17,982 research outputs found

    A new method for interacting with multi-window applications on large, high resolution displays

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    Physically large display walls can now be constructed using off-the-shelf computer hardware. The high resolution of these displays (e.g., 50 million pixels) means that a large quantity of data can be presented to users, so the displays are well suited to visualization applications. However, current methods of interacting with display walls are somewhat time consuming. We have analyzed how users solve real visualization problems using three desktop applications (XmdvTool, Iris Explorer and Arc View), and used a new taxonomy to classify users’ actions and illustrate the deficiencies of current display wall interaction methods. Following this we designed a novel methodfor interacting with display walls, which aims to let users interact as quickly as when a visualization application is used on a desktop system. Informal feedback gathered from our working prototype shows that interaction is both fast and fluid

    Investigating the Usability of the Stylus Pen on Handheld Devices

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    Many handheld devices with stylus pens are available on the market, however, there have been few studies which examine the effects of the size of the stylus pen on user performance and subjective preferences for hand-held device interfaces. Two experiments were conducted to determine the most suitable dimensions (pen-length, pen-tip width and pen-width) for a stylus pen. In Experiment 1, five pen-lengths (7, 9, 11, 13, 15 cm) were evaluated. In Experiment 2, six combinations of three pen-tip widths (0.5, 1.0 and 1.5mm) and the two pen widths (4 and 7mm) were compared. In both experiments, subjects conducted pointing, steering and writing tasks on a PDA. The results were assessed in terms of user performance and subjective evaluations for all three pointing, steering and writing tasks. We determined that the most suitable pen dimensions were 11 cm for length, 0.5 mm for tip width, and 7mm for pen width

    Target size study for one-handed thumb use on small touchscreen devices

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    Guidelines for the design of haptic widgets

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    Haptic feedback has been shown to improve user performance in Graphical User Interface (GUI) targeting tasks in a number of studies. These studies have typically focused on interactions with individual targets, and it is unclear whether the performance increases reported will generalise to the more realistic situation where multiple targets are presented simultaneously. This paper addresses this issue in two ways. Firstly two empirical studies dealing with groups of haptically augmented widgets are presented. These reveal that haptic augmentations of complex widgets can reduce performance, although carefully designed feedback can result in performance improvements. The results of these studies are then used in conjunction with the previous literature to generate general design guidelines for the creation of haptic widgets

    Empirical predictions of hypervelocity impact damage to the space station

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    A family of user-friendly, DOS PC based, Microsoft BASIC programs written to provide spacecraft designers with empirical predictions of space debris damage to orbiting spacecraft is described. The spacecraft wall configuration is assumed to consist of multilayer insulation (MLI) placed between a Whipple style bumper and the pressure wall. Predictions are based on data sets of experimental results obtained from simulating debris impacts on spacecraft using light gas guns on Earth. A module of the program facilitates the creation of the data base of experimental results that are used by the damage prediction modules of the code. The user has the choice of three different prediction modules to predict damage to the bumper, the MLI, and the pressure wall. One prediction module is based on fitting low order polynomials through subsets of the experimental data. Another prediction module fits functions based on nondimensional parameters through the data. The last prediction technique is a unique approach that is based on weighting the experimental data according to the distance from the design point

    Engineering data compendium. Human perception and performance. User's guide

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use

    An empirical study of web interface design on small display devices

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    This paper reports an empirical study that explores the problem of finding a highly-efficient, user-friendly interface design method on small display devices. We compared three models using our PDA interface simulator: presentation optimization method, semantic conversion method, and zooming method. A controlled experiment has been carried out to identify the pros and cons of each method. The results show that of the three interface methods, the zooming method is slightly better than the semantic conversion method, while they both outperform the optimizing presentation method. © 2004 IEEE

    THE EFFECT OF ORIENTATION-NEUTRAL CURSORS ON MOVEMENT TIME, POSITIONING PERFORMANCE, AND STIMULUS-RESPONSE (S-R) COMPATIBILITY

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    Very little research exists on the topic of computer cursor design and utilization. Since this is an important area in successful and efficient user interaction with graphical user interfaces, additional study is necessary. To investigate the impact of cursors with no implicit directional cues (orientation-neutral cursors) on movement time, positioning performance, and stimulus-response compatibility, six experiments were designed. In these experiments, six orientation-neutral cursors were compared against each other as well as against four directional cursors. Twelve participants with advanced computer skills between the ages of 18 and 30, right-handed, and normal or corrected-to-normal eyesight participated in the experiments, which were conducted in a tightly controlled environment. The study contained six different experiments, each designed to evaluate and analyze a set of cursor types. Each experiment consisted of nine targets, eight arranged on an imaginary circle surrounding a central target. Participants were instructed to point-and-click alternating between the center target and highlighted targets on the outer circle with emphasis on speed (movement time) and accuracy (positioning performance). All experiments measured two dependent variables, movement time and positioning performance. Statistical analysis tests revealed a correlation for some cursor types between the two dependent variables, while changing target shapes indicated no statistical significance on the overall results. Slower movement times resulted in more precise positioning performances (greater degree of accuracy) and vice versa. This study concludes that there is no one cursor of those tested that performed best for anyone. Moreover, this study did not provide the same results in the replication of the mouse-input-portion of Po et al. (2005). The results of this study provide material upon which further studies could expand
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