9,773 research outputs found

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    General characteristics of anticipated user experience (AUX) with interactive products

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    Providing a positive user experience (UX) has become the key differentiator for products to win a competition in mature markets. To ensure that a product will support enjoyable experiences for its users, assessment of UX should be conducted early during the design and development process. However, most UX frameworks and evaluation techniques focus on understanding and assessing user’s experience with functional prototypes or existing products. This situation delays UX assessment until the late phases of product development which may result in costly design modifications and less desirable products. A qualitative study was conducted to investigate anticipated user experience (AUX) to address this issue. Twenty pairs of participants were asked to imagine an interactive product, draw their product concept, and anticipate their interactions and experiences with it. The data was analyzed to identify general characteristics of AUX. We found that while positive AUX was mostly related to an imagined/desired product, negative AUX was mainly associated with existing products. It was evident that the pragmatic quality of product was fundamental, and significantly influenced user’s anticipated experiences. Furthermore, the hedonic quality of product received more focus in positive than negative AUX. The results also showed that context, user profile, experiential knowledge, and anticipated emotion could be reflected in AUX. The understanding of AUX will help product designers to better foresee the users’ underlying needs and to focus on the most important aspects of their positive experiences, which in turn facilitates the designers to ensure pleasurable UX from the start of the design process

    Exploring the Design Space of Immersive Urban Analytics

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    Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. In this paper, we propose an theoretical model to characterize the visualizations in immersive urban analytics. Further more, based on our comprehensive and concise model, we contribute a typology of combination methods of 2D and 3D visualizations that distinguish between linked views, embedded views, and mixed views. We also propose a supporting guideline to assist users in selecting a proper view under certain circumstances by considering visual geometry and spatial distribution of the 2D and 3D visualizations. Finally, based on existing works, possible future research opportunities are explored and discussed.Comment: 23 pages,11 figure

    Gesture-based Process Modeling Using Multi-Touch Devices

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    Contemporary business process modeling tools provide menu-based user in-terfaces for defining and visualizing process models. Such menu-based in-teractions have been optimized for applications running on desktop comput-ers, but are limited regarding their use on multi-touch devices. At the same time, the widespread use of mobile devices in daily business life as well as their multi-touch capabilities offer promising perspectives for intuitively de-fining and changing business process models. Additionally, multi-touch ta-bles will foster collaborative business process modeling based on natural as well as intuitive gestures and interactions. This paper presents the results of an experiment that investigated the way users define and change business process models using multi-touch devices. Based on experiment results, a core gesture set is designed enabling the easy definition and change of busi-ness process models with multi-touch devices. Finally, a proof-of-concept implementation of this core gesture set is presented. Overall, gesture-based process modeling and multi-touch devices will foster new ways of (collabo-rative) business process modeling

    Anticipating user eXperience with a desired product: The AUX framework

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    Positive user experience (UX) has become a key factor in designing interactive products. It acts as a differentiator which can determine a product’s success on the mature market. However, current UX frameworks and methods do not fully support the early stages of product design and development. During these phases, assessment of UX is challenging as no actual user-product interaction can be tested. This qualitative study investigated anticipated user experience (AUX) to address this problem. Using the co-discovery method, participants were asked to imagine a desired product, anticipate experiences with it, and discuss their views with another participant. Fourteen sub-categories emerged from the data, and relationships among them were defined through co-occurrence analysis. These data formed the basis of the AUX framework which consists of two networks which elucidate 1) how users imagine a desired product and 2) how they anticipate positive experiences with that product. Through this AUX framework, important factors in the process of imagining future products and experiences were learnt, including the way in which these factors interrelate. Focusing on and exploring each component of the two networks in the framework will allow designers to obtain a deeper understanding of the required pragmatic and hedonic qualities of product, intended uses of product, user characteristics, potential contexts of experience, and anticipated emotions embedded within the experience. This understanding, in turn, will help designers to better foresee users’ underlying needs and to focus on the most important aspects of their positive experience. Therefore, the use of the AUX framework in the early stages of product development will contribute to the design for pleasurable UX

    Using a Bayesian Framework to Develop 3D Gestural Input Systems Based on Expertise and Exposure in Anesthesia

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    Interactions with a keyboard and mouse fall short of human capabilities and what is lacking in the technological revolution is a surge of new and natural ways of interacting with computers. In-air gestures are a promising input modality as they are expressive, easy to use, quick to use, and natural for users. It is known that gestural systems should be developed within a particular context as gesture choice is dependent on the context; however, there is little research investigating other individual factors which may influence gesture choice such as expertise and exposure. Anesthesia providers’ hands have been linked to bacterial transmission; therefore, this research investigates the context of gestural technology for anesthetic task. The objective of this research is to understand how expertise and exposure influence gestural behavior and to develop Bayesian statistical models that can accurately predict how users would choose intuitive gestures in anesthesia based on expertise and exposure. Expertise and exposure may influence gesture responses for individuals; however, there is limited to no work investigating how these factors influence intuitive gesture choice and how to use this information to predict intuitive gestures to be used in system design. If researchers can capture users’ gesture variability within a particular context based on expertise and exposure, then statistical models can be developed to predict how users may gesturally respond to a computer system and use those predictions to design a gestural system which anticipates a user’s response and thus affords intuitiveness to multiple user groups. This allows designers to more completely understand the end user and implement intuitive gesture systems that are based on expected natural responses. Ultimately, this dissertation seeks to investigate the human factors challenges associated with gestural system development within a specific context and to offer statistical approaches to understanding and predicting human behavior in a gestural system. Two experimental studies and two Bayesian analyses were completed in this dissertation. The first experimental study investigated the effect of expertise within the context of anesthesiology. The main finding of this study was that domain expertise is influential when developing 3D gestural systems as novices and experts differ in terms of intuitive gesture-function mappings as well as reaction times to generate an intuitive mapping. The second study investigated the effect of exposure for controlling a computer-based presentation and found that there is a learning effect of gestural control in that participants were significantly faster at generating intuitive mappings as they gained exposure with the system. The two Bayesian analyses were in the form of Bayesian multinomial logistic regression models where intuitive gesture choice was predicted based on the contextual task and either expertise or exposure. The Bayesian analyses generated posterior predictive probabilities for all combinations of task, expertise level, and exposure level and showed that gesture choice can be predicted to some degree. This work provides further insights into how 3D gestural input systems should be designed and how Bayesian statistics can be used to model human behavior

    Towards a Holistic Approach to Designing Theory-based Mobile Health Interventions

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    Increasing evidence has shown that theory-based health behavior change interventions are more effective than non-theory-based ones. However, only a few segments of relevant studies were theory-based, especially the studies conducted by non-psychology researchers. On the other hand, many mobile health interventions, even those based on the behavioral theories, may still fail in the absence of a user-centered design process. The gap between behavioral theories and user-centered design increases the difficulty of designing and implementing mobile health interventions. To bridge this gap, we propose a holistic approach to designing theory-based mobile health interventions built on the existing theories and frameworks of three categories: (1) behavioral theories (e.g., the Social Cognitive Theory, the Theory of Planned Behavior, and the Health Action Process Approach), (2) the technological models and frameworks (e.g., the Behavior Change Techniques, the Persuasive System Design and Behavior Change Support System, and the Just-in-Time Adaptive Interventions), and (3) the user-centered systematic approaches (e.g., the CeHRes Roadmap, the Wendel's Approach, and the IDEAS Model). This holistic approach provides researchers a lens to see the whole picture for developing mobile health interventions

    CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap

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    After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in multimedia search engines, we have identified and analyzed gaps within European research effort during our second year. In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio- economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal challenges

    Usability evaluation of a community-led innovation mobile app

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    Digital media can facilitate collaborative processes among local agents, value endogenous resources, and promote assets associated with territory. This article presents the results of a study concerning the development and validation of a mobile app for promoting the relationship among agents of the Portuguese Centro region’s communities/entities. This paper focuses on the results of a heuristic evaluation of the mobile app carried out with two groups of experts in Digital Technologies, Tourism, Health, and Well-Being, besides providing an overview of the mobile app that was developed and a theoretical background regarding community-led innovation, usability, and heuristics. For the CeNTER app prototype evaluation itself, the use of Nielsen's heuristics, a MATCH-MED scale, together with a Think-Aloud Protocol allowed us to improve its usability. This article contributes to a reflection about the evaluation of mobile apps in the scope of territorial-based innovation initiatives, engaging its stakeholders in the process.publishe
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