599 research outputs found
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Investigating familiar interfaces to help older adults learn computer applications more easily
Many older adults wish to gain competence in using a computer, but many application interfaces are perceived as complex and difficult to use, deterring potential users from investing the time to learn them. Hence, this study looks at the potential of ‘familiar’ interface design which builds upon users’ knowledge of real world interactions, and applies existing skills to a new domain. Tools are provided in the form of familiar visual objects, and manipulated like real-world counterparts, rather than with buttons, icons and menus found in classic WIMP interfaces.
This paper describes the formative evaluation of computer interactions that are based upon familiar real world tasks, which supports multitouch interaction, involves few buttons and icons, no menus, no right-clicks or double-clicks and no dialogs. Using an example of an email client to test the principles of using “familiarity”, the initial feedback was very encouraging, with 3 of the 4 participants being able to undertake some of the basic email tasks with no prior training and little or no help. The feedback has informed a number of refinements of the design principles, such as providing clearer affordance for visual objects. A full study is currently underway
Goal Driven Interaction (GDI) vs. Direct Manipulation (MD), an empirical comparison
Interacción'15, September 07-09, 2015, Vilanova i la Geltrú, Spain ACM 978-1-4503-3463-1/15/09. http://dx.doi.org/10.1145/2829875.2829892This paper presents a work in process about Goal Driven Interaction (GDI), a style of interaction intended for inexperienced, infrequent and occasional users, whose main priorities are to use a system and achieve their goals without cost in terms of time or effort. GDI basic philosophy is to guide the user about the "what" to do and the "how" to do it in each moment of the interaction process, without requiring from the user a previous knowledge to use the interface. This interaction style was introduced in previous work, where a description of its characteristics and the most appropriate user interface for it, were described. Those works included a methodology for the analysis and synthesis of the whole interactive process through a language of specification. This paper presents partial results we are collecting in real user testing, with the main aim of comparing GDI with direct manipulation interfaces (MD), nevertheless the most extended and commonly regarded as the most suitable for novice and experienced users.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech
A Conceptual Framework for Motion Based Music Applications
Imaginary projections are the core of the framework for motion
based music applications presented in this paper. Their design depends
on the space covered by the motion tracking device, but also
on the musical feature involved in the application. They can be considered
a very powerful tool because they allow not only to project
in the virtual environment the image of a traditional acoustic instrument,
but also to express any spatially defined abstract concept.
The system pipeline starts from the musical content and, through a
geometrical interpretation, arrives to its projection in the physical
space. Three case studies involving different motion tracking devices
and different musical concepts will be analyzed. The three
examined applications have been programmed and already tested
by the authors. They aim respectively at musical expressive interaction
(Disembodied Voices), tonal music knowledge (Harmonic
Walk) and XX century music composition (Hand Composer)
Natural Virtual Reality User Interface to Define Assembly Sequences for Digital Human Models
Digital human models (DHMs) are virtual representations of human beings. They are used to conduct, among other things, ergonomic assessments in factory layout planning. DHM software tools are challenging in their use and thus require a high amount of training for engineers. In this paper, we present a virtual reality (VR) application that enables engineers to work with DHMs easily. Since VR systems with head-mounted displays (HMDs) are less expensive than CAVE systems, HMDs can be integrated more extensively into the product development process. Our application provides a reality-based interface and allows users to conduct an assembly task in VR and thus to manipulate the virtual scene with their real hands. These manipulations are used as input for the DHM to simulate, on that basis, human ergonomics. Therefore, we introduce a software and hardware architecture, the VATS (virtual action tracking system). This paper furthermore presents the results of a user study in which the VATS was compared to the existing WIMP (Windows, Icons, Menus and Pointer) interface. The results show that the VATS system enables users to conduct tasks in a significantly faster way
Whole body interaction
In this workshop we explore the notation of whole body interaction. We bring together different disciplines to create a new research direction for study of this emerging form of interaction
Investigating user preferences in utilizing a 2D paper or 3D sketch based interface for creating 3D virtual models
Computer modelling of 2D drawings is becoming increasingly popular in modern design as can be witnessed in the shift of modern computer modelling applications from software requiring specialised training to ones targeted for the general consumer market. Despite this, traditional sketching is still prevalent in design, particularly so in the early design stages. Thus, research trends in computer-aided modelling focus on the the development of sketch based interfaces that are as natural as possible. In this report, we present a hybrid sketch based interface which allows the user to make draw sketches using offline as well as online sketching modalities, displaying the 3D models in an immersive setup,
thus linking the object interaction possible through immersive modelling to the flexibility allowed by paper-based sketching. The interface was evaluated in a user study which shows that such a hybrid system can be considered as having pragmatic and hedonic value.peer-reviewe
Towards a theory of augmented place
This short paper is aimed at inspiring dialogue and debate around the theoretical perspectives underpinning research into learning in technology-enhanced augmented places, and the engagement by such learners with blended environments/spaces. The author argues that current theories do not fully model or explain our interactions with technology-enhanced physical environments and that a new theory that combines aspects of these may be required in order to fully understand the way in which we move, interact and learn within such surroundings
Developing downloadable TUIs for online pedagogic activities
The Web has changed how we interact with the World’s information and knowledge. As a result there have been several changes to the education sector, especially in online distance learning. Nevertheless, most of the e-Learning activities struggle to break the GUI paradigm. The HCI community has focused on the use of Tangible User Interfaces (TUI) for pedagogic purposes thus producing some evidence of the potential that embodied cognition might bring to constructivist learning. New education movements such as the Edupunk movement argue for an empowerment of independent learners, following the constructivist perspective where learners have to have a more active role by experimenting and discovering concepts on their own. However, we think that accessing TUI systems via Web can lead to pedagogic activities that break the GUI paradigm in education on the Web. This paper presents a case study: three prototypes of TUIs for online learning and exploration were developed and tested, investigating the usability and engagement provided by this kind of interactive tools. <br/
A reflective characterisation of occasional user
This work revisits established user classifications and aims to characterise a historically unspecified user category, the Occasional User (OU). Three user categories, novice, intermediate and expert, have dominated the work of user interface (UI) designers, researchers and educators for decades. These categories were created to conceptualise user's needs, strategies and goals around the 80s. Since then, UI paradigm shifts, such as direct manipulation and touch, along with other advances in technology, gave new access to people with little computer knowledge. This fact produced a diversification of the existing user categories not observed in the literature review of traditional classification of users. The findings of this work include a new characterisation of the occasional user, distinguished by user's uncertainty of repetitive use of an interface and little knowledge about its functioning. In addition, the specification of the OU, together with principles and recommendations will help UI community to informatively design for users without requiring a prospective use and previous knowledge of the UI. The OU is an essential type of user to apply user-centred design approach to understand the interaction with technology as universal, accessible and transparent for the user, independently of accumulated experience and technological era that users live in
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