Pub Date : 1995-04-01DOI: 10.1080/10447319509526117
D. L. Gardner, L. Mark, M. Dainoff, W. Xu
Modern ergonomic chairs typically have several dimensions that can be adjusted independently of one another. Finding a desirable setting for any one dimension can depend on how other dimensions are set, thereby confronting users with a significant control problem. One design strategy for dealing with this problem has been to link changes in seatpan and backrest angles in some ratio, such that a one‐degree change in seatpan angle is associated with a two‐ or three‐degree change in backrest angle. However, there is no evidence to justify the choice of a particular ratio. This article presents data that addresses this issue. Subjects, performing either an entry or verification task, could adjust the chair to any position. Backrest and seatpan angles were plotted over time and analyzed using both graphical and statistical methods. The resulting scatter plots do not support the industry standard, 1:2 or 1:3 ratio, of changes in seatpan to backrest angles. The possibility of a variable linkage is discussed; how...
{"title":"Considerations for linking seatpan and backrest angles","authors":"D. L. Gardner, L. Mark, M. Dainoff, W. Xu","doi":"10.1080/10447319509526117","DOIUrl":"https://doi.org/10.1080/10447319509526117","url":null,"abstract":"Modern ergonomic chairs typically have several dimensions that can be adjusted independently of one another. Finding a desirable setting for any one dimension can depend on how other dimensions are set, thereby confronting users with a significant control problem. One design strategy for dealing with this problem has been to link changes in seatpan and backrest angles in some ratio, such that a one‐degree change in seatpan angle is associated with a two‐ or three‐degree change in backrest angle. However, there is no evidence to justify the choice of a particular ratio. This article presents data that addresses this issue. Subjects, performing either an entry or verification task, could adjust the chair to any position. Backrest and seatpan angles were plotted over time and analyzed using both graphical and statistical methods. The resulting scatter plots do not support the industry standard, 1:2 or 1:3 ratio, of changes in seatpan to backrest angles. The possibility of a variable linkage is discussed; how...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128370123","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1995-01-11DOI: 10.1080/10447319509526110
James R. Lewis
This article describes recent research in subjective usability measurement at IBM, focused on evaluating the psychometric properties of questionnaires designed for use in scenario‐based usability evaluation. The questionnaires address evaluation at both a global overall system level and at a more detailed scenario level. The primary goals of this article are to (a) discuss the psychometric characteristics of IBM questionnaires that measure user satisfaction with computer system usability, and (b) provide the questionnaires, with administration and scoring instructions. For scenario‐level measurement, the 3‐item After‐Scenario Questionnaire (ASQ) has excellent internal consistency, with coefficient alphas across a set of scenarios ranging from .90 to .96. For more global assessment, the Post‐Study System Usability Questionnaire (PSSUQ) also has excellent internal consistency, with an overall coefficient alpha of .97. Preliminary principal factor analysis of 48 PSSUQ questionnaires suggested the presence of...
{"title":"IBM computer usability satisfaction questionnaires: Psychometric evaluation and instructions for use","authors":"James R. Lewis","doi":"10.1080/10447319509526110","DOIUrl":"https://doi.org/10.1080/10447319509526110","url":null,"abstract":"This article describes recent research in subjective usability measurement at IBM, focused on evaluating the psychometric properties of questionnaires designed for use in scenario‐based usability evaluation. The questionnaires address evaluation at both a global overall system level and at a more detailed scenario level. The primary goals of this article are to (a) discuss the psychometric characteristics of IBM questionnaires that measure user satisfaction with computer system usability, and (b) provide the questionnaires, with administration and scoring instructions. For scenario‐level measurement, the 3‐item After‐Scenario Questionnaire (ASQ) has excellent internal consistency, with coefficient alphas across a set of scenarios ranging from .90 to .96. For more global assessment, the Post‐Study System Usability Questionnaire (PSSUQ) also has excellent internal consistency, with an overall coefficient alpha of .97. Preliminary principal factor analysis of 48 PSSUQ questionnaires suggested the presence of...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126754530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1995-01-11DOI: 10.1080/10447319509526109
M. E. Brown, J. Gallimore
The visual image presented to an engineer using a computer‐aided design (CAD) system influences design activities such as decision making, problem solving, cognizance of complex relationships, and error correction. Because of the three‐dimensional (3‐D) nature of the object being created, an important attribute of the CAD visual interface concerns the various methods of presenting depth on the display's two‐dimensional (2‐D) surface. The objective of this research is to examine the effects of stereopsis on subjects’ ability to (a) accurately transfer to, and retrieve from, long‐term memory spatial information about 3‐D objects; and (b) visualize spatial characteristics in a quick and direct manner. Subjects were instructed to memorize the shape of a 3‐D object presented on a stereoscopic CRT during a study period. Following the study period, a series of static trial stimuli were shown. Each trial stimulus was rotated (relative to the original) about the vertical axis in one of six 36° increments between 0...
{"title":"Visualization of three-dimensional structure during computer-aided design","authors":"M. E. Brown, J. Gallimore","doi":"10.1080/10447319509526109","DOIUrl":"https://doi.org/10.1080/10447319509526109","url":null,"abstract":"The visual image presented to an engineer using a computer‐aided design (CAD) system influences design activities such as decision making, problem solving, cognizance of complex relationships, and error correction. Because of the three‐dimensional (3‐D) nature of the object being created, an important attribute of the CAD visual interface concerns the various methods of presenting depth on the display's two‐dimensional (2‐D) surface. The objective of this research is to examine the effects of stereopsis on subjects’ ability to (a) accurately transfer to, and retrieve from, long‐term memory spatial information about 3‐D objects; and (b) visualize spatial characteristics in a quick and direct manner. Subjects were instructed to memorize the shape of a 3‐D object presented on a stereoscopic CRT during a study period. Following the study period, a series of static trial stimuli were shown. Each trial stimulus was rotated (relative to the original) about the vertical axis in one of six 36° increments between 0...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124650070","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1995-01-11DOI: 10.1080/10447319509526108
T. Galinsky, L. Schleifer, C. Pan
This study examined performance effects of using electronic performance monitoring (EPM) and feedback to induce compliance with speed and accuracy standards in a data entry task. The study focused on subjects who had difficulty meeting a preestablished data entry speed standard. Subjects performed a data‐entry task for 3 days. On the 1st (baseline) day, no performance standards were imposed, and all subjects were instructed to work at their normal speed and accuracy levels. For the 2nd and 3rd days of the experiment, subjects were assigned at random to one of two groups. In an experimental group, EPM and feedback were used to induce compliance with preestablished speed and accuracy standards. In a control group, subjects were unaware of EPM and received no feedback; they were instructed to continue working at their normal speed and accuracy levels. The introduction of EPM work management in the experimental group led to significant increases in data‐entry speed that were accompanied by significant increas...
{"title":"The influence of performance standards and feedback on speed and accuracy in an electronically monitored data-entry task","authors":"T. Galinsky, L. Schleifer, C. Pan","doi":"10.1080/10447319509526108","DOIUrl":"https://doi.org/10.1080/10447319509526108","url":null,"abstract":"This study examined performance effects of using electronic performance monitoring (EPM) and feedback to induce compliance with speed and accuracy standards in a data entry task. The study focused on subjects who had difficulty meeting a preestablished data entry speed standard. Subjects performed a data‐entry task for 3 days. On the 1st (baseline) day, no performance standards were imposed, and all subjects were instructed to work at their normal speed and accuracy levels. For the 2nd and 3rd days of the experiment, subjects were assigned at random to one of two groups. In an experimental group, EPM and feedback were used to induce compliance with preestablished speed and accuracy standards. In a control group, subjects were unaware of EPM and received no feedback; they were instructed to continue working at their normal speed and accuracy levels. The introduction of EPM work management in the experimental group led to significant increases in data‐entry speed that were accompanied by significant increas...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"289 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121019632","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1995-01-11DOI: 10.1080/10447319509526107
M. Göbel, H. Luczak, J. Springer, Volkmar Hedicke, M. Rötting
Most computer systems use a mouse as the input device for menu selection, pointing, and manipulation of screen objects. The user can get visual information from the screen only about the position of the mouse and the action that was initiated. In contrast, during the manipulation of real objects, the visual channel is only responsible for giving broader information about the action, whereas the motoric action itself is predominantly controlled by tactile information fed by interoceptive and exteroceptive sensory signals. Consequently, working with a standard computer mouse requires concentration primarily on the visual system, leading to strain reactions. Furthermore, human motor action is slower when only visual sense is used and tactile sense is ignored. In respect to this situation, it is proposed that a computer mouse be enhanced with additional tactile feedback to approximate more closely real object handling, thereby reducing strain reactions. To test this hypothesis, a standard computer mouse was e...
{"title":"Tactile feedback applied to computer mice","authors":"M. Göbel, H. Luczak, J. Springer, Volkmar Hedicke, M. Rötting","doi":"10.1080/10447319509526107","DOIUrl":"https://doi.org/10.1080/10447319509526107","url":null,"abstract":"Most computer systems use a mouse as the input device for menu selection, pointing, and manipulation of screen objects. The user can get visual information from the screen only about the position of the mouse and the action that was initiated. In contrast, during the manipulation of real objects, the visual channel is only responsible for giving broader information about the action, whereas the motoric action itself is predominantly controlled by tactile information fed by interoceptive and exteroceptive sensory signals. Consequently, working with a standard computer mouse requires concentration primarily on the visual system, leading to strain reactions. Furthermore, human motor action is slower when only visual sense is used and tactile sense is ignored. In respect to this situation, it is proposed that a computer mouse be enhanced with additional tactile feedback to approximate more closely real object handling, thereby reducing strain reactions. To test this hypothesis, a standard computer mouse was e...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132681412","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1995-01-11DOI: 10.1080/10447319509526111
Y. Leung, R. Spence, M. Apperley
Presentation techniques for topological networks can be broadly classified as distortion‐oriented and nondistortion‐oriented. Although there has been a growing interest in applying various distortion‐oriented techniques, the application of an earlier example, the bifocal display, has so far been underexploited. This article describes a number of human‐computer interface techniques potentially relevant to the presentation and navigation of topological networks associated with transport systems, and describes a preliminary experimental study of a number of techniques for presenting the London Underground map as part of a real‐time information system for travelers.
{"title":"Applying bifocal displays to topological maps","authors":"Y. Leung, R. Spence, M. Apperley","doi":"10.1080/10447319509526111","DOIUrl":"https://doi.org/10.1080/10447319509526111","url":null,"abstract":"Presentation techniques for topological networks can be broadly classified as distortion‐oriented and nondistortion‐oriented. Although there has been a growing interest in applying various distortion‐oriented techniques, the application of an earlier example, the bifocal display, has so far been underexploited. This article describes a number of human‐computer interface techniques potentially relevant to the presentation and navigation of topological networks associated with transport systems, and describes a preliminary experimental study of a number of techniques for presenting the London Underground map as part of a real‐time information system for travelers.","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"129 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132982843","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1994-10-01DOI: 10.1080/10447319409526102
Ralph D. Korthauer, R. Koubek
In an effort to reduce navigation difficulties, recent research suggests that user characteristics need to be considered when designing a hypertext document. This study evaluated the effects of an individual's cognitive characteristics in conjunction with the nature of the hypertext task. Subjects of varying levels of knowledge and cognitive style, specifically field independence/field dependence, utilized a hypertext document to answer explicitly and inherently structured questions. Among other findings, experienced field‐dependent subjects’ performance was less than that of experienced field‐independent subjects’, specifically when explicit structure was provided. The results suggest that the existing knowledge structure of experienced field‐dependent subjects may conflict with explicitly structured hypertext. Implications for the appropriate design of hypertext systems are discussed.
{"title":"An empirical evaluation of knowledge, cognitive style, and structure upon the performance of a hypertext task","authors":"Ralph D. Korthauer, R. Koubek","doi":"10.1080/10447319409526102","DOIUrl":"https://doi.org/10.1080/10447319409526102","url":null,"abstract":"In an effort to reduce navigation difficulties, recent research suggests that user characteristics need to be considered when designing a hypertext document. This study evaluated the effects of an individual's cognitive characteristics in conjunction with the nature of the hypertext task. Subjects of varying levels of knowledge and cognitive style, specifically field independence/field dependence, utilized a hypertext document to answer explicitly and inherently structured questions. Among other findings, experienced field‐dependent subjects’ performance was less than that of experienced field‐independent subjects’, specifically when explicit structure was provided. The results suggest that the existing knowledge structure of experienced field‐dependent subjects may conflict with explicitly structured hypertext. Implications for the appropriate design of hypertext systems are discussed.","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116965577","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1994-10-01DOI: 10.1080/10447319409526103
M. Bordegoni
User interfaces of current 3D and virtual reality environments require highly interactive input/output (I/O) techniques and appropriate input devices, providing users with natural and intuitive ways of interacting. This paper presents an interaction model, some techniques, and some ways of using novel input devices for 3D user interfaces. The interaction model is based on a tool‐object syntax, where the interaction structure syntactically simulates an action sequence typical of a human's everyday life: One picks up a tool and then uses it on an object. Instead of using a conventional mouse, actions are input through two novel input devices, a hand‐ and a force‐input device. The devices can be used simultaneously or in sequence, and the information they convey can be processed in a combined or in an independent way by the system. The use of a hand‐input device allows the recognition of static poses and dynamic gestures performed by a user's hand. Hand gestures are used for selecting, or acting as, tools an...
{"title":"Parallel use of hand gestures and force-input device for interacting with 3d and virtual reality environments","authors":"M. Bordegoni","doi":"10.1080/10447319409526103","DOIUrl":"https://doi.org/10.1080/10447319409526103","url":null,"abstract":"User interfaces of current 3D and virtual reality environments require highly interactive input/output (I/O) techniques and appropriate input devices, providing users with natural and intuitive ways of interacting. This paper presents an interaction model, some techniques, and some ways of using novel input devices for 3D user interfaces. The interaction model is based on a tool‐object syntax, where the interaction structure syntactically simulates an action sequence typical of a human's everyday life: One picks up a tool and then uses it on an object. Instead of using a conventional mouse, actions are input through two novel input devices, a hand‐ and a force‐input device. The devices can be used simultaneously or in sequence, and the information they convey can be processed in a combined or in an independent way by the system. The use of a hand‐input device allows the recognition of static poses and dynamic gestures performed by a user's hand. Hand gestures are used for selecting, or acting as, tools an...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127402047","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1994-10-01DOI: 10.1080/10447319409526101
Tanja Dormann, M. Frese
A study of 30 psychology students replicated and extended the findings of Frese et al. (1991) on the superiority of error training, a procedure in which trainees are exposed to many errors. The hypothesis was that error training would lead to exploration and this would increase performance. The error training group performed better than the group that received training in which they were not allowed to make any errors. Students in both the error training and the error avoidant groups performed better if they explored. Exploration was done in contrast to the instruction in the error avoidant group. The data suggest that it is necessary to look into the question of whether errors instigate exploration.
{"title":"Error training: Replication and the function of exploratory behavior","authors":"Tanja Dormann, M. Frese","doi":"10.1080/10447319409526101","DOIUrl":"https://doi.org/10.1080/10447319409526101","url":null,"abstract":"A study of 30 psychology students replicated and extended the findings of Frese et al. (1991) on the superiority of error training, a procedure in which trainees are exposed to many errors. The hypothesis was that error training would lead to exploration and this would increase performance. The error training group performed better than the group that received training in which they were not allowed to make any errors. Students in both the error training and the error avoidant groups performed better if they explored. Exploration was done in contrast to the instruction in the error avoidant group. The data suggest that it is necessary to look into the question of whether errors instigate exploration.","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129461583","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1994-10-01DOI: 10.1080/10447319409526104
Joseph K. Tan
This report discusses the findings from three related experiments on the effects of information volume in graph‐task fit anchoring frameworks reported in the literature. Information volume is operationally defined as the size of a data matrix (SDM), that is, the total number of points in a graphical display. The anchoring frameworks specify that an extraction task has high or low x‐value anchoring depending on whether or not the x‐component is represented in the question (as a given or unknown value). A total within‐subject repeated measure experimental design was used to test the effects of SDM on speed and accuracy of data extraction. These experiments also integrated different frameworks to relate the information‐volume effects. Results indicated that increased SDM adversely affected only data extraction time, not accuracy. A significant graph format by information volume interaction was observed; and training did reduce perceived information complexity, especially for high data volume displays. Also, ...
{"title":"Human processing of two-dimensional graphics: Information-volume concepts and effects in graph-task fit anchoring frameworks","authors":"Joseph K. Tan","doi":"10.1080/10447319409526104","DOIUrl":"https://doi.org/10.1080/10447319409526104","url":null,"abstract":"This report discusses the findings from three related experiments on the effects of information volume in graph‐task fit anchoring frameworks reported in the literature. Information volume is operationally defined as the size of a data matrix (SDM), that is, the total number of points in a graphical display. The anchoring frameworks specify that an extraction task has high or low x‐value anchoring depending on whether or not the x‐component is represented in the question (as a given or unknown value). A total within‐subject repeated measure experimental design was used to test the effects of SDM on speed and accuracy of data extraction. These experiments also integrated different frameworks to relate the information‐volume effects. Results indicated that increased SDM adversely affected only data extraction time, not accuracy. A significant graph format by information volume interaction was observed; and training did reduce perceived information complexity, especially for high data volume displays. Also, ...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134007873","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}