating execution difficulty: establishing the relative
ranking of difficulty among multiple gestures; and classifying a single gesture
into five levels of difficulty. We confirm that the CLC model does not provide
an accurate prediction of production time magnitude, and instead show that a
reasonably accurate estimate can be calculated using only a few gesture
execution samples from a few people. Using this estimated production time, our
rules, on average, rank gesture difficulty with 90% accuracy and rate gesture
difficulty with 75% accuracy. Designers can use our results to choose
application gestures, and researchers can build on our analysis in other
gesture domains and for modeling gesture performance. Keywords: gesture-based interfaces; pen input; gesture descriptors |
On the Limits of the Human Motor Control Precision: The Search for a Device's Human Resolution | | BIBAK | Full-Text | 107-122 | |
François Bérard; Guangyu Wang; Jeremy R. Cooperstock | |||
Input devices are often evaluated in terms of their throughput, as measured
by Fitts' Law, and by their resolution. However, little effort has been made to
understand the limit of resolution that is controllable or "usable" by the
human using the device. What is the point of a 5000 dpi computer mouse if the
human motor control system is far from being able to achieve this level of
precision? This paper introduces the concept of a Device's Human Resolution
(DHR): the smallest target size that users can acquire with an ordinary amount
of effort using one particular device. We report on our attempt to find the DHR
through a target acquisition experiment involving very small target sizes.
Three devices were tested: a gaming mouse (5700 dpi), a PHANTOM (450 dpi), and
a free-space device (85 dpi). The results indicate a decrease in target
acquisition performance that is not predicted by Fitts' Law when target sizes
become smaller than certain levels. In addition, the experiment shows that the
actual achievable resolution varies greatly depending on the input device used,
hence the need to include the "device" in the definition of DHR. Keywords: input device; target acquisition; accuracy; device's human resolution;
resolution |
Three around a Table: The Facilitator Role in a Co-located Interface for Social Competence Training of Children with Autism Spectrum Disorder | | BIBAK | Full-Text | 123-140 | |
Massimo Zancanaro; Leonardo Giusti; Eynat Gal; Patrice L. (Tamar) Weiss | |||
In this paper we describe a co-located interface on a tabletop device to
support social competence training for children with Autism Spectrum Disorder.
The interface has been developed on the multi-user DiamondTouch tabletop device
as a 3-user application for two children and a facilitator (therapist or
teacher). It takes advantage of the DiamondTouch table's unique ability to
recognize multiple touches by different users in order to constrain
interactions in a variety of ways. This paper focus on the support provided by
the system to enhance a facilitator's management of interaction flow to
increase its effectiveness during social competence training. We discuss the
observations collected during a small field study where two therapists used the
system for short sessions with 4 pairs of children. Although limited by the
number of participants to date, the interactions that emerged during this study
provide important insight regarding ways in which collaborative games can be
used to teach social competence skills. Thus the children benefit from the
motivational and engagement value of the games while the facilitator gains
access to new tools to intrinsically support and shape the session. Keywords: Autism Spectrum Disorder; collaborative games; multi-user co-located
interfaces; Cognitive-Behavioral Therapy |
Moving Target Selection in 2D Graphical User Interfaces | | BIBAK | Full-Text | 141-161 | |
Abir Al Hajri; Sidney Fels; Gregor Miller; Michael Ilich | |||
Target selection is a fundamental aspect of interaction and is particularly
challenging when targets are moving. We address this problem by introducing a
novel selection technique we call Hold which temporarily pauses the content
while selection is in progress to provide a static target. By studying users,
we evaluate our method against two others for acquiring moving targets in one
and two dimensions with variations in target size and velocity. Results
demonstrate that Hold outperforms traditional approaches in 2D for small or
fast-moving targets. Additionally, we investigate a new model to describe
acquisition of 2D moving targets based on Fitts' Law. We validate our novel 2D
model for moving target selection empirically. This model has application in
the development of acquisition techniques for moving targets in 2D encountered
in domains such as hyperlinked video and video games. Keywords: Human performance modeling; Fitts' Law; 1D Selection; 2D Selection; Moving
target selection |
Navigational User Interface Elements on the Left Side: Intuition of Designers or Experimental Evidence? | | BIBAK | Full-Text | 162-177 | |
Andreas Holzinger; Reinhold Scherer; Martina Ziefle | |||
Humans tend to direct their attention toward the left half of their area of
vision, which is known as visual pseudo neglect. Most navigational elements are
placed at the left side. However, there is neither a theoretical reasoning nor
empirical evidence, why these elements should be placed left. In the present
study we examined three independent variables (presentation side of elements
(left, right), number of elements (one, three, five) and a visual cue prior to
selection (with cue, without). Dependent variables were selection times and
accuracy of task completion. 50 participants were exposed to elements
consisting of single words in bubbles. After clicking on the start element in
the middle of the screen a number of elements were presented randomly on the
left or right. In 50% of trials the presentation side was announced in advance,
by using a visual cue. It was tested, whether and to what extent there is a
preference and performance (correct selection time) increase for elements
placed on the left side. When the cue was presented, performance increased;
without cue information, elements on the left were selected faster. The use of
cues resulted in no significant differences between the left and right side. A
significantly better performance was found when only one element was presented
on the left. With an increasing number of elements, the performance decreased.
The results of this study suggest that the presentation of elements on the left
side is advantageous for the speed of information processing only in the case
of single elements. When selecting between numbers of options (three, five),
placing elements on the left does not affect the selection performance. Keywords: navigation; graphical user interface design; pseudo neglect; visual
attention; performance; selection times |
Pupillary Response Based Cognitive Workload Measurement under Luminance Changes | | BIBAK | Full-Text | 178-185 | |
Jie Xu; Yang Wang; Fang Chen; Eric H. C. Choi | |||
Pupillary response has been widely accepted as a physiological index of
cognitive workload. It can be reliably measured with remote eye trackers in a
non-intrusive way. However, pupillometric measurement might fail to assess
cognitive workload due to the variation of luminance conditions. To overcome
this problem, we study the characteristics of pupillary responses at different
stages of cognitive process when performing arithmetic tasks, and propose a
fine-grained approach for cognitive workload measurement. Experimental results
show that cognitive workload could be effectively measured even under luminance
changes. Keywords: Cognitive workload; eye tracker; luminance; pupillary response |
Study on the Usability of a Haptic Menu for 3D Interaction | | BIBAK | Full-Text | 186-193 | |
Giandomenico Caruso; Elia Gatti; Monica Bordegoni | |||
The choice of the interaction menu to use is an important aspect for the
usability of an application. In these years, different solutions, related to
menu shape, location and interaction modalities have been proposed. This paper
investigates the influence of haptic features on the usability of 3D menu. We
have developed a haptic menu for a specific workbench, which integrates
stereoscopic visualization and haptic interaction. Several versions of this
menu have been developed with the aim of performing testing sessions with
users. The results of these tests have been discussed to highlight the impact
that these features have on the user's learning capabilities. Keywords: Mixed Reality; Haptic Interaction; Haptic Menu |
Balancing Act: Enabling Public Engagement with Sustainability Issues through a Multi-touch Tabletop Collaborative Game | | BIBAK | Full-Text | 194-211 | |
Alissa Nicole Antle; Joshua Tanenbaum; Allen Bevans; Katie Seaborn; Sijie Wang | |||
Despite a long history of using participatory methods to enable public
engagement with issues of societal importance, interactive displays have only
recently been explored for this purpose. In this paper, we evaluate a tabletop
game called Futura, which was designed to engage the public with issues of
sustainability. Our design is grounded in prior research on public displays,
serious games, and computer supported collaborative learning. We suggest that a
role-based, persistent simulation style game implemented on a multi-touch
tabletop affords unique opportunities for a walk-up-and-play style of public
engagement. We report on a survey-based field study with 90 participants at the
2010 Vancouver Winter Olympics (Canada). The study demonstrated that small
groups of people can be immediately engaged, participate collaboratively, and
can master basic awareness outcomes around sustainability issues. However, it
is difficult to design feedback that disambiguates between individual and group
actions, and shows the temporal trajectory of activity. Keywords: Public displays; sharable displays; digital tabletops; interactive surfaces;
group interaction; multi-touch interaction; public participation; public
engagement; social issues; sustainability; collaborative learning; serious
games; simulations |
Understanding the Dynamics of Engaging Interaction in Public Spaces | | BIBAK | Full-Text | 212-229 | |
Peter Dalsgård; Christian Dindler; Kim Halskov | |||
We present an analysis of three interactive installations in public spaces,
in terms of their support of engagement as an evolving process. In particular,
we focus on how engagement unfolds as a dynamic process that may be understood
in terms of evolving relations between cultural, physical, content-related, and
social elements of interactive environments. These elements are explored
through the literature on engagement with interaction design, and it is argued
that, although valuable contributions have been made towards understanding
engagement with interactive environments, the ways in which engagement unfolds
as a dynamic process remains relatively unexplored. We propose that we may
understand engagement as a product of the four above-mentioned elements, and in
our analysis we provide concrete examples of how engagement plays out in
practice by analyzing the emergence, transformation and relations between these
elements. Keywords: Urban computing; engagement; interaction design |
Transferring Human-Human Interaction Studies to HRI Scenarios in Public Space | | BIBAK | Full-Text | 230-247 | |
Astrid Weiss; Nicole Mirnig; Roland Buchner; Florian Förster; Manfred Tscheligi | |||
This paper presents the contextual analysis of the user requirements for a
mobile navigation robot in public space. Three human-human interaction studies
were conducted in order to gain a holistic understanding of the public space as
interaction context for itinerary requests. All three human-human requirement
studies were analyzed with respect to retrieve guidelines for human-robot
interaction. This empirical work should contribute by: (1) providing
recommendations for a communication structure from a communication studies
perspective, (2) providing recommendations for navigation principles for
human-robot interaction in public space from a socio-psychological and a HRI
perspective, and (3) providing recommendations regarding (confounding)
contextual variables from an HCI perspective. Keywords: Human-Robot Interaction; Human-Human Interaction; Public Space; User Study;
User Requirement Analysis |
Comparing Free Hand Menu Techniques for Distant Displays Using Linear, Marking and Finger-Count Menus | | BIBAK | Full-Text | 248-262 | |
Gilles Bailly; Robert Walter; Jörg Müller; Tongyan Ning; Eric Lecolinet | |||
Distant displays such as interactive public displays (IPD) or interactive
television (ITV) require new interaction techniques as traditional input
devices may be limited or missing in these contexts. Free hand interaction, as
sensed with computer vision techniques, presents a promising interaction
technique. This paper presents the adaptation of three menu techniques for free
hand interaction: Linear menu, Marking menu and Finger-Count menu. The first
study based on a Wizard-of-Oz protocol focuses on Finger-Counting postures in
front of interactive television and public displays. It reveals that
participants do not choose the most efficient gestures neither before nor after
the experiment. Results are used to develop a Finger-Count recognizer. The
second experiment shows that all techniques achieve satisfactory accuracy. It
also shows that Finger-Count requires more mental demand than other techniques. Keywords: Finger-Counting; Depth-Camera; Public display; ITV; Menus |
Design and Evaluation of an Ambient Display to Support Time Management during Meetings | | BIBAK | Full-Text | 263-280 | |
Valentina Occhialini; Harm van Essen; Berry Eggen | |||
An explorative research to investigate the opportunities of using light as a
communication medium to provide peripheral information is presented. An
innovative ambient display, using dynamic light patterns on the walls of the
meeting room to support time management during meetings has been developed.
Designed according to the principles of calm technology and information
decoration, the system seeks for a balance between aesthetical and
informational quality. Two prototypes were created and qualitative research
methods are used to evaluate the concept and the efficacy of light in conveying
information. The results confirm the value of our concept by showing an
appreciation of the usefulness and a good level of comprehension of the users
towards the system. The project led to insightful considerations on design
guidelines and recommendations for further development of ambient displays to
use light to convey abstract information in a subtle, unobtrusive way. Keywords: Adaptive Interfaces; Ambient Display; Information Decoration; Novel User
Interfaces and Interaction Techniques; Aesthetic Design |
Does Panel Type Matter for LCD Monitors? A Study Examining the Effects of S-IPS, S-PVA, and TN Panels in Video Gaming and Movie Viewing | | BIBAK | Full-Text | 281-288 | |
Ki Joon Kim; S. Shyam Sundar | |||
As computer-based devices become the primary media via which users view
movies and play interactive games, display technologies (e.g., LCD monitors)
have focused increasingly on quality of video fidelity, with much debate
surrounding the relative efficacy of different panel types of LCD monitors. A 3
(S-IPS panel vs. S-PVA panel vs. TN panel) x 2 (game vs. movie)
between-subjects experiment was conducted to examine the effects of LCD panel
type in facilitating regular viewing as well as enhanced interactive TV
experiences. Data from the experiment showed that LCD panel and stimulus type
as well as computer literacy were important factors affecting users' viewing
and interaction experiences. Limitations and implications for theory and
ongoing research are discussed. Keywords: LCD panel; response rate; contrast ratio; viewing angle; computer literacy |
ModControl -- Mobile Phones as a Versatile Interaction Device for Large Screen Applications | | BIBAK | Full-Text | 289-296 | |
Matthias Deller; Achim Ebert | |||
Large, public displays are increasingly popular in today's society. For the
most part, however, these displays are purely used for information or
multimedia presentation, without the possibility of interaction for viewers. On
the other hand, personal mobile devices are becoming more and more ubiquitous.
Though there are efforts to combine large screens with mobile devices, the
approaches are mostly focused on mobiles as control devices, or they are fitted
to specific applications. In this paper, we present the ModControl framework, a
configurable, modular communication structure that enables large screen
applications to connect with personal mobile devices and request a set of
configurable modules, utilizing the device as a personalized mobile interface.
The main application can easily make use of the highly sophisticated
interaction features provided by modern mobile phones. This facilitates new,
interactive appealing visualizations that can be actively controlled with an
intuitive, unified interface by single or multiple users. Keywords: Interaction framework; Distributed interfaces; Input devices and strategies;
User-Centered Design |
A New Visualization Approach to Re-Contextualize Indigenous Knowledge in Rural Africa | | BIBAK | Full-Text | 297-314 | |
Kasper Rodil; Heike Winschiers-Theophilus; Nicola J. Bidwell; Søren Eskildsen; Matthias Rehm; Gereon Koch Kapuire | |||
Current views of sustainable development recognize the importance of
accepting the Indigenous Knowledge (IK) of rural people. However, there is an
increasing technological gap between Elder IK holders and the younger
generation and a persistent incompatibility between IK and the values, logics
and literacies embedded, and supported by ICT. Here, we present an evaluation
of new technology that might bridge generations and preserve key elements of
local IK in Namibia. We describe how we applied insights, generated by
ethnographic, dialogical and participatory action research, in designing a
structure in which users can store, organize and retrieve user-generated videos
in ways that are compatible with their knowledge system. The structure embeds
videos in a scenario-based 3D visualization of a rural village. It accounts for
some of the ways this rural community manages information, socially, spatially
and temporally and provides users with a recognizable 3D simulated environment
in which to re-contextualize de-contextualized video clips. Our formative in
situ evaluation of a prototype suggests the visualization is legible to
community members, provokes participation in design discussions, offers
opportunities for local appropriation and may facilitate knowledge sharing
between IK holders and more youthful IK assimilators. Simultaneously differing
interpretations of scenarios and modeled objects reveal the limitations of our
modeling decisions and raises various questions regarding graphic design
details and regional transferability. Keywords: 3D visualization; indigenous knowledge; rural; Africa; design |
Design Opportunities for Supporting Treatment of People Living with HIV / AIDS in India | | BIBAK | Full-Text | 315-332 | |
Anirudha Joshi; Mandar Rane; Debjani Roy; Shweta Sali; Neha Bharshankar; N. Kumarasamy; Sanjay Pujari; Davidson Solomon; H. Diamond Sharma; D. G. Saple; Romain Rutten; Aakash Ganju; Joris Van Dam | |||
We describe a qualitative user study that we conducted with 64 people living
with HIV/AIDS (PLHA) in India recruited from private sector clinics. Our aim
was to investigate information gaps, problems, and opportunities for design of
relevant technology solutions to support HIV treatment. Our methodology
included clinic visits, observations, discussion with doctors and counsellors,
contextual interviews with PLHA, diary studies, technology tryouts, and home
visits. Analysis identified user statements, observations, breakdowns,
insights, and design ideas. We consolidated our findings across users with an
affinity. We found that despite several efforts, PLHA have limited access to
authentic information. Some know facts and procedures, but lack conceptual
understanding of HIV. Challenges include low education, no access to
technology, lack of socialisation, less time with doctors and counsellors, high
power-distance between PLHA and doctors and counsellors, and information
overload. Information solutions based on mobile phones can lead to better
communication and improve treatment adherence and effectiveness if they are
based on the following: repetition, visualisation, organisation, localisation,
and personalisation of information, improved socialisation, and complementing
current efforts in clinics. Keywords: HIV/AIDS; healthcare; adherence; user study; design for development |
In Class Adoption of Multimedia Mobile Phones by Gender -- Results from a Field Study | | BIBAK | Full-Text | 333-340 | |
Elba del Carmen Valderrama Bahamóndez; Jarmo Kauko; Jonna Häkkilä; Albrecht Schmidt | |||
In this paper we share our findings from a field study conducted in Panama,
focusing on adoption of mobile phones in classroom settings. Our initial
findings reveal that during the initial phase of use, boys adopt mobile phone
usage faster and explore more functionality; while girls take more time to
familiarize themselves with the phones. Girls seem to maintain a better focus
on the learning activities using the mobile phones across all tasks. When the
task implies an active role then boys also showed high concentration. The
videos recorded by the children as part of the learning activities showed a
remarkable difference in roles between girls and boys. These findings suggest
that it is important to consider the different adoption and exploration
strategies of girls and boys with new technologies when designing tools for
mobile learning. Keywords: Mobile phones; children; technology adoption; rural schools; developing
countries; novelty effect; learning; boys; girls |
Scenarchitectures: The Use of Domain-Specific Architectures to Bridge Design and Implementation | | BIBAK | Full-Text | 341-358 | |
T. C. Nicholas Graham; Emmanuel Dubois; Christophe Bortolaso; Christopher Wolfe | |||
In this paper, we present scenarchitectures, a means of raising the level of
design of advanced interactive systems. Scenarchitectures combine elements of
scenarios and system architectures, and can be used during the user interface
design process as an adjunct to other design tools such as textual scenarios
and story boards. Meanwhile, scenarchitectures can be automatically transformed
to system architectures, providing a link between design and implementation.
Using two existing scenarchitectural notations, we investigate the role of
scenarchitectures in the design process. We then show how model-transformation
techniques can be used to automatically derive system architectures from
scenarchitectures, and conclude with concrete examples of the application of
the scenarchitectural approach to the design of a mixed-reality system. Keywords: User interface design methods; software architecture; scenarchitecture;
adaptive groupware; mixed interactive systems |
Pattern Tool Support to Guide Interface Design | | BIBAK | Full-Text | 359-375 | |
Russell Beale; Behzad Bordbar | |||
Design patterns have proved very helpful in encapsulating the knowledge
required for solving design related problems, and have found their way into the
CHI domain. Many interface patterns can be formalised and expressed via UML
models, which provides the opportunity to incorporate such patterns into CASE
tools in order to assist user interface designers. This paper presents an
implemented tool-based approach for the discovery of an appropriate set of
design patterns applicable to a high-level model of the system. The tool
accepts a UML model of the system and presents a set of interface design
patterns that can be used to create an effective implementation. The tool is
aimed at providing designers with guidance as to which successful design
approaches are potentially appropriate for a new interactive system, acting as
a supportive aid to the design process. The use of high-level modelling
approaches allows designers to focus on the interactions and nature of their
systems, rather than on the technologically-driven details. Keywords: UML; Design Patterns; Modelling; Tools |
Meerkat and Tuba: Design Alternatives for Randomness, Surprise and Serendipity in Reminiscing | | BIBAK | Full-Text | 376-391 | |
John Helmes; Kenton O'Hara; Nicolas Villar; Alex S. Taylor | |||
People are accumulating large amounts of personal digital content that play
a role in reminiscing practices. But as these collections become larger, and
older content is less frequently accessed, much of this content is simply
forgotten. In response to this we explore the notions of randomness and
serendipity in the presentation of content from people's digital collections.
To do this we designed and deployed two devices -- Meerkat and Tuba -- that
enable the serendipitous presentation of digital content from people's personal
media collections. Each device emphasises different characteristics of
serendipity that with a view to understanding whether people interpret and
value these in different ways while reminiscing. In order explore the use of
the devices in context, we deployed in real homes. We report on findings from
the study and discuss their implications for design. Keywords: Reminiscence; Photo sharing; Serendipity; Interaction; Social Media;
Robotics; Screens; Iterative design |
Culture and Facial Expressions: A Case Study with a Speech Interface | | BIBAK | Full-Text | 392-404 | |
Beant Dhillon; Rafal Kocielnik; Ioannis Politis; Marc Swerts; Dalila Szostak | |||
Recent research has established cultural background of the users to be an
important factor affecting the perception of an interface's usability. However,
the area of cultural customization of speech-based interfaces remains largely
unexplored. The present study brings together research from emotion
recognition, inter-cultural communication and speech-based interaction and aims
at determining differences between expressiveness of participants from Greek
and Dutch cultures, dealing with a speech interface customized for their
culture. These two cultures differ in their tendency for Uncertainty Avoidance
(UA), one of the five cultural dimensions defined by Hofstede. The results show
that when encountering errors, members of the culture that ranks higher in the
UA scale, i.e. Greeks, are more expressive than those that rank low, i.e.
Dutch, especially when encountering errors in a low UA interface. Furthermore,
members of the high UA culture prefer the high UA interface over the low UA
one. Keywords: Multicultural study; culture; cultural differences; uncertainty avoidance;
expressiveness; speech interface |
Equality = Inequality: Probing Equality-Centric Design and Development Methodologies | | BIBAK | Full-Text | 405-421 | |
Rilla Khaled | |||
A number of design and development methods, including participatory design
and agile software development, are premised on an underlying assumption of
equality amongst relevant stakeholders such as designers, developers, product
owners, and end users. Equality, however, is not a straightforwardly accepted
feature of all cultural perspectives. In this paper, we discuss the situation
of equality-centric methods in a culturally mixed setting. We present a case
study of the Girl Game Workshop, a game development event intended to empower
young women through game design and to promote diversity in game creation.
While conducting the workshop, the organisers encountered numerous issues,
which presented challenges to their assumptions of the desirability of an
emphasis on equality during game design and development. In this paper, we
focus on seven key themes relating to equality that emerged from an ethnography
conducted during the workshop, including location, cultural and classroom
hierarchies, gender, "girl games", stakeholders and boundaries, and risk
mitigation. Keywords: equality; culture; gender; participatory design; agile methodologies; game
design |
e-Rural: A Framework to Generate Hyperdocuments for Milk Producers with Different Levels of Literacy to Promote Better Quality Milking | | BIBAK | Full-Text | 422-429 | |
Vanessa Maia Aguiar de Magalhães; Júnia Coutinho Anacleto Silva; André O. Bueno; Marcos Alexandre Rose Silva; Sidney Fels; Fernando Cesar Balbino | |||
We created and tested e-Rural, an approach to allow educators to dynamically
adjust the target literacy level for their online learning content using a
combination of three tools: PACO-T for planning, COGNITOR for editing hyper
documents and Simplifica for text simplification. PACO-T and COGNITOR use the
Brazilian Open Mind Common Sense knowledgebase (OMCS-Br) to provide access to
commonly held understandings and beliefs on a diverse set of topics associated
with a large range of Brazilian demographics, including, people with low
literacy. We tested our experiment with 13 users that were creating
hyperdocument-based learning content to describe important methods to milk
production. We chose milk production as this is one of Brazil's primary
agricultural products and yet it has been established that there is a wide gap
between the content from researchers with methods to greatly enhance the
quality and economic power of milk production and the tacit knowledge and
procedures of the farmers who actually produce the milk who are often at low
literacy levels consistent with Brazil's low literacy levels being around 75%
of the population. Our experiments reveal that educators are able to produce
milk related learning content geared towards different literacy levels using
our tools with a very satisfying efficacy and efficiency levels. Thus, we
believe that the use of our approach that introduces demographically sensitive
common sense holds promise to bridge the gap between high literacy researchers
with evidence-based approach to milk production and tacitly-based, low-literacy
milk producers to better develop the milk industry in Brazil. Keywords: Accessibility; literacy; textual simplification; textual equivalents; W3C
Recommendation |
Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives | | BIBAK | Full-Text | 430-437 | |
Ilda Ladeira; Gary Marsden; Lesley Green | |||
We describe an ongoing collaboration with the District Six Museum, in Cape
Town, aimed at designing a storytelling prototype for preserving personal
experience narratives. We detail the design of an interactive virtual
environment (VE) which was inspired by a three month ethnography of real-life
oral storytelling. The VE places the user as an audience member in a virtual
group listening to two storytelling agents capable of two forms of
interactivity: (1) User Questions: users can input (via typing) questions to
the agent; and (2) Exchange Structures: the agent poses questions for users to
answer. Preliminary results suggest an overall positive user experience,
especially for exchange structures. User questions, however, appear to require
improvement. Keywords: Virtual Reality; Digital Storytelling; User Experience |
Choosing your Moment: Interruptions in Multimedia Annotation | | BIBAK | Full-Text | 438-453 | |
Chris P. Bowers; William Byrne; Benjamin R. Cowan; Chris Creed; Robert J. Hendley; Russell Beale | |||
In a cooperative mixed-initiative system, timely and effective dialogue
between the system and user is important to ensure that both sides work towards
producing the most effective results, and this is affected by how disruptive
any interruptions are as the user completes their primary task. A disruptive
interaction means the user may become irritated with the system, or might take
longer to deal with the interruption and provide information that the system
needs to continue. Disruption is influenced both by the nature of the
interaction and when it takes place in the context of the user's progress
through their main task. We describe an experiment based on a prototype
cooperative video annotation system designed to explore the impact of
interruptions, in the form of questions posed by the system that the user must
address. Our findings demonstrate a preference towards questions presented in
context with the content of the video, rather than at the natural opportunities
presented by transitions in the video. This differs from previous research
which concentrates on interruptions in the form of notifications. Keywords: Task interruption; multimedia annotation; mixed-initiative annotation |
Attention and Intention Goals Can Mediate Disruption in Human-Computer Interaction | | BIBAK | Full-Text | 454-470 | |
Ernesto Arroyo; Ted Selker | |||
Multitasking environments cause people to be interrupted constantly, often
interfering with their ongoing tasks, activities and goals. This paper focuses
on the disruption caused by interruptions and presents a disruption mediating
approach for balancing the negative effects of interruptions with respect to
the benefits of interruptions relevant to the user goals. Our work shows how
Disruption Manager utilizing context and relationships to user goals and tasks
can assess when and how to present interruptions in order to reduce their
disruptiveness.
The Disruption Management Framework was created to take into consideration motivations that influence people's interruption decision process. The framework predicts the effects from interruptions using a three-layer software architecture: a knowledge layer including information about topics related to the ongoing activity, an intermediate layer including summarized information about the user tasks and their stages, and a low level layer including implicit low granularity information, such as mouse movement, context switching and windowing activity to support fail-safe disruption management when no other contextual information is available. The manager supports implicit monitoring of ongoing behaviors and categorizing possible disruptive outcome given the user and system state. The manager monitors actions and uses common sense reasoning in its model to compare communication stream topics with topics files that are active on the desktop. Experiments demonstrate that disruption manager significantly reduces the impact of interruptions and improve people's performance in a multi-application desktop scenario with email and instant messaging. In a complex order taking activity, disruption manager yielded a 26% performance increase for tasks prioritized as being important and a 32.5% increase for urgent tasks. The evaluation shows that the modulated interruptions did not distract or troubled users. Further, subjects using the Disruption Manager were 5 times more likely to respond effectively to instant messages. Keywords: Disruption; Interruption; Adaptive Interface; Software Managers; Human
Computer Interaction |
Again?!! The Emotional Experience of Social Notification Interruptions | | BIBAK | Full-Text | 471-478 | |
Celeste Lyn Paul; Anita Komlodi; Wayne G. Lutters | |||
This paper describes a post-hoc analysis of the relationship between the
socialness of an interruptive notification and the emotional tone of the words
used to describe the experience through a One-Word-Response (OWR). Out of the
89 responses analyzed, 73% of participants used emotional words to describe
their notification experiences. There was a significant relationship between
the emotional tone of a OWR response and the socialness of an interruptive
notification experience and participants were 3.2 more likely to describe
social interruptive notifications with positive words than negative words. Keywords: Emotion; interruption; One-Word-Response; methodology; notification; user
experience |
Do Not Disturb: Physical Interfaces for Parallel Peripheral Interactions | | BIBAK | Full-Text | 479-486 | |
Fernando Olivera; Manuel García-Herranz; Pablo A. Haya; Pablo Llinás | |||
Interaction is, intrinsically, a multi-thread process. Supported by our
various senses, our ability to speak, and the structure of our body and mind we
can get simultaneously involved in multiple interactions, using different
resources for each of them. This paper analyses natural interactions and the
impact of using parallel channels in peripheral interactions. Applying a
similar approach to human-computer interaction, we present a Tangible User
Interface proof of concept to analyze the advantages and weakness of parallel
interaction in computer-based systems. To this end, two tangible applications
-- to control the profile status in social networks and to control an
Intelligent Room -- are compared to their usual graphical counterparts,
presenting the results of a user study and analyzing the implications of its
results. Keywords: tangible; subtle interaction; calm computing; fiducial marker; peripheral
interaction; parallel interaction |
Information to Go: Exploring In-Situ Information Pick-Up "In the Wild" | | BIBAK | Full-Text | 487-504 | |
Hannu Kukka; Fabio Kruger; Vassilis Kostakos; Timo Ojala; Marko Jurmu | |||
This paper presents a case study on the iterative design of a system for
delivering in-situ information services to users' mobile devices using
proximity-based technologies. The design advances from a questionnaire study of
the users' attitudes and needs toward such information services via several
incremental prototypes evaluated in a usability lab and at a university campus
to the final version subjected to longitudinal evaluation "in-the-wild" in a
city center. The final prototype is a hybrid interface where the users can
select from an interactive public display the information services to be
downloaded to their personal mobile devices over no-cost Bluetooth connection.
The results include an empirical comparison of different models for delivering
such information services, and a quantitative analysis of the usage of the
system by the general public over a period of 100 days. Our findings suggest
that multiple environmental factors strongly affect the usage of the system.
Furthermore, the usage varies distinctly between different contexts, and there
is a strong correlation between location and usage patterns. Finally, we
present a number of guidelines for designing and deploying this type of hybrid
user interfaces. Keywords: public interactive displays; smartphones; longitudinal study; Bluetooth;
urban computing; ubiquitous computing |
IntelliTilt: An Enhanced Tilt Interaction Technique for Mobile Map-Based Applications | | BIBAK | Full-Text | 505-523 | |
Bradley van Tonder; Janet Wesson | |||
Current interaction techniques for mobile map-based applications suffer from
several usability problems. Tilt interaction provides an alternative form of
interaction which combines the benefits of one handed interaction with
intuitive physical gestures. Research has shown that tilt interaction suffers
from a lack of controllability, high mental demand and practical concerns. In
this paper, the design and evaluation of a new tilt interaction technique,
called IntelliTilt, is described. IntelliTilt incorporates several intelligent
techniques to address the shortcomings of tilt interaction. IntelliTilt was
compared to a basic tilt interaction technique using a prototype mobile
map-based application in an experiment. The results of this experiment showed
that IntelliTilt was preferred by the participants and that it offered
significant advantages in terms of mental demand, perceived efficiency and
controllability. Keywords: Tilt interaction; mobile map applications; sensor-based interaction |
Tensions in Developing a Secure Collective Information Practice -- The Case of Agile Ridesharing | | BIBAK | Full-Text | 524-532 | |
Kenneth Radke; Margot Brereton; Seyed Mirisaee; Sunil Ghelawat; Colin Boyd; Juan Manuel González Nieto | |||
Many current HCI, social networking, ubiquitous computing, and context aware
designs, in order for the design to function, have access to, or collect,
significant personal information about the user. This raises concerns about
privacy and security, in both the research community and main-stream media.
From a practical perspective, in the social world, secrecy and security form an
ongoing accomplishment rather than something that is set up and left alone. We
explore how design can support privacy as practical action, and investigate the
notion of collective information-practice of privacy and security concerns of
participants of a mobile, social software for ride sharing. This paper
contributes an understanding of HCI security and privacy tensions, discovered
while "designing in use" using a Reflective, Agile, Iterative Design (RAID)
method. Keywords: Usable privacy and security; user experience based approaches; trust;
design; HCI; participation |
Choose Popovers over Buttons for iPad Questionnaires | | BIBAK | Full-Text | 533-540 | |
Kevin Gaunt; Felix M. Schmitz; Markus Stolze | |||
When designing questionnaires for iPad an important design decision is
whether to use popover listings or button listings for representing
single-choice selections. In this paper we examined effects of each listing
method on performance and subjective preferences when performing a non-linear
selection task. A quantitative experiment (N = 39) with the two within-factors
(1) listing method (popover versus button) and (2) task completion time (15s
versus 7s versus 5s) was conducted. Results show subjects performing
significantly better when using popovers, which they also strongly preferred.
We attribute this to lower extraneous cognitive load and shorter forms,
ultimately requiring less scrolling. Results also show the expected effect of
task completion time on performance: the longer the allotted time, the higher
the test scores. Keywords: popover listing; button listing; single-choice questionnaires; cognitive
load; performance; iPad |
Developing and Evaluating a Non-Visual Memory Game | | BIBAK | Full-Text | 541-553 | |
Ravi Kuber; Matthew Tretter; Emma Murphy | |||
This paper describes the development of a non-visual memory game based on
the classic game 'Simon™', where users are presented with a sequence of
stimuli, which they need to replicate in the same order to progress to the next
level. Information is presented using a combination of speech, non-speech audio
and/or haptic cues, designed to aid blind users who are often excluded from
mainstream gaming applications. Findings from an empirical study have revealed
that when haptic feedback was presented in combination with other modalities,
users successfully replicated more sequences, compared with presenting haptic
feedback alone. We suggest that when developing a non-visual game using an
unfamiliar input device, speech-based feedback is presented in conjunction with
haptic cues. Keywords: Audio; blind; haptics; memory games; multimodal; speech |
Playing with Tactile Feedback Latency in Touchscreen Interaction: Two Approaches | | BIBAK | Full-Text | 554-571 | |
Topi Kaaresoja; Eve E. Hoggan; Emilia Anttila | |||
A great deal of research has investigated the potential parameters of
tactile feedback for virtual buttons. However, these studies do not take the
possible effects of feedback latencies into account. Therefore, this research
investigates the impact of tactile feedback delays on touchscreen keyboard
usage. The first experiment investigated four tactile feedback delay conditions
during a number entry task. The results showed that keypads with a constant
delay (18 ms) and the smallest feedback delay variation were faster to use and
produced less errors compared to conditions with wider delay variability. The
experiment also produced an unexpected finding -- users seemed to perceive
buttons with longer delays as heavier, with a need for greater force when
pressing. Therefore another experiment was conducted to investigate this
phenomenon. Seven delay conditions were tested using a magnitude estimation
method. The results indicate that using different latencies can be used to
represent tactile weight in touchscreen interaction. Keywords: Touchscreen; latency; tactile feedback; weight |
The Role of Modality in Notification Performance | | BIBAK | Full-Text | 572-588 | |
David Warnock; Marilyn Rose McGee-Lennon; Stephen A. Brewster | |||
The primary users of home care technology often have significant sensory
impairments. Multimodal interaction can make home care technology more
accessible and appropriate, yet most research in the field of multimodal
notifications is not aimed at the home but at office or high-pressure
environments. This paper presents an experiment that compared the
disruptiveness and effectiveness of visual, auditory, tactile and olfactory
notifications. The results showed that disruption in the primary task was the
same regardless of the notification modality. It was also found that
differences in notification effectiveness were due to the inherent traits of a
modality, e.g. olfactory notifications were slowest to deliver. The results of
this experiment allow researchers and developers to capitalize on the different
properties of multimodal techniques, with significant implications for home
care technology and technology targeted at users with sensory impairments. Keywords: Multimodal interfaces; accessibility and usability; technology in healthcare |
Co-located Collaborative Sensemaking on a Large High-Resolution Display with Multiple Input Devices | | BIBAK | Full-Text | 589-604 | |
Katherine Vogt; Lauren Bradel; Christopher Andrews; Chris North; Alex Endert; Duke Hutchings | |||
This study adapts existing tools (Jigsaw and a text editor) to support
multiple input devices, which were then used in a co-located collaborative
intelligence analysis study conducted on a large, high-resolution display.
Exploring the sensemaking process and user roles in pairs of analysts, the
two-hour study used a fictional data set composed of 50 short textual documents
that contained a terrorist plot and subject pairs who had experience working
together. The large display facilitated the paired sensemaking process,
allowing teams to spatially arrange information and conduct individual work as
needed. We discuss how the space and the tools affected the approach to the
analysis, how the teams collaborated, and the user roles that developed. Using
these findings, we suggest design guidelines for future co-located
collaborative tools. Keywords: Visual analytics; sensemaking; co-located; CSCW; large high-resolution
display |
Exploring How Tangible Tools Enable Collaboration in a Multi-touch Tabletop Game | | BIBAK | Full-Text | 605-621 | |
Tess Speelpenning; Alissa Nicole Antle; Tanja Doering; Elise van den Hoven | |||
Digital tabletop surfaces afford multiple user interaction and
collaboration. Hybrid tabletops that include both tangible and multi-touch
elements are increasingly being deployed in public settings (e.g. Microsoft
Surface, reacTable). Designers need to understand how the different
characteristics of tangible and multi-touch interface elements affect
collaborative activity on tabletops. In this paper, we report on a mixed
methods exploratory study of a collaborative tabletop game about sustainable
development. We explore the effects of tangible and multi-touch tools on
collaborative activity. Forty-five participants, in trios, played the game
using both versions of the tools. Our analysis includes quantitative
performance measures, qualitative themes and behavioral measures. Findings
suggest that both tangible and multi-touch tools enabled effective tool use and
that collaborative activity was more influenced by group dynamics than tool
modality. However, we observed that the physicality of the tangible tools
facilitated individual ownership and announcement of tool use, which in turn
supported group and tool awareness. Keywords: Tangible interaction; collaboration; CSCL; tabletop gaming; multitouch;
Futura; interaction design |
Hidden Details of Negotiation: The Mechanics of Reality-Based Collaboration in Information Seeking | | BIBAK | Full-Text | 622-639 | |
Mathias Heilig; Stephan Huber; Jens Gerken; Mischa Demarmels; Katrin Allmendinger; Harald Reiterer | |||
Social activities such as collaborative work and group negotiation can be an
essential part of information seeking processes. However, they are not
sufficiently supported by today's information systems as they focus on
individual users working with PCs. Reality-based UIs with their increased
emphasis on social, tangible, and surface computing have the potential to
tackle this problem. By blending characteristics of real-world interaction and
social qualities with the advantages of virtual computer systems, they
inherently change the possibilities for collaboration, but until now this
phenomenon has not been explored sufficiently. Therefore, this paper presents
an experimental user study that aims at clarifying the impact such
reality-based UIs and its characteristics have on collaborative information
seeking processes. Two different UIs have been developed for the purpose of
this study. One is based on an interactive multi-touch tabletop in combination
with on-screen tangibles, therefore qualifying as a reality-based UI, while the
other interface uses three synchronized PCs each controlled by keyboard and
mouse. A comparative user study with 75 participants in groups of three was
carried out to observe fundamental information seeking tasks for co-located
collaboration. The study shows essential differences of emerging group
behavior, especially in terms of role perception and seeking strategies
depending on the two different UIs. Keywords: Collaboration; Tabletop; Tangible User Interface; Information Seeking; User
Study |
A Tactile Compass for Eyes-Free Pedestrian Navigation | | BIBAK | Full-Text | 640-656 | |
Martin Pielot; Benjamin Poppinga; Wilko Heuten; Susanne Boll | |||
This paper reports from the first systematic investigation on how to guide
people to a destination using the haptic feedback of a mobile phone and its
experimental evaluation. The aim was to find a navigation aid that works
hands-free, reduces the users' distraction, and can be realised with widely
available handheld devices. To explore the design space we developed and tested
different prototypes. Drawing on the results of these tests we present the
concept of a tactile compass, which encodes the direction of a location "as the
crow flies" in rhythmic patterns and its distance in the pause between two
patterns. This paper also reports from the first experimental comparison of
such tactile displays with visual navigation systems. The tactile compass was
used to continuously display the location of a destination from the user's
perspective (e.g. ahead, close). In a field experiment including the tactile
compass and an interactive map three conditions were investigated: tactile
only, visual only, and combined. The results provide evidence that cueing
spatial locations in vibration patterns can form an effective and efficient
navigation aid. Between the conditions, no significant differences in the
navigation performance were found. The tactile compass used alone could
significantly reduce the amount of distractive interaction and together with
the map it improved the participants' confidence in the navigation system. Keywords: We Mobile Accessibility; Multi-Modal Interface; Novel User Interfaces and
Interaction Techniques |
Are We There Yet? A Probing Study to Inform Design for the Rear Seat of Family Cars | | BIBAK | Full-Text | 657-674 | |
David Wilfinger; Alexander Meschtscherjakov; Martin Murer; Sebastian Osswald; Manfred Tscheligi | |||
When researching interactive systems in the car, the design space can be
divided into the following areas: driver, front seat passenger and rear seat.
The latter has so far not been sufficiently addressed in HCI research, which
results in an absence of implications for interaction designs in that space.
This work presents a cultural probing study investigating the activities and
the technology usage in the rear seat as social and physical space. The study
was conducted with 20 families over a period of four weeks and unveiled aspects
relevant for HCI research: aspects of diversion, educational motivation,
togetherness, food as activity, physical space, perception of safety, and
mobile computing. In relation to these areas, implications for the design and
integration of interactive technology in the rear seat area are deduced. We
show that cultural probing in the car is a promising and fruitful approach to
get insights on passenger behavior and requirements for interactive systems. To
improve the rear seat area and to show the potential of probing results to
inform design, a design proposal for an interactive rear seat game called
RiddleRide is introduced. Keywords: rear seat; design space; cultural probing; car; design |
Don't Look at Me, I'm Talking to You: Investigating Input and Output Modalities for In-Vehicle Systems | | BIBAK | Full-Text | 675-691 | |
Lars Holm Christiansen; Nikolaj Yde Frederiksen; Brit Susan Jensen; Alex Ranch; Mikael B. Skov; Nissan Thiruravichandran | |||
With a growing number of in-vehicle systems integrated in contemporary cars,
the risk of driver distraction and lack of attention on the primary task of
driving is increasing. One major research area concerns eyes-off-the-road and
mind-off-the-road that are manifested in different ways for input and output
techniques. In this paper, we investigate in-vehicle systems input and output
techniques to compare their effects on driving behavior and attention. We
compare four techniques touch and gesture (input) and visual and audio (output)
in a driving simulator. Our results showed that the separation of input and
output is non-trivial. Gesture input resulted in significantly fewer eye
glances compared to touch input, but also resulted in poorer primary driving
task performance. Further, using audio as output resulted in significantly
fewer eye glances, but on the other hand also longer task completion times and
inferior primary driving task performance compared to visual output. Keywords: In-vehicle systems; touch interaction; gesture interaction; eye glances;
driving performance |