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Off-Limits: Interacting Beyond the Boundaries of Large Displays 禁忌:在大型显示器的边界之外进行交互
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858083
Anders Markussen, Sebastian Boring, M. R. Jakobsen, K. Hornbæk
The size of information spaces often exceeds the limits of even the largest displays. This makes navigating such spaces through on-screen interactions demanding. However, if users imagine the information space extending in a plane beyond the display's boundaries, they might be able to use the space beyond the display for input. This paper investigates Off-Limits, an interaction concept extending the input space of a large display into the space beyond the screen through the use of mid-air pointing. We develop and evaluate the concept through three empirical studies in one-dimensional space: First, we explore benefits and limitations of off-screen pointing compared to touch interaction and mid-air on-screen pointing; next, we assess users' accuracy in off-screen pointing to model the distance-to-screen vs. accuracy trade-off; and finally, we show how Off-Limits is further improved by applying that model to the naïve approach. Overall, we found that the final Off-Limits concept provides significant performance benefits over on-screen and touch pointing conditions.
信息空间的大小往往超过最大显示器的限制。这就要求通过屏幕交互来导航这些空间。然而,如果用户想象信息空间在一个平面上延伸到显示器的边界之外,他们可能能够使用显示器之外的空间进行输入。本文研究了Off-Limits,这是一个交互概念,通过使用空中指向将大型显示器的输入空间扩展到屏幕之外的空间。我们在一维空间中通过三个实证研究来发展和评估这一概念:首先,我们探索了与触摸交互和半空中屏幕指向相比,屏幕外指向的优点和局限性;接下来,我们评估用户在屏幕外指向的准确性,以建模到屏幕的距离与准确性之间的权衡;最后,我们将展示如何通过将该模型应用于naïve方法来进一步改进Off-Limits。总的来说,我们发现最终的Off-Limits概念在屏幕上和触控条件下提供了显著的性能优势。
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引用次数: 6
What you Sculpt is What you Get: Modeling Physical Interactive Devices with Clay and 3D Printed Widgets 你所雕刻的就是你所得到的:用粘土和3D打印部件建模物理交互设备
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858493
Michael D. Jones, Kevin Seppi, D. Olsen
We present a method for fabricating prototypes of interactive computing devices from clay sculptures without requiring the designer to be skilled in CAD software. The method creates a "what you sculpt is what you get" process that mimics the "what you see is what you get" processes used in interface design for 2D screens. Our approach uses clay for modeling the basic shape of the device around 3D printed representations, which we call "blanks", of physical interaction widgets such as buttons, sliders, knobs and other electronics. Each blank includes 4 fiducial markers uniquely arranged on a visible surface. After scanning the sculpture, these fiducial marks allow our software to identify widget types and locations in the scanned model. The software then converts the scan into a printable prototype by positioning mounting surfaces, openings for the controls and a splitting plane for assembly. Because the blanks fit in the sculpted shape, they will reliably fit in the interactive prototype. Creating an interactive prototype requires about 30 minutes of human effort for sculpting, and after scanning, involves a single button click to use the process.
我们提出了一种从粘土雕塑制造交互式计算设备原型的方法,而不需要设计师熟练使用CAD软件。该方法创建了一个“你塑造的就是你得到的”过程,模仿了2D屏幕界面设计中使用的“你看到的就是你得到的”过程。我们的方法是使用粘土来模拟设备的基本形状,围绕3D打印表示,我们称之为“空白”,物理交互部件,如按钮,滑块,旋钮和其他电子设备。每个空白包括4个基准标记,唯一地排列在可见表面上。在扫描雕塑后,这些基准标记允许我们的软件识别扫描模型中的部件类型和位置。然后,该软件通过定位安装面、控制开口和用于组装的分割平面,将扫描结果转换为可打印的原型。因为空白符合雕刻的形状,它们将可靠地适合交互原型。创建一个交互式原型需要大约30分钟的人力雕刻,扫描后,涉及到一个按钮点击使用的过程。
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引用次数: 39
"This is how I want to learn": High Functioning Autistic Teens Co-Designing a Serious Game “这就是我想要学习的方式”:高功能自闭症青少年共同设计一款严肃游戏
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858322
Benoît Bossavit, S. Parsons
This paper presents a project that developed a Serious Game with a Natural User Interface, via a Participatory Design approach with two adolescents with High-Functioning Autism (HFA). The project took place in a highly specialized school for young people with Special Educational Needs (SEN). The teenagers were empowered by assigning them specific roles across several sessions. They could express their voice as user, informant, designer and tester. As a result, teachers and young people developed a digital educational game based on their experience as video gamers to improve academic skills in Geography. This paper contributes by describing the sensitive and flexible approach to the design process which promoted stakeholders' participation.
本文介绍了一个项目,通过参与式设计方法,与两名高功能自闭症青少年(HFA)一起开发了一款具有自然用户界面的严肃游戏。该项目在一所专为有特殊教育需要的年轻人开设的高度专业化的学校进行。这些青少年在几次会议中被分配了特定的角色,从而获得了授权。他们可以以用户、信息提供者、设计师和测试者的身份表达自己的声音。因此,教师和年轻人根据他们作为电子游戏玩家的经验开发了一款数字教育游戏,以提高地理方面的学术技能。本文通过描述敏感和灵活的方法来促进利益相关者的参与设计过程。
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引用次数: 23
Evaluation of a Smart-Restorable Backspace Technique to Facilitate Text Entry Error Correction 评估一种智能恢复退格技术,以促进文本输入错误纠正
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858407
A. Arif, Sunjun Kim, W. Stuerzlinger, Geehyuk Lee, Ali Mazalek
We present a new smart-restorable backspace technique to facilitate correction of "overlooked" errors on touchscreen-based tablets. We conducted an empirical study to compare the new backspace technique with the conventional one. Results of the study revealed that the new technique improves the overall text entry performance, both in terms of speed and operations per character, by significantly reducing error correction efforts. In addition, results showed that most users preferred the new technique to the one they use on their tablets, and found it easy to learn and use. Most of them also felt that it improved their overall text entry performance, thus wanted to keep using it.
我们提出了一种新的智能恢复退格技术,以方便在触摸屏平板电脑上纠正“被忽视”的错误。我们进行了一项实证研究,比较了新的退格技术与传统的退格技术。研究结果表明,新技术通过显著减少纠错工作,提高了整体文本输入性能,无论是在速度方面还是在每个字符的操作方面。此外,结果显示,大多数用户更喜欢新技术,而不是他们在平板电脑上使用的技术,并且发现它易于学习和使用。他们中的大多数人还觉得它提高了他们的整体文本输入性能,因此想继续使用它。
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引用次数: 27
Universal Design Ballot Interfaces on Voting Performance and Satisfaction of Voters with and without Vision Loss 通用设计选票界面对有和没有视力障碍的选民的投票表现和满意度
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858567
S. Lee, E. Y. Liu, Ljilja Ruzic, J. Sanford
Voting is a glocalized event across countries, states and municipalities in which individuals of all abilities want to participate. To enable people with disabilities to participate accessible voting is typically implemented by adding assistive technologies to electronic voting machines to accommodate people with disabilities. To overcome the complexities and inequities in this practice, two interfaces, EZ Ballot, which uses a linear yes/no input system for all selections, and QUICK Ballot, which provides random access voting through direct selection, were designed to provide one system for all voters. This paper reports efficacy testing of both interfaces. The study demonstrated that voters with a range of visual abilities were able to use both ballots independently. While non-sighted voters made fewer errors on the linear ballot (EZ Ballot), partially-sighted and sighted voters completed the random access ballot (QUICK Ballot) in less time. In addition, a higher percentage of non-sighted participants preferred the linear ballot, and a higher percentage of sighted participants preferred the random ballot.
投票是一项跨越国家、州和直辖市的全球性活动,所有能力的个人都希望参与其中。为了使残疾人能够参与无障碍投票,通常通过在电子投票机上添加辅助技术来实现,以方便残疾人。为了克服这种做法中的复杂性和不公平,设计了两个界面,EZ Ballot(为所有选择使用线性yes/no输入系统)和QUICK Ballot(通过直接选择提供随机访问投票),为所有选民提供一个系统。本文报道了两个接口的有效性测试。该研究表明,具有一定视觉能力的选民能够独立使用这两种选票。虽然视力不佳的选民在线性投票(EZ ballot)中出错较少,但视力不佳和视力正常的选民在更短的时间内完成了随机访问投票(QUICK ballot)。此外,更高比例的非视力参与者更喜欢线性投票,而更高比例的视力参与者更喜欢随机投票。
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引用次数: 8
Utilizing Employees as Usability Participants: Exploring When and When Not to Leverage Your Coworkers 利用员工作为可用性参与者:探索何时和何时不利用同事
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858047
Joanne Locascio, Rushil Khurana, Yan He, Joseph Kaye
Usability testing is an everyday practice for usability professionals in corporations. But, as in all experimental situations, who you study can be as important as what you study. In this Note we explore a common practice in the corporation: experimenting on the company's employees. While fellow employees can be convenient and avoid issues such as confidentiality, we use two usability studies of mobile and web applications to show that employees spend less time-on-task on competitor websites than non-employees. Non-employees reliably rate competitor websites and apps higher than employees on both usability (on the 10-question SUS scale) and ease of use (on the 1-question SEQ scale). We conclude with recommendations for best practices for usability testing in the corporation.
可用性测试是公司可用性专业人员的日常实践。但是,在所有的实验情况下,你研究的对象和你研究的内容一样重要。在这篇文章中,我们探讨了公司里的一种常见做法:在公司员工身上做实验。虽然同事可以方便和避免问题,如保密,我们使用两个可用性研究移动和网络应用程序表明,员工花在竞争对手的网站上的时间比非员工少。在可用性(10个问题的SUS量表)和易用性(1个问题的SEQ量表)方面,非员工对竞争对手网站和应用程序的评价确实高于员工。最后,我们给出了公司可用性测试的最佳实践建议。
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引用次数: 12
B2B-Swipe: Swipe Gesture for Rectangular Smartwatches from a Bezel to a Bezel b2b滑动:矩形智能手表从一个边框滑动到另一个边框的滑动手势
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858216
Yuki Kubo, B. Shizuki, J. Tanaka
We present B2B-Swipe, a single-finger swipe gesture for a rectangular smartwatch that starts at a bezel and ends at a bezel to enrich input vocabulary. There are 16 possible B2B-Swipes because a rectangular smartwatch has four bezels. Moreover, B2B-Swipe can be implemented with a single-touch screen with no additional hardware. Our study shows that B2B-Swipe can co-exist with Bezel Swipe and Flick, with an error rate of 3.7% under the sighted condition and 8.0% under the eyes-free condition. Furthermore, B2B-Swipe is potentially accurate (i.e., the error rates were 0% and 0.6% under the sighted and eyes-free conditions) if the system uses only B2B-Swipes for touch gestures.
我们提出了B2B-Swipe,这是一种用于矩形智能手表的单指滑动手势,从表圈开始到表圈结束,以丰富输入词汇。有16种可能的b2b滑动,因为长方形的智能手表有四个边框。此外,B2B-Swipe可以通过单触摸屏实现,不需要额外的硬件。我们的研究表明,B2B-Swipe可以与Bezel Swipe和Flick共存,在正常情况下错误率为3.7%,在无眼情况下错误率为8.0%。此外,如果系统只使用B2B-Swipe作为触摸手势,那么B2B-Swipe可能是准确的(即,在视力正常和无眼睛的情况下,错误率分别为0%和0.6%)。
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引用次数: 34
Modeling the Steering Time Difference between Narrowing and Widening Tunnels 隧道变窄与加宽转向时间差模型研究
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858037
Shota Yamanaka, Homei Miyashita
The performance of trajectory-based tasks is modeled by the steering law, which predicts the required time from the index of difficulty (ID). This paper focuses on the fact that the time required to pass through a straight path with linearly-varying width alters depending on the direction of the movement. In this study, an expression for the relationship between the ID of narrowing and widening paths has been developed. This expression can be used to predict the movement time needed to pass through in the opposite direction from only a few data points, after measuring the time needed in the other direction. In the experiment, the times for five IDs were predicted with high precision from the measured time for one ID, thereby illustrating the effectiveness of the proposed method.
基于轨迹的任务性能采用转向律建模,该律根据难度指数(ID)预测所需时间。本文关注的是通过宽度线性变化的直线路径所需的时间随运动方向的变化而变化。在本研究中,我们建立了一个狭窄和拓宽路径ID之间关系的表达式。这个表达式可以在测量另一个方向所需的时间后,仅从几个数据点预测相反方向通过所需的运动时间。在实验中,根据一个ID的测量时间,以较高的精度预测了五个ID的时间,从而说明了所提出方法的有效性。
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引用次数: 21
Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experiences 触觉重定向:被动触觉增强虚拟现实体验的动态重新利用
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858226
Mahdi Azmandian, Mark S. Hancock, Hrvoje Benko, E. Ofek, Andrew D. Wilson
Manipulating a virtual object with appropriate passive haptic cues provides a satisfying sense of presence in virtual reality. However, scaling such experiences to support multiple virtual objects is a challenge as each one needs to be accompanied with a precisely-located haptic proxy object. We propose a solution that overcomes this limitation by hacking human perception. We have created a framework for repurposing passive haptics, called haptic retargeting, that leverages the dominance of vision when our senses conflict. With haptic retargeting, a single physical prop can provide passive haptics for multiple virtual objects. We introduce three approaches for dynamically aligning physical and virtual objects: world manipulation, body manipulation and a hybrid technique which combines both world and body manipulation. Our study results indicate that all our haptic retargeting techniques improve the sense of presence when compared to typical wand-based 3D control of virtual objects. Furthermore, our hybrid haptic retargeting achieved the highest satisfaction and presence scores while limiting the visible side-effects during interaction.
在虚拟现实中,使用适当的被动触觉线索操纵虚拟对象可以提供令人满意的存在感。然而,将这种体验扩展到支持多个虚拟对象是一个挑战,因为每个虚拟对象都需要伴随着精确定位的触觉代理对象。我们提出了一个解决方案,通过破解人类感知来克服这一限制。我们已经创建了一个框架来重新利用被动触觉,称为触觉重定向,当我们的感官冲突时,它利用视觉的主导地位。通过触觉重定向,单个物理道具可以为多个虚拟对象提供被动触觉。我们介绍了三种动态对齐物理和虚拟对象的方法:世界操作、身体操作和结合世界和身体操作的混合技术。我们的研究结果表明,与典型的基于魔杖的虚拟物体3D控制相比,我们所有的触觉重定向技术都提高了存在感。此外,我们的混合触觉重定向获得了最高的满意度和存在分数,同时限制了交互过程中可见的副作用。
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引用次数: 369
Influence of Display Transparency on Background Awareness and Task Performance 显示透明度对背景意识和任务绩效的影响
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858453
David Lindlbauer, Klemen Lilija, Robert Walter, Jörg Müller
It has been argued that transparent displays are beneficial for certain tasks by allowing users to simultaneously see on-screen content as well as the environment behind the display. However, it is yet unclear how much in background awareness users gain and if performance suffers for tasks performed on the transparent display, since users are no longer shielded from distractions. Therefore, we investigate the influence of display transparency on task performance and background awareness in a dual-task scenario. We conducted an experiment comparing transparent displays with conventional displays in different horizontal and vertical configurations. Participants performed an attention-demanding primary task on the display while simultaneously observing the background for target stimuli. Our results show that transparent and horizontal displays increase the ability of participants to observe the background while keeping primary task performance constant.
有人认为,透明显示器对某些任务是有益的,因为它允许用户同时看到屏幕上的内容以及显示器背后的环境。然而,目前还不清楚用户在后台感知上获得了多少,以及在透明显示器上执行任务是否会影响性能,因为用户不再受到干扰。因此,我们研究了双任务场景下显示透明度对任务绩效和背景意识的影响。我们进行了实验,比较透明显示器和传统显示器在不同的水平和垂直配置。参与者在观察目标刺激背景的同时,在显示器上执行注意力要求的主要任务。我们的研究结果表明,透明和水平显示增强了参与者观察背景的能力,同时保持了主要任务的性能不变。
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引用次数: 17
期刊
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
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