115 results on '"intuitive interaction"'
Search Results
2. Measuring Intuitive Use: Theoretical Foundations.
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Reinhardt, Daniel and Hurtienne, Jörn
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DEVELOPMENTAL psychology , *RESEARCH personnel , *RESEARCH teams - Abstract
Intuitive use is a notoriously vague concept. Several research groups have been developing a wealth of definitions and ways of measuring intuitive use that show only few commonalities. Here we review previous approaches combined with newer theoretical developments in psychology. From this review we propose that high effectiveness, low cognitive effort and a strong metacognitive feeling of fluency are the defining characteristics of intuitive use whereas many other measures are typical correlates of these defining characteristics. Distinguishing between defining characteristics and typical correlates allows researchers and practitioners to refer to a common measurement definition of intuitive use while maintaining their flexibility to adapt measures according to their needs. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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- View/download PDF
3. Privacy, Ethics, Trust, and UX Challenges as Reflected in Google’s People and AI Guidebook
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McAran, Dan, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Nah, Fiona Fui-Hoon, editor, and Siau, Keng, editor
- Published
- 2021
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4. Identification of Product Functional Images Among Older Adults
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Chen, Li-Hao, Liu, Yi-Chien, Wang, Chun, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, and Rau, Pei-Luen Patrick, editor
- Published
- 2021
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5. Insights from the Apple Human Interface Guidelines on Intuitive Interaction
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McAran, Dan, Shaw, Norman, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Nah, Fiona Fui-Hoon, editor, and Siau, Keng, editor
- Published
- 2020
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6. Usability Evaluation on Intuitive Interaction Between Product Interfaces and Older Adults with Dementia
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Chen, Li-Hao, Liu, Yi-Chien, Cheng, Pei-Jung, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, and Rau, Pei-Luen Patrick, editor
- Published
- 2020
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7. Research of Interactive Gesture Usability of Navigation Application Based on Intuitive Interaction
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Ren, Zhicheng, Jiang, Bin, Deng, Licheng, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, and Kurosu, Masaaki, editor
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- 2020
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8. Low-Impedance Displacement Sensors for Intuitive Physical Human–Robot Interaction: Motion Guidance, Design, and Prototyping.
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Laliberte, Thierry and Gosselin, Clement
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MOTION detectors , *DETECTORS , *DEGREES of freedom , *ROBOT kinematics , *ROBOT motion , *MOTION , *ROBOTS - Abstract
This article provides a general framework for the use of low-impedance displacement sensors mounted on the links of a serial robot to provide an intuitive physical human–robot interaction. A general formulation is developed to handle the motion guidance problem, i.e., the mapping of the measured motion of the sensors into the required robot joint motions to provide intuitive responsiveness. The formulation is general and can be applied to any architecture of serial robot with any number of displacement sensors each having an arbitrary number of degrees of freedom. Then, the design of a novel three-degree-of-freedom low-impedance displacement sensor is presented as a particularly effective instantiation of the general concept. Partial force balancing is used to reduce the required elastic return action, thereby ensuring the low impedance of the interaction. A prototype of a three-degree-of-freedom displacement sensor is then introduced. Two such sensors are mounted on the links of a custom-built five-degree-of-freedom robot in order to demonstrate the proposed approach. Experimental results are provided and comparisons with other collaborative robots are given. It is shown that the proposed sensors and motion guidance approach yield very intuitive low-impedance interaction involving very low interaction forces. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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- View/download PDF
9. Towards the design of a quick and universal questionnaire to assess the intuitiveness of products.
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Boisadan, Andréa, Buisine, Stéphanie, and Moreau, Philippe
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EXPERIMENTAL design , *MEDICAL equipment reliability , *RESEARCH methodology , *POCKET computers , *MATHEMATICAL models , *TASK performance , *SMARTPHONES , *INDUSTRIES , *INTUITION , *PRODUCT design , *COMMERCIAL product evaluation , *QUESTIONNAIRES , *THEORY , *EMOTIONS - Abstract
The goal of this research is to design a tool to assess intuitiveness of products. Existing scales such as INTUI (Diefenbach and Ullrich 2015) show some limitations when used by children and/or for evaluating non-digital products. We aim to obtain a more universal questionnaire tool. INTUI questionnaire measures the components of an intuitive interaction (Effortlessness, Gut feeling, Magical experience, Verbalizability and Intuitiveness) through 17 items. After removing or rephrasing several items, we tested a revised version (8 items) with 68 participants (children and adults) who performed a task (a drawing for children and subtractions for adults) with a digital device (tactile tablet for children and smartphone for adults) and a non-digital device (paper and pencil). The results led us to remove the "Verbalizability" and "Gut feeling" dimensions which were difficult to understand and inconsistent with the conceptual model. The final version of the questionnaire (5 items) including three dimensions (Effortlessness, Magical Experience and Intuitiveness) was tested with 69 adults to evaluate a Coffee Dispenser Machine. Both "Effortlessness" and "Magical experience" dimensions seem to reliably predict intuitiveness. [ABSTRACT FROM AUTHOR]
- Published
- 2021
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10. User Defined Eye Movement-Based Interaction for Virtual Reality
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Hou, Wen-jun, Chen, Kai-xiang, Li, Hao, Zhou, Hu, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Weikum, Gerhard, Series Editor, and Rau, Pei-Luen Patrick, editor
- Published
- 2018
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11. CHAI: Coding Heuristics for Assessing Intuitive Interaction
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Reinhardt, Daniel, Kuge, Jeremias, Hurtienne, Jörn, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Weikum, Gerhard, Series Editor, Marcus, Aaron, editor, and Wang, Wentao, editor
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- 2018
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12. An Intuitive and Personal Projection Interface for Enhanced Self-management
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Scheller, Doreen, Bauer, Benjamin, Krajewski, Andrea, Coenen, Claudius, Siegmund, Dirk, Braun, Andreas, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Weikum, Gerhard, Series Editor, Streitz, Norbert, editor, and Konomi, Shin’ichi, editor
- Published
- 2018
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13. 'How Do You Do?': Quantitative Results
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Brown, John N. A., Fercher, Anton Josef, Leitner, Gerhard, Tan, Desney, Editor-in-chief, Vanderdonckt, Jean, Editor-in-chief, Brown, John N.A, Fercher, Anton Josef, and Leitner, Gerhard
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- 2017
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14. 'How Do You Feel?': Qualitative Results
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Brown, John N. A., Fercher, Anton Josef, Leitner, Gerhard, Tan, Desney, Editor-in-chief, Vanderdonckt, Jean, Editor-in-chief, Brown, John N.A, Fercher, Anton Josef, and Leitner, Gerhard
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- 2017
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15. 'Do All that You Know, and Try All that You Don’t…': Models of Intuitive Interaction
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Brown, John N. A., Fercher, Anton Josef, Leitner, Gerhard, Tan, Desney, Editor-in-chief, Vanderdonckt, Jean, Editor-in-chief, Brown, John N.A, Fercher, Anton Josef, and Leitner, Gerhard
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- 2017
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16. '…They Are Merely Conventional Signs…': Measuring Intuitive Interaction
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Brown, John N. A., Fercher, Anton Josef, Leitner, Gerhard, Tan, Desney, Editor-in-chief, Vanderdonckt, Jean, Editor-in-chief, Brown, John N.A, Fercher, Anton Josef, and Leitner, Gerhard
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- 2017
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17. 'Yet, Still, Ever After…': Future Work
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Brown, John N. A., Fercher, Anton Josef, Leitner, Gerhard, Tan, Desney, Editor-in-chief, Vanderdonckt, Jean, Editor-in-chief, Brown, John N.A, Fercher, Anton Josef, and Leitner, Gerhard
- Published
- 2017
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18. '…But Much yet Remains to Be Said': A Discussion of Our Failings and Success
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Brown, John N. A., Fercher, Anton Josef, Leitner, Gerhard, Tan, Desney, Editor-in-chief, Vanderdonckt, Jean, Editor-in-chief, Brown, John N.A, Fercher, Anton Josef, and Leitner, Gerhard
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- 2017
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19. What is User’s Perception of Naturalness? An Exploration of Natural User Experience
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Ghosh, Sanjay, Shruthi, Chivukula Sai, Bansal, Himanshu, Sethia, Arvind, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Bernhaupt, Regina, editor, Dalvi, Girish, editor, Joshi, Anirudha, editor, K. Balkrishan, Devanuj, editor, O'Neill, Jacki, editor, and Winckler, Marco, editor
- Published
- 2017
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20. An Intuitive End-to-End Human-UAV Interaction System for Field Exploration
- Author
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Ran Jiao, Zhaowei Wang, Ruihang Chu, Mingjie Dong, Yongfeng Rong, and Wusheng Chou
- Subjects
UAV ,intuitive interaction ,pose estimation ,super-twisting ,extended state observer ,back-stepping ,Neurosciences. Biological psychiatry. Neuropsychiatry ,RC321-571 - Abstract
This paper presents an intuitive end-to-end interaction system between a human and a hexacopter Unmanned Aerial Vehicle (UAV) for field exploration in which the UAV can be commanded by natural human poses. Moreover, LEDs installed on the UAV are used to communicate the state and intents of the UAV to the human as feedback throughout the interaction. A real time multi-human pose estimation system is built that can perform with low latency while maintaining competitive performance. The UAV is equipped with a robotic arm, kinematic and dynamic attitude models for which are provided by introducing the center of gravity (COG) of the vehicle. In addition, a super-twisting extended state observer (STESO)-based back-stepping controller (BSC) is constructed to estimate and attenuate complex disturbances in the attitude control system of the UAV, such as wind gusts, model uncertainties, etc. A stability analysis for the entire control system is also presented based on the Lyapunov stability theory. The pose estimation system is integrated with the proposed intelligent control architecture to command the UAV to execute an exploration task stably. Additionally, all the components of this interaction system are described. Several simulations and experiments have been conducted to demonstrate the effectiveness of the whole system and its individual components.
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- 2020
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21. An Intuitive End-to-End Human-UAV Interaction System for Field Exploration.
- Author
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Jiao, Ran, Wang, Zhaowei, Chu, Ruihang, Dong, Mingjie, Rong, Yongfeng, and Chou, Wusheng
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SPACE exploration ,STABILITY theory ,INTELLIGENT control systems ,LYAPUNOV stability ,DRONE aircraft ,CENTER of mass - Abstract
This paper presents an intuitive end-to-end interaction system between a human and a hexacopter Unmanned Aerial Vehicle (UAV) for field exploration in which the UAV can be commanded by natural human poses. Moreover, LEDs installed on the UAV are used to communicate the state and intents of the UAV to the human as feedback throughout the interaction. A real time multi-human pose estimation system is built that can perform with low latency while maintaining competitive performance. The UAV is equipped with a robotic arm, kinematic and dynamic attitude models for which are provided by introducing the center of gravity (COG) of the vehicle. In addition, a super-twisting extended state observer (STESO)-based back-stepping controller (BSC) is constructed to estimate and attenuate complex disturbances in the attitude control system of the UAV, such as wind gusts, model uncertainties, etc. A stability analysis for the entire control system is also presented based on the Lyapunov stability theory. The pose estimation system is integrated with the proposed intelligent control architecture to command the UAV to execute an exploration task stably. Additionally, all the components of this interaction system are described. Several simulations and experiments have been conducted to demonstrate the effectiveness of the whole system and its individual components. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
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22. Instruction of Digital Human Models Through Interaction in Immersive Virtual Environments
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Geiger, Andreas, Brandenburg, Elisabeth, Stark, Rainer, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, and Stephanidis, Constantine, editor
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- 2016
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23. HaptWarp: Implementation of Bend, Twist, and Press Manipulations for Intuitive Interaction in between the Virtual and Physical World
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Tun, Lee Jen, Rajapakse, R. P. C. Janaka, and Miyata, Kazunori
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- 2022
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24. Intuitive Placement of Objects in Web-Based CAD Environments
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Kordek, Andres Felipe, Kuijper, Arjan, and Stephanidis, Constantine, editor
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- 2015
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25. Cataloguing Physicality Values Using Physical Quantitative Evaluation Method
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Ashraf, Mahmood, Ghazali, Masitah, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Wyeld, Theodor, editor, Calder, Paul, editor, and Shen, Haifeng, editor
- Published
- 2015
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26. Ghosts in the Machines: Towards a Taxonomy of Human Computer Interaction
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Lessiter, Jane, Freeman, Jonathan, Miotto, Andrea, Ferrari, Eva, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Jacucci, Giulio, editor, Gamberini, Luciano, editor, Freeman, Jonathan, editor, and Spagnolli, Anna, editor
- Published
- 2014
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27. Age, familiarity, and intuitive use: An empirical investigation.
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Lawry, Simon, Popovic, Vesna, Blackler, Alethea, and Thompson, Helen
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FAMILIARITY (Psychology) , *INTUITION , *EMPIRICAL research , *YOUNG adults , *OLDER people - Abstract
Research has shown that older adults interact with products less intuitively than younger adults, and that familiarity is an essential element of intuitive interaction. This paper reports on the findings of two empirical studies that examined familiarity in younger and older adults. Each study comprised 32 participants over four age groups. The first study required participants to use their own contemporary products in their homes in order to investigate older adults' familiarity with them, and how this familiarity differed from that of younger adults. Older people were less familiar with their own contemporary products that younger people. The second study aimed to investigate differences in familiarity between younger and older adults while using products that they did not own and were likely to be less familiar with. When using products not already familiar to them, both middle aged and older adults showed significantly lower familiarity than younger people. The significance of this research is in its empirical findings about familiarity differences between age groups. It has been recognised that the identification and understanding of differences in familiarity will enable designers to design more intuitive interfaces and systems for both younger and older cohorts. The implications of the findings from the two studies reported here are discussed in light of this recognition. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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28. Ageing, Technology Anxiety and Intuitive Use of Complex Interfaces
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Gudur, Raghavendra Reddy, Blackler, Alethea, Popovic, Vesna, Mahar, Doug, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Kotzé, Paula, editor, Marsden, Gary, editor, Lindgaard, Gitte, editor, Wesson, Janet, editor, and Winckler, Marco, editor
- Published
- 2013
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29. Visual and Interactive Tool for Product Development Process Enhancement: Towards Intuitive Support of Co-located Project Review
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Sadeghi, Samira, Masclet, Cédric, Noël, Frédéric, Rivest, Louis, editor, Bouras, Abdelaziz, editor, and Louhichi, Borhen, editor
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- 2012
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30. Human-Centered Design in the Care of Immobile Patients
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Läubli, Thomas, Gassert, Roger, Nakaseko, Masaru, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, and Kurosu, Masaaki, editor
- Published
- 2011
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31. Some design aspects of a cognitive user interface.
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Huber, Markus, Wolf, Matthias, Meyer, Werner, Jokisch, Oliver, and Nowack, Kati
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COGNITIVE analysis , *GRAPHICAL user interfaces , *HUMAN-computer interaction , *PSYCHOLOGY - Abstract
We report on research conducted as part of the Universal Cognitive User Interface (UCUI) project, which aims at developing a universal, autarkic module for intuitive interaction with technical devices. First, we present an empirical study of image schemas as basic building blocks of human knowledge. Image schemas have been studied extensively in cognitive linguistics, but insufficiently in the context of human-computer-interaction (HCI). Some image schemas are developed early at pre-verbal stages (e.g., up-down) and may, thus, exert greater influence on human knowledge than later developed image schemas (e.g., centre-periphery). To investigate this for HCI contexts, we applied a speech interaction task using a Wizard of Oz paradigm. Our results show that users apply early image schemas more frequently than late image schemas. They should, therefore, be given preference in interface designs. In the second part of this contribution we therefore focus on the appropriate representation and processing of semantics. We introduce novel theoretical work including feature-values-relations and Petri net transducers, and discuss their impact on behaviour control of cognitive systems. In addition, we illustrate some details of the implementation regarding learning strategies and the graphical user interface. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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32. A New Method for Multi-finger Detection Using a Regular Diffuser
- Author
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Chan, Li-wei, Chuang, Yi-fan, Chia, Yi-wei, Hung, Yi-ping, Hsu, Jane, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, and Jacko, Julie A., editor
- Published
- 2007
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33. Modelling Interaction Decisions in Smart Cities: Why Do We Interact with Smart Media Displays?
- Author
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Hoon Han, Sang Ho Lee, and Yountaik Leem
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smart cities ,smart display ,smart placemaking ,human–computer interaction ,user characteristics ,media façade ,intuitive interaction ,living-lab ,Technology - Abstract
This study examined the personal characteristics and preferences of individuals that encourage interactions with smart media displays (media façades). Specifically, it aimed to determine which key aspects of a smart display “media façade” enhance intuitive interactions. A range of smart display technologies and their effects on interaction decisions were considered. Data were drawn from a survey of 200 randomly sampled residents and/or visitors to a smart building, One Central Park, in Sydney, Australia. A binomial logistic regression analysis was undertaken to establish links between a range of design, perceptions and socio-demographic variables and individuals’ decisions to interact with a smart media display. The results showed that the aesthetics of an installation, the quality of an installation’s content and the safety of the operation-friendly environment significantly affected respondents’ decisions to interact with the media display. Interestingly, respondents born overseas were more likely to interact with a smart display than those born in Australia. Respondents who expressed a preference for photograph-based interactions were also more likely to interact with the display. Somewhat surprisingly, age, residency and levels of familiarity with digital technology did not significantly affect respondents’ decisions to interact with the display.
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- 2019
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34. Implementation of ActiveCube as an Intuitive 3D Computer Interface
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Watanabe, Ryoichi, Itoh, Yuichi, Kawai, Michihiro, Kitamura, Yoshifumi, Kishino, Fumio, Kikuchi, Hideo, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Butz, Andreas, editor, Krüger, Antonio, editor, and Olivier, Patrick, editor
- Published
- 2004
- Full Text
- View/download PDF
35. ICT Inexperienced Elderlies: What Would Attract Elderlies to Use Items of Technology?
- Author
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KOSCHER, Andrea, DITTENBERGER, Sandra, and STAINER-HOCHGATTERER, Andreas
- Abstract
This paper presents the findings of the first end-user research study with seniors who are not familiar with operating ICT devices, executed as part of the EU-Active and Assisted Living research project Kith & Kin. This project aims at developing an ICT device for these seniors by building on their needs and real capabilities, encouraging communication and fostering social inclusion. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
36. Interface Design for Products for Users with Advanced Age and Cognitive Impairment
- Author
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Li-Hao Chen and Yi-Chien Liu
- Subjects
advanced age ,dementia ,focus group ,intuitive interaction ,mild cognitive impairment (MCI) ,Health, Toxicology and Mutagenesis ,Public Health, Environmental and Occupational Health ,Humans ,Cognitive Dysfunction ,Dementia ,Aged - Abstract
The aim of this study is to investigate the problems and needs of users with advanced age and cognitive impairment regarding the design and operation of daily living products. Television remote controls and an electric rice cooker were applied as the research tools, and focus group interviews with control older adults and interviews with individuals with MCI or mild dementia were conducted regarding the operation of the products. The control participants stressed that the operating procedures should not be excessively complex, the number of functions and buttons should not be overly high, and buttons and text should be enlarged. For those with MCI or mild dementia, in addition to the size and number of buttons, text size, and functions, their operation of product interfaces was affected by the complexity of the operating procedures. The solutions recommended by the participants included interface design involving direct operation and voice control.
- Published
- 2022
- Full Text
- View/download PDF
37. Ageing and Use of Complex Product Interfaces
- Author
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Raghavendra Reddy Gudur, Alethea Blackler, Vesna Popovic, and Doug Mahar
- Subjects
usability ,ageing ,Intuitive interaction ,interface design - Abstract
This paper presents an experiment designed to investigate if redundancy in an interface has any impact on the use of complex interfaces by older people and people with low prior-experience with technology. The important findings of this study were that older people (65+ years) completed the tasks on the Words only based interface faster than on Redundant (text and symbols) interface. The rest of the participants completed tasks significantly faster on the Redundant interface. From a cognitive processing perspective, sustained attention (one of the functions of Central Executive) has emerged as one of the important factors in completing tasks on complex interfaces faster and with fewer of errors.
- Published
- 2022
- Full Text
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38. Researching Intuitive Interaction
- Author
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Alethea Blackler, Vesna Popovic, Doug Mahar, Simon Lawry, Raghavendra Reddy Gudur, Ben Kraal, and Marianella Chamorro-Koc
- Subjects
080602 Computer-Human Interaction ,observational analysis ,120304 Digital and Interaction Design ,research methodology ,120305 Industrial Design ,Intuitive interaction - Abstract
Intuitive interaction is based on past experience and is fast and often non conscious. We have conducted ten studies into this issue over the past ten years, involving more than 400 participants. Data collection methods have included questionnaires, interviews, observations, concurrent and retrospective protocols, and cognitive measures. Coding schemes have been developed to suit each study and involve robust, literature based heuristics. Some other researchers have investigated this issue and their methods are also examined. The paper traces the development of the methods and compares the various approaches used over the years.
- Published
- 2022
- Full Text
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39. Diversity in Product Familiarity Across Younger And Older Adults
- Author
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Lawry, Simon, Popovic, Vesna, and Blacker, Alethea
- Subjects
Familiarity ,Intuitive interaction ,Older Adults - Abstract
This paper reports on the findings of a completed experiment examining levels of familiarity in younger and older adults. Research has shown that older adults use products less intuitively than younger adults, and that familiarity is an essential element of intuitive interaction. This finding influenced the decision to focus on familiarity and to investigate why older adults use products less intuitively than younger adults. By identifying and understanding the differences in familiarity, it is hypothesised that designers will be able to design more usable products for older adults. An empirical study was conducted, investigating the differences in familiarity between younger and older adults with contemporary products. Younger adults demonstrate significantly higher levels of familiarity compared to older adults, and the three groups of older adults demonstrated no significant differences between them. The implications of this finding is discussed.
- Published
- 2022
- Full Text
- View/download PDF
40. HaptWarp: Implementation of Bend, Twist, and Press Manipulations for Intuitive Interaction in between the Virtual and Physical World
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Kazunori Miyata, R.P.C. Janaka Rajapakse, and Lee Jen Tun
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Technology ,Interaction ,Artificial Intelligence ,Computer Networks and Communications ,interactive bend ,game controller ,intuitive interaction ,interactive twist ,GeneralLiterature_MISCELLANEOUS ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
In virtual reality applications, such as games and training, the use of two-handed controllers to interact with virtual objects is usually supported. To reproduce the interactive sensation of holding objects of various shapes and behaviors with both hands, previous researchers have used mechanical connections or set various peripheral brakes between controllers to simulate physical changes. However, these external devices are hard to quickly adapt to for the simulation of dynamic objects, nor can they be removed to support free manipulations. This research introduces Deformation Response virtual reality Glove, which is a pair of sensor gloves. There is no physical link and users can stretch, bend, or twist flexible materials and display physical deformations on virtual objects, allowing users to perceive the difference between haptic sensation and physical sensation simply by using their hands.
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- 2021
41. Affordance and Intuitive Interface Design for Elder Users with Dementia.
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Chen, Li-Hao and Liu, Yi-Chien
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Elderly users with dementia often forget how to perform activities of daily living (ADLs) because of declined cognitive ability. Affordance emphasises intuitive relationships and interaction and has potentials for product design for elderly users or users with dementia. This study investigated the intuitive interaction and affordance relationship between elderly users with dementia and the user-interface characteristics of ADLs. We used the user interfaces of microwave ovens as a research tool for recording participants’ initial reaction time for a specific operating task and the time for task completion. In addition, we observed and recorded the problems experienced by the participants during the tasks for examining the user-interface characteristics that possess superior usability and can induce the intuitive interaction of elderly users with dementia. The research results indicated that interface designs with simple layouts were optimal for elderly users with dementia in intuitive operation and usability; thus, complex arrangements and information presentations that require imaginative association should be avoided when designing interfaces. The results provide references for designing intuitive and humanised user interfaces for elderly users with dementia. [ABSTRACT FROM AUTHOR]
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- 2016
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42. Intuitive Use of Tangible Toys
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Vesna Popovic, Alethea Blackler, Shital Desai, Popovic, Vesna, Blackler, Alethea L., Luh, Ding-Bang, Nimkulrat, Nithikul, Kraal, Ben J., and Nagai, Yukari
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080602 Computer-Human Interaction ,Tangibles ,Sensorimotor ,120304 Digital and Interaction Design ,Intuitive Interaction ,Intangibles - Abstract
Interfaces for children have continued to evolve in terms of complexity, with toys ranging from traditional tangible interfaces to apps with digital interfaces and hybrid toys with mixed physical and digital interfaces. However, there is limited research done to investigate their potential for intuitive use. This research study compares a tangible toy and an equivalent toy in the digital world (app) for intuitive use. Non-parametric Mann-Whitney U test results showed that the tangible toy was more intuitive than the intangible counterpart. Tangible systems are less complex to use and they require less time to encode and retrieve associated knowledge to use them intuitively. They are associated with low domain transfer distance and easily discoverable features. Intangible interfaces, on the other hand, require greater complexity and time to encode and retrieve associated experiential knowledge. Intangibles are associated with larger domain transfer distance and undiscoverable features which affects their intuitive use. Design implications and future work are discussed, emphasising the need for investigating aspects that make tangible systems intuitive to use. Keywords: Intuitive Interaction; Tangibles; Intangibles; Sensorimotor
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- 2021
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43. Movement transformation on multi-touch devices: Intuition or instructional preparation?
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Schürmann, Tim, Binder, Christina, Janzarik, Gesche, and Vogt, Joachim
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HUMAN-computer interaction , *COMPUTER input-output equipment , *GESTURE , *HUMAN mechanics , *NEW product development - Abstract
Multi-touch technology is a key part of computer interaction today, yet little is known about the distinction between direct and indirect input devices in terms of intuitive interaction. An experimental study aims to identify the difficulties of interaction with indirect multi-touch devices by applying the action regulation theory and the principle of movement transformation to common computer tasks involving gesture utilization. An analysis of the data acquired from 54 subjects working with an Apple Magic Trackpad implies that gestures on indirect multi-touch devices are not utilized intuitively without instructions that bypass conceptual difficulties of indirect gesture usage. It is shown that gesture use influences product assessment measured by User Experience questionnaires and that prior experience with direct multi-touch devices does not influence gesture usage or product assessment. We advise that product developers utilize video instructions to create a sense of intuitive interaction. [ABSTRACT FROM AUTHOR]
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- 2015
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44. What is Intuitive Interaction? Balancing Users' Performance and Satisfaction with Natural User Interfaces.
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MACARANAS, ANNA, ANTLE, ALISSA N., and RIECKE, BERNHARD E.
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INTUITION , *SATISFACTION , *EMOTIONS , *EXPERIENCE , *PERFORMANCE - Abstract
Designers of natural user interfaces are faced with several challenges when creating interaction models for controlling applications, including the wide range of possible input actions and the lack of affordances, which they can use to design controls. In order to contribute to the development of design guidelines in this design space, we conducted an exploratory, mixed methods study.We investigated three top-down approaches to designing intuitive interaction mappings for a whole body system implemented with camera vision. These were metaphoric, isomorphic and 'everyday' or conventional. In order to identify some of the benefits and limitations of each approach, we compared the designs based on measures of usability, intuitiveness and engagement with the material represented in the system. From our study, we found that while the metaphoric design enhanced users' performance at completing tasks, the lack of discoverability of the interaction model left them feeling incompetent and dissatisfied.We found that the isomorphic design enabled users to focus on tasks rather than learning howto use the system. Conversely, designs based on previous conventions had to be learned, had a time cost for the learning and negatively impacted users' engagement with content. For tasks and controls that can be designed based on an image schematic input action, users performed most accurately with the metaphoric design. There are benefits and limitations to each approach to designing to support intuitive interaction. We conclude with preliminary design considerations, suggest ways to balance performance with high user satisfaction depending on contextual design goals and question a single definition of intuitive intuition within whole body interface design. [ABSTRACT FROM AUTHOR]
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- 2015
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45. An Experience Perspective on Intuitive Interaction: Central Components and the Special Effect of Domain Transfer Distance.
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DIEFENBACH, SARAH and ULLRICH, DANIEL
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INTUITION , *EXPERIENCE , *PHILOSOPHY , *HUMANITIES , *MAGIC - Abstract
Research into intuitive interaction often builds on the development of a definition and clear-cut criteria. The present paper suggests an alternative, more phenomenological approach. In line with the User Experience perspective,we focus on the experiential phenomenon and subjective feelings related to intuitive interaction. Our analysis makes use of insights from psychological research on intuitive decision-making and user research in Human--Computer Interaction. As a result, we suggest four components of intuitive interaction (Gut Feeling,Verbalizability, Effortlessness, Magical Experience) and a research framework of relevant influencing factors. Given that intuitive interaction relies on the transfer of previously acquired knowledge, one suggested influencing factor is the domain transfer distance, i.e. the distance between the application domain and the source domain of transferred prior knowledge. Our theoretical model assumes a differential effect of the domain transfer distance on the four components of intuitive interaction. An empirical study (n = 152) substantiates the suggested components and theoretical considerations on the special effect of the domain transfer distance. As assumed, Gut Feeling, Verbalizability, Effortlessness and Magical Experience were all relevant for participants' subjective understanding of intuitive interaction. In line with our model of domain transfer distance, usage scenarios with higher transfer distance were perceived as better representatives of intuitive interaction and characterized by Gut Feeling/Magical Experience, whereas lower transfer distance scenarios were characterized by Verbalizability/Effortlessness. The present paper offers a number of contributions for research and design. Besides providing a better understanding of the phenomenon of intuitive interaction and underlying mechanisms, we discuss how design can profit from these insights (e.g. specification of the desired experience, design for innovation). Limitations of the present study and implications for future research are discussed. [ABSTRACT FROM AUTHOR]
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- 2015
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46. Conceptual Framework for Evaluating Intuitive Interaction Based on Image Schemas.
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OBOKHAI KESS ASIKHIA, SETCHI, ROSSITZA, HICKS, YULIA, and WALTERS, ANDREW
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INTUITION , *SCHEMAS (Psychology) , *COGNITION , *EXPERIENCE , *DESIGNERS - Abstract
Intuitive interaction is an important aspect of usability in interface design. This paper contributes to the research in this area by proposing a conceptual framework for evaluating intuitive interaction based on image schemas. The framework comprises four phases: goal identification, image schemas extraction, analysis and assessment. It quantifies intuitive interaction by comparing the image schemas envisaged by the designer of a product with those used by its users. The proposed framework is evaluated through a study involving 42 participants completing a set task with a product. The study identified the image schemas, which were correctly used in accordance with the designer's intent and those that were incorrectly used and contributed to the difficulties thatmanyparticipants experienced. The inter-rater reliability and empirical validity were examined. The proposed framework provides a structured approach to usability testing by enabling both quantitative and qualitative evaluation of intuitive interaction. [ABSTRACT FROM AUTHOR]
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- 2015
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47. Motor-Intuitive Interactions Based on Image Schemas: Aligning Touchless Interaction Primitives with Human Sensorimotor Abilities.
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CHATTOPADHYAY, DEBALEENA and BOLCHINI, DAVIDE
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PERCEPTUAL-motor processes , *INTUITION , *PHYSIOLOGICAL control systems , *EXPERIENCE , *BIOMECHANICS - Abstract
Elicitation and evaluation studies investigated intuitiveness of touchless gestures but did not operationalize intuitiveness. For example, studies found that users fail to make accurate 3D strokes as interaction commands. But this phenomenon remains unexplained. In this paper,we first explain how making accurate 3D strokes is generally unintuitive, because it exceeds our sensorimotor knowledge. We then introduce motor-intuitive, touchless interaction that uses sensorimotor knowledge by relying on image schemas. Specifically, we propose an interaction primitive--mid-air, directional strokes--based on space schemas up--down and left--right. In a controlled study with large displays, we found that biomechanical factors affected directional strokes. Strokes were efficient (0.2 s) and effective (12.5° angular error), but affected by directions and length. Our work operationalized intuitive touchless interaction using the continuum of knowledge in intuitive interaction, and demonstrated how user performance of a motor-intuitive, touchless primitive based on sensorimotor knowledge (image schemas) is affected by biomechanical factors. [ABSTRACT FROM AUTHOR]
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- 2015
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48. Intuitive Learnability of Touch Gestures for Technology-Naïve Older Adults.
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MIHAJLOV, MARTIN, LAI-CHONG LAW, EFFIE, and SPRINGETT, MARK
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TOUCH , *OLDER people , *AGE groups , *SENSES , *TECHNOLOGY - Abstract
Touch-based interactions, if intuitive and natural, should be highly learnable. However, the learnability of touch gestures as a computer interaction modality cannot be taken for granted and should be evaluated empirically. This is especially true when technology-naïve older adults are concerned, given the psychological and physical constraints associated with this age range. To investigate this issue, we conducted a study with 17 technology-naïve older adults, whose experience with technology was mostly limited to making calls with mobile phones. Specifically, the participants were presented with three simple digital games on an interactive tabletop surface and asked to play the games on their own with minimal instruction or help. The first two games required the use of a drag gesture whereas the third game required the use of a rotate gesture. The main research question was whether the older adults could learn the gestures effectively and efficiently. A set of variables such as task duration and gesture accuracy were measured. Results showed that the learnability of a drag gesture was relatively high and that the participants could transfer this skill across the games. In contrast, the learnability of a rotate gesture was low and most of the participants failed to demonstrate any improvement over the tasks of the game. These findings partially corroborate those of earlier work. Implications for future work are drawn, especially exploring the potential of social interactions between older adults for enhancing the learning effects. [ABSTRACT FROM AUTHOR]
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- 2015
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49. Önskvärd interaktion – Produktdesign för att reducera kognitiv belastning i interaktionen med vardagliga fysiska produkter
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Oléhn, Jesper and Oléhn, Jesper
- Abstract
Vi människor lever idag i ett samhälle där kraven från vår omgivning ökat markant, särskilt vad gäller komplexa produkter. Allt eftersom digitaliseringen och i sin tur digitala produkter utvecklas, ökar även kraven som ställs på̊ användaren i interaktionen. Detta medför en ökad mental ansträngning, också kallad kognitiv belastning, för användaren. Hemmet, vilket bör anses vara en kognitiv frizon, har nu blivit en plats för konstant interaktion och uppkoppling till sin omgivning. Syftet med denna studie är att undersöka huruvida det går att designa produkter där den kognitiva belastningen vid användning är minimal. Detta med mål att utforma en produktserie vardagsprodukter där den kognitiva belastningen har reducerats. Studien ämnar att besvara nedan frågeställningar:Hur kan man genom produktdesign minska den kognitiva belastningen i hemmet?Vilken är den önskvärda interaktionen med kognitivt belastande fysiska vardagsprodukter?Studien grundar sig i viktig teori som avser kognitiv belastning, intuitiv design och användning, användarcentrerad design, affordance-teori såväl som fysisk interaktion. För att identifiera särskilt kognitivt belastande produkter bygger studien både på kvantitativ såväl som kvalitativ metod.Studien inleddes med en förstudie i form av en enkät för att få en överblick av problematiseringen. Detta följt av den kvalitativa undersökningen som utgör huvuddelen av studien. Detta i form av gruppintervjuer, workshop, probes och användartester. Det teoretiska ramverket tillsammans med genomförd metod resulterade sedan i en funktionsanalys och kravspecifikation. Tre produkter valdes ut som högt kognitivt belastande i hemmet. Dessa var; högtalare, dörrhandtag- och lås, samt fjärrkontroll. Studien resulterade i en produktserie av dessa produkter benämnd ”Mono”, som fick symbolisera utformningen av ett nytt fysiskt användargränssnitt. Studien visar på att det genom användarcentrerad design gå, Humans today live in a society where the demands from our surroundings have increased significantly, especially concerning complex products. As the digitalization increases and digital products develop, the demands on the user also enhance. The home environment, which is supposed to be every person's cognitive free zone has now become a place for continual interaction and constant availability to its surroundings. This causes an increased mental effort, also called cognitive load, for the user. The purpose of this study was to investigate whether it is possible to design products where the cognitive load is minimum when used. The study intents to design a product series of everyday products where the cognitive load has been reduced. The study aims to answer this following questions:How can the cognitive load in the home environment be reduced through product design?What is the desirable interaction with physical products that have a high cognitive load?The study is based on theories concerning cognitive load, intuitive design, and use, user-centered design, affordance theory as well as tangible interaction. To identify products with a high cognitive load, the study was based on both quantitative as well as qualitative methods.The study began with a quantitative survey whose purpose was to create an overview of the problem. The survey was followed by the qualitative method, which forms the main part of the study. The qualitative method included group interviews, workshops, probes, and user tests. The theoretical framework together with the completed method then resulted in a function analysis and a design specification. Three products were selected due to their high cognitive load. These three products were; a speaker, a door handle and lock, and remote control. The entire study resulted in a product series of these products named “Mono”. Mono symbolizes the design of a new physical user interface. The study shows that it is possible to create cognitively reduced pro
- Published
- 2020
50. The effects of redundancy in user-interface design on older users
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Reddy, Gudur Raghavendra, Blackler, Alethea, Popovic, Vesna, Thompson, M. Helen, Mahar, Douglas, Reddy, Gudur Raghavendra, Blackler, Alethea, Popovic, Vesna, Thompson, M. Helen, and Mahar, Douglas
- Abstract
This paper presents an experiment designed to investigate if redundancy in an interface has any advantage over either words-based or symbols-based interfaces for older people during early or intermittent encounters with a device. Although older people used all three interfaces more slowly and less intuitively than younger ones, interestingly there were no age differences in terms of errors made on the words-based interface. In terms of differences between interfaces, older people (65+) completed tasks on the words-based interface faster and more intuitively than on the redundant (words and symbols) interface. Younger participants completed tasks faster on the redundant interface. Overall, this research suggests that a simple words-based interface is most effective for older users and that recommendations to use redundant interfaces for greater usability for older people may need to be re-visited.
- Published
- 2020
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