Tactile feedback enhanced hand gesture interaction at large, high-resolution displays
2009, Foehrenbach, Stephanie, König, Werner A., Gerken, Jens, Reiterer, Harald
Human beings perceive their surroundings based on sensory information from diverse channels, However, for human-computer interaction we mostly restnct the user on visual perception. In this paper, we contribute to the investigation of tactile feedback as an additional perception modality, Therefore, we will first discuss existing user studies and provide a classification scheme for tactile feedback techniques, We will then present and discuss a comparative evaluation study based on the ISO 9241-9 IErgonomic requirements for office work with visual display terminals (VDTs) - Part 9: requirements for non-keyboard input devices, 20001, The 20 participants performed horizontal and vertical one-directional tapping tasks with hand gesture input with and without tactile feedback in front of a large, high-resolution display. In contrast to previous research. we cannot confirm a benefit of tactile feedback on user performance. Our results show no significant effect in terms of throughput (effective index of performance (IPe)) and even a significant higher error rate for horizontal target alignment when using tactile feedback. Based on these results. we suggest that tactile feedback can interfere with other senses in a negative way. resulting in the obselved higher error rate for horizontal targets. Therefore, more systematic research is needed to clarify the innuencing factors on the usefulness of tactile feedback. Besides these results, we found a significant difference in favor of the horizontal target alignment compared with the vertical one in terms of the effective index of performance (lPe), confirming the work by Dennerlein et al.
Eine Taxonomie für Längsschnittstudien in der MCI
2009, Gerken, Jens, Reiterer, Harald
Während klassische Experimente oder Usability Tests oft nur eine Momentaufnahme darstellen, ermöglichen es Längsschnittstudien auch Veränderungen zu beobachten und zu einem ökologisch valideren Gesamtbild der Gebrauchstauglichkeit zu gelangen. Bislang werden derartige Verfahren aber noch sehr selten in der Mensch-Computer Interaktion eingesetzt. In diesem Beitrag wird auf Basis einer umfangreichen Literaturanalyse eine Taxonomie vorgestellt, die einen Überblick über die vielfältigen Möglichkeiten von Längsschnittstudien ermöglicht. Hierdurch kann sowohl der wissenschaftliche Diskurs verbessert werden, um die bekannten Ansätze weiter zu verbessern, als auch dem praktischen Anwender Hilfestellung in Planung und Durchführung einer Längsschnittstudie gegeben werden.
Adaptive Pointing Design and Evaluation of a Precision Enhancing Technique for Absolute Pointing Devices
2009, König, Werner A., Gerken, Jens, Dierdorf, Stefan, Reiterer, Harald
We present Adaptive Pointing, a novel approach to addressing the common problem of accuracy when using absolute pointing devices for distant interaction. First, we discuss extensively some related work concerning the problem-domain of pointing accuracy when using absolute or relative pointing devices. As a result, we introduce a novel classification scheme to more clearly discriminate between different approaches. Second, the Adaptive Pointing technique is presented and described in detail. The intention behind this approach is to improve pointing performance for absolute input devices by implicitly adapting the Control-Display gain to the current user‟s needs without violating users‟ mental model of absolute-device operation. Third, we present an experiment comparing Adaptive Pointing with pure absolute pointing using a laser-pointer as an example of an absolute device. The results show that Adaptive Pointing results in a significant improvement compared with absolute pointing in terms of movement time (19%), error rate (63%), and user satisfaction.
Understanding and Designing Surface Computing with ZOIL and Squidy
2009, Jetter, Hans-Christian, König, Werner A., Reiterer, Harald
In this paper we provide a threefold contribution to the Surface Computing (SC) community. Firstly, we will discuss frameworks such as Reality-based Interaction which provide a deeper theoretical understanding of SC. Secondly, we will introduce our ZOIL user interface paradigm for SC on mobile, tabletop or wall-sized devices. Thirdly, we will describe our two software tools Squidy and ZOIL UI Framework which have supported and facilitated our iterative design of SC prototypes.
Investigating longitudinal approaches for pointing device evaluation
2009, Gerken, Jens, Bieg, Hans-Joachim, Reiterer, Harald
In this paper we present our experiences with longitudinal study designs for pointing device evaluation. In this domain, analyzing learning is currently the main reason for applying longitudinal designs. We will shortly discuss related research questions and outline two case studies in which we used different approaches to address this issue.
MedioVis 2.0 : A novel User Interface for Seeking Audio-Visual Media Libraries
2009, Reiterer, Harald, Heilig, Mathias, Rexhausen, Sebastian
Knowledge work is a demanding activity caused on the one hand by the increasing complexity of today s information spaces. On the other hand, knowledge workers are acting correspondingly to an individual creative workflow, which involves multifaceted characteristics like diverse activities, locations, environments and social contexts. Although it is important to find solutions to specific aspects of knowledge work (information-seeking, information-management, media-warehousing, etc.) our design approach MedioVis 2.0 tries to support the entire workflow in one coalescing Knowledge Media Workbench, showcased in the context of digital libraries. To achieve this goal, we apply the concept of zoomable user interfaces, different visualization techniques and investigate additional considerations to provide a satisfying user experience.
Lessons learned from the design and evaluation of visual information-seeking systems
2009, Gerken, Jens, Heilig, Mathias, Jetter, Hans-Christian, Rexhausen, Sebastian, Demarmels, Mischa, König, Werner A., Reiterer, Harald
Designing information-seeking systems has become an increasingly complex task as today s information spaces are rapidly growing in quantity, heterogeneity, and dimensionality. The challenge is to provide user interfaces that have a satisfying usability and user experience even for novice users. Although information visualization and interaction design offer solutions, many informationseeking systems such as online catalogs for libraries or web search engines continue to use outdated user-interface concepts developed decades ago. In this paper, we will present four principles that we identified as crucial for the successful design of a modern visual information-seeking system.These are (1) to support variousways of formulating an information need, (2) to integrate analytical and browsing-oriented ways of exploration, (3) to provide views on different dimensions of the information space, and (4) to make search a pleasurable experience. These design principles are based on our experience over a long period in the user-centered design and evaluation of visual information-seeking systems. Accordingly, we will showcase individual designs from our own work of the past 10 years to illustrate each principle and hence narrow the gap between the scientific discussion and the designing practitioner that has often hindered research ideas from becoming reality. However, most of the times search is only one part of a higher level user activity (e.g. writing a paper). Thus future research should focus on the challenges when regarding search in such a broader context. We will use the final two chapters to point out some of these challenges and outline our vision of an integrated and consistent digital work environment named Zoomable Object-oriented Information Landscape.
Gaze-Assisted Pointing for Wall-Sized Displays
2009, Bieg, Hans-Joachim, Chuang, Lewis L., Reiterer, Harald
Previous studies have argued for the use of gaze-assisted pointing techniques (MAGIC) in improving human-computer interaction. Here, we present experimental findings that were drawn from human performance of two tasks on a wall-sized display. Our results show that a crude adoption of MAGIC across a range of complex tasks does not increase pointing performance. More importantly, a detailed analysis of user behavior revealed several issues that were previously ignored (such as, interference of corrective saccades, increased decision time due to variability of precision, errors due to eye-hand asynchrony, and interference with search behavior) which should influence the development of gaze-assisted technology.