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Effects of context-sensitive distraction warnings on drivers’ smartphone use and acceptance: A long-term naturalistic field study 情境敏感型分心警告对驾驶员使用和接受智能手机的影响:一项长期自然实地研究
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-02-20 DOI: 10.1016/j.ijhcs.2024.103247
Tuomo Kujala , Hilkka Grahn , Jakke Mäkelä , Johanna Silvennoinen , Timo Tokkonen

Driver distraction by smartphone use is a major contributor in traffic accidents. Context-sensitive driver (in)attention monitoring and warning systems might mitigate the associated risks. However, few naturalistic studies are yet available on the effects of such systems. In this paper, utility of context-sensitivity in inattention monitoring was studied by a smartphone-based context-sensitive distraction warning system. The warnings were based on driver's phone use and the attentional demands of the upcoming traffic environment. The system's effects on 26 heavy smartphone users’ phone usage and acceptance were analyzed after a within-subject naturalistic study with 12 weeks of control (warnings off) and 12 weeks of interventions (warnings on). The system decreased odds that the drivers would touch their smartphones in reminder areas that were defined a priori as high demanding for attention. Against expectations, the system had no effect in urban road environments. The drivers reported that they had paid more attention to traffic because of the system and that the warnings were acceptable and useful, even if annoying. Similar systems’ safety effects should be further studied. No eye-tracking or driving performance measures were collected and thereby it is questionable if there was a true positive effect on participants’ attention. However, the findings suggest that (in)attention warning systems might benefit from adaptation of the warnings to the upcoming driving demands. The findings can be utilized for the development of proactive and context-sensitive (in)attention monitoring and distraction mitigation systems.

驾驶员因使用智能手机而分心是造成交通事故的主要原因。对情境敏感的驾驶员(注意力不集中)监测和警告系统可能会降低相关风险。然而,有关此类系统效果的自然研究还很少。本文通过一个基于智能手机的情境敏感分心警告系统,研究了情境敏感在注意力监测中的实用性。警告基于驾驶员的手机使用情况和即将到来的交通环境对注意力的要求。在进行了为期 12 周的对照(关闭警告)和 12 周的干预(开启警告)的主体内自然研究后,分析了该系统对 26 名重度智能手机用户的手机使用和接受程度的影响。该系统降低了驾驶员在预先定义为需要高度关注的提醒区域触摸智能手机的几率。与预期相反,该系统在城市道路环境中没有任何效果。驾驶员表示,由于使用了该系统,他们更加注意交通情况,而且警告即使令人讨厌,也是可以接受和有用的。类似系统的安全效果有待进一步研究。由于没有收集眼动跟踪或驾驶性能方面的测量数据,因此是否真的对参与者的注意力产生了积极影响还值得怀疑。不过,研究结果表明,(注意力不集中)警告系统可能会受益于根据即将到来的驾驶需求对警告进行的调整。这些研究结果可用于开发积极主动、对情境敏感的(注意力不集中)监测和分心缓解系统。
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引用次数: 0
Evaluating gesture user interfaces: Quantitative measures, qualitative scales, and method 评估手势用户界面:定量测量、定性量表和方法
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-02-10 DOI: 10.1016/j.ijhcs.2024.103242
Quentin Sellier , Arthur Sluÿters , Jean Vanderdonckt , Ingrid Poncin

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.

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。
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引用次数: 0
Augmenting the feel of real objects: An analysis of haptic augmented reality 增强真实物体的触感:触觉增强现实分析
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-02-07 DOI: 10.1016/j.ijhcs.2024.103244
Arpit Bhatia , Kasper Hornbæk , Hasti Seifi

Advances in haptic technologies can alter how real objects feel to our touch and create the experience of haptic augmented reality (AR). However, the definition, use cases, and value to end users of such haptic AR remain unclear. Existing work is concerned with technological implementation and lacks a user-centered perspective. To address these limitations, we analyze haptic AR systems in the literature to understand what constitutes haptic AR, why we would want to alter our sense of touch, and how haptic AR interactions take place. To demonstrate the value of studying haptic AR in the context of real-world tasks and user impressions of the concept itself, we also conducted a small exploratory study with five prototypical applications of different haptic AR systems. Our analysis highlights unexplored areas for haptics and HCI researchers and the need to conduct user evaluations of the overall concept rather than just point examples.

触觉技术的进步可以改变真实物体给我们带来的触感,并创造出触觉增强现实(AR)体验。然而,这种触觉增强现实技术的定义、用例以及对终端用户的价值仍不明确。现有工作关注的是技术实现,缺乏以用户为中心的视角。为了解决这些局限性,我们分析了文献中的触觉 AR 系统,以了解什么是触觉 AR、为什么我们想要改变我们的触觉以及触觉 AR 交互是如何进行的。为了证明在现实任务和用户对触觉 AR 概念本身印象的背景下研究触觉 AR 的价值,我们还对不同触觉 AR 系统的五个原型应用进行了小型探索性研究。我们的分析凸显了触觉和人机交互研究人员尚未探索的领域,以及对整体概念进行用户评估的必要性,而不仅仅是点实例。
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引用次数: 0
VISHnu: An approach to support the personalization of self-expressive avatars using context-awareness VISHnu:利用情境感知支持自我表达化身个性化的方法
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-02-06 DOI: 10.1016/j.ijhcs.2024.103243
Ailton Ribeiro , Vaninha Vieira , Lynn Alves , Cristiano Maciel

The avatar is a digital character that represents a person in a virtual environment, such as the metaverse. It is widely used in games and is also becoming a reality in other domains. Research indicates that the characteristics of a person’s avatar can influence his/her behavior while using a system, improving the sense of presence, immersion, and self-expression. A gap is how to support developers proposing avatar personalization, considering a user’s context, and understanding how context-awareness applied to avatars influences self-expression. In this article, we investigate how to support the development of self-expressive avatars. We present VISHnu, an approach developed to support the formalization of the use of context for avatar personalization. We conducted three evaluations to investigate the potential and feasibility of the VISHnu approach with specialists and developers: a focus group (n = 6), interviews (n = 6), and a questionnaire (n = 12). In addition to guidelines derived from mixed qualitative methods and data triangulation, including insights from the literature review, we present two tangible artifacts—the checklist and glossary. These artifacts provide a robust initial foundation for developers and enthusiasts aiming to create avatar customization solutions aligned with advancements in immersive worlds like the metaverse. Our results have the potential to contribute to the creation of avatar personalization solutions that are more inclusive and more representative of human diversity.

头像是在虚拟环境(如元宇宙)中代表一个人的数字角色。它被广泛应用于游戏中,在其他领域也逐渐成为现实。研究表明,一个人的化身特征可以影响他/她在使用系统时的行为,提高临场感、沉浸感和自我表达能力。目前的空白是如何支持开发人员提出化身个性化建议,考虑用户的情境,并理解应用于化身的情境感知如何影响自我表达。在本文中,我们研究了如何支持开发自我表达化身。我们介绍了 VISHnu,这是一种为支持化身个性化语境使用的正规化而开发的方法。我们进行了三次评估,与专家和开发人员一起研究 VISHnu 方法的潜力和可行性:焦点小组(6 人)、访谈(6 人)和问卷调查(12 人)。除了从混合定性方法和数据三角测量(包括从文献综述中获得的见解)中得出的指导原则外,我们还提出了两个有形的工具--核对表和词汇表。这些工具为开发者和爱好者提供了一个强大的初始基础,使他们能够创建与元宇宙等沉浸式世界的发展相一致的化身定制解决方案。我们的研究成果有可能有助于创建更具包容性、更能代表人类多样性的化身个性化解决方案。
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引用次数: 0
Selection as Tapping: An evaluation of 3D input techniques for timing tasks in musical Virtual Reality 选择即敲击:评估音乐虚拟现实中用于计时任务的 3D 输入技术
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-02-03 DOI: 10.1016/j.ijhcs.2024.103231
Alberto Boem, Luca Turchet

While numerous studies have examined 3D interaction techniques for Virtual Reality (VR) across various tasks and scenarios, limited research has focused on music-related applications. However, the most common input techniques in consumer VR systems have been developed outside of the musical domain. Therefore they have not been tested in tasks where synchronization with auditory stimuli and timing plays a crucial role. There is a lack of empirical knowledge about performance and user experience. This paper presents a comparison of five selection input techniques for VR employing the tapping paradigm commonly utilized in the research on sensorimotor synchronization. We assess asynchrony and timing variance as well as user experience, encompassing factors such as ease of use, workload, and cybersickness of such techniques. The study involved 30 participants, both with and without musical expertise, and encompassed the examination of all techniques using one and two hands. Our analysis yielded several key findings: (1) different input techniques yielded distinct outcomes regarding timing asynchrony and variance; (2) the choice of interaction metaphor significantly influenced the user experience; (3) tracking stability emerged as a critical factor. Building upon these insights, we identified essential considerations for selecting the most suitable technique for music creation in VR and proposed design guidelines and future research directions in this domain.

尽管已有大量研究对虚拟现实(VR)在各种任务和场景中的三维交互技术进行了研究,但专注于音乐相关应用的研究却十分有限。然而,消费级 VR 系统中最常见的输入技术都是在音乐领域之外开发的。因此,它们还没有在与听觉刺激同步和计时起关键作用的任务中进行过测试。在性能和用户体验方面缺乏经验知识。本文比较了五种用于 VR 的选择输入技术,这些技术采用了传感器运动同步研究中常用的敲击范式。我们评估了不同步和时间差异以及用户体验,包括这些技术的易用性、工作量和晕机等因素。这项研究有 30 名参与者参加,其中既有具有音乐专业知识的人,也有不具备音乐专业知识的人,研究内容包括使用单手和双手的所有技巧。我们的分析得出了几个重要发现:(1) 不同的输入技术在时间不同步和差异方面产生了不同的结果;(2) 交互隐喻的选择对用户体验产生了重大影响;(3) 跟踪稳定性成为一个关键因素。基于这些发现,我们确定了在 VR 中选择最合适的音乐创作技术的基本考虑因素,并提出了该领域的设计指南和未来研究方向。
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引用次数: 0
Monetary valuation of personal health data in the wild 野生个人健康数据的货币估值
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-02-01 DOI: 10.1016/j.ijhcs.2024.103241
Andy Alorwu , Niels van Berkel , Aku Visuri , Sharadhi Suryanarayana , Takuya Yoshihiro , Simo Hosio

The value of personal health data continues to be a debated topic in HCI and society more broadly. We investigate the monetary value people attach to their health data. Using a custom mobile app for 14 days with 55 participants, we collected health data (sleep duration, sleep quality, pain intensity, wake-up times) and a daily monetary data valuation using a reverse second-price auction. Participants bid to sell their data to a for-profit company, the government, or academia. Our findings indicate that people value their data differently based on who is buying. We also show that people are interested in monetizing their personal health data despite privacy and data protection concerns. The presented study helps us understand the data value landscape and paves way to a healthier data-driven future where people may benefit more from their own contributions, either in monetary or other forms.

个人健康数据的价值一直是人机交互领域乃至整个社会争论的话题。我们调查了人们对其健康数据所赋予的货币价值。我们使用一个定制的移动应用程序,对 55 名参与者进行了为期 14 天的健康数据收集(睡眠时间、睡眠质量、疼痛强度、起床时间),并采用反向二次价格拍卖的方式对每日数据进行货币估值。参与者竞价将自己的数据出售给营利性公司、政府或学术界。我们的研究结果表明,根据购买者的不同,人们对其数据的估值也不同。我们还表明,尽管存在隐私和数据保护方面的顾虑,人们还是对个人健康数据货币化感兴趣。本研究有助于我们了解数据价值格局,并为更健康的数据驱动型未来铺平道路。
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引用次数: 0
Design with myself: A brain–computer interface design tool that predicts live emotion to enhance metacognitive monitoring of designers 与自己一起设计:预测现场情绪的脑机接口设计工具,加强对设计师的元认知监控
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-26 DOI: 10.1016/j.ijhcs.2024.103229
Qi Yang , Shuo Feng , Tianlin Zhao , Saleh Kalantari

Metacognitive monitoring, defined as the self-awareness and management of cognitive processes, influences creative design. Yet, there are few tools to enhance metacognitive monitoring through biofeedback. To address the gap, we present “Multi-Self”, a BCI-VR design tool for enhancing metacognitive monitoring in architectural design. Multi-Self evaluates designers’ emotions responses (valence and arousal) to their work, providing real-time, visual biofeedback. A proof-of-concept pilot study with 24 participants was conducted to assess the tool’s feasibility and usability. While feedback accuracy responses were mixed, most participants found the tool useful, reporting that it sparked metacognitive monitoring, encouraged exploration of the design space, and helped to modulate subjective uncertainty.

元认知监控被定义为认知过程的自我意识和管理,它影响着创意设计。然而,通过生物反馈增强元认知监测的工具却很少。为了填补这一空白,我们推出了 "Multi-Self"--一种用于增强建筑设计中元认知监控的生物识别-虚拟现实设计工具。Multi-Self "可评估设计师对其工作的情绪反应(情绪价值和唤醒),提供实时、可视的生物反馈。为了评估该工具的可行性和可用性,我们对 24 名参与者进行了概念验证试点研究。虽然对反馈准确性的反应不一,但大多数参与者都认为该工具很有用,认为它激发了元认知监控,鼓励了对设计空间的探索,并有助于调节主观不确定性。
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引用次数: 0
Computational models of cognition for human-automated vehicle interaction: State-of-the-art and future directions 人机交互的认知计算模型:最新进展与未来方向
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-24 DOI: 10.1016/j.ijhcs.2024.103230
Christian P. Janssen , Martin Baumann , Antti Oulasvirta

We discuss the state-of-the-art and future directions of the development, evaluation, and application of computational cognitive models for human-automated vehicle interaction. The capabilities of automated vehicles are rapidly increasing and changing human interaction with and around the vehicle. Yet, at the same time, fully automated vehicles that do not require human interaction are not available. Therefore, systems are needed in which the human and the vehicle interact together. We discuss how computational cognitive models that can describe, predict, and/or anticipate human behavior and thought can play a crucial role in this regard. Such research comes from many different disciplines including cognitive science, human-computer interaction, human factors, transportation research, and artificial intelligence. This special issue brings together state-of-the-art research from these fields. We identify four broader directions for future research: (1) to continue Allen Newell's research agenda for cognitive modeling, but now apply it to the field of human-automated vehicle interaction; (2) to move from isolated theory-slicing to integrated theories, (3) to consider cognitive models both for analysis of interaction and for use in embedded systems; (4) to move from models that mostly describe to models that can predict.

我们讨论了用于人与自动驾驶汽车交互的计算认知模型的开发、评估和应用的最新进展和未来方向。自动驾驶汽车的功能正在迅速增强,并改变着人类与车辆及车辆周围的互动。但与此同时,不需要人机交互的全自动驾驶汽车还没有出现。因此,我们需要人车共同互动的系统。我们将讨论能够描述、预测和/或预知人类行为和思想的计算认知模型如何在这方面发挥关键作用。此类研究来自许多不同的学科,包括认知科学、人机交互、人为因素、交通研究和人工智能。本特刊汇集了这些领域的最新研究成果。我们为未来的研究确定了四个更广泛的方向:(1) 继续艾伦-纽厄尔(Allen Newell)的认知建模研究议程,但现在要将其应用到人机交互领域;(2) 从孤立的理论切片转向综合理论;(3) 考虑将认知模型既用于分析交互,也用于嵌入式系统;(4) 从主要描述的模型转向可以预测的模型。
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引用次数: 0
Nudging human drivers via implicit communication by automated vehicles: Empirical evidence and computational cognitive modeling 通过自动驾驶车辆的隐性通信对人类驾驶员进行提示:经验证据和计算认知模型
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-19 DOI: 10.1016/j.ijhcs.2024.103224
Arkady Zgonnikov , Niek Beckers , Ashwin George , David Abbink , Catholijn Jonker

Understanding behavior of human drivers in interactions with automated vehicles (AV) can aid the development of future AVs. Existing investigations of such behavior have predominantly focused on situations in which an AV a priori needs to take action because the human has the right of way. However, future AVs might need to proactively manage interactions even if they have the right of way over humans, e.g., a human driver taking a left turn in front of the approaching AV. Yet it remains unclear how AVs could behave in such interactions and how humans would react to them. To address this issue, here we investigated behavior of human drivers (N = 19) when interacting with an oncoming AV during unprotected left turns in a driving simulator experiment. We measured the outcomes (Go or Stay) and timing of participants’ decisions when interacting with an AV which performed subtle longitudinal nudging maneuvers, e.g. briefly decelerating and then accelerating back to its original speed. We found that participants’ behavior was sensitive to deceleration nudges but not acceleration nudges. We compared the obtained data to predictions of several variants of a drift-diffusion model of human decision making. The most parsimonious model that captured the data hypothesized noisy integration of dynamic information on time-to-arrival and distance to a fixed decision boundary, with an initial accumulation bias towards the Go decision. Our model not only accounts for the observed behavior but can also flexibly generate predictions of human responses to arbitrary longitudinal AV maneuvers, and can be used for both informing future studies of human behavior and incorporating insights from such studies into computational frameworks for AV interaction planning.

了解人类驾驶员与自动驾驶汽车(AV)交互时的行为有助于未来自动驾驶汽车的开发。对此类行为的现有研究主要集中在自动驾驶汽车因人类拥有路权而需要采取行动的情况。然而,未来的自动驾驶汽车可能需要主动管理交互行为,即使它们拥有优先于人类的路权,例如,人类驾驶员在驶近的自动驾驶汽车前左转。然而,目前仍不清楚自动驾驶汽车在此类交互中的行为方式,也不清楚人类会如何应对。为了解决这个问题,我们在驾驶模拟器实验中调查了人类驾驶员(19 人)在无保护左转时与迎面而来的自动驾驶汽车互动的行为。我们测量了参与者在与自动驾驶汽车互动时的结果("走 "或 "留")和决策时机。自动驾驶汽车会进行微妙的纵向推移动作,例如短暂减速,然后加速回到原来的速度。我们发现,参与者的行为对减速暗示敏感,而对加速暗示不敏感。我们将获得的数据与人类决策漂移-扩散模型的几个变体的预测进行了比较。能捕捉到数据的最简洁的模型假定,到达时间和距离固定决策边界的动态信息的整合是嘈杂的,最初的积累偏向于围棋决策。我们的模型不仅能解释观察到的行为,还能灵活预测人类对任意纵向视听操纵的反应,可用于为未来的人类行为研究提供信息,并将这些研究的见解纳入视听交互规划的计算框架。
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引用次数: 0
Automatically adapting system pace towards user pace — Empirical studies 自动调整系统节奏以适应用户节奏 - 经验研究
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-19 DOI: 10.1016/j.ijhcs.2024.103228
Andy Cockburn , Alix Goguey , Carl Gutwin , Zhe Chen , Pang Suwanaposee , Stewart Dowding

An interactive application’s overall pace of interaction is a combination of the user’s pace and the system’s pace, and if the system’s pace is mismatched to the user’s pace (e.g., timeouts or animations are too fast or slow for the user), usability and user experience can be impaired. Through a series of four studies, we investigated whether users prefer systems where the system’s pace better matches their own pace. All of the studies used common drag-and-drop interactions with hierarchical folder widgets, in which a folder would expand when the cursor hovered over it for a timeout period. If the system pace in these interactions is too fast (i.e., the timeout is too short), then the user’s performance and subjective experience is likely to be impaired because of unintended expansions; and if the system pace is too slow (i.e., the timeout is too long), then performance and experience could be impaired by unnecessary delay before folders expand. The first experiment was designed to validate the premise that fast-paced users prefer a fast system pace to a slow one (and the inverse for slow-paced users), and results confirmed this premise. The second study used the first experiment’s data to look for measures of user pace that could enable automatic adaptation of system pace, and also examined whether participants adjusted their pace towards that of the system. The study found reliable measures of user pace and showed that participants do entrain to the system’s pace. The third and fourth studies examined whether users would prefer a system that adapted its pace to the user over a system that used a static baseline pace. Results indicated that a majority of fast-paced users preferred the adaptive interface, but that slow-paced users generally preferred the static baseline interface. We discuss several design implications, including opportunities for systems to improve user experience for fast users by automatically adapting system pace to user pace.

交互式应用程序的整体交互节奏是用户节奏和系统节奏的组合,如果系统节奏与用户节奏不匹配(例如,超时或动画对用户来说过快或过慢),可用性和用户体验就会受到影响。通过四项系列研究,我们调查了用户是否更喜欢系统的节奏与自己的节奏更匹配的系统。所有研究都使用了常见的拖放与分层文件夹部件的交互方式,其中当光标悬停在文件夹上一段时间后,文件夹就会展开。如果这些交互中的系统节奏太快(即超时时间太短),那么用户的性能和主观体验很可能会因为意外扩展而受损;如果系统节奏太慢(即超时时间太长),那么性能和体验可能会因为文件夹扩展前不必要的延迟而受损。第一个实验旨在验证快节奏用户更喜欢快系统节奏而不是慢系统节奏(慢节奏用户则相反)的前提,实验结果证实了这一前提。第二项研究利用第一项实验的数据,寻找能够自动适应系统节奏的用户节奏测量方法,同时还考察了参与者是否会根据系统节奏调整自己的节奏。这项研究发现了可靠的用户步调测量方法,并表明参与者确实会根据系统的步调进行调整。第三项和第四项研究考察了用户是否更喜欢根据用户调整节奏的系统,而不是使用静态基准节奏的系统。结果表明,大多数快节奏用户更喜欢自适应界面,但慢节奏用户一般更喜欢静态基线界面。我们讨论了几种设计含义,包括系统通过自动调整系统节奏以适应用户节奏来改善快节奏用户体验的机会。
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引用次数: 0
期刊
International Journal of Human-Computer Studies
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