71 research outputs found
Eye Tracking Consumer Purchase Behavior Within Physical and Virtual Environments
Understanding how consumers observe and make purchase decisions within a retail context is now both accessible and efficient through the process of eye tracking. Eye tracking package design aesthetics helps us understand and predict what consumers are looking at, and how likely a package might be selected. Typically, this research is conducted in an immersive retail setting where consumers can shop as they would in a normal store-shopping context. A store is stocked with products where a participant in the study shops throughout while wearing an eye tracker to gather data on what their attention fixates on within a given set of shelves. Although a physical store provides the most realistic context, a virtual store could create a more economical, cost effective, and customizable solution for measuring consumer visual attention from packaging design aesthetics.
Beginning with CUshop Consumer Experience Laboratory, a virtual store design and context was established by replicating existing fixtures in CUshopTM. Using the virtual technology available at the Sonoco Institute of Packaging Design and Graphics, a digital replication of CUshopTM was created. This began by 3D modeling the store along with generating the exact content to be displayed using real time rendering software. To investigate the process of measuring consumer attention in each environment, the same study was conducted in both stores looking at shelf performance of eleven different barbecue sauce brands. Gaze data, travel time, purchase decision and presence survey scores from a modified Witmer-Singer survey helped demonstrate the feasibility of gathering valid results from a virtual store context.
Results indicated that there was not enough evidence to prove a comparison between the physical and virtual store experiments. Presence scores also did not indicate significant differences between either store environments. Analysis suggests that with a larger participant population and more immersive hardware, such as head mounted displays, eye tracking in virtual stores could be a valid process to complement studies already being conducted in real store contexts
Assessing the impact of automated path planning aids in the maritime community
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.Includes bibliographical references (p. 84-88).In the area of merchant maritime navigation, electronic charts are a relatively new tool. As a result, navigational path planning environments that allow users to manually enter a path onto an electronic chart are becoming popular, especially in high-end civilian vessels. In military naval operations, however, the switch to newer technology for navigation is taking longer, as there is higher risk due to the weapons and sometimes nuclear reactors onboard. There also appears to be a pervasive lack of trust in automation. In order to incorporate automation into both military and commercial navigation tasks, a system must be designed that is not only efficient in aiding the planning, but also trustworthy to a user. Currently in military submarine and surface ship navigation, paths are planned and re-planned using paper charts, pencils, and rulers, and while these paths are adequate, they are often not optimized based on the depth, weather, and surrounding contacts. As part of a larger research project that is developing a tool to bring more situational awareness to a submarine commander, this thesis develops and implements an automation and visualization to aid submarine commanders in surface navigation. To achieve this, this thesis incorporated design requirements for creating such an automated tool in the development of an automated path planning tool, and then tested the resulting product on human subjects. The results showed that the automation was successful at reducing the time required to generate an optimized path for a set of changing input parameters. The results also showed that the tool was trustworthy, promising high potential for use in commercial and military environments.by Mariela E. Buchin.M.Eng
The science of navigation: An analysis of behavioural differences between good and poor wayfinders
Everyday experience suggests that certain people can find their way to a destination easily, while others have considerable difficulty. This dissertation focused on gaining a greater understanding of navigational strategies that can facilitate or hinder an individualâs wayfinding performance. The first study was conducted to gain a broad idea of various factors that may influence navigational performance. Participants were guided through a building and then asked to find their way to a destination. It was found that good navigators made fewer errors in traversing a learned route than did poor navigators. They were also better at recognizing landmarks they had seen along the route, recalling the appropriate directions to be turned at each landmark, and at drawing the correct pathways on a map drawing task. A discriminant analysis revealed that the best predictor of determining navigational performance was the ability to form spatial relationships between landmarks. Results from the first study demonstrated that good navigators were better at determining spatial relationships between landmarks, but it did not address whether this was due to spatial relationships between distances and/or angles. The focus of the second study was to gain a greater understanding of the degree to which distance and angular information are used by good and poor navigators in determining spatial relationships between landmarks. Results showed that neither a distance nor an angular strategy were preferred in either group of wayfinders. An analysis of navigators initial heading angle error to a target location suggested that good wayfinders may be more efficient at finding their way because they appear to plan routes prior to initiating self-locomotion. Such pre-planning was confirmed by the fact that good wayfindersâ initial heading direction error was significantly less than in poor wayfinders. Poor wayfinders appear to head in a random direction and then attempt to determine target locations. The use of landmark information may be useful in certain contexts, but this may not always be the most efficient strategy. The last experiment was aimed at determining whether good navigators adjust strategies used (landmark vs. street), depending on contextual factors. Differences in strategies used were not found, however the results suggest that good navigators appear to be more skilled at navigating in environments rich with streets compared to poor wayfinders. Good and poor navigators were equally skilled at navigating in environments rich in landmarks. It appears that the ability to determine spatial relationships between landmarks is the strongest predictor of navigational performance compared to a wide range of other navigational skills
Designing for Practice Development in a Social Learning System: Communicating Norms and Vicarious Experience
Over the past quarter century, the United States has experienced an increase in demand for health services. Expanded use of community health workers (CHWs) has been identified as a strategic response for more effective distribution of healthcare resources by alleviating pressures on clinical personnel and infusing prevention education into the community-to-clinical care continuum. Expansion of the CHW workforce poses many challenges. For CHWs to effectively reduce costs and pressures on the healthcare system, âexpansionâ implies not only increasing their numbers, but also assuring a workforce that has the capacity to perform in diverse settings. I propose a theoretical framework for practice development in a healthcare workforce and use the framework as a guide to test whether system design can motivate specific types of communications in an online social learning system. The results have important implications for 1) system design for development of a diverse healthcare workforce like CHWs, 2) designing for specific types of learning communications, and 3) the theoretical support for practice development. We successfully designed a social learning system to motivate what we believe to be norm affirming and self-efficacy developing communications. Further studies will determine whether this supports practice in healthcare as proposed by the theoretical framework
Designing and evaluating information spaces: a navigational perspective.
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
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The application of software visualization technology to evolutionary computation: a case study in Genetic Algorithms
Evolutionary computation is an area within the field of artificial intelligence that is founded upon the principles of biological evolution. Evolution can be defined as the process of gradual development. Evolutionary algorithms are typically applied as a generic problem solving method, searching a problem space in order to locate good solutions. These solutions are found through an iterative evolutionary search that progresses by means of gradual developments.
In the majority of cases of evolutionary computation the user is not aware of their algorithm's search behaviour. This causes two problems. First, the user has no way of assuring the quality of any solutions found other than to compare the solutions found by the algorithm with any available benchmark solutions or to re-run the algorithm and check if the results can be repeated or improved upon. Second, because the user is unaware of the algorithm's behaviour they have no way of identifying the contribution of the different components of the algorithm and therefore, no direct way of analyzing the algorithm's design and assigning credit to good algorithm components, or locating and improving ineffective algorithm components.
The artificial intelligence and engineering communities have been slow to accept evolutionary computation as a robust problem-solving method because, unlike cased-based systems, rule-based systems or belief networks, they are unable to follow the algorithm's reasoning when locating a set of solutions in the problem space. During an evolutionary algorithm's execution the user may be able to see the results of the search but the search process itself like is a "black box" to the user. It is the search behaviour of evolutionary algorithms that needs to be understood by the user, in order for evolutionary computation to become more accepted within these communities.
The aim of software visualization is to help people understand and use computer software. Software visualization technology has been applied successfully to illustrate a variety of heuristic search algorithms, programming languages and data structures. This thesis adopts software visualization as an approach for illustrating the search behaviour of evolutionary algorithms.
Genetic Algorithms ("GAs") are used here as a specific case study to illustrate how software visualization may be applied to evolutionary computation. A set of visualization requirements are derived from the findings of a GA user study. A number of search space visualization techniques are examined for illustrating the search behaviour of a GA. "Henson," an extendable framework for developing visualization tools for genetic algorithms is presented. Finally, the application of the Henson framework is illustrated by the development of "Gonzo," a visualization tool designed to enable GA users to explore their algorithm's search behaviour.
The contributions made in this thesis extend into the areas of software visualization, evolutionary computation and the psychology of programming. The GA user study presented here is the first and only known study of the working practices of GA users. The search space visualization techniques proposed here have never been applied in this domain before, and the resulting interactive visualizations provide the GA user with a previously unavailable insight into their algorithm's operation
Human-centred design for maritime technology and organizational change
Context: The shipping industry is undergoing a transitional phase at different levels, including IMOâs e-Navigation initiative, and with this comes the need to use a human-centred design (HCD) approach to avoid accidents linked to automation issues, and to cater for the maintenance of safety and efficiency within this global transport system.Aims: The aim of this thesis is to investigate the value and challenges in HCD practice and how ergonomics/human factors (E/HF) principles can be introduced, as well as what gaps and opportunities exist in current standard operations and technologies in navigation that can potentially be followed upon by future e-Navigation developments, not only from a technological perspective but also regulatory, operational etc.Methods: This thesis derives from the work of six appended articles that mainly utilized a qualitative approach to data collections, including focus groups, interviews and observations, and to data analyses, such as narratives and a grounded theory approach. In total, two design teams and four separate sets of onboard and shore-based operators were consulted for data collection.Results: The results from the appended papers suggest that user involvement in design as well as in rule making and purchasing of new ship equipment was perceived as important for a good work environment, and efficient and safe operations onboard in this safety-critical industry. The results show that design projects are situated experiences that involve complex tasks and resource management, and that require re-iterative adaptations throughout the process. In involving the users and implementing E/HF methods, support from the management is needed and professional E/HF expertise should be a part of the team to help interpret E/HF methods and guide the process to foster continuous knowledge sharing within the team, the organization and with the users from an early stage. When investigating current operations and technologies in navigation, it was evident that gaps exist that can be improved by the redesign of current technologies or the implementation of novel e-Navigation solutions. For example, there is a large number of unintegrated systems and information sources today, and everyday routines and information across geographical areas and communication channels are not unified. Technology concepts and developments towards the e-Navigation principles have been considerably debated, yet there are still gaps that can be filled, and despite e-Navigationâs principle for HCD, the holistic â macro â perspective of the development of these new technologies seems to be under-exploited.Conclusions: Filling the existing gaps with available novel technologies is not enough to guarantee efficiency and safety in the domain, nor to guarantee acceptance. A more systemic perspective is needed, of how the different people and processes in the sea transport system can be affected by the introduction of new technology in terms of how work is performed, of regulations, new training and re-skilling, as well as of preparation for new issues that may arise with increased automation such as workload and cyber-security. This work points at the value and practice of E/HF and systems-driven design, and directs it at change makers and opinion leaders: designers, managers, rule-makers, educators, to consider the human element for safety and efficiency. In this transitional stage, one of the great values of E/HF is to more proactively prepare the shipping industry for the ongoing e-Navigation changes rather than having the industry adapt operations, regulations, training and plan the sustainability of the transport system ad hoc after technology implementation
Augmenting Autobiographical Memory: An Approach Based on Cognitive Psychology
This thesis investigates how an interactive software system can support a person in remembering their past experiences and information related to these experiences. It proposes design recommendations for augmented autobiographical memory systems derived from Cognitive Psychology research into human memory â a perspective missing from prior work. Based on these recommendations, a conceptual design of an augmented autobiographical memory system is developed that aims to support users in retrieving cues and factual information related to experiences as well as in reconstructing those experiences. The retrieval aspects of this design are operationalised in an interactive software system called the Digital Parrot. Three important factors in the design and implementation are the context of an experience, semantic information about items in the system and associations between items. Two user studies evaluated the design and implementation of the Digital Parrot. The first study focused on the system's usability. It showed that the participants could use the Digital Parrot to accurately answer questions about an example memory data set and revealed a number of usability issues in the Digital Parrot's user interface. The second study embodied a novel approach to evaluating systems of this type and tested how an improved version of the Digital Parrot supported the participants in remembering experiences after an extended time period of two years. The study found that the Digital Parrot allowed the participants to answer questions about their own past experiences more completely and more correctly than unaided memory and that it allowed them to answer questions for which the participants' established strategies to counteract memory failures were likely to be unsuccessful. In the studies, associations between items were the most helpful factor for accessing memory-related information. The inclusion of semantic information was found to be promising especially in combination with textual search. Context was used to access information by the participants in both studies less often than expected, which suggests the need for further research. Identifying how to appropriately augment autobiographical memory is an important goal given the increasing volume of information to which users are exposed. This thesis contributes to achievement of this goal by stating the problem in Cognitive Psychology terms and by making design recommendations for augmented autobiographical memory systems. The recommendations are confirmed by the design and implementation of such a system and by empirical evaluations using an evaluation method appropriate for the field
TIDEE: Tidying Up Novel Rooms using Visuo-Semantic Commonsense Priors
We introduce TIDEE, an embodied agent that tidies up a disordered scene based
on learned commonsense object placement and room arrangement priors. TIDEE
explores a home environment, detects objects that are out of their natural
place, infers plausible object contexts for them, localizes such contexts in
the current scene, and repositions the objects. Commonsense priors are encoded
in three modules: i) visuo-semantic detectors that detect out-of-place objects,
ii) an associative neural graph memory of objects and spatial relations that
proposes plausible semantic receptacles and surfaces for object repositions,
and iii) a visual search network that guides the agent's exploration for
efficiently localizing the receptacle-of-interest in the current scene to
reposition the object. We test TIDEE on tidying up disorganized scenes in the
AI2THOR simulation environment. TIDEE carries out the task directly from pixel
and raw depth input without ever having observed the same room beforehand,
relying only on priors learned from a separate set of training houses. Human
evaluations on the resulting room reorganizations show TIDEE outperforms
ablative versions of the model that do not use one or more of the commonsense
priors. On a related room rearrangement benchmark that allows the agent to view
the goal state prior to rearrangement, a simplified version of our model
significantly outperforms a top-performing method by a large margin. Code and
data are available at the project website: https://tidee-agent.github.io/
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