Assisted Interaction Data Analysis of Web-Based User Studies | | BIBAK | Full-Text | 1-19 | |
Xabier Valencia; J. Eduardo Pérez; Unai Muñoz; Myriam Arrue; Julio Abascal | |||
User behaviour analysis requires defining experimental sessions with
numerous participants. In this context, the specification of experiments is a
demanding task, as several issues have to be considered such as the type of
experiment, the type and number of tasks, the definition of questionnaires and
the user interaction data to be gathered. The analysis of collected data is
also complex and often requires repeatedly examining recorded interaction
videos. In order to deal with these tasks, we present a platform called
RemoTest which assists researchers to specify and conduct experimental sessions
as well as to gather and analyse the interaction data. This platform has been
applied to define different formal user studies on the web and has assisted
researchers in detecting the main interaction characteristics of different user
profiles and settings. Keywords: Web accessibility; User testing; User behaviour; Accessibility in use |
Technology Acceptance Evaluation by Deaf Students Considering the Inclusive Education Context | | BIBAK | Full-Text | 20-37 | |
Soraia Silva Prietch; Lucia Vilela Leite Filgueiras | |||
As a consequence of the National Policy on Special Education on the
Perspective of Inclusive Education in Brazil, established in 2007, mainstream
schools have begun receiving a greater number of Deaf or Hard of Hearing (D/HH)
students that previously attended specialized schools. However, data point to
the declining number of D/HH students enrolled from primary school to secondary
school; i.e., there are reasons to believe that educational barriers are
imposed on the means these students have of conquering a complete education. In
this context, the goal of this work is to propose a technology acceptance model
that takes into account constructs that involve aspects of the inclusive
education context, as well as performing a pilot test on the interaction of 16
D/HH users with a mobile application, called SESSAI, to evaluate the model.
SESSAI consists of a technology-mediated form of communication, which allows
hearing persons and D/HH individuals to interact through an automatic
recognition system. Among the constructs of the model, one of them refers to
the potential educational barriers experienced by D/HH students in inclusive
classrooms. With regard to research methodology, the study was developed in
cycles of literature review and conduction of tests. The proposed model has
shown positive results in capturing factors that influence technology
acceptance given the domain specific context, since they incorporate aspects of
pragmatic quality and hedonic quality (emotional user experience), and also
considers issues related to perceived usefulness in minimizing potential
educational barriers, future expectations, and facilitating conditions. We
conclude that the model encompasses both users' personal motivation and context
of use aspects, and it can be used for the purpose for which it was proposed.
Further investigations need to be conducted in order to adjust the model
questionnaire and to recruit a broader number of participants. Keywords: Assistive technology; Technology-mediated communication; Country specific
developments; Human-computer interaction; Media in education |
Understanding Touch and Motion Gestures for Blind People on Mobile Devices | | BIBAK | Full-Text | 38-46 | |
Marco Romano; Andrea Bellucci; Ignacio Aedo | |||
Considering users preferences and behaviour is a necessity to develop
accessible interaction for blind people. Mainstream mobile devices are widely
used by people with disabilities but, despite the growing interest of the
research community around accessibility issues of touch interfaces, there is
still much to understand about how best to design the interaction of blind
people with mobile technologies. To this end, we conducted a preliminary
elicitation study (8 participants) to understand how blind people perform touch
and motion gestures for common tasks on a mobile phone. We found that blind
people do not use motion gestures. We provide a discussion of our results
according to the type of gestures performed. Keywords: User-defined; Gestures; Blind; Accessibility; Touch screens |
Virtual Buttons for Eyes-Free Interaction: A Study | | BIBAK | Full-Text | 47-54 | |
Jens Bauer; Achim Ebert | |||
The touch screen of mobile devices, such as smart phones and tablets, is
their primary input mechanism. While designed to be used in conjunction with
its output capabilities, eyes-free interaction is also possible and useful on
touch screens. One of the several possible techniques for eyes-free interaction
is the virtual button method, where the screen is divided into a regular grid
of buttons that can be pressed even without looking at the screen.
This paper contains an exploratory study about influence factors on this interaction method. Results indicate, that not only the size of the buttons matter, but also the device orientation and user dependent factors, such as the age or general experience with touch screens. By involving small children in the evaluation we can see the validity of this approach even for the youngest users. Keywords: Eyes-free; Evaluation; Virtual buttons; Mobile devices |
Comparing Concurrent and Retrospective Verbal Protocols for Blind and Sighted Users | | BIBAK | Full-Text | 55-71 | |
Andreas Savva; Helen Petrie; Christopher Power | |||
Verbal protocols are widely used in user studies for evaluating websites.
This study investigated the effectiveness and efficiency of concurrent and
retrospective verbal protocols (CVP and RVP) for both blind and sighted
participants, as well as participant workload and attitudes towards these
methods. Eight blind and eight sighted participants undertook both protocols in
a website evaluation. RVP was more effective as measured by problems
encountered for both groups, although it was no more efficient than CVP. The
severity of problems identified by both protocols was equivalent. As measured
on the NASA TLX, participants found RVP found more demanding than CVP. Sighted
participants found rating problems during CVP more disruptive than blind
participants. These results show that RVP is a more useful protocol for
practitioners and researchers even though it takes more time and is more
demanding for participants. It is equally applicable for both blind and sighted
participants. Keywords: User evaluation; Think aloud protocol; Concurrent verbal protocol;
Retrospective verbal protocol; Web accessibility; Web usability; Blind users |
Exploring Map Orientation with Interactive Audio-Tactile Maps | | BIBAK | Full-Text | 72-79 | |
Alistair D. N. Edwards; Nazatul Naquiah Abd Hamid; Helen Petrie | |||
Multi-modal interactive maps can provide a useful aid to navigation for
blind people. We have been experimenting with such maps that present
information in a tactile and auditory (speech) form, but with the novel feature
that the map's orientation is tracked. This means that the map can be explored
in a more ego-centric manner, as favoured by blind people. Results are
encouraging, in that scores in an orientation task are better with the use of
map rotation. Keywords: Multi-modal maps; Blind people; Tactile; Speech; Rotation |
Inclusive Production of Tactile Graphics | | BIBAK | Full-Text | 80-88 | |
Jens Bornschein; Denise Prescher; Gerhard Weber | |||
In this article a collaborative workstation for creating audio-tactile
graphics is presented. The system is based on a common open source office suite
and supports a transcriber for tactile graphics with several tools. In addition
the system allows a blind reviewer to get involved at every stage of the
creation process. This is achieved through a refreshable two-dimensional
tactile display. The blind participant can independently manipulate graphical
objects and make annotations in parallel. As a result, a tandem team of a
sighted graphic creator and a blind partner may create a tactile graphic with
better quality. Keywords: Tactile graphics; Blind users; Collaboration; Pin-matrix device |
Navigation Problems in Blind-to-Blind Pedestrians Tele-assistance Navigation | | BIBAK | Full-Text | 89-109 | |
Jan Balata; Zdenek Mikovec; Ivo Maly | |||
We raise a question whether it is possible to build a large-scale navigation
system for blind pedestrians where a blind person navigates another blind
person remotely by mobile phone. We have conducted an experiment, in which we
observed blind people navigating each other in a city center in 19 sessions. We
focused on problems in the navigator's attempts to direct the traveler to the
destination. We observed 96 problems in total, classified them on the basis of
the type of navigator or traveler activity and according to the location in
which the problem occurred. Most of the problems occurred during the activities
performed by the navigator. We extracted a set of guidelines based on analysis
of navigation problems and successful navigation strategies. We have partially
mapped the problem of tele-assistance navigation to POMDP based dialogue
system. Keywords: Visually impaired; Navigation; Tele-assistance; User study |
Prototyping TV and Tablet Facebook Interfaces for Older Adults | | BIBAK | Full-Text | 110-128 | |
José Coelho; Fábio Rito; Nuno Luz; Carlos Duarte | |||
With the daily problem of social isolation comes an aggravation of older
adults' general health. Social Network Services like Facebook have the
potential to ameliorate the social connectivity of this segment of the
population. However, they are still not fully adopted by them, whether because
of age-related limitations or the lack of appropriate technological skills. In
this paper we argue that the development of SNSs based on technology already
used by older adults, like Television, or technology which has proven to be
more accessible to them, like Tablets, can improve the ability of older adults
to use these systems. We report findings from a study composed of
semi-structured interviews and focus groups which aimed at the development of
two Facebook-based prototypes for TV and Tablet. Results show good
receptiveness from older adults to perform social tasks on TV and Tablet-based
applications, for interacting using alternative modalities like speech, or
back-of-device tapping, and for the use of adaptation mechanisms. Informed by
the study results the main contributions are the two prototypes, and a
collection of recommendations regarding the design of TV and tablet based
interfaces for this population. Keywords: Facebook; Older adults; Social isolation; Tablet; Television;
Semi-structured interviews; Focus groups; Participatory design; Prototyping |
Socially Networked or Isolated? Differentiating Older Adults and the Role of Tablets and Television | | BIBAK | Full-Text | 129-146 | |
José Coelho; Carlos Duarte | |||
Population is aging. With it comes social isolation which leads to drastic
health degrading situations. Facebook has the potential to assist older adults
in maintaining relationships. Still problems like unclear purposes, design
complexity and privacy issues have contributed to a lower uptake. We conducted
a study to understand how to draw Facebook closer to older adults, investigate
the main difficulties and motivations towards its use and adoption, and inquire
about the possibilities of using Tablet and Television as alternatives to the
traditional PC for accessing this kind of services. Findings show correlations
between self-belief in technical skills, motor limitations, and tablet use and
the use of Facebook. It also shows that the complexity of Facebook's user
interface limits its use by the older adults that use it and works as a barrier
for its adoption by the seniors who still don't. We also identified distinct
groups and distinct feelings about the use of Television as a vehicle for
social interaction. We derived a set of recommendations to consider when
designing solutions for tackling social isolation. Keywords: Facebook; Older adults; Social isolation; Tablet; Television; Questionnaire |
Using Photo Diaries to Elicit User Requirements from Older Adults: A Case Study on Mobility Barriers | | BIBAK | Full-Text | 147-164 | |
David Swallow; Helen Petrie; Christopher Power; Alistair D. N. Edwards | |||
Older adults encounter numerous barriers to mobility, many of which are in
the built environment. Technological solutions may enable them to mitigate
these barriers and promote physical activity. To design appropriate
technological solutions, it is crucial to understand the specific barriers to
mobility older adults face from their perspectives. Photo diary studies allow
older adults to autonomously document their experiences to support generation
of user needs and requirements. We investigate the methodological
appropriateness of photo diaries for exploring experiences of older adults and
eliciting their requirements for new technologies. A photo diary study was
conducted with 26 older adults, who were given disposable cameras to document
things that affect their mobility. As well as presenting a selection of the
mobility barriers identified in this study, the paper outlines a number of
methodological issues relating to the use of photo diaries for eliciting the
needs and requirements of older adults. Keywords: Photo diaries; User study; Participatory design; Older adults; Mobility
barriers; Built environment |
Design Criteria for Stimulating Emotions in Web Applications | | BIBAK | Full-Text | 165-182 | |
Giulio Mori; Fabio Paternò; Ferdinando Furci | |||
This work aims to identify the main aspects of Web design responsible for
eliciting specific emotions. For this purpose, we performed a user study with
40 participants testing a Web application designed by applying a set of
criteria for stimulating various emotions. In particular, we considered six
emotions (hate, anxiety, boredom, fun, serenity, love), and for each of them a
specific set of design criteria was exploited. The purpose of the study was to
reach a better understanding regarding what design techniques are most
important to stimulate each emotion. We report on the results obtained and
discuss their implications. Such results can inform the development of
guidelines for Web applications able to stimulate users' emotions. Keywords: Web guidelines; Emotions; Affective interfaces; Adaptable interfaces |
Emotion Detection in Non-native English Speakers' Text-Only Messages by Native and Non-native Speakers | | BIBAK | Full-Text | 183-200 | |
Ari Hautasaari; Naomi Yamashita | |||
When people from different language backgrounds communicate, they need to
adopt a common shared language, such as English, to set up the conversation. In
conversations conducted over text-only computer-mediated communication (CMC)
mediums, mutual exchange of socio-emotional information is limited to the use
of words, symbols and emoticons. Previous research suggests that when message
receivers share the same native language with the authors, they are more
accurate at detecting the emotional valence of messages based on these cues
compared to non-native speaking receivers. But is this still true when the
messages are written by non-native speakers? Moreover, what message properties
influence the accuracy of emotional valence detection? In this paper, we report
on an experiment where native English speakers and Japanese non-native English
speakers rate the emotional valence of text-only messages written by Japanese
non-native English speaking authors. We analyze how three message properties,
grammatical correctness, fluency of language and use of symbols and emoticons,
influence emotional valence detection for native and non-native speakers. Based
on our results, we propose theoretical and practical implications for
supporting multilingual socio-emotional communication in text-only CMC. Keywords: Computer-mediated communication; Text-only message; Non-native speaker;
Emotion detection |
Making Decisions About Digital Legacy with Google's Inactive Account Manager | | BIBAK | Full-Text | 201-209 | |
Raquel O. Prates; Mary Beth Rosson; Clarisse S. de Souza | |||
As information systems become more integrated into everyday use, people
generate and store significant data through their lifetimes. Only recently have
researchers and companies started to pay attention to digital legacy issues.
Google has been one of the first companies to support users in planning the
future of their digital assets through Google Inactive Account Manager (IAM).
In this work, we present a systematic analysis of IAM and discuss how it
structures users' digital legacy decision space and deals with challenges
regarding future impact of these decisions. Keywords: Digital legacy; Anticipation; Configuration settings; Future impact |
Shedding Lights on Human Values: An Approach to Engage Families with Energy Conservation | | BIBA | Full-Text | 210-218 | |
Janine Huizenga; Lara S. G. Piccolo; Meia Wippoo; Christoph Meili; Andrew Bullen | |||
Changing behaviour related to energy conservation is not an emotionally neutral task. People have to deal with individual and group interests, contextual constraints, eventually trading-off between their values and effective actions in terms of savings. This paper presents a set of dynamics and artefacts for families to raise and share their energy awareness, and transform it into sustainable behaviour. This method based on human values was applied with 7 families to identify critical factors that must be in play when promoting energy conservation within a social group. Preliminary results confirmed that bringing families' values into discussion and establishing shared commitments and responsibilities are promising approaches for technology design with the purpose to raise awareness collectively and promote effective changes in behaviour towards protecting the natural environment. |
Gamification of Online Surveys: Design Process, Case Study, and Evaluation | | BIBAK | Full-Text | 219-236 | |
Johannes Harms; Stefan Biegler; Christoph Wimmer; Karin Kappel; Thomas Grechenig | |||
Online surveys are an important means of data collection in marketing and
research, but conventional survey designs are often perceived as dull and
unengaging, resulting in negative respondent behavior. Gamification has been
proposed to make online surveys more pleasant to fill and, consequently, to
improve the quality of survey results. This work applied gamification to an
existing survey targeted at teenagers and young adults. The gamified survey was
evaluated in a study with 60 participants regarding the psychological and
behavioral outcomes of gamification. Results indicate that gamification
successfully increased the users' perceived fun, the average time spent, as
well as their willingness to use and recommend the survey, without introducing
a strong bias in survey results, albeit with a lower overall response rate. Keywords: Gamification; Online surveys; Questionnaires; Evaluation |
Mind the Gap! Comparing Retrospective and Concurrent Ratings of Emotion in User Experience Evaluation | | BIBAK | Full-Text | 237-254 | |
Anders Bruun; Simon Ahm | |||
User experience (UX) is typically measured retrospectively through
subjective questionnaire ratings, yet we know little of how well these
retrospective ratings reflect concurrent experiences of an entire event. UX
entails a broad range of dimensions of which human emotion is considered to be
crucial. This paper presents an empirical study of the discrepancy between
concurrent and retrospective ratings of emotions. We induced two experimental
conditions of varying pleasantness. Findings show the existence of a
significant discrepancy between retrospective and concurrent ratings of
emotions. In the most unpleasant condition we found retrospective ratings to be
significantly overestimated compared to concurrent ratings. In the most
pleasant condition we found retrospective ratings to correlate with the highest
and final peaks of emotional arousal. This indicates that we cannot always rely
on typical retrospective UX assessments to reflect concurrent experiences.
Consequently, we discuss alternative methods of assessing UX, which have
considerable implications for practice. Keywords: User experience; Emotion; Memory-experience gap; Peak-end rule |
Recognizing Emotions in Human Computer Interaction: Studying Stress Using Skin Conductance | | BIBAK | Full-Text | 255-262 | |
Alexandros Liapis; Christos Katsanos; Dimitris Sotiropoulos; Michalis Xenos; Nikos Karousos | |||
This paper reports an experiment for stress recognition in human-computer
interaction. Thirty-one healthy participants performed five stressful HCI tasks
and their skin conductance signals were monitored. The selected tasks were most
frequently listed as stressful by 15 typical computer users who were involved
in pre-experiment interviews asking them to identify stressful cases of
computer interaction. The collected skin conductance signals were analyzed
using seven popular machine learning classifiers. The best stress recognition
accuracy was achieved by the cubic support vector machine classifier both per
task (on average 90.8%) and for all tasks (Mean=98.8%, SD=0.6%). This very high
accuracy demonstrates the potentials of using physiological signals for stress
recognition in the context of typical HCI tasks. In addition, the results allow
us to move on a first integration of the specific stress recognition mechanism
in PhysiOBS, a previously-proposed software tool that supports researchers and
practitioners in user emotional experience evaluation. Keywords: Users emotional experience evaluation; Physiological data; Skin response
conductance; Physiological signal analysis |
LEGO Pictorial Scales for Assessing Affective Response | | BIBAK | Full-Text | 263-280 | |
Mohammad Obaid; Andreas Dünser; Elena Moltchanova; Danielle Cummings; Johannes Wagner; Christoph Bartneck | |||
This article presents the design and evaluation of novel types of pictorial
scales for assessing emotional response based on LEGO Minifigures. We describe
the creation of two pictorial scales (LEGO Face Scale and Stylized LEGO Face
Scale) through the use of a semi-automatic process. We report on the results of
two evaluation studies conducted to assess the validity of the proposed
pictorial scales. The first study evaluated the rating of emotions expressed by
other humans; the second focused on rating one's own emotional state when
looking at expressive stimuli. We investigate the validity of the two pictorial
scales by comparing them to ratings given on a conventional Likert Scale.
Results show that assessing expressive faces using the proposed pictorial
scales can differ from using a Likert scale; however, when rating one's own
emotional state there is no difference. Finally, we assembled a physical
version of the LEGO Face scale and discuss future work. Keywords: LEGO minifigures; Evaluation; Pictorial; Emotion; Scale |
The Influence of Motivation on Emotional Experience in E-commerce | | BIBAK | Full-Text | 281-288 | |
Samaneh Soleimani; Effie Lai-Chong Law | |||
To explore the notion of User Experience in regard to motivation and affect
in the context of e-commerce, a preliminary research model was developed.
According to this model, customers' motivations influence their experience of
using e-commerce systems. A pilot study with 12 participants was designed to
evaluate this hypothesis. The results suggested that customers' emotional
experiences were associated with their motivation to visit an e-commerce
website. Our future research will investigate the validity of this model with
more thorough evaluation methods. Keywords: User experience; Emotion; Motivation; E-commerce |
The Presenter Experience of Canvas Presentations | | BIBAK | Full-Text | 289-297 | |
Leonhard Lichtschlag; Philipp Wacker; Martina Ziefle; Jan Borchers | |||
Most presentations are given with supporting visuals and driven by
specialized presentation software. Today, this software either follows the
classic slideware metaphor, presenting a series of discrete screens -- or it
implements the more recent canvas presentation metaphor, using a zoomable
free-form canvas to arrange information. Both paradigms were previously
evaluated with presentation authors and audiences. In this paper, we extend our
understanding to how they impact the presenter herself during delivery of a
talk. In a lab study participants gave presentations with slideware and canvas
tools, and we measured their emotional state through self-reporting. We find
that a recommendation for a tool depends on the experience of the presenter or
their spatial ability. Keywords: Canvas presentations; Slideware; Zoomable user interfaces; Lab study |
Using Online Reviews as Narratives to Evoke Designer's Empathy | | BIBAK | Full-Text | 298-315 | |
Christiane Grünloh; Åke Walldius; Gerhard Hartmann; Jan Gulliksen | |||
Gathering health-related data is quite easy, but visualizing them in a
meaningful way remains challenging, especially when the application domain is
very complex. Research suggests that empathy can facilitate the design process
and that narratives can help to create an empathic encounter between designers
and the prospective users. We conducted an exploratory quasi-experiment in
order to explore whether narratives in form of online reviews are able to evoke
designer's empathy when developing an online platform for a direct-to-consumer
genetic testing service. The results suggest that the narratives can help
designers to engage with and take the perspective of the prospective user, who
is then represented in more detail. Lacking narratives from real people leaves
the designers to their own imagination, which can lead to the use of rather
abstract stereotypes that do not enable an understanding of the user, but
affect the subsequent design decisions. Keywords: Human-Computer interaction; Empathy; Direct-to-consumer; Genetic testing;
Health and wellbeing |
AirDisplay: Experimenting with Air Flow as a Communication Medium | | BIBAK | Full-Text | 316-323 | |
Omar Mowafi; Mohamed Khamis; Wael Abouelsaadat | |||
This paper presents a psychophysical experiment using a multi-fan device to
communicate information to the user via air intensity and direction. We
describe the implementation of a prototype, the AirDisplay. We identify the
most effective configuration at which users can discern different air patterns
by manipulating the fans' speed, the distance between the fans, and the
different air patterns. Experiment results support the use of air to
communicate information. Keywords: Non-contact haptic feedback; Air streams; Multi-fan device |
Experiencing the Elements -- User Study with Natural Material Probes | | BIBAK | Full-Text | 324-331 | |
Jonna Häkkila; Yun He; Ashley Colley | |||
In this paper, we present the first systematic user study exploring the user
experience and perceptions towards different natural materials -- water, ice,
stone, sand, fire, wind and soup bubbles. By trying out different materials,
participants (n=16) expressed their associations and perceptions, rated
different qualities of the materials, and described their impressions through
product reaction cards. Our findings reveal for example that light weight and
ease of movement are perceived as central qualities when inspiring and fun
elements are sought for. This exploratory study shines light on user
experiences with natural elements, and provides an experimental grounding for
naturalistic tangible user interface design. Material qualities in tangible
user interface design create a subtle, but critical part of the user
experience. Keywords: Material qualities; User experience; Tangible user interfaces; Design; User
studies |
PrintPut: Resistive and Capacitive Input Widgets for Interactive 3D Prints | | BIBAK | Full-Text | 332-339 | |
Jesse Burstyn; Nicholas Fellion; Paul Strohmeier; Roel Vertegaal | |||
We introduce PrintPut, a method for 3D printing that embeds interactivity
directly into printed objects. PrintPut uses conductive filament to offer an
assortment of sensors that an industrial designer can easily incorporate into
their 3D designs, including buttons, pressure sensors, sliders, touchpads, and
flex sensors. PrintPut combines physical and interactive sketching into the
same process: seamlessly integrating sensors onto the surfaces of 3D objects,
without the need for external sensor hardware. Keywords: 3D printing; Rapid prototyping; Printed sensors |
ReservoirBench: An Interactive Educational Reservoir Engineering Workbench | | BIBAK | Full-Text | 340-348 | |
Sowmya Somanath; Allan Rocha; Hamidreza Hamdi; Ehud Sharlin; Mario Costa Sousa | |||
ReservoirBench is an interactive workbench for educational geological
science and engineering tasks. It is designed to facilitate education of novice
audiences to teach them basic concepts of reservoir modeling and simulation
workflow. Traditional training using lectures and software practice can lead to
information overload, and retainability is questionable. As an alternative, we
propose a physical workbench that is coupled with digital augmentation for the
purpose of learning. We take advantage of the crucial role that spatiality and
3D representations play in petroleum reservoir modeling and allow basic domain
concepts to be introduced and explored in a tangible and experiential manner.
We describe the design of our prototype and reflect on the findings from our
preliminary design critique. Keywords: Physical user interface; Education; Design; Reservoir engineering |
Shape-Change for Zoomable TUIs: Opportunities and Limits of a Resizable Slider | | BIBAK | Full-Text | 349-366 | |
Céline Coutrix; Cédric Masclet | |||
Tangible sliders are successfully used as they do not need visual attention.
However, users need to balance between opposite concerns: size and precision of
the slider. We propose a resizable tangible slider to balance between these
concerns. Users can resize the on-screen representation of the slider by
resizing the tangible slider. Our aim is to benefit from both tangibility and
flexible control, and balance between precision and minimum size. We measured
the pointing performance of our prototype. We also assess the potential
drawback (additional articulatory task for deformation) by evaluating the
impact on precision of the additional articulatory task for deformation: for
pursuing a target, we show that our resizable prototype supports better
precision than its small counterpart as long as users do not need to resize it
more often than around every 9 s. Keywords: Resizable interfaces; Zoomable interfaces; Shape-changing interfaces;
Tangible interaction; Distant interaction |
Eyes and Keys: An Evaluation of Click Alternatives Combining Gaze and Keyboard | | BIBAK | Full-Text | 367-383 | |
Ken Neth Yeoh; Christof Lutteroth; Gerald Weber | |||
With eye gaze tracking technology entering the consumer market, there is an
increased interest in using it as an input device, similar to the mouse. This
holds promise for situations where a typical desk space is not available. While
gaze seems natural for pointing, it is inherently inaccurate, which makes the
design of fast and accurate methods for clicking targets ("click alternatives")
difficult. We investigate click alternatives that combine gaze with a standard
keyboard ("gaze & key click alternatives") to achieve an experience where
the user's hands can remain on the keyboard all the time. We propose three
novel click alternatives ("Letter Assignment", "Offset Menu" and "Ray
Selection") and present an experiment that compares them with a naive gaze
pointing approach ("Gaze & Click") and the mouse. The experiment uses a
randomized, realistic click task in a web browser to collect data about click
times and click accuracy, as well as asking users for their preference. Our
results indicate that eye gaze tracking is currently too inaccurate for the
Gaze & Click approach to work reliably. While Letter Assignment and Offset
Menu were usable and a large improvement, they were still significantly slower
and less accurate than the mouse. Keywords: Eye gaze tracking; Click alternative; Keyboard |
Interactions Under the Desk: A Characterisation of Foot Movements for Input in a Seated Position | | BIBAK | Full-Text | 384-401 | |
Eduardo Velloso; Jason Alexander; Andreas Bulling; Hans Gellersen | |||
We characterise foot movements as input for seated users. First, we built
unconstrained foot pointing performance models in a seated desktop setting
using ISO 9241-9-compliant Fitts's Law tasks. Second, we evaluated the effect
of the foot and direction in one-dimensional tasks, finding no effect of the
foot used, but a significant effect of the direction in which targets are
distributed. Third, we compared one foot against two feet to control two
variables, finding that while one foot is better suited for tasks with a
spatial representation that matches its movement, there is little difference
between the techniques when it does not. Fourth, we analysed the overhead
caused by introducing a feet-controlled variable in a mouse task, finding the
feet to be comparable to the scroll wheel. Our results show the feet are an
effective method of enhancing our interaction with desktop systems and derive a
series of design guidelines. Keywords: Foot-based interfaces; Fitts' law; Interaction techniques |
Life in the Fast Lane: Effect of Language and Calibration Accuracy on the Speed of Text Entry by Gaze | | BIBAK | Full-Text | 402-417 | |
Kari-Jouko Räihä | |||
Numerous techniques have been developed for text entry by gaze, and
similarly, a number of evaluations have been carried out to determine the
efficiency of the solutions. However, the results of the published experiments
are inconclusive, and it is unclear what causes the difference in their
findings. Here we look particularly at the effect of the language used in the
experiment. A study where participants entered text both in English and in
Finnish does not show an effect of language structure: the entry rates were
reasonably close to each other. The role of other explaining factors, such as
calibration accuracy and experimental procedure, are discussed. Keywords: Text entry; Gaze input; Performance; Entry speed; Error rate; Comparative
evaluation; Longitudinal study |
Cognitive Accessibility for Mentally Disabled Persons | | BIBAK | Full-Text | 418-435 | |
Stefan Johansson; Jan Gulliksen; Ann Lantz | |||
The emergence of various digital channels, the development of different
devices and the change in the way we communicate and carry out various types of
services have quickly grown and continues to grow. This may offer both new
opportunities for inclusion and risks for creating new barriers in the society.
In a recent study we have explored the questions: Is the society digitally
accessible for persons with mental disabilities? How do persons with mental
disabilities cope with their situation? What are the benefits and obstacles
they face? Based on the answers to these questions we wanted to explore if
there is a digital divide between the citizens in general and the citizens with
mental disabilities. And if so; what is the nature of this divide? Methods used
in the study were Participatory action research oriented with data collection
via research circles. In total over 100 persons participated. The results show
that a digital divide is present. Persons with mental disabilities differ from
citizens in general in how they have access to digital resources. The result
also indicates that services and systems on a societal scale do not deliver the
expected efficiency when it comes to supporting citizens with mental
disabilities. And finally the results indicate that the special needs this
group might have are often not identified in wider surveys on the citizen's use
of Internet, digital services and use of different technical devices. Several
of the participants describe this as being left outside and not fully
participate in a society where digital presence is considered a prerequisite
for a full citizenship. Keywords: Mental disability; Mental problems; Cognitive accessibility; Digital
society; Inclusion |
Design and Evaluation of Mobile Learning Applications for Autistic Children in Pakistan | | BIBAK | Full-Text | 436-444 | |
Muneeb Imtiaz Ahmad; Suleman Shahid | |||
In this paper, we present the design and evaluation of culturally specific
mobile learning applications, designed as a tool to encourage social
interaction in autistic children. These applications were designed for
Pakistani children keep their cultural context in mind. We performed
longitudinal evaluation (around eight weeks) of these applications at an
autistic school in Pakistan. Our initial results, based on pre and post
evaluation questionnaires and video analysis of social interactions, showed
that the applications had a positive effect on the development of
socio-emotional skills of children and were appreciated not only by children
but also by the teachers. Keywords: Culture; Autism; App; Tablet; Social skills |
Exercises for German-Speaking Children with Dyslexia | | BIBAK | Full-Text | 445-452 | |
Maria Rauschenberger; Silke Füchsel; Luz Rello; Clara Bayarri; Jörg Thomaschewski | |||
In this work-in-progress we present a computer-based method to design German
reinforcement exercises for children with dyslexia. From different schools, we
collected more than 1,000 errors written by children with dyslexia. Then, we
created a classification of dyslexic errors in German and annotated the errors
with different language specific features, such as phonetic and visual
features. For the creation of the exercises we took into account the linguistic
knowledge extracted from the analyses and designed more than 2,500 word
exercises in German that have been integrated in a game available for iOS. The
game and the resource of dyslexic errors are available online
(https://itunes.apple.com/us/app/dyseggxia/id534986729?mt=8) and they are, to
the best of our knowledge, the first contributions of this kind for German. Keywords: Dyslexia; iOS; Spelling; German; Children; Gamification |
Serious Games for Cognitive Training in Ambient Assisted Living Environments A Technology Acceptance Perspective | | BIBAK | Full-Text | 453-471 | |
Jan Wittland; Philipp Brauner; Martina Ziefle | |||
Two technology trends address the rising costs of healthcare systems in
aging societies: Serious Games for Healthcare and Ambient Assisted Living
Environments. Surprisingly, these concepts are rarely combined and the users'
perception and use of Serious Games in Ambient Assisted Living environments is
insufficiently understood. We present the evaluation of a serious game for
stimulating cognitive abilities for elderly with regard to technology
acceptance (based on the UTAUT2 model), performance and preference for an
interaction device (tablet, table, wall). The results suggest that acceptance
of serious games is independent of gender, technical expertise, gaming habits,
and only weakly influenced by age. Determinants for acceptance are perceived
fun and the feeling that the users can make playing the game a habit.
Performance within the game is explained by age and previous gaming experience.
All investigated interaction devices were rated as useful and easy to learn,
although the wall-sized display had lower approval levels. The article
concludes with guidelines for successfully introducing serious games for
healthcare to residents in ambient assisted living environments. Keywords: Serious games for healthcare; Ubiquitous computing; Ambient assisted living;
Technology acceptance; Design for elderly |
Continuous Mental Effort Evaluation During 3D Object Manipulation Tasks Based on Brain and Physiological Signals | | BIBAK | Full-Text | 472-487 | |
Dennis Wobrock; Jérémy Frey; Delphine Graeff; Jean-Baptiste de la Rivière; Julien Castet; Fabien Lotte | |||
Designing 3D User Interfaces (UI) requires adequate evaluation tools to
ensure good usability and user experience. While many evaluation tools are
already available and widely used, existing approaches generally cannot provide
continuous and objective measures of usability qualities during interaction
without interrupting the user. In this paper, we propose to use brain (with
ElectroEncephaloGraphy) and physiological (ElectroCardioGraphy, Galvanic Skin
Response) signals to continuously assess the mental effort made by the user to
perform 3D object manipulation tasks. We first show how this mental effort
(a.k.a., mental workload) can be estimated from such signals, and then measure
it on 8 participants during an actual 3D object manipulation task with an input
device known as the CubTile. Our results suggest that monitoring workload
enables us to continuously assess the 3DUI and/or interaction technique
ease-of-use. Overall, this suggests that this new measure could become a useful
addition to the repertoire of available evaluation tools, enabling a finer
grain assessment of the ergonomic qualities of a given 3D user interface. Keywords: 3D user interfaces; Evaluation; Passive Brain-Computer interfaces;
Physiological signals; Electroencephalography; Mental workload |
Continuous Tactile Feedback for Motor-Imagery Based Brain-Computer Interaction in a Multitasking Context | | BIBAK | Full-Text | 488-505 | |
Camille Jeunet; Chi Vi; Daniel Spelmezan; Bernard N'Kaoua; Fabien Lotte; Sriram Subramanian | |||
Motor-Imagery based Brain Computer Interfaces (MI-BCIs) allow users to
interact with computers by imagining limb movements. MI-BCIs are very promising
for a wide range of applications as they offer a new and non-time locked
modality of control. However, most MI-BCIs involve visual feedback to inform
the user about the system's decisions, which makes them difficult to use when
integrated with visual interactive tasks. This paper presents our design and
evaluation of a tactile feedback glove for MI-BCIs, which provides a
continuously updated tactile feedback. We first determined the best parameters
for this tactile feedback and then tested it in a multitasking environment: at
the same time users were performing the MI tasks, they were asked to count
distracters. Our results suggest that, as compared to an equivalent visual
feedback, the use of tactile feedback leads to a higher recognition accuracy of
the MI-BCI tasks and fewer errors in counting distracters. Keywords: Brain-Computer interaction; Tactile feedback; Multitasking |
Towards Brain Computer Interfaces for Recreational Activities: Piloting a Drone | | BIBAK | Full-Text | 506-522 | |
Nataliya Kosmyna; Franck Tarpin-Bernard; Bertrand Rivet | |||
Active Brain Computer Interfaces (BCIs) allow people to exert voluntary
control over a computer system: brain signals are captured and imagined actions
(movements, concepts) are recognized after a training phase (from 10 min to 2
months). BCIs are confined in labs, with only a few dozen people using them
outside regularly (e.g. assistance for impairments). We propose a "Co-learning
BCI" (CLBCI) that reduces the amount of training and makes BCIs more suitable
for recreational applications. We replicate an existing experiment where the
BCI controls a drone and compare CLBCI to their Operant Conditioning (OC)
protocol over three durations of practice (1 day, 1 week, 1 month). We find
that OC works at 80% after a month practice, but the performance is between 60
and 70% any earlier. In a week of practice, CLBCI reaches a performance of
around 75%. We conclude that CLBCI is better suited for recreational use. OC
should be reserved for users for whom performance is the main concern. Keywords: Brain computer interface; Engagement; Replication; Drone |
A Human Cognitive Processing Perspective in Designing E-Commerce Checkout Processes | | BIBAK | Full-Text | 523-530 | |
Marios Belk; Panagiotis Germanakos; Argyris Constantinides; George Samaras | |||
Designing a usable checkout process is of paramount importance for both
E-Commerce and M-Commerce success. Aiming to understand human-computer
interactions during checkout and improve the usability and user experience of
checkout tasks, this research work investigates the relation among users'
cognitive styles, and alternative checkout designs in terms of user preference
and task performance. A controlled user study with 38 participants was
conducted which entailed a psychometric-based survey for highlighting the
users' cognitive styles, combined with a real usage scenario with two
variations of checkout designs that were deployed on standard desktop computers
and mobile touch-based devices. Results suggest that human cognitive
differences could play an important role in designing E-Commerce and M-Commerce
checkout processes, and particularly users' cognitive styles may affect the way
users perceive and perform during such tasks. Keywords: Human cognitive factors; E-Commerce; Usability; User study |
Bilingual Reading Experiences: What They Could Be and How to Design for Them | | BIBAK | Full-Text | 531-549 | |
Clément Pillias; Pierre Cubaud | |||
We introduce the idea of bilingual reading, where a document comes in two
languages and the reader can choose at will on which language to focus during
the reading. Between the complete ignorance of a language (where translation is
the only option) and bilingualism (where translation is useless), there exists
a variety of contexts of partial bilingualism where bilingual reading
interfaces would prove highly useful. We first study through interviews and
reviews how the bilingual reading experience is understood today. We provide an
analysis framework and highlight design challenges for the design of bilingual
reading appliances. We then describe a taxonomy of the different approaches
available to address these challenges, analyze them in the light of our
framework and show how they can be derived to sketch future bilingual reading
interfaces. Keywords: Bilingual reading; Mechanisms of reading; Nexus of attention; E-book;
E-reader; Parallel text; Text morphing; Text animation |
Dynamic Workload Adjustments in Human-Machine Systems Based on GSR Features | | BIBAK | Full-Text | 550-558 | |
Jianlong Zhou; Ju Young Jung; Fang Chen | |||
Workload is found to be a critical factor driving human behavior in
human-machine interactions in modern complex high-risk domains. This paper
presents a dynamic workload adjustment feedback loop with a dynamic cognitive
load (CL) adaptation model to control workload adjustment during human-machine
interaction. In this model, physiological signals such as Galvanic Skin
Response (GSR) are employed to obtain passive human sensing data. By analyzing
the obtained sensing data in real-time, the task difficulty levels are
adaptively adjusted to better fit the user during working time. The
experimental results showed that SVM outperformed other methods in offline CL
classifications, while Naïve Bayes outperformed other methods in online CL
level classifications. The CL adaptation model 1 (average performance is 87.5%)
outperformed the adaptation model 2 during the dynamic workload adjustment. Keywords: Cognitive load; GSR; Dynamic adjustment; Machine learning |
Text Touching Effects in Active Reading: The Impact of the Use of a Touch-Based Tablet Device | | BIBAK | Full-Text | 559-576 | |
Hirohito Shibata; Kentaro Takano; Shun'ichi Tano | |||
This paper describes experiments examining the effect of touching
interaction with text in active reading through evaluating the impact of the
use of a touch-based tablet device. The first experiment compared the
performance of proofreading when using paper and when using a touch-based
tablet device. Results showed that participants detected more errors when
reading from paper than when reading from the tablet device. During reading,
when using paper, participants frequently performed the interaction of text
touching, such as pointing to words and sliding their fingers or pens along
sentences. This fact suggests that touching interaction with text plays an
important role in proofreading tasks. To verify this hypothesis, we conducted a
second experiment in which participants proofread documents with constrained
interaction with paper. Results showed that they detected more errors when they
were allowed to interact with text freely than when they were not allowed to
interact with text. Considering these results, we discuss practical
implications to effectively support active reading with a touch-based tablet
device. Keywords: Active reading; Proofreading; Touch-based tablet devices; Digital reading
devices; Text touching; Pointing to text; Sliding a finger or a pen |