10,630 research outputs found

    Controlled Experimentation in Naturalistic Mobile Settings

    Full text link
    Performing controlled user experiments on small devices in naturalistic mobile settings has always proved to be a difficult undertaking for many Human Factors researchers. Difficulties exist, not least, because mimicking natural small device usage suffers from a lack of unobtrusive data to guide experimental design, and then validate that the experiment is proceeding naturally.Here we use observational data to derive a set of protocols and a simple checklist of validations which can be built into the design of any controlled experiment focused on the user interface of a small device. These, have been used within a series of experimental designs to measure the utility and application of experimental software. The key-point is the validation checks -- based on the observed behaviour of 400 mobile users -- to ratify that a controlled experiment is being perceived as natural by the user. While the design of the experimental route which the user follows is a major factor in the experimental setup, without check validations based on unobtrusive observed data there can be no certainty that an experiment designed to be natural is actually progressing as the design implies.Comment: 12 pages, 3 table

    Is movement better? Comparing sedentary and motion-based game controls for older adults

    Get PDF
    Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults. Copyright held by authors

    Ubiquitous computing: Anytime, anyplace, anywhere?

    Get PDF
    Computers are ubiquitous, in terms that they are everywhere, but does this mean the same as ubiquitous computing? Views are divided. The convergent device (one-does-all) view posits the computer as a tool through which anything, and indeed everything, can be done (Licklider & Taylor, 1968). The divergent device (many-do-all) view, by contrast, offers a world where microprocessors are embedded in everything and communicating with one another (Weiser, 1991). This debate is implicitly present in this issue, with examples of the convergent device in Crook & Barrowcliff's paper and in Gay et al's paper, and examples of the divergent devices in Thomas & Gellersen's paper and Baber's paper. I suspect both streams of technology are likely to co-exist
    • …
    corecore