Evaluating gesture user interfaces: Quantitative measures, qualitative scales, and method

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS International Journal of Human-Computer Studies Pub Date : 2024-02-10 DOI:10.1016/j.ijhcs.2024.103242
Quentin Sellier , Arthur Sluÿters , Jean Vanderdonckt , Ingrid Poncin
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Abstract

Although many methods currently exist to evaluate a user interface, they have been mainly developed and applied for graphical and vocal user interfaces, leaving aside other modalities such as gesture interaction. As a consequence, the evaluation of the global quality of a gesture user interface most often resorts to these methods, which take little or no explicit and specific account of the gesture modality or which adapt existing methods in a way that jeopardizes their validity. To remedy this situation, this paper introduces, defines, and justifies a method for evaluating explicitly and specifically a gesture user interface based on a conceptual model that consists of: (1) six quantitative measures covering user and system aspects, such as gesture thinking time and recognition rate; (2) three new qualitative scales, i.e., discoverability, learnability, and social acceptability, combined with seven scales in a gesture evaluation scheme, which is formally based on four measures, i.e., subscale score, subscale importance, scale mean score and scale mean importance; (3) a debriefing interview to cross-analyze the results of the quantitative measures and qualitative scales. This method also includes the use of multiple sessions to take into account short and long-term memory, as well as discoverability, and integrates tests specific to each gesture, as well as concrete use cases. For validation and illustration purposes, this method is applied to a gesture user interface serving as a case study. The results are then analyzed, starting with classic methods and gradually adding the particularities of our method to highlight its added value. Based on this experiment, we suggest some implications for evaluating gesture interfaces and for incorporating these scales into UEQ+, a modular user interface evaluation method.

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评估手势用户界面:定量测量、定性量表和方法
尽管目前有许多评估用户界面的方法,但这些方法主要是针对图形和语音用户界面开发和应用的,而忽略了手势交互等其他模式。因此,对手势用户界面整体质量的评估往往只能依赖于这些方法,而这些方法很少或根本没有明确、具体地考虑到手势模式,或者对现有方法进行了调整,从而损害了这些方法的有效性。为了纠正这种情况,本文介绍、定义并论证了一种基于概念模型的方法,用于明确而具体地评估手势用户界面:(1) 六个定量指标,涵盖用户和系统方面,如手势思考时间和识别率;(2) 三个新的定性量表,即可发现性、可学习性和社会可接受性,结合手势评估方案中的七个量表,正式基于四个指标,即子量表得分、子量表重要性、量表平均得分和量表平均重要性;(3) 一个汇报访谈,交叉分析定量指标和定性量表的结果。这种方法还包括使用多个环节,以考虑到短期和长期记忆以及可发现性,并整合了针对每种手势的测试以及具体的使用案例。为了进行验证和说明,我们将此方法应用于作为案例研究的手势用户界面。然后对结果进行分析,从经典方法开始,逐步加入我们方法的特殊性,以突出其附加值。在此实验的基础上,我们提出了评估手势界面以及将这些量表纳入模块化用户界面评估方法 UEQ+ 的一些建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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