34 research outputs found

    Wait, I\u27m tagged?! Toward AR in Project Aquaticus

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    Human-robot teaming to perform complex tasks in a large environment is limited by the human’s ability to make informed decisions. We aim to use augmented reality to convey critical information to the human to reduce cognitive workload and increase situational awareness. By bridging previous Project Aquaticus work to virtual reality in Unity 3D, we are creating a testbed to easily and repeatedly measure the effectiveness of augmented reality information display solutions to support competitive gameplay. We expect the human-robot teaming performance to be improved due to the increased situational awareness and reduced stress that the augmented reality data display provides

    Claims Reuse for Notification Systems Design: LINK-UP Vision and IRC Equations

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    Extending previous work on the concept of claims reuse, an approach for cataloging and reusing design knowledge in human-computer interaction, we introduce a vision for a system, LINK-UP. The system is intended to parallel a usability engineering process that involves claims analysis. While we initially target notification system design support, we believe that the general method is extensible to other design concerns. A key aspect of the LINK-UP system is its iterative assessment of critical parameters---essential target values that describe anticipated user goals. In notification systems design, three critical parameters are interruption, reaction, and comprehension, referred to as IRC. While the parameter values represent abstract concepts, a pivotal challenge in the development of LINK-UP is determining methods for consistent and accurate parameter specification. To this end, we introduce equations for calculating user's model IRC parameters, either from analytical or empirical data. Presented here are details of variable justification and equation behavior. Future work will assess consistency and accuracy of artifact classifications using the equations

    They want to tell us: Attention-aware Design and Evaluation of Ambient Displays for Learning

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    This paper explores the interaction between users and ambient displays and the evaluation thereof in a learning context. A formative design study examined the user attention towards ambient displays as well as the influence of different display designs. Experimental prototypes were varied on two design dimensions, namely representational fidelity and notification level, and deployed on a university campus. For the evaluation a combined approach using quantitative attention data as well as qualitative assessment methods was used. The results show a high degree of user interest in the displays over time, but do not provide clear evidence that the design of the displays influences the user attention. Nevertheless, the combination of quantitative and qualitative measurement does provide a more holistic view on user attention. The gathered insights can inform future designs and developments of ambient displays also beyond the learning context

    Accounts from a Claims Reuse Experience: Design of an Airline Fares Tracker

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    Previous research efforts have led to the establishment of a repository of claims as reusable knowledge entities. Through the analysis, design, and prototyping of a notification system aimed at monitoring airfares across time, airlines, and location, this paper presents the various work-products resulting from a scenario-based design approach coupled with the Claims Reuse Library to support reuse-centric claims analysis. Finally, we share our experience and findings using the Claims Reuse Library as a core to knowledge transfer

    The Importance of who and what in Interruption Management: Empirical Evidence from a Cell Phone Use Study

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    Interruption management in technology mediated communication is a key concern in collaborative work and social environments. Previous empirical and theoretical work in predicting interruptibility predominantly focuses on interruptee’s local context namely identifying cognitively and socially intruding contexts such as mental work load levels, activity, place of activity. They largely ignore the relational context namely “who” the interruption is from or “what” it is about. This paper addresses this issue by systematically investigating the use of the various contextual factors in interruption management practices of everyday cell phone use. Analysis of 1201 incoming calls from our experience sampling method study of cell phone use, shows that “who” is calling is used most of the time (87.4%) by individuals to make deliberate call handling decisions (N=834), in contrast to the interruptee’s current local social (34.9%) or cognitive (43%) contexts. We present implications of these findings for the design of interruption management tools for communication media

    Designing an Adaptive Web Navigation Interface for Users with Variable Pointing Performance

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    Many online services and products require users to point and interact with user interface elements. For individuals who experience variable pointing ability due to physical impairments, environmental issues or age, using an input device (e.g., a computer mouse) to select elements on a website can be difficult. Adaptive user interfaces dynamically change their functionality in response to user behavior. They can support individuals with variable pointing abilities by 1) adapting dynamically to make element selection easier when a user is experiencing pointing difficulties, and 2) informing users about these pointing errors. While adaptive interfaces are increasingly prevalent on the Web, little is known about the preferences and expectations of users with variable pointing abilities and how to design systems that dynamically support them given these preferences. We conducted an investigation with 27 individuals who intermittently experience pointing problems to inform the design of an adaptive interface for web navigation. We used a functional high-fidelity prototype as a probe to gather information about user preferences and expectations. Our participants expected the system to recognize and integrate their preferences for how pointing tasks were carried out, preferred to receive information about system functionality and wanted to be in control of the interaction. We used findings from the study to inform the design of an adaptive Web navigation interface, PINATA that tracks user pointing performance over time and provides dynamic notifications and assistance tailored to their specifications. Our work contributes to a better understanding of users' preferences and expectations of the design of an adaptive pointing system

    Challenging the Need for Transparency, Controllability, and Consistency in Usable Adaptation Design

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    Adaptive applications constitute the basis for many ubiquitous computing scenarios as they can dynamically adapt to changing contexts. The usability design principles transparency, controllability, and consistency have been recommended for the design of adaptive interfaces. However, designing self-adaptive applications that may act completely autonomous is still a challenging task because there is no set of usability design guidelines. Applying the three principles in the design of the five different adaptations of the mobile adaptive application Meet-U revealed as difficult. Based on an analysis of the design problem space, we elaborate an approach for the design of usable adaptations. Our approach is based on a notification design concept which calculates the attention costs and utility benefits of notified adaptations by varying the design aspects transparency and controllability. We present several designs for the adaptations of Meet‑U. The results of a user study shows that the notification design approach is beneficial for the design of adaptations. Varying transparency and controllability is necessary to adjust an adaptation’s design to the particular context of use. This leads to a partially inconsistent design for adaptations within an application

    Online Enlightenment: A Phidget Notification System for Online Status

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    This paper describes a physical device that presents online presence information in a semi-public space. The device uses a map metaphor to represent a set of connected labs, showing online instant messenger status for members of the community. Device users can combine information from the device with information from the physical environment to identify unfamiliar lab members, determine human-to-human interaction strategies, and plan meetings. The paper reports on design decisions that were considered in creating the device, supplying rationale for decisions that were made. In particular, we focus on how people integrate physical information from the world and virtual information from this (and similar) devices in the environment, reflecting on ways in which this type of device can improve communication and enhance community. We describe four envisioned usage scenarios for the device, with early feedback from people who work in the space and whose information is displayed on the device

    Augmented reality displays for communicating uncertainty information in automated driving

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    Safe manual driving performance following takeovers in conditionally automated driving systems is impeded by a lack in situation awareness, partly due to an inappropriate trust in the system’s capabilities. Previous work has indicated that the communication of system uncertainties can aid the trust calibration process. However, it has yet to be investigated how the information is best conveyed to the human operator. The study outlined in this publication presents an interface layout to visualise function-specific uncertainty information in an augmented reality display and explores the suitability of 11 visual variables. 46 participants completed a sorting task and indicated their preference for each of these variables. The results demonstrate that particularly colour-based and animation-based variables, above all hue, convey a clear order in terms of urgency and are well-received by participants. The presented findings have implications for all augmented reality displays that are intended to show content varying in urgency
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