15,437 research outputs found
Exaggerated Realism Interacting With Computers In Future
A revolution in computer interface design is changing the way we think about computers. Rather than typing on a keyboard and watching a television monitor, Augmented Reality lets people use familiar, everyday objects in ordinary ways. The difference is that these objects also provide a link into a computer network. HCI 2020 produced many ideas, both thrilling and troubling. This report is not a conventional publication of an academic conference but seeks to convey the passion of those ideas, both for the general reader and the HCI practitioner. Forthe general reader, t his is important because knowledge of what the future might be may empower, while ignorance harm. For the HCI practitioner, its purpose is to map out the terrain and suggest new approaches while keeping an eye on the main prize: the embodiment of human values at the heart of com puting
Target Acquisition in Multiscale Electronic Worlds
Since the advent of graphical user interfaces, electronic information has grown exponentially, whereas the size of screen displays has stayed almost the same. Multiscale interfaces were designed to address this mismatch, allowing users to adjust the scale at which they interact with information objects. Although the technology has progressed quickly, the theory has lagged behind. Multiscale interfaces pose a stimulating theoretical challenge, reformulating the classic target-acquisition problem from the physical world into an infinitely rescalable electronic world. We address this challenge by extending Fitts’ original pointing paradigm: we introduce the scale variable, thus defining a multiscale pointing paradigm. This article reports on our theoretical and empirical results. We show that target-acquisition performance in a zooming interface must obey Fitts’ law, and more specifically, that target-acquisition time must be proportional to the index of difficulty. Moreover, we complement Fitts’ law by accounting for the effect of view size on pointing performance, showing that performance bandwidth is proportional to view size, up to a ceiling effect. The first empirical study shows that Fitts’ law does apply to a zoomable interface for indices of difficulty up to and beyond 30 bits, whereas classical Fitts’ law studies have been confined in the 2-10 bit range. The second study demonstrates a strong interaction between view size and task difficulty for multiscale pointing, and shows a surprisingly low ceiling. We conclude with implications of these findings for the design of multiscale user interfaces
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A qualititative approach to HCI research
Whilst science has a strong reliance on quantitative and experimental methods, there are many complex, socially based phenomena in HCI that cannot be easily quantified or experimentally manipulated or, for that matter, ethically researched with experiments. For example, the role of privacy in HCI is not obviously reduced to numbers and it would not be appropriate to limit a person's privacy in the name of research. In addition, technology is rapidly changing – just think of developments in mobile devices, tangible interfaces and so on – making it harder to abstract technology from the context of use if we are to study it effectively. Developments such as mediated social networking and the dispersal of technologies in ubiquitous computing also loosen the connection between technologies and work tasks that were the traditional cornerstone of HCI. Instead, complex interactions between technologies and ways of life are coming to the fore. Consequently, we frequently find that we do not know what the real HCI issues are before we start our research. This makes it hard, if not actually impossible, to define the variables necessary to do quantitative research, (see Chapter 2).
Within HCI, there is also the recognition that the focus on tasks is not enough to design and implement an effective system. There is also a growing need to understand how usability issues are subjectively and collectively experienced and perceived by different user groups (Pace, 2004; Razavim and Iverson, 2006). This means identifying the users' emotional and social drives and perspectives; their motivations, expectations, trust, identity, social norms and so on. It also means relating these concepts to work practices, communities and organisational social structures as well as organisational, economic and political drivers. These issues are increasingly needed in the design, development and implementation of systems to be understood both in isolation and as a part of the whole.
HCI researchers are therefore turning to more qualitative methods in order to deliver the research results that HCI needs.With qualitative research, the emphasis is not on measuring and producing numbers but instead on understanding the qualities of a particular technology and how people use it in their lives, how they think about it and how they feel about it. There are many varied approaches to qualitative research within the social sciences depending on what is being studied, how it can be studied and what the goals of the research are.Within HCI, though, grounded theory has been found to provide good insights that address well the issues raised above (Pace, 2004; Adams, Blandford and Lunt, 2005; Razavim and Iverson, 2006).
The purpose of this chapter is to give an overview of how grounded theory works as a method. Quantitative research methods adopt measuring instruments and experimental manipulations that can be repeated by any researcher (at least in principle) and every effort is made to reduce the influence of the researcher on the researched, which is regarded as a source of bias or error. In contrast, in qualitative research, where the goal is understanding rather than measuring and manipulating, the subjectivity of the researcher is an essential part of the production of an interpretation. The chapter therefore discusses how the influence of the researcher can be ameliorated through the grounded theory methodology whilst also acknowledging the subjective input of the researcher through reflexivity. The chapter also presents a case study of how grounded theory was used in practice to study people's use and understanding of computer passwords and related security
The experience of enchantment in human-computer interaction
Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.</p
Using film cutting in interface design
It has been suggested that computer interfaces could be made more usable if their designers utilized cinematography techniques, which have evolved to guide
the viewer through a narrative despite frequent discontinuities in the presented scene (i.e., cuts between shots). Because of differences between the domains of
film and interface design, it is not straightforward to understand how such techniques can be transferred. May and Barnard (1995) argued that a psychological
model of watching film could support such a transference. This article presents an extended account of this model, which allows identification of the practice of collocation
of objects of interest in the same screen position before and after a cut. To verify that filmmakers do, in fact, use such techniques successfully, eye movements
were measured while participants watched the entirety of a commerciall
A Load of Cobbler’s Children: Beyond the Model Designing Processor
HCI has developed rich understandings of people at work and at play with technology: most people that is, except designers, who remain locked in the information processing paradigm of first wave HCI. Design methods are validated as if they were computer programs, expected to produce the same results on a range of architectures and hardware. Unfortunately, designers are people, and thus interfere substantially (generally to good effects) with the ‘code’ of design methods. We need to rethink the evaluation and design of design and evaluation methods in HCI. A logocentric proposal based on resource function vocabularies is presented
Getting connected- at what cost? Some ethical issues on mobile HCI
The large scale deployment of mobile applications inevitably affects our daily lives and the whole culture. Not all of these effects are desirable. In a market economy, ethical issues are not the foremost drivers in the development of technology. In this paper, we ask whether the mobile human-computer interaction community could take an active role in discussing the issues which really matter in the development of technology for human beings, rather than concentrating on the fine tuning of emerging gadgets
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