595 research outputs found

    The Challenges of Evaluating the Usability of Augmented Reality (AR)

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    Augmented reality (AR) is a new and emerging technology that could benefit from evaluating its usability to better the user’s experience with the device or application. This is often done through usability testing and heuristic evaluations. However, AR technology presents some challenges when completing these usability evaluations. Practitioners need to keep in mind the hardware limitations of AR devices that may not be present with other computerized technology, consistency of the users’ environment plays a larger role in the AR experience, recognize that a novelty effect may occur and affect subjective scores, and choose heuristic sets that will best evaluate AR applications. Practitioners need to be aware of these challenges and overcome them to accurately assess the usability of these products to gain insights about what should be changed to make the overall experience with the product better

    Avatar design types and user engagement in digital educational games during evaluation phase

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    Avatar design types can range from human representations to abstract representations. In digital educational games (DEGs), avatars are frequently used to encourage users to play the game. However, the role of avatar design types and their engagement in digital games are still unclear and empirically under research. Therefore, a bespoke digital educational game in geography was developed and validated by six expert users. Then forty-five users participated in the evaluation phase to investigate engagement and avatar types on digital educational games using the user engagement scale (UES). The results reported aesthetics and satisfaction factors somehow influenced the avatar design types, but none of the UES subscales was influenced by preferred avatar design types. Moreover, the human-cartoon avatar, which was not entirely human and cartoonish, was the most popular avatar design type among young adults. Other issues discussed for future developers and research included incorporating more avatar design selections into the study, integrating social interaction features into the game, using the same drawing style for avatars and provide easy access to the bespoke game during data collection

    Advances in Human Factors in Wearable Technologies and Game Design

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    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Designing Interactions with Multilevel Auditory Displays in Mobile Audio-Augmented Reality

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    Auditory interfaces offer a solution to the problem of effective eyes-free mobile interactions. In this article, we investigate the use of multilevel auditory displays to enable eyes-free mobile interaction with indoor location-based information in non-guided audio-augmented environments. A top-level exocentric sonification layer advertises information in a gallery-like space. A secondary interactive layer is used to evaluate three different conditions that varied in the presentation (sequential versus simultaneous) and spatialisation (non-spatialised versus egocentric/exocentric spatialisation) of multiple auditory sources. Our findings show that (1) participants spent significantly more time interacting with spatialised displays; (2) using the same design for primary and interactive secondary display (simultaneous exocentric) showed a negative impact on the user experience, an increase in workload and substantially increased participant movement; and (3) the other spatial interactive secondary display designs (simultaneous egocentric, sequential egocentric, and sequential exocentric) showed an increase in time spent stationary but no negative impact on the user experience, suggesting a more exploratory experience. A follow-up qualitative and quantitative analysis of user behaviour support these conclusions. These results provide practical guidelines for designing effective eyes-free interactions for far richer auditory soundscapes

    Hybrid Social Play Final Report

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    Earth as Interface: Exploring chemical senses with Multisensory HCI Design for Environmental Health Communication

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    As environmental problems intensify, the chemical senses -that is smell and taste, are the most relevantsenses to evidence them.As such, environmental exposure vectors that can reach human beings comprise air,food, soil and water[1].Within this context, understanding the link between environmental exposures andhealth[2]is crucial to make informed choices, protect the environment and adapt to new environmentalconditions[3].Smell and taste lead therefore to multi-sensorial experiences which convey multi-layered information aboutlocal and global events[4]. However, these senses are usually absent when those problems are represented indigital systems. The multisensory HCIdesign framework investigateschemical sense inclusion withdigital systems[5]. Ongoing efforts tackledigitalization of smell and taste for digital delivery, transmission or substitution [6]. Despite experimentsproved technological feasibility, its dissemination depends on relevant applicationdevelopment[7].This thesis aims to fillthose gaps by demonstratinghow chemical senses provide the means to link environment and health based on scientific andgeolocation narratives [8], [9],[10]. We present a Multisensory HCI design process which accomplished symbolicdisplaying smell and taste and led us to a new multi-sensorial interaction system presented herein. We describe the conceptualization, design and evaluation of Earthsensum, an exploratory case study project.Earthsensumoffered to 16 participants in the study, environmental smell and taste experiences about real geolocations to participants of the study. These experiences were represented digitally using mobilevirtual reality (MVR) and mobile augmented reality (MAR). Its technologies bridge the real and digital Worlds through digital representations where we can reproduce the multi-sensorial experiences. Our study findings showed that the purposed interaction system is intuitive and can lead not only to a betterunderstanding of smell and taste perception as also of environmental problems. Participants comprehensionabout the link between environmental exposures and health was successful and they would recommend thissystem as education tools. Our conceptual design approach was validated and further developments wereencouraged.In this thesis,we demonstratehow to applyMultisensory HCI methodology to design with chemical senses. Weconclude that the presented symbolic representation model of smell and taste allows communicatingtheseexperiences on digital platforms. Due to its context-dependency, MVR and MAR platforms are adequatetechnologies to be applied for this purpose.Future developments intend to explore further the conceptual approach. These developments are centredon the use of the system to induce hopefully behaviourchange. Thisthesisopens up new application possibilities of digital chemical sense communication,Multisensory HCI Design and environmental health communication.À medida que os problemas ambientais se intensificam, os sentidos quĂ­micos -isto Ă©, o cheiroe sabor, sĂŁo os sentidos mais relevantes para evidenciĂĄ-los. Como tais, os vetores de exposição ambiental que podem atingir os seres humanos compreendem o ar, alimentos, solo e ĂĄgua [1]. Neste contexto, compreender a ligação entre as exposiçÔes ambientais e a saĂșde [2] Ă© crucial para exercerescolhas informadas, proteger o meio ambiente e adaptar a novas condiçÔes ambientais [3]. O cheiroe o saborconduzemassima experiĂȘncias multissensoriais que transmitem informaçÔes de mĂșltiplas camadas sobre eventos locais e globais [4]. No entanto, esses sentidos geralmente estĂŁo ausentes quando esses problemas sĂŁo representados em sistemas digitais. A disciplina do design de Interação Humano-Computador(HCI)multissensorial investiga a inclusĂŁo dossentidos quĂ­micos em sistemas digitais [9]. O seu foco atual residena digitalização de cheirose sabores para o envio, transmissĂŁo ou substituiçãode sentidos[10]. Apesar dasexperimentaçÔescomprovarem a viabilidade tecnolĂłgica, a sua disseminação estĂĄ dependentedo desenvolvimento de aplicaçÔes relevantes [11]. Estatese pretendepreencher estas lacunas ao demonstrar como os sentidos quĂ­micos explicitama interconexĂŁoentre o meio ambiente e a saĂșde, recorrendo a narrativas cientĂ­ficas econtextualizadasgeograficamente[12], [13], [14]. Apresentamos uma metodologiade design HCImultissensorial que concretizouum sistema de representação simbĂłlica de cheiro e sabor e nos conduziu a um novo sistema de interação multissensorial, que aqui apresentamos. Descrevemos o nosso estudo exploratĂłrio Earthsensum, que integra aconceptualização, design e avaliação. Earthsensumofereceu a 16participantes do estudo experiĂȘncias ambientais de cheiro e sabor relacionadas com localizaçÔes geogrĂĄficasreais. Essas experiĂȘncias foram representadas digitalmente atravĂ©s derealidade virtual(VR)e realidade aumentada(AR).Estas tecnologias conectamo mundo real e digital atravĂ©s de representaçÔes digitais onde podemos reproduzir as experiĂȘncias multissensoriais. Os resultados do nosso estudo provaramque o sistema interativo proposto Ă© intuitivo e pode levar nĂŁo apenas a uma melhor compreensĂŁo da perceção do cheiroe sabor, como tambĂ©m dos problemas ambientais. O entendimentosobre a interdependĂȘncia entre exposiçÔes ambientais e saĂșde teve ĂȘxitoe os participantes recomendariam este sistema como ferramenta para aeducação. A nossa abordagem conceptual foi positivamentevalidadae novos desenvolvimentos foram incentivados. Nesta tese, demonstramos como aplicar metodologiasde design HCImultissensorialpara projetar com ossentidos quĂ­micos. Comprovamosque o modelo apresentado de representação simbĂłlica do cheiroe do saborpermite comunicar essas experiĂȘnciasem plataformas digitais. Por serem dependentesdocontexto, as plataformas de aplicaçÔes emVR e AR sĂŁo tecnologias adequadaspara este fim.Desenvolvimentos futuros pretendem aprofundar a nossa abordagemconceptual. Em particular, aspiramos desenvolvera aplicaçãodo sistema para promover mudanças de comportamento. Esta tese propĂ”enovas possibilidades de aplicação da comunicação dos sentidos quĂ­micos em plataformas digitais, dedesign multissensorial HCI e de comunicação de saĂșde ambiental
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