6 research outputs found

    Measuring Cognitive Conflict in Virtual Reality with Feedback-Related Negativity

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    As virtual reality (VR) emerges as a mainstream platform, designers have started to experiment new interaction techniques to enhance the user experience. This is a challenging task because designers not only strive to provide designs with good performance but also carefully ensure not to disrupt users' immersive experience. There is a dire need for a new evaluation tool that extends beyond traditional quantitative measurements to assist designers in the design process. We propose an EEG-based experiment framework that evaluates interaction techniques in VR by measuring intentionally elicited cognitive conflict. Through the analysis of the feedback-related negativity (FRN) as well as other quantitative measurements, this framework allows designers to evaluate the effect of the variables of interest. We studied the framework by applying it to the fundamental task of 3D object selection using direct 3D input, i.e. tracked hand in VR. The cognitive conflict is intentionally elicited by manipulating the selection radius of the target object. Our first behavior experiment validated the framework in line with the findings of conflict-induced behavior adjustments like those reported in other classical psychology experiment paradigms. Our second EEG-based experiment examines the effect of the appearance of virtual hands. We found that the amplitude of FRN correlates with the level of realism of the virtual hands, which concurs with the Uncanny Valley theory

    Shortlinks and tiny keyboards: a systematic exploration of design trade-offs in link shortening services

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    Link-shortening services save space and make the manual entry of URLs less onerous. Short links are often included on printed materials so that people using mobile devices can quickly enter URLs. Although mobile transcription is a common use-case, link-shortening services generate output that is poorly suited to entry on mobile devices: links often contain numbers and capital letters that require time consuming mode switches on touch screen keyboards. With the aid of computational modeling, we identified problems with the output of a link-shortening service, bit.ly. Based on the results of this modeling, we hypothesized that longer links that are optimized for input on mobile keyboards would improve link entry speeds compared to shorter links that required keyboard mode switches. We conducted a human performance study that confirmed this hypothesis. Finally, we applied our method to a selection of different non-word mobile data-entry tasks. This work illustrates the need for service design to fit the constraints of the devices people use to consume services

    Monotasking or multitasking:designing for crowdworkers’ preferences

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    Crowdworkers receive no formal training for managing their tasks, time or working environment. To develop tools that support such workers, an understanding of their preferences and the constraints they are under is essential. We asked 317 experienced Amazon Mechanical Turk workers about factors that influence their task and time management. We found that a large number of the crowdworkers score highly on a measure of polychronicity; this means that they pre- fer to frequently switch tasks and happily accommodate regular work and non-work interruptions. While a prefer- ence for polychronicity might equip people well to deal with the structural demands of crowdworking platforms, we also know that multitasking negatively affects workers’ produc- tivity. This puts crowdworkers’ working preferences into conflict with the desire of requesters to maximize workers’ productivity. Combining the findings of prior research with the new knowledge obtained from our participants, we enu- merate practical design options that could enable workers, requesters and platform developers to make adjustments that would improve crowdworkers’ experiences
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