65 research outputs found

    Espace et Ă©chelle du mouvement : la loi de Fitts dans le monde physique et dans les mondes Ă©lectroniques

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    Nous avons conçu et mis en oeuvre une approche nouvelle du paradigme classique du pointage faisant jouer un rĂŽle central Ă  la variable d’échelle. Nous utilisons le diagramme espace-Ă©chelle introduit par Furnas et Bederson (1995) dans le champ de l’interaction homme-machine (IHM). FondĂ© sur une gĂ©omĂ©trie inĂ©dite, ce type de reprĂ©sentation permet de visualiser les variations d’échelle en mĂȘme temps que les dĂ©placements dans l’espace, ce qui nous a permis d’analyser la cinĂ©matique de la navigation au sein des mondes Ă©lectroniques multi-Ă©chelle (ou zoomables). Les travaux rapportĂ©s dans ce document se dĂ©veloppent autour de la frontiĂšre qui sĂ©pare le monde rĂ©el et les mondes d’information. Le monde rĂ©el dans lequel s’inscrivent normalement nos mouvements est typiquement dynamique : il met en jeu la masse, la longueur et le temps. En revanche, les mondes d’information auxquels les humains sont exposĂ©s depuis Ă  peine deux dĂ©cennies sont d’essence purement cinĂ©matique, en ce sens qu’ils ignorent typiquement la masse, et donc les contraintes de force, d’énergie et de puissance. C’est la nature cinĂ©matique des mondes d’information qui explique que leurs contenus soient indĂ©finiment rescalables, propriĂ©tĂ© dont les objets du monde physique ne jouissent que dans une Ă©troite mesure, comme on le sait depuis GalilĂ©e

    Context-Aware Adaptation of Service Front-Ends

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    The design and evaluation of a sonically enhanced tool palette

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    This paper describes an experiment to investigate the effectiveness of adding sound to tool palettes. Palettes have usability problems because users need to see the information they present, but they are often outside the area of visual focus. We used nonspeech sounds called earcons to indicate the current tool and when tool changes occurred so that users could tell what tool they were in wherever they were looking. Results showed a significant reduction in the number of tasks performed with the wrong tool. Therefore, users knew what the current tool was and did not try to perform tasks with the wrong one. All of this was not at the expense of making the tool palettes any more annoying to use

    Playing fast and loose with music recognition

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    We report lessons from iteratively developing a music recognition system to enable a wide range of musicians to embed musical codes into their typical performance practice. The musician composes fragments of music that can be played back with varying levels of embellishment, disguise and looseness to trigger digital interactions. We collaborated with twenty-three musicians, spanning professionals to amateurs and working with a variety of instruments. We chart the rapid evolution of the system to meet their needs as they strove to integrate music recognition technology into their performance practice, introducing multiple features to enable them to trade-off reliability with musical expression. Collectively, these support the idea of deliberately introducing ‘looseness’ into interactive systems by addressing the three key challenges of control, feedback and attunement, and highlight the potential role for written notations in other recognition-based systems

    What influences the speed of prototyping? An empirical investigation of twenty software startups

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    It is essential for startups to quickly experiment business ideas by building tangible prototypes and collecting user feedback on them. As prototyping is an inevitable part of learning for early stage software startups, how fast startups can learn depends on how fast they can prototype. Despite of the importance, there is a lack of research about prototyping in software startups. In this study, we aimed at understanding what are factors influencing different types of prototyping activities. We conducted a multiple case study on twenty European software startups. The results are two folds, firstly we propose a prototype-centric learning model in early stage software startups. Secondly, we identify factors occur as barriers but also facilitators for prototyping in early stage software startups. The factors are grouped into (1) artifacts, (2) team competence, (3) collaboration, (4) customer and (5) process dimensions. To speed up a startups progress at the early stage, it is important to incorporate the learning objective into a well-defined collaborative approach of prototypingComment: This is the author's version of the work. Copyright owner's version can be accessed at doi.org/10.1007/978-3-319-57633-6_2, XP2017, Cologne, German

    Sonically-enhanced widgets: comments on Brewster and Clarke, ICAD 1997

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    This paper presents a review of the research surrounding the paper “The Design and Evaluation of a Sonically Enhanced Tool Palette” by Brewster and Clarke from ICAD 1997. A historical perspective is given followed by a discussion of how this work has fed into current developments in the area

    Wearable Haptic Devices for Gait Re-education by Rhythmic Haptic Cueing

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    This research explores the development and evaluation of wearable haptic devices for gait sensing and rhythmic haptic cueing in the context of gait re-education for people with neurological and neurodegenerative conditions. Many people with long-term neurological and neurodegenerative conditions such as Stroke, Brain Injury, Multiple Sclerosis or Parkinson’s disease suffer from impaired walking gait pattern. Gait improvement can lead to better fluidity in walking, improved health outcomes, greater independence, and enhanced quality of life. Existing lab-based studies with wearable devices have shown that rhythmic haptic cueing can cause immediate improvements to gait features such as temporal symmetry, stride length, and walking speed. However, current wearable systems are unsuitable for self-managed use for in-the-wild applications with people having such conditions. This work aims to investigate the research question of how wearable haptic devices can help in long-term gait re-education using rhythmic haptic cueing. A longitudinal pilot study has been conducted with a brain trauma survivor, providing rhythmic haptic cueing using a wearable haptic device as a therapeutic intervention for a two-week period. Preliminary results comparing pre and post-intervention gait measurements have shown improvements in walking speed, temporal asymmetry, and stride length. The pilot study has raised an array of issues that require further study. This work aims to develop and evaluate prototype systems through an iterative design process to make possible the self-managed use of such devices in-the-wild. These systems will directly provide therapeutic intervention for gait re-education, offer enhanced information for therapists, remotely monitor dosage adherence and inform treatment and prognoses over the long-term. This research will evaluate the use of technology from the perspective of multiple stakeholders, including clinicians, carers and patients. This work has the potential to impact clinical practice nationwide and worldwide in neuro-physiotherapy

    Conception participative et Ă©valuation d'un serious game pour les enfants asthmatiques

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    International audienceThe study described in this paper highlighted the participatory design process (PD) in the context of asthma e-learning. First, we described global process to design this tool named KidBreath. Second, we evaluated in two Year 4 classes its efficacy in a motivation way, usability, disease knowledge and interests of children by their system. Results showed, in acceptance with behaviors, high level of intrinsic motivation when using KidBreath, usability and enjoyment of edutainment activities. This pilot study tends to confirm to continue with this approach with asthma kids at home.L'Ă©tude dĂ©crite dans cet article met en exergue l'intĂ©rĂȘt d'une approche de conception participative (CP) dans le cadre d'un apprentissage en ligne sur l'asthme pour les enfants. AprĂšs avoir dĂ©crit l'ensemble de la dĂ©marche pour la conception de cet e-learning nommĂ© KidBreath, nous Ă©valuons dans 2 classes de CE2 son efficacitĂ© au niveau motivationnel, utilisabilitĂ©, connaissance sur la maladie et Ă©mergence de l'intĂ©rĂȘt que les enfants y portent Ă  travers la curiositĂ© qui en Ă©merge. Les rĂ©sultats, probants aux comportements observĂ©s, montrent un haut niveau de motivation intrinsĂšque pour utiliser l'outil, un fort taux d'utilisabilitĂ© et une grande satisfaction des activitĂ©s ludo-Ă©ducatives. Cette Ă©tude pilote nous confirme de continuer dans cette approche en testant le systĂšme notamment auprĂšs des enfants asthmatiques sur du moyen terme

    Data Work in a Knowledge-Broker Organization: How Cross-Organizational Data Maintenance shapes Human Data Interactions.

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