7 research outputs found

    IMPROVING REVISITATION IN LONG DOCUMENTS WITH TWO-LEVEL ARTIFICIAL-LANDMARK SCROLLBARS

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    Revisitation – returning to previously-visited locations in a document – is commonly done in the digital world. While linear navigation controls provide a spatial representation of the document and allow effective navigation in short documents, they are not effective in long documents, particularly for revisitation. Bookmarks, search and history dialogs, and “read wear” (visual marks left as the user interacts with the document) can all assist revisitation; however, for long documents all of these tools are limited in terms of effort, clutter, and interpretability. Inspired by visual cues such as coloured edges and “thumb indents” in hardcopy books, recent work has proposed artificial landmarks to help users build up natural spatial memory for the locations in a document; in long documents, however, this technique is also limited because of the number of pages each landmark represents. To address this problem, this thesis proposes a Double-Scrollbar design that uses two columns of artificial landmarks that can provide greater specificity for spatial memory and revisitation in long documents. We developed three versions of landmark-augmented Double-Scrollbar, using icons, letters, and digits as landmarks. To assess the performance and usability of the Double-Scrollbar design, two studies were conducted with 21 participants, each visiting and revisiting pages of a long document using each of the new designs, as well as a single-column design and a standard scrollbar. Results showed that two levels of icon landmarks were significantly better for assisting revisitation, and were preferred by participants. The two-level artificial-landmark scrollbar is a new way of improving revisitation in long documents by assisting the formation of more precise spatial memories about document locations

    Use of Landmarks to Improve Spatial Learning and Revisitation in Computer Interfaces

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    Efficient spatial location learning and remembering are just as important for two-dimensional Graphical User Interfaces (GUI) as they are for real environments where locations are revisited multiple times. Rapid spatial memory development in GUIs, however, can be difficult because these interfaces often lack adequate landmarks that have been predominantly used by people to learn and recall real-life locations. In the absence of sufficient landmarks in GUIs, artificially created visual objects (i.e., artificial landmarks) could be used as landmarks to support spatial memory development of spatial locations. In order to understand how spatial memory development occurs in GUIs and explore ways to assist users’ efficient location learning and recalling in GUIs, I carried out five studies exploring the use of landmarks in GUIs – one study that investigated interfaces of four standard desktop applications: Microsoft Word, Facebook, Adobe Photoshop, and Adobe Reader, and other four that tested artificial landmarks augmented two prototype desktop GUIs against non-landmarked versions: command selection interfaces and linear document viewers; in addition, I tested landmarks’ use in variants of these interfaces that varied in the number of command sets (small, medium, and large) and types of linear documents (textual and video). Results indicate that GUIs’ existing features and design elements can be reliable landmarks in GUIs that provide spatial benefits similar to real environments. I also show that artificial landmarks can significantly improve spatial memory development of GUIs, allowing support for rapid spatial location learning and remembering in GUIs. Overall, this dissertation reveals that landmarks can be a valuable addition to graphical systems to improve the memorability and usability of GUIs

    Effects of Visual Distinctiveness on Learning and Retrieval in Icon Toolbars

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    Learnability is important in graphical interfaces because it supports the user’s transition to expertise. One aspect of GUI learnability is the degree to which the icons in toolbars and ribbons are identifiable and memorable–but current "flat" and "subtle" designs that promote strong visual consistency could hinder learning by reducing visual distinctiveness within a set of icons. There is little known, however, about the effects of visual distinctiveness of icons on selection performance and memorability. To address this gap, we carried out two studies using several icon sets with different degrees of visual distinctiveness, and compared how quickly people could learn and retrieve the icons. Our first study found no evidence that increasing colour or shape distinctiveness improved learning, but found that icons with concrete imagery were easier to learn. Our second study found similar results: there was no effect of increasing either colour or shape distinctiveness, but there was again a clear improvement for icons with recognizable imagery. Our results show that visual characteristics appear to affect UI learnability much less than the meaning of the icons' representations

    Spatial Hypermedia as a programming environment

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    This thesis investigates the possibilities opened to a programmer when their programming environment not only utilises Spatial Hypermedia functionality, but embraces it as a core component. Designed and built to explore these possibilities, SpIDER (standing for Spatial Integrated Development Environment Research) is an IDE featuring not only traditional functionality such as content assist and debugging support but also multimedia integration and free-form spatial code layout. Such functionality allows programmers to visually communicate aspects of the intent and structure of their code that would be tedious—and in some cases impossible—to achieve in conventional IDEs. Drawing from literature on Spatial Memory, the design of SpIDER has been driven by the desire to improve the programming experience while also providing a flexible authoring environment for software development. The programmer’s use of Spatial Memory is promoted, in particular, by: utilising fixed sized authoring canvases; providing the capacity for landmarks; exploiting a hierarchical linking system; and having well defined occlusion and spatial stability of authored code. The key challenge in implementing SpIDER was to devise an algorithm to bridge the gap between spatially expressed source code, and the serial text forms required by compilers. This challenge was met by developing an algorithm that we have called the flow walker. We validated this algorithm through user testing to establish that participants’ interpretation of the meaning of spatially laid out code matched the flow walker’s implementation. SpIDER can be obtained at: https://sourceforge.net/projects/spatial-ide-research-spide

    Designing and evaluating information spaces: a navigational perspective.

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    Navigation in two and three dimensional electronic environments has become an important usabilityissue.Research in to the use of hypertext systems would appear to suggest that people suffer from avariety of navigational problems in these environments. In addition users also encounter problems in 3Denvironments and in applications software. Therefore in order to enhance the ease of use from the pointof view of preventing errors and making it more pleasurable the navigating in information spaceapproach to HCI has been adopted.The research presented in this thesis examines whether the study of real world environments, in particularaspects of the built environment, urban planning and environmental psychology are beneficial in thedevelopment of guidelines for interface design and evaluation. In doing so the thesis examines three mainresearch questions (1) is there a transfer of design knowledge from real to electronic spaces? (2) canconcepts be provided in a series of useful guidelines? (3) are the guidelines useful for the design andevaluation of electronic spaces?Based upon the results of the two main studies contained within this thesis it is argued that thenavigational perspective is one which is relevant to user interface design and evaluation and thatnavigation in electronic spaces is comparable to but not identical with actions within the real world.Moreover, the studies pointed to the validity of the core concepts when evaluating 2D and 3D spacesand designing 3D spaces. The thesis also points to the relevancy of the overall design guidance in 2Dand 3D environments and the ability to make such information available through a software tool

    Just-in-time Information Interfaces: A new Paradigm for Information Discovery and Exploration

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    We live in a time of increasing information overload. Described as “a byproduct of the lack of maturity of the information age” (Spira & Goldes, 2007), information overload can be painful, and harm our concentration - the resulting choice overload impacts out decision-making abilities. Given the problem of information overload, and the unsatisfying nature of human-information interaction using traditional browsing or keyword-based search, this research investigates how the design of just-in-time information services can improve the user experience of goal-driven interactions with information. This thesis explores the design of just-in-time information services through the iterative development of two strands of high-level prototypes (FMI and KnowDis). I custombuilt both prototype systems for the respective evaluations, which have then been conducted as part of a series of lab-based eye-tracking studies (FMI) as well as two field studies (KnowDis). The lab-based eye-tracking studies were conducted with 100 participants measuring task performance, user satisfaction, and gaze behaviour. The lab studies found that the FMI prototype design did improve the performance aspect of the user experience for all participants and improved the usability aspect of the user experience for novice participants. However, the FMI prototype design seemed to be less effective and usable for expert participants. Two field studies were conducted as part of a two-year research collaboration, which lasted a total of 10 weeks and involved approximately 70 knowledge workers overall from across the globe. As part of those field studies, 46 semi-structured interviews were also conducted. The field studies found that the KnowDis prototype design did improve the user experience for participants overall by making work-related information search more efficient. However, while the KnowDis prototype design was useful for some knowledge workers and even integrated seamlessly into their day-to-day work, it appeared to be less useful and even distracting to others
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