9 research outputs found

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

    Get PDF
    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

    A review on usability, security and privacy for mobile health applications

    Get PDF
    Mobile health applications, or mHealth, deal with health issues or medical supported by smartphones. mHealth applications are able to improve both the safety of the patients and the quality of medical services. It is considered to be a recent field with great potential that appeal to the interests of the stakeholders and the developers. By adopting the systematic literature review method, this paper presents a broad review of usability, security and privacy for mHealth applications. Specifically, we discussed the limitations as well the recommendations of USP characteristics in mHealth applications. It is crucial to learn and understand to overcome the conflict between usability, security and privacy in mHealth applications

    Design for peripheral interaction

    Get PDF
    In everyday life we perform several activities in our periphery of attention. For example, we are aware of what the weather is like and we can wash our hands without actively thinking about it. Though computing technology is becoming increasingly present in our everyday routines, interactions with these technologies usually require focused attention. Inspired by our interactions in the physical world, this thesis explores the concept of peripheral interaction: interaction with technology that takes place outside the focus of attention. We believe that this direction may support interactive devices to better blend into our everyday routines. We explore peripheral interaction by observing how everyday activities take place in the periphery and by developing and deploying a number of physical peripheral interaction designs. We conclude with a set of considerations for facilitating peripheral interaction. With this work, we hope to contribute to interaction design research and practice by providing insights in how human attention abilities can be leveraged in interaction design

    Enhancing user experience and safety in the context of automated driving through uncertainty communication

    Get PDF
    Operators of highly automated driving systems may exhibit behaviour characteristic of overtrust issues due to an insufficient awareness of automation fallibility. Consequently, situation awareness in critical situations is reduced and safe driving performance following emergency takeovers is impeded. Previous research has indicated that conveying system uncertainties may alleviate these issues. However, existing approaches require drivers to attend the uncertainty information with focal attention, likely resulting in missed changes when engaged in non-driving-related tasks. This research project expands on existing work regarding uncertainty communication in the context of automated driving. Specifically, it aims to investigate the implications of conveying uncertainties under consideration of non-driving-related tasks and, based on the outcomes, develop and evaluate an uncertainty display that enhances both user experience and driving safety. In a first step, the impact of visually conveying uncertainties was investigated under consideration of workload, trust, monitoring behaviour, non-driving-related tasks, takeover performance, and situation awareness. For this, an anthropomorphic visual uncertainty display located in the instrument cluster was developed. While the hypothesised benefits for trust calibration and situation awareness were confirmed, the results indicate that visually conveying uncertainties leads to an increased perceived effort due to a higher frequency of monitoring glances. Building on these findings, peripheral awareness displays were explored as a means for conveying uncertainties without the need for focused attention to reduce monitoring glances. As a prerequisite for developing such a display, a systematic literature review was conducted to identify evaluation methods and criteria, which were then coerced into a comprehensive framework. Grounded in this framework, a peripheral awareness display for uncertainty communication was developed and subsequently compared with the initially proposed visual anthropomorphic uncertainty display in a driving simulator study. Eye tracking and subjective workload data indicate that the peripheral awareness display reduces the monitoring effort relative to the visual display, while driving performance and trust data highlight that the benefits of uncertainty communication are maintained. Further, this research project addresses the implications of increasing the functional detail of uncertainty information. Results of a driving simulator study indicate that particularly workload should be considered when increasing the functional detail of uncertainty information. Expanding upon this approach, an augmented reality display concept was developed and a set of visual variables was explored in a forced choice sorting task to assess their ordinal characteristics. Particularly changes in colour hue and animation-based variables received high preference ratings and were ordered consistently from low to high uncertainty. This research project has contributed a series of novel insights and ideas to the field of human factors in automated driving. It confirmed that conveying uncertainties improves trust calibration and situation awareness, but highlighted that using a visual display lessens the positive effects. Addressing this shortcoming, a peripheral awareness display was designed applying a dedicated evaluation framework. Compared with the previously employed visual display, it decreased monitoring glances and, consequentially, perceived effort. Further, an augmented reality-based uncertainty display concept was developed to minimise the workload increments associated with increases in the functional detail of uncertainty information.</div

    Context of use evaluation of peripheral displays (CUEPD

    No full text
    Abstract. A gap exists between the growing prevalence of peripheral displays and appropriate methods for their evaluation. Mankoff et al. [11] present one attempt to bridge this gap by adapting Nielsen&apos;s Heuristic evaluation to the defining characteristics and goals of peripheral displays. In this paper, we present a complementary approach that depends on active user participation and emphasizes the experience of using peripheral displays. The Context of Use Evaluation of Peripheral Displays (CUEPD) captures context of use through individualized scenario building, enactment and reflection. We illustrate the CUEPD method in a study to evaluate two peripheral displays. The evaluation using CUEPD revealed important design recommendations, suggesting that the method may be an important advance in evaluation methods for peripheral displays

    Designing Information Displays to Support Awareness in Ad Hoc, Interdisciplinary Emergency Medical Teamwork

    Get PDF
    This research focuses on designing an information display to support awareness during ad hoc, collocated, interdisciplinary, and emergency medical teamwork in the trauma resuscitation domain. Our approach is grounded in participatory design (PD), emphasizing the importance of eliciting and addressing clinician needs while gaining long-term commitment from clinicians throughout system development. Engagement in iterative participatory and user-centered design activities with clinicians over the course of two years involved a series of PD workshops, heuristic evaluations, simulated resuscitation sessions, video observations, video review sessions, and a focus group. Sixteen iterations of an information display design were created. A perspective is offered on what awareness means within the context of an ad hoc, collocated, interdisciplinary, and emergency setting by examining teams treating severely ill patients with urgent needs. Major findings include descriptions of: (1) the aspects of trauma teamwork that require support; (2) the main information features to include on an information display; (3) the individual role-based differences in information needs; (4) the role of temporal awareness in trauma teamwork; and (5) clinicians’ concerns about using the information display in real events. Based on these findings, we contribute rich descriptions of four facets of awareness that trauma teams manage—team member awareness, teamwork-oriented and patient-driven task awareness, overall progress awareness, and elapsed and estimated time awareness. Two major design tensions that researchers must manage when developing information displays for teamwork—process-based versus state-based design structures and teamwork-oriented versus patient-driven information—are also illustrated through iterations of the display design. We found balance in a shared information display that featured patient-driven information presented through a state-based design. The outcomes of this study have potential uses for researchers interested in using participatory design strategies to develop information technologies for ad hoc, collocated, interdisciplinary teams working in time- and safety-critical settings. We show how the display designs as well as design techniques were customized to reconcile the role-based differences in information needs that emerged due to the nature of teamwork in the trauma resuscitation setting. This research provides a rich case study demonstrating the value of taking an iterative participatory and user-centered approach to design.Ph.D., Information Studies -- Drexel University, 201

    Context of Use Evaluation of Peripheral Displays (CUEPD)

    No full text
    Abstract. A gap exists between the growing prevalence of peripheral displays and appropriate methods for their evaluation. Mankoff et al. [11] present one attempt to bridge this gap by adapting Nielsen’s Heuristic evaluation to the defining characteristics and goals of peripheral displays. In this paper, we present a complementary approach that depends on active user participation and emphasizes the experience of using peripheral displays. The Context of Use Evaluation of Peripheral Displays (CUEPD) captures context of use through individualized scenario building, enactment and reflection. We illustrate the CUEPD method in a study to evaluate two peripheral displays. The evaluation using CUEPD revealed important design recommendations, suggesting that the method may be an important advance in evaluation methods for peripheral displays.

    Peripheral interaction

    Get PDF
    In our everyday life we carry out a multitude of activities in parallel without focusing our attention explicitly on them. We drink a cup of tea while reading a book, we signal a colleague passing by with a hand gesture, that we are concentrated right now and that he should wait one moment, or we walk a few steps backwards while taking photos. Many of these interactions - like drinking, sending signals via gestures or walking - are rather complex by themselves. By means of learning and training, however, these interactions become part of our routines and habits and therefore only consume little or no attentional resources. In contrast, when interacting with digital devices, we are often asked for our full attention. To carry out - even small and marginal tasks - we are regularly forced to switch windows, do precise interactions (e.g., pointing with the mouse) and thereby these systems trigger context and focus switches, disrupting us in our main focus and task. Peripheral interaction aims at making use of human capabilities and senses like divided attention, spatial memory and proprioception to support interaction with digital devices in the periphery of the attention, consequently quasi-parallel to another primary task. In this thesis we investigate peripheral interaction in the context of a standard desktop computer environment. We explore three interaction styles for peripheral interaction: graspable interaction, touch input and freehand gestures. StaTube investigates graspable interaction in the domain of instant messaging, while the Appointment Projection uses simple wiping gestures to access information about upcoming appointments. These two explorations focus on one interaction style each and offer first insights into the general benefits of peripheral interaction. In the following we carried out two studies comparing all three interaction styles (graspable, touch, freehand) for audio player control and for dealing with notifications. We found that all three interaction styles are generally fit for peripheral interaction but come with different advantages and disadvantages. The last set of explorative studies deals with the ability to recall spatial locations in 2D as well as 3D. The Unadorned Desk makes use of the physical space around the desktop computer and thereby offers an extended interaction space to store and retrieve virtual items such as commands, applications or tools. Finally, evaluation of peripheral interaction is not straightforward as the systems are designed to blend into the environment and not draw attention on them. We propose an additional evaluation method for the lab to complement the current evaluation practice in the field. The main contributions of this thesis are (1) an exhaustive classification and a more detailed look at manual peripheral interaction for tangible, touch and freehand interaction. Based on these exploration with all three interaction styles, we offer (2) implications in terms of overall benefits of peripheral interaction, learnability and habituation, visual and mental attention, feedback and handedness for future peripheral interaction design. Finally, derived from a diverse set of user studies, we assess (3) evaluation strategies enriching the design process for peripheral interaction.In unserem tĂ€glichen Leben fĂŒhren wir eine große Anzahl an AktivitĂ€ten parallel aus ohne uns explizit darauf zu konzentrieren. Wir trinken Tee wĂ€hrend wir ein Buch lesen, wir signalisieren einem Kollegen durch eine Handgeste, dass wir gerade konzentriert sind und er einen Moment warten soll oder wir gehen ein paar Schritte rĂŒckwĂ€rts wĂ€hrend wir fotografieren. Viele dieser AktivitĂ€ten - wie beispielsweise Trinken, Gestikulieren und Laufen - sind an sich komplex. Durch Training werden diese TĂ€tigkeiten allerdings Teil unserer Routinen und Gewohnheiten, und beanspruchen daher nur noch wenig oder sogar keine Aufmerksamkeit. Im Gegensatz dazu, verlangen digitale GerĂ€te meist unsere volle Aufmerksamkeit wĂ€hrend der Interaktion. Um - oftmals nur kleine - Aufgaben durchzufĂŒhren, mĂŒssen wir Fenster wechseln, prĂ€zise Aktionen durchfĂŒhren (z.B. mit dem Mauszeiger zielen) und werden dabei durch die Systeme zu einem Kontext- und Fokuswechsel gezwungen. Periphere Interaktion hingegen macht sich menschliche FĂ€higkeiten wie geteilte Aufmerksamkeit, das rĂ€umliche GedĂ€chtnis und Propriozeption zu Nutze um Interaktion mit digitalen GerĂ€ten am Rande der Aufmerksamkeit also der Peripherie zu ermöglichen -- quasi-parallel zu einem anderen PrimĂ€rtask. In dieser Arbeit untersuchen wir Periphere Interaktion am Computerarbeitsplatz. Dabei betrachten wir drei verschiedene Interaktionsstile: Begreifbare Interaktion (graspable), Touch Eingabe und Freiraum Gestik (freehand). StaTube untersucht Begreifbare Interaktion am Beispiel von Instant Messaging, wĂ€hrend die Appointment Projection einfache Wischgesten nutzt, um Informationen nahender Termine verfĂŒgbar zu machen. Diese beiden Untersuchungen betrachten jeweils einen Interaktionsstil und beleuchten erste Vorteile, die durch Periphere Interaktion erzielt werden können. Aufbauend darauf fĂŒhren wir zwei vergleichende Studien zwischen allen drei Interaktionsstilen durch. Als Anwendungsszenarien dienen Musiksteuerung und der Umgang mit Benachrichtigungsfenstern. Alle drei Interaktionsstile können erfolgreich fĂŒr Periphere Interaktion eingesetzt werden, haben aber verschiedene Vor- und Nachteile. Die letzte Gruppe von Studien befasst sich mit dem rĂ€umlichen GedĂ€chtnis in 2D und 3D. Das Unadorned Desk nutzt den physikalischen Raum neben dem Desktop Computer um virtuelle Objekte, beispielsweise Funktionen, Anwendungen oder Werkzeuge, zu lagern. DarĂŒber hinaus ist die Evaluation von Peripherer Interaktion anspruchsvoll, da sich die Systeme in die Umwelt integrieren und gerade keine Aufmerksamkeit auf sich ziehen sollen. Wir schlagen eine Evaluationsmethode fĂŒr das Labor vor, um die derzeitig vorherrschenden Evaluationsmethoden in diesem Forschungsfeld zu ergĂ€nzen. Die KernbeitrĂ€ge dieser Arbeit sind eine (1) umfassende Klassifizierung und ein detaillierter Blick auf manuelle Periphere Interaktion, namentlich Begreifbare Interaktion, Touch Eingabe und Freiraum Gestik. Basierend auf unseren Untersuchungen ziehen wir (2) Schlussfolgerungen, die den generellen Nutzen von Peripherer Interaktion darlegen und Bereiche wie die Erlernbarkeit und Gewöhnung, visuelle und mentale Aufmerksamkeit, Feedback so wie HĂ€ndigkeit beleuchten um zukĂŒnftige Projekte im Bereich der Peripheren Interaktion zu unterstĂŒtzen. Aufbauend auf den verschiedenen Nutzerstudien, diskutieren wir Evaluationsstrategien um den Entwicklungsprozess Peripherer Interaktion zu unterstĂŒtzen

    ‘Subtle’ Technology: Design for Facilitating Face-to-Face Interaction for Socially Anxious People

    Get PDF
    PhD thesisShy people have a desire for social interaction but fear being scrutinised and rejected. This conflict results in attention deficits during face-to-face situations. It can cause the social atmosphere to become ‘frozen’ and shy persons to appear reticent. Many of them avoid such challenges, taking up the ‘electronic extroversion’ route and experiencing real-world social isolation. This research is aimed at improving the social skills and experience of shy people. It establishes conceptual frameworks and guidelines for designing computer-mediated tools to amplify shy users’ social cognition while extending conversational resources. Drawing on the theories of Social Objects, ‘natural’ HCI and unobtrusive Ubiquitous Computing, it proposes the Icebreaker Cognitive-Behavioural Model for applying user psychology to the systems’ features and functioning behaviour. Two initial design approaches were developed in forms of Wearable Computer and evaluated in a separate user-centred study. One emphasised the users’ privacy concerns in the form of a direct but covert display of the Vibrosign Armband. Another focused on low-attention demand and low-key interaction preferences – rendered through a peripheral but overt visual display of the Icebreaker T-shirt, triggered by the users’ handshake and disguised in the system’s subtle operation. Quantitative feedback by vibrotactile experts indicated the armband effective in signalling various types of abstract information. However, it added to the mental load and needed a disproportionate of training time. In contrast, qualitative-based feedback from shy users revealed unexpected benefits of the information display made public on the shirt front. It encouraged immediate and fluid interaction by providing a mutual ‘ticket to talk’ and an interpretative gap in the users’ relationship, although the rapid prototype compromised the technology’s subtle characteristics and impeded the users’ social experience. An iterative design extended the Icebreaker approach through a systematic refinement and resulted in the Subtle Design Principle implemented in the Icebreaker Jacket. Its subtle interaction and display modalities were compared to those of a focal-demand social aid, using a mixed-method evaluation. Inferential analysis results indicated the subtle technology more engaging with users’ social aspirations and facilitating a higher degree of unobtrusive experience. Through the Icebreaker model and Subtle Design Principle, together with the exploratory research framework and study outcome, this thesis demonstrates the advantages of using subtle technology to help shy users cope with the challenges of face-to-face interaction and improve their social experience.RCUK under the Digital Economy Doctoral Training scheme, through MAT programme, EPSRC Doctoral Training Centre EP/G03723X/1
    corecore