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A Predictive Fingerstroke-Level Model for Smartwatch Interaction 智能手表交互的预测手指触控级模型
IF 2.5 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2018-07-02 DOI: 10.3390/MTI2030038
Shiroq Al-Megren
The keystroke-level model (KLM) is commonly used to predict the time it will take an expert user to accomplish a task without errors when using an interactive system. The KLM was initially intended to predict interactions in conventional set-ups, i.e., mouse and keyboard interactions. However, it has since been adapted to predict interactions with smartphones, in-vehicle information systems, and natural user interfaces. The simplicity of the KLM and its extensions, along with their resource- and time-saving capabilities, has driven their adoption. In recent years, the popularity of smartwatches has grown, introducing new design challenges due to the small touch screens and bimanual interactions involved, which make current extensions to the KLM unsuitable for modelling smartwatches. Therefore, it is necessary to study these interfaces and interactions. This paper reports on three studies performed to modify the original KLM and its extensions for smartwatch interaction. First, an observational study was conducted to characterise smartwatch interactions. Second, the unit times for the observed interactions were derived through another study, in which the times required to perform the relevant physical actions were measured. Finally, a third study was carried out to validate the model for interactions with the Apple Watch and Samsung Gear S3. The results show that the new model can accurately predict the performance of smartwatch users with a percentage error of 12.07%; a value that falls below the acceptable percentage dictated by the original KLM ~21%.
在使用交互式系统时,通常使用击键级别模型(KLM)来预测专家用户在没有错误的情况下完成任务所需的时间。KLM最初旨在预测传统设置中的交互,即鼠标和键盘的交互。然而,它已经被用于预测与智能手机、车载信息系统和自然用户界面的交互。KLM及其扩展的简单性,以及它们节省资源和时间的功能,推动了它们的采用。近年来,智能手表越来越受欢迎,由于小型触摸屏和涉及的手动交互,引入了新的设计挑战,这使得目前对KLM的扩展不适合建模智能手表。因此,有必要对这些接口和交互进行研究。本文报告了三项研究,以修改原始KLM及其扩展的智能手表交互。首先,进行了一项观察性研究,以表征智能手表的互动。其次,观察到的相互作用的单位时间是通过另一项研究得出的,其中测量了执行相关物理动作所需的时间。最后,进行了第三项研究,以验证该模型与Apple Watch和Samsung Gear S3的交互。结果表明,新模型能够准确预测智能手表用户的行为,误差百分比为12.07%;低于原KLM规定的可接受百分比~21%的值。
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引用次数: 11
Documenting the Elusive and Ephemeral in Embodied Design Ideation Activities 在具身设计创意活动中记录难以捉摸的和短暂的
IF 2.5 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2018-06-24 DOI: 10.3390/mti2030035
Laia Turmo Vidal, Elena Márquez Segura
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引用次数: 7
A Comparative Study of Skeuomorphic and Flat Design from a UX Perspective 用户体验视角下拟物化与扁平化设计的比较研究
IF 2.5 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2018-06-04 DOI: 10.3390/MTI2020031
Konstantinos Spiliotopoulos, Maria Rigou, S. Sirmakessis
A key factor influencing the effectiveness of a user interface is the usability resulting from its design, and the overall experience generated while using it, through any kind of device. The two main design trends that prevail in the field of user interface design is skeuomorphism and flat design. Skeuomorphism was used in UI design long before flat design and it is built upon the notion of metaphors and affordances. Flat design is the main design trend used in most UIs today and, unlike skeuomorphic design, it is considered as a way to explore the digital medium without trying to reproduce the appearance of the physical world. This paper investigates how users perceive the two design approaches at the level of icon design (in terms of icon recognizability, recall and effectiveness) based on series of experiments and on data collected via a Tobii eye tracker. Moreover, the paper poses the question whether users perceive an overall flat design as more aesthetically attractive or more usable than a skeuomorphic equivalent. All tested hypotheses regarding potential effect of design approach on icon recognizability, task completion time, or number of errors were rejected but users perceived flat design as more usable. The last issue considered was how users respond to functionally equivalent flat and skeuomorphic variations of websites when given specific tasks to execute. Most tested hypotheses that website design affects task completion durations, user expected and experienced difficulty, or SUS (System Usability Scale) and meCUE questionnaires scores were rejected but there was a correlation between skeuomorphic design and increased experienced difficulty, as well as design type and SUS scores but not in both websites examined.
影响用户界面有效性的一个关键因素是其设计产生的可用性,以及通过任何设备使用它时产生的整体体验。在用户界面设计领域流行的两个主要设计趋势是拟物化设计和扁平化设计。在扁平化设计之前,拟物化设计就被用于UI设计中,它建立在隐喻和启示的概念之上。扁平化设计是当今大多数ui使用的主要设计趋势,与拟物化设计不同,扁平化设计被认为是一种探索数字媒体而不试图再现物理世界外观的方式。本文通过一系列实验和通过Tobii眼动仪收集的数据,研究了用户在图标设计层面(从图标的可识别性、召回性和有效性方面)对这两种设计方法的感知。此外,本文还提出了一个问题,即用户是否认为整体平面设计比拟物化设计更具美学吸引力或更可用。所有关于设计方法对图标可识别性、任务完成时间或错误数量的潜在影响的测试假设都被拒绝,但用户认为扁平化设计更有用。最后一个考虑的问题是,当给定特定的任务要执行时,用户如何响应功能相同的扁平和拟物化的网站变化。大多数被测试的假设,即网站设计影响任务完成时间,用户期望和体验的难度,或SUS(系统可用性量表)和meCUE问卷得分被拒绝,但拟物化设计与体验难度增加,以及设计类型和SUS得分之间存在相关性,但在两个网站都没有。
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引用次数: 32
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Multimodal Technologies and Interaction
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