2,777 research outputs found
Using Pinch Gloves(TM) for both Natural and Abstract Interaction Techniques in Virtual Environments
Usable three-dimensional (3D) interaction techniques are difficult to design, implement, and evaluate. One reason for this is a poor understanding of the advantages and disadvantages of the wide range of 3D input devices, and of the mapping between input devices and interaction techniques. We present an analysis of Pinch Gloves™ and their use as input devices for virtual environments (VEs). We have developed a number of novel and usable interaction techniques for VEs using the gloves, including a menu system, a technique for text input, and a two-handed navigation technique. User studies have indicated the usability and utility of these techniques
Applying a User-centred Approach to Interactive Visualization Design
Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches
Design of a collaborative virtual environment for training security agents in big events
This paper describes a design of a collaborative virtual environment (CVE) for training security agents in
big events. The CVE was modelled with Autodesk 3ds Max, while Unity 3D was used to create the terrain and implement the features that make up a virtual environment.
The Brazilian soccer stadium known as MaracanaËś and its surroundings were chosen as the real counterparts of the CVE. The usability of the CVE was evaluated through
simulations involving security agents dealing with threats related to suspects carrying radioactive material in big events. In order to perform these simulations, we use the same procedures used during 2014 FIFA World Cup and planned to be used in Rio 2016 Olympic Games. The main objective of this work is to verify the feasibility of designing a CVE and its usability for training security agents involved in big events issues. Results indicated that the proposed CVE has been successful concerning both, design and usability, besides of helping to improve the ability of each member of the security team on performing his duty
Human Machine Interaction
In this book, the reader will find a set of papers divided into two sections. The first section presents different proposals focused on the human-machine interaction development process. The second section is devoted to different aspects of interaction, with a special emphasis on the physical interaction
Capturing user requirements in medical device development: the role of ergonomics
Czerniak, L. / SS. Cyril & Methodius Grad. Clas
The Integrated User Experience Evaluation Model: A Systematic Approach To Integrating User Experience Data Sources
Evaluating the user experience (UX) associated with product interaction is a challenge for current human-systems developers. This is largely due to a lack of theoretical guidance for directing how best to assess the UX and a paucity of tools to support such evaluation. This dissertation provided a framework and tools for guiding and supporting evaluation of the user experience. This doctoral research involved reviewing the literature on UX, using this knowledge to build first build a theoretical model of the UX construct and later develop a theoretical model to for the evaluation of UX in order to aid evaluators – the integrated User eXperience EValuation (iUXEV), and empirically validating select components of the model through three case studies. The developed evaluation model was subjected to a three phase validation process that included the development and application of different components of the model separately. The first case study focused on developing a tool and method for assessing the affective component of UX which resulted in lessons learned for the integration of the tool and method into the iUXEV model. The second case study focused on integrating several tools that target different components of UX and resulted in a better understanding of how the data could be utilized as well as identify the need for an integration method to bring the data together. The third case study focused on the application of the results of an usability evaluation on an organizational setting which resulted in the identification of challenges and needs faced by practitioners. Taken together, this body of research, from the theoretically-driven iUXEV model to the newly developed emotional assessment tool, extends the user experience / usability body of knowledge and state-of-practice for interaction design practitioners who are challenged with holistic user experience evaluations, thereby advancing the state-of-the-art in UX design and evaluation
Wearable design requirements identification and evaluation
: Wearable electronics make it possible to monitor human activity and behavior. Most of these
devices have not taken into account human factors and they have instead focused on technological
issues. This fact could not only affect human–computer interaction and user experience but also the
devices’ use cycle. Firstly, this paper presents a classification of wearable design requirements that
have been carried out by combining a quantitative and a qualitative methodology. Secondly, we
present some evaluation procedures based on design methodologies and human–computer interaction
measurement tools. Thus, this contribution aims to provide a roadmap for wearable designers and
researchers in order to help them to find more efficient processes by providing a classification of
the design requirements and evaluation tools. These resources represent time and resource-saving
contributions. Therefore designers and researchers do not have to review the literature. It will no be
necessary to carry out exploratory studies for the purposes of identifying requirements or evaluation
tools either
Collaborative design : managing task interdependencies and multiple perspectives
This paper focuses on two characteristics of collaborative design with
respect to cooperative work: the importance of work interdependencies linked to
the nature of design problems; and the fundamental function of design
cooperative work arrangement which is the confrontation and combination of
perspectives. These two intrinsic characteristics of the design work stress
specific cooperative processes: coordination processes in order to manage task
interdependencies, establishment of common ground and negotiation mechanisms in
order to manage the integration of multiple perspectives in design
- …