2,793 research outputs found

    Assessing the effectiveness of multi-touch interfaces for DP operation

    Get PDF
    Navigating a vessel using dynamic positioning (DP) systems close to offshore installations is a challenge. The operator's only possibility of manipulating the system is through its interface, which can be categorized as the physical appearance of the equipment and the visualization of the system. Are there possibilities of interaction between the operator and the system that can reduce strain and cognitive load during DP operations? Can parts of the system (e.g. displays) be physically brought closer to the user to enhance the feeling of control when operating the system? Can these changes make DP operations more efficient and safe? These questions inspired this research project, which investigates the use of multi-touch and hand gestures known from consumer products to directly manipulate the visualization of a vessel in the 3D scene of a DP system. Usability methodologies and evaluation techniques that are widely used in consumer market research were used to investigate how these interaction techniques, which are new to the maritime domain, could make interaction with the DP system more efficient and transparent both during standard and safety-critical operations. After investigating which gestures felt natural to use by running user tests with a paper prototype, the gestures were implemented into a Rolls-Royce DP system and tested in a static environment. The results showed that the test participants performed significantly faster using direct gesture manipulation compared to using traditional button/menu interaction. To support the results from these tests, further tests were carried out. The purpose is to investigate how gestures are performed in a moving environment, using a motion platform to simulate rough sea conditions. The key results and lessons learned from a collection of four user experiments, together with a discussion of the choice of evaluation techniques will be discussed in this paper

    Children’s Creativity Lab : creating a ‘pen of the future’

    Get PDF
    This work is funded by EPSRC and SICSA.Technology is changing the way we acquire new skills and proficiencies and handwriting is no exception to this. However, while some technological advancements exist in this area, the question of how we can digitally enhance the process of learning handwriting remains under-explored. Being immersed in this process on an everyday basis, we believe that school aged children can provide valuable ideas and insights into the design of future writing tools for learners developing their (hand)writing skills. As end-users of the proposed technology, we explore including children in a form of informed participatory design during a creativity lab where we invited 12 children, aged 11–12, to put themselves into the shoes of a product designers and create a Pen of the Future using prototyping materials. In this paper we describe our methodology and discuss the design ideas that children came up with and how these may inform the design of future writing tools.Postprin

    Experience Prototyping for Automotive Applications

    Get PDF
    In recent years, we started to define our life through experiences we make instead of objectswe buy. To attend a concert of our favorite musician may be more important for us thanowning an expensive stereo system. Similarly, we define interactive systems not only by thequality of the display or its usability, but rather by the experiences we can make when usingthe device. A cell phone is primarily built for making calls and receiving text messages,but on an emotional level it might provide a way to be close to our loved ones, even thoughthey are far away sometimes. When designing interactive technology, we do not only haveto answer the question how people use our systems, but also why they use them. Thus,we need to concentrate on experiences, feelings and emotions arising during interaction.Experience Design is an approach focusing on the story that a product communicates beforeimplementing the system. In an interdisciplinary team of psychologists, industrial designers, product developers andspecialists in human-computer interaction, we applied an Experience Design process to theautomotive domain. A major challenge for car manufacturers is the preservation of theseexperiences throughout the development process. When implementing interactive systemsengineers rely on technical requirements and a set of constraints (e.g., safety) oftentimescontradicting aspects of the designed experience. To resolve this conflict, Experience Prototypingis an important tool translating experience stories to an actual interactive product. With this thesis I investigate the Experience Design process focusing on Experience Prototyping.Within the automotive context, I report on three case studies implementing threekinds of interactive systems, forming and following our approach. I implemented (1) anelectric vehicle information system called Heartbeat, communicating the state of the electricdrive and the batteries to the driver in an unobtrusive and ensuring way. I integrated Heartbeatinto the dashboard of a car mock-up with respect to safety and space requirements butat the same time holding on to the story in order to achieve a consistent experience. With (2)the Periscope I implemented a mobile navigation device enhancing the social and relatednessexperiences of the passengers in the car. I built and evaluated several experience prototypesin different stages of the design process and showed that they transported the designed experiencethroughout the implementation of the system. Focusing on (3) the experience offreehand gestures, GestShare explored this interaction style for in-car and car-to-car socialexperiences. We designed and implemented a gestural prototypes for small but effectivesocial interactions between drivers and evaluated the system in the lab and and in-situ study. The contributions of this thesis are (1) a definition of Experience Prototyping in the automotivedomain resulting from a literature review and my own work, showing the importanceand feasibility of Experience Prototyping for Experience Design. I (2) contribute three casestudies and describe the details of several prototypes as milestones on the way from a anexperience story to an interactive system. I (3) derive best practices for Experience Prototypingconcerning their characteristics such as fidelity, resolution and interactivity as well asthe evaluation in the lab an in situ in different stages of the process.Wir definieren unser Leben zunehmend durch Dinge, die wir erleben und weniger durchProdukte, die wir kaufen. Ein Konzert unseres Lieblingsmusikers zu besuchen kann dabeiwichtiger sein, als eine teure Stereoanlage zu besitzen. Auch interaktive Systeme bewertenwir nicht mehr nur nach der Qualität des Displays oder der Benutzerfreundlichkeit, sondernauch nach Erlebnissen, die durch die Benutzung möglich werden. Das Smartphone wurdehauptsächlich zum Telefonieren und Schreiben von Nachrichten entwickelt. Auf einer emotionalenEbene bietet es uns aber auch eine Möglichkeit, wichtigen Personen sehr nah zusein, auch wenn sie manchmal weit weg sind. Bei der Entwicklung interaktiver Systememüssen wir uns daher nicht nur fragen wie, sondern auch warum diese benutzt werden. Erlebnisse,Gefühle und Emotionen, die während der Interaktion entstehen, spielen dabei einewichtige Rolle. Experience Design ist eine Disziplin, die sich auf Geschichten konzentriert,die ein Produkt erzählt, bevor es tatsächlich implementiert wird. In einem interdisziplinären Team aus Psychologen, Industrie-Designern, Produktentwicklernund Spezialisten der Mensch-Maschine-Interaktion wurde ein Prozess zur Erlebnis-Gestaltung im automobilen Kontext angewandt. Die Beibehaltung von Erlebnissen über dengesamten Entwicklungsprozess hinweg ist eine große Herausforderung für Automobilhersteller.Ingenieure hängen bei der Implementierung interaktiver Systeme von technischen,sicherheitsrelevanten und ergonomischen Anforderungen ab, die oftmals dem gestaltetenErlebnis widersprechen. Die Bereitstellung von Erlebnis-Prototypen ermöglicht die Übersetzungvon Geschichten in interaktive Produkte und wirkt daher diesem Konflikt entgegen. Im Rahmen dieser Dissertation untersuche ich den Prozess zur Erlebnis-Gestaltung hinsichtlichder Bedeutung von Erlebnis-Prototypen. Ich berichte von drei Fallbeispielen im automobilenBereich, die die Gestaltung und Implementierung verschiedener interaktiver Systemenumfassen. (1) Ein Informationssystem für Elektrofahrzeuge, der Heartbeat, macht den Zustanddes elektrischen Antriebs und den Ladestand der Batterien für den Fahrer visuell undhaptisch erlebbar. Nach der Implementierung mehrerer Prototypen wurde Heartbeat unterBerücksichtigung verschiedener technischer und sicherheitsrelevanter Anforderungen in dieArmaturen eines Fahrzeugmodells integriert, ohne dass dabei das gestaltete Erlebnis verlorengegangen ist. (2) Das Periscope ist ein mobiles Navigationsgerät, das den Insassensoziale Erlebnisse ermöglicht und das Verbundenheitsgefühl stärkt. Durch die Implementierungmehrere Erlebnis-Prototypen und deren Evaluation in verschiedenen Phasen des Entwicklungsprozesseskonnten die gestalteten Erlebnisse konsistent erhalten werden. (3) ImProjekt GestShare wurde das Potential der Interaktion durch Freiraumgesten im Fahrzeuguntersucht. Dabei standen ein Verbundenheitserlebnis des Fahrers und soziale Interaktionenmit Fahrern anderer Fahrzeuge im Fokus. Es wurden mehrere Prototypen implementiert undauch in einer Verkehrssituation evaluiert. Die wichtigsten Beiträge dieser Dissertation sind (1) eine intensive Betrachtung und Anwendungvon Erlebnis-Prototypen im Auto und deren Relevanz bei der Erlebnis-Gestaltung,beruhend auf einer Literaturauswertung und der eigenen Erfahrung innerhalb des Projekts; (2) drei Fallstudien und eine detaillierte Beschreibung mehrere Prototypen in verschiedenenPhasen des Prozesses und (3) Empfehlungen zu Vorgehensweisen bei der Erstellung vonErlebnis-Prototypen hinsichtlich der Eigenschaften wie Nähe zum finalen Produkt, Anzahlder implementierten Details und Interaktivität sowie zur Evaluation im Labor und in tatsächlichenVerkehrssituationen in verschiedenen Phasen des Entwicklungsprozesses

    MRnews: Design Explorations into Accessibility and News

    Get PDF
    Creating accessible technology and content is generally seen as beneficial for all users. This is particularly important when the content has a significant societal impact, such as news stories. To find new and innovative ways to engage users, digital news outlets are faced with challenges related to accessibility. In the case of Mixed Reality (MR) technology, the increasing interest emphasizes the need for the technology to be inclusive and accessible. The embodied nature and affordances of MR technology enable users to manipulate virtual objects using real-world knowledge and in real-time and enable them to utilize a wide range of skills when interacting with such systems. In turn, leveraging these affordances can enhance the accessibility of the task at hand. Contributions to developing accessibility guidelines have been made, and the use of MR applications to enhance accessibility is on the rise. However, these contributions are most prominent in education and not for leisurely use. This research project investigates the affordances of MR and of the Augmented Reality (AR) Head Mounted Display (HMD), HoloLens 2 (HL2) in particular, and how these can be leveraged to enhance accessibility when reading digital news. This is a Research through Design (RtD) project carried out in participation with users by conducting design activities and user evaluations. The RtD-process is supported by prototypes developed through an iterative process. MRnews is an application built for Microsoft’s AR HMD, the HL2. The implemented design showcases how news content creators and developers can leverage the affordances of MR technology to achieve accessibility in news stories. The results point toward direct manipulation of virtual content utilizing the spatial nature of MR technology and the use of sensory cues to keep the user oriented and focused impact accessibility.Masteroppgave i medie- og interaksjonsdesignMIX350MASV-MI

    Multi-touch interaction for interface prototyping

    Get PDF
    Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 201

    Pinching sweaters on your phone – iShoogle : multi-gesture touchscreen fabric simulator using natural on-fabric gestures to communicate textile qualities

    Get PDF
    The inability to touch fabrics online frustrates consumers, who are used to evaluating physical textiles by engaging in complex, natural gestural interactions. When customers interact with physical fabrics, they combine cross-modal information about the fabric's look, sound and handle to build an impression of its physical qualities. But whenever an interaction with a fabric is limited (i.e. when watching clothes online) there is a perceptual gap between the fabric qualities perceived digitally and the actual fabric qualities that a person would perceive when interacting with the physical fabric. The goal of this thesis was to create a fabric simulator that minimized this perceptual gap, enabling accurate perception of the qualities of fabrics presented digitally. We designed iShoogle, a multi-gesture touch-screen sound-enabled fabric simulator that aimed to create an accurate representation of fabric qualities without the need for touching the physical fabric swatch. iShoogle uses on-screen gestures (inspired by natural on-fabric movements e.g. Crunching) to control pre-recorded videos and audio of fabrics being deformed (e.g. being Crunched). iShoogle creates an illusion of direct video manipulation and also direct manipulation of the displayed fabric. This thesis describes the results of nine studies leading towards the development and evaluation of iShoogle. In the first three studies, we combined expert and non-expert textile-descriptive words and grouped them into eight dimensions labelled with terms Crisp, Hard, Soft, Textured, Flexible, Furry, Rough and Smooth. These terms were used to rate fabric qualities throughout the thesis. We observed natural on-fabric gestures during a fabric handling study (Study 4) and used the results to design iShoogle's on-screen gestures. In Study 5 we examined iShoogle's performance and speed in a fabric handling task and in Study 6 we investigated users' preferences for sound playback interactivity. iShoogle's accuracy was then evaluated in the last three studies by comparing participants’ ratings of textile qualities when using iShoogle with ratings produced when handling physical swatches. We also described the recording and processing techniques for the video and audio content that iShoogle used. Finally, we described the iShoogle iPhone app that was released to the general public. Our evaluation studies showed that iShoogle significantly improved the accuracy of fabric perception in at least some cases. Further research could investigate which fabric qualities and which fabrics are particularly suited to be represented with iShoogle

    A framework for the design, prototyping and evaluation of mobile interfaces for domestic environments

    Get PDF
    The idea of the smart home has been discussed for over three decades, but it has yet to achieve mass-market adoption. This thesis asks the question Why is my home not smart? It highlights four main areas that are barriers to adoption, and concentrates on a single one of these issues: usability. It presents an investigation that focuses on design, prototyping and evaluation of mobile interfaces for domestic environments resulting in the development of a novel framework. A smart home is the physical realisation of a ubiquitous computing system for domestic living. The research area offers numerous benefits to end-users such as convenience, assistive living, energy saving and improved security and safety. However, these benefits have yet to become accessible due to a lack of usable smart home control interfaces. This issue is considered a key reason for lack of adoption and is the focus for this thesis. Within this thesis, a framework is introduced as a novel approach for the design, prototyping and evaluation of mobile interfaces for domestic environments. Included within this framework are three components. Firstly, the Reconfigurable Multimedia Environment (RME), a physical evaluation and observation space for conducting user centred research. Secondly, Simulated Interactive Devices (SID), a video-based development and control tool for simulating interactive devices commonly found within a smart home. Thirdly, iProto, a tool that facilitates the production and rapid deployment of high fidelity prototypes for mobile touch screen devices. This framework is evaluated as a round-tripping toolchain for prototyping smart home control and found to be an efficient process for facilitating the design and evaluation of such interfaces
    • …
    corecore