Matching Items (7)
Filtering by

Clear all filters

150139-Thumbnail Image.png
Description
Although there are many forms of organization on the Web, one of the most prominent ways to organize web content and websites are tags. Tags are keywords or terms that are assigned to a specific piece of content in order to help users understand the common relationships between pieces of

Although there are many forms of organization on the Web, one of the most prominent ways to organize web content and websites are tags. Tags are keywords or terms that are assigned to a specific piece of content in order to help users understand the common relationships between pieces of content. Tags can either be assigned by an algorithm, the author, or the community. These tags can also be organized into tag clouds, which are visual representations of the structure and organization contained implicitly within these tags. Importantly, little is known on how we use these different tagging structures to understand the content and structure of a given site. This project examines 2 different characteristics of tagging structures: font size and spatial orientation. In order to examine how these different characteristics might interact with individual differences in attentional control, a measure of working memory capacity (WMC) was included. The results showed that spatial relationships affect how well users understand the structure of a website. WMC was not shown to have any significant effect; neither was varying the font size. These results should better inform how tags and tag clouds are used on the Web, and also provide an estimation of what properties to include when designing and implementing a tag cloud on a website.
ContributorsBanas, Steven (Author) / Sanchez, Christopher A (Thesis advisor) / Branaghan, Russell (Committee member) / Cooke, Nancy J. (Committee member) / Arizona State University (Publisher)
Created2011
153937-Thumbnail Image.png
Description
The International Standards Organization (ISO) documentation utilizes Fitts’ law to determine the usability of traditional input devices like mouse and touchscreens for one- or two-dimensional operations. To test the hypothesis that Fitts’ Law can be applied to hand/air gesture based computing inputs, Fitts’ multi-directional target acquisition task is applied to

The International Standards Organization (ISO) documentation utilizes Fitts’ law to determine the usability of traditional input devices like mouse and touchscreens for one- or two-dimensional operations. To test the hypothesis that Fitts’ Law can be applied to hand/air gesture based computing inputs, Fitts’ multi-directional target acquisition task is applied to three gesture based input devices that utilize different technologies and two baseline devices, mouse and touchscreen. Three target distances and three target sizes were tested six times in a randomized order with a randomized order of the five input technologies. A total of 81 participants’ data were collected for the within subjects design study. Participants were instructed to perform the task as quickly and accurately as possible according to traditional Fitts’ testing procedures. Movement time, error rate, and throughput for each input technology were calculated.

Additionally, no standards exist for equating user experience with Fitts’ measures such as movement time, throughput, and error count. To test the hypothesis that a user’s experience can be predicted using Fitts’ measures of movement time, throughput and error count, an ease of use rating using a 5-point scale for each input type was collected from each participant. The calculated Mean Opinion Scores (MOS) were regressed on Fitts’ measures of movement time, throughput, and error count to understand the extent to which they can predict a user’s subjective rating.
ContributorsBurno, Rachael A (Author) / Wu, Bing (Thesis advisor) / Cooke, Nancy J. (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2015
157253-Thumbnail Image.png
Description
Reading partners’ actions correctly is essential for successful coordination, but interpretation does not always reflect reality. Attribution biases, such as self-serving and correspondence biases, lead people to misinterpret their partners’ actions and falsely assign blame after an unexpected event. These biases thus further influence people’s trust in their partners, including

Reading partners’ actions correctly is essential for successful coordination, but interpretation does not always reflect reality. Attribution biases, such as self-serving and correspondence biases, lead people to misinterpret their partners’ actions and falsely assign blame after an unexpected event. These biases thus further influence people’s trust in their partners, including machine partners. The increasing capabilities and complexity of machines allow them to work physically with humans. However, their improvements may interfere with the accuracy for people to calibrate trust in machines and their capabilities, which requires an understanding of attribution biases’ effect on human-machine coordination. Specifically, the current thesis explores how the development of trust in a partner is influenced by attribution biases and people’s assignment of blame for a negative outcome. This study can also suggest how a machine partner should be designed to react to environmental disturbances and report the appropriate level of information about external conditions.
ContributorsHsiung, Chi-Ping (M.S.) (Author) / Chiou, Erin (Thesis advisor) / Cooke, Nancy J. (Thesis advisor) / Zhang, Wenlong (Committee member) / Arizona State University (Publisher)
Created2019
136804-Thumbnail Image.png
Description
The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook

The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook design techniques to discover how applicable published interface design concepts are in practice. Four variations of a software package were deployed to end users. Each variation contained different design techniques. Surveyed users responded positively to interface design practices that were consistent and easy to learn. This followed textbook expectations. Users however responded poorly to customization options, an important feature according to textbook material. The study made conservative changes to the four interface variations provided to end-users. A more liberal approach may have yielded additional results.
ContributorsSmith, Andrew David (Author) / Nakamura, Mutsumi (Thesis director) / Gottesman, Aaron (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2014-05
137541-Thumbnail Image.png
Description
Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices

Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices are beginning to make use of multiple different input types, and will likely continue to do so. With this happening, users need to be able to interact with single applications through a variety of ways without having to change the design or suffer a loss of functionality. This is important because having only one user interface, UI, across all input types is makes it easier for the user to learn and keeps all interactions consistent across the application. Some of the main input types in use today are touch screens, mice, microphones, and keyboards; all seen in Figure 1 below. Current design methods tend to focus on how well the users are able to learn and use a computing system. It is good to focus on those aspects, but it is important to address the issues that come along with using different input types, or in this case, multiple input types. UI design for touch screens, mice, microphones, and keyboards each requires satisfying a different set of needs. Due to this trend in single devices being used in many different input configurations, a "fully functional" UI design will need to address the needs of multiple input configurations. In this work, clashing concerns are described for the primary input sources for computers and suggests methodologies and techniques for designing a single UI that is reasonable for all of the input configurations.
ContributorsJohnson, David Bradley (Author) / Calliss, Debra (Thesis director) / Wilkerson, Kelly (Committee member) / Walker, Erin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
155568-Thumbnail Image.png
Description
This increasing role of highly automated and intelligent systems as team members has started a paradigm shift from human-human teaming to Human-Autonomy Teaming (HAT). However, moving from human-human teaming to HAT is challenging. Teamwork requires skills that are often missing in robots and synthetic agents. It is possible that

This increasing role of highly automated and intelligent systems as team members has started a paradigm shift from human-human teaming to Human-Autonomy Teaming (HAT). However, moving from human-human teaming to HAT is challenging. Teamwork requires skills that are often missing in robots and synthetic agents. It is possible that adding a synthetic agent as a team member may lead teams to demonstrate different coordination patterns resulting in differences in team cognition and ultimately team effectiveness. The theory of Interactive Team Cognition (ITC) emphasizes the importance of team interaction behaviors over the collection of individual knowledge. In this dissertation, Nonlinear Dynamical Methods (NDMs) were applied to capture characteristics of overall team coordination and communication behaviors. The findings supported the hypothesis that coordination stability is related to team performance in a nonlinear manner with optimal performance associated with moderate stability coupled with flexibility. Thus, we need to build mechanisms in HATs to demonstrate moderately stable and flexible coordination behavior to achieve team-level goals under routine and novel task conditions.
ContributorsDemir, Mustafa, Ph.D (Author) / Cooke, Nancy J. (Thesis advisor) / Bekki, Jennifer (Committee member) / Amazeen, Polemnia G (Committee member) / Gray, Robert (Committee member) / Arizona State University (Publisher)
Created2017
157988-Thumbnail Image.png
Description
The current study aims to explore factors affecting trust in human-drone collaboration. A current gap exists in research surrounding civilian drone use and the role of trust in human-drone interaction and collaboration. Specifically, existing research lacks an explanation of the relationship between drone pilot experience, trust, and trust-related behaviors as

The current study aims to explore factors affecting trust in human-drone collaboration. A current gap exists in research surrounding civilian drone use and the role of trust in human-drone interaction and collaboration. Specifically, existing research lacks an explanation of the relationship between drone pilot experience, trust, and trust-related behaviors as well as other factors. Using two dimensions of trust in human-automation team—purpose and performance—the effects of experience on drone design and trust is studied to explore factors that may contribute to such a model. An online survey was conducted to examine civilian drone operators’ experience, familiarity, expertise, and trust in commercially available drones. It was predicted that factors of prior experience (familiarity, self-reported expertise) would have a significant effect on trust in drones. The choice to use or exclude the drone propellers in a search-and-identify scenario, paired with the pilots’ experience with drones, would further confirm the relevance of the trust dimensions of purpose versus performance in the human-drone relationship. If the pilot has a positive sense of purpose and benevolence with the drone, the pilot trusts the drone has a positive intent towards them and the task. If the pilot has trust in the performance of the drone, they ascertain that the drone has the skill to do the task. The researcher found no significant differences between mean trust scores across levels of familiarity, but did find some interaction between self-report expertise, familiarity, and trust. Future research should further explore more concrete measures of situational participant factors such as self-confidence and expertise to understand their role in civilian pilots’ trust in their drone.
ContributorsNiichel, Madeline Kathleen (Author) / Chiou, Erin (Thesis advisor) / Cooke, Nancy J. (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2019